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CANCELLED x:
Bert Persson, 612-861-9578
Board of Directors
min'app'les members welcome.
Byerty's
7171 France Ave. S., Edina
Lisa Huston
‘Computerized Investing
Washbum Library
5244 Lyndale Ave S. Mpls,
Denis Diekholt, 612-920-2437
AppleWorks SIG
Washbum
5244 Lyndale Ave S. Mpls
ohn Hunkins, Jr., 651-457-8949
Macintosh Main
Washbum Library
5244 Lyndale Ave S. Mpls,
Denis Diekhotl, 612-920-2437
a) cA
Microsoft Word SIG
2850 Matro Drive Rm 124,
Bloomington
Tom Ostertag, D 612-951-5520 E
651-488-9979
Quicken SIG
2850 Metro Drive, Rm 124
Bloomington
Dale Strand, 612-835-5872
Macintosh Consultants SIG
Embers
7525 Wayzata Blvd
St. Louis Park
Bob Demeules, 612-559-1124
Fourth Dimension SIG
8200 Humbo Ave South
2nd Fir. Conference Rm.
Bloomington
David Ringsmuth, 612-853-3024
Applo Il/ GS SIG
New Brighton Family Ctr
400 10th St. N.W. New Brighton
Tom Gates, 612-789-6981
Photoshop-Digital Imaging
Hennepin Technical College
9600 Flying Cloud Dr.
Eden Prairie
Gary Eckhardt, 612-944-5446
FileMaker Pro SIG
Partners, Sulte 5
1410 Energy Park Drive,
St Paul Steve Wilmes,
651-458-1513
Macintosh Novice SIG
Merriam Park Livrary
Marshall & Fairview, St Paul
Richard Becker, 612-870-0659
Moot Your IMac / Mac SIG
Merriam Park Library
Marshall & Fairview, St Paul
Brian Bantz, 612-956-9814
Macintosh / Programming SIG
Washburn
5244 Lyndale Avenue S, Mpls
Andre Benassi, 612-502-0187
&
miniapp!
The Minnesota Apple Computer Users’ Group, Inc.
P.O. Box 796, Hopkins, MN 55343
Board of Directors:
President
Vice President
Secretary
Treasurer
Marketing Director
Publications Director
SIG Director
Past President
Membership
Mac Software
Apple Il
Lisa Huston
macgal84@aol.com
Denis Diekhoff
612-920-2437
diek @mac.com
Mark Watzke
952-945-9039
MWatzke@mm.com
Don Walz
651-426-5602
John Pruski
952-938-2818
johnpruski@aol.com
Bert Persson
612-861-9578
bpersson@isd.net
Bruce Thompson
612-546-1088
bthompson@macconnect.com
Erik Knopp
Bryan Lienke
Owen Aaland
Introduction - This is the Newsletter of mini‘app les,
the Minnesota Apple Computer Users’ Group, Inc., a
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mini’app’les Newsletter
June, 2000
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Table of Contents
July. 2000 Preview......
Members Helping Members...
The Sims- An MGL Sneak Peak...
Dual platform: Mac COMSIStCNCY ..........-sssscsoseesseecseesseeesseeaseensnesssresssneessecssnsned 6
Joe Card upgrade cards...
Microsoft submits remedy proposal.
Sixty Percent of Americans play video games.
Unreal Tournament
‘Non-linear’ word processor.
Ten reasons why graphic professional.......
Apple Computer (AAPL) announced stock split.
Aspyr and Westlake to bring Sims to the Mac.......
Membership Application.
New Computerized Investing SIG...
For Sale by Members.....
July 2000 Preview
Here is the tentative calendar of our Special Interest Group (SIG) meetings for
July 2000. Please pencil these events on your calendar. As always, when doubtful
of a SIG date, time, or location, confirm with one of the following:
© Our BBS, the Calendar Folder in the Conferences Folder
© Our Voice Mail Telephone number: 651-229-6952
© The cognizant SIG Leader
Saturday July 1
Monday July 3
Wednesday July S
Wednesday July 12
Thursday July 13
Board of Directors meeting
Computerized Investing SIG
AppleWorks nee ClarisWorks SIG
Microsoft Word SIG
Macintosh Main SIG
Monday July 17 Fourth Dimension SIG
Tuesday July 18 Apple II / GS Main SIG
Wednesday July 19 PhotoShop / Digital Imaging SIG
Macintosh Consultants
Quicken SIG
Thursday July 20
Thursday July 20
WiAy Goasseteeie tee tank Monday July 24 Meet Your iMac / Mac SIG
° Wednesday July 26 Macintosh Programming SIG
PLEASE CALL a Bs
wh Thursday July 27 FileMaker Pro SIG
pil SaTRRNey Monday July 31 Macintosh Novice SIG
& 3300 University Ave, S.E.
Minneapolis, MN 55414-9852
an 612-331-5500 » 1-800-933-7337
‘ {Ask for Extension 254)
—
mini’app’les Newsletter 3 June, 2000
Members Helping Members
Need Help? Have a question the manual doesn’t answer? Members Helping Members is a group of volunteers
who have generously agreed to help. They are just a phone (or an e-mail) away. Please call only during the appropri-
fate times, if you are a member, and own the software in question.
Apple II / I1GS Software & Hardware 1, 5, 8, 15 1, Les Anderson 651-735-3953 DEW
ClarisDraw 2 2. Mike Carlson 218-387-2257 D
AppleWorks / ClarisWorks 7,8,9 3. Eric Jacobson 651-645-6264 D
FileMaker Pro 4. Nick Ludwig 612-593-7410 DEW
FirstClass 5. Tom Ostertag 651-488-9979 EW
HyperCard 11 6. Ardie Predweshny 612-823-6713 DEW
MacWrite Pro 7. Owen Strand 612-427-2868 D
Microsoft Excel 2,5,6 8. Bruce Thompson 612-546-1088 EW
Microsoft Word 5 9. Pam Lienke 651-457-6026 EW
MYOB 6 10. Tom Lufkin 651-698-6523 EW
PhotoShop 3,14 11. Ben Stallings 612-870-4584 DEW
Quicken 2,6 12. Chuck Hauge 651-292-9029 D
QuickBooks and QuickBooks Pro 6 13. Rodney O. Lain 651-452-5821 EW
Mac OS 7 8 14, Gary Eckhardt 612-944-5446 EW
Mac OS 8 12 15 Michael Cumings-Steen 651-644-8653 DEW
WordPerfect 4
Cross-Platform File Transfer 5,15 D: Days, generally 9 a.m. to 5 p.m.
Networks 11 E: Evenings, generally 5 p.m. to 9 p.m.
New Users 10,11 W: Weekends, generally 1 p.m. to 9 p.m.
PowerBooks 11
Classic Macs i
Power PC 601 Power Macs
iMacs 13
Please call at reasonable hours, and ask if it is a convenient time for them. By the way, many of these volunteers
ican also be contacted on our BBS. We appreciate your cooperation.
If you would like to be a Members Helping Member volunteer, please send an e-mail message to John Pruski on
our BBS, or call him at 952-938-2818, with your name, telephone number, contact hours, and the software or hard-
ware areas you are willing to help others.
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mini’app’les Newsletter 4 June, 2000
~
The Sims- An MGL Sneak Peak
Submitted by Dave Peck
"..1 originally started work on
this about seven years ago - before
SimCity 2000. I wanted to do a game
involving architecture because I get
very fascinated with the process of
designing houses. Everybody seems to
have a feeling of how they would like
to design a house so I started research-
ing that but at some point I got pulled
off to do SimCity 2000. I worked on
this on and off through the years but
Ireally got serious about The Sims
about two or three years ago."
"As I got further and further into
the architecture I needed to put peo-
ple living in the house to basically
score the architecture and determine
how good the house was. Then we
developed this personality simula-
tion/people simulation that took
about a year to develop. After we got
the people up and running it seemed
much more interesting and the focus
of the whole product moved more
and more onto the people and their
behavior.”
The Sims Creator Will Wright, in
an interview with pc.ign.com
While it took Will Wright over 7
years to mold and create The Sims, it
will likely take less than six months to
bring the title to the Mac platform.
For the past two months the premiere
Mac porting house in the world,
Westlake Interactive, has been busily
working on the title behind closed
doors. Today, in an exclusive
announcement at MacHome
Magazine, it's been revealed that the
game will be published by Aspyr
Media later this summer.
The Sims is nothing like you've
ever played before. In the popular
SimCity series, you're challenged to
create a city and successfully mold
and manage it into a booming
metropolis. The Sims takes that same
idea to everyday life; you take a group
of people (your "sims") and direct
them into a successful group of indi-
viduals that function normally like
your average family. The fun comes in
how you want to achieve that and
how your sims react to how you direct
their lives.
So, to begin the game, you decide
on what kind of sims you'll be manag-
ing throughout your game. You can
begin the game with a pre-generated
family of sims or create your own
using a number of different 3D mod-
els, more of which are constantly
being made available on Maxis' web
site. Each sim has five personality
attributes (neat, outgoing, active,
playful, and nice) which help deter-
mine the sim's personality and how
compatible he'll be with other sims.
Each sim also has six learnable skills
(cooking, mechanical, charisma,
body, logic, and creativity), which not
only affect the way a sim interacts
with his fellow sims but also how well
he can make use of the objects in his
house and how well he can perform
his job.
The career choice of your sims is
one you'll be making for them. After
browsing through the Want Ads in
the newspaper or online, you select
from ten different career paths. After
selecting a job your sim will need to
be outside at a certain time to jump in
the carpool and make their way to
work. A job is your only way of gener-
ating income for your family so you
can buy new things for your house.
Once you have some money to
spend, it's time to spend it on things
to fill the void of your sims' empty
lives: a TV, a couch, a lamp or even a
hot tub with plenty more appliances
and entertainment items being
released by Maxis all the time. You
can even expand your house with a
second story or new rooms just by
switching into and you have your
the bathroom or even death if they're
not fed adequately. If you're neglect-
ing one of the sims' needs, such as
social interaction, they'll become
depressed and unresponsive to your
requests which could lead to the loss
of their job or their wife/girlfriend.
Your sims' relationships are a
whole other aspect of life that you'll
need to direct and manage. It might
sound cool to have your young bache-
lor hook up with the girl down the
street and the young wife of your
next-door neighbor, but if both run
into each other then you're in for
some trouble. Your usual fights
between boyfriend and girlfriend are
to be expected, and the way your sim
handles these situations might con-
tribute to whether they ever exchange
vows in a wedding ceremony. But
whether your sims are making out on
the back patio or dancing to the
music flowing from the stereo, they'll
keep you interested, enticed and com-
ing back for more every chance you
get.
Download The Sims- Coming Soon
Quick Time Movie (4.7mb) at:
http://www.thesims.com/us/about/vi
deos/soon.zip
Reprinted with permission of Mac
Gamer's Ledge. The original article is
located at:
http://www.macledge.com/sneakpeek
s/thesims/thesims.chtml. For more
info on the Sims see:
http://www.thesims.com/index.phtml
choice of windows, doors, walls
and much more. More space means
more stuff and, most importantly,
more sims.
And it's really the sims is what
The Sims is all about. Every sim has
eight needs: hunger, comfort,
hygiene, bladder, energy, fun,
social, and room, and each need is
indicated by a status bar that fills
up when needs are met, but are
constantly being drained otherwise.
It's your job to keep these needs
met, or your sims will suffer from
embarrassing little accidents on the
Macintosh™ Consulting
Individual & Group Training
Computer Problem Assistance
' Mike Carlson
(218) 387-2257 (Grand Marais, MN)
mhcnvc@boreal.org
FileMaker®
Solutions Alliance
Member
lawn when they don't make it to
mini’app’les Newsletter
5
June, 2000
Dual platform: Mac consistency makes life easier
Submitted by Bryan Lienke
by Dennis Sellers, dsellers@maccen-
tral.com
May 10, 2000, 2:00 am ET
Last month, we ran a request for
help from John Eller of Hoover High
School who is working to prevent the
Des Moines School System from nar-
rowing its school network down to a
single platform - Dell/Windows --
with Macs being phased out. Eller
asked for reasons he could present to
the board that showed the advantages
of a dual platform approach.
MacCentral readers sent him LOTS of
information, which Eller kindly
shared with us. But he says he doesn't
need any more info. Still, we'll contin-
ue to present testimonials on the ease,
advantages, and importance of keep-
ing a dual platform network in
schools (and similar organizations).
John Hsu, managing partner,
SurfMerchants LLC: "I am an lowa
native and technical support profes-
sional who has been supporting
mixed PC/Mac platforms for the last
six years in four different companies
in the fields of corporate accounting,
small business, Web development,
and programming, and entertain-
ment/multimedia. I can say with great
confidence that the minimal addi-
tional effort needed to train and
maintain technicians in Macintosh
support is well worth the long term
benefits :
"Greater stability: Our Macs have
consistently proven easier to maintain
and more stable over the long run
than our PCs.
"Built in Multiple User support:
With Mac OS 9, it has become a
breeze to restrict users to the level of
access to which they are approved.
With our PCs, we are still at the
mercy of individuals making unau-
thorized changes to our systems
(unless we are willing to undergo the
painful, risky, user-unfriendly and
expensive procedure of installing
security software on each desktop).
"Ease of software and hardware
upgrades: Adding peripherals, upgrad-
mini’app’les Newsletter
ing memory and hard drives, and
installing software have time and
time again proven infinitely easier to
execute on the Macintosh side (not
surprising, given the hardware stan-
dardization across all Macs). We rarely
see functioning configurations sud-
denly fall apart when a new applica-
tion or utility is installed.
“Networking: The wireless net-
working option built into all current
Macs and the superior simplicity of
the built in Macintosh Ethernet inter-
faces make it far easier to install net-
works, troubleshoot network prob-
lems and configure CPUs to connect
to printers and servers.
"Superior software: Our experi-
ence has been that the versions of
graphics, multimedia, MIDI and
Internet development software on the
Macintosh side is more stable and
superior in features to their Windows
counterparts. In many cases (especial-
ly for music/multimedia applications
and desktop publishing plug-ins),
there are NO equivalents on the
Windows side. ~
"Consistency: Many organizations
make the mistake of thinking that
supporting the Macintosh platform
will DOUBLE the expertise and effort
required to maintain their technolo-
gy: This is patently untrue. The out-
standing consistency across the
Macintosh line has proven to us that
a universal Mac configuration can be
carried across all the models with lit-
tle to no modifications.
"We experience little to none of
the model-to-model variations and
poorly documented differences (BIOS,
hard disk drivers, network cards) that
make supporting PCs (even of the
same brand) a real challenge.
Furthermore, cross platform support
has become easier and easier in the
past few years, a trend that we expect
to continue.
"Standardization of hardware
components. Macs commonly share
the same kinds of RAM, hard drives
and network cards found in PCs, mak-
ing it far easier and less expensive to
obtain and stock these parts.
6
"The Internet as a global stan-
dard. As the entire technology indus-
try becomes more and more Internet
based, it becomes less and less impor-
tant what platform computers are
based on. For example, my current
company SurfMerchants uses both
Macs and PCs for web development,
web serving, email serving, and data-
base serving and our clients cannot
tell the difference.
"Microsoft applications. Since
Microsoft's renewed commitment to
the Macintosh application market, we
have seen infinitely fewer cross plat-
form issues between versions of
Microsoft Word, PowerPoint, Excel,
Outlook and Internet Explorer.
“We strongly believe in support-
ing both platforms for the reasons
that an educational environment may
share:
"The Macintosh resurgence: With
the powerful sales of iMacs and
iBooks in the consumer areas, it is
important for us to be educated on
this platform for us to consider our-
selves truly computer literate ... as it
should be for students.
“Our clients: Our clients have
both Macs and PCs at home and for
us to serve them most efficiently, we
need to be handle all of their plat-
forms ... just as students with Macs
and PCs at home have a right to
expect as well.
"Better education (right tool for
the right job): When we go out into
the marketplace, we don't try to force
our clients to deal with Mac Web
Server limitations, nor do we expect
to pressure them into using inferior
PC desktop publishing workstations.
To consider ourselves first class com-
petitors, we have to offer the best
available tools, regardless of the plat-
form. 1 would think the Des Moines
school systems would similarly want
their graduates to be as competitive as
possible in the job market by having
mastered the best tools at their dis-
posal.
"In my experience, technology
groups who strive for single platform
environments typically do so with
June, 2000
am
om
their own best interests at heart _
instead of focusing on providing
superior environments and options
for their users. Time and time again,
technology groups seek to cover up
their own lack of knowledge by push-
ing for the one platform they know
best instead of broadening their own
skills.
"Ironically, by trying to make
their jobs easier by eliminating a cer-
tain platform, they miss out on the
myriad of ways that platform can
strengthen their technology base, and
in the case of the Macintosh platform,
actually reduce the long term mainte-
nance required to keep users produc-
tive."
Raleigh Ledet: "Last May I gradu-
ated from the University of
Southwestern Louisiana. (Since then it
has been renamed to University of
Louisiana at Lafayette). During my
last two years in the Computer
Science Department, I worked as a
tech for the art department. While 1
was the 'Mac guy,' I did do some PC
stuff.
"There where numerous other
Macs and a few PC's and laser printers
scattered about the rest of the Art
Department that where also net-
worked to the campus network, so
each machine had Internet access
with dedicated IP addresses for each
machine.
"The Art Department took a most-
ly platform independent approach.
We had Photoshop, Archicad, FormZ
After Effects, Quark Express and some
other apps installed on both the PCs
and Macs. The students could mostly
choose to work on the platform of
their choice. Generally the architec-
ture students worked on the PCs and
the visual arts students worked on the
Macs, but not always.
“All of this was done with 10b-2,
10b-T, and 100b-T networking that
eventually tied into the campus back-
bone through a repeater. Which
means that we saw most of the other
network traffic on campus and they
saw ours. The campus has a couple of
Solaris labs (which are isolated by
routers) an IBM mainframe, a whole
slew of PCs in offices, (in other
departments), at least four or so PC
labs, another two Mac labs that I can
think of, all sharing this backbone. In
other words, we had AppleTalk,
TCP/IP, Net/BUI, IPX/Sx and God
knows what other network protocols
all running around on the same net-
work at the same time.
"So is it possible to have multi-
platform computers share a network?
You bet! Is it easy to manage? Yes, if
your IT people or informed and self-
motivated. We handled the art lab
when none of us had degrees or certi-
fication, nor where any of us in an IT
program. But | propose you ask your
IT people this: what do they spend
more time working on, problems
caused by PCs or problems caused by
Macs. I was able to manage at least
twice the number of machines that
the PC guy and SGI guy had to man-
age put together."
Aaron Booker, general manager,
Alpha Tech Computers, Bellingham,
WA: "In reading previous entries in
this series, | couldn't help but notice
the mention several times of DAVE as
the panacea for getting Macs onto
Windows NT networks. If the IS dept
is helpful, there's no need to buy
(expensive) software for this, as NT
has Mac support built in. Services for
Macintosh needs to be installed
(FREE). One caveat, I never recom-
mend that Macs use the MacPrint
Print Server built into Windows NT; it
reliably munges Postscript as well as
slowing down Mac print jobs.
Another great way for Macs and
Windows to share data using the
same servers is to use Linux as the
server platform. This need not be
scary. We love the Cobalt Network
Appliances which run on Linux but
have a Web based front end that
works beautifully. They use a freely
available piece of software for Linux
called Netatalk (Mac networking sup-
port which included AppleTalk AND
Appleshare over IP support) as well as
a piece of software called Samba
(Wintel networking support) to make
cross platform file sharing easy and
incredibly stable.”
JoeCard upgrade cards come to North America
Submitted by Bryan Lienke
Staff Report, email@maccentral.com
May 10, 2000, 2:00 am ET
Met@box Corp. -- a wholly owned
subsidiary of Met@box AG, a publicly
traded company based in Hildeshein
Germany -- is bringing its line of Mac
upgrade cards to North America.
With a new headquarters in
Austin, TX, the company is rolling
out its JoeCard line of Power PC G3
and G4 processor upgrade cards on
these shores. The JoeCard has been
produced and marketed in Germany,
the European community and Japan
for the last two years and has won
awards from the European Macintosh
Press including Editor's Choice from
MacWelt and best performance from
MacUp.
The US company will market G4
upgrades for the beige G3, Blue G3,
and the G4. Plus, they have a com-
plete line of G3 and G4 upgrades for
the cache slot of "Tanzania" based
machines including the Apple 4400
series and Motorola StarMax series.
Want more? Okay, how about a line
of upgrades for PCI or daughtercard
based machines that include the
Apple 7300, 8500, 8600, 9500, 9600,
Umax SuperMac J700 and S900 and
many of the Power Computing line of
Mac clones. The product line is avail-
able through Outpost.com, at the
company store, and soon from several
other leading Apple resellers.
"Metabox believes this is an
opportune time to enter the upgrade
market in the US with a proven prod-
uct and a financially stable company
behind it that will be able to quickly
and reliably supply the channel in the
US, says Clint Giles, president of
Metabox Corporation Austin, ina
press release. "This has always been a
strong product category and with the
recent successes with Apple we look
for the upgrade market to continue to
grow as Apple regains market share
and as vintage Mac users upgrade to
OS X and G4s this coming year."
A
mini’app’les Newsletter
7
June, 2000
In addition to marketing the
JoeCard line in North American,
Metabox Corp. will reportedly be
establishing manufacturing, purchas-
ing and resourcing relationships in
Austin and throughout the US for
Metabox AG. Metabox AG's primary
focus in Europe is their Internet set-
top box. According to Peter White,
CEO of Metabox International, open-
ing a subsidiary in Austin is strategic
in more ways than just the upgrade
market.
"Austin is recognized around the
world as a hotbed of high-tech activi-
ty, and we realize there are many
resources and potential partnerships
in Austin that can help us get a
Microsoft submits remedy proposal
Submitted by Tom Ostertag
Staff Report, email@maccentral.com
May 10, 2000, 6:15 pm ET
Microsoft has submitted their
version of proposed remedies to the
judge in their antitrust case.
According to a Reuters report, the
temedies proposed by Microsoft are as
follows:
Prohibits Microsoft from cancel-
ing Windows license agreements
because a personal computer maker
ships non-Microsoft software that can
Sixty percent of Americans play video ga
Submitted by Tom Ostertag
by Peter Cohen, pcohen@macgam-
ing.com
May 10, 2000, 12:30 pm ET
Sixty percent of all Americans age
six or older play video or computer
games, reports the Interactive Digital
Software Association, or ISDA. The
Teport, created by market research
firm Peter D. Hart Research Associates
Inc, was done by polling phone
respondents earlier this year. If the
figures are correct, that totals about
145 million people in the United
States.
Unreal Tournament
Submitted by Dave Peck
Overview:
Unreal Tournament thunders
forth into Mac gaming as the next
rung in the First Person Shooter (FPS)
evolutionary ladder. For neophytes,
the First Person Shooter has always
been a story based on solo play,
whose premise gives you an excuse to
SS TS
mini’app’les Newsletter
serve as a "platform" on which to run
other software. It would also permit
computer makers to hide Microsoft's
Internet Explorer browser icon.
Prohibits Microsoft from trading pro-
motion of a firm's services on its
"desktop" in return for the company's
agreement to limit distribution of
non-Microsoft platform software.
Requires Microsoft to provide ade-
quate technical information to soft-
ware writers so they can design soft-
ware that runs on Windows, without
conditioning access on their agree-
ment to limit distribution of non-
Microsoft platform software. Prohibits
Microsoft from conditioning the
Preconceived notions about
gamers specifically as children and
adolescents are outdated, says IDSA
president Douglas Lowenstein.
Lowenstein explains that video and
computer games are played by every-
one from school-aged kids to profes-
sionals to senior citizens. "The new
face of gamers is a major reason why
interactive entertainment is a growing
and influential force that's shaping
our culture, redefining entertainment,
pushing technology forward, and
helping to power the high tech econ-
omy of the 21st century."
Lowenstein says that entertain-
ment software sales topped US$6.1
billion in 1999. More than 215 mil-
shoot the place up! Usually it's an
invasion by aliens. And from a first
person perspective, your character's
mission is to progress through levels
wiping out the fiends and saving
humanity. It's a dirty job, but some-
one has to do it. This game genre
requires quick reflexes and good situa-
tional awareness. The secondary fea-
ture, but primary attraction in many
gamer's minds has been the ability to
8
foothold in the exploding internet
set-top market,” he says. "Metabox AG
has leading technology and experi-
ence when it comes to Web via
Interactive television."
release of software running on non-
Microsoft products such as Apple
products, in return for an agreement
to limit its distribution or promotion
of non-Microsoft platform software.
Requires Microsoft to license older
versions of Windows without increas-
ing the price after newer versions are
released.
All of the proposed remedies would
expire in four years.
mes, says IDSA
lion computer and video games were
sold last year, according to data pro-
vided by the NPD Group -- that's a
100 percent increase since 1996.
According to Hart Research Associates,
43 percent of all computer and video
game players in the United States are
female, and 61 percent of gamers are
aged 18 or older.
The Interactive Digital Software
Association owns the E3 Expo, which
tuns this week in Los Angeles,
California. We'll be bringing you
more news from the show continu-
ously throughout the week.
network arena-style death matches
with real people, over a Local Area
Network (LAN), a modem, and/or the
internet. The sharp shooter with the
most kills or (politically correct term)-
frags, rules the arena. I'm ashamed to
admit that I never finished Marathon
II solo levels or even started Infinity!
+But I've been DeathMatching-it
every chance I get.
A major shift has occurred in the
June, 2000
my
newest shooters, where online multi-
player competition has become the
primary feature and the heck with the
(solo story. It's predecessor, Unreal, is
still impressive. But Unreal
Tournament (UT) leaps ahead by pro-
viding a great solo practice environ-
ment for multiplayer tournaments,
either solo or online. How does one
play a solo-tournament?......All will be
revealed.
iBook is not as fast as the Rage 128
that's comes in iMacs. And because of
the limitations of the iBook screen,
it's not very pretty. For pretty and
fast, the better choice would be the
Graphite iMac I saw in action at our
last gaming meet.
The standard install on my G3,
took up 93 MB of hard drive space.
This leaves all of the maps and most
of the texture on the CD. The full
install requires a whopping 512 MB,
Hardware Demands:
The publisher's minimum hard-
ware requirement is a PowerPC with
200MHz 603 processor, 64 MB RAM,
MacOS 7.6, 120 MB hard drive space,
and CD-ROM drive. Recommended
hardware is a G3 or faster, 96 MB
RAM, MacOS 8.0 or higher, 120 MB
hard drive space, CD-ROM drive, and
a Rage Pro or better 3D accelerator.
3D acceleration is highly recommend-
ed, but not required.
Unreal Tournament runs smooth-
ly on my 300 MHZ Blue & White G3,
using a standard ATI Rage 128 card.
With audio and video options turned
down, Urano tk on my
Powerbase200 upgraded with 138MB
RAM, a 233 MHZ G3 card, and 3DFX
Voodoo 3/2000 card.
My iBook with 160 MB RAM also
did ok, but I could tell it's resources
were being tested with slower frame
rates and some pauses. The Rage
Mobility chip that comes with the
and it still asks for the CD to run.
That's fair as this is primarily a "net-
working" game.
The game's "Get Info" box lists
the minimum RAM requirement as 8
MB. I was puzzled at first until the
explanation arrived from Westlake. I
would like to 6 thank Mark Adams
for his assistance in gathering info for
this review. The real minimum RAM
figure is more like 80 MB. Westlake
decided to label the minimum as 8
MB so when the novice iMac user
cranks up the game for the first time,
and they don't have enough RAM,
including Virtual Memory, they don't
get a cryptic error message. Instead
they will get a message asking for
more memory.
I've always looked at the mini-
mum RAM figure to really know what
the game needs. This decision defeats
that purpose. My suggestion would be
to have the Get Info's Memory win-
dow display accurate information and
add an explanation for novices in the
game's setup documentation. The rec-
ommended 105 MB of RAM is a more
realistic figure for optimum perfor-
mance. If using a iMac with 64 MB
RAM, you'll be relying on a hefty dose
of Virtual Memory. My experience is
that relying on a little Virtual
Memory with a fast processor (G3)
works f °ine. But the more VM you
need, the slower any game will run.
Background:
The warriors filed in, Macs in
tow, for the January meeting of the
Minnesota Apple Computer User
Group's Gaming Contingent.
Excitement was tempered with a hint
of sadness as this was the first meet-
ing where no Marathon would be
played. New kings were to be
crowned. They're names? Unreal
Tournament and Quake 3 Arena.
If you don't know, Marathon by
Bungie Software, is the beloved FPS
that exploded on the Mac gaming
scene in 1993. There were others
before it like Wolfinstein, but
Marathon took over, despite the then
hefty requirements of a PowerPC
processor. Unbelievably, we've been
playing Marathon for 7 years. That's
one heck of a run for a game that runs
on a PowerPC 601, 66 MHZ processor.
In contrast, the PC side of the world
was dominated by Doom, the car-
toon. What better way to differentiate
the Mac and PC gaming crowd?
Bungie, by the way, has a couple of
hotly anticipated projects underway
for release this year.
After a long dry spell for Mac
FPSs, the heat was turned up a big
notch last year when Unreal was
brought to the Mac by MacSoft and
Quake II arrived, courtesy of Id
Software. This year, a blow torch
focuses on Mac gaming with the near
simultaneous releases of Unreal
Tournament and Quake 3 Arena.
Graphics and game play have reached
a point not thought possible a few
years ago. Both games are beautiful,
delivering great visuals. And most
importantly, they soar to a new level
of solo and multiplayer game play.
My focus is on Unreal Tournament.
Game Synopsis:
Here's the story. About 2200 (past
tense) there was trouble with violence
in the deep space mining colonies.
The New Earth Government decided
that no-holds-barred fighting tourna-
mini’app’les Newsletter
9
June, 2000
ments would be a great way for the
miners to let off some steam. The
Andrews Mining Corporation, who
sponsored the events, charged admis-
sion and quickly £ discovered that
the tournaments were very profitable.
Bla, bla, bla, bottom line, you now
have an excuse to kick the virtual
stuffing out each other in FPS tourna-
ment play!
Ooo-rah!
Shane Caudle
#8 Players =
The Game:
Unreal Tournament provides the
environment and structure to get
yourself into fighting shape and con-
duct knockdown, drag-out fire fights
with 16 of your closest enemies or all
by yourself. The environment consists
of 50 outstanding levels from dingy
urban environments to the reaches of
Outer Space. More maps are sure to
come from independent map makers.
UT's greatest achievement is a game
structure using the Unreal engine,
that allows for solo practice and tour-
nament play using UT's cool Artificial
Intelligence (Al) characters known as
"bots". They seem almost human. And
they are a huge improvement over the
schizoid things that bounced around
the landscape in the original Unreal
bot matches.
Practice Sessions (solo play) access
all of the levels using up to 16 bots in
free-for-all DeathMatches and the
team games listed under tournament
play. You can practice against or with
them, independently or as teams. Bot
skill levels are set before the session
starts. Make them dumb or God-like.
At the lower settings they are really
easy to frag. I'm too scared to try God-
like. To keep you on your toes, a
handy game preference allows your
bots to improve as you do. UT prac-
tice allows you to independently find
your skill level and steadily improve
without the frustration of getting
your butt handed to you online. I'm
not saying that's
never going to
happen, because
real humans are
still the most dan-
gerous and sneaky
opponents out
there. And it's defi-
nitely an adjust-
ment when you
finally go online.
The Unreal
Tournament solo
game allows you
to progress up the
Tournament
Ladder, fighting
bots in the differ-
ent game types li
2sted below. A ton
of fun! Tutorial
levels introduces
each category with
some basic instruc-
tion. In tournament play, the bot's
skill levels can't be altered, but the
early levels start off with a small num-
ber of them at low skill settings.
Game Types
DeathMatch- A free-for-all. The
most frags win.
Domination- Two teams fight for
possession of several control points
scattered around the level. Points
build for time in possession.
Capture the Flag- Two teams,
each with a flag. Score points each
time you steal the other teams flag
and return it to your base.
Assault- Two teams, one defend-
ing an objective and one assaulting.
After the objective is taken, roles
switch and the former defenders are
now the assault team who try to take
the objective in less time than their
competitors did.
Challenge Ladder- The final
Tournament challenge. A free-for-all
Deathmatch against the hardest bots
in the tournament.
Multiplayer games can be play
Aed over LAN and the internet as
DeathMatch or any of the team
games. I tried Unreal over the internet
a couple of times and was sorely dis-
appointed in the frame rates. In com-
parison, UT's networking code was
given a kick in the pants so that it
sends less information, is more toler-
ant of lost packets, and uses less sys-
tem resources for servers. The overall
effect is a much better internet experi-
ence. Multiplayer choices are mostly
identical to practice sessions where
the map, type of game, max number
of players, spectators, bots, and their
skill levels can be set. The host can
configure the game so that it starts
with bots and as humans join in, bots
are automatically removed. Preference
settings allow for the same map to be
played multiple times or for auto
switching of maps after each matcl
For internet games, I do miss the abili-
ty to take a short break between
matches and gossip a little. Stopping
to send messages during game play is
hazardous to y four health. My wish
list includes a Bungie.net-like set up
where between matches, you can chat
a little and decide which map to play
next.
UT Weapons will be familiar to
those who play Unreal with some
variations and new hardware. I don't
have much in the way of criticism.
Having recently played the Quake 3
Arena demo, | heartily recommend
both UT and Q3A. One very nice fea-
ture that UT would benefit from is
Q3A's handicap system. It's the great
equalizer and does a great job of
reducing the frustration level of chal-
lenged players. Q3A also has the abili-
ty to zoom-view all weapons. Is that
fair? UT has SO some maps to Q3A's
thirty-some maps. i
The Interface:
A windows affair, but I'm getting
used to it. Game preferences (video,
audio, etc) are not as many as in
Unreal, but they are adequate. The
onscreen Heads Up Display is conven-
tional in appearance with important
info around the edges. Besides stan-
dards such as health and armor level,
it nice to know your rank and score in
mini’app’les Newsletter
10
June, 2000
the current competition.
Two new preferences:
Instant Respawning- when a play-
er is fragged in multiplayer he/she is
instantly respawned back into the
competition without hitting the "fire"
button. I suppose this is to keep some-
one from camping on a lead.
Dodging- When enabled in the
preferences, a double tap of the _ jleft
or right move button jerks you side-
ways. I like it!
OBug Report:
None noted, but check at
MacSoft's web site for the latest.
Conclusion:
Unreal Tournament is an out-
standing FPS worthy of your pur-
chase. Its got great levels and beauti-
ful graphics. Its improved Artificial
Intelligence provides for maximum
fun offline, while sharpening those
necessary skills, to deal with those
nasty hum ans you'll eventually
tun into online. With bunches of new
maps and a strong emphasis on team
play, I can't imagine a better way to
spend my Winter gaming day. Please
have a blast with this great game!
Copyright © 1999 The Macintosh
Gamer's Ledge. All rights reserved.
Reprinted with permission from MGL.
This reprint has been condensed from
the original article.
To see the original html article with
pretty graphics visit:
http://www.macledge.com/Reviews00
/UT/UT.chtml
26 Facing Worlds
edric ‘Inoxx' Fioyentino
4-101
a
ay ens i
ty Beas
‘Non-linear’ word processor aimed at creative types
Submitted by Bryan Lienke
Z-Write 1.0 from Stone Table
Software is described as "a revolution-
ary word processor for creative writers
and researchers." Written in
REALbasic, Z-Write is purportedly the
world's first non-linear word proces-
sor.
According to the folks at Stone
Table, Z-Write lets you store unlimit-
ed documents in a single file. With
Ten reasons why gra
Macintosh
Submitted by Bryan Lienke
Life in the Mac Lane
By Scott Kelby, Mactoday
About once a week, | get an email
from a professional graphic designer
who's in an absolute panic because
support for unlimited Sections of
information, users can organize infor-
mation any way they want. You can
move, combine, and print out just the
Sections needed. Or you can manage
multiple versions of chapters, export a
completed book as linked HTML files
or Rich Text Format, and even view
multiple Sections at the same time.
Z-Write costs U.S. $20 for an indi-
vidual license and is available for pur-
chase and download from the Stone
Table Software Web site. Z-Write may
phics professionals
someone in their corporate IT depart-
ment wants to replace their design
department's Macs with PCs. Not
because it will make the designer's life
easier, but because the IT person mis-
takenly thinks it will make his/her
own life easier because they already
maintain a bunch of PCs for the rest
of the company. Now, I'm not even
be previewed for free with no limita-
tions for two weeks. After 30 days
without registering, Z-Write reverts to
a demo version. Check it out at
http://www.designwrite.com/sts/z-
write.html. It requires a Power
Macintosh running System 7.5 or bet-
ter, 1OMB of free memory, and
QuickTime (any version).
Staff Report, email@maccentral.com
May 8, 2000, 3:00 pm ET
need to use
going to go into the whole "why are
people in the IT Department, which
couldn't be more removed from the
creative process, deciding which tools
the creative staff should use” issue -
that's a whole editorial unto itself. So
instead, I'm going to give the IT
departments ten solid reasons why
professional graphics designers
mini’app’les Newsletter
11
June, 2000
absolutely need to use Macintosh.
#1. Macintosh computers are
faster for graphics
Apple has proved this time and
time again in front of thousands,
using head-to-head tests putting both
G3s and G4s against the fastest Intel
Pentium IIIs made. Because of this,
some PC magazines conducted their
own speed tests, showing that under
certain conditions a 600MHz Pentium
Ill PC can play the video game
"Doom" faster than a Power
Macintosh. But you don't ever see a
PC magazine running a test that
shows a PC, no matter what the
megahertz, beating a Macintosh G4 at
Photoshop, Quark, Illustrator, or any
other graphics application. In fact,
Apple bases all of its speed tests on
real-world Adobe Photoshop tests for
two reasons: (1) This is typical of the
type of application used by people
who use Macintosh. That's why PC
magazines do their tests using games,
because that's typical of what PC users
tun on their machines. (2) It's easy for
Macs to win these types of tests
because the Macintosh was designed
to be a graphics machine - plain and
simple - and it's going to easily beat
any machine designed for business or
for playing video games without
breaking a sweat.
But don't just take our word for it.
John Warnock, CEO of Adobe
Systems, recently commented about
the speed of Apple's new G4 systems.
He said, "Currently, the G4 is signifi-
cantly faster than any platform we've
seen running Photoshop 5.5."
Significantly faster. Bottom line:
Graphics pros need the fastest
machine possible to be as productive
as possible; and for graphics, it's clear-
ly Macintosh.
#2. There's more graphics soft-
ware for macintosh
Although you'll find vastly more
game titles on the PC, you'll find vast-
ly more graphics applications, plug-
ins, and XTensions on the Macintosh
platform. In fact, many of the high-
end QuarkXPress XTensions, dedicat-
ed trapping software, and Photoshop
plug-ins aren't available to the PC
platform at all. And when it comes to
color calibration (one of the hottest
topics for graphics professionals), the
options for any PC are very limited,
mini’app’les Newsletter
and for Windows NT, it's virtually
non-existent. What will the IT people
say when their graphic designers put
in a requisition for a specific plug-in
or Xtension they need, and the IT
learns it's only available for the Mac?
Bottom line: It would be a huge mis-
take to limit the tools for creative pro-
fessionals, and switching to PCs sim-
ply takes many of these tools away.
#3. Windows NT lost the graphics
war
Earlier this year, the independent
gtaphics marketing analysis group
TrendWatch released their 1999
Creative Atlas Guide. According to
TrendWatch, this annual guide is "a
comprehensive market and product
development resource used to identify
market and revenue opportunities in
the U.S. creative markets." The results
of this nationwide survey showed that
out of 17,000 creative firms, only
1,600 were planning on buying
Windows NT machines in the coming
year, and Apple will outsell not only
Windows NT but all Windows and
Windows NT machines combined by
a margin of three to one. In the
report, TrendWatch said it better than
we can, "Apple continues to dominate
the creative markets." Bottom line:
More creative firms choose Macintosh
than all the others combined. There
must be a reason.
#4. It's a creative machine by
design
I'll never forget something that
Apple V.P. Clent Richardson told me
when I relayed to him how we receive
these letters from readers complaining
that their IT departments are forcing
them into switching to PCs. He point-
ed to the fact that the Macintosh is a
computer designed from the ground
up to be a graphics machine, and he
said "I have to wonder why anyone
would risk their business on a plat-
form that is not optimized, architec-
tured, and engineered for graphics
professionals." Bottom line: Graphics
is a very competitive business. Why
chance it using a non-standard tool?
#5. Cutting-edge graphics applica-
tions appear on macintosh first
Did you know that Adobe
Photoshop wasn't even available on
the PC platform until it was version
2.5? It's true. And look at Adobe
PageMill; it's the number one selling
12
Web-design app on the Macintosh
platform and number tsvo bestseller
on the PC, but the PC version wasn't
available for nearly a year after the
Macintosh version. Adobe Illustrator
was stuck back at the Mac's version of
3.0 (although it was called version
4.0), and wasn't upgraded to add all
the features of the Mac version until
Hlustrator 7.0 was introduced. There
are still applications like Final Cut Pro
that haven't made their way to the PC
at all, and some never will simply
because there's not enough demand.
Plus, look at QuickTime, the Web and
digital video standard for motion
graphics, another Apple technology
that appeared on the Macintosh years
before Windows. Bottom line: Most
graphics applications appear on
Macintosh first because it's the com-
puter that graphics people use most.
#6. The Macintosh graphics lega-
cy
Walk up to anyone in your office
and ask them, "What are Macintosh
computers best at?" Even if they're a
PC user (in fact, especially if they're a
PC user) they'll tell you, "Oh, they're
just used for graphics." They're right -
Macintosh has the worldwide reputa-
tion as a computer for graphics,
because that's what it is - a graphics
computer. Regardless of what has
happened to Apple during the past
few years, the one segment that
always boomed (and kept Apple in
business during all those rough years
when they were trying to capture
some of the business market) was the
gtaphics segment. Bottom line: Even
PC users know that Macintosh is the
platform for graphics.
#7, Industry wide support by ser-
vice bureaus
Try this test: On a PC, create a
graphic (using Photoshop, Illustrator,
etc.), and take it around to the local
prepress bureaus in your area, and ask
them to output color separations to
film negatives. You'll find that (a)
some won't be able to take your PC
file at all, (b) some will actually
charge you a surcharge for working
with PC files because they are consid-
ered "non-standard and are harder to
work with, or (c) they'll take your file,
but you'll see them wince as you're
handing over your disk. That's
because the prepress industry was
built around Macintosh. At Mac
June, 2000
Today, we use three different prepress
houses. All three are packed with
Macs. Two have only one PC and the
other doesn't have a PC at all - they
insist on having the client create
PostScript files on their PC and then
converting them to Mac files before
imaging them. One of the biggest
problems prepress houses have with
PC files is font compatibility with
their systems. The TrueType font
technology (which was, ironically,
created by Apple) is the standard on
the PC platform, but it's NOT the
standard for professional design.
Adobe Type 1 fonts are the standard;
so many service bureaus have to con-
vert all TrueType PC fonts to Type 1
just to get them to print properly on
their high-end imagesetters. Bottom
line: If you don't use Macintosh, your
design staff may encounter more
problems, delays, and extra charges
every time they output film or do
color separations.
#8. New graphics technology is
designed at Apple, not Microsoft
The hottest thing in digital video
and graphics right now is FireWire. It
lets you transfer digital video directly
from a digital video camcorder in real
time - like a simple file transfer - at
speeds that blow SCSI and USB away,
and since it treats it as a file transfer,
it requires no rendering time. It comes
standard on every Power Macintosh.
FireWire is changing the entire indus-
try and taking high-end graphics to a
new level. It's no big surprise that
Apple invented this new technology,
because they're the graphics innova-
tor. Quick, name one graphics inno-
vation or technology that Microsoft,
Compag, Dell, or Gateway created
that's used by graphics professionals.
Gotcha. Luckily, you can buy an extra
FireWire add-on card for certain mod-
els of Compaq, Dell, and Gateway
computers, so they can use FireWire,
too, but you have to spend more
money and get someone to install the
card that comes standard on Macs.
Bottom line: If you really want your
graphics department to stay on the
cutting edge, they'll have to use the
platform where cutting-edge graphic
technologies are developed -
Macintosh.
#9. Macs are easier to maintain
Iman a Photoshop Help Desk,
and I answer hundreds of Photoshop
questions from Mac and PC users
every week. Nearly every single ques-
tion I get from Macintosh designers is
on how to create a particular effect or
for an easier way to accomplish a
Photoshop task. However, most of the
questions I get from PC users using
Photoshop are for help with a techni-
cal issue. Either their copy of
Photoshop is crashing or locking up
or they can't get it to launch at all.
The most common problem is when
they've installed a new version of
Photoshop on their PC. Literally, all
hell breaks loose, and often they tell
me they've gotten so frustrated that
they go back and reinstall the old ver-
sion because (in their words) "at least
the old version worked." I so rarely get
a Mac tech question that I honestly
can't remember the last one I
answered. Ironically, most people I
answer questions for are Macintosh
users. I could mention the numerous
studies that show Macs are easier to
maintain and dramatically more trou-
ble free than PCs. I could quote edi-
tors from PC magazines complaining
about constant crashes and PC prob-
lems attributed (mostly) to Windows
and Windows bugs; but honestly, my
own personal experience answering
these Photoshop help desk questions
speaks volumes. Bottom line:
Designers will spend more time creat-
ing and less time troubleshooting on
Macintosh.
#10. It's the tool the pros use
worldwide
Last issue, we showed the results
of Print magazine's "Digital Design
and Illustration Annual" (Print is
"America's Graphic Design Magazine")
where they chose winners from a vari-
ety of design categories. Not only did
Macintosh dominate every category
but 100% of the winners in the
Photography, Illustration, Package
Design, Architectural and
Environmental (signage), and Print
graphics were designed on a
Macintosh. This contest was open to,
and entered by, designers using just
about every computer platform on
earth (including UNIX, SGI, Flint
Workstations, Quantel Harry
Paintboxes, etc.), but Macintosh blew
every other platform away in every
category. I felt this was one of the best
burdens of proof that high-end
award-winning professionals use
Macintosh, But this proved not only
that these professionals use
Macintosh but it also proved that
they use Macintosh almost exclusive-
ly. Bottom line: If the best in the busi-
ness are all using Macintosh, what
would you have to gain by forcing
your design staff to use something
else?
This is what it comes down to:
professional designers not only want
to use Macintosh, they need to use
Macintosh. They're going to be happi-
er because you're giving them the tool
they want to use, the tool that won't
tie their hands and limit their creative
options, and the tool they need to
stay on top in a highly competitive
market. If you really want to help
your graphics department, don't force
them to use a non-standard tool that
they clearly don't want. Instead, con-
tinue your support for both platforms,
and I promise you - that will be doing
something to really help your compa-
ny's bottom line.
Apple Computer (AAPL) announced stock-split
Submitted by Denis Diekhoff
A number of investors have
inquired about Apple's recently
announced stock-split. Given that this
is the first AAPL stock split in 13
years, let us review the mechanics of
this process and clear up some of the
confusion investors have had. These
transfers are handled by the brokerage
automatically, and the investor does-
n't need to do anything.
As you can see, there is no need
to worry about missing out on a stock
split.
Even if you were to wait until
June 20 to buy, say, 100 share of the
stock at the pre-split price, you would
still end up getting 200 shares a day
later but each share would be worth
half as much. Essentially, it would be
the same as buying 200 shares at half
the price on June 21.
Stock Splits and Volatility In the-
ory, the stock split is really a non-
mini’app’les Newsletter
13
June, 2000
event. It doesn't alter the fundamen-
tal valuations. Share count is doubled
while price is halved. Price and EPS
are both cut by half, so P/E remains
the same. However, the lower share
price attracts more individual
investors who feel that the stock is
now more "affordable".
As AAPL's share price has soared
over past 2 years, so has the percent-
age of Apple shares held by institu-
Aspyr and Westlake
Submitted by Bryan Lienke
Original article by Peter Cohen, pco-
hen@macgaming.com
April 27, 2000, 1:00 pm ET
One of the most frequently
requested games we receive e-mail
about is Maxis’ The Sims. Developed
by the same company and the same
game designer responsible for the
perennial favorite "SimCity" series of
games, The Sims models human
behavior on a much more detailed
scale than its predecessors. The Sims
has made a huge splash with the PC
gaming community since its release,
receiving rave reviews from the game
press and gamers alike. It's been obvi-
ous for some time that The Sims
would be a hot seller with Mac
gamers, and thanks to the efforts of
Mac game publisher Aspyr Media and
game conversion studio Westlake
Interactive, Mac gamers will have a
chance to play The Sims for them-
selves. Aspyr announced today plans
to publish the game for the
Macintosh.
While the SimCity series has
focused on the development and
maintenance of entire metropolitan
areas, The Sims focuses instead on the
minute details that make up a per-
Road to Mac OS xX:
Submitted by Bryan Lienke
April 27, 2000, 7:00 am ET
(This weekly column looks at features
and products that may appear when
Apple's next generation operating sys-
tem, Mac OS X (10) appears this year.
tions. Currently it stands at around
60% -- which is quite substantial.
Some investors feel that the trading
pattern and volume generated by
these institutions may have increased
the volatility in Apple's stock. Thus if
the stock split is able to attract more
individual investors, it would help to
buffer some of the price fluctuations
and decrease the volatility.
to bring The Sims to
son's life. Players are left to build indi-
vidual homes for their Sims, populate
them with furniture and appliances,
follow individual career paths, and
experience all the choices that make
up what life's about -- having friends,
falling in love, having children. The
Sims has been quite a phenomenon
on the PC since it was released earlier
this year -- more than a million copies
of the game have been sold.
With The Sims, it's not cookie-
cutter production, either -- the tools
are there to allow you to customize
each Sim's lifestyle to however you
want it. An array of advanced archi-
tectural tools will enable players to
create and decorate dream-homes —
even the landscape itself can be culti-
vated to your specifications. The
inside of the house can be populated
with more than 150 different objects
from billiards tables to big-screen tele-
visions to hot tubs. You can have con-
trol over your Sims themselves -- how
they look, what their careers are, what
they do for recreation. Ultimately,
though they're autonomous
What else can you do with The
Sims? The game's Web site features an
area where gamers can upload and
download each other's files from --
you can use other Sim families created
by other players. Since the game's ini-
Sippin’ a little ROM
If you aren't familiar with terms like
"Rhapsody" and "OpenStep," check
out our explanatory "Note" at the end
of this article before proceeding.)
Mac OS X is supposed to eliminate
the need for on-board ROM (Read-
Only Memory) chips, replacing them.
with files on disk that contain the
ROM images. This may be a moot
point, however, as we'll explain in a
AAPL Investors | Featured
Articles | Investor Resources | AAPL
Statistics Sector
the Mac
tial release this past winter, Maxis has
also released a host of add-on files as
well.
For Aspyr Media, this is the latest
in an ongoing series of deals the com-
pany has struck with PC game giant
Electronic Arts. Aspyr's first Mac game
publishing effort with EA was last
year's release of Madden NFL 2000,
the spectacular football game. It con-
tinued earlier this year with the publi-
cation of Sid Meier's Alpha Centauri.
This is the first Sim game that Aspyr
has published, however -- previous
installments of Maxis’ SimCity series
of games were published directly by
Electronic Arts.
Aspyt Media's Web site has been
updated with a special section for The
Sims. Gamers who are anxious to get
their hands on this new title can place
a pre-order today. Other information
about The Sims is available from the
game's official Web site. Neither Aspyt
nor Westlake have announced when
The Sims for Mac will ship, but
Westlake informs us that the game is
nearing its Alpha milestone, which
indicates they've already gotten the
game playable. We'll provide you with
more details as they become available.
moment.
Traditionally, ROM chips have pro-
vided all the low-level graphics rou-
tines that give the Mac its look and
feel. If the elimination of onboard
ROM does happen -- and remember,
Mac OS X is a long way from a com-
pleted state -- this will simplify
upgrading the ROMs, but it will, theo-
tetically, make it more difficult for
mini’app’les Newsletter
14
June, 2000
Apple to control the systems that can
actually run the Mac OS.
Ditching the dependency on ROM
could open the doors for other ven-
dors to manufacture hardware that
will run the Mac OS. A revival of Mac
clones? That seems possible, but I find
it difficult to believe that Apple CEO
Steve Jobs would approve of such a
move based on his past dislike of
clones. And he's always been an advo-
cate of Apple controlling both the
hardware and software that makes the
Mac unique.
Developer Shak Asad says there are
several companies that sell 7200, 9600
(Tsunami), G3, and "Yikes" mother-
boards with a little "No ROM includ-
ed" notation. It will be just as easy to
buy these motherboards, or the POP
designs being introduced by IBM
(intended for use with LinuxPPC) and
install Mac OS X on them - if it in
fact will not require a physical ROM,
he says.
"Will this bring the Mac into the same
arena with PCs whereby systems will
be thrown together? Will end users
forsake the iMac in the hopes of
building a better, cheaper system?"
Asad says. "LinuxPPC has Mac-on-
Linux which theoretically allow Linux
users on a variety of PPC platforms
ranging from Be-Boxes to CHRP
(Common Hardware Reference
Platform) to run the Mac operating
System -- albeit with no graphics
acceleration. Is this a boon or bane for
the Mac platform? No physical ROM
requirements can very well determine
Apple's future."
However, the elimination of onboard
ROM chips may not change much at
all. Abe Skolnik says the current Mac
OS already does this on "New World”
machines, where Open Firmware isn't
completely broken. There is no Mac
OS code in the real ROM for these
machines. On "Old World" machines,
the Mac OS portion of ROM will sim-
ply never be loaded by OS X.
Skolnik explains: "It was the long-ago
(in computer business time) introduc-
tion of the iMac (rev. A) that gave the
public access to a computer that could
Tun the Mac OS (unemulated) without
having some important pieces of the
OS in question (the so-called
‘Toolbox;,' or at least part of it) in real
ROM. The iMac's technology for
doing so is referréd to by Mac tech
types (such as myself) as 'New World’,
and by people writing for the masses
as 'ROM-in-RAM'. This way of doing
things was continued in the Blue G3
(not the beige one) and the Lombard
(.e., bronze) PowerBook. Confusingly,
the PowerBook G3 Series (a.k.a. ‘Wall
Street! and ‘Main Street’) are not New
World-based, even though they came
out after the iMac. They were also the
last machines to be introduced to the
public with 'Old World’ architecture. I
suspect that was the result of those
PowerBooks having already been, at
least mostly, enginecred before the
iMac intro, such that Apple didn't
want to throw away an at least
almost-ready design without even
having used it, settling instead to
delay the NewWorld-ization of the
PowerBook line for later.
"Background and history in place,
here is the scoop on the situation as it
relates to Apple‘s NeXT-generation
OS: the whole discussion is moot; it's
all irrelevant. The ROM in beige Macs
is basically the core of the real Mac
OS; please do not allow yourself to be
fooled by Apple’s marketing-based
decision on what to call the OS that
Apple now owns the rights to; a well-
chosen name (based on technology,
not marketing and hype) would be
"NeXTstep S.0' or 'OpenStep 6.0' or
something along those lines. The
moral of the story: the so-called 'Mac
OS 10' will not need the part (a big
part it is, too) of the ROM of beige
G3s that contains the Mac Toolbox.
The OS in question not only ignores
that code on the beige machines (it is
not present on {Macs/blue
G3s/G4s/USB-equipped PBs), it also
eliminates that code from the boot
sequence! In other words, if, in theo-
ty, that code were on separate chips
(in reality, it's not), you could remove
them from your system, and you
would still be able to boot 'Mac OS
10', although you would have, in all
likelihood, crippled your machine so
as not to be able to boot the 'real’ Mac
OS. (In even more theoretical theory,
you could still boot a version of the
teal Mac OS intended for a New
World-based machine, but that is a
whole other story.)
"The ‘files on disk that contain the
ROM images' that you referred to are
included in all versions of the real
Mac OS that are meant for New World
machines, and can be seen very plain-
ly by looking inside the System
Folder; the file's name is usually 'Mac
OS ROM', not that it matters; Apple
might be using a different filename
on the ‘localized’ versions of the Mac
OS, because the boot-loader searches
for the file by type code, not by name.
Regardless, Mac OS 10 doesn't have
those files, nor needs them, nor
would it have any use for them, even
if you forced them down its throat.
On the other hand, if you have a
machine to play with, and a bootable
CD to fix the same, you can prove to
yourself the importance of the file in
question to the real Mac OS (when
running on a NewWorld machine) by
moving that file out of the System
Folder and restarting. Once you have
witnessed the machine not booting,
you may boot from CD and put the
file back where it belongs, no harm
done."
Whew. Okay, now on to some com-
ments from last week's column. Last
week we explained that one result of
using the Mach kernel in Mac OS X is
the elimination of extensions, at least
when you're outside the Classic envi-
ronment (also known as Blue Box).
Gordon Henriksen, developer, sends
us the following info: "Extensions live
on in Mac OS X, but they are not
extensions as we know them from
System 7, and they extend only the
kernel; thus, they are properly called
‘kernel extensions.' Kernel extensions
are distributed as bundles with names
ending in '.kext.' The kernel itself does
not interact with the user in any way;
the kernel does not so much as pro-
vide the drawing routines Mac OS X
applications use. Thus, kernel exten-
sions provide significantly less visible
services than do Mac OS extensions.
Kernel extensions can be loaded at
any time and a well-implemented ker-
nel extension can be unloaded, later,
as well. Mac OS X kernel extensions
cannot 'patch' the kernel, which is a
good thing. Mac OS X kernel exten-
sions export functionality through
more well defined interfaces than
patches.
"The functionality many Mac users
expect from extensions is going to be
mini’app’les Newsletter
15
June, 2000
implemented in OS X using a combi-
nation of kernel extensions, applica-
tions, libraries, and plug-ins, which all
will behave much as we know them
to behave today. Plug-ins which do
not provide an image filter but rather
extend an application (such as the OS
X Finder) in a general way are some-
thing less familiar, but certainly not a
difficult concept for a user to wrap
their mind around.
"Daemon processes under OS X and
faceless background apps under OS 9
provide rather similar services, though
daemons are used much more exten-
sively in Mac OS X and provide much
more robust services. Device drivers
are implemented with an interface
called IOKit and packaged as kernel
extensions. IOKit is not BSD-like AT
ALL,; it's a C++ driver model where
developers subclass drivers from
generic model drivers. Non-ADC
members can look at IOKit by exam-
ining the IOKit-based Darwin 1.0 ker-
nel source at Apple's CVSWeb inter-
face. Not all Mac OS X drivers present
themselves in /dev, and the preferred
way to interact with most drivers is
not through /dev at all, but rather
through other interfaces."
Now a final comment on another
item from last week's Road to Mac OS
X (which you should read at
http://www.maccentral.com/news/00
04/21.macosx.shtml for background
info.)
Scott Anguish, the force behind the
Stepwise Web site writes: "RPMs cer-
tainly aren't the only situation similar
to the traditional Mac OS installer.
dpkg works in a similar fashion. These
are being used somewhat for Darwin
(the prep is there anyway). dpkg is
nice because it can specify dependen-
cies on other packages as well.
"Mac OS X Server uses pkg’s which are
of the same sort of capability... the
use of PAX as the archiver causes
problems (read my articles on
Stepwise about Installer). So there are
lots of options. Personally, I'd like to
see Apple put a front end on dpkg (As
a matter of fact Fred Sanchez did this
for WWDC last year, but the demo
gods were against him showing it)."
The
Users’ Group is proud te announce
the engagement of Us, Lisa Huston &
Wr. Yohu Huuhins, Yr. Their wedding
(2 planned for May, 2001
(Note: Mac OS X is the upcoming,
"next generation" operating system
from Apple, due in the first half of
2000. Mac OS X will include compo-
nents of the traditional Mac OS, as
well as components of the Rhapsody
project. Rhapsody was once planned
as Apple's next generation operating
system. It's still around as Mac OS X
Server, and parts of Rhapsody tech-
nologies will become part of Mac OS
X. Rhapsody/Mac OS X Server is par-
tially based on OpenStep technologies
that Apple obtained in the purchase
of the NeXT company. Carbon is the
modified version of the Mac OS API,
allowing applications to be rewritten
with relative easy for Mac OS X.
Cocoa (also known as the Yellow Box)
is a set of cross-platform APIs that will
allow the development of applications
that run under Mac OS X and other
operating systems.)
mini’app’les Newsletter
16
June, 2000
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New Computerized Investing SIG
qnmubmitted by Bet Persson
For some time now we have had a
discussion on our Bulletin Board (BBS)
about starting a Computer Investment
Special Interest Group (SIG). This has
finally come to fruition and begin-
ning Monday June S$ at 7:00 P.M. we
will have our first official meeting at
the Washburn Library (downstairs
meeting room). We will have access
to the Internet so if you have any sug-
gestions about financial sites to visit
or other financial strategies of invest-
ing, please come to this meeting and
For Sale by Members
Macintosh computers, monitors,
Apple Ie’s, Image writers. PC printers,
hard drives, modems, PC's for sale.
Bert (612) 861-9578 or post message
DISCOUNT SOFTWARE
7617 Brooklyn Blvd. Brooklyn Center Mn.
In the Village North Mall
(612) 503-8680
Now under new management
We Sell Macintosh Software & Hardware
11-7 Weekdays 10-4 Saturday
Come in and check us out!
share those with us. Washburn
Library is located at 5244 Lyndale Ave
So, Minneapolis.
For more information contact Denis
Diekhoff (612) 920-2437
on our BBS, bpersson@isd.net
591 N. Hamline Ave.
—= —
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Tuesday-Friday 9am - 5:30pm
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Closed Monday & Lunch (1-2pm)
Following over 75 years of tradition in the
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Premium Twin Cities Intemet Service © Any speed. No ads,
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mini’app’les Newsletter
June, 2000
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mini’app’les Newsletter June, 2000