HDTenEightyP/NetNews huggingface dataset:
From: au527@cleveland.Freenet.Edu (Dan Current)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: wishlist for the ultimate role-playing adventure? [poll]
Date: 27 Sep 1992 00:51:25 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: au527@cleveland.Freenet.Edu (Dan Current)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, tpehrson@javelin.sim.es.com (tim clinkenpeel) says:

>jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>
>>	Some networked games are ONLY good while networked.  It should be a
>>good play even if there is only the 'computer opponent'
>
>it's that way.  you can play all alone if you wish, but having other live
>players will (in my opinion) make it much more exciting.
>-- 
>	       there is no religion when a man has  good curry
>				       -
>      tim clinkenpeel: aberrant analytical skeptical agnostic idealist.
>		     -- i exclusively represent myself --
>

     What if, (I'm dreaming here) when two computers are networked and 
both people are wandering around in the same area, they can bump into 
each other and either exchange information (ie. chat features in modem
games) or just try and kill each other.  Maybe they could combine forces
and work for their greater advantages.  This is great.  What is this game
going to be? or more importantly WHEN is it going to be ?!?!!?

---Dan
       "The darkness makes me fumble, for a key,
        to a door, that's wide open"
                                       -The Police
Newsgroups: comp.sys.ibm.pc.games
From: swkgohw@nuscc.nus.sg (Goh Winston (Mr))
Subject: GAMEBYTES Interviews: Suggestions
Organization: National University of Singapore
Date: Thu, 1 Oct 1992 01:52:11 GMT

Well met Ross,

Here art some more suggestions:

Jon Van Caneghem (Might & Magic) - New World Computing
Gary Grigsby (Kampfgruppe, Mech Brigade, War in Russia, Second Front,
              Western Front, Carrier Strike)
Norm Kroger (Red Lightning, Conflict: Middle East, Conflict: Korea)
SSI's AD&D Team (think the head honcho is George MacDonald)
Martin Galway (Origin's music director)
George "The Fat Man" Sanger (freelance musician)
Gillman Lioue (CEO of Spectrum HoloByte)
Scorpia ??? **grin**

					Sir Launcelot Du Lake
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: EOB 2
Date: 29 Sep 92 18:04:40 GMT
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158

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
From: gchen@bagpipe.reed.edu (Mark Aranethes Jinglewood Chen)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Sci-fi RPG's
Date: 26 Sep 92 08:17:07 GMT
Article-I.D.: reed.1992Sep26.081707.23037
Distribution: usa
Organization: Reed College, Portland, OR

In article <WIGGINS.92Sep26002735@mist.cs.odu.edu> wiggins@mist.cs.odu.edu  
(Samuel E Wiggins) writes:
> Can anyone recommend a _good_ computer sci-fi RPG to me?  I'm getting  
bored
> of the games I've already played (mostly Fantasy-type RPG's) and was  
looking
> for a change of pace.  Anyone know of any mondo-cool SfRPG's that  
incorporate
> a little trading, acquiring of skills, etc. for the character, but also  
*tons*
> of neat equipment and possibly many different (and deadly) spacecraft  
types or
> configurations?  (Excuse my ignorance, I haven't delved deeply into this  
type
> of game, yet... though playing TW2002 on a local BBS has turned me on.)

well, if you want a fairly old game, Wasteland is the best sci-fi 
rpg i've ever played
its in EGA but the system is really well done
i usually don't play games more than once
but this one i played about three times
mark
Newsgroups: comp.sys.ibm.pc.games
From: sungr@ecf.toronto.edu (SUNG RICHARD)
Subject: Re: GODS: key in level2/world1
Organization: University of Toronto, Engineering Computing Facility
Date: Mon, 5 Oct 1992 13:24:29 GMT

In article <1aothgINNds3@uniwa.uwa.edu.au> tvilla@tartarus.uwa.edu.au (Tim Villa) writes:
>In the first world of level 2 (the Temple) there's a key at the extreme
>right of the world when you start-(go down, right). There is a hint 
>stating "When left alone, thieves can help" and two of those buzzing 
>things sticking up from the floor that kill you, with a door on the 
>right that teleports. Now at the top left of the screen is a key which
>appears when you pull the lever but there's no way I can see of getting
>up there. I expect a thief might get it for me but how can I do this?

Spoilers ahead
^L


When you reach the bottom, walk right.  You should a "POOF!" kind of sound,
meaning that a thief has appeared.  He should walk left, and then up
to the right.  There, he picks up a shield.  At that point, you can
drop your key (which you got just before going down) and the thief will 
come down.  Kill him, and you get pick up the shield.  Make sure that you
pick up your key first though.
 
After picking up the shield you can safely walk through the spikes on the
upper right side.  Climb the ladder, and walk all the way to the right.
Let your shield expire, pull the lever, and walk 1 step to the left.
Another "POOF!" will be heard as a thief comes out.  Now walk all the way
to the right.  The thief will appear from the bottom, walk left, jump
up to your platform, come within an inch of you, then jump up to the left,
down, pick up a key, go back up, and then jump down.  Kill him as he jumps
down and you have his key.

Now, you can walk through the teleport.  When you go through, it says
"Keys have been swapped, don't worry!" or something like that.  Pick up 
all the keys there.  Basically, these keys are for extra treasure, but
it is worth your while.
 
Rich


Newsgroups: comp.sys.ibm.pc.games
From: damatt01@starbase.spd.louisville.edu (David A. Mattingly)
Subject: Cosmic Cosmo Monoliths
Date: Wed, 30 Sep 1992 17:14:58 GMT
Organization: University of Louisville

How do I get past the Monoliths-that-push-Cosmo-away? Bombs don't seem
to have an effect...


-- 
        Dave Mattingly               "Can you snog the dentriface?" 
damatt01@ulkyvx.ct.louisville.edu    "I was an innocent, now I'm magnificent."
        (502) 584-6707               "Here's lookin' at you, sideways!"
Newsgroups: comp.sys.ibm.pc.games
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Subject: Re: Prince of Persia - Level 2
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
Date: Mon, 5 Oct 1992 20:11:46 GMT

In article <31468@goofy.Apple.COM> (Greg Baicher) writes:
>have to ->complete the entire level before saving.  Come on, 1 down and 12
                                      ^^^^^^^^^^^^
What?  You mean there is a way to save the game?  Please, tell us how!
-- 
Joshua E. Randall			randall-joshua@minerva.cis.yale.edu
Newsgroups: comp.sys.ibm.pc.games
From: hsiaoe@aix.rpi.edu (Eric Hsiao)
Subject: Re: PAS 16
Organization: Rensselaer Polytechnic Institute, Troy, NY
Distribution: usa
Date: Tue, 29 Sep 1992 21:52:09 GMT

In article <1aa81lINNddq@bigboote.WPI.EDU> pyro@euler.WPI.EDU (Stephen D Tomas) writes:
>
>
>I know this is not in strict compliance with this news group,
>but could people please email me with the best prices they have
>found on the PAS 16.  I am considering purchasing one soon.
>
>I will compile a brief list of the cheapest places and post it
>after I get some response.
>
>Thanks, 
>Steve Tomas
>pyro@wpi.wpi.edu

I've seen in the latest Computer Shopper that Computability has it for $199.
Another place to check is Telemart...there, it's around $195.  It's a good
card to get...it works well and some native support is starting to show includ-
ing Winmod Pro, Rex Nebular, and King's Quest VI.  It's backwards SB Compatible.
Retail stores will probably have the card for $230-$250, so it's best to save
money and get it mail order.
                   - Eric

-- 
| Internet: hsiaoe@rpi.edu         > Read GIF News - a freely copied news  < |
| Bitnet: userHA6G@rpitsmts.bitnet > magazine in .GIF file format.  Color  < |
| To get GIF News, FTP to here:    > articles on reviews of programs,      < |
| netserv1.its.rpi.edu /pub/misc   > games, industry news, IBM, Amiga, etc.< |
Newsgroups: comp.sys.ibm.pc.games
From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: Powermonger review, anyone?
Reply-To: ross@kaos.b11.ingr.com
Organization: Intergraph Corporation
Date: Wed, 30 Sep 1992 15:31:29 GMT

>I've seen it in stores... how is it?
>It looks a lot more strategic and such than populous, which was actually
>quite a mindless game.  I won the game using practically only earthquake
>and volcano.   (and knights, of course).
>
>But how do they compare?  funner?  bigger?  better?
>what's the difference between Powermonger, and Populous II?  (which isn't out
>yet, but that's not the point).

Frank, I would heartily recommend reading the very thorough review of
Powermonger in Game Bytes issue #5, well written by Mr. Alan Fusco.

-- 
|------------------------------------------------------------------|
|  Ross Erickson             |                                     |
|  ross@kaos.b11.ingr.com    | "No individual raindrop considers   |
|  205-730-4019 - voice      |  itself responsible for the flood." |
|  205-730-6445 - fax        |                                     |
|  Internet: 129.135.252.87  |                                     |
|------------------------------------------------------------------|

Newsgroups: comp.sys.ibm.pc.games
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Subject: Re: WC1 --  Ralari Mission, Kill Ratios, Etc.
Organization: Yale University, Department of Computer Science, New Haven, CT
Date: Wed, 30 Sep 1992 18:48:43 GMT

In article <1992Sep30.153646.342@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (OtakuRoach) writes:
>Try this for a challenge:
>
>	Complete a campaign (not a mission, but the entire game) without
>	re-trying a mission once.  Suddenly, saving yourself (and your
>	wingperson) for the next mission becomes a lot more important than
>	racking extra kills, which don't mean much if you can re-do the
>	mission again and again until you get it perfect.

Good point.  I guess the game is only as "realistic" as you make it.

How about this for a new option in WC3:  if you die, the game gets erased and
you can never play it again.  Yow!
-- 
Joshua E. Randall			randall-joshua@minerva.cis.yale.edu
From: chrisr@ersys.edmonton.ab.ca (Chris Ringe)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Ways to Foil Piracy
Date: Mon, 05 Oct 92 07:48:44 MDT
Organization: Edmonton Remote Systems #3, Edmonton, AB, Canada

Dan.Bjorklund@bbs.oit.unc.edu (Dan Bjorklund) writes:

- CD piracy is going on right now. it is very easy to duplicate a CD today.
- All thats needed is a CDRom drive which cost around $300 and a WORM drive
- which cost around $3000 a few blank CDs at $50 to $150 and your favorite
- CD titles. So you don't need a hard disk at all.
-
- Dan.Bjorklund@bbs.oit.unc.edu
-
So?  What is the point then?  So you spend $3000 bucks (plus the disks) to
pirate a $60 ware.  Gee, for the price of the blanks, you can buy the original.

The prices of CDROM games should be the same as disk based games.  The simple
reason is that it costs 2-3 bucks to duplicate a CD.  With some of the games
(6-7 3.5" HD disks), the CDRom version would (should) actually be cheaper.  Of
course we know software compainies... they will just absorb the extra profit.


 /  __  ___   /___                    \ /   Chris Ringe       (VE6MCP)    \
|  /  \(__   / ___)                    |    St. Albert, Alberta, CANADA    |
|  \__/___) / (___   F O R E V E R !   |    MAIL: chrisr@ersys.edm.ab.ca   |
 \         /                          / \   PHONE: (403) 460-PLAY/7529    /
From: simpson@steam.Xylogics.COM (Reid Simpson)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Key-disk... It's back again!!
Date: 5 Oct 92 21:52:06 GMT
Reply-To: simpson@steam.Xylogics.COM (Reid Simpson)
Distribution: na
Organization: Xylogics, Inc. Burlington, MA, USA 01810

In article <1992Oct5.170923.12829@tamsun.tamu.edu>,
c2s4027@tamsun.tamu.edu (Cedric Sims) writes:
|> I used to pirate software until I became a developer; it tends to open
|> your eyes to the problem. Even so, I don't believe piracy is
|> significantly harming our industry. And with the proliferation of
|> cheap CD-ROMS, current piracy will decrease dramatically with CD releases
|> of software. Quality does sell. Games are becoming more complex. To get
|> the "full effect" it is necessary to have docs. This complexity, CD-bound
|> size, and compulsory manuals will drive piracy into the past.
|> 
|> Cedrico.

If CDROMs get cheap enough, then pirates will "press" them. The vinyl
record bootlegging wasn't prevented by the expense of making masters and
pressing them, and I suspect that CD foundries aren't going to be much
more expensive. In fact, I can envision whole collections of games on
CD, making CDs pirating well worth the effort. Secondly, your argument
about mandatory docs holds as long as they are printed. When docs become
hypertext help and are bundled on the CD, then the pirates go to town...

Reid.

-------------------------------------------------------------------------------
Reid Simpson							 Xylogics, Inc.
Software Engineer			     53 Third Ave. Burlington, MA 01803
simpson@Xylogics.COM						   617-272-8140
Newsgroups: comp.sys.ibm.pc.games
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Re: F15 Strike Eagle III
Organization: AT&T
Distribution: na
Date: Tue, 6 Oct 1992 12:56:00 GMT

In article <1992Oct6.055200.11453@netcom.com> hchong@netcom.com (Hoi Chong) writes:
>From article <BvoM3D.1MM@watserv1.uwaterloo.ca>, by ptran@sciborg.uwaterloo.ca (Phat H Tran):
>> In article <1992Oct5.200655.11546@netcom.com> hchong@netcom.com (Hoi Chong) writes:
>>>
>>>And since I have gotten the attention of all y'all great F3'ers?  Do you use
>>>the AUTO feature?  I mean, give me a break, is there an actual AUTO feature
>>>in F16 that tails the enemy plane for you?  
>> 
>> This is a really dumb gripe.  If you don't like the fact that Autopilot
>> will dogfight for you, then don't use it when you're in a furball.  In
>> real life, who would have the jet on cruise control when there are bandits
>> in the vicinity?
>> 
>> Phat.
>
>Perhaps Mr Phat you may want to check the facts.  If I am correct, the
>AUTO feature points the plane towards the enemy for you without you having 
>to touch the joystick.  I don't know any real fighter does that, do you?  

For crying out loud!  I thought this issue was so obvious that it didn't need
to be stated, but apparently it does.

The "autopilot" feature of Falcon 3.0 should really be called the
"make-the-computer-fly-my-plane-just-like-it-flies-my-wingmen's-planes-and
the-enemy-planes" feature.  Duh!!!  Also, I guess I should add (since
the manual doesn't explicitly state it) that you do not HAVE to use the
autopilot when you play.  Really.  I've played for literally hours on end
without using it.  In fact, I'm not really sure what key it is!  Amazing!

Hoi is probably thinking at this point that real planes don't have this
feature.  Correct!  They also don't have "pause" buttons and pull-down menus.
Spectrum Holobyte put it in because they thought it would be useful to at
least some people, and they were right!  People who have trouble in tough
dogfights can use it to help get them out alive, and people who don't
(like Phat?) can use it when nothing's around to keep the plane on course,
just like a real autopilot (<- N.B. no quotes this time).  I've used it
to learn how the computer pilot flies, to see if I could pick up some
useful tactics.

Hoi, your tunnel-vision complaint is a valid one.  Other flight sims have
tried to get around it, but all must make a trade-off between view area
and realism.  The balance struck by Falcon 3.0 is just right for me, and
many others, it seems.  I would certainly not attack you for feeling that
the authors went too far in one direction.  You are perfectly entitled to
your PERSONAL opinions.  It just annoys me when you say that it ruins the
game for everyone when it clearly does not.

Rob
ihlpy!opus@att.att.com
From: eric.crisp@gate.micromed.com (Eric Crisp)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: mech10.zip
Date: 1 Oct 92 10:04:00 GMT
Reply-To: eric.crisp@gate.micromed.com (Eric Crisp)
Organization: Micro-Medic Network Gateway - +1 408 280-1610 - Public access BBS

KB-=>>>The newest version is MECH10.ZIP, which is a NON-beta version.  It inclu
KB-=>>>some nice extra features, and lacks some of the really annoying bugs.  Y
KB-=>>>can get it at 131.188.1.43.
KB-=>Actually, latest is v1.01, as mech101.zip - fixed a REALLY annoing bug,,,

Are there any BBS's where I can download this file from or can someone
upload it to my BBS?


Eric Crisp - Sysop
The Fantasy Sports Network -(408)377-6445
Dedicated to Competitive Gaming
---
 . OLX 2.1 . Never play leapfrog with a unicorn.
                                                                                                                             
PCRelay:NEWDIM -> #97 RelayNet (tm)
4.11              New Dimensions; 408-274-5550; 2 Gigs; MCI!
From: randall-joshua@CS.YALE.EDU (Joshua Randall)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Help w/ Prince of Persia Please
Date: 6 Oct 92 00:31:50 GMT
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158

S P O I L E R   A L E R T !




In article <1992Oct5.205830.21965@burrhus.harvard.edu> pfarrer@isr.harvard.edu (David M. Pfarrer) writes:
>1. Level 8 -- you go way, way E or right (depending on your
>perspective). Climb up a couple levels and go left (or west,
>whatever).  As soon as you pass into the next room the turbaned guy
>dressed in green kills you.  How does one get past this?

You must inch your way towards the edge of the screen.  Do this by taking
baby steps (with Shift+move) and crouching down (down) which does move you
a little bit.  Trial and error will get you the right spot.

Or you can be brave and just charge in.  You will take one hit but you should
draw your sword in time to fight.

>2. I remember someone posting a while back mentioning a short-cut from
>level 1 (was it?) to level 12.  I've gone back and poked around in
>level 1 and found some stuff I hadn't seen the first time through
>(i.e., loose ceiling panels) but all it seems to do is take you back
>to the starting point.  Is there a shortcut?  Where is it?

No, there is no "shortcut" like that, although there is a way to jump levels
available through the debugging mode.  Look for the cheats I posted a couple
days ago.  Or E-mail me if you can't find them.

-- 
Joshua E. Randall			randall-joshua@minerva.cis.yale.edu
Newsgroups: comp.sys.ibm.pc.games
From: sci40027@nusunix1.nus.sg (HO CHOO LIANG)
Subject: Re: Moonwalker
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 30 Sep 1992 04:47:14 GMT

Permjit Bhamra (s312@brems.ii.uib.no) wrote:
: 
: My nephew is struck by the Michael Jackson fever, Does anybody know if 
: the Sega game Moonwalker exists for PC's ???? Or will I have to invest 
: in a Sega for his birthday ....??.....
: 

I've seen such a game on PC before...
.couldn't remember by who...(sorry!)

+++++++++++++++++++++++++++++++++++++++++++++++++++
  O   O 
    l              Ho Choo Liang 
  \===/
+++++++++++++++++++++++++++++++++++++++++++++++++++
From: ebazergh@gmuvax.gmu.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: COVERT ACTION: How to use bugs?
Date: 5 Oct 92 09:41:22 -0500
Organization: George Mason University, Fairfax, VA.

In article <1992Oct2.091229.1@mars.ibioc.serpukhov.su>, orlov@mars.ibioc.serpukhov.su writes:
> Hi there!
> 
> I've been playing COVERT ACTION for about two months, but I still cannot
> figure out how to use bugs planted on typewriters, computers, pictures etc.
> Would someone be so kind to tell me how to use them?
> 
> 							D.S.
> Note: Don't tell me that I need a manual. If I had it, I wouldn't post
>       this message.

Well then, why don't you go out and buy the game like everybody else?
Why should I pay for the manual and tell you about the game when you don't
even want to spend a dime...

Get a life, try to be a little less obvious about your piracy...
From: Valaria_Vorlop@mindlink.bc.ca (Valaria Vorlop)
Newsgroups: comp.sys.ibm.pc.games
Subject: Dagger of Amon Ra - Please Help!
Date: 27 Sep 92 08:02:52 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Well, here I am at the Museum. I spy on all the guests, talk to them, then they
all disapear! I can't catch a taxi and leave, I can't go into the other room
'cos the guard keeps kicking me out and I have examined every darn object in
the gift shop. What do I do? The only thing I can think of is that I am missing
something in my inventory...I have a glass, a magnifying glass and my notebook.

Thanks in advance...


--
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Valaria_Vorlop@mindlink.bc.ca    I cried because I had no shoes
or:      a4080@mindlink.bc.ca         Until I met a man who had no feet.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*                          - ???
Newsgroups: comp.sys.ibm.pc.games
From: cliff@jhunix.hcf.jhu.edu (Cliff Chen)
Subject: Re: Wolf3D episode 4 Secret level, invisible guards?
Organization: HAC - Johns Hopkins University, Baltimore
Date: Mon, 5 Oct 1992 19:13:13 GMT

In article <1992Oct5.151338.23818@fwi.uva.nl> rontelta@fwi.uva.nl (Richard Ronteltap (I87)) writes:
>And then... the new guards entering the room become invisible. I fire
>wildly around me because I can see I'm being shot. Sometimes, a white
>guard appears out of nowhere and falls down (shot). After a few seconds
>of this *I* fall down, shot.
>
>Has anyone else seen this? It this a feature or a limitation of the graphics
>engine? Is there a better way to tackle the level?

	I've seen it.  I hate to say it, but I think it's a bug.  The
problem is that dead bodies and the ammo they drop count as a single item,
there are something like 75+ guards on the level.  I have a sneaking
suspicion that if the game finds 64 objects on a single square it starts to
go a bit crazy and ignoring the graphics for any new objects which show up
on that square, so when another guard crosses that square of 64 objects
then the graphics for it disappears and the guard becomes invisible.
	I tried to use this strategy as well, but because of this I
couldn't do it.  A more difficult strategy to use is this:

Small Spoiler: 
	Run for the nearest really LONG hallway that you can find.  Then
run up and down the corridor shooting anything and everything that gets in
your way.  By running up and down the corridors, you start bunches of guys
to come after you, and at the same time run past them before they can get a
good bead on you.  By the time, you reach the end of the hallway, a whole
bunch of guys have appeared in the hallway behind you, so turn around and
mow them down as you go over them.  The ammo that you pick up from the dead
guys should keep you able to travel the hallway several times before you
need to retreat to that secret room full of ammo.  Hopefully by that time
you've killed about 40 or so guards and the old strategy of hiding in the
room will work.  One thing though...while you are running the hallway,
DON'T STOP FOR ANYTHING.  If you stop for even one second, you're dead.
	If you've found the elevator you also know that there is an Extra
Life Globe in there.  If you find that you're in deep trouble, run for the
elevator and heal back to 100%.  Then go back and do the hallway again.

>Also, the secret level of episode 6 seems impossible. Anyone got a strategy
>for that one?

	It's not impossible.  Just EXTREMELY difficult.  The only way I was
able to navigate it was by saving everytime I killed one of the Hulks.

					Cliff Chen
					cliff@jhunix.hcf.jhu.edu
Newsgroups: comp.sys.ibm.pc.games