HDTenEightyP/NetNews huggingface dataset:
From: Philip_A_Wheat@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: Software Etc. out of Amiga market
Date: Thu, 12 Nov 92 20:55:24 PST
Organization: The Portal System (TM)
  <1992Nov11.154109.11756@medtron.medtronic.com>


Sounds about like here.  I have an Electronics Boutique (Carts Are Us) and a
Babbages local, and neither of them will even special order Amiga software.
The Babbages opened recently and the people don't seem to even know that
Amigas exist.  The Electronics Boutique just stopped about 3 months ago and
replaced the small Amiga section with a huge Mac section.  I have been
justified in that one of the reasons that the Mac section is so large is
that they keep adding stuff, and none of it is moving.

When they stocked Amiga, with shipping and all, they were no more than $5-$10
higher than mail order, so I bought from them for local support.  Then
someone had the great idea to stock the Amiga section with D&D and Sierra
titles.  Again, no ordering, no response to the Amiga owners telling them
that they were'nt going to sell that around here.  They then used the drop
(absence) of sales to excuse the removal of the Amiga section.  I'm thinking
about asking Safe Harbor to write them a thank you note for sending them
all the sales.

Philip Wheat
Newsgroups: comp.sys.amiga.games
From: c164-as@po.berkeley.edu (Chuck Woo)
Subject: Re: Pinball games.......??????
Organization: University of California, at Berkeley
Date: Fri, 6 Nov 1992 06:19:56 GMT

In article <1992Nov5.155112.44442@kuhub.cc.ukans.edu> 2ftuclay@kuhub.cc.ukans.edu writes:
>Actually its not as hard as you would think.  Pinball Jam on the Lynx
>uses a similar scrolling method and uses the multi-ball feature.

really?  how?  
here's an idea:  follow the ball that is closest to the bottom.  that's how
I play  :)  if something important happens, like shooting a jackpot ramp or
something, stop the action for a moment (ala Street Fighter 2  :)  and scroll
to the point of the action, then flip right back to the ball.  I'd be happy
if they had only 2-ball multiball; that's what Party Zone uses, and that's 
one of my favorites.

and here's how I aim the ball:  I bend down a bit so that both the ball and
the target is in my line of sight.  this is easy for me as I am pretty darn
short  :)

---------------------------------------------///
Chuck Woo      wchucky@ocf.berkeley.edu     ///
(bubba buh boo dee do buh boo dee do..) \\\///
-----------------------------------------\XX/
Newsgroups: comp.sys.amiga.games
From: csi110@cch.coventry.ac.uk (Yves)
Subject: Re: Monkey I and II help!!!
Organization: Coventry University
Date: Fri, 6 Nov 1992 16:38:08 GMT

>
>In Monkey I, I have just started this game and have not done much.  I posted
>earlier for help but did not get any response.  I got the stew meat, talked
>the man in prison (after giving him the mint), talked to the man in the 
>house (who is suppose to train me to fight the sword master) and that is 
>where I am.  I need to know:
>	1.  How to get pass the dogs by the gov.'s mansion
>
I haven;t really got very far in Monkey Island I, but to pass the dogs
at the governer's mansion, you go to the woods and at a clearing, you 
pick some yellow flowers and use those with some meat you get from the
kitchen in the pub.


-- 
*    Alias: Yves                                  In real life: Eva Cheung     *
*                    E-mail: csi110@uk.ac.coventry.cch                         *
*                        Occupation: A Poor Student                            *
*             "Lead me not into temptation.....I can find it myself."          *
Newsgroups: comp.sys.amiga.games
From: mx8@crux2.cit.cornell.edu (Eric Lane Beyer)
Subject: Space Quest IV & OS2.1?
Keywords: sex
Organization: Cornell Information Technologies
Date:  5 Nov 92 14:58:45 GMT

	Does anybody know if SQ4 works okay under Kickstart 2.04?  Do I need
a patch or something?

	Eric_b.
	elb1@cornell.edu
From: rfentima@ub.d.umn.edu (Robert Fentiman)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga's game market
Date: 10 Nov 1992 19:47:15 -0600
Organization: University of Minnesota, Duluth
NNTP-Posting-Host: ub.d.umn.edu

In article <shogun.07uo@tension.UUCP> shogun@tension.UUCP (Jay Brown) writes:
>Yep, Lucas Film is dropping the Amiga market.  They are in severe financial
>difficulty, and they can't afford to support it.

I will be writing LucasFilm Games to confirm or deny this.  The last
time they answered one of my letters, they were still debating whether
to make their new flight simulator ( X-Wing ) for the Amiga or not (and
this was not that long ago).

	Thanks
	Robert Fentiman

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

Newsgroups: comp.sys.amiga.games
From: cmcalzon@math.uwaterloo.ca (The Anti-Chris)
Subject: Re: Walker from DMA Design
Organization: University of Waterloo
Date: Thu, 12 Nov 1992 19:07:03 GMT

I noticed that at the end of the demo, it is possiible to get a lock just
above the magnet on the "final" machine, but I cannot destroy it.  Is it
possible to do so?
-- 
Christopher Calzonetti, cmcalzon@math.uwaterloo.ca
	"Attention burning citizen;  Please observe the 'NO SMOKING' sign."
From: crose@twilight.tdkcs.waterloo.on.ca (Chris Rose)
Newsgroups: comp.sys.amiga.games
Subject: Re: Civ: now _this_ is *ridiculous*!!
Date: 5 Nov 92 21:45:27 EST
Organization: The Realm Of Twilight BBS * (519)748-9026

DS> On a another subject, an annoying computer cheat present at all levels
DS> is that to meet with you, the computer does not need a diplomat, any of
DS> its units will serve, whi.e you need a diplomat to meet with any other
DS> civ. I don't do much talking (shoot first, talk later :) but it is still
DS> annoying. Comments?

  I agree wholeheartedly.  

  It isn't consistant aswell when there is naval units, because they can't negotiate at all, computer operated or human.  Just straight fighting.  

  I like to take the peacefull approach, (warring is just too much work), but one thing that IRKS the HECK out of me is;  No matter WHAT type of person the ruler is (hence the way they act), they always attack you.  No matter what.  Specially in the harder levels.  

  I mean, if I am playing America on Earth, and I have had a unit blocking panama, (for 700 years nonetheless, with no hostility), even if the computer is "friendly, civilized", they attack.  That doesn't make sense.  

  If nations live close, but in peace with trade routes and they are both doing well, there is no reason they should attack.  It never fails though, the computer always attacks.  

  On the other hand though, if no one ever attacked, I could see that getting alittle annoying, specially if you were democratic with the UN...  But that is an extreme example. 

  Who does everyone like to play?  I like to play on Earth mostly.  I have no idea why, but I always come back to earth.  I have played everyone, but had particular success with England (going straight to Australia with my 1st settler and trirme), America, (when you block central america) and Russia (when you KILL everything on Asia, Europe and Africa heheh)..  

  This is about my favorite game so far, with RailRoad Tycoon being second.  That game is amazing aswell..  I could NEVER do well on Tycoon level (is there anyone that COULD?), untill I found out the cheat..  hehehe, I don't use it THAT much...  

  Back to Civ:

  On the note of some lesser units beating out tougher units.  I have have a settler unit (with Africa on Earth), stop 10 Russian attacking units.  If there were a command to make that unit a MILITARY unit you could bet I would have used it!!!

  Anyone see Caesar?  It looks much like Simcity..  

  Chris.  
  crose@twilight.tdkcs.waterloo.on.ca

--- Via UCI v1.11 (C-Net Amiga)

Newsgroups: comp.sys.amiga.games
From: scherr@occs.cs.oberlin.edu (Joshua R. Scherr)
Subject: Re: legend
Organization: Oberlin College Computer Science
Date: Mon, 9 Nov 1992 02:10:39 GMT
X-Posted-From: occs.cs.oberlin.edu
NNTP-Posting-Host: sol.ctr.columbia.edu
From: shogun@tension.UUCP (Jay Brown)
Newsgroups: comp.sys.amiga.games
Subject: Re: Software Etc. out of Amiga market
Date: 11 Nov 92 10:20:11 EST
Organization: High Tension BBS

In article <1992Nov9.205758.22362@pasteur.Berkeley.EDU>,
c164-as@po.berkeley.edu (Chuck Woo) writes:
>In article <69161@cup.portal.com> Peteroo@cup.portal.com (Peter Niel Olafson)
wr
>ites:
>>Maybe if you had bought more software in the local stores, they wouldn't have
>>had to go out of the software sales business.
>> 
>>I'm always amazed by people who want the local stores to carry software so
>>customers can go in and loook at it, before said customers hurry home to
>>mail order it a lower price.
>
>this isn't a totally reasonable argument, Peter.  first, they have to put
>the stuff out for us to buy.  then they have to price it so that we have an
>incentive to buy from the store.  me, I'm a big fat spendthrift, so I get
>all my software at my dealer at 20% off retail (wish we still had those
>student discount cards, though, I'll tell ya!  :)  however, in case 20% 
>sounds kinda high to some of you, the Software Etc. in downtown SF (which 
>I used to frequent) had their stuff at a max of about 10 or 12% off re-
>tail.  why would I want to buy stuff from them?  (ie. it's too much to pay
>for the added convenience.)
>
>---------------------------------------------///
>Chuck Woo      wchucky@ocf.berkeley.edu     ///
>(bubba buh boo dee do buh boo dee do..) \\\///
>-----------------------------------------\XX/
If your only willing to buy from a store on a huge discount don't be upset when
they don't buy good or new stuff.  They are going to spend the money where they
can make it.  Amiga owners are notorious for buying mail order to save money,
whereas I have seen pc owners come in aand drop 100-200 dollars a trip on
software (games mostly).  It is up us to give stores incentive to buy good
stuff for us to purchase.
        Shogun
From: Philip_A_Wheat@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga's game market
Date: Fri, 13 Nov 92 20:32:44 PST
Organization: The Portal System (TM)
  <1947@vall.dsv.su.se><92314.095425MBS110@psuvm.psu.edu>
  <1992Nov12.083139.26771@src4src.linet.org>

>In article <92314.095425MBS110@psuvm.psu.edu> MBS110@psuvm.psu.edu (Mark 'Mark
'
>Sachs) writes:
>>>SHUK C YIP (cs902125@ariel.yorku.ca) wrote:
>>>: SSI drops Amiga's market!
>>>: Access drops Amiga's market!
>>>: Origin drops Amiga's market!
>>>: Sierra drops Amiga's market!
>>>: Dynamix drops Amiga's market!
>>>: What is the next?
>>
>>It's not quite as bad as that, surely. Last I heard Sierra was still in,
>>and will be supporting AGA. Origin is definitely in with both Wing Commander
>>and Ultima Underworld coming early next year. There's been no word about
>>Access dropping out, either. On the other hand Dynamix definitely is and
>>Lucasfilm probably is -- a damn shame, because they actually made the effort
>>to program the machine right.

The word from the LucasArts support on GENie is that LucasArts will continue
to support the Amiga.  The rumor of them dropping the Amiga came from the
announcement that there will be no AGA version of X-Wing.

Philip Wheat
Newsgroups: comp.sys.amiga.games
From: crichard@news.weeg.uiowa.edu (christopher richards)
Subject: How to upload a Very Nice Game to an FTP site?
Organization: University of Iowa, Iowa City, IA, USA
Date: Fri, 6 Nov 1992 15:22:49 GMT

Hi.  I have written what I think is a Very Nice Arcade Game and would like
to upload it to an FTP site so that other folks can enjoy it as well.  My
question:  what is the proper procedure?

A have FTP access and have downloaded programs from various places in the
past, but do not know exactly what's involved in uploading.  More
specifically:

What is the best bulletin board to upload to?  

Do you put the program in the proper directory or do you submit it somewhere
and one of the Powers That Be transfers it?

If you screw it up, do you just re-transmit or do you have to have the old
file removed by above mentioned Powers?

How do you go about having something put into a PD library like Fred Fish?

Any help you can offer would be greatly appreciated.  Since I imagine
other folks may be interested as well, I'll post a summary of the
information any kindly individual passes along to me.

Chris R
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sierra Online
Date: 11 Nov 92 14:56:45 GMT
Organization: University of Oregon Campus Information Exchange
NNTP-Posting-Host: cie.uoregon.edu

In article <1992Nov10.221832.12716@microsoft.com> iank@microsoft.com (Ian Kennedy) writes:
>
>You must be joking! I enjoyed every product I've ever bought from them :
>Nova 9
>A-10 1.5

   Thanks. <Grin>

>I have an A3000/25. All these games went on my hard disk and played
>smoothly.

   Me, too. I had someone try to convince me that Baron and A10 1.5 ran slowly
on an A3000/25, which is complete bull. A10 1.5 was actually too fast on that
machine (this was my favorite Amiga game that I've worked on).

>You must be one of those folks with a A500 with two floppy drives and
>one MB ram. Stick to platform and scroller games, as that's all
>a gutless 68K A500 can handle.

   This configuration of machine (A500, 1MB, 1 disk drive) is also part of
the reason that Dynamix is no longer in the Amiga market: it's a hard-disk
based world now, but people don't seem to listen to that in the Amiga market.
Folks, the 68000 is around 10 years old. The stock A500 may have cut it as a
base game machine four years ago, but those days are long gone. Here's to
hoping that Commodore drops the non-hard disk models completely. Upgrade or
die people - technology is moving on with or without you. And so are the
publishers.

-- 
--------------------------------------------------------------------------------
Gregg Giles (Dynamix, Inc.)                       Willy Beamish Development Team
All opinions expressed are my own.                      (MS-DOS CD-ROM, Sega-CD)
ggiles@cie.uoregon.edu, BIX: ggiles                   Author of DiskInfo, ZSound
From: kgatlin@zeus.calpoly.edu (Kang Su Gatlin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Basketball game?
Date: 7 Nov 92 07:44:40 GMT
Organization: California Polytechnic State University, San Luis Obispo

In article <18900@ucdavis.ucdavis.edu> ez001989@hamlet.ucdavis.edu writes:
>
>    Can anyone recommend a good basketball game?  I know of TV Sports
>Basketball, but I'm looking for something with alittle bit better
>playability.
>    Thanks.
>
>-ss

For reals.  I love TVS Basketball, but I'm ready to move on.  I heard that
Cinemaware was working on TVSB II before the probs, I know somebody must've
picked up  the project.  

Something with NBA or NCAA teams would be nice.  

KSG
Newsgroups: comp.sys.amiga.games
From: miller@mrcnext.cso.uiuc.edu (Geoffrey M. Miller)
Subject: Heart of China & Thunderhawk FOR SALE OR TRADE
Organization: University of Illinois at Urbana
Date: Wed, 11 Nov 1992 06:32:38 GMT

I have the following for sale:

1. Heart of China v1.01 by Dynamix (Sierra)
   9 disks, 32 colors, very cool adventure
   $25 / best offer / or trade

2. ThunderHawk by Core Design
   2 disks, attck helicopter simiulation
   $20 / best offer / or trade

I'll pay postage if you buy a game...

Geoff Miller
University of Illinois

Newsgroups: comp.sys.amiga.games
From: jon@stat.tamu.edu (Jon Davis)
Subject: Re: Demo of Wolf3D like game on euro-mag disk
Organization: Texas A&M University, College Station
Date: Sat, 7 Nov 1992 07:16:40 GMT

marnold@cwis.unomaha.edu (Matthew Eldon Arnold) writes:

>jon@stat.tamu.edu  writes:
>> The demo seems good and bad.  The graphics engine is fast on my 68020
>> (maybe 15 frames per second) in a window roughly a quarter of the size of
>> the screen.  When I switched to 68000 mode, my frame rate dropped to about
>> 5 frames per second.  The demo wasn't very "playable", more "wanderable".
>> All you could do was wander around and go into a couple of shops.
>> 
>>   --Jon Davis

>5 frames per second on an 68000?!?  That's a heckuva lot better than
>Ultima Underworld on a 386sx.  UW is so unbearable on slower machines,

True, but Ultima Underworld does real two point perspective.  This is
a much more computationally intensive type of texture mapping.  In
Wolf type games (I'm lumping Legend into this group for convenience) you
can't turn your head up or down, and tilting floors/hills/etc aren't
really feasible.  See, if you can't tilt your head, you can always get
by with grabbing vertical strips of your texture.  Doing anything else
takes a divide per pixel (if you want to look really good) or a divide
every few pixels (if you want to look somewhat sheared like ultima UW.)

Now, I'm not saying it can't be done on the Amiga (in fact, I'm
convinced it can, and am working on it.)  Just that Legend doesn't do it.


>Orgin made the 386sx or faster a requirement.  Imagine if the developer
>of "Legend" wrote for an 030-based or faster Amiga.  Can you say,
>"kick Ultima Underworld code in the pants."

Well, I think Legend will at LEAST kick Wolfenstein in the pants.  Wolf
may have a somewhat faster frame rate, but legend was doing some things
nicer than Wolf did:  Some buildings are more than one wall high, and
there are windows you can see through.  Graphically quite a nice effect.
And it's REALLY fast on my '020 machine.

>The problem is our base machine.  We've got to get away from this 68000.
>The A1200 should remedy this.  Our new base machine will be VGA compatible
>(so you can play ports of garbage Sierra VGA games), have a 68EC020
>processor, and a HD (~40meg HD which will hold only one of the previously
>mentioned garbage Sierra games.)

Very true :-)  I can't wait, myself..

>Don't worry; the future looks bright.  The clone crowd has got the most
>SORDID and EVIL of all pasts.  All those 486s are an 8088 at heart.
>They're going to try to move forward in the near future.  I can't wait
>to see what happens.  :^)

No joke.  Heck, I make my living programming on the damn things, I should
know :-)  Heh.  The '486 even has an address line disabled by default
(Ever hear of the a20 line?) because MS-DOG assumes addresses will wrap
around at 1 meg.  Duh.

>-- 
>+-----------+     /\/\                                ///  
>| Will code |    //\/\\                              ///   
>| for food  |   //    \\arnold@cwis.unomaha.edu  \\\///    
>+-----------+   ===============================   \XX/     

  --Jon Davis
    (Saving for a 4000)
From: Peteroo@cup.portal.com (Peter Niel Olafson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga's game market
Date: Mon,  9 Nov 92 07:29:33 PST
Organization: The Portal System (TM)

Neither SSI nor Origin has dropped the Amiga market. Nor Access, to the best 
my knowledge, as it's still releasing data disk for Links. As for Sierra,
well, so that means fewer drab, slow 32-color Amiga conversions by the number
Dynamix, however, is a real loss ...
Newsgroups: comp.sys.amiga.games
From: kldawkin@undergrad.math.waterloo.edu (Kiwi)
Subject: Re: ELITE: TIMELESS CLASSIC OR NOSTALGIA PIE
Organization: University of Waterloo
Date: Wed, 11 Nov 1992 05:20:08 GMT

In article <2afff3d6.8cdbc4.7@BEIZ.mediatex.ch> Ikki@BEIZ.mediatex.ch (064230062: Fernmeldedirektion Olten) writes:
>Talking about Braben his games: Does
>someone remember of "Cholo", an innoffic
>ial successor of Elite? 

	It was nowhere near an unofficial sequel...
>It was only released for the C=64, Schneider CPC, and
				    ^^^^^

	Everyone else read "AMSTRAD" for that.

>Spectrum. It never came out for Amiga.

	Hate to burst your bubble, but it was a BBC game as well...
	the other versions came later. Great game, but nowhere
	near as great as Elite. And Braben didn't have anything
	to do with it.
>

	Kyle.
   ,------------------------------.,---------------------------------.   \._,
  /   7   ,7  o             o     / kldawkins@cayley.waterloo.edu    /   < /
 /   /--<'   /   /  ,  /   /     / kldawkins@descartes.waterloo.edu /     ' 
/  -'    `--'`--'`-'`-'`--'`-   / kldawkins@napier.waterloo.edu    /    /7 
`------------------------------'`---------------------------------'    //  NZ!
"Don't call me God. Call me Pope so I have something to aspire to."    '
From: Philip_A_Wheat@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: Software Etc. out of Amiga market
Date: Fri, 13 Nov 92 20:34:43 PST
Organization: The Portal System (TM)
Distribution: world
  <2807.2afb70fe@vger.nsu.edu><69161@cup.portal.com>
  <1992Nov9.205758.22362@pasteur.Berkeley.EDU> <69275@cup.portal.com>
  <xrhZr*BX0@Birdland.UUCP>

>and they won't do that. And Borland sells a lot. Quattro has over 3 million
>in sales. That would mean every Amiga in the world. Now you know why they
>don't bother with this machine.
>
>----------------------------------------------------------------------------
>Andy Patrizio       \\        uunet!tension!birdland!andy       //
>Stamford, CT, USA    \\//        andyp@admiral.uucp          \\//

Not quite.  The last figures I saw were 4+ million Amigas.  We need to keep
track of every million! :)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander II 
From: david@datamark.co.nz (David Rowland)
Date: Sat, 7 Nov 1992 01:15:12 GMT
Organization: Datamark International Ltd.

In article <1992Nov6.101326.11988@waikato.ac.nz> mperry@waikato.ac.nz writes:
>> Does anyone know of plans to release Wing Commander II or the special
>> missions on the Amiga.  I have it for the IBM and it is massive
>> compared to Wing Commander.
>> 
>> By the way, there is a cheat mode for the IBM. Do you know if this has
>> been placed in the Amiga version???
>What is the cheat on the IBM for Wing Commander II? I've been playing it for
>several hours yesterday and found it a good game, but I am having a little
>trouble with some of the missions. Eg about mission 14 you are to go out and

I read a review about this a little while ago.

When you run Wing Commander use the switch -korigin, this will make
you invincible.

Well, at least I think it was this.  It was, after all, a little while
ago.

Anyone else out there who can either prove me wrong and know the
correct cheat, please let us know.

cheers.

Dave.
-- 
| David Rowland       | The British are using New Zealanders.  They must |
| Datamark Intl Ltd   | really mean business !                           |
| Wellington          |      -  General Rommel During Northern African   |
| NEW ZEALAND         |         Campaign WWII.                           |
From: Jason_Maskell@saug.UUCP (Jason Maskell)
Newsgroups: comp.sys.amiga.games
Subject: Re: Populous II (again???)
Date: 11 Nov 92 03:01:19 GMT
Organization: Saskatoon Amiga Users' Group (Canada)

In a message dated Mon  9 Nov 92  7:23, Harpesta@loki12.cs.stolaf.edu (-Psi
wrote:

 HP> had it crash yet.   Actually it has crashed, but only when I had
 HP> tried to 
 HP> get it to work over modem.  Has anyone gotten POP II to work for the
 HP> two
 HP> player game??  We tried null modem and modem and it wouldn't work.

     The manual mentions that you need TWO originals to play. The same
original on two machines does not work.

-- Via DLG Pro v0.995

"I will show you fear in a handful of dust." -T.S. Eliot
telepro!saug!Jason_Maskell@access.usask.ca
From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: comp.sys.amiga.games
Subject: Re: Secret Lane(sp?) on PF:PARTYLAND (possible spoiler?)
Date: 10 Nov 92 23:42:14 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

Yep.  It lights the Cyclone shot to count for 5 cyclones instead of the usual
1 cyclone.  Basically = lots more bonus than normal, since cyclones don't do
anything useful (except for the P (or is it the R) combo shot for PARTY).

later,
keefer
-- 
|kjohnson@csugrad.cs.vt.edu|"And the piano sounds like a carnival             | 
|.....Keith P. Johnson.....| And the microphone smells like a beer            |
|.1711 Whipple Dr. Apt. 11.| And they sit at the bar and put bread in my jar  |
|...Blacksburg, VA 24060...| And say "Man, what are you doing here?" -B. Joel |