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DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

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Page 1: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain
Page 2: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

I wanted to d osomething verydifferent fro mwhat hadalready bee ndone: take apivotal part o fhistory and loo kat it from bot hsides .

AN INTERVIEW WIT H

LARRYHOLLAND

to pursue a doctor-ate at U.C . Berke -ley . At that point, Idon't think I'd everseen a computer ,even in college .During the dawn ofthe computer age, Iwas traveling allover the world.When I got here, I was working as a che fat a restaurant in Berkeley — and I real-ized I didn't particularly want to do tha tfor the next six years while I worked o nmy doctorate. At the time, my roommatehad an Atari 800, and he was into pro-gramming. I thought, "Hey, what a coo lmachine!" So I finally got a Commodor e64 and spent all my spare time teachingmyself how to use it . Back then, that'show most people got started with com-puters . There were no books, no classes— you had to teach yourself and rely o nother people who had computers . I'd

always wanted to build some-thing, but I just hadn' t

found the right medium .Computers seemed to me t o

be the perfect combination o fengineering and cre-ativity.

I finally got a jobwith HES (HumanEngineered Software) .So I got out of the

kitchen and into pro-gramming . Since then, com-puters have become my

life's passion . And I still have the flexibil-ity as an independent contractor to takeclasses and keep learning about historyand anthropology in my copious spar etime. (laughs )

Your games are very historically accu-rate . What goes into your research for agame ?

H

ow did you get started design-ing and programming comba tflight simulators ?

It all started with myinvolvement in the PHMPegasus and Strike Fleet

projects . Noah Falstein was the gamedesigner on those games, and I was thesoftware designer. Both were modernnaval simulations . After that, I starte ddoing research for a third naval simula-tor, and I became very interested in theWorld War II carrier battles between theU. S. and Japan . I was also interested indoing some kind of air simulator — Iwanted to create a game that was upclose, fast paced, and action oriented .The problem was, we needed the propertechnology. I didn't want to do anotherpolygon based simulation, where it washard to recognize the different aircraft .So I started working with bitmaps, tomake things more recognizable, andhopefully more enjoyable . Once I'ddeveloped the technology, I realized tha tno one was really doing World War I Isims . It's really one of the most interest-ing periods of history, especially in term sof air combat . That's how Battlehawks1942 was born . At the time, I didn' treally think, "Oh, I've got seven gameshere, we can do a whole series ." I wa sjust worried about getting the first onedone! I wanted to do something very dif-ferent from what had already been done :take a pivotal part of history and look a tit from both sides . Up to that point ,flight simulators really focussed on th e

planes, rather than the times, the people ,and how the battles influenced th ecourse of the war . That's what I set outto do with Battlehawks, and it's becomemy philosophy for all the sims I've done .

How did you get started programming ?My background is in archaeology and

anthropology, actually, so I've alwaysbeen interested in history, in the dramaof things. In 1981, I came to California

Well, Igo tothe library . I reada ton of books ,mostly first personaccounts, as wellas some strategi coverview . As fo ranalysis and inter-pretation, I like toleave that for the

player . I give them the facts and detailsas accurately as possible, and let theplayers draw their own conclusions . Wealso talk to living experts, including for-mer pilots and historians. I try to get ahandle on the issues of the war . It's veryimportant to decide what strategic ele-ments a player should have control over .Of course, there are infinite factors, bu twe focus on a few key elements tha twere crucial, like oil production i nSWOTL .

How important is it to have a realisti cflight model in an air combat simulator ?

It depends if you're talking about per-ceived realism, or the way it reallyworks . The two are very different . Weget letters from former pilots, who say,"Wow! This is great! This is just like Iremember it ." They're talking about agut, sensory impression about the real -ism of flying and interacting with othe rplanes — not the hard-core mathematicalmodels . So far, I've focussed on that gu tfeeling of realism rather than the stric tmathematical stuff. I've emphasizedplane to plane engagement, seat of thepants flying . I like to keep the controls assimple as possible, so someone can jumpin and enjoy the game. Of course, themore technically accurate the flight mod-el is, the more difficult it is to fly . Unlessthey're really familiar with flight simula-tors, people tend to be intimidated byhaving to learn the uses of a bunch o fdifferent keys . That makes a game hard

to get into . I want them to be able to hopin the cockpit and fly.

Of course, the flight model hasimproved over the course of our fligh tsimulators . In fact, I was afraid it wouldget too difficult, so I broke it up into reg-ular and advanced modes . Ultimately, I'dlike to do games that are variable andconfigurable, so that we can make asmany people happy as possible .

What do you think the impact of tech-nology will be on flight simulators over th enext few years ?

Up to now, we've seen a very steepchange in horsepower, and that's wha thas allowed sims to advance so rapidly. Ithink we're reaching a plateau in thatregard, though . I'd like to see improve-ments in the way video cards work .Right now, a VGA card is a bottleneck .The memory on a video card is slower t oget to by a factor of 15 to 20 than th ecomputer's main memory. Typically ,flight simulators use 320x200x256 reso-lution graphics. Although there are high-er VGA standards available, there justisn't the horsepower to push that man ypixels around at the rate necessary in aflight simulator . So unless we see achange in the way video memory is han-dled, we won't be able to go to a higherresolution .

CD-ROM will definitely have a superimpact. Right now, CD technologydoesn't have the speed we need for aflight simulator, but there are other ben-efits to the technology . Sound is incredi-bly important . And there's also a benefi tin terms of how we deliver the product .The games being made now are justmuch too big for the media we're using— we're talking about games that com eon 10 disks and take up tons of room o nyour hard disk . With CDs, we can buildbigger games that won't take up thre equarters of your hard disk.

How did you choose the four expansiondisks for SWOTL ?

We knew everyone wanted to see th eP-38. I didn't think it belonged in th eactual game, because it was much mor eimportant in the Pacific Theater . Buteven before we released the game, manyof our customers told us how much theywanted to fly the P-38, so that was a nat-ural choice . The P-80 is a natural choice ,too, because it lets you get up to par withthe Germans. It would have been th efirst reasonable American jet — in fact ,four of them did make it to Europ ebefore the end of the war. Some peopl e

a

Page 3: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

"Going from aprop-drivenplane to a jetwas like gettingout of an old carand getting intoa brand newone."U.S. Air Force Captai nThomas Marsters, formerT-33 flight instructor

wanted to see British planes like th eMosquito or the Lancaster, but I wantedto keep to the theme of Secret Weapons ofthe Luftwaffe, ® which is Americans vs .Germans . I chose the two Germanplanes, the He162 and the Do335 ,because they were the two really impor-tant interceptor aircraft that didn't makeit into the war . They're both very uniqu eplanes, and they would likely have bee nused in the role of intercepting bombe rformations .

In the course of the series, yourgameshave shown a lot ofevolution, in terms of

both subject matter and style . Whatbrought about these changes ?

After Battlehawks, I had a lot of newideas. I wanted to focus on another piv-otal battle, something with a "what if 'possibility, that might have gone eitherway . I chose the Battle of Britain becaus eit fit those criteria, and it was also such agreat story . Also, World War II is a pret-ty huge area to cover, so it was best if w eused some discrete period . WithSWOTL, I wanted to draw in some of th emodern jet simulator fans who didn' tlike World War II sims because theythought there weren't any cool, fastplanes back then. I wanted to say, "Hey ,this was the dawn 0f modern aviation! "

I've had a kind of "kitchen sink "approach to each new game . I guess Ikeep trying to make everyone happy,which is impossible . But it's fun andchallenging to keep thinking of moreways for the player to interact with theproduct on different levels . I want tothank our customers for all their idea sand passion . They really keep me on mytoes and make this an interesting, excit-ing job . ESC

LOCKHEED P-00 SHOOTING STARThe P-80 Shooting Star ,the first operational U .S .

jet fighter, earned its reputation inthe late 1940s and during the Kore-an War. The P-80 was designed andbuilt in 1943, at a time when coun-tries 0n both sides of the war wer escrambling to put jet-propelledfighters into aerial combat . Devel-oped in record time, the ShootingStar was to be the aircraft that coul dcombat the German Me 262 jetfighter and the Me 163 rocket fight-er on equal terms. Had the war beenprolonged, the world's first jet-ver-sus-jet battles would likely havebeen fought between the P-80 andthe Me 262 .

"Flying a P-80 was such a fantas-tic feeling offreedom, like having a je tengine strapped to your butt . "

U .S . Air Force Second Lieutenan tWilliam Burns, former P-80 pilo t

Performance Data :Powerplant : One Allison J-33-9/1 1jet engineThrust : 4,000 poundsTop speed : 558 miles per hour at27,000 feetStandard armament• Six .50-caliber Colt-Browning M 2machine guns, with 300 rounds pergun, mounted in the nose

LOCKHEED P-38 LIGHTNIN GOne of the most innov

ative, versatile, and recog-nizable aircraft of the Second WorldWar, the twin-boomed, twin-engined P-38 Lightning saw exten-sive action on every battle front . I nEurope, the P-38 was one of th emain long-range escort fighters fo rU .S. bombers until the arrival of theP-51 Mustang, and in North Africaand the Mediterranean, Luftwaffepilots called it Der GabelschwanzTeufel (the fork-tailed devil) . In thePacific, its heavy firepower andexcellent durability proved to b edevastatingly effective against thelightly armored Japanese fighters ,and P-38s shot down more Japanes eaircraft than any other U .S. fighter .Although not asl fast or maneuver-able as the P-51 'Mustang or the P -47 Thunderbolt; the P-38 was com-pensated with formidable arma-ment, outstanding range, and thesafety factor of twin engines, whichusually allowed it to get back to baseeven if an engine was shot out.

"As far as handling, tke P-38 wa sfirm but very good, it was a realsmooth airplane. You could fly i thands-off very nicely . And for an air-plane of that weight and that power, itwas extremely maneuverable. "

U.S. Air Force Lieutenan tColonel Burton Van

Performance Data:Powerplant: Two Allison V-1710-89/91 inline enginesHorsepower: 1,425 at sea level ;1,600 at war emergency powerTop speed : (H) : 402 miles per hourat 25,000 feet (J) : 414 miles perhour at 25,000 fee tStandard armament:• Four .50-caliber Colt-Browningmachine guns, with 500 rounds pergun, mounted in the nose• One 20-mm Hispano cannon,with 150 rounds, mounted in th enose

HEINHEL HE 16 2 VOLKSJAGERA light fighter born out of therubble of Germany in the final

months of World War II, theHeinkel He 162 will be forever asso-ciated with the last desperateattempts of the Third Reich to holdback the inevitable tide of defeat .Designed, tested, and mass-pro-duced in an incredibly short periodof time, the jet-powered Volksjager,or "People's Fighter" would, in thefantasies of Adolf Hitler, HermannGoerring, and other Third Reic hleaders, blast large enough numbersof Allied aircraft out of the skyabove Germany. Despite its remark -able production schedule, however,the He 162 became operational toolate to make any difference in the ai rwar, and the plan to use hundredsof sixteen- and seventeen-year-oldHitler Jugend (Hitler Youth) as He162 pilots in Germany's finaldefense was never realized .

"In view of the fact that the He 162never saw combat, we are left with th eintriguing ifpurely academic questio nof how it would have made out if i thad been used in anger. It would cer-tainly have made an effective gun plat -form, and its small dimensions woul dhave made it difficult to hit. Even ifsomewhat underpowered, it had agood performance — it could certain-ly have run rings around the contem-porary Meteor — but it was no air -plane to let embryo pilots loose on ,and it would have demanded morethan simply a good pilot to operate i tout ofa small airfield. . . . had . . . thenecessary fuel been available, the He162 might well have got in among ou rbombers in numbers at a time whendesperate measures might just hav eachieved sensational results . "

RAF Captain Eric Brown ,who test-flew the He 162 in 194 5

Performance Data :Powerplant: One BMW 003E-1 orE-2 Orkan single-shaft axial-flowturbojetTop speed : 491 miles per hour a tsea level, 521 miles per hour a t19,700 fee tStandard armament• Two 20-mm Mauser MG 151 can-nons, with 120 rounds per gun ,mounted in the lower nose sectio nof the fuselage

DORNIER DO 33S PFEI LNicknamed the Pfeil, or"Arrow," the D0 335 employe d

a radical centerline thrust concept.Two engines were mounted on thefuselage, one with a conventionaltractor propeller in the nose and theother with a pusher propellerbehind the tail . Because of this"push-pull" arrangement, the D o335 was the fastest piston-engine dfighter ever built — with greatermaneuverability and speed thantwin-engined aircraft with moreconventional, wing-mountedengines . The innovative Do 335 sig-nalled the last hurrah for the piston-engine fighter, as the jet came t odominate the military aircraft sceneafter the war.

" . . .Ifound tke Do 335 lively to fly ,and right from the short takeoff ru nunder the smooth roar of the twoDaimler-Benz DB 603s it affordedthat comforting feeling ofbeing over -powered, a gratifying sensation thatone seldom experiences. "

RAF Captain Eric BrownPerformance Data :Powerplant : Two Daimler-Benz DB603G 12-cylinder inverted vee air-cooled engine sTop speed : 474 miles per hour a t21,325 feetRange : 1,280 miles ; 2,330 mileswith drop tan kStandard armament• One 30-mm MK 103 cannon, with70 rounds, mounted through thepropeller spinner in the nos e• Two 15-mm MG 151 cannons,with 200 rounds per gun, mountedon the upper cowling of the fron tengin e

HE 162

DO 335

THE ADVENTURER

Page 4: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

The Kitche nSink Factor

There seemed tobe, if not some -thing for every -one, at leastsomething for alot of differen tgaming tastes.

Above right: When youplay The Secret of Mon -key Island 2: LeChuck'sRevenge, you decide in thebeginning whether yo uwant to play the easierMonkey Lite or more chal-lenging Classic mode.Above : Indiana Jones an dthe Fate of Atlantis offersthe player three differen tpaths to Atlantis.

THE ADVENTURER

B Y N O A H F A L S T E I N

The true measure of a game ultimately boils down to a simple

question: Is it fun? The answer tothe question is also 0ften a simple

yes or no . But the reasons for the answer ,as well as the answer itself, vary widelyfrom person to person . Fun is a very sub-jective yardstick . The game designer isoften faced with design decisions thatwill make a game more fun for som epeople and less fun for others . Th edesigner has to compromise, to pick anaudience and aim for it, to narrow thesights . You can't please everyone .

Or can you?Some years ago I began to notice a

pattern in some best-selling computergames . Richard Garriott's Ultima IV" wasa game composed of many interlockin gsubgames, which were interlocked insuch a way that the player could almos tignore one in favor of another . SidMeier's Pirates - combined a little of anarcade game, a little simulation, a littl estrategy/wargame, and a little roleplayin ggame . In games like these, there seemedto be, if not something for everyone, atleast something for a lot of different gam-ing tastes . I coined the term "KitchenSink Factor" as a way of designating agame that seemed to include everythingbut the kitchen sink.

Some recent LucasArts Games effort sshow new ways to make self-tuninggames . Ron Gilbert's Monkey Island 2 :LeChuck's Revenge' takes the explicit ,user selectable approach and lets th eplayer choose one of two game mode sup front . The beginning adventurer who

has never played (or played andnever finished) a graphic adven-ture gets "Monkey Lite," astreamlined, easy version of the game ,with a condensed version of the ful lgame's story and locations (but a fulldose of its humor) . Hard-core garner scan try the "Monkey Classic" version ,with more locations, surprises, and manymore and tougher puzzles . The "Lite"version is designed so it can be played asa warm-up, and doesn't ruin the "Clas-sic" version for later play . This desig nallows us to bring in a whole new grou pof gamers who may have shied awayfrom hard-core games, while still givin g

veteran players the challenge they'vecome to expect .

LucasArts' newest game is Ha lBarwood's IndianaJones® and theFate ofAtlantis In this graphicadventure, the player is challenge dat an early stage of the game t0 entera theater . There are three ways in, o froughly equal availability and diffi-culty . The player can find his waythrough a maze of boxes to climb aladder that leads in, or beat up aguard, 0r talk his way past tha tguard . It is assumed that the playerwill find whichever way mostappeals to him — maze lovers wil lgo for the boxes, verbally inclinedpuzzlers will choose to talk theirway through, and the action gamerswill duke it out. Choosing one of

these ways selects one of three pathsthrough the game, each of which empha-sizes the chosen method of proble msolving . For example, the player whochooses to fight will have many moreopportunities to try his skill at actionsequences .

There's also a mechanism for overrid-ing the automatic choice built into th egame and integrated into the story, toconfirm that the player really wants thechosen path. This also gives the game alevel of replayability unusual in a graphicadventure, by letting the player chooseto play the game through on anotherpath . The game manual is explicit abou thow to accomplish this, but it i sassumed the vast majority of players wil lsimply do what comes naturally the firs ttime through and not even be aware thatthe game has tuned itself to their sensi-bilities .

What are the pros and cons of mak-ing a self-tuning game? If you do it wel lyou increase your potential audience .

But it's easy tofail . Fate ofAtlantis has taken u sa long time to develop because of thecomplexities of the three paths. In orderto be truly self-tuning the game must giv eapproximately equal weight to each playstyle, so that the individual differences ineach player's interests and skills make th edifference in winning or losing. Often agame appears to be balanced, but is actu-ally biased in favor of the preferred styleof the designer or implementors . Havingtrusted consultants with different tastesthan your own helps a great deal here .

The majorchallenge i nthe Monkey

Island 2 dualdifficulty level smethod is inavoiding doin g

twice the work ofa single mode game, and giving playersan interesting experience in each mode .Both types of self-tuning games presen tus with new obstacles, but they also pro-vide us with exciting opportunities . Wehappen to think computer games are alot of fun — and we also think it's wel lworth the effort to bring our unique kindof fun to as many people as possible. ESC

1991 Noah Falstein

ANOTHERSTAR WARS TRILOGYIN THE PLANNING

Plans have already been laid fo ranother series of Star Wars ®adventures, but not for the silve r

screen. With special authorization byLucasfilm Ltd ., Bantam Book slaunched the first of its planned threebook cycle, Heir to the Empire, i nhardcover and audiocassette last sum-mer ('91) . The book quickly rose to # 10n the bestseller lists throughout thecountry, and the audio featuring theoriginal movie soundtrack was a bighit as well .

Written by Hugo-Award winnin gauthor Timothy Zahn ,Heir to the Empire picksup where the last of th emovie trilogy left off. Itis five years afte r"Return of the Jedi ."The Rebel Alliance hasdriven the vanquishedImperial forces into acorner of the territorythey once controlled.Han and Leia are mar-ried and face new chal-lenges in governing the

fledgling Republic, and Luke Skywalk-er is destined to become the first in anew line of Jedi Knights . But the las tof the Emperor's warlords has takencommand of the tattered imperial flee tand made two vital discoveries tha tcould destroy the fragile new Repub-lic . Once again Luke hears an ol dwarning : "Beware the Dark Side . . . "

In Dark Force Rising, the secon dbook of the cycle, Luke, Leia and Ha nembark on three separate missions,and unless all survive, the fate of theAlliance is in terrifying doubt. The

story that emerges is atowering epic of action,invention and mystery ,and a spectacle o fgalactic proportion.Heir to the Empire(paperback/ audioca

ssette) andDark ForceRising (hardcover/audiocassette) will beavailable at your localbookstore in May1992 . ESC

Page 5: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

LUCASARTSCOMPANYSTORE

Now thereare twoways to

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Indiana Jones and theLast Crusade - Graphi cAdventure game:IBM EGA 51/4"

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COMPANYSTORE

Page 6: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

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Page 7: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

Their Finest Hour:The Battle of Britai n

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Secret Weapon sof the Luftwaffe®

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Page 8: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

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1-800 STAR WARS ------------- -

8 :ooam to 5 :30pmPacific Tim e

Ship ToOrdered By

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SUBTOTA LBooks .) Outside North America, $10.00 per order. Pacific Rim $15 .00 per

TAX:order. In-stock items will be shipped within 48 hours . Northern CA 7.25%TOLL-FREE ORDER LINE : Visa / MasterCard orders may call

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Page 9: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

the ships through their paces . If you're asuccessful recruit, you'll be accepted intothe Rebel academy, where you must prov eyourself worthy by re-enacting top Rebe lpilots' most daring missions . Three tours ofduty await you as a newly trained pilot ,each focusing on a different aspect of DarthVader's powerful Imperial Forces .

Brought to you by designers Lawrenc eHolland (creator of Their Finest Hour: Th eBattle of Britai n ® and Secret Weapons of theLuftwaffe ®) and Edward Kilham, X-wingfeatures advanced 3D art and an iMUSEsoundtrack .

X-wing will be available for IBM andcompatibles in time for Christmas, 1992 .So tune up your R2 unit and get ready t oblast the Dark Side to kingdom come . ES C

RED LEADER TO GOLD LEADER:

1-WING ON THE HORIZO NHello, and welcome to your s

truly's spot in this fine jour-nalistic endeavor . Hopefullyyou're all enjoying our games s omuch that you can't even be both-ered to stop and read the paper ,let alone search for a hint . But, forthe rare few who are racking thei rbrains ad nauseam, there is som erelief. . . me! Read below and fin dthe answers to some of those puz-zles that have been boggling you rlittle mind.Monkey Island 2:LeChuck's Revenge

Stuck with ashes after visitingthe crypt? The voodoo lady won' ttalk to you anymore, huh? Youactually have to look aroundwithout any help? (Isn't this wha tyou shelled out sixty bucks for i nthe first place?) Try diggingaround in her vast array of bottle sand jars and see what you can pil-fer. She may talk to you after yo uprove your worthiness by findingthe correct item on her shelves .

The bird stole my map piece! !Perhaps it would help to think a tthis time of other flighty peopl eyou know . . . like . . .your onc edearest love, Governor Marley !She didn't name her dog Guy-

brush for no reason . Perhaps hisamazing ability to sniff out he rpossessions reminded her of you ramazing ability not only to snif fthem out, but to steal them! Howcan little Guybrush help you inyour quest ?Indiana Jones and Th eLast Crusade: TheGraphic Adventure

I'm stuck by the grating! Haveyou tried climbing up the ladder ?Bugging the people having lunch ?Haven't you always wanted to dis-turb some mushy couple enjoyin ga nice bottle of wine? Indy has !Take a look at that wine bottlefirst to ensure its worthiness, thenfill it up with water at the foun-tain . Bring it back down to th etorch and use them togetherand . . . annd . . . aaaannnddd . . .well . . . try it !Maniac Mansion

I can't find the combination

All Supermanhas to do is puton glasses andno one recog-nizes him .

to Nurse Edna's Safe! It's righ tbelow the safe, only in veeeerrr ytiny little print . "If only I had amagnifying glass," you think . I fonly I hadn't spent all those hoursholed up in my room staring a tthe computer screen and ruiningmy eyesight — whoops! — Imean, If only I had a telescope !YEAH! Feed the man-eating plan tsome radioactive pool water . Jus tlike the critters in Love Canal ,N .Y., it'll grow, grow, grow . Feedit some Pepsi for the right gastro-logical effect (aka burps galore!) ,and scale that succulent! Put adime into the telescope, push the"right" button, repeat, and you'l lsee the winning combination !(Just like Lotto — but different! )Secret Weaponsof the Luftwaffe

My ME 163 rockets won' tfire! Remember,oh fighter buff ,the ME 163 had photovoltaic cellsto activate its rockets . Try gettingnear a B-17, arm those rockets ,and get under the Fortress .Because they fire vertically, yo ushould be able to blast your ene-my right out 0f the sky .

continued on page 7

ATOMIC COMICS:The Defenders OfDYNATRON City

Take abizarre city

where "muta-tion is a wayof life," mixin six wackysuper heroes

and the demented, power hungry hea dof an atomic soft drink plant, and th eresult is an exciting new comic fantasy :Defenders ofDynatron City . Dynatro nCity is so appealing it's been turned intoa FOX Children's Network televisio nspecial produced by DIC Enterprises, aMarvel comic book series and aJVC/LucasArts Games video game .

With each super hero possessin gunique and unusual powers, theDefenders include such oddball charac-ters as Toolbox, Ms. Megawatt, Je tHeadstrong, Buzzsaw Girl, Monkey Kidand Radium Dog . "It's been a dreamcome true for me to do a project likethis — to see something I just imagined

on paper come to life," said Gary Win -nick, originator of the Dynatron Citycharacters and story line . Gary previ-ously co-designed Maniac Mansion® aLucasArts adventure game that wa sadapted into a live action TV series o nthe Family Channel.

Inspired by such "Silver Age" Mar-vel comics as Spider-man and the Fantas-tic Four, Gary set out to create a classicsuper hero game . "What I always love dabout super heroes is that they're abl eto break all the physical laws," saidGary. "They can have phenomenalpowers, and everyone within thei rworld accepts that as normal . All Super-man has to do is put on glasses and n oone recognizes him . I wanted t0 make agame with interesting characters wh ohave really fun, amazing powers . "

As Gary's concept drawings pro-gressed, they became more and mor eoutrageous, taking the super hero fanta-sy to its most ridiculous extreme. He

realized that these off the wall charac-ters were a lot more fun and uniquethan a traditional cast might be .

The Defenders soon took on a life o ftheir own . "I felt that there was more tothis story than could be presented in aNintendo game alone," said Gary. TheFOX special, which aired on February22, told the story of the Defenders' cre-ation . Now, through the Marvel comics ,Gary is getting his chance to share thecontinuing adventures of the DefendersofDynatron City with fans .

For Gary, the comic book has bee n"a labor of love." Gary comes up wit hthe ideas for the comics together withSteve Purcell, creator of Sam & Max .Steve then works their ideas into ascript, which is submitted to CraigAnderson, editor at Marvel Comics .After exchanges between Marvel andLucasArts and with the script approved ,Steve begins to draw the cover illustra-tion . The inside pages are pencilled by

artist Frank Cirocco, who has worke don a variety of comics, includingSamurai Cat and Alien Legion . Onc ethe frames are pencilled, Steve scriptsthe word balloons . When the pagesare inked and final, camera-ready ar tis sent to Marvel in preparation fo rprinting . So far, Marvel Comics hasdistributed four out of a series ofsix issues planned for this year .

Steve and Gary have dreamedup a host of new and far out adventuresfor the Defenders team. In their travels,the Defenders meet the evil Marshal lMayhem at a dude ranch; battle anundersea colony of sinister, mutated,intelligent fish; and even take on arebellious group of super-smart fleas byshrinking themselves and jumping ont othe back of their very own Radium Dog .

The Defenders ofDynatron Citygame for Nintendo will be available inJune . Look for the Defenders Marve lcomics at a book store near you . ESC

THE ADVENTURER

Page 10: DORNIER DO 33S PFEIL - LucasArts · 2016-01-18 · "Going from a prop-driven plane to a jet was like getting out of an old car and getting into a brand new one." U.S. Air Force Captain

LettersHave you thought of redesigning the

WWII programs into a space pro-gram e .g . Star Wars (Rebels vs. DarthVader just like the movie) with similarfeatures copied from The Battle of Britai nand Battlehawks ; Whereby, you can cre-ate missions, fly various aircraft or ships .There is a Star Wars game on the marke tbut it isn't the same .

Anthony Kwy kManitoba, Canada

We think about a lot of things, Anthony —and this is no exception . We are in fac tworking on an X-Wing game, to bereleased this fall . Check out the article onX-Wing in this issue of the Adventurerfo rmore information. — Ed .

Thank you very much fo rthe magnificent day yo u

provided for my son, Eric hFisher . Your association wit hNintendo Power Magazine gav ehim a trip and a memory hewill never forget . I was mos timpressed, however, that noone in the Lucas organizatio ntalked down to Erich, bu tinstead let him converse at anadult level .

The arrangements at LucasGames Division and at Sky -walker Ranch were superb ,and much more than I expect -ed . I was so pleased that every-one we met openly enjoyedtalking to Erich about their jobwith LucasArts .

Erich is now an even mor evocal spokesman for the quali-ty, workmanship, fun and pro-fessionalism displayed a tLucasArts . Again, thank you so

much for your time an dtremendous enthusiasm.

Deborah FisherSpring, T X

Erich Fischer was the gran dprize winner ofour Star Warscontest featured in NintendoPower Magazine . His prize wasa day with LucasArts Games. Hespent the morning with ourgame designers and the after-noon visiting LucasArts' THXand Skywalker Sound divisions,and Lucasfilm's archives . — Ed .

Our family has just received MonkeyIsland 2, and, to regret, it seems tha t

we could not save more than two game sbecause our drive C was filled to itsbrim, with twenty thousand bytes free(at the most)! I realize that you do notallow your games to be saved on flopp ydisks because in most of your games ,you cannot die . But what if a person ha dfavorite parts of the game, and wanted t ogo through them every time he played ?It would be much easier if you couldsave and restore games to and from flop-py disks . Please make this possible inyour future games .

Billy Kola=St . Clair Shores, MI

Because a hard drive is required for th egame, we didn't want to confuse anyone byoffering the impression that the game isplayable from floppy disks. By the way ,couldn't you just free up some hard dis kspace by deleting all our competitors 'games? — Ed .

THE ADVENTURE R

Please put meout of my mis-ery, tell me ho wI can get a holdof a VGA copy ofMonkey Islandto replace m yEGA version.

The people at Lucasfilm have trulycome up with a great game (Secre t

Weapons of the Luftwaffe) . It is the mostrealistic and enjoyable experience I haveever had . As a law enforcement office rfor over 11 years specializing in nar-cotics, pornography and weapons I hav enot led a dull life . But the people atLucasfilm really know how to make lif emore exciting .

Nick FilasaolaNorth York, Ontario, Canada

l am already excited about the expan-sion diskettes for Secret Weapons of the

Luftwaffe ® and would like to know mor eabout them . Could you possibly bethinking of joining the RAF (Lancasters,Spitfires, and the like) with the game?

Frank CoferP . S . Did you say Lucasfilm mad e

movies?You can find more information about thefour expansion disks for Secret Weaponsin this very issue of the Adventurer. Sorry,no expansion disks featuring British planesare planned . — Ed .P . S. We're looking into this movie thing tosee if there's any truth to it.

'have just discovered something moreupsetting than the demise of Twin

Peaks and more horrifying than a platefull of broccoli — I have the EGA ver-sion of The Secret of Monkey Island whe na VGA version exists . Yes, you heard i tright, I could have been playing it in 25 6glorious colors, it's enough to make agrown man cry !

Please put me out of my misery, tel lme how I can get a hold of a VGA copyof Monkey Island to replace my EGAversion .

Brendon ReedHighton, Victoria Australia

Take a chalkboard into the woods. Writethe names ofall the Monkey Island pro-grammers on the board. Place a bottle on astump. Throw rocks at the bottle, callingout a programmer's name each time. Whenthe rock hits the bottle, write a letter to th eprogrammer whose name you called to getthe upgrade. Failing that, simply send youroriginal Monkey Island disks to our prod-uct support department and we'll exchangethem for the 256 color version . — Ed .

Tread recently in a computer magazinethat you have said you are not plan-

ning to port Secret Weapons of the Luft-waffe to the Amiga . While I am not a bigfan of flight simulators, I do take this t obe a bad sign . Does this mean that yo umay not port any more graphic adven-tures to the Amiga?

If you are not porting to the Amigabecause of lack of sales, please reconsid-er . I would really like to play MonkeyIsland 2 : LeChuck's Revenge on my Ami-ga .

Jason LescalleetNewark, OH

We know that many ofourAmiga fans aredisappointed that we won't be producingSecret Weapons of the Luftwaffe for th eAmiga. However, quality is our primary

consideration, and we determined that wewere unable to create an Amiga version ofthis game comparable in quality to theoriginal product . We know that Amigausers want quality, not just quantity . Wewould rather not create an Amiga versionat all than release a substandard game.The good news is, we're still going aheadwith our adventure games for the Amiga.Monkey Island 2: LeChuck's Revenge isavailable now, and Indiana Jones and theFate of Atlantis will be available this fall .— Ed.

Just want you to know that I think th eMac version of Monkey Island is great.

I don't think the music is as good as Sier-ra/Dynamix's games . But the speed a twhich the game runs (screen changes ,responsiveness, etc . . .) is much betterthan the Sierra/Dynamix games . I likethe interface too . Good job Lucasfilm! Ihope to see Indy 4 and Monkey Island 2for the Mac as well. What is the currentoutlook for these games on the Mac?

Paul NatschAmerica Onlin e

Mac versions of Indiana Jones and theFate of Atlantis and Monkey Island 2 :LeChuck's Revenge are already in theworks . Just for you, we're revamping th esound for these games. Both willfeatureiMUSE soundtracks and improved sound .Look for both games this fall .—Ed .

'purchased a copy of Secret Weapons ofthe Luftwaffe this past January, and

have since then found it to be quit eentertaining, as well as quick-paced andthrilling. About three weeks ago I addedon to my collection of Lucasfilm gamesthe P-38 add-on . I found that to be quiteentertaining as well . However, I believ ethere is an error within it . Upon purchas-ing the add-on, I noticed that on the bo xit states that the add-on upgrade sSWOTL to a 2 .0 version . I foundabsolutely no documentation elsewherestating that . Even your READ .ME fil ehad nothing about this . I discovered thatwithin the game itself you have als oadded three "invisible" new aircraft,which show up absolutely nowhere ,either in the game or the manual . Theyare the Do 335, the He 162, and the P-80 . I search frantically throughout mymanual, but there is nothing even men-tioning them.

Matthew P. MyersDayton, O H

The Tour of Duty : P-38 Lightning diskdoes in fact contain the upgrade to version2 .0 . This update contains a number ofchanges to the program which improvegameplay . For instance, the joystick cali-bration is improved, flak functions moreaccurately, and several . . .uh . . .minor an doccasional anomalies have been corrected.The upgrade also enables the four newexpansion planes to be integrated into th egame. However, the Do 335, He 162 and P-80 are not included with the P-38 disk .These planes are offered as separate expan-sion disks, which may be purchased indi-vidually .—Ed .

'would like to thank Lucasfilm . . . thepolite hint line operators . Just to pay

you guys back . . . Diet Grog . . . listedbelow .1 Packet of any flavor red Kool-Aid mix1 Cup of suga r1 Cup of regular ColaA splash of any type of red fruit juic eA smaller splash of lemon juice2 Quarts of wate r

The best part of Diet Grog . . . is thatit . . . only eats through your teeth !(Available soon in six packs .)

Anyway, it's about time I let you guysknow just how much I love your games.

A BIG Lucasfilm fan,John P. DraussPlymouth, MIP . S . If you can find a way to edit thi s

baby, do you think that putting it in theAdventurer is a possibility ?Congratulations, John! We did find a wayto edit your letter, and here it is in th eAdventurer! — Ed.

One question about Monkey Island 2 :Does the message "Script 21 5

stopped with active cutscene override inexit," followed by the program stopping ,mean anything? Or is it just a program-mer's joke, like disks 22, 36, 114 in Mon-key Island?

Barry P. MurphyConover, N C

Uh . . . YEAH! It's a joke! We meant to dothat! But just in case, you'd better send u syour Monkey Island 2disks for replace-ment, or call our tech support departmentat (415) 721-3333 for assistance. — Ed.

The AdventurerNumber 4

Spring 1992

Publisher

EditorLargo LaGrande Liz Nagy

Art Director

ArtistsMark Shepard Steve Purcell

Contributing WritersKhris Brown

Noah FalsteinSue Seserman

Tim Schafe rMary Bihr

Producer

Print ProductionRobin Parker

Carolyn Knutson

Special thanks to George Luca sThe Adventurer is published byLucasArts Games, P .O . Box 10307,San Rafael CA 94912 . Subscrip-tions are free upon submission 0 fthe registration card from anyLucasArts game. © 1992 LucasArtsGames. All Rights Reserved .LucasArts Games, game titles, characters ,and all elements of the game fantasies ar etrademarks of LucasArts EntertainmentCompany . TM and © LucasArts Entertain-ment Company . All rights reserved . Al ltrademarks are acknowledged as the prop-erty of there respective owners .

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Chester'sCornercontinuedfrom page5If you have more burning questions

about any of our games, call our 24hour automated hint line at 1-900-740 -JEDI (75 cents per minute) . Callersunder 18 must have their parents' per-mission .

Techie Bench

Answered below you'll find some o fthe questions we hear most often on th etechnical support line . We hope we ca nsave some of your time by printinganswers here, but we'll be more thanhappy to talk to you about any technica lproblems you might be having with anyof our games . Our number is (415) 721 -3333 . Because we're on Pacific Time ,remember that our 8 :30am to 4 :30pm

hours may be a bit different from yourown . We wish you all the best, andhappy gaming !Secret Weapons of The Luftwaffe

From those callers who've installe dthe game on their hard drive, we some -times hear, "I keep getting the message ,Run install for setup to play SWOTL .I've already run the install!" We remindthem to type in only "SW" at theC :\SWOTL prompt . It will bring thegame up with no delay.

The SWOTL expansion disks, suc has the P-38, have also been the source o fa few calls. We'd like to let people knowthat there is no registration card in thebox (We can check to see if you're anowner of SWOTL already), and thatthere is a fix for the P-38's speed being a

little slow on some machines . If youwere playing SWOTL in EGA and ha dtroubles with your in-flight map screen ,received a fix, and then had it reappearwith the P-38, we have a fix for tha talso .You can send in your original P-3 8disks to us at the address below, andwe'll be happy to send you a newer ver-sion .Monkey Island 2:LeChuck's Revenge

We'd like to remind people to runthis program straight from DOS . (Nomenu programs, please!) Although onecan avoid memory clashes with the ne wDOS 5 .0, sound drivers can get prettystrange running in a Windows-likeenvironment. We realize this causessome disappointment, but we're sure our

sound (with the new iMUSE system ,especially!) more than makes up for it .

More on sound . . . For those of youwho rushed out and bought a new 486 ,but were having trouble with "Run-timeerror" or "divide by zero - R6001 "errors, have no fear! Simply mail in thefirst diskette of your game (The VGAversion of The Secret of Monkey Island orIndiana Jones and The Last Crusade: Th eGraphic Adventure) and we'll send you abrand new diskette with a new file thatyou can copy into your existing hard dri-ve directory. You'll be able to run thegame just as it was always meant to be .Our mailing address is :LucasArts Game sTechnical Support DepartmentP.O . Box 10307, San Rafael, CA 94901

LucasArts Game sproduct support isnow available on thefollowing online ser-vices :

CompuServ eGame PublishersForum (GAMPUB) ,section 7Or send e-mail to ID #75300,454

America Onlin eKeyword "Lucasfilm"Or send e-mail toLizN l

GEni eGames RT (page 805) ,category 27Or send e-mail toLUCASFILM

THE ADVENTURER

FREELANCELETTERED BY: L . LOIS BUHALIS

SAM, ADISTURBANCE IN MY

AURA TELLS ME WE'RENEARING AN OUTPOST

OF THE UNSAVORYEMPIRE .

SAM, HOW COME YOU FELT BADABOUT SHOOTING AN ELF 'S HAT BUT

YOU DON'T MIN D KICKING AHOUSELOAD OF THEM INTO TH ESTRATOSPHERE,

ONCE I WEP TLIKE A WOMAN, MAX, IREALIZED NOTHING

COULD BE MORE RE -FRESHING THAN ASENSELESS ACT O F

VIOLENCE.

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Top TenReasons Should BuyThe Secret ofMonkey Isla

nd 2: LeChuck's Revenge

10. Special cameo by Chora l

9. Kids at school will laugh at you if you don't

8. It contains the antidote for the deadly viruswe snuck on your hard disk when you installed Monkey 1

.

7 . It'll put hair on your back.

6. It will mean one less copy my mom has to buy.

5. It doesn't have the "Quest" in the title.

4. Every time you pirate a game a fairyOdds of winning a million dollars cash are

about equal whether you buy MI2

lottery card ,2. Chicks dig it. ..and the number one reason you should buy

The Secret of M onkey Island 2: LeChuck's

Revenge is . . .

1, Your parents will hate it .

CONTENTSINTERVIEW WITHLARRY HOLLAND

KITCHEN

STAR WARS® TRILOGY IN THEPLANNING

THE DEFENDERS OFDYNATRON CITY

LETTERS

SAM ANDMAX

THESINK FACTOR

X-WING ON

CHESTER'SOs

CORNER

THE

823316-4

LucasArts GamesP.O. Box 10307San Rafael CA 94912

BULK RATEU.S. POSTAGE PAID

SAN RAFAEL, CAPERMIT #328