HDTenEightyP/NetNews huggingface dataset:
From: lhoward@javelin.sim.es.com (Larry Howard)
Subject: Re: Civilization HD Install
Organization: Evans & Sutherland Computer Corporation
Date: Mon, 17 Aug 1992 16:01:28 GMT

hassink@cs.UAlberta.CA (Hassink Brian John) writes:

>By chance, as he was reading through the documentation for
>2.04, it was mentioned that disks which have been formatted
>with a lower version (ie 1.3) will attempt to be validated
>before any disk operations are performed. This would explain
>why the install procedure sits by for a few minutes on each
>new disk, making funny noises as you wait, before it starts
>copying files over to the HD. 

Maybe the reason my installation went so smoothly was that I copied the
original disks (like it says to in the manual) and used the copies to
install the game on my hard drive.  If I remember correctly, it took
just under 10 minutes to install the game, and that's with me leaving
the room for a few minutes after inserting the next disk.

BTW,
I haven't had the game crash at all whenever I use the "Load Game"
option to start a session of playing.  It still crashes 100% of the time
from any of the 'start from scratch' options.

Larry

-- 
lhoward@javelin.sim.es.com       130.187.198.13             (801)582-5847 
Larry Howard   Evans & Sutherland Computer Corp.  Salt Lake City, Utah

Don't forget, economics is the science that made astrology respectable.
From: Ikki@BEIZ.mediatex.ch (0642210101: Fernmeldedirektion Olten)
Newsgroups: comp.sys.amiga.games
Subject: HUMANS.... WILL WE BE ABLE TO BUY THAT?
Date: 19 Aug 92 22:31:39 GMT
Organization: MEDIAtex AG, CH-8807 Freienbach/SZ

I heard, that the company who programmed
the nice game Humans, got into difficult
s with Psygnosis. They say (or think)
that Humans has too much "borrowed" fea-
tures of Lemmings.
Will it be possible to buy Humans?

Greets...

Internet: Ikki(at)BEIZ.mediatex.ch







|B                                    B|
|E           CH: VTX *3600#           E|
|I           D:  BTX *28881#          I|
|Z                                    Z|
From: bandy@aplcen.apl.jhu.edu (Mike Bandy)
Newsgroups: comp.sys.amiga.games
Subject: Monkey Island II question
Date: 20 Aug 92 00:57:09 GMT
Organization: Johns Hopkins University


I made it to LeChuck's fortress and visited Wally in the slammer.  Now I'm in
the hallway with the weird bone things that you can push.  What's the trick?
How do I use the "hip bone connected to the arm bone ..." stuff?

Thanks ...

		Mike
Newsgroups: comp.sys.amiga.games
From: MSAASTAMOINE@finabo.abo.fi (Mika Saastamoinen Tkkk)
Subject: PopulousII, anyone?
Organization: Abo Akademi University, Finland
Date: Wed, 12 Aug 1992 20:48:58 GMT
X-News-Reader: VMS NEWS 1.20

Hi ya all!

I recently bought PopulousII which is (of course) an amazing game! The 1st
100 or so levels seemed really easy, but now I'm in the 130+ levels and they
seem to be getting increasingly difficult (I hate to think what they'll be like
in 300+, 600+ or 900+!). Anyway, I was thinking that since this game has been
out for quite a while now, there ought to be some experts around there who
could give me some HINTS, TIPS, STRATEGIES and even CHEATS if possible! 
Especially the plague is really tough; it spreads much faster than I can kill
the carriers. How can I get rid of it? Also, what do you think about the 
computer assistance? I tried it a few times and... well, it spreads the land & 
people well enough, but it's hard to get anything else done while it's on.
Oh, BTW, I heard somewhere that if you click those cryptic markings at the side
of the game table 'something' should happen, but when I tried, nothing did. Do 
any of you have any knowledge of this or was it just a baseless rumour?
I'd appreciate any help you can offer.

 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::  Turku School of Economics and Business Administration, Turku, Finland    ::
:: 						      ______		     ::
:: Mika Saastamoinen	              ________________I    I___________      ::
:: Tallgreninkatu 6 P 89	      I Music			      I      ::
:: 20380 Turku			      I "Elvis lives"		      I      ::
:: Finland			      I Predictions of future music   I____  ::
::				      I by Nottruedamus		      I__ I  ::
:: msaastamoine@finabo.abo.fi	      I        ______		      I I    ::
:: mikasaas@polaris.utu.fi	    __I________I    I________________ I      ::
:: Phone home! +358 21 388 692	  __I___I    I_____________________ I        ::
:: Phone work! Work? Whatzat?	  I				  I          ::
::				 A Phatt Island Library's index card         ::
::       // ------------------------------------------------------------     ::
::   \\ //  Amiga - In an insane world it's the sanest choice. Trust me!     ::
::    \X/   ------------------------------------------------------------     ::
 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
From: dlewis@sandia.UUCP (Dave Lewis )
Newsgroups: comp.sys.amiga.games
Subject: Need help on Hardnova
Date: 10 Aug 92 16:47:01 GMT
Organization: Sandia Natl Labs, Div. 9224

HELP! I took the plan to ignite the Typhon sun to the Bremar, but they won't
help me! I've revisited everywhere and everyone I've been to, but I just can't
seem to get anywhere. 

Thanks in advance.
-----------------------------------------------------------------------------
David Lewis
It is inevitable that we shall eventually become indistinguishable from our 
machinery! OR Computers, Martial Arts, and RPGs are better than Sex, Drugs, 
and Rock n'Roll! Well ... Maybe not better than Sex!
uucp:      ...{ucbvax | gatech}!unmvax!sandia!dlewis
InterNet:  unmvax.unm.edu!sandia!dlewis   or   sandia!dlewis@unmvax.unm.edu
-----------------------------------------------------------------------------
From: hribnak@nucleus.cuc.ab.ca (Jim Hribnak)
Newsgroups: comp.sys.amiga.games
Subject: Wing Commander Demo
Date: 11 Aug 92 05:41:21 MST
Organization: The Nucleus 16 Lines 403-531-9353 -CNet Amiga-


I saw the wing commander demo..  man the game is going to SUCK big time,
graphic look pathetic!!!!  I dont know why these companies do this.. I hate to
say it but the IBM version looks 10 times more better than the amiga version is
going to be!   If this continues, I just MAY (gulp) have to buy an IBM the
games seem to be getting BETTER than the Amiga versions! and sometimes IBM
games are out LONG before the amiga versions and sometimes the amiga versions
are never released!!!!

I sure hope the game quality begins to get better!!!!  This is getting really
pathetic!
From: entity@nsq.uucp (cybernetworx)
Newsgroups: comp.sys.amiga.games
Subject: Re: ACTION REPLAY MKIII
Summary: hidden messages in Action Replay
Date: 19 Aug 92 14:30:41 GMT
Organization: NSQ

In article <1992Aug17.123131.23616@memex.co.uk>, neil@memex.co.uk (Neil) writes:
> RE: undocumented features of ACTION REPLAY MK II/III
> 
> MAY THE FORCE BE WITH YOU
> 
> When it says "hey guy, try a new one!" type the following string with a
> carriage return at the end of the line:-
> 
> NEW ONE
> 
> You should have received a message about Imperial Stormtroopers by now. If
> you did then work out what to do next as I have'nt got a clue.
> 
> If anyone can work it out then please post to me direct or to this group.

Yep, there's a whole bunch more too!  eg. try 'lord olaf' 'msdos' 'atari' etc.
for various funny messages.  BTW, these all work on the ARII as well..

> One final note is that I don't know if the majority of Amiga owners on the net
> ,i.e. Americans & people round about there, have access to the wonderful Datel
> Action Replay III cartridge so all of you can ignore this if you want. But
> people in Europe have no excuse so get thinking ! :-)

Yeah, it's an incredibly invaluable programming tool/ripper *BUT* it limits
your system configuration pretty heavily!  eg. can't save to HD, can't have an
accelerator plugged in since the damn thing goes in the CPU slot (on the 2000
anyhow), doesn't work under 2.0, doesn't work with over 2 megs of expansion
ram unless you write special code to reconfig your ram upon reboot to
$600000.. etc. etc.

 HOWEVER, there may be a solution now!  Check out the new 'Super Action IV'
cartridge.  Don't know if it's actually released or not, but they've got ads
for it in some euro mags.. eg. Amiga Format.    Totally solves all the
problems I mentioned above as well as seemingly a ton of new/better features.
(eg. apparently a 'real' sprite editor... not the binary shit in ARIII)

 BTW, anybody have any further information on the Super Action IV?  Does
anyone actually have one?  If so I'd LOVE to hear from you!  I'm thinking of
ordering it from europe but I need some more definitive information before I
send them my money :-)  Any reviews?
Newsgroups: comp.sys.amiga.games
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: BC is hard !!!
Date: Mon, 17 Aug 92 05:12:34 EDT
Organization: University of Michigan Engineering, Ann Arbor
Keywords: BC, Black Crypt

In article <jim.714034748@lillee> jim@lillee.cs.curtin.edu.au (Jim McGrady) writes:
>Hi All
>
>I've just started playing Black Crypt. I've completed the likes of EOB
>and DM/CSB, but where as these games were challenging, BC is nearly
>impossible!       
>
>I am currently on level 3: with the 'unseen ones', which I am finding
>really hard to kill. If this is level 3, I'd hate to see how tough 
>Estoroth is :-}
>
>So, can someone tell me what I'm doing wrong and where to go from here ?
>

Yup. What you're doing wrong is trying to kill the Unseen Ones. Ignore
them for now. Get what you can from level 3, then go down the stairs to
level 4.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: Richard Wolfe <barton@sideways.welly.gen.nz>
Newsgroups: comp.sys.amiga.games
Subject: Re: F-18 Interceptor rescue pod ??
Date: Fri, 21 Aug 92 12:59:37 +1200
Organization: Sideways Bulletin Board, Lower Hutt, New Zealand

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

>
>      Here is a quick question:
>
>      How can I use the rescue pod during the rescue mission ?

Well since this is an oldy but a goody game i'll just have to think a bit ...
hmmm i think it's SHIFT F , if my memory serves me well ... [yes it's
definately shift something & F is my best guess ... sorry to be so vague but i
haven't had to do that mission in sometime]

Hint: to best complete this mission fly directly towards the downed plane, when
approaching switch to 2 mile radar and reduce speed until the plane is still
staying up in the sky [50% thrust]. The object is try to fly directly over the
downed plane. When you either have a visual, or radar confirmation that you are
almost directly [a bit of an oxymoron] over the downed plane, go vertical,
straight up, and then release the pod. Hopefully it should work.

All i can say is that this is the most taxing mission.

Ciao

+----------------------------------------------------------+
| Barton Fink = Richard Wolfe. Wellington, New Zealand     |
| Mail : barton@sideways.welly.gen.nz                      |
| Slow Post : 8/152 Abel Smith Street, Wellington, N.Z.    |
+----------------------------------------------------------+
Newsgroups: comp.sys.amiga.games
From: matal@wisipc.weizmann.ac.il (Tal Yuval)
Subject: Magic Pockets!
Date: Thu, 13 Aug 1992 08:29:50 +0000

Hi !
Can someone tell me if there is a cheat mode for MAgic Pockets?
I got to stage 14... but that's only as high as i get.
If u do know... please send it by E-mail.
thanx!

Nitzan Tal
matal@wisipc.weizmann.ac.il
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wolfenstien 3D
Date: 14 Aug 92 21:09:49 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX

>1) Wolfenstein IS incredible.  It's as fast as I can stand it on my
>   dad's 386/33.  It's very fun to play -- and it'll knock your socks off
>   the first time you see it.

Well, I own a 386-based computer and I was rather underwhelmed by
Wolfenstein 3-D, no flames intended.  The funny thing is that I
*love* arcade-style action games.  Running around the castle was
fun for a while, but the game itself was rather lame IMO.  I guess
I no longer like the "twitch" style of game and would prefer
something with a little more finesse.  I also didn't like the
fact that everything was always in *exactly* the same place
every time you play.  It reduced play to "memorize the pattern."

--
James Hague   
exuhag@exu.ericsson.se
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wolfenstien 3D
Date: 14 Aug 92 22:21:44 GMT
Organization: =CSE Dept., U.C. San Diego

>   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.

-- 
Darin Johnson
djohnson@ucsd.edu
    Where am I?  In the village...  What do you want?  Information...
Newsgroups: comp.sys.amiga.games
From: admiralq@csd4.csd.uwm.edu (Samuel Castro)
Subject: Smash TV: The Rip-Off
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Mon, 17 Aug 1992 05:06:43 GMT

I was reading the July issue of Amiga Power and saw that there is a PD game out there called "Smash TV: The Rip-Off", and I was wondering if this was available on an ftp site somewhere....

It looks to be pretty good.  I love the arcade game, but am on quite the limited budget, and a game like this would keep my friends and I happy for some time to come.

Thanks...

admiralq@csd4.csd.uwm.edu
Organization: The Leader Desslok School of Diplomacy
Date: Wed, 19 Aug 1992 23:47:48 EDT
From: Norman St. John Polevaulter <MBS110@psuvm.psu.edu>
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Demo
 <1992Aug18.214916.10448@sbcs.sunysb.edu>

In article <1992Aug18.214916.10448@sbcs.sunysb.edu>,
hquijano@csws13.ic.sunysb.edu (Heidi Quijano) says:
>I got a chance to see is also and HOLY DITHERING!!!  Most of the time when you
>see an IBM conversion, it's dithered in that ugly "MS-dithering" kinda way
>but this is overkill!  I don't even know why Origin is bothering with this
>crap.  Everything in the game was out of sync.  The animation jerked back and
>forth.

I saw the preview of WC in one of the Euro-mags. The in-flight graphics did
look like... well... I suppose "crap" is the most inoffensive way of putting
it, but the article made great pains to emphasize that the graphics will be
improved markedly. Whether or not this is true remains to be seen. (I won't
buy in anyway, since I've already played and completed WC on an IBM... I
wonder if the Origin-droids have taken this into account? WC has been out
so long that a significant fraction of Amigans who might have bought it
have ALREADY played it elsewhere!) So, perhaps releasing a demo with the
ugly graphics was just carelessness. Incidentally I agree with you about
dithering... look, would it *kill* them to use solid colors once or twice??

Anyway, I'm not going to get my hopes up for Wing Commander. MANTIS from
Microprose and ELITE II sound like real competition for Wing Commander, and
better on Amiga. 'Course I thought the same about Epic and look what
happened...

[Your blood pressure just went up.]       Mark Sachs IS: mbs110@psuvm.psu.edu
       DISCLAIMER: If it ain't money, Penn State doesn't care about it.
   "Ladies and gentlemen, I've suffered for my music! Now it's your turn!"
From: entity@nsq.uucp (cybernetworx)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga platform games suck... S-NES and Genesis is breathtaking.
Date: 11 Aug 92 17:10:52 GMT
Organization: NSQ

In article <KENTD.92Aug9012357@zappa.FtCollins.NCR.com>, kentd@FtCollins.NCR.com (Kent Dalton) writes:
> Marc> The Amiga can always use halfbrite mode.  Sure, people whine that
> Marc> "Oh, but the other 32 colors are just darker shades of the first
> Marc> 32!", but riddle me this: Aren't most games based on shaded
> Marc> objects? (I mean, the entire color palette is based on different
> Marc> shades of the same colors, for the sake of shadowing and bright
> Marc> reflections).  
> 
> Good point... but don't the vast majority of ami games limit themselves
> to 32 colors or less? (I'm not sure...)

Both points are true.  Even though the extra 32 colors are just half intensity
versions of the first 32, this can be used to great advantage.  The trick is
in choosing your palette such that your intermediary shaded colors utilize the
ones in the extra halfbrite range.

And yes, most games DO limit themselves to less than 32 colors.  As a matter
of fact, a very large majority of action games use dual playfields mode which
only allows for 8 colors per playfield.  The advantages to the game programmer
are many in that you can blit faster (only 3 bpls instead of 5), you can erase
a current BOBs position without worrying whats underneath (since the bkgd is
on the other playfield) and other tricks (eg. in some cases getting away with
2 channel blits which is CONSIDERABLY faster than the conventional 4 channel
cookie cut blit required for a 32 colors screen).  There's a LOT of advantages
to using dual playfields, but of course the 8 color limitation keeps coming
up.  Games such as Shadow of the beast use the copper to good effect by
changing the palette many times every x scanlines which gives the apparent
effect of tons of colors on the screen even though they too only use 8 per
playfield.  If you look closely at games such as leander and shadow of the
beast you can see where they keep hitting the 8 color limitation.

(the main guy in both these games are sprites which means they can have
independant 16 color palettes which is why they look good)

> Also, I was under the impression >32 colors on the Ami slows down
> animation on action games due to the extra data, is this true?

Two main reasons why things get slowed down.. even at 32 colors vs 16 or less.
 First of all you have more information to blit, ie 6 bitplanes of information
for a 64 colors screen vs. 4 bitplanes of information for a 16 color screen..
and secondly and perhaps more importantly a lot more of the DMA slots are used
up.  64 colors REALLY slow things down.. it means you can get less things on
the screen per frame and hence you get games with slower FPS or very few BOBs
on screen.

Newsgroups: comp.sys.amiga.games
From: smneyln@ariel.lerc.nasa.gov (Michael Neylon)
Subject: Re: GODS (was re. please help)
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 21 Aug 1992 07:13 EST  

In article <1992Aug19.062250.17120@lobo.rmhs.colorado.edu>, dominik@lobo.rmhs.colorado.edu (Dominik Buszko) writes...
>In article <1992Aug18.132656.29835@rtf.bt.co.uk> fletcher@rtf.bt.co.uk (Catherine Fletcher) writes:
>>stewartm@bfield.uucp (Stewart Mckinnon) writes:
>>> In article <63678@cup.portal.com>, Mazzie@cup.portal.com (LYNETTE MAZZIE
>>> MAZZIOTTI) writes:
>>> >Hi all!. A friend and I have a problem with the games GODS.
>>> >When ever we play the game, we never get a save code.
>>>
>>> [ stuff deleted ]
> 
>>> You will only get a save code when you complete a World. (I think there's 4)
>                                                    ^^^^^^^^
>Accually you need to complete a LEVEL (which consist of four Worlds), to
>get the code.  The codes are:
>          Level 1 : Well, you don't need that :-)
>          Level 2 : JMG
>          Level 3 : HAW
>          Level 4 : AAA
>
WARNING!!!!!! THESE CODES DO NOT HELP!!!!!!!!!!
The game will make up the code 'in situ' and each copy of the game will 
have its own codes!!!!  Thats why the following must be true....

>BTW, your second disk has to be write-enabled in order to save the codes.
>Hope this help.  Good luck!

Michael Neylon   aka Masem the Great and Almighty Thermodynamics GOD!
      //         | Senior, Chemical Engineering, Univ. of Toledo
  \\ // Only the |   Summer Intern, NASA Lewis Research Center
\  \X/   AMIGA!  |          smneyln@ariel.lerc.nasa.gov              /
 --------+ How do YOU spell 'potato'?  How 'bout 'lousy'? +----------
    "Me and Spike are big Malcolm 10 supporters." - J.S.,P.L.C.L
Newsgroups: comp.sys.amiga.games
From: ggg@kepler.unh.edu (Gregory G Greene)
Subject: Re: Wolfenstien 3D
Organization: University of New Hampshire  -  Durham, NH
Date: Sat, 15 Aug 1992 01:57:58 GMT

>By the way, concerning the graphics on the walls of Wolf 3D's dungeon,
>there's an alternate set of graphics available for the game that
>replaces all the Nazi flags and Hitler images with pinup girls,
>some of them rather classic images like the ol Marilyn Monroe 
>Playboy poses.. some of them more modern like Terri Garr and 
>current playmates. Gives the gameplay a whole different flavor
>as it were. Sniff around on FTP sites for it, if desired.
>Harv

	I think there is even a set of graphics with the Nazi soldiers 
    replaced by Pacman like things.  People will do anything. :)

							G.Greene
From: Shawn_Granger@neonate.amiga.atl.ga.us (Shawn Granger)
Newsgroups: comp.sys.amiga.games
Subject: Re: HELP ! for Monkey Island 2 & Black Crypt.
Date: 15 Aug 92 07:13:28 GMT
Article-I.D.: neonate.Shawn_Granger.05jd
Organization: The Village BBS

Hey how do I get the mask of TRUE SIGHT?!?!?!?!

-- Via DLG Pro v0.992
From: skeksis@pdrome.UUCP (Clayton Miner)
Newsgroups: comp.sys.amiga.games
Subject: Re: Amiga platform games suck... S-NES and Genesis is breathtaking.
Date: 12 Aug 92 17:57:56 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]

One game I am not playing because of the sound (or lack there of)...
 
Railroad Tycoon...
 
Everything else got stripped of fthe HD some time ago...
 
One game with poor visuals but satisfying sound...
 
Steel Empires...
 
I also got pretty sick of *grunt, snortm yeah* in Powermonger after about 12
minutes...
 
Skeksis
Newsgroups: comp.sys.amiga.games
From: ghanna@cse.unl.edu (gary hanna)
Subject: Re: EOB I maps available by FTP?
Organization: University of Nebraska - Lincoln
Distribution: na
Date: Tue, 18 Aug 1992 18:34:44 GMT

dmartin@uceng.UC.EDU (Dale Martin) writes:


>Hello!  I was wondering if the maps for EOB were available by
>anonymous FTP somewhere.  I looked in wuarchive and didn't see
>them.  Any suggestions would be welcomed!

 Look in Wuarchive.wustl.edu  --- systems/amiga/incoming/games/eob1.lzh

 Gary Hanna  hanna@ukanaix.cc.ukans.edu