HDTenEightyP/NetNews huggingface dataset:
From: oy6j@vax5.cit.cornell.edu (J. Hillman)
Newsgroups: comp.sys.ibm.pc.games
Subject: mm4 simple question
Date: 12 Oct 92 08:24:59 EDT
Distribution: comp
Organization: Cornell University

My robber has plate mail but can't wear it, and doesn't seem
to be able to give it to my knight.  The manual doesn't say.

Why on earth wouldn't this be possible?


Newsgroups: comp.sys.ibm.pc.games
From: mulperi@snakemail.hut.fi (mulperi)
Subject: Help wanted in Eye of beholder II
Organization: Helsinki University of Technology, Finland
Distribution: comp
Date: 13 Oct 92 17:17:05 GMT


Me and two of my friends are stuck in that dungeon level
where green slime cubes wander and those big bad flies 
are flying{

In begining of that level there's sign on wall which
says something like "There is no escaping .. bla bla "

The maze in this level is quite confusing but that is
not big problem, we can map the maze. 
 Our problem are these spider like locks, where can I
 find keys that fit in those locks ? Or is there some-
 thing different solution to problem.

 Is there any ftp site where I can find 
 spoilers to the entire game.	

So what would we do. Cut our wrists? 8)


 emails to  mulperi@niksula.hut.fi
   	    	   @vipunen.hut.fi
	           @lk-hp-19.hut.fi
Newsgroups: comp.sys.ibm.pc.games
From: kak1@cypress31.cray.com (Kevin Kramer)
Subject: Re: U7 on 386SX 25 ?
Originator: kak1@cypress31
Organization: Cray Research, Inc.
Date: 15 Oct 92 09:49:07 CDT


In article <1992Oct14.004918.19161@ultb.isc.rit.edu>, ajb8886@ritvax.isc.rit.edu writes:
> In article <1992Oct12.130444.2640@dcs.warwick.ac.uk>, nwalczak@dcs.warwick.ac.uk (Nick) writes:
> >Thank you for the many and varied opinions on running U7 on a 386SX.  The
> >impression I get from reading the aforementioned is that SPEED is not
> >really an issue, it is memory capacity and possibly hard disk speed too.
> >I get the feeling that slow downs are due to disk access.   Am I
> >right?  Any comments?
> >
> >-Nick Walczak
> 
> My feeling is the same; I have a 386-40 with a Speedstar 24X which even for
> non-accelerated (read : non-windows) DOS apps easily makes a friend's 
> ET4000 / 386-40 combo look slow for non-disk intensive games and graphics 
> programs.
> 
> Whereas said friend has a very quick maxtor 210MB hard drive with integral
> cache.  My machine is still running off a 1:1 RLL controller and two 28ms hard
> drives.  
> 
> Guess which machine is faster for U7?  Yep, you guessed it.  The one with the
> faster hard drive is QUITE a bit quicker than U7 on my machine.  That is, for
> operations that involve walking in any direction more than a few steps.  For
> non-disk intensive ops (like moving the inventory/status windows around), the
> SS24X equipped machine shows a definite speed improvement.
> 
> I note that Smartdrv.exe seems to have no effect whatsoever on the speed of U7;
> has anyone experimented with other cache programs?  It would be nice if the
> heads weren't thrashing around all the time; makes me wonder how much stress
> this game puts on the hard drive mechanics.
> 
> You can feel the heads seeking back and forth all the time nearly continuosly 
> even as you walk from one side of the screen to the other.

I think that smartdrv does help some, I noticed a slight improvement with smartdrv
set at 2 megs and I have the write cache enabled and that GREATLY reduced the amount
of time needed to save games (whice I do quite often).  I also noticed once when I
went to walk to a different area then forgot something and had to go back, that on
the way back the disk didn't spin once, so smartdrv must have been doing something.
It scrolled pretty fast even with 8 charactures.  I recently got hyperdisk and was
going to start to experiment with that, but I am pretty satisfied with smartdrv so
far, so I can't see hyperdisk inproving things that much.  Any comments on 
hyperdrive?

Kevin
From: calia@urz.unibas.ch
Newsgroups: comp.sys.ibm.pc.games
Subject: OOTW Again, I'm stuck...
Date: 13 Oct 92 01:12:06 MET
Organization: University of Basel, Switzerland

HI everyone !


I'm stuck at level TXHF, where you point your gun at one of those
aliens. He then closes the door by pushing a button over his head.
I managed to kill the other two on the upper floors, but I can't
go past the one I can threaten. As soon as I kill him, I'm blasted
by the others ! Any answers on that will be much appreciated !

Thanx !

       Gaetano <calia@urz.unibas.ch>


Newsgroups: comp.sys.ibm.pc.games
From: kasycz@geod.emr.ca (Ray Kasycz)
Subject: UPDATES: GS2000 Islands and Ice
Organization: Dept. of Energy, Mines, and Resources, Ottawa
Date: Fri, 16 Oct 1992 23:22:05 GMT

I patched into Microproses' BBS today 410-785-1841 and they have a three
updates for the Islands and Ice people. I don't have them in my hot
little hands yet but will probably pick them up over the course of the
weekend. Here there are andd if there are not available I will make
every effort to post them to somewhere like wuarchive.wustl.edu

       GSEASY.ZIP 152015 10-13-92 Gunship 2000 Islands & Ice Easier
       Troops This patch for Gunship 2000 Islands and Ice Scenario
       provides for easier enemy troops.  To implement the patch unzip
       the file to the GS2000 Directory and re-run SETUP.  Uploaded by
       QEC/MPS Labs ;)

       GS2V08.ZIP 455291 10-09-92 Gunship 2000 Island and Ice Scenario
       Update This is the latest version for the Islands and Ice
       Scenario Disk.  This will update your GS2000 to Version 08.  To
       Update, unzip the file to the GS2000 Directory and type
       "INSTALL".  After installation re-run SETUP and then type
       "README" to view the latest changes and additions.  NOTE:  This
       Update is for the GS2000 Islands and Ice Scenario Only.  It
       will not update the original GS2000.  QEC/MPS Labs

       GSV7UP.ZIP 130947 10-02-92 Gunship 2000 Islands and Ice Update
       Gunship 2000 Islands and Ice Scenario Update for those having
       memory, SoundBlaster, and/or Replay problems.  To update, unzip
       the file to the GS2000 Directory and then rerun SETUP.  Note:
       This file is only for players who have upgraded to the Islands
       and Ice Scenario Disk.

Later Dudes,


--
Ray Kasycz                                          
Geodetic Survey of Canada       \  " the matrix looks good today but  \
Ottawa, Ontario, Canada           \    I'm gonna punch the simstim      \
Internet: kasycz@geod.emr.ca        \    and go check on Molly... "       \
Newsgroups: comp.sys.ibm.pc.games
From: cp79055@csie.nctu.edu.tw (Ultima)
Subject: Re:no street fighter ii for ibm
Organization: National Chiao Tung University
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 8 Oct 1992 14:17:46 GMT

 It is not a game product by Capcom or Capcom reserved.
 just a game like SF2, but not the real SF2.
From: anik@crhc.uiuc.edu (Sadun Anik)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: minefield, goodness
Date: 13 Oct 92 15:18:41
Organization: Center for Reliable and High-Performance Computing
Distribution: comp
	<Bw0xoF.FCw@news.cso.uiuc.edu>
NNTP-Posting-Host: rigel.crhc.uiuc.edu
In-reply-to: ftw33616@uxa.cso.uiuc.edu's message of Mon, 12 Oct 1992 19:48:14 GMT


  My girlfriends scores are 123 40 8. These are with no cheats, using
only flagging and clicking and no ? (requires two clicks to clear a
flag). She rarely goes above 145 for the largest field. My bests are
146 52 and 8. My experience is that your game gets consistently better
when you learn more patterns. You know enough patterns when you
realise that you are not spending more than 10 sec. to think for the
whole field. This also implies that you should leave the non-obvious
parts of the field to the end. At the beginning of the game if you see
any situation where you can get partial results, i.e. you can't mark the
mines but if you think a little you can find a few "safe" spots, leave
them alone. They are usually not worth the time. You can solve those
later if you don't have anything easier left. Frequently, you get
assistance from other parts of the field so it won't require any
thinking. If cannot identify this type of situations instantly, you
need more practice :)


--
Sadun Anik, U of Illinois at Urbana-Champaign
Center for Reliable and High-performance Computing
e-mail: anik@crhc.uiuc.edu
Newsgroups: comp.sys.ibm.pc.games
From: gregh@alw.nih.gov (Gregory Humphreys)
Subject: Re: Cannot run UNDERWORLD!!!!!!!!!??????
Organization: National Inst. of Health, DCRT, CSL
Date: Wed, 7 Oct 1992 13:50:02 GMT

In article <1992Oct7.123822.42488@urz.unibas.ch>, spissinger@urz.unibas.ch writes:
|> HI!
|> 
|> When I try to run the Underworld Demo I get the following error message:
|> 
|> "Cannot run Underworld
|> Out of EMS Memory.
|> Error code C001."
|> 
|> What does it mean?
|> What can I do?
|> 
|> I already tried EMM386.sys, Himem.sys and smartdrive.sys in different
|> combinations, but I failed.
|> I'm desperate. Help me!!!
|> My machine: 386DX 20 with coprocessor.
|> 
|> Thomas

you may have done this, but make sure that teh emm386 line has a RAM switch at the end of it.  like:
devicehigh = c:\dos\emm386.exe RAM

-- 
Greg Humphreys    |  "Playing not to win is like sleeping with your 
gregh@alw.nih.gov |  sister - sure, she's a great piece of tail, 
                  |  and she's got a bag full of goodies, but it's 
(301) 402-1817    |  just plain illegal."  -Charlie Sheen, "Hotshots"
Newsgroups: comp.sys.ibm.pc.games
From: s300@brems.ii.uib.no (Thor Hovden)
Subject: 688 between two machines/serial cable
Summary: Does anyone know why two machines won't connect
Keywords: Question  Network  Serial Cable
Organization: University of Bergen, Norway
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 14 Oct 92 11:29:18 GMT

We've connected two machines with a null-modem-cable (homemade) and
tries to play 688 over it.  We are using a 286-10 Mhz and a 386SX-16 Mhz
computer, the former running Dos 3.30 and the latter Dos 5.0.

  It won't work.

We've followed the manual's advice for setting up 688, have the correct
com-ports set, originate and then manual-answer, but no.
The 286 got Dos 5.0, but no, it still didn't work.
  Running an old version of Laplink, we can transfer files 100%,
so the cable cannot be the problem.

Any comments would be greatly appreciated.

Thanks,
Thor
--
Thor Hovden (s300@brems.ii.uib.no)
Institutt for Informatikk, Universitetet i Bergen, Norge
Newsgroups: comp.sys.ibm.pc.games
From: johnsond@unvax.union.edu (Dale R. Johnson)
Subject: Looking for sports programs!!!!
Organization: Union College, Schenectady, NY
Date: Tue, 13 Oct 1992 23:03:02 GMT

Can anyone tell me what kind of sports games are out there, whether or not
they can be found at an ftp site or must be purchased from the company?
Thanks.

My email address is:  johnsond@unvax.union.edu

Dale
-- 

------------------------------------------------------------------------------
|  Dale R. Johnson          | "Two roads diverged in a wood, and I--         |
|  johnsond@unvax.union.edu |  I took the one less traveled by,              |
From: honnold@bobcat.ent.ohiou.edu (Jeff Honnold EE UnderGrad )
Newsgroups: comp.sys.ibm.pc.games
Subject: Looking for a few games to purchase
Summary: Purchasing Games
Keywords: buy,purchase, games
Date: 7 Oct 92 19:50:45 GMT
Organization: College of Engg. & Tech., Ohio University, Athens, Ohio


	Hello, I was wondering if anyone had  copies of either of these games
for sale....I would love to buy them from you if you do.....either:

	Planet's Edge
	Indy Jones: The Search for Atlantis

	Looking forward to hearing from someone.

	Thanks
	
	Jeff
Newsgroups: comp.sys.ibm.pc.games
From: bwong@beach.csulb.edu (Bradley Wong)
Subject: Re: MM4: Tomb of Terror Question...
Organization: Cal State Long Beach
Date: Thu, 15 Oct 1992 16:06:37 GMT

In article <1992Oct15.082756.2892@nic.csu.net> wwong@calstatela.edu writes:
>
>Thanks for your infos.  I had finished the game last night.  The Megacredits
>are required as payment to hire the "Master Builders" from the Burlock castle
>to rebuild, fix, dig up dungeon of the "New Castle".  You will not be able
>to kill Lord Xeen without the sword form the dungeon of the "New Castle".

 So where do you get the megacredits?  I've got the building permit.

Newsgroups: comp.sys.ibm.pc.games
From: dpipes@spica.srg (Dave Pipes x4552)
Subject: Re: V for Victory (by Three-Sixty) 
Organization: just me
Date: Fri, 16 Oct 92 13:38:10 GMT
Followup-To: comp.sys.ibm.pc.games

In article <1992Oct15.224817.24505@netcom.com> hchong@netcom.com (Hoi Chong) writes:
>
>This is a real game 1024x768 (even 1280x1024).  It is called Tracon for 
>Window.  Yes, I play it and it is worth more money to me than many of the
>DOS games I bought.  It lets you go to as high a resolution as your screen
>will do.  (and it is realtime, no hex grid, and has voice sound effect
>from my SB Pro). 

Darn!  I forgot about this mode, since I rarely play the Windows version.
You are correct, there is one :-).  And it is great.

>Great.  People who actually like computerized hex games.  What's next? 

People who like to simulate the most high-stress job in the world?  :-)

David Pipes
robear@digex.com
Newsgroups: comp.sys.ibm.pc.games
From: ftw33616@uxa.cso.uiuc.edu (.)
Subject: Re: minefield, goodness
Organization: University of Illinois at Urbana
Distribution: comp
Date: Mon, 12 Oct 1992 19:48:14 GMT

nicklaus@lonetree.lonetree.physics.wisc.edu (Dennis J. Nicklaus) writes:

>Just curious:   I got sort of addicted to minefied for a couple
>weeks here and was wondering how good my best scores are
>(and how much harder I have to try to get really good).
>I've gotten to 269 on the biggest field (almost a little better),
>and 62 on the medium.  Another guy here got to 7 on the little
>field.
>How do those compare?  Anybody that has beaten that by a long shot?
>I think my mail hdr is wrong.  Don't use reply, 
>mail your reply to 
>nicklaus@lonetree.physics.wisc.edu
>Thanks!
>Dennis
Yeah, I've beaten the top level in 175 seconds.
62 on medium, I think.
I've only gotten 10 seconds on the small one, but one of my friends got 6.

Somethink you might want to consider - if you click both mouse buttons on
a numbered spot, it will clear off all the 'extra' mines.  example.

.  = unknown tile.
f  = flag.
#'s are clicked spots with their number showing.

  f  2  f  . .
  1  2  1  1 .
  .  .  .  . .

okay, there's 1 marked spot touching the rightmost '1'.  
therefore, if you click both buttons on the '1', it will proceed to reveal
every obvious 'non mine' mine, i.e. the 6 unmarked tiles.  So, for the price
of 1 click, you reveal 6 spots.  quite time saving, but, if you mark a wrong
spot, and double click, it'll reveal all the other spots, and kill you.

don't try to understand it.  just try it.

				- Frank
From: Ordania-DM@cup.portal.com (Charles K Hughes)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Piracy and game software
Date: Sun, 11 Oct 92 11:36:22 PDT
Organization: The Portal System (TM)
  <1agi6lINNc73@usenet.INS.CWRU.Edu>

  Well, the original poster probably won't post his name, but I agree 100%
with his comments.
  Copy protection is stupid, always has been.  Piracy is stupid, always will
be. :)  Copy protection doesn't work because there are more pirates than
copy protection creators - and the pirates don't mind not getting paid. :)
Piracy is bad because it is intellectual property theft. (Of course, my
opinion on exactly what constitutes intellectual property and how long a piec
of knowledge can be considered property are vastly different from what
the law says. :)

Charles_K_Hughes@cup.portal.com
From: stevens@vms.macc.wisc.edu (PAul STevens - MACC - 2-9618)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ultima IV+V copy protection
Date: 8 Oct 92 11:21:53 GMT
Organization: University of Wisconsin Academic Computing Center

In article <Oct.6.14.25.55.1992.22875@ruhets.rutgers.edu>, zweldron@ruhets.rutgers.edu (Matthew Charlap) writes...

>mwh@csd.cri.dk (Michael Wraa-Hansen) writes:
>>But I am very annoyed with this copy protection scheme which dictates
>>me to run the game from a floppy disk - and I even need to use the

>You CAN copy the original, but it requires special copying tools (NOT

I found that Ultima V modifies its own code by XORing itself with a
byte from an 'unreadable' sector.  I simply modified it to not attempt
to read the disk and do the XOR operation with a constant.  I, too, got
totally fed up with having to dig out the original every time I started 
the game.  

              PAul
Newsgroups: comp.sys.ibm.pc.games
From: markus@clement.info.umoncton.ca (MARC PAULIN)
Subject: Re: Dark Sun AD&D Series - out by Dec.
Organization: Universite de Moncton
Date: Thu, 15 Oct 1992 16:44:28 GMT

In article <1992Oct13.235040.37@cuphub.cup.edu> buc5045@cuphub.cup.edu writes:
>From: buc5045@cuphub.cup.edu
>Subject: Re: Dark Sun AD&D Series - out by Dec.
>Date: 14 Oct 92 04:50:40 GMT

>In article <uzun.718170362@crash>, uzun@crash.cts.com (Roger Uzun) writes:
>> Does anyone know when SSI intends to release its Dark Sun game
>> for the PC, or Amiga?  It is advertised in Computer Gaming
>> World, it is the latest and greatest of the AD&D TSR games
>> from SSI.
>> 
>> -Roger
>> --------------------------------------------------------------
>> bix: ruzun
>> NET: uzun@crash.cts.com

>Dark Sun will be out for the PC by December.  I was told this by SSI at Gen-Con
>, so my source is reliable.

>Elsetime,

>LORD DREAD

Do you know if it'll support the Gravis Ultrasound?

                                         ____
              _  _  _                  / \   \ 
            /' )' )' )                |   |   |           
              /  /  /                 | (_|__/         \   
             /     /  __. .__    ___  |   |  __.  . .   \  .   ___ 
            /     (__(_/|__) )__/(__   \_/__(_/|__)\_)__/\__)__) <_ 
                  Internet:    markus@clement.info.umoncton.ca
                  Talk Deamon: 8900795@clement.info.umoncton.ca
Newsgroups: comp.sys.ibm.pc.games
From: lemke@larry.sal.wisc.edu (John Lemke)
Subject: Re: Space Quest IV
Followup-To: lemke@larry.sal.wisc.edu
Organization: Space Astronomy Lab, Madison, WI
Distribution: usa
Date: Tue, 13 Oct 1992 21:22:49 GMT

In article <1992Oct13.200436.19933@adobe.com> mmwang@adobe.com (Michael Wang) writes:
>In article <8geisB1w165w@netlink.cts.com> bigbro@netlink.cts.com (Kenneth Sullivan) writes:
>>for people who have finished it, which goddamn plug do I get? do I have 
>>to get to where I need it, than go back and play it all over again?
>
>Yes, you have to go back.
>
>-- 
>Michael Wang
>mmwang@mv.us.adobe.com
If memory serves me right, you can win without going back for the right plug,
but it is harder.
<SPOILER AHEAD>























The plug lets you monitor the security system robots in the super computer
back at Xenon (do I have the name right? -- it's been awhile).  You can
still disable them if you work quickly and work out a route that avoids the
robots while you get your butt over to the side room with the computer 
interface.  I actually did this before I came up for air enough to try the
laptop with the plugs, only to discover I'd bought the wrong one.  I did
not think that was a "fun" feature of the game, so pushed ahead to a win
without returning to the mall.
From: baughman@ctron.com (Chris Baughman)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Christian games
Keywords: christian
Date: 7 Oct 92 16:12:03 GMT
Reply-To: baughman@olympus.ctron.com (Chris Baughman)
Organization: Cabletron Systems INc.

> does anyone know about any christian games?

   Hey, how about a game where a little christian boy has to 
dodge lions and gladiatiors in a ring ...the score will be
how far he gets to run before he gets eaten.

:) :) :)
chris
Newsgroups: comp.sys.ibm.pc.games
From: cliff@jhunix.hcf.jhu.edu (Cliff Chen)
Subject: Re: W3d: Map Editor Questions (maped41)
Keywords: Wolf3D Editor
Organization: HAC - Johns Hopkins University, Baltimore
Date: Mon, 12 Oct 1992 19:07:17 GMT

In article <1992Oct12.172641.26625@bnr.ca> bill@bnr.ca (Bill Brocklebank) writes:
>I've got a couple of questions about the Wolf3D mapeditor (maped41).
>
>1. How do you get at the objects that have a code greater than hex FE?
>   In the 6 game set I've got, 5 of the mutant types (1 stationary and
>   all the moving level 4 Mutants) have object codes xFF-x103. The
>   screen will display the ones already existing, but they don't 
>   appear in the Obj list to add in to updated screens.

	This is a bug which is easy to enter the source code and fix.  I
you'd like I can post the changes to the source code.  Alternatively, I
could email the bug fixes.  I tried reaching the original author, but I got
my email bounced back.

>2. I tried to add some secret doors to the SS room on Episode 5, level
>   2 (you know the one, where you have 8 SS on either side of a barrel
>   corridor where you can't get at them, but they can see and shoot you)
>   so I could get at all those SS, since stopping or even trying to 
>   strafe sideways always results in instant death. I get very strange
>   behaviour.

	I've managed to kill them all.  Of course, I had to run in, shoot a
couple, run out, if I didn't take too much damage, I save.  Then do it
again until I got rid of them all.

>   At Baby level, I see real doors, that when I push on them, turn into
>   wooden secret doors (walls are red). When I enter the secret room I built
>   to connect to the SS room, some of the SS come through the real door.
>   When I get to it, its a wooden secret door that pushes into the SS room.

	Why you see read doors is totally beyond me.

>   On Death Incarnate level, the walls give the hollow sound of a secret
>   door but fail to open.

	This is because there are so many soldiers that they are blocking
to the door.  In order for you to use the door, there cannot be anything
blocking its path.

	In general, I've found that using the editor to add secret doors
is not a good idea.  The program doesn't count the number of secret doors
in a single level.  It has the number stored somewhere.  If you start to
add secret doors, then when you finish the level, it will say that you've
completed 150% (or however much) of the Secret Ratio.  Of course, it will
not give you the bonus, because the bonus is awarded for 100% exactly.
	I have a strange feeling that this might lead to other problems
later.

>3. My version has bugs displaying the character data at the bottom of 
>   the screen indicating the position, type of map object, and the object
>   on the space. Anyone else see this.

	It does have problems, but they aren't really that bad.  Just move
around and it fixes itself.

					Cliff Chen
					cliff@jhunix.hcf.jhu.edu
From: rhein@eecs.wsu.edu (Rick Hein)
Newsgroups: comp.sys.ibm.pc.games
Subject: Wolf3d Cheat
Date: 14 Oct 92 21:02:43 GMT
Article-I.D.: serval.1992Oct14.210243.10947
Organization: School of EECS, Washington State University

Keywords: 
Thanks to all who responded. I got the info I needed.


-- 
Scanning Disk for Virus.....................
Virus Found......
Virus Name is DOS, remove(y/n)?
Newsgroups: comp.sys.ibm.pc.games
From: ddo@wmod2000.larc.nasa.gov (Dale Ohmann)
Subject: Re: Anyone know any FTP's with game hints?
Organization: NASA Langley Research Center, Hampton, VA USA
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 9 Oct 1992 16:57:13 GMT


>Sorry, I sent that last one before I was done.
>
>The site is  "ftp.wup.edu".
                   ^^^
                      TYPO!!!

Last time (I hope):   "ftp.uwp.edu"

I'm using a different news server program than I'm used to. Sorry, again.

--
+----------------------------------------------------------------------------+
|  Daring Dale Douglas           ddo@wmod2000.larc.nasa.gov            IMHO  |
+----------------------------------------------------------------------------+