From: u9147063@cs.uow.edu.au (Richard Barry Ling)
Newsgroups: rec.games.moria
Subject: Re: Amiga Moria graphics version available
Keywords: Moria
Date: 15 Apr 92 00:15:15 GMT
Organization: Dept of Computer Science, Wollongong University, Australia

pilgrim@daimi.aau.dk (Jakob G}rdsted) writes:

>d9hh@dtek.chalmers.se (Henrik Harmsen) writes:

>>Hi, today I released my version of Moria for the amiga
>>based on UMoria 5.4. I have put it on ab20 (128.155.23.64) in
>>incoming/amiga as file moria_gfx_1.0.lha.
>>It is also on kukulcan.berkeley.edu in pub/wilson/incoming as
>>file AmMoGfx1.lha (8 character name limit...)

>>This is a graphic version of UMoria 5.4 for the Amiga.
>>It has bitmapped graphics for all objects and some extra goodies compared
>>to the original UMoria 5.4 to make it attractive to the graphic-oriented
>>Amiga public.  Other than this, it is supposed to be as close to the
>>original Umoria 5.4 as possible. 

>Oh boy Oh Boy Oh Boy! I downloaded this, and it is great! I haven't played
>it for several weeks yet, as it haven't been in my possesion for more than
>24 hours. So I don't know, if there are any "but..."'s, but I like it...

>It is everything you liked about AmigaMoria3.0 and everything you like
>about Umoria5.4. (The latter I find most important) (that is, it is
>mostly umoria5.4, apart from the graphics on top of it, and a little(?)
>more).

>Specifically, it solves all my problems with previous binaries of
>5.2, 5.3.1, etc for the amiga, at kukulcan.berkeley in incoming.

>So, even if your only problem is, that your current moria executable
>misbehaves under 2.04, this might be for you.

>OK OK, why do I post this? Well, it's one thing, that somebody announces,
>that 'this & that' made/altered by him now is available for ftp, but it is
>yet another thing, if independant people yell 'Nice Nice Nice'. So now
>I've done that.

 I second this. Graphical UMoria 5.4 for Amiga is a GREAT game. It seems
identical to UMoria 5.4 (that means the same thoroughly-tested source codes,
therefore less bugs) but with 16-colour 640x200 graphics. (I guess you'll
need at least a meg to run it.) It's very nice to be able to distinguish
a young green dragon from a mature multi-hued dragon by different graphics
rather than both being a simple "d", and to know immediately when you're
looking at a huge 2-handed sword, rather than get all excited and identify
the little "/" you're looking at and be told "you see a broken dagger".

  It works quite fast on my stock A500, much faster than the Amiga text
version of Moria 5.4 (last night I was multitasking it with SoundTracker
in order to make an IBM user weep, and there was no real loss in speed...)
It's not the one I was writing about originally (Amiga Moria 3.0) but its
docs say it is a big improvement over Amiga Moria 3.0.
  The full map view shows all details using reduced-size blocks, giving a
much clearer view than the text-based ones could, so it's easy to find any
corridors you haven't explored yet. Unfortunately in this view, your player,
stairs and other important things are a bit hard to spot, but since the gfx
are all in IFF format this can be fixed with DPaint - just make the important
features a solid block of a bright colour.
  My only gripe is that it doesn't have menus like in MacMoria for load, save
etc. (the kill sheet, which showed a list of everything you had killed, was
also a really neat idea.)

  All in all, full points to the author of this game.

  Anyone with an Amiga should take a look. It's on AB20 in incoming/amiga,
under moria_gfx_1.0.lha.

>--
>      Jakob Gaardsted            | What are our schools for if not
>  Computer Science Department    | indoctrination against Communism?
>University of Aarhus, Jylland(!) |
>    pilgrim@daimi.aau.dk         |             -- Richard M. Nixon

Richard.