HDTenEightyP/NetNews huggingface dataset:
From: pjb@ersys.edmonton.ab.ca (Paul Bolle)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Need Ultima6 Walkthrough
Date: Sat, 25 Jul 92 00:03:55 MDT
Organization: Edmonton Remote Systems #1, Edmonton, AB, Canada

maj1@Ra.MsState.Edu (Mark "Beren" Jamison) writes:

> Could someone maill me this little gem or mail
> the address of a site to get it..
> 
> please mail me at maj1@ra.msstate.edu
> --
> _____________________________________________________________________________
>                        Still looking for Luthien
> maj1@ra.msstate.edu                                 maj1@camlost.b17a.ingr.co
> _____________________________________________________________________________

        If ya get the walkthru, I'd appreciate a copy.
Thanx.

             Paul at (pjb@ersys.edmonton.ab.ca)

Paul Bolle              pjb@ersys.edmonton.ab.ca
Edmonton Remote Systems:  Celebrating 10 years of service to Northern Alberta
Newsgroups: comp.sys.ibm.pc.games,comp.os.os2.apps
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Falcon 3.0 Tip: ECCM
Organization: AT&T
Distribution: na
Date: Mon, 27 Jul 1992 12:53:41 GMT
Summary: Sidewinders vs. Enemy ECM--a solution?

I've complained before about not being able to lock onto enemy planes using
ECM pods with Sidewinders.  If I keep the target in the aiming reticle,
all I get is a warped sounding growl from the speakers that rises higher
and higher in pitch, but almost never a lock on--very frustrating!

Well, I may have stumbled upon a solution.  I'm not sure if it works every
time, since I haven't experimented with it enough yet, but I know it's
done the trick at least twice.

All I did was turn off my radar.  I *think* that both times I did it, I
was getting the weird growl from the confused Sidewinder.  Once I turned the
radar off, I got an almost instant lock (followed closely thereafter by
a kill :^).

Again, I'm not sure if this works consistenly, or if it is necessary that
you transition from radar-on to radar-off with the target lined up.  Perhaps
you just have to fly with your radar off to begin with.

Hope this helps others avoid the frustration I used to experience when running
afoul of enemy planes with super-ECM pods (jams radar AND infrared!).

Rob
ihlpy!opus@att.att.com
From: lchong@polyslo.csc.calpoly.edu (Leo Chong)
Newsgroups: comp.sys.ibm.pc.games
Subject: Running falcon on 486/50
Date: 24 Jul 92 19:31:38 GMT
Distribution: na
Organization: Cal Poly San Luis Obispo, CSc Department

I finally got falcon to run without crashing on my 486, but when the turbo
switch is 'on', I still lose the 'intro' bird sounds and the female radio
voices saying 'waypoint bla bla bla'.  Does anyone know if this is a bug?
Does the 3.0d patch fix this problem???????

lchong@polyslo.csc.calpoly.edu
From: russw@cs.utexas.edu (Russ Williams)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Battle Isle by Ubisoft
Date: 28 Jul 1992 15:32:48 -0500
Organization: Great Northern Hotel
NNTP-Posting-Host: cs.utexas.edu

In article <vic.712310715@severus> vic@sci.kun.nl (Victor Langeveld) writes:
>bhv@areaplg2.corp.mot.com (Bronis Vidugiris) writes:
>I checked this one out yesterday, and it was a piece of cake. Just keep

Man, I think I must have a mental block on this scenario! :-)

>I found out that the computer plays a poor game.

That's for sure.  But it does have a lot more units.  Oh well, I'll give
it another try...

>And what about "The Perfect General" (or something like that...)?
>Since I'm Advanced Squad Leader fanatic, I'd love to have a _really_
>fancy wargame.

I just got TPG a week ago.  It's pretty good, definitely better than
Battle Isle (talk about damning with faint praise :-), but I'm a lot
more impressed with The Lost Admiral.  Of course if you just want a
land game instead of a naval game, you'll prefer TPG to TLA.

I think TLA has much better replay value, though.  It can produce
random maps and campaigns of several scenarios, which TPG cannot.
The AI in TLA seemed a lot better too (one of the best I've seen).
TPG's AI is sure better than Battle Isle, though, and pretty good.

Russ
Newsgroups: comp.sys.ibm.pc.games
From: bdianton@cs.ulowell.edu (Mark Diantonio)
Subject: Re: * Starflight III ?
Originator: bdianton@cs.ulowell.edu
Organization: University of Massachusetts at Lowell Computer Science
Date: Tue, 21 Jul 1992 14:12:28 GMT


|> > For me, the trading part in II was a bit funny ...
|> > exploration ship, meets new races & civilizations ...
|> > & the first thing they do is buy & sell things.
|> 
|> Well, there's three answers to that.  (1) Historically, interest in
|> buying and selling things was the main purpose behind governments
|> sending out explorers (not purely so in SF II, of course).  (2) The
|> first step in successfully communicating with newly discovered
|> cultures usually consisted in showing them something they wanted, then
|> bartering it for other stuff.  (3) You need Shyneum to survive and you
|> start with a limited amount.  So you need to trade to get Shyneum.
|> That alone is reason enough.
|> 
|> Thus, including trade in an exploration game is not funny, it's
|> natural.
|> 
|> > What happned to the alliance, government, etc, etc, etc ?
|> 
|> I seem to recall this was explained somewhere,  I think in the manual.
|> 
|> > Why can't we meet our own people, etc ?
|> 
|> Why do you need to?  The point of the games was mystery and
|> exploration, not empire building.
|> 
|> > what happned to new technology ?
|> 
|> There were lots of items...
|> 
|> On the whole, I found SF II was very good.  OF course, no sequel can
|> live up to the degree of mystery that SF I had, but they tried to
|> compensate for that in other ways, and the storyline was great.
|> Inclusion of trading also made the second game different from the
|> first, rather than just more of the same.  
|> 
|> 
|> 
|> -- 
|> Markus Stumptner                                mst@vexpert.dbai.tuwien.ac.at
|> University of Technology Vienna                 vexpert!mst@relay.eu.net
|> Paniglg. 16, A-1040 Vienna, Austria             ...mcsun!vexpert!mst

I agree with you totally.  That other guy probably hasn't even played
the game.  By the way didn't CGA go out with Discos and Drive Ins?

Keywords:
From: jburney@seamis1.gsfc.nasa.gov (Jeff Burney)
Newsgroups: comp.sys.ibm.pc.games
Subject: SUMMARY: Falcon 3.0D Modem Connection Technique
Summary: falcon3.0D modem connection technique
Date: 21 Jul 92 16:34:02 GMT
Organization: Goddard Space Flight Center


Here are the instructions for Falcon 3.0D modem play:
(Passed on to me by another netter)

Dual Play - the same technique for connecting applies to allied
mode but you need to select a squadron first.  The Caller always
has control over game selections.

1. Select Comms - at the comm screen choose all of the appropriate
parameters.  One person is designated as caller the other as answerer.
Make sure the speed and mode (dual/allied) is the same for both players.

2. When you save the settings or initiate the connection, you will
be prompted to "Use the default modem settings"  (or some such prompt),
answer NO.  Now as each of the three(?) commands is displayed in
the "modem" command box, just hit return.  You want to use
the defaults but you have to feed them to the modem one at a time
manually.

3. If all went well during the command sequence you should be
connected (connection takes place one or two seconds after the modem
tones stop).  This is the most important step:

	The _answerer_ should hit return three seconds after the
	connect.  And the _caller_ should hit return about ten 
	seconds after the connect.  The actual time is not the 
	factor, it is the order (answerer --> caller).  I use
	the time as a sure-fire way of not hitting enter too soon.
	If the caller enters before the answerer, it will not work.

4.  If all went well, the screen should go blank in a few seconds
and return you to an inactive (nothing flashing) War Room.  Then
just wait while the computers exchange info.

If anyone has comments, suggestions or other successful techniques
let me know.
--
Jeff Burney                     | Icky, Icky, Icky, Icky, Ptang,
jburney@seamis1.gsfc.nasa.gov   | Loomfong, Zowzing.
SES, Inc.  301-439-6617         |		- Holy Grail
NASA/Goddard Space Flight Center| 
Newsgroups: comp.sys.ibm.pc.games
From: etxfln@eos.ericsson.se (Fredric Lonngren)
Subject: Re: ALT.GAMES.ORIGIN (was Re: ALT.GAMES.ULTIMA???
Reply-To: Fredric.Lonngren@eos.ericsson.se (Fredric Lonngren)
Organization: Ericsson Telecom AB
Date: Fri, 31 Jul 1992 11:49:02 GMT

In article <rdippold.712580362@cancun>, rdippold@cancun.qualcomm.com (Ron Dippold) writes:
|> Well, if you can convince people to use relevant titles (say, U7 for
|> ultima 7 discussions, WC for Wing Commander, WC2 for Wing Commander 2,
|> etc.) you can do a select on that and get the same effect.  Otherwise,
|> you know everything is going to be crossposted...
|> 
|> However, if somebody with two months to spare wants to check into
|> news.announce.newgroups and news.announce.newusers and news.groups,
|> you'll find out how to create a group.  It's not pretty.
|> 

Agree totally, and if we eventually go thru the 6 month process to open
c.s.i.p.g.origin ( or the instant shortcut and open alt.games.origin that
would leave all those who don't get alt.-groups behind ) what do we have ? 
Just one more group to read. Not many here wouldn't read the new group only 
or ignore it totally. We don't only read about the games we play, but also
about other games so we know what to buy/avoid next.
So the same people read about the same things but diverted in two groups and 
we have not gained anything.    

     -- Fredric Lonngren       Email : Fredric.Lonngren@eos.ericsson.se --
   ====  Ericsson Telecom AB   Memo  : ERI.ETX.ETXFLN                   ==== 
-======  EO/ETX/TX/ZH          Voice : + 48 8 719 5226                  ======-
   ====  126 25 STOCKOLM       Telefax : + 48 8 719 5557                ====
     --  SWEDEN                                                         --
Newsgroups: comp.sys.ibm.pc.games
From: t-kirkb@microsoft.com (Kirk Baum)
Subject: Need Crack for Dragons Lair 1
Date: 29 Jul 92 17:46:19 GMT
Organization: Microsoft Corp.

I need a crack for Dragons Lair 1.  There was one posted a while
back but it didn't work.  If anyone has this please E-mail me.

Thanks,

Kirk (t-kirkb@microsoft.com)
Newsgroups: comp.sys.ibm.pc.games,rec.games.misc
From: jlong@uhunix.uhcc.Hawaii.Edu (John Long)
Subject: Re: Falcon 3.0 and you eagle eyes
Organization: CAF
Distribution: na
Date: Wed, 22 Jul 1992 00:44:41 GMT

In article <1992Jul18.152754.23517@newshost.lanl.gov> masten@beta.lanl.gov (David A. Masten) writes:
>
>At 1x, an F16 doesn't appear as more than 1 pixel until you are within
>0.3 miles.  I think I can make out some detail on a 50 ft plane at more
>than 1500 ft.  Can't you?  Also, the jet has to be within about 1000 ft
>to determine its heading (unless you get the aid of the high G
>contrails).  At what distance can you tell which way a plane is heading?
>10000 ft for a fighter maybe?  20000?  More? 
>
>At 1x, it doesn't fill your (35 mRadian) AIM-9P circle till range reads
>"0.0".  At 4x, it does this at 0.2 miles.  35 mR at 0.2 miles ~1000 ft
>is 35 ft which is about the wingspan of the F16.
>
>Conclusion:  4x gives the most realistic portrayal of the scale of
>planes as seen by the naked eye.  So don't feel bad about using it!
>1x is for y'all with 20/huge vision.
>
>BTW, the sun fills about half the 9P circle, or 17.5 mR = 1 degree,
>which is twice its angular size.  So either they just decided to make
>the sun look bigger, or the 9P circle is 2x too small.  If the later, 
>8x gives the most realistic scale!
>

Interesting analysis David, you do good work.

Isn't field of view greatest at 1x? 

In 1x, you have to get pretty close to a plane (meaning that you start
to see detail on the screen) before you can hit it with guns, so I don't
know what good the extra detail is. With missles, you don't really 
need to see your target, but with guns, you aren't close enough to hit
it until you see detail anyway.

So isn't the loss of detail compensated by the gain in field of view?

It's the old problem of mapping a 3d world onto a 2d screen, again.

-LongJohn
Newsgroups: comp.sys.ibm.pc.games
From: stevep@ims.com (Steve Poulsen)
Subject: Re: Gateway (Legend) Help needed
Organization: Integrated Measurement Systems, Inc.
Distribution: comp.sys.ibm.pc.games rec.games.misc
Date: Mon, 27 Jul 1992 15:00:50 GMT

In article <SCULLYL.92Jul24183448@prism.cs.orst.edu>, scullyl@prism.cs.orst.edu (Lyle Scully) writes:
|> 
|> I need help with the second part of Gateway from Legend. I got through
|> the first planet with no problem (the one with the multi colored
|> rooms). Now I have moved on to the next one (one with the spider). It
|> kills me.

You need a gun to deal with the spider.  There's a gun back on Gateway.

-Steve-

--
Steve Poulsen, Integrated Measurement Systems, Inc.  Beaverton, OR  USA
Voice: 503-626-7117   Fax: 503-644-6969   Fidonet: 1:105/31.6
INTERNET: stevep@ims.com   Compuserve: [70262,3115]
Newsgroups: comp.sys.ibm.pc.games
From: lidz@quads.uchicago.edu (adam lidz)
Subject: Re: Virtual Reality Survey
Reply-To: lidz@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Fri, 24 Jul 1992 21:49:44 GMT

In article <1992Jul24.130336.8101@srg.srg.af.mil> dpipes@spica.srg (Dave Pipes x4552) writes:
>
>(I'm not sure what "it" refers to, but I *think* this is a response to me...)
>Who is selling "Virtual Reality" setups now?  I am unaware of any commercial
>sets now available, although someone mentioned something for the Apple, like
>a design studio for researchers.
>
It refers to Virtual Reality.

>I am not stupid enough to believe these arcade games which have VR plastered
>all over them, and Blue Sky is not stupid enough to try to sell Underworld
>as full VR.  So again, support your claim that VR is *not* full field of
>view graphics combined with non-keyboard input, minimally.

By definition VR is anything in first person.  unless of course you believe
the media.
From: s750884@otto.bf.rmit.oz.au (Peter NUNN)
Newsgroups: comp.sys.ibm.pc.games
Subject: U7 upgrade needed
Keywords: Ultima
Date: 21 Jul 92 02:20:06 GMT
Organization: RMIT Computer Centre, Melbourne Australia.

I am playing with version 2.2 and it is really bugged.  I am hoping someone
can tell me where I can download a patch of a later version.
Thanking you,
Peter
From: rhodes@rogue.llnl.gov
Newsgroups: comp.sys.ibm.pc.games
Subject: Crack Wanted: Wing Commander I
Date: 27 Jul 92 21:41:28 GMT

I actually own the game but I am tired of the blue prints.
Newsgroups: comp.sys.ibm.pc.games
From: chuck@cco.caltech.edu (Charles M. Higgins)
Subject: U7 Ultima VII beginner questions
Keywords: ultima vii U7 u7
Organization: California Institute of Technology, Pasadena
Date: Fri, 31 Jul 1992 19:37:01 GMT

I just started playing Ultima VII yesterday, and I have some basic questions.

   1) First, is there a patch for the game?  If so, is it available on
      the net? (I don't want to send the disks in!!)

   2) Is there no automap facility?  Am I doomed to hand-map town
      after town?  (Are maps available on the net?)

   3) How can I feed my party?  I don't wish to hand feed each one whenever
      he or she is hungry.  Similarly, I assume that my whole party needs
      sleep.   I can sleep by using a bed, but how can I get them to sleep?

   4) How can I tell what time it is? (For a 9PM meeting, for example).

   5) Since I am the Avatar, the embodiment of all the virtues, it seems
      wrong that I should wander around and pick up gold, jewels, and weaponry
      wherever I find them.  Should I pick up things I find in a house?
      How SHOULD I get gold, better weaponry, etc.?


            Thanks very much!
   
                   Chuck Higgins, Caltech EE
Newsgroups: comp.sys.ibm.pc.games
From: mike%jim.uucp@wupost.wustl.edu (Mike Suter)
Subject: Re: Adventure Construction Set
Organization: BITS, St. Louis, MO
Date: Fri, 24 Jul 1992 20:29:53 GMT

linet2@mentor.cc.purdue.edu (Lord Eugster) writes:

[interesting list deleted]

>Just my thoughts of what a really great ACS should have.  Maybe it should be
>called "Advanced ACS"?

Sounds good, now all we have to do is get Electronic Arts/Stuart Smith
working on it!

Mike
-- 
mike%jim.uucp@wupost.wustl.edu
Newsgroups: comp.sys.ibm.pc.games
From: I.J.Rispin@man0507.wins.icl.co.uk (I.J.Rispin)
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               Relayed; Tue, 28 Jul 1992 17:37:32 +0100
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Content-Identifier: 131
Subject: 4 Crystals Of Trazere (Legend)
Date: Tue, 28 Jul 1992 16:54:00 +0000


------------------------------ Start of body part 1

Some general Q's followed by a hint (slight spoiler?)






------------------------------ Start of body part 2







         I've been playing Legend (4 Crystals Of Trazere) for a couple of 
         weeks now. It is my first multi-character RPG experience (the only 
         other RPG I have played is rogue). I have a few general questions 
         about the game:
         
         1) The best weapon I have come across so far is the staff, so I 
         bought one for each of my characters. Is it really the best weapon 
         for the Berserker (I judge the strength of a weapon from the 
         attack and defence points it gives the character - should I be 
         considering any other factors?). I bet my berserker 'Arnie' feels 
         a complete cissy wielding a tiny stick instead of a two-handed 
         sword, or whatever.
         
         2) What is the point of the 'open' and 'look' commands. I used to 
         always open a cupboard, then look in it, then take any treasure. 
         Now I just use 'take' straight away. I don't see the point of 
         using the other two commands.
         
         3) Why can't you teleport over water? You can only teleport to 
         parts of a room that you could walk to - doesn't seem fair.
         
         
         Post any answers here, or mail me   
         
         i.j.rispin@man0507.wins.icl.co.uk      (Ian)
         
         
         
         
         ** A small hint (possibly slight spoiler) below **
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         If one of your characters is low on luck, go to one of the 
         resurrection points - cast missile damage spells at him/her until 
         they're dead. Then resurrect the character - you should find that 
         he now has a column of white skulls (= 5 luck points I think).
         
         
         
         
         

------------------------------ End of body part 2
Newsgroups: comp.sys.ibm.pc.games
From: dpipes@spica.srg (Dave Pipes x4552)
Subject: Re: Most Wanted Cracks List
Organization: just me
Date: Fri, 24 Jul 92 12:37:15 GMT
Followup-To: comp.sys.ibm.pc.games

In article <1992Jul23.042440.6313@r-node.gts.org> yung@r-node.gts.org (Amos Yung) writes:
<stuff ripped out>
>
>Go check the licensing statement on your software again and you will find
>out: lending your software to another person is prohibited! Therefore no
>matter whether you retain a copy in your hard drive or not, it is against
>the licensing policy, which you swear with your heart and soul to obey
>once your break the magic seal, for anybody other than yourself to use
>the software.

This is not true for a lot of games I have seen recently.  They use the 
book metaphor, sometimes described as exactly that.  And you know there
is a possibility that the shrink-wrap agreement will not stand up in US
courts.
>
>Software is becoming the single most user-disadvantaged product in the
>world. The customer seldom knows exactly what a software can and/or will
>do (especially in the case of entertainment software); you can't return it
>if it is not working the way you want it to; you can't return it if it is
>not working the way the advertisment implying it will; you can't return
>it if it is not working the way that it said it will; and top it all off,
>you can't return it if it does not work at all.  

I don't know where you buy your software, but I suggest you change stores.
Several chains of stores here (Egghead, Radio Shack) allow you to try out
software.  Even if you can't, clearly you can read reviews in one of many
magazines or right here.  If you don't know what the software does, you are
seriously isolated (and in fact would not be posting to this group :-).

I have returned games because the did not do what I expected at 3 different
chain stores.  I have also returned software which did not fit the 
advertising (an arcade game described as a strategy game, e.g.).  ANY store
I have dealt with will take back non-functional games.
<more stuff deleted>

I suggest that you: read Computer Gaming World; patronize Egghead or
Electronics Boutique (here in the states, anyway - don't know where you
are); ask questions on this group; *read* the licenses; talk to stores
about return policies.  In short, the problems you describe are not with
software itself - they are with the way you deal with the vendors.

In no way does any of what you said justify piracy (which seems to be the
point of this lingering discussion).
>-- 
>----------------------------------------------------------------------------
>Amos Yung          | Macintosh Jr.: The power to crush the other kid.
>yung@r-node.gts.org| 
>----------------------------------------------------------------------------

Like your sig...:-)
			David Pipes
robear@digex.com

Newsgroups: comp.sys.ibm.pc.games
From: paulm@paramount.nikhefk.nikhef.nl (Paul Molenaar)
Subject: What I would like to see in Beyond Wolfenstein 3D
Organization: NIKHEFK
Date: Tue, 21 Jul 1992 08:03:49 GMT

Ok, finished all episodes of Wolfenstein 3D. Considered it well
worth the $50 and I do applaude ID/Apogee...

But now I want more. This one was ok for starters, but I'm still
hungry. So here's a small wishlist, ID/Apogee:

- More dynamics. We've mentioned exploding chests, grenades etc. before.
- More variation in the environment. How about shoot-outs in a city etc.
- LAN-support! I want to fight my colleages. If the above cannot be done
  on short notice, build in LAN-support first (might be a little easier?)

Feel free to add any comments/suggestions...

Paul Molenaar
Newsgroups: comp.sys.ibm.pc.games
From: glover@sgi.elec.uq.oz.au (Brian Lovell)
Subject: Spellbreaker problems
Organization: Prentice Centre, University of Queensland
Date: Wed, 22 Jul 1992 05:54:02 GMT

Hi, I'm in the middle  of playing the infocom game spellbreaker,and need help with
a couple of problems.  Basically the game is really hard!!!!!

1) Now, obviously the ogre has a cold, but can't find a spell or an object to get rid 
of it. 

2) I can get past the avalanche by using the stop time spell, but can't get the
white cube in the hermits hut. 

3) In the stone hall where the zipper is found, I am trying to
block the flow of water.  Is this right?  I can't seem to find anything to do it
with if it is.  

4) The serpent I have got no idea about.

Now I would say that these puzzles are all intertwined, however I have no idea on 
any of them.  Could someone give me a hint to start solving them.  I would prefer
only a hint to start solving these puzzles rather then the complete solution.
This game is really frustrating as there are no clues to the solution.  If there
are then I can't find them or can't decipher them.

Thanks in advance for any help.

Stuart Glover.

--
glover@s1.elec.uq.oz.au

Newsgroups: comp.sys.ibm.pc.games