HDTenEightyP/NetNews huggingface dataset:
From: i897515@redgum.ucnv.edu.au (DERF)
Newsgroups: comp.sys.amiga.games
Subject: Re: EOBII IS NOT FOR ME
Date: 25 Jul 92 08:17:31 GMT
Organization: UCNV, Bendigo, Victoria, Australia


I have a problem too.
I do not know what level I'm on, but I'm confronted with 8 mouths each
with a corresponding riddle which hints at an item that must be placed
in the mouth.

I've presently got seven mouths closed.

The first one I encountered is the last one left.

The riddle is " Items born of greed are what I need.
		one for each year, one less for fear"

Solving this will assumably allow me to open the door that will lead on
to the next level. Is this so? 
Also has one mouth always been closed as I do not remember putting an
item in seven only six mouths. Will this mouth open when I close the last one?

I'm not finding many secret doors on these temple levels, and none in
the wasp areas. Is this true or am I missing things?

Can I get the items from the trapped priest without trapping my party?
If so How?
From: TomK@cup.portal.com (Tom R Krotchko)
Newsgroups: comp.sys.amiga.games
Subject: Re: Z Machine
Date: Fri, 24 Jul 92 15:58:38 PDT
Organization: The Portal System (TM)
  <6+hm41#@lynx.unm.edu>

I kept getting the "TERM" error.

Its easy...its because TERM is already defined as an environment
variable by the program TERM.

Sort of silly by both authors, really. Don't have a solution;
I've never got Zmachine to work because of this.
From: stewartm@bfield.uucp (Stewart Mckinnon)
Newsgroups: comp.sys.amiga.games
Subject: Re: FTL & Dungeon Master III
Date: 26 Jul 92 12:43:31 EST
Organization: Bakers Field BBS

In article <1992Jul22.165208.9833@Cadence.COM>, atul@Cadence.COM (Atul
Srinivasan) writes:
>Hi,
>       Are people who play/played CSB play from floppy.
>Thats the only thing stopping me from playing CSB.
>That damn grinding of the floppy drive.
>
>Is there no HD installation out there ?
>
>Please say there is .... whine whine
>
>Atul
>atul@cadence.COM

Grinding? I have played CSB many, many times, and have NEVER noticed any
grinding. Besides, once the game loads, there is very little disk access. I own
my own copy of CSB, but I came across a 'cracked' copy among some used disks I
bought from someone, and thought it might be good to have as a backup. I do
recall that I tried it and I thought my drive was going to disengage from my
Amiga. Consequently, I erased it. Never had any grinding with my original ;-)
But - WHY do people WANT to install this game on an HD? The INITIAL load time
might be lengthy, but that's all that you'd really gain. And I don't see how
you'd change the save game disk from df1:/df2: to HD. If you weren't able to do
that, what would you gain, since it would require you to use a floppy to
restore your saved game?

Because of DM/CSB's clever use of the Amiga's abilities (utilizes 2 floppies,
makes it's own RAM disk, and loads the dungeon AHEAD of time, so there's no
waiting to load levels - something to be said for that even by TODAY's
standards) there really isn't much point in having either DM or CSB on an HD.
Sorry, seem to have got carried away. When it comes to DM/CSB I tend to release
a flood of thought :-)

*****************************************************************************
*   "What other computer is there?"                                         *
*   "Amiga Users.....we march to a different drummer."                      *
*****************************************************************************
From: joshuali@usc.edu (Joshua Ling)
Newsgroups: comp.sys.amiga.games
Subject: Immortal help
Date: 24 Jul 1992 11:33:11 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: world
NNTP-Posting-Host: aludra.usc.edu

How do you get by the three circles at the end of level 2?

-joshuali@usc.edu
Newsgroups: comp.sys.amiga.games
From: rob@msc.cornell.edu (Rob Vaughn)
Subject: Amiga Games For Sale, NY
Organization: Cornell-Materials-Science-Center
Date: Tue, 28 Jul 1992 15:44:40 GMT

Amiga Games for sale, NY.  Shipping not included ($3 for one, $5 for two or
more).

Klax		$12
Zany Golf	$12
Robocop		$7

All come with complete documentation, packaging, and boxes.

Rob

-- 

Rob Vaughn, Fugitive Systems Guy
Mat. Sci. Center Computing, Cornell University
rob@msc.cornell.edu - rob@crnlmsc2.bitnet
Newsgroups: comp.sys.amiga.games
From: pmiller@csugrad.cs.vt.edu (Paul Miller)
Subject: Monkey Island II woes...
Organization: The Ohio State University Department of Computer and Information Science
Date: Wed, 29 Jul 1992 13:01:53 GMT

I "think" I am in need of a few hints for Part I... (I don't admit to
being very good at these games!). First, I can't seem to find the ticket
to pick up the laundry (I assume it's Largo's, and I assume I need a
ticket for it). Also, I don't know how to get into the grave. Those are
the two pieces of the voodoo puzzle left for me now.
Any email help would be appreciated!
Oh - what's that damn box for?

-- 
* Paul Miller                         |Nobody cares about my opinion anyway*
* INTERNET: pmiller@csugrad.cs.vt.edu |    - Have a JOLT and a smile! -    *
* ------------------------------------------------------------------------ *
* "What IS it, man?"                                "Happy Happy, Joy Joy" *
From: jgray@pnet01.cts.com (Jeff Gray)
Newsgroups: comp.sys.amiga.games
Subject: Re: Coolest endgame sequence (was: FCoT)
Date: 27 Jul 92 18:16:09 GMT
Organization: People-Net [pnet01], El Cajon CA


I think some of the best endgame sequences are from Turrican and Turrican 2.
Leander had a really cool outro.  Addams Family for the Amiga was VERY
similar to the SNES ending.

The best outro of all, even though it was short, was for Awesome.

 
  "Baby food...Baby food...More f***ing baby food...
       Waitaminit...baby...food...baby...food...BABY FOOD!!!!"
                        -Elmo
From: music@moravian.edu (Steve Heller)
Subject: Re: Coolest endgame sequence (was: FCoT)
Date: Mon, 27 Jul 92 22:47:10 EDT

In <1992Jul26.095550.12870@ugle.unit.no> mortene@Lise.Unit.NO (Morten Eriksen) writes:

>>really). Apparently, Amiga programmers haven't yet discovered the
>>Nintendo Principle... mainly, that after winning a game that takes
>>hours to complete, a rewarding little animation or scene is in order
>>at the end. The way FCoT just ended was just disgusting... especially

> Agreed. What do you guys out there think is the best endgame sequence you've
>seen? I'd say the endings in both Robocod and Golden Axe are great, and my vote
>for the most disappointing one gotta be Another World (worst part, graphically,
>of the game IMHO).

I kinda liked the end of Might & Magic III. Also, Rise of the Dragon,
despite its shortcomings, had a prety good end-game.
-- 
*-------------------------------------------------------------------------*
#   "Who let all this riff-raff into the room?!?" - The Surrogate Band    #
# Work: music@moravian.edu  <#!AMIGA!#>  Home: moravian.edu!vortex!lothar #
#           [ All opinions are strictly MY OWN! Hands off! ]              #
*-------------------------------------------------------------------------*
Newsgroups: comp.sys.amiga.games
Subject: Cybercon III and 2.04
From: grayfish@oneb.almanac.bc.ca
Date: Thu, 23 Jul 92 08:44:59 PDT
Organization: The Old Frog's Almanac, Nanaimo, B.C.
Summary: Can I make it work

Hi, I have an Amiga 2000 hd with kick-start 2.04, and 3 megs of memory
Most of my software works fine, but i am having trouble with Cybrercon
III. I have used degrader but that doesn't seem to help. If anyone
has found away to play this game(short of buying a rom swithcher and
1.3 roms) could you tell me how you did it.

Thanks in advance


Graham Fisher

           grayfish@oneb.almanac.bc.ca (Graham Fisher)
     The Old Frog's Almanac  (Home of The Almanac UNIX Users Group)    
(604) 245-3205 (v32)    <Public Access UseNet>    (604) 245-4366 (2400x4)
        Vancouver Island, British Columbia    Waffle XENIX 1.64
From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
Newsgroups: comp.sys.amiga.games
Subject: Re: The True Story of Infocom?
Date: 26 Jul 92 22:18:01 GMT
Organization: The Amiga GateWay BBS * New Orleans, La.

In a message dated Fri 24 Jul 92 23:51, Dmarsh@dmarsh.uucp (dan Marsh)
wrote:
 DM> What I know (or think I know) follows:  Infocom spent way too much
 DM> money
 DM> producing Cornerstone, their database for the IBM-PC.  When it didn't
 DM> sell,
 DM> they were stuck, perhaps in debt to their ears.  So they sold out to
I talked to Douglas Adams for a bit once when he was on tour promting a
book ('Last Chance To See') and asked him what he knew about Infocom's
demise; he pretty much said the same regarding Cornerstone - they
overextended it and had to sell out; Activision then presumable screwed
them over, making the Imps leave in disgust. I'm not really sure Activision
forced Infocom to add graphics; it may have been something they wanted to
do. But i have a feeling that the outside-written games released under the
Infocom name (that mech game, Mines, etc...) may have been forced on them.

 DM> Can anyone correct this, or fill in the blanks?  And what are the
 DM> Infocom
 DM> people up to now?  Presumably Activision owns ZIL now, but could the
They've scattered, it seems. The original Imps (the ones behind the
earliest games) seem to have vanished, but the later Imps have been
sighted. Brian Moriarity had something to do with LFL's "Loom", Meretzky's
written those Spellcasting 101 and 102 games...

 DM> Infocom
 DM> people be persuaded to write a new Zork-engine and go back into
 DM> business?
A friend of mine who's been mucking with z-code a lot (someday i'll get his
interpreter onto an ftp site) is contemplating creating a modern z-machine
type thing, which won't be hamstrung by byte-only addressing modes and low
memory, and will also have ample hooks for graphics, sound, animation,
etc... i dunno how he's coming on it, tho.

-- 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: kentd@FtCollins.NCR.com (Kent Dalton)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sonic the Hedgehog Demo
Date: 29 Jul 92 12:57:38 GMT
	<1992Jul19.151821.12230@dartvax.dartmouth.edu>
	<1992Jul28.071931.8034@cs.uow.edu.au>
	<1992Jul28.091902.2920@wam.umd.edu>
Organization: NCR Microelectronics, Ft. Collins, CO
In-reply-to: davereed@wam.umd.edu's message of 28 Jul 92 09:19:02 GMT

>>>>> On 28 Jul 92 09:19:02 GMT, davereed@wam.umd.edu (Michael Robert Bromery) said:

M>      Well.... I have a problem. I downloaded the Sonic demo from Wuarchive.
M>     wustl.edu and I have not been able to get this to run yet. I have
M>   an Amiga 500 with 2.0 ROM 2 floppies 512K chip and 2.5 Megs Fast and I
M>    think I tried just about everything including making the sonic disk aboot
M>     disk and booting it off with the startup-sequence to start Sonic, but to
M>   no avail. 

This is how I got it to work on my A3000 w/ 2.04 and 6Mb RAM: Select
show all or make an icon, double click on icon, watch demo. I might have
put it in PAL mode too, can't remember.

If it takes you more than ten minutes to set up and run this demo,
you've wasted your time, IMHO. This demo on my 25MHz-030 Amiga is far
slower and far less detailed graphically than the actual Sonic game
program is on my 7.x MHz 68000 based Genesis. It's like watching the
"attract mode" of a lame port (although the Sonic character himself
looks very much like the "real" Sonic). FWIW, I haven't seen an actual
Amiga platform game that even comes close to Sonic, either.

Download Kefren's Guardian Dragon II demo instead or something... A much
better example of what the Amiga is capable of, again, IMHO.
--
/**************************************************************************/
/* Kent Dalton                   * EMail: Kent.Dalton@FtCollinsCO.NCR.COM */
/* NCR Microelectronics          * Phone: (303) 223-5100 X-319            */  
/* 2001 Danfield Ct. MS470A      *   FAX: (303) 226-9556                  */
/* Fort Collins, Colorado 80525  *                                        */
/**************************************************************************/
Is it clean in other dimensions?
From: Marcus_Williams@lppl.mi.org (Marcus Williams)
Newsgroups: comp.sys.amiga.games
Subject: Re: Formula One Grand Prix on 2.04 A1500?
Distribution: world
Date: 24 Jul 92 04:43:03 EST
Organization: Les's Place BBS

It works Fine on my AMiga 500.. And I've got every thing but the 040 Board
in in..

-- Via DLG Pro v0.992

Newsgroups: comp.sys.amiga.games
From: dbirk@rchland.vnet.ibm.com (Daniel Birkestrand)
Subject: BC - Medusa Level
Date: Mon, 27 Jul 1992 22:04:18 GMT
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester
Keywords: Black Crypt

I can't get the third mirror key in the Medusa Level of BC. The one where the 
teleport is right in front around 5,26,24. I can't grab the key quick
enough, is there a way to disable the teleport?

Thanks,
Dan
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga platform games suck... S-NES and Genesis is breathtaking.
Date: 31 Jul 92 08:22:10 GMT
Organization: University of Texas at San Antonio

In article <31JUL199202475190@zeus.tamu.edu> cpw8034@zeus.tamu.edu (ALAN CHIPIN WEN (409)693-2924) writes:
>
>Today, I just rented Street Fighter II and a S-NES system for $15 on
>3 days from Blockbusters Video... I am in total awe.  It is
>exactly like the arcade!!!!  I cannot tell them apart!!!!  I'm
>not going to sell my Amiga for a S-NES but at the rate at how
>poor the quality of games for the Amiga is goin... I might as well
>buy one of these systems.

You're making it sound like "SNES and Genesis will be the Amiga's undoing."
Not as such.  I bought a SNES and got StreetFighter2 the day it was out in
Japan (I don't live there, no), and you're right, it's really close, and it
makes the SNES worthwhile.  But how does this affect the Amiga?  It doesn't.
The Amiga isn't quite capable of handling what the SNES does in the video-
gaming area, but then most people don't buy their Amiga 100% for games.
But those who do realize that the Amiga has a special trait that all
computers have: Cheap storage medium.  Therefore, Amiga-owners don't go
head-over-heels over a 2-megabyte game; it's a fairly standard size (when
you consider that they DO compress)... what good is it?  It doesn't help
gameplay; that's up to the coders.  It DOES help promote excellent music,
sound effects, and animations.  The music for SF2, as I'm sure you noticed,
is a giant leap down from what the arcade produced.  So are the sound
effects.  In fact, there were corners cut wherever they could be, in graphics,
sprite count, etc.  Yet if they didn't have to worry about the size of the
cart, they could practically have had a carbon-copy of the arcade version,
as opposed to a "pretty darn close!" copy, since the SNES's hardware
theoretically allows for such a feat.

Back to the fact that most people don't have Amigas for games... I myself
bought mine because I was tired of Nintendo-ish music, and fed up with
low-grade synth (a-la SoundBlaster).  The Amiga still has the most impressive
sound in any micro (aside from the SNES, which is not a computer), after all
these years.  I also got it for entertainment, but games are not all there
is (referring, of course, to EuroDemos).

Enough lecturing.  Comments are unavoidable :)

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts
From: ddrumm@amiganet.chi.il.us (Daniel Drumm)
Newsgroups: comp.sys.amiga.games
Subject: Sensible Soccer
Date: 29 Jul 92 15:19:08 GMT
Organization: Amiga Network Information Systems

I live in the USA, and have had immense trouble trying to figure out the best
way to get a copy of Sensible Soccer. What is the best outlet, Computability
doesn't have it and my local dealer can't seem to import it!
 
---------------------------------------------
Daniel Drumm
(ddrumm@amiganet.chi.il.us)   FIDO: 1:115/689
---------------------------------------------
From: skeksis@pdrome.UUCP (Clayton Miner)
Newsgroups: comp.sys.amiga.games
Subject: Re: Aces of the Pacific
Date: 26 Jul 92 10:52:03 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]

RE:  Release date
 
Have no word on a release date forthis one but the latest issue of Amiga Format
(I think but I know it was one of the British Amiga mags) has stated that Aces
of the Pacific will be made for the Amiga.  Great, I love the idea but I hope
it isn;t another one sloppy IBM port.  I also hope it is easier to fly than
Fighter Duel.
 
Skeksis
Newsgroups: comp.sys.amiga.games
From: kbos@carina.unm.edu (Kurt Bose "of Biscayzee")
Subject: Re: Z Machine
Date: Fri, 24 Jul 92 01:47:49 GMT
Organization: University of New Mexico

I'm getting a "TERM variable not defined" error even though I put the setenv
command in my startup-esquence.  What am I doing wrong?  I'm running ZMachine
on an A3000.

-- 
Kurt Bose (as in Daisy, not Rose) - kbos@carina.unm.edu - I'm not the AntiChrist
I AM a Junior Stathead.  Flame me; it's fun!  I'm a shutmouthed, selfless idiot!
Latest Attempted Compiler of the R.S.BB FAQ - Now Accepting Submissions...(hint)
Have you hugged a Dan Gladden fan today? - Dave Rossing : .456/39/132 at Denver!
From: skeksis@pdrome.UUCP (Clayton Miner)
Newsgroups: comp.sys.amiga.games
Subject: Re: Paradroid '90 - help please
Date: 29 Jul 92 23:58:58 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]

Maybe you are the person who can help me.  I am *not* looking for a pirated
version of Paradroids90, I am looking for a place where I can *order* an NTSC
copy!  If you know of a distributor or mail order house that has PLEASE post
the address.....
 
Skeksis
Newsgroups: comp.sys.amiga.games
From: mortene@Lise.Unit.NO (Morten Eriksen)
Subject: Coolest endgame sequence (was: FCoT)
Organization: Norwegian Institute of Technology
Date: Sun, 26 Jul 92 09:55:50 GMT

>really). Apparently, Amiga programmers haven't yet discovered the
>Nintendo Principle... mainly, that after winning a game that takes
>hours to complete, a rewarding little animation or scene is in order
>at the end. The way FCoT just ended was just disgusting... especially

 Agreed. What do you guys out there think is the best endgame sequence you've
seen? I'd say the endings in both Robocod and Golden Axe are great, and my vote
for the most disappointing one gotta be Another World (worst part, graphically,
of the game IMHO).

-Morten
From: jasonf@wayfarer.EBay.Sun.COM (Jason Freund)
Newsgroups: comp.sys.amiga.games
Subject: 4 Crystals of Trazere
Date: 23 Jul 1992 22:08:47 GMT
Organization: Sun Microsystems, Mt. View, Ca.
NNTP-Posting-Host: wayfarer.ebay.sun.com

	I hope I spelled it right.  I'd like to see a short review of the 
game for the benefit of those of us looking to buy a new RPG soon.  I haven't
seen any posted here yet and the magazine reviews don't say anything.

	Is it good?  HD installable?  2.0 compatible? A3000?  Playable?
Any comments?  I bought MM3 last time I was at the store instead of 4
crystals.  Mistake.  I hope 4 crystals is good.


--------------------------------Summer Address------------------///----------
Jason Freund           jasonf@wayfarer.EBay.Sun.COM            ///
690 Erie Dr.           408-276-???? (Work)                 \\\///     
Sunnyvale, CA  94087   408-732-0421 (Home)                  \XX/ Amiga 3000 
Xref: sparky comp.sys.amiga.games:11038 comp.sys.amiga.misc:12093
From: DAVIS@licra.dn.mu.oz.au
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
Subject: Re: Reach For The Stars
Date: 31 Jul 92 03:07:52 GMT
 <1b602ecc.ARN21bd@prolix.pub.uu.oz.au> <1992Jul23.223427.7489@trl.oz.au> 
 <1b67b3bc.ARN2204@prolix.pub.uu.oz.au> <1992Jul29.234644.27067@trl.oz.au>
Organization: Ludwig Institute for Cancer Research

In article <1992Jul29.234644.27067@trl.oz.au>, soh@tmp_ip_003.trl.OZ.AU 
(Soh Kam Hung) writes:
> The first 20 turns are very important in RFTS.  You either have a
> chance or get stomped in that time.  Judging from the victory points
> generated, the best way of increasing production is to concentrate on
> developing one planet at a time.  Also, don't colonise any new planets
> until you have:
> 
> 1. Investigated all neighbouring systems with a transport or Mark I.
> 2. Fully populated and developed your home planet(s).
> 3. Made a reasonable number of transports.
> 3. Saved enough global resource points to kickstart the new colonies
> into full production and full social development.  It is important to
> increase the social development as much as possible to ensure that the
> population of the colony can multiply and increase industrial potential
> of a planet.
> 4. Have a couple of warships to protect a new colony and to explore new
> star systems.
> 
> Investing in any technology is a long term plan, which is best done
> when you have a lot of production points.  I don't invest in Industrial
> technology until the 9th or 11th turn when I have enough resource
> points to continue developing my home planet.  Personally, Navigation
> technology is only useful when you have Mark IIIs and IVs that can zoom
> to any hex in one move.
> 
This is all absolutely correct.  It is also important to have at least one 
Mk I at all systems within reach to provide early warning.  Systems which 
are outside nav range can be reached though:

SPOILERS














Take along some transports.  When you reach the limit of your nav range, 
colonise a planet with one transport.  It won't survive longer than one 
turn, but meantime the fleet can move on.

In the basic game, the trick is to make *5* or more scouts (the computer 
only generates 4) and check each turn to see if you have discovered an 
alien planet.  If so, divert all resources into warships (and at least 5 
transports), go and hit them as soon as possible, and once you control the 
planet divert all resources into shipbuilding.  Again it's best to colonise 
with only 1 transport as you can hit them again next turn with your new 
ships and get victory points again.  Eventually the colony will be 
exterminated and there is a good planet to use.  The basic game can be won 
in about 15 turns this way.

Ian Davis                           DAVIS@licr.dn.mu.oz.au
From: warda@vax.oxford.ac.uk
Newsgroups: comp.sys.amiga.games
Subject: Re: Replacement Map for Leather Goddesses
Date: 21 Jul 92 19:34:37 GMT
Distribution: comp.sys.amiga.games
Organization: Oxford University VAXcluster

> I moved when I got married 2 months ago, and I've noticed that some of my
> belongings seem to have been misplaced during the move, including my boxes
> for Bureaucracy and Leather Goddesses.  Since I've already solved Bureaucracy,
> I'm not *too* worried about it right now, but I *am* right in the middle of
> LGOP, and I need the stupid "secret map" to get through the catacombs.
> 


-------------------------- MAJOR SPOILER FOLLOWS!!---------------------------















On the PC version, although I don't know if this is valid for the Amiga,
typing $CATACOMBS at the command prompt  (that includes the dollar sign, BTW!)
effectively bypassed the catacombs, bringing you out at the other end with all
the relevant items. Obviously, this is a major cheat, and spoils the "fun" of
navigating around the catacombs, but it negates the need for the map. 


   Bill Bennett                           JANET: warda@uk.ac.oxford.vax    
   CRC Growth Factors Research Group   Internet: warda%vax.oxford.ac.uk  
Newsgroups: comp.sys.amiga.games