fileball.whpress.com
October 1996

August 1996

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Timeline

Psychoholic Dementia

A three-level solo scenario. A little rough around the edges (a few bad textures, that sort of thing), and a bizarre ending, but it's pretty playable. The disco's a hoot... check out the sign!

Codename: Genesis 1.1

A spectacular solo level (and harbinger of things to come, maybe). Fantastic lighting, meticulous attention to detail, very cool tricks (checK out the bio-scanner and the comms on the doors!), and great terms make this one not to miss. This is a level where stealth wins out over strength, cunning will beat brawn. Do it right, and you'll see the final term. Do it wrong, and you'll see the ceiling... And always, always, always, check for changes. (New sections show up in strange places.) Update tweaks lots of stuff, including ammo/monster placement, terms, layout... much improved! (Which i...

Kondoura

A 2-level solo map. Wow-this one's pretty impressive. The terms leave a little to be desired, but the author is Japanese, so be gentle. (They're at least understandable.) The level design, however... very, very nice. The last room will keep you busy for quite a while, unless you're a very adroit sidestepper. Classy use of solid transparent walls... If at any point, you feel lost, go back and check a previously sealed door, or broken switch. Also available from its own web page.

Welcome to the Arena

A three-level solo map. Hmm... it's big, but it often felt like I was running through the same areas again and again (even when I wasn't). There's a lot to kill, but finding the ammo/weapons you need can be frustrating. Beware of the second level on slower machines... you get an absurd number of baddies in an open area.

Be Happy or Not

Four-level solo/coop scenario. While this one was designed to be played coop (and designed well), it was also been built to handle solo play very nicely. It's not easy, but it keeps the adrenaline flowing without building up too much frustration. Snazzy little tricks, multiple paths to each objective (some will have you banging your head and saying, "Why didn't I think of that first?"), and overall kickass level construction make this one a winner. Robert Blake comes off as a bit of a psycho, but what else is new?

Htahth Station

A level from an upcoming solo scenario, and a partial second level. It can be played net, but it was designed as a solo level. Navigation is a bit confusing (and the map view doesn't help), but construction is fine, and it's a good stress burner.

Mind of Bob

Bob is your SPNKR... and you'll need to use him well here. Two levels, the first is quite short. Ammo is very well rationed on the first level, a bit more plentiful on the second. Very nice monster placement... there are enough, and in the right places, to make it difficult, but not impossible. (The room that looks the hardest is amazingly simple, if you just think for a minute first...) If you haven't mastered SPNKR jumping, you're gonna die a lot...

The Last Interceptor 2.0

A five-level solo scenario. Very nice terms, and generally great level design. Monster placement has been toned down nicely since the last verison. Lots of goodies in places you really shouldn't be going, so explore... The plot isn't Shakespeare, but it'll get you by, and the levels will keep you entertained for a goodly chunk of time. Update expands the first level, and aligns textures, reduces baddies, and improves spelling throughout.

And check out the Digestible Chunks page, for floppy-sized pieces!

Extra Celestial

A nicely constructed solo level, looking like a well-lit space station. As far as I can tell, there's only one suicide pit (and there's a save term just before it)... otherwise, this is a phenomenally well-designed map. Even though there's no plot (besides kill everything), and getting to the end only teleports you back to the beginning, this one is really satisfying.

Two Ways To Death

A simple solo level... two paths to go down, but no real ending. (If you kill everything, you have to just quit.) Should take a few minutes, at most... either you beat it, or you get tired of it.

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