HDTenEightyP/NetNews huggingface dataset:
From: tblanchot@vnet.ibm.com (Thierry BLANCHOT)
Newsgroups: comp.sys.amiga.games
Subject: Re: Lemmings II Demo Available For FTP
Date: 25 Dec 92 23:07:41 GMT
            <ceDw02DY2ab801@JUTS.ccc.amdahl.com>
Reply-To: tblanchot@vnet.ibm.com
Organization: IBM
Disclaimer: This posting represents the poster's views
News-Software: UReply 3.0

In <ceDw02DY2ab801@JUTS.ccc.amdahl.com> Robert Mitchell writes:
>In article <KENTD.92Nov11101834@zappa.FtCollins.NCR.com> kentd@FtCollins.NCR.com (Kent Dalton) writes:
>>>>>>> davereed@wam.umd.edu (Michael Robert Bromery) said:
>>
>>Michael>   About the lemmings II demo from physik. Well, like I stated
>
>These demos require DMS 1.11.  The only DMS on amiga.physik is
>dms111.sfx.  The sfx suffix seems to require the registered
>version of lha.  Where can I find an unpackable version
>of dms 1.11?  What ever happened to software packages
>that uncompressed themselves???
>
> - Robert Mitchell
>
sfx means "self-extract"||| Just run it and it will unpack itself.
Done it yesterday, no problem.

**********************************************************************
*    Let's try to keep the Amiga floating over the Pea Sea....       *
**********************************************************************
From: ag@hpscit.sc.hp.com (Andy Garton)
Newsgroups: comp.sys.amiga.games
Subject: F1GP Hard Drive Installation
Date: 23 Dec 1992 09:56:16 GMT
Organization: Hewlett-Packard Company
Distribution: world
NNTP-Posting-Host: hpopdlch.pwd.hp.com

Has anybody managed to install F1GP on anything other than the SYS: partition?

The installation program (I have a 1200 with 60Mb IDE drive) won't let me specify a different partition.

Thanks...
 
-------------------------------------------------------------------------------
Andy Garton                                                 ag@hpopd.pwd.hp.com
Software Development Engineer
Hewlett Packard Ltd
-------------------------------------------------------------------------------
From: dmiller@beta.tricity.wsu.edu (David L. Miller)
Newsgroups: comp.sys.amiga.games
Subject: SEGA Genesis on Amiga?
Date: 23 Dec 92 20:16:49 GMT
Article-I.D.: serval.1992Dec23.201649.2820
Organization: Washington State University Tri-Cities

Is anyone interested in playing Genesis games on an Amiga?

-- 
*****************************************************************************
David L. Miller                       Internet: dmiller@beta.tricity.wsu.edu
Systems Programmer/Network Analyst      BITNET: MILLERD@WSUVM1
Washington State University Tri-Cities    UUCP: ...!yoda!dmiller
100 Sprout Road                          
Richland, WA 99352                       Phone: (509)375-9245
*****************************************************************************
From: Jeffrey_Keyzer@sacbbx.sac.ca.us (Jeffrey Keyzer)
Newsgroups: comp.sys.amiga.games
Subject: Re: Need Help with Beast III (please!)
Date: 30 Dec 92 23:12:21 GMT
Distribution: na
X-NewsSoftware: BBX-UMB 0.27a beta (Nov 30 1992)


In <drichey.921230081502@eng.auburn.edu>, drichey@eng.auburn.edu (David M. Richey) writes:
> I'm stuck in several places in this game. Any tips will be
> greatly appreciated.
> 
> Potential Spoiler Warning: 

> * On level 3, how do you help the bird in the cage? I know how to
>   turn the table into a see-saw by shooting the legs, and I know
>   how to catch the stone head on the see-saw...what's next? 

> 
> Thanks in advance.
> drichey@eng.auburn.edu
> 

	Once you free the bird (just climb the ladder to the top of the
cliff, then jump off on to the end of the see-saw, the stone head will
fly up and free the bird), you can then walk up to it, and press fire on
your joystick.  You will climb onto the bird's back (the music will
change so you know something has happened), and then you can use the
joystick to fly the bird around.  After that you're on your own, I can't
figure out exactly what you're supposed to do...  :)  But it has
something to do with all of the steel balls up at the top of the large
structure you will see...  You can release them and change their path
down the ramps, but I am still figuring the rest out...  :)

	And I can't figure out what you are supposed to do in level 2
(the fort) when you come up to the monster who throws the barrels into
the water...  I keep drowning...  :)

---

Jeffrey Keyzer 
Jeffrey_Keyzer@sacbbx.sac.ca.us

Amiga - The computer for the creative mind.
Xref: sparky comp.sys.amiga.games:17326 comp.sys.amiga.hardware:22157 comp.sys.amiga.misc:19193
From: markc@compnews.co.uk (Mark Cooper)
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.hardware,comp.sys.amiga.misc
Subject: Re: Amiga 500 memory hack and some games
Date: 29 Dec 92 17:37:24 GMT
Organization: Computer Newspaper Services, Howden, UK.
NNTP-Posting-Host: cassia.compnews.co.uk
X-Newsreader: Tin 1.1 PL4

I'm not sure if you guyz have read Amiga Format or anything like that, but one of the issues covered the hardware mods to make 1Mb Chip - and they recommended fitting a switch in any case. Just thought you should know.

--
Mark Cooper, (CNS)
From: jesup@cbmvax.commodore.com (Randell Jesup)
Newsgroups: comp.sys.amiga.games
Subject: Re: Global Effect: Always freezing over!
Date: 2 Jan 93 03:44:42 GMT
Reply-To: jesup@cbmvax.commodore.com (Randell Jesup)
Organization: Commodore, West Chester, PA

Jeff_Holinski@mindlink.bc.ca (Jeff Holinski) writes:
>I've had Global Effect for months and I've been looking for a fix for the
>freezing problem. I haven't found one yet and the last time I called even
>Electronic Arts tech support couldn't help me. They just told me they'd
>gotten lots of calls from other customers with the same problem.
>It would be a real good game if you could play it for more than a few minutes
>without failing.

	The freezing is intentional, in order to make it a "game", and not
a pure simulation.  You need to make coal/oil plants, cut down lots of
trees (less CO2 absorbed), etc.

	Very pretty, but it missed the point of why people like SimCity/Earth/
etc.

	However, Toby did a pretty good job of making a system-friendly game.

-- 
GNU Emacs is a LISP operating system disguised as a word processor.
 - Doug Mohney, in comp.arch

Randell Jesup, Jack-of-quite-a-few-trades, Commodore Engineering.
jesup@cbmvax.commodore.com  BIX: rjesup  
Disclaimer: Nothing I say is anything other than my personal opinion.
Newsgroups: comp.sys.amiga.games
From: wlrobert@silver.ucs.indiana.edu (william lester roberts)
Subject: Re: SSI's No Greater Glory
Summary: NGG is realistic
Organization: Indiana University
Date: Sun, 3 Jan 1993 03:26:08 GMT

In article <1992Dec27.225708.20337@pentagon-gw.army.mil> rdixon@pentagon-ai.army.mil (Roger Dixon) writes:
>Has anyone else played "No Greater Glory" by SSI.  If so, I would
>be interested in your impressions.  Please email me.
>-- 
My 14 year old son and I have both played No Greater Glory rather extensively.
This is an excellent game, in spite of the obvious port from a computer system
which shall remain nameless.  I enjoy strategic games, and, IMHO this is 
excellent.  It is not only a military stratagy game, but includes a logistics
and political condition as well.  My son has gained a greater appreation of
the problems Abe Lincoln had in trying to balance a cabinet with different 
factions while trying to get good men into the right position.  The Union
generals would rather fight each other than fight the Rebs.  How the h--- do
you get McClellen off his a-- and take his troops out to battle?  The game is
so realistic, if you win as North, you get shot in the head.  This is not a 
game for someone who likes war machine simulations (like team Yankee), or 
the various computer ports of the standard wargames.  Your main concern is
the logistics aspect and political considerations.  Oh, yeah, you do have to 
win the war too.


Newsgroups: comp.sys.amiga.games
From: shulick@cineret.ucs.indiana.edu (Sam Hulick)
Subject: Re: Street Fighter 2: HAHAHAHAHA
Organization: Vallen Software
Date: Mon, 4 Jan 1993 03:40:31 GMT

In article <27DEC199200430604@v9001>, sg7017095@v9001 (tomwoof) says most sayishly:
>Amiga, you know. And I say it's a very good job, given the limitations. 
                                                  ^^^^^^^^^^^^^^^^^^^^^
Limitations my ass.  US Gold has no excuse for that.  Look at the SNES
version of SFII.  It is kick-ass, and from the a specs comparison
between SNES and an Amiga:

  1) Amiga is faster.
  2) SNES has (unfortunately) better sound capabilities.
  3) Amiga has better graphics routines & handling.

Ok, as far as controls, yeah.. they had no better way to handle that,
but the graphics and sound are for shit.  Either SFII Amiga was a rush
job, or US Gold isn't too great at making games.  Should've left SFII
Amiga to Team17! :)  Look at other arcade games for the Amiga.  It *IS*
possible to make a *GREAT* SFII game for the Amiga.  A better company
has to do it, that's all.

On a side note, Mortal Kombat IS going to be released for SNES.  Let's
hope that if someone decides to make it for Amiga, it's NOT US Gold.
Hopefully some company like Team17 or Mindscape or Psygnosis, someone
who KNOWS how to make good games.

-- 
    // Amiga 3000   ___ \ Sam Hulick: shulick@indiana.edu (NeXTmail OK!)
   // 68030 25 MHz /__/\ \ My opinions wear combat boots.  Or whatever.
\\// OS 2.04       \__\/ / "Walk!  Not bloody likely.  I am going in a
 \/                     / taxi."  --George Bernard Shaw
Newsgroups: comp.sys.amiga.games
From: mt87692@cs.tut.fi (Mikko Tsokkinen)
Subject: Re: Great PD game:  Fleuch!  (Fish 760)
Organization: Tampere University of Technology
Date: 23 Dec 92 00:02:51


In article <1992Dec20.230251.17877@beaver.cs.washington.edu> dylan@cs.washington.edu (Dylan McNamee) writes:

> Fish disk #760 has a really great game called Fleuch, written by
> Karsten 'Meuch' Gvtze (apologies to the character-set).  He says 
> it's based on a C64 game called Thrust.  It's a lot like one of
> my favorite arcade games, Gravitar.  You fly an asteroids' looking
> ship in a world with gravity and stationary gun turrets.  The point
> is to get close to a pod, and throw out a rope, and drag the pod 
> back to safety.  It's a multi-screen scroller, and it is glass-smooth
> even on my A1000.  Great job...

Even on A4000? The scroll is really bad on 68000 machine.
And the graphics and the sound and the gameplay are bad too:(

> Highly recommended.  (I'm tired of biplane anyway...)

Not recommended.
--
 Mit
xxxxx
"Any sufficiently advanced technology is indistinguishable from magic."
Newsgroups: comp.sys.amiga.games
From: gerry@pizzabox.dialogic.com (Gerry Lachac)
Subject: Re: Civilization Discussion
Organization: Dialogic Corporation
Date: Thu, 31 Dec 92 16:27:47 GMT

In article <1992Dec29.151745.12784@nynexst.com> clare@nynexst.com (Clare Chu) writes:
>
>  Hm...  I made peace treaties and then broke them when I got stronger.
>  I also found that the cities I conquered were all busy making diplomats.
>  I didn't find much use for diplomats.  Instead I made catapults and
>  chariots.  Catapults are pretty strong for taking down cities.

Without diplomats, I could never win a game!!  I use diplomats all the
time to steal technology and to get enemy units to defect to my side,
which is great when the enemy unit is riflemen and your best unit is a
chariot.   

Newsgroups: comp.sys.amiga.games
From: keith@sisters.cs.uoregon.edu (Keith Steiger)
Subject: Re: Wing Commander Amiga
Organization: University of Oregon Computer and Information Sciences Dept.
Date: Thu, 31 Dec 1992 03:54:05 GMT

In article <1992Dec28.121719.25583@gn.ecn.purdue.edu> sacke@gn.ecn.purdue.edu (Jeff Hanna) writes:
>Not to pick nits here, but there is no such thing as proportional control in
>a spacecraft.  Either a maneuvering thruster is on, or it is off--strictly
>a digital control system. Having analog support for Wing Commander might
>make it like the PC version, but it would be wrong.  Think of it this way:
>"The Amiga version is more realistic than the PC version."

Let's not be overgeneral here.  Maneuvering thrusters may have that property
on NASA-made spacecraft made now, but in a time when they have FTL drive and
laser cannons, I'd be inclined to doubt that it'll still be that way.  I
imagine those kind of thrusters would make interplanetary dogfights more a
matter of fighting with your own controls rather than the opponent.

	Keith Steiger
	"ANYTHING would be better than those Super Nintendo controllers...."
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Mindcraft drops too!
Date: 1 Jan 93 04:27:20 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <1992Dec29.195122.21459@pentagon-gw.army.mil> rdixon@pentagon-ai.army.mil (Roger Dixon) writes:
>
>Talked to a sales rep from Mindcraft (makers of Rules of Engagement and
>Breach 2) yesterday.  It seems that they are joining the growing list
>of organizations who will no longer do Amiga ports of their games.  They
>stated that unless there was a significant shift in the Amiga market (and
>in their case finding more Amiga programmers), they would no longer port
>their software.  This included finishing their already declared port of
>Seige.
>
>It is hard not to wonder on the real future of our machine as vender after
>vender pulls their support.
>-- 
>********************************************************************
>* Roger Dixon             rdixon@pentagon-ai.army.mil              * 
>* (703) 325-2587          PERSCOM OPMD Knowledge Engineering Group *
>******************************************************************** 
>

  Now loosing Sierra (even though there games suck) and Dynamix is (or would be) 
a bit depressing... but Mindcraft REALLY sucks...  so I guess it's no big loss.
Good thing we still have Ocean, Virgin, and Psygnosis...

------
  Ralph A. Barbagallo III
  nugget@genesis.nred.ma.us
Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Re: HELP for Dark Seed
Organization: York University, Toronto, Canada
Date: Sun, 27 Dec 1992 06:05:53 GMT

In article <72425@cup.portal.com> Peteroo@cup.portal.com (Peter Niel Olafson) writes:
>Well, that would create only a mundane hammer, which isn't sufficient to the
>task you'll need it for. You'll need to use the rock on a piece of equipment
>on the Dark Side.

The problem is I don't know how to create mundane hammer. I've tried to
click on the stick icon and then the loose rock icon in order to make a
hammer without any success.
Newsgroups: comp.sys.amiga.games
From: pmitts@aton.aton (Peter Mitts INF)
Subject: Re: Another World
Organization: Abo Akademi University
Date: Wed, 23 Dec 1992 10:04:14 GMT

>   Anybody know some tips/hints/*CHEATS* for the game Another World?

	CHEAT?! And ruin such a great game?

--
-----

		Peter Mitts, 2nd lieutnant USS Edelweiss
		      -=( pmitts@aton.abo.fi )=-

	     "Ramirez was a fool! I took his life and raped
	      his woman before his blood was even cold!"

		           - Highlander
From: markc@compnews.co.uk (Mark Cooper)
Newsgroups: comp.sys.amiga.games
Subject: Re: ZOOL Cheats request
Date: 31 Dec 92 16:21:43 GMT
Organization: Computer Newspaper Services, Howden, UK.
NNTP-Posting-Host: cassia.compnews.co.uk
X-Newsreader: Tin 1.1 PL4

OK, then - here goes...

When the title screen appears (where Zool is hauling himself up on the Z and the L), type 
	    goldfish
and the screen should flash once.
On playing the game, the following keys are operative:

1 - Zool becomes invincible (you must press this again if you collect anything which makes him temporarily invincible under normal circumstances, and every time you start a level)
2 - Jump 0.1 level (i.e from 1.1 to 1.2, etc)
3 - Jump 1 level (I think I have 2 and 3 the right way round...)
4 - Kill Zool

These are, of course, on the UK version, but with any luck they should work on any version.
--
             Mark A Cooper - E-mail: markc@annatto.compnews.co.uk              
        Smile, they said, life could be worse - so I did and it was...         
------------------------------------------------------------------------------ 
 My opinions may, or may not, be shared by my employers - my people are        
 calling their people...
From: dac@prolix.apana.org.au (Andrew Clayton)
Newsgroups: comp.sys.amiga.games
Subject: Re: Great PD game:  Fleuch!  (Fish 760)
Date: Thu, 24 Dec 1992 11:03:50 GMT
Organization: More like Dis~, really.
X-Newsreader: Arn V1.00

In article <MT87692.92Dec23000251@kaarne.cs.tut.fi>, Mikko Tsokkinen writes:

> In article <1992Dec20.230251.17877@beaver.cs.washington.edu> dylan@cs.washington.edu (Dylan McNamee) writes:
> 
> > Fish disk #760 has a really great game called Fleuch, written by
> > Karsten 'Meuch' Gvtze (apologies to the character-set).  He says 

> > it's based on a C64 game called Thrust.  It's a lot like one of

> Even on A4000? The scroll is really bad on 68000 machine.
> And the graphics and the sound and the gameplay are bad too:(

Works fine on an A4000 as well.

> > Highly recommended.  (I'm tired of biplane anyway...)
> 
> Not recommended.
> --

I reckon it's wonderful, for a PD game. As good as Thrust. Really
hard to play.

Dac
--
dac@prolix.apana.org.au              David Andrew Clayton.           // _| _  _
dac@prolix.sserve.cc.adfa.oz.au      Canberra, Australia           \X/ (_](_](_
                    <Using ARN on an Amiga 4000. Yay!>
From: keith@sisters.cs.uoregon.edu (Keith Steiger)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Amiga
Date: 31 Dec 92 04:05:57 GMT
Article-I.D.: cs.1992Dec31.040557.25168
Organization: University of Oregon Computer and Information Sciences Dept.

In article <OA92-901-232_3ed511c6@piraya.bad.se> Mike_Noreen@arkham.bbs.bad.se (Mike Noreen) writes:
>And -offcourse- you would never get within visual range of the enemy, and the
>real big problem would be to at all spot the enemy... Besides, there wouldn't 
>be much point in putting a human aboard a space fighter; computers would 
>handle it just as well, and wouldn't waste space with food, air, and water...

Umm... err....  Have you ever thought of the problems of getting a computer
to tell the difference between friendly spacecraft, enemy spacecraft,
missiles, and random space junk?  And how would you debug it--if it goes
berzerk, it could toss a hydrogen bomb at a planet by accident.  And there
would always be new circumstances that the computer wouldn't know what to do
with.  And....

Even when we have computers which could be called "smart", I still think that
humans will keep the important decisions to themselves.  Too many science
fiction stories have shown just how badly a computer can screw up an
open-ended decision process.

Besides, if computers flew the ships in Wing Commander, there wouldn't be any
GAME.  ;-)

	Keith Steiger
	"That Artificial Intelligence class left me a real pessimist...."
From: msp@msen.com (Jerry Foster)
Newsgroups: comp.sys.amiga.games
Subject: Which Football to get?
Date: 3 Jan 1993 05:17:24 GMT
Organization: Msen, Inc. -- Ann Arbor, Michigan
NNTP-Posting-Host: garnet.msen.com
X-Newsreader: TIN [version 1.1 PL8]

Someone posted some info a while back about the football games available
for the Amiga and pros & cons of each, but I've lost that article.  Could
I get some opinions from you armchair QB's out there?  I'm looking to buy
either John Madden's or Tom Landry's. I'm interested in which has the best
graphics/sounds, play action (can you control the players), and strategy. 
Thanks a bunch in advance!


--
  //  Jerry Lee "3P"
\x/   e-mail: jfos@msp.com
Newsgroups: comp.sys.amiga.games
From: zarthac@bradley.edu (Matthew Simmons)
Subject: Re: Lemmings Xmas Special '92
Organization: J. Random Misconfigured Site
Date: Sun, 3 Jan 1993 11:00:39 GMT
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: cs1.bradley.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Peter da Silva (peter@NeoSoft.com) wrote:
: What's your problem? I'm NOT complaining, just trying to make sure I haven't
: been sucked in by some idiot with a sector editor and a weird sense of humor.
: It's been a year since I played the original, after all.
: -- 
: Peter da Silva.  <peter@sugar.neosoft.com>.
:  `-_-'   Oletko halannut suttasi tnn?
:   'U`    
: Tarjoilija, tm ateria el viel.

Sorry.....  I've just seen the same discussion on boards around me and am
getting a little pissed off at it....
From: RayTrace@cup.portal.com (Ray William Kulberda)
Newsgroups: comp.sys.amiga.games
Subject: DP IBM Analog Interface
Date: Sat, 26 Dec 92 17:17:39 PST
Organization: The Portal System (TM)

I just got the DP IBM Analog Interface (from DigiPrint) and I can't get it to
work right!  I have a Quickshot Warrior 5.  I have Knights Of The Sky and
it keeps turning right!  The buttons work fine.  I also have Birds Of Prey
and World Circuit, doesn't work!  HELP!  If you have this interface which 
joustick do you use?
From: barnabas@terapin.com (Colin Smith)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Amiga
Date: 23 Dec 92 23:22:12 PST
Organization: BBS

In article <72171@cup.portal.com>, RayTrace@cup.portal.com (Ray William
Kulberda) writes:
>From what I've heard Wing Commander Amiga is just as fast as the IBM version
>and has GREAT music.  But in one Euro-Mag they said the graphics were good
>but there was noticeable crosshatching.  I've been playing it on an IBM and
>I would mind loosing some of the graphics quality for the speed of my A3000
>(and sound too!!).  So I guess it's out then? for the amiga.
Yea, it is out for the Amiga. Unfortunatley, That last game from Origin for The
Amiga. (or so I've heard. Please someone tell me I'm wrong...)
From: pgl@bbs.draco.bison.mb.ca (Paul Linton)
Newsgroups: comp.sys.amiga.games
Subject: Captive
Date: Sun, 3 Jan 1993 09:23:02 GMT
Organization: The Draco Unix System [BBS]

Does anyone have any hints, cheats, or maps for Captive?  I could use
some help!


---
pgl@bbs.draco.bison.mb.ca (Paul Linton)
The Draco Unix System [BBS]
From: flax@frej.teknikum.uu.se (Jonas Flygare)
Newsgroups: comp.sys.amiga.games
Subject: Indiana Jones & the fate of Atlantis
Date: 29 Dec 92 22:33:31
Organization: Dept. Of Control, Teknikum, Uppsala
Distribution: world
NNTP-Posting-Host: frej.teknikum.uu.se



Labyrinth at Crete.
Inner gate. Have brought two statue heads.
Have been to lower level by elevator & back.
Need to get through both upper & lower gate.
(upper need 3 statue heads, lower need to manuever pulley)
email please.
--

--------------------------------------------------------
Jonas Flygare, 		+ Wherever you go, there you are
V{ktargatan 32 F:621	+
754 22 Uppsala, Sweden	+
Newsgroups: comp.sys.amiga.games
From: sg7017095@v9001 (tomwoof)
Subject: Re: Street Fighter 2: HAHAHAHAHA
News-Software: VAX/VMS VNEWS 1.41    
Organization: Nanyang Technological University - Singapore
Date: Sat, 26 Dec 1992 16:43:00 GMT

In article <72402@cup.portal.com>, Wizard0@cup.portal.com (Asher Wizard Feldman) writes...
>Not only are the graphics and animation crap, the game only supports
>upto 2 button joysticks!  So don't expect any 6-button joystick to come
>out, since its not even supported!
Come on guys! What did you expect? Millions of colours? Enormous animated 
sprites that fills half the screen and captures all the original arcade 
version's graphics pixel for pixel, colour for colour? This is just your old
Amiga, you know. And I say it's a very good job, given the limitations. 

My only complaint:
The programmers altered the original's control techniques for certain moves
in order to reduce the controls down to 1 or 2 buttons. I suppose this made
programming much simpler and also reduces the size of sprite data. However,
much of the variations in control as well as many of the moves are absent as
a result.

It's still a great game. I hope the Championship edition comes out. And better
too.