Train2Game News Interview with Peter Law Part 2


“My name is Peter Law, and I’m attempting to be an indie game developer.” Part 2

This week Train2Game caught up with Peter Law, the forum favourite that operates under the username: Carwash. He’s helped many other students with their Train2Game related queries and assisted lots of people on their games creation journeys.

Not a lot of people actually know that Peter has been working in the games industry for years, he’s now working on his own projects and has recently released two titles under his independent label, Enigma 23.
This is the second part of the interview, where Peter gives his input into his experiences: Developing, Train2Game and plans for the future.

What is your experience working in the game industry?

Eight years in QA, working at publishers (I really wish I’d gotten to work at an internal QA department for a developer). At ChangYou I was hired as QA, but helped out with almost everything – community management; tech support; PR; game design; IT – I learnt quite a lot here, and made some of my closest friends.

How long have you been studying with T2G and how have you found the process?

I signed up 4 years ago this month, and stopped studying 2 years ago when I started work on SZ. I’ve moved over to v3 though, and just got an extension, so plan on spending the next 12 months to get the C&G qualification.

I went to the T2G game jam last year, and made a pretty damn good game (AstroSim) with my team (Wolfwash), which we’re using as a prototype to turn into a full game – I got really lucky to find some really talented, friendly and easy going team members – friends.

You are a prominent member of the forum, is it a good place to meet other students?

At their height (during my time) the old forums were great, but since the release of v3, they’re now pretty much dead. The new forums, are full of new students (as you’d expect, being new for v3 of the courses), I tend not to go on them very often – too busy making my games and searching for solutions compiler errors.

They are a great resource though, that all students should use – along with the #train2game IRC channel, without it I wouldn’t have met my game jam team.

Can you tell us what you learnt from the Development process?

– First, C# and Unity, I taught myself both of these so that I could make ‘Shh, Zombies’, and have improved both skills a lot since October.
– The art of searching how to implement a game mechanic and searching for solutions to compiler errors.
– Build iOS first, the review process can take anywhere between 7 and n days, with possibly a rejection at the end of it.
– Building multiple platforms at the same time is a pain, switching between them just isn’t efficient and gets you side tracked trying to make everything work on all platforms at all times … pick a lead platform.
– Even though I did it for a living … Test properly, and then test it again.
– Use some versioning software, or cloud storage at the very least. I broke a pretty major part of SZ, a part I hadn’t worked on for over 3 months (that part was “finished”), and couldn’t work out what I’d one or how to fix it. Thanks to dropbox I was just able to roll that script back to a version before I’d started I broke it.
– Put the expected non-game features into your game before release, not having them for release could hurt your launch window. Things like achievements, leaderboards and video recording.
– It’s difficult to get even 69p out of people, but free seems easy (SZ total downloads = 97 in 10 months, MCR total downloads = 430-ish in 10 days).
– Always have somewhere to make notes, for when those ideas/ answers to problems suddenly appear. Evernote is a great note taking app available on mobile and desktop, or ye know, pen and paper.
– The best answers come in the middle of taking a shower.

And from releasing your first solo title?

– Don’t do a massive game.
– Don’t care about how it looks at the start, use placeholder assets.
– Get prototype up and running, with basic game mechanics then iterate on that and add more in one by one.
– Where possible, finish implementing one game mechanic before starting on the next.
– Go to game dev meetups, speak to people about your game, about their games, about game development.
– Go to game industry events.
– Do game jams.
– All the other stuff I’ve spoken about in previous questions.

Where can players find your games?

My games website (new URL pending) has links to all the stores they’re available on:

What are your plans for the future?

Make more games! I started prototyping my third game, a top down racer, at the start of March. Minecart Runner has been more successful than I thought it would be, so I’ll be doing updates on that to try and keep the momentum going. Wolfwash are also wanting to kick back into full gear on AstroSim, so I’ll be doing design, and maybe a bit of development, for that.

I’m also starting to look for some freelance work, and/ or a full time Game Designer/ Unity Developer job.

Enigma23 work and Social media can be found at

Enigma 23 Games site:



Peter Law can be found on Train2Game Winners at

Train2Game News Legends of gaming live


Tickets to London’s biggest gaming extravaganza of the year are now on sale as Upper Street Events and Endemol release the first batch of tickets for Legends of Gaming Live at Alexandra Palace.

Public days are Friday 4th – Sunday 6th September 2015 and tickets are now available for morning (9.00am – 2:30pm) or afternoon sessions (4:00pm – 9:30pm), priced at £21.99 per person per session.

Each ticket allows access to the vast expo hall, which will feature the latest games from some of the biggest names in the industry, in addition to the Legends of Gaming Arena – a 5,000 capacity hall which will feature live competitions, on-stage demonstrations and appearances from some of the UK’s most popular gaming YouTubers.

A very limited number of VIP tickets are also available for each session which, among other things, offer access to a private lounge, a special VIP viewing area and the opportunity to meet and greet some of the YouTubers in attendance. Full details are available on the Legends of Gaming website.

Legends of Gaming Live will feature a number of first UK appearances from some of the year’s hottest games. Exhibitors confirmed so far include GAME, Nintendo, Asus, Konami, 2K Games, Intel, Cooler Master, GT Omega, Mattessons, Emerge and Roto VR.

Legends of Gaming Live is powered by GAME, the UK’s largest videogame retailer.

Details of the trade event will be revealed soon.

Tickets are available now from:

Train2Game News Total War: Warhammer


SEGA of America, Inc. and SEGA Europe, Ltd.  announced a new title from UK videogame studio Creative Assembly; the first in partnership with Games Workshop, creators of the well-own Warhammer Fantasy Battle tabletop wargame and accompanying range of miniatures.

Total War: WARHAMMER for PC, Mac and SteamOS, coming soon.

Now in its 15th year, the award-winning Total War continues to offer a unique combination of huge-scale real-time battles and an addictive turn-based campaign game of statecraft, politics and empire building.

Total War: WARHAMMER will take the series to a realm of grand high fantasy for the very first time in its history. Our rules have changed, and with change comes war on a scale as yet unimagined.

The limitlessly deep and rich universe of Warhammer heralds a new era for Total War. Gigantic monsters, flying creatures, legendary heroes and storms of magical power take their place on the battlefield, alongside thousands of warriors clashing in real-time tactical battles.

In the turn-based campaign game, players will find the Old World an unforgiving and treacherous place, filled with endless war and cunning alliances alike. Whichever race you choose to play as and however you seek conquest, you will be faced with a conflict that threatens to tear the very fabric of reality asunder.

The first in an epic trilogy of titles, Total War: WARHAMMER will deliver hundreds of hours of absorbing gameplay. It will combine with two further standalone instalments and additional content packs to create the single largest Total War experience ever.

“We’ve always loved the Warhammer universe, and couldn’t wait to approach it with the same colossal scale and authenticity that has characterised our titles for the last 15 years,” said Total War: WARHAMMER Project Lead, Ian Roxburgh. “We’re bringing it to life in a way that nobody’s attempted before.”

Watch the announcement trailer, voiced by celebrated actor Steven Berkoff, for just a taste of this forthcoming match made in gaming heaven.

For the latest news about this title and the other Total War games in development, visit

Train2Game News Newzoo predict games industry growth


Newzoo’s upcoming 2015 Global Games Market Report shows that the global games market will jump from $83.6Bn last year to $91.5Bn this year, an increase of 9.4% year-on-year.

At this pace, global revenues will reach $107Bn in 2017. The latest estimates also show that China, with an anticipated growth of +23% this year, could move ahead of the US and become the world’s largest games market by revenues in 2015, one year sooner than previously anticipated. China is expected to outgrow the US as the biggest market by the smallest of margins: $22.2Bn versus $22.0Bn. The Global Games Market Report will be launched on June 8th and include projections toward 2018, as well as the top trends that will define success several years from now.

Newzoo first introduced its Screen Segmentation Model in early 2012 in response to the evolving market and disappearing boundaries in the traditional market segments. With global revenues continuing to grow toward a more equal divide across the four screens, the Screen Segmentation Model is standing the test of time as the primary model for understanding growth opportunities. In terms of screens, the Computer Screen (PC/Mac) with $33.7Bn will take the biggest chunk of the $91.5Bn pie this year: 37%. On a global scale, the Entertainment Screen (TV/Console, VR) is at 27%. Rapidly growing in its share, the Personal Screen (Phones, Smartwatches) takes 23%, leaving 13% for the Floating Screen (Tablets, Handhelds).  The fastest growing segment is the Personal Screen, with a year-on-year growth of +21%. A steep decline in handheld console revenues of -16% will be offset by a +27% increase in tablet revenues, resulting in a healthy +14% overall growth for the Floating Screen.

While VR and smartwatch revenues are still too small to report, Newzoo has included them in the Screen Segmentation Model, with VR categorized in the Entertainment Screen segment and smartwatches in the Personal Screen segment. Google, Sony, Samsung and Facebook are among the many tech giants developing and investing in VR technology. The primary reason for their involvement is the realization that in the long-term, interaction will not always require a screen and augmented reality will become part of the daily lives of consumers. Short- to medium-term VR revenues will be limited and largely cannibalize on current console and PC game spending as a share of game enthusiasts invest in the latest technology and richest experience that VR offers. Smartwatches will be a success but not add significant “new” revenues to the $20.6Bn spent on smartphones this year.

APAC and LATAM Lead in Growth as China Rivals the US
Newzoo estimates total revenues in APAC to increase by 15% in 2015. This is well above the global year-on-year growth of 9% and will bring revenues in APAC to $43.1Bn, nearly equaling the revenues of NAM and EMEA combined. LATAM, while still accounting for only 4% of total global games revenues, is the fastest growing region; revenues in LATAM will reach $4.0Bn this year, up 18% from 2014. The US market will grow by 3% this year and total $22.0Bn. In addition to a stabilized console gaming market, growth in the US continues to be driven by smartphone and tablet game revenues, which will see a healthy year-on-year growth of +15%. While growth in mobile revenues in the US has slowed from a 2013-2014 year-on-year growth of +45%, the US mobile gaming market is in no way saturated as several analyst reports suggest.

Newzoo performs continuous analysis of the global games markets and individual public and non-public company performance. To generate reliable player and revenue data on a global level as well as for the top 130 countries in the world, they combine an array of data sources, including primary consumer research in twenty five countries, quarterly revenues of public companies, transactional data and third-party research.

Train2Game News Minecraft shaping Australia


The South Australian State Government is asking kids to design changes to the state’s national parks using the video game Minecraft.

Upper primary school students will use the internationally acclaimed “sandbox” video game to design their ideal national park from scratch, or to design changes to an existing park.

The winning designs will help guide national park upgrades worth around $10 million.

Minecraft allows players to build constructions out of textured cubes in a pixelated three-dimensional world.

The competition is open to students in years four, five, six and seven in Adelaide and the Adelaide Hills.

“The parks they design as part of this competition might include trails for bushwalking, mountain biking or horse riding, barbecue and picnic areas, public toilets, wheelchair accessible areas, campgrounds, scenic lookouts, adventure playgrounds, interpretive trails, places to launch canoes – or something completely different,” said Sustainability, Environment and Conservation Minister Ian Hunter.

“Whatever they create on the screen needs to be able to be translated into the real world.

“We’d like to see trails and other built features that are creative, practical, usable and sustainable, that complement the natural environment and the plants and animals living in it.”

The winning class will win a government-funded excursion to the Belair National Park.

“They’ll spend the day with a ranger, walking and cycling, playing tennis, enjoying the adventure playground, learning about nature, exploring and having fun, which is something our parks are fantastic for,” said Hunter.

People involved in community, education and tourism organisations will be asked to sift through the entries and deliver their recommendations to the government.

Environment department community consultation officer Georgia Gowing, who came up with the idea, said kids were unlikely to respond to normal consultation methods and that something innovative was required to involve them in the process.

“We’re looking for new ways to get people to talk to us,” she said.

“We’ve got an online survey for the adults, but for the kids, we thought we’d have a go at doing something a bit innovative.

“We want to know what children want from national parks. Do they want more mountain bike trails? Do they want rock-climbing walls? Do they want natural play areas?”

“It’s a really good thing to get kids using (video games) as a positive.

“They do this stuff on a screen and then they get out into a real national park.”

She said the government would be taking all practical suggestions seriously.

“We’re not going to design an entire park around what each kid wants to do, but we’re going to take the elements.”

The competition closes June 12, with the winner announced the following day.

Train2Game News Interview with Peter Law Part 1


“My name is Peter Law, and I’m attempting to be an indie game developer.” Part 1

This week Train2Game caught up with Peter Law, the forum favourite that operates under the username: Carwash. He’s helped many other students with their Train2Game related queries and assisted lots of people on their games creation journeys.

Not a lot of people actually know that Peter has been working in the games industry for years. He’s now working on his own projects and has recently released two titles under his independent label, Enigma 23.
This is the first part of the interview, where we asked Peter about his history with games and what he’s currently working on.

Can you tell us a little about yourself and your love of gaming?

“I probably started gaming on the Atari 2600 (“Light Sixer”), I’ve no idea at what age. I still remember getting the Atari 5200ST one Christmas, which came with around 25 games, Gauntlet; Bomb Jack; Space Harrier and so many more I enjoyed many, many … many hours playing – I wish I still had it. The thrill and enjoyment of coming home with a new Atari game I remember fondly. Another Christmas I got a Super NES and a TV for my room, again many hours spent on Mario All Stars; Mario Kart; Donkey Kong Country et al – thankfully I still have my Super NES and Atari 2600.

It was probably the Super NES that incepted me with games as more than a pastime, then the N64 which progressed me more into the world of gaming – I read so much about the N64 before its release it became somewhat of an obsession. It was PC gaming, the internet and online multiplayer that solidified the desire to work in the games industry.
So I started gaming back when games were hard, back when you had to think, there was no hand holding in games (certainly not to the extreme extent many games have today).

I started off working in the games industry for EA, in their QA department. Since then I’ve worked for SEGA, Microsoft, ChangYou (a fairly big Chinese MMO developer/ publisher) and some non-gaming companies. After 8 years in QA I got the chance to take some time off and do my own thing, teach myself a lot more of C# and Unity, and make some games – that’s what I’ve been doing since October 2014 with Enigma 23.

Over the years, I have always dabbled in creating something, be it websites (HTML and CSS); levels (Hammer – TFC, GtkRadieant – Q3); flash (websites and animations); games (UDK – my own stuff) but they never really got fully completed, it wasn’t until picking up Unity at around version 3.5 that I started to be able to progress and finish a game.

My hobby is my career, and my career is my hobby.

Can you tell us about Shh, Zombies?

“Shh, Zombies originally started out as a companion mobile game to an MMO game idea I had years ago, but as that MMO was never going to get made I turned SZ into its own, full game. Shh, Zombies is a puzzle game where the player must get Jim safely to the exit, they do this by placing waypoints down to complete a path to the exit and then watch the action unfold. There are two types of zombies to avoid: the idle, but ever watching, zombie – if they spot Jim they will give chase. Then there’s the walker, these just walk in a straight line, oblivious to what’s going on around them.

There are 40 levels, set during the day and at night. Night levels offer greater difficulty, as it is night time there are more zombies and lower lighting. Each level has 2 objectives:

1- Complete the level in a set number of moves (par).
2- Collect all the zombie heads.”


And its release?

“As this was my first time publishing a game I decided to launch on the Windows Store (desktop) first, using it as a platform to do a soft release and learn about the process of submitting to a store, iOS and Android were then a fairly easy submission process for me.

I didn’t expect to make anywhere near my money back on SZ, but I expected it to do better than it did – mainly because of friends and colleagues saying they’d buy it when it was released, most didn’t, but very thankful to those who did

I have a blog post that goes into more detail about the release than I’ve got room for here (”

And can you tell us about Minecart Runner? And describe the game?

“’Shh, Zombies’ took me approximately 18 months from start of development to first release, and nearly 2 years until I decided it was “finished”, for my second game I wanted something that wouldn’t take as long, 2 to 3 months. In December I started prototyping an infinite runner, and I forget why exactly now, but started to remember the mine cart levels on Donkey Kong Country, so I took inspiration from that and made ‘Minecart Runner’.

There are 2 modes in the game, a Normal mode, where the cart is on rails and the player must jump over gaps and obstacles, collecting items along the way; and then Krazy Mode, which is procedurally generated, is quite difficult and has “crazy” physics (the cart spins around 360). Krazy mode is how MCR started out and wasn’t supposed to be in the game, but during prototyping quite a few people said to me they’d play that, so I kept it in as an additional mode.
MCR has been out, on iOS, since Friday 17th and has had nearly 400 downloads so far – it’s doing a lot better than I expected. Most people are playing the normal mode at the moment. I released Android a little over a week ago, but it hasn’t been picked up as well on there.”


Why Enigma 23?

“The 23 enigma refers to the belief that most incidents and events are directly connected to the number 23, some modification of the number 23, or a number related to the number 23. Though, this belief isn’t something I personally believe, I do find it interesting and use it as a meta game, hiding 23 where I can.”

How many people in your studio, just yourself?

“Just me, though my wife is a graphic designer, so she helps me out with art when I need it – mainly UI, icons, promo assets etc.”

What are your responsibilities?

“Everything. Game design; coding; UX/ UI design; producer; marketing; PR; community management; testing; even did a bit of 3d work for my first game.”

Who did the artwork?

“For ‘Shh, Zombies’ I had a friend helping me with the UI assets, and he did an awesome job. I did all the 3d work for SZ, using a program called Qubicle. Then my wife has done UI assets, icons and promo assets for both SZ and ‘Minecart Runner’. Other than that I buy game assets from the Unity asset store or Game Dev Market.”

How is it working independently?

“Besides the lack of income? It’s great! Doing what I want and working making games. It is hard though, working at home alone, the main challenges that come with that are not being left alone by my family, and not having someone to work with, discuss ideas with, and get motivation from. To help with motivation I’ve started going to indie developer meetups/ events in my area, which gives a huge boost to motivation – just to be around other developers is a great help.”

You can keep up to date with the company on there social media at


Or the company site

Train2Game News Mad Catz helping create Rock Band 4


Mad Catz Interactive, Inc. announced today an extension of their agreement with Harmonix Music Systems, Inc. to co-publish Rock Band 4, the next generation of the award-winning social and interactive music-gaming platform.

Due for release in 2015 for the PlayStation 4 computer entertainment system and Xbox One, the all-in-one games and entertainment system from Microsoft, Mad Catz will handle global retail sales, promotion and distribution of the Rock Band 4 game and hardware bundles, while Harmonix will handle all digital sales and content. In addition to co-publishing the game, Mad Catz is developing a new generation of Rock Band 4 wireless music game controllers that will give players the chance to rock as the biggest guitarists, bassists, drummers and singers of all time.

Announced in March 2015, Rock Band 4 has been welcomed with universal excitement from gamers and music fans worldwide. Featuring an unrivalled and diverse collection of music across the spectrum of rock, Rock Band 4 will provide gamers with access to over 2,000 compatible tracks via DLC, as well as integrate much of the music they may already own through previous interactions of the franchise*. Already one of the year’s most anticipated games, Rock Band 4 features a host of cutting-edge social and gameplay innovations, as well as a new generation of music game controllers designed to deliver the most authentic band experience ever brought to console.

“Since the announcement of Rock Band 4, we’ve been thrilled by the overwhelmingly positive response of passionate fans and gamers worldwide. The time is right to re-introduce the franchise to the new generation of consoles and our co-publishing agreement is a natural extension of the excellent relationship both companies share in realizing that vision,” said Darren Richardson, President and Chief Executive Officer of Mad Catz.  “We’re excited to extend our agreement with Harmonix, and are confident that Mad Catz’ global sales force, distribution channels and retail marketing expertise will deliver the retail success we believe Rock Band 4 will achieve in 2015 and beyond.”

Daniel Sussman, Product Manager for Harmonix commented, “We’ve been thrilled by the positive response to our announcement earlier this past March. Its proof of what we’ve known all along: music games are alive and well and there’s a huge appetite for a game that can deliver a great experience on guitar, bass, drums and vocals, either solo or as a band. We couldn’t be happier to be working closely with Mad Catz to deliver Rock Band 4 on Xbox One and PlayStation®4 to a worldwide audience this year.”

For more information on Rock Band and Harmonix Music Systems, Inc., visit:

Train2Game News Planet of the apps


Fresh-faced technology show Planet of the Apps, produced by international broadcaster Ginx TV, returns this April for an exclusive season packed with the latest trends for mobile devices and gadgets.

Hosted by technology journalists David McClelland (BBC Rip Off Britain, ITV Good Morning Britain, Computer Weekly), Lucy Hedges (London Live, Rinse FM, Stuff) and presenter Adam Savage (ITN, The First Hour), Planet of the Apps is the essential urban guide to all things mobile, lifting the lid on how smartphones and tablets, apps and accessories are revolutionising our daily lives. Each week the Planet of the Apps team takes a burning tech topic, gets hands-on with the hottest in gaming technology and gadgets, and hears from leading industry experts.

Made by mobile and gadget aficionados for the tech geeks, the brand new season sees the team explore whether the smartphone is killing gaming consoles, marvel at the rise of mobile virtual reality and test out whether wearable tech really can help keep us fit.

Technology and games featuring in this series include the 3DS XL, Sony Xperia Z3 and the PS4 Remote Play, GoPro Hero 4 Black, Google Glasses, Oculus Rift, Hololens, HTC Vive, Galaxy VR and Parrot BeBop drone. Key names in the new series include Dr Jo Twist, CEO of UKIE, and Andy Milnes.

Executive Producer of Planet of the Apps, James Neal said: “Season 4 will see Lucy, David and Adam investigate how the ubiquitous world of mobile tech is influencing mainstream culture. They will be championing the huge growth in crowdsourced projects and the people behind them. Mobile tech is now, quite literally, in the hands of the people and Planet of the Apps will be right there with them.”

The brand new series starts From Tuesday April 21st, 19:00, available  on Virgin Media Channel 286 in the UK and worlwide on Ginx Tv.

Train2Game News Get your game at Develop


Develop:Brighton’s annual search for the next big thing in independent games development is underway as submissions open for its fifth Indie Showcase at

The conference’s free-to-enter Indie Showcase celebrates the very best of indie game development with an exhibition featuring the ten best entries as chosen by a panel of experts, chaired by Assyria Games’ Adam Green.

All 10 finalists receive two free Indie Dev Day conference passes, up to five Expo passes, pre-event publicity and a profile on the event website, plus the opportunity to show off their games to around 1,800 developers and publishers at the event.

Over the past four years, more than 250 indie developers have submitted their games to the judging panel. Alumni winners include critically acclaimed 2013 Editor’s Choice winner, Gunpoint, 2014 Editor’s Choice winner Darklings which has made it into the top-100 grossing games chart on iOS and 2013 People’s Choice winner, That Dragon Cancer.

“The quality of the games submitted to the Develop Indie Showcase last year was nothing short of astounding, and it’s great to see so many previous winners going onto both commercial and critical success,” said Andy Lane, managing director of conference organisers Tandem Events.

“The showcase is now in its fifth year and continues to be a fantastic opportunity for indie developers to get their games in front of publishers, the gaming press and their fellow peers,” added Adam Green, managing director of Assyria Games and chair of the judging panel.

“Last year had a record number of games submitted to the competition and what really stood out were the diversity of the entries; everything from highly polished commercial titles, to deeply artistic emotive personal projects and everything in-between. I can’t wait to see what this year’s selection has to offer!”

Constantin Graf, developer of iOS title SwapQuest and 2014 Indie Showcase winner commented “The first thing I would say is do it! It doesn’t really matter if you’re on a very tight budget, just take your chances, somehow you’ll be able to make it in the end. The other thing I’d say is you shouldn’t just do it for the chance of winning, but for the experience of meeting up with like-minded people that can give you some real insight.”

Submissions for the Develop Indie Showcase are now open and it’s completely free to apply. Applicants wishing to enter must comply with the following rule:

– Studios with no more than 15 people
– Studios – and games – that are non-publisher funded
– Games which are not published by a third party at the time of submission
– Games that have a development budget of less than £1million
– Games that are created in the “indie spirit”
– More information and application forms can be found on the website

The deadline to enter is 11 May and the overall Indie Showcase and People’s Choice winners will be announced to press and delegates at the Develop:Brighton Conference on Thursday 16 July 2015.

Train2Game News UK Top 20 Games – 20.04.15

Mortal Kombat xA new week means new charts and Mortal Kombat X has fought its way to number one, knocking Battlefield Hardline down to number three and GTA V has popped back up to number two. There are no other new games in the charts this week.

All formats

Week ending 18 April 2015

12 WWE 2K15 2K SPORTS 12
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Leisure software charts compiled by Chart Track, (C)2015 UKIE Ltd

These charts cannot be reproduced either in print or online without obtaining permission from Ukie. If you wish to reproduce the charts in print or online, please contact for the appropriate license.