=============================================== NEWS - SECTION ONE =============================================== =============================================== Alive Mediasoft Sign up Samba World Cup =============================================== I have just received news that Alive Mediasoft, the team behind the upcoming Haunted have just secured the rights to publish Samba World Cup. You may remember the game from when I brought you news on it a couple of weeks ago, back then details were quite low and varied, however, I am now able to bring you confirmed details on what the game will feature and one thing is for sure, it certainly sounds like it could turn out to be one hell of a good game. Its unusual for the Amiga to be short on football games during a tournament as big as the world cup, however, ever since the big guns left the Amiga there hasn't actually been a game of any note released. The last decent football game we saw was Sensible World of Soccer, Samba World Cup is setting some high targets and is going out to beat this excellent game. It certainly has a very nice feature list to help it on its way and I'm sure you can see from the screenshots that it certainly looks the part, all it needs to do now is have the gameplay - something that we'll hopefully find out in the next fews weeks when a demo is released. The game is a mixture of both action & management for 1 or 2 players, the management part of the game is being qouted as being very comprehensive, with a massive range of statistics for you to look through. The action part may be where the games makes or breaks though, in this you take total control of the team and so can actually make the difference unlike other management games. This game is going out to succeed where other games that have tried this combination of the management and action have failed. The game includes six of the best leagues in Europe and allows you to play in any of them. These include the English Permier League, Serie A, Bunesliga and also the Dutch, French and Spanish leagues. Many cup competitions will also be in the game including European Cup, World Cup and many others. The action part of the game will take place in variable weather conditions, 6 in total and will also include a nice feature that will allow you to save highlights from the match allowing you to keep that treasured moment of a great goal on disk forever. The sound is not being left out in the dark either with full spoken commentry in both English and German (CD Only), this also includes spoken player names. The game will be released on CD and Floppy formats for both AGA & ECS. Graphics cards will also be supported. The minimum spec for the ECS version is any ECS Amiga with 1.5Mb RAM, the AGA version requires an A1200/A4000 with at least 2.5Mb RAM. The game will be available in the first week of July with a demo hopefully being released sometime next week. =============================================== Amiga Abuse Port Released =============================================== Finally, an Amiga port of the PC jump 'n run game Abuse has been made available. The source to this game was released around the same time and Descent and so was pushed out of the limelight somewhat. However, now, thanks to the programmers of ADescent we can all play it. For those of you that haven't heard of Abuse, it is a platform game very much in the style of Obliterator from Psygnosis, however, it has a lot more to offer. The Amiga has been devoid of a decent platform game recently and it seems rather ironic that when a good one does finally come along it is in the form of a PC port, mainly due to the fact that the Amiga has always been considered the best platform for games of this type. Abuse was released to the PC market around Spring 1996, while it was reasonably popular it didn't cause a massive stir in the market. It is different to many of the platform games that we have seen before on the Amiga mainly due to fact that it contains a number of features and special effects that haven't been seen before in games of this type. The first of these is Dynamic Light Effects, probably the last thing you would expect to see in a platform game, however, bear in mind that is has come from the PC, and they'll use any excuse to get things like this in any game, no matter what type it is. For what it matters, it does actually look quite good although I'm not sure hoe much it really adds to the game. The second (and most interesting, in my opinion) is Network play. This allows up to 8 players to play eachother in deathmatch mode, sounds something like Quake on platforms. Unfortunalty, I haven't yet tried this, however, I'll let you know what its like as soon as I have.As with the other port that was developed by this team, Abuse uses the RTGMaster Library, due to this it is playable on any Amiga (AGA, GFX Card and even ECS (although ECS support it slightly limited). I'll be having a more detailed look at this as soon as I have had more time to play it. Currently, the Amiga port is only downloadable from the webpage of the authors at : http://www.informatik.uni-trier.de/CIP/tfrieden To play the game, as well as the main exe files you will need a set of data files. Shareware versions of these are downloadable from the above webpage. ================================================ Corruption Software & Dafel Bloodline Update ( team massage ) First off I would like to thank Amiga Nuttah for its continuing support to our project. Without its help we would not have been able to gather together our graphical team. Thank you to everyone who applied for the job and apologies to those we had to turn down! We had nearly 20 requests for the job from all over the world! It just shows you how many passionate and professional AMIGA people there are out there! We were originally known as Desktop Corruption Software, but due to our initials, (DC) and some confusion with users, we were mistaken for a cracking crew of a similar name. For that reason, we are now called Corruption Software and everything is still business as usual. We would also like to tell everyone that our website address has changed and that the link from the Sadeness homepage is out of date and has been for some time. You can now find us at our perminate web home at http://www.thehub.u-net.com Unlike some reports we had back, we have not gone out of business or given up on the game! About Us Corruption Software was first formed over 2 years ago by some passionate Blitz coders from the Blitz List. Our aim was to convert PC games over to the AMIGA, but a lack of interest from PC companies forced us into doing our own project which we are grateful for. From our initial group of 12 users, only 3 of the initial Blitz List members are still present with 5 new group members making up our graphical and audio team. We are an internet based coding group with the net as our office with our employees streached out around the world. Our team consists of: Liz Tucker (England) Group Leader and Head Coder. Jason "Caradog" Hayman (Wales) Group Leader and Designer/Project Manager. Richard Hodger (Ireland) Ad Hoc coding and TCP/IP (UDP) Code Basher. Ben Brosdahl (USA) Manga Animations. Ruben Monteiro (Portugal) CD music. Henrik Johansson (Sweden) In-game graphics. Nick Salt & Curtis Fell (Wales) In-game character animations. About Dafel : Bloodline Bloodline is part one of a series of RPG games that we intend to create. The game centres around a character named Dafel (pronounced Dav-el) and the quests he has to complete. Unlike most other RPGs in the past, Bloodline is based upon a written story so that we can add to the game a strong storyline that we believe you, the gaming public, will enjoy. Without giving too much away, the story is based upon Dafel's conflict with his old religion and the new religion that is sweaping across his land. Dafel is a knight of this new religion (although he used to believe in the old religion) and finds out quite harshly that he is being used for evil means. You can read the prologue to the game from our website that can explain the initial story far better than we can here. It is an original story with some typical RPG cliches that we like to throw in to add a twists in the tails to keep the player on their toes. The game also uses our FSG sound system that mixes atmospheric CD music to sound effects. Half of the audio channels available are reserved for environment samples that change dynamical as Dafel investigates his surroundings. For example, if Dafel is walking through a woods, then the sounds of birds can be heard, if he then walks near a cliff edge, the sound of wind blowing appears. The second half of the audio channels have been reserved for sound objects. These allow objects and locations to be "tagged" to sounds and for that sound to then be play relative to Dafel's location on the map. If Dafel hears a bell and he is standing to the left of it, then the sound will emerge from the right speaker, similarly if Dafel is standing on the opposite side of the object, the sound will come from the corresponding speaker. Also, the closer Dafel is to the sound, the louder it will be heard. Likewise, the further away Dafel is, then the quieter the sound will be head. This allows us to add sur ound style sound to the game and also means we can can purely sound based puzzles and objects! At present only basic Paula sound is supported, but in the near future we hope to add support for AHI. Technical Specifications Processor: 68030+. The faster, the better the game will run. Memory : AGA version - 2meg Chip/4-6meg Fast (320x256), RTG version - 4meg Chip/4-6meg Fast (640x400 est). CD-ROM: (SCSI/IDE) 2x or better. Hard drive: 40meg aprrox. free space to store data files to allow CD-ROM music to play uninterrupted. Audio: It is recommended that you have your AMIGA hooked up to a good stereo/amplifier/headphone socket for the FSG Sound Objects to be heard correctly. All in-game animations have been 3D modelled while we have kept all in-game graphics drawn traditionally by hand. All graphics have been rendered/drawn in 256 colours and are stored and rendered to the screen from Fast memory breaking the AGA 2meg Chip barrier. All graphics are also rendered to the screen by the CPU and not the blitter. We will post a pre-demo on our website very soon. Again, that website is : http://www.thehub.u-net.com