January 1992 MAGazine Volume 8 Number 1

Table Of Contents

The January General Meeting of the Memphis Amiga Group will be held Saturday, January 11, 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 January 11.

From the President's CLI

by Brian Akey

This month we have to vote on the new officers for 1992. If you are interested in helping by being an officer, please come to the meeting. So far the nominations for officers include: president, Brian Akey; vice president, Donnie Webb; secretary, none (but this position may be eliminated); treasurer, none (but Raymond Ginn has expressed some interest, provided he can get an assistant); librarian, Bill Bowers and Ken Winfield; newsletter editor, none (but prospective new member Larry Evans has expressed some interest); and distribution editor, Terry Campbell. Much is till up for grabs. If you're interested in a more active role in the club's future, be on hand January 11. You must be at the meeting to vote.

The demo for this month is Workbench 2.0. The group's 500 has the 2.0 ROM installed. The changes from 1.3 to 2.0 will be shown. If anyone needs help installing 2.0 in their computer, we can do that at the meeting. Many new programs are using 2.0 in ways that they could not use 1.3. Anyone who plans to keep their Amiga should seriously consider upgrading to 2.0.

Think about who will lead the club for the coming year. Only members can vote, and only if they attend the meeting.

Editorial

by Charles Williams

It's been along, but rewarding 17 months that I've spent as MAG newsletter editor. This is the seventeenth issue since I stepped in for the last editor and put out the August-September 1990 issue. I think it's time for some new ideas, new layouts, new articles, and a new editor. I'd like to thank Brain for his confidence and monthly 'president's message', Ken for his many articles and help keeping up with the members, and Terry for doing the grunt work in putting out a regular newsletter. Terry duplicates the copy of the newsletter and disk that I send him every month and mails them out to the members. He puts the labels on the disks and brings them to the meetings for those who enjoy diskMAGazine.

Good luck to the new editor, remember the February issue of MAGazine is due out soon.

On this month's diskMAGazine

Additional articles include issues 18 and 19 of AM Report (an online Amiga magazine), Commodore's first quarter report for 1991; a copy of a letter to Commodore's shareholders from Irving Gould and Mehdi Ali (CEO and President, respectively of Commodore International); and one person's experience in making their own CD-ROM (very educational).

Three small pictures are included: a drawing of an alleged portable Amiga, a helpful map for the adventure game Elvira, and a Wallace & Winfield creation of some jet aircraft.

As a going away present, I've included VERTEX "in the drawer" on the disk. Vertex looks like a great shareware 3D object editor. Give it a try.

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, January 11 (before the general meeting). For more information call Brian Akey at (901) 278-6354.

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

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

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

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.

Icon Basics

from Kevin Hopkins, CUCUG

This beginners series on Amiga icons by Kevin Hopkins is continued from last month's issue.

Pressed Into Service

How about something a little more useful? What we'd like to do now is press some icons into service. There are a couple of ways to do this: (1) you can create or modify an icon, or (2) you can take an icon and, with a few tricks, get it to do what you want done.

Icon Modification

The creation of an icon from scratch is a little beyond the scope of our discussion here, but not really that far beyond it. All that is really required is a little patience and creativity in using the programs you need to use to do one of the simpler things I'm going to have you do. With programs like IE (IconEditor on CUCUGAMI.39.0590) and IconMaster (on CUCUGAMI.23.0889), you have the ability to edit the image of any icon you might choose. You can change its colors (remember, most icons normally use two bitplanes, ie. Workbench's four default colors - it takes two bits to make four binary possibilities: (0) blue, (1) white, (2) black, and (3) orange, in 320 x 200 resolution). You can change its size (you can also use DPaint and manipulate the icon's image as a "brush"). Change its content, animate it with unselected/selected images, or create a new one entirely from scratch. With IE you can even generates C language source code for an icon, if you really want to see what the inside of one looks like.

But what you'll probably want to do first is simply change the type of an icon you already have picked out for a particular purpose. Take for example another program on CUCUGAMI.23 - Aquarium. This program is a database for the Fred Fish PD Library, which is nifty and all, but the data entry is pretty tedious. All that a person really requires, to do the job Aquarium does, is a text file of the descriptions Fred puts on each disk and a word processor with a search function. Such text files are readily available on Starship. Put them on a disk and search them whenever you want to see if there's a program that does what you need done the next time the need arises. What would we call such a disk? Fish, right? And look, Aquarium has a great fish icon. We can just use this fish for our Fish disk icon. Only one problem: it's a TOOL icon, not a DISK type icon. And renaming it Disk.info doesn't change it's type. It won't work right. So what do we do?

Put CUCUGAMI.23 in DF0: and your disk labeled FISH in DF1: (Why don't you just use the Rename menu option of Workbench to relabel your TEST disk.) Click on 23, click on IconMaster's drawer, and click IconMaster into operation. Go to the Icons menu and choose Open. When you get the requester, click on DF0: then the Aquarium directory. Once you are inside the directory, click on Aquarium.info, and then OK to activate your selection. You should now see the Fish icon - both unselected and selected images, there side by side on your screen. IconMaster appears to be a rather high powered version of Workbench's INFO menu option doesn't it? We could spend a lot of time here looking around, but let's just finish our job for now. Go to IconMaster's Icon Type menu. When you pull it down, you'll see a check mark opposite Tool. Just select Disk and let your right mouse button go. Open up the menu again and you'll see the check mark has now moved to opposite Disk. It's that simple. You've just changed the icon's type. Now all we have to do is save it to our Fish disk. Go back to the Icons menu and select Save As. When you get the requester, click on DF1: and then in the File box type Disk. You don't need to put .info on the end of the filename. IconMaster will save it with the .info added. OK, close up shop; you're done. Kill IconMaster and close up all open windows. Once you get back to your Workbench screen, what do you see? Still got your Workbench-style disk icon (or that junky white default icon if you used a fresh disk), don't you? Remember? Pop the disk out of the drive, wait for it to disappear, then put the disk back in. Got yourself a Fish now, don't you? And he works just like the Disk.info he's become, too. Congratulations, you've just made a useful modification of an icon.

Icons to do what you want to do

Now what do you do if you want your icon to execute a specific task or series of tasks? You'll probably want a couple of programs, called Iconx and Xicon. The first is Commodore's version of the second. (Iconx is in your C directory.)

One of the things I've wanted to do is activate my C language programming environment with an icon. I have the Manx compiler and the program disk has its own startup-sequence to create the environment it wants, which is pretty bare bones. I prefer having my system up an running before going to Manx. That way I get to have my own arsenal of special programs which make life so much easier. I started out having the Manx startup-sequence (minus a few things I don't want run twice like Binddrivers) in a text file called seashell. (Cute, huh? Yeah, well, it's easy to remember.) By using the script bit feature, that is, setting it (with SID, or using the command PROTECT SEASHELL +S and using LIST to check it), I could activate this text script just like a regular program file just by typing seashell on the CLI and hitting enter. But I admit it, I'm lazy. I'd rather just click an icon. So what was I to do?

I got CUCUG's icons disk, ICONS.01.0589, and down in the Icons.3 drawer within the main Icons drawer, I found a great seashell icon called Shell. It's already a PROJECT type icon which is what I needed, so I took it and put it on my Manx C work disk.

First a little background.

Each time you start a new shell by entering NEWSHELL at a CLI prompt or clicking on the Workbench's Shell icon, NEWSHELL goes to the text file shell-startup in your S: directory. This is the file that lets you custom tailor your CLI environment with commands like ALIAS, among others, similar to the way your startup-sequence file is used when the Amiga is first booted up. Now there is a little used option of the NEWSHELL command called FROM which allows you to substitute any other text file for shell-startup. By using this option you could have multiple CLIs running, each with its own peculiar personality, just by having a different startup file for each one. What I'll want to do then is issue a NEWSHELL FROM SEASHELL command. A NEWSHELL is required for my example because an icon executed each command in the seashell file independently and, when it was done, it would just end, dissolving any links between the programs it had run. In effect, the icon was the environment in which those programs were run and it ended just like ENDCLI would end a NEWSHELL in which they would have been run.

If we take a look at the Shell icon I borrowed, we'll discover the DEFAULT TOOL is SYS:System/CLI. This icon is a substitute for the Shell icon Commodore gave us on our Workbench disk. Not what we want. We need to change this to C:Iconx. The sole purpose of Iconx is to execute AmigaDOS script files from Workbench. Once C:Iconx is substituted, we change the name of our modified Manx startup-sequence to Cshell and created another text file called Seashell with the single line, NEWSHELL FROM CSHELL. Lastly, we change the name of Shell.info to SeaShell.info.

"Wait a minute! You're getting me confused with these names. Why did you change the name of the seashell script to Cshell?" OK, as you know, an icon calls a file of the same name. What happens then, when you click on the SeaShell icon, is that Iconx is run. Iconx executes the seashell text file which tells it to run NEWSHELL FROM CSHELL. NEWSHELL is executed and is then seasoned with the Manx environment commands in Cshell. Once NEWSHELL is up and running and our Cshell startup script is finished, we start stepping back down the chain of command. Our one line seashell script has finished (without issuing an ENDCLI command so our Newshell remains open), and Iconx gets released so it ends. The intermediary seashell file is a trick to keep my icon named SeaShell and keep my environment open.

As always, there's another possible solution. Xicon 2.5 is even more powerful than Iconx: you can issue commands directly from an icon, without the need of a second script file acting as middleman. So the latest solutions to my Manx startup is to use the same seashell icon, change the DEFAULT TOOL to C:Xicon, and enter CMD=NEWSHELL FROM S:SEASHELL into a TOOL TYPES. Note I changes my environment script back to its original name - seashell - and defined the path to it as S:. This way all I need on my Manx work disk is the Seashell.info file. My Newshell command is inside the icon and my seashell startup script is in my S: directory on my hard drive with all the other scripts my system needs from time to time. This is slick.

I did discover something about using Xicon though. The reason you don't want your script file in the same directory as your icon, at least not with the same name as the icon, is that Xicon can confuse Intuition a little. My SeaShell icon would have Xicon execute my seashell script and then, when Xicon finished, leaving the environment intact, Intuition would run it again, just the way a normal Project icon would be run, but this time all the commands would be left piecemeal when Intuition was done with the script. This didn't hurt anything (other than using up some memory), but it was puzzling for a while. I changed the name of the script, in actuality and in TOOL TYPES, and, voila, it only ran once, So I renamed the script back to seashell and put it in S:. And, with the script bit set, I can now call it either from the CLI or Workbench as the mood strikes me.

To be completely thorough, I do have two TOOLTYPE entries in my SeaShell icon. The first is Xicon specific - it's MODE=NOWINDOW. Xicon won't open up a window if you don't want one; I don't need the script execution to have a window. The trick is to whether or not you need an output window for anything coming from the program or script you run. If your program outputs some text and you don't have a window open to receive it, you'll crash the system. In such a case MODE=WINDOW or MODE=NOWINDOW takes on particular significance. This is probably why Iconx always opens a window and Xicon defaults to opening one.

My second entry is

CMD=NEWSHELL WINDOW=NEWCON:0/11/640/189/SeaShell FROM S: SEASHELL

all as one line. The WINDOW command here is an option of NEWSHELL that lets you define the size and title of the window your new shell has when it opens. Since this is where I'm going to be doing my programming, I do want a window here.

All this may seem like a lot of work, but with a little initial investment, repetitive tasks can be made into a simple double click of a mouse button. With Xicon's ability to issue commands directly, an icon can be put to very effective use. If you look back to your February 1990 newsletter, you'll see an exchange I had with Kevin Hisel about the SPAT command. They syntax of the command he provided me, being rather cryptic, tends to slip my mind, so I needed an easy way to use it when the time comes around. Taking another Project icon from the ICONS.01.0589 / Icons / Icons.3 drawer called Pacman.boot, I renamed it EDible, changed the DEFAULT TOOL to C:Xicon and entered CMD=s:SPAT c:EDible RAM:#? RAM:%.e into one of its TOOL TYPES lines. (I also use another Xicon specific command, PAUSE - so my reporting window doesn't close up - in a second TOOL TYPE entry.) Now anytime I want to do a batch of files, I don't have to dig out my old newsletters, or try to find one of the multiple pieces of paper I had that command written down on - a double click and I'm in business. With Xicon, an icon and its TOOL TYPES with CMD= you can use Workbench to do any of those hard to remember commands you've been doing from the CLI.

With that in mind, we'll close our introduction to icons. Hopefully, you've got enough information now to make icons get up and dance to your tune. They can be a lot of fun and the power they can unleash for you is truly impressive. Take a crack at them. You might surprise yourself with what you can do.

From the Midnight Reviewer

Well another year has come and gone, and yes you are another year older and wiser (maybe). 1991 saw a lot of new software for our favorite computer and you may be wondering what was good and what was not so good. Well I guess it comes back to Midnight to sort through all this mess and come up with the answer. My list probably will not agree with yours, but not everyone has the same opinion. You might actually like one of my 5 worst. Well, there's no accounting for taste.

I guess we could call 1991 the year of Psygnosis; they totally dominated the quality game scene. I just wish there were more Psygnosis's out there. And now the 5 worst of the year...

5-Chuck Yeager Advanced Flight Trainer 2.0 ....EA... Way to slow to play on a 500 and controls were too difficult.

4-Thunderhawk ...Core.... Game has good speed, but graphics are not too good, and there are major compatibility problems.

3-UMS-II ...Microplay... Game interface is second rate, too much strategy, not enough gameplay.

2-Moonshine Racers ...U.S. Gold... Graphics are bad, gameplay is worse.

1-Worse of the year ...Gunboat... Accolade.... Words cannot describe how bad this game is, gameplay is terrible, graphics are worse.

Midnight's Top Ten

Honorable Mentions go to....Armour Geddon, Atomino, Awesome, Eye of the Beholder, Killing Game show, Shadow of the beast II, F-19 Stealth Fighter, Secret of Monkey Island, Elvira, and Warlords.

10-Powermonger ...Electronic Arts... A great war strategy game with a neat 3D view.

9-OverLord ...Virgin... This game is fast and has great graphics, the play is in the form of a strategy game but the game play is lightning fast.

8-Ishido- Accolade... A very good strategy game, requires much study and provides hours of entertainment.

7-Leander ...Psygnosis... A late entry, this game has the best combination of speed and graphics Midnight has ever seen. If it wasn't for some compatibility problems on the 3000 it would rank much higher.

6-Flight of the Intruder ...Spectur Holobyte... A great storyline, good speed, good documentation, and neat views make this game a winner.

5-Star Control ...Accolade.. This is one of the best 2 player space shoot-em-ups I have ever seen.

4-Hunter ... Still hard to find in America, this is a great game with lots of missions and action. Dozens of vehicles and people.

3-Obitus ...Psygnosis... This was my personal favorite of the year, great graphics, speed and storyline.

2-Wings ...Cinemaware... I really hated to see Cinemaware go, what a great game company. At least they went out with their best effort yet.

1-And the Midnight Game of the Year ...Lemmings... Psygnosis... This is the first game that everybody likes, yound and old, fat and ugly, sweet and mean. First game to combine strategy and action in a workable mix.

.. Midnight has spoken ..

Heimdall a game review

by Michael Richards, University College of Wales

HEIMDALL - CORE DESIGNS. 5 Disks. Copy protected. Manual protection. Not HD Installable. Contents: disks, manual, world maps and registration card.

AmigaDOS 2 Compatible (That's what it says on the box!)

Needs 1 Mb; more than 1 drive suggested, uses up to 3.

The story is as follows ....

In the beginning, Odin the All Father created Man in his own image (but smaller), and then created the Earth for them to live on. At first the Gods and Man got on famously, but as time passed the Gods got bored with Man and left him to his own devices..... Now the Age of Ragnarok and Gotterdamerung are upon the Earth - basically your average 10th century Norwegian was a morose bloke, and believed that everything was doomed from Day One, and that the final great battle between the Gods and the Beasts is about to begin and the Earth destroyed (my oh my that must have cheered up those long Nordic nights - 'Don't moan Erik, we could all be dead tomorrow'. Each of the Gods, Odin, Thor and Frey have a weapon which has magical powers; Odin has a Sword, Thor a Hammer and Frey a Spear. Unfortunately for the Gods, the God of Evil, Loki has got them all a bit squiffy at a banquet, stolen the weapons and cast them down to Earth...... Why don't they go and get them? I hear you cry, well I was just coming to that bit. You see the Gods aren't permitted to walk the Earth during Ragnarok without losing their powers. How are they going to save the World? Well Thor knocks up a quick storm (which was his speciality) and a lightning bolt hits a small Norwegian village, where a young woman wakes up next morning nine months pregnant... no doubt with all the ensuing problems!!!!!!!!!!!!!

All this is portrayed in some superbly drawn and coloured animations, very much in the 'Asterix' or Don Bluth style - big beards and feet!!!!! Great music and speech complement it perfectly. Perhaps a Scandinavian can tell us what is actually said.

This is where you join the game, you are Heimdall, who is destined to find the Gods weapons so that that they can fight the Beasts. (Although to what end I'm not sure since they are destined to lose, according to Norse legend) Your first task is to see just how charismatic you are - by the traditional Viking method of going down to the local bar, and trying to free a girl who has been pinned to a board by her hair... did I mention the axes? Oh sorry, by throwing axes in her direction - without hitting her!!!! Oh yeah, and that Norwegian beer is strong stuff!!!!! All this is attended by riotous scenes of drunken Vikings leaping around in the background..... Having successfully avoided turning the girl into puree, your next task is to run around a muddy field, chasing a greased pig (what a bundle of laughs these people were!!!!!). Some mouth watering animation here as you end up looking a complete idiot at regular intervals. Finally its that Ancient Norse pastime of leaping aboard longboats, massacring the crew and getting the gold ... all good clean fun....

'What a game I hear you cry', and most people would be happy with that, after all for once the words 'cartoon animation' are true. BUT Core have put even more after all that. Heimdall's task is to search the World for the Gods' weapons, so its out with the RPG side......

Depending on how well you did in the previous three sessions you get a crew to accompany you on your suicidal task. The better you did at greased pig catching, and the less girls you axed, the more crew and better crew you are offered. The crew members all have different occupations such as navigators, warriors and magaicians. Then you set off across a beautifully drawn map, Indiana Jones fashion, to one of the many islands that await...... there are three maps in all, each with twenty or so islands dotted across it - plus the de rigeur seamonster and whirlpool.

Arriving on the island, your team of three go walkabout in an isometrically displayed world - like 'The Immortal' from EA, but much better drawn. The animation is again stunning, the scrolling SMMOOOOOOTTTTHHHH, and sound - atmospheric. Dodging traps, flicking switches you progress....

Whenever you encounter a denizen of the island, another view flicks up. This time similar to Dungeon Master and Captive. There is no movement in this view, but to make up for it the graphics would have Tony Crowther gibbering. Cue hacking, slaying, spell casting and general mayhem - LOVELY!!!!! All with digitized screams and gurgles.

Objects are manipulated, spells casts and conversation held in a menu driven point 'n click RPG interface. Simple to use - no problems at all.....

Well, to summarize - Heimdall is BIG, BEAUTIFUL and HARD!!!!! It uses both the mouse and the joystick and the keyboard - but each one is simple and logical. This is game that proves the Amiga is still THE games machine, show it to PC owners and watch them dribble......

Good news!!!! The sequel is in production, where you play one of the Gods in the Battle of Ragnarok. I can't wait.

Mike.

The 3 Button Joystick

Mike Farren, senior software engineer - CDTV, answers questions on alternate joysticks for the Amiga

* Perhaps if someone offered a two or three button stick it would sell very well.

Perhaps. But then, perhaps it wouldn't - and the joystick companies aren't very likely to make the experiment. Maybe they would, though - have you written any of them? For Suncom to alter the TAC-II into a two-button stick would be trivial, likewise for any of the existing Wicos with multiple buttons.

* So why not establish a standard for 2 or 3 button sticks in regards to the Amiga?

There already *is* a standard, of sorts. Pin 9 of the mouse/joystick connector is defined as "button #2 (if used)". Or was, anyway - the newest (third edition) Hardware Manual simply doesn't refer to it, although it's still there, and still available - it corresponds to the right mouse button. This input has been there since day 1 - since it's the mouse right button it would have to be. If nobody has done a stick with two buttons, it isn't our fault. Nor are we in the joystick standards business - we don't even make a joystick any more. We supply the inputs - it's up to the joystick and software folks to decide to use 'em.

* What would be so horribly difficult about spending five minutes to write on a bit of paper: Here, use this pinout for button 1, this one for button 2, and this one for button 3. That way all games supporting multiple button joysticks will follow the same method.

This was done a long, long time ago. The piece of paper is called the "Amiga Hardware Reference Manual".

* Although it is okay to allow individual companies to assign their own standard for "guns" and 3D Glasses, those items are rare enough in usage that a CBM endorsed "way of doing things" isn't necessary.

Two and three button joysticks are even more rare.

* Many of the developers I have spoken to have indicated that the lack of any clear-cut method of support two or more buttons on a joystick by CBM is the main reason they have not supported such devices. The same would probably hold true for the joystick makers as well.

Then you are talking to very, very limited developers, who, it would seem, can't be bothered to read the documentation or use a bit of creativity.

* Let's be realistic here. It would take MUCH less work on CBM's part as well as MUCH less money for them to establish a 2 or 3 button standard for joysticks on the Amiga than it would to supply 1.6 gig drives.

No, it wouldn't. We don't make joysticks. We have no power over those who do make joysticks. It's their decision, not ours - and they seem to have made that decision already.

Commodore is not in the business of establishing joystick standards. That business is in the hands of the joystick manufacturers. We have already supplied, and documented, an input port of sufficient flexibility to allow the use of two and even three-button joysticks. We have even defined the pin on the connector where button #2 should go, thus, by the process of elimination, where button #3 should go. We've provided all the documentation that any reasonably astute (or even slightly intelligent) developer needs in order to access the information on those ports. And we've provided routines in the OS to allow you to access that information in an OS-friendly fashion (even if we don't get it for you). It seems to make that we've done everything that's needed. The fact that there are no three-button whizzo joysticks on the market isn't our doing.

* I still don't see the logic. I have yet to receive a single bit of E-Mail from anyone saying they didn't want a two or three button joystick for the Amiga. I've gotten LOTS, though, that AGREE with me. You base your argument against multiple button sticks on the fact that there are no sales of such in the Amiga market all the while ignoring the fact that there aren't any suck sticks for anyone to BUY in the Amiga market. How do you expect anyone to BUY something that doesn't EXIST especially when most don't even realize it is a possible? Give me a break.

No, you give ME one. Like I said, it isn't Commodore's doing that there aren't any multiple button sticks out there. If you bother to write to the joystick companies, you might have a much better chance of getting something done about this.

* There's no reason - except for the fact (which you keep trying to ignore) that there is no effective market demand for such thing, and there isn't likely to be any. What do you base this assumption on? Have you done any polls?

I base this assumption on already twenty years of experience in the computer and arcade games industry. What do you base *yours* on?

* What amazes me is that ANY two button games have appeared at ALL when one considers the total LACK of any such sticks in the Amiga market!

Then how do you know they're two button games? Magic?

* Again I ask, how can we buy that which is not offered?

You can't. Contact Wico.

* It's a sad day when the people at Nintendo have a better idea of what is in demand than a major computer manufacturer.

Ah, but you fail to understand - what's in demand is Nintendos, not two-button joypads. What's in demand is Genesis systems, not three-button joypads. People do not buy Nintendos BECAUSE they have two buttons, they use two buttons because Nintendos have them.

As far as Nintendo have a better idea of what is in demand than we do - in the area of video games, they must - they sell a lot more of them than we do, especially since we don't make one. But then, Campbell's sells a lot more soup than we do, too.

Report from the World of Commodore - Toronto

by Mark Rickan

PageStream 2.2 incorporates 2.0 routines for requesters and standard screen displays, making it significantly more attractive than the previous version. As I've mentioned elsewhere however, the interface did not strike me as particulary innovative (many of the gadgets lack a 3D-embossed look which I find professional in appearance). In terms of styling, BME, PageLiner and Hotlinks were programmed by the same person, giving them a consistent look-and-feel which surpasses that of PS 2.2. BME and PageLiner appear to be capable companions to DTP applications, while HotLinks is an encouraging effort to fulfill the task of interprocess communication (much like System 7.0 or Windows).

DMI was demonstrating X-Windows, a system for analyzing medical X-rays, an in-house paint program (to be released with the board), and images taken from various sources including OXXI's Presentation Master (which appears to provide output comparable to Charisma or PowerPoint). Several companies are currently developing software specifically for the board, including ASDG, Ditek, Octree, AdSpec, PP&S, Black Belt, New Horizons and Impulse. Electronic Arts has two Resolver boards and has apparently expressed enthusiasm towards the possibility of porting DPaint IV. In fact, one of the DMI demos was a program written by Electronic Arts.

The DMI Floptical costs are: internal $549, external $649 (US list). Nicely designed, surprisingly quick and easily mounted as a standard SCSI device (controller required).

IVS has entered into the competition for sound enhancement devices with a 16-bit Dolby surround-sound card. While specifications were not available from the developer at the World of Commodore, IVS demonstrated the card in conjunction with a digitized video sequence taken from one of the Back to the Future films (in order to demonstrate the performace of their SCSI controller). Several developers of entertainment software have apparently commited themselves to support for the board. Initially, the card will be available for the A2000/A3000 series of machines with an A500 version to follow.

Memphis Amiga Group 12/31/91

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. Browne Kevin Memphis TN 38111 SEP 92
8. Browing Donald, Jr. Memphis TN 38111 JAN 92
9. Burford Tim Greenwood MS 38930 FEB 92
10. Burns Keith Cordova TN 38018 NOV 92
11. Campbell Terry A. Horn Lake MS 38637 DEC 92
12. Cervetti Michael Cordova TN 38018 AUG 92
13. Chiego John & Sara Memphis TN 38119 OCT 92
14. Crighton Jr. Robert Millington TN 38053 APR 92
15. Dahms Micheal K. Memphis TN 38127 OCT 92
16. Deschamps Joe Jackson TN 38305 SEP 92
17. Dobson Michael Memphis TN 38118 NOV 92
18. Durfee Tony Jackson TN 38305 DEC 92
19. Dye Julia Ann Memphis TN 38120 APR 92
20. Echols Steve Memphis TN 38116 DEC 92
21. Fanelli Daniel R. Germantown TN 38139 FEB 92
22. Franklin Shelley Memphis TN 38120 MAR 92
23. Ginn Raymond Memphis TN 38127 APR 92
24. Glover Steven Cordova TN 38018 JAN 92
25. Goff Robert Memphis TN 38134 JUL 92
26. Hartley Marilyn Memphis TN 38118 SEP 92
27. Hawkins Conrad G. Memphis TN 38117 JUN 92
28. Hoffman Walter K. Memphis TN 38122 JAN 92
29. Hooker Bill Memphis TN 38134 NOV 92
30. Hudson Scott Memphis TN 38141 OCT 92
31. Ingerson Steve Walls MS 38680 SEP 92
32. Keith Roy, Sylvia, Lisa Rosemark TN 38053 FEB 92
33. Knight Ronnie Burlison TN 38105 MAY 92
34. Lewis Jeff Memphis TN 38134 MAY 92
35. Lockard Don Alamo TN 38001 JAN 92
36. Lowder Mark Memphis TN 38118 FEB 92
37. Martin Chris Memphis TN 38128 JAN 92
38. McCalla Ron & Audrey Jackson TN 38305 DEC 99
39. McCollough Micah Memphis TN 38134 JUL 92
40. McInturff Ace Memphis TN 38115 JUN 92
41. Mergen Steve Memphis TN 38104 MAR 92
42. Miller Dion Memphis TN 38111 APR 92
43. Miller Larry Memphis TN 38116 APR 92
44. Mitchell Mike Memphis TN 38108 SEP 92
45. Montgomery John Bartlett TN 38134 FEB 92
46. Montgomery Ronald Memphis TN DEC 92
47. Moore Calvin Memphis TN 38118 JUL 92
48. Moore Clarence Memphis TN 38116 JUL 92
49. Morgan Yvonne & Charles Memphis TN 38168 SEP 92
50. Morgan Don Memphis TN 38117 MAY 92
51. Nolen Kent Arlington TN 38002 JUL 92
52. Norman Joe R. Dyersburg TN 38024 JAN 92
53. Pittman James E. Memphis TN 38116 APR 92
54. Reagan Alan Memphis TN 38104 NOV 92
55. Rush David Memphis TN 38127 NOV 92
56. Sanders Joe Memphis TN 38134 JAN 92
57. Sheridan Larry Brighton TN 38011 NOV 92
58. Stevens Ken Millington TN 38053 MAY 92
59. Stokes Paul Eads TN 38028 DEC 92
60. Swope Henry Braden TN 38010 NOV 92
61. Thrasher Trevor Southaven MS 38671 NOV 92
62. Torrence Samuel Tupelo MS 38801 APR 92
63. Underwood Lenore Millington TN 38053 DEC 92
64. Varnell Roy Memphis TN 38127 APR 92
65. Vineyard Charles W. Memphis TN 38118 AUG 92
66. Walker Jim Memphis TN 38128 JAN 93
67. Wallace Micheal S. Marion AR 72364 SEP 92
68. Walp Len Memphis TN 38128 JAN 92
69. Waters Robert A. Memphis TN 38116 AUG 92
70. Watson Jerry Memphis TN 38118 NOV 92
71. Weatherall Broadus & JoAnne Memphis TN 38111 JAN 92
72. Webb Donnie Memphis TN 38118 JAN 92
73. Williams Charles Wilson AR 72395 DEC 92
74. Williams Dane Memphis TN 38118 APR 92
75. Winfield Kenneth Memphis TN 38128 OCT 92
76. Wood Mark Memphis TN 38118 AUG 92
77. Wulff John Memphis TN 38115 JUN 92

The Memphis Amiga Group
is Proud to Announce
the Arrival of Four (count 'em, 4)
NEW Game Disks
(only $2 each to members)

Disk G16 Defender AND Rings of Zon
Disk G17 Cannibal
Disk G18 Pom Pom Gunner
Disk G19 Intruder Alert AND Ringway

See Ken Winfield at the meeting,
or better yet, call Ken at 382-3339
to reserve your favorite
game disk today.

MAG Financial Report December, 1991

Beginning Balance . . . $811.27
INCOME
Dues $95.00
Disk Sales $181.50
Mousepad Sales $16.00
Total Income +$292.50
EXPENSES
Newsletter Expense $46.39
Christmas party $35.75
Tape $28.00
Fred Fish Disks $13.00
GEnie $20.00
DiskMAG GEnie/Portal $103.00
Total Expenses -$246.14
ENDING BALANCE . . . $857.63