HDTenEightyP/NetNews huggingface dataset:
From: mallen@wyvern.twuug.com (Marc Allen)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: WC1 -- Ralari Mission, Kill Ratios, Etc.
Date: 30 Sep 92 23:02:39 GMT
Organization: Tidewater UNIX Users Group

randall-joshua@CS.YALE.EDU (Joshua Randall) writes:

>OK, all kidding aside, I think we can agree that the Ralari mission is *hard*,
>no matter what.

>I jokingly mentioned kill ratios, and then I heard someone else say something
>about it (like you can purposefully fail missions in order to fight more guys
>and thus pump up your kill ratio).  Do other people use the "kill ratio" as a
>measure of flying skill?  I know I sure do.  If you want we can start some 
>sort of monster brag session about who has the best kill ratio.

Personally, I think that flying skill has more to do with how fast you can
zorch the cats, and how little damage you end up taking during the mission.
I don't really care how many ships I kill, as long as I fly well. (Of
course, I do care that I knock out enough to beat the mission profile.)

>Also, who besides me wishes that the missions were more "realistic"?  I mean,
>if you get right down to it, every one is the same:  go out, kill everything
>(except your transports, or, in rare cases, enemy capital ships), and come
>back.  Even if Colonel Halcyon says "We need information more than we need
>heroes", your goal is *still* basically to shoot everything that moves.

>In WC3 I would like to see more of an effort to vary the missions--how about a
>mission where you really *do* have to just gather info?  (E.g. you meet a ship
>with phase shields and you don't have any torpedoes.)

Sure... how about a cloaking device that you use to dock to some ship
surrounded by the enemy?  A LOT of enemy ships, that is, so if you shoot you
give yourself away and quickly become atomic elements?

Actually, if the missions were realistic, we wouldn't have survived the
first series of them.  We'd be toast.

Marc
From: dpn2@po.CWRU.Edu (Damien P. Neil)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ways to Foil Piracy
Date: 2 Oct 1992 17:28:32 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: dpn2@po.CWRU.Edu (Damien P. Neil)
NNTP-Posting-Host: thor.ins.cwru.edu


In a previous article, avik@icase.edu (Avik Banerjee) says:

>
>> Please note that I said _affordable_. I do NOT consider $8000 affordable,
>> when I don't have the money for a $400 CD-ROM. The nature of CDs will
>> almost certainly keep CD-write drives at a high cost -- a cost high enough
>> to make it more cost effective to simply buy the games. I could be wrong
>> about this, but I seriously doubt it.
>
>your right it is high for now but the point i was trying to make is that it dropped
>$400 in ONE YEAR. if your so sure that tech toys wont come down in price as
>they get old (who remembers paying 3 digits for a calculator in the early 70's)
>like they have done in the past, would you mind looking into your crystal ball
>and telling me who's going to win the next superbowl, we could make a fourtune
>dude!

From what I have seen of current prices on technology, a product starts out
a very high price. It then drops fairly quickly to a much lower price.
After then, the price continues to drop for a while and eventually
stabilizes. However, just because the price falls does NOT mean that the
final price is going to be affordable by the average consumer. The price on
486s is now less than 1/2 of what it was to begin with -- but the initial
price was far, far lower than the initial price on CD-write drives.
Therefore, IMHO, CD-write drives are likely to fall in price, but to stay
above the cost of a fully-loaded computer system. And I just don't see
someone buying somthing like that in order to copy games!

And calculators in the 70s is not the same thing. At that time, a
calculator was a fairly radical concept, so people were paying for
completely NEW technology. A CD-write drive is not new -- it is just an
extension on current concepts of removable media.

I could, of course, be completely wrong about this, but I'll only believe
it when I see it.
-- 
+-------------+------------------+---------------------------------+
| Damien Neil | dpn2@po.cwru.edu | Case Western Reserve University |
+-------------+------------------+---------------------------------+
From: dodger@planet10.WPI.EDU (DoDGeR)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: downloading via ftp
Date: 27 Sep 1992 01:41:42 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: planet10.wpi.edu
Keywords: I recently bought a new 386 system, and I'd really like to download some

In article <53945@dime.cs.umass.edu> lukas@freya.cs.umass.edu (Christopher Lukas) writes:
>of the giant amount of software available via anonymous ftp, but I've
>been having problems.  I only have an old version of pkzip, so I first
>downloaded a bunch of archive utilities to my unix account, then I 
>used kermit to download them to my system.  They didn't run at all.
>I tried it several more times from different ftp servers, but no luck
>with anything at all.  Does anyone know what is wrong?  The files I tried
>to download and run were .exe and .com files, but they just froze my system
>when I ran them.  I checked, and kermit downloads files to and from my system
>with no errors.  Help!
>
>Chris Lukas
>lukas@cs.umass.edu


have you set the type to bin when you ftp
Newsgroups: comp.sys.ibm.pc.games
From: lidz@quads.uchicago.edu (adam lidz)
Subject: Re: Nintendo copying (how stupid...)
Reply-To: lidz@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Mon, 5 Oct 1992 20:08:18 GMT

Out of curiosity, does this mean that nintendo games have to be "compatible" 
with a type of computer?  If so, what?  IBM?
Mac?

Xref: sparky comp.sys.ibm.pc.games:15548 rec.games.programmer:4089 comp.sys.amiga.games:13613
From: jlg@cochiti.lanl.gov (Jim Giles)
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
Subject: Re: wishlist for the ultimate role-playing advent
Date: 2 Oct 92 18:43:38 GMT
Organization: Los Alamos National Laboratory

For the ultimate *computer* driven role-playing game:

1) It should be possible for each player (each *must* have a separate
   terminal) to move through the world independently of any of the
   other players.

2) Independent players should be able to interact with each other in
   any way they wish - and there should not, necessarily, be any ways
   for players to tell whether characters they meet in the game are
   controlled by other players or the computer.  (I did say *ultimate*
   didn't I?)

3) Each player should be free to decide on an independent objective:
   whether it be making money, becoming famous, living peacefully,
   or whatever.  There should be no GM imposed victory conditions.

4) The game should be mostly strategic in nature.  That is, few arcane
   and arbitrary puzzles which, once solved, are just a nuisance.  The
   game should consist of different players (and non-player characters)
   each competitively (or cooperatively) pursuing whatever their 
   objectives are.

5) Since the game has no imposed victory conditions, the game can proceed
   for long periods of time - possibly forever.  The program should be
   extended with new forms of allowable interaction as the game technology
   improves.

The optimal game is like chess - it remains hard even after you've
played it for years.  This is not because of the game itself getting
harder, but because the competiveness of your opponents improves even
as you do.  Of course, chess has to limited a range of interactions
to be interesting as a role-playing game (state the obvious first:
a cardinal rule in writing).

There are two problems to solve: the types of permitted interaction
need to be many and very flexible; and the program needs to *learn*,
so that program controlled characters aren't static.  Different players 
should be permitted to converse through their characters (though doing 
so will allow you to guess which characters are player controlled and
which aren't - unless you can write a program which passes the
Turing test).  
   
-- 
J. Giles
Newsgroups: comp.sys.ibm.pc.games
From: shanks@saifr00.cfsat.honeywell.com (Mark Shanks)
Subject: Re: F15 Strike Eagle III
Organization: Honeywell Air Transport Systems Division
Date: Mon, 5 Oct 92 19:20:21 GMT

In article <1992Oct5.151121.14087@netcom.com> hchong@netcom.com (Hoi Chong) writes:
>Yes, it will kick F3's ass.  This will be due to F3's tunnel vision.  You
>know what is tunnel vision?  That is when an owner put cardboards on the
>side of the horse's eyes to keep the beast from looking sideway.  Padlock
>view?  Ha, ha, ha.
>
>Sorry.  F3 is simply unplayable. 

Hoi, you're a stitch. For a guy who claims to spend thousands of
dollars on games, you sure have some unusual opinions on which ones
are worthwhile.

Mark Shanks
From: paa4129@dpsc.dla.mil (Dennis Dudek)
Newsgroups: comp.sys.ibm.pc.games
Subject: KYRANDIA: Help appreciated
Date: 30 Sep 92 14:36:52 GMT
Organization: Defense Personnel Support Center, Philadelphia


      Thanks for all of the help.  You probably have not heard
the last from me.  I am proceeding through the timbermist woods.
     Dennis
From: kw@doc.ic.ac.uk (K. Wong)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Sci-fi RPG's
Date: 6 Oct 1992 20:21:02 +0100
Organization: Department of Computing, Imperial College, University of London, UK.
Distribution: usa
NNTP-Posting-Host: oak7.doc.ic.ac.uk

In article <tyler.brown.43@EMCB.CC.UTAH.EDU> tyler.brown@EMCB.CC.UTAH.EDU (TYLER JAMES BROWN) writes:
>In article <kenneth.717662169@ponder> kenneth@ponder.csci.unt.edu (Kenneth W. Rich) writes:
>
>>In <1992Sep26.081707.23037@reed.edu> gchen@bagpipe.reed.edu (Mark Aranethes Jinglewood Chen) writes:
>
>>>well, if you want a fairly old game, Wasteland is the best sci-fi 
>>>rpg i've ever played
>>>its in EGA but the system is really well done
>>>i usually don't play games more than once
>>>but this one i played about three times
>>>mark
>
>>I agree!  One hint...The Chainsaw is the best weapon in the game.
>
>What about the Messon Cannon? The thing that gives you 10 shots per power 
>pack?

	Actually, its a meson cannon, as any physicist will tell you. What 
kinda meson? Dunno. Anyway, the MC is the best firearm, no doubt. But if you
have the time and patience to slug it out hand-hand and build up your skills,
melee weapons are the best. Also, wasn't the proton ax better than the chain-
saw? Anyone know if there was a limit to number of ammo clip/E-Packs in the
whole game? After continous use of my Uzi, the game seem to have "run out"
of 9mm clips! no more mobs or shops had any, (which was why I went to melee!)
Wasteland! No doubt, one of the best SF RPG I've ever played! (along with
Sentinel Worlds, (FM1) and Hard Nova)

==============================================================================
" There is no right, there is only POWER! "
				- Ashen-Shugar,A Darkness at Sethenon

Hadoken! -Ken
From: drmcclin@uncc.edu (David R McClintock)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: GAME BYTES: New article types wanted!!
Date: 2 Oct 92 13:28:35 GMT
Reply-To: drmcclin@uncc.edu
Organization: University of NC at Charlotte

In article 8008@b11.b11.ingr.com, ross@kaos.b11.ingr.com (Ross Erickson) writes:
>>>Actually, no the filesize of Game Bytes (zipped) will never go beyond
>>>1.44MB.  Actually, my intention is to make it always fit on a 1.2 MB
>>>disk too.  Until I get to CD-ROM publishing.  muuhahahaha.  Wicked
>>>laugh.  Then you'll be blown away.  Stick with your 1.44 MB drives.
>>>It will do you fine by me, anyway.
>>
>>Why would this matter?  Its not like anyone runs on a floppy-only system
>>nowadays anyways... I mean, whats the use of reading a review on Ultima 7
>>if there is no chance your system can play it?  :)
>
>Because if you're on a workstation and you ftp it, how do you get it
>to your PC that ISN'T on the same network.  Floppy-net...
>
>Also, it gets mailed frequently and I'm not mailing my hard disk
>around...
>-- 

IF you get the files on your workstation and a modem is connected to it or the server,
you can download it from home using Kermit. It works great here for files larger than
1.44MB.


                   
   +-------------------------------------------------------------------+
   >                                                                   <
   >  Dave McClintock  -->    Internet: drmcclin@mosaic.uncc.edu       <
   >                                                                   <
   >                                                                   <
   > "Don't know, Don't care!"                                         <
   >                                                                   <
   >                                                                   <
   > Question: "What will I do when I graduate this spring             <
   >           and lose my account to the SUN SPARC workstations       <
   >           and internet???                                         <
   >                                                                   <
   > Answer: " ..........die a slow and painful death ....   :(  "     <
   +-------------------------------------------------------------------+
From: slf8n@cc.usu.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: M&M IV Clouds of Xeen (Short Review)
Date: 3 Oct 92 16:01:41 MDT
Organization: Utah State University

Might & Magic IV BRIEF Review!

Ok, this is a Short Review of the game. First off it DOES need at least
one meg of XMS or 1 meg of EMS memory to run. It says it will work on a
286. It uses a very similier engine as MM3. Though several graphic 
enhancements have been made in how the monsters animate and attack.

First off for those who have played MM3 you will feel right at home
with this interface since it virtuly (sp) identital to MM3. You have
the same charater class as in MM3 (paladin, sorcerces, druid,fighter, ninja
,cleric,ranger) The manual tells you very little spells you have to find
info on them yourself (I would have preferred having them listed in the manual
myself) as you play the game. A nice feature added is the auto-note taking
it records most of the inportant information you might find as you explore.
But not all, you still might need to write down some things.

As for playing the game, I have only played it for about 6 hours. The
game gives you a fairly good party to start with, I went to the inn and
made my own because I preferr more magic casters. The improvements on
sound are great! I have a Roland LAPC-1 and a SoundBlaster Pro, it used
the Roland for music, and some sound effects and the SB Pro for the rest
of the Sound effects and voice. The graphic affects on the monsters when
you hit them can be quite amusing, and they have a more graphical affect
when hit with some magic spells. There movements seem to be a bit more
animated then in MM3.
So far I have just finished the Dwarf mine quest and the completed
the Witches tower. Have barly explored any portion of the outside.
Seems bigger then MM3.



Johnny Georgi
From: smintz@sedona.intel.com (Stephen Mintz exp 11/92~)
Newsgroups: comp.sys.ibm.pc.games
Subject: Xeen; dragon..
Date: 6 Oct 92 19:26:40 GMT
Article-I.D.: ichips.1992Oct6.192640.11488
Organization: Intel Corporation
Originator: smintz@alamo


Has anyone been able to defeat the drake in the lowest level of King Burlock's
castle, he slaughters my party before we are even up to him with two breaths....
Newsgroups: comp.sys.ibm.pc.games
From: markus@clement.info.umoncton.ca (MARC PAULIN)
Subject: Re: Problem on ScreenShot in GameByte #5
Organization: Universite de Moncton
Date: Wed, 30 Sep 1992 14:54:37 GMT

In article <BvCLKH.7nt@fmsrl7.srl.ford.com> ccw@slee07.srl.ford.com (C. C. Warren) writes:
>From: ccw@slee07.srl.ford.com (C. C. Warren)
>Subject: Re: Problem on ScreenShot in GameByte #5
>Date: Tue, 29 Sep 1992 16:24:11 GMT

>Well, I had problems with two of the SVGA screen shots. I have an ATI VGA
>Wonder with 512K of ram. The shot of Links 386 Pro was blank. I don't
>remember what other one didn't work right.

	The second one, is it Guest by any chance??  I could see Links 386 
Pro without any problem but my video card is not powerful enough to handle 
the graphics of Guests.  That's toooooo bad.  I'll buy a new one.

                                         ____
              _  _  _                  / \   \ 
            /' )' )' )                |   |   |           
              /  /  /                 | (_|__/         \   
             /     /  __. .__    ___  |   |  __.  . .   \  .   ___ 
            /     (__(_/|__) )__/(__   \_/__(_/|__)\_)__/\__)__) <_ 
                  Internet:    markus@clement.info.umoncton.ca
                  Talk Deamon: 8900795@clement.info.umoncton.ca
Newsgroups: comp.sys.ibm.pc.games
From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: strike commander cd release???
Reply-To: ross@kaos.b11.ingr.com
Organization: Intergraph Corporation
Date: Tue, 29 Sep 1992 16:57:41 GMT

>Is Strike Commander on CDROM going to be released at the same time as the disk
>version or will the CDROM version come later?

The CD-ROM version will come out slightly (no, I can't define
'slightly' in Origin terms) after the disk version.
>

-- 
|------------------------------------------------------------------|
|  Ross Erickson             |                                     |
|  ross@kaos.b11.ingr.com    | "No individual raindrop considers   |
|  205-730-4019 - voice      |  itself responsible for the flood." |
|  205-730-6445 - fax        |                                     |
|  Internet: 129.135.252.87  |                                     |
|------------------------------------------------------------------|
From: twix@ccwf.cc.utexas.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: (Zip for) Strike Commander Demo
Date: 30 Sep 92 09:41:45 GMT
Organization: The University of Texas at Austin, Austin TX

Uhm.. I hate to say this.. But i talked to someone from Origin and there is no stike commander demo... It's just somebody's playtoy

Newsgroups: comp.sys.ibm.pc.games
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Subject: Prince of Persia Cheats
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
Date: Mon, 5 Oct 1992 00:32:15 GMT

A couple people have been asking about this so here it is.  The cheats for
Prince of Persia, that is.  Oh, I think these only work with version 1.0 of
the game, but I haven't tested them on version 1.5 so I can't be sure.

PRINCE OF PERSIA
----------------
Status: Tested
Source: Unknown
                 [< Sorry, I lost your name. >]

Boot the game with "PRINCE MEGAHIT" and you will have the following added
features:

Scrolling: Up    : U         Scrolling may affect the game status:
           Down  : N         - killed men may come to life!
           Left  : H
           Right : J

           +/-     : Time Up/Down
(toggle)   SHIFT-B : Show redrawn sections only
           C       : Show some mysterious codes
           SHIFT-C : More mystery codes
(toggle)   SHIFT-I : Invert screen
           K       : Kill on-screen opponent
           SHIFT-L : Go to next level (no time lost)
           SHIFT-S : Gain health point
           SHIFT-T : Gain health capacity point
           SHIFT-W : Feather-falling mode


Enjoy.
-- 
Joshua E. Randall			randall-joshua@minerva.cis.yale.edu
Xref: sparky comp.sys.ibm.pc.games:15482 bit.listserv.games-l:5728
From: lidz@quads.uchicago.edu (adam lidz)
Newsgroups: comp.sys.ibm.pc.games,bit.listserv.games-l
Subject: Re: OUT OF THIS WORLD
Date: 2 Oct 92 10:31:01 GMT
Reply-To: lidz@midway.uchicago.edu
Organization: University of Chicago Computing Organizations

Hey, what do people call those alien lions?
I've always called them "Jackal-Mastiffs" from those nasty things in Star Trek 6....
Newsgroups: comp.sys.ibm.pc.games
From: shadow@r-node.gts.org (Jay Chu)
Subject: Re: *** NEW APOGEE *** Keen Dream
Organization: R-node Public Access UNIX Information System (416-249-5366)
Date: Fri, 25 Sep 1992 23:41:57 GMT

In article <sekT4e200WCTMD6V00@andrew.cmu.edu> "Robert W. Igo" <ri09+@andrew.cmu.edu> writes:
>Is this crippleware?  I can only get sound up to Adlib level; the
>Soundblaster option is greyed out.  Also, I can't get the joystick as a
>controller (button to select joystick is greyed-out as well).  Did they
>maybe decide they wouldn't support these on the shareware version, or
>did they just figure they'd add them in later and never bothered?

You need to have the CT-something.DRV installed.  After that, it will be fine.

-- 
        ______                shadow@r-node.gts.org
       | |__| |   If it's there and you can see it       - it's real
       |  ()  |   If it's there and you can't see it     - it's transparent
       |______|   If it's not there and you can't see it - you erased it!
From: tayloe@rtsg.mot.com (Dan Tayloe)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Lode Runner
Date: 5 Oct 92 13:47:51 GMT
Distribution: na
Organization: Motorola Inc., Cellular Infrastructure Group

jrs@netcom.com (John Switzer) writes:

>In article <BvIoL8.EKD@news.udel.edu> helie@bach.udel.edu (Ray) writes:
>>Does anyone know if there is a version of Lode Runner for the IBM PC?
>>I used to play Championship Lode Runner on the C-64 (*many* years
>>ago), and I would like to get my hands on a copy for the IBM.  
>>Anyone know where I can get a copy? (Anyone have a copy they want to 
>>sell?)  Thanks a lot for any help you can offer.  8-)

>I'm not sure if Lode Runner was out for the IBm, but I think so. However,
>I know for certain that IBM sold an almost direct rip-off called "Road Runner." It
>had the road runner running away from a bunch of coyotes, but the basic game
>was identical to Lode Runner, including the ability to build your own levels.
>-- 
>John Switzer               | 50 years from now, nobody will
>                           | remember Candice Bergen or Murphy
>74076.1250@Compuserve.com  | Brown, but every school kid will
>jrs@netcom.com             | be taught about President Quayle.


It came out for the IBM some time ago.  Last year I bought a copy from the
bargin games section of one of the local games store for $7 (Babages, I believe).
From: mmwang@adobe.com (Michael Wang)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Might & Magic IV is OUT!
Date: 5 Oct 92 19:30:24 GMT
Organization: Adobe Systems Incorporated

In article <1992Oct3.195730.21261@PA.dec.com> le@wldwst.enet.dec.com (Le) writes:
>
>In article <1aknvcINN97u@mizar.usc.edu>, gmhunter@mizar.usc.edu (Guy Michael Hunter) writes...
>>In article <1992Oct2.152228.59388@cc.usu.edu> slf8n@cc.usu.edu writes:
>>Yes, Xeen is out and once again, after plopping down over $50 hard-
>>earned discretionary greenbacks, I'm forced to go to page XXX, line
>>XXX and lookup word number XXX !! Boy, it'll sure be fun going 
>>through the manual like I did with MMIII and numbering every line 
>>on every page to make lookup easier! Shouldn't take more than a 
>>couple of hours.
>> 
>>Since the game already assumes I am a criminal, I have no qualms
>>about asking the net gods for the UNPROTECT...PLEASE!
>It's not that bad really. Unlike MMIII, where it checks for password *every*
>time you boot up the game. XEEN so far only asked me for password twice, once
>when I tried to get out of VERTIGO, the other time was when I tried to enter
>King what's-his-name castle.

And also unlike MM3, Xeen doesn't ask for some hard to find stuff like
line 23, word 10. Instead it asks for a more reasonable line 3-5, word
3-5.

-- 
Michael Wang
mmwang@mv.us.adobe.com