ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÜÛÛÛÜ ßßß ÜÛÛÛÛÛÛÛ ÛÛÛÜ ÜÛÛÛÜ ÛÛÛ ÞÝÛÛÛÞÛÛÛÛÛÛÛÛÞÛÛÛÛÛÞÛÛÛÛÜ [Pred 94] ÛÛÛ ÜÜÜ ÞÛÛ ÛÛß ßÛÛ ÛÛÛÞ ÛÛÛ ÛÛÛ ÜÜÜ ÞÛÛ ÜÛÛ ÞÛÛ ÛÛ² ÛÛ² Û²ÞÛ² ÛÛ²ÞÛ²ÞÝ ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÛÛ² Û² ÛÛ² ÛÛ² ÜÛ²ÞÛ² ÛÛ²ÞÛ² Û ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÛÛ² ÜÛ² ÛÛ± ÛÛÞÛÛÛÛÛß ÛÛ± ÛÛ±ÞÛ± ÞÝÛÛ± ÛÛ± ÛÛ± ÛÛÛÛ±ÞÛÛÛÛÛß ÛÛ± ÞÛ± ÛÛ± ÛÛ± ÛÛ±ÞÛ± ÛÞÛ± ÛÛ± ÛÛ± ÛÛ± ÛÛ± ÛÛ± ÛÛ° ÛÛ° ÛÛ° ÛÛÜ ÜÛ± ÛÛ° ÞÞÛ° ÛÛ° ÛÛ° ÛÛ° ßÛ° ÛÛ° ÛÛ° ÛÛ° ÛÛ° ßÛÛÛß ÛÛ° ÛÛ° ÛÛ° ÛÛ° ÛÛÛÛÛ°Þ° ÛÛ° C O N S O L E M A G A Z i N E FRoNTiER magazine is (c) copyright 1994 May 1994 EDiTOR: Gordon Craick 3Do þ Jaguar þ Genesis þ CD-i þ CD32 þ GenesisCD þ Super Nintendo and all other consoles ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ iNDeX TO iSSuE 3 *******/\******* Welcome Updates Changes Feedback News: * Wolfenstein for Jaguar release * Midway signs licensing deal with Nintendo * Acclaim severed from Midway Features: * The inside specs on Panasonic's 3DO * The Asian Connection - Part 2 * Jaguar developers list Editorial/Opinion: * Saturn in perspective Reviews: * Jurassic Park (SNES) * Super Metroid (SNES) * Lawnmower Man (SNES) The Cheater's Den Trading Support sites/distribution How *YOU* too can help out Frontier How to contact Frontier Credits/Thanx -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú ÛÛ ÛÛÞÛÛÛÛÛÝÛÛ ÛÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÛÛÞÛÛÛÛÛ²±° ÛÛ Û ÛÛÞÛÛÜÜÜÞÛÛ ÛÛ ÛÛ ÛÛÝÛÛÞÛÝÛÛÞÛÛÜÜÜ ÛÛ Û ÛÛÞÛÛßßßÞÛÛ ßÛ ÛÛ ÛÛÝÛÛ ÛÛÞÛÛßßß °±²ÛÛÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÛÞÛÛÛÛÞÛÛÛÛÛÝÛÛ ÛÛÞÛÛÛÛÛÝ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú THiRD issue of Frontier, and we're already starting to drop behind the monthly deadline. While it is disappointing to me, and readers no doubt, there isn't much I can do to prevent it - often I am busy with other things (such as studying) and the end of last month just happened to be one of these times. Next month is exam month for me, so this may cause other delays - though I'll try as hard as I can to get an issue 4 out next month. Just bear with us, Frontier will eventually become closer to a set deadline as more people make some contributions in the coming issues. I'd much rather spend the extra time, rather than rushing an issue just to meet a deadline. While feedback to the magazine so far has been _excellent_ to say the least, Frontier is desperately looking for those who can in some way help with the magazine. If this just involves one article, one review or one cheat or so each month that is all we are after. Half an hour out of your time surely won't be a problem and it allows _your_ views to be expressed to hundreds around the world. Please contact me if you can provide this! we need much more coverage for systems such as the CD32, Genesis, and others presently not covered in the capacity I'd like them to be. This goes also to those who contacted me before issue one promising material, and who I have never heard back from - were you not interested, not have enough time, mail was lost or....? April brought quite a few developments in the console scene, with Jaguar, 3DO, Sega and Nintendo becoming a little more public in their plans and projections for the next couple of years. Saturn looks as though it is going to be _very_ hot, so check out my comments on the matter in this month's opinion section. Frontier would also like your opinion to be published on the Saturn or Project Reality also, so send them in people! A little of the information in this issue may have become a little dated by the time you read this (due to the fact that most of the news was completed two weeks ago), though most of it still should be accurate, unless things have changed drastically in the last while. Everything looks hotting up for a _big_ showdown never before seen in the entertainment industry occurring before Christmas, and it should be an exciting one too. Saturn, Jaguar, 3DO, CD32 should be in full production with many games to sell the machines - it will be a matter of who can offer the goods at the cheapest and most attractive prices at this time to be successful. There is also some more news on other developments on many different consoles which I've had to hold over to next issue, so look out for a big news list in issue 4.... I suppose this is not *really* the place the mention this, though of course that doesn't mean I can't :) The last month has been a bad one for the many thousands of fans of two people. First of all, the not so unexpected, but senseless death of Kurt Cobain, grunge rock legend from Nirvana. The next was the tragic death of champion driver Ayrton Senner, who died in the recent San Marino Formula One race. Both of these icons will be missed by many thousands around the world...which includes me. Rest in Peace guys. Gordon Craick (Editor -> FRONTiER magazine) < May 10th, 1994 > -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES ***/\** ALTHOUGH Frontier aims to make fewer mistakes than some other magazines, it would be naive to think there wouldn't be any. In issue one several people have pointed out some inaccuracies or clear mistakes. Thanks to those people who did so, if I don't know about it - I can't correct it :) - In issue 2 it was stated that CD-i was a 32 bit machine. Thanks to the reader that pointed out that Philip's CD-i is in fact two 16 bit processors in parallel, which does _not_ constitute 32 bit machine. - Super Turrican is in fact a 4 meg game, not 12 as stated. Apparently the game uses a high degree of compression to squash such a good game into such a small cartridge CHANGES ***/\** Frontier aims to provide what readers want, and as a result of feedback after the last two issues, a few changes have been made as requested. - Frontier will now implement the _word_ use to highlight a word or stress a point. Consider this as a form of underline to overcome some of the problems expressing other printed characters normally associated with a paper text. úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú °±²ÛÛÛÛÛÝÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛ ÛÛ ÛÛ ÞÛÛÜÜÜÞÛÛÜÜÜÞÛÛ ÛÛÝÛÛ ÛÛÞÛÛ ÛÛÞÛÛ ÛÛÛ Ûß ÛÛÛÛ ÞÛÛßßßÞÛÛßßßÞÛÛ ÛÛÝÛÛßßÛÜÞÛÛÛÛÛÛÞÛÛ ÛÛÛÛÜ ÛÛ ÞÛÛÛÛÛÞÛÛÛÛÛÝÛÛÛÛÛßÞÛÛÜÜÛÛÞÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛ ßÛ²±° úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú FRONTIER has been very grateful to the readers who have taken their time to write to the magazine and express some ideas and opinions. I'm _always_ after any sort of feedback, so whether you like everything, or something really annoys you let me know. If you're willing to express and opinion that you wouldn't mind publishing (maybe you've been expressing an opinion in some of the console newsgroups) here's your chance to let everybody else know what _you_ think. If you feel like a conversation on the console industry (or in fact anything!) send my some email, the best ones will be published in Frontier for others to join in on. Some of these have been repeated from previous issues that are of importance, so bear with them if you've been keeping up with previous issues of Frontier. Q: Can I be added to the Frontier mailing list? Can you send me Frontier via email? I don't have FTP access, can you please send me issue one? A: The answer to that is unfortunately no. At present there is *no* Frontier mailing list, though I have been posting for people prepared to set one up adamantly. My site does not have the facilities to set up such a mail-server to send issues via email, so that support must come from an external source. I have however been recording all email addresses sent to me so that when somebody can offer to set one up they will be sent each issue. True other electronic magazines have this feature, but then again they have been going for a while longer than Frontier C: Part 2 of the article on shopping in the Asian markets was never included in issue 2 although promised and in the index! Where did it disappear to? R: This has been quite a big embarrassment to Frontier I can certainly say! The reason for this most likely came about after compiling all of the separate articles into the final magazine format. That article must have skipped over my cutting and pasting tools (ie: text editor). There's not much more I can say other than to apologise to all of those who were looking out for it. This issue _definitely_ includes the afore-mentioned article for those interested (I double checked this time! :) ). Thanks to those who _didn't_ bother pointing it out until several weeks after release :) úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú ÛÛÛÛÛÛÛÞÛÛÛÛÛÛÞÛ ÛÛÝÛÛÛÛÛÛ²±° ÛÛ ÛÛÞÛÛÜÜÜ ÛÛ ÛÛÝÛÛÜÜÜÜ ÛÛ ÛÛÞÛÛßßß ÛÛ Û ÛÛÝßßßßÛÛ °±²ÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÝÛÛÛÛÛÛ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú WOLFENSTEIN FOR JAGUAR RELEASE *************/\*************** Probably in a surprise move to many, ID software has decided to release a Jaguar enhanced version of the PC hit that appeared back a few years ago. While the SNES version was a _decent_ version, many of the graphics and features has been taken out to please Nintendo - really making it a fair way behind the original. The Jaguar provides ID with a format that provides no censorship or big-brother attitude that the SNES does, basically letting them convert them Wolfenstein as it first appeared, with Nazi references, Hitler and plenty of gore and blood. Rather than a straight port, Jaguar Wolfenstein should include many new features such as automapping, greater and smoother texture mapping, a faster frame rate plus lighting, etc. While retaining much of the same features of the original, it will be much more familiar to players of Doom than anything else. The possibly of also turning the game into a multi-player link-up game has also be considered by Id software - we can only hope! According to reports, it only took a few days to port Wolf from development stations to the Jaguar due to the machines RISC architecture - which can only be good reports for other interested Jaguar developers (and owners). While Doom is still well on the way to be released sometime next month, Wolfenstein will be released soon afterwards. This gives the Jaguar two more brilliant first-person titles in the next few months to help boost Jaguar sales. Next in ID's lineup for PC release is the sequel to Doom, Evil Unleashed which will appear later on this year. Given Doom's quick port, a Jaguar version shouldn't be far behind! MiDWAY SiGNS LICENSiNG DEAL WITH NiNTENDO ******************/\********************* MIDWAY, designer of the popular arcade games such as Mortal Kombat, NBA Jam, and others has formally signed a large deal with Nintendo to market and distribute its products. The deal, expected to be in the region of several million dollars looks likely to boost both Midway's and Nintendo's profits with the new mutual agreement between the two video game forces. Like any agreement, the exact details are for them to know and us to try and find out :) Some of the effects and results of this union include: * Nintendo will market and sell Midway products using its Project Reality machine (a co-product between Nintendo and Silicon Graphics) which will go into operating in mid to late 1995 in the arcades. All future Midway arcade games will use Project Reality technology/consoles. * Nintendo jointly owns the rights to any games released by Midway/Nintendo and hence has a sole license to sell and distribute Midway games on its own machine(s). This will mean that we will be seeing almost direct ports from the PR arcade machines to home formats in 1996, when PR comes onto the home market. * Midway has left their marketing options open by allowing a off-shoot of the company, Midway WMS to produce titles for other platforms independently of the Nintendo deal. This means that Midway titles will still likely appear on other machines, more specifically the Jaguar (which they are a listed developer) and Saturn. * Mortal Kombat 3 will most likely appear as the first product of this new union between Nintendo/Midway in mid 1995. ACCLAiM SEVERED FROM MIDWAY ************/\************* Due to the new deal between Nintendo and Midway, Acclaim has largely been left out on its own. Rights to market and distribute Midway games in the arcades expires close to the end of the year. While it is likely that Acclaim will continue to market its own or other companies software in the arcade market, future marketing of games such as Mortal Kombat, and NBA Jam (two of the most popular arcade games on the market today incidentally) under the Acclaim/Midway agreement will cease. This also means that promised ports of Mortal Kombat (1 or 2) and NBA Jam have been withdrawn from Jaguar/3DO release - which will be a disappointment to many fans. Although this news may seem bad to many observers, it should be pointed out that the only reason that Acclaim was associated with Midway was to market/distribute Midway's games in the arcade market. Acclaim had very little (if any) say in the production in Midway's games. Mortal Kombat and NBA Jam were the property of Midway, and will continue to be so. OTHER NEWS ****/\**** Crystal Dynamics is now distributing fixed versions of its Horde software. This correction will fix the problems with save games overwriting others, by imposing a three save game limit. Owners of the Horde can take their disc of the Horde and obtain the new version from their local distributor. The 3DO has been taken favourably in Japan, and probably better than the US release from initial indications. Toshiba, an even larger firm in Japan that elsewhere overseas has also signed up to become a 3DO hardware producer. This will mean that will see a Toshiba 3DO player, along with the Sanyo and AT&T machines by the end of the year. The future of Commodore (makers of Amiga computers and CD32 machines) does not look too promising to many observers. After posting a net loss last year of several million dollars, Commodore may be forced to downscale operations in a bid to keep afloat. While Commodore sales in Europe/UK are still exceptional, sales elsewhere have been steadily declining. Commodore may recover with the release of the CD32, so we'll just have to wait and see what happens. The list of formal Jaguar developers has passed the hundred mark. Atari has gone on the record saying that around 50 Jaguar titles will be released before the end of 1994 (only another 45 to go :) ). Jaguar units are still hard to obtain, many stores taking orders several weeks in advance - though they are available for those keen enough. The problem lies in manufacturing, there simply aren't yet enough Jaguar machines for the people who are after them. When this problem is sorted out, Jaguar software should really take off, and also pave the way for full release in places such as Europe/UK and Australia. The latest development that has come out in Asia for the illegal copying of console software is a new CD-ROM interface. Plugging into the SNES, it gives the user access to virtually the entire SNES library on one CD disc. The player is too expensive for most though, coming in at a whopping $2000! That's a mighty big number of purchased (25!) software for that price. While it looks as though it is definite that Mortal Kombat will be now _not_ be converted to the Jaguar, Kasumi Ninja looks like being its equal. Similar in style (a two player beat em up), Kasumi Ninja looks like being just as violent as MK, and from some indications even more so. Definitely not for the squeamish if decapitation and disembowelment offend you. Up to 9 different characters will be available in the game, plus the addition of several secret ones. From recent indications, it appears as if most Jaguar titles will use a resolution of 384x240 (or 384x280 for PAL) for games. Both Tempest 2000, Doom and Wolfenstein use this mode so it appears as though this is going to become the standard in future. Horrorscope, a "unique" new beat 'em up will appear on the Jaguar late this year. Based around the characters of the zodiac, it involves much the same two player action as SF2 or MK. For internet users, the CD32 newsgroup that was stated as being in production is now operating. Simply choose rec.games.video.cd32 from your favourite Usenet reader to access the area and start writing! RUMOURS ***/\** Again, remember that this section is nothing more than it indicates, and simply rumours from other magazines, talk, media sources and the internet newsgroups. It is up to you how seriously you take these rumours. - There is still a lot of controversy surrounding the new addon module for the Genesis - some saying one things, others disagreeing with equally credible opinions. Many have been saying that it is a addon to the Genesis that will be a new console format for Sega (not being compatible with anything else) which will give increased specifications and putting it in front of the SNES technically. The other view(s) expressed is that this new addon is actually the Saturn adaptor which will allow users to play Saturn software through their Genesis adaptor. Frontier is unable to decide either way, so if you have anything to prove or disprove any of these theories send them in. úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú °±²ÛÛÛÛÛÝÛÛÛÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÞ ÛÛÞÛÛÛÛÛÜÞÛÛÛÛÛÞÛÛÛÛÛÛ²±° ÛÛ ÞÛÛÜÜÜÞÛÛ ÛÛ ÛÛÝ ÜÛ ÛÛÞÛÛ ÛÛÞÛÛÜÜÜÞÛÛÜÜÜÜ ÛÛÛÛ ÞÛÛßßßÞÛÛÛÛÛÛ ÛÛÝ ÛÛ ÛÛÞÛÛÛÛÜßÞÛÛßßß ßßßßÛÛ ÛÛ ÞÛÛÛÛÛÞÛÛ ÛÛ ÛÛÝ ÛÛÛÛÛÛÛÞÛÛ ÛÛÞÛÛÛÛÛÞÛÛÛÛÛÛ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú The INSiDE SPECS ON THE PANASONIC 3DO *****************/\****************** YOU'VE heard all of the hype given to the machine, and you've probably seen and played the machine by now. Now you can learn all about how well it actually shapes up the other consoles. This article is covering the Panasonic R.E.A.L player (to give its full title) as it is the current 3DO player on the market, though with 3DO being a standard, the majority of this information will be equally as accurate for other manufacturer's player. You might encounter some visual differences, however all other players should feel and play much the same as Panasonic's MANUFACTURER/APPEARANCE: In 1992/early 1993 the 3DO company was formed in the United States. Headed by Rick Tompane and Trip Hawkins, the company aimed to provide a high tech and at the same time adaptable console for the home markets that they hoped (well, still hope) would become _the_ standard for home video game machines. After approaching several major companies on the idea (Frontier wouldn't be surprised if these weren't Sega and Nintendo initially), the 3DO standard gained widespread support. Matsushita (a large Japanese Electronic firm), Panasonic, AT&T (a large US telephone and communications carrier), Sanyo and most recently Toshiba and Samsung all have committed themselves to developing a 3DO compatible machine of their own. Creative Technologies (makers of the popular Soundblaster sound cards) has also obtained a license to release an add-on card for PC's and compatibles. A large commitment to developing software for the machine has also been made by large companies such as Electronic Arts, Crystal Dynamics and hundreds of other well known developers. Unlike other consoles, 3DO is a standard rather than the actual console itself. 3DO itself is really just a series of specifications written down on paper. To meet the 3DO specifications, all machines must follow the same specifications to remain compatible with 3DO software. The first player onto the market was that made by Panasonic, which was released in the US at the end of 1993. Others are set to follow in mid to later 1994 The FZ-1 R.E.A.L player it is unimaginatively called, is a stocky and slightly ugly unit in itself. Approximately 40cmx30 cm, the machine is slightly smaller than your average VCR machine. The disadvantage of this design is that the machine isn't going to neatly sit on your floor and probably not even fit on top of your television. For this reason alone, it may be even worth waiting for other companies players which will most likely be a lot less bulky. The front of the machine in some respects looks like a front loading video player. A small buttons sets off the tray mechanism, which opens up, similar to most CD players. The tray itself is slightly flimsy, so there may be problems after continued use. At the rear of the machine are the array of external ports and extension ports. The 3DO includes just about every port which it will need off the shelf and in future, which is a big advantage. This includes a twin composite stereo connector, NTSC television connector (this is of course a PAL connection in some other countries), video in (useful for video titling, overlaying of software over video), video out (for outputting the results, or your 3DO picture), and a SVHS connector (for greater resolutions on some televisions and VCR's). Cables for all of these are included. Most importantly for 3DO owners, is the expansion/MPEG port, allowing the connection of either the MPEG cartridge or other additional hardware add-ons. The only slight disadvantage with all of these ports is that some are a little crammed together when everything is plugged in. For your $499 RRP you also get a game (Crash and Burn), a sample disc (with demos, video, information, etc), the machine and all required cables. You also get a pretty decent instruction manual to go along with the unit. The price is definitely not cheap, but you are playing for quality components and for die-hard game fans the price probably won't be a concern (well not too much anyway!). Considering a 486 PC that doesn't have all the custom chips of the 3DO for sophisticated games costs approximately $1300, you aren't doing _too_ badly at all. CONTROLLER: Panasonic's control pad is quite different to what you may have been used to with other consoles. About the closest comparison can be drawn between it and the older Genesis control-pads. Slightly square, it can become quite uncomfortable after a long degree of play. Three 'action' buttons are implemented, as well as a 4 way directional keypad. A start and pause button is also included. At the top of the controller is a small cap that hides the multi-player connector. Through this, a cable can be daisy chained between yours and other 3DO players (up to eight) to allow multi-player games. If you're starting to think that this would add to the price of the controller, you are right - expect to shell out $40 for a replacement or additional controller! This is much too much when it could have been just as easily been included on the main unit itself. Probably one of the only noticeably good things about the controller is that a headphone socket and volume controller are included _on_ the control pad itself. This makes it much easier to play the machine from a distance (ie: back on your sofa, etc). Along with its slightly uncomfortable feel is the frustrating fact that it isn't nowhere near as responsive as you would want it to be. Often you'll have to press the directional controller far to the right to get even a little movement. Even more frustrating is attempting diagonals, which are even harder to execute. There is a quick fix for this (though I didn't have the opportunity to try this on a demonstration machine), involving losening the screws at the bottom of the controller to increase the rate of movement. Quite simple, and apparently it works. A big negative for the machine is the controller, though with third party controllers this can be rectified. PROCESSOR/OPERATION: The most important part in any system is its central processor, which largely limits the capabilities of other functions. In the 3DO's case, this the 32 bit ARM60 RISC chip running at a clock speed of 12.5mhz. While not as powerful as the Jaguar's processor (though more powerful than the CD32), it is more than enough for most processor-intensive games. Able to operate independently of the main processor, are two separate video processors. Each are CISC (which is not the optimum for graphics) operate at 25mhz and can produce such effects as transparency, palette manipulation, real time shading, texture mapping (though only onto a four sided plane) and most other special effects found in other consoles. An interesting feature of the 3DO is that it actually contains two main data buses, one for the video and the other for the main register bus. The reason for this is that MPEG FMV (off CD or other medium) can be piped straight through the video bus without external intervention, taking the load off the DSP and main processor. This allows for FMV display independently of the rest of the system, making possible video titling, video editing, overlaying of graphics over FMV without extra processing power, plus other useful features. While the 3DO is essentially a games machine, a dedicated maths co-processor allows fairly complex mathematical calculations to be carried out in the machine. This is _also_ in addition to the internal floating-point operation of the main processor. All of the separate internal operations are routed through the internal DMA controller before being outputted to the screen, to audio, etc. Just a small footnote: Since the release of Panasonic's machine, 3DO has been optimising the cost of the 3DO, and they have come up with a more cost effective dual chip design for use in future players (Sanyo and AT&T's player will use this design). They have also been looking into the possibility of using PowerPC RISC processors for its future designs, decreasing costs and at the same time increasing performance. The only problem with this is that there may exist some compatibility problems between the current 3DO and any new design 3DO, so may ultimately not be viable. GRAPHICS: Graphical manipulation is all done through the 3DO's 'CEL' chipset. Display graphics for the 3DO can either be in 24 bit or 16 bit colours per pixel. The machine also uses a interpolling technique (addition of pixels to give a smooth result) to give a maximum _output_ resolution of 640x480, while the _internal_ resolution (that actually are used by the processors) is only 320x480. Resolutions beyond this are not really possible, which may be a disadvantage when HDTV (High definition television) becomes more popular in the coming years. Now standard techniques such as texture mapping, background rotation, sprite manipulation and special effects are built into the machine. Dedicated video VRAM (1 megabyte) also helps speed up the machine's graphics capabilities, while also doubling as general RAM for some operations. SOUND: Sound is handled by the internal DSP (digital signal processor), which operates at 25mhz. The custom DSP allows specialised audio functions such as sound mixing (from an external source), special effects (such as reverb, echo, waver, etc), smoothing, and fully implemented Dolby Surround sound. This basically gives the 3DO theatre quality sound from any game, which is a definitive experience! CD quality sound is spooled directly from CD at the standard 16 bit rate. EXPANSION/PORTS: Ports include SVHS, audio out, video/audio in, RCF (NTSC or PAL), composite output, and two peripheral ports. All of these are passed through the internal DMA. Through the control pad connections, other devices such as 3D-glasses, mice, keyboards, etc are possible. Many of these are already in production for release some time year. Expansion is possible through a 68 pin expansion port (for MPEG 1 or type 2 adaptors) and also through an extra 30 pin expansion port. According to 3DO, both of these ports can upgrade or improve internal components - allowing for future speed or other enhancements. OPERATING SYSTEM: The 3DO is the first system to include its own custom and dedicated operating system built from scratch. This system takes care of things such as diagnostics, multi-tasking, bootup, decompression, peripheral management and other operations as well as providing an interface for loading of files from disc. It also provides the opportunity for further storage devices in much the same as a computer. One of the primary reasons for this operating system is to allow backwards-compatibility with later generation 3DO specifications by translating system calls. All software _must_ use this operating system for operation, and no low-level programming or fine manipulation of hardware is possible. Whether this is simply because 3DO wants to keep software compatible with different manufacturer's machines or it is actually true is another matter. The 3DO "Portfolio" software is separate from the system architecture, and unlike other systems (such as the CD32) each copy of the operating system is loaded off each CD. This means that _each_ copy of a game or software must include the operating system to operate. While the software might be an advantage to existing computer developers who may not be so expert at programming in a low-level language, for expert developers the operating system can only get in the way of operations. Usually by programming directly to the hardware special techniques and often an increase in speed is possible - with 3DO this can't be the case. STORAGE/MEMORY: The primary and just about only storage medium for the 3DO is from CD. Compression and decompression can be done on the fly through the 3DO's architecture during run time. Approximately 540 megabytes of uncompressed data can be squeezed onto one disc. Because CD is read-only, the 3DO includes a 32kbyte internal SRAM for battery-backed saving of high scores, positions, etc. While the first 3DO releases (eg: the Horde) suffered some problems by overwriting previous saved games, this has been fixed by an update in the 3DO operating system to manage things better. 32kbyte is not a lot, though used effectively by developers it should be enough to store 4-5 games worth of save games. One megabyte of VRAM (video RAM) is included for fast display of graphics, which can also store additional information if required. Main memory consists of two megabytes of high-speed DRAM, which is used for storing of game data during play. One megabyte of ROM is used to control internal operations. MPEG1 MODULE: To be released at any time now should be the MPEG-1 expansion module. This module will give about 74 minutes of compressed video from a single CD. MPEG is implemented in several systems now, including the CD32 so it shouldn't be long before we see movies, etc coming out on MPEG format. A MPEG-2 cartridge (which offers better detail, at the expense of space) will also be available some time next year. RELEASE: UK/Europe - March/April 1994 Japan - April 1994 United States - October 1993 SUMMARY - PROCESSOR(S): - ARM60 RISC processor - Clock speed of 12.5mhz - 32 bit at a reported 6 MIPS (Millions Instructions Per Second) - 50 megabytes/sec internal transfer - 25mhz CISC DSP - 30 channel DMA - Maths co-processor - 2x video processors - 32 bit - Separate bus GRAPHICS: - 16 bit - Maximum resolution of 640x480 - Palette of 16,777,216 colours - Unlimited colours on screen SOUND: - 16 bit stereo - 44.4khz - Software selectable volume - Dolby Surround Sound - 3D effects EXPANSION/OUTPUT: - 2x 32 bit expansion bus - Composite stereo - Two control/link up ports (with headphone jack) - Video/audio in - SVHS miniDIN output - PAL or NTSC RF out (depending on country) - Video out CONTROL: - Control pad: - 3 action buttons - Multi-directional control pad - Pause, Select buttons STORAGE: - 2 megabytes of general RAM - 32kbyte SRAM - 1 megabyte VRAM CD drive: - 16 bit DAC - 44.4khz - 300kb/esc transfer - 540 megabytes uncompressed data COMPATIBILITY: - PhotoCD - CD&G - Audio CD PRICE: $499 (including Crash and Burn game) This the last in Frontier's present series that gives the low-down on the latest consoles. In future Frontier is looking to cover in greater detail the Sega Saturn and Playstation-X machines as they are released, so look out for those in future. * While Frontier doesn't really like to advertise, I'll make this small exception. If you are interested in more information on the 3DO call 800-REAL-3DO (in the US) or internationally +1-800-REAL-3DO. * Thanks to Scott Krot'z regular 3DO faq for much of the information used to write this article. ASIAN CONNECTION - Part 2 ************/\*********** /\ Tim Wenas Welcome to Tim's second article on the Asian market (which as you can now see _is_ actually in this issue!). His previous article covered mainly the buying and price of consoles in Asia. However, what is much more interesting to probably you and me is the actual consoles available there. The 3DO, maybe surprisingly, is not *yet* widely available in Asia. No major department stores have them (to my surprise), and not many small shops have them either. I saw one in a Malaysian console store, and saw another one in an up market (read expensive) games shop in Singapore. No games were demonstrated. On the 3DO being displayed, I only saw one playing a Bryan Adams CD. Nice polygons... The Mega-CD which in Australia at least IMHO has been pretty disappointing, actually has quite a few overseas titles which have not been released in the western markets to my knowledge (since coming back to Australia I haven't been to a single shop!). I especially liked one CD title called Thunderhawks which looked a lot like Commanche (a most excellent PC helicopter game - If you have a PC I advise you get it!) and also an arcade conversion of Lethal Enforcers, which even came with a gun, just like the arcade! There is both a GenesisCD and cartridge version of Lethal Enforcers. Gameboy games are available, and especially MGCs (Multi-Game carts). I picked up a 50-in-1 cheap, although 19 of the games were merely repackaged versions of other games. For example, there were 3 versions of Alleyway (regular), and the two others started at level nine and fifteen. Also available was a 120-in-1, but that only contained 59 original games, and the other 61 were copies of them! There were *many* clones of the 8-bit Nintendo, a Spica one which looked just like an original but a bit shorter (you don't have to push the cartridge down) about 5 imitations where the (half-height) cartridge pops in the top like a SNES, and even one clone that looked like a Ferrari! The cartridge went in the sunroof and the control pads plugged into the doors...very cool! MGCs are probably the only games that sell for the Nintendo, my brother nearly bought a 400-in-1 for $28 until we read the back of the packaging...turns out there were only really 40 games or so, many of the games being copies or altered versions. The first 8 games were Tetris. Sega Master Systems are totally dead in Asia as in many other places, forget them. I was hoping to see a few PC-Engines (I reckon they are the best 8 bit consoles) but unfortunately, while they were reasonable popular about four years ago, they seemed to have followed the fate of the Sega MS, ie: dead. The only whisper of PC-Engine I saw were a few PC-GT's (hand held PC-Engines) imported from Japan, and costing about $500. Genesis units are fairly popular in Asia, with the advent of Special Champion Edition of SF2 being available (an amazing 20meg game!) The new Genesis2 machines that are on sale there ship with the 6-button control pad. The Sega multi-tap is available there, although I have not played a game that uses it. Anywhere that sells console stuff will generally have a few Genesis MGCs (multi-game carts). They range from 4 to 20 games in one cartridge (the ones I saw) and were generally games released a while ago, like Road Rash 2, and others. Good value though- $28 for an 8-in-1. Super Nintendo machines now rule the roost in Asia - most of the demonstration machines were SNES. The easy availability of DBU's quite ironically helps out Nintendo, and also Dragonball Z II. Dragonball Z is very popular, you can get trading cards, figures and even a Dragonball Z meal from Texas Fried Chicken. Strangely enough, I was expecting the machines to be the slim, smooth kind like we have here in Australia. I thought most of the Asia-Pacific region would get those style machines, but instead the US one (the ugly, square and purple one) was the one mostly one sale. You could still get the round one if you wanted, and there are plenty of adapters for you to buy. Plenty of add-ons for you to buy too, including multi-taps, joysticks, joypads, NTSC/PAL converters etc... Multi-game carts seemed less easy to get than on the Genesis, however they were available. It appeared most seemed to go for a DBU, because the only cost was of the DBU and disks. Generally, the Super Wildcard was most available, while the better stores has Gamars, MultiGameHunter and Profighter Q. There are also about six other types of backup units available in Asia, but I can't recall their names. No sight of the SuperCD (which Tim was expecting when he went there, now everybody knows why...) And of the others? I saw nothing of the Atari Jaguar, SuperGrafX (and certainly nothing of the Konix, if you know what that is...). And the future? I actually didn't spend much money over there, now saving up for a machine of the future. Even the SNES will go the way of the Nintendo, and so it seems to me there will be two machines to watch - the 3DO and Nintendo's next one, Project Reality. Project Reality (due at home in late 1995) should have a 64bit RISC processor (like the DEC Alpha, I think), run at over 100MHz, 24bit colour, CD quality sound, etc. It should have a CD standard, and even some kind of Virtual Reality. Sounds great, and if Nintendo stick to their promise of a $250 price, it will hard to resist. Just don't quote that to me if I'm proved wrong a year from now! :) Asia have the right idea in the way they sell things - they have entire buildings dedicated to a certain product. If you want to shop for clothes, furniture, electronics, computers or consoles, etc, you would go to a building where you can find hundreds of shops selling what you want. We have buildings where you can see a bit of everything, but not a lot of one thing. Just my 2c for FRONTiER! :) --> Editor's comment: I'd just like to point out that the likely reason for the absence of the 3DO, Jaguar, and other new machines in Asia at present is due to the fact that both are American manufactured and designed. Congratulations to those US hardware developers who have allowed these consoles to see the light - you look well set to beat the Japanese at their most lucrative console market. After an absence of nearly a decade of trying to keep up, things are looking bright for 1990's. Then again, there is always the Saturn around the corner.... Now if only Australia could buy into the entertainment hardware market :) I hope you have enjoyed this series of two articles on the Asian console scene, and I myself have found them very interesting reading. Tim may you bring you more on the Asian markets at some time in the future for FRONTIER, having some regular contacts who travel over there quite often. Again, as stated in the first of the two part series, please send me any comment/feedback on this article to me, or alternatively I can pass them on to him for you. JAGUAR DEVELOPERS LiST **********/\********** (version 1.1) THIS article was posted in several of the console newsgroups by me a few weeks ago. For those of you who missed it, I'd thought I'd include it in this issue of Frontier. It contains a list of most (there are about 10 more not listed in this list) of the developers signed up for the Jaguar, or at least have a game in production for the machine): 21st Century Software Gremlin Software Sunsoft 3D Games H2O Design Team Infinity Accent Media Productions Handmade Software Team 17 Software Accolade HiSoft Technation Digital World Activision Hi Voltage Software Techtonics Anco Software ICD Incorporated Telegames Anthill Industries ID software Teque London All Systems Go Iguana Thrustmaster Argonaut Software Infogrames Tiertex Atari (!) Imagineer Tradewest Attention to Detail Imagitec Design Trimark Interactive Audio Video Magic Interplay UBI Soft Bethesda Softworks Jaleco US Gold Beyond Games Krisalis Software V-Real Bjorn Joos/Kris Van Lier Limelight Media Virgin Black Scorpion software Llama Soft Virtual Experience Borta and Associates Loriciel USA Visual Concepts Br0derbund Manley and Associates WMS Industries Brainstorm Maxis Software Bullfrog Microids Clearwater software Microprose/SPH^ Computer music consulting Midnite Software Cybervision Millenium Cyberware NMS Software Delta Music Systems Ocean Software Dimension Technologies Park Place Productions Domark Phalanx Software DTMC Photosurrealism Duncan Brown PIXIS Interactive E-On Readysoft Elite Rebellion Software Epic Megagames Rest Energy Eurosoft/Titus Retour 2048 EZ Score Software Sculptured Software Gametek Silmaris Genus Microprogramming Software Creations ^ - Spectrum Holobyte (didn't fit =:) ) Total = 92 developers (-+10) Possibilities or uncertainties: Electronic Arts, LucasArts, Cross- Productions, Midway. Things to take note of - Some of these companies are publishing titles under larger companies. Not all are developing software either, however they do have products in development or are planning to release Jaguar hardware/or software in future. * This information is basically an updated list of developers contained in the Jaguar FAQ file (maintained by rjung@netcom.com) with extra information from Atari and other sources. úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÝÛÛÝ ÛÛÞÛÛÞÛÛÛÛÛÝÛÛÝ ÛÛ²±° ÛÛ ÛÛÞÛ ÞÛÞÛÝÛÛÛÝ ÛÛÞÛÛÞÛÝ ÛÝÛÛÛÝ ÛÛ ÛÛ ÛÛÞÛÛÛÛßÞÛÝÛÛ ÛÝÛÛÞÛÛÞÛÝ ÛÝÛÛ ÛÝÛÛ °±²ÛÛÛÛÛÛÞÛÛ ÛÛÝÛÛ ÞÛÛÛÞÛÛÞÛÛÛÛÛÝÛÛ ÞÛÛÛ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú IF you wish to express an opinion in an editorial style article, please let me know. Frontier aims to be a focus point for intelligent debate on the console industry so you should be willing to backup your opinions from readers. If you strongly agree or disagree on an editorial, consider writing one of your own with some opposing or contrasting opinions. SATURN IN PERSPECTIVE *********/\********** THE SATURN IN the last few months, the industry has been excitedly talking of the awe of the new Saturn system - basically pushing the other new consoles and how they will ultimately compare to the side. What makes Saturn different to other machines such as the Jaguar, 3DO and CD32 is that it is being designed by the second, if not now the biggest console manufacturer in the world. The name Sega is all that is needed to bring the hype that all of the other 32 bit newcomers can only dream of. Saturn also puts another big question mark over the possible future success of Nintendo. Project Reality won't be out for another two years, and while Silicon Graphics can definitely deliver the goods it may be simply too long before we see a PR home system. By 1996 there will already be hundreds of Saturn titles around, and that is not even mentioning the wealth of good quality Jaguar, CD32 and 3DO releases that will be available. Saturn has timed the release of the Saturn at exactly the right time to provide the best possible launch. The expected date for release is November, with a possible universal release at roughly the same time. Development stations and specifications are right about now being shipping to developers across the world (though, of course are sworn to saying as little as possible). This should provide at least 10-20 good titles by release, including the awesome games Virtua Racing, Virtua Fighting and Daytona racing. These alone will sell tens of thousands of Saturn's across the world in the first month. While 3DO, Jaguar and CD32 should be well established by that time, they won't have come near to succeeding in taking a stranglehold of the new 32 bit markets. They will still provide a worthy competition and choice for buyers, but with Sega on the front of the Saturn, it'll instantly be made familiar to millions across the world. It isn't just the word of Sega on the front that will sell the Saturn either, underneath lies a console which will surpass all but one of the consoles in the home market. Easily beating CD32, surpassing 3DO by a fair way and coming damn close to the Jaguar (if not beating) in raw graphical processing power - Saturn offers the machine that provides a limitless slate for game developers in the coming years. All of this, and still Project Reality is still nothing more than a $100,000 Onyx SGI workstation on a handful of people's desks...... BUT WILL IT SELL? The Saturn isn't a guaranteed success however, despite what many of the other magazines are trying to impress upon the consumer. In my opinion, the main prohibiting factor seems to be the price - still what most people tend to look at when evaluating consoles. Like the Genesis, the Saturn is mainly being aimed at the younger markets, and is going to be another 'toy' console, for playing games and playing games only. 3DO, CD32 and to a degree the Jaguar provides a different approach altogether, looking to become slightly more than just a 'toy'. What I am coming to here, is that the average target consumer Sega is aiming the Saturn at could actually _afford_ the Saturn. $500 is out of the price range for most 8-16 year olds, which is the predicted cost of the Saturn console. So far nothing has become an instant raging success that has cost more than $200, yet Saturn nearly doubles the stakes in this regard. Price of software is another prohibiting factor. Prices have been ridiculously getting higher in the last few years, steadily rising since about 1989. Unless the trend reverses, Sega (and Nintendo) is simply going to out price themselves out of the market. When each game costs $100, which some have been predicting, just think - 5 games and you have already surpassed your initial purchase of your base unit. Prices need to drop by another $30 at least. Why pay a $30 premium just so that Sega can pocket it from developers? There is no excuse for it whatsoever, despite the crap that they keep spitting out - PC games (even CD ones) are only $80 at most, why should this be any different for consoles? In the past, computer games have provided better graphics, more originality, faster action and more lasting games than any console release. While this is rapidly changing with the advent of new 32 bit multi-media consoles, there shouldn't be any reason why prices should also increase along with the technology. The other 32 bit machines have taken the right step in beating the price of most 16 bit software, which acknowledges the fact that some companies are beginning to realise that price has hurt sales in many instances. Only time will show whether the consumer will continue to be pushed around by the companies that sell the consoles. With a greater and more powerful choices available, software prices will also drop due to the age-old pressure of competition - hopefully Sega will also follow the lesser companies examples, or just maybe their Saturn may fair as badly as the 3DO has so far in real sales terms.... úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú ÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛ ÛÛÞÛÛÞÛÛÛÛÛÛÞÛ ÛÛÝÛÛÛÛÛÛ²±° ÛÛ ÛÛÞÛÛÜÜÜ ÛÛ ÛÛÞÛÛÞÛÛÜÜÜ ÛÛ ÛÛÝÛÛÜÜÜÜ ÛÛÛÛÜßÞÛÛßßß ÛÛ ÜÛÛÞÛÛÞÛÛßßß ÛÛ Û ÛÛÝßßßßÛÛ °±²ÛÛ ÛÛÞÛÛÛÛÛÛÞÛÛÛÛßÞÛÛÞÛÛÛÛÛÛÞÛÛÛÛÛÛÝÛÛÛÛÛÛ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú THE review section is not an integral part of Frontier, though an important one. What is the use of talk on consoles, without reviews to assess the quality of games that are available? If you wish to write reviews for Frontier for any console, please check out the section: How *YOU* too can help out with Frontier. While reviews of new games is preferred, reviews of games up to around 6 months old will be published. Check back on issue 2 for changes to the game ratings system. This new rating system I believe gives the best and most complete seen in any other magazine. Lets watch the others try and copy it :) JURASSIC PARK ******/\***** TYPE ................ Action/adventure FORMAT .............. SNES (also out on Genesis) DEVELOPER/PUBLISHER . Ocean RELEASE ............. November 1993 PRICE ............... $90 SIZE ................ 16 megabit LEVELS .............. 6 separate tasks DIFFICULTY .......... Hard PLAYERS ............. One EXTRA INFO .......... Can use SNES mouse Dolby Surround Sound support JURASSIC Park has turned out to become one of the biggest _ever_ grossing movies, taking many times more than the previous holders ET and Starwars. Not too much story line in essence - just a few dinosaurs running around rampantly eating people (fun of course, but we've seen that back in the 1930's). While the movie was nothing too special in some regards, it was the computer generated dinosaurs that really set it apart from other similar genre. Here we could see ancient dinosaurs, that has been extinct for millions of years interacting with humans in such a life like fashion. If nothing else, this was the thing that really made the movie. You don't have to be a genius to see that some sort of the console port was going to happen, and it wasn't long after the movie that it did. In the game you control Alan Grant, dinosaur researcher and basically head honcho of the game. Like the movie, the nasty dino's have broken lose and ravaged none other than Jurrasic Park - your job is literally to put them back in their cage. Jurassic Park is quite different from any one type of game, though it combines many of the best features of others. Most of the game takes place in an overhead viewpoint that many Ultima fans would be familiar with, yourself controlling Alan through the landscape. Everything is well detailed, right down to the textured ground (plus dino-prints!) and the general park looking appearance. While looking around is all very nice for a while, you soon have to settle down to your task of getting the cages back online, containing the dinosaurs and ultimately escaping the park. Along the way you can pick up and switch between various weapons, such as bolos, grenade launcher and dino-prod (sort of like a cattle prod, except a lot more potent), plus others which are harder to find. Like most games, each comes in handy for different situations. These dinosaurs aren't just going to let you hole them up in a cage with your weapons though, and often all you can hear to signal their approach is the thunder of feet or a chilling call. There are a number of different dinosaurs in the game, ranging from the wirely Raptor, to the massive Rex. If you time things right, these shouldn't be a problem, however if you aren't careful they can quickly stampede or eat you (which is more fun, though just as deadly in the end!). While running around on an overhead view and collecting objects and killing dinosaurs might be entertaining for a while, it could have become boring. Ocean has taken some initiative in this regard and added some variety by adding a first-person three-dimensional view. This if the first game I have seen to implement _both_ types of views, and it hasn't been done badly. If you enter a number of park buildings you are placed in Wolfenstein style action. Similar to outside, inside you must access various computer terminals and find certain objects to progress in the game, while at the same time blasting any dinosaurs that have taken over the buildings. The speed is a big improvement on SNES Wolfenstein, though this is mainly due to the small 'goggle' viewing window that you actually look through. After completing a number of different steps to contain the dinosaurs (detailed in the manual), you can finally escape the island. Although this seems simple, it would easily take a few days solid play - there are just so many different sub-plots you also have to do to finish. While Silicon Graphics Onyx and Indigo workstations were used to create the original effects to the movie, the SNES version uses standard game techniques - so don't expect anything too wonderful comparatively. Despite this, the game's graphics are very good when compared to many other SNES games. Everything is finely detailed, and even though Ocean didn't uses SGI workstations, the dinosaurs look quite realistic. Jungle and buildings are again realistic, with a nice cartoon looking effect, which is one of the first things that grabs your attention when starting the game. Digitised graphics are also used in many effectively, such as the character's faces (from the movie), plus the incredible title screen. Everything you do in Jurassic Park is in some way accompanied by some sort of sound effect, even walking across the ground gives a squishing sound. Dinosaurs and other nasties let out their cry in full digitised glory. The sound of thundering hooves gets closer as the dinosaurs approach. Some digitised speech is also used sparseless through the game, such as the slightly robotic "Welcome to Jurassic Park". All of these are little things, but make the game a lot more entertaining and interesting. Music in the game has not been just thrown in as an after- thought in the game, but suits the 'Jurassic' mood quite well. Music has a hard to describe hip-hop flavour, which blends a sort of African/Dinosaur beat into it, which will have most players grooving along (well, most people won't - but some will :) ). Some of it lacks imagination and constancy, though overall it won't start to annoy you after a while (which is my main criteria with game music!) I must admit, from what I had seen before actually hiring the game, and from what some had indicated, I was a little reluctant to check out what looked like yet another pathetic movie conversion. Its well worth checking the game out for yourself I soon found out, as the game is really quite good. Not quite up there with the best of the best, or even the best, though somewhere slightly behind. Everything has been taken into consideration when converting the license, and Ocean has done well with it. The game combines several interesting elements (especially the 3D view), which also providing a fair challenge and some puzzles to solve. There's not much more I can really say than to check it out, you'll like it! Final analysis -=-=-=-=-=-=-=- GRAPH SCORE Sound effects |******************************* 79% +___I___I___I___I___I___I___I___I___I___I. Music |********************************** 85% +___I___I___I___I___I___I___I___I___I___I. Sprites |************************************ 90% +___I___I___I___I___I___I___I___I___I___I. Backgrounds |********************************** 85% +___I___I___I___I___I___I___I___I___I___I. Playability |******************************** 80% +___I___I___I___I___I___I___I___I___I___I. IQ factor |**************** 40% +___I___I___I___I___I___I___I___I___I___I. Fun factor |********************************* 83% +___I___I___I___I___I___I___I___I___I___I. Overall graphics |*********************************** 87% +___I___I___I___I___I___I___I___I___I___I. OVERALL |********************************* 84% +___I___I___I___I___I___I___I___I___I___I. Percentage % 0 10 20 30 40 50 60 70 80 90 100 Extra Comments -=-=-=-=-=-=-= SOUND FX : Nice Dino noises! MUSIC : Especially good if you're into hip-hop. SPRITES : Dinosaurs are all well drawn and animated BACKGROUNDS : Lots of nice jungle and landscape to keep u occupied PLAYABILITY : A bit frustrating at times when you get stuck IQ. FACTOR : Remembering where certain objects are can be hard FUN FACTOR : A bit repetitive after a while, usually fun OVERALL GFX : Sprites and background blend well. OVERALL : Good, though if you don't like dinosaurs.... IMPRESSIONS : At the start of the game, the initial impression is of a game that won't become boring. Unfortunately, later on it can CONVERSION : N/A (though a Genesis version is available) INTEREST FACTOR : 80% - You might get bored after a few hours DIFFICULTY: Will at least take you a few days to complete, most likely a couple of weeks. WOULD I BUY THE GAME: Probably not, though that is mainly because I've already seen and done enough in the game to make it not worth it. Other players will probably find the game worth the challenge OVERALL: An interesting and at least unique game which offers many different things, which also makes a good conversion from the movie. If you hated the movie, or find the idea of chasing dinosaurs running around a bit too uninteresting you probably won't like it. SUPER METROID *****/\****** By Jason Box (boxj@rpi.edu) TYPE ................ Action/Adventure FORMAT .............. Super Nintendo DEVELOPER/PUBLISHER . Nintendo RELEASE ............. Mid April 1994 PRICE ............... $59.99 MSRP SIZE ................ 24 Megs LEVELS .............. ??? DIFFICULTY .......... Easy to Difficult (See below) PLAYERS ............. One EXTRA INFO .......... Battery Backup (3 save slots) After taking the Metroid larva from Metroid II to the Space Science Academy on the Galactic Federation Space Colony the scientists found out that the energy producing properties of the Metroid could be used to benefit mankind. Samus is on her way to the next bounty when she picks up a distress call from the colony. This is where you re-enter the boots of the now famous space bounty hunter known only as Samus Aran. Picking up where the second Metroid game left off Super Metroid is a giant step above Metroid and Metroid II. From the attract screen and the intro once you start you can tell that you are in for the adventure of a lifetime and it's only on your Super NES. Like the other Metroid games this is a side scroller style game in which you have a mission to complete. You must wonder around the planet picking up special items, beams, and missiles. This Metroid has more items than the two previous Metroids. It also introduces Super Missiles and Power Bombs. Also introduced are a lot of new techniques and abilities that Samus has. Like the Grapple Beam and wall jumping. There are also other abilities that are taught to you by strange creatures but you can do even before you meet these creatures. They just let you know that it can be done. There are also other abilities that you will have to discover yourself, but aren't important that you need to know them to finish the game. I won't bog this review down with storyline and plot. If you want to know it read the back of the box or buy the game. You probably have heard it by this point anyway. What this review is for is to tell what makes this a great game. The first noticeable difference is the music, which will really blow your mind when you here it through a stereo. In fact buy a stereo so you can experience the music. From there you will be glad that this adventure is in color once again where it belongs. The graphics are spectacular, they are the best that I have ever seen on the Super NES, in fact the best that I've seen on any 16-bit system to date. You may not notice the detail at first, but when you do you will realize why it took so long for it to be released on the SNES. The most mind blowing is the fact that Samus has two sides, that's right there's no mirroring here, if you are facing the left of the screen the hand facing you is the normal one, while when facing right her hand facing you is the one that has the gun attachment. But the detail doesn't stop there. The monsters are just the best drawn enemies for this genre of game. And the bosses, Kraid stands two screens high, and they are all highly detailed and challenging. Play control on Super Metroid is the best on any action/adventure game that exists. You press jump Samus jumps, you press left Samus walks left, and you press down Samus crouches. There is NO noticeable lag in controlling Samus. The only thing getting used to is using seven buttons for this game. You may get confused at first from all the buttons you have to keep track of, but you will get used to them. The hardest part of the controls is getting to know where all the buttons are in the heat of battle or when learning a new ability. The whole game and the storyline should keep you captivated and will make you keep on wanting to go back for more. I was unable to put the game away when I first got it. And since my room here has become a Metroid battlefield. Everyone seems to love this game. From people who have never played a video game on a home system but just played PC games, to those who have only played the Mario games on the old NES - they all love it no matter how frustrated they may get they keep on coming back for more. The music, the sound effects, and the graphics make a complete package like none other on any 16-bit system. The game is morbid compared to the first one mainly due to the haunting music and some of the on screen special effects that you will get to see throughout the game. In fact it seems that Nintendo wanted to make a point, that point being that you don't need a CD-ROM to make a great game, in fact Super Metroid is an instant classic. Just like if you had a Genesis you had to have Ghouls 'N Ghosts, now with the SNES you have to have this game or at least rent it or borrow it. There is no other game like it on the SNES. And Nintendo did it without a CD-ROM. In fact it is better than any of the Sega CD game out there and I have played all the Sega CD games. Nintendo has packed a lot of hidden things in Super Metroid, and people are still finding them. No one has found 100% of the items, and who's to say how may other secret things are in this game. But it would be a great shame if Nintendo didn't put a sound test in this game. And who knows maybe they did and no one has found it. The hidden things are what keeps me going back through the game over and over again. Also like the previous episodes there are different endings based on your time. There may also be a different ending if you get 100% of the items. Now on to the part that I get to gripe about what is wrong or bad in Super Metroid. And there isn't all that much to gripe about. The first problem is that there are some real frustrating and annoying parts in it, in which you have to pull off feets of joystick dexterity. But if you have played games like Bionic Commando (remember I mentioned a Grapple Beam) and any game in which you had to do wall jumping. These are the two annoying aspects of the game because you might get stuck someplace in which the only way out is to learn the wall jumping technique. And to finish the game you best get used to the grapple until you get the Space Jump. The only other complaint I have is the limit of three saved games. I have about six people here at school who come in to play Super Metroid and always someone's saved game gets erased. Beyond this I would have to say that the difficulty seems like it was meant for new players. I had an easy time with it, but it did challenge me, the bosses can be tricky at first, and getting used to the Grapple Bream and wall jumping took awhile and helped add some challenge to it as well. But I finished the game in a 24 hour period and had beaten it twice in 36 hrs. The game is of average difficulty if you are the average or casual player a few of my friends are. But it is a difficult challenge to new players or those who haven't played a video game in awhile - despite the fact that have problem with it they still love it and keep coming back for more. To finish off, I would like to say give this game a try, this is Nintendo's best game that they have ever done. It is well worth the money to buy it or the time to rent it and finish it. It is one of those games that you have to give a try. If you don't you'll regret missing the best game that I have played in a long time. With more instant classics like this Nintendo will once again be on top. Also my hat is off to Nintendo for allowing some violence to be in this game. You have to see how some of the bosses die in the game and you will see what I mean. Is this a new era for Nintendo?...... only time will tell. Final analysis -=-=-=-=-=-=-=- GRAPH SCORE Sound effects |**************************************** 100% +___I___I___I___I___I___I___I___I___I___I. Music |**************************************** 100% +___I___I___I___I___I___I___I___I___I___I. Sprites |************************************** 95% +___I___I___I___I___I___I___I___I___I___I. Backgrounds |************************************ 90% +___I___I___I___I___I___I___I___I___I___I. Playability |*************************************** 97% +___I___I___I___I___I___I___I___I___I___I. IQ factor |******************************** 80% +___I___I___I___I___I___I___I___I___I___I. Fun factor |**************************************** 100% +___I___I___I___I___I___I___I___I___I___I. Overall graphics |*************************************** 97% +___I___I___I___I___I___I___I___I___I___I. OVERALL |************************************** 96% +___I___I___I___I___I___I___I___I___I___I. Percentage % 0 10 20 30 40 50 60 70 80 90 100 Extra Comments -=-=-=-=-=-=-= SOUND FX : The best on the SNES MUSIC : The best I've heard on the SNES SPRITES : Highly detailed BACKGROUNDS : Excellent but could use a little more work PLAYABILITY : Control was superb IQ. FACTOR : A little thought was needed but not too much. FUN FACTOR : I haven't stopped playing it yet... Loads of fun... OVERALL GFX : The best on the SNES IMPRESSIONS: It was a tour de force from the intro on. I couldn't put the game down. The graphics, music, and sound effects puts you in the mood. CONVERSION: 150% better than the other two Metroids... but it's still missing something. INTEREST FACTOR: 100% for Metroid fans and adventure addicts. 95% for everybody else. DIFFICULTY: Easy to difficult see above. WOULD I BUY THE GAME : I did buy it, and I don't regret it. Its the most fun for the price. OVERALL : The best game Nintendo has done for the SNES, in fact the best game for the SNES full stop! LAWMMOWER MAN ******/\***** TYPE ................ Platform/shoot 'em up FORMAT .............. SNES DEVELOPER/PUBLISHER . ??? RELEASE ............. January/February 1994 PRICE ............... $85 SIZE ................ 16 megabit LEVELS .............. Approx. 8 DIFFICULTY .......... Hard PLAYERS ............. One/two simultaneous EXTRA INFO .......... Dolby surround sound LAWNMOWER Man is another title that has been converted from the movie of the same name. The movie gave a not too far fetched view of the future of virtual reality, where a simpleton progresses to a super being through unlocking ancient senses and knowledge locked within the human mind. Lots of rendered graphics and virtual reality scenes gave the movie a fair degree of credibility. The game takes place among much the same setting, though in the game this has been extended slightly to cover the effects _after_ Joe escaped (see the movie, you'll see what I mean) where androids and computer controlled machines have taken over the cities. Your job is to try and destroy the rampant machines and lock Joe back into his network. Lawnmower man during most parts is a pretty standard shoot-em up, which utilises the high resolution mode (with less colours) of the SNES to provide high detailed scenery. You control your character as you fight your way through the city, jumping across the buildings, blasting away the androids with your laser along the way. Additional weapons are also found along the way, and as power ups which are picked up from CD's and also armour in the form of the cybersuit. Scattered amongst the levels are several computer terminals, which you need to disable through the use of a sort of puzzle. Probably the best parts of the game are the cyberportals, which you need to access to progress elsewhere in the level. Here the action takes place in the wonders of cyberspace, where you control your body through a first-person perspective. While the polygons used here are pretty simplistic, it is at least done quickly and with enough obstacles to make it a challenge. There are also virus' in certain portals which you must destroy. Here is a clear example of where the FX chip could be used to good effect, though the specs for the chip is only now becoming available to third party developers. A two player co-operative mode is available, much like Contra Spirits. While two players can make the game slightly more enjoyable, the actual non-interaction between the players (ie: wanting to shoot the other player when you can't) doesn't really make it a worth addition. It also switches to single mode player during the cyberspace sections which takes out an additional challenge. As mentioned before, graphics use the high resolution mode during most of the game, giving it a 16 colour VGA look. The city scenes quite realistic because of this, and its a pity more games don't use this mode. The introduction to the game, while not exciting in the typical sense, uses a surprising number of digitised film shots to give it a storyboard look. In the cyberspace sections the graphics are too chunky for my liking, and the supposedly 3D polygons look suspiciously 2D a lot of the time. Sprites are a bit squashed in most places, and distinguishing an android from a power up can often be hard. Overall though, everything fits in well with the virtual reality feel, though of course the SNES pretty much limits the sort of game that could have been possible. Lawnmower man uses a techno style music throughout the game, and although I've said this for many other SNES games - I don't think I've heard any better (well, in a game anyway). Compared to many commercial techno, it doesn't really fair much differently, basically a nice thumping beat with other bits thrown in. Sound effects are comprised mainly of computer synthesised fx, plus the odd burst of digitised speech thrown in. Again, it suits the virtual reality/cyberpunk feel well, and there couldn't be many improvements that I can see. While the game is nothing new, it somehow includes enough action to keep you playing for at least a few hours at first. The two player action doesn't really add much to the game, and most of the time you are better off doing the game on your own. The action, when it comes down to it can also become repetitive, most of the buildings look similar, along with most of the bad guys. Its hard really to recommend the game to anyone in particular. While shoot 'em up fans will want more action and something different, and non shoot 'em up fans will quickly get bored, there isn't much the game really offers that is any different to any other platform/shooter game around. * Lawnmower Man 2 (the movie) is also due for release later this year, and according to the publishers of LM1 there will be a similarly based game sequel to co-incide with the movie. Final analysis -=-=-=-=-=-=-= GRAPH SCORE Sound effects |********************************** 85% +___I___I___I___I___I___I___I___I___I___I. Music |************************************* 94% +___I___I___I___I___I___I___I___I___I___I. Sprites |***************************** 72% +___I___I___I___I___I___I___I___I___I___I. Backgrounds |************************************ 90% +___I___I___I___I___I___I___I___I___I___I. Playability |********************************* 83% +___I___I___I___I___I___I___I___I___I___I. IQ factor |************ 30% +___I___I___I___I___I___I___I___I___I___I. Fun factor |**************************** 71% +___I___I___I___I___I___I___I___I___I___I. Overall graphics |************************************ 89% +___I___I___I___I___I___I___I___I___I___I. OVERALL |********************************** 84% +___I___I___I___I___I___I___I___I___I___I. Percentage % 0 10 20 30 40 50 60 70 80 90 100 Extra Comments -=-=-=-=-=-=-= SOUND FX : Nice and digital :) MUSIC : Some nice techno tracks SPRITES : Too small and squashed in hires mode BACKGROUNDS : Buildings and streets look realistic PLAYABILITY : Frantic arcade action all the way. IQ. FACTOR : The access terminals can be hard FUN FACTOR : Not really that exciting in any part OVERALL GFX : Good, except for some of the sprites generally OVERALL : A decent title which shows that the SNES isn't really capable of much more. IMPRESSIONS: While the sounds and graphics initially are impressive, things don't vary enough between the levels CONVERSION: N/A (though also an IBM CD game) INTEREST FACTOR: While the game isn't too hard, often it can become frustrating. DIFFICULTY: As above - often you end up going around in circles WOULD I BUY THE GAME: No. There are plenty of better platform games available. OVERALL: A game which implements much of the feel of the movie. From a movie with such fantastic special effects, the SNES isn't really cut out to produce a title that really does the license justice. A 3DO version with fully rotoscoped and rendered objects would make a _really nice_ title :) úÄÄÄÄ The Cheater's ÄÄÄÄÄú ÛÛÛÛÛÜÞÛÛÛÛÛÛÞÛÛÛÛÛÛ ÛÛ ÛÛÝÛÛÜÜÜ ÛÛ ÛÛ ÛÛ ÛÛÝÛÛßßß ÛÛ ÛÛ °±²ÛÛÛÛÛßÞÛÛÛÛÛÛÞÛ ÛÛ²±° úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú FRONTIER hopes to include a variety of different cheats, hints, solutions, etc for systems and games of all different types. The aim is to produce new information that has not been published before, though this of course cannot always be guaranteed. If you have discovered a secret level, willing to contribute some accurate playing hints, just finished a game and are willing to produce a solution, or for that matter anything that will help out gamers, Frontier is after them! CD32 - Here is a useful tip that will allow you to access an undocumented display menu in your machine. For this you will need a standard Amiga mouse. Plug it into the CD32 port and hold both buttons during boot-up. You should now be able to choose between several different display modes, including PAL or NTSC display! Very useful for all CD32 owners no doubt. JAGUAR - Here is an interesting function that Atari has included in their new console. Power up the unit as usual, and when the Jaguar logo comes up press OPTION and PAUSE to be able to rotate the cube, change its shape and other interesting things! úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú °±²ÛÛÛÛÛÛÞÛÛÛÛÜÞÛÛÛÛÛÝÛÛÛÛÛÜ ÛÛÝÛÛÛÛÛÛÛÞÛÛÛÛÛÛ²±° ÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ ÞÛÛ ÛÛÛÛÜßÞÛÛÛÛÛÝÛÛ ÛÛÝÛÛÝÛÛ ÛÛÞÛÛ ÛÛ ÞÛÛ ÛÛ ÛÛÞÛÝ ÞÛÝÛÛÛÛÛß ÛÛÝÛÛ ÛÛÞÛÛÛÛÛÛ úÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄú IF you have something console related you would like to sell, contact me and I will include your add for free in the next and subsequent issues. Atari 400 system. Sell all or part: upgraded console, disk drive, about 15 carts -- all the classics like Pac Man, Centipede, Missile Command -- plus some disks. Inquire for more details to: Eric Balkan, 14704 Seneca Castle Ct, Gaithersburg MD 20878 USA; ebalkan@ppbbs.clark.net; PP BBS: 301-294-0756. SUPPORT SITES/DISTRIBUTION ************/\************ THE following places are the first to receive Frontier each month, and also carry previous issues. If you are after the latest issue of Frontier, these places are where you will find it: VIOLENT CRIMES (BBS) Melbourne, Australia +61-3-562-1008 Sysop: Sudden Death Extra: Mention Frontier to receive the magazine. EMPIRE (BBS) Melbourne, Australia +61-3-591-0020 Sysop: Matthew Clemants Extra: This is still being worked on, issues are distributed here Fidonet 3:632/530 CUBENet (BBS) Munich, Germany +49-089-149-8811 Sysop: Peter Koehnkow Extra Info: 44 lines! One of Europe's biggest BBS Fidonet (2:2480/66) X=Link BBS Singapore +065-345-2083 Sysop: Melvin Chia Extra Info: 24hrs (Sat/Sun/Singapore public holidays) 1200-0000 (Mon-Fri : Singapore Time) Fidonet (6:600/638) Packet Press BBS United States +1-301-294-0756 Sysop: Eric Balkan (balkane@eon.com) Extra Info: None applicable - just call! FTP ftp.digex.net in /pub/access/spatton/frontier_magazine/ Admin: contact Scott Patton (spatton@access.digex.net) Extra Info: Only the latest issue of Frontier will be available here due to limited archive space. FTP (non-official) California, United States wuarchive.wustl.edu in /pub/frontier_magazine/ Admin: archive@wugate.wustl.edu Extra Info: At present only on a temporary basis and is not official (could disappear at any time). * Frontier is looking for somebody who can set up some sort of internet list-server so that Frontier can be sent via email to people who don't have FTP access. Contact the editor if you are willing to provide this. * You too can become a support site and be added to this list. All that is required is for you to hold the current and back issues of Frontier, and be able to FTP each issue as it is released. Simple... HOW *YOU* TOO CAN HELP OUT FRONTIER ***************/\****************** FOR a magazine such as this to prosper, Frontier needs regular contributions from its readers. From general articles, new releases, to reviews and opinions, Frontier needs them all. Even small pieces of information which you feel may not or may not be important, don't hesitate to send them in. Most likely, if it hasn't been mentioned, we don't know about it! If you wish to become a regular reviewer for Frontier, drop me a line stating the consoles you own, and which game(s) you want to review and I'll email you the 'Frontier reviewer's guide'. This guide should cover everything you need to know about writing a review for this magazine, or for those who have never written a review before and want to. The following things are specifically needed at present: - Gameplay co-ordinator position: To compile a list of cheats, hints and solutions for many games on many different platforms. You should be an avid game player and be able to discover material for yourself - eg: not taken straight from other magazines. - More reviewers: Although many have asked for and have been sent the reviewer's guide, I have heard very little back in the way of reviews from those people. Please get those reviews in if you intend on having them published! - More cheats: A lot of the cheats as you may notice are reprints of those that have appeared in other magazines. I am trying to stay away from this, so if you have an original cheat or hint please send it in. * For information on where to send any material or contributions, see the following section. HOW TO CONTACT FRONTiER **********/\*********** IF you need to contact Frontier for any reason, to ask a question, to pose a question, to comment on the magazine or industry in general, or for any other reason, don't hesitate to mail! (as it were). * Gordon Craick (chief editor) * .._@/` Post: Gordon Craick For those who do not have access 16 Gums Avenue to the internet Belgrave, Victoria AUSTRALIA 3160 Email: pred@zikzak.apana.org.au For response within a few minutes to a few days! FidoNet: Netmail to 3:632/530 (Gordon Craick) * Bradley Lascelle (news co-ordinator) Email: bradley.lascelle@canrem.com - Canada .:. If I don't receive your mail, try sending it again. If i *still* don't receive your message, try posting a 'where are you?' post in one of the console newsgroups (which I regularly monitor) and I should be able to get back to you. Otherwise, don't worry, I'm probably just dead :) CREDITS/THANKS ******/\****** KEEP up the great support everybody! Specific thank you's go to: . Tim Wenas - His article on the Asian markets, plus being cool ;) . Jason Box - For his Super Metroid review! Looking out for some more from you hopefully! . Since the list has grown rather large now, thanks go out to _all_ who have offered to be a support site. Keep up your support! . David Mansell - For CD32 related information . Bradley Lascelle - For being the news co-ordinator and hopefully some reviews in the future! . DiE productions OZ - Distribution, support and more! . YOU * Unless otherwise indicated, all articles are written by Gordon Craick. That's about it from the second issue of Frontier! Look out for issue four out in early June... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHT INFORMATION - FRONTIER MAGAZINE AND ALL ARTICLES CONTAINED WITHIN REMAIN THE LEGAL PROPERTY OF THE AUTHOR(S) UNDER EXISTING WORLDWIDE COPYRIGHT TREATIES AND IS (c) COPYRIGHT 1994. NO PART OF THIS MAGAZINE MAY BE DISTRIBUTED SEPARATELY OR SOLD FOR PROFIT WITHOUT EXPLICIT PERMISSION FROM THE EDITOR AND RESPECTIVE AUTHOR'S. ALL COMPANIES AND NAMES MENTIONED IN THIS MAGAZINE REMAIN TRADEMARKS OF THEIR RESPECTIVE COMPANIES. FRONTIER CANNOT BE HELD RESPONSIBLE FOR ANY LOSSES INCURRED FROM INFORMATION IN THIS MAGAZINE, EITHER DIRECTLY OR INDIRECTLY. WHILE CARE IS TAKEN TO ENSURE ACCURATE INFORMATION, FRONTIER CANNOT BE HELD RESPONSIBLE FOR ANY LOSSES INCURRED AS A RESULT. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-