HDTenEightyP/NetNews huggingface dataset:
From: bovine@engin.umich.edu (Mitchell Rohde)
Subject: Re: Stripped Down Game Copier
Date: Thu, 13 Aug 92 10:09:02 EDT
Organization: University of Michigan Engineering, Ann Arbor

   What you want is an EPROM programmer...

  you can get em that connect up to your pc ...

  all you do is configure the unit by software ( most decent ones )
 pop in your game chip ( the big ugly one inside the stupid
 plastic case called a cartridge )... and suck the data...

  you can keep it on disk etc etc.... re-burn your own, etc etc

  NOTE: I have never copied game chips before, but I'm sure it
 is just like any other chip.... 

Newsgroups: rec.games.video
From: steveskr@milton.u.washington.edu (Steve Skrzyniarz)
Newsgroups: uw.forsale,rec.games.video
Subject: Sonic the Hedgehog for sale
Date: 18 Aug 92 09:40:51 GMT
Distribution: na
Organization: University of Washington, Seattle

I have a copy of Sonic the Hedgehog (Genesis) for sale with instructions and
binder.  Price: $20 ppd
Newsgroups: rec.games.video
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Intellivision II unit and 4 games for sale.
Organization: University of Maryland, College Park
Date: Sat, 15 Aug 1992 03:15:28 GMT

In article <92225.143446U50842@uicvm.uic.edu> Paul D. Torres <U50842@uicvm.uic.edu> writes:
>
>       The Intellivision II unit and the four games are selling for $220. The

This has got to be a typo.  Or a joke.  I love the Intellivision, but as
people have already said, you can find a like-new Intellivision or 
Intellivision II at a flea market for $10.  Furthermore, I have an
Intellivision catalog that pictures the Intellivision III (looks
brown & gold, just like the Intellivision I) for $70.

>This is to cover first class postage as well as insurance. The games are:
>Star Wars The Empire Strikes Back, Tron Deadly Disks, Tron Maze-A-Tron, and
>Space Armada. The Unit is in excellent condition. If you are interested please
>respond at the above e-mail address.

To be worth $220, the "Unit" had better be capable of cooking breakfast and
making my bed.  As for the games, I've bought all of them for between
$1 and $5 each.  (Tron Maze-A-Tron is one of the cooler Tron games.)

   VGR

Newsgroups: rec.games.video
From: ehrhart@rchland.vnet.ibm.com (Jeffrey Ehrhart)
Subject: Re: GENESIS: Castle of Illusion/Fantasia opinions wanted
Date: Fri, 14 Aug 1992 13:52:56 GMT
Distribution: rec
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

In article <19310@drutx.ATT.COM>, tml@druhi.ATT.COM (Tim Larison) writes:
|> I want to buy a Disney fan a Sega Genesis video game as a gift,
|> and I saw these two titles in the video store.
|> 
|> Any opinions on these two games?  Which game is better?

   Castle of Illusion is definitely better than Fantasis.  Also, consider
Quackshot starring Donald Duck.


-- 
Jeff Ehrhart
From: ULDBEV@ubvm.cc.buffalo.edu (Beverly Vander Kooy)
Newsgroups: rec.games.video
Subject: Re: SNES Zelda
Date: 20 Aug 92 15:35:53 GMT
Organization: University at Buffalo

If you have the hook shot, you can capture and destroy the bubbles individually
with your sword.  Then you can "kill" the master.
From: ccsmh@gdt.bath.ac.uk (Mark Harding)
Newsgroups: rec.games.video
Subject: [GAMEBOY] Who else owns one . . .
Date: 18 Aug 92 11:49:28 GMT
Organization: Bath University Computing Services, UK

I recently bought a MegaDrive and a GameBoy.  Even more recently I took my
MegaDrive back and got a refund - what a waste of money.  I am however hooked
on my little GameBoy; it has a small screen, only 4 colours but boy are the
games addictive!

I bought a magazine (British) called 'GB Action' and use it as a reference for
ratings on each game.  So far I have bought

  Super Mario World, Nemesis, Revenge of the Gator, Super RC Pro Am, Bart
  Simpson escapes from Camp Deadly, and Bill and Ted's Excellent Gameboy Advent.

  I did buy ' Bubble Ghost' after it was given a 90% rating by GB action but
  I took it back because it was a total waste of money IMAO.

I'm interested in collecting ideas, magazine ratings and personal reviews of
games for the GameBoy.  I've compiled the games in GB action into a top 10 and
I would like other owners thoughts on the list.

Is there any FTP site I can look for details?

Please email replies as I'm away for the next 3 weeks.

Gameboy Top 10 - compiled from 'GB action' issue 3

    1. Super Mario Land        94%
    2. Boulder Dash            93%
    3. Mega Man                92%
    4. Super Hunchback         91%
    5. Bubble Ghost            90%   Must've been a typo in the mag :-)
       Dr Franken              90%
       Revenge of the Gator    90%
       Super RC Pro AM         90%
    6. Kwirk                   88%
    7. Bubble Bobble           87%
       Operation C             87%
    8. Castlevania 2           86%
       Nemesis                 86%
    9. Batman                  85%
       Hook                    85%
   10. Bart Simpson, E.F.C.D   84%
From: phi@silver.lcs.mit.edu (Nicholas Shectman)
Newsgroups: rec.games.mud
Subject: new, cool productivity decreaser
Summary: MT 0.50a released
Keywords: multiplexing terminal
Date: 22 Aug 92 04:44:22 GMT
Article-I.D.: husc3.1992Aug22.004422.15006
Followup-To: phi@silver.lcs.mit.edu
Distribution: world
Organization: Edgewater Systems

Announcing the release of MultiTerm version 0.50 alpha!

MT is a multiplexing terminal program for connecting DOS boxes to UNIX
boxes.  If you're familiar with MacLayers, MT is similar except that the
client end runs on a DOS box instead of a Mac, and it's not as broken.
If you're familiar with uw, MT is similar except that it does VT102
terminal emulation, which is more useful.  If you're familiar with 
screen, MT is similar except that you don't have to wait for the screen
to painfully redraw.  It makes multimudding easy, or lets you quickly
change your screen from MUD to work when your boss walks in.  Or you can
use it for its intended purpose, which is programming and debugging.

MT version 0.50 is available on ftp.math.okstate.edu in /pub/muds/incoming.

MT 0.50 is a little rough around the edges, but I'm going on vacation for
several weeks, so I thought I'd let you all see what I have now, which does
work.  I'll release a more cleaned-up version in a month or so, and I'm
also committed to adding a bunch of cool bells and whistles.  In the 
meantime, enjoy!

					-/phi
phi@silver.lcs.mit.edu			shectman@husc.harvard.edu
Newsgroups: rec.games.mud,rec.games.mud.diku
From: cass@netcom.com (Diana Tenery-Fisher)
Subject: Generic Mud
Date: Mon, 17 Aug 92 15:50:30 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Followup-To: cass@netcom.com

   Excuse the cross posting...

Generic Mud was left off of the Mud list again.. I guess he didnt
get my mail... at any rate... here is the info...

Generic Mud (A Diku Mud) is at pulmonary.ubc.ca 4000 or
                               137.82.67.1 4000

30 level system, interesting areas, fun quests, - 
your usual generic mud :)

for info... write me at cass@netcom.com

thanks

diana

Xref: sparky rec.games.mud:8366 rec.games.mud.tiny:221
From: downsj@atlantis.CS.ORST.EDU (jason downs)
Newsgroups: rec.games.mud,rec.games.mud.tiny
Subject: Re: TinyMUD Classic (132,000 objects!)
Date: 20 Aug 92 06:45:03 GMT
Organization: spherical domain of death and darkness

In article <1992Aug20.045406.11895@decuac.dec.com>,
	mjr@hussar.dco.dec.com (Marcus J. Ranum) writes:
>	But this is cool news. Nice to see someone else has finally
>managed to convert the classic DB.

the TinyMUD -> TeenyMUD conversion tools are distributed with TeenyMUD 1.2,
and Classic was successfully converted, and run, about a year ago under
alpha/beta TeenyMUD 1.2. this should be the first time it's been run for
more than a few minutes under teeny, though.

-- 
\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-/
 |           - jason downs -           /\   - downsj@atlantis.CS.ORST.EDU -  |
/-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\
    opinions do not reflect those of OSU CS outreach services, i assure you.
From: beeman@cats.ucsc.edu (nameeB madA)
Newsgroups: rec.games.mud
Subject: Re: The MOOs are talking to each other.
Date: 20 Aug 92 21:42:19 GMT
Organization: University of California, Santa Cruz
NNTP-Posting-Host: mingong-ws-2.ucsc.edu

>   Oh, oh, OH!, those chittering chattering MOOs.
>
>   Networker @ LambdaMOO + ChaosMOO + DreaMOO + Universe
>
@ Commander.Genesis: Fellow CDlib'ers, get the new release ;-)

Buddha@tmi-2 tells you: hey MudOS users, there's a new release coming SOON. ;-)

-- 
#include <std_disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
From: yappo@fy.chalmers.se (Sten D~ring)
Newsgroups: rec.games.mud
Subject: Re: room/room.c
Date: 16 Aug 92 17:26:10 GMT
Distribution: rec.games.mud,rec.games.mud.lp,rec.games.mud.admin
Organization: Chalmers Univ. of Technology, G|teborg, Sweden

It helps if you realize that it's not a .h file but a .c file. Apart from the code
in your example being a bit outdated by now, it works a LOT better than the awful
std.h, if of course you inherit the file and don't try to include it. The code in
your example is the standard room.c that needs some enhancing. For example you
really ought to replace all the while loops with for loops.
Death to std.h and room.h

   Yappo Kingdoms mud.
From: jlw@gestalt.austin.tx.us (James Waldrop)
Newsgroups: rec.games.mud.lp
Subject: Re: Rebirth of the Phoenix
Keywords: Yes, rebirth
Date: 21 Aug 92 00:00:25 GMT
Organization: Los Alamos National Laboratory, NM

wconsidi@orlith.bates.edu (William Considine) writes:
>Myself and Forlock will be building the the new Phoenix from the ground
>up with a 3.* mudlib and also a nice MudOS driver from TMI.

Make sure you get the licorice variety, it's by far the most
superior of them all.

sulam

-- 
James Waldrop
jlw@hebrew.cc.columbia.edu

I walk along the path muttering about signs and portents.
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: Darker Realms - The Mudlib
Date: 17 Aug 92 01:57:12 GMT
Organization: Chalmers University of Technology, G|teborg, Sweden

Here we go again. An other round in the exciting soap opera. Don't miss
towmorrows exciting episode.

In article <1992Aug16.164731.23520@cs.tu-berlin.de> amylaar@opal.cs.tu-berlin.de (J"orn Rennecke) writes:
>Machine crashes, service, level 1 backups: that's a reason, but do you have
>this often?
Often enough to be of interest. Also, when you are conducting extensive tests,
it is very nice to be able to bring up a fully loaded mud in 15 seconds.
>
>>mudlib, unwanted creations by wizards, lack of memory, memory
>
>Lack of memory: test the following:
>a) you have a memory leak in the driver

Yes, we have several memory leaks. Of the last 4 leaks we discovered, you
had created 3. We have more leaks, but since we have very little of your
code left now, the likelyhood of finding more leaks in your parts are
very small.

>b) your machine could need some cheap simms

We are using 30Mbytes of the memory in the machine. This ought to be enough.

>c) you should thing about exploiting the clean_up feature more

Maybe we should.
>
>Extenive madlib changes can be done on-the-fly. But testing them first on a
>testmud might be a good idea.

They can be done on the fly, but reloading all the stuff you want to
update is tedious. I prefer a quick shutdown.
>
>>fragmentation, machine owner wants to run his daily FEM job, mud is
>
>Memory fragmentation: that's no problem, smalloc.c can handle this nicely.
>Only thing you have to do is to use an appropriate FIT_STYLE.

In the long run, fragmentation is a problem that you always will have
to deal with. Since the size of allocated blocks (especially the small ones)
is not very uniform, you will sooner or later hack your memory into
pieces that are too small for efficient usage.

>
>I know there is a way to obfuscate simple things & make them slower. Student
>code often deals with less complex problems. But hve you seen something of the
>compelexity of a stable gamedriver that's written in a clear & eficient style?

This is round-talk. There is a lot of code that is both efficent and much
easier to read than yours, with a complexity that is greater than that
of the gamedriver. Gcc for instance is not a wonder of clarity, but still
an order of magnitude easier to read and understand than the samples of
code that I have seen from you.

So instead of arguing why your code should be hard to read, why don't you
change your coding habits. You will do yourself a favour and we can start
using your code again.

Jacob Hallen
Newsgroups: rec.games.mud.lp
From: anipa@cs.tut.fi (Niilo Neuvo)
Subject: Re: **** TOP 10 LPMUDs ****
Organization: Tampere U of Technology, Finland
	<Bsy271.518@wpi.WPI.EDU> <1992Aug14.183116.7709@tamsun.tamu.edu>
	<1992Aug17.113249.8144@usenet.ins.cwru.edu>
	<1992Aug18.060027.23949@fy.chalmers.se>
Date: Tue, 18 Aug 1992 10:59:24 GMT

jacob@fy.chalmers.se (Jacob Hallen) writes:
> In article <1992Aug17.113249.8144@usenet.ins.cwru.edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
> >
> >  Genesis is simply way too complicated.  As a new player, it took men
> >nearly an hour just to get my character to the starting room. 

> It takes most people 10-15 minutes the first time they do it, and less
> than 5 minutes subsequent times. That it took you an hour can hardly
> be blamed on the mud.

Takes easily hours on BatMUD to create a char, if you are totally lost
and decide to read the description of every race, spell, skill and
'new' command. So far there have been very few complaints.

Takes less than 5 mins if you know what you are doing thou.

> >	Then another 3 hours spent trying to figure out how to ask
> >someone for help, and being unable to?

> You are not supposed to ask for help. You are supposed to find things
> out yourself, that's a big part of the fun with these games. The help
> texts that are available at all times provide quite adequate help.

There is no such thing as adequate help, there will always be people
who miss something. Let me show an example:

After several minutes of sitting in the race selection room:

Xxx [bat]: someone can tell me what must i type exactly to select my
 race??????

And the description of the room is:

First you must select a race. This is a permanent choice, it can't
be modified after you have selected it. Use the following commands:
  races          - list of available races
  info <race>    - information about a race
  select <race>  - to select a race and continue with character creation
There are no obvious exits.

The person figured out how to get this far, figured out how to use the
bat-channel, but for some reason missed the description of the room.

The ability to ask for help probably kept the frustration level low
enough for that player to continue with the creation of a character.
(The problem was solved without wizard intervention, so it didn't
 result in frustration in the other end too)

++Anipa, all other muds suck :)
--
      NN   NN  NN   NN  NNNNNNNN
    NNNN    N  NN    N  NNNNNN
  NNNNNN  N    NN  N    NNNN
NNNNNNNN  NN   NN  NN   NN
-- 
Newsgroups: rec.games.mud.lp
From: tim@shovel.Prime.COM (Tim Cantin)
Subject: Paradox is ...err, down
Followup-To: rec.games.mud.lp
Organization: Prime Computer R&D
Date: Thu, 13 Aug 1992 21:47:54 GMT

Paradox (128.109.143.15 10478) will be down until they get it fixed. :)
Sorry for the confusion.
-T

-- 
#include "stddisclaimer.h"
/* Tim Cantin          {uunet, csnet-relay}!primerd!tim || tim@s35.prime.com
   Prime Computer Inc. 10-21, 500 Old Conn. Path, Framingham, MA 01701 (USA) */
flames > /dev/null 2>&1
From: chena@crs.cl.msu.edu (Antony Chen)
Newsgroups: rec.games.mud.lp
Subject: Re: Unix-like wildcards in LPC?
Keywords: cp mv grep unix wildcards lpc
Date: 13 Aug 92 23:46:33 GMT
Organization: Michigan State University

garion@selway.umt.edu (Jason Curnow) writes:


>Has anyone out there written any sort of cp/mv/grep type of utilities
>that accept wildcards to deal with more than one file?  I know it's
>possible, I just don't want to re-invent the wheel if someone else has
>already coded it up and is willing to share his code.  Thanks.

Garion!  What's up old bud?  Guess what?  Remember that old mud we met on?
Ye Olde Mud, aka YOmud?  They started it back up calling it Hall of Fame
mud with all the old 2.4.5 quests.  The fun ones!  Anyways, to answer your
question, I have one simple answer.  get_dir.  Guess what?  It can handle
wild cards!!!  Some examples:
     files = get_dir ("/w/garion/b*.c");
     -- all the files that are LPC and start with a b

isn't that cool?  (BTW, mail me!  I was startin' to think you were dead.
or perhaps havin' fun with yer SO..hehe )

****************************************************************************
MMMMM      MMMMM  Antony Chen aka MELVIN @ University of Michigan, Ann Arbor
 MMMM      MMMM   GO BLUE!!  THE FAB 5 RULES: Mama said knock you out! 
 MMM MM  MM MMM   Mud-related mail: tonychen@engin.umich.edu
 MMM  MMMM  MMM      Personal mail: Antony.Chen@um.cc.umich.edu
 MMM   MM   MMM          Misc mail: tchen@churchst.ccs.itd.umich.edu
MMMMM      MMMMM  ***********************************************************
From: darius@starbird.WPI.EDU (Christopher J Scanlon)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Summary: Genesis opinons, more of them
Keywords: more opinions opinions opinions
Date: 16 Aug 92 14:49:05 GMT
Organization: Worcester Polytechnic Institute

And again, look at the keywords, these are my (opinions) on Genesis :)  And
I know that a lot of people think this is probablly the Greatest LPMud that's
around right now.  But I think there's been a little bit TOO much emphesis
on realism which isn't on other LPMuds.  I don't come on to most muds to just
hack, slay, destroy, quest, wiz out, and code.  I like to meet people, talk,
socialize and I think the system of meeting people and not knowing anyone
until you've met them makes it very hard to do that.  It can also cause some
problems as well.  I attacked two players on my visit to Genesis and never
even knew they were player characters.  The tell from the wizard also annoyed
me, and seeing this wierd unarmed battle system at work [though I'll admit
it looked pretty nice] was strange as well.  
I never said that Genesis wasn't a nice game, but as far as what most LP's
are like, Genesis is hacked to the point where it should be something else
[in a different way than say, UriMUD was]  The realism factor might have
been a nice goal, but I think it alienates new players far too much to be
really effective and from what I've heard, there's been a drop in players
on Genesis since it went to the new mudlib.  I've seen it from both ends
(As a player on Genesis and as a wizard/Brother on Farside) and had to think
they at least did a great job documenting creation, but I still would have
rather stuck to a TMI or 2.4.5 mudlib rather than code on it.
There are good things which could be taken from it and implimented, but the
change as a whole seems to be a bit TOO much realism in what's supposed to
be a fantasy game.

Just my $0.02.

Christopher Scanlon : darius@wpi.wpi.edu : Darius @ Aegolous Acadicus
Daroki @ Valhalla, Paradox, Ancient Anguish, and PhoenixMUD
P.S.  Gotta say Hi to Randalar while I'm thinking of it :)
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Newsgroups: rec.games.mud.lp
Subject: Re: Genesis Debate
Date: 20 Aug 92 16:33:44 GMT
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
Organization: Case Western Reserve University, Cleveland, OH (USA)


In a previous article, xt@math.chalmers.se (Carl Hallen) says:

>
>
>To not appreciate the character generation system on Genesis is perfectly
>fine with me. What I hate about this discussion is that most of those who
	I appreciate the system. At least, the time taken to design and
implement the system.  Had I the interest to re-create something
similar, I would probably fail horribly.

>write on the net about how terrible Genesis is, haven't bothered to tell
>the staff at Genesis what they feel is wrong. How do you expect us to make
>things that players enjoy if they don't tell us what they think about our
>creations? I sometimes chat with players that just created their character,
>and most of them claim to enjoy it. That's why we haven't seen any reason
>to change it.
>
	When I did logon to Genesis relatively often, it was impossible
to find the keepers to give them ideas.  'idea <insert a neat idea
here>' responds 'What?' to me.

>  Carl Hallen (Keeper of Genesis)
>
From: jsjdb@acad3.alaska.edu (Jason D. Bourgoin)
Newsgroups: rec.games.mud.lp
Subject: Porting 3.XX to ULTRIX
Keywords: help needed
Date: 21 Aug 92 17:22:00 GMT
Organization: University of Alaska Southeast
News-Software: VAX/VMS VNEWS 1.41.UAC

Ok, we snagged 3.0.53 from alcazar, zcat'ed it, etc, and it's returning
a boatload of errors on comm1.c (did I mention we're running Ultrix ?)

Has anyone else ported 3.XX to Ultrix ? Do I (we) need to snag a newer/
different/etc parser ? I don't have account access (a deity from within
the mud) so any instructions will have to be explicit, so I can relay
them to the actual account owner.

Did I mention that the head deity would like to run a 2.4.5 mudlib ?
(Sorry TMI :)  Anyway, mail me....

***PLEASE DO NOT RE-POST HERE***  MY RESOURCES ON THIS ACCOUNT ARE NEAR
DEPLETED, SO POSTING YOUR RESPONSE WILL NOT RESULT IN ME SEEING IT.

Instead, MAIL me at:     jsjdb@acad1.alaska.edu

Thanks in advance,
Jason D. Bourgoin
Katmandu
Newsgroups: rec.games.mud.lp
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Subject: Re: **** TOP 10 LPMUDs ****
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Thu, 20 Aug 92 16:14:22 GMT


In a previous article, michael@iastate.edu (Michael M. Huang) says:

>In <1992Aug17.113249.8144@usenet.ins.cwru.edu> ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>
>[Some text deleted]
>>	Have you guys ever heard of a neat thing called simplicity?
>
>Well, to view it from another coin, have you ever heard of a neat thing
>called complexity?  What if someone got on here and started to complain
>about how simple the muds in the current LP world is, and how mindless
>that most of them have become?
>
>Maybe the people who code current Genesis *like* the complexity and
>beauty of things.  Maybe, just maybe, there are more players out there
>with more stamina and wit to live in the current Genesis world.  Like
>a favorite cliche from so many postings here "If you don't like it,
	Ah, but Genesis, when it was running the same mudlib from
everywhere else, was the second biggest LP-Mud there was.  50-60 users
on at ANY given time.  People would endure the lag of the international
link just to be on there.  Now, the max I've ever seen is 8, and I can't
even find out who they are.

>>no right to be called an LP-Mud, for the only thing even close to
>>similar to Lars Pensj's LP-Mud is that it is programmble.
>
>I would like to see a definition of LPMUD from somewhere which states
>that one mud is or isn't an LP.
>
	The driver is totally different, the mudlib is totally
different. 

Newsgroups: rec.games.mud.lp