Atari/Atari Games VaxMail 1989 Jed Margolin ___________________________________________________________________________ From: KIM::HALLY 3-JAN-1989 09:01:01.61 To: DENCKER,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,COMSTOCK,NOBLE,MOSER,DIEKNEITE,FULLER,GROSSMAN CC: Subj: S.T.U.N. TEAM last update: 1/3/89 Project: S.T.U.N. RUNNER (571) Planned Field Test: FEB. 89 Planned Finished Goods Assy. JUNE 89 Project Leader: MIKE HALLY Programmer(s): ED ROTBERG ANDY BURGESS Engineer: JED MARGOLIN Technician: GLENN MCNAMARA Video Animator(s): SAM COMSTOCK WILL NOBEL KRIS MOSER Audio Designer(s): BRAD FULLER DON DIEKNEITE Product Designer(s): TBD Team Leader: JOHN RAY ___________________________________________________________________________ From: BERT::GROSSMAN 3-JAN-1989 15:05:13.49 To: RAINS,MOORE,DOWNEND,RAY,HALLY,ROTBERG,BURGESS,MARGOLIN,MCNAMARA,COMSTOCK,NOBLE,MOSER,BRAD,DIEKNEITE,GROSSMAN CC: Subj: S.T.U.N. Runner Meeting Wednesday, Jan. 4 10:30 a.m. Central Conference Room S.T.U.N. Runner Marketing Meeting called by Jerry Momoda ___________________________________________________________________________ From: BERT::BROWN 3-JAN-1989 18:20:32.25 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: NEW HIRE JIM PETRICK JOINED ATARI GAMES TODAY AS A SR. SYSTEMS ENGINEER IN DAVE SHEPPERDS GROUP. JAMES COMES TO US DIRECTLY FROM INTERLINK COMPUTER SCIENCES IN FREMONT, BUT HAS ALSO WORKED FOR LAWRENCE LIVERMORE LABS IN LIVERMORE AND GENERAL SYSTEMS, INC. IN CLEVELAND, OHIO. JAMES' NEW "HOME" IS IN THE CUBICLE ACROSS FROM STEVE SUTTLES OFFICE. STOP IN, INTRODUCE YOURSELF, AND WELCOME HIM. HUMAN RESOURCES ___________________________________________________________________________ From: KIM::SUTTLES "Talk data to me..." 4-JAN-1989 13:15:36.80 To: @sys$mail:everybody,SUTTLES CC: Subj: My retirement from the Facilities Department I've had my duties reorganized, and am no longer able to spend the time supporting Facilities that I have thus far. Instead, I'm going to be doing more computer programming, which is (theoretically) why I am here. This message is intended to let you know who to talk to when you would have looked for me. For any kind of telephone or terminal problems, contact Dennis Nale through the operator. The operator will be able to resolve some of the phone problems herself; those that she can't cure will be passed on to Dennis. For changes in Schlage access, contact Sandy Brown. For other facilities-related questions, talk to Bob Frye. This includes anything that doesn't work right except for telephones and terminals. Thanks for your understanding and cooperation. sas ___________________________________________________________________________ From: BERT::BROWN 5-JAN-1989 11:47:42.31 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: A REHIRE FRANK COSENTINO HAS REJOINED OUR RANKS AS A MIDWESTERN SALES REP., WORKING OUT OF ILLINOIS. FRANK ORIGINALLY STARTED WORKING FOR ATARI IN OCTOBER 1986. HE LEFT LAST YEAR BECAUSE OF PERSONAL REASONS. LOOK OUT WORLD, FRANKIE IS BACK! ___________________________________________________________________________ From: GAWD::HALLY 5-JAN-1989 13:34:43.83 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: JAN 6, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 571 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 20 JAN 89 13 JAN 89 FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!! PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HAD HARDWARE MEETING WITH STUN/DRIVER GROUP. DECIDED TO KEEP MAIN AND ADSP BOARDS THE SAME. (STUN WILL STUFF LESS PARTS) 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR. (512 x 240) MONITOR SIZE IS STILL A BIG QUESTION TO BE SORTED OUT. 3. A NEW UP TO DATE PROJECTION OF THE STUN HARDWARE COST IS REQUIRED TO HELP DETERMINE MONITOR QUESTION. 4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING ISSUE WHICH MUST BE ADDRESSED ASAP. A HI-LOW SPEED SHIFTER IS GOING TO BE TRIED IN ADDITION TO FLIGHT CONTROL VS. JOYSTICK. 5. WE DISCUSSED THE RESULTS OF THE FOCUS REPORT ON 1/4/89. 6. MIKE JANG IS STARTING AN UPRIGHT CABINET CONCEPT BUT MONITOR ISSUE NEEDS TO BE DECIDED ON. 7. WE HELD AN ANIMATOR-FIELD TEST SUPPORT MEETING ON 1/4/89. 8. 4 TH. REVIEW PUSHED BACK ONE WEEK TO 1/20/89. 9. MIKE IS WORKING ON A DETAILED WRITE-UP OF GAME GOAL. 10. ANDY IS WORKING ON A NEW EDITOR FOR ME. 11. ED IS JUST WORKIN......."I BE WORKIN BOSS" ___________________________________________________________________________ From: BERT::BROWN 6-JAN-1989 15:05:30.27 To: @sys$mail:everybody,BROWN CC: Subj: 401-K employer matching for 1989 We are pleased to announce that we will retain the same Atari matching contribution to the 401-K Plan for calendar year 1989 that we had in 1988. The matching contribution will work as follows: Employee Atari Total Contribution Amount Matching Contribution Contribution First $ 500 $1,000 $1,500 Next 3,000 1,500 4,500 Next 3,813 -0- 3,500 Totals $7,313 $2,500 $9,500 This means Atari contributes $2.00 for each $1.00 you contribute up to $500, thereafter from $501 to $3,500 Atari contributes $.50 for each $1.00 you contribute. Even if you can only contribute $10 per week you get $20 from Atari, which means at the end of one year you would have $1,500 in your 401-K account. Not bad! Please remember that your contributions can be spread over the entire calendar year, and that the above matching will apply throughout calendar 1989. Also, the $7,313 illustrated is the maximum that can be contributed by any employee based on 1988's maximum. This amount will be increased for 1989, and you will be advised of the new maximum amount at a later date. This Atari Matching Contribution is effective for 1989 only. A decision on Atari's Matching Contribution for 1990 will be made in December 1989. Human Resources ___________________________________________________________________________ From: SANDY::DAVE 10-JAN-1989 16:17:55.64 To: @SYS$MAIL:ENGINEER CC: Subj: ikos pc-clone friends and neighbors: i am requesting anyone that intends to use the pc-clone that is hooked up to the ikos box to please refrain for the next month. i need all the disk space for clippy debug purposes. if this poses insurmountable hardships come see me and we'll "discuss it". also a policy of backing up all pc files to the vaxes will be in effect as of now, on the advice of jim morris. so if you have a file on this particular pc, and i need the disk space i will assume (after a 2 day grace period) that you have saved it to the vax and the pc disk space is fair game. i think i have already talked to the appropriate people in person, so this is the last warning if anyone in vax land has a comment about this policy. p.s. i have the keys to this pc if you have a legitimate (as defined by me, rich moore,morgan hoff or dave shepperd) need to get on it. ___________________________________________________________________________ From: BERT::CAMERON 11-JAN-1989 09:05:46.94 To: @SYS$MAIL:JUNK CC: Subj: TV TONIGHT Usually I like to recommend watching something (usually a film) of merit on broadcast television. Today, however, I would like to suggest a show that you should not watch - the Ronnie Reagan farewell Rah-Rah at 6 pm. As we all know, he will smile, wave, and chuckle while announcing all his great accomplishments in office. (Tripling the deficit, increasing taxes, cutting out needed programs, packing the Supreme court, stomping on human rights...) If you really must watch television at that hour, I could recommend some other shows that won't insult your intelligence as much. On channel 2 is "Three's Company", channel 20 is playing "A Team", "Hawaii Five-O" is on 36, and if you get channel 40, you can watch "Family Ties". Actually, there is a good flick on the tube tonight at 8 pm, channel 36. It's titled "The Train" with Burt Lancaster and Paul Scofield. It is a World War II drama about trying to stop a Nazi train full of France Art Treasures. It becomes a personal contest between the two main characters. It is good, check it out. ___________________________________________________________________________ From: KIM::CYBER 11-JAN-1989 10:07:07.73 To: @SYS$MAIL:JUNK CC: Subj: Not a farewell.. Not to worry... Ronnie will be with us for a long long time. He will breath in our pollutants. He will run free in our drug tests. He will thrive in our deficit. He will be reborn in our courts. We won't need to miss him, we were all included in his will. jfs ___________________________________________________________________________ From: BERT::FRYE 11-JAN-1989 11:37:37.67 To: @SYS$MAIL:EVERYBODY CC: Subj: BUILDING 675 - GAS SHUTDOWN SOMETIME AFTER 2PM TODAY THE GAS WILL BESHUT OFF TO OUR BUILDING FOR ABOUT ONE HOUR IN ORDER TO TIE-IN NEW HEATERS. THEBUILDING MAY GET A LITTLE COOL DURING THIS TIME BUT WE WILL MAKE EVERY EFFORD TO HAVE THE HEAT RESTORED ASAP. THANKS, BOB ___________________________________________________________________________ From: GAWD::HALLY 12-JAN-1989 11:36:19.57 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: JAN 13, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 571 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 20 JAN 89 13 JAN 89 FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!! PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HAD HARDWARE MEETING WITH STUN/DRIVER GROUP. DECIDED TO KEEP MAIN AND ADSP BOARDS THE SAME. (STUN WILL STUFF LESS PARTS) DETAILED COST SHEET AVAILABLE UPON REQUEST. 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR. (512 x 240) MONITOR SIZE IS STILL A BIG QUESTION TO BE SORTED OUT. WE WILL DO A SIDE BY SIDE COMPARISON OF 19 VS. 25 ON 1/12/89. 3. A NEW UP TO DATE PROJECTION OF THE STUN GAME COST IS AVAILABLE UPON REQUEST. 4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING ISSUE WHICH MUST BE ADDRESSED ASAP. A HI-LOW SPEED SHIFTER IS GOING TO BE TRIED WITH A HALL-EFFECT JOYSTICK.(ASSAULT GRIP) THIS CONTROL SET-UP WILL BE READY ON 1/12/89 TO TRY OUT. 5. MIKE JANG IS STARTING AN UPRIGHT CABINET CONCEPT BUT MONITOR ISSUE NEEDS TO BE DECIDED ON. (SEE #2 ABOVE) 6. ADDITIONAL ANIMATION FOR FIELD TEST IN PROGRESS. 7. 4 TH. REVIEW PUSHED BACK ONE WEEK TO 1/20/89. 8. A DETAILED WRITE-UP OF GAME GOAL HAS BEEN WRITTEN AND IS AVAIL. 9. ANDY HAS COMPLETED A NEW EDITOR FOR ME. (MANY THANKS)! 10. HELD VOICE CUE MEETING ON 1/10/89. 11. ED IS JUST WORKIN......."I BE WORKIN BOSS" ___________________________________________________________________________ From: SANDY::RAY 12-JAN-1989 22:10:39.80 To: MARGOLIN,RAY CC: Subj: Stun meeting Jed-- You are welcome to come to this meeting, but it is not necessary, considering your workload. John ___________________________________________________________________________ From: SANDY::RAY 12-JAN-1989 22:05 To: RAINS,FUJIHARA,MOMODA,HALLY,ROTBERG,BURGESS,STUN,TAKAICHI,MOORE,DOWNEND,MONCRIEF,GROSSMAN,RAY Subj: STUN cabinet configuration meeting 1/13/89 11:00 a.m. We need to nail down the cabinet configurations for S.T.U.N. Runner. There are numerous possibilities. The possibilities for which we have done cost estimates are (distributor prices -- 40% margin included): 19" Family cabinet -- $3,020 25" Family cabinet -- $3,335 25" Sit-down cabinet -- $4,125 (comperable to Hard Drivin') Those of you who are interested in helping with this decision, please meet in the STUN lab at 11:00 Friday (the 13th). Please invite others who should be in attendance. Thanks!! STUN team ___________________________________________________________________________ From: BERT::ARVIDSON 13-JAN-1989 11:16:53.99 To: @SYS$MAIL:ENGINEER,ARVIDSON CC: Subj: 68000/68010/27C256 samples. I'm cleaning up some of the IC samples that are cluttering the Components Engineering area. The following are available if you can use them: DEVICE QUANTITY MANUFACTURER Microprocessor 68000 8MHz 15 Motorola " 68000 8MHz 13 Signetics " 68000 8MHz 12 Thomson Mostek " 68010 8MHz 10 Signetics EPROM 27C256 200ns 32 Texas Instruments They are located in the Components Engineering library area. erwin x-1751 ___________________________________________________________________________ From: GAWD::HALLY 19-JAN-1989 13:55:53.50 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: JAN 20, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 27 JAN 89 20 JAN 89 13 JAN 89 FIELD TEST: * 10 FEB 89 * MAY SLIP OUT A WEEK OR SO!!!! PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HARDWARE- NEW SAD AUDIO BOARDS WILL BE IN THIS WEEK. 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240) OF THE 19" VARIETY. 3. A NEW UP TO DATE PROJECTION OF THE STUN GAME COST IS AVAILABLE UPON REQUEST. 4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION FOR FIELD TEST. 5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST. 6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW. 7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 1/27/89. WE HAD A TEAM MEETING TO DISCUSS PLANS FOR REVIEW ON 1/19/89. 8. A DETAILED WRITE-UP OF GAME GOAL IS BEING WRITTEN. 9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN! 10. VOICE FOR FIELD TEST RECORDED ON 1/17/89. 11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST CREATION IS THE JUMP RAMP WHERE THE PLAYER GETS AIR." ___________________________________________________________________________ From: GAWD::HALLY 26-JAN-1989 14:04:17.16 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: JAN 27, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 10 FEB 89 20 JAN 89 13 JAN 89 FIELD TEST: 24 FEB 89 10 FEB 89 PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HARDWARE- NEW SAD AUDIO BOARDS IN-HOUSE. NOT USING YET. 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240) OF THE 19" VARIETY. 3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE. 4. THE ISSUE OF THE GAME CONTROLS IS STILL AN OUTSTANDING ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK) 5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST. 6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW. 7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 2/10/89. THE TEAM HAS BEEN SICK BUT PLANS TO KICK ASS AND TAKE NAMES SOON. 8. A DETAILED WRITE-UP OF GAME GOAL IS BEING WRITTEN. 9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN! 10. VOICE FOR FIELD TEST RECORDED ON 1/17/89. 11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST CREATION IS THE ABILITY TO VERTICALLY SCROLL BACKGROUND" ___________________________________________________________________________ From: KIM::BRAD 30-JAN-1989 17:34:26.51 To: @SYS$MAIL:JUNK,BRAD CC: Subj: BIBLE STUDY TAKES OFF AGAIN! We've had great success and fun with the first Bible study series. And, we are starting our second series entitled: "Proverbs and Parables". We will be studying the book of Proverbs and the corresponding parables from a booklet designed for group learning. If you would like to participate, learn more about the Bible, or just enjoy lunch with us, join us every thursday from 12:00 - 1:00 in the central conference room. If you would like to know more call: Chris Downend (x1719) or Brad Fuller (x3788) for more information. ___________________________________________________________________________ From: ERNIE::HALLY 2-FEB-1989 13:46:02.27 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: FEB 3, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 10 FEB 89 20 JAN 89 13 JAN 89 FIELD TEST: 24 FEB 89 10 FEB 89 PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HARDWARE- USING NEW SAD AUDIO BOARD. 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240) OF THE 19" VARIETY. 3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE. 4. THE ABILITY OF SPEED CONTROL IS STILL AN OUTSTANDING ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK) 5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST. 6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW. 7. 4 TH. REVIEW PUSHED BACK ANOTHER WEEK TO 2/10/89. THE TEAM HAS BEEN SICK AND NEEDS THE TIME TO TEST OUT NEW ADDITIONS. 8. A DETAILED WRITE-UP OF GAME GOAL STILL NEEDS TO BE DONE. 9. THE NEW EDITOR SHOULD ALLOW FOR QUICK TUNNEL DESIGN! 10. VOICE FOR FIELD TEST RECORDED ON 1/17/89. ITS IN GAME. 11. ED IS JUST WORKIN......."I BE WORKIN BOSS, MY LATEST CREATION IS THE ABILITY TO VERTICALLY SCROLL BACKGROUND" ___________________________________________________________________________ From: GAWD::HALLY 9-FEB-1989 15:50:33.95 To: @[HALLY]STUN CC: Subj: STATUS STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: FEB 10, 89 PL: MIKE HALLY DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 3 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 10 MAR 89 10 FEB 89 PROD RELEASE: 19 APR 89 FGA: 4 JUN 89 ACTION ITEMS: 1. HARDWARE- USING NEW SAD AUDIO BOARD. 2. WE DECIDED TO GO WITH A STANDARD RES. MONITOR (512 x 240) OF THE 19" VARIETY. 3. A NEW UP TO DATE COST OF THE STUN GAME IS AVAILABLE. 4. THE ABILITY OF SPEED CONTROL IS STILL AN OUTSTANDING ISSUE. MAYBE AFTER OUR 4 TH. REVIEW WE WILL MAKE A DECISION FOR FIELD TEST. (LOOKS LIKE THE FLIGHT CONTROL IS BACK) 5. WE WILL BE USING THE FAMILY CABINET FOR FIELD TEST. 6. ADDITIONAL ANIMATION FOR FIELD TEST REQUIRED AFTER REVIEW. 7. 4 TH. REVIEW PUSHED BACK TO 3/3/89. 8. WE HELD A BRAINSTORM MEETING ON 2/7/89 TO DEVELOPE A NEW GOAL. 9. DETAILS OF PLAN FORTHCOMING. ___________________________________________________________________________ From: CHARM::LOGG 10-FEB-1989 11:47:11.04 To: @SYS$MAIL:ENGINEER CC: Subj: Slapstick File: [LOGG.DND]BYPASS.DOC Date: February 10, 1989 A company in the UK has come to us with a kit for Gauntlet II which bypasses the slapstick. This is how they did it. Please keep this technique in mind when you are doing your next game. The slapstick works by taking an address space of length 8000 and selecting one of four banks of length 2000. In general, the same bank repeats itself four times in the address space. If the slapstick is removed and two wires are substituted, then the full 8000 address space is available. In the case of Gauntlet, and I assume other Atari games, the addresses used to reference data or program in the slapstick area are for bank 0 only. Now, if someone were to change the addresses in all instructions which reference the slapstick to the appropriate bank, then they would have defeated slapstick completely. This is an oversimplification but you get the idea. This is what happened in Gauntlet. They changed our jump table from address in the range 0-1FFF to 0-7FFF. They never had to discover how the banking works. They could have easily tried all four possibilities to get the right address. In Gauntlet, I thought we were safer because the data was compacted in a very obscure fashion. This apparently didn't stop them either. We also checksummed portions of our program so they couldn't change our program. Unfortunately we did not checksum our jump tables in the slapstick area. Their method can be defeated in many ways. We could have used one instruction, like JSR 1000, to jump to either of the four banks depending on a condition set up previously. We could have put code in the slapstick area to make it a little harder. We could have put a JSR in the slapstick area which would return to another bank. There are many other techniques which I will not go into here. ___________________________________________________________________________ From: KIM::SNYDER 10-FEB-1989 12:49:10.05 To: @SYS$MAIL:ENGINEER CC: Subj: SLAPSTIC usage SLAPSTIC USAGE ATARI GAMES DOUG SNYDER 890210 When using slapstic to protect a game from being copied, two important items should be kept in mind. 1. The SLAPSTIC hardware should use the 2 SLAPSTIC select bits (BS0 and BS1) to page memory, not just select one of four areas of a homogeneous address space. Although banking makes SLAPSTIC slightly harder to work with, it more difficult to analyze and work around. TETRIS is a recent example of banking. It banks four 16K chunks into one 16K address space. 2. The SLAPSTIC software should bank program and data, not just data. The best way to use SLAPSTIC is if the program jumped from bank to bank within the banked address space. Rivera and Avellar did this very well in EMPIRE, but this technique is tricky to implement. Each project leader should verify that at least one, (preferably both), of these items are included in every game. Item 1 should be checked before the PCB is released and item 2 before the final software release. ___________________________________________________________________________ From: KIM::RAY 13-FEB-1989 10:03:24.91 To: FUJIHARA,MOMODA,BENZLER,BRAD,DIEKNEITE,COMSTOCK,NOBLE,MOSER,MONCRIEF,MARGOLIN,MEYETTE,TAKAICHI,JANG,JACKSON,DENCKER,CAMERON,LANDAVERDE,VISUALCOM,MCNAMARA,BURGESS,ROTBERG,RAY CC: Subj: Ed Rotberg new S.T.U.N. Runner Project Leader Effective today, Ed Rotberg is the new Project Leader for the S.T.U.N. Runner project. Thank you for your continued support!! John Ray ___________________________________________________________________________ From: KIM::ALBAUGH "Dr. Bizarro" 15-FEB-1989 13:38:45.71 To: @sys$mail:junk CC: Subj: Diamonds are forever (The following is a flame. Had it been an actual debate I'd bury you with statistics and it would be much longer...) If you really _like_ breathing smog and would rather never have a livable county just delete this message now and save time and effort for both of us. I just can't let Gary Stark's petition and mail stand unchallenged. Measure 'A' was sold to the voters by signs alledging (falsely) that the money would be spent to solve "the 237 problem". In fact (and the fine print of the measure) the express purpose of the measure was to fund the extension of Hwy 85 into the Almaden valley so that developers could get rich building condos on ex-open space and hwy 280 could get as jammed as 101 is now. I read the measure and voted against it. I lost, but I'm not crying about it now. Stop and think about the insanity of funding road construction _at_all_ with sales tax money when fuel costs are already the most massively subsidized of any nation. What happened to "pay as you go". The automobile is already massively subsidized by the extensive use of sales tax, income tax, depletion allowances artificially lowering oil prices, etc. The highway system was _built_ partially with ticket taxes levied on railroad (!) passengers. (The rest of the ticket tax money went to build airports, not one cent went back to rail). In short, the auto (and those who maintain their "right" to drive at our expense) has been massively subsidized at the expense of other forms of transportation for at least 50 years. The bitching and moaning when the rest of us get a small piece back (in the form of diamond lanes built with a sales tax) is ludicrous. There is no such thing as a free lunch Mike ___________________________________________________________________________ From: GAWD::ROLM "SUTTLES, SHEPPERD, or ALBAUGH" 15-FEB-1989 14:29:09.40 To: @sys$mail:everybody,ROLM CC: Subj: Phones and Credit Cards (Those with bulletin boards, please post) WARNING! WARNING! DANGER!! DANGER!! I am sure we have concientious employees who arrange to pay for those personal calls they are forced to make from work. The most convenient way is to use telephone company credit cards. If you fall in this category, this message is for you. There are a few things you should know. MCI is the normal carrier of all long distance calls placed through Atari's phone system. By itself, this is not a problem. However, they have recently started a moneymaking scheme that you should know about. If you dial as though to make a regular credit card call, using another carriers card, THEY WILL PROVIDE THE "BONG" that AT&T callers are used to hearing. If you then key in your credit card number (usually AT&T), they will honor it, completing the call for you. When you get your bill, you will find that you paid four to ten times the going rate, and the charge is tacked onto your regular AT&T bill through a cooperative service. If you don't pay, AT&T loses, and they generally blackball you and rip out your cord by the roots. This information, incidentally, applies to pay phones as well as Atari's system. You should make sure of your carrier before giving the card number. Another nifty detail is that coin calls are cheaper, at least local ones. I have found through my own experience that what would have costed 20 cents in change can cost up to four dollars if you tell it your number. I am told that out-of-lata calls are cheaper by calling card, but infra-lata calls are definitely not. The lata we are in includes all of the 408 area code, all of 415, and most of 707. If you are in these area codes, (and I'm assuming that the phone your card is associated with is also) you should pay coins to coin phones if you have the option. If you are not within these area codes, use the card; it's easier AND cheaper. One more tidbit is that (to the best of my knowledge) only AT&T has long distance operators. If you have trouble with a long distance call, if it's not with AT&T, you just have to keep trying. The rest of this text is directions on how you can use your carrier to place a credit card call. It isn't necessary (or even desirable) to read those that don't apply to you. FROM INSIDE ATARI ON MCI DO NOT DIAL NINE. Instead, dial the pound key, and 624 (pound MCI). Wait for the dial tone AFTER it goes through (you'll hear rings first). Next dial the number you want to call. Wait for the bong, beep or bell (definitely NOT a dial tone). Now dial your credit card number. Your call should go through; the charge will appear on your home bill. FROM INSIDE ATARI ON AT&T DO NOT DIAL NINE. Instead, dial the pound key, and 600. Wait for the AT&T long distance operator. You will have to explain that our antiquated system will not allow you to direct dial. You may or may not convince the operator on the first try. Ask for a station-to-station call (unless you want person-to-person). You will be asked for the number you want to call and your card number. You will be billed on your home bill for an operator-assisted call. Sorry, but that's the best we can do; AT&T doesn't believe in these relay numbers that everyone else is using. FROM INSIDE ATARI ON SPRINT (using a FONcard) DO NOT DIAL NINE. Instead, dial the pound key, and 678 Wait for the dial tone AFTER it goes through (you'll hear rings first). Next dial the number you want to call. Wait for the bong, beep or bell (definitely NOT a dial tone). Now dial your credit card number. Your call should go through; the charge will appear on your home bill. FROM an OUTSIDE LINE ON MCI (on ANY telephone with a network-supplied dial tone) Dial 0, 10222, area code, exchange, extension. Wait for the bong, beep or bell (definitely NOT a dial tone). Now dial your credit card number. Your call should go through; the charge will appear on your home bill. FROM an OUTSIDE LINE ON AT&T (on ANY outside telephone) Dial 0, 10288, area code, exchange, extension. Wait for the bong, beep or bell (definitely NOT a dial tone). Now dial your credit card number. Your call should go through; the charge will appear on your home bill. Optionally, you can just dial 0, 10288, and wait; an operator will come on the line, and you can explain whatever it is you want to do. FROM an OUTSIDE LINE ON SPRINT (using a FONcard) (on ANY outside telephone) Dial 1-800-877-8000. This connects you to the Sprint network. Any carrier must get you to any 800 number, free. Wait for the dial tone AFTER it goes through (you'll hear rings first). Next dial the number you want to call. Wait for the bong, beep or bell (definitely NOT a dial tone). Now dial your credit card number. Your call should go through; the charge will appear on your home bill. TO DETERMINE WHAT COMPANY WILL CARRY YOUR CALLS IF YOU DON'T SPECIFY: (this only works on outside lines) Dial (700)555-1212 yes, 700. You will get a (free) recording saying who your long distance company is at that time. This number is intended as a service for people who are changing carriers so they can tell if it worked or not. IF YOU'RE STILL LOOKING FOR YOUR LONG DISTANCE CARRIER, I don't know how to do it yet, so let me know and we'll experiment. I'll publish the results so everybody can learn how. sas ___________________________________________________________________________ From: KIM::ALBAUGH "Dr. Bizarro" 15-FEB-1989 16:29:48.22 To: @sys$mail:junk CC: Subj: More phone info In general Steve's memo was quite informative and accurate, but you should note the following: Our LATA does _not_ include all of 408. Carmel peninsula and perhaps as far north as Aptos are not included, but are (408). Inter-Lata calls _may_ be cheaper by credit card, but this is totally at the discretion of the COCOT (Customer Owned Coin Operated Telephone). Many (if not all) of these contract with an AOS (Alternative Operator Service) for any billing, and apply a totally unregulated surcharge (300% is not uncommon) for the "work" of forwarding your credit card number to your LD carrier. ATT have the only "in-house" operators so far, but all the others, to my knowledge, have contracts with AOS's to handle "operator-assisted" calls. The surcharges range from annoying to extortionate. As a rule of thumb, if you find yourself talking to an operator who does not specifically identify him/herself as ATT, HANG UP or be prepared to pay through the nose. Note also that these people are carefully trained to give the impression that they work for the LD carrier you thought you were using without actually stating it (which would be illegal). It may be legally true that any carrier must get you to any 800 number free, but it is not the case that any COCOT necessarily will place the call. These leeches make big bucks by forcing you through their LD carrier and AOS, and will desist only as and when forced to do so by state attorneys general. At present about six states are looking into the widespread abuses of COCOTS and AOSes but California is not among them. If you think this is bad, don't even _think_ about placing a call from a hotel! Would now be a good time to suggest that the next time you run across a COCOT, you inform the proprietor of the establishment that if they do not value your patronage more than an extra quarter, perhaps they can do without it? Flame off Mike ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 16-FEB-1989 10:04:00.24 To: @STATUS.DIS CC: Subj: STUN RUNNER Status Report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: FEB 10, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 The project has lost the services of Mike Hally. Ed Rotberg has now assumed the responsibilities of Project Leader and lead Game Designer. A mini-brainstorming meeting was held last week to discuss possible new game themes and goals. This was in light of the almost universal feeling that while the game "looked" good, the play appeal was noticably lacking. As per that brainstorming session and the team meeting following it, a new direction for the game has been established. A document describing the new direction has been written, including a somewhat detailed plan for the first three waves of the game. This document has been distributed to those directly involved with the project. If you are interested in a copy, please see Ed Rotberg. In light of this change of direction, new dates have been established for the 4th Review, Field Test, Production Release, and FGA. These are indicated above. These dates were arrived at based upon a reassesment of the tasks that needed to be completed before the game would be ready for Field Test. HARDWARE The Rev. 2 MutiSync PCB is up and working with only one mod. This is a component change in the SCUM circuitry requiring an 'F' part for the clock buffer. We have abeen allocated one Rev. 2 board which we will probably use for the field test unit. Jed Margolin has also been converting his Driver self-test to run on MultiSync standard speed. This will be a great help to the project. CONTROLS Milt Loper has started working on cost reducing the flight controller. Current pricing gives the Namco plastic handles at $8 per set, but Milt reports that the reliability of these parts is questionable at best. The tooled metal handles currently cost $40 per set. Milt is looking into die-cast metal parts. There is no cost projection on these parts but the lead time looks like 8 - 10 weeks including drawing time. He is also looking into getting our own molded plastic parts from a new vendor that believes they can produce them with a lead time of 4 - 6 weeks. The projected cost for these would be about $8 per set. Milt is also going to look into getting the entire assembly costed by the vendor supplying the steering wheel stop mechanism for Hard Drivin' as they gave us an excellent price on that part. CABINET We are planning on using the Family Cabinet for Field Test. Mike Jang has figured out a way to mount our board set and power supply in that cabinet. GRAPHICS As per the change in game design, much of the graphics for the game will need to be reworked. A meeting was held Wednesday with the animators, and we will be supplying them a new prioritized list by the end of the week. AUDIO Much of the audio done for the game will be able to be used in the new game theme without change. However, many of the voice cues will certainly need to be changed. I will be providing a prioritized list of required audio to Brad and Don this week, but it will not include voice cues at this time as we would like to see how the game plays in its new guise before deciding what voice cues we need. Brad says that lead time for voice may be as much as 2 - 2 1/2 weeks so that will be a consideration towards getting him that list as early as possible before field test. SOFTWARE As per my conversation with Rick Moncrief and Max Behensky, we will be getting Max and Stephanie's time between now and Teusday 2/21/89. Their help is required for the following action items: 1) Giving us the capablitiy to to BLIT objects both directly to the screen and onto polygons (growth BLITs) 2) Implementing a method to display the control panel using the "fast background" method. 3) Implement vertical scrolling of the background. 4) Give us the ability to modify a small subset of the color-map. 5) Give us the ability to convert Fonts supplied by the animation group to the format needed for the MultiSync system. 6) Help us conform the Driver coin & stats package to our needs. On a lower priority level, the animation group has requested that Max modify one of the 3D CAD systems to use a tablet instead of the mouse. Additional software changes as per the new game design are under implementation by Andy and Ed. This will include designing the first 3 waves, and spending time tuning them. ___________________________________________________________________________ From: KIM::DOWNEND 23-FEB-1989 14:11:26.71 To: @SYS$MAIL:ENGINEER CC: Subj: Thurdsday Afternoon Attendence Some people in the Electrical Engineering Department took an extended lunch to wish a departing employee farewell Weds., 2/22. Some people returned by 3:00PM. Some returned much later...as late as 6:00PM...or 10:00PM ???. I was not informed. If you report to me, THIS ISUNACCEPTABLE. You are expected to keep me informed if you will be gone during the work day. Under the circumstances, I can tolerate an extended lunch (say til 3:00PM?) but only if I am informed. Rob Rowe left me a note. Did anyone else? Please let me know if you were gone and for how long. I would also like to know if you think you should make this lost time up, or if multi-hour farewell lunches are your inalienable right and a company-paid benefit. Yes, you might say I am upset. I would appreciate at little more consideration from you guys. Your Boss (I think) ___________________________________________________________________________ From: GAWD::MCCARTHY 23-FEB-1989 15:40:38.36 To: @sys$mail:hardware,MCCARTHY CC: Subj: Programmable logic. If you are interested in a programmable device compiler then read on. I have information packets for ABEL and CUPL. If you want to see the packets then let me know. I will send them out on a distribution list to anyone interested. I also have demonstration software for ABEL, CUPL and XILINX on the PC in my office, if anyone wants to look at them. Here is a summary of the software. We currently have PALASM2 and AMAZE programmable device assemblers in both DOS and VAX/VMS formats. These products are FREE from AMD/MMI and SIGNETICS respectively. They are good for devices from those companies, and second sources. e.g PALASM2 does not program AMD PAL18L8s, but this may have been corrected since AMD bought MMI. AMAZE covers mostly FPLAs (IFLs). I have not used a recent version of AMAZE so if someone knows of expanded capabilities please let me know. Neither program works with some of the newer devices like EPLDs (ALTERA, INTEL) and ERASICs. PALASM2 (DOS vesion only) can program state machines, and has a simple MINIMIZER algorithm. PALASM2 and AMAZE are assemblers. The logic equation input is restricted to a strict set of rules that are determined by the device being programmed. CUPL and ABEL are compilers. Logic equation entry is free format and device independent. Tables and state machine descriptors can be used as well as standard logic equations. Vectors and macros allow great flexability in both design specification and simulation. The same design specification could be used for a PAL, PLA, GAL or EPLD. Design time with a logic compiler is probably half that of an assembler. Debug time is probably half to one tenth depending on design complexity and use of the simulator. Cost: PALASM2 and AMAZE : FREE ABEL : DATA I/O, Redmond, WA ABEL on microvax : $3995, includes 1 year maintenence ($600 value) ABEL under DOS on a PC : $2275, includes 1 year maintenance ABEL version 3.1 ships in February CUPL : LOGICAL DEVICES INC, Ft. Lauderdale, FL CUPL on VAX (unlimited users) : $3495 CUPL on VAX (MAX 3 users) : $2495 CUPL under DOS single user : $1250 CUPL maintenance : $360 for 1 year, $595 for 2 years. CUPL version 3.0 is "Upcoming" and will add the EP1800 from Altera/Intel and a few other new devices. I am interested in getting either ABEL or CUPL, mainly because I want to prototype a custom chip using mainly programmable logic, and because I have used as many as 6 PAls in a production game and find PALASM2 error prone and cumbersome. I need feedback from the other engineers on their potential usage. See the next mail message for a feedback questionaire. Comparison of ABEL versus CUPL. This is a transcript of an excerpt from a marketing newsletter dated 3rd quarter '88. put out by EXEL who makes the 78c800 ERASIC. PLD Software: ABEL vs CUPL Comparisons of the two most widely-used PLD design software packages, ABEL and CUPL, seem never-ending. In actuality, these best-known logic compilers are no longer in a two horse race. Data I/O's ABEL is now, because of its recent enhancements (rev. 3.0), the industry's recognised leader. ABEL supports more manufacturers' devices (Altera, Cypress, Intel) and has improved its syntax, logic reduction and simulator. It has the ability to handle asynchronous or multi-level logic (such as ERASIC's) and configurable flip-flops, which include resets-presets. CUPL, in direct contrast, is an orphan looking for a home. It was originally the property of Assisted Technology and in 1986 was acquired by Personal CAD Systems (PCAD). CUPL has since been sold to Logical Devices Inc. of Florida. CUPL has not been enhanced in over two years and no enhancements are projected for the near future. Moreover, PCAD evidently did not provide Logical Devices with CUPL source codes, so when EXEL attempted to create an enhancement package for use with CUPL (similar to MultiMap/Multisim, our ABEL enhancement software), our efforts met without success. ABEL is the only universal logic compiler that has made a long-term commitment to its original customers and to the established design community. ___________________________________________________________________________ From: BERT::WOOD 23-FEB-1989 17:46:33.89 To: @SYS$MAIL:EVERYBODY CC: Subj: Lawsuits with Nintendo The following interoffice memo was distributed to Tengen employees today regarding the most recent developments in our lawsuits with Nintendo. As matters develop we will keep you informed. As I indicated previously, if you get any inquiries regarding the lawsuits, please direct them to me. CONFIDENTIAL - COMPANY PRIVATE NOT TO BE SHOWN OUTSIDE THE DISTRIBUTION LIST There are various matters pending before the court in the lawsuits involving us and Nintendo, and the judge has taken these matters under consideration. The only verbal or written comment that any party may make in these matters is "The matters have been taken under consideration by the court." Any inquiries about the present lawsuits should be responded to with the sentence within the quotes above. Until otherwise notified, your comments and activities must be strictly and simply limited to promoting and selling TENGEN PRODUCTS ONLY! ___________________________________________________________________________ From: CHARM::MCNAMARA 28-FEB-1989 10:45:36.42 To: MARGOLIN,MCNAMARA CC: Subj: Jed, Ed Rotberg would like to have a vcr connected to STUN as soon as possible. When you have time I need to have you show me the hardware mod that needs to be installed on the main board. The document that will tell us how to do this is [salwitz.vcr]vcr.doc. I have the video board and optical transmitter that is mentioned in the document. Thanks, Glenn. ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 2-MAR-1989 09:28:18.81 To: @STATUS.DIS CC: Subj: Status Report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAR 02, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 HARDWARE Glen has been bringing up the second moded Rev 1 MultiSync board as we have not yet received our Rev 2 board. This board now appears to be up and running as well. Glen is also adding the hardware necessarr to drive a VCR for Field Test. CONTROLS There will be a meeting today (3/2/89) at 2:00 PM to discuss the status and plans for the flight controller that we are planning on using. GRAPHICS The Animation Group has committed to a schedule for S.T.U.N. RUNNER graphics that will get us to Field Test as per the current schedule. We have already received a lot of new graphics. We have new bacgrounds, new tunnel segments, and a complete animation sequence for the player getting into the TTV at game start. AUDIO No work on audio at this time, as we are still evaluating our needs. SOFTWARE Max Behensky has been giving our project a lot of his time, and as a result, many of the action items have been completed. These are: 1) Giving us the capablitiy to to BLIT objects both directly to the screen and onto polygons (growth BLITs) 2) Implementing a method to display the control panel using the "fast background" method. 3) Give us the ability to modify a small subset of the color-map. 4) Help us conform the Driver coin & stats package to our needs. Other items specified on the previous list have been dealt with in other ways. At present, we are only looking for an improved vector rendering algrorithm in the GSP, and our immediate needs from the Applied Research group will have been met. Software changes to the game include: 1) New opening animation sequence. 2) Scrolling backgrounds (horizontally & vertically). 3) "Glowing" hotspots. 4) Cycles now enter from behind player. 5) No Bonus time. This next week we will be integrating and tuning the new game play in the first three waves. ___________________________________________________________________________ From: BERT::WOOD 6-MAR-1989 16:04:39.99 To: @SYS$MAIL:EVERYBODY CC: Subj: Atari Games granted preliminary injunction against Nintendo MILPITAS, March 3, 1989 -- Atari Games and its wholly-owned subsidiary, Tengen, today were granted a preliminary injunction which prohibits both Nintendo America and its Japanese parent company, Nintendo Co. Ltd. from suing retailers who carry Tengen products for infringement of Nintendo's patent. Atari Games and Tengen's motion, granted in the United States District Court in San Francisco, was hotly contested by Nintendo. The injunction prohibits the video game giant from filing suit against Tengen retailers until patent infringement disputes between the companies are formally resolved. The court decision places similar conditions on Atari Games with respect to its claims of patent infringement against Nintendo. The motion was filed by Atari Games and Tengen after they had learned that several of Tengen's retailers, including some of the nation's largest toy chains, had received letters from Nintendo's outside legal counsel insisting that they immediately remove all Tengen products from their shelves. The letters stated that failure to comply would result in Nintendo taking legal action against retailers for third-party patent infringement. "Nintendo has tried to wage this battle on the retail front, rather than in the court where it belongs," said Hide Nakajima, Atari Games president. "This decision takes the retailer out of the middle, and places matters in the appropriate forum. "Nintendo's intimidation tactics have created fear and confusion among our retailers," said Nakajima. "We believe this decision represents the first step towards creating the kind of fair, open market we've been seeking." The motion was filed in connectionwith the anti-trust lawsuit filed by Atari Games and Tengen against Nintendo claiming monopoly, wrongful business interference and patent infringement. Tengen is the wholly-owned subsidiary of Atari Games Corporation and is headquartered at 1901 McCarthy Blvd., Suite 210, P. O. Box 360782, Milpitas, Calif, 95035; (408) 435-2650. Atari Games is a privately held company, is not affiliated with Atari Corporation, and should be referred to as Atari Games. ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 9-MAR-1989 11:09:40.53 To: @STATUS.DIS CC: Subj: S.T.U.N. RUNNER Status Report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAR 09, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: ** 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 HARDWARE Glen has added the circuitry necessary to drive the VCR from the MSYNC board. We have hooked this up to the developement board in order to work out glitches in using the VCR as well as using the VCR to help debug the game. Jed is starting to bring up our REV 2 MSYNC board. CONTROLS There was a meeting last Thursday (3/2/89) at which we discussed the flight controller, the current costs, and ways in which we might be able to reduce those costs in both the near term (i.e. for S.T.U.N. RUNNER) and in the long term. See the Mechanical Engineering Status report for details. CABINET Mike Jang says that we should have a "Family" cabinet by one week prior to our scheduled Field Test. This means we should have the cabinet by the scheduled 4th Review. GRAPHICS Graphics proceeding according to schedule. AUDIO Don has been given a new list of SFX for the game. There is still no request for voice audio, as the phrases needed have not yet been determined. SOFTWARE Software changes to the game include: 1) Added "inertia" in turns on the flats 2) Added friction when touching the rails on the flats. 3) Two new tunnel sections have been added. 4) We have taken a number of passes at tuning the first two sections. 5) Implemented a warp sequence to higher levels. 6) Added the code to run the VCR under 68010 control. This involved rewriting the timing loops that John Salwitz had written for a 7.19 Mhz 68000 to work on a 8 Mhz 68010. Thanks to Mike A. This week we will be working on: 1) Map and instruction sequences before each level. 2) High Score entry for each level for each of four categories. 3) Improved steering dynamics. 4) Improved traffic routines. 5) Tuning traffic/markers/hotspots into levels 3,4, & 5. 6) Capturing game play statistics and associated display screens. ___________________________________________________________________________ From: KIM::RAY 14-MAR-1989 13:00:34.81 To: @SYS$MAIL:HARDWARE.DIS,GROSSMAN,RAY CC: Subj: Hardware Meeting Tuesday 3/21 1:30 Engr. conf. room The next hardware meeting will be next Tuesday at 1:30 in the Engineering Conference room. Some of the exciting topics will be: Introduction of new audio engineer -- Byron Sheppard Welcome Doug back from vacation (back to work!) Update on 1M EPROM prices Pros/cons of JAMMAing (adopting the JAMMA standard edge connector). ??? See you there! John ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 16-MAR-1989 10:58:24.37 To: @STATUS.DIS CC: Subj: staus report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAR 09, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 Carole Cameron has joined the S.T.U.N. RUNNER project team as Project Coordinator. Her responsibilities include coordination of all Design Services and Visual Communication functions concering this project. She will report to Ed Rotberg with regard to her responsibilities in this area. HARDWARE Glenn has two more PCB sets up and running. GRAPHICS Graphics proceeding according to schedule. AUDIO No change. SOFTWARE Software changes to the game include: 1) The Map/instruction screens have been implemented. 2) The steering dynamics have bben adjusted but are still not what I would like. 3) New Graphics have been added. 4) Added the ability to fade into and out of screens, so that the slow process of background decompression is not evident to the player. 5) Rewrote the main routine to make it easier to follow/manage. This week we will be working on: 1) Devise & implement a new scheme for game continuation - level qualification. 2) Improved traffic routines. 3) Tuning traffic/markers/hotspots into levels 3,4, & 5. 4) Adding two new attract modes: a) Scenario description that sets the tone for the game. b) A points screen showing what enemies/targets are worth what points. 5) Capturing game play statistics and associated display screens as per marketing input. 6) Implement add-a-coin fully. ___________________________________________________________________________ From: KIM::RUSTY 17-MAR-1989 15:55:00.78 To: @SYS$MAIL:ENGINEER,RUSTY CC: Subj: Due to popular demand... In attempt to try to keep up with my game schedule I am going to establish "office hours." This is to try to minimize the number of interruptions I am experiencing on any given day and clump them all together at one time! This is primarily directed at the RPM users group (audio), the ARIUM benevolent society, the MO driver movers and shakers, and the PC haters club. During these hours, I will be available for general consulting on any topic I know (or don't know) anything about, and do my best to bash any bug that has dared to show its ugly little head in any of the code I am responsible for. However, if you have a question or a bug that is theatening a production release, field test, or other IMPORTANT event and that needs immediate fixing, you can still track me down right away (this has never been a problem up till now!) For now, I am setting aside 1:00 - 3:00 Tues & Fri as the times to nail me. If I'm not in the office, I'll probably be somewhere close by (like in the lab). Rusty P.S. I don't expect (or want) everyone to just leave me alone and not ask questions, this is primarly an attempt to try to get them all to happen at once if possible. P.P.S. Madam Q has ordered me to state that this doesn't apply to anyone needing me for anything having to do with "ThunderJaws." ___________________________________________________________________________ From: BERT::BROWN 21-MAR-1989 11:35:16.35 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: NEW HIRES If the name Franz Lanzinger sounds familiar to a lot of you old-timers, it's because Franz worked for Atari Coin-Op from 1982 to 1984 as a Software Engineer. He is back (well, sort of---he is at Tengen). Franz is working in Steve Calfee's group as a Sr. Programmer, but I am sure we will see a lot of him here at Atari. Also starting this week is Chuck Eyler. Chuck has joined that whimsical group called the Animation Department. Chuck has been animating since 1977, and has just recently finished a stint with Colossal Pictures in San Francisco. Welcome guys!! ___________________________________________________________________________ From: KIM::SUTTLES "Doctor DCL" 21-MAR-1989 12:14:39.49 To: SLOBS,SUTTLES CC: Subj: (see above) The printer room is a continuous disgrace. Again, I've cleaned up after others, thoughtless people who extract what they came for, without paying any attention to the mess they leave behind. If you need to get a printout from the printer, fine. But don't rip yours out of a chain and leave the rest. Nobody wants their printouts looking like a used kleenex, or trampled from not hitting the basket. If you don't want to clean the mess, FINE. Just don't make it any worse! When you leave the prior printouts wadded in the basket, whether they were that way or you're just too damn lazy to fold the tail in after you snatch your printouts, you are causing the very problem you think you're avoiding. And somebody else has to clean up the mess you should have quickly straightened, PLUS the disaster that will occur from the new listings that have nowhere to go. Now, not everybody does this. Each of you already know if you qualify. Many of us have a pretty good idea who the offenders are, even if they are particularly careful to take the sheets before and after their job with the identifying information. (Q: If you aren't doing anything so wrong, why are you so careful to take these identifying headers and trailers?) However, the identities can be determined without the headers and trailers, and this information could be made public, if that seems required. We could also arrange for your printouts to be saved til last, for example...Maybe we'll take a poll over what to do about continued abuse... Incidentally, any printouts over two weeks old are encouraged to be tossed by anyone who wants to. They should be shredded, if there is any doubt; just because they weren't picked up doesn't mean they're not sensitive. A quarter of the printouts in there were from 1988; it's a lot easier to find your own printouts now. And if you find that you printed something out, and don't need it by the time you get to the printer room, please dispose of it. There is a trash can and a shredding basket right there; it makes it easier for everyone, including yourself. Also incidentally (co-incidentally?), a restatement of long-standing policy: IF YOU DON'T KNOW HOW TO SERVICE THE PRINTERS, ==> DON'T!! <== Ask anyone in the computer group; we'll be ecstatic to show you how, and would rather do it ourselves than have the guy after you complaining about how the printer is screwed up (alignment, ribbon, paper jam) and that his mail message was deleted as it was printed. Of course, if you can do it WITHOUT screwing it up, by all means, go right ahead. We can use all the help we can get. sas ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 22-MAR-1989 14:44:55.77 To: @STATUS CC: Subj: status report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAR 22, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 HARDWARE Jed needs to determine the maximum draw for 5 volts with our configuration so we can determine power supply size (is 10 amps enough -- 15 too many??) CABINET Cabinet wood should be completed today. CONTROLS Controls for field test with plastic handles & down stop by 3/29. HARNESS Field test harness by 3/29. CABINET ART Kyoko to start cabinet art next week. GRAPHICS Graphics proceeding according to schedule. AUDIO No change. SOFTWARE Software changes to the game include: 1) New traffic routines have been implemented. 2) A "points" attract screen has been added but needs to be changed. 3) New Graphics have been added. 4) Added "vertical splits" to be used for warping to higher levels. This week we will be working on: 1) Devise & implement a new scheme for game continuation - level qualification. 2) Tuning traffic/markers/hotspots into levels 3,4, & 5. 3) Adding new attract modes: a) Scenario description that sets the tone for the game. 4) Capturing game play statistics and associated display screens as per marketing input. 5) Implement add-a-coin fully. ___________________________________________________________________________ From: GAWD::RAY 22-MAR-1989 15:54:18.00 To: @SYS$MAIL:HARDWARE,RAY CC: Subj: Hardware meeting 3/21/89 summary Hardware Meeting 3/21/89 J.Ray 3/22/89 Attendees: Mike Albaugh, Chris Downend, Tim Hubberstey, Pat McCarthy, Glenn McNamara, Rich Moore, John Ray, Byron Sheppard, Doug Snyder, Gary Stempler. Byron Sheppard was introduced as a new hardware engineer in Brad Fuller's audio group. Welcome Byron! The latest 1 Meg EPROM info from TI is: They are not in production yet. Parts will be available in the summer for $18-20. They will not be cost-effective for us until early 1990 when they should cost about $14. Pat McCarthy reported that he is 90% done with the schematic. He will be implementing most of the chip in TTL to keep the Thunderjaws project progressing. The expected size of the chip is 3000 gates. He is hoping to get the Priority and Shifter chips done for Tjaws as well, but is not sure yet if this is possible. Doug and Mike reported that they will probably be visiting Mississippi next week to check on the design of the ASAP chip. Proto chips are expected late May or June. The first two boards for the development system (Mother and 68000) should be ready in May. The next two boards will be the RAM board and the Pod board. The Analyzer will be wire-wrapped before it goes to PC. The ASAP development system will be packaged in a "baby AT" case due to its cost-effectiveness and readily available components (eg. power supplies). Mike is working on the software, and will need an AMS for the 68000 development. The ASAP development system software committee has written the first pass report on what they would like to see in the system. Pat will be writing up a purchase req. for Data I/Os ABEL software for the VAX. This will be an upgrade from the PALASM software currently used. Pat will arrange a demo of Viewlogic schematic capture and simulation software for the PC. We then discussed moving towards the JAMMA standard edge connector. Chris gave a synopsis of the reasons Atari needs to move towards this standard: The only games that are selling now are blockbuster games (Hard Drivin') and kits. Upright games in the $2000 price range are just not selling. This change in the market demand requires us to adapt our games to the kit market. The kit market is dominated by the JAMMA standard. JAMMA PROS Increased kit sales Possibly increased whole game sales Economies of harness standardization: Engineering Manufacturing Field service (test fixtures) JAMMA CONS Increased PCB costs Increased connection costs Increased FCC problems Reduced power supply capabilities Inflexible edge connections Reduced audio volumes Changes "Standard Audio" methods (increased engineering) Doug Snyder agreed to coordinate documenting the Atari JAMMA specification. This specification will cover: Edge connector pinouts Video timing, polarity, levels Audio levels Power supply requirements Byron Sheppard agreed to come up with a standard audio amp configuration (for use on JAMMA games) that is cheap and uses readily available components. We discussed monitor usage on JAMMA games. The JAMMA edge connector only provides for -CSYNC. However, Doug said that the kits he has seen also provide taps somewhere on the PCB for separate positive syncs. He suggested we do the same (as a minimum) on our boards (on Tetris, he provided a separate Atari standard monitor header on the PCB). We should also make sure that the monitors we will be using will accept -CSYNC. (Some monitors accept -CSYNC on both -HSYNC and -VSYNC terminals). We should NOT use (on our JAMMA compatible cabinets) monitors that only accept positive sync signals. Regarding current and future games: TETRIS and TETRIS cocktail are both JAMMA compatible. ESCAPE upright will not be a JAMMA cabinet. ESCAPE kit will have an adaptor board and minor mods to the SA audio board to make it JAMMA compatible. SKULL & CROSSBONES main board will be re-designed to incorporate the JAMMA connector. The SA II board (with minor mods) will mount on top of the main board and have connections only to the main board. Games beyond these were not discussed. I would presume that all games currently in development except for S.T.U.N. Runner will be converted to JAMMA. Incorporating the audio board onto the main board should be seriously considered for cost savings (keeping the software drivers as compatible as possible, however). Please let me know if you have any additions or corrections. John ___________________________________________________________________________ From: KIM::DOWNEND 23-MAR-1989 17:06:47.31 To: @SYS$MAIL:ENGINEER CC: Subj: ATARI ALUMNI SEARCH - STEVE EHRET If anybody knows the whereabouts of Steve Ehret, or knows somebody that might know how to reach him, please let me know. He worked on a patent long ago that has new relevance regarding the legal/patent dispute with Nintendo. Apparently our legal staff would like to discuss the patent with him. Steve Ehret was a Coin-op technician back in the 1975-1979 timeframe. ___________________________________________________________________________ From: BERT::GROSSMAN 29-MAR-1989 10:49:23.81 To: ROTBERG,BURGESS,MARGOLIN,MCNAMARA,COMSTOCK,NOBLE,MOSER,BRAD,DIEKNEITE,RAY,CAMERON,MOMODA,MONCRIEF,MOORE,DOWNEND,RAINS,GROSSMAN CC: Subj: S.T.U.N. Review Friday, March 31 2:00 pm S.T.U.N. Lab S.T.U.N. REVIEW called by Ed Rotberg ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 30-MAR-1989 09:50:47.95 To: @STATUS.DIS CC: Subj: STUN Runner status report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: MAR 30, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: 31 MAR 89 20 JAN 89 13 JAN 89 FIELD TEST: 7 APR 89 10 MAR 89 10 FEB 89 PROD RELEASE: 26 MAY 89 19 APR 89 FGA: 14 JUL 89 4 JUN 89 There will be a game review of this game tomorrow, Friday March 31, at 2:00 PM. CABINET The cabinet has been delivered to the Lab. GRAPHICS Graphics proceeding according to schedule. AUDIO We've started receiving new audio. The new stuff all sounds good. SOFTWARE Software changes to the game include: 1) Enemy intelligence has been improved. 2) The "points" attract screen has been modified. 3) New Graphics have been added, including new title screen. 4) New tunnel sections have been added. 5) Continued to tune the game parameters. 6) Improved collision detection on flats. 7) Game continuation/ add-a-coin has bee fully implemented. This week we will be working on: 2) Tuning traffic/markers/hotspots into levels 5,6, & 7. 3) Adding a new attract mode: a) Scenario description that sets the tone for the game. 4) Capturing game play statistics and associated display screens as per marketing input. ___________________________________________________________________________ From: KIM::MARGOLIN 30-MAR-1989 19:11:32.37 To: ROTBERG,MARGOLIN CC: Subj: Credit Screen Please add Erik Durfey to the credit screen. He worked with me on the MultiSync boards. Thanks, Jed ___________________________________________________________________________ From: KIM::ROTBERG "Professor of Gonzo" 31-MAR-1989 09:49:33.03 To: KIM::MARGOLIN CC: Subj: RE: Credit Screen Will do Jed, The credit screen is in no way completed, probably will be in flux untill production release. Can you think of a good "title" for Eric? Let me know. - Ed - ___________________________________________________________________________ From: KIM::BEHENSKY 4-APR-1989 12:12:30.75 To: @SYS$MAIL:JUNK CC: Subj: The end of the greenhouse effect and smog, bankruptcy of Exxon, etc. For those of you who have been intrigued by the reports of ROOM TEMPERATURE!!! fusion experiments by the two scientists at the university of Utah, I have a limited number of copies of a science times article from last week about the issue. Considering the earth-shaking implications of the news, it is puzzling that there has been very little discussion of the issue in the press, especially considering all the hoopla afforded the recent advances in superconductivity. It is also intriguing that the scientists who developed the process felt they had to go public in such a big way. They say that a reporter in Utah was about to write a story about their experiments, but I wonder if they were afraid of their discovery being suppressed. With the extremely powerful interests who will be effected by a potentially very cheap source of fusion energy small, simple, and safe enough to be placed in your car for propulsion or basement for heat, it would not suprise me in the least that someone might try to prevent the information from being released. Fortunately, with the current publicity, the cat is now out of the bag. The technique is simple enough that you could duplicate it in your kitchen, given the necessary heavy water and palladium wire. Of course, the whole question is moot if the process doesn't work, but given the solid reputation of the scientists involved, and the relative ease of confirming that fusion is occuring (unexplained energy release, presence of helium-3, presence of released neutrons) I think it probably does. The energy release is particularly telling; they are claiming a 4 to 1 payback in energy ouput versus energy input. This should be impossible to miss, and unless Drs. Stanley and Fleishmann are intent on throwing their careers away, I'm sure they got it right. Still think it doesn't work, and that the government has nothing to do with what's going on? News flash this morning: The current head of NASA is leaving his job to oversee the Utah fusion project! See you on Mars in 1995, folks, in our personal fusion powered spaceships. Max ___________________________________________________________________________ From: BERT::ARVIDSON 4-APR-1989 14:06:06.61 To: MARGOLIN,ARVIDSON CC: Subj: PQFP Assmbly, Housing, Cover. Can you tell me how the assembly, AMP 821932-4, which consists of a housing and a cover, are shipped? Are the housing and cover in separate containers or are they paired and partially assembled when received? Jeff refuses to assign an Atari p/n if the housing and cover arrives in separate boxes. Other than part numbers, what is the difference between ordering one assembly and ordering one each of the housing and the cover? If you can't shed light on the way these are shipped, I will call Bob Grant at AMP. thanks, erwin ___________________________________________________________________________ From: BERT::WOOD 4-APR-1989 16:35:19.12 To: @SYS$MAIL:EVERYBODY CC: Subj: Oakmead-San Jose Land Sale In April 1988 Atari Games purchased 15.62 acres in the Oakmead-San Jose Business Park to build a new factory and a new office building. The site also provided us with room to build another building to handle future expansion. Recently, the Executive Committee made a decision to sell the land, because it was discovered that much more management time than originally anticipated would have to be devoted to the project to make it a success. Further, the matter was complicated by the ongoing litigation with Nintendo. For these reasons, we believe it is better to continue leasing our present buildings, as we have very good leases, and sell the 15.62 acres. In addition, we purchased the land at a rock bottom price, so we stand to make a nice profit when the land sale is final. We certainly can use the money to grow our business with Tengen's. If you have any questions on the land sale, please see your departmental Vice President. Dennis Wood ___________________________________________________________________________ From: BERT::OWENS 5-APR-1989 14:18:59.29 To: @SYS$MAIL:ENGINEER CC: Subj: SANYO DISPLAYS FOR ENG PROTO-GAMES Several people have asked me about the problems they are having getting the correct brightness levels on the Sanyo displays. After looking at several different displays, I have concluded that the samples we are receiving from MFG are "RAW" units. As in they have not had the Black Level adjusted, and they have not been white tracked per Atari specifications. I recommend that on all future MTO's the requester specifies on the MTO that the displays need to be set-up prior to delivery to Engineering. It is important that the displays used in game development represent the actual displays that will be used in the product build so that the correct RGB signal levels can be set via the bias resistors on the video output circuits. It is very hard to set the Black Level on the displays once they are mounted in the cabinet, so the best I have been able to do on the field test, and show games is bump up the low end of the RGB outputs of the displays to compensate for the loss in the brightness range. Your cooperation in this matter is appreciated. RLO ___________________________________________________________________________ From: BERT::BROWN 5-APR-1989 15:23:55.79 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: MANAGEMENT CHANGES Effective April 3, 1989, the following personnel changes were made at Atari Games and Tengen. Mr. Dan Van Elderen has been appointed Chief Operating Officer and Executive Vice President of Tengen. Mr. Randall Broweleit will continue as Sr. Vice President of Tengen, reporting to Mr. Van Elderen. Mr. Broweleit will assume all the responsibilities connected with sales and marketing. Mr. Van Elderen will be responsible for the administration, finance and engineering functions of the company. As the Chief Operating Officer, Mr. Van Elderen will also be responsible for the overall functions of Tengen. The aforementioned personnel changes were made in anticipation of Tengen's annual sales expanding to potentially three to four times it's current 30M. Mr. Lyle Rains, ready for something new, is stepping aside as Sr. Vice President of Engineering and his new functions within Atari will focus on technological developments. Atari Games expects great contributions from Mr. Rains in this area. Mr. Richard Moore has been promoted to Vice President of Engineering and will be responsible for all engineering operations. His more than 10 years of experience in game design and junior management certainly enables him to be a great asset to Atari Games in his new capacity as Vice President. Mr. John Klein has resigned from Atari for personal reasons. Mr. Robert Sheffield has been promoted to Vice President of the Finance Department and Chief Financial Officer of Atari Games. Mr. Klein, however, will continue to serve as a consultant, assisting us with his vast knowledge of finance. Let's continue our strong support of this new management as they address their new responsbilities and help lead our companies toward future prosperity. ___________________________________________________________________________ From: BERT::ARVIDSON 5-APR-1989 15:54:23.83 To: MARGOLIN,ARVIDSON CC: Subj: PQFP SOCKET ASSEMBLY/COVER/HOUSING. Bob Grant returned OUR calls. He is checking on delivery (qty=500) and will have an answer by tommorrow. Reason for price discrepancy of assembly vs cover & housing separately: Your pricing from C. Eppley in Pennsylvania is almost eight months old and the market conditions have changed since 8-17-88. The pricing that I gave you is today's pricing. His office is checking on the condition that the assembly is shipped in and will let me know how we will receive the cover and housing under AMP 821932-4. If you wish anything more from him let me know. erwin ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 6-APR-1989 13:41:05.62 To: @STATUS CC: Subj: Status Report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: APR 06, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89 FIELD TEST: 14 APR 89 7 APR 89 10 MAR 89 PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89 FGA: 21 JUL 89 14 JUL 89 4 JUN 89 The Fourth Review was held as scheduled. There was a lot of good input on the game play and the team has started to implement some of those ideas already. As per marketing's input, we have pushed back our Field Test date by one week, and the also the Production Release and FGA dates by one week as well. It was decided to look into as deluxe sit-down cabinet version of the game, in addition to the upright version already planned. CABINET The Field Test cabinet is being readied for Field Test. SOFTWARE Software changes to the game include: 1) New Graphics have been added, including new title screen. 2) New tunnel sections have been added. 3) Continued to tune the game parameters. 4) Added a new attract mode, a Scenario description that sets the tone for the game. 5) Improved Enemy intelligence, and added a variable difficulty feature. 6) Added new sounds to the game. This week we will be working on: 1) Capturing game play statistics and associated display screens as per marketing input. 2) Tuning all the waves on a time basis. 3) Fixing bugs in readiness for Field Test. 4) Adding 50 cents to start 25 cents to continue feature. 5) Getting the game into the common area. 6) Getting the VCR power detect working. ___________________________________________________________________________ From: CHARM::STUN 6-APR-1989 15:40:20.13 To: MARGOLIN CC: Subj: Jed, See me if you have any questions. Thanks, Ed. From: KIM::RAY 6-APR-1989 15:37 To: ROTBERG,STUN Subj: Audio PCB self test Ed -- Jed's self test does not report on the status of the SA II audio PCB. You need to get with him so he can change his self test program to look for the following info. from the audio bd. John From: KIM::BRAD 6-APR-1989 13:58 To: RAY,BRAD Subj: diagnostic results from RPM Below are the bits that RPM set when the following test(s) fails: P1BAD = 080 ;80 = 1st (4000) PROM bad P2BAD = 040 ;40 = 2nd (8000) PROM bad P3BAD = 020 ;20 = 3rd (C000) PROM bad R1BAD = 010 ;10 = 1st (0000) RAM bad R2BAD = 008 ;08 = 2nd (0800) RAM bad IRBAD = 004 ;04 = IRQs not present YMBAD = 002 ;02 = YAMAHA timed out MLBAD = 001 ;01 = mainline not running This byte is reported to the master when S_STAT is called. - brad - ___________________________________________________________________________ From: BERT::GROSSMAN 6-APR-1989 16:31:45.77 To: @SURPRISE CC: Subj: SURPRISE THE FOLLOWING MESSAGE IS INTENDED AS A SURPRISE FOR DAN, LYLE & RICH !!! Tomorrow at 4:00 pm - Atari Cafeteria Cake and Champagne for Dan, Lyle & Rich. Karen Graham and Ken Hata have designed a paper "yellow power tie" (no time to order T-shirts) which will be passed out in the morning. Marty Viljamma will be taking a group photo of "Dan's kids" before during or after the cake and champagne which I'm sure will be hung with distinction in Dan's new executive office. Please dress according. If you would like to contribute to the cake and champagne (donut fund is truly on it's last legs), please drop off a $1.00 on my desk. Remember we would like to keep this as a SURPRISE! cynde ___________________________________________________________________________ From: KIM::MARGOLIN 6-APR-1989 17:47:41.49 To: LICHAC,MARGOLIN CC: Subj: Component Bracket Last week we got a fax from Jim Seward wherein he complained about a bunch of stuff including: " The Component Bracket cannot be secured when two coin counters are fitted." What do you think? Jed ___________________________________________________________________________ From: BERT::LICHAC 7-APR-1989 07:21:20.67 To: MARGOLIN CC: Subj: COMPONENT BRACKET I WILL FORWARD YOUR MESSAGE TO MIKE JANG... JERRRRRRRRRRRRRRRRY ___________________________________________________________________________ From: KIM::MARGOLIN 10-APR-1989 12:32:34.33 To: MEYETTE,MARGOLIN CC: Subj: 5 Volt 10 Amp Supply Will the +5V 10 Amp supply put out 7.5 Amps at 50 degrees Celsius? Jed ___________________________________________________________________________ From: BERT::MEYETTE 10-APR-1989 12:54:36.13 To: KIM::MARGOLIN CC: Subj: RE: 5 Volt 10 Amp Supply If the power supply is approved under 149003-XXX then it will put out 10 amps,. from 0`C to 50`C. Rick ___________________________________________________________________________ From: KIM::MARGOLIN 10-APR-1989 13:22:17.03 To: RAY,ROTBERG,CAMERON,MARGOLIN CC: Subj: Stun Runner Stun Runner ----------- In order to use existing coin software: 1. The Coin Switches will be connected to the MultiSync Board instead of to the SA II. 2. One end of the Coin Counter will be connected to the Coin Counter driver on the MultiSync Board. The other end will be connected the CC1+ on SA II to pick up +14V through a resistor. Carole will find out if the Counter Counter has an internal protection diode. If it doesn't, she will put one at the Coin Counter Connector. Carole will add a power ground from SA II to the MultiSync Board to augment the ground in the SCUM Cable. The Stun Runner current requirement from the +5 Volt supply is 7.5 Amps. Rick Meyette assures me that tne +5 Volt 10 Amp supply is rated to supply 10 Amps up to 50 degrees Celsius. Therefore, Stun Runner can use the +5 Volt 10 Amp supply. I have obtained a series number for Stun Runner Programmed Parts. I have received a memo on diagnostic test results from RPM. I need to know: 1. What is the protocol for communicating to SA II? 2. How do I call S_STAT? 3. Is there a period after which, with no reponse, I can assume the SA II is broken? 4. The Status bits indicate three ROMs (at 4000, 8000, and C000). The SA II schematic shows only one program ROM. If this ROM is good will all three ROM status bits be set or just one? If one, then which one? 5. The situation for RAMs is similar. 6. Does the SA II program deliver ROM checksums? 7. Does the SA II test the ROMs connected to the MSM6295? Jed ___________________________________________________________________________ From: CHARM::STUN 10-APR-1989 15:51:38.96 To: @SYS$MAIL:ENGINEER CC: Subj: S.T.U.N. RUNNER in the Common Area Alright everybody, this is it, S.T.U.N. RUNNER is finally out for all of you to beat to death. The Engineering Common Area has the lastest version (it will be updated daily to reflect all your wonderful comments, observations, and bug detections). Please use the pad on the side of the cabinet to record all your comments. Thanks in Advance!! The S.T.U.N. RUNNER TEAM ___________________________________________________________________________ From: KIM::MCNAMARA 10-APR-1989 17:07:59.84 To: MARGOLIN,MCNAMARA CC: Subj: STUN COIN COUNTER Jed, I want to let you know that the coin counter on the STUN cabinet is connected the way you want it, and it seems to work fine. I didn't look at the signals yet to see if any noise is injected into the MSYNC bd from the grounding method we use. I haven't noticed anything strange happen to the game when the coin counter is activated, like resets that you were worried about. We have another monitor now. This one seems to be much better than the last monitor, which was too dark. We also connected the development system to the game to look at the pot values, and were able to zero the vertical aim pot with this data. The game seems to be working fine at this time. Thanks, Glenn. ___________________________________________________________________________ From: BERT::JANG 11-APR-1989 07:40:17.30 To: MARGOLIN CC: Subj: SEWARD COMPLAINTS I NEED TO KNOW WHICH GAME HE IS TALKING ABOUT AND WHICH COMPONENT BRACKET HE IS USING. CAN YOU GET THIS INFORMATION FIRST? WE HAVE USED TONS OF COMPONENT BRACKETS (YOU KNOW, THE TYPICAL 10 VERSIONS OF ANY STANDARD PART WE HAVE BECAUSE SOMEONE ON A PROJECT TEAM DECIDED TO IMPROVE THE PART FOR HIS OWN GAME) SO WE NEED TO SEE SPECIFICS. WE WOULD BE GLAD TO SEND THEM A RECOMMENDATION SINCE THEY HAVE ECN CONTROL OF TYPICAL SHEET METAL PARTS. IN OTHERWORDS, THEY DON'T NEED AN ECN FROM US BECAUSE WE SET UP THE IRELAND DOCUMENTATION SO THAT THEY COULD MAKE DESIGN CHANGES AS THEY PLEASE. MIKE ___________________________________________________________________________ From: KIM::MARGOLIN 11-APR-1989 08:02:44.31 To: BERT::JANG,MARGOLIN CC: Subj: RE: SEWARD COMPLAINTS He is talking about Hard Drivin' so I assume he is using whatever component bracket is called out for Hard Drivin'. Jed ___________________________________________________________________________ From: GAWD::MCCARTHY 11-APR-1989 12:15:40.75 To: @sys$mail:engineer,MCCARTHY CC: Subj: GALs.. GALs.. GALs PAL users and buyers read on. I am recommending that Karen Bjornquest stock LATTICE GALS instead of PALs for most applications in engineering. It may be beneficial to also use them in production instead of PALs. A GAL is an electrically erasable multifunction PAL. The G stands for GENERIC. Basically there are three GALs : GAL16V8, GAL20V8 and GAL39V18. The GAL16V8 will accept the fusemap for a PAL16L8 and most other PALs in the 20 pin series. They can be programmed with our current software and hardware. The DATA I/O configures the GAL to look like the PAL you intended. You just enter the GAL family pin/code. (The JEDEC file has the pal type you intended). The GAL20V8 is a generic form of the 24 pin PAL series (8 outputs only). The GAL39V18 is a generic form of the PAL22V10 and IFPLs (Signetics 82S153 etc.) and includes user selectable latches or flipflops on the inputs and outputs and 8 buried state registers. If you want the change the logic in a GAL, simply take the same device back to the programmer and program it again. Available speeds are 10nS, 15nS and 25nS for the GAL16V8, 15nS and 25nS for the GAL20V8 and 30nS for the GAL39V18 Costs / availability Jerry Greiner, sales manager for Lattice and Joan Alpen from Merit Electronics (distributors) indicated that Atari could buy GALS for production (at least the GAL16V8-25) at the current going rate for PALs of $0.95 even though the the "street" price is around $1.40 The Atari special on GAL20V8-25 would be around $1.60, (street price $2.25) The GAL39V18 (soon to be renamed GAL6001) has a current price of around $9.00 moving towards $6.00 by the end of the year. For production purposes these parts can be programmed at the distributor, and should we need to change the program, or over-order a part, they can be returned to the distributor for reprogramming. They have a definite cost advantage for engineering prototype development, since they are reprogrammable, and since we buy our PALs for engineering use at anything up to $2.50 at FRYs. Instead of stocking 16L8s, 16P8s, 16R8s, 16R6s, 16R4s and 16RP8s, we could just stock 16V8s. Footnote. Lattice are developing a 2000-3000 gate LCA (XILINX look-alike) that will use EEPROM technology for configuration instead of RAM as Xilinx uses. ___________________________________________________________________________ From: CHARM::STUN 12-APR-1989 16:40:12.69 To: @SYS$MAIL:ENGINEER CC: Subj: YASV (Yet Another Stun Version) There is the latest version of S.T.U.N. RUNNER in the engineering common area. Please play it. We are in desperate need of playtime statistics in order to tweek the time allotted for each track (level) in the game. Thanks in advance. Andy ___________________________________________________________________________ From: KIM::MARGOLIN 12-APR-1989 18:52:45.11 To: ROTBERG,STUN,MARGOLIN CC: Subj: Monitor Stuff Monitor Problem: When I heard that the video output wasn't right, I assumed it was too low. Rick Meyette says the problem is that the Stun Runner board produces Too Much video output voltage for the Sanyo Monitor. The way to fix it is to install the 3.3K resistors at R97, R108, and R112. Heretofore they were not loaded in order to boost the video output. With these resistors loaded, the maximum video output should be 3.0 volts. If it isn't we will adjust the value of the resistors until it is. There may be a problem with threshhold brighness values. To wit: Wells-Gardner Sanyo ------------- ----- Max Video 3.5 Volts (255 DAC) 3.0 Volts (255 DAC) Gray 1.5 Volts (85 DAC) 1.5 Volts (102 DAC) Threshhold 1.0 Volts (42 DAC) 1.0 Volts (51 DAC) Min Video 0.5 Volts (0 DAC) 0.5 Volts (0 DAC) The Sanyo cannot be adjusted to work with Wells-Gardner video levels. Meyette say the Wells can be adjusted to work with Sanyo levels. I suggest we use Sanyo levels. Let's plan on adding the resistors to a board and connecting it to a Sanyo monitor. It may be necessary to adjust the gray levels in software. Jed ___________________________________________________________________________ From: KIM::MARGOLIN 12-APR-1989 19:10:47.07 To: GROSSMAN,MARGOLIN CC: Subj: Status Report Atari Confidential Hard Drivin' Status Report Date: April 13, 1989 Reported by Margolin This week's top story, filed by correspondent Rick Moncrief, concerns the Atari Games Distributers' Show. Moncrief reports: "Things went well at the Show. There were favorable comments about both the Sitdown and the Compact..... . There was some concern about the security of the cash box." In local news, the problem with the Hard Drivin' Motor Amp has been addressed and, with Erik Durfey's help, hopefully solved on this, the second attempt in as many days. A petition for an ECN will be filed after it has been verified that these new mods solve the problem. -30- ___________________________________________________________________________ From: BERT::LINDA "Evening Receptionist" 12-APR-1989 21:06:29.59 To: MARGOLIN CC: Subj: Message Rick says Super Deal!!! ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 13-APR-1989 10:50:41.64 To: @STATUS CC: Subj: STUN RUNNER status report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: APR 13, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89 FIELD TEST: 14 APR 89 7 APR 89 10 MAR 89 PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89 FGA: 21 JUL 89 14 JUL 89 4 JUN 89 CABINET The Field Test cabinet is nearly ready for Field Test. Kyoko should have the control panel finished today, and the attract plex by early tomorrow. HARDWARE We will be using a Wells-Gardner monitor for the Field Test as the Sanyo monitor was not compatible with the voltage levels output by the Multisync board. We will address this problem sometime after Field Test and correct it. SOFTWARE Software changes to the game include: 1) New Graphics have been added, including new title screen. 2) Continued to tune the game parameters. 3) Capturing game play statistics and associated display screens as per marketing input, including backdoor for display of histograms without opening up the game. 4) Added new sounds to the game. 5) Added 50 cents to start 25 cents to continue feature and fixed all coin messages appropriately. 6) Got the game into the common area. 7) Got the VCR power detect working. 8) Modified other games routines as needed for game play. ___________________________________________________________________________ From: BERT::STUN 14-APR-1989 12:36:50.80 To: @SYS$MAIL:JUNK CC: Subj: S.T.U.N. RUNNER Field Test Yes folks, The moment has finally arrived. S.T.U.N. RUNNER is officially out on field test. Wish us luck!! The S.T.U.N. RUNNER TEAM Ed Rotberg, Andrew Burgess, Glenn McNamara, Don Diekneite, Jed Margolin, Sam Comstock, Will Noble, Kris Moser, and the rest of the support staff. ___________________________________________________________________________ From: KIM::MARGOLIN 14-APR-1989 15:23:00.99 To: BURNIAS,ARVIDSON,MARGOLIN CC: Subj: Degrading 74AS573s TIs request for a waiver is for the following parameters: Parmeter From To Datasheet Waiver -------- ---- -- --------- ---------- TPLH D Q 6.0 ns max 8.0 ns max TPHL D Q 6.0 ns max 7.0 ns max TPLH C Q 11.5 ns max 13.0 ns max I have looked at the Driver Main circuit where the 74AS573s are used and I believe these degraded parts will work, BUT ALL BETS ARE OFF IF OTHER PARAMETERS ARE ALSO DEGRADED, ESPECIALLY: tsu Setup time, data before enable C low transition th Hold time, data after enable C low transition Also, I object to their insistence that these parts be non-cancellable and non- returnable. If these parts don't work properly in the circuit we ought to be able to return the parts not used and cancel the parts not received. Regards, Jed ___________________________________________________________________________ From: BERT::BROWN 14-APR-1989 16:23:40.57 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: PROMOTIONS AND NEW HIRES PROMOTIONS: Please extend congratulations to Elaine Shirley who has been promoted to Director of Customer Service. Elaine's excellent work record during her 16 years at Atari as well as her new responsibilities within Tengen, has justified her promotion. Elaine and her group are highly committed to their jobs, and will put out the extra effort to keep their department on schedule. Way to go, Elaine! Congratulations also go to Bart Carlee. Bart has been promoted to the position of Quality Assurance Manager of Atari Games, on assignment to Tengen. Bart has made significant contributions to Tengen's growth and success during the previous year. In addition to source inspection, his responsibilities include process improvement and long-range manufacturing strategies. Good job, Bart! NEW HIRES: ATARI Richard Dickson is our new Shipping and Receiving Supervisor, reporting to Tom Smith. Just recently from Digital Communications Associates, Inc., in San Jose, Richard will be responsible for shipping and inventory control. Having started out at Atari as a temporary employee in the Human Resources Department, Rhonda Allen is now a secretary asing department, replacing Marie J ___________________________________________________________________________ From: BERT::LINDA "Evening Receptionist" 14-APR-1989 16:47:04.39 To: @SYS$MAIL:JUNK CC: Subj: FREUDIAN SLIP Due to a minor glitch, Sandi has accidently promoted Rhonda Allen to an erroneous position in the previous promotion announcement. Please disregard: correction to follow......... ___________________________________________________________________________ From: KIM::MARGOLIN 17-APR-1989 13:05:58.02 To: FRYE,MARGOLIN CC: Subj: Old Chair Please return my old office chair. I have a problem with a compressed nerve in my leg and the old chair is the only one that does not cause me problems. Possibly the new chair would be ok but I am not interested in finding out. Regards, Jed ___________________________________________________________________________ From: BERT::BROWN 17-APR-1989 15:19:25.84 To: @SYS$MAIL:EVERYBODY,BROWN CC: Subj: PROMOTIONS AND NEW HIRES I am re-submitting this message. I sent it unfinished and garbled on Friday, but I hear that some of you didn't receive it anyway. So here goes again... PROMOTIONS: Please extend congratulations to ELAINE SHIRLEY who has been promoted to Director of Customer Service. Elaine's excellent work record during her 16 years at Atari as well as her new responsibilities within Tengen, has justified her promotion. Elaine and her group are highly committed to their jobs, and will put out the extra effort to keep their department on schedule. Way to go, Elaine! Congratulations also go out to BART CARLEE. Bart has been promoted to the position of Quality Assurance Manager of Atari Games, on assignment to Tengen. Bart has made significant contributions to Tengen's growth and success during the previous year. In addition to source inspection, his responsibilities include process improvement and long-range manufacturing strategies. Good job, Bart! NEW HIRES: ATARI RICHARD DICKSON is our new Shipping and Receiving Supervisor, reporting to Tom Smith. Just recently from Digital Communications Associates, Inc. in San Jose, Richard will be responsible for shipping and inventory control. Having started out at Atari as a temporary employee in the Human Resources Department, RHONDA ALLEN is now a secretary in the Purchasing Department. Rhonda has replaced MARIE JULIAN who transferred to Tengen as Steve Calfee's secretary in the Product Development Department. Replacing Katy Dwyer in accounting, is PHYLLIS WHITEHURST. Phyllis is Accounts Payable Accounting Assistant, reporting to Rick Thompson. Phyllis started her accounting career while serving in the U.S. Army Reserve, but has also worked for Eggo Foods and Counterpoint Computers. NEW HIRES: TENGEN PAT RILEY started working for Steve Calfee at Tengen as a temporary Game Player earlier this year, testing the Gauntlet software. He has now been hired as a Game Counselor. Patrick, along with the two other Tengen game couselors, has to play-test games as well as answer telephone inquiries. Also joining Steve Calfee's Product Development Department recently is LISA CHING. Hired as a Sr. Programmer, Lisa has nine years experience in the computer field, with application programming emphasis. Let's give all of these new Atari and Tengen employees a big "HOWDY". ___________________________________________________________________________ From: CHARM::MORRIS 18-APR-1989 12:14:45.38 To: MONCRIEF,MARGOLIN,BEHENSKY,MOTT CC: Subj: more hd usenet feedback FYI === Path: dms!motcsd!hpda!hplabs!hp-sdd!ucsdhub!sdcsvax!ucsd!ucbvax!tut.cis.ohio-state.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf From: mdf@ziebmef.uucp (Matthew Francey) Newsgroups: rec.games.video Subject: Re: Atari: Hard Driving! Message-ID: <1989Apr12.200433.15706@ziebmef.uucp> Date: 13 Apr 89 00:04:31 GMT References: Organization: Ziebmef Public Access Unix, Toronto, Canada Lines: 19 In article , bw0i+@andrew.cmu.edu (Bryan Wu) writes: > Real Physics! I dunno... the collisions are VERY elastic, and in some regions of the "universe" (while off road), you encounter some very strange zones where angular momentum is definitely not conserved. But on-road... wow. My only problem is with the stick shift/clutch. I find I have to put all my weight behind a single gear change. Since I don't drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask the net if this is (in general) the case in real life ("heavy" stick shifts). By the way.. has anyone else seen the new Sega "Out Run - Turbo"? Like most sequels, a major disappointment. Compared to Hard Drivin' a huge joke. Sega should be ashamed of itself. -- Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf Path: dms!motcsd!hpda!hplabs!decwrl!decvax!ima!haddock!eli From: eli@haddock.ima.isc.com (Elias Israel) Newsgroups: rec.games.video Subject: Re: Atari: Hard Driving! Message-ID: <12720@haddock.ima.isc.com> Date: 17 Apr 89 14:15:34 GMT References: <1989Apr12.200433.15706@ziebmef.uucp> Reply-To: eli@haddock.ima.isc.com (Elias Israel) Organization: Interactive Systems, Boston Lines: 68 In article <1989Apr12.200433.15706@ziebmef.uucp> mdf@ziebmef.uucp (Matthew Francey) writes: >In article , bw0i+@andrew.cmu.edu (Bryan Wu) writes: > >> Real Physics! > > I dunno... the collisions are VERY elastic, and in some regions of the >"universe" (while off road), you encounter some very strange zones where >angular momentum is definitely not conserved. The elastic collisions are kind of unreal, especially when viewed alongside the stunning realism of the rest of the game. But I don't understand what you mean by angular momentum failing to be conserved. What symptoms of driving off-road are you referring to? > But on-road... wow. My only problem is with the stick shift/clutch. I >find I have to put all my weight behind a single gear change. Since I don't >drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask >the net if this is (in general) the case in real life ("heavy" stick shifts). No, cars in general have much lighter sticks and race cars in particular have shorter "throws", that is a shorter distance from the gear position to the neutral position. While this makes for quicker shifts, your hand position and timing have to be more accurate. This, I think, is the reason that the game is set up the way that it is. After all, what's the use of an arcade game that can't be played by gum-popping high schol teens who, for the most part, have never driven before at all? Also, I have seen that these games take a fair amount of abuse (the shifter is a prime candidate for rough handling) and the shifter can become even harder to use. Really, the major strength of the game is the nearly complete realism of the control inputs and the results that you see. I was amazed when I was able to take what meager knowledge of performance driving such as I have and apply it and see it WORK! No other driving game does this. I was able to see places where I was failing, hypothesize about the reasons why from a knowledge of cars and driving (not from a knowledge of the game's workings), test my hypothesis in the game and prove it correct! It's also major loads of fun to try all kinds of nasty things that only fools would try in a real car, like taking the car to the top of the loop and throwing it off, taking jumps at incredible speeds, and generally driving to endanger. Things to try: (1) On the first turn of the stunt course, there is a barn with a cow standing next to it. Hit the cow. (2) At the very start of the race, make a hard left turn as soon as you get the car started. You'll find another road there. (3) The game does not keep you from driving the course in reverse. You can't get any extra time that way, but it can be used for general mayhem. (4) Stragely enough, although the game allows you to drive almost anywhere, there is one place you can't drive. It causes a collision with an invisible object. (5) Hitting different objects produce different sounds. Try hitting a sign post, another car, a building... People who want more hints can send me mail. If enough people ask for it, I'll post to the net. Elias Israel | "Justice, n. A commodity which in more or Interactive Systems Corp. | less adulterated condition the State sells Boston, MA | to the citizen as a reward for his allegiance, ..!ima!haddock!eli | taxes, and personal service." | -- Ambrose Bierce, _The Devil's Dictionary_ ___________________________________________________________________________ From: KIM::MARGOLIN 18-APR-1989 13:16:21.40 To: ROTBERG,STUN,MARGOLIN CC: Subj: SA II Self Test I need the information about SA II Self Test soon. Refer to my previous mail message for the specific information I need. Regards, Jed ___________________________________________________________________________ From: CHARM::STUN 18-APR-1989 13:40:31.49 To: MARGOLIN CC: Subj: sa II self test From: KIM::BRAD 18-APR-1989 13:28 To: STUN ,BRAD Subj: RPM status bits Below are the bits that RPM set when the following test(s) fails: P1BAD = 080 ;80 = 1st (4000) PROM bad P2BAD = 040 ;40 = 2nd (8000) PROM bad P3BAD = 020 ;20 = 3rd (C000) PROM bad R1BAD = 010 ;10 = 1st (0000) RAM bad R2BAD = 008 ;08 = 2nd (0800) RAM bad IRBAD = 004 ;04 = IRQs not present YMBAD = 002 ;02 = YAMAHA timed out MLBAD = 001 ;01 = mainline not running This byte is reported to the master when S_STAT is called. Since S_STAT is an EXCEPTion routine it is processed immediately. The status byte should come back within 50 microseconds. If you wait 16ms it will be plenty of time ___________________________________________________________________________ From: BERT::WOOD 18-APR-1989 15:44:31.35 To: @SYS$MAIL:EVERYBODY CC: Subj: Press release regarding litigation For all Atari Games, Tengen and AOI employees, the following is a press release that was sent out concerning the latest developments in the ongoing litigation with Nintendo: ATARI GAMES FILES LAWSUIT AGAINST NINTENDO CHARGING COPYRIGHT INFRINGEMENT ON SOVIET-DEVELOPED GAME MILPITAS, Calif., April 18, 1989 -- Tengen Inc., the wholly-owned subsidiary of Atari Games Corporation, filed a lawsuit yesterday charging Nintendo of America and its Japanese parent with infringing Tengen's exclusive copyrights in its new home video game, Tetris. According to the lawsuit filed in U. S. District Court, Northern District of California in San Francisco, Tengen has the exclusive right to manufacture and distribute Tetris cartridges for play on the Nintendo Entertainment System (NES). In a news release last week, Nintendo announced plans to manufacture its own version of Tetris, which Tengen alleges infringes Tengen's copyrights. Tetris is an internationally acclaimed home computer game originally developed by two Russian computer programmers. The game tests a player's dexterity and spatial perception. According to the lawsuit, Tengen acquired worldwide exclusive rights to Tetris in May, 1988 from Mirrorsoft, one of Europe's largest and most reputable software publishing companies. Mirrorsoft is a subsidiary of London-based Maxwell Communications, one of the world's largest communications conglomerates. Under the licensing agreement with Mirrorsoft, Atari Games has been manufacturing and marketing the arcade version of Tetris since February 1989. "We have an air-tight, iron-clad agreement with one of the largest and most reputable publishing companies in the world which gives us exclusive rights to manufacture and market Tetris for the NES," said Hideyuki Nakajima, president of Atari Games. "Nintendo is aware of the validity of our licensing agreement, and has known that Tengen intended to exclusively market Tetris since we announced the agreement over a year ago. "Tengen had presented Tetris as a potential title to Nintendo when Tengen was a Nintendo licensee. Nintendo never questioned the validity of Tengen's rights when the game was presented to them for approval, and was quite aware of Tengen's plans to bring the game to market," Nakajima continued. "This is another example of the kind of harrassment we have been facing from Nintendo since we decided to challenge Nintendo's monopoly of the video game market." Nakajima was referring to an ongoingbattle between Nintendo and Atari Games/ Tengen. In 1988, Tengen and Atari Games introduced the first independently manufactured Nintendo-compatible game cartridges and Atari Games simultaneously filed an antitrust lawsuit against Nintendo claiming monopoly and restraint of trade. That lawsuit was expanded in February to include allegations of wrongful business interference and patent infringement. Atari Games and Tengen subsequently were granted a preliminary injunction prohibiting Nintendo from suing retailers who were selling the Tengen game cartridges for patent infringement. Yesterday's lawsuit charges that Nintendo has no right to manu- facture or distribute NES-compatible Tetris games, and that to do so would infringe on two Tengen copyrights. The suit seeks declaratory relief and monetary damages, and asks that Nintendo be enjoined from selling products which infringe Tengen's copyrights. Tengen is the wholly-owned subsidiary of Atari Games Corporation and is headquatered at 1901 McCarthy Blvd., Suite 210, P. O. Box 360782, Milpitas, Calif., 95035; (408) 435-2650. Atari Games is a privately held company, is not affiliated with Atari Corp. and should be referred to as Atari Games. ___________________________________________________________________________ From: CHARM::STUN 19-APR-1989 13:41:55.70 To: MARGOLIN CC: Subj: SAD Board self test procedure SAD Board Self Test Procedure 1) Do a WORD write to SNDRST ($604000). This is alledged to reset both the SCOM chip AND the 6502. 2) Do a BYTE read of RDCHAR ($600000). This is the initial read of the port, it should be $FF, but if not keep reading unitl it is. A time out of 16 milliseconds is plenty long for this -- should be $ff almost immediately. 3) Do a BYTE write to WCHAR ($600000) of $07. This is the send status command. 4) The 6502 should respond within about 50 microseconds with a value that can be read from RCHAR. A time out of 16 milliseconds will be plenty long. The following bits in the returned status byte indicate the corresponding problem. P1BAD = 080 ;80 = 6502 program PROM bad P2BAD = 040 ;40 = 6502 program PROM bad P3BAD = 020 ;20 = 6502 program PROM bad R1BAD = 010 ;10 = 1st (0000) RAM bad R2BAD = 008 ;08 = 2nd (0800) RAM bad IRBAD = 004 ;04 = IRQs not present YMBAD = 002 ;02 = YAMAHA timed out MLBAD = 001 ;01 = mainline not running Note that P1BAD, P2BAD, or P3BAD all indicate a problem in the 6502 program PROM. This is probably for historical reasons. I am told by Brad that there is currently no way to test the validity of the four PCM PROMs. ___________________________________________________________________________ From: KIM::MARGOLIN 19-APR-1989 14:05:07.67 To: CHARM::STUN,MARGOLIN CC: Subj: RE: SAD Board self test procedure Thank you. Jed ___________________________________________________________________________ From: CHARM::ROTBERG "Professor of Gonzo" 20-APR-1989 09:32:33.13 To: @STATUS CC: Subj: STUN RUnner status report STUN RUNNER STUN RUNNER GAME DEVELOPMENT STATUS STUN RUNNER DATE: APR 20, 89 PL: ED ROTBERG DATE STARTED: 28 APR 88 9 JUN 88 PROJECT LEADER: HALLY START DATE: 2 MAY 88 LAB: STUN RUNNER (MULTISYNC) EXT: 1727 OR 1720 NUMBER : 511 TEAM NU | | SCHEDULE or | MISSED DATES | | | | | ------------------------------------------------------------------------ PROJECT START: < 2 MAY 88> 1ST REVIEW: < 6 JUL 88> 8 JUL 88 MULTISYNC PCB DEBUGGED < 1 AUG 88> 2ND REVIEW: < 2 SEP 88> 24 AUG 88 15 AUG 88 3RD REVIEW: < 10 NOV 88> 4 NOV 88 14 OCT 88 FOCUS GROUP: < 22 NOV 88> 16 NOV 88 4TH REVIEW: < 31 MAR 89> 20 JAN 89 13 JAN 89 FIELD TEST: < 14 APR 89> 7 APR 89 10 MAR 89 PROD RELEASE: 2 JUN 89 26 MAY 89 19 APR 89 FGA: 21 JUL 89 14 JUL 89 4 JUN 89 STUN Runner went out on Field Test on 4/14/89 as scheduled. We have been receiving early results that indicate that the game times are too long, and that some players are able to play through the game for their initial 50 cents. We have addressed these problems as follows: * Increased the difficulty of the game in the higher levels. This involved reworking the program so that the upper levels were not necessarily exact repeats of earlier levels, allowing us to modify the difficulty on a level by level basis. We also increased the Probot difficulty more at higher levels of game play. * As there were considerable problems tuning the wave times, we adjusted the game's time clock to run relative to frame time as opposed to real time. This made the timings more consistent, and independant of how the display was changing, allowing us to tune the wave times accurately. * Fixed a bug which did not allow the game Difficulty setting to drop below the initial Difficulty setting (medium) with each coin drop. This made it so that the game did not get easier with each coin drop as it was supposed to. In addition to fixing this bug, we also increased the effect from game difficulty. A new version of the game, with these changes, was installed at the test location on Wednesday evening, 4/19. There will be a meeting on Monday 4/24 to discuss a sitdown cabinet for STUN Runner. ___________________________________________________________________________ From: BERT::ALBAUGH "Dr. Bizarro" 21-APR-1989 10:38:33.83 To: MARGOLIN,BEHENSKY,MOTT,MONCRIEF,DURFEY CC: Subj: More Hard Drivin reviews from UseNet Path: dms!motcsd!hpda!hplabs!hp-sdd!ucsdhub!sdcsvax!ucsd!ucbvax!tut.cis.ohio-state.edu!mailrus!jarvis.csri.toronto.edu!utgpu!attcan!lsuc!ncrcan!ziebmef!mdf From: mdf@ziebmef.uucp (Matthew Francey) Newsgroups: rec.games.video Subject: Re: Atari: Hard Driving! Message-ID: <1989Apr12.200433.15706@ziebmef.uucp> Date: 13 Apr 89 00:04:31 GMT References: Organization: Ziebmef Public Access Unix, Toronto, Canada Lines: 19 In article , bw0i+@andrew.cmu.edu (Bryan Wu) writes: > Real Physics! I dunno... the collisions are VERY elastic, and in some regions of the "universe" (while off road), you encounter some very strange zones where angular momentum is definitely not conserved. But on-road... wow. My only problem is with the stick shift/clutch. I find I have to put all my weight behind a single gear change. Since I don't drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask the net if this is (in general) the case in real life ("heavy" stick shifts). By the way.. has anyone else seen the new Sega "Out Run - Turbo"? Like most sequels, a major disappointment. Compared to Hard Drivin' a huge joke. Sega should be ashamed of itself. -- Name: Matthew Francey Address: N43o34'13.5" W79o34'33.3" 86m mdf@ziebmef.UUCP uunet!utgpu!{ontmoh!moore,ncrcan}!ziebmef!mdf Path: dms!motcsd!hpda!hplabs!decwrl!decvax!ima!haddock!eli From: eli@haddock.ima.isc.com (Elias Israel) Newsgroups: rec.games.video Subject: Re: Atari: Hard Driving! Message-ID: <12720@haddock.ima.isc.com> Date: 17 Apr 89 14:15:34 GMT References: <1989Apr12.200433.15706@ziebmef.uucp> Reply-To: eli@haddock.ima.isc.com (Elias Israel) Organization: Interactive Systems, Boston Lines: 68 In article <1989Apr12.200433.15706@ziebmef.uucp> mdf@ziebmef.uucp (Matthew Francey) writes: >In article , bw0i+@andrew.cmu.edu (Bryan Wu) writes: > >> Real Physics! > > I dunno... the collisions are VERY elastic, and in some regions of the >"universe" (while off road), you encounter some very strange zones where >angular momentum is definitely not conserved. The elastic collisions are kind of unreal, especially when viewed alongside the stunning realism of the rest of the game. But I don't understand what you mean by angular momentum failing to be conserved. What symptoms of driving off-road are you referring to? > But on-road... wow. My only problem is with the stick shift/clutch. I >find I have to put all my weight behind a single gear change. Since I don't >drive a Real Car (wimps drive cars.. Real Men drive motorcycles :-), I ask >the net if this is (in general) the case in real life ("heavy" stick shifts). No, cars in general have much lighter sticks and race cars in particular have shorter "throws", that is a shorter distance from the gear position to the neutral position. While this makes for quicker shifts, your hand position and timing have to be more accurate. This, I think, is the reason that the game is set up the way that it is. After all, what's the use of an arcade game that can't be played by gum-popping high schol teens who, for the most part, have never driven before at all? Also, I have seen that these games take a fair amount of abuse (the shifter is a prime candidate for rough handling) and the shifter can become even harder to use. Really, the major strength of the game is the nearly complete realism of the control inputs and the results that you see. I was amazed when I was able to take what meager knowledge of performance driving such as I have and apply it and see it WORK! No other driving game does this. I was able to see places where I was failing, hypothesize about the reasons why from a knowledge of cars and driving (not from a knowledge of the game's workings), test my hypothesis in the game and prove it correct! It's also major loads of fun to try all kinds of nasty things that only fools would try in a real car, like taking the car to the top of the loop and throwing it off, taking jumps at incredible speeds, and generally driving to endanger. Things to try: (1) On the first turn of the stunt course, there is a barn with a cow standing next to it. Hit the cow. (2) At the very start of the race, make a hard left turn as soon as you get the car started. You'll find another road there. (3) The game does not keep you from driving the course in reverse. You can't get any extra time that way, but it can be used for general mayhem. (4) Stragely enough, although the game allows you to drive almost anywhere, there is one place you can't drive. It causes a collision with an invisible object. (5) Hitting different objects produce different sounds. Try hitting a sign post, another car, a building... People who want more hints can send me mail. If enough people ask for it, I'll post to the net. Elias Israel | "Justice, n. A commodity which in more or Interactive Systems Corp. | less adulterated condition the State sells Boston, MA | to the citizen as a reward for his allegiance, ..!ima!haddock!eli | taxes, and personal service." | -- Ambrose Bierce, _The Devil's Dictionary_ ___________________________________________________________________________ From: KIM::RAY 21-APR-1989 10:41:38.86 To: STUN,BURGESS,MARGOLIN,MCNAMARA,CAMERON CC: Subj: STUN #1 !!!!!!! From: BERT::FUJIHARA 21-APR-1989 10:21 To: ROTBERG,RAY,MOMODA,MOORE,BENZLER ,FUJIHARA Subj: STUN COLLECTIONS First full week pulled in #1 collections at Regency. Stun $340 2coins start/1 continue Off Road 335 Op. T-Bolt 310 2 coins C-Ball 291 C-Ball 317 Turbo Out 300 2 coins start/1 continue H. Drivin 295 Down 1/2 week - 2 coins Tetris 229 Total 8334 The manager says several regulars have complained that the new version is too hard...as we expected. Ed - One of the employees who is an avid player wanted to talk to you about the game so he may call you today. His name is Mike. The arcade volume is certainly lower than in the past few months, however, compared to this t