Atari/Atari Games VaxMail 1984 Jed Margolin ___________________________________________________________________________ From: KIM::SUTTLES 9-JAN-1984 11:40 To: @SYS$MAIL:COINOP Subj: A neat trick with mail For all of you who use the MAIL program as a form of the "paperless office", I have discovered a bug (pronounced "fea-ture") in same. It seems that the addressee line (TO: ...) is parsed independently of file handling. Mail looks at each item in the list, and checks for a double colon (which specifies node names). Then it does a logical translation of the node name, if any, and goes back to the "we expect a name here" part of the algorithm. The upshot of this is that you can have MORE than one node name on any addressee; this does not apply to list names (in the "@soandso" construct, the soandso must be a legal filename). What good it this, you ask? Well, the normal useful value is zip. Presumably it would just take the mail longer to be sent, cuz it would be routed through a longer path. HOWEVER, if you don't give it a normal name, you can use this feature (pronounced "BUG") in an abnormal way. If you: $ assign " " cc ! for mail then you can send mail To: him, her, them, CC::me, mine and any of the parties involved can have a nodename. The CC:: must have a double colon following it, and can have a nodename following that, for example, "cc::kim::suttles" is valid. The assign statement in the first line of this paragraph is required, either interactively or in your login.com (like I have in mine). The space between the quotes is required, cuz there must be some length to a logical name. The "value" is that you can show some intent in how (and maybe why) you are sending the letter to that person. You could just as easily create a logical name FYI or any other(s) along the same lines. They can be used as often or rarely as you like (to: FYI::him, FYI::her, CC::me, etc.). There is one more thing to consider. This is NOT a documented feature. It may not stick around in future versions of VMS. Then again, it may. I have tested it, and it works as I have described (did I mention you can add them? like: to: him, FYI::CC::ERNIE::you, etc) under the system we are now using. I am not going to stick CC in the system tables, since CC is also a command for compiling C programs (there is no conflict, but people MAY want to use CC as a logical name to point to their C sources, or to other things). FYI and the other possibilities will also not be in the system tables, since I don't know in advance which ones will be used and which won't, and I am also sure that you will come up with some of your own. Also, if DEC changes their mind and it goes away, I can say "I told you so!!". Actually, the real reason I am not going to stick any of that stuff in the system tables, is cuz I'm lazy. But don't tell Shepperd. sas ___________________________________________________________________________ From: KIM::VICKERS 19-JAN-1984 10:53 To: @COINOP Subj: Sound Chips By popular demand, here is a list of sound chips which are or will be available for use in coin-op games: 1. Pokey and Quad-Pokey Price: $1.35 for Pokey, $5 for Quad-Pokey, estimated. Performance?: $0.47 for Pokey, $1.59 for Quad-Pokey. Seriously, 2-4 channels per pokey, depending on whether 8-bit (sound effects) or 16-bit (music) frequency resolution is selected. Square waves and various types of poly-counter noise. Availability: Now. Support: A sound editor exists for the 800, and RPM includes a pokey driver. 2. Yamaha sound chip Price: $15.70 for the sound chip along with a custom DAC, $2.50 less without the DAC, in 10k quantities. Performance!: 32 time-slots (sine wave oscillators) which can be patched together in various ways, to give 16 voices of frequency modulation, or 8 voices with 2 modulators and 2 carriers each, etc. Modulators can modulate other modulators, etc., very flexible. Built-in attack-decay sustain-release envelopes for each oscillator. It is basically the same chip which is used in Yamaha's DX-7 synthesizers, except 10 bit output instead of 12. Each voice can be directed to left channel, right channel, or both (center.) Excellent for music and sound effects, even capable of doing speech with the right preprocessing, although not efficiently in terms of memory storage. Creating interesting sounds is easy, creating the interesting sound you wanted is a little more difficult. FM is somewhat non-intuitive (although there are rough guidelines), and it is difficult to computer analyze a sound and derive the FM parameters (though this may be do-able). However, with good support tools (which exist) and instant feedback of changes in sound parameters, it shouldn't be a big problem. Availability: The legal agreements are being worked out now, there don't seem to be any problems on either side. I will notify people when the deal is finalized. Support: Yamaha will apparently supply one of their new Yamaha Personal Computers along with documentation and software to support the sound chip, which will be available in Japan as an add-on. The Personal Computer is apparently aimed at the low end (under $300) market, uses the new MSX (if I have the right acronym) software standard that the Japanese have all agreed on, and runs Microsoft Basic (in English, no less). The sound development software seems on first inspection to be very professional. The development software will probably include some already designed musical instrument voices (and a few sound effects.) I view this chip as filling in a gap between the obsolescence of Pokey and the availability of Amy, after which time we may wish to use Yamaha, Amy, or both, depending on the game. If I were designing a game for production in 6-9 months I would definately include this chip (as soon as the deal is signed.) We will need for someone (volunteers???) to write a Yamaha driver for RPM. 3) Amy Price: around $8. Performance!: Additive synthesis, 64 harmonics, which can be divided up in various ways among 8 channels. Built-in amplitude and frequency envelopes. Choice of sine or noise for the harmonics. 16-bit output, you can choose how many bits you want to use for your DAC. Easy to analyze a sound and derive the additive synthesis parameters to resynthesize it. Can do high quality speech and singing, though not efficiently. A slight memory and processor bandwidth hog, but very powerful and flexible. Availability: Estimated 1st silicon in June, production quantities in December. As soon as we have 1st silicon, I will begin recommending for people to design Amy into their games. Support: The sound group at Corporate R&D is designing a development system for Amy. An Amy simulator is available now and will be moving over here before long. Some sound analysis and editing software has been written. The Amy development system will be much more powerful than that for the Yamaha, although currently it is aimed more at creating music voices than at sound effects (the same is true of the Yamaha support tools.) Amy will also need a driver to be written for RPM. 4.) TMS 320, TI's digital signal processing chip. Price!: $26.50, 2nd half of 84, in 25k quantities. Performance: It's a great little chip, if you only need to do what it is optimized to do - straight digital signal processing, sum-of-products, etc. It has the advantage of allowing you to use different synthesis techniques to create different sounds. In practice, once all the overhead code gets added in, it is very difficult to get a reasonable number of channels (8) at a reasonable sample rate (18 khz.) I have programmed it with a couple of different sound algorithms - 1) 8 voices with an excitation function of either noise, triangle wave, sawtooth wave, and a stored bandlimited function, followed by either one or two 2nd order bandpass filters. This allows filtered noise (with independent control of center frequency and bandwidth), sine waves from ringing a high-Q filter, and formant effects from filtering the periodic excitation functions. Algorithm 2) is a strange technique using a 2 dimensional waveform table, a surface which you can move around on in various patterns (lissajous patterns, etc.), tracing out the height of the surface at each point. I recently received the D-A board for the 320, and should have my programs modified so I can hear the sounds within a week or two. Assuming the Yamaha deal goes through, the 320 will be dropped as it is more expensive, harder to interface, less powerful, and has no sound development tools. Its only use might be in implementing some kind of fancy adaptive predictive coding technique for cramming mass quantities of sampled sound onto rom or videodisk. And it has much potential for doing vector graphics computation. Availability: Now. Support: I have an evaluation board, with on-board assembler, debugger, emulator, and RS-232 port. There are various macro cross-assemblers available for VAX, from TI and 3rd parties. TI is apparently putting a greater than average effort into supporting this chip. I also have an analog interface board with A/D and D/A. 5.) TI 5220 speech chip Price: $5.50. Performance: 1 voice of voice. Some sound effects can be done as well - the elephant trumpeting pass-by on Star Wars. The sound quality is a little unnatural but preserves some of the speaker's identity and expression. Reverb, noise, and background sounds on the source tape can totally confuse the PASS analyzer. Availability: Now. Support: TI PASS system analyzes the speech and allows the user to edit it, frame by frame. The system typically makes a number of pitch errors, amplitude errors, and filter parameter errors, which have to be cleaned up by hand. It's a fairly slow process, and requires some intuitive feel for linguistics and why we perceive certain phonemes the way we do, etc. There is a 5220 driver for RPM. 6.) Other stuff. Brad Fuller has some (partially debugged) code using a 6502 to implement one channel of adaptive delta modulation. This could use 1 channel of a pokey as a DAC (forced output mode) (4 bit - scratchy sound quality), or a real DAC. Not sure if the 6502 would have time to run RPM too, ask Brad. Could be used for storing voice and some sound effects, higher sound quality than the TI speech chip (assuming a reasonable sample rate), but higher storage requirements - ~15,000 bits (not bytes) per second for 6502 adaptive delta, ~1500 bits per second for TI speech chip. We need some way of A) getting a number (8 or more) of alternate voice (&sound&music) tracks off of a section of video disk, so we can use the same video for a number of different purposes, and B) getting a long passage of sound (10 seconds or so) off of a still frame of video. A) might be done by downloading adaptive delta modulation parameters to a ram and feeding them to a 6502. 8 channels * 15000 bits/sec*channel * sec/60 frames * byte/8 bits => 250 bytes/frame. Can we grab this much or more off a video disk? B) might be done with TI speech chip. Anyone have any ideas or interest in helping with this? (Dave Storie is also interested in this problem.) I welcome comments, suggestions, and offers to write the Yamaha driver for RPM! ___________________________________________________________________________ From: KIM::VICKERS 19-JAN-1984 15:17 To: @SYS$MAIL:COINOP Subj: Sound Chips update Regarding my previous memo, Morgan Hoff informs me that the quad- pokey is actually a $12.90 part. Performance is still under $2.00. Also, the 320 signal processor's cost increases due to the need for high-speed rom and ram and interfacing hardware, depending on the specific application. Earl ___________________________________________________________________________ From: KIM::VICKERS 19-JAN-1984 16:14 To: @SYS$MAIL:COINOP Subj: Sound Chips Update Update Regarding my previous memo regarding my previous previous memo, Jed Margolin informs me that the online manufacturing resource planning system says that the cost of quad-pokeys was $6.90 last time we bought them. If anyone has any more numbers, I would be undelighted to hear them. Caring less, Earl ___________________________________________________________________________ From: KIM::MAHAR 26-JAN-1984 11:25 To: @SYS$MAIL:ENGINEER Subj: Webster, A dictionary program There is now available a spelling checker program. This program takes an English text file and outputs the file with all the misspelled words and their line numbers at the end. There are over 47000 words in the dictionary. This is a lot but not enough to guarantee that your favorite words are in there. So, When you find correctly spelled words marked as not in the dictionary please send them to me and I will update the dictionary. To use this program put the following command in your login.com file: $ WEB*STER :== $DOC:WEBSTR 'P1 Typing WEBSTER file.ext will run the program and process the mentioned file. The default input extension is .MEM. Webster will create a file of the same name with the extension .CRF Please forward any problems and comments to me. I will update the dictionary every couple of weeks. If your favorite words do not show up after you send them to me please be patient. ___________________________________________________________________________ From: KIM::MAHAR 26-JAN-1984 15:59 To: @SYS$MAIL:ENGINEER Subj: oops I have been informed that the 'p1 in the command line of my previous message is incorrect and should be removed. The correct line should be: $ web*ster :== $ doc:webstr This should work fine. If there any problems let me know. ___________________________________________________________________________ From: KIM::MAHAR 27-JAN-1984 11:08 To: @SYS$MAIL:ENGINEER Subj: Webster, Contractions or possessives It has come to my attention that contractions (can't, didn't, etc) don't work in the webster program. The Dictionary has these words and the program will recognize them if I define the apostrophe (') as an alphabetic character. I have done this and contractions now work. There is, however, a price for this feature. The dictionary does not have all of the possible possessive forms of words. Since the program is able to recognize the word "didn't", it will not find the word "witch's" in the dictionary. I use contractions more then I use possessives. If there is a problem with this I would like to hear about it. ___________________________________________________________________________ From: KIM::MAHAR 27-JAN-1984 14:19 To: @SYS$MAIL:ENGINEER Subj: Webster, How about this? Webster can now handle almost all cases of contractions and possessives. If it can't find a word in the dictionary it scans the word and truncates the word at any apostrophe that may be there. For example: "witch's" will become "witch". The dictionary is consulted again with the new word. This leave the only problem being a misspelling like "can'tj". the 'tj is removed and the word "can" is in the dictionary. So, no mention will be made of the word in the listing. If you don't like this feature I will set it back to not handling possessives at all. ___________________________________________________________________________ From: KIM::SHEPPERD 27-JAN-1984 15:38 To: @SYS$MAIL:ENGINEER.UAF Subj: Announcing the new utility MIXIT At long last, the utility we've all been waiting for: MIXIT. Available the next time you log in or restart, it allows you to convert image, .ROM, .EXE or .LDA files into image, .ROM, .EXE, .LDA or .MAC files at the flick of a keystroke. This program answers the ever increasing demand for "how do I put my banked switched program into a 27128?" and the old continuing problem of "how do I get a listing of my .LDA (or .PPS) file for the legal beagles?" The program reads one or more input files and writes a single output file. You specify what MIXIT should include from the input file and where to position the data in the output file. Each input file is processed seperately and inserted into the output file as it is read in. This results in the data from the input file being appended to (or overlayed on) the output file, so some amount of care should be exercised if you plan to be tricky and have sections of data overlap each other. There's four basic commands to MIXIT: HELP, EXIT, OUTPUT, INPUT. The OUTPUT command specifies the filename of the output file and must appear before any INPUT commands. Each occurance of an OUTPUT command starts a new output sequence. The INPUT command specifies the filename of an input file and the data from each is deposited into the previously defined output file. Type MIXIT and use the HELP command to get further information. There's only one error message, and its rather self-explanatory. Happy mixing, ds ___________________________________________________________________________ From: KIM::MAHAR 27-JAN-1984 15:41 To: @SYS$MAIL:ENGINEER Subj: Webster, The great debate I guess I was unclear. Webster will only strip after the apostrophe if the word is not found in the dictionary. Words like can't and didn't will be found in the dictionary so they will not be flaged as wrong. The only inaccuracy is the "can'tj" case mentioned earlier as the word "can'tj" is not in the dictionary. I am reviewing contraction and possessive recognition techniques and all of the suggestions I have received have some flaw in them. Therefore, I am regrouping and will release a new version over the weekend. ___________________________________________________________________________ From: KIM::MAHAR 29-JAN-1984 15:40 To: @SYS$MAIL:ENGINEER Subj: Webster, Contractions and possessives the final word. This is the final word on contractions vs. possessives. Webster first looks up a word in the dictionary. This includes any apostrophes that may be in the word. Most of the common contractions are listed in the dictionary and will be found this way. If the word is not in the dictionary Webster checks do see if the word ends in S'. If it does, the ' is removed and a dictionary lookup is done on the root word. If the root is not found in the dictionary the original word with the apostrophe is added to the misspelled list. If the word ends in 'S the 'S is removed and a spelling check is done on the root word. Once again if the root is not in the dictionary the whole word is placed in the misspelled list. This system will catch almost all cases of contractions and possessives. There is one exception, however. A singular word ending in S is, by the rules of usage, made into a possessive by adding 'S. So, the possessive of abacus is abacus's. If you have this correct in your text Webster will not complain. However, A common mistake for this case is to treat the word as if it was plural. ( abacus') This is incorrect but Webster will not flag it as so. This is not a major problem. I have found only a very few nouns that end in S. It is difficult to say words like abacus's so people usually put these words in a prepositional phrase ( of the abacus). The ackwardness of these words has caused most of them to fall into disuse. Spending 10 minutes looking in the dictionary only uncovered a few. ( abacus, lotus, mass, and marquis) I sure there are more but not many. ___________________________________________________________________________ From: KIM::FXL 30-JAN-1984 02:01 To: @SYS$MAIL:JUNK Subj: The first annual Jeff Boscole Memorial letter This letter is dedicated to Jeff Boscole, someone who wasn't afraid of sounding obscure, to speak his mind, to be strange, to be brilliant, to play games, and to use MAIL to its fullest. I don't remember when he left, but it was quite a few months ago. To anyone who cares, but especially to game designers with more clout than FXL, and to any and all people in power at Atari (not just coin-op): Recently I have spent an inordinate amount of time trying to instigate improvements in royalties, designer credits, and game testing procedures. I have had little success. I hereby apologize for all of the negative feelings and anger that I am emanating because of this. After all, things are pretty good here, and certainly better than at many companies. I do not however apologize or regret my negative feelings about the recent release of the Crystal Castles 2600 Cartridge. (In case you don't know, the cartridge was released without the approval of the coin-op design team, or anybody else in coin-op as far as I know). This is pure theft! And I do not even know who to blame for this!! It isn't the programmer, who is about as mad (or worse) as I am about this situation. He was given a unmakable release deadline (4 days instead of 3 weeks from when he was told). The game is much worse because of this (according to the programmer Peter Niday). He had no choice in the matter. Yet another unfinished, hurried, poorly tested game from Atari. Won't we ever learn? Games under license from other companies get reviewed by representatives of that company (Williams and Namco specifically). But games developed in-house are treated like they are in the public domain, while the original design team of in-house games is treated like dirt. This is not an isolated incident either. Atarisoft, as a matter of policy, takes Atari Coin-op games, lets outside companies "convert" them for home computers (like Commodore 64, Vic-20, Apple 2, TI-99 and IBM-PC), and then produces them, all without the creative input or advice of the original design teams (just talk to Ed Logg about Centipede, or ? about Battlezone). Atarisoft does not ask anyone over here at coin-op for approval for the final version, but they do show the final version of the game to someone in the legal department. On the more positive side, there is a chance that Atarisoft will contribute to the Engineering Product Bonus Plan in a manner similar to 2600, 5200 and 800 products. Wouldn't it be nice to have that guaranteed and in writing? And shouldn't there be designer credits on Atarisoft products? It's ironic that my name is on the packaging of the 2600 Crystal Castles cart, a product which I only saw an early version of. Yet when I told people that the message ("programmed by Franz Lanzinger") appeared in level 10 in the coin-op version I was told to take it out, or I loose an amount of bonus to be determined. Boy did that make me mad !!! I complained vocally, but only to be promised that a designer credit policy would be worked on. This policy is still "being worked on" eight months later. Now really. It's not that hard to do, just look at movies, books, not to mention Stern, Mylstar, Simutrek, Sente, even 2600 carts. If there were a policy right now, credits could be in in time for the Crystal Castles kits. As it is, I am still mad about the whole thing. Imagine Speven Spielberg directing a film, but not getting credit. How would he feel? Are we cogs in a machine? I am not a number !!! This isn't 1984!! (well OK, maybe it is). While I'm at it I would like to get one more thing off my chest (right on!!). You may know that the current "coin-op engineering product bonus plan" (shouldn't it really be called a royalty plan ?) is out of date. The most recent legally binding document (if it is legally binding) is dated March 26, 1982, and it expired at the end of 1983. It is my understanding by reading that memo that the bonus plan is still in effect, but it can now be " extended, enhanced, discontinued or otherwise modified to meet management objectives ". In other words, Atari has the legal right to screw us any time they want. Personally, I would feel much more secure, happy, and motivated to work hard, if there were an updated royalty plan without a gaping loophole like that. After all, there are plenty of precedents for people getting screwed here. I am tired of fighting a brick wall. So I will resign myself to the facts of life at Atari. These facts seem to be that change is virtually impossible when suggested by a single empoyee, but mindbogglingly fast if management wants it. And I will continue to feel bitter now and then (like right now for instance). How do you feel about all this? How do you feel about 40% 30% 30% (the "golden handcuffs")? How do you feel about 1% under 10M, 2% over 10M? How do you feel about designer credits? How do you feel about the delays in actual payment of royalties? (I still don't have a cent for Crystal Castles, and it has been seven months since it started to earn millions for Atari). What can you, anyone who cares, do to make me, Joe Piscopo (oops, make that Franz Lanzinger) feel less bitter? Well, misery loves company. Please tell me, better yet, tell your favorite manager, supervisor, or even CEO, how you feel about these issues. It may not change a thing, but maybe your powers of persuasion will succeed where mine failed. Until next year, (when I will write the second annual Jeff Boscole memorial letter) FXL (the X stands for "eX trouble maker") P.S. please send your answers to @SYS$MAIL:JUNK, or to someone in a position to take action, best would be both. P.P.S. If there are any inaccuracies, please let me know. The facts are to the best of my recollection, some of it is hearsay. ___________________________________________________________________________ From: KIM::VICKERS 30-JAN-1984 15:30 To: @SYS$MAIL:COINOP Subj: Yamaha Sound Chip I now have 3 samples of the Yamaha 2151 FM synthesis sound chip (see my Jan. 19 '84 mail message for details.) Also 3 samples of their 3012 D/A converter. Also documentation for each of these chips (46 pages of hand- written Japanese English, but basically pretty understandable.) The documentation is in the process of being typed up, but if anyone wants to check out a copy of the handwritten version, see me. This is available for coin-op evaluation only; they don't want us competing with their home computer. We should have one of the Yamaha PC's within a couple of weeks, hopefully, and a demo will be given. Earl ___________________________________________________________________________ From: KIM::THOMPSON 31-JAN-1984 10:07 To: @SYS$MAIL:JUNK Subj: Another flame Another Jeff Boscole Memorial letter, in response to FXL's letter on Jan 30, 1984. I was unaware of any policies regarding 2600, Home computer, or any other computer system, nor was I told of any. All I was told about was a bonus plan if the game I worked on was turned into a cartridge. This DOES tend to say that the creating team will have no say in the cartridge. I, for one, would like to have some say in the final version of the game, since I feel very strongly about my game. Since I haven't been impressed by the results of VCS's releases, I DON'T want them to butcher, maim or mutilate my game for whatever reason. I can fully sympathize with Franz, since he put a lot of time and effort into his game. By the time my game goes into production (knock on wood), I will have put at least a year of my life into that game. I don't want someone to come along, and rip me off. I don't really care about royalties from the other games, I just don't want to have to apologize to anyone about a game that has my name in it, on it, or associated with it. Also, since I haven't heard anything from management about the bonus plan lately, I can only assume that Franz's research is correct. Since I happen to have a Team Leader that I feel I can trust, I'm not too worried about getting screwed on the bonus. That doesn't mean that there shouldn't be something in writing. Something my mother taught me - "If you really mean what you what you are saying, then you won't mind putting it in writing." While I'm still flaming, I feel that it WOULD be nice to have my name appear in my game somewhere. It would really be nice to be allowed to do this, since Star Wars had the names of the people appear on every odd wave going into the death star. It seems a little inconsistant to me that the Star Wars project could have their names, and Crystal Castles couldn't. For some reason, that appears to be favoritism, not policy. Return flames gladly accepted. Peter Thompson. P.S. If anyone can show me a good game for the 2600 that we produced, I will fully apologize, and then go out and buy it. ___________________________________________________________________________ From: KIM::LOGG 1-FEB-1984 09:54 To: @SYS$MAIL:JUNK Subj: More on FXL letter (or the second biweekly Jeff Boscole letter) Since everyone else seems to be on the subject I might as well add my two bits worth. First, regarding testing and review of 2600, 5200, 800,... software. In the past I was given carts to review, and in some cases they ignored my comments. In particular, for the 800 Centipede I saw a bootleg copy and send my comments back only get see the shit hit the fan because I managed to see the cart which should not have been possible. Months later I was officially given a newer version to test. I noted some problems and asked that the game play match the Coin-Op version in several aspects. I was told that it was too late because they couldn't make the changes in time for the release. More recently I attended a meeting to decide which Millipede cart for the 2600 should be released. The release date was less than a week away and I was told that the programmer had just gotten one version working within the last couple of weeks (and only possible thru 7 day work weeks and considerable lack of sleep). I should also point out that I sent the complete documentation of Millipede to the team leader responsible for the VCS cart months prior to this meeting. I also called and left my name and number with the comment that I was available for any assistance. I received no response until a week or two prior to the above mentioned meeting. This leds me to believe that the game was not ready for help until the time of the meeting (thus verifying the hearsay that the game had just been developed in the last two weeks). Now for the good news! ATARI did select the VCS version of Millipede over the version done by GCC. I was told that GCC was instructed NOT to do this cart but they went ahead and did it anyway. I guess they felt that if they got it done first ATARI marketing would use theirs. Judging from the meeting I attended, I would guess that they were right. In any case I have worked with the VCS programmer since and hopefully the cart has improved. I do NOT mean to say that I necessarily helped but that the cart just needed time. I should point out that the cart was not released due to a bug! Now why didn't we think of this before? That sounds like a good strategy to follow. The only reason I was given why the cart was to be released within a week of the meeting was to have ONE week worth of sales for the first quarter. WHAT A SHITTY, GOD DAMNED, FUCKING CSDKFHAS FHLAVFHJ EXCUSE!!!! What ever happened to quality which the name ATARI is supposed to represent? Where was VCS management?? I would hope that someone would stand up and say "THE GAME IS NOT READY. WE WILL RELEASE IT WHEN IT IS DONE!!" Who are they trying to make look good? Why impress Warner with 1 weeks worth of production, when you can impress the consumer 2 weeks later? It seems short-sighted to make themselves look good at the expense of ATARI's reputation. Well enough of that, I want to get back on the subject of good news. Months ago I also reviewed a Millipede for the 800 (or 5200 I don't remember). I sent my comments back and just last week received a letter back for Richard Frick thanking me and giving me a list of changes they have implemented. When I talked to him he recalled when the comments came back and how the programmer grumbled about doing any more changes. However after the changes were made the programmer has become very excited about the new program. Now ISN'T that a heart warming story. It sure made my week. I hope we see more cooperation like that in the future. Second, as Franz hinted I never received a copy of Centipede to review from ATARISOFT nor was I even told about any Centipede carts. Ignoring the fact that is rather insulting, it is not in the best interests of ATARI. We should demand quality from any product ATARI puts its name on. Considering there is expertise here in Coin-Op to test and evaluate this product, they should be very interested in hearing from us. Since there were no designer credits, I guess it was hard for them to dtermine who to come to but they could have found out. Since there seems to be new policies regarding credits for our games and since there seems to be a lack of trust between certain individuals and management, couldn't we have some WRITTEN information of these policies. In particular, can someone reassure us that the current bonus program is still in effect and will remain so until xxxxx. Can the current policy on credits be written down and include if possible the current policy on credits with respect to 2600, 5200, 800, and ATARISOFT conversions. For everyones information I was not told that my name would appear on the 2600 Millipede documentation. I had to ask Steve Calfee. In fact it seems logical that the names of all members of the Coin-Op team responsible for developing the game should appear. Can someone write down whether the ASTARISOFT software will bring royalties to Coin-OP? Now for my pet pieve, can we get a little better accounting on the bonus program? I was given verbal assurance by John Farrand that this was possible but maybe he doesn't understand how hard or time consumming this is. In the past ATARI didn't want to do this because this would release information that the competition is not supposed to know. In fact if you want to know the VCS sales of a cart, just call your friends at Activision or Imagic or Starpath for the info. I was also told that the other divisions just paid monies to Coin-Op but did not supply the number of units sold or other info. With the new organization I would hope that this information would be available. The kind of information I would like to see with our bonus checks is 1) Coin-Op units sold (at full price) 2) those sold at a loss (thus no royalties for them) 3) Coin-Op kits sold (as above) 4) same for 2600, 800, 5200 and ATARISOFT. Ed Logg P.S. They (Marketing) released the 2600 Millipede on Monday before they could test the cart for the required 40 hrs. There was a screen roll failure after 35 hrs. So by the book they should not have passed the cart for release. ___________________________________________________________________________ From: KIM::RAY 1-FEB-1984 15:10 To: @SYS$MAIL:ENGINEER.UAF Subj: Complaints To: Unhappy People From: John Ray Subject: Complaints Date: 1/31/84 I would like to let you all know what the current status is with the complaints that have recently been voiced. I see the complaints falling into the following subjects: 1. Consumer conversion of Coin-Op originals without Coin-Op inputs. 2. Designer credits in the Coin-Op product. 3. Bonus issues. MY VIEWS 1. I agree that we need to have a great deal more involvement in consumer conversions of our products. I talked to Steve about this when he gave me the Crystal Castles Cartrige one working day before it was to be released. He agrees. I'm sure that it will be much more convenient to interact with the Consumer Programmers when they are in our building. I'm sure that the Consumer management and programmers will be happy to hear any input you have on one of your games. For the long term, I will work with Steve to formalize the procedure of giving feedback so that we do not repeat past mistakes. 2. When the Consumer designer credits policy was announced, I was given the task of coming up with a policy for Coin-Op. I did this over Christmas and submitted my proposal to the Team Managers right after the holidays. I incorporated some of their suggestions and submitted the proposal to Dan Van and Steve Calfee on 1/11/84. Dan has submitted my proposal to Skip Paul and John Farrand, but with all the recent organizational changes there may be a longer delay than normal. Please have a little more patience. 3. There are many bonus issues, most of which I have not discussed with Dan Van. He IS looking into getting rid of the "Golden Handcuffs" (40/30/30) and getting an "advance" on royalties. I will discuss with Dan the other issues that have been brought up as well as going over the mail messages received on this topic. I think bringing these issues out into the open is healthy, but I don't want you to feel like you have to have a revolt to get me or Dan to listen to you. Dan always personally answers any written messages you send to him. I always answer questions to the best of my ability, and take questions to Dan that I cannot answer. I was already addressing the issues that Franz has brought to my attention. The problem is that these types of things take longer than you would expect. You may think that it is absurd how long things take, but remember that designing a game also always takes longer than anyone expects. One last comment, courtesy of Chris Downened: "Junk" goes to lots of people who do not participate in the Product Bonus Plan at all. They may not appreciate hearing about our concerns regarding this plan. It might be better to use "@sys$mail:engineer.uaf" or a similar restricted audience. Thanks!! John ___________________________________________________________________________ From: KIM::DOWNEND 1-FEB-1984 17:22 To: @SYS$MAIL:ENGINEER.UAF to: Franz from: Chris Downend Subject: Response to Boscole Memorial Letter First of all, rest assured the issues you mention ARE being worked on - they are constant topics at meetings I attend. Everybody seems to be involved in making decisions these days. This ensures all viewpoints are heard but with a horrible speed penalty. The solution is to keep plugging away and enlist support as you have! By the way Franz, you are certinly a valued employee with clout - one thing Atari undeniably values is people that can produce successful products and you have certainly done that with Crystal Castles. I have unique perspective on the situation since I have programmed games at the "bottom" and at the same time I have seen the decision-making process at the "top" - I can empathize with both sides. One word of caution though, I note that you suggest dialogue thru VAX and the "Junk" heading which routes the text to everybody on the VAX including employees who do not share in the Product Bonus (royalty) and they just might not appreciate hearing about our lofty concerns about credits and amounts of bonus since they get neither. May I suggest the @sys$mail:engineer.uaf heading or a similar restricted audience. Management must be sensitive to the feelings and desires of many diverse groups inside Engineering and this complicates and lengthens the decision-making process. A snap decision to address the issue bothering one party may upset another party - management has to consider the whole picture sometimes. On Royalities: Yep, Atari can screw us anytime they want. I do not think they would for fear of a lot of people leaving. The Company has to protect itself. Please realize that thru much of 1983, Atari paid bonuses even though Coin-op was not making money - we were operating in the RED and still paying bonuses ! Now thats commitment. Of course that cannot go on for too long or else the whole Company goes down. That's the reason Atari has escape valves built in to Bonus plans - it's not really too screw the employee, but instead to protect the well-being of the Company. That's the price you pay for the luxury of a steady salary and a ready-made work environment including PEOPLE and technical support. Personally, I have not been screwed, and in fact I have found that Atari has handsomely rewarded hard work and a willingness to support the Company. Maybe my expectations are lower than those who feel screwed - or maybe they valued themselves more than they were really worth. Management does care and Changes are in the works, they just take a long time especially when the players keep changing( J. Ray becomes Director, then Calfee leaves, then Farrand leaves etc. - you have to keep re-educating the new players). Changes ARE underway (no promsies, but people want to fix these things if possible): -get rid of golden handcuffs -generate an advance close to initial production As for the "millions" Atari made on Crystal Castles, well lets see: sales as of 1/13/84: 4363 uprts; 450 cocktails sales revenue (approx): $2095*4363 + 1695*500 = $9.98M [price was reduced in DEC(?) to $1000(?)] cost of goods sold(fully burdened):$971*4363+971*500=$4.73M Engineering Expense for Crystal Castles: about $1M Engineering Expense for games that don't make it: unknown Sales/Marketing Expense: unknown Engineering Bonus expense:(.015*9.98M)=.15M Pre-tax Income: 9.98-(4.73+1+.15)= $4.1M After taxes (50%): $2.05M So the Company retains earnings of a couple of million to get thru the many dry spells this industry faces or to buy new equipment etc. Also note that Atari had to build about a 1000 games to break even on the Engineering costs. Thus, profit doesn't really appear until 1000 games are built, but Atari pays bonus anyway. I agree 7 months is a bit long to wait, but Atari has not made all that much and the product was not profitable until long after the intial production started. Product Bonus was paid quarterly at one time; we should go back to that scheme. As for the 1% or 2%, I don't see a problem there - after all, Atari doesn't start making any significant money on a product till a few thousand are sold so it makes sense to reduce bonus funding till a thresold is crossed. I would however like to see another threshold at about $50M when the percentage increases to 5%. A game that can generate that much sales is a spectacular achievement for the creators and they deserve the reward at that point. The Quality of 2600 carts is the pits - no doubt about it. The system was introduced in 1977 so it is SEVEN years old. I think Breakout and Space Invaders are decent renditions of the coin-op originals and those are 1976 and 1979 games respectively. But with 14 million 2600's out there, financial issues outweigh asthetic issues. I don't think the public would even buy Crystal Castles on a 2600 so everybody loses - you and Atari. Again, we've got new management and they have to learn from their own mistakes. By the way, Calfee knew the 2600 Crystal Castles was lousy and tried to stop it, but he was overuled. When Marketing wanted to do the same thing with Millipede (release the cart with a bug), Steve had to go all the way to J.J. Morgan. Fortunately, Morgan agreed with Steve and the release was postponed. One thing to remember though, Coin-op profits are small potatoes compared with Comsumer profits so every decision is heavily weighted toward maximizing profit in the Consumer arena. So, anticipate feeling screwed with respect to the quality of carts - it won't change - too much money is a stake. The virtue of Coin-op is extensive creative freedom (in game design and hardware base) since original work is the lifeblood of the Industry. Coin-op also gives you bearable schedules allowing you to do a satisfying job. And to my knowledge, Coin-op has yet to sacrifice quality to get an on-time delivery. Firefox was supposed to start production 1/23/84; millions in parts are all staged ready for production, but it has not started (1/31/84) because the software is not ready. Now for Credits: Coin-op credits are more complex than Consumer credits since more people are involved and people get their feelings hurt if they are left out and they feel they contributed just as much as so-and-so and so-and-so got their name on the game... see my point? John Ray has been working on this as well as trying to learn about being a Director and managing the Project Office. Maybe its could have happened faster, but John manages by concensus which takes even more time. John has apparently sent his recommendation to Van Elderen/Paul/Farrand for appproval prior to publishing the rules for credits on the audio-visual portion of the product. How does seven names in video for the audio-visual portion strike you?? We do not want 8kbytes of EPROM used up putting 500 credits in the game. By the way, Star Wars got their names in the game because they did it and did not tell anybody about it. If your ethics were equally low, Franz, you could have done it in Crystal Castles too. What's all this mean? I don't know. I hope it helps though. - Chris Downend ___________________________________________________________________________ From: KIM::WHITEBOOK 2-FEB-1984 12:30 To: @SYS$MAIL:ENGINEER.UAF Subj: BOSCOLE II I'll jump in at his point in the discussion re: BONUS. Many of you may not know this, but after devoting my first year here to developing the graphics and gameplay on a game which sucessfully made it intoproduction (MAJOR HAVOC), I was quite suprised to find out accidentally during an unrelated hallway encounter that I WAS NOT BEING CONSULTED AND/OR EVEN INFORMED AS TO BONUS DISTRIBUTION. Of course, this problem has since been rectified. However, if I had not inadventantly asked JUST THE RIGHT, SPECIFIC QUESTION to the RIGHT PERSON at the RIGHT TIME, it would have been too late to DO anything at all about BONUS! In addition, during the negotiations on that delicate subject of BONUS PARTICIPATION, several unexpected suprises kept poking up their noses. What this means is, of course, that the system as it has been known in the past is now in a period of flux. From my standpoint, that's all for the better. Now, in the aforementioned BONUS MEMO which makes provision for modifications as management decides is fitting and proper, I would like to point out that it makes a special and specific mention of the broadening of the CORE GROUP CONCEPT to include the new significant contributors to today's modern coin-op games, i.e. ANIMATORS. Of course, it doesn't guarantee that just any lackluster tell-me-what-to-do-and-I'll-draw-it-for-you attitude will be rewarded indiscriminately, but creative incentive and contribution to a game is something that JUST CAN'T BE IGNORED... unless one wants to supress creativity it must have room to flourish and IT MUST BE PROPERLY NOURISHED. (This means BONUS) So, if the GOLDEN HANDCUFFS don't fit right anymore they should be reshaped to fit with the loving skill of the patient craftsperson... but they should be fixed right. Thanx, Barry ___________________________________________________________________________ From: KIM::SUTTLES 2-FEB-1984 13:42 To: @SYS$MAIL:ENGINEER.UAF Subj: BOSCOLE MCMLXXXIV I have been watching these soaps with some interest. I find a wry humor in them which might just be unique, and would like to share this with you. Some background context: At all the places where I worked before (in a "production" shop, either as an applications programmer or as a systems programmer), there was no bonus program. I was considered to be a very low level of management, and thusly was paid a salary. Consistent with that, if the job required extra effort, I was expected to put out that extra effort, cuz it was my job. That was part of the commitment. When things went well for the company, I enjoyed better job security. When things didn't go as well for the company, I did my best to correct that where I could. It was part of my job. It wasn't till I came to Atari that I was involved in any bonus plan at all. Since I do not contribute directly to the end product, I am not eligible for bonuses of the type that is currently under fire. To keep me from grumbling about it, and to prevent me "defecting" to games programming, I am under a "management discretionary" bonus program. This translates to: If I do a good job, I get a good bonus. If I don't, I don't. My first bonus at Atari really blew my socks off. I had no idea what to expect; I was anticipating a $25 or $50 Christmas gift. (On the other hand, you guys that are handing out the bucks, now I know, and now I would take it poorly.) It is still nothing close to the product bonuses that you guys are so upset about. No, I am not going to give any more hints than that. Now for the things that amuse me: My overwhelming reaction is simple. A bonus is a bonus. I get paid to do my job. I am not entitled to a bonus, by definition, unless I do my job better than is expected (and no such thing as a sliding curve). If I happen to be better than the average joe, and stay that way consistently, I wouldn't want managements expectations to rise to my superior level, IN MY CASE ONLY. After all, if I was worse than the average joe, their expectations might sink ("Don't give it to Suttles, he'll screw it up") but their standards wouldn't--I would just be a little less likely to survive any layoffs. A "bonus" is like a tip in a restaraunt--the waitress cannot rely on it, it isn't automatic, and she can destroy any chance of getting one by just not trying hard enough...which can be a direct result of believing that the tip is a fixed amount and guaranteed. You guys are unbelievably lucky. I can't speak for the rest of the Bay Area, but in the places I worked before (in the MidWest), such a feud as this could not happen. People who have the gall (guts if it worked) to stand up in a crowd and shout "management is screwing us" usually find that from that instant onward, management is SCRUPULOUSLY honest and consistent. They ensure they make no mistakes, and fire the sucker by the book. Our management here is constrained by circumstance not to point out what I think is obvious (a bonus is a bonus). But they are NOT constrained to agree with the outspoken few (even tho there were a lot of letters, there are lots more who haven't spoken up). They are not required to support either the point of view of the people. They have a company to run. They have to make the company profitable, which takes a LOT of justification to "give away" bonus money of any quantity. They could quite legitimately tell you guys "TOUGH &^$%@" (sorry, Ed), and be quite within their legal, AND MORAL rights. The point is that I can't fully put myself behind the revolution, although I would DEFINITELY like to see everyone come out happy. (If you think I'm going to say bonuses are revolting, think again!) It is only here at Atari that such a discussion could come out well, and there ain't that many places where such a discussion could exist at all. Two final points: NOBODY wants to put out a shoddy product, or even a product that is less than it could be. And did anyone consider that since the merge, a lot of the people against whom the shoddy products are blamed, are on the mailing lists? Personal note to DanVan: When do I get the other half of my money? Steve Suttles ___________________________________________________________________________ From: KIM::RICE 2-FEB-1984 15:17 To: @SYS$MAIL:ENGINEER.UAF Subj: RE: BOSCOLE MCMLXXXIV Well, a touch of sanity (old school style) at last. Actually, I, too, have been very pleased with my Mgmnt Disc boni, but it also pleases me that my boss thinks I do some decent work and can show it in that way. But it certainly comes under the heading of "cake frosting". What I hope comes out of this is a greater commitment to quality of product--- that's what really feeds us all. There are still too many guys saying "I don't care, it's good enough, I just wanna get it out of here!" Those are the ones who burn my butt! ___________________________________________________________________________ From: KIM::RAINS 2-FEB-1984 17:17 To: @SYS$MAIL:ENGINEER.UAF Subj: ANOTHER PERSPECTIVE Since there seems to be a lot of discussion going on about various people's lack of satisfaction at Atari, I thought I might add yet another viewpoint. I realize that having been in "management" for so long, and most recently becoming a "fellow" ("GUY" for short?), whatever the hell that is, that any viewpoints I express are suspect. Still, I might be able to add some insight due to my ten years at a little company that made good in spite of itself. First, as regards bonuses and all related monetary matters, I can say without hesitation that the formulation and administration of the engineering bonus program at Atari is absolutely the worst, most trying and exasperating, most thankless job I ever had to do. The gripes, fears, accusations, and general grief that the management of coin-op engineering has had to go through in the administration of the various plans is something I would not wish on an enemy. (I still feel a twinge of guilt over dumping it in Dan's lap a year-and-a-half ago.) In all the time I was handling the plan, I could only make out one general rule: THE MORE MONEY A PERSON MADE IN THE BONUS PLAN, THE LESS HAPPY HE/SHE WAS ABOUT IT. I received nothing but gripes from the people with the big bucks, while the people who got considerably less, and worked their butts off in support of our products were genuinely thankful. Basically, what I'm trying to say is that if people could give Dan and the other managers some support and thanks occasionally regarding the bonus plan that the management team would be very willing try to make the system work better for you when you had a problem or suggestion. As regards credit for games, I am concerned that if we are not careful, we will find ourselves in an industry which is as screwed up as the motion picture industry. Too many people in that business are out strictly for themselves. There is no team work on many sets because of one or another cast members who insists on taking more credit or attention than any human should expect, and EVERYONE is vitally concerned about CREDIT (even before quality, in many cases). The one thing that I have always enjoyed at Atari is the true camaraderie of the engineering group in Coin-Op. It was the friendships and team attitudes which made Division Street a fun place to work. (Ask an Old Timer what Division Street was.) All this may sound a little strange coming from the man who "stole" the credit from Ed Logg for the Asteroids project. Let me digress briefly on this point. At the time when I was doing interviews and being given sole credit for Asteroids, this company was run by a man who did not trust engineers, and had a paranoia about letting the world know who our game designers were. I was (for whatever reason) on the "approved" list as an engineer who could do interviews with the press. I was not, however, allowed to name names of the engineers or programmers within our department. My standard response to the press was that I was a member of the team of people who created Asteroids, but our own P.R. department, and the lack of other names to associate with the product resulted in my getting credit for much more than I ever claimed or felt. My position on the subject, now as then, is that I did in fact INVENT Asteroids (i.e., came up with the idea), but Ed Logg CREATED the game (i.e., turned an interesting idea into a successful product), with help from the rest of the team and other people in engineering. The part about "...with help from the rest of the team..." is significant. I am concerned that when and if the credit is given, it will get screwed up as it has in the case of Asteroids. There will be hard feelings between people who feel they deserved more credit than they got (especially if they got none at all). I think that while individual credits may be important and necessary for individuals, it may be the beginning of the end of good team feelings and cooperation within the game design groups. WATCH OUT! Finally, as regards coin-op programmers reviewing the consumer products before they go out, how could I possibly disagree that the coin-op guy needs creative approval (control?), especially when his name is going on the box. We wouldn't want to be embarrassed now, would we? Steve Calfee and his Damned Consumer Division Software Assholes can shove it if they think they can get away with this kind of insolence. LONG LIVE COIN-OP, THE REAL ATARI!! We can start another interdivisional Holy War at the drop of a hat (or the drop of a game cart?). Back to the good ol' days of them 'n us! Sure, we'll share the building, but share ideas? Sacrilege! They can blow it out their VCS's! Or maybe we could join forces and revolt against "marketing" or "management" or some other dark and evil force in the company who is taking an unenlightened approach to running the business. It's so easy to see and address the whole scheme of things (the pressures of running a factory, answering to stockholders, balancing the corporate budget, forging a new corporate management structure and a new corporate environment in the wake of one of the most embarrassing fiscal performances of recent history, and doing so with the lingering morale problems, etc.) from the engineering building in Milpitas. ___________________________________________________________________________ From: KIM::SUTTLES 2-FEB-1984 17:57 To: @SYS$MAIL:ENGINEER.UAF Subj: RE: Blow it out your console I like the idea of them .vs. us. How about the US from Atari, and the THEM from those other corporations that are taking away our sales, thus income, thus profits, from whence all bonus comes? Why do we have to do ourselves in when we could be doing them in instead? sas ___________________________________________________________________________ From: KIM::FXL 3-FEB-1984 00:58 To: @SYS$MAIL:JUNK Subj: ? Hello again. I am overwhelmed. What a can of worms!! Jeff Boscole would be proud. Unfortunately, I don't have time to respond to everything that has been broadcast in MAIL recently. Nor should I, after all, I am supposed to be an ex-trouble maker. Still, I am glad that so many of you took the trouble to write down what is on your mind, and then broadcasting it. Scary, but worthwhile. This message is going to the JUNK mailing list, as did the Jeff Boscole memorial letter. I was unaware that JUNK included via DECNET a number of other VAXes. If I had known, I would have sent the JBML to JUNK anyway. I feel no need for secrecy. Better to be in the open than to create inaccurate rumors. If you JUNK readers out there are not interested, just type del after the first page of a message and the message disappears. Someone pointed out to me that it is my responsibility to inform the JUNK subscribers of the prompt responses by John Ray, Chris Downend, and Lyle Rains to the concerns voiced by the earlier MAIL. These responses were mailed to ENGINEERING.UAF, a mailing list which includes only Kim Newvax users. A printout of some of these responses is posted in the home-computer section of 1501. Please don't blame me if you feel left out of the discussion. Fight for royalties if you feel that you deserve them. Fight for getting credit for your work. I am all for personalizing all of industry, everyone should put their name to their work, good or bad. Above all fight for quality. Quality sells, or are we in it just to make a quick buck? If you feel envious that we in engineering receive royalties, consider that we (in coin-op) don't make millions, only thousands, if we are lucky. We earn these royalties by working day and night, sometimes it seems putting our whole lives into it. Even for a successfull game designer, half the time the things don't even see production. Usually that means a year or two down the drain. If you are unsuccessful you get no royalties, only the nagging question: why didn't it work? If the game sells, you don't know why either. Either way, you don't feel secure about the whole thing. And nobody knows where the industry will be three years from now. Can you blame us then for fighting for our second in the spotlight while the power is still on? Without game designers Atari would not exist, just like without a screenplay you'd have a pretty dull movie. "A video game is not a toaster" Sincerely, Franz X Lanzinger ___________________________________________________________________________ From: KIM::FXL 3-FEB-1984 02:54 To: @SYS$MAIL:ENGINEER.UAF Subj: you guessed it Hello UAF (whatever that means) Again, I'll say that I don't have time to answer everybody in writing, but I can't resist another contribution to the maelstrom of verbiage. I appreciate the rather quick response from the management end of things. But I've heard enough of 'we are working on it'. We game designers work under tough deadlines all the time, we have to show continuous progress, but you guys just say 'we are working on it'. I've been patient long enough. It's time to be impatient. Is Atari really in the 50% tax bracket? Or do you think I'm stupid, Chris? Either way, I second Ed's motion for better accounting of royalties, if and when we receive them. And I don't want to hear some bull about secrecy. Why should our competition know more about sales figures than we do? Maybe the real reason is that there just might be a few dollars missing here or there? Not that I am accusing anyone of foul play, but the potential is there, and foul play has occurred at this company (as in any large company) in the past. Regarding bonus vs. royalties: Are we engineers, or entertainers? Are we grammarians, or writers of best sellers? Are we animators or in-betweeners? A bonus is icing on the cake for a job well done. Royalties are well deserved rewards for directly causing huge profits (or at least a huge positive difference in losses) for a company that is part of the entertainment industry. Royalties are guaranteed by contracts, or at least in some legally binding fashion. I move that guaranteed royalties be paid to us, the in-house people responsible for the development of our games. This would be in line with standard practice in the entertainment industry. I don't really care about the specifics. 1% of that, 3% of the other, whatever. As long as there is some kind of consensus of fairness, and knowing that the rug won't be pulled from under you. And a large payoff for a really big hit would be a great incentive. We all dream of making another Centipede. Too bad that all the big hits (30K units or more) happened under the old bonus plan. This is a hit business. The similarities with the movie industry can't be ignored. Why, we are even owned by Warner. We are entertainers. I program because I have to do that to make the game do what I want it to do. If I could do that in English with voice input, the job would be more pleasant, but it would be essentially the same. If the game is fun to play, its because I made literally thousands of decisions along the way, listening to hundreds of suggestions. If those decisions balance out into a game that people who play coin-ops like to play, if it is tuned so that it earns well, and for a long time, then we sell bunches of them. If the game isn't fun, if it is tuned poorly, if it "cheats", then forget it, you can have an outstanding cabinet, and excellent manual, not a single hardware problem, but people won't put very much money into it. I shouldn't forget the tremendous importance of quality animation and sounds. Our truly amazing animators and equally astounding sound effects and music people deserve much more credit (this includes royalties) than they are presently getting (note Barry's message). Without Barbara Singh, Bentley Bear would still be a robot. And the gem-eaters would still be dropping their pants. Oops, it's almost 3 a. m., time to get to work. FXL ___________________________________________________________________________ From: ERNIE::CAMERON 3-FEB-1984 09:32 To: @SYS$MAIL:JUNK Subj: Aview from the Gruntz Since this seems to be the medium for voicing one's opinion, here's mine. I DO understand that the game programmer is the so called "creator" of the game. But what would your great program do without the hardware, display, power supply, animation, audio development, graphics, cabinet, harness, tech support, and etc!!! What we design here is a PRODUCT. Every person in this building (and those shoved off to 790) plays an important role in the whole process. The team effort is NEEDED to meet our ridiculous schedules. As soon as someone is "better" than someone else the whole system suffers. The game "team" works on one project for a year or more. They are allowed to slip schedules as they go. They get to pick what project they want to work on (generally). They have to answer to their team leader and marketing. I get every project. I don"t get the luxury of saying, "Oh, I don't want to work on that game." I have firm deadlines. They rarely get slipped. You talk about working your butt off, I work my butt off on every project. The vast majority of Design Services hasn't seen the sun in many months. I have worked here over five years and have NEVER misses a set deadline. And who do I answer to? I am fair game for abuse from: Manufacturing Marketing Planners Buyers Customer Service Ireland Manufacturing Components Team Leaders Engineers Vendors Brownsville Sales Reps other Design Groups my Management Some days I want to take my phone and shove it right.... I would like to address the two specific topics at hand, first CREDIT. I think as soon as you give exorbitant credit to a "few", you slap everyone else in the face. Where do you draw the line on who gets credit? Some say the difference is creativity. Designing anything involves creativity. But when you get to the bottom line any design is performing a task. I'm sure most of you reading this think that my job involves no creativity. If that was true I would get a new job. I am constantly researching new methods and new products to improve the quality and cost of my product. Often I am thrown problems that can't be solved without getting "creative". And i do like getting involved in other aspects of Enginnering that are more creative. I don't just "do-my-job". If you are going to give credit for creativity, then everyone of us that walks by a game and says, "gee, wouldn't it be neat if the guy swung from the trees upside down!" has helped. And what about all the people that were creative for a year or more but Atari chooses not to produce their game? A lot of the time it isn't necessarily their fault it wasn't marketable. BONUS A bonus is a bonus. I would love to get much, much more. I'm not included in the game bonus. The reason must be because.......I don't do anything (?) Love and Kisses, Giggles and Wiggles, Carole ___________________________________________________________________________ From: KIM::OLIVER 3-FEB-1984 10:37 To: @SYS$MAIL:ENGINEER.UAF Subj: VIEW #1243. Here's another view on royalties and bonuses. But first I should tell you that I'm a them. I've done VCS carts for several other companies and just completed a computer game for Atari. I'll give you my definition of royalty and bonus for what it's worth (so to speak). BONUS: Something of value given to someone for a job well done. Keyword - given. ROYALTY: A method of payment for a service performed. Companies don't give money away, they earn it or should. If a company could get away with paying employees 10 cent a day they would and should because that's the U.S. way. The reason a company pays royalties is to retain and keep key personnel. Royalties are not only given to entertainers and artist, but to anyone who is a short commodity. Salesmen recieve commissions in addition to other compensations in order to attrack and keep the best. Top level executives recieve stock options to attrack and keep those few who have the talent to turn a little into a lot. My point is that royalties are earned. And I get very upset when people refer to royalties as a gift. It's like the gifts I give my Doctor, Lawyer and IRS. People who see royalties as a gift either don't warrant a royalty or are very naive about their worth. I also resent opinons that someone who recieves a royalty would think they are more important or even more vital to the company. I believe Atari's management (present history) is fair and concerned. But, I also know that chaos is Atari's only communication system and therefore policies take forever to be drafted. So I think we should keep after what we want, but I don't think it's time to burn the place to the ground. Dan ___________________________________________________________________________ From: KIM::RUBIN 3-FEB-1984 11:07 To: @SYS$MAIL:JUNK Subj: a different view...... BONUS. Noun 1: Something that is given in addition to what is usually or strictly due. 2:a Brit: Dividend b: Money or an equivalent given in addition to an employees usual compensation. c: a premium given by a corporation to a purchaser of its securities to a promoter, or to an employee d(1): a government subsidy to an industry. 2: a government payment to war veterans. 3: A sum of money in addition to interest or royalties charged for the granting of a loan or privilege to a company, or for the leasing or transfer of property. That is Webster's 7th definition of the word bonus. I do not see anywhere in that definition where it says that Atari (or any other company for that fact) MUST pay a sum of money to an employee based on sales of a product designed by that employee or employees. (hey Lyle, I made big bucks and I'm am for sure NOT complaining!!!) Now don't get me wrong. I know alot of you will now say..."sure...you did ok by the plan, its easy for you to say". But that is not the point. I waited almost 6 years before I got a product which made bonus. I did not expect EVER in the 6 years to be paid a bonus and I did not stay at Atari for the bonus either. I got lucky enough to have a product which made bonus for me at the right time and the right place. For that Bonus I am thankful to Atari. However, I do not think that any of you would NOT be working at Atari if there were NO bonus plan. I know that it was not really a decision when I started working here! I think the bonus plan is a great idea, and now that I've been included I might feel differently if it were to go. However, we are all paid a nice salary to do our job..... .....DESIGN GAMES. Bonus is exactly what the definition says it is...EXTRA. If you are designing a game strictly for the bonus it will earn you, then you are in the wrong business! Ok....Atari has a BONUS PLAN. They have always had some kind of incentive plan for the designers of games. I would not want to see it go. And since most of you did come onto Atari knowing that there was some sort of plan, it may be a very good reason to stay now. But lets give Management a break here. I am sure John Ray, Steve Calfee and Dan Van have had it up to the top of their heads with grips. If Atari is going to have a plan, I feel somewhat sure that the plan will be in the best interests of both the company and the designers!!! I have LOTS AND LOTS of gripes with the plan myself. I do not like the way it distributed for example. I am fairly sure that no matter what plan were to become, there would always be gripes. Not everyone is going to be happy all of the time! So...I must agree with Steve Suttles in his feelings that we should feel lucky to have ANY plan at all. After all, it is a BONUS, not a ROYALTY!! Maybe we should change the subject of these gripes to suggestions for what you might like to see in a bonus plan. Who knows, it just might get somewhere!!! As for credit on the games.....Who cares????? How many of you sit through the credits at the end of a movie or TV show. How many of you read every credit in a book?? Who is the best reporter for the S.J. Merc.?? Damned if I know!!! Part of me says "yea, credit might be nice", but then I think about it a bit longer. I use to joke about a credit screen, with 50 or so names running up the screen after each game: Designed by: Programmed by: Engineered by: Graphics by: Animation by: ..........................etc Gads!!!! What a bunch of junk!!!! I really don't care if my name gets on the screen or not! But I know that if names were to start showing up on screens, one would have to be very careful not to leave ANYBODY out!!! I don't want that responsibility in my program! And what happens to credits when you need to squeeze 100 more bytes into a program???? Maybe we could just print a small box on the side of the game with everybody's name in it??? WOW!!!! My only gripe with credit is that Atari did not want our names used in the media if we were interviewed. That is no longer a restriction! There is no more gripe!!! The bottom line????? This has all gotten way to far out of hand. Are the rest of you really only staying at Atari for the money and the credit?????? Owen ___________________________________________________________________________ From: KIM::LIPSON 3-FEB-1984 11:19 To: @SYS$MAIL:ENGINEER.UAF Subj: e just after i wrote this, I read Owens... Owen, me too. excerpts from what I wrote that Owen didn't say: No 'creative' person here is taking any risks beyond a lowered reputation (and less job security, Steve) while working on a project. The company has all legal and considerable moral claim to all profits made on a project where it assumed all costs of development. The long hours everyone works in the 'creative team' are really self-imposed and maintained more by peer-pressure than by orders from management, so don't try bitching to me that you are owed for them. Most exciting projects come either with explicit targets (eg. FIREFOX or GARGOYLES) or are pushed because you'll be able to do more projects and get better marketing/manufacturing response by speeding development. If it really bothers you to work under those deadlines, only work on projects where you yourself can propose a schedule you can meet with an acceptable amount of work. Since no-one around here is willing to refuse to meet 'unrealistic' schedules, everyone has worked excessive hours on occasion- but most DONT make overtime pay- you do it because you think it will pay off in: better product/better support/you won't look like an asshole for agreeing to a deadline and missing. Anyone who really wants more credit than ATARI is willing to give, or more money than ATARI is willing to give, must take the risk that other ATARI expatriots have taken and assume more risk (that is, COST) of development. Then you have all the control you want. Remember, 'your' game is ATARI's, and milking it for all the bucks it can is the prerogative the company has. I'm all in favor of pressuring the company for as much bonus as we can get. Just as in baseball, the burden is not on the players to resist making unreasonable demands- it's on the owners to determine what the company can afford. I think the issue of credits would have been best left to the realm of the individual game designers, and let the team fight it out without management interference. I don't see anything but stupidity in failing to consult a coin-op designer in developing a cross-over game; at least smile politely at his input before it's ignored. BUT don't let this issue get too deeply under your skin. Some anger is appropriate in redressing particular issues, but don't generalize it into a feeling that you're working in an environment where you're sure to be burned sooner or later. I've worked before where people bitched too often and were unable to fully enjoy their work- and I'm not there anymore. Nothing can ruin everyone's work environment more than an unwillingness to feel rewarded by what you're doing, regardless of bonus or salary. Ever since I've been here this discussion has simmered, occasionally boiling. It will continue to do so. Like your mama used to say, think of the starving Armenians (didn't your mother say that?) and eat your food. Noone here is out to get anyone- it's a big group of people with very diverse perspectives on what a product is and who's responsible for what. The diversity is also a benefit- we are exposed to a great range of disciplines here, with a lot of resources to devote to various loosely related products/projects. Don't blow it. ___________________________________________________________________________ From: KIM::PETROKA 3-FEB-1984 11:33 To: @SYS$MAIL:JUNK Subj: a response to Rubin I sit and read the credits at the end of movies. -CP- ___________________________________________________________________________ From: KIM::LOGG 3-FEB-1984 11:42 To: @SYS$MAIL:JUNK Subj: Guess? This has gotten out of hand! I am NOT mad at Atari about the Bonus program or credits. Personally if I added my name it would be hidden away where you would be lucky to find it. I was mad at the marketing management for their lack of quality control but there was some good news! My goal was to get the issues out in the open and to get people thinking, NOT make them mad at management. Now this is my last message on the subject because I have work to do. If you have comments please see me and we can discuss them. ___________________________________________________________________________ From: KIM::MAHAR 6-FEB-1984 10:12 To: @SYS$MAIL:ENGINEER Subj: Webstr, New words The file [MAHAR]NUWORDS.DOC lists the new words that have been added to Websters dictionary. ___________________________________________________________________________ From: KIM::FXL 6-FEB-1984 16:19 To: @SYS$MAIL:JUNK Subj: apology and fate I'm very sorry that I offended some of you. I am relatively new here. I lead a sheltered life over here, I bet a lot of you out there do too. The many many people who work here all contribute in various ways to our successes and failures. Team-work is essential. Regarding game credits, there are many advantages to having no credits at all (except of course the Atari name, not to mention whoever the game was licensed from). The biggest advantage seems to be that noone will be upset that they aren't included. Still, credits are inevitable. They will come, sooner or later. The process has already begun. Many other video-game and even computer software companies have credit policies. Atari home cartridges even have credits on the boxes, or in the manuals. And the day will come when live actors will appear in video disc games. It would be difficult to hide the names of those actors, not to mention that they probably would be members of the screen actors guild. Regarding royalties, or bonus, may the better company win. Imagine a company that gives credit and royalties where credits and royalties are due, namely to everybody, on a project to project basis. Such a company would attract the best people, then produce the best entertainment products, and then stomp the competition into the ground. I hope that company will turn out to be Atari. Sincerely, (until next year) Franz ___________________________________________________________________________ From: KIM::FXL 6-FEB-1984 23:17 To: @SYS$MAIL:ENGINEER Subj: PPS data crunching Hello PPS users, There now is a way to bypass the conversion on the PPS and do data conversion on the VAX instead. This means that you can take the original .PIF files that the animators work with, transfer them (without converting them on the PPS) to the VAX, and run them through a FORTRAN conversion program or two to get them into a format that the DIO (and your hardware) can understand. Currently the following are supported [FXL]GP.FOR : 16x16 or 8x8 stamps, 4-bits deep. Automatically breaks up larger picture buffers into component stamps. Takes as input a list of .PIF files, and picture buffer lists, and produces one .INT (intermediate) file ready for post-processing. [FXL]GM.FOR : takes a .INT file and produces hardware specific .LDA files. More info in the comments (yes indeed, there are comments in this code). Use at your own risk. Best would be to talk to one of us (Kelly Turner or Franz Lanzinger) and we'll be happy to estimate the amount of work you would have to do to code your own GM, or to improve GP to handle other stamp sizes, optimize stamp use, etc. Happy crunching Franz ___________________________________________________________________________ From: KIM::RUBIN 12-MAR-1984 11:27 To: @SYS$MAIL:JUNK Subj: Jeff Boscole...there is hope For those of you who knew Jeff Boscole, you knew what a nut that guy could be in his letter writting. For those of you on his "mailing list", you need no more proof than to read his 6 letters a week (of some 6 pages each). For those of you who did not know Jeff, most of his writtings should be taken lightly, with an open mind and a good sense of humor. In most cases his letters simply run on and on and usually say very little! However, I just received a letter (ANOTHER!!!!) from Jeff written to the Washington State Lottery Commision regarding computer gambling! If you received your own copy, you may stop reading now. If you did not... I thought a number of you might just like to see this one. Not bad and all on one piece of paper: Dear Commisioners: I worked for several years as a professional video-game designer at Atari, Inc., and I'd like to register sentiment regarding the "newly operational" computer gambling system, curiously concidental with WPPSS #2 fire up. The video-game industry is not without ethical standards; in fact, by some, it is regarded as within the domain of "medical electronics." As game designers, we were carefully instructed to conform to rather severe standards of discipline. One of these stiff regulations concerned this area of "computer gambling" as our video-games could not be sold in many states across the nation if the game in any way could be construed as a gambling device. You will notice, for example, that no game offers "bonus games" as a reward for playing proficiency; we could merely offer "bonus lives" or "bonus time". There is another reason for these stringent gambling prohibitions. Within the programming profession there is an unwritten code of ethics derived in part from our attitudes about electronics and computer science. We feel that the nature of the computer itself is antithetical to the concept of gambling, and to promote this confustion within the public mind may become contra-indicative to the interests of justice and education. Philosophically, that arrangement destroys some fundamental cybernetic relationships by mixing up the sacred with the profane. Of course computers can produce pseudo-random numbers, however, there are many of us who, very frankly, do not want to see machines used for any gambling purposes, or to receive any such approval and authorization from the state. Also, we feel that any centralized processing arrangement incorrectly pprtrays the essence of computer science, somewhat analogous to the fundamental statements of economics which also disallow and centralization of economic theory. I am acquainted with the accounts of numerous cases within the courts in various scattered locations currently disputing the issue of gambling at remote terminals within literary discussions pertinent to our contemporary industry. As we believe computer gambling is a perversion of the design architecture, we do not support it, and those court cases may very likely find computer gambling inappropriate. Many other more suitable methods are available for exposing public consciousness to the awesome power of a computer. Also, we feel that some of the fun is subtracted from gambling by having a machine automate the gambling process. Along these lines, I an aware, for example, that some brokerage houses tried computer-regression forecasting on Wall Street and utilized some artificial-intelligence automated trabsaction routines. Since then, I understand that many of these former computer-linkups have been pulled off-line, as the stock brokers found their own trading processes more adequate and perhaps more reliable. Also, there is a danger that computer gambling might instill a psychic disestablishmentarianism which could very easily lead to social disestablishmentarianism and the annihilation of our legal system. Sincerly, Jeff Boscole (this was cc to a large list, including 2 TV stations) Personally, I think Jeff did a great job here. There may indeed be hope for him in the everyday world after all!! -Owen- ___________________________________________________________________________ From: KIM::MENCONI 12-MAR-1984 14:43 To: @SYS$MAIL:JUNK Subj: Boscole & gambling--I don't get it I would like to know what percentage of the Coin-op designers agree with Jeff Boscole's views about computerized gambling. I have only recently come into Coin-op so I am hardly an expert. Nevertheless, it seems to me that an electronic gambling machine that is designed to be marketed only in areas that gambling is legal should be vastly more fun than current slot machines (and head & shoulders above the electronic poker and black jack games). I would think that this would translate into vast sums of money. Perhaps this opinion shows that my moral fiber is loose weave or perhaps gambling isn't really that profitable. Either way, I hope that someone more experienced in Coin-op games will reply and set me straight. Dave ___________________________________________________________________________ From: KIM::ALBAUGH 12-MAR-1984 16:06 To: @SYS$MAIL:JUNK Subj: Video Gaming I doubt that my moral fibre is more (or less) tight than the rest of those on this Junk-line, but while I have no MORAL objection to video gaming, I do have a practical one, to whit: We have enough trouble with River-City blue-noses without actually getting in bed with those who tend to control gambling in this country. One scandal, even if it did not directly include our machines, could be the foundation for outlawing video games in a lot of counties, or states. This could result in far more loss of revenue than we got in the first place from our gaming machines. Also, Bally virtually owns the gaming machine business, and are not nice people to mess (e.g. compete) with. Mike ___________________________________________________________________________ From: KIM::RUSTY 12-MAR-1984 19:03 To: @SYS$MAIL:JUNK Subj: Games of skill vs. games of chance On the subject of skill games vs. games of chance and ignoring (for the moment) who controls the gambling industry in this country, I find it more objectionable to waste money on a game (video or otherwise) that is based soley on luck (ie. slot machines, roullette, etc.) than to waste money on a game that involves skill. The payoff on a game based only on random events is completely pre-determined before you ever put money in it. The house determines its cut and pre-sets its machines to give payoffs accordingly. Anyone who plays a game such as this will ALWAYS lose in the long run. In addition, there is no payoff to the player other than money and the emotional rush of winning it (IF you win any). The payoff on a game that includes skill as well as luck can still be pre-adjusted to provide a desired house percentage, but unlike the completely random game, the payoffs go to those who have mastered the skill. Also, even if money is not returned, the player still receives a payoff in the form of personal satisfaction when he increases his skill level. However, someone who plays such a game MAY win in the long run. For the game of blackjack, these people are known as card counters and once identified by a gaming house are usually told not to return... This brings up one of many problems with games of skill that include monetary payoffs (ie. that those who have mastered the skill are no longer permitted to participate). This problem does not arise in the case of non-monetary payoffs (such as regular video games) in that by giving extra time or extra lives (or even extra games), only the amount of game play is extended and even the most rigourous player will eventually drop from exhaustion. Another problem exhibits itself if the game is a multi-player skill oriented game with monetary payoffs. As an example, consider a multi-player space war type game where you win money by eliminating other players and receiving what they have won so far. The house percentage could be falling into the sun. What do you suppose would happen out in the parking lot if you overheard the guy in the next console scream "I just got a ship worth $10,000!" and you had just been about to return that much to your home base before some turkey blew you out of the sky... I feel that the attraction of a skill based game with some sort of payoff is greater than a random event based game. Unfortunately, I dislike most of the side effects which would also be introduced with such a game. (The regulatory agencies of the gaming industry have a pretty tough time with just random based games!) I've rambled on long enough as it is... Randomly, Rusty P.S. The computer is only another tool and the fact that it is used in the process of gambling is irrelevent. Gambling has existed far longer than the computer. The use of computers to disguise gambling and present it as merely entertainment is something entirely different, however. ___________________________________________________________________________ From: ERNIE::MISHKIN 17-FEB-1984 14:13 To: @SYS$MAIL:COINOP Subj: Design Services Protolab The Design Services protolab will now be locked from the hours of 5:00 PM to 6:30 AM, Monday thru Friday, starting today. The lab will also be locked on weekends. To obtain access to the protolab area during these closed hours, please contact Jim Pagura, Carol Branham, or Wayne Sauter. We would recommend that Engineering personnel use the lab between the hours of 6:30 AM and 5:00 PM as much as possible. Thanks in advance for your cooperation. ___________________________________________________________________________ From: KIM::ALBAUGH 21-FEB-1984 11:58 To: @SYS$MAIL:ENGINEER Subj: Simple, but not cheap... Hi, Coin Fans!, For all of you who love to hate setting up the coin routine, Ed Logg and I have a surprise. SYS$SYSDEVICE:[UTILITIES] now has two new files, called NUCN69 and NUCN65. These new, simplified ( and more greedy ) versions of the 6809 and 6502 coin routine (respectively) have fewer options to worry about, and implement the new "no such thing as two games/coin" modes proposed by Ed for video- disk games and adopted by Marketing for all games. Documentation for the new routines can be found in DOC:NUCN69.DOC and DOC:NUCN65.DOC ( you can guess which is which ). There is also a small sample program in DOC:NCSKEL.MAC. Please give them a try and complain about any bugs. These are to be the new standards, so this constitutes the release notice. Happy Programming, Dr. Bizzarro Albaugh ___________________________________________________________________________ From: KIM::FRANUSIC 23-MAR-1984 15:02 To: @SYS$MAIL:JUNK Subj: THE FUTURE AT ATARI LATELY THERE'S BEEN SOME CONFUSION OVER THE "ORGANIZATIONAL ADJUSTMENTS" THAT WE'VE BEEN EXPERIENCING HERE AT ATARI. LET'S PUT IT ALL INTO PERSPECTIVE ... AT THE END OF 1983, ATARI ANNOUNCED LOSSES OF OVER 500 MILLION DOLLARS. THERE WAS SOME TALK THAT THESE LOSSES WERE ACTUALLY CARRIED ON THE BOOKS OVER SEVERAL PRECEDING QUARTERS, AND THAT MR. MORGAN WAS SIMPLY GIVEN A FRESH START. THE FACT REMAINS THAT ATARI HAS BEEN, AND STILL IS, LOSING AN ENORMOUS AMOUNT OF MONEY, ENOUGH TO MAKE ANY COCAINE IMPORTER'S HEAD SPIN. THE HOME COMPUTER MARKET HAS FALLEN FLAT ON IT'S FACE. PEOPLE FINALLY REALIZED THAT THEY DIDN'T NEED A HOME COMPUTER FOR ANYTHING EXCEPT PLAYING GAMES. MOST OF THE PERCIEVED NEED FOR A HOME COMPUTER COULD ONLY BE ATTRIBUTED TO MARKETING HYPE. THE GAME CARTRIDGE MARKET HASN'T BEEN DOING MUCH BETTER. WE ALL HEARD ABOUT THE BIG HOLE IN THE GROUND WHERE THEY BURIED THOUSANDS UPON THOUSANDS OF "DEFECTIVE" CARTRIDGES. WHAT ACTUALLY HAPPENED WAS THAT OUR TOP MANAGEMENT "EXPERTS" OVERESTIMATED THE CARTRIDGE MARKET BY SEVERAL MILLION UNITS. MEANWHILE, SYNERTEK AND STEVIE-BOY ARE LAUGHING ALL THE WAY TO THE BANK $$$. AND THEN THERE'S THE COIN-OP MARKET. LET'S STOP KIDDING OURSELVES. SOME OF US WORK 10, MAYBE 12 HOURS A DAY ON GAMES WHERE THE BEST WE CAN REALISTICALLY HOPE FOR IS A TOTAL PRODUCTION OF 5000 UNITS. THAT WORKS OUT TO SOME VERY MEAGER BONUS-SPLITS, FRIENDS. FEW SIGNIFICANT CHANGES HAVE BEEN MADE TO RECTIFY THE SITUATION FACING ATARI: WARNER REPLACED MR. KASSAR WITH A CIGARETTE EXECUTIVE. UNFORTUNATELY FOR MR. MORGAN, HIGH-TECH ELECTRONICS IS A HIGHLY DYNAMIC AND VOLATILE BUSINESS TO BE IN: THE MORTALITY RATE FOR HIGH-TECH START-UPS IS VERY HIGH COMPARED TO OTHER INDUSTRIES. MR. MORGAN'S EXPERIENCE LIES IN THE VERY STABLE AND WELL-ENTRENCHED TOBBACO INDUSTRY: IT'S A REPLACEMENT MARKET WITH TEENAGERS REPLACING THE LUNG-CANCERED OLDSTERS. CIGGIES AND GAMES ARE SORT OF THE SAME... LITTLE SQUARE BOXES THAT TEENIES GET HOOKED ON. WHAT THIS ALL BOILS DOWN TO FROM AN "ENGINEERING" POINT-OF-VIEW IS THAT IT'S PROBABLY TIME TO GET ON THE VAX AND UPDATE THE RESUME. AND CONSIDERING THAT THE REST OF THE INDUSTRY IS NOW IN THE 16-BIT AND 32-BIT WORLD, IT MIGHT BE A GOOD IDEA TO ENROLL IN A FEW GRADUATE COURSES. ( HOWARD SAMS JUST DOESN'T CUT IT ANYMORE ). FOR THOSE OF US WHO ARE RECIEVING BONUS-SLPITS, IT MAKES SENSE TO GET LAYED OFF RATHER THAN QUIT, BECAUSE IF YOU GET LAYED OFF, YOU ARE LEGALLY ENTITLED TO ALL BONUS MONEY THAT YOU WOULD HAVE GOTTEN HAD YOUR EMPLOYMENT CONTINUED AT ATARI. ... HOWEVER, THINGS MAY GET SO BAD HERE IN THE NEAR FUTURE THAT IT WILL BE BETTER JUST TO QUIT ... ___________________________________________________________________________ From: KIM::MARGOLIN 23-FEB-1984 15:43 To: @SYS$MAIL:ENGINEER.UAF Subj: Math Boxes 1. Are there any new projects that use the Star Wars mathbox? 2. Are there any new projects being contemplated that will use the Star Wars mathbox. 3. Are there any new projects that use the Battlezone/Tempest Mathbox? Jed ___________________________________________________________________________ From: KIM::RUBIN 23-FEB-1984 15:57 To: KIM::MARGOLIN Subj: RE: Math Boxes ARE THERE ANY NEW PROJECTS? ___________________________________________________________________________ From: ERNIE::CAMERON 23-MAR-1984 16:41 To: @SYS$MAIL:JUNK Subj: PETE F..... REMEMBER WHAT AESOP SAID ABOUT SOUR GRAPES ANYONE WHO LISTENS TO THAT GIBBERISH IS A FOOL! CAROLE (I'M STAYING) JUNIOR ___________________________________________________________________________ From: KIM::RITTER 23-MAR-1984 17:02 To: @SYS$MAIL:JUNK Subj: PETE F..... I agree with the sour grapes analogy. Pete's attitude is like pollution: it stinks and it can spread. Jack Ritter ___________________________________________________________________________ From: BEEZ::SEGHERS 23-MAR-1984 17:05 To: @SYS$MAIL:JUNK Subj: COMMENTARY... Franusic has some valid points. However, what Atari does not need right now are quitters. I've seen Atari make many mistakes and I am sure that I will see many more, but, Atari is a large corporation and it is good to remember that Large corportations may stumble, but they seldom fall. There will be plenty of time to decide to quit if Atari really shows signs of colapsing. It is true that things are not what they used to be. Games are not as popular as before. The markets are glutted, both Consumer and Coin-op. That glutting cannot go on forever, however. There is a product lifetime which, once past, even the best products (for their time) cannot be sold. When the video game companies (Atari included) can no longer dump their excess inventories of old games (hopefully this will not take more that a year,) then new games can begin to go back on the market in a controlled fassion. When that time comes, we must be prepared with some VERY GOOD, VERY ORIGINAL products. Entertainment is not a fad, but repetition does not make for good entertainment. The game industry must stop cloning the old games. We must come up with original concepts. It does not necessarily mean creating bold advances in technology. It means taking bold advances in our imagination. If we can achieve that, then a games sucess is assured. John Seghers Consumer Software ___________________________________________________________________________ From: KIM::ALBAUGH 23-FEB-1984 17:21 To: KIM::MARGOLIN Subj: RE: Math Boxes 1. Not to my knowledge. 2. not to my knowledge. 3. Not bloody likely. (considering the magnificent rewards I got for supporting it on Tempest, I am a bit reluctant to do so for any other project. Also I could almost certainly do a better job today with the TMS 320, and not get any shit about "old hardware" (not eligible for bonus). Yours confusedly, Mike ___________________________________________________________________________ From: KIM::MOORE 23-FEB-1984 17:27 To: KIM::MARGOLIN Subj: RE: Math Boxes At this time our team has no plans of using the Math Box. Rich Moore, Team 4 ___________________________________________________________________________ From: KIM::ALBAUGH 23-FEB-1984 17:39 To: KIM::MARGOLIN Subj: RE: Math Boxes HUH???? The only patent I know of on the old math-box is my patent on the "multiple simultaneous use of bit fields". ,(oops) a feature of the old math-box which I sincerely hope you were not forced to use in the Star-Wars one. Even more perplexed-? Mike? ___________________________________________________________________________ From: KIM::RICE 24-FEB-1984 16:21 To: KIM::MARGOLIN Subj: RE: Math Boxes Are there any new projects? ___________________________________________________________________________ From: KIM::MAHAR 25-MAR-1984 14:46 To: @SYS$MAIL:JUNK Subj: Democracy Wall The Bubble Bursts From 1979 to 1982 Atari's growth was exponential. The money was flowing in and we were the darling of the business community. A group of congressmen who saw High-Tech as the answer to the country's economic woes adopted our name. Ray Kasar's picture was on the cover of most the major magazines in the country. There is a problem with exponential growth. If Atari's sales doubled every year our sales would have been $1 trillion by 1990 and $1 quadrillion by the year 2000. A little common sense would have indicated that that kind of growth could not be sustained and, I suppose, if you had asked our planners they would have agreed that a leveling off would be inevitable. We all seemed to be a bit too busy to worry about that at the time. In ancient Greece, a general who received bad news was allowed to kill the messenger. History does not record how reliable the mail was in those days but the temptation to minimize the bad news must have been overwhelming. If the newspaper accounts are any indication we had a very similar problem here. If a market forecast had indicated that the industry would be in the state it is in now the forecaster would have been replaced by someone with " a better attitude". This approach guarantees surprises. I think it is obvious that video games were a fad and that the fad is over. There are, however, two kinds of fads. These are exemplified by the Frisbee and the hoola hoop. In the late fifties the hoola hoop exploded on the scene with a force that is legendary to this day. For about two years everybody had to have a hoola hoop. How many hoola hoops do you see today? None. The fad ran it's course and returned to oblivion. The Frisbee, however, suffered a different fate. If gained in popularity slowly at first and then reached explosive popularity later. I'm sure Wham-o doesn't sell as many Frisbees now as it did in the late sixties but the Frisbee is now part of the standard repertoire of picnic supplies and kids still play with them. Is the video game a hoola hoop or is it a Frisbee? For all our sakes I hope it is a Frisbee. What's in the Future? Other then examining the entrails of a chicken, there seems to be no reliable method of predicting where this industry is going to go. Coin-op can make a profit and survive on what we sell to arcades. There is shake out in the arcade business right now so that avenue has dried up. This should only be temporary. The really big bucks come from street locations sales. This market seems to have vanished. Coin-op is addressing that situation and time will tell if the street market can be revived or not. I hope so, but I also think it would be unwise to count on it. We should view street sales as icing on the cake and the arcade business as our main course. Page 2 There are a couple of indications that the arcade business is going to stay around a while. Our operations end is making money. This is at a time when other arcades are losing money. Our arcades bring in the latest games. Many or our competitors do not. National surveys indicate that collections are down and I believe it is a direct result of player boredom with old games. A player survey in Play Meter magazine indicated that players will pay 1 dollar for 4 tokens at an arcade that has new games rather then get 10 tokens for a dollar at an arcade that does not. This magazine is read by almost all operators and perhaps the message will start to sink in. We have other evidence that new games generate revenue for the operator. We currently have several games on field test. The collections reports that I've read indicate that these games are earning about $100 more a week than field test games did last year. This could mean that our games are very strong or it could mean that the game playing populace is starving for new games. I believe it is a combination of both. Survival of the fittest indicates that those operator who invest in new games will survive the shake out. This trait will be selected for and we can look for reasonably level sales from these operators. Many well meaning operators are suffering a serious cash flow problem at this time. They want to buy new games but they can't. I think Atari should help them out. In the early days of the automobile the car companies realized that the customer is willing to borrow to get a new car. General Motors set up and still runs the GMAC which lends money to new car buyers. GMAC is a profit center itself and has helped GM make a great deal of money in the process. This system could work for us. Federal banking laws have been relaxed a bit lately and it may be easier to do this then it has in the past. Perhaps a cooperative venture with an established institution will serve. Thoughts on the Lay Offs I personally feel very bad about those who have lost their job recently. It is a shame that some other way couldn't have been found. I realize that a great deal of budget cutting was done before any lay off occurred. I only hope that in this chronic belt tightening we don't risk breaking off at the middle. If we are not well poised for the future, we risk repeating our mistakes. There are new markets to enter. If Atari is moving we increase our chances of hitting a moving target. I feel that new games are important. I also feel that we should be ready to create the next era in entertainment. ___________________________________________________________________________ From: KIM::SHERMAN 27-MAR-1984 11:38 To: @SYS$MAIL:JUNK Subj: J.B. MEMORIAL II jeff boscole lives!!!! long may vacillating versimilitudes of veracity persist??!! SUNDAY night i watched a 60 minutes article on a minneapolis ordinance to define pornography as "... any material,printed or viewed, which portrays women as the subject of violence and domination by men, in a sexual context" ( not an exact quote) . Under this ordinance, purveyors of any material of this nature could be sued in civil court, for violating the civil rights of the person suing. During the ensuing "debate" between the A.C.L.U. representative and the proponents of the bill, I was impressed by how very sick and degraded our society has become. Keep in mind that the main thrust of this bill is against so-called "snuff films", magazines that show women tied up (naked) with guns to their heads,etc. etc. ad nauseum. this was not an ordinance against portrayal of non violent sex between consenting adults. it was not the old "moral major- ityitis" at work again. this ordinance was drafted by liberal,"rabid" feminist types that are clearly not a threat as far as general cencorship goes. Still, with all that , they actually found some idiot to get up and defend the "right of expression" of these perverts. the old "where will it end" argument was pulled out and waved in our faces once again. there was no reason- able debate of the specific merits of this particular bill, but silly generic debate on freedom of speech. To me this is a good example of the thinking that could ultimately lead to the downfall of the U.S. as we know it. I call it "fear of the grayzone", and it has been responsible for innumerable follies throughout history. let me point out a few other areas where this is a problem: 1) it is currently legal to abort a fetus up to the end of the 2nd trimester (~week 27) strictly as a matter of convenience, as opposed to medical necessity. on the other hand, it is possible to save a premature infant as early as the 24th week. this has lead to "wrongful life" suits when an abortion fails, the fetus lives, and is kept alive by new medical technology. a prime example of a gray area in action. but instead of dealing with a real problem, there will be an endless debate between those who see humanity in a lump of tissue called a fertilized egg, and those who thoughtlessly consider the womans right of selfdetermination as paramount, no matter the costs ethically. 2) in the current political debate on El Salavador, the right and the left wing in this country have been polarized to almost the same extent as the actual participants. the left refuses to see (potential or real) manipulation of a just cause by our enemies, and the right refuses to see death squads and massive political corruption in the current power elite of El Salvador. the invalid "black or white" political extrapolations from the politics of this country to the very different conditions of another country is a pattern that blinds us to any valid considerations of how the gray areas in the politics of the other country need to be addressed. we need to break this pattern lest the intolerance each side associates with in the other countries politics feed back to our political arena and start a violence cycle in this country. it will do us no good if the conservatives in this country are percieved as nascient fascists by the left and the liberals are percieved as leninist symps by the right. we need to appreciate the culture of "tolerance of the gray area" that still persists in this country despite our stupid neglect. 3)etc there are examples in almost every aspect of life and 4)etc i don't want to go on too long. THE POINT is that our society is a finely tuned and balanced system, it is not purely one way or the other. this is the thing we value about our country. trying to impose rigid thought systems on a such fluidity just leads to distortions. THAT INCLUDES the rigid thought that there are no reasonable bounds on the types of thoughts and actions that can be portrayed publically. for a society to exist there is a "least common denominator", an intersection of ethics and morality that all people in that society need to agree on as the public morality. I contend that a society that hasn't the nerve to resist incursions into this area of commonality by violent perverts and deviants that can't resist an illgotten buck has too feeble a claim on existance and will soon (within a century or so ) degenerate into fascistic moral repression, or break into total anarchy. p.s. for those of you inclined to psuedo-mathematics I have formulated SHERMAN'S LAW OF MORAL MULTIPLICATIVITY: m1*m2*m3*m4*m5*m6.....*mN<=S<<<>>>>>>>>>>>> p.p.s. hint: S is not equal to 42. ___________________________________________________________________________ From: KIM::RICE 27-FEB-1984 19:02 To: @SYS$MAIL:JUNK Subj: pome fer the day Mary had a little plane. She flew it very brisk. Now wasn't she a foolish girl Her little * ? ___________________________________________________________________________ From: KIM::RICE 29-FEB-1984 13:16 To: @SYS$MAIL:JUNK Subj: More time-wasters It has been suggested that lovers of sesquipedalia might like to try their hands at the creation of pomes, doggerals and limericks using some of the more esoteric words of this wonderously rich tongue of ours: The word for this week is BORBORYGMUS ___________________________________________________________________________ From: KIM::VICKERS 29-FEB-1984 14:09 To: @SYS$MAIL:ENGINEER Subj: Long-awaited Yamaha demo For all you sys$mail:engineers out there, there will be a short demonstration of the Yamaha sound chip, personal computer, and FM voicing program at 2 P.M. this Friday, March 2, in the Multi-Purpose room. Earl ___________________________________________________________________________ From: RUBIN 7-MAR-1984 10:01 To: @LIST.DIS Subj: Open Mail Boxes!!!!! I noticed a strange thing Friday in my main directory. My mail file MAIL.MAI, which is usually protected from read access by people other than myself, was NOT protected anymore! I know that it use to be protected as I check it often. So I thought to myself...."self, maybe other peoples mail files are also unprotected!" (This appears to be some strange bug somewhere, but who knows where!!) So I checked. And sure enough, a number of people had mail files that were not protected. "What does this all mean?", you ask. What it means is that anyone, regardless of any system or other privileges, may copy or type YOUR mail file. If you have letters in any of these files you would rather other people not be able to read, you should change the protection on these files. In case you are not familiar with the procedure, here is what you do: $SET PROT=(W,G) MAIL.MAI What this does is turn OFF access for "WORLD" and "GROUP". WORLD is everyone but yourself. This means anybody! GROUP is anyone with the same first 3 digits of your process id. Most everybody is in their OWN group, but there are a few cases where people share groups. If you don't want others in your group to read your mail, this should also be turned off. For more information on ACCESS PROTECTION, type HELP SPECIFY PROTECTION. If you are receiving this letter, the above applies to you. I only did a check on the file MAIL.MAI, but I checked ALL sub-directories as well. It is possible that a MAIL.MAI file is listed as unprotected but exists in a protected directory. If that is the case, you don't need to change the file itself. If you wish to check other files and protect them as well, you can check their PROTECTION code by doing a DIR/PROT on the directory. (Once again see HELP SPECIFY PROTECTION if your not sure what all the symbols mean.) Any questions may be referred back to me! Owen ___________________________________________________________________________ From: KIM::BRAD 7-MAR-1984 10:39 To: @SYS$MAIL:ENGINEER Subj: AMY 1 sound processor pricing. The following is a memo from George Wang (ASG) and Sam Nicolino (R&D) regarding AMY 1 chip pricing. Excellent ASG chip plan and layout design activities have resulted in a significant reduction in AMY 1 chip size. This results in an average sales price (ASP) drop of $3.00 per part! Therefore, the current ASP for the AMY 1 chip is revised to $8.82. If you have any question about the specifications, please contact Sam Nicolino at 745-2734 or George Wang at 745-2119. - brad - ___________________________________________________________________________ From: KIM::SHEPPERD 8-MAR-1984 14:48 To: @sys$mail:junk Subj: What the #@%^ is SYS$MAIL? In case you've been wondering how the SYS$MAIL lists work because you never knew or you just plain forgot, here is an updated description. A mail distribution list is simply a file that contains a list of VAX usernames to whom you want your message distributed. Each VAX contains in its directory SYS$MAIL a select group of distribution lists that automatically get updated each time a person is added to a system. The usernames are collected in groups (some aribtrary, some based on job function) and two lists for each group are created. One list, the .DIS file, contains the list of all users on all systems in the network that fall into the group and the other list, the .UAF file, contians the list of users only on the host system. You are free to use the distribution lists located on any system in the network. The following is a list of group types that have been established on all systems in the network. The "real people" refers to regular users. Non "real people" are those like DECNET, SYSTEM, FIELD, etc. Your choices for names of lists are: COINOP All real people who have accounts. JUNK All real people who don't mind junk mail. WPUSERS MUSE people (Publications and secretaries) SCUSER Sci-Cards people ENGINEER All COINOP people who arent WPUSERS or SCUSERs. (before you ask, ENGINEER includes programmers too) CAD IC design people UNIX People who have expressed an interest in the UNIX O/S. ??????? More to come, watch this space You have to ask to have your name included in UNIX or excluded from JUNK. For example: if your host system is KIM and you want to send mail to JUNK, (basically everyone in the network) then to MAIL's prompt "To:" respond: @SYS$MAIL:JUNK (MAIL uses a default distribution list file type of .DIS) If you only wanted your mail to go only to the JUNK collectors on KIM, then type: @SYS$MAIL:JUNK.UAF It gets confusing beyond this, but you could also send mail to users on a specific system by including the node name. For example if your host system is KIM and you want to send JUNK mail only to the user's on GRUMPY, then type: @GRUMPY::SYS$MAIL:JUNK.UAF You should be aware that the JUNK.DIS (as well as all other .DIS files) in SYS$MAIL on all systems are equivalent. That is, putting a node name on any .DIS file only results in making the mailing take longer (the system has to go to the remote node first to get the master list instead of looking on the host system for the same list). Confused? You won't be after the next episode.... Happy mailing, ('cept to the one called KIM::RICE) ds ___________________________________________________________________________ From: KIM::MCCARTHY 8-MAR-1984 18:22 To: @SYS$MAIL:ENGINEER Subj: Programs and coins. I notice that Dr. Bizzarro has just released a 'new improved' version of COIN65. I would like to add my two bits to help avoid some future problems. The U.S. monetary system is rather simple and can adequately be covered by even a subset of the coin options available in COIN65 or NUCN65. However, on the international scene, virtiually every one of these options is required by some country or another. So PLEASE do not put anything in your programs to restrict these options. Case in point is Firefox. This game has a two credit minimum that can not be defeated by option switch. This restriction effectively halves the number of options available. The guy that wants left mech = one game right mech = five games is s.o.l. So again I say, even if people would gladly pay a dollar to play your game, please don't restrict the options. pat. ___________________________________________________________________________ From: KIM::ALBAUGH 8-MAR-1984 22:34 To: @SYS$MAIL:ENGINEER Subj: Remote ATari Peripheral Interchange Program (RATPIP) Dave Shepperd and I are working on a file transfer utility that can up- or download files from the 800 to the VAX. It will work similarly to the existing MDxx, TTVAX, DNLD, or whatever it's called this week, which Dave Getreu's group has been using. Now here's the problem: We would like to support text files too, but we aren't sure what translation of ASCII to ATASCII will be least harmful. In the absence of input from you folks, we will implement the ATPIP conversion, with the exception that any files sent up to the VAX will be type "stream_lf" (unix), because Dave is writing the VAX end in C and thats what it writes. Other possibilities include full conversion to ASCII, including stripping D7 (no inverse video), sending "carriage-return,linefeed", etc. Or do we just give up? Please send suggestions to me via VAXmail. Mike p.s. just to forestall the inevitable, yes we have considered the XMODEM (alias MODEM7, AMODEM, Christensen protocol, etc.), but the actual first customers for this beast have a PDP-11 running TSX, and it doesn't like 8-bit "ascii", so nogo. ___________________________________________________________________________ From: ERNIE::CAMERON 9-MAR-1984 11:17 To: @SYS$MAIL:JUNK Subj: A VIEW FROM A BROAD IF IT'S FUN, THEN IT'S BAD FOR YOU I wondered when someone would get around to blaming video games for inciting violence in children. So far the electronic screen has been blamed for loss of appetite, tennis wrist, sexual transference and the seduction of a minor. Adults are like that. Everytime a kid is having a good time, eating something that tastes good, or wearing something comfortable, there has to be something wrong with it. Frankly, I don't see video games as being any more mind-controlling than their fathers sitting spellbound before 86 football games a week or their mothers mesmerized by four hours of soaps a day. You wanta talk violence? I can tell stories about games past that will make your hair stand on end. In 1943, my mother grabbed a Chinese checkers board with both hands, threw the marbles all over the kitchen and crashed it over my father's head, claiming, "I will not play with thieves!" In 1954, my husband and I were playing Monopoly with a few friends. Knowing full well that I was down to my last $50, he demanded $3,060 when I landed on one of his utilities. When I tried to reason with him he just snickered and said, "You're out! Why don't you just go out and get the chip dip and snacks?" Had we not the children to consider, I don't like to think what would have happened. There are so many things in our lives that have an effect on children, I wouldn't know what to take away. If you don't want them to see violence, you better hide Hansel and Gretel. If you don't want them to see sex, don't let them see a pregnant woman. If you don't want them to know terror, protect them from Halloween; or hypocrisy, tell them Santa Claus doesn't exist. If you don't want them to be frightened by monsters and things that go bump in the night, cut down the large tree in front of the house that makes weird shadows on their walls when the lights are out and brushes against the spouting. If you don't want them to see war and suffering, throw your body in front of the TV set for the six o'clock news. The other day I saw two brothers fighting for control. One boy yelled, "It's my turn!" The other one said, "Would you flake off?" THe first one said "I'm telling Mom!" and gave him an elbow in the ribs. The second one said, "Get out of my face," and ground his foot into his. A video game? Nope. A fight over a hymnal in church! - Erma Bombeck ___________________________________________________________________________ From: KIM::RUBIN 9-MAR-1984 11:29 To: @SYS$MAIL:JUNK Subj: Lazy Mail review In response to a number of requests for info on the lazy man's entry to mail, here is the procedure. If you already have this working you should read the warnings section only. This feature is currently NOT on SNEEZY or GRUMPY, and Im not sure if I put it on BEEZ or not. If anyone on those systems has an interest, let me know and Ill add the needed changes! This "feature" will take you directly to mail at login time (or restart) if you have received new mail since the last time you ENTERED mail. ( See Warnings below). 1). Near the end of your LOGIN.COM file (I suggest AFTER everything that types stuff is completed), add the following line: $ @SYS$SYSDEVICE:[UTILITIES.COM]MAILCK 2). Near the top of LOGIN.COM (BUT at least before the above line) add the following line: $ MAIL :==@SYS$SYSDEVICE:[UTILITIES.COM]MAIDIR Now, every time you login, if new mail has been received, you will be placed directly in MAIL. ALWAYS leave mail with an 'EX' (normal exit, not CTRL-Y) Note: It is possible that after you have added all this that you will enter mail on your next login even if no new messages have been received. This is normal and will happen only once! WARNINGS: A). This does not really check for new mail, it simply looks to see if the revision number of the current mail file matches the number from the last time you were in mail. If you enter mail then leave without reading anything, the revision is updated and you will NOT enter MAIL even if your are told you have new messages, unless additional messages have been received! B). If you use BATCH, then a conditional branch must be made about line 1 which calls MAILCK. If you never use BATCH, skip to item C. If you already have an area of LOGIN.COM for "INTERACTIVE" items only, put the line in that section. If the last sentence appears to be GREEK to you, then add line 1 (from above) as follows: $ IF "''F$MODE()'" .NES. "INTERACTIVE" THEN GOTO SKIP_CHECK $ @SYS$SYSDEVICE:[UTILITIES.COM]MAICK $ SKIP_CHECK: C). Note that this re-defines the word MAIL to call a special COM file. Mail will still work as it always has, however, this COM file will display a list of all your mail files when you type MAIL. To skip the list, simply add anything after the word MAIL. (ie: MAIL N) D). Since this ONLY re-defines the word MAIL, it you try to get to mail in any other way (ie: MAI, MAILS), then the COM file is NOT executed. In this case, you will enter mail on next login even if no new mail was received! E). These additions in no way effect LETTERBOM. If you have made that change, it will still work as expected. If you have not made that change, you probably dont care what this means anyway! F). When using this, a new "file" will appear in your directory. It will be called MAIL.RVN. Do not remove this file. It uses only 1 to 3 blocks. If you do remove it, MAIL will simply put it back and you will enter mail on your next login even if no new messages. Problems should be mailed back to me! Thanks Owen ___________________________________________________________________________ From: KIM::FXL 10-MAR-1984 13:49 To: @SYS$MAIL:ENGINEER hello LINKM users, I jut came across a truly nasty bug/feature in LINKM. (make that just). In my .LNK file I have several lines of files with /C (for continuation) at the end. The last line of course doesn't have one. That is until you hurriedly delete that line without thinking, which is what I did. That makes the previous line the last line, and that of course HAD a /C at the end. Now for the bug. LINKM doesn't complain about the superfluous /C on the last line, it just doesn't make a .LDA file. It took me two days before I realized that I was down- loading my old .LDA file, rather than my new one. Now that you know, maybe this will decrease the chances of this happening to you. Franz ___________________________________________________________________________ From: KIM::BABCOCK 12-MAR-1984 09:04 To: @SYS$MAIL:ENGINEER Subj: Yet another PPS utility I have just completed a PPS utility to compress unwanted (duplicate) stamps out of a set of stamps. The utility is called COMPRESS (presently located in [BABCOCK.PPS]) and takes as input a .INT file (generated by FXL's GP program). The stamp size (in multiple of 4 pixels) is also specified. The utility creates a new, smaller .INT file (how small depends on the reduction in stamps) and a .MAC file containing a translation table between the old stamps and the new stamps. See the file [BABCOCK.PPS]COMPRESS.DOC for further information. I have also modified GP to accept a stamp size. This allows GP to do both row-oriented (playfield stamps) and column-oriented (mo stamps) conversions for any square stamp (multiple of 4 pixels). This version of GP can also be found in [BABCOCK.PPS]. To see the result of these new utilities, drop by the Garfield lab (Joe's Bar 'N Grill), or see me. edb ___________________________________________________________________________ From: KIM::VICKERS 12-MAR-1984 11:28 To: @SYS$MAIL:ENGINEER Subj: and now the bad news Apparently the price estimate that Yamaha quoted for their chip set didn't quite cover their costs. I was first told that they were going to stick to the $15.70 they had quoted me, but the new word is that the very embarassed Yamaha manager is in hot water with his bosses, and the new price is $19.30, FOB Japan. I personally think the chip is well worth the extra $3.60, but if this is going to change anyone's mind about using it, please let me know so we can make intelligent guesses about quantities. Sincelely, Earl ___________________________________________________________________________ From: KIM::VICKERS 21-MAR-1984 14:24 To: @SYS$MAIL:ENGINEER Subj: TI speech option, Yamaha&Pokey clock rates Does your game have trouble reproducing the speech patterns of females and (other) alien life forms? If so, you may wish to avail yourself of the 10 kHz sample rate option. The current sample rate is 8 kHz, which is optimal for male voice and requires less memory storage. To use the 10 kHz option, you must: 1) Change the clock for the TI 5220 from 640 kHz to 800 kHz. 2) You may need to adjust any lowpass filter for the speech output, as the new bandwidth will be 5 kHz instead of 4 kHz. The cutoff frequency can have a big effect on how the speech sounds - see me for details. 3) Tell us to analyze your speech at the 10 kHz rate, and to have RPM call the speech routine a little more often. (The new frame period is 20 ms instead of 25 ms.) 4) Allow for 25% more rom storage (I would let this be a deciding factor only if there is little difference between the sound quality at the 8 and 10 kHz rates.) If you're unsure which rate to use, or if you have sound effects or a mix of male and female voices you wish to try, we can try it both ways and see which sounds best. While we're on the subject of clock speeds, Brad mentions that since the Yamaha chip needs a 3.579545451 mHz (colorburst crystal) clock speed, it will be easy to derive the 1.7etcetc mHz clock to run the pokeys at the speed at which they run on the 800, so that the sounds we develop on the 800 development system won't sound different in the games. Earl ___________________________________________________________________________ From: BEEZ::SHEPPERD 24-MAR-1984 16:14 To: @sys$mail:everybody Subj: New users There are 2 new users on the systems. Now if you have a beef, wanna stand on a soap box, feel like sending congrats for a job well done or whatever, you will be heard by someone who can make a difference. Don't feel intimidated. These guys are intrested in hearing your input. They wanna know what's happening; that sort of stuff. John Farrand can be addressed as KIM::FARRAND and Skip Paul can be addressed as KIM::PAUL. They get JUNK mail too. ds ___________________________________________________________________________ From: KIM::ZIEGLER 26-MAR-1984 12:24 To: @SYS$MAIL:JUNK Subj: Editing before you send mail. Just got a piece of mail with ' [O ' in it. This normaly happens when you are sending mail and make an error, and then try to correct it with the Editing keys. The mail editor just doesn't understand those little arrow keys or the keypad ones either. But there are a couple of ways to beat them little guys and have full editing capabilities while writing them long 'Boscole-ish' works of art. 1. You want to keep a copy for later use and/or modification: step a) Create the file and "EDIT" it with your favorite editor. step b) Enter "MAIL" and type S or SEND leave a space and then type the name of your file. Ex: SEND FROBOSH.MAC This will send the file to all those you select on the 'TO:' line. 2. You just want to use the 'EDT' editor and don't care about keeping a copy: step a) Enter "MAIL" and type S or SEND followed immediately by /edit. Ex: SEND/EDIT step b) Mail will place you in the EDT editor and allow you to edit to your hearts content. When you finish, simply do a normal exit from EDT. 3. You want to use the 'EDT' editor and don't care about keeping a copy, but you would like to send something you have already created (some code or a copy of some file) and add a message to it or even modify it before you mail it. step a) Enter "MAIL" and type S or SEND followed immediately by /edit and then a space and the name of the file you want to include. Ex: SEND/EDIT FROBAHS.LST step b) Mail will place you in the EDT editor and allow you to edit to your hearts content. When you finish, simply do a normal exit from EDT. Good luck and have fun. REZ/rez ___________________________________________________________________________ From: KIM::RUSTY 2-APR-1984 11:26 To: @BEEZ::SYS$MAIL:JUNK Subj: Who's on first (or BEEZ or DOC or BASHFL,...) With the addition of many new VAXes (VAXi?), there are also many more users spread throughout the system. Many people have wondered how to find out where someone else might be in the network in order to send them mail or call them up via the PHONE utility. Well, there is a way, sort of... The PHONE utility has a DIR command that will tell you who is currently logged in, their terminal, and whether or not they are available for phoning. Normally, this command only tells you the users on your home system (node). However, by appending the nodename after the DIR command, you can also see who is on the other systems. What are the names of the other VAXes, you ask? The command SHO NET will tell you which ones are currently reachable from your system. For example: SHO NET This will list the other VAXes you can reach PHONE Enter the phone utility DIR HAPPY:: This will give you a list of all the users currently logged into HAPPY (note that the double colon is usually not required, except for the node DOC. The only drawbacks are: 1) You can only see the users on one system at a time 2) You can only see those currently logged in (however, this might be what you are after, if you want to phone that person) Happy phoning, Rusty P.S. The phone utility contains its own HELP function for those who are not familiar with it. ___________________________________________________________________________ From: KIM::CALFEE 3-APR-1984 09:15 To: @SYS$MAIL:COINOP Subj: software piracy revisited again and again It has been brought to my attention that some stolen Atari computer software may now be residing on one or more of our VAXes. This is intolerable. We are a company whose existance depends on software sales, and every ATARI game that was in a cartridge and has been put on disc and then on the VAX is a potential leak to the outside world that can impact sales. Any competitors' games that might be on the system could substantially weaken Atari's cases against piracy in court. People who participate in stealing software are risking their jobs and the company's future. Please delete all questionable files immediately!!! Once again, people in this building are reported to be in possession of stolen ATARI property, taken from computer bulletin boards. The titles are BALLBLAZER and FINAL LEGACY. People must not have this stolen property in this building or elsewhere!! This is a crime and, if caught, your employment will be terminated. As Jed would say, Thank you or else. Steve Calfee ___________________________________________________________________________ From: KIM::OLIVER 3-APR-1984 14:10 To: @SYS$MAIL:JUNK Subj: The biggest joke. What's the biggest joke at Atari? Stolen software. I've been very frustrated with all the apathy at Atari toward stolen software. Almost everyone here has stolen software and when confronted the answer is usually a very proud smile followed by "Yea but....". The reason I'm now on a soap box screaming is because I designed and programmed 'Final Legacy' which has just gone to ROM's and is already being passed around on disks. Yes I'm mad about it, but people who know me know that I've been screaming about stolen software for a very long time. So this letter is not sour grapes. I picking this time because maybe you'll feel sorry for me and listen to what I have to say. Legacy was stolen by someone outside Atari and I believe it could not be prevented. These things happen and part of our business. The people involved are going to be nailed. The sad part is that a copy showed up at Atari. The person saw nothing at all wrong with having the copy. I've kept from finding out who the people are so I don't end up hating anyone here, I'd rather not know. Well that's the background. The issue is stolen software and why are we doing it. I beleive that stealing or receiving stolen software is a crime, no buts. I also believe engaging in these activities at Atari is a crime and stupid. Our pay checks depend on selling software. I don't buy the excuses that pirating doesn't hurt those big fat companies, or it's just one copy, or it's from another company. If you only steal non-Atari software then you are condoning people who do. We can't be in the grey area debating whether or not priating is ok or not. I think that we should denounce piracy at every chance and not be hypocritical in doing so. Other software companies have policies where having stolen software is not tolerated, if a person is found with stolen software they are fired on the spot. What it has done for the employees is given them a very strong sense of pride in their work. They know that the company places a great value on their products. Also, I've never heard of anyone being fired. But then no one pirated software either. Make no mistake, everyone knew that the rule would be enforced. If I have offended a pirate or two out there tough, I don't much care for pirates anyway. I do hope I've reached people who have stolen software that maybe it isn't right and they should get rid of it. And to all the people who denounce software piracy, let's keep the spirt alive. Dan 'Mr. Tact' Oliver ___________________________________________________________________________ From: KIM::RUBIN 5-APR-1984 11:58 To: @SYS$MAIL:JUNK Subj: The Right To Junk Out!!! There have been a number of complaints by a number of persons in various ranks about a number of other person's contributions (or the believed lack there of) to JUNK MAIL. In fact, several of the complaints have requested the restriction of certain persons from sending junk mail at all. I would like to remind all of you on JUNK mail, that JUNK mail is exactly what the name implies....JUNK!!!!! You get exactly what you ask for...JUNK! There are other distribution files designed for distribution to ENGINEERS, EVERYBODY, etc. The JUNK list was added so that persons interested in non work related items could share a common distribution file! I have discussed this matter with a few persons, system people included, and for the most part, we have come up with a few, very easy solutions to the complaints. If you are receiving JUNK mail from people which you find annoying or bothersome, here is what to do: 1). When the message appears on your screen, simply DELETE it immediately and go on to the next message. This takes 3 SECONDS! I think that inconvenience can be tolerated! 2). You can read it then delete it (if your inclined to self abuse). This takes 15 to 30 seconds. But why bother if you don't like that persons mail!! 3). You could write a COM file to run at login time which goes through you mail file and removes letters from the bothersome people. Frankly, I would forget this method!!! 3). If your still bothered, simply tell Dave Shepperd, Steve Suttles, or myself, and we will be more than happy to REMOVE YOUR NAME FROM THE JUNK LIST! That way, your NEVER bothered by anyone! Problem solved!!! In contrast to the above and in defense of one very good argument against JUNK mail (I will not say from whom it came), one problem still exists! Namely, persons spending too much of their time creating such JUNK masterpieces (such as this). It is believed in these cases, that the offending person's manager should be responsible for any such restriction or limitation to be placed on that person. But please keep in mind that if such a person wishes to use his/her own time (lunch or after work) for writing such "garbage", then the complaining parties should once again see the solutions above. Personally, I find most of the junk mail entertaining and quite good for morale. And right now, raising morale should be a top priority around here! It takes no more that 10 minutes out of my day to read the mail, and if I think it may take longer, I print it, take it home, and read it later! ___________________________________________________________________________ From: ERNIE::HARTMAN 6-APR-1984 13:57 To: @SYS$MAIL:JUNK Subj: Maudlin Hartman and Rice wish to express their fond sediments to all those wonderful people who made their short, productive careers at Atari just about the best part of long lives in this industry. We couldn't have been with a nicer, funner bunch. One request: Sombody has to develop a Philistine ragger to take my place...gey on it, folks! gey=get Sombody=somebody etc. BEH TRR ___________________________________________________________________________ From: BASHFL::DYER 10-APR-1984 06:44 To: @SYS$MAIL:JUNK Subj: VAX/VMS MAKE utility I've written a version of MAKE for VAX/VMS. Documentation, the source, the executable code, and a sample makefile are available in: BASHFL::SYS$USERDISK:[DYER.C.MAKE]*.* to wit: MAKE.MAN manual MAKE.COM DCL front end MAKE.EXE executable MAKEFILE. makefile for MAKE MAKE.H source *.C more source If you want to use it, copy the first four files (you can use MAKEFILE as a template for your own needs.) Unix and Eunice people will discover that this version of MAKE is not exactly like the "official" one; don't expect it to work with makefiles you already have. To install it, put these two lines into your LOGIN.COM: $ DEFINE MAKE$MAKEDIR $ MAKE :==@MAKE$MAKEDIR:MAKE then type 'MAKE', and you are on your way. Bugs, suggestions and letter bombs to BASHFL::DYER (assuming BASHFL's network interface is in a good mood.) Happy hacking! -Landon- ___________________________________________________________________________ From: KIM::MARGOLIN 17-APR-1984 14:05 To: @SYS$MAIL:ENGINEER Subj: TMS-320 Meeting There will be a meeting on Tuesday, April 24, at Two PM, with Texas Instruments to talk about the TMS-320. Iraj will be there along with the TMS-320 Product Manager. If you are interested in attending the meeting please reply via VAX Mail. Jed ___________________________________________________________________________ From: KIM::MORRIS 17-APR-1984 14:09 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting Hi Jed, Mike Albaugh, Jack Ritter & myself would like to attend please. Thanks Jim. ___________________________________________________________________________ From: KIM::RUBIN 17-APR-1984 14:13 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting Interested! -Owen- ___________________________________________________________________________ From: KIM::MCCARTHY 17-APR-1984 14:22 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting I'm interested. Keep me informed. Pat. ___________________________________________________________________________ From: BEEZ::SEGHERS 17-APR-1984 15:12 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting WHAT IS THE TMS-320? ___________________________________________________________________________ From: BEEZ::SEGHERS 17-APR-1984 15:56 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting THANKS FOR THE INFO. I'LL NOT BE AT THE MEETING. ___________________________________________________________________________ From: KIM::ALBAUGH 17-APR-1984 16:00 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting I'd like to come please... Mike ___________________________________________________________________________ From: KIM::ANDERSON 17-APR-1984 16:04 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting I am not quite sure what a TMS-320 is. Any hints? karl ___________________________________________________________________________ From: KIM::BABCOCK 18-APR-1984 09:16 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting Could you bother to tell us a little more about the TMS-320. Your message was quite ignorant of any reference. edb ___________________________________________________________________________ From: BEEZ::TUNG 18-APR-1984 09:59 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting I (where is the dumb apostrophe on this thing??) am interested. Joe Tung - 942-7261 WHERE??? ___________________________________________________________________________ From: LY 18-APR-1984 12:03 To: MARGOLIN Subj: TMS 320 I'M INTERESTED. P L E A S E RESERVE A PLACE FOR ME. THANKS. SAM ___________________________________________________________________________ From: WHITEBOOK 23-APR-1984 09:33 To: MARGOLIN Subj: TMS320 Jed: thanks for the invite. I'll attend. Please forward time and place when the meeting firms up... Thanks , Barry ___________________________________________________________________________ From: BEEZ::DRESSER 23-APR-1984 10:24 To: KIM::MARGOLIN Subj: RE: TMS-320 Meeting What is a TMS-320? jtgd ___________________________________________________________________________ From: KIM::MAHAR 23-APR-1984 21:14 To: @SYS$MAIL:JUNK Subj: webster Webster is no longer in the disk area DOC:. It is now in the area DOK:. You should change your login.com file to reflect this change. ___________________________________________________________________________ From: MCCARTHY 24-APR-1984 10:46 To: MARGOLIN Subj: TI MEETING Sorry, cannot attend todays meeting. I have an appointment in San Jose at 1.00 pm and it is unlikely I will be back in time. pat. ___________________________________________________________________________ [Note - Out of eight people who announced they were coming to the meeting only three showed up - Albaugh, Ritter, and Morris - plus Earl who came to talk to Iraj about the 5220C.] ___________________________________________________________________________ From: KIM::SALWITZ 26-APR-1984 18:50 To: @SYS$MAIL:JUNK Subj: H Here we go again... Although I have many "real" concerns in my life (ie: World peace, Nuclear diarmement, Governmental sanity) I find myself from time to time getting really tense about something trivial. In Junes' Antic (page 79) there is an add. for a new book.. $14.95... "THE ART OF COMPUTER GAME DESIGN: REFLECTION OF A MASTER GAME DESIGNER" written by none other than... CHRIS CRAWFORD (ex Atari programmer). " ... Chris Crawford, Atari programmer PAR EXCELLENCE, teaches this and other noteworthy lessons... " peee-ewww. I have never met this man.. (ie.. I hold him no grudge) I have seen him on " Bits Bytes and Buzzwords" (2 weeks ago) He has been billed as THE Atari game Wizard (some say he isn't even a wizard.. let alone the ONLY one.) WHY ??? It should be noted that by all indications Atari itself responsible for this (grossly incorrect) billing. Mr Crawford has just helped it along. nothing else to say.. jfs. ( one of the Atari group of programmers.) ___________________________________________________________________________ From: KIM::BIG_BROTHER 1-MAY-1984 13:09 To: @PRINTER_USER Subj: Using the printers. Most of you are already familiar with the following "rules" which apply to the computer line printers. However, there are a number of new people in the building who are obviously not familiar with the so-called 'printer etiquette' rules. This is obvious from both observation and complaints. To help solve these new problems, I am re-sending the original letter on printer etiquette (edited for television). This applies to you if you use any of KIM or ERNIE's printers. The users on the 730's should work out something similar with their printers! I would like to suggest the following "rules" as a possible way of eliminating these so called problems. 1). When you remove your listing from the back of the printer it would be very nice if you would: a). leave any listings that are "in front" of yours separated and on the table across from the printer. There are other people doing this for you right now. b). If you are leaving listings "behind" yours still attached to the printer be sure that you leave them stacked correctly in the basket. c). Please leave the paper that may still be coming out of the printer like it SHOULD be so that it will continue to fold properly in the basket. 2). Please be sure that you leave the printer ON LINE. (It has been found off line a few times!) At the end of each listing 3 form feeds occur to 'push' the listing to a point where it may be torn off. There should be no need to turn the printer off-line! But if you do..... 3). If it runs out of paper, at least notify an operator or a systems person so that new paper may be inserted. If it is late at night, you might like to put the paper in yourself. a). If you are not aware of how to PROPERLY insert paper into the printer, please see any system's person and they shall give you a quick demo. Its easy, even a child could do it!!!!!! 4). Please be careful that a small listings belonging to someone else is not "attached" to the listing you take from the printer room. If you do take one of these listings....please PUT IT BACK in the printer room...not in your stack of old listings. This seems to be one of the complaints heard most often. Please be advised that it is now possible to tell who it may be that is screwing up the printers. Given the "id" of the listing on either side of a supposed screw up, it is now possible to tell who it was that may have caused a printer problem. "Big Brother" may indeed be watching your listing! (you may have your hand slapped with a wet noodle if found guilty!!!) As you know, operators do not monitor these printers. Therefore it is up to us, the users of these printers to help things run smoothly for all users. So please try and be more considerate of the rest....... Thank You, Big_Brother ___________________________________________________________________________ From: KIM::VICKERS 1-MAY-1984 16:06 To: @SYS$MAIL:ENGINEER Subj: What's an Audio Game, Anyway? This here's the first round of a VAXMAIL brainstorming session on the subject of audio games. Please send any ideas or comments to me and I will in turn forward them back out to everyone who has written asking to be on the mailing list. (Let me know if you don't want your comments broadcast in this manner.) This process will repeat with a new round every few days until we've stormed our little brains out, at which time an in-person meeting might be appropriate. If this type of brainstorming works (or even if it doesn't), it might be a good way to work on other topics as well. The first rounds can be totally off the wall (much of the stuff below is), no ideas rejected as being too strange. Later sessions can start to refine the ideas into something practical. So what's an audio game, anyway? Mike Albaugh's been wanting for a long time to do some sort of interactive radio play. Remember the days (before my time) when you would go to bed and turn out the lights and turn on the radio real quiet so your parents wouldn't hear, and listen to The Shadow and all those other creepy old plays. Most of us TV brats missed that experience, but they say the pictures are better on radio. What if you could interact with the action? Wouldn't it be nice to start a new fad? I'll try listing some different categories that might come under the loose heading of audio games, in the hope they might cross-fertilize in someone's mind. 1). CB radio became sort of an audio game for a while, and made a lot of money before the fad died out. Just as people like Gutenburg and Ralph Xerox helped make everyone their own publisher, the CB let everyone be their own radio station, although with a very low signal-to-idiot ratio. I personally think everyone should have their own TV station, but that's another subject. 2). Some computer bulletin board services like The Source(?) have CB simulators that let strangers talk to each other, and some even let you publish poems, articles, etc., and pay you a royalty for every time someone reads them. People seem to like to talk to complete strangers, and the thought of getting paid for spewing your stupid ideas all over the globe is even more attractive. 3). The telephone seems to be one ideal medium for audio games. Everyone has one, for starters, and most people have played games with them. Like calling random numbers and asking if the person's refrigerator is running. Computer abusers and phone phreaks tend to go together (the phone phreak newsletter, TAP (Technology Assistance Program) deals with both.) The dial-a-joke, etc. numbers are one way communications (Wozniak had an especially bad one), but there have been a few interesting two-way phone services (almost all in California.) One of them had two lines, one to leave messages and one to listen to other peoples' messages. I assume the people who ran it did some editing, because there was lots of good material on the listening line. People say really funny and bizarre stuff sometimes, if they don't have to say it in person. Another service would hook you up to one or more people who had happened to call at the same time - talk to strangers without the guilt of waking up people by dialing random numbers. If anyone knows of numbers like this that are currently in operation, please share them. 4). A conceptual art project that I'd like to do someday is to broadcast my life by telephone. Walk around wearing a microphone, and a little transmitter that sends the signal to a base station, where there is an answering machine. Anyone can call at any time and listen to whatever you're doing. (Employers and lovers might not appreciate this.) The art of banality, the thought of listening to someone's boring everyday events, and knowing it's real, and live. (Oh, sounds like he's eating dinner now... sounds like he's throwing up now...) Just fascinating stuff. I would call, for sure, even if it was my life being broadcast (Yup, sounds like my life, all right.) A related project is to tape record my whole life, 24 hours a day. I need a very slow running tape recorder. I just like the idea of someone sitting down and listening to the whole piece. Or I could sell the tapes, in one day units. The trading of tapes could be incredible (Have you heard August 18, '83 yet? Primo!) 5). And of course there's Phone Sex. Pages and pages of ads in the back of Hustler, etc. $25 - $36, charge it to your Visa. The one I called was a blatant rip-off, and you can't contest credit card charges below $50. They must not be interested in repeat business. (If anyone knows of any good ones, again, please share!) 6). So back to the idea of interactive plays. If they were done by telephone, you could tell people how the phone push-buttons correspond to commands. The number keys could be N, S, E, W, etc. for an adventure type game. The star could be a help key, numbers could correspond to multiple choices, etc. Most people still have no experience with adventure games of any type, and would gladly play them if they were fun, required no extra hardware, and didn't require you to know how to read. Much more desirable would be doing voice recognition to determine the next move. Who wants to listen to a touch tone phone beep in your ear while you're listening to a play? People would be fascinated by a system that could interact with them verbally. People often told their deepest secrets to the Eliza (psychotherapist simulator) program, even through a keyboard. The effect would be that much greater with voice recognition. Voice recognition would be difficult, computationally expensive, and would need to be fairly fast and speaker-independent, for a limited vocabulary. It is probably do-able. 7). There could also be 2 (or more) person phone games. You could talk to the other person while you play, or you could get to know them only through the moves that they make, as translated by the computer to you. Your voices could be electronically disguised, vocoded, signal processed, etc., perhaps to the extent that the other player's speech is not even recognizable, but comes over only as a sound effect. 8). Phone games could eventually expand into something like the Source, where you have a menu of a number of different types of activities you can participate in - Games CB / party lines Voice store-and-forward messages which are indexed by titles that other people can call and listen to, etc. A menu of sound effects (might be fun for young kids, and it would be easy to do. Type 378 and hear walruses sneezing, etc.) 9). Perhaps Atari-Tel could sell a special phone for game play (preferably a speaker-phone). The processor for the game would be in the phone, and the base station would just download programs and play sounds when the user's game phone requests them. Anyone know anyone at Atari-Tel who would be interested in participating in this dialog? 10). How to make money at this? Albaugh's idea is not to try, just put an ad for the latest Atari game at the beginning of the call. Credit cards need a live operator, kids don't have 'em, and the games had better be real good. There's a new phone service, offered by General Telephone and perhaps Pacific Bell, which allows people who run a phone service, like dial-the-weather, to get money from the call, which will show up on the person's bill. You set the rate for the call - $.50 or whatever. This of course is in addition to how much the phone company gets if it's long distance. I believe this service is only available in L.A. currently, but if it is expanded to other cities, we could set up whatever hardware we develop in each major city. This is a fairly painless way for people to pay for games - you don't see the bill till much later. Also, it's free for kids (parents pay the phone bill.) 11). How do the economics of this work? I'm not sure. Do you have one simple hardware system, maybe the price of a coin-op game, which can only handle one call at once? Do you use a more powerful system, which can play many games at once? Here's some things the hardware might need to do - Decode touch-tone phone beeps Voice recognition Voice synthesis Random access of lots of sounds, speech, music Analog or digital signal processing of player's voice Lots of disk space for voice store and forward Letting multiple players talk to each other Decode serial data from a user's game phone 12). Another idea is to not do this by phone at all, but with some sort of audio game machine. There could be a Walk-man type machine, with a couple of cassette tapes and a microprocessor to control the game. Seek times are a problem. Or there is the possibility of getting a compact disk manufacturer to add appropriate controls to let you play audio games with your CD player. Especially if such games were played with headphones, there are 3-d spatial illusions that can be done that will knock your proverbial socks off. CD software is expensive and the seek times are a little slow, but it shouldn't add much to the cost of the player. The market is currently small, however. Anyhow (finally), these are some of the ideas that have been floating around. Send yours, don't delay. And even if you are temporarily struck idea-less, let me know if you want to be on the list to get further rounds of this dialog forwarded to you. Earl ___________________________________________________________________________ From: KIM::FXL 1-MAY-1984 14:03 To: @SYS$MAIL:JUNK Subj: AAG Well, I've got 8 responses so far (that's 10 octal) so how about a meeting tomorrow at 12:15 in the multipurpose room. To clear up one possible point of confusion: A game designer is someone who contributes to the design of a game. That includes sound, graphics, hardware, in other words, most everyone who works in 1501. This will be mainly an organizational meeting. We will be looking for volunteers to help with various tasks. We will try to write down goals and the purpose of AAG. There is a similar organization called the Association of Video Game Designers. I know little about this group, other than the article posted on Karl Anderson's door. It seems though that the scope and purpose of AAG would be different. AVGP focuses on video game designers and their fight for adequate compensation and recognition. AAG will focus on games in general, and will try to stay clear of politics and controversy. See you tomorrow Franz ___________________________________________________________________________ From: KIM::MENCONI 4-MAY-1984 12:02 To: @SYS$MAIL:JUNK Subj: Marketing culture vs. Engineering culture I have what I think are pithy comments about the rift that seems to exist between Engineering (Us) and Marketing (Them). Following the precedent set by Franz, I have put these comments in a file to avoid troubling you with lengthy mail messages. The file is [menconi.mail]culture.mai. Let me know what you think. Dave ___________________________________________________________________________ From: KIM::SHEPPERD 23-MAY-1984 21:09 To: @sys$mail:engineer Subj: New DIO routines I've released new versions of the DIO programs. Details of what's different can be found in DIO$SYSTEM:NEWDIO.TXT and DIO$SYSTEM:PALMSG.TXT. ds ___________________________________________________________________________ From: DOC::ZDYBEL 25-JUN-1984 11:32 To: @SYS$MAIL:JUNK Subj: The "New" ATARI " We trained hard, but it seemed that every time we were beginning to form up into teams , we would be reorganised. I was to learn later in life that we tend to meet any new situation by by reorganising, and a wonderful method it can be for creating the illusion of progress while producing confusion, inefficiency, and demoralisation." Caius Petronius (AD 66) ___________________________________________________________________________ From: KIM::MORRIS 30-MAY-1984 09:45 To: @SYS$MAIL:ENGINEER Subj: Intermetrics new release (again) To all who use 68000/10. and specifically those using Intermetrics s/w. The new release is now up. There are a few points worth noting about it. CLNK Is the linker. CLOC Is the locator. CFOR Is the formatter. CLBR Is the librarian. XREF Is the cross reference utility. SYMLIST Is the symbol lister. CMAP Is the Mapper. or GSMAP " " In order to use the new release you must do: 1. $ @sys$sysdevice:[as68r1v2.com]cdefs.com in your login.com file. 2. the files on the CLOC command line must now be separated by commas and a /o= file.ln is required, or just /o will use the input filename that is first in the list. 3. The CLNK requires a /o. 4. The CLOC requires a /o. 5. The CFOR requires a /o and the /de still does not produce symbols compatible with the emulator. so use GENSYM for now. The new stuff is in sys$sysdevice:[as68r1v2]. The library & sources are in sys$sysdevice:[c68kr1v1]. It really is much faster now. any problems call me. Jim x7118. ___________________________________________________________________________ From: RUBIN 21-JUN-1984 18:42 To: @SOUTH Subj: A new printer on this side! Are you tired of walking ALL the way down to the other side of the building to get your listing? Tired of cleaning up the printer for someone elses HUGE listing? Want to be lazy like me? Well, now your in luck. Just opened, the new "south" printer room. The new printer is located in the same room as the Richo copy machine. I know, your saying I've seen that piece of junk torn apart in that room. Well, not any more. Now we have a brand new, never been used Printronix 300 line printer. How do you use it, you ask?. Its simple. If you are on KIM, then: Add the following line to your login.com file: $ASS 'F$LOG("SOUTH$PRINT") SYS$PRINT ^^^^^^^^^^^^^ |||||||||||||--this MUST be uppercase Or you may type that at any time. This will the automatically cause all print jobs of yours to go to this printer. You must DEASS SYS$PRINT to return to printing at the other printers. OR you could add the line: $sou*thprint :== "ass ''f$log("SOUTH$PRINT")' sys$print" so that typing SOUTH will cause listings to be qued in the south printer. Caution: Make sure the line is types EXACTLY as shown. SOUTH$PRINT must be upper case and don't leave any ' or " out!On ------------------------------------------------ If you are on ERNIE or BEEZ: Simply type: $PRSOUTH filename. (PRS filename is all you really need, the rest is for people who like to type) NOTE: Remote printing will ONLY print a file. It will NOT act like a normal print que for other programs such as MAIL or MUSE. However, there is still a way to get your listing in these cases. This means that your job or jobs should NOT que a listing for printing, but simply keep it in a file. Then use the PRS command to print it. (After you get your listing, you may wish to delete the print file to save on disk space) MUSE users, simply give a name to MUSE when it asks for what printer. If MUSE cant find a printer with that name, it simply creates a file which has that name, and adds the extension .LIS. When you exit MUSE, type PRS followed by the name of you gave MUSE. MAIL users should simply FILE the desired messages for printing to a mail file then PRS the mail file. Note, however, that you MUST change the protection on the newely created mail file to world read or KIM won't be able to copy the file. See me for more details if interested in doing this! ------------------------------------------------ As with the other printers, your are still responsible for keeping this room neat and clean, stacking listings, and refilling the printer if empty. If you don't know how to refill the printer, Dave Shepperd, Steve Suttles or I will be gald to show you how. At this time, no paper is being stored at this location, but that should be changed in the near future. For the time being, you must go to the old printer room and snag a box for yourself. Since there will only be a few of us using this printer, and I'm only telling the people at this end of the building, the job should be a simple one and I doubt if the printer will need to be fed paper very often. Thanks -Owen- ___________________________________________________________________________ From: FARRAND 26-JUN-1984 23:28 To: MARGOLIN Subj: CHANGE IN BENIFITS DEAR JED I AM SORRY THAT THE CHANGES WERE PUT OUT THIS WAY.I WAS UNAWARE OF ZUFALLS WRITE UP .------THE CHANGES ARE FOR THE WORSE YOU ARE CORRECT AND THIS SHOULD HAVE BEEN MADE CLEAR TO EVERYONE. WE ATAIRI TRIED VERY HARD TO KEEP ___________________________________________________________________________ From: KIM::OLIVER 6-JUL-1984 12:55 To: @SYS$MAIL:JUNK Subj: Hello? ......This is Lawrence Kansas....is there anybody out there? ......We'll be staying on the air for as long as possible........ ......This is Law(boom)^%$#$@#.. ___________________________________________________________________________ From: KIM::PACKRAT 12-JUL-1984 11:08 To: @SYS$MAIL:ENGINEER.DIS Subj: Attention users of Applied Microsystems Devsys If you have been having problems with the DTB, DTF, or DT function on the Applied Microsystems Development system, I may have a cure for you. Apparently, the Devsys has quite a few bugs still, one of which is that the DTx function will lock up the system if there are too many symbols. A temporary cure for this is to selectively delete symbols from the file that you download. I have changed Jim Morris' gensym program to allow an optional third file. To use the new gensym program: In you login.com: csym :== $sys$userdisk:[packrat.68000]gensym In your link68.com: $ csym file.ab file.sym [file.exc or file.inc] What this .EXC or .INC file will do, is look for symbols that match the strings in the file. If there is a match, then the symbol is either left in the .SYM file if the extension is .INC, or left out of the .SYM file if the extension is .EXC. Some examples: ab* M_FOO M_G* will match any string starting with ab, a string called M_FOO, and any string starting with M_G. Any letters after the * will be ignored. So, a recap, if you want to exclude a set of symbols, use a file called file.EXC, and fill the file with strings to match the symbols you don't want. If you want to keep a specific set of symbols, then use a file called FILE.INC, and fill the file with strings to match the symbols you want to keep. Any complaints, comments, praise, MONEY, will be gladly accepted. Abuse gladly returned to owner. Peter Thompson. ___________________________________________________________________________ From: KIM::FXL 12-JUL-1984 14:21 To: @SYS$MAIL:ENGINEER Subj: Auf Wiedersehn Hello coinop With regrets, and after much soul-searching, I have decided to resign. While there are many factors that went into this decision, by far the most important is the following: On Monday I took the following position: put the present product bonus plan in writing, or I will quit. More specifically I would need to be assured, IN WRITING, and in a LEGALLY BINDING CONTRACT, that such events as the sale of Atari Corp., or getting laid off (or fired) by new or existing management, do not affect the payment of past due royalties. I was informed that this would not happen in the near future, if ever, but I was assured that the present bonus plan is still in effect until further notice and that the August payment would "probably" be paid on time. This put me into a difficult dilemma. Do I stick to my word, and possibly lose a large (>$5000) bonus in August, and possibly even larger sums of money next February for consumer cartridge sales. Or do I go back on my word and stick around a while longer. I admit, I had to think about it. From a purely greed standpoint it would be stupid to turn down the chance at that much money for one or two more months of work. But then I read one the robot stories by Asimov, called "the Bicentennial Man". In it a robot buys his freedom for $600,000. The robot had earned the money by producing wood sculptures. He argued that money is no object when it comes to freedom. I agree. I can no longer work for any organization that treats the creators of its products like pawns in the corporate game of chess. My plans for the immediate future are to relax, and take a break. Then I will seek out new corporations, and go where no game designer has gone before. I have enjoyed working with all of you, its been fun. You can reach me at (xxx) xxx-xxxx. The answering machine message is strange sometimes, but then what else would you expect. Good luck to all of you, Franz X Lanzinger ( the X stands for ex Atari employee) ___________________________________________________________________________ From: KIM::SHEPPERD 30-JUL-1984 16:42 To: @sys$mail:junk Subj: More VAX classes. I found a neat but UNDOCUMENTED (which means we have NO books on it contrary to what the program will tell you) program on Turtle that you may be intrested in running. Its VMSCAI which is a VMS tutorial resident on the vax. For the novice user and "once in a while" user it can probably be a great help. Its been copied to all the systems. To use it type: $ MCR VMSCAI and do what it says. It will only work on a VT100 or a CIT101, however. The keypad key PF2 is always a HELP key, and the PF3 key is an EXIT key. Repeated pressing of the PF3 will exit each level of the program until you're all the way back to DCL. ds ___________________________________________________________________________ From: KIM::COX 1-AUG-1984 14:40 To: @SYS$MAIL:ENGINEER Subj: USERS OF 16K X 4 DRAM BEWARE!! RAM USERS BEWARE!!! The Fujitsu version of the 4416 (16K X 4) DRAM as qualified under Atari part number 137323-001 will not work in a board with a RAS/CAS generator designed like the one on Crystal Castles. The CAS HIGH to RAS LOW delay time on both the TI and INMOS parts is specified as 0ns, while the Fujitsu part needs 30ns for the 150ns version. On Crystal Castles, the CAS signal clears an S74 to generate the leading edge of RAS. No way can it work. I have asked that Fujitsu be disqualified for 137323-001. Ross Cox ___________________________________________________________________________ From: ERNIE::DENCKER 2-AUG-1984 18:36 To: @SYS$MAIL:JUNK Subj: Software Testing Job Opportunities If anyone knows of some software people who might be interested in contract work (such as the Consumer Div. programmers), my sister is looking for them: Software Testers $10-18/hour Sr. Software Testers $15-30/hour Test Directors $30-45/hour Please tell them to contact: Claudia Dencker, Vice-President of the West Coast Office International Bureau of Software Test 536 Weddell Dr., Suite 7 (near the Lion & Compass) Sunnyvale 94089 xxx-xxxx This company's claim to fame is that it's the UL of software testing. They test mostly microcomputer programs, but are also getting into minicomputer programs. Andrea ___________________________________________________________________________ From: KIM::HORSEMAN 3-AUG-1984 08:48 To: @SYS$MAIL:JUNK Subj: SELLING LOTS OF THINGS AT VERY LOW PRICES (SOB SOB) FROM CHRIS HORSEMAN AND KIM WHITMORE: HOME PHONE: xxx-xxx-xxxx ADDRESS: xxxxxxxxxxxxxxx DUE TO CIRCUMSTANCES BEYOND MY CONTROL, I SHALL BE SELLING MY HOUSE AND MOST OF ITS CONTENTS ALL AT VERY REASONABLE PRICES (FIRE SALE). THE FURNITURE IS ALL BREUNER'S BEST AND I HAVE RECEIPTS FOR ALMOST EVERY- THING. I WILL HAGGLE TO SOME EXTENT ESPECIALLY FOR VOLUME PURCHASERS, BUT I AM TAKING A BATH ON THIS ALREADY (THE ONE THING YOU CANT TAKE IS THE BATH). HOUSE 3/4 BEDS,POOL,FIVE YEARS OLD. $227,000 CAR: FIAT SPIDER 2000 (PININFARINA) 1982 MODEL BOUGHT JULY 1983 4500 MILES, SILVER GREY, BEIGE LEATHER INTERIOR,ELECTRIC WINDOWS BLAUPUNKT CASSETTE/RADIO IMMACULATE $9000.00 OR BEST OFFER ELECTRONIC BITS AND PIECES: MARANTZ STEREO COMPLETE SYSTEM : SELL FOR $600.00 DIRECT DRIVE TURNTABLE,GRAPHIC EQUALISER,STEREO CASSETTE RE- COST NEW $1,200.00 CORDER,TUNER AMP,2 PAIRS SPEAKERS 2 MATCHING OFFICE LAMPS, SELL FOR $50.00 ONE FLOOR ONE DESK BEIGE. COST NEW $102.00 GOLD ARC FLOOR LAMP SELL FOR $45.00 COST NEW $70.00 GOLD STANDARD FLOOR LAMP SELL FOR $60.00 COST NEW $135.00 TWO SONY 13" TVs SELL FOR $200.00 each COST OVER $400.00 each ONE SONY 24" TV (with remote) SELL FOR $350.00 (cable ready) COST NEW $650.00 TWO CHINESE VASE TABLE LAMPS SELL FOR $100.00 pr (with two matching vases,red and blue) COST NEW $300.00 pr LARGE SEARS/KENMORE WASHER AND DRYER SELL FOR $400.00 COST OVER $700.00 LARGE REFRIGERATOR/FREEZER WITH SELL FOR $350.00 ICEMAKER COST NEW $650.00 MISC. WILL HAGGLE TOASTER, LIQUIDISER, LARGE COFFEE MAKER, STEAM IRON, CLOCK RADIO, 2 ATT PHONES ( WHITE TOUCH TONE ), VACUUM CLEANER (2hp,SEARS), FLOOR CLEANER ( ELECTRIC, VARIETY OF BRUSHES). FURNITURE: (ALL 18 MONTHS OLD OR LESS AND LIGHTLY USED) L-SHAPED DESK,VENEER,FILING DRAWER SELL FOR $150.00 AND 3 OTHER DRAWERS COST NEW $260.00 STEREO CABINET,SMOKED GLASS DOOR SELL FOR $100.00 DARK WOOD VENEER COST NEW $190.00 BOOKCASE 7'*5' MOVEABLE SHELVES SELL FOR $70.00 MATCHES DESK ABOVE COST NEW $130.00 OFF WHITE, SECTIONAL SOFA SELL FOR $900.00 QUEEN SLEEPER, TWO CORNERS TWO ARMLESS,OTTOMAN COST NEW $1,814.00 BEAUTIFUL DARK WOOD COFFEE TABLE SELL FOR $130.00 SQUARE COST NEW $250.00 GLASS AND GOLD CHROME 3-LEVEL SELL FOR $370.00 ROUND COCKTAIL TABLE COST NEW $599.00 LETTERMAN PAINTING SELL FOR $120.00 COST NEW $199.00 DINING ROOM TABLE AND 6 CHAIRS SELL FOR $1000.00 (2 ARM) COST NEW $1,829.00 MATCHING CHINA CABINET SELL FOR $800.00 COST NEW $1,399.00 MATCHING SERVER/DRINKS CABINET SELL FOR $350.00 COST NEW $599.00 ALL THE DINING ROOM FURNITURE IS ROSE WOOD AND IS IN PERFECT CONDITION. IT BREAKS MY HEART TO HAVE TO SELL IT! KITCHEN TABLE AND FOUR CHAIRS SELL FOR $200.00 RANDOM "PLANK" STYLE VENEER LIGHT PINE TYPE WOOD COST NEW $545.00 TABLE TENNIS TABLE AND ACCESSORIES SELL FOR $40.00 COST NEW $96.00 LIGHT BROWN SECTIONAL SELL FOR $800.00 QUEEN SLEEPER,TWO CORNERS AND AN ARMLESS COST NEW $1546.00 DARK WOOD AND GLASS SQUARE SELL FOR $95.00 COFFEE TABLE COST NEW $179.00 MATCHING SOFA TABLE SELL FOR $95.00 COST NEW $179.00 TV STAND (DARK WOOD) SELL FOR $30 COST NEW $75 CHINESE HAND CARVED RUG 9'*12' SELL FOR $1000.00 CAMEL/BEIGE COLOURED (ANOTHER HEART BREAKER) COST NEW $2300.00 COMPUTER DESK SELL FOR $210.00 SET UP FOR PRINTER,DRIVES,ETC COST NEW $370.00 ROTATING OFFICE CHAIR (BROWN) SELL FOR $29.00 COST NEW $58.00 DOUBLE BED SELL FOR $500.00 COST NEW $998.00 PINE CHEST OF DRAWERS SELL FOR $35.00 (UNVARNISHED) COST NEW $70.00 KING SIZE BED SELL FOR $300.00 COST NEW $500.00 HEADBOARD SELL FOR $185.00 MEDIUM WOOD, PARALLEL ROUNDED PANELS COST NEW $349.00 MATCHING NIGHTSTANDS SELL FOR $250.00 pr TWO DRAWERS COST NEW $478.00 pr MATCHING DRESSER SELL FOR $300.00 3 DRAWERS EITHER SIDE CENTRAL DRAWER AND CUPBOARD COST NEW $559.00 MATCHING MIRROR FOR DRESSER SELL FOR $125.00 COST NEW $240.00 MATCHING TV. STAND/BOOKCASE SELL FOR $270.00 WITH CUPBOARD UNDERNEATH COST NEW $499.00 BLUE LOVESEAT SELL FOR $300.00 COST NEW $549.00 LARGE GAS POWERED BARBEQUE SELL FOR $75.00 COST NEW $150.00 PATIO TABLE, UMBRELLA AND SELL FOR $150.00 TWO CHAIRS (BRAND NEW). COST NEW $250.00 OTHER MISCELLANEOUS ITEMS. ___________________________________________________________________________ From: KIM::ALBAUGH 3-AUG-1984 09:34 To: @SYS$MAIL:JUNK Subj: Phone list (again) If you have not done so already, please take a few minutes to send me your name, address, and phone #. Not only those who are leaving, but those who are staying. I hope we can keep up the many valuable friendships. As before, anyone who sends me their info gets a copy of the whole list. Please use the following form: Mike Albaugh xxxxxxxxxxxx (xxx) xxx-xxxx Thank you, Mike. p.s. The list will also be available on Jeff Bell's B.B.S. (xxx) xxx-xxxx. The current plan is to have the list accesible to anyone who is on it. For more details, see Jeff. ___________________________________________________________________________ From: KIM::MENCONI 3-AUG-1984 10:00 To: @SYS$MAIL:JUNK Subj: This is Goodby... It has been good working with all of you. I mean it sincerely when I say that I have always considered Coin-Op to be the elite of the game divisions. Keep it up! I like Atari. I have been here (but not in this "division") almost 3 years and have grown quite attached to the ol' fuji. I wish you all the best and sincerely hope that each of you, and Atari as a whole, succeeds. You still have hard times ahead of you but I have faith that you will pull through. Good luck, Dave ___________________________________________________________________________ From: KIM::GARFIELD 3-AUG-1984 10:18 To: @SYS$MAIL:ENGINEER.UAF Garfield Is Dead! Long Live Garfield! ___________________________________________________________________________ From: KIM::RAY 3-AUG-1984 10:50 To: @SYS$MAIL:JUNK Subj: Farewell I'm sad to say that I will be leaving ATARI after 7 very enjoyable years. I doubt that I will ever again be able to work with as many exceptionally talented and fun people. I wish each of you all the best wherever life takes you. To those of you who are staying with ATARI, I wish you the best of luck in turning this see-saw industry around. I hope that I someday have the opportunity to work with you again. It's been REAL!! Sincerely, John Ray ___________________________________________________________________________ From: KIM::VICKERS 3-AUG-1984 11:00 To: @SYS$MAIL:JUNK Subj: The "Newer" ATARI From: KIM::DEUS 3-AUG-1984 11:35 To: @SYS$MAIL:JUNK Subj: GOODBY AND GOODLUCK THIS IS THE FIRST TIME AND THE LAST TIME I AM USING THE MAIL . YES ,I HAVE FEW WORDS TO SAY.ATARI HAS BEEN GOOD TO ME AND I HAVE NO REGRETS.IT HAS BEEN FUN WORKING WITH ALL OF YOU AND GOOD LUCK TO ALL OF YOU WHERE EVER YOU MAY END UP.AS VERY WISE OLD TURK TOLD ME: " THIS IS IT" "THERE ARE NO HIDDEN MEANINGS" " THE MOST IMPORTANT THINGS ,EACH MAN MUST DO FOR HIMSELF" I MAY BE CONTACTED AT HOME FOR THOSE WHO MAY WANT TO CHAT ABOUT ANYTHING.MY HOME ADDRESS AND PHONE NUMBER IS: xxxxxxxxxxxxxxxxxx (xxx) xxx-xxxx SO LONG, SAM DEUS ___________________________________________________________________________ From: KIM::RUBIN 3-AUG-1984 12:15 To: @SYS$MAIL:ENGINEER.UAF Subj: Garfield is in good company Garfield may be dead...but he was seen leaving carrying a set of golf clubs!!!!!!!! Golf has died too! -O- ___________________________________________________________________________ From: KIM::BABCOCK 3-AUG-1984 13:20 To: @SYS$MAIL:ENGINEER Subj: One more for the road Goodbye to all those whose lifes intersected with mine. I've enjoyed working with you all these past few years. Good luck to all those who must now carry on the tradition of Atari, "the serious funtakers." May we meet again in future incarnations, and may you never take any wooden garfields. Eddie Dean Babcock, Jr. P.S. I'm listed in the Albaugh white pages. ___________________________________________________________________________ From: KIM::SINGH 3-AUG-1984 13:47 To: @SYS$MAIL:JUNK Subj: GOODBYE TO ALL GOODBY... TO EVERYONE ... ITS BEEN GREAT WORKING HERE. DURING MY THREE AND HALF YEARS OF EMPLOYMENT AT *ATARI* I HAVE ENJOYED THE WORKING ENVIRONMENT AND ALL THE SPECIAL PEOPLE OUT THEIR.I FEEL FORTUNATE TO HAVE WORKED ON THE VARIOUS COMPUTER GRAPHICS SYSTEM AT ATARI. MY FUTURE GOALS ARE TO CONTINUE IN COMPUTER GRAPHICS,VOLUNTEER FOR SIGGRAPH, CONTINUE WITH MY STUDIES IN PROGRAMMING AND BE A GOOD MOTHER. AND NOW I'M GOING OUT IN THE ATARI TRADITION .... "POUR ME ANOTHER ONE PLEASE" *****GOOD FORTUNE**** TO EVERYONE ___________________________________________________________________________ From: KIM::RUBIN 3-AUG-1984 14:18 To: @SYS$MAIL:ENGINEER Subj: Owen doesn't work here any more... I just wanted to say good bye to all the great people I have worked with these past 8 years. "good bye to all the great people I have worked with these past 8 years" I've really enjoyed the Atari experience. I hope those staying can pull the company out of this deep hole. Who know, maybe the company will grow big enough again that I can someday come back and disrupt everything again. And if not, and if it gets smaller and smaller... who knows, maybe one day I can come back and buy it!!!!!!!! Ill be about one more week, so get your abuse while you still can!!!!! It feels like graduation from school again...so now I got to go out into the real world and find a job!!!!!! Im in the Albaugh white pages, feel free to call anytime, either for a chat, or for the Rubin answering message of the month! -O- ___________________________________________________________________________ From: KIM::ANDERSON 3-AUG-1984 14:38 To: @SYS$MAIL:JUNK Subj: Last Farwell It has been great fun being here at Atari. I hope to see all your games in the arcade soon. It was nice knowing you all. "Code 6" Watch Out For Stray Lightning Bolts! karl ___________________________________________________________________________ From: KIM::MANAGEMENT 2-AUG-1984 14:50 To: @SYS$MAIL:JUNK Subj: Let's get Drunk There will be an ATARI GAMES -wide "meeting" tommorrow (Friday, August 2, 1984) at the Red Lion Inn near the airport (on Brokaw) at 2:00 P.M. for all employees who can attend. You'll need money for drinks; bring some. The meeting will last 'till the money runs out. This has been a public service announcement. ___________________________________________________________________________ From: KIM::PETROKA 2-AUG-1984 15:20 To: @SYS$MAIL:JUNK Subj: Let's get drunk Does "all employees" mean all people who got the message or does it mean all the people who are still employees at 2 p.m. tomorrow? ___________________________________________________________________________ From: KIM::MANAGEMENT 2-AUG-1984 17:31 To: @SYS$MAIL:JUNK Subj: Response to public query This response is threefold: The event at the Red Lion Inn (on Brokaw) is NOT a "survivor's party." Everyone is invited to attend. The official management viewpoint of the occasion is not specified. I (the sender) do not represent company management on this. I personally believe they are looking the other way. While they cannot encourage this event, they do not discourage it. Last but not least, my name is not Owen. I have been asked to pass on the message because nobody wanted to take credit (answer all the questions) for authorship. Me either. (Mostly because I don't have any answers.) ___________________________________________________________________________ From: KIM::WHITEBOOK 5-AUG-1984 09:35 To: @SYS$MAIL:ENGINEER Subj: BOSCOLE III Boscole is dead... Long live Boscole!!!!!!!!!!! ___________________________________________________________________________ From: MARGOLIN 6-AUG-1984 16:40 To: FARRAND, MARGOLIN John, I realize that you are probably busy right now, but I have discovered something that I think you should know about. This information came from Sophie. She and her husband are the couple who actually run the cafeteria. I have no way of verifying the following information, but if it is true, then it is a serious matter. ---------------------------------------------------- Tony Dietz worked out a real sweetheart deal for providing us with a cafeteria. It seems that Atari pays Have-A-Snack money so we can have a cafeteria. However, Have-A-Snack does not itself provide this service. A company called Super-Snack does and PAYS HAVE-A-SNACK FOR THE PRIVILEGE. The couple who run it (Super-Snack) paid Have-A-Snack $60K (not refundable) plus pay a percentage of the gross. In return Super-Snack receives nothing from Have-A-Snack. Sophie (of the above couple) described to me how Have-A-Snack got her to sign the contract. They insisted that she sign it right then and there or else forget about it. She was not given the opportunity to have an attorney read and explain it to her and since English is not her native language she could not understand it by herself. She is afraid to complain because Have-A-Snack has threatened to kick her out without notice (keeping the $60K) if she says anything. --------------------------------------------------------- If this stuff is true, I believe it may come under the Federal Anti-Racketeering Laws, especially if, as I suspect, Tony Dietz has some kind of "special relationship" with Have-A-Snack. Is there some way that you can quietly check it out? I don't want to get Sophie in trouble. Thanks. ___________________________________________________________________________ From: KIM::MARGOLIN 9-AUG-1984 16:44 To: @SYS$MAIL:JUNK What's the difference between Atari and the Titanic? The Titanic had entertainment. ___________________________________________________________________________ From: KIM::ALBAUGH 9-AUG-1984 16:51 To: KIM::MARGOLIN But the Titanic's entertainment was only for first class. (Tourist class was the entertainment for some of the first class passengers... but that's another story.) ___________________________________________________________________________ From: ERNIE::BELL 10-AUG-1984 09:01 To: KIM::MARGOLIN Subj: Titanic I don't recall anyone ever daring to say Atari was un-sinkable... ___________________________________________________________________________ From: KIM::RUBIN 10-AUG-1984 12:36 To: KIM::MARGOLIN Subj: DIFFERENCE BETWEEN TITANTIC AND ATARI 1). TITANTIC HAD LIVE ENTERTAINMENT. 2). NOTHING!!!!!!! 3). THE TITANTIC HAD A REASON FOR GOING DOWN! 4). THE TITANTIC HAD A CAPTIAN AT THE HELM! 5). THE TITANTIC WENT DOWN IN AN HOUR. 6). THE TITANTIC HAD 750 SURVIVORS. (OUT OF 2500, 750 WERE SAVED....OR 30%) (FOR ATARI (1981), OUT OF 10,000, 100 WERE SAVED...OR 1%) JED, IF YOU REPRINT THIS LIST, PLEASE REMOVE ME NAME FROM IT...OK???? -OWEN- ___________________________________________________________________________ From: KIM::OVERBY 10-AUG-1984 13:50 To: KIM::MARGOLIN I ALSO HEARD THAT THE TITANIC WAS OF A 'TRIPLE-SCREW' DESIGN. ___________________________________________________________________________ From: KIM::SALWITZ 6-SEP-1984 10:03 To: @SYS$MAIL:JUNK Subj: An Open Letter To Skip Paul.. Skip, I know I speak for myself when I say how sorry I am that you will no longer be working with Coin-Op. You brought good, positive attitudes to Coin op.. something I fear we are in BAD need of now. It was nice to see upper management really get excited about what we do and who we are. I know that you hate Bally as much as I do and that they hate you too. (that's good.) You showed how much you believe in Coin-Op's future and you seemed willing to do glorious battle for it. I hope that the "new" Coin Op can keep your attitudes. thank you sir.. John F. Salwitz. P.S. ( the control works great.. but there are still plenty of priority bugs.. maybe you and D.T. can find work together. ) ___________________________________________________________________________ From: MARGOLIN 10-AUG-1984 14:18 To: SKIP, MARGOLIN Skip, I sent this to John several days ago and have not received a reply. Perhaps you can help. **************************************************************** John, I realize that you are probably busy right now, but I have discovered something that I think you should know about. This information came from Sophie. She and her husband are the couple who actually run the cafeteria. I have no way of verifying the following information, but if it is true, then it is a serious matter. -------------------------------------------------------------- Tony Dietz worked out a real sweetheart deal for providing us with a cafeteria. It seems that Atari pays Have-A-Snack money so we can have a cafeteria. However, Have-A-Snack does not itself provide this service. A company called Super-Snack does and PAYS HAVE-A-SNACK FOR THE PRIVILEGE. The couple who run it (Super-Snack) paid Have-A-Snack $60K (not refundable) plus pay a percentage of the gross. In return Super-Snack receives nothing from Have-A-Snack. Sophie (of the above couple) described to me how Have-A-Snack got her to sign the contract. They insisted that she sign it right then and there or else forget about it. She was not given the opportunity to have an attorney read and explain it to her and since English is not her native language she could not understand it by herself. She is afraid to complain because Have-A-Snack has threatened to kick her out without notice (keeping the $60K) if she says anything. ----------------------------------------------------------- If this stuff is true, I believe it may come under the Federal Anti-Racketeering Laws, especially if, as I suspect, Tony Dietz has some kind of "special relationship" with Have-A-Snack. Is there some way that you can quietly check it out? I don't want to get Sophie in trouble. Thanks. ___________________________________________________________________________ From: KIM::MORRIS 10-AUG-1984 16:10 To: @SYS$MAIL:ENGINEER Subj: new boot eprom for applied microsystems emulator To all using the Applied Microsystems Emulator. I have a new boot eprom for it, i haven't found out what it fixes yet but I will do soon. If you come to my office, (old old common area, near starfighter lab) I'll give you a prom to install. Someone out there also has the piece of paper that tells us where to put the prom, so if they can get that to me i'll copy it. Jim x7118. ___________________________________________________________________________ From: KIM::PETROKA 13-AUG-1984 10:00 To: @SYS$MAIL:JUNK.UAF Subj: letters from the lovelorn Dear Abby: Now that some of the smoke has cleared from the last reorganization, I have a few thoughts about it that I would like to get some feedback on. To start off, I must confess that business and economics was not one of my strong points in college so I may be totally off base here, but I'm wondering if it would have been possible to come right out and tell everyone that there were going to be some layoffs of XX% and the reason for them was blah blah blah, and give out the information that was presented on tuesday to the remaining Atarians to everyone before the layoffs happened. The way rumors were floating around all week, everyone knew it was going to happen so why couldn't we be told why it had to happen before the ax fell? Was some of the information company confidential so that soon to be x-Atarians couldn't know them? If that was the case then that sensitive information could have been left out, but is knowing how much it costs Atari to stay in business and how much the company profits are projected to be and the fact that our expenses are higher that our revenues, is knowing any of these things detrimental to the company? I was told there was a meeting for all the people that were laid off on friday morning. If there was, I obviously didn't hear what was said, but couldn't everyone been given that information on monday or when ever it was decided that the layoff had to happen instead of letting the rumors start? I was also told that on the day before the layoffs there were some security problems (I assume that means that some equipment had grown legs and was walking out of the building). Could some of this been avoided if people knew why the layoff had to happen? It seems real easy to take being laid off very personally, i.e. the company doesn't like me, the company doesn't appreciate me, the company doesn't think I'm competent, and what follows is people getting angry and wanting revenge, i.e. well I don't deserve being treated this way so I'm gonna do something just to get even because if they can screw me then I can screw them. But after seeing the way the numbers add up, or should I say don't add up, it's obvious that it was a business move and not a personal attack. I hope this doesn't sound like I think I could have handled it better and come next election vote for me because I'll put a terminal in every office, legalize marijuana and build a swimming pool & softball field in the back forty because I wouldn't take the job if they paid me. I just want to know if stuff like this only happens when the planets line up and the tooth fairy gets a fortune cookie that reads "you will meet someone as gay as you are" or can it happen in the real world or why it wouldn't work in fairy land or here or the real world or what thoughts you have about anything that would help me understand this crazy business of paying people to make stuff and then trying to sell the same stuff to someone else for more than what it cost to make. Naive Natconian ___________________________________________________________________________ From: ERNIE::CAMERON 18-SEP-1984 16:02 To: @SYS$MAIL:JUNK Subj: ANNOUNCEMENT WATCH THE NEWS FOR THE TIME AND PLACE OF THE BIG CLOSING CEREMONY AND PARTY FOR MARINE WORLD! BARBEQUE AND SUSHI TO FOLLOW ___________________________________________________________________________ From: SHEPPERD 12-OCT-1984 09:55 To: ALBAUGH,MARGOLIN,RITTER,HAYES,CHARM::MARBLE, CC::RAINS Subj: 1272 From: FARRAND 12-OCT-1984 09:48 To: SHEPPERD Subj: RE: Non-eng terminals I ALREADY HAVE MY TERMINAL THE ONLY OTHER ON EE I WOULD SUJEST ASK YOU TO PROVIDE WOULD BE TO MARY FUJIHARA SO SHE AND HER GROUP CAN SHARE ONE. JOHN I WILL ENSURE 1272 IS COMM TO ALL FOR YOUR INFO THE LEASE FOR 172272 IS HELD BY CITY BANK IN A BLIND TRUST MANAGED BY THEM.TO SHOW YOU HOW MUCH WE CARE ABOUT THE PARA'S CITY BANK TOLD US WHO THE INVESTORS WERE THEY ARE IN THE PROPERTY WORLD IN SINGAPORE AND ARE NOT RELATED TO UOR OUR INDUSTRY OR EVEN TO ELECTRONICS.THE LEASE EXPIRES JUNE 1985 WE HAVE FIRST RIGHTS TO CONTINUE AT CURRENT MARKET RATES.WE WILL DO THIS DESPITE WHAT JED THINKS ALL OUR CALCULATIONS HAVE BEEN BASED ON HAVING TO PAY HIGH MARKET EVEN WITH THESE UNLIKELY NUMBERS IT MAKES VERY SOUND FINANCIAL SENSE TO MOVE SAVINGS UNTIL JUNE JUST TO COIN OP 1$1MILL WHEN RENT INCREASE COMSEES IN JUNE 650K PER YEAR AT TOP RATE AT EXPECTED RATE 9T(TODAYS MARKET RATE) $1MILL. 1501 RENT ALSO INCREASED IN AUGUST1985. J.F. ___________________________________________________________________________ From: KIM::MARGOLIN 15-OCT-1984 13:04 To: @SYS$MAIL:ENGINEER Subj: Regulator/Audio III Prototype Some Asshole stole my Regulator/Audio III prototype. It was the only one with the new audio circuitry, and was to be tested this morning. If you are the miserable cretin who has this board, return it by 2:00 pm today, and I may let you live. Thank you or else, Jed ___________________________________________________________________________ From: ERNIE::MILTY 22-AUG-1984 09:57 To: @SYS$MAIL:JUNK Subj: SIGNUP NOW FOR ADDITIONAL TRAINING It is now, and always has been , the policy of this Company to assure its employees that they are well trained. Through our SPECIAL HIGH INTENSITY TRAINING program (SHIT), we have given our employees more SHIT than any other company in the area. If any employee feels that he or she does not oeceive enough SHIT on their job,or that he or she could advance to another position by taking more SHIT see your supervisor. Our management people are specially trained to assure you that you will get all the SHIT you can handle. an Any individual who feels he or she has not received sufficient SPECIAL HIGH INTENSITY TRAINING , should see your supervisor so they can put you at the top of their SHIT list. ___________________________________________________________________________ From: KIM::MORRIS 23-AUG-1984 14:04 To: @SYS$MAIL:ENGINEER Subj: applied microsystems 68010 emulators. 1. There are still three 68010 emulators out there that have not had one of the proms updated. This new prom fixes the system lock up due to the symbol table being over 320. If you have one of these emulators come and get your free? prom from Jim Morris' office. 2. I would like to keep a record of where our emulators are so that any other updates to the firmware can be implemented quickly, so please reply with the location of your one, (and its serial number) thanks. Jim x7118. ___________________________________________________________________________ From: KIM::SUTTLES 29-AUG-1984 20:32 To: @SYS$MAIL:ENGINEER.UAF Subj: It's HERE! Almost what you might have wanted! Greetings, hackers! A new utility has been created, called DISASM. It is a general-purpose disassembler for 8 bit micros (up to 16 bit address space). It supports several processors currently, and more are expected shortly. It also DOESN't support several processors; as I said, it deals with micros with byte opcodes. It does not do the 68000, and probably never will...that will probably be a different program. To use it, do a $RESTART (to get the symbol) and then $DISASM gets you in. There is documentation in DOK: which is also online with the HELP command. There are a number of improvements that could be made to the disassembler, and I need some feedback to let me know which ones are of value to you guys. When (if {ha ha}) you find bugs, let me know & I will fix them as fast as I can. Enhancements will be essentially by popular demand. Enjoy! sas ___________________________________________________________________________ From: KIM::VANELDREN 30-AUG-1984 13:12 To: @SYS$MAIL:ENGINEER.UAF Subj: SYSTEM USAGE ON KIM....F.Y.I. For those who have an interest or concern regarding system usage or response time on KIM, the following info may be of some use to you: 1. Up until approximately 9:00 am each weekday, KIM is sitting in a "NULL" state waiting for work approximately 99% of the time. 2. Between the hours of 9:00 am and 10:30 am, KIM is sitting in a "NULL" state approximately 95% of the time. 3. From 10:30 am until noon, KIM utilization builds up to about 50%. 4. From nnon til about 5:00 pm, KIM is pretty much busy full time. 5. From 5:00 pm til 7:00 pm utilization again rapidly drops off to about 50%. 6. From 7:00 pm onward, utilization seems to vary somewhat, but in general, by 9:00 pm, KIM is again sitting in a "NULL" state 90 to 100% of the time. These are my observations over the past two weeks. They may or may not be typical of the past or future, but you may find them of some use, especially if you have concerns or problems with respsonse time during your current working hours. As I said,.....F.Y.I. Dan Van ___________________________________________________________________________ From: KIM::SUTTLES 30-AUG-1984 15:45 To: @SYS$MAIL:ENGINEER.UAF Subj: Everything you wanted to know about DISASM (but were afraid to ask?) Hi again (fellow) hackers! As some of you are so quick to point out, I have a caustic sense of humor concerning failure of the HELP facility in DISASM. Sorry about that. For those of you who are still curious after having had your fingers slapped, it should work now. I have found the cause of the problem, and I am working on it for the long term. For the short term (no jokes about the semester being up already) there is a bandaid patch in the logical name tables. For those of you who are nozy enough to chase down the image, don't plan on it being there forever, cuz it's gonna move ($DISASM will still work, but $MCR DISASM will soon also work). Thats all for now (till the next dozen bug reports...) sas ___________________________________________________________________________ From: KIM::HOGG 30-AUG-1984 16:48 To: @ALL Subj: Bar Games and Passive Brainstorming Greetings and Salutations! I have decided to try and use the junk mail list for possibly constructive activity, such as a passive brainstorming session about the new games market that seems to be virtually untapped and waiting for someone to do just that. The market being referred to is "Bar-Games". To start the session off, I would like to present some of my analysis of the market place, existing games in that market, features that the games should have or not have, and some possible game ideas. Hopefully this will help trigger your imagination and you will share these ideas with your co-workers and myself by using the mail system (@sys$mail:junk). Even if you might be responding to just one person's comments you should send the response to all so that we might share your ideas and comments. Afterall, that's what brainstorming is all about. THE MARKET PLACE Local neighborhood bars where people get together to socialize is as yet an untapped market. These bars are not of the same nature as the bars that are located in this area (and south) in that they are predominately centers of social interaction. They tend to be of a more quiet nature, except for some of their patrons. The patrons are not into playing games, especially video type, but do play some games as part of their socializing. They go to these establishments to watch television to see major sporting events or just visiting friends. They are definitely casual game players. The games are sometimes owned by the establishment and sometimes handled by an operator. It is possible that we may have two product lines, one for sale to the owner of the establishment which may or may not have a coin mechanism, and the other more traditional variety (for us) to be sold to and handled by an operator. Games that are sold to the establishment owner would have to be very reasonably priced and be very reliable. A more expensive game might also be sold but would have to last a very long time. i.e., such as a pool table. One approach to non-coin games might be to sell them to breweries or liquor manufacturers with, of course, their product names all over them which they might give or sell to the establishments in a similar fashion to beer signs. THE EXISTING GAMES The patrons of these bars do play such games as pool, shuffleboard, dice, cards, darts, etc. These games have certain properties that I feel must be in our bar-games if we are to be successful in this marketplace. Some of the features that these games have are as follows: 1. There is no time limit associated with the game. That is, each player has an unlimited amount of time to setup at each turn. 2. They are multi-player games that may be played by a single player, but are more "fun" with two or more players. 3. Each player has a turn. That is, they don't play simultaneously. 4. In some of the games, a player must make use of what is leftover from the previous player's turn. This adds a strategy to the game. Unlike our existing games where each player has their own playfield results or starts fresh with a new set of circumstances whether or not there is another player in the game. 5. They are competition games, i.e., not cooperative. Individuals competing against each other. 6. A player is NEVER competing against the machine. The machine is the mechanism by which a player either competes with himself or with other individuals. 7. There is an element of chance in the game. Skill is not the only factor. 8. Fast eye-hand coordination is not a factor. 9. The games are relatively noise free. Sound is not a big factor. 10. They are not involved strategy games. The strategies involved are fairly simple and straight forward. They are definitely not head games. 11. To play most of the games the players must physically move to the game itself. The games are not physically located where the people sit to drink and converse. This would eliminate the concepts of a cocktail table or a bar top unit. The games that are played where the patrons sit are very small physically, i.e., dice or cards. OUR GAMES 1. The type of games that should not be done are those that try to duplicate any of the existing games, i.e., a video pool game. 2. The game should provide activities that can't be done with the existing games, i.e., Anti-gravity. The game could be similar, but must be different. 3. There should be an element of chance to the game. This would allow less skilled players to compete in a reasonable fashion. 4. The type of controls that the game uses should be simple and straight-forward to operate. The use of joysticks should be eliminated from consideration as they seem to represent the arcade style of games and that would put-off the players we are trying to reach. The controls should be limited to buttons, whirly-gig, trackball, and/or a spring-loaded lever type. 5. Video games could easily be done with an 800 chip set. High-resolution graphics and sophisticated sounds are not necessary nor are they desired by the players. Lower resolution CRTs could be used helping to keep cost down. 6. Kinetic games should not be too large or noisy. They should make use of lights for attraction and for game play. 7. Light type games, ala wall-games, might be made smaller and use LEDs as opposed to incandescent lamps. Back-lit graphics should be kept simple and minimal. 8. Video and kinetic type games would probably have to be in stand-alone type cabinets providing areas in or on the cabinet for placing drinks and have a place for ashtrays. 9. Behind-the-bar type games would have to be light type (a form of wall-games) that are fairly small and simple with probably no audio or very little. GAME IDEAS 1. Arithma-cubes - a dice game This could easily be a wall-game or a video game. There are four (4) dice used. The players decide whether the highest or the lowest score wins. There are foUr math functions that must be used add, subtract, multiply, and divide. Each "throw" of the dice the player must use one of the die numbers and one of the math functions of their choice. Each of the math functions may only be used once. The game is over after each player has had five (5) "throws" of the dice. The player must pick a starting number out of their first throw. Thereafter the picked number must be used in conjunction with a selected math function that operates on the first or the previous result for that player. After the last player has used their last math function, the game is over and the winner declared. During the game each players score might be graphically as well as numerically displayed. This would give the players visual feedback as to the relative standings of each player during the game. The game should be able to handle a minimum of four (4) players. 2. Game #2 - This is where your ideas start! ___________________________________________________________________________ From: KIM::VANELDREN 30-AUG-1984 13:12 To: @SYS$MAIL:ENGINEER.UAF Subj: SYSTEM USAGE ON KIM....F.Y.I. For those who have an interest or concern regarding system usage or response time on KIM, the following info may be of some use to you: 1. Up until approximately 9:00 am each weekday, KIM is sitting in a "NULL" state waiting for work approximately 99% of the time. 2. Between the hours of 9:00 am and 10:30 am, KIM is sitting in a "NULL" state approximately 95% of the time. 3. From 10:30 am until noon, KIM utilization builds up to about 50%. 4. From nnon til about 5:00 pm, KIM is pretty much busy full time. 5. From 5:00 pm til 7:00 pm utilization again rapidly drops off to about 50%. 6. From 7:00 pm onward, utilization seems to vary somewhat, but in general, by 9:00 pm, KIM is again sitting in a "NULL" state 90 to 100% of the time. These are my observations over the past two weeks. They may or may not be typical of the past or future, but you may find them of some use, especially if you have concerns or problems with respsonse time during your current working hours. As I said,.....F.Y.I. Dan Van ___________________________________________________________________________ From: KIM::WHITEBOOK 31-AUG-1984 10:50 To: @SYS$MAIL:JUNK Subj: good-bye To all the wonderful people at Atari: I'd like to say to everyone that I have, on the whole, found my stay here to be fun. But more than this, all the people at Atari are the kind that I can say I've been proud to associate with. We have a lot of talent here, still. Although some real lights were lost in the last re-organization there is enough here to continue creating exciting games. I regret that as the game market has changed, Atari's most innovative concepts have only been seen within company walls. We have not been able to successfully market many of the best ideas in entertainment that I have seen developed here. Part of this is due to the arcade and street market conditions. Some is due to the drag which consumer and home computer had put on Atari's continued operations. Much, I fear, has been due to the lack of consensus and common goals. I leave Atari to pursue my goals elsewhere. Those goals are the same ones I came here with: to develop a real-time animation development system for character animation of a high quality. Of course, I have realized that many skills go into any development project and have branched off into 3-d design like I, Robot and Last Starfighter as a subset of the problem that I have decided to tackle. My vision of the future of Atari is not compatible with those goals, at least not in the 1 to 2 year near future. The greatest lesson I have learned here is to DO IT NOW , or don't do it at all. Time after time I have prepared for a project and planned all the great things that could be accomplished, only to have corporate re-structuring eliminate the resources necessary to acheive success. My advice to you is: DO IT NOW! Whatever dream you have of a better future for yourself personally, or the Company as a whole, the time is now. Yours truly, Barry A. Whitebook ___________________________________________________________________________ From: KIM::SUTTLES 6-SEP-1984 00:10 To: @SYS$MAIL:ENGINEER.UAF Subj: new and improved DISASM There is a new release of DISASM out on Kim. I will put it on the other nodes when there is either someone who complains or some stability in the program (don't hold your breath here). New Features: DISASM now understands the 65C02 (CMOS 6502, ala MAC65C). The HELP file has been enhanced a great deal (and also the DOC file since it comes from the same place, cuz I'm lazy). The HELP file is now looked for in the place where it belongs and is, so it won't throw up on you or call you nasty names when you talk nice to DISASM. There is a SHOW VALID CPUs command, which tells you which opcode processors have been linked in to that image. That way when it starts getting too big and we have to split it into parts, it won't take long. Also, new CPUs can be added quicker this way. It will also help you find the one you want (and know what to call it). There are 2 new modes, CONSTANTS and GLOBALS, created to suppress (if you want) the part in front of the generated source code which defines all the byte and word CONSTANTS with equates, and GLOBALizes all the referenced labels. NB: It is possible to refer to a label and not have a definition for it (if it falls in the middle of a multi-byte opcode). NEW BUGS: Let me know! Old bugs (I know, I'm working on them): CPU'S should require the name be fully spelled out (no abbreviations), to avoid potential confusion from ambiguity (SET CPU 65 is obvious, no? but which one will you get NOW?) There should be some kind of SHOW MODE command ASCII, ASCIZ, ASCIN, AI, AZ, AN commands, BYTE, WORD too. It should remember how you last showed a location (once ASCII & co are working) and use that mode when it writes the source file. It would be convenient if it knew about other kinds of files besides .ROM and .LDA. For now, if it isn't one of these, use MIXIT and fixit. sas ___________________________________________________________________________ From: KIM::HOGG 6-SEP-1984 09:03 To: @ALL Subj: Two more Bar Games for your comments The Fishing Games for Bars Video Game This is a casting game that involves a joystick type control except that it has two encoder wheels for two way rotation. The control revolves around a shaft out of the side with a button activated by the thumb. I'm not sure what to do for right or left handed players. The control also has a 30-45 degree left-right movement for lateral casting control. The idea is to cast a fly rod, with fly, at rising fish. If the player manages to get close enough to a rising fish then the fish takes the bait and the player receives points based upon the size of the fish. The size of the fish can most often be determined by the player by the amount of splash that the rising fish make. The larger fish will tend to make a smaller amount of water disturbance. Some of the fish will jump completely out of the water, others might just show their dorsal fin. The target area might be indicated by the maximum size of the water rings generated by the rising fish, i.e., the larger fish making the smaller disturbance would be a more difficult target and thereby being worth more points. Losing the hook, i.e., by snagging something or losing the fish loses the player a life. A bad cast might catch a fish anyway if the cast at least reaches the minimum target. A cast that is released on the backward swing will always foul on a tree, bush, rock or maybe, just fall to the water behind, i.e., it's random, but most likely it will cost the player a hook. A bad forward cast (too short) will cause the player to catch a CARP that will cost the player points. A cast that is too long might catch a minnow (or a Bluegill) and be worth very little. Or maybe the bad cast is recoverable and the player tries it again. The fishing could be done on a lake environment or a stream for making the targets more difficult, i.e., fish are in pocket water. The fishing could be for bass which would involve snags and targets of a more difficult nature. The type of fishing could be selected by the players at the start of the game or during the attract mode. The game is over when a number of fish have been caught, or when the hooks are all lost, or ... Mechanical Game This is a fish landing game that uses a feed-back joystick, but has no video. Instead the game uses back-lit fish pictures or images and a string of LEDs for feed-back to the player and audience. The feed-back joystick is the rod which has a thumb controlled release button for the cast. The cast is really a start the rotating selection of the type of fish being caught. The amount of forward speed the player puts on the control determines the rate of cycling the selection arrow goes through before coming to rest on the selection. The player does not really make the selection, but affects the selection process. The selection of fish might be Marlin, Shark, Salmon, Trout, Bass, Bluegill, Minnow, and definitely a CARP (catching the CARP might cost the player points or some penalty). Each will have a different point value, length of fight, and force of fight. There will be a string of LEDs that will reflect the force of the cast, and the force of the fish's tug on the pole. The player will get 3-5 fish per game. The play is started by a player gripping the control and depressing the button with the thumb. Forward movement of the control and the release of the button will start the selection cycling of the lights behind the selection arrows to the left of the set of fish pictures or images. The selection cycling will slow down of its own accord and rest on the selected fish. The selected fish is worth a number of points scaled to reflect the size of the fish being represented. A Marlin might be worth 1000 points and a minnow 100. The selected fish will be hooked and begin fighting the pole. The player must try to keep the pole as centered as possible so as not to let it contact the ring switch. If the front or sides of the ring switch makes contact with the pole the fish gets away and it is the next players turn. If the back of the ring switch (i.e., the stick is pulled all the way back) makes contact with the pole, there will be a delay before the fish gets away. This will allow the player to pull all the way back, momentarily, on the control without losing the fish, but if held back too long the fish is lost. Each fish will fight for a predetermined amount of time. The time will vary depending upon the size of the fish. The fish will be considered landed if the player maintains control for this time duration. The points awarded for the fish will be determined by the length of time that the player plays the fish. The player receives points up to the maximum for the size fish selected and possibly bonus points for landing it. If the player loses the fish (the pole makes contact with the ring switch) before the fish is done fighting, the player is awarded the points earned up to that time. The length of time, points earned and bonus at landing are determined by the size of the fish that was selected on the cast. Then the next player gets a turn. While the fish is being played by the player the string of LEDs should light in a series to reflect the amount of pull the player is fighting to provide the player and onlookers with control feed-back. The harder the pull by the fish causes more LEDs to be turned on. This will provide for the player and the audience a visual indication as to what is happening with the control. This game should be a 1-4 player game. This will require 4 sets of 8 segment displays for scores. The rest of the needed indications for the players will be done in back-lit graphics, such as, who's turn, fish lost, and any other needed messages. ___________________________________________________________________________ From: KIM::SUTTLES 11-SEP-1984 10:02 To: @SYS$MAIL:ENGINEER.UAF Subj: More about DISASM... There is a new release of DISASM out on Kim. It still is just on Kim. New Features: The HELP and DOC files have been enhanced to show the other improvements. Unless future changes affect the HELP or DOC files directly, this can be assumed in the future. The 6809 processor is supported. It uses MAC69 syntax. The addressing modes are not all explicit, so there may be ambiguities in the resultant source code. As far as I know, this is the last 8 bit (as measured by opcode fetch) processor that will be added to DISASM. Incidentally, for those of you who are interested, there exists a PDP-11 disassembler which was obtained from DECUS. See Dave Shepperd or me for details. There currently is no other 16 bit CPUs set up, nor 32 bit. There is a RESET command to restore the operating modes to the startup or default conditions. This includes radix and verify, but does not include current CPU setting or user memory contents (a READ file stays READ). There is a SHOW MODES command to find out what the current (or default) mode settings are. It also shows what CPU you are set up with. It now understands .HEX files and .DLD, in addition to the .LDA, .ROM, and image files that it used to. NEW BUGS: There was a documentation error concerning DUMP mode. As this applies only to debugging the expression evaluator, I hereby express doubts that the error expressed any significance. In any case, it was fixed. If you find any, let me know! Used bugs: CPU'S should still require the name be fully spelled out. ASCII, ASCIZ, ASCIN, AI, AZ, AN commands, BYTE, WORD too. It should remember how you last showed a location (once ASCII & co are working) and use that mode when it writes the source file. sas ___________________________________________________________________________ From: KIM::HOGG 13-SEP-1984 17:02 To: @SYS$MAIL:JUNK Subj: C Cross-reference Utility NOTICE TO ALL "C" PROGRAMMERS I have just recently placed a C cross-reference program into SYS$SYSDEVICE:[GENERAL], called CXREF. CXREF accepts a C source file as its input and puts out a ".CRF" file which contains a line numbered copy of the source and a cross-reference of all strings, literals, numeric constants, and symbols. C reserved words and comments are ignored. Strings are anything between a " and a ", i.e., "this is a string". Literals are anything between a ' and a ', i.e., '0' is a literal. Numeric constants are numbers. i.e., 32 is listed from array[32];. Symbols are seperated into two types, those whose first letter is uppercase and those that start with a lowercase letter. These are listed under the headings: --------------------| SYMBOLS (UC) | for those starting with an uppercase --------------------| --------------------| SYMBOLS (LC): | for those starting with a lowercase --------------------| The default extension for the input file is ".C" By defining a word to run CXREF, one can use that word with an input filename to obtain a cross-reference listing. EXAMPLE: WORD :== $ SYS$SYSDEVICE:[GENERAL]CXREF or WORD :== $ DOK:CXREF To obtain a cross-reference: WORD FILENAME (if FILENAME is a .C file extension) This will input FILENAME.C and output FILENAME.CRF or one could use: WORD FILENAME NEWNAME.EXT and this would input FILENAME.C and output NEWNAME.EXT Anyway, it is there for those who may find it useful and for those who won't, don't. If you experience any difficulties let me know. As if you wouldn't. From: KIM::MORRIS 19-SEP-1984 16:22 To: @SYS$MAIL:ENGINEER Subj: intermetrics assembler & utilities To everyone using the Intermetrics 68000 assembler & utilities. Please change the call to CDEFS.COM in your LOGIN.COM file to:- $ @sys$sysdevice:[c68ar2v1.com]cdefs.com ! setup interc stuff This will pick-up the latest release of the C compiler,assembler & utilities. Thank you. Jim. x7118. ___________________________________________________________________________ From: KIM::PPS 2-OCT-1984 14:42 To: @SYS$MAIL:ENGINEER Subj: New PPS utilities I have corrected some file format problems with the PPS utilites and have updated PBCONVERT to handle the Marble Madness formats. Also, ther are two new utilities, PBCOMBINE and BDGRAP which are mainly intended for use on the Budget Hardware, although PBCOMBINE can be used with any group of .INT files to create an output .INT file with selected stamps (in 8x8 groups) from the input .INT files. Any problems, or features please respond to this address. Mr. PPS ___________________________________________________________________________ From: ERNIE::GIVENS 2-OCT-1984 16:16 To: KIM::MARGOLIN Subj: TMS-5220C This has been added to the AVL under Atari part number 137308-002 (just like we thought!). The description now reads: IC, LPC Voice Synthesis Processor. I'll send you your official copy of the CER right away. See ya! Chris From: ERNIE::GIVENS 26-SEP-1984 15:14 To: KIM::MARGOLIN Subj: Empire part numbers Jed, here are your part numbers...I've listed them at software revision 0 for the time being. They will be rev. 1 (or higher) at release. 136031-XXX IC,Programmed Devices,Empire (450XX) 136031-001 { IC,Programmed EPROM,Empire,137328-002,1F 136031-002 { IC,Programmed EPROM,Empire,137276-300,1J/K 136031-003 { IC,Programmed EPROM,Empire,137276-300,1K/L 136031-004 { IC,Programmed EPROM,Empire,137276-300,1M 136031-005 { IC,Programmed EPROM,Empire,137328-002,U3 136031-006 { IC,Programmed EPROM,Empire,137328-002,U2 136031-007 IC,Programmed PROM,Empire,37-82S137,7L 136031-008 IC,Programmed PROM,Empire,37-82S137,7K 136031-009 IC,Programmed PROM,Empire,37-82S137,7J 136031-010 IC,Programmed PROM,Empire,37-82S137,7H 136031-011 { IC,Programmed EPROM,Empire,137212-001,1L 136031-012 { IC,Programmed EPROM,Empire,137276-300,1H 136031-013 { IC,Programmed EPROM,Empire,137328-002,1J/K Please let me know if there are any problems. See ya! Chris ___________________________________________________________________________ From: KIM::MARGOLIN 5-OCT-1984 18:53 To: @SYS$MAIL:ENGINEER Subj: The Proposed Regulator/Audio III The Proposed Regulator/Audio III Jed Margolin 10/5/84 The least expensive Audio/Regulator board for the Not-Budget Systemi (only) would be: +5 VDC @ 10 A +12 VDC @ 0.1 A -12 VDC @ 0.1 A Two audio channels, nominally 3.7 Watts each, into 4 Ohms, using TDA 2002's connected to the +12 VDC output. ------------------------------------------------------------------------------- An Audio/Regulator board that could be used with either the Not-Budget Systemi or the Road Runner game system would be capable of: +5 VDC @ 10 A +15 VDC @ 0.4 A -15 VDC @ 0.4 A It would have two audio channels, nominally 10 Watts each, into 4 Ohms, using TDA 2030's connected to the +22 VDC output. It would cost about $2.00 more than one for the Not-Budget Systemi only. ------------------------------------------------------------------------------- This same Audio/Regulator board might be used for the Paper Boy project (apparently as part of some kind of backup scheme). ------------------------------------------------------------------------------- Please send your comments to [Margolin]. Amplifier and Speaker Calculations: For a single ended supply of voltage VS, the peak to peak voltage will be VS minus some slop in the amplifier. Use 1 volt. Vp-p = VS - 1 Therefore: Vp = (VS-1)/2 For Sine Wave Vrms = (VS-1)/2*0.7071 Power = Vrms*Vrms/R = ((VS-1)/2*0.7071)**2/R Since POWER = I*I*R, I = SQRT(P/R) Because it is single ended the effective current is half, so for each channel I = SQRT(P/R)/2 VS R(Speaker) Power Current Amplifier Type (V) (Ohms) (/Channel) 1 CH / 2 CH ---------------------------------------------------------------------------------------------------- 1. 10.3 (unreg) 4 2.7 W 0.41 A / 0.82 A TDA 2002 2. 12 (reg) 4 3.7 W 0.48 A / 0.96 A TDA 2002 3. 15 (reg) 4 6.1 W 0.62 A / 1.23 A TDA 2002 4. 15 (reg) 8 3.06W 0.30 A / 0.62 A TDA 2002 5. 18 (unreg, low line) 4 9.2 W 0.75 A / 1.52 A TDA 2030 22 (unreg, nominal) 4 13.7 W* 0.92 A / 1.85 A TDA 2030 26 (unreg, high line) 4 19.5 W* 1.10 A / 2.20 A TDA 2030 6. 18 (unreg, low line) 8 4.5 W 0.37 A / 0.75 A TDA 2030 22 (unreg, nominal) 8 6.9 W 0.46 A / 0.92 A TDA 2030 26 (unreg, high line) 8 9.7 W 0.55 A / 1.10 A TDA 2030 ------------------------------------------------------------------------------------------------------- Not-Budget Systemi current requirements for +12 VDC and -12 VDC: For a TI TMS-5220 + a bunch of LM324's a realistic figure is +12 VDC @ 60 ma and -12 VDC @ 95 ma. [The TMS-5220 requires 35 ma from -5 VDC. The +5 VDC comes from the +5 VDC logic, not the +12 VDC. Allowing 10 ma per LM324 package * 6 packages = 60 ma. That is 24 op-amps which should be sufficient.] The Audio they are referring to is the Audio Output Amplifiers that this is to help select. The game board requirements should be satisfied by +12 VDC @ 100 ma and -12 VDC @ 100 ma. (They could probably use +12 VDC and -5 VDC or +15 VDC and -15 VDC instead). (If they are really using LM324's, they shouldn't. They should use TL084's.) ------------------------------------------------------------------------------- The Road Runner game requires +5 VDC @ 7.5 A, +15 VDC @ 0.4 A, and -15 VDC @ 0.4 A. ------------------------------------------------------------------------------- The audio output amplifiers cannot be powered from the +10.3 VDC because it is already overloaded by the +5 VDC Regulator. ------------------------------------------------------------------------------- The 7812 is good for about 1.5 Amps. The 7815 is also good for about 1.5 Amps. ------------------------------------------------------------------------------- The +22 VDC output is rated at 1.5 A and the -22 VDC output is rated at 1 A. Since they come from the same transformer winding, the current available from +22 VDC is increased as the current drawn from -22 VDC is decreased. +22 VDC actually ranges from +18 at low line to +26 VDC at high line. -22 VDC actually ranges from -18 at low line to -26 VDC at high line. ------------------------------------------------------------------------------- * The maximumn undistorted output level for the TDA 2030 is 10 Watts for 4 Ohm loads and about 9 Watts for 8 Ohm loads. ------------------------------------------------------------------------------- Possibilities for the Not-Budget Systemi: VS R(Speaker) Power Current Amplifier Type (V) (Ohms) (/Channel) 1 CH / 2 CH -------------------------------------------------------------------------------------------------------- 2. 12 (reg) 4 3.7 W 0.48 A / 0.96 A TDA 2002 3. 15 (reg) 4 6.1 W 0.62 A / 1.23 A TDA 2002 4. 15 (reg) 8 3.06 0.30 A / 0.62 A TDA 2002 5. 18 (unreg, low line) 4 9.2 W 0.75 A / 1.52 A TDA 2030 22 (unreg, nominal) 4 13.7 W 0.92 A / 1.85 A TDA 2030 26 (unreg, high line) 4 19.5 W 1.10 A / 2.20 A TDA 2030 6. 18 (unreg, low line) 8 4.5 W 0.37 A / 0.75 A TDA 2030 22 (unreg, nominal) 8 6.9 W 0.46 A / 0.92 A TDA 2030 26 (unreg, high line) 8 9.7 W 0.55 A / 1.10 A TDA 2030 -------------------------------------------------------------------------------------------------------- Possibilities for Road Runner: 4. 15 (reg) 8 3.06 0.30 A / 0.62 A TDA 2002 5. 18 (unreg, low line) 4 9.2 W 0.75 A / 1.52 A TDA 2030 22 (unreg, nominal) 4 13.7 W 0.92 A / 1.85 A TDA 2030 26 (unreg, high line) 4 19.5 W 1.10 A / 2.20 A TDA 2030 6. 18 (unreg, low line) 8 4.5 W 0.37 A / 0.75 A TDA 2030 22 (unreg, nominal) 8 6.9 W 0.46 A / 0.92 A TDA 2030 26 (unreg, high line) 8 9.7 W 0.55 A / 1.10 A TDA 2030 -------------------------------------------------------------------------------------------------------- An Audio/Regulator board that could be used with either game system would produce: +5 VDC @ 10 A +15 VDC @ 0.4 A -15 VDC @ 0.4 A Two audio channels, nominally 10 Watts each, into 4 Ohms, using TDA 2030's connected to the +22 VDC output. ------------------------------------------------------------------------------- The least expensive configuration for the Not-Budget Systemi (only) would be: +5 VDC @ 10 A +12 VDC @ 0.1 A -12 VDC @ 0.1 A Two audio channels, nominally 3.7 Watts each, into 4 Ohms, using TDA 2002's connected to the +12 VDC output. ___________________________________________________________________________ From: KIM::BRAD 8-OCT-1984 09:31 To: KIM::MARGOLIN Subj: RE: The Proposed Regulator/Audio III Jed, The JBL speakers come in 8ohms only! Yes, we plan on using them. I've got most everyone convinced that they can't live without them, (or if they do I will be very upset and won't help them with their music!!!) - brad - ps Is there any way to decrease the amount of noise in future design of the audio amps? We have so much noise in our systems it's irritating! - brad- ___________________________________________________________________________ From: KIM::BRAD 12-OCT-1984 16:19 To: @SYS$MAIL:ENGINEER Subj: An Audio Commentary Most people don't realize how loud arcade environments really are. The ear is a very forgiving organ. On a Saturday night typical arcade 'ambient' noise levels can reach 80 -> 90 dB-A. Ambient noise in this case refers to people talking (and screaming to be heard over the other noise), all the sound competing games, and the usual noise in any large room (air conditioning, fluorescent lamps, street noise etc... none of which you can hear anyway because of all the other noise!). Sounds produced from specific game cabinets, at the players head, can reach 106 dB-A. Add all this 'noise' and you have a very serious problem of noise pollution. The Department of Industrial Relations of the State of California enacted in 1962 a Noise Control Safety Order for shops, which reads as follows: "If an employee is exposed to noise for five or more hours per normal workday, the level shown in [the following table] are the levels at and above which the wearing of hearing protectors is mandatory. For employees whose exposure to occupational noise is less than five hours per day (this would be an arcade... unless you are a devout arcadian!), the noise level may be 3 dB higher for each halving of the exposure time, e.g., for an exposure of 2.5 hours, the noise level encountered may be 3 dB higher in all frequency ranges than the values shown in [the table]." American Standards Octage Band Preferred Frequencies Sound Pressure Level Frequency Band for Acoustical dB Hz Measurements (Hz) ------------------------------------------------------------------------------- 20 - 75 63 110 75 - 150 125 102 150 - 300 250 97 300 - 600 500 95 600 - 1200 1000 95 1200 - 2400 2000 95 2400 - 4800 4000 95 4800 - 10000 8000 95 ------------------------------------------------------------------------------- U.S. Department of Labor specifications indicates a maximum permissible noise level of 95 dB-A for 4 hours and a 100 dB-A level for 2 hours without hearing protectors. There are additional guidelines for other environments such as hospitals, restaurants, fairs etc. , all of which have about the same specs. I know of no guidelines for the arcade, but it is very possible there is. I'm very concerned with noise pollution. I've expressed my views many times to John Ray and he was very receptive to my concerns. He had the typical reaction to any problem that you can't personally control - 'What are you going to do? We can't dictate to the operators how loud to turn up the game sound'. He was absolutely right. We certainly can't put out a game that limits the level of sound that is delivered to the player. Put it next to a Spy Hunter and you will never hear the game. On the other hand we can control how we present the sound to the player and thus begin to lower the ambient noise in an arcade. There are several ways of presenting the sound to the player and at the same time lower the ambient noise of the arcade. First we must have crystal clear sound. If our audio is relatively clean of digital noise and produces crisp clean sound, then our games will be noticed and enjoyed in the presence of other games that are full of distortion. Clean sound will cut through the arcade noise and will present our games to the public how we hear and developed them in our labs. Our cabinets must also acoustically involve the player(s) only and not the rest of the arcade. Very little sound should mix with the ambient noise of the arcade. I am not advocating the limitation of audio into the arcade environment. First, this would be impossible without a lot of work and money. Second, it would be detrimental to us since one of the 'hooks' that draw people to our games is the sound. However, involving the player within this acoustic umbrella will enhance the game, involve the player at a more emotional level and at the same time cut down the noise pollution in the arcade. If we educate the operator, perhaps by way of a chapter in the game manual, as to this problem we will be on our way to the elimination of the problem. We need to inform the operator that competing sounds, such as his stereo, will only interfere with the player's audio feedback from the game, reducing the player's enjoyment and which will eventually cut into the operator's profits. We should also suggest ways of setting up arcade cabinets in his environment to maximize acoustic seperation between games. Lastly we should strongly point out our commitment to music in our games and make it apparent that the music, sound effects and voice are an integral part of the game experience. If we set a precedent in the area of audio by 1) producing clean audio electronics, 2) designing superior delivery systems, 3) establishing our commitment of the intergration of music, video and game play and 4) presenting our concerns and our willingness to help about noise pollution, then we will be ahead of the competition and stay there. ___________________________________________________________________________ From: KIM::SUTTLES 12-OCT-1984 18:20 To: @SYS$MAIL:ENGINEER.UAF Subj: Hacker's Heaven Hi hackers! For those of you who use the MAKE utility written by Landon Dyer, there is a new "utility" named PREMAKE. It takes one argument, which it will prompt for, which is the name of an included file. PREMAKE's function is to search *.MAC files for ".INCLU" (minimum for a .INCLUDE directive) or ".COPY" and the name of a file which has just been changed (the included file). For all .MAC files containing these strings, the current date is changed to "now" by copying the file on top of itself. MAKE will sense this as a change, and the next time you MAKE your program, the files so tagged by PREMAKE will automatically be assembled. PREMAKE has limitations. Because it must physically examine the file (twice) to check for inclusion, it is not reasonable (in terms of CPU time and hence operator wait time) to give PREMAKE the name of a file and have it un-nest all those files in which it is included (every time it found a match, it would have to start all over again, looking for INCLUDEs or COPYs for the file it just tagged). To get around this, PREMAKE spits out the name of all the files referring to the file recently modifed (the included file). It is up to you to realize that some of these files are NOT highest level files and to do a premake with them, yourself. PREMAKE only checks *.MAC; files in the current directory. This is cuz your interdependencies are not expected to go outside any specific directory, and it is annoying to have to type "[]*.MAC;" every time you wanna use it. If anyone can justify a reason to make the searched filespec different, or variable, send mail to this address. sas ___________________________________________________________________________ From: KIM::PPS 14-OCT-1984 14:40 To: @SYS$MAIL:ENGINEER Subj: PBREDUCE update I have fixed PBREDUCE to eliminate the too large .MAC files created by it. Thus, the text lines should match the ones in the original text .MAC source file. Please check any uses of this to insure no unforeseen results. As usual, send any comments to the PPS account. That is all, Mr. PPS ___________________________________________________________________________ From: KIM::SHEPPERD 15-OCT-1984 16:00 To: @sys$mail:engineer.uaf Subj: Oh sheet, mon We're in the process of getting a spreadsheet for the VAX. There's two in contention for our hard earned dollars, so the writers have allowed us a trial run of their product for about 30 days. The first of the two, FLOW_CALC has arrived and is now installed on Kim. The documentation that accompanied this product sucks. There is barely a paragraph on each command and no examples at all in it. I guess that they assume you'll use the online help stuff which there is an awful lot of to get you out of trouble. There are two demo programs with it, FCINTRO and FCTUTOR which you can run on a VT100 or CIT-101. FCTUTOR is very good, I think you'll get a kick out of it. Please send comments to this address. The next time you login or RESTART you can type: $ FCTUTOR !to run the tutorial $ FCINTRO !to run the introduction $ FCALC your_file !to make your own sheet Have fun. ds ___________________________________________________________________________ From: KIM::SUTTLES 15-OCT-1984 17:06 To: @SYS$MAIL:ENGINEER.UAF Subj: The hell of hacking ... or, the subcellar of Hacker's Heaven This missive is dedicated to (and done in) the style of Jeff Boscole, who, dedicated or not, was done in, in inimicable style. There has been a fair amount of debate about the PREMAKE utility. I am seriously considering a veterinarian to eliminate the planarians. MAKE was originally a UNIX utility, used to conditionally build programs from their component parts, if (and only if) any one or more of the parts was newer (more recently changed) than the "target". Definitionwise, the TARGET is the unit currently being built, and it DEPENDS on those units (files) which are inputs to the program doing the build (compiler, assembler or linker). The target of one step is quite possibly depended upon in subsequent steps in the build of a particular program. This is indeed the case with current workings of 68000 "C" development. The executable binary is dependent on one or more object modules, each of which is dependent on one or more assembly language sources, each of which is dependent on one or more compiler sources. As you can see from the not-quite-nonsense spouted so far, MAKE as originally conceived is not intuitively obvious in function, when the details are known. It is intended to be fed an input file, called a makefile, which is a list of the dependencies to be resolved, and the command text neccesary to resolve each. There is an infinite number of applications for the Unix version of MAKE. It was designed for a system with several potential sources for a given module, and several layers of dependencies for a specific utility. I am not prepared to describe nor debate the use or usefullness of MAKE; I do feel compelled to point out that it is a convenience tool; a simple command file (in fact, simpler than the corresponding makefile in every case) can rebuild the desired end module unconditionally. The primary advantage of MAKE is in the elimination of CPU time that can be pinpointed as non essential, and hence user time in waiting for the processes that are not entirely neccesary. In our own case, this would reduce the load on the VAX a tiny bit. Landon Dyer's incarnation of MAKE assumed MACxx development, and I cannot say for certain, but I expect it was MAC65 only. There is also a version written in C by Eddie Babcock. I don't know a whole lot about it either, but since Landon's was written in DCL, Eddie's will have the advantage of speed at least, and probably quite a bit of utility as well. The whole purpose of PREMAKE was to allow users of MAKE to cheat. There are header files for virtually every sizable project, containing such information as copyright notices, authorship, identity, and documentation, which matter not a whit to the execution of the program in which they are included. Yet for all the same reasons as these, they must be included in each and every module at the source level. Global options, such as debugging flags, are also included here, to make the unit easier to develop. Here is the problem with mixing these non-code items (which are subject to change due to many sources, legal, managerial, and financial, not to mention whimsical) and developmental stuff you put there BECAUSE you intend to change it: unless the changes will directly affect the function of a module in which they are included, you don't really want to reassemble (or whatever) the source unless and until you are ready to release. There is no way that the computer can know and/or correlate all of these things. Look how much fun you had, and you KNOW how the system works! So, in order to reduce the time between iterative versions (hackings) {RE-CURSE: 1) See recurse. 2) What happens when you rehurt yourself.} you can cheat. Avoid non-essential compiles / assemblies with MAKE. Avoid redundant assemblies by eliminating non-code header file dependencies. When such a header file will cause an effect in the generated code, use PREMAKE to search for the inclusion directives and renew the date on the source module, forcing MAKE to recognise the change. To reduce the clamor for change in PREMAKE, it has been changed. PREMAKE is implemented as a DCL command file, and is now used with three parameters: the file type of the sources, the required text of the inclusion directive, and the filespec that has changed, and requires recompilation. For the MACXX assemblers, which is assumed to be the majority case, PREMAKE is defined at login time as: PREMAKE :== @SYS$SYSDEVICE:[UTILITIES.COM]PREMAKE .MAC .INCLU ... and you use it as $ PREMAKE HEADER or $PREMAKE HEADER.MAC if HEADER.MAC is the file with the changes. For C programmers, you can either redefine PREMAKE or invent you own word as in: PREMAKE :== @SYS$SYSDEVICE:[UTILITIES.COM]PREMAKE .C #INCLUDE ... and the default extension will be .C; PREMAKE will search "*.C;" for #INCLUDE and your filename on the same line. If your filename is a .C file, the extension needn't be specified to be recognised. Of course, anything costs. Because of making it general for languages, the second search was eliminated. It used to search for .COPY as well as .INCLU (.INCLU is all you need for .INCLUDE to be recognised), but now it does only the .INCLU directive. If you want to search for .COPY, you will have to define your own word, and do it as well as PREMAKE. It still does not nest. PREMAKE still only checks *.MAC; files in the current directory. As usual, if you or any of your operatives should get burned, I will disavow any responsibility for my actions. Bug reports should be sent to this address. sas ___________________________________________________________________________ From: ERNIE::GIVENS 17-OCT-1984 19:23 To: KIM::MARGOLIN Subj: resistor part number Jed, I've just assigned a part number per your CER. It is: 116007-001 Resistor,WW,0.1 Ohm,5W,5%,Flame-proof Vendor: Dale Electronics Vendor P/N: CP-5 0.1 5% I'm checking on approving TRW as a second source. I'll let you know. And I'll forward your copy of the CER (#3560) via inter-office mail... Have a nice evening, Chris ___________________________________________________________________________ From: KIM::SHEPPERD 1-NOV-1984 19:11 To: @sys$mail:junk.uaf Subj: The other spreadsheet The other spreadsheet that I mentioned the other day has been installed. Its called Graphic Outlook and can be started with: $ GRO your_filename There's a couple of demo packages that you can run to see how it works: $ GRO/COM=GRLOOKDIR:GRAPHMW !graphics on a VT125 $ GRO/COM=GRLOOKDIR:LOWRESGR !graphics on a VT100 (or CIT101) $ GRO/COM=GRLOOKDIR:ITRATE !iteration to a goal demo In order to display graphics, they recommend that your terminal be set: $ SET TERM/NOWRAP/FORM/NOBROAD There's also some tutorials: $ GRO/COM=GRLOOKDIR:BRIEF !short lesson $ GRO/COM=GRLOOKDIR:TUTOR1 !more extensive $ GRO/COM=GRLOOKDIR:TUTOR2 !"Building a worksheet" There is a manual with this one that is quite reasonable, certainly much better than FlowCalc's manual. ___________________________________________________________________________ From: ERNIE::CAMERON 6-NOV-1984 09:10 To: @SYS$MAIL:JUNK Subj: ANOTHER PLOT UNCOVERED Thanks to the quick thinking of Jed, a ingenius plot to control our minds and pocketbooks with the powers of subliminal suggestion has been uncovered! The killer is......... the BEVERly heritAGE hotel the message is there! ___________________________________________________________________________ From: SHEPPERD 12-OCT-1984 09:55 To: ALBAUGH,MARGOLIN,RITTER,HAYES,CHARM::MARBLE, CC::RAINS Subj: 1272 From: FARRAND 12-OCT-1984 09:48 To: SHEPPERD Subj: RE: Non-eng terminals I ALREADY HAVE MY TERMINAL THE ONLY OTHER ON EE I WOULD SUJEST ASK YOU TO PROVIDE WOULD BE TO MARY FUJIHARA SO SHE AND HER GROUP CAN SHARE ONE. JOHN I WILL ENSURE 1272 IS COMM TO ALL FOR YOUR INFO THE LEASE FOR 1272 IS HELD BY CITY BANK IN A BLIND TRUST MANAGED BY THEM.TO SHOW YOU HOW MUCH WE CARE ABOUT THE PARA'S CITY BANK TOLD US WHO THE INVESTORS WERE THEY ARE IN THE PROPERTY WORLD IN SINGAPORE AND ARE NOT RELATED TO OUR INDUSTRY OR EVEN TO ELECTRONICS.THE LEASE EXPIRES JUNE 1985 WE HAVE FIRST RIGHTS TO CONTINUE AT CURRENT MARKET RATES.WE WILL DO THIS DESPITE WHAT JED THINKS ALL OUR CALCULATIONS HAVE BEEN BASED ON HAVING TO PAY HIGH MARKET EVEN WITH THESE UNLIKELY NUMBERS IT MAKES VERY SOUND FINANCIAL SENSE TO MOVE SAVINGS UNTIL JUNE JUST TO COIN OP $1MILL WHEN RENT INCREASE COMES IN JUNE 650K PER YEAR AT TOP RATE AT EXPECTED RATE 9 (TODAYS MARKET RATE) $1MILL. 1501 RENT ALSO INCREASED IN AUGUST1985. J.F. ___________________________________________________________________________ From: MARGOLIN 12-OCT-1984 18:57 To: MARGOLIN I received a copy of your mail message entitled " non-eng terminals ". I would like very much to understand it (since I am mentioned in it) but unfortunately, I cannot. My copy came with very little punctuation and with words missing. I don't know what you mean by " comm " or " para's " or what it is that I apparently think. I am not trying to be funny or even disrespectful. I honestly don't understand the mail message. Jed ___________________________________________________________________________ From: SHEPPERD 12-OCT-1984 09:55 To: ALBAUGH,MARGOLIN,RITTER,HAYES,CHARM::MARBLE, CC::RAINS Subj: 1272 From: FARRAND 12-OCT-1984 09:48 To: SHEPPERD Subj: RE: Non-eng terminals I ALREADY HAVE MY TERMINAL THE ONLY OTHER ON EE I WOULD SUJEST ASK YOU TO PROVIDE WOULD BE TO MARY FUJIHARA SO SHE AND HER GROUP CAN SHARE ONE. JOHN I WILL ENSURE 1272 IS COMM TO ALL FOR YOUR INFO THE LEASE FOR 1272 IS HELD BY CITY BANK IN A BLIND TRUST MANAGED BY THEM.TO SHOW YOU HOW MUCH WE CARE ABOUT THE PARA'S CITY BANK TOLD US WHO THE INVESTORS WERE THEY ARE IN THE PROPERTY WORLD IN SINGAPORE AND ARE NOT RELATED TO OUR INDUSTRY OR EVEN TO ELECTRONICS.THE LEASE EXPIRES JUNE 1985 WE HAVE FIRST RIGHTS TO CONTINUE AT CURRENT MARKET RATES.WE WILL DO THIS DESPITE WHAT JED THINKS ALL OUR CALCULATIONS HAVE BEEN BASED ON HAVING TO PAY HIGH MARKET EVEN WITH THESE UNLIKELY NUMBERS IT MAKES VERY SOUND FINANCIAL SENSE TO MOVE SAVINGS UNTIL JUNE JUST TO COIN OP $1MILL WHEN RENT INCREASE COMES IN JUNE 650K PER YEAR AT TOP RATE AT EXPECTED RATE 9(TODAYS MARKET RATE) $1MILL. 1501 RENT ALSO INCREASED IN AUGUST1985. J.F. ___________________________________________________________________________ From: ERNIE::CAMERON 6-NOV-1984 09:10 To: @SYS$MAIL:JUNK Subj: ANOTHER PLOT UNCOVERED Thanks to the quick thinking of Jed, a ingenius plot to control our minds and pocketbooks with the powers of subliminal suggestion has been uncovered! The killer is......... the BEVERly heritAGE hotel the message is there! ___________________________________________________________________________ From: KIM::VICKERS 22-NOV-1984 15:22 To: @SYS$MAIL:JUNK Subj: book review Merry Thanksgiving, native American day of mourning. This is a review of a book called The Evolution of Cooperation, by Robert Axelrod, a political scientist and game theorist. The back cover of the book includes the following quotes - "I never expected to find wisdom or hope for the future of our species in a computer game, but here it is, in Axelrod's book. Read it." - Lewis Thomas, M.D. (Read his books too.) "When I read The Evolution of Cooperation in draft form, I scribbled all over my copy: 'Incredible!' 'Amazing!' 'Weird!' 'Fantastic!' 'Fascinating!' 'Elegant!' 'Great!' I guess that tells you what I genuinely think of this book." - Douglas Hofstadter, author of Godel, Escher, Bach: An Eternal Golden Braid (Another good read, at least for skipping around in.) These guys aren't exaggerating, plus the book's relatively short and easy reading. Here's how I heard about the book - First, someone who read my War & Games article in Sept. Creative Computing sent me a copy of a review that a friend of his wrote about the book. Then another reader of the article, and president of an educational software company, sent an Apple program he had written which, based on Axelrod's book, allows you to play the Prisoner's Dilemma and vary the computer's strategy. And then a group called Computer Professionals for Social Responsibility wrote to say that a group had formed in Berkeley to study and write a paper about applying the Prisoner's Dilemma model to attempts to understand and redirect the arm's race. (These meetings are every other Thursday in Berkeley, starting Nov. 29. Contact me if you're interested.) So let me talk a bit about what's in the book and then I'll discuss why it might be of interest to game designers. The essence of life often seems to be paradox, and the Prisoner's Dilemma is an elegant mathematical model of one basic type of paradox, "in which what is best for each person individually leads to mutual defection, whereas everyone would have been better off with mutual cooperation." Axelrod uses the theory to examine the uses of cooperation and competition in warfare, business, Congress, and biological systems. The basic dilemma is (quoting from the inside liner): "How can cooperation emerge among self-seeking individuals when there is no central authority to police their actions? It is a question that has troubled philosophers and statesmen for hundreds of years; its importance has never been greater than in today's world of nuclear weapons." Axelrod manages to answer this question for the 2x2 Prisoner's Dilemma and to suggest the implications this solution has for the real world. He started by organizing computer tournaments to which he invited computer hobbyists and professional game theorists to submit their favorite strategy for playing the Prisoner's Dilemma. Competing programs included 1) a program based on 'outcome maximization', 2) Random, 3) one that cooperates initially but then defects forever after the other side's first defection, 4) "a sneaky rule that tries to get by with an occasional defection," 5) a program that is designed to "look for softies, but is prepared to back off if the other player shows it won't be exploited", and 6) a program that "first seeks to establish a mutually rewarding relationship with the other player, and only then does it cautiously try to see if it will be allowed to get away with something." The winning entry was the shortest and simplest of all the programs - called Tit for Tat, it says to start with cooperation and then do what the other side did on the last round. While this is not necessarily the winning strategy independent of the environment, it is fairly robust, due to four properties: 1) It is 'nice' - it avoids unnecessary conflict as long as the other player does. 2) It is retaliatory - it responds immediately to provocation. 3) It is forgiving - it backs off from retaliation as soon as the other player stops provoking it. 4) It is clear - the other side can easily predict its behavior, and adapt to it by cooperating. Tit for Tat is not capable of beating any of the other strategies one on one, and yet it does best in the tournament because it gets the other strategies to cooperate with it. The moral here for success in non-zero sum games is - don't be envious. Don't compare your score to your opponent's score, but to how well someone else could be doing in your situation. The key factor to the success of a strategy such as this is the shadow of the future - the importance of future relations between the same individuals. The theory gets extended to show how the different strategies will evolve in time (including a graph of how an initially successful non-nice rule soon becomes extinct as a result of the extinction of the unsuccessful rules it was exploiting.) Axelrod proves a number of theorems, such as one which states that a society of 'meanies' (who always defect) can resist an invasion by any other strategy which invades 1 by 1 (but a small cluster of the other strategy can invade relatively easily by surviving off of their cooperations with each other.) However a society made up of a 'nice' strategy can be resistant to invasion by 'meanies', even in a cluster. Then he extends the theory to territorial patterns (of nations, businesses, birds, etc.) and shows graphs of how different strategies can evolve spatially. Why do I mention all this? Well, it's that time of year when some of us are finishing up our games and starting to think about new ones, and I want to nudge those new games in certain directions. I'd like to see more games that allow the player to explore the continuum of cooperation and competition. This was very successful in Joust, Rip-Off, and a few other games. And I'd like to see more 2-player games in general - 2 player Marble Madness is, strictly speaking, a competitive game, but it give you a range of competitiveness from hard-core knock-the-other-guy-over-the-edge, to just racing against the clock. And it might be nice to have games with less emphasis on scores, or no scores at all, or seeing only your score and not the other player's, or having a score which is the sum of your score and the opponent's score. Of course I'd also like to see more games like Whack- A-Mole (why were there no Whack-A-Moles in the auction, that's what I'd like to know.) If indeed people form attitudes about life from the games they play, and if indeed Ronald Reagan sees the world as a game of Risk, we might as well be making games that, in a very non-educational way, teach this new generation of little Ronnies out there that the world is not necessarily a zero-sum game, that there are ways to play the game so that both sides win. I think there are sparks in this book which could ignite a great game idea. The 2-player Prisoner's Dilemma itself is rather boring to play, although some fun and visually interesting patterns might result from the 2-d territorial evolution version of the game. The real interest is in the meta-game, the insights from which could be (and have been) applied to a variety of situations. I have some thoughts on the subject, which I would be glad to discuss with anyone interested, as soon as we all have more time (i.e., January.) The book is available for borrowing from me, and for sale in finer bookstores everywhere. Earl ___________________________________________________________________________ From: KIM::HOFF 15-NOV-1984 11:28 To: @SYS$MAIL:ENGINEER Subj: SYSTEM I AUDIO BALANCING IS COMPLETE AND PRODUCTION RELEASED People not involved with audio for System I need not read on: Brad, with the aid of Sam, Don, Minh and others too numerous to name have completed the relative balancing of the Pokey, Yamaha and TI Sound chips and this "balance" has been incorporated into the production released parts list. If you have serious concerns about the appropriateness of this balance after reading the rest of the message, please contact me or Brad Fuller. QUESTION: What do you have to do to make the audio on your board be like production? ANSWER: Nothing. REASON: All voice cartridges of any REV and TTL Main Boards REV(A) and REV(2) modified to REV(A) (these will have "REV(A)" marked on the edge connector) have the correct component values. In case you question your board the "balance" and proper filter/noise supression values are listed at the end of this message. METHOD OF BALANCING: If you are interested in how Brad arrived at this standard, here is what he did. Adjustment of audio levels for YAMAHA, POKEY and TIVOX for SYSTEM I "To calculate the initial gain of the YAMAHA chip set and POKEY, we first produced a full volume sine wave from YAMAHA and a full volume square wave from POKEY and 'course' adjusted the level for POKEY. Since it's best to use a real live situation we used PACKRAT music and sound effects to 'fine' set the POKEY level. We had to compromise on the setting since all music and sound effects are never at the same level. After the final adjustment we measured the average output of both chips. The POKEY was at about half the peak amplitude as the YAMAHA. "To adjust the TIVOX chip level we installed a pot to adjust the TIVOX chip gain. This enabled us to set the TIVOX chip for the level desired, then measure the resistance at the pot. Since POKEY sounds are usually intermittent sounds it was best to use the sound source that the TIVOX chip would have to continually compete against, i.e. YAMAHA music. We used different types and volumes of music to adjust the TIVOX chip gain. After adjustment of the TIVOX chip, we realized that it was very close to the original setting calculated by Don Paauw." PROPER CONPONENTS FOR AUDIO BALANCE AS IN REV(A) PRODUCITON RELEASE. MAIN BOARD-------------------------------------------- (the problem which is corrected)- Pokey noise- add C195 1000pf from IC 19E pin 6 to gnd Pokey balance- R112 1k R114 10K R70, R74 27k Yamaha Balance- none Yamaha noise/filtering C166,167 .0027 microfarads C99, 100 1000pf Aux Audio Balancing and Noise- Add R138 1k from AUXSNDR to gnd Add R139 1k from AUXSNDL to gnd Final audio filtering- C175, 176 1000pf CART BOARD---------------------------- no changes ___________________________________________________________________________ From: HOFF 15-NOV-1984 13:56 To: MARGOLIN Subj: RE: System I Audio Level Jed, Do you recommend that any action be taken? Morgan From: HOFF 15-NOV-1984 15:50 To: MARGOLIN From: MARGOLIN 15-NOV-1984 13:28 To: HOFF Subj: System I Audio Level As of last week, the maximum audio output level produced by Marble Madness during game play was 4 Vp-p. The Regulator/Audio III requires 5 Vp-p for full output (worst case). Jed ___________________________________________________________________________ From: HOFF 15-NOV-1984 16:00 To: MARGOLIN Subj: RE: System I Audio Level I forwarded the message to Sam and asked him to investigate. also a copy of the message is forwarded to you. Morgan ___________________________________________________________________________ From: HOFF 15-NOV-1984 16:00 To: MARGOLIN Subj: 2nd message From: MARGOLIN 15-NOV-1984 15:42 To: HOFF Subj: System I Audio Level The audio output level should be increased to 5 Vp-p during normal game play, and should have a reasonable amount of headroom for peaks. Background: 1. If you leave the output purposefully low so that the audio does not clip under any conditions, then most of the time it will not be as loud as it could otherwise be. 2. By having the output high enough to clip with the volume control all the way up you assure that it can be adjusted for maximum loudness. Presumably the operators will adjust it short of clipping. 3. In the old days, the volume was controlled via a rheostat at the amplifier output, so that if the amplifier was clipping it could not be fixed by turning the volume down. The volume control pots on Regulator/Audio III are at the amplifier input. 4. The amount of dynamic range available for arcade games is fairly narrow. Arcades tend to be noisy, which sets the low end. The high end is set by the amount of audio power reaching the player's ears and is limited by the threshhold of pain. Also, if too many sounds are turned on at the same time, they will simply become an indistinguishable jumble. 5. Generally, sounds with very high ratios of peak to average levels (like explosions) have been allowed to clip. Otherwise, if the system is adjusted to handle the peaks, the average volume level is too low. ___________________________________________________________________________ From: ERNIE::GIVENS 16-NOV-1984 14:51 To: KIM::MARGOLIN Subj: all done! Here are your revised part numbers. They aren't on the AVL at this point, so if you need to make additional changes it won't be a problem. (The 136031-XXX category is reserved for these parts.) I'll add these to the AVL (at rev. 1) after rev. 1 samples have been verified by Ed. 136031-XXX IC,Programmed Devices,Empire (450XX) 136031-001 { IC,Programmed EPROM,Empire,137328-002,1F 136031-002 { IC,Programmed EPROM,Empire,137328-002,1J/K 136031-003 { IC,Programmed EPROM,Empire,137328-002,1K/L 136031-004 { IC,Programmed EPROM,Empire,137328-002,1M 136031-005 { IC,Programmed EPROM,Empire,137328-002,U3 136031-006 { IC,Programmed EPROM,Empire,137328-002,U2 136031-007 IC,Programmed PROM,Empire,37-82S137,7L 136031-008 IC,Programmed PROM,Empire,37-82S137,7K 136031-009 IC,Programmed PROM,Empire,37-82S137,7J 136031-010 IC,Programmed PROM,Empire,37-82S137,7H 136031-011 { IC,Programmed EPROM,Empire,137212-001,1L 136031-012 { IC,Programmed EPROM,Empire,137328-002,1H 136031-013 { IC,Programmed EPROM,Empire,137328-002,1J/K Bye, have a nice weekend and Thanksgiving too! (I get next week off!!!) Chris ___________________________________________________________________________ From: KIM::TAKIYAMA 16-NOV-1984 15:47 To: @SYS$MAIL:JUNK Subj: Company Name Per Karen Witte: 1. Copyrights will be registered in the name of Atari Games, Inc. The notice line on our game screens and in printed material should read: Copyright 19__ Atari Games, Inc. All rights reserved. 2. Trademarks will be registered in the name of: Atari Games, a division of Atari Games, Inc. 3. Contracts should be entered into in the name of "Atari Games, a division of Atari Games, Inc." 4. We cannot use the name "Atari" alone. It must be distinguished from Atari Corp. and the sale agreement requires that we use "Atari Games" or "Atari Games, Inc.". We should also use WCI attribution line somewhere on the graphics containing our logo as a further distinction. This is per New York and I'll keep you posted if it changes. ___________________________________________________________________________ From: KIM::HOFF 20-NOV-1984 17:31 To: @SYSIECN.DIS Subj: 1st Notice of ECN's Against SYSTEM I Board Sets Here's the first notice to Engineering of published ECN's against the SYSTEM I board set. I'm mailing this to the engineer's and technicians involved in the project, to Chris Downend because he's the overall Project Leader on this one, and to the "unattached" programmers who may not have a technician or engineer looking out for their board. If you want to be deleted from this distribution list would you scan the list to make sure that someone is looking out for you before requesting deletion. Two ECN's (#11963, 11962) are fully released against the TTL Main Board. A constructively edited copy of the ECN's is available for XEROXing at the System I H/W Bulletin board in Minh's lab. Please update your boards and mark them with the ECN numbers. The 2 1% resistors for the intensity circuit (ECN 11963 page 4) have not arrived as samples yet. Trim your own or wait. [HOFF.SYSI]SYSIECN.DIS _SANDY::_PAAUW! [117,000] SOFTWARE @DON PAUUW _KIM::_BRAD! [053,000] SOUNDS @BRAD FULLER _KIM::_DOWNEND! [037,000] PROJ_OFF @CHRIS DOWNEND _KIM::_HOFF! [052,000] HARDWARE @MORGAN HOFF _KIM::_LY! [057,000] HARDWARE @SAM LY _KIM::_MAHAR! [060,000] SOFTWARE @MIKE MAHAR _KIM::_MARGOLIN! [062,000] HARDWARE @JED MARGOLIN _KIM::_MCCARTHY! [064,000] HARDWARE @PAT MCCARTHY _KIM::_MOORE! [067,000] SOFTWARE @RICH MOORE _KIM::_NGUYEN! [126,000] TECH_SUP @MINH NGUYEN _KIM::_RITTER! [026,000] SOFTWARE @JACK RITTER _KIM::_WIEBENSON! [116,000] TECH_SUP @DAVE WIEBENSON ___________________________________________________________________________ From: KIM::PPS 27-NOV-1984 12:42 To: @sys$mail:engineer This is to officially release updated versions of the ever popular PPS utilities. PBEXTRACT, PBREDUCE, & PBFORM have been substantially changed. Therefore, please check your generated output even if you do not use any of the new features. Speaking of features, new additions are documented in PBUTIL.DOC as well as in the HELP features of the utilities. For final information, a new PPS account has also been established on Charm, so accounts there need not maintain their own versions. As always, these utilities (and documentation) are located in directory: sys$userdisk:[PPS.UTILITIES] Looking Good, Walking Tall, Feeling Mean, ( and Blowing Chow) ___________________________________________________________________________ From: KIM::MARGOLIN 12-OCT-1984 18:28 To: @SYS$MAIL:ENGINEER Subj: REGULATOR/AUDIO III Specifications for the Regulator/Audio III System ---------------------------------------------- +5 VDC @ 10 Amps Regulated +15 VDC @ 0.4 Amps Regulated -15 VDC @ 0.4 Amps Regulated 6.1 VAC @ 0.5 Amps From Power Base (For Coin Door Lamps) 120 VAC @ 0.9 Amps Isolated, from Power Base (For Color Raster Monitor) 10.3 VDC From Power Base, use for Reset Circuit Only. Dropout is at 8 VDC, Holdtime is not guaranteed. (or specified). Beware the Jabberwock (EAROM). (2) Audio Amplifiers: Each capable of delivering 6.5 Watts into 8 Ohms or 10 Watts into 4 Ohms (your choice). Power is for an equivalent Sine Wave input. The volume control is on the Regulator/Audio III Board. The amplifiers will deliver full output with an input of 5 Vp-p. There will be a Self-Test switch on the Board, providing a switch closure to ground. You must provide your own pull-up resistor. Jed Margolin 10/12/84 P.S. - The REGULATOR/AUDIO III is intended for use in the Not-Budget System as well as providing a backup for Road Runner and Paper Boy. Please direct all comments to [MARGOLIN] ___________________________________________________________________________ From: VANELDREN 15-OCT-1984 08:50 To: MARGOLIN Subj: AUDIO/REG III Your spec looks good to me. Thanks again for helping us out on this. I just hope we can now manage to pull this off in the time frame we have to, and with the parts and leadtimes we have available. ___________________________________________________________________________ From: RAINS 15-OCT-1984 09:37 To: MARGOLIN Subj: New and Improved Power Supply I assume that your specs aren't meant to include the supply current required by the audio power amps, otherwise the +15v @ 400mA wouldn't cut it. ___________________________________________________________________________ From: KIM::MARGOLIN 15-OCT-1984 13:04 To: @SYS$MAIL:ENGINEER Subj: Regulator/Audio III Prototype Some Asshole stole my Regulator/Audio III prototype. It was the only one with the new audio circuitry, and was to be tested this morning. If you are the miserable cretin who has this board, return it by 2:00 pm today, and I may let you live. Thank you or else, Jed ___________________________________________________________________________ From: RUSTY 29-OCT-1984 10:20 To: MARGOLIN Subj: RE: Audio Power If I understand your spec correctly, we will only be getting 6.8 watts (per channel) if using the supply for stereo. I don't think this will be enough. We are pretty close to the edge with what we are running now (12 watts, I believe). 10 watts would be OK, maybe 9, but NOT 6.8 If there is anything you can do to bring the power up to greater than 10 watts, please, PLEASE, PLEASE, consider it. Rusty ___________________________________________________________________________ From: MARGOLIN 20-DEC-1984 17:08 To: STUBBEN, MARGOLIN To: Rick Moncrief Fr: Jed Margolin Re: Regulator/Audio III Costs Dt: 12/20/84 I just received a copy of Rod Peterson's cost information on the Regulator/Audio III. I used the best information I could get, and it was wrong. I used as many parts from inventory as I could and then it turned out these parts had been scrapped. It makes me look bad and I am mad as hell about it. Regulator/Audio III Rod Peterson's cost = $31.95 My estimate in September = - $23.64 ------- $8.31 Total Increase: --------------- 1. Inventory Parts $1.91 2. CTS Pot 1.01 3. PC Board 3.75 4. TDA 2030 1.20 5. Heat Sink .49 ------ $8.36 Item 1 ------- When I did my cost estimate I used the best information I could get, which was the AMPS system before it was turned off. This was in September. As an example take 24-250477 (470 uF 25V Electrolytic Capacitor). According to AMPS we had 71,350 in inventory and paid $0.11 a piece. How could they now cost $0.477? And why do they cost almost twice as much as a 1000 uF 25V part? Was the original AMPS entry incorrect? Did the capacitors somehow increase in cost while they were sitting in inventory? Did our inventory go through some kind of time warp? Did we store them in a 747 that was kept in the air (with in-flight refueling) so as to be immediately available once it was determined where the factory was going to be? Did we sell them off and buy them back? There are 9 items that fall into this category, accounting for an increase of $1.91 . Item 2 ------ The CTS volume control pot (119011-103) is listed as $2.028 . According to the quote I got from CTS, this would correspond to a quantity of 300 pieces. Are we buying our parts in quantities of 300? This accounts for an increase of $1.01 . Item 3 ------ The PC Board used in the Regulator/Audio II is 91 square inches (6.5" x 14") and costs $8.08 . (0.0888/sq in) The PC Board for Regulator/Audio III is 119 square inches (8.5" x 14") and costs $12.25. (0.103/sq in). Why is that? Item 4 ------ The TDA-2030 used in the switcher was listed as $1.50 each. Why are they now $2.10 ? Item 5 ------ The cost of the Heat Sink increased by $.49, presumably by having three more holes drilled in it. ------------------------------------------------------------------------------- It is impossible to get reliable cost information ahead of time. However, critical Engineering decisions are often based on price differences of $1.00 or less. It is no longer possible to base a design on the cost effective use of parts in inventory, because these parts could be scrapped at any time without notice. Atari's system makes parts cost too much because: Atari sells parts from inventory and then buys them back (at an inflated price). Parts that require some amount of lead time are purchased at a premium because parts are not bought until the game is released and games are manufactured as soon as they are released. There does not seem to be any way of buying parts in quantities beyond what is necessary for the next release of 300 games. If you want to avoid a price increase on the Transformer Power Base, Alltronics-Howard is selling them for $10. Ginsu knives are not included. Jed ___________________________________________________________________________ From: MORRIS 17-DEC-1984 18:32 To: MARGOLIN Subj: 68000 docs there is a bunch of stuff on:- KIM::SYS$SYSDEVICE:[C68AR2V1.DOC] This covers the linker,locator,formatter and mapper etc. The assembler is "Motorola standard" and as such doesn't require documentation, or at least that is what they told me. However there is a motorola "MAcro assembler manual" available from motorola, nobody I know has a copy that is up to date. The intermetrics C compiler documentation is in my office, and the greenhills is available from the vax, ask mike mahar where it is. Hope you find the stuff, any problems with the intermetrics stuff let me know. Bye for now. Jim. ___________________________________________________________________________ From: KIM::MAHAR 18-DEC-1984 09:37 To: KIM::MARGOLIN Ed Logg has the most complete set of 68k documentation. Perhaps he'll let you xerox is. mpm ___________________________________________________________________________ From: KIM::THOMPSON 18-DEC-1984 10:29 To: KIM::MARGOLIN Subj: 68K software tools I have a copy of the documentation that you are welcome to borrow for copying. There appear to be 3 "books" with disinformation in them. Peter. ___________________________________________________________________________ From: KIM::WIEBENSON 19-DEC-1984 13:54 To: @SYS$MAIL:JUNK Subj: TEETH About 5 years ago I went to this dentist because he was so close to work (here). He has been the best dentist and now that we are back in 1272 I must recomend him as the best around and the closest anyway. Dennis Macaulay, DDS Family Dentistry 584 S. Mathilda Ave. #1 (near El Camino) (xxx) xxx-xxxx *gentle dental care* ___________________________________________________________________________ From: STUBBEN 20-DEC-1984 18:31 To: MARGOLIN Subj: A/R III COST I REVIEWED THE COSTING MYSELF. I AGREE COMPLETELY WITH YOUR COMMENTS. THE ONLY THING THAT SEEMED ODD TO ME WAS THE ORIGINAL PCB COST; AT 10 CENTS A SQ. IN. IT'S A BARGAIN. THAT'S WHAT WE USED TO PAY FOR PCB'S IN CONSUMER PRODUCTS. OUR TYPICAL ESTIMATE IN COIN OP HAS BEEN AS HIGH AS 15 CENTS PER SQ. IN. BUT IF THE OLD A/R PCB WAS SO LOW, THE COST RATIO SHOULD HOLD AS SOLELY A FUNCTION OF AREA - WHEN PURCHASED AT THE SAME VOLUME. I DON'T UNDERSTAND IT - I SUGGEST WE GET A DETAILED EXPLANATION FROM PURCHASING. D.R.S. ___________________________________________________________________________ From: KIM::SUTTLES 21-DEC-1984 11:46 To: @SYS$MAIL:JUNK Subj: Give a man enough rope... For those of you who like to screw up more than one file at a time, here's a way to have a real orgy. NO WARRANTIES EXPRESSED OR IMPLIED, NOT RESPONSIBLE FOR CONSEQUENCES ARISING FROM USE OF THIS PRODUCT. THIS TOOL IS GUARANTEED NOT (repeat NOT) TO WORK AS ANTICIPATED, AND WILL (GUARANTEED) SCREW UP AS MANY FILES AS POSSIBLE. This is a product of Murphy's Awfullest Designs, guaranteed (only) to drive you M.A.D. Now that the disclaimers are out of the way, let's proceed. There are occasions to do batch processing (even on DEC computers) of a number of files. I have written a command file to parse a wildcarded file specification, and iteratively process each file matching the spec for those commands where wildcards are not appropriate. An application example: Recently it was rediscovered (by several people) that DECNET does not support STREAM-LF files (the only kind C likes). (The bad news is that it will continue to not support them, even in version 4, coming to a vax near you sometime in 1985.) DECNET requires major revisions for this, and Dave & I are not able to supply these changes as patches, so until DEC fixes the source code, C and DECNET won't like each other. The good news is that there is a workaround. When you EDT a stream-lf file, a variable-length/cr file is created for output. DECNET LIKES these files (I can't speak for C programs from practical experience). So, a mass conversion was needed. The example: First, a file was created (say EXIT.EDT) containing the line "EXIT" only. Then the symbol PROCESS was defined to be "EDIT/EDT/COMMAND=EXIT.EDT". At this point, we can say in dcl, "$PROCESS file" to change said file from stream-lf to variable. Now "$@SYS$SYSDEVICE:[UTILITIES.COM]DOFILE *.OL" is executed, which will PROCESS each .OL file (the latest version only). I have a symbol defined for this, but you may not want to do that because of how dangerous this could be. You can be assured that the command file (DOFILE, that is) checks to make sure that PROCESS is defined. However, once you define it, it stays defined until you log out or do a $RESTART. So if you convert *.OL, for example, and then (accidentally) $DOFILE *.*, you will have a real mess. Avoiding the symbol definition for DOFILE is one way to make this possibility even more remote. DOFILE is not limited to "doit toit" commands. For example, a mass rename or copy might be done by a command file, and PROCESS be equated to "@commandfile" in order to provide the linkage. The command file might then contain "$COPY 'P1' LQ0:". Incidentally, don't experiment with this particular example. There are some other potentially destructive command files that I might release if this one doesn't come back to haunt me. It is potentially very useful as well as disastrous, and I leave the protection against yourself entirely up to you. As always, should any of your files be caught, or killed, the backups will disavow any knowlege of your data. Good luck, user! sas ___________________________________________________________________________ From: CHARM::AVL 21-DEC-1984 14:42 To: @SYS$MAIL:JUNK Subj: The Approved Vendors List The Approved Vendors List will be moved from ERNIE to CHARM sometime between now and Monday. If you have defined a word in your LOGIN.COM file to access the AVL, you may have to make a modification to it.. Users with accounts on remote nodes (ERNIE, KIM, or SANDY) Type "SET HOST CHARM" and login to CHARM as "READAVL" (no password required). When you exit READAVL, you will be returned to your default node and directory. You may copy CHARM::SYS$USERDISK:[AVL]READAVL.COM to your directory and define a word in your LOGIN.COM file to execute it. Example: $AVL :==@READAVL.COM Users with accounts on CHARM: Type "@ATARI$AVL:LOGIN" at the VAX system prompt ($), or just add the line below to your LOGIN.COM file and then type "AVL" after your next login. $ AVL :==@ATARI$AVL:LOGIN Both of these methods will execute a menu driven program that will allow you to search the AVL and either save the results in a file in your own directory (if it's on CHARM) or forward the results to your mailbox. ___________________________________________________________________________