HDTenEightyP/NetNews huggingface dataset:
From: cs4gp6au@maccs.mcmaster.ca (Lockie      RJ)
Subject: games that don't work on A1200
Organization: Department of Computer Science, McMaster University
Distribution: world 
Date: Fri, 1 Jan 1993 20:45:34 GMT

  Here's some games that won't run on an A1200 with 2MB chip ram and
no hard drive:

Empire - works, but file requester doesn't use mouse.
Starfleet1 - won't boot
Silent Service - won't boot
Qix - Guru
Fairy tale - works, suspect music problems (ie. missing...)
Wizardry6 - boots, plays (assumed works)
Bard's tale 3 - works
Thexder - works
Revenge of Defender - works
Evil Garden - boots, doesn't run
Pro Soccer - Keith Van Erron's - Microprose - boot's can't start game
Times of Lore - boots, crash when loading game to play.
Arctic fox - guru while boot
Sky fox 2 - works
Return to Atlantis - crash
The Fools errand - crash
Captian Fizz - guru
Nevermind - crash

	This is a list of all games tested on an A1200 and the result
crash means it didn't guru, just didn't run.

	Bob Lockie: cs4gp6au@maccs.dcss.mcmaster.ca
From: pwheat@cup.portal.com (Philip A Wheat)
Newsgroups: comp.sys.amiga.games
Subject: Re: harpoon 2.0?
Date: Fri,  1 Jan 93 08:46:13 PST
Organization: The Portal System (TM)
Distribution: world

>was beta testing a number of thing for them.  Oh well.

I'm just curious.  Were the even WORKING on a bug fix for Amiga Harpoon
during the time they were telling everyone to please be patient?  I have
this feeling that if they actually had been working on the Amiga upgrades
like they said, they would have at least released what they had done.

-----------------------------------------------------------------------------
Philip A Wheat                                                 Jackson, MS

Douglas Adams was almost right... It's called ORBITING when you throw youself
at the ground and miss.  :->
From: dac@prolix.apana.org.au (Andrew Clayton)
Newsgroups: comp.sys.amiga.games
Subject: Re: Best games of 1992...
Date: Mon, 21 Dec 1992 08:32:16 GMT
Organization: More like Dis~, really.
X-Newsreader: Arn V1.00

In article <92121711571@genesis.nred.ma.us>, Ralph Barbagallo writes:

> Hey!  What do you guys think are the best Amiga games of 1992?  Out of the
> stuff I've played I'd have to say...
> 

[list deleted :-)]

The two games I've really liked this year were:

Civilization
Oh No More Lemmings

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!>
Newsgroups: comp.sys.amiga.games
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Black Crypt:  MEDUSA HELP NEEDED!  [please?]
Organization: University of North Texas, Denton
Distribution: na
Date: Thu, 31 Dec 1992 23:29:19 GMT

    Ok, here is the deal:

I'm on the so-called Medusa level.  I'm in the room with the "floating skull"
with the knarly hair (Medusa?) - I can't hit it or do damage to it.
So I say, ok.  I trap it with create wall every once in awhile.

   I've gotten a couple mirror keys and silver keys.  But I think I've oponed
what I can open and there is still a locked door in the middle of the Medusa
room.  [I've unlocked two of them - but there is another, and maybe another].

* Do I have to kill this Head to get the key?  And, if so, how?


* If I just need to get another key, WHERE?


* What do I do to open the "alters" or whatever - the walls with a picture of
  Medusa on them.



Thanks a million, in advance.


Ciao....


                                                   - Jason

BTW: please respond by mial.

Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Re: A1200 - the story, two weeks after
Keywords: 1200 hd hard disk
Organization: York University, Toronto, Canada
Date: Thu, 24 Dec 1992 06:10:10 GMT

In article <1992Dec21.181417.2876@newshost.lanl.gov> jxyb@crystal.lanl.gov (Jeffery S Brown) writes:
>I hope this isn't a dumb question, but ...
>
>Will the A1200 be able to run A500 programs and thus retain the investment in
>A500 software??

All programs which can be run on A3000 will be compatible with A1200
automatically because the CPU address is similar.

>Will A500 SCSI disk drives and controllers work on a A1200??

A1200 comes with IDE controller only. There is no SCSI controller for
A1200 right now. Just sit and wait for 3rd party support.
Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: HELP for Dark Seed
Organization: York University, Toronto, Canada
Date: Fri, 25 Dec 1992 05:26:45 GMT

HELP! I've been stuck in Dark Seed! In day 3, how can I put the axe
handle in the loose rock after I pick up both items.

Many thanks for X'mas help!!!
Newsgroups: comp.sys.amiga.games
From: knecht@avalon.physik.unizh.ch (knecht roland)
Subject: Re: Wing Commander Amiga
Organization: University of Zurich, Department of Computer Science
X-Newsreader: Tin 1.1 PL4
Distribution: inet
Date: Sat, 26 Dec 1992 15:22:21 GMT

oahvenla@snakemail.hut.fi (Osma Ahvenlampi) writes:

(Skipped..)

: Very simple. Compared to 320x200x4 (bitplanes), 640x400x4 is four times as
: much data. Also, since you have to transfer 320 bytes instead of 160 in the
: 64 msec (A3000 w/ de-interlacer) or 32 msec (A4000 with 31kHz modes) it takes
: to draw one line to the screen, hires modes eat a lot of chipmem bandwidth.
: In fact, on A3000 it would take all the chipmem bus (leaving processor access
: only between lines and frames). So, using hires would mean that the program
: would have much less time to transfer a lot more data, so the frame rate would
: drop. Simple as that.
: I'd take high frame rate over high resolution in animation any time. Of course,
: if you could get both, it would be great, but...
: --

First: 320*200*4 would be ok, but I think sometimes it is just 320*200*2!!
(Pilotes running to their ships..)

Second: I saw well done hires-interlaced and HAM-laced presentations
(animation and sound) on A3000. So it should have been possible to have
better graphics in the briefing and bar-scenes. I don't talk about the
missions themselves. They are ok and a lot of fun. I just think they
wanted it on THREE disks instead of four. Unfortunately.

Roland Knecht
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Games for Xmas
Date: 24 Dec 92 18:33:08 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <15436@hq.hq.af.mil> snolan@marge.hq.af.mil writes:
>In article <jconklin.2w3w@terapin.com>, jconklin@terapin.com (John Conklin) writes:
>
>|> >> Robocod
>
>Should that be Robocop? Or is there a killer fish out there these days?
>
>Scott Nolan
>snolan@marge.hq.af.mil
>
>==============================================================
>
>A foolish consistency is the hobgoblin of small minds.
>
>			- Ralph Waldo Emerson
>

  Nope, Operation Robocod... the sequel to James Pond.. GREAT platformer.
Still one of the best on the Amiga.  I find it more entertaining than Zool.
Of course, Doodlebug rules!

------
  Ralph A. Barbagallo III
  nugget@genesis.nred.ma.us
Newsgroups: comp.sys.amiga.games
From: brianc@iastate.edu (Brian J Cerveny)
Subject: Re: Wing Commander Amiga
Organization: Iowa State University, Ames IA
Date: Mon, 28 Dec 1992 20:36:17 GMT

In <1992Dec28.121719.25583@gn.ecn.purdue.edu> sacke@gn.ecn.purdue.edu (Jeff Hanna) writes:

>In article <37186@sophia.inria.fr> colas@opossum.inria.fr (Colas Nahaboo) 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."

Well, there isn't exactly such a thing as a spacecraft with weapons, nor
has there ever been a space battle (or for that matter a war in space)
so I guess the games is even more unrealistic than you had at first considered.

BTW, you are wrong anyway.  The space shuttle uses a number of variable
thrusters, not to mention the main engines used to boost it between orbits and 
to break out of orbit.

But who's to speak for the military spacecraft of thousands of years into the
future anyway?

-- 
   // Brian J. Cerveny (email: brianc@iastate.edu, IRC: RedWine)
 \X/  Disclaimer: Silly me, did I really say that?
From: wdao@aludra.usc.edu (Walter Dao)
Newsgroups: comp.sys.amiga.games
Subject: EPIC hints ...
Date: 1 Jan 1993 00:38:13 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu


I just got Epic (Yeah I know it is old !!!, you bunch of pirates who get 
wares weeks before it is on the market...)Santa is not one of your kinds ...

Anyway, I am still on the very first mission... 
I am supposed to trak down and destroy the deep tracking station in Am 9 . 
Where the f*ck (the * is a u) is it ? I get messages like "go to HOG 123"
where is hog 123 ? and the station is supposedly viewable from 400km.
jeez ...
In the meantime I just fly around (the flight mechanics suck big time !!!.
yeah !!! I grew up playing Elite on the c-64).
anyways ... I need help ..


				Walt
From: jconklin@terapin.com (John Conklin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Global Effect: Always freezing over!
Date: 2 Jan 93 00:49:47 GMT
Organization: BBS

In article <C065uo.2y@ccu.umanitoba.ca>, umsmigi0@ccu.umanitoba.ca (Trevor
Allan Smigiel) writes:
>In <jconklin.316q@terapin.com> jconklin@terapin.com (John Conklin) writes:
>>I hate to say it, but polute the planet.
>
>Can you suggest a way to do this.  We have tried this with out much
>success.  Should we just keep making cities and powerplants and all
>that other stuff?   Of course I played only about 8 or 9 short games.
>
>Trevor
>

Well, when I played it, I created coal-burining power-plants, and I survived a
bit longer. Also, try oil-burning methods. 
Newsgroups: comp.sys.amiga.games
From: jpmunday@bmdhh336.bnr.ca (Jonathan Munday)
Subject: Onslaught
Keywords: onslaught help
Organization: BNR Europe Ltd, Maidenhead, UK
Date: Mon, 21 Dec 1992 10:34:33 GMT



	I just recently got my hands on an old game (I think) called Onslaught. I
really like the game but the instructions that come with it are pretty vague. Has
anyone out their got this game? If so, what causes the levels on the banners to
rise? (I think it`s when you let enemies get past you but I`m not sure.)

	Also, the instructions say something about you getting half-glory
points if you attack an army of the same cult. Does this mean same cult or
does it mean the same alignment.

	Finally, if you fall back to defend your castle, do you have to get to
the banner on the far side or can you win by just protecting your own?

	Oh, and does anyone understand how the crusade/plague/oracle areas work.
I managed to pick up a crusade talisman from a temple, but I'm not sure how I can
use it.

		cheers,
			Jon
From: jconklin@terapin.com (John Conklin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Global Effect: Always freezing over!
Date: 3 Jan 93 02:05:29 PST
Organization: BBS

In article <72788@cup.portal.com>, TomK@cup.portal.com (Tom R Krotchko) writes:
>>It would be a real good game if you could play it for more than a few minutes
>>without failing.
>
>You mean other than the freezing problem, the bad controls, the terrible
>manual, and the tenuous grip on "science" the game author has?
>
>Global warming OR freezing in 40 years? Based on what theory?
>
>TomK@cup.portal.com
>Tom Krotchko

I never said the game was GOOD, now! It LOOKS goot, and is a good IDEA, but the
attempt was blundered in my opinion.
Xref: sparky comp.sys.amiga.games:17316 rec.sport.hockey:23024
From: rlcarr@animato.network23.com (Rich Carreiro)
Newsgroups: comp.sys.amiga.games,rec.sport.hockey
Subject: Wayne Gretzky Hockey
Followup-To: poster
Distribution: world
X-NewsSoftware: GRn 1.16f (10.17.92) by Mike Schwartz & Michael B. Smith
Date: 28 Dec 92 19:15:58 EST
Organization: The Other Side of Life

Are there any versions of WGH that will work with 1 meg of chip RAM and
AmigaDOS 2.04?   

Please email.

Thanks!

-- 
Rich Carreiro                                  Home: (401)841-8514
rlcarr@animato.network23.com
uunet.uu.net!animato!rlcarr
Newsgroups: comp.sys.amiga.games
From: kenney@fraser.sfu.ca (Kenney Peter Wong)
Subject: Robocop 3D Help
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 31 Dec 1992 08:23:28 GMT

I just got Robocop 3D and I've got a question about the Movie Adventure
section:

I get up to the church and kill 60 rebels in the catacombs, after which
I get a message on the Robocop visor informing me that all the rebels
have been killed or have fled.  After this I get the MediaBreak scene
where I immediately get 'decomissioned'.

Is this the end of the game?!?  Only three sections (driving, save Lewis
& church) seems very short to me.  I seem to recall there being more to
do in the game from what I have seen in a mag review of the game.

  ADthankxVANCE
  kenney@fraser.sfu.ca
From: Steven_Hurdle@amusers.UUCP (Steven Hurdle)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sierra definitely ISN'T gone!!!
Distribution: world
Date: 27 Dec 92 00:05:11 PST
Organization: AmUsers - The Amiga Users Group of Victoria BC

In a message dated Fri 25 Dec 92  2:44, Ggiles@cie.uoregon.edu (gregg Giles
wrote:

 GG>    Sierra UK has been in existence for well over a year. Your news is
 GG> a little
 GG> old. To date, it has merely been a marketing subsidiary, not a
 GG> development one 
 GG> (all Sierra games are done in Coarsegold, California). 
 GG>    As for whether or not they're going to get back into the Amiga,
 GG> we'll see.
 GG> I'll believe it when I see an AGA game that says "Sierra".

OK.  Maybe I was trying to read between the lines too much there.  I didn't
realise that Sierra already had a marketing subsidiary already in the U.K.
(I live in Canada and my only sources of U.K. Amiga news are the euro-mags
I read and the nets of course).  The news-piece clearly isn't referring to
this group, it referred to Sierra opening up a new office that would be
doing Amiga ports, and that it would be in the U.K.

I wouldn't expect them to do AGA games right off the top, or at least not
only in AGA.  I'd like to see a fresh coding team tackle the job of porting
the games as the people in the past by-and-large haven't done outstanding
jobs, really.  I expect AGA versions could well be in the works as they're
actually very easy to do as I see it, though admittedly I'm not a coder so
there might be hidden twists you can enlighten me too.  By porting the game
engine from the ECS version, and porting over the VGA graphics, an AGA
version seems very easy to put together.  Obviously, however, the games
that go out of their way to use AGA to the fullest are the ones that will
impress the most and therefore sell the most.  It's just nice that the ease
of porting to AGA seems to have resulted in a number of companies jumping
in with both feet right away even before A1200/A4000 units are extremely
large in number.

 GG> Gregg Giles (Dynamix, Inc.)               "Infinite Laser Dog"
 GG> Development Team
 GG> All opinions expressed are my own.          ggiles@cie.uoregon.edu,
 GG> BIX: ggiles
 GG> Willy Beamish (MS-DOS CD-ROM, Sega-CD), Space Quest V (MS-DOS), A10
 GG> 1.5 (Amiga)

-- Via DLG Pro v0.995

Steven Hurdle <==> The Swindler                [public replies only please]
Writer of "Virtual Rumours", a rumour/news column in some club newsletters.
Coming to you from Victoria B.C., the Bahamas of Canada:  via SupraFAX!!!!!

                     "Give me AGA, or give me DEATH!!!"
Newsgroups: comp.sys.amiga.games
From: ewok@netcom.com (Bryan C. Beckstrand)
Subject: Re: Black Crypt HELP!!! [PLEASE - I'm STARVING!!!!]
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Wed, 30 Dec 1992 08:20:48 GMT

jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>    I've mapped out the 1st level and a lot of the 2nd.  I've gotten the ogre
>blade and stuff like that.  But there is a major problem in my exploration --
>IM STARVING!!!

>    Where the hell do I get/make/find FOOD!?!?!  I've found a few fountains -
>but all my food is long gone.  Now everyone is dying faster than I can heal.
>Is Black Crypt essentially timed in this way?  If so it sucks.

>So, HOW DO I GET SOME STUFF TO EAT?!?!?!


Have you tried reading the manual?  There's a great section on
playing the game.  Also, why are you mapping out the levels?
>And, any other tips you have to throw in would be great.


(I *KNOW* I'll get flamed but...)

HOW ABOUT BUYING THE GAME!!!!!!!!  THAT'S MY *BEST* TIP!!!!!!!!

>Thanks a mil, in advance.

>Ciao...


>                                                 - Jason


>BTW:  Please respond by mail.

BTW:  Please purchase your games.

--Bryan
From: rdixon@pentagon-ai.army.mil (Roger Dixon)
Newsgroups: comp.sys.amiga.games
Subject: SSI's No Greater Glory
Date: 27 Dec 92 22:57:08 GMT
Organization: U.S. Army Artificial Intelligence Center, The Pentagon

Has anyone else played "No Greater Glory" by SSI.  If so, I would
be interested in your impressions.  Please email me.
-- 
********************************************************************
* Roger Dixon             rdixon@pentagon-ai.army.mil              * 
* (703) 325-2587          PERSCOM OPMD Knowledge Engineering Group *
********************************************************************
From: Steven_Hurdle@amusers.UUCP (Steven Hurdle)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sierra definitely ISN'T gone!!!
Distribution: world
Date: 25 Dec 92 01:54:46 PST
Organization: AmUsers - The Amiga Users Group of Victoria BC

In a message dated Thu 24 Dec 92  6:51, Cs902125@ariel.yorku.ca (shuk C Yip
wrote:

 CCY> In article <72317@cup.portal.com> TomK@cup.portal.com (Tom R
 CCY> Krotchko) writes:
>>Well, it's official.  Sierra is going the same route as Interplay and is
>>opening up a UK office that, along with providing better distribution and
>>marketing of Sierra stuff in Europe, will be hiring its own coding teams
>>and doing Amiga versions of Sierra stuff from there!  :)  Fabulous.
>>
>>The good news in the wake of AGA and the A1200 continues to roll in.

>That's terrific, but what does "official" constitute?

 CCY> Yes! How about Dynamix?

I wish I knew.  Presumably this new Sierra office will be handling
euro-distribution and support for Sierra products (barring existing
agreements with euro-publishers).  If so, then it's reasonable to assume
that it will handle distribution of Sierra affiliates as well, including
Dynamix as they have Beemer versions to distribute after-all.  This is
where my speculation comes in.  Is it not possible, since this new U.K.
office would likely have control over how they go about doing the ports,
that they could get permission to port Dynamix titles?  Anyone know the
status of Dynamix's relationship with Sierra?

-- Via DLG Pro v0.995

Steven Hurdle <==> The Swindler                [public replies only please]
Writer of "Virtual Rumours", a rumour/news column in some club newsletters.
Coming to you from Victoria B.C., the Bahamas of Canada:  via SupraFAX!!!!!

                     "Give me AGA, or give me DEATH!!!"
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: If you're impressed w/ music.. (Zelda)
Originator: shulick@navajo
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: Vallen Software
Date: Sat, 2 Jan 1993 14:06:13 GMT


Well, I got to toy around with my cousins' SNES over the holidays.  If
you get a chance, try out Zelda III.  The music is GREAT (esp. in the
beginning when you walk around in the rain).  Can anyone give me the
specs on the SNES?  Clock speed?  Number of maximum colors on the screen
at once?  How many audio channels, and what kind of sound (8-bit,
16-bit), etc.  Thanks.

On a side note, has anyone by any chance ripped out the, uh, mods?  Are
the songs even in some sort of tangible format or what?  Just curious.
I'd ask about disassembling SNES games, but I don't know Assembly. :)  I
posted this message to c.s.a.m. and c.s.a.g. because I'm an Amiga
person, curious about SNES stats.  I wish some of the SNES game-makers
would recognize us!  Zelda III made me kind of envious. :)

-- 
    // 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
From: michaelb@compnews.co.uk (Michael Burton)
Newsgroups: comp.sys.amiga.games
Subject: Re: F29 Retaliator
Date: 31 Dec 92 12:07:25 GMT
Organization: Computer Newspaper Services, Howden, UK.
NNTP-Posting-Host: annatto.compnews.co.uk
X-Newsreader: Tin 1.1 PL4

Flight of the intruder supports a two player game over modem, but if I were you I would try before you buy.
Even on a nul modem link it is rather slow, and it seems to slowly grind to a 
halt.
Well there you go dont know if I have been of anyhelp?


--
          Buy an AUDI.......you know it makes sense!!!!!
	  There is NO COMPROMISE!!! (Well maybe a BMW)!
	  From Michael Burton.      (AN AUDI OWNERR
	  E-mail michaelb@compnews.co.uk
From: grouleff@daimi.aau.dk (Morten Grouleff)
Newsgroups: comp.sys.amiga.games
Subject: Re: SEGA Genesis on Amiga? (Cart.-discussion)
Date: 3 Jan 93 17:55:49 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

<<Discussion on what how to copi cart...Lots of stuff deleted>>

They are not commonly available, as they're designed for the gameprogrammers.
They use them to develop the game, using e.g. a PC to write and compile the
game, and then "download" it to the fake-cart to test it. Very much the
same as people developing for the old C-64, using a amigasystem. But of
cause they can be used to make copies of cart as well....
-- 
grouleff@daimi.aau.dk (Morten Grouleff)
From: bytey@werple.apana.org.au (Chris Hames)
Newsgroups: comp.sys.amiga.games
Subject: FlashBack Stuck last section
Date: 31 Dec 1992 17:01:24 +1100
Organization: werple public-access unix, Melbourne
NNTP-Posting-Host: werple.apana.org.au

A friend is stuck in the second alien world bit (last section he reckons),
keyword H???.   He goes into the room right of the bottom of the big (animated)
lift.  Shoots the pulsating creature thing but doesn't know what to do then.
The door on the screen to the right is not open.  The door of the room
closes when he jumps up to shoot the creature but the green guys just keep
coming down and he can go nowhere.

He does go up and kill the other thing first, the one that is
a ball that rotates....

Please help him so he stops bugging me!

-- 
Chris Hames
Internet: bytey@werple.apana.org.au
FidoNet: 3:633/353
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sierra definitely ISN'T gone!!!
Date: 29 Dec 92 20:15:11 GMT
Article-I.D.: pith.1hqbkfINN4en
Distribution: world
Organization: University of Oregon Campus Information Exchange
NNTP-Posting-Host: cie.uoregon.edu

In article <Steven_Hurdle.00t7@amusers.UUCP> Steven_Hurdle@amusers.UUCP (Steven Hurdle) writes:
>In a message dated Thu 24 Dec 92  6:51, Cs902125@ariel.yorku.ca (shuk C Yip
>wrote:
>
>I wish I knew.  Presumably this new Sierra office will be handling
>euro-distribution and support for Sierra products (barring existing
>agreements with euro-publishers). 

   Sierra UK has been around for some time, folks. At least a year.

>Anyone know the
>status of Dynamix's relationship with Sierra?

   Sierra owns Dynamix. Dynamix no longer develops for the Amiga.

-- 
-------------------------------------------------------------------------------
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)