HDTenEightyP/NetNews huggingface dataset:
From: yury@bknight.jpr.com (Yury German)
Newsgroups: comp.sys.amiga.games
Subject: Re: Flight Sims Inferior on Amiga?
Distribution: world
X-NewsSoftware: Amiga GRn 1.16c (6/22/92) by Mike Schwartz & Michael B. Smith
Date: 2 Sep 92 09:49:05 GMT
Organization: Blue Knight Productions

In article <1992Aug29.213046.24952@gn.ecn.purdue.edu> seifert@gn.ecn.purdue.edu (Michael S. Seifert) writes:
>Fighter Duel?  This is a poor example of an amiga flight simulator and should
>not be used in the same breath as Falcon 3.0.  Although the null modem play
>(its one saving grace) makes for a lot of fun, the lack of graphics is 
>reminiscent of old C-64 sims.  Ever since F-18, things have gotten
>gradually worse on the Amiga.  I can only hope F-15 SEIII, which is suppose
>to be ported to the Amiga by early next year will be as good as expected...

Mike I must strongly disagree with you on that!!!!

Figher Duel is the best flight simulator I have seen. If you are looking
for pretty pictures then you better go look somewhere else... but the
words simulator describe reality. And Fighter Duel is the best SIMULATOR I
HAVE SEEN!

	And trust me I have seen plenty of them.
	If I understand correctly Jaeger software is going to include
scenery and things like that for people who want to sacrifice frame rate
in their 2.0 version.

-- 
    _____________________________________________________________________
   |                                                                     |
   | Yury German                  yury@bknight.jpr.com                   |
   | Blue-Knight Productions      GENIE EMAIL: Blue-Knight               |
   | (212)218-1348                                                       |
   | (718)321-0998            ** Graphic Design and Video Productions ** |
   |_____________________________________________________________________|
From: breaker@pdnfido.fidonet.org (Guy Sisalli)
Newsgroups: comp.sys.amiga.games
Subject: Re: Killing Game Show
Date: 30 Aug 92 18:14:07 GMT
Organization: The Source for Source Pub Access Unix

In article <1992Aug28.164213.7807@javelin.sim.es.com> dingebre@imp.sim.es.com (David Ingebretsen) writes:
>I just purchased a copy of The Killing Game Show. Has anyone any hints,
>suggestions, cheats, etc, etc, etc. For example, how does one avoid the
>long, but very well done, introduction? Is there a way to save a game
>for another day?

Avoid the introduction: Push the fire button.

Just before starting a board, pushing help will get you a map.

You can't save the game.

And I have gotten access to levels 1-7 by playing around with the function
keys. I'm not sure what I did. Does anyone know how to do it(Without it, I can
get to level 5-1).

Die a million times if you plan to win.

Hope that helps!


-- 
----------------------------------------------------------------------------
  "Never underestimate the power of human stupidity" - Some old dude   ///
USENET: breaker@pdnfido.fidonet.org                Amiga 2000         ///
       "At your service, citizen!" - The Computer                    ///
From: ccspad@sunlab1.bath.ac.uk (Paul Dale)
Newsgroups: comp.sys.amiga.games
Subject: Re: Civilization
Date: 3 Sep 92 08:20:55 GMT
Organization: Bath University Computing Services, UK

In article <1992Aug31.150516.295@ariel.ec.usf.edu> stelmack@incubus.csee.usf.edu (Gregory M. Stelmack) writes:
>Just added 4 megs of 32-bit RAM to my A2000 (now 1 meg Chip and 5 megs 32-bit
>Fast), and all the problems with crashing on Quit have gone away. Also, I
>am getting fewer graphics glitches. Looks like the game doesn't behave well
>with little memory in the system.
>
>-- 
>-- Greg Stelmack (stelmack@eggo.csee.usf.edu)
>-- FullTime Grad Student, PartTime Amiga Salesman, PartTime Amiga Developer
>-- Author of: Spades, Pro Port Analyzer Plus, more to come...
>-- DISCLAIMER: The opinions reflected here are mine and mine alone.

I've got 2 MB chip and 2 MB fast and I still get crashes on exit. Curiously when
my machine returns it indicates zero other memory but all the chip. Nasty programming
going on somewhere as I wouldn't call 4 MB little memory. Mind you, I do actually
now get to see my city getting built if I so desire :-)

One of these days we'll get the gameplay of Civ. combined with some good code
and then I'll never have to buy a game again :-)

Paul Dale
Systems admin./applications support/programmer.
BUCS, Bath University, Claverton Down, Bath, Avon. UK BA2 7AY
tel: 0225 826215
e-mail: P.A.Dale@bath.ac.uk
fax: 0225 826176
Newsgroups: comp.sys.amiga.games
From: kegelman@iti.informatik.th-darmstadt.de (Mathias Kegelmann)
Subject: Subject: UMSII
Date: Thu, 27 Aug 1992 11:56:42 GMT
Organization: TH Darmstadt
Newsgroups: comp.sys.amiga.games
Distribution: world
Followup-To: 
From: kegelman@iti.informatik.th-darmstadt.de (Mathias Kegelmann)
Organization: TU Darmstadt
Keywords: 

Does anyone know whether UMSII has been released for the Amiga?

-- 
Mathias Kegelmann                       | All primes are odd.One of them
kegelman@iti.informatik.th-darmstadt.de | is 2, which is even odder.
From: buffa@delos.inria.fr (Michel Buffa)
Newsgroups: comp.sys.amiga.games
Subject: Re: Future of the amiga ?
Date: 4 Sep 92 10:09:50 GMT
Reply-To: buffa@sophia.inria.fr
Organization: Inria Sofia Antipolis

In article <1992Sep3.033701.21005@newshub.ariel.yorku.ca>, cs902125@ariel.yorku.ca (SHUK C YIP) writes:
|> In article <1992Sep2.122052.2927@mintaka.lcs.mit.edu> gfm@Gnu.ai.mit.edu (George Francis McBay) writes:
|> >	 I can't play a shoot'em'up or a platform game on the amiga now. Even 
|> >	 project X looks very poor and SLOW! Yes, SLOW!
|> 
|> Try Z-Out. It is very smooth and fast. Same graphics quality as
|> Project-X. In my opinion, it is better than Project-X.

Try Super Aleste on the SNES and you won't be able to play Z-out too.
-- 
------------------------------------------
Michel Buffa:       Projet Robotvis, INRIA, France

    Internet:       buffa@sardaigne.inria.fr
Surface Mail:       Michel BUFFA, INRIA - Sophia Antipolis, 
                    2004, route des Lucioles, 06565 Valbonne Cedex -- FRANCE
 Voice phone:       (33) 93.65.78.39, Fax: (33) 93 65 77 65
------------------------------------------
Newsgroups: comp.sys.amiga.games
From: wrlutz@essex.ecn.uoknor.edu (William R Lutz)
Subject: EOB I
Summary: Level Clues 
Date: Wed, 2 Sep 1992 17:39:12 GMT
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA

	Can someone E-mail me the Solutions to the special quests on EOB.
I want to go back and create a super team of characters and want to get all
the exp. I can.  Please send solutions not hints.

Thanks in advance!!
Newsgroups: comp.sys.amiga.games
From: dalessio@rtsg.mot.com (Mario D'Alessio)
Subject: Re: Virtual Reality: 'Dactyl Nightmare
Organization: Motorola Inc., Cellular Infrastructure Group
Distribution: usa
Date: Thu, 3 Sep 1992 14:10:38 GMT

t-jcisek@microsoft.com (Julius Cisek) writes:

>I have heard (this is just rumour) that Sphere has something to do with
>the development of Cyber 2000 (or whatever the hardware for 'Dactyl
>Nightmare is called) and they are working on a full cockpit flight
>simulator and a driving game.

So far, I have played four different games.

   - Dactyl Nightmare (up to four players)
   - H.E.R.O (solo game)
   - a game in which you are a knight exploring a castle.
     You have a sword and dagger to fight skeletons, spiders, etc.
     This game lasted 12 min. and cost the same ($4).
   - a game in which you man a robot pod (looks like the robot thing
     that Robocop had to deal with in the first movie). This game
     uses the sit-down units and you can have up to four players.
     In my opinion, this one was the most fun.

The center here in Chicago is supposed to be getting the
flight sim and racing sim games, but I don't know when.  If
you want to know more, let me know.

Mario


************************************************************
* ******************************************************** *
* *  __________________           __                     * *
* *  \_________________|)____.---'--`---.____            * *
* *                ||    \----.________.----/            * *
* *  __/\__      __||____/ /_    `--'                    * *
* *  \RUSH/     |___         \   Mario D'Alessio         * *
* *   |/\|          `--------'   dalessio@rtsg.mot.com   * *
* *                                                      * *
* *    Work: (708) 632-2323  9am to 6pm Central Time     * *
* ******************************************************** *
************************************************************
Newsgroups: comp.sys.amiga.games
From: copes@pride.cs.curtin.edu.au (Simon Cope)
Subject: Re: A3000 games 
Summary: Re: A3000 games, Roms, Bootroms.
Keywords: A3000 games roms
Organization: Curtin University of Technology
Date: Tue, 1 Sep 1992 07:10:04 GMT


All A3000 owners note: 
Also, you may have some problems with games when using 2.04 roms instead of
boot roms and a kickfile.  The symptoms include scrambled graphics, very slow
screen updates etc.  This is caused by the games code writing off into space
randomly (crappy code) and hitting fat busters bus timeout (intended for slow
zorro cards).  Fat Buster has a 200ms (I think) timeout for the access, before
signalling a buss error to the cpu.  This is why some games mess up.  It is 
better with boot roms, because they map out much of the memory map with the mmu
thus terminating the access before it hits the external buss (and the timeout).

As an example of this, Alien Breed runs fine on a friends 3000 with boot roms,
but screws up with mine with 2.04 roms.  Agony messes up on both machines, 
because the boot roms map some of the reserved areas as transperent.

I am currently making an A3000 compatible version of SetCPU to fix this up,
and to perform a number of other useful things like disabling fast ram, cache
inhibit on reboot etc.  When it is finished, I will make it available  (with
Dave Haynies permission).  Currently there are only 2 games I cannot get to
work properly.

--

copes@cs.curtin.edu.au
From: entity@nsq.uucp (cybernetworx)
Newsgroups: comp.sys.amiga.games
Subject: Re: Wing Commander Demo [thoughts]
Date: 1 Sep 92 14:10:06 GMT
Organization: NSQ

In article <1992Aug29.205152.58504@cc.usu.edu>, slbfn@cc.usu.edu writes:
> > Bad point: The horrid dithering in parts of the demo, especially the "flight"
> > sequence (which was pathetic for a demo, but we'll let that pass.) Especially
> > annoying because the animated intermission beforehand had lovely solid color
> > graphics that looked just as good as the IBM VGA version! Ipso facto THEY
> > DON'T NEED to dither. But then, the preview article in one of the British
> > Amiga mags showed one of the dithered frames from the demo, and insisted
> > that the graphics would be "much improved." So maybe they will be.
> 
>   Perhaps the flight sequence showed much dithering because colours are
>   reserved for the actual ships, etc. that you fight.  I hope this is the
>   case.  I can stand the dithering of your ship, levis, etc.. but if the
>   enemies are that dithered, then all hope is lost...

Hi Travis!  Nope, the enemies are dithered to hell as well.  As a matter of
fact they are so damn dithered you can barely make out if it's a ship or an
asteroid!  This is simply pathetic conversions on their part and totally lame
artists/programmers.  Actually, I shouldnt even say artists since I don't
think one was used to touch up any of the graphics.

The reason the starting intro graphics looked good is because they were done
on teh amiga originally anyhow.  Maybe they got the original artwork and
plopped it in directly.  The 256 color conversions on the other hand sucked
big time!
 
I also SERIOUSLY doubt that they will be 'vastly' improving the graphics.  If
they were, they would wait until they've done that and THEN release the demo. 
As it stands, they are committing commercial suicide.

Why is it that when Origin finally takes everybody's advice and goes to an
independant european software house to do the port, they manage to find
possibly the worst programmers on the face of the earth?  Maybe they offered
to do it for free or something.  Who knows?  The point is that this game sucks
and I'll be very surprised if it sells anything as soon as word of it's
patheticness gets around.  Of course I wouldn't be surprised if on the box, at
the back all they have is VGA screenshots and a little caption to the affect
of 'Screens on other versions may vary'.  YEAH RIGHT!

Newsgroups: comp.sys.amiga.games
From: fse@phx.mcd.mot.com ()
Subject: Re: Sega LightGun
Reply-To: phx.mcd.mot.com!fse@phx.mcd.mot.com ()
Organization: Motorola Microcomputer Group
Date: Wed, 2 Sep 1992 13:53:11 GMT


  How to connect the Sega gun to the Amiga.
  Compatible with the Actionware games like Capone and P.O.W.  Works great!



-------------------------------------------------------------------------
To Amiga Joystick port 2:              To Gun:
           9 pin female               9 pin male

      Trigger   5 --------------------- 6----
      HitSense  6 --------------------- 7   ||  10k pullup res.
      +5        7 --------------------- 5----    from pin 5 to 6
      Gnd       8 --------------------- 8        mounted in connector.
-------------------------------------------------------------------------

And, while I'm at it.....

How to connect the Sega 3D glasses to Joystick port 2 on your Amiga
(XSpecs compatible):

Sega LCD module, board with fingers pointing down, front side. Pins
are arranged in the indicated zig-zag pattern. Connectors (female) are
VERY hard to locate.  I "bummed" one off of a tech at Sega of America 
over the phone years ago. (lucked out)

 _______________________________+5 V._______________________________  
|         | | | | | | |                               | | | | | |   |
| clk_    | | | | | | |                 data__        | | | | | |   |
|     |   | | | | | | |                       |       | | | | | |   |
| 2   4   6 | 8 |10 |12  14  16  18  20  22  24  26  28 |30 |32 |34 |
| |         |   |   |                 |                 |   |   |   |
1 | 3   5   7   9  11  13  15  17  19 |21  23  25  27  29  31  33  35 
  | |                               | | |           |                
  | |                               | | |           | 
  |_|_______________________________|_|_|___________|____ Gnd

  
Pins 5,13,14,15,16,17,18,22,23,25,26,34 are No Connects (float).

1. Joystick port 2 pin 7 = +5 (connect to module as indicated above,
   pins 1, 6-12, 28-33 & 35)

2. Joystick port 2 pin 8 = GND (connect to module as indicated above,
   pins 2, 3, 19-21 & 27)

3. clk (above) can go to pin 24 of the serial port on a 1000 OR 
   If you have a 500/2000, or if you don't want to run
   a line to your serial port, you can just stick a 3.58 Mhz packaged 
   oscillator on your adapter and have that drive pin 4. (the 2000
   doesn't have a clock output on pin 24 like the 1000 has.)
   This is to provide an AC voltage to drive the liquid crystal.
   A package oscillator simply hooks to +5 and Gnd and has an output
   to drive pin 4. (you probably new that, just being thorough)

4. Data goes to pin 6 of joystick port 2.  
-------------------------------------------------------------------------


Hope that helps...

Stan
From: aedwards@saf2 (A1C Aaron Edwards)
Newsgroups: comp.sys.amiga.games
Subject: Re: Flight Sims Inferior on Amiga?
Date: 28 Aug 92 19:07:34 GMT
X-Newsreader: Tin 1.1 PL3

Berry_Shin@lppl.mi.org (Berry Shin) writes:
: Hello All!  I was just wondering:  As a flight simulator fan, I have seen
: and played most of the popular flight simulators on the Amiga (F-18
: Interceptor, F-29 Retaliator, Birds of Prey, etc).  IMHO, they are not as
: good as those found in the MS-Dos world (such as Aces of the Pacific,
: Falcon 3.0, Red Baron).  Why is this?  Is the Amiga somehow "incapable" of
: producing the same quality graphics?  In addition, the scrolling seems
: superior on the MS-Dos flight simulators.  Finally, how will the rumored AA
: chips affect this situation?
: 
: -- Via DLG Pro v0.992
: 
: Berry_Shin@lppl.mi.org.

Try FIGHTER DUEL from JaegerSoft.  It runs in HIRES INTERLACE mode at 28 frames
per second.  And you can connect via MODEM or NULL-MODEM Cable without speed 
degredation at 2400 bps.  

OH!  And it runs quite fine on an unaccellorated A500!

Aaron
--

*******************************************************************************
*                                                    *                        *
* A1C Aaron J. Edwards                               *   Inside every small   *
* Reply to:  aedwards@saf2.hq.af.mil (134.205.1.222) * problem is a large one *
*                                                    * struggling to get out! *
* XXXXXXXXX Only AMIGA Makes it Possible! XXXXXXXXXX *                        *
*******************************************************************************
Newsgroups: comp.sys.amiga.games
From: mmoore%peruvian.utah.edu@cs.utah.edu (Michael Moore)
Subject: Out of This World
Date: 1 Sep 92 17:25:51 MDT
Organization: University of Utah CS Dept., Salt Lake City

	I recently bought the amiga game "Out of This World".  It is
pretty cool, and I of course want to get my monie's worth.  But I am
stuck at a certain point, and I hope someone a bit more resourcefull
can give me some help.

	I cannot figure out the part where the guards start throwing
grenades at me.  I can jump over them, but by the time I do that I am
then close enough for the guard to shoot me without missing.  I have
looked everywhere else in the area, and the two rooms guarded by these
grenade-throwing troopers are the only ones I haven't explored.

	Also, by shooting the lamp I let the guy in the water tunnel
out, but where does he go???

	Please respond to this soon, I am having to call in long
distance to read news, and thus it is very costly for me.

	Thanks for your time.

	-Michael
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+Michael D. Moore     Office : (801) 582-5847x4721  Home : (801)359-6552  +
+Software Q&A Programmer   Evans & Sutherland     mmoore@dsd.es.com       +
+Student                   University of Utah     mmoore@peruvian.utah.edu+
From: rthorstr@doc.bmd.trw.com
Newsgroups: comp.sys.amiga.games
Subject: PIPE DREAM CODE WHEEL
Date: 25 Aug 92 16:26:33 MST

PIPE DREAM CODE WHEEL --

I am missing half of the PIPE DREAM code wheel.  Can anyone give me the 
address to LUCAS FILM the developer so I can try to get a new code wheel
or the missing part.


                                Thanks

                                Rod T.

                                EMAIL --> Rod_Thorstrom@oz.bmd.trw.com
Newsgroups: comp.sys.amiga.games
From: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Subject: Re: Civilization
Keywords: civilization
Reply-To: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Organization: Helsinki University of Technology
Date: Fri, 28 Aug 1992 19:05:48 GMT

In article <1992Aug27.205238.8586@reed.edu> ameiba@reed.edu (Keith Steiger) writes:
>Treaties only prevent you from walking on developed land that's IN USE, as
>far as I know.  So if your road had no city near it, it was fair game for
>the computer, but once the computer started to use the road squares, you
>can't walk along them.

It happened in one game that I couldn't enter a square which HAD BEED in use
by computer but wasn't anymore.  In fact there was no a single computer
unit or city on that continent.

>The Apollo Program only shows you the locations of the cities AT THE MOMENT
>YOU GET IT.  Any newly-created cities will NOT be seen.

This is not true.  I have created the Apollo Program twice and both times
I immediately saw every new city.

>P.S. Build roads and railroads almost EVERYWHERE.  Railroads especially have
>benefits to production that the manual doesn't make clear if it even
>mentions them.

I believe this, but what are the benefits?
-- 
Harri Pesonen, Helsinki, Finland, Europe?
Newsgroups: comp.sys.amiga.games
From: robtu@itx.isc.com (Rob Tulloh)
Subject: FTL? What is next? Anyone know?
Keywords: FTL
Organization: Interactive Systems Corporation, Boulder, CO
Date: Tue, 1 Sep 1992 04:24:02 GMT

After Dungeon Master and Chaos Strikes Back, anything from FTL
is a must purchase for me. Anybody know what is next? I heard
sometime back that the next game was not a dungeon game. What
gives? I can hardly wait, especially if the next release is as
good as the 2 I mention. Do they have any other published titles
for the Amiga?

Inquiring minds want to know!

Cheers!

Rob Tulloh
--
INTERACTIVE Systems Corp.         Tel: (512) 343 0376 Ext. 116
9442 Capital of Texas Hwy. North  Fax: (512) 343 1414
Arboretum Plaza One, Suite 700    Net: robtu@itx.isc.com
Austin, Texas 78759
From: squid@carroll1.cc.edu (Craig C Schanning)
Newsgroups: comp.sys.amiga.games
Subject: Sega LightGun
Date: 31 Aug 92 21:24:34 GMT
Article-I.D.: carroll1.3296
Reply-To: squid@carroll1.cc.edu (Craig C Schanning)
Organization: Carroll College-Waukesha, WI

I have a Sega Master System's Light Phaser, and am wondering if it will
work for games that can use a light gun for the amiga.  I know sega
joysticks work with the amiga, but does the light gun.  If it does, does
someone have a list of gun games for the amiga?
-- 
***************************************************************
*          Craig Schanning - squid@carroll1.cc.edu            *
*    And the next thing you know,  ol' Jed's a millionaire    *
***************************************************************
Newsgroups: comp.sys.amiga.games
From: dlyon@gucis.cit.gu.edu.au (Darren Lyon)
Subject: Re: : F-18 Interceptor - Last Mission
Organization: Griffith University, Brisbane, Australia.
Date: Thu, 27 Aug 92 09:57:41 GMT

caruso@socrates.umd.edu (John Caruso) writes:

>In article <HLj-WH_@engin.umich.edu> positron@engin.umich.edu (Jonathan Scott Haas) writes:
>>>In article <1992Aug25.141040.12387@gserv1.dl.ac.uk>, mjb@gserv1.dl.ac.uk (M.J.T. Bell) writes:
>>>|>  did you destroy the carrier ? How ?
>>
>>I completed the mission as follows:
>>Fly up to the thing (low, so I don't trigger a cruise missile launch), fire
>>a missile at it. If you're rewarded with a column of smoke rising from it,
>>you've damaged it. Destroy its fighter escort (you may have to return home
>>for more fuel/ammo... I know I did) and you've won.

>Fire a missile at it *where*?  I've come in at 70 feet and shot the
>conning tower and the hull, no luck.  I've also landed on the damn
>thing, turned around, and blasted the conning tower point blank.  I
>even tried taxiing onto the elevator thinking that maybe, just maybe,
>I'd descend into the beast and could destroy it from the inside in a
>fit of suicidal bravery.  So WHERE do you have to hit it?  And which
>kind of missile do you have to use, or does it matter?

>- John

Myself being pissed off at trying to complete this mission decided to
do some punishing. I took of from my carrier and set off to the sub,
flyin at 50 ft approx. What I did was pump every single missile I had
into the bugger. Up came the smoke, and hence mission complete. I aimed
at the deck, then slowly moved up to the tower. In my case I was getting
some revenge on the game and fluked it, try it, it might work, if not
at least you get to have a bit of a sadistic attitude for a while.

Now for something completely different. Has anyone blown up their own
carrier. I've heard that it can be done, but haven't yet succeeded.

============================================================================

		Darren Lyon, Griffith University, Brisbane.
		Mail : dlyon@gucis.cit.gu.edu.au

	Definition of Stupidity -

				Xerox suing someone for copying!!

============================================================================