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-
-
- Apocalypse Abyss- (unregistered)
- Copyright (C) 1994 by Software Visions
- All Rights Reserved
-
-
- REQUIREMENTS:
- IBM PC (286 or higher) compatible computer
- 400K RAM in unused conventional memory
- VGA or MCGA display adapter
- SoundBlaster optional
- Hard drive with 1.3+ Meg free
-
- Apocalypse Abyss is being distributed as Shareware. If you enjoy using
- Apocalypse Abyss, you are encouraged to register it. Registration pays
- the author for his time and encourages him to continue producing shareware.
- You also recieve a registered version of Abyss, which has many additional
- features such as more levels. To register Apocalypse Abyss, send the
- registration fee of $14.00 + $2.00 shipping & handling (U.S. funds)
- to Software Visions. (make out checks to Gregory Janson or your order
- will be returned)
-
- Benifits of registration:
-
- 1) The registered version of Abyss has all SIXTY levels (twice as many as
- the unregistered version) AND the final confrontation with Niche!
- 2) You can edit sixty levels instead of just five.
- 3) You get a PRINTED hint sheet to help you through those tough levels.
- 4) You get an updated catalog (with digitized music!) and you are eligible
- for bi-yearly mailings. (free)
-
- See ORDER.FRM for details. Our address:
-
- Software Visions Phone: (818) 249-1030
- 4875 Sunset Ave. Prodigy: PJTK93B
- La Crescenta, CA
- 91214
-
- The game package, which MUST include the files listed below, may be
- freely copied and distributed by individuals not charging any fee for
- the copying or distributing. All other distribution is governed by the
- License in Section II.
-
- Included files:
-
- ABYSS.EXE
- CONFIG.EXE
- ABYSS.DOC
- FILELIST.DOC
- FONT.IL
- MINITILE.IL
- TITLE.IL
- TILES.IL
- HARD.LVL
- CUSTOM.LVL
- EASY.LVL
- TITLE.PAL
- GAME.PAL
- TITLE2.PAL
- 5 .DMF files
- 13 .PIX files
- 20 .SND files
- FILE_ID.DIZ
- DESC.SDI
- ORDER.FRM
-
-
- Apocalypse Abyss --- Table of Contents
-
- Section
-
- I. Definition of Shareware
- II. Disclaimer, License Agreement, and Support
- III. Installing and Starting the Program
- IV. The Story
- V. The Main Menu
- VI. Basic Game Play
- VII. Descriptions of Items, Enemies, etc.
- VIII. The Level Editor
- IX. The Configuration Editor
- X. Hints and Tips
- XI. Game Hints and Tips
- XII. Registration
- XIII. Credits
-
-
- I. DEFINITION OF SHAREWARE
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it, you
- are expected to register. Individual programs differ on details -- some
- request registration while others require it, some specify a maximum
- trial period. With registration, you get anything from the simple right
- to continue using the software to receiving an updated program with
- a printed manual.
-
- Copyright laws apply to both Shareware and commercial software, and the
- copyright holder retains all rights, with a few specific exceptions as
- stated below. Shareware authors are accomplished programmers, just like
- commercial authors, and the programs are of comparable quality. (In
- both cases, there are good programs and bad ones!) The main difference
- is in the method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and sundry or
- to a specific group. For example, some authors require written permiss-
- ion before a commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You should
- find software that suits your needs and pocketbook, whether it's com-
- mercial or Shareware. The Shareware system makes fitting your needs
- easier, because you can try before you buy. And because the overhead
- is low, prices are low also. Shareware has the ultimate money-back
- guarantee -- if you don't use the product, you don't pay for it.
-
-
- II. DISCLAIMER, LICENSE AGREEMENT, AND SUPPORT
-
- --- DISCLAIMER ---
-
- Users of Apocalypse Abyss must accept this disclaimer of warranty:
-
- "Apocalypse Abyss is supplied as is. The author disclaims all warranties,
- expressed or implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes no
- liability for damages, direct or consequential, which may result from
- the use of Apocalypse Abyss"
-
- --- LICENSE ---
-
- --- USE AND DISTRIBUTION BY INDIVIDUALS:
-
- Apocalypse Abyss is a "shareware program" and is provided at no charge to
- the user for evaluation. Feel free to share it with your friends, but
- please do not give it away altered or as part of another system. The
- essence of "user-supported" software is to provide personal computer
- users with quality software without high prices, and yet to provide
- incentive for programmers to continue to develop new products. If you
- find this program useful and find that you are using Apocalypse Abyss and
- continue to use Apocalypse Abyss after a reasonable trial period, you must
- make a registration payment of $14.00 (plus $2.00 shipping/handling) to
- Software Visions. The applicable registration fee will license one copy
- for use on any one computer at any one time. You must treat the registered
- version of this game just like a book. An example is that this software
- may be used by any number of people and may be freely moved from one
- computer location to another, so long as there is no possibility of it
- being used at one location while it's being used at another. Just as a
- book cannot be read by two different persons at the same time.
-
- You are encouraged to pass an unregistered copy of Apocalypse Abyss along
- to your friends for evaluation. Please encourage them to register their
- copy if they find that they use it. All registered users will receive a
- copy of the commercial (registered) version of Apocalypse Abyss. Site-
- Licenses and quantity discounts may be arranged by contacting Software
- Visions.
-
- --- DISTRIBUTION BY BBS'S AND DISK VENDORS:
-
- Anyone distributing Apocalypse Abyss for any kind of remuneration must
- first contact Software Visions at the address above for authorization.
- This authorization will usually be granted to BBS's and
- "traditional mail-order shareware distributors". You should still contact
- Software Visions, so we may supply you with the lastest shareware version
- of Abyss. "Traditional mail-order shareware distributors" are those
- offering disks of shareware programs for little more than the normal cost
- of running such a business (usually no more than $5 per disk), usually
- from a printed or on-disk catalog. It does NOT include any sales through
- retail locations.
-
- --- DISTRIBUTION BY ALL OTHER MEANS:
-
- All other forms of distribution require the express written permission
- of the copyright holder before distribution may begin. These include,
- but are not limited to, CD-ROMs, racks, bins, and any other forms of
- "retail sales". If you're interested in distributing Apocalypse Abyss
- by one of these (or other) means please contact Software Visions.
- We'll be glad to discuss your distribution idea with you. This
- restriction is to ensure that our software is distributed in fashions
- which we find acceptable to us and our customers.
-
- --- SUPPORT ---
-
- Support for products from Software Visions is available via phone, mail,
- and Prodigy email at least until the end of 1994, and very likely longer.
- See the first page of this document for phone number, mail address, and
- Prodigy email address. Updates for Abyss are available to registered
- users for a $4 fee to cover costs of labor, materials, shipping, and
- handling. Bug fixes for major bugs will be shipped free to registered
- users for a period of three months after the date of registration.
-
-
- III. INSTALLING AND STARTING THE PROGRAM
-
- It is recommended that you install Apocalypse Abyss in its own sub-directory
- on your hard disk. Do NOT run the program directly from a distribution
- disk, as disks sometimes fail. Always make a copy and run the program
- from it!
-
- To create a sub-directory for Apocalypse Abyss, you might type one of the
- following commands:
-
- MKDIR \ABYSS
- or MKDIR \GAMES\ABYSS
-
- These are only examples, and you'll have to decide upon a sub-directory
- path that makes sense given the structure of YOUR hard disk. Once the
- sub-directory has been created, you're ready to install Apocalypse Abyss
- into that sub-directory. If you received the files on a floppy disk, as
- separate files, you would do something like:
-
- COPY A:\*.* C:\ABYSS
- or COPY A:\*.* D:\GAMES\ABYSS
- or COPY B:\*.* C:\GAMES\ABYSS
-
- If the game came as an archive file of some sort (.ZIP, .ARC, .LZH,
- etc), you will need to copy the archive file into the sub-directory
- that you created (using the COPY command), then type something like:
-
- PKUNZIP ABYSS.ZIP
- or LHARC x ABYSS.LZH
-
- Once the program is installed, you can change to that sub-directory at
- any time and run the program.
-
- Apocalypse Abyss is started by typing
-
- ABYSS <enter>
-
- If this is the first time running Abyss, you must first run the Abyss
- Configuration editor. The configuration editor is started by typing
-
- CONFIG <enter>
-
- Answer the questions concerning sound devices, color cycling, and other
- options. Once run, CONFIG does not need to be run again unless you wish
- to change options or erase the saved games. If you run CONFIG multiple
- times, you will be asked if you wish to delete the currently saved games.
- This may be neccessary if they are corrupted.
-
- If you have trouble getting Abyss to run, see the section "Hints and Tips".
-
-
- IV. THE STORY
-
- In the land of Ruidia, somewhere unknown to you and me, lived a prosperous
- ppopulation of dwarfs. They enjoyed a comfortable life, and didn't worry
- about the tidings of tommorow.
-
- But then tommorow came. An evil wizard by the name of Niche came with his
- dark cloud of magic and captured all the dwarfs... except Ashtar.
-
- Ashtar, a simple farming dwarf, was for some strange reason spared Niche's
- wrath. He immediately recognized this as the phenomenon predicted within
- Ruidia's legend books, and from there knew exactly where to go... To the
- Apocalypse Abyss.
-
-
- V. THE MAIN MENU
-
- After viewing the intro (press any key to continue) you will view the main
- menu of Abyss. The main menu has six options:
-
- New Game
- Resume Game
- Story and Instructions
- Level Editor
- Order Info
- Quit to DOS
-
- Move the glowing cursor with the arrow keys and press Enter to select an
- option. Selecting New Game prompts you to select Game A, Game B, or Game C.
- These correspond to the three saved game slots. You can only have three
- saved games at any time. Then you must select an Easy, Hard, or Custom game.
- The Easy and Hard games use slightly different sets of levels, while the
- Custom game uses the levels created in the level editor. Choose Easy if you
- have trouble solving the puzzles in the Hard mode, since Easy simplifies the
- puzzles and adds additional hearts. Then the new game will start.
-
- Selecting Resume Game prompts you to select Game A, Game B, or Game C. The
- game stored at that position is then resumed at the exact point you left
- off at.
-
- Selecting Story and Instructions allows you to browse a condensed version
- of this file using the PgUp and PgDown keys. Press ESC to return to the
- main menu.
-
- Selecting Level Editor allows you to edit the Custom set of levels. See the
- section entitled "The Level Editor" for details.
-
- Selecting Order Info brings up a screen with ordering information. Press
- any key to return to the main menu.
-
- Finally, selecting Quit to DOS exits Abyss and returns you to the DOS
- prompt.
-
-
- VI. BASIC GAME PLAY
-
- Once you begin a new game, you will be presented with a list of the six
- dungeons within the Abyss. Within each of the first five dungeons is a
- single artifact, all of which are required to enter Asmodeus, the final
- dungeon. You may otherwise do the dungeons in any order. The first dungeon,
- however, is recomended for beginners as it contains the easiest levels
- which provide a painless introduction to the game elements.
-
- Select a dungeon with the arrow keys and Enter, or select Save and Exit to
- save the current game and return to the main menu. The game is saved at the
- exact point at which you exited.
-
- Note that in this Unregistered version of Abyss, you can only select the
- first THREE dungeons. The other three dungeons (with a total of 30 levels)
- are only available in the registered version of Abyss.
-
- Once you select a dungeon, you are transported to level one of the ten-level
- dungeon. Use the arrow keys to move Ashtar on the screen. Pick up items
- like bombs and daggers by running into them. You can interact with other
- things, like buttons, by touching or standing upon them.
-
- To battle enemies, destroy walls, and such, you can throw daggers or drop
- bombs. To drop a bomb in front of you, press Space. To throw a dagger in
- your current direction, press Ctrl. You must, obviously, have a dagger or
- bomb to throw or drop.
-
- Your health and status is displayed at the bottom of the screen. You can
- have up to eight full hearts at any given time. You lost a half heart
- every time you are hurt. When you lose all your hearts, you die and restart
- the current level. Remember that you have unlimited lives. When you restart
- a level, your health is not automatically set to full, but to what it was
- when you began that level.
-
- Although you can have up to eight hearts, at first your heart limit is
- three. To gain additional "empty hearts", you must pick up magical orbs
- within certain levels.
-
- To win a level, you must reach the exit door. On the final level of each
- dungeon except the last is an artifact. Pick up the artifact to conquer
- the dungeon and return to the dungeon selection screen. Your health is
- refilled at this time.
-
- Other keys are detailed as follows:
-
- F1- Bring up a help screen
- F2- Restart the level
- F3- Switch between mini and regular mode. Mini mode takes up one-fourth
- the screen and is therefore not as good looking, but is also many
- times faster and allows Abyss to be played on even the slowest of
- 386's and even some fast 286's.
- ESC or Q- Saves the current game and returns to the main menu. The game
- is saved at the exact point that you were at.
- F4- Turns the music off if it was on. If the music is off, it will turn
- it on, but the command will not take effect until you return to the
- dungeon selection screen or main menu.
- F5- Toggles sound effects on or off. Note that sound effects can only
- be heard if music is on.
- Shift- If held down with an arrow key, causes Ashtar to face in that
- direction without actually moving. Allows you to drop bombs and
- fire daggers in cramped conditions.
-
-
- VII. DESCRIPTIONS OF ITEMS, ENEMIES, ETC.
-
- All objects within the game will be described in the following section.
- For graphical refrences, refer to the instructions within the game itself.
-
- Empty Space- This is called "space", but is considered a wall.
- Floor- This can be moved onto by anything.
- Water- Most anything can move here as well, although it will kill Ashtar.
- Sometimes water has a current that will move objects floating upon it.
- Lava- Many things can move over this also, but it is deadly to Ashtar.
- Converyors- These will move anything, including Ashtar, in a certain
- direction. Ashtar cannot move off until he is pushed off by the
- conveyor.
- Walls- These are simple blockers.
- Breakable Walls- These can be blown up by explosions.
- Rubble- Another form of floor, showing where Breakable Walls USED to be.
- Boulder- Ashtar can push this or blow it up.
- Heart- Grab to increase Ashtar's energy.
- Orb- Grab to increase Ashtar's maximum energy. Get at almost any cost!
- Bomb- Ashtar's basic weapon, grab and collect. If hit by an explosion, will
- explode also.
- Lit Bomb- Stand aside! Can be pushed or exploded.
- Explosion- Devastating and painful to the touch.
- Dagger- Another basic weapon, grab and collect. If hit by an explosion, will
- explode also.
- Exits- These lead to the next level of the dungeon.
- Golden Boulder- Can be pushed also, but CANNOT be blown up.
- Bridge- Another type of floor, but water will move things underneath it, to
- the other side.
- Rotators- Moves all objects in a clockwise or counter-clockwise movement.
- One-Way- Ashtar cannot move onto this floor AGAINST the arrow. He must
- enter the square from the rear or the side. Once upon it, he can move
- in any direction he wishes. Only Ashtar is affected by One-Way Arrows.
- Sliders- Ashtar can only push these lengthwise, IE from the ends. These
- can be pushed through portals as well. Sliders CANNOT be blown up.
- Spirit- This dude chases you throughout the level. He can be blown up or
- shot with the wand.
- Dormant Skull- These can be pushed around until they become Active. They
- cannot be destroyed.
- Missiles- These shoot around the room until they hit a dead end or Ashtar,
- at which point they explode. If hit by an explosion, they explode.
- Missile Launcher- These shoot missiles in four directions. They can be
- exploded or blocked.
- Runners- These skulls simply move back and forth on the same row or column.
- They can be exploded or shot with the wand.
- Buttons- The heart and soul of the Abyss, there is usually at least one of
- these in each level. When stepped upon by Ashtar or an enemy, or having
- anything else upon it, (like a boulder) the button causes things around
- the room to activate. It can raise and lower posts, turn lazers on and
- off, and move sliders. Sometimes a button does its action when stepped
- on AND off, but other times it only works when stepped on. The former
- is much more common. You can tell when a button does an action because
- it makes a click.
- Posts- These are like a floor when lowered, and like a wall when raised.
- They are raised and lowered using buttons.
- Lazer Gun- These fire lazers in four directions, although they can be
- blocked. They are turned on and off using buttons. Occasionally, a
- lazer is a SEEK lazer, and it fires only when Ashtar is aligned.
- Lazers- These block most everything, and are painful to the touch.
- Ice- Ashtar continues to move in his previous direction until he is off
- the Ice or cannot move any further, at which point he can move again.
- Ashtar cannot change direction in "mid-slip".
- Snake- These move just like missiles, except they won't explode. They can
- be blown up or killed with the wand.
- Active Skull- Once all the tokens on the screen are taken, Dormant Skulls
- become Active Skulls and chase Ashtar relentlessly.
- Tokens- These must be grabbed in order, IE you must get all the I's before
- you get any II's, then get all the II's before getting III's. The next
- token you can grab is displayed on the far right of the status bar.
- Keys- Collect these to open Locks.
- Locks- These need one and only one Key to open, and once used, a Key is
- gone forever.
- Portal- Sliders can be pushed into and through these, appearing out of
- another portal in the same row or column.
- Giant Boulder- Can be pushed just like a regular boulder. If blown up, the
- remaining portions becomde regular boulders.
- Pain Tile- It really pains Ashtar to step here.
- Dagger Hole- Thin cracks in the wall, only daggers, missiles, lazers, and
- wand projectiles are thin enough to fit through.
- Treasures- The five artifacts of the dungeons, grab to complete the dungeon-
- Key- Opens the door to Asmodeus.
- Map- Required to get past the entrance maze to Asmodeus.
- Torch- Asmodeus is pitch black without a magical torch.
- Shield- You'll need this to reflect Niche's magic. This artifact and
- the Wand are not available in the Unregistered version of Abyss,
- since they are in the later three dungeons.
- Wand- You can use this to kill Niche and his minions.
-
-
- VIII. THE LEVEL EDITOR
-
- To edit levels, select Level Editor from the main menu. You can only edit
- the CUSTOM set of levels. Note that in this Unregistered version, you can
- only edit the first FIVE levels. By ordering the full version, you can
- edit up to sixty custom levels.
-
- The editor will appear, ready to edit level 1-1. Use the arrow keys to move
- the cursor, and press Space to place the current object, which is shown at
- the bottom of the screen. Press F1 for help at any time. Additional keys
- and their usage follows.
-
- N- Goes to the next level (1-1,1-2,1-3,...6-10)
- P- Goes to the previos level
- F- Floods the entire level with the current object
- BackSpace- Deletes any item or enemy in the current space
- C- Clears the current level
- D- Toggle draw mode on/off (shown at bottom) When draw mode is on, you
- place the current object whenever you move
- \ and /- Grab the item/enemy or tile at the cursor position (respectively)
- X- Export the current level, use + and - to select a number to append to
- the filename
- I- Import a level file, use + and - to select a number to append to the
- filename
- - and +- Change the current object
- Shifted - and +- Change the current object by 5
- U- Undo any changes done on the level since you last pressed N or P
- Cursors- Move
- Space/Enter- Place
- F1- Help
- ESC/Q- Exit the level editor
-
- Make sure you place exactly one player and one exit on each level, and
- don't create any impossible constructs, such as only part of a slider.
- Do not put sliders or giant boulders in the vicinity of a rotator, either.
-
-
- IX. THE CONFIGURATION EDITOR
-
- The configuration editor for Apocalypse Abyss is started by typing
-
- CONFIG <enter>
-
- at the DOS command line. The configuration editor asks you a number of
- questions to help you get the most out of Abyss.
-
- CHOOSE OUTPUT DEVICE:
-
- Here, you choose the device for the playback of music and sound
- effects. Try Soundblaster if you do not see your sound card listed.
- Note that GUS and Adlib are not supported. PC Speaker should only be
- used if you do not support any of the other cards, since it has more
- static than the remaining cards. If you do not want to support any
- music or sound, select "No Digitized Music or Sound".
-
- CHOOSE MIXING RATE:
-
- This is only asked if you choose an output device. This number
- determines how often the digitized sounds and instruments are MIXED
- together, hence the name. In simpler terms, the higher the number, the
- better the quality of the music and sound. However, higher numbers
- require more processor power and will cause static if your computer
- cannot handle it.
-
- DIGITIZED MUSIC:
-
- Here you select whether you want music on or off by default (you can
- toggle it from within the actual game) If you have music off, you
- cannot hear the sound effects.
-
- DIGITIZED SOUND:
-
- Here you select whether you want sound on or off by default (you can
- toggle it from within the actual game) Whether sound effects are on
- or off does not effect the music.
-
- COLOR CYCLING:
-
- Color cycling improves the animation of certain tiles greatly, allowing
- for lava, water, conveyor belt, and more to be animated. However, on
- slower machines or VGA cards, it may cause annoying flicker or snow.
- Try setting it to ON, and if the flicker is too annoying, set it to
- OFF.
-
- SKIP INTRO:
-
- If this is YES, then the opening picture and intro is not shown. You may
- want to set this to YES once you've seen the intro a couple times.
-
- RESET GAMES:
-
- If this is not the first time you've run CONFIG, there are saved game
- files in the directory. Selecting YES to this resets all three saved
- games to an empty slate.
-
- You have to run the configuration editor at least once before running
- Abyss; After that, you only need to run it when you wish to change options
- or reset the saved games.
-
-
- X. HINTS AND TIPS
-
- Apocalypse Abyss requires a fair amount of system resources. Do NOT run
- Abyss under Windows- It will usually not run, and if it does, it runs much
- slower. Always run Abyss from the DOS command line. This does not include
- the DOS shell under Windows or any other program; As a general rule, type
- exit and if you stay at the command line, you are in true DOS and can run
- Abyss at full speed.
-
- Try to have as few TSR's in memory as possible, as these slow down the
- game, take up needed memory, and can sometimes lock up the game as well.
-
- Apocalypse Abyss requires 400k of free memory to run the basic game. This
- is conventional memory- EMS, XMS, and the like are not used in Abyss. To
- find out the available memory, type MEM <enter> at the DOS command line
- and read the line that says "largest executable size". This must be 409600
- or greater.
-
- To hear the digitized music, Abyss requires 130k MORE free memory, for a
- total of 530k free. The "largest executable size" must be 542720 or greater.
-
- To hear the digitized sound, Abyss requires 32k MORE free memory, above
- and beyond the memory required for music, for a total of 562k free. The
- "largest executable size" must be 575488 or greater.
-
- These memory sizes are actually close estimates, not a hard, fixed rule.
- Abyss has been run with music and sound, with no hassles or slow down,
- with only 557k free. But as a general rule, follow the above guidelines.
-
-
- XI. GAME HINTS AND TIPS
-
- Most buttons activate when stepped on AND off. You can tell by whether the
- button clicks when stepping off or not. (it clicks whenever it activates.)
- These buttons usually require you to place a boulder or something similar
- on top of it to proceed.
-
- Remember that buttons can be activated by things other than Ashtar. Wand
- projectiles, daggers, explosions, enemies, and boulders can all activate
- buttons. Anything that can move onto or be placed over a button will
- activate it.
-
- Sometimes Ashtar may be standing on a post when it raises. You can still
- step OFF the post in any direction.
-
- Remember that once on Ice or Conveyors, Ashtar cannot move until he is off
- or is blocked.
-
- Remember that One-Way arrows do NOT require you to step off in the given
- direction- You can step off in ANY direction. Also remember that you can
- step ON in any direction EXCEPT against the arrow, including from the side.
-
- On screens with skulls, often you must trap them to continue. Remember that
- you can trap them with boulders, walls, other skulls, and other enemys.
- Often instead you can easily outrun the skull. (or a ghost)
-
- Snakes, runners, and missiles all have predictable behavior. It is much
- easier to avoid an enemy once you understand its behavior. Portals and
- buttons also have predefined behavior that never changes.
-
- Remember that the current of water can push things on it, and push them
- UNDER bridges. Enemies are NOT affected by water, lava, or ice, however.
-
- Collect bombs, daggers, hearts, keys, and orbs whenever possible. Conserve
- your bombs and daggers, as in most levels, there is just barely enough to
- complete the level.
-
- Be careful to block seek lazers before moving in front of them, and don't
- let yourself be hit with other lazers either. (the ones controlled by
- buttons) Don't touch the lazers when they're on, either.
-
- Although pain tiles cause you to lose health, (as do other things) sometimes
- it is easier and faster to take the pain than to find a way around it.
-
- Finally, take your time. A majority of levels are NOT timed or requiring of
- speed, so think before you act! Abyss is based more on puzzles requiring
- intellegence and timing, than on fighting based on skill and reflexes.
-
-
- XII. REGISTRATION
-
- Apocalypse Abyss is being distributed as Shareware. If you enjoy using
- Apocalypse Abyss, you are encouraged to register it. Registration pays
- the author for his time and encourages him to continue producing shareware.
- You also recieve a registered version of Abyss, which has many additional
- features such as more levels. To register Apocalypse Abyss, send the
- registration fee of $14.00 + $2.00 shipping & handling (U.S. funds)
- to Software Visions. (make out checks to Gregory Janson or your order
- will be returned)
-
- Benifits of registration:
-
- 1) The registered version of Abyss has all SIXTY levels (twice as many as
- the unregistered version) AND the final confrontation with Niche!
- 2) You can edit sixty levels instead of just five.
- 3) You get a PRINTED hint sheet to help you through those tough levels.
- 4) You get an updated catalog (with digitized music!) and you are eligible
- for bi-yearly mailings. (free)
-
- See ORDER.FRM for details. Our address:
-
- Software Visions Phone: (818) 249-1030
- 4875 Sunset Ave. Prodigy: PJTK93B
- La Crescenta, CA
- 91214
-
-
- XIII. CREDITS
-
- Overall Design
- Greg Janson
-
- Main Programmer
- Greg Janson
-
- Music and
- Sound Programmer
- Mark J. Cox
-
- Programming Thanx
- Themie Gouthas
-
- Soundtrack
- Greg Janson
-
- Graphics and
- Animation
- Greg Janson
-
- Sound Effects
- Greg Janson
-
- Level Design
- Greg Janson
-
- Beta Testing
- Jason Kim
- Allen Shirvanian
- The SV Team
-
- Greets and Thanx
- Jason Albanese
- Robby Bacher
- Jesse Chang
- Carlos DaSilva
- Tim Gallagher
- Jamie Holub
- Jerry Hsu
- Brian Jacoby
- Jason Kim
- Elbert Lim
- Jeremy Muchlich
- Mike Oliva
- Brian Schweitzer
- Allen Shirvanian
- Tim Sweeny
- Tony Vanvranken
- Justin Wilson
-