THE FUTURE CREW INFORMATION PACKAGE
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ ³
³ <<< THE FUTURE CREW INFORMATION PACKAGE >>> ³
³ ³
³ Version 1.21 ³
³ ³
³ 27-DEC-1993 ³
³ ³
³ ³
³ This file contains general information about the Future ³
³ Crew and our demos. It also includes frequently asked ³
³ questions we often receive by mail and instructions on ³
³ how to contact us best. ³
³ ³
³ We will update this file as things change, and if the ³
³ above date is rather old, you can get the most recent ³
³ version of this file either by E-Mail from Internet or ³
³ from our distribution sites. ³
³ ³
³ ³
³ ³
³ ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ CONTENTS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
1: Opening words
2: Demos for Commercial Purposes
3: The Distribution and Use of Our Demos
4: The Current Memberstatus
5: International Demo Competitions
6: Official Assembly'93 Competition Results
7: Quick Information on The Party 3
8: How to Contact Future Crew
9: Frequently Asked Questions
10: Creativity Demo Net Information
11: Official Distribution Site BBS List
12: How to Become a Distribution Site
13: The Brief History of The Future Crew
14: Answers to rumors
15: Sonic Dreams is NOT a Future Crew demo
16: Final Words
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³1: OPENING WORDS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Welcome to the FCINFO.TXT file version 1.2 !
This textfile is a update to FCINFO10.TXT (version 1.0). The updated
parts are section 13 and the release list. In addition, voting form
has been removed.
This textfile was written to tell you about Future Crew, to
give you answers to most of the things you would probably like
to ask us, and to tell you how to get more demos.
If you are interested in us making a demo for you, please,
start reading from the next paragraph in this file.
The things discussed in this textfile are mainly aimed to
those people who have not seen much demos before, but are very
interested in learning more about them and about the whole
demo scene (=demo world) in general. In the future versions
there will be changes and additions taking into account what
has happened since the last information package.
Signed, GORE
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³2: DEMOS FOR COMMERCIAL PURPOSES ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
If you find our demos interesting and would like us to make
you one for commercial purposes, do not hesitate to contact us.
When contacting us, please, include a short explanation of
what kind of a demo you are interested in. That would greatly
help us in evaluating the size of the project.
Kindly include, for example, these kinds of information:
- What kinds of demo effects would you be interested in
- Should there be any colorful still-pictures (logos, etc.)
- If the demo should have sound, which sound cards would you like
to be supported, what type of music should be played, etc.
- How big the demo could be in kilobytes and for how long
should the demo run in minutes approximately.
- Where would the demo be used and how soon would you like the
demo to be finished.
We would like you to understand that our demos are not animations.
This means that nearly everything you see on the screen is being
real-time calculated. The speed of the movement is usually
dependant to the speed of the VGA card and the speed of the
processor.
When contacting us, you should realise that we are all rather
young and thus still studying in various schools. This is why
our time is usually quite limited. And it is very likely that
we might already be involved in another project.
You should also know that we do not make demos for Microsoft
Windows due to its limitations from an assembly language
programming point of view.
Since normal mail is quite a slow way to communicate, we would
prefer the communication be made through e-mail or fax.
You can find our contact information from this file.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³3: THE DISTRIBUTION AND USE OF OUR DEMOS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
All our demos, except the ones which we have created for different
companies, are freeware.
This means that you can copy and distribute them freely as long
as you make no modifications to them. Also, no money can be
charged for copying them.
If you are a PD distributor, please contact us before including
our products in your collection.
In general, all commercial utilization of our demos without our
permission is forbidden. This includes selling disks containing
our demos.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³4: THE CURRENT MEMBERSTATUS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Alias: Real name: Age: Main responsibility:
--------------------------------------------------------------
GORE Samuli Syvahuoko 20 Organizer
Psi Sami Tammilehto 20 Coder
Trug Mika Tuomi 21 Coder
Wildfire Arto Vuori 18 Coder
Purple Motion Jonne Valtonen 17 Musician
Skaven Peter Hajba 18 Musician
Marvel Aki Maatta 18 Graphics Artist
Pixel Mikko Iho 18 Graphics Artist
Abyss Jussi Laakkonen 18 BBS Coordinator
FC Internet Division:
Henchman Markus Maki - Thanks for helping with the e-mail
Jake Jarkko Heinonen - Thanks for providing the e-mail
address
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³5: INTERNATIONAL DEMO COMPETITIONS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
For those who have no idea what the above are, I will explain.
Demo competitions (= parties) are international events where
the demo scene people go to meet each other and to compete in
the many competitions that are being held. These competitions
(= compos) are the demo, intro (= a demo sized under 100kb),
music and graphics. There are often different compos for different
machines (PC, Amiga, Atari ST and C-64). There are also prizes in
each compo (cash or computer hardware & software). The cash prizes
are usually the money people pay as the entrance fee (usually
about $20 US) and the possible computer hardware & software has
usually been sponsored by various computer companies. All
contributions are being experienced on a big screen (many meters
wide) and with the aid of a powerful audio system. After this all
the people or a selected jury vote and decide which contributions
are the best. After this the prizes are being given out and the
party is over. In the process people of course get to know each
other better and exchange a lot of new ideas.
All contributions are usually being released at the party itself,
but sometimes the PC demos are not. This is very unfortunate,
and will probably change in the future. The reason why this is
allowed to happen is becouse most demos haven't been beta-tested
well enough before the party and might not work on most machines.
So, the groups are being allowed to finish their demos after the
party and then release them when they so see fit.
Parties usually last for three days (a weekend) and are usually
organized by bigger demo groups.
There are a few big demo parties being held annually.
These include the following: The Party in Denmark at Christmas-
time, The Gathering in Norway around Easter, The Computer
Crossroad in Sweden before the summer and Assembly in Finland
in the end of Summer. The biggest of these is The Party, which
is being held for the third time this Christmas. And the most
recent party was Assembly'93, which was held for the second time.
A few months before the party, the organizing demo groups usually
release special invitation demos to advertise their parties.
At Assembly'93 there were a total of 1500 attenders from which
550 were PC people. About half of them had come from outside
Finland (Germany, Belgium, Holland, Sweden, Norway, USA, Israel,
Canada, Denmark, Switzerland, Spain, etc...). Only PC people were
allowed to vote on PC compos.
The overall quality of the contributions exceeded all expectations.
It was very cool to see how much the PC scene had developed since
last year. The party itself went quite smoothly, except for a
few bumps, but what would a demo party be without them... :-)
Also the prizes were very good in all PC compos. The total value
of all the prizes on the PC was about $7800 US.
Next we would like to thank all the companies which sponsored
most of the PC side prizes at Assembly'93:
Advanced Gravis, Canada
Epic MegaGames, USA
The Waite Group Press, USA
Terton, Finland
HiCompu, Finland
Toptronics, Finland
Pro Component, Finland
Lan Vision, Finland
Data Fellows, Finland
The thanks to all the sponsoring companies are also in the end
scroller of the demo. We hope to see you also next year!
And to all you people out there:
Don't forget to attend Assembly'94 next summer !
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³6: OFFICIAL ASSEMBLY'93 COMPETITION RESULTS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Here we have the final and true results of the PC compos at
Assembly'93. Ignore all the anonymous 'result' files circulating
lately around BBS'es.
Assembly'93 party results for PC. Votes were calculated by giving five
points for the first place, four for the second place and so on. Up to
five contributions could be voted for. A total of 130 votes were cast.
PC Demos Top Ten
-----------------------------------------------------------------
Place: Votes: #: Group: Demo:
1. 472 10. Future Crew Second Reality
2. 403 9. Silents Optic Nerve
3. 242 3. Xography Elements
4. 126 2. Dust Saga
5. 78 6. Extreme Extermination
6. 51 5. Virtual Visions Fruits of Indolence
7. 31 7. Paranoids Wasted Time
8. 26 4. Alphaforce Phenomenon
9. 17 8. Black Rain Obsession
PC Intros Top Ten
-----------------------------------------------------------------
Place: Votes: #: Group: Intro:
1. 378 8. EMF Eclipse
2. 196 5. Epical Tangle
3. 165 9. Darkzone Debut
4. 163 7. Onyx Locomotion
5. 125 10. Avalanche Motion
6. 115 15. Sonic-PC Plan-B
7. 106 6. Doomsday prod. Vanity & Apathy
8. 48 4. Jeskola prod. Dieetti-Intro
9. 43 3. Surprise! prod. Stardream
10. 12 1. RatCompany Fraust
PC Multichannel Music Top Ten
-----------------------------------------------------------------
Place: Votes: #: Composer: Tune:
1. 219 7. Skaven / Future Crew Ice Frontier
2. 178 4. Marvel / Future Crew Can't remember you
3. 164 1. Purple Motion / Future Crew Starshine
4. 153 5. Leinad / Avalanche Atomic II
5. 147 6. Silent Mode / Pentagon Inferno
6. 86 2. Tonedeaf / Extreme Heartbeat
7. 69 10. Prism / Wish Time running out
8. 59 3. Mikki / Epical Opossumi
9. 56 9. Funk't'ion / Paranoids Deepness
10. 29 8. Bloodsoaker / Wapy Shout
PC 4-channel Music Top Ten
-----------------------------------------------------------------
Place: Votes: #: Composer: Tune:
1. 133 19. Purple Motion / Future Crew Sundance
2. 98 13. Leinad / Avalanche Teaspoon
3. 90 6. Cybelius / Sonic-PC Schwinging the Swing
4. 60 9. Tonedeaf / Extreme Sounds of War
5. 59 8. Executioner Pork Chop
6. 53 17. Blizzard / Epical Hidden Shadows
7. 51 21. JayJay / Progress Phantoms
8. 47 5. Mellow-D / Sonic-PC Fast Changer II
9. 45 10. Gibson / Extreme Blackbird
10. 43 16. Mistake / Darkzone Michael Jackson sez hi!
PC Graphics Top Ten
-----------------------------------------------------------------
Place: Votes: #: Artist: Picture:
1. 176 8. Marvel / Future Crew Ice Kingdom
2. 144 2. Delsion / Cascada Eevi
3. 106 9. Zenjuga / Black Mind A3
4. 88 10. Pixel / Future Crew Troll
5. 44 11. Giems / Dark Zone Escaping from the Raytracer
6. 42 14. Ranx / Sonic-PC Invintro
7. 29 13. PCA / Painkiller W2
8. 22 7. Kapsu / Epical Assyroad
22 15. Mahlzahn / Pentagon Dungeon
10. 19 12. Leinad / Avalanche Korvmack
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³7: QUICK INFORMATION ON THE PARTY 3 ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
As said before, The Party 3 will be the next big party.
And as usual, it will be held in Denmark. But this time it
will be held in Herning, the biggest exhibition centre in
scandinavia. There will of course be competitions for Amiga,
PC and C-64. The PC side is organized by ACCESS DENIED.
For more information, get your hands on the official PC scene
invitation intro (by Access Denied). The filename is ADPARTY.ZIP.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³8: HOW TO CONTACT THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Note that our mailing address has changed!
The new one is: Our home BBS is:
Abyss / Future Crew StarPort - FC WHQ BBS
(c/o Jussi Laakkonen) +358-0-804 4626, 14.4k
Sepetlahdentie 2 E 36 +358-0-804 1133, 14.4k
02230 Espoo SysOp: Abyss
FINLAND
PLEASE NOTE THAT THE STARPORT'S #2 NODE NUMBER WAS _INCORRECT_
IN FCINFO10.TXT !! DO NOT CALL THAT NUMBER ANYMORE !!
You can also e-mail us or send a fax:
Internet: jtheinon@kruuna.helsinki.fi (GORE & Jake)
Fax: +358-0-420 8620 (at GORE's place)
We receive a lot of mail and simply can't answer all of it.
Comments and opinions are always appreciated, but if you
also have questions, consider first if you might find the
answers elsewhere, for example from the Frequently Asked
Questions section inside this file. However, if you include
questions in your mail, please enclose a return envelope ready
with your address and an international mail coupon.
This would help us a lot.
The best and the fastest way to contact us is through e-mail.
So, if you really want to chat with us alot, you should find
a way to use e-mail. From internet you can also find lots of
demos and be able to e-mail other demo groups as well.
We get a LOT of e-mail so you may have to wait for our reply
for a while. We TRY to answer every e-mail we get but please,
write your e-mail address into your message.
A very good anonymous ftp site where you can find lots of
demos is ftp.uwp.edu. Our demos can be found in the directory:
pub/msdos/demos/groups/future.crew.
You can also call our many BBSes around the world. You can
find the list of these BBSes in this textfile.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³9: FREQUENTLY ASKED QUESTIONS ABOUT THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Here we have compiled a list of questions along with the
answers (in random order) which are being asked in about
95% of all the letters we receive. Hopefully you will find
the answers to your questions from here and save us and
yourself from some unneeded paperwork.
Q: Where can I get your and other groups' demos?
A: There are several ways to get demos.
The best way (if you have a modem) is to call an FC distribution site
near you. They have all of our productions online and you can download
them freely. Also many normal BBSes carry our productions and other
groups' demos. If you don't have a modem, then getting our demos is a
lot harder. We don't have a mailswapping system. So, if you have a friend
who has a modem, why not try to get him to call one of our distribution
sites. Another VERY good way to get demos is from the INTERNET. A very
good demo site is ftp.uwp.edu which carries probably the best demo
collection on internet.
Q: When is the musicdisk coming out ?
A: We will probably release a sort of musicdisk at TheParty '93. It will
feature a long-awaited MOD/S3M-player for GUS/SB/SBPro and a nice pile of
Skaven's and Purple Motion's best S3M songs.
Q: When is Scream Tracker 3.0 going to be out?
A: Scream Tracker 3.0 is a product which might or might not ever be out.
This is very ambiguous, but the problem is that ST3 is not a high
priority project. The coder, Psi, is studying at a university, coding
demos, doing commercial software and trying to spend some freetime.
So at the moment there is no time to finish ST3 and no set release date.
Q: When is Worldcharts issue #2 coming out?
A: Since there are a lot of other groups publishing all kinds of magazines
today and our main directive is to make demos, and that Worldcharts #1
wasn't as good a success as we wanted it to be, we see no real sense in
in continuing to publish it anymore. Also as you might have guessed our
time has become too limited for these kinds of projects. In a nutshell,
at this time there is no real reason for you to send in your votes or
articles. If we change our minds about this, you can be sure that we'll
let you know. Thanks to everyone who supported us by sending us votes
and articles.
Q: What programming books would you recommend to learn assembler and VGA?
A: This is a hard question, and a general answer is, that any book will do.
You can get the basics from a book and books are a great reference,
but when it comes to creating something new, you can't just read it
from a book. We have all learned to code the hard way (a lot of
miscellaneous books and a lot of experimenting). Anyway, here are
some of the books we often find handy (there are undoutedly newer
prints, so check them out):
Mastering Turbo Assembler, Tom Swan
Hayden Books 1989, ISBN 0-672-48435-8
PC System Programming, Michael Tischer
Abacus 1990, ISBN 1-55755-036-0
The Programmers PC Sourcebook, Thom Hogan
Microsoft Press 1988, ISBN 1-55615-118-7
Programming the 80386, John H. Crawford and Patrick P. Gelsinger
Sybex 1987, ISBN 0-89588-381-3
Programmers guide to EGA and VGA cards, Richard F. Ferraro
Addison Wesley 1989, ISBN 0-201-12692-3
Also, most up to date are many software 'books', such as interrupt
lists from bbs'es and such. We have also found a lot of valuable
information in articles and such. In short, there is no magic
way of learning to code, it really does take hard work.
Q: Are you going to make games in the future ?
A: Why not. It all depends if we have the time. We have a few game
ideas cooking, but they are far from being completed. But we will
let you all know when we have a game coming, don't you worry!
Q: What do the members of Future Crew do besides computers ?
A: Most of us study in various schools; universities, high schools and
colleges. In real life most of us are quite normal(?) human beings.
Our hobbies are for example, sci-fi, movies, weight-lifting, techno,
hi-fi, etc, etc. And most of us have or has had a girlfriend.
Q: What sound cards will you support?
A: At the moment our productions support the following sound cards:
Gravis UltraSound - for it's programming advantages
Sound Blaster Pro - for being a standard
Sound Blaster - same here
Support to other sound cards is always possible, but right now we
don't see enough demand to support any other cards.
Q: Why do your demos require a 386 or higher to run?
A: There are several reasons for the requirement; For example, 386 has many
new assembler commands, 32bit registers, and of course more processing
power. There isn't simply enough processing power in 286 to run a full
ledged demo. And besides, 286-based machines are a dying breed.
Q: How did you learn to code as you do now?
A: Learning to code demos is a long and very very difficult process. It takes
years to learn to code demos very well. A good way to start is some high
level language like Pascal or C and then started to experiment with
assembler. It takes a lot of time and experimenting to get better, and
there are no shortcuts (for book recommendations, see a question before
this). The main thing is trying to understand what you do, then trying
to change the program to see what you get, and gain wisdom in what's
the best way of doing things. Learning to code well requires a lot of
patience, a lot of enthusiasm and a lot of time. It is not easy.
Q: What programs do you use to do your demos?
A: We use the following programs to do our demos; For code we use
Borland C++, Microsoft C, Borland Pascal and of course TASM (Turbo
Assembler). For graphics we use Deluxe Paint 2 Enchanded (and 3D Studio
2.0). For making the music we use Scream Tracker 3.0 beta, and for
digitizing the samples for our songs we use Advanced DigiPlayer 2.5
beta. Scream Tracker 3.0 and Advanced DigiPlayer are our own programs
made by Psi, and they are not available to the public at this time.
In addition to all these, we of course have a big collection of
utilities we have crafted to our need during the years.
Q: I'm a beginner programmer. I wonder if you could help me learn demo coding?
A: To help beginners learn the secrets of democoding we have released the
full source of our Mental Surgery demo. This source code is spread along
with our STMIK (Scream Tracker Music Interface Kit), which is a 4 channel
music player, which you can link into your own programs. You can find these
from our distribution sites, under the name STMIK020.ZIP (be sure to grab
STMIKFIX.ZIP too, which fixes one nasty bug). Do not try to ask us send
you some of our unreleased source code.
If you are reading this file, you probably know already that we have
released a new source code pack which includes the full, documented
ASM source code of our new StarPort intro II.
There's always the possibility that we will release some other source code
in the future as well, but at this time there are no immediate plans for
such an event.
Q: What is the complete list of your released productions with release dates?
A: To date, we have released the following productions:
Filename Size Released A Short Description
-------- ---- -------- -------------------
YO!.ZIP 32 kb 2-24-89 YO! intro, VGA textmode/PC-speaker
GR8.ZIP 31 kb 7-12-89 GR8 intro, EGA/No sound
FC-SLIDE.ZIP 350 kb 7-23-90 Slideshow I, a graphics collection, SB
ST224.ZIP 130 kb 2-22-91 Scream Tracker 2.24 shareware version, SB
MENTAL.ZIP 90 kb 7-02-91 Mental Surgery demo, SB/Covox/PC-speaker
STMIK020.ZIP 170 kb 8-10-91 Scream Tracker Music Interface Kit 0.20
FISHTRO.ZIP 230 kb 4-08-92 Assembly'92 invitation intro, SB
STMIKFIX.ZIP 10 kb 7-14-92 A Bugfix to STMIK
UNREAL.ZIP 1350 kb 8-06-92 Unreal megademo, SB/SBp
STARPRT2.EXE 6 kb 9-13-92 StarPort BBS intro, VGA/AdLib
THEPARTY.ZIP 165 kb 10-02-92 The Party II invitation intro, SB/SBp
PANIC.ZIP 950 kb 2-04-93 Panic trackdemo, SB/SBp
ASM-93.ZIP 400 kb 6-15-93 Assembly'93 invitation intro, SB/SBp/GUS
WCHARTS.ZIP 680 kb 6-26-93 Worldcharts magazine issue #1, SB/SBp/GUS
SOULOMAT.ZIP 100 kb 7-10-93 A song by Purple Motion
ICEKNGDM.LBM 65 kb 8-01-93 Winner of PC graphics compo at Asm'93
ICEFRONT.ZIP 180 kb 8-01-93 The winner of PC multichnl compo at Asm'93
CAN'T.ZIP 125 kb 8-01-93 The second in PC multichnl compo at Asm'93
STRSHINE.ZIP 225 kb 8-01-93 The third in PC multichnl compo at Asm'93
TROLL.LBM 85 kb 8-01-93 The fourth in PC graphics compo at Asm'93
SUNDANCE.ZIP 235 kb 8-10-93 The winner of PC 4chnl compo at Asm'93
2NDREAL1.ZIP 1250 kb 10-07-93 Second Reality, Asm'93 winner, SB/SBp/GUS
2NDREAL2.ZIP 790 kb 10-07-93 Second part of the Second Reality demo
2NDR_MS.ZIP 280 kb 11-01-93 Skaven's songs from Second Reality
SYMPHONY.ZIP 260 kb 11-01-93 Symphony by Skaven
PMFRACT.ZIP 210 kb 11-05-93 The winner of Megaleif ST/PC music compo
BUSMATKA.ZIP 75 kb 11-09-93 Finnish invitation to Party3 bussymatka
STARPORT.ZIP 4522 byt 11-21-93 StarPort BBS intro II, VGA/Adlib
SP2SRC.ZIP 30 kb 12-02-93 StarPort BBS intro II sources
UNREAL11.ZIP 1335 kb 12-28-93 Unreal version 1.1 for Gravis UltraSound
JOURNEY1.ZIP 867 kb 12-28-93 First Music Disc by Purple Motion
JOURNEY2.ZIP 1015 kb 12-28-93 Second Music Disc by Purple Motion
You SHOULD be able to find all of the above from our Distribution Sites.
Q: Exactly where do FC members study and what?
A: Many of us study in high school or in university. Here is the complete list:
Psi - Turku university, major informatics
Trug - finished his studies
WildFire - last year in high school
Purple Motion - second year in high school
Skaven - not studying at the moment
Pixel - last year in high school
Marvel - last year in high school
Abyss - last year in high school
GORE - studying in business school
Q: How long does it take to make a demo like Second Reality?
A: The complete time that it takes to make such demo can't really be counted.
Most of our knowledge is based on years of hard work and on our previous
works. All of us do little experiments on their freetime and when a
"critical mass" is achieved the making of a demo begins more seriously.
From this point to a final demo (in the case of a major production like
Second Reality) it takes around three to six months.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³10: CREATIVITY DEMO NET (CDN) INFORMATION ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Creativity Demo Net or shortly CDN is nowadays quite a common sight
among BBS'es that are oriented towards demos. But what exactly is CDN?
The idea behind The Creativity Demo Net(work) is now about 2 years
old. I had been dreaming about having a way to communicate electronically
between different demogroups. When we (Future Crew) attended Megaleif
Easter Party'92 last year in Uppsala, Sweden, I was positively surprised
when I found out that Mirage / Cascada had also been thinking about the
same thing. We both thought that it was a good idea and began developing it.
But it didn't work out as we intended. There were a lot of difficulties,
in Sweden and here in Finland. At first we tried to spread the net via FidoNet,
but soon it came clear to us that demogroups needed their own net. The
same time I had been also talking with Trojaner (SysOp of Skull's Southern
Germany HQ) and he was also inspired by this idea. We decided that Skull
and Future Crew wouldn't be enough to start a new net with, so I contacted
Arjan Pool (who had relations with DCE) and he also thought that the idea
was just great. And we got underway.
At first the net was called just plainly DemoNet, but it was almost
immediately changed to Creativity Demo Net. Anyway, at first it was planned
that StarPort would become the World HQ, but as Arjan wanted to take the job
and all the big responsibilities, Arco BBS became the WHQ (and still is). Much
of the coming success of CDN was based on Arjan's continuing hard work for CDN.
The net started working in August 1992, four months after the first idea
about a demonet had come to me. And after that the net has spread like a
wildfire! At first CDN spanned only 3 countries (Finland, Holland and Germany)
but soon Sweden joined in, and then country after country and bbs after bbs
joined in. To this date CDN spans the following countries: Finland, Holland,
Germany, Switzerland, Spain, Denmark, Sweden, England, Italy, Turkey, Belgium,
Canada, USA, France, Hungary, Brazil, Austria and Australia. THAT'S 18
COUNTRIES! And there are about 140 nodes in CDN, all BBS's that are demogroup's
BBS'es. Considering the small amount of demogroup BBS'es, I would estimate
that about 75% of all demogroup BBSes are connected to CDN and all of the
biggest groups like FC, Triton, Renaissance, Cascada, etc... are connected
to the net.
So what kind of echoes does CDN carry? Well here is the complete list of
echomail areas:
* 1. CDN.4ALL
The area for everyone in CDN
* 2. CDN.ANNOUNCE
Made a new demo ? announce it overhere.
* 3. CDN.DISKMAG
All information about diskmagazines
% 4. CDN.CHAT
All chatting with other members
% 5. CDN.PROGRAMMING
For help with programming problems
% 6. CDN.GFX
For all graphics makers
% 7. CDN.MUSIC
MIDI/MOD/MUSIC help and questions
S 8. CDN.TEST
Test area
! 9. CDN.INTERGROUP
For selected groups within CDN
S 10. CDN.SYSOP
Sysops CDN only
H 11. CDN.HQ_HOST
For mail between HOSTS versus HQ
* - for everyone who gets
connected to a BBS
% - for registered persons
(demogroup members)
S - only for CDN sysops
H - only hosts and HQ
! - for special selected groups
CDN has areas for relaxed talk between people (and it gets QUITE
relaxed sometimes, and QUITE weird =), but it's just fun!), and for
serious purposes such as programming.
And what does CDN require from a BBS? Well, the first and MOST
important requirement is that the BBS is some demogroups (preferably an
active one) BBS. That is rule that there are only few exceptions from.
But otherwise, you just have to:
- place the completed files of the CDN on his/her BBS that everyone
can download them
- use the CDN nodelist and it's updates
- connect to every area available to them
Not too many rules... And that is because we want CDN to be fun,
not some playground for idiots with a lawbook for brains.
Also, there are ABSOLUTELY no charges in CDN, so the only costs you have to
pay are your own phonebills.
You can FREQ more info about from for example the WHQ under the magic name
CDNINFO. So, get more info now if you are interested in joining in!
=ABYSS- / Future Crew
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³11: OFFICIAL FUTURE CREW DISTRIBUTION SITES ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
ÚÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³Country ³BBS name ³BBS number(s) ³SysOp / Other info³
ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³Finland ³StarPort - FC WHQ ³+358-0-804-4626 HST/V32b³=ABYSS- / FC ³
³ ³ ³+358-0-804-1133 V32bis ³ ³
³ ³ ³ ³ ³
³Australia ³Tequila Sunrise ³+61-7-801-4446 V32bis ³Bartender ³
³ ³ ³ ³ ³
³Austria ³Polymorph LIGHTS ³+43-1-596-9026 V32b&HST³Gery ³
³ ³ ³ ³ ³
³Belgium ³Genesis ³+32-2-2453498 16.8k ³McGarret&MadFlight³
³ ³ ³ ³ ³
³Belgium ³Point Break ³+32-11436925 16.8k ³Lord Cyrix & ³
³ ³Access Denied WHQ ³ ³Jumping Jack Flash³
³ ³ ³ ³ ³
³Brazil ³Warmboot BBS ³+55-19426-5112 V32b ³Carlos Cantu ³
³ ³ ³ ³ ³
³Canada ³Spasm-o-Tron ³+1-514-744-5718 V32bis ³Snibble / HiTS ³
³ ³ ³ ³ ³
³Canada ³The Basement Breweries³+1-905-527-3469 V32bis ³Wizard ³
³ ³ ³ ³ ³
³Denmark ³Crack Central BBS ³+45-981.10096 19.2k ³Executioner ³
³ ³ ³ ³ ³
³England ³Sound & Vision BBS ³+44-932-252323 V32bis ³Rob Barth ³
³ ³ ³ ³ ³
³Germany ³The BitBlasters BBS ³+49-851-83994 16.8k ³BitBlaster ³
³ ³ ³ ³ ³
³Germany ³The Continental BBS ³+49-711-548501 16.8k ³Trojaner ³
³ ³ ³ ³ ³
³Holland ³The Consultation BBS ³+31-1170-54987 V32bis ³Preceptor ³
³ ³ ³ ³ ³
³Hungary ³Dune II ³+36-62-342-793 V32bis ³TSC / Phantom ³
³ ³ ³open: workdays 14-07 CET³weekends: 24h ³
³ ³ ³ ³ ³
³Iceland ³Mori BBS ³+354-1-677020 V32bis ³Arni Eggertsson ³
³ ³ ³ ³ ³
³Israel ³The Bureaucratic BBS ³+972-9-984173 V32bis ³Shachar Cafri ³
³ ³ ³+92-9-426657 V22bis ³ ³
³ ³ ³ ³ ³
³Norway ³Romeo November ³+47-4-536698 V32bis ³Stinger ³
³ ³ ³+47-4-536797 19.2k ³ ³
³ ³ ³ ³ ³
³Singapore ³MultiMedia GS ³+65-252-1220 V32b ³WildCat ³
³ ³ ³ ³ ³
³Spain ³Dracker BBS ³+34-3-385-3393 16.8k ³Gvyt / ENiAC ³
³ ³ ³ ³ ³
³Sweden ³Illusion ³+46-18-260565 V32bis ³ZED / FAiC ³
³ ³ ³ ³ ³
³Switzerlan³Wonderland ³+41-64-47-3046 16.8k ³PfUsuUS ³
³ ³ ³ ³ ³
³USA, NY ³The Sound Barrier ³+1-718-979-6629 HST V32b³Daredevil / REN ³
³ ³Renaissance WHQ ³+1-718-979-9406 V22bis ³Charles Scheffold ³
³ ³ ³ ³ ³
³USA, ND ³Quantum Accelerator ³+1-701-258-0319 V32bis ³Chris Zimman ³
³ ³ ³ ³ ³
³USA, TX ³Programmer's Oasis ³+1-214-328-6142 V32bis ³Daniel Potter / ³
³ ³ ³ ³Digital Infinity ³
³ ³ ³ ³ ³
³USA, SC ³The End of Time ³+1-803-855-0783 V32bis ³Holy Water and ³
³ ³ ³ ³The Hit Man ³
³ ³ ³ ³ ³
³USA, KY ³Eleutheria ³+1-606-223 1853 V32bis ³Soul Rebel / ³
³ ³ ³ ³Avalanche ³
³ ³ ³ ³ ³
³USA, MO ³Red Sector ³+1-816-792 3821 16.8k ³Lion Heart ³
³ ³ ³+1-816-792 2029 HST ³ ³
³ ³ ³ ³ ³
³USA, D.C. ³Data Connection BBS ³+1-703-506 8598 16.8kHST³Ryan / Renaissance³
³ ³ ³ ³ ³
³USA, FL ³The Power Grid ³+1-813-481-6539 16.8k ³Grid Runner & ³
³ ³HQ for many groups ³ ³Syntax Error / iCE³
ÀÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
In addition, you can get our demos from internet where
a very good anonymous ftp demo site is ftp.uwp.edu. Our demos
can be found in the directory: /pub/msdos/demos/groups/future.crew.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³12: HOW TO BECOME A FUTURE CREW DISTRIBUTION SITE ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
We are looking for distribution sites around the world.
We are looking for demo-oriented BBS'es that are interested
in becoming part of FC's growing number of BBS'es.
So, what does it take to become an FC distsite?
In fact, it's not easy, we require a lot, but before
giving up, take a look at the following list:
- Your BBS MUST have every single one production
FC or any member of FC has ever RELEASED
- Your BBS has to call StarPort (FC WHQ) at least
twice a month, and keep in contact with the FC
- Your BBS also has to be a voting place for our possibly
continuing Worldcharts diskmag (voting door)
- Your BBS has to be absolutely DEMO-ORIENTED, NOT
some gigantic all-around BBS. YOU yourself have
to be very interested about demos and the PC demo
scene in general
- Your BBS should join the Creativity Demo Net, if
by any means possible
- Your BBS would also be a Future Crew information
forum. You would have to answer questions concerning
FC and our production, and help people who have
problems with our software
- Your BBS should be operated on a PC compatible,
with at least a 14400 BPS modem and 300 megabytes
of diskspace for demos, and the BBS should be open
24 hours a day, and 365 days / year
So what do you get in exchange? Well, these things we can
guarantee:
- Your BBS will be mentioned in every FC production
in the distsite BBS list
- You have a chance to get all FC's future productions
first hand
- You will get some FC inner circle information
What we can't guarantee, but what is likely to happen, is that
your BBS will become more and more popular and it's quality
will improve dramatically.
Remember that we already have BBSes in most of the european
countries (check out the BBS list), but there are still some
gaps left which we'd like to fill out. In the USA and Canada,
we are accepting one BBS per state.
Please read the above rules carefully and think twice before
sending in the application below:
-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----
THE FUTURE CREW DISTRIBUTION SITE APPLICATION FORM
==================================================
Copy this application to it's own file, fill it out and give the
file the name of your BBS. Then send it to StarPort or e-mail it.
Do NOT fax it or send it by normal mail!
BBS name :______________________________________
BBS phonumber(s) :______________________________________
:______________________________________
:______________________________________
:______________________________________
BBS modem(s) :______________________________________
:______________________________________
Modem speeds supported : [ ] 1200 [ ] 2400 [ ] 9600 (V32)
(place X on appropriate : [ ] 14.4k (V32bis) [ ] 16.8k
box) : [ ] MNP [ ] V42bis
BBS net address(es) :______________________________________
List networks you are in :______________________________________
:______________________________________
Would you be willing to join the Creativity Demo Net if you aren't
yet in? : (Yes / No)
If necessary would you be willing to become a Host / Hub for The
Creativity Demo Net? : (Yes / No)
BBS software :______________________________________
Mailer software :______________________________________
Is your board any other group's distsite or member board: (Yes/No)
If yes, please list them :______________________________________
:______________________________________
:______________________________________
How many lines/nodes does your system have :____________
How many users does your system have :__________________
How large (in MB's) is your system :__________________
Is your BBS very demo-oriented : (Yes / No)
In what country do you live :___________________________________
SysOp alias / group :______________________________________
SysOp real name :______________________________________
SysOp voice phone number :______________________________________
SysOp e-mail address :______________________________________
SysOp age :___
SysOp full mail address :______________________________________
:______________________________________
:______________________________________
:______________________________________
Anything special we should be aware of?:
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----
P.S. Filling up this form doesn't mean that you will automatically
become an FC distribution site! We'll check the form and get back
to you!
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³13: THE BRIEF HISTORY OF THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
by Abyss and Gore / Future Crew
- 1986-1987 -
Future Crew (FC) was founded in the year 1986 on the C-64. And only one
member has been in the group for the whole time - Psi. FC did two
demos on the C-64 before changing into the PC scene in the year 1988.
- 1988 -
FC's first PC demo was a CGA sinus -scroller called GR8. At that time
the members were HAL, JPM, SS (Psi) and SIDDER. And DARK POWER
was FC's BBS.
- 1989 -
Then there came YO! which was quite popular for a while. It used one of
the VGA's textmodes and included 'nice' PC-speaker music. It had
many scrollers, a sinusing YO!-logo, a little bouncing ball and
a 2D-starfield. At this time ICE joined and so FC
had another BBS - SILICON DRAGON.
- 1990 -
In the year 1990 there was only one demo release from us, the Slideshow I.
It was the first PC demo which included 4 voice SoundBlaster music.
It didn't include any other special code for it was a VGA picture
slideshow. And at this time there were a lot of members in FC:
Psi, ICE, HAL, JPM, SID, BIG, DAC, MAC and SEBU.
- 1990 -
And only shortly after Slideshow I, Psi released his ScreamTracker 2.0 -
a 4 voice music editing program inspired by the Amiga SoundTracker.
ST 2.0 was a real success. But of course, it didn't take much time
when a pirated version was on the move. This was in the year 1990.
- 1991 -
In summer 1991, FC released a demo called Mental Surgery. It had
a big scroller on the top of the screen, 3D-starfield, a nice writer,
music scopes and of course 4 voice SoundBlaster music.
This was the last FC demo that worked on a 286 machine. At this
time the members were: Psi, ICE, Dr.Venkman and Purple
Motion. And only a while after this I (GORE) joined FC and ICE lost
the interest to demos and left FC along with his BBS. And
Dr.Venkman went crazy by selling his computer and retired for a while.
- 1992 -
So, FC lived quietly for about half a year. But when the year
1992 came Trug, Pixel, Skaven and Abyss joined FC. And as Abyss
joined, FC had a BBS again, namely StarPort. So, in the
beginning of the year 1992 FC had the following members:
1. Psi --- Main coder
2. Trug --- Asst. coder
3. GORE --- Organizer/asst. GFX-man
4. Pixel --- Main GFX-man
5. Abyss --- BBS support/utilities
6. Skaven --- Musician/asst. GFX-man
7. Purple Motion --- Musician
It was at this time that we had begun making UNREAL. Our first
plan was to release it at MEGA-Leif Convention - An Atari ST/PC party
held in Uppsala, Sweden. But about a month before MEGA-Leif,
MeeGosh/Rebels (Amiga) called me and told me about ASSEMBLY'92
and that it would be cool to have also the PC scene there. So, he
asked us to do an invitation intro for the PC scene about this
mega-event. We agreed and so, UNREAL was put to rest as Psi got
the idea of making something different - namely the Fishtro.
It took us about two weeks to create Fishtro from nothing, but
when we went to MEGA-Leif Convention, we still had little bugs in it and
therefore we couldn't release it until a week after MEGA-Leif.
We also competed with Fishtro in the MEGA-Leif PC demo compo, but
we were never told who came second. As the people who were at MEGA-Leif
remember, the belgian Raiders Brothers won the demo compo, but
they have not released their winning demo to this date (13.7.92).
After we came back from MEGA-Leif, we started on making UNREAL again.
And Dr.Venkman came back from his retirement.
- 1992 -
Then Unreal was released. Unreal was the first really big megademo for PC and
it hit the top of the charts immediately.
- 1992 -
Then we were contacted by the organizers of a BIG Amiga/C64/PC party, called
The Party 1992. They asked us to organize the PC demo compo there and make
again an Invitation Intro for it's PC side. So The Party 1992 Invitation Intro
was made. At that time we had the following members:
Psi - Code
Trug - Code
WildFire - Code
Pixel - GFX
Purple Motion - Music
Skaven - Music & GFX
GORE - Organizer
Abyss - BBS support
The Party 1992 Inv. Intro was mostly coded by Psi and WildFire. WildFire was
our new coder who joined us in autumn 1992. He had before been active on the
Atari ST scene.
- 1992 -
Then it was the time for another big demo. The making of Panic! began.
It was the normal process of making demos with blood and sweat and annoying
deadlines. WildFire was the one to assemble the demo together, but lots of
code was also done by Psi and Trug.
Then it was the time for The Party 1992. As we thought that it would really
nice to get as many people as possible to The Party as cheaply as possible,
we decided to organize a bus trip there with the amiga people. So we managed
to load two buses full of computer freaks and take our leave towards The
Party. At that time The Party 1992 was the biggest computer party ever.
There were about 2500 computer freaks of which around 400 were PC dudes.
There we entered the demo compo with Panic, and to our surprise we came
second. Witans Facts of Life had won the demo compo. We were quite
disappointed by this, because there was absolutely no voting. The voting
system on Amiga just didn't work. And then some organizer just asked the last
remaining PC organizer "What do you think were the best demos" without telling
him that these were going to be the official results. And without thinking he
just said "Witans, FCs and Sonics".
Anyway, The Party 1992 was a big success.
- 1993 -
After The Party 1992 we lived quietly for awhile. The only big change was
that Marvel (formerly from Sonic-PC) joined us. So we now have two gfx
artists. Then we began thinking of making a diskmag. At first nobody really
wanted to code it, so we thought that we would make it as a co-operation
with Stone (a finnish demogroup). But after some co-operation troubles we
began making it 100% by ourselves. We tried to make it the best diskmag
on the PC and according to many opinions, we succeeded quite well. What
we tried to do, was to set an example on how well you can do diskmags if
you really try. The diskmag was coded by Psi and the GFX were done by
Pixel and the musics by Purple Motion and C.C.Catch from Renaissance.
- 1993 -
Then it was the time for Assembly'93. Once again we were the PC organizers
and we made an invitation intro for it. It's name is quite easy to guess,
it's Assembly'93 Invitation Intro (hard one! =)). It was coded by Trug,
the GFX were done by Marvel and the musics by Purple Motion. It fulfilled
its purpose (to get as many people as possible to Asm'93) very well.
Assembly'93 was the biggest ever summer demo party. There were about 1300
people on the party place of which around 450 were PC demo freaks. Asm'93
was also a big advancement on the PC side. For the first time we also had
a intro, music (4 channel and multichannel) and graphic compos.
Our biggest production yet, the Second Reality won the PC demo competition.
You have most probably also seen it, so I won't (again) go into detail in
trying to describe its effects.
At the moment we are looking ahead to The Party III: The Ultimate. We are
again organizing a bustrip to Herning (were the party is to take place). We
really recommend this party because we feel that The Party III is going to
be the biggest and coolest demo party for PC ever. So be there or be square!
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³14: ANSWERS TO RUMORS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Rumors: - The computer was changed to a faster one to run Second
Reality.
- An additional GUS was added to machine.
- The VGA card was changed to a faster one.
- Marvel scanned his picture (Ice Kingdom)
- Marvel didn't compose his tune "Can't remember you"
- FC did something to the tunes, because they sounded so
weird.
- FC used dirty tricks in the The Party II
- FC skipped some parts of other groups demos to hurt their
score
- FC conducted a ballot-stuffing (fake voting)
Question 1) Was the computer changed?
Answer 1) No. All the competitions (music,gfx,intro and demo) were
run on the same 486/33mhz 64kb cache GUS 1mb and ET4000
1mb machine with 4mb of RAM. This machine belongs to me
(Abyss) and is the very same machine (except for the GUS)
which was used to display the demos at The Party II.
Question 2) Did you change the VGA card?
Answer 2) No we didn't. The same ET4000 1MB VGA card was used all
the time.
Question 3) Was a second GUS card added to the machine?
Answer 3) At first few months before the Asm'93 we thought that
Dolby Surround Pro Logic was only possible to make
if you had 2 GUSes. Then we found out that it is very
easy and possible to do with only one GUS card. So no
second GUS card was added.
Question 4) Why is Marvels Ice Kingdom so like BEAR1.GIF?
Answer 4) Let me explain at first about the background. Most of
you arent familiar with the Amiga scene. On the amiga
scene it is forbidden to scan a picture, but it is
ok to use a existing picture as a model from which to
draw. What this means is that many of pictures made
are not ORIGINALLY created by the author (for example,
EEVI which came second at Asm'93 is originally by H.
Giger (the guy who did the gfx for Alien (I-III) for
example)).
What Marvel did was, that he draw the outlines from the
BEAR1.GIF and the proceeded on his own with the most
difficult task. If you compare BEAR1.GIF and ICEKNGDM.LBM
1) they are in different resolutions
2) there is no wall in the ICEKNGDM.LBM
3) if you zoom in the picture you will see that the
colouring (dithering) of the picture is completely
different than in Marvels picture.
4) BEAR1.GIF looks scanned, it looks helluva good and
it looks very different than Marvels picture.
Question 6) Did Marvel compose the tune "Can't remember you"
Answer 6) Yes, he did. Among his other talents, Marvel is a quite
good composer. He has made around 5-6 tunes during his
amiga career (though not too famous songs). He composed
the "Can't remember you" using ST ]I[ beta.
Question 7) Did you refuse to use any other player than ST3?
Answer 7) No we didn't. Most of the songs were supplied to us as
plain MOD files. No player was included with them. Only
one song had it's own player, and that player was used
to play it. In the Assembly'93 text file there was a
notion:"Bring your own player" (about the PC multichannel
competition). Because no player was supplied with most of
the MODs/multichannel files, we used the best player
we know of, the ST3 beta.
It is also claimed by people who have never used nor
seen ST3 that ST3 has still serious bugs in its .MOD
capabilities. This can't be more wrong as ST3 is one of
the very few composers that really play all Amiga commands
really correctly, not like many PC composers. So it's more
likely that composer used to create the tune wasn't enough
Amiga MOD compatible than ST3 to have bugs in it's MOD
playing module.
Question 8) Did you do something to the tunes to make them sound so
weird?
Answer 8) No, we didn't. The PA system broke down. The left speaker
broke and didn't play most of the middle-sounds. We are
very sorry for this, but it's very rare that this kind of
things happen.
Question 9) Did you use dirty little tricks in The Party II?
Answer 9) Rick Dangerous / S!P has claimed that we used the
following dirty trick in The Party II:
ù First telling everyone there'll be no demo from them
ù then, all of a sudden, at the END of the compo Gore
shouted (you know in this certain style) And Now!
The new demo by the Future Crew.... (all other things
were anounced like uhh.. hmm yes.. copper? by humm...
surbrisse..?...)
ù and finally they turned the volume up to give the
sound a special boost...
1) We telled nobody of our demo (Panic) because we feared
that it would scare off people. The almightyFC is gonna
do a new demo, we can't win, so why compete? We thought
we could this way get a lot better compo.
2) Gore shouted? In fact the man who announced ALL the
competitions (Amiga, PC and C64) was some of the Amiga-
organizers. We didn't even know him. In fact Gore was
nowhere near the compo room, only I and Wildfire were
(of FC) at the compo room.
3) We couldn't have boosted the volume because PA system
was operated by two other guys. They controlled the
volume during all the compos. Not us.
Question 10) Did FC skip parts of other groups demos?
Answer 10) Yes. Some parts were skipped because the demo run just for
too long displaying the same effects all over again.
If the audience began almost to die of borement because
of looking at the same boring screen for 3-4 minutes it
was the time to skip to next part. This could have not
hurted the group, because people already were bored with
the screen. Boring them more would affected the groups
score even more.
Question 11) Did FC conduct a fake voting?
Answer 11) The counting of votes was an open happening. Anybody could
have joined us to help with the counting. We invited
everybody to join us. We made every attempt to make the
voting as reliable as possible and it's our opinion that
the votes were counted as correctly as possible.
What comes to faking votes, it is a complete lie. No votes
were forged. The results of the music competitions might
have been surprises, but for those surprises only the
voters can be blamed.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³15: SONIC DREAMS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Two files which have claimed to be a demo from us under the
name of Sonic Dreams have been circulating boards around
Europe.
These files: FCSONIC1.ZIP and FCSONIC2.ZIP
A*R*E F*A*K*E*S*!
We don't know the maker of these files nor the purpose of them.
Under our tests we have not found any viruses nor troijans in those
files. Those files are composed of PCX pictures with some simple
C source code. Please delete the files when encountered. We
(the Future Crew) are not the makers of these files.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³16: FINAL WORDS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
This is the second revision of this file. In the first version
there was a a little "bug". The number to StarPorts' second node
was incorrect. Please, don't call that number! The number goes
to some Finnish home.
Thank you for reading this file.
Signed, Abyss, GORE & Henchman / Future Crew
³ ³
³ <<< THE FUTURE CREW INFORMATION PACKAGE >>> ³
³ ³
³ Version 1.21 ³
³ ³
³ 27-DEC-1993 ³
³ ³
³ ³
³ This file contains general information about the Future ³
³ Crew and our demos. It also includes frequently asked ³
³ questions we often receive by mail and instructions on ³
³ how to contact us best. ³
³ ³
³ We will update this file as things change, and if the ³
³ above date is rather old, you can get the most recent ³
³ version of this file either by E-Mail from Internet or ³
³ from our distribution sites. ³
³ ³
³ ³
³ ³
³ ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ CONTENTS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
1: Opening words
2: Demos for Commercial Purposes
3: The Distribution and Use of Our Demos
4: The Current Memberstatus
5: International Demo Competitions
6: Official Assembly'93 Competition Results
7: Quick Information on The Party 3
8: How to Contact Future Crew
9: Frequently Asked Questions
10: Creativity Demo Net Information
11: Official Distribution Site BBS List
12: How to Become a Distribution Site
13: The Brief History of The Future Crew
14: Answers to rumors
15: Sonic Dreams is NOT a Future Crew demo
16: Final Words
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³1: OPENING WORDS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Welcome to the FCINFO.TXT file version 1.2 !
This textfile is a update to FCINFO10.TXT (version 1.0). The updated
parts are section 13 and the release list. In addition, voting form
has been removed.
This textfile was written to tell you about Future Crew, to
give you answers to most of the things you would probably like
to ask us, and to tell you how to get more demos.
If you are interested in us making a demo for you, please,
start reading from the next paragraph in this file.
The things discussed in this textfile are mainly aimed to
those people who have not seen much demos before, but are very
interested in learning more about them and about the whole
demo scene (=demo world) in general. In the future versions
there will be changes and additions taking into account what
has happened since the last information package.
Signed, GORE
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³2: DEMOS FOR COMMERCIAL PURPOSES ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
If you find our demos interesting and would like us to make
you one for commercial purposes, do not hesitate to contact us.
When contacting us, please, include a short explanation of
what kind of a demo you are interested in. That would greatly
help us in evaluating the size of the project.
Kindly include, for example, these kinds of information:
- What kinds of demo effects would you be interested in
- Should there be any colorful still-pictures (logos, etc.)
- If the demo should have sound, which sound cards would you like
to be supported, what type of music should be played, etc.
- How big the demo could be in kilobytes and for how long
should the demo run in minutes approximately.
- Where would the demo be used and how soon would you like the
demo to be finished.
We would like you to understand that our demos are not animations.
This means that nearly everything you see on the screen is being
real-time calculated. The speed of the movement is usually
dependant to the speed of the VGA card and the speed of the
processor.
When contacting us, you should realise that we are all rather
young and thus still studying in various schools. This is why
our time is usually quite limited. And it is very likely that
we might already be involved in another project.
You should also know that we do not make demos for Microsoft
Windows due to its limitations from an assembly language
programming point of view.
Since normal mail is quite a slow way to communicate, we would
prefer the communication be made through e-mail or fax.
You can find our contact information from this file.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³3: THE DISTRIBUTION AND USE OF OUR DEMOS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
All our demos, except the ones which we have created for different
companies, are freeware.
This means that you can copy and distribute them freely as long
as you make no modifications to them. Also, no money can be
charged for copying them.
If you are a PD distributor, please contact us before including
our products in your collection.
In general, all commercial utilization of our demos without our
permission is forbidden. This includes selling disks containing
our demos.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³4: THE CURRENT MEMBERSTATUS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Alias: Real name: Age: Main responsibility:
--------------------------------------------------------------
GORE Samuli Syvahuoko 20 Organizer
Psi Sami Tammilehto 20 Coder
Trug Mika Tuomi 21 Coder
Wildfire Arto Vuori 18 Coder
Purple Motion Jonne Valtonen 17 Musician
Skaven Peter Hajba 18 Musician
Marvel Aki Maatta 18 Graphics Artist
Pixel Mikko Iho 18 Graphics Artist
Abyss Jussi Laakkonen 18 BBS Coordinator
FC Internet Division:
Henchman Markus Maki - Thanks for helping with the e-mail
Jake Jarkko Heinonen - Thanks for providing the e-mail
address
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³5: INTERNATIONAL DEMO COMPETITIONS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
For those who have no idea what the above are, I will explain.
Demo competitions (= parties) are international events where
the demo scene people go to meet each other and to compete in
the many competitions that are being held. These competitions
(= compos) are the demo, intro (= a demo sized under 100kb),
music and graphics. There are often different compos for different
machines (PC, Amiga, Atari ST and C-64). There are also prizes in
each compo (cash or computer hardware & software). The cash prizes
are usually the money people pay as the entrance fee (usually
about $20 US) and the possible computer hardware & software has
usually been sponsored by various computer companies. All
contributions are being experienced on a big screen (many meters
wide) and with the aid of a powerful audio system. After this all
the people or a selected jury vote and decide which contributions
are the best. After this the prizes are being given out and the
party is over. In the process people of course get to know each
other better and exchange a lot of new ideas.
All contributions are usually being released at the party itself,
but sometimes the PC demos are not. This is very unfortunate,
and will probably change in the future. The reason why this is
allowed to happen is becouse most demos haven't been beta-tested
well enough before the party and might not work on most machines.
So, the groups are being allowed to finish their demos after the
party and then release them when they so see fit.
Parties usually last for three days (a weekend) and are usually
organized by bigger demo groups.
There are a few big demo parties being held annually.
These include the following: The Party in Denmark at Christmas-
time, The Gathering in Norway around Easter, The Computer
Crossroad in Sweden before the summer and Assembly in Finland
in the end of Summer. The biggest of these is The Party, which
is being held for the third time this Christmas. And the most
recent party was Assembly'93, which was held for the second time.
A few months before the party, the organizing demo groups usually
release special invitation demos to advertise their parties.
At Assembly'93 there were a total of 1500 attenders from which
550 were PC people. About half of them had come from outside
Finland (Germany, Belgium, Holland, Sweden, Norway, USA, Israel,
Canada, Denmark, Switzerland, Spain, etc...). Only PC people were
allowed to vote on PC compos.
The overall quality of the contributions exceeded all expectations.
It was very cool to see how much the PC scene had developed since
last year. The party itself went quite smoothly, except for a
few bumps, but what would a demo party be without them... :-)
Also the prizes were very good in all PC compos. The total value
of all the prizes on the PC was about $7800 US.
Next we would like to thank all the companies which sponsored
most of the PC side prizes at Assembly'93:
Advanced Gravis, Canada
Epic MegaGames, USA
The Waite Group Press, USA
Terton, Finland
HiCompu, Finland
Toptronics, Finland
Pro Component, Finland
Lan Vision, Finland
Data Fellows, Finland
The thanks to all the sponsoring companies are also in the end
scroller of the demo. We hope to see you also next year!
And to all you people out there:
Don't forget to attend Assembly'94 next summer !
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³6: OFFICIAL ASSEMBLY'93 COMPETITION RESULTS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Here we have the final and true results of the PC compos at
Assembly'93. Ignore all the anonymous 'result' files circulating
lately around BBS'es.
Assembly'93 party results for PC. Votes were calculated by giving five
points for the first place, four for the second place and so on. Up to
five contributions could be voted for. A total of 130 votes were cast.
PC Demos Top Ten
-----------------------------------------------------------------
Place: Votes: #: Group: Demo:
1. 472 10. Future Crew Second Reality
2. 403 9. Silents Optic Nerve
3. 242 3. Xography Elements
4. 126 2. Dust Saga
5. 78 6. Extreme Extermination
6. 51 5. Virtual Visions Fruits of Indolence
7. 31 7. Paranoids Wasted Time
8. 26 4. Alphaforce Phenomenon
9. 17 8. Black Rain Obsession
PC Intros Top Ten
-----------------------------------------------------------------
Place: Votes: #: Group: Intro:
1. 378 8. EMF Eclipse
2. 196 5. Epical Tangle
3. 165 9. Darkzone Debut
4. 163 7. Onyx Locomotion
5. 125 10. Avalanche Motion
6. 115 15. Sonic-PC Plan-B
7. 106 6. Doomsday prod. Vanity & Apathy
8. 48 4. Jeskola prod. Dieetti-Intro
9. 43 3. Surprise! prod. Stardream
10. 12 1. RatCompany Fraust
PC Multichannel Music Top Ten
-----------------------------------------------------------------
Place: Votes: #: Composer: Tune:
1. 219 7. Skaven / Future Crew Ice Frontier
2. 178 4. Marvel / Future Crew Can't remember you
3. 164 1. Purple Motion / Future Crew Starshine
4. 153 5. Leinad / Avalanche Atomic II
5. 147 6. Silent Mode / Pentagon Inferno
6. 86 2. Tonedeaf / Extreme Heartbeat
7. 69 10. Prism / Wish Time running out
8. 59 3. Mikki / Epical Opossumi
9. 56 9. Funk't'ion / Paranoids Deepness
10. 29 8. Bloodsoaker / Wapy Shout
PC 4-channel Music Top Ten
-----------------------------------------------------------------
Place: Votes: #: Composer: Tune:
1. 133 19. Purple Motion / Future Crew Sundance
2. 98 13. Leinad / Avalanche Teaspoon
3. 90 6. Cybelius / Sonic-PC Schwinging the Swing
4. 60 9. Tonedeaf / Extreme Sounds of War
5. 59 8. Executioner Pork Chop
6. 53 17. Blizzard / Epical Hidden Shadows
7. 51 21. JayJay / Progress Phantoms
8. 47 5. Mellow-D / Sonic-PC Fast Changer II
9. 45 10. Gibson / Extreme Blackbird
10. 43 16. Mistake / Darkzone Michael Jackson sez hi!
PC Graphics Top Ten
-----------------------------------------------------------------
Place: Votes: #: Artist: Picture:
1. 176 8. Marvel / Future Crew Ice Kingdom
2. 144 2. Delsion / Cascada Eevi
3. 106 9. Zenjuga / Black Mind A3
4. 88 10. Pixel / Future Crew Troll
5. 44 11. Giems / Dark Zone Escaping from the Raytracer
6. 42 14. Ranx / Sonic-PC Invintro
7. 29 13. PCA / Painkiller W2
8. 22 7. Kapsu / Epical Assyroad
22 15. Mahlzahn / Pentagon Dungeon
10. 19 12. Leinad / Avalanche Korvmack
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³7: QUICK INFORMATION ON THE PARTY 3 ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
As said before, The Party 3 will be the next big party.
And as usual, it will be held in Denmark. But this time it
will be held in Herning, the biggest exhibition centre in
scandinavia. There will of course be competitions for Amiga,
PC and C-64. The PC side is organized by ACCESS DENIED.
For more information, get your hands on the official PC scene
invitation intro (by Access Denied). The filename is ADPARTY.ZIP.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³8: HOW TO CONTACT THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Note that our mailing address has changed!
The new one is: Our home BBS is:
Abyss / Future Crew StarPort - FC WHQ BBS
(c/o Jussi Laakkonen) +358-0-804 4626, 14.4k
Sepetlahdentie 2 E 36 +358-0-804 1133, 14.4k
02230 Espoo SysOp: Abyss
FINLAND
PLEASE NOTE THAT THE STARPORT'S #2 NODE NUMBER WAS _INCORRECT_
IN FCINFO10.TXT !! DO NOT CALL THAT NUMBER ANYMORE !!
You can also e-mail us or send a fax:
Internet: jtheinon@kruuna.helsinki.fi (GORE & Jake)
Fax: +358-0-420 8620 (at GORE's place)
We receive a lot of mail and simply can't answer all of it.
Comments and opinions are always appreciated, but if you
also have questions, consider first if you might find the
answers elsewhere, for example from the Frequently Asked
Questions section inside this file. However, if you include
questions in your mail, please enclose a return envelope ready
with your address and an international mail coupon.
This would help us a lot.
The best and the fastest way to contact us is through e-mail.
So, if you really want to chat with us alot, you should find
a way to use e-mail. From internet you can also find lots of
demos and be able to e-mail other demo groups as well.
We get a LOT of e-mail so you may have to wait for our reply
for a while. We TRY to answer every e-mail we get but please,
write your e-mail address into your message.
A very good anonymous ftp site where you can find lots of
demos is ftp.uwp.edu. Our demos can be found in the directory:
pub/msdos/demos/groups/future.crew.
You can also call our many BBSes around the world. You can
find the list of these BBSes in this textfile.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³9: FREQUENTLY ASKED QUESTIONS ABOUT THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Here we have compiled a list of questions along with the
answers (in random order) which are being asked in about
95% of all the letters we receive. Hopefully you will find
the answers to your questions from here and save us and
yourself from some unneeded paperwork.
Q: Where can I get your and other groups' demos?
A: There are several ways to get demos.
The best way (if you have a modem) is to call an FC distribution site
near you. They have all of our productions online and you can download
them freely. Also many normal BBSes carry our productions and other
groups' demos. If you don't have a modem, then getting our demos is a
lot harder. We don't have a mailswapping system. So, if you have a friend
who has a modem, why not try to get him to call one of our distribution
sites. Another VERY good way to get demos is from the INTERNET. A very
good demo site is ftp.uwp.edu which carries probably the best demo
collection on internet.
Q: When is the musicdisk coming out ?
A: We will probably release a sort of musicdisk at TheParty '93. It will
feature a long-awaited MOD/S3M-player for GUS/SB/SBPro and a nice pile of
Skaven's and Purple Motion's best S3M songs.
Q: When is Scream Tracker 3.0 going to be out?
A: Scream Tracker 3.0 is a product which might or might not ever be out.
This is very ambiguous, but the problem is that ST3 is not a high
priority project. The coder, Psi, is studying at a university, coding
demos, doing commercial software and trying to spend some freetime.
So at the moment there is no time to finish ST3 and no set release date.
Q: When is Worldcharts issue #2 coming out?
A: Since there are a lot of other groups publishing all kinds of magazines
today and our main directive is to make demos, and that Worldcharts #1
wasn't as good a success as we wanted it to be, we see no real sense in
in continuing to publish it anymore. Also as you might have guessed our
time has become too limited for these kinds of projects. In a nutshell,
at this time there is no real reason for you to send in your votes or
articles. If we change our minds about this, you can be sure that we'll
let you know. Thanks to everyone who supported us by sending us votes
and articles.
Q: What programming books would you recommend to learn assembler and VGA?
A: This is a hard question, and a general answer is, that any book will do.
You can get the basics from a book and books are a great reference,
but when it comes to creating something new, you can't just read it
from a book. We have all learned to code the hard way (a lot of
miscellaneous books and a lot of experimenting). Anyway, here are
some of the books we often find handy (there are undoutedly newer
prints, so check them out):
Mastering Turbo Assembler, Tom Swan
Hayden Books 1989, ISBN 0-672-48435-8
PC System Programming, Michael Tischer
Abacus 1990, ISBN 1-55755-036-0
The Programmers PC Sourcebook, Thom Hogan
Microsoft Press 1988, ISBN 1-55615-118-7
Programming the 80386, John H. Crawford and Patrick P. Gelsinger
Sybex 1987, ISBN 0-89588-381-3
Programmers guide to EGA and VGA cards, Richard F. Ferraro
Addison Wesley 1989, ISBN 0-201-12692-3
Also, most up to date are many software 'books', such as interrupt
lists from bbs'es and such. We have also found a lot of valuable
information in articles and such. In short, there is no magic
way of learning to code, it really does take hard work.
Q: Are you going to make games in the future ?
A: Why not. It all depends if we have the time. We have a few game
ideas cooking, but they are far from being completed. But we will
let you all know when we have a game coming, don't you worry!
Q: What do the members of Future Crew do besides computers ?
A: Most of us study in various schools; universities, high schools and
colleges. In real life most of us are quite normal(?) human beings.
Our hobbies are for example, sci-fi, movies, weight-lifting, techno,
hi-fi, etc, etc. And most of us have or has had a girlfriend.
Q: What sound cards will you support?
A: At the moment our productions support the following sound cards:
Gravis UltraSound - for it's programming advantages
Sound Blaster Pro - for being a standard
Sound Blaster - same here
Support to other sound cards is always possible, but right now we
don't see enough demand to support any other cards.
Q: Why do your demos require a 386 or higher to run?
A: There are several reasons for the requirement; For example, 386 has many
new assembler commands, 32bit registers, and of course more processing
power. There isn't simply enough processing power in 286 to run a full
ledged demo. And besides, 286-based machines are a dying breed.
Q: How did you learn to code as you do now?
A: Learning to code demos is a long and very very difficult process. It takes
years to learn to code demos very well. A good way to start is some high
level language like Pascal or C and then started to experiment with
assembler. It takes a lot of time and experimenting to get better, and
there are no shortcuts (for book recommendations, see a question before
this). The main thing is trying to understand what you do, then trying
to change the program to see what you get, and gain wisdom in what's
the best way of doing things. Learning to code well requires a lot of
patience, a lot of enthusiasm and a lot of time. It is not easy.
Q: What programs do you use to do your demos?
A: We use the following programs to do our demos; For code we use
Borland C++, Microsoft C, Borland Pascal and of course TASM (Turbo
Assembler). For graphics we use Deluxe Paint 2 Enchanded (and 3D Studio
2.0). For making the music we use Scream Tracker 3.0 beta, and for
digitizing the samples for our songs we use Advanced DigiPlayer 2.5
beta. Scream Tracker 3.0 and Advanced DigiPlayer are our own programs
made by Psi, and they are not available to the public at this time.
In addition to all these, we of course have a big collection of
utilities we have crafted to our need during the years.
Q: I'm a beginner programmer. I wonder if you could help me learn demo coding?
A: To help beginners learn the secrets of democoding we have released the
full source of our Mental Surgery demo. This source code is spread along
with our STMIK (Scream Tracker Music Interface Kit), which is a 4 channel
music player, which you can link into your own programs. You can find these
from our distribution sites, under the name STMIK020.ZIP (be sure to grab
STMIKFIX.ZIP too, which fixes one nasty bug). Do not try to ask us send
you some of our unreleased source code.
If you are reading this file, you probably know already that we have
released a new source code pack which includes the full, documented
ASM source code of our new StarPort intro II.
There's always the possibility that we will release some other source code
in the future as well, but at this time there are no immediate plans for
such an event.
Q: What is the complete list of your released productions with release dates?
A: To date, we have released the following productions:
Filename Size Released A Short Description
-------- ---- -------- -------------------
YO!.ZIP 32 kb 2-24-89 YO! intro, VGA textmode/PC-speaker
GR8.ZIP 31 kb 7-12-89 GR8 intro, EGA/No sound
FC-SLIDE.ZIP 350 kb 7-23-90 Slideshow I, a graphics collection, SB
ST224.ZIP 130 kb 2-22-91 Scream Tracker 2.24 shareware version, SB
MENTAL.ZIP 90 kb 7-02-91 Mental Surgery demo, SB/Covox/PC-speaker
STMIK020.ZIP 170 kb 8-10-91 Scream Tracker Music Interface Kit 0.20
FISHTRO.ZIP 230 kb 4-08-92 Assembly'92 invitation intro, SB
STMIKFIX.ZIP 10 kb 7-14-92 A Bugfix to STMIK
UNREAL.ZIP 1350 kb 8-06-92 Unreal megademo, SB/SBp
STARPRT2.EXE 6 kb 9-13-92 StarPort BBS intro, VGA/AdLib
THEPARTY.ZIP 165 kb 10-02-92 The Party II invitation intro, SB/SBp
PANIC.ZIP 950 kb 2-04-93 Panic trackdemo, SB/SBp
ASM-93.ZIP 400 kb 6-15-93 Assembly'93 invitation intro, SB/SBp/GUS
WCHARTS.ZIP 680 kb 6-26-93 Worldcharts magazine issue #1, SB/SBp/GUS
SOULOMAT.ZIP 100 kb 7-10-93 A song by Purple Motion
ICEKNGDM.LBM 65 kb 8-01-93 Winner of PC graphics compo at Asm'93
ICEFRONT.ZIP 180 kb 8-01-93 The winner of PC multichnl compo at Asm'93
CAN'T.ZIP 125 kb 8-01-93 The second in PC multichnl compo at Asm'93
STRSHINE.ZIP 225 kb 8-01-93 The third in PC multichnl compo at Asm'93
TROLL.LBM 85 kb 8-01-93 The fourth in PC graphics compo at Asm'93
SUNDANCE.ZIP 235 kb 8-10-93 The winner of PC 4chnl compo at Asm'93
2NDREAL1.ZIP 1250 kb 10-07-93 Second Reality, Asm'93 winner, SB/SBp/GUS
2NDREAL2.ZIP 790 kb 10-07-93 Second part of the Second Reality demo
2NDR_MS.ZIP 280 kb 11-01-93 Skaven's songs from Second Reality
SYMPHONY.ZIP 260 kb 11-01-93 Symphony by Skaven
PMFRACT.ZIP 210 kb 11-05-93 The winner of Megaleif ST/PC music compo
BUSMATKA.ZIP 75 kb 11-09-93 Finnish invitation to Party3 bussymatka
STARPORT.ZIP 4522 byt 11-21-93 StarPort BBS intro II, VGA/Adlib
SP2SRC.ZIP 30 kb 12-02-93 StarPort BBS intro II sources
UNREAL11.ZIP 1335 kb 12-28-93 Unreal version 1.1 for Gravis UltraSound
JOURNEY1.ZIP 867 kb 12-28-93 First Music Disc by Purple Motion
JOURNEY2.ZIP 1015 kb 12-28-93 Second Music Disc by Purple Motion
You SHOULD be able to find all of the above from our Distribution Sites.
Q: Exactly where do FC members study and what?
A: Many of us study in high school or in university. Here is the complete list:
Psi - Turku university, major informatics
Trug - finished his studies
WildFire - last year in high school
Purple Motion - second year in high school
Skaven - not studying at the moment
Pixel - last year in high school
Marvel - last year in high school
Abyss - last year in high school
GORE - studying in business school
Q: How long does it take to make a demo like Second Reality?
A: The complete time that it takes to make such demo can't really be counted.
Most of our knowledge is based on years of hard work and on our previous
works. All of us do little experiments on their freetime and when a
"critical mass" is achieved the making of a demo begins more seriously.
From this point to a final demo (in the case of a major production like
Second Reality) it takes around three to six months.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³10: CREATIVITY DEMO NET (CDN) INFORMATION ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Creativity Demo Net or shortly CDN is nowadays quite a common sight
among BBS'es that are oriented towards demos. But what exactly is CDN?
The idea behind The Creativity Demo Net(work) is now about 2 years
old. I had been dreaming about having a way to communicate electronically
between different demogroups. When we (Future Crew) attended Megaleif
Easter Party'92 last year in Uppsala, Sweden, I was positively surprised
when I found out that Mirage / Cascada had also been thinking about the
same thing. We both thought that it was a good idea and began developing it.
But it didn't work out as we intended. There were a lot of difficulties,
in Sweden and here in Finland. At first we tried to spread the net via FidoNet,
but soon it came clear to us that demogroups needed their own net. The
same time I had been also talking with Trojaner (SysOp of Skull's Southern
Germany HQ) and he was also inspired by this idea. We decided that Skull
and Future Crew wouldn't be enough to start a new net with, so I contacted
Arjan Pool (who had relations with DCE) and he also thought that the idea
was just great. And we got underway.
At first the net was called just plainly DemoNet, but it was almost
immediately changed to Creativity Demo Net. Anyway, at first it was planned
that StarPort would become the World HQ, but as Arjan wanted to take the job
and all the big responsibilities, Arco BBS became the WHQ (and still is). Much
of the coming success of CDN was based on Arjan's continuing hard work for CDN.
The net started working in August 1992, four months after the first idea
about a demonet had come to me. And after that the net has spread like a
wildfire! At first CDN spanned only 3 countries (Finland, Holland and Germany)
but soon Sweden joined in, and then country after country and bbs after bbs
joined in. To this date CDN spans the following countries: Finland, Holland,
Germany, Switzerland, Spain, Denmark, Sweden, England, Italy, Turkey, Belgium,
Canada, USA, France, Hungary, Brazil, Austria and Australia. THAT'S 18
COUNTRIES! And there are about 140 nodes in CDN, all BBS's that are demogroup's
BBS'es. Considering the small amount of demogroup BBS'es, I would estimate
that about 75% of all demogroup BBSes are connected to CDN and all of the
biggest groups like FC, Triton, Renaissance, Cascada, etc... are connected
to the net.
So what kind of echoes does CDN carry? Well here is the complete list of
echomail areas:
* 1. CDN.4ALL
The area for everyone in CDN
* 2. CDN.ANNOUNCE
Made a new demo ? announce it overhere.
* 3. CDN.DISKMAG
All information about diskmagazines
% 4. CDN.CHAT
All chatting with other members
% 5. CDN.PROGRAMMING
For help with programming problems
% 6. CDN.GFX
For all graphics makers
% 7. CDN.MUSIC
MIDI/MOD/MUSIC help and questions
S 8. CDN.TEST
Test area
! 9. CDN.INTERGROUP
For selected groups within CDN
S 10. CDN.SYSOP
Sysops CDN only
H 11. CDN.HQ_HOST
For mail between HOSTS versus HQ
* - for everyone who gets
connected to a BBS
% - for registered persons
(demogroup members)
S - only for CDN sysops
H - only hosts and HQ
! - for special selected groups
CDN has areas for relaxed talk between people (and it gets QUITE
relaxed sometimes, and QUITE weird =), but it's just fun!), and for
serious purposes such as programming.
And what does CDN require from a BBS? Well, the first and MOST
important requirement is that the BBS is some demogroups (preferably an
active one) BBS. That is rule that there are only few exceptions from.
But otherwise, you just have to:
- place the completed files of the CDN on his/her BBS that everyone
can download them
- use the CDN nodelist and it's updates
- connect to every area available to them
Not too many rules... And that is because we want CDN to be fun,
not some playground for idiots with a lawbook for brains.
Also, there are ABSOLUTELY no charges in CDN, so the only costs you have to
pay are your own phonebills.
You can FREQ more info about from for example the WHQ under the magic name
CDNINFO. So, get more info now if you are interested in joining in!
=ABYSS- / Future Crew
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³11: OFFICIAL FUTURE CREW DISTRIBUTION SITES ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
ÚÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³Country ³BBS name ³BBS number(s) ³SysOp / Other info³
ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³Finland ³StarPort - FC WHQ ³+358-0-804-4626 HST/V32b³=ABYSS- / FC ³
³ ³ ³+358-0-804-1133 V32bis ³ ³
³ ³ ³ ³ ³
³Australia ³Tequila Sunrise ³+61-7-801-4446 V32bis ³Bartender ³
³ ³ ³ ³ ³
³Austria ³Polymorph LIGHTS ³+43-1-596-9026 V32b&HST³Gery ³
³ ³ ³ ³ ³
³Belgium ³Genesis ³+32-2-2453498 16.8k ³McGarret&MadFlight³
³ ³ ³ ³ ³
³Belgium ³Point Break ³+32-11436925 16.8k ³Lord Cyrix & ³
³ ³Access Denied WHQ ³ ³Jumping Jack Flash³
³ ³ ³ ³ ³
³Brazil ³Warmboot BBS ³+55-19426-5112 V32b ³Carlos Cantu ³
³ ³ ³ ³ ³
³Canada ³Spasm-o-Tron ³+1-514-744-5718 V32bis ³Snibble / HiTS ³
³ ³ ³ ³ ³
³Canada ³The Basement Breweries³+1-905-527-3469 V32bis ³Wizard ³
³ ³ ³ ³ ³
³Denmark ³Crack Central BBS ³+45-981.10096 19.2k ³Executioner ³
³ ³ ³ ³ ³
³England ³Sound & Vision BBS ³+44-932-252323 V32bis ³Rob Barth ³
³ ³ ³ ³ ³
³Germany ³The BitBlasters BBS ³+49-851-83994 16.8k ³BitBlaster ³
³ ³ ³ ³ ³
³Germany ³The Continental BBS ³+49-711-548501 16.8k ³Trojaner ³
³ ³ ³ ³ ³
³Holland ³The Consultation BBS ³+31-1170-54987 V32bis ³Preceptor ³
³ ³ ³ ³ ³
³Hungary ³Dune II ³+36-62-342-793 V32bis ³TSC / Phantom ³
³ ³ ³open: workdays 14-07 CET³weekends: 24h ³
³ ³ ³ ³ ³
³Iceland ³Mori BBS ³+354-1-677020 V32bis ³Arni Eggertsson ³
³ ³ ³ ³ ³
³Israel ³The Bureaucratic BBS ³+972-9-984173 V32bis ³Shachar Cafri ³
³ ³ ³+92-9-426657 V22bis ³ ³
³ ³ ³ ³ ³
³Norway ³Romeo November ³+47-4-536698 V32bis ³Stinger ³
³ ³ ³+47-4-536797 19.2k ³ ³
³ ³ ³ ³ ³
³Singapore ³MultiMedia GS ³+65-252-1220 V32b ³WildCat ³
³ ³ ³ ³ ³
³Spain ³Dracker BBS ³+34-3-385-3393 16.8k ³Gvyt / ENiAC ³
³ ³ ³ ³ ³
³Sweden ³Illusion ³+46-18-260565 V32bis ³ZED / FAiC ³
³ ³ ³ ³ ³
³Switzerlan³Wonderland ³+41-64-47-3046 16.8k ³PfUsuUS ³
³ ³ ³ ³ ³
³USA, NY ³The Sound Barrier ³+1-718-979-6629 HST V32b³Daredevil / REN ³
³ ³Renaissance WHQ ³+1-718-979-9406 V22bis ³Charles Scheffold ³
³ ³ ³ ³ ³
³USA, ND ³Quantum Accelerator ³+1-701-258-0319 V32bis ³Chris Zimman ³
³ ³ ³ ³ ³
³USA, TX ³Programmer's Oasis ³+1-214-328-6142 V32bis ³Daniel Potter / ³
³ ³ ³ ³Digital Infinity ³
³ ³ ³ ³ ³
³USA, SC ³The End of Time ³+1-803-855-0783 V32bis ³Holy Water and ³
³ ³ ³ ³The Hit Man ³
³ ³ ³ ³ ³
³USA, KY ³Eleutheria ³+1-606-223 1853 V32bis ³Soul Rebel / ³
³ ³ ³ ³Avalanche ³
³ ³ ³ ³ ³
³USA, MO ³Red Sector ³+1-816-792 3821 16.8k ³Lion Heart ³
³ ³ ³+1-816-792 2029 HST ³ ³
³ ³ ³ ³ ³
³USA, D.C. ³Data Connection BBS ³+1-703-506 8598 16.8kHST³Ryan / Renaissance³
³ ³ ³ ³ ³
³USA, FL ³The Power Grid ³+1-813-481-6539 16.8k ³Grid Runner & ³
³ ³HQ for many groups ³ ³Syntax Error / iCE³
ÀÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
In addition, you can get our demos from internet where
a very good anonymous ftp demo site is ftp.uwp.edu. Our demos
can be found in the directory: /pub/msdos/demos/groups/future.crew.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³12: HOW TO BECOME A FUTURE CREW DISTRIBUTION SITE ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
We are looking for distribution sites around the world.
We are looking for demo-oriented BBS'es that are interested
in becoming part of FC's growing number of BBS'es.
So, what does it take to become an FC distsite?
In fact, it's not easy, we require a lot, but before
giving up, take a look at the following list:
- Your BBS MUST have every single one production
FC or any member of FC has ever RELEASED
- Your BBS has to call StarPort (FC WHQ) at least
twice a month, and keep in contact with the FC
- Your BBS also has to be a voting place for our possibly
continuing Worldcharts diskmag (voting door)
- Your BBS has to be absolutely DEMO-ORIENTED, NOT
some gigantic all-around BBS. YOU yourself have
to be very interested about demos and the PC demo
scene in general
- Your BBS should join the Creativity Demo Net, if
by any means possible
- Your BBS would also be a Future Crew information
forum. You would have to answer questions concerning
FC and our production, and help people who have
problems with our software
- Your BBS should be operated on a PC compatible,
with at least a 14400 BPS modem and 300 megabytes
of diskspace for demos, and the BBS should be open
24 hours a day, and 365 days / year
So what do you get in exchange? Well, these things we can
guarantee:
- Your BBS will be mentioned in every FC production
in the distsite BBS list
- You have a chance to get all FC's future productions
first hand
- You will get some FC inner circle information
What we can't guarantee, but what is likely to happen, is that
your BBS will become more and more popular and it's quality
will improve dramatically.
Remember that we already have BBSes in most of the european
countries (check out the BBS list), but there are still some
gaps left which we'd like to fill out. In the USA and Canada,
we are accepting one BBS per state.
Please read the above rules carefully and think twice before
sending in the application below:
-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----
THE FUTURE CREW DISTRIBUTION SITE APPLICATION FORM
==================================================
Copy this application to it's own file, fill it out and give the
file the name of your BBS. Then send it to StarPort or e-mail it.
Do NOT fax it or send it by normal mail!
BBS name :______________________________________
BBS phonumber(s) :______________________________________
:______________________________________
:______________________________________
:______________________________________
BBS modem(s) :______________________________________
:______________________________________
Modem speeds supported : [ ] 1200 [ ] 2400 [ ] 9600 (V32)
(place X on appropriate : [ ] 14.4k (V32bis) [ ] 16.8k
box) : [ ] MNP [ ] V42bis
BBS net address(es) :______________________________________
List networks you are in :______________________________________
:______________________________________
Would you be willing to join the Creativity Demo Net if you aren't
yet in? : (Yes / No)
If necessary would you be willing to become a Host / Hub for The
Creativity Demo Net? : (Yes / No)
BBS software :______________________________________
Mailer software :______________________________________
Is your board any other group's distsite or member board: (Yes/No)
If yes, please list them :______________________________________
:______________________________________
:______________________________________
How many lines/nodes does your system have :____________
How many users does your system have :__________________
How large (in MB's) is your system :__________________
Is your BBS very demo-oriented : (Yes / No)
In what country do you live :___________________________________
SysOp alias / group :______________________________________
SysOp real name :______________________________________
SysOp voice phone number :______________________________________
SysOp e-mail address :______________________________________
SysOp age :___
SysOp full mail address :______________________________________
:______________________________________
:______________________________________
:______________________________________
Anything special we should be aware of?:
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
_________________________________________________________________
-----8<------8<------8<------8<---cut-here------8<------8<------8<------8<-----
P.S. Filling up this form doesn't mean that you will automatically
become an FC distribution site! We'll check the form and get back
to you!
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³13: THE BRIEF HISTORY OF THE FUTURE CREW ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
by Abyss and Gore / Future Crew
- 1986-1987 -
Future Crew (FC) was founded in the year 1986 on the C-64. And only one
member has been in the group for the whole time - Psi. FC did two
demos on the C-64 before changing into the PC scene in the year 1988.
- 1988 -
FC's first PC demo was a CGA sinus -scroller called GR8. At that time
the members were HAL, JPM, SS (Psi) and SIDDER. And DARK POWER
was FC's BBS.
- 1989 -
Then there came YO! which was quite popular for a while. It used one of
the VGA's textmodes and included 'nice' PC-speaker music. It had
many scrollers, a sinusing YO!-logo, a little bouncing ball and
a 2D-starfield. At this time ICE joined and so FC
had another BBS - SILICON DRAGON.
- 1990 -
In the year 1990 there was only one demo release from us, the Slideshow I.
It was the first PC demo which included 4 voice SoundBlaster music.
It didn't include any other special code for it was a VGA picture
slideshow. And at this time there were a lot of members in FC:
Psi, ICE, HAL, JPM, SID, BIG, DAC, MAC and SEBU.
- 1990 -
And only shortly after Slideshow I, Psi released his ScreamTracker 2.0 -
a 4 voice music editing program inspired by the Amiga SoundTracker.
ST 2.0 was a real success. But of course, it didn't take much time
when a pirated version was on the move. This was in the year 1990.
- 1991 -
In summer 1991, FC released a demo called Mental Surgery. It had
a big scroller on the top of the screen, 3D-starfield, a nice writer,
music scopes and of course 4 voice SoundBlaster music.
This was the last FC demo that worked on a 286 machine. At this
time the members were: Psi, ICE, Dr.Venkman and Purple
Motion. And only a while after this I (GORE) joined FC and ICE lost
the interest to demos and left FC along with his BBS. And
Dr.Venkman went crazy by selling his computer and retired for a while.
- 1992 -
So, FC lived quietly for about half a year. But when the year
1992 came Trug, Pixel, Skaven and Abyss joined FC. And as Abyss
joined, FC had a BBS again, namely StarPort. So, in the
beginning of the year 1992 FC had the following members:
1. Psi --- Main coder
2. Trug --- Asst. coder
3. GORE --- Organizer/asst. GFX-man
4. Pixel --- Main GFX-man
5. Abyss --- BBS support/utilities
6. Skaven --- Musician/asst. GFX-man
7. Purple Motion --- Musician
It was at this time that we had begun making UNREAL. Our first
plan was to release it at MEGA-Leif Convention - An Atari ST/PC party
held in Uppsala, Sweden. But about a month before MEGA-Leif,
MeeGosh/Rebels (Amiga) called me and told me about ASSEMBLY'92
and that it would be cool to have also the PC scene there. So, he
asked us to do an invitation intro for the PC scene about this
mega-event. We agreed and so, UNREAL was put to rest as Psi got
the idea of making something different - namely the Fishtro.
It took us about two weeks to create Fishtro from nothing, but
when we went to MEGA-Leif Convention, we still had little bugs in it and
therefore we couldn't release it until a week after MEGA-Leif.
We also competed with Fishtro in the MEGA-Leif PC demo compo, but
we were never told who came second. As the people who were at MEGA-Leif
remember, the belgian Raiders Brothers won the demo compo, but
they have not released their winning demo to this date (13.7.92).
After we came back from MEGA-Leif, we started on making UNREAL again.
And Dr.Venkman came back from his retirement.
- 1992 -
Then Unreal was released. Unreal was the first really big megademo for PC and
it hit the top of the charts immediately.
- 1992 -
Then we were contacted by the organizers of a BIG Amiga/C64/PC party, called
The Party 1992. They asked us to organize the PC demo compo there and make
again an Invitation Intro for it's PC side. So The Party 1992 Invitation Intro
was made. At that time we had the following members:
Psi - Code
Trug - Code
WildFire - Code
Pixel - GFX
Purple Motion - Music
Skaven - Music & GFX
GORE - Organizer
Abyss - BBS support
The Party 1992 Inv. Intro was mostly coded by Psi and WildFire. WildFire was
our new coder who joined us in autumn 1992. He had before been active on the
Atari ST scene.
- 1992 -
Then it was the time for another big demo. The making of Panic! began.
It was the normal process of making demos with blood and sweat and annoying
deadlines. WildFire was the one to assemble the demo together, but lots of
code was also done by Psi and Trug.
Then it was the time for The Party 1992. As we thought that it would really
nice to get as many people as possible to The Party as cheaply as possible,
we decided to organize a bus trip there with the amiga people. So we managed
to load two buses full of computer freaks and take our leave towards The
Party. At that time The Party 1992 was the biggest computer party ever.
There were about 2500 computer freaks of which around 400 were PC dudes.
There we entered the demo compo with Panic, and to our surprise we came
second. Witans Facts of Life had won the demo compo. We were quite
disappointed by this, because there was absolutely no voting. The voting
system on Amiga just didn't work. And then some organizer just asked the last
remaining PC organizer "What do you think were the best demos" without telling
him that these were going to be the official results. And without thinking he
just said "Witans, FCs and Sonics".
Anyway, The Party 1992 was a big success.
- 1993 -
After The Party 1992 we lived quietly for awhile. The only big change was
that Marvel (formerly from Sonic-PC) joined us. So we now have two gfx
artists. Then we began thinking of making a diskmag. At first nobody really
wanted to code it, so we thought that we would make it as a co-operation
with Stone (a finnish demogroup). But after some co-operation troubles we
began making it 100% by ourselves. We tried to make it the best diskmag
on the PC and according to many opinions, we succeeded quite well. What
we tried to do, was to set an example on how well you can do diskmags if
you really try. The diskmag was coded by Psi and the GFX were done by
Pixel and the musics by Purple Motion and C.C.Catch from Renaissance.
- 1993 -
Then it was the time for Assembly'93. Once again we were the PC organizers
and we made an invitation intro for it. It's name is quite easy to guess,
it's Assembly'93 Invitation Intro (hard one! =)). It was coded by Trug,
the GFX were done by Marvel and the musics by Purple Motion. It fulfilled
its purpose (to get as many people as possible to Asm'93) very well.
Assembly'93 was the biggest ever summer demo party. There were about 1300
people on the party place of which around 450 were PC demo freaks. Asm'93
was also a big advancement on the PC side. For the first time we also had
a intro, music (4 channel and multichannel) and graphic compos.
Our biggest production yet, the Second Reality won the PC demo competition.
You have most probably also seen it, so I won't (again) go into detail in
trying to describe its effects.
At the moment we are looking ahead to The Party III: The Ultimate. We are
again organizing a bustrip to Herning (were the party is to take place). We
really recommend this party because we feel that The Party III is going to
be the biggest and coolest demo party for PC ever. So be there or be square!
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³14: ANSWERS TO RUMORS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Rumors: - The computer was changed to a faster one to run Second
Reality.
- An additional GUS was added to machine.
- The VGA card was changed to a faster one.
- Marvel scanned his picture (Ice Kingdom)
- Marvel didn't compose his tune "Can't remember you"
- FC did something to the tunes, because they sounded so
weird.
- FC used dirty tricks in the The Party II
- FC skipped some parts of other groups demos to hurt their
score
- FC conducted a ballot-stuffing (fake voting)
Question 1) Was the computer changed?
Answer 1) No. All the competitions (music,gfx,intro and demo) were
run on the same 486/33mhz 64kb cache GUS 1mb and ET4000
1mb machine with 4mb of RAM. This machine belongs to me
(Abyss) and is the very same machine (except for the GUS)
which was used to display the demos at The Party II.
Question 2) Did you change the VGA card?
Answer 2) No we didn't. The same ET4000 1MB VGA card was used all
the time.
Question 3) Was a second GUS card added to the machine?
Answer 3) At first few months before the Asm'93 we thought that
Dolby Surround Pro Logic was only possible to make
if you had 2 GUSes. Then we found out that it is very
easy and possible to do with only one GUS card. So no
second GUS card was added.
Question 4) Why is Marvels Ice Kingdom so like BEAR1.GIF?
Answer 4) Let me explain at first about the background. Most of
you arent familiar with the Amiga scene. On the amiga
scene it is forbidden to scan a picture, but it is
ok to use a existing picture as a model from which to
draw. What this means is that many of pictures made
are not ORIGINALLY created by the author (for example,
EEVI which came second at Asm'93 is originally by H.
Giger (the guy who did the gfx for Alien (I-III) for
example)).
What Marvel did was, that he draw the outlines from the
BEAR1.GIF and the proceeded on his own with the most
difficult task. If you compare BEAR1.GIF and ICEKNGDM.LBM
1) they are in different resolutions
2) there is no wall in the ICEKNGDM.LBM
3) if you zoom in the picture you will see that the
colouring (dithering) of the picture is completely
different than in Marvels picture.
4) BEAR1.GIF looks scanned, it looks helluva good and
it looks very different than Marvels picture.
Question 6) Did Marvel compose the tune "Can't remember you"
Answer 6) Yes, he did. Among his other talents, Marvel is a quite
good composer. He has made around 5-6 tunes during his
amiga career (though not too famous songs). He composed
the "Can't remember you" using ST ]I[ beta.
Question 7) Did you refuse to use any other player than ST3?
Answer 7) No we didn't. Most of the songs were supplied to us as
plain MOD files. No player was included with them. Only
one song had it's own player, and that player was used
to play it. In the Assembly'93 text file there was a
notion:"Bring your own player" (about the PC multichannel
competition). Because no player was supplied with most of
the MODs/multichannel files, we used the best player
we know of, the ST3 beta.
It is also claimed by people who have never used nor
seen ST3 that ST3 has still serious bugs in its .MOD
capabilities. This can't be more wrong as ST3 is one of
the very few composers that really play all Amiga commands
really correctly, not like many PC composers. So it's more
likely that composer used to create the tune wasn't enough
Amiga MOD compatible than ST3 to have bugs in it's MOD
playing module.
Question 8) Did you do something to the tunes to make them sound so
weird?
Answer 8) No, we didn't. The PA system broke down. The left speaker
broke and didn't play most of the middle-sounds. We are
very sorry for this, but it's very rare that this kind of
things happen.
Question 9) Did you use dirty little tricks in The Party II?
Answer 9) Rick Dangerous / S!P has claimed that we used the
following dirty trick in The Party II:
ù First telling everyone there'll be no demo from them
ù then, all of a sudden, at the END of the compo Gore
shouted (you know in this certain style) And Now!
The new demo by the Future Crew.... (all other things
were anounced like uhh.. hmm yes.. copper? by humm...
surbrisse..?...)
ù and finally they turned the volume up to give the
sound a special boost...
1) We telled nobody of our demo (Panic) because we feared
that it would scare off people. The almightyFC is gonna
do a new demo, we can't win, so why compete? We thought
we could this way get a lot better compo.
2) Gore shouted? In fact the man who announced ALL the
competitions (Amiga, PC and C64) was some of the Amiga-
organizers. We didn't even know him. In fact Gore was
nowhere near the compo room, only I and Wildfire were
(of FC) at the compo room.
3) We couldn't have boosted the volume because PA system
was operated by two other guys. They controlled the
volume during all the compos. Not us.
Question 10) Did FC skip parts of other groups demos?
Answer 10) Yes. Some parts were skipped because the demo run just for
too long displaying the same effects all over again.
If the audience began almost to die of borement because
of looking at the same boring screen for 3-4 minutes it
was the time to skip to next part. This could have not
hurted the group, because people already were bored with
the screen. Boring them more would affected the groups
score even more.
Question 11) Did FC conduct a fake voting?
Answer 11) The counting of votes was an open happening. Anybody could
have joined us to help with the counting. We invited
everybody to join us. We made every attempt to make the
voting as reliable as possible and it's our opinion that
the votes were counted as correctly as possible.
What comes to faking votes, it is a complete lie. No votes
were forged. The results of the music competitions might
have been surprises, but for those surprises only the
voters can be blamed.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³15: SONIC DREAMS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Two files which have claimed to be a demo from us under the
name of Sonic Dreams have been circulating boards around
Europe.
These files: FCSONIC1.ZIP and FCSONIC2.ZIP
A*R*E F*A*K*E*S*!
We don't know the maker of these files nor the purpose of them.
Under our tests we have not found any viruses nor troijans in those
files. Those files are composed of PCX pictures with some simple
C source code. Please delete the files when encountered. We
(the Future Crew) are not the makers of these files.
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³16: FINAL WORDS ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
This is the second revision of this file. In the first version
there was a a little "bug". The number to StarPorts' second node
was incorrect. Please, don't call that number! The number goes
to some Finnish home.
Thank you for reading this file.
Signed, Abyss, GORE & Henchman / Future Crew
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