HDTenEightyP/NetNews huggingface dataset:
From: consp11@bingsuns (Brett Kessler)
Subject: Re: Need help killing fast ram in order to run old games
Keywords: Archon, one on one, Electronic Arts, fast ram, guru
Organization: State University of New York at Binghamton
Date: Wed, 8 Apr 1992 04:54:43 GMT

In article <ku2llgINNhp2@phakt.usc.edu> dleslie@phakt.usc.edu (David Leslie) writes:
>
>	I am trying to run some older Electronic Arts games on my A1000.
>Namely Archon and One on One. I was warned that neither would work if I
>had any FastRam (I have a 1 meg insider + 2 meg starboard + 512k chip);
>and nether work (both boot to a green screen then the EA title screen 
>then guru). I was wondering if there is some utility that will disable
>fastmemory. Like 'nofastmem' but will survive a reboot like bootmenu;
>or something along the lines of 'killchip'. I remeber the same problem
>was posted here not to long ago. Anyway, thanks for any help!

On one of the Fred Fish disks is a program called 'FixHunk' which does
something even better.  It modifies the executable in such a way that
you can keep your memory intact and available by taking all memory
allocations that don't require CHIP mem and telling them to request
whatever kind of memory IS available (that being FAST goes before
CHIP).  Try it - that's how I got Little Computer People to work.

+------///-+                       BRETT L. KESSLER
|     ///  | consp11@bingsuns.cc.binghamton.edu OR bkessler@cup.portal.com
| \\\///   |  Senior Computer Consultant, State Univ. of NY at Binghamton
+--\XX/----+      "I'M A .SIG ANTI-VIRUS...HELP KILL THE .SIG VIRUS!"
From: A_ASENCIO@UPR1.UPR.CLU.EDU (Hard Bytes Amiga User Group)
Newsgroups: comp.sys.amiga.games
Subject: PAL to NTCS
Date: 17 Apr 92 04:07:00 GMT

I downloaded Galaga 92'
BUT IS PAL!
I can't see my ship and get busted for this.
And downloaded many Euro Demos and most of them are cut in the bottom.
Is there any program that let me see a complete image?

Thanks,
  Angel Asencio//
             \X/

a_asencio@upr1.upr.clu.edu
Newsgroups: comp.sys.amiga.games
From: gunnbr@NeXTwork.Rose-Hulman.Edu (Brian R Gunn)
Subject: Re: stuck on "OUT OF THIS WORLD"
Reply-To: gunnbr@NeXTwork.Rose-Hulman.Edu (Brian R Gunn)
Organization: Rose-Hulman Institute of Technology
Date: Mon, 13 Apr 1992 00:48:06 GMT

In article <728b02Ur0fpX01@JUTS.ccc.amdahl.com> asl00@ccc.amdahl.com  
(Andrew Lee) writes:
> You'll figure it out after you execute the guard with the little light
> balls.

How do you kill the guard with the little light balls.  I solved the game  
without doing that, and now I've gone back and tried to kill him, but I  
can't.

Brian
From: asl00@ccc.amdahl.com (Andrew Lee)
Newsgroups: comp.sys.amiga.games
Subject: Re: stuck on "OUT OF THIS WORLD"
Date: 7 Apr 92 19:00:29 GMT
Reply-To: asl00@JUTS.ccc.amdahl.com (Andrew Lee)
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr7.152420.25133@cs.rose-hulman.edu> gunnbr@NeXTwork.Rose-Hulman.Edu (Brian R Gunn) writes:
>In article <10239@inews.intel.com> rtrevino@leupp.intel.com (Roy Trevino)  
>writes:
>> 
>> I am having trouble defeating the guards that roll the little light
>> balls at you.  I must have tried hundreds of times to get past these
>> guys: rushing the guards, jumping the balls, going back and forth.
>> None work!

Step back behind the sliding door.  The door then closes and the  balls
then get bounced back at the guard and obliterate him.

>> 
>> Ok, I am just past the part where you blow the water out and flood all
>> the caverns.  I have encountered two of these guards: one by going to
>> the right after crossing the spillway at the top and across the
>> stairs.  He as three walls in front of him which must be blown first.
>
>You don't need to kill him.
>
>> The other guard is right across the water-filled chasm found to the
>> far right after crossing the lower spillway crossing and fighting a
>> few guys.  I swim across the chasm and then die soon after.  This must
>> be simple but how???
>
>Hmm, I don't remember this one...  Have you swam down underwater and shut  
>off the field in the cavern there that you couldn't get to when there was  
>no water there?
>
>Brian

You'll figure it out after you execute the guard with the little light
balls.


Andy
-- 
----------------------------------------------------------------------------
Andrew Lee                             
<asl00@juts.ccc.amdahl.com>
(408)746-8561
----------------------------------------------------------------------------
From: asl00@ccc.amdahl.com (Andrew Lee)
Newsgroups: comp.sys.amiga.games
Subject: Re: stuck on "OUT OF THIS WORLD"
Date: 13 Apr 92 20:49:17 GMT
Reply-To: asl00@JUTS.ccc.amdahl.com (Andrew Lee)
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr13.004806.14292@cs.rose-hulman.edu> gunnbr@NeXTwork.Rose-Hulman.Edu (Brian R Gunn) writes:
>In article <728b02Ur0fpX01@JUTS.ccc.amdahl.com> asl00@ccc.amdahl.com  
>(Andrew Lee) writes:
>> You'll figure it out after you execute the guard with the little light
>> balls.
>
>How do you kill the guard with the little light balls.  I solved the game  
>without doing that, and now I've gone back and tried to kill him, but I  
>can't.
>
>Brian

Step up so the sliding door opens.  Once the guard releases one of the
light balls, step back so the sliding door closes.  The light ball then
bounces off the door and back at the guard, thereby executing him.


Andy
-- 
----------------------------------------------------------------------------
Andrew Lee                             
<asl00@juts.ccc.amdahl.com>
(408)746-8561
----------------------------------------------------------------------------
Newsgroups: comp.sys.amiga.games
Subject: Re: What about the Birds of Prey update?
From: dujourdh@uni2a.unige.ch
Date: 16 Apr 92 17:03:22 +0200
Organization: University of Geneva, Switzerland

In article <1992Apr15.174834.16121@gn.ecn.purdue.edu>, sacke@gn.ecn.purdue.edu (Jeff Hanna) writes:
> Around December, when BOP came out, there was a lot of discussion about the 
> various flaws with the program.  Then someone posted the address to Electronic
> Arts and told people to send in letters describing the flaws.  EA was   
> going to take this input and make a BOP update.  I have yet to buy this flight
> simulator because I was waiting for a playable release.  My question is:
> 
> 	WHAT EVER HAPPENED TO THE UPDATE?
> 
> Was it release, or did EA decide to let this program stand the way it is?







IS THIS GAME EXIST ON PC ?
From: d9hh@dtek.chalmers.se (Henrik Harmsen)
Newsgroups: comp.sys.amiga.games
Subject: Amiga Moria graphics version avail. for ftp.
Summary: Moria available
Date: 11 Apr 92 18:36:29 GMT
Organization: Chalmers University of Technology, Gothenburg Sweden

Hi, today I released my Moria version for the amiga.
It is available from ab20 (128.155.23.64) in 
/incoming/amiga. The file is named moria_gfx_1.0.lha.
It should also be available on nic.funet.fi (128.214.6.100) in
a while, but that site is in Finland, so think twice before
ftp'ing over half the globe...

This is the moria_gfx_1.0.readme file that should have been
on ab20, if the site had had space for it.


This is a graphic version of UMoria 5.4 for the Amiga.

It has bitmapped graphics for all objects and some extra goodies compared
to the original UMoria 5.4 to make it attractive to the graphic-oriented
Amiga public.  Other than this, it is supposed to be as close to the
original Umoria 5.4 as possible. 
Binary distribution.  Version 1.0.

Description of Moria, from the original Moria documentation:

The game of moria is a single player dungeon simulation.  A player may
choose from a number of races and classes when creating a character, and
then `run' that character over a period of days, weeks, even months,
attempting to win the game by defeating the Balrog which lurks in the
deeper levels.

The player will begin his adventure on the town level where he may acquire
supplies, weapons, armor, and magical devices by bartering with various
shop owners.  After preparing for his adventure, the player can descend
into the dungeons of moria where fantastic adventures await his coming!



--
Henrik Harmsen     Internet:  d9hh@dtek.chalmers.se
               Chalmers University of Technology, Sweden. 
      "I haven't lost my mind -- it's backed up on tape somewhere."
From: okastl@ebmuc (Oliver Kastl)
Newsgroups: comp.sys.amiga.games
Subject: Re: Action Replay III cheats ??? (got any ?)
Date: 15 Apr 92 22:50:29 GMT
Reply-To: okastl@ebmuc
Followup-To: comp.sys.amiga.games
Organization: Elaborate Bytes

In article <1992Apr14.072850.1362@srd.bt.co.uk>, Jason Hawes writes:

> If you can plug them both in at the same time (with the 1500 version) they will
> both work, but Action Replay itself doesn't know what a hard disk is - and wont
> talk to it.
>
> Note that A500 hard drives with a throughport have never been known to work
> replay beacuse you are plugging them both into the same slot and their ROMs
> conflict. You need a 1500 version to use a hard disk at the same time

Do You know if the 1500/2000 version plugs in the ZorroII or the coprocessor
board? (I have an A2620 and the slot is occupied)


- Elaborate Bytes, Oliver Kastl "Home is where the Heart is..."
  UUCP: ...!cbmehq!cbmger!ebmuc!okastl  VOICE: ++49-89-7603916
From: kentd@FtCollins.NCR.com (Kent Dalton)
Newsgroups: comp.sys.amiga.games
Subject: Re: VISIONARY.... who's got it?
Date: 13 Apr 92 09:21:30 GMT
Followup-To: comp.sys.amiga.programmer
Organization: NCR Microelectronics, Ft. Collins, CO
In-reply-to: mikep@hpmwtd.HP.COM's message of 11 Apr 92 03:43:23 GMT

>>>>> On 11 Apr 92 03:43:23 GMT, mikep@hpmwtd.HP.COM (Mike Powell) said:


Mike> 	Hey....  was wondering why I have never seen any mention of
Mike> 	VISIONARY here in c.s.a.games.....

My guess is because it's a programming language not a game. Followups
to this post will go to .programmer

Mike> 	Doesn't anyone own this one?????

Yes.

Mike> 	I understand that it has it's roots in TACL.... ( I think I got that
Mike> 	right...).  Is this true?

Yes.

Mike> 	Opinions on this program?????

It's not bad. I've only gone partway through the tutorial at this point,
so here are my first impressions... It uses MED as its music standard
and supports IFF animations in addition to still images. The language
itself oriented toward defining rooms and objects and then setting up
action code to allow the player to interact with them. This makes text
style adventures very easy to implement, Graphical DM-type stuff is
doable but much harder.

Mike> 	Thanks,   -Mike-
--
/**************************************************************************/
/* Kent Dalton                   * EMail: Kent.Dalton@FtCollinsCO.NCR.COM */
/* NCR Microelectronics          *                                        */
/* 2001 Danfield Ct. MS470A      *                                        */
/* Fort Collins, Colorado 80525  * (303) 223-5100 X-319                   */
/**************************************************************************/
Loni Anderson's hair should be LEGALIZED!!
Newsgroups: comp.sys.amiga.games
From: davereed@wam.umd.edu (Michael Robert Bromery)
Subject: Re: LOTHIAN (PD Game): Where's unicorn?
Organization: University of Maryland at College Park
Distribution: usa
Date: Thu, 9 Apr 1992 22:07:18 GMT

   Hmm. Legend of Lothian. A truly all out fun PD game. I just finished it
    today. Comfortable interface, and he even made it easy to use so you aren't
     caught up in the technicals. Ok. Now the unicorn. A hint: you need a
      special object to enter the ruins (Alive). But anyways. If you go
       to the eastern part of Mercia you are close. If you know where the
        city inbetween the mountains are there, go south. You will find  
        another city that is in a lake where there is a wooden bridge leading
         into it. Now, if you go around it so you are south of the city,
          on the outside of the lake. Search right around there and south
           a little. And I mean a little, for the ruins are right there...
           I hope this helps.
                                                       davereed@wam.umd.edu
.

Newsgroups: comp.sys.amiga.games
From: entity@cccan.uucp (Cybernetworx)
Subject: Re: Black Crypt Info
Summary: Music & SFX at same time 
Organization: CCCAN
Date: Mon, 6 Apr 92 13:47:47 GMT

In article <1992Apr4.101009.17454@ifi.uio.no> larshaug@ifi.uio.no (Lars Haugseth) writes:
>
>In article <1992Apr2.185244.12499@seas.gwu.edu>, gerald@seas.gwu.edu (Gerald G. Washington) writes:
>> 
>> Yes, the Amiga can play music and sound samples at the same time.
>> Two channels, for instance, could be used for the music; then the
>> other two can be used for the effects.  Check out Shadow of the
>> Beast, Beast II, Immortal, Lotus Turbo Challenge II, Hybris, Battle
>> Squadron, and many others I cannot think of.  They all have music
>> and sound effects simultaneously.  I do not know why role-playing
>> games do not use the technique, other than laziness.
>
>Agreed. Why can't they at least do something like in the
>Bard's Tale series, where you could let one of your
>characters play music. This would add much too the game's
>atmosphere.
>
>You can let the music use all 4 channels, and still have sound fx,
>although you won't hear the music while the fx is running.

Yeah, our music system allows 4 channel music playing with sound priorities
and an arbitration system that allows us to throw in sound effects at any
time.  It's very intelligent and because of the priorities, you hardly ever
notice any change in the music while SFX are going on.  Look for it in our
dungeon game!



-- 
          __
    __   ///
    \\\ ///               UUCP:   ...uunet!utai!lsuc!becker!cccan!entity
 CYBERNETWORX             INET:   entity@cccan.gts.org
From: swt10@ccc.amdahl.com (Scott Tyree)
Newsgroups: comp.sys.amiga.games
Subject: Ultima6 and A500 HD's
Date: 13 Apr 92 23:12:31 GMT
Reply-To: swt10@juts.ccc.amdahl.com ()
Organization: Amdahl Corporation, Sunnyvale CA

Well folks Origin Systems will more than likely *never* get my money
again. I just got off the phone with "technical support". The upshot is
that an Amiga 500 with a GVP Impact Series II HD is *NOT* supported by
Ultima VI. They have no intentions of ever supporting such a
configuration since the European market apparently doesn't have GVP HD's.

As you can tell I'm mad as H*LL about this! This is the ONLY program that
I have found that doesn't work on the GVP HD. The woman on the phone also
told me that they don't expect to be porting many more of their games to
the Amiga since they don't sell well. When they put out cr*p like this
what do they expect.

Maybe if every A500+GVP owner called and told how stoopid this makes them
look that maybe they would hire someone to port then thing that knew a
little about the AmigaOS. You can call Origin at (512) 328-0282 and maybe
we can turn them around!

Scott Tyree
swt10@juts.ccc.amdahl.com

Note: The above are not the opinions of Amdahl Corp. They are mine, all
mine.
Newsgroups: comp.sys.amiga.games
From: ggg@kepler.unh.edu (Gregory G Greene)
Subject: Re: Considering switching to IBM
Organization: University of New Hampshire  -  Durham, NH
Date: Fri, 10 Apr 1992 03:02:58 GMT


>    And look at the speed comparisons of a A3000 w/68040 to a 486.. The 40
> wins.. But as stated above, with the Amiga, its not JUST the processor that
> does all the work...

	Plus the 486 system is a heck of a lot less expensive then an 040
  based A3000. 

						G.Greene
From: vpc1156@tamsun.tamu.edu (Victor Paul Campano)
Newsgroups: comp.sys.amiga.games
Subject: Where is Ralph Reed i.e. MechForce guy?
Date: 7 Apr 92 20:57:37 GMT
Organization: Texas A&M University, College Station

My friend sent off his registration for MechForce, and got registered.
He hasn't heard from the MechForce people in a year, however, and wonders
what's goin' on and whether there have been any software updates.

Can Anyone help?

Thanks.
From: perod@ifi.uio.no (Per Christian deg}rd)
Newsgroups: comp.sys.amiga.games
Subject: A10 Tank Killer v1.5 !!!
Date: 9 Apr 92 11:48:06 GMT
Organization: Dept. of Informatics, University of Oslo, Norway
Originator: perod@yrsa.ifi.uio.no


Sure, A-10 Tank Killer is one of the best flight sims around (great missions),
but on the A500 the update wasn't very impressive at all. Therefore, I'd be
more than interested in this new version. As I've already got the original, I'd
hate to have to pay full price for the update, so my question is:

Can owners of the original sim get the new version at a reduced price?



	        |		Per Christian Odegard
	    ___/*\___		perod@ifi.uio.no
       ----===|\_/|===----
      o	 oo           oo  o	"Just want to serve my country and be the
				 best fighter pilot in the navy, Sir!   "
				- Pete 'Maverick' Mitchell
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.amiga.games
Subject: Re: Music in games
Date: 6 Apr 92 21:43:58 GMT
Organization: Ericsson Network Systems, Richardson, TX

Gerald G. Washington writes:
>
>Colas Nahaboo writes:
>
>>Even serious shoot-them ups like Project X have no background music. If the
>>game is well designed the sound is really bringing you valuable info, and
>>music would only distract you...
>
>Or add more depth to the game.

The background music in EVERY single game which has it eventually
drives me crazy.  And I'm sure there are some people that hate it
right off.  Just think:  games are designed to be played for hours
and days and weeks and every time you play the same two minutes of
music will repeat over and over and over and over.  Yes, some
games have several different songs, but that's analgous to
always listening to the same album every time you play--an album
that was chosen by someone else and may not be to your liking.
--
James Hague   
exuhag@exu.ericsson.se
Newsgroups: comp.sys.amiga.games
From: gerald@seas.gwu.edu (Gerald G. Washington)
Subject: Re: Music in games
Organization: George Washington University
Date: Tue, 7 Apr 1992 17:46:18 GMT

exuhag@exu.ericsson.se (James Hague) writes:
>Gerald G. Washington writes:
>>
>>Colas Nahaboo writes:
>>
>>>Even serious shoot-them ups like Project X have no background music. If the
>>>game is well designed the sound is really bringing you valuable info, and
>>>music would only distract you...
>>
>>Or add more depth to the game.
>
>The background music in EVERY single game which has it eventually
>drives me crazy.

Many games allow you to turn the music off.  Beast II, Battle Squadron,
and The Bard's Tale series come to mind.  Otherwise, there is always the
volume control.  Some games of very good music, though; Lotus Turbo
Challenge 2 comes to mind.

-- Gerald
From: barre@cenaath.cena.dgac.fr (Roland BARRE)
Newsgroups: comp.sys.amiga.games
Subject: Agony cheat code?
Date: 8 Apr 92 15:09:44 GMT
Organization: C.E.N.A. (Centre d'Etudes de la Navigation Aerienne)


Does anyone know a cheta code for AGONY (psygnosis)

thanks
      



-- 

 Roland BARRE, barre@dgac.fr              
 Centre d'Etudes de la Navigation Aerienne, Hegias Project        
 Tel: (+33) 1 69 84 51 95           Telecopie: 69 84 56 97
From: stewartm@bfield.uucp (Stewart Mckinnon)
Newsgroups: comp.sys.amiga.games
Subject: Re: Knightmare Quest1 question
Date: 29 Mar 92 16:34:19 EST
Organization: Bakers Field BBS

In article <1992Mar28.153555.23036@dcs.glasgow.ac.uk>, andrew@dcs.glasgow.ac.uk
(Andrew Walker) writes:
>I am posting this for a friend without net access -
>
>How to get into the prison in quest no. 1?
>
>Please help out by mailing me any suggestions.
>
>cheers,
>Andrew
>
>
>-- 
>Andrew Walker: Department of Computing Science, The University, Glasgow G12 8QQ
>
>Phone: (041) 339 8855 x 6044 		Fax: (041) 330 4913
>E-mail: (JANet)      andrew@uk.ac.glasgow.dcs
>  	(INTERNET)   andrew@dcs.glasgow.ac.uk

Check all walls for illusionary wall sections. You should find one, and
inside, a button which will open the gate....

*****************************************************************************
*   "What other computer is there?"                                         *
*   "Amiga Users.....we march to a different drummer."                      *
*****************************************************************************
From: mmoore@ux.acs.umn.edu ("None of ya Bizness")
Newsgroups: comp.sys.amiga.games
Subject: Re: 3-D Car racing game
Date: 6 Apr 92 22:48:25 GMT
Article-I.D.: ux.1992Apr6.224825.25230
Organization: University of Minnesota

In article <THE.92Apr2150210@alize.AMIGA> THE@AMIGA (AMIGAMAN) writes:
$
$ Hi, man,
$
$ There one game which approximate your description. It's Hard drivin' II.

This game was _duck-sick_.  I mean, the graphics were pretty good and all
but for some unknown reason at times the game would just lock up.  And
don't even try and construct your own track.  Whenever I went to save, the
computer locked up.

DON'T BUY THIS GAME.  IT IS A WASTE OF YOUR MONEY.

Rice Chex,

Malcolm Diallo Moore                       #----o___ooo___oo-oo-oo\      #----o
Computer Information Services          .___| |_|          `'''''''|  .___| |_|
System Co-Administrator		       |      The House Train     |  |	    The
University of Minnesota, Twin Cities  #|     r--------------p     |##|     r---
mmoore@[ux.acs | donald.cs].umn.edu____`O#O#O\--------------/O#O#O'__`O#O#O\---
From: stewartm@bfield.uucp (Stewart Mckinnon)
Newsgroups: comp.sys.amiga.games
Subject: Re: Black Crypt finished
Date: 29 Mar 92 16:57:10 EST
Organization: Bakers Field BBS

In article <Bruce_Johnson.09l8@a68k.denver.CO.US>,
Bruce_Johnson@a68k.denver.CO.US (Bruce Johnson) writes:
>Yo Jeff, I need some help on level 10.  I found one of the 3 idols... cant
>seem to find anyplace else to go.. I know that there is another room behind
>the second forcefield in the idol/altar room.. can hear the monsters.. got
>the dragon key, but no place for it..
>
>
>-- Via DLG Pro v0.991
>
>Bruce Johnson
>Bruce_Johnson@a68k.denver.co.us

Again, check the LONG corridor to the WEST of this level. Press the
diamond-shaped button a few more times to open more doors.....

*****************************************************************************
*   "What other computer is there?"                                         *
*   "Amiga Users.....we march to a different drummer."                      *
*****************************************************************************
From: jwallen1@eos.ncsu.edu (JOHN WAYLON ALLEN)
Newsgroups: comp.sys.amiga.games
Subject: Re: Orbiting in Tobias Trek
Date: 8 Apr 92 21:04:00 GMT
Article-I.D.: ncsu.1992Apr8.210400.22198
Reply-To: jwallen1@eos.ncsu.edu (JOHN WAYLON ALLEN)
Organization: Project EOS - North Carolina State University

Wanted:
English docs for Tobias Treck

jwallen1@eos.ncsu.edu
Newsgroups: comp.sys.amiga.games
Subject: Re: misc MM3 questions...
From: jdemers@desire.wright.edu
Date: 17 Apr 92 10:20:16 EST
Organization: Wright State University 

In article <1992Apr17.051603.9126@news.ysu.edu>, ac463@yfn.ysu.edu (Rich Yauman) writes:
> 
> Well if the ancient fizban of misfortune is needed later in the game
> I'm glad I didn't discard the two that I have.  
> 
> Here's another question.  In the game there are numerous riddles
> and I am doing pretty good at coming up with the answers so far
> except for one
> What is too much for one
> enough for two
> and nothing for three?
> -- 
 A SECRET, poor I know, but thats what it is.