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- VULCAN SOFTWARE LIMITED
- in association with
- MARBLE EYES
- presents
-
- G E N E T I C S P E C I E S
- Amiga CDRom
-
-
- INSTALLING TO HARD DRIVE
- ------------------------
- Genetic Species runs perfectly from the CD and does not require Hard Drive
- installation, but you will need to install various library files from the
- 'Install' directory depending on your individual computer set-up.
-
-
- GRAPHICS CARD OWNERS
- --------------------
- If you have a Graphics Card you should install the RTG system.
- This will place various files in your libs directory on your hard drive
- and when initiating Genetic Species allow you to choose various screen
- modes from the RTG requester.
-
-
- AHI SOUND SUPPORT
- -----------------
- Genetic Species utilises the AHI sound system allowing multiple channel and
- stereo sound effects (even without a Sound Card) this should be installed
- before starting Genetic Species.
-
-
- PICASSO 96 OWNERS
- -----------------
- If you have a Picasso Graphics Board there is a full installation program
- which will place the needed libraries onto your hard drive.
- Having a Picasso board you will more than likely have the needed files so
- check that this is not an older version than your current one.
-
-
- CD MUSIC
- --------
- Genetic Species contains superb CD Music which is played throughout the
- game, to get the best out of this Audio treat make sure your CDRom line
- outs are connected to a good stereo system and that the volume is high!
-
- Genetic Species also uses the Amigas Audio outputs for all in-game sound
- effects.
-
-
- FIRST IMPRESSIONS
- -----------------
- When you have successfully installed the various library files you will
- then be able to run Genetic Species by double clicking on it's icon on
- the CD.
-
- First up is the Credit sequence, this is our chance to let you know who all
- the 'hard working people' are, who spent many sleepless nights to bring you
- Genetic Species. To skip the credit sequence simply press your LMB.
-
- Now sit back and marvel at the incredible 3D rendered intro animation, this
- sets the mood for what is about to follow and gives you an insight into the
- current situation in the Genetic Species world. You can terminate the intro
- animation by clicking any mouse button.
-
- Please note that the intro Animation does not utilise Graphics Cards.
-
-
- CONFIGURATION
- -------------
- After the intro sequences the first thing you will see is the options
- screen. Using the arrow keys and the return key on the keyboard you can
- configure Genetic Species to best suit your Amiga's set-up.
-
- You have many options available that alter the way Genetic Species works.
-
- You can alter many elements from, screen size, sound set-up, detail level
- and control methods. Depending on your Amiga set-up you will soon find the
- right balance to make sure Genetic Species performs at the best possible
- speed and clarity for your system.
-
- If the frame rate is an important factor when choosing your settings, you
- can type `framecount` as a level code which will show the frame counter on
- the screen during play.
-
- Once happy with your preference setting you can save them to hard disk so
- the next time you play Genetic Species it will already be set-up to your
- desired configuration.
-
- When finished in the options Screen simply choose 'Disconnect' to start
- playing Genetic Species.
-
-
- CONFIGURATION SETTINGS IN DETAIL
- --------------------------------
-
- Window Size
-
- Controls the size of the visible playing area, this setting has the
- greatest influence on game speed.
-
- Floor & Ceiling Detail Mapping
-
- The floor and ceiling detail level can be set to high, low or turned off
- completely, the low detail setting produces a 10-20% increase in speed over
- the high setting.
-
- Luminance Factor
-
- Is everything too bright in the darkness of your tomb or are those sun
- reflexes blotting out everything on the monitor?
- Boost or reduce brightness here.
-
- Audio On/Off
-
- If you wish to change AHI mode, you must turn off Audio, exit the menu,
- enter the Audio menu again, and turn on Audio. An AHI requester will pop
- up, allowing you to choose a new mode or different mixing frequencies.
- Note: Turning off Audio can also speed up the game by 8-20%.
-
- Channels
-
- Depending on the AHI mode used, up to 16 channels of sound effects are
- allowed. We recommend using the AHI mode "Paula: DMA 8 bit stereo" for
- best performance on Amigas lacking sound card, however you will be
- limited to 4 channels.
-
- Volume
-
- Boost the volume to balance Amiga Audio and CD music. Please note that
- extreme boosting may cause sound distortion.
-
- Player Control
-
- Here you may select your favourite key settings for controlling the
- BioShifter.
-
- Mouse Control
-
- Enable/Disable Mouse - Doesn't need explanation, does it?
-
- Sensitivity Factor
-
- Some mice are more sensitive than others, use this setting to control how
- fast the BioShifter turns when moving your mouse.
-
- Control Method
-
- Moving the mouse to the left will turn the BioShifter clockwise. If this
- doesn't seem logical to you, change this setting to invert the direction.
-
- Multitasking On/Off
-
- If you need to keep you operating system and programs running keep the
- switch on. Turning off multitasking will freeze all programs increasing the
- game speed by 3-4%. Turning it on will restore your system.
-
- Buffering
-
- Really mega-advanced setting for those GFX card users whose GFX card works
- best with single buffering.
- On AGA systems you should always use double buffering!
-
- GfxMode
-
- A feature for GFX card owners; with this switch you may force Genetic
- Species to bypass RTG, utilising AGA. It has no effect on AGA only systems.
-
- Language Options
-
- Choose your favourite language here, thanks to the A.T.O.
-
- CD Music On/Off
-
- If your CD-ROM drive misbehaves, try turning off the CD music.
-
- Ammo Display On/Off
-
- Are those awesome transparent ammo counters and health bars annoying you? Turn them off here.
-
- Difficulty Normal/Easy
-
- This setting controls the damage factor of the game. Chicken players will
- choose the easy setting and real hard nut people should choose Normal.
-
-
- BACKGROUND HISTORY
- ------------------
- Since the beginning of the 21st century, Multi and Trans-National
- corporations had been gaining power.
-
- By the end of the century, global security, commerce and science were in
- the hands of a few hundred people. Industrial complexes and research
- stations had been established in space and on the moon, where research
- would never be impeded by environmental or ethical concerns.
-
- Due to rife competition and security of research, all employees of the
- corporations were implanted with artificial control mechanisms to ensure
- complete loyalty. Competing freely, conflicts among the corporations
- frequently sparked local wars, fought anywhere in the Solar system,
- including Earth. As a result the rest of the human race was held hostage.
-
- As the 22nd century began, an underground alliance had been established
- among countries which were secretly seeking to undermine corporate power.
- This alliance was known as the Counter Force Alliance (C.F.A.) yet their
- strength was inadequate in the face of corporate power, and nothing could
- be accomplished until something tipped the balance of power.
-
- This happened in 2208.
-
-
- PRESENT DAY
- (C.F.A. Internal Memo)
- ----------------------
- Apparently the Nepentian Research Labs on the far side of the Magnus Crater
- was seized by an unknown force. Observations suggested intense ground
- battles within the vicinity of the base, involving at least three
- corporations. Two days ago the battles seemed to diminish, yet we have
- been unable to identify which corporation came out victorious, if any.
-
- Throughout the day we have tracked military shuttles shipping troops and
- cargo from the remaining lunar facility, the Cantex Supply Station.
-
- Sources have informed us that the destination was the Atlas Mining Asteroid
- orbiting the moon.
-
-
- Atlas Mining Asteroid
- ---------------------
- The Atlas Mining Asteroid is currently being converted into a regular
- space fortress armed with high energy space weapons. Whatever purpose this
- conversion serves is unknown but we suspect it might become a threat to
- Earth. The recent alliance between the remaining military corporations, the
- Nepentian Defence Triad and Lantaz Milsec, (to whom the destroyed lunar
- bases belonged) suggests knowledge of an impending disaster.
-
- Yesterday, 2 out of 3 lunar military bases were vaporised in what looked
- like accidents involving stockpiled nuclear weapons but we suspect they
- were self-destruct actions aimed at an unknown enemy aggressor.
-
- We desperately need information on the current situation!
-
-
- Begin C.F.A. Transmission
- -------------------------
- For some years, within the many corporation complexes, we have been
- planting prototypes of the 'BioShifter'. This mobile device is capable of
- taking control of Humans, Cyborgs and Droids through their electronic
- implants.
-
- We have just activated of one of the BioShifters within the Cantex Supply
- Station, where the bulk of the troops and supplies are being launched
- into space.
-
- Lets hope we get the information we need.
-
- End Transmission
-
-
- BIOSHIFTER INITIALISATION
- -------------------------
- You are the first BioShifter to be activated in the Cantex Supply Station.
-
- Once your mounted cameras are activated the distorted image clarifies to
- present your environment as a 3D 'first person' perspective view.
-
-
- MISSION OBJECTIVES
- ------------------
- The plot progression of Genetic Species is Bilinear, this means that you
- will have to accomplish various missions before you can progress to later
- levels, the way you go about accomplishing your missions is entirely up to
- you. Pay close attention to your mission briefings and be alert at all
- times and take nothing for granted.
-
-
- YOUR SURROUNDINGS
- -----------------
- The 3D environment is presented in glorious texture mapped and light
- sourced style instantly allowing you to get a real feel for your
- surroundings.
-
- The levels in Genetic Species are broken down into further platforms and
- each platform is connected by lift terminals which you can access freely.
-
- This design is very useful for leaving entire sections quickly in the case
- of level destruction or in situations where enemy numbers are outrageously
- out of balance.
-
-
- FURNITURE & PROPS
- -----------------
- Throughout the levels you will come across many interactive Furnishings
- such as Doors and Cupboards which can be opened and closed, although some
- need to be unlocked first by means of 'switches or key cards'.
-
- Computer Terminals can be found at various stages in the levels which
- allows control over the In-Game configurations.
-
- There are also hidden BioShifters which are only visible to you and have
- been planted by the C.F.A. Activate them (by walking over them) and they
- will record your current position. This is really useful if you find
- yourself `dead` as you will now be allowed to restart from the last
- recorded position.
-
- As well as secret passages and many other architectural oddities there
- will be various items and objects ranging from exploding barrels, to
- energy vortex's, some should be left well alone where others like the
- Vortex's can be entered to allow re-topping of energy levels.
-
- Most other items can either be operated, picked up or destroyed but act
- wisely as many items can help your missions immensely.
-
-
- CHARACTERS
- ----------
- There are many interesting and frightening enemies within Genetic Species
- ranging from Engineers to Face huggers, each enemy is unique and has
- his or her own abilities, weaknesses and weapons, each posing a
- different threat.
-
-
- ARTIFICIAL INTELLIGENCE
- -----------------------
- This text has been written to give the player of Genetic Species an
- insight into the Artificial Intelligence Structures and resistance's of
- enemy units to allow a proper and a more balanced challenge.
-
- Many hours have been spent to develop the AI structures which define the
- personality and behaviour of the creatures in different situations.
-
- When initialising a level all enemies are set to a `Prowl` mode as a
- default, in this mode the enemies wander freely around the level area,
- searching for intruders. If the player makes any kind of noise,
- like firing a weapon within hearing range, the enemy will notice and while
- calculating the easiest route to the origin of the noise and move closer
- to investigate. Generally, doors are not a problem to enemies, as long
- as they can be opened and/or unlocked by the current enemy type.
-
- When the player is in combat, some enemies tend to shout for help and
- thereby draw all security units from a variant radius into the battle
- field, unless the security units are already in `Guard` mode.
-
- When the player appears in the enemy's line of view, the enemy will decide
- what to do considering levels of aggression, health, damage taken, amount
- of friends available and the distance to the player.
-
- Unless the enemy is mortally wounded or just a plain coward, he will go
- into `Attack` mode where his purpose is to get within range of you
- and kill you.
-
- If you escape out of sight and don't make any noise, the enemy will
- continue to follow you in the direction it last physically saw you were
- heading in. It creates a visual reference (known as a patch) to your last
- visible position.
-
- This `patch` might change position whilst the enemy is hunting you down,
- but when it reaches a dead-end it will start backtracking to the original
- position of the `patch` and then branch out in other areas to see if it
- can track you down further.
-
- Occasionally the enemy might decide to retreat, panicking and running away
- in the opposite direction of your location, it might be a good idea to
- terminate fleeing enemies as they tend to gossip about your location to
- other enemy comrades. However you should be aware that the enemies will
- attack you violently if they have no alternative route away from you.
-
- Keep this in mind before chasing the refugee into a dead-end.
-
- As mentioned before some units are guarding important areas of the game.
- They have a completely different behaviour list, which make them very loyal
- to their post. However it is possible to set off alarms, which will
- distract them and make them move away from their assignment but they
- are always very aggressive when you invade their space.
-
-
- ENEMY INFORMATION
- -----------------
-
- Security Soldier
-
- An ordinary corporation security soldier wearing a light ergo suit which is
- capable of resisting a few direct hits. Security soldiers prowl the
- corridors of the base, gunning down intruders with their .44 pistols and
- they never stop to ask questions first. Their implants are of a low grade
- and they are vulnerable to probe attacks.
-
- Security Officer
-
- High rank Security Officers are tougher, quicker and meaner than ordinary
- soldiers. They wear upgraded ergo suits and carry the .44 automatic gun.
- Their implants are simplistic to preserve human intelligence and
- initiative. Important rooms are often only accessible to Security Officers.
-
- Cyber Scout
-
- The echelon of the automated defence forces. Hovering a few feet above the
- ground they are a deadly foe in deserted corridors due to their speed.
- The little human flesh and brain that remains is hidden within a steel
- case. Their implants are protected by extra circuitry, making it difficult
- to take them over without killing them.
-
- Face Hugger
-
- This genetically engineered creature has no official name. We believe it
- is a new prototype war-unit escaped from some laboratory, and apparently
- capable of breeding without artificial support. Being the perfect base
- invader it is extremely fast and its spitting of acid creates a very
- dangerous entity. They have no implants but their genetic control
- mechanisms are very vulnerable to entity takeovers.
-
- Engineer
-
- Otherwise know as the `Dirt Rats`, The Engineers keep the bases running,
- they wear no armour and their implants are primitive, but simply spotting
- an intruder is enough to bring them to a blood frenzy. If you get too
- close, he will try to chop you to pieces with his fire axe, show him mercy
- and kill him. Engineers are also needed to access some systems.
-
- Commander
-
- The commanding officer of the base is the toughest and most dangerous
- human you will come across. He throws lethal grenades at intruders.
- Some restricted areas are only accessible by the commander or someone
- carrying a commander access card.
-
- Zombie
-
- Zombies are the victims of evil Genetic experiments. Dragging their rotting
- limbs along, they are slow but also hard to kill. Silenced guns are not
- very powerful but zombies will happily keep shooting at you forever.
- Their implants have difficulty controlling the damaged brains and taking
- them over is often the easiest way to give them eternal peace.
-
- Gel Man
-
- Little know information on this abdominal creature but the Gel Man is
- another genetic creation designed for environments with extreme pressures.
-
- Mantis
-
- Little is know about these creatures.
- They seem to boast some kind of Psi-weapon.
-
- Mechanoid
-
- Strong defensive units carrying lethal flechette guns. 90% of their bodies
- have been mechanised and armoured to take a phenomenal amount of damage.
- Their implants are strong, and a PPD attack without stunning will leave
- them severely damaged. Notice that they are limited to warfare and cannot
- handle delicate objects such as keycards or small weapons.
-
- Scientist
-
- The science personnel of the laboratories. They wear no armour and carry
- weak weapons. Their implants are not designed to repulse a probe attack so
- they can easily be taken over. Some areas are only accessible to
- scientists.
-
- StormTrooper
-
- Aggressive commando troopers, specially trained to locate and kill
- intruders. The standard weapon is the laser rifle which they will happily
- use to snipe on you. Their armour is light to allow maximum mobility and
- their implants are medium grade.
-
- Chameleon Soldier
-
- The skin of the chameleon man has been altered to camouflage the body.
- This works best when he is standing still, only when shooting and getting
- hit will the camouflage field disrupt to show the puny human inside.
- The high speed assault rifle carried by chameleon soldiers is too dangerous
- to ignore, so don't. The implants will yield to persistent attacks.
-
- Wolfhead
-
- This biped killing machine is one of the most dangerous units around.
- Mounted on the left arm is a rocket launcher. You guessed it, Rocket
- launchers are bad for your health. Some units come with a Vulcan minigun
- instead. The controlling implants of this unit will only disable if
- stunned.
-
- Space Pilot
-
- When not piloting space ships, the pilots are in an understandably bad
- mood. The Space Pilot carries a grenade launcher which fires stun grenades
- capable of putting even the biggest brute to sleep. The clumsy space suit
- puts some restraint on his mobility, but protects against vacuum and probe
- attacks.
-
- Battle Cyborg
-
- Battle Cyborgs are enhanced, heavily armoured humans capable of high speed.
- They carry flame throwers for toasting enemies. Due to the exposed upper
- body, the implants are weak compared to the durability of the body.
-
-
- BIOSHIFTER SHIFTER CONTROL
- --------------------------
- Being a mobile BioShifter, you have the ability to travel in any
- direction, Forwards, Backwards, Sideways and Rotating, you can also
- walk, run, look behind you, operate equipment and terminals, open doors,
- pickup objects and fire weapons.
-
-
- PORTABLE PROBE DEVICE (P.P.D.)
- ------------------------------
- The BioShifter has an in-built Portable Probe Device (P.P.D.) which can
- be used for two distinct purposes.
-
- The first function is to enable you to see what the future holds.
- The minute you have launched the probe you will then see 'what it sees'
- through the use of an in-built micro camera (The Third Eye).
-
- You can steer the P.P.D. as it journeys forwards by using the arrow keys to
- guide it around corners and down corridors (this is very useful if you are
- running low on stamina and want to know what is up ahead). The probe will
- only last for around 5 seconds before transmission is terminated or will
- cease to function prematurely if it hits a wall or door. Please note that
- while you are controlling the P.P.D. your un-defended host body is
- vulnerable to enemy attacks.
-
-
- P.P.D. USED FOR ENTITY TAKE OVER
- --------------------------------
- The second function of the P.P.D. is the most important and an integral
- element for success in your missions.
-
- If you have previously Stunned a character (See Stunning) then you can
- guide the probe straight into that stunned 'Character'. If successful then
- your Bio programs will initiate a Cerebral Cortex intrusion through the
- Entities Identification implant and your life force will absorb into that
- 'Character' allowing you to 'control' and to become that 'Character' for
- the duration of your life.
-
- The sequence is fast and violent but once successful you should be able to
- catch a glimpse of your former hosts body falling to the floor as your
- perspective changes.
-
- Taking over other characters is vital to some missions, for example you
- might have to become an Engineer to operate a particular piece of machinery
- or perhaps a Scientist to gain access to secured Scientific labs or even
- a Face Hugger to allow fast 'close to floor' escape from a scary situation.
-
-
- PICKING UP OBJECTS & WEAPONS
- ----------------------------
- You have the ability to hold up to 3 items (objects or weapons) which
- can be accessed during play by pressing the appropriate
- function keys F1, F2 or F3.
-
- Your default weapon always resides in the F1 position.
-
- Whenever you run over an item (that can be picked up) it will
- automatically fill one of your empty slots, if all slots are filled and
- you wish to exchange one of your current items for a newly found item,
- then simply stand over the newly found item and press either F2 or F3
- to make the exchange.
-
- You can also get information on your active object or weapon by pressing
- and holding down the help key on the keyboard.
-
-
- WEAPONS
- -------
- The weapon arsenal in Genetic Species is one of the most brutal any Amiga
- game has ever seen, ranging from Electric drills, Grenade launchers to
- Rocket Launchers, you will never be helpless when faced against incredible
- odds. When you take over certain characters you automatically have access
- to their weapon but many weapons are also littered around the locations.
-
- Bare in mind that the ability to use certain weapons is only allowed by
- certain characters so be careful to choose wisely when taking over
- another entity.
-
-
- WEAPONS IN DETAIL
- -----------------
- There are many weapons available in Genetic Species but here is a
- brief list of the most common ones.
-
- MINI GUN
- Ammotype: BULLETS
- Mounted - Extreme Shot Rate - Noisy
-
- 44 PISTOL
- Ammotype: SLUGS
- Medium Shot Rate - Standard Issue - Much Ammo - Noisy
-
- FLECHETTE
- Ammotype: METAL SLIVERS
- Medium Range - High Lethality - High Shot Rate - Little Ammo
-
- TAZER
- Ammotype: ELECTRIC CHARGES
- Plentiful Ammo - Low Range - Stun Capability - Silent
-
- FLAME THROWER
- Ammotype: GASOLINE
- Mounted - Medium Velocity - Low Range - Lots Of Ammo
-
- FIRE AXE
- Close Combat - Unlimited Use
-
- SILENCED PISTOL
- Ammotype: SLUGS
- Much Ammo - Silent
-
- LASER MINE
- Ammotype: EXPLOSIVES
- Manual Deployment - Extreme Lethal - Movement Sensor
-
- STUN LAUNCHER
- Ammotype: STUN GRENADES
- Minimal Shot Rate - Low Velocity - Low Range - Stun Capability
-
- LASER RIFLE
- Ammotype: PHOTONS
- Instant Hit - Medium Range - Long Reload Time
-
- PLASMA GUN
- Ammotype: PLASMA BOLTS
- Medium Velocity - Medium Shot Rate
-
- INDUSTRIAL DRILL
- Ammotype: Nuclear Driven Battery
- Close Combat - The Most Deadly Weapon
-
- ROCKET LAUNCHER
- Ammotype: EXPLOSIVES
- Mounted - High Lethality - Little Ammo
-
- ASSAULT RIFLE
- Ammotype: BULLETS
- High Shot Rate - High Velocity
-
- HAND GRENADE
- Ammotype: GRENADES
- Slow Shot Rate - High Lethality
-
-
- AMMUNITION
- ----------
- The blood of a Weapon! You'll soon learn that no matter how good a weapon
- is, it is useless without ammunition. Ammunition can be collected
- throughout the levels but conserve your need for wasting it as there's
- nothing worse than being caught in a corridor with 6 fully armed Droids
- approaching with only one bullet left! Best use it on yourself! :)
-
- Some weapons (like the Fire Axe) have unlimited Ammunition.
-
-
- STUNNING CHARACTERS
- -------------------
- There are special Stun weapons available, these give off sharp
- concentrated electric energy bursts or stun smoke and when used
- properly will stun almost all living entities.
-
- Sometimes the stunned Entities appearance turns a frosty blue colour as
- their cells temporarily solidify but in all successful stuns the character
- remains motionless, although the stunned state is only temporary it should
- give you enough time to launch the P.P.D. for take-over or at least run
- away.
-
- Some smaller weapons can also stun characters but are not so reliable.
-
-
- PORTABLE MAP
- ------------
- To help you keep track of your virtual location you are also equipped with
- a portable map device, this can be activated or deactivated by a press of a
- button and also scaled to fill all your display or part of your display.
-
- There is also the ability to set the luminance controls so it can be dimmed
- into your view to allow continuous play whilst map reading.
- However the maps should only be used as a rough guide to your location as
- the data may be somewhat outdated and not reveal all secret locations.
-
-
- HINTS AND TIPS
- --------------
- You never know what can happen in Genetic Species, some puzzles are
- devious and not everything should be destroyed or blown away, look out
- for secret passage ways and rooms and always make sure you are the
- correct character for the task ahead. Good Luck!
-
-
- DEFAULT KEYBOARD CONTROLS
- -------------------------
- Arrow Left - Rotate Left
- Arrow Right - Rotate Right
- Arrow Up - Walk Forwards
- Arrow Down - Walk Backwards
-
- < - Side Step Left
- > - Side Step Right
-
- Side Stepping can also be achieved by holding down the Right Amiga Key
- whilst pressing the Left and Right Arrow Keys.
-
- Space Bar - Operate Doors, Switches, Terminals & Lifts
- Right Alt - Fire Your Weapon
- Right Shift - Run (Must use arrow keys)
-
- Help - Will give you information on the active Weapon.
- Del - Portable Probe Device Initiation
- Esc - Force the BioShifter to eject from the host body.
- BackSlash - Look Behind you (eeek!)
-
- Caps Lock - Toggle Map Display
- Numeric '+' - Enlarge Map
- Numeric '-' - Shrink Map
- Ctrl and '+' - Increase Map Luminance
- Ctrl and '-' - Decrease Map Luminance
-
- F1 to F3 - Choose Weapon or Object you are carrying.
-
- Esc and ~ - Quick Exit
-
-
- MOUSE CONTROL
- -------------
- If you have chosen the mouse as your primary input device then you can
- rotate a full 360 degrees by moving the mouse left and right.
- The Mouse Buttons available (RMB, MMB, LMB) are 100% customisable and
- can be set for either, firing, walking, running or strafe etc.
- Note: all keys can also be used when using the Mouse.
-
-
- FINALLY
- -------
- We hope you enjoy Genetic Species as much as we have enjoyed making it.
-
- To keep up to date with future enhancements and information, please visit
- the Vulcan Website
- www.vulcan.co.uk
- and the Genetic Species Developers Page
- www.marble-eyes.dk
-
- LOOK OUT FOR THE GENETIC SPECIES LEVEL CREATOR CDRom COMING SOON
-
- Genetic Species CDRom
- copyright 1998 Vulcan Software Ltd & Marble Eyes. All rights Reserved.