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STILL GOING STRONG in 2014!

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   YOUVE HEARD ABOUT IT!      \/         :    ·               l_____/
       
         MASTURBATiON STATiON AMIGA/PC/CONSOLE/ASCII-ANSI/C64        
               Telnet: bbs.masturbationstationbbs.com

           UPLOAD DATE: 04-26-16  TIME: 03:54:35  ON NODE: 1

  UPLOADER: Black Beard            LOCATION: mSTATION.servebbs.com    


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      |  |  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  |  ||  |  |Ð
      !  !  !!  !   !  !  !!  !  !!  !  !!  !  !!   !!  !  !!  !  !!  !  !!
      :  |  ::  :   :  :  ::  :  ::  |  ::     ::   ::  :  ::  :  ::  :  :
      :     ::  :   :  :  ::  :  ::     ::     ::   ::     ::     ::  :  :
      .     .   .      .   :      :     .      .    .       .     .   .  .

             STARGLIDER ELITE BBS · 5 NODES · AMIGA/SEGA/SNES/PC

                UPLOAD TIME & DATE : Sun Apr 02 23:05:42 1995

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     `----'              `-----'   `------' `------' `---------'  `------'
                                                                         
                                [hOMELESS÷bBS!]

   [mYTH! gERMAN hQ] [bIRDHOUSE^pROJECTS eUROPEAN hQ] [aRT-cORE! eUROPEAN hQ]

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`----------------------------------------------------------------------------'

@BEGIN_FILE_ID.DIZP L A Y S T A T I O N  D E V E L O P M E N T
The Playstation has got the silicon but what
   are Sony doing to entice coders to the
                  system?
@END_FILE_ID.DIZ

               --------------------------------
                 SONY'S PLAYSTATION GAMEPLAN
                -------------------------------

Sony has good reason to feel pleased with itself.Having meticulously
avoided the hurdles that have obstructed its competitors,it has arrived
in the videogame industry with a clean slate and a healthy measure of
respect.
Now all it needs is commitment,talent and resources.
  With a successful Japanese launch behinfd it,Sony is now preparing for
the introduction of the Playstation into the US and Europe.And while Sony's
brand name will guarantee it some credibility in the high street,its
success will ultimately depend on having a wide range of outstanding
software.
As Sony's failed Betamax videotape standard proved,it simply
isn't enough to have the best technology.For the Playstation to be a 
success,it needs the cream of the world's development talent behind it.
And thats exactly what Sony has been working on.
  Phil Harrison is Sony Computer Entertainment's European PlayStation
evangelist.Since Sept 93 he has spent most of his time convincing
developers throughout Europe and (to a lesser extent) in the US of
the merits of Sony's game platform.And it hasn't been time wasted:there
are now over 100 licensees in Europe,with another 120 in the US and
most impressive of all - over 250 in Japan.On top of this,Sony has set
up internal teams in the UK,US and Japan to concentrate on developing
its own range of titles which according to Harrison include "some
extremely hot product".He points out that Sony's first internal efforts
-launch underperformers Motor Toon GP and Crime Crackers - are not
indicative of whats coming down the line.
  Although Sony claims a profound commitment to internal
development,it has so far counted mainly on the expertise of a few
Japanese thirdparties,and even allocated its internal resources to help
external programming teams complete titles in time for the launch.Ridge
Racer was a prime example ; to enable Namco to understand the technology
and get to grips with the preliminary libraries (many were still being
written when work on the game began),Sony assisted the company with
some intense technical support from Ken Kutagari's R&D division-the
team behind the development of the Playstation hardware.According to
Sony,the experience gleaned from those few hectic months is now available
 to all developers. 
  Sony's philosophy has been developer driven from the beginning.When
the Playstation technology was being developed in Japan,the company was
receptive to the opinions of the people who would be programming it,and
this policy continued when the machine was touted around Europe.
   "When we first came to the European developers a year before the
launch,the spec was decided with the exception of the amount of RAM"
says Harrison. "The bottom line was that they said they could make
better games with an extra megabyte,and so we gave it to them. Since
then the decision has been more than vindicated by the quality of the
product"
    The size of Sony's developer base can largely be attributed to its
efforts to make game production as streamlined as possible.As well as
providing a wide range of programming libraries which are constantly
updated and available on-line,Sony Computer Entertainment's HQ's in
London,California and Tokyo house thirdparty support teams together
with producers and project manager who work closely with thirdparties.
This approach is in stark contrast to the isolated approach of Sega and
Nintendo, and is seen as one of the catalysts behind the development of
games like Ridge Racer and Toh Shin Den.
   Phil Harrison belives that Sony's emphasis on developer assistance
will reduce the amount of time consuming aspects of product
development: "Historically,if you look at the development
schedule -let's say 12 months - about nine or ten months is spent making
the game work in terms of the technology.If its a driving game,its
getting the driving bits up and running.If its a shoot-em-up it's getting
all the sprites moving about the screen,and you add the gameplay in the
last two months.The difference with the Playstation is that you can use the
built in 3D hardware relatively easily,thereby diminishing that
amorphous ten months of "I'm working on it,honest,Ive got loads of code
written but you can't see anything yet"
   Whilst 3D is the unchartered territory that most developers are keen
to explore there remains a powerful 2D sprite engine inside the
Playstation that could get neglected.
The first 2D Playstation software attracted complaints from
new adopters because of visible sprite slowdown-althogh Sony attributes
such mishaps to programming teething troubles. (For a glimpse of some
experimental programming,check out Konami's second Parodius game
Ultimate Parodius,which uses the Playstation's hi-res mode and suffers
badly in the speedier section where the programmers haven't been able
to double buffer the screen).
Encouragingly though most of the developers Edge spoke to said they
had plans to develop games using the machines 2D potential in some 
form,and they were impressed with the tests they had done.
"There are some games in developement that genuinely exploit 2D in
some interesting and innovative ways" claims Harrison.
  One area of doubt that still exists,though is the Playstation's 
chosen storage medium.
While the system's CD drive is fast and loading times often
insignificant the danger exists that developers will abuse the
format,as seen all too often on the PC. Early Japanese games like
'Kileak the Blood' show the potential for pre-rendered MDEC video
playback to enhance the gaming experience,but there are still too many
companies out there who are more concerned with filling a CD than
making a playable game.
  "Personally I don't like CD's" confesses Bullfrog's Peter Molyneux.
"They make everyone approach game design in a similar way- it's often
seen as a big pot to fill"
The reality,of course,as Sony itself admits,is that "You don't have to
fill a CD to make a compelling game".
                     -----------------
  Perhaps the most ingenious move on Sony's part was it's decision to
use the PC as a development platform,enabling it to call on the skills
of a huge number of developers.Licensees now recieve a pair of full
length ISA cards that plug into a normal PC.These two cards contain the
entire Playstation chipset,aswell as extra RAM and some logic to enable
them to talk to the PC. 
"It's great having the system inside the PC" reckons Molyneux.
"With most bulky console development systems it sometimes feels like
your at NASA control"
  Such technology doesn't come cheap,though.Playstation developers need
to cough up 12,000 UK pounds for the full system (which Sony is adamant 
it doesn't make any money on) although all subsequent software tools and
hardware upgrades are free.
   But the decision to embrace the PC as a development tool has wider
ramifications.Rather than promote a Playstation only development path,
Sony has seen the advantage of capitalising on the crossover of product 
between the two platforms.
The vast majority of non-Japanese developers are focussing on both formats
(in Japan the IBM compatible PC has a small following)
   "It's very tempting to be completely committed to the Playstation"
admits Molyneux,"but the PC is like a rock. When we first got our 
Playstation development system it took about 2 weeks to port our PC code
over to it.
However,it only took another 2 weeks to optimise that code which
bought about a four-fold increase on the Playstation.
  Of course,the Playstation does have a few restrictions,and PC developers
like Bullfrog are the ones most likely to cite them.
Peter Molyneux again:"With Bullfrog's games our main game loop is often
burdened with non-graphics calculations,because were often simulating
real-time environments.In this case the main processor [a33MHz MIPlaystation
R3000] isn't quite so bullish compared to a fast PC.And the lack of RAM
can come as a shock"
   Phil Harrison plays down the Playstations lack of RAM " A lot of
developers from the PC community initially think that 3.5 Mb's isn't
enough,but its not actually a great problem. PC's dont use memory as
efficiently as the Playstation,so I think its unfair to look at the PC
market for comparison"
   However RAM aside,there are differences between the Playstation and
the PC that will make the transfer of some titles difficult.Whilst the
Playstation is not a true multi-tasking machine,it has some degree of
multi-threading (the hardware does things by itself in the background).
The PC is inherently a single-tasking machine,so taking a Playstation 
game that uses CD-streamed backgrounds,video decompression and sprites
andconverting it to the PC might prove a tricky job. 
 
The use of the programming language C is instrumental in developing
across both the PC and Playstation.C has allowed Sony to distribute
libraries for Playstation programmers to speed up the development of
traditionally time consuming code.Sony has adopted the language as a
means of safeguarding the future compatibility of its machine should it
decide to tweak or optimise the hardware -any game that has been
extensively hard-coded could be rejected by Sony.By using library
routines to handle all hardware acess,all Sony has to do when new
hardware comes out is to recode those routines to ensure everything is
compatible (Sony uses the excellent freeware compiler GNU C
which,because the Playstation is based on the widely used MIPS processor,
is familiar to hundeds of thousands of programmers around the world)
   Of course,many assembly nuts will throw up their arms in disgust,but
coding solely in assembly on a machine like the Playstation leads to
ludicrousdevelopment and debugging times.
Harrison has the last word:"I'm not suggesting that our approach will
shrink development times dramatically ,but I do expect that the
technology side of the game will get fixed much earlier in the
schedule,and the rest can be spent making great games.





                      -----------------------
                      THE DEVELOPMENT SYSTEM
                      -----------------------

The PS may have been conceived almost exclusively in Sony's Tokyo R&D
labs,but its software development system has its roots firmly embedded
in British soil.Bristol company SN Systems is a six man company which
was given the honourable task of designing a development system for
Sony's game new games console.It's PC based development tools are now
standard Sony issue and are used by PS developers all over the world.
   Co-owners Andy Beveridge and Martin Day have a rich experience in
games design.They used to form an Amiga and ST coding team called The
Assembly Line,and before that Andy worked at Realtime Games in Leeds
(Ironically Realtime is now a Sega-owned company called Cross-Products
which also makes development systems),whilst Martin was developing the
eminent 16bit blaster Xenon 2 for cult coding firm The BitMap Brothers.
The duo came together to form The Assmembly Line in 1988 but it wasn't
until 1990 that SN Systems was formed.Since then the company has
supplied development system software and hardware for various
machines,including the ST,Amiga,Megadrive and SNES.
   Sony entered the scene in late 1993.At that time SN Systems was
publishing its development software through Psygnosis under the PSY-Q
name and also supplying the company with its internal system
requirements.When Psygnosis was aquired by Sony the Liverpool based
company was lucky enough to get early access to the first PS-X hardware
shipped into the UK.And it wasn't very long before SN Systems took
delivery of one of the first boxes."Just before Christmas we were given
on of the MW.2 boxes by Psygnosis" recalls Andy. "They told us thet y
were developing for this secret new console.We couldnt talk to anyone
about it,but they needed our help".
In Japan,Sony had been preparing to use its own Sony News workstations
for PS-X development-these were expensive MIPS R4000-based machines
that could be connected to the prototype PS-X box.But the thought of
using expensive Japanese workstations was abhorrent to a PC-friendly
developer like Psygnosis,so SN Systems were given the chance to create
something around the PC.
"We worked right through Christmas and New Year" remembers Andy, "and
then,at the Winter CES in Las Vegas in early 1994,Psygnosis arranged an
audience for us with the Japanese.Andy and Martin showed off both the
GNU C Compiler and the source level debugger running on a PC through
Sony's MW.2 box".
   Fortunately,Sony liked what it saw.A few weks later SN Sytems
recieved notification that Sony in Japan had decided to abandon its
plans for an exclusively workstation based development system and had
opted for SN Systems' PC approach instead.An order for 350 systems
immiediately followed,and the Bristol-based company supplied Sony with
software that included an assembler,a linker (which allows fragments of
code to be linked together) and a debugger.
Another order for 300 systems followed shortly afterwards.
   In late spring 1994 Sony's development hardware progressed to the
MW.3 target box,which contained final silicon - although,some boxes
lacked sound hardware (or libraries to make use of it!) and there was
till no CD drive in sight.But Sony's next move consolidated its
commitment to the PC as a base platform:The PS hardware was condensed
by SE Japan onto 2 cards that would fit inside a standard PC.The
japanese flew Andy and Martin out to Tokyo in June to let them work on
the new setup and write new software,so that the bulk of existing
system worked with the new hardware.Apart from the extra RAM (eight
megabytes of DRAM as opposed to two megabytes in the production
Playstation)and some PC logic,the hardware that slotted into the PC was
virtually the same as a production Playstation.
   The Playstation development was now almost comlete bar one vital
component:the CD ROM drive.While the twin PC cards had already been
shipped out to developers,the CD drive was still in development in
Japan.In October 3 months later than planned,SN Systems finally
recieved a production spec CD unit (it was bought over personally by an
SCE manager because Namco was waiting on it to complete Ridge
Racer)This enabled the company to design a CD emulator card which
connected to a hard drive and output a steady stream of data equivalent
to that from a CD drive.Now PS code could be written and tested under
simulation without having to repeatedly cut expensive gold CD's
(requiring a specialist Sony machine costing 4000 pounds).
For testing a CD,a gold disc can be run on the Playstation-spec CD-ROM
drive (now included in the full development kit).
In theory,if that disc works in the development kit it will work in the
prodution Playstation (it's possible to play Ridge Racer through the
development system for exapmle)However the few differences between the
development system and the production Playstation mean that final
testing is done on a blue debugging playstation-this is the closest
itgets to running on a production Playstation before the complete game
is submitted to Sony for duplication.The blue machine (only supplied to
NDA-signed developers and the Japanese games press ) reads both the
encryped (black) and unencrypted CD's.
Now that its tools are in use throughout the entire Playstation
development community,SN Systems has had to become used to fielding a
constant stream of queries from developers around the world.Andy claims
that they manage to turn most problems around in a few hours,though
"Having e-mail has been a lifeline in this business" he declares.
With a Saturn development kit now complete ,the company is looking to
capitalise on its skills and is chanelling its efforts into porting its
tools to other platforms - including non-game machines
SN Systems can be contacted on 0117 929 9733
   
            -----------------------------------------------
            PSY-Q-LOGICAL:PLAYSTATION AUTHORING MADE EASY
            -----------------------------------------------
The Psy-Q development system produced by SN Systems mimics the
operation of a comercially available Playstation to allow efficient
authoring of titles for the platform.The primary function of Psy-Q is
to enable the programmers to switch easily between C (relatively easy
to write and debug) and assembly language (faster and more
efficient),and to merge disparate parts of the programinto a coherent
whole.
C source code written by the programmer is compiled as assembly code
and then passed onto the Psy-Q assembler.The assembler also recieves
assembly code written manually by the programmer to eliminate specific
bottlenecks in the program and merges the two together.The result is
then passed onto the Psy-Q linker,which links the embryonic program
with standard Playstation libraries to produce a program executable by
the Playstation.Once the executable file is available it can be run via
the Psy-Q debugger.This allows the programmer to inspect the code as it
runs and gives the option of run/stop/stepping it and inspecting the C
or assembler at any point.Crashes can be analysed and more efficient
code devised. 
 
Some of the nuts and bolts of producing a Playstation program
are hiden from the developer by the tools.This diagram shows the main
stages in the programming process.
 
+--------------+      +--------+       +-------------------------+
| C SOURCE CODE|------| GNU C  |-------| ASSEMBLY LANGUAGE SOURCE|
| TEXT FILES   |      |COMPILER|       | CODE (COMPILER OUTPUT   |
+--------------+      +--------+       +-------------------------+
                                                 |
                                                 |
                                                 |
+-------------------------------+         +-----------------+
| ASSEMBLY LANGUAGE SOURCE CODE |---------| PSY-Q ASSEMBLER |
|TEXT FILES WRITTEN BY DEVELOPER|         +-----------------+
+-------------------------------+                |
                                                 |
                                                 |
    +--------------------------+          +--------------+
    |SONY PLAYSTATION LIBRARIES|          | OBJECT FILES |
    +--------------------------+          +--------------+
                             \                  /
                              \                /
                               +----------------+
                               |   PSY-Q LINKER |
                               +----------------+
                                       |
                                       |
                               +-----------------+
                               | PS-X Executable |
                               |     Program     |
                               +-----------------+


Typed by:PRoToCoL
Hi to my friends
Source: Edge (Issue 20)
Date:26 March 1995



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

.----------------------------------------------------------------------------.
| ... lOOKS lIKE fANTAZiA! bEAT yA tO iT oNCE aGAIN!                       \\|
|                                                                           \|
|  /\____/\/\____/\ |\_____/\/\_____/\  /\____/\   /\____/\   _/\  /\____/\  |
| /        \      \\|       \\       \\/       \\ /        \_|  \\/       \\ |
|/    .__  / · ·   \\   .    \\   .   \\  · ·   \\\____/    /:   \\  · ·   \\|
/     |__\/         \\   \    \\__|    \\        \\/     __/\|    \\        \\
\     | \     |     //   /.   //  |    //  |     ///         \    //  |     //
|\____|  \____|_____/___/_____/   |____/___|_____/\\ ________/____/___|_____/|
|                                                   \/                       |
|      fAST - fUN^fRIENDLY - o3O/68882^18mb RAM - 2.1Gb HD - DAT bACKUP      |
|                                                                            |
|                   * tWO nODES! * uSR 28.8 V34·VFC·HST *                    |
|                     ~~~~~~~~~~   ~~~~~~~~~~~~~~~~~~~~                      |
|\                [+44] 01305-ASK4IT ^&^ [+44] 01305-PRIVAT                  |
|\\                                                                          |
`----------------------------------------------------------------------------'

                                                          [-AquaAdder v1.0-]
=============================================================================
                                ______
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       ___\___________          ____       :                      /
           \    ____  \________|    $______:___________\  &______/___
            \   \   \  \       |    |      |   .  \     \ |     /
             \   \___\  \__    |    | ,,.  |   .   \     \|    $
          ____\__________\ :   |    | ;____|   :\   \     \    |
              /    /   \___: \_|    |      |   | \   \     \   |
             /    /           \     |      | __|__\   \        |
            /     \     ___    |____|      |   :      /  :     |
           /       \     :     |______    /    :     /   :     \
       ___/_________\    :     |    ,,!   \         /    !\     \
                     \   !\    |           \       /_____| \_____\__
                     /___! \___|____________\_____/      :        \
                         !     .                         :       .
                                                    
                    --+ sUPPORTING oNLY cONSOLE wAREZ +--
                             --+ sEGA & sNES +--
                      =================================
                      DiDDy - JOKER - VIOLATOR - DeMOnS
                      =================================
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                    C.D.ROM ON-LINE - WITH 0/2 DAYZ WAREZ!  
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  /  l  \/ _|  \/   |___/   |___/  |  \/  | |  \/  _/__/  _/__/  |  \
 /.  _   \ \_   \   |   \   |   \  |   \  | |   \  |   \  |   \  |   \
// ..|   \\:|   \\.:l   \\.:l   \\:l   \\:l l   \\:l   \\:l   \\:|   \\
\____|   //_|   //_____ //_____ //____ //______ //____ //____ //_|   //
   | l___/  l___/      \/      \/     \/       \/     \/     \/  l___/
   |                                                                 |
  _|_ __ ____ __ ___ ____ /\_____/\_____/\____/\____/\_____          ¦
   :         \\_\\__\\___\\_ _  /\_  _/\_ _ _/\_  _/\_ ___/          |
   :       :              /  l\/\/   \ / _| ¬\/   \ /  _/__          |
   ;___ ___|___ ___ ___ _ \___   \    \  \_   \    \   |   \         ¦
           |              / .:l  \\:. \\.:|   \\:. \\ :l   \\        ¦
           |              \_____ //__ //__|   //__ //_____ //        ¦
           |                    \/   \/   l___/   \/      \/         |
      .----+-----------------------------------.           .---------'
      ¦   rUNNING oN : A-4ooo, 68o4o, 50 mHZ   ¦ .---------+----------.
      ¦                12mB rAM, 1.7 GiG hD    ¦ ¦     CALL NOW!!     ¦
      `----------------------------------------' ¦ +44 (o)12o2 ASk4iT ¦
                                                 ¦ +44 (o)12o2 PRiVAt ¦
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      This File Has Be Uploaded On One Of The UK's Fastest!
   ___________ ____     ____  _____ __________ ___     _______
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  |  |/  / |  |     \  |     \  |  |   _/  |  |      \|  |__/--------- --|-
  |  |\  \    |  |\  \ |  |\  \    <  | |     |  \    \__   | 1# 28.8usr |
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 |         Call +44 0181 PRiVATE! For A Look. PRiVATE ACCESS ONLY!         |
 - -- -- ---------------------------------------------------------- -- ----|-

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nINE lIVES 2 * 28.8 USR. nUFF sAID !

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\_  l_\_  |  _/   \_ |  |  | \_  l__|   \_  l__| _/     \_|__|  | \_  l___/
 |  |__|  |  | l___/ |  |  |  |  |__     |  |__| \_  l___/l  |  |  l__   |
 |  l  |  |  |_   l__|__|  l__|  l  |    |  l  |  |  | l__   l_____|  |  |
 l__   l_____| |  |     `--'  l__   |    l__   l__|  |    `--'     l__   |
<-- `--'- --l__   |- - -- -÷2F÷- `--'-- - --`--'--l__|---- --- ---- --`--'->
               `--'
                pRODIGY gHQ «» nEUTRON wHQ «» iLLUSION wHQ 

                      sYSOP: gENERATION/pDY^nTR^iLS

         cOSYSOP: 2fAST «» cAOS «» dAN «» mR.bIG «» eCS & mARIO

    2 * cREDITS fOR mAJORS! 3 * cREDITS fOR mAJORS fROM yOUR oWN gROUP!

                    - -+-rUNNING aMIEXPRESS v4.xX !-+- -

            - -+-sUPPORTING dA lATEST aMIGA & cONSOLE sTUFF-+- -

      .------.----------.----------.--------------------.-----------.
      | dATE | 04-02-95 | uPLOADER | GeNeRaTiOn         |  wE rULE  |
      +------+----------+----------+--------------------+------.----+
      | tIME | 01:44:48 | lOCATION | [+] PRODIGY '95 [+ | nODE | 00 |
      `------^----------^----------^--------------------^------^----' 
                           - --(· FastAdd v1.2 By Nike/Craze^Del!ght -95 ·)-- -

  .                                              .                     
.:::·---------------------------------------.  .::·-------------------------.
·::·      · LIFE ON THE STREEEEEETSSSSSS ·  `---:·    · BIRDHOUSE PROJECTS ·|
 |·_____        __________                             EUROPEAN HEADQUARTER |
 ||   __|______/    __    \_____ /\_____________                          .-'
 ||   \___    /     \/     \  _ /_    /    ____/______    · -aRTcORE! ·   `-.
 ||     |/    \____________/   \/   _/    ___)       / EUROPEAN HEADQUARTER |
 |l_____/      /        |      /    \_______________/                    .--'
 `--.  /______/         |     /_______/                      · MYTH ·    `-.
    |                   |     |            Mo!/aC!      GERMAN HEADQUARTER |
.---'                   |     | _________    ___________   ___________     |
| KIDS: -sLiME!/BP^MYTH |     |/    ____/____\     ____/___\     ____/____ |
|      mOGUe!/PiMoK^aC! |    _/    ___)     _/\________   _/\________    / |
|       wHIRLWIND/mYTH! |    \______________\ _ __________\ _ __________/  |.
|     pRiMUS!/BIRDHOUSE l_____|              \\ /          \\ /           ·::
`----------------.                -   -  -- --\/------------\/-----------·::·
  .--------------'                                                        ·|
  | FRESH AMIGA^CONSOLE WARES · LOTTSA CHIPTUNES · LARGE ANSI^ASCII HEAVEN |
  `------------.        FREE LECCH ON AMIEXPRESS TOOLS    .----------------'
  .------------'                   .----------------------'              
  |                                `--------------------------------------.
  |  AND OF COURSE ALL BIRDHOUSE PROJECTS^-aRTcORE!^MYTH WARES FOR FREE!  |
  |                                       .-------------------------------'
  |                                       `-----------------------------.
  |       FOR AN ACCOUNT ASK ONE OF THE KIDS ABOVE OR TRY TO CATCH      |
  |.               [-sLiME!(%%)pRIMUS-] ON ANY GOOD SYSTEM         .----'
·:::·--------------------------------------------------------------'
 ·:·                                                                 
                                                                              
+-----------------------------------------------------------------------------+
      ._____.._____.._____.._____.._____..__.   .___.______.._____.._____.       
      |÷ . ¬||÷ . ¬||÷ . ¬||÷ . ¬||÷ . ¬||÷¬|   |÷ ¬|\__. ¬||÷ . ¬||÷ . ¬|   :
 :__  |  |  ||  |  ||  |  ||  |  ||  |  ||  |   |___||÷ |  ||  |  ||  |  | __:/
 /\_\ |  |  ||  |  ||  |  ||  |  ||  |  ||  |   .___.|  |  ||  |  ||  |  | /\_\
_\/_/ |  |  ||  |  ||  |  ||  |  ||  |  ||  |   |  ¬||  |  ||  |  ||  |  | \/_/
 :\   |  |  ||  |  ||  |  ||  |  || _|__||  |   |   ||  |  ||  |  ||  |  |   :
 :    |  |__||  |__||  .  ||  .  <| \_  ||  |__ |   ||  |  ||  |__||  |  |   :
      |__. ¬||  |   |  |  ||  |  ||  |  ||  | ¬||   ||  |  ||  .>_||  .  <
      | ¬|  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  | ¬||  |  |
      |  |  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  |  ||  |  |^
      |  |  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  |  ||  |  |W
      |  |  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  |  ||  |  |¿
      |  |  ||  |   |  |  ||  |  ||  |  ||  |  ||   ||  |  ||  |  ||  |  |Ð
      !  !  !!  !   !  !  !!  !  !!  !  !!  !  !!   !!  !  !!  !  !!  !  !!
      :  |  ::  :   :  :  ::  :  ::  |  ::     ::   ::  :  ::  :  ::  :  :
      :     ::  :   :  :  ::  :  ::     ::     ::   ::     ::     ::  :  :
      .     .   .      .   :      :     .      .    .       .     .   .  .

             STARGLIDER ELITE BBS · 5 NODES · AMIGA/SEGA/SNES/PC

                UPLOAD TIME & DATE : Sun Apr 02 23:05:42 1995

+-----------------------------------------------------------------------------+
|     |/    _ /   ___/        |                         _|·_
:        |     |     /     //_________       |                         \  /
|        |_____|    /______/aC!      `-------'              _|__________\/
:              | Mo! |                  _____                |       _ / .
ø _____        |     |       _ ________|__   |          ____ |       //  :
:|   __|_______|_   _|______|__\     ____/ __|______   _\__ \|       /   ·
:|   \____      /   \     ____/ \     \|  _\  _____/__|_   \ \      /    :
:|     |/    _ /     \     \|    \_______/   ___/       |   \ \    /     :
:|_____/     //|_____|\___________|     /________       |___|\    /      :
:     /______/                                  `-------'     \  /       :
:                                                              \/        :
:       * Online Since 3 Years ·/· Supporting Amiga/Console/Cards! *     :
|                                                                        |
`-----------[ (o1.) +49-Murder-Was [*] (o2.) +49-The-Case! ]-------------'







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       \ \      \|¯   \             |             /     |      | /
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           \____/-TRE! :                                :      :
                                   O F
    ___________ ____________________________    __________ ____________:
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\ |    ___/____\__  _   __/  __ _/     ___/   |  \______   ¬\_______   | /
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   pRODIGY eUROPEAN hQ - dELIGHT eUROPEAN hQ - pROGRESS hQ - eSQUIRE hQ
        yOUR fRiENDLY sYSoP tEAM: mERCURY - ZoLDAN - pArKER lEWIS
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                          SOMEWHERE ON THIS GALAXY
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