                  Mslifresser Softworx proudly presents...
 
                             Jimmy das Gummipferd
                             ====================
                                                                       (v0.9)

pinball machine design (c) in 1950th by Mn-Ma,
version for Visual Pinball copyleft 2002 by CYBERYOGI =CO=Windler


*W a r n i n g*:  This thing has Rhythm!   ;-)
  ~ ~ ~ ~ ~ ~ 
"...but the sound of rolling balls has taken up my brain - I can never stop
to shoot again..."  [lyrics of "Pinball Wizard" by Tommy Ohrner]


File list:
~~~~~~~~~~
This ZIP archive should be named "JimmyDGP0_9.zip" and contain the fol-
lowing components:

  Jimmy das Gummipferd v0.9.vpt		- the game itself
  La Bamba LET.ttf				- a font necessary to run this game
  JimmyDasGummipferd backglass.jpeg		- backglass picture of the machine
  JimmyDasGummipferd.txt			- this text
  Seedware*.* VP.htm				- the seedware open source licence

You may not distribute modified versions of this ZIP archive under the same
file name.

This game needs Visual Pinball 6 and is not perfectly playable on my AMD
K6 300MHz PC with 128MB RAM.(This game is quite CPU intensive due to the
massive multi-ball mode,which causes VP to flip out and let balls penetrate
walls when the PC is much too slow.) Place the font in your windoze fonts
folder.If your PC is too slow,try a lower screen resolution and colour depth
16bit to reduce CPU load.

This game is still a beta version and at least on my PC it crashes sometimes
and it took many tricks and workarounds to prevent balls from leaving the
playfield.But this extra-ordinary type of pinball machine with 10 multiballs
is likely just not what VP was designed for.There are also still some other
(race condition related?) bugs in it,but this release crashes at least way
less often than the previous v0.51.

About:
~~~~~~
After Bally "Boomerang" this is my 2nd emulated EM pinball re-creation.Don't
miss also to download my "Boomerang" emulation.

If you want to learn more about the technology behind this game or about
Visual Pinball programming,then urgently take a look into the source code.
(Click "script" button of Visual Pinball.) This work is an open source project
that employs literate programming,i.e. the code is commented very detailedly
and contains many explanations. This introduction text is rather short because
most info stands anyway there and in the seedware open source licence.


The story behind this VP game is a bit strange.At the 6th march 2002 I got an
e-mail by a Bavarian bank employee who had played my faithful "Boomerang" 
emulator and he told me that he was so fascinated by my EM pinball emulation
technology that he urgently wanted me to port an old pinball machine he owns.
I explained that I had no time to write VP games at the moment,but he e-mailed
me 3 times to request me to program this game for him and that I would be 
guaranteedly also very excited to play it and realize the rhythmic sound the
mechanism makes.(In my "Boomerang" emulator docs I had described that I like
the mechanic sound of EM pinball machines and that this was a major motivation 
why I emulated the mechanism instead of just simulating some game rules as
other VP programmers do.) 

Finally the banker (Olof Lapir)even phoned me to explain in detail how extra-
ordinary his pinball machine plays and sounds and looks like and that I 
urgently should drive to his home to play and document this machine for 
emulation.But since he lives in Bavaria and I in Buxtehude (which is at the
opposit end of Germany),and I also neither own a petrol stinker (automobile)
nor do I tend to mindlessly jet around the world like cravat wearers do,I told
him that this is impossible.Though he suggested to film his machine on video.
3 days later I received a snail-mail parcel with a VHS cassette on that he
showed and detailedly explained the game rules and various technical features
of the machine.

The machine is a "Jimmy das Gummipferd" made by "Mn-Ma",apparently in 1950th.
He told me that he had inherited a house with a "Wirtshaus" (sort of Bavarian
restaurant)in it,on thats attic he found the machine. The game looks unusual
and seems to be very old. It has a single rotary "Wipper" flipper and 2 wheels
instead of spinners. There is not much playfield illumination;most parts are
of solid wood or metal. But the most interesting feature is the "Zirkulator",
which is a closed track in that lots of balls can simultaneously encircle the
playfield for a long time - kept in motion by a big brushless AC motor (10cm
,20cm long),which looks like made for ethernity and (according to Olof's
explanation) rotates a metal claw wheel to accellerate the balls.During game
balls from zirkulator can enter the playfield,thus it is an early form of
multiball. Another for EM pinballs unusual feature is that many playfield
objects need to be hit in time,i.e. the timing of the score motor and 2 long
electric contact rails in the zirkulator track are used to make bumpers etc.
score bonus points only when hit while they flash up. The zirkulator makes
loud and rhythmic rumbling noise;the rhythm varies depending on the actual
count of balls on the track.The machine also has an uncommon chime unit that
plays a sort-of 3-note melody during reset and a ding-dong when a new ball/
round begins. All together the machine makes quite a racket, which possibly
was the reason why the zirkulator principle was abandoned,because such a thing
in a restaurant might be easily disturbing.The machine has a lamp score
display instead of reels and the backglass and playfield are mainly lit by an
external spotlight(dim like a cheap pocket torch with half-dead battery)
mounted at the upper backbox rim.The entire cabinet is of brown wood (not
painted) and also the legs are wooden.

This old game machine may look woody,but it is everything but "non-addictive".
;-) The engineers at Mn-Ma were very bright propeller heads and this thing
was way beyond its time and plays fantastic.When I watched Olof's video 
cassette I immediately fell in love with this game and wanted to re-create a
VP version also to play it by myself.

Olof doesn't know exactly when the company Mn-Ma released it.His uncle 
claimed that it must have been around 1954 or 1955, because the former 
restaurant owner bought it together with a certain jukebox type that came out
at that time, and that the predecessor of the "Jimmy das Gummipferd" pinball
was "Violon" (with similar,violin-shaped hourglass playfield but no 
zirkulator;backglass and playfield had an abstract music notes design).The 
topic of "Jimmy das Gummipferd" itself is based on a German comic;the title
means "Jimmy the Rubber Horse" and it was a fantasy about a living,inflatable
rubber horse and a cowboy who rode it and abused it in various strange ways
(as a boat or catapult etc.) to survive his adventures. I thought that the
comic came out only in 1980th in the "Yps" magazine,but it seems to be 
invented much earlier. In the pinball machine Olof also found a page from a
flyer about a Mn-Ma "Mondfahrt" (moon travel) pinball machine.


On the VHS cassette Olof explained 2h long many details of the game and inner
working of the machine;unfortunately the picture was of lousy quality because
the old Hitachi fullsize VHS camcorder (not VHS-C) he used didn't work well
with the dark light in the basement corner where he filmed the machine (dimmer
growing evening twilight from the right and the tiny spotlight on the backbox
top that oversaturates the snowy camera picture contrast badly).Also the sound
was full of static (like recorded through a built-in microphon from a cheap
cassette recorder). I have watched the cassette a dozen times and wound it
forward and back a zillion times for verifying the behaviour of my emulation
(sound timing,count of bumper light flashes etc.).Unfortunately finally my
video recorder ate the ill-treated cassette(tape folded longitudinally at
almost full legth),thus the already very snowy pictures are now even full of
white stripes and what I could digitize from it through my TV card looks
entirely like trash. Also the sound from the tape is howling now and the VCR
often gets stuck and switches off in between;I should have made a backup
before winding the cassette so often. ;-(  

I yet managed to re-draw the general playfield layout by hand with a graphics
program and some digitized pictures,but still a lot of graphical details are
missing and especially I have no usable pictures of the small comic elements
in the upper playfield area.(On the shredded cassette there is only grey
mess.) Though I have re-built the playfield yet mainly by hand,but without
original pictures to verify.Olof also made no backup tape and at the moment
he is on a voyage in Tibet. Most sounds of my emulation are thus still from
"Boomerang" (my 1st project).


How to play:
~~~~~~~~~~~
Press 'R' to see the game rules. Use 5,6 to insert washers and 'S' to start.
(The 1st coin chute behaves like the start button.)

This game is for 1 player and permits 3 tries per game.

Tilt voids game.(Nasty,but authentic.Change operator settings if you hate
that.)

Like with most 1950th pinball machines, the game rules are quite complex.
Important is to get balls into the zirkulator before shooting the ball down
the lower playfield (where it gets lost easily). So long you have balls in
the zirkulator and don't hit an unlit gobble hole, the zirkulator will return
you a new ball into play (ball saver feature). Hit the orange disc target to
enable zirkulator and add balls to it. Don't hit the button upon your wipper
flipper when lit(pink);it will turn off zirkulator and void all balls in it.
Later also red lit small buttons do this,but they give you 100k points bonus
per lost zirkulator ball so far your jackpot bonus is at least 7,else you get
only 10k per ball.Hitting an unlit gobble hole always voids zirkulator 
contents.

When you collect jackpot bonus,hit the drain hole when lit to win the bonus
(add it to the score).When jackpot is adding while you loose your last ball,
a chance game permits you to win an extra ball (while green lamp goes on).

Hit orange buttons to light top bumpers.Hit top bumpers flash time bumpers;
when you hit them in time (only possibly with multi-ball),you can earn up to
600k pts depending on how early you hit it. A this way hit time bumper 
unlights the corresponding top bumper again.Also zirkulator balls flash
time bumpers when they touch both contact rails simultaneously;in this case
they score 100k per hit.The time bumpers react insensitive on soft hits;this
is intended because they are a skill shot;a little nudge while the ball
touches them often helps a lot.

Hit ABCD targets to advance jackpot bonus.So long at least one top bumper is
unlit,also the special button (above triangular rubber) advances bonus.Hit the
violet lit skill button above the spell bumpers before touching any of the 
bumpers for double bonus.Double bonus can also be achieved by hitting a lit
top bumper and then the skill button in time.

Hit all lit JIMMY bumpers to advance game and get multiballs.In each try at
the beginning the bumpers can be hit in random order,but after hitting all
they will switch into spell mode,i.e. they need to be hit in sequence (only
one is lit) to advance game.By hitting all bumpers a 3rd time the spell bumper
flash mode starts,in which also unlit spell bumpers score points.

The game advance principle is comparable with the level concept of videogames.
There are 10 levels(0..9) those switch various playfield elements on and off
(e.g. blocks zirkulator start target - nasty) and though increase game diffi-
culty.At high game levels this finally lights the special button (above the
triangular rubber band);when you don't hit it but advance to the last level,
it will unlight again until you reach maximum jackpot bonus.The special 
scores a free credit;maximum one credit per try can be won.

At jackpot bonus 18 ball avalance("Ball-Lawine") starts;i.e. all balls from
zirkulator enter the playfield until the bonus ladder reaches maximum.(Blue
light at the top gate indicates this.) Also game level 4 starts ball
avalance,but caution: in level 4 the zirkulator can not be started to add
more balls,thus be careful to save enough of them in the zirkulator in
previous levels to finish this one.

The zirkulator start target only works when lit.In the playfield center you
see 2 concentric lamp circles of each 4 lamps.Each ring is connected with one
of the spinning wheels;by hitting them the light in the ring advances.When
both lights match(form an hourglass) they light the zirkulator start target
(so far not disabled by game level etc.).When they anti-match (light at the
opposit ends of the circle) the pink zirkulator-off lamp above the wipper
is lit instead.The ring lights also advance by various other targets,which
depends on the game level.E.g. usually the zirkulator start target advances
one of the lights,thus you need to hit the target maximum 4 times to start the
zirkulator or add a ball to it.In most levels the spinning wheel lights also
advance when the zirkulator lamp is lit,thus a hit unlights the start lamp
and you have to hit it again to re-light it before you can add another ball.
During ball avalance you can not re-light the start lamp by simply re-hitting
the start target,thus you have to advance them by other means.

In the 0th level the zirkulator start target stays lit after hit,which makes
it much easier to add balls to the zirkulator.Use this chance to fill up the
zirkulator with balls - balls in the zirkulator are your life insurance in
this game,thus it is recommended always to keep balls in it.But don't forget
that in ball avalance mode all zirkulator balls will enter the playfield di-
rectly,and in some levels the zirkulator start target is generally disabled.
Keeping spare balls in the zirkulator is easier than juggling them as multi-
balls on the playfield,but remember that a single wrong hit (e.g. of an unlit
gobble hole) voids the zirkulator contents.Also one of the later levels per-
mits to fill the zirkulator easily,but due to there is no level display,you
have to try to find out when this works.

So long the zirkulator is enabled (big 'Z' lamp is lit and motor is purring),
any balls lost through lit goble holes or drain open the top gate,even when
all balls have left the zirkulator.Though you can still hit the lit start
target afterward to get an additional ball back onto playfield when the gate
is open.A disabled zirkulator does not open the gate when loosing a ball,thus
it is a good idea to avoid keeping the zirkulator turned off.When you see a
multiball is approaching to a lit gobblehole or the drain and zirkulator is
off,try to enable it with another ball quickly befor the ball gets lost,though
you will get it replaced by a fresh zirkulator ball.

At game level 7 and 9 the zirkulator start light will start to flash by
zirkulator rollover triggers as soon more than 1 ball is on the playfield.In
this zirkulator flash mode adding more zirkulator balls is rather difficult
because the start button only works while lit,and when 2 balls hit both 
zirkulator rollover,from that time on the lamp will only flash for the short
moment while this happens.When the zirkulator runs empty by multiball,it will
become impossible to add more zirkulator balls because the zirkulator rollover
rails get unoccupied.Only after all besides 1 ball have left the playfield,the
start lamp is lit again and permits to re-start the zirkulator.In the highest
level also the zirkulator rollovers start to score points so far the left or
right outlane is lit(controlled by left spinning wheel position) and the
zirkulator start button isn't.You get normally 1000 points per rollover hit,
but when jackpot is >=10 or the pink zirkulator off button is lit,you will get
10k per hit instead.(Yes,this makes the score counter solenoids buzz a lot in
this mode;I hope they have a good heat sink to protect them from burning up,
but that's the way this ancient machine worked.) When jackpot is >=10 and an
outlane is lit,also the zirkulator start button will toggle unlit(by advancing
right spinning wheel) when hit sucessfully,which makes it more difficult to
re-fill the zirkulator in this mode.

At level 9 amd beyond,the zirkulator-off bonus lamps will toggle on and off
together with the spell bumper flash mode when all spell bumpers are hit.

Unlike modern pinballs,in this game the bottom arch plays a very important
role for getting balls back into play;e.g. hitting the C and D buttons and
looping the ball back to the flipper is quite easy,so far your ball just 
runs down fast enough.Generally when a ball is near the drain kicker,you can
often nudge it up again,and by nudging you can also add jackpot bonus by hit-
ting the white disc targets when either their lamps or the drain is lit (this
toggles between lamps and drain lit),but don't risk a tilt.First always check
if the zirkulator is still running;if yes,then the situation is save and you
will anyway get a new ball out of it as soon the old one drains.An important
game strategy is to fill up the zirkulator in the 1st level and then attempt
to keep the balls in it for the next 3 levels (level 4=ball avalance and 
anyway empties it);this is much like with extra weapons in "Gradius"-style
videogames;get many of them in easy levels and try to keep them as long as
possible,because in harder levels it is more difficult to get new ones.Also
in level 6 you can re-fill the zirkulator easily.When not both top bumpers are
lit,try to aim at the top button to increase jackpot;be careful not to hit the
orange buttons,because they will light the top bumpers and disable that button
when both are lit.Hit a top bumper + time bumper(in multiball mode) to unlight
a top bumper and thus re-light the top button again.Avoid to win jackpot with
low values,because keeping a high jackpot increases zirkulator-off bonus and
finally starts ball avalance.The zirkulator rollover flash scoring in level 9 
doesn't add that much points like it sounds.Only when the zirkulator-off 
button is lit or jackpot>=10 you will get 10k per zirkulator ball.

And don't forget,this machine has rhythm... to learn to get in sync with it is
the key for highscore.Or to say it in a variation on the slogan of a japanese
hifi ad: "It's a Zoner."

To all pinball wizards: Have no fear to turnover the score display back to 0.
I am not sure whether the original machine had 9 millions or 19 millions as
the highest millions digit (the ball upon the millions tower looks like an 
additional lamp),but however,my "reel-a-listic" ;-) score counter will never
give up and keep displaying your score by its own way even when you manage to
turn all columns back to 0 (listen to it!).Also your highscore will be 
displayed and saved correctly.IMO there is nothing more annoying than a too
short score display - mine won't give up despite its realistic appearance.

Note: The electronic sounding highscore tune was recorded from a plastic toy
      instrument of the name "Animal Keyboard".


Operator settings:
~~~~~~~~~~~~~~~~~
-In the "operator settings" section of the source code you can adjust the
 tilt sensitivity,balls per play and various other parameters.You can e.g.
 switch the "tiltVoidsGame" mode off,which is an original,but rather nasty
 feature of this pinball machine.

-This game saves highscores in the User directory of Visual Pinball.To reset
 the highscore,simply delete the "JimmyDasGummipferd_hsc.txt" file. To disable
 highscore saving set highScoreFileName=false in the "operator settings"
 section of the source code.

-You may also change some parameters in the "pinball machine constants"
 section,but these are not intended as user settings an can mess up or crash
 the emulation when set wrongly.Especially the interaction of various timers
 reacts very sensitive on changes,and some settings make only sense to be
 changed when components on the backbox or playfield are changed also (e.g.
 number of score counters per machine).

-For cyberage people those can't read lamp score displays anymore (nor
 analogue clocks?),the score is also displayed as a number below the millions
 tower.But due to this may distract from authentic game behaviour,by default
 it is only displayed after game over.If you want to see it always,set the
 constant noTextScoreDuringGame=false.If you don't like to see it at all,then
 set machineHasTextScore=false.

-The game difficulty reacts extremely sensitive on the exact flipper length.
 Making it only by 0.01 longer or shorter has already a very noticible effect
 on the reachability of the A-B-C-D targets during arch loop shots.


Known bugs and limitations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Due to there is no equivalent for the "spinning wheel" targets (rotary
 plastic wheels) in Visual Pinball,I replaced them with each 3 spinners
 around a bumper.

-The "Wipper" flipper is composed from 2 ordinary VP flippers;the center of
 the wipper was displayed wrongly (VP bug) thus I patched it with a cylin-
 drical wall object.The ball also often got stuck in the seem between both
 flippers,thus I covered it with a slightly larger invisible cylinder to
 fix this,but it still sometimes crashes VP.

-The lamp score display shows strange shadows around lit lamps.This is a VP
 bug because VP draws black rectangular frames around any non-rectangular 
 lamps behind decales.Also the contrast and hue of the lamp score display is
 very wrong;the unlit backgrounds are much too dark and the score numbers of
 unlit lamps on the thousands digits should be invisible when unlit.(See back-
 glass picture).I yet found no way to simulate this with semi-transparent de-
 cales(not least by the VP black rectangle bug).Perhaps textbox lamps would 
 help,but this would at least need a custom font to display the cylindrically
 warped numbers correctly.

-The zirkulator messes up and can crash the game or VP when balls jam;to
 cantch them when they fall through walls I have added some emergency drop
 holes to return them into game and amoured the walls with slingshot-equipped
 invisible internal layers those can kick the ball out again;this reduces the
 game crash risk a lot,but it is still just a workaround.If you have a slow
 PC and it still crashes,I recommend to adjust the maxMultiBalls constant to
 something lower than 10.

-I don't know much about the wiring of the real machine;all I know about it 
 are conclusion based on the video tape and Olof's explanations.

-Various mechanical sounds may be quite off.Especially the relay click was
 recorded from a Bally "Fireball" reset relay,which unlike other relay is
 placed in the backbox,though the relay timbre may be totally off.The noise
 of multiple simultaneous clicking relays is in reality likely very different
 due to the emulator just plays the same sample with a higher polyphony and
 no intentional delay between the clicks,which may cause bad phasing distor-
 tions.Also the state wheel reset noises are fake and may be too loud.(For
 more sound details about the used samples and problems see source code.) The
 score counter reset noises are an approximation and may sound quite wrong
 when many counters spin simultaneously.

-The ball rolling noise is just simulated by invisible playfield rollover 
 triggers those start samples,though it may be sometimes a little out of
 sync with the ball motion.(I find it quite ok,but people those are habitted
 to play on real pinball machines may find it sounds strange.) I already stop
 the sound where the ball is known to be motionless,but by my knowledge a phy-
 sically correct simulation of ball rolling noise is not possible with Visual
 Pinbal yet,because there is neither a way yet to detect the actual ball po-
 sition directly,nor to control the volume and pitch of a sound sample.There
 are e.g. no ball klicks among balls in this game because it is impossible to
 determine them with rollovers.(The noises can be disabled from 'operator set-
 tings'.)

-The zirkulator in the original machine makes a characteristic drone noise
 when many balls roll in it.Due to this is a non-linear sound component
 that doesn't come into being automatically by playing multiple ball roll
 samples simultaneously,I implemented an additional droning routine that
 makes the sound grow denser by playing a low drone noise which volume
 increases with the count of balls in the zirkulator.It still sounds a bit
 artificial,but it matches the character of the sound quite well.

-The "stuck score reel" effect sometimes locks up without a visible reason;
 possibly VP forgets to send a trigger _unhit() message when the game draws
 much CPU time;it may also be a race condition between incrementing and 
 decrementing a semaphore in the score counter code when VP sends _hit() and
 _unhit() messages from triggers too rapidly or in wrong order.

 Set const ignoreStuckScoreReels=true if this happens too often on your PC.
 I also added an emergency feature for this:press 'R'(displays rule sheet) 
 during game to reset all stuck score reel semaphores when you hear a strange
 buzz.(This does NOT fix the other buzzing bug when the ball gets jammed 
 between the 2 flipper objects of the wipper - in that case you have to quit
 VP the hard way by task manager.)

-Sometimes also playfield buttons get stuck(visible and audible),which can
 only be caused by a VP bug that forgets _unhit() messages or confuses the
 order of _hit() and _unhit().By re-hitting them with the ball,they usually
 will start working again.

-In rare cases no new try was started but the machine hangs after all balls
 have left the playfield.This seems to be a race condition bug.The problem 
 seems to happen when the last ball hits drain and bonus should start to count
 down,but instead the score motor just runs in an idle loop(which is intended
 when all balls have left the playfield and the gameOver relay is not set) but
 the bonus refuses to count down.I have reworked the processTimeBumpers() 
 routine now which should hopefully fix this.
 

Revision history:
~~~~~~~~~~~~~~~~~

Version 0.9:

-most important: the program crashes are almost gone now.

-graphics artwork completed;now playfield and backglass appears to look quite
 authentic.

-lamp score display with correct scoring added.

-much improved playfield bugfix measures added to prevent balls from falling
 through walls etc. and return them into play if it happens.The zirkulator
 runs now very stable on my AMD K6 300MHz PC,even when with 10 balls the game
 jerks like an LCD pocket pinball.

-code completely reworked.The new generic "reel-a-listic" score counter engine
 can now handle as well reel score as lamp score and text score displays (even
 simultaneously if you want).Many bugs fixed and timing safety measures added.
 The game now also resets properly with balls in firing chute or on playfield.
 Stuck score reel semaphore code reworked and now used for all rollovers.Also
 the lossy score counter simulation now does not block all digits anymore when
 only one was still turning.This way it behaves much more realistic now and 
 e.g. a ball rapidly rattling between 2 bumpers will make only the affected
 digit skip some hits,while other digits still work.The old routine cleared
 always the entire unaddedScore register and thus when enabled,the player 
 could miss points on wrong digits.When disabled,a ball rattling between
 bumpers made the counter count the points for accumulated hits for a few
 seconds even when the ball did not touch them anymore.(I enabled the new
 lossy score counter routine by default now;it can be turned off in the
 operator settings section.)

-game rules fully implemented.The previous ones contained lots of test code
 and were very incomplete(too easy) because I had trouble with semaphores in
 the previous version.In the highest game level now the zirkulator is not 
 turned off completely anymore but correctly goes into flash mode,where the
 start target has to be hit while lit by the zirkulator ball rollovers.This
 makes it difficult to get more than 1 ball into the zirkulator.When both
 zirkulator rollovers are hit simultaneously by multiple zirkulator balls,it
 even sets a relay that makes it necessary to hit the start trigger from now
 on only in this state to add additional balls.When the zirkulator runs empty,
 you have to wait until only 1 ball is on playfield to make the zirkulator
 start target re-light.
  
-many playfield noises added and improved.Zirkulator drone noise added,which
 gets louder the more balls roll in the zirkulator to approximate the extreme
 density of the original zirkulator noise.

-emergency measure against stuck score reels added; simply press 'R' during
 game when the score counter locks up and stays buzzing.(When a button gets
 stuck,try to re-hit it with a ball.)


Version 0.51:

-initial release (incomplete graphics,wrong score counter,various zirkulator
 related flaws,incomplete rules),uploaded one day later in 2002-04-02.


Version 0.5:

-first working version,failed to upload by inaccessible IR-Pinball site upload
 section.

                        MAY THE SOFTWARE BE WITH YOU!


*============================================================================*
I                  CYBERYOGI Christian Oliver(=CO=) Windler                  I
I         (teachmaster of LOGOLOGIE - the first cyberage-religion!)          I
I                                      !                                     I
*=============================ABANDON=THE=BRUTALITY==========================*
        {http://www.informatik.fh-hamburg.de/~windle_c/e_index.html}

e-mail: windle_c@informatik.fh-hamburg.de
