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284 lines
10 KiB
Plaintext
284 lines
10 KiB
Plaintext
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AND THE INVASION OF THE INANIMATE OBJECTS
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by
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Vince Weaver
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Version 2.9.11
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---------------------------------------------------------------------
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Contents
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--------
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1.0 COMPILING INSTRUCTIONS
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2.0 SYSTEM REQUIREMENTS
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3.0 STARTING THE GAME
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4.0 THE STORY
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5.0 GAME PLAY
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6.0 SAVING/LOADING GAMES
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7.0 HISTORY
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8.0 ACKNOWLEDGEMENTS
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9.0 PRAISE/ACCOMPLISHMENTS
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1.0 Compiling Instructions
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---------------------------------------------------------------------
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Sorry, there is no "configure" file as of yet.
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If you have a non-standard (ie non-Linux, or Linux w/o SDL/curses/SDL_mixer)
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you will have to edit the "Makefile.inc" file to match your config.
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You need the SDL game development library, 1.1.4 or newer:
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http://www.libsdl.org/download-1.1.html
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You also need the "SDL_mixer library" from
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http://www.libsdl.org/projects/SDL_mixer/index.html
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To compile SDL_Mixer you need the smpeg library:
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http://www.lokigames.com/development/smpeg.php3
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You also need a recent ncurses library, but that should come with
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your distribution hopefully.
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Then a "make" should compile it.
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2.0 System Requirements
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---------------------------------------------------------------------
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Reccommended Minimum:
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486 66Mhz/ 8MB Ram, 1Meg disk space
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The game was originally written on a 386 33Mhz under DOS.
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It has been tested to run fine on my 486 75Mhz laptop
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w 12Mb ram and 8bpp display.
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The game has not been verified to run on 64 bit or big-endian machines.
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3.0 STARTING THE GAME
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---------------------------------------------------------------------
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tb1 [-curses] [-double] [-fullscreen] [-nosound] [-version] [-?]
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[-curses] : sets the game to run in curses [that is, text] mode.
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it is actually playable on a 80x25 screen!
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[Although you want color for best results].
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It looks particularly nice in an Eterm with a
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small font dragged across the whole screen. You
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want to become familiar with the menu-interface
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before you try this though.
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[-double] : Double the size of the game on screen. This
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is good if you have a high-resolution monitor
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and the 320x200 of TB1 is way too small.
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It is, 4 times slower, however.
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Also look into using the -fullscreen option.
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[-fullscreen] : Attempts to play the game fullscreen. For
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best results you probably want to use this in
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conjunction to the -double option.
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[-nosound] : Start the game with no sound.
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[-help] : Display the command line options
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4.0 THE STORY
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---------------------------------------------------------------------
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To understand the game, pick the "Story" option off of the
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main menu. This part of the game took a lot of time in
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itself, and is fun to read.
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The "Audio Error!" is not a real error. I just saved myself
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the trouble of recording a voice-track for the game. As many
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friends have said, "That's cheating!" but anyway unless I had
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a lot of time and a CD-ROM, it is not practical.
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Anyway in the story, any key will speed up most scenes, and
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escape will quit the whole thing.
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5.0 GAME PLAY
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--------------------------------------------------------------------
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To begin the game, select "NEW GAME" at the main menu.
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A little humorous movie will show; press <esc> to skip.
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The game itself is pretty simplistic as of yet. Basically
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shoot the things coming at you. The arrow keys manuever...
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the manuevering takes a little bit of practice to master.
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Space shoots. You can shoot up to two missiles at once.
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"S" toggles sound. "P" pauses. If the game play is too fast,
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try the "+" and "-" keys to adjust. Sorry, if it runs too
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slow at the onset, then your computer is too slow.
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The first level culminates with a "boss" character. Read the
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story and see what happens. The dialog will clue you into
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what's happening.
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The second level is now totally finished. Be sure to save
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your games whenever you start a new level!
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Levels three and four are currently under development. In
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level three, use the arrow keys to "walk" around. The space
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bar will fire a weapon if you've picked one up. To activate/
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pick up things, walk into them.
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Level four is similar to level two. (Actually they are based
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on the same game engine). They will be finished by version 2.5.
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An undocumented featue: when your score reaches a multiple of
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400 your shields are increased by one.
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Basic Summary of Keyboard Commands:
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ARROWS Manuever
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SPACE Fires
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<ESC> Exits
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P Pauses
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S Toggles sound on/off
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+ Slows down game speed
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- Increases game speed
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F1 Shows help message
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F2 Saves the Game (see "SAVING/LOADING GAMES")
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6.0 SAVING/ LOADING GAMES
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---------------------------------------------------------------------
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You can save games. However the only part that is saved is
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how you begin the level. Therefore there is no real purpose
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to saving your game until you reach level two.
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This might seem annoying, but at this point it is the only
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practical way to implement saved games.
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7.0 HISTORY
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---------------------------------------------------------------------
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Ever since I have had a computer, starting with an Apple IIe
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I've always been attempting to write video games.
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Starting around the beginning of high school I actually started
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creating ones that were actuallys semi-fun to play. The first
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was "s3fight", a space game in CGA mode in gwbasic. Then I
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moved on to QBASIC. And then to Turbo Pascal. I wrote a game
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called "Under Water Trouble" which was a submarine game
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using the .BGI interface. It never ran fast enough [though it
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is great fun on a modern machine]. My next game was a
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"spacewars" clone, but it too ran a bit too slow, as well as
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another game AITAS [Adventures in Time and Space]
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About this time, in 1993, I was an exchange student in
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Hildesheim, Germany. And the nice people there showed be
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Turbo Pascal 6.0 [which had in-line assembly] and a series
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of text files called the PCGPE [PC Game Programmer Encyclopedia].
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With this new found source of Pascal graphics routines, I started
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modifying the "flying toaster" demo to instead draw a spaceship.
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And thus was born TB1.
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From the look of the game you can see it is heavily modified after
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early-90s share-ware games. I wrote some of the ugliest
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Pascal and ix86 assembly you ever saw. But it usually worked.
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During this time I hadn't found the internet yet. I was still
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hanging out at local BBS's. But then, my Dad got an e-mail account
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and with it access to lynx, and I found the WWW. I found
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a Pascal SoundBlaster library written by Ethan Brodsky, who was
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close to my age, and suddenly TB1 had sound. By the time I graduated
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from high schoool in 1996 the game is much as you see it now
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[levels 1-3].
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Unfortunately, once I got to college things changed. I finally
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got my own computer, and gradually I used Linux more and more.
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Despite my initial work on the Free Pascal Compiler, I became
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convinced the C was the one true language, and Linux the one
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true platform. Working on TB1 under dosemu was a pain,
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and development stopped.
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In 1998 I gradually ported the game to GGI, but the interface
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was ever-changing, and again I ran out of time.
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But finally, in the year 2000, I decided that I would port tb1
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so I could play w it under linux. And so I have. And
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hopefully I will finish all 10 levels, and people will play
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it for ages to come ;)
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8.0 ACKNOWLEDGEMENTS
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---------------------------------------------------------------------
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The following are for the DOS version. I'll add linux ones later.
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I would like to thank many people who helped on this project.
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Ethan Brodsky for his excelent sound blaster routines.
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Get them at http://www.pobox.com/~ebrodsky/smix/smix.html
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There would be no sound blaster sound without them.
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The authors of PCGPE. This program started out as a
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"flying toaster" demonstration from the Asphixia
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VGA tutorials. I gradually replaced most of their code,
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but I still use their putpixel, waitretrace, setmcga and
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settext routines.
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I would also like to thank all my friends who have supported
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me, especially Gus Thompson, because she went to Spain and
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gave me time to work on this. Also Marie Prosser for
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inspiration, and she also went away for three weeks
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allowing me to work on this. Thanks to Nick Attanasio
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who actually plays this game a lot, and whose comments
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have hastened work on level 3.
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9.0 PRAISE/ACCOMPLISHMENTS OF TOM BOMBEM
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___________________________________________________________________
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Supposedly it will be on one of Pacific Hi-Tech's
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"Gamehead" CD's. We'll see.
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A German book company has offered to put it in a CD included
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with a Shareware Games book.
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Now Praise:
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"I just like it when it says 'Ahhh... Mr. Bombem.'"
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----Greg Grabowski, Bel Air, MD
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"It's simplicity reminded me of the early computer
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shooters... Kind of nostalgic... But the nice
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side [is] the very clever cinematic text."
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---->> Delance <<
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"The game is well designed but does not fit
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our current product line."
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----Apogee Software Productions
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Remember: Watch for the newest version of Tom Bombem... and have fun.
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Vince Weaver 27 October 2000 20:05:59 EDT
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