HDTenEightyP/NetNews huggingface dataset:
From: jpotter@stsci.edu (Jeffrey J. Potter)
Subject: Re: Software return policy
Organization: Space Telescope Science Institute
Date: Fri, 9 Oct 1992 04:39:38 GMT

In article <1b1dv7INNrgc@usenet.INS.CWRU.Edu>, at887@cleveland.Freenet.Edu (Scott Butler) writes:
> 
> >Well I know of one software store firsthand that doesn't require this: 
> >Babbages.  How do I know?  I work for them.  Although I have to admit that
> >with all of the problems we've had with the system lately, I wouldn't be 
> >suprised if management isn't thinking about eliminating open boxed returns.
> 
> That would sincerely be a drag....the main reason I shop at Babbages is
> the fact that if a game sucks, I can take it back to the store.  I've
> avoided being burnt twice now (once with Powermonger, which I found a
> complete snooze) and I'm returning Birds of Prey (it bites....see my earlier 
> post).  I realize that there are people out there that will take 
> advantage of this policy, but there are probably a lot of legitimate
> customers like myself that go to Babbages due to the "no-risk" factor
> of their return policy.
> -- 
> 


EGGHEAD isn't to bad either.  They will let you sit in the store and play the
games before you buy.  I was in the store for about 4 hours one day playing
different games.  Sorry to say that I didn't find anything that I liked at that
time.  The place that i deal with has 4 PC's on the floor and there is always 
someone looking at a piece of software.  The people working at the store are
pretty cool about it also.  They load the software on the PC, answer any 
questions I might have, and then leave me to fool with the software.  I really
like that setup.
-- 
-------------------------------------------------------------------------------
Jeffrey J. Potter  |  Space Telescope Science Institute  |  CAUTION:
jpotter@stsci.edu  |          Baltimore Maryland         |  Work in progress! 
-------------------------------------------------------------------------------
From: v128nkga@ubvmsb.cc.buffalo.edu (Henry C Lee)
Newsgroups: comp.sys.ibm.pc.games
Subject: Looking for a review of old ssi "Shadow Sorceror" (?)
Date: 13 Oct 92 02:31:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Hi all,
	I was just looking through some of the el'cheapo games
at EB (I'm running low on money :).  Anyway, there was this one
SSI game that caught my eye.  I think it was called Shadow of the
Sorceror or something like that.
	It was an AD&D adventure game, but it was different than
the others that I've seen (which I dislike avidly)-eg Prophecy of
the Shadow.
	The view was basically a 45 degree bird's eye view of a
square field, rotated so the corners are at the top, bottom, left
and right (does that make sense).
	The box says something about being able to control 4 characters
simultaneously in real arcade action fighting scenes.  The graphics
look kind of primitive (EGA), but the box claims that screen shots
are taken from ibm VGA.
	If it helps, at the bottom of the back of the box is the
picture of some Dwarf -- looks pretty bad.
	Anyway, if anyone knows about or has this game, I would
appreciate comments/opinions about it.  The game was only like $11,
so I would guess that it's probably not that good.  But still, you
never know -- I got Fool's Errand (one of my personal fav's) for
under $5 in the EB budget section (still smiling over that :)
	Anyway, please post or e-mail any comments or opinions
about this game.  Thanks in advance,
					Henry
From: morgan@dl5000.bc.edu (Morgan Stair)
Newsgroups: comp.sys.ibm.pc.games
Subject: UW Lvl 1: Cant open door to shrine
Date: 8 Oct 92 19:17:47 GMT
Distribution: usa
Organization: Institute for Space Research, Boston College

Help!

(CONTAINS SPOILER)


I saw someone post hear that there's a switch somewhere that opens the
"Massive Door" to the shrine on level 1.  This is the one you have to
jump carefully to get to.

I've looked everywhere I could think of.  How do I get it open!
--
***************************************
* Morgan Stair <Morgan@DL5000.BC.EDU> *
* BC / Institute for Space Research   *
* (617)552-8783                       *
***************************************
From: Valaria_Vorlop@mindlink.bc.ca (Valaria Vorlop)
Newsgroups: comp.sys.ibm.pc.games
Subject: Out of this World
Date: 8 Oct 92 11:40:31 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

This is a question about the area after the 5th code (including the start
code). This is the area where you have to run from the water.

The area at the bottom of the screen where there is a bat and falling
rocks...is it necessary to get through this? My friend thinks it is just a
'red herring' to cause frustration. I made it though the falling rocks ONCE,
only to be gobbled by a tentacle on the other side.

The second question is about the place where you must shoot the globe to fall
on the guard below. Where exactly should his reflection be in order to hit
him? I've tried and tried, but I miss him each time...and I'm getting really
sick of the run-from-water sequence!!!

This is a great game, except for the fact that they could have chosen the
placement of their code sequences a bit better at times...there are things I
could have done without repeating over and over again, like the swim upwards
in the first area, the swinging in the cage and of course the damn
run-from-water part. Oh well, I'm sure there are more that I haven't even
seen yet.

Thank you for your help!

\/alaria

--
* * * * * * * * * * * * * * *
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.
* * * * * * * * * * * * * * *                          - ???
From: Jeremy_Reimer@mindlink.bc.ca (Jeremy Reimer)
Newsgroups: comp.sys.ibm.pc.games
Subject: ULOWELL site (GameBytes)
Date: 16 Oct 92 10:22:24 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Can anyone email me the complete address for the ULOWELL site?

Thankx


--
Jeremy_Reimer@ |"Anti-ninjas were the most feared assassins in the world.
mindlink.bc.ca | Instead of appearing out of thin air, throwing metal stars
---------------| and messing around with bo staffs and numchuks they simply
aka THE JAGUAR!| shot people and then drove everyone mad with pointless
---------------| conspiracy theories for years afterwards."
Stealth Sig#42 |  --From "N-Man #3"
From: dwong@terapin.com (Don Wong)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Rex Nebular
Date: 13 Oct 92 23:17:28 PST
Organization: BBS

In article <1992Oct13.180121.2203@discus.technion.ac.il>,
s2848632@techunix.technion.ac.il (ITZHAK FRIEDMAN) writes:
>Hi adventurers,
>I was wondering whether someone started Rex Nebular, so I'll be able to 
>exchange info (I myself got stuck...)
>
>Zachi.

Yup, just got into the game...and it's fantastic so far.  The introduction was
one of the best I've ever seen, the graphics were so smooth.  And Rex's
movements on screen is the smoothest I've ever seen on an adventure game.

I'm stuck underwater, I don't know what to do with that purple thingy that
comes out and eats me.  I've tried throwing the fish at it, but it just gobbles
it up.  BTW, I'm playing at Very Hard mode (suicidal, I know).
Newsgroups: comp.sys.ibm.pc.games
From: mmr@asgserver.canberra.edu.au (Micheal Rainford-Watson)
Subject: Re: Cluebooks & why are they so expensive ?
Organization: University of Canberra
Date: Wed, 14 Oct 92 04:22:25 GMT

In article <1021@dgaust.dg.oz> brown@dgaust.dg.oz (Fred Brown) writes:
>
>Yet another reason to thank $#@*ing pirates !!! How else are software
>producers supposed to recover their losses ? 
People (copyright breakers) could also copy Cluebooks.


I thought the price might try to reflect how desperate you are to complete
the game.

-- 
Micheal Rainford-Watson        _--_|\   E-Mail: mmr@asgserver.canberra.edu.au
Administrative Systems Group  /      \  Phone : +61 6 201 2397
University of Canberra        \_.--.*/  Mail  : PO Box 1 BELCONNEN ACT 2616
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^v^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Newsgroups: comp.sys.ibm.pc.games
From: flick@cwis.unomaha.edu (John Anderson)
Subject: Looking for Axis & Allies!!!
Keywords: game 
Organization: University of Nebraska at Omaha
Date: Wed, 14 Oct 1992 04:34:04 GMT

I am frantically searching for the IBM version of the game Axis & Allies.
I think it was published by Avalon Hill awhile back (say, 5 years ago).
If you know where I can find said game, I would appreciate it VERY much!
 
John Anderson

Newsgroups: comp.sys.ibm.pc.games
From: barmiyan@wam.umd.edu (Amy Rebecca Ewing)
Subject: Re: Bard's Tale Construction Set
Organization: University of Maryland, College Park
Date: Mon, 12 Oct 1992 03:44:08 GMT

In article <44840@ucbvax.BERKELEY.EDU> beran@wizzle.Berkeley.EDU (ibidem) writes:
>

>creating his own dungeons and we were wondering if this product was any good.
>I read the OPINION on it by Scorpia in CGW FEB 92 but he is still not sure about
>about it and neither am I.  A call to Babbages said it was discontinued in
>production.  Is this true? Why?  He was also wondering if anyone would want to
>sell there copy cheaply.
>Thanx, Greg Beran


I got this game about a year ago, hot off the press. In short, it's a good
idea but it's way too complex. Just to put a certain "special" on a square
you have to go through this list of things to follow, ie an algorithm. It
would've been a lot better if the program did that for you. Designing the
outline of the city or dungeon is easy enough, but filling it in is something
else entirely.

My second gripe is the pictures you have at your disposal. You're given 40 
or so monster pictures, which I think aren't nearly enough when you want to
create all new creatures. Plus you can't create your own pictures unless you
own Deluxe Paint.

All in all, I was disappointed. I have barely touched my copy of it.

--Brian
barmiyan@wam.umd.edu
From: mckinney@cs.utexas.edu (Durwood Y. McKinney)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Renting Games? (Was Re: B-17 Flying Fortress)
Date: 8 Oct 1992 00:54:40 -0500
Organization: U Texas Dept of Computer Sciences, Austin TX
NNTP-Posting-Host: cash.cs.utexas.edu

In article <1b0acmINN6ri@usenet.INS.CWRU.Edu> dpn2@po.CWRU.Edu (Damien P. Neil) writes:
>
>Tell me, do you think that the Freemasons killed JFK?
>
>I've stated my opinions. Don't expect any response to any replies. If your
>ego wants the last word, it can have it.

Oh, come on.  What do you think paid political lobbyists do for a living?
I stand by my statement that big businesses buy influence in our government,
and it certainly doesn't make me a conspiracy theorist.  I mean, did you ever
take a college government class?  I think we covered "lobbying" pretty early
in the semester.  And last I heard, campaign finance reform was a pretty hot
issue in congress.

Do you really believe that if everyone in America took a vote tomorrow that
software rentals would be illegal?  

Ken McKinney

Newsgroups: comp.sys.ibm.pc.games
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Evading SAMs (was Re: falcon 3.01)
Organization: AT&T
Distribution: na
Date: Tue, 13 Oct 1992 13:21:05 GMT

In article <1992Oct12.173505.7126@mcc.com> knutson@mcc.com (Jim Knutson) writes:
>In article <1992Oct12.131124.10152@cbnewsc.cb.att.com> opus@cbnewsc.cb.att.com (robin.g.kim) writes:
>>This seems like a very useful tactic if you start off high enough up and
>>want to end up at a low altitude.  SAMs all seem to have a hard time when
>
>There may be some confusion here.  I didn't mean to take a drastic nose
>down attitude.  Let's say you're flying level at 3000 feet and you get
>a launch warning from behind.  You roll 100 degrees and pull back on
>the stick (100 degrees is an example, you might want more if you're
>high or less if you're low, i.e. keep the missle in your vertical
>plane).  This will pull your nose down below the horizon and start your
>turn back into the missle.  Pulling your nose down a bit will prevent
>you from bleeding energy as fast as going vertical (Hi-Fi flight
>model).  Don't roll out horizontal when you get the missile located 45
>degrees above the horizontal plane of your aircraft, just wait for it
>to start its turn.  When it does, pull back hard.

Ah!  Thanks for the clarification.  It makes much more sense now.  I used
to try the same thing all the time in 3.0D, and was never able to get the
missile out of my rear quarter, so I gave up.  I think the problem was more
that I wasn't used to the padlock view yet, and perhaps didn't understand
where the SAM really was.

>I can see how a vertical manuever would make it
>more difficult for the SAM due to range and the effects of gravity, but
>I wonder if the loss of energy is really worth it.  You really feel the
>effect in Hi-Fi.

I fly Hi-Fi also, and the energy loss is not that bad (though still worse
than the nose-down turn you use).  I don't pull up that hard, and once
I beam the missile, I maintain course for several seconds in a steep
inverted climb, trading airspeed for altitude.  By the time I finish my
break toward the missile and it has whizzed by, I usually find myself
in about a 35-40 degree inverted dive, gaining airspeed rapidly.

To be objective, I'd have to say a level (or slightly nose down) turn
would be better in most cases than a half-loop, but since my usual bombing
technique against columns if I can't line up with it (which would be ideal)
is to drop, do half a Cuban 8, then drop again, repeatedly, going vertical
to dodge a SAM is just doing what I was going to do anyway, only a little
sooner.

[deleted stuff about multiple SAMs]

>I fly using CADET logic, Hi-Fi flight model, and Elite SAMs in 3.01 (I
>used NONE or Recruit in 3.0D).

Have you tried any of the new theatres yet?  I often get several SA-2s
thrown at me at once.  Death to "Long Track" radars!

>Jim Knutson

Rob
opus@ihlpy.att.com
Newsgroups: comp.sys.ibm.pc.games
From: mallen@wyvern.twuug.com (Marc Allen)
Subject: Re: MM4 : Automapping Bug
Organization: Tidewater UNIX Users Group
Date: Sat, 10 Oct 1992 00:55:31 GMT

larrow@novell.com (Les Arrow) writes:

>The big problem with the Automapping Bug is it resets all the obstacles
>you have already passed. Very annoying when you just killed the meanest
>dragon in the whole dang MM world and it suddenly appears back in front
>of you. Especially if you just saved as over your last game to change the
>name.

>The NW solution (save as and immediately) load didn't seem to work for
>me. I've found the best way around this bug is to not save as unless you
>are on the main map. Save as at the beginning of a tower, temple, etc. and
>then do not save as again until you have completed the entire obstacle,
>or teleport outside.

>What ever works for you is great. Thought I'd just add my 2 cents.

Like I said in an earlier note, the problem seems to be when you do a save
as.  When doing a normal save, I've never had a problem (Maybe I'm lucky?)

+2 Luck (Permanent)

I haven't tried it, but I think that if you save the game and THEN do a save
as, it would also work.  Of course, that kinda defeats the purpose of save
as.

Marc
From: garton@jeeves.ucsd.edu (Simon Garton)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Falcon 3.0d
Date: 7 Oct 92 19:32:51 GMT
Organization: University of California, San Diego

In article <1992Oct7.010140.193@leland.Stanford.EDU> umeister@leland.Stanford.EDU (Eushuk Hong) writes:
>In article <1992Oct6.233316.1316@cam.compserv.utas.edu.au> psmith@esk.compserv.utas.edu.au (Paul Jeffrey Smith) writes:
>>
>>Just read the *discussion* ( *:-) )about how tunnel-vision(ed) Falcon 3.0 is.  The guy does have a point though, toggeling through the visable planes is often
>>a hassle, and it would be nice to have a feature to manually rotate the view.  Hey, while we therer lets ask Game progammers to include a Virtual Reality Headset, and oh increase the price by about $1000.
>Though as a game it was sort of weak, I really liked the "swivel" view
>function in Jetfighter II.  If SH could incorporate an improved version
>of this function in a later Falcon or A-10, that would be pretty cool.
>
>Eushuk


This whole discussion about tunnel vision and falcon3 is
confusing me : don't you guys have manuals ? scroll lock
on any of the cockpit views gives you whole screen views : ok
you no longer get radar and TWI stuff, but your HUD is there. I
find it a lot easier to dogfight in view '3' with scroll lock on
than in padlock. (flown into the ground too many times ...)
If you hop out to view 7 or 9, and then hit 't' repeatedly, your
view switches to each of the nearby radar targets : I use this a
lot on escort missions, it's real easy to check on both your
charges and your wingmen. If its not good enough, use f3 and f4
to swivel your view left and right and f1/f2 to zoom in / zoom
out. So in about 1 second you can pan all the way round your
ship and check there's no pesky Mirage2000 lurking in a valley,
like the one that got me yesterday. Plus it's real nice for
views. 

Falcon3.0 has a way steep learning curve : anyone will admit it.
But I think the level of detail justifies persistance. Now if I
could just work out how to beat those 3 Migs on IA (veteran
level) that throw Magics at me ...... With enough warning
I can dodge one missile, but with three in the air ?

Simon

Newsgroups: comp.sys.ibm.pc.games
From: bhv@areaplg2.corp.mot.com (Bronis Vidugiris)
Subject: Re: Wizardry 7
Organization: Motorola, CCR&D, CORP, Schaumburg, IL
Date: Wed, 7 Oct 1992 18:03:36 GMT

Someone writes:)
)   Sorry, gang you can burn me if you want but I bought both wizardry 7 and
)   Xeen...Xeen is the better game...Wiz is alright, but hardly worth the time delays
)   and promises.....I guess I should have suspected when I heard it had only two
)   disks...sniff..
)   an old wizardry fan

I haven't had a chance to play MM4 yet, but if it is like MM3 it'll be pretty
tough to beat, I agree.

(However, I'll probably buy Bane anyway, being a really avid player of
this general sort of game, and a bit of a collector, too).

However, I have to disagree about the merits of games having 'only' two
disks.  One of the reasons I haven't installed MM4 yet (got it
yesterday-last copy in the store, too) is because I've got too many humongous
games eating up the space on my HD!  A game really *can* be good without
mega-mega-megs of disk space.

Also, I really don't understand the problems people have with delays in
shipping.  Look at Quest for Glory III - *that* just came out, and how long
ago was it promised?

I just hope the delays don't mean quality problems - what I hate is when
the delay causes companies to ship garbage.  This is a lesser problem now
that I can get patches more easily, (now having some FTP capability) but I'd
still rather have a good game later than a buggy game now.

Speaking of bugs - is there any bug fixes out for MM4 yet? (half a :-)).
From: jwk3@po.CWRU.Edu (John W. Kale)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: KEEN WATCH: The U is Toast
Date: 13 Oct 92 00:50:12 GMT
Reply-To: jwk3@po.CWRU.Edu (John W. Kale)
Organization: Case Western Reserve University, Cleveland, OH (USA)
NNTP-Posting-Host: slc5.ins.cwru.edu


In a previous article, jwilbur@iat.holonet.net (Jay Wilbur) says:

>Here it is plain and simple.  Wolf3D is selling like you wouldn't believe
>and Keen is not. People, by the thousnads, have cast their vote of approval
>for the 3d game play and the violent nature of the game.
>
>As a groupwith limited resources we cannot please all the people all the
>time.  As a business WE MUST please most of the people all of the time. 
>Hence, more 3d, dark games.

	Does this mean that a price reduction for the Keen series
is a possibility? Last I heard, Keen cost $90 for the six part
series, while Wolfenstien was $60 or so. Granted, the Keen
stuff comes to $15 each but I still find it painful to think
of spending ninety bucks at one crack on video games. Dropping
the price on Keen oughta prop up its sales...


-- 
Looking down the barrel of a loaded gun  |       John Kale          ''''
Just to see where the bullets come from! |   jwk3@po.cwru.edu       -o-o
        -Screaming Blue Messiahs         |                   ---UUU---U--UUU--
   --->SUSPICION BREEDS CONFIDENCE - Dept. of Records' Motto, "Brazil"<---
From: drmcclin@uncc.edu (David R McClintock)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: wolf 3d cheat mode.
Date: 14 Oct 92 13:42:13 GMT
Reply-To: drmcclin@uncc.edu
Organization: University of NC at Charlotte


After wolf3d -goober, start playing the game and press and hold <left shift>, <alt>,
<backspace>.....the screen should say "Debugging key avalible". Then just press
<tab> and any letter, try them all.


Dave
From: cl129502@ulkyvx.louisville.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: OOTW - How do you jump?
Date: 14 Oct 92 17:18:28 GMT
Organization: University of Louisville

I need some help with Out of this World.  I can't think of the code for the
part where I'm at, but I'll try to explain.  After I've gotten out of the cage
and rolled through those sewer(?) pipes with steam coming out of them, I get to
a part where I recharge my gun and blow away three walls.  Then, I walk another
screen or two and kill a guard waiting outside.  After that, I walk off the
screen and there is a large chasm in front of me, blocking further progress.  I
know that I have to jump over the chasm, but I don't know how to jump.  I've
tried everything, and can't figure it out.  Does someone think I have a bad
copy of the game?  Even with keyboard and joystick, in every possible
combination, I can't get that little pissant to jump!  It really ticks me off. 
Any and all help appreciated.

Jude Greer
cl129502@ulkyvx.louisville.edu
cl129502@ulkyvx.bitnet
Newsgroups: comp.sys.ibm.pc.games
From: ketilt@edb.tih.no (Ketil Thomassen,o92b)
Subject: MM4-help wanted   (in Nightshadow)
Reply-To: ketilt@edb.tih.no
Posting-Front-End: Winix Conference v 92.05.15  1.20 (running under MS-Windows)
Date: Fri, 16 Oct 1992 00:17:28 GMT

Need some help in the small town of Nightshadow....
On what hour do I set the three sun-watches?
Suppose it's this that's open the coffin...

Help would be welcomed.

-Ketil-



@@@@@@@        *----------------------------------------------------* 
| | | |-|      *     Ketil Thomassen, 1DB   | Here was supposed to  *
| | | | |      *     Hans Hagerupsgt.1      | be some extremely     *
| | | |/       *     N-7012 Trondheim       | funny words, but I    *
|_|_|_|        *     Norway                 | couldn't figure out   *
               *     Ketilt@edb.tih.no      | any.                  *
               *----------------------------------------------------* 
 CHEERS!!!     *          Trondheim College of Engineering          *
               *----------------------------------------------------*

Newsgroups: comp.sys.ibm.pc.games
From: carlos@dorsai.com (Carlos Dominguez)
Subject: Re: Is there Simtrain??
Organization: The Dorsai Embassy, New York's Computer Consulate. +1.718.729.5018
Date: Sat, 10 Oct 1992 20:39:39 GMT

lauusitalo@tnclus.tele.nokia.fi writes:

> 
> Does somebody know Simtrain or like game? Everybody has heard about
> Railroad Tycoon (from here not so liked Microprose). In my opinion
> RT is quite a good game although old and with not so nice graphics. 
> But if ?Simtrain? resembles Simcity then it might be VERY good. 
> I think I have seen something about it somewhere but no idea where.
> 
> So if somebody knows mail me!
 
You're looking for A-TRAIN, by MAXIS, (creators of the SIMCITY games)
 
Good luck!
--
      _/_/_/                                             _/
     _/                        _/                       _/
    _/       _/_/_/   _/_/_/  _/     _/_/_/  _/_/_/    _/
   _/       _/  _/   _/      _/    _/   _/  _/        _/
  _/       _/_/_/   _/      _/    _/   _/  _/_/_     _/ carlos@dorsai.com
 _/       _/  _/   _/      _/    _/   _/      _/        FIDO 1:278/706
_/_/_/   _/  _/   _/     _/_/_/ _/_/_/   _/_/_/    _/   RIME ATLWIN

The views expressed here are my own, and not of Mr. Horse.
"...They don't call me stupid for nothing!" - Stimpson J. Cat