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MODEL - 220.00 -------------* 28.8 V.FAST US ROBOTICS MODEMS *------------- 28.8 V.FAST DUAL STANDARD W/FAX SPORTSTER MODEL - 299.00 28.8 V.FAST DUAL STANDARD W/FAX UPGRADED COURIER - 405.00 28.8 V.FAST DUAL STANDARD W/FAX ORIGINAL COURIER - 495.00 REPLY TO THIS, OR CALL (510)787-3172 ACCOUNT:CUSTOMER PW:MODEM +------------------------------------------------------------+ | CONSOLE ENTERTAINMENT! | | ~~~~~~~~~~~~~~~~~~~~~~ | | ORDERS/INFO/FAX......1-718-854-5877 | | IN CANADA, call (514)599-8205 | | FRONT FAR EAST & CCL WORLDWIDE DISTRIBUTORS | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | BUSINESS HOURS: 1:00-7:00 M-F Eastern Standard Time | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | SUPER NES/FAMICOM SEGA GENESIS/MEGADRIVE | | ----------------- ---------------------- | | SUPER WILD CARD DX SUPER MAGIC DRIVE | | PRO FIGHTER X TURBO | | | | GAMEBOY + GAME GEAR OTHER | | ------------------- ----- | | SMART CARD 4Mbit (SWC & PFX) SONY PSX & GAMES | | SMART CARD 4Mbit (PC) 3DO & GAMES | | | |------------------------------------------------------------| | ** THE LOWEST PRICE & HIGHEST QUALITY SERVICE IN USA. ** | | ** AND CANADA GUARANTEED ** WHY GO ELSEWHERE? ** | | ** SHIPPED WORLDWIDE - BEST RESELLER & DEALER PRICES ** | +------------------------------------------------------------+ 3DO - 3DO| SPECIAL CLEARANCE SALE - ALL TITLES $30.00 | 3DO - 3DO ----------+------------------------------------------------+----------- 3D Atlas Pebble Beach Golf *Alone in the Dark *Pinball 2 Battle Chess Powers Kingdom Belzerion Quarantine Burning Soldier Rebel Assault Corpse Killer Return Fire Cowboy Casino Rise of the Robots Crash 'n Burn Road Rash Crime Patrol Sailormoon D-Diner Samurai Shodown *Demolition Man San Kok Chi Digital Dreamware *Seal of the Pharaoh *Doctor Hauzer Sewer Shark Doraemons (Ding Dong) Shadow *Dragon's Lair Shanghai *Fifa Soccer Sherlock Holmes Final Graduation *Shock Wave Flashback Shock Wave II Fun & Games *Slayer Gex Soccer Kid Gridders *Star Blade Immercenary Star Control 2 Insect War Station Invasion Ironman (Tetsujin) Stellar 7 J. 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Outer World Wicked 18 Overdrivin' Winning Post Pataank World Cup Golf Yu Yu Hakusho ADULT TITLES ~~~~~~~~~~~~ "Adult Sexy ""Amigo"" Photo CD " Penthouse Movie AV Mahjong Plumbers Don't Wear Ties Bin Bin Photo CD Sex Movie Blonde Justice Movie Sexy Clinic Mahjong Gal 100 Photo CD Suchipai Special Mahjong Girl University Super Gal Collection Photo CD Immortal Desire Movie The Best Angel Photo CD Japan Fist Gambling *The Coven Movie Japan Fist Gambling 2 Twinkle Knight *Love Bites Movie Ver.2 Female Body Modification Neurodancer Virtual Cameraman THE VOID BBS..... ___ _____ ___/\____| .|__/\____ ____| /___ ___ _____/\ .------\_ _/ |_ || ____/--\ | / __ \| .|\____ \_- ---. | _/ | _/ ¦| _/ \_ \ : / |: \ ¦|/ | / | | ····\____|___|___|________/···\___/\______/___|_______/(K)· | | | | (9) 28.8 MODEMS +1-414-276-0785 FAAAAAAAAST! | | (12) GIGS OF FILEZ +1-414-276-0860 COOOOOOOOOL! | | +1-414-276-0722 HOOOOOOOOOT! | | AMIGA/CONSOLE +1-414-276-0461 | | PC +1-414-276-0782 | | +1-414-276-0785 | | OPEN TO PUBLIC +1-414-276-0790 | | FOR 1 WEEK +1-414-276-0860 | | +1-414-276-0868 | | | `---------------------------------------------------------------' THE VOID BBS.... - --( Uploader: Date: 30-Apr-95 07:02:20 Node: 00 )-- - ( Location: BB-TxtAdder v0.7 by BiLBo BaGGins/M! ) =/\NtHR0X=EHQ!======/\NtHR0X=EHQ!======/\NtHR0X=EHQ!======/\NtHR0X=EHQ!= _/\__ /\_ __/\__ /\_ /\___ /\__ +------------------------------+ \ \/ // / \ / /_ / \/ \ | 0-Day Warez For Amiga | _/ /) / (/ / /) // // ) \__/ /) / | and ALL Console Formats | \ /) \ / \ (_\ I \/ \ \ +------------------------------+ / ____/ __/\ /\__/ _____/ ____/ /\__/ | 2 x 28.8s V.FAST.CLASS USR's | \/ \/ \/ \/ \/ \/ | 78o Megs Of Storage Space | +-----------------+ _/\__ /\_ /\__ | Running Ami-Express V4.8+ | | MasterChef: | \ \ / / / \ | 19 Special Confs (Coders Etc)| | Ice-D/Anthrox | _/ /) // /\ / /) / | Long Rated Running Bbs | | Part-Time: | \ /) \ __ \ \ | Nice Looking Thought Out Bbs | | Thrash/Anthrox | / ____/ / \ ) /\__/ | New User Password Is Needed! | +-----------------+ \/ \/ \/\/hydra!+------------------------------+ =/\NtHR0X=EHQ!======/\NtHR0X=EHQ!======/\NtHR0X=EHQ!======/\NtHR0X=EHQ!= Uploaded by PRoToCoL From -^\- O a S i s -^\- On 29-Apr-95 Node 2 ------------------ TEKKEN ---------------- Format:Playstation Publisher:Namco Developer:In house Price: 5800 Yen (£41) Release:Out now! The review of Tekken: --------------------- Namco took a significant risk in basing its Tekken coin-op on raw Playstation hardware,considering it would be competing directly with Sega's Model 2 powered Virtua Fighter 2.But as arcade gamers around the globe will testify,that decision was vindicated:although lacking the visual allure of VF2,Tekken not only matches (some would say surpasses) the style and quality of Sega's character animation,but it pushes its rival to the wire in playability terms too. And now for once,a home system can boast an identical version of a cutting edge coin-op -that overused phrase "arcade perfect" actually does apply to Playstaion Tekken. Regardless of its merits as a conversion,though the game welcomes scrutiny in its own right - its fair to say that it jostles with Ridge Racer for consideration as the best Playstation game yet. Patently taking its inspiration from the Virtua Fighter series,Tekken presents a 3D polygon environment furnished with VF style 2D gameplay. A selection of eight players present themselves at startup,each with his/her own range of special techniques,and the action takes place against a range of backdrops,varying in colour from the calm blue tones of Lake Windermere to the deep red hues of the superb Monument Valley stage,complete with slowly setting sun. Rarely has the difference between static screenshots and the game itself been so pronounced as it is with Tekken.Stills may look pretty but they fail to do the game justice;in action Tekken is like no other title available on a home system.While Virtua Fighter's motion captured figures move with a breathtaking level of accuracy,they still fall well short of Tekken's standards.Here the characters bear phenomenal levels of shaded texture mapped detail and are so remarkably fluid.The game runs at 60 fps throughout (the same speed as the VF2 coinop)but its only during the replay mode (which automatically kicks in at the end of each bout)that your able to fully appreciate the grace of Namco's animation.This is best illustrated by the grapples,throws and slams;as soon as one of these moves takes hold,the camera switches to the position that gives you the best vantage point,thus fully exploiting the potential of three dimensions. With such attention devoted to the fighters appearance and movements,it was perhaps inevitable that compromises would be necessary elsewhere.The game offers only flat parallax backdrops which fall short of the benchmark set by Toshinden,with its expansive soild 3d features.However the speed and smoothness of Tekken's zooming landscapes more than compensate. Beneath Tekken's head-turning graphical flair lies a beat'em up of unmatched sophistication.Although it essentially plays very similarly to VF,Tekken differs in that each of the Playstation pad's four main buttons controls a fighters limb.Certain characters can manage only a jab with their left arm for example,while their right arm is able to develop a meatier,more substantial blow.The game arguably has as many possible moves as VF,plus many other cunning tactics to enhance the gameplay.When floored by an opponent,for example its possible to get straight to your feet roll towards or from danger,or even flip directly back into the fray with an attack - a hugeely satisfying gameplay twist. Beat'em-ups are respected for their ability to supply two player enjoyment but they are often accused of limited one player longevity.Tekken is really no exception - with continues you should be able to master all five of its difficulty settings in the first days play.But there are also nine extra boss characters to control and hidden extras which allow you to fiddle around with additional playing modes. Tekken's sound is just as well realised as its visuals.The selection of powerful tunes which play from CD have been arranged to sound even better than the chip generated coin-op (although you can still select the originals from the options menu,and the samples and effects burst forth)just as effectively coutesy of the Playstation's PU. The painfully long loading times of CD based systems is of course a familiar complaint,but its in this area that Tekken finally overpowers it's competitors-the initial bootup (during the splendid,arcade perfect Galaga game) lasts just eight seconds,and between bout delays are non-existent. Tekken rips up the rule book and delivers an arcade experience that even its £2,000 pound coin-op's namesake cannot match. Expect to see it alongside Ridge Racer on the shelf marked "Absolute Essential". EDGE RATING: NINE OUT OF TEN ********************************************************************* ---------------------------------- NAMCO'S SYSTEM 11 ARCADE BOARD ----------------------------------- The Namco system 11 board on which the Tekken coinop is based was concieved 2 years ago.Namco and Sony already enjoyed a close releatioship at the time,which was further cemented when Namco's research section managing director Shigeichi Nakamura, met SCE R&D supremo Ken Kutaragi to discuss preliminary PSX specs. Tekken was already on the drawing board when the Sony/Namco venture was finalised,and Namco engineers initially designed the game for the System 22 board used in Ridge Racer."We saw that Sega would use its model 2 board for VF2 so we were going to use System 22 against them" explains Nakamura."If we had done that,the machines price would have been expensive.But when Sony came along we decided to go for a low-cost system - in short,we've left the big arcade stores to Sega and VF2 and Tekken has been sold to smaller arcade centres. The System 11 hardware consists of 2 boards,one housing the Playstations GPU and CPU and a second holding Nmcos own sound chips.Other changes include the addition of extra VRAM and dedicated CPU RAM.Namco's research section chief,Togu Ogawa is particularly pleased with the coin-op's use of flash memory. "Speaking in the extreme,we can change the data one hour before a games release" he boasts. As well as conversions of existing coin ops (including Ace Combat,Ace Driver,and Ridge Racer 2) Namco has a further four titles planned for system 11,all of which are likely to make the journey to the Playstation. ********************************************************************** -------------------- WIPEOUT --------------------- Format:Playstation Publisher:SCE Developer:Psygnosis Release:September Origin:England With Psygnosis now part of the Sony empire,its no suprise that the Liverpool based company has a head start in developing for the Playstation. By the launch of the UK machine in September,it will have four releases ready-the most prominent being Wipeout,its Ridge Racer-beater which was started in earnest last March. Set in the future Wipeout blends elements from F-Zero,Crash'n Burn and the innovative 16bit Amiga/ST title PowerDrome to form what,even at this juncture looks like being the most exhilarating PSX title yet. To the standard racing theme Wipeout adds violently undulating roadways and the option of using weapons against your opponents. The Playstation hardware enables Psy 's programmers to generate Wipeouts stomach churning visuals in realtime-with a screen update that never drops below 30fps. Wipeout is the brainchild of artist Jim Bowers (the man responsible for much of the rendering in Microcosm) and the game designer Nick Burcombe. "The idea was to make something very fast with lots of 3d movement" says Nick."A big influence was Powerdrome,which was a good idea but didn't have the technology to do it justice, but Wipeout is a very different game - there are elements that make it unique. "The plot isn't really important" he continues. "The point is that while you're playing - certainly with an internal view-the bigger the screen the more gut wrenching the game, once we get the huge drop-offs and the rolling around effect. It's more the movement and making the player have real control in a 3d environment,rather than feeling that they're stuck to the surface and not really responding in the 3d space,like many car games" In Wipeout, the players craft is magnetically suspended in a trench which guides it around the course.Punctuating the track are hills,valleys and jumps - miss one of these and you incur a time penalty,as robotic crash vehicles tractor beam your ship slowly back onto the course. Like Formula One racing there are four major constructors in Wipeout,each of which sponsors two identical vehicles ,with eight craft competing in a race. A points system provides a means of progressing through the ranks. But aswell as the guile and cunning of F1 competition, Wipeout relies on other ways of getting ahead of your opponents. "Wepons play a major part in the two player game"explains Nick. "The computer opponents all respond in the correct way - they all have their own styles of combat. The ones in the very heavy craft perform a lot of blocking manoeuvres,but their excellent with weapons aswell" Best of all though,the game will make use of the PSX serial link capability (the cable is due soon in Japan) for a potentially lethal head-to-head mode. Wipeout boasts ten full tracks split into two racing classes.The first five courses are for amatuers,and allow players to hone their skills before moving up to the next five,which are much bigger and include alternative routes and secret paths. All of the tracks are first designed on paper and annotated with scenery ideas and course elevations.These are then passed over to the artists who render the course in 3d using SoftImage software running on SGI systems. A lot of care has been expended on designing the courses so they mask the the Playstation's limited drawing horizon.To avoid situations like in Ridge Racer and to a greater extent, Daytona USA - where the scenery suddenly appears in front of you,the artists use trackside scenery and the twists and turns of the course to either hide points where the player can see too far into the distance or to draw the eye away from a point where scenery might appear. A completed course can be 'flown' along in SoftImage to check that it works without problem on the Playstation. Completed courses are then ported over to the development hardware, using software coded in-house. "In order to meet the deadlines,people have had to create their own conversion tools rather than using third party tools" states Jim Bowers.:I think its been a big learning experience for the programmers,because they probably know SoftImage completely inside out by now!" "Time invested in dedicated SoftImage software has proved invaluable,as Nick Burcombe attests"The tools als include materials,lighting,texturing -all that stuff is generated for the Playstation out of our own tools.They are re-useable aswell.Stuff like capturing the lighting across the track -thats not something we have to get the playstation to do anymore" Producer Dominic Mallinson concurs "The only thats not going through the Softimage is the dynamic play adjustment features which are specific to bits of the track.Otherwise everything is being modelled in SoftImage".And SoftImage looks to be a permanent addition to the developers repertoire."If your tools are really technical,really programmer orientated"explains Dominic "you can't get the artistic,creative people to design what really looks and feels good -thats the important thing" Adding to the 'look and feel' of Wipeout are corporate emblems and logos generated by top design agency The Designers Republic.Their futuristic pseudo-japanese styling should add considerable dynamism and believability to the proceedings. Psygnosis also has plans to up the marketing stakes for Wipeout.Trackside billboards like those promoting Namco titles in Ridge Racer -may well be taken up by real-world advertisers.And several minutes of SoftImage rendered wipeout footage is the focal point of a game sequence in the MGM movie Hackers. Music too is more than backseat audio,as Glen O'Connell responsible for UK PR at Psygnosis explains; "Sony Music have given us the use of their catalogue,to get a host of different bands in the vein of Leftfield, Apollo 440 and so on. We want to get some names behind it,because the plan is to launch a compilation CD at the same time as the game.That sort of thing sells well in Japan. With marketing,music,design,graphics all falling into place,the only unknown factor is gameplay.And from Edge's early taster of the game,Psygnosis have that in the bag aswell. Producer:Dominic Mallinson Product Manager:Sue Campbell Team Leader:Nicky Caruss-Westcott Game Designer:Nick Burcombe Concept Artist:Jim Bowers Intro Artist Lee Caruus-Westcott Graphic Artist:Louise Smith Graphic Artist:Laura Grieve Graphic Artist:Darren Douglas Programmer:Dave Rose Programmer:Rob Smith Programmer:Jason Denton Programmer:Stewart Sockett ------------------------- GUNNER'S HEAVEN ------------------------- Format:Playstation Publisher:SCE Developer:In house Release date:April 21 Origin:Japan A preview of Gunners Heaven: ----------------------------- Polygon frenzy may have consumed many programming houses but SCE is depending on traditional sprite techniques for it's forthcoming release Gunner's Heaven. The game is reminiscent of cult Megadrive title Gunstar Heroes,a sideways scrolling platform shoot'em up renowned for its frantic two player action.Basic weapons can be upgraded to give the two characters,Lucas and Axel,increased range and firepower,and ropes and one-off powerups are also scattered around to add a minimal tactical element to what would otherwise probably be a fairly unsubtle blaster. The spectacular explosions and detailed character animations will test the Playstation's 2D abilities to the full.SCE will no doubt be using the limited programming time available to prevent the sprite slowdown seen in Parodius and Raiden. *********************************************************************** ----------------------- BOXER'S ROAD ------------------------ Format:Playstation Publisher:New Developer:In house Release Date:May Origin:Japan A preview of Boxer's Road -------------------------- Although shoot'em ups,driving sims and fighting games have all featured heavily in the Playstations diet,the lucrative sports game genre has so far remained largely untapped. Boxer's Road will go some way to redressing the balance when publisher New debuts the game -it's first Playstation game-in May. Given the Sony machines polygon prowess,it was inevitable that New would mirror the likes of Toshinden and bestow on its boxing title a full 3d environment.The fighters themselves are collections of gouraud shaded polygons,which gives their movements an infinite range and avoids the limitations forced on sprite based attempts at the sport.The figures themselves have an almost mannequin-like appearance,but the dynamic fashion in which they move quashes any reservations about realism.aThe flavour of real life boxing has been achieved with startling accuracy;swing a right cross into your opponents jaw and his head snaps back with jarring force;back him into the corner and he attempts to duck and roll around your punches;deliver a series of clean blows and he staggers and falters,leaving himself wide open for a finishing flurry. Few games use the Playstations joypad as effectively as Boxer's Road.The four main buttons are assigned to jab left/right and hook left/right,while an additional press of one of the shoulder buttons turns all punches into uppercuts (both short and sharp close shots and wider arcing blows) and other shoulder buttons control ducking and guarding.The result is that fighting is fiercely demanding,requiring a great deal of practive before all of your fighters actoions can be conbined convincingly. Perhaps the most remarkable aspect of the game is the vast number of fight views selectable at any point during the bout.There are 20 in all,from corner post to directly above to even a canvas level view.Many are of only limited practical use,but their inclusion is an indication of the time and care spent on the project. Although essentially a beat'em up Boxers Road features many aspects that push it into simulation territory. Your fighter can embark upon a full career,involving gym training,fight fixtures and tournaments;numerous sparring partners offer their torsos for pummelling in between proper fights,and a scarily comprehensive nutritional plan (featuring protein,fat and sugar levels) has to be monitored in order to maintain maximum performance in the ring. With a vital two player mode,consistently spectacular action and more depth than any other example of silicon pugilism,Boxers Road looks likely to set the standard for Playstation sports titles. ******************************************************************** ----------------------------------------------------------- Advertising blurb for the Action Replay for the Playstation ----------------------------------------------------------- Manufacturer:Datel Electronics Ltd Telephone:01 782 744707 Price:£29.99 Just imagine,infinite lives,unlimited energy,special effects,extra fuel/ammo,play on any level.Become invincible with the Action Replay cartridge. Each action replay cartridge contains 15 different sets of cheats for the biggest and best Playstation games around. Simply choose from the menu of amazing game busting cheats...... Just look at the games in volume one Ridge Racer,Baseball 95,Twin Bee Puzzle,A-Train IV Kileak The Blood,Cosmic Race,Raiden Project,Myst,Kings Field Parodius Deluxe,Crime Cracker,Motor Toon GP,Space Griffon...and More! Further volumes of Action replay to come! ******************************************************************* Sony Royalty dispute -------------------- Playstation titles look likely to hit the market at a price closer to £40 thanthe £35 goal some have been aiming for. Potential publishers have recently been sent agreements stating that Sony's share of royalties will be DM20 (£9) per unit,a level that could see high street prices settling at £40-45. This compares unfavourably to the sceario in the US,where the propsed rate is $10 (£7).And unlike in the UK,this figure includes packaging and manufacturing costs,leaving a raw royalty of just $7. "Initially,sony was really selling itself on the fact that it wasn't going to be like Sega or Nintendo"says one disgruntled publisher. "But now its going to be as bad as both" Some industry watchers believe that the reason behind the higher than expected royalty rates is Sony's desire to subsidise the cost of the machine and fulfil its origianl massmarket intentions. But Sony initially attribited the situation to "wide and unforseen fluctuation in currency markets which have taken place since the formation of our agreements" To placate disaffected publishers the company is stresing the importance of its software returns policy. "Its a comfort blanket"said SCE Europe president Chris Deering in a recent interview with games industry weekly CTW "We want publishers to worry more about product and marketing of their software rather than the inventory risk. However that sitution may prove commercially unsatisfactory for many and there is already talk of an opt out scheme whereby publishers choose to handle their own inventory responsibilities and gain a discount on roylty payments. Since the news broke,Sony has hinted at changes in the existing publisher agreement.The base royalty charge may yet be reduced by 1-1.5 deutscmarks,and a further voule related discount could be on the cards.Sony certainly needs to cover all bases to achieve the publisher support in Europe it deserves. ************************************************************** Typed: PRoToCoL Date: 29/4/95 Source:Edge Issue 21 @BEGIN_FILE_ID.DIZReviews of TEKKEN from Namco,and Previews of Wipeout, Gunner's Heaven and Boxer's Road Plus news of Action Replay - ALL FOR THE SONY PLAYSTATION - @END_FILE_ID.DIZ ?# Upload to the Burger Bar by PRoToCoL Frm -^\- O a S i s -^\- ?# ?# On 16:05:54 29-Apr-95 Node2 (ehq anthrox bbs just hanging in for fun)?# THE VOID BBS..... ___ _____ ___/\____| .|__/\____ ____| /___ ___ _____/\ .------\_ _/ |_ || ____/--\ | / __ \| .|\____ \_- ---. | _/ | _/ ¦| _/ \_ \ : / |: \ ¦|/ | / | | ····\____|___|___|________/···\___/\______/___|_______/(K)· | | | | (9) 28.8 MODEMS +1-414-276-0785 FAAAAAAAAST! | | (12) GIGS OF FILEZ +1-414-276-0860 COOOOOOOOOL! | | +1-414-276-0722 HOOOOOOOOOT! | | AMIGA/CONSOLE +1-414-276-0461 | | PC +1-414-276-0782 | | +1-414-276-0785 | | OPEN TO PUBLIC +1-414-276-0790 | | FOR 1 WEEK +1-414-276-0860 | | +1-414-276-0868 | | | `---------------------------------------------------------------' THE VOID BBS.... - --( Uploader: Date: 30-Apr-95 07:02:20 Node: 00 )-- - ( Location: BB-TxtAdder v0.7 by BiLBo BaGGins/M! ) . ____ : /\_____________:__\/ /_______. . - --+-----------x / _ _ _____| \\//ø . | FAiRLiGHT AMiGA WHQ | \/ \__/ø |. | \// |___| : | SYSoPS: // || _ \ .__) /\ | : RiP! and / |: | \ l \____ __/ \ x-----+- - | ANDEVERoN \_____| |_____/\_______ __ _ \/ | : ____`----' . ____ | . _______ :__\/ / ______.______ :______ \/ /_____ : : / . /.____| \\/_/ . | . \_| . \_\//ø . \ | | _/ _|__/_|. | \// |___|___|. \\___|. \\// |. \_ : : \\ \_ |! _ \ .__) |! \ |! \ |! \\ . . \ l |: | \ l \_ |: / |: / l: / . . \_______| |_____/\__ ____/ l____/©RDl____/\________/ `----' Y aMiGA % CONSøLE % aNSi! iBM -+- -- - fAST anD fUN.. zERø HøUR.. : CO's: PAPiLLøN ^ [-ENFøRCER-] ^ JBM ^ DEATHKNiGHT ^ rED DeViL ^ BiG BALLS