-------------------------------------------------------------------------------
*RADIX: INTO THE VOID*
BY: Neural Storm Entertainment &
Union Logic Software Publishing, INC.
"Official" pre-release FAQ, v2.1
Written by: Greg MacMartin
March 1995
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=================================================================
=================================================================
I. Introduction
1. Preliminary Info.
[1-1] A note from the author, Greg MacMartin
[1-2] About the RADIX Faq version 2.1
[1-3] Game creation progress
II. General Game Information
2. What is RADIX: INTO THE VOID?
[2-1] So, what is it?
[2-2] What is "shareware"?
[2-3] What will the episodes be?
3. What will make RADIX different than any other "3D Shooter"?
[3-1] 2 major gameplay features.
[3-2] Sloping walls, ceilings and floors.
[3-3] Fast, furious gameplay.
[3-4] Compelling plot and mission design.
4. What features does the RADIX engine have?
[4-1] Non-orthogonal walls.
[4-2] Texture mapped walls, ceilings and floors.
[4-3] Multiple lighting variations
(diminishing/fog effects)
[4-4] Looking up and down.
[4-5] Multiple heights.
[4-6] Parallaxing Background.
[4-7] Analog Movement.
[4-8] Complex event system.
[4-9] Auto Detail (with 5 settings).
[4-10] Full Stereo digital music system
5. What kind of gameplay features will RADIX have?
[5-1] What kind of enemies will be in RADIX?
[5-1-1] Extra-dimensional aliens.
[5-1-2] Alien fighter craft.
[5-1-3] Miscellaneous alien defence systems.
[5-2] What kind of weapons will RADIX have?
[5-3] Any other neat things?
[5-4] How does this game compare to DESCENT?
[5-5] Will RADIX have Network/Modem support?
6. Who is creating RADIX: INTO THE VOID?
[6-1] Neural Storm Entertainment.
[6-2] Union Logic Software Publishing Inc.
[6-3] The artists...
7. What will be needed to run RADIX?
[7-1] REQUIRED Hardware
[7-2] What sound cards will be supported?
[7-2-1] Will the PC speaker be supported?
[7-3] What game controllers will be supported?
[7-4] Will RADIX be found on other gaming platforms?
III. Ordering Info / Release Dates
8. When will I be able to get RADIX?
[8-1] Current Release Date.
[8-2] Will there be pre-release demos for RADIX?
9. How and Where will I be able to get RADIX?
[9-1] Shareware release.
[9-2] Mail-order release.
[9-3] How do I contact Union Logic?
[9-4] OK, so where will I get the thing?
IV. Conclusion.
10. Revision History.
[10-1] Version 1.0
[10-2] Version 2.0
[10-3] Version 2.1
=================================================================
I.
=================================================================
-----------------------------------------------------------------
1. Preliminary Info.
-----------------------------------------------------------------
[1-1] A note from the author, Greg MacMartin
This FAQ is intended to inform the general gaming public
about a shareware game still being developed entitled "RADIX:
INTO THE VOID". It is labeled "Official" because almost all
of this information has been derived from the game's creators
at Neural Storm Entertainment. I am writing it because I feel that
this game deserves it. Because the creators of this game have
decided (for various reasons) not to get associated with the two
"giants" in shareware, Apogee and Epic Megagames, I strongly
feel that other means must be used to bring this game to public
attention. It will be assumed that further revisions of this
FAQ will be written when it is necessary. As noted above, any
problems, inquiries or unanswered questions about RADIX or this FAQ
can be forwarded to my Internet Email address-
(gmacmart@chat.carleton.ca)
[1-2] About the RADIX faq version 2.1
Radix is, at the present time, still under development.
That being understood, this preliminary Radix FAQ cannot be
completely accurate. However, many of the features that were
still in question when version 1 of this FAQ was written have
been confirmed and will definitely be part of the final game.
Just about the only stuff that may change now are some of the
weapons and enemies in the game. See chapter 6-3 for further
details. One can assume that all features and gameplay aspects
presented here will be implemented into the final game unless
otherwise stated in a later version of this FAQ. This version is
very similar to the 2.0 version, except for an updated release date
and a few other minor alterations.
[1-3] Game creation progress
Well, due to reasons explained in 6-3, the game has been
delayed (sigh, groan). The Neural Storm team is still hard at work
on gameplay aspects, but should be done very soon. They are at the
present time cleaning up the AI routines, menus, and they adding in
a few neat sprites to make the game that much more fun to play.
=================================================================
II.
=================================================================
-----------------------------------------------------------------
2. What is Radix: Into the Void?
-----------------------------------------------------------------
[2-1] So, what is it?
Radix: Into The Void is a 3-D perspective action game. The
player is the pilot of an experimental fighter, the Radix-class
Inter-Dimensional Starfighter, in the year 2148. The player's
view is directly BEHIND the plane, so the player has more
control of the positioning of the fighter than if one's view was
INSIDE the plane. The player has complete control of the
plane's movements, including speed, and lateral / horizontal
movement. The ship is heavily armed and has the capability to
incorporate new technologies into it's systems if they are
found. Many aliens, alien craft, missiles and mines await the
Radix fighter at every turn. Not only does one playing this
furious game have to deal with these nasties, but one also has
to keep the fighter from flying into walls, getting sucked down
by gravity wells, getting crushed by moving walls... You get the
picture.
Why would one want to put themselves through something like
that? Well...
In the 22nd century, after centuries of global strife
and tyranny, the people of the Earth united into a sovereign
world government. The United Earth Space Alliance (UESA) launched
a dynamic plan to expand the reaches of the human race beyond
that of our solar system. This effort resulted the launching of the
first of two colony ships, in the year 2147. These massive vessels
were destined to colonize an asteroid on the outskirts of our solar
system, designated Theta-2. After 5 months, the first ship safely
arrived and initiated the colony. Soon after, the second of the
two ships departed from earth with 10,000 colonists to place the
Theta-2 base into full operation. Once the colony was fully
established, mankind was to finally have the opportunity to
leave the confines of the Solar system.
It happened on October 24th, 2148. While the second ship
approached the colony, something unnatural occurred. A dark
shape began to form of out nothingness, blacking out the
starscape and eating away at a small portion of our reality.
The commander of the colony vessel "Salvation", Captain
Thomason, barely managed to communicate to Earth that there were
dozens of alien ships emerging from this void when the largest
of these ships tore the Salvation apart with an immensely
powerful particle beam.
The gigantic alien craft then somehow dragged both portions
of the Salvation into a huge hangar bay, sealing the fates of the
10,000 human beings aboard...
According to the information collected from the destruct
beacon (the "black box") that reached the Titan colony orbiting
Saturn, there were 45 alien vessels. The one that destroyed the
Salvation, the largest one, started on a slow (8-9 month) flight to
Earth. The remaining 44 ships attacked the tiny Theta 2 base
(with only 300 personnel) and set up what looked to be a base of
their own.
Almost immediately after the incident, UESA went on alert
status and began assembling a fleet to counteract this alien force.
Our fleet reached the huge enemy craft well before it had even
entered the inner solar system. Although the 3 battlecruisers,
10 frigates and 15 destroyers fought well, all were destroyed by
the massive vessel. Although the attack was a devastating failure,
it confirmed the fact that these aliens were out for blood. It also
allowed Earth Command to realize that large ships did not stand a
chance against this vessel. One small, fast, deadly ship armed to
the teeth just might be able to slip by the defences of the vessel
and cause some serious damage.
Meanwhile, Earth scientists combined their knowledge and
pooled their ideas, and eventually concluded that the black
space, dubbed "The Void", is in fact some sort of inter-dimensional
portal; a tear in the structure of our universe. Using the current
knowledge of multi-dimensional physics and quantum mechanics, they
were able to develop a device that would allow a small spacecraft,
preferably a fighter of some sort, to enter The Void and
successfully leap into a different universe.
Three months after the incident at Theta 2, the Radix-class
inter-dimensional starfighter was built. Considering the
unimaginable costs involved and the time required to build this
powerful fighter, only one was able to be built. Loaded onto
the "Defiance", a battlecruiser, Operation Vengeance commenced.
Although the Radix class had just barely begun the experimental
stage of it's development, there was no more time left. The
Defiance had to leave, and the Radix, the last desperate hope
for humanity, was going with it...
[2-2] What is "Shareware"?
Shareware is a popular method of distributing software in
which the possible buyer gets to "try it out" before buying it.
It the case of games, the first episode, usually out of three is
the one that is freely distributed for people to try. This game
is no exception. RADIX: INTO THE VOID will be a shareware game
separated into 3 episodes, the first of which will be
distributed freely. As usual, many features will only be found
in the second and third episodes, which must be purchased.
[2-3] What will the episodes be?
Episode One: Vengeance
The Radix class starfighter's first mission: Save Earth from
destruction by destroying the massive earthbound enemy ship.
Once you penetrate the ship's shielding system, there is no
turning back! Will you be able to stay alive long enough to
make your way to the main engine core and destroy it?
Episode Two: Theta 2.
After an amazingly successful campaign against the enemy's lead ship,
the Earth forces move to the offensive. After plotting
out a strategy, it is decided that the Radix class fighter will
fly offensive missions against the Enemy's gruesome Theta 2
base, with the aim to destroy it so that the Earth colony once
residing there can be rebuilt!
Episode Three: The Void.
The mastermind of the Enemy's conquest has escaped into the
void, and you must follow it in. This is the ultimate test for
the Radix fighter. What awaits you on the other side? Will you
be able to seal the Void closed and still get out of it alive?
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3. What will make RADIX different than any other "3D Shooter"?
-----------------------------------------------------------------
[3-1] 2 major gameplay features.
Unlike almost every other "shooter" out there, RADIX has two
fundamental gameplay portions to it: Combat and shooting at bad
guys, and flying and maneuvering in 3-D. RAPTOR basically has one;
flying around in 2-D blowing up bad guys. DOOM basically has one;
walking around in 3-D shooting bad guys. JAZZ JACKRABBIT has one;
Walk and jump around in 2-D shooting at bad guys. Don't get me wrong,
I think these games are great fun to play, but they are all
single-minded in their approaches.
In RADIX, both gameplay features are equally as important as
the other. Both can get you killed, and both require the same amount
of attention. Both features, if used individually are almost games
in themselves. IMHO, this is what truly makes Radix very different
from other games.
[3-2] Sloping walls, ceilings and floors.
Almost all of the 3-D games out there at this point are
games with straight floors with no sloping at all. Take the
shareware blockbuster Doom; a game highly acclaimed for it's
feeling of immersion and fluid action...Imagine Doom if it was
the same speed but it had sloping surfaces. No longer would
stairs be necessary to change heights; there could be a hill.
All sorts of unique effects can be produced using sloping
surfaces, including a greater feeling of immersion. Radix has
such slopes, and they are used throughout the game on ceilings,
walls and floors.
These slopes have been revamped considerably since the last
version of this FAQ. They are now very large and steep. The
feeling of immersion and realism is greater than ever. These have
to be seen to be believed. Hopefully new screen shots will be
released soon.
[3-3] Fast, furious gameplay.
Some games strive to use the newest technology and techniques
to create a virtual world. Although these techniques may be neat,
you need a Pentium-90 to play them so they are not agonizingly slow.
The creators of Radix have picked and chosen the techniques that
will make the game as real an experience as possible, and yet not
slow the engine down.
As a matter of a fact, Radix designers have made the engine
to run as FAST as the technology allows it to.
[3-4] Compelling plot and mission design.
Many "arcade shooters" have one, main purpose behind playing
the game: Test your physical reflexes and shoot bad guys down while
watching pretty graphics. That's it. That's the whole reason to
spend 30 or 40 bucks of your money. These games lack any resemblance
of a true story or plot behind the gore, and instead make up lame
plot scraps that give some vague significance to the killing.
Of course, no one actually reads that part anyway. Well, for those
of you who like those elements of shooters, don't worry. Radix has
more than plenty of reflex testing and bad guy blasting action to
wet your appetite. For those of you who are truly bored of nothing
plots and seemingly random mission design, Radix is also the game for
you. Missions are designed with the story in mind, and things
you shoot at you shoot at for a PURPOSE. The story is designed
to make you want to kill aliens and put all of your efforts into
doing so. Now, I'm not saying that RADIX is a WING COMMANDER wannabe,
but it does have more of a plot than DOOM or DESCENT.
-----------------------------------------------------------------
4. What features does the RADIX engine have?
-----------------------------------------------------------------
[4-1] Non-orthogonal walls.
This feature is fast becoming the standard among 3-D games,
although there are still some that aren't implementing it.
Basically, this means that the walls can be at any angle to
one-another. For instance, in WOLFENSTEIN 3-D all the walls are
at 90 degrees to one another, so that every locale was rectangular
in shape. RADIX, DOOM and others no longer have this problem.
Areas can be created that look much more real than before and
increase the feeling of realism and immersion in the gaming world.
[4-2] Texture-mapped walls, ceilings, and floors.
This feature allows all surfaces to have full VGA 256
colored graphics on them. This is another standard feature
that is common with most 3-D games. There are still, however,
some games that use it very sparingly or not at all.
[4-3] Multiple lighting variations (diminishing/fog effects)
RADIX has 120 different shades of lighting built into it's
engine. This allows for a more realistic depiction of light in
the game. The lighting also has a diminishing effect similar
to that of DOOM, but there is also a cool fog effect that sort
of reminds me of the one used in THE ELDER SCROLLS: ARENA (an RPG).
[4-4] Looking up and down.
This feature allows the player to see up and down. It is,
of course, a required feature for a game like Radix because the
player is right behind the plane, and the player's view must
stay behind the plane if it moves up or down. Nevertheless, it
is a cool thing to watch.
[4-5] Multiple heights.
Radix allows the player to fly at different altitudes,
depending on the level that is being flown. Some missions have
staggering height differences, in which there are deep chasms and
crevices that one can fly into. Others have sloped tunnels and shafts
that require some heavy climbing or diving to navigate.
Whatever the case, height differences are certainly one of the
key features of Radix.
[4-6] Parallaxing Background.
This feature means that the background graphics move up with
the player's view to look more realistic. Also, there are
actually two different bit-maps used for the front and for the
back view to simulate how a true world would look like. This
prevents a "wraparound" effect that can make background graphics
look cheap.
[4-7] Analog Movement.
Analog movement is a kind of movement that automatically
adjusts for the speed of the CPU, which means that the player
will move at the same RATE on a 386-33 as on a 486-50.
Obviously, the FRAME rate would be (significantly) slower, but
the rate that one MOVES is not effected.
[4-8] Complex events and event system.
Radix employs a very complex event system that allows for
the activation of many events at once. Events could be things
such as lighting effects, moving surfaces, teleportation, super
speed boosters, gravity wells, scrolling bitmapped surfaces,
among others. For example, triggers could deactivate one event
and activate two others simultaneously. This feature really
shines even on the alpha version of the game.
[4-9] Auto Detail (with five settings).
Radix has an auto detail option. This allows the player playing
on a slow computer to fly around in complex areas and keep a steady
frame rate. The game also has 5 (count 'em) FIVE detail settings
(High, Medium, Low, Super Low, and G.A.N.C).
[4-10] Full Stereo digital music/sound system
Radix: Into The Void uses an 8 channel digital music and
sound effect system that produces crystal clear music and sound.
All sounds, including the music, use digitally sampled instruments
and sound effects instead of the more limited FM synthesis
emulation. Most other shareware and commercial games use the FM
synthesis except for recent games like JAZZ JACKRABBIT, ONE MUST
FALL, etc.
-----------------------------------------------------------------
5. What kind of gameplay features will RADIX have?
-----------------------------------------------------------------
[5-1] What kind of enemies will be in RADIX?
Due to the art problem, Neural Storm has not finalized the
specific types of enemies that will be in the game. However, the
following section will detail the aliens that will probably be found
in RADIX: INTO THE VOID.
[5-1-1] Aliens: All of the aliens in the game have some
similar features, as they are all of the same species. They are
really sick looking, with slime and gore covering them. They have
many different limbs that appear to have no specific function.
Very weird stuff. There are many varieties of them, each bred for
specific purposes in their extra-dimensional society. In this
dimension, however, all use their unique abilities to ATTACK YOU.
There are two main breed of aliens: There is the flying variety,
which make for very formidable foes, and the less powerful walking
variety. Aliens in RADIX: INTO THE VOID will have unique abilities,
such as plasma breath, and fireball throwing.
[5-1-2] Alien fighter crafts: There are two types of alien
spacecraft : Fighters flown by alien pilots and computer
controlled drones. In the final game, there will be about an
equal amount of each of these. Obviously, the manned (aliened?)
fighters will have a significantly higher AI than the computer
drones. These ships will be the most common enemy target in the
game, and the player will encounter most of them throughout all
three episodes. Having to shoot them before you pass them
or before they shoot you might be quite the chore to begin with,
but it will quickly become second nature...
[5-1-3] Miscellaneous alien defence systems: There are numerous
other nasties that will attempt to prevent the Radix from
completing it's mission. There are various types of mines and
a minelayer which flies ahead of the player and drop mines in
its wake. Other things include laser cannons, plasma cannons, and
scanner stations.
[5-2] What kind of weapons will RADIX have?
At the present there are seven different weapons that
will go into the game. Three of these will only be usable if
the player has the registered version. The weapons are listed
below. Some of the weapons will have multiple power levels.
As in DESCENT, the player simply has to find a weapon a second
time (or a third time) to increase the power level of that
weapon. There are also two types of weapons in this game;
weapons that require ammunition and weapons that take energy
to fire. The ammo weapons will generally be the most powerful
(with the exception of the Gravity Wave device).
--> Laser cannon * 2 levels (3 in REGISTERED)
This will be the basic weapon system equipped with the Radix class
fighter. The different weapon levels will increase the damage of
the lasers and will also increase the rate of fire.
--> Explosive Cannon * 2 levels (3 in REGISTERED)
This will be a rapid fire weapon that will cause more damage
than lasers, but will be a little more difficult to aim with.
--> Nuclear Missiles
These are dumb fire missiles that will require skill to use very
successfully. However, the explosion caused by these things is
very large and powerful.
--> Plasma Cannon * 2 levels (3 in REGISTERED)
This weapon will be a a powerful wide-spread energy weapon
that will pack a serious punch at level 3.
--> Atomic Projectile Bombs (REGISTERED ONLY)
This weapon will fire two bombs that will impact with the ground
ahead of your ship, and will also fire a smart bomb that will
automatically home in on enemies and try to him them.
--> Phase Torpedo (REGISTERED ONLY)
This weapon will shoot out torpedoes that that are fired very
close together, and then they split apart and lock onto enemies.
They remind me of the torpedoes that the Enterprise D fires in
Star Trek.
--> Gravity Wave Device (REGISTERED ONLY)
This is a mega powerful weapon that sends out a potent wave of
destruction. Anything that hits the wave gets blasted away
at a random direction, thereby clearing a path in front of
you of those pesky aliens.
[5-3] Any other neat things?
There are many neat power-ups and technologies that the player
can collect throughout the game. These usually aid the player in
doing certain things easier, such as lighting up darkened areas,
exposing holographic images, and destroying all visible enemies :).
There is one really neat system, called the "Automated Laser Defence
System", or ALDS. It is a small capsule that hovers just below the
Radix ship. Whenever enemies get near, this thing automatically fires
out lasers at them.
[5-4] How does this game compare to DESCENT?
It is difficult to make a good comparison with DESCENT because they
are so different. I realize that many elements in this FAQ seem to
make RADIX seem very similar to DESCENT, but there are many fundamental
differences between RADIX and DESCENT. The most major one is the fact
that RADIX is much more fast and furious. You have no time to stop and
ponder what to do next. RADIX has a much wider variety of enemies and
environmental sprites than DESCENT, giving the player a little more to
see and do. Also, RADIX has an added danger that the player has to keep
track of; in RADIX if your plane flies into a wall, it will explode. In
DESCENT, the player can ram into walls all he/she wants to and not worry.
However, RADIX is not a true 3D game like DESCENT, and the designers have
made no contrary claims saying otherwise. To be honest, if RADIX was true
3D, it would lose one of the aspects that makes it so fun; speed.
[5-5] Will RADIX have Network/Modem support?
The programmers have found it difficult to have network/modem
support included in a game of this type. HOWEVER they also realize
that the demand for this is very high in the game market so they are
working hard to try to include it on a post-release version of RADIX.
Already they are talking of cooperative modes and dogfighting modes; and
believe me, a multi-player mode in a game of this type would truly be
like no other.
-----------------------------------------------------------------
6. Who is creating RADIX: INTO THE VOID?
-----------------------------------------------------------------
[6-1] Neural Storm Entertainment.
Neural Storm Entertainment is a brand new company formed in
Ottawa, Canada in late 1993. It is one dedicated to producing
the games of the highest caliber, and will stop at nothing to do
so. These guys are almost too dedicated. One might even call
them paranoid perfectionists. In the end, though, this
dedication will be evident in the final game. RADIX: INTO THE
VOID will be their FIRST game, believe it or not.
[6-2] Union Logic Software Publishing, INC.
Union Logic is also a brand new company that hopes to put a
significant dent into the shareware industry. Their dreams of
overthrowing the two "giants" in shareware may be closer than anybody
might think.
[6-3] The artists...
It seems the creators of RADIX: INTO THE VOID, Neural Storm,
have discovered something shocking about the gaming industry. It is
very difficult to find good, reliable and competent artists in this
industry. They have discovered this fact the hard way, unfortunately.
It seems that unless a game developing company has in staff artists,
finding other companies to do the art becomes a living nightmare. Let
me briefly explain.
For over four months Neural Storm Entertainment, through Union Logic
Software Publishing were attempting to get art from a company called Lord
Generic Productions (LGP). A contract had not been signed, because
Neural Storm was not yet satisfied with the art that LGP had shown them.
In all that time, LGP gave Neural Storm art that could have all been
done in 1 day by 1 person, IMHO. The quality was very poor. Check out
the early screen shots in the old UL demo yourself. They were "fired".
Next, a local art company began to "bid" for the contract. That
lasted for a month or so. They didnt seem willing to work for the
contract. The quality was very poor.
Finally, a couple of the in-staff programmers and designers who
can draw have begun doing art for the game. Union Logic has also hired
Cygnus Multimedia to do some art. Hopefully, Neural Storm will be able
to get enough QUALITY art to have the game out on time.
-----------------------------------------------------------------
7. What will be needed to run RADIX?
-----------------------------------------------------------------
[7-1] REQUIRED hardware.
RADIX: INTO THE VOID has been developed to be played well on
a 486-33 with 4 megs ram, standard VGA. It really flies on a
486 DX2-66 local bus, and if you have a Pentium, you MUST get
this game. Also, Neural Storm is currently working to make the
game quite playable on a high-end 386 (ie. 386DX-33, 386DX-40).
Now, the game will run on a 386SX-16, but I wouldn't want it
to. A CD-ROM drive might be useful, because it looks like there
may be an enhanced CD-ROM version of RADIX.
- Minimum requirements:
386DX-33
4 Megabytes RAM
Standard VGA
[7-2] What sound cards will be supported?
Currently, RADIX has native support for the "big three":
1) The Sound Blaster family (SB/SBPRO/SB16 and compatibles)
2) Pro Audio Spectrum 16
3) Gravis Ultra Sound
NOTE: There is no support for the original Adlib sound
card, as RADIX uses pure digital music and sound
effects which are not possible to reproduce on the
FM synthesis based Adlib card.
[7-2-1] Will the PC speaker be supported?
Nope. No explanation. No apologies from the designers. Just Nope.
(Direct quote from Dan Dufeu of Neural Storm Entertainment)
[7-3] What game controllers will be supported?
There is support for the keyboard, joystick and Gravis Game Pad
at this time, and possible additions are the mouse and cyberman. If
they get any feedback regarding this, it may help sway their final
decision...
[7-4] Will RADIX be found on other gaming platforms?
RADIX is currently written under DOS for 386 and above PC's
and compatibles. There are no immediate plans to port RADIX
to any other platforms besides DOS. Future ports MAY include
different operating systems like OS/2, Linux, Win95 and
others, depending on the demand for them.
=================================================================
III
=================================================================
-----------------------------------------------------------------
8. When will I be able to get RADIX?
-----------------------------------------------------------------
[8-1] Current Release Date.
The current release date for both the shareware and registered
version is June 1st. The media release is scheduled for April 17th.
[8-2] Will there be pre-release demos for RADIX?
There will probably be another demo released with screen shots
with the actual fighter and wall bitmaps inbetween the above dates.
----------------------------------------------------------------
9. How and Where will I be able to get RADIX?
----------------------------------------------------------------
[9-1] Shareware release.
The first Episode, "Vengeance" will be put onto FTP sites
and major BBSs so it can be downloaded. It will be able to be
freely distributed, so you'll probably be able to get it from
your friends. It may also be distributed to retail stores,
where you could buy a copy for a little more than the price of
the disks.
[9-2] Mail-order release.
There will be a toll free '800' number that you will be able
to call to order Episodes 2 and 3 ("Theta 2" and "The Void").
The price is currently tagged at $35.00 U.S.
[9-3] How do I contact Union Logic?
Mailing Address: P.O. Box 31039
100 Bayshore Drive
Nepean, Ontario
K2B 8S8
Canada
Telephone Numbers: (800) 583-4838 (Orders)
(613) 828-1173 (Questions and technical support)
(613) 599-7245 (Fax)
Electronic Mail: Internet: unlogic@globalx.net
[9-4] OK, so where will I get the thing?
(1) Software Creations BBS
To download any Union Logic game, call one of the following numbers:
(508) 365-2359 1200/2400 V.42/MNP Lines
(508) 368-7036 2400-14.4k HST
(508) 368-7139 2400-16.8k V.32/V.42bis
(508) 368-0457 2400-21k HST/V.42bis/V.32
(508) 365-9352 2400-28.8k V.32/V.42bis
All Union Logic games can be found in Section 185.
(2) Internet FTP
Union Logic's titles and demos can be accessed via anonymous FTP
at their FTP site. The site is "ftp.unlogic.com", and the
directory is "/pub/unionlogic".
=================================================================
IV.
=================================================================
Please keep in mind that this FAQ is preliminary and
most of the information is subject to change. However, as
stated before, much work has gone into this to ensure that it is
as accurate as possible. Please don't hesitate to send any
comments, suggestions and questions you might have regarding
this FAQ or RADIX itself.
One of the things I hope to achieve with this FAQ is to make
people aware of a new company that has arisen that is producing
commercial quality games and selling them using the shareware
marketing method. I have seen all three games that Union Logic
is about to release, as beta versions, and it is in my opinion
that they will soon become a major shareware publisher.
-----------------------------------------------------------------
10. Revision History
-----------------------------------------------------------------
[10-1] Version 1.0 (October 1994)
This version was a VERY preliminary FAQ that was written with
a large amount of (official) speculation. It dealt mainly with the
technical aspects of the game's engine and very little on gaming
aspects. Limited slopes, multiple heights, tilting, among most of
the other technical attributes of RADIX were talked about.
[10-2] Version 2.0 (February 1995)
This version addressed more gaming aspects of RADIX, and
clarified some stuff. It is version 2.0 and not 1.1 because it was
done so much later than the original FAQ was. Auto detail, enhanced
slopes, and explanations about the delaying of RADIX were also
talked about.
[10-3] Version 2.1 (March 1995)
This version is identical to 2.0 save for tiny changes to : Intro
statements, weapons, the comparison to DESCENT and the release date.
=================================================================
=================================================================
This article is Copyright 1995 by Greg MacMartin. All rights
reserved. The following rights have been granted to the public:
I. To make copies of this work in original form, so long as
(a) they are complete and exact;
(b) the copies include the copyright notice and these
paragraphs in their entirety;
(c) the copies give obvious credit to the author, Greg
MacMartin;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) you do not charge a fee for copying or for
distribution;
(c) you ensure that the distributed form includes the
copyright notice, this paragraph and credit to the
author;
(d) the distributed form is not in an electronic magazine
or within computer software (prior explicit permission
may be obtained from Greg MacMartin);
(e) the distributed form is the NEWEST version of the
article;
(f) the distributed form is electronic.
You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines,
manuals, catalogs, and audio. These rights are temporary
and revocable upon written, oral, or other notice by Greg
MacMartin. This copyright notice shall be governed by the laws
of the Canadian Federal Government. If you would like additional
rights beyond those granted above, write to the author at
"gmacmart@chat.carleton.ca" on the Internet.
=================================================================
=================================================================
Radix: Into the void, Union Logic, Vinyl Goddess From Mars, and
Tactical Factor are trademarks of Union Logic. Wolfenstein 3-D is
a trademark of Apogee. Doom is a trademark of id software. The
Elder Scrolls: Arena are trademarks of Bethesda Softworks. Jazz
Jackrabbit and One Must Fall: 2097 are trademarks of Epic Megagames.
All others not mentioned here are also given credit to their
respective owners.
*****************************************************************
*********** Greg MacMartin ************
*********** Email address: gmacmart@chat.carleton.ca ************
*****************************************************************