HDTenEightyP/NetNews huggingface dataset:
From: comptec90071@camins.camosun.bc.ca
Subject: Longbow & Dagger
Organization: Camosun College
Date: Fri, 2 Oct 1992 23:41:33 GMT

I am stuck in two Sierra games.. The 1st one is Conquests of the Longbow.
I have made it back to the monks castle for the 2nd time, and I assu{e
I have to climb the vine up the tower somehow.. Only problem is that it
can't support my weight.. 
 
I am also stuck in Dagger of Amon Ra.. Well, not quite stuck (as I have
finished the game).. It's just that I didn't take any notes throughout
the game, and basically forgot what everyone has told me..
SO if someone can tell me the correct answers to the questions the coroner
asks you I would be grateful.. I'd just like to see the actual ending instead
of having the killer(s) get away all the time..
 
Thanks for any help..

Trent

Newsgroups: comp.sys.ibm.pc.games
From: sweet@ug.cs.dal.ca (garth r sweet)
Subject: Re: Ways to Foil Piracy
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada
Date: Fri, 2 Oct 1992 11:24:16 GMT

In article <1992Oct2.075952.23384@netcom.com> obrien@netcom.com (Robert O'Brien) writes:
>
>>the games, and sales will drop.
>>
>
>dpn2@po.CWRU.Edu (Damien P. Neil) writes:
>>In a previous article, mperry@waikato.ac.nz () says:
>>>- Wow, an exact duplicate CD - Pirated. At the moment, probably only CD
>>>manufacturers are able to write CD. In a few years time CD technology will
>>>be old hat like floppy disk technology is today.
> 
>>Sorry, but that is VERY doubtful. The nature of CD technology will almost
>>certainly prevent the creation of an afforable CDRAM drive. We will have
>>removable storage in the 600+ MB range, but it won't be CD.
>
>


	Copying CD's is easy, all you need is an erasable/writable 
optical drive, we have one where I work it stores 680Mb per side of a
disk, has a great transfer rate (IE Better then a CD) but poor seek times.
The cost is high $3000.00 but not so high as to make it unacceptable, and
disks cost $250.00 (Remember you can use both sides too). That makes the
cost of copying/pirating a friends CD onto one of these things about
$125.00 a CD, BUT also once your done playing the pirated game you can erase
it and get another. I realize this sounds like a recommendation to pirate,
but it's not, I just wanted to make you aware of budding/budded technology.
BTW the cost on the optical drives are dropping daily, by next year this time
I'd expect a $1500.00 optical drive that stores at least 680Mb a side and
I expect our disk cost to drop to around $150.00-$200.00 a disk. 

	BTW I have never actually copied a CD, I don't have access to a CD
reader at work. There may be technical difficulties in actually doing a CD
copy in the way I mentioned.

+---------------------------+----------------------------------------------+
+ Name : Garth Sweet        + I used to love basketball, but now is seems  +
+ email: sweet@ug.cs.dal.ca + the Magic's gone!                            +
+ phone: 902-865-8987       +                                              +
+---------------------------+----------------------------------------------+

Newsgroups: comp.sys.ibm.pc.games
From: rcsteele@leibniz.uwaterloo.ca (Robert C Steele)
Subject: Re: Key-disk... It's back again!!
Organization: University of Waterloo
Date: Fri, 2 Oct 1992 14:55:49 GMT

In article <1992Oct1.161238.12212@b11.b11.ingr.com>, ross@kaos.b11.ingr.com (Ross Erickson) writes:
> >> Yes. Stop piracy.
>         ^^^^^^^^^^^
> 
> >It is quite obvious that you are not a serious gamer, one that buy many
> 
> This is both insulting and condescending.  You have no idea or way of
> knowing what another person's gaming habits are.  
> 
> >games each month.  I have bought close to a hundred PC games so far, do 
> 
> Let's see.  100 games x $30-40 dollars a pop would be $3,000 to $4,000
> total.  Hmmmmmm
> 
> >you know how messy my table is with so many manuals and key-disks?  Some
> >games even demand both key disk AND manual protection! 
> 
> "You pays yer money....You take yer chances..."
> >
> >If you have a game that use up up all 640meg, or even 1/2, or 1/10th of
> >the CD, fine, I have to insert the CD each time.  But a 3.5meg game and you
> >expect me to trouble with the CD each time?
> 
> Take it back to the store and with a receipt they will give you your
> money back.
> >
> >Do you own a CD-ROM drive?  Do you know what is a caddy?  
> >1) I have to take out the caddy from the drive, 
> >2) take the current CD out and 
> >3) put it back into its case, 
> >4) take the game CD out of its case,
> >5) put it into the caddy,
> >6) and insert the caddy back into the CD-ROM drive.
> 
> Forgive me, but what's your point??  I don't think you can get CTS
> from doing this.  I've had a CD-ROM drive for a long time now (around
> 20-30 CDs or so) and this is not a problem.  It takes maybe 10
> seconds.  Don't you plan to play for longer than 10 minutes?
> >
> >Perhaps they should have a police officer check your driver's license
> >each time before you are allowed to drive, heh? 
> 
> Hardly a fair analogy.  Keys are a better analogy.  Doesn't it really
> p*ss you off that you have to put some keys in your car to start it?
> Why not get in and go??
> 
> >I apologise if I seem rude, it was not meant for you.  But I am often
> >get insulted by paying good money for bad games, and to top things off,
> 
> RETURN THEM!!!
> 
I don't know about you.  But any software store I've ever been in has required
the package to be unopened and in the original boxes to be able to be returned
to the store.  Too late once you find out it has key disk copy protection.

Rob
Newsgroups: comp.sys.ibm.pc.games
From: sarnold@andy.bgsu.edu (G. Steve Arnold)
Subject: Re: Dungeon Master - help needed
Organization: Bowling Green State University B.G., Oh.
Date: Sun, 27 Sep 1992 03:06:00 GMT

cssnet@vms2.iscs.nus.sg (Postmaster) writes:
> I have enough RA keys to get the Firestaff but have left it alone for the
> moment.

	Get it NOW.

> 
> I'm now at the level with tentacled monsters casting FIREBALL spells are found.
> There's also this malovent looking dark cloak chap who teleports around.

	This is the Lord CHAOS (the dude you're seeking to destroy.) You 
can't kill him with spells or fisticuffs, you have to do something special
to the firestaff. (like I said, GET IT NOW.) If you haven't cleaned all of the 
upper evels out yet, get that finished before you even *think* about coming
down this far again.


> As it is at the moment, the most powerful offensive spell I have is Lightning
> Bolt. This does seem to do anything to these creatures! By the time, I've

	You need to get FIREBALL ( <POWER LEVEL><FIRE><FLY> ) -- and lots of
experience.

> finished with 1 of them, the rest are all over me. Would be most grateful if
> anyone can provide me with a good strategy for killing these creatures.

	I get the sense you're one of those folks who goes down a flight of
stairs as soon as you find them. (Not being critical, just an observation...
and I hope I'm wrong,  in which case everything I'm about to tell you is
probably already painfully obvious, but I'm guessingas to your progress so 
don't think I'm condescending or anything, it's just that it's better to
be careful about how you keep maps and complete levels in this game.)
If you're having EXTREME trouble beating up the fire demons, the best thing
you could do is go back up and completely map out all of the levels. You need
experience, power, and a whole boatload of magic and special items which 
litter the place. (HINT: If you're mapping carefully, blank spots on the
maps will *usually* tell you where to look for secret doors...)

> Also, some of my characters have reached the level of MASTER. Is this the
> maximum level one can achieve in the game?

	Yep, and then it goes in sublevels...

> Lightning Bolt		OH KATH RA

	Actually, fireball is more powerful than Lightening (at least in my
observations...)


	Great game... been a couple of years since I played it, but I remember
the gist of most of it. Incidentally, I feel that DM has the BEST, FAR AND AWAY
system for spellcasting and experience levels I HAVE EVER SEEN !!!!! I wish 
more companies and game developers would follow FTL's lead in this (getting
experience and points for WHAT YOU DO, rather that WHO YOU CLAIM TO BE...)


steve

-- 
   The only difference between a Communist        G. Steve Arnold
   and a Socialist is that the Socialist will     Dept. Math and Stats.
   only confiscate the resources that are         BGSU
   profitable.                                    sarnold@andy.bgsu.edu
From: mccullou@cae.wisc.edu (Mark McCullough)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Vektor Grafx flight sims
Date: 27 Sep 92 17:24:05 GMT
Distribution: na
Organization: U of Wisconsin-Madison College of Engineering

In article <1992Sep27.161519.28619@newshost.lanl.gov> masten@beta.lanl.gov (David A. Masten) writes:
>I incorrectly guessed that Vektor Grafx was doing the new Harrier sim
>for MPS.  According to CGW a couple of months back, VG did the B17 sim
>for MPS.
>
>So is VG getting any better in the flight sim business??
>
>On another note, a friend recently mentioned he is playing Jetfighter.
>I'm attempting to ween him away from it and towards F3 (a HUGE jump!).
>For the heck of it, I reloaded JF1 on my computer.  Had to disable stuff
>to get it to work.  I think it doesn't like EMM.sys.  OK, JF1 has really
>silly flight models, but it isn't bad for a 3+ year old sim.  Talk about
>quick and dirty fun!  Can anyone comment on whether the flight models
>were improved in JF2?
>
>Dave Masten
>masten@beta.lanl.gov
Not really.  You can fly 50 feet off the ground at Mach 2.5+ yet have absolutely
no ground turbulence.  You can't engage targets BVR (Beyond Visual Range.)
This makes the entire idea of the F-14 a joke in this Sim.  The ground
engagement is just plain silly (only dumb bombs, I don't remember ever
being allowed so much as a maverick.)  There are never any naval targets,
well maybe if you blow more money on the advanced scenario disk, but the
entire flight model is ridiculous.  The Flak model is stupid.  You see all
this flak coming up and magically exploding around you, never hitting you,
and no AAA firing it.  The Air to Air model is insane.  One has to get
behind the enemy to engage (or a closing shot.)  There are no gun hits,
unless you are firing at a missile (easiest thing in the world to hit!)
You carry an _insane_ amount of ordinance.  Instead of a stealth/high
performance aircraft like the real F-23, you get a joke aircraft that is
medium performance and carries far more ordinance than even the F/A-18.
If you want a decent sim for computers not up to Falcon 3, or one that is
simply less complicated, go for F-19.  It may not be as good as Falcon 3,
but it blows away JetFighter II, even though it is older than JF2.
Newsgroups: comp.sys.ibm.pc.games
From: jwilbur@iat.holonet.net (Jay Wilbur)
Subject: Re: Wolf3D episode 4 Secret level, invisible guards?
Organization: HoloNet (BBS: 510-704-1058)
Date: Tue, 6 Oct 1992 15:15:26 GMT

It a limitation of the engine.  When there are too many sprites on the
screen things get a bit nutty and the engine stops drawing anything new. 
Our design spec called for the engine to erase some of the dead bodies as
new live one entered the area, but something happened (Street Fighter II
and Fatal Fury) and it was never put it.

There is a way to make it through that level without dealing with one
guard.  It's very hard, but it cvan be done.


-- 
/-------------------------------------------------------------------------\
| Jay Wilbur  | jwilbur@orac.holonet.net | CIS: 72600,1333 |   Fidonet    |
| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
\-------------------------------------------------------------------------/
From: spielman@pender.ee.upenn.edu (Terence P. Spielman)
Newsgroups: comp.sys.ibm.pc.games
Subject: Help needed in U7:Forge of Virtue, Test of Love
Date: 4 Oct 92 18:24:24 GMT
Reply-To: spielman@pender.ee.upenn.edu (Terence P. Spielman)
Organization: University of Pennsylvania

I am asking the followinf for my brother, so I don't know all the details and
would appreciate it if your replies were as explicit as possible..:-)

In the Test of Love, there is a broken golem.  What do you do with it?
My brother resurrected the golem and it was resurrected as Iolo!  Is this a
bug?  If you can give me a full rundown on the test of love as well, I would
appreciate it.  Thanks.

Terence
spielman@pender.ee.upenn.edu
From: spielman@pender.ee.upenn.edu (Terence P. Spielman)
Newsgroups: comp.sys.ibm.pc.games
Subject: Anyone know where to get gems in MM4?
Date: 5 Oct 92 15:51:36 GMT
Reply-To: spielman@pender.ee.upenn.edu (Terence P. Spielman)
Organization: University of Pennsylvania



I keep runnin out of gems for my spellcasters.  Does anyone know an easy
(cheap) way to get gems?

Terence
spielman@pender.ee.upenn.edu
From: hannes@madvax.uwa.oz.au (Johannes Herrmann)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: CIV:  how to maintain my level of discovery?
Date: 7 Oct 1992 00:31:24 GMT
Organization: Maths Dept UWA
Distribution: world
NNTP-Posting-Host: sessilis.maths.uwa.oz.au

Bill Dickey writes:
|> I'm still having trouble with Civilization.  Guess I just don't understand
|> some of the concepts of this games...
|> 
|> A few questions...
|> 
|> 1)  How many cities should you have before you begin to develop them all?
|> 
I generally develope my cities fairly early. I do the following: when a city
reaches size three I produced a settler with it. This settler founds a new
city. Meanwhile the old size-three city is producing a new settler which then
improves the area around it.

|> 2)  Should you continue building cities througout the game, or just rely
|>     on taking other Civs cities?
|> 
No. About ten cities should be enough. Only build new cities as staging points
for your armies, and to annoy other civs (ever try building lots of cities near
a well-defended enemy city?).

|> 3)  How can I maintain my level of discovery?  As I develop my cities I go
|>     for libraries and Universities, but have to raise my taxes to maintain
|>     them.  I try to make scientist specialists, but my cities suffer when
|>     I remove people from production.  What's the best way to do this?  Finally
|>     I fall behind and am taken over by more advanced civs.
|> 
Make lots of money! I always try to switch to demorcracy which increases
production and try to get Railroad. The extra food this produces can really help
when you want to take out specialists (eg scientists or taxmen). Have a reasonable
luxury level so you don't have to waste specialists on entertaining.

|> 4)  Should I try to take cities early in the game, or wait until I have a
|>     big advantage in Techonology?
|> 
If you find an enemy empire early in the game and you are tougher than it (for
this chariots and knights are really great) destroy most of its cities (gaining
a civilisation advance from each city you take  if they are more advanced than
you) and surround the others. Stay at war with them, and make sure that they
cannot escape. Send in diplomats every time they invent something that you have
not got. Kill them at your leisure. (This only works if you are not at Democracy
yet, or have a really large empire.)

|> 5)  Should I concentrate on military might or development?  Or should I have
|>     a couple cities for just devlopment and produce military in the others?
|> 
Develope Mathematics and Chivalry! If you have catapults and knights then few
will stand against you. The point is that this means you will not need many
armies!
 
|> Thanks
|> 
|> Bill
|> dickey@saifr00.cfsat.honeywell.com

Your'e welcome,
		Hannes

-- 
Email   -  hannes@madvax.maths.oz.au   \|/
Phone   -  386 4918 (Room 104)         - -
 May the forces of Chaos be with you.. /|\
Newsgroups: comp.sys.ibm.pc.games
From: mmoore@staff.tc.umn.edu ("None of ya Bizness")
Subject: Re: Jack Nicklaus Courses
Organization: University of Minnesota
Date: Tue, 6 Oct 1992 22:02:07 GMT

In article <10703306.51.0@eng2.eng.monash.edu.au> 10703306@eng2.eng.monash.edu.au (JAMES VINCENT) writes:
$If anyone's interested in sending a few of these around I'm keen to swap 
$courses...I assume it's legal to do so.

Whutttt??  You mean someone plays Jack Nicklaus besides me??  I would
hope it's legal to do so.  We're talkin Signature Edition right?  Will
I have the Muirfield Scotland as well as the Muirfield Village GC.
What you got?


-- 
Malcolm Diallo Moore, CIS-Univ. of Minn.                mmoore@staff.tc.umn.edu
				            	    moor0009@student.tc.umn.edu
"Arresk the Presidink!"                           malcolm@mermaid.micro.umn.edu
		-- Popeye the Intelligent Hoodlum
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
From: gordon@meiko.com (Gordon Henderson)
Subject: Re: player interaction in multiplayer games [was Re: <None>]
Followup-To: rec.games.programmer
Organization: Meiko Scientific Corp.
Date: Mon, 5 Oct 1992 10:44:24 GMT

I don't read this group much, and seem to have caught the middle of
this thread, but heres my (devalued) 2 ECUs worth ...

I think that all whats been discused so far has been tried out in a MUD
at one time or another: Limb orientated combat, magic teleportation
rings and so on. It all depends on how much effort and time you have to
make the system as "realistic" as you want it to be, and also what you
(the implementor) wants it to be.

From what I've seen of MUDs, a lot of them actively discourage
killing.

I find this odd, (except possibly in the social type of MUDs, where
they exist, not for "adventuring" purposes, but as glorified IRC
systems!) Even a lot of the MUDs where combat is programmed into it by
default, it seems to be frowned upon! Also, MUDs that periodically
"reset" are terrible! (IMHO) You get a mad rush by people who know how
to program macros into their client programs, and all the treasure is
scooped up, monsters killed in the first few minutes!

I'm working on a new MUD, and what follows is some of my ramblings
about it, hit 'n' if you don't want to read the remblings of yet
another mud enthusiast ...

The universe reflects my own ideas: It has a very simple parser, it's
fast, and has a simple, but effective combat system. There are no
races, classes or guilds, just a simple levels and points system. I
started to design it because I couldn't find a MUD other there that was
like the old MUDs (Shades, MIST/MUD) that I used to play ...

I don't encourage, or discourage player killing. (Theres not been too
many people playing it yet, so I don't know what it will be like if it
ever becomes popular!)

In an attempt to try to regulate it a little, you can't atack someone
that is more than 2 level lower than you, the winner gets a %age of the
opponents score and all posessions, if you attack and get killed you
lose all! otherwise if you are attacked and get killed, you just lose a
%age of your score. Quitting, disconecting and fleeing a fight all
incur small %age losses.

There are many safe (& social) areas too, but my aim is for a MUD that
is full of good puzzles and traps, something that would have the same
"holding" power as a good textual adventure, but with a reasonable
social atmosphere (eg. with a few puzzles that require the co-operation
of 2 or more players) - but still a place where you can earn money (points)
by hacking people and monters to death, but with the risks it involves!

All suggestions welcome! (by email - I don't think this group is the
place to discuss it!)

The MUD is up and running, it's called "The Land of Drogon", and if you
are a MUD enthusiast, and interested, you should be able to find it on
the mudlist. (otherwise, you can email me for more info and the
address)

-- Gordon Henderson is gordon@meiko.co.uk (or if you are in the UK and using
	Janet, it's gordon@com.meiko!)

Newsgroups: comp.sys.ibm.pc.games
From: daryl@zaphod.uchicago.edu (Daryl McLaurine)
Subject: Re: Ross Erickson
Summary: Mail from me to you bounces also!
Organization: Dept. of Mathematics, Univ. of Chicago
Date: Thu, 1 Oct 1992 23:13:48 GMT

R. E.!

	Reviews for RoboSPORT, Rules of Engamement, and CASTLES/pack#1

are done...HOW DO I GET TO YOU?


====================== Standard Disclaimers apply ======================
 Daryl McLaurine,     Systems Consultant / Systems Administrator 
 University of Chicago Mathematics Dept. / Cummings Computing Facility 
 daryl@zaphod.UChicago.EDU(128.135.72.61)/ system@biovax.uchicago.edu 

Newsgroups: comp.sys.ibm.pc.games
From: wunner@nova.tat.physik.uni-tuebingen.de (Guenter Wunner)
Subject: Re: Microprose going downhill
Organization: TAT (Theoretical Astrophysics Tuebingen), U. of Tuebingen, FRG
Date: Thu, 1 Oct 1992 11:50:42 GMT

bhv@areaplg2.corp.mot.com (Bronis Vidugiris) writes:

>In article <1992Sep29.211535.59282@cc.usu.edu> slf8n@cc.usu.edu writes:

>Someone writes about Mantis:
>)it's not nearly enough to make this game worth the money or harddrive space.
>)The manual doesn't even explain things very well. All in all a poor effort
>)from MicroPlay who have made some good games in the past.
>)

>MicroPlay / Mircoprose does seem to be going downhill recently.  They've
>just released one game with severe bugs (Darkland), besides Mantis (which I
>haven't seen yet but has been mostly panned here on the net) and now they've
>reached the low level of shipping empty boxes to distrubitors (with 'coming
>soon' signs) just like another certain company who's name we all know :-(.

We all know??? Nope, I don't know what you mean. Which company are you
talking about?

Lukas.
Newsgroups: comp.sys.ibm.pc.games
From: mrmarcel@eos.ncsu.edu (MICHAEL RONN MARCELAIS)
Subject: Re: EOB 2
Organization: North Carolina State University
Date: Tue, 29 Sep 1992 22:28:36 GMT

In article <1992Sep29.180440.3777@cs.yale.edu>, randall-joshua@CS.YALE.EDU (Joshua Randall) writes:
|> In article <markus.40.717774566@clement.info.umoncton.ca> markus@clement.info.umoncton.ca (MARC PAULIN) writes:
|> >>POSSIBLE SPOILERS.
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >
|> >	If you really want to kick but, grab your disk editor (or sector 
|> >editor) and hack your party.  Modify their score and give yourself 255 hp.
|> >I had to do it to kill Dran.  The ending is terrific!!!  I love EOB2 on my 
|> >soundblaster.  Can't wait for EOB3 in january or febuary 1993.
|> 
|> 
|> Blah...I have a character editor for the game that can give you max levels,
|> all spells, and 500 hit points.  Also -10 AC.  It sure made the final battle
|> easy!
|> 
|> -- 
|> Joshua E. Randall			randall-joshua@minerva.cis.yale.edu

Blah...HPs are stored as four hex digits (signed numer).  You can make you HPs
as high as 32767.  (stay less than 1000 or it'll mess up the display.)

-- 

+-------------------------------------+------------------------------+
|  Mike Marcelais                     | mrmarcel@eos.ncsu.edu        |
|  356 Tucker, Box 04783, NCSU        | Fourth Bryan Productions     |
|  Raleigh, NC  27607                 | #include <disclaim.h>        |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below:          |
| mrmarcel%eos.ncsu.edu@ncsuvx.ncsu.edu                              |
+--------------------------------------------------------------------+
From: dwk@naucse.cse.nau.edu (Dave Knapik)
Newsgroups: comp.sys.ibm.pc.games
Subject: Crack For SimAnt???
Date: 29 Sep 92 00:46:12 GMT
Organization: Northern Arizona University, Flagstaff AZ

Could somebody please send me the Crack for SimAnt....

or at least upload it to the romulus archive...


Thanks

Dave...
Xref: sparky comp.sys.ibm.pc.games:15977 rec.games.misc:17766