HDTenEightyP/NetNews huggingface dataset:
From: beust@rhea.inria.fr (Cedric Beust)
Newsgroups: comp.sys.amiga.games
Subject: Re: TETRIS strategies wanted
Date: 28 Jul 92 07:25:37 GMT
Organization: University of Nice Sophia-Antipolis, France

In article <2547@nlsun1.oracle.nl>, gbradley@uks197.Berkeley.EDU (Gary Bradley) writes:
>
>  To All TETRIS Fans...
>
>   I have just recently aquired a copy of TWINTRIS (the 2 player Tetris
>that was free on an old CU Amiga coverdisk). What can I say? I LOVE this
>game. However, I have never been interested in these sort of game before
>and would like some tips on playing strategies. I find the game a bit
>difficult; my best score on the easy level being 3359. Any help most
>appreciated.

	I can't say what a score of 3359 on Twintris is worth but it seems
	to me you definitely need some advice :-)

	The main line to follow is : always keep the ground as flat as
	possible. Don't introduce peaks and pits, even if you have to
	block a hole doing this : it can be very easily caught up later.
	Typically, building all your wall and leaving a four-piece high
	empty socket is a _BAD_IDEA_.

	Now, I think you will need to see experts (like me... um! ;-)) at
	play in order to catch the spirit...

+------------------------------------------------------------------------+
| Cedric BEUST                                     University of Nice    |
| INET: beust@avahi.inria.fr                       $whoami               |
| UUCP: llaor.unice.fr!arkonis!beust               god (personal alias)  |
|    //      -- "To be, or not to be...",                                |
| \\// Only    That is illogical, captain!         f U cn rd dis         |
|  \/ Amiga!                 -- Spock              U mst uz Unix         |
+------------------------------------------------------------------------+
Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Re: Aces of the Pacific
Organization: York University, Toronto, Canada
Date: Fri, 31 Jul 1992 14:52:03 GMT

In article <1992Jul30.053116.27272@nntp.uoregon.edu> ggiles@cie.uoregon.edu (Gregg Giles) writes:
>
>   A-10 1.5 came out in March/April. Nova 9 was shipped almost a month ago,
>so it should be hitting the shelves and MO ads right about now.
>
One question:
Is Nova 9 used 32 or 64 colors? Or HAM for still screen likes A-10 1.5?
From: doctor@k9.UUCP (Paul Broe)
Newsgroups: comp.sys.amiga.games
Subject: Re: Sonic the Hedgehog demo
Date: 27 Jul 92 09:25:02 GMT
Article-I.D.: k9.doctor.01ce
Organization: You have to be kidding...
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith

In article <1992Jul27.041317.3820@newshub.ariel.yorku.ca> cs902125@ariel.yorku.ca (SHUK C YIP) writes:
> In article <92208.145506JPE1@psuvm.psu.edu> <JPE1@psuvm.psu.edu> writes:
> >     I just downloaded this but can't get it to work.  My system is a standard
> >NTSC A2000 with 1Meg, Fat Agnus, and 2 internal drives (no HD).  I've tried
> >the demo in NTSC and PAL modes.  The former get me a scrambled Sonic intro
> >screen then crashes when I press the button, the latter get me only so far
> >as the rainbow unpacking effect, then nothing.  Do you think it was just an
> >error that snuck in during the downloading process, or could it be something
> >else?
> >
> 
> 1. Format a disk
> 2. install the disk
> 3. copy SONIC to that disk
> 4. make directory S
> 5. CD S
> 6. create file startup-sequence
> 7. type in SONIC
> 8. reboot the machine with PAL booter
> 9. That is it
It worked fine for me here with the exception that the bottom of the screen
was cut off. (I have a Microway FlickerFixer and it won't do PAL. That's one
area where CBM's Display Enhancer is better.) Other than the annoyance of not
being able to see all of the bottom, it looked good. I wouldn't mind seeing a port,
but I hope they do an NTSC version as well. Otherwise I might have to upgrade to a
Display Enhancer and a multisync. :-)

-- 
----
Paul Broe
Internet: broe@plains.nodak.edu
UUCP: uunet!plains!prototype!k9!doctor (My Amiga 2500/20)    AmigaUUCP 1.16D
BIX: pbroe Compu$erve: too expensive.                        AmigaOS 2.04
From: uzun@crash.cts.com (Roger Uzun)
Newsgroups: comp.sys.amiga.games
Subject: Dark Queen of Krynn (I am stuck)
Date: 22 Jul 92 05:36:58 GMT
Organization: CTS Network Services (crash, ctsnet), El Cajon, CA

I have been playing this SSI AD&D game for a couple of weeks now, and
I am stuck in the Tombs of Kristophan, I have 5 pieces of the
oracle and want to get out, but cannot find any way back out of this
place.   Does anyone know how to exit the Tombs of Kristophan?

-Roger
--------------------------------------------------------------
bix: ruzun
NET: uzun@crash.cts.com
Organization: University of Maine System
Date: Friday, 24 Jul 1992 10:43:55 EDT
From: Wendell G. Wren <WENDELL@MAINE.MAINE.EDU>
Newsgroups: comp.sys.amiga.games
Subject: Re: EOBII General Question, no spoilers, etc.

>A very general question.  In regarding ressurection and the Raise Dead
>spell class, is there a limit to the number of times this can be used on a
>character?  I am witnessing a growing rate of spell failures as I get farther
>into the game and encounter more fearsome foes.  If so, how many ressurections
>is each character allowed, and are these transferred from EOBI?
>I know that there are sometimes limits imposed in 2nd edition AD&D; generally
>9 or so, but maybe more or less depending on constitution.
>
>-elba
>
In (A)D&D you can be raised n times, where "n" is equal to the characters
original CONstitution...   the character loses 1 CON point each death...
and the lower your CON, the lower the % that the RAISE will work.

                                       Wendell G. Wren
                                       Wendell@Maine.Maine.Edu
                                       10:47:37 Friday, 24 Jul 1992
Xref: sparky comp.sys.amiga.games:10783 alt.sys.amiga.demos:1012
From: wchucky@ocf.berkeley.edu (Chuck Woo)
Newsgroups: comp.sys.amiga.games,alt.sys.amiga.demos
Subject: Re: Sonic the Hedgehog demo
Date: 25 Jul 1992 00:19:21 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: world, I guess
NNTP-Posting-Host: planecrash.berkeley.edu

In article <1992Jul24.215132.3997@ringer.cs.utsa.edu> mjbrown@lonestar.utsa.edu (Marc J. Brown) writes:
>For those who didn't know, there's a demo with Sonic on amiga.physik.unizh.ch.
>
>Question: How do we actually go about PLAYING!!! this demo?

heh heh, Marc, it's only a demo, as in euro-demo  :)  though if anyone
were to actually do a conversion, this team wouldn't be a bad choice, with
a bit more polish here and there....

> _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
>///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
>mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
>"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts

I've said it once, and I'll say it again.  this .sig is COOL!

-- 
---------------------------------------------///
Chuck Woo      wchucky@ocf.berkeley.edu     ///
(bubba buh boo dee do buh boo dee do..) \\\///
-----------------------------------------\XX/
From: guglielmetti@elia.epfl.ch (Philippe Guglielmetti)
Newsgroups: comp.sys.amiga.games
Subject: Re: SimEarth?
Date: 24 Jul 92 12:36:21 GMT
Organization: Institut d'Automatique IA-DME-EPFL
X-UserAgent: Nuntius v1.0

Shouldn't be in a very long time... a cracked version appeared today on
some BBS's in Switzerland...

Philippe Guglielmetti     |  ***                *
Institut d'Automatique    | *                   *
Ecole Polytechnique       | *  **   ***   *  *  *   *  *
Federale de Lausanne      | *   *  *   *  *  *  *   *  *
1015 Lausanne             |  ***    ***    ***   *   ***      
SWITZERLAND               |
guglielmetti@elia.epfl.ch | SMILE ! Tomorrow will be worse.
From: Peteroo@cup.portal.com (Peter Niel Olafson)
Newsgroups: comp.sys.amiga.games
Subject: Re: What's your favourite PD game for Amiga?
Date: Sun, 26 Jul 92 14:05:49 PDT
Organization: The Portal System (TM)
  <KENTD.92Jul22104557@zappa.FtCollins.NCR.com>
  <1992Jul23.170318.17871@hubcap.clemson.edu>
  <14mrifINNiad@darkstar.UCSC.EDU>

Not much talk about PD strategy games here, so ... Metro: a deeply addictive
game of building and maintaining a rapid transit system. Amd you might
want to seek out the sliding-block puzzle games -- I can't recall the 
author's name right now -- the most recent editions of which are in <get this
HAM ... probably the only PD games to use that mode.
From: stewartm@bfield.uucp (Stewart Mckinnon)
Newsgroups: comp.sys.amiga.games
Subject: Re: FTL & Dungeon Master III
Date: 23 Jul 92 12:48:15 EST
Organization: Bakers Field BBS

In article <29070078@hpfcdc.fc.hp.com>, koren@hpfcdc.fc.hp.com (Steve Koren)
writes:
>> I called them 1st quarter this year. They said that they are working
>> on fixes for DM 1&2 to work on the new WB, as well as a new game for
>
>I called them a few months ago about this, and just recently (last
>week), they sent me a new disk which works with WB 2.04.  There was
>no cost for the update.
>
>   - steve

Yes, I just received my update in the mail! I cannot stress how impressed I am
with FTL. They value customers in the highest degree. This is not the first
time I have seen their strong customer support. MY brother-in-law ordered a CSB
Adventurer's Handbook, and was sent a copy that was slightly innacurate, and
not wonderful quality. Shortly after, however, he received a brand new book -
VERY different from the original, and a letter explaining that at the time he
wrote for the book, they only had BETA copies around, and were not sure whne
they would get the finished ones ready. So they had sent the BETA copy in order
that he not have to wait.

I cannot wait for their new game. Whatever it is, I'm quite sure it will be
worth the money - and the wait. Way to go FTL!!!!!

*****************************************************************************
*   "What other computer is there?"                                         *
*   "Amiga Users.....we march to a different drummer."                      *
*****************************************************************************
From: bsercomb@neumann.une.edu.au (B Sercombe)
Newsgroups: comp.sys.amiga.games
Subject: Anyone wanna sell me the original GHOSTBUSTERS game?
Date: 22 Jul 92 10:59:24 GMT

you remember, the one with the waggly tail... nope, sorry.

the one where you have to drive around town and bust ghosts, avoid the stomping
marshmellowman and finally cross the streams at ZUUL, have progressive money
accounts etc?

TIA,
Brad.
From: aces@mcode.amdahl.com (Jeffrey D. Smith)
Newsgroups: comp.sys.amiga.games
Subject: Re: BC - Medusa Level
Keywords: Black Crypt
Date: 29 Jul 92 14:31:59 GMT
Reply-To: jds30@amail.amdahl.com
Organization: Amdahl Corporation, Sunnyvale Ca.

In article <1992Jul27.220418.15024@rchland.ibm.com>, dbirk@rchland.vnet.ibm.com (Daniel Birkestrand) writes:
> I can't get the third mirror key in the Medusa Level of BC. The one where the 
> teleport is right in front around 5,26,24. I can't grab the key quick
> enough, is there a way to disable the teleport?
There's a tiny button around the corner. Check all of the walls carefully.

> Thanks,
You're welcome.
Newsgroups: comp.sys.amiga.games
From: rlippert@csd4.csd.uwm.edu (Ryan Jon Lippert)
Subject: Neuromancer HD HELP!!
Originator: rlippert@csd4.csd.uwm.edu
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Wed, 29 Jul 1992 05:42:38 GMT

I FINALLY got Neuromancer to work on my Hd,but there are a few problems.
First I can't LOAD a saved game!!!!!(Main PROBLEM!) and second it is all
screwed up because of my overscan settings,how should i fix that?? If anyone
could please help me,send mail!. Oh by the way I used FREECOPY to do it,actuallyI just copied the files to my HD and then use the script to run it,If you have
another way of doing it please let me know..
thanks.
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Newsgroups: comp.sys.amiga.games
Subject: Re: Euro hackers.
Date: 22 Jul 92 02:44:10 GMT
Organization: University of Texas at San Antonio

In article <BrrM09.24z@DMI.USherb.CA> vailm00@DMI.USherb.CA (MARC VAILLANCOURT) writes:

>   Okay, I can understand that. Now, explain me why almost all the productivity
>stuff is coming out from US & Canada software houses?

The only thing I can think of is this: The EuroDemo coders are not out to
make a buck (yet :), while us Americans think that programming talents go
to waste if they don't rake in some cash.  That kind of logic ties nicely
with the idea that video games never actually produce a profit.

>Europeans seems to use their computer for video games, that's all. Sad,
>but true.

That's fine with me.  I like to have games that don't require ten-thousand
megs of RAM and HD space :).

>Can't they buy a Sega or Nintendo instead? Oh yeah, much easier
>to pirate Amiga games.. sheesh!

I think they want to have the option of using music and graphics programs,
etc...

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts
Newsgroups: comp.sys.amiga.games
From: torban@csuvax1.csu.murdoch.edu.au (Torban Bennett)
Subject: Re: Bitmap Brothers (SUMMARY)
Organization: Murdoch University
Date: Mon, 27 Jul 92 08:44:16 GMT

cs902125@ariel.yorku.ca (SHUK C YIP) writes:

>I don't like Bitmap Brothers. Why? They do not use Amiga as the first
>platform to program. 
>Xenon II, Gods, Chaos Engine, Magic Pocket....

What!  Are you sure about this? (You're not some Atari fanatic I hope! ;-)

>Which is exactly same as Atari version except a little bit smooth and
>better sound supports.
>So, this mean they use 16 colors mode on Amiga instead of 32. Why bother
>to buy one? 

I don't really know, but whatever mode they use, there seem to be more than
16 colours on some of the games.

>We need some games which push Amiga to its limit. Let's see Fire & Ice
>on Amiga and compare it with Atari version. 

As far as I'm concerned the Bitmap Brothers make some very good games, ones
that I would certainly use to show off my Amiga to non-amiga friends.

--
Torban Bennett,                             torban@murdoch.edu.au
Murdoch University Western Australia.
"If Murdoch University agreed with anything I just said, I would be surprised."

"Torban's .sig has been signapped !! If you want to see it ever again, send
 money/amiga hardware to him, so he can afford the ransom!"
    - Anon (A really evil and slightly strange person) 
Xref: sparky comp.sys.amiga.games:10946 rec.games.board:7501
From: u8901744@cs.uow.edu.au (Daniel Robert Farnan)
Newsgroups: comp.sys.amiga.games,rec.games.board
Subject: Re: BattleTech ?
Date: 29 Jul 92 06:37:12 GMT
Organization: Dept of Computer Science, Wollongong University, Australia

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:

>Too bad.  That's a game which very nearly caused me to go out and buy an Amiga,
>just so I could play it (then sanity set in and I got a PC clone).  FASA has
>shot itself in the foot with this - it would have sold really well with FASA's
>marketing resources behind it.

>	Alec

	FASA has shot itself in the foot with an awful lot of its btech
	stuff, recently.


-------------------------------------------------------
Daniel Farnan,	InterNet: u8901744@wraith.cs.uow.edu.au
Wollongong Uni

Paranoia is healthy - trust me!           :)
-------------------------------------------------------
From: Fred_M_Hamilton@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: More Z-Machine Woes...
Date: Fri, 31 Jul 92 07:02:58 PDT
Organization: The Portal System (TM)
Distribution: world
  <KENTD.92Jul30104344@zappa.FtCollins.NCR.com>


While we've got all these Z-Machine experts around, I've got a question:
Is there any way to do a "dump" of all the compressed text inside one of
these Infocom games?  Not to cheat (that's been made FAR too easy with the
LTOI package), but because it's fun to see after you've finished a game.  I
tried writing one in college, but the compression scheme was a lot harder than
I was capable of figuring out.  Any clues?

Thanks.

-Fred
Newsgroups: comp.sys.amiga.games
From: neely@iowasp.physics.uiowa.edu (Matt Neely)
Subject: Re: More Z-Machine Woes...
Organization: Department of Physics and Astronomy, University of Iowa
Date: Fri, 31 Jul 1992 18:43:40 GMT

In article <63162@cup.portal.com>, Fred_M_Hamilton@cup.portal.com writes:
> 
> While we've got all these Z-Machine experts around, I've got a question:
> Is there any way to do a "dump" of all the compressed text inside one of
> these Infocom games?  Not to cheat (that's been made FAR too easy with the
> LTOI package), but because it's fun to see after you've finished a game.  I
> tried writing one in college, but the compression scheme was a lot harder than
> I was capable of figuring out.  Any clues?
> 
> Thanks.
> 
> -Fred


A funny thing happened to me while I was playing Zork I on my old apple II
computer running dos 3.2.  I was in the trophy room (where the rug is) and
I typed "look" and the disk drive screwed up and proceeded to dump the
description of every location in the game twice!!  Wierd, huh?


			-Matt Neely

				neely@iowasp.physics.uiowa.edu
From: gfm@gnu.ai.mit.edu (George Francis McBay)
Newsgroups: comp.sys.amiga.games
Subject: Re: Star Wars Games
Date: 25 Jul 92 18:41:58 GMT
Article-I.D.: mintaka.1992Jul25.184158.29182
Reply-To: gfm@gnu.ai.mit.edu.UUCP (George Francis McBay)
Distribution: usa
Organization: Free Software Foundation

In article <4192@equinox.unr.edu> dollens@equinox.unr.edu (C Blake Dollens) writes:
>Can anyone tell me where I might find these?  I have the original, but ESB
>and RotJ seem very difficult to find.  I've seen them for the Atari ST,
>but never for the Amiga.  In particular, I'd love to have ESB.  While
>we're on the subject, does anyone know if these will run under 2.04?  Star
>Wars seems to have a hard time with that.

	Well you might try bargain bins at software dealers...Or post to
comp.sys.amiga.marketplace saying that you are looking to buy used versions.
Personally I'd say dont bother getting ROTJ, it's really stupid....
As far as the original and ESB go, they run flawlessly under 2.04 for me...
BUT not if you run them after being in interlaced mode, then the screens get
rather garbled...
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: comp.sys.amiga.games
Subject: Re: @#%$#@% 4th map piece in MI2!!
Date: 29 Jul 92 19:15:11 GMT
Reply-To: djohnson@ucsd.edu (Darin Johnson)
Distribution: na
Organization: =CSE Dept., U.C. San Diego

maybe spoilers


>    If your PUSHING the brick to get into the trap-door, try PULLING it
>instead.  Yes, I know...I was p'd off too.

Hmm, I distinctly recall pushing.  I thought the secret was *which*
brick you pushed/pulled, as determined by the telescope.  I'll have
to try this again, since I am forced to start the game over (after
moving to a new harddisk, I get "WARNING old save game" which puts
garbage on my screen).
-- 
Darin Johnson
djohnson@ucsd.edu
  - Luxury!  In MY day, we had to make do with 5 bytes of swap...
Newsgroups: comp.sys.amiga.games
From: smneyln@ariel.lerc.nasa.gov (Michael Neylon)
Subject: Pinball Dreams - room for expansion...
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 24 Jul 1992 09:27 EST  

While being bored last night, I noticed something about PD, the way it 
accesses the disks...

I have a feeling that disk one contains all the ball movement/ general object
behavior coding, and disk two contains the maps for the boards, and the 
info for the game select screen and hi-score screen.

If this is true, then all one needs to do produce more boards is to release
a new second disk, and then use that with the first.

Any thoughts?  If this is true, there *could* (big could) be an
editor in the near future...

------
Mike Neylon          aka Masem the Great and Almighty Thermo GOD
  // Only the | Univ. of Toledo - Chemical Engineering - Senior
\X/   AMIGA!  |   NASA Lewis Research Center - Summer Intern
\_____________|_____smneyln@ariel.lerc.nasa.gov________________/
       -+ How do YOU spell 'potato'?  How about 'lousy'? +- 
      "Me and Spike are big Malcolm 10 supporters."-J.S.,PLCL
Newsgroups: comp.sys.amiga.games
From: schistad@flipper.pvv.unit.no (Ole Andre Schistad)
Subject: BlackCrypt-lvls 16&18
Organization: University of Trondheim, Norway
Date: Fri, 31 Jul 92 17:39:55 GMT

I have played this game for a while now, and have enjoyed it
IMMENSELY.
But now I have come to a seeming dead-end..

First I played lvl16 (the ram-level) and killed off all creatures that
I couild reach, opened a few walls , and found out that I had to jump
into a pit to continue....
On the level below (Actually 2 levels below...) I soon came to a
stop.... a small restriced area without any stairs, a locked door ,
and a switch that opens a wall. The switch reveals a small section
containing a key (key 0) and a set of plate armour ('Blackjack') .
The trouble is: The key doesn't fit the door, and there are no stairs!
I also uncovered an illusion wall, but there are only two empty spaces
behind it !.I have tried pressing the switch and running around
frantically searching for opened walls,new switches etc. ad nauseum,
but nothing else happens.How do I continue ???
From: asl00@ccc.amdahl.com (Andrew Lee)
Newsgroups: comp.sys.amiga.games
Subject: Re: Making F1GP Harder (was Re: F1GP cheat/hack)
Date: 28 Jul 92 19:16:02 GMT
Reply-To: asl00@JUTS.ccc.amdahl.com (Andrew Lee)
Organization: Amdahl Corporation, Sunnyvale CA

>> Here is a minor modification for those of you who want to keep the driving aids
>> on higher levels. This is going to be a bit vague because I don't have an Amiga
>> and I can't remember addresses etc. (it first tried it on an ST), but it does
>> work.
>> 
>> If you have an Action Replay cartridge (or similar) the following could be
>> performed on the loaded image, otherwise you will need to modify a backup of
>> disk 2.
>> 
>> Near the beginning of the main game binary (I said this was vague) there is a
>> sequence of 5 bytes that hold bitmasks to enable the aids on each level.
>> 
>> 1st is 3F (hex) -> all 6 are enabled (Rookie)
>> 2nd is 3E (hex) -> no auto brakes (Amateur)
>> 3rd is 3C (hex) -> no auto brakes or auto gears (Semi-Pro)
>> 4th is 30 (hex) -> lost self-centreing and indestructibility
>> 5th is 00 (hex) -> no driving aids
>> 
>> If you want the option of using some of the aids on higher levels, just set
>> all 5 bytes to 3F.
>> 
>> Phil
>
>---
>Joe Murphy
>Computer Specialist and Macintosh Trickster
>

This set of values exist of the "f1gp" binary and are at location 0x3a96c
through 0x3a96f.  I changed these bytes to "3f" as described above with
newzap, but any hex editor will work.

I made the modifications yesterday and now have all aids in the highest
(pro) level.  Everything seems to work as it should.  I tested qualifying
times of around 1:29.??? on the Phoenix course (with a digital joystick) 
in amateur, semipro and pro levels.  The computer opposition was better
in each level and I qualified in 2nd, 10th and 30th respectively.  The
setup of the car was default.  So a for those of you trying to make the
game harder, try this fix... Though I haven't completed a race with this,
it seems makes the computer drivers much more skilled and aggressive.


Andy
-- 
----------------------------------------------------------------------------
Andrew Lee                             
<asl00@juts.ccc.amdahl.com>
(408)746-8561
----------------------------------------------------------------------------