HDTenEightyP/NetNews huggingface dataset:
From: summ50@cse.unl.edu
Newsgroups: comp.sys.amiga.games
Subject: Re: Indy 500
Date: 29 Jul 92 16:24:19 GMT
Organization: University of Nebraska - Lincoln

aedwards@saf2 (A1C Aaron Edwards) writes:

>Blair_Ranger@telepro.UUCP (Blair Ranger) writes:
>: I have finally managed to grab pole position today.  I have just went 144
>: laps in first position and for some strange reason (I watched the replay a
>: number of times) I spun out on the way to the pits.  Has anyone ever
>: finished a 200 lapper?
>: 
>: -- Via DLG Pro v0.992


>I've only finished a 60 lapper, but that was in 1st.  I'm turning 133 mph
>average laps (top speed around 141) with a qualifying speed of 131.96 in
>a Penske team car.  I've never been able to get the other team cars to perform
>like the Penske.  I'm always toasting the engine or transmission.  What are 
>some other high qualifying speeds out there?  I don't have any competition 
>from my friends, so I need some goals to work for. 


I have only finished the 30 lapper (in first), and have not been adventurous
enough to go for 60 or 200 laps!  My roommate and I enjoy starting a 10 lap
race in last place, come to a complete stop, then win the race.  It actually
took quite a while before I won, usually ended up in the top 5, but I finally
did.

The Penske is my choice for racing, but for top qualifying speed, the Buick
has been the best for me.  

We also had a little contest for a few weeks to see who could turn the fastest
lap during qualifying.  My best lap was 
		
		240.70 mph      37.39 seconds

in the Buick set up for maximum speed.  It took quite a while to learn to
control the thing, and I never completed more than 3 laps before my tires
gave out (yes, I had hard tires where appropriate :)), and found the best
lap usually occurred on lap 2.

So, there you go, a few goals to reach.  Don't give up...  at one point, we
thought 230 mph was an impossibly fast lap!!!  It took a few weeks to get up
over 240!!!!


                                                                   __
/-----------------------------+---------------+-------------------///-------\  
|    ___  __   ___  __   __   |               | Multitasking __  ///        |
|   |    |  | |    |__   __|  |  Unsafe at    | my life      \\\///  Amiga  |
|   |___ |__| |     __| |__|  |  any speed... | away !!!      \XX/   3000   |
|-----------------------------+---------------+-----------------------------| 
|    Eric Elliott      meiderelli@engvms.unl.edu      summ50@cse.unl.edu    |
\---------------------------- GEnie: E.ELLIOTT7 ----------------------------/

--

                                                                   __
/-----------------------------+---------------+-------------------///-------\  
|    ___  __   ___  __   __   |               | Multitasking __  ///        |
From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
Newsgroups: comp.sys.amiga.games
Subject: Re: Paradroid '90 - help please
Date: 26 Jul 92 22:06:47 GMT
Organization: The Amiga GateWay BBS * New Orleans, La.

In a message dated Fri 24 Jul 92  8:24, Gbradley@uks197.berkeley.edu (gary 
wrote:
 G>   The recent post on Paradroid 90 made me remember a problem I have
 G> had
 G> for years with this excellent game. How do I finish a ship? I have
 G> destroyed all the robots on all the decks and don't know what to do to
 G> finish the level. Also what are the little green circle things that
 G> can
 G> be shot?? Do I need to shoot these? Please help as I LOVE this game!!

You finish a ship by killing all the robots on the ship, then going to a
teleport square. Zap, next ship. If you don't know what a teleport square
is - start the game - look at the square you come in on. That's a teleport
square. They show up on the map, too...
The little green circle things show the alert status of the ship. The
faster you kill things, the higher the alert goes. When you finish the
ship, you get a bonus for how psychotic you were, based on the alert
status.

I kinda still prefer the original C64 Paradroid in some respects. There was
a much wider variety of robots; the pictures on the info pages looked
better, too, IMHO. And the 'remote terminal' feel was achieved so well in
the original...

-- Via DLG Pro v0.992

- 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"
From: beust@rhea.inria.fr (Cedric Beust)
Newsgroups: comp.sys.amiga.games
Subject: Re: TETRIS strategies wanted
Date: 31 Jul 92 07:41:00 GMT
Organization: University of Nice Sophia-Antipolis, France

In article <1992Jul30.082433.14523@lri.fr>, jpr@sun4.lri.fr (Jean-Pierre Riviere) writes:
>Absolutely. I don't know for Wintris, but I spoke for Tetrix.
>You got it weel. If I do several lines in a throw (the more the better), then,
>in duel mode, the other player gets his stack push up by several lines
>(randomly
>filled) at the top of it! Great fun, real entertainment!

	I don't remember the name (Twintris?) but I played once a Tetris
	on Amiga that would act differently in two-player mode. If you
	fill one line, nothing happens. If you fill two lines, he get
	a penalty line. If you fill three lines, his controls become
	inversed. Etc... (I don't remember all the rest).

	Funny as well...

+------------------------------------------------------------------------+
| Cedric BEUST                                     University of Nice    |
| INET: beust@avahi.inria.fr                       $whoami               |
| UUCP: llaor.unice.fr!arkonis!beust               god (personal alias)  |
|    //      -- "To be, or not to be...",                                |
| \\// Only    That is illogical, captain!         f U cn rd dis         |
|  \/ Amiga!                 -- Spock              U mst uz Unix         |
+------------------------------------------------------------------------+
From: TomK@cup.portal.com (Tom R Krotchko)
Newsgroups: comp.sys.amiga.games
Subject: Re: SimEarth?
Date: Tue, 28 Jul 92 18:34:12 PDT
Organization: The Portal System (TM)
  <skeksis.03oa@pdrome.UUCP> <62953@cup.portal.com>
  <152bs2INNrhi@agate.berkeley.edu>

No review of it yet. The game is big, and complex.

A few things to note: the hi-res version is beautifully done, but is
a tad on the slow side on my 2500/20.

It uses "look up the word" type protection.

The low res version is ugly compared to the hi res version.

The manual is 220 pages long.

It is a complex simulation; it is *not* a game in the same sense that
Simcity is not a game (even more so, if you get my drift).

Its multitasking as I type this. Gotta figure it out...

TomK@cup.portal.com (Tom R Krotchko)
sun!portal!cup.Portal.com!Tomk
Newsgroups: comp.sys.amiga.games
From: bath@hunnas.ozy.dec.com (David Bath)
Subject: Re: FDuel FUp
Reply-To: bath@ozrock.enet.dec.com
Organization: Digital Equipment Corporation
Date: Mon, 27 Jul 1992 10:32:55 GMT

>>	Secondly, when the program loads and it get to the protection bit it is
>>screwed up and I can hardly read it. This means that it usually take 3 or 4
>>tries before I get lucky and pick the correct word.

Yep, the password box is unreadable on a PAL machine.

>>	Thirdly when I do actually get past the copy protection and I get onto
>>the carrier deck the bloody thing will not respond to the joystick and all I >>do is fly straight off the end of the deck and into the drink.  This may be
>>realistic but it soon looses its appeal.

I had the same problem.  Turns out (I don't know why) that if you run in
PAL mode, FD gets confused about what sort of joystick you have.  At that
stage I had a digital stick (the most common for Amigas) and FD was convinced
I had an analog stick.

You can confirm this with a simple test.... to get the crosshairs up on the
display, you're supposed to press the fire button while holding down a mouse
button (the left one I think, but I can't remember right now).  If you have
a digital stick, and it thinks you have an analog stick, you'll find that
rather than pressing the fire button, you need to give the stick a 'left flick'
to get the crosshairs up (again while holding down the mouse button).

Setting my machine into NTSC mode before running solved both of these
problems.  This of course assumes you have a machine that supports NTSC and PAL.

I've since moved to an analogue stick, and it's much easier to fly.
From: ulf@goliat.dc.luth.se (Ulf Ruthberg)
Newsgroups: comp.sys.amiga.games
Subject: Re: Monkey II Help needed
Date: 30 Jul 92 14:11:09 GMT
X-Newsreader: Tin 1.1 PL3

Jean-Guy_Speton@tvbbs.wimsey.bc.ca (Jean-Guy Speton) writes:
: I have LeChuck's spit, hit undies, and the bone.  Where do I get a part of
: his head for the juju bag?  Also, do the gloves, syringe, balloon and
: helium have any special purpose?  Thanks to anyone with hints.
: 
: -- Via DLG Pro v0.995

Shave him with a clean cut, youll need the gloves, ballon and helium for that.
--
   ===================  Boring signature follows  ==========================
       Ulf Ruthberg, ulf@dc.luth.se, {uunet,mcsun}!sunic!dc.luth.se!ulf
               Computer Service Center, Lule} University.
   ====I'd rather have a bottle in front of me, than a frontal lobotomy.====
Newsgroups: comp.sys.amiga.games
From: alangton@laurel.ocs.mq.edu.au (Andrew Langton)
Subject: Paradroid '90
Organization: Macquarie University, Australia 
Date: Fri, 24 Jul 1992 08:31:29 GMT

I would like to know if there is a way of saving/loading games on Paradroid 90. 
I though there wasn't, but when I was scanning through the disk, I saw a string
of text saying "Please insert your <some garbage> disk in drive DF0:".  I tried
everything to get it up, but couldn't.  How is this done?

Andrew

-- 
"That you have lived as you have lived for centuries is no licence for this
cruelty. All here are now judged, and all are found wanting. ... You who
would take pleasure from the death and dishonour of others, see then how
well you face destruction!" - Milamber, "Magician"
From: dchristo@zaphod.axion.bt.co.uk (David Christoffersen)
Newsgroups: comp.sys.amiga.games
Subject: Re: Immortal help
Date: 27 Jul 92 08:18:56 GMT
Reply-To: dchristo@zaphod.axion.bt.co.uk
Organization: British Telecom Labs

From article <l70j77INNf23@aludra.usc.edu>, by joshuali@usc.edu
(Joshua Ling), writes :

> How do you get by the three circles at the end of level 2?
> 
> -joshuali@usc.edu

Oooh, does this mean you can get the immortal for the amiga? I`ve
looked in mags for it but cannot see it advertised mail order.. is it
the same as the mega drive version???


Cheers,


Dave



Dave "The Rave" Christoffersen          Email: dchristo@elephant.axion.bt.co.uk

BT Laboratories Martlesham Heath        "We're on an express elevator to
IPSWICH UK                               hell goin' down!" - Hudson, Aliens
From: gbradley@uks197.Berkeley.EDU (Gary Bradley)
Newsgroups: comp.sys.amiga.games
Subject: Paradroid '90 - help please
Date: 24 Jul 92 11:30:15 GMT
Reply-To: gbradley@uks197.Berkeley.EDU (Gary Bradley)


  The recent post on Paradroid 90 made me remember a problem I have had
for years with this excellent game. How do I finish a ship? I have
destroyed all the robots on all the decks and don't know what to do to
finish the level. Also what are the little green circle things that can
be shot?? Do I need to shoot these? Please help as I LOVE this game!!

+---------------------+------------------------------------------+
| Gary Bradley        |   "You receive a love letter from me and |
| ORACLE Corp, UK     |                  you're f*cked forever!" |
| Edinburgh, SCOTLAND |        - Frank Booth ("Blue Velvet")     |
+---------------------+------------------------------------------+
| "God damn the censor man"                                      |
+----------------------------------------------------------------+
From: yurick@vaxr.llnl.gov
Newsgroups: comp.sys.amiga.games
Subject: Re: Have you noticed this about Monkey Island 2?
Date: 20 Jul 92 01:19:20 GMT
Organization: LLNL_LIS

In article <1992Jul15.223105.1@vaxr.llnl.gov>, yurick@vaxr.llnl.gov writes:
> I have a question for all of you MI2 fans!
> I've seen a lot of questions concerning Parts 1,2 and 4...but no one has asked
> for hints on part 3.  Is part 3 real easy?  I've JUST gotten the 4th MAP piece,
> in part 2, so I haven't ventured into part 3 yet (but it's high on my priority,
> tomorrow).  I was just curious.  I wasn't looking for any hints.

I'm going to answer my own question...
I didn't think part 3 was that bad at all.  In fact, it was probably the
shortest and fastest parts for me.  I think that part 2 was the hardest of them
all.  (I not only got to part 3, but I finished the game within a short period
of time, once I got there). 

Now what can I do until Monkey Island 3 comes out????

Joe
-- 
*****************************************************************************
*  Joe Yurick         California U.S.A.       E-Mail : yurick@vaxr.llnl.gov *
*** My thoughts & views are rarely my own, much less that of my employer! ***
*****************************************************************************
               I think, therefore I am...an Amiga owner!
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Zork I
Date: 31 Jul 92 01:37:54 GMT
Reply-To: djohnson@ucsd.edu (Darin Johnson)
Organization: =CSE Dept., U.C. San Diego

Is there a zork I (or dungeon) walkthru?  I've never done this, and I
don't have the temperament for most adventures.
-- 
Darin Johnson
djohnson@ucsd.edu
  - I'm not a well adjusted person, but I play one on the net.
Newsgroups: comp.sys.amiga.games
From: Roberto@sunsci.cern.ch (Roberto Divia CERN-ECP/DS +41 22 767 4994)
Subject: Re: Formula One GP wing and brake settings
Keywords: wing, brake, gears
Organization: CERN - European Laboratory for Particle Physics
Date: Wed, 22 Jul 1992 06:59:35 GMT

[Scott Walker asking settings for beating records on some circuits]

Well, it's not only a question of setup. It's also a function of:

	o your level (high levels means more control -> better timings)
	o your car
	o your driving style
	o your luck

Try to go in practice and improve your times. But always with your car!

*** 2 SPOILERS FOLLOW ***




















[1] In Interlagos there is a certain turn where the computer says "slow down",
the eyes say "slow down" and the brain says "slow down". If instead you
speed up, you take the turn - and the following bit - *much* faster then
the expected. I don't think it's a bug. It's just another way of taking
that turn. Try.

[2] For good results in 100% race (the only one where records count), go in
indestructible mode (F4), turn the car THE OTHER WAY AROUND and start travelling
hitting all the other cars. In a couple of laps you'll be the only one on the
track. Go in accelerated mode just before the end (~ 12 laps to the arrival),
change the tires to D and make your record lap!
-- 
|   Roberto Divia`      | Love at  first sight  is one of the greatest |
|   =============       | labor-saving devices the world has ever seen |
|  CERN :  European Laboratory for Particle Physics,  1211  Geneva  23 |
|  Switzerland (CH)                                                    |
From: slbfn@cc.usu.edu
Newsgroups: comp.sys.amiga.games
Subject: WANTED:  ROAD BLASTERS FOR AMIGA (or something remotely simular)
Date: 30 Jul 92 11:18:47 MDT
Organization: Utah State University



  You guys all know of the semi-old, but GREAT Atari arcade game entitled
  "Road Blasters", right?

  If not, it is a "car game", but instead of just racing through (like Out
  Run) you also shoot other cars, dodge mines, and catch special weapons 
  from a plane.

  I love this game so much I almost bought the arcade.

  My question is:  Is there a Road Blasters "clone" available for the Amiga?
                   Is it any good?

  Thanks!

___        ___     __          
 |          |     |  `        | Amiga  3000-16/40 | Utah  State  University
 | RAVIS    | OE  |    ARTER  |                   |  Computer  Engineering
 `        `-'     `--'        | slbfn@cc.usu.edu  |     4.7 YEARS LEFT
From: pilgrim@daimi.aau.dk (Jakob G}rdsted)
Newsgroups: comp.sys.amiga.games
Subject: Re: Anyone wanna sell me the original GHOSTBUSTERS game?
Date: 24 Jul 92 00:15:58 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

bsercomb@neumann.une.edu.au (B Sercombe) writes:

>you remember, the one with the waggly tail... nope, sorry.

>the one where you have to drive around town and bust ghosts, avoid the stomping
>marshmellowman and finally cross the streams at ZUUL, have progressive money
>accounts etc?

Are you sure this is for the Amiga? I have only seen it on the C64.
>TIA,
>Brad.
--
      Jakob Gaardsted           | Disclaimer: Dis Claimer was constructed  ___
  Computer Science Department   | using tissue from cruel animals. Any    /...\
University of Aarhus, Jylland(!)| damage caused directly or indirectly   | ___ |
    pilgrim@daimi.aau.dk        | through misuse of it is tax-deductible. \___/
Newsgroups: comp.sys.amiga.games
Subject: Re: SIMCITY HINTS & TIPS (SUMMARY)
From: SPIDER-II@BEIZ.mediatex.ch (071212952: FD SG 5 TM)
Date: 26 Jul 1992 13:54:58 CET
Organization: MEDIAtex AG, CH-8807 Freienbach/SZ

IF you build a Residental or a Kommerzai
l-Zone in near of water, then you have
a very-very-very good tower !!!

You see it !












|B                                    B|
|E           CH: VTX *3600#           E|
|I           D:  BTX *28881#          I|
|Z                                    Z|
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
From: eachus@Dr_No.mitre.org (Robert I. Eachus)
Subject: Re: Reach For The Stars
Organization: The Mitre Corp., Bedford, MA.
	<1b602ecc.ARN21bd@prolix.pub.uu.oz.au>
	<1992Jul23.223427.7489@trl.oz.au>
Date: Fri, 24 Jul 1992 22:39:54 GMT


     My kids and I just finished a game with Advanced Scenario
and Enhanced Veterans (but just one).  The EVs seem to go after
players one at a time, so co-operation is essential.  Unfortunately
there is a bug in the games scoring...  At teh end of the game the EV
had a fleet of 400+ transports floating around with little defense
(about 6 Mark 3's and one or two ones and twos).  The whole fleet
showed up at the planet my son had just taken, and he gained three
thousand+ VPs and the immediate win.  If the EV had run in to the
similar fleet at the planet I had just taken the result would have
been reversed.

    I've tried the variable VP's stuff, but that has serious flaws.
(Choose a weight of 4 for development and you will often be declared
the winner immediately.)  Do any of you Aussies know the authors, and
whether it might be possible to get a new release of the game?  Fix
about a dozen bugs, double the size of the playfield, and it would be
a hell of a game.  Right now we save frequently to RAD: and hope the
machine doesn't crash back to Kickstart...The game mentioned above
took about 4 days, and we just started another.
--

					Robert I. Eachus

with STANDARD_DISCLAIMER;
use  STANDARD_DISCLAIMER;
function MESSAGE (TEXT: in CLEVER_IDEAS) return BETTER_IDEAS is...
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Megafortress
Keywords: megafortress
Date: 24 Jul 92 09:21:10 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <fischers.711913778@hphalle4> fischers@Informatik.TU-Muenchen.DE (Samuel Fischer) writes:
>Today I saw a new simulation called 'Megafortress'. It seems to be quite
> interesting. Does anybody know anything about it??
>
>bye,
>sammy
>-----
>
   Well, I think it is some sort of flight simulator.  My friend has it
for his IBM and he says it's really good.  The Amiga version doesn't seem
too shabby...
 _____________________________________________________________________
(                              (                                      ) 
 )  Ralph A. Barbagallo III     ) Co-Editor of                       (   
(         -----                (                M I N D  S T O R M    )     
 ) nugget@genesis.nred.ma.us    )                                    (   
(                              (  THE Newsletter for high-end gamers! )  
 ---------------------------------------------------------------------
 MindStorm-9474 Fallson Ct., Blue Ash, OH  45242   (ed. Aaron Buckner)
From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
Newsgroups: comp.sys.amiga.games
Subject: Re: Zak McKracken -- I'm stuck
Distribution: world
Date: 21 Jul 92 12:33:40 CST
Organization: The Amiga GateWay BBS * New Orleans, La.

In a message dated Tue 21 Jul 92  6:01, Dododge@wam.umd.edu (david O. Dodge
wrote:
 DOD> I don't have a spacesuit. I tried putting on the oxygen tank and
 DOD> wetsuit
 DOD> but Zak died when he went outside the Face. Is there a spacesuit
 DOD> somewhere
 DOD> to be found on Mars? on Earth?
ok, spoilers ahead. graded ones at that...

***Hint***
You're close - the tank and wetsuit ARE part of the homebrew spacesuit Zak
has to make. But you need a helmet, too.

***Better Hint***
It's in the room you start in

***Another Hint***
Sushi's fishbowl will do nicely. But it's not airtight. What would MacGyver
do in a situation like this?

***Horrible Nasty Spoiler***
Use the duct tape on the fishbowl, this will create an airtight seal.

-- Via DLG Pro v0.992

- 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"
Xref: sparky comp.sys.amiga.games:10654 comp.sys.ibm.pc.games:7205 rec.games.misc:16272
From: mikem@travis.csd.harris.com (Mike McCole)
Newsgroups: comp.sys.amiga.games,comp.sys.ibm.pc.games,rec.games.misc
Subject: Game port extension cable needed
Date: 21 Jul 92 23:40:18 GMT
Followup-To: comp.sys.amiga.games
Organization: Harris Computer Systems Division, Fort Lauderdale, FL


Does anyone out there know where to obtain a PC game port (joystick port)
extension cable?  I have never even heard of one my own self.  I need a eight
or ten foot cable. 

  Mike

__
  mikem@travis.ssd.csd.harris.com  Mike McCole  305-973-5466
  2101 W. Cypress Creek Road  Ft. Lauderdale FL 33309 MS 143
  All opinions expressed are mine, not Harris Corporations.
Newsgroups: comp.sys.amiga.games,alt.sys.amiga.demos
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: DUNE
Organization: York University, Toronto, Canada
Date: Sat, 25 Jul 1992 02:01:01 GMT

Someone has ever mentioned Dune for Amiga is better than the IBM
version? Can the guy tell me some more information about this? (eg.
graphics, sound, speed...)
Newsgroups: comp.sys.amiga.games
From: ins750t@aurora.cc.monash.edu.au (Jim Giannakis)
Subject: BC - Defeating Estoroth!!!!
Organization: Monash University
X-Newsreader: Tin 1.1 PL4
Date: Tue, 28 Jul 1992 06:52:48 GMT

How do I go about killing off Esterorth. I have all 4 artefacts and seem to be 
next to useless in attempting to kill him!

Any suggestions????


	Jim
Newsgroups: comp.sys.amiga.games
From: scweddel@nyx.cs.du.edu (scott weddel)
Subject: Thrust Master Inc.
Keywords: joystick
Organization: University of Denver, Dept. of Math & Comp. Sci.
Distribution: usa
Date: Wed, 29 Jul 92 20:07:35 GMT


I was admiring the Thrust Master joystick the other day at a software
store.  Does Thrust Master Inc. make this stick for the Amiga in addition
to the ibm?

Scott Weddel   strider   Apple /// aficionado   eeidscw@engvms.unl.edu
                         ^^^^ Amiga too! ^^^^   UNLincoln Nebraska USA