March 1992 MAGazine Volume 8 Number 3

Table Of Contents

The March General Meeting of the Memphis Amiga Group will be held Saturday, March, 14 from 1:00 pm until approximately 3:00 pm in the New Auditorium on the campus of State Technical Institute at Memphis.

Plans for the Video SIG meeting will be announced at the general meeting Saturday, March, 14.

Don't forget, if you don't come to the General Meeting, you'll miss out on the Disk of the Month, available only at the General Meeting. It's only $2.00 each for members.

From the President's CLI

by Brian Akey

This is the month of the GAMES!

Top on our list, Greens, an outstanding new golf game that has the look and feel of a flight simulator. Other games are scheduled for show; however anyone wanting to bring some a few extra games to show, may feel free to do so. Remember the more demos we have, the more enjoyable the presentation. After we split into three groups, the video SIG will show a new video tape of computerized animation.

The club officers have been talking about starting a BBS; but what we need is someone willing to be in charge of it. If you would like to be the club sysop, give me a call or talk to me at the meeting. Also the club is getting rid of the future sound digitizer. Anyone interested buying it, should make an offer to any of the club officers.

Don't forget the "Art Contest"; it is scheduled to start at the meeting in June. The categories are: 3D animation, 3D artwork, 2D animation and 2D artwork. Voting will for each category will take place as follows: 3D Animation - at the June meeting, 3D Artwork - at the July meeting, 2D Animation - at the August meeting, and 2D Artwork - at the September meeting. All entries are due on or before the time of voting. Also all entries must be turned in on disk or VHS video tape, with the winner of each category receiving a grand prize.

Next month we will be showing productivity software. Also a note to all members who have been receiving the "Disk of the Month" from the club library, need to talk to Ken Winfield.

Notes From the Editor:

by Larry Evans

I have seen a lot of talent in this club, and what I would like is to get some of this talent, writing an article for this MAGazine. So if anyone has something to say, Put it in writing and give it to me. Remember this is your magazine, help me make it better.

Meeting Schedule

1:00 Start Meeting announcements
1:15 Disk of the Month
1:30 Break
1:45 Main Demo
2:15 Break
2:30 Split into 3 groups
3:00 Meeting Ends

Birds of Prey

by Steve Koren

A new flight simulator from Argonaut Software and marketed by Electronic Arts. BOP does a lot of things very well, and a few things not so well. Birds of Prey is HD installable and will run under AmigaDOS 1.3 or 2.04 on any CPU. It requires a minimum of one megabyte of ram. It has manual lookup copy protection, but it is fast and relatively unobtrusive. Prices vary, but are generally in the $35 to $50 range.

Initial Impressions

My first impression of BOP was not favorable. Luckily, this changed later on. First of all, BOP comes on two disks. One is chiefly consumed with holding the introductory animation, which is quite nice. After installing BOP on my hard disk, it would not run. A little bit of fiddling determined that BOP did not like a program, I run upon startup, which copies the system stack to high speed 32 bit ram instead of slower 16 bit ram. No other software which I have yet encountered, either commercial of public domain, has had a problem with this. After commenting out that line from my startup-sequence, BOP invoked properly.

The next problem was the manual based copy protection. The game will ask you for statistics on various aircraft, and the manual is careful to warn you to type these in exactly, using the same decimals, spaces, etc. So I typed in "3245 kg" without realizing that you are not supposed to type in the UNITS, only the number. This caused me no end of grief, since the game would not let me past this point. Eventually I thought to try it without the units, and it worked. Once you figure this out, the copy protection is not annoying.

The Game

BOP lets you fly 40 different types of aircraft on various missions. These range from the best modern high-tech fighters in the world, such as the F-16, F-15, and Mig 29, to older combat aircraft, such as the F-104 Starfighter, to cargo planes and tankers (C-130, KC-10), reconnaissance aircraft (SR-71, U-2), experimental aircraft (X-15), stealth aircraft (F-117, B-2), and bombers (B-52, B-1, F-111). This is but a small subset of those available. You can fly NATO (both American and European) or Warsaw Pact aircraft, based on land or carrier, fixed or variable wing, and many other types (I haven't even mentioned most of the Soviet aircraft). Exploring the different aircraft is lots of fun. Absent are the ultra-new fighters (F-22 and F-23), and older piston engine planes (P-51 Mustang, B-17, etc). There are a few prop planes, but this is primarily a jet simulator.

There are currently 12 missions available to fly. When you pick a mission, BOP will rule out some aircraft right away (for example, you can't use an F-15 from a carrier, or fly troop drop missions in an F-4). Other than that, it lets you pick from a fairly large list of applicable aircraft, and makes no attempt to influence your choice. It is possible to pick an aircraft only marginally suited for the job at hand. For example, I once tried to fly fighter escort for a B-1 bomber in a F-5 Tiger II. The F-5 is a fairly lightweigh plane, slow unless under full afterburner, and it had troubles keeping up with the B-1. Part of the fun of the game is selecting the right aircraft for the job - you need to pick one which is capable of using the type of weapons you need.

Once you pick the mission and aircraft type, you can pick the armament to carry. This is one of the most well done aspects of the game. A view of each aircraft is displayed along with the exact hardpoint configuration of that plane. (A hardpoint is a location on the aircraft to which bombs, missiles, fuel tanks, and other useful gadgets can be attached). You see a list of possible weapons which this plane can use. This list differs for each aircraft type. Sometimes, a particular weapon will only work with one type of aircraft. (The Phoenix missile, for example, can only be attached to an F-14A Tomcat). You can attach a weapon to a hardpoint by dragging its icon over the hardpoint and clicking the mouse button. You can remove things from hardpoints and reconfigure the aircraft just as easily. This let you pick what you think is the optimal set of weapons to take on each mission based on the type of mission, distance, expected threat, and weight of the armament. The only potential problem with this aspect of the game is that a flight simulator novice might be intimidated by the range of choices available, since there is no default or recommended configuration. You could even fly unarmed if you so wished. If the aircraft you want to fly cannot lift the weapons you want, you can reduce the internal fuel supply and meet up with a tanker once airborne.

Once you select your weapons and read the mission description posted to the screen, you have committed to fly the mission. You start out sitting in the aircraft in the hanger or carrier. You start up the engines, taxi out on the runway, and stop. Proper takeoff procedure is to apply wheel brakes, set flaps to 15 to 20%, throttle up to 100% power, and release the wheel brakes to begin the takeoff roll. This procedure is necessary with some aircraft, because even though you have increased the throttle control to 100%, the engines may take a while to ramp up to that power level. It doesn't matter for powerful fighters, but if the aircraft has a long takeoff roll or is heavily laden, it is important. This is an example of the sort of small thing that adds realism to the game, which is often missing in other flight simulators.

After you air airborne, you can put the gear up and relax for a bit before you get into enemy territory. This is where the autopilot comes in handy. In BOP, distances and times all match real life. This means, for example, that if your target is 600 km away, you might have a 45 to 65 minute flight to even get close. (That is 45 to 64 minutes of --real-- time as well as game time). It might also be necesary to refuel en route - more on this later. In any case, since this time is spent just cruising along happily, the autopilot can be used to "compress" time. The autopilot is well done. You can select a waypoint and tell it a cruising altitude. You are then treated to a nice outside view of the your aircraft flying past, and a few seconds of real time later, you have arrived. The autopilot will disengage en route if any threat is detected. Also, you probably don't want to arrive actually AT the waypoint, if that is what you are trying to attack. Rather, you can tell the autopilot to disengage at any distance from the target (such as 60 km, to give you time to get your bearings, arm weapons, get into the right HUD mode, etc., before the attack). Once you arrive, the autopilot dumps you off in straight and level flight at your indicated location and altitude.

The method of attacking the target differs greatly depending on the target and weapon types. At the easiest, it involves simply selecting a target and launching a fire-and-forget weapon. At the most difficult, it involves using "dumb" weapons, aiming modes on the HUD (Heads Up Display), etc. The HUD has roughly 5 or 6 modes available for various things, including navigation, various types of weapon assistance, landing, ground attack, etc. Various types of radar are also available for specific tasks. Some aircraft are also equipped with internal cameras (SR-71, U-2) or internal bomb loads (B-25, F-111, etc.). After flying a ground attack mission in an F-15, you might make a 80000 ft pass in an SR-71 to photograph the damage.

Many times, your aircraft will not have enough internal fuel to fly the entire mission. If you run out of fuel, you can schedule a rendezvous with a tanker aircraft. Doing this is something of an art. You have to time it so that the tanker gets to your indicated waypoint just as you do. You don't want it circling there for a long time, since it is a sitting duck for enemy fighters. You also don't want to wait around for it if you are running out of fuel. Once it arrives, you get behind it, match speed, altitude, and heading, and engage the refueling auto pilot. In theory, it might be possible to pilot the plane in close enough manually but this would be very difficult, so usually you just get close and let the autopilot take over. You can then watch the refueling from inside or outside of your plane. Refueling is also useful for lightweight aircraft with low take-off weights. You can't put very many weapons on an F-5 before it is too heavy to take off. To get around this, you can reduce the internal fuel supply to leave more weight available for weapons. Then, one airborne, you can refuel. Some long duration missions in the game may require refueling multiple times.

BOP is a mission style game with certain campaign elements as well. For example, blowing up an enemy factory will reduce their ability to create new aircraft to send up after you. The enemy eventually fixes things that you destroy. Pilots accumulate experience and can be saved to disk between missions. Also, your missions are not the only thing going on. As you fly, other missions in other types of aircraft are flown out of the same base, some attacking enemy positions, some trying to defend you if you get in too much trouble. (Once, while flying an A-10 on a ground attack mission, I encountered two Mig-21s. I had no air to air weapons, so I thought I was history. However, my home base scrambled two F-4s which attacked and killed the Migs before they got close enough to kill me. Actually, one F-4 was killed in the engagement, which reduced the air power on the friendly side). Occasionally, while flying escort for a bomber, an air engagement will take place 100 or so km away. If there are no immediate threats to the aircraft you are escorting, and you have fuel to burn, you can go help out your side in the engagement, and then return.

HOW DOES IT STACK UP?

I've tried to pick out key areas of the simulation and grade BOP on each one. Also, I have compared it to several other well known simulators just to be a fell for the relative merits of the game.

Simulation Detail:

BOP is one of the more detailed simulators you are likely to find. Aircraft performance is extremely realistic, and there are marked differences between different aircraft. There are a few unrealistic areas - I feel that gun combat is far to easy for example, and a few aircraft types seem to perform "too well" in some cases. Overall though, the simulation is very good. The authors have done an excellent job of researching flight parameters for each aircraft, down to details such a fuel load and consumption rate, speed versus altitude information, precise weapons ability, etc. Missiles have realistic flight times, something sorely missing from early (1.0) versions of Falcon and Strike Eagle II. Landing sink rates are realistic - you will damage your aircraft if you land very hard. This may be frustrating to new pilots, but the game has an "easy landing" mode in which the plane can take much more abuse. There are a wealth of control options available - every key on the keyboard except "caps lock" is mapped to some functions, and a few things are only available through menus. Grade: A-, (Falcon = B, F/A-18 = D, F-15 Strike Eagle II = D+, F-19 Stealth = C)

Graphic and Ground Detail:

BOP is probably about average here. There is some ground detail when you get close to it (trees, a few buildings here and there, sam and radar sites), most of which goes away when you get above 2000 feet. The sky reflects the time of day (dark at night, etc) and altitude. The terrain database is nothing spectacular and doesn't even reflect any real-world location. There are no clouds or shadows (although there is day and night). The terrain is large enough for realistic mission times (several hours of real time without autopilot). Grade: C, (Falcon = B, F/A-18 = D+, F-15 Strike Eagle II = A-, F-19 Stealth = A-)

Aircraft Images:

BOP uses filled polygon images of other aircraft. They look about as good as you can expect them to look. You can even see the weapons you have mounted on your plane - when you launch one, you can see it detach, ignite, and fly away from the outside view. Enemy fighter aircraft look OK, the few times you can get close to them. You can also get close to aircraft on your own side, such as tankers, wingmen, etc. Aircraft appear at realistic sizes - ie, you don't get a good look at them until you are less than 1 or 2 km away. (At 5 km, in real life, a small fighter will be just a small dot if it is visible at all. Some simulators show a much enlarged image, which has always looked odd to me). Grade: A-,(Falcon = B, F/A-18 = C, F-15 Strike Eagle II = B-, F-19 Stealth = ??)

Bugs:

BOP has a few bugs. Several times it has crashed (the game, not the plane). Also, there are a few other less critical problems - if you damage an aircraft's gear upon landing, sometimes the next aircraft you fly will start out with no wheel brakes. If a missile is launched at you but you break the lock with flares or chaff, unless you TURN after that, it will hit you anyway. This is important to remember... (But isn't really all that bad, since you get a good look at the missile as it whizzes by). Grade: C, (Falcon = B+, F/A-18 = A, F-15 Strike Eagle II = A, F-19 Stealth = A)

Sound Effects:

BOP has extremely well done sound effects. Played through a good amplifier and set of speakers, the jet engine noise sounds as if you are really there. The whine of the turbines romping up is there, the particularly satisfying base rumble of the afterburners, the noise of the undercarriage being retracted, and even seagulls near the coast as you fly over at low altitude (rumor has it that if you can get close to one of these gulls, you can see it flap its wing). If an enemy missile passes near your plane, not only do you see it go by realistically, but you hear it as well. You can also hear other aircraft that you are close to. It seems as if certain aircraft have different sound characteristics - other than the obvious prop vs jet noise, the F-117 stealth makes a slightly different noise than the F-15, etc. If you shut off your engines in mid flight, you hear the air whistling by. Bombs dropped will produce a nice explosion after they hit. Not only are all the right sounds there (as they are in F/A-18), but they are all well done, clean digital samples. The game really deserves to be played through a good amp and set of speakers. Grade: A+, (Falcon = C+, F/A-18 = B, F-15 Strike Eagle II = C-, F-19 Stealth = F)

Flight Models:

BOP models aircraft flight dynamics very well. Aircraft have momentum in rolls, the higher they are the harder they are to control, and performance varies with weight and speed. Ie, an F-16 cruising at 400 knots may be able to pull up or turn quickly, but on full afterburner at 900+ knots, it will be much less agile. BOP is about the only simulator I've seen which models this very well. The F-16 in Falcon always seemed much too manueverable at high velocities. Turning is realistic - bank a tanker or cargo plane, and it will turn slowly. Bank a high performance fighter, and it will keep going more or less straight until you pull back on the stick. Bank it just a little, and it needs synchronized rudder use to turn well.

BOP is also the only simulator I've seen which models "sideslip". Most simulators model "angle of attack", which is the vertical angle between where your nose is pointed, and where your aircraft is headed. BOP not only does this, but also models sideslip, which is roughly the same thing for another axis. For example, if you are flying straight and level and kick the rudders hard to one side, your aicraft nose may yaw to one side, but you won't really be --going-- that way. This can be a little disconcerting since the nose will tend to drift back to its old heading.

Some other simulators model flaps as a binary "up or down" flag - BOP models the actual angle of flaps. It does similar things for wing angle in swing wing aircraft, and this has a very noticeable effect on flight handling. BOP also measures the exhaust valve angles for vertical takeoff aircraft such as the AV-8B Harrier.

About the only thing I've noticed wrong with the flight model is that some aircraft seem to be able to fly at high speed under too low throttle settings. The F-15, for example, can fly at a few hundred knots at only 25% throttle. I don't know if the real plane does this, but I doubt it, even for a powerful aircraft such as the 15. Other aircraft are not that way though - the F-4 has a rough time breaking 600 knots at 3000 ft even under full afterburner (it does better higher up). Overall though, BOP is probably the most detailed flight dynamic model you are likely to find in a PC sim, coming in at slightly better than the revered Falcon. (If you are used to automatic rudder control, you are in for a surprise). Grade: A, (Falcon = B+ (A-?), F/A-18 = D, F-15 Strike Eagle II = D+, F-19 Stealth = C+)

Flight Control:

BOP is best played with an analog joystick. Some of the aircraft are difficult (or near impossible) to play with a digital joystick or keyboard. The mouse seems to have too much travel to be useful for much. So BOP gets mixed marks here - high for supporting analog joysticks directly, and low for poor digital joystick support (although this is probably at least parially due to the realistic flight dynamics). It is worth buying an analog joystick to play the game, if you don't have one already. Grade: B-, (Falcon = B, F/A-18 = B+, F-15 Strike Eagle II = C, F-19 Stealth = C)

Speed

BOP runs very fast on a 68030 or 68040 based Amiga. It is probably over 20 FPS, and maybe closer to 30. On a 68000, it doesn't fare quite as well, being just barely playable. (Maybe 4 fps?) However, the game provides a method to scale graphic detail to make for faster animation on slow machines. I wish their most detailed mode was a little more detailed though. Grade: B-, (Falcon = B-, F/A-18 = A, F-15 Strike Eagle II = C, F-19 Stealth = C)

"Fun Factor":

All this is fine and food, but is BOP fun? Yes, its a blast. (Excuse the pun). In spite of its shortcomings, you can loose hours in this game. Grade: A, (Falcon = A-, F/A-18 = B, F-15 Strike Eagle II = C, F-19 Stealth = C-) (highly subjective!)

"Look and Feel":

BOP could use some improvement here. One particularly bothersome thing is that when you look out the back or sides of the aircraft, your view changes, but you still see the front cockpit instrument panel! This is one of the most bothersome things about the game. Also, if you switch to an outside view without first getting a full screen view, the you will see the outside view and the cockpit at the same time. This is also strange, especially at first before you get used to it. These are two of the biggest flaws in BOP. Also, AWACS data is available from the cockpit of any aircraft, something probably not true in real life. BOP also does not model the different radar capability of various planes - an F-4 doesn't have the same powerful radar as an F-14A in real life, but in the game, it does. Aircraft also share a common instrument layout, which is either a blessing or a curse, depending on your point of view. (It would be a real hassle to have to become familiar with 40 different instrument layouts). Grade: C-, (Falcon = A-, F/A-18 = C-, F-15 Strike Eagle II = C+, F-19 Stealth = C+)

Difficulty:

The game has some challenging aspects, including the mastering of the myriad of controls available. On easy skill levels, there are only a few older enemy fighters, and your long range radar guided missiles almost always hit the enemy. On high skill levels, you can run into 6 Mig 29s, your long range missiles rarely hit anything, and the "all-aspect" capability of your air to air missiles is much diminished. (Ie, they work a whole lot better if you are pointed at the enemy plane's tail when you launch them).

Even on the most difficult level, though, combat is "masterable". It is definitely no push-over, but there are more difficult games to master. It is too easy to get missiles off your tail, and you have too many flare and chaff rounds. Guns are also frightfully easy to use compared to some other games, and they are too deadly once they hit. Bailing out always seems to work. Enemy aircraft tend to confine themselves to your altitude a bit too much (although they are thankfully not just the "tight-turn-to-the-right" type). Landing, on the other hand, can be challenging, especially if you don't use the landing auto-pilot to get lined up properly. Your sink rate must be fairly low (< 10 ft/sec) to avoid damage to the aircraft. Also, unlike in other simulators, it is possible to loose all control of an undamaged aircraft in an unrecoverable manner even at high altitude. (For example, a flatspin in BOP is nearly always fatal. I've never seen another simulator do a good job modelling flatspins. In all the others, you can recover from almost anything if you have 20,000 ft of altitude to play with and an undamaged aircraft. In BOP, you can get so out of control that you will not recover no matter what). Overall, BOP combat is probably a bit too easy for hard-core flight sim fans. Even so, it is well worth obtaining just due to the "fun-factor" of the game. Ranked from 1 to 10, with 10 being the most difficult: Grade: 6, (Falcon = 7, F/A-18 = 4, F-15 Strike Eagle II = 4, F-19 Stealth = ?, Armour-Geddon = 8)

Documentation

The game comes with a roughly 1/2" thick, 186 pg manual. It has a great amount of detail on various aircraft characteristics. It also has a few tutorials and tips on various mission types. What is --there-- is well done, but some details are left out as well. (Ie, how exactly does the pilot skill level affect the mission difficulty? Does flying low help avoid detection by enemy radar?) It is not bad, but could be better. Grade: B-, (Falcon = A-, F/A-18 = D-, F-15 Strike Eagle II = C+, F-19 Stealth = B-)

Aircraft Damage Assessment

Different simulators model aircraft damage in many different ways. Most make some attempt to keep track of various subsystems of the aircraft which have been damaged. BOP does an adequate job here, but not outstanding. It will indicate if your wings are damaged, landing gear damaged, etc. However, most damage taken in battle is either fatal or harmless - there doesn't seem to be much in the middle. Grade: C, (Falcon = A-, F/A-18 = D-, F-15 Strike Eagle II = ?, F-19 Stealth = ?)

Overall:

BOP stacks up very well against other simulators, in spite of the flaws mentioned above. I have played many flight simulators, and few have managed to entertain me as well as this one. The sheer variety of aircraft types alone almost make it worth the price. It would be nice if EA came out with a BOP II - I would like to see:

Even now, though, BOP is a fine game. If you are a flight simulator fan, you can't go wrong with this one. Perhaps if enough people write to EA with suggestions, they will come out with a BOP II. With a bit of refinement and some enhancements, BO could easily become the definitive combat flight simulator.

MAG Meetings

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

There will be an officers lunch meeting at GRIDLEYS in the formal dining room beginning at 11:00am Saturday, March 14 (before the general meeting). For more information call Brian Akey at (901) 377-1093.

Memphis Amiga Group Officers for 1992

President
Brian Akey
(901) 278-6354

Vice President
Donnie Webb
(901) 363-8025

Secretary
Raymond Ginn
(901) 353-4504

Treasurer
Micheal Cervetti
(901) 386-2584

Librarian
Ken Winfield
(901) 382-3339

MAGazine Editor
Larry Evans
(901) 383-1828

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 cents each.
($1 each for non-members)
For all this and more contact club librarian
Ken Winfield (901) 382-3339
OR see Ken 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 full name and address information, updates, or changes to:

Larry Evans
5754 Riverhead Ave.
Memphis TN. 38135

For Sale

Amiga 1000, with the Alagra 2MEG external memory expansion unit. Asking $400.00, call 388-7541 and ask for Len Walf

Your Classified AD Here

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

Larry Evans
MAGazine editor
5754 Riverhead Ave.
Memphis TN. 38135
(901) 383-1828

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.

Rumors and stuff

by Larry Evans

The following rumors are just that... rumors. Some say that I just make most of it up, but in fact, most of it comes from messages on GEnie. I often lift entire sentences and weave it all together, so that you get the most up-to-date, if not the most accurate of Amiga rumors. I would like to add that I will not be responsible for inaccuracies or mistakes. After all, this isn't Newsweek magazine you're reading.

Art Department Pro is now at version 2.1.0. It includes animation batch processing and video broadcast limit operators.

There is talk of a new chip set coming out for the Amiga. From the news on the net it sounds like there will be an Amiga 4000 with a DMI video card that has its own video co-processor, a 33mhz 68040 cpu, and 16 bit sound.

There is a board called GoldenGate that allows the use of IBM input/output boards from the Amiga side without a Bridgecard. The software allows the use of serial port and parallel port cards at high speeds. The hardware is ready to use with the right software. The only cards that don't work are cards that use memory; video cards and memory cards.

Sybil is an adapter that goes on the drive and video ports. It lets Amiga drives read/write normal and high density Mac and IBM disks and a high density Amiga format.

The Amiga 3000 unix version is shipping with a high density drive and from all reports it is using a floptical drive to achieve this.

There might be three new Amigas, the A300 a shorter 500 with 512k and no number pad, the A800 and smaller 2000 with a 68020 with less slots then a 2000, and last the A4000 the 68040 machine.

There is a lot of talk that workbench 2.0 will be ungraded to include library to handle other video cards so that the amiga can have cards like DMI, firecracker as the workbench.

The video toaster system 2.0 is shipping to some people who pre-ordered it. It should be shipping this month with the new boards. The upgrade is 14 disks and 13 disks are in a non-dos compressed format. The disks un-compress to use 40meg of harddrive space. It must be nice to have a program that big.

Amiga BBS Boards

Phone number Title Location State Baud
601-393-9290 Thunderbolt Horn Lake, MS. 2400
601-781-9049 Dew Drop Inn Walls, MS. 2400
901-353-5378 FANTASY GRAPHICS Memphis TN. 2400
901-358-1920 FANTASY GRAPHICS #2 Memphis TN. 2400
901-366-1076 Rocky Horror Bbs Memphis, TN. 2400
901-373-3023 Mongoose's Shadow Node 5 Memphis, TN. 9600
901-377-8628 The Uptown Bus Memphis, TN. 2400
901-382-5972 Mongoose's Shadow Memphis, TN. 2400
901-382-7316 Mongoose's Shadow #2 Memphis, TN. 2400
901-837-7104 Dark Castle BBS ??????? TN 2400
901-853-3486 Amiga Pitts Collierville, TN. 4800
901-854-6841 Amiga Pitts Collierville, TN. 19200
901-872-1928 Fitzpatrick Fireplace!!! On the map... TN 1200
901-877-3051 V I D E O S P E A K BBS MOSCOW USA 2400

Changes or Corrections

Please help me get accurate information on all BBS's. If you know of a BBS that we don't have complete information for, or a BBS you would like to add to our list, please let me know. Send full name of BBS, location, phone number, baud rate, updates or changes to:

Larry Evans
5754 Riverhead Ave.
Memphis TN. 38135

THE MIDNIGHT REVIEWER....

Product 4D Boxing
Publisher Electronic Art
Type Sports Simulation

Amiga DOS 2.0 Compatible
Hard Drive Installable

You can count all of the computer boxing games on the fingers of one hand, it just hasn't been one of the more produced game types on computers. And the boxing games that are out there are just not that good, well 4D Boxing claims to solve that problem.

It uses vector type graphics for the boxers, which move very well but don't look to good. You can create your own boxer from choosing from several heads, heights and weight sizes. Then you can either choose to start your climb to the championship or you can spar with some of the computer boxers.

This game tries hard to solve the problems with many of the other boxing games, it achieves on some and fails on others. There are nine camera views, including a neat above the ring view. The first few computer boxers are easy enough to beat. You can change the level of detail it your objects to increase speed and motion in the game is very realistic. However the game speed seems to be to slow to hold interest for a long time and the boxing itself is difficult to figure out. All in all it is the best computer boxing game to date, however it doesn't have much competition.

Midnight has spoken

** Midnight Rating....83 **

MEMPHIS AMIGA GROUP MARCH 14, 1992

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. Bilson Edward Memphis TN 38115 JAN 93
5. Bowers William Memphis TN 38118 MAY 92
6. Browne Kevin Memphis TN 38111 SEP 92
7. Burford Tim Greenwood MS 38930 FEB 92
8. Burns Keith Cordova TN 38018 NOV 92
9. Campbell Terry A. Horn Lake MS 38637 DEC 92
10. Carruthers Joey Memphis TN 38119 FEB 93
11. Cervetti Michael Cordova TN 38018 AUG 92
12. Chiego John & Sara Memphis TN 38119 OCT 92
13. Crighton Robert, Jr. Millington TN 38053 APR 92
14. Dahms Michael K. Memphis TN 38127 OCT 92
15. Deschamps Joe Jackson TN 38305 SEP 92
16. Dobson Michael Memphis TN 38118 NOV 92
17. Durfee Tony Jackson TN 38305 DEC 92
18. Dye Julia Ann Memphis TN 38120 APR 92
19. Echols Steve Memphis TN 38116 DEC 92
20. Evans Larry Memphis TN 38135 JAN 93
21. Fanelli Daniel R. Germantown TN 38139 FEB 93
22. Franklin Shelley Memphis TN 38120 MAR 92
23. Ginn Raymond Memphis TN 38127 APR 92
24. Glover Steven Cordova TN 38018 JAN 93
25. Goff Robert Memphis TN 38134 JUL 92
26. Harper Richard Memphis TN 38111 FEB 93
27. Hartley Marilyn Memphis TN 38118 SEP 92
28. Hawkins Conrad G. Memphis TN 38117 JUN 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. King Guy Collierville TN 38017 JAN 93
34. Knight Ronnie Burlison TN 38105 MAY 92
35. Lewis Jeff Memphis TN 38134 MAY 92
36. Lowder Mark Memphis TN 38118 FEB 93
37. McCalla Ron & Audrey Jackson TN 38305 DEC 99
38. McCollough Micah Memphis TN 38134 JUL 92
39. McInturff Ace Memphis TN 38115 JUN 92
40. Mergen Steve Memphis TN 38104 MAR 92
41. Miller Dion Memphis TN 38111 APR 92
42. Miller Larry Memphis TN 38116 APR 92
43. Mitchell Mike Memphis TN 38108 SEP 92
44. Montgomery John Bartlett TN 38134 FEB 92
45. Montgomery Ronald Memphis TN DEC 92
46. Moore Calvin Memphis TN 38118 JUL 92
47. Moore Clarence Memphis TN 38116 JUL 92
48. Morgan Yvonne & Charles Memphis TN 38168 SEP 92
49. Morgan Don Memphis TN 38117 MAY 92
50. Nolen Kent Arlington TN 38002 JUL 92
51. Norman Joe R. Dyersburg TN 38024 JAN 93
52. Pittman James E. Memphis TN 38116 APR 92
53. Reagan Alan Memphis TN 38104 NOV 92
54. Rush David Memphis TN 38127 NOV 92
55. Sanders Joe Memphis TN 38134 JAN 93
56. Sheridan Larry Brighton TN 38011 NOV 92
57. Stevens Ken Millington TN 38053 MAY 92
58. Stokes Paul Eads TN 38028 DEC 92
59. Swope Henry Braden TN 38010 NOV 92
60. Thrasher Trevor Southaven MS 38671 NOV 92
61. Torrence Samuel Tupelo MS 38801 APR 92
62. Underwood Lenore Millington TN 38053 DEC 92
63. Varnell Roy Memphis TN 38127 APR 92
64. Vineyard Charles W. Memphis TN 38118 AUG 92
65. Walker Jim Memphis TN 38128 JAN 93
66. Wallace Michael S. Marion AR 72364 SEP 92
67. Walp Len Memphis TN 38128 JAN 93
68. Waters Robert A. Memphis TN 38116 AUG 92
69. Watson Jerry Memphis TN 38118 NOV 92
70. Williams Charles Wilson AR 72395 DEC 92
71. Williams Dane Memphis TN 38118 APR 92
72. Winfield Kenneth Memphis TN 38128 OCT 92
73. Wood Mark Memphis TN 38118 AUG 92
74. Wulff John Memphis TN 38115 JUN 92
75. Wyatt Joel Jackson TN 38301 FEB 93

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 rate is $15 for the year. If you wait past the General Meeting (second saturday of each month), you will be dropped and must 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 Michael Cervetti
(901) 386-2584

Financial Report for the Memphis Amiga Group March, 1992

Beginning Balance $982.49
Income
Dues $70.00
Disk Sales $197.46
Rentals $12.00
Total Income $279.46
EXPENSES
Newsletter exp. $48.47
Disks & Labels $317.20
Total Expenses $365.67
Ending Balance 896.28