HDTenEightyP/NetNews huggingface dataset:
From: tjg2946@ritvax.isc.rit.edu
Subject: Re: How can I divide up a file? (Problem on ScreenShot in GameByte #5)
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Sun, 11 Oct 1992 19:08:53 GMT

To divid 
e up a file, you should use the compression program like ARJ or Zip.

If you use arj.exe you should type ARJ a -v1440 (or 1200 or something like
that, check arj -?) compressed filename.000 Gamebyte file name.

Zip also have this capabilities, but I couldn't think up of the correct
command.

Newsgroups: comp.sys.ibm.pc.games
From: mucds@uxa.ecn.bgu.edu (Corey D. Stinson)
Subject: Re: Xeen bugs
Organization: Educational Computing Network
   Hey asshole,
     We don't really care how fast and amazing your computer is.  We are
Date: Sat, 10 Oct 1992 15:25:06 GMT

interested in how to get around MM4 bugs.  Take it to
alt.bragging.asshole.
				Corey


Newsgroups: comp.sys.ibm.pc.games
From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: EMERGENCY: Lightning Club isn't a Police
Reply-To: ross@kaos.b11.ingr.com
Organization: Intergraph Corporation
Date: Thu, 8 Oct 1992 15:31:06 GMT

>COME ON, YOU ALL!
>
>Why are some of you idiots out there so bloody intolerant of other's
>views and opinions?

BECAUSE THESE OTHER VIEWS AND OPINIONS THAT ARE TOLERANT,
CONDESCENDING, AND CONDONING OF PIRACY, IF NOT PARTICIPATORY, ARE
RUINING THE HOBBY I LOVE A GREAT DEAL.  Simple.  It raises prices,
drives vendors out of business, and lowers the respect for the overall
customer base from the vendor's point of view. 
>
>This damn room is full of all sorts of weirdos, crackos, wonderful
>people, wimps, machomen, and ... you get the picture!
>
>So, with that in mind, I don't see the rationale behind whacking the
>living daylights out of each other so bad.

Huh?
>
>One thing though - Doesn't Ross have any better thing to do than to
>bother Yale about that guy Joshua? This is just a matter of curiosity,
>nothing else! No flame intended, Ross!         

Well, it isn't your business but I'll tell you anyway.  I would like
to talk directly to "Joshua E. Randall" to see if he could channel
some of his gaming energy into writing for or participating somehow in
Game Bytes.  Is this o.k. with you?

-- 
|------------------------------------------------------------------|
|  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  |                                     |
|------------------------------------------------------------------|

Newsgroups: comp.sys.ibm.pc.games
From: ffhoust@eos.ncsu.edu (FORREST FRANCI HOUSTON)
Subject: Re: UW Lvl 1: Cant open door to shrine
Organization: North Carolina State University
Distribution: usa
Date: Fri, 9 Oct 1992 22:51:07 GMT

In article <1992Oct09.184831.1853@microsoft.com>, ricks@microsoft.com (Rick Saada) writes:
|> In article <MORGAN.92Oct8141747@dl5000.bc.edu> morgan@dl5000.bc.edu (Morgan Stair) writes:
|> >Help!
|> >
|> >
|> >I saw someone post hear that there's a switch somewhere that opens the
|> >"Massive Door" to the shrine on level 1.  This is the one you have to
|> >jump carefully to get to.
|> >
|> >I've looked everywhere I could think of.  How do I get it open!
|> 
|> 
|> (CONTAINS SPOILER)
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> OKay, as you enter the shrine area, you jump north to a pillar.  You
|> can now see the closed door to the north of you.  To the east is another
|> pillar.  Jump to that one (useful to save after each successful jump
|> in case you end up in the water).  Walk to the middle of this pillar
|> and look SOUTH.  There is a small alcove you can jump to with a switch
|> in it.  THis switch opens the door.  Then jump back to the second pillar,

Don't bother jumping, just throw something at it, or use a magic missle

|> then the first, and then you can jump to the door.  Be careful, if you
|> are too encumbered you won't be able to jump.  If you jump too far you'll
|> bounce off the wall and land in the water.  Of course this might not
|> be bad if there is someplace worth swimming to...
|> 
|> rick (Also lost in the Abyss, currently on level 3).
|> 
Newsgroups: comp.sys.ibm.pc.games
From: bkpipa@eos.ncsu.edu (BRIAN KEITH PIPA)
Subject: Racism in Aquanoid? *Minor Spoilers *
Originator: bkpipa@c00402-346dan.eos.ncsu.edu
Reply-To: bkpipa@eos.ncsu.edu (BRIAN KEITH PIPA)
Organization: North Carolina State University, Project Eos
Date: Thu, 15 Oct 1992 23:57:38 GMT


Has anybody tried the shareware game Aquanoid?
It's a great Arkanoid clone.
(available by ftp from wuarchive or ulowell, I forget which)

level 12 is called "This is Blakman!"

It has thge bricks arranged in a mound with a large
cross coming out of it.  Something like this:



			**
			**
			**
		  **************
		  **************
			**
			**
			**
			**
			**
			**
		      ******
		    **********
		*****************
		*****************

Can this be taklen any other way than racially prejuduiced
against Afro-Americans?  Why not call that level "The Tomb"
or "The Grave"? Why "This is Blakman"?
Any thoughts?


+++++++++++++++++ MINOR SPOILER ++++++++++++++++++++++++++

The code to start on level 10 is CERTIFICATE
Go through 10 and 11 to see 12

The code to start on level 20 is GYPSUM


bkpipa@eos.ncsu.edu
Newsgroups: comp.sys.ibm.pc.games
From: mary@wam.umd.edu (Mary Louise Cassidy)
Subject: Ack...trouble with Indy/Atlanits..(yes again..please read!)
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Fri, 9 Oct 1992 06:22:10 GMT

Jeez...more trouble with this game.  But thanks again to those that sent me 
the walkthru for it!  The problem is...I've somehow run out of orichilum(sp)
beads!  The file says to use one on the necklace and one on the hulking
machine..somehow I only have one left!  I don't think I wasted any along the linWhat gives???  Help!!  I'd hate to have to go back to a save that is waaayy
back...!  Does anyone know what I'd have to sector edit to give myself
a few more beads in the savefile???  Maybe it's a bug??  I did notice one bug
when playing with the gears and stuff on the big sentry door to the canal...
sometimes Indy would disapear from the screen entirely!  And the close-up
pointer on the puzzle would say 'Indy' and I couldn't move the items around..
odd..!  Anyone else get this??  Well thanks for what you all can do...
once again email is preferred....!!
From: swkgohw@nuscc.nus.sg (Goh Winston (Mr))
Newsgroups: comp.sys.ibm.pc.games
Subject: Ultima 6 Help!!!
Date: 9 Oct 92 02:49:24 GMT
Article-I.D.: nuscc.1992Oct9.024924.18987
Organization: National University of Singapore

Well met Jim,

Thou wilt have to speak to the shrines.

				Sir Launcelot Du Lake












D
Thou wilt have to speak to the s
Newsgroups: comp.sys.ibm.pc.games
From: 10642633@eng2.eng.monash.edu.au (PETER GILLESPIE)
Subject: Re: Out of this World, NEED HELP!
Organization: Faculty of Engineering, Monash University 
Date: Mon, 12 Oct 1992 23:53:59 GMT

In article <16227@mindlink.bc.ca> a481@mindlink.bc.ca (J.D. Frazer) writes:
>From: a481@mindlink.bc.ca (J.D. Frazer)
>Subject: Out of this World, NEED HELP!
>Date: 11 Oct 92 06:19:46 GMT
>I am stuck in the area past the 10th code where there are a lot of doors and
>an endless number of guards. If I run all the way to the right, there is a
>gate that doesn't seem to open and what seems to be a hole on the ceiling
>that I can't get through. I can hold off the guards until my gun runs out,
>but they don't stop coming. In the place where I fall into this level there
>are what looks like two doors facing me, one of which opens just as they
>start shooting...should I go through here? Pressing the up arrow or anything
>else does not seem to make me go through the door.
>
>Thanks!
>
>--
>J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
>-----------------------------------------------------------
>*BRRRRAPPAPPAPPAPPAPPAPPAPPAPP!*
>"MEIN LEBEN!" <thud>
>"You shoulda thought about that when you signed up, buddy." - Valaria
>
****
I believe you have to have freed your friend the borg. I thought that this
happened automatically though buy time you got to this place. You should see 
him climbing above you in the duct as you run along.

PEG>>>>
****
From: gt7994a@prism.gatech.EDU (ORMOND,SEAN PATRICK)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Racism in Aquanoid? *Minor Spoilers *
Date: 16 Oct 92 03:44:38 GMT
Article-I.D.: hydra.71444
Organization: Georgia Institute of Technology

In article <1992Oct15.235738.2525@ncsu.edu> bkpipa@eos.ncsu.edu (BRIAN KEITH PIPA) writes:
>
>Can this be taklen any other way than racially prejuduiced
>against Afro-Americans?  Why not call that level "The Tomb"
>or "The Grave"? Why "This is Blakman"?
>Any thoughts?

Sounds like prejudice to me...  Good thing we're living in America,
where you're entitled to free expression of opinion.  

You might also view this as a less-than-subtle social commentary.
Any minority race with as high a "death by homicide" rate as that produced
by black-on-black crime is clearly on the path to self-destruction.
The most dangerous enemy of the black race IS the black race, not some
prejudice programmer.

-- 
Sean P. Ormond
Georgia Institute of Technology, Atlanta Georgia, 30332
-----------------------------------------------------------------------
Bill Clinton '92 - "Read my lips: NEW TAXES"
Newsgroups: comp.sys.ibm.pc.games
From: yung@r-node.gts.org (Amos Yung)
Subject: Re: Theatre of War
Organization: R-node Public Access UNIX Information System (416-249-5366)
Date: Tue, 13 Oct 1992 21:05:16 GMT

In article <1992Oct12.014011.19939@grebyn.com> mfraioli@grebyn.com (Marc Fraioli) writes:
>In article <Bvz36v.BtD@iat.holonet.net> jskubick@iat.holonet.net (Jeff Skubick) writes:
>>Has anybody actually played Theatre of War? It looks really cool from the
>>box, but I don't know anybody who's actually seen it run. Is it basically
>>a ray-traced static-image chess-variant, or is it kind of like a
>>ray-traced Archon (THAT would be awesome!). Assuming that it's animated,
>>how good is the animation? How playable is the game? How fun would the
>>game be for someone who doesn't really care for board games, but who loved
>>Archon I & II years ago (and still wishes that EA would make a 1024x768
>>256 color version with Ultrasound support)? Thanks a lot!
>
>I haven't actually played it, but from what I've read in CGW, it is most
>definitely NOT an Archon-type game.  CGW particularly complained that
>all though it uses SVGA, it doesn't take particular advantage of it,

It doesn't take full advantage of SVGA because, very strictly speaking,
TOW doesn't use SVGA. What it actually does was inmitate SVGA on a regular
VGA monitor with a regualr VGA card (require 512K ram on video card). The
result is stunning graphics (640X480 with 256 color) on the good old VGA
system.

>and there is no animation. 

Thats definitely incorrect. There was a great deal of animation when the
pieces fought and move in the battlefield.

> Frankly, I'll stick with chess.
To each his own. TOW and regular chess is just entirely different, imho.


>-- 
>Marc Fraioli
>mfraioli@grebyn.com	        	(So I'm a minimalist...)


-- 
----------------------------------------------------------------------------
Amos Yung          | Macintosh Jr.: The power to crush the other kid.
yung@r-node.gts.org| 
----------------------------------------------------------------------------
Newsgroups: comp.sys.ibm.pc.games
From: wright@lims01.lerc.nasa.gov (Ted Wright)
Subject: Harpoon version 1.31
Organization: NASA Lewis Research Center
Date: Wed, 7 Oct 1992 14:41:25 GMT

Yesterday I saw a package in a software store labled "Harpoon
Challenger Pak" or some thing similar. It had a sticker on the
front claiming "Includes Harpoon version 1.31".

Is version 1.31 really out? This would be the bug fix for version 1.3.
Is it a patch that would be available via FTP or from a BBS?

Thanks.

Ted Wright (wright@lims01.lerc.nasa.gov)
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Newsgroups: comp.sys.ibm.pc.games
From: knutson@mcc.com (Jim Knutson)
Subject: Re: falcon 3.01
Organization: MCC, Austin, TX
Distribution: na
Date: Mon, 12 Oct 1992 17:35:05 GMT

In article <1992Oct12.131124.10152@cbnewsc.cb.att.com> opus@cbnewsc.cb.att.com (robin.g.kim) writes:
>This seems like a very useful tactic if you start off high enough up and
>want to end up at a low altitude.  SAMs all seem to have a hard time when

There may be some confusion here.  I didn't mean to take a drastic nose
down attitude.  Let's say you're flying level at 3000 feet and you get
a launch warning from behind.  You roll 100 degrees and pull back on
the stick (100 degrees is an example, you might want more if you're
high or less if you're low, i.e. keep the missle in your vertical
plane).  This will pull your nose down below the horizon and start your
turn back into the missle.  Pulling your nose down a bit will prevent
you from bleeding energy as fast as going vertical (Hi-Fi flight
model).  Don't roll out horizontal when you get the missile located 45
degrees above the horizontal plane of your aircraft, just wait for it
to start its turn.  When it does, pull back hard.

>If you really wanted to escape, and there are no radar guided SAM sites
>around, my looping evasion method could be better since it will bring
>you closer to 13,000 feet or so, the maximum altitude of an SA-7.  Clearly,
>there is no one best method.  The more you know, the better you'll be able
>to deal with the different situations that come up.  I'll have to give
>yours a try.

Using the method I described, if you start out low, you'll end up low.
If you're high, you'll probably end up lower, but how much depends on
how high the SAM gets by the time you turn back on it and how far back
it was when launched.  I can see how a vertical manuever would make it
more difficult for the SAM due to range and the effects of gravity, but
I wonder if the loss of energy is really worth it.  You really feel the
effect in Hi-Fi.

>Jim, you say you've never seen the game launch more than a single SAM at
>you at a time.  Either you're very lucky or you have your settings different
>from mine.  I used to play 3.0D with SAM-AAA set to Recruit (the lowest
>without eliminating them altogether).  Used to get bunches of SAMs sent
>after me all the time, from both SA-7s and (more commonly) SA-6s.  After
>I switched to OFT, I also adjusted SAM-AAA to Elite (call me a masochist).

I fly using CADET logic, Hi-Fi flight model, and Elite SAMs in 3.01 (I
used NONE or Recruit in 3.0D).

-- 
Jim Knutson                                                | |
knutson@mcc.com                                         --=oOo=--
cs.utexas.edu!milano!knutson                               +
Wk: (512) 338-3362                                      Check Six!
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
From: fletcher@netcom.com (F. Sullivan Segal)
Subject: Re: player interaction in multiplayer games [was Re: <None>]
Organization:  bottom up!
Date: Wed, 7 Oct 1992 22:03:11 GMT

In article <92280.150914CMS129@psuvm.psu.edu> CMS129@psuvm.psu.edu (Chris Stoy) writes:
>This is just my opinion:
>
>If you want to simulate a "real world", then you have to allow interplayer
>fighting.  Let's face it, in the real world there are people out their who prey
>on the weak and unexperienced.  That's why we have police, and in some cases,
>vigilanties.  If you really want to be realistic, you should start the players
>off in a large city were there is a reasonable amount of public safty (few
>murders on the street).  Let the players gain experience doing things in the
>city or by joining up with higher level characters and going on adventures.
>Any first level character foolish enough to walk down a dark alley in the bad
>part of town deserves what he gets.  Likewise, if you're dumb enough to go and
>pick a fight with Tim the Mad Wizard you deserve to get fried.

Well...
1.	Who cares if the game is realistic.  I have life to be realistic.
	The game only needs to be enjoyable.  What ever that means.

2.	It is entirely unrealistic that you as a PC should be able to find
	all of the other player controlled characters in a large town and
	kill them.
--
                           -F. Sullivan Segal
_______________________________________________________________
 _
/V\  E-Credibility:  (n -- ME) The unguaranteed likelyhood that
 '   the electronic mail you are reading is genuine rather than
someone's made up crap.
_______________________________________________________________
Mail to: fletcher@netcom.com
From: ganley_j@spcvxb.spc.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: 1wolf11.zip how do I get into Debug
Date: 8 Oct 92 03:32:42 GMT
Organization: St. Peter's College, US



	In other versions of wolf3d I had, if you entered debugging mode, you 
could use God mode, along with other things.  With 1wolf11.zip I can not get 
into the debugging mode.  Thge old way is wolf3d -debug, now when I use this, I 
get nothing with tab-ctrl-enter.  Any Ideas as to why, did they patch this, or
is there another way.



							Jim
Newsgroups: comp.sys.ibm.pc.games
From: smintz@sedona.intel.com (Stephen Mintz exp 11/92~)
Subject: Xeen bugs
Originator: smintz@alamo
Organization: Intel Corporation
Date: Thu, 8 Oct 1992 19:27:26 GMT


I ain't argueing with you guys, but I am running Xeen on a 486/33 with 128meg of
memory split 50/50 ems, xms, a 2.6 gig hd, and running under dos 5.0, I haven't encountered any
of your guys problem, could it be you memory managers or dos's and you guy have
enough hd space?
Stephen
From: keith@cacofonix.cs.uoregon.edu (Keith Steiger)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Need help on the new MPG network
Keywords: MPG, network, games
Date: 9 Oct 92 00:50:18 GMT
Article-I.D.: nntp.1992Oct9.005018.5515
Organization: University of Oregon Computer and Information Sciences Dept.

In article <15288@claris.com> rick@claris.com (Rick Boarman) writes:
>kychen@cco.caltech.edu (Kay-Yut Chen) writes:
>>I just got my package from the MPGnet. I try to play the game Land of
>>Drakkar thru my internet SUN account by "telnet mpgn.com". The program
>>runs fine until i try to play Drakkar and it won't work.
>Your telnet needs to be configured for 8 bit throughput. It's probably
>stripping the high bit and the Drakkar protocol needs it. If you figure
>out how to do this please let me know!!  I'm no Unix expert and couldn't
>get it working either.  Call them at 914-724-5977 and let them know too!

I know nothing about the MPGnet, but you might try

	rlogin -8 mpgn.com

I use a command like this to do ZModem transfers along an Internet connection,
so if ZModem doesn't mind it, this Compuservish-sounding service shouldn't
have any problems either.

	Keith Steiger
	"Isn't using the Internet for commercial purposes illegal?
	 Or is this free?"
Newsgroups: comp.sys.ibm.pc.games
From: sam4628@zeus.tamu.edu
Subject: Re: MS Fltsim4 Sound & Graphics Upgrade on a 486sx
News-Software: VAX/VMS VNEWS 1.41    
Keywords: fltsim4 flight simulator 486
Organization: Texas A&M University, Academic Computing Services
Date: Fri, 16 Oct 1992 12:52:00 GMT

In article <15615@suns7.crosfield.co.uk>, adf@crosfield.co.uk (alex france) writes...
> 
>Problems with MS Fltsim4 Sound & Graphics Upgrade
>=================================================
>upgrade displays (640x400 and the ET4000 specific 800x600) constantly
>flashes as if it were blanking the display and redrawing everything
>all the time. Any menus brought up over the display will likewise
>flash horribly.
> 

No help available, just commiseration!  I have a 486DX33/AMI BIOS/ETEQ chipset/
Paradise SVGA system.  My symptoms are:
   Display flashes when using custom scenery (NOT using the standard scenery
      libraries, which implies a speed problem.  But if it won't work on
      a 486DX33, just what market were they aiming at???)
   ADF needle leaves 'ghost' (i.e. as it turns, it doesn't blank the old
      image of the needle in the previous position -- rather messy looking).

I'd also be very interested in help with this!

------------------------------------------------------------------------
| Steven A. McCluney                 |"Strange women lying in ponds    |
| sam4628@zeus.tamu.edu              | distributing swords is no basis |
| I'm a grad student, so my opinions | for a system of government!"    |
|    are worthless anyway            |          Dennis, to King Arthur |
------------------------------------------------------------------------
From: alpet@ocf.berkeley.edu (Alex Petrushko)
Newsgroups: comp.sys.ibm.pc.games
Subject: Very old game.
Date: 12 Oct 1992 23:09:40 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: tornado.berkeley.edu

The game I am trying to get is very, very old game. It was called Moonbugs
and it was something like Space Invaders but more shooting. It has been releasedabout 5 or 7 years ago. I have seen it once but the person who had told me that
the only way to run was on monochrome XT. Is there somebody out there who has
the game and knows the answer to the question?

Alex.

Internet: alpet@ocf.berkeley.edu
From: ng4@husc10.harvard.edu (Ho Leung Ng)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ancients I Death Watch
Date: 12 Oct 92 04:40:12 GMT
Article-I.D.: husc10.ng4.718864812
Distribution: usa


   I was playing the game for awhile and just gave up.  I found it too
annoying and found a bunch of bugs too.  For example, my beginning priest
was able to do 30000+ pts. of damage every time he hit with his sling and
sling stone.
   The zip file I have did not include much documentation.  Really could have
used it.
Newsgroups: comp.sys.ibm.pc.games
From: jmr5125@tamsun.tamu.edu (James Reed)
Subject: Re: MM4 is unfair!!
Organization: Texas A&M University, College Station
Date: Thu, 8 Oct 1992 19:53:23 GMT

In article <1992Oct7.175130.16156@ichips.intel.com> smintz@sedona.intel.com (Stephen Mintz exp 11/92~) writes:
>
>How come monster can shoot (a fireball..lightning...what ever) but the 
>characters can't?

Is it fair that you can cast spells (ref. lightning bolt, fireball, /implosion/
/starburst/) when the monsters can't?  That you can heal your party 
(First aid -> Divine Intervention, +temples), wear armor, wield weapons, and
use magic to increase stats still further (city wells, temporary elemental
protection shrines)?  That you can SAVE THE GAME and restore if everyone gets
killed?  I certainly agree with you -- Clouds of Xeen is very unfair -- to the
monsters!

Question: Has anyone located the fourth druid?  We (my room-mate and I) have 
located all of them but one (the Autem (yes, I know it is spelled wrong, but
I don't have a dictionary with me... :) ) druid), and have explored (almost)
every square of the map...  Thanks for any help.

jmr5125@tamsun.tamu.edu


Newsgroups: comp.sys.ibm.pc.games
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Wolf3D: Spear of Destiny
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 14 Oct 1992 18:55:59 GMT

Watch your stores for Spear of Destiny...  It's Wolf 3D made
commercial, distributed by FormGen.  Supposedly 3 megs on disk, all
new maps, new objects and enemies, and very close to release, maybe
already.  I'm heading down to Softwarehouse after work...
-- 
The second best policy is dishonesty.
From: sward+@CMU.EDU (David Reeve Sward)
Newsgroups: comp.sys.ibm.pc.games
Subject: Old games
Date: 12 Oct 92 18:04:12 GMT
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

I'm looking for a couple of oldish/old games

1) Something called "popcorn" - my roommate says it's an arkanoid clone
from a few/several years ago.

2) Moonbuggy - is there a version for the pc?

AdvTHANKSance
Newsgroups: comp.sys.ibm.pc.games