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-
-
- *** This program is Shareware. Fee is five pounds. Details of
- registration benefits follow. Please send registration fees to:
-
- LLAMASOFT, 49 Mount Pleasant, Tadley, Hants RG26 6BN.
-
-
-
- Greetings, chipheads!
-
- Welcome to the latest Llamasoft shareware release: Revenge of
- the Mutant Camels. I hope you enjoy it as much as Llamatron.
- It's a different kind of game but I hope you'll like it just
- as much.
-
- Good news for Amiga owners: your version of Revenge is bigger
- and more choclatey than the ST versions! When I did Llamatron,
- the Amiga version came out slower and not quite as polished
- as the ST version. Amiga Revenge is much better than its ST
- counterpart, partly because the speed gain from using the Blitter
- is much greater where large objects are being moved, and partly
- because, as I promised in the readme on Llamatron, I took extra
- time out to use the Amiga hardware. For the techie freaks
- amongst you, the main things I did were as follows:
-
- Firstly, both the main character sprites were implemented using
- the Amiga's hardware sprites, which has the double benefit
- of ensuring that your camel and goat always move at 50Hz and
- also taking a big load off the CPU at draw time. Next, the logical
- screen has been made wider than the visible screen, obviating
- the need for horizontal clipping of sprites - more CPU time
- saved. Collision-detection has been improved which helps
- overall playability, as does the improved frame update rate
- you get as a result of all that CPU time saved. For the same
- reason you get better firepower - extra bullets onscreen. You
- also get pretty raster horizons and a scroller with bigger
- and more detailed objects. 512K Ami owners don't lose out
- on any smoothness or graphic details on their version - the
- only difference between the 512K and 1M versions is in the
- quality and number of sound samples.
-
- So all you Amites can look down and sneer at those poor ST
- owners and know that your camels are better than their
- camels. But don't get too cocky - you might meet a TT owner.
- Their version is awesome.
-
-
- Next some information about the release. We're trying some
- fine tuning of the Shareware procedure, and I'd like to tell
- you how it works this time, and exactly why.
-
- Amiga Revenge exists in 4 versions. One of the pleasures of shareware
- is that as you're not releasing a single disk in large quantities,
- you can do lots of different versions of your game. Revenge
- comes in the 512K, 1Meg, 512K/NTSC and 1Meg/NTSC flavours. We
- ask that libraries, networks and whoever distribute only the
- 512K version. That way, we can offer (as an incentive to register)
- special versions for specific machines. You see, we can't always
- provide two different games for the registration fee - I'm the
- only programmer and I'm already working flat out - but we like to
- offer some benefit to those who register. So, if the 512K version
- is widely distributed, people will be inclined to register to
- get a version for their machine. We're not going to any lengths to
- enforce this; in the shareware tradition we'll leave that up to
- the honesty of libraries and networks. We thank you for your
- co-operation.
-
- The deal this time is as follows: If you register Revenge you
- can ask for any of the following titles:
-
- Revenge (512 version)
- Revenge (1Meg version)
- Revenge (512/NTSC version)
- Revenge (1Meg/NTSC version)
- Llamatron
- Gridrunner
-
- or, you can get a special deal and have the Amiga version of
- Trip-A-Tron for ten pounds (five pounds off the usual price).
-
- Please state clearly that you want an Amiga version. We will also
- provide you with one of our classic Llamasoft posters from the
- pre-Software Empire days, featuring artwork by Steinar Lund,
- an awesome dude with an airbrush who vanished out of our price
- range awhile back.
-
- You can register via conventional means or by credit card (Visa,
- Master Card/Access) which is handy for those registering from
- overseas. We can be reached by phone on (UK) 0734-81-4478, our
- address is 49, Mount Pleasant, Tadley, Hants RG26 6BN (UK).
-
- Please help us by spreading the 512K version along with this
- README file, and forbear from distributing the other versions.
-
-
- Now.
-
- I'm going to include a bit from the Llamatron doc file here.
- It's the bit where the whole Shareware idea is explained. A lot
- of you will have read it before and you can skip on to the
- Revenge-specific bit after. Those who haven't, take the time
- to read the explanation. You may think that we're crazy to give
- away complete games for no money. Read the explanation and find
- out exactly why we've adopted the Shareware procedure.
-
-
- SHAREWARE: WHAT, HOW, WHY....
-
- All commercial games are designed for a theoretical entity known as Darren.
- Darren is a spotty 14-year-old male who doesn't get on that well with
- people, so he spends all his time in his bedroom playing games on his
- computer. Darren is easily impressed by graphics and music, and he
- doesn't really want to learn anything really tricky - as long as it
- has Ninja Hampsters in and works with a Kempston, that's OK. Somehow
- he can persuade his Dad to fork out 25 quid once every few weeks for
- the latest version of R-Type with different graphics on his Amiga,
- don't ask me how. Either that or he waits and hits up his mate Wayne for
- a pirate version in a couple of weeks' time.
-
- Consequently, it has become much harder for programmers to retain
- their creative integrity and earn a living too. It is virtually impossible
- for a small independant developer to get games out to the people
- without first hooking in to one of the larger companies for distribution
- and advertising, and those larger companies tend to want stuff that's
- very normal, spaceship-and-alien stuff, no llamas please and not too
- weird.
-
- However, with popular disk-based machines, the idea of Public Domain
- programs has really come into its own. PD libraries give access to
- a large amount of free software. PD is usually sub-commercial stuff,
- often good utilities but without the 'polish' of commercial
- versions.
-
- It would be nice to use the existing PD libraries to distribute software
- to anyone who is interested, and make a bit of money too - and that
- is where Shareware comes in.
-
- The principle of Shareware is simple. The game is distributed by the
- PD libraries, by uploading onto BBSes and giving copies away. Users can
- get a complete version of the game just for the price of the media,
- and then take it home and play it. If the user likes the game, he
- sends the author a Shareware fee. Usually, the author will send
- back a few goodies (as an incentive to register) and, if enough people
- send in the dosh to make it worthwhile, he may do more Shareware stuff.
-
- Naturally you don't have to pay anything if you don't like the game.
- Of course a lot of people might like the game and decide not to pay,
- but if too many people do that then nobody will ever bother doing any
- decent Shareware at all, and it's back to Darren's 25 quid games.
- So, it's down to the users - if they're honest, then programmers will
- be more inclined to work hard on Shareware releases.
-
- The idea of Shareware is very idealistic, perhaps impracticably so,
- but the advantages over the conventional videogame market are so
- enormous that I thought it had to be tried, at least once. The response
- from this experiment will determine whether or not Llamasoft release
- any more shareware.
-
- Advantages of Shareware:
-
- 1- It is a totally honest way of selling. All users can try the game
- and only those who get hooked are morally obliged to pay the fee.
- Nobody is disappointed or feels ripped-off.
-
- 2- There are no constraints on creativity. No-one says 'we cannot
- publish this because it ain't mainstream'. Programmers do what the
- hell they like and the users vote with their Shareware fees.
-
- 3- Anyone can play. The mechanism of distribution is already in
- place in the form of PD libraries. All the originator has to provide
- is a disk to each of the PD libraries with game and documentation.
- So if you have good stuff it doesn't matter if you aren't signed to
- a major label - if it's good, it'll get passed around the PD scene;
- if it's bad nobody will bother with it. The author could be working
- for a company or coding in his bedroom; the potential for distribution
- is the same. Forget spending thousands on adverts trying to convince
- people to spend lots of money on a game they haven't even played
- yet...
-
- 4- The concept of piracy becomes null. All that business of hacking
- and cracking doesn't apply to software which is both free and
- unprotected. Shareware authors WANT their software to be spread
- and copied. If it gets onto a BB in America and spreads all over
- the US, well and groovy! Good Shareware exports itself!
-
- 5- Prices can be way low. Since the authors have no overheads in
- terms of production and advertising, they don't need to ask as
- much in payment. And the users pay the programmers directly -
- nobody else takes a cut. 100% of five pounds is better than 5% of
- twenty pounds.
-
-
- The advantages of Shareware as a democratic, honest way of
- publishing software are pretty obvious, but it does have to go
- both ways. If a programmer puts a lot of time and effort into his
- code and releases it as Shareware, he's trusting you, the users, to
- be honest and pay him if you like his program. If you all just
- skive off and take the stuff for free, he won't bother to do any
- more stuff. If you support the author, he'll be inclined to do
- much better next time - and you'll be the ones to benefit!
-
-
-
-
-
- REVENGE!
-
- OK, enough serious stuff. Now I'm gonna tell you all about the
- game, all the different versions, and then just get mellow and
- chat about all the stuff that's happening with this ol' beast.
-
- First, here are the incarnations of Revenge with detailed
- descriptions.
-
- REVENGE (512K): This is the basic release version. It
- provides a complete game of Revenge, 42 levels of weirdness.
-
- REVENGE (1Meg): Better sound effects; more samples and lots
- of weird beastie noises.
-
- REVENGE (NTSC versions): These are as above, but use the smaller
- 200-line display, so that users on the other side of a very
- large stretch of ocean indeed don't lose the bottom 56 lines of
- their display and become able to see only the camel's head and
- the tip of its hump. In all other respects the versions are the
- same as their PAL equivalents.
-
-
- ABOUT THE GAME:
-
- Revenge isn't quite as flat-out manic as Llamatron. You may or
- may not be relieved to hear that. Revenge has the same gameplay
- modes as Llamatron: Solo, Droid (called CPU ASSIST in Revenge)
- and Two-Player.
-
- The gameplay is as follows: You are a rather threadbare-looking
- camel. If you are playing CPU Assist or Two-Player, you are
- accompanied by a large shaggy goatcreature called an Ancipital,
- which stalked C64 screens long before Psygnosis ever did Shadow
- of the Beast. You are the Good Guys. Your mission is simple:
- stay alive through 42 zones of 7km each. These zones are populated
- by rampant telephone kiosks, skiing kangaroos, butch Greenham
- Common Peace Women, manic Minters, flying sheep and all the
- usual nonsense. These are the Bad Guys. They try to kill you
- off and you, naturally and in keeping with the traditionally
- calm, rational and thoughtful nature of videogames, get to waste
- them with lots of spectacularly destructive weaponry.
-
- SPECIFIC DETAILS:
-
- To run Revenge, type REVENGE at the CLI prompt and press return.
- The game will load and display the title screen appropriate to the
- version, along with some information about registering to prod
- the consciences of anyone who keeps playing the game and hasn't
- paid yet. Pressing FIRE gets past this screen and you'll find
- the game in auto-demo.
-
- (512K, twin drive users: You may get a load failure if you try
- and run Revenge with the second drive attached [the OS takes more
- memory for the second drive, which can knacker the loader]. This
- doesn't happen on my Ami but it does on me dad's, so if you get
- hassle unplug that second drive, reboot and load)
-
- You might like to eyeball the demo a while; it will demonstrate
- the first twenty levels, but to see the rest you have to play!
- You can interrupt the demo at any time by pressing the fire
- button of the joystick you no doubt have already connected to
- your other (non-mouse) port (provided you didn't break it playing
- Llamatron).
-
- Pressing FIRE to interrupt the demo brings up a menu screen.
- Menu screens are all the same in operation, there are always
- three options. You select which option you want with the stick
- and bop the FIRE button on your selection.
-
- The first three options are:
-
- MORE OPTIONS (leads you to the system options menu)
- PLAY REVENGE (leads you to Game Start)
- RESUME ATTRACT MODE (resumes the demo)
-
- The default is Play Revenge. Pressing this yields the Game Start
- menu:
-
- RESTART: Allows you to start the game at a Restart Point
- PLAY: Start game
- QUIT: Not play after all
-
- Selecting Restart brings up a text-entry screen where you must
- enter a valid Restart Code (more on these later). Selecting
- PLAY brings up a final menu from which you select Solo, CPU Assisi
- or Team play to begin the game.
-
- Under the More Options menu are selections allowing you to change
- the sound FX phasing, set the intensity of stroboscopic effects in the
- game, and view the high score table.
-
-
- We recommend that you play your first few games with CPU Assist
- controlling the goat. As you get more skilful, I recommend Solo.
-
- CONTROLS:
-
- Your camel is controlled with a joystick thusly: Left and Right
- do pretty much what you'd expect, Up causes the camel to leap into
- the air and Down causes the beast to lie down on the ground. Being
- a camel, the animal spits continuously, and being a Mutant Camel,
- what it spits is a variety of lethal bullets. The camel fires in
- the direction the joystick is pointing. If you hold down the
- FIRE button, the camel will not jump or sit down, enabling you to
- aim shots directly overhead whilst remaining on the ground.
-
- If you are playing with the CPU Assist goat, you can use it in
- conjunction with your camel. Normally the goat runs around aiming
- and firing at enemies independantly. If you get alongside the
- goat (or ahead of it; it will run to you) and sit down, the goat
- will mount your hump. Once there you can carry it around and it
- acts as a 'smart' gun turret, aiming at enemy targets, and as a
- shield, protecting your hump from being hit. The goat will stay
- on your hump until you die or until you sit down again, which causes
- the creature to leap off. (It is possible for the camel to pick up
- Player Two on the team game, but Player Two can leap off).
-
- At the beginning of each wave there is a period of time during which the
- goat will come to your side, enabling you to get the beast securely
- mounted before the level begins.
-
- Each level takes place over a set distance. That distance is
- denoted onscreen by a Start Post, six 'Kilometre Posts' and
- an End Post which scroll by on the ground. The attack begins only
- once the camel passes the Start Post, and ceases immediately
- it passes the End Post. Between levels you receive a Shield
- Bonus for remaining shield left, and an Energy Boost which
- increases your shield strength, but never by as much as you'd like.
- The Shield Energy indicator is the camel's face on the right-hand
- side of the status bar. As your shields get damaged a big red 'X'
- gets drawn through the face. When the 'X' is complete it's
- MacMutant Camelburgers all round at Cairo Macdonald's.
-
- Every five levels, you get to a Restart Oasis, where you get to
- see a silly animation of the camel getting refuelled, and you
- are given a Restart Code. Make a note of the Code, as you can use
- it to restart a game from that point whenever you play Revenge.
- Use the 'From a Restart Point' option on the game start menu.
-
- [UPDATE: One criticism we've had from ST users is that in the font
- used D's and O's look too similar, and that the restart code disappears
- from the screen too quickly. Yakly advice: keep a biro by the
- machine, remember that if you don;t press FIRE during the oasis
- scene you've got about fifteen seconds, and D's are bevelled at
- the top whereas O's are square]
-
- Now, on to the goodies: Powerups and Weapons. As you play the
- game, you'll notice that some of the enemies, when shot in a
- particular way, will yield clouds of tiny bonuses which float
- up the screen. This is an excellent thing, because you score
- the bonuses AND you get an increased chance of getting a powerup.
- Powerup icons are square and drift down from the top of the
- screen. You claim a powerup by touching it with your beast.
-
- The powerups are as follows:
-
- 'P' - Power-up current weapon by one level. (Weapons have four
- levels each of powerup - current level shown next to shield
- gauge - power runs down with time).
-
- APPLE: Add small amount to shield (12 apples=full shield)
-
- WEAPONS: Four powerups, each with a small blue icon inside
- representing the weapon type. When power runs out, weapon
- reverts to the default small blue bullets.
-
- NIKE TRAINER: Doubles the scroll speed and therefore halves
- the time taken to reach the end of a level. Useful on tricky
- levels.
-
- CAMEL: Gives an extra life.
-
- SMART BOMB: Kills or damages everything on screen.
-
- HALO: Makes you invincible for about 20 seconds.
-
- CUP OF TEA: Like a smart bomb, only more so.
-
- 'W': Warp directly to next restart point.
-
-
- The goat can also collect all these powerups; so you can both have
- different weapons going at the same time, which can be most
- useful!
-
-
- That's the good news. The bad news is this: every time you or the
- goat get hit, there is a chance of an Anti-Powerup being released.
- They look like your usual powerups (coz they're handled by the
- same routine) BUT they always have some RED in the border of
- the icons. Do not collect these icons. They do you bad.
-
- POWER DOWN (looks like a backwards 'P'): Power down current
- weapon by one level.
-
- CIGARETTE: Makes your animal have a ciggie. Control becomes slow,
- erratic and jerky until the ciggie is smoked.
-
- CONFUZER: (two arrows <- -> with a warning triangle underneath)
- Nasty one this. In solo and CPU assist, it causes the left/right
- joystick commands to become inverted for about ten seconds. In
- two player mode, the players find themselves controlling each
- other's beasts! Confuzed beasties have a green question mark
- over their heads until it wears off.
-
- SKULL: No mistaking this icon; it's red and baleful. Instant
- dead camel unless you've got a halo. CPU-Goat can eat this with
- impunity, but Player 2 in Team Mode is mortal.
-
-
-
- KEYBOARD CONTROLS: During a level you can press 'x' to quit back
- to the menu at any time; 'p' pauses the game and 'o' resumes play.
-
- Should you complete all 42 levels, you will get to the Red-Hot
- Zone where it all happens again but harder. If you get through
- THAT you get to the White-Hot Zone, and Ghodhelpyou if you get
- there!
-
-
-
- Okay, I've told you what everything does in the game. Now some
- hints on how to play.
-
-
- HOW NOT TO GET THE HUMP PLAYING REVENGE OF THE MUTANT CAMELS:
-
- 1: MILK THE BONUSES. You can play Revenge just to survive
- but you won't get a huge amount of points or powerups that
- way. The game is set up to reward the skilful player with
- riches and bonuses once that player knows what to shoot and
- when. For example, on level 1 you can just shoot the birds
- once and they fall down dead. But if you keep shooting them
- as they fall, they yield lots of bonuses. So you get your
- beastie on your hump, go directly underneath and fire straight
- up at them, keeping firing as they fall down onto you, and you'll
- get loads of points and loads of powerups.
-
- 2: LOOK FOR SWEET SPOTS. Some levels have a particular place
- a prudent camel can stand and not get hit (much). Maybe you
- have to send the goatie on ahead of you. Maybe it's better on
- your hump. Study each wave and formulate a strategy.
-
- 3: HAVE A CIGGIE! Because of the way ciggies slow down your
- camel, if you get one just as you start to jump you will stay
- in the air a lot longer than you usually would. This can be a
- Good Thing if there's a lot of nasty stuff at ground level.
-
- 4: ADVANTAGES OF DIFFERENT WEAPONS.
-
- ROUND BLUE BULLETS (default): Good all-round weapon; can be
- aimed in any direction.
-
- LASER: Can only be aimed left and right, but inflict more
- damage than RBBs, especially when powered-up. Excellent for
- some enemies, but a bitch to be stuck with when you really
- need to be able to fire up.
-
- COMB BULLETS: Can be aimed in any direction except straight
- up or straight down. Feeble in their lowest-power state, but
- with successive powerups they expand into lovely screen-filling
- swathes.
-
- OVAL SINEWAVE BULLETS: Can be aimed any direction except straight
- left and right. Very slow on low power, these bullets are still
- devastating because they are not stopped by the enemies. They do
- a huge amount of damage and release a lot of powerups. Get them
- powered-up for best ease of use, and despite their strength they're
- not appropriate to every situation.
-
- 5: CHOOSE YOUR GRAVESITE. If you know you're gonna die and you're
- on a heinous wave, make sure you die as close to the right-hand
- side of the screen as possible. Your new camel won't be released
- into the fray until your tombstone has exited on the left, and
- by the time it does appear you'll be that much closer to the end
- of the wave.
-
- 6: SNIPPETS. You can herd kiosks but eventually you have to jump
- them. Exploding sheep are best viewed from high above. Coke cans
- and Atari logos are absolutely lethal. 10p bits do more damage
- than falling receivers. Chips only disgorge bitstreams if you
- hassle them. Beware the pink laserbase in Space Invaders. When
- the vicar invites you to tea, herd the mugs vertically.
-
-
-
-
- REVENGE: HISTORICAL NOTES.
-
- The original Revenge was written in autumn 1983 on the C-64, just
- before I had my first ever skiing holiday. It was part of a
- sequence of games comprising Attack of the Mutant Camels (implemented
- on the C64 and 8-bit Atari), Revenge (C-64) and Return of the
- Mutant Camels (C-64). This latter game was Yak's last C64 game,
- and some of you may have been unfortunate enough to encounter
- Mastertronic's Amiga and ST versions of that last game released as
- Revenge II. Those versions were a travesty of the original
- Commodore game. Mastertronic used five programmers and took as
- many months to produce an absolute dog of a conversion. They'd
- changed a lot of the levels and relentlessly eradicated every
- ounce of playability Yak built into the Commodore original. If
- you ever see the Mastertronic version anywhere, don't buy it
- because it is dreadful. They never even showed me a copy before
- they released it - I had to buy it from a shop in Basingstoke -
- and it's awful. There is only one true 16-bit Revenge, and this
- is it.
-
- The names of the 42 levels, and the overall themes, are the same
- as those in the original Commodore game. Those of you who played
- the old game will be better prepared to handle the enemies as they
- behave in a manner similar to their Commodore counterparts (sometimes).
- Of course the original game had no goat, no powerups, no restart
- points, no team mode and only one bullet on the screen at once, so
- don't expect it to be exactly the same as you remember!
-
-
-
-
- WHAT'S HAPPENIN'...
-
- It's definitely long afghan weather down here in the nether
- regions of Wales; damp sheep and mud everywhere. Good time of
- year for sitting around all day in front of the assembler with
- some loud music on and getting down to it. I've been working
- on two things at once just recently, which is bearable but a
- bit frustrating sometimes. I work maybe a week on each project
- and then change over, which is OK but what happens is that just
- as you get well into flow on one thing, you have to stop and change
- over to the other. It's a bit like having to stop in the middle of
- having a pee. Takes you a day or two to get momentum back when you
- change over.
-
- The two things have been: this game and the fifth-generation
- lightsynth system I'm working on. Not prepared to release a lot of
- details just yet, suffice to say we're already a million miles
- beyond Trip-A-Tron and no sign of slowing down yet. Back to some
- seriously obsessive coding and a head full of lightsynth all day...
- ...well, who needs a social life anyway?
-
-
- (Addendum - looks like I'm just about to score a nice hefty Amiga
- (9Megabytes, 40M hard drive) off a guy who has moved on to bigger
- and better things (80486 40MHz type things) - I can live with the
- Amiga OS running off a hard drive. Maybe it won't be such a pain
- working on the Amiga this time around!)
-
- [Addendum to addendum: Unfortunately this deal never happened.
- Turned out the guy who offered me this deal was full of the
- excrement of male bovines and was not exactly being honest
- with me. Visions of the Amiga OS on hard disk, hassle-free
- CLI-usage, no disk-swapping, and huge ray-trace anims to use
- with our lightsynth sadly fade and die. Back to th' A500...]
-
-
- We're still having a good response from the two versions of Llamatron
- out there, which by now appears to have gone totally global. We
- have had registrations from all over the planet - including our
- first from Moscow the other day! The Amiga version of 'Tron
- generated less of a response than the ST version despite an initial
- release of more copies. Draw your own conclusion about the respective
- proportion of Darrens in the Amiga/ST user bases...
-
- [Yeah! C'mon you Amiga dudes!!]
-
- We just snuck onto the last coverdisk of NCE before it folded, with
- our Shareware release of Colourspace. This is doing quite nicely,
- generating both registrations and orders for Trip-A-Tron from those
- who really take to the lightsynth idea. This is what we had hoped;
- the lightsynth has always been hard to describe in adverts, so what
- better way to stimulate Trip-awareness than by using 'Space to
- advertise the concept?
-
- So what's next? Well, the lightsynth work has a ways to go yet;
- the hardware's being built around me and as more comes online
- there's more to do. We got enough together that we've been doing
- a few gigs already. I've the Amiga version as mentioned above,
- should take me a month at the outside. Then, skiing!!!!!! and just
- MAYBE when I get back I'll get my hands on Jaguar, the new Atari
- beastie. I'm looking forward to getting into some serious 50Hz
- grooviness on this new machine. Atari reckon it's piles better
- than the Panther, which wasn't exactly bad in the first place.
- I don't know any intimate tech details just yet but what I
- do know is enough to know that technically at least it'll nuke
- Famicom. As I've said before they need the software to match.
- Good software sells systems. A couple of weekends ago I had five
- guys staying here the weekend. We all played a lot of F-Zero (the
- awesome driving game on the Famicom) and two of those guys went away
- intending to order their own Famicom systems ASAP just so they could
- play F-Zero. Atari get five, 10 games like that on the Jag and they
- could have Nintendo. Here's hoping...
-
- A warning: next time anyone sees me you're gonna see a bit of the
- Yakly anatomy never before exposed in public. You have been
- warned.
-
- As for my next Shareware piece, I haven't decided. I've had
- requests for updated versions of everything from Hover Bovver to
- Iridis Alpha, and it would fur sure be fun to resurrect and
- bring to the future one of those old games, but part of me is
- also thinking of maybe some new original work. I'll think about it.
- I have a few ideas which have even got as far as a little bit of
- code, so wait and see!
-
- [I'm still thinking about it. I'm inclining towards something
- so totally and utterly thrash fast that it'll make Llamatron
- look geriatric. Adrenaline junkies stand by... Use the rush!!]
-
-
- You know, sometimes I wonder whether I ought to stop all this
- for a few months and have a go at being human? Then again,
- the habits of ten years die hard, the relentless advance of
- technology constantly brings new challenges and possibilities,
- and Yak can communicate with infinitely more people in infinitely
- more places via this medium, in which I'm quite good, rather
- than via conventional social means, where one has to operate
- sequentially, and what the hell someone gotta code the transputers.
- Used to worry about that stuff a lot more when it looked like
- the lightsynth was on indefinite hold and trying to get a game
- into the commercial system was like trying to poke butter up a
- porcupine's ..er.. ..nostril with a red-hot pin regardless of
- how good the games actually might be. Now the lightsynth is back
- an' better than ever and I can actually get stuff out there thanks
- to Shareware; there aren't enough hours in the day for coding
- and I'm back in there full force. I don't even stop to watch
- Neighbours any more. 5am is not uncommon. Yak's happy.
-
- [Hell, I've been without any TV at all for the last few weeks,
- aerial's knacked, and I haven't really missed it. Done a pile
- of work these last few days. Get it fixed one of these days
- I suppose, but you be surprised how you don't miss it.
-
- I'm pleased right now 'coz on 31 Jan I'm outta here, I'm off
- to the mountains for a few weeks to do the downhill-sliding
- thing. Excellent. Big rush all day doing what must surely
- be one of the most excellent physical activities ever devised,
- then booze it up in the Vieux Tyrol at night, then get up
- an' do it all again! Can't wait, me....]
-
- Well, that's about it for this ASCII file. Big thanxx to everyone
- who supported us with Llamatron and Colourspace. Let's hope we
- can do it again this time, only more so. We'll be letting you know
- how it goes, and as usual comments and feedback on the game are
- always welcome (and get heard too - you'll notice no text
- hanging around onscreen and the ability to set strobe intensity
- in Revenge).
-
-
- See'ya next time...
-
- -- Y a K 20/11/91
-
-
- ps You can't sit down right next to the left edge of the screen.
- If you try it you'll make the camel twitch in a convulsive manner which
- had at least one game tester helpless with laughter.
-
-
-
- YAK GREETS:
-
- (I put these at the end. I wouldn't dream of making you read them
- if they bore you. No demo-writer, me).
-
- YAK sez HI to: Wulf (one workstation per student! and those Cerebus
- books were AMAAAAAAZING!), Marco and the London guys who are trying to
- help VL right now; the Landscape Design guys (how's the beastie?
- fixed yer other channels yet? and remember that night we watched
- Koyyanisqatsi and did the Proto thing hehe...), Keith and Sophie
- (get yer little bro and sis on this one Soph); 'Lope (who finally
- did communicate) yer married bastard; Anna (different Kronschnabl
- (is that right?) this time, same result:addiction), Mr. Todd,
- 'Rubber Chicken' Capon, M.C.Urtis and Hendy the Mad Mathemagician,
- TT (gonna be a tt pretty soon yeah?), TC, Lisa and family (got that
- white Porsche yet?), and anyone else who considers it good to be
- greeted by a long hairy programming animal with a camel fixation.
-
- Repeat after me: "I CAN MOVE MOVE MOVE ANY MOUNTAIN"
-
-
-
- [YAK's sonixx recommendations:
-
- -- Shamen (En:Tact in particular, but check out some of their
- earlier stuff which may surprise you if you like early Floyd!)
- -- Bassomatic 'Set The Controls'
- -- Primal Scream 'Screamadelica'
- -- Inspirals 'The Beast Inside'
- -- Jesus Jones 'Doubt'
- -- The KLF 'The White Room'
- -- The Orb 'Adventures Beyond the Ultraworld'
- -- Faith No More 'The Real Thing'
- -- that Jane's Addiction one with 'Been Caught Stealing' on it
-
-
- Kickass console recommendations:
-
- F-Zero (S-Famicom) TOP driving game
-
- Super Mario Land (Mario 4) Definitive platform game, not as pretty
- as Sonic on the Sega but lots harder and more levels so you ain't
- gonna complete it in two days. Plus you get to ride a cute
- dinosaur-beastie called Yoshi which can be persuaded to excrete
- special mushrooms. Oh yeah, it's on S-Famicom.
-
- Thunder Force III (Megadrive): horizontal scrollie blast like
- you seen 1000 times before, but it's pretty good and has some
- absolutely crazy psychedelic graphics (check out the Fire
- Planet).
-
- S.T.U.N Runner (Lynx): Ultra fast 3D driving game where you
- shoot down tubes, like a hi-tech bobsleigh. The Lynx version
- is amazing and beats piss out of those awful ST and Amiga
- versions which updated the screen at one frame per Sunday.
-
- Well, must go - I got disks to make. Amigoids - enjoy your
- Revenge...
-
-
- -- YaK 10/1/92
-
- ]
-
-
-
-
-