HDTenEightyP/NetNews huggingface dataset:
From: ma90gjp@cen.ex.ac.uk
Newsgroups: comp.sys.amiga.games
Subject: Wizardry 7
Date: 26 Jan 93 09:51:57 GMT
Organization: University of Exeter, UK.

I've got a question about transfering characters from wiz6 to 7.
Are they cut down in level/stats/equipment when brought across?
At present my characters are around level 22, ac's in excess of -10 and 
many skills at the 100 level. Is is worth continuing to get them up levels
or will they be changed when i get wiz7.
Also, does anybody know anything about the rules system they use?
Do the reduction spells only take down a random amount of damage.
For example, with fire shield and magic shield up (both at top level) I
still take in excess of 40 hp of damage. Other times it has been less than 10.
Any insight into their system would be helpful.

Thanks

Graham

P.S. I spoke to a software distributor yesterday and was informed that
     Wiz7 was released and they were waiting for stocks to come in.


-- 
---------------------------------------------------------------------------
 **Lost -- .signature   If found please return to  ma90gjp@cen.ex.ac.uk **
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Newsgroups: comp.sys.amiga.games
From: vmkiili@klaava.Helsinki.FI (Ville-Matti Kiili)
Subject: Re: Wing Commander Amiga (Public Note)
Organization: University of Helsinki
X-Newsreader: TIN [version 1.1 PL6]
Date: Sat, 23 Jan 1993 19:28:15 GMT

Michael Robert Bromery (davereed@wam.umd.edu) wrote:
>    That's really wierd. Mine hardly dithers. You have roms 2.0 with at least
> workbench 2.04???? You sure you have more than 1 meg of memory?? 1.5 megs is
> what you will probably need with a hard drive. Perhaps you can  contact

Well, I have soft-kicked A3000 with 2MB chip & 4MB fast, so I think I
have enough memory. :)

>      If you don't like the music on this version, you wouldn't like the
> Wing Commander music on any version. Some people don't go for the orchestral
> approach. Movie soundtrack lovers will get a kick out of it though.

Well, the sounds would be ok if the sound quality was better. I just 
don't like 8-bit sounds. 8( I bet the samples could be done better, but
it surely eats lots of memory...

-- 
------------------------------------------------------------------------ 
  Ville-Matti Kiili                                // Only Amiga makes 
  vmkiili@cc.helsinki.fi                         \X/  it impossible... 
------------------------------------------------------------------------
Newsgroups: comp.sys.amiga.games
From: baron@swamp.alt.ns.ca (Jason Burgess)
Subject: Re: Wing Commander
Organization: swamp.alt.ns.ca public access Linux
Date: Fri, 22 Jan 1993 16:35:55 GMT
X-Newsreader: Tin 1.1 PL4

Leo_Hoban@amicol.UUCP (Leo Hoban) writes:
: Just a note on Wing Commander...
: 
: It seems to conflict with directory opus; I have to kill opus for
: it to run.
: 

Personally, I didn't like it one bit. Music was good -- but the thing is SOO 
damn slow on my stock 2000. Guess i'll have to get a faster CPU eh? I would
like to get the A4000/030EC when it comes out... 

Newsgroups: comp.sys.amiga.games
From: chriso@cs.concordia.ca (Chris O'Regan)
Subject: Re: Indy Jones 4 and GREATER CHAMBER
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Thu, 21 Jan 1993 16:26:14 GMT

In article <ab106s106.02w9@mastro.UUCP> ab106s106@mastro.UUCP (Alan Burk) writes:
>Hey all...I know this is a dumb question (so I'll ask it anyways!)  But, I 
>can't get the SunStone, WorldStone and Moonstone to be correctly aligned to 
>open the door in the Greater Chamber...(under Crete...in the Map Room)....the 
>Lost Dialogue says Darkness rules the city completely or something like 
>that... but I tried this and no go:  (Directly under the horns were: 
>Darkness, New Moon and City)  Am I doing something wrong...or what??  What's 
>the correct combo...

   I gave this clue before...The Atlanteans sure enjoyed covering their
wonderful city with graffiti!

----
Christopher O'Regan                                              _
Computer Engineering, Concordia University     _   /|  /| /| |  / \  /|
e-mail: chriso@CS.Concordia.CA           __ _ //  /_| / |/ | | / __ /_|
        ct_oreg@Rigel.Concordia.CA       \/ \X/  /  |/  |  | | \__//  |
        ct_oreg@Pavo.Concordia.CA
-----------------------------------------------------------------------
Anyone have an old SLIP connection they wouldn't mind giving me?!  :-)
Newsgroups: comp.sys.amiga.games
From: vjrao@leland.Stanford.EDU (Venodhar Julapalli Rao)
Subject: Re: Captive ...
Organization: DSG, Stanford University, CA 94305, USA
Date: Fri, 22 Jan 93 22:02:14 GMT

Does anybody know how many missions there are in Captive?  There must be an
end, but it's so far away!


Newsgroups: comp.sys.amiga.games
From: mlc9g@Virginia.EDU ("Matt Condon")
Subject: Re: Wing Commander Amiga (Public Note)
Organization: University of Virginia
Date: Wed, 27 Jan 1993 21:06:51 GMT

s914534@minyos.xx.rmit.OZ.AU  writes:
> 
> Really, I don't see the point of these 'you should dump your amiga cause I've
> got a pc and I like it' posts, along with some crap about 'they will never 
> make this game on the amiga'. They said that about WIng Commander 1.

Well, sure they finally came out with WC1, but what is it, two
and a half years old?  I could have solved WC1, Ulitma
Underworld, and countless others of these games in the amount
of time we've waited for a port of one.  I'm not going to dump
the Amiga (unfortunately, I can't afford to), but I'm still
really irritated with the way the market has gone.
From: jwalkup@terapin.com (Jeff Walkup)
Newsgroups: comp.sys.amiga.games
Subject: Expandability
Date: 26 Jan 93 08:28:22 GMT
Organization: BBS

> I suppose it all comes down to the fact that, back in the early
> days when the Amiga was being developed specifically as a game
> machine, and not a serious computer, [ ... ]


Not to beat a dead horse or anything, but I've seen this said
several times recently, and I just picked up a cool interview with
Jay Miner who talks about the early days of the Amiga.  I thought I'd
post bits of it here to set the record straight.

All quotes are supposedly by Jay Miner, although I didn't do the
interview and I don't know who did.  The author says it was done
at the Pasedena show last Sept.

--------------------  here it comes -------------------------------------

"I told Dave Morris about some of the ideas I had about designing a games 
machine that was expandable to a real computer and he though that was a 
great idea but didn't tell any of his investors."

"There was a conflict in the fundamental design philosophy with some like 
RJ Mical wanting the low cost video game (the investors side, you might 
say). Others like Dale Luck and Carl Sassenrath wanted the best computer 
expansion capability for the future. This battle of cost was never ending, 
being internal; among us as well as with the investors and Commodore."

"I started thinking about what we wanted to design. Right from the 
beginning I wanted to do a computer like the A2000 with lots of expansion 
slots for drives, a keyboard etc."

It was Commodore who wanted to leave things as NTSC/PAL output. We wanted 
to make them RGB but monitors were so expensive in those days - IBM's and 
Mac's were monochrome. I'd put the converter on the chip and this was a 
very low cost way of doing things as it saved a lot of parts, but by the 
time Commodore bought us, the bottom had fallen out of the video game 
market and we were moving more towards a computer so Commodore agreed to 
finance RGB as well.

"There were a lot of compromises which I didn't like, but it was better 
than it might have been if we hadn't gotten our way on a lot of things. We 
didn't get our way on everything, though. The 256K RAM was a real problem. 
The software people knew it was inadequate but nobody could stand up to 
Commodore about it. We had to really argue to put the expansion connector 
on the side and this was before the deal was finalised so we were close to 
sinking everything. The lowest cost way of doing it was the edge connector 
and I'm glad it got through".

-------------------------------------------------------------------------

I think it's clear, the Amiga was not really designed as a "games
machine".

--                                                                  
Jeff Walkup <jwalkup@terapin.com>  And I know we'll be there soon...
  "Let's hope you don't need pants in cyberspace."  -- Dogbert
From: foregone@stein.u.washington.edu (Carl Chavez)
Newsgroups: comp.sys.amiga.games
Subject: Re: comp.sys.amiga.games.battleforce anyone?
Date: 27 Jan 1993 06:59:58 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

In article <1993Jan25.042040.7996@ncar.ucar.edu> rsc@hao.ucar.edu writes:
>I'm just interested in just how many people play this games regularly, with the slight
>possibility of creating a news group.  At the very least, organize a central place to
>keep a FAQ and new mechs/maps/orders, etc.  I'd be willing to put together a FAQ on 
>BattleForce, if there's enough insterest.
>
>You, know, there's nothing quite like the smell of a hot autocannon-20.  
>---

I think it would be better to just post stuff in rec.games.mecha.

Anyway, why are you only playing BATTLEFORCE??? Get MECHFORCE and register it!

:)
From: justin@hybris.UUCP (Justin Richards)
Newsgroups: comp.sys.amiga.games
Subject: Re:  New Game Standards***
Distribution: world
Date: 22 Jan 93 10:12:07 CST
Organization: FEC Software Programmers, INC.

In article <9J4LXB3w165w@lakes.trenton.sc.us> rock@lakes.trenton.sc.us (Rockerboy) writes:
>mr_scary@lakes.trenton.sc.us (Chris Hurley) writes:
>
>> No.  You are stuck in a situation in that you have the least expensive
>> machines which does not easily expand.   The problem is not, and has
>
>The point is still valid.  The low end machines _could_ have been
>expandable for only a little more outlay.  C= simply seems to believe
>that if you can't plunk down a grand at one time, you don't deserve to be
>able to get the machine bit by bit.

And IBM/Clone makers don't feel the same way??  Try to buy a decent IBM,
and multitask on it, have 3 megs of ram, a 120meg HD (scsi) for under
$950 (what I paid for my main Amiga 500 equipment, NEW!!).  I would
say that you can get a better deal from Commodore for less money than
you can IBM.  A person can get a new 2000 for about $600.  $600 won't
get you a used 286.

---

                      ---==* Justin Richards *==---
Hybris.UUCP  Amiga500  9600 baud      UUCP:  ..mmedia!hybris!justin
INET:  br365@Cleveland.Freenet.Edu
From: colas@opossum.inria.fr (Colas Nahaboo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Amiga (Public Note)
Date: 22 Jan 93 14:17:31 GMT
Organization: Koala Project, Bull Research France

In article <1993Jan20.215917.883@wam.umd.edu>, davereed@wam.umd.edu (Michael
Robert Bromery) writes:
> 
>    Just a very civilized public note. Every one who's everyone GET THIS
> GAME!!!
...
> of this game in comp.sys.amiga.reviews. I'm definitely writing the Mindscape
> and
> Origin companies on thi one.

I agree, Wing commander is Great!

only flaws: (apart from dithering, of course)
there SHOULD have been:
- mouse support in the cut-scenes
- analog joystick support
- use of BOTH joystick buttons.

I think everybody writing mindscape should mention this (I will, of course)


-- 
Colas Nahaboo, colas@sa.inria.fr, Bull Research Koala proj. Wool, Gwm, KoalaBus
Pho:(33) 93.65.77.70(.66 Fax), INRIA, B.P.93 - 06902 Sophia Antipolis, FRANCE.
From: drichey@eng.auburn.edu (David M. Richey)
Newsgroups: comp.sys.amiga.games
Subject: Re: Unlimited lives in SOBIII
Date: 27 Jan 93 17:48:44 GMT
Distribution: World
Organization: Auburn University Engineering

In article <1993Jan23.185354.2549@galileo.cc.rochester.edu> 
jea@prodigal.psych.rochester.edu (Joanne Albano) writes:
>Could someone let me know how to get unlimited lives
>in Shadow of the Beast III. Thanks
>
>jea@cvs.rochester.edu

There is a cheat mode in BeastIII, just like the one in BeastII. All you
have to do is ...

(** spoiler warning **)


After booting the game, you'll be in demo mode until you start the game.
While in demo mode, type the following:

daddy draw this for me

Note: all lower case, the spaces between the words are important, and you
must press [RETURN] at the end.

If you do this correctly, the shuriken in the lower right corner of the 
screen will change into a smiley face! When you start playing the game,
the right and left arrow keys (cursor keys) will toggle collision
detection off and on. With collision detect off, nothing can hit you, so
you don't ever get killed. You can get still get stuck in some of the
traps, though. 

DR
From: bdraschk@cip.informatik.uni-erlangen.de (Bernd Raschke)
Newsgroups: comp.sys.amiga.games
Subject: Re: Gunship 2000 demo
Date: Tue, 26 Jan 1993 18:22:36 GMT
Organization: CSD., University of Erlangen
NNTP-Posting-Host: faui00j.informatik.uni-erlangen.de

As somebody mailed me, the GunShip demo is already on wuarchive and
aminet (amiga.physik.unizh.ch and its mirrors).
---
Bernd 'The Real Arthur!' Raschke           |     // The
bdraschk@cip.informatik.uni-erlangen.de    | \\ //   Next
hartmannstr. 129 8520 erlangen 09131 32456 |  \X/     Generation
              "Wer nicht an Wunder glaubt, der ist kein Realist"
From: jea@prodigal.psych.rochester.edu (Joanne Albano)
Newsgroups: comp.sys.amiga.games
Subject: Unlimited lives in SOBIII
Date: 23 Jan 93 18:53:54 GMT
Organization: University of Rochester (Rochester, NY)

Could someone let me know how to get unlimited lives
in Shadow of the Beast III. Thanks

jea@cvs.rochester.edu
Newsgroups: comp.sys.amiga.games
From: bob@harrier.demon.co.uk (Bob day)
Subject: Re: GAMES SOULTIONS - PRE NOTICE 
Distribution: world
Organization: Harrier Softnet Ltd
Reply-To: bob@harrier.demon.co.uk
X-Mailer: Simple NEWS 1.90 (ka9q DIS 1.19)
Date: Sun, 24 Jan 1993 15:35:51 +0000

In article <C1B5GE.K6r@cck.coventry.ac.uk> csi059@cch.coventry.ac.uk writes:

>In article <1993Jan19.162041.2891@dct.ac.uk> mcscs1amh@dct.ac.uk writes:
>>
>>EACH WEEK STARTING FROM 26TH JANUARY I WILL POST SEVERAL SOLUTIONS TO GAMES!!
>>
>>WHAT I WOULD LIKE TO KNOW IS IF ANYBODY HAS ANY SPECIAL REQUESTS.
>>I WILL POST THEM IF I HAVE THEM.
>>
>>(I HAVE 43 DISKS FULL OF SOLUTIONS/HINTS&TIPS/CODES ETC!)
>>
>>
>
Indiana Jones and the fate of Atlantis.. pleeeeaaassssseeeeee

cheers

bob

Harrier Softnet Ltd    tel +44-734-731181              I'd rather be playing
Ivanhoe Rd             fax +44-734-734546              with my chopper
Finchampstead          email bob@harrier.demon.co.uk     O  / __________
Berkshire                                               -|-<>     /\======O
RG11 4QQ                                               _/ \_    __\/__
From: asl00@ccc.amdahl.com (Andrew Lee)
Newsgroups: comp.sys.amiga.games
Subject: Re: TOM LANDRY FOOTBALL
Keywords: football game
Date: 21 Jan 93 02:04:23 GMT
Reply-To: asl00@JUTS.ccc.amdahl.com (Andrew Lee)
Organization: Amdahl Corporation, Sunnyvale CA

In article <gil.10@adcom@uci.edu> gil@adcom@uci.edu (Gil Vera) writes:
>I just recently acquired TLSF and I think it is great, but I have a couple of
>questions.  First of all, could somebody explain to me the ratings, I don't
>understand how they work, I mean what are the abbreviations and how do they
>add up.
>Second question, after playing a couple of games and saving the stats (on 
>disk 2), the disk gets full and the game gets stuck.  I am using floppies to
>run the game, if anybody has experienced this problem, I need help.
>
>Thank you,
>
>Mario Castillo
>MCASTILL@UCI.EDU

Yes, the game seems to create two log files on disk two (or your HD).  I
don't remember exactly what they're called, it's something like off_pct
and def_pct.  I called and asked them if these two files were necessary
for the AI and they said no.  The (very) short term solution is to delete
these two files (from your backup copy of course).  Or to do as I did:

1. Find the two file definitions in the "football" executable with a hex
   editor like newzap.

2. Type over the definitions with NIL: in the ascii or translated section `
   of the editor.

3. Be sure to preserve the hex 0000 after the NIL: definition in the hex
   section.

After this, the computer vs. computer games run twice as fast also.  As
for the player ratings, I think they're described in the help section
of the game.  Try, hitting the scout, then help buttons.


-- 
----------------------------------------------------------------------------
Andrew Lee                             
<asl00@juts.ccc.amdahl.com>
(408)746-8561
----------------------------------------------------------------------------
Newsgroups: comp.sys.amiga.games
From: richs@cogs.sussex.ac.uk (Richard Salter)
Subject: Re: Pinball Fantasies
Organization: University of Sussex
Distribution: comp.sys.amiga.games
Date: Sun, 24 Jan 1993 15:32:14 GMT

In article <1993Jan22.194231.27126@westminster.ac.uk>, nydec@westminster.ac.uk (Charles Heath) writes:
|> I am considering buying this game, but firstly I would like to know whether it
|> would be worth my while (and my money!). I am a dedicated fan of Pinball Dreams
|> and having scored over 165,000,000 on this awesome game (Nightmare playfield),
|> I am in need of a new challenge! I would like reviews of this game to be posted
|> to me, if possible, so that I can make the decision on whether to part with my
|> 25 quid or wait until Kick Off 3 comes out. 

I to was a dedicated fan of Pinball Dreams. But I've forgotten it now I've
played Pinball Fantasies.

It is brilliant.

Get it get it get it get it get it get it get the message?

Here's a quick review of the four tables:

Partyland is excellent fun, loads of things to do, skill shots to make,
three flippers - it's really good. The music is suitably twee and
annoying, but it adds to the atmosphere somehow.

Billion Dollar Game Show is odd but fun. The music is well weird, but not
too irritating.

Speed Devils I played about two times. It's boring, the turkey of the bunch.
There's little to do and little to see. Not even as good as Steel Wheel on
Pinball Dreams.

Stones 'n' Bones is the best. Great atmosphere and music (though many of the
samples are nicked from Nightmare) with towers to unlock, vaults to enter,
all that malarky.

The tables are in no order of easiness (a la Pinball Dreams). They're all
quite tough. It'll take a while to break them but it's fun trying.


|> By the way,is it correct that Kick Off 3 will be called "Goal!" ?

I think so. It might have changed. The new Amiga Format has a news article
about it but I don't have it with me.
|> 
|> Also, if anyone in the London area fancies their chances against me at 
|> Kick Off 2 on the Amiga, e-mail me and fix a date!
|> 
|> Thanks in advance!
No problem.

|> 
|> Chig!

Happy Halibut V
--
******************************************************************************
*               ......Expect some madness in your mailbox......              *
******************************************************************************
*                                  /                                         *
*        richs@cogs.susx.ac.uk    /         "from rags to richs"             *
*                                /                                           *
******************************************************************************
From: colas@opossum.inria.fr (Colas Nahaboo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Amiga (Public Note)
Date: 22 Jan 93 14:22:52 GMT
Organization: Koala Project, Bull Research France

In article <C18Jtp.8sB@news.cso.uiuc.edu>, rlt20429@uxa.cso.uiuc.edu (Robert L.
Thomas) writes:
>  If you want to
> see state of the art (well almost its old too) try wing commander II on a 
> 486 - whatever.

but not state of the art programming. You MUST turn off all caches otherwise it
is too fast and the program cannot even handle the joystick.

The amiga version is much better programmed. 
 
-- 
Colas Nahaboo, colas@sa.inria.fr, Bull Research Koala proj. Wool, Gwm, KoalaBus
Pho:(33) 93.65.77.70(.66 Fax), INRIA, B.P.93 - 06902 Sophia Antipolis, FRANCE.
Xref: sparky comp.sys.amiga.games:18637 comp.sys.amiga.programmer:19290
From: jaker@csugrad.cs.vt.edu (Jake Rose)
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.programmer
Subject: Re: Hacking 2 button Joystick
Date: 28 Jan 93 15:32:14 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

Keith.Radley@launchpad.unc.edu (Keith Radley) writes:

>With Street Fighter II and Flashback out now with 2 button joystick
>support I am sure more are to follow and I want to be able to take
>advantage of it.  I know many brands have been hacked in the past.  What I

Why hack?  Any SEGA GENESIS joystick will function fine on an Amiga,
although the trigger is useless, and so is the third button.  Other than
that, though, it's quick, it's easy, and it's cheap - I've seen SEGA-
compatible controllers for $10 at the low-end ($40 at the high end).
-- 
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Jake Rose              :: Old MacDonald had an agricultural
jaker@csugrad.cs.vt.edu::                           real estate tax abatement.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Newsgroups: comp.sys.amiga.games
From: perrocho@inf.ethz.ch (Louis Perrochon)
Subject: Re: Civilization cheat
Keywords: Civilization
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH), Zurich, CH
Date: Wed, 27 Jan 1993 17:09:14 GMT

In article <930027.134142.1991@ze8.rz.uni-duesseldorf.de> lerchu@ze8.rz.uni-duesseldorf.de (Uwe Lerch) writes:
>
>Warning, if you ran into time problems while playing Civilization
>you'll really be in trouble if you practise this.
>

another one I remember vaguely

if you move a settler along a road, slowly running out of moving points, give
it an order, then click it again, and you have full movement points again.

Don't know if this works always, but I think it worked at least once with a 
settler and the build railroad command.
lp

-- 
+-------------------------------------------------------------------------+
| Louis Perrochon, Institut fuer Informationssysteme, Zurich, Switzerland |
|              voice: ++1 254 7282 email: perrochon@inf.ethz.ch           |
+-------------------------------------------------------------------------+
Newsgroups: comp.sys.amiga.games
From: davereed@wam.umd.edu (Michael Robert Bromery)
Subject: Wing Commander - 32 color mystery solved
Organization: University of Maryland, College Park
Date: Wed, 27 Jan 1993 05:36:19 GMT

   Well, I finally solved the mystery of the Wing commander. The mystery was
in the color composite output. When you use RGB, you will see the ugly
cross hatching effect with 16 colors. The game is ok with it, except it take
 a little getting used to during the people animations. But, when you use
composite video output, no matter how good your TV is, no matter what 
resolution your tv outputs, you will not see the cross hatching. In fact,
composite video not only antialises, but the selected colors of the cross
hatchings will create apparent smooth color transistions between one and 
another color. This effect can render your televsion looking like an 
oversized VGA monitor in low res. This is not only an apology to those I 
stated used 32 colors, but I don't want to defer anyone from getting it,
unless they want an AGA-only version and plan on getting their AGA-systems
soon. That'll be worth the wait. Anybody who can hook up to TV though, 
ought to try it out. That way, you'll see > 16 colors done with 16 color
RGB. Also, it'll improve the graphics to a state that I claimed them to be.

   ---- Mike Bromery.
      Email: davereed@wam.umd.edu

   P.S. -- This shall be updated in comp.sys.amiga.reviews.