HDTenEightyP/NetNews huggingface dataset:
From: bobsoron@world.std.com (Bob Soron)
Subject: Re: Super Scrabble for Gameboy - any opinions?
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 23 Dec 1992 00:40:53 GMT

In article <tu2fg8s@zola.esd.sgi.com> portuesi@tweezers.esd.sgi.com (Michael Portuesi) writes:
>
>In article <1992Dec18.222636.8708@noose.ecn.purdue.edu>, manley@iies.ecn.purdue.edu writes:
>> In article <tp0fs38@zola.esd.sgi.com> portuesi@tweezers.esd.sgi.com (Michael Portuesi) writes:
>> >I'm interested in hearing
>> >any comments about the "Super Scrabble" cartridge for the
>> >Gameboy.
>>
>>   I bought this cartridge when it came out.  I like it.
>
>
>Thanks for the review of the game.  It sounds like it's
>what I was hoping for, and I might be tracking down a Gameboy
>system just so I can play the game....
>
>Thanks,
>m.
>
>
>--
>Michael Portuesi   Silicon Graphics, Inc.   portuesi@sgi.com

I didn't see the original post or any other followups, but I have a
real love-hate relationship with the Super Scrabble cart. You can set
the system to play at any of five strengths, but it really doesn't seem
to make much difference what level it's set at. Also, you get only
three minutes to ponder your move, no matter what. If you're the sort
who likes to ponder different ideas, you'd better ponder them fast.

The game has a weird user interface, and never asks you to confirm
anything; if you hit the pass command, or inadvertently select Dump
Tiles instead of Zoom (very easy to do), you've got no way to back
out. 

I'm also unconvinced that the letters are truly random. I think perhaps
there's a collection of 100-character strings, and it just moves through
the string to give you and itself tiles, regardless of where you move the
cursor to in order to pick up a tile. I can't think of any examples at
the moment, of course, but too many games have started with the cart
building the exact same word in the exact same way to let me think it's
really random.

Equally annoying is that there's no way to challenge the cart's words. I
have no doubt that some or maybe allof these words really are words -- but 
I think it would have been a more interesting game if they'd slipped in a
couple dozen nonwords and dropped a hint in the manual that sometimes it'd
try to pull a fast one on you. As it is, any word I've never seen used
anywhere else, I let myself use something questionable and refuse the cart's
challenge.

All this aside, I play it more often than any other cartridge for the
Game Boy. It's still an entertaining implementation, you don't really hit
the pass button that often, once you know to be careful when zooming in on
an area of the board you're very careful. And when I see a game start the
same way twice in a row, I just reset the system and start yet another game.

Bob
bobsoron@world.std.com
"With Velcro, gravity is obsolete" -- Mister Boffo
From: jens_alfke@gateway.qm.apple.com (Jens Alfke)
Newsgroups: rec.games.video
Subject: Re: Home Video Games History
Date: 21 Dec 92 20:58:19 GMT
Organization: Apple Computer

Christopher Jon Petit, petitc@vccnw04.its.rpi.edu writes:
>  Perhaps the first cartridge-based game system was the Fairchild video
game
>system.  Unfortunately, it was far too complex for the people of its
time--
>it had a 'joystick' that could be twisted/pulled/pushed and ALL of these
>would provide signals to the game.  The only game I've heard of for this
>system was a blackjack game.

I had one of those -- my father worked for Fairchild at the time and
brought one home. The controller was excellent. The head of the joystick
could move in eight directions, could be twisted clockwise or
counterclockwise, and could be pushed in or pulled out.

There were about ten cartridges, I think; other than the blackjack game I
recall hockey (really nice for the time; you moved one player (paddle)
with the regular joystick moves and could rotate it by twisting the
joystick, and moved the goalie up and down by pushing in or out) air
combat and a tank battle.

It flopped, of course.

(Oh, and isn't Street Fighter 2 put out by Capcom, not Nintendo?)

--Jens Alfke
From: rdunkle@aal.itd.umich.edu (R. M. Dunkle)
Subject: GENESIS games for trade: F22, Sonic, Bulls-Lakers
Date: Wed, 23 Dec 92 23:15:43 EST
Organization: Campus Computing Sites, University of Michigan
Originator: rdunkle@richards.aal.itd.umich.edu


	Like it says.

	F-22: Flight simulator, lots of weapons, etc etc
	Sonic the Hedgehog: The original
	Bulls VS Lakers: Still the best Genesis Basketball game

	Make me a trade offer. Heck, make me a cash offer.

	I might be interested in IBM games, or other random stuff.
-- 
* Brian A. Dunkle | rdunkle@aal.itd.umich.edu <- REPLY TO HERE!! Not "engin" *
* Using a "umich" account, but actually living in Tucson AZ. Don't tell.     *
* Obligatory endorsements: Bicycling, MST3K, Detroit Red Wings, Foxtrot      *
* UofA Ramblers Hiking club, Niven, Pogo, L7, WCII, Softball, Detroit Lions **
From: cj163@cleveland.Freenet.Edu (Gary Mathews)
Newsgroups: rec.games.video
Subject: Re: SNES Mystic Quest Question
Date: 3 Jan 1993 04:51:59 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu



If you are referring to "Falls Basin" section. Then... First,
place that Ice Pillar #1, that's right in front of you, as you
enter Falls Basin section, somewhere in upper left corner so that
you can use it to jump to the left side to get the lower left #2
Ice Pillar and #3 pillar(which is at the lower right corner). By
placing these three ice pillars at the proper locations you could
eventually reach the stair that's to the middle right. From there
on, it's pretty much self explanatory. Oh, make sure that you
defeat that hoola-dancer like creature(Lamia, half snake half man)
in order to able to use #2 and #3 ice pillars. Good Luck.
From: demon@desire.wright.edu (Hack Slay Loot Pillage)
Newsgroups: rec.games.video
Subject: Baseball games on the SEGA: best?
Date: 30 Dec 92 11:34:17 EST
Organization: Demonic Possesions, Inc.

	Which baseball game is best (on the SEGA)?

	Thanx,

Brett
________________________________________________________________________________
	"There's nothing so passionate as a vested interest disguised as an
intellectual conviction."  Sean O'Casey in _The White Plague_ by Frank Herbert.
                                                                
Newsgroups: rec.games.video
From: harve@netcom.com
Subject: How do you add a language switch to the "LATEST" Genesis?
Keywords: Genesis
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Fri, 25 Dec 1992 23:45:21 GMT

     I previously added a language switch to an older Genesis, but I had
to return it because of an overheating problem--after about
half an hour the games would start locking up.  This occured about a
month after I made the switch--most likely due to the board design.  My old
Sonic Genesis had a solid rectangular heat sink, long jumper wires,
and the full-size 68000 cpu.
     I was surprised when I opened up the newer Sonic Genesis.  The board
has been redesigned somewhat.  It now has a fin-type heat sink, no jumper
wires, fewer chips, and a mini-square 68000 cpu.  I couldn't find any
jumpers on the board: i.e. jp1-4.  Does anybody know of a way to add a
language switch to the latest Genesis design?

Harvey

Harve@netcom.com

--
From: din@gradient.cis.upenn.edu (Clarence Din)
Newsgroups: rec.games.video
Subject: Re: Turbo FAQ, shooters and Duo?
Date: 22 Dec 92 22:17:30 GMT
Organization: University of Pennsylvania

In article <1h7mmpINNj4j@falcon.natinst.com> glens@natinst.com (Glen Sescila) writes:
>In article <102968@netnews.upenn.edu> jason@retina.anatomy.upenn.edu (Jason Ehrlich) writes:
>> [ one guy says JJ & Jeff was the surprise game ]
>
> [ another says he got Galaga 90 ]

The local Software Etc opened up a new TG-16 box for me and the free
game was Ordyne, so maybe TTI is just trying to get rid of all their
old $20 games?
---------------------------------------------------------------------------
Clarence K. Din
Information Systems Specialist III, Dept of Chemistry, Univ of Pennsylvania
din@gradient.cis.upenn.edu
---------------------------------------------------------------------------
Too many toys (D-50+M-EX, U-220, SR-16, TurboDuo, SNES, Mac IIsi, HP48SX)
and too little time!
From: Brian.Schreiber%f110.n2604.z1@hourgls.fidonet.org (Brian Schreiber)
Newsgroups: rec.games.video
Subject: Sonic 1 bonus stage 1-ups?
Date: 23 Dec 92 15:17:32 GMT

Ryan, Their in there only they do it a little sneakier. You have to collect 100 rings for an extra guy. Collect 50 rings for a continue. Hope that helps. Good luck.
Brian

 * Origin: Informatix (1:2604/110)
Newsgroups: rec.games.video
From: tomasa@dront.nada.kth.se (Tomas Arvidsson)
Subject: Re: SNES-CD: Very nagging problem/question...
Organization: Royal Institute of Technology, Stockholm, Sweden
Date: Wed, 23 Dec 1992 02:24:57 GMT

In <1992Dec21.222010.11769@clark.edu> gsnow@clark.edu (Gary Snow) writes:

>In article <1992Dec19.192024.18210@ns1.cc.lehigh.edu> ry01@ns1.cc.lehigh.edu (ROBERT YUNG) writes:
>>
>>   Seems like a very pratical question. BTW, is the 68000 in the Genesis the
>>same 68000 found in Macintoshes? And isn't the 68000 32bit? (oh no, not
>>another bit war! :) THANKS!
[...]
>The 68000 is a 16/32 bit chip. 16bit data bus (the one that really matters),
>and a 32bit address bus (the amount of memory it can address).

Nah, the MC68000 is a 16/24/32 bit chip. That means it's got an 16-bit data
bus and a 24 bit address bus which is handled internally as if it where 32 
bits. Thus the MC68K can "only" address 16MB of memory (there are, thank God,
no segments in the MC68K and it's successors). 

>Gary Snow
>uunet!clark!gsnow  or  gsnow@clark.edu

-- 
Tomas Arvidson			 			     ///
d91tar@csd.uu.se,					    ///
tomasa@nada.kth.se, tomasa@sprawl.adsp.sub.org   	\\\///
Expressed opinions are mine unless stated otherwise      \XX/
-- 
Tomas Arvidson			 			     ///
d91tar@csd.uu.se,					    ///
tomasa@nada.kth.se, tomasa@sprawl.adsp.sub.org   	\\\///
Expressed opinions are mine unless stated otherwise      \XX/
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: Mario Kart vs Blast Processing? was Eco the Dolphin (Genesis)
Date: 3 Jan 93 06:39:01 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

v062nm65@ubvmsb.cc.buffalo.edu (Chris Randall) writes:

>Also in the Blast Processing deal, I've got to admit, I like the comparison
>between Sonic 2, Eco the Dolphin, Streets 2, and then showing us Super Mario
>Kart.  Looks convincing.  I recently tried Super Mario Kart, tried it again to
>make sure I wasn't judging it too harshly, and still decided that I absolutely
>hated it.  Anyways, just because of my experience with it, it amuses me...
	It would seem that the idea was Go-Karts vs Dragsters, since the ad
was at a Drag strip.  This is probably why they didn't show SMK's high-
speed sibling F-Zero, even though the games are of comparable quality.
Of course, they should have put SMK up against Road Rash for the comparison.

>that's all for now...
>Chris
Newsgroups: rec.games.video,ba.market.computers,misc.forsale.computers
From: chetc@resumix.portal.com (Chester L. Cuaresma)
Subject: GENESIS games for sale:  SONIC series, St. of RAGE series
Organization: Resumix Inc.
Date: Fri, 1 Jan 93 23:29:47 GMT

Subject line says it all.

	SONIC 1:	$25.00
	SONIC 2:	$35.00

	STREETS OF RAGE 1 (BARE KNUCKLES):	$35.00
	STREETS OF RAGE 2:			$45.00

I pay shipping.  If you buy an entire series, deduct $10 from the total.
If you buy it all, deduct $40.

Reasonable offers will be accepted.

Thanks for listening.

						Chet C.


Newsgroups: rec.games.video
From: bbishop@crusader.torolab.ibm.com ()
Subject: Re: J.J. and Jeff...HELP!!!
Date: Wed, 23 Dec 1992 18:34:47 GMT
Organization: IBM, Austin

Regarding Sports Games for the TG16...
 
I have TV-Sports Football and like it quite a bit.
So much that I have considered going ahead and getting the TV-Sports series.
 
TV-Sports Football reminds me of the old Intellivision Football with a slightly
different feel and better looking because of the graphics.. (I personally 
have yet to play a video sports game that topped what mattel put out 10+ years
ago for the intellivision.  The Intellivision sports games had the unique 
ability to be fun... ).. Well, TV Sports Football seems pretty fun also...
up to 5 people can play at the same time (on the same or opposing teams, any
old way you want)... It doesn't do all the stats of each individual player 
on your team (which to me is a good thing, all I want to do is play the
damn game, I dont want to worry about my quarterback Alfonzo having a
menstrual cycle on me)...Nope, all I worry about is the calling the play
then being QB and deciding whether I want to run or pass... My kind of game.

Brad

(Some people seem to think that the Atari 2600 is a crummy old game system
with little or no use and could never compare to the SNES or GENISIS.  Well,
I never owned an Atari 2600 but I do remember spending a lot more time 
playing games like Space Invaders, Warlords, Combat, etc. than I have with
my SNES.  40Mbit, 64,000 color game with 650 MB of level after level does
not necessarily make a good game.  The end result is the fun.  Triple Action
on Intellivision (with the byplanes was an incredible amount of fun even
though the byplanes weren't detailed.  The point is is that the graphics and
sound are nice, but without the backbone workings of a real game that is
fun, it really just turns out to be nothing more than a GIF viewer)
 

Newsgroups: rec.games.video
From: ALI00MHS@UNCCVM.UNCC.EDU (Mark Sullivan)
Subject: Re: Super Smash TV Cheat Needed
Organization: UNC Charlotte
Date: Wed, 23 Dec 1992 17:56:05 GMT

In article <1992Dec22.160122.7030@athena.mit.edu>
standish@athena.mit.edu (Mark S Farrar) writes:
 
>
>
>        I misplaced my list of cheats.  Could someone please
>        post the code for adding additional lives and continues
>        for Super Smash TV?
>
>        Thanks in Advance...
>
>        Mark
>
>        standish@athena.mit.edu
>
>
More lives - Put the cursor on "Two Players."  L, R, Up. ("Bingo!")
[That's the big Left and Right buttons, up on the control pad.]
The current SNES Cheats/Spoilers List has a great map showing the
location of the secret rooms, too -- I'd post the e-mail address
for it, but don't have it with me.
 
Mark Sullivan
ali00mhs@unccvm.uncc.edu
Newsgroups: rec.games.mud.lp
From: kaczorc@woods.ulowell.edu
Subject: Re: Help With PC LPMud
Organization: University of Lowell
Date: Wed, 23 Dec 1992 02:07:48 GMT

> the /obj/player.c file, in line 410, change the line
> 
> #define SHOUT(x) gTellstring=x; filter_objects(etc....
>  
>                 to
> 
> #define SHOUT(x) gTellstring=x; filter_array(etc....
>                                        ^^^^^

Ok...I had the same problem and got it fixed on my own.  But I've noticed
that no shouts from monsters (for example Armageddon) manage to make it 
to players.  I haven't had the time to look into it...and I don't really 
care because I use my mud for testing code, not for playing.  But if you 
have the same problem, and get it fixed...lemme know.

				Zor

Newsgroups: psu.rumors,psu.flame,psu.talk,rec.games.mud.lp
From: ward@math.psu.edu (Brian Ward)
Subject: Re: LPMUD ported to VM/CMS!!
Followup-To: /dev/null
Organization: The Bill and Ted Society of Computer Science
Date: Fri, 1 Jan 1993 20:02:47 GMT

Mike Tierney <MBT3@psuvm.psu.edu> writes:
|it was very tough to port.
|i had to write an interface from c to rexx.
|it was very fun to do.

Mike, you couldn't port Raid to a roach. I won't mention that your
fictitious feat is facetious, since you could use some silly C compiler on
the mainframe. (well, I guess I just did mention it.)

|it is available via ftp at lagrange.math.psu.edu in /home/euler2/ward.
|brian ward is the moderator.
|send him mail about it.
|ward@math.psu.edu.

this is really funny, Mike. no, I mean it, it's funny.

na, actually, I take that back.

Newsgroups: rec.games.mud.lp
From: bobf@feenix.metronet.com (Bob Farmer)
Subject: Re: MUDs are in the sewers lately.....
Organization: Texas Metronet Communications Services, Dallas TX
Date: Mon, 28 Dec 1992 20:05:02 GMT


kenneth@ducvax.auburn.edu writes:
> Lots of muds have been down...
> not just Overdrive....
> Highlands, Nannymud, Sillymud have all been down for at least a few
> days and I haven't ben able to reach Sillymud for at least a couple
> of weeks now...any clues would be helpful, thanks....
> 
> Ken

Highlands and Genocide are down due to a machine problem, latest word I've
heard is that they'll be back up around Jan. 5.

Not sure what's up with Overdrive, the machine appears to be down, possibly
for Christmas break?  I haven't received anything from them on their wizard
mailing list either...

Blackthorn
bobf@metronet.com
Newsgroups: rec.games.mud.lp
From: ddresp@dante.nmsu.edu (DRESP)
Subject: test
Organization: New Mexico State University
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 28 Dec 1992 04:17:02 GMT

 this is a test
From: albion@csd4.csd.uwm.edu (Craig T Manske)
Newsgroups: rec.games.mud.lp
Subject: 3.1.2k+ Driver
Date: 3 Jan 1993 00:39:02 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Distribution: world
NNTP-Posting-Host: 129.89.7.4
Originator: albion@csd4.csd.uwm.edu

I am having trouble compiling the 3.1.2k+ driver on my machine.  It comes up wiwith this:
  gcc: Internal Compiler Error:Program cc1 got fatal signal 11.
  
  What is a fatal signal 11?  I can't find what that means in any of the docs 
I have...

Albion
From: wigs@yoyo.cc.monash.edu.au (Aaron Wigley)
Newsgroups: rec.games.mud.lp
Subject: Re: Hi,.. can anyone..
Date: 21 Dec 92 06:39:51 GMT
Organization: Monash University General Access Unix
X-Newsreader: TIN [version 1.1 PL8]

Michael M. Huang (michael@iastate.edu) wrote:
: The rocking Aussies from Shattered World are back :)

Since when did we go anywhere? :)

: -michael 
:  Vincent's Hollow
:  (Lucincia@Shattered World)

The Wigs of Oz,
Aaron Wigley
Hunter@Shattered World
Merry Christmas everyone, and Good fortunes in the new year.

You are climbing on top of a snow covered roof. Reindeer tracks are
everywhere. Carefull you don't slip down.
Obvious exits are: 
  Down, Chimney, Sleigh.
Santa is here.
> kill santa
Santa says: Ho ho ho 
Santa says: My, haven't you been a naughty boy.
Newsgroups: rec.games.mud.lp
From: mjarvis@nyx.cs.du.edu (Michael Jarvis)
Subject: Re: Help With PC LPMud
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Tue, 22 Dec 92 13:28:20 GMT

In article <BzKw2p.MHA@utdallas.edu> pmathis@utdallas.edu (PAUL J MATHIS) writes:
>In article <BzJ5HG.7nt@usenet.ucs.indiana.edu> erisande@silver.ucs.indiana.edu (Nowhere Man) writes:
>>Why wouldn't my shouts work on this PC LPMud I am working with?  The
>>Wiz gets an 'Undefined function filter_objects' error.  What am I
>>doing wrong?
>>	Email please...
>>
>
>Nowhere Man, I've noticed this too.  I'm not sure why though.  Anyway, the
>the reason for my post:
>
>
I've had the same trouble.  I have a dos version of grep that I picked up
somewhere, and I grepped the entire lpmud structure for 'filter_objects'.  In
the /obj/player.c file, in line 410, change the line

#define SHOUT(x) gTellstring=x; filter_objects(etc....
 
                to

#define SHOUT(x) gTellstring=x; filter_array(etc....
                                       ^^^^^
This seems to be a minor bug...I changed the reference to filter_array, and
it's been working fine for me ever since.  Unfortunately, I haven't had time
to try and get it working with a modem yet...I'm using it as a 'Test' mud
to try out LPC ideas I have before implementing them on the MUD where I am a
Wizard. 

Hope this helps!!!

>Jrotten waves happily!

-Michael-
Jrotten @ NyxMUD

--
===============================================================================
*  Michael A. Jarvis    | Internet:  mjarvis@nyx.cs.du.edu  CI$:  70562,212   *
*  Oklahoma City, OK    |  Fidonet:  Michael Jarvis, 1:147/2051               *
===============================================================================
Newsgroups: rec.games.mud.lp
From: rwfuller@silver.ucs.indiana.edu (robert fuller)
Subject: lpmud on Sys V
Organization: Indiana University
Date: Sat, 26 Dec 1992 06:46:58 GMT

I have been trying unsuccessfully to compile a Gamedriver on an
AT&T Sys V version 5.3 Unix.  I have tried to compile the MudOS,
3.1.2-DR, 3.1.2-W, and vanilla 3.1.2 drivers.  I am being inundated
with mysterious compiler error messages.

In the past, I have compiled Gamedrivers for Sun, NeXT, and Dec computers.
So the problem is not my lack of experience with Unix/C.  Does anybody have
a Gamedriver that will compile under the standard AT&T Syv V compiler?  Note
that I do not have enough free disk space to compile the Gnu C compiler.
From: dbn@rti.rti.org
Newsgroups: rec.games.mud.lp
Subject: Overdrive is back up.
Date: 29 Dec 92 19:01:04 GMT
Distribution: rec
Organization: Research Triangle Institute, RTP, NC

As the subject says, Overdrive is back up. :)

-Florentino
Newsgroups: rec.games.mud.lp
From: wcollins@netcom.com (Walter J. Collins)
Subject: pmf for AIX
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Wed, 23 Dec 1992 23:56:12 GMT

Has anyone ever gotten the pmf client program to run on an AIX system?
I just ported ftpd, and it was quite a hassle.  I've been working on pmf
for days now, to no effect.  The program compiles well enough, but I can't
get it to link properly with readline's library file.  Also, compiling
without readline doesn't work either.

TIA,
Walt (Cynic@UD)

-- 
wcollins@netcom.netcom.com  < Walt Collins / Kristin Harvey >
1011 New Hope St., #12-C  |  Norristown, PA  19401  |  (215)277-2567
Newsgroups: rec.games.mud.lp
From: njal@engin.umich.edu (David Schairer)
Subject: Re: Overdrive up?
Date: Sun, 03 Jan 93 21:46:24 EST
Organization: Campus Computing Sites, University of Michigan

In article <1i81suINN2pn@access.usask.ca> keith@skatter.usask.ca (Neutron) writes:
>I saw the message from Florentino saying that OD was back up,
>but i can't seem to connect. Has it gone down again, or was there
>perhaps a change of address? Any info would be greatly appreciated.
>
>Neutron
>
>---------------------------------------------------------------------
>Nuclear Physics is more than a job - it's a pain in the backside.
>_____________________________________________________________________


Overdrive is having some hardware difficulties, and may be down for a bit.
I am unsure right now, as I don't have anywhere near complete information.
When I get more information, I will post it here.
Talyessin@Overdrive
From: slothrup@newshost.gte.com
Newsgroups: rec.games.mud.lp
Subject: Re: RAGNAROK
Date: 21 Dec 92 17:24:38 GMT
Organization: Abacus Mud Inc

First they want to check your email address, then your urine then
your blood!  Dont let them invade your MUD PRIVACY!

Slothrup
Newsgroups: rec.games.mud.lp
From: mike@Turing.ORG (Michael Chapman)
Subject: Re: test
Organization: The Turing Project, Public Access Internet Host
Date: Mon, 28 Dec 1992 17:51:31 GMT

In article <1992Dec28.041702.7668@nmsu.edu> ddresp@dante.nmsu.edu (DRESP) writes:
> this is a test

*** TEST FAILED
-- 
   /-------------------------------\
   |Amiga and Unix hacker for hire.|
   |-------------------------------|
   | mike@turing.org  Mike Chapman |
Newsgroups: rec.games.mud.lp
Subject: LP Ed editor
From: lucifer@oread.cc.ukans.edu
Date: 28 Dec 92 18:56:33 CST
Organization: University of Kansas Academic Computing Serces


Greetings to all the LPmud people. I would like to know if there's anything
out there that would allow one to code w/o being logged on a mud. Is there
an editor that is compatible with LP's Ed that can be used on either a Mac or
a PC, and is vi on a VAX/VMS compatible? If anyone knows where I can get any
software that does the above, or have any info about it, please email me or
post. (Email at lucifer@oread.cc.ukans.edu)

Thank you,
Cyrus