@database AEM103.guide @$ver AEM 1.03 @node main "Amiga Entertainment Monthly, Vol. 1, No. 3 - September 1, 1994" Amiga Entertainment Monthly --------------------------- The MONTHLY information source for the Amiga gamer! --------------------------- Vol. 1, Issue 3 - September 1, 1994 Table of Contents: @{" The Front Page " link front} @{" New Game Reviews " link reviews} @{" Amiga News/Stuff " link anews} @{" The Back Page " link back} ------------------------------------------------------------------------ This issue: The Settlers (Amiga), Chaos Engine AGA (Amiga) Apidya (Amiga), Total Carnage (CD³²), Valhalla (Amiga), Heimdall 2 (CD³²) EXCLUSIVE! A Walkthrough for Labyrinth of Time (CDTV/CD³²) ------------------------------------------------------------------------ (c) 1994 Sean Caszatt All Rights Reserved Although freely distributable, no part of this electronic publication may be reproduced without the written consent of the copyright holder. @ENDNODE @NODE FRONT "Welcome!" The Front Page @{" Editorial Column " link edit} - Pleasance? Please! @{" The Serial Port " link mail} - Mail from the Readers! @{" The Bulletin Board " link corr} - Corrections/Comments @{" How to Reach Us " link addr} - How to contact us @ENDNODE @NODE edit "Editorial Page" Just like everyone else, I am sick of the rumors surrounding the Commodore liquidation. I wish some news would break NOW! It's become apparent that the management team of Commodore UK is trying to position itself as the front runner in the candidacy for the title of "New Owner." By sending letters and faxes to what's left of the Commodore dealership in the U.S, David Pleasance and his team have made promises that the Amiga community at large had been wanting to hear from the company BEFORE the liquidation. Promises of continuing the current product line; of keeping the US in supply of NTSC machines; of cooperating with third party developers who wish to develop products for the Amiga; of advertising their products to the right people and not trying to compete with IBM or Apple in the business machine market; and, possibly the best news of all, not involving Mehdi Ali in anything ever again. These are big promises. They are also coming from someone who just could be the one to deliver on them...FINALLY! Although, there is a catch to all of this. The financing that Commodore UK has obtained to fund the buyout of Commodore International and Commodore Electronics is dependent on getting things up and running in time for the Christmas season. Pleasance has said that they have to be given the "go ahead" by August 30th to do that. Although I doubt that a few days difference would hurt them either way, Pleasance shows that he's being realistic right off the bat. If no machines are able to be produced for the Christmas season, we might as well blow out that candle we've got burning in the window for the safe return of the Amiga to retail outlets and store fronts. I sincerely hope that the creditors realize that Commodore UK is THE way to get the money they want back. The other companies that are bidding for the Amiga technology seem akin to vultures looking for a safe time to land before picking the bones of the computer we love so much. Best of luck to Commodore UK. Here's hoping that by the next issue of AEM we know who we're dealing with. On another topic, I'd like to point out a slight address change. All Internet mail for the magazine should be directed to the following Internet address: sean.caszatt@f512.n2601.z1.fidonet.org I cannot call Delphi to get mail on a regular basis anymore, so addressing the mail to the FIDONET.ORG address will get the message directly to me. (Plus, it will receive a faster reply.) Until next month, have fun with your Amiga! Sean Caszatt, editor & founder of Amiga Entertainment Monthly Click here for @{"electronic addresses." link ADDR} @ENDNODE @NODE MAIL "The Serial Port - Mail from our readers!" -------------------------------------------------------------------------- Hello? Anyone out there? No mail this month....hmmm. Maybe it's the weather. It's been pretty nice, hasn't it? ;-) -------------------------------------------------------------------------- @ENDNODE @NODE ADDR "How to Contact Us" We can be contacted via the following means: FIDONet Netmail: 1:2601/512 (Sean Caszatt) BBS Number: (412) 962-1590 Internet: Sean.Caszatt@f512.n2601.z1.fidonet.org (preferred address) CASZATT@DELPHI.COM (Please note the change of the preferred address to the FIDONET.ORG address. This gets your message directly to me and I can respond faster.) Compuserve: 72143,521 Or good old Snail Mail: 2978 Ford Avenue Sharpsville, PA 16150 @ENDNODE @NODE CORR "The Bulletin Board" The Bulletin Board ------------------ @{" Thank You! " link thanks} - Our way of saying thanks! @{" Whoops!!! " link errors} - The board of corrections. @{" Credits " link credits} - Informational stuff @ENDNODE @NODE THANKS "Thanks and Kudos!" Thanks to all the readers that keep reading this newsletter every month. We seem to be getting quite a following. Keep supporting the Amiga and we'll do the same! We've got a contest planned for next issue that'll be a sort of "thank you" to all the readers. Stay tuned. @ENDNODE @NODE ERRORS "Whoops! We goofed." No major errors last month other than the FILE_ID.DIZ size problem which was fixed thanks to Glenn Schworak. Thanks, Glenn! @ENDNODE @NODE CREDITS "Credits" Amiga Entertainment Monthly Staff --------------------------------- Founder & Editor: Sean Caszatt This issues's contributors: -------------------------- Tony Belding Marc & Bruce Buhmann Would you like to write for Amiga Entertainment Monthly? If so, send a letter to this Internet address: sean.caszatt.f512.n2601.z1.fidonet.org and we'll send you our writer's guide. This will explain exactly how to write a review or article for the newsletter. This newsletter is created and written on an Amiga 3000T/030/25 MHz with two CD-ROM drives, a US Robotics Sportster 14.4K Fax Modem, and an Archive Viper tape drive. Software used: MEmacs, the editor supplied with every Amiga. It's SIMPLY the best. I've tried others, but only MEmacs works for me. Hey, at least I don't use ED! Guide2Doc, by Bernd Koesling, is used to produce the ASCII/ANSI version of the newsletter. Thanks Koessi! BadLinks, by Roger Nedel, is used to test the links in the Amigaguide version of the newsletter. Thanks, Roger! @ENDNODE @NODE REVIEWS "GAME REVIEWS" GAME REVIEWS @{" The Settlers (Amiga) " link GAME1} - Why'd they call it Serf City? @{" Chaos Engine AGA (Amiga) " link GAME2} - Is it as good as the others? @{" Apidya (Amiga) " link GAME3} - Another HOT ECS game! @{" Total Carnage (CD³²) " link GAME4} - Total Crap! @{" Quick Capsule Reviews " link GAME6} - Games at a glance @{" Previously Reviewed... " link PREV} - Previous Reviews @{" Ratings Explanation " link RATINGS} - How we rate the games. @ENDNODE @NODE GAME1 "The Settlers Review by Tony Belding" THE SETTLERS SYSTEMS: All Amigas HARD DRIVE INSTALLABLE: Yes MEMORY REQUIRED: 1 MB or higher CONTROLLER: Mouse Workbench 1.3/2.x/3.x compatible The Settlers only runs in PAL mode, and it won't open a DblPAL screen on my Amiga 4000/040. It does install on hard disk, starts from Workbench, doesn't multi-task but does return to the Workbench OK -- which would be a handy feature if I didn't have to reboot for PAL mode. It also takes good advantage of any extra RAM you might have. The game reminds me of an ant colony. It's fascinating to watch the tiny people going about their business: building houses, chopping down trees, forging iron, farming, baking bread, etc. The graphics are good, though I wish there could have been an AGA version. The game plays very slowly and provides lots of intricate detail, not much excitement. It's certainly not as exciting as Populous II where you would have volcanoes erupting, mass warfare, guys walking around with their heads on fire, etc... Despite the level of detail, The Settlers doesn't offer a whole lot of control over the activity of the settlers. For the most part, you tell them where to build houses, what kind of house to build, and you lay roads to connect them. From there the little guys just do their thing. You can also tell your knights where to attack. Combat can be downright boring as the knights take turns duelling in single combat in front of a guard hut or tower. Occaisionally fights break out in the open country when one group of knights intercepts another. The victory is satisfying when enemy buildings burst into flames. The vast part of the game is spent building up your society to prepare for battle. The actual war, when it comes, is not such a big deal. Really getting into this game will require MANY hours of play. My overall impression is of a pretty good game -- not necessarily perfect, but worth buying for those who like "god sim" games and are looking for a new challenge. @{"Ratings:" link RATINGS} Graphics: 75% Manufacturer: Gameplay: 90% Blue Byte Software Control: 90% Aktienstr G2 Sound: 80% 45473 Mulheim GERMANY OVERALL RATING: 80% Video Mode: PAL This review contributed by Tony Belding. He can be reached via the Internet at tony.belding@f42.n3612.z1.fidonet.org @ENDNODE @NODE GAME2 "Chaos Engine AGA Review by Tony Belding" CHAOS ENGINE AGA SYSTEM: Amiga 1200 or Amiga 4000 HARD DRIVE INSTALLABLE: No MEMORY REQUIRED: 1 MB or higher CONTROLLER: Joystick Only works on systems with the AGA chipset The Chaos Engine AGA comes on two disks, plus a "Boot Disk" to put the computer in PAL mode. It's odd, because the game appears to run on a 320x200 display. My guess is that the programmers chose this odd arrangement to deal with speed problems... I had heard good things about The Chaos Engine, and I got the demo which was really impressive. I figured it would really blaze on my A4000. Hah! First problem was when I tried to boot up by the directions. The game would not boot. It accessed the boot drive for just a moment and then died. I tried everything. Frustated, I set it aside and spent the rest of the evening playing The Settlers. Next day I tried again. I learned that the game will boot, but I just hadn't been patient enough! It sits and waits about half a minute (with a black screen and no disk activity) before proceeding to load the game. I have no idea why. BTW, the game disks are copy protected and it's not installable. The manual says, "Do not attempt to `back up' this data as it may be destroyed in the process. And it's also an infringement of copyright. Renegade Software Ltd accepts no responsibility for disks damaged as a direct result of infringement of copyright." Give me a break! When I get into the game, I am sorely disappointed. The AGA graphics hardly make the game look any better than the demo version (just a little less dithering), but the game action is HORRIBLY SLOW and JERKY! This is a true crawling horror. Compared to the fast, smooth action of the ECS demo, the difference is just unbelievable. Avoid this game like the plague. This game was the LAST STRAW for me. From now on I will not buy any more action games for the Amiga. I can play on game consoles and skip all these hassles. @{"Ratings:" link RATINGS} Graphics: 30% Manufacturer: Sound: 70% Renegade/Bitmap Brothers Gameplay: 90% C1 Metropolitan Wharf Control: 60% Wapping Wall London, E1 9SS UK OVERALL RATING: 50% Video Mode: PAL This review contributed by Tony Belding. You can contact him via the Internet at tony.belding@f42.n3612.z1.fidonet.org @ENDNODE @NODE GAME3 "Apidya Review" APIDYA SYSTEM: Amiga 500 or higher HARD DRIVE INSTALLABLE: No MEMORY REQUIRED: 1 MB or higher CONTROLLER: Joystick Workbench 1.3/2.x/3.x compatible A sorcerer named Hexaa has tortured your lover by unleashing an army of mutant insects upon her while she slept. Her life hangs in the balance, requiring an antidote that must be retrieved from the depths of the evil Hexaa's kingdom. Using a talisman that possesses magical powers, you transform yourself into a bee and fly off to face Hexaa's army of insects with a burning pain in your soul. I don't know about you, but that sounds like one heck of a way to start off a game! I liked the scenario and I love the game. APIDYA is a non-stop, side-scrolling shoot 'em up that has superior graphics and gameplay compared to any shoot 'em up in recent memory. I believe this game was originally released in 1992, but didn't make much of a wave (at least not in the States). Team 17 has re-released it as a budget title and it's now available in a wider release. There's not much to explain in terms of what you have to do. Simply start shooting and keep shooting. A variety of critters usually more common in the garden than on a computer screen will try to blast you from the sky. Beetles, snails, grasshoppers and flying ants are among the enemies you'll face in your hunt for the antidote. All of them are beautifully animated and drawn. The scrolling backgrounds are lush and atmospheric. The game is another of those ECS games that look AGA. (What is it that makes these ECS games seem to be more impressive than most AGA titles?) The game isn't perfect though. Some of the backgrounds are lush and atmospheric, but they also can camouflage quite a few enemy insects. The game is unforgiving and merely touching these hard-to-see critters is instant death. Also, the game is not hard drive installable, which is getting to be quite a turn-off these days. With CD-ROM gaming now a reality, can't hard drive installable games for the Amiga become the norm? Why are Amiga owners constantly penalized by making the games available only on bootable floppies? And, as was the case with last issue's ELFMANIA review, this is a game that all Amiga owners deserve to see, but won't because the game requires the use of PAL mode. This means that unless your machine has a 1 MB Fatter Agnus chip or equivalent, you won't be able to play APIDYA. Other than those complaints which, other than the hard drive problem, aren't that severe, APIDYA comes highly recommended. @{"Ratings:" link ratings} Graphics: 93% Manufacturer: Sound: 90% Team 17 Gameplay: 90% 6 St. John's Square Control: 90% Wakefield, West Yorkshire WF1 2QX ENGLAND OVERALL RATING: 91% Video Mode: PAL @ENDNODE @NODE GAME4 "Total Carnage Review" TOTAL CARNAGE SYSTEM: CD³² I don't know what came over me as I opened the case of Total Carnage. I was actually looking forward to playing the game. An arcade conversion for the CD³²! "This ought to be fun," I thought to myself. I had somehow forgotten that I'd played the Amiga version of this game. If I'd have remembered, I wouldn't have opened the case and I surely wouldn't have been excited. TOTAL CARNAGE is a sequel of sorts to the arcade game SMASH TV, a brilliant shooter game with a lot of bosses and power-ups. However, TOTAL CARNAGE lacked the addictive properties as well as the personality of SMASH TV. It just seemed to try too hard. Nevertheless, it was fun to play in the arcade. As good as the original SMASH TV was, it didn't translate very well for the Amiga when it was released in 1991. It, however, managed to be a lot more playable than the abomination known as the CD³² version of TOTAL CARNAGE. TOTAL CARNAGE would really have to kick some tail in the gameplay department to make up for its very poor graphics. Unfortunately, it doesn't. The player character looks like someone took Hulk Hogan's torso and put it on Pee Wee Herman's legs. The animation is jerky and the response to controller movement is about nil. Did someone start a trend that made it fashionable for CD³² games to emulate 8-bit game machines in terms of graphics? TOTAL CARNAGE has some nice looking opening screens, but the game itself is nothing that the Nintendo Entertainment System or Sega Master System couldn't handle. (Those were the systems BEFORE the Super Nintendo and Genesis.) Where are the 32-bit games? The game is no different than the Amiga version, which is really a let down. I don't know what I expect to make it better on the CD³² other than possibly a complete rewrite or, at the least, better controller response. I.C.E. is repsonsible for two other CD³² shooter games, FIRE FORCE and DEEP CORE. I recommend buying either one of those before picking up TOTAL CARNAGE. Actually, I recommend a lot of other games (even those for other systems) before you even think about getting TOTAL CARNAGE. @{"Ratings:" link ratings} Graphics: 65% Manufacturer: Sound: 75% I.C.E. Gameplay: 50% Bridgehouse, Merrywalks Control: 20% Stoud, Glos GL5 1QA UK OVERALL RATING: 53% Video Mode: PAL @ENDNODE @NODE GAME6 "Quick Capsule Reviews" This is a quick glance at some games I had a chance to play for a bit, but didn't get a chance to do a complete review of: HEIMDALL 2 - (CD³²) A cartoon-style adventure game with puzzles that are sure to give even the most dedicated adventurers headaches. This is the kind of game the CD³² really needed, but I hesitate to say this title is the best of its kind. It's not for everyone. The control is sometimes clumsy and the puzzles are sometimes TOO hard. Overall, it's engaging but mostly frustrating. OVERALL RATING: 75% Video Mode: PAL VALHALLA - (Amiga) This overhead view adventure game bills itself as one of the first Amiga games to make extensive use of speech. While that is true, it doesn't add a whole lot to the game. The speech merely performs functions that text used to do (and text did it without becoming as annoying.) Still, VALHALLA is a moderately challenging brain-teaser. Worth owning only because of the lack of really good adventure games lately. OVERALL RATING: 79% Video Mode: PAL @ENDNODE @NODE PREV "Previously Reviewed Titles" Here are the games we've taken at a look at so far: Title System Rating Date ----- ------ ------ ---- ALFRED CHICKEN CD³² 65% 6/1/94 AMIGA CD FOOTBALL CD³² 79% 4/1/94 ARABIAN NIGHTS CD³² 60% 3/1/94 BATTLE CHESS CD³² 80% 8/1/94 BATTLETOADS Amiga 25% 7/1/94 BENEATH A STEEL SKY Amiga 96% 7/1/94 BLUE AND THE GRAY Amiga 80% 7/1/94 BRUTAL FOOTBALL CD³² 87.5% 5/1/94 CASTLES II CD³² 50% 3/1/94 CHAOS ENGINE CD³² 90% 5/1/94 D/GENERATION CD³² 65% 3/1/94 DANGEROUS STREETS CD³² 17.5% 5/1/94 DEEP CORE CD³² 80% 3/1/94 DEFENDER OF THE CROWN II CD³² 71% 6/1/94 DIGGERS CD³² 45% 6/1/94 ELFMANIA Amiga 90% 8/1/94 FRONTIER: ELITE II CD³² 45% 5/1/94 GUNSHIP 2000 CD³² 82.5% 6/1/94 IMPOSSIBLE MISSION 2025 Amiga 82% 8/1/94 IMPOSSIBLE MISSION 2025 CD³² 82% 8/1/94 INSIGHT: TECHNOLOGY CD³² 80% 5/1/94 INTERNATIONAL KARATE + CD³² 45% 4/1/94 JOHN BARNES EUROPEAN FOOTBALL CD³² 46% 4/1/94 LABYRINTH OF TIME CD³² 79% 3/1/94 LIBERATION CD³² 90% 3/1/94 LOST VIKINGS CD³² 75% 8/1/94 MEAN ARENAS CD³² 75% 3/1/94 MICROCOSM CD³² 91% 4/1/94 NICK FALDO CHAMPIONSHIP GOLF CD³² 75% 7/1/94 NIGEL MANSEL CHAMPIONSHIP RACING CD³² 85% 3/1/94 OSCAR CD³² 80% 3/1/94 PINBALL FANTASIES CD³² 90% 3/1/94 PIRATES! GOLD CD³² 87.5% 3/1/94 ROBOCOD: JAMES POND 2 CD³² 80% 3/1/94 SLEEPWALKER CD³² 20% 3/1/94 SUMMER OLYMPIX CD³² 54% 5/1/94 SUPER PUTTY CD³² 84% 8/1/94 SURF NINJAS CD³² 10% 7/1/94 TROLLS CD³² 75% 3/1/94 ULTIMATE BODY BLOWS CD³² 84% 7/1/94 WHALE'S VOYAGE CD³² 3% 3/1/94 ZOOL CD³² 80% 3/1/94 @ENDNODE @NODE RATINGS "The Ratings - Explained" We judge the games we review in four different categories: Graphics -------- This is pretty self explanatory. The higher the percentile, the better the graphics are. Sound ----- Another no-brainer. The higher the percentile, the better the sound. Although, this also relates to it's coordination with the gameplay. If the sound seems inappropriate for the type of game it is, the game will score lower in the Sound category even if the sounds are technically well done. Gameplay -------- The gameplay refers to the addictive quality of the game as well as the way the game plays. If you find your self sitting and watching rather than interacting with the game, the game will score lower than one that actually involves you. Control ------- This refers to how easy the game is to control given the control method specified by the manufacturer. A game requiring a special controller that is not specified or not included will be penalized. A game that comes with a special controller or one that recommends that, say, an Amiga mouse might work better than the standard CD³² controller will not be penalized. A game that is programmed to use a mouse when a joystick would be much more appropriate would also be penalized. Of course, a game that's just plain hard to control with any control method will also feel the sting of the rating. @ENDNODE @NODE LGTM "Lame Game of the Month" This is an award presented to one game per month for being the worst of that month's issue. It's mainly to warn you, the consumer, about a game that's REALLY bad. If we have an issue with no really bad games...there'll be no award given. A game that wins this award DESERVES to win! @ENDNODE @NODE ANEWS "Amiga/CD³² News & Stuff" Amiga & CD³² News @{" Rumors/Rumors/Rumors " link NEWS1} - What's buzzing around. @{" The Latest Amiga News " link NEWS2} - News of interest Columns @{" Hardware Corner " link COL1} - USENET SX-1 Review @{" GameTips/Tricks " link COL3} - Game Tips & Tricks. Duh! @ENDNODE @NODE NEWS1 "Rumors/Rumors/Rumors" Rumors...oh, those nasty rumors: @{" AmigaWorld 1-800 # " link RUM1} - Information hotline! @{" New Games for the Amiga " link RUM2} - New stuff? Cool! Please remember that all information found in this section is based on information from sources that may or may not know what's really going on. Rumors make for interesting conversation. Rumors make for active imaginations. Don't base purchasing decisions on anything other than something you've seen or know is true. @ENDNODE @NODE NEWS2 "Amiga News" Here's the latest Amiga related news via that Information Superhighway off-ramp known as USENET New CD³² Games from Team 17 (from spadge@team17.demon.co.uk) --------------------------- The long awaited (and hugely playable!) ARCADE POOL will be released for CD32 in the next 10days or so... Featuring everything that the chart-topping floppy edition had, but with enhanced "pub-mosphere" audio tracks, animation and optional save to floppy for SX-1/AGA Machines with CD ROM.. unfortunately the save game file is 14K and that will _not_ fit in the NVRAM... Price is 14.99 rrp although you`ll be able to pick it up cheaper I guess. You will also be able to find a demo of Superfrog and Superstardust on there... Also... SUPERFROG! for CD32 although this has no changes over the original, with demos of Pool and Super Stardust. Again, price is 14.99 rrp UK Pounds. Both titles are PAL. Coming soon for CD32 from Team17... Super Stardust (October) - Long awaited incredible blast... Alien Breed: Tower Assault- Brand new 54 level super-enhanced ABreed game with 9 mins of amazing rendered story gfx... Bonus: Also features free Alien Breed 2 on CD! King Pin - Attractive looking, playable 10Pin Bowling.. A.T.R. - Super playable overhead racing game. King Of Thieves - Arcade/Action/Strategy extravaganza! More stuff in development... -- Martyn Brown Alias "Almighty Spadge" c/o Team17 Software. If in doubt, fart. @ENDNODE @NODE RUM1 "AmigaWorld's 1-800 #" This isn't a rumor, this is a fact! AmigaWorld Magazine, with the help of its publisher, has set up an information hotline to distribute information about the Commodore liquidation. Call 1-800-441-4403 and ask for extension 365 to hear the latest information about the Bahamian Supreme Court hearings. (If you're calling after business hours, simply type in 365 on a touch tone phone when prompted.) Many thanks to AmigaWorld and TechMedia for setting this line up. It will quell a lot of rumors! @ENDNODE @NODE RUM2 "New Games For the Amiga" The rumor mill has heard from a good source that Electronic Arts is bringing some of it's EA SPORTS titles to the Amiga via it's UK division. Already successful with the Amiga translation of the Genesis game DESERT STRIKE, EA is now bringing FIFA SOCCER and NHL HOCKEY to the Amiga. FIFA SOCCER may be available anytime (and has been previewed in several European magazines). NHL HOCKEY is soon to follow, but no release date is yet known. RISE OF THE ROBOTS, the fantastic ray-traced beat-'em-up game, IS coming for the Amiga and CD³². Contrary to what was originally believed, there WILL be an ECS version of the game for the Amiga 500/600/1000/2000 and 3000 machines. Look for them in October. TFX, the long awaited flight simulator from Ocean, is due for release in September for the CD³². There may be an Amiga version too, but this was not confirmed at press time. SIMON THE SORCEROR for the CD³² will be available in an NTSC version. Originally, only a PAL version was planned. Canadian and American distributors felt that the game was going to be a huge seller because of the way it uses the CD³²'s capabilities with CD music, actor's voices and improved graphics. As a result, an NTSC version is being released for the North American market. @ENDNODE @NODE COL1 "Hardware Corner" Because of time contraints, I was not able to do a proper review of the SX-1 module. So, scouring the Internet for information, I came across this review from the COMP.SYS.AMIGA.REVIEWS base on Usenet. The reviewer did grant permission to use the review anywhere so long as the content not be changed. All I have done is edit it for formatting reasons, nothing has been changed or deleted. @{"The SX-1 Usenet Review" link SX1} - The Review!!! @ENDNODE @NODE SX1 "The SX-1 Usenet Review" From: Brian S Mogged PRODUCT NAME SX-1 expansion BRIEF DESCRIPTION Expand your CD³² to have almost all the specifications of an Amiga 1200. AUTHOR/COMPANY INFORMATION Name: Paravision, Inc. Address: 500 E. Arapaho, Suite 104 Richardson, Texas 75081 USA Telephone: (214) 644-0043 E-mail: microbotics1@bix.com LIST PRICE Unknown. I was impatient, so I paid $249 (US) at a local dealer. SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS HARDWARE Requires a CD³². SOFTWARE Well, it needs some version of AmigaDOS. COPY PROTECTION None. (Unless you call the SX-1 itself a big dongle. :-)) MACHINE USED FOR TESTING CD³². 1 MEG SIMM. Two Floppy Drives. A cheap AT keyboard. AmigaDOS 3.0. INSTALLATION To install the SX-1 on the CD³², you must remove the back plate of the CD³² and gently slide the SX-1 onto the expansion bus. Very simple. [MODERATOR'S NOTE: If you are not comfortable opening up your Amiga, then you should have the work done by an authorized Amiga service center. Opening your Amiga yourself may void your warranty, and careless work may even damage the machine. - Dan] REVIEW First, a comment. This is a review after five days of actual testing. I wrote this review up very quickly because there is so much of a demand on the net for information about this product. If I made some technical error, please send me the information that I messed up. I do not have the SX-1 in front of me while I am writing this up, so I am writing most of this from the top of my head. If you disagree or don't quite think my opinion of this product is good, write your own review up. After calling the dealer many times, he finally confirmed that an SX-1 finally came in. After an hour drive there and a an hour drive back, I excitingly took a look at the SX-1. The SX-1 itself comes in a white box with just a sticker. The guys at Paravision should learn a little about product packaging. So I opened it up. Inside is a a square box covered on three sides with various ports. On the fourth is a connector for the CD³² and a pass-through port to connect up the MPEG module. To place memory or an internal 2.5" hard drive into the SX-1, you must unscrew the screws and open the module. Inside, you will see two of our closest unchanged Amiga friends -- the CIA chips -- one socket for memory, and a 44-pin 2.5" IDE connect. The place to put the 2.5" hard drive is somehow supposed to fit underneath, but for the life of me I could not figure out how without causing possible physical problems. So after putting the one meg 72-pin SIMM in the SX-1, we plugged it into the CD³² and were ready to go. AT-PC KEYBOARD The SX-1 allows an IBM keyboard to be used on the CD³². So I took a standard PC keyboard and plugged it in. The left and right Amiga keys were placed on F11 and F12, and Help was on print screen key. Overall, it worked fine. FLOPPY DRIVES I plugged two floppy drives in and booted directly from them. They work as well as I thought. But I had problems when both floppies drives were on the system. One of them was a classic 1010 floppy drive by our friends at Commodore, and in my opinion, it was pulling too much power from the power supply. This caused some erratic behavior that was eliminated when I used only one drive. RGB OUTPUT Flawless -- it worked great. I connected my multisync monitor to it, and I was happy. Finally, Microcosm could be enjoyed on a monitor instead of a small television. PARALLEL PORT/SERIAL PORT I printed a few documents, and it worked like I expected. Now the serial port is interesting as it is a nine-pin serial port. This is slightly non-standard for an Amiga style serial port. I hooked up a modem and it worked fine. HARD DRIVE PORT This is a 37 pin IDE external hard drive port. Very weird looking. I have no experience with this type of connector! KARAOKE MIKE/AUDIO INPUT Why is this on here? It seems Paravision are trying to appeal to more than one audience with this product :-) I myself did not use the Karaoke port and probably never will! But this is useful for people who want to mix CD sound with live voice. Could be great at parties. NOW BACK TO THE REVIEW Like I stated before, I did not have a hard drive to check this unit with so we tried a huge amount of floppy based software. I took a selection of AGA euro demos, AGA games (Alien Breed II, Civilization AGA, Overkill, Klondike AGA) and some non-AGA games (Cannon Fodder), a terminal program, and a few other public domain programs. Anything that ran on my 1200 worked great with SX-1. No problems were encountered. I ran off my Workbench 3.0 disks from my 1200 and that was no problem. Overall, compatibility with software was high. Now that I had a floppy drive, I took some of my favorite public domain CD's and copied or viewed files from the CD-ROM. You can access the drive by using the disk name or CD0:. The CD-ROM access was transparent and quick. I then put together a quick Parnet system and pulled information from the CD³² to my 1200 without a flaw. DOCUMENTATION A two-page, double-sided booklet. Not as bad my MBX1230 manual, but still very thin on information. I would prefer them to rewrite the whole manual from scratch, as it is very poor. For example, the manual should include what keys on the AT keyboard are where compared to a regular Amiga keyboard. The documentation does tell you how to install the SX-1, and the rest of the manual is very much a summary of features of the SX-1. LIKES Having some expansion for the CD³² is great. It will definitely help the CD³² sell. By having even just the floppy drive expansion, it allows CD³² owners access to thousands of Amiga software programs. Cheap AT keyboards can be used, and that saves money in my pocket. Being able to use the CD³² on a monitor is like a dream! Memory expansion just makes the CD³² scream: play the Guardian demo or Frontier on CD³² and you will see what a difference. According to SYSINFO 3.x, the system is 2.20 times faster than a stock 1200. This expansion makes the CD³² into a real computer! DISLIKES AND SUGGESTIONS My first dislike is using a 9 pin serial port instead of a full standard pin serial port. It is very annoying for me to use the 9 pin serial port instead of 25. When you open the lid of the CD³², the edge of the lid rubs the SX-1. I really don't like that. Also the SX-1 looks as ugly as sin; I mean, it is functional but it does not look very good. And the connection to the CD³² just seems very flimsy, I wish it were a little more protected. A better manual and more attractive package should be considered almost as a must. And the other dislikes are lack of items on the SX-1. I wish it had a place to put a faster CPU and math coprocessor, a true 1200 expansion slot, a PCMCIA slot, an alternate power supply, room for a 3.5" hard drive inside the expansion box, a SCSI interface, an internal bay for floppy drives, and include some version of WorkBench 3.1 with it. I would have just loved to have the ability to have a MMU-based processor on this and run NETBSD... it would freak people out. COMPARISON TO OTHER SIMILAR PRODUCTS I have not seem a similar product, so I can't comment. BUGS None that I found, except for lack of power, but I do not blame Paravision for that problem. VENDOR SUPPORT Didn't need it so I didn't call. They do have a person active in one of the CD³² Newsgroups. WARRANTY One year warranty. CONCLUSIONS This product will bring a CD³² owner up to specification with most other Amiga owners. Will it be the end all to CD³² expansion? No. But it is very good and does what it claims. I would recommend this product almost as a must to the owners of CD³² who have no Amiga. But, because of the current prices, I would tell other AGA Amiga owners to think about it before you buy. I give it 4 stars out of 5. COPYRIGHT NOTICE Copyright 1994 Brian Mogged. All rights reserved. Permission is explicitly granted to distribute this review freely in any manner as long as no modifications are made, apart from spelling and grammar corrections. @ENDNODE @NODE COL2 "The Humor File" @ENDNODE @NODE COL3 "GameTips/Tricks" -------------------------------------------------------------------------- This month, AEM is proud to present the COMPLETE solution to the CD³²/CDTV game LABYRINTH OF TIME. This file was submitted directly by the authors. _________________________________________________ / \ | T H E L A B Y R I N T H O F T I M E | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | By: Bradley W. Schenck and Michal Todorovic | \_________________________________________________/ ______________________________________ / \ | WALKTHRU! | | ~~~~~~~~~ | | Outline By: Bruce Buhmann | | Written By: Bruce & Marc Buhmann | | Typed up By: Marc Buhmann | \______________________________________/ INTRODUCTION -=-=-==-=-=- This was the game that made me decide to buy my CD³². With its wonderful ray-traced pictures and ingeneous story, it is one of the best games I have ever seen on any machine. The one thing it lacks is character interaction. Besides that small flaw, this game is a piece of art. But this file is not a review of the game (though I could go on and on about it). Since the game took us (Bruce and I) more than four months to solve, we decided to release a walkthru for the game. Why are we doing this? For the simple fact that there is none out there (at least one we could find) and we believe that others may benefit from this walkthru. Before we start, I want to say thanks to a man who helped us out on the last half of the game. David Linzer, you were a big help to us. Thanks! Lastly, all legal stuff is at the end of this file. Make sure you pay attention to it so you don't get in a heap of trouble. - Marc Buhmann WALKTHRU ~~~~~~~~ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (NOTE: Even though this is a "walkthru", we will not instruct you on how to get through every maze. The reason? Well, it would be pointless to tell you how to get through every maze since there is an auto-map maker in the game. For example, if you have to go from the old west to the space station, we'd say something like "Okay... now that you've gotten the lantern in the old west, you must now head back to the space station." Now you wouldn't do this in the game, but it proved to be an acceptable example. Boy am I clear or what? =-) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When you start, note that you have in your inventory a quarter and a map. The map will map on its own, so if you want to get somewhere you have been before, you can look at your map and see how to get there (one of my "superb" descriptions). Step 1 : Explore and map the first floor. Don't enter the Mirror Maze or the elevator yet. Some things you should note are... o Door south of subway car is screwed shut o Locked room across from the bathroom o Locked closet in room 14 o Laundry chute in room to far south of hotel Step 2 : Take elevator to the second floor. Explore and map this floor just as you did with the first floor. Some things you should note are... o Locked door to Detective Office o "15" puzzle in brick wall off of Movie Balcony o Descriptions on gravestones in cemetery (Old West) o Printing press in Newspaper Office (Old West) o Locked jail cell in Sheriff Office (Old West) o Drawer in desk in Sheriff Office contains a brass key. Take it. o Inside of mine is blocked by a "fallen" bridge section. Step 3 : Return to room 14 on the first floor and use the brass key on the locked closet. Take the journal and card key. Read the journal because it contains important information. Step 4 : Enter and map the Mirror Maze. Do NOT waste your quarter on the mechanical fortune teller as you will need it later. You will exit the maze and enter a control room containing a teleporter. Step 5 : Everytime you use the teleporter, you need to activate it with the card key. Press the blue button and you are teleported to the Moon Base Museum. Step 6 : Explore and map the museum. Do the following... o Examine the six artifact cases for fun and occasional "in" jokes. Especially note the display case that someone tried to break into. o You can take the alien belt, but it's not necessary. If you do take it, wear it and turn it on o Pull all three levers (left to right) so they're in the down position. Apparently nothing happens but don't worry, something does Step 7 : Go back to the transporter and press the green button. You will be teleported to a Satellite Library. Explore and map the library. Read everything you can in the computer; it gives you lots of important information about King Minos, the Mayan Pyramid, the Old West, etc... Step 8 : At the far south of the library is another teleporter with a single button. It does not need the card key. Press the button and you're teleported to a cave. Step 9 : Continue exploring and mapping the Cretan Hall and Cretan Palace. Don't enter the Medieval Maze yet. Note the following... o To the north of the Cretan Hall is a bridge platform. Eventually you'll have to build a bridge from here to the floating structure in the distance o In the middle of the Cretan Palace is a large stone dish that contains a Labrys (axe). Take it. o In the far west of the Cretan Palace is a locked door with an unusual design in the door handle. Step 10 : Enter the Medieval Maze and map it. Somewhere in the maze is a helmet. Take it and wear it. The Medieval Maze exits into a Weird Cave. Step 11 : The Weird Cave leads into the closet of a 1950's diner. In the closet is a can of paint and a brush. Take both these items. Step 12 : Bypass the jukebox and go down the dim corridor. The room has a pay phone and the door to a restroom. You can also see the floating structure. Put the quarter into the payphone. The coin return will give you thirteen quarters back. Then use a quarter to enter the restroom. Step 13 : Once through the restroom door you will pop-up in a Hedge Maze. Explore and map it, then exit it on the opposite end from where you entered. Step 14 : You will then be in a Contsruction Site. On the wall is a plaque with the solution to the "15" puzzle. Make sure you copy it down then take the electric screwdriver. Step 15 : Return back to the 1950's Diner. Put a quarter into the jukebox then look in the coin return. You will receive a silver key. Pick it up. Once you've done this, return to the lobby with the elevator. Watch out for these things: o If you haven't done so already, on the Mountain Road wear the helmet to get past the falling rocks o When you get back to the two-button teleporter, push the orange button to return to the Mirror Maze o In the Mirror Maze, you may use all but one of the quarters on the mechanical fortune teller. This is not necesary, but itgives you some information and funny statements Step 16 : Once you're back in the lobby where the elevator is, go up to the second floor and use the silver key on the Detective Office door. Pick up the iron key, the notes, and the falcon statue. The falcon statue is not needed to finish the game. Read the notes. Step 17 : Go back to the Movie Balcony and solve the "15" puzzle. Step 18 : Once the puzzle is solved, the wall will open. Go through and you end up in the same Contruction Site you saw in the Hedge Maze. Except this is a part that was closed off. While in here, take the gold key and the bicycle pump. Step 19 : Go down to the first floor and back to hallway in front of the bathroom. Use the gold key on the locked door opposite the bathroom and enter it. In this room is a Stone Wall with a combination lock. You won't be able to open this for a little while longer so don't worry about it. Go into the next room and you'll find a broom, a pail, and some paper. You only need the paper. Step 20 : Go back upstairs and to the Old West. Enter the Sheriff Office and use the iron key to unlock the cell door. There is an empty revolver under the blanket on the bed. You can pick it up but it won't be of any use. But make sure that the door is unlocked! Step 21 : Enter the mine and the "fallen" bridge section should be gone. (Pulling the levers in the Museum moved it) In its place should be a locked wooden door. Push the mining cart and it will smash through the door. Enter the room and you'll notice a sword in a stone. It is not necessary to take it, but you can if you wish. It is there to distract you from the main object you need. Close the door behind you and take the lantern hanging on the wall. Step 22 : Now enter the Newspaper Office. Place the piece of paper on the printing press and operate it. You will then get a copy of (what else??) a newspaper. Take it. Step 23 : Go back to the room across from the bathroom and place the newspaper on the table. Step 24 : Head back to the subway car. You may discover that a bridge section has collapsed onto the subway car. If this has happened, head back to the Moon Base Museum and put all the levers back up into their original position. Then go back to the subway car. The car will still be crushed, so use the bicycle pump three times to inflate it. If the bridge section did NOT fall onto the subway car, you have nothing to worry about. Enter it and go to the door with the screw. Use the electric screwdriver on the screw. Then take the screw and open the door. Step 25 : You will end up in a Night-Time City Street scene. If you save a quarter from the many you had, you can buy a newspaper from the vending machine. Though this is not necessary, it still is very interesting to see. I recommend doing this. Then cross the street against the red light. Step 26 : Lightning will strike the street and a hole will open up. You will fall into the Surreal Maze. This is the toughest maze in the game and you may notice that the auto-map maker will not map this maze. Since this is the hardest, we will explain how to get through this maze. You will have to do it two more times after this. o Once in the T.V. room, turn right so the television is on your left side. Go forward three (or more) times until you come back into the T.V. room o Turn right and go forward three (or more) times until you enter the T.V. room yet again o Turn 180 degrees and go forward three (or more) times Step 27 : You will find yourself at the enterance to the causeway to the Mayan Pyramid. After you cross the causeway you will find yourself at the base of some stairs. There are two doors on either side of you which are locked. Continue up the stairs. There is a column at the top which you can move. Move it because it opens the doors below. Go back down and enter either of the doors. Step 28 : It is pitch black so light the lantern you found in the mine. Then explore and map the interior of the pyramid. You will find three levers in different parts of the pyramid. By one of the levers is a dirty shirt. Take it. There is also a door in the pyramid. You needn't worry about it since you'll never go in there. Pull one of the levers and you'll be teleported to the Bridge Platform. You should notice that one of the bridge sections is in place. Go all the way back to the Mayan Pyramid and pull one of the other levers. You'll be teleported back to the Bridge Platform and you should notice that a second section of the bridge is in place. Go back to the Mayan Pyramid a third time and pull the last lever. You'll be teleported once again to the Bridge Platform and you'll notice that the bridge is complete. Step 29 : Cross the bridge and enter the Floating Structure. This is the center of the labyrinth. But it is guarded by a Minotaur. The Minotaur is created by beams of light from the two mirrors on either side of the entry door. Use the can of paint on one of the mirrors. The Minotaur partially fades, but is still there. Step 30 : Go back to the hotel and drop the dirty shirt in the laundry chute. Then return to the room where you placed the old west newspaper on the table. There is now a clean shirt next to the paper. Step 31 : Read the journal you found in the closet of room 14. The combination for the door in the stone wall is hidden in the new entry of the journal. The combination is the friends birthday, April 8, 1872 (04-08-72). Enter this combination into the lock. Step 32 : Once the door opens, enter. You are in King Minos's Tomb. You find a skeleton, a hat, and a sarcophagus in the room. You can take the hat and wear it, but you don't need to. Open the sarcophagus and take the artifact. Recognize the shape? Remember the weird shape on the lock in the Cretan Palace? Go back there. Step 33 : Place the artifact in the weird shape on the lock. The door will open, so enter it. Step 34 : You are now in a Throne Room. Push the throne to one side to reveal a alcove containing a can of paint. Take the paint and return to the Minotaur. Step 35 : Paint over the remaining mirror. Then look at where the Minotaur once was. Recognize the shape? Place the Labrys in it. Once this is done, the Keystone is revealed. Step 36 : Goto the Moon Base Museum and examine the artifact case someone tried to break into. Take the Mayan Talisman. When you do this an alarm will sound. Head back to the teleporter. Step 37 : No matter which button you press, the teleporter will send you to the jail cell in the Old West. Open the cell (this is why you unlocked it before) and head back to the center of the labryinth. Step 38 : Use the Mayan Talisman on the Keystone. Then sit back and watch the end sequence of The Labryinth of Time. LEGAL STUFF ~~~~~~~~~~~ The Labyrinth of Time is a Trademark (tm) of Electronic Arts The Labryinth of Time is Copyright (c) 1993 Terra Nova Development Amiga CD³² is a Trademark (tm) of Commodore Business Machines The Labyrinth of Time WALKTHRU is Copyright (c) 1994 Marc Buhmann -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You are free to pass this file around anywhere you like. No fee can be charged for this file. You are given permission to modify this file only for grammatical reasons. Any magazine that wishes to publish this walkthru (be it an online magazine or a published magazine) is given permission as long as the file is left in whole and we retain credit as the authors. Published magazines must inform us first though! CONTACTING US ~~~~~~~~~~~~~ You can contact us at the following E-mail addresses: Marc Buhmann WL-UNREAL-WOW@SOCIETY.COM Bruce Buhmann ECURB@DELPHI.COM -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- END -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -------------------------------------------------------------------------- Many thanks to Mark and Bruce for all their hard work. (Although, I know they had fun!) If you've got a tip, cheat or hint for a game, please send it to us! @ENDNODE @NODE back "The Back Page" AEM's The Back Page @{" Amiga/CD³² Dealers " link dealers} @{" What's coming next month? " link next} @{" AEM Distribution Sites " link sites} @ENDNODE @NODE DEALERS "Amiga/CD³² Dealer Directory" AEM's Dealer Directory @{" Dealer Listing " link DEALLIST} @{"HOW TO GET IN THE LISTING" link HOWTO} @ENDNODE @NODE DEALLIST "AEM's Amiga/CD³² Dealer Listing" Amiga Entertainment Monthly Dealer Listing: Amiga Crossing 176 Gray Road, Unit 5 Cumberland, ME 04021 Phone: (207) 829-3959 Fax: (207) 829-3522 Antik Slovenskej jednoty 10 040 01 Kosice, Slovakia Phone: +42 95 35511 Fax: +42 95 426815 Applied Computer Systems 6108 Watt Avenue North Highlands, CA 95660 Phone: (916) 338-2000 Fax: (916) 338-2004 BBS: (916) 338-2543 Computer Advantage 7370 Hickman Road Des Moines, IA 50322 Phone: (515) 252-6167 Computer Basics, Inc./Amiga Warehouse 1490 N. Hermitage Road Hermitage, PA 16148 Phone: (412) 962-0533 Fax: (412) 962-0279 BBS: (412) 962-0961 The Event Horizon 351 N. Air Depot Rd Midwest City, OK 73110 Phone: (405) 733-3232 Moebius Computer Concepts Suite #101-306 Burnside Road West Victoria, BC V8Z 1M1 CANADA Phone: (604) 386-2667 Fax: (604) 380-3032 Video Computer Resources 1200 N. Battlefield Blvd, Suite 110 Chesapeake, VA 23320 Phone: (804) 436-9508 Fax: (804) 436-9508 Note: AEM does not endorse the dealers listed here. They are listed for the convienence of our readers. No compensation is required to be listed. @ENDNODE @NODE HOWTO "How to get listed in the AEM Dealer Listing" If you're an Amiga dealer or CD³² dealer, big or small, please send us your business' name, address, telephone number and fax number to be listed here. We'd like to provide our readership with a list of places where accessories and software can be found. Readers are also encouraged to submit dealer information. With the Amiga community in danger of losing dealers, we need to know where to find one when we need one. Support your local Amiga dealer! (The prices may not always be as low as mail order, but the service is face-to-face and they'll really appreciate it!) We can be reached via the Internet, FIDONet Netmail or US Mail. Internet: Sean.Caszatt@f512.n2601.z1.fidonet.org (preferred address) CASZATT@DELPHI.COM (Please note the change of the preferred address to the FIDONET.ORG address. This will get your message directly to me and I can respond more quickly.) Compuserve: 72143,521 FIDONet Netmail: Sean Caszatt at 1:2601/512.0 US Mail: Sean Caszatt 2978 Ford Avenue Sharpsville, PA 16150 @ENDNODE @NODE NEXT "What's coming next issue?" In the October, 1994 issue of AEM, look for the following: o Reviews of Dreamweaver, an adventure game maker (Amiga) Simon the Sorceror (CD³²), Wild Cup Soccer (Amiga) and Detroit (Amiga). o Hopefully, a LOT more reader contributions!!!! o And, even more hopefully, news on who's got control of Commodore! This is a tenative list. (I hope I can have these in next time!) @ENDNODE @NODE SITES "AEM Distribution Sites" Amiga Entertainment Monthly Distribution Sites ---------------------------------------------- The latest issue of AEM can be file-requested (FREQ'd) at these BBS' under the magic name AEM. You can also download the magazine from these systems in the traditional way as well. (File-requests not available from non-FIDO sites.) United States Distribution Sites: Project Aurora Harbour Lights Sharpsville, PA Kennebunkport, ME (412)962-1590 (207)967-3719 FIDONet 1:2601/512 FIDONet 1:326/209 Sysop: Sean Caszatt Sysop: Rick Lembree Mike's Video House Applied Computer Systems Glendale, CA North Highlands, CA (818)240-1593 (916)338-2543 FIDONet 1:102/852 FIDONet 1:203/227 Sysop: Mike Moon Sysop: Jeff Hayer The Gateway BBS Pioneers BBS Biloxi, MS Edmonds, WA (601)374-2697 (206)775-7983 FIDONet 1:3604/60 FIDONet 1:343/54 Sysop: Stace Cunningham Sysops: Mike & Marthe Arends Glenn's World Amiga Haven Salem, OR Ellerbe, NC (503)581-6524 (910)562-2367 FIDONet 1:3406/32 FIDONet 1:3634/40 Sysop: Glenn Schworak Sysop: Tom Clayton AmiTrek BBS Fileworks BBS Kissimmee, FL Fairport, NY (407)348-3365 (716)377-0719 FIDONet 1:3633/1701 FIDONet 1:2613/278 Sysop: Ken Rumsey Sysop: Tom Waterstraat International Distribution Sites: The Hell BBS The Hague, Netherlands +31-(0)70-3468783 FIDONet 2:281/418 Sysop: Robin Vermaat We're also looking for non-FIDONet sites as well, so if you run a BBS and would like to be a distribution site, don't hesitate to ask. More international sites are needed! To become an official distribution site, please send a request to us at SEAN.CASZATT@F512.N2601.Z1.FIDONET.ORG via the Internet. We WILL get back to you! @ENDNODE