516 lines
21 KiB
Plaintext
516 lines
21 KiB
Plaintext
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THE SIMPSONS: BART'S HOUSE OF WEIRDNESS DOCS
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by Konami
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-+- -+- -+- -+- -+-
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A LOOK AT "BART'S HOUSE OF WEIRDNESS"
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by Dr. Marvin Monroe
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When I was asked if I would be interested in writing an introduction to
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the manual for this game, my first question was, "How much money?" once
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satisfied with the answer, I began to struggle with the complex issues
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raised by the advent of the video game. I believe video games are a popular
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outlet for the species of homo sapiens in this the latter part of the 20th
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century, and I welcome the forum presented to me. It's high time we took a
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scholarly approach to these matters.
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In general, the use of software for amusement reflects back through time.
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It is, if you will, on par with the use of Pogo Sticks in the middle of
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this century, or even further back, the game of "Pull the tail of the
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jackal" that was popular among young mail children during the reign of
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Ramses III in ancient Egypt. In fact, studies show that there is a release
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of tension related to playing video games and their ilk that coincides with
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the pre-Jungian studies of subliminal dream states as interpreted through
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non-mandatory living activities. What this means in layman's terms, is that
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people do it for fun.
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My own pet theory is that the use of a joystick for entertainment
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purposes is a regression to the pry-civilized state of humankind when
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hunter/gatherers relied on clubbed weapons in order to meet the daily
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challenge of procuring food and of keeping that food away from others. Over
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the millennia, as the acquisition of such needs decreased in difficulty,
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the necessity for venting negative impulses through strenuous activities
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was relieved only at the risk of offending the predominant social mores of
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the times. To put it simply, it was no longer acceptable to bonk your
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neighbor over the head with a club if you felt irritated. Man was forced to
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rely upon increasingly abstract ways of bonking others over the head: the
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catapult, the poisoned arrow, nuclear weaponry, etc. Now, as we approach a
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new century, civilized man is once again able to grab a clubbed instrument
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(e.g. the joystick) and -- thanks to the miracle of software such as this
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-- "bonk" the head of those he finds irritating.
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And I might add, there is plenty in this game with which to be irritated.
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There are space aliens (representing man's alienation from the group as
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stressed in the individuality-focused society of today), hideous mutant
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bugs (representing a separation from the natural environment of our
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ancestors), toxic waste (representing man's fear of the consequences of
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this own creation, nuclear power), toxic waste (see previous) and brutal
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security guards (representing brutal security guards).
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Then there is young Master Simpson.
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I have worked with Bart on a few occasions and I must tell you...
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actually, I can't tell you. It would be unethical to reveal what is
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discussed in our sessions. But I can tell you what I've learned from this
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game. The focus here is on Bart, as well it should be. Bart needs to feel
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at the center of events in order to bolster his own emotional sense of
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self-worth. At the same time, his relationship to his father is one of
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cautious respect. While openly, Bart may appear to harbor feelings of
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disdain and shame with regard to Homer, there is no question in my mind
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that the boy knows a meal-ticket when he sees one.
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Therefore, it follows that in Bart's desperate search to compensate for
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the shortcomings of, and at the same time to break free of his ultimate
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dependency on, his father, what we find is a boy who wants to be regarded
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as a pillar of the community. He wants to be looked up to as a hero and
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role model. He wants glory, fame, and status. Yet he doesn't want to work
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for it.
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"Bart's House of Weirdness" is a subconscious interpretation of reality
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as Bart would like it to be. It presents him with the opportunity to
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project the hero/conqueror role on his own persona, thereby regaling
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himself to the status of World Savior.
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In closing, I would like to point out that the elements found in this
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game are, in most cases, a social commentary of the state of our culture as
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seen through the eyes of a child of the Nuclear Age. You may wish to ask
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yourself, "What do the glowing rats in the basement symbolize in my
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relationship to the environment?" Or you may ask, "Is there a lesson to be
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learned from Bart's rooftop battles with evil squirrels and angry hornets?"
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I have no answer to these questions. But if you enjoyed this small
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dissertation, you may wish to read my other best-selling writings:
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* OEDIPUS SCHMEDIPUS!
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A collection of humorous limericks from the psychiatric world
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* ANALY-SIZE
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Twelve steps to a harder body through the Freudian workout
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* WALK A MILE IN MY WEEJUNS
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An autobiography on an eminent psychiatrist
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* DYSFUNCTION IS AN ELEVEN-LETTER WORD
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Thank you
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Dr. Marvin Monroe, Phd.D.
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-+- -+- -+- -+- -+-
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PART 1 - INSTALLING AND LOADING
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Note: Make back-up copies of all disks. Use these if playing from disk.
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For help, consult your DOS manual.
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FLOPPY DISK USERS (1.2M & 1.44M versions only)
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1. Place Disk 1 into the appropriate floppy drive (A: or B:) of your
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computer
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2. Move to the DOS prompt for the corresponding drive. You do this by
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typing "a:" or "b:" and pressing the Enter key.
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3. From the DOS prompt, type "setup"
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4. The Setup Menu has options which allow you to configure the game for
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your system. Use the arrow keys to move the highlighted option until
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your Video Mode is highlighted. Press the Spacebar to select that
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option.
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5. Repeat for Sound Mode.
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HARD DISK USERS
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1. Follow the same directions for steps 1-5 above.
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2. After selecting the sound and video modes, select "Install to hard
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drive" from the Setup Menu.
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3. Follow the on-screen instructions. Press Enter to finish Setup. (NOTE:
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Exit the setup screen with the disk still in the drive.)
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-> You must run Setup for sound and video before installing to hard drive
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or the proper files will not be saved on your hard drive.
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-+- -+- -+- -+- -+-
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PART 2 - STARTING THE GAME
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1. Go to the directory containing the files for the game.
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2. Type "S"
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THE INTRODUCTION
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The game opens with an introduction scene. This looks like the TV show,
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but you probably know that.
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You'll find out that you can press the Spacebar to skip through the
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opening introduction. After that, you'll find yourself at the Password
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screen, then Bart's room. Bart has been grounded by his parents. Bummer,
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man.
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THE PASSWORD
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Never mind.
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PART 3 - PLAYING BART'S HOUSE OF WEIRDNESS
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Being grounded isn't the worse thing in the world. It's not as bad as,
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say, having to write "I will not do that thing with my tongue" on the
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blackboard 500 times. And when you've got an imagination like Bart does,
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then staying entertained isn't a problem. In fact, Bart has some daydreams
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that seem pretty real. Sometimes Bart battles space aliens, or dreams that
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he confronts Itchy and Scratchy! Bart can also stay busy by sneaking out
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the window on adventures, or go exploring in the attic and basement. When
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he's done with all that, Bart can begin his greatest mission, saving his
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hero, Krusty the Clown, from Sideshow Bob!
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You will guide Bart high and low through Springfield, searching for cool
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items that will help Bart solve that ultimate adventure. We can't keep a
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secret, Bart has to get these three items:
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* cool shoes
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* cool shades
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* cool hat
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When Bart has all the cool items (and has completed all the missions), he
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can enter Krusty's Jungle Land.
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BART'S BEDROOM - MOVING AROUND AND PLAYING WITH STUFF
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Okay, so being grounded isn't great, but there are ways to stay amused.
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You can play with some cool stuff, like the Talking Krusty the Clown doll,
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or the headphones on the desk. Really, try it. Just use the joystick (or
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arrow keys) to move Bart.
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KEY KEYBOARD COMMANDS:
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(Ctrl+K) activates the keyboard,
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(Ctrl+J) activates the joystick,
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(Ctrl+P) pauses the game.
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Give it a try. See? Move Bart over by the right side of the desk. Then
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face the desk and press the fire button on the joystick or Enter). You
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should see a menu appear on the screen that lets you select a song to play.
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Move up and down the menus by moving the joystick. If you have a sound card
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in your computer you're in for a real treat. If you don't have one of those
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sound cards, we pity you.
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Back to the bedroom. Try the Sideshow Bob punching bag, Go ahead, walk up
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to it and take a few swings...
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LOADING AND SAVING YOUR GAME
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If you walk back to Bart's dresser, you will notice that one top drawer
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is open and one is closed. If you stand in front of the open drawer on the
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left and press the fire button (or Enter) you can load a saved game.
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If you stand in front of the closed dresser drawer and press the fire
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button (or Enter), then you can save your game to that point. Note: The
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only time you can save a game is from Bart's room.
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GAME UTILITIES
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If you press the (F10) key on your keyboard, you get the game utilities
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that allow you to:
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* Turn the music on/off
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* turn sound effects on/off
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* configure a joystick
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* switch between hard/normal game, or
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* Quit the game
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Use the joystick or arrows to scroll between choices. Enter or the fire
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button to accept choices, and (F10) to leave the menu. To exit without
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changing anything, press (ESC).
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LEAVING BART'S ROOM
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You can go in three directions from Bart's room:
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* Closet door
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* Hall door
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* Window
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Altogether there are six adventures which Bart can go on, if playing with
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the Talking Krusty doll gets old.
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THE STATUS BOX
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This might be a good time to discuss the stuff on the bottom of the
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screen. What you see on the top part of your screen is the main window.
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It's where you see all of the action taking place. The bottom part of the
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screen is what we'll call the Status Box. It has a few different elements.
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From left to right they are:
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Lives Remaining (number in upper left) -- Shows you how many lives you
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have remaining. You start the game with three. The game ends when you have
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zero. You can probably figure out the ones in-between.
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Bart Cool-Item Indicator (small picture of Bart) -- When Bart gets a cool
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item, it shows up in this picture of Bart.
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Cool-O-Meter (gauge from Un-cool to Cool) -- This measures Bart's
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coolness. When everything is going well, Bart's cool. If he gets swatted
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around by space aliens or bugged by bugs, that's uncool. It works against
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him by lowering his cool rating. With a zero cool rating, you're toast. On
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the other hand, Bart can raise his level of coolness by finishing a level,
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finding donuts, or jumping on mushrooms.
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Points (top half of status bar to right of Cool-O-Meter) -- You can earn
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points for doing things like finding coins, defeating aliens, earning cool
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items, etc. The idea is to get points. LOTS of points. Sure, the object is
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to rescue Krusty, but anyone can do that. The thing that will really
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impress your friends is the number of points you can rack up while you
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rescue Krusty. After all, you're Bart. You're a Simpson. It's not like your
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life is ever going to amount to anything anyway, so you might as well try
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to get a lot of points in the game. A whole lotta points.
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Screen Number -- This little box below the points will display a screen
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number. It makes it easier for you to map out the route Bart is taking on
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his adventures.
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Weapon (top) (to right of points) -- With this weapon Bart shoots
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something and can destroy it. It may take more than one shot for big
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targets. The weapon will operate with the post button of your joystick (or
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Spacebar). You start out with the Burp Gun, but you can also find other
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weapons. To the right of the weapon picture is a picture of the type of
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ammo you have. It may be standard Burp Balls, or something else for a
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different weapon.
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Weapon (bottom) -- This weapon, if you earn it, will be either the Spray
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Paint or Water Balloons. To use the current weapon, press both joystick
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buttons at the same time. (Keyboard users: press Space+Enter.)
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Number of Shots Left -- Shows the number of shots left.
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Adventure Objective (far right) -- This will show you what you need to
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find to complete the adventure. For example, in Bart's Room it says "Have
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Fun!" That means your objective in Bart's Room is to have fun. Another
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example is the Space Mutants adventure. There you will see a picture of a
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cookbook. Your goal, then, is to find the cookbook.
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-+- -+- -+- -+- -+-
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THE ADVENTURES
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THE QUEST FOR MAGGIE'S BALL
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Look high and low through the rooftops and sewers of Springfield. Why?
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Because Bart is a loving brother who wants to keep his baby sister happy by
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recovering her missing red ball. It's also a great excuse to get out of
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mowing the lawn, and possible earn a cool item.
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"I WANNA GO TO THE MOVIES"
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There is nothing a kid likes better than checking out a flick on a rainy
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day. Of course, it isn't raining, but that's no excuse to miss a good
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movie. All you have to do is help Bart get enough cash-ola to get a ticket.
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Visiting the Burn's estate and the Shopping Mall should get you the 5 coins
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you need. Remember: going through the Burn's estate could involve a wild
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goose chase.
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GRAVE DANGER IN THE BASEMENT
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Glowing rats, Ms. Botz the Baby-sitter Bandit, and ferocious earthworms.
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What more do you want in a computer game? Keep your eye out for a blank
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space and ask yourself "What would Bart do here?"
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THE SECRET OF THE ATTIC
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There's lots of cool stuff in the Simpsons' attic, man. Check out the
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moose head if you want to lift your spirits, but defeating the spider is
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the final key.
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SPACE MUTANT MADNESS
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Beware! There are more man eating aliens then you can shake a Burp Gun
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at, and the future of the planet rests in Bart's hands.
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TOO MUCH T.V.
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Hey, man, Bart can't really be in the Itchy and Scratchy Show, because
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it's just TV. But if this is just a dream, why can't Bart wake up? It will
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take a lot of skill to reach your goal here!
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ADVENTURES IN KRUSTYLAND
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Find Krusty. 'Nuff said.
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-+- -+- -+- -+- -+-
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SPECIAL ITEMS
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Spray Paint (looks like spray paint) -- Comes in handy for handling big
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targets and writing messages on walls.
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Water Balloons (sack w/ string) -- This'll slow down a charging Doberman.
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Maybe.
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Burp Gun (looks like gun) -- A kid couldn't take on the world without
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one!
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Dart Gun (dart over gun) -- Better range than a Burp Gun, but it's no
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slingshot.
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Slingshot (looks like slingshot) -- It is a slingshot
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Burp Balls (looks like two bullseyes) -- Self explanatory.
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Super Burp Balls (looks like big bullseye) -- You'll need them to defeat
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Sideshow Bob.
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Mutant Gun (looks like 8 arm spiral) -- What other purpose would a Mutant
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Gun serve than to shoot Mutants?
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Rocks (look like pile of 6 rocks) -- Great ammo for the slingshot, man!
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Doughnut -- Grab this handy, nutritious, vitamin-packed snack for a quick
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pick-me-up between meals.
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Extra Life (little Bart head) -- Next time someone says "Get a life,
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wimp" you can reply: "Already did, log-brain."
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-+- -+- -+- -+- -+-
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INSTANT REPLAY
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There aren't many things more enjoyable than taping your favorite episode
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of a TV show and replaying it on video over and over. Now you can do the
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same thing with Bart's House of Weirdness! To run the VCR during the game,
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press the (TAB) key. Here are the Instant Replay controls:
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(F1) = Cue forward
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(F2) = Cue backward
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(F3) = Stop
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(F4) = Pause
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(F5) = Fast Forward
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(F6) = Play
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(F7) = Rewind
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(F8) = One frame forward
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(F9) = One frame backward
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Shift+S = Save replay to play during introduction
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(ESC) = Return to game
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-+- -+- -+- -+- -+-
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THE SIMPSONS:
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BART'S HOUSE OF WEIRDNESS
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Developed for Konami, Inc.
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by Distinctive Software Inc.
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Development Producer: Rory Armes
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Associate Producer: Mark Flitman (Konami)
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Design: Ken Lam
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Athena Bax
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Alan Stewart
|
||
|
Rory Armes
|
||
|
Anthony Gurr
|
||
|
Programming: Ken Lam
|
||
|
Alan Stewart
|
||
|
Anthony Gurr
|
||
|
Art: Athena Bax
|
||
|
Sound & Music: Dan Scott
|
||
|
Traz Damji
|
||
|
Mike Sokyrka
|
||
|
Brian Plank
|
||
|
Kris Hatlelid
|
||
|
Quality Assurance: David Hards
|
||
|
Ivan Allan
|
||
|
Jeff Parr
|
||
|
Beta Testing: Mike Gallo (Konami)
|
||
|
Manual Written & Designed by: Kevin O'Donohue (Konami)
|
||
|
|
||
|
|
||
|
-+- -+- -+- -+- -+-
|
||
|
|
||
|
|
||
|
JOYSTICK CONTROLS
|
||
|
|
||
|
There are two types of joystick configurations you can use when you play
|
||
|
Bart's House of Weirdness. The regular joystick is better for shooting, and
|
||
|
the alternate joystick is better for jumping. If you have trouble with a
|
||
|
certain segment of the game, don't have a cow. Just experiment with the two
|
||
|
joystick configurations to see if it helps.
|
||
|
To switch between configurations, press (F9).
|
||
|
|
||
|
BUTTOM BUTTON PUSHED TOP BUTTON PUSHED BOTH BUTTONS PUSHED
|
||
|
|
||
|
Jump |jump | jump shoot | shoot| shoot turn | N/A | turn
|
||
|
left | up | right up left | up | up right left | | right
|
||
|
-----+-----+------ --------+------+--------- -----+-----+------
|
||
|
jump | jump| jump shoot | shoot| shoot walk | N/A | walk
|
||
|
left | |right left | | right left | | right
|
||
|
-----+-----+------ --------+------+--------- -----+-----+------
|
||
|
duck | duck| duck shoot | shoot| shoot turn | N/A | turn
|
||
|
| | down | down | down left | | right
|
||
|
|
||
|
REGULAR JOYSTICK CONFIGURATION (BETTER FOR SHOOTING)
|
||
|
|
||
|
|
||
|
|
||
|
You can use the keypad or arrow keys to simulate the joystick directions.
|
||
|
Enter = Joystick button 1 = fire weapon 1
|
||
|
Space = Joystick button 2 = jump (regular) or weapon 2 (alternate)
|
||
|
(CTRL+J) = Joystick on/calibrartion
|
||
|
(CTRL+K) = Keyboard on/joystick off
|
||
|
(CTRL+P) = Pause game
|
||
|
(CTRL+Q) = Quit game
|
||
|
(F9) = Regular/alternate joystick
|
||
|
|
||
|
|
||
|
|
||
|
BUTTOM BUTTON PUSHED TOP BUTTON PUSHED BOTH BUTTONS PUSHED
|
||
|
|
||
|
shoot|shoot| shoot jump | jump | jump jump | jump| jump
|
||
|
up | up | up left | | right left | | right
|
||
|
-----+-----+------ --------+------+-------- ------+-----+------
|
||
|
shoot|shoot| shoot 2nd weap| 2nd |2nd weap walk | N/A | walk
|
||
|
left | | right left |weapon| right left | | right
|
||
|
-----+-----+------ --------+------+-------- ------+-----+------
|
||
|
shoot|shoot| shoot duck | duck | duck duck | duck| duck
|
||
|
down| down| down | | | |
|
||
|
|
||
|
ALTERNATE JOYSTICK CONFIGURATION (BETTER FOR JUMPING)
|
||
|
|
||
|
|
||
|
-+- -+- -+- -+- -+-
|
||
|
|
||
|
|
||
|
Ugh, well I tell ya, TransAtlantic FAX is NOT very fast, and it sure as
|
||
|
hell is a mess and a half to read!
|
||
|
|
||
|
|
||
|
-+- -+- -+- -+- -+-
|
||
|
|
||
|
/\
|
||
|
/\ /\/ /
|
||
|
\// \/ Docs keyed by The Ghost Wind
|
||
|
/ /\ \ -*- THE DREAM TEAM -*-
|
||
|
/ /\/\/
|
||
|
\/
|
||
|
|
||
|
-+- -+- -+- -+- -+-
|
||
|
|
||
|
SUPPORT THE COMPANIES THAT RELEASE QUALITY SOFTWARE!
|
||
|
If you enjoy playing this game, buy the original.
|
||
|
|
||
|
|
||
|
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
|
||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
|
Burn This Flag Zardoz 408/363-9766
|
||
|
realitycheck Poindexter Fortran 510/527-1662
|
||
|
Lies Unlimited Mick Freen 801/278-2699
|
||
|
The New Dork Sublime Biffnix 415/864-DORK
|
||
|
The Shrine Rif Raf 206/794-6674
|
||
|
Planet Mirth Simon Jester 510/786-6560
|
||
|
|
||
|
"Raw Data for Raw Nerves"
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|