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Pre-NecroBones Software

NecroBones Enterprises
(tm) Ed T. Toton III, 1994


The following are games that I made before I was known as "NecroBones" (with one exception), and are therefore mostly my "I almost know what I'm doing" and my "I'm learning to program" projects. They are here mostly for historical and/or nostalgic reasons, though a few of them you may find enjoyable to play.

This list is not absolutely complete however. It only contains the programs I designed after I started distributing them as shareware/freeware. Prior to that, for several years I averaged one program a week, most of which were simple attempts at making games, or they just did some sort of graphic effect that I thought might come in handy for a game project. Most of these early programs are either lost for good, lost in a mess of unmarked diskettes, or are simply unworthy of our attention. There are many other programs that I have created more recently that are not here either, due to limited usefulness. As time goes on, I may try to add a few of the better of my ancient software here.

NOTE: I recommend using DOS Box to play these games. I've tested that it seems to work with my audio systems in most of these games, which is really nice to see. It isn't perfect, but it allows you to actually hear the audio with these games and still play them in Windows. I recommend a "CPU cycles" setting of 6,000 - 30,000 for most of these. Generally, set it as high as you can without the audio skipping.

Old Games:
Name Description
Acheron Acheron is a mutli-player (single instance) BBS-door game that I wrote back in '92 for my own BBS and started distributing. Very few people, aside from those who were on my own BBS, have ever seen this game. It's still one of my fondest programming memories though, since I did everything to make this game as complex and yet as bug-free and bullet-proof as possible. This game handles it's own user accounts, has it's own internal e-mail and message boards, and as such is almost like a small BBS itself, except it has no modem protocols. All of the I/O is done through DOS using ASCII control codes, and thus relied on the BBS to do the I/O redirection. Of course, this means you can run it yourself from DOS and play it.

The game basically consists of a user base of players who are all playing one type of spellcaster or another. There is magic, daemons, monsters, deities, and a variety of other things. The game rules are NOT explained to you at the beginning, as the discovery is part of the game. Playing by yourself is almost pointless, since it's all based on character interaction. This game was heavily inspired by an old BBS game called Pyroto Mountain.

Cybot Cybot is a little game that I made in QuickBasic. By todays standards, or even my own standards, it wasn't a fantastic game, but to this day I'm still in awe of the fact that I was able to squeeze so much out of quickbasic, both in terms of performance and how much I fit into the game. In this game you pilot a small transformable robot around several mazes that consist of static rooms, fighting off small geometric creatures along the way. Loosely inspired by Thexder. (~105k)
StratSys StratSys is a strategy game system sporting 640x480 16-color graphics and was my first game ever to use a mouse. It has simple easy-to-learn rules and a simple interface. If you are willing to take the time, you can create your own battle scenarios, or use the ones included (this ZIP file contains the library that was originally distributed seperately). Includes scenarios that have naval battles, army battles, space battles, robot battles, etc. Strictly a 2-player game. (~90k)

Registration is no longer required. You can use the following free code:

	UserName: Unregistered User
	Code1:    Xquhjlvwhuhg#Xvhu
	Code3:    &'%&""$'&%"!!&&"!
Dungeon-3&4 DUNGEON is one of my earliest game projects. The first Dungeon was very simplistic, and almost played itself (meaning there was little to do) The second one was just my learning some new techniques. This ZIP file contains the third and fourth versions. Both of these are very similar, except that in Dungeon-3 you get to play an entire party of adventurers, and in #4 it goes back to the single-character idea, and has fewer bugs than #3. All of the dungeon games are text games with little plot, but plenty of combat, exploration, and treasure hunting. (QuickBasic D&D style hack-n-slash) (~140k)
RoboWar RoboWar is a simple text-based strategy game for 1 to 10 players (if I remember correctly). It has no special requirements, and is easy to learn. Give it a try! (~105k)
R-Space #1 R-Space is a text adventure game that I almost didn't even remember until I stumbled across it in my back-ups. You take the role of Viktor, originally a maintenance robot on a starship, now turned intelligent and self-aware, and the ship is doomed. You have 30 minutes to escape the ship. It's a simplistic game, but interesting anyway. You will need to have ANSI.SYS loaded in your config.sys file in order to see a display in the intro that shows information about the ship, and to see the winning "The End" screen. You also need a CGA compatable graphics device (who doesn't?). (~70k)
Stellar_Conquest Stellar Conquest was the last game that I made in Quick-Basic. I absolutely pushed the limits of the language. It got to the point that if I added one more line of code, the program would not compile due to it's size. I ended up removing a few bells-and-whistles just to do some bug fixes. It was finally the last straw, and I switched to pascal. Later, I revisited the idea of Stellar Conquest and made a new version: Stellar Conquest II. (~105k)
Stellar_Conquest_II SC2 was intended to be more of a replacement for SC1 than to be a sequel. It too sported 640x480 graphics, but also made use of the lower-resolution 256 color mode for the ship menus. In the end, it was a far superior program and a much better game than the original. However, it too has been surpassed by Stellar Conquest III, which is available on the Games Page. (~85k)
Snappy Snappy was just a simple game that I threw together. It is somewhat of a game of skill, in that you have to steer around walls and pickup the balls to solve each level. Crashing into your own trails or into the walls means death. Uses vector graphics. (~65k)
Apex Apex was a silly program that was based off of a Basic program that I had found years before in which you could pretend to hack into the NORAD mainframes. This one was designed to look like an actual terminal program however. (~20k)
Bot BOT was my first robot-programming game. Basically, you write a flow-chart style program to control a robot, and then pit it against other robots to battle it out in an arena. Unfortunately, the flow-charts are not graphical, and instead you have to program with numbers only. It's rather cryptic, but it was fun for me and a few friends at the time. This game was superceded by R-Bot. (~65k)
R-Bot R-Bot is actually a replacement for BOT. It uses the same sort of flow-charting system, but had a lot more options, larger arenas, fewer bugs, etc. If you would like to see where I've gone with robot programming games, check out AT-Robots. (~135k)
Dragons_Domain This is a self-extracting EXE file containing all 4 of the Dragons Domain tetralogy. DragDom was inspired by the old Atari game called "Adventure". If you've played that game, and would like a little nostalgia, you might want to give these a try. They were designed on a 286, but should run fine on current computers. Each sequel not only continued the story (a story that can only be understood by reading the documentation), but also improved on the graphics and interface. This package was distributed as the 1-year anniversary edition, and includes as a bonus a small "Dragon card game" called Drahkarin. (~300k)
Cell_Quest Cell-Quest was my first scrolling-background adventure game. In this game you play a mysterious little microbe that ends up having to save the human host from a nasty little infection by going around and solving sub-quests in each limb before continuing the quest into the chest. It's actually a cute little game with interesting single-cell characters and some minor combat. It will probably take less than an hour to play through, but is worth the download. Features 256 color graphics and FM sound effects (adlib style). (~75k)
Codex_Arcana This game was not actually PRE-NecroBones, but I've never really pushed it out into the shareware market. I was a little distracted and lost interest in the project about half-way through, and just ended up quickly finishing it off. However, you may still find it enjoyable. I was attempting to make a graphics based adventure game. For the most part it consists of fighting off elementals while navigating a maze of ever-changing terrain (corresponding to the elements) while trying to solve the puzzle of how to get home. This was the first (and so far only) game of mine to actually use my digital music system, and it features scrolling 256 color graphics, with vibrant background images and of course, I'm in the game too (look for the blue mage that wanders around in a crabby mood). (~220k)

[Please note that for some reason, the sound-effects are missing from this archive. At a later date I will put the correct copy of the game up here, sound effects and all]

Other Old Programs:
Name Description
Firedots 1.4 FireDots is a VGA fireworks screensaver. It's only 16-color, but is quite configurable and is a good choice if you want a simple program to run on your big-screen TV. :)
Blaze 2.6 My first screen-saver, and my first "official" shareware release, this program makes dazzling 256-color displays on your screen. It was designed for a 286, so it may run way too fast on your computer.
Quick Quotes 4.31 A random text generator, using predefined dictionary and sentence strecture files (you can add/edit if you wish). This program was completely replaced/superceded by Non-Sequitur which you can see on my Games Page, or you can run the online version. If you really intend to seriousply play around with this program, you really should download Non-Sequitur too, and use that one mostly.
Markov 1.0 A simple markov-chain text generator. Feed in some sample text, and it generates statistical tables of word combinations and then generates random text from it. Usually very humorous results. :)
Blab 1.2 Similar to the Markov program, this also generates lots of random text using text files as source to draw from. This program also went by the name of "Nonsense".
Ramble 1.0 A real-time interactive random text-generator, with multiple generation methods, similar to the above programs.
Piglatin DOS text filter - converts text to piglatin.
Anti-Spel A DOS text filter that is the opposite of a spell-checker. This converts text into really bad mispellings.
SourceGen 1.0 A random pascal source-code generator. The generated code actually compiles under Turbo Pascal 6.0, but the programs tend to end up in infinite loops.
My Gags 2.2 A collection of DOS gag programs, most of which are various TSRs for playing tricks on people with their keyboard LEDs and the like.
HD-Poof An evil little DOS-based gag program, this fakes a system failure, reboot, and hard-drive format. Not terribly elegant, but to those not in-the-know, it could be rather scary. :)
Screen Poof Pretends to be a DOS prompt, and then suddenly goes to a snowy screen. Can really fake people out. :)
Virus Farm 1.0 A text-based BBS-door/DOS game. In it, the players pretend to be viruses trying to take over the system, and compete against one another to infect files and spread across the hard drive.


For my more recent/current games, check out the NecroBones Software Page.


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