RC Daredevil 3D by Oceanine (OCN)
5 of 15 files
oceanine
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This download is a Windows program, but it should only be run on your computer if you trust it.
Instead, run it isolated in Windows Sandbox, VirtualBox or Parallels.
Browsers may flag this download as unwanted or malicious. If unsure, scan it with VirusTotal. -
Last modified
MD5 checksum 1932254e976e4a490989c2393f8414ef
Mime type Zip archive data
Download oceanine-inst1-02.zip
Size 274 kB
2002 July 23
- Zip - Windows / Scene software installer
4 items in the archive
- iNSTALL.cfg
- iNSTALL.exe
- oCEANiNE.NFo
- wopcas.nfo
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RC_Daredevil_3D.ENGLiSH-oCN ░░░░░░░░░░░░░░░
[.RLS.LiNE...] 0723/02 ! [xx/07] * 2.88Mb = 20.16Mb ( * 1024 = 20643.84Kb )
[.SUPPLiER...] NLiSO.team............................. ... .. . . . .
[.CRACKER....] oCEANiNE.team.......................... ... .. . . . .
[.PACKAGER...] oCEANiNE.team.......................... ... .. . . . .
[.RiPPER.....] oCEANiNE.team.......................... ... .. . . . .
[.TESTER.....] oCEANiNE.team.......................... ... .. . . . .
[.PROTECTiON.] oCEANiNE.team.......................... ... .. . . . .
[.RLS.TYPE...] GAME................................... ... .. . . . .
[.O.SYSTEM...] 98/98SE/ME/2k/XP....................... ... .. . . . .
[.LANGUAGE...] ENGLiSH................................ ... .. . . . .
[.iSO.iNFO...]
.TiTLE.......: RC.Daredevil.3D.ENGLISH-NLiSO
.SUPPLiED.BY.: TEAM NLiSO
.CRACKED.BY..: TEAM NLiSO
.PACKAGED.BY.: TEAM NLiSO
.TYPE........: Arcade / Flight
.RLS.DATE....: July 2002
.PROTECTiON..: N/A
.SYSTEM......: Win ALL
.SiZE........: 01CD(s)
[.RLS.NOTES..]
RC Daredevil thrusts you behind the controls of a high-performance
radio-controlled airplane. Careen through airborne challenges to prove
your air superiority by out-maneuvering your opponents! Soar through rings,
collect paint balloons, hit targets, race through the city, chase down your
challenger, and much more!
[.iNSTALL....]
1. UnZiP all files
2. Use our iNSTALLer to unpack rar's or do it manualy ;-) ...WinRAR3
3. ...buy game... and now you can play!
[.GRP.NEWS...]
No news today, we're busy bringing you more games...
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OCN is a new group made of close friends and individuals ▒
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We are here to bring you quality stuff only! At this point of time
we are looking for skilled crackers, and software suppliers. ░
If you think it applys to you, we find you! ▒
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Introduction
Ever since there has been the ability to store data on a personal computer
and commercial software for sale, there has been the existence of pirating.
Pirating, cracking and even pirate scenes go all the way back to the late
seventies, and maybe even earlier. By the early eighties some machines
(such as the BBC Macro in Europe) where so riddled with pirates that the
programming companies gave up. They discontinued producing and porting
software for the affected computers because there was simply no money to be
made.
The IBM PC Scene Beginnings
With the large amount of 8bit computers around during the early eighties
(the golden age?) and the scenes that followed most people will agree that
the Commodore 64 was the greatest at the time. But the Commodore 64 scene
wasn't the first (1982). Apple II users in the very late seventies where
probably the ones to create the first real pirate 'scene' as we can relate
to it today.
While the IBM PC computer system was released during the middle of 1981,
it would be the Commodore's and Apple's pirate scenes which would introduce
many of the standards that today we take as granted. During these times the
PC scene was small and fragmented. There where some small groups and some
individuals releasing and cracking, but these cracked programs usually
remained local to the releasers. The national/internationa l PC scene did
not take off until 1987. This was when people started to trade software
with cracks over longer distances and overseas which formed the basis of
the now old school PC BBS scene.
Bulletin Board Systems And Couriers
The first BBS programs where created for the Apple II in the late
seventies. The where slow, buggy, bloated, unsupported and message based
only (hence the name). Eventually these programs improved and gained
popularity but the major breakthrough was when one of these programs
allowed the transfer of files. And soon enough the first BBS'es to hold
commercial 'illegal' software where created.
The early long distance couriers started off under a different title,
Phreakers. Most phreakers where usually involved primarily in the HPAV
(Hacking, Phreaking, Anarchy, Virus) type scenes leaving pirating as a
second priority. This made the scene very fragmentated and slow, it would
take weeks for PC releases to be spread continentally in North America.
The problem was that not many pirates knew how to phreak and paying for
long distance phone calls was out of the question. Thankfully in around
1988 a new phreak group was created. North American Pirate Phreak Alliance
(NAP/PA) was the group and it's goal was to spread the How To's of
Phreaking to the pirates. Many of the top boards of the time quickly became
affiliations of NAP/PA, which made the information available to the right
people. This information literally helped the PC scene become more
organised and a little more united.
By the early nineties many people had less respect for couriers compared to
that of the crackers, sysops and packagers. This opinion was usually formed
because couriering was not the most challenging of tasks, almost anyone
could do it. It was more of a matter of how much you where willing to risk
or spend rather then a person's skill. At one point The Humble Guys even
named their couriers, slaves. Couriers would have to log onto The Humble
Guys BBS'es as slave 1, slave 2 etc. This caused an uproar in the scene but
at the time The Humble Guys where the big guys and could generally do what
they wanted.
Around the same time many BBS'es needed to pay a monthly fee for their
group affiliation (money which usually came from the user-pay leech
accounts). The money would be used by the groups to obtain software, to pay
off people or to pay for hardware. A group with no money usually meant
a dry run when it came to releasing. This monthly fee plus all the extra
hardware and phone lines required a major investment by the system
operator. And it was investment that gave the site-op the respect they
required from the BBS users. There was something about a top ranking sysop,
because you where in their homes (electronically) using their equipment.
They had total control over everything that happened on their system,
including your personal information.
Now running a BBS that contained illegal software was a risky business.
Reason one being the system was usually based at the system operator's home
and reason two being that there where some companies that where desperate
to stop the flow of the illegal copies of their programs.
These corporations including Microsoft and Novell worked with local
and federal police in attempt to take down this means distributing their
software.
Now you all know about the Net Act., a law introduced to the USA during the
late nineties that now makes it legal for anyone with a certain amount of
pirate software (monetary value) to be convicted of criminal activities.
But you maybe wondering how people where busted before this law was
created. Well the most common reason for arresting people would be that the
offender was making money from illegal software (selling CDs or floppies)
which would attract the attention of the police. Another more harsh way of
being busted was to get a civil case law suit filed against you.
These where never pretty and usually involved the complete loss of anything
that was computer related from one's house. Civil suits where bought on by
software companies and are covered by a completely different set of laws to
the criminal codes. Because of this most boards banned Novell releases due
to Novell's semi-successful worldwide anti-piracy campaign.
The death of the BBS one could say happened after Park Central in New York
closed down in 1996. This was at the time the number one BBS in the world
and was a central link for the scene. It was often used to prove who won a
release race, being the boxing ring and the referee. But some groups got
smart and started to avoid the BBS'es all together and instead decided
spread the release exclusively over the Internet. This left people a
confusing situation of where there was one group winning the release on the
BBS'es and the other winning on the Internet. The final nail in the coffin
for the bulletin board system was the infamous Cyberstrike campaign of
February 1997 where five major BBS'es where busted in a single week.
It caused many BBS and some sites to close shop permanently in the fear of
them selves being the next victims.
The Internet
The scene for various reasons has often used the Internet but it never
became a serious tool until the early nineties. Little did people know at
this time how much this tool would change the scene, to basically create a
new generation of pirate scene. Bulletin board systems had always kept the
scene semi-secret and a little bit underground. A newbie often found it
extremely difficult to gain access to even a mediocre local board. Most of
these people faced the daunting task of hunting down a system password just
to get the logon prompt and then new user password to even apply for
membership. But the Internet changed all this, the Internet made everything
that was once so hard to obtain so easy. IRC, e-mail, ftp and webpages all
open to Joe public. And in 1994 they flooded in, drove after drove causing
great despair among the many old schoolers. Many of these people didn't
appreciate their turf being overrun by these so-called lamers, so they
closed their doors. While the old doors closed new doors opened,
newsgroups, top100 web pages, anonymous ftp and IRC offer channels where
ready to fill the needs of the masses.
IRC offer channels where originally started by groups to offer releases to
their friends but when Fate (the leading Internet courier group in 1995)
opened their channel (#fatefiles) to the public, Joe Lamer couldn't resist.
Many people copied #fatefile's format (+mnst) causing an uproar within the
groups who totally disapproved of IRC trading.
Suppliers
The supplying methods for groups in early years where not too different
to today's methods. Store pick-ups and ordering directly from the company
where the main means for many groups. The money would usually come from
various payments such as official BBS affiliates and the like. Another more
attractive way to supply was to use insiders who are kind of like corporate
saboteurs for the pirate scene. Insiders obtain the program directly from
the source before it's released to the stores. It saves a lot of effort on
the group's behalf as they don't have to keep tabs on the program and they
avoid the rush to grab it when it goes to the stores. It also left the
crackers more time to ticker around with the program.
Some groups where more creative though, for example some group members used
to pretend they worked for a magazine reviewing the latest software.
The software companies at the time where usually more then happy to send
out their software for free if given the correct information. But as the
companies smartened up options like this became less viable.
Introductions and Crack'tros
Unfortunately for us the eighties PC scene is one of the lesser known and
least documented. Due to the limitations of the PC at the time, crack'tros
where extremely rare (unlike the Commodore 64, Amiga or Atari ST) and text
files to document the releases where usually never created.
In the eighties many cracks where usually created by individuals rather
then groups (groups being a collection of people who work under the same
name). These individuals would normally leave a signature in the release to
identify themselves as the cracker. For example on a game's title screen
you might see in the bottom corner "cracked by Lord Blix".
By the end of the eighties it was the groups who where cracking releases
rather then just individuals. And with groups being a more prestigious lot
they would sometimes insert a custom title screen designed especially for
that release (simular to today's installers). Bentley Sidewell Productions,
a famous cracking group of the late eighties would usually use a CGA
picture or animation to show that they cracked the title. The International
Network of Crackers would use a less captivating ANSI graphic. It's worth
noting that Bentley Sidewell Productions animation's where probably the
first crack'tros and intros for the PC. So technically the origins of the
PC demo scene goes way back to the old PC cracking scene.
I'nfo'mation Files
When crackers wanted to add last minute notes or information about their
cracks they would include a small text file into the release. Eventually
groups started adding regular text files to their releases. Information in
these files would usually state a note from the cracker, some information
on how to play the game (keyboard keys etc) and maybe a member listing or
some BBS numbers.
It was the hacking groups of the eighties that first started to use
acronyms to encrypt their names. This was often used to confuse unwanted
people from differentiating the different hacking groups but it's main
benefit was the abbreviated typing. Typing abbreviations is a lot easier
then typing the complete group name. But the standard three letter acronym
was not really considered standard until the PC's emergence in the early
nineties (group on other computer systems had up to five or six letter
acronyms). This was due to Dos's limited file naming capability of only
being able to handle eleven characters (eight . three) per file.
It was about this time that the groups started to implement a set-naming
format to these text files. This format use an eight letter abbreviated
form of the program title followed by .DOC (short for document).
Other groups decided to replace the .DOC acronym with one based on their
groups name for example SIMCITY.CIA, SIMCITY.INC or SIMCITY.PTL. Hence the
standard group three letter acronym was formed.
To the best of knowledge The Humble Guys in 1990 introduced the now
standard .NFO acronym. One assumes NFO was created to be the three-letter
acronym for the word information or info. The initial format was the
standard eight-letter game title abbreviation followed by .NFO before it
eventually evolved to the now current standard of GROUP.NFO.
... more soon ;-)
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In lieu of recent events contributing to the breakdown of the now
defunct S.P.A. (Software Piracy Association), a private meeting between the
key contributing and contending groups was held. On October 15th, 1998 an
agreement and compromise was reached between the 3 attending parties, CLASS,
PARADIGM and RAZOR 1911. Let it be known that this type of compromise could
not be achieved under the S.P.A. environment; it took a clean break to
accomplish in a day what had previously gone unaccomplished in 2 months.
The end result being a new council whose sole purpose is to set standards
for the game-releasing subsector of the scene, to be adhered to by all
admitted parties. Represented members of this new council named THE
FACTION, have pledged to abide by the following set of rules created a) to
ensure a quality minded end result and b) to encourage fair play and a
productive competitive environment for involved groups.
The Faction 10 Point Program:
1. The disk limit is as of now 50 x 2.88 megabytes or 2,915,328 bytes.
This equates to a total of 144 megabytes of compressed data or
145,766,400 bytes. Using 2.88 megabyte archives enables us to keep the
standard 8 character filename with a 3 character extension. This will
also help contribute to the elimination of the 'missing disk'
phenomenon, plaguing end-users worldwide. Acceptable compression
formats at this time are ACE or RAR, followed by the traditional
PKZIPing.
2. Every release under this limit will be a functionally and playably
complete game. This means that included will be every component
necessary for the successful completion of the game (every level, track,
course and other NECESSARY component).
3. Sound effects WILL and MUST be included.
4. Intros, Outros and Cut-Scenes should be removed if the size of the
release is 40 x 2.88 disks or more with them included. Intros should
NOT be iuncluded in a Movie Add-On, only Cut-Scenes and Outro (aka
End-Scene) should be included. Animation files, such as .SMKs, should
be "framed" and not blacked out. Re-indexing of large files, should
consist of an actual re-index instead of just creating a file full of
0's, (which doesn't change the actual file size, but allows it to
compress to virtually nothing), thus promoting more quality minded rips
and cracks.
5. Only 2 Add-Ons should be released per game. Each Add-On should be no
more than 25 x 2.88 megabyte archives.
6. A brief outline of what has been stripped from the game should be
clearly stated in the game-release .NFO, as well as information as to
whether or not Add-Ons can be expected.
7. Children's games (aka Kiddie games) and Edutainment software do not
qualify under THE FACTION's guidelines for acceptable releases.
8. In regard to games distributed in the United States that are LATER
distributed in Europe or vice versa under the same or different name /
publisher. These games if released AFTER another group's release are
counted as DUPES unless it can be proven that there is a clearly
noticeable PLAYABLE difference in the latter release (eg. new levels,
enhanced graphics, or other new features).
9. Fully cracked Update Patches and Trainers are highly regarded, though
they are not the responsibility of any group (including that of which
released the original game.) If 2 trainers from the same or different
groups are released for 1 game, this does NOT qualify as a dupe unless
the latter trainer provides no new features over the prior trainer.
10. Admittance to THE FACTION is done on an invite / vote-in basis. The
group invitation must be proposed before ALL current FACTION member-
group representatives, and the corresponding vote must be undertaken by
ALL FACTION member-group representatives. This council operates in a
purely democratic manner and all parties therein have upon joining,
agreed to follow all stated guidelines of this Declaration of Scene
Independence. Today is not only a new dawn in the games scene, but our
Independence Day where differences are at least temporarily put aside
and our unity re-consolidated.
This document was signed & approved on October 17th, 1998 by the following
individuals, representing their respective groups:
[CLASS] - [PARADIGM] - [RAZOR 1911]
- -- --- ---------------------------------------------------------- --- -- -
In 1998, three people decided the future of how the scene should shape
itself and released a 10-point information document stating how a game
release should be conducted. In the past year, many of these rules have
been broken by its founding members and other groups have purposely
broken the agreement. In lieu of recent events, the deciding figures
of three groups, Class, Myth & Divine, have converged and agreed upon
a new set of rules based on the original Faction rules and Myth's
recent proposal and have been updated, modified and agreed upon by a
consensus to a new standard to better suit the scene in this millenium.
These groups have been active participants in shaping the scene in the last
6 months, and were given active participation in voicing their point of
view. These new rules will allow for a more fair and competitive scene
while ensuring a quality-minded environment for the scene. These deciding
figures have bestowed themselves to be called the N.S.A., Network Software
Association. These rules have been ratified and approved among the three
groups and will be recognized and followed immediately on this date,
March 26th, 2000.
1. The disk limit is as of now 65 x 2,915,000 bytes. This equates to a
total of 189,495,000 bytes of compressed data. Groups may not go over
the total size to prevent any future cheating. Acceptable compression
formats at this time are ACE or RAR or any future compression that
supports multiple volumes and long file names, followed by the
traditional PKZIPing.
The limit for standard game add-ons is 35 x 2,915,000 bytes for any add-
on that includes Music, Speech, Commentary or Play By Play for the
original release. Any add-on that does not fit this criteria will be
restricted to 25 x 2,915,000 bytes. Only the group that won a game
release is allowed to release the add-ons for the game.
2. To prevent sloppy rips, a re-release of a game is allowed to make groups
release proper and respectable releases. The following provisions
include:
a) it can be ripped in >=10 disks less than the previous release by us-
ing only lossless compression methods. Lossy compression will not be
permitted to compromise the release to fit under this condition.
b) it can be ripped in >=15 disks less of the size of the previous
release by using mp3-compression while not downgrading any wavs
or mp3's sound quality using lossy compression.
That means all the essential gamedata must be still included in the re-
release. No essential data is allowed to be removed to be considered a
valid re-release. A re-release from a competing group may not use tools,
original crack or any other files from the previous release that were
modified for the original game rip.
The re-release of a rip can be done by any group and must be done in
at most 48 hours after the release of the original rip, as possibly
every game is rippable in a smaller size if enough time is spent.
3. Every release under this limit MUST be a functionally and playable
complete game with no essential data missing to complete the game.
This means that included will be every component necessary for
the successful completion of the game e.g.:
- all game executables that are needed,
- every level (single AND multiplayer),
- every track (including practice),
- all actor graphics & models etc,
- sound effects
- registry settings to play on the Internet (e.g. Zone/DirectPlay)
4. Any lossless compression method to reduce the size of selected game data
is ALLOWED (e.g. uharc).
5. Lossy compression is ALLOWED for sound, videos and non-texture graphics
(e.g. jpeging of menu screens) but lossless compression is encouraged
before using lossy compression. Lossy compression of textures is expli-
citly FORBIDDEN to prevent the many problems inherent to that.
6. Sound effects WILL and MUST be included. To reduce the size of rips when
possible, standard waveformat files (PCM) should be mp3-compressed
if possible in a reasonable state of time and is over the size of 20
disks. If the soundfiles exist inside a bigfile its highly regarded
when time is invested to extract those files to compress them. Groups
are not to required to index bigfiles though. Downgrade of sound quality
to sound files to allow the game to fit the limit will not be permitted.
It is allowed to rip music, commentary/speech and ambience files as long
as the game remains playable. Speech files MUST be included if there
exist no on-screen subtitles. It is okay to remove commentary from a
release if size does not permit it.
It is highly regarded when all sounds, speech and music are included in
a rip and not intentionally put out as addons.
7. It is allowed to remove gamedata that exists in multiple resolutions or
formats as long as the game remains playable on a typical system which
is defined by a PII-300 with a D3D-card and soundcard.
- high-resolution textures for highend systems.
- low-resolution textures for low-end systems if there is no
possible options to include the high-resolutions in the release.
If size permits, it is expected that high resolution be released
as an add-on.
- high-screen resolution graphics data standard of 800x600 (or 640x480
if other than 800x600 is not applicable)
- at least one hardware-dependent data must be included, and must be
in Direct3D mode or any other hardware data modes that are accepta-
ble (e.g. Glide textures). A release of software mode only with all
hardware-dependent data and textures removed will not be allowed in
future releases.
8. Movies (intros, cutscenes) should be removed if they aren't game-related.
Movies must be ripped in a way so that the gameplay experience is not
compromised, e.g. framing of movies is highly regarded. It should always
be avoided to create situations in which user-input is necessary on
black screens because the video normally shown has been blacked out.
9. Other allowed add-ons for games include:
- cutscenes/movies
- commentary/speech
- music
- manual/documentation
- editor
Intro and Outro add-ons are EXPLICITLY FORBIDDEN. Not more than 2
add-ons should be released for a game release.
10. Children's games (aka Kiddie games) and Edutainment software do not
qualify under these rules guidelines for acceptable releases. Kiddie
games are usually defined via the game target audience of '5-12 years'
as stated by the game's producer. Common sense should be based on
common sense by all groups to identify what really is a kiddie game.
Platform games are not to be considered kiddie games.
11. Levelpacks, game add-ons etc. for rips are only allowed if they are offi-
cially released/authorized by the same company/developer/publisher that
put out the original game. If possible by its size, the add-on should be
made as a standalone and not needing the original game release. The
original missions may be removed to allow the game add-on to become
standalone if not size can not permit the original game. It should be
explained in the NFO if and why a game add-on isn't made to be standalone.
12. In regard to games distributed in the United States that are LATER
distributed in Europe or vice versa under the same or different name /
publisher. These games if released AFTER another group's release are
counted as DUPES unless it can be proven that there is a clearly
noticeable PLAYABLE difference in the latter release (more than just
tiny differences in graphics or sound). Differences in filedates and
Game Titles between Euro and US releases are NOT a good enough reason to
re-release the game.
13. A brief outline of what has been stripped from the game should be
clearly stated in the game-release .NFO, as well as information as to
whether or not Add-Ons can be expected.
14. Fully cracked Update Patches and Trainers are highly regarded, though
they are not the responsibility of any group (including that of which
released the original game). If 2 trainers from the same or different
groups are released for 1 game, this does NOT qualify as a dupe unless
the latter trainer provides no new features over the prior trainer. Beta
update patches will not considered a valid release among any game group.
No group shall release a cracked patch for a game if a generic patch
exists for a particular game in the scene. If a generic crack exists, a
new patch-release must specify that the generic crack does not work
anymore.
15. If two or more rips of the same game get released, the first working rip
wins. Sites should not nuke any release until the winning rip has been
proven to work correctly and follows the above ruleset.
16. No group shall do a rip using another's groups work, be it an iso crack
or tools written by another competing group. Any third party tools shall
be acceptable. A crack from an ISO or past release (even in other
languages) shall not be used unless permission is given from the
cracker/creator of the original release group.
17. Rips created by iSO groups are to be nuked. iSO group must give
for 0-Day groups time for do a RiP. If nobody do Rip of iSO GAME in
14 days, iSO group can do it!
All appointed HQ (Headquarters) should abide by these rules to the
fullest extent permutable. Any group that competes in the gaming rip
scene will and must abide by the above rules to allow fair competition
among all competitors.
Signed,
Leaders, Council Members and Seniors of Class, Myth & Divine
and also by oCEANiNE
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▓ 0) exxxxx... [[email protected].......]
▒ POSiTiON: ....fnd:crk:spl:rip:asc:ans:code:sysop:council
▒
░ 1) Mxxxxx... [[email protected].......]
POSiTiON: ...........................sysop:ircop:council
2) kxxxx.... [[email protected].......]
POSiTiON: .............................spl:tst:rip:ircop
3) Sxx...... [[email protected].......]
POSiTiON .............................spl:tst:rip:ircop
4) sxxxxx... [[email protected].......]
POSiTiON: .............................spl:tst:rip:ircop
5) Gxxxxxxxx [[email protected].......]
POSiTiON: .................................spl:tst:ircop
6) Kxxxxx... [[email protected].......]
POSiTiON: .................................spl:tst:ircop
7) Rxxxx.... [[email protected].......]
POSiTiON: .................................spl:tst:ircop
8) jxxxxxxx. [[email protected].......]
░ POSiTiON: .................................spl:tst:ircop
▒
▓ 9) Mxxxxx... [[email protected].......]
█ POSiTiON: .................................spl:tst:ircop
█
█ ▄▄▄▄███▓
█ xxxxxxxx [[email protected]...] ▐▓███▓▓▀▀█▓▄
█ POSiTiON: ................ ... .. . . . ▄▄▄▄▓▀▓██▓▀▀ ▀▓▄
█ ▄▄▓▀▀▓█▓▄ ▐█▓ █▌
█ we wait for u! ▓▀ ▀▓ ▐██ ▓▌
█ ▄▄ █▓ ▄ ▄ ▐█ ▐█▓ ▓▌
█ ▐█▓▄▄ ▐▓█▄ ████▓ ▐▓ ▐█▓ █▌
█ ▄▄███▀ ▄▓██ ▀▀ ▐▓ ▐█▀ ▓▌
▄█▀█▄ ▄▄▀█▄ ██▄▄█▄ ▐█▓ ▄█▀█▄ ▄▀██▌ ▐█▓ ▐█ ▄█▌
░▐█▓ ▀ ░██▌░▐██ ░█▓▀ ██░░▐██ ░█▓ ▐█▓ ░██ ▀▀ ░▐█▓ ░▄▓ ▐▓ ▄▄▄▄█▓▓▀▀▀ ░
▌ ██▄ ▄▀██▄▄▄█▓▄▀██ █▓▄▄███▄▄██▄▄███▄█▀▓▄ ▄▓▀▐▓▌ ▄▓ ▄▄▄▄▄▐▓▄▄▓▀▀▀▀▀▀
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[.E-MAiL...] [email protected]...... █
[.WWW......] .http://www.oCEANiNE.org... █
[.EF-NET...] .#oCEANiNE................. █
▓
you can't find us! ▒
we find you! ░
...just wait!
░
/team oCEANiNE ▄▄▄▄ ▒
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██ █▓ ▓ thank you! ▐▓▌ ▓▀ ▀█▄ ▄█▓▀ ██ █
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▀▓▄▀▐▓▀ ▀▓▀▀█▓▀▀█▀▀▐█▓ █▓▄█▀▌ ▀▀▀▀ ▀▀ ██▓▀▀▀▄▄▀▀▀▀▀▀█▀▀▀█▀▀ ▀▀
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OdbC . ECLiPSE2k . UnderPl . PoLIsO . SW ▓▀ ▐▓▌ Still lonely.
SiLENCE . PRN . DownLink . APT . ViTE ▓▌ █▓ Still good.
CLASS . FairLight . OXiDE . ROYAL . SHOCK ▀▓▄▓▀ Still oCEANiNE!