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1989-12-31
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847 lines
========================
SOFTWARE COMPANY ADVERTS
========================
# # ##### #### # # # ###
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#################################################
# #
# THE GALAXY BUNDLE PACKAGE #
# #
# ( As Advertised in ST Format & ST Handbook ) #
#################################################
For the past few years Nebula Entertainment have
been continually producing Top Quality software
for the Atari ST range of computers.Up until this
present day ( 15.7.94 ) a total of 14 programs
have been released.
To give Shareware users even BIGGER value for
money,a new 13 game package has been released at
a VERY LOW PRICE.
For just £20 sterling you will receive all of the
programs listed below,and the price INCLUDES all
Registration Fees!!
Heres what you get...
Circuitry, Circuitry 3 'The Mars Base', Cardbash,
Cardbash 2, Building Trouble, Building Trouble 2,
Aaron,Super Snakes N Ladders 1.0 meg,Bright Spark,
Darts,Threes N Fives, Aaron Editor Vers 2...
PLUS!! The very popular..
Dominoes 0.5 meg & Dominoes 1.0 meg
To order this super 2-disk software package, send
a cheque/postal order ( Payable to 'Andy Morgan' )
to..
GALAXY BUNDLE PACKAGE (PWR)
NEBULA ENTERTAINMENT
382 KINGSWOOD ROAD
NUNEATON
WARWICKSHIRE
CV10 8QP
All orders payed by Postal order will receive the
package in 1-2 days of receipt.
Cheque orders must allow 3-5 days for clearance.
REMEMBER...
ONE PAYMENT.NO ADDED REGISTRATION FEES!!!
*****************************************************************************
***** * * ***** ****** ****** * * **** ****** * **** * *
* * * * * * * * * ** * * * * * * * ** *
* * * * * ***** ****** * * * ****** * * * * * * *
* * * * * * * * * ** * * * * * * * **
***** * ***** ****** * * * * * * * * **** * *
**** *** **** ***** * * *** **** ****
* * * * * * * * * * * *
*** * * **** * * * * * * * ****
* * * * * * * * ***** **** *
**** *** * * * * * * * * ****
WHAT IS CYBERNATION SOFTWARE?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Cybernation is a bunch of people who believe in the ATARI ST and want to
produce QUALITY software that we know the computer is capable of.
The commercial software companies think that the ST is dead, we disagree and
hopefully we can prove them wrong.
To cut down on production costs we are distributing our software as SHAREWARE
which is distributed via PD Libraries/disk magazines.
The games that you get from PD Libraries/disk magazines are the full versions,
but to play the full game you require a password.
To get the PASSWORD you just send the REGISTRATION FEE to us and we will send
you the desired password.
512K COMPATIBILITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I know how frustrating it is to see a new game become available only to find
that it requires 1MB+ of memory.
Where possible we will produce cut down versions of our games which will run on
512K ST/E machines.
PACKING
¯¯¯¯¯¯¯
All of our games are packed with the following packers:-
All data files : Speed V3
Program files : Ice V2.4
Samples : Noisepacker (50% compression)
Using packed files means that we can squeeze loads of samples and graphics onto
one disk, that saves you money.
HAPPY GAMING
CYBERNATION SOFTWARE INDEX
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DISK NUMBER ........ 01
TITLE .............. WELL 'ARD
MEMORY REQUIRED .... 512K+
STE COMPATIBLE ..... YES
STE ENHANCED ....... NO
REGISTRATION FEE ... £4.99 (SEE GAME FOR DETAILS)
RELEASED ........... 1.5.94
DESCRIPTION
Well 'ard is an horizontally scrolling arcade style platform game set over 4
worlds with comic book style graphics.
The object of the game is to collect 8 objects on each level and then proceed
to the exit sign, to hinder your progress there are a number of different
baddies which range from birds to snowmen.
Features:-
25 frames per second 4 pixel horizontal scrolling.
Password world skip.
4 worlds split into 14 levels.
25 baddies to destroy.
Chip sound fx.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMING SOON COMING SOON COMING SOON COMING SOON COMING SOON
Our next big release will be available soon,it is called PAC ATTACK and is
a Pac Man clone which has the following features:-
1.1 player action with sampled sound and vertical scrolling.
2.2 player action with the above features plus OVERSCAN giving an
increased playing area of over 320x260.
3.Loads of Ghost chasing levels and bonus stages.
4.The shareware fee will be only £2.99 and the game will work on all
machines.Registered users will get a free game called PONG 2000 which is
a 1 or 2 player bat and ball type game.
COMING SOON COMING SOON COMING SOON COMING SOON COMING SOON
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-----------------------------------------------------------------
ORGANISED CHAOS LICENCEWARE
-= The Fairest Face of Licenceware =-
-----------------------------------------------------------------
T H E P R O P A G A N D A
Courtesy of OCL's top man, Kev Davis
-----------------------------------------------------------------
[Note - I've tended to use the word "game" here rather a
lot; we do, of course, release serious utilities, disk mags and
the like, but you eventually run out of synonyms for "release"
and "game" is as good as any of them.]
Organised Chaos Licenceware is very, very probably the
finest and fairest licenceware house in the world. Ah yes. If
washing powders and toothpastes can get away with almost-
definitive claims like that, then so can we.
With OCL, we put the programmers first. Royalties are paid
on a strictly sales-related basis - none of this "a tenner no
matter how well your game did" foolishness we see inherent in
Budgie UK. If your game is good enough to shift a few hundred
copies, you'll see a lot of cash being thrown at you. It also
gives an incentive to produce top-notch games - the better you
make your game, the better the reviews, the larger the sales, and
you end up getting more money. Lovely. This also works out rather
well for the punters, who end up buying better quality titles.
OCL titles are distributed through PD libraries, for the
most part. This is a nicely symbiotic arrangement, beneficial to
both parties - here at OCL we don't have to fret about
advertising and selling the stuff purely from OCL HQ, and the PD
libraries enjoy a nice cut of the profits for their troubles.
From each OCL game sold, the PD library takes two pounds, to
cover the effort they put it on advertising, distribution and
everything. Titles released on two disks see the PD libraries
taking a bit more, but it's usually just two squid.
All of the rest goes to the programmer. If your title sells
for a fiver, and shifts a hundred copies in its first quarter,
you'll get three hundred pounds. As well as this, you're
perfectly entitled to sell your game from home - selling it for a
fiver will get you four-fifty or something per sale, depending on
how cheaply you can get disks and whether you bought lots of
stamps before the last postage-price increase.
Funding for OCL (it does cost us a fair bit to release
games; we have to send copies to all our distributors) should
hopefully be covered from the money we get through direct OCL
orders (when folk buy games straight from OCL HQ, we get about
one-fifty left over once we subtract stamp and disk costs, and
royalties). Order from Chaos, as they say.
OCL is probably (probably, Mr Lawyer, not definitely) the
most helpful licenceware group around. If you're struggling with
a project of yours - you can't work out how to code part of it,
you're stuck for ideas, you could do with a loading screen or
some title music - we can help. In fact, we get hideously
involved in your work. I've even had programmers offering me a
share of their game's royalties, with the amount of work I've put
in. I've refused, of course (I may be rather short of cash, but I
can appreciate that nobody deserves royalties more than the
programmer).
Taking an example - and I'm sure Harvey Reall won't mind -
Antroids is one of the games that's seen a lot of involvement
from myself. Way back in the mists of time, shortly after
Genocide's release and my consequent casting out from Budgie (a
long story, explained in another document somewhere), Caroline
Price from New Age PDL contacted me regarding "Mega Ants", a life
simulation from Harvey Reall. Harvey had sent it to Caroline for
possible inclusion in her Creative Influence range, and - for
some reason - she turned it down, passing Harvey's address and a
copy of his game on to me.
At that time, "Mega Ants" wasn't much to behold. Some little
dots wandering around biting bits out of green circles. The user
interface was a mite hostile (Harvey has since admitted this, by
the way - this isn't getting at him at all), and Harvey planned
to release it as Shareware. Until I contacted him.
I saw that the program had potential. It didn't look much,
but I could see that - with a bit of work - it could develop into
something muchly better. DNA programming things (the software
lets you write "programs" for the ants to follow, telling them
how to move, when to mate, and so on) were rare on the ST
licenceware scene, and if the program were developed further it
could do well. "Sprites instead of circles," I suggested, "Sound
effects if you've got the memory."
Harvey took heed. Nice graphics were added, foolish spot
effects, and the lad spent a year and a bit refining the program
to make it a great deal better. It was speeded up a lot. Extra
DNA commands were added. Pre-drawn maps could be used, and an
"art package" map designer was added. Population graphs could be
produced. I started work on a loading screen, and (via the OCL
network of contacts), we found someone to write a MOD for the
intro screen. "Antroids", as the game is now called, is a hundred
times better than the version Harvey planned to release as
Shareware all those months ago - he'll be getting a lot more
money from it, and the customers will be getting a great deal
more enjoyment from it.
I'm rambling, here. Best wrap up, I think.
In conclusion, OCL is dedicated to the programmers' needs;
it's the epitome of truthness when we say that programs turn out
best if they're something of a team effort. If you're writing a
platform game and you're struggling over some aspect of the
coding, we'll put you in touch with an OCL member who can help
you out. Even if you just fancy writing a text adventure or
something, where you've got the ideas but could do with a few
pointers on what to write it in and how to do it - we'd contact
one of our numbers to give you a hand.
We've got a network of peripheral entities also - folk who
haven't actually written anything, but are always happy to
contribute music and graphics to OCL titles. If you fancy joining
this group, feel free - the cash you get is negotiable with the
programmer you're "working for", really; you could argue for a
royalty cut, settle for a one-off payment, or ask the programmer
to put your address in the game and ask folk to send you money.
I've recently thrown a tenner at Chris Pritchett for writing a
couple of MOD tunes for my forthcoming releases - a good thing
for both of us, as the inclusion of a musical intro to a game is
likely to boost sales. And I've also put an advert in both games
for some more of Chris's music, which he's selling himself for a
few quid - so he'll see some interest there.
Even if you're terrible at computer graphics, can't code and
are as musically inclined as The Wurzels, you could join our
ranks as a playtester (all our releases are playtested to death
before release, and all testers get a credit in the finished
game) (as well as the dubious honour of being able to play a game
months before its release), contribute to ST Beermat - our
erratically-released disk magazine, or team up with a programmer
with you providing ideas.
To contact OCL, send your missives to:-
Kev Davis
Organised Chaos Licenceware
Chasewater House
Kings Green
Berrow
Malvern
Worcestershire WR13 6AQ
In the unlikely event of you sending me money (you can buy
all OCL titles direct from me for their usual price), make
cheques payable to merely "Kev Davis". Sending cash through the
post is unwise, as I can pocket it and claim that it was lost in
transit, and you've got no way of finding out where it went. Oh,
what a giveaway.
-----------------------------------------------------------------
NOW, THE LIST OF OCL TITLES CURRENTLY AVAILABLE...
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-----------------------------------------------------------------
ORGANISED CHAOS LICENCEWARE
-= Chaos Works - it really does =
-----------------------------------------------------------------
All titles will require a colour system to run, unless
otherwise stated. We can't vouch for Falcon compatibility
at this point in time, but we'll keep you posted.
-----------------------------------------------------------------
G A M E S
-----------------------------------------------------------------
OCL001- Dead or Alive...?
Written by: Kev Davis Released: 13/5/1992
Category: Text adventure Drive requirements: D/S
Memory requirements: 1/2 Meg Version number: 2.0
Price - £3.00
Just when you thought your life as a private detective
couldn't get any worse... it ended. Rather messily. Being rudely
awoken from the dead the next morning is only the first of your
many problems as you trek around the town of Malton and venture
beyond to kill your assassin in Kev Davis's highly acclaimed and
bloody difficult comedy adventure. Recommended for both beginners
and hardened adventuring veterans alike.
This is the concentrated, fat-digesting, cool-tasting, non-
bleaching, thirst-quenching, low-alcohol, seventy-two calorie,
best-ever chocolate, tartare-scraping, eco-bagged, realistically-
MIG-sound-effected, interactive fiction version of the game, the
few bugs lurking in the old version have been killed - dead.
Dead will run on single-sided drives, but you'll need to
find a double-sided drive in order to transfer the relevant files
onto two disks (instructions on disk).
(Note: Dead was sold by Budgie UK from September 91 until
April 92. If you've got that version (with the lovely "packing
crate falling out of a rockfall and nailing itself to the floor"
bug intact), you're perfectly entitled to send the disk to OCL HQ
and claim an update.)
"Very tongue in cheek. I ended up revelling in its sheer
silliness. If you enjoy a good laugh then look no further than
Dead or Alive...?" - Neil Shipman, Syntax Magazine (preview).
"An excellent example of what a good adventure should be.
Loads of puzzles, great responses, good parsing, many jokes and a
very polished front end. It plays almost like an Infocom game. If
you are an adventure player then get this game!" - Colin
Campbell, Syntax Magazine (88%)
"Weird! Have a look if you fancy a little bit more of a
challenge." - Chicken (apparently), ST Action (who don't give
percentages, for reasons known only to themselves)
"An atmospheric text adventure... The author's surreal sense
of humour pervades every aspect of the game from the sarcastic
comments you get from the parser to some dowright silly
situations. If you thought text adventures were dull, get Dead or
Alive and you may be forced to change your mind... Take a walk on
the wild side and pop down to the local graveyard." - Somone, STF
(83%)
"As text adventures go, Dead or Alive is a good one... The
difficulty is quite high, but things get far easier once you
begin to appreciate the author's twisted sense of humour!
Numerous nice touches." - Nial Grimes, ST Review (four stars)
"A decent adventure. Cute footnotes." - Matthew Robinson,
Shareware and PD Shopper (five stars - maximum)
(Cute???!)
OCL002- Murder on the Orion Express
Written by: Kev Davis Released: 13/4/1993
Category: Comedy-murder-strategy Drive requirements: D/S
Memory requirements: 1/2 Meg Current version: 666
Price - £3.00
The world's first ever comedy-murder graphically-based
mousie-driven game. Dare you take on the role of a detective
aboard the Orion Express? When all but eight of the passengers
die simultaneously, and the crew are gradually bumped off as the
night progresses, it's your job to sort things out. Armed only
with an electronic notebook, you must trudge around the ship,
interrogate the people on board and use your skill and judgement
to work out "whodunnit" (and other tired clichés) in this
bizarrely humorous "Cluedo-meets-2001-meets-Red Dwarf-meets-Hitch
Hiker's-meets-Monty Python" as I used to say before I found out
about copyright laws.
Orion has a free five-thousand-odd word comedy-sci-fi
novella thrown in just for the hell of it, centring around a
series of unwieldy events aboard the Express.
The game -will- run from S/S drives - you've just got to
delete everything except the PRG file and the game data files,
and copy it over to a S/S disk. Easy as three point one four one
five nine two seven something.
[The words "interactive fiction" haven't been applied to
this blurb, since the phrase applies to every computer game ever
written.]
"If you're a Cluedo fan, be sure to get hold of Murder on
the Orion Express - it's better acted than the TV programme and a
lot more challenging than the board game! There's a strong
thread of humour running through the game and it's very much a
parody of more serious commercial software. If you enjoy a good
laugh, Orion comes recommended." - Nial Grimes, ST Review (four
stars)
"It's basically one big logic puzzle... It's well screwed
together and there are plenty of humorous touches to lighten
things up." - Someone, STF (75%)
We've had some interest regarding the Orion T-shirts - if
anyone else wants to put their name down for one of these
exclusive garments (featuring the Orion logo on a black
background), contact OCL HQ and we'll get back to you. Send no
money now. These articles are not available in the shops. And so
on.
-----------------------------------------------------------------
" S E R I O U S " S T U F F
-----------------------------------------------------------------
OCL003 - Sprite Works
Written by: Terry King Released: 7/10/1993
Category: GFA Extension / Art Package Drive requirements: D/S
Memory requirements: 1/2 Meg Current version: 1.22
Price - £7.00
Sprite Works is a powerful new set of commands available for
GFA Basic - Versions 3 and above. Essentially for games writers,
the kit also provides a professional edge to any program. It
turns GFA into a games language that can produce results that can
equal and possibly better those managed through STOS. 38 new
commands are provided, as well as a superb art package that
allows easy sprite design, and two map designers.
Extra GFA commands include:- * Fast sprites -
16x and 32x widths with a variable
height up to 48 pixels, sprite handler and
variable clipping
* Low processor time sample player - 2.5-15 KHz
* Multi-directional and vertical scrolling maps
* Non-scrolling, multi-screen maps
* New fonts - 20, 40 and 64-column widths
* Program speed regulator
* Depacker for ICE and AUTOMATION packers
* Mirror copy
* Fast screen clear and copy
* Fast screen line copy
* New mouse controller
* Palette switching (32 colours on-screen)
* Banner scrolling (with an option for running them on
interrupt whilst disk accessing or something)
* Degas Elite compressor and decompressor
* Spectrum 512 displayer
Also a must for any budding assembly programmers, as full
68000 assembly source for all the commands is included.
The art package includes six fast zooms, full-screen real-
time zoom, animation preview, an option to save sprites in ready-
to-use format, controllable splines and polygons, loading and
saving in numerous formats, and has fast resizing, recolouring
and block rotation. Half meg and full meg versions are included.
Two map designers come with the package, one for flip-screen
maps and one for non-scrolling maps. Each are fully featured and
allow the easy use of "flags" for each screen block to aid
collision detection.
Sprite Works comes on two disks, with full documentation and
annotated GFA examples of the commands, as well as GFA source for
the three games and the two demo programs given away on the
Freebie disk.
"You will not believe the quality of the games that can be
produced with Sprite Works - the platform game demo runs every
bit as smoothly as Magic Pockets! It's probably a bit advanced
for the casual programmer, but is ideal for the seasoned GFA fan
in seach of a bit more power. One of the best things that's
happened to GFA Basic in a long time" - ST Review (five stars)
-----------------------------------------------------------------
F R E E B I E S
-----------------------------------------------------------------
Before spending your hard-earned/stolen wealth on one of the
OCL titles, you might like to get hold of a nearly-free
demonstration disk, to give you some idea what you'll be buying.
Freebie bundles are only available from OCL Headquarters
itself, or from the software's programmer - all addresses are in
the OCLADDRS.DOC somewhere. Please enclose a blank disk when
writing for a Freebie - if we gave out disks to anyone who wanted
them, we'd soon run out of money. And whilst an SAE isn't
entirely essential, you'll get a far swifter reply than you would
get without one.
It's possible to get more than one Freebie bundle on a disk,
so if one of our authors is offering two Freebies that'll fit on
the same disk, you can request both. And, of course, OCL
Headquarters can offer you a blend of any Freebies you like.
Oh - mention if you want a double or single-sided disk, by
the way. Just to be sure.
FREEBIE001 - Sprite Works (331k)
This bundle contains two rather swish demos (both coded in
GFA with bits from Sprite Works) and three demo games - an 8-way
scrolling platform game, a flip-screen platform and an above-view
driving game; all are coded in GFA with the aid of Sprite Works,
and give an inspiring example of what you can achieve using the
package.
A cut-down version of the Sprite Works art package is also
included. Blimey.
-----------------------------------------------------------------
UPDATES
If you own an earlier version of a game that's been
mentioned above, you can claim a completely free update by
sending your *original* game disk to the programmer, ensuring to
enclose an SAE (or an SSAE, or whatever you call it - an envelope
with your address and an adequate stamp on it, anyway). Oh, and
the OCL programmers reserve the right to keep your disk and
ignore you completely if you send them an old relabelled
coverdisk that you swear blind is an original, or if you neglect
to forward an SAE.
The version numbers for some games are a trifle odd, and I
think Colin Campbell was having a go at me for this a while back.
Despite all this, the version numbers do go up in ascending order
with their rerelease, so it's safe to assume that version
146657.372 is a later and consequently more wonderful one than
version 19+(52cos20)². But it shouldn't ever get that bad.
-----------------------------------------------------------------
COMING SOON (ISH)
Dead or Alive Too...? - Not Dead but Sleeping
By Kev Davis
Expected date of release: Mid-1994. Honest.
Waking up on the back of a lorry on its way to an Icelandic
burger factory is not the best way to start the day. Neither, for
James Milton - proprietor of Milton's Chipporama, is being shot
by an armed robber. And as for the Egyptian king, Ptedious, after
three thousand years trapped in a freezing mountainside,
virtually anything could be better.
Dead Too takes place five years after the end of Dead or
Alive, and includes the option to switch between the three
undeads at will. Prepare to do battle with Weresheep, cereal
killers, psychopath robots, vengeful octopi, possessed electrical
goods, suicidal gargoyles, demons on the housing estate,
cablecar-riding Nihilist monks, interplanetary buses, chickens
and billions more things in this stunningly brilliant (Footnote
3) text adventure. Death has never been so much fun.
Antroids
By Harvey Reall
Expected date of release: Somewhen in 1994
Hours of endless fascination as you tinker about with the
DNA programs of insects, before letting them loose on the world
to build their colony.
Antroids is one of the most absorbing life simulations to
date. There are limitless possibilities for the game set-up - two
ant colonies battling against each other for survival, a team of
cannibal ants descending on helpless workers, a two-player
challenge to create the perfect ant, or even just initialising a
colony and watching it grow. The game features a dazzling variety
of features to make your enjoyment of the simulation even
greater, as well as sampled sound and superb graphics. If you can
bear the sleepless nights, then buy this game.
Mission Implausible II - The Metal Lurgy
By Kev Davis
Expected date of release: Early 1994
Set in the latter half of the 24th century, Mish Two sees
the crew of the Drunken Sailor caught up in the Metal Lurgy
outbreak in the city of Malton. When the ship's android co-pilot
takes another crewmember hostage, it's your job to beam down and
sort things out.
Mish Two uses the rather swish Perpetual Reality Engine - a
graphic-adventure system requiring the minimum of keyboard input.
Presented with a graphic screen, you click on an object to bring
up a list of relevant verbs, from which you choose one that takes
your fancy. Couldn't be simpler.
Note that "Mission Implausible - Involuntary Suicide" - a
rather nice adventure using a Kev-written version of Simes
Brown's "Stone Cold Sober" system, will probably never be
released because I got completely carried away with it all and
ran out of memory. Such is life.
Escape from the Dungeons of Trax
By Robin Ball
Expected release date: Early 1994?
An extremely impressive game, utilising the Perpetual
Reality Engine. Stunning visuals and a wicked sense of humour
combine to form a superb graphic adventure. The plot for this is
all a bit up in the air at the moment, but it's fairly safe to
assume that Escaping from the Dungeons of Trax comes into it
somewhere.
Strana Mechty
By Kev Davis and Simon Brown
Expected release date: 1994?
This game's been undergoing severe rethinking, and we're on
the fourth version at the moment. We're trying to make a comedy-
RPG sort of thing, but it could end up as dayglo underwater
space-invaders at the rate we're scrapping ideas. We had a
Dungeon Master layout a while back, but we've ditched that in
favour of an above-view approach. For the moment.
-----------------------------------------------------------------
LIES, DAMN LIES AND RELEASE DATES
Although the release dates stated above are vaguely
accurate, we can't promise anything. We live in an uncertain
world, where nothing is for definite, and it's quite likely that
some games will take a while to appear.
There's not a lot I can do about this, as I don't like to
pressurise people into a quick release (anyone who bought
Genocide on its day of release will have seen what this can lead
to). However, if you desperately want to see Antroids out by the
end of the year, or if Trax sounds like something you'd really
like to see - contact the programmer (via myself, probably)
saying how much you'd like to see their product completed. This
sort of ego-boosting does wonders for bringing forward actual
release dates.
Kev Davis
-----------------------------------------------------------------
Organised Chaos Licenceware, Chasewater House,
Kings Green, Berrow, Malvern, Worcestershire WR13 6AQ
-----------------------------------------------------------------
Thought for the day:- "BU81 - Life as a private detective."
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Look out, The Supreme Software Group is a totally new, totally
awesome licenceware company, just about to hit the P.D. libraries
with their first great game 'Scaffy, the adventures of Shan Yock.'
More great games are planned, including 'Freaked Out 3', the
latest in the line of Freaked Out games. Freaked Out 3 will
contain hardware scrolling, amazing use of colour palette
rotation, and other great effects.
Scaffy, the adventures of Shan Yock, is due out roughly in May,
and contains very exciting all new action and gameplay. Follow the
adventures of a small rock collecting creature as he finds his way
through mysterious worlds, trying with all his mite to rid the
planet of Shan Yock from invaders intent on stealing the ore from
the planet surface.
The Supreme Software Group are currently on the look out for new
members to the group, so if you can program or write music, please
get in touch with me at the following address. When writing to me,
please don't forget to send a sample of your recent work. If
accepted, generous royalties will be payed on every copy of your
program sold.
Please contact me at -:
Chris Sharp
The Supreme Software Group
Dept Power
4 Sunnycroft Lane
Dinas Powys
South Glamorgan
Wales
CF64 4QQ
The Supreme Software Group Licenceware stockists currently are -: Merlin P.D.,
Goodman International, L.A.P.D, AWFPDL and GL-PD.
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The Supreme Software Group
Organised by Chris Sharp
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The Supreme Software Group are a new licenceware group aimed at everyone who
likes playing computer games.
For those who like programming, here is a chance to join the Supreme Software
Group and earn some extra money writing licenceware products. You will receive
a good royalty payment on every copy of every program that you code. To join,
simply send a copy of some of your recent coding (which must be your own), so
that I can assess your standard. If adequate, you'll be accepted into the
fastest growing licenceware group around.
For those who like playing games, The Supreme Software Group has 2 games on the
horizon, the first being 'Scaffy and the adventures of Shan Yock'. This is a
platform game, with graphics by a professional graphics artist. The second
game, 'Freaked Out 3' is the last in the popular Freaked Out series, and should
be available sometime in September 1994.
So, if you'd like to earn some extra money, join the Supreme Software Group,
and see the money mount up!
Contact me at -:
Chris Sharp
The Supreme Software Group
4 Sunnycroft Lane
Dinas Powys
South Glamorgan
Wales
Cf64 4QQ
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