HDTenEightyP/NetNews huggingface dataset:
From: jmurphy@pop.nih.gov (Joe Murphy)
Subject: Making F1GP Harder (was Re: F1GP cheat/hack)
Followup-To: comp.sys.amiga.games
Organization: National Institutes of Health
Date: Mon, 27 Jul 1992 18:53:06 GMT

On another note, has anyone figured out how to Mac the game harder???

Either take speed (engine power) away from my your car or make the computer
cars faster. Even at the hardest level, with an analog joystick, I use C
or B tires and still get Pole!! 

Joe




In article <1992Jul27.115003.17865@cam-orl.co.uk>, pe@cam-orl.co.uk (Philip
Elwell) wrote:
> 
> 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

National Institutes of Health, Bethesda MD. USA
Division of Computer Research and Technology
Personal Computing Branch, Macintosh Support Group

Internet: jmurphy@pop.nih.gov or jmurphy@alw.nih.gov
          or jmurphy@helix.nih.gov 
Newsgroups: comp.sys.amiga.games
From: quaini@ghost.dsi.unimi.it (michele quaini)
Subject: MAP FOR EOBII
Organization: Computer Science Dep. - Milan University
Date: Mon, 27 Jul 1992 16:24:42 GMT


Hi can u tell me where i can fid the map
of Eob II on a ftp site?


TRhank you


quaini#ghost.dsi.unimi.it
Newsgroups: comp.sys.amiga.games
Subject: FISH
From: cwhi2@cs.aukuni.ac.nz (Craig Dean          Whitmore       )
Date: Fri, 24 Jul 1992 02:28:28 GMT
Organization: Computer Science Dept. University of Auckland

Can someone tell me how to play the game FISH as I am stuff with this.
I can get to the 3 seperate worlds but no where after that.

HELP ME!!! HELP ME!!!

Could someone post me the solution!!!!


Craig Whitmore
Auckland University
Auckland
New Zealand
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: comp.sys.amiga.games
Subject: Re: Aces of the Pacific
Date: 28 Jul 92 03:17:07 GMT
Organization: University of Oregon Campus Information Exchange

In article <skeksis.03o4@pdrome.UUCP> skeksis@pdrome.UUCP (Clayton Miner) writes:
>Have no word on a release date forthis one but the latest issue of Amiga Format
>(I think but I know it was one of the British Amiga mags) has stated that Aces
>of the Pacific will be made for the Amiga.  Great, I love the idea but I hope
>it isn;t another one sloppy IBM port.  I also hope it is easier to fly than
>Fighter Duel.

   Well, I'd be one of the first people to see Aces of the Pacific, and I
haven't seen it. Read my tagline and all shall become clear. :-)

-- 
----------------------------------------------------------------------------
Gregg Giles (Dynamix, Inc.)                 BIX: ggiles 
All opinions expressed are my own.          Internet: ggiles@cie.uoregon.edu
----------------------------------------------------------------------------
Newsgroups: comp.sys.amiga.games
From: simonr@cs.monash.edu.au (NAME)
Subject: PD Catalog.
Keywords: pd
Organization: Computer Science, Monash University, Australia
Date: Wed, 29 Jul 1992 14:33:54 GMT

If any has a PD catalog for the Amiga I would be very grateful.

Cheers ___  ___        ___ 
\  \  /  /__\  \      /  /                  Simon Raik
 \  \/  /    \  \ /\ /  /        
  \    /  /\  \        /           simonr@bruce.cs.monash.edu.au 
   |  |\  \/  /\  /\  /
   |__| \____/  \/  \/  It's not 'what' you say, but the fact that you say it.  

Newsgroups: comp.sys.amiga.games
From: charlet@hubcap.clemson.edu (Charles E "Rick" Taylor IV)
Subject: Re: F19 Stealth Fighter
Keywords: games simulation airplane
Organization: Clemson University
Date: Tue, 21 Jul 1992 15:31:05 GMT

jsurace@cco.caltech.edu (Jason A. Surace) writes:


>product. Although the packaging was excellent, I find
>it very condescending in attitude. The manual so much as
>said "We can't trust you, so we have lots of copy protection".

A friend of mine bought F-19 a couple of months ago and showed it to me.
Notice that none of this appears on the *outside* of the box!

>(My quotes, not theirs, that's a paraphrase). Also, they
>included a little note saying "Amiga owners don't have to
>bother backing up their disks!" and "Aren't you amazed at this game?
>How could it possibly run given the slowness and bulkiness
>of AmigaDos? Well, we scrapped your operating system! As a result,
>no it can't be run on a hard drive, but I'm sure you'll agree
>that this is better!"

I don't remember the part about "not having to back up disks", but
"slowness and bulkiness of AmigaDOS" is a direct quote from the 
little note they put in!  This is the way to sell software?  Not only
do you have to run from floppy, but you have to put up with little 
insulting notes in the packaging.  How many would they sell if that note
was printed on the *outside* of the box?  And if running off of floppies
is so great, then *why* buy the hard drives in the first place?  Surely
not for *speed* and *convenience*!

>However, it never tells me. The game looks for the new disk and
>when it doesn't find the right one, locks. No requestor ever appears.
>I've managed to figure out which disks go when, but not after
>the final mission review. Does anyone know how to get this to work?
>Or have a hack to make it installable on a hard drive? Or even to 
>back it up? I really dislike having to play off the original disks,
>when MicroProse will charge me $15 for backups.

I don't remember any problems with lockups on a 4.5meg Fast/512K Chip 
A500 running 2.04.  Maybe it just doesn't like the 3000? 

None of *my* dollars are going to go to Microprose, that's for sure.
-- 
+ Rick __     + EMAIL:charlet@hubcap.clemson.edu +   //\          + /|\ It's +
|      /aylor | IRC  : Tomalek / The Romulan     | \X/--\miga 500 |  J rainy |
+-------------+----------------------------------+----------------+----------+
+MURPHY'S LAW OF DATING II: "If you love her, she lives in a different state"+
From: DaPete@cup.portal.com (Pete o Wilkinson)
Newsgroups: comp.sys.amiga.games
Subject: Re: Joystick recommendations
Date: Tue, 28 Jul 92 01:58:45 PDT
Organization: The Portal System (TM)
Distribution: usa

I am quite happy with the simple and CHEAP model sold at participating
Best stores.  When I bought 2 two years ago they were 8$ each.  
At that price you can replace quality with quantity!

pete
Newsgroups: comp.sys.amiga.games
From: mmadsen@eecs.umich.edu (Martin Madsen)
Subject: Re: Euro hackers.
Organization: University of Michigan
	<1992Jul30.152128.16150@srd.bt.co.uk>
Date: Fri, 31 Jul 1992 13:05:15 GMT


>The only way to reduce piracy amoung Amiga game players is to stop
>selling rubbish games at ripoff prices.
>
>All the people I know who pirate games, do it because they feel ripped
>off when they pay 20 quid (pounds) for a game which would look
>un-marketable on a C64!

	Not to justify the unnessisary practices of pirateers, but if the
software makers could learn something from the music and video
industries they would have fewer cases of piracy.

	For example, 6 years ago, the prices of CD's was at the range of
$30-40 (approx) and with the miricle of mass production, smart
marketing tactics, and increased demand, the prices have come down to
$10-15.  The same thing happened to videos.  They used to cost $70-80
for one video.  Then when the big execs _finally_ learned some
marketing skills, the prices dropped to $20 and at that price, more
people were willing to spend the money to buy the video instead of
just renting it.
	
	Imagine if the same miricle were to overcome the computer
industry, which, as far as I know, hasn't had many price fluctuations in
the last 4-5 years.  I know that I would be willing to buy more
software, _if_ the prices were around $15 for the cheap Euro-games and
around $30-40 for some of the bigger software packages.
	
	Just me speal... I'm no econ major...


   ____________________________________________________________________  
  |       __       _                |                                  |
  |      /  \_____/ \     -HEEL     | Happy Thoughts for Happy People. |
  |     /  / \   /   \    -SIT      |                                  |
  |    /\_ \_/___\___/    -BEG      |     Live long and prosper        |
  |   /   \_/  /\    \    -ROLL OVER|    ___                           |
  |   |   _/\__\/____/    -FETCH    |   / | \     PEACE ON EARTH       |
  |   | _/  /  /\    \    -BARK     |  /  |  \                         |
  |   |/    \__\/____/              | |  /|\  |  'Bye Y'all            |
  |   \     /  /\   \     -KILL!    |  \/ | \/                         |
  |    \____\__\/___/               |   \_|_/                          |
  |                  mmadsen@adirondacks.eecs.umich.edu                |
  |_________________________________|__________________________________|
From: chetc@quack.sac.ca.us (Chester L. Cuaresma)
Newsgroups: comp.sys.amiga.games
Subject: Robocop 3D for the Amiga or PC out?
Date: 27 Jul 92 03:39:41 GMT
Organization: The Duck Pond public unix: +1 408 249 9630, log in as 'guest'.

subject says it all.  if it is out, how is the game?

inquiring minds want to know!

						Chet C.

-- 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+      Chester L. Cuaresma                chetc@quack.sac.ca.us        +
+          FLIP, FLIP, FLIP, GASP, GASP, GASP, "meow" (BOOM!)          +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Olympic games
Organization: York University, Toronto, Canada
Date: Fri, 24 Jul 1992 06:28:34 GMT

Can anyone recommend a good sport game for this summer's Olympic event?
eg. Carl Lewis Challenge, International Sports Challenge...
From: skeksis@pdrome.UUCP (Clayton Miner)
Newsgroups: comp.sys.amiga.games
Subject: Re: Megafortress
Date: 27 Jul 92 11:50:14 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]

re:  Megafortress
 
It just came into the store and I have not looked at the actual programme yet
but I do konw that it is based on the book "Last FLight of The Old Dog" (or
something like that).  I think the premise is to get a stealth version (!) of a
B-52 into Russia and bomb someone.  Isn't this a little dated given the events
of the last year????
 
Skeksis
Newsgroups: comp.sys.amiga.games
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re:  The True Story of Infocom?
Date: Wed, 29 Jul 92 08:36:34 EDT
Organization: University of Michigan Engineering, Ann Arbor

In article <dmarsh.4254@dmarsh.UUCP> dmarsh@dmarsh.UUCP (Dan Marsh) writes:
>
>Never heard of Loom; I've seen the IBM version of Enchanters Get All the
>Girls or whatever for sale, but I've never played it nor seen it played.
><A> are Meretzky's games any good, and <B> likelihood of Amiga versions?
>I thought the Enchanter series was Infocom's best, and Spellbreaker was
>their best game.  Meretzky was responsible for 2/3 of the Enchanter series.
>So, I'm interested in seeing whatever he puts out...
>

Loom was excellent for its time. It's still good, but doesn't compare to
later LucasFilm games like Monkey Island. Spellcasting 101: Sorcerers Get
All The Girls ranks among my favorite adventures of all time. Can't say
I particularly liked the user interface (it's the standard Legend interface),
but the puzzles were fresh, innovative, and funny. I've never played
Spellcasting 201, but I'd like to. Meretzky was also responsible for
Bureaucracy, which is my favorite Infocom adventure. (to clarify: Loom
was by Brian Moriarty, SC 101 by Steve Meretzky).

-- 
__/\__  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.
Newsgroups: comp.sys.amiga.games
From: fischers@Informatik.TU-Muenchen.DE (Samuel Fischer)
Subject: Interphase Level 5
Keywords: Interphase Image Works Mirrorsoft Cyberspace
Organization: Technische Universitaet Muenchen, Germany
Date: Tue, 21 Jul 1992 14:59:36 GMT
Summary: how can I get past level 5

I'm stuck in Level 5 of Interphase. KaF-E runs around the Corridors clockwise
and 4 or 5 Drones get grilled on E-Plates. But I come to a point, where none
of the remaining 2 or 3 Drone will move, no matter where KaF-E runs.
The problem, is that they block the way to the next Lift :(

Can someone mail me how to finish this Level?


And for the people who don't know WHAT interphase is. It's a real
 Cyberspace-type of game (You ARE in a computer, and your Girlfriend runs 
in the building. You have to play with the security components (everything is 
in 3D Vector grafix!!) (e.g. Doors are green Cubicles. Cameras are Red
 Pyramides)), so that she gets to the lift, to reach the next floor. (there are
 12 of them)

It has the fastest 3d grafix I know of on an unaccelerated Amiga. It doesn't
 work with accelerators, but it doesn't need to:), not installable on HD, but
it works with every Kickstart.

byebye,
sammy
-----
Newsgroups: comp.sys.amiga.games,comp.sys.amiga.misc
From: soh@tmp_ip_003.trl.OZ.AU (Soh Kam Hung)
Subject: Re: Reach For The Stars
Organization: Telecom Research Labs, Melbourne, Australia
Date: Thu, 23 Jul 1992 22:34:27 GMT

dac@prolix.pub.uu.oz.au (Andrew Clayton) writes:

>And you don't have to worry about excess population!  It just
>gets removed [hurrah!] and your economy isn't trashed.

I use the extra population to pacify enemy planets and colonise
marginal ones in strategic places.  If I have 200 Mark IV ships, I
decimate enemy populations and colonise those planets myself.

>I beat experienced ones, second game, just about doubling their
>score. :-)

What is your general strategy?  I haven't yet beat the Enhanced
Veterans, though I've managed to outdo them on production at the
start.  To do this, I usually spend as much as possible on Technology,
Ship and Navigation research in that order.

I notice that the computer players tend to explore star systems with
one ship before returning with an armada, so I usually reinforce
threatened planets with as many ships and PDBs as possible.  I normally
win such encounters, and then I strike back at the enemy planet
nearby.  However, this strategy doesn't seem to be sufficient to win
the game.

Regards,

Hung
Soh, Kam Hung, Network Management Research,     |  h.soh@trl.oz.au  
TRL, POB 249 Clayton, Victoria 3168, Australia  |  +61 3 253 6638
From: slbfn@cc.usu.edu
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander I ?
Date: 29 Jul 92 11:07:09 MDT
Organization: Utah State University

In article <9207195511@genesis.nred.ma.us> nugget@genesis.nred.ma.us (Ralph Barbagallo) writes:
 >  The Amiga will NEVER catch up.  When it was released it was light years ahead
 >of the competition.  But see what 7 years of stitting on your ass will do?
 >The Amiga hasn't moved much in 7 years.  Graphics?  Oh wow, Super Hype 1200
 >by 400 productivity mode... yipee!  Who's gunna use that?  Sound?  Never
 >upgraded... the Amiga could use 4 extra voices.  How about processors?  Sure,
 >an '030 is nice, but a lot of the stuff is totally incompatible.  So %60
 >of your time is spent in fallback mode!

 Hmm.. Let's analize this post, shall we?

 First of all.  The Amiga is already "caught up".   More honestly, the never
 has never been "passed up".  And the Amiga has moved quite a bit in the last
 7 years.  Try compairing an Amiga 1000 to my Amiga 3000.

 Second, productivity mode (as any Amiga owners knows...) is NOT 1200x400.
 That's interlaced super-high resolution mode.  And with overscan, my super-
 high resolution mode is 1396x478.  If you don't know the resolution of
 Productivity mode, then you probably don't own an Amiga.  

 And by the way, I use productivity mode.  So do a lot of real Amiga owners.

 Sound is just as good as quality as on any other home computer in the Amiga
 range.  PC's don't even come with sound.  Sure they can make "noise", but
 with no additional hardware, they can't make "sound"

 And not alot of stuff is "totally incompatible".  I've never received 
 anything that won't work on my A3000 except for euro-demos.  And they
 are starting to work.  As everybody in the PC world knows, the next
 gereration of processors ( the p2) will not support the 8088 code.  Wait
 untill that comes out.  *ALOT* of stuff is going to break.

 As for processors, try the 68040.  That's really nice.

 Granted, the Amiga can use a kick in the but real soon, but you guys don't
 worry about that.  Just wait untill fall.  Commodore is comming out with
 a lot of mean stuff.  Sorry I can't be more specific, but you won't be
 dissapointed.  I really mean you won't be dissapointed.  If you think the
 Amiga is nice now, wait untill this fall.   You guys aren't going to beleive
 your eyes.

 PS>  Does anybody know where I can get some digitized Star Trek pictures?
      I need digitized screens of the StarShips.  (you know, the Enterprise,
      Reliant, Constitution, Excelsior, etc...)

___        ___     __          
 |          |     |  `        | Amiga  3000-16/40 | Utah  State  University
 | RAVIS    | OE  |    ARTER  |                   |  Computer  Engineering
 `        `-'     `--'        | slbfn@cc.usu.edu  |     4.7 YEARS LEFT
 

Newsgroups: comp.sys.amiga.games
From: mortene@Lise.Unit.NO (Morten Eriksen)
Subject: Re: Wing Commander Comming
Organization: Norwegian Institute of Technology
Date: Tue, 21 Jul 92 13:17:08 GMT

 >> According to Sierra's Amiga information they HAVE discovered the
 >> blitter.
 >> Now the real question is, have the figured out how to use it correctly?

>     Well, it depends what you mean by 'correctly.' They could do it two
>obvious ways.. One, they could be morons and do it like the Europeans,
>playing with the hardware... Or two, they could use the blitter commands in
>the graphics library.. A little slower, but system friendly at least...
 Come on! The animation in their latest games looks like it's beeing done by
a 6510! And the blitter-routines in the graphics.library are DEFINITLY not so slow
(the blitter just need around 5-10 values inputted, and then the 680x0 is free
for other tasks, you know. The blitter runs all by itself, no need for mouse-
pointer freezing, anims freezing when loading etc etc).

 Does anybody know what language Sierra writes their games in? If you hack through
the code, you can see the opcodes/instructions listed! (At least in the old
Sierra-games). Is this language commercially available?

-Morten
From: Rinaldo_Carlo_Petterino@cup.portal.com
Newsgroups: comp.sys.amiga.games
Subject: Re: Agony
Date: Wed, 22 Jul 92 17:29:12 PDT
Organization: The Portal System (TM)
Distribution: world

I was told that the way to get Agony to run on the A3000 was to turn
off the machine, put in disk 1, turn it on.  Does not work.  I get
past 5the intro and into the game fine.  When the FIRST enemy appears
on the screen the game begins to pause every few seconds.  I have a
25Mhz 3 disk based kickstart playing in 2.0
Thanks for any help...........Rinaldo
From: dmarsh@dmarsh.UUCP (Dan Marsh)
Newsgroups: comp.sys.amiga.games
Subject: The True Story of Infocom?
Distribution: world
Date: 23 Jul 92 17:20:59 EDT
Organization: Poor College Students 'R' Us

The CFD regarding rec.games.int-fiction mentioned that Activision practically
disemboweled Infocom in 1988.  Well, I gathered that from the fact that they
haven't released anything (discounting Mines of Titan and LGOP2, which
weren't TRUE Infocom games, and the LTOI, which were rereleases) since about
then.  But the mention got me to thinking that I've never actually heard The
True Story of Infocom.

What I know (or think I know) follows:  Infocom spent way too much money
producing Cornerstone, their database for the IBM-PC.  When it didn't sell,
they were stuck, perhaps in debt to their ears.  So they sold out to
Activision.  Activision forced Infocom to add graphics to their games, a
move that met with mixed success.  Eventually all of the Infocom people left,
"disemboweling" what we knew of as Infocom.

Can anyone correct this, or fill in the blanks?  And what are the Infocom
people up to now?  Presumably Activision owns ZIL now, but could the Infocom
people be persuaded to write a new Zork-engine and go back into business?
(Easy Infocom, easy Infogo...)

--
Dan Marsh                               ...!wybbs.mi.org!dmarsh!dmarsh
Marsh's First Law of Agressive Driving:  If you're not dead, it worked.
Newsgroups: comp.sys.amiga.games
From: gel@kepler.unh.edu (Geoffrey E Littlefield)
Subject: Re: Neuromancer HD HELP!!
Organization: University of New Hampshire  -  Durham, NH
Date: Thu, 30 Jul 1992 18:32:40 GMT


  I was able to copy NEUROMANCER to my HD, no prob.  Except that I
have to use the original disk as a "key" disk of sorts.  Someone else
mentioned that he/she did the same thing, but I figured I should add 
that my machine (Amiga 2000HD, 1Meg) does not crash when entering
cyberspace, nor do I have any problems with saving games (although
I do have to save them to floppy).  
  So, in trade for having it work completely, I can't use Freecopy
and therefore must use the original disk briefly at the startup.

  BTW,  you can easily give yourself a chunk of money if you need it
by converting how much you have to hex and then doing a pattern search
for that number in the savegame file using any decent editor (I used
FED).  

  I mean, what could be more in the spirit of the game than hacking
your own destiny?

  Regards to Papa Legba,
      
             Geoff   (gel@kepler.unh.edu)


Newsgroups: comp.sys.amiga.games
From: sloan@csd4.csd.uwm.edu (Dale Dean Sloan)
Subject: budokan whim
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Fri, 24 Jul 1992 19:36:57 GMT

I've recently had the urge to play a good karate-type game.  I was thinking
about finding a cheap copy of budokan.  Does budokan work under 2.0 ADos and
is it any good; all I want is fast action and decent graphics.  I know this 
game is old as hell (I cant help remembering exploding fist from C64), but any
comments would be helpful (or maybe you have a copy for sale, too).

-Dale

-- 
[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]-[]
Dale Sloan                                    AAARRRRGGGHHAHAHAHAHEHEHE 
University of Wisconsin - Milwaukee                       - Bob. 
sloan@csd4.csd.uwm.edu                  Disclaimer: I barely speak for myself
From: wchucky@ocf.berkeley.edu (Chuck Woo)
Newsgroups: comp.sys.amiga.games
Subject: Re: SimEarth?
Date: 28 Jul 1992 02:36:50 GMT
Organization: U.C. Berkeley Overcrowded Computing Facility
Distribution: all over your house
NNTP-Posting-Host: planecrash.berkeley.edu

In article <62953@cup.portal.com> TomK@cup.portal.com (Tom R Krotchko) writes:
>Bought SimEarth today despite its whopping $53 price at my dealer.
>
>Better be good. <g>
>TomK@cup.portal.com

well, is it?  please post a review!
-- 
---------------------------------------------///
Chuck Woo      wchucky@ocf.berkeley.edu     ///
(bubba buh boo dee do buh boo dee do..) \\\///
-----------------------------------------\XX/