Joyride by Cobra Creations
ÜÜÜÛÛ a cobra creations creation ÛÛÛ
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÛÛÛ ÛÛÛ Û ßßÛ ÞÛ ÛÛÛ Þ ÜÛÛ Û Û ÛÛÛ ÛÛ ÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ ÛÛÛ ßßÛ ÛÛÛ ÛÛÛ ÜÛÛÛ ÜÛÛ ÜÛ Û ÛÛÛÜÜÜ ÛÛ ³°
³ (c) CoC ÛÛÛÛÛ ÛÛ ÛÛÛ ÛÛÛ ÛÛÛÛ ÜÛÛ ÜÛÛ Û ÛÛÛÛßßßß a.d 1995 ³°
³ ÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛÛ ÛÛÛ ÜÛÛÛ ÛÛÛ ÛÜ ÛÛÛ ³°
³ ÛÛÛÛ ßÛÛßß Û ßß ÞÛÛÛÛÜ ßßßßÛÛ ßßÛÛÛßßÛ ³°
³ ÛÛ ÛÛÛÛ Þ ßß Þ ³°
³ Û ÛÛÛÛ ³°
³ ß Û ³°
³ ³°
³ ³°
³ JOYRIDE is a demo by Cobra Creations, released to the public at ³°
³ Juhla'95 - 2nd gear -democompo, held in Iisalmi, Finland. ³°
³ ³°
³ JOYRIDE is the second demo ever released by Cobra Creations. ³°
³ The first was Wicked Lenses, and the next.. uhm, err.. who knows. ³°
³ ³°
³ ³°
³ A bit about the demo. As usually, the coders are just sick and ³°
³ tired with it, so there just might be some bugs. Varanus also says ³°
³ that SB-support might not work 100% since he owns a GUS - but heck, ³°
³ it worked with my SBPro.. The demo is in PMode/W (by Tran&Daredevil) - ³°
³ no 286-users, sorry. The demo has _massive_ or badly optimized effects ³°
³ - you guys with lesser than 486: uh-oh.. It should work, though :) ³°
³ ³°
³ ³°
³ Ohwell, anyway. The demo came 5th at the compo (yes, now I know ³°
³ since I have already seen the results.) ³°
³ ³°
³ ³°
³ The demo was made by the following people: ³°
³ ³°
³ Gila 3D-engine & polyfillers ³°
³ Voxel routine at the end ³°
³ ³°
³ Guardian Ansi/Ascii-graphics ³° ³°
³ Demo loader ³°
³ Fonts of the end scroller and the zoomer ³°
³ Art direction ³°
³ Organising, text-files and stuff ³°
³ ³°
³ Varanus Some 3D-engine-coding & polyfillers ³°
³ The rest of the code ³°
³ 3D-meshes and rendered pictures ³°
³ Texts at the beginning and the "page corner CoC" ³°
³ Main art direction ³°
³ Some gfx ³°
³ ³°
³ Wyze Music ³°
³ ³°
³ T/ZQ Cobra Creations -logo ³°
³ Shark (in sea-effect) ³°
³ Zombie (in tunnel) ³°
³ Both skys (in sea & voxelscroller) ³°
³ ³°
³ ³°
³ C.O.B.R.A. Creations ³°
³ Concentrated On Building Really Awesome Creations ³°
³ ³°
³ PS. Varanus admits his massive laziness because the texture routine ³°
³ of the tunnel-effect is coded in pure C++ (No asm parts! A good ³°
³ thing, though, is that Watcom C++ optimizes the code quite well.) ³°
³ But, seriously, the main reason for C-ing was the lack of time.. ³°
³ Please, don't bite him :) ³°
³ ³°
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ°
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