Kick Ass!  by  Lumental

Credits:

hornet		       code & music
annihilatus 	       graphics

the humanoid	       pmode, support

Technical Stuff:

∙ requires a 386+ with about 4MB of ram (I think)
∙ can use GUS or SB to play music
∙ is coded in 100% assembler
∙ preferrably ran from DOS... Winslows95 timings are weird
∙ to select your soundcard, run:	kickass n
∙ may not work with old SB 1.0 or 1.5
∙ won't work in VCPI (but EMS bites anyway)
∙ can be paused to take screen-captures (if you want)
∙ can mess up if paused  :)
∙ will always screw up your system clock.  Ha ha.

Hornet's Excuse:

Well this was really supposed to be released quite some time ago for a
mini-competition with a group called "Cyanide" and some other guy called
Blackwind.  However, this being my first production ever, (woohoo!) it turned
out to be a LOT harder to make a finalized product than I had imagined.  So
there you have it.  I'm a total asshole, I apologize to everyone who wanted
me to release this on Feb 12, 1997...

Bragging:

The smoke, the "sky writing" and the "surreal ice mountain" are all based
on an original effect which I call "directional blurring" (a great big clue
as to how it's done right there....)  And have you ever seen such a water
effect?  The waves seem to last forever!!!  WOw!!  (okay, enough bragging)

Lumental is:

hornet		i.q.: 37	age: 16        coder / musician
annihilatus	i.q.: 39	age: 18        artist

We are looking for more talented members from the Montreal, Canada region.

You can contact us at:

hornet@openface.ca		( TheHornet when on irc )
slime@openface.ca		( [an] when on irc )

You can mail us even if you don't have anything important to say.  We're
generally some very bored people who would be so happy to hear from you.

Special thanks to:

everyone on #coders who would constantly answer my lame questions and to
people like Lovex and Mr.Z who would actually send me stuff.

And of course a lot of thanks to The Humanoid, who let us use his pmode
header even though he's no longer in the group, and who taught me how to
code all this stuff.  :)  And who helped clean the bugs, and a few other
things...

Why 2 files?

Since this isn't a party-release, I figured I'd include one with the "full
music" (mind you, the original s3m is over 110k, so some really cool
compression was used..)  and I also included K64.EXE, a 64k version for all
of you people who just can't compare intros unless they're all 64k.  So if
you're comparing this intro to other intros, use K64.EXE, but if you just
wanna run it use KICKASS.EXE .	The difference is that k64 has some even
more lossy sample compression, and there is no SB support in k64.exe (but
who cares.)

"Hello"s to:

Beyond, Cyanide, Da Cheez Brigade, Dungeon Dwellers Design, Hornet Team, iCE

And to everyone else that we've continually and relentlessly annoyed over
the years.  And of course, greetings / regards to all of the demoscene
groups who are so amazing and popular that mentioning their name would be a
complete waste of time.  You're all amazing.  You're all awe inspiring.
(that's for whichever big popular amazing demogroups who actually wasted
their time by watching this worthless tiny intro! )

Let this intro encourage NON-PARTY releases!!  Yeah!!!	Woohoo!!

- hornet    March 19, 1997