Adventurer #13
31 марта 2002
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Promotion - the story creators of the game Star Glider 2 - Steven dunn / Software developement and design.

<b>Promotion</b> - the story creators of the game Star Glider 2 - Steven dunn / Software developement and design.
     (C) Chasm


         STARGLIDER II

 Programming and graphics by Steven Dunn
 Original design by Argonaut Software ltd

        Music and sound effects by

           Imagitec Design ltd

          Published by Rainbird

       (C) 1989 Argonaut Software ltd



     If you are our regular reader, then
could see that this game I have unraveled in the "Adventurer # 
4", released back in 1996'm year. The reason for re-emergence

popular will explain in the article "Another
shattered dream ...", but to be honest
confess, Starglider 2 has appeared in this
room because of my personal attachment to the downhole igruhe. 
Then, in 96'm we strongly Never'om sink on Stargliders and so I 
wrote a novel carbon in both games series. However, the 
imagination of the imagination, but some facts described in the 
novel, as it turned out, not correspond to reality. The point

that igruhi traversed at random
and some things are implemented in games,
we never found, and the prehistory of the game scenario was 
invented independently. 

     The thing is that five years ago, I
played in the 48 kb version of the game, released Mortal Kombat 
Hackers Group. In the log, we inserted the full infinite 
supplied version, zaremikshenuyu Elf'om. It was also

inserted downhole Never'a track (in my opinion
it was even better than the original)
Naturally, no disk imaging then get
on it could not - the Internet, we at the time
and had never seen. Time passed, and here
before you totally own at 100%
igruha, honestly, from the broken Elf'om
TZX'a. Also during the search for some
disk imaging in the I-net'e revealed a wide variety of 
interesting information concerning Stargliders 1 '2 and its 
developers. 

     Firstly, obaruzhilos zapadlo with
hand MKHG revealed that Isaiah (see
interview with them in the appropriate section
-) Because of its natural greed changed the year from 1989 to 
1992. And how as follows: "on page Iwamoto only the latest 
releases of 90's years! Nove! Take 3 discs with igruhami $ 100 
- they are still in Moscow not sold. "Such shnyaga shooing

Isai Never'u Ivanov and John when they
drove him over the purchase of new
games (up to 95'go years we have been prog
trade in Rybinsk).

     Secondly, it became clear that the Internet is absolutely 
no mention of spekovskoy version of S2. Elf just dug

upomyananiya of additional sountrack in format mp3, which are 
generally used to WorldOfSpectrum (specifically, see intruhe). 

     In fact, information about S2, I began
look after the honest attempts to pass itself
game, as the game spun 96'm
with cheating. The fact that I
quite figured out how to replenish the energy shields, laser 
gun vs cube launcher and Supplies gipertopliva. However, the 
experience of five years ago, I Zahn, which fueled Fuel can be 
the star (Elite like mode), but in practice it proved somewhat 
problematic, since the more turned out to fuel tanks, the less

energy in the boards (and here is how I recharge it
did not know). Nothing else to do but
heading into the surf on the I-net. Long
steamed himself until he stumbled on upomyananie
Starglayderah of the website dedicated to
Atari, Amiga and PC games. At atarevskom
site I found online magazine "Digital Antic", something like 
our "YS". So in 5 rooms for 87 year, I found a review 
atarevskoy version Starglider 1. There are praising the game 
and upomyanalis manuals, short stories, etc. Also, there is 
described briefly tie the game. 

     In the novel, to S1, which I wrote
for the third issue of "Adv" was written,
Egrony that - it's the imperial forces that
want podosrat civilians. And in the novel to "Adv # 4" 
upomyanalas Space Station Novenia, which want to destroy the 
evil Egrony. In fact, it turned out, that Egrony evil invaders 
who captured the onset of the planet and try to

help of terroforminga converted into their
needs, these creators of S1 otmazatsya
black background - such as dust eclipsed
And now the sky is fucking off the ground is not
distinguish. Also installed on the planet
special emitters, which makes seeing all the X-ray
- Excuse about vector graphics. So
Now, the remnants of Novenc zatyrilis on local moon, where they 
were found depots weapons and, in particular, a number of 
AGAV'ov (Airborne Ground Attack Vehicle), in which a player has 
been mishandled again on collisions, so that in turn

Egronam foul up, using the rebel
databases that are supported from the moon. Further, in
Basically, my imagination went far from
intentions of the authors. In the second part of the game
developments are as follows:
Egrony realized that stubborn Novenc nagovnyali them on a grand 
scale, and the colonization Planet breaks off the course. But 
villains would not be wicked, if not resolved

make a big zapadlo - blow to the
Ebony all this crappy ance with
govnistymi Aborigines. Next, look for
my story. I understand from reviews,
The original novel also has a considerable dose of humor and 
gave the browser a lot of fun. That only are (he writes) 
parallels with the real historical characters. For example,

Commander egronskimi by name Herman Kraad (pun kruud -
kraut, the last expression as
offensive to the Germans as a chock to those non-Russian 
nationality), which immediately makes me think of Hermann 
Goering - Commander Air Force Third Reich. Also in the novel as 
a story of heroes participating designers and programmers 
Starglaydera (directly as we Never'om; -).


     Of course all this was interesting, but
specific information was given, so
I began to dig further. In the process, found
firm to cheat pisyushnoy version, unfortunately not implemented 
with spekovskoy, but the most interesting thing I found on the 
site of one amizhnika. Honestly Angus

Manwaring helped me a lot on his page
Reviews found on the Amiga versions of both
Starglayderov. True, a review of the
S2 was nothing I learned described there
features and coolness the game were known to me
a long time. But a review of the S1 revealed
my eyes on one chip: Published in
"Adv # 3" Starglider I also took a cheat, and therefore not 
particularly zaparivalsya with replenishment of fuel, but in 
vain. If I completely kerf would be in S1, then S2 Trouble It 
would be much less. In his review Angus describes in detail the 
process of charging Energy Capsule Engine: it is necessary to

hedge-hopping to fit between the two
to nearby power towers
(Energy towers) and fly along the tracer towards the third 
(present in the middle relative to the first two) in

this time will be charged with fuel. S1 downloading and 
checking it all on practice, I drew parallels with the second

igruhoy and decided to look up something
similar. After many hours of aimless
flying, accompanied by inscriptions
"Icarus destroed" because of my poking in
egronskie various designs, I finally filled up their shields 
and laser gun. Just as I suspected, it should be

produce, feeding on the power transmission
(Energy line). That only I did not do: and
flew under it as Chkalov under the bridge and knock off props, 
like a drunken man drove bollards marking the turn and flew 
over them, as Icarus, afraid to fall (pun intended -), but

After all, I randomly freezes
just above the discharge and in my battery
energy flowed, until the end of rising indicators of charge 
sheets, and then the laser. A little longer, I steamed himself 
with the fuel - If the Elite such a charge provided for the 
authors as the main (not counting purchase), the S2 was not the 
case. To get a little bit of fuel from

stars, it was necessary to make the dizzying maneuvers while 
driving pitch, speed and hyper-drive, but

still shields-fuel ratio was
inadequate, considering that after a couple of
Hit egronov or pirates fueled vehicle followed annoying label 
with a dizzying (in the literal sense of the word) a cartoon of 
its own destruction. Prikinuv horseradish to the nose, I began 
to look for an alternative - which found the first planet from 
the star. Dante - Something like our Mercury with all

its volcanoes, explosions and lava flows.
In general, in order to safely refuel from the volcano, we must 
first ship, hang on a certain

height above the crater (which does not get erupting rocks), 
and calmly watch the filling of fuel tanks. 

     In general, this is all that I have not described in
third and fourth rooms. If you want to chop in Starglayderov, 
then recommend finding "Adv # 3" + "Adv # 4 (if you have not, 
and if so, at the same time poprikalyvatsya on the design of 
our early numbers, and -), and reading novels, watering in full 
egronskih invaders. For full satisfaction (as I did this) I 
recommend not to use cheat, and then you propreshsya in full

Playing on the type of final cut'a that
waiting for you at the end of S2. And for those who have gone 
back in igruhi 96'm year, I recommend beat in 128'yu version S2 
again, so as in a game removed some glitches 48'y

version (unless, of course, they were made
by the authors themselves and not Isay and his comrades -
such as inability to get on Broadway
Built beside the projector), added
More animation console ship
music and effects for AY (of course, a few nudnovatye, but in 
places very steep), several pererabotannaya schedule engine 
(now the star is not black, but light, etc.), so nazyvaenmy 
paint with rolf (type interrogate computer from S1),

giving the opportunity to familiarize themselves with all
objects of the game throughout their three-dimensional glory 
(they can rotate their playful handles as you like), and of 
course, already the above-mentioned final cut, made in

tradition of the best science fiction movies
optional explosion egronskoy station
followed by an annular shock wave.


     By the way, I almost forgot. Certainly be useful to 
describe the control keys in paint mode:


d - clearing the previous frame on / off
w / fire + up - zoom in
s / fire + down - object deletion
r - rear view
g, t - a turn in the vertical
h, y - rotation in the horizontal
j, u - rotation about the center
z, x - previous, next


     Now about this disk version. It is made by Mr. Fixxar'om, 
and I would said that a few through the ass. Firstly, initially 
in the cheat menu includes all the gadgets and the infinite 
weapons. Secondly, due to laziness, it is not global made a 
waypoint shipping, and Save is a file "sg2_save.C", which 
should always appear immediately after

master file "STARGL.2.B". File for
Save to isolate from the ground to be able to make a backup 
save by the Census it on any free space of any free your disk. 
If you need replace the main Save the file to backup, then

it should be written immediately after the main game file, 
erasing previously been offloading unwanted file.



     In principle, everyone can have
start to play / look in their bins
"Adv # 4, and for very curious, what is
there are several materials directly to the creators of the 
game. 


     (C) Fuckin trackin translation by

       Chasm


         STEVEN DUNN / STEPHEN DUNN


     SOFTWARE DEVELOPMENT AND DESIGN


        email: CEO @ StevenDunn. com


            BRIEF BIOGRAPHY


     I'm living in the UK, a free programmer with 14'i years of 
experience working on original projects and the conversion of a 
PC, other computers, and various game consoles. 


     In my talents include:


     3D programing;

     Creation of graphic renderings for
different platforms;

     Coded on C + +, using technology
MMX, floating point, MIPS. Few Gil
in Java;

     Complete development and design projects;

     Working under Direct 3D and emulation;

     The development of artificial intelligence
for different gaming formats;

     Conversion code for various platforms (including the 
conversion from PC to PSX); 

     Management of the finished product;

     Disc mastering for Playstation;

     Artwork;



2000-2001


            Labrat Virtual Athlete

       (Bits Studios) (Bits Studios)

             2001 2000


    PC - Win9X, Win2K and NT4 PC - (DirectX 3 '5' 7)


     2D maze with displacement-3D interactive Internet
Niemi counterclockwise. With the multiplayer game in the style
the possibility of playing in onli-Tamagotchi. , Allows to 
trenirone, and by e-mail. Render a vat of athletes for future 
50 fps eats only 5-20% of resu-participation in competitions, 
prorsov percent of a standard PC, the men of the virtual 
stadioprekrasnye visual effects are not. perfectly complements 
the sound of a DirectSound, which allows you to enjoy all 
10,000 labyrinths. 

1997-2000


               Jimmy White's 2 Cueball (Virgin)


                     Playstation 1998/2000

                         PC 1997/1999


    3D Snooker / Billiard + many sabgeymov including DropZone.


                            Review:


     "After two strikes, you're" game drew the
stop sweating with management attention to different 
realistichnoniem everything is done intuitively, Stu and study 
of the smallest although the aiming requires details ... 
besides, it is great accuracy. This is the best the best 
simulator on the pool snooker simulator of those that today ... 
" we have seen ... "


 Score 88% - Playstation Pro Score 88% - PC Zone


     Version, PSX uzhata to 3. 5 mb, compared with pisyukovskoy 
to 32 mb, by optimizing the code and use overlays, besides 
"looks" like pisyukavaya: 512x256 hi-res. 20-30 fps for NTSC.


1995-1997


                          S.C.A.R.S.

                           (Ubisoft)

                           1996/1997


                          Playstation


     The original 3D racing / shooter 30fps, with a fully 
three-dimensional models of machines, supported multiplayer. 


                            Review:


     "The game has intuitive controls, good AI and balance.
It has everything to keep you behind the screen for a long time 
" 


                                       Score 83% - Gaming Age


     I was the lead programmers of the three, we wrote the play 
while under the PC, PSX and N64. I wrote a 3D engine (at ACME 
by PSX) and the AI ​​for the computer machines, which were used 
in all versions.



               Street Racer (Ubisoft) 1995/1996


                          Playstation


     Conversion / upgrade from the SNES version to 60fps 3D 
racing / shooter with a sprite models of cars. The number of 
simultaneous players on the screen increased to eight.



                            Review:


     "Say what you like, but the Street" If you did not know 
until now Racer is currently, then that means multiplayer,

Xia most zarubnoy multiplicative then after reading this 
igernoy race ... "everything will swarm your nA months          
                       Ta. " 


             Score 84% - Play Score 8 / 10 - Playstation Pro


     I was the lead programmers of the three, we wrote the play 
while under the PC, PSX and Saturn. I wrote a 3D engine (at 
ACME by PSX). Split screen for eight players at 60 pfs C is, in 
my opinion, cool. 

1994


     This year I moved to 3D coding, programming
80,386 percent in the ACME for PC. Wrote various 3D routines
to work with polygons, vectors, and texture mapping.

1993-1994


            Sierra Soccer - World Challenge Edition

                     (Sierra / Dynamix USA)


                             Amiga


     The original 3D arcade soccer simulator, including team 
manager. Based on the World Cup 1994. 


                            Review:

"Foot-fucking" in annuyu igruhu m-"... this is the best
bol "army simply kicks' soccer simulator

           CU Amiga from the left in the 94'm
         Score 87% Amiga Action was ... "

                               Score 89%

                                           The Games Machine

                                                  (Italy)

                                                    Score 93%


     In this igruhe I zabatsal yourself. Dynamix helped only 
with music and a little bit with the graphics. 

1992-1993


     Kodil at ACME at 68000. Programmed on Amiga C. 
Experimented with the 3D engine, torn from dem. 

1990-1992


         Crazy Pilot Trailblazers

         (Argonaut) (Argonaut)

            1992 1991


    Gameboy 128K cartridge Gameboy128K cartridge


  Original 3D letalka with original 3D racing game with
elements of the quest. upgradeable cars.

                                Fully trehmeranaya for
                                cast animation units and

                                landscape.


             Days of Thunder (Mindscape / Argonaut)

                             1990


                    Gameboy 128K cartridge


     Trehmernaya simulation racing NASCAR. Vector to
twenty cars on the screen, the ability to connect up to four
players (link up).


                            Review:


  "... Such a cool three-dimensional" ... whatever you say, 
igruha graphics Gameboy still just fly away ... "

was not ... "

            Score 73% - Total Score 80% - C'VG


            Loopz

     (Mindscape / Argonaut)

            1990


    Gameboy 32K cartridge Review:


  Conversion of the puzzle. A simple "This game is addictive"
Programming Z80, was
springboard for future projects. Score 77% - C'VG

1989-1990


              Hammerfist (Activision / Vivid Image)


                         Spectrum 48K


     Conversion of progressive igruhi arcade fighting game with 
elements of puzzle and (2D). 


                            Review:


  "In this game, collected all the ma-'Action in combination 
with elements stragicheskie sovershenst-tegiey do Hammerfist 
Dowa" can not be an entertaining game " 


    Score 92% - Sinclair User Score 95% - Crash


     Code and the combat AI is written specifically for the 
Spec (the game was developed simultaneously by Speck, the Amiga 
and C64). 2D masks sprites are generated in real time. Close 
combat AI for the enemy sprites. 

1988-1989


                         Starglider II

                      (Rainbird / Argonaut)


                       Spectrum 48/128 K


     Conversion of 3D simulator spaceship with elements
strategies and quest.

Review:


     "Game of the Week"

     Rated 5 / 5 - New Computer Express


     The game is written entirely in the Spectrum, without the 
use of Amiga code (on the Amiga, I just played and prosekal 
different chips). Also, I drew all the graphics and loading 
screen. In game used in a very fast vector line code and 3D

matrix. AI is based on the game story.

1987-1988


                       Virus (Firebird)


                         Spectrum 48K


          Conversion of 3D arcade-style "kill them all."


                            Review:


  "Peerless conversion infinite" Excellent conversion of 
16-bitpodobnoy game. Unbelievable! "Noy play. Very realistic 
and 

                                the brutal world of 3D battles. 
Reko     Estimated 95% - Sinclair User mended that a buy! "



                                  Score: 9 / 10 - Your Sinclair


     All graphics and code is completely written on the 
Spectrum, with some chips from the game Zarch (PC Archimedes), 
by the way, the author - David Braben, one of the creators 
Elite. Fast drawing of vectors using self-modifying code, based 
on sprites 3D objects. 


     And now a little info about the original manufacturer 
Starglayderov: 

Argonaut Games

Address: Argonaut Games plc
Argonaut House
369 Burnt Oak Broadway
Edgware
Middlesex. HA8 5XZ
UK

Tel: +44 (020) 8 9516000
Fax: +44 (020) 8 9516050

URL: http://www. argonaut. com

Email: general @ argonaut. com


     Argonaut Software was founded in
the mid-eighties Senom Jez (Jez
San), a consulting company
on the software, then
while the founder was not yet twenty-
years.

     Sen wrote his first play Skyline
Attack for the Commodore 64, before the creation of
legendary Starglider'a.

     In 1993, Argonaut has developed a
Super FX Chip dimensional graphics accelerator for the Super 
Nintendo, as well as three games supporting the new technology.

Among them was the famous Starfox -
bestseller, sold over four million copies.

     In 1997, Argonaut has made a name for itself
PS scene, releasing igruhu Croc: The
Legend of the Gobbos. In the same year the firm
moved into its new office in Edzhvere
(Edgware). A year later the company was split into two 
independent offices: Argonaut Technologies, and Argonaut 
Software. 

     In 2000, shares of Argonaut Games
began trading on the London Stock
Exchange.


          Igrografiya


  Spectrum Commodore 64 Amiga Atari ST

 Starglider Skyline Attack A. T. A. C Afterburner
Starglider 2 Afterburner Starglider

               Macintosh Birds of Prey Starglider 2

                                Starglider

              Starglider 2 Starglider 2


          PC Game Boy Super Nintendo


      A. T. A. C Crazy Pilot FX Fighter

    Alien Odyssey Days of Thunder King Arthur's World

  Alien Resurrection Loopz Star Fox

    Birds of Prey Race Drivin 'Star Fox 2

    Creature Shock Trailblazers Stunt Race FX

        Croc 2 Vortex
Croc: Legend of Gobbos Sega Saturn

      FX Fighter

   FX Fighter Turbo Creature Shock: Special Edition

      Starglider Croc: Legend of the Gobbos

     Starglider 2


            PlayStation Playstation 2


         Alien Resurrection Cash on Delivery

           Creature Shock Malice: Kat's Tale

               Croc 2 SWAT: Global Strike Team

     Croc: Legend of the Gobbos

    Disney's Aladdin in Nasira's Xbox

              Revenge Malice: Kat's Tale
 Disney's The Emperor's New Groove SWAT

  Harry Potter and the Sorcerer's

               Stone


        Dreamcast Nintendo64 3DO


    Alien Resurrection Buck Bumble Creature Shock

          Croc 2

         Red Dog


     In this excerpt from the interview, published in the July 
issue of Your Sinclair for 1988, you can learn about the 
publisher first Starglaydera - Tony Reynberde

(Tony Rainbird) and its role on the British
spekovskoy scene of the mid-eighties.
Author of the original interview with Graeme Kidd
(Graeme Kidd).


             "I am engaged in Spectrum because

      broke his collarbone after falling off the map at a speed 
of 55 km / h. " 


     My first home computer in
Life was Spectrum 48K. This happened for one simple reason - 
having gone from professional go-kart, I do not know what

to do and decided to buy a computer for
home use. Why
Speck? Just my wife would not even
listen about how to spend a large
amount of money on a useless toy ", so the choice fell on the 
Spectrum because of its cheap - I bought it on credit, well 
then just fell in love with him. I began to write in BASIC, 
guided by a manual to the PC (still do not forget that the 
orange booklet), and then I came book "Melbourne House's 
Machine Code for Absolute Beginners ". I was at the time

It is this "absolute beginner".

     At that time I worked as a night watchman
in the warehouse -) and during short breaks wrote various 
procedures on paper and then stuffed, tested at home on your 
computer. Soon, those sleepless nights take the form

several utilities and two games - Race Ace and
Run Baby Run. To sell their programs,
I founded the label Micro Gold and began to promote its 
"creation", selling them by mail. 

     For each sold game I cut down on
'2 .75, Not bad at that time, as
practice of paying ongoing projects (budget
games) has not yet been applied, especially when you consider 
that Race Ace was drip game with an idiotic management; -) 

     In the end, realizing thus about 100 copies of their 
programs, I decided to tackle the proliferation of programs and 
other authors, providing programs directly to the stores selling

companies and software. Things were going well,
two-page article in the journal "Personal
Computer World ", really helped the business.
It is time to expand, but on its own it was difficult to do. 
After I was denied a bank loan, I

cast down. But soon proznal that
British Telecom recruit people for the opening of the 
dissemination of software. It was 1983, and a new department 
called the Firebird. 

     Together with James Levy (James
Leavey), we have launched about 20 budget
Games and planned the work of the department at
Eight months ahead. Then went on a C64
Elite - time began prosperity of the company. At this time we 
bought Beyond and opened an American branch of the Firebird 
Licences Inc. Things were going well, I was promoted to his 
transfer to administrative post and I decided to put their new 
ideas. 

     I've always looked ahead and decided to
orient kompaniyu a new generation
68,000 cars, as they idelalny to
create a more global and interesting
utilities and games, targeted at more
advanced users. So I decided to create a new label, whose 
philosophy would be based on the isolation of total mass and 
publishing only high-quality programs (at the time Firebird 
then launched over 300 new projects per week). Well, I decided 
to call the new label is very modestly - Rainbird; -).



     We have created a label that cared
of its employees, if a new idea I was interested in, then the 
project immediately invested the money and we started 
advertising company before the end of the project. Demonstrated 
Jeremy Sahn "point on screen turned into Starglider, and

ordinary English interpreter
Language has become a great adventyuru
Pawn, Rainbird also published and the unforgettable image 
editor Art Studio.


     The truth is not so rosy, as
it might seem. Too large degree of independence in 
decision-making beginning to irritate rukovodstvo British

Telecom and was soon under pressure from the bureaucracy, I 
decided to leave the company. By this time, Rainbird, a label, 
much stronger and I knew that the team I put together, not in 
vain. Of course, all it's sad, but I see that the label lives

and thriving ...


     P. S. After Tony Reynberd
left BT, he joined the firm
Magnetic Scrolls, which deals with menedzhmentom.





Other articles:

From the authors - help: a description of the shell magazine.

From the authors - the contents of the new magazine.

From the authors - Forever young, or the Spectrum in the new millennium. Call Jam / XPJ to save the log ZX Power.

From the authors - The authors of the magazine.

Presentation - new game from Studio Stall - opener.

Presentation - the new font editor Hewly Font Editor.

Presentation - A new version of the music editor of Sound Tracker Pro.

Presentation - a program for optimization of black and white images skonverchennyh with a PC.

Presentation - ASCII graphics editor for directories in the TR-DOS.

Presentation - "Bard's Tale Merger Programm" - a program to manage shipments of the game Bard's Tale.

Interface - News from: Placebo, Brain- wave, Phantom Family, Volga Soft, Studio Stall, Gogin, Anarchia, Image Crew, Hackerz 'Design Software, Peters +, Fatal Snipe, Ellipse.

Interface - see what tusni are scheduled for Speccy freaks vtechenie year: Forever 3, ASCII ^ 2002, 2nd International Sinclair Sam days, Millenium 1902, Twilight Demoparty 2002, Syndeecate Demoparty 2002, Paradox 2002, CaFe 2002, Chaos Constructions 2002.

Interface - a letter reading rooms: NoViSeT / Brutal Creators, Di / LSg, Moroz1999, Shame / Madness Technology, Cannibal / Techno Lab.

Interface - "for the market to answer!" Russian language is so "Great and powerful", that well use it, unfortunately, is given not for everyone.

Interface - Overview of Windows like shells and systems for ZX Spectrum.

Interface - City of Dzerzhinsk and its Spectrum inhabitants.

Exchange of experience - How to write a 3D game such as DOOM.

Exchange of experience - Floyd-Steinberg method for converting images from a larger number of colors in the least.

Exchange of experience - an unscientific Algorithm for Random Number (RND).

Exchange of experience - Direct Programming General Sound.

Exchange of experience - work with the western disk systems MDOS and MD02.

Chaos Construction 2001 - an interview with Raid.

Chaos Construction 2001 - an interview with Stanly / Studio Stall.

Chaos Construction 2001 - an interview with Gogin (Hacker Smir).

Chaos Construction 2001 - an interview with the Constellation Team: Screamer, Kot, Justinas.

Chaos Construction 2001 - Interview with EYE-Q: Organism, Time Keeper, Mr. Wizard.

Chaos Construction 2001 - an interview with Justionas / Constellation.

Chaos Construction 2001 - an interview with the Moscow encoder Asman / Proxium.

Chaos Construction 2001 - intevyu with Vivid, Megus, Tiggr of Brain-Wave.

Chaos Construction 2001 - an interview with Stingrey and Steep from Izhevsk.

Chaos Construction 2001 - an interview with amizhnikom and organizer CC - Big Black.

Chaos Construction 2001 - an interview with the encoder from Ulyanovsk Faster / TNL.

Chaos Construction 2001 - an interview with Cyberfreak (mooh).

Chaos Construction 2001 - an interview with Ming spektrumistom Equator / PHD.

Chaos Construction 2001 - mini interview with Kano.

Chaos Construction 2001 - an epic dispute: Vivid VS Sairoos, Chanks VS Multicolor, Dogma VS Triptomine Dream.

Chaos Construction 2001 - an interview with Maddy and Drv53b6 of the Phantom Family.

Chaos Construction 2001 - an interview with the Paracels and Sairoos of Placebo.

Chaos Construction 2001 - an interview with Pheel and EA from Antares.

Chaos Construction 2001 - continuation of the epic dispute between megakoderami Vivid and Sairoos.

Chaos Construction 2001 - a detailed report from the CPU.

Promotion - Another shattered dream or a description of the "500 games" - where truth and falsehood.

Promotion - the story creators of the game Star Glider 2 - Steven dunn / Software developement and design.

Promotion - Dizzy in a dungeon or omelette again did not turn out: short story for the game Dizzy Unterground.

Promotion - description of the game "Talisman" - RPG with elements of arcade.

Iron - the modified scheme IDE-HDD adapter.

Ottyag - clean ottyag: Children's self-made newspaper Bird Kar Kar. "

Ottyag - intro: We will not pull the cat by the balls and start with the run ...

Ottyag - Army Suxx or How zakosit from the army, if you are completely healthy.

Ottyag - the depth of a gloomy world outlook Maxima Magnet ...


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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В этот день...   14 May