Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 ggr 02/21/84; site bocar.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!ihnp4!bocar!benw From: benw@bocar.UUCP (B Weber) Newsgroups: net.micro.atari Subject: ANTIC Online CES 2 Message-ID: <197@bocar.UUCP> Date: Wed, 5-Jun-85 01:44:49 EDT Article-I.D.: bocar.197 Posted: Wed Jun 5 01:44:49 1985 Date-Received: Thu, 6-Jun-85 07:51:56 EDT Organization: AT&T Bell Laboratories, Piscataway Lines: 192 Antic On-Line Special Bulletin from the Summer '85 Consumer Electronics Show Copyright 1985 Antic Publishing Inc. Permission to reprint hereby granted if article is reprinted in its entirety and credited to Antic Publishing. Sunday, June 2, 1985 by Michael Ciraolo Chicago, IL--New products for the 8-bit Atari computers include two new games from Lucasfilm, distributed through Epyx Software. The two games, scheduled for release this fall, are Koronis Rift and The Eidelon. Lucasfilm team leader Noah Falstein said of his team's game, The Koronis Rift: "It's the year 2249. An ancient coalition of races once existed throughout the galaxy. They've left behind artifacts. "You're a techno-scavenger, hunting for artifacts when you find the motherlode of finds, a weapons testing ground." Weapons are the most sellable of items, so you drop down to the surface of Koronis to scavenge. Of course, the ancient races left behind a variety of weapons, defenses and anti-detection devices, all protected by genetically engineered Guardians. There is one remaining Guardian base at the end of the Rift, a Grand Canyon-like chasm, which can only be destroyed with the right combination of weapons systems. "You are armed only with puny weapons when you start," said Falstein. "But you work your way up -- acquiring detection gear, weapons, shields, anti-detection equipment. As you get better equipment, you run into tougher guardians." Koronis Rift is a multi-strategy game, and there is no one solution to the game. "It takes the right combination of weapon systems to get to the base at the end of the Rift," said Falstein. "As I see it, this is played the way you play a text adventure. There will be an Encyclopedia Galactica to provide information on the races leaving the systems, and you have to consider clues and strategy to reach the base at the Rift's end." The game also works on other levels. Each weapon system is color coded, so a blue shield is the best defense for a blue laser, not so good for a purple laser, and no good for a red laser. As one would expect from Lucasfilm, each game is breathtaking, both for game design and for programming innovation. Koronis features a cleaner version of the fractal landscape generator used in Rescue on Fractalus. Not only are you presented with the pilot's view, control panel and overhead monitors, but Koronis also includes incredible GTIA animation produced by Jim St. Louis, who produced the introductory scene in Epyx's final version of Rescue. (Ed. Note: St. Louis was also the artist who created the famous Robot & Rocket demo graphics, used by Atari at the January CES) The Eidolon takes you back in time, to the 19th century. You've ventured into you uncle's dusty basement, and there it is, dials still glowing. But what is the Eidolon? According to Lucasfilm team leader Charlie Kellner, it's a magic time machine, a la H.G. Wells. The inventor left a few notes, but... You start up the Eidolon, and find yourself in a cavern. You start running into things, and as they get more fiercesome, you get the feeling you're approaching the center. But of what? Kellner won't say. But he did let on that the cavern, while immense, is not infinite. Indeed, it's the same cavern each time you play, and thus mappable. "It's partly a voyage of discovery, partly a quest to get to the end," Kellner said. Eidolon uses animation techniques never before used in home computers, according to Kellner. The characters in the game -- dragons, trolls and greps -- are produced by cel animation, the same technique used to animate Fred Flintstone and other cartoons. Without using Player/Missile graphics, Kellner said, the animation for any one character is composed of four to six overlayed cels (from celluloid). One cel might be a leg; moved, you see a character walking, while the head is held motionless. The Lucasfilm team's programming keeps the creatures moving logically against a three-dimensional background. "The characters are drawn in real-time, directly on the graphics screen," Kellner said. The games are to be priced in the $29 to $35 range, and will be shipped in the near future. No specific ship date was given by Epyx. What's next from Lucasfilm? The team leaders wouldn't say, but both did mention their, and George Lucas' goal: interactive movies. While that may be five to ten years away, "interactive cartoons are a good first step," according to Kellner. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>