HDTenEightyP/NetNews huggingface dataset:
From: jferra@buscard.fidonet.org (Jim Ferraiolo)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Darklands
Date: Thu, 03 Sep 92 15:36:47 EDT
Reply-To: jferra@buscard.fidonet.org (Jim Ferraiolo)
Organization: The Business Card (BBS), Lawrence, MA - Data: 508-682-5329

derelict@netcom.com (Daniel D. Miller) writes:

> jferra@buscard.fidonet.org (Jim Ferraiolo) writes:
> 
> >Don't bother with Darklands. It is a waste of money. It does not require 
> >a 386 I believe. Save your money for something with a 
> >plot/ending/gamepplay value..
> 
> Now, I really DO have to protest at that... you may not like it,
> but it's a GREAT game for persons like myself who like to wander
> around and explore, without being stuck in a straight, linear
> game like the Sierra ones, in which you can't do anything except
> what they want you to do at any moment... Darklands is a bit hard
> to get a grasp on at first (or second, or third!!), but is very
> nice to play around in... 

You see, that's just the problem. The game is too non-linear.. You have 
absolutely no knowledge of the direction you are going, no goal to shoot 
for, nothing. You don't know where half the stuff in the game is, you 
have absolutely no nudges as what to do next (except that stupid dream, 
which only tells you you have to beat up a REAL LOT of witches..) 
Darklands was not hard for me to grasp at all, I am an RPG vet and I know 
a good RPG when I see one, and believe me, after you play Darklands for a 
while (took me 2 weeks to realize the above) you will hold the same 
opinion..

-----------------------------------------------------------------------------
   The Business Card (BBS), Lawrence, Massachusetts - Data: (508) 682-5329
   SysAdmin:  murph@buscard.fidonet.org / ...!ulowell!wizvax!buscard!murph
Newsgroups: comp.sys.ibm.pc.games
From: norm@bnr.ca (Norm MacNeil)
Subject: Re: Super VGA games  -> (F117A!)
Originator: norm@bcrks122
Reply-To: norm@bnr.ca
Organization: Bell-Northern Research Ltd.
Date: Wed, 26 Aug 1992 16:59:05 GMT


In article <4881@news.duke.edu>, kds@phy.duke.edu (Stokes Kevin) writes:
> >greetings,
> >
> >	how may svga games are out there now? what i have so far is
> >	links 386 and grandmaster chess.
> 
>   Don't hold your breath.  Most full-screen action games are not possible,
> since the animation frame rate would be too slow.  When the video mode
> is using 1MB of video ram, that means to redraw a whole screen of data
> means moving 1MB of data.  Add to this fact that without local bus,
> video RAM is very slow and independent of CPU speed once you get past
> 25Mhz or so.
>   Games with a fixed background and small objects moving around are
> certainly possible.  Just take alook at most full color Mac games....
>                                                          -Kevin

I have a 486-33 and one of the games I enjoy playing the most is F117A Steath
Fighter 2.0.  This game has the best graphics I have ever seen.  Try flying low
at about 100' and the detail on the ground is amazing.  Plus the flight is
incredibly smooth - never jumpy.  One of the best things is that even the
turbulence on low-level flying can be felt; i.e., at less than 500', the plane
starts to shake and you really have to watch your altimeter - I have crashed a
few times while doing other tasks.  Other stuff:

a) starts at VGA resolution; i.e., won't work with EGA (unless you buy that version)
b) missle camera shows the ground target in incredible detail - no mistaking
what is what
c) the plane targets are not the regular polygonally drawn types - these are
really detailed
d) it's not just a shoot-em up type game so I don't tire of it as easily - some
missions include taking pictures of targets, picking up & dropping off top secret
information

BUT... things I don't like about it are...

a) even on "Elite" setting for the opponents, they are fairly easy to shoot with
the forward guns (Microprose version of F117 - I know the Lockheed version doesn't
have a gun)
b) even on "Realistic Landings" settings, you can still land the things even at a
yaw of about 20 degrees (and the guy STILL says "*GOOD LANDING*")

BTW, I don't know why this game hasn't brought more attention on the net.

  Norm.
-- 
+-----------------------------------------------------------------------+
 Norm MacNeil                     Phone: (613) 763-7497
 CAD Operation Tools Development    Fax: (613) 763-3317
 Bell-Northern Research Ltd.      EMail: norm@bnr.ca.BITNET (INTERNET)
 #include <disclaimer.std>       "Roller bladers do it in-line!"
From: jstevens@linda.carleton.ca (Jonathan Stevenson)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Civ: Frustration at King/Emperor Levels!!!!
Date: 1 Sep 92 15:18:24 GMT
Organization: Carleton University

In <17vrvfINNqdf@usenet.INS.CWRU.Edu> eam3@po.CWRU.Edu (Eric A. Meyer) writes:


>In a previous article, louns@cs.washington.edu (Michael Lounsbery) says,
>in part:

>>First, when defending, the strength is the maximum of the toughest defending
>>unit. When that defender loses, they ALL lose.  Stacking cannons is a very
>>good way to lose them all. You're much better off spreading them around.
>>(This is not true when they're in cities -- then, each one must be
>>individually attacked.)

>   Ah, now, this is where I went wrong (as well as others I've talked to).
>As a veteran wargamer, my assumption was that stacking units together meant
>that they added their defensive values when attacked.  This has been the
>case in every wargame I have ever played (where the concept made sense,
>that is).  Now that I know better, I think my military will be much more
>successful in the future.

>		-EMeyer


Ditto, from another DIE-HARD strategic boardgame person %-)!!!







-- 
------------------------------------------------------------------------------
                                        
    JJ DDDD   SSSS     Jonathan D Stevenson                     
    JJ D  DD SS  SS    Dept. of Aero & Mech. Engineering     
    JJ D  DD  SS       Carleton University (Ottawa, Canada) 
    JJ D  DD    SS 
JJ  JJ D  DD SS  SS    E-Mail: jstevens@ccs.carleton.ca        
 JJJJ  DDDD   SSSS          

"My hovercraft is full of eels"

------------------------------------------------------------------------------
From: le@wldwst.enet.dec.com (Le)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ultima 7 Question
Date: 31 Aug 92 22:48:03 GMT
Distribution: usa
Organization: Digital Equipment Corporation


In article <Btv9n8.1LI@wpi.WPI.EDU>, jbird@wpi.WPI.EDU (James Franklin Williams) writes...
>I saw someone had posted an article explaining that you should move
>caltrops out of your way when your in a dungeon.  How do you do this?
>I've tried the destroy trap spell but that doesn't work.  I've just
>started entering dungeons, and those stupid caltrops always eat up my
>character's hit points.

Just move it as you would move any movable items in U7, using your mouse ;-).

Good luck.
Newsgroups: comp.sys.ibm.pc.games
From: ptran@watserv1.uwaterloo.ca (Phat H Tran)
Subject: Re: F-15 III (a few tidbits)
Organization: University of Waterloo
Date: Sat, 29 Aug 1992 05:04:29 GMT

In article <1992Aug28.182057.13175@usenet.ins.cwru.edu> eam3@po.CWRU.Edu (Eric A. Meyer) writes:
>
>   So maybe F-15 III won't be real-world accurate.  From all of the lengthy
>complaining about Falcon 3.0, at least F-15 III will be in good company on
>that score.

Don't lump Falcon 3.0 with F-15 SEIII until you've played them both.  MPS
has a tendency to make some very shallow flight simulators.  Falcon may
have a lot of loose ends, but only because it has so much string (excuse
the lousy metaphor).  I'm still hoping F-15 III will be a great game, but
I don't have any great expectations.

Phat.
From: ajross@husc10.harvard.edu (Andrew Ross)
Newsgroups: comp.sys.ibm.pc.games
Subject: Civ: Version 4?
Date: 4 Sep 92 03:44:45 GMT
Article-I.D.: husc10.ajross.715578285

I have seen mention of a civilization version 4; how do I get it? Is there
an ftp site?

Thanks,
Andy Ross
ajross@husc.harvard.edu
Newsgroups: comp.sys.ibm.pc.games
From: u1061038@keystone.arch.unsw.edu.au (George Kourtesis)
Subject: Re: EOB I
Reply-To: u1061038@keystone.arch.unsw.edu.au
Organization: Faculty of Architecture, University of New South Wales
Date: Tue, 1 Sep 1992 08:19:04 GMT

In article AA12574@tortoise.cis.ohio-state.edu, brown-sh@news.cis.ohio-state.edu (shawn c brown) writes:
>	I'm on the gray stone level in the room full of teleporters.  There's
>a sword and a scroll in the room.  I got the scroll (it moved somehow) but I
>can't get the sword.  I've tried every combination of movement possible
>(believe me) and can't get the sword.  Can anyone help?

You cannot get the sword so don,t bother.
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: comp.sys.ibm.pc.games
Subject: The Seventh Guest
Date: 1 Sep 92 03:04:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Please - anyone who has played or seen a live demo of this game or the game 
itself -- I would LOVE to know all about what you've seen. Also interested in
knowing about the memory / media it uses  -- 2 CDs or 1 -- how the realtime
3-D works and how well the texture maps, etc. look. Anything you can say
except "It's real neat." would be much appreciated -- mail me, please!

-> J
't:itimearo
From: rnichols@cbnewsg.cb.att.com (robert.k.nichols)
Newsgroups: comp.sys.ibm.pc.games
Subject: Sierra's BBS (was Re: Sierra & Sound Blaster)
Summary: Open to all
Date: 2 Sep 92 19:29:17 GMT
Distribution: na
Organization: AT&T

In article <1992Sep2.021726.1539@uniwa.uwa.edu.au> tvilla@tartarus.uwa.edu.au (Tim Villa) writes:
...
>If you PAID FOR the game and registered it then you will have access to
>Sierra help.
...

Actually, Sierra's BBS is available to anyone who has the phone
number.  If you have _complete_ docs for any recent Sierra game, the
number should be in there.  Failing that, their Tech. Support line is
largely automated, and can be persuaded to cough up the BBS number.

I won't give out the numbers here.  Anyone who legitimately owns a
complete Sierra game package should be able to find them.

Bob Nichols
rnichols@ihlpm.ih.att.com
From: mitchell@oac3.hsc.uth.tmc.edu (Philip Mitchell)
Newsgroups: comp.sys.ibm.pc.games
Subject: WC Inconsistencies (was Re: Wing Commander Anachronisms)
Summary: picky picky picky
Date: 26 Aug 1992 16:37:01 GMT
Organization: UT Health Science Center Houston

I've just started playing Wing Commander I and wanted to add to the list of
inconsitencies.

In the first mission, you fly through an asteroid field.  The asteroids are
all illuminated from the left, while the big blue planet is illuminated from
the right.  (Yeah, it's picky for a game that can't change the angle of 
illumination on the fly, but it's odd to look at while you're flying.)

(turn on Andy Rooney voice)
Why is it the laser cannons fire balls of fire that travel just slightly faster
than you do, and have to be aimed well ahead of the enemy ships?  Last time
I checked, the speed of light was well above 1000 kps.  (Survey says:  'Cause
if they acted like real lasers, it would be too easy.  Yes, there's an answer
for everything.)
(turn off Andy Rooney voice)

Last one:  You're coming in to land on the Tiger's claw.  Your targeting
computer says you're, say, 2000 m (I assume that means meters) from the
ship.  Your speedometer says you are travelling at, say, 100 kps.  So,
you're travelling at 100,000 meters per second.  Does it take you 0.02
seconds to cross the 2000 meters between you and the Tiger's Claw?  Nope.
(The answer to this one is obviously that your gauges got broken sometime
on liftoff.)

But, hey!  I'll keep playing the game!

-- 

   Phil Mitchell                                 Office of Academic Computing
   UT Health Science Center          6431 Fannin MSB 4.022, Houston, TX 77030
   voice: (713) 794-1189              internet: mitchell@oac.hsc.uth.tmc.edu
Newsgroups: comp.sys.ibm.pc.games
From: norm@bnr.ca (Norm MacNeil)
Subject: Re: F117a -- miscellaneous ramblings
Originator: norm@bcrks122
Reply-To: norm@bnr.ca
Organization: Bell-Northern Research Ltd.
Date: Fri, 28 Aug 1992 18:02:11 GMT


In article <1992Aug28.073049.1342@sactoh0.sac.ca.us>, jao@sactoh0.sac.ca.us (James A. Ollinger) writes:

> ... and I hated those long, long flights home with no bogies and
> nothing to do.  F-117 dearly needs a super-accelerated mode, the way SWOTL
> does.  I'd fly strikes deep into Iraq, dump my ordnance, and spend the
> next half-hour flying on autopilot, hoping I wouldn't run out of gas. 
> *boring*

Pressing "SHIFT-Z" accelerates the time and "SHIFT-X" decelerates the time.  Also,
if your "Opponent Level" is "Elite", I doubt that you'd be able to get in and out
without a bunch of planes on your tail.  Once the radars pick you up, you'll get
a bunch of "F4E taking off from ..." or whatever - i.e., they scramble right away.

BTW, Hoi Chong mentioned about downloading fixes.  The only one I have received
so far was a voice enhancement from some guy - it put in "Cleared for TakeOff", 
etc.  Where are you downloading fixes from?   The MPS BBS?  Just wondering whether
it was worth it to dial into their BBS for anything?

Thanks,
  Norm.
-- 
+-----------------------------------------------------------------------+
 Norm MacNeil                     Phone: (613) 763-7497
 CAD Operation Tools Development    Fax: (613) 763-3317
 Bell-Northern Research Ltd.      EMail: norm@bnr.ca.BITNET (INTERNET)
 #include <disclaimer.std>       "Roller bladers do it in-line!"
Newsgroups: comp.sys.ibm.pc.games
From: blasius@gmd.de (Volker Blasius)
Subject: Unnkulian Underworld (UU1): How do I get past the Guardian?
Keywords: Unnkulian Underworld Unknown Unventure
Organization: GMD, Sankt Augustin, Germany
Date: Wed, 2 Sep 1992 13:23:46 GMT

Hello text fans,

(caution: question may contain spoilers!)
























I can get rid of the Guardian by letting it destroy my lamp and I also can 
leave the cave if I let this happen in the King's Hall, but I can't find 
another light source. (I got 15 points or so for letting the Guardian hit 
the lamp, so this looks OK, but now what? I can't find an alternate heat 
source to attract the Guardian, either.)

Can anyone help?

Volker
From: JMoylan@cup.portal.com (John Thomas Moylan)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: U7 Forge of Virtue-- info??
Date: Thu,  3 Sep 92 20:37:11 PDT
Organization: The Portal System (TM)
Distribution: na

according to Origin, it is out, and should be in store next week.  They are'
also accepting direct order(I was quoted a price of $29.95 on AOL). It also
is supposed to include the patched to update Ultim VII to v3.4 ...
Newsgroups: comp.sys.ibm.pc.games
From: le@wldwst.enet.dec.com (Le)
Subject: WC cheap at EB
Organization: Digital Equipment Corporation
Date:  2 SEP 92 13:15:50    

For those of you who always want to own a copy of the original WC,
but think it costed too much. Well, Electronic Boutique (here in
Cupertino, Ca.) has a special promotional sale, and it's only $21.99.
I was there during lunch today (to check on the status of Wiz 7), and
saw about 5 on the rack. Just so you know.


Newsgroups: comp.sys.ibm.pc.games
From: sarnold@andy.bgsu.edu (G. Steve Arnold)
Subject: Re: Scorched Earth :Lasers
Organization: Bowling Green State University B.G., Oh.
Date: Fri, 4 Sep 1992 03:54:25 GMT

<ISSJXS@BYUVM.BITNET> writes:
>     This past weekend I took pctools to the save files of
> Scorched Earth and I was able to give myself tons of
> everything.  Everything from weapons to Tracking devices and

	Details, man, DETAILS! No sense in getting us all worked up if you're
not gonna spill the beans (or, in this case, popcorn...)

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
Newsgroups: comp.sys.ibm.pc.games
From: jburney@seamis1.gsfc.nasa.gov (Jeff Burney)
Subject: Re: Chessmaster 3000
Organization: Goddard Space Flight Center
Date: Mon, 24 Aug 1992 02:02:43 GMT

bz556@cleveland.Freenet.Edu (Joshua E. Randall) writes:


>In a previous article, mishae@niksula.hut.fi (Magic Mike) says:

>Much, much better graphics in a variety of styles; notation options;
>play-by-modem options; and still strong enough to kick my butt every time I

Modem play?  I don't think so.  You are probably thinking of Battle Chess.

As for other changes...From the manual:
With The Chessmaster 3000, the user can now take the reins of the computer
itself, and mold it as desired.  In addition to several pre-set
"personalities", the player can now modify how The Chessmaster 3000 thinks,
how it values individual pieces, how it evaluates positional strength, in
short, how it tries to crush its opponents.

CM3K my personal favorite over Grandmaster Chess and Battle Chess for
graphics, variability and speed.  Grandmaster claims to beat CM3K and
Sargon V or your money back but for me this is a non-issue, they
all beat my butt.  Battle Chess (or was it BC II?) is way too slow
(even on a 486/33) and the cutesy battles get boring real quick.

Just MHO,

--
Jeff Burney                     | Icky, Icky, Icky, Icky, Ptang,
jburney@seamis1.gsfc.nasa.gov   | Loomfong, Zowzing.
SES, Inc.  301-439-6617         |		- Holy Grail
NASA/Goddard Space Flight Center|
From: iidan@ccwf.cc.utexas.edu (Daniel Rogers)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: WC and L386Pro - VGA or SVGA?
Date: 1 Sep 92 19:26:53 GMT
Article-I.D.: ut-emx.78864
Organization: The University of Texas at Austin, Austin TX

In article <1992Sep1.135551.9111@ncsu.edu> bkpipa@eos.ncsu.edu (BRIAN KEITH PIPA) writes:
>
>Will Wing Commander and/or Links 386 Pro 
>run on a VGA display or do they require SVGA?
>
>
>Thanks
Wing Commander will run on a VGA machie, i.e. its maximum resolution is
320x200 pixels in 256 colors, I believe.
Links 386 Pro, on the other hand, takes a SVGA card, one that will display
640x400x256. This is a requirement. Also your card needs a VESA driver for
this game, but almost all popular brands of cards have drivers included in the
game.

-- 
=====================================================
Daniel Rogers                iidan@ccwf.cc.utexas.edu
The University of Texas at Austin
=====================================================
Newsgroups: comp.sys.ibm.pc.games
From: guckes@math.fu-berlin.de (Sven Guckes)
Subject: Re: Game Bytes delays...
Summary: No new info. Just a question. (Now, isn't that a fair summary line ?)
Originator: guckes@medusa
Keywords: game bytes magazine
Organization: Free University of Berlin, Germany
Date: Tue, 1 Sep 1992 12:02:40 GMT

ross@kaos.ingr.com (Ross Erickson) writes:

>Just wanted to give everybody a quick notice about some unforseen
>delays in the #5 issue of Game Bytes.  Our programmer is re-writing
>the entire magazine in C and we're experiencing some mild difficulties
>integrating some new features into the magazine, specifically SVGA
>support for screen shots from games like Links 386 Pro, Theatre of
>war, and V for Victory.  Hang in there...shouldn't be much longer than
>a week from now.  
>
>Appreciate your support.

Please take your time in making the next issue even better!
We appreciate your efforts!

Now my question:
Will some kind netter who will transfer the next issue of GAME BYTES
MAGAZINE (GBM) via ftp to Europe please contact me and tell me where
I can find it ? I'd like to keep the FTP traffic as low as possible,
so I'd like to get the issue from a local host, if possible. Thanks!
From: lavigne@spaghetti.cis.ohio-state.edu (david lavigne)
Subject: Re: U7 : Mysteries remain
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Thu, 27 Aug 1992 11:05:21 GMT

In article <1992Aug26.194307.13729@ims.com> stevep@ims.com (Steve Poulsen) writes:
>In article <9223915.20221@mulga.cs.mu.OZ.AU>, hytu@mundil.cs.mu.OZ.AU (Ho Yin Thomas UN) writes:
>|> 	There are quite alot of buildings built on the mountains for
>|> 	instance, there are two of them locate north of Britain.  There
>|> 	are no entrances in the mountains so how can I get in ?
>
>The buildings you find at the tops of mountains are actually rooms within
>dungeons that lie under the mountains.  The only access to these buildings
>is by fighting your way through the dungeons.  It's usually worth the effort!
>
TRUE.
But the One NE of Britain has a bridge between two buildings, that I have not
seen while inside the dungeon in that area. Have you been in this area, if  so,
how did you get to the bridge.

Dave











Newsgroups: comp.sys.ibm.pc.games
From: cobra@chopin.udel.edu (Jay Bhartkumar Patel)
Subject: Wanted : Cricket Games
Organization: University of Delaware
Date: Mon, 24 Aug 1992 02:42:47 GMT

I am looking for Cricket games for the IBM PC. 

I got a copy of worldcup and sticky wicket, but it doesn't allow you to controll
the players, so it gets boring after a while.

I heard about the Ian Botham and Gooch Games. How can I get a copy of it in 
the US? Can I order it through mailorder company?

Thanks.

Please E-mail you responses to 

       cobra@chopin.udel.edu

KING COBRA

Newsgroups: comp.sys.ibm.pc.games
From: schow@bqneh23.bnr.ca (Stanley T.H. Chow)
Subject: Re: CIV-Nukes at 740BC!!!
Organization: Bell Northern Research Ltd, Ottawa
Date: Thu, 3 Sep 1992 15:06:16 GMT

In article <1992Sep2.111727.283@dct.ac.uk> mcsdc1jcwj@dct.ac.uk writes:
>Civilisation and how to win the easy way .
>==========================================
>  [the "thundering hoarde" strategy]
>You should find that you are
>getting technology at the rate of one every two turns fairly soon. You
>can eventually get it down to every turn.

I have doubts this will work at the emperor level in v3 or v4. Advances
come much slower then.

>What a good method. Setting the cities touching diagonally will mean that you
>get an automatic railroad link between them even if you don't have railroad.

Do you mean road link? The only way (I have found) to get railroad into
a city is to build the rr before building the city.

--
Stanley Chow            InterNet: schow@BNR.CA
Bell Northern Research  UUCP:     ..!uunet!bnrgate!bqneh3!schow
(613) 763-2831
Me? Represent other people? Don't make them laugh so hard.
From: verghese@boi.hp.com (Phil Verghese)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: LGOP2: HOW to get the isotope (SPOILERS)
Date: 1 Sep 92 17:15:04 GMT
Distribution: comp.sys.ibm.pc.games
Organization: Hewlett-Packard

In article <BALTES.92Aug27152910@fsc.cpsc.UCalgary.ca> baltes@cpsc.UCalgary.ca (baltes) writes:
>Hi,
>has anyone solved leather goddesses of phobos 2 and would be willing
>to share some info with me. I am stuck trying to get the isotope
>in the army base.









































Look at each of the screens in the control room.  One will give you a
4-digit code, and another one will tell you to add 69 to it.  Use your
4-digit code (+69) on the machine that has the isotope.
>
>Thanks,
>	Jacky

You're welcome.

P.S.  I was completely disappointed with LGOP2, and returned it after
solving it in a day


-- 
------------------------------------------------------------------------------
Phil Verghese        	     | DISCLAIMER: It wasn't me!  I must have just
Hewlett-Packard	    	     | left my terminal for a minute!  I would NEVER 
verghese@hpdmd48.boi.hp.com  | write anything like that, you know me!