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  (Best viewed in EDIT)

        Table of Contents:
        
        Chapter 1 
                  System requirements
        Chapter 2 
                  Gameplay
        Chapter 3 
                  Game items & Weapons
        Chapter 4 
                  Enemies
        Chapter 5 
                  MUXOS system
        Chapter 6 
                  Troubleshooting
        Chapter 7 
                  Revision & development history
        Chapter 8 
                  Project credits




CHAPTER 1: System Requirements
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        - 386 processor or better (266mhz pentium recommended)
        - approx. 6 megabytes free XMS memory
        - 500kB free conventional memory (w/o sounds)
        - 320x400 VGA graphics, 256kB video memory
        (Should 'ave it...)        

The following are not required, but recommended.
        
        - Mouse with M$-compatible driver
        - A soundblaster compatible card for sound effects
        - A MIDI sound card. (waveblaster or roland compatible recommened)             
        * 535kB free conventional memory with digitized sounds
        * 595kB free conventional memory with sounds and music
        * 560kB free conventional memory with music only (including
                                                          PC Speaker!)
        (don't blame me! the music driver is real memory hog!)

MUX has been tested in following operating systems ->
        - DOS 6.22 Ok!
        - Windows 95/98 Ok!
        - Windows NT (Use shortcut!, sounds don't work) 
        - Windows 2000 (Use shortcut!, sounds don't work) 
        - Windows XP (Use shortcut!, sounds mightn't work)
        
        Known problems:
        
        1. In WINNT based systems, the keyboard seems to be read too slow,
        and the keypresses are attempted to be too long. It's caused by 
        Windows Multitasking techniques, not by a program bug. 

        2. In XP, the sounds seemed to work correctly, but then 'dropped'
        and sounded strange (the channel was voiced constantly causing
        crackle and playing sound effects out of time). This might be a 
        hardware problem (clone card) or it might have something to do with 
        the wave mapper buffer. Mail us if you find a way to make the 
        sounds work... (Music not tested. Should work if the card is 
        MIDI compatible with base address 330H (or Adlib/SBPro compatible...
        beep beep beep boung beep tshiick dak beep beep bep tshiick ;) )

        3. In W98, with AWE32 the digitized sounds refused the work, although 
        the game found the soundblaster (might be an IRQ conflict). The music 
        worked fine as General Midi MPU-401 (base 330H).

        4. Soundblaster LIVE refuses to work in Windows NT/XP/2000.

        In general, mail us if you experience any sound problems (anything
        else than memory related)

        Ways to run MUX:
                MUX.EXE - MUX with digital sounds.
                MUXMIDI.BAT - MUX with MIDI music.
                MUXMIDIS.BAT - MUX with MIDI and digital sounds.
                Shortcut to MUX.EXE - MUX in Windows NT/2000/XP

                (See chapter 6 for more information)
                

CHAPTER 2: Gameplay
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        MUX gameplay is miraculously very similar to the gameplay in games
        like DOOM, Heretic, Hexen, Rise of the Triad or Quake.
        Basic idea is to kill everyone who moves, including those who are
        smart enough to stay still :)
        
        All of the game controls are listed below:

        Movement Keys;
        Left Arrow - Turn left
        Right Arrow - Opposite of above
        Up Arrow - Run
        Down Arrow - Walk Backwards
        ALT + Left - Strafe Left
        ALT + Right - Opposite of above
        TAB - Toggle map scanner
        BACKSPACE - Volteface
        SPACE - Open door, push button, use elevator
        Right Mouse Button + Left - Strafe Left
        Right Mouse Button + Right - Opposite of above
        
        Weapon Keys;
        CTRL - Fire weapon (single barrel shot from shotgun)
        Left Mouse Button - Same as above
        Z - Dual barrel shot from shotgun
        1 - Activate AutoMax Pistol
        2 - Activate Synapse Submachine Gun (if available)
        3 - Activate Randall & Wesson Autoshotgun (if available)
        4 - Activate M512 Chaingun (if available)
        5 - Activate SVED7 Autoblaster (if available)
        
        System Keys;
        ESC - Quit game
        F1 - Activate console
        F2 - Save game
        F3 - Load game

        To complete a level, find a red button (mounted on the dark olive 
        techy looking wall, with EXIT reading atop) and press space. You 
        will see Quake-styled exit scene (with kill tally, of course) and 
        after you press space once again, you will be directed to the next 
        level. (not too difficult task, I presume)

        Some levels have buttons in them. An unactivated button can be 
        noticed by glowing red light (with chromed bevelling, shaped as
        hexagon or triangle (think Quake 1's, military bases)) on the wall.
        If you walk near the button and press space the button will be
        activated and eventually become green. One wall tile is moved away
        from your route revealing new passages. Some buttons are necessary
        to complete levels, some reveal secret areas.
        All buttons can be found on orange factory walls, gray metal walls or
        white tech walls. Buttons are often in well-lit areas, sometimes
        heavily guarded.

        Some levels have elevators which transport you from floor to another.
        They can be found easily because of their distinct looking white
        pair of doors and metallic interior with elevator handrails and KONE
        register plates. Elevators can be activated very similar way to 
        buttons. Once you have pressed the button, the doors will close and
        you will be in the elevator for about seventeen seconds. (If you have
        music toggled, the elevator travel music will play...)
        Some elevators are necessary to use, but most transport you to the
        area that contains vast amount of bonus items.
        
        Be aware that the facility has vast amount of barrels and containers
        that contain irradiated and volatile materials such as hydrogen
        fuel used to run facility's power cells. If any of these containers
        get hit, there's a risk that they may combust. You can use them
        against your enemies, or you might be blown up yourself.

Combat tips:
        - The best bet to beat your opponents is to shoot them 'off the 
          corner'. This is good, because you are more difficult target to hit 
          when you are partially covered by solid wall of dense metal or 
          stone.
        - Another good tactic (especially against enemies with rapid-firing
          weapons) is to walk backwards, keep distance to your enemies and
          fire simultaneosly.
          This decreases the possiblity of getting hit, because the enemies
          are rather bad shooters. (except an air drone)
        - Larger crowds of lower enemies are easy prey to your dual shotgun
          blasts or chaingun bursts.
        - Shotgun is not very effective at long range.
        - Use chaingun and autoblaster wisely. They ARE powerful.
        - Do not run into fire. Use enemies's stupidity to your advantage and
          wait until they jump in front of your gun barrels, fire and strafe
          safe.
        - If you hear any unintelligent moaning, burbing of squirting, you
          can be sure there's some enemies near. Proceed with caution and
          fingers on trigger.
        - Kill Hulks with autoblaster or chaingun!
        - Exploding drones damage nearby enemies.

CHAPTER 3: Game Items & Weapons
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        You can find four different guns in the game, and your basic pistol
        included, you can have five different guns simultaneuosly. (4+1=5 ;)

        1) Automax Pistol
        This is your very basic weapon. Semiautomatic 10mm pistol, every
        security or law enforcement personnel's weapon of choice. Very 
        reliable weapon, moderate rapid firing ability, moderate damage. 
        Requires several hits to kill most of the enemies.
        
        Bullet type: 10mm Parabellum
        Max Ammo: 200
        Accuracy: Average
        Average damage: Wimpy

        2) Synapse Submachine Gun
        This lightweight submachinegun is the latest German desing.
        Very effective weapon against all enemies due to its firing rate.
        Inaccurate at long ranges. You can find the submachinegun stored
        in levels or pick up one from defeated assault soldier captain.
        Each submachinegun comes with three clips (45 rounds)
        
        Bullet type: 10mm Parabellum
        Max Ammo: 200
        Accuracy: Low
        Average damage: Acceptable
        (Note that the pistol and submachinegun use same ammo!)

        3) Randall & Wesson Autoshotgun (Doublebarrel version)
        This weapon is designed for special operations forces to be used in
        building capture and crowd control. It has fully automatic firing
        mechanism and extralarge magazine (50 shells atop.). Once you placed
        the shells into the magazine, you don't have to worry about reloading.
        The firing rate of this weapon is still low compared to any other
        weapon, but the armor piercing shells make up this little drawback.
        As being double-barreled, can the pain be doubled, with the cost of
        firing rate. But still the speed isn't essential since the dual blast 
        can kill most of the enemies (including the dreaded enforcers) or
        several lower enemies at one shot.
        You can find the shotgun stored in levels or pick up one from
        defeated cyborg sentinel.
        The shotgun comes with 10 shells.
        
        Bullet type: 12-gauge shells
        Max Ammo: 50
        Accuracy: High -> Medium -> Very low
        Average damage: Hefty -> Awfully poor

        4) M512 Chaingun
        This medium gatling gun is the most powerful weapon you can find and
        use. It has eight rotating barrels that spit the bullets out at
        inunderstandable power, perforating anyone in front (& sides) of the 
        gun. The chaingun needs some 'cold rounds' before every burst, just
        to avoid unwanted jamming. Be informed about this and press fire
        beforehand. This weapon truly solves your enemy problems.
        Be cautious with fire button; with full ammo (300 rounds), it takes
        about five seconds of continuous fire before the magazine is empty.
        Chaingun can be found stored in levels. Each chaingun has 50 rounds
        in it.

        Bullet type: 8mm rifle jacketed
        Max ammo: 300
        Accuracy: Don't care!
        Average damage: Diabolic

        5) SVED7 Autoblaster
        This is the stateoftheart weapon developed by Garben's ex-partner
        Dr. Klostermeyer. The intelligence has only little knowledge about
        this weapon. It is reported to use Antimatter globules to spread
        damage to the target and it has some mechanism that lets the shots
        pass through most of the solid objects (excluding the heaviest walls).
        The weapon uses special batteries, which can carry up 20 percent
        of the weapon's maximum load. If you use blaster, be sure to have 
        enough space around you, or you will be blasted away by your own 
        shots. Every blaster has one battery included.

        Bullet type: Blaster battery
        Max load: 500
        Accuracy: Perfect
        Average damage: Dreadful

         
        The items:

Here's the list of all items you can pick up and use:

        10mm Parabellum clip: Gives you fifteen rounds of parabellum ammo
                              which you can use in your pistol or submachine
                              gun.
        12-gauge shells box : Gives you ten fresh shells to be loaded into 
                              your shotgun.
        8mm ammo box        : Gives you fifty rounds of chaingun ammo.
        Battery             : Charges your blaster by 100 units
        Medkit              : You get hurt. You want to have one of these.
        Healing particle    : These green dots of vital enery make you feel 
                              like a new man.
        Armors              : These are good for avoiding unwanted skin 
                              perforations that the job as a game hero seems
                              to offer. Armors come in two flavours, kevlar
                              (green) which are light security armors and
                              titanium (red) which are eventually better
                              combat armors.


CHAPTER 4: The unfriendly ones
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Assault soldier (skinny dudes with helmets and brown jackets)
        These are the basic offensive forces of Garben. They carry
        simple blasters and have light body armors. But there's many
        of them. Assault soldiers are slow, stupid and easy to kill.
        They can be often found in groups consisting two or three of them.

Assault soldier captain (same as above, but black jackets)
        These are nothing more than a modified version of an assault soldier.
        They carry Synapse submachine guns and have a bit thicker body armor.
        Assault soldier captains possesses a lot of higher threat than normal
        soldiers, and they are often accompanied by basic assault soldier 
        group. When killed, an assault soldier captain may drop
        his submachine gun.

Cyborg sentinel (Filthy dudes in black suits)
        Basically a walking shotgun. These guys wear kevlar suits and can
        sustain a lot of more damage than the basic soldiers. Very dangerous
        in close quarters. Cyborg sentinels move faster than the other 
        guards and can be recognised by their 'intruder' acknowledgement 
        which they shout when they notice you. When killed, a cyborg sentinel 
        may drop his shotgun.

Enforcer (Beefy dudes, with chaingun, also filthy)
        Size of Brock Lesnar, attitude and rage of an angry boar.
        With chaingun blazing, an armored enforcer can easily outmatch
        anyone opposing him. When killed, an enforcer may drop a supply
        of chaingun ammo.

Muncho (Fat penguin-turkey hybrids)
        These genetic freaks walk around the facility, preferring dark
        and narrow areas. They are very slow, their distinct and grotesque 
        outlook makes them easy to spot and they carry no firearms, but their 
        metal blade implants will slice you apieces in no time. A muncho is 
        generally unarmored but its thick skin and overgrown muscular system
        makes it resistive against an attack of any form.

Air drone (Flying shark-shaped things)
        When you hear the smooth voice saying 'trespasser' it's propably too
        late. A drone has spotted you and it's ready to finish you off
        with the two hyper-accurate automatic blasters mounted to its belly.
        Every drone has a special self destruction sequence which activates
        when a drone is damaged too severely. When the sequence activates,
        a drone explodes and spreads damage to the surrounding area.
        Drones are extremely fast and agile, and it's typical to find a drone,
        which was attacking in front of you, stabbing in your back.
        Blasters and maneuverability combined with strong hull armor makes
        an air drone a formidable threat.
        
Hulk Battle Lord (Huge, armored, helmeted monsters, large metal feet)
        These rarely encountered monsters are by far the toughest opponents 
        in the game. They have really mean machine guns, which will tear you 
        asunder in no time. Best bet is to hide, when you hear Hulk's roar 
        splitting the air.
        Try to avoid its attack and fire your own burst back. If you are
        lucky enough, you might survive to attack again.
        A hulk has heavy body armor which makes it very resistive against
        any of your weapons (chaingun and blaster included).
        When killed, a Hulk Battle Lord may drop a supply of chaingun ammo.

Evil Professor Timo Garben
        He runs the facility. Find and destroy him. He might be armed.


CHAPTER 5: The MUXOS Operating system
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
        
        MUX is based on MUXOS (MUX Operating System) which is present
        in the very first moment of the game. (The initialization...)
        Once you have watched (or skipped) the intro, you are placed at
        the beginning of the level one.
        You can play the game, or load a new one by pressing F3.
        If you have any saved games, press 1-5 to load any of them.
        You will be brought to the level you were when you saved the game.
        If you load an empty save, NO SAVE error message will be displayed
        in the top of the game window.
        If you decide not to load a game, you can press ESC and return to
        the current game.
        
        If you have advanced to a new level, you might want to save your 
        game. A game can be saved by pressing F2.
        After it, press 1-5 to select a slot where you want to save your 
        game. By pressing ESC, you can abort the saving and return to game.

        MUXOS has a special message system, which is shown in the top of the
        game window. Once you have done something, a message is shown.
        A message vanishes within four seconds if you don't move, when a
        new message takes place, you exit a level or you die.
        
        If you are dead or exited a level, press space to continue playing.
        You will be brought to the beginning of the current level, or you
        will advance to the next level.
        Once you die, your weapons, health, armor and ammo supplies will be
        restored to the values that you had when you entered the level or
        the values that were stored in the saved game. No more DOOM 'take
        away anything except pistol' stuff... ;)

        The console:

        Main interactions with the MUXOS system settings can be achieved 
        using the console. A console can be activated by pressing F1.
        In the console, a parser screen is shown.
        You can type a command. When you have typed the command, press enter
        to execute it.
        If the command is syntatically correct an acknowledgement message
        is shown, if it isn't an error message is shown.
        Press ESC to exit the console and continue playing.

        Here's the list of all console commands:

                FLATSOFF
                        Disables Flat Texture-Mapping engine, which is
                        used to draw floor, ceiling and skies. If the
                        Flat Textures are disabled, the game loses most
                        of its graphical detail but runs approximately
                        30-40 percent faster. (Preferred for P90-P120)
                FLATSON
                        Opposite of above
                VSYNCSx (where x is 1 to 8)
                        Sets the number of Vsyncs (vertical retrace syncs)
                        to wait between each screen refresh. This value
                        adjusts the overall game speed. If you experience
                        MUX too fast, raise the value. Each vsyncs equals
                        1/60th of a second and therefore the theoretical 
                        maximum frame rate is 60 frames per second. To be 
                        playable, the framerate in MUX should be something 
                        around 30. (x = 2)
                        High x values are useful if you want too see the
                        cool actor death sequences in slo-mo ;)

                SONGxx (where xx is 01 to 19)
                        Plays song number xx. Note that this command works
                        only if music is enabled.

NOTE! Using the following commands is considered as cheating!

                WOUNDLESS
                        Toggles the invulnerability mode.
                SEVENTEENAGAIN
                        Gives you full health.
                KNIGHTINTHESHINYARMOR
                        Gives you full armor.
                BIGMUFF
                        Gives you all weapons with full ammo.
                RIINKINMI1
                        Full health, full armor, all weapons and ammo.
                WARPxx (where xx is 01 to 23)
                        Warps to the level xx. Note that level 21 is the
                        ending cinematic and levels 22 and 23 do not really
                        belong to the game... Completing any of those two
                        levels will lead you back to the level one.


        VSYNC and Flat-Texturing settings will be stored to the MUX.CFG file
        to be loaded next time you run MUX.

        Command line parameters:
                Some of the MUX features can be activated using the command
                line parameters, which are:
                        /NOSOUND
                        Disables the soundblaster detection, freeing 30Kb
                        of base memory. Also disables sounds...
                        /MIDI
                        Enables the MIDI Music. Do not use this option unless
                        you don't have the MIDPAK driver loaded into memory.
                        The driver can be loaded by typing MIDPAK 32 and
                        removed by typing MIDPAK U.
                        The preferred way to enable music is to run
                        MUXMIDI.BAT (MIDI only)
                        or
                        MUXMIDIS.BAT (MIDI and Soundblaster)
                        

CHAPTER 6: Troubleshooting
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

        Q: Why MUX Locks up when I try to run it?
        A: This is most likely caused by the Sounblaster detection.
           Use the /NOSOUND command line parameter to disable the
           Soundblaster detection.

        Q: Why the game doesn't run in Windows?
        A: You haven't told the game to use XMS memory. Run the game
           from shortcut or create a new shortcut. Click the memory
           button, set the Conventional to 640, XMS to Auto or 16384, EMS
           to None and DPMI to Auto.
           You can also create the shortcut for Command prompt, with the
           settings mentioned above, and run the MUX through it.
           (Good for execution .BATches MUXMIDI and MUXMIDIS)

        Q: How can I enable music in Windows NT/2000/XP?
        A: Use the command prompt (with XMS enabled) and, run SETUP, select
           appopriate sound device, and run MUXMIDI.BAT or MUXMIDIS.BAT.
           It's not guaranteed that the any soundcard will work, but atleast 
           the PC-Speaker driver works ;) (tested... it was painful)

        Q: Why MUX seems not to read my keyboard correctly?
        A: This is caused by Windows NT/2000/XP multitasking. There's no
           way to overcome it. Sorry. In DOS and WIN95/98 the gameplay is
           perfect.

        Q: How can I free more conventional memory?
        A: Try following... (Win95/98)
                CONFIG.SYS
                        DOS=SINGLE (This line might cause
                        some unexpected things in some systems,
                        if the windows won't start in graphic mode                        
                        anymore, remove this line)
                        DOS=UMB,HIGH
                        DEVICE=C:\WINDOWS\HIMEM.SYS
                AUTOEXEC.BAT
                        SET BLASTER=A220 I7 D1 T3
                                
           Or use boot diskette... (preferred...)
           
           In DOS, uses Memmaker or boot disk!
           Windows NT based system will have enough memory in any cases!
           ...first good thing in them ;)

        Q: Why MUX hangs when I run it with Gravis Ultrasound?
        A: Load the ULTRAMID driver shipped with your card, if you have 
           enabled the MIDPAK drivers, before playing. Another way to
           overcome this problem is to use the Soundblaster or Roland 
           emulators.

        If you experience any other problems, or find a bug in MUX, feel
        free to email us: our mail address is pieslice_product@hotmail.com


CHAPTER 7: Revision & Development history
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

        The development of MUX began in late February 2002. First it was
        just an engine. I (Pauli Merilainen) tried whether I can create a
        fine raycasting engine or not. I could. The project expanded to
        become a full game. First the basic idea was to escape from crashed
        starship which was full of aliens. The game proceeded to the point
        where it had few working enemies. Some of the textures used in this
        phase, still exist in the final version. This version was designed
        to run in standard 13h (320x200x256) mode. It was ported to the
        mode X (320x400x256) because it was relatively easy after I founded
        the MxLib by Danny Gump. (In game like MUX, I just had to double the
        scaling tables)
        This Alien-storyline MUX had these enemies:
        Infested Soldiers, Xenomorph slicers, Flying slicers and scorpion- 
        like larvae. The story was quickly changed to the Cyberpunk/Scifi 
        style because I found more comfortable. 
        After the decision to change the story, I modeled the Assault Soldier
        and Assault Soldier Captain enemies. (Basically they had same 3DS
        mesh, but different surface textures)
        The name MUX came in this phase. For those who don't know MUX is an
        acronym meaning MUltipleX. It means that many little things become 
        one significant thing. Philosophically this means that the Evil is
        multiplexed to professor Garben, if you need a reason for the name
        of the game. MUX was chosen to be the name only because it sounds
        and looks cool...
        In this phase the textures were still stuck in the 320x200 mode,
        sized 64x64 pixels. I used PSP to resample them to 128x128. This
        was a clever act, because they looked a lot of smoother, and it
        reduced the 'pixel allergy' when the textures were scaled big enough.
        Every texture were still first recuced/drawn to/in 64x64 and then
        resampled up to 128x128. This gave nice antialias effect and the 
        texel colors looked less sharp and edgy.
        Originally the MUX had lighting effects, but they were first cut
        off, because the first lighting engine required too much memory
        to run. (every lightlevel had its own texture set... not very handy)
        At the middle of the project, I came up with an idea to resurrect        
        the lighting engine, this time with smoother lighting and based on
        alphablending instead of a set of textures. I count the blending
        maps, stored them to LIGHTING.DAT and used them as reference to
        draw textures and sprites. As you can see, the results are
        magnificent. The lighting engine kicks out DOOM, Rise of the Triad
        and even Duke Nukem 3d. You can destroy light sources, making room
        darker... This was implemented in ROTT, but it's not as good as
        in MUX (the floor wasn't lit)
        Then I got back to the desk and I modeled the rest of the enemies 
        and objects and downloaded (praise google)/drew/edited the rest of 
        the textures. It took a month and a half. I am a lot of better 
        3D-modeler than I was before I started to create MUX. Then I fixed 
        and optimized the code, while creating some test levels. Finally I 
        added sound and music engine, created the cinematics and remodeled 
        the shotgun guy, enforcer and airdrone. The work was concluded in 
        Christmas 2002.
        
        You ask me if I'd knew how difficult and complex project to MUX was
        should I started to develop it. 
        The answer is NO! 
        But I'm pretty satisfied it finished. I've always dreamed of 
        creating 3d-shooter, and now I'm done with it. 
        Pretty damn good!

        7.2 Music Files

                Here's all of the MIDI files used in MUX.

                HISSI.MID    - "Hissi Musa" by Pauli Merilainen
                06.MID       - "Terror" by Mark A Klem
                ADAMK03.MID  - "Danger Strain" by Mark A Klem
                TOXIC.MID    - "Breathing Toxic Fumes" by Pauli Merilainen
                SHARDS.MID   - "Shards" by Pauli Merilainen
                BRONX.MID    - "Bronx War" by Pauli Merilainen
                BANZAI.MID   - "Banzai Noon" by Pauli Merilainen
                STREETS.MID  - "The Streets of Oitti" by Pauli Merilainen
                AMBUSH.MID   - "Ambush Rocks" by Pauli Merilainen
                CHILLS.MID   - "Feel the Chills" by Pauli Merilainen
                CIRCLE.MID   - "Circle of Death" by Pauli Merilainen                
                FASTLANE.MID - "Dead on the Fast Lane" by Pauli Merilainen
                               (Secret Track 1)
                FUNHOUSE.MID - "Funhouse Massacre" by Pauli Merilainen
                               (Secret Track 2)
                TASKFORC.MID - "Task Forces March" by Pauli Merilainen  
                               (Theme Song)
                SANDMAN.MID  - "Sandman? Entering!" by Pauli Merilainen
                DOOMSDAY.MID - "Doomsday" by Sig (Garben's Theme)
                INDUST.MID   - "Industry" by Mark A Klem
                               (Victory Music)
                BJORN1.MID   - "The Sinister Maze" by Bjorn Lynne
                BJORN2.MID   - "In the Cave" by Bjorn Lynne

                If you want any of the songs by Merilainen, mail to 
                pieslice_product@hotmail.com and I'll send them to you... 
                Feel free to use them as Webtunes or in your own products 
                as long as you credit me!

CHAPTER 8: Project credits
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

        MUX (C) 2002 Pieslice Productions

        Executive Producer: Pauli Merilainen
        Programming: Pauli Merilainen
        Game Design: Pauli Merilainen

        Raytraced graphics and cinematics: Pauli Merilainen
        Texture artists: Iguana Graphics
                         Neurotek
                         Bob Cooksey
                         Scott Braut
                         Ross Patel
                         Pauli Merilainen

        Foley SFX: Pauli Merilainen
        Music: Mark A. Klem
               Pauli Merilainen
               Bjorn Lynne
               Sig

        Additional Development:
                Matti Salomaki (overall advice & support)
                Tuomas Klemetti (several bug notices)
                Timo Keippila (map scanner pseudo)
                        
        Code/Utility Resources:
                Danny Gump
                Bobby/Cosmosoft
                John Miles
                TheAudioSolution

        Where's your name?
        
        Pieslice Productions
        ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
        Manager: Pauli Merilainen
        Location: Riihimaki, Finland
        Email: Pieslice_product@hotmail.com
        
END OF FILE.
OLD ENGINEERING STUDENTS DON'T DIE, THEY STINK DEAD.
