November 1991 MAGazine Volume 7 Number 11

Table Of Contents

The November General Meeting of the Memphis Amiga Group will be held Saturday, November 9, from 1:00 pm until approximately 3:00 pm in the New Auditorium on the campus of State Technical Institute at Memphis. Don't forget to fill out the survey at the door, you might win the door prize.

The time, date and place of the Video SIG meeting will be announced at the General Meeting on November 9.

From the President's CLI

by Brian Akey

This month, as last month, will be interesting to just about everyone. The demo for November will be How to Use a BBS. Michael Dahms will be presenting the program. He is the systems operator of a local electronic Bulletin Board System (BBS), called Fantasy Graphics. You probably read Mike's fine artice on local BBSs in last month's MAGazine. Mike will be prepared to explain, enlighten and entertain. He will take any BBS related questions. If you are interested in expanding your computing horizons, this will be a meeting you won't want to miss. After the main presentaion, will be again be splitting up into three groups.

From last month's survey, we had about 55 at the meeting, including a good number of visitors. Also from the survey, those responding show: 7 1000s, 15 2000s, 12 3000s, and 27 500s.

Coming up for membership renewal November 9 are: Keith Burns, Milton Dickey, Michael Dobson, Tim Grimes, Alan Reagan, Paul Stokes, and Data Tech.

Commodore has officially announced some details on AmigaOS 2 upgrades. All 3000 owners registered with CommodoreExpress Gold Service will receive a 5 disk set, including extended documentation (over 100 pages), in the mail to upgrade them to AmigaOS 2.04. These upgrade kits will be mailed free of charge. The ROMs should be available in November through authorized dealers. We'll try to work something out with the club on installation help, if possible.

We still have a few official MAG mousepads left. Get yours from Donnie Webb at the November meeting for only $8, or call Donnie and he can mail one to you for only $10. They make great Christmas gifts.

The offers are still working on a place to hold the Christmas party. Anyone interested in providing a Party Place, or if you know of a place we can use, please contact one of the club officers.

Speaking of officers; nominations for MAG officers for 1992 will be taken at the December general meeting, these nominations will then appear in the January MAGazine and voting will take place at the January general meeting. You must be present to vote. These are two meetings you won't want to miss. Don't feel left out, consider serving as a club officer. It can be a rewarding experience, and it looks good on your resume. Remember, it's not what the group can do for you, but what you can do for the group.

See you at the November 9 meeting!

On this month's diskMAGazine

We have the 2 latest issues of AM Report, 12 and 13. Informative text files on: AMAX, the Macintosh emulator from ReadySoft; ColorBurst 24 bit color hardware from MAST; Cryogenic's 040 accellerator board; the latest happenings from Siggraph; graphics net news from an Australian compilation of Amiga news from the networks; DCTV technical info for non-owners of that color module; a review of AmigaTEX, a publishing language well suited to mathematical documents, or just lengthy document publishing on just about any type printer; and how your help is needed in stopping the FCC from raising rates that directly effect the telecomm community.

In addition, there's a host of tutorials on IMAGINE from Steve Worley. Including general tips for Imagine users and specific tutorials on: using the detail and forms editors; using brushes; simulating glass and other textures.

MAG Meetings

The Memphis Amiga Group (MAG) holds general meetings the second Saturday of each month in the New Auditorium on the campus of State Technical Institute at Memphis (see map at left).

There will be an officers lunch meeting at Gridley's in the formal dining room beginning at 11:00 A.M., Saturday, November 9 (before the general meeting). For more information call Brain Akey at (901) 278-6354.

For information on Games SIG meetings and activities, call Mike Amos at (901) 377-1093.

Hardware Rentals

FutureSound audio digitizer kit - $1 per day
FrameGrabber OR SuperGen - $4 per day
(Hardware rentals are for Members Only)
A variety of Amiga specific videotapes are also available
from the club's hardware library.

Disk Sales

MAG library and Fred FISH disks are $2 each.
($5 each for non-members)
Quality blank disks with labels are 65¢ each.
($1 each for non-members)
For all this and more contact club librarian
Bill Bowers (901) 360-0003
OR see Bill at the next MAG general meeting.

Changes or Corrections

Please help me get accurate information on all members. If you know someone on the members list that we don't have complete information for, please let me know. Send all name and address information, updates, or changes to:

Charles Williams
13 Lake Drive
Wilson, AR 72395

Memphis Amiga Group Officers for 1991

President
Brian Akey
(901) 278-6354

Vice President
Donnie Webb
(901) 363-8025

Secretary
Shelley Franklin
(901) 682-0417

Treasurer
Ken Winfield
(901) 382-3339

Librarian
Bill Bowers
(901) 360-0003

MAGazine Editor
Charles Williams
(501) 655-8777

MAGazine
Printing & Distribution

Terry A. Campbell
(601) 393-4864

FOR SALE

Just solved The Secret of Monkey Island graphic adventure game from LucasFilm Games, ready to sell it for only $18. Also, just ugpraded to Draw 4Dpro. Will sell Draw 4Dpro for only $50. Call Charles Williams at (501) 655-8777 or see me at the November 9 general meeting.

Your Classified Ad Here

Free of charge to members
Call, write, or see in person

Charles Williams
MAGazine editor
13 Lake Drive
Wilson, AR 7295
(501) 655-8777

Classified Ads will run for one issue of MAGazine and then, if you want your AD to run again, you will need to get in touch with the MAGazine editor either at the meeting, by phone, or by mail. Thank you for your continued support.

Pixel 3D 2.0

mini-review by Steve Worley

At the Expo in Oakland I picked up a copy of Pixel 3D 2.0. This program is a "third party" 3D support program for use by owners of almost any Amiga 3D software. Pixel 3D has two major functions; it can load brush maps to produce faced and extruded objects, and it can also load in objects (in many formats) and convert them to different formats (like Imagine's).

Pixel's brushmap manipulation abilities are absolutely brilliant. In Imagine, you can use the built in brushmap converter to make objects from brush outlines, but Imagine's ability is crude as compared to the control and options that Pixel offers. It can load standard 1, 2, 3 or 4 bitplane pictures (not IFF24 or HAM, though!) and use the outline of the picture to form an extruded 3D object. This is a useful ability, especially since you can type out a logo in a fancy font in DPaint then convert it to a 3D object for rendering.

The basic extrusion is just the simplest manipulation Pixel can handle, though. Remember a few months ago when we determined how to make beveled text? It was certainly possible, but it involved point editing every letter to make a bevel that was able to "skin" to the extruded form. One of Pixel's extrude options is to automagically add a bevel to its extrusions! This bevel is a true bevel, not a wimpy cone-like facing, so hollow letters and concave shapes are handled correctly. The depth and angle of the bevel cut is completely user definable, so subtle additions can be made to letters, or titles can be given an aggressive edge.

An aside to give you guys a quick hint. If you want to Phong shade an object with a beveled extrusion in Imagine 1.1, you have to perform some tricks to get the bevel to be sharp and not just a blurry edge. You want the front face to be flat (unPhonged), the bevel to be Phonged around its edges, but NOT Phonged where it joins the extruded sides of the object. You can't pick and choose independent edges to Phong shade in 1.1, so how can you do this?

The answer is to make three objects that are all grouped together and independently Phonged. You want to take your beveled object, copy it into the clipboard (right-Amiga-C) and then delete all of the points that aren't in the very front face. Edit the attributes and turn Phong OFF. Save this object.. it's just the 2D front "plate." Right-Amiga-P will paste a copy of your original object back. Delete the front layer of points, which will leave you with just the sides of the object. Make sure Phong is ON for this version. Paste a final copy of the original object. Delete the BACK set of points, leaving you with the front face and beveled portions. Enter "pick points" mode, then "hide points" and set the select method to "drag box". From a side or top view, select the back set of points to hide them, leaving only the front plate visible. You might want to hit "redraw". Enter "select faces" mode, select the entire object, then use right-amiga-d to delete the faces. (The edges will still be there but won't render). Go back to select object mode, make sure that Phong is turned on for this object. Finally, move all three of the objects together to their proper places, and group them. Tahdah! This group will now render with the proper Phong shading.

Back to Pixel 3D.

Beveling is a very professional touch, especially for lettering, but Pixel has many more abilities. Multiple colors can be extruded to different depths, allowing nice backGround effects. The brushmap outlines can also be spun as they extrude, so snake-like trails can be left behind letters and shapes. And, of course, they can simultaneously be beveled.

Most of these effects are easily reproducible in Imagine, but it's convenient to have them all included in one package. Also, people who are using other renderers might not even have some of the tools we take for granted.

One trick that really isn't available in Imagine is the ablity to load an image and output a grid of (connected) points with each point having an altitude that corresponds to the average intensity of the pixels in the image beneath it. I had written a routine using Glenn Lewis' TTDDD to perform this very feat. I wanted to make an easy way to output a true height field from a C program to test my ocean wave stuff long ago.

What can you do with this intensity->altitude conversion? Quite a bit! I took a greyscale image of myself and ran it through Pixel and got a very interesting object, indeed! When I also applied a color brushmap to it in Imagine, it gave my portrait a whole new dimension. [dodges rotten tomatoes.] At the show, Axiom was selling T-shirts of their logo in a raised 3-D grid style made with this technique.

Pixel's strong point is definitely converting brushmaps into 3D objects. It has excellent control over the way they can be manipulated, and the author, Scott Thede, deserves a lot of credit for making the program so robust and easy to use. One point I forgot to mention is that the brushmaps, once converted to 3D objects, are actually previewed on the screen with user controllable viewing angles and size control, and options of wire frame or a solid view. The preview is in color, so face attributes can be easily determined. This display isn't a renderer, it's just a flat shaded preview, but it is superbly adequate for previewing objects you are manipulating before you finally save them.

Pixel can obviously save its objects in Imagine format, but it actually supports a wide variety of renders. It can save in Sculpt, Imagine, Turbo Silver, Lightwave 3D, VideoScape, 3D Pro, or DXF format. For triangle based modelers like Imagine, all polygons are saved as triangles, and polygon based modelers like Lightwave are saved as optimized polygons.

The second major ability of Pixel is object conversion. It can obviously write all of these different formats, and it can read them as well (except DXF). Files can be selected from disk and the object format detected automatically. The object will show up in the preview window, and some useful operations (such as duplicate point removal) can be performed. The model can then be saved in any of the other formats, giving Pixel general 3D object conversion capabilities.

I had no problems loading in VERY large objects (a 250K Boeing 767 model) and saving them to other formats. However, there is a MAJOR flaw with the object conversion aspect of Pixel, as it does not recognize hierarchies (grouped objects). If you load a grouped object, only the parent of the group is loaded; the children are not kept at all. Nearly all complex models in Imagine are grouped objects, not single masses of fused polygons, so importing these complex objects is impossible. The only workaround is to join all of the objects into one master object, losing all of the hierarchical information, then loading the single macro-object into Pixel. This method works very well, but obviously a lot of useful (critical!) information is lost.

Even though this makes the conversion abilities of Pixel 3D 2.0 somewhat stunted, you CAN convert any object by joining it first and trying to sort out the organization in your destination renderer. Another option would be to save each child as a separate object then re-group them in the new modeler.

Obviously advanced information such as textures and brush maps are not preserved for any object.

Note this opinion is slanted to how useful Pixel 3D is with Imagine. Most other renderers lack Imagine's built in brushmap converter and might not have hierarchical objects; in these cases Pixel 3D would serve as a CRUCIAL piece of software, especially for the simple task of making logos from brushmaps.

A last minute addition to Pixel 3D was a complete AREXX port. Scripts can now be written to automate brushmap or object conversion, and some examples are given in a file on the disk.

Overall, the program and its abilities really are pretty sleek. The object conversion limitation is not insurmountable, and for people who do not use groups often this limitation won't even exist. The brushmap extrusion abilities of Pixel 3D 2.0 are more than enough on their own to make this program a useful utility for Imagine users. The list price of Pixel 3D is a fairly steep $100; but if you are constantly making logos and other bitmap-based objects, this program is well worth the price. For the casual (or poor!) user who has the patience to use Imagine's built in bitmap converter, the price may be a bit high for the abilities it offers.

An upgrade for current owners of Pixel 3D exists, though I do not know the price.

Axion Software 1221 E Center St. SE Rochester MN 55904 (507) 289-8677.

Midnight Reviews

Product Silent Service II
Publisher Microprose
Type Sub Simulator
AmigaOS 2.0 Compatible
Hard Drive Installable

Not long after the Amiga was released Microprose released Silent Service for the Amiga. Its graphics and playability has sold many Amigas through the years. Now Microprose has released the sequel, Silent Service II, the playability and graphics are as good as the first but with a few added features.

SSII will let you play one scenario or an entire war. The training missions are good and let you get familiar with the operations of the sub at your own pace. The interface has a few more bells and whistles than the SSI had but is a little harder to understand. SSII has improved the graphics on the target ships (bad guys) and battles seem to be a little more realistic, the outside view of your sub being bomb by depth charges is almost worth getting blow up for. The best thing about the Silent Service series is you don't have to be a military genius to play them, anyone with a little time and effort will be sinking enemy subs and ships in no time.

The game's hard drive installation program did not work on my system and I had to install and assign everything myself, this does not, of course, ruin the game but it is a nuisance. The game runs fines off of a hard drive, it is a little slow off of floppies but I guess that is expected.

All in all the game is true to its predecessor and is quite fun to play, if you like Silent Service I you will like Silent Service II.

MIDNIGHT RATING
85

Report From AmiExpo Oakland

Well, I spent the weekend (and a day off from work on Friday) attending AmiExpo in Oakland. Great fun! I met several members of the list, like Todd Landry, Mike Simpson, and Evara Ligue (sorry if I mangled your name!). I got a chance to talk lot of well known Amigans, like Perry Kivolowicz from ASDG, Steve Gillmor of Impulse, Joel Hagen, Harv Laser, Bill Seymor, Joel Hagen, Mike Smythwick, and more that I forget. And I met Allen Hastings and Jay Miner (both locals) there as well.

Anyway, I want to talk about some of the stuff I saw - this is all with a graphics bent, so forgive me if I ignore Dr. T's super-dooper music things or the new Micro-Prose games.

First, the big toys that everyone was flashing was the new graphics boards. There are a lot! I carried a pocketful of floppies with IFF24s and had them displayed on the different boards to compare quality - this was a great idea, because some of the vendors had really stacked the deck with the type of images they were showing. A brief rundown of the boards that were being shown:

THE GVP IV24

768 by 482 DEINTERLACED 24 bit. Very nice, especially the PIP. They had a lot of Lou Markoya's stuff being shown on a 1950 monitor. The deinterlacing was not very apparent for any of the images (24 bit tends to have smooth gradients, hence no flicker) but I'm sure if you were using it as a 24 bit text display it would really show it's power. They had a camera and were doing screen grabs and showing the picture-in-picture. A lot of fun.

The Colorburst

Finally saw one! There are big rumors about MAST having to drop the product because the designer was miffed about the software. I asked, and the guy demoing CB didn't say anything. I mean, he just looked at me, and then turned away. Geez! They were selling at the Creative Computers mini-mall for $700, I think. The quality of a displayed IFF24 was excellent! But the software they were showing was really hokey. There IS a paint program, but it didn't have a very good feel and didn't respond smoothly. Big bummer. 768 by 482 24 bit.

The Rembrandt

Progressive was showing their pre-production model, and fishing for developers. 1K by 1K 24 bit, with a 2K by 2K memory buffer. On-card 34020 coprocessor at (40?) Mhz, and (something) 82 math coprocessor. The boards display was slick, but not as lively as any of the other boards - it might have been the monitor, but the images were dim with too little contrast. Anyway, this board's coprocessor can render and do math computations in parallel with the Amiga, a demo showed a mandelbrot set being rendered real time with the A3000's 68040 (!), then with the board's processor. It was a tie. With more coprocessors, (up to 4), the board would speed up it's calculation that much more. Pretty slick! The cool part was blitting around a 320 x 200 sub-image at 30fps, not too shabby! Another fun trick was running an anim with the 040 at full speed, while simultaneously rendering stuff on the Rembrandt. Anyway, they are working on a paint program and other software, but in 6 months this could be The Thing. List is 4K. Ouch.

Firecracker 24

Impulse wasn't there, but many people were using them. 1K by 482 resolution, 24 bit. The Virtual Reality Labs were showing the new version of Vista Pro (amazing!) with these boards, and there were startled gasps of amazement as people walked by. These images and the output were just beautiful! Perry Kivolowicz also used one for a talk on using the Amiga as an imaging workstation, and it was pretty slick. (it went through a genlock and out to a video projector). He even used ADPro to drive it. Anyway, the quality is very comparable to Colorbursts, very clean colors, a bright and lively feel. The FC24 is sharper, though, which gives it a really nice edge for ray-traces. For scanned images, you might not be able to tell. The FC24 paintbox is functional, and realtime, but not as nice as the DCTV paintbox. One COOL feature of the FC24 paint (Light 24) is the ability to LOAD IMAGINE OBJECTS AND RENDER THEM DIRECTLY ONTO AN IMAGE. This is GREAT fun! You load an object, and manipulate its orientation, size, and position on the image. (in wireframe). Then you punch a button, and it renders a scanline version of the object (with world reflection mapping) Also, there is nice Firecracker support in ADPro, though I bet the newest version of ADPro will support many of the others. Street price of the FC24 is something like $860.

Digital Creations

Digital Creations had a very popular booth, showing off DCTV. I bought one, finally! [There goes the piggy bank.] The DCTV outputs composite video, it's not 24 bit, but the output is terriric! It can't compete with the sharpness of any of the 24 bit boards, but I preferred the image quality to a lot of the stuff being shown on the Rembrandt. The neat part is you can animate the DCTV at whatever speed you can animate hires, typically 10 fps, faster if you take a cut in image quality. The paint program is top notch. They were showing off the new version of the software, (1.1??) with undo, and a few more features. [sorry, I don't know exactly]. They will ship the software in a few weeks, $15 upgrade for current DCTV owners. I also made them promise they would make a DCTV loader for their DCTV.library, and to make sure ASDG got it. (they only had a saver, before). Cost is $400, street.

Fun anecdote setting up my DCTV, it turns out my CABLE TV had AC power coming in on it's grounded shield (!!!!), and my VCR and TV had been operating on this signal for months by floating over the supposedly constant ground. I never knew this until I was about to hook up my grounded DCTV/A3000 to my VCR and ZZZAAPP.. right through my body. Yow! No damage (to me or the hardware), but I plan to really nail the cable company. I want to get a junk VCR and melt the inside with a blowtorch just to see the cable guy's reaction... I have NO IDEA how or why it's like that and I'm just surprised my TV and VCR actually worked.

Newtek

Newtek was there and showed off the Toaster. Of course. More later, especially on the new Toaster 2.0 release this month. The Toaster framebuffer is 24 bit internally, but it has NTSC composite output. This decreases the sharpness considerably, but if you're going to video anyway, it's really good. (though not as good as the IV24 with S-video AND RBG out). Still, the Colorburst, FC24, Rembrandt and IV24 all beat the toaster output for sharpness and quality. Interestingly enough, many times it is REALLY tough to tell a DCTV from a Toaster display.

Digital Micronics

Last board I saw was the Digital Micronics 8 bit board. This board also has a 34020 coprocessor like the Rembrandt. The output is 1280 by 1024, 8 bit, and is pretty slick. Many detailed images were stunning, but it started to lose when I asked them to display some very colorful images. (it only has 256 colors..) It's really meant for UNIX and hi-res text, and performs admirably in this manner. Another company was using the board for it's Postscript-output presentation software, and the quality was terrific. This board isn't really meant as much for images as the 24 bit boards, but it is a great pinch-hitter. Price is more that $1,000, I don't know exactly.

I never got a chance to see HAM-E. Black Belt was not at the show, and nobody was using one. Oh well.

Well, that's it for display hardware. If I was asked to recommend one, I would say first get a DCTV ($400). It has animation support, a decent price, and great software. If you wanted great quality, go for the Firecracker 24. It's quality is stunning, and the price is reasonable. Colorburst is a good option for 500 and 1000 owners who can't use the plug in FC24, but the extra price of the FC24 ($860 vs $700) is well worth the investment. If you can afford both the DCTV and the FC24, you have a dream setup. This is all my opinion.

Please, I hope no one is offended by my opinions on the Toaster output quality. It is excellent, but not sharp! Still, if/when a 3000 version comes out, I'll probably get one.

Going on, there were four companies showing 040 boards, two for the 3000. The progressive A3000 040 board was $1600, and was marginally (5%) faster than the GVP 040 board. (Don't know the cost of the GVP). I didn't compare 2000 versions, but the Mega-Midget-Racer guys were showing them off, though I'm not sure if they were selling. (GVP wasn't, Progressive was. I even held Perry Kivolowitz's A3000 accelerator from Progressive, being careful not to drool directly on the packaging.) The Fusion-40 from RCS (A2000 only) was also being demoed and sold.

More 3D

Real-3D had a booth and was pushing their program. They had the latest Amigaworld open to the Impulse Imagine ad, and were comparing those images to versions done in Real-3D. The images they showed were pretty slick, but the salesman didn't want to give me a hands-on demo of the modeler and such, he just wanted to show the pictures. Considering they have a demo version of the software out on the BBSs and FTP site, my guess is that the guy I talked to just didn't know how to use it. The boolean operations do look keen, though, but they need some help with their textures and modeling. Also, tinted glass and non-white mirrors would be fun.

Yet another new ray tracer (YANRT) was announced at the Expo, this one a low-end $100 script-based ray tracer called Ray-Dance, from Radiance Software. [Nothing to do with Mark Thompson!]. Some VERY interesting features like brush maps that follow morphing objects. [Where have I heard that before?]. Release is sometime this month. It probably won't be immediate competition in the Lightwave/Imagine battle, but it might fill a low-end niche. [First impression, I sure could be wrong.]

The big 3D support software this year seems to be packages of digitized surfaces like brick and wood. Two companies were selling these at the Expo, Texture City, and MicroSearch (the ChromaKey guys), they were great! They have three texture volumes: Stone, Tiles, and Wood, selling for $50 a pop, $30 on the street. The president of Microsearch told me that he would make one image on each package freely distributable. Anyway, they are great packages, and worth the money. Nicolas Alwin made some great Imagine renderings with them.

The other set of images was from Texture City. This is a really professional package, and they were trying to sell to the high-end video buffs as backgrounds for titles and framestores as well as to the 3D rendering crowd. They had an incredible selection of textures, something like 200 images!! The quality of the images they showed was impeccable. But the cost was absolutely outrageous: they wanted $350 for 40 images (I'll check on the exact number, but roughly 40). Ouch!! I couldn't recommend these to the casual user unless you had a lot of cash or absolutely needed top quality. For that kind of money you could buy a scanner of your own.

I met Victor Osaka of the Turbo SIG (a paper 3D newsletter), and talked to him for a while. He was working in the Texture City booth, and was selling copies of his newsletter. He wasn't overly interested in talking about rendering, though, and looked more like he just wanted to get out of the Expo and go home. By Sunday, most dealers were like that.

Sunrize was showing off it's new sound boards - a 12 bit mono sampler/playback board and the stereo 16 bit version. These things were great, especially the 12 bit! The quality is VASTLY superior to 8 bit, and Sunrize is trying to sell them for video sound editing. They are perfect for this - and they're cheap! (on the order of $450). They even have SMPTE time code for syncing everything, and some decent support software. (much like Audiomaster) The 16 bit sampler was great, too, but more than $1000 in price.

Axiom (?) software was showing off the newest version of Pixel 3D 2.0. This version now includes object conversion, BEVELING OF EXTRUSIONS, and some really fun other tools like intensity->height mapping. I picked up a copy. It was selling for $70 street price. First impression: Interchange is a dead product unless their new version is absolutely top-notch.

Some of the seminars were interesting. Steve Gillmor showed off his pet product, Foundation, on a multimedia panel. Perry Kivolowicz did NOT show off AD-Pro 2.0, much to my disappointment (JPEG will save us from our 24 bit storage problems!). I sat next to Kiki Stockhammer for the Toaster 2.0 keynote, and has to endure the most vile perfume for an hour and a half....

At the Toaster 2.0 unveiling, they showed most of the new features. (the 2.0 is a software, NOT a hardware update. $100 sometime this month) Genlock control from workbench and two new panels of transitions were the big additions to the main software. The Toaster framestore is now compressed for faster loading [I always thought it was stored UN-compressed for faster loading!].

Lightwave 2.0 has a slew of new features, though, and Allen Hastings took most of the keynote time to show them off.

Most of the Lightwave features have been added to it's modeler. Here is a list, from memory, that covers most of them. [I know I'll miss quite a few, both because he never talked about them and because I've forgotten.

In the layout/renderer:

That's my quick report on the show. (Downloaded from Portal and slightly edited -editor)

Space Quest III the walk-thru

(Remember to save your game often!)

I finished the game but did not get the maximum points. Use these if you are really stuck.

In the Freighter

Don't fool with the pod that you came in as it is a waste of time. You will notice an object to the front and right of the door you came out. You cannot move it but you will need it later.

Head off to the bottom of the screen and then go towards the right on the next screen. You will see a machine bringing scrap towards the ceiling. Hop on and wait. After it dumps you, type "stand" and then type "jump", you will be on a cross beam. Go towards the left until you reach the control room. "Climb down" onto the GRABBER and go around the control room. At the screen after the control room screen, stop the GRABBER and push the button to lower the claw. Pick up the WARP MOTIVATOR with the claw and after it get back to the grabber go to the right. After you go around the turn stop the grabber and lower the claw. You will have to put the WARP MOTIVATOR in the hole in the top of the ship. Ride back to the control room get off the grabber and fall down the chute.

At the bottom of the chute go to the left where the wire goes into the wall and get the reactor. Climb out using the ladder and head towards the top of the screen. You are now back where you started. Go to the right and go into th tunnel. As you pass thru the tunnel a rat will grab the reactor from you. Go back to the room where you got the reactor and get it again. When you climb out again, take THE LADDER. Now when you go thru the tunnel TAKE THE WIRES and continue thru the tunnel.

Go to the large head and CLIMB IN THE EYE. Go to the ship and use the ladder to get on top and OPEN THE HATCH and enter the ship. Put the reactor in the hole to the left and then use the wires to splice them together. Get in the cockpit and EXAMINE CONTROLS. Turn on the engine, turn on the radar, take off, use your front shields and blast your way out.

In Space

Scan the area. Don't bother with Monolith Burger or the Volcanic world but go to the other one (sorry I forgot its name). Land and go to the tourist trap and enter the building. EXAMINE THE POSTCARDS as there are interesting facts you need here. Sell your gem. ((The best price I got was 425 which was enough for what I needed.)) BUY THERMAL UNDERWEAR and a hat if you want it. As you leave you will meet a baddie who is out to get you. DON'T GO TO YOUR SHIP! Instead go to the left of the robot and take the elevator up. When the baddie follows, wait till he is near the gears and then GRAB THE PULLEY. After he becomes burger go down and GET HIS BELT. Leave and go back to your ship and go to the volcano planet.

Volcano Planet

Put on you underwear and go to the left and wait until the survey team leaves. Get a detonator and the pole. Go in the direction that the survey team left and go up the mountain and drop the detonator in the machine in the crater. When you get to the crossing back to your ship, USE THE POLE and jump the gully. Take off and go to Pestulon.

Pestulon

Use the belt and get inside past the guards. Go to the broom closet and change into the janitor's closet. Enter the accounting area and USE THE VAPORIZER on every trashcan you come to. Make your way to the picture of Elmo and take it to the copy machine and make a copy. Put the picture back and make your way thru the accounting area to Elmo's office. After doing Elmo's trash, leave and go to the balcony. When you come back, Elmo will be gone and get the keycard off of his desk. Make your way back to the corridor and on the security door use the keycard and then the picture. When you see the jello mold people, push the ramp button and then vaporize the jello.

The Robot fight

Just do your best, no tricks here.

The Space Battle

Make sure that you get your front shields up as the fighter comes at you and then destroy it when it is behind you. You will have to kill all the fighters because if you miss you will die.

THE REST IS JUST SITTING BACK AND READING THE CONCLUSION OF THE GAME.

Dues Notice

Dues must be paid at or before the General Meeting of your EXPIRE date. If paid on or before this time, the renewal date is $15 for the year. If you wait past the General Meeting (second Saturday of each month), you will be dropped and must then renew at the new member rate of $20 for the year.

Please pay at the General Meeting, OR send dues to:

MAG Dues
c/o Kenneth Winfield
3733 Rainford
Memphis, TN 38128

Financial Report for the Memphis Amiga Group October, 1991

Beginning Balance $931.97
   
INCOME
Dues $85.00
Disk Sales $164.00
Mousepad Sales $133.00
Total Income $382.00
   
EXPENSES
Newsletter exp. - $45.70
Mousepads - $254.50
GEnie - $50.00
Blank Disks - $193.00
Fred Fish Disks - $20.50
23 pin connectors - $12.00
Postage - $14.24
Hotel Room (G. Gorby) - $54.00
Total Expenses - $931.97
   
Ending Balance $670.03

Memphis Amiga Group 10/30/91

LAST NAME FIRST NAME CITY ST ZIP EXPIRE
1 Akey Brian L. Memphis TN 38107 OCT 92
2 Amos Mike Bartlett TN 38134 JUL 92
3 Andrews Freddie L. Memphis TN 38128 JAN 93
4 Barron Sonny Memphis TN 38135 JAN 92
5 Bilson Edward Memphis TN 38115 JAN 92
6 Bowers William Memphis TN 38118 MAY 92
7 Brown Kevin Memphis TN 38111 SEP 92
8 Browning Donald, Jr. Memphis TN 38111 JAN 92
9 Buckner Phillip G. Memphis TN 38107 DEC 91
10 Burford Tim Greenwood MS 38930 FEB 92
11 Burns Keith Cordova TN 38018 NOV 91
12 Campbell Terry A. Horn Lake MS 38637 DEC 92
13 Cervetti Michael Cordova TN 38018 AUG 92
14 Chiego John & Sara Memphis TN 38119 OCT 92
15 Crighton Jr. Robert Millington TN 38053 APR 92
16 Dahms Michael K. Memphis TN 38127 OCT 92
17 Deschamps Joe Jackson TN 38305 SEP 92
18 Dickey Milton E. Collierville TN 38017 NOV 91
19 Dobson Michael Memphis TN 38118 NOV 91
20 Dye Julia Ann Memphis TN 38120 APR 92
21 Echols Steve Memphis TN 38116 DEC 91
22 Fanelli Daniel R. Germantown TN 38139 FEB 92
23 Franklin Shelley Memphis TN 38120 MAR 92
24 Ginn Raymond Memphis TN 38127 APR 92
25 Glover Steven Cordova TN 38018 JAN 92
26 Goff Robert Memphis TN 38134 JUL 92
27 Grimes Tim McLemoresville TN 38235 NOV 91
28 Hartley Marilyn Memphis TN 38118 SEP 92
29 Hawkins Conrad G. Memphis TN 38117 JUN 92
30 Hoffman Walter K. Memphis TN 38122 JAN 92
31 Hooker Bill Memphis TN 38134 NOV 91
32 Hudson Scott Memphis TN 38141 OCT 92
33 Ingerson Steve Walls MS 38680 SEP 92
34 Jones Tom Memphis TN 38128 DEC 91
35 Keith Roy, Sylvia, Lisa Rosemark TN 38053 FEB 92
36 King Guy O., Jr. Collierville TN 38017 DEC 91
37 Knight Ronnie Burlison TN 38105 MAY 92
38 Lanier Jonathan Bartlett TN 38134 DEC 91
39 Lewis Jeff Memphis TN 38134 MAY 92
40 Lockard Don Alamo TN 38001 JAN 92
41 Lowder Mark Memphis TN 38118 FEB 92
42 Martin Chris Memphis TN 38128 JAN 92
43 McCalla Ron & Audrey Hoover AL 35226 DEC 99
44 McCollough Micah Memphis TN 38134 JUL 92
45 McInturff Ace Memphis TN 38115 JUN 92
46 Mergen Steve Memphis TN 38104 MAR 92
47 Miller Dion Memphis TN 38111 APR 92
48 Miller Larry Memphis TN 38116 APR 92
49 Mitchell Mike Memphis TN 38108 SEP 92
50 Montgomery John Bartlett TN 38134 FEB 92
51 Moore Calvin Memphis TN 38118 JUL 92
52 Moore Clarence Memphis TN 38116 JUL 92
53 Morgan Yvonne & Charles Memphis TN 38168 SEP 92
54 Morgan Don Memphis TN 38117 MAY 92
55 Nolen Kent Arlington TN 38002 JUL 92
56 Norman Joe R. Dyersburg TN 38024 JAN 92
57 Pittman James E. Memphis TN 38116 APR 92
58 Reagan Alan Memphis TN 38104 NOV 91
59 Sanders Joe Memphis TN 38134 JAN 92
60 Services Data Tech Memphis TN 38133 NOV 91
61 Shimasaki Manuel S. Memphis TN 38134 DEC 91
62 Stevens Ken Millington TN 38053 MAY 92
63 Stokes Paul Eads TN 38028 NOV 91
64 Torrence Samuel Tupelo MS 38801 APR 92
65 Turner Allen Jackson TN 38301 DEC 91
66 Varnell Roy Memphis TN 38127 APR 92
67 Vineyard Charles W. Memphis TN 38118 AUG 92
68 Walker Jim Memphis TN 38128 JAN 92
69 Wallace Michael S. Marion AR 72364 SEP 92
70 Walp Len Memphis TN 38128 JAN 92
71 Waters Robert A. Memphis TN 38116 AUG 92
72 Weatherall Broadus & JoAnne Memphis TN 38111 JAN 92
73 Webb Donnie Memphis TN 38118 JAN 92
74 White Walter T., III Memphis TN 38125 DEC 91
75 Williams Charles Wilson AR 72395 DEC 92
76 Williams Dane Memphis TN 38118 APR 92
77 Winfield Kenneth Memphis TN 38128 OCT 92
78 Wood Mark Memphis TN 38118 AUG 92
79 Wulff John Memphis TN 38115 JUN 92
80 Wyatt Joel Shawn Jackson TN 38301 DEC 91