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Atari Online News, Etc. Volume 02 Issue 43

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Atari Online News Etc
 · 5 years ago

  

Volume 2, Issue 43 Atari Online News, Etc. October 27, 2000


Published and Copyright (c) 2000
All Rights Reserved

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


Atari Online News, Etc. Staff

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

With Contributions by:

William Kendrick
Kevin Savetz



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Visit the Atari Advantage Forum on Delphi!
http://forums.delphi.com/m/main.asp?sigdir=atari



=~=~=~=



A-ONE #0243 10/27/00

~ AOL 6 Offers New Look ~ People Are Talking! ~ StuffIt 6.0 For OS X
~ Web Filter Plan: Snags ~ PlayStation 2 Debuts! ~ 'Whomper Stomper'!
~ No End To E-mail Ads! ~ Napster Comes To Macs! ~ PSX2 Sells Like Mad!
~ MagnusSoft in XL Search ~ Amiga Seeks New Life! ~ X-Box Goes For #2!?

-* Internet Filter Plan Hits Snag *-
-* ICANN: Last Word On Web Addresses! *-
-* Microsoft Systems Hacked, Source Codes OK *-



=~=~=~=



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



Another week of madness; it just doesn't seem to end! Thankfully, we have
weekends to look forward to, even if they are too short! And, the weather
has been very nice, for this time of year. The leaves are falling (drat!)
and it's an enjoyable time of season. Hay, Halloween is just a few days
away! Watch out for those ghosts and goblins in your neighborhood! And,
before long we'll be looking forward to spring again.

I've been playing around with the two new laptop computers I bought from
uBid. Once I figured out what I was doing, I got them both up and running.
I still have some work ahead of me to get them loaded with software, but
it's been fun - even if they aren't Atari machines! <grin> I've also picked
up a few other "hobby" items, from eBay, that should keep me occupied for
most of the weekend, if it rains. It's amazing what bargains you can find
on the web!

Until next time...



=~=~=~=



Site Added to XL Search


MagnusSoft's Atari 8-bit collection is now indexed by XL Search,
the Atari 8-bit file search engine.

MagnusSoft's files appear to be self-extracting ZIP programs for DOS,
containing an Atari emulator "ATR" disk image and some Windows BitMaPs of
printed documentation.

See:
http://www.newbreedsoftware.com/xlsearch/

-bill!

bill@newbreedsoftware.com
http://www.newbreedsoftware.com/bill/



Whomper Stomper Available On Cart


Scott Adams classic game Whomper Stomper is now available in cartridge
format for Atari 8-bit computers with at least 48k of RAM.

http://www.atarisales.com



=~=~=~=



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



Hidi ho friends and neighbors. Another week has come and gone, and mother
nature is still surprising us here in the northeast. We've had a nice
little "indian summer" this past week. The temperature has been
moderate... warm, if you take into account the time of year and
location... and the skies have been fairly clear.

Of course this can only mean one thing: The weekend is gonna stink.
Ain't that always the way?

I heard the other day that in addition to El Nino and La Nina, the
"weather boys" now have another climatological kiddie to add to the list.
Everybody give a big A-ONE welcome to "La Nada". How many names can they
come up with before they finally face the fact that we're messing with
things we don't fully understand and don't have the fortitude to stand up
to?

Let's face it, even though no one is sure of exactly what is causing
climate changes, the hydrocarbons, sulfur compounds, and carbon monoxide
that we're continually pumping into the atmosphere can't be good.

CFCs are still around, even though we know what damage they can cause.
Businesses and their supporters like to take a wait-and-see approach as
far as the consequences are concerned even though it's well understood
that IF these things ARE causing damage, it'll be decades before even the
most stringent attention can correct it.

The whole situation reminds me of an old joke about a man coming home to
find his wife searching the kitchen floor. When he asks her what she's
doing she replies that she is looking for a quarter that she dropped in
the living room. When he points out that she is in the kitchen and not
the living room she replies, "I know, but the light is better in here".

I'm not claiming that any of this has anything to do with the Atari
world, but the mention of La Nada started me to thinking. A dangerous
thing to do these days.

Well, let's get to the UseNet stuff, huh?


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


The nostalgia craze takes hold of Clay Halliwell, so he asks:

"Okay, hopefully someone knows this...

Does anyone know who composed the "Have You Played Atari Today?" ditty?

And on a less difficult note (groan), what's the name of that classical song
Atari used for a lot of their TV ads back in the 80s?"

Nick Langdon tells Clay:

"You mean the one that goes "When you get an Atari Attack, just pop in Solaris
for a mighty whack Jack!" I have two VHS tapes from Atari that were
commercials for both the games and the ST's."

Steve Stupple adds:

"The only Atari adverts I've seen in the UK was the one they couldn't
broadcast before a certain time! The one where the face is pulled off,
using Terminator 2 special effects... or was it by the same computer
that produced T2's effects?"

Marc Wilson asks about hard drive capacity:

"I'm upgrading my PC at the moment and fitting a new hard disk thus
getting rid of the older one.

I was wondering if it is at all possible to connect the old 9.1Gb SCSI
drive inside my TT in place of the older 48Mb one. Also, is it possible
to connect my old SCSI CD-Writer to the TT?"

Ken Macdonald tells Marc:

"Certainly. Subject to the limitation of the physical size of the drive.
just terminate it.

You'll probably want to use the external SCSI port [for the CD-Writer], so
you'll need cabling, power supply, maybe a box to hold it in, and
termination."

Jeremy Smith posts this about MIDI support for WinSTon:

"I've e-mailed the maintainer of WinSTon, offering to help with MIDI support
for Windows, but never got a response. So I'm posting here to see if anyone
wants my help or knows where I can offer to support Winston, and I'm also
posting to ask for anyone who knows about the Atari ST side of things
MIDI-wise (because I only know about programming MIDI under Windows,
hardware and software (ie, which port is to be emulated).."

Tim Conrardy tells Jeremy:

"Thanks for your OFFER and I hope someone listens as this is DEARLY
NEEDED to be able to run Atari Midi Apps on a PC (under emulation of
course) There are some Atari-Midi apps that cannot be reproduced for
Windows like Dr T's KSC Omega II with PVG.

I am just Encouraging you and anybody here that does Atari Emulation
for PC, that this is a need.

BTW...for the Mac platform, I am happy to report that NoSTalgia DOES
work for Midi. You really have to "tweak it" though. Harry Koopman (Of
Midijoy) has tested it for us on Atari-Midi Egrp."

Philippe Gérin adds:

"NoSTalgia supports Midi via Quicktime (Midi OUT) or OMS (Midi IN & OUT)
but some applications are not (yet) working.

Note that the current version of NoSTalgia (0.7) has a bug preventing
Midi apps to run.

Version 0.71 is planned next week."

Derryck Croker asks for help with a dial-up problem:

"My freephone ISP has changed its login procedure, and now cannot be used
with IConnect. I suspect that they've gone for CHAP authentication.

No chance of using any of the available Atari stacks with that I suppose?"

Jim De Clercq tells Derryck:

"This reply is from a shell account, so I cannot just go and look, but
the dial.scr text file, near the beginning, has a number flag to set, to
combine header compression and PAP to get CHAP.

This is with sting 1.15.

This is an opinion, and some opinions are better than others.

Do not give up yet."

Marc Wilson asks about comparisons between the Falcon and the TT:

"Just wondering which is the most powerful between the Falcon and TT
since they are both based on the same processor."

Jo Even Skarstein tells Marc:

"The TT has a 32-bit bus and a double-clocked CPU, so in this respect it's
a lot more powerful than a Falcon. The Falcon has much better graphics and
16-bit stereo DMA-sound though."

Thomas Binder adds:

"Not to forget its DSP, which enables the Falcon to do things the TT
won't manage, like playing MP3s at a decent speed. Of course, you need
special software that supports the DSP."

J Wilkinson adds:

"A standard Falcon clocks its 68030 CPU at 16MHz, while a standard TT
clocks in at 32MHz. The TT also has faster RAM access, due to wider
(full 32-bit) access to memory. The Falcon system bus only uses I
think 24-bits of the full 32-bits bus to access memory. Even if the
Falcon CPU was clocked at 32MHz (mine is), the TT will still run
ordinary software faster due to its memory access advantages.

If you use the DSP in the Falcon however the table turns somewhat. As
an example I've timed depacking of JPEG image files on an STe, Falcon,
and TT. The Falcon depacker used its DSP and was about 50 times faster
than the STe, and several times faster than the TT.

Other aspects draw comparison too, with the TT losing out on
graphics and sound capability to the Falcon.

Both are still good machines, but the overall feel of speed would go
to the TT I believe, with the Falcon winning on graphic and audio
stuff...provided of course you are talking 'standard' machines, as
both can be upgraded significantly!"

Dune Dumas asks for help with PC<->ST communications:

"I want to make my mega/ste and my pc communicate. I have got a
null-modem cable. I need the softs. Can anyone help me ?"

Steve Stupple tells Dune:

"Hmmm! let me think.

The simplest form of transferring for files that won't fit on a disk is
using a terminal program on both machines. However the data transfer
isn't blistering, if fact you could have a kip in the time it takes to
transfer a 1 meg file! and even worse at 19,200.

The big drawback, apart from the speed, is that you have to input from
BOTH machines. Which brings us nicely onto Ghostlink.

I've never been able to get Ghostlink to run on a Pentium class machine,
but I have run it on a 486!!! Strangely with an unmodified ST I could
only get the program communicating with each other at 38400bps!!!

But once launched you can use the pc drives and resources as another
drive:) However speed isn't it's best selling point:(

There are other programs, Paralink is one which I haven't tried yet.

For small files, as I've mentioned, transferring via disk is the best
method. For large files there are programs that will allow you to break
up a file into n amount of parts of n size, and reassemble on the other
computer."

Jeff Ganaposki asks for info about displaying text... tone deaf text.
<grin>:

"I would like to use my ST with its on board RF modulator to display
MIDI file lyrics from my MIDI rig.

Is there any freeware or suggestions for doing this?"

Kevin Dermott tells Jeff:

"[It's] amazingly [that] with its midi background there was never a proper
program for this on the ST, there is a small tos program on my site but
[it's] very basic.

Ronald van der Kamp asks rhetorically:

"Did not the Electric Cow have a midi-payer for on-stage use and
karaoke?"

Kevin replies:

"If anyone knows more please post!"

Ronald tells Kevin and Jeff:

"One asked for more info...
I looked it up.
Translated from English to German to Dutch and now back to English.

Electric Cow shareware:
MIDI Arpeggiator
for midi-sequencing and making Arpeggio sequences but also
In realtime playing of midi it is especially good for on stage use.
Useful for karaoke."

Kevin tells Ronald:

"Thanks for checking it out, I have looked at the site
http://ds.dial.pipex.com/electronic_cow/cownet.shtml and it is now freeware
as is all Electric cow products ( a noble gesture) , while looking like a
handy midi tool it has no lyric display features at all, perhaps it would
make a good backing track editor /player but sadly not a karaoke machine."


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

PEOPLE ARE TALKING



=~=~=~=



->In This Week's Gaming Section - PlayStation 2 Make U.S. Debut!
""""""""""""""""""""""""""""" PSX2 Games Galore! 'GameDay'!
Final Fantasy IX! Dragon Lair!
And much, much more!



->From the Editor's Controller - Playin' it like it is!
""""""""""""""""""""""""""""



Well, if you haven't heard by now, the major gaming news this week is the
North American debut of the PlayStation 2! All that I've read, yesterday
and today, said that the machines are flying off the shelves. 500,000
machines and they were almost sold out immediately. Sony had better ramp up
production or the most coveted holiday present isn't going to be available
this year! We have lots of PSX2 news this week, with more to follow in the
next few weeks. Stay tuned!

Until next time...



=~=~=~=



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



Sony Gambles with PlayStation 2 Game Console


PlayStation 2 may well be Sony Corp.'s biggest gamble in years.

The Japanese consumer electronics giant appears ready to make a killing
when the Internet-enabled, DVD-playing successor to its hugely popular
video game machine hits stores across North America on Thursday, Oct. 26.

But only if it can make enough of them.

The main risk facing Sony right now is a potential inability to produce
enough of the $299 machines to meet heavy demand.

So far, it has halved planned initial U.S. shipments to 500,000 units and
is diverting components from Japan to meet this.

``Maybe Sony isn't up to where they want to be because they're reducing
shipments just to make that reduced (U.S.) target," ING Barings analyst
Lisa Spicer said.

Shipments in Japan are suffering as a result, she said, with about 30,000
units going out every week instead of an initial 50,000 to 70,000.

Moreover, software titles -- the real heart of the video game businesses --
aren't selling as well either. Usually, two or three titles sell along with
a game unit, but users appear content for now with older titles and DVD
playback capability.

Sony has staked a lot on the game division, called Sony Computer
Entertainment, which makes up 30 percent of profits.

With a massive 125 billion yen ($1.16 billion) spent launching PlayStation
2, Sony needs to reach and hopefully surpass its global target of 10
million units by the end of the business year next March 31.

Sony's shares price suffered in September when the company announced the
reduced output for the U.S. launch.

That sparked some doubts that Sony could reach its target, despite the fact
that more than 3 million units have been shipped so far in Japan.

A million of them were sold in the first week after people lined up for
hours on March 4 to buy the PlayStation 2.

Critics say there's still slack in the system, which means Sony will have
to depend on sales overseas to meet its target. In fact, it hopes to sell 6
million units outside Japan.

``They're betting on overseas growth. They need it -- Sony is definitely a
global company," Spicer said.

Sony insists it is on track, and intends to ramp up production capacity to
1 million units per month by the end of October and then to 1.4 million per
month by end of the business year.



Video Gamers Not Daunted by Smaller Playstation


Video game developers have labored for years to produce new titles for
Thursday's launch of the much-hyped PlayStation 2, so Sony's decision last
month to halve its rollout could have spurred widespread panic.

But independent developers reacted more with a sigh than a gasp and went
back to what they do best -- playing games.

After all, sales forecasts for the $299 PlayStation 2 remain robust,
despite the scaled-back launch. And game developers remain confident that
millions of gamers with older consoles, such as the original Playstation,
Nintendo 64, Gameboy and Sega's Dreamcast, will clamor for more games this
holiday season.

Sony Computer Entertainment America -- maker of the much-awaited 128-bit
processor, Internet-capable and DVD-ready version of its popular
predecessor -- warned last month that part shortages would force it to
halve the planned U.S. roll-out to 500,000 units from 1 million.

The U.S. unit Japanese of electronic giant Sony Corp. said it would aim to
catch up to earlier production forecasts by early 2001.

But the scaling back of the PlayStation 2 launch hasn't deterred top
independent game developers who expect a strong holiday season anyway.

Playstation 2 A Small Part Of This Holiday Mix

Electronic Arts Inc. will have six titles on the shelves for consumers
ready to try out the new console.

THQ Inc. plans to have one game and Activision Inc. has two games for the
Playstation2 launch.

New platforms and games should spell even greater sales for this holiday
season than usual, analysts say, for the quarter that brings video game
companies the bulk of their sales.

``This is not a big deal for the software developers. They can afford to
keep printing and keep stock in inventory because they expect Sony
(production) will catch up," said Frank O'Connor, editor-in-chief of video
game and entertainment Web site DailyRadar.com.

Indeed, the top companies say they did not have to change their game plans
or sales targets.

``We don't really see an impact from the PlayStation 2 hardware situation.
We think there will be a healthy market through Christmas and early next
year," said Peter Dille, THQ's vice president of marketing.

PlayStation 2 games will count for a small part of expected total sales for
video game companies, with just 1.4 million PlayStation 2 consoles expected
in the U.S. market by the end of the year. That compares to some 28 million
PlayStation boxes already in U.S. homes.

Games for Nintendo Co. Ltd.'s new Gameboy Advance and Gamecube and
Microsoft Corp.'s much-touted Xbox, all due out next year, also are in the
pipeline at many game video game makers.

``We're not presumptuous enough to say which consoles will be most
successful. We supply them all," Activision Chief Executive Bobby Kotick
told Reuters in an interview.

Activision's rival for the title of second largest U.S. independent video
game developer, THQ, also aims to provide games for the new platforms.

But Electronic Arts' focus so far for new consoles has been solely on
PlayStation 2. Their decision not to develop games for Sega's Dreamcast or
obtain licenses for the Xbox or Nintendo consoles has generated some
controversy -- but the leading independent video game developer is not
worried.

``Everyone who called to ask why we aren't on the other consoles will call
and apologize when they see how we crush the launch of PlayStation2,"
Electronic Arts spokesman Jeff Brown said.

Strategies clearly differ among leading video game makers.

Electronic Arts is planning a hearty roll-out for PlayStation 2, putting
its top brands on the shelf in hopes of capturing initial market share from
the first buyers of the new console. Those users, called early adopters in
the industry, are expected to be the biggest fanatics.

``We think a strong market share for the hard-core gamers will be a big
advantage for EA in the life of the console and will offset any possible
loss from console shortages," Brown said. ``The software defines the
hardware, as we say in the industry. They've got to find out what these
things can do."

Games due out for the launch from EA are mostly sports titles, and include
Madden NFL 2001, SSX, Kessen, NHL 2001, XSquad and Swing Away Golf.

Also aiming to capitalize on the launch, THQ will offer role-playing game
Summoner when Playstation 2 debuts. ``This is a great opportunity to get on
the platforms early with new brands and technology," THQ's Dille said.

Activision has two games ready for the launch, but plans to unveil some of
its more popular brands once the user base grows, and the 128-bit processor
and other Playstation 2 technology can be better exploited, Activision's
Kotick said.

Its games at the launch will be Orphen, a role-playing, action game, and
Sky Odyssey, a flying game, Kotick said.

``The big brands you can't do justice to at the launch because there won't
be enough time to take advantage of the hardware. Our strategy has been to
take our time," he said.

Kotick predicted that game quality will improve once developers experiment
for at least a year with the new platform and more consumers buy it in time
for the 2001 holiday season.

Meanwhile, no one can afford to ignore the millions of existing users of
older models: the original Playstation, Nintendo 64 and Nintendo Gameboy
and Sega's newer Dreamcast.

Video game developers will continue to roll out new games for older
consoles this holiday season, continuing with the recent trends of extreme
sports, revitalizing favorite past titles and catering to younger players.

The backward compatibility feature of PlayStation2, which allows
enthusiasts to play games made for the original PlayStation, should help
foster continued interest in popular older games, company officials said.



Sony Computer Entertainment America Inc.
Allocates Initial Playstation2 Computer
Entertainment Systems to Retail Channel During
Coveted Launch Timeframe


Continuing to value its retail partnerships, Sony Computer Entertainment
America Inc. announced the postponement of the e-commerce component of the
company's PlayStation.com site, to ensure that retailers have the first
opportunity to secure and distribute the PlayStation2 computer
entertainment system at its launch on October 26, 2000. With unprecedented
demand for the system, the decision underscores the company's commitment to
provide PlayStation 2 hardware to more than 20,000 storefronts, which is
estimated to generate more than $500 million in incremental retail sales
for the category during the launch timeframe.

At launch, the company plans to ship 500,000 units of the PlayStation 2
computer entertainment system, followed by shipments of approximately
100,000 units per week through the holiday season. Just two months
following its launch, the company estimates that a total of 1.3 million
units will be shipped into the North American market, a historic milestone
for the industry.

In November, Sony Computer Entertainment America will re-launch its highly
trafficked and award-winning Web site, PlayStation.com, and transform it
into an online entertainment destination. As a first step in this
direction, consumers will be able to purchase a variety of PlayStation
products through the new PlayStation.com during its soft-launch period.

Some of these products include the newly-released PS one console, more
than 200 PlayStation software titles, PlayStation-branded peripherals, and
various PlayStation-related merchandise from a line of themed clothing and
goods, as well as numerous audio CD titles and DVD movies. E-commerce
initiatives surrounding the PlayStation 2 business including sales of
hardware, software and peripherals will commence once the company ships a
substantial amount of PlayStation 2 computer entertainment systems into the
market.

``By choosing to postpone the PlayStation.com e-commerce launch, we are
demonstrating that our priority is to support our retail partners and,
ultimately, consumers who rely upon their local storefronts to purchase
PlayStation products," said Jack Tretton, senior vice president, Sony
Computer Entertainment America Inc. ``With the upcoming launch of the
revolutionary PlayStation 2, we look forward to continuing the momentum for
the category at retail by being able to offer a complete end-to-end
solution to the consumer with PS one and PlayStation 2 computer
entertainment system."



PlayStation 2 Debuts, But Many Will Have to Wait


The kids have been good all year in hopes that Santa will bring them a Sony
PlayStation 2, but the coveted video game console that made its U.S. debut
on Thursday will be in short supply until after the holidays.

Outside Sony's futuristic Meteron center in San Francisco late on Wednesday
night, Tony Gautier, 28, said he and his friends -- part of a crowd of
about 1,000 waiting to buy the new console -- were there ``to make sure we
don't have to wait until after Christmas."

Sony Computer Entertainment America, a unit of Japanese Electronics giant
Sony, had to halve the initial U.S. roll-out to just 500,000 consoles
because of parts shortages.

While the company has admitted that the scaled back launch of the snazzy
game player would not be enough to meet demand, no preliminary sales data
were available on Thursday.

``We are sold out," said Jim McManus, spokesman for home electronics
retailer Best Buy, but declined to give sales figures.

Toysrus.com said its Web site sold out of the consoles in 30 seconds. It
declined to say how many were offered.

``I think it's a testament to how big the business has become," Jack
Tretton, senior vice president of sales for Sony Computer Entertainment
America, told Reuters.

``We're talking about $400 million in retail revenue in a matter of hours
in software and hardware. It's staggering. And that's not anywhere near
enough to satisfy demand," he said.

Selling for $299 each, the PlayStation 2 has double the capacity of its
popular predecessor with a 128-bit processor, plays DVDs and can access the
Internet with an add-on.

Tretton referred to $150 million in hardware sales and an estimated $250
million in sales of software and peripherals, such as joysticks and memory
cards.

New shipments were expected to hit stores on Thursday and Friday, and about
100,000 per week on average were anticipated to arrive at U.S. retailers, a
Sony spokesman said.

CABBAGE PATCH REDUX?

Japan's Sony, which on Thursday posted a 57.4 percent drop in quarterly
profits, has staked a lot on the successor to the original PlayStation, the
top-selling video game machine.

Sony said it had sold a total of 3.54 million PlayStation 2 consoles so
far, and reiterated that it was on track to reach its target of selling 10
million of the sleek black consoles by the end of the business year to
March 31.

``PlayStation 2 is our important gateway to the future," Masayoshi
Morimoto, Sony's senior executive vice president, told reporters in Japan.

In the United States, some retailers accepted pre-orders for the consoles
before the launch, and it wasn't clear if there would be enough to fill
those orders.

``Every unit we have until the end of the year is sold," said John
Woodson, president of the Internet division of Babbage's Etc., a unit of
Barnes & Noble that had taken more than 200,000 pre-orders for its
Babbage's, Software Etc, Gamestop and Funcoland stores.

``Everything we get Thursday has been presold, but we'll be able to put
subsequent shipments on shelves before Christmas," said Jeff Griffiths,
senior vice president of merchandising and distribution at Electronics
Boutique, which has taken 100,000 preorders for shipment by Christmas.

Sony itself had to postpone selling the machines on its PlayStation.com
site in order to divert as many units as possible to retailers.

Even retailers that did not accept pre-order, including Wal-Mart, Kmart,
and Best Buy, cautioned that units were very limited and expected to sell
out swiftly.

``It's gonna be worse than Cabbage Patch Kids," said Andrew Smith, a legal
assistant and PlayStation fan.

Online retailers Amazon.com, Toysrus.com, and buy.com said they would have
a limited number of units on hand for ordering at various hours on
Thursday. On eBay, the leading online auctioneer, the bidding on a
confirmed pre-order rose to $1,000 before the launch.

IF NOT SONY, NINTENDO OR SEGA?

If all else fails, there are other video game consoles that fit easily
under the tree.

Sony rival Nintendo said its focus is going to be on games. On Thursday,
Nintendo was launching a top-tier game title, ``Legend of Zelda 2."
Meanwhile, its ``Gold" and ``Silver" Pokemon games have been breaking
industry sales records.

``A lot of people buy Nintendo because they love the games that are
exclusive to Nintendo," said Perrin Kaplan, the company's vice president
of corporate affairs. ``Like having favorite authors, people have favorite
developers and games."

Nintendo has 1,000 games available for all of its gaming devices, including
the hand-held GameBoy and Color GameBoy, vs. 26 titles at launch for
PlayStation 2.

``Hopefully retailers will be strategic so that if people go to the Sony
shelves and find nothing there, there will be something neat from Nintendo
and they'll still get a sale, some sale," Kaplan said.

Sony's biggest competition could come from the Dreamcast, the 128-bit
console made by Sega, which should be readily available at retail stores
for $149. A unique feature is its 56K modem, which enables online
competition and verbal communication between remote players.

``There's a lot of hype about PS2 being the next thing, but when it comes
down to it, the online gaming piece is the future, not adding a lot of old
technologies together in one bundle," said Chris Gilbert, an executive
vice president of Sega of America.

Sony is still marketing its original PlayStation, which is now priced for
retail at $99. The original is an entry-level game console, that may be
more appropriate for a younger, less experienced, or less tech-savvy
player.

``We're looking to make strides in the under-12 market," said Sony
Computer Entertainment spokeswoman Molly Smith. Despite the other
offerings, and the challenges, only the PlayStation 2 will satisfy the most
dedicated video game fans, and only in the timeliest fashion.

``Right now it's the hardcore gamers," said high school student James
Mazur, who saves his birthday money to buy game systems. He profited by
selling a pre-order for a PlayStation 2 on eBay for $510. ``But closer to
Christmas," he said, ``it'll be the parents shelling out."



Microsoft Works on Xbox As PlayStation 2 Debuts


Microsoft has a message for all those video game fanatics ready to snatch
up Sony Corp.'s PlayStation 2 this week: You ain't seen nothin' yet.

The Japanese electronics giant will grab headlines this Thursday when the
much-anticipated video game console splashes down in the United States, but
Microsoft is determined that Sony won't hog the limelight for long.

This time next year the Redmond, Wash.-based company will be taking the
wraps off its Xbox -- a device it claims will be the most powerful video
game console on the planet.

``In terms of the launch activity and commitment we're making, this will be
the largest launch Microsoft has ever done, by orders of magnitude,"
Robbie Bach, who is leading the Xbox effort, told Reuters in an interview.

Bach, whose business card reads ``CXO" -- for Chief Xbox Officer -- says
that by using the same kind of chips and parts found in regular computers,
industry newcomer Microsoft will have an edge over its older, more
experienced rivals.

``You have to have graphics that people are just going to go, 'Oh my God,'
and we do get that reaction on our demos, now we have to get that in our
actual product," Bach said. ``I think we have put in Xbox the technology
to do it right."

Certainly the hard numbers seem to bear those claims out.

The Xbox will boast a modified Pentium III processor built by top
chip-maker Intel Corp. With a top speed of 733 megahertz, it is modest
compared to the fastest PCs but far out-guns Sony's 300 megahertz processor.

Polygon performance, a key measure of how fast a chip can paint graphics,
is 150 million polygons-per-second for the Xbox, vs. 66 million-per-second
for the PlayStation 2.

The machine also will feature separate graphics and audio chips, come with
an 8-gigabyte hard disk, a DVD drive and a built-in port for high-speed
online gaming.

It will not act like a PC, however. There will be no boot-up times, messy
file systems or software installation.

``From a consumer perspective this looks like a very simple,
straight-forward proposition, like it should. You pop in a game and it
plays. Our job is to hide all the complexity from everybody," Bach said.

Microsoft claims the real benefits of Xbox technology do not lie in
megahertz, gigabytes or polygons but in the ease with which game creators
can bring their ideas to life.

``The main problem with making games is not making the games but fighting
the hardware," said Seamus Blackley, who dreamed up the notion that the
world's biggest software company should try its hand with gaming hardware.

Microsoft is trying to win the hearts of developers, who have complained
that PlayStation 2 is tricky to write games for. But analysts said
developers will soon learn to tap the full potential of the Sony hardware.

``It is a fact that PlayStation 2 is a bit of a bear to program for, at
least initially," Jeremy Schwartz, an analyst with Forrester Research,
said. ``It was rocky to develop for PlayStation 1, but now it's pretty
amazing what they can wring out of that box."

Since new consoles sink or swim based on how many games are available,
Microsoft has already lined up more than 150 outside companies and teams to
create Xbox games.

It promises there will be about 30 games at launch, rising to 50 by the
holidays and to 100 after several months.

Several top video games companies, such as Activision Inc., have declared
their support, with one huge exception: Electronic Arts Inc., the world's
top game maker. The company has remained silent on whether it will make
Xbox games, a sign analysts say indicates loyalty to Sony.

``They (Microsoft) haven't secured the key developer," Schwartz said. ``To
me, that's kind of significant."

Microsoft is taking notes on how not to launch a product after Sony had to
halve initial U.S. shipments to 500,000.

That angered retailers who had counted on stocked shelves for the holidays,
and could possibly send customers running to rivals such as Sega
Enterprises, which launched its Dreamcast last year.

``We got to see what the competition did. We have a lot of experience of
what they did well and what they did not do so well. So it gives us a great
vantage point," John O'Rourke, director of games marketing for the Xbox
team, said.

So the company is treading a fine line between telling everybody that Xbox
will be second to none, and not raising hopes too high to make sure it
won't disappoint.

``This is an execution-oriented business. You have to be very careful about
what you promise and make sure that you over-deliver," Bach said.

One thing Microsoft isn't promising is that the Xbox will evolve into an
everything-but-the-kitchen-sink entertainment device to watch movies, surf
the Web and listen to music.

Sony has played up the ability of PlayStation 2 to play DVD movies, and is
seeking to turn the machine into an easy-to-use alternative to the PC for
the living room.

Microsoft's Bach questioned that strategy.

``Most combo boxes don't work. They suffer from what I call the
toaster-telephone syndrome. It's possible to make a combination
toaster-telephone, but that's not what people want," Bach said.

``Xbox is a game box. It's about having the most awesome gaming experience.
Is it capable of doing other things? Yes. Is there any work going on to
have it do other things? No. Are there any plans to have it do other
things? No," Bach said.

Still, analysts are skeptical that Microsoft will sit by idly while Sony
remakes casual computing in its image.

``Microsoft seems focused on the gamer but in the fullness of time this is
a bit of a Trojan horse for them, like Sony. I think Microsoft as a company
feels that they can't just let Sony take that whole market over," Schwartz
said.

And it is unlikely that Sony, with its marketing prowess and huge base of
loyal fans chomping at the bit for PlayStation 2, will cede the video game
crown to Microsoft, Schwartz said.

``Despite the sort of shortage of units for PlayStation 2, that's really
going to be the No. 1 box in the market going forward over the next couple
years," Schwartz said.

``The question is really who's going to be No. 2?"



Square Announces Ship Date of Final Fantasy IX
for the PlayStation Game Console


Square Electronic Arts announced that FINAL FANTASY IX for the PlayStation
game console will hit U.S. store shelves on November 14, 2000. FINAL
FANTASY IX, the latest title in the highly acclaimed FINAL FANTASY series
and the last FINAL FANTASY title for the original PlayStation game console,
will offer a rich storyline, completely new 3D environments and
cutting-edge graphic technology that have come to define the FINAL FANTASY
franchise as a whole.

``Anticipation has been building for the next installment in the FINAL
FANTASY series," said Jun Iwasaki, president of Square Electronic Arts.
``Now fans of the series have only three weeks to wait before they enter
the completely new world that FINAL FANTASY IX offers."

FINAL FANTASY IX takes players through an immersive storyline with numerous
subplots as they play with eight unique characters who use a variety of
weapons, magic and monsters in a quest for good over evil. The game centers
around an evil queen's desire to dominate the world. Brahne, the Queen of
Alexandria, has begun using highly-advanced magical weapons to terrorize
neighboring kingdoms. Players follow a group made up of bandits, knights,
and magicians lead by a skilled thief, Zidane, who all must ban together to
try to stop the Queen. Soon after embarking on their quest, they discover
that the queen's threats merely cover a far more sinister plot. For the
sake of mankind, Zidane and company must put an end to the Queen's reign
before she and the evil forces that accompany her can carry out the deadly
plan.

To assist players in their journey, Square Electronic Arts has teamed with
BradyGAMES to create a detailed strategy guide that offers tips, hints,
maps and step-by-step instructions to help players complete the game. In
addition to a traditional printed strategy guide, an interactive strategy
site for FINAL FANTASY IX will be made available to players at
PlayOnline.com (www.playonline.com). Using the keywords found throughout
the printed guide, players can log on to PlayOnline.com and type in the
keyword for in-depth information on that section of the game. Currently,
PlayOnline.com offers a preview to PlayOnline, a comprehensive network
entertainment and community service which is scheduled to launch in 2001 in
Japan, followed by the U.S.

``Using our FINAL FANTASY IX guide along with PlayOnline.com will add an
exciting level of interactivity never before offered in strategy guides,"
said David Waybright, Director of Publishing for BradyGAMES. ``Including
advanced strategies, detailed maps, special secrets and more, the
PlayOnline.com strategy site is just a mouse-click away for players who
want to enhance their strategy guide experience."

The Japanese version of FINAL FANTASY IX hit store shelves in Japan on July
7, 2000. The game pre-sold one million units in a record-breaking 17 days
and has sold through 2.8 million units to date. Sales of that game have
propelled life-to-date sales of the overall series to an astounding 30
million units, making the FINAL FANTASY franchise one of the best-selling
series in the history of videogames.

FINAL FANTASY IX is compatible with DUALSHOCK analog controller and has a
suggested retail price of U.S. $40. The game carries an ESRB rating of
``T" (Teen). BradyGAMES' FINAL FANTASY IX Official Strategy Guide will be
priced at $12.99.



Infogrames, Inc. Explodes Onto PlayStation2 Early
With the Award Winning Unreal Tournament


Anticipating the demand for the top-selling game, Unreal Tournament,
Infogrames, Inc. announced that Unreal Tournament for PlayStation2 began
shipping this week, six days prior to the launch of Sony's next-generation
computer entertainment system.

Developed by Epic Games, Unreal Tournament, named PC Game of the Year for
its raucous multi-player action and stunning graphics, makes its long
awaited console debut on the PlayStation2. Unreal Tournament PS2 takes full
advantage of the system's technology to give console fans the same great
experience that PC gamers have enjoyed since UT's release and is expected
to be one of the most sought after titles for the new system.

``Unreal Tournament is the definitive first-person action game on the
market," said Barbara Gleason, director of marketing for Infogrames' San
Jose Label. ``The original game was very successful with over one million
copies sold and many awards including PC Game of the Year. The next logical
step was to unleash it on first-person action hungry console fans. With the
advanced technology of the PlayStation2, Unreal Tournament on a console
system has become a reality and will be the must-have title for the PS2."

Unreal Tournament pits players against the toughest warriors in the galaxy
in multiple contests and fantasy-based settings. The goal is to become the
Unreal Grand Master, testing your skills against, or fighting alongside,
teams of `bots' or other players. The first-person perspective action
includes deathmatch and team-oriented modes of play, as well as an enhanced
version of Unreal's critically acclaimed Botmatch, which allows players to
compete against extremely lifelike computer-controlled enemies in
deathmatch play. In addition, Unreal Tournament's advanced artificial
intelligence allows players to lead a squad of computer-controlled allies
against teams of human or computer-controlled opponents, taking the
team-oriented game play experience to a new level of immersion.

``With every iteration of the Unreal series we have taken the action and
the graphics up a notch, and Unreal Tournament for the PlayStation2 is a
shining example of this advancement," said Mark Rein, president of Epic
Games. ``We created a lot of new content for this version and we've
carefully honed the controls and gameplay to ensure that UT plays
phenomenally on PS2."

Rein continued, ``Epic Games can now not only say that we have created one
of the best PC games in the industry but can also say that we are a
full-blown console game developer. This is a very proud moment for us."

Receiving many awards and accolades for its intense multi-player action,
Unreal Tournament has set the standard for finely tuned first-person
perspective action and console fans won't be disappointed with UT's robust
gameplay, designed specifically for the PlayStation2. Players can choose to
battle it out with other players through the 4-player split screen mode or
can link several PS2's together through the iLink connection. Unreal
Tournament for PlayStation2 will be available at most major retail stores
beginning this weekend for an estimated retail price of $49.99.



Dragon's Lair Goes PlayStation 2


Hold onto your new gaming consoles PS2 owners, the award winning games that
changed the gaming industry are coming to the new PlayStation 2! Dragon's
Lair, Space Ace, Dragon's Lair II, and the newest release from Digital
Leisure, Hologram Time Traveler are all PS2 compatible.

Firmly established as one of the leading brands in interactive
entertainment, Dragon's Lair has generated more than $107 million in
revenues and is one of only three games ever admitted to the Smithsonian
Institute (the other two being Pong and Pac Man). Dragon's Lair II: Time
Warp, the sequel to the classic original game, brings more challenges as
you travel through time to save Princess Daphne from the evil wizard
Mordroc.

Space Ace, the arcade follow-up to Dragon's Lair from Rick Dyer and former
Disney animator Don Bluth, takes you on a intergalactic adventure as you
play Ace on his quest to defeat the evil Commander Borf. And the newest
addition to Digital Leisure's line-up, Hologram Time Traveler, which sold
over $18 million in its arcade debut, remains the first and only
holographic arcade game. All four are sure to be hits on the new
PlayStation 2 and are available for about only $29.95 each from major
retailers!

``It's a great combination - the hottest new technology and the classics
that redefined the industry" stated Elizabeth Foster, President of Digital
Leisure Inc. ``We're tremendously excited to be able to bring our games to
a new console gaming audience."



EA Ships Fresh New Role-Playing Golf Game for the
PlayStation 2 Swing Away Golf Brings Personality
and Attitude to Interactive Golf


Choose your golf persona, grab your driver, tee it up and play a round of
golf with Swing Away Golf published by Electronic Arts. This heralded
golf PlayStation 2 computer entertainment system title, which shipped in
Japan at the initial hardware launch, is available in time for the
PlayStation 2 console launch in North America. Swing Away Golf is a fun,
role-playing golf game that weaves character personalities, course creator
features and drama into the interactive golf experience.

``With Swing Away Golf available at the launch of the PlayStation 2 console
it adds to the breadth and depth of EA's PlayStation 2 launch title line
up. Shipping alongside EA SPORTS established titles like Madden NFL 2001
and NHL 2001, as well as EA SPORTS BIG new title, SSX, Swing Away Golf is
another fun, immersive gaming experience from EA for PlayStation 2 console
owners," said EA's vice president of marketing, Chip Lange. ``The Japanese
version of the game was very well received at launch in Japan and we expect
that American game players will be entertained by the style and attitude of
Swing Away Golf."

Players can compete in Normal Mode, where two golfers can go head to head
or a single competitor can challenge the computer. The key role-playing
mode is Story Mode where players can practice their game and then apply
their skills in tournament play. Golfers climb the ranks from Amateur to
Professional, unlocking additional characters and courses along the way.
The rewards for winning a tournament are more than bragging rights; they
are points and virtual prize money. With earned points, players can enhance
their characters' playing abilities in such areas as hitting distance,
accuracy, control and more. Prize money can be spent in the pro shop on
equipment upgrades, clothing and high-performance golf balls. The
competition heats up as players build up their golfers' skills, equipment
and personalities.

Swing Away Golf also has a course architect where game players can create
their own courses. Everything from the slope of a bunker to the number of
lakes can be adjusted as players build up their custom course hole by hole.
The combination of customizable courses along with weather conditions,
which are determined by the Artificial Intelligence and affect course play,
further enhance the game's replay value. Weather conditions can range from
a sunny windless day, to strong gusty wind and light rain, all of which
have their own effect on the flight of the ball and its ensuing movement on
the grass.

Additional key features in the game are the characters' emotions and the
swing meter. The characters have individualized personalities and their
emotions, reactions and interaction with each other are integral to the
role-playing experience. Computer opponents will try to psych out their
opposition before teeing off, and a well-played hole can result in a smug
look, a gleeful giggle or a waggle of the finger. A misplaced shot or two
could leave a frustrated golfer crestfallen, on her knees. There are also
six caddies to choose from and each caddie has something different to offer
and a varied way of strategizing the best shot. From the bubbly novice
caddie, to the experienced and critical caddie, they are never at a loss
for useful bits of advice or support for the golfer under their watchful
eye. On the technical side of things, the sensitive Swing Meter allows both
experienced interactive golf players as well as newcomers to video games
ease of play. It's all about timing, which is easy to learn but challenging
to master, as it is the same three taps of the gamepad for a flawless drive
or a botched putt.

Swing Away Golf is rated ``E" (Everyone) with a ``suggestive themes"
descriptor. Consumers may purchase the game directly at the EA Store(SM)
(http://www.eastore.ea.com) or by calling EA Direct Sales at 877/324-2637.
T&E Soft, Inc. developed Swing Away Golf. The title has a suggested retail
price of $49.95. For additional screen shots and press materials about
Swing Away Golf and the entire EA SPORTS lineup go to
http://retailsupport.ea.com/press.



Infogrames, Inc. Sends Down and Dirty Destruction
Racing to Stores This Week With Demolition
Racer--No Exit for Sega Dreamcast


Infogrames, Inc. announced that its action racing game, Demolition Racer--
No Exit, for Sega Dreamcast is shipping to stores this week. The game lets
players participate in fast action demolition derby races with 16 cars on a
track at one time. Demolition Racer--No Exit for Sega Dreamcast offers all
of the great gameplay the franchise is known for, with enhanced graphics
and many new Dreamcast-only features.

``Forget whatever game you're playing now," said Laddie Ervin, director of
marketing for sports and racing titles at Infogrames, Inc. ``With handling
as smooth as butter, dazzling graphics, gratifying destruction and all-out
insane gameplay, you won't be able to tear yourself away from this game."

Running at 60 frames per second, Demolition Racer--No Exit offers brand new
cars, tracks and power-ups along with enhanced artificial intelligence and
a more accurate scoring system. The game lets players participate in
action-packed races with 16 cars competing against each other on 12
different tracks. In order to be successful, players must cause massive
damage to opponents' cars, while also concentrating on racing well and
finishing high in the pack. Damage points and one's placement in the race
are combined with a multiplier to determine the winner of each race.

Demolition Racer--No Exit offers 12 all-new highly detailed cars with
environment mapping. Players can race against several different car types
on one track, including demolition derby-style vehicles, muscle cars and
sports cars.

Set in unique environments, the game's 10 new tracks feature an aircraft
carrier, a country road, a parking garage, a storm drain, a scrap yard and
traditional speedways. Players can compete in several types of demolition
derby events, including demolition racing, bowl matches, stock car racing,
last man standing, suicide racing and the new No Exit mode.

Following a collision, vehicles catch fire, billow smoke and visibly show
damage, such as wobbly tires and dents, while hoods and other car parts fly
off. Gameplay includes colossal jumps, shortcuts, collidable objects, with
huge points awarded for a T-bone hit and a one-hit takeout move that occurs
when a car catches air and lands on top of another car.

In an effort to keep up the fast-paced action in Demolition Racer--No Exit,
players can earn health points for their car by picking up strategically
placed repair power-ups. Other power-ups include boxes with huge bonus
points and a power-up that allows the player who obtains it to ``steal"
the health from an opponent's car upon hitting it.

The licensed soundtrack for Demolition Racer--No Exit includes six new
songs exclusive to the Dreamcast version along with an additional band.
Music from such bands as Road Runner Records' alternative band, Fear
Factory; Moonshine Music's break beat trio, Cirrus and British techno-dance
music trio, Empirion. Also included are tracks from industry veteran, Tommy
Tallarico, a remix from Holland's mix-master, Junkie XL, and music from the
Coffee Boys, a band new to the soundtrack.

Developed by The Pitbull Syndicate, Demolition Racer--No Exit will be
available in most major retail outlets for an estimated retail price of
$39.99. For more information visit the Web site at www.demoracer.com.



Capcom's Street Fighter EX3 Launches With PlayStation 2

U.S. Version an Enhanced Version of Japanese Release


Capcom Entertainment announced the release of Street Fighter EX3 for the
PlayStation2 computer entertainment system. Heralded as the mother of all
fighting games for more than a decade, Street Fighter EX3 is the pinnacle
of the series that introduced Capcom's multi-million unit selling Street
Fighter franchise into the world of 3-D. Street Fighter EX3 takes full
advantage of the PlayStation 2 hardware with the U.S. product an enhanced
version of the Japan release. The enhancements in Street Fighter EX3
include optimizing the code to increase game play speed, the ability to
select a computer opponent and a special move command list viewable during
gameplay. Street Fighter EX3 delivers Capcom's signature gameplay and
offers players a variety of attack moves including, momentary combo,
critical parade and character change. Each of the amazingly lifelike Street
Fighter EX3 characters possess their own unique character design and
stunning animations. Street Fighter EX3 is rated ``T" by the Entertainment
Software Rating Board (ESRB) and is expected to carry the suggested retail
price of $39.95.

``Street Fighter EX3 was the number one fighting game at PlayStation 2
launch in Japan," said Todd Thorson, director of marketing, Capcom
Entertainment. ``With the U.S. release of the PlayStation 2 months after
the Japan release, the development team used this valuable time to further
enhance the U.S. and European versions. We know consumers will be pleased
with the results."

Street Fighter EX3 hosts the following new features and enhancements:
* Optimized code to increase gameplay speed
* Special move command list viewable during gameplay (pause and choose
command list)
* CPU opponent can be chosen in the multi-play mode of Arena mode.
* Introduces a new character: Ace
* Momentary Combo - Additional attacks are achieved by pressing an
attack button at the exact moment a special move hits the opponent or
is blocked by the opponent.
* Critical Parade - Two characters simultaneously attack
* Character Change - Character change doesn't simply mean changing
characters. In SFEX3, players can perform a combo that delivers
devastating attacks while changing characters.
* Emotional Flow - When one of the player's characters is knocked out,
the remaining character becomes enraged and takes over the Super Combo
Gauge of the knocked out character. The remaining character becomes
invincible for a short period of time.

Leveraging the awesome power of the PlayStation 2, Street Fighter EX3
combines stunning graphics and dazzling special effects never before
possible. Players will be immersed in the world of Street Fighter through
beautifully detailed scrolling backgrounds and fluid character animations.
Players will also experience new innovations in lighting and background
effects. Each combo and super combo possesses awe-inspiring graphics that
will keep players screaming for more.

Street Fighter EX3 features several modes of play, each adding to the
overall gameplay experience. Original Mode is a one player only mode that
allows players to choose a fighter and complete various stages to defeat
the final boss. This stage includes 1-on-3 or 2-on-1 matches and tag team
battle. Arena Mode lets players choose between computer or human opponents
and adjust various match rules. Character Edit Mode challenges players to
complete missions and gain experience as they take the role of a new
character named Ace. Once enough experience is gained, players can buy new
moves and build the overall strength of the their character. Training Mode
allows players to practice various moves and combos.

Street Fighter EX3 boasts 16 playable characters, the most ever in the
Street Fighter EX series. Players can choose from the perennial favorites
Ryu, Ken or Chun Li or they can select: Guile, a military expert from the
United States; Zangief, the massive Russian wrestler; Blanka, the shocking
beast from South America; Dhalsim, the Yoga master from India; Doctrine
Dark, an emotionally scarred ex-military specialist; Vega, a mysterious
ninja from Spain who believes beauty is absolution; Jack, a thug-like guard
from the evil Shadowloo organization; Hokuto, a martial arts expert seeking
the whereabouts of her brother; Skull-o-mania, a misguided salesman who
believes that it is his fate to become a super hero; Sharon, a top notch
assassin whose work is focused on espionage; Nanase, Hokuto's younger
sister who uses the ancient art of stick fighting to defeat her opponents;
Sakura, a student who has become a Street Fighter to prove that a woman can
have both strength and beauty; and introducing Ace, a brand new character
who players can select during edit mode to build their skills and then save
the data for use in other game modes.



989 Sports' to Release NFL GameDay on
November 14 for the PlayStation2 Computer
Entertainment System


Continuing the tradition of delivering the most intense professional
football action through unparalleled gameplay and visuals, Sony Computer
Entertainment America Inc. announced that the long-awaited NFL GameDay 2001
from 989 Sports development team will be available on November 14 for the
PlayStation2 computer entertainment system. NFL GameDay 2001 features NFL
teams and players, 3D player and stadium models scaled with incredible
detail and realism and more than 1,100 position-specific motion-captured
moves from 14 NFL players. Longtime favorites Dick Enberg and Phil Simms
add to the GameDay experience with their famous, significantly broadened
play-by-play commentary.

The gritty football action and award-winning gameplay that GameDay fans
love is brought to life like never before with new visual breakthroughs
including the exclusive new ProTalk feature. Gamers can now actually see
animated lip-service offered up by players and referees, adding to the
total experience. NFL GameDay 2001 sports the most realistic graphics to
date with each NFL player depicted in amazing detail as they are scaled to
their actual size, weight and body style. Utilizing the technology afforded
by the new PlayStation 2, details such as skin tones, face mask styles,
jerseys, arm bands and neck rolls make the players on the field appear to
be more real. Stadium interiors are richly detailed and enhanced by
animated backgrounds and historic landmarks and during the game, players
will actually experience wear and tear on the playing field.

``The 989 Sports team is utilizing the power of the PlayStation 2 to bring
the football genre to new heights with NFL GameDay 2001," said Ami Blaire,
director, product marketing, Sony Computer Entertainment America Inc.
``With NFL GameDay 2001 for the PlayStation 2 computer entertainment
system, fans that have enjoyed the GameDay series for the past five years
will find that the 989 Sports' team has brought the essence of the GameDay
experience to a new level."

NFL GameDay 2001's unprecedented 60 frames per second gameplay allows
gamers to feel the smoothest and most responsive gameplay ever created. For
the first time, each player occupies their own personal, 3D space which
allows gamers to move around the field like a ball carrier during a NFL
game. Smarter Artificial Intelligence (AI) has computer-controlled
opponents exposing tendencies on both the offense and defense. Total
Control Passing allows players to lead or under throw receivers in any
direction by simply pressing the directional buttons.

For the first time, animations including drag downs, shoves, gang tackles,
low and high-wrap tackles, upending tackles, across-the-body ``shoestring"
catches, sideline ``tip-toe" catches and one-handed catches help capture
the intensity of real NFL action. Players can break ankle tackles and drag
would-be tacklers on second and third

  
efforts.

NFL GameDay 2001 reflects the latest NFL trends through actual NFL player
input -- from motion-capture animations to plays designed with the help of
real NFL players. Players motion captured for the NFL GameDay series are
among the game's top names, Buccaneers FB Mike Alstott, Steelers RB Jerome
Bettis, Vikings DT John Randle, Raiders WR Tim Brown, CB Charles Woodson,
and Giants CB Jason Sehorn. Among the more than 55 NFL stars creating the
authentic playbooks for NFL GameDay 2001 were Buccaneers DL Warren Sapp,
Vikings QB Daunte Culpepper, Bengals RB Corey Dillon and Dolphins LB Zach
Thomas.

GameDay includes many of the features that gamers have come to expect such
as the ``General Manager Mode" that lets the gamer play in multiple
seasons as a coach, player or general manager. The ``Draft War Room"
feature provides the gamer with a report of team weaknesses allowing
players to determine needs on draft day. Gamers can control the everyday
activities of a team over several seasons while drafting, trading and
signing free agent players. The revolutionary ``Play Editor" lets the
gamer design custom plays and save them to a playbook.

Players can also direct how and where each player will move by assigning
individual routes, blocking schemes and defensive alignments and
assignments. NFL GameDay 2001 has also refined the ``Create Player"
feature, allowing gamers to customize a player's physical appearance,
salary and mental makeup.

NFL GameDay 2001 for the PlayStation 2 Computer Entertainment System Key
Features:

-- Award-winning signature gameplay including a new feature that allows
gamers to see and listen to the emotion of the NFL like never before
with the exclusive ProTalk feature, where mouths actually animate
movements while dishing out smack
-- Hundreds of new plays designed with the help of 55 NFL players
containing the latest trends, formations and plays
-- All-new 3D player and stadium models and tons of motion capture
animations from 14 different NFL players, including Charles Woodson,
Akili Smith, Jimmy Smith and Mike Alstott
-- NFL teams and players scaled to actual height, weight and body style
-- Amazing visuals including accurate player details such as visors,
wristbands and gloves
-- New action-moves such as across-your-body catches, sideline "Tip-Toe"
catches and one-handed catches help add to the excitement of the pros
-- New flip tackles add excitement and help exude the power and intensity
of pro football
-- Actual NFL stadiums feature historic landmarks and grass that
experience wear and tear as the game progresses
-- Play-by-play legend Dick Enberg and color commentator Phil Simms return
with broader and more conversational commentary and insight
-- In-depth NFL player ratings and updated 2000 team rosters, including
rookies, free agent signings and trades
-- "GM Mode" lets the gamer be the coach, player or general manager over
multiple seasons, operating with a salary cap. The new "Draft War
Room" feature alerts player to team weaknesses. Create, draft, sign,
trade and release players and free agents -- just like a real GM
-- In-game help menus assist new users who are unfamiliar with the in-game
controls
-- Team match-ups that detail offensive and defensive strengths and
weaknesses
-- Design plays and save them to a custom playbook with the revolutionary
"Play Editor" allowing gamers to direct how and where players move by
assigning pass routes, blocking schemes and defensive maneuvers
-- Create a player with the updated "Create Player" feature -- customize a
player's physical appearance, such as face style, face mask, salary and
mental makeup
-- Players perform as in real life as Marshall Faulk jukes to elude
flailing arms, Eddie George punishes would-be tacklers and Randy Moss
elevates over shorter defenders to grab the deep ball
-- Multiple weather conditions including wind, snow and rain as well as
player injuries affect gameplay
-- Comprehensive season statistical tracking in 163 categories -- for
either a team or a player
-- Gameplay modes include preseason, 2000-2001 NFL season play, playoffs,
Super Bowl and Pro Bowl
-- Pro Bowl selections are based upon the current season with weekly
voting updates
-- "Throwback" uniforms let gamers relive the past with a favorite team
-- Includes every past Super Bowl team such as the '75 Steelers, '85 Bears
and '94 49ers
-- Genuine NFL stadium, game and crowd sounds
-- Four playing perspectives and a free-floating 3D TV-style presentation
-- Four levels of difficulty -- Rookie, Veteran, All-Pro and Hall of Fame
-- Complete substitution capability
-- Up to 8 players with Multitap
-- Officially licensed by the NFL and PLAYERS INC



Club Acclaim Celebrates a New Era With
Bust-A-Move Millennium for Game Boy Color


Club Acclaim, the youth division of Acclaim Entertainment, a worldwide
interactive entertainment company, announced that Bust-A-Move Millennium
for Game Boy Color has shipped to national retail outlets.

``The Bust-A-Move series has conquered virtually every gaming platform with
its unique brand of addictive, intoxicating gameplay," said Christina
Recchio, Marketing Manager, Club Acclaim. ``Bust-A-Move Millennium brings
the hit series back to its Game Boy roots where it will continue to provide
infinite hours of excitement for gamers of all ages."

In the exciting new installment of Club Acclaim's popular Bust-A-Move
puzzle series, Bust-A-Move Millennium delivers an engaging storyline with
competitive gameplay for one or two players. In this new game, the Golden
Puzzle has been stolen, the once peaceful Puzzle World has plunged into
chaos and gamers are challenged to restore order back to the magical land
by racing against time to complete colorful boards of bursting bubbles.

Bust-A-Move Millennium was developed by Taito and features 16 outrageous
characters, obstructive bubbles and blocks, plus bonus bubbles and stars.
Also added are all-new gameplay modes including storm mode and puzzle mode,
which allows players to choose their own course throughout multiple game
stages.



Infogrames New 'Moto Racer World Tour' Video Game Complete


The thrills and spills of motorcycle racing are headed to the PlayStation
game console as Infogrames, Inc. announced that Motor Racer World Tour has
entered into manufacturing and will be released to retail outlets
nationwide on November 7 for a suggested retail price of $49.95. Developed
by Delphine Software, Moto Racer World Tour offers a wide variety of
realistic motorcycle racing challenges on tracks across the globe.

``Moto Racer World Tour delivers all the excitement and challenges of
extreme motorcycle racing," said Martin Currie, Director of Marketing for
Infogrames. ``Both casual and hardcore gamers will enjoy the game's wide
variety of racing styles, game modes and vivid 3D graphics, making Moto
Racer World Tour the perfect holiday season gift."

Moto Racer World Tour provides one of the most feature-rich motorcycle
racing games available. In addition to advanced game physics and 3D
graphics, Moto Racer World Tour features:

- Six Types of Racing - such as Speed Racing, Supercross and
Motocross, Time Trials, Dragster, Freestyle and Traffic;

- Five Different Modes of Play - including Practice, Single Race,
Time Attack, Arcade Mode, Championship Mode;

- Customized Motorcycles - players can customize their bike's
engine, suspension and transmission;

- Force Feedback Control - provides players with controller feedback
so they can feel all the jolts and jumps.

- Replay Mode - gives players the ability to watch their entire race
from start to finish.



FantaVision Brings an Explosive Display of
Brilliant Pyrotechnics Into the Home on
PlayStation2

Innovative New Fireworks Puzzle Action Game
Displays the Full Graphic Potential of
PlayStation 2 Computer Entertainment System


Sony Computer Entertainment America Inc. announced the release of
FantaVision, a fast-paced action-puzzle game for the PlayStation2 computer
entertainment system that allows players to create, control and detonate
dazzling fireworks displays any day of the year. With its combination of
innovative, addictive gameplay and advanced graphics, mixed with stunning
lighting and special effects, FantaVision is one of the most visually
impressive titles available for the launch of the PlayStation 2 computer
entertainment system.

FantaVision takes puzzle games to a whole new dimension combining action,
shooting, strategy and puzzle-play mechanics, allowing gamers to set the
skies ablaze by controlling magnificent fireworks displays in settings all
over the world. Players use an on-screen cursor to select color
combinations of fireworks that are launch onto the screen and then detonate
them to create stunning chains of explosions. The more impressive the
display, the more points that are awarded, allowing players to move onward
to advanced levels and to unlock bonus rounds. The 3D graphics and
real-time lighting effects allow users to individually render totally
unique fireworks sequences every time they play.

``FantaVision takes full advantage of the graphic capabilities of the
PlayStation 2 computer entertainment system and combines it with
highly-addictive puzzle gameplay that is sure to ignite a whole new craze
around the world," said Ami Blaire, director, product marketing, Sony
Computer Entertainment America Inc. ``FantaVision was designed to entertain
and challenge players of all ages. Once you get the hang of it, you won't
be able to put it down!"

FantaVision delivers adrenaline-pumping action to players as they blast
their way through eight levels of frenetic gameplay, creating intricate and
impressive fireworks displays over a variety of settings, including
familiar cityscapes, an amusement park and an orbiting space station. A
two-player mode adds even more depth and challenge to this innovative
experience, where quick-thinking and lightning-fast reactions are the only
weapons at your disposal.

In addition, FantaVision encourages players to step back and admire the
true splendor of their handiwork through the replay mode, which allows them
to select the camera angle, change conditions such as weather, and add a
variety of cool, psychedelic special effects.

Key Features of FantaVision:

-- A pyrotechnics puzzle craze: A fast and furious puzzle game taken to
all new heights. Combines action, shooting, strategy and puzzle
gameplay. It's totally addictive with mind-blowing intensity
-- Addictive, challenging, fast-paced gameplay: A combination of unique
gameplay and advanced graphics, mixed with stunning lighting and
explosive visual effects. The game delivers progressively challenging
and graphically stunning landscapes for an experience like no other on
the PlayStation 2 computer entertainment system
-- Think fast and react even faster: Test your reflexive skills both
strategically and reactively-timing is everything in this action-packed
extravaganza
-- Spectacular display of colorful fireworks: The full graphical
capabilities of the PlayStation 2 computer entertainment system are
truly exposed in this new action-puzzle game. The fireworks are made
up of hundreds of particles, each particle calculated in real-time to
deliver a breath-taking display of graphical excellence
-- 1 - 2 players head-to-head action: Play against the CPU or blow your
friendships to smithereens. Guaranteed for hours of explosive and
electrifying thrills

Key features in FantaVision (continued)

-- Set in environments all over the world: From cityscapes and amusement
parks to the far reaches of outer space. Design and detonate an awesome
show of willow, peony, circular and splash flares
-- Combinations, chain reactions, explosions: Players can create fantastic
fireworks displays using a combination of unique gameplay and advanced
graphics, mixed with excellent lighting and explosive visual effects,
making this one of the most visually-impressive launch titles available
on PlayStation 2 computer entertainment system

The independent Entertainment Software Rating Board (ESRB) rates
FantaVision ``E" for ``Everyone." For more information about the ESRB
visit www.esrb.org.



Midway is 'Ready 2 Rumble' With All-New Version
of Popular Over-the-Top Boxing Sensation


Midway Sports Asylum, the sports brand of leading software industry
publisher and developer Midway Games Inc., announced that the highly
anticipated ``Ready 2 Rumble Boxing: Round 2" for the PlayStation 2
computer entertainment system and Sega Dreamcast will shipped to retail
this week.

``Ready 2 Rumble Boxing: Round 2" for the PlayStation game console, and
Nintendo® 64 will be available on November 14. Capitalizing on the unique
and hilarious personality of this best-selling franchise, ``Ready 2 Rumble
Boxing: Round 2" brings a new level of style and attitude to the boxing
ring.

Leaving none of the elements of the original best-seller behind, the new
digitally sophisticated and visually stunning ``Ready 2 Rumble Boxing:
Round 2" combines the intense boxing competition and outrageous action
that made ``Ready 2 Rumble Boxing" a hugely popular entry in the
fighting/boxing category.

Ten of the original characters are back with updated costumes, special
moves, taunts and new ``Rumble Modes," three levels of ``rumble flurries"
include all-new ``Knock Out of The Ring Punch."

``The 'Ready 2 Rumble Boxing' franchise has a very strong personality,
which is back in great fighting form for 'Ready 2 Rumble Boxing: Round
2,"' said Helene Sheeler, vice president of marketing, Midway. ``Gamers
will be excited with all of the new moves, characters and wild taunts."

In addition, all-new characters and several hidden celebrity boxers such as
NBA big-man Shaquille O'Neal and ``King of Pop" Michael Jackson enter the
ropes with distinctive flair and personality.

Superstar Jackson was motion-captured and digitally photographed so that
his seemingly endless dance moves and inimitable style could be
incorporated into the game. As with each of the ``Ready 2 Rumble Boxing:
Round 2" characters, Jackson will enter the ring as a larger-than-life
``Rumble-ized" version of himself.

``Ready 2 Rumble Boxing: Round 2" features Michael Buffer, ``The Voice of
Champions" and his famous ``Let's Get Ready to Rumble" trademark call.
In the game, players will be able to compete in Arcade-Style Mode and
fight for the championship belt. ``Ready 2 Rumble Boxing: Round 2" also
features an enhanced Championship Mode, where players take on the role of
boxer and manager, overseeing the grueling calendar, scheduling fights and
supervising the fighter's training regimen. With new mini games, players
can train to build power, speed, stamina, punches and durability in order
to move ahead and beat their opponent.

New Characters

* Mama Tua -- mother of former boxer-turned-wrestler Salua
* G.C. Thunder(TM) -- Afro Thunder's cousin and arch rival
* Joey T -- former hit man turned boxer
* Shaquille O'Neal - 1999-2000 NBA MVP
* Michael Jackson -- the King of Pop
* Johnny ``Bad" Blood -- brother of former boxer, Jimmy Blood
* Freak E. Deke -- hyper guy, mosh pit fighter and punk rocker
* Freedom Brock -- from hippie surfer to flower child activist,and now,
boxer
* Wild Stubby Cooke - rodeo star turned pugilist
* Rumble Man -- Michael Buffer
* Robox -- state-of-the-art boxing robot

``Ready 2 Rumble Boxing: Round 2" Key Features

* PlayStation 2 and Sega Dreamcast versions -- 23 total characters
including 13 new boxers, including special celebrity characters, and
10 updated returning boxers from the original ``Ready 2 Rumble"
Boxing
* PlayStation version -- 20 total characters with 10 new boxers,
including special celebrity characters, and 10 returning boxers
* Nintendo 64 version -- 17 total characters with seven new boxers,
including special celebrity characters, and 10 returning boxers
* New mini games, taunts, introductions and victory dances
* New special moves, combos and three levels of ``rumble flurries" with
a ``Knock Out of The Ring Punch"
* New extreme reactions and knockdowns
* Exciting new party modes include tournament mode and team battle mode
* Enhanced championship mode
* Enhanced detail effects make boxers' clothes and hair more realistic,
including motion blur (only for the PlayStation 2 computer
entertainment system)
* Improved single player AI



EA Ships NHL 2001 for the PlayStation 2


It's time once again to lace up your skates, throw on your helmet and get
into the game with NHL 2001 for the new PlayStation2 computer entertainment
system, released this week by Electronic Arts.

The first hockey title available for the next generation console, NHL 2001
provides the most realistic hockey experience to date, challenging gamers
to get out of the stands and onto the ice.

Get on the ice and skate with or against any of the 30 NHL franchises,
including the expansion Columbus Blue Jackets and Minnesota Wild, or choose
from 20 of the best International teams. State of the art PlayStation 2
graphics deliver the in-game drama of a real hockey match, as gamers can
watch skaters jostle for position prior to a face-off, or coaches pace
behind the bench while voicing their opinion about a referee's call. Only
in NHL 2001 can gamers feel the tension as two skaters jaw at each other
until the referee warns them to back off or they'll do time in the ``box."
In addition, face mapping was used in designing the skater's faces in order
to make them spitting images of their NHL counterparts. The creative team
at EA Canada spent more than a year adding the real faces of more than 700
active NHL players to the player models for the ultimate in realism.

``We have gone to great lengths to ensure that if it happens on the ice, it
will occur in NHL 2001," said Executive Producer Rory Armes. ``The
PlayStation 2 has allowed us to raise the bar graphically and with how the
game plays. We think that gamers will feel an emotional involvement in the
game, as if they were actually on the ice and because of this we think this
will be the most fun and immersive console hockey game ever," continued
Armes.

NHL 2001 offers a variety of game modes to choose from including: Quick
Game, Season Play, Playoffs, Shootout and Tournament. Season mode has been
enhanced, as gamers become General Manager and trade for star players or
create their own cyber skaters. NHL 2001 also affords gamers the ability to
customize numerous settings to their own preference. With the ``Customize
Gameplay" option, players use bar sliders to adjust speed, scoring,
checking, shooting, and more. Everything from the way the puck bounces to
checking aggressiveness can be tweaked to perfection.

Adding to the realism is the Momentum Meter that fluctuates during the
game according to each team's performance on the ice. As in the NHL,
scoring key goals, making big hits, and dramatic comebacks increase team
moral and pump the team up, while the opposite adversely affects the team,
and now players can experience these intangible boosts and lulls while
playing NHL 2001. Adding to the ease of play are the Big Shots and Big
Hitters icons. These icons, in the shape of a hockey stick blade for Big
Shots and a hammer for Big Hitter, allow newcomers the ability to easily
identify their prolific scorers and check-minded defenders with ease. In
addition, more responsive controls provide an easy to learn and enjoyable
experience. Longtime NHL series fans will be excited with the advanced
control with real maneuvers, as well as all new goalie and defensive
Artificial Intelligence.

Real players physics new motion captured moves from NHL players and new
checks performed by Hollywood stuntmen, deliver the life-like checks, shots
and skate cycles seen in the game. There are exciting ways to score, such
as cannon shots from the point, one-footed wristers, and a shot-meter that
allows gamers to gauge shot velocity. All these features combined make NHL
2001 the most intuitive and realistic interactive hockey experience to
date.

Developed by EA Canada, NHL 2001 is rated ``E" (Everyone). NHL 2001 is
analog controller compatible and supports up to eight players. The game has
a suggested retail price of $49.95. NHL 2001 is also available for the
PlayStation ($39.95) and PC ($39.95).



989 Sports' NBA Shootout 2001 Takes NBA Action
Above the Rim On PlayStation Game Console


Sony Computer Entertainment America Inc. announced that NBA ShootOut 2001
from 989 Sports returns to the PlayStation game console with newly
redesigned gameplay, amazingly realistic player and arena models, more than
400 motion-captured animations, an enhanced TV-style presentation that
features new camera angles and expanded commentary by New Jersey Nets
broadcaster Ian Eagle. NBA ShootOut 2001 brings the essence of NBA
basketball to the PlayStation game console with extensive rosters featuring
veteran and rookie players from all 29 NBA teams, authentic NBA playbooks,
real NBA arenas and the ability to play in the NBA All-Star Game, Playoffs
and NBA Finals.

NBA ShootOut 2001 joins a basketball videogame franchise that has always
been graphically impressive, and now the gameplay is better than ever
before. Controls have been made more intuitive and the game engine has been
redesigned, resulting in the best playing hoops game around. Improved Touch
Shooting lets gamers control the accuracy of the shot and with Advanced
Dribbling Control, players can change dribbling style on the fly to
dazzle opponents with between-the-leg dribbles and behind-the-back moves.

``By delivering the most realistic basketball action for the PlayStation
game console, NBA ShootOut 2001 will earn the respect of NBA fans and
gamers alike," said Ami Blaire, director of product marketing, Sony
Computer Entertainment America Inc. ``Filled with a host of new features,
the redesigned game engine will make it a can't miss hit with all
basketball fans."

NBA ShootOut 2001 will infect true NBA fans with basketball fever in a way
that only 989 Sports and PlayStation can. Real NBA stars including the
Phoenix Suns' three-time all-star Jason Kidd and Cleveland Cavaliers'
Brevin Knight have been motion captured to deliver authentic NBA moves --
more than 400 animations in all, including more than 50 signature dunks of
NBA standouts. Team-specific playbooks featuring more than 450 plays
designed with the help of top NBA players deliver each team's true style of
play so that gamers can set the offense to utilize a dominant center or
sharp-shooting swingman. Veteran NBA play-by-play commentator Ian Eagle of
the New Jersey Nets calls all the action.

Sacramento Kings' two-time all-star forward Chris Webber is featured on the
NBA ShootOut 2001 game cover.

NBA ShootOut 2001 New Features:

-- Compatible with PS one console, PlayStation game console and
PlayStation2 computer entertainment system
-- All-new, redesigned game engine delivers new level of gameplay to
accompany award-winning graphics
-- More than 400 animations include fake around-the-back passes, reverse
lay-ups, finger rolls, no-look passes, spins and more than 50 signature
dunks
-- NBA style playbooks, designed specifically for each team's specific
style of play; all-in-all, featuring more than 450 plays designed with
the help of top NBA athletes
-- Revolutionary Create Dunk option lets gamers customize their own
dunking style
-- All 29 NBA teams and updated player rosters
-- All-new large 3D polygonal players scaled to actual height and weight
with realistic player faces
-- Advanced Dribbling Control allows the player to change dribbling
styles including between-the-leg dribbles and behind-the-back moves
-- Touch Shooting lets gamers control the accuracy of the shot
-- Customize players with the Create Player feature, including physical
attributes and playing ability
-- Play Creator feature allows gamers to design custom plays and save them
to their own playbook for the ultimate offensive edge
-- Motion capture animations from real NBA players, including the Phoenix
Suns' three-time all-star Jason Kidd and the Cleveland Cavaliers'
Brevin Knight and Trajan Langdon
-- Updated TV-style presentation includes new camera angles with more than
100 hours of play-by-play commentary from New Jersey Nets broadcaster
Ian Eagle
-- True-to-life arenas with animated crowds and authentic arena music
-- "Read and React AI" lets the offense run plays that expose defensive
weaknesses
-- "Matchup and Deny AI" lets the defense read and run the offense into
disarray
-- Complete roster management: create, trade, release, sign and draft
players
-- Control of every aspect of the game from quarter length to fatigue,
player ID and auto replays
-- Gameplay modes: Exhibition, Tournament, NBA All-Star Game, Playoffs
and the NBA Finals
-- Full season and game statistics
-- Real NBA awards: MVP, scoring, rebounding, Defensive Player of the
Year and Rookie of the Year
-- Up to eight players with Multitap

The independent Entertainment Software Rating Board (ESRB) rates NBA
ShootOut 2001 ``E" for ``Everyone." For more information about the ESRB
visit www.esrb.org.



Sierra Releases First Hoyle Game for Game Boy Color, Hoyle Casino


Sierra announced the release of Hoyle Casino for Nintendo Game Boy Color,
the latest product in the best-selling Hoyle game series. Produced by
Sierra's Casual Entertainment Division, Hoyle Casino is the first release
into the ever-popular Game Boy Color market for the Hoyle game series.
Perfect for early holiday shoppers and frequent travelers, Hoyle Casino
offers multiple games with endless replay, an easy-to-use interface and
Game Boy Link Cable functionality allowing two players to compete against
one another. Hoyle Casino for Game Boy Color is based on and delivers the
same quality as the number one best-selling Hoyle Card Games and Hoyle
Casino for PC and Macintoshr, which sold over 1.3 million copies in 1999
alone.

``Many people may be surprised to know that are 11 million Game Boy Color
handheld systems in the U.S.," said Steve Van Horn, senior vice president
and business unit manager for Sierra's Casual Entertainment Division. ``We
think Hoyle Casino for Game Boy Color is a great addition to the Hoyle
game series and provides not only quality graphics for which Hoyle is
known, but also endless fun for the growing market of mature players."

Hoyle Casino for Game Boy Color gives players their own portable Las Vegas
by bringing the top selling PC casino game to Game Boy Color fans, parents
of Game Boy Color players, frequent travelers and more. Players can choose
from a variety of seven real Las Vegas-style games including Blackjack,
Poker, Pai Gow Poker, Craps, Roulette, Slots and Video Poker. All the games
offer endless replay, quality graphics and a cast of 15 Hoyle characters to
play against. Opt to play with a friend on a single unit, or compete
head-to-head using a Game Boy Link Cable. Players can improve their skill
using the built-in tutorial feature, which provides hints, tips, winning
strategies and statistics. An easy-to-use interface and adjustable skill
levels make every game challenging and fun for all players, from the novice
to the expert gambler.

Available now at the MSRP of $29.95, Hoyler Casino is for Nintendo Game
Boy Color and can be ordered directly by calling 1-800-757-7707. For more
information, visit www.hoylegames.com.



Electronic Arts Ships "Medal of Honor
Underground" for the PlayStation


Electronic Arts goes behind enemy lines with ``Medal of Honor Underground"
for the PlayStation game console, the next chapter to the popular World War
II-inspired game.

``Medal of Honor Underground" begins in 1940, not long after Germany
crushed the French military and overran the country. Gamers are introduced
to Manon, who has just witnessed her house destroyed and hometown occupied.
With nothing left to lose, she joins one of the many clandestine resistance
movements that have taken root throughout her homeland during the early
days of the occupation. Over the course of the game players will experience
her ascent from a naive volunteer to a seasoned veteran who is ultimately
recruited by the Americans for the Office of Strategic Services (OSS),
where she will eventually play a key role in the Liberation of Paris.

In order for the game to authentically portray the experience of woman in
the French Resistance as well as the OSS, producers contacted and met with
Elizabeth McIntosh, author of ``Sisterhood of Spies," Margaret Weitz,
author of ``Sisters in the Resistance," and French Resistance veteran and
author of ``Spyglass: An Autobiography" Helene Deschamps-Adams. Through
the inspiration of these individuals, Electronic Arts and DreamWorks aim to
ensure that ``Medal of Honor Underground" skillfully and accurately
portrays the heroic contribution of women during the course of World War
II.

Developed by DreamWorks Interactive, ``Medal of Honor Underground" for
the PlayStation console features over 24 levels of fully realized 3-D
worlds encompassing seven missions in which the player must accomplish
specific objectives and goals in order to succeed and advance. ``Medal of
Honor Underground" carries an ESRB rating of ``T" for Teen and a MSRP of
US$39.99.



Interplay Ships 'Super Runabout: San Francisco Edition' for Dreamcast


Digital Mayhem, a division of Interplay Entertainment Corp., is pleased to
announce that their latest racing game ``Super Runabout: San Francisco
Edition" for the Sega Dreamcast will begin shipping to retail outlets
nationwide this week. This action-packed, ``Teen" rated driving game
developed by Climax Studios allows drivers to race around a highly detailed
model of San Francisco.

``We're very excited to be launching "Super Runabout: San Francisco
Edition`` for Sega Dreamcast," said Jim Molitor, Digital Mayhem Division
Director. ``Anyone who has been to San Francisco will recognize the local
streets and landmarks as they race around the city."

By utilizing the advanced graphics capability of the Dreamcast, ``Super
Runabout: SFE" features crisp graphics and a blazing fast frame-rate.
Outlaw or lawman, Alcatraz to Pier 39, high-speed game missions take
players all over the city with objectives ranging from saving the president
to delivering baseball players in time for the big game. ``Super Runabout:
San Francisco Edition" allows players to choose from over 25 different
vehicles and 16 different missions. Highly detailed game vehicles include
sports cars, motorcycles, racecars, tanks and a number of exciting hidden
vehicles. Each vehicle has unique handling characteristics providing an
advantage in certain missions.



=~=~=~=



A-ONE's Headline News
The Latest in Computer Technology News
Compiled by: Dana P. Jacobson



Ballmer Confirms Microsoft Codes Intact


Microsoft President and Chief Executive Steve Ballmer repeated in Sweden
Friday that the software giant's source codes were intact despite a hacker
attack on its computer systems.

In an interview with Swedish state television's Aktuellt news program,
Ballmer agreed the incident had highlighted the need for ongoing vigilance
in the technology industry.

``I think I can fairly say that our source codes are intact, our ability to
serve our customers (is) intact. We have appropriate law enforcement
agencies working with us to track down the perpetrators," Ballmer said.

Earlier the Microsoft executive, who was speaking at two Internet meetings
in and near Stockholm Friday, said the hackers had seen, but not managed to
change key source codes stored in the computers.

Asked if the incident posed concerns about security at the heart of the IT
industry, Ballmer said: ``We have an ongoing need for improvement," but he
added that people should not lose confidence in using the Internet.

Ballmer was asked to clarify whether an agreement between Microsoft and
South Korea's Samsungwould would lead to competition with Sweden's Ericsson
with which Microsoft also has a software deal.

``There is no doubt in my mind, or course we will license our software,
that our partnership with Ericsson is the most important partnership we
have in the wireless area," he said.

Referring to Microsoft's legal dispute with U.S. authorities, Ballmer
commented: ``I think the law is quite clear, that we as a company are
supposed to do our best job for consumers -- adding value, improving our
products, listening to consumers, keeping prices low -- and that's what
we've done and that's what we will continue to do and I am quite sure that
on appeal the courts will agree with us."



ICANN Will Decide Last Word on the Web Addresses


From Berne and Geneva to Brussels and Washington, international
organizations await judgement from a new Internet heavyweight based near
the roller bladers and tattoo artists of Venice Beach, Calif.

The Internet Corporation for Assigned Names and Numbers (ICANN) of Marina
Del Rey, Calif., will decide whether to grant new Internet address suffixes
to a who's who of international groups and a clutch of private firms.

ICANN may decide as early as next month whether the existing well-known
address extensions such as .com, .net, .org, .gov and .edu should be joined
by dozen of others that have been suggested like .travel, .union, .post and
.sex.

World-wide organizations for postal services, co-operatives, labor unions,
airlines, transportation and health are applying.

It will be ICANN's first big decision on how the Web is organized since
receiving its charter in 1998 from the U.S. government as part of an effort
to give the world a say in designing the Internet's critically important
address system.

ICANN got off to a slow start, but is finally taking over some of the
responsibilities of Network Solutions Inc.(Nasdaq:NSOL - news), which had
previously enjoyed a government-granted monopoly.

ICANN's board of 19, including five chosen in an election in which 34,000
Web users voted from around the world, will get staff recommendations on
the suffixes by the time it meets November 13-16.

The open question is whether ICANN will be up to the job of fairly
representing the Internet's myriad interests.

``This is the first time ICANN is confronted with reality," said Sam
Jabbour, head of the postal technology center at the Universal Postal Union
in Berne, Switzerland.

The postal union's 187 member countries have applied for the .post domain
that would be use to denote national post forays into electronic mail and
document transfers.

``People will judge ICANN on how they handle the current applications,"
Jabbour said. ``That will probably make or unmake ICANN."

ICANN's contract with the U.S. government is up for renewal next year.

Andrew McLaughlin, ICANN Chief policy officer and one of nine employees,
describes the nonprofit company's role of assigning addresses on the
Internet as ``small but important," but openly acknowledges: ``We regard
ICANN as an experiment."

One of the newly elected board members, Carl Auerbach, is wary of ICANN
trying to pick a limited number of new domain names. ``This is not
technical coordination," says the Cisco Systems engineer who believes
thousands of new extensions should be liberally granted each year.

Applicants for the address extensions had to pay $50,000 -- a serious
amount of money for groups hoping new locations will solve some serious
problems.

For example, the Internet has become a world-wide headache for
co-operatives, the democratically owned and run businesses that boast of
serving 725 million people.

Local and regional laws that are supposed to assure that businesses calling
themselves ``co-ops" meet specific democratic principals of ownership and
control have proved ineffective against poachers on the Web.

So the National Co-operative Business Association in Washington and the
International Co-operative Alliance in Geneva have sought .co-op and .coop,
administered by a cyber co-op in Britain.

James Love, of the Center for Study of Responsive Law in Washington,
established by consumer advocate Ralph Nader, says suffixes can solve the
encroachment problem.

``If you go to whitehouse.gov you know it's a U.S. government agency,"
Love said, because of the .gov suffix. "You're not worried about it being
someone else who is masquerading as the White House." That means it would
make no difference even if someone used whitehouse.com to promote
pornography, as they do.

Controlling the last few letters of an Internet address should solve the
problem of co-ops and be helpful to such groups as the Museum Domain
Management Association and International Council of Museums, made up of
15,000 members in 147 countries. They are seeking the suffixes .mus, .muse,
.museum and .museums.

The name would provide ``some corner of domain space that means something
when it's called 'museum,"' said Cary Karp, director of the Department of
Information Technology at the Swedish Museum of Natural History in
Stockholm.

Others applying include the World Health Organization in Geneva, part of
the United Nations, which has applied to administer .health.

The International Confederation of Free Trade Unions, based in Brussels,
which includes the U.S. AFL-CIO and other union groups around the world,
has applied for .union.

SITA, the Societe Internationale de Telecommunications Aeronautiques in
Geneva, wants .air, .aer and .aero. Its international network supplying
ticketing, air traffic and other information to airlines and airports was
the world's largest until being overtaken a few years ago by the Internet.

The International Air Transport Association in Geneva, which works closely
with SITA, has applied for .travel.

Most of the other nearly four dozen applicants are commercial. One
commercial company is trying to capture more than 120 suffixes, from .air
to .church and .jazz.

``It may appear that we are greedy land-grabbers," conceded Paul Garrin of
New York, who owns the firm, Name.Space Inc. But, he said, ``This is a free
market. We're entrepreneurs."

ICANN, at www.icann.org, has told users to beware of companies that may be
trying to sell them addresses with the new suffixes now, warning that is
``premature."



AOL 6.0 Offers New Look, Features


America Online customers can now access information on the Internet by
simply picking up the phone.

The company's newest version of its core software, AOL 6.0, is ``sort of
the ultimate incarnation of our AOL Anywhere strategy, because telephones
are everywhere," said Jonathan Sacks, a senior vice president and general
manager for the Dulles, Va.-based Internet service provider.

AOL's subscribers can now retrieve up-to-date information such as weather
forecasts and sports scores by dialing a toll-free number and giving a
series of voice commands.

The service, introduced Wednesday, will be available for free through
January 2001, Sacks said. After that, AOL will charge $4.95 a month in
addition to its monthly subscription charge of $21.95.

Scott Reamer, an analyst with SG Cowen Securities Inc. in New York, said
it's only a small percentage of customers who want Internet access through
the phone. But AOL has to reach out to those customers because upstart
companies like Tellme Networks, which already provides voice-activated
Internet access through the telephone, can fill the niche if AOL won't.

``As AOL gets larger and larger, it needs to cater to customers at all
levels," Reamer said. ``The variation and types of services AOL provides
will only increase from here."

AOL, which announced Tuesday that it reached the 25 million subscriber
mark, was not the only Internet service provider to show off a new look
Wednesday. Microsoft released its new MSN service Wednesday.

MSN has a much smaller share of the market - about 3.5 million subscribers
- but it has repackaged its services in an effort to bite into AOL's base.
The centerpiece is a new Web browser that features one-click access to a
number of services such as MSN MoneyCentral and its bill payment service,
the free Hotmail e-mail service, and MSN Messenger, which provides instant
messaging and free long-distance phone calls via the Internet.

The browser can be downloaded for free from MSN's home page, even if
Microsoft is not your Internet service provider. Actual Internet access
through MSN costs $21.95 a month, the same as AOL.

AOL 6.0 also revamps the company's popular instant messaging service. Sacks
said changes were designed with teen-agers in mind, given that teens are
the most prodigious users of the product. The new AOL allows users to send
about 110 different icons, from smiley faces to flowers, alongside text
messages.

AOL 6.0 also includes a new media player, allowing users to listen to
online music and radio broadcasts over the Web.

Overall, Sacks said AOL 6.0 is redesigned and repackaged to display the
most popular features prominently, making them easy for subscribers to
find.

``It's going to be familiar, but better. It's very similar but
evolutionary," Sacks said.

While he said AOL goes to great effort to make its service easy to use for
people unfamiliar to the Internet, he bristled at the notion that AOL
serves as ``the Internet on training wheels," a service that people will
abandon as they become more savvy about the online world.

``It just doesn't track with common sense. Human beings don't want to work
that hard," he said. ``A lot of people can drive a stick shift but they
buy cars with automatic transmissions. It brings a level of convenience.
... AOL is the Internet with an automatic transmission."

Reamer said AOL has addressed the issue by adding so many services, either
through acquisition or in-house development, that it caters to everybody's
needs.

``Look at the data. They've grown and grown. That, to me, is the proof in
the pudding," Reamer said.

As it has in the past, AOL will mail many thousands of CDs directly to
consumers. In addition, the company will launch a series of television ads
and make its CDs available for free in the stores of about 50 retail
partners.



Internet Filter Plan Hits Snag


The Internet-filtering software pushed by Congress to protect children from
smut online is blocking far more than pornography. It accidentally screens
out innocent content like a Virginia lawyer's home page and a Texas home
inspector's Web site.

The software's uneven performance puts a snag in the politically attractive
solution that Congress is trying to include in an education spending bill
before it adjourns.

The measure's supporters admit the tools aren't perfect and want
communities also to study other ways to combat child pornography on the
World Wide Web.

``We need to make sure we're looking at the whole issue and everything
that's out there. Filters won't be a cure-all," said Melissa Sabatine, a
spokeswoman for Sen. Rick Santorum, R-Pa., co-sponsor of the legislation.

The White House and civil liberties groups worried about free-speech
implications of filtering oppose the measure, as does, ironically, the
maker of the most popular Internet filter. The bill's specific language
impedes innovation, the company called SurfCONTROL contends.

``Things that mandate specific technologies probably aren't the best
solution here. Let the free market decide, and let us improve these
products all the time," said Susan Getgood, a SurfCONTROL vice president.

SurfCONTROL owns the two most-used filtering tools, CyberPatrol and
SurfWatch. Its technology also powers America Online's Web filter.

``My chief criticism is that I don't think it's necessary because schools
are already doing what they need to do to protect their students," Getgood
said.

More than 9 million home users and 17,000 schools and school districts use
SurfCONTROL's products.

Peacefire, an anti-filtering group, set up the most popular Internet
filters to scan through the 1,000 active ".com" addresses. The study
found error rates in the filters, reflecting how many sites were blocked
that should not have been, of 34 percent to 82 percent.

Just filtering for sexual content, CyberPatrol blocked out four obviously
nonpornographic sites for each porn site it found. SurfWatch had a similar
error rate.

The blocked sites, including those owned by a lawyer and a home inspection
company, had no obvious triggers such as racy language, pictures or
double-entendres. Getgood could not explain each specific error, but
suggested that some of the Web addresses might have been previously owned
by pornographers.

Getgood said no filter is perfect, but all the sites CyberPatrol blocks are
reviewed by the company's employees.

``No one has ever claimed that these things will be 100 percent
foolproof," Getgood said, adding that the company still is improving the
product. ``We've all gotten better. Your critics can be your best
friends."

Bennett Haselton, head of Peacefire, said the filtering mistakes bring up
serious free-speech issues.

``When even one book is taken out of a library, people get outraged over
it. This is a case of hundreds of thousands of Web sites being
eliminated," Haselton said. ``People don't know about it, because blocking
software companies don't tell customers what they block."



No End to E-mail Marketing in Sight


Watch out -- junk e-mail has just gotten started, according to a new report
from eMarketer, a data analysis firm. The study claims that combined
expenditures of e-mail marketing products, services and email advertising
will increase from US$1 billion at year-end 2000, to $4.6 billion by 2003,
an increase of 360 percent.

The e-mail Marketing Report identifies e-mail as the current dominant
Internet application, used more frequently than the World Wide Web.

The report finds that 61 percent of medium to large-sized companies in the
U.S. are currently implementing e-mail marketing into their business
strategies to market towards prospects and/or customers. Among direct
marketers, 62 percent presently have e-mail marketing capability, and an
additional 23 percent said they are considering implementing e-mail
marketing by year-end 2000.

Among the other interesting findings of the study are that by year-end
2000, there will be 96.6 million e-mail users aged 14 and older. This
represents 43.8 percent of the total population of adults and teens.

Another scary statistic is that Spam (or unsolicited e-mail) accounts for
10 percent of total e-mail volume in the United States.



Aladdin Releases StuffIt 6.0, for OS X


Aladdin Systems today released new versions of its popular file compression
and decompression utilities DropStuff, StuffIt Expander, and StuffIt
Deluxe. All products have been upgraded to version 6.0. While individual
products have unique features in this update, all of them share one common
trait: support for Mac OS X Public Beta.

StuffIt Deluxe is a full-featured compression utility. The software sports
all of the functionality of DropStuff and StuffIt Expander, with a
multitude of enhancements and additional features.

StuffIt Deluxe 6.0 sports a brand new interface. The software also supports
a new feature called ReturnReceipt, which notifies users by e-mail when
StuffIt-compressed attachments are received and opened. New archive search
functionality has been added, and the software also works with Mac OS X
Public Beta.

StuffIt Deluxe can be purchased for US$79.95 from Aladdin. Registered
owners of StuffIt Deluxe, DropStuff, DropZip, or StuffIt Lite can upgrade
to StuffIt Deluxe 6.0 for only $29.95. If you purchased StuffIt Deluxe 5.5
between Oct. 1 and Oct. 31, you qualify for a free upgrade -- details are
available from Aladdin's Web site.

DropStuff 6.0 is a utility that enables users to automatically compress
files or folders using the StuffIt Engine by dragging and dropping them
onto the DropStuff icon. The software is made available as shareware and
carries a registration fee of US$30. Upgrading from previous versions is
free.

The new version now sports compatibility with Mac OS X Public Beta.

StuffIt Expander 6.0 provides Mac users with a way of decompressing just
about every commonly used archive format for Mac OS or Windows. Like
DropStuff, the software is drag and drop and it can be triggered by a
variety of popular Internet applications.

Version 6.0 incorporates support for new file formats, features a built-in
version checker, requires no external extensions for text encoding, and
works with Mac OS X Public Beta. It is free to download and use.

Aladdin's StuffIt and DropStuff products require a PowerPC-based Mac
running Mac OS 8.1 or higher.



Amiga Seeks Life Through Partners


After six years, new hardware is on the way from Amiga partners Eyetech
and bPlan. But has the opportunity been lost?

It's been a topsy-turvy ride for former computer maker Amiga Inc. And the
only thing that has kept the company and its platform afloat has been its
fanatical audience. But with only one new piece of hardware in the last
six years, even fanatics have their limits.

Three months ago the company announced its latest hardware specifications,
AmigaOne, and over the weekend it announced its latest hardware partners:
Eyetech Group Ltd., based in the U.K., and bPlan of Germany.

Eyetech will produce motherboards, while bPlan will release whole systems.

The company made it clear in a news release that AmigaOne is a technology
specification, or blueprint, and not a product. Amiga has recast itself as
a software company and not the computer manufacturer that users were drawn
to.

This distinction is important because, according to Amiga CEO Bill McEwan,
it allows the company to focus on its software, Amiga Digital Environment
(AmigaDE) -- co-developed with U.K.-based Tao Group.

AmigaDE acts similar to an operating system, but it is scalable so that it
can run on a number of processors and in conjunction with other OSes.

"Flexibility adds value," McEwan said. "Now the OEM can decide what to use
the AmigaDE for, what type of device and what type of environment."

McEwan said the platform is so scalable that it can be used on devices
from cell phones to computers, and users can expect the same experience
regardless of the environment.

But not everyone is impressed with Amiga's latest steps.

The Amiga effort is "more hype than substance," according to Gartner vice
president and analyst Martin Reynolds. Reynolds called the specifications
generic and said that Amiga was living off past glories.

"They are emulating old stuff on new hardware and trying to bring a base
of older applications into new areas," Reynolds said. "They are playing on
an existing base of Amiga applications, and it's clear that that is a
faded market."

The specification allows for AmigaDE to be run on up to 14 processors
including, PowerPC, x86, ARM, MIPS, and SH4, and nine operating systems,
including all flavors of Windows and Linux.

The specification also calls for 64MB of memory support and a 10GB hard
drive. The AmigaOne platform supports graphics cards, audio cards, CD/DVD,
Ethernet, USB (Universal Serial Bus), FireWire, and 56Kbps modems.

The Eyetech and bPlan announcements are the first of many on the way,
according to McEwan.

The Eyetech deal is strictly for motherboards, which can be used with
existing Amiga systems and will cost in the range of $499. Eyetech
products are expected to ship to developers in December, with products on
the street by early in the first quarter of 2001.

While this provides an upgrade path for the Amiga faithful, it does little
to grow the Amiga market with new users.

And that is the plan with bPlan's systems. Further details of the bPlan
systems are expected next week. McEwan said the systems would be in the
$800 range. not including monitors.

McEwan estimates that Amiga has a following of about a half-million users
based on monthly subscriptions to Amiga magazines worldwide.

Despite its enthusiastic fan base, Amiga has had trouble finding similar
corporate support.

After going bankrupt Amiga was scooped up by PC manufacturer Gateway Inc.
in 1997. The acquisition was part of Gateway's surge into the nascent
information appliance market. But Gateway shifted gears and aligned itself
with Internet service provider giant America Online Inc. in developing
information appliances due out at the end of the year.

With Amiga essentially dying on the vine, the PC manufacturer sold Amiga
to Washington-based Amino, which is targeting home desktop users with
multimedia capabilities.



Napster Opens Doors to Mac Owners


Napster on Wednesday released a Macintosh version of its wildly popular
file-swapping software, officially welcoming Apple computer users to the
free-music revolution.

The release comes 15 months after the service first launched, squeaking in
under the wire as a federal appeals court considers whether to shut
Napster down.

Napster for the Mac, as the program is called, includes a few new features
not available in the PC version. New toolbars are brightly colored to
match the design of Apple's popular iMac models. In addition, the
application allows people to keep track of their last 10 searches.

This is the first "official" version of the software for Mac users.
Earlier this year, a group of programmers figured out a code that allowed
the Macintosh to connect with Napster's service and dubbed it Macster. The
music company then hired the team to develop a legitimate program for the
Mac.

All the while, Napster has been fighting for its life in federal court.

The company is embroiled in a copyright dispute with the Recording
Industry Association of America, which won a court order in July that
could effectively shutter the service any day. That judgment is under
appeal in the 9th U.S. Circuit Court of Appeals in San Francisco.

Napster, founded in 1999, is one of the fastest-growing Net technologies.
A recent study showed that Napster was used to download 1.39 billion songs
in September, making it one of the Internet's most popular applications.




=~=~=~=


Atari Online News, Etc.is a weekly publication covering the entire
Atari community. Reprint permission is granted, unless otherwise noted
at the beginning of any article, to Atari user groups and not for
profit publications only under the following terms: articles must
remain unedited and include the issue number and author at the top of
each article reprinted. Other reprints granted upon approval of
request. Send requests to: dpj@delphi.com

No issue of Atari Online News, Etc. may be included on any commercial
media, nor uploaded or transmitted to any commercial online service or
internet site, in whole or in part, by any agent or means, without
the expressed consent or permission from the Publisher or Editor of
Atari Online News, Etc.

Opinions presented herein are those of the individual authors and do
not necessarily reflect those of the staff, or of the publishers. All
material herein is believed to be accurate at the time of publishing.

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