HDTenEightyP/NetNews huggingface dataset:
From: spxpmf@thor.cf.ac.uk (Phillip Fayers)
Newsgroups: rec.games.pbm
Subject: Realm of the Immortals (UK Game 3)
Keywords: Realms, Legends
Date: 12 Jan 93 12:07:55 GMT
Organization: Physics Dept. University of Wales, Cardiff
X-Mailer: Cardiff Computing Maths PP Mail Open News Gateway


Hi all,
	I've just started playing in ROI 3 which has just started here
in the UK. I'm looking mainly for contacts who are playing in this game
or others in similar games. I'm about to start up in ROI 2 as well so I
wouldn't mind contacting people who are playing in that as well.
	Its nice to see discussion of the subtleties of the rules, it
helps new boys like to me to avoid simple mistakes.

-- 

Phillip Fayers                      email: fayers@cardiff.ac.uk
Sun admin/support/programming       phone: 0222 874000 x 5282 (UK)
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.pbm
Subject: Re: DM: Help Wanted With Roll-Up
Date: 6 Jan 93 21:56:54 GMT
Organization: Tufts University - Medford, MA

In article <1ie5v5INNjma@gap.caltech.edu> johnjohn@cco.caltech.edu (John White) writes:
>In article <kF0wwB1w165w@Micor.OCUnix.on.ca> crip@Micor.OCUnix.on.ca (Garth  
>Werner) writes:
>>gharris@jade.tufts.edu (George W. Harris) writes:
>
>>> 	10-13-9-13-10-5-10.
>>> 
>>> Any suggestions?
>
>>        My personal suggestion is for trying 11-13-9-17-15-6-13 as a 
>>Parry-Strike.  That's been one of my pet styles for the past few months.
>
>P-S?  On a size 9 with a 6 speed?  Really?  Hmmm...
>
>I don't have _any_ experience on designing the style, so let me as you how  
>you think this rollup would compare to a ... waste.  I see that the will  
>wouldn't be as important in that case ... Hmmm... I don't know what to say  
>other than I'd be interested in seeing it as a PS.
>
>What are you going to do George?

	Hmmm.  Well, I was leaning towards the waste, but I've never run a 
Parry-Strike, and I'm always itching to try something new, so I think I may
give that a go.  It certainly looks reasonable.  

>John
--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation  
Newsgroups: rec.games.pbm
From: aiko@dutiag.tudelft.nl (Aiko)
Subject: Legends: Shadowdrake familiar
Keywords: Legends
Organization: Delft University of Technology
Date: Thu, 7 Jan 1993 02:17:13 GMT

Hi all,

I got a question for you.

Has anyone tried out the spell summon shadowdrake familiar
(Ancient Arcana spell in Coa). Anyone know what ingredients to use,
what amount of spell points to use etc. etc. In short does anyone
know exactly how it works. If someone has casted the spell, what's
the little bastard like (the shadowdrake)?

Thanks in Advance

Aiko Gieskens
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Galaxy help needed
Organization: Department of Astronomy, University of Virginia
Date: Sat, 9 Jan 1993 00:52:46 GMT

In article <zk1rl4r@quantum.qnx.com> dagibbs@quantum.qnx.com (David Gibbs) writes:

>Drive research should be the first thing you research, it is useful
>for cargo and war ships.

I research it after weapons and shields. Generally I don't have any
colonies that far away at the start of the game, so, since I play
defensively to start, it's OK for me to go for weapons & shields
first. It also, I think, makes people less likely to attack me. Other
people don't see it my way, but...

Someone else writes:

>>>1) Build small cargo ships (like 1/0/0/0/1) rather than big ones

>>This doesn't apply above version 3, where cargo cap = cargo + (cargo^2)/10.

>Does everyone agree with this?

I still build small cargo ships, even in version 3. I checked out the
increase and it was pretty small, given that you still have to build
additional drives. I'd rather have small ships that are a little less
efficient yet are useful as cannon fodder. Your answer might be
different if you are building ships to go to closeby colonies. A
strategy which involves more shipping (I only colonize places up to
around 25% of the max and let them grow the rest of the way) might
also change your answer.
From: bc@fccn01.fccn.pt (Luis Miguel Sequeira)
Newsgroups: rec.games.pbm
Subject: rec.games.pbm.allies
Date: 5 Jan 1993 05:43:06 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

cinnibar@netcom.com (Jeff Wood) writes:

>Just a thought, folks.  For those of us who play the PBM games such as
>sponsored by Flying Buffalo Inc and other such places, what about a
>small newsgroup that 'announces' that some one has joined a starweb/illuminati/
>etc game?  This could give a 'head-start' to those necessary alliances, as well
>as saving on those $200/month phone bills games that require diplomacy cost. :)
>
>Thoughts, comments?  All in favor of rec.games.pbm.allies?

Er, are ya crazy, man???

_I_ wouldn't trust  a newsgroup for _my_ alliances...  unless I'd post
cryptographed stuff!!

:-)

	- Luis Sequeira

  _________________________________________________________________________
 /
/
    _/     _/     _/  _/_/_/     Computer scientists do it byte by byte.
   _/     _/_/ _/_/ _/
  _/     _/ _/  _/  _/_/_/       "We don't ask for miracles to get the job
 _/     _/     _/       _/        done, we RELY upon them!"
_/_/_/ _/     _/  _/_/_/         

  bc@fccn01.fccn.pt                        Luis Miguel Sequeira
                                  Laboratorio Nacional de Engenharia Civil
  Phone 351-1-8482131 Ext. 2752   Centro Informatica/Grupo Sistemas Centrais
  "Don't call me, I'll call you"  Av. Brasil, 101 - 1700 Lisboa, Portugal
                                                                          /
_________________________________________________________________________/
Newsgroups: rec.games.pbm
From: zlg1409@uxa.cso.uiuc.edu (Zhenhai Li )
Subject: Galaxy game0 at Haven. UPDATE. IMPORTANT.
Organization: University of Illinois at Urbana
Date: Mon, 11 Jan 1993 23:55:19 GMT


  Please pay your respects to the Haven Galaxy Game Server.  It has suffered
 a drive crash, and everything, backup included is dead dead dead.  
 
  I go to check on the progress of the game this morning and find... 
      IT'S GONE.
  So I get pissed, say a few words... and reach for the backup floppy.  
      IT'S GONE TOO!
  Now I get worried, and tear the place apart looking for it... not in the
 'fridge, not in the car, not in the shower. 
      GONE!


   I don't have a clue what to say to the empires involved in the games in
  progress.  It's all gone.


   I'll let everyone know more details as I discover them.  Maybe the backup 
  disk will turn up... maybe...


    The Arbitrator of the now dead Haven Galaxy Game Server.

(Note from Z: It can't of gone far. it hasto be around here somewhere,
don't delete everything yet. I'm helping him look for the backup disk.
You'll know when we find it.)

Newsgroups: rec.games.pbm
From: dagibbs@quantum.qnx.com (David Gibbs)
Subject: Re: Galaxy help needed
Date: Fri, 08 Jan 93 19:51:32 GMT
Organization: Quantum Software Systems, Ltd.

In article <16B508005.M22367@mwvm.mitre.org> M22367@mwvm.mitre.org writes:
>1) Build small cargo ships (like 1/0/0/0/1) rather than big ones

This doesn't apply above version 3, where cargo cap = cargo + (cargo^2)/10.

>2) In combat *more* ships is better that *bigger* ships (send a couple big ones
>      escorted by a lot of small ones)

Definitely a good strategy -- mixed fleets work best with lots of
little stuff to prevent your big stuff getting hit.

>3) Make friends

True of any multi-player game.

>4) Shield research has the most gradual payoff (don't bother with cargo
>      research unless you have an insanely peaceful galaxy)

Drive research should be the first thing you research, it is useful
for cargo and war ships.  So this makes it useful for everything
but orbital fortresses, also it is the only way to move a ship
more than 20 light years in one turn.

As to whether to go for shields or weapons next, that is a harder
decision.  It depends on your strategy, but both have advantages.

>5) Don't let your enemy get "Incoming Groups" reports if you can help it

Always a good idea -- if he doesn't know the attack is hitting, he can't
send reinforcements.

-David Gibbs
(VOC, Game 7; Bytor Game Beta)
Newsgroups: rec.games.pbm
From: Jesse.Taylor@launchpad.unc.edu (Jesse Taylor)
Subject: Re: galaxy battles
Organization: University of North Carolina Extended Bulletin Board Service
Date: Fri, 8 Jan 1993 17:45:17 GMT

In article <8866@orbit.cts.com> jduffin@pnet51.orb.mn.org (Joshua Duffin) writes:
>Jesse.Taylor@launchpad.unc.edu (Jesse Taylor) writes:
>>As the the arguement that galaxy turns take a year, and that ships only
>>shooting once for each attack during the battle was too slow for a year,
>>another point was made that solar systems are BIG places, and that a
>>battle would involve numerous skirmishes between the various ships, not
>>one HUGE engagement... Plus if you factor in ECM, ships might miss each
>>other in battle. Maybe each ship could fire twice in a turn for a battle?
>
>I still disagree on the idea that ships could run out of time to shoot at each
>other.  Turns *are* at least a year long, and while star systems are large,
>ships move faster than light, and even at lightspeed no planets are more than
>a few light-hours away from the local sun.  It's also evident that finding
>enemy ships shouldn't be a problem, given that all ships at any system one of
>your ships is at are detectable, and from the map you can see that even ships
>in hyperspace can be detected at least approximately in location.
	True, but now we get into the theoretical nature of the
hyperdrive. Apparently ships in hyperdrive create a wave force that allows
them to be detected, and also for their mass and speed to be known if
you're at the planet on the other end of the wave. From every science
fiction novel I've ever read, you can't go into FTL drive inside a Gravity
well (ie: star system), thus battles would take place at normal speeds
(this, I think, would be one of the reasons for the old style of
battleing, since a fleet can't just up and leave in the middle of the
fight if they're losing... ) Also, even if you could go FTL inside a star
system, would you *want* to?! I wouldn't want to be flying around at x
times the speed of light in a place wi' lots of stuff floating around!

>inet: jduffin@pnet51.orb.mn.org            | My other account is a Porsche.
>uucp: {crash, tcnet}!orbit!pnet51!jduffin  |

JT

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Solar problems...
From: cctr128@cantua.canterbury.ac.nz (Mr K Osborn)
Date: Wed, 6 Jan 1993 20:04:31 GMT
Organization: University of Canterbury, Christchurch, New Zealand.
X-Newsreader: TIN [version 1.1 PL8]

Kevin Hester (kevinh@apple.com) wrote:

: Has anyone else had problems sending their Solar turn reports to
: Rob@ccc.govt.nz?

Check out my previous post, rob's mailer is down ... for about two weeks.

: Kevin

Kelwyn
Newsgroups: rec.games.pbm
From: cweir@morgan.ucs.mun.ca (Corey Weir)
Subject: Attention all SWF members!!!--NOMAD SPEAKS...
Summary: I speak...
Organization: Memorial University of Newfoundland
Date: Tue, 5 Jan 1993 15:57:58 GMT

         I have returned from a long absence to bring news of my
federation's much-delayed commencement. Sorry for the time loss, but you
will all be glad to know that my system of role-playing works. I will
begin sending a complete rundown of the different matches in our
tournaments to everybody, beginning Monday, Jan.11 1993. Again sorry for
the delay but when you gotta go, you gotta go...

                                         Nomad
                                         cweir@morgan.ucs.mun.ca
.


Newsgroups: rec.games.pbm
From: dagibbs@quantum.qnx.com (David Gibbs)
Subject: Re: Galaxy help needed
Date: Tue, 12 Jan 93 18:09:28 GMT
Organization: Quantum Software Systems, Ltd.

In article <C0o93y.E7u@news.cso.uiuc.edu> amead@s.psych.uiuc.edu (Alan Mead) writes:
>But how often is that economical?  I find the close match between 1
>cargo unit to 1 CAP or 1 COL to be a benefit, not a bug. 

I have found that 99 ship size is not generally economical because it
isn't flexible enough, but it was a good example to illustrate the
savings available by increased cargo holds.  A size that I have
found very convenient is 6.19; this gives a cargo carrying capacity
of about 10.01.  That is the 1 turn COL output for a homeworld.
Also when shipping CAP around, you often want to ship a large amount
at once, and more efficient ship designs do help.

-David
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Galaxy Playing (was Re: Galaxy Turn Format)
Organization: The MITRE Corporation, McLean VA 22102
Date: Mon, 4 Jan 1993 19:22:45 GMT

 
An automated Galaxy playing program might lose quite quickly if it did not
devote a good deal of it's attention to diplomacy.  There is/was an effort to
develop a Diplomacy playing program and it had to deal with the diplomacy of
the game.
 
Improving your position in the short term is not neccessarily the best thing.
The Tintin (Russel's Game #4) have fought all their wars with at least one
ally seperating them from their opponent.  Had I taken my neighbors out earlier
in the game, I doubt I could have survived.
 
As it is, I have high tech levels and my industry is rebounding from a major
counter-attack by the Photons (giving lie to the earlier contention that one
loss = end of game).
 
- Mike (Tintin, Game 4)
Newsgroups: rec.games.pbm
From: gmi@stud.hsn.no (GEIR MIKKELSEN)
Subject: PBM Programs Wanted
Organization: Nordland College
Date: Tue, 5 Jan 1993 15:40:14 GMT

Scandinavian PBM company is interested to get in touch with persons
or companies who are making PBM games. We are primarly interested to
buy programs for the scandinavian market, but we are also interested in 
some kind of franchise agreement.

If you have any information, or adresses - please send us a email.

Adress : gmi@stud.hsn.no

Arctic Circle Games
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: rec.games.pbm
Subject: DM - Weapons Chart 1
Date: 6 Jan 1993 08:41:13 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: milhouse.caltech.edu
Originator: johnjohn@milhouse

This table gives the required stats for each weapon.  It isn't really  
complete  
interms of requirements of combinations.


WEAPONS VS. STATS TABLE

WEAPON NAME	STR	SIZ	WIT	DFT	REMARKS

Dagger		3	3	5	5
Epee		7	3	15	15	Use 2 =22(19 Ambi) DFT
Hatchet		7	3	9	7
Short Sword	5	3	11	3	Use 2 =7 STR
Small Shield	5	3	5	7
War Hammer	13	3	7	7
Longsword	11	3	13	11	Use 2 =17(15 Ambi) DFT
Mace		13	3	3	5
Scimitar	9	3	11	11	Use 2 =17(15 Ambi) DFT
Battle Axe	15	7	9	9	
Broadsword	11	3	9	7
Medium Shield	9	3	5	7
Morning Star	13	3	9	11
Short Spear	9	3	7	5
War Flail	11	3	7	5
Large Shield	13	3	5	7
Quarterstaff	11	9	11	11	2-handed use only
Great Axe	13	3	9	11	2-handed use only
Great Sword	15	9	9	11	2-handed use only
Longspear	11	9	5	9	2-handed use only
Halbard		17	9	9	11	2-handed use only
Maul		15	9	5	7	2-handed use only

COMBINATIONS
SC/DA		9	3	11	12
LO/HA		11	3	13	12
EP/HA		7	3	13	15	

* Note:	The requirements for WIT and DFT _may_ be one less than indicated in  
the above table for the classical weapon of each style.
Newsgroups: rec.games.pbm
From: seah@fraser.sfu.ca (Simon Seah)
Subject: HERO Solo PBEM :  Machinations of Mechanon
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Wed, 6 Jan 1993 06:00:44 GMT

HERO SOLO PBEM :  MACHINATIONS OF MECHANON

Doctor Destroyer is gone, but the world isn't taking any chances.
In one week, the Sentinels of Project SafeGuard will be field-tested
by a rag-tag group of heroes -- all that remain after the lethal
confrontation between the evil Doctor and the World -- before being
put into service to guard the world against the remaining pockets
of supervillains.
VIPER has announced vile intents concerning the Project but nothing
has been proven.
But is VIPER the biggest threat?
... NOT!

The world has forgotten Mechanon...

======================================================================
A list of house rules will follow in another post.
I'm taking a maximum of three players, all one-on-one games, but
the scenario is the same.

Simon
- mail me; in general, first-come first-serve

Newsgroups: rec.games.pbm
From: amead@s.psych.uiuc.edu (Alan Mead)
Subject: Re: Galaxy help needed
Organization: UIUC Department of Psychology
Date: Fri, 8 Jan 1993 23:55:08 GMT

dagibbs@quantum.qnx.com (David Gibbs) writes:

>In article <16B508005.M22367@mwvm.mitre.org> M22367@mwvm.mitre.org writes:
>>1) Build small cargo ships (like 1/0/0/0/1) rather than big ones

>This doesn't apply above version 3, where cargo cap = cargo + (cargo^2)/10.

Does everyone agree with this?  In my thinking, the extra space you
save isn't worth as much as the advantages in flexibility and safety
that you lose.  Also, I always want to shield a large ship (or else a
single punk drone could erase a turn's work).  And effectively
shielding a freighter makes it really inefficient.

Just MHO.

-alan
Newsgroups: rec.games.pbm
From: (Carl Forhan)@rchland.vnet.ibm.com
Subject: Missing subject header
Date: Mon, 04 Jan 1993 15:57:16 GMT
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: --


Could someone please post the address for Hyborian War (Reality Simulations,
Inc.)?  Thanks in advance!


Carl Forhan
Newsgroups: rec.games.programmer
From: pee9901@ultb.isc.rit.edu (P.E. Erkkila)
Subject: FAQ?
Originator: pee9901@ultb
Reply-To: pee9901@ultb.rit.edu ()
Organization: Rochester Institute of Technology
Date: Mon, 4 Jan 1993 18:04:49 GMT


  Could someone either point me towards where the FAQ is.. Or send it to
me.


Thanks in advance..

Paul Erkkila

-- 
________________________________________________________________________________
ULTB::PEE9901 paul@damage.bah.rochester.ny.us   damage!paul@moscom.coM 
PEE9901@ultb.isc.rit.edu  pee9901@vaxa.isc.rit.edU
From: cbusch@ub.d.umn.edu (Chris)
Newsgroups: rec.games.programmer
Subject: Maze.exe needed
Date: 7 Jan 1993 17:01:03 -0600
Organization: University of Minnesota, Duluth
NNTP-Posting-Host: ub.d.umn.edu

Because you all were talking about mazes a while back, I was wondering 
if anyone made a simple maze generator that could be callable from the
DOS/UNIX prompt, like:
    maze xsize ysize wallchar spacechar
example
    maze 80 25 W _
or something

Better yet, give me a C++/C maze library :)

--
-=-=-=-=-=-=-=-=-= Chris Busch     cbusch@ub.d.umn.edu =-=-=-=-=-=-=-=-=-=-
 C(o_o))        _                        "The use of COBOL cripples the
   (=)         (_ -|- -|- is the         mind; its teaching should, 
  --|--        language of choice.       therefore, be reguarded as a
   /^\      Protest the use of BASIC!    criminal offense." -E.W. Dijkstra
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Wanted: Cheap run-of-the-mill standard VGA board. 
Wanted: RC airplane engines, radios, planes, etc
Newsgroups: rec.games.programmer
From: bear@kestrel.fsl.noaa.gov (Bear Giles)
Subject: Re: Getting a copyright
Organization: Forecast Systems Labs, NOAA, Boulder, CO USA
Date: Tue, 5 Jan 1993 23:24:51 GMT

In article <1993Jan5.172528.29826@fsl.noaa.gov> bear@kestrel.fsl.noaa.gov (Bear Giles) writes:
>In article <ui8VwB1w164w@jwt.UUCP> bbs-cyclic@jwt.UUCP writes:
>>Does anybody know the correct procedures for obtaining a copyright?  Any 
>>and all advice is welcomed.  Thanks.
>
>Copyright (c) 1993 Bruce R. Giles.  All rights reserved.

I keep forgetting.... if there is _any_ chance you will sell your copyrighted
material to the United States Government add:

U.S. Government Restricted Rights

Use, duplication or disclosure by the Government is subject to restrictions
set forth in subparagraph (a) through (d) of the Commericial Computer-
Restricted Rights clause at FAR 52.227-19 when applicable, or subparagraph
(c)(1)(ii) of the Rights in Technical Data and Computer Software clause at
DFARS 252.227-7013, and in similar clauses in the NASA FAR Supplement.


(This is the FrameMaker copyright notice).

It seems that the U.S. Government is exempt from copyright law and if you
sell _one_ copy to any branch of the Federal government without this
"Restricted Rights" notice the government is legally entitled to make (and
use) as many copies as it wants without further compensation.


Bear Giles
bear@fsl.noaa.gov/cs.colorado.edu
From: sn@plato.chemietechnik.uni-dortmund.de (sn)
Newsgroups: rec.games.programmer
Subject: Direct Mouse programming?
Keywords: mouse
Date: 7 Jan 93 10:27:10 GMT

Hi, does anyone know how to program the mouse directly? I'm interested
in both 2button (Microsoft mode) and 3 Button (Mouseman/Logi mode)  operation

EMail is welcome, if you are interested as well, mail me and I'll post a 
summary

-Sven
From: HeroSoftware@cup.portal.com (Bits of Magic)
Newsgroups: rec.games.programmer
Subject: Re: Getting a copyright
Date: Tue,  5 Jan 93 10:49:45 PST
Organization: The Portal System (TM)

Standard I'm Not A Lawyer Disclaimer Here...

>In article <ui8VwB1w164w@jwt.UUCP> bbs-cyclic@jwt.UUCP writes:
>>Does anybody know the correct procedures for obtaining a copyright?  Any 
>>and all advice is welcomed.  Thanks.

>Copyright (c) 1993 Bruce R. Giles.  All rights reserved.

>BTW, this is _not_ necessary, it simply provides additional legal
>protection.  _All_ creative work is "born copyrighted;" the legal
To the best of my knowledge, this is correct.  However, the additional
legal protection is, I believe, in the nature of being able to collect
additional damages should you win a case of infrigement.

>There is a central registry where you can send material but nobody
>bothers with software -- it is only used by literary authors.
Several years ago Electronic Arts told us that they were in fact
registering the software we created and they published.  I have no
knowledge of my own as to whether they actually did or not, but I
suspect the phrase "it is only used by literary authors" is not
absolutely correct, but is generally correct.

>As to look-and-feel "copyrights", the jury is still out.  I personally
>find these an obscene perversion of the law by large companies attempting
>to stiffle competition (imagine if Ford Motor Company had patented the
I agree, but in our litigious society you must concern yourself at least
minimally with them.  Don't write a commercial game that looks exactly
like someone else's!  Dazzle us with your creativity instead.

As always, YMMV.  If you get to the point of actually having a product
for commercial publication, I cannot urge strongly enough that you
consult a lawyer, preferable one knowledgeable in software law.  If
you need a recommendation, I will be happy to supply a name or two if
you email me.
****************************************************************************
* Evan Robinson                * "I never get sick of zombies.  I just get *
* herosoftware@cup.portal.com  *   sick of producers."                     *
* GEnie: EVANROB               *                        George Romero      *
****************************************************************************
Newsgroups: rec.games.programmer
From: awmin@athena.mit.edu (Art Min)
Subject: Maze Algorithms
Keywords: maze algorithms
Organization: Massachusetts Institute of Technology
Date: Sun, 10 Jan 1993 09:26:44 GMT

Hello everybody,

I was wondering what's an effecient way of keeping track of
a maze in a programming sens. If I'm going to design a game like Wizardry I,
you know a 3-D view, how should I keep the maze in memory? I mean
how do you keep track of what walls are ahead of the player efficiently.

Do you just keep in memory a little bit of the maze? What's
an efficient way to represent it (each wall as a bit?) in the file?

ANY INFORMATION will be GREATLY appreciated!!!!

Thanks,

Art
awmin@athena.mit.edu