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Old 10 March 2012, 13:56   #1
silkworm
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Silkworms List of PD games not in HOL yet (on going)

I'm Gonna Put Games here when I remember them.

I've put some screens up on the FTP for these, is that OK ?

The First 2 are Step Five and Space Taxi 3.

Step Five AGA Final (very polished Tetris with very good music and 5 size shapes instead of the normal 4 size)
http://hol.abime.net/5898
-----------------------
Year of the first release : 1994
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : AGA
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : WHDLoad is mentioned in Read.me
License : Originally Shareware
Publisher :
Developer : NightLight
Category : Tetris
Artist - coder : Eric Mendel
Jackie Bollier
Artist - graphician : Philippe Bovier
Artist - musician : Patrice Krysztofiak
Artist - misc : Oliver Delemotte
Notes : Original Shareware Release 1994. Released as Freeware and Debugged August 2007
Aminet http://aminet.net/game/think/StepFive.lha
Step Five Site in French http://ericmcolleco.free.fr/index.ph...rammationa1200
Google Translated http://translate.google.com/translat...rammationa1200

-------------------------------------------------------------------------
From Aminet Read.me

Short: StepFive: Tetris Enhanced AGA Final vers.
Author: NightLight Team
Uploader: mrodfr gmail com (mrodfr)
Type: game/think
Version: 1.5
Replaces: game/think/StepFive.lha
Requires: 68020, AGA
Architecture: m68k-amigaos >= 3.1.0
Distribution: Aminet

Step Five 1.5 readme English
----------------------------

The Nightlight Team are very proud to present their first and only AGA Game
called Step Five V1.5 (Final version). This concept is simply an enhanced
and improved version of the well known Tetris Game.

We hope that this ultimate release will be liked by a lots of people.
Besides, we wait after your comments

Contact the wished persons, adress on the StepFive document, in english, on
the archive.

You can found some of our releases of this site, in french only, sorry
(old demos - The Sonic one - and the Step Five game).

http://ericmcolleco.free.fr/menu-laprogetmoi.html

GENERIC WHDLOAD SLAVE:

The game use a generic whdload slave for running the game from an hardrive.
You can use the generic whdload for your own use (loading another old games
or old demos) and you just must have whdload installed to play Step Five
from your Harddrive. See the tooltypes on Step Five icons for additionnal
informations.

As a bonus, the full version 1.2 from 1995 is also included.

If you want to play with both version make 2 StepFive drawer for having
an highscore file for each version of StepFive.

---------------------------------------------------------------------------

StepFive-English.txt file from the game archive.

STEP FIVE FREEWARE - LAST RELEASE AUGUST 2007
---------------------------------------------
INTRODUCTION:
------------

This is the last release of Step Five, who become freeware. This release
has been improved and debugged during the summer 2007

This game work with PAL, with AGA, from a floppy disk or from an hard
drive.

We hope that this ultimate release will be liked by a lots of poeple.
Besides, we wait after your comments

NOSTALGIA:
----------

The members of the group who participated on the development of the game
are all used an amiga, from the A500 1.2 and during some years.

After having made some demos and others projects, the Step Five project has
been decided in 1993-1994. In fact, we would like to try an other thing.
Step Five has needed from us lots of work.

More than discovering the unknown, for us, posibilities of the A1200, the
available free time for each members was not regular. It wasn't been simple
to found them together (no internet, mails, FTP,...).

Each coders tried to make some coding with the use of the A1200 features.
The graphician try to show each week-end a work a little more advanced. As
soon as possible, we merged together the results of the member's work.

We met us in the house of one of the members, each show to the others
members the result of his work (gfx, soudtrack, coding) and new ideas has
been developped during the meeting, for the development and the improvement
of the game.

During the development time, the game evolved and, after a numerous of
tries, we have been verry proud to, at least, use the first complete final
version.

The testing periods wasn't easy. We must found a progressive difficulty but
allways playable, for keeping the main spirit of the game.

We hope that this last release will be liked by all who like this kind of
game and the Amiga

We haven't receive enough registering (a few) and It was sad, because
during this period, we were motivated to do other things. (The main coder
of Step Five even has started to do a breakout game 'Reflect-it').

Registering was just a sign of interest, we not think to do lots of money
with the game, but showing an interest by registering to Step Five should
maybe push the team to do others games for the amiga. We would like to
thanks a lot the few registered users of Step Five.

Now, with internet, sure the reactions and registering will now be more (we
hope so and with more speed than sending a mail by post with money
inside.

The period that we have made the Step Five game has been verry attractive
and interesting. It was for us a learming period, discovering and working
on a team.

We have even trying to contact some of the amiga companies of the period,
during August 1994, and have received negative answers for Step Five, from
Core Or Gremlins and some others. Even Negative, the received answers has
been for us verry positive Eric must do have some ...

The simple life simply catched us, some of the members now use others
things (mac or PC, Sony game players,....)

BTW, the amiga period is allways present for the members of the team, for
the amiga computer and for all the unforgettable memory.

The graphist is allways on amiga (mrod) and he is the last who use each day
his amiga. (1200+DBOX tower+mediator+voodoo3+1260/50).

The main coder of Step Five now use a mac on where he has made 2 demos.
Now, he came back to his first computers love: Amstrad, Msx and Amiga.
Sometime, It's allways possible that some members has a meeting and recall
some great memories.

For us, the Amiga, on our heart ?
For us, yes

We wish to you a great fun with Step Five, made by:

Eric Mendel (coding) -
Jackie Bollier (coding)
Philippe Bovier (Graphist) -
Olivier Delemotte (Mad tester)
Patrice Krysztofiak (musician and coder of the Phelios group)

You can found some of our releases of this site, in french:

http://ericmcolleco.free.fr/menu-laprogetmoi.html

THE GAME:
--------

The objet of this game is to pack pieces with differents form in a small
window. You lost when you have no place to put down the current piece.

This Game have different options available during playing. This options are
validated by making lines with all the pieces falling in the area of the
game. These options are:

- 1 Lines : Nothing.

- 2 Lines : NAME : Press Down.

A small boxe appared with a red cross inside allow you to
fill a hole in a vertical colum. With chance, you can have
some boxe one after an other to significally decrease the
high of all the pieces.

- 3 Lines : NAME : Swap Piece.

When making 3 lines, you have the possibility to choose the
next piece to play. A little burn wick show the time you
have. If you have choosen the right piece before all the
time pass, you can press the Joystick Left direction to
continue to play.

- 4 Lines : NAME : Long insertion.

With this option, you have the posibility to insert more than
one square.

- 5 Lines : Bonus points.

Others options during the game are:
-----------------------------------
- Sometimes the window showing the next piece was closed. ( If you are very
good) until the next Level.
- Sometines, the control of the piece is disturb ( Surprised ! ).
- Pause : P.
- Continue : P.
- Quit : ESC.

History:
-------
- V1.0 : First release 08/94.
- V1.1 : Only change is the limited time to play with the game.
Totally stopped developping the game because of Commodore and almost no
replay for Registering, suggestion or encouragement.
- V1.2 : Internal releases 08/95 untill 12/95 with lots of bugs found
| : and improvements in the source. This new version exist ONLY
- V1.29: with ESCOM and NOT with the user's support..
- V1.30: Second release 01/96.
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Last edited by silkworm; 16 April 2012 at 19:31.
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Old 10 March 2012, 13:59   #2
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Space Taxi 3
http://hol.abime.net/5899
------------------------
Year of the first release : 1994
Number of disks (or CD) : 1
Number max of players : 4
Simultaneous max players : 4
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD ?
License : PD Freeware
Publisher :
Developer :
Category : Space Taxi
Artist - coder : Andreas Spreen
Artist - graphician : Frank Bernard, Stephen Cameron, Aleksandar Djorgimajkoski, Stefan Mueller
Artist - musician :
Artist - misc : Neil Brewitt (Speech Samples)
Notes : Aminet http://aminet.net/game/misc/spacetaxi3.lha
------------------------------------------------------

Cool Space Taxi with lots of levels and 4 players at once.
You can choose NTSC or PAL in options and the screen shrinks to fit

Each Level Set Includes either 5 or 6 screens to play through.

The level sets are: Beginner, Novice, Driver, Good Driver, Space Pilot, Aleks Levels, Hard Time for Taxis, More Passengers, Some Space for Taxis, All Levels.

http://www.lemonamiga.com/?game_id=2039

From Wikipedia https://en.wikipedia.org/wiki/Space_Taxi
Space Taxi was ported to the Amiga by Andreas Spreen. The ported version, however, had a different set of levels and minor modifications to the game rules. Most prominently, landing on top of a customer no longer made him leave. An attempt at a more faithful port was Galactic Taxi, but the game never made it past prototype stage.
---------------------------------------------
from Aminet Read.me

Short: Like the C64er game, Version 3.0
Author:
Type: game/misc
Version: 3.0
Replaces: game/misc/spacetaxi2.lha
Architecture: m68k-amigaos

A game based on SpaceTaxi from the C64. Up to four players can
fly their taxis simultaneously around to platforms and pick up
a passenger in order to earn money or buy fuel on special platforms.
Version 3 comes along with 40 levels, Pal/NTSC, running on all
amigas (tested on A2000 and A1200). Player 3 and 4 use the keyboard
or a 4-Player-Adapter.

Andreas Spreen
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Old 10 March 2012, 17:46   #3
lilalurl
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Thanks for those detailed contributions.

Entries created. Only the pictures to add. I'll do that in a batch, with those for R3 art of rocketry since nobody beat me to it.

As you have mentioned the contribution points in the AMR subforums, I'll let Codetapper and DrBong decide once again arbitrarily how many points all this should earn you .


Btw, keep me informed of the HD-installable status of Space Taxi 3 if you actually try to do so (or I will test later myself).
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Old 10 March 2012, 18:22   #4
silkworm
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Quote:
Originally Posted by lilalurl View Post
Thanks for those detailed contributions.

Entries created. Only the pictures to add. I'll do that in a batch, with those for R3 art of rocketry since nobody beat me to it.

Btw, keep me informed of the HD-installable status of Space Taxi 3 if you actually try to do so (or I will test later myself).
Space taxi is def just copy files to HD.
I just tried it.

this is from the .guide

Installation
------------
If you are using WB1.3, you have to copy the
fonts into the FONTS: Directory.

1> copy FROM SpaceTaxi2/Fonts/#? TO Fonts: all

Also the 'diskfont.library' is needed in the
LIBS:. The game should run on all Amigas.
There is an OptionWindow to switch between PAL
and NTSC.
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Old 12 March 2012, 22:21   #5
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Future Combat Part 2
http://hol.abime.net/5915
------------------------
Year of the first release : 19xx
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : ?
License : ?
Publisher :
Developer : VGS
Category : Vertical Scrolling Shooter
Artist - coder : Ard Joosse
Artist - graphician : Ard Joosse
Artist - musician : Christian Blaha
Artist - misc : Marc v.d. Ouden
Notes :
----------------------------------------------------

Don't know if this is PD or Commercial ?
Look at the High score screen lots of Bignonia.

Only copy I can find is this one

Future Combat Part 2 (19xx)(VGS)[cr CLS][t +2 CLS].adf

Is there another disk of this without the trainer and crk anyone know ?
because of the trainer thingy
the game seems to randomly start with infinite lives/bombs.


a text message file tt.1 has been removed from being shown
in the startup-sequence and replaced with the trainer
and there is no file "2" (the ntsc version) on the disk
also the main file 1 just crashes after unpacking if I try run it.

this is the text you don't get to see
////////////////////////////
/// FUTURE COMBAT PART 2 ///
////////////////////////////

Coded by .................... Ard Joosse
Graphics by ................. Ard Joosse
Music by .................... Christian Blaha
Soundeffects by ............. Marc v.d. Ouden
Additional Graphics by ...... Marc v.d. Ouden


PRESS...

1 ..... For PAL Version
2 ..... For NTSC Version

------------------------------------------------
a text file on the disk named KM has

Kylie Minogue,
I Love You...
Ard Joosse

----------------------------------------------
There is no read.me or doc on disk,
but I ripped the instructions from the game that scroll while
you are trying to stay alive, which is impossible to read while playing
----------------------------------------------

The hostile forces have returned and are trying to take over your planet...
they have come in large numbers the earth's defence system has been destroyed completely...
the only way to prevent total take over is by building the newly designed space-ships.
The design for these ships has to be taken to the factories...
are you able to transport this highly secret design from the
war-ship-center to the construction factories ?
The war-ship-center has given you the proto-type to increase the chances of succes... so...
Try not to blow it

**** FLIGHT INSTRUCTIONS *****

shoot down the green accelerating planes to expand your ship shoot down the
-brown accelerating planes: to get rapid fire
-red planes: extra life
-yellow planes: a-bombs
-cyan planes: extra bullets
-purple planes: shield
-brown planes: backfire

press spacebar to drop an atomic bomb

pic up the following flashing extras:
sld: shield
spd: speed
exp: explosion
pow: untouchable for 5 seconds.
the smile in stage 3 can give you a lot !!! (not always nice things...)
be alert when the large brown planes appear !!!
be alert at the end of each stage !!!
the indicator on the right shows the distance you still have to travel don't give up to easily !!!
'p'=pause
'enter'=continue
'f1'=soundeffects on
'f2'=soundeffects off
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Last edited by silkworm; 17 April 2012 at 15:53.
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Old 12 March 2012, 22:23   #6
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Siege of the beast
http://hol.abime.net/5916
------------------------
Year of the first release : 1991
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer :
Category : Board
Artist - coder : Nick Torkos
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Based on the Board Game "Fox and Geese"
https://en.wikipedia.org/wiki/Fox_games

----------------------------------------------------------

The game is a nice animated board game like battlechess and has cool animated monster that eats the soldiers.
works on all amiga types i tried. Faster processor = faster game

A nice .PIC file is included on the disk with the graphics of the game
I converted it to PNG pic its is 320x400

BEAST.DOC from disk.
-------------------------------------
SIEGE OF THE BEAST by Nick Torkos, Sept. 7, 1991

INSTRUCTIONS

The game is played similar to the way the board game FOX and GEESE is
played. However, for those of you who have never heard of this game (the
majority) I'll explain.

The setting is at an old medieval village called Tarikan. Life here
was once pleasurable for everyone until THE BEAST arrived. The beast is a
giant snake that has a voracious appetite. For a while, the inhabitants of
the village have been able to survive with only minor losses. But now, the
beast is on a rampage and the village must make a last stand against it in
order to survive. You were elected to be the leader. First you must select
the number of soldiers you would need for assistance. Then you have to use
them to trap the beast so that it can no longer move, and then it can be
killed.

You must use your men wisely. It is not possible to surround the
beast with 8 men or less. Even though the snake looks wild and unorthodox,
it is intelligent enough to find out the unprotected soldiers, and eat them.
If it eats enough so that you have only eight men left, then it is too late,
the snake wins the battle and slaughters everyone. However, if you can trap
it so that it can't move the village will be saved.

The game is played on a 9x9 square board. You and the snake take
turns moving around it. When it is your turn (the screen prompts you) click
the mouse over the square the man you want to move is standing on. You will
hear a sound, and the man you selected will be highlighted. You can move in
any direction you want (up, down, left, right, diagonally), but only one
square at a time (ie. to any adjacent square). Simply click over the square
you want this man to go to, and he will do so.

The snake can also move in the same directions. However, it can also
eat your man if he is unprotected (ie. the space behind him is empty). This
is similar to the way you would jump a man in checkers, except the snake
can also do this going up, down, left, right, in addition to going
diagonally. For example, if the snake is on the square just above one
soldier, and the square below that soldier is unoccupied, then the snake can
eat the soldier. To protect this soldier you have to put another soldier
just below him. The same logic goes if the snake is to the left of the
soldier, and there is an empty space to the right of the soldier, etc.

You select the number of soldiers you want in the opening screen. The
game ends if you can siege the beast, or if the beast kills most of your men
and you have only eight left.

When you have a lot of men on the screen, the game plays a little slow
because of the graphics, but hopefully it is not slow enough to be annoying.


CLOSING STATEMENTS

Well, that's about it. The game play is simple enough. You move, the
snake moves, you move, the snake, etc. but it is still challenging to
win the game. You could probably figure out a technique to win with a lot
of soldiers, so once you do then try to win with less soldiers which is a
little harder. My personal best is to use 18 soldiers. I have no idea how
to win with 17 or less soldiers, so if you do then let me know.

Nick Torkos

Feel free to send any questions or comments.
-------------------------------------------

I've included a Siege of the best ADF for anyone whose interested.
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Attached Files
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Last edited by silkworm; 17 April 2012 at 15:56.
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Old 13 March 2012, 13:52   #7
silkworm
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A nice Repton 2 Clone. With an Editor.
I have included the amiga.guide file converted to txt,
as it has some interesting stuff about blitz basic for anyone interested.

George and the Repton-clone
http://hol.abime.net/5918
-------------------------------
Year of the first release : 1998
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : AGA
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer : Harlequin Software
Category : Maze (Repton 2 clone)
Artist - coder : Vic E Babes
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Written in Blitz Basic 2.1

Requirements:

AGA Amiga - at least the game needs one - the editor will probably work on
any Amiga with WB 2.0 and above

The program also requires the George font in the fonts drawer - this
contains the graphics (for the buttons) in the latter half of the
character set (easier than creating shape gadgets).

------------------------------------------------------

George and the Repton-clone requires an AGA Amiga. There will be a five
second delay before it runs, to ensure disk-activity has finished. This
game is designed to run in PAL mode, but there is no FORCEPAL used, so
NTSC users beware!

George and the Repton-clone is a clone of an old BBC game (later released
on the ZX Spectrum) Repton 2. It is not a Boulderdash-clone, as I played
Repton before Boulderdash, and considered Repton to be far better.

Repton 1 was more like Boulderdash.

Changes to the original - the levels are different, there are no dragons,
or eggs, as I considered these a waste of binary. There are no meteors,
as these were annoying; you can now scroll over the map to have a look
around; you don't have to collect all of the earth; and maps are various
shapes and sizes.

Although I've written a few intuition programs in Blitz Basic, this is
the first program I've written that uses Blitz mode, and was more of
an exercise in programming than anything else.

Controls
Use the joystick to move George around.

Press and hold the fire button, and George will take his map out - now
move the stick around and you can scroll around the level. Let go of
the fire button to return to George.

If you get stuck on a level, press the Left-Mouse-Button to kill
yourself.

Press the Right-Mouse-Button to quit to the main menu.

Object
You start on the main level, which contains a number of teleporters
leading to the other levels.

The object of the game is to collect all of the diamonds on each level,
and then reach the exit, which will take you back to the main level,
which you should clear of teleporters. This makes the game slightly
less linear, and allows you to practise harder levels - you don't have
to do the levels in order, but you may block the entrance to some
levels if you don't.

The first few levels are designed to give you the basic idea of how
to play.

Boulders and diamonds roll off surfaces that are not flat (including
each other). Some levels contain 'Feelers' (never knew their real name)
who roam around the levels, and you have to get these into cages. When
a feeler gets caught in a cage, it will turn into a diamond.

Feelers 'feel' their way around the walls, as they can't see. They will
always try to keep the wall to their left, so if they find
an opening to their left, they will go through it.

There was an algorithmic-bug in the orignal Repton 2: if a feeler was
going around a boulder, and that boulder suddenly fell away, the feeler
no longer had a wall to its left, so it would go around in circles, and
you couldn't finish the level. I have altered the algorithm slightly
to try to account for this. If a feeler is left stranded in mid-air, it
will continue in the direction it was originally going, until it hits a
wall, at which point it will continue as normal. This does mean that
feelers can occupy the same space - so don't stand next to a cage
waiting for a feeler to enter it, unless you're certain there aren't
two feelers there.

You can die if a diamond or boulder falls on your head, or if a feeler
touches you.

If there is a boulder above your head, you can move to the side, and then
move back, as it falls, in order to push it.

The number of lives you have is indicated at the top left, next to the
heart shape. The number of diamonds remaining on the current level is
shown below this.

Blitz is not very good at describing the use of Sprites on AGA machines,
so I have been unable to use all but one, which displays your lives.
However, I haven't got the faintest idea how to change it's colours, so
this information will be displayed according to your pointer prefs.
If you haven't changed your pointer's colours, this should be fine, but
even if you have, you have probably kept the shades in the same positions.

I wanted to finish this game as soon as possible, so now I can have a
longer look at using sprites - and perhaps write a more interesting
game.

Options
There used to be two options on the options screen:

PLAY: Choose between normal or custom levels (if loaded). If the
custom levels are loaded, this will default to custom, as it is
generally assumed that if you've loaded the custom levels you want
to play them, and therefore don't want to have to state this in
the options menu. You won't be able to alter this value if the
custom levels are not loaded.

Unlike the main game, which has a main level with a number of
teleporters that take you to the other levels, the custom levels
will simply be played in order.

SPEED: I removed this option, as I recently got a Typhoon Accelerator
and can now see that this option was inadequate, I have now timed the
action. I did do this originally, but the variable that holds the
number of "ticks since machine start-up" overflows back to zero, so
it kept crashing after ten minutes. I could have fixed it at the
time, but didn't through laziness. The game should now run at 25fps
on all processors.
---------------------------------------------------
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Attached Files
File Type: txt George.guide.txt (29.8 KB, 147 views)

Last edited by silkworm; 17 April 2012 at 15:52.
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Old 13 March 2012, 16:52   #8
silkworm
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Cool Hunchback Clone, looks bad but plays good
although there are no rope levels included.

Battlements
http://hol.abime.net/5925
------------
Year of the first release : 19xx
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : ?
License : PD Freeware
Publisher :
Developer : Scallywag
Category : Platform (Hunchback)
Artist - coder : Shaun Holley
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Coded in AMOS
------------------------------------
Battlements (19xx)(Scallywag)(PD)[AMOS].adf
-----------------------------------
from info file on disk.

SCALLYWAG PRESENTS BATTLEMENTS: TRUE CONFESSIONS OF A HUNCHBACK.
================================================================

Hello and welcome to Battlements, an awesomely brilliant example of
average gameplay and shit graphics. This game was written in AMOS (more of
which later.) I certainly hope that you will enjoy this game and it's one of
them free PD jobs because no-one would ever pay for it, mister. Battlements
is the product of three weeks of intensive programming and debugging, and it
has been play-tested by everybody from Queen Elizabeth II to Hitler and the
lead singer of Depeche Mode. It is obviously based on Hunchback, that old
Commodore 64 and Spectrum game that became a hit way back when bread was
only 3 and 6, a pint of lager was a shilling, and Adam and the Ants were
screaming up the charts with a pseudo-indian war anthem. I liked them you
know; all that war-paint and fancy clothes. It takes me back to my own
childhood when I used to dress up in my sisters clothes and leap off of high
buildings. Well enough of that, here's a list of the problems I had with the
brilliant AMOS language:-

* You can only use the collision detection commands in low-res mode.
* I could'nt get the sprites the right colour and they kept flickering
off all the time, despite the 600,000 combinations of programming
techniques I used. I did everything in bobs in the end. Lots easier.
* The strange use of the 'If' command in AMAL. It is, as I see it, only
used to jump to different labels, and not to conduct arguments.
* The fill patterns seem to have strange effects on the colours used.
* When I came in from the Horseshoe at 11.30, pissed out of my brains, I
perchanced to slip on the glossy AMOS disk and crushed my alarm clock.
* I could only save one Noisetracker module per bank. (NT 1.2)
* There were lots of other minor gripes but as the lager sets in I've
forgotten them.

Now don't get me wrong, AMOS is without a doubt the best high-level
programming language to ever grace a computer, I reckon, and all the
above problems could no doubt be sorted by some top bloke who's not thick.
It's just me, I suppose.
Anyway, many millions of Quasimodo fans may well be wondering what's
happened to the loverly ropes which featured in the original Hunchback. Well
I could'nt be bothered to do them and put in some easier-to-program extra's
to compensate. There you go. Honesty is just one of my many failures but I
don't suppose anybody will mind. I tell you, I was amazingly bad at maths at
school and still have little clue how to program smooth circular movement
patterns. But perhaps one day I may well learn what 'Cos' and 'Tan' mean and
on that happy day I shall jump for joy and kiss my neighbour and gabble on
insessently about toasters, carrots, and lions. Toaster. Carrot. Lion. See?

This game is an indirect tribute to all those programmers who made
Turrican and Turrican II, the best games in existence. These games are so
wholly playable and 'fair' that the first time I saw them I forgot to eat,
work and sleep. And I can do 'em. Oh yes. Don't talk to Shaun.E.Boy about
monsters on level 68 made up of decapitated hands and eye-balls. He knows
them all. On T2, there's a short-cut on the first purple level which skips
out loads of shite, including the dragon. Yeah. Other games to start me
quivering include James Pond II, Mario 3 on the NES and anything where you
shoot things, like LLamatron.

I reckon PD is one of the best ideas in the world, and the amount of good
games, utilities and music disks just start me quivering even more. The
amount of rave disks coming out now which contain music equalling and
sometimes surpassing the stuff in the charts is commendable. It's cheap,
sexy and if you play it through your LOUD hi-fi, will actually shake a pint
glass off of a nearby worktop and make it smash on the floor! Oh yes.

Anybody who finishes Battlements may well notice the ending- it's crap.
Sorry 'bout that but I was getting a bit bored with programming it by that
time and it was nearly opening time.
Those of you who have actually read this shite and feel compelled to
write may reach me at this address:-

Shaun Holley

That's all folks, and remember, Quasimodo IS a nice man...
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Old 13 March 2012, 16:58   #9
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Nice little game I think.

Cave Flight
http://hol.abime.net/5905
--------------
Year of the first release : 1993 ?
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : ?
License : PD Freeware
Publisher :
Developer :
Category : Maze
Artist - coder : Peter Whitlock
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Coded in AMOS
------------------------------
Cave Flight (19xx)(Whitlock, Peter)(PD)[AMOS].adf
------------------------------
from cave_flight.doc

Cave Flight...

Instructions
~~~~~~~~~~~~
The object of this game is to fly your space craft from one end of the cave
to the other,whilst avoiding the baddies who will set out to destroy your
chances.On completing a level you will be awarded a time bonus,and your
total score will be displayed when you have lost all of your three lives.
You only have three space crafts to complete 20 levels.

Info
~~~~
This game was programmed in Amos,and then compiled using the Amos Compiler.
The music was created using Noisetracker v2.0,and all the graphics were
drawn using DPaint II.This is my first attempt at writing a game,it may look
a bit ropey,compared to others,but it works!!!!.

Enjoy the game....
WIT.


Contact the below address for swapping ideas,routines,music and graphics

PETER WHITLOCK
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Old 13 March 2012, 17:46   #10
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My favourite Asteroids on Amiga.

Hemroids
http://hol.abime.net/5920
-----------
Year of the first release : 19xx
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD (just a single file)
License : PD Freeware
Publisher :
Developer :
Category : Thrust (Asteroids)
Artist - coder : J.R. Parsisson
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : On disks - Amiga Format 27 and ASSASSINS Vol 25
-----------------------------
from Hemroids_ReadMe on disk
-----------------------------
Hemroids, version 1.0
(Yes, That means there'll be a sequel I'm afraid)
by J.R. Parsisson.

Loading:

Double click on the icon OR type "hemroids" <RETURN> from the CLI.

Wack the left mouse button to exit at any time.

Instructions:

If you need to know how to play asteroids then...Where have you been?
Use a joystick plugged into the second port (Not the mouse one) and
press the fire button to start. The objective is to waste as many of the
unnamed lumps as you can int the shortest possible time. Zap the saucers
that occasionally pass by for even more points and see how high you can
climb the high score table. I have topped 100,000 many times; so It isn't
impossible. You die when you hit somthing hard, so watch out. Thankfully,
the collision detection is (relatively) good, so don't blame the program
when YOU die. If things look sticky, then pull back to send your ship
into another dimension; from whence it will return a few seconds later
at a different position in on the screen. If that happens to be in the
middle of a lumpy thing then...tough. Naturally the lumps will split up
when you shoot 'em, which can (past wave 10) get hectic.

Controls:

Joystick only, no keyboard buttons to press.

LEFT: Rotate counterclockwise
RIGHT: Rotate the other way
UP: Engage booster
DOWN: Enter hyperspace
FIRE: Dispatch a pixel with the aim of destroying somthing

You get 5 lives; with an extra awarded every 25,000 points.

Go give 'em hell!
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Old 15 March 2012, 14:19   #11
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Another good old shareware.
a lunar lander type.
works on a standard 512k

Destination Moonbase
http://hol.abime.net/5921
------------------------
Year of the first release : 19xx
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy Folder to HD
License : PD Shareware
Publisher :
Developer :
Category : Thrust (Lunar Lander)
Artist - coder : Jim Barber
Artist - graphician : Harvey Warwick
Artist - musician :
Artist - misc : Thomas Fredrick
Notes : FredFish disk 312

------------------------

Tosec Public Domain
Destination - MoonBase (19xx)(Barber, Jim)(SW)[m].adf

FREDFISH DISK 312

Moonbase
Ferry cargo from space station to moon.

You must guide a lunar lander to ferry cargo from an
orbiting space station to bases on the surface of the moon.
You get cargo and fuel for the lander by docking with the
space station. The goal is to complete all the assigned
cargo deliveries, and to destroy as few landers as possible
in doing so.

Binary only. Author: Jim Barber

-------------------------
Instructions file from archive
-------------------------
Destination: MoonBase
(c) 1990 by Jimbo Barber
All Rights Reserved

Instructions


* System Requirements

Any Amiga model with 512K, one disk drive and a joystick
plugged in port #2.

(This game may not work correctly on an Amiga with only 512K
and TWO disk drives. There may simply not be enough
available RAM. You are welcome to try it, of course... but I
make no guarantees about how well it will work.)

* Hard Drive Installation

Simply copy (drag) the "MoonBase" drawer anywhere on your
hard drive. It's that simple!

* Object

Guiding a lunar lander, the player must ferry cargo from an
orbiting space station to bases on the surface of the moon.
The player gets the cargo and fuel for the lander by docking
with the space station. The main goal is to complete all
the assigned cargo deliveries, and destroy as few landers as
possible in doing so.

* Game Elements

Along with successfully controlling the lander, the player
must also be aware of the following game elements:

1) There are a limited number of lunar landers per
game. Therefore, the player must be careful not to
destroy the landers during the missions.

2) There are limited fuel supplies, in both the current
lander itself and the space station. The lander may
refuel from the space station, as long as there is fuel
remaining.

3) There is a time limit imposed upon each game.

4) There are a set number of missions (cargo runs
between the space station and lunar bases) that should
be completed during a game for the highest possible
score.

* Special Keys

During the game, the following keyboard keys are active:

1) ESC - abort current game and return to the options
screen.

2) 'P', 'p' or the spacebar - pause/resume the game.

3) 'Q' or 'q' - instantly abort the game and return to
the Workbench. Use this if you want to stop playing
before the end of the current game.

These keys will work on either game screen.

* Options

Following the intro animation and Shareware notification
screen, the options screen will be displayed. The player may
control many aspects of the game, to make it as easy or as
difficult as he wishes. The joystick is used to change the
following options:

* Default difficulty level (Easy-Medium-Hard) - These
are preset values to get the player started. This entry
displays 'Custom' when the player moves to the
following fields to set his own difficulty level.

* Number of landers (1-7) - This is how many landers the
player will have available during the game. A lander
may be destroyed by colliding with the space station or
lunar surface, or by running out of fuel.

* Maximum lander speed (Slow-Fast) - The lander is
easier to control at slower speeds, but the experienced
player will appreciate the faster speed when time is
running short during a game.

* Number of missions (1-5) - This is the number of
missions (cargo runs between the space station and
lunar bases) that should be completed during the game,
for the highest possible score.

* Lander fuel consumption rate (Slow-Fast) - This
determines how quickly the lander burns fuel. The
faster it burns fuel, the more often the player must
dock with the space station to fill up.

* Space station fuel level (Low-High) - This determines
how quickly the space station runs out of fuel for the
landers. Once the space station is empty, the landers
can no longer refuel.

* Maximum game time (1-6 minutes) - When time runs out,
the game is over.

Once the options have been set, pressing the joystick fire button
will start the game.

* Game Screen #1

The game begins at the space station, in orbit above the
lunar surface. At the top, left of the screen is the fuel
gauge. There are two fuel levels, labeled 'S' and 'L'. The
'S' entry is the current fuel level in the space station,
and 'L' is the fuel level in the current lander.

To the right of the fuel gauge is the number of landers
remaining. This will be updated each time the player
destroys a lander. To the far right is the time remaining
in the current game. At the bottom of the screen is the
number of missions remaining, and which lunar base the
current cargo should be delivered to (more on this later).

As the game begins, a lander will be filled half-full with
fuel (notice the fuel gauges) and brought out of the bottom
of the space station on autopilot. Once the lander has
cleared the space station, it is put on manual control. The
player may now rotate the lander left and right by moving
the joystick left and right, and fire the thrusters by
pressing the joystick fire button.

On each side of the space station there are two cone-shaped
cargo docking ports (four total). Each docking port has a
signal light which displays red or green. Only a docking
port with a green signal has cargo waiting, and can be
docked with. The lander will NOT dock with any docking port
signaling red.

To successfully dock with the space station, the TOP of the
lander must be facing the desired docking port. Once the
lander has gotten close enough to the docking port, is
moving slowly enough, and is in the correct orientation, the
autopilot will take over and attach the lander to the
docking port. The player should remember the following
facts when attempting to dock for cargo:

1) The top of the lander must be facing the desired
docking port.

2) The maximum speed allowed when docking depends on
the 'Maximum lander speed:' setting from the options
screen. If 'Slow' has been selected, then the lander
can dock with the space station when moving at maximum
speed. If 'Fast' has been selected, then the lander
must be moving no more than HALF the maximum speed when
docking is attempted.

3) The DIRECTION the lander is moving is not important.
It may be moving toward the cargo docking port,
parallel to it, or even away from it!

4) The player must get fairly close to the port before
the autopilot will engage and dock the lander.

Once docking is completed, the cargo will be transferred to
the lander, and the player will be notified which lunar base
is to receive it (the display on the bottom right of the
screen). The signal light for that docking port will turn
red, and the lander will be released from the port. As the
lander begins to drift backwards, control is on manual and
the player may continue maneuvering.

At the top of the space station is the docking port for
fuel. The procedure is the same as docking for cargo
except:

1) The lander MUST be moving parallel or towards the
fuel docking port! It cannot be moving away from the
port, or the autopilot will not engage.

[Special note: The game clock stops once autopilot takes
control and docks the lander. It starts again when the
lander is released. I did this to be fair to the player.
Since the autopilot/docked/cargo/fuel loading sequence is
there just for effect, and takes a few seconds to complete,
I didn't want to penalize the player. This is important
when time is short at the end of a game.]

When the lander leaves the left or right hand side of the
screen, it will reappear on the opposite side. The lander
cannot leave the top of the screen, because it does not have
the power to leave orbit. If the player tries to leave the
top of the screen, the lander will fall back into the game
screen. If the player leaves the bottom of the screen, then
they enter the second phase of the game, which is explained
later.

The lander can be destroyed by either crashing into the
space station or running out of fuel. If the lander runs
out of fuel on this screen, it automatically self-destructs
to avoid cluttering the space around the space station with
useless floating landers.

[Special note: I have the lander self-destruct on this
screen (but not on the second screen... see below) when it
runs out of fuel, because it is quite possible to have the
lander moving in a straight path (or even sitting still for
that matter) that will never cause it to collide with the
space station. In that situation, the player would be
unable to do anything with the lander and would just have to
wait until time ran out. Not much fun.]

When the lander is destroyed for any reason, the player
loses all the fuel remaining in that lander, and any cargo
that lander was carrying. Therefore, if the player crashes
AFTER docking and receiving cargo, then he must dock for
cargo again. As usual, the green signal will light on one
of the cargo docking ports to indicate where the lander
should dock.

* Game Screen #2

As the player leaves the bottom of the space station screen,
he is automatically taken to the lunar surface screen. At
the top left are the fuel gauges and other information that
appear on the previous screen.

There is gravity on this screen, and the lander will
constantly fall toward the surface when not being pushed
upward by the thrusters. There are three numbered lunar
bases on the surface, and these correspond to the
destination given the player when he docks to receive cargo.
The player may land on any lunar base, but the current
mission will not be completed until the cargo is delivered
to the correct base.

When landing on a lunar base, there are three rules to
follow:

1) The lander must be in the full upright position,
with the top of the lander pointing straight up.

2) The lander must be traveling at no more than half
its' maximum speed.

3) The lander must touch down within the green landing
grid on top of the lunar base.

No more than two lunar bases will be visible when the player
enters this screen. As the lander reaches the right or left
edge of the screen, the ground will scroll to reveal the
other base(s). Which bases are visible when the player
enters this screen is chosen entirely at random, as is the
destination base when the player receives cargo.

After the player successfully delivers the cargo to the
correct lunar base, he may blast off from the base and
return to the space station by leaving the top of the
screen.

On this second game screen, the lander can be destroyed by
crashing into the lunar surface, landing incorrectly (not
upright, too fast or not within the green grid) or running
out of fuel. If the lander runs out of fuel on this screen,
the lander will not self-destruct. Gravity will simply pull
it down to the surface where it will be destroyed. When the
lander is destroyed, the player is returned to the space
station screen and given another lander, if any remain. Any
cargo or fuel is lost, of course.

* End Game

The game ends when any of the following criteria are met:

1) All of the landers are destroyed.

2) All of the available fuel (including that in the
space station) has been consumed.

3) The time allotted for the game has expired.

4) All of the missions have been completed.

The final score is a percentage, based on the overall
success of the missions and the resources remaining at the
end of the game. The most important factors are the number
of landers remaining (the fewer destroyed the better), and
the number of missions completed. There is also a
difficulty factor involved, and is based on the options
chosen by the player at the beginning of the game.

If the player has a high score, he may enter his name into
the high score table. The high scores are based first on
difficulty level, and then percentage score. To be fair, a
difficulty level of X with a 50% or below score can be
beaten by a difficulty level of X-1 with a 75% or above
score. The top ten high scores are saved to disk.

The player may choose to clear the high scores (which also
clears them on disk), play another game (which returns the
player to the options screen) or quit.

----------------------
from About file
-----------------------
Destination: MoonBase is Shareware. You may upload this software
to any bulletin board or electronic service provided:

1) That service does not claim copyright on uploaded software
or does not charge above it's normal access rates for
download of this software.

2) All files included in this archive remain intact inside
the archive, including this licensing notification.

When you support Shareware, Shareware authors will support you!
The release of this game is proof that the Shareware concept can
work! My personal thanks to all those who have supported my
previous Shareware effort, "Star Trek: The Game". Your response
has inspired me to create this game, and make it available as
Shareware also. Continue your support of Shareware authors, and
we will continue to provide you with quality Amiga software.

This fine game is Shareware. Only $10. Support our efforts, and
we'll support you with new Shareware releases. Simple, eh?

Special thanks to:

* Harvey Warwick - For not only being an excellent Amiga
artist, but for being VERY good at working within the
limitations set forth by a demanding programmer.

* Thomas Fredrick - For some excellent suggestions and beta
testing.
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Old 15 March 2012, 14:54   #12
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A very Polished Shanghai Type for AGA

TOSEC PD
Mah Jongg (1996)(Cynet)(AGA).adf

Mah Jongg Dragon Tiles
http://hol.abime.net/5906
------------------------
Year of the first release : 1996
Number of disks (or CD) : 1
Number max of players : 2
Simultaneous max players : 1
Language : English
Hardware : AGA
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer : CYNET Software Design
Category : Board - Mahjong (Shanghai)
Artist - coder : Rebel of Cynet
Artist - graphician :
Artist - musician : Ulysses of Stargate
Artist - misc : Base II
Notes : You must keep: the Mah-Jongg program itself
the FONTS drawer and its contents and the FILES drawer and its contents
When running from Hard-Disk the disk operations are faster,
and an additional -exit to workbench- item appears in the main menu.

distributed by STARGATE ßßs

From .guide on disk
-------------------------------
P r o g r a m m i n g C r e d i t s

programming, graphics, design, docs
R E B E L O F C Y N E T
music (Mirage'96)
U L Y S S E S O F S T A R G A T E
testing
B A S E I I
produced by
C Y N E T S O F T W A R E D E S I G N 1 9 9 6
distributed by
STARGATE ßßs (01423 562754 24hrs 28.8k)

G r e e t i n g s L i s t
-------------------------------------
Greetings from Rebel and Ulysses go to:

Calvin and Linda.
All at B.U.D. Developments.
Dave, Mike and Aaron Fulton.
Mat, Kenz, Lee, Phil, Luke and Mike at Binary Zone PD and Frontier BBs.
Fordy.
Feekzoid.
Phil at Digital Dreams.
Paul Green of NFA.
Taz and Smudgers.
James at Disk-House PD.

....And all the members of Stargate BBs.

H a r d D i s k I n s t a l l a t i o n
--------------------------------

To run Mah-Jongg from your Hard Drive.

Boot your Amiga. Once WorkBench has loaded, insert the Mah-Jongg
disk, then drag the disk icon onto the desired device or partition.

You can now play the game straight from your Hard Disk.
If you want to save space you can throw away the c: libs: devs:
etc. from the drawer, as these are not needed anymore.

You must keep: the Mah-Jongg program itself (never!)
the FONTS drawer and its contents
and the FILES drawer and its contents

When running from Hard-Disk the disk operations are faster,
and an additional -exit to workbench- item appears in the
main menu.

C y n e t S o f t w a r e D e s i g n
----------------------------------

Cynet Software Design has been producing games and utilities
for the Amiga for several years. Recently, our games have
won favourable reviews in several magazines, and have remained
in many PD listings for many months since their release.

The full range of our software is available from PD Houses or
directly from Stargate ßßs.

Here are some of our most recent releases.

THE ULTIMATE RED-DWARF TRIVIA QUIZ ( N E W )
A stylish quiz, containing questions from the full series
of Red-Dwarf. Variable levels of difficulty, scanned images
and sampled sounds, make this a MUST for all Dwarfers.

JINX
Colourful and fun, with great depth and taxing puzzles.
Containing elements of 'Bomber' games and Boulderdash, Jinx
remains a unique and often frantic experience.

DELUXE MOJO
Oddly titled, Mojo is a sliding square puzzle game - with attitude
It is a flashy, well-presented game, using colourful picutures
and cool music. Extra Data-Disks are also available, with new
picutres and music - Star-Trek, Voyager - Girls, Miscellany etc.

THE MUSIC OF ULYSSES
Selected music by Ulysses in a music demo. an artful and busy
interface allows you to listen to the modules in great style.

Call Stargate for more titles!!!
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Old 15 March 2012, 19:03   #13
silkworm
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Can't believe this isn't in HOL and also the followup Insectoids 2 which is even better.
not much info.
I could find no docs.

on TOSEC PD disk
Insectoids from Outer Space (1993)(Sibly, Mark)(PD).adf

Insectoids from Outer Space
http://hol.abime.net/5900
-----------------------------
Year of the first release : 1993
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer :
Category : Single Screen Shooter
Artist - coder : Mark Sibly
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Coded in Blitz Basic
--------------------------
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Old 15 March 2012, 23:14   #14
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I love thrust games, and I like this one. hard game. has 10 levels.

TOSEC PD

Tractor Beam (1992)(Plasma Software)[cr TCF].adf


TRACTOR BEAM
http://hol.abime.net/5914
------------------------
Year of the first release : 1992
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD ?
License : PD Freeware
Publisher :
Developer : Plasma Software
Category : Thrust
Artist - coder : James Lean
Artist - graphician :
Artist - musician :
Artist - misc : Mark Shaw , Peter Lean , Richard Lean
Notes : Coded in AMOS

-----------------------------------
Extract from TractorBeam.Doc

===========================
TRACTOR BEAM (c) Jame Lean
===========================
Tractor Beam is one of those games which can get really annoying quite quickly.
The basic idea is to manoeuvre your droid ship from the left hand side of the
screen to the right, pick up a box with your tractor beam and carry it back again.
This sounds simple except for the fact that your tractor beam shows all
the same properties as long strip of elastic, and so can rapidly become very difficult to control.
Also, touching anything is fatal for you and the box.

The making of this game: I have been meaning to make this game for years, ever
since I heard about 'Thrust' on the BBC. Until now however, I have never
actually managed to get the physics to work properly. After working it all out
on paper a couple of weeks ago it suddenly seemed to work, so I have spent the
time between now and then making a playable game out of it.

The program is written in AMOS basic and was compiled using the AMOS compiler.
The whole program centres around this formula: T = @x / l where T is the tension on the
beam, x is the extension of the beam and l is the unextended length. @ is the
coefficient of elasticity, which just basically means the lower that @ is the
easier the tractor beam stretches. The tension worked out by this applies as a
force on both the droid and the box, through the equation: F = ma where the F
is taken as the value of T, m is the mass of the object, and a is the resulting acceleration.

Just before the end of this file, I would like to thank the
following people for their contributions to the game: My brothers Richard and
Peter - Richard helped with the physics side of the game, providing me with
the original elastic formulae. Peter is always playing the game, offering me
advice on how it could be improved, as well as designing level 9 on my level
editor. Mark Shaw - He played the game and demonstrated all of its little
bugs, and helped design levels
===========================
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Old 16 March 2012, 00:09   #15
silkworm
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Nice Puzzle Game
Single file, works from workbench and saves scores to disk in same folder

TOSEC PD
Zynk (1992)(Silverbyte Creative)(PD)[b].adf -- can't get this to version work properly

best use aminet version as it works from harddisk on A1200 with no messing.
Aminet http://aminet.net/package/game/misc/znykdist

Znyk
http://hol.abime.net/5910
------------------------
Year of the first release : 1992
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer : Silverfox Software
Category : Puzzle (dr. mario)
Artist - coder : Adisak Pochanayon
Artist - graphician :
Artist - musician :
Artist - misc : Leo L. Schwab
Notes : written using Lattice C V5.10b and CAPE 68K 2.0 assembler
Archive on Aminet http://aminet.net/package/game/misc/znykdist
Saves scores to disk

--------------------------------------------------------------
Aminet Readme
---------------------
Short: Combination of Tetris and other games
Architecture: m68k-amigaos

ZNYK is a game written by Adisak Pochanayon. It will run on any 512K or
above amiga and combines elements of Tetris and some other games (such as
connect four). It features excellent graphics, sound effects and background
music. To be disseminated as FreeWare and hopefully sent to Fred Fish by some
nice person. An addictive and challenging game with increasing difficulty.

This is version 1.2 with even more new features:
Keyboard control added
Better multitasking (no longer reads mouse in hardware)
Pause Option added - with cool starblanker
Sound control options.

version 1.1 had features improvements including:
High Scores saved to disk.
Better Graphics Special Effects
No longer trashes memory (earlier releases did).

-------------------------------------------------------
From READ ME
The Game of ZNYK
Copyright 1992
SilverFox SoftWare
& Adisak Pochanayon
All Rights Reserved

WARNING

This program is not public domain. It is Copyright 1992 Adisak
Pochanayon of SilverFox SoftWare. All rights are reserved by the
author. The author has generously decided to grant the right to
publicly distribute this program at no charge (or a minimal copying
fee to cover cost of media). No other rights are granted. The right
to distribute this software may be revoked by the author at any time
without prior notice. The author assumes no responsibility for the
operation of the program "ZNYK" nor for any consequence of executing
said program. This document must accompany all copies of the program.
Permission is not granted to distribute altered versions of this
document or the program.

TRANSLATION OF WARNING

This program is distributed as FREEWARE. I'm not asking for any
donations but if you really feel you need to send me something my
address is listed below. (I'd prefer chocolate to money any day).
I keep a copyright on the program, and if any big company eventually
asks to publish my game, I may stop distribution of the program as
FREEWARE. However, lightning will probably strike me first so don't
worry about this. Give this program to as many of your friends as
possible but make sure to give them the docs as well.

STARTING THE GAME

Double click on the icon from the workbench screen or type in "ZNYK"
at a CLI. The SilverFox SoftWare logo will be displayed before the
game goes into demo mode. Press the joystick fire button during demo
mode to play a game.

PLAYING THE GAME

ZNYK is a YATLA (Yet Another Tetris Look Alike). However, the game
is different enough to avoid all the copyright problems. I got the idea
from several games and just put together my own version. Eventually
I may add several options to change the game play slightly. However,
right now, I don't have the time (I'm a starving Electrical Engineering
student at UW-Madison who should either be at work or doing homework
rather than writing games). ZNYK runs in an intuition screen and
multitasks (although I do read the joystick thru hardware) but I don't
recommend multitasking on a 512K machine with 68000.

During the game, two balls will "zap" together and then you can
move and rotate them to place them where you want. The next two balls
to be "zapped" are visible in the upper left corner of the screen. In the
lower left corner of the screen is a tiny window with a chart of how
many white outlined balls of each color remain. As you near completion
of a stage, the white outlined balls in this window move left. The
score and level are displayed at the top of the screen.

The basic idea is to maneuver these balls of three different colors
to match up four or more in a row horizontally and vertically. When you
do this, the balls disappear. You get more points for the more balls
you make disappear. You also get more points for making white outlined
balls disappear. The main goal is to get rid of white outlined balls.
You can match shadowed balls with outlined balls. No balls will
disappear until the first "zapped" pair lands.

When balls disappear, they may "free" adjacent balls and cause them
to fall as well. This can be useful in clearing up the top of the
screen or setting up chain reactions. It can also annoying.

After you get rid of all the balls with a white outline (as opposed
to the balls with shadows), you will advance to the next level with a
sizeable scoring bonus. If you take too long to complete a stage,
eventually the speed of the game will increase until you decide it is in
your best interest to finish quickly or you will lose. Each time you
clear a level, the board is reset with new outlined balls. The highest
level possible is level 9. After reaching level 9, difficulty no longer
increases (believe me, it's hard enough!!).

The game ends when you leave a ball in the top row.

HIGH SCORES

A high score file named "ZNYK.highscores" is created by ZNYK in
its current directory to keep track of the six highest scores. To reset
the high score table, delete this file. The high score table keeps track
of name (6 characters), rank (1-6), level (0-9), and score.

High scores are entered using the joystick to select letters and then
pressing the fire button after each selection. You can also use the cursor
keys and SPACE to enter high scores. (Sorry, but right now you can't just
type them in).

The author's current high score is 107,289 points at Level 9. Wow,
was I surprised to see the score roll-over!

CONTROLLING THE GAME

The game is completely Joystick controlled. Put a joystick in port
1 to play. You can leave the mouse plugged into port 0.

ESC key Ends the game / Exits the Program.

FIRE Rotates the balls counterclockwise / Starts a game.

LEFT Moves the balls left.

RIGHT Moves the balls right.

DOWN Causes the balls to fall faster.

UP "SWAPS" the balls (equivalent to pressing FIRE
twice).

Cursor Keys duplicate joystick functions

SPACE duplicates joystick fire button

RETURN PAUSE

F1 Toggle Music (sound effects are still active)

Note: Pressing FIRE or LEFT/RIGHT multiple times will cause
multiple rotations / movements. Also, the Joystick
will "repeat" if held for more than 1/3 second in any
direction.

During the game, PAUSE May be activated with the RETURN key. Pressing the
RETURN key again will deactivate PAUSE.

EXITING THE GAME

Press the ESC key to exit the current game. Press the ESC key during
the demo to exit the program completely.

COMMENTS, QUESTIONS???

If you are interested in this program or have any comments, questions,
or bug reports.... (Source is available for a small fee - $10 - US). I
am also constantly improving all of my programs. If you feel there is a
bug in ZNYK or a new feature should be added, feel free to contact me.
Also, you may not have the latest version of ZNYK. Contact me if you
are interested in receiving updates (for a nominal disk fee of $5 - US).

ZNYK was written using Lattice C V5.10b and CAPE 68K 2.0 assembler.
Music for this program was written using Easy Sequencer (from SilverFox).
All music, sound effects, graphics, and programming were done by me.
This program represents several weeks work in sampling sound effects,
writing music, drawing graphics and programming code.

Adisak Pochanayon

Additional Code (the original starfield used in Pause) written by
Leo L. Schwab -- New Technologies Group, Inc.

SUMMARY

ZNYK - An offbeat Tetris variation with splashy graphics and nice
sound. Addicting challenging game play with increasing
difficulty. FreeWare - From SilverFox Software. Binary
only. Source available from author for $10.
Author: Adisak Pochanayon
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Old 16 March 2012, 01:18   #16
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Great work
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Old 16 March 2012, 16:48   #17
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Thanks s2325

Next one is HOTBLOX

A Nice Tetris Variant Written in AMOS
this is interesting (from the DOC File)
if you like the game and send us the shareware fee we will give you a better copy of the game.
so maybe there is another version of this out.? does anyone know ?

On disk PDSOFT 3385 HOTBLOX TETRIS

HotBlox
http://hol.abime.net/5919
------------------------
Year of the first release : 1993
Number of disks (or CD) : 1
Number max of players : 2
Simultaneous max players : 2
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Shareware
Publisher :
Developer : Axiom
Category : Tetris
Artist - coder : JP Hamilton
Artist - graphician : JP Hamilton
Artist - musician :
Artist - misc : Andrew Skipp
Lynn Hamilton
Notes : Coded in AMOS
Use Crtl+C to exit
--------------------------
from doc on disk

HOTBLOX (c) AXIOM

First a word of warning, because we drawed the graphics with a T.V(because we could not afford a monitor), and if you are useing a monitor the graphics will be speckled. Sorry about this but if you like the game and send us the shareware fee we will give you a better copy of the game.

Copyright notice: HOTBLOX is copyright of AXIOM, we have given you the rights to copy and spread the game but if you like it will you please send us a shareware fee of £ 5.00, this will help us do more games for the amiga.

THE GAME: The game has inbuilt instructions so i will not go into them here apart from what games you can play with the HOTBLOX mode, we play it until one of the players loses all off their lives, you can make them lose their lives by given them the shapes, ie bomb,swap grid,reverse controls,nasty shape.
You can also set a certin score and see who can get to it first, they are also other tasks you can set, think of some.

THATS ALL FOLKS............................................................
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Old 16 March 2012, 23:35   #18
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Insectoids 2 (with extreme overscan I never could see the lives and bonuses on my TV)
I think it is one of the best galaga type games on the amiga.
still can't find much info about it, there are never any game docs on these sibly game disks.

TOSEC PD
Insectoids 2 (1993)(Sibly, Mark)(PD).adf

Insectoids 2
http://hol.abime.net/5901
---------------
Year of the first release : 1993
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer :
Category : Single Screen Shooter (Galaga)
Artist - coder : Mark Sibly
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Coded in Blitz Basic
exit out of game with left mouse button
--------------------------------------
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Old 17 March 2012, 00:43   #19
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From Aminet
-----------------
A great new Blitz Basic 2 creation. This is different to the usual
vertically scrolling shooter in that the players move down the screen
rather than up...

Commando Raid
http://hol.abime.net/5924
------------------------
Year of the first release : 1994
Number of disks (or CD) : 1
Number max of players : 1
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy files to HD
License : PD Freeware
Publisher :
Developer :
Category : Shooter Vertical / Maze
Artist - coder : William Nolan
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Coded in Blitz Basic 2
NTSC only.
http://aminet.net/package/game/shoot/CommandoRaid
---------------------------------------------------------------------------------

COMMANDO RAID 1 README FILE!!!

This short file is just here to warn you about things that might
keep Commando Raid from running properly on your system. I know *I*
always hate it when some awful program I just downloaded won't run,
so here are some KNOWN things that will cause the program to crash:

- Running it in PAL mode. You can't even PLAY in PAL mode.
I really apologize for this, but for some strange reason,
the status bar in the game entirely disappears in PAL. Also
some other horrible things happen. Switch to NTSC and the
game should run fine. Besides, the game's faster in NTSC :-)
- Not having a certain file. If the files are in some other directory
just remember that all the files that were in your archive
of this game HAVE to be in the same directory as CR when you
run it. If you're using a directory program, try CD'ing to the
CommandoRaid directory before running it.
- Having other programs running at the same time. CR is not
a multitasking game. In fact it's very system unfriendly (well,
fairly system unfriendly).
- Not having enough memory! I know for a fact that this will cause
the game ending to crash! If you don't have a meg of memory
yet, get with the times. I'm pretty sure the game runs fine
on a meg, but it's really a memory hog. This program was tested
on an A1200 with 2 megs, and an A500 with 1 meg, and it ran fine.

90% of gurus seem to be caused by lack of memory. But don't get the
idea that the game will never work! It should work just fine.

OTHER BUGS?!

I don't know of any! I've been testing the program for quite a while,
and I *think* I've worked them all out ... but you never know. If you
come across a particularly glaring one, let me know (read the CR.DOC file
for more info). By the way, the program SHOULD avoid most gurus by just
quitting back to workbench, but don't count on it.

Commando Raid is Copyright(C)1994 by William Nolan. All Rights Reserved.
No fee may be charged for distributing it except a minimal fee for disk
and postage. Please distribute it freely to your friends, bulletin boards,
shareware companies, disk magazines, software houses, Fortune 500 companies,
whatever. This file and the accompanying documention (CR.DOC) must be
present in the archive when it is distributed.

William Nolan

-------------------------------

COMMANDO RAID INSTRUCTIONS AND INFO

INTRODUCTION
The year is 2067. The President of the United States has been kidnapped by
terrorists, and is now being held for ransom. The US government has decided
that rather than paying the ransom for the president, it will send a single
special forces team to rescue him, thus saving them a great deal of money.

You are part of the commando team that has been ordered to rescue the
president. Your team will fly to the terrorist's base in a helicopter,
descend into the base, and attempt to rescue the president.

The terrorist base is actually a giant cave dug several miles deep into
the ground. You will have to travel through four caverns to reach the place
where the President is being held.

The terrorists will unfortunately be aware of your presence, and will have
resistance forces waiting for you. Additionally, due to the heavy demands
made upon your helicopter for the descent, fuel will be consumed very
quickly. You will have to refuel often by shooting or bombing the fuel tanks
strewn throughout the base.

CONTROLS
You control your helicopter with a joystick in port 1. Move the joystick
to move the helicopter in all eight directions. Pressing fire will shoot
a laser horizontally, and pressing fire and down at the same time will drop a
bomb.

Press P at any time to pause.
Press ESC at any time to quit.

INFO
This is my first game written in Blitz Basic 2! If you have seen my
other game, Bucktooth Bob, you'll probably say it's a big improvement...
I really like BB2 and I think it's a much better language than AMOS, I
reccommend it very highly.
This game represents a lot of hard (but fun) work for me. If you feel
generous, please consider sending me a donation. Also, the entire Blitz Basic
2 source code is available, on-disk, for $7. In any case, please contact
me if you have any comments, suggestions, etc.

MISCELLANEOUS
If you happen to see my high school senior picture floating around
somewhere in the game, don't be alarmed. I don't really look like that.
First of all I'm older than I was then, and secondly, the image itself
has been totally butchered by being scanned, converted from GIF to IFF,
resized, having the color removed from it, etc, etc... On the positive
side, I managed to edit the picture a bit so my hair looks better. Thanks
to Mitch Franzos for scanning the original.
Also, there's a secret code in the game. If you email me, I'll tell it
to you (if you're THAT stuck in the game, which I doubt anyone with an
experienced joystick hand would be).

OTHER STUFF
If you liked this game you might like Bucktooth Bob, although it's not as
good, it's kind of funny. I got a lot of email messages saying that it lacked
anything resembling gameplay though, and I really tried to make up for that
with Commando Raid.
I'm looking for some people who are interested in game development to maybe
form a group with me. As you can probably tell, I'm not the world's
greatest musician, artist, animator, or game designer -- but I'm a pretty good
programmer. Any artists or musicians or people with game ideas out there can
get in touch with me via my email address.
Finally, if anyone wants to put this game in a disk magazine, please contact
me, as I'd love it if that happened. Please distribute the game freely, and
shareware distributors should not charge anything for it except a small
fee for the disk, etc.

COMMANDO RAID 2?!
Well....MAYBE. If I get enough people saying they liked the game, I
might consider writing a sequel and distributing it for a small fee to
interested people. But unless there's a demand, I probably won't.
Future projects I have in mind include a role-playing game based on a
unique system I developed, and maybe a sequel to my (very) old game for
the IBM, Niterun. I had actually written a big version of Niterun 2
using AMOS only to discover that AMOS was too slow to handle the whole
thing, but I think I'd have better luck with Blitz.

I hope you like the game!
--------------------------------------------
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Old 22 March 2012, 21:30   #20
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Another Mark Sibly Game
A Very Good Defender+ type,
Has very tall screens, warp gates and the famous feeding frenzy !
game uses big overscan.

TOSEC PD
Oblivion (19xx)(Sibly, Mark)(SW).adf

Oblivion
http://hol.abime.net/5904
-----------
Year of the first release : 1993 ?
Number of disks (or CD) : 1
Number max of players : 2
Simultaneous max players : 1
Language : English
Hardware : OCS-ECS
Amiga original game : yes
Have SPS release : no
WHD install : no
HD install : Copy folder to HD
License : PD Shareware
Publisher :
Developer :
Category : Shooter (Defender)
Artist - coder : Mark Sibly
Artist - graphician :
Artist - musician :
Artist - misc :
Notes : Written using DEVPAC assembler, DPAINT, AUDIOMASTER 2 and BLITZ BASIC 2

---------------------------------------------------------------------------------

from readme! on disk

***** OBLIVION *****

This game is shareware. Any enquiries, comments or contributions should
be sent to:

Mark Sibly.

Oblivion requires about 430K to run. When running on a standard
unexpanded 512K Amiga, you'll have to use the startup-sequence on this
disk to allow oblivion to close down the workbench screen.

Oblivion was written using the DEVPAC assembler. DPAINT was used to
generate the (ahem..) graphics. AUDIOMASTER 2 was used to generate
many of the sound effects.

BLITZ BASIC ][ was used to generate many pieces of 'utility' code -
animbrush convertors; alien 'fragmenters'; sound effect files etc.

For more information on BLITZ BASIC ][, please contact:

Simon Armstrong

Have fun!

Mark
------------------------------
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