HDTenEightyP/NetNews huggingface dataset:
From: asymptot@sbe (Mike Mathews)
Newsgroups: comp.sys.amiga.games
Subject: Motherlode compression
Summary: can't get this bugger to uncompress
Keywords: lharc, motherlode
Date: 31 Aug 92 19:45:09 GMT
Organization: School of Business, California State University, Hayward

hello all-

I just downloaded Motherlode from wuarchive, but don't seem to be able 
to uncompress it.  I have what I believed to be the latest version of
lharc, but whenever I try to uncompress it it gives a message along the
line of 'unsupported compression --lh5--' (or something close to that)

What is the latest version of lharc?  Could some nice person UUENCODE it
and send it to me?  Or do I need WB 2.0 or better (Gads! keeping up is
expensive... :-)   )?

Any help would be appreciated-
mike mathews
mmathews@csuhayward.edu
From: stelmack@eggo.tmc.edu (Gregory M. Stelmack)
Newsgroups: comp.sys.amiga.games
Subject: Re: Civilization Question
Date: 28 Aug 92 20:51:19 GMT
Organization: University of South Florida, Department of Computer Science and Engineering

I stopped building Triremes after mine kept sinking (thought I might as well
wait for sail), and then noticed computer ones appearing. Go looking for a
land mass nearby, and can't find one. Either the computer is lucky, builds
dozens of Triremes (and only a few survive), it cheats, or the programmers
screwed up AGAIN.

Anyone else notice that Women's Suffrage does not have the advertised effect
of not making people unhappy with units not in their home cities? My people
still get unhappy. And this was my favorite Wonder :(

--
-- 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.
Newsgroups: comp.sys.amiga.games
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Need info: Dragon's Lair
Date: Thu, 27 Aug 92 15:18:36 EDT
Organization: University of Michigan Engineering, Ann Arbor

In article <1992Aug27.084502.35919@uservx.plk.af.mil> tollefson@uservx.plk.af.mil writes:
>
>I have just purchased a used copy of Dragon's Lair ... but it came without
>box or instructions.  I can't control it!  Apparently it uses the joystick
>in port #2.  Could someone please E-mail me how to control the game?
>I know a couple keyboard keys have some effect, too.
>
>                                    Thanks in advance,
>                                        Mark

Apparently you haven't played Dragon's Lair in the arcade. DL suffers from the
same drawback as all laserdisk-based games (the same drawback that eventually
killed the market for laserdisk games): you don't have full control over the
character. You just make decisions at certain points. In DL for the Amiga, the
first screen has you walking up the drawbridge to the castle. Wait and do nothing
until you fall through. Wait until the eyestalks come up to you, then press 
BUTTON. Wait until Dirk slashes his sword, then press UP.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: tominatr@ac.dal.ca
Newsgroups: comp.sys.amiga.games
Subject: Re: STREET FIGHTER 2
Date: 3 Sep 92 17:00:29 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

As far as I'm concerned, NO home console or computer can match
an arcade machine, so why bother comparing them?

Sure, I'd like to pay $4000 for a SF2 arcade machine but the SNES
version for $70 is pretty damn good for that price.

      - Tom N.
From: Ikki@BEIZ.mediatex.ch (0642210101: Fernmeldedirektion Olten)
Newsgroups: comp.sys.amiga.games
Subject: Re: ELITE 2 (HIGH FRONTIER)
Date: 2 Sep 92 16:56:56 GMT
Organization: MEDIAtex AG, CH-8807 Freienbach/SZ

WHEN David Braben does NOT fit all ideas
in Elite II until christmas: How about
scenery-disks that will appear later?
(I m sure, Braben has a LOT ideas in his
mind).

Greetings.

Internet: Ikki(at)BEIZ.mediatex.ch








|B                                    B|
|E           CH: VTX *3600#           E|
|I           D:  BTX *28881#          I|
|Z                                    Z|
From: aces@mcode.amdahl.com (Jeffrey D. Smith)
Newsgroups: comp.sys.amiga.games
Subject: Re: A3000 owners:  Help me with Black Crypt!
Date: 27 Aug 92 17:36:29 GMT
Reply-To: jds30@amail.amdahl.com
Organization: Amdahl Corporation, Sunnyvale Ca.

In article <1992Aug26.164746.58420@cc.usu.edu>, slbfn@cc.usu.edu writes:
> I just want to know if anybody has gotten Black Crypt to work
> on an Amiga 3000-16/40.  Also, this Amiga has 2.0 ROMs, so the
> 2.04 Kickstart is loaded into FastMem.
> 
> Will it still work?  Just wanting to know 'cause I'm going to purchase it.
Don't load exec into FastMem...that will move the Vector Base Register
(VBR) and clobber Black Crypt.  Don't use the FASTROM option on the
SetCPU (or CPU) command.
Newsgroups: comp.sys.amiga.games
From: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Subject: Re: Civilization - Lock up, city domestic advisor
Keywords: civilization bugs
Reply-To: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Organization: Helsinki University of Technology
Date: Sat, 29 Aug 1992 12:44:20 GMT

In article <Aug29.001953.54780@yuma.ACNS.ColoState.EDU> neely@CS.ColoState.EDU (andrew neely) writes:
>I just purchased Civilization yesterday, and am having a problem...
>
>In the City, when I go to CHANGE my city production, my machine appears to
>lock up if the Domestic Advisor (the one with all the opinions like
>`We should build a granary!') has nothing to say.

I had almost the same problem in the first evening, but it dissappeared
after I saved the game just before the programs hangs, quitted and
loaded the game.  It has not happened since, probably because I play
at Prince level, where I don't get advice.

>I have an A1000, am running 1.3, 2 floppies, and an Insider w/ 1.5 megs
>(2 megs total).

I have an A3000.
-- 
Harri Pesonen, Helsinki, Finland, Europe?
Newsgroups: comp.sys.amiga.games
From: cvmalone@unix2.tcd.ie (Colm Malone)
Subject: HOOK - help needed : -(
Organization: Trinity College, Dublin
Date: Mon, 31 Aug 1992 09:17:56 GMT

I've got the hat, the roller blind, a pole (which can't quite reach
Mrs. Smeedle's washing line) and I got two full mugs of cocoa (which I
presume are for Fake Jake).

Now the way I figure it - there is no way you have enough gold teeth for
Dr. Chop to enable you to buy the uniform - so you must steel it!
Now Fake Jake is reputed to fall asleeps when give a mug (or two) of cocoa, so
you can nick his clothes. The guy sitting next to the bar is the only person
I have found to accept the mugs and mention that he has his clothes robbed
regularly - but he never mentions his name, so I am not sure if this Jake
is a fake 'Fake Jake'! The reason I doubt his identity is because he just
takes the mugs and doesn't fall asleep and I can't nick his clothes!
What am I missing? Is this the real 'Fake Jake'? Or is all of this a red
herring?

Any help will be much appreciated by me and Peter Banning's kids ;-)

Colm.
+-----------------------------------------------------------+------------------+
|There are some micro-organisms that exhibit characteristics|   Colm Malone,   |
|of  both  plant  and  animals. When  exposed  to light they|  S.S. Comp. Eng. |
|undergo  photosynthesis;  and when the  lights go out, they| Trinity  College |
|turn into animals. But then again, don't we all?           |      Dublin.     |
+-----------------------------------------------------------+------------------+
From: jhawes@everest.srd.bt.co.uk (Jason Hawes)
Newsgroups: comp.sys.amiga.games
Subject: Re: 1 MegAgnus Hack Help Part 2
Date: 26 Aug 92 08:12:40 GMT
Reply-To: jhawes@srd.bt.co.uk
Organization: British Telecom

From article <>, by faith@amiganet.chi.il.us (Fred Drummand):

> I Have a problem.  I Just added an esc 1 meg agnus to my  system, but i hav
> not yet performed the hack to receive 1 meg of chip ram.  SHould i be able
> to access pal screens now?

Yes, unless your machine is physicaly tied to being NTSC (if one of agnus's
pins is held either high or low it wil always boot NTSC)

Get Degrader or bootpal or something to find out  . . .

> And Now the real question, Do i Follow the instrucxtons toinstall a 1 meg
> agnus or or do i follow the directions in my adram book? They are different
> 
> My Adram says to cut the jp2 trace, and then solder a wire from the middle
> pad to a pad on the daughter board for the adram over the gary chip?
> 
> Do I Do this or just solder the other two pads on the motherboard of the
> amiga at jp2?
> 
> Then (I have a rev 5a) do i cut the trace by the expansion slot or not?  the
> adram book says nothing of that!! SHIT!

I would follow the adram instructions, since the adram board alters the
location of memory chunks . . .

Aslo if it fries youe Amy (a very remote possibility) you can blame the
adram bods.
Newsgroups: comp.sys.amiga.games
From: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Subject: Re: Civilization Question
Reply-To: hpesonen@vipunen.hut.fi (Harri P Pesonen)
Organization: Helsinki University of Technology
Date: Wed, 2 Sep 1992 17:10:37 GMT

In article <1992Aug28.205119.21726@ariel.ec.usf.edu> stelmack@eggo.tmc.edu (Gregory M. Stelmack) writes:
>Anyone else notice that Women's Suffrage does not have the advertised effect
>of not making people unhappy with units not in their home cities? My people
>still get unhappy. And this was my favorite Wonder :(

The advertisement is: Under a Republic or Democracy, units away from their 
home city create ONLE LESS unhappy citizen than normal for a civilization 
that possesses Women's Suffrage.  It means that you still get one unhappy
under Democracy.
-- 
Harri Pesonen, Helsinki, Finland, Europe?
From: sacke@gn.ecn.purdue.edu (Elizabeth E Sack)
Newsgroups: comp.sys.amiga.games
Subject: Fighter Duel Pro Flight Recorder
Date: 1 Sep 92 17:50:07 GMT
Organization: Purdue University Engineering Computer Network

TITLE

	Fighter Duel Pro Flight Recorder


VERSION DATE

	November 1991


DESCRIPTION

	Fighter Duel Pro Flight Recorder is the first interactive motion path 
	generator.  Flight Recorder retains all the breakthrough features of 
	the Fighter Duel World War II flight simulator series, while adding the
	ability to create realistic and complex object motion paths for use in
	NewTek's Lightwave 3D software.

	One of the most difficult and time consuming aspects of 3D animation is
	motion.  FDPro Flight Recorder replaces the tedious methoud of hand
	plotting flying motion paths with a flight simulator you control.
	Flight Recorder records the flight path of up to three (3) aircraft
	engaged in maneuvers or dogfighting.  Positional information has a
	resolution of 30 frames per second.  Motion paths may then be imported
	into Lightwave 3D to accurately animate flying objects, the camera
	viewpoint, aircraft, spacecraft, flying logos, etc.......

	You may fly solo against computer controlled opponents or interactively
	with another person via modem or null modem cable.

	FDPro Flight Recorder also has the ability to simultaneously generate
	Fighter Duel Pro Demo Reels that can be used to review your solo flights


SPECIAL REQUIREMENTS

	FDPro Flight Recorder will run on any Amiga with 3 megs of RAM and 
	Kickstart 1.2 or higher.  A hard drive is recommended.


AUTHORS 

	Jaeger Software, Inc.
	 William Manders
	 Matt Shaw


AVAILABILITY

	Release date for FDPro Flight Recorder is November 1992.  The list price
	is US $79.95 

	Owners of Fighter Duel Pro may upgrade to FDPro Flight Recorder by     
	sending a certified check or money order (sorry, no credit card orders)
	for US $25.00 (including shipping), and disk #1 of FDPro, to:

		Jaeger Software, Inc., Direct Sales Department
		7800 White Cliff Terrace
		Rockville, MD 20855


DISTRIBUTABILITY

	Fighter Duel Pro Flight Recorder is copyright 1992 Jaeger Software, Inc.
Newsgroups: comp.sys.amiga.games
From: sprackle@rel8.ncsa.uiuc.edu (David Spracklen)
Subject: Re: F-18 Interceptor rescue pod ??
Organization: ncsa
Date: Sun, 23 Aug 1992 18:26:14 GMT

It's been a while since I did this one.  I would get as low as I could
without crashing; I would also throttle back and extend both flaps and
land gear.  This allowed me to travel slowly enough to occaisionally
drop the pod close enough to the pilot.  The mission I hated was the
last one.  I would destroy all enemy planes, and then I would have to fly
around until the game decided I had won.  BORING!

Dave Spracklen
From: entity@nsq.uucp (cybernetworx)
Newsgroups: comp.sys.amiga.games
Subject: Re: Euro hackers & Wing Commander Demo.
Date: 25 Aug 92 16:05:49 GMT
Organization: NSQ

In article <mwm.1lkf@contessa.palo-alto.ca.us>, mwm@contessa.palo-alto.ca.us (Mike Meyer) writes:
> >  If it runs fast on a 68000, then it sure as hell will run fast on a 68030 or
> > whatever.
> 
> Assuming it runs at all, that is. Of course, that's another of the
> attributes of good code - it follows the rules, so that it will work
> on machines that use processors that didn't exist when the game was
> written.

Well, in general any code written for 68000 will easily run on a 68010/20/30
without any problems.  The 040 has certain characteristics which cause a lot
of problems, but until they become more widely available we're going to see a
lot of games crash on 040's because most programmers don't know about the
intricacies of the 040.  The only other reason for games not working is things
like directly accessing interrupt vectors which can move on higher processors
(ie into fast ram for faster exception processing).  Other things are fairly
minor.. eg. timing differences with keyboard under 2.0 etc.

Hardly anybody writes self-modifying code or anything that could screw up in
caches because it's widely understood now... similarly it'll take a little
while for people to figure out what copyback does on the 040.. or things like
that a NOP instruction actually flushes the caches on an 040 :-)  Ah well...
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: comp.sys.amiga.games
Subject: Re: Indy Jones and the secret of the Lost Atlantis
Date: 30 Aug 92 05:18:56 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <1992Aug30.053249.17775@usage.csd.unsw.OZ.AU> 8800529@hydra.maths.unsw.EDU.AU () writes:
>
>	Any info on the above mentioned game ?
>ie. Indiana Jones and the secret of the loso Atlantis ?
>I spotted it for the IBM> MY guess is the will wait for
>Monkey II sales to drain but I can hope.
>		George
>

  Isn't there a demo of this floating around somewhere for the Amiga?

 _____________________________________________________________________
(                              (                                      ) 
 )  Ralph A. Barbagallo III     ) Co-Editor of                       (   
(         -----                (                M I N D  S T O R M    )     
 ) nugget@genesis.nred.ma.us    )                                    (   
(                              (  THE Newsletter for high-end gamers! )  
 ---------------------------------------------------------------------
 MindStorm-9474 Fallson Ct., Blue Ash, OH  45242   (ed. Aaron Buckner)
From: dchristo@elephant.axion.bt.co.uk (David Christoffersen)
Newsgroups: comp.sys.amiga.games
Subject: * Dungeon Master - any ideas on how to map??? *
Date: 1 Sep 92 08:06:56 GMT
Reply-To: dchristo@axion.bt.co.uk
Organization: British Telecom Labs
Organisation: BT Laboratories, Martlesham Heath, IPSWICH UK


Does anyone have the dimensions for each level of this game? I've just
got it and thought a map or two might be a good idea...BTW in the hall
of champions which characters are best, any ideas??


Thanx much for any help,



Dave



Dave "The Rave" Christoffersen   | Jesus Said "I am the way, the truth," 
dchristo@elephant.axion.bt.co.uk | "and the life. No-one comes to the" 
BT Research Laboratories         | "Father except through me."
IPSWICH UK +44 473 646225        |        John 14:6
Newsgroups: comp.sys.amiga.games
From: t-jcisek@microsoft.com (Julius Cisek)
Subject: Re: Virtual Reality:  'Dactyl Nightmare
Date: 02 Sep 92 04:16:41 GMT
Organization: Microsoft Corporation

In article <308@nsq.uucp> entity@nsq.uucp (cybernetworx) writes:
>BTW, for those who've actually played this game, what did you think of that
>stupid tether on the backpack?  That's the only thing that severly pissed off
>about the game.  When I'm playing a virtual reality game, I certainly don't
>want some stupid cord constantly restricting my movement and reminding me that
>I'm not really INSIDE the game :-)  They should have just had a cord hanging
>from the backpack to the ground or even infra red or something.  With it
>attached to the backpack as it was, it was extremely irritating since you
>could never do a quick 360.  In fact I could NEVER really just spin around..
>you always had to walk at an angle to get where you wanted.  Dumb!

I agree, not to mention that the design of the game is pretty pathetic.
All that hardware and all they could come up with is that lame scenario?

>It costs too much too..  ( I paid $7.50 to get into the place, and $10 for 3.5
>minutes of actual playtime -- $20 is a bit steep for 3.5 minutes!  Then again,
>with bungee jumping you pay $80 for only a few SECONDS worth of action :-) )

The arcade near here (Quarters in KirkLand) charges $5 per 4 minute game
and has two machines.  I gotta say it's a lot of fun but once again, the
actual game is pretty boring.  I certainly would never even look at it twice
if it wasn't hooked into all the VR hardware...

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.

-- 
Julius Andrew Cisek                ,_,
t-jcisek@microsoft.com   "Joy!"   /oo \  _.-.   "Quiet, you bloated
One Microsoft Way     //          <>__| /- O O       idiot!"
Redmond, WA 98052   \X/           |  U|    \|
Newsgroups: comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Re: Future of the amiga ?
Organization: York University, Toronto, Canada
Date: Thu, 3 Sep 1992 03:37:01 GMT

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.

Newsgroups: comp.sys.amiga.games,comp.sys.ibm.pc.games
From: ganderso@unlinfo.unl.edu (gary anderson)
Subject: SHUTTLE by Virgin Games
Organization: University of Nebraska - Lincoln
Date: Wed, 2 Sep 1992 19:33:45 GMT

Newsgroups: comp.sys.atari.st
From: ganderso@unlinfo.unl.edu (gary anderson)
Subject: SHUTTLE by Virgin Games
Organization: University of Nebraska - Lincoln
Date: Wed, 2 Sep 1992 15:10:39 GMT

Anybody out there have an opinion on this program?  I can't speak on
the missions yet, because it's got that maddening feature of insisting
you accomplish Mission A before you can graduate to Mission B, and it's
taken me two nights just to LAND the blasted thing in one piece.

I can say that the keyboard interface has a VERY slow response time --
sometimes you've got to mash a key for 4, 5, 6 seconds (!) before the
action takes effect.  Which is exciting when, for example, you're
trying to drop the landing gear as the runway rushes up at you at
350 mph!

Is this program going to get better as *I* get better, or is it
bad to begin with?
From: ddrumm@amiganet.chi.il.us (Daniel Drumm)
Newsgroups: comp.sys.amiga.games
Subject: Diplomacy
Date: 2 Sep 92 06:45:54 GMT
Organization: Amiga Network Information Systems

I bought a cute little game today. Computer diplomacy. Writtem by Avalon Hill,
apparently Published by Virgin but distributed by Leisure Genius in these cute
little boxes. Anybody have this game? I've always wanted to get into playing
Diplomacy. Does it play a good game of diplomacy? Any help would be
appreciated....
 
---------------------------------///
Daniel Drumm                    ///
ddrumm@amiganet.chi.il.us   \\\///
-----------------------------\XX/
Newsgroups: comp.sys.amiga.games
From: umward10@ccu.umanitoba.ca (Derek Ward)
Subject: Re: Out of this world help
Organization: University of Manitoba, Winnipeg, Manitoba, Canada
Date: Thu, 3 Sep 1992 01:14:10 GMT

In article <1992Sep2.200604.13551@unlinfo.unl.edu> pdietz@cse.unl.edu (Phil Dietz) writes:
>
>You get out of the water....you kill the worms....you run like hell from the
>bear thing....you swing on the  rope...two guys come out and shoot the
>bear AND *MYSELF* with the laser.
>
>How do I prevent them from shooting me?
>

  I believe all the shot does is 'stun' you.  Then you end up in a cage, no?

  I could be wrong, haven't played the game for a while.

Derek

-- 
    //         University of Manitoba, Winnipeg,
\\ //          CANADA!      
 \X/  AMIGA!   umward10@ccu.umanitoba.ca
From: achim@video1.bs.open.de (Joachim Gothe)
Newsgroups: comp.sys.amiga.games
Subject: Intruder + A3000 PROBLEM !!
Date: Wed, 26 Aug 1992 20:22:08 GMT
Reply-To: achim@video1.bs.open.de  (Joachim Gothe)
Organization: Mix Broadcast Video and Computer
X-Newsreader: Arn V1.00 beta rel1

Hi Pilots

I have a Problem with my A3000 and "Flight of Intruder"

On my A2000 with A2630-Turbocard the game runs perfectly.

Now with my new A3000, the game crash on startup. :-(

WHO CAN HELP ?

Konfiguration:
A3000/25, 2MB Chip, 16MB Fast, 2 HD-Drives, 1 LPS240

Achim

----------------------------__
    Joachim  Gothe	   ///	 Home: achim@video1.bs.open.de
     Neuer Weg 1a     __  ///	 Work: FH Hannover, FB Kunst & Design
FRG 3300 Braunschweig \\\/// Zerberus: videomaster@bdb.zer
 VOICE +49 531 41502   \XX/ * No money for IRIS INDIGO?, now use the A3400 *
From: MSAASTAMOINE@finabo.abo.fi (Mika Saastamoinen Tkkk)
Newsgroups: comp.sys.amiga.games
Subject: HELP! Bone statues in Monkey Island 2?
Date: 30 Aug 92 16:40:51 GMT
Organization: Abo Akademi University, Finland
X-News-Reader: VMS NEWS 1.20

Hi ya'll!

Could someone PLEASE tell me how to get through the damn 'bone statue maze' in
Monkey Island 2?!?! I HAVE read the 'spit encrusted paper' and read what it
says, but I don't understand how that helps me! I've pushed all the statues 
that even remotely resemble the descriptions and went through them and always 
end up at the beginning of the 'maze'! What's going wrong? How do I 'read' that
paper? In short, please tell me EXACTLY how to get through the damn maze. 
I've been stuck in this for long enough...

Thanks in advance,
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
   ::    Mika Saastamoinen, Tallgreninkatu 6 P 89, 20380 Turku, Finland   ::
   :: Turku School of Economics and Business Administration, comp.science ::
   ::    E-mail: mikasaas@polaris.cc.utu.fi, msaastamoine@finabo.abo.fi   ::
   ::     // ------------------------------------------------------------ ::
   :: \\ //  Amiga - In an insane world it's the sanest choice. Trust me! ::
   ::  \X/   ------------------------------------------------------------ ::
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Newsgroups: comp.sys.amiga.games,comp.sys.ibm.pc.games