HDTenEightyP/NetNews huggingface dataset:
From: charbonn@virgoq.crd.ge.com (Michael R Charbonneau)
Newsgroups: comp.sys.amiga.games
Subject: Re: Opinions on specific games *WANTED*
Keywords: Games, Opinions
Date: 10 Apr 92 22:43:51 GMT
Organization: General Electric Corporate R&D Center

In article <1992Apr10.202731.7811@javelin.sim.es.com> lhoward@javelin.sim.es.com (Larry Howard) writes:
>I am in the mood for buying Amiga game software, and have narrowed my
>picks down to 14 (really narrowed down huh?).  What I am really
>Here are the games:
>	1.  Reach for the Stars - SSG
>	2.  Panzer Battles - SSG
>	3.  Red Storm Rising - Microprose
>	4.  Centruion: Defender of Rome - EA
>	5.  Stellar Crusade - SSI
>	6.  Action Stations - RAW Entertainment
>	7.  Lord of the Rings - Interplay
>	8.  SimAnt - Maxis
>	9.  SimEarth - Maxis
>	10. Third Reich - Avalon Hill
>	11. Might & Magic III - New World
>	12. Merchant Colony - Merit
>	13. Final Conflict - Merit
>	14. Hoyle's Book of Games I, II, III - Sierra
>


out of the 14 that you list I would say reach for the stars is the best,
and Action Stations is the worst. (for that matter any game by Raw
Entertainment is awful. I've always wondered why they continue to
produce such crap. Their games have poor graphics, usually dont support
the mouse (keyboard only! can you believe it!) and generally are poor
excuses for games.)

I would also suggest that you look into the following

1) harpoon
2) populous 2
3) the perfect general
4) empire

have fun


michael


--
| Michael R. Charbonneau               | It goes on all day long   |
| GE Corporate Research & Development  | Everyone knows everything |
| Artificial Intelligence Laboratory   | No one is ever wrong      |
| Schenectady NY 12345                 | 	until later...     |
Newsgroups: comp.sys.amiga.games
From: roland@turing.acs.virginia.edu (Kevin R. McGrail)
Subject: Re: New Game Kingdoms of England ][ The Vikings
Keywords: New Game.
Organization: The Turing Project, Charlottesville Virginia.
Date: Fri, 17 Apr 1992 18:01:11 GMT

Hey Cool Kingdoms of England II!!!! I loved number one.  I jsut found it
a bit too easy but I love the chords they play in number 1.  Anyway
How much you pay for number II?  And where did you get it from (if mail order)?

-- 
<<<<<<<<<<<<<<<<<<<Cherry Nyquil and Tequila>>>>>>>>>>>>>>>>>>>>
Roland@turing.acs.virginia.edu              AMIGA!      ///
Roland@eddie.ee.vt.edu                                 ///
2788b1@gmuvax2.gmu.edu                            \\\ /// 
 "I am a peek into the future of our Society"      \\X//
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Newsgroups: comp.sys.amiga.games
From: kyp@stsci.edu (Mark Kyprianou)
Subject: Wanted: User created Harpoon Scenarios
Organization: Space Telescope Science Institute
Date: Fri, 10 Apr 1992 12:36:13 GMT

Are there any user created Harpoon Sceanrios available via ftp?  Please
email.



-- 
     Mark        Space Telescope Science Institute, Baltimore, MD 21218
     Kyprianou   Internet: kyp@stsci.edu       UUCP: ...!noao!stsci!kyp
Newsgroups: comp.sys.amiga.games
From: thornt_g@cs.uwa.oz.au (Sebastian Nobwit DeLaBler)
Subject: Need help with Black Crypt - please
Organization: Dept. Computer Science, University of Western Australia.
Date: Thu, 9 Apr 1992 08:49:11 GMT

I am stuck on this seemingly brilliant game. Let me describe
the situation: 
I have below the level with the unseen ones but I have not
dealt with them yet. have encountered a ring of skulls but
can not get past them. I have been in a teleporter that takes
me to a place with four closed doors that I can not open
and a riddle about 4 fountains that I have not solved.
I am in a level where there is a lot of pillars that block
off passages and there are a lot of closed doors that I cannot
open. I have found a button to move one of the pillars, but if
I go in there, I find pits that I cannot get past, and then
I cannot get back out. I have tried throwing every spell and
object that I possess at the ring of skulls, and the pits, all
to no avail. PLEASE PLEASE PLEASE HELP!!!!!!! I BEG ASSISTANCE!!
The game (so far) has amazed me and I desperately want to play
it. Emailing to me would be best, as I can't read this group
particularly often. Thanks in advance.

My Email address: thornt_g@kultarr.cs.uwa.edu.au
From: gmcquary@Ingres.COM (George F. McQuary)
Newsgroups: comp.sys.amiga.games
Subject: Xenophobe for the Amiga?
Date: 9 Apr 92 17:39:19 GMT
Reply-To: gmcquary@Ingres.COM (George F. McQuary)
Organization: Ask Computer Systems Inc., Ingres Division, Alameda CA 94501

Are there any versions (share or pay) of Xenophobe for the Amiga?
(If so, how good/bad are they)

For those that don't remember, Xenophobe was a game based on the 
"Aliens" series of movies...
--
George F. McQuary 
"He is mad, bad and dangerous to know." -Lady Caroline Lamb
Newsgroups: comp.sys.amiga.games
From: entity@cccan.uucp (Cybernetworx)
Subject: Re: Street Fighter II on Amiga???
Organization: CCCAN
Date: Mon, 6 Apr 92 14:00:11 GMT

In article <Paul_Trauth.0b8q@agwbbs.new-orleans.LA.US> Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth) writes:
>
>You include a custom controller, of course. And bump the price of the game
>up a few notches... (a durable six-button controller could be fairly
>expensive!)
>The controller shouldn't be too hard to make; a simple polled design (read
>UDLR button 1, write a bit out to the controller, now those same lines are
>buttons 2-6...) would do it.

Hmm, I don't think I know of any distributors who would go for an idea like
this. (unless they were certain they could sell at least 50,000 units :-) 
It's expensive and difficult (in terms of packaging etc) to include a joystick
with the game.

>And it'd have to come on a LOT of disks to have all those moves... even
>with compression.

Not really.  I can see it fit onto 2-3 disks.  Remember that the actual
graphics will be smaller and less detailed than the one at the arcade.  The
one at the arcade uses > 320x200 resolution.  It's not that the amiga version
the guys would look any crappier, (they wouldn't), but they'd certainly take
up less space than the arcade version.  Graphics should pack down quite a bit.
If you study the game at the arcade note how there's not really THAT many
moves.  Each move has limited frames.  To make it look good, they've added
more frames for certain actions, eg. when standing still Ken & Ryu kinda
bounce up and down, you can see chun-li breathing hard etc.  The one thing I
totally forgot about when I said it could be done in 1 meg chip ram was Sound
Effects!  It'd be extremely difficult to fit that in as well.  I guess if
you've got 2 megs chip ram, then you get the 'yoga fire' and 'sonic boom' :-)

-- 
          __
    __   ///
    \\\ ///               UUCP:   ...uunet!utai!lsuc!becker!cccan!entity
 CYBERNETWORX             INET:   entity@cccan.gts.org
From: jason@edsi.plexus.COM (Jason White)
Newsgroups: comp.sys.amiga.games
Subject: Re: Any games like "OUT OF THIS WORLD"?
Date: 13 Apr 92 23:42:53 GMT
Article-I.D.: edsi.1992Apr13.234253.16800
Organization: Enterprise Data Systems Incorporated, Appleton WI

nin15b53@merrimack.edu (Ed Greenwood) writes:

>I recently played a very interesting game called, "OUT OF THIS WORLD"
>(written by Delphine Software).  Are there any adventure games that are
>similar to this one?  What other adventure games has Delphine Software
>written?  Any comments or suggestions will be appreciated.    

Future Wars
Operation Stealth
-- 
Jason White                 | I am Amiga
jason@edsi.plexus.COM       | hear me roar!
                            |     /
SYSOP of Commodore Kingdom  |   \/
From: Andrew.Morison@f359.n633.z3.fx.cec.edu.au (Andrew Morison)
Newsgroups: comp.sys.amiga.games
Subject: Formula One Grand Prix.
Date: Fri, 10 Apr 1992 21:27:15 +1000

   Hi everyone,
               I have been wondering if anyone had Formula One Grand Prix by
MicroProse and was interested in a competion. The competion would involve
competing by yourself and truthfully printing your results in the area. It
would be a good chance to see if anyone had a better record than myself.

  Hope to here from you soon.
                                 Andrew Morison.


 * Origin: Crazy Diamond Amiga BBS  +61-3-569-8873 (3:633/359@FidoNet)
From: Vic_S_Sohal@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: Mega lo Mania tips??
Date: 9 Apr 92 07:03:15 GMT
Distribution: na
Organization: The Portal System (TM)


Where did you get your copy of MegLoMania? I can't find it anywhere!!

any pointers would be appreciated...


ADVthanksANCE

Vik Sohal
From: rtrevino@leupp.intel.com (Roy Trevino)
Newsgroups: comp.sys.amiga.games
Subject: Lost Treasures of Infocom - screen size patch?
Date: 10 Apr 92 00:18:02 GMT
Organization: Intel Corp, Chandler, AZ


I finally found (and bought) a copy of the Lost Treasures of Infocom.
While I am quite happy about it being hard disk installable, I do have
a small problem with the window used to run most of the adventures.
It's too small! ;(

Has anyone out there patched the interpreter program (zmachine?) to
allow a window larger than the normal 80x24?  The window may be
resized smaller, but it has a max size limit for some reason.

It seems silly to have this restriction, and looks even sillier to
have to run it in this little window when so many more lines are
available.

Thanks for any suggestions!

Roy
--
  --------------------------------------------------------------
  Roy Trevino                                        Intel Corp.
  E-mail: rtrevino@sedona.intel.com          Tel: (602) 554 2816

Newsgroups: comp.sys.amiga.games
From: roland@turing.acs.virginia.edu (Kevin R. McGrail)
Subject: Re: Music in games
Organization: The Turing Project, Charlottesville Virginia.
Date: Tue, 7 Apr 1992 20:57:15 GMT

> The background music in EVERY single game which has it eventually
> drives me crazy.  And I'm sure there are some people that hate it
> right off.  Just think:  games are designed to be played for hours
> and days and weeks and every time you play the same two minutes of
> music will repeat over and over and over and over.  Yes, some
> games have several different songs, but that's analgous to
> always listening to the same album every time you play--an album
> that was chosen by someone else and may not be to your liking.

Actually Origin has made their music concur with events.  In Wing Commander
Ultima and others when you start a battle the music gets kind of a battle
beat to it and gets tenser as you take more damage or gets lighter if your
doing well.  Voctory music also follows on each successful kill.  

Why bother debating... Just get an IBM and an Amiga.  Best of both worlds..

....even tho IBM's are ame they have support.. Hell even Dan Quayle made it 
to Vice President so we cant real judge computers by what the public chooses.

-- 
<<<<<<<<<<<<<<<<<<<Cherry Nyquil and Tequila>>>>>>>>>>>>>>>>>>>>
Roland@turing.acs.virginia.edu              AMIGA!      ///
Roland@eddie.ee.vt.edu                                 ///
2788b1@gmuvax2.gmu.edu                            \\\ /// 
 "I am a peek into the future of our Society"      \\X//
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Newsgroups: comp.sys.amiga.games
From: gvolkema@cis.umassd.edu (Glenn E. Volkema)
Subject: Re: Populous II - Bolts & Scoring (was:Strategies)
Organization: University of Massachusetts Dartmouth
Date: Wed, 8 Apr 1992 16:33:25 GMT

I don't think getting 6 bolts is all that wierd.  If you loose a world
you can still get enough experience to warrent a lightning bolt but you
are only able to place them after a victory.  I'll bet you lost the previous
three or four worlds and stored the lightning bolts until you won a game.

So long and thanks for all the fish...
Glenn
From: aces@mcode.amdahl.com (Jeffrey D. Smith)
Newsgroups: comp.sys.amiga.games
Subject: Re: EOB help
Date: 16 Apr 92 14:48:18 GMT
Reply-To: jds30@amail.amdahl.com
Organization: Amdahl Corporation, Sunnyvale Ca.

In article <57425@cup.portal.com>, sswell@cup.portal.com (Steve - Stockwell) writes:
> I realize that this has been covered before, but could someone please 
> e-mail me with help on finishing Eye of the Beholder?  I can get to
> the end, but have never been able to kill the multi-eyed beastie.  A complete
> walk-thru, and a list of required items and required skills would be
> greatly appriciated!  
There are two ways to kill the beholder.

1. Obtain the wand of silvias and use it to push him into the
spike pit.  You get the wand by saving the life of the king
(providing a dwarven healing potion).

2. Stand in the doorway of the antechamber.  There is a magic
and monster reflector square there.  The beholder cannot get
to you, but you can step towards him and WACK him, then step
back to safety.  Just WACK him until he dies.

Don't try going toe-to-toe with him; he's very fast and powerful.
Magic willl not harm him.

Hope this helps.

>  
>                             Thanks Much,
You're welcome.
From: wchucky@ocf.berkeley.edu (Chuck Woo)
Newsgroups: comp.sys.amiga.audio
Subject: SMUS and DMCS
Date: 11 Apr 1992 00:13:21 GMT
Organization: U. C. Berkeley Open Computing Facility
Distribution: world
NNTP-Posting-Host: lightning.berkeley.edu


just a little question:  how much of the smus format am I missing by using
dmcs?  (which I hardly do, btw...)

just curious...
-- 
===========================================================================///
= Chuck Woo,  cwoo@terapin.com or | Call Terrapin Transit BBS!  8 lines,  ///
= wchucky@web.berkeley.edu        | neat stuff!  (510) 486-1422       \\\///
=======================================================================\XX/
Newsgroups: comp.sys.amiga.audio
From: as666@cleveland.Freenet.Edu (Jonathan Roy)
Subject: MED source code
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)
Date: Wed, 15 Apr 92 07:34:37 GMT


Can someone tell me where to DL or FTP some MED source code? (ie:
For a player...) C source would work the best. 

Thank you! (Please reply in email, I don't read this newsgroup.)

-- 
  |||  Jonathan Roy (The Ninja) Internet: as666@cleveland.freenet.edu
  |||  -- BBS: Darkest Realm - (Down for now) - Public UUCP/Usenet --
 / | \ "...make him want to change his name,take him to the cleaners,
 devastate him, wipe him out, humiliate him." -CHESS   GEnie: J.ROY18
Newsgroups: comp.sys.amiga.audio
From: markb@tplrd.tpl.oz.au (Mark B.)
Subject: Re: MIDI Programs
Organization: Telectronics Pacing Systems
Date: Wed, 8 Apr 1992 23:06:43 GMT

In article <RBRsiB1w164w@bbs.orion.bison.mb.ca> linton@bbs.orion.bison.mb.ca (Michael Linton) writes:
>I'm considering buying some MIDI gear for my A3000.  What I would like to 
>know is:
>1)  How good is KCS?
>2)  How good is P&P Pro?

[stuff deleted]
I'd be intereested to hear any replies any of the posted questions.

Ta,

Mark.
-- 
<\\\   I can't stand it anymore.......                     <'\         
 >>>>=======================================================>->        
<///                     ......markb@tplrd.tpl.oz.au       <,/
From: FisKer@cup.portal.com (Scott M Martin)
Newsgroups: comp.sys.amiga.audio
Subject: Re: FutureSound digitizer
Date: Mon, 13 Apr 92 15:05:22 PDT
Organization: The Portal System (TM)
Distribution: usa


I also have the Futuresound digitizer for my A1000. I use Audiomaster II
to grab my samples.
Newsgroups: comp.sys.amiga.audio
From: pkm@occrsh.att.com (Pat_Moore(6815))
Subject: Re: Miracle Keyboard
Organization: AT&T Network Systems
Date: Wed, 15 Apr 92 20:04:20 GMT

Barry_Fence@mindlink.bc.ca (Barry Fence) writes:
> Has anyone here had any experience with the Miracle Keyboard System for the
> Amiga? (I hear the there are also versions for the Mac, IBM and Nintendo.) I
> would be interested in any feedback about the above.
> Barry

Barry,
	I bought one last Christmas for my daughter (and myself).  We love it.
It is everything we hoped it would be.  After the 1st 10 minutes my daughter, 
who had never played the piano, was playing cords with the left hand and 
melody with her right at the same time!  (maybe am boastin abit, okay 30 minutes

anyway, the software is great, the keyboard is good and the installation was a
breeze!  If you have any particular questions, just drop me a line.

			Pat...
From: ccjy@bristol.ac.uk (APATHY=)
Newsgroups: comp.sys.amiga.audio
Subject: Re: MOD newsgroup debate: PLEASE READ!
Date: 16 Apr 92 14:09:22 GMT
Organization: University of Bristol, England

In article <1992Apr16.091116.9445@srd.bt.co.uk> jhawes@everest.srd.bt.co.uk writes:
>From article , by stimpsn@bbs.orion.bison.mb.ca (Gary Stimpson):
>> ccjy@bristol.ac.uk (APATHY=) writes:
>>  
>> <some deleted>
>>  
>>> I don't want to argue with my own group members.......BUT =8*)
>>> What is the point of having a storage of MODS from usenet if the main point
>>> of setting this up was that there were people who couldn't use ftp in the
>>> first place???!!
>>  
>> Some people don't have access to FTP.  I don't..
>>  
>> Gary
>
>Yes! there are lots of us here who don't have ftp access !
>
>Don't leave us out in the cold just because you do !


AAAAAAARRRRGGGGGGHHHHHHH
Will you please read what i am saying instead of shouting at me.
this is it.
MODS are on the net available for ftp.
So we take the mods and put them on usenet for those people who don't have ftp.
Now what Reverb suggested was that we take an archive of the usenet group
and stick it on the net again.!!!!!

Read between the lines fools.
Thank god for easter

My friends

U4ia...knows there are people out there without ftp.  I just can't see the point
       in doubling up the files!!!!
       You know i make sense.
From: jason@edsi.plexus.COM (Jason White)
Newsgroups: comp.sys.amiga.audio
Subject: Re: A New Newsgroup for MODS
Date: 13 Apr 92 01:34:52 GMT
Article-I.D.: edsi.1992Apr13.013452.5802
Organization: Enterprise Data Systems Incorporated, Appleton WI

moon!cyberden!system@well.sf.ca.us writes:

>It should NOT be an amiga specific thang here folks...

>Something more like comp.mods is in order.... MODs can be created
>and played on PC's and Atari's too... 
>Perhaps comp.binaries.music is more in order...
><X>

>__________________________________________________________________________
>   |       /         |\
>   | H E   \ Y B E R |/ E N       [ moon!cyberden!system@well.sf.ca.us ]
No, comp.binaries.music would imply .ROL and such files as well.

We have to decide just what types of MODs we will accept. I say 

SoundTracker
NoiseTracker
MED
OctaMED
Protracker

But since some MODs are incompatible with others, they have to say 
what programs that are for use with.

-- 
Jason White                 | I am Amiga
jason@edsi.plexus.COM       | hear me roar!
                            |     /
SYSOP of Commodore Kingdom  |   \/
From: BGT101@psuvm.psu.edu (Blaise Tarr)
Newsgroups: comp.sys.amiga.audio
Subject: Re: MIDI file format(s)
Date: 15 Apr 92 04:05:55 GMT
Organization: Penn State University

In article <1992Apr14.220120.3377@ecst.csuchico.edu>, bubblz@ecst.csuchico.edu
(Boy Wonder) says:
>
>Does anyone have the MIDI file format(s) lying around anywhere?
>If so, could you bounce a copy to me?  I'd be gratefull.

Could you mail it to me too?  I would like to write a midi2mod program, but
I can't seem to find the MIDI file format anywhere.

thankyouverymuch

       ///  Blaise Tarr
      ///
  \\\///    BGT101@psuvm.psu.edu     "Typically, the subject being copied
   \XX/     tarr@cs.psu.edu           is terminated."   -CSM 101
From: jhsa@cc.tut.fi (Janne Salmij{rvi)
Newsgroups: comp.sys.amiga.audio
Subject: Re: Looking for NON-trackers...
Date: 15 Apr 92 09:55:45 GMT
Organization: Tampere University of Technology, Finland


In <aui7iB4w164w@lakes.trenton.sc.us> rock@lakes.trenton.sc.us (Rockerboy) writes:

>Future Composer for the Amiga?  If it is anything like the 64 version, I 
>would certainly call it a tracker...

I've never seen the C64 version. Anyway you could call FC a tracker, but it's
still quite different from ST/NT/PT. The blocks are 32 lines long and you put
the notes in the same style as in (S|N|T)P. So far I haven't seen for amiga
a musiceditor that let's you determine the length of notes in some other way.
e.g. C-4 1,4 ; where 1 is the instr# and 4 is the length of the note, like it
was in some C64 editors (this takes less mem than the usual way of having
blank spaces where new not is not played). 

I advice to check it out to see if suits for your purposes. But the only way
to get editor that 101% fits to your needs is to write your own editor.
-- 
- You can hear the sound of two hands clapping. + Janne Salmij{rvi
- Now how does one hand sound ? 	        + jhsa@cc.tut.fi
--                                              + jhsa@ee.tut.fi
From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
Newsgroups: comp.sys.amiga.audio
Subject: Re: Looking for NON-trackers...
Date: 9 Apr 92 04:39:26 GMT
Organization: The Amiga GateWay BBS * New Orleans, La.

In a message dated Wed  8 Apr 92 20:54, Kdmiller@m37-332-4.mit.edu (kenneth
wrote:
 K> In article <920408.005449.CDT.C503719@UMCVMB.MISSOURI.EDU>
 K> C503719@UMCVMB.MISSOURI.EDU (Baird McIntosh) writes:
>In Message-ID: <Paul_Trauth.0bkg@agwbbs.new-orleans.LA.US>
>          Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth) said:
>|What I'd *really* like to find, but am afraid i'm probably going to have
to
>|code myself, is a player that'll let me do stuff like this:
>|voice 0 sequence: patt 0 patt 2 patt 2 patt 7 ...
>|voice 1 sequence: patt 1 patt 5 patt 6 patt 1 ...
>|voice 2 sequence: patt 9 patt 9 patt 9 patt 9 ...
>|voice 3 sequence: patt 8 patt A patt B patt B ...
>|where each pattern is for -one voice only-.
>
>I suggested this to Teijo (MED) Kinnunen, but I don't guess he's added
that
>feature yet.  For that matter, he may not have received my suggestion.
>Anyway, you'll have to write it yourself most likely.  As I say, it's a
>feature I've thought about, but never seen a program that does it.  It
would
>be Tracker-incompatible, of course.
 K> SoundTracker 2.6  (st206.dms on ab20...only for three weeks, though,
 K> *Sob!*)
 K> does this same exact thing.  And yep, it's incompatible ;)
after your mail on st2.6 i said "cool!" and dled it.
BLEAH. ICK. ACK. ECCH.
ok, so it -does- have independent sequencing for each voice. But that's IT.
Otherwise, it's a throwback to the earliest Soundtrackers. I guess i've
been spoiled by Protracker's almost-a-real-interface... but, i mean, you
can't even select instruments with the keypad... you have to click on the
up/dn arrow gadgets... ick.
The final straw was when, in my testing, it crashed when i tried to load in
a few of my favorite instruments to write a test song.
Haven't loaded it up since.

Yep. I'm definitely gonna have to write my own now.

-- Via DLG Pro v0.991

- be zorch, daddi-o --------------- paul (raccoon) trauth ----------------
--------------------------------------------------------------------------
Internet -> paul_trauth@agwbbs.new-orleans.LA.US        \\\///\\\///\\\
Usenet   -> rex!agwbbs!paul_trauth                      \\\///\\\///\\\
--------------------------------------------------------------------------
  "eagles may fly, but a weasel will never get sucked into a jet engine"
Newsgroups: comp.sys.amiga.audio
From: consp11@bingsuns.cc.binghamton.edu (Brett Kessler)
Subject: MultiPlayer v1.17 FIXED!
Followup-To: comp.sys.amiga.audio
Summary: Change one byte....
Keywords: MultiPlayer MOD GMOD Bug Fix
Organization: State University of New York at Binghamton
Date: Tue, 14 Apr 1992 16:49:20 GMT

After posting a message regarding getting MultiPlayer to work under KS
1.2, I got a message on how to fix it from Bryan Ford.  You'll need a
program such as NewZap (or any binary editor) to do this, but the
program works under KS 1.2 when you're done.

Change the byte at offset $6F from $22 to $20.  I don't know for sure,
but what this probably does is change the lowest version number of one
of the libraries Player tries to open.

+------///-+                       BRETT L. KESSLER
|     ///  | consp11@bingsuns.cc.binghamton.edu           Binghamton State
| \\\///   | OR bkessler@cup.portal.com            Sr. Computer Consultant
+--\XX/----+            "WELL, WHATEVER, NEVERMIND" - Nirvana
Newsgroups: comp.sys.amiga.audio