
If you want a step-by-step room-by-room walkthrough with timestamps/screenshots or a speedrun route, say which you prefer and I’ll provide it.
: The game was primarily a technical demonstration for a 96KB competition at the Breakpoint demoparty in 2004. Once the "impossible" feat of squeezing a 3D shooter into 96KB was achieved, the primary goal of the project was fulfilled. Technical Dead End
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