June/July 1995

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June/July 1995 June/July 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM Brain Editor Larry O’Brien [email protected] Goes Whoosh! Senior Editor Nicole Freeman [email protected] Managing Editor Nicole Claro [email protected] oing to the Computer Game popular graphics. Editorial Assistant Deborah Sommers Developer’s Conference is like But why fight it? The truly amazing [email protected] having your brain ripped from thing is that all of this—the sound work, Contributing Editors Alex Dunne your skull, spun up to 90% of the three-dimensional graphics with [email protected] the speed of light, and fired into incredible frame rates, the hottest con- Chris Hecker a reaction chamber filled with tent—was running under a single platform. [email protected] 2,000 other brains moving at Windows. You heard me right, bunkies. David Sieks [email protected] relativistic speeds. It’s just as Microsoft has decided it wants the home Wayne Sikes Ghard recreating the CGDC from business market and will do what it takes to make [email protected] cards, press releases, and scrawled notes as the successor to Windows 95 (Windows Editor-at-Large Alexander Antoniades it is seeing the signature of a Top quark in 95++?) the number one game platform. [email protected] the spirals and parabolas of a reaction Like anyone in the press, I’m used to Cover Photography Charles Ingram Photography chamber photograph. getting a lot of opinions about major Above any other impression, the Microsoft initiatives. You expect some overwhelming support for Game Developer people to love it on technical merit, some Publisher Veronica Costanza from the community was both gratifying people to hate it on technical merit, and a Group Director Regina Starr Ridley and humbling. To have so many people lot of people to hate it on the general prin- known to us only from their credits on ciple that Microsoft’s a big, successful Advertising Sales Staff shrinkwrap games come up and tell us that company and therefore is evil. But no mat- West/Southwest they read the magazine was amazing ter who I talked to about the Microsoft Yvonne Labat (415) 905-2353 enough, but when they continued with Game SDK, with its four APIs for graph- [email protected] specific comments about this column or ics, input, network connection, and sound, New England/Midwest that feature, I realized that our magazine’s it was a love story. Kristin Morgan (212) 626-2498 editorial staff isn’t what’s on the masthead, Not one to be swayed by public sen- [email protected] it’s 20,000 strong. timent, I put on my sunglasses with the Despite the overload of informa- special Anti-Hypnosis coating and met Marketing Manager Susan McDonald tion that makes it impossible to say with Microsoft’s Game SDK advance Advertising Production Coordinator Denise Temple what the story of the show was, I think team. What can I say? They ripped off the Director of Production Andrew A. Mickus there were three candidates: sound, 3D, glasses and made me stare at a screen with Vice President/Circulation Jerry M. Okabe and Windows. three objects composed of approximately Group Circulation Director Gina Oh The sound story was a howl of rage 8,000 Gouraud-shaded polygons rotating Group Circulation Manager Kathy Henry against FM synthesis and its gaming syn- at dozens of frames per second. Then they Circulation Manager Mike Poplardo onym “SoundBlaster compatible.” To made me watch other displays with alpha Newsstand Manager Pam Santoro many at the CGDC, the chirpy voice of an channels, specular highlights, and smooth Reprints Stella Valdez (415) 655-4269 FM card through the molded plastic panning. They overlayed three-dimen- speakers bundled with a $60 card repre- sional sounds. They did it all, okay? And Chairman of the Board Graham J.S. Wilson sents the jackboot of tyranny on the throat all of this in well-behaved Windows President/CEO Marshall W. Freeman of the gaming public. applications. Executive Vice President/COO Thomas L. Kemp Although “rendered on the fly” Maybe it is hypnosis, though. I need Senior Vice Presidents Warren (Andy) Ambrose, H. sounds like what happens when an acceler- perspective and some feedback from you, Verne Packer, Donald A. Pazour, Wini D. Ragus ated brain hits a screen door, it’s also our 20,000 editors. E-mail us at Vice President/Production Andrew A. Mickus where the action is in terms of software. [email protected] and tell us what to do. Vice President/Circulation Jerry Okabe Although demos that don’t have to bother More graphics, more Windows, more AI, Vice President/Software Development Division Regina with little things like gameplay always more design, more channel issues? It’s your Starr Ridley achieve higher frame rates, vendor after magazine—tell us what to do. ■ vendor was showing convincing evidence Larry O’Brien Miller Freeman that the bar’s been raised (or extruded) for Editor A United News & Media publication 4 GAME DEVELOPER • JUNE/JULY 1995 SEZ U! Delphi Why? by Our Readers Dear Editor: fine job on the article topics and writing in hanks for a magazine for developers of general, I am concerned about your blatant games. I just finished reading the pro-DOS and Windows bias. (Why not just This column is for your TApril/May issue and have to question change the name to Windows Game Develop- your editorial. What does Delphi have to do er and avoid confusion?) with game development? The magazine is I’ve developed on both PCs and Macin- thin enough without extra noise being put in. toshes and greatly prefer the latter. The fact feedback. Send us I also hope the magazine stays away from that there is a much larger market for DOS articles that compare games unless it’s and Windows software than for Macintosh going to help me or someone else develop a software is a tribute to Microsoft’s market- game. Comparing Tetris on the SNES to Tetris ing abilities. However, Macintosh developers on Sega doesn’t do me any good, and I can do exist, and we would like to read some queries, suggestions, read that in the hundreds of magazines articles pertinent to us...Mode 13 and Sound devoted to games. Blaster programming techniques are all well Other than these few complaints, I really and good, but how about an article on pro- like the magazine. I hope it grows and gramming .mods using Sound Manager? How complaints, and praise becomes very successful. I feel that this about “Getting the Most Out of CopyMask?” magazine will be a valuable resource for my Also, it would be a welcome addition if library. you’d state the platform on which a review or article is based. And please, try to get (especially praise). Brien King Alexander Antoniades to ease up—his com- via e-mail ments in the April/May issue(“It’s a Sim, Sim, Sim, Sim World,” By Design) suggested Editor Larry O’Brien responds: that Maxis was losing scads of money by You want code? We‘ve Close your eyes and visualize this: “Games. developing on Macintoshes first. Maxis’s Windows.” What do you see? A virtually empty success was probably due to the fact that it universe, with Solitaire the brightest star. did write for the Macintosh, thereby avoiding Now close your eyes and visualize this: “Win- the glut of games already available for the got code. (Really. dows. Home market.” What do you see? The PC and distinguishing itself in a smaller fastest growing sector in the computer market. Many other superior games (most industry. Vast clouds of money being sucked notably, Myst) were developed on the Macin- faster and faster into the pockets of those tosh, and this platform should be given who create digital entertainment. Delphi is a some consideration by your otherwise excel- Check the end of this tool for those who want to become little neu- lent publication. tron stars of dense money. Geoffrey Reiss via e-mail section for a special DON’T FORGET THE MACINTOSH Dear Editor: Larry O’Brien responds: charter subscriber, I’ve been reading How about the best of both worlds, Macintosh Game Developer since your premiere and Windows? Jon Blossom shows how, starting clip-and-save piece.) Aissue, and while you generally do a on page 28. GAME DEVELOPER • JUNE/JULY 1995 7 SEZ U! ddddddddecddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddcedddddddd ddddddddecddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddceddddddddecddddddddcedddddddd ddhc dd ddhc dd ddhc dd ddhc dd ddhc dd ddhc dd dd dd dd dd dd IF I HAD MY OWN MAGAZINE... Editor Larry O’Brien responds: dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd Dear Editor: Chris Hecker has a lot more to say on the sub- dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd our magazine needs more mass to be ject. See page 18 of this issue and look for dd dd dd dd dd dd dd (clip-n-save) dd dd dd dd dd dd dd dd dd dd dd worth buying. There are many things I’d more in the future. dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd like to see in future issues: dd dd dd dd Y dd dd dd dd dd dd dd dd dd dd dd dd dd dd • Two or three long interviews per issue (8- dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd dd 10 pages each).
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