
   OK... here are some runnable files created with Virtual Reality Studio.
   They are...

   DEMO.RUN - This is the demo which came with the program. It's a game, the
   goal is to get off the planet.

   3DHOUSE - I got this off a board, it's a 3D modeling of someone's house.

   XLR8 - Another file I got off a board, it illustrates the animation. Just
   click the red thing and watch!

   SKANK - You guessed it... this is the first 4 rooms of the EPIC adventure
   that I am working on... I deliberately kept the puzzles/challenges fairly
   simple.

   To run a file, type RUNVGA NAME.RUN

   Most games play the same way... click the arrow keys to move/turn. The
   left button moves you at an average rate, the right button moves fast. The
   up/down arrows on the right let you look up and down, while the eye set
   your view back to straight ahead. Note - most of the time, you can only
   move forward, not up/down... however, there are 2 different 'fly' modes...
   you get a taste of one in my game. In the view screen, left-click to
   shoot, and right-click to use something. (You have to be close enough.)
   C toggles the crosshairs on and off, Escape restarts, shift-escape returns
   to DOS.

   Using the system is pretty easy once you get the hang of it... it does
   have a few bugs tho. The ones I discovered are...

   A few times, looking through the data files for the demo game, I got an
   error message from QEMM, then the system locked up hard.

   There is a small but frustrating bug in the animation routines, which
   caused much swearing before I figured it out.

   Also, sometime it just acts funny. Like once, it reversed shoot and use on
   a certain object... I rebooted and it worked fine.
   
   The gamebox claims to have 'lots' of objects to put in your worlds, but
   there was only one (the helicopter in my game).

   Also, there are a few commands that should be there but aren't... for
   example there is no way to change the color of an object while playing,
   which should seem easy.

   Another irritating 'feature' is that while the game supports CGA, EGA,
   VGA, and Tandy, the mode you write the game in is the only one it plays
   in; in other words, to create a version for a different video mode, you
   would have to completly rewrite the code for a world.

   You can have up to 254 areas, with up to 60 objects per level, although the
   game starts to bog down around 30 (on my 386SX-16). Memory seems to be no
   problem, since object data is stored in a very tight format (the data for
   my game took up about 6K!)

   All in all, it seems to be worth it. I'm going to try calling Accolade's
   BBS to see if there are any bug fixes out (of course it would be a lot
   cheaper if someone with a 9600 called... hint hint..)

                                                               --SKANK--
