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BREAKING NEWS

News in the entertainment  
industry on hardware, software
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CONTRIBUTOR
INTERVIEWS

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from professionals in the field of entertainment
REVIEWS

Reviews on hardware, software
conventions, training sessions and materials, etc.  

7.29.2004
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MOTIONBUILDER Visits a Wild, Twisted West in Sammy Studios’ Darkwatch

When California-based game developer and publisher, Sammy Studios, Inc., shows off their ultra-stylish vampire western shooter, Darkwatch, at this year’s Game Developers Conference, they’ll be joining the growing list of entertainment companies that have embraced Kaydara’s powerful MOTIONBUILDER™ character animation and motion-capture manipulation software.

Sammy Studios has put a team of more than 30 developers to the task of bringing Darkwatch to life. Many of the animators on the team had made use of Kaydara’s FiLMBOX, the spiritual precursor to MOTIONBUILDER. Because they had found FiLMBOX to greatly enhance their daily work, the art team had no qualms about incorporating the even more powerful MOTIONBUILDER into their content creation pipeline. Since the game’s animation was to be entirely motion-capture driven, MOTIONBUILDER was the obvious choice, and the team was confident that the software would integrate seamlessly with their existing tools and processes.

The results speak for themselves. “There is no better application out there that matches MOTIONBUILDER’s powerful motion-capture manipulation tools,” said Emmanuel Valdez, Vice President and Creative Director at Sammy Studios, Inc. “Thanks to MOTIONBUILDER’s ability to manipulate motion capture data with great ease and at incredible speeds, we were able to generate more animations in less time, and with a smaller animation team.”

The team on Darkwatch captured motion for the game using Sammy Studios’ internal 36-camera optical capture studio. The studio technician then edited the motion by individual takes, and delivered the data to the Darkwatch animation team. The animators then applied the cleaned motion to the game characters for additional processing, motion retargeting, character mapping and cinematics production.

“We do all of our motion capture data processing, from data cleanup to motion blending, in MOTIONBUILDER,” explains Valdez. “We then export to Maya, and from Maya the animations go into our proprietary animation tool. From there, the animation is exported to our game engine. It’s a multi-stage process that wouldn’t run nearly as smoothly without MOTIONBUILDER at its core.”

Using MOTIONBUILDER saved the Darkwatch team time and money, since a single animator could generate as much as two to three times more content than they would have been able to using keyframe animation. Also, the ability to view and play back animations in sync meant the team could make accurate timing adjustments for both in-game and cinematic animation sequences. Ultimately, MOTIONBUILDER’s wide range of advanced character animation capabilities allowed Sammy Studios to create an amount of content they would have normally needed an animation team twice as large to produce. This meant they could complete a huge quantity of high-quality animation within the confines of the project schedule and budget.

“MOTIONBUILDER has given our animators almost unlimited possibilities for animation in our games, and we’re still discovering ways the tool lets us create content we would not have thought possible,” says Valdez. “Animators can quickly and easily share base animation between characters, allowing them to focus their time and energy creating those unique animations that really differentiate the individual characters in the game. Also, MOTIONBUILDER’s motion blending capabilities mean we can create entirely new animations using existing motion-capture data. MOTIONBUILDER is really so much more than simply an animation tool. It’s a productivity-enhancing tool; it makes your whole production run more smoothly.”

Although the majority of animation for Darkwatch was generated using MOTIONBUILDER, from the in-game cinematics to the gameplay animations, the team at Sammy Studios is still discovering some of MOTIONBUILDER’s other tools and capabilities, like the story timeline and the traditional keyframe capabilities. For future projects, Sammy Studios plans to use MOTIONBUILDER’s story timeline to previsualize and layout in-game cinematics, which should help save them even more development time.

For more information on Sammy Studios and Darkwatch, visit www.sammystudios.com. For more information on Kaydara MOTIONBUILDER, visit www.kaydara.com, or stop by the Maxon Booth #1144 at the 2004 Game Developers Conference.

7.29.2004
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A Little Goes a Long Way in Pixelspell’s La Cucaracha

Little do we realize that there is a secret world right under our noses, a secret world inhabited by strange little six-legged creatures with only one thing on their mind – to raid your refrigerator for every last crumb! This is the world outlined in Pixelspell Animation Studios’ animated short film, La Cucaracha, and it’s a world that could only be realized using Kaydara’s MOTIONBUILDER character animation package.

Set in 1940’s New York, La Cucaracha presents the crazy adventures of a happy-go-lucky cockroach named Kaki, and all the trouble he gets himself into in his endless search for food. It seems that Kaki’s stomach is bottomless, and his constant quest to fill his belly brings him entirely too close in proximity to his human roommate, this interaction setting the light-hearted tone of the story.

In addition to facing all the usual challenges of this type of production, Pixelspell has to work around its somewhat unique staffing structure. Rather than working in a more traditional studio environment where animators and animation directors work next to one another, Pixelspell draws from a wealth of international talent, bringing approximately 50 artists and technical staff from five different countries together in a ‘virtual office’ environment. Because they do not work together in person, the ability to instantly see the results of their animation efforts is of paramount importance, and it is for this reason that MOTIONBUILDER was truly the best option available to the team on La Cucaracha.

Because the team is scattered across various locations, Pixelspell encountered issues of animation inconsistencies for their main character, Kaki. Since multiple animators were working on the little cockroach, those animators’ individual styles appeared in their work. Using MOTIONBUILDER’s motion library infrastructure, Pixelspell’s animation director was able to set up movement cycles, store them in the project’s motion library, from where they could be used by the individual artists.

Pixelspell’s animation workflow consists of modeling and boning the characters in Maxon’s Cinema4D, saving them in Kaydara’s universal FBX file format, which allows content interoperability between all major 3D packages on the market, animating the characters in MOTIONBUILDER using classic keyframe animation, then sending the animation back to Cinema4D for final scene rendering. In addition to pure animation, Pixelspell uses MOTIONBUILDER for previzualization and animated storyboards, as well as for quickly animating virtual cameras to help the artists tweak the timing of motions.

MOTIONBUILDER’s realtime capabilities were the main reason Pixelspell selected the character animation software for La Cucaracha. Before they integrated it into their pipeline, the animators were forced to animate a few frames, stop to carry out test-renders to check the timing of the motion, tweak the animations accordingly, render them out again, etc. This process was extremely time consuming, not very enjoyable for the animators, and kept them from ever fully getting into a productive flow where they could be most creative. Being able to animate everything in real-time using MOTIONBUILDER means this is no longer an issue – Pixelspell’s animators can see their changes instantly, allowing them to put a much greater proportion of their time into actually creating, rather than fixing, animations.

Using MOTIONBUILDER as the core of their project’s production pipeline has given Pixelspell the tools and technology they needed to be able to complete approximately 15 minutes of high quality animation in about a year. With the success of this first episode, Pixelspell hopes to take their charming little critter to the big screen in a full-length feature, and they will be counting on MOTIONBUILDER to help them achieve this goal.

To find out more about this project or to view the teaser, go to www.pixelspell.net

Image Courtesy of Pixelspell

7.29.2004
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PopCap Games Signs Deal With MumboJumbo To Distribute Topselling Online Games in Retail Outlets; Online Chart Topper, ''Zuma Deluxe'' Coming to Retail This Holiday Season

PopCap Games(TM), Inc. a leading provider of downloadable games today announced that it has signed a distribution deal with MumboJumbo(TM), LLC. The terms of the three-year agreement grant MumboJumbo the exclusive worldwide rights to distribute Zuma Deluxe(TM) and Rocket Mania(TM) to the retail channel.

"PopCap Games has a tremendous following among online casual gamers," said Brian Fiete, founder and CEO of PopCap Games. "We're excited to extend this partnership with MumboJumbo and expect to expand that fan base based on MumboJumbo's distribution success."

The two PopCap titles appeal to a wide range of players due to the easy-to-learn, yet challenging gameplay. In Zuma Deluxe, players complete a variety of levels by skillfully shooting colored balls into groups of the same color to make them disappear. Rocket Mania Deluxe offers puzzle fans a chance to flip fuses and send off rockets.

"Zuma Deluxe is the breakout game of 2004, offering over 20 levels of play, stunning tribal sounds and tunes, and the most addictive game play for the casual gamer," said Mark Cottam, CEO of MumboJumbo. "Fans of action-puzzlers will find adventure that they may not be able to break away from."

"Zuma Deluxe is the breakout game of 2004, offering over 20 levels of play, stunning tribal sounds and tunes, and the most addictive game play for the casual gamer," said Mark Cottam, CEO of MumboJumbo. "Fans of action-puzzlers will find adventure that they may not be able to break away from."

Zuma Deluxe and Rocket Mania Deluxe are due out in late August and will be available nationally from top retail outlets. Both products are rated "E" (Everyone) by the ESRB. Zuma Deluxe will carry a suggested retail price of $19.99 and Rocket Mania Deluxe will be available in jewel case for $9.99 (SRP).

Based in Seattle, Washington, PopCap Games creates simple yet compelling web-based games that anyone can enjoy. PopCap has delivered over 10 million downloads of its Deluxe version games such as Bejeweled, Bookworm, and Zuma to satisfied players worldwide. For more information about PopCap, please visit http://www.popcap.com.

About MumboJumbo

MumboJumbo is a wholly owned subsidiary of United Developers, LLC. Based in Dallas, TX, MumboJumbo is a publisher of entertainment software for Windows and Java-based downloadable puzzle games. For more information about MumboJumbo, please visit http://www.mumbojumbo.com.

7.29.2004
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Research and Markets: Worldwide Market for the Video Game and Interactive Entertainment Industry to reach $33.4 billion by 2008

Research and Markets (http://www.researchandmarkets.com) has announced the addition of Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry to their offering.

The worldwide market for video games and interactive entertainment is expected to grow from $23.2 billion in 2003 to $33.4 billion in 2008.

Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry is an industry forecasting service. This service includes complete historical numbers and five-year forecasts. This service will provide these detailed forecasts for video game hardware and software, portable game systems, and PC game software. The forecasts are broken down by individual platform, region of the world (U.S., Europe, Japan and the rest of the world which includes Canada and Asia Pacific regions).

One of the most exciting features of this service are regular scenario updates that provide "what if" scenarios for the interactive entertainment industry. For example, one can do one set of forecasts that assumes Sony, Microsoft and Nintendo all launch new game systems at the same time. Or another set of forecasts that examines what would happen if Microsoft released a system a year before everyone else. Forecasts can also be adjusted for different hardware schemes.

Includes:
Historical look at the U.S. market going back to 1994.
Historical worldwide sales.
Five-year market forecasts through the year 2009. These forecasts are broken down into separate scenarios, which account for different market performances for the leading game platforms.
Detailed forecasts for individual game platforms including PC game software, Sony PlayStation 2, Microsoft Xbox, Nintendo GameCube, Sony PlayStation 3, Microsoft Xbox 2/ Xbox Next, Nintendo N5/ GameCube 2, Nintendo Game Boy Advance, Sony PSP and Nokia N-Gage.
Forecasts broken down by 1) region (U.S., Europe, Japan, rest of world) 2) individual platform (portable, PC games, 32/64-bit, 128-bit and future game systems expected to be released after 2004) and 3) hardware versus software sales.
Total worldwide sales forecasts.
Discussion of the leading video game hardware systems
Detailed forecasts for individual game platforms. It is designed to allow users to create their own charts and analysis tool by individual platform.

For more information visit http://www.researchandmarkets.com/reports/c3323

7.29.2004
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Kaydara HumanIK | Middleware Licensed by Ubisoft |Kaydara HumanIK | Middleware Licensed by Ubisoft Provides Greater Level of Productivity and Improves Quality of Character Animation for New Tom Clancy's Splinter Cell? 3 Game

MONTR?AL ? May 13, 2004 ? Kaydara Inc., a leader in character animation solutions for game developers, today announced that Ubisoft, one of the world's leading game developers, has licensed HumanIK? | Middleware, an advanced in-game character animation and rigging library, for Ubisoft's upcoming release of Tom Clancy's Splinter Cell? 3 (working title). With HumanIK | Middleware, Ubisoft will be able to easily embed the same award-winning character animation and rigging technology found in MOTIONBUILDER? directly into its game engine. Ubisoft is demonstrating Splinter Cell? 3 using HumanIK | Middleware at the 2004 Electronic Entertainment Expo (E3), May 12 ?15, booth # 1046.

"With Splinter Cell? 3, we are setting a new industry benchmark in terms of cutting-edge visual and sound effects, and Kaydara's HumanIK | Middleware is a key component of this," said Martin Tremblay, president of Ubisoft's Montreal studios. "We were able to easily and quickly integrate HumanIK | Middleware as part of our game engine and found that it drastically improved the quality of our characters. It enabled us to create more natural character movements and removed problems such as feet sliding. Using HumanIK | Middleware, our animators can reuse animated content and better adapt that content to the game environment ? it allows us to do more with less."

"Since our HumanIK | Middleware announcement last month, we've received a tremendous amount of interest from the game development community," said Michel Besner, president of Kaydara. "Game developers need to be able to improve their productivity levels and the quality of their games by using the same character animation rig and behavior across the entire production pipeline. We're finding that HumanIK | Middleware provides the solution they've been looking for."

About HumanIK | Middleware

HumanIK | Middleware is a small footprint library with solving fast enough to run on today's game consoles and PCs, but designed to evolve with next-generation platforms. Key benefits to HumanIK | Middleware include flexible character definition, animation reusability, improved animation quality and increased productivity.

The integration between MOTIONBUILDER and HumanIK | Middleware is made possible by using the industry standard file format FBX?. Kaydara's FBX file interchange format is a powerful format for 3D data that allows users to quickly and easily transfer their 3D assets and media from MOTIONBUILDER into their game engine.

For more information on HumanIK | Middleware, MOTIONBUILDER or FBX, please contact Kaydara at sales@kaydara.com.

About Splinter Cell 3

With Splinter Cell? 3, Ubisoft's celebrated Montreal development studio returns to the legendary Splinter Cell? franchise, for an action gaming breakthrough. With the first Splinter Cell?, Ubisoft redefined stealth action and set new standards for dynamic lighting; Tom Clancy's Splinter Cell? Pandora Tomorrow delivered an online multiplayer experience that awed even jaded gamers, and Splinter Cell? 3 will continue the tradition of pushing the interactive and technological possibilities of video gaming. It will offer the best graphics in this generation of games, a completely immersive and interactive environment, innovative gameplay and a completely unique collaborative multiplayer experience.

About Kaydara Inc.

Over the course of the past decade, Kaydara has become a leader in the development of real-time 3D animation software solutions for the entertainment industry. Kaydara's product portfolio serves a vast and varied range of clients in the TV, film, game development and Web content industries, including Sony Computer Entertainment of America, Ubisoft, Midway Games, Acclaim, Mainframe Entertainment, Capcom and the Canadian Broadcasting Corporation. Kaydara is headquartered in Montr?al, Canada, and has an international presence with sales offices throughout the Americas, Europe and Asia. For more information about Kaydara or its products, visit http://www.kaydara.com.

7.29.2004
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Significant MySQL Presence at LinuxWorld Expo Next Week; CEO Marten Mickos to Lead Session on Open Source Licensing

MySQL AB, developer of the world's most popular open source database, will have a major presence at the LinuxWorld Conference & Expo next week, August 2-5, at the Moscone Center in San Francisco.

WHAT: LinuxWorld Conference & Expo

MySQL CEO Marten Mickos will address the business aspects of open source software at a session titled, "Open Source Licensing for Commercial Applications," on Thursday, August 5, at 9:00 a.m.

WHERE: The Moscone Center, San Francisco

Other MySQL events at LinuxWorld include:
"Using MySQL Open Source Database with your J2EE Applications," session on Tuesday, August 3 at 10:15 a.m.
"MySQL Server" Bird of a Feather meeting led by MySQL Director of Architecture Brian Aker, Tuesday, August 3, at 5:30 p.m.
"MySQL Replication and Clustering," session with MySQL's Brian Aker on Wednesday, August 4, at 9:15 a.m.
MySQL presentation, "Improving MySQL Performance with Intel Compilers," on Wednesday, August 4 at 1:25 p.m.

At the conference exposition, MySQL will highlight new and upcoming technologies in booth #1259. MySQL booth partners showcasing MySQL-related third-party technologies will include:
Arkeia Corporation
BMC Software
Embarcadero Technologies
Emic Networks
Exadel, Inc
GlueCode Software
GoldenGate
Intel
MontaVista Software
SugarCRM
OLAP4ALL
Quest Software

About MySQL

MySQL AB develops and markets a family of high performance, affordable database servers and tools. The company's flagship product is MySQL, the world's most popular open source database, with more than 5 million active installations. Many of the world's largest organizations, including Yahoo!, Sabre Holdings, Cox Communications, The Associated Press and NASA, are realizing significant cost savings by using MySQL to power Web sites, business-critical enterprise applications and packaged software. MySQL AB is a second generation open source company, with dual licensing that supports open source values and methodology in a profitable, sustainable business. For more information about MySQL, please go to http://www.mysql.com.

MySQL is a registered trademark of MySQL AB in the USA and other countries. Other products mentioned are the trademarks of their respective corporations.

7.29.2004
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Egenera BladeFrame System Showcased by BEA, Intel, Novell and Oracle at LinuxWorld San Francisco

Egenera Inc., a leader in utility computing, announced today that BEA Systems Inc. (NASDAQ: BEAS), Intel Corporation (NASDAQ: INTC), Novell Inc. (NASDAQ: NOVL) and Oracle Corporation (NASDAQ: ORCL) will showcase the Egenera(R) BladeFrame(R) system in their exhibits at the LinuxWorld Conference & Exposition, San Francisco, Calif., August 3 - 5, 2004 (http://www.linuxworldexpo.com).

Specifically, attendees can see these Egenera solutions on the show floor:
BEA, booth no. 657: A demonstration will show how financial-services firms are deploying BEA WebLogic Platform on the BladeFrame system.
Intel, booth no. 1457: Egenera will give a series of live presentations titled "Improving Datacenter Total Cost of Ownership and Business Agility through Virtualization."
Novell, booth no. 1065: Demos highlighting the BladeFrame system's high-availability and management functionality running on SUSE LINUX Enterprise Server will be featured.
Oracle, booth no. 1047: A BladeFrame ES system running Oracle Database 10g and connected to a Network Appliance fabric-attached storage (FAS) platform will be displayed. In addition, Egenera will present the advantages of 10g on the BladeFrame.

To complement the value customers derive from a BladeFrame deployment, Egenera has forged relationships with industry-leading suppliers of enterprise platforms and software applications, as well as with premier resellers and systems integrators. The Company's broad representation at LinuxWorld illustrates its commitment to this ecosystem, to users and to the Linux community.

About Egenera Inc.

Egenera designs, markets and supports an enterprise-class datacenter computing platform, the Egenera BladeFrame system, which enables our customers to implement utility computing. This model, which we believe represents the next major transformation of the datacenter environment, enables users to dynamically allocate resources to applications on an as-needed basis. Today, BladeFrame platforms are installed at customers worldwide, including America Online, Cambridge Health Alliance, Credit Suisse First Boston, Emory Healthcare, Goldman Sachs, JPMorgan Chase, MChex, SAVVIS Communications, UFJ Group and others. Headquartered in Marlboro, Mass., Egenera has offices in or around Atlanta, Chicago, Hong Kong, Kansas City, London, New York City, San Francisco, Shanghai, Tokyo and Washington D.C. For details, visit http://www.egenera.com, send email to info@egenera.com or call 508-858-2600.

Egenera, Egenera stylized logos and BladeFrame are registered trademarks of Egenera Inc. All other company and product names are trademarks or registered trademarks of their respective holders.

7.14-29.2004
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Sorry for the break in coverage. I had a big rush job come in. Like I said, I need an intern! Send one this way!! :-)

7.14.2004
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Electronic Arts Announces Medal of Honor Pacific Assault Director's Edition Which Provides an Arsenal of Bonus Features

Armed with an exclusive real-world weapon, keen insight into WWII history and an arsenal of bonus features, the Medal of Honor Pacific Assault(TM) Director's Edition DVD from Electronic Arts (Nasdaq:ERTS) puts gamers in the boots of a U.S. Marine as he lives the war in the Pacific Theater. Developed by Electronic Arts Los Angeles (EALA), creators of the award-winning Medal of Honor(TM) video game series, Medal of Honor Pacific Assault immerses players in an authentic WWII experience, and will be available for the PC in the fall of 2004 under the EA GAMES(TM) brand. The Medal of Honor Pacific Assault(TM) Director's Edition is the first DVD release from the highly successful Medal of Honor PC franchise and, initially, it will only be available through pre-orders at major retailers, at a suggested price (MSRP) of $59.99.

Medal of Honor Pacific Assault gives players a sense of the courage it took to fight the Imperial Japanese Army from the shock of Pearl Harbor to triumph on the shores of the Tarawa Atoll. Set in the Pacific Theatre of Operations from 1941-1944, players will assume the role of Marine recruit Tommy Conlin as he survives the attack on Pearl Harbor, leads the assault on Guadalcanal and finally charges up the beaches for the climatic battle at Tarawa. Relying on natural instincts and a variety of authentic weapons, it's up to players to stop the Japanese war machine in its tracks.

Medal of Honor Pacific Assault Director's Edition includes the full game, a WWII propaganda poster gallery, pop-up historical facts and stats, plus the following exclusive DVD features:


Exclusive In-Game Weapon -- Get the drop on the enemy with a high-powered light machine gun that is only available in the Director's Edition.
WWII Timeline Presentation -- Discover the true history behind the game's missions in this detailed, interactive presentation.
In-Game Music with Commentary -- Award-winning Audio Director Erik Kraber presents the greatest Medal Of Honor music, delivered in a dynamic interactive application.
Medal of Honor -- Paths of Glory -- Learn what it was like to fight in the Pacific Theater through the gripping interviews from those who were actually there.
Silent Drill Platoon -- See it with your own eyes in this narrated footage showcasing the famous pageantry of the USMC Silent Drill Platoon.
The Thought War -- Watch a video on how both sides used propaganda as a weapon in the battle for the hearts and minds of those on the home front.
Making of the Game -- Go behind-the-scenes into the creation of the game in this video that profiles the hard work that went into creating Medal of Honor Pacific Assault.
Intro Movies with Commentary -- View in-game movies with commentary from Director Brady Bell.

Fans of Medal of Honor can also look forward to a contest associated with the Medal of Honor Pacific Assault Director's Edition, details of which will be made public at a later date.

Medal of Honor Pacific Assault features the gripping, realistic WWII action that has become a hallmark of the Medal of Honor brand. In creating Medal of Honor Pacific Assault the producers sought counsel from numerous expert sources to ensure the game is as historically authentic as possible. EALA continues to work closely with the Congressional Medal of Honor Society to ensure Medal of Honor Pacific Assault reflects the ideals and integrity of the prestigious Medal of Honor. In addition, Capt. Dale Dye, who served as military technical advisor on the previous titles in the Medal of Honor franchise, continues his efforts with the Medal of Honor Pacific Assault team. The EA Medal of Honor franchise website is http://www.moh.ea.com.

7.14.2004
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Crucial Technology Europe Launches Ballistix High-Performance Memory

Crucial enters the enthusiast memory market with high-speed, low-latency memory for gamers and power users

Crucial Technology Europe, a division of Micron Europe Limited which is a wholly owned subsidiary of Micron Technology, Inc., and one of the world's largest direct memory upgrade providers, today introduces the Crucial(TM) Ballistix(TM) high-performance memory line, designed specifically for computer gamers and power users seeking maximum system performance and stability at a competitive price-point. The Ballistix line features both DDR and DDR2 memory with advanced speed grades, low latencies, and integrated aluminum heat spreaders.

Crucial's Ballistix line includes the following high-performance modules in densities of 256MB and 512MB:
Crucial Ballistix PC-3200 (DDR 400), CL2-3-2-6, currently priced at 39.99GBP and 60.99 euros for 256MB, and 74.99GBP and 111.99 euros for 512MB
Crucial Ballistix PC-4000 (DDR 500), CL2.5-4-4-8, currently priced at 41.99GBP and 62.99 euros for 256MB, and 79.99GBP and 116.99 euros for 512MB
Crucial Ballistix PC2-4200 (DDR2-533), CL3-3-3-10, currently priced at 63.99GBP and 95.99 euros for 256MB, and 122.99GBP and 184.99 euros for 512MB
Crucial Ballistix PC2-5300 (DDR2-667), CL4-4-4-10, currently priced at 66.99GBP and 100.99 euros for 256MB, and 128.99GBP and 192.99 euros for 512MB

"Crucial has long been known for providing stable, quality memory upgrades for the mainstream computer user," said Stefanie Summerfield, Crucial General Manager. "With the addition of Crucial's Ballistix memory line, now computer enthusiasts can get the Crucial stability and quality they trust in a high-performance package."

Every Crucial Ballistix module comes with a custom-designed aluminum heat spreader, dome decal case badge, decorative sticker, limited-lifetime warranty, multi-lingual user guide, Crucial's award-winning customer support, free technical support, and free shipping (for a limited time) within the UK on qualified orders.

Visit http://www.crucial.com/uk/ballistix or http://www.crucial.com/eu/ballistix for more information about Crucial high-performance memory upgrades, including specification details and module images.

7.14.2004
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EA SPORTS Kicks off the College Football Season with NCAA Football 2005

Best-Selling College Football Videogame Franchise Focuses in on Home Field Advantage and is the First EA SPORTS Title Available on Xbox Live

The college football season is underway as NCAA(R) Football 2005 hits store shelves today, from Electronic Arts (Nasdaq:ERTS). Last year, NCAA Football 2004 sold more than one million copies and was the second best-selling football game in North America behind Madden NFL 2004. NCAA Football 2005 marks the first EA SPORTS(TM) title on Xbox Live(TM).

For the first time in a football videogame, the game day atmosphere around the field and in the stadium will affect the players on the field in NCAA Football 2005. Visiting teams will have to fight crowd noise when calling plays while home teams can play off of the thunderous support from their fans. Featuring the Top 25 Toughest Places to Play, players can compete in the most elite stadiums across the country including LSU's "Death Valley," "The Swamp" at Florida, Michigan's "Big House," and Nebraska's "Sea of Red."

With the new Match-Up Stick, gamers can track the crowd's impact on each player, then find and exploit key personnel mismatches. Players can use the Composure Meter to recognize which players are rattled and to determine the players they can count on in critical situations. After big plays, players can celebrate in style with new team-specific fan celebrations like the Gator Chomp and Texas Hook 'Em Horns. NCAA Football 2005 also features the deepest Dynasty Mode(TM) to date where players can build up their schools, transform young players into rising stars and monitor program integrity.

Calling the game from the booth for NCAA Football 2005 is the award-winning broadcast team of Brad Nessler, Kirk Herbstreit and Lee Corso.

NCAA Football 2005 features online gameplay(1) on PlayStation(R)2 computer entertainment system and Xbox Live. Players will have access to voice communication, tournaments, ladders and much more. For more information about online (service, play, capabilities, features) for NCAA Football 2005, go to http://www.ncaafootball05.com.

NCAA Football 2005, developed by EA Tiburon, is rated "E" (Everyone) by the ESRB and is available on the PlayStation 2 console, the Xbox(R) video game system from Microsoft and the Nintendo GameCube(TM).

EA SPORTS is the leading interactive sports software brand in the world. Its top-selling titles and franchises include Madden NFL(TM) Football, FIFA Soccer, NHL(R), NBA LIVE basketball, MVP Baseball(TM), and NASCAR Thunder(TM). The EA SPORTS home page is http://www.easports.com.

7.14.2004
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IDG's Macworld Announces Best of Show Awards

IDG's Macworld, the premier Macintosh magazine and Web sites, presented the winners of the "Macworld Best of Show Awards," representing the most exciting hardware and software products announced at Macworld Conference & Expo in Boston. Jim Dalrymple, Editor Online for MacCentral.com, presented the awards at the Macworld Opening Night Celebration.

"Developers are taking full advantage of Apple's core strategies in Mac OS X," said Dalrymple. "From iPod accessories to the integration of applications, developers are showing ingenuity in bringing products to the Mac market."

To be eligible for Best of Show consideration, products were either making their public debut at Macworld Expo or were recently introduced and likely to generate excitement on the show floor. In addition, the editors had to see the products in action.

"Macworld Best of Show Awards" represent a highly-coveted honor within the Macintosh industry and are presented exclusively at Macworld Conference & Expo.

The Best of Show winners for Macworld Conference & Expo Boston 2004 are:


Native Instruments' Guitar Rig -
Guitar Rig turns the Mac into a high-end guitar setup using virtual effects, amplifiers and cabinets. An included foot controller called Rig Kontrol enables guitarists to activate effects with four assignable switches and one pedal, without requiring a MIDI or USB interface.


Parliant Corp.'s PhoneValet Message Center -
PhoneValet Message Center turns the Mac into a complete telephone answering service, complete with voicemail, Caller ID, call recording and fax support. PhoneValet Message Center works through a USB interface attached to your phone line, and supports AppleScript to enable additional functionality and connectivity to third-party applications.


Harman Multimedia's JBL On Stage -
On stage is a donut-shaped portable music system for iPods and iPod minis that sports four transducers, 12-watts of total power, and the ability to charge the iPod while it's playing. It works with all three generations of iPods and iPod minis alike, and sports touch volume controls and an auxiliary audio input cable.


@Last Software Inc.'s SketchUp 4.0 -
SketchUp 4.0 adds new capabilities to help architects and other 3D designers more quickly create projects. Follow Me enables users to push or pull a surface along a path; Texture Tweaker applies textures or photos across continuous surfaces; Face Me makes sure that 2D models of landscaping elements and people will always face the camera; and The Intersector helps develop complex boolean models quickly and easily.


Gee Three's latest collection of Slick Transitions & Effects - Slick Vol. 7 and 8 -
Slick Vol. 7 and 8 carry on the company's extension of Apple's popular iMovie software. The collections include plug-ins that offer new capabilities and features for iMovie.

7.14.2004
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Verizon Wireless and Blue Ridge Games Launch Momentum Multi-Player Maze Game on Get It Now; Real-Time Game Lets up to Six Players Compete

Verizon Wireless, the nation's leading wireless provider, and Blue Ridge Games(TM), Inc., a developer of cutting-edge multiplayer mobile games, today announced the launch of Momentum(TM), a real-time game that allows six individual players to compete in an arcade-style environment and participate in monthly competitions. Verizon Wireless customers can download Momentum over the air onto their phones via Verizon Wireless' popular Get It(R) Now virtual software store.

Momentum lets up to six players interact and compete against each other in a real-time maze game. Players lead one of 18 colorful characters through randomly generated maps, clashing against others from across the country, collecting coins, using power-ups and trying to reach their doors while preventing opponents from reaching theirs. The game features a tiered monthly ranking system, an automatic matching system based on player level and live chat in pre- and post-game lobbies.

"We took our inspiration from the classic arcade games and added the human competitive element, allowing people across the country to play against each other in a real-time environment. We then focused our efforts to pack the satisfaction of immersive online games into just a few minutes of spare time," stated Allen Eichler, President of Blue Ridge Games. "We are very pleased to offer Momentum through Verizon Wireless. The company has a reliable nationwide network and caters to a subscriber base second to none."

Momentum is available in the getGAMES shopping aisle of the Get It Now virtual store. Verizon Wireless customers can download Momentum onto select Get It Now-enabled phones, including the LG VX4400, VX6000, VX4500, and Audiovox 8900, for just $2.99 monthly access. For a limited time, new users are given a one-day free trial period. Download charges for Get It Now applications vary and airtime charges apply when browsing, downloading and using certain applications. Customers need a Get It Now-enabled handset and Verizon Wireless digital service to access the Get It Now virtual store.

Verizon Wireless products and services are available in more than 1,200 Verizon Wireless Communications Stores, at participating Circuit City and RadioShack locations and on the Web at http://www.verizonwireless.com.

7.13.2004
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Ubisoft's Tom Clancy's Splinter Cell Chaos Theory Coming to Xbox for Holiday 2004

Ubisoft Montreal's Original Splinter Cell Team Returns to Change the Face of Action Gaming Forever

Ubisoft, one of the world's largest video game publishers, today announced Splinter Cell 3 (working title), the third blockbuster in the Splinter Cell(R) franchise, will officially be called Tom Clancy's Splinter Cell(R) Chaos Theory(TM). In addition to the PC, the game will be available on the Xbox(R) video game system from Microsoft for Holiday 2004, as well as on the N-Gage platform, published by Gameloft(R). Details on other platforms will be forthcoming. The game, which debuted to massive buzz and won numerous awards at the recent Electronic Entertainment Expo (E3) in Los Angeles, including official show awards for Best PC Game, Best Action Adventure Game, and a Special Commendation for Graphics, is expected to be one of the year's most talked-about titles. The first Xbox screenshots and hands-on details of the game may be found in the August issue of Game Informer Magazine, on stands next week.

With Splinter Cell(R) Chaos Theory(TM), Ubisoft's celebrated Montreal development studio continues to push the interactive and technological possibilities of video gaming, returning to the legendary Splinter Cell(R) franchise for an action gaming breakthrough. The game will offer a completely new gameplay experience, exemplified by a totally open level design, a completely immersive and interactive environment, and advanced AI in which enemies are aware of their environment and remember past events, making them smarter and even more dangerous. In addition, it will offer the best graphics in this generation of games and a unique, collaborative multiplayer experience. Splinter Cell(R) Chaos Theory(TM)'s features -- all courtesy of cutting edge visual and sound technologies -- will set an industry benchmark once again.

"Splinter Cell(R) titles have been huge hits on all platforms, and we're thrilled to deliver the latest, greatest installment, Splinter Cell(R) Chaos Theory(TM), to both PC and Xbox gamers in time for the Holiday season!" said Tony Kee, vice president of marketing for Ubisoft. "Both single- and multiplayer elements of the game enjoyed a stellar reception at E3, and we know that Splinter Cell(R) Chaos Theory(TM) will be at the top of every player's must-have list this year as it offers a completely new kind of gaming experience, and, with the unbeatable combination of Ubisoft's technological prowess and visionary creativity, it will be the best-looking game on any platform."

About Tom Clancy's Splinter Cell(R) Chaos Theory(TM)

The year is 2008. Citywide blackouts... stock exchange sabotage... electronic hijacking of national defense systems... this is information warfare, which has become the most dangerous threat to global stability. To prevent these attacks, you must infiltrate deep into hostile territory and aggressively collect critical intelligence, closer than ever to enemy soldiers. You are Sam Fisher, the NSA's most elite black-ops agent. To achieve your mission you will operate undetected, kill at close-range, attack with your combat knife, shoot with the modular SC20K rifle, and use radical suppression techniques such as the inverted neck break. Work alone, or enjoy the thrill of cooperative multiplayer infiltration missions, where teamwork is the ultimate weapon.

As the enemy evolves, so must you.
EXCLUSIVE CLOSE RANGE KILLS: From knife attacks to athletic hand-to-hand kills such as inverted neck breaks, dramatic ledge throws and other new moves
CO-OP STEALTH: Play online or offline multiplayer with a friend and coordinate your infiltration in an all new multiplayer challenge
REAL WEAPONS OF TOMORROW: The most complete arsenal of weapons and gadgets from the knife to the modular SC20K rifle
AMAZING REPLAYABILITY: Totally open level design with multi-paths and optional secondary objectives
HIGH-RISK MISSIONS: Steal sensitive documents from under the nose of your enemies, takeout a terrorist surrounded by his bodyguards...
HIGH-RISK MISSIONS: Steal sensitive documents from under the nose of your enemies, takeout a terrorist surrounded by his bodyguards...
AS GOOD AS REAL: Never-before-seen graphics technology offers the best visuals ever seen on any console. Advanced physics engine allows rag doll physics, particle effects and perfect interaction with the environment
THRILLING SCENARIO: In-game gut wrenching sequences and gripping plot with multiple twists and turns

(C) 2004 Ubisoft Entertainment. All Rights Reserved. Splinter Cell, Sam Fisher, the Soldier Icon, Ubisoft, ubi.com, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.

7.13.2004
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Battlefield: Modern Combat Adds Single Player Mode; Game Slated to Ship in Fall 2005

Electronic Arts (Nasdaq:ERTS) and Digital Illusions announced today that Battlefield: Modern Combat(TM), the latest title in the award winning game franchise, will feature a single-player mode when it ships in fall 2005. The game is currently in development for the PlayStation(R) 2 computer entertainment system and Xbox(R) video game system from Microsoft.

In addition to the single-player mode, new maps and additional features will be added to the game during the extended development period. The decision to add the single-player mode was made in response to consumer feedback.

"Adding more time to the development cycle of the game will result in a more expansive feature set and a more compelling product," said Greg Richardson, General Manager, EA Partners. "We are confident that this decision will result in a stronger title and continue the advancement of the Battlefield brand."

Featuring both single-player and multi-player modes mean that Battlefield: Modern Combat can be enjoyed by solo players or within an online multiplayer environment that supports up to 24 players. To play online, PlayStation 2 console owners will require a broadband connection, memory card and network adaptor for the PlayStation 2, while Xbox owners will require a subscription to Xbox Live(TM).

The first-ever Battlefield console installment will drop players into the heat of battle on the high tech frontlines, entering a new modern era of combat with more firepower and new expansive environments. Armed with the latest modern weaponry, players can choose from more than 30 vehicles and 70 weapons, and communicate with one another in real time via USB headset. Players will choose to fight for one of three military superpowers: the United States, the Chinese, or the newly formed Middle East Coalition.

Battlefield: Modern Combat will ship in fall 2005 and will be published and distributed by EA under the EA GAMES(TM) brand. The game is not yet rated by the ESRB.

7.13.2004
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Soleil Film, Inc. Acquires 32% of Feature Film, ``Miriam''

Soleil Film, Inc. (Pink Sheets:SFLM) announced today that it has acquired, in a co-production agreement signed with MG Productions, LLC, 32% of the feature film, "Miriam," an epic in the genre of "The Pianist," "Sophie's Choice," or "Schindler's List," based on a true story of a woman in her struggle to survive against insurmountable odds.

"Miriam" is the heart wrenching story of a woman who takes another's identity to survive the most horrible time of the 20th century. "The story of Miriam Shafer is an incredible story inspired by an incredible woman," according to writer/director Matt Cimber. "And even though many of the defining moments of her life take place during the Holocaust, this is only the beginning, and the emphasis here is that this is the story of a woman," he added.

"A Woman for All Time" is the theme for "Miriam," inspired by the true story of one woman's survival and success, which takes place in Lithuania over a period of forty years, from the German occupation of World War II through the Soviet era. The killings in Kovno and Vilna in 1941 were some of the most horrific events of the Holocaust. The Jews were confined to a ghetto where hundreds were murdered. Thousands of others were taken to The Ninth Fort and shot by firing squads. It is in this terrible historic setting that Miriam Shafer, as a young girl, learns to survive by assuming another identity.

The film is currently in pre-production and is currently casting, with an expected start of principal photography in October. The production will incorporate the images of actual survivors during transitions.

This press release contains statements, which may constitute "forward-looking statements" within the meaning of the Securities Act of 1933 and the Securities Exchange Act of 1934, as amended by the Private Securities Litigation Reform Act of 1995. Those statements include statements regarding the intent, belief or current expectations of Soleil Film and Television, Inc., formerly AmeriDream Entertainment Inc., and members of its management as well as the assumptions on which such statements are based. Prospective investors are cautioned that any such forward-looking statements are not guarantees of future performance and involve risks and uncertainties, and that actual results may differ materially from those contemplated by such forward-looking statements. Important factors currently known to management that could cause actual results to differ materially from those in forward-statements include fluctuation of operating results, the ability to compete successfully and the ability to complete before-mentioned transactions. The company undertakes no obligation to update or revise forward-looking statements to reflect changed assumptions, the occurrence of unanticipated events or changes to future operating results.

7.13.2004
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Family Room Begins Editing on ``Edison''

Emmett/Furla Films, a wholly owned subsidiary of Family Room Entertainment Corporation (OTCBB:FMLY), is pleased to announce that the feature film "EDISON" is in the editing phase of post production. Morgan Freeman, Kevin Spacey, Justin Timberlake and LL Cool J star in the picture.

Additional cast members are: Piper Perabo, who will play Timberlake's love interest, and Dylan McDermott, who will take a villainous turn as the corrupt cop "Lazerov," and Cary Elwes who will play the district attorney in the fictional city of "Edison."

"EDISON" is the story of an elite unit of cops caught in a maelstrom of corruption by a young journalist (Timberlake) who quickly finds himself in over his head. To find the truth and to save the lives of those around him, he must make an uneasy alliance with a burnt-out reporter (Freeman) and the DA's ace investigator (Spacey).

David Burke, a prolific writer/producer/director for television, will be making his feature film debut. Burke began his career as a writer on Michael Mann's "CRIME STORY" for CBS. He received an Emmy and a Golden Globe nomination for his work on CBS' "WISEGUY," for which he was Executive Producer as well as a writer and director. Most recently, Burke executive produced NBC's "LAW & ORDER: SVU."

Family Room Entertainment Corporation, with its subsidiaries, Emmett Furla Films Productions, Emmett Furla Films Distribution and EFF Independent, is a publicly held company trading on the NASDAQ Bulletin Board under the symbol "FMLY." Family Room Entertainment develops, produces and performs production related services for the entertainment industry. Family Room Entertainment's aim is to create and produce high quality motion pictures with high profile talent that can be distributed to a worldwide audience. FMLY derives its income from producer fees, consulting and service fees as well as its participation in the profits of the various pictures it produces.

The FMLY co-founders, Randall Emmett and George Furla, believe that they have the expertise and contacts within the entertainment industry, specifically in the competitive production and distribution arenas, to profitably acquire content, package product by adding value to the content with top quality talent and produce motion pictures which are in the moderate to higher level budgets, which can be distributed to a mass worldwide audience. However, there is no assurance that any motion picture, which has not yet been released, will be released, that a change in the scheduled release dates of any such films will not occur or, if such motion picture is released, it will be successful.

Forward Looking Statement:

Safe Harbor: Statements contained in this news release, which are not historical facts, are forward-looking statements as that are defined in the Private Securities Litigation Reform Act of 1995. Such forward-looking statements are subject to risks and uncertainties, which could cause results to differ materially from those projected

This news release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995 (the "ACT"). In particular, when used in the preceding discussion, the words "plan," "confident that," "believe," "expect," "intend to" and similar conditional expressions are intended to identify forward- looking statements within the meaning of the ACT and are subject to risks and uncertainties, and actual results could differ materially from those expressed in any forward-looking statements. Such risks and uncertainties include, but are not limited to, market conditions, competitive factors, the ability to successfully complete additional financings and other risks.

7.13.2004
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The Chosen One Arrives: Namco's ``Tales of Symphonia'' Now Available; Highly Anticipated Role-Playing Game Ships Exclusively For Nintendo GameCube

Leading video games developer and publisher Namco Hometek Inc. announced today that its popular role-playing game, "Tales of Symphonia(TM)," has shipped to North American retail outlets. Developed by Namco Tales Studio Ltd. in Japan, "Tales of Symphonia" is now poised to send players on an epic quest exclusively for Nintendo GameCube(TM).

"The wait is finally over -- `Tales of Symphonia' is here," said Rod Nakamoto, executive vice president of research and development at Namco Hometek Inc. "`Tales of Symphonia' clearly establishes a new standard for the role-playing genre of games, and we are certain fans of previous `Tales' iterations will be delighted with this next journey."

The latest addition to Namco's popular "Tales" series of games, "Tales of Symphonia" gives players full control of characters by way of its unique real-time battle system, which allows for the execution and combination of multiple special attacks and magic spells. Offering more than a dozen side quests and mini-games, "Tales of Symphonia" delivers an emotionally fueled storyline spanning more than 80 hours of game play in its expansive 3D worlds. Additionally, the game features characters intricately designed in beautiful anime style cel-shaded graphics by renowned Japanese artist Kosuke Fujishima.

"Tales of Symphonia" is rated T for Teen by the Entertainment Software Ratings Board and carries a suggested retail price of $49.99. For more information about the game or to enter the "Chosen One" sweepstakes, visit the "Tales of Symphonia" Web site at http://tales.namco.com/.

About Namco Hometek Inc.

Namco Hometek Inc. is the U.S. consumer division of Namco Limited, a Tokyo-based world leader in the high-tech entertainment industry. Based in San Jose, CA, Namco Hometek Inc. is an award-winning video games publisher for next generation game consoles. Namco has created some of the industry's greatest video game franchises: Tekken(R), SOULCALIBUR(R), Dead to Rights(R), Pac-Man World(TM), Ridge Racer(R), Time Crisis(R) and ACECOMBAT(TM). For more information about Namco and its products log onto http://www.namco.com.

7.13.2004
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Blue Fang Games Celebrates Sales Milestone for Popular ``Zoo Tycoon'' Franchise

Developer Set to Take Franchise to the Next Level With "Zoo Tycoon 2"

Blue Fang Games(TM), developer of the leading games for Windows(R) franchise "Zoo Tycoon(TM)," recently celebrated surpassing the 2 million unit mark in U.S. retail sales according to The NPD Group.(1) Published by Microsoft Game Studios, the "Zoo Tycoon" franchise has sold more than 4 million units worldwide and has become one of the most popular franchises in PC gaming history.(1) Blue Fang will build on their previous success with the fall release of the eagerly anticipated sequel, "Zoo Tycoon 2."

The original "Zoo Tycoon" was launched in 2001 and has been a perennial top-10 game according to NPD sales rankings and is one of the 15 best selling PC games of all time in the United States.(1) The success of the original "Zoo Tycoon" was followed in 2002 with the release of two best-selling expansion packs, "Dinosaur Digs" and "Marine Mania(R)." In 2003, Microsoft Game Studios released the compilation "Zoo Tycoon: Complete Collection," which was a top-5 game this past holiday season.(1)

"Zoo Tycoon" has won numerous awards and accolades for its addictive gameplay and family-friendly content. Most recently, "Zoo Tycoon: Complete Collection" was awarded an Interactive Achievement Award for Family Title of the Year from the Academy of Interactive Arts and Sciences. "Zoo Tycoon: Complete Collection" also received the Parents' Choice Foundation Gold Award and the original "Zoo Tycoon" received the prestigious Bologna New Media Prize.

Through the success of "Zoo Tycoon," Blue Fang Games has achieved 80 percent revenue growth each year for the past two years. Blue Fang is currently completing "Zoo Tycoon 2," which will be released this fall from Microsoft Game Studios. "Zoo Tycoon 2" features stunning new 3-D graphics that allow players to get up close to their zoo animals, keep a closer eye on the action and craft more creative zoos. The game will feature 30 animals in incredible detail with more fun animations and a dazzling array of building tools and objects.

"We are thrilled at the level of success of our 'Zoo Tycoon' franchise and its enormous fan base among enthusiastic gamers of all ages," said Hank Howie, president of Blue Fang. "Blue Fang has hit some significant financial milestones in the last two years, and we are excited to deliver 'Zoo Tycoon 2' this fall to its fans, and build on our accomplishments as a leading developer in PC gaming."

About "Zoo Tycoon"

"Zoo Tycoon" has been the top-selling "Tycoon" game title in dollars since its launch in 2001.(1) Simple to play yet challenging to master, "Zoo Tycoon" offers engaging gameplay for animal lovers and simulation game fans of all ages. The captivating imagery, clever gameplay and interactive tutorials in the vibrant and appealing "Zoo Tycoon" make it easy to play right out of the box. "Zoo Tycoon" has something for everyone, stimulating creativity and imagination as players respond to the needs of the animals and guests. Additional information is available at http://www.zootycoon.com/.

7.13.2004
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NuTech Digital First Foreign Deal Signed

NuTech Digital, Inc. (OTCBB:NTDL), a leader in Digital Rights Management technology for the secure Internet distribution of entertainment content, announced today that they have licensed their first European deal with Queenstone Financial for Germany, Austria and Switzerland. This is the first agreement with Pulse Distribution since they expanded the agreement with NuTech Digital June 23, 2004 to include international sales, instead of only selling domestically. NuTech will act as the exclusive sales agent for Programs, Animated Classics, which include 25, 50-minute videos. NuTech will also be granted exclusive rights to market and license the Programs.

NuTech Digital will have the rights to market, digital terrestrial, cable and satellite, pay TV, pay per view, video, DVD and all forms of new digital media, subject to existing licenses.

"We believe the expansion of our agreement shows that NuTech has the capabilities to meet demands not only in the United States, but throughout the world," stated Lee Kasper, CEO of NuTech Digital. "We have created a new allegiance with Queenstone Financial to help us support our expansion process into the European markets," explained Lee Kasper. He further went on to say, "I feel that this is the best option for expansion of our market. With the creation of this new partnership, NuTech Digital will be able to devote all its attention on new acquisitions. Queenstone's sole role will be to manage license agreements throughout Europe, which will include NuTech's child, animated products, action, adventure & horror series and the much anticipated concert series."

7.12.2004
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Toulouse Planetarium Joins Growing List of E&S Digistar 3 Customers

Evans & Sutherland Computer Corp. (E&S(R)) (NASDAQ: ESCC)--The Cite' de l' Espace Planetarium in Toulouse, France, has become the 35th customer to purchase E&S' Digistar(R) 3, the company announced today. E&S will deliver and install a complete Digistar 3 system, a Digistar 3 Production system, and show content for Toulouse's new planetarium building. Installation will be complete in the first quarter of 2005.

The Cite' de l' Espace Planetarium, the largest planetarium in the south of France, opened in 1997 with an E&S Digistar II operating in a 15-meter dome. As a result of the planetarium's success over the past seven years, the City of Space is constructing a new facility called ASTRALIA, adjacent to the existing planetarium. ASTRALIA will house a 20-meter domed theater equipped with Digistar 3.

"As we evaluated digital theater systems for the upgrade of our planetarium, we were amazed by Digistar 3's ease of use, outstanding astronomical features, fantastic all-dome video, and real-time image generation," said Cite' de l' Espace Planetarium Director Marc Moutin. "Evans & Sutherland has demonstrated its commitment to high-quality systems and excellent customer support at planetariums all over the world, and we look forward to working with them again."

"We are very pleased to have been selected by the Toulouse planetarium," said Evans & Sutherland Digital Theater General Manager Kirk Johnson. "Marc and his team have used the real-time, 3D capabilities of Digistar II in many creative ways to educate and entertain their audiences. We look forward with much anticipation to the new uses that Toulouse will discover with the power of Digistar 3 at their fingertips. It's an exciting time in the planetarium industry, and we are proud to work with great organizations like Toulouse Planetarium."

About Evans & Sutherland's Digistar 3

From Shreveport to Shanghai, London to Laredo, Kiel to Kobe, and Athens to Amarillo, planetarium operators around the world have been discovering the many advantages of Digistar 3, the world's leading digital planetarium system. With all-dome video playback, real-time computer graphics, and a complete 3D digital astronomy package, Digistar 3 has launched a new, affordable era for immersive theater experiences. Digistar 3 eliminates the need for dozens of additional special effects projectors and other equipment, significantly reducing the cost of building and running a planetarium or domed theater.

About Evans & Sutherland's Digital Theater Division

With more than 120 installations worldwide, Evans & Sutherland Digital Theater Division's systems set the standard for the 21st century by letting audiences experience cutting-edge, full-dome digital entertainment. The unit develops systems and creative programming that transform the company's sophisticated simulation technology to 360-degree domed and large-format theater experiences. This technology allows audiences to be immersed in full-color, 3D computer-generated worlds and interact with them. Digital Theater's markets include planetariums, science centers, themed attraction venues, and premium large-format theaters. Visit the E&S Web site at http://www.es.com.

E&S and Digistar are registered trademarks of Evans & Sutherland Computer Corp.

7.12.2004
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20th Century Fox Signs 5-Picture Deal With Walden Media

Twentieth Century Fox and Walden Media have entered into a five picture production and distribution deal, it was announced today by Hutch Parker, President of TCF and Cary Granat, CEO, Walden Media and president, AFG. Under the terms of the deal, Fox and Walden Media together will develop and produce the projects, four of which are based on celebrated children's novels, with Fox responsible for distribution.

The productions include three novels by Newbery Medal winning authors, Kate DiCamillo's "Because of Winn-Dixie," Katherine Paterson's "Bridge to Terebithia" and Lois Lowry's "The Giver"; Wendy Orr's "Nim's Island," named one of the "Best Books for Children of 2001" by the Los Angeles Times; and Adam Mortimer's as-yet-unpublished comic book proposal "Biblionauts."

"Walden Media has shown a remarkable instinct and ability with event children's material, as evidenced by what they are doing now with `The Lion, The Witch and the Wardrobe' and their previous work on `Holes,' and they are already proving to be an excellent partner on `Because of Winn-Dixie,'" commented Parker. "We believe there is a broad audience eager to see these projects brought to the big screen and plan to move forward quickly on this exciting slate."

"We are partnering with Fox because they share our passion for great family entertainment and our vision for delivering resources to parents and educators that will extend the film going experience," said Granat. "`Because of Winn-Dixie,' which demonstrated to us Fox's willingness to embrace Walden as a member of the team, will serve as a model for all these productions."

The projects are in various stages of production and development.

"Because of Winn-Dixie"

"Because of Winn-Dixie," starring Jeff Daniels, Dave Matthews, Annasophia Robb, Eva Marie Saint, Elle Fanning and Cicely Tyson, is in post production. Joan V. Singleton adapted Kate DiCamillo's novel. Wayne Wang ("Maid in Manhattan," "The Joy Luck Club") will direct.

Based on the perennial best seller, a lonely young girl adopts an orphaned dog, Winn-Dixie (so named for the supermarket where she found him), who helps her make friends in a small Florida town. The bond between the girl and her special companion brings together the townspeople, and helps her mend her own troubled relationship with her father.

"Bridge to Terabithia"

Gabor Csupo (producer "Rugrats Go Wild!", "The Wild Thornberry's Movie") is on board to direct "Bridge to Terabithia" as his first live action project. Lauren Levine ("I Am David") will produce the film with the author's son, David Paterson.

Published in 1977 and translated into over two dozen languages to date, "Bridge to Terabithia" tells the powerful story of an eleven-year-old boy whose life is changed forever when he befriends the class outsider - who happens to be a girl. Together Jess and Leslie create the world of Terabithia, an imaginary kingdom filled with giants and trolls and all manner of magical beings. While the real world of family and school may be filled with difficulties, in Terabithia they rule as King and Queen. By the movie's end, they will have to pull all the strength they can from the great legacy of Terabithia in order to cope with an unexpected tragedy.

"The Giver"

Jeff Bridges is attached to produce, and Tony Alcott is writing the screenplay based on the beloved and Newbery Medal-winning young adult science fiction novel by Lois Lowry. "The Giver" is the riveting story of Jonas, a 12-year-old boy living in an idyllic future society where all memory of human history has been erased. The sole keeper of the vast range of human emotions that are unknown to the larger community is "The Giver," a man chosen as an adviser, whose unique access to knowledge isolates him from the rest of society. Jonas' simple life is thrown into turmoil when he is designated to inherit the Giver's dangerous yet prestigious role. Under The Giver's instruction, Jonas begins to learn increasingly chilling truths about the world he lives in. This growing knowledge sparks the flame of true rebellion in Jonas as he defies his society and risks his own life to save a child in jeopardy.

"Nim's Island"

Paula Mazur ("Corrina, Corrina") will produce "Nim's Island" and adapt the book with screenwriter Joe Kwong. Named one of the "Best Books for Children of 2001" by the Los Angeles Times, "Nim's Island" is a heartfelt and hilarious adventure that chronicles the exploits of Nim, a young girl living a high-tech Robinson Crusoe existence on an unspoiled tropical island with her scientist father and her best friends - a motherly sea lion, a rambunctious iguana, and a sea turtle. When Nim's father embarks on a day of research at sea, she begins an unlikely e-mail communication with an agoraphobic novelist who lives in New York City. When a storm prevents her father's return and unpredictable dangers confront Nim and the Island, she must find the resources to survive. At the same time, the novelist begins to realize that her pen pal is not a scientist, but a little girl who is alone and in trouble, she also has to dig down for the courage to leave her safe haven and rescue Nim.

"Biblionauts"

Susan Montford and Don Murphy are on board to develop "Biblionauts" into a series of motion pictures. Adam Mortimer, who created the pilot "Conspiracy 101" for MTV and will co-produce the film with Murphy and Montford, was developing the idea as a series of graphic novels when he submitted it to Montford, who took it to Walden Media.

The story focuses on two kids who stumble upon a device invented by an eccentric scientist that enables them to be transported into great works of fiction. The kids embark on a series of spectacular adventures only to realize that someone else is changing the outcome of these classic books and thus altering real world history. The kids must locate the reluctant inventor and team with him to stop the villain before he goes too far.

About Walden Media

Founded by Cary Granat, former president of Miramax Films' Dimension label, and leading educator Micheal Flaherty, Walden Media, a subsidiary of AFG, specializes in entertainment that sparks the imagination and curiosity of kids and provides parents and teachers with materials to continue the learning process. Partnered with The Walt Disney Company, Walden Media just released "Around the World in 80 Days" starring Jackie Chan, Steve Coogan, Jim Broadbent, Cecile De France and a star-studded cast of cameos. Also with Disney, the company is producing the first live-action feature film adaptations of C.S. Lewis' "The Chronicles of Narnia," beginning with "The Lion, the Witch and the Wardrobe" to be directed by Andrew Adamson ("Shrek").

Twentieth Century Fox is a unit of Fox Filmed Entertainment, a unit of Fox Entertainment.

7.12.2004
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Las Vegas Monorail Grand Opening Features Dramatically Themed Monorail Trains

Passengers Riding Monster Energy Train and Others Immersed in Experiential-Themed, Entertaining Environments

When the Las Vegas Monorail opens to the public Thursday, July 15, 2004, the world will get its first look at the future of public transportation -- Vegas style. The event will include a spectacular showcase of one-of-a-kind, brightly colored, corporate branded monorail trains -- including the Monster Energy Train -- courtesy of the transit systems' immersive and experiential advertising program.

The opening marks a new era in public transportation. Not only will the Las Vegas Monorail be the nation's first metropolitan transit system to be funded through fare box collections, but it is a system that will generate revenue by interior and exterior experiential advertising, rather than by tax dollars. The innovative concept transforms the public transportation system into an entertainment venue in its own right. Passengers will enjoy a "totally immersive and entertaining" environment, courtesy of the system's corporate advertisers -- the first being Hansen Beverage Co.'s Monster Energy(TM) Train.

Corona, Calif.-based Hansen's is paying the Las Vegas Monorail Co. to emblazon the exterior and interior of one of the monorail trains with spectacular imagery to promote its Monster Energy(TM) drink. The company also signed on to place futuristic-looking vending machines on each of the monorails stations.

"The opportunity to showcase Monster Energy to the millions of people anticipated to ride the monorail each year in a captive environment, plus provide the opportunity to sample the product when they get on or off the trains was a compelling marketing initiative," said Hansen's Beverage Co. chairman Rodney Sacks. "It was too good to pass up."

According to Mark Hall, Hansen Beverage Co. senior vice president, "sales of Monster Energy drinks have increased steadily since the introduction in April of 2002." Hall credits that in part to the publicity associated with Hansen's agreement to advertise Monster Energy on the Las Vegas Monorail.

Las Vegas Monorail Aims to Upgrade Image of Public Transportation from Punishment to Pleasure

The monorail's innovative immersive experience, created by Promethean Partners, is also part of a plan to upgrade public transportation's compromised image in America to something actually enjoyable and entertaining. By accomplishing that, ridership increases, which further benefits the advertisers and generates more revenue for the monorail system.

"To make people understand that this is no ordinary train and no ordinary public transportation experience, we needed to transform the monorail into an attraction," said Patrick Pharris, president and chief executive officer of Promethean Partners, the company with exclusive rights to sell advertising on the system. "The most unique way to do this was to invite the nation's most forward-thinking companies to create a brand-theater throughout the monorail system and create an experience that every passenger could enjoy. Hansen's management team had the unique vision to be the first advertiser and to benefit from this unique marketing vehicle."

The Las Vegas Monorail system connects the casino resorts of the Las Vegas Strip to the Las Vegas Convention Center. Monorail stations are located at the MGM Grand Hotel, Paris/Bally's hotels, the Flamingo Hotel, the Imperial Palace/Harrah's hotels, the Las Vegas Convention Center, the Las Vegas Hilton and the Sahara Hotel. Plans are also underway for extensions of the system to the Fremont Street Experience in downtown Las Vegas and McCarran International Airport.

The monorail employs the first fully-automated control system network that allows driverless operation and incorporates fail-safe protection methods throughout the software and equipment, making it the most technologically-advanced urban transportation system in the world. The train will be able to reach speeds of 50 mph. Passengers will pay an average of $2.50 per ride.

Hansen's is a 70-year-old California-based brand with a reputation for delivering the highest quality beverages. The company markets and distributes many beverage products including: Hansen's(R) Natural Sodas, fruit juice Smoothies, Energy drinks, and apple juice as well as Monster Energy(TM) brand energy drinks and Lost(R) Energy(TM) brand energy drinks. Hansen's can be found on the Web at http://www.hansens.com and Monster Energy(TM) at http://www.monsterenergy.com.

7.12.2004
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Broadband Video Is Set to Threaten the Prevailing Video Distribution Models, Says ABI Research

Video, transmitted to consumers via broadband networks is starting to offer real competition to pay TV, redrawing the map of supply and demand for delivery of visual content.

ABI Research's latest update, "The Rise of Broadband Video" examines the technologies involved and presents market forecasts broken down by technology and by region.

According to ABI Research's Vamsi Sistla, several factors drive this exciting change.

Film studios and record labels are losing their fear of digital distribution, partly due to the commercial success of music download services such as Apple's iTunes.

The telcos have realized that there are great opportunities for additional revenue if they offer their customers video over copper wire and fiber in future. This depends on broadband penetration: at the end of 2003, there were over 85 million broadband subscribers worldwide, of whom 53 million were DSL subscribers, ideal candidates for video on demand over broadband.

These consumers are seeing a proliferation of digital devices in stores: PCTV cards, media adapters, IP STBs and media centers. NetFlix has already taken a small bite out of Blockbuster's revenue; now watch out for broadband video, which is right around the corner that could pose a bigger threat to the prevailing video distribution landscape.

This won't happen everywhere at once. Regions with successful cable and satellite TV industries will take longer. But in markets with lower cable/satellite penetration, it's happening now: a number of countries have already rolled out DSL TV services.

Sistla, concludes, "Obviously there initial shortcomings compared to cable or DBS. They won't be able to offer high definition quality content, for example: the data rate isn't high enough, and the compression isn't at that level. But in future, xDSL and Fiber or some combination of both could be a very viable candidate to offer an HD stream just like cable or satellite."

Founded in 1990 and headquartered in New York, ABI Research maintains global operations that support annual research programs, quarterly intelligence services and market reports in wireless, automotive, semiconductors, broadband, and energy. Their market research products can be found on the Web at http://www.abiresearch.com, or by calling 516.624.3113.

7.12.2004
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Online Game Sales and Subscription Revenue Will Triple to $1.1 Billion by 2008, Says Yankee Group

New devices, shift from CD-ROM, and falling console prices will create revenue opportunities for on-line games

Over the course of just a few years, online gaming has grown from a nascent industry to $353 million in direct sales and subscriptions revenue and $450 to $550 million in advertising.

Although software and hardware revenue fluctuate, online revenue grows steadily, according to the Yankee Group report, Online Video Gaming Will Plug Publishers, Home Net Vendors and BSPs into New Revenue. Revenue from the sale of video game consoles is significantly affected by the console life cycle. Originally priced at $299 when they debuted, video game console MSRPs will fall to $79 to $49 within the next several years.

"Console growth is negatively affecting CD-ROM based PC game sales," says Michael Goodman, Media & Entertainment Strategies senior analyst. "PC gamers are migrating to consoles, causing revenues for PC games on CD-ROMs to decline and console revenue to grow. Online gaming represents a shift in revenue, away from boxed CD-ROM games sold at retail to online sales."

With the growth of online gaming, a number of conclusions can be reached about this evolving market:

New devices are creating revenue opportunities for Web-based games.

Advergaming represents a significant opportunity for advertisers, publishers, and developers.

Online games will stabilize and supplement revenue from PC and console games.

Online console gaming represents an opportunity to enhance the relationship between broadband service providers and console manufacturers.

7.12.2004
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Marvel Board Authorizes $100 Million Share Repurchase Program

Marvel Enterprises, Inc., (NYSE: MVL) a global entertainment licensing company, announced today that its Board of Directors has authorized a $100 million common stock repurchase program.

Pursuant to the authorization, Marvel may purchase shares from time to time in the open market or through privately negotiated transactions over the next eighteen months. Marvel's largest shareholder and Vice Chairman, Isaac Perlmutter, and its Marvel Studios' Chief Executive Officer, Avi Arad, have each agreed not to sell any shares while the repurchase program is in place.

The authorization follows Marvel's redemption last month of its remaining long-term debt, freeing the Company to consider share repurchases as one use of its current cash holdings and future cash flows. Marvel currently has over $150 million in cash, certificates of deposit and commercial paper. Without any share repurchases, Marvel expects that year-end 2004 cash levels would exceed $200 million.

"Robust cash flows and surplus cash are two attractive byproducts of Marvel's unique, risk-averse, business model. Given our continued confidence in Marvel's long-term outlook and our solid balance sheet, Marvel's Board of Directors believes share repurchases represent an excellent use of capital that enhances shareholder value over the long term," said Allen Lipson, Marvel's President and CEO.

Marvel has no obligation to repurchase shares under the authorization, and the timing, actual number and value of shares to be purchased will depend on the performance of Marvel's stock price and market conditions. Marvel has approximately 115 million fully-diluted shares outstanding and has an approximate public float of 85 million shares.

About Marvel Enterprises

With a library of over 4,700 proprietary characters, Marvel Enterprises, Inc. is one of the world's most prominent character-based entertainment companies. Marvel's operations are focused in four areas: entertainment (Marvel Studios), licensing, comic book publishing and toys (Toy Biz). Marvel facilitates the creation of entertainment projects, including feature films, DVD/home video, video games and television based on its characters and also licenses its characters for use in a wide range of consumer products and services including apparel, collectibles, snack foods and promotions. Marvel's characters and plot lines are created by its comic book division, which continues to expand its leadership position in the U.S. and worldwide while also serving as an invaluable source of intellectual property.

Except for any historical information that they contain, the statements in this news release regarding Marvel's plans are forward-looking statements that are subject to certain risks and uncertainties, including a decrease in the level of media exposure or popularity of Marvel's characters, financial difficulties of Marvel's major licensees, delays and cancellations of movies and television productions based on Marvel characters, poor performance of major movies based on Marvel characters, toy-production delays or shortfalls, continued concentration of toy retailers, toy inventory risk, significant appreciation of Chinese currency against other currencies and the imposition of quotas or tariffs on products manufactured in China. These and other risks and uncertainties are described in Marvel's filings with the Securities and Exchange Commission, including Marvel's Annual Reports on Form 10-K, Quarterly Reports on Form 10-Q and Current Reports on Form 8-K. Marvel assumes no obligation to publicly update or revise any forward-looking statements.

7.8.2004
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Leading Kids Culture Tracker Names Gupi as One of 10 Kids Trends ''You'll Want to Look out For''

Interactive Electronic Guinea Pig Chats Wirelessly, Walks, Talks and Shows Emotions. Genio Group to Distribute Gupi in the US and Canada Beginning in Late 2004

On the heals of its exclusive agreement to market, promote, distribute and sell Gupi (pronounced "Goopy") products in the United States and Canada, Genio Group, Inc. (OTC BB: GNOI), a developer and marketer of innovative entertainment and leisure products for kids, announced today that Gupi has been named as an upcoming kid-culture trend in Big Blue Dot's June 22, 2004 Trend Update. Big Blue Dot's bi-weekly trend analyses, which are derived from inputs from a broad base of creative and executive professionals, teachers and others, have emerged as highly respected and closely watched "radar" for identifying important emerging kids trends and opportunities.

Gupi is a high-tech, electronic guinea pig that looks, feels and acts like the real thing. Gupi is very intelligent and has a mind of its own; it can even allow its owner to chat with other Gupi and their owners. Gupi can also walk around the house without bumping into anything or falling down stairs.

Genio's EVP Sales and Marketing, Bruce Holland, stated, "Big Blue Dot's recent trend update confirms our excitement about the next generation of the product which is due later this year. We are looking forward to bringing this one-of-a-kind product to the U.S. and Canada and believe it has the potential to be a standout hit, given its combination of state-of-the-art technology, true pet characteristics, and the success of earlier generations of the product. We are truly impressed with the new Gupi product and feel that it is ideally positioned to leverage the growing demand for more lifelike intelligent toys."

In early June 2004 Genio Group entered an exclusive agreement to market, promote, distribute and sell Gupi products in the United States and Canada. Genio was granted right of first refusal to secure distribution rights in additional countries worldwide. Contingent on the completion of an array of technical and feature upgrades to Gupi, as well as the commencement of large-scale production, Genio looks to begin shipping Gupi products in the latter half of the December 2004 quarter/holiday shopping season.

About Big Blue Dot (http://www.bigblue.com):

BIG BLUE DOT creatively services three media: print, TV and Web. They are a mix of kid culture trend trackers, graphic designers, producers and brand strategists dedicated solely to the universe of kids. It's what differentiates Big Blue Dot from other creative firms, and enables them to deliver fresh, smart, fun, age-appropriate solutions to companies that care about kids. Big Blue Dot services include trend tracking, broadcast design, Web site design, logos, print and packaging, and branding.

About Genio Group, Inc.

Genio Group, Inc., is an innovative developer and creative marketer of entertainment and leisure products for kids, including collectible trading cards based on Marvel Super Heroes(TM), including Spider-Man(TM), The Incredible Hulk(TM), X-Men(TM), Daredevil(TM) and the Fantastic Four(TM) and a trading card game based on Mighty Beanz(TM) collectible characters. Genio products are available through a range of leading U.S. retailers including Wal-Mart, Target, CVS, K-Mart, Toys-R-Us, Eckerd and Walgreens, as well as abroad in selected markets. For more information about Genio Group, visit http://www.genioinc.com.