WELL,WELL, WELL, IT LOOKS AS IF YOU'VE GOTTEN TO THE SIXTH PART OF TETRAGON'S MEGADEMO I. THE CREDITS FOR THIS PART GOES TO: ANTIACTION FOR CODING AND VERT-SCROLL 'GRAFFIX' COSMOS FOR THE TETRAGON PLATE ABOVE MMM FOR THE MUSIC. ANYROAD, THIS PART WAS REALLY MEANT TO BE MORE ADVANCED THAN THIS, BUT DUE TO LAZYNESS AND OTHER PROGRAMS TO BE DONE (THREE PROGRAMS FOR A BUILDING COMPANY ON GOTHLAND) IT DID NOT BECOME THAT WAY! THE VECTOR GRAFFIX WAS PRETTY HARD TO PROGRAM (I OPTIMIZED THE ROUTINES PRETTY HEAVY, SO NOW THEY TAKE APPROX. 100 RASTER LINES TO EXECUTE, INCLUDING LINE DRAWING AND LOADSA MULTIPLICATIONS!). I HAD TO USE THE BLITTER TO DRAW THE LINES, AND THE DOCUMENTATION ON THIS VERY GROOVY FEATURE OF THE BLITTER WAS NOT VERY WELL DOCUMENTED IN THE HARDWARE REFERENCE, SO I SIMPLY TOOK THE GRAPHICS.LIBRARY ROUTINE, AND REWROTE IT TO RUN FASTER... OH NO!, NOW I AM BORING YOU AGAIN WITH TECH DETAILS, SO OVER TO SOMETHING ELSE.... YOU KNOW, I REALLY HATE THOSE GAMES THAT HAVE BEEN SIMPLY TRANSFERRED FROM THE ATARI ST TO THE AMIGA, LIKE OBLITERATOR, RETURN TO GENESIS, GOLDRUNNER II, LEATHERNECK, BUGGY BOY AND SO ON... (I COULD MENTION 100 MORE!) THOSE BLOODY PROGRAMMERS USUALLY JUST PUT IN SOME USE OF THE BLITTER, AND ADD SOME NEW MUSIC (SOMETIMES, NOT EVEN THAT!) BAD, BAD, BUT YOU GUYS OUT THERE CAN CHANGE IT! BY CODING A SUPER GAME OF YOUR OWN, WE CAN REALLY LET THE ATARI ST'S HAVE IT!! WHY WASTE YOUR TIME ON DEMOS (I HATE DOING DEMOS!)??? FIGHT THOSE ATARIS!!!! NO, GOTTA LEAVE NOW, C U SOMEWHERE!