Original Sender : "Ryan RWP" <[EMAIL PROTECTED]>
---------------------------------


>The Voodoo Review is available ON-LINE (enhanced) at:
>http://www.voodoomag.com/vr99/current.htm
>
>February 23, 1999
>
>IN THIS ISSUE:
>-THIEF REVIEW
>-TUROK2 REVIEWS
>-MORE MX300
>-MORE VOODOO3
>-INTERNET GOODIES
>-...and the usual stuff to die for.
>
>Hi Voodoo Dudes....
>
>It's time once again for another update into the Voodoo happenings.
>Other then the launch of Voodoo3 approaching, there's not a lot of
>stuff happening.  For this issue I'll cover more on Voodoo3
>(additional info and comments left over from the previous Voodoo3
>update), talk about some great games and pass along an updated second
>opinion of the MonsterSound MX300.
>
>But hey, enough of my yackin'... what do you say... let's boogie!
>
>WHAT I AM PLAYING
>===================
>
>This is a good time to get caught up in some of the games that I
>missed, and one of the bigger titles was Thief: The Dark Project.
>This was one I saw in the EIDOS booth at E3 and thought it might be
>good.  After installing and playing I have to say that "good" is way
>too much of an understatement.  This is a freakin' GREAT game, and one
>that every Voodoo-owning adventure fan should consider.
>
>When I first loaded Thief I was struck by the quality of art, menu
>design and opening movie.  This is one of those games that you know a
>lot of talented people put some serious effort into.  The sounds alone
>make this game worth the purchase if you have a MX300 (or a SB Live!
>card with the new patch) Fortunately there's a serious game underneath
>that gloss.  It's rare that a game can convey a certain emotion beyond
>the now-common adrenaline rush, but playing Thief is different.
>Creeping around, hiding in shadows, sneaking up behind guards and
>knocking them unconscious, picking up their bodies and storing them
>somewhere they won't be found...  all this adds up to a delightfully
>creepy game that really makes me feel like I'm getting away with
>something I shouldn't.  As footsteps approach from behind a closed
>door, I actually start shaking worried that I'm going to be caught!
>Once spotted in the act of a crime (often causing me to jump out of my
>chair), it's time to fight or flee.  This isn't a game to play before
>you go to bed...!
>
>Thief might not be for everyone.  If you want to run around and shoot
>at everything is sight, there's not much here for you.  Multiplayer is
>non-existent which is fine by me.  The graphics are very good, but not
>the eye candy we've seen in other games like Heretic2.  But if you
>enjoy a well designed quest and love to get immersed in a game (and
>don't mind being on the wrong end of the law), consider Thief a
>must-purchase!
>
>Other then that, I've been into Turok2 a lot (read the review below)
>some more NFS3 and a bit further in Half-Life.  I nabbed a demo of
>NASCAR Revolution (full version now available) last time I was at EB,
>and like most EA Sports games it's got a quality presentation.  It's
>not a bad game, but overall I would rather play an arcade-style racer
>like Speed Busters with its jumps and insane courses rather then the
>serious sims.  I have a feeling that Revolution is a bit to "arcady"
>for the sim fans and too...umm..."boring" for arcade fans.  If anyone
>has the full game and would like to review it for this newsletter,
>please let me know.
>
>MX300 FOLLOW-UP
>=================
>
>Last issue I posted what a thought was a positive yet critical review
>of the Diamond MonsterSound MX300.  It seems there are a lot of
>MonsterSound fans out there who felt that I was unfairly down on their
>card.  I still stand by that review, but a few things have been
>brought to my attention that improves my feeling of this card.
>
>First and foremost, I mentioned that it doesn't support EAX
>(Environmental Audio eXtensions).  This is only partially true.  As of
>this writing it doesn't support EAX via HARDWARE, but it does support
>it through software.  Some games like Half-life and NFS3 will play the
>EAX features, others like the new Thief patch don't make the option
>EAX available on the MX300.  Rumor has it that a future update to the
>MX300 will include EAX support via hardware.
>
>Next, I mentioned that the MIDI was substandard.  There is a way to
>improve the MIDI patch as Graham Triggs points out..."Look for a file
>called GM.DLS on your system (it comes with the MS Interactive Music
>Synthesizer).  It's the Roland Sound Canvas patch in DLS form, and you
>can use it with the MX300.  Just hit the 'download' button on the MIDI
>panel, and select the GM.DLS file.  Instantly better music!!"  Thanks
>for the tip Graham!  There's also a better (yet more expensive) way to
>improve the MIDI on the MX300 that I forgot to mention in the review.
>The MonsterSound can accept a wavetable card, so if you have a
>WaveBlaster, Roland daughtercard, or even one of the original
>MonsterSound with the wavetable card, you can add this to the MX300.
>
>So I have the dilemma...  the MX300 with a MIDI daughtercard has moved
>up equal to the SB Live!.  On one hand, the MonsterSound supports A3D
>2.0 and 1.0 and WHEN (if?) it supports EAX it will be the clear
>winner.  However, the SB Live!  has better built in MIDI (and
>soundfont ability), native EAX support and digital fun (echo, reverb,
>chorus, etc.) for MIDI, wave and all other formats...  I still think
>that the Live!  is currently the card to get for people who like to
>mess with the audio for music and games.  However, the average gamer
>who wants the most gaming support and a "set-up and forget it" card
>will prefer the MX300.  Not to sound wishy-washy, but it's a dead TIE
>for the official soundcard of the Voodoo Review.  Pick which type of
>person you are and that's the perfect choice for you.
>
>MORE VOODOO3
>====================
>
>What would an issue of this newsletter be without blabbing on and on
>about Voodoo3?
>
>3Dfx had a media day in Texas (STB's HQ) last week and handed out
>Voodoo3 cards to all the people who attended for review.  It would
>seem that the Voodoo Review invitation got lost in the mail or
>something...  I'm not going to mention that a website dedicated to
>nVIDIA got to go and I, 3Dfx's longest and most faithful on-line
>supporter wasn't even considered.  But am I bitter....?  NAAAAAAA.
>Well, ok, maybe a little....
>
>Alright, enough whining....Voodoo magazine Editor-in-Chief Chris
>Kramer got to go and has been playing with his early evaluation model
>of Voodoo3 for a few days and turns in this report:
>
>"I went out to STB's headquarters in Dallas last week to get the full
>run-down on Voodoo 3.  While the card isn't the true "next-gen" 3D
>accelerator, there are still plenty of people out there thinking of
>upgrading from their current Voodoo Graphics or even Voodoo Rush cards
>(yikes!).  Solid 2D performance due to the Banshee core and lightning
>fast 3D.  Think of Voodoo 3 as a Banshee with a second TMU and an
>integrated 16MB of memory.  When I came back home to the Bay Area
>after my stay in the Lone Star State, I bravely installed the new,
>unfinished prototype in my system and crossed my fingers.  I've now
>been running the card in my main PC for the past few days with
>absolutely no issues.  I've played EverQuest, killed some Half Life
>ass online at the game's max resolution (it's very easy to snipe at
>1280X960) and run a bunch of new Beta software.  So far, no problems
>at all, which is more than I could say for either Banshee or Voodoo 2.
>I've yet to run into any of the problems that some of the web guys
>have (especially Sharky and Tom, who seem to have gotten bum hardware)
>and I've been very impressed with the stability of the drivers.
>32-bit this and TNT that, Rage128 here and image quality there.  Blah,
>blah, blah.  I've seen the screenshots online and read the complaints
>of people who have nothing better to do with their lives than obsess
>about such details.  I saw the screen shots posted on AGN3D and, while
>the color differences are interesting to note, is it really that
>noticeable when you're running down the hallway at 60 fps at 1024X768?
>Not if you're playing right.  When it comes down to it, who do you
>trust?  3Dfx has worked pretty damn hard these past few years to earn
>our love and I'll be scuppered if I'm going to get fired up by
>products from S3 or ATi.  Does anyone remember the first ATi 3D card?
>Scott Sellers used to refer to it as a "3Decelerator."  Truth of the
>matter is, when 32-bit color becomes important for games without a
>resulting loss in frame rates, 3Dfx will deliver.  Until then,
>everything else you read about on the net is suspect.  We're going to
>have an in-depth look at the new hardware coming up in our Spring
>issue, which should be on newsstands as early as March 18.  Until
>then, I've got some more skulls to split with my crowbar."
>
>Thanks for the report Chris!  Now where's MY damn card...?  :)
>
>A lot of people are thinking that since they are sitting pretty with a
>Voodoo2 or two Voodoo2s in SLI they are going to skip Voodoo3 and wait
>for the next big thing.  I have no problem with this, they are mostly
>correct.  However, I feel they will miss out on the following
>advantages: 1) free PCI slots.  OK, not everyone needs to free the
>slots, but still....  2)getting rid of that pass through cable....  If
>you use the 2 monitor cable solution (BNC connectors), then it would
>be nice not to have to switch monitor inputs, right?  3) Better image
>quality...  compare Thief on a Banshee versus Voodoo2 and you will see
>it looks nicer on Banshee but not as fast.  Speed wins of course, but
>Voodoo3 will be the best of both worlds.  4) Resolutions beyond
>1024x768 (or 800x600 on a single Vodooo2 card).  Extra room for more
>graphics on the screen is always a good thing.  And when you think
>about it, if you could sell 2 Voodoo2 cards and/or a 2d(/3d) card to a
>needy person you might be able to score enough money to pay for the
>Voodoo3.  It's just a thought....
>
>The game bundle is still TBA, but I read somewhere that a 3Dfx rep.
>is saying one of the games is an arcade game that isn't commercially
>available for the PC.  Thinking about 3Dfx's arcade experience, that
>rules out NFL Blitz (available).  The Quantum3D Banshee cards have the
>arcade racer San Francisco "Rush the Rock" packed in but it's not on
>the retail shelves, so that is a good guess.  I just hope it's a newer
>version than the awfully flawed version packed with the Q3d card.
>Another good guess would be the fighting game Mace.  A PC version of
>Mace was running in the 3Dfx booth at E3 two years ago looking better
>then the 3Dfx-equipped arcade version.  At the moment Mace is still
>only available for N64, so I would say it's a contender.  Another
>possibility is Blitz '99....  Your guess is as good as mine because
>3Dfx ain't tell me nutin', no matter how hard I beg.  We should find
>out soon.
>
>EBWORLD is now taking pre-purchases for the Voodoo3 cards.  And taking
>a cue from this newsletter (just kidding!) they are now taking
>pre-orders on the top-of-the-line 3500 model.  However, the proposed
>release date for the 3500 is May 15th.  The info on the 2000 and 3000
>models still indicate an April 1st release, and I predict the first
>run will be a sell-out.  Here's a link to more info on the V3 cards:
>http://www.ebworld.com/ebx/billboard/pages/voodoo3/
>
>Have you been by the 3Dfx site lately?  If not, they have a very cool
>Shockwave style teaser for Voodoo3 that's got to be seen to be
>believed.  Whoever designed this for them....  My hat is off to ya!
>http://www.3dfx.com/
>
>Lastly, you my be hyped for V3 or you may be thinking "so what....?",
>but I'll bet you would take a FREE Voodoo3, right?  If you want to nab
>one of the first off-the-assembly-line Voodoo3 3000 cards, head to
>this link and fill out the survey.  But you gotta act now because the
>contest ends Feb.  24th at noon (I don't know why this is only a 2-day
>contest)!  http://www.3dfx.com/view_io.asp?id=100
>
>'ROUND THE 'NET....
>====================
>I've stumbled across a couple websites that you might want to check
>out:
>
>I'm not quite sure what the "CPR" is in CPR Extreme, but never mind...
>it's a cool site nonetheless.  Reviews, Interviews, Screenshots,
>chat...  just about anything gaming related is there for your surfing
>pleasure.  http://www.cprextreme.com/
>
>Sierra is very excited about their upcoming space combat sim based on
>the TV show Babylon 5.  And it would seem they have every right to be
>since it's, as they put it, "being co-designed and co-authored by the
>show's own highly respected creator and science-fiction "guru" J.
>Michael Straczynski."  This game will be Pentium3 enhanced (damn...now
>I need to get a new CPU...) and should be out later this year.  I'll
>keep an eye open for it at E3 this year, but until then check out this
>website that have for it.  It has a lot of official Babylon 5 info
>that will be included in the game: http://www.b5games.com/
>
>Joan at SharkyExtreme has checked out a new racing game from Rage
>Software called Midnight GT.  It's intended to be the best of various
>racing games such as Motorhead, NFS III, Grand Tourismo, the Ridge /
>Rage Racer series, the Test Drive series, Grand Prix Legends and Colin
>McRae / TOCA1 & 2.  For more info, head to :
>http://www2.sharkyextreme.com/games/rage_midnightgt_p/
>
>Half-Life fans take note!  There's a new demo out and it's a whole new
>level, and not something pulled from the retail game.  To find out
>more on the most talked-about game of '99 (so far), and to download
>the "Half-life: Uplink" demo, head to:
>http://www.hotgames.com/games/halfli/review.htm
>
>Wilson has done his usual great job of sending in some interesting
>looking previews to upcoming games:
>
>Gamecenter has a preview of a Shogun: Total War.  Kurosawa and Samurai
>fans will want to keep an eye open on this turn-based OR real-time
>game that combines a top down Risk-like game with Myth-style combat.
>http://www.gamecenter.com/News/Item/0,3,0-2472,00.html
>
>If you liked MotoRacer but want a more realistic motorcycle sim, look
>no further then EA Sports :SuperBike World Championship.  Check out
>screenshots and download a demo at:
>http://www.easports.com/99/superbike/main.html
>
>I still haven't nabbed DethKarz yet, but what I saw running in the
>3Dfx E3 booth last year looked pretty good.  The game has been out for
>a couple months now and has received good press, like this review at
>Gamers Central:
>http://www.gamerscentral.net/articles/99/2/dethkarz/index.html (If
>anyone from Melbourne House or Beam Software is still on this mailing
>list, how about a review copy?  :))
>
>The fine 3D Racing Mania site has some killer shots from Rally
>Championship '99.  Damn, look at the paint jobs on those cars!
>http://3dracing.allgames.com/screenshots/rally99.html
>
>Homeworld is being called "the first of a new breed in RTS" games.
>The in-game screenshots look cinema quality, at least in this preview.
>If the gameplay can keep up, this one could be a real winner:
>http://www.gamerush.com/previews/homeworld/index.htm
>
>Brent "3-Fingers" Jacobs has announced a new addition to his site that
>fans of fps should check out.  "The master of game aliases, config
>files, map editing and other neat gaming tricks has decided to put up
>a page at the 3 Fingers' and Heron's Hot Rod Shop.  Mad Dog has built
>quite a reputation with the 3Dfx Voodoo2 News Group gurus as being the
>man in the know when it comes to even the most complicated aliases and
>.cfg files.  I kid you not, check out his site and you most certainly
>will learn a few new tricks (no matter how advanced your alias/.cfg
>skills may be).  "http://www.voodooextreme.com/3Fingers/maddog/
>
>Those mentally challenged (in a good way) dudes at Game Asylum have a
>cool interview with Jane Jensen of Gabriel Knight 3 fame.  Jane chats
>about importance of character, Full Motion video, and other
>interesting subjects....
>http://www.gameasylum.com/interviews/gk3/gk3.shtml
>
>TUROK2 REVIEWS
>=================
>
>My Hawaiian buddy Ari Clark (congrats on tying the knot!) sent in a
>warning about the new FPS from Acclaim Turok2: Seeds of Evil.  But who
>am I to listen to common sense; I went out and bought the game anyway!
>So here is a first for the Voodoo Review...  dueling reviews.  First
>up, Ari's opinion:
>
>"Most of you Turok lovers know that Turok 2: Seeds of Evil by
>Acclaim has been released. This game promised to be a visual
>treat of creatures with rippling skins and bulging muscles, more
>weapons, bigger levels, more "goals" and multiplayer. Instead, I
>found it to be a complete disappointment.
>
>Lets start off with graphics shall we?  After all, this is a 3D
>review.  :-) The water effects are very nice, and very reminiscent of
>the original Turok.  Bullets and shots fired into the water now cause
>splashes and ripples which also have reflections on the water's
>surface, as do bullet casings that fall into the water.  The problem
>is that the water reflects splashes, but nothing else.  It doesn't
>reflect your character, weapons fire, enemies, etc.  I don't
>particularly care for the selective reflections myself.  Colored
>lighting is used, which really adds to the atmosphere, as does the
>background sounds.  The problem is that the colored lighting is all
>wrong.  For instance, yellow flames make brown walls light up bright
>turquoise!  Also, with weapons that fire multiple shots sometimes the
>lighting effects don't engage until the 4th or 5th shot, which just
>looks freaky.  In addition, the lighting doesn't seem to follow any
>particular light sources.  The area just sort of randomly flashes
>color when your firing, and it doesn't always seem to be consistent
>with your guns firing, the explosions, or where the rounds are
>traveling.  The background sounds are a nice added touch, but overall
>sound is poorly executed in the game.  An enemy 10 feet away has
>footsteps the same volume as one 100' distant and 3 rooms away.
>Shadows are also somewhat disappointing, in that they are simple round
>dark blobs on the ground, rather than being at least of a similar
>shape as the object that casts them.  Also, there's a graphical glitch
>in which dead enemies fall on their shadow, and suddenly the shadowed
>area looks like its not drawn properly.  The blood effects are also
>similar to the original Turok, though sometimes now your shots will
>cause blood to be splattered on the wall or floor behind your victim.
>However, the blood sometimes disappears in mid-air, and the fact that
>enemies still just disappear in about 7 seconds after dying is really
>annoying.  For instance, one weapon is the Cerebral Corer, which
>attaches to your victims head and then sucks out their brains and
>accompanying blood.  It looks like it empties a good 5 gallons of
>fluid from your enemy, which hits the ground, splashes a bit, and
>immediately disappears.  There are also many graphics simply missing
>from the game.  Its actually kind of common to walk into an area, see
>a crane above you with a hook hanging about 20' beneath it, with
>nothing attaching the two.  It also doesn't help things any that many
>enemies that are seemingly too tall to fit under a hanging or
>suspended object will run right through it, or that no characters
>mouths move in the game even though many are talking (though the
>latter is the case in many games).  Hmmm...sounds like I wasn't too
>impressed with the game, doesn't it?  Well, it gets worse.  There are
>6 main problems which absolutely ruin this game for me.  First, the
>scale is all off.  During the entire game you feel like a midget (no
>offense to the vertically challenged).  You have the feeling that
>you're about 3 feet high in comparison to the rest of the environment.
>Its almost as if the levels weren't as large as they'd promised, so
>rather than expand them, they just shrunk the player.  Second, you
>can't run!  I can't find the run key, and neither can any of my
>friends!  Considering your movement speed is just above "creep", it
>makes the game veeerrrryyyy sllloowwww.  Third, what happened to the
>wonderful skins that were going to stretch over bulging muscles and
>ripple with movement?  Instead I get average skins stretched over
>seemingly low-count polygon characters, some whom have perfectly
>cubical heads (I'm talking about the humans here).  Oh sure, Turok and
>his magical blue-white woman look nice, but children and other humans
>have cube heads and flat faces.  Most creatures have more detail to
>their heads, but their bodies are so angular you can practically count
>the poly's by sight!!  Fourth, what is it with the flat sprites?
>Blood, ladders, flame, parts of your enemies bodies (spines, teeth,
>etc.), are all flat sprites, and if you look at 'em from just about
>any angle, you can tell they're two dimensional pictures.  Fifth,
>while the number of weapons in the game is quite impressive, and some
>of the details are very nice (like the fact that the spinning razor
>blade will be bloody when you catch it if you hit an enemy with it),
>they really are quite buggy.  Let's look at 3 in particular, the
>spinning blade, the flame thrower and the nuke.  The spinning blade
>constantly gets stuck behind objects, spins there for a couple
>seconds, then just magically appears back in your hand.  The flame
>thrower shoots out a glowing yellow THING that looks like a big piece
>of flat, 2D tape with no depth.  To its credit though, when it hits
>water it does make it steam.  Finally, the nuke.  You fire it, and it
>creates a chain- reaction several dozen feet away from you with sucks
>in energy from its surroundings then explodes, filling the level with
>plasma and shockwaves.  It also has no effect on things like explosive
>barrels, even when fired directly at them.  With the OOMPH of this
>weapon, you'd expect more from it.  Finally, there's the vision
>limiter.  Sometimes this shows up as a plain black curtain, and at
>others it's the old fog from the original Turok.  While it does give
>you a further vision range than the original, its still plain cheesy.
>Especially when you fire multiple bright fireballs from the phoenix
>cannon or glowing flares into the darkness, and they just disappear
>from view.
>
>The gameplay is similar to the original, with you walking (not
>running) around shooting dinosaurs and biobeasties, picking up
>weapons, health, keys and "diamonds".  New to the game is your job of
>rescuing random children in cages, which I really don't understand.
>You find one, hit a lever, the cage opens, you run up to the child, it
>stops crying and says "thank you Turok" without moving its mouth, and
>then disappears.  There are also other minor "goals", such as turning
>on emergency beacons and the like.  Overall, after playing other FPS
>games, this one is just plain bland.  While the graphics are
>hyper-saturated with color and the weapons effects are pretty, they're
>also filled with glitches and the gameplay just doesn't have anything
>to keep you playing for more than about 15 minutes, if that.  It is
>quite obvious that this is a console port, and not a game designed
>more for the PC audience.  If you liked the original Turok, and want
>more of the same but with a further field of vision, more weapons and
>enemies, and multiplayer, pick it up.  However, if you're expecting
>something that is a real technological advancement over the original
>Turok visually and gameplay-wise, or if you've been playing REAL fps's
>lately, this game is somewhat of a disappointment, especially with all
>the promises it has made during its hype period.  So to all of you
>readers out there, good luck with your purchase choices, and happy
>gaming to you all!
>
>BTW, the machine this was tested on was a PII-400, 192mb RAM
>and a Diamond Monster 3D II w/12mb, DX 6.1 and the newest
>reference drivers from 3Dfx."
>
>THANKS for the review Ari!  Now what did I (Dave Whittle) think of
>it???
>
>Heh...  I'm probably going to get blasted for saying this because the
>game does indeed have all the flaws Ari mentioned (and then some), but
>still...  ahem I like it.  I could go on about the awful collision
>detection that will have your slain victims falling THROUGH walls.  I
>could mention that 3D sound is painfully lacking.  I could mention the
>often linear nature of the game with the occasional "did I miss
>something somewhere" surprise.  But still, I hate to say it...  I'm
>having fun playing this game.  It is very much a console port, as the
>first Turok was, but with more.  First of all, you get to save
>anywhere.  I believe the N64 version allows you to only save at
>selected points.  Also, the graphics, buggy as they are, are still
>pretty fun to look at on Voodoo at 1024x768.  And the multiplayer
>should win some sort of award for not only being incredibly simple to
>get running on the Internet but also including the very cool feature
>of "text-to-speech".  This means whatever your opponent types, you
>hear it spoken to you.  Of course NO ONE playing on the Internet
>abuses this and types anything obscene (yea, right!).
>
>Like the first Turok game, its quick, dumb action and fun violence can
>make for a couple minutes of fun or a couple hours past bedtime.  In
>fact, if it wasn't for Turok2 this issue of the newsletter would have
>been out last week!  If you're into Half-Life and don't want to bother
>with an idiotic FPS game, then you might want to take Ari's advice and
>steer clear.  But if you don't mind a few odd visuals and just want a
>simple, fun, addictive "find the switch, free the kids, and shoot
>every creature in sight until it's a bloody mess" game, then Turok2 is
>for you.
>
>If you are unsure, try the 24meg demo, courtesy of our friends at
>3DFiles: http://www.3dfxmania.com/games/turok2.shtml
>
>
>ODDS & ENDS
>=============
>
>THIS JUST IN Spotted on Voodoo Extreme...  new reference Banshee
>drivers from 3Dfx.  If you are running a Banshee board 3Dfx recommends
>using the drivers from your manufacturer, but I usually use the latest
>from 3Dfx.  If you are lucky enough to have a MetaByte board then
>stick with the Metabyte drivers because they are tweaked beyond
>3Dfx's.  All other manufactures usually just adopt the reference
>drivers.  I'm downloading these as I type they and if there's any
>problem I'll let ya know.  Bill Ball (www.billsworkshop.com) says they
>are good and that's good enough for me.
>http://www.3dfx.com/view_io.asp?ID=23
>
>I got word from Dynamix that they have submitted a "Gold Candidate"
>for Starsiege.  This means they think they have finalized their
>Mech-style game and barring any problems it should hit the shelves
>pretty soon.  What they had running at E3 last year made my knees go
>weak (that's a good thing) so this is definitely one to keep your eyes
>open for.  If you see the ad for Starsiege in the gaming magazines, be
>sure to read the quotes!  :)
>
>If you haven't bought that Banshee card yet and you are a big movie
>and/or arcade racing fan, then the Guillemot has the card for you.
>The Maxi Gamer Phoenix is the first Banshee card to offer DVD decoding
>software (assuming you have a DVD drive without a hardware decoding
>board).  They are shipping the XingDVD player with the Phoenix, both
>at the low price of $89.99 US.  Guillemot also announced that they
>will also bundle in Ubi Soft's Speed Busters (be sure to check out my
>review of SB in the next issue of Voodoo magazine).  Head to the newly
>redesigned Guillemot website for the scoop: http://www.guillemot.com
>
>Owners of the Wicked3D eyeSCREAM can claim something that even
>Nintendo can't...  "virtual reality Mario!"  Here's a note I got from
>Nick Ridley....  "Have to say, even Miyamoto-san would surely be
>impressed (despite the controversy) to play Mario 64 in real 3d thanks
>to the eyeSCREAM drivers.  With a bit of the usual tweaking you can
>get it to look pretty reasonable.  "
>
>Soccer fans take note...  Wilson passes this along that "there's a new
>patch for EA Sport / FIFA99 which make full use of the V2 SLI .  Once
>you patch it you can run the game at Hi Res , 1024 x 768 with Triple
>buffer, the original game can only run at 640 .  Well I have to tell
>you after I patched it I was stunned by the amazing graphics now.  I
>keep playing the European league.  For Voodoo fans out there it's a
>must have.  Great work from EA Sport."
>
>Descent3 fans probably already get the Descent newsletter, but in case
>you missed it there's a new Descent3 demo and patch to take the game
>up to version 1.1.1.  It fixes a lot of bugs so if you like the game
>head to: http://www.interplay.com/descent3/fdemos.html
>
>FINAL THOUGHTS
>================
>
>Those of you fine people looking forward to the next killer issue of
>Voodoo magazine...  it's at the printer.  If you are heading to the
>Game Developer Conference, be sure to nab one while you are there.  If
>not, you should see it on the newsstands around March 18 and
>subscribers should find a copy in their snail mailbox about a week or
>so after that.  It should be a good one, the game Giants is on the
>cover, lotsa reviews and previews, the Voodoo gaming awards of '98,
>Voodoo3 article (surprised?  :)), Banshee benchmarks, a technical
>article by Gary "da man" Tarolli...  and a whole lot more.
>
>The Voodoo3 reference cards are heading out, so I hope to have a
>hands-on report to you SOON.  Until then, I'm going to chill out with
>some more Thief and Turok2.
>
>If you spot any Voodoo or 3D gaming related info around the net,
>please let me know about it!  E-mail me at [EMAIL PROTECTED] or ICQ me
>(#328785) and let me know what's going down.
>
>Until next time....
>
>HAPPY GAMING!
>
>-dave whittle
>Columnist & Online Editor for Voodoo: The Official 3Dfx Magazine
>
>For info on the Voodoo Review (3Dfx) newsletter,
>head to http://www.voodoomag.com/vr99/faq.htm



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