PLAYER'S GUIDE TO GODS
TO RESET OR NOT TO RESET - THAT IS THE QUESTION
by the Bitmap Brothers
(with some additions by Richard Karsmakers)
The Bitmap Brothers are one of the leading design and
programming teams on 16 bit computers today. They are
responsible for "Speedball", "Speedball II", "Xenon", "Xenon II",
"Gods" and "Magic Pockets".
The article consists of the text below as well as five pages of
maps and map explanation. The obtaining of these maps is
explained at the end of this article.
General advice
"Gods" is split into four levels with each level containing
three 'worlds'. There is more than one way to complete each world
and no world needs to be fully completed to finish the game.
There are many hidden puzzles and sections which do not need to
be solved but which can provide rewards. The difficulty level
should gradually from level one to level four. If you come across
a section in the game which seems particularly difficult to
complete this may be an indication that there is no need to
complete the section to finish the game. Such difficult areas are
generally "bonus" sections which if completed will reward you
with treasure.
Some worlds have "short cuts" which enable the level to be
completed quickly but you may lose out on treasure and other
bonuses by taking them. It is up to you to experiment with the
game to find out what is best to do.
Monsters
In "Gods", all monsters have attributes that define their
strengths, weakness and behaviour. The attribute which sets how
many times a monster must be hit before it dies is called the
aliens "hit points" attribute. A weak (low hit point) monster
would have perhaps ten hit points where a stronger monster could
have two hundred and fifty or more.
As you progress through the game you will notice that the
monsters become more intelligent. This means that they will be
more effective at carrying out their objectives, to either kill
you, avoid you, or steal treasure. In general it is not wise to
attack thieves as they might be helpful.
Weapons
Weapons also have attributes which define their behaviour and
effectiveness.
The weapons "hit point" score determines how powerful it is. For
example, to kill a monster with twenty hitpoints would require
twenty throws of a one hit point weapon (such as the knife) of
four throws of a five hit point weapon (such as a fireball).
Obviously, with weapons, the higher the "hit point" rating the
better.
A weapon can either stop when it hits a monster or travel
through it. Weapons which can travel through a monster are
clearly more effective as the weapon which might do even more
damage to another monster behind the first. Also weapons which go
through monsters cause more damage to each monster. This ability
of weapons should be taken into account when choosing the right
weapon. For example, in a situation where you are firing at three
monsters in a line, a throwing star (two hit points) will be much
more effective than a mace (three hit points). This is because
the throwing star will do at least two hit points damage to each
alien (a total of six plus) where the mace will only achieve
three hit points damage in total.
The third characteristic which should be taken into account when
selecting weapons is whether or not the weapon collides with
walls when it is thrown. Weapons which go past walls are
generally more effective.
Generally, the value of the weapon reflects its usefulness.
Potions
Correct use of potions can be helpful in completing many
sections of the game.
Because you can usually only carry three items in the inventory
it is not always wise to buy too many potions in the shop as
there will then be no room for carrying other objects that may be
necessary for solving the puzzles.
If you are familiar with the section of the game after the shop,
try and think ahead and plan which potions would be most useful
and where you would be most likely to use them. Then you can
decide how many potions it is safe to buy without risking having
to drop a potion when you don't want to.
Power potions
Power potions are used to increase the effectiveness of weapons.
Buying or picking up a power potion increases the damage done by
all of your weapons.
A weapon that is powered up once will have one extra hit point
and fire in two directions. A weapon that is powered up twice
will have two extra hit points and fire in three directions.
After being powered up twice, weapons continue increasing in hit
points each time you get another power potion.
Small power potions power up weapons once. Large power potions
power up weapons twice.
The same effect can be achieved by picking up or buying
multiples of the same weapon. For example, buying an axe and a
large power potion is the equivalent of buying three axes.
Considering the power potions affect all the weapons, they are
obviously a far more economical way of increasing weapon hit
points than buying multiples of the same weapon.
Weapons
Type Cost HP Stops on walls Stops on aliens
Knife 02500 1 YES YES
Throwing star 05000 2 YES NO
Mace 07500 3 YES YES
Axe 10000 4 NO NO
Fireball 12500 5 YES YES
Hunter 15000 5 NO YES
Magic axe 15000 3 YES YES
Spear 17500 6 NO NO
Time bomb 20000 20 NO NO
Lightning bolt 30000 25 NO NO
Potions
Type Description Value
Chicken Restores energy 00650
Apple Restores energy 01000
Weapon arc Standard 01000
Weapon arc Intense 01000
Weapon arc Wide 01000
Bread Restores energy 01300
Small health Restores energy 04000
Magic potion Freezes aliens 04000
Shield Invulnerability 05000
Magic wings Affects familiar * 05000
Power potion Increases weapon power 06000
Large health Restores energy 08000
Starburst 10000
Power claws Affects familiar 10000
Power potion Increases weapon power 12000
Shield Reduces damage 20000
Extra life 20000
Familiar 30000
* 'Familiar' is in fact a noun. In "Gods", it's a little bird-
like thingie that floats around you, helping you. In fantasy
fiction, even dragons can be familiars.
In level 2, 3 and 4 the power-ups increase in value to 17500 for
a small and 32000 for a large.
Extra lives
Extra lives are plentiful in "Gods". They can be found in
treasure rooms but they can also be awarded for clever play and
for scoring points. Extra lives can also be given to help a
player that is doing badly.
Extra lives are awarded for points at the following milestones.
50,000 points
160,000 points
300,000 points
500,000 points
and then every 200,000 points.
Fire Chrystals are awarded for scoring points. These are given
at the following scores.
100,000 points
250,000 points
400,000 points
600,000 points
and then every 200,000 points.
These bonuses only apply when playing from the start of the game
(level one). If you use a password to start from another level
than bonuses will be missed equivalent to the number of levels
skipped. For instance, starting at level three, your first life
will be at 300,000 points and your first fire chrystal will be
awarded at 400,000 points (this may sound a bit harsh but you get
more points per unit of play at the higher levels any way, ED.).
Treasure Value
Pile of coins 00002
Chrystal 00075
Jewel 00150
Small bag of gold 00200
Large bag of gold 00400
Gold plate 00400
Necklace 00500
Diamond 00500
Gold mask 00800
Water chrystal 01000
Fuire chrystal 01500
Iron treasure chest 01000
Steel treasure chest 02000
Gold treasure chest 03000
About the guide to the levels
The guide for completing each level is not complete. Defining
the multiple way of solving each world and the numerous hidden
rooms in the game would be far too complex. What you have here
is, in general, the simplest and quickest way through each world
plus one or two hidden areas and how to find them.
"Gods" is a game which is not just about completing each level
and moving to the next. It is a game which will constantly reward
the player who continues to experiment. To tell the player the
perfect way to complete the game would be impossible and would
kill that experimentation. There is no perfect way to complete
the game - players are still finding solutions to puzzles which
were never designed to be solved in that way.
LEVEL 1
World 1
The first world of the game is used to enable the player to get
used to the control method and to solve some simple puzzles.
The first key the player will need is the treasure key to open
the treasure room. The world key is in the treasure room and
opens the door to the end of the world.
Hidden puzzles
1. Shortcut
Reset the levers 1 & 2 (These numbers as well as all the ones to
come correspond with those in the map. Please consult the end of
this article where the ordering of these maps is concerned, ED.)
to move block 1. This will reveal a water chrystal and power-up
and teleport the player to A.
2. Special bonus
The second puzzle is progressive, in the sense that by finding
one hidden puzzle the player will be able to find the next. There
are four parts to the puzzle.
1. Blow up the trap with lever 4 and then pull lever 3 to reveal
an iron treasure chest.
2. reset lever 4 and pull lever 5 to get a fire chrystal.
3. Pull lever 7 within 2 minutes from game start to make
platform 2 move (I couldn't do this, and I tried a lot, ED.).
4. Press hidden switch 1 to get fire chrystal (Hidden switches
are generally pieces of stone that protrude slightly from the
wall, ED.).
5. Finding these four puzzles will mean that you can find the
final part of the puzzle in W2 (World 2, ED.).
World 2
Get the trap door key on the left of the screen to open the trap
door on the right.
Make sure that you go over the top platforms as the bottom route
is more difficult but will give you more bonus chrystals.
Collect the vase and take it to the stores at the bottom of the
map, making sure that you collect the room key on the way. Get
the world key from stores to exit on the right.
Hidden puzzles
"When a man lies
He murders a part of the world
These are the pale deaths
Which men miscall their lives
All this I cannot bare
To witness any longer
Cannot the kingdom of salvation
Take me home?"
(Sorry. This just occurred while I typed all this in, ED.)
1. Kill the monsters on the ledge to the right of lever 3 to
receive a trap door key. This will let you close the trap door
above lever 9 by pulling lever 4. You will then be able to jump
down and open the treasure room door.
2. Push all 4 hidden switches to open the 4 trap doors which
form the base of the treasure room. All treasure will then fall
through onto the floor beneath the room.
The shop
Buy shurkans and normal arc.
World 3
Pull switch 2 to close the trap doors and blow up the spike in
the pit.
Get the giant jump and jump up the trap doors.
Alternatively you can wait for 2 minutes and a teleport chrystal
will appear to move you up, although you will not get the special
bonus.
Get the trap door key on the top of the left platform to open
the trap door to the right.
Go up the ladder which leads to the towers.
Go up the ladders to the bridge and jump across the platforms to
the left to collect the trap door key.
Go right and collect the teleport key.
Open the door by pulling lever 11 and this will teleport you to
the platform on the far left of the map.
Collect the door key.
Go right and pull lever 7 and drop down through the trap door.
Pull lever 8 to teleport you to the top door on the right.
Pull lever 9 to enter the treasure room and collect the
lightning bolt.
Pulling lever 10 will open the door and take you back.
Collect the world key and go down the ladder and when you reach
the bottom platform you will receive a trap door key.
Pull lever 12 and go down to defeat the centurion protecting the
temple.
Go up the ladder to the temple and enter the door to exit the
level.
Hidden puzzles
1. To enter the treasure room.
Kill the wave of monsters which appear to the left of lever 3.
They will give you a trap key. Reset lever 3 which will then give
you a shield when you pull lever 4 to protect you when you drop
through the trap door to the treasure room.
2. To move block 1.
You have to get to this point with more than 2 lives, and more
80,000 points and within 140 seconds from the start of this world
(another bastard!, ED.)
3. Special bonus.
Kill the centurion without collecting the lighting bolt to
receive a gold treasure chest.
Boss guy
The Centurion is the easiest of the bosses. Watch the Centurion
as he throws out fireballs and note the point where they bounce
the highest. This is the place you should stand to kill the Boss
without getting hit.
Move backwards and forwards at the same time as the Centurion,
keeping the same relative position in order to avoid being hit.
Shop
In the shop you should buy the Magic Axe and spend the rest of
your money on Power Potions (I personally found it necessary to
get a shield!, ED.).
LEVEL 2
World 1
The World Key to exit world one is located in the gem room. It
is situated on top of a platform, some distance above ground
level. The key is much too high to reach by normal means.
The block that the key rests on may be lowered by bringing three
gems to this room. You must bring the gems in the correct order.
Ice, fire then water.
When lowered, collect key and exit World 1 through the door by
lever 4.
Hidden puzzles
1. To get to the treasure room.
When you first start level 2, walk to the right and press hidden
switch 1. This will open a trap door below.
Walk left and kill the two centurions (who look remarkably like
members of Gwar, ED.). If you have more than one life they will
reveal a gold treasure chest key. Collecting this key will also
trigger traps throughout this world (!!, ED.).
Climb down into the chamber below the one you started in and
walk right until a thief appear. Leave the thief to jump up and
steal the shield potion sitting behind the traps on the platform
above. Now use the gold key to lure him back down and kill him to
get the shield. Climb up past the traps. Pull lever 1 to reveal a
treasure key and a thief to collect it for you. Make sure your
shield has run out before pulling the lever or it will kill the
thief (them Bitmap bastards!, ED.).
The treasure room is entered entered through the door to the
right of lever 5.
2. To enter the bonus room.
Experiment with lever 3. Make sure you have enough energy before
entering.
World 2
The most direct route through the pits is as follows.
Climb down the ladder to the platform where the narrow arc
rests. It is usually better to ignore the narrow arc token if you
already have a standard arc.
Walk to the right hand edge of the platform and jump onto the
ladder to your right.
Jump onto the platform by lever 1.
Press lever 1 to blow up the trap below.
Climb back down and land on the platform below.
Go down the ladder to the right. Get off at the first opening on
your left. This is pit 1.
Blow up the trap by pulling lever 2.
Get the room key.
Return to the ladder and climb back up to the top, exiting to
your right.
Keep walking along this platform to the right and drop off the
edge.
Your are now in pit 2. Walk right and up the ladder.
Walk right and jump over the gap.
Go right and down the next ladder and collect the teleport key.
Go to lever 6 and pull it. This closes the first trap door in
pit 3.
Drop down.
Pull levers 7, 8 and 9 to close each new trap door in turn,
allowing you to progress to the bottom of pit 3.
Open the two side doors to your right and go through the door
facing you between levers 11 & 12. This will teleport you to the
top of pit 4.
Enter the door to the right of lever 15 and collect the world
key from the ship room.
To exit the world, climb down to the bottom of pit three and
open the left hand door. The World exit door is along the
corridor to your left.
Hidden puzzles
To get to the treasure room.
There are three chalices lying around the pits. Take them to the
ship room to receive a treasure room key. The treasure room is
entered through the door to the left of lever 3.
The shop
Buy spears and Power Potions.
World 3
World 3 is split into two halves - the mosaic puzzle and the
candle puzzle.
The mosaic puzzle.
You start in the mosaic room. There are four pieces of mosaic
your must find and bring here.
Pick up the first piece from the right hand side of the room and
walk left to replace the first piece of mosaic.
Pull lever 1.
Kill the two centurions revealed and collect trap key.
Reset lever 1 to reveal a moving block.
Jump onto the moving block and pick up the door key.
Pull lever 2 to reveal the hidden door.
Pull lever 3 to move block 1.
Reset lever 2 to open the door.
Along this corridor are four rooms. These are the Crypt, the
Apothecary, the Wizards Study and the Armoury.
In these rooms are several objects. The Glove, the Skull, and
the Jar of Herbs.
To find the missing three pieces of mosaic, take the Skull to
the Crypt, take the Globe to the Wizards Study and take the Jar
of Herbs to the Apothecary. The quickest route is: Armoury,
Crypt, Apothecary, Wizards Study.
Return all three pieces of mosaic to the Mosaic room and a
teleport stone will appear.
The teleport stone will take you to the second part of world 3.
The candle puzzle.
Walk left killing all monsters until a trap key is revealed.
Return to lever 15. Pull lever 15 and moving block 2 will rise
from the floor.
Jump onto the moving block and go up the ladder.
Climb up the ladder and kill the wall monster to reveal a spear
token.
Pick up the trap key and climb back down the ladder.
Walk left to lever 17 and pull it.
Climb down the ladder. Walk right. Jump over the trap and pull
lever 18. This closes the trap door underneath lever 19. Climb
back up and jump onto the trap door underneath lever 19.
Use levers 19 and 20 to close trap doors and make your way up.
Collect the trap key on the left.
Jump onto moving block 3 and ride it towards the right.
Jump up onto the ledge and retrieve the candle.
Go to lever 22 and pull it to move block 4 and climb down
through the opening revealed.
Make your way to the study. The candle reveals the door key
here.
Go to lever 26 and pull it to gain entrance to the Dragons Lair.
Hidden puzzles
1. To get the gold cross.
Reset levers 19, 20 and 21. This will destroy the trap which
prevent you from reaching the gold cross. The gold cross is very
useful if taken to the right place.
The Dragon
Alternately duck and shoot to kill the dragon. Don't force him
too far over to the right or, when he dies, the treasure revealed
will drop off the bottom of the screen and be lost.
The shop
During the first world of Level 3 you will almost certainly have
to pick up a mace which will cancel your spears. Sell the spears
now by buying one throwing star. Spend your money on fireballs
and the rest to spend in the next shop.
LEVEL 3
World 1
In this world you have to find the mace, power-up and weapon arc
to get the world key from the large treasure room.
Go right and down the ladder.
Go up the next ladder and down into the pit to the right.
Kill the monster and get the time-bomb.
Go up and right and pull lever 2 to move block 1.
Go down and pull lever 3 to open the trap door above.
Throw the bomb down twice to kill the bee hive (make sure you do
not stand in any of its explosions, ED.).
Drop down and pull lever 4.
Go right and pull lever 5 to get the maces and the door key.
Go to lever 8 pulling lever 7 on the way, through the door and
up to the three trap doors.
Pull lever 12 to teleport to get the gold bowl.
Go to lever 15, collect the teleport key and pull the lever.
Go through the door and collect the power-up and treasure key.
Go to lever 20, pull to open the door and reveal the wide arc.
Stay near the door so that your weapons will break the blocks in
the ceiling to make the zap, energy and gold key drop.
Hidden puzzles
1. To find the shortcut.
There is a shortcut to jump the world which can be reached in
two ways.
Go down to just beyond lever 1 and then return to the start.
Collect the trap key.
Go to below block 2. The trap key will make this block move.
Go up and walk along to the right.
Pull lever 23 and collect the maces, treasure key and wide arc.
Go to the final room and you will receive a power-up.
The second method to move block 2 is related to doing things the
hard way (which should be a pieca cake for readers of ST NEWS, of
course, ED.).
You must not pull lever 1 and reach block 2 in a short time.
2. To find the hidden treasure.
Look to the ceiling of the final room.
The shop
Buy power-up.
World 2
You have to collect the fire, ice and water gems to illuminate
the lights in the central room.
The fire gem will be stolen by the thief at the top of the
second ladder.
Go to lever 7 and enter the door.
Pull lever 8 to open the trap doors above.
Kill the thief and take the gem.
Exit through the door by level 9.
Go back to the light room and up to lever 13.
Enter the room and pull lever 14 to open the door.
Pull lever 16 and walk left to collect the shield.
Pull lever 15 to move block 3 (this will allow you to go to the
treasure room).
Reset lever 14 to open the trap door on the left and collect the
ice gem.
Go left and down the first ladder.
Pull lever 20 to move block 4 up and pull lever 21 to open the
the trap door.
Down the ladder on the right.
Pull lever 19 and reset to blow up the trap.
Collect water gem.
Return to the light room and exit.
Hidden puzzles
1. To find the massive treasure chest.
By lever 17 there is a hidden switch. Press this and find the
other two in W3 for a massive bonus.
2. To stop the thief.
The thief which steals the fire gem can be stopped with a freeze
alien potion purchased from the shop - or zapped by pulling lever
1.
World 3
The first part of the puzzle is to find and collect two vessels
and take them to the final door. Do not pull any of the levers
that you are not told to.
Go right and down the first ladder.
Collect the flask and go up to lever 11.
Up the ladder and across to collect the ceramic pot.
Down and along to lever 8.
Pull to get the trap key.
Pull lever 9 and jump up to collect the world key.
Back down and reset lever 8 to exit.
Hidden puzzles
1. To find extra potions.
Pull levers 1 and 2 to see what happens when you pull levers 5
and 6 and then try resetting them. Be careful of spikes appearing
beneath you!
2. To get an extra life.
Pull lever 1, go right quickly and pull lever 4.
Boss guy
The Minotaur is fairly straightforward, being rather similar to
the Centurion in L1. The added complication is that the Minotaur
can jump on your head if you're not careful.
When the Minotaur jumps, run underneath and behind him towards
the right, then repeat when he jumps back to the right.
To time the jump, watch for the Minotaur stepping backwards.
When he does this, he will then step forward, shoot and jump.
The shop
Buy maces, fireballs, hunters and Power Potions.
LEVEL 4
World 1
Make your way to the top of the room and destroy the block that
the door key is resting on.
"Magic Dragon
Let sheets of fire hail down the base
Magic Dragon
A crucial test the enemy will never raise
Magic Dragon
Spit tracer bullets expose our hiding place
Magic Dragon
Iron monsters destroy with rage"
(Sorry. A bit of Sodom while typing this in. ED.)
Collect the key and pull lever 2. Go through the door.
"The orders are clear - win the war!" (Apologies, ED.)
Drop down through the opening above the trap. A moving block
will appear to save you from falling on the spike (Oof!).
Go through the door on the right, jump across onto the ladder
and climb down.
Destroy the blocks to your left then pull lever 4. Use the zap
to kill the monsters then climb back up the ladder to get the
room key.
Go down to lever 5 and pull it to enter the trap room.
Quickly jump up to your left and pull lever 6. This stops the
moving block from knocking the world key into the traps. If it
does anyway, you will need to get and use the trap key to get the
bomb destroy them.
Exit the room and then make your way up to the world end by
lever 11.
Hidden puzzles
1. To find a gold treasure chest.
Use the trap key from the trap room to move block 2 and go down
into the pit. There is a gold treasure chest there. You will also
be able to find another trap key to move block 3.
2. Get an extra life.
Once you've killed the monsters with the zap, go back up again
and to the left. Shoot whatever you can and die. If you now go to
the right of that location (where you got/will get the room key)
you will get a new life (with full energy).
The shop
Buy maces, fireballs, hunters and power potions.
World 2
In World 2 you must collect three alchemical implements and
return them to the alchemist's room.
Go right, down the stairs and jump onto the breakable blocks.
Walk right and be careful not to release the trapped monsters.
Down the ladder and collect the gold bowl.
Enter the room by lever 7.
Go to lever 9 to blow up the trap and collect the alien attract
potion on the way.
Pull lever 8 to trigger the thief who will be carrying the
pestle and mortar.
Go to lever 10 and drop the potion to attract the thief.
Kill thief and take the mortar.
Pull lever 6, go left, pull lever 11 and drop down.
Go to the bottom of the map and collect the door key from behind
the breakable blocks (to the left).
Back to lever 12, pull, enter room and collect the lamp.
Pull lever 13 to reveal a trap and move block 2.
Enter the alchemist's room, collect the world key and exit the
door to the right.
Hidden puzzles
1. To enter the bonus section.
There is a bonus section which can be entered by collecting the
room key from the section above the first door and pulling lever
1 once collected.
2. To find a free familiar.
Collect the oil lamp from the bonus section and pull lever 4 to
get a familiar.
3. To get some more bonus stuff.
When on the breakable blocks, go up (jumping to the ladder) and
collect more. Pull lever 5 and enter door to get back quickly.
World 3
In this world you simply need to find and collect the world key.
Go left and kill the dog which appear at the bottom of the first
ladder to reveal a spear. You will need to be carrying this when
you pull lever 1 to move block 1. Reset lever 1 and go through
the door to the left.
Go right and down the ladder.
Pull lever 2 then 3 and through the door on the right.
Go to lever 7 and pull it.
Return to lever 4 and go back through the door.
Collect the world key and go up the ladder.
This takes you back to the left of lever 2.
Make your way to lever 8, pull it to enter the final guardian's
room.
Hidden puzzles
1. To get the treasure key.
When you get to lever 1, don't kill the thief and he will bring
you the treasure room key. You will find the treasure room by
dropping down the trap door by lever 7 and going through the door
at the bottom of the pit.
2. To get the axes.
To move block 2 and get the axes you need to do the following.
You need to get the thief to get the mace from above levers 5, 6
and 7.
Pull lever 7 to open the trap door.
Pull lever 6 to move block 3 to knock the trap key into the pit
below.
reset lever 7 to close the trap door.
Pull lever 5 to open the trap door by the thief.
Wait for the thief to collect the mace and come down to you.
Kill thief, then collect the mace.
Pull lever 7 to open the trap door and collect the trap key.
You will now be able to move block 2 and use the mace to break
the blocks to allow the axes to be dropped. This will make it far
easier to kill the final guardian (if you don't have the mace you
can also try to break the blocks under the axes, but that will
take a lot longer, ED.).
- HOW TO GET YOUR HANDS ON THE MAPS -----------------------------
In case you want maps of all the levels contained in "Gods"
(including the locations and numbers of traps, gems, doors, bonus
rooms and all that stuff, so basically you need them to make
sense of this article), just send 4 International Reply Coupons
to the address below (5 IRC's if you live outside Europe).
This will then cover the copying and postage costs for me
sending you the maps. You'll get them mailed home a.s.a.p.!
It is worth while - even if you have completed the game already,
you will discover quite a number of new things!
For those of you who are not willing to get the maps: The
numbers are generally in the order in which the items (especially
levers) are found as you wander through the game. Use your brains
a bit...and finished is Kees!
The address to send the IRC's to: Richard Karsmakers,
Looplantsoen 50, NL-3523 GV, Utrecht, The Netherlands.
People who do not sent enough IRC's won't get anything (except
for the satisfaction of having caused me some irritation). Orders
after January 1st 1993 will not be processed (but thanks for the
IRC's nonetheless!).
- CREDITS NOTE --------------------------------------------------
If you decide to use this text file on Public Domain solution
disks or a BBS or something, please credit the people where the
credit's due (i.e. credit the Bitmaps as well as ST NEWS)!
Otherwise, your karma may sustain some serious hits.
Disclaimer
The text of the articles is identical to the originals like they appeared
in old ST NEWS issues. Please take into consideration that the author(s)
was (were) a lot younger and less responsible back then. So bad jokes,
bad English, youthful arrogance, insults, bravura, over-crediting and
tastelessness should be taken with at least a grain of salt. Any contact
and/or payment information, as well as deadlines/release dates of any
kind should be regarded as outdated. Due to the fact that these pages are
not actually contained in an Atari executable here, references to scroll
texts, featured demo screens and hidden articles may also be irrelevant.