HDTenEightyP/NetNews huggingface dataset:
From: jimh2@CFSMO.Honeywell.COM (Jim Hiebert #2)
Subject: Re:  Aces of the Pac. + Rudder
To: comp.sys.ibm.pc.games
Posted-Date: Wed, 29 Jul 92 12: 00:05 cdt
Organization: Honeywell Systems & Research Center
Date: Wed, 29 Jul 1992 17:00:05 GMT
Received-Date: Wed, 29 Jul 92 12: 00:26 CDT

> Newsgroups: comp.sys.ibm.pc.games
> Path: master!The-Star.honeywell.com!sol.ctr.columbia.edu!usc!wupost!darwin.sura.net!news.udel.edu!ravel.udel.edu!mike
> From: mike@ravel.udel.edu (Michael James Porter)
> Subject: Aces of the Pac. + Rudder
> Message-ID: <Bs418I.7BC@news.udel.edu>
> Sender: usenet@news.udel.edu
> Nntp-Posting-Host: ravel.udel.edu
> Organization: University of Delaware
> Date: Tue, 28 Jul 1992 17:43:29 GMT
> Lines: 6

> I got the impression from reading the doc for 'Aces', that the '<' and
> '>' keys should move the rudder, but not recenter it.  (I think '/' is
> used to recenter it).  On my system, as soon as I release either '<'
> or '>', the rudder recenters.  Is this correct?  Makes it very hard
> to maintain any rudder position other than the maximums, so I assume
> its not correct.   Mike

Same thing happens to me.  Must be a bug in the software or the documentation
(I'd bet on the software :-/

--
_______________________________________

Jim Hiebert - jimh2@cfsmo.honeywell.com  




Newsgroups: comp.sys.ibm.pc.games
From: lachlan@dmp.csiro.au (Lachlan Cranswick)
Subject: Re: Help with Police Quest 1
Organization: CSIRO Division of Mineral Products, Melbourne, AUSTRALIA
Date: Fri, 24 Jul 1992 09:22:59 GMT

brendan@vulcan.mentec.ie writes:

>>> 
>>>>Anyone out there old enough to remember Policequest 1? I am stuck trying to 
>>>>arrest the drunken driver. Help!!
>>> 
>Try:   Give man field test

>...and don't forget to handcuff him, or else!!!
Try sobriety test
-- 
  Lachlan Cranswick  -  CSIRO             _--_|\  lachlan@dmp.CSIRO.AU
  Division of Mineral Products           /      \     +61 3 647 0367
  PO Box 124, Port Melbourne 3207        \_.--._/ 
  AUSTRALIA                                    v 
Newsgroups: comp.sys.ibm.pc.games
From: tsmaster@media.mit.edu (David LeCompte)
Subject: Re: help with ENCHANTE the Infocom game
Organization: MIT Media Laboratory
Distribution: usa
Date: Tue, 28 Jul 1992 15:24:50 GMT

In article <15542@ucdavis.ucdavis.edu> ajking@chimi.ucdavis.edu (Aaron J. King) writes:
>
>	I need some help with the Enchante, an old Infocom game.
>Basically we are stuck in the control room.  We cannot get past
>the room with the hammer without dying.  I believe I need the 
>scroll in the control room to open the big wooden door that is 
>magically locked.   
>	I realize this is an old game, but we have NO 
>documentation and we aren't even sure that the game is complete.
>So dust the cobwebs off your Infocom stuff and help us please!
[mutter mutter, lack of documentation, mutter mutter original software...]

SPOILER

Well, a little hint.

You can't get back from the control room. Maybe if you had armor on
your back to protect you, you'd survive.


-- 
---------------------
ObSig
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Virtual Reality Survey
Date: 31 Jul 92 14:26:50 GMT
Organization: Georgia Institute of Technology


Before we go any further arguing if something is VR or not, I think we're
going to need to define what exactly VR is.  I think a previous poster said
it best:

>	I don't mean to split hairs....well OK, so I'm splitting hairs.
>Virtual Reality is a simulated world that the user can interact with. This
>includes all of the helmeted-holographic stuff down to Infocon's interactive
>text games.
Sorry, I lost the name. :(

Virtual Reality is a simulated world that the user can interact with.
The hardware used for this interaction (whether it be a keyboard, a mouse,
or a power glove) is irrelevant.  By this definition, UW would *certainly*
be considered VR.  As would the old Infocom games.  Obviously, the
degree of interaction is much greater in some games than others.  I
would actually put Infocom games very high on the list, because you
could do almost anything in their worlds (as long as you didn't mistype
something :-).

Some people prefer graphics VR games, such as Wolf-3D or UW.  Others
want the full gyroscope/helmet/holographic versions.  Whatever floats
your boat.  But they are still all VR.


-- 
Jorge Diaz                       | "You're outmanned, you're outgunned, you're
Georgia Institute of Technology  |      outequipped what else have you got?"
Office of Information Technology | "Guile."
ccoprdj@prism.gatech.edu         |      -- Riker and Worf   "Peak Performance"
From: soelex@four-lab4.Berkeley.EDU (Alexander T. Soe)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Civ--The Bloat Strategy
Date: 22 Jul 1992 04:15:14 GMT
Organization: /etc/organization
NNTP-Posting-Host: four-lab4.berkeley.edu
Keywords: Civilisation, King and Emperor Levels

In article <1992Jul21.211510.14804@csi.uottawa.ca> mfournie@csi.UOttawa.CA (Mark Fournier) writes:
>
>	A friend of mine put me on to the Megabloat strategy. Simply put, the
>Megabloat Strategy is:
>	1)Use units to build cities
>	2)Use cities to build more units
>	3)Repeat
>	
>	Basically, you build nothing in your cities but barracks, granaries, 
>and/or city walls, which help produce, strengthen, and protect your units. You
>build your cities close together--about 3 or 4 squares (sometimes less). They
>will never grow very large, but that's OK; with the dissatisfaction levels at
>king and emperor level, you don't want big cities. Stick to primitive forms of
>government and go on a rampage: it's amazing what hordes you can produce with
>two dozen cities and despotism. I tried this strategy, and was nearly in a
>position to collect the pre 1500 bonus for conquering the world--and that was 
>at king level!
>
>					Mark Fournier

I think someone already came with this one called "Mongol-Horde" strategy,
just a month or two after the game came out.  Also, Computer Gaming World
magazine has it's own version of this strategy.  But, you should know that
Sid made Civ.exe version 3.0 to foil this strategy.
Also, I think the most points you can have is not just conquering the world
the quickest.  One must populate the world, get as many future advances
as possible, build large cities in right location all over the world, leave
only one enemy city alive while you do this, and land your space ship just
before you retire or take the poor city.  This should give you the most 
points from population, wonders, advances, and spaceship.

I am surprised that this game is still being played.  I guess I am seeing
the next wave of players after the big rush just after the introduction.
I know that the rest of the initial players (and I myself) realized how
addictive this game is and have decided to quit it.  Did anyone not finish
the Civ Anonymous School?

alex
soelex@four-lab4.berkeley.edu

Newsgroups: comp.sys.ibm.pc.games
From: mike@ravel.udel.edu (Michael James Porter)
Subject: Aces of the Pac. + Rudder
Organization: University of Delaware
Date: Tue, 28 Jul 1992 17:43:29 GMT

I got the impression from reading the doc for 'Aces', that the '<' and
'>' keys should move the rudder, but not recenter it.  (I think '/' is
used to recenter it).  On my system, as soon as I release either '<'
or '>', the rudder recenters.  Is this correct?  Makes it very hard
to maintain any rudder position other than the maximums, so I assume
its not correct.   Mike
Newsgroups: comp.sys.ibm.pc.games
From: mayos@aix.rpi.edu (Stephen David Mayo)
Subject: Re: Crystals of Trazere Help?
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Fri, 31 Jul 1992 03:53:38 GMT

Try adding a second dammage rune to the end of you missle-damage spell.
That should do the trick. The puzzle is quite involed, let me know if you need more help.
  Steve

Newsgroups: comp.sys.ibm.pc.games
From: marshall@tfh.enet.dec.com (Hunting the Snark)
Subject: Re: More Keen 5
Organization: Digital Equipment Corporation
Date: Wed, 29 Jul 1992 14:31:12 GMT


In article <12537@inews.intel.com>, sstrazdu@hopi.intel.com (Stephen Strazdus) writes...
>Everyone's talk about Keen 4&5 got me to dig up my copies.  With the
>instructions on how to get outside the pyramid of the moon, I was able to
>do everything on the cheat sheet except for one thing.
> 
>It says there are 9 free Keens on level 1 of Keen 5.  I assume they are
>in the right hand side of the screen, but I can not figure out how to
>get there.  This level is not very big, and I've been all over it
>looking for secret openings.  I've found a few, but none seem to lead to
>the other side.  How do I do it?
>--

<<SPOILER ALERT>>

very near the upper left hand corner of that room there is a gun firing
vertically downward. There is a hole in the ceiling just to the left of the
gun. It is real tricky getting to it though, it requires a precisely timed 
"impossible pogo trick" from the moving platform below the gun (plus you have
to avoid getting shot of course). Once inside, move to the left, then you have
to jump up so as to cross over the top of the room. It to is a hard jump , plus
you can't see what your doing. So far I've only been able to get up and over in
EASY mode where the jumps are higher and slower. Once up on top, walk to the
right and you'll drop down on the outside of the ship.

Sm
From: mfournie@csi.UOttawa.CA (Mark Fournier)
Newsgroups: comp.sys.ibm.pc.games
Subject: Civ--The Bloat Strategy
Keywords: Civilisation, King and Emperor Levels
Date: 21 Jul 92 21:15:10 GMT
Organization: Dept. of Computer Science, University of Ottawa


	A friend of mine put me on to the Megabloat strategy. Simply put, the
Megabloat Strategy is:
	1)Use units to build cities
	2)Use cities to build more units
	3)Repeat
	
	Basically, you build nothing in your cities but barracks, granaries, 
and/or city walls, which help produce, strengthen, and protect your units. You
build your cities close together--about 3 or 4 squares (sometimes less). They
will never grow very large, but that's OK; with the dissatisfaction levels at
king and emperor level, you don't want big cities. Stick to primitive forms of
government and go on a rampage: it's amazing what hordes you can produce with
two dozen cities and despotism. I tried this strategy, and was nearly in a
position to collect the pre 1500 bonus for conquering the world--and that was 
at king level!

					Mark Fournier
Newsgroups: comp.sys.ibm.pc.games
From: fox@rei2.uucp (Fuzzy Fox)
Subject: Re: Looking for "Oh No More Lemmings"
Date: Tue, 21 Jul 1992 05:20:33 GMT
Organization: REI

pi@oliver.sun.ac.za (Pieter Immelman) writes:

>Is this game shareware?

No.

>where can I obtain a copy?

From Psygnosis software.

There is a freeware demo available on ftp.ulowell.edu.

-- 
#ifdef TRUE         | Fuzzy Fox                  fuzzy@netcom.com
#define  TRUE   0   | a.k.a. David DeSimone      an207@cleveland.freenet.edu
#define  FALSE  1   |          "This article was probably generated
#endif              |                  by a buggy news reader."
Newsgroups: comp.sys.ibm.pc.games
From: edb9140@tamsun.tamu.edu (Edward Dale Boling)
Subject: Re: CIV unprotect
Organization: Texas A&M University, College Station
Date: Mon, 27 Jul 1992 15:13:21 GMT

I would also like any information that someone has on unprotecting my civ. game



EDB9140@tamsun.tamu.edU
Newsgroups: comp.sys.ibm.pc.games,rec.games.misc
From: sasjaa@morticia.unx.sas.com (James Adams)
Subject: Re: Most Wanted Cracks List
Originator: sasjaa@morticia.unx.sas.com
Date: Fri, 24 Jul 1992 12:05:58 GMT
Organization: SAS Institute Inc.


In article <1992Jul24.035530.2595@julian.uwo.ca>, pettypi@gaul.csd.uwo.ca (Carl Pettypiece) writes:
|> In article <5606@vexpert.dbai.tuwien.ac.at> mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner) writes:
|> >From article <1992Jul23.154934.22641@engage.pko.dec.com>, by marshall@tfh.enet.dec.com (Hunting the Snark):
|> >> No, that is not what I'm saying. Consider this scenario:
|> >> 
|> >> User A buys game Z for $40 finishes the game and sells to user B.
|> >
|> >> Users A,B,C,D chip in $10 apiece to buy game Z for $40.
|> >> they make 3 copies, play the game simultaneously and when finished, throw
|> >> their copy away.
|> >
|> >Don't ignore the fact that time IS a factor.  Using the second
|> >solution, the users get more: they all get the game at once.  Using
|> >the first solution, all but one have to wait till the people before
|> >them in the queue are finished.  If you really need a analogy to
|> >understand that (as well as the implications for the author), think of
|> >books.  Are you going to tell me you don't see a difference between
|> >buying a book and making a copy of it?
|> 
|> Does that mean that it's illegal to read over someone's shoulder?
|> Hmmm....points to ponder.
|> 
Move out of my way. You are blocking my view.....

|> >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
|> 
|> 
|> -- 
|> ---------------------------------------------------------------------------
|> Carl Pettypiece (pettypi@gaul.csd.uwo.ca)        Disclaimer:  Hell, I don't
|> Department of Computer Science                   even know if these are MY
|> University of Western Ontario                    opinions!
-- 
+---------------------------------------+-------------------------------------+
|James Adams                            |  I am going as a Homicidal Maniac.  |
|  sasjaa@unx.sas.com                   |  They look like anybody else.       |
|                                       |        Wednesday Addams             |
+---------------------------------------+-------------------------------------+
Newsgroups: comp.sys.ibm.pc.games
From: edd151s@nella2.cc.monash.edu.au (Mr I.P. Rayner)
Subject: Re: Wolf sequel coming soon!!!
Organization: Monash University, Melb., Australia.
Date: Tue, 28 Jul 1992 03:10:38 GMT

Gavin Adams <gavin.adams@lso.mts.dec.com> writes:



>In article <1992Jul27.025632.20759@tamsun.tamu.edu> Edward Dale Boling,
>edb9140@tamsun.tamu.edu writes:
>>The previous JERK has no spine!
>>Is he that stupid to have to use a trap to get someone to read his
>message.

>Uhhh, excuse my ignornace, but how is the previous note a trap?  I've
>heard of Wolf3D version 1.1.  Not a flame, just a question.

>--- Gavin
>Gone Fission.          Visualize Whirled Peas!

On a local BBS someone has uploaded a file described as wolf 1.2.  is this real?
if so, how is 1.2 different? 

Ivan Rayner
edd151s@monu6.cc.monash.edu.au

Xref: sparky comp.sys.ibm.pc.games:7204 rec.games.misc:16271
From: paul@xcluud.sccsi.com (Paul Hutmacher)
Newsgroups: comp.sys.ibm.pc.games,rec.games.misc
Subject: Re: Most Wanted Cracks List
Date: 21 Jul 92 16:20:24 GMT
Organization: Greater Montrose UFO Appreciation Society & Data Haven

In article <1992Jul20.090101.18488@mintaka.lcs.mit.edu> bdugan@hal.gnu.ai.mit.edu (Bill Dugan) writes:
>(2) In a general way, I just think it's a little scary because if anybody
>were to make a stink about it, it would *suck* to have the SPA or some
>other anti-pirate organizations demanding to start censorship of newsgroups,

They'd have to do a lot more than demand censorship to shut it down.  They
would have to make some modifications to the Bill of Rights.

As a sysadmin for one of the zillions of tiny sites that moves news over this
great land I'd have a problem with the SPA demanding anything of me and my
privately owned and funded system.

In short, they can bite my disks.


-- 
______________________________________________________
"There is nothing to history.  No progress,          | Thomas Paul Hutmacher 
 no justice. There is nothing but random horror."    | paul@xcluud.sccsi.com
"Jupiter" in _The Difference Engine_ Gibson/Sterling |______________________
Newsgroups: comp.sys.ibm.pc.games
From: smb@col.hp.com (Sam Bauer)
Subject: >>For Sale: Cruise For A Corpse
Date: Mon, 27 Jul 1992 20:33:44 GMT
Organization: HP Colorado Springs Division

PC GAME FOR SALE		

************* CRUISE FOR A CORPSE  **************

requires:  IBM PC, XT, AT & Compatibles 640K, hard drive
	   VGA (16 color), MCGA, EGA
soundcard: Roland & Adlib
	   (I used Pro Audio Spectrum 16). 
copy prot: code wheel
media:     3.5"

This is an Agatha Christie style, who dunnit game.  You play inspector
Raul Dusentier aboard a ship in the Mediterranean only to find out the 
host has been murdered (sound familiar?).  You must search for clues
and question anyone you can find.  You have from 8:00 am until the
ship docks at: 6:30 to discover the killer, but don't worry - time
only advances when you do something right.  A map of the boat lets
you "warp" around the boat quickly.  The conversation feature manages
a list of people, events, and objects to talk about when new topic
are broached and new objects discovered.  Save/restore feature is hardly
needed except to allow you to go to bed - the game won't really let 
you make a mistake (except when identifying the murderer).  

The graphics and animation are pretty well done.  The english is a little
rough in spots (its a french conversion).  Though the game is very serial
and uses a point and click interface, it is far from easy.  There are
many objects in each room, sometimes dozens.  I found it rough going and
would sometimes spend hours just trying to find the next correct thing to 
do which would advance the story, but in all fairness, it was always a
fairly brain-dead oversight on my part.  This game is not for everyone.
I found myself running short on patience and I found the ending to be
a somewhat contrived and over complicated (not unlike many stories of
this genre).

The game includes ALL original materials (including registration) in excellent 
condition. 

Will sell for $29

I will pay shipping.  It will be mailed inside a box with packing.

EMail at smb@col.hp.com or call 1-719-531-4460 (days).

Sam Bauer, Hewlett Packard CTD, Colo. Sprgs CO.
From: setlik@niktow.canisius.edu (ebbhead)
Newsgroups: comp.sys.ibm.pc.games
Subject: IBM-PC games for sale
Date: 29 Jul 92 13:10:22 GMT
Organization: the can

I am selling the following:

Spirit of Excalibur
Virgin Games	Req:	640K RAM
			1.2MB 5.25" Disk Drive
			VGA/EGA (VGA is 256color)
			Mouse/Joystick optional
			Supports: Adlib, Roland MT-32, Covox, CMS  cards

Also includes HINT BOOK.

Asking price: $20

Plot: You are Constantine, successor to King Arthur and must find all the
old knights and reunite England.


Free D.C.
Cineplay Interactive    Req:	640K RAM
				3.5" Drive
				VGA or MCGA (256 colors)
				Mouse optional
				Supports: Soundblaster, Roland MT-32 or
                                LAPC-1, Adlib, Tandy 3-voice.

Asking Price: $20

Plot: You are Avery Zedd, a detective hired by the Robot rulers of the
Washington D.C. Human Zoo to find a renegade human that is destroying all
the robots, or perish!

Please e-mail setlik@canisius.edu if interested.

If you buy them separately you MUST pay postage but if you buy both,
postage is on me!  Whadda deal....

john
 	
Newsgroups: comp.sys.ibm.pc.games
From: roeschmf@craft.camp.clarkson.edu (Martin F. Roesch)
Subject: Re: Falcon 3.0 Bugs and patches
Organization: Clarkson University
Distribution: usa
Date: Fri, 24 Jul 1992 02:21:17 GMT

dedmunds@selkirk.sfu.ca (Darran Edward Edmundson) writes:

>jld@datascope.com (Jay L. Davis) writes:

>>The game is awsome though, if you have the right hardware. I don't remember
>>what the minimum listed was, but to really get full use out of it, you
>>need a 25 or 33 mhz 386 with a 2 meg of RAM and DOS 5.0 (or equivalent).
>>A Sound Blaster and 2 joysticks (or flight-stick) make a big difference too.
>>Oh yeh, about 12 meg of disk space.

>I've played Falcon 3.0 on a 25 MHz 386 but find it virtually unplayable.  For
>one thing, he doesn't have a coprocessor and so the high fidelity flight
>model is unavailable.  The frame rate is also quite low even with a 
>relatively low level of scenery detail - put 8 planes in the air and this
>problem is accentuated.

>I wouldn't buy it if I didn't have at least a 25MHz 486 and a decent video
>card.  And patch D still has bugs!

  Ahem, I have a 386/40 and everything runs great.  Oh, yeah, they cost as
little as $190 for a motherboard these days, so if you save for a while, it
shouldn't be a problem.  You can cut the space requirements about in half
by getting rid of the animation and music files.  No noticeable slowdown with
upwards of 20 planes in the area.  

>As for sound, do real F16 pilots have to put up with that growl from the
>sidewinders even when no target is sighted?

Yes, they do!

>Patch D for `Death'.

The AI is notorious as being rather difficult, but hey, F3 requires a little
practice to fly if you want to be good!

  Marty
  roeschmf@craft.camp.clarkson.edu
From: filfeit@rael.Tymnet.COM (Fil Feit)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Simcity for Windows
Date: 30 Jul 92 16:50:15 GMT
Reply-To: filfeit@rael.Tymnet.COM
Organization: Sun Microsystems

In article EM7@wpi.WPI.EDU, bigal@encore.WPI.EDU (HRH King 'Big Al' Lerxst) writes:
>
>Does anyone know how much Simcity for windows is?
>Is it worth it? Is it better than SimCity for DOS?
>Would anyone be willing to part with their used copy?
>
>Thanx in advance...
>Nate

What kind of processor do you have?  I got simcity when it first came
out, and, now that I'm using a 486-33, it's fairly useless.  Move the
mouse near the top/bottom of the screen, and it scrolls fast enought that
I can't control where it will stop.  I'm considering getting the windows
version just so I can play the game again!

--f2
----------------------------------
  Gambling.  It's more than a job.
  It's a way of life.
From: bkirby@mcs213k.cs.umr.edu (Bill Kirby)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: COMING SOON: New Wolf3d editors that work with all 6 episodes
Date: 22 Jul 92 03:28:53 GMT
Organization: University of Missouri - Rolla


In article <BrqsyE.9Lo@usenet.ucs.indiana.edu> mfleig@silver.ucs.indiana.edu (Mark W. Fleig) writes:
>In article <5475@umriscc.isc.umr.edu> bkirby@cs.umr.edu (Bill Kirby) writes:
>>
>>  One last thing:  Apogee doesn't mind that I am releasing these new
>>editors, so long as modified levels are not distributed.  They said 
>>they would pursue any copyright violations (distributing any part of
>>their game) if it became necessary.
>
>Bill, how does this apply to new graphics sets, such as the WolfnPac,
>etc..? 

They didn't appear to be as concerned about the graphics editors, but
I am not going to say it's ok to distribute anything.  At the very least,
I would include some docs with the modified graphics file indicating 
that the new graphics are not a product of Apogee, and that Apogee is not
responsible for any problems with the game caused by the modifications.

Bill
From: deryd@ERE.UMontreal.CA (Dery David)
Newsgroups: comp.sys.ibm.pc.games
Subject: Laura Bow(Sierra)
Date: 29 Jul 92 19:46:44 GMT
Organization: Universite de Montreal


      In Laura Bow from Sierra you have to get to the Museum. But first
a few things need to be done. What ? I have the magnefying glass, i've talk
to about everyone but the flower shop. But each time i go to the Museum it's
to early. What have i mist ?


Thanks
David


-- 
===============================================================
David Dery                     | David Dery, 5127 Earnscliffe    
deryd@tornade.ere.UMontreal.CA | H3X 2P7 Montreal, QC, Canada
===============================================================
Newsgroups: comp.sys.ibm.pc.games