ST TT FALCON

Skyfall [Falcon030]

Search
Advanced Search
Votes / Statistics
N/A
Rating 
Hits: 91
Downloads: 14
Votes: 0
Your vote:
My Atarimania
Bookmark and Share
PDF version
Add to My Atarimania
Comments (0)
Write

Screenshots - Skyfall [Falcon030]

Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot
Skyfall [Falcon030] atari screenshot

Information - Skyfall [Falcon030]

GenreBrain - Logical / PuzzleYear1996
LanguageMachine LanguagePublisher[no publisher]
ControlsJagpad, Joystick, KeyboardDistributor-
Players1, 2+DeveloperReservoir Gods
ResolutionVGA / RGBLicensed from-
Programmer(s)

O'Reilly, Leon [Mr. Pink]

CountryUnited Kingdom 
Graphic Artist(s)

Dempsey, Kevin [SH3-RG / Sparehead 3] / Lomas, Nathasha [Ripley]

SoftwareEnglish
Game design

[unknown]

Box / InstructionsEnglish
Musician(s)

Dempsey, Kevin [SH3-RG / Sparehead 3]

LicensePD / Freeware / Shareware
Sound FX

[unknown]

Serial
Cover Artist(s)ST TypeFalcon030 / 4MB
MIDIVersion1.0
Dumpdownload atari Skyfall [Falcon030] Download / Zip-packed folderNumber of Disks? / ? / HD Installable
Protection

Instructions - Skyfall [Falcon030]

////////////////////////////////////////////////////////////////////////////////
                                    SKY-FALL
////////////////////////////////////////////////////////////////////////////////
                            A GAME BY RESERVOIR GODS
////////////////////////////////////////////////////////////////////////////////
                         RELEASE VERSION 1.0 (15/4/96)
////////////////////////////////////////////////////////////////////////////////



                             THE GUEST INTRODUCTION

As we have gone up in the world, and  as  our  name has got better known, we now
have the clout to pull in top  show-biz  celebrities  to  help  push  our games.
This time we are proud   to   present   a   top   guest    author  who  will  be
writing  the introduction. Yes, its' TV's Simon Quinlack! (Who he? -Ed)

................................................................................

Welcome to the wondrous world of  Sky-Fall,  a  multi-player puzzle game for the
Atari Falcon030.

For this game you will need:

* A Falcon 030 with 4 Megabytes of memory
* An RGB monitor, VGA monitor or TV
* A keyboard, joystick or Jaguar powerpad
* Some friends (may be kidnapped)
* A brain (optional)
* A flask of weak lemon drink

Start by double clicking on 'SKY_FALL.TOS'.  This  is not the most exciting part
of the game. OH NO. You will now  cringe  as you have to sit through an 'intro'.
Avert your eyes. The menu will now be displayed, from here you can configure the
game to your hearts content. I  am  the  king  of configurations and I have over
12,000 written down in this big black book.  No  you cannot see them as YOU WILL
STEAL THEM. Collect your own configurations you configuration amateur!

You can control the  menu  cursor  with  joystick,  powerpad  or cursor keys and
space. First go to the Game Menu and  set  the number of players (if you are too
busy with hobbies to have any friends, this must be set to one). You can set the
game type and number of rounds in a  multiplayer game. THIS IS NOT INFINITE! YOU
CAN STOP PLAYING!

Next go to the control menu and  select  the control method for each player. You
can also define the keys if you  don't  like  the default set up. You can define
some very silly keys  like    left=delete, right=return, cycle=undo, rotate=caps
Lock and down=asterix and then  GET  YOUR  FRIEND  TO  PLAY  WITH THEM. UNTIL HE
CRIES. HAHAHA.

You are now ready to play the game.  If  you  have had to kidnap people and hold
them at gunpoint until they agreed to  play  with  you, you can now loosen their
bandages and place a game controller into their hands.

The aim of the game is really quite  simple. EVEN DARREN JONES CAN UNDERSTAND IT
AND EVERYONE KNOWS HE IS THICK.  HE  IS.  You  must match shapes connect-4 style
causing them to flash then disappear.  Shapes  can  be  matched in lines of 3 or
more, these lines can be horizontal,  vertical  or  diagonal. You get more score
for diagonal lines, and the more shapes  in  the  line the greater the score. If
your line's disappearance  leads  on  to  other  lines  forming,  your  score is
increased even more. IT IS LIKE THE BUTTERFLY EFFECT WITHOUT A BUTTERFLY.

At the end of each level the best  player   is  awarded with a win. WHICH IS ME.
IF ANYONE ELSE WINS I WILL SHOOT THEM.  The  number  of free spaces are totalled

up and added to the score. You  may  drink   your weak lemon drink here, or wait
until someone pauses the game with F1 to go to the toilet.

So that is Sky-Fall a  very  simple  game  that  even STUPID CRETINS like DARREN
JONES can play. And beat me.  BUT  I  WASN'T  TRYING.  He always beats me. ITS A
STUPID GAME. I AM NOT PLAYING ANY MORE.

Simon Quinlack.

................................................................................


////////////////////////////////////////////////////////////////////////////////
                            THE PROPER INSTRUCTIONS
////////////////////////////////////////////////////////////////////////////////

Sky-Fall is a puzzle game for the  atari  Falcon  030. It needs 4mb of memory to
run so it is a good idea to de-install accessories and TSRs before running it.
It has been tested on Speeder Falcons and should run fine on these.

Once loaded you are presented with  the  menu  system.  You can control the menu
pointer with cursor keys and  space  to  select,  or  use the joystick or Jaguar
powerpads.

The game is totally configurable, you can fine tune it so it totally suits you.

The game itself is a cross between traditional puzzlers Tetris and Columns. Like
Columns you must match shapes to  remove  them.  But  you  can rotate as well as
cycle the falling shape clusters, giving the game an extra dimension.

There are also the ghosts which  have  a  negative  effect  on your game, or can
adversely affect other players  in  multiplayer  mode.  You can protect yourself
against ghosts by collecting the green charms.

At the end of each level the  amount  of  free spaces on the board is calculated
and added to the score.  In  multiplayer  games,  the  person with the most free
space is likely to win (depending on the game type). If you are playing build up
then you must fill as much as the board as possible.

#################################  GAME MENU ###################################

This is the most daunting menu of them all! It contains all the options you will
need to configure the gameplay to your liking.

< NUM PLAYERS >

This allows you to set the number of  players  from 1-4. One player mode is solo
mode so some of the later options aren't relevant.
For three or four players the  screen  area  has  to be increased into interlace
mode on RGB and 480 pixel mode on VGA which means things may be a little slow at
times!

< GAME TYPE >

This option is only relevant in multiplayer modes.

        COMPETITIVE:
        This is the default setting. It means that in a multi-player game you
        are competing against all the other players.

        SEPARATE:
        This means each player is playing a  solo game which has no effect on
        the other players.

< GAME MODE >

A very important option  that  takes  you  the  through  the  three primary game
styles.

        NORMAL:
        This is the standard game - similar  in  styles to Tetris or Columns.
        You must create as many matches as possible and try to remove all shapes
        that come down.

        BUILD-UP:
        This is the opposite of  the  conventional  game.  Here  you try not to
        make matches, you must try to fill up the board. Points are deducted for
        all unfilled spaces in the board.

        REMOVAL:
        This is similar to normal except  a  portion  of  the board is already
        filled before the game starts. There may be matches already waiting in
        the pre-prepared board but they aren't triggered until  you  make  your
        first match, this way you can latch into them.

< BOARD SIZE >

Sky-Fall has four built in board sizes.
Each board has a highscore table associated with it.

        NORMAL:
        The standard chimney style board.

        WIDE:
        A screen length board (1 or 2 player only).

        HIGH:
        A board screen height, but normal width (1 or 2 player only).

        MEGA:
        A board as wide and high as the screen (1 player only).

< FALL SPEED >

If you want to remove the arcade  element  from  the  game you can turn the fall
speed off, meaning shapes will  remain  static  until  you  pull them down. This
creates a more puzzle oriented game.

The three types of fall speed are:

        NORMAL:
        Shapes fall normally, fall speed never increases.

        INC:
        Fall speed increases every level.

        OFF:
        Shapes pause at the top, only moving when pulled down.

< ROUNDS >

This is the number of levels you will  play in a multiplayer match, the one with
the most wins after the last round, is the champion! Rounds can vary from 1-99.

< LAYOUT >


This option is only relevant  to  multiplayer  games, and determines whether all
the players will receive the same tiles in the same order or not.

        SAME:
        This means that all players take tiles  from  the  same pool and no-one
        has an advantage - it is a level playing field.

        DIFFERENT:
        This means that players will be  allocated  a different sequence of
        tiles to everyone else. This is more of  a  lottery,  one player may get
        a much better deal than another.

< DIFFICULTY >

Determines how hard the game  is.  Each  difficulty  level has a highscore table
associated with it. Also other  sub  menu  options  are  directly related to the
current difficulty level.

        EASY:
        The lowest setting. A quiet game.

        MEDIUM:
        A slightly more taxing game.

        HARD:
        A brain popping game.

< LEVEL MENU >

Takes you into the level configuration sub menu system.


################################## LEVEL MENU ##################################

< START LEVEL >


Determines the starting level.

< GHOST FREQUENCY >

Determines how many ghosts will appear on each level. The higher the number, the
greater the amount of ghosts will  appear  making  a more frantic, effect filled
game.

< CHARM FREQUENCY >

Determines how many anti-ghost charms will appear  on each level. The higher the
number, the more charms will appear making a safer gaming environment.

< NEXT LEVEL >

This defines what type of action leads  to  the next level and has a significant
bearing on gameplay especially in multiplayer mode.

        TIME:
        This means that the next level  will  be  accessed when the time counter
        reaches  zero. You basically have a certain  amount  of  time to survive
        (not get blocked in) before the next level arrives. This time limit
        increases each level.

        SHAPES:
        Gives you a certain number  of  shapes  to  place  on the board. Once
        all these shape clusters have  been  place  you  will  go  to  the  next
        level. In a multiplayer game, the person who places the shapes first
        wins.

        SCORE:
        This requires you to get a certain  amount  of  score before you can
        access the next level. In a multiplayer game  the  first  person  to
        reach the target score wins.

        RACE:
        This is a race against the clock! You  have  a certain number of shapes
        to place and time limit to run up against. If  you place all shapes
        within the time limit you go to the next level,  otherwise  you  are
        dead.  In a multiplayer game the first person to place all the shapes
        wins.

        NO INC:
        You stay on the same level for ever!

< EDIT TIME MENU >

Takes you into a configuration menu for "Next Level:Time".

< EDIT SHAPES MENU >

Takes you into a configuration menu for "Next Level:Shapes".

< EDIT RACE MENU >

Takes you into a configuration menu for "Next Level:Race".

< EDIT SCORE MENU >

Takes you into a configuration menu for "Next Level:Score".

< SHAPE FREQUENCY MENU >

Takes you into a configuration menu for the shape frequency.


################################ EDIT TIME MENU ################################

< START TIME >

Specifies the amount of time you are given on the very first level.
When this time runs out, you move to the next level.

< INC TIME >

Specifies the amount the value in "Start Time"  is increased by after the end of
every level.


############################### EDIT SHAPES MENU ###############################

< START SHAPES >

Specifies the amount of shape clusters that you  will have to place on the first
level before progressing to the next level.

< INC SHAPES >

Specifies the amount by which "Start Shapes" increases after ever level.


################################ EDIT RACE MENU ################################


< START SHAPES >

Specifies the amount of shape clusters that you  will have to place on the first
level before progressing to the next level.

< INC SHAPES >

Specifies the amount by which "Start Shapes" increases after ever level.

< START TIME >

Specifies the amount of time you have to place the shapes.

< INC TIME >

Specifies the amount by which "Start Time" increases every level.


############################### EDIT SCORE MENU ################################

< START SCORE >

Specifies the amount of score you  need  to  get  before progressing to the next
level.

< INC SCORE >

Specifies the amount added to "Start Score" after each level.

############################# SHAPE FREQUENCY MENU  ############################

< START SHAPES >

Specifies the number of different shapes that appear on the first level.
The lower the number, the easier the game (more matches can be made), the higher
the number the harder the game.
On build up, the more shapes you have the easier the game is!

< LEVELS BEFORE INC >

Specifies the number of levels you must  go  through before the number of shapes
increases. This option is valid for normal/removal games only.

< LEVELS BEFORE DEC >

Specifies the number of levels you must  go  through before the number of shapes
decreases. This options is valid for build up games only.


################################# CONTROL MENU #################################

Here you can set the control methods for each of the players.

Valid controllers are: keyboard, joystick and Jaguar powerpads.

You can also define keys for each player.
Note that function keys cannot be defined  as  these are used for pause and quit
as well as controlling the sound system.

When define keys asks you to "CONFIRM Y/N" it checks the scancodes of Y and N so
these may be different on foreign keyboards (Germans must press Z for Y!)


################################## GHOST MENU ##################################

Ghosts are an integral part of the  game.  When  you match three or more of them
you trigger an effect which  may  have  catastrophic results! When playing alone
the ghosts will hamper  you,  but  when  playing  in  multiplayer mode the ghost
effect will be sent to another player to slow them down!

In this menu you can choose which  ghost  effects  you wish to play with. If you

don't like a particular effect you can  turn  it  off and it won't appear in the
game.

The following effects can be toggled:

        GHOST
        Turning this off means that no ghosts will appear.

        JAM
        Radar Jammer.

        JOYSTICK
        Control swap.

        PADLOCK
        Cycle lock.

        RED CROSS
        Rotate lock

        RED CURVED ARROW
        Auto-cycle.

        STOP SIGN
        Pauses action.

        SPEED RESTRICTION SIGN
        Slow fall of shapes.

        CHARM
        Turning this off means no charms will appear.

        ARROW
        Fast fall.

        ROCKFALL SIGN
        Falling boulder.

        RED UP ARROW
        Rearrange column.

        RED LEFT ARROW
        Rearrange row.

        MOUNTAIN
        Extra row appears at bottom.

        DOUBLE LOCK
        No cycle or rotate.

        CLOSED EYE
        Invisible board.


These ghost effects are achieved when  you  match  three  or  more  ghost  icons
in any way, eg. vertical, horizontal,  diagonal  etc.  The better the match  ie.
the more points you get for  it,  the  longer  the  effect it creates will last,
unless the effect is not a time-based one, like rockfall.

o Time based effects:

Joystick            Reverses controls (regardless of which control method player
                    is using)

Stop sign           Once the current shape player has on screen has been placed,
                    no more shapes will come down for the duration of the
                    effect.

Speed Restriction   Players shapes come down from the top of the screen at a
Sign                constant, slow speed for the duration of the effect.

Padlock             Player is  unable  to  cycle  through  the  shapes, although
                    he/she can still rotate them.

Red Cross           Player is unable to rotate through the shapes, although
                    he/she can still cycled through them.

Padlock and         Player is both unable to cycle and rotate each set of
red cross           shapes.

Closed eye          This effect masks  off the shapes which a player has already
                    placed on his/her board for the duration of the effect.

A pot of jam        The radar which displays the next set of shapes becomes
                    jammed with static for the duration of the effect.

Auto-Cycle          The order of the three shapes will constantly change as it
                    descends and will stop only as it is placed, so that player
                    can no longer control in which order they land.

Arrow               Speed of falling shapes increases for the duration of the
                    effect

o Independent effects:

Mountain            A line of shapes is created underneath the current shapes
                    placed on a player's board, they remain there until
                    eliminated in the normal way (ie. matching).

Red Left arrow      Any horizontal row on a player's board which contains more
                    than one shape will be randomly re-arranged.

Red Up arrow        Any vertical column on a player's board which contains more
                    than one shape will be randomly re-arranged.

Falling Rock Sign   A rock  falls onto player's board which can only be removed
                    by matching it with two or more other rocks, which also must
                    have been generated by other rock falls.

If you match three or  more  charms  (which  are  green  stones with a gold ring
through the top),  one will appear in the  bottom box of  your score panel, this
means that  you  have  magical protection from  any of the ghost effects and for
the time that you  wear  the  charm  you  will feel no ill-effects from matching
any ghosts.

In multi-player mode, when a player  matches   three or more ghosts it is random
to which of the other players that  effect will  go, if it is a two player game,
the effect will target the other player,  who  did  not match the ghosts, unless
they are wearing a charm or are already suffering from a ghost effect.

If you get a ghost in multiplayer mode  and all the other players have charms or
are already affected by ghosts, then the  ghost  will rebound back on you, so be
careful - you are playing with fire!

If at any time EVERY  player  is  either  protected  with  charms or effected by
ghosts, then any further  ghosts  matched  will  simply  give points like normal
shapes, their effects will affect no-one.

################################## SOUND MENU ##################################

Here you can toggle the music and internal speaker on and off.
You can also set the current volume level by clicking on the up and down arrows.
There is the option  to  toggle  sound  fx,  but  this  is  only relevant to the
registered version which is packed with steaming samples.

All these options can be controlled in game:

F2 - Toggle music on/off
F3 - Toggle sound fx on/off
F4 - Toggle internal speaker on/off
F5 - Decrease volume
F6 - Increase volume


##################################### PLAY #####################################

Takes you into the game.

During the game you can press:

F1 - Pause (F1/Fire to unpause)
F2 - Toggle music
F3 - Toggle sound FX
F4 - Toggle speaker
F5 - Volume down
F6 - Volume up
F10- Quit

Also you can press:

Powerpad Pause  - Pause game
Powerpad Option - Quit game

o Matching shapes:

To match a certain shape you must make a  row of at least three of it, either in
a vertical column, a horizontal column  or  diagonal.  These are the three basic
forms, but there are many variations on  this theme, for instance, one shape can
be used to complete a vertical column  and  at the same time complete a diagonal
line, this is called compound matching and will yield more points.

Different types of lines score  different  points  with diagonal lines being the
most valuable. The order of scoring is:

1. Diagonal lines (difficult to get, high score)
2. Horizontal lines (quite easy to get, medium score)
3. Vertical lines (easy to get, low score)

The game ends if you get blocked up (no   more space left to place shapes) or if
the time limit runs out on race mode.



The type of game you are playing depends on the next level setting.
If this has been set to "NO  INC"  all  you  have  to worry about is not getting
totally blocked in. Just try to place and match as many shapes as possible.

If next level is set to "TIME" then  you  have a certain time on each level. All
you have to do is survive without  getting  blocked  in for that time period. If
you are playing a multiplayer game, try to gain as much score in that time limit
and also keep the maximum free space.

If next level is set to "SHAPES" you  have a certain amount of shape clusters to
place before progressing to the next level. The number you have left to place is
displayed in the "LEFT" box on the  highscore panel. Once all shape clusters are
placed you progress to the next level.
In a multiplayer game the first person to place all shape clusters wins.

If next level is set to "SCORE" you  must  gain a certain amount of score before
progressing to the next level.  The  amount  of  score  you  have left to get is
displayed in the "LEFT" box on the highscore panel.
In multiplayer mode, the first person to get this score wins.

If next level is set to "RACE" you have a certain amount of shapes to place in a
certain time limit. If you place all the  shapes you progress to the next level.
If the time runs out you lose the game.
In a multiplayer game the first person to place all the shapes wins.

If your score is good  enough,  you  will  be  asked  to  enter your name on the
highscore table. Controlling the rotating  selector  requires a bit of practice,
don't press fire until you have finished entering your name!
The controls are:

Left - move cursor left
Right - move cursor right
Up/Rotate - rotates letters clockwise
Down - rotates letters anti-clockwise
Fire - finish name entering

REMEMBER! DON'T PRESS FIRE UNTIL YOU HAVE FINISHED ENTERING YOUR NAME!

##################################### QUIT #####################################

When you leave the game all  the  current  configuration data is saved including
all the menu setups, the currently  defined  keys and control methods, the sound
status plus 36 different highscore tables!

################################################################################


///////////////////////////////////////^\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
                                 
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\^////////////////////////////////////////

This is the second version of Sky-Fall, released just after the Symposium '96.
It still may have some bugs - let us know if you find anything wrong.

There will be  a  new  version  released  especially  for  the  registered user.
Entitled "Sky-Fall+" it will  include  8  extra  ghost  effects  and  also sound
samples will be included. This version will  be  available  to  registered users
of the game from June 1996.

Registration is only five english pounds  and  for  that you will get this brand
spanking new version of Sky-Fall, plus other Reservoir Gods Falcon goodies, news
of all our forthcoming releases and  productions  hot  off  the press as soon as
they are released.  Please  make  all  cheques/postal  orders  payable  to "Leon
O'Reilly".  If  you  are   writing   from   overseas   please  use  Eurocheques,
International Money Orders or  equivalents.  Standard  cheques  cost  so much to
clear that they become worthless.

The Falcon unfortunately cannot really support  a commercial software scene, but
we are very happy to be  part  of  an alternative shareware scene producing high
quality games for a couple of pounds each.  We really believe in the machine and
all the people we meet on the scene. As long as there are still people out there
with Falcons, we will carry on making  games.  So  let us know you are still out
there running Atari software!

If you do register, don't be  afraid  to  write  a full letter and ask questions
about future games, or point  our  bugs  or  improvements  in  this game. We are
friendly people and we enjoy chatty letters!

Keep the Falcon strong people!

////////////////////////////////////////////////////////////////////////////////
                                    CREDITS
////////////////////////////////////////////////////////////////////////////////


Initial Idea, Code, Design..............................................Mr. Pink
Sprites, Fonts, Borders, Score Panels, Design.............................Ripley
Music, Logos, Fonts..................................................Sparehead 3

////////////////////////////////////////////////////////////////////////////////
                                 PACKAGES USED
////////////////////////////////////////////////////////////////////////////////

God-Paint
Devpac 3
Pro-Tracker
Graoumf Tracker
Pack-ICE!

////////////////////////////////////////////////////////////////////////////////
                                    ADDRESS
////////////////////////////////////////////////////////////////////////////////

If you wish to contact the Reservoir  Gods,  or want to register for Sky-Fall or
find out about our other productions please write to:

Leon O'Reilly [ Mr. Pink ]
Cwm Isaf
Abermule
Montgomery
Welshpool
Powys
SY15 6JL

My bank details are as follows:

Midland Bank, 1 Broad Street, Newtown, Powys, SY16 2LX

Account number: 21143808


        Swedish people can write to:

        Mandus Skon,
        Stora Beddigne 387
        231 98 Klagstorp
        Sweden


        Spanish people contact:

        Antonio Lillo
        P.O. Box 4015
        46080 Valencia
        Espana

        (Spanish version of SkyFall coming soon!!)


When registering please PRINT your address clearly!
Also we are very short of blank disks  at  the moment, so any that you send will
be gratefully accepted.

////////////////////////////////////////////////////////////////////////////////
                                   GREETINGS
////////////////////////////////////////////////////////////////////////////////

We must thank everyone who has supported  our  past releases, all those who have
written to us with kind words, the  positive  reviews in the Atari press and all
those who  believed  in  us.  Without  you  there  probably  wouldn't  have been
"SkyFall".

Also a big shout to all  providing  a  positive  contribution to the scene - the
demo creators, the  games  writers,  the  graphics  artists,  the  musicians the
magazine writers. You know who you are.

Also greeting to the following  registered  users  of Reservoir Gods productions
(in a sort of surname alphabetical way):

M. Baines               - UK
Markus Binder           - Germany
Bill Brand              - UK (Scotland)
John Bulleyment         - UK
Geoff Camp              - Australia
Laurent Cardona         - France
Pierre Chiles           - France
Mark Crutch             - UK
Jan Daldrup             - Germany
Richard Davey           - UK
Steve Delaney           - UK (Scotland)
David Delattre          - France
John Diot               - France
Frederic Dogimont       - France
Roland Evrard           - Belgium
Jerome Farinas          - France
Nicholas Flintham       - UK
S. Fotinelis            - UK
Mike Goodman            - UK
Paul M. Green           - UK
Thierry Guerin          - France
Keith Hasama            - USA
Patricia Hinds          - USA
Ludovic Hirlimann       - France
Chris Holland           - UK
Wolf Holtay-Mayer       - Germany
Gerhard Janka           - Austria
Sylvain Jonas           - Belgium
Neil R Jones            - UK/Germany
Keneneth V. Kaufman     - UK
Andrew Kelly            - UK
Philip Konczak          - UK (Scotland)
Michelle Laybourn       - UK
Antonio Lillo           - Spain
Arnaud Linz             - France
Geoff Madden            - UK
Pascal Nizet            - Belgium
Alan Parker             - UK
Mark Parry              - UK (Isle of Wight)
Iain Paterson           - UK (Scotland)
Dirk Paulsberg          - Germany
Graham B. Phillips      - UK
Rosario Pignatelli      - Italy
Stefan Pleb             - Germany
John Pruden             - UK
Lionel Rey              - France
Andreas Rotzoll         - Germany
Ludo Sak                - Holland
Wolfgang Schmidt        - Germany
Matthew Tomlinson       - UK
James Troup             - UK
David Valery            - France
Pieter Van der Meer     - Holland
Sami Vuokila            - Finland
Zwechform               - Germany

And to everyone who registered through Mandus Skon from Sweden.

Apologies to anyone who registered and is not  on this list, we did not get your
letter! Please contact us!

Keep it channel atari!

About Us - Contact - Credits - Powered with Webdev - © Atarimania 2003-2015