HDTenEightyP/NetNews huggingface dataset:
From: kludge@carson.u.washington.edu (Eric Moon)
Newsgroups: comp.sys.amiga.games
Subject: Re: Saw Wing Commander for Amiga in story last week - how is it?
Date: 11 Jan 93 11:18:38 GMT
Article-I.D.: shelley.1irl2eINNhn2
Organization: University of Washington, Seattle
NNTP-Posting-Host: carson.u.washington.edu

Hmm I have Ami WC - here's a few true details for you.

1.  Contrary to what you may have heard, it's playable on a 500.  Just S L O W
    However, except when you're fighting in asteroids and minefields, the speed
    decrease actually makes the game a LOT easier.
2.  Cockpit graphics are nice - asteroids look near perfect, as do mines.  
    Dithering is used when it's needed, and to good effect.  It's quite easy
    to see where ships are going and all that.  The same cannot be said for
    the cinematic type stuff however.  It appears that the palette, nicely
    optimized for Kilrathi ships and such _never_ changes in the game, leading
    to ugly dithering on people's faces and most of the graphics in the Tigers
    Claw.  It's tolerable, but annoying.  If secret missions come out, I hope
    they can fix this.  
3.  If you have the wing commander demo that's been floating around, throw it
    out - it's not really related to the game.
4.  There is no mouse control whatsoever in this game, even when you're
    pointing at things in the Tiger's Claw - you use the joystick to control
    the pointer.  Joystick control is nicely optimized for one button joystick,
    but doesn't support 2 button joysticks or analog joysticks.  The manual
    doesn't correctly document joystick control:
    When in the Tiger's Claw, _Double Click_ on people/things with the joystick
      to view them.  A single click will accel. conversations.
    When fighting, _One click with hold_ + _Left or Right_ will roll.
    + _Up or Down_ control's speed.
    _Double Click_ will fire.  _Double click, holding secind click will auto-
    fire.
5.  The program seems very stable so far - it's only crashed once or twice, and
    not when I've just completed a mission and want to save...
6.  There is no control on the navigation screen - you must go through the nav
    points in order, not skipping any.
7.  There is no copy protection of any kind.  The game comes on three disks and
    installs easily on a hard drive with 2.5MB free.  It requires one MB ram
    when played on floppies, 1.5MB on hard disks.
8.  The back of the box, showing obviously touched up 256 color images, happily
    says "...Amiga screens may vary." :)

There.  Those are all totally and completely true.  I think.  If that game ever
changes it's palette, I certainly can't tell - there are only about 2 flesh
tones.  Angel has the best looking face in the game, due to mostly using one
color and not dithering _everywhere_.  Spirit comes in second, but has chapped
lips that seem to glow in the dark.........
Newsgroups: comp.sys.amiga.games
Subject: Re: ELITE: TIMELESS CLASSIC OR NOSTALG
From: Ikki@BEIZ.mediatex.ch (064230062: Fernmeldedirektion Olten)
Date: 5 Jan 1993 18:10:10 CET
Organization: MEDIAtex AG, CH-8807 Freienbach/SZ

On the C=64 I discovered a strange ship
too: It looked like a flat banana, and
the head of the ship was looking like
a Thargoid. It wasn't displayed on the
Radar. It just was suddenly near me. It
was a very HUGE thing. I did a manoever
to avoid a crash. When I was manoevering
my Cobra back again, the ship just wasn'
t here anymore. Perhaps it went in the
hyperspace. I didn't see this ship again
. Was that a generation-ship or a space-
dregger?

Greetings.

Internet: Ikki(at)BEIZ.mediatex.ch

|B                                    B|
|E           CH: VTX *3600#           E|
|I           D:  BTX *28881#          I|
|Z                                    Z|
From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: comp.sys.amiga.games
Subject: Re: Starflight game - Is it from C64 or Amiga?
Date: 9 Jan 93 03:09:42 GMT
Organization: VA Tech CS Dept., Blacksburg, VA, USA

Here's yet another opinion on Star Flight...

I own the Amiga version (I bought it about 2 years ago after seeing it on a
friend's IBM), and I kinda liked the game.  It would only run under 1.3 on my
A3000UX (but at least it DID run).  It said it wasn't HD installable, but I DID
get it onto my hard drive with little effort.  Threw in an iconx-icon to run
the game so I didn't have to keep opening a shell.  Though the sound is
nothing, you don't really need that much for a game like Star Flight.  The lack
of sound did not detract from my enjoyment.  No, it doesn't multitask, but it
just doesn't matter.  Like more than 1/4 of you actually do other stuff in the
background while playing a game...

Improvements over the IBM version (yeah, IMPROVEMENTS):  There was a landing
sequence on the IBM that you were forced to see every time you landed and it
took a long time.  You can abort it on the Amiga.  Also there's autopilot so
you don't have to hold down keys.

Contradictions from older posts:  A) The game has only 4 colors.  Nope, and I
have no clue as to whoever said that got that information unless he/she's 
colorblind.  There's at least 8, and it's probably 16 colors.  Don't remember.
B) Poor yes/no confirmation.  Have we become so mouse-ridden that we don't use
the keyboard anymore?  You can play the ENTIRE GAME of Star Flight with the 
keyboard.  EVERYTHING.  Except for zooming in/out of the planet surface, for
which there are no keyboard equivs. that I remember.  That was the only time
I used the mouse in the whole game.

If you liked the IBM version, and want an Amiga version, I would say that it's
worth it.  Keep in mind the game is quite old, so it's not going to be SVGA-
wonderful with 16 different ships you can fight with, etc. etc.  StarCon II is
an obvious rip-off of Star Flight (I or II), though it is for the most part 
pretty well done.  I think the planets should've been bigger.  But that's
another topic.  (IF you don't know, the planets on Star Flight are HUGE, you'll
never be able to see all of all of them.)

later,
keefer
-- 
|//----------------------\\|  // Amiga!|"I heard it was exciting - just like  |
|/     Keith  Johnson     \|\X/  "It's |a spike in volleyball!"               |
|\CS Major--Pinball addict/|really not |                                      |
|\\----------------------//|that bad!" |      - Kelly on "Saved By the Bell"  |
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: comp.sys.amiga.games
Subject: Re: A10 Tank Killer V1.5 Problems..
Keywords: 68040 a10 sierra dynamix
Date: 5 Jan 93 15:57:04 GMT
Article-I.D.: pith.1icb4gINN2jd
Organization: University of Oregon Campus Information Exchange
NNTP-Posting-Host: cie.uoregon.edu

In article <mcuddy.726122946@fensende> mcuddy@fensende.Rational.COM (Mike Cuddy) writes:
>My problem:  I've just gotten this spiffy new flight simulator, but it does not
>seem to be happy on my computer.  the program runs, but the keyboard locks
>up at irregular intervals. (usually, you get one or two keypresses before 
>the keyboard stops responding).  I've tried running in various cache modes, and
>I don't think that's the problem... 

   Yeah, I've heard that some people have been having these problems. (In fact,
the January 1993 issue of Amazing Computing mentions that someone was having a
problem with some of the "cherry" keyboards on older machines). Which machine 
you using? How old is it? (I never encountered any keyboard lockups when 
testing it - my machine at home is a rev4.4 B2000 running a 22MHz 68030, and
I've not had any such lockups, either.) My best guess is that it's a hardware
problem similar to what the guy in AC reported.
   I've not been following A10 1.5 for a couple of months now, but Sierra 
customer support might have some more information. If all else fails, call a
guy named Jack Nichols and ask him if he knows any more beef about it. (Tell
him I sent you). There is no patch for A10 1.5 (Amiga). Unfortunately, that
game was released just before we dropped Amiga support. <Frown> 
   I honestly don't know what else to tell you, Mike. I've never been able to
reproduce the keyboard lockups, so my best guess is that it's a hardware 
thing. Any more information you can give would help. (Please Email). Thanks.

-- 
-------------------------------------------------------------------------------
Gregg Giles (Dynamix, Inc.)               "Infinite Laser Dog" Development Team
All opinions expressed are my own.          ggiles@cie.uoregon.edu, BIX: ggiles
Willy Beamish (MS-DOS CD-ROM, Sega-CD), Space Quest V (MS-DOS), A10 1.5 (Amiga)
Newsgroups: comp.sys.amiga.games
From: sg7017095@v9000 (tomwoof)
Subject: New Game Standards***
News-Software: VAX/VMS VNEWS 1.41    
Keywords: Games,standards,Amiga
Organization: Nanyang Technological University - Singapore
Date: Sun, 10 Jan 1993 02:38:00 GMT

Proposed New standard for good Amiga games:

These features should be automagically invoked and/or alterable through a
control panel/option menu:

A) Installation:

1) Hard disk installable
   - there's no excuse to omit this one. At least offer 2 version, a disk-based
     non-OS version and a HD-installable one for those sensible/lucky/rich
     enough to own one 

B) Execution:

1) Take advantage of extra fast mem 
   - preload more code into memory thereby reducing disk accesses
   - more features/moves/gameplay/extras...

2) Take advantage of extra chip mem
   - more/smoother/faster graphics/sprites
   - higher resolution, more colours
   - more music/sound effects/samples
	
3) Ensure the game works on new machines
   - it'll be a joke if it won't

4) Take advantage of better chip sets (ECS/AGA...)
   - more music/sound effects/samples
   - more sprites/animation/colours
   - higher resolutions

5) Support various processor types
   - 68000/20/30/40...
   - make use of FPU/MMU...

6) Support various control inputs
   - analog/digital joysticks 1/2... buttons
   - keyboard
   - mouse 2/3 buttons

7) ....

Please feel free to add more and pass to your favourite/most-hated game
programmer(s)


-tomwoof-
From: koren@fc.hp.com (Steve Koren)
Newsgroups: comp.sys.amiga.games
Subject: Re: Megafortress/4000?
Date: 10 Jan 93 17:20:33 GMT
Organization: Hewlett-Packard Fort Collins Site
X-Newsreader: Tin 1.1.3 PL5

I wrote:

> The bad news - there is one critical bug which seems to make it

Ok, make that _two_ critical bugs.  Sometimes the game will freeze for
no apparent reason.  Seems to happen randomly.  Sometimes it is
immediately after take-off, sometimes near the end of a mission, and
sometimes it doesn't happen at all.

Sigh.  Another wasted $40...

  - steve
From: Adrian.Jenkin@f873.n800.z3.fidonet.org (Adrian Jenkin)
Newsgroups: comp.sys.amiga.games
Subject: Re: International Karate and Spy vs. Spy
Date: 9 Jan 93 00:40:00 GMT

In a message dated 29 Dec 92  22:27:41, ja51359@uxa.cso.uiuc.edu wrote:

 J> Hi.  I saw these two games listed on the Postcardman game cheat list and I
 J> wasn't aware that they were available for the Amiga.  Is it possible that
 J> they are referring to the C64 games?  International Karate is awesome on
 J> the C64, and I'd love it for the Amiga, along with Spy vs. Spy.

I am not sure about Spy Vs Spy, but International Karate is definitely
avaliable.

It is more commonly known as IK+ and that might be the name to look for it
under.

I also played this on the C64 and loved it and after playing the Amiga version
for a time I feel that the 64 version was better (I may be nostalgic). :)

Hope this helps although it will be damned difficult to track down if my
experience with older games is any guide.

later mate,

Adrian


 * Origin: The Deep Woods BBS (08) 287-2224 (3:800/873)
From: gkropf@bfield.uucp (Gary Kropf)
Newsgroups: comp.sys.amiga.games
Subject: Re: F/A-18 Interceptor: further chat
Date: 7 Jan 93 05:42:41 EST
Organization: Bakers Field BBS

In article <Jan.6.12.51.56.1993.15775@andromeda.rutgers.edu>,
kburkert@andromeda.rutgers.edu (Keith Burkert) writes:
>Hi,
>
>       I have been reading this thread on the F/A-18 Intercpetor game.  The 
>original poster said that he had completed all the levels.  Could some kind
>soul please post or E-mail me a way to destroy the Carrier/Sub.  I have tried
>everything I can think of.  I have shoot at it more times then I can remember.
>Mostly I get a puff of smoke and then nothing.  I have tried dive-bombing it.
>Usually I just crash on the deck.  I have even tried to land on the carrier. 
>Eventually I did land on the carrier and was right next to the building on the

>deck.  I fired and I exploded.  I have been trying to figure this level out
for
>close to a year now.  Please help a fustrated Amiga lover!
>
>                               
>                                                       Keith
>                               -A man who desperately wants to sink a Sub
>
>  "Some people know the price of everything and the value of nothing"
In mission 6 you can land on the shadow sub and refuel. Now do you really want
to blow it up???

                 **********************************************
                 *         bfield!gkropf@tdksc.waterloo.on    *
                 *         Gary Kropf  C/O BakersField BBS    *
                 **********************************************
From: ddrumm@amiganet.chi.il.us (Daniel Drumm)
Newsgroups: comp.sys.amiga.games
Subject: Re: Pirates and stuff
Date: 5 Jan 93 03:38:30 CST
Organization: Amiga Network Information Systems

        I am sincerely sorry if I was mistaken about the general release of
Flashback. However, I encourage all netters to slam anybody who asks for help
on a game that has not yet been released. If it is an official beta tester,
then give impressions, don't ask for help.
 
        I can't wait for Flashback to arrive in the US. Does anybody have
Combat Air Patrol by Psygnosis? PLEASE (begging, ok?) post a review of it!
 
ddrumm@amiganet.chi.il.us
From: aa685@cleveland.Freenet.Edu (Donald Thomas)
Newsgroups: comp.sys.amiga.games
Subject: Sublogic, GONE?
Date: 4 Jan 1993 07:38:27 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: aa685@cleveland.Freenet.Edu (Donald Thomas)
NNTP-Posting-Host: slc5.ins.cwru.edu


   Does anyone know if SubLOGIC has fallen off th face of the earth?
I haven't seen any more Scenery disks in a LONG time!
-- 
*      ///  "Just push a button"                               Don Thomas  *
*     ///                - Famous last words                     a.k.a.    *
* \\\///                                                        Aelflaed   *
*  \XX/ - Only AMIGA!                          aa685@Cleveland.Freenet.Edu *
Newsgroups: comp.sys.amiga.games
From: rodd@jpradley.jpr.com (Rod Dorman)
Subject: Mech Fight (PD)
Date: Sun, 10 Jan 1993 20:25:17 GMT
Organization: Unix in NYC

	I have a question about an old PD game for the amiga.  In Mech
Fight How do you get to the computer on the planet.  Or how do you
find the code for the green mouth.  Thanks in advance.
-- 
					-- Rod --
rodd@jpr.com
From: Paul_Trauth@agwbbs.new-orleans.LA.US (Paul Trauth)
Newsgroups: comp.sys.amiga.games
Subject: Re: Street Fighter 2: HAHAHAHAHA
Distribution: world
Date: 4 Jan 93 02:30:03 CST
Organization: The Amiga GateWay BBS * New Orleans, La.

In a message dated Sun  3 Jan 93 23:02, Shulick@cineret.ucs.indiana.edu (sa
wrote:

 S> but the graphics and sound are for shit.  Either SFII Amiga was a rush
 S> job, or US Gold isn't too great at making games.  Should've left SFII
 S> Amiga to Team17! :)  Look at other arcade games for the Amiga.  It
    [...]
 S> On a side note, Mortal Kombat IS going to be released for SNES.  Let's
 S> hope that if someone decides to make it for Amiga, it's NOT US Gold.
 S> Hopefully some company like Team17 or Mindscape or Psygnosis, someone
 S> who KNOWS how to make good games.

You've got to be the sixty-billionth person i've seen saying "Boy, I wish
Psygnosis would port SF2! I wish Team17 would port Mortal Kombat! I wish
<really cool game publisher or programming team> would port <really popular
and audiovisually lavish arcade game>".

There's a lapse of logic here.

Has Psygnosis EVER published a game that wasn't designed IN-HOUSE, or by a
freelance team who came to them?
Has Team 17 EVER ported anything?
Have the Bitmap Brothers EVER written a game they didn't design themselves?
Has <Your favorite really spiffy Amiga games crew> EVER done a port of some
arcade game?

No.

The games crews we consider good, we consider good partially because of
their ORIGINALITY.

Now, i could see Mindscape doing a port of some current arcade game. The
entire history of Mindscape UK has been one of porting games from other
platforms. But that's about it for the halfway decent publishers who'd
touch a game designed elsewhere!

...I mean, most of the Amiga ports of arcade games i've seen were by Elite.
Pfuii.

-- Via DLG Pro v0.995

- 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: cdj@LNS62.TN.CORNELL.EDU
Newsgroups: comp.sys.amiga.games
Subject: Help Indy find Atlantis
Date: Fri, 08 Jan 1993 16:46:13 GMT
Organization: Wilson Lab, Cornell U., Ithaca, NY, 14853
Reply-To: CDJ@lns62.tn.cornell.edu
NNTP-Posting-Host: lns62.tn.cornell.edu

I am presently stuck in the WITS path in the labrynth on Minios(sp?).
I have explored everywhere I can reach and the only avenues I see left
are

1) To open another door in the map room (I have only been able to open 
   the far right door on the back wall) or
2) Open the gate which has the pulley behind it.  The gate is located
   in the area connected to the elevator and waterfall room or
3) Enter the small hole which is above and to the left of the gate
   mentioned in 2).

I assume 2) is the way to go, but none of the items I am presently
carrying will let me reach the pulley.

Any hints or outright spoilers would be appreciated.

			Thanks in advance
				Chris Jones
				cdj@lns62.tn.cornell.edu
Newsgroups: comp.sys.amiga.games
From: davereed@wam.umd.edu (Michael Robert Bromery)
Subject: Re: FlashBack Demo english patch?
Organization: University of Maryland, College Park
Date: Thu, 7 Jan 1993 06:09:19 GMT

    Flasshback, just like Another World(Out of this world I) should run on
all amigas with not too many problems at all. Ah! You must be american -- like
myself. You must first set your display mode in PAL before you run the demo. 
Otherwise you just get a black screen and no go. Your Workbench 2.0 PAL
setting in your preferences screenmode should do the trick!!! I use the 
screenmode so much, I have it left out in my workbench window.

---- Hope this helps

 --- Mike
   EMail: davereed@wam.umd.edu || P.S. -- The demo is in French so the
  holocube sequence will be hard to read if you don't know the language,
   otherwise, it should be very easy to get the hang of and play shouldn't
   be dwarfed by the french(Especially if you speak it). This game introduces
  a new step in the direction of realistic movement. t's done so well, that
  you'd expect that the flow of the next move depends on what you did before.
  Enjoy the demo -- I did....
From: Cyril_Tircuit@agwbbs.new-orleans.LA.US (Cyril Tircuit)
Newsgroups: comp.sys.amiga.games
Subject: Re: Tom Landry Sports Football
Distribution: world
Date: 8 Jan 93 19:31:35 CST
Organization: The Amiga GateWay BBS * New Orleans, La.

You've made an editor? Please send it out! I don't have FTP access, either,
so I'd prefer to see it on one of the groups for binaries. Even if you
haven't completely finished it, release the almost-done version and release
a new one when it's done. You seem to have most of the stuff done already,
so there isn't much of a problem with lack of features.

Let me know how it comes out!

-- Via DLG Pro v0.995

       \ Internet Address: cyril_tircuit@agwbbs.new-orleans.la.us /
        \        UseNet Address: rex!agwbbs!cyril_tircuit        /
         \                  Are YOU a caribou?                  /
From: hac@po.CWRU.Edu (H. Anthony Chung)
Newsgroups: comp.sys.amiga.games
Subject: Indy and Atlantis
Date: 9 Jan 1993 16:24:46 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: hac@po.CWRU.Edu (H. Anthony Chung)
NNTP-Posting-Host: thor.ins.cwru.edu


On the Team path, how do I get Sophia out of her cage?
-- 
   ___  ___  ________  _______ +---H. Anthony Chung  (Cabal)---+--C= AMIGAs--+
  / //_/ // / ___  // / ____// |Case Western Reserve University|  /\/\ R The |
 / ___  // / ___  // / //___~  |       School of Dentistry     |  \  / Future|
/_// /_// /_// /_// /_____//   +---------hac@po.CWRU.Edu-------+-ac\/is------+
From: cpatten@flash.pax.tpa.com.au (Craig James Patten)
Newsgroups: comp.sys.amiga.games
Subject: MechForce different than MechFight?
Date: 11 Jan 1993 23:02:15 +1030
Organization: PAX - Public Access Unix (Adelaide)
NNTP-Posting-Host: flash.pax.tpa.com.au
Summary: Are MechForce and MechFight different or the same?
Keywords: mechforce mechfight

Recently in a response to an archie-by-mail request I noted two Amiga
games programs, "MechForce", and "MechFight". Are these two games the one
and the same, different versions of the same game, or different games
entirely? Replies however you see fit. 

Craig.

 ------------------------------------------------------------------------ 
| Craig Patten             "Ok, so it might be a giant step for mankind, |
| cpatten@pax.tpa.com.au   but it's a giant headache for me." - The Moon |
 ------------------------------------------------------------------------
Newsgroups: comp.sys.amiga.games
From: glover@casbah.acns.nwu.edu (Eric Glover)
Subject: Re: a quick word about Wing Commander on the 4000
Organization: Northwestern University, Evanston, Illinois, USA
Date: Wed, 6 Jan 1993 16:25:37 GMT

In article <1iet6dINNron@master.cs.rose-hulman.edu> stinerkt@NeXTwork.Rose-Hulman.Edu (Kevin T Stiner) writes:
>Wing Commander on the 4000 really is FAST!  I don't like how the graphics  
>seem very IMB'ish (with the big pixel effect when a ship gets close).   
>Show this game as compared to a 386 (I haven't seen it on a 486) to your  
>friends and show them how much metter a 4000 really is.
>
>--
>Kevin T. Stiner                    |"Space is big, really big!"

I dont know what speed 386 you saw it on but on a 486/33 *NOT* even a 486
50 this game moves too fast. Youd have to toggle down to 486/25 to even
confortably fly this plane. There are poeple out there who have to think of
ways to slow the game down so it can be played. Check out r.g.i some time
and listen in on the WC or WCII discussions.

As for the "IBM nature" of the graphics, that is not neccessarily a
statement on an IBMs ability but on the game engine itself. If allowed to
even a Lynx could do a better job.
From: warda@vax.oxford.ac.uk
Newsgroups: comp.sys.amiga.games
Subject: Help: Alien Breed '92 Level 9?
Date: 8 Jan 93 17:38:53 GMT
Organization: Oxford University VAX 6620

To reiterate a post I noticed a while ago (but never saw a reply to), does 
anyone know how to complete Level 9 of ALIEN BREED '92?  I cannot gain 
access to the last few rooms in the level due to a hemispherical object on 
the wall which blocks off the corridor.  I think this is where the Zone 3 
exit from the level is.  What do I have to do?

Thanks,

Bill Bennett