HDTenEightyP/NetNews huggingface dataset:
From: robj@netcom.com (Rob Jellinghaus)
Subject: Re: Dune II level 7--help?
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Distribution: net
Date: Mon, 4 Jan 1993 08:52:56 GMT

In article <1993Jan4.063241.23569@netcom.com> robj@netcom.com (Rob Jellinghaus) writes:
>How the hell can you kill ornithopters??!!

Duh.  I went back for one more desperate stab, and of course there was
one structure I had none of: rocket turrets.  Turns out _they_ kill
'thopters real good.  Once I had that down, it became straightforward
(though tough) to take on level 7... gonna try it for real tomorrow
now that I know the strategy.

-- 
Rob Jellinghaus    |  "Next time you see a lie being spread or a bad 
robj@netcom.com    |   decision being made out of sheer ignorance,
robj@xanadu.com    |   pause, and think of hypertext."
uunet!netcom!robj  |       -- K. Eric Drexler, _Engines of Creation_
Newsgroups: comp.sys.ibm.pc.games
From: mholmes@lonestar.utsa.edu (Mark L. Holmes)
Subject: WIZ 7 and the GUS
Organization: University of Texas at San Antonio
Distribution: na
Date: Mon, 11 Jan 1993 19:20:31 GMT

Is anyone running wiz 7 and the GUS problem free?  I have no problem with the
music but the sound effects are not working at all.  any help would be
appreciated.  I'm running under the 1.23 SBOS driver.

                                        Mark
From: gbarnet@uswnvg.com (Gary Barnette)
Newsgroups: comp.sys.ibm.pc.games
Subject: Darklands BUGS
Date: 11 Jan 93 17:52:48 GMT
Organization: U S WEST NewVector Group, Inc.
X-Newsreader: Tin 1.1 PL5

I've played this game for about 15 hours and already found 3 bugs.
Two crashed the system, (one I don't remember, the other was a devide
by zero error) the third was in a castle. After opening a door I found
that a fireplace had been put in the wrong position so I couldn't get
through to the other side. I could see the enemy there waiting to fight
but couldn't get to him and visa versa. This was definately the only way
out because I had climbed the castle wall and I can't climb back down.
I had to reboot to get out of the problem.

This game has been out for a while. I heard there were bugs so I waited
until December to buy it. It's still full of bugs! Why don't these game
companies provide a dialup bug fix service? Put the phone number in the
game package with access instructions. It would be an easy thing to
put together on their part and provide a lot of customer satisfaction.
I get the feeling that they don't even read this group. I never see any
postings from any of them. 

My wife has had problems with Laura Bow II and she just gave up. It let
here move on to other acts without a key item that was needed later on
(hours later). I posted on this about a month ago. 

Thanks for the cheap therapy,

Gary B.
From: ppugliese@pimacc.pima.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: THE DAMAGE OF PIRACY
Date: 10 Jan 93 16:51:21 GMT

In article <93008.123720ISSJXS@BYUVM.BITNET>, ISSJXS@BYUVM.BITNET writes:
> I have noticed that many people have gone down and dirty to
> pirate copywrited software.  The natural solution to the
> suppliers of games and applications would be to pass the cost
> of piracy to the consumer.  Pirates, in their never ending
> hunger for new and better software, feel that they are
> justified in making thier own personal copy since the
> software companies are charging outragious prices for their
> products.  Thus the cycle continues prices go up and up and
> Pirates copy more and more.
> 
> I have heard many pirates say that it is ok if they copy
> software since it is software that they would not have
> bought in the first place and therefore their copying has
> no ill affects on the software manufacturers.
> 

Well here we go again! It's time for another piracy flamewar.

Look everyone, why don't we just pass on it this time? This
gets beat to death every couple months or so & *NOTHING* is
*ever* accomplished.
Newsgroups: comp.sys.ibm.pc.games
From: PA142548@utkvm1.utk.edu (T. Archer)
Subject: Re: Wiz7-impossible monsters?!?!
Organization: University of Tennessee 
Date: Tue, 12 Jan 1993 18:37:54 GMT

In article <PA146008.622.726798351@utkvm1.utk.edu> PA146008@utkvm1.utk.edu (David Veal) writes:
>Newsgroups: comp.sys.ibm.pc.games
>Path: utkux1.utk.edu!FRANKENSTEIN.CE.UTK.EDU!PA146008
>From: PA146008@utkvm1.utk.edu (David Veal)
>Subject: Re: Wiz7-impossible monsters?!?!
>Message-ID: <PA146008.622.726798351@utkvm1.utk.edu>
>Lines: 52
>Sender: usenet@utkux1.utk.edu (USENET News System)
>Organization: University of Tennessee Division of Continuing Education
>References: <wfIRXQm00WBK05A1tD@andrew.cmu.edu>
>Date: Tue, 12 Jan 1993 00:25:51 GMT
>----------- Spoiler -------------
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>In article <wfIRXQm00WBK05A1tD@andrew.cmu.edu> John Tan <jt3t+@andrew.cmu.edu> writes:
>
>>Are some of the monster in the gorrors chamber made to torment
>>players? 
>
>       Apparently so, yes.
>
>>Beast with 1000 eyes (oh those lights make me mad!)
>>Fiend of 9 worlds ( if I could only touch him)
>>Thing from Hell ( !@#!)#%$$*@ )
>
>       I managed to kill everything but the Beast of a 1000 eyes.  A
>friend managed to actually kill him and still have half his party alive.
>The bottom line was none of them had anything important.  Just random
>occasionally nifty items.
>
>>Is there any way to kill these beasties???
>>Most of my characters are around level 24
>>Its hard to believe I need another dozen or so levels to finish them off
>
>        No, they're just obscenely, gratuitously powerful for entertainment 
>value.  They're so absurd that more levels probably won't help.
>

I know the guy who BEAT the beast with 1000 eyes.  When he called the help 
line a Sir-Tech, they were suprised that he managed to do it, and asked him 
to explain how.

(Make sure everyone in your party has the ability to hide.  Then HIDE and 
strike from behind a LOT)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Vote Dempublican, it's easier than thinking.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Newsgroups: comp.sys.ibm.pc.games
From: richk@grebyn.com (Richard Krehbiel)
Subject: Re: os/2 games list
Organization: Grebyn Timesharing
	<jtabaska.726249139@beagle> <1993Jan5.171153.19968@newshost.lanl.gov>
	<1993Jan5.190420.24984@apgea.army.mil> <1igkdrINN4uo@usenet.INS.CWRU.Edu>
Date: Fri, 8 Jan 1993 04:42:21 GMT

>   ULTIMA UNDERWORLD:
>
>   --there is a patch that fixes many inventory bugs in this game.  Check
>       comp.sys.ibm.pc.games for more details.

Well, here I am in comp.sys.ibm.pc.games, and I'm inquiring about
this patch.  I can't say I've encountered any inventory bugs, though.
-- 
Richard Krehbiel                                 richk@grebyn.com
OS/2 2.0 will do for me until AmigaDOS for the 386 comes along...
From: Andrew.Stratton@cm.cf.ac.uk (Andrew F Stratton)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Joystick problems with Wing Commander 2, SO2, WC1!!
Date: 6 Jan 93 11:03:51 GMT
Organization: University of Wales College of Cardiff

In article <1993Jan5.171846.24852@ultb.isc.rit.edu> das1417@ultb.isc.rit.edu (Grenadier) writes:
>I got Wing Commander I Deluxe Edition for Christmas,
>but I can't use the joystick because it's overly sensitive.  I've been
>turning Turbo mode off on my 386-40, and even then I have to use the
>mouse because the joystick is unusable.  Any hints, guys?

I have noticed that the joystick is calibrated on initally running the
program, so if you switch turbo off AFTER the game is running, then the
joystick goes to pot.  If run the game with turbo already turned off -
it works fine.

I run on a 486/33 - so I need to slow things down as well (but turbo is
too slow) - so I either run Special missions 2 (which uses Alt - and Alt
+ to slow down the machine properly), or I use `ATSLOW' for WC I.  This
is available from anywhere that stores the SIMTEL archive - see the nd
of this message for details.

This really ought to be in an FAQ,
  Andy Stratton.

Host athene.uni-paderborn.de	/pcsoft/msdos/at/at-slow3.arc
Host ftp.uu.net			/systems/ibmpc/msdos/simtel20/at/at-slow3.arc
Host gatekeeper.dec.com		/.2/micro/msdos/simtel20/at/at-slow3.arc
Host isfs.kuis.kyoto-u.ac.jp	/mirrors/simtel20.msdos/at/at-slow3.arc
Host nic.switch.ch		/mirror/msdos/at/at-slow3.arc
Host nz20.rz.uni-karlsruhe.de	/pub/msdos/at/at-slow3.arc
Host plaza.aarnet.edu.au	/micros/pc/oak/at/at-slow3.arc
Host rigel.acs.oakland.edu	/pub/msdos/at/at-slow3.arc
Host src.doc.ic.ac.uk
		/computing/systems/ibmpc/wsmr-simtel20.army.mil/at/at-slow3.arc
Host sun0.urz.uni-heidelberg.de	/pub/msdos/simtel/at/at-slow3.arc
Host swdsrv.edvz.univie.ac.at	/pc/dos/at/at-slow3.arc
Host wnoc-fuk.wide.ad.jp	/pub/msdos/simtel20-subset/at/at-slow3.arc
Host wuarchive.wustl.edu	/mirrors/msdos/at/at-slow3.arc
From: johnsonchris@bvc.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: ** GAMES FOR SALE **
Date: 12 Jan 93 12:00:51 CST
Organization: SPUMCO Software...

Ok, It's coming closer and closer to the end of the interim time here at 
school, and that means book buying time for spring semester.  So, again I
need to sell off a few of my games that a beginning to collect dust (I go 
through games so fast, it's pathetic)

All games include box, manuals, disks, etc.  All are in near new condition:

Commanche: Maximum Overkill    3 1/2 Inch HD         --  $35
Stunt Island                   3 1/2 Inch HD         --  $30
Siege                          3 1/2 Inch            --  $25
Darklands                      3 1/2 Inch HD         --  $25
Tetris Classic                 3 1/2 & 5 1/4 Inch HD --  $15

Prices are negotabile, and do include shipping costs.
-- 
        __       |From the cold, infernal northlands      |       __       
       /\ \      |15 Miles from Ass Backwards, Iowa       |      /\ \       
      /  \ \     | "And not a native Iowan, thank you."   |     /  \ \      
     / /\ \ \    |Christopher Johnson, TRL, Crispy, Stimpy|    / /\ \ \     
    / / /\ \ \   |From the Tooth Beaver Cave VAX Lab      |   / / /\ \ \        
   / / /__\_\ \  |Buena Vista College, Storm Lake, IA     |  / / /__\_\ \       
  / / /________\ |        JOHNSONCHRIS@BVC.EDU            | / / /________\     
  \/___________/ |  "A little too hip for this joint."    | \/___________/   
Newsgroups: comp.sys.ibm.pc.games
From: jgreely@morganucodon.cis.ohio-state.edu (J Greely)
Subject: Re: Stunt Island: Castlestorm
Originator: jgreely@morganucodon.cis.ohio-state.edu
Organization: Ohio State University Computer and Information Science
Distribution: usa
Date: Tue, 12 Jan 1993 04:00:46 GMT

[Possible spoiler warning!]


In article <1993Jan8.193031.2338@informix.com> dougf@tofu.informix.com
 (Doug Fielder) writes:
>Has anybody finished this stunt yet?

Yup.  We got it by going into the set editor and figuring out what
they really wanted you to do.  You do not "land"; you just hit the
collision sphere attached to the catapult.  One odd thing that
happened to me is that the glider vanished completely as it passed
through the castle entrance, and reappeared halfway to the catapult.
I have this on film, so I know I'm not crazy :-).

>I tried and failed six times, and was given the boot.

If you fly the stunt from the editor, you have unlimited tries (of
course, it doesn't "count").

>My problem is the description is pretty crappy.

Agreed.  At least it's not as bad as hitting the mark on the Alcatraz
stunt.  I don't remember how many times we muffed that one before
pulling it off (again, with the help of the set editor).  I almost
cried when the machine crashed before SmartDrive wrote out the cached
stunt...

>You'd think that they'd put a little more time into the stunt
>descriptions.  Otherwise, it's an unbelievable game.

Yes, the manual is a bit of a disappointment, enough so that Disney
added a statement to the SIUPDATE.TXT file (mentioned in the manual)
insisting that they didn't deliberately cripple the manual to sell the
third-party book...
-- 
J Greely (jgreely@cis.ohio-state.edu; osu-cis!jgreely)
Newsgroups: comp.sys.ibm.pc.games
From: wiggins@flashflood.cs.odu.edu (Samuel E Wiggins)
Subject: Re: Twilight 2000 bug fix
Organization: Old Dominion University, Norfolk, VA, USA
Date: Fri, 8 Jan 1993 17:24:30 GMT

In article <1ifm6dINNom5@hpscit.sc.hp.com> matthias@nsr.hp.com (Matthias Kamm) writes:

   Samuel E Wiggins (wiggins@flashflood.cs.odu.edu) wrote:
   : Can someone e-mail me where I can find the bug fix for Twilight 2000?
   : Or, if someone has it, could you e-mail that or put it on some FTP site?
   : Thanks.

   I have Twilight 2000, but haven't started it yet.  What bugs are present?
   How's the game besides?  

OK, I finally broke down and called Microprose/Paragon for the bug fix.
They're supposed to send it to me; it'll arrive in about 2 weeks.  What
happens is that you do a whole bunch of missions and get really far into the
game and it just craps out and doesn't let you continue.  Now, if it were
just my game I would suspect a bum copy or that my computer configuration 
didn't "like" the game.  But, a friend has it and the game stopped at the same
point.  It won't recognize that you've just finished a certain mission and thus
you can't continue.  Likewise, several others on the net were posting about
this same topic last spring, as I recall.
Up to that point, though, I thought the game was great.  The sound effects are
cool out of my PAS-16 doing the Soundblaster sounds.  The combat is sweet, I
think.  There're plenty of weapons and a few vehicles to choose from.  The only
thing I don't like is the number of small missions you have to do.  Kinda gets
old doing little, piddly ones -- if you're like me, you enjoy lots of big, gory
battles against impossible odds.  Oh yeah, and the graphics and animation are
pretty good.  I only wish there was sound inside the vehicles like there is
when you're outside the vehicles or in battle.  Overall, I like the game alot.
BTW, in case you haven't figured this out: turn "show buildings" off or you
won't be able to find doors on the backs of buildings.  (Dang thing had me
going for hours til my girlfriend suggested it; needless to say she was happy
at my expense for the next few days...)
From: mlj44080@uxa.cso.uiuc.edu (Michael Lee Jacobs)
Newsgroups: comp.sys.ibm.pc.games
Subject: TSN--Yserbius update?
Date: 4 Jan 93 20:31:03 GMT
Organization: University of Illinois at Urbana

Does anyone know when the update is going to be sent out for Yserbius on the
Sierra Network?  The game is quite enjoyable, but the current bugs make it
real pointless to be anything other than a Barbarian or a knight...I mean
by the mid 20's a knight can do EVERYTHING that my mage can do but has 
at least twice to threee times the hit points.  (there is a bug on this version
that allows anyone to have effectively limitless mana)  They really should
make some skills/spells unique to certain classes...i.e. so that no matter
what no knight could ever cast a death darts spell as effectively as a mage
of high level.  Comments opinions?  

	[I would post this actually on TSN but its system is real non
conductive to actual dissemination of info, laymen's term "the bbs part sucks'}


-- 
"Salam and good evening to you sir.  Welcome to Agribah, land of mystery
of enchantment, and the best deals this side of the river Jordan, come on down"
Newsgroups: comp.sys.ibm.pc.games
From: jennifer@jato.jpl.nasa.gov (Jennifer Schlickbernd)
Subject: Re: Dune II soundcard support
Reply-To: jennifer@jato.jpl.nasa.gov
Organization: Jet Propulsion Lab - Pasadena, CA
Distribution: "na"
Date: Wed, 6 Jan 1993 23:41:16 GMT

ncl@philabs.philips.com (Nai-Chi Lee) writes:

>In article <1993Jan5.143845.10161@ultb.isc.rit.edu> dxc0904@ultb.isc.rit.edu (D.X. Chin) writes:
>>	I have a Pro audio Spectrum 16 and I can't get the digitized
>>voices, Is anyone else having this problem? 
>>	It really stinks because I got rid of my SB in hopes of moving
>>up to something better...

>Ha Ha, another sucker who fell for Media Vision's deceptive advertisement.

>I know it all too well because I am an unhappy owner of ThunderBoard,
>having recently compared it to a real SoundBlaster.

Dunno about the sound comparison, but my Tboard plays Dune II sound just
fine.  Both boards use a DAC, and that's what's creating the ability
to have digitized voices.  I figured there was a reason the Tboard was
(at the time at least) so much cheaper than the Sound Blaster, but I didn't
want to pay the extra bucks.

-- 
Jennifer Schlickbernd  Technology Utilization Office  J. P. L.
jennifer@jato.jpl.nasa.gov or elroy!jato!jennifer@csvax.caltech.edu
72466.3413@compuserve.com  Voice:(818) 354-2241
Newsgroups: comp.sys.ibm.pc.games
From: dmsilev@athena.mit.edu (Daniel M Silevitch)
Subject: Re: F15III Out and Origin Preview Video
Keywords: Origin, Strike Commander, Ultima Underworld II, Privateer
Organization: Massachusetts Institute of Technology
Date: Sun, 10 Jan 1993 13:14:34 GMT

In article <1io986INNgvc@uwm.edu>, wraith@csd4.csd.uwm.edu (Robert Michael Gorichanaz) writes:
|> 
|> 
|> I called Origin Systems last week, and they said that PRivateer should be
|> released in March 1993... Means it'll be on the shelf by May 1 at the latest!!
|> -- 

May 1st of what year? '93, '94, '95...

Daniel Silevitch                                    dmsilev@athena.mit.edu
Massachusetts Institute of Technology
From: ip001b@uhura.cc.rochester.edu (Ivan Pulleyn)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: UW -- how does it end?
Date: 5 Jan 93 04:40:45 GMT
Distribution: comp
Organization: University of Rochester (Rochester, NY)


	***SPOILERS TO COME***


In article <TODD.93Jan4202614@palomar.tivoli.com> todd@palomar.tivoli.com writes:
>
>I've killed everything that swims, crawls, or flies (unless it's
>described as a mellow creature), got more rings than I know what to do
>with, and carry only enchanted weapons of "unsurpassed" damage, etc.
>I think that I've explored every square inch of all the levels,
>although I haven't been able to open the blocked stairwells and I've
>only gotten a peek at the central well by doing "roving eye" passes
>over it.  But now I'm stuck.
>
>What do I do next?  I've gotten into the room requiring the special 
>multipart key that holds the one hostile creature that's left.
>However, it seems invincible to my combination magic & weapon attacks
>that can easily kill anything else like the metal golums (except for
>those floating light balls -- what are they called -- and I haven't
>tried the ending the world spell!) 
>
>I've collected the magic items, but they are stashed in some of the various
>caches that I have scattered on the different levels.  Should I be
>doing something with them?  I've certainly spent enough time searching
>for them.  
>
>Since I've gotten to this point without any "hints", I'm hesitant to
>ask for help for fear that I'll get much more than I want.  So perhaps
>I need just a little hint as to the direction I should take.
>
>Thanks
>
>--
>
>Todd
>-- 
>Todd Smith                                     TIVOLI Systems, Inc.
>todd@tivoli.com                                6034 West Courtyard Dr.
>                                               Suite 210
>(512) 794-9070 [794-0623 fax]                  Austin, TX   78730


	Talk to Garamon in the graveyard.  If he's not there, then it's
because you haven't returned his bones to his grave.  You'll find those on
-- 
	+----------------------------------------+
	| Ivan Pulleyn - University of Rochester |
	| E-mail - ip001b@uhura.cc.rochester.edu |
	+----------------------------------------+
From: robink@hparc0.aus.hp.com (Robin Kenny)
Date: Tue, 12 Jan 1993 01:02:54 GMT
Subject: Re: Shuttle help requested
Organization: HP Australasian Response Centre (Melbourne)
Newsgroups: comp.sys.ibm.pc.games
X-Newsreader: Tin 1.1 PL4

colwell@pdx023.pdxgp1 (Robert Colwell) writes:
: I'm an absolute novice at "Shuttle: The Simulator". Now I can see why NASA
: never accepted my application to be an astronaut. I can't seem to land the
: darn thing in the initial mission off the 747. Every time the shuttle
: separates from the 747, it just sorta collapses onto the top of it and
: blows up. I expected the arrow keys on the numeric keypad to control the
: shuttle, but they don't seem to have an effect.
: 
: Would somebody please give me a clue? It seems like a neat simulator except
: for being so bloody frustrating so far!
: 
: Bob Colwell  colwell@ichips.intel.com  503-696-4550
: Intel Corp.  JF1-19
: 5200 NE Elam Young Parkway
: Hillsboro, Oregon 97124

If your controls are hands-off (i.e. no up or down key being pushed) then
the 747 drops neatly away from the shuttle and peels off to the left.
You MUST be sending a "down" signal to the simulater (stuck key?)
Note also - if you hit an arrow before the separation you will have set
the elevators to descend - instant mid-air collision. (Sorry for the
vauge terms; this is all from memory - the fun stuff is at home)

There is an elevator angle indicator somewhere on a control panel -
just see what the flap/elevator is set to.

'Luck

Robin Kenny - (insert usual disclaimer, blah, blah, blah)

Newsgroups: comp.sys.ibm.pc.games,comp.binaries.ibm.pc.d
From: williams@unccsun.uncc.edu (Dewey Williams)
Subject: Re: PKZIP 2.04c  vs.  ARJ/LHA/ZOO  Compression/Speed Results
Organization: University of NC at Charlotte
Date: Sun, 10 Jan 1993 21:51:51 GMT

In article <C0IE0M.JCr@undergrad.math.waterloo.edu> djtooley@undergrad.math.waterloo.edu (Doug Tooley) writes:
>
>For those interested, here is my posting to comp.compression:
>
>--------------
> 
>My comments:
> 
>Well, the new ZIP takes it hands down.
> 
>Congratulations PKWARE, PKZip's speed and now compression is #1!
> 
>	--- Doug
> 

Although PK204 has much better compression than many of the other compression
utilities available, any 'self-extracting archive' made from the ZIP increases
 the file size about 20K.   Self-extracting archives made from LZH files only
 increase in size by about 2K.  In many cases the ZIP sfx is 10K+ larger than
the same LZH sfx.  

	The creation of SFX files from archives has not improved with the new
version of PKZIP.  This is unfortunate.  For now, I will continue to use LZH.



-----------------------------------
williams@unccsun.uncc.edu
-----------------------------------
Newsgroups: comp.sys.ibm.pc.games