MTM book
Cale, if Mal, or somebody, doesn't save you the trouble between times, that sounds like a plan.
>> Those scans are excellent btw
The reason I say raw scans is that my scanner doesn't auto crop very well, and there are file size and image quality issues for each resave, and the html program also does an extra save. I figured best to get closest to the source.
Mal, the booklet I'm talking about is the one that's in the cd case.
----------
I was just checking the box (mine still has the plastic wrap on it) and the only other things are the registration card and an IE 4.0 disk. Oh, and a rebate they never sent me. I'd scan the box but I don't know if I want to unwrap it after all this time.
>> Those scans are excellent btw
The reason I say raw scans is that my scanner doesn't auto crop very well, and there are file size and image quality issues for each resave, and the html program also does an extra save. I figured best to get closest to the source.
Mal, the booklet I'm talking about is the one that's in the cd case.
----------
I was just checking the box (mine still has the plastic wrap on it) and the only other things are the registration card and an IE 4.0 disk. Oh, and a rebate they never sent me. I'd scan the box but I don't know if I want to unwrap it after all this time.
-
GraveDigger
Speaking of ye olde MTM...
<a href=http://web.archive.org/web/19971012020527/gamezone.line-art.com/foxhole/index1.asp>The FoxHole</a>
<a href=http://web.archive.org/web/19971012020548/gamezone.line-art.com/mtma/mtmtips.htm>Cobra's Pit Stop</a>
<a href=http://web.archive.org/web/19971012021058/gamezone.line-art.com/foxhole/cavemans.htm>Caveman's Reviews</a>
and
<a href=http://web.archive.org/web/20020607103117/http://www.geocities.com/MotorCity/5281/main2.html>Golden commands</a>
<a href=http://web.archive.org/web/19971012020527/gamezone.line-art.com/foxhole/index1.asp>The FoxHole</a>
<a href=http://web.archive.org/web/19971012020548/gamezone.line-art.com/mtma/mtmtips.htm>Cobra's Pit Stop</a>
<a href=http://web.archive.org/web/19971012021058/gamezone.line-art.com/foxhole/cavemans.htm>Caveman's Reviews</a>
and
<a href=http://web.archive.org/web/20020607103117/http://www.geocities.com/MotorCity/5281/main2.html>Golden commands</a>
- SLO_SCATTER
- Member
- Posts: 223
- Joined: Tue Sep 17, 2002 2:01 pm
- Location: Missouri, USA
I ran across the picture below of TRI's lobby a few years ago... It was taken about the time Fly came out from the looks of it.
It's just something that's semi-related here and figured it be worth a post.
http://malibu350.com/mtmg/TRIentry.jpg
It's just something that's semi-related here and figured it be worth a post.
http://malibu350.com/mtmg/TRIentry.jpg
- Drive2Survive
- Member
- Posts: 495
- Joined: Fri May 04, 2001 2:01 pm
- Location: Bathurst, NSW, Australia
- Contact:
> http://malibu350.com/mtmg/TRIentry.jpg
That is a pretty cool pic.
> http://cownap.com/~mtmg/docs/mtm2cd/
I wonder why the pages of my booklet are different... I got orange and grey rather than orange and pink (lol).
(You forgot to do the insert in the back of each CD case
)
All up, you guys are starting a full-on museum here. A wonderful work of preservation.
![Thumbs Up [tu]](./images/smilies/smilie_tup.gif)
That is a pretty cool pic.
> http://cownap.com/~mtmg/docs/mtm2cd/
I wonder why the pages of my booklet are different... I got orange and grey rather than orange and pink (lol).
(You forgot to do the insert in the back of each CD case
All up, you guys are starting a full-on museum here. A wonderful work of preservation.
![Thumbs Up [tu]](./images/smilies/smilie_tup.gif)
10 years of MTM2 ~ 1998-2008
"Thanks for the MTMories"
"Thanks for the MTMories"
>> That is a pretty cool pic.
I thought so too http://cownap.com/~mtmg/docs/TRIentry.jpg
> I wonder why the pages of my booklet are different... I got orange and grey rather than orange and pink (lol).
Farmroad track palette is probably to blame.
>> (You forgot to do the insert in the back of each CD case :P )
Actually....
http://cownap.com/~mtmg/docs/mtm1cd/images/cd14.jpg
http://cownap.com/~mtmg/docs/mtm1cd/images/cd15.jpg
But I didn't do that for mtm2. I think I was pretty much scanned out by the time.
I thought so too http://cownap.com/~mtmg/docs/TRIentry.jpg
> I wonder why the pages of my booklet are different... I got orange and grey rather than orange and pink (lol).
Farmroad track palette is probably to blame.
>> (You forgot to do the insert in the back of each CD case :P )
Actually....
http://cownap.com/~mtmg/docs/mtm1cd/images/cd14.jpg
http://cownap.com/~mtmg/docs/mtm1cd/images/cd15.jpg
But I didn't do that for mtm2. I think I was pretty much scanned out by the time.
After a couple hours of google searching I was able to track down the source of the photo above. I hate airplanes with a passion but it's still an interesting site with a few nice pictures of terminal reality's headquarters and some of the people behind mtm.
http://www.flightsim.com/cgi/kds?$=main ... ps/tri.htm
http://www.flightsim.com/cgi/kds?$=main ... ps/tri.htm
Thanks for the Link Malibu, a lot of info on that site. Those Fly! guys just have too many resources.
That pic of the TRI games is cool. Multiple copies of some games though. Did you notice the Inside Moves book on the middle shelf, hehe. It prompted me to take of pic of my own collection. http://mysite.verizon.net/miyh/pics/TRIcollection1.jpg
Wish I had room to save the boxes. My collection of TRI PC games is not quite complete though. I don't have a CD of Terminal Velocity, just the download, and none of the local stores are carrying Bloodrayne, too gory I suspect based on playing the demo (maybe some of Team Death's influence?
)
Reading some of the names in that article reminded me of the MTM1 place name signs. http://cownap.com/~mtmg/models/Mtm1/signs1.html About halfway down the page. Funny stuff .
MIYH
That pic of the TRI games is cool. Multiple copies of some games though. Did you notice the Inside Moves book on the middle shelf, hehe. It prompted me to take of pic of my own collection. http://mysite.verizon.net/miyh/pics/TRIcollection1.jpg
Wish I had room to save the boxes. My collection of TRI PC games is not quite complete though. I don't have a CD of Terminal Velocity, just the download, and none of the local stores are carrying Bloodrayne, too gory I suspect based on playing the demo (maybe some of Team Death's influence?
Reading some of the names in that article reminded me of the MTM1 place name signs. http://cownap.com/~mtmg/models/Mtm1/signs1.html About halfway down the page. Funny stuff .
MIYH
Seems ironic that Terminal Velocity, their first game, which is severely dated at this point, is still available, having gone through several publishers over the years, while ones like MTM2, which still holds it's own in the age of 3D cards, is quite out of print. Whew, a lot of commas there. I guess that catchphrase "all your base are belong to us" certainly applies to MS-MTM2, I bet TRI could make some of that cool budget software cash if they could get mtm2 to another publisher, like they've done with Evo.
(p.s. I posted those archive.org links)
(p.s. I posted those archive.org links)
Well well well . . .
http://www.amazon.com/exec/obidos/tg/de ... 57231530X/
And for safe keeping
Inside Moves is the user manual for Microsoft's Monster Truck Madness, and as such, one has to wonder why it wasn't included with the retail game, or conversely, why the book isn't packed with an installation cd. Be that as it may, in order to appreciate this book you must first recognize and understand that Monster Truck Madness was first available for retail sale in nineteen ninety six, was two years in development (which pushes it back to nineteen ninety four) and was probably first conceived well before that time. When the game was finally released, it was a ground breaking advance in 3D graphics and multiplayer gaming, and Tom's Hardware used it to develop the "first real world direct3d benchmark." The sequel, Monster Truck Madness 2, which came out shortly after the release of Monster Truck Madness, added to game's legacy with the same basic components which were so far ahead of everything at the time that it's still being played and enjoyed by a thriving community even now some ten years after most games of the era have long since vanished. The content of Inside Moves runs approximately as follows:
The introduction hypes monster trucks and the game.
Chapter 1 - Talks about installation, system requirements, menus, performance tips, controllers and keyboard commands. Reading this chapter provides some amusement when reflecting on the quaint naivety regarding the speed and power of personal computers of the day.
Chapter 2 - Game and real truck characteristics, garage settings, tracks, handling and points scoring.
Chapter 3 - Driving school emphasizing a good start, cornering, dealing with terrain and water, crash recovery, and manual vs automatic transmission. The topics covered here can probably apply to any road simulation game.
Chapter 4 - Drag tracks and their background, the five tracks and the drag racing procedures are described in detail including qualifying, staging, the christmas tree light and the course layouts.
Chapter 5 - Circuit race philosophy, a blow-by-blow bump-by-bump description of the five tracks along with tips on improving lap times, and the in-game map and screen displays are also mentioned. Dry dry dry, there is only so many ways to say turn right, turn left. There is very little here that a racer couldn't discover just by playing the game.
Chapter 6 - Three rally tracks are treated much like the circuits only with a heavy emphasis on shortcuts.
Chapter 7 - Tournament play is briefly described but more important are the instructions for creating your own custom tournaments. This is the first hint that the game will be customizable by users rather than just tweaking and adjusting various settings.
Chapter 8 - Multiplayer racing. How to host and join races as well as the various types of hook up are described in detail, and key concepts are defined, explained and clarified. Also, several game features and technical tips are included. Sorry, no drags in multiplayer.
Chapter 9 - An infommercial recommending that you spend a lot of money on new hardware.
Chapter 10 - The almanac. Leaving the game behind, this gives a brief history of monster trucks and their origins as well as includes an interview with Bob Chandler, inventor of monster trucks and founder of Bigfoot.
Chapter 11 - Again, getting away from the game, this gives Eric Meagher's point of view on what it's like to make your living from driving a monster truck.
There is also a small glossary of terms and an index.
And that's the good news. The bad is that the book is plagued by typos and grammatical blunders, and the writing style is that of junior high school student who possesses inside knowledge about the game. The amount of "useful" information is minimal, and at points the author describes the game and tracks as "aggravating." Chapters four, five and six could have been combined into a single chapter half the size of either of them since providing a verbal description of a three dimensional visual environment contributes nothing to the readers store of knowledge, and is an annoying, arduous task besides. And, the tips and tricks about game play scattered throughout the book could have, and should have, been condensed into a page and a half reference sheet. And to top that off, microsoft and the msn gaming zone have not only abandoned the game but have taken active strides to discourage its use.
So why bother? Simple. Monster Truck Madness and Monster Truck Madness 2 once had one of the largest community of players of any game ever made, and the mtm community is still active today. Both games have had more user-made addons created for it than any other game (of any type) and all but a very few of them are still available for free download and use. Monster Truck Madness has also had as many support programs made for it as that of other games by its players, and new things are being developed all the time. Monster Truck Madness is the quintessential computer gaming experience. It offers something for everybody: from players and racers to artists and programmers, from the mathematically oriented to the whimsical and capricious, from hobbyists and tinkerers to demanding perfectionists, from explorers to cartographers, from game fans to monster truck fans, from young to old, from simple to complex, from any area of human experience to its opposite. And all of it is unrivaled in imagination and creativity, tradition and innovation, competition and camaraderie.
If Inside Moves had any pragmatic value in nineteen ninety six, it certainly doesn't now. Rather, its value today is its signifcance as an historical document for arguably the best game ever made for the PC, and it is steeped in nostalgic appeal for anybody who has ever had MTM come into, touch or affect their life in any way. And while it's true that it should have been packaged as the user manual for the original game, and that it wasn't reflects its publisher's greed, it is certainly worth the $1.99 that most resellers are currently asking for this collector piece.
http://www.amazon.com/exec/obidos/tg/de ... 57231530X/
And for safe keeping
Inside Moves is the user manual for Microsoft's Monster Truck Madness, and as such, one has to wonder why it wasn't included with the retail game, or conversely, why the book isn't packed with an installation cd. Be that as it may, in order to appreciate this book you must first recognize and understand that Monster Truck Madness was first available for retail sale in nineteen ninety six, was two years in development (which pushes it back to nineteen ninety four) and was probably first conceived well before that time. When the game was finally released, it was a ground breaking advance in 3D graphics and multiplayer gaming, and Tom's Hardware used it to develop the "first real world direct3d benchmark." The sequel, Monster Truck Madness 2, which came out shortly after the release of Monster Truck Madness, added to game's legacy with the same basic components which were so far ahead of everything at the time that it's still being played and enjoyed by a thriving community even now some ten years after most games of the era have long since vanished. The content of Inside Moves runs approximately as follows:
The introduction hypes monster trucks and the game.
Chapter 1 - Talks about installation, system requirements, menus, performance tips, controllers and keyboard commands. Reading this chapter provides some amusement when reflecting on the quaint naivety regarding the speed and power of personal computers of the day.
Chapter 2 - Game and real truck characteristics, garage settings, tracks, handling and points scoring.
Chapter 3 - Driving school emphasizing a good start, cornering, dealing with terrain and water, crash recovery, and manual vs automatic transmission. The topics covered here can probably apply to any road simulation game.
Chapter 4 - Drag tracks and their background, the five tracks and the drag racing procedures are described in detail including qualifying, staging, the christmas tree light and the course layouts.
Chapter 5 - Circuit race philosophy, a blow-by-blow bump-by-bump description of the five tracks along with tips on improving lap times, and the in-game map and screen displays are also mentioned. Dry dry dry, there is only so many ways to say turn right, turn left. There is very little here that a racer couldn't discover just by playing the game.
Chapter 6 - Three rally tracks are treated much like the circuits only with a heavy emphasis on shortcuts.
Chapter 7 - Tournament play is briefly described but more important are the instructions for creating your own custom tournaments. This is the first hint that the game will be customizable by users rather than just tweaking and adjusting various settings.
Chapter 8 - Multiplayer racing. How to host and join races as well as the various types of hook up are described in detail, and key concepts are defined, explained and clarified. Also, several game features and technical tips are included. Sorry, no drags in multiplayer.
Chapter 9 - An infommercial recommending that you spend a lot of money on new hardware.
Chapter 10 - The almanac. Leaving the game behind, this gives a brief history of monster trucks and their origins as well as includes an interview with Bob Chandler, inventor of monster trucks and founder of Bigfoot.
Chapter 11 - Again, getting away from the game, this gives Eric Meagher's point of view on what it's like to make your living from driving a monster truck.
There is also a small glossary of terms and an index.
And that's the good news. The bad is that the book is plagued by typos and grammatical blunders, and the writing style is that of junior high school student who possesses inside knowledge about the game. The amount of "useful" information is minimal, and at points the author describes the game and tracks as "aggravating." Chapters four, five and six could have been combined into a single chapter half the size of either of them since providing a verbal description of a three dimensional visual environment contributes nothing to the readers store of knowledge, and is an annoying, arduous task besides. And, the tips and tricks about game play scattered throughout the book could have, and should have, been condensed into a page and a half reference sheet. And to top that off, microsoft and the msn gaming zone have not only abandoned the game but have taken active strides to discourage its use.
So why bother? Simple. Monster Truck Madness and Monster Truck Madness 2 once had one of the largest community of players of any game ever made, and the mtm community is still active today. Both games have had more user-made addons created for it than any other game (of any type) and all but a very few of them are still available for free download and use. Monster Truck Madness has also had as many support programs made for it as that of other games by its players, and new things are being developed all the time. Monster Truck Madness is the quintessential computer gaming experience. It offers something for everybody: from players and racers to artists and programmers, from the mathematically oriented to the whimsical and capricious, from hobbyists and tinkerers to demanding perfectionists, from explorers to cartographers, from game fans to monster truck fans, from young to old, from simple to complex, from any area of human experience to its opposite. And all of it is unrivaled in imagination and creativity, tradition and innovation, competition and camaraderie.
If Inside Moves had any pragmatic value in nineteen ninety six, it certainly doesn't now. Rather, its value today is its signifcance as an historical document for arguably the best game ever made for the PC, and it is steeped in nostalgic appeal for anybody who has ever had MTM come into, touch or affect their life in any way. And while it's true that it should have been packaged as the user manual for the original game, and that it wasn't reflects its publisher's greed, it is certainly worth the $1.99 that most resellers are currently asking for this collector piece.
- SLO_SCATTER
- Member
- Posts: 223
- Joined: Tue Sep 17, 2002 2:01 pm
- Location: Missouri, USA
-
NKAc_Street
- Member
- Posts: 65
- Joined: Mon Jan 27, 2003 2:01 pm