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DEMOSCENE-STUFF
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JOYRIDE.ZIP
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JOYRIDE.NFO
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Text File
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1995-07-02
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6KB
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72 lines
▄▄▄██ a cobra creations creation ███
█▀▀▀ ▄▄▄▄ ██
▄▄▄▄██ ▄███▄ ███ ▄ ███▄█▀▀██▌▀▀ ▄▄▄██ ▄▄▄▄▄
▐ ███▀ ███ ██ ███ ▐█ ███ ██ ██ █ ██▀ ███ ▀█▄
┌────────────── ███ ███ █ ▀▀█ ▐█ ███ ▐ ▄██ █ █ ███ ██ ─────────────┐
│ ███ ▀▀█ ███ ███ ▄███ ▄██ ▄█ █ ███▄▄▄ ██ │░
│ (c) CoC █████ ██ ███ ███ ████ ▄██ ▄██ █ ████▀▀▀▀ a.d 1995 │░
│ ████ ███████ ███ ███ ▄███ ███ █▄ ███ │░
│ ████ ▀██▀▀ █ ▀▀ ▐████▄ ▀▀▀▀██ ▀▀███▀▀█ │░
│ ██ ████ ▐ ▀▀ ▐ │░
│ █ ████ │░
│ ▀ █ │░
│ │░
│ │░
│ JOYRIDE is a demo by Cobra Creations, released to the public at │░
│ Juhla'95 - 2nd gear -democompo, held in Iisalmi, Finland. │░
│ │░
│ JOYRIDE is the second demo ever released by Cobra Creations. │░
│ The first was Wicked Lenses, and the next.. uhm, err.. who knows. │░
│ │░
│ │░
│ A bit about the demo. As usually, the coders are just sick and │░
│ tired with it, so there just might be some bugs. Varanus also says │░
│ that SB-support might not work 100% since he owns a GUS - but heck, │░
│ it worked with my SBPro.. The demo is in PMode/W (by Tran&Daredevil) - │░
│ no 286-users, sorry. The demo has _massive_ or badly optimized effects │░
│ - you guys with lesser than 486: uh-oh.. It should work, though :) │░
│ │░
│ │░
│ Ohwell, anyway. The demo came 5th at the compo (yes, now I know │░
│ since I have already seen the results.) │░
│ │░
│ │░
│ The demo was made by the following people: │░
│ │░
│ Gila 3D-engine & polyfillers │░
│ Voxel routine at the end │░
│ │░
│ Guardian Ansi/Ascii-graphics │░
│ Demo loader │░
│ Fonts of the end scroller and the zoomer │░
│ Art direction │░
│ Organising, text-files and stuff │░
│ │░
│ Varanus Some 3D-engine-coding & polyfillers │░
│ The rest of the code │░
│ 3D-meshes and rendered pictures │░
│ Texts at the beginning and the "page corner CoC" │░
│ Main art direction │░
│ Some gfx │░
│ │░
│ Wyze Music │░
│ │░
│ T/ZQ Cobra Creations -logo │░
│ Shark (in sea-effect) │░
│ Zombie (in tunnel) │░
│ Both skys (in sea & voxelscroller) │░
│ │░
│ │░
│ C.O.B.R.A. Creations │░
│ Concentrated On Building Really Awesome Creations │░
│ │░
│ PS. Varanus admits his massive laziness because the texture routine │░
│ of the tunnel-effect is coded in pure C++ (No asm parts! A good │░
│ thing, though, is that Watcom C++ optimizes the code quite well.) │░
│ But, seriously, the main reason for C-ing was the lack of time.. │░
│ Please, don't bite him :) │░
│ │░
└────────────────────────────────────────────────────────────────────────────┘░
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