                             KIDS OF KARENDOW
                            ---CHAPTER ONE---
                         THE DAWN OF A REVOLUTION
                    Copyright Phat Kids Ent. 1998-2000

Phat Kids Enterprises web page - http://members.xoom.com/phatkd/
E-Mail address - phatk98@hotmail.com

Production Began - May 16 1998
Production Ended - July 21 2000

Written - July 22 2000
Almost a year since it's last demo IT'S DONE!!!!
Nuff said!!!
Go play it!
Enjoy!

Written - August 30 1999
Here it is, THE FINAL BETA of Kids of Karendow.  A lot of visual improvements
have been made. For example, every backdrop for every battle in the game has
been redesigned, a lot of tiles have been changed and added to make this beta
the best looking one of the bunch.  We have added several new options into
the config menu.  The option to change menu/boarder colours, the speechbox,
the text colours and the selection colours!  Also a ton of new music has been
added, including Garbage dump music, forest music, gain level music, new
Karendow Kapitol music (as well as a new design for the interior of King
Karendow's Kastle).  This demo includes one more cutscene (sorry only one,
there are more I just didn't want to release them with this).  Well instead
of me telling you what I changed why don't you play for yourself?

                                                 -Big Nose

Written - May 9 1999
This is the fourth or fifth public release of the game.  I don't even know
anymore.  But we're still going strong (For the most part).  We took a big
brake through February, simply because I wasn't here, I was in Quebec.  We've
started up again, we've got music for the over world, for Pandaka prison,
for the AI tower, for the destroyed resistance base and a few others.  I
don't know if this will be the last demo or not.  I guess that depends on what
you, the audience, wants.  I'd like to thank all who took the time to download
this game and play it.

                                                - Big Nose


Written - Jan 12 1999
This demo, is the thrid public release of the game and it is the final until
the game is done, my apologies but we don't want people to get bored of it
before it gets finished.  The biggest and most noticable improvement to the
game is obviously the music.  It was a long and hard struggle to get it done
but we did it!  First of all, I left it in the trustworthy hands of
Groovin G' to do it, he was going to implement the EMS and BWSB lib to the
game.  We had several computer crashes, infact Groovin G's version of
Kids of Karendow was screwed up big time.  I thought it was going to be
hopeless, because of the large memory usage Kids of Karendow uses, but I got
the smart(sarcasm) idea of using MIDI's instead, after that didn't work,
(Mind you I barely even tried) I basically said, screw the music.  Then one
day Groovin G' comes over, and surprises me with both the EMS and BWSB libs
working!  I was super happy.  In this demo we also added more to the game,
such as the town Gargenburg.

                                                - Big Nose


Written - Dec 17 1998
Well, it started way back in May of 1998, I had just finished the demo of
Holy Conquest(If you want to download it E-mail us and ask for it).  I was
nearly going insane because I spent 12 months on the freaking game and it
ended up blowing monkey goats.  So instead of giving myself a break I jumped
into what seemed like, and still is, one of the biggest projects that I had
ever done, Kids of Karendow.  Back then I was planning on the game being
nothing like how it is right now.  I had begun by designing the battle engine
and the walking around the world engine.  I had the beginnings of a story
planned too.  Then Fat Phil wanted in on the project (he had
just finished Snuff).  I initially said "no" I wanted to do this on my own
because Fat Phil helped me a lot with Holy Conquest.  But he said, just let me
fix up the errors in the world engine.  I let him, I continued work on the
battle engine, which had attacking done and Agility bars and Magic bars done.
Then Fat Phil phones me up one night saying he's fixed the problems and added
a few other things, so he came over and showed me that he had made it so it
shows your companions walking behind Elmo.  I was amazed, I had never seen
anything like it in any QBRPG.  So I said we'd do this one as a team too.
Now my basic story (whcih involved travelling through time for some reason
in order to save the world) got completely changed.  Fat Phil and Smelly
wanted to do a revolution.  So I agreed.  We started writing the story
out on paper, (by this time the battle engine was completed and the world
engine was nearing completion).  It started with Pandaka prison and Telly
saving Elmo, then it completely morphed at about the point where Fat Phil wanted
to have a Trojan cow that would be full of Robots and would be launched into
Lavenders (Karendow's neighbouring country) and release tonnes of robots which
would destroy the capital city of Lavenders.  My original idea was to have
a giant lazer that would shoot and destroy Lavenders' capital.  I agreed to
change it and thought that would be it.  But after the summer came and gone,
I had decided to start the game (the engines were completed and just sitting
around gathering dust for the summer).  I designed Pandaka on our Map Editor
and begun designing the first cut scene, where Telly saves Elmo.  Ofcourse,
Smelly and Fat Phil were present, and they were there to help me with the text.
They helped alright, they helped completely change the face of any RPG I've
ever played QB or not QB.  This was when the sac mooning was added, and Elmo
taking a shit.  What else could I say, Fat Phil and Smelly completely altered
my idea for this game, but I LOVED IT!  I thought it was the funniest thing I
had ever seen or played, and if the whole game was going to be like it I
couldn't think of anyone who wouldn't want to download it.  Well, before I
posted it up on the page, I gave it to some of my non QB friends to play.
They HATED it.  The humour, they thought, was appalling and disturbing.  Could
I blame them?  No.  So that's when I thought I might make an edited version of
the game, but that soon died by the time we had Poogal done.  I thought it
would be too much work, I'd probably have to alter a great deal of the already
written story.  Well I posted it up on the Internet and I got mixed responses.
Some liked, others didn't.  I expected this, not everybody can like what you
make, so now that the second version is up and that our site is on search
engines, I intend to get even more mixed reactions about the game.
Kids of Karendow, I am hoping will be done by the beginning of August, no
promises, but there is no way in HELL this game isn't going to get done.

                                        -Big Nose

                              OTHER PROJECTS
GUY IN UNDERWEAR
If, amazingly, you're still reading, I'd just like to tell you about future
plans.  Fat Phil has made the prilimanary paper work for a side scroller action
game about someone who will run around in their underwear shooting a bow.
You will beable to collect money and buy new underwear and other neat stuff,
but their isn't any plans to make much (if any) of a plot line to this game.

SNUFF 2
This one is still sometime off, it will be like Snuff 1 except with more
playable characters (including the PHAT KIDS).  More moves, WAV files and
battle backgrounds other than the grey one we had for Snuff 1.


                                                - Big Nose

