HDTenEightyP/NetNews huggingface dataset:
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Re: BATTLEZONE the old atari coin op
Organization: York University, Toronto, Canada
Date: Sat, 15 Aug 1992 14:43:51 GMT

In article <1992Aug14.172930.24356@gn.ecn.purdue.edu> sacke@gn.ecn.purdue.edu (Elizabeth E Sack) writes:
>
>2 good commercial adaptations of this game are Dynamix's Stellar 7 and Nova 9

How is the graphics about Nova9? Is it a good port?
From: Shawn_Granger@neonate.amiga.atl.ga.us (Shawn Granger)
Newsgroups: comp.sys.amiga.games
Subject: Re: Black Crypt - HELP needed
Date: 15 Aug 92 07:09:23 GMT
Article-I.D.: neonate.Shawn_Granger.05jb
Organization: The Village BBS

Read my last reply!!!

-- Via DLG Pro v0.992
From: pjohnson@jabba.uucp (Palmer Johnson)
Newsgroups: comp.sys.amiga.games
Subject: Re: MegaFortress
Date: 16 Aug 1992 14:41:22 GMT
Organization: Not an Organization
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith

In article <pjohnson.0jet@jabba.uucp> pjohnson@jabba.uucp (Palmer Johnson) writes:
> In article <64088@cup.portal.com> Harv@cup.portal.com (Harv R Laser) writes:
> > Palmer Johnson... have you tried;
> > 
> > "stevex@cup.portal.com" ?? 
> 
> -- 
> 
> Nope but I will thanks I will let you know what happens
> 

Well I got a reply from his system saying that it receive the mail... so
I sent off another message with the bug report (or my problem)

BUT I have NOT got a reply from HIM YET!!


 
Palmer Johnson                  Please forward mail to
Windsor, Ont.                   cs.uwindsor.ca!jabba!pjohnson
Newsgroups: comp.sys.amiga.games
From: thornt_g@cs.uwa.oz.au (Rick Hunter)
Subject: Cheats wanted for Persian Gulf Inferno
Organization: Dept. Computer Science, University of Western Australia.
Date: Tue, 18 Aug 1992 10:35:50 GMT

I want some cheats for Persian Gulf Inferno, please.

Ta.

nobwit@tartarus.uwa.edu.au

Oh yeah, just a small comment:
It seems the main problem with solving the game is that you
have no defensive manoeuvres at all. Your defense lies in
your ability to blow them away before they do the same to you
(not an entirely unrealistic concept) but it seems (to me)
inevitable that you die after a reasonable number of confrontations
as you can't avoid damage when lots of them mug you from both
directions at once (again, not an entirely unrealistic concept, it's
just that it's frustrating in terms of completing the game).

I suppose that wasn't really that small a comment. Ah well.
From: cregar@tbd2.brl.mil (Raymond Cregar )
Newsgroups: comp.sys.amiga.games
Subject: Personal Nightmare (2nd plea)
Keywords: Auto, Rose Cottage
Date: 17 Aug 92 14:55:24 GMT

I am stuck on an old game, but I know there must be some kind soul
out there who can help me.  Elvira's picture appears on the box -
before her games transferred to Accolade.  This is really becoming
a "Personal Nightmare".

I cannot search a wrecked vehicle (as the hint sheet states) because
I cannot get into the garage (it is always locked).  At night, a car
runs me down and kills me (I cannot seem to escape this fate).  The
only other building I have not been in is the Rose Cottage.  I think
getting into the garage would help.

How do I avoid the car?  How do I get into the garage?  Please have
pity on a stuck gamer.
Raymond D. Cregar
From: carl@bain3.bain.oz.au (Carl Sandland)
Newsgroups: comp.sys.amiga.games
Subject: Re: Yet More Civilization Problems...
Date: 12 Aug 92 23:09:17 GMT
Organization: Bain & Company, Sydney, AUSTRALIA
X-Newsreader: Tin 1.1 PL4

kbos@carina.unm.edu (Kurt Bose of Biscayzee) writes:
> *sigh*
> 
> Today I bought Civ, but when I installed on the HD, the script locked up on
> Disk 2...it made *really* nasty sounds, and wouldn't install properly, so I
> just copied the disks to the HD and tried to run it.  Big mistake.
> 
> I tried to run it off HD then, only to get the request to "Insert Disk 8 into
> any drive", or some such.  Pretty tough, considering I have only four disks...
> I'm getting a *tad* miffed, here...
> 
	Add the following statements to your startup-sequence script:

	assign CIV1: dh0:whereveryouputit
	assign CIV2: as above
	assign CIV3: as above
	assign CIV4: as above

	reboot, and you won't get that insert disk 8 garbage...have fun

	OH, thanks heaps to Microprose for not saying this ANYWHERE in the
docs....
From: carl@bain3.bain.oz.au (Carl Sandland)
Newsgroups: comp.sys.amiga.games
Subject: Re: Elite 2 (honest)
Date: 17 Aug 92 23:49:57 GMT
Organization: Bain & Company, Sydney, AUSTRALIA
X-Newsreader: Tin 1.1 PL5

Garry W Sturgeon CS91 (gsturgeo@cs.strath.ac.uk) wrote:
> 
> I dont know if somebody has posted this already, but seeing as I
> havent seen anything I'll fill u in.
> 
	Please don't be so cruel, we all know elite is THE classic game, the
features you list come straight from my most glorious dreams, even believing
this is all true for a second, I know I will wake up soon and realise eliteII
isn't really here, it was all just a cruel hoax.
Newsgroups: comp.sys.amiga.games
From: aa395@yfn.ysu.edu (Perry Tarantine)
Subject: BattleMech
Organization: Youngstown State University/Youngstown Free-Net
Date: Tue, 18 Aug 1992 14:34:52 GMT


The game's name has been changed to Mechforce (at least i think this is
the latest version)
you can get the mech factory and the character generator and the map 
editor if you register the game with Ralph Reed.
You can find this game on most pd sites and I know that it exists
on GeNIE with 2 more additions of mechs for use.
-- 
Perry Tarantine  aa395  /*/       ///     /*/ Amiga: Computer for the
SysOp of the RPG Sig   /*/       ///     /*/     Creative Mind.
Type "Go RPG" and     /*/    \\\///     /*/No. 1 complaint of comic strip chars
Join the Adventure   /*/      \XX/     /*/     "I don't have thumbs!"
From: gandalf@diku.dk (Morten Due J|rgensen)
Newsgroups: comp.sys.amiga.games
Subject: Re: F-18 Interceptor rescue pod ??
Date: 20 Aug 92 12:34:11 GMT
Organization: Department of Computer Science, U of Copenhagen

michel@spxtech.qc.ca (Michel Lanthier) writes:


>     Here is a quick question:

>     How can I use the rescue pod during the rescue mission ?

Okay, I'll tell it once more: Ctrl+f

BUT NOTE: Ctrl does NOT work the usual way. Normally it is active
while it is pressed, but here it only works once, and even if you release
it before you press f. So, be carefull, not to press any other keys after
you press Ctrl and before you press f, or Ctrl will apply to this key.


Morten Due Joergensen, University of Copenhagen
gandalf@diku.dk
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga platform games suck... S-NES and Genesis is breathtaking.
Date: 14 Aug 92 00:00:31 GMT
Organization: University of Texas at San Antonio

In article <skeksis.045o@pdrome.UUCP> skeksis@pdrome.UUCP (Clayton Miner) writes:
>
>So before this conversation goes any further how about a run down of the
>equipment involved by the interested parties?  I'll lead off...
>
>Amiga 1000, 1.5 megs RAM, 2 floppies, 20 meg HD, Audio Imager digitizer
>            Progs used:  Audio Engineer, Quasar Sound
>
> Next?

Okay...
 Amiga 500, 1.0 megs RAM, 1 floppy, no HD, FutureSound500 and PerfectSound3
             Progs used:  AudioMaster3, ProTracker1.1b

For the record, I write mods... and unlike most individuals, I like to make
it a TOP priority to make sure I've sampled & altered all the samples to
best fit my objective, and therefore I've spent great amounts of time
making sure I know exactly what the (ahem :) I'm doing.

The original poster had set out to describe the Amiga's 51Khz sampling rate
as a "waste."  It's like, you walk into a computer store and ask about
the Amiga's audio, and the guy says "up to 51Khz"... naturally, you scream
"WHAT!?  That sucks!  Get me my SoundBlaster with it's 22Khz anyday, 'cause
51Khz is a waste!"

I'm not about to (yet again) attempt to point out advantages of sampling
at that rate, except that it's at least an option, just in case you want
the sample to be particularly high-quality.  I WILL maintain my opinion that
the 51Khz option allows for greater flexibility when writing music, for
instance, and any other of an infinite list of possibilities.

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wolfenstien 3D
Date: 16 Aug 92 02:32:55 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX

Steven T Chiang writes:
>
>	Sure, I remember Muse.  The authors are Apple II programmers
>too.  It turns out Muse's copyright on Castle Wolfenstein expired, so
>they didn't need any permission.

I'm surprised.  Castle Wolfenstein is 10 or 11 years old now.  I thought
copyrights lasted longer than that.  (I'll admit, I don't know much about
the subject.)

--
James Hague   
exuhag@exu.ericsson.se
From: lee@coredump.npac.syr.edu (Lee C Brink)
Newsgroups: comp.sys.amiga.games
Subject: Re: Empire 2.3w - Brand new?
Date: 17 Aug 92 14:37:48 GMT
Organization: Northeast Parallel Architectures Center (NPAC)
In-reply-to: davewt@NCoast.ORG's message of Sun, 16 Aug 1992 17:41:08 GMT



  Due to Dave saying that he has NOT released V2.3w, I have deleted it w/o
even running it.  Ergo, I do not know if it is a fake program or just a hacked
version.
  The source where I got this "version" is ux1.cso.uiuc.edu:/amiga/mirror/game.

    Lee

--
+---------------------------+----------------------------------------------+
| Lee C Brink	            | Office Support Co-ordinator at NPAC	   |
| lee@nova.npac.syr.edu     | Syracuse University, Syracuse, NY 13244-4100 |
|			    | 315-443-1722				   |
+---------------------------+----------------------------------------------+
From: tominatr@ac.dal.ca
Newsgroups: comp.sys.amiga.games
Subject: Re: Best Games
Date: 19 Aug 92 23:21:42 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

Here are my favs, not in any particular order:

1) GODS
2) Dungeon Master 1 & 2
3) Eye of the Beholder
4) Rainbow Islands
5) Test Drive 2 (Never got a chance to play 3)
6) Magic Pockets
7) All SSI AD&D games
   (Except Pool of Radiance)
8) Blood Money
9) Double Dragon 2
10) Turrican (Never got a chance to play 2)

           - Tom N.
From: Andrew.Morison@f550.n635.z3.fidonet.org (Andrew Morison)
Sender: acsnet@csource.oz.au
Newsgroups: comp.sys.amiga.games
Subject: Dark Queen of Kyrnn (Amiga)
Date: Sat, 15 Aug 1992 20:29:00 +1000

    I have just obtained a copy of Dark Queen of Kyrnn and was wondering if
 anybody else out there has it to.

    Does anyone have the journal entries that they can upload to a board or if
 any are available. Please leave the Boards name and number or upload to Empire
 BBS on 5925662 or 5927989.

    Regards.
                  _  __ __
            /\/\ | |  /  /  /\
           /    \|_| /_ /_ /__\
                          /    \.

 * Origin: Empire BBS +61(3)592-5662 (3 lines) (3:635/550)
From: muzzle@cs.uq.oz.au (Murray Chapman)
Newsgroups: comp.sys.amiga.games
Subject: Re: null-modem-games : which do you know ?
Date: 17 Aug 92 03:07:59 GMT
Reply-To: muzzle@cs.uq.oz.au

In <1992Aug15.163110.15247@sun1.ruf.uni-freiburg.de> rensing@sun1.ruf.uni-freiburg.de (Stefan Rensing) writes:

>Hello !

>I now have the possibility to play some games with two Amigas
>which are connected by a null-modem-cable.

>Which games can I play with that option ?
>(I do know Populous, Powermonger and StuntCarRacer)

BattleChess
Operation Combat
Falcon
Populous II


> Stefan Rensing                  | e-mail : rensing@sun1.ruf.uni-freiburg.de

Murray Chapman
muzzle@cs.uq.oz.au
Newsgroups: comp.sys.amiga.games
From: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Subject: Re: Wolfenstien 3D
Reply-To: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Organization: Columbia University
Date: Sun, 16 Aug 1992 00:55:33 GMT

In article <l8nuqfINNa7r@male.EBay.Sun.COM> jasonf@wayfarer.EBay.Sun.COM (Jason Freund) writes:
>
>2) Wolfenstein is the tip of the iceberg.  The original 8 programmers of the
>   game are already set up with EA to do a real commercial game based on
>   the Wolf engine -- but with much more (ie variable height walls, sloping
>   floors, etc).  The game will be a sequel to the Bards tale series, so
>   (besides excellent graphics and playability) I expect it to have a lot of 
>   depth.

	Original 8?  There are basically 2 programmers at ID.  They
employ 6 people total, so I'm not sure where the other two are from.  :)

	ID is doing the 3d engine for Bard's Dungeon.  I had the
opportunity to look at it, and it looks really nice.  Slower though,
but more detail.

>3) There's already a wolf clone that's just as good -- but of the dungeon
>   genre.
>
>4) Two other companies are working on Wolf-like games.  One sci-fi space game
>   and one monster game.  The later claims to be 10 times better than wolf.

	ID licensed the Wolf 3D engine to at least two other
companies/ groups.

>5) Wolf is NOTHING.  You should see stygian abyss.  It uses a much more
>   complicated texture mapping engine which allows much more variety, 
>   auto-mapping, radial light sources, it has stereo sound, excellent combat,
>   excellent graphics, incredible depth, NPC interaction, water that feels 
>   wet, ghosts that are translucent, objects thrown against the wall bounce, 
>   etc. 

	Bard's Dungeon has a more comples texture mapping engine, and
it's faster tool.  That's from them thought, so take it for what it's
worth.

[other stuff deleted...]

>Jason Freund           jasonf@wayfarer.EBay.Sun.COM            ///
>690 Erie Dr.           408-276-5420 (Work)                 \\\///     
>Sunnyvale, CA  94087   408-732-0421 (Home)                  \XX/ Amiga 3000 

Steven Chiang                  Order - DreamGrafix:  The ONLY 16/256/3200
stc7@cunixb.cc.columbia.edu       color paint program for the Apple IIGS.
America On_Line:  DWS Steve
Genie:  S.Chiang4              Apple IIGS Forever!
From: colx0047@ucselx.sdsu.edu (Oudom Ky)
Subject: A3000 Software Compatible List.
Originator: colx0047@steer
Organization: San Diego State University
Date: Tue, 18 Aug 1992 07:02:31 GMT

Hello, 

	Ever since I bought my A3000, I have found many games that refused to 
work with this setup.

	Since the reason for this could be the 2.0 Kickstart or 68030 chip, I 
have used Chris Hames' Degrader 1.10 to increase my Amiga's game compatibili-
ties.

	Could somebody send me (or post) the latest published A3000 software 
compatibable list?  I would use it as a reference for what application software
and games to buy.

Thanks alot.

Newsgroups: comp.sys.amiga.games
From: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Subject: Re: Wolfenstien 3D
Reply-To: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Organization: Columbia University
Date: Sun, 16 Aug 1992 00:58:26 GMT

In article <36854@sdcc12.ucsd.edu> djohnson@cs.ucsd.edu (Darin Johnson) writes:
>>   The game will be a sequel to the Bards tale series, so
>>   (besides excellent graphics and playability) I expect it to have a lot of 
>>   depth.
>
>Er, not to burst your bubble, but after playing bards tale I and II,
>there just wasn't much depth at all.  Graphics were so-so, but no
>longer state-of-the-art when compared to newer games.  I tried playing
>BTI again, but after playing Black Crypt and Dungeon master, it's just
>plain boring...  I haven't seen wolfenstein, but if it's similar, I
>won't even bother.

	Well, this is EA's answer to Ultima UnderWorld, not just
another Bard's Tale, so who knows?

>Darin Johnson

Steven Chiang                  Order - DreamGrafix:  The ONLY 16/256/3200
stc7@cunixb.cc.columbia.edu       color paint program for the Apple IIGS.
America On_Line:  DWS Steve
Genie:  S.Chiang4              Apple IIGS Forever!
From: Berry_Shin@lppl.mi.org (Berry Shin)
Newsgroups: comp.sys.amiga.games
Subject: Re: Monkey Island II
Distribution: world
Date: 18 Aug 92 00:47:23 EST
Organization: Les's Place BBS

 A> Okay, I'm going nuts.  What do you I have to do to have Kate gave me
 A> the
 A> bottle of near grog!?  What do I have to give Kate?  (any way to get
 A> the
 A> 6000 pieces of eight she wants???)

 A> One other question.  Whats the deal with the big tree? (the one with
 A> holes)  The only thing that I got out of it is this really funny scene
 A> when I tried to used the oar into one of the holes.  Anything else
 A> besides that???  

 A>  sri

 A> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 A> =-=-=-=-=
 A> |Sriram Ramkrishna       email:         
 A> |Purdue University Computing Center          internet:
 A> aru@mentor.cc.purdue.edu
 A> |General Consultant/Systems Operator         bitnet:
 A> xaru@purccvm.bitnet
 A> |Administrator of amix-ports (porting mailing list for Amiga Unix)
 A> |"I find you lack of faith....disturbing" - Darth Vader


Ok, first you have to detain Kate in some manner.  Her picture on the
brochure sure is lovely, isn't it?  

As for the big tree....it will come into play later in the game, as one of
the map pieces will somehow "fly" its way up there.

-- Via DLG Pro v0.992
From: Peteroo@cup.portal.com (Peter Niel Olafson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sonic the hedgehog d
Date: Thu, 13 Aug 92 05:59:28 PDT
Organization: The Portal System (TM)
  <1992Aug8.220511.11427@nmt.edu>

Oops. Meant to add that it should be generally available via the demo 
directories of FTP sites. (I think it's on wuarchive.wustl.edu, but I'm
not certain.) I found it on Portal.
From: Tim.Colverd@f357.n633.z3.fidonet.org (Tim Colverd)
Sender: acsnet@csource.oz.au
Newsgroups: comp.sys.amiga.games
Subject: Captive
Date: Sat, 15 Aug 1992 14:20:01 +1000

Help needed I cannot get the shopkeeper to notice me (Knuckledusters don;t
 help) Any help appreciated.


 * Origin: SexyLegs Line2 SuperBBs Rego & Support Aust 61-3-318-3455 V3
(3:633/357)
Newsgroups: comp.sys.amiga.games
From: davereed@wam.umd.edu (Michael Robert Bromery)
Subject: What you want/what you need.
Organization: University of Maryland, College Park
Date: Fri, 21 Aug 1992 17:26:02 GMT

 A litle respect? Sorry, the title kind of reminds me of lines from the song
  Respect by Aretha Franklin. Anyways, this post is to venture into the REAL
    reason for this newsgroup(that is in terms of it paying off.)
   No flames here, this is to ask ALL the amiga gamers what they want in terms
   of things they like to see in a game. Let's talk about added features you
   may like. Certain amigatized ways you may want to see. Or, god forbid,
   new kinds of interfaces you want to see. The replies I like to see are as
  follows. You must first post what type of game you want to see this in.
   And then what you want<- thus the title. I believe that this is one of the
   main news groups that a programmer should read. Now, that you have some
   great attention by the programmers or the people who know them, I think it's
   time to voice our ideas for what would make a better game.
       I'm not only helping myself with this post, even more, I'm trying to
   help the other programmers out there with new ideas. One of the big problems
   facing the amiga world is the lack of new ideas at times and thus give a
   boring game. 
   **** So what is this post about you may say? All I ask for is some replies
   or back posts about what they want to see in the type of game they specify.
    Like, they want more ability to buy extra magic spells or weapons in a
     platform game by using rest stop stores, placed along the game map.
     More customization of vehicles in a racing or 3d (machine driving or
    flying game). Stuff like that. This way, those ideas will get out instead
 of saying that the game is bad or good. The first thing is to make sure the
    programmers know what you want to see in a game(they will know that if they
    don't meet these kind of standards, the game won't sell well.) I know I 
   have lots of ideas, I know that there are many others that do as well. This
     way we can keep breaking new barriers with amiga games instead of 
    knocking at old coffins for them. Thanks in advance(hope to see alot of
    posts). And yes, software developers WILL hear these requests so don't
   believe you are wasting your breath. Now it's time for the REAL reason of
    the newsgroup.  
                         -- Let the new generation of entertainment begin! --
                              Michael Bromery Email:davereed@wam.umd.edu
        /\/\/\/\ The man with NO identifying slogan !! /\/\/\/\
.

Xref: sparky comp.sys.amiga.games:11609 aus.computers.amiga:684 aus.games:143 comp.sys.amiga.misc:12567 comp.sys.mac.games:8201 comp.sys.ibm.pc.games:9617
From: ransley@parnasus.dell.com (Robert Ansley)
Newsgroups: comp.sys.amiga.games,aus.computers.amiga,aus.games,comp.sys.amiga.misc,comp.sys.mac.games,comp.sys.ibm.pc.games
Subject: Re: Put all solutions, etc on anonymous ftp sites?
Keywords: games solutions ftp amiga
Date: 12 Aug 92 16:09:01 GMT
Organization: Dell Computer Co

degroot@mksol.dseg.ti.com (doug degroot) writes:

>>>I was wondering if anyone thinks it would be a good idea to store all the 
>>>game solutions, spoilers, cheats, hacks, etc for games on anonymous ftp.
>This is certainly a good idea, but I thought this was already set up in at least
>a few places. Perhaps we need a single, selected, formal site. But in the
>meantime I have successfully used in the past the following two sites:

>	risc.ua.edu 130.160.4.7    pub/games/solutions
>	nic.funet.fi 128.214.6.100  pub/misc/games.solutions

  Those folks in Finland really don't like us to jam the bandwidth with
  American traffic.  funet is mirrored at wuarchive.wustl.edu.
-- 
---------------------------------------------------------------------------
  "Friends come and go....but enemies accumulate."     - Murphy's Law
                Robert Ansley   ransley@parnasus.dell.com
---------------------------------------------------------------------------
From: Peter.Portmann@f869.n681.z3.fidonet.org (Peter Portmann)
Sender: acsnet@csource.oz.au
Newsgroups: comp.sys.amiga.games
Subject: Re: Robocop 3d for the a
Date: Wed, 12 Aug 1992 00:00:10 +1000

On 08-05-92  07:55, Ralph Barbagallo said to All...
             "Robocop 3d for the a"

 >tis ok... been out for ages here in OZ mind you.. It's a touch
 >repetitive, but overall a good atmospheric game, if a bit ungainly to
 >play in parts..

 RB> I think it's AWESOME!  My main problem is the lack of continues, you
 RB> have to start over whenever you die.  A bit choppy too, but for a 1
 RB> meg, 2 drive 500 it was VERY good!  NICE music too.  One problem..
 RB> 
 RB> Where's the movie?

It's an ok game.. but gets boring very quickly.. The combat
sequence with the jap robot doesnt do much for my fingers..though
I find the shooting people with crosshairs quite relaxing, but
even that becomes monotonous after a while..

Pete
___ Blue Wave/QWK v2.10

 * Origin: AMb [61-8-269-1242] (3:681/869)
From: Jason_Maskell@telepro.UUCP (Jason Maskell)
Newsgroups: comp.sys.amiga.games
Subject: Civilization...
Distribution: world
Date: 16 Aug 92 01:04:55 CST
Organization: TelePro Technologies

Well, I keep hearing about problems with this game... What is this game?
Any comparisons?

-- Via DLG Pro v0.995

---------------------------------------------------------------------------
"Bravely facing sure defeat, he beat a very brave retreat..."
                           Jason_maskell@telepro.uucp
                      Telepro!Jason_Maskell@access.usask.ca
---------------------------------------------------------------------------