HDTenEightyP/NetNews huggingface dataset:
From: biman@turtle.ee.QueensU.CA (Aapoolcoyuz)
Newsgroups: comp.sys.ibm.pc.games
Subject: Harpoon 1.3 crashes.
Keywords: Harpoon, Crash
Date: 12 Aug 92 15:47:20 GMT
Organization: Dept. of Electrical Engineering, Queen's University, Kingston, Ontario, Canada


Recently we ran into problems playing Harpoon 1.3.  It seems part  
way through the game, the computer crashes with an "memory 
management problem".  I think the cause is insufficient memory.
Our set up is follows:

This is the config.sys file on our system:

stacks=0,0
files=20
buffers=10
device=c:\qemm\qemm386.sys
shell=c:\ndos.com /p /u 
dos=high,umb
device=c:\mouse\mouse.sys 

This a printout of the memory allocation on our system with QEMM running:

Conventional Memory :

  Name                Size in Decimal       Size in Hex
-------------      ---------------------   -------------
  MSDOS              12192      ( 11.9K)       2FA0
  RSTRCFG               80      (  0.1K)         50
  QEMM386             4096      (  4.0K)       1000
  LOADHI               256      (  0.3K)        100
  NDOS                 768      (  0.8K)        300
  PRINT               5776      (  5.6K)       1690
  FREE                 176      (  0.2K)         B0
  FREE              631792      (617.0K)      9A3F0

Total  FREE :       631968      (617.2K) 

Upper Memory :

  Name                Size in Decimal       Size in Hex
-------------      ---------------------   -------------
  SYSTEM            282688      (276.1K)      45040
  NDOS                3120      (  3.0K)        C30
  MOUSE              14080      ( 13.8K)       3700
  FREE               15472      ( 15.1K)       3C70
  FREE               65472      ( 63.9K)       FFC0
  FREE                4064      (  4.0K)        FE0

Total  FREE :        85008      ( 83.0K) 

Total bytes available to programs (Conventional+Upper) :      716976   (700.2K)
Largest executable program size :                             631792   (617.0K)
Largest available upper memory block :                         65472   ( 63.9K)

   7667712 bytes total EMS memory
   6914048 bytes free EMS memory

   7340032 bytes total contiguous extended memory
         0 bytes available contiguous extended memory
   6914048 bytes available XMS memory
           MS-DOS resident in High Memory Area


Does anyone else have this problem ?  Also someone (forget his/her name) said that
Harpoon 1.3 was a lot tougher to play, and winning scenarios was not as easy as before.
Well, so far of all the scenarios we have played (in the Designer's Series), we have
not lost one conflict. Each of the victories was a "no-contest". THe scores were our
side 1 ship, 21 aircraft, 1 helo, and their side 1 carrier, 17 ships, 4 subs, 239
aircraft, 28 helos.  Come on... We (me and my buddies ) don't mean to be boastful 
but the game is not nearly as challenging as certain persons stated.  THis is not a 
criticism, but simply an observation.






Newsgroups: comp.sys.ibm.pc.games
From: wongl@rs6103.ecs.rpi.edu (Lance Andrew Wong)
Subject: SimEarth
Reply-To: wongl@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Tue, 18 Aug 1992 18:04:32 GMT

Does anyone have or know where to get the crack for SimEarth?
Thanks

Keywords: 

Newsgroups: comp.sys.ibm.pc.games
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Falcon 3.0 Campaign Victories (was Re: Flight sim news from CGW)
Organization: AT&T
Distribution: na
Date: Fri, 14 Aug 1992 21:14:33 GMT

In article <1992Aug14.142720.8093@newshost.lanl.gov> masten@beta.lanl.gov (David A. Masten) writes:
>
>OK, the valium is kicking in now.  No more F3 bashing (for now).
>
>Still waiting for someone to claim a campaign victory (without Falcnr).

Why didn't you ask earlier?  :^)  I've won a campaign in Panama, and in
Israel the enemy is down to around 10% of the land, so the end is in sight.  I
did not use Falcnr, except to change wrapped around dogfighting skills back
to 100.

You didn't specify that this was without aborting missions and restarting
them--did you mean to?

In Panama, I cheated big-time, replaying missions until I was satisfied with
them.  In Israel, I'm pretty much letting the chips (and planes) fall where
they may, though I do replay missions occasionally.  This is in Hi-fi flight,
Cadet intelligence, Recruit air defense, and HFR.

I'm sure others are doing much better.  Now's the time to brag!

Rob
ihlpy!opus@att.att.com
From: kc@clark.edu (Kevin Carrigan)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Wolf3d: Episode 4 Level 10
Date: 21 Aug 92 20:13:56 GMT
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Aug21.131411.16747@panix.com> smeyer@panix.com (Seth Meyer) writes:
>In article <1992Aug20.205054.9766@engage.pko.dec.com> marshall@tfh.enet.dec.com (Hunting the Snark) writes:
>>
>>Has anyone managed to complete this level? Not only is there a truckload of
>>"white guys" and almost no really defensible position, it also exhibits some
>>really "spooky" behavior.
>
>I don't think this was meant to be "unfair" but rather, it's a bug.  I
>believe that there is only so many pixels the game can display at any
>given location, such that when a guard moves to a spot which already
>has couple of dead bodies, the game will usually make one (or more) of
>the dead bodies disappear.  This will happen in any part of the game
>when you kill many guys in one location.
>
>For this particular level, there are just *too* many officers, and the
>game makes the officers invisible...
>
>- Seth

A friend of mine was able to get past this level, by just runing and
shooting without stopping until you find the door.  
-- 
~ Kevin Carrigan                    "The mind is a wonderful thing to waste." ~
~ kc@clark.edu                      "The mind is a terrible thing."           ~
~ Clark College CS Department       "A mind?"                                 ~ 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: comp.sys.ibm.pc.games
From: smeyer@panix.com (Seth Meyer)
Subject: Re: Wolf3d: Episode 4 Level 10
Date: Fri, 21 Aug 1992 13:14:11 GMT
Organization: PANIX Public Access Unix & Internet, NYC

In article <1992Aug20.205054.9766@engage.pko.dec.com> marshall@tfh.enet.dec.com (Hunting the Snark) writes:
>
>Has anyone managed to complete this level? Not only is there a truckload of
>"white guys" and almost no really defensible position, it also exhibits some
>really "spooky" behavior.

I don't think this was meant to be "unfair" but rather, it's a bug.  I
believe that there is only so many pixels the game can display at any
given location, such that when a guard moves to a spot which already
has couple of dead bodies, the game will usually make one (or more) of
the dead bodies disappear.  This will happen in any part of the game
when you kill many guys in one location.

For this particular level, there are just *too* many officers, and the
game makes the officers invisible...

- Seth



Newsgroups: comp.sys.ibm.pc.games
From: alexees@wam.umd.edu (ALEXANDROS G. HOBSON)
Subject: 4 TRADE: Chuck Yeager's Air Combat
Organization: University of Maryland, College Park
Date: Sun, 16 Aug 1992 08:35:35 GMT

I'm offering Chuck Yeager's Air Combat for trade (if someone wants to
buy it, make me an offer). I am mostly interested in strategy games and
sports sim games, such as Links and The Winter Games by Accolade (has this
one been out yet?). Looking forward to hearing from you.

Alex
From: mjordan@ccwf.cc.utexas.edu (Marc Jordan)
Newsgroups: comp.sys.ibm.pc.games
Subject: Startrek 25th help needed...
Date: 22 Aug 92 20:53:16 GMT
Reply-To: mjordan@ccwf.cc.utexas.edu (Marc Jordan)
Organization: The University of Texas at Austin, Austin TX
Originator: mjordan@sneezy.cc.utexas.edu

Can somebody tell me how to finish the Harry Mudd mission?  It's about to drive
me *$@%ing crazy!!  I've cured the idiot, watched him trash the library, and 
saved the trek-nerds from certain destruction by the faulty life support 
system. What the HELL next?!?!?!?!

Very frustrated,
-- 
Marc Jordan
mjordan@ccwf.cc.utexas.edu
Newsgroups: comp.sys.ibm.pc.games
From: 10726446@eng2.eng.monash.edu.au (LAU WAI KUEN)
Subject: Re: MONKEY2 crack?
Organization: Faculty of Engineering, Monash University 
Date: Fri, 21 Aug 1992 04:48:35 GMT

In article <1992Aug20.174506.435@csc.canterbury.ac.nz> cctr120@csc.canterbury.ac.nz (Brendon Wyber, C.S.C.) writes:
>Subject: Re: MONKEY2 crack?
>From: cctr120@csc.canterbury.ac.nz (Brendon Wyber, C.S.C.)
>Date: 20 Aug 92 17:45:06 +1200
>In article <10703306.40.714278414@eng2.eng.monash.edu.au>, 
>10703306@eng2.eng.monash.edu.au (JAMES VINCENT) writes:
>
>> Is there a crack for monkey island2 ?
>
>No. Simply because the protection isn't stored in the executable file but in
>the data file in its scumm engine psuedo code making it very difficult to
>crack without learning the scumm language.
>
>> My friend lent me his game and my dog ate the code-wheel!
>> If don't find a new way in, I owe him $70.
>
>Be seeing you,
>
>Brendon Wyber                     Computer Services Centre,
>b.wyber@csc.canterbury.ac.nz      University of Canterbury, New Zealand.
>
>"Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."

  Nev-lock, a shareware software protection removal program, has
a crack for Monkey Island 2.  There's copies of it everywhere.

Halcyon

Cthulu for Prime Minister.
Newsgroups: comp.sys.ibm.pc.games
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Re: Falcon Bugs (was Re: Flight sim news from CGW)
Organization: AT&T
Distribution: usa
Date: Mon, 17 Aug 1992 13:18:13 GMT
Keywords: SAM thrust flameout radar bug

In article <1992Aug14.220237.18510@sol.UVic.CA> bprescot@sirius.UVic.CA (Blair  Prescott) writes:
>Three more bugs in Falcon 3.0 that get to me:
>
>1. Tight beam SAM radars. 
> Your wingmen will have a SAM lock on to them while flying near you,
> but your threat warning indicator will not show the radar that
> should be striking your plane too. When compounded by the fact that
> nobody has ever called "Singer High!" like the manual says they are
> supposed to, often the first sign I get of trouble is when I hear
> "I'm hit!" from my wingman.
>
> That's when I wonder why I'm carrying all those fancy HARM's under
> my wings.

This is a good one.  I also notice that when my computer controlled wingmen
have ARMs, they seem to be able to find three or four targets to shoot at
on the first pass, while I usually only get one or two SAM radars to lock
onto me.

It seems to me that you only see ground radar blips on your TWR when they've
LOCKED ONTO YOU, not just when they're searching, which is very unrealistic.

By the way, I have heard a wingman report "Enemy lock-on!" when an SA-6 is
after him.

>2. Flame out = Pilot death
> After I'm killed (all too often), I like to watch my wingmen
> continue the mission. If one of them takes a SAM in the engine,
> ("Flameout! Flameout!") but still keeps control of the plane,
> he will ride the dead plane into a smoking hole in the turf, 
> unless something else hits him first, causing the familiar death
> spiral. Wouldn't it be more sensible to bail the heck out, and
> live to fight another day? They don't seem to be able to crash
> land worth beans....

I've wondered about this as well.  SA-7s seem to do a great job at taking
out my wingmen's engines.  I notice the computer has an even harder time
dodging these than I do.

>Blair "Still trying to win a campaign WITH Falconr" Prescott

Robin
ihlpy!opus@att.att.com
From: ri09+@andrew.cmu.edu (Robert W. Igo)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: EOB I and EOB II help please !!
Date: 18 Aug 92 06:27:56 GMT
	<1992Aug17.191102.1763@datascope.com>
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.comp.sys.ibm.pc.games: 17-Aug-92 Re: EOB I and EOB
II help p.. Jay L. Davis@datascope.c (685)
.
.
.
> You get what you pay for. If you buy it, you get a map of level 2 (most
> of it, anyway). It is a great game and is worth the money.

> ---Jay Davis

Oh, these humans.  They make for such amusement.  After having been
beaten with large sticks repeatedly about the head and shoulders, they
persist in their mindless efforts to attack the innocents.  One is never
amazed at their actions, and one anticipates their next adorable blunder.

[******************************** Bob Igo ********************************]
Witty and universally-true .sig file under construction.

[************************** ri09+@andrew.cmu.edu *************************]
Newsgroups: comp.sys.ibm.pc.games
From: eam3@po.CWRU.Edu (Eric A. Meyer)
Subject: Re: F-15 III ???
Reply-To: eam3@po.CWRU.Edu (Eric A. Meyer)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Wed, 19 Aug 92 14:01:45 GMT


In a previous article, roeschmf@craft.camp.clarkson.edu (Martin F. Roesch) says:

>Hi all,
>  I got the F-15III slide show demo off of GEnie yesterday.  INCREDIBLE!  
>Truly amazing exterior graphics.  Now, if Microprose can just make a sim
>instead of an flying arcade game (ala F-117).  The two seater modem option
>looks extremely cool, too.  If you get a chance, check it out!

   If it isn't illegal to do so, could somebody upload this to wuarchive,
ulowell, or one of the other commonly-used anonymous FTP sites?  (Some of
us don't have access to GEnie or any other such national board...)
   Thanks.

		-EMeyer

-- 
"Unstable condition--a symptom of life       | Eric A. Meyer (eam3@po.CWRU.edu)
 In mental and environmental change          |  Alumnus,  Beta Nu of Theta Chi
 Atmospheric disturbance--the feverish flux  |---------------------------------
 Of human interface and interchange-"  -N.P. |    "What do you think, sirs?"
Newsgroups: comp.sys.ibm.pc.games
From: 10708901@eng2.eng.monash.edu.au (STEVEN MARTIN)
Subject: ULTIMA 6 Ending
Keywords: U6 ultima 6
Organization: Faculty of Engineering, Monash University 
Date: Sat, 15 Aug 1992 06:52:29 GMT

One of the files from ultima6 has gone corrupt on me, and without it
the graphical sequence at the end of the game just crashes.
So if some kind netter could please send me a copy of the file: END.SHP
I would greatly appreciate it.
 
  ____________________________________/~~~~~~~\             /---------
 |____________________________________|         \          /
 /------T-----------------T-------\   \           \       /
 |Steven Martin                    |    \           \__  /
 |10708901@eng2.eng.monash.edu.au  |      \            }/     
 | a.k.a Paladin, Belstav, Gamma   |        \         //
 |3YR Chemical Engineering Student |          )      //  SIGNature !!
 |Monash University, Australia.    |          (_____//
 \--------------------------------/                 /-----------------
From: velasco@cs.ucsd.edu (Gabriel Velasco)
Newsgroups: comp.sys.ibm.pc.games
Subject: Space Quest Hints - Wanted
Date: 13 Aug 92 23:42:14 GMT

I'm in the Galleria.  I think I have everything:

Hint Book, Adapter (How do I know which one?), Cigar, Gum, etc.

How do I get out without being killed?
How do I know I bought the right adapter?

Thanks, in advance.

-- 
                              ________________________________________________
 <>___,     /             /  | ... and he called out and said, "Gabriel, give |
 /___/ __  / _  __  ' _  /   | this man an understanding of the vision."      |
/\__/\(_/\/__)\/ (_/_(/_/|_  |_______________________________________Dan_8:16_|
Newsgroups: comp.sys.ibm.pc.games
From: cs8023@ee21.ncu.edu.tw (ee76536)
Subject: Re: U7 question: killing ghosts
Organization: Dep. of EECS, National Central University, Chungli, Taiwan, R.O.C.
Date: Thu, 20 Aug 1992 05:01:21 GMT

In article <1992Aug14.131409.18288@tamsun.tamu.edu> emily@azariah.tamu.edu (Emily Glass) writes:
>In article <1992Aug13.180321.12504@cco.caltech.edu> chuck@cco.caltech.edu (Charles M. Higgins) writes:
>>
>>   What's the best way to kill ghosts in U7?  Every time my party gets
>>attacked by a band of these roving wall-jumping fiends, I get massacred.
>>(Same question for wisps - one time I was attacked by 4 or 5 and couldn't
>> scratch them.!)
>>

use some fireball like weapon or magic... they were destroyed easily....

>>
>>    Thanks,
>>          Chuck Higgins, Caltech EE
>
>
-- 
>>> Anthony Li <Li3, Shih4 Hao2><Li:fruit's Name><Shih:Scholar><Hao:Hero>   <<<
<<< Institute of CSEE, National Central Univ, Chungli, Taoyuan, Taiwan, ROC >>>
<<< Bitnet:	U230700@twncu865.bitnet					    <<<
>>> Internet:	U230700@ncu865.ncu.edu.tw oper2@ncuee.ncu.edu.tw	    >>>
From: atm@bass.bu.edu (Atul Mistry)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: The Sierra Network
Date: 16 Aug 92 15:48:22 GMT
Reply-To: atm@bass.bu.edu (Atul Mistry)
Followup-To: comp.sys.ibm.pc.games
Distribution: na
Organization: Boston University

Hi,

I need help getting by the two teleports in teh Duneon Despise(the one the time
lord siad to go to)

The teleports are:

	1) The one after a door, that teleports you back to the fire ball trap.
	2) The one that has caltrops in front of it, and teleports you back 
	   about 20 feet.

How do I get by these two?


Thanks in advance...

p.s.: I'm new to posting messages, so I aplogize if something goes wrong.

Atul
Newsgroups: comp.sys.ibm.pc.games
From: cooper@cos.com (Gary Cooper)
Subject: Re: Falcon 3 question..
Organization: Corporation for Open Systems
Distribution: world  
Date: Thu, 20 Aug 1992 01:34:21 GMT

In <3641@sol.deakin.OZ.AU> rayb@deakin.OZ.AU (Ray Bradbury) writes:



>I'm currently considering buying Falcon 3.0, and I have a question..
>I was in the local computer store the other day, and the salesperson
>told me that a new version of Falcon 3.0 (being 3.1 he said) was going
>to be available soon.
>Given that I wouldn't trust this guy as far as I could kick him, I thought
>I'd ask the net. Which is the latest version I should be looking for???

The "d" patch is the latest - as usual, the salescritters get it 
ALL wrong.....   He (it) was probably referring to Operation Fighting
Tiger, the campaign disk SH is putting out. (which will supposedly allow
you to fly the FSX)  I have SH's word that it will be out in the beginning
of August :> 

gary cooper
(no .sig, cause I just quit my job, and I wanted to see what rm -r *.* does)
Newsgroups: comp.sys.ibm.pc.games
From: harp@netcom.com (Gregory O. Harp)
Subject: Re: Ultima Underworld help
Date: Mon, 17 Aug 92 09:23:57 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Keywords: UW Ultima

her@compel.UUCP (Helge Egelund Rasmussen) writes:

>mnfriedr@cip.informatik.uni-erlangen.de (Martin Friedrich) writes:

>>If I still remember right, there's a key somewhere that opens the door to the
>>prisoners, who give you another key, so that you can go up to Level 3. Yes,
>>the NW part is connected from Level 7 to 3.

>I've found that key, and am now on level 3. Unfortunately there's two locked
>doors here, and none of my keys work :( I can't pick the locks either...
>Where is the key for these doors?

If I remember right, one of the doors is already damaged.  I just
bashed it in.  Apologies if my memory fails me...

BTW, did anyone ever cast Open on a door?  I just noticed that I 
never tried it.
-- 
-----------------Greg-Harp----------------harp@netcom.com------------------
  Love me, love my ferrets.               "Break out of the mold before
  Or at least love my ferrets. ;)          the mold sets in" -- B52's
From: biman@turtle.ee.QueensU.CA (Aapoolcoyuz)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Can you do this maneuver on Falcon 3.0?
Summary: F-16 doing 30 Knots ??? Hmmm.....
Date: 12 Aug 92 13:21:23 GMT
Distribution: na
Organization: Dept. of Electrical Engineering, Queen's University, Kingston, Ontario, Canada


 I realize this is a games newsgroup but I think I should clear up
some statements made regarding the F-16, Mig-29, and "Pougachev's 
Cobra".  THe F-16 cannot sustain level flight while doing 30 kts.  I
think the min airspeed is around 100 kts.  At airshows pilots routinely
do low-speed passes at around 120kts.  

The Mig-29 slows to about 70 kts during the Cobra manoeuver.  Thirty
knots would make the plane fall out of the sky.  The Mig-29 which    
crashed in Paris in 1989 was not performing the "Cobra".  It had
just taken off when one engine flamed out.  OK...I know I'm nit-picking
but I believe that the correct facts are important.  

In case you were wondering I too have attempted the Cobra manoeuver on    
Falcon 3.0, and a few other PC flight games.  No luck on any one of them. 
The closest I have come to that is playing Aviator (SPARCstation 2 based).  
With the flight models of the F-18 you can get a pretty good "tail-slide" 
manoeuver and almost make a cobra.


A. Biman

Newsgroups: comp.sys.ibm.pc.games
From: mmwang@adobe.com (Michael Wang)
Subject: Re: U7: Trapped in Britian.
Organization: Adobe Systems Incorporated
Distribution: usa
Date: Wed, 19 Aug 1992 17:50:09 GMT

In article <1992Aug19.163922.25059@wam.umd.edu> jengagne@wam.umd.edu (Jenny Lynne Gagne) writes:
>Key disappearence?  So THAT'S what the problem was.  And here I was, like
>a fool search all my previous battlesights for the Black Gate Key...
>Would this also explain why the key to the toolshed in Lord British's
>Castle wasn't where it should have been?

No exactly. The key disappearance bug happens when you sleep. Any key that
you are carrying will disappear. You need to drop them on the ground before
going to bed. There is a different bug which can make any object disappear.
This bug seems to be triggered if you visit a location frequently (i.e.
Lord British's castle).


>And above all, I also have version 3.0, and is there any way of counteracting
>this bug?  Like, the codes so I can "create" a key via the ABCD mode.

Here are the key codes:

Item    Frame   Description
-----   -----   ------------------------------------------------------------
 641    0       key (gold)
        1       key (grey)
        2       key (Black Gate key)
        3       key (light brown)
        4       key (blue)
        5       key (pinkish-redish)
        6       key (green)
        7       key (light brown, pointing up)
        8       key (gold, pointing down)
        9       key (light brown, two prongs)
        10      key (purple)
        11      key (grey, two prongs)
        12      key (red and blue)
        13      key (pink, four prongs)
        14      key (green with blue dot)
        15      key (light brown, three prongs)
        16      key (blue, big handle)
        17      key (light brown, two prongs, pointing up)
        18      key (light brown, with notch above prong)
        19      key (grey, smaller prong than #1)
        20      key (blue, two prongs)
        21      key (pink, pointing up, long, two prongs spaced apart)
        22      key (green, diagonal bent up prong)
        23      key (blueish, glowing shaft)
        24      key (glowing multi-color key, pointing up)
        25      key (dark grey, pointing down)
        26      key (grey, flashing dot extending from ring handle)
        27      key (dark yellow, two prongs)
        28      key (Black Gate key?, pointing down)
        29      key (grey, four prongs)
        30      key (grey, two prongs, one at tip pointing up)
        31      key (grey, pointing up)
        32      <wraps around to frame 0>


-- 
Michael Wang
mmwang@adobe.com