 
----------------------------------------------------------------- 
                    *RADIX: INTO THE VOID* 
               BY: Neural Storm Entertainment &  
             Union Logic Software Publishing, INC. 
 
               "Official" pre-release FAQ, v2.0 
                  Written by: Greg MacMartin 
                        February 1995                             
----------------------------------------------------------------- 
 
================================================================= 
<TABLE OF CONTENTS> 
=================================================================  
 
I.  Introduction 
  1. Preliminary Info. 
    [1-1] A note from the author, Greg MacMartin 
    [1-2] Version 2.0 FAQ accuracy 
    [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 
 
================================================================= 
I. <INTRODUCTION> 
================================================================= 
 
----------------------------------------------------------------- 
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] Version 2.0 FAQ accuracy 
     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. 
 
 
[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.  I would 
say that basically the game should be done in 2 months.  Please note 
that this release date is NOT official, just my personal opinion. 
 
         
 
================================================================= 
II.<GENERAL GAME INFORMATION> 
================================================================= 
 
----------------------------------------------------------------- 
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 Planetary Exploration and Space 
Administration (PESA) 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, Earth Command (the 
military arm of PESA) 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? 
 
----------------------------------------------------------------- 
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 much 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 spreader * 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 a wide-spread array of bombs that cover  
    ground targets as well as flying targets.  A very useful,  
    all-purpose weapon. 
 
--> Phase Torpedo (REGISTERED ONLY)                 
    This will be a powerful, energy torpedo that locks onto  
    enemy targets and attempts to impact with them. 
 
--> 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.  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 us.   
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 soon. 
 
 
 
----------------------------------------------------------------- 
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 <ORDERING INFO / RELEASE DATES> 
================================================================= 
 
----------------------------------------------------------------- 
8. When will I be able to get RADIX? 
----------------------------------------------------------------- 
[8-1] Current Release Date. 
     The current release date is late April 1995. 
 
[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 in the near future. 
 
 
---------------------------------------------------------------- 
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 around $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. <Conclusion> 
================================================================= 
 
     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. 
 
================================================================= 
<COPYRIGHT NOTICE> 
================================================================= 
 
     This article is Copyright 1994 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. 
 
 
================================================================= 
<TRADEMARK NOTICE> 
================================================================= 
 
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 ************ 
***************************************************************** 
