HDTenEightyP/NetNews huggingface dataset:
From: e91petmo@odalix.ida.liu.se (Peter /\/\odin)
Subject: Re: Monkey II part II help wanted
Keywords: map, crypt, open
Organization: CIS Dept, Univ of Linkoping, Sweden
Date: Tue, 17 Nov 1992 19:19:09 GMT

hgbokhor@cs.ruu.nl (Henk van Bokhorst) writes:


>I got three pieces of the map:
>-bought one,
>-'got' one from Elaine
>-found one (including a hand)

>but I can't find the fourt piece of the map.
>I think the piece belongs to Rapp Scallion, and I've seen on the
>news you have to open the crypt to find where he lies.
>But I don't know how to open the crypt.
>Does anyone know how to open it?

There is a key to the crypt; Stan's got it! Spoiler below.

Question: How did you get that one, "including a hand"?




SPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOILERSPOILER
Ask Stan to demonstrate a coffin for you, and nail it shut!
Then get the key from behind the counter. To identify Rapp's
coffin, gov. Phatt's got a book that'll help.

--
=================================================================
| Peter Modin C92       | EMail: e91petmo@und.ida.liu.se        |
| Rydsvagen 240 B:11    |               -"Come forth and win my |
| S-582 51  LINKOPING   |  \\\  Amiga     eternal love", God    |
| Int. +46 13 17 81 01  |   \\\ user!     said to Moses. But,   |
| SWEDEN                |    \\\ ///      he came fifth and won |
|                       |     \\X//       a toaster.            |
=== Dept. of Computer Science, Linkoping University, Sweden  ====
Newsgroups: comp.sys.amiga.games
From: quandt@mcs213c.cs.umr.edu (Brian Quandt)
Subject: backup
Date: Sat, 21 Nov 1992 22:41:51 GMT
Organization: University of Missouri - Rolla

This post may or may not belong in this group, but I put it here
for obvious reasons.


I have a copy protected program on my PC.  I have heard that the 
amiga drives can do many things that PC drives can't.  Can I use
my Amiga 3000 to make a backup of my copyprotected PC disk (720k)?
If so how?  What hack tools should I use?

			thanks in advance

Yes this is for legitimate reasons!!
From: loyd@seq.uncwil.edu (David Loyd)
Subject: JUAN ARIAS: EMAIL ME!!
Organization: Univ. of North Carolina @ Wilmington
Date: Thu, 19 Nov 1992 13:07:11 GMT

JUAN, emial me asap about the tower.

-- 
loyd@seq.uncwil.edu

Amiga 2000 Tower               8megs 32bit Ram   
Supra 2400ZI+ Modem            Sony KV-1311CR Monitor
From: david@zone4.ocunix.on.ca (David Stimson)
Newsgroups: comp.sys.amiga.games
Distribution: world
Subject: Re: Lemmings 2 demo competition on Usenet
Keywords: lemmings tribes
Organization: Zone4
Date: Fri, 20 Nov 92 15:39:14 GMT



How to save all the lemmings on level 3: <note: takes some practice>
 
As the lemmings drop out...make one of them a musician to stop them from falling
off the edge....then do the balloon thing...when the lemming lands on the
"pillar", make him an archer...fire back to the left at the ledge...
<with practice you can make about 3 shots before he will continue on his 
merry way to the exit>  Keep doing this until a bridge is formed across the
gap...change the musician, and let em walk across the bridge to home...
 
I have managed to do this a couple of times...
 

-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-
david@zone4.ocunix.on.ca (David Stimson)            The Pink Bermuda Triangle
                "It's moving so fast, it's standing still."
                -- Mona Lisa Overdrive -- William Gibson --
From: Peteroo@cup.portal.com (Peter Niel Olafson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sierra is gone
Date: Mon, 16 Nov 92 20:17:14 PST
Organization: The Portal System (TM)
Distribution: world

Yes, Sierra is out of Amiga business -- at least for the time being. As far I
concerned, they shouldn't let the door hit their rump on the way out. Most
of Sierra's Amiga product line was quasi-junk in technical terms, and they 
had only begun to make semi-acceptable games with KQ V and Conquest of the 
Longbow, both of which were nevertheless appallingly slow. Sierra did
begin to use the hardware (as becomes evident in the screen changes in
KQ V) but they never even tried to write for the Amiga from the ground up;
one always had the impression of a couple of guys working with a few conversi
utilities, and of course under those circumstances the Amiga behaved exactly
like a 7.14 mHz machine, rather than up to the 14-16mHz relative speed it can
achieve with the chipset fully in play. Baffling logic: Release garbage anima
adventures years behind the SOTA, then use the lack of sales (which might 
reasonably have been expected) to justify dropping development.
One might get the impression that they were never interested in Amiga games
to begin with.
The sad part is: No more Dynamix games, either. 
I'll repeat what I said earlier; the only damage here is the -perception-
that the Amiga is somehow weak (or weakened). Look what we have in its 
wake: Lure of the the temptress, Legend of Kyrandia, Curse ofEnchantia,
Indy 4. Quite honestly, who needs Police Quest I enhanced?
From: Peteroo@cup.portal.com (Peter Niel Olafson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Uploaded Sonic Game for the Amiga
Date: Mon, 16 Nov 92 20:18:37 PST
Organization: The Portal System (TM)

Note that this is already in line for US release via RAW Entertainment (along
with Ugh!)
From: squigg@gssec.bt.co.uk (Stephen Quigg)
Newsgroups: comp.sys.amiga.games
Subject: Re: Assassin
Date: 23 Nov 92 13:36:17 GMT
Organization: BT Glasgow Systems and Software Engineering Centre, Scotland.


-- 
In article <By0LE9.G07@dunaad.co.uk>, dan@dunaad.co.uk (Daniel Hunter) writes:
|> 
|> Is anyone else playing this pretty suberb game by Team 17?
|> I'd recommend it to any one who likes platform and platform SEU like
|> Turrican 1 & 2.
|> It is really slick and play's like a dream.IT'S BETTER THAN TURRICAN 2!!!
|> Best of it's kind, no problem. 
|> It is also pretty big and hard even with all the options ie. No. of lives,
|> how hard the baddies are, automatic or manual boomerangs!!!!
|> The in game speech is great and you can pick up an object that directs you
|> to the end of the level by talking to you.
|> Great game anyhow IMHO.
|> 
|> -- 
 	Yes , I agree ,definetly a classic game ......
As for the SPEECH : level 2 - suspended in the air on a wire , with only
blackness below me ...... the voice : "GO DOWN !" , so I drop ...... 2000 metres
later I hit the floor and die !!!!

I was just waiting on THE VOICE saying "OOPS , SORRY..." 



Stephen Quigg
squigg@gssec.bt.co.uk 
British Telecom , GSSEC , Glasgow
(Nothing in any of my mail represents my Employer in any way)
From: ralph@bugend.edvina.se (Staffan Vilcans)
Newsgroups: comp.sys.amiga.games
Subject: New games posted.
Date: Wed, 18 Nov 92 16:44:30 GMT
Organization: Bugend BBS

Here are a few new games on amiga.physik.unizh.ch that might be of 
interest.

tomtespe.lzh         game/misc  104K A fun two player game

This is just the right one for X-mas. A fast, fun-filled game with 
humour and a soundtrack consisting of different christmas songs. No 
special hardware required as far as i know but PAL could be handy.

t-triz20.lzh         game/think  45K A tetris clone version 2.0

This one was made by DeadZoft (authors of ComPositive, the NoiseTracker 
clone), also known as DeadZone. This is a *BIG* Tetris, and then I'm 
talking about *BIG*. Really nice soundtrack too. Probably best in PAL.

pharaoh              game/misc  107K Amiga version of the C= 64 game

This one was a wanted one I get it. "Pharao's Curse" A good cenvertion 
of the old C64-game. I think PAL is not nececary in this game...

nml.run              game/misc  226K No Mans Land: A two player game

Quite a simple idea. Just kill of the other player (two players 
required) with what comes handy. Bazookas, rifles, bombs, missiles...
PAL only I think. Might also have problems with ECS...

mcomand.lzh          game/shoot  53K Missile Command (quite old)

Just yer basic Missile Command. I guess there is not much more to 
say...

brain.lha            game/think  18K Think game

A small think game. It was developed so the author could have something 
to do while waiting for the compile to get ready. Probably works well 
on every Amiga.

bleed2.lzh           game/role  171K Next part of bleed

Bleed II. Music, added graphics and a bigger game. I don't think this 
is as fun as the first game. Not much gameplay in it either.

bleed.lzh            game/role   30K Bloody cool adventure game

The first Bleed, converted from the C64. Not much gameplay but it's fun 
(atleast if you have that kind of humour). Racistic, sexistic and 
violent.

biplanes.lzh         game/shoot  23K Air action for one or two

Do anyone remember this old one from Intellivision (the TV-games)? 
Well, here it is for Amiga. Well coded too. Looks really nice.

bilo.lha             game/think   6K Binary Logic: Think game, requires Kick 2.x

BInaryLOgic. I guess this is mostly for people who are or want to be 
good at thinking in binary. You get a number and must transform it into 
a second number by using shift, AND, OR and other logical operation. 
2.0 is required.


---
"Piracy is theft." / FAST
"Property is theft." / Pierre Proudhon
From: dobrien@sybase.com (Dave O'Brien)
Newsgroups: comp.sys.amiga.games
Subject: Re: Games for Analog Joystick ?
Date: 16 Nov 92 19:58:47 GMT
Organization: Sybase, Inc.
X-UserAgent: Nuntius v1.1

In article <10292314.23285.3146@kcbbs.gen.nz> Suad Musovich,
Suad_Musovich@kcbbs.gen.nz writes:
>Does any out there in Amigaland know the games/simulations available
>for an Analog joystick.

Most of the recent hardcore flight sims (F-19, etc.) support an analog
joystick. Getting it to work *properly*, however, is a hard-earned art in
my experience.
From: Mazzie@cup.portal.com (LYNETTE MAZZIE MAZZIOTTI)
Newsgroups: comp.sys.amiga.games
Subject: Re: The Kristal
Date: Mon, 16 Nov 92 16:55:19 PST
Organization: The Portal System (TM)
Distribution: world

Hi. Its been along time, but if I remember correctly..
you have to be 'invited' to the castle...but I can't
remember if you actually talk to someone and get in or
if you find an invitation and use it. 
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: New Game! WATCH for it. :)
Originator: shulick@navajo
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: Vallen Software
Date: Mon, 23 Nov 1992 04:27:21 GMT


Well, watch for the little movie-type demo, anyway. :)  The game is a
major project that a friend & I plan to work on this summer--hopefully
it'll all go through!  For now, expect to see a demo on the sites soon,
done by me.  It's just a little fun thing, but it entails the plot of
the soon-to-be (or not-so-soon-to-be) game, and you might enjoy it.
I'll post when I release the demo, which should be due in late November
or early December.  Until then, hasta!

  - President
  - Vallen Software

-- 
Sam Hulick          | "You can't discover new oceans unless you have the
shulick@indiana.edu | courage to lose sight of the shore."  --Anon.
(NeXTmail welcome)  |
From: Marc_De_Roos@amusers.UUCP (Marc De Roos)
Newsgroups: comp.sys.amiga.games
Subject: Re: FDuel Pro:Rudder Pedal Hookup
Distribution: world
Date: 20 Nov 92 00:14:58 PST
Organization: AmUsers - The Amiga Users Group of Victoria BC

In a message dated Fri 13 Nov 92  8:54, Umteghts@ccu.umanitoba.ca (david Te
wrote:

 UT>   Can anyone tell me how to hook up IBM-type rudder pedals to use
 UT> with
 UT> Fighter Duel Pro? I know there is a special I/O device that I can
 UT> purchase
 UT> to do this, but can I do it just by wiring up my own custom
 UT> connectors
 UT> or is active circuitry required?
 UT> Thanks.

A-ha! another Pro Dueler junkie!
 
Note: Haven't tried this out but this is supposedly how to do it!
  To have FDPro running with rudder pedals:
Hook the Analog input onto the Y pot of the mouse port (use a 100k pot).
No mouse digital pulse emulation required.
 
 I would however, strongly recommend you buy this "IO" device.
 (assuming you refer to the "Amiga Smart Port"?)
One of the spinoff benifits (for analog joysticks especially) is a that it
uses a circuit that makes pots look linearly like 470k pots to the Amiga.
- Much superior to using caps since they don't give you a linear change.
This equates to better range and control on analog sticks.
     .___.
     YOvOY                   Good luck...and check six!
    / )#( \
    \/YVY\/
 >*---^-^--------------------THE NIGHT OWL---------------------------*- 
Marc de Roos   AmUsers Victoria, B.C. Canada  (public replies only please)
 

-- Via DLG Pro v0.995

Newsgroups: comp.sys.amiga.games
From: dimmen@hsr.no (Kjetil Dimmen)
Subject: Re: 64'er REVS
Organization: Rogaland University Centre
Date: Wed, 18 Nov 1992 22:21:55 GMT

In article <1992Nov17.161057.26857@email.tuwien.ac.at>, ah@wampum.fml.tuwien.ac.at (Andreas Haleger) writes:
> In article <tg-Zr*Ne0@awaki.toppoint.de> sirawa@awaki.toppoint.de (Ulrich  
> Diedrichsen) writes:

	[stuff deleted]

> dimmen@hsr.no (Kjetil Dimmen) wrote:
> > If my memory doesn't fail me, the best of the computer cars qualified at
> > about 1:20/1:21, and we never had much trouble of beating them to it.
> I don't remember about the computer cars, but I am pretty sure it's  
> impossible to drive 1:21.
> 
Impossible? No way. Remember this was the computer cars at the EASIEST level.
At the higher levels they went even faster. If this is really important to you
I can check it out. (But then again, I *could* be wrong about the times. It's
waaaaaay back in history, you know...)
-- 
D.    - Some people say I have a too high self-esteem.
They may be right, but at least I have good reason to.
From: david@zone4.ocunix.on.ca (David Stimson)
Newsgroups: comp.sys.amiga.games
Distribution: world
Subject: Re: Walker from DMA Design
Organization: Zone4
Date: Fri, 13 Nov 92 17:02:09 GMT



I just dl'ed this demo last night...looks like a wicked game...I agree...
HD installable would be nice...
 
3) the guys from the right and their cables...
 
Try running left and right...this will make them swing wildly and will
usually toss them off...<note: do this when they still have a lot of
rope left...>
 

-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-
david@zone4.ocunix.on.ca (David Stimson)            The Pink Bermuda Triangle
                "It's moving so fast, it's standing still."
                -- Mona Lisa Overdrive -- William Gibson --
From: jconklin@terapin.com (John Conklin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Opinions on Falcon 3.0 + AGA
Date: 19 Nov 92 00:28:48 PST
Organization: BBS

When I last spoke with Spectrum HoloByte, they were open to the idea of Falcon
3.0 being ported to the Amiga, but the decision is completely up to MicroProse.
They have complete control over what gets ported and when.
From: rfentima@ub.d.umn.edu (Robert Fentiman)
Newsgroups: comp.sys.amiga.games
Subject: Re: Nigel Mansell demo from ftp.luth.se
Date: 16 Nov 1992 14:35:41 -0600
Organization: University of Minnesota, Duluth
NNTP-Posting-Host: ub.d.umn.edu

In article <19921116.074304.582@almaden.ibm.com> tblanchot@vnet.ibm.com writes:
>Nobody is talking about this demo. Can anybody tell which hardware is
>needed to run it? I've tried on an A500 512 chip + 512 fast and another
>one with 2MB fast and 512K chip and it always said "unable to load
>nigel.am - error code 103".....

I've tried it on my A2000 512K chip, 4.5M fast with the same result. 
All I know is that error code 103 is "insufficient free store".  Perhaps
we need the 1M agnus (?).  Do you know what this demo is supposed to be,
anyway? 

	Thanks
	Robert Fentiman

UseNet: rfentima@ub.d.umn.edu
At: University of Minnesota, Duluth


Newsgroups: comp.sys.amiga.games
From: hgm@ncsu.edu (Hal G. Meeks)
Subject: Re: Nigel Mansell demo from ftp.luth.se
Organization: North Carolina State University
Date: Wed, 18 Nov 1992 12:50:56 GMT

corsa@shell.portal.com (Eric Richard Elliott) writes:

>It worked fine on my A3000/2.04 as long as I booted in PAL mode.

I've run it successfully on my 3000/25 under 2.04 in NTSC mode. No degrader
needed. I really can't see why people are having a problem with this game.

Now, if it only had a _two player_ mode. I've heard LotusIII will support
this. 

--hal

--
hgm@ncsu.edu           "Office Buildings are our Pyramids."
From: pe@cam-orl.co.uk (Philip Elwell)
Newsgroups: comp.sys.amiga.games
Subject: Re: 64'er REVS
Date: 20 Nov 92 07:40:57 GMT
Organization: Olivetti Research Ltd, Cambridge, England

Try these times:

Brands Hatch    - 1:23.0
Donnington Park - 1:08.2
Nurburgring     - 1:35.5
Oulton Park     - 1:13.7
Snetterton      - 1:00.9
Silverstone     - 1:22.5
Silverstone'89  - 1:28.6 (Altered circuit)
Silverstone F1  - 1:09.9 (6 gears, more power)
Brands Hatch F1 - 1:10.5 ( "    "     "    " )

These are by my younger brother Richard and are probably pretty hard to beat.
The other tracks are in REVS+ except for the last three which are my own
creations!

Phil Elwell
From: podesta@qut.edu.au
Newsgroups: comp.sys.amiga.games
Subject: Anyone know of: Legends of Valour
Date: 22 Nov 92 12:47:43 EST
Organization: Queensland University of Technology

Hey dudes!

Has anybody heard anything about the game:  Legends of Valour???

I just read about it in the october One Amiga magazine.

It's a game along the Wolfenstein/Ultima Underworld style. It's supposed
to do 8 frames/second on a stock standard A500 :)

I'm pretty excited about it. I was worried that the IBLame would be the
only machine with that type of game, but not any more :)

They don't say much about how they manage to get that much speed out of
a 7mhz 68000. All they mentioned is that they use some sort of Ray Tracing
method to draw the screen. Anyone have any idea how they do it??? I know
I won't rest until I work it out :)

From the screen shots it looks pretty good - full color bitmap graphics.

James

Newsgroups: comp.sys.amiga.games
From: abend@teak.cis.ohio-state.edu (dan edward abend)
Subject: Re: X-wing game
Organization: AMIGAphile
Date: Mon, 23 Nov 1992 14:28:54 GMT

In article <1992Nov23.091824.28836@ousrvr.oulu.fi> chris@alchemy.tn.cornell.edu writes:
>
>Ack!  Hope I didn't start a flood of people asking about this by mentioning
>it in my Star Wars FAQ.  The FAQ clearly states that the Amiga port is
>_rumoured_ only - it does not yet exist.  Furthermore, if it ever does
>exist there is a high probability that it will require a machine with AGA
>graphics (currently that means a 1200 or 4000 model.)
>------------------------------------------------------------------------------
>Christopher A. Wolf   mail: chris@alchemy.tn.cornell.edu   IRC: cwolf (#amiga)
>------------------------------------------------------------------------------

At this time, LucasArts has neither confirmed nor denied that an Amiga
version of the X-Wing Simulator is in the works.  There is a slide-show
available for the IBM which includes graphic stills that are in DPIIE
format and can be read using ADPro.  Each still is 320x200 (?) in 256 colors.
The game looks spectacular and should be no problem in porting the
graphics to AGA (or even using a little dither and going with 32).
I think it may be in our best interest to let LucasArts know that we
want this for the Amiga.

(BTW:  George himself will neither confirm nor deny that the Star Wars
       series first 3 movies are in the works but the guys at ILM seem
       to be being quieter than normal... :) )

Dan Abend
AMIGAphile

Newsgroups: comp.sys.amiga.games
From: sjurk@dhhalden.no (SJUR KRISTIANSEN)
Subject: REVS
Organization: Ostfold College
Date: Fri, 20 Nov 1992 13:27:41 GMT

I have to agree with the person that thought Revs on the ol' 64 had a better 
feel than F1GP. Revs is the greatest game I've ever played! I even made a 
set of foot pedals for the gas, breaks and clutch and used a paddle for the 
steering! It was great!!! 
Now, if only F1GP would run on my CDTV i would have been a much happier 
person... (sob)
 _________________________________________________________///_______________
| Sjur Kristiansen [sjurk@dhhalden.no]   _\\||//_        ///   _____________|
| - Student at Ostfold College, Norway    </oo\>    \\\ ///   | Now is the  |
|                                      oOo \' / oOo  \\///    | only thing  |
| "Stop... Breathe... Close my eyes 'n smell - and listen..." | that's real |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: jconklin@terapin.com (John Conklin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga's game market
Date: 16 Nov 92 00:15:13 PST
Organization: BBS

A few months ago, Origin HAD decided to drop the Amiga. At the time, Ultima VI
had not yet been ported, but would be their last Amiga project. Most likely,
the purchase of Origin by Electronic Arts had something to do with it.

As for SSI... yes, the last time I talked with them (about a week ago), the
Amiga is no longer supported. Their last project (if I remember correctly) is
Prophecy of the Shadow.

As for Access... well, no idea. I'll check.

Sierra, well, don't know... but I also don't care due to their last few Amiga
ports which were HORRIBLE.

And, as the previous writer said, it would be a shame if Dynamix dropped as
they are one of the few to port correctly... quite well actually.

I'd like to note that if any of you don't want these companies to drop the
Amiga... SPEAK UP!!! Write them, or e-mail them on whatever net (CompuJunk,
etc) they might be on. I AM NOT, IN ANY WAY, SUGGESTING YOU CALL THEM!!!
Calling would tick them off, and writing will leave physical evidence of your
thoughts.

Personally, I hate to see SSI go. The new engines they're using would be
amazing on the Amiga (AGA set in particular). Take a look at the ads for Dark
Sun, The Summoning, and Prophecy of the Shadow... also their latest called Veil
of Darkness. Check Computer Gaming World for ads.
Newsgroups: comp.sys.amiga.games