Here is the news as reported by Game-Over! during May 1997
(For the latest news click here)


26th May 1997

ION Storm's Gaming Legend John Romero Unveils His Dream Creation at E3

Hot New Design Company Showcases Daikatana, Fast-Action 3D Game of Time Travel

Dallas, TX, May 21, 1997 -- At this year's Electronic Entertainment Expo, the curtain will be raised on ION Storm and attendees will see the future of computer gaming. Legendary game designer John Romero and his new company ION Storm will be unveiling their first creation, Daikatana, a fast-action 3D adventure game. Touted as the most anticipated PC title of the year, Daikatana will be demonstrated in the Eidos Interactive booth (West Hall,booth #4173). Published and distributed by Eidos Interactive (NASDAQ: EIDSY), Daikatana is scheduled for release in the fourth quarter of 1997.

Daikatana is Romero's dream creation. Set in four worlds, each corresponding to a distinct period in time, Daikatana challenges the player to set history straight. The Daikatana is both the player's sacred and magical samurai sword and time-travel device that thrusts the gamer into the nucleus of medieval and futuristic warfare. By incorporating role-playing elements, Romero will create an engaging environment that contains more variables, choices and outcomes for the player. Daikatana will take full advantage of id Software's unrivaled 3D QUAKE II engine and E3 attendees will have the opportunity to play through levels from each of Daikatana's four worlds.

"Our company philosophy, 'Design is Law,' will have true meaning when people see Daikatana at E3," said Mike Wilson, CEO of ION Storm. "The difference you get when your entire company is focused on creating new, compelling content is amazing. John and his team are designing a true blockbuster production bulging with rich content - 64 monsters, 32 weapons, 33 original songs and a different palette for each level."

"Daikatana's first levels are coming together and I am constantly stopping, looking over people's shoulders and going, wow!" exclaimed Tom Hall, vice president and lead designer. "Daikatana is so cool already, everyone at ION Storm is sporting drool cups."

ION Storm's upcoming game titles will also be introduced at the show. President and Lead Designer Todd Porter will reveal his design plans for Doppelganger and Tom Hall will elaborate on his epic sci-fi role-playing game Anachronox.

Real-Time Strategy Game -- Doppelganger Todd Porter is overseeing the development of a unique real-time 3D strategy game. Porter, the former head of 7th Level's 3D department, is developing a hybrid game that combines the intense chaos of an action game with the strategic elements and layers of complexity found in a strategy game. This title will take strategy games to a new level with its strong storyline and unpredictable twists of plot. Doppelganger will be released in the third quarter of 1998.

Fantasy Role-Playing Game -- Anachronox Tom Hall, a former designer at id and 3D Realms, is channeling his talent into a epic sci-fi role-playing game, Anachronox, that he describes as a "turbulent story with a roller coaster of emotion." In Anachronox, space begins folding in on itself as the player travels through towns, planets and dimensions collecting weapons and technology that help solve the game's puzzles. Tom's first title promises to bring more personality and humor into the genre. Anachronox will be released in the third quarter of 1998.

ION Storm, based in Dallas, TX, is a revolutionary new computer game design company where the designer's vision is law. Led by industry legends, John Romero, Tom Hall, Todd Porter and Jerry O'Flaherty, ION Storm currently has three titles in development: a role-playing game, an action/adventure game and a real-time strategy game. Founded in November, 1996, the company will break down the barriers between computer game genres creating a more immersive and engrossing gaming experience. Visit their Web site at http://www.ionstorm.com

Ubi Soft Announces Add Ons For POD

Ubi Soft's POD, the doomsday racing game that debuted with a 280 mph bang last month and launched a $10,000 contest last week, is adding new features faster than you can say "Start your engines!"

On Tuesday May 27th, Ubi Soft will unveil a beta version of POD-NET, a free matchmaking service for multi-player gaming that is accessible via the Ubi Online direct-connection button in the game interface. Owners of the full retail POD edition or the version that came bundled on MMX(TM) technology machines can use the service to organize a session, join in on someone else's session or just chat about POD. Ubi Soft is inviting users to offer input on the POD-NET beta version to be used in developing the final design.

The company also has announced plans to release new POD tracks every week and new cars every other week, beginning immediately, to keep gameplay fresh as well as fast and furious. Upgrade of MMX version now available for download!

In addition, an upgrade of the MMX(TM) technology preview edition of POD is now available as a free download from the Ubi Soft Web site. Offering all the features of the full retail product, the upgrade adds four new tracks, enhanced gameplay and the ability to link up to eight simultaneous players over any mix of Internet, local area network, modem or two-computer direct-link connections.

"We broke a lot of new ground in designing POD, and as a result we were able to deliver the fastest, smartest, most Internet-capable racing game on the market," said Ubi Soft President Yves Guillemot. "Now we're pulling out all the stops to continue giving the POD gaming community the richest gaming experience around."

Ubi Soft have also launched the POD Race in Space Challenge, an online competition with a $10,000 first prize donated by Intel Corporation. Open to owners of either the MMX(TM) technology or Pentium(R) version of POD as well as to those who have the shareware, the contest will take the form of a playoff tournament between the 64 fastest saved games submitted to Ubi Soft between May 15 and June 15. Playoffs will be held from July 1 to July 15. For more information and contest rules, visit www.ubisoft.com/race/race.html.

Looking Glass Technologies Reveals More Details of Flight Unlimited II

Looking Glass Technologies is revealing more details of the highly anticipated sequel to its critically acclaimed and best selling Flight Unlimited. Flight Unlimited II will feature over 11,000 square miles of photo-realistic, satellite-mapped scenery of the San Francisco Bay Area rendered to four meters per pixel, over 45 airports, and the most accurate air traffic control system ever created for a computer game. Flight Unlimited II is scheduled to ship in Summer 1997.

Looking Glass is creating a complete visual flying experience with Flight Unlimited II. Utilizing satellite map terrain and revolutionary technology, Flight Unlimited II features graphics so real that gamers can fly via Visual Flight Rules (VFR), allowing for flight by recognition of land, roads, buildings and landmarks. VFR has never before been accomplished in a flight simulation. In addition, pilots can fly using Instrument Flight Rules (IFR), with just their instruments and Air Traffic Control guiding them.

"Flight Unlimited II provides the ultimate computer flying experience for both novice and expert flight sim fans," said Paul Neurath, president of Looking Glass Technologies. "We've created a game so real that computer pilots can almost feel the wind rushing by them as they buzz the San Francisco Bay."

The Air Traffic Control (ATaC) System, powered by Looking Glass Technologies' proprietary Artificial Intelligence (AI) engine, includes fully interactive ground, tower and radar information. The Looking Glass AI engine builds commands and instructions based on the movements and divergences of the pilot. Flight Unlimited II features no pre-scripting of ATaC commands - ground, tower, approach and departure control chatter all occur in real-time.

Other features of Flight Unlimited II include:

* Choice of Five Planes - Choose between five classic civilian aircrafts: Cessna 172, Piper Arrow, P51D Mustang, Havelin Beaver, and Beachcraft Baron. The Havelin Beaver allows for water landings and takeoff, the first ever in a flight simulator.

* Realistic Weather Conditions - From sunny afternoons to menacing storms, Flight Unlimited II features any weather condition a pilot might experience.

* Air Traffic - In Flight Unlimited II, the wild blue yonder is just that. Share airspace with up to 450 aircraft at once, from commercial jetliners to military jet fighters.

* Turbulence and Wind Shear - Real world effects, such as turbulence and wind shear will play a role in how your plane handles.

* Multiple Camera Angles - View action from any angle, including: fly-bys, tower view, birds-eye view and any angle from within the cockpit.

* Virtual Passenger - Jump from one plane to another as a virtual passenger and enjoy the sights.

* Landmarks - All of the landmarks of the Bay Area are in the game. Fly over Alcatraz, under the Golden Gate Bridge, through Wine Country, and by your favorite major league baseball stadium. Every building in the Bay Area over 10 stories is modeled using the revolutionary ZOAR(tm) rendering engine for visually accurate detail.

18th May 1997

ACT Labs to Develop Force Feedback Driving Wheel

Vancouver, Canada, May 14, 1997 - ACT Labs, developers of cutting-edge game peripherals for PC and console systems, announced today their partnership with Immersion Corporation to create a high-end force feedback driving wheel. The gaming industry will get a first look at the wheel during the Atlanta E3 show in June.

The new wheel will combine ACT Labs' HYPER Programmable game control with Immersion's innovative I-FORCE technology. As well as being able to enjoy the realistic feel of games that support the I-FORCE standard, PC speed demons will have the option of programming a range of force feedback responses into buttons on the wheel. HYPER Programmability also assigns multiple keyboard commands into a single hot button, reducing the need to access the keyboard while driving.

"Once you experience our new driving wheel there will be no turning back," comments Joel Sanderson, Product Manager for ACT Labs. "Programmable force feedback can be used in games with or without force feedback support, which will finally bring realism home to the PC racing fanatic."

Standard features on the driving wheel will include six HYPER programmable buttons, an four-way directional pad, and a programmable Formula-1-style gear rocker on the steering column. The movement of the foot pedals has been refined to reduce slippage and provide greater control while playing at your computer desk.

The move to join forces with Immersion Corp. strengthens ACT's commitment to bringing gamers the latest in advanced technology. Immersion's President, Louis Rosenberg stated, "We are excited to have ACT Labs incorporate our I-FORCE technology into their upcoming steering wheel. ACT has a reputation for pushing technology to its limits, creating impressive game devices at reasonable price points."

Founded in 1994, ACT Labs has invaded the gaming industry with a series of peripheral systems designed to max the gaming experience. ACT's multi-platform product line consists of joysticks, gamepads, arcade sticks and light guns for both the video game console and PC markets. By combining manufacturing expertise with a hardcore gaming edge, ACT has created a dynamic team, committed to the development of innovative, easy-to-use game controllers.

Eutechnyx Anounces Motor Mash

Eutechnyx, a developer of PC and PlayStation games, based in the North-East of England has announced that its new car racing game, Motor Mash, is to be released soon.

According to their press release...

"The race is on, in the zaniest, wackiest, most down-right crazy road rally ever! Choose one of twelve insane drivers, then hit the road! You'll race across some of the looniest, tooniest courses ever seen in a game, including Atlantis, the Jungle and Nightmare, pitting your skills against the maddest, baddest psychopaths ever to rev an engine."

Game features include:

Top-down perspective 3D action over 40+ themed levels, each with their own unique hazards.

Action replays with multiple view points.

Texture mapped terrains and vehicles with cartoon-style graphics and animation.

Lots of nice weapons to destroy your opponents with.

Multi-player racing for up to 4 players simultaneously!!!

Choose from an array of 12 characters, each with their own unique attributes and mildly amusing names.

Network games support (PC version only).

Incredibly addictive gameplay from the coder of Micro Machines II TM (SNES) and outstanding graphics from the team behind Bud Tucker in Double Trouble (PC).

It's a frantic road-racing experience, with gameplay so addictive it's probably illegal in some countries. If you're looking for the definitive cartoon-characters-in-wacky-vehicles-driving-around-bizarre-locations-an d-blowing-each-other-off-the-road-in-3D-but-viewed-from-above-multi-play er-racing game, this is the one for you.

LavaMind Forms Alliances with Publishers to Distribute Zapitalism Delux

LavaMind is now working with ionos Inc. (www.ionos.com) to publish and distribute Zapitalism Deluxe (LavaMind's unique business simulation game) in the United States, UK, Australia, New Zealand and Canada.

LavaMind has also concluded deals with A.W.Bruna for publishing and distribution in the Netherlands and Magellan GmbH for publishing and distribution in Germany, Austria and Switzerland.

Zapitalism Deluxe is a sophisticated business simulation game, where the player manages an import store in the imaginary island of Zapinalia and must compete against up to 5 other human or computer controlled players.

LavaMind, the game's developer, has been forming strategic alliances with publishers around the world and working to localize its products in several languages. The first international deal was with A.I. Soft Inc. of Japan, whereby Zapitalism was localized in Japanese.

LavaMind sees big potential in localizing its titles for foreign markets. It is now working on a German and Dutch version. Soon after, it has plans for Spanish, French, Polish and Italian versions.

"There is a huge international market out there for business simulations," says Steven Hoffman, founding partner of LavaMind. "We're just beginning to tap into it."

LavaMind's first game title was Gazillionaire, another business simulation game. It was distributed world-wide by Microprose/Spectrum HoloByte.

LavaMind has just completed the production of Gazillionaire Deluxe, the sequel to Gazillionaire, and LavaMind is in the process of licensing it world-wide.

"We hope to have all of our game titles in at least 10 languages by the year 2000. That's our goal," says Naomi Kokubo, LavaMind's co-founder.

"All of our business simulations are fun to play and have a cult following of gamers. However, they are also educational in nature and have been installed in a number of schools and colleges around the world," says Steven Hoffman. "We're targeting three big markets: the gamer market, the family market, and the educational market."

"That's what makes our games unique. They don't fit easily into one category, like DOOM or other teenage-boy games," says Naomi. "Our titles appeal to a very broad audience."

LavaMind have just released a brand new shareware version of Gazillionaire Deluxe for 1997. It is now fully Win NT compatible, as well as Win 95 and Win 3.1! This new version is available at ftp://ftp.zapitalism.com/gaz.zip

3D Realms Release the Shareware version of Shadow Warrior

On Tuesday, May 13th at around 11AM Dallas Time, 3D Realms (http://www.3drealms.com/) unleashed the shareware episode of Shadow Warrior! Shadow Warrior is 3D Realms' follow up to 1996's hugely successful "Duke Nukem 3D". Available now for download, the shareware episode is "everything an action gamer could possibly want."

Shadow Warrior is an internal 3D Realms game using many of the same team members that brought you Duke Nukem 3D as well as long time staffers Frank Maddin & Jim Norwood.

In order to run Shadow Warrior you will need a Pentium processor and 16 megs of ram.

Shadow Warrior is built upon the successful Build engine, that brought you Duke Nukem 3D. However 3D Realms have added some interesting things like:

* True room over room situations where you can have beams running over a room and be above, below, or stand on the beam. Ledges, true bridges and more are all possible, adding to the realism of the environment.

* 8 player network and 2 player modem supported, featuring deathmatch and co-operative play (including saving of net games).

* Fog effects

* Colored lighting

* SVGA mode support.

* Transparent water that you can see into and out of, as well as swim in.

Game Play: Practically every cool feature you saw in Duke Nukem 3D is in Shadow Warrior, plus more!

* Use huge 3D rotating gun turrets to mow down opponents. Some turrets are on things like battleships, while some are simply set into a wall, or other structure.

* Swim, duck, jump, drive vehicles, climb ladders and more in this intense action game.

* Visit realistic places and settings in the game like an airport where a plane has crashed, construction sites and more, not just dark, dreary, faceless dungeons.

* Intense interaction with your environment in which you can blow up nearly every object, or interect with it in some way.

* Use vehicles to smash down some game walls, or destroy a section of a map.

* Drive vehicles which have weapons from machine guns to lasers, or rockets. Get into some vehicles and go under others. You will drive things like boats, tanks, personnel carriers, forklifts, bulldozers and more. You can run over enemies, or shoot them. The choice is up to you!

The 3D Realms site at http://www.3drealms.com/catalog/sw/ has a huge list of places you can download the shareware episode (approximately 12.8Mb compressed).

GT Interactive, the retail distributor of Shadow Warrior can be found at http://www.shadowwarrior.com/

11th May 1997

Ubi Soft Releases Street Racer for the PC

Wild, wacky and fresh from its success on the console platforms, Street Racer is now available in a PC CD-ROM version with all the fun, fighting and fast action of the original. Developed by Vivid Image for Ubi Soft Entertainment, the 3D racing game offers the first PC-based four-player split screen, single-screen simultaneous action and the market's most intelligent CPU cars. As a bonus, every CD-ROM Street Racer comes bundled with Rayman, Ubi Soft's blockbuster cross-generational adventure game.

A cross between Super Mario Kart and Street Fighter, Street Racer takes place in a kooky cartoon world with 3-D environments ranging from Mount Rushmore to Transylvania. In split-screen mode, four players can be viewed in different windows simultaneously for a behind-the-car perspective. In micro mode, available for one to four players, all players' cars can be seen in an aerial view of whatever track is in play. Different viewing and playback options make it possible to experience every grueling twist, turn and obstacle in your path from varied camera angles and positions, with independent controls for each window in multiplayer modes.

Advanced artificial intelligence gives the game's cars the ability to adapt to the player's performance. The better you are, the better they perform, providing unlimited challenge even for the most seasoned racer.

Street Racer features 27 challenging game tracks (three of them hidden), four difficulty levels and eight cartoon opponents with names like Frank Instein, Green Machine and Surf Sister. Each character wields special weapons ranging from towels to the ability to fly, and each also has a special musical theme reflecting his or her personality.

For maximum variety and challenge, the game offers multiple race options ranging from one-lap sudden death races to endurance contests up to 80 laps, plus a choice of four different gameplay modes. These include a practice option where players can test their skills against any driver; a basic Head-to-Head mode for two players racing on one selected track; a Championship mode that allows players to design their own race, mixing tracks and difficulty levels if desired; and a Rumble mode that lets you knock your opponents out of the ring.

Speeds of up to 30 frames per second on the DX266 and up to 60 frames per second on Pentium machines offer exceptional detail, even in four-player mode. There are also 10 different fast starts for players to explore and built-in fast laps on each track for drivers to beat.

The game is also packed with special surprises, including hidden tracks and characters, and bonus points that make it possible to win a race without finishing in first place. Players receive extra points for causing damage to other cars and for finishing a race damage-free. Cars that incur damage are penalized with slower performance. Repair kits available along the track can reverse the damage. And turbo boosts that can be picked up along the way provide short bursts of super-speed.

Microsoft to Produce Arcade Games?

According to the (British) Sunday Times on the 4th May 1997, Microsoft and Intel are planning to enter the Arcade Games market. The article states that the Microsoft/Intel machine will be based on a Pentium II 266 Mhz PC running either Windows 95 or Windows NT, connected to a 32 inch monitor. The system is expected to cost arcade owners about 3,600 and be reused for a different game at any time. Current arcade machines cost upwards of 6,000 and can only be used for one game.

The big advantage of the Microsoft/Intel machine, from the PC game players point of view, is that it will make porting of arcade games to the PC very much easier. But will the big arcade developers want to change from their proven and known development systems to a new, and for them, unknown system? We will just have to wait and see.

5th May 1997

3D Realms Licences Quake II Engine for Duke Nukem

On Monday, April 28th, 1997, GT Interactive & 3D Realms both released press releases regarding the next all new Duke Nukem game, entitled Duke Nukem Forever. The first, from GT Interactive details the licensing of the Quake II engine from ID Software for use in the game, as well as some other issues regarding Duke Nukem. The second, from 3D Realms, details the reasons behind licensing the Quake II engine instead of using their own Prey engine.

In an unprecedented convergence of industry titans, GT Interactive Software Corp. (NASDAQ: GTIS), 3D Realms, a division of Apogee, and id Software are teaming up on Duke Nukem Forever, the sequel to the best-selling PC game Duke Nukem 3D. Under the agreement, GT Interactive obtains all interactive publishing rights for personal computer and video game systems to 3D Realms' Duke Nukem Forever, which will utilize id Software's proprietary cutting-edge Quake II game engine. In addition, GT Interactive obtains merchandising rights for all derivative works, including films, home video and books for Duke Nukem Forever, as well as rights on a future title, tentatively called Duke Nukem 5.

"`Duke Nukem 3D' has become a premier interactive entertainment franchise and shows no signs of slowing as the title continues to sell-through at retail," said Ron Chaimowitz, president and chief executive officer of GT Interactive. "Obtaining the sequel rights allows us to expand the amazing growth and popularity of this dynamic property via integrated marketing campaigns and multi-platform versions."

"Teaming Duke Nukem, perhaps the most recognizable character in the PC industry, with the Quake II engine, the most advanced currently available 3D engine, is an amazing quadruple-win situation: for 3D Realms, id Software, GT Interactive, and especially players and fans of both Duke Nukem, Quake and high-action 3D gaming in general. What more can players ask for than combining the technology of Quake with the attitude and interactive gameplay of Duke Nukem!" said George Broussard, head of 3D Realms.

Acclaimed for its technological 3D brilliance, id Software's Quake joined Duke Nukem 3D at the top of the charts. id's Quake II engine has enhanced capabilities over its predecessor, the end result of which will allow gamers to fully immerse themselves in a 3D environment like never before. "id Software has long been known as a innovator in 3D gaming and we are excited to be teaming with 3D Realms, a leader in their own right and Texas neighbor," said Todd Hollenshead, chief executive officer of id Software.

But why is 3D Realms using the Quake technology rather than using their own Prey technology?

Head of 3D Realms, George Broussard, responds: "It's a very good question, but we have a very good answer. Our Prey technology is predicated on 3D hardware, such as the 3DFX card and the Rendition card. Prey will not work without the current best 3D cards on the market. When Prey is released late in 1998 only then do we believe there will be enough of an installed base to support sales of a high-end 3D hardware game."

"Obviously, we considered developing Duke Nukem Forever with the Prey engine," said Broussard, "but that would have put us in the position of releasing both Prey and Duke at nearly the same time, and we didn't want both games competing so close together and taking attention away from each other. Both games would have been hurt under that scenario."

Scott Miller, head of Apogee, adds, "We want to give Prey as much space as possible, so this meant getting Duke Forever done early in 1998, and to do this we need a ready-to-go, track proven engine. I called Todd Hollenshead, CEO of id Software, and got the ball rolling."

"We've actually been working on the game since January," said Miller, "prototyping new effects, adding game features, models, weapons, etc. We'll be showing Duke Forever in a back room at E3, at the GT Interactive booth, which will be the press' first glimpse of the game. Our goal is to release Duke Nukem Forever no later than mid-1998 and Prey late that year, making 1998 a big year for us."

Broussard continues, "Duke Nukem Forever will have all of the functionality of Quake and bring in the new Quake II functions, too, including support for 3D hardware, colored lights, Internet multiplayer capability (including a QuakeWorld similar setup) and other cool things too soon to mention. The Quake engine is a joy to work with and players have yet to see its full potential, which we plan to exploit. As Duke would say: 'This is gonna rock!'."

Broderbund Software Announces The Most Thrilling Train Ride Ever

Broderbund Software, Inc. and Smoking Car Productions are now taking tickets for one of the most anticipated and intriguing train rides ever. The Last Express, a real-time adventure game developed by award-winning game designer Jordan Mechner, steams out of the Gare d'Lest train station in Paris invoking players to find answers, as well as untangle a complex web of political intrigue, suspense, romance and betrayal.

The Last Express takes place on the world's most famous luxury train crossing Europe in July 1914 over a period of three days and nights, in a world poised on the brink of war. The player assumes the role of Robert Cath, a young American who is summoned to the train by his friend Tyler Whitney. Arriving late, Cath enters his friend's compartment to discover that something has gone terribly wrong. The player must find answers byexploring the rich, detailed 3D environment, interacting with characters as they move freely about the train, examining objects, engaging in climactic action sequences and uncovering multiple story threads, always moving closer to the truth OR to his own demise.

The exotic graphic look inspired by Art Nouveau and European comics creates a visual style in which every shot and every frame are beautiful, while remaining in harmony with the story and setting. The graphic rotoscoping style and hand painted characters also seamlessly draw the player into the story and character interaction.

"Regardless of how often I play The Last Express, I find myself endlessly engaged by the story, the characters, the puzzles and the overall beauty of the environment," said Ken Goldstein, Vice President and Executive Publisher of the Entertainment Studio at Broderbund Software. "This product culminates the efforts of many, especially the tremendous talent of Jordan Mechner, in producing a game that does what no other adventure game has yet attempted, create a real-time environment where the world around you is very much alive and the characters inhabiting it pursue their own agendas and objectives both independently and in reaction to the actions of the game player."

"The Last Express offers over 40 hours of rich, atmospheric experience that will have you feeling that you are really in the world of the game," said Jordan Mechner, President of Smoking Car Productions. "We focused endlessly on historical detail from the first day of concept until the day we completed the final master."

Over 30 major characters take a role in the game's story and become intricate pieces to the puzzles the player encounters on his journey. They speak in their native dialects and behave like real people on a train; dining during mealtimes, conversing with fellow passengers and moving about as they please. Real life swirls around the player as the train moves relentlessly onward. Among the featured characters are Anna Wolff, a beautiful young Austrian woman who has found international fame as a concert violinist; August Schmidt, a well-heeled German industrialist and arms dealer; Vassili Obolensky, an elderly Russian nobleman who boards with his 17 year old granddaughter, Tatiana; Alexei Dolnikov, a young Russian anarchist who has been following Vassili and Tatiana for three days and a large variety of internationally diverse men and women whose stories add to the drama of The Last Express.

The Windows 95/DOS/Power Mac CD-ROM versions of The Last Express is shipping to stores in the USA as a hybrid, with an approximate street price of $39.

The Windows 95 version requires a system running a minimum of Windows 95, 60 MHz Pentium, 8MB RAM, 35MB hard disk space, quad speed CD-ROM drive, and SVGA monitor running 640x 480, thousands of colors and a SoundBlaster 16 or compatible sound card.

The DOS version requires a minimum DOS 6.0, 66Mhz 486 DX/2, 8MB RAM, 35MB hard disk space, quad speed CD-ROM drive, SVGA monitor running 640x480, thousands of colors and SoundBlaster 16 or compatible sound card.

The Power Macintosh version requires a minimum System 7.1.2, 16MB RAM with 9MB free, 35MB hard disk space, double speed (quad speed recommended) CD-ROM drive.

Broderbund Entertainment's 1997 Lineup

Broderbund's lineup of entertainment titles for 1997 includes a wide variety of top-notch adventure, strategy, and action games. Titles on the horizon include:-

Riven, the sequel to Myst, the much anticipated follow up to the number one entertainment title of all time, Myst.

Warlords III: Reign of Heros, a medieval strategy game developed by Strategic Studies Group that releases this July.

WarBreeds, a real-time strategy game that lets players create and customize individual creatures through genetic research, developed internally by the Broderbund Entertainment Studio.

Take No Prisoners, a post-apocolyptic 3D action game developed by Raven Software.

The Logic Factory's, The Tone Rebellion, a real-time strategy game of conquest over one common enemy, the Leviathan.

The Last Express, Prince of Persia, Myst, Riven, Warlords III: Reign of Heros, WarBreeds, and Broderbund are trademarks or registered trademarks of Broderbund Software, Inc. All other marks are trademarks or registered trademarks of their respective companies.

Westwood Announces A Sequel to Lands of Lore

Westwood Studios, makers of the best-selling Command & Conquer game series, has announced that the sequal to Lands of Lore, Lands of Lore: Guardians of Destiny will be shipping in August on four CD-ROMs, packed with all the action, adventure, and magic gamers have been waiting for.

Guardians of Destiny reveals a rich and detailed story, with players assuming the role of Luther, who is both blessed and cursed by an uncontrollable transformation between beast, man and something in between. In a ironic twist, Luther finds himself on a quest to rid himself of this magical power or be destroyed by it. His journey takes him through the many realms of the Lands including the mighty Claw Mountains, the Huline Jungles, Halls of the Forgotten, and the mysterious City Of the Ancients.

"After three years and thousands of man-hours of development, Lands of Lore Guardians of Destiny is a crowning achievement of entertainment and artistry," said Louis J. Castle, vice president of creative development at Westwood Studios. "The game contains all the elements that adventure and fantasy fans crave, including intriguing lands, dozens of settings, quests, challenges, and adventures."

"Best of all are the situations and reactions of the people and creatures of the lands which players will encounter," continued Castle. "I've never seen anything like it in a computer game, and the technology alone should set Guardians of Destiny apart from all the games in this genre."

Guardians of Destiny will feature a high resolution polygon-based engine with true dynamic lighting, MMX support, and over four hours of video. SVGA will be supported by both MS-DOS and Windows95.

Dave Wadler (Game-Over! News Editor)

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