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 ---------------------------------------------------------------- Compu-Mania MailingList is provided by PT Centrin Utama Maintained by : [EMAIL PROTECTED] To Post a msg : Send mail to [EMAIL PROTECTED] To Unsubscribe : Mail to [EMAIL PROTECTED] BODY : unsubscribe Compu-Mania For more information, send mail to [EMAIL PROTECTED] with "HELP" in the BODY of your mail (without quote). ----------------------------------------------------------------
