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-*- 16.8 DS US ROBOTICS MODEMS FOR SALE -*-
16.8 DUAL STANDARD W/FAX [INTERNAL] SPORTSTER MODEL - 125.00
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-------------* 28.8 V.FAST US ROBOTICS MODEMS *-------------
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28.8 V.FAST DUAL STANDARD W/FAX ORIGINAL COURIER - 495.00
REPLY TO THIS, OR CALL (510)787-3172 ACCOUNT:CUSTOMER PW:MODEM
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~~~~~~~~~~~~
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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 (ú41)
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 ú2,000 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:ú29.99
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
ú40 thanthe ú35 goal some have been aiming for.
Potential publishers have recently been sent agreements stating that
Sony's share of royalties will be DM20 (ú9) per unit,a level that could
see high street prices settling at ú40-45.
This compares unfavourably to the sceario in the US,where the propsed
rate is $10 (ú7).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.....
___ _____
___/\____| .|__/\____ ____| /___ ___ _____/\
.------\_ _/ |_ || ____/--\ | / __ \| .|\____ \_- ---.
| _/ | _/ ª| _/ \_ \ : / |: \ ª|/ | / |
| ╖╖╖╖\____|___|___|________/╖╖╖\___/\______/___|_______/(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! )
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: RiP! and / |: | \ l \____ __/ \ x-----+- -
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| _/ _|__/_|. | \// |___|___|. \\___|. \\// |. \_ :
: \\ \_ |! _ \ .__) |! \ |! \ |! \\ .
. \ l |: | \ l \_ |: / |: / l: / .
. \_______| |_____/\__ ____/ l____/⌐RDl____/\________/
`----' Y
aMiGA % CONS°LE % aNSi! iBM -+- -- - fAST anD fUN.. zER° H°UR..
:
CO's: PAPiLL°N ^ [-ENF°RCER-] ^ JBM ^ DEATHKNiGHT ^ rED DeViL ^ BiG BALLS