Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Pedro Quaresma

Darklands (and Daggerfall) had a fair share of bugs, but they'd rarely crash after the final patch.

At least they crashed less than several modern games fully patched! ;)

--
Pedro R. Quaresma
Salvador Caetano IMVT
Div. Sistemas de Informação / Systems and Information Division
Administração e Desenvolvimento Lotus Notes / 
Lotus Notes Administration and Development
[EMAIL PROTECTED] // +351 22 7867000 (ext. 3492)

Toyota Prius '01, Verdi Steel, 37K km.
 










  


Para: [EMAIL PROTECTED]
A/C: 
Ref: 
cc: 
Assunto: Re: [SWCollect] Vintage games w/fatal flaws


Dan Chisarick [EMAIL PROTECTED]
05-12-2003 05:07


Solicita-se resposta a swcollect


One word: Darklands.


On Dec 4, 2003, at 10:26 AM, Pedro Quaresma wrote:


 Darksun 2 (SSI) was an excellent RPG with the exception that it was 
 virtually unfinishable due to the huge amount of bugs it had.

 SSI later released a patch but some of the bugs remained (having your 
 best weapons occasionally vanish can be the most frustrating thing on 
 a RPG), so IIRC they officially canceled support for the game, on the 
 grounds that it had too many bugs to patch.

 Later on there were other flawed games, like Shogo, that could not 
 be finished unless you had downloaded and installed the 21Mb patch!

 The most serious case IMHO was Ubisoft's Pool of Radiance 2. The game 
 couldn't be uninstalled because if you attempted to, it'd delete your 
 windows partition! :O Many users found this bug the hard way.

 --
 Pedro R. Quaresma
 Salvador Caetano IMVT
 Div. Sistemas de Informação / Systems and Information Division
 Administração e Desenvolvimento Lotus Notes /
 Lotus Notes Administration and Development
 [EMAIL PROTECTED] // +351 22 7867000 (ext. 3492)

 Toyota Prius '01, Verdi Steel, 37K km.









                      

        
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 cc:
 Assunto: Re: [SWCollect] Vintage games w/fatal flaws

 Chris Newman [EMAIL PROTECTED]
 04-12-2003 15:23

 Solicita-se resposta a swcollect


 Mines of Titan by Westwood / Infocom from 1989 comes to mind. The game 
 plot
 involves travelling to cities on the surface of Titan. The key city,
 Procesnium, was expected to be discovered and entered via an 
 underground
 network. However, if you find the city on the surface of the planet and
 attempt to enter it the game freezes and throws up strange graphics 
 chunks
 in the display window. At the time I assumed I had a bad copy, or 
 played it
 on an incompatable machine (Tandy), etc. I went back to this game, on 
 and
 off, for years but was hit with the same problem. I found out only 
 recently
 that the problem is a coding bug.

 Drove me nuts! I spent many hours playing that game only to give up
 completely frustrated.

 - Original Message -
 From: Dan Chisarick [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, December 04, 2003 9:13 AM
 Subject: [SWCollect] Vintage games w/fatal flaws


  Just wondering if anyone has any good stories of an older game they
  were playing that was somehow unbeatable due to a coding flaw, or 
 just
  downright not fun for design reasons.  I've been looking for an
  original 'Doriath' for years.  I stumbled on this site, and my free
  time being what it is these days, say what the hell and just read 
 the
  walkthrough.  The game is unbeatable!  That's not in the good sense:
 
  http://members.shaw.ca/Doriath/Walkthru.htm
 
  If you read the walkthrough and then follow the links at the bottom,
  you never get an acknowledgment from the game that you've won. 
  There's
  a link to an interview w/the developers that explains you've
  essentially won once you make it to a certain room.  Its sad to 
 see a
  game never being polished because of artificial deadlines (like that
  never happens anymore) or even more frighteningly, running out of
  memory/disk space.
 
  Second to this are games that take hours to beat, give you one life,
  have no save feature, and you can put the game in an unwinable state
  and not realize it.  Console games (at least earlier ones) seem
  particular guilty of such offenses.  Thrown in certain Mindscape 
 games
  (Spell of Destruction and Fairlight I think fell into this hole, 
 at
  least partially).
 
  Third would have to be needless player frustration: Jumping puzzles,
  tedious movement puzzles (Sierra 3D games are notorious for this), 
 and
  I'd have to throw in my entering the words of Truth, Love and 
 Courage
  in the wrong order after spending 2.5 hours getting to the bottom of 
 a
  certain 8-level dungeon to get the Codex of Infinite Wisdom just to 
 be
  kicked back to the surface.  Augh!  (Its corveramo , no veramocor
  :)
 
  Last, and somewhat humorously, ever type in a game in Basic or 
 assembly
  from a magazine, and it didn't work?  Seems the feature title ALWAYS
  had some little typo in it that would require you to buy next month's
  issue to resolve? :)
 
  With DVD-ROM titles, cheat codes, strategy guides, and every game
  

Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Pedro Quaresma

Jim Leonard wrote:
 I'd have to throw in my entering the words of Truth, Love and Courage 
 in the wrong order after spending 2.5 hours getting to the bottom of a 
 certain 8-level dungeon to get the Codex of Infinite Wisdom just to be 
 kicked back to the surface. Augh! (Its corveramo , no veramocor :)

Which Ultima game was that?

OK let's see if my memory doesn't betray me (again!)

It was Ultima 4, but veramocor was the word used to get into the final dungeon, not the word to be used in the end of it.

In the end, the word infinity had to be used (after the principles and its virtues), but if you typed the wrong word you'd get kicked back to the surface.

Someone please correct me if I'm wrong. It's been quite some time since I played Ultima 4.

--
Pedro R. Quaresma
Salvador Caetano IMVT
Div. Sistemas de Informação / Systems and Information Division
Administração e Desenvolvimento Lotus Notes / 
Lotus Notes Administration and Development
[EMAIL PROTECTED] // +351 22 7867000 (ext. 3492)

Toyota Prius '01, Verdi Steel, 37K km.
 
 




ToyotaShopping - A sua Loja Toyota Online
http://www.toyota.pt


Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Lee K. Seitz
Dan Chisarick stated:

That reminds me about The Immortal on the PC.  *Twice* I played it to 
the dragon, twice the @#(%@(#*% thing froze on me on that board.

And that reminds me about Trog.  It was an Acclaim port of the arcade
game.  (It' s, for lack of a better term, a Pac-Man-like game
featuring dinosaurs and cavemen.  See
http://www.klov.com/game_detail.php?letter=Tgame_id=10201.)  I'd work
my way up in levels and then it would freeze.  It never happened at
exactly the same point (as far as I could tell), just after I'd been
playing a game for quite a while.  I thought it had something to do
with my PC being a non-standard 20 MHz 286 clone, but when I got my
next computer (133 MHz Pentium), it did the same thing.  At least now
I have MAME (but it still bugs me).

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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RE: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread John Romero
Title: Message



Yeah, 
you're correct about being kicked back to the top of the Abyss. Pretty 
uncool.

Another Ultima with a big problem is Ultima 5. When you find Lord 
British in the mirror at the bottom of the Dungeon Doom, which is at the bottom 
of the Underworld, if you do NOT have the Sandalwood Box that's hidden behind 
his bookcase in his magically locked bedroom atop Castle Britannia, you are 
screwed and are stuck in the room with him forever. If you do have the 
box, the game ends normally. And you don't get any kind of warning 
whatsoever that this will happen.

- John


  
  -Original Message-From: MASTER 
  [mailto:[EMAIL PROTECTED] On Behalf Of Pedro 
  QuaresmaSent: Friday, December 05, 2003 1:25 AMTo: 
  [EMAIL PROTECTED]Subject: Re: [SWCollect] Vintage games 
  w/fatal flawsJim 
  Leonard wrote:  I'd have to 
  throw in my entering the words of "Truth, Love and Courage"  in 
  the wrong order after spending 2.5 hours getting to the bottom of a 
   certain 8-level dungeon to get the Codex of Infinite Wisdom just 
  to be  kicked back to the surface. Augh! (Its 
  "corveramo" , no "veramocor" :)Which Ultima game was 
  that?OK let's see if my memory 
  doesn't betray me (again!) It 
  was Ultima 4, but "veramocor" was the word used to get into the final dungeon, 
  not the word to be used in the end of it. In the end, the word "infinity" had to be used 
  (after the principles and its virtues), but if you typed the wrong word you'd 
  get kicked back to the surface. 
  Someone please correct me if I'm 
  wrong. It's been quite some time since I played Ultima 4.--Pedro R. QuaresmaSalvador Caetano 
  IMVTDiv. Sistemas de Informação / Systems and Information 
  DivisionAdministração e Desenvolvimento Lotus Notes / Lotus Notes 
  Administration and Development[EMAIL PROTECTED] // +351 22 
  7867000 (ext. 3492)Toyota Prius '01, Verdi Steel, 37K 
  km.ToyotaShopping - A sua Loja Toyota 
  Onlinehttp://www.toyota.pt


RE: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Feldhamer, Stuart
Title: Message



Hehe...I remember shlepping that box around throughout most of the game, 
wondering what the heck it could possibly be. My Dad thought it was a coffin, 
and that at the end of the game you would find Lord British's corpse and have to 
bring it back in the box. : )

Stuart

  -Original Message-From: John Romero 
  [mailto:[EMAIL PROTECTED]Sent: Friday, December 05, 2003 11:39 
  AMTo: [EMAIL PROTECTED]Subject: RE: [SWCollect] 
  Vintage games w/fatal flaws
  Yeah, you're correct about being kicked back to the top of the 
  Abyss. Pretty uncool.
  
  Another Ultima with a big problem is Ultima 5. When you find Lord 
  British in the mirror at the bottom of the Dungeon Doom, which is at the 
  bottom of the Underworld, if you do NOT have the Sandalwood Box that's hidden 
  behind his bookcase in his magically locked bedroom atop Castle Britannia, you 
  are screwed and are stuck in the room with him forever. If you do have 
  the box, the game ends normally. And you don't get any kind of warning 
  whatsoever that this will happen.
  
  - John
  
  

-Original Message-From: MASTER 
[mailto:[EMAIL PROTECTED] On Behalf Of Pedro 
QuaresmaSent: Friday, December 05, 2003 1:25 AMTo: 
[EMAIL PROTECTED]Subject: Re: [SWCollect] Vintage games 
w/fatal flawsJim 
Leonard wrote:  I'd have 
to throw in my entering the words of "Truth, Love and Courage"  
in the wrong order after spending 2.5 hours getting to the bottom of a 
 certain 8-level dungeon to get the Codex of Infinite Wisdom 
just to be  kicked back to the surface. Augh! (Its 
"corveramo" , no "veramocor" :)Which Ultima game was 
that?OK let's see if my 
memory doesn't betray me (again!) It was Ultima 4, but "veramocor" was the word used to get into the 
final dungeon, not the word to be used in the end of it. 
In the end, the word "infinity" had 
to be used (after the principles and its virtues), but if you typed the 
wrong word you'd get kicked back to the surface. Someone please 
correct me if I'm wrong. It's been quite some time since I played Ultima 
4.--Pedro R. 
QuaresmaSalvador Caetano IMVTDiv. Sistemas de Informação / Systems 
and Information DivisionAdministração e Desenvolvimento Lotus Notes / 
Lotus Notes Administration and 
Development[EMAIL PROTECTED] // +351 22 7867000 (ext. 
3492)Toyota Prius '01, Verdi Steel, 37K 
km.ToyotaShopping - A sua Loja Toyota 
Onlinehttp://www.toyota.pt

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Fw: [SWCollect] Repairing floppies (long)

2003-12-05 Thread C.E. Forman
(Sorry for the duplicate message to you, Jim, didn't realize you had replied
in private.)

- Original Message -
From: C.E. Forman [EMAIL PROTECTED]
To: Jim Leonard [EMAIL PROTECTED]
Sent: Friday, December 05, 2003 2:28 PM
Subject: Re: [SWCollect] Repairing floppies (long)


 Yes, that completely answers my question, thanks Jim.

 I think the problem my German friend had was the fact that, if you did
 rewrite it, the disk would NOT have been written at the factory.  Even if
 the buyer couldn't tell, the seller who repaired it would know.  As I
 recall, we were having a discussion on how people could replace missing
 game parts with substitutes that couldn't be distinguished -- HHGG fluff,
 reprint of the Suspended folio parser bug letter, I've seen palm-tree
 swizzle sticks very similar to the one in Hijinx, etc.  (This preceded all
 the counterfeiting crap in the last couple of years, BTW.)  His attitude
was
 that rewriting the disk was the equivalent of that: The user would assume
he
 was buying an original factory-written disk, when in fact, though the disk
 was an original, the software on it had been rewritten.

 For the record, I don't agree, I just think it's an interesting dilemma.

 - Original Message -
 From: Jim Leonard [EMAIL PROTECTED]
 To: C.E. Forman [EMAIL PROTECTED]
 Sent: Thursday, December 04, 2003 1:09 AM
 Subject: Re: [SWCollect] Repairing floppies (long)


  C.E. Forman wrote:
 
   Fascinating stuff, Jim, and well explained for us less technical
 collectors.
   Your paragraph on disk rewrites made me think of something I've
brought
 up
   briefly in one or more of my columns but never really discussed, which
 is:
   Is it okay to rewrite a collectible disk?  I personally would say yes,
 but
   the last time I was in Europe one of my German collector friends
 insisted
   no, that would devalue it in his mind.  He even went so far as to say
 he'd
   prefer a non-functional but unrewritten disk to a rewrite that worked
   perfectly.  Anybody else have feelings on this?  (For the record, I
 would
   write in my description that the media was rewritten, just in case it
   mattered that much to anyone else.)
 
  To give my thoughts on the issue, you have to define what you mean by
 okay.
For example, is it okay from a collecting standpoint, technical
 standpoint,
  etc.?
 
   From a technical standpoint, I would have to say that it would be OK if
 the
  disk is NOT working, meaning you wrote to it in an effort to repair it
(or
  restore it to it's factory condition, like erasing somebody's old high
 scores
  and saved games).
 
  Case in point:  Due to a slipup on my part, I accidentally damaged my
 original
  PC booter 1986 Tass Times in Tonetown disk about four years ago.  (In
 case
  you're wondering how that happened, I fat-fingered the wrong drive unit
 number
  during some sector editing and had forgot to put a write-protect tab on
my
  original.)  I spent a few days repairing it looking through older disks
to
  find my backup and then copied the first sector back onto the original
 disk
  (it was the first sector that I had erased by accident).  By writing to
 the
  disk, I restored it to perfect condition -- a bytewise comparison would
 have
  been identical to the diskette before I had messed it up.  So in that
 case, I
  wholeheartedly say that writing to disks to fix them is not only
 acceptable
  but encouraged *if the end result is identical to when the diskette was
 first
  written at the factory*.
 
  I have to say I am completely puzzled by your collector friend who
claims
 he
  would rather have a non-functional disk that was not written to.  If it
  doesn't work, how can he ever know if it hasn't been written to?  :-)
 
  Now, from a collecting standpoint, I would have to say that writing to
the
  disk is probably not a good idea if there is nothing wrong with it.  If
 you
  had an opened box and wanted to test the game before, say, selling it,
and
 you
  played the game and got a high score that was written to disk before you
 could
  turn off the computer, then I would definitely say that you degraded the
 disk
  from a purity standpoint.  You couldn't ever call that disk Near
Mint...
  Well... Playing devil's advocate, if you could replace the affected
 sector(s)
  to become original again from a backup copy, you could effectively turn
 the
  disk back into NM status because nobody could ever know that the disk
had
 been
  written to :-).  But I still think that it's not adviseable, because
 drives
  can have their alignment slip over time, and a disk that has been
written
 to
  in one drive has the slight possibility of not being read in a different
 one.
In other words, don't tempt fate.
 
  Does that answer your question?
  --
  Jim Leonard ([EMAIL PROTECTED])
 http://www.oldskool.org/
  Want to help an ambitious games project?
 http://www.mobygames.com/
  Or check out some trippy MindCandy at
 http://www.mindcandydvd.com/




Re: [SWCollect] Repairing floppies (long)

2003-12-05 Thread C.E. Forman
  Games enjoy a particular virtue in that their data is digital and can be
  copied exactly 'till the end of time (to a point, but that's another
  story about nibble counts and the like). So even if you made an exact
  copy of the game, using the same data on the same media, has it retained
  its original value?

 Since it is indistinguishable from the original item, yes.

I'm assuming you're referring only to software (the non-physical aspect of
the game) here.  B-)


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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread C.E. Forman
Infocom's Spellbreaker.

There's a puzzle early on where you have to get past an ogre to get a scroll
and gold box in the next room.  There's a time-stop spell, and if you use
it, the ogre is frozen, but so are the scroll and gold box, so you can't
take them.  In a few turns the spell wears off and the ogre comes back and
kills you.  This is supposed to happen, because the correct solution is to
bring in a weed that makes him have a sneezing fit.  BUT.  There's another
spell, called blorple, that you use to travel from location to location by
casting it on various magic cubes in the game.  If you cast it on a non-cube
object, though, you go to a nondescript room.  So... After casting the
time-stop spell, you can use blorple on some object you're carrying, wait in
the non-descript room until after the spell wears off, leave, it takes you
back to where you were before, the scroll and gold box are unfrozen, and the
ogre doesn't come after you!

This damn bug had me stuck for MONTHS on this game, because you can only use
the time-stop spell once, and I was using it in the wrong place!  I still
count Spellbreaker as a game I finished without any help, becuase I would
have if it weren't for the bug.  B-)

- Original Message -
From: Dan Chisarick [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, December 04, 2003 8:13 AM
Subject: [SWCollect] Vintage games w/fatal flaws


 Just wondering if anyone has any good stories of an older game they
 were playing that was somehow unbeatable due to a coding flaw, or just
 downright not fun for design reasons.  I've been looking for an
 original 'Doriath' for years.  I stumbled on this site, and my free
 time being what it is these days, say what the hell and just read the
 walkthrough.  The game is unbeatable!  That's not in the good sense:

 http://members.shaw.ca/Doriath/Walkthru.htm

 If you read the walkthrough and then follow the links at the bottom,
 you never get an acknowledgment from the game that you've won.  There's
 a link to an interview w/the developers that explains you've
 essentially won once you make it to a certain room.  Its sad to see a
 game never being polished because of artificial deadlines (like that
 never happens anymore) or even more frighteningly, running out of
 memory/disk space.

 Second to this are games that take hours to beat, give you one life,
 have no save feature, and you can put the game in an unwinable state
 and not realize it.  Console games (at least earlier ones) seem
 particular guilty of such offenses.  Thrown in certain Mindscape games
 (Spell of Destruction and Fairlight I think fell into this hole, at
 least partially).

 Third would have to be needless player frustration: Jumping puzzles,
 tedious movement puzzles (Sierra 3D games are notorious for this), and
 I'd have to throw in my entering the words of Truth, Love and Courage
 in the wrong order after spending 2.5 hours getting to the bottom of a
 certain 8-level dungeon to get the Codex of Infinite Wisdom just to be
 kicked back to the surface.  Augh!  (Its corveramo , no veramocor
 :)

 Last, and somewhat humorously, ever type in a game in Basic or assembly
 from a magazine, and it didn't work?  Seems the feature title ALWAYS
 had some little typo in it that would require you to buy next month's
 issue to resolve? :)

 With DVD-ROM titles, cheat codes, strategy guides, and every game
 either being Real Time Strategy or 3D shooter, endings are very well
 defined :)  How else would they sell level add-on packs?


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Re: [SWCollect] Repairing floppies (long)

2003-12-05 Thread Jim Leonard
C.E. Forman wrote:

It is a little depressing to me personally that adventure, strategy, and
wargaming genres are the only genres that seem to be collectable.  I guess
it's just traditional supply and demand...
I dunno, I've seen quite a few early Apple II arcade games fetch huge bids.
Star Blazer by Tony Suzuki topped $120 once.
I should have clarified IBM PC action games.  If anyone has ever heard 
of an older IBM PC non-adventure non-strategy game ever fetching more 
than $30 I would love to hear about it.
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project:http://www.MobyGames.com/
A delicious slice of the demoscene:http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings:   http://www.oldskool.org/



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Re: [SWCollect] Repairing floppies (long)

2003-12-05 Thread Stephen S. Lee

On Fri, 5 Dec 2003, Jim Leonard wrote:
[snip]
 I should have clarified IBM PC action games.  If anyone has ever heard
 of an older IBM PC non-adventure non-strategy game ever fetching more
 than $30 I would love to hear about it.

An IBM version of Microsoft Decathlon is easily worth more than $30.

Then again, you said older, not oldest.  :)


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Re: [SWCollect] Repairing floppies (long)

2003-12-05 Thread C.E. Forman
 I should have clarified IBM PC action games.  If anyone has ever heard
 of an older IBM PC non-adventure non-strategy game ever fetching more
 than $30 I would love to hear about it.
 
  An IBM version of Microsoft Decathlon is easily worth more than $30.

 That's Microsoft's ONLY action game of the 1980s.  Name at least one
 more ;-)

Flight Simulator?  (Okay, technically not pure action, but definitely
non-adventure, non-strategy.)


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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Marco Thorek
Pedro Quaresma schrieb:
 
 OK let's see if my memory doesn't betray me (again!)
 
 It was Ultima 4, but veramocor was the word used to get into the
 final dungeon, not the word to be used in the end of it.
 
 In the end, the word infinity had to be used (after the principles
 and its virtues), but if you typed the wrong word you'd get kicked
 back to the surface.
 
 Someone please correct me if I'm wrong. It's been quite some time
 since I played Ultima 4.

I think that's pretty much correct.

BTW, anyone remember The Fabulous Wanda? Must have been from 1983/84.
You stranded on some planet and had to find this woman, who knew the
answer to life, the universe and the rest. It was written in BASIC and
unfinishable, if you didn't alter the listing yourself. Although I'm not
sure if that was by intention or just bad programming.

I have to admit, until I found that out I had fun with the game :-)

Marco

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Re: [SWCollect] [Fwd: Re: 5.25 disks?]

2003-12-05 Thread Marco Thorek
Edward Franks schrieb:
 
 Gamasutra had an interesting article
 http://www.gamasutra.com/features/20011017/dodd_01.htm -- you may
 need to register on Gamasutra to read it -- on the developer's attempts
 to simply slowdown the cracking of Spyro: Year of the Dragon.  Their
 goal was simply to try to keep pirates from cracking the game for the
 first few months of the game's sale life (when up to half the sales of
 the game occur).  The idea that came across was that they realized that
 the crackers would eventually win, so all the developers could do is
 try to slow them down.  It included allowing partial cracks to work for
 a while, so that if you didn't play the game for 10 to 12 hours you
 might think your crack worked.  It is a bizarre world when developers
 spend so much time trying to make a game work correctly and then turn
 around and break their own game.

I doubt that it made much of a difference. A good enough coder can
quickly identify any subroutine depending on the protection.

IMHO the best copy protection still is a neat box, a nice and sufficient
manual and some props to go along. If all you get is a DVD case and a
PDF manual on the CD, most people don't see enough physical evidence of
the game's worth, compared to what is readily available on the net.

Marco

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Re: [SWCollect] [Fwd: Re: 5.25 disks?]

2003-12-05 Thread Edward Franks
On Dec 5, 2003, at 5:58 PM, Marco Thorek wrote:
[Snip]
I doubt that it made much of a difference. A good enough coder can
quickly identify any subroutine depending on the protection.
	From the article it apparently did.  Enough that the dev team decided 
it was worth the effort then and in the future.

IMHO the best copy protection still is a neat box, a nice and 
sufficient
manual and some props to go along. If all you get is a DVD case and a
PDF manual on the CD, most people don't see enough physical evidence of
the game's worth, compared to what is readily available on the net.
	I pretty much agree with that.  People have gotten used to the idea 
that cheaper is always better -- zero cost being the cheapest -- 
without understanding or giving a damn about the eventual long term 
consequences.  But, I'll save the economics rant for another day.  ;-)

--

Edward Franks

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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-05 Thread Stephen Emond



Veramocor was the word of passage for the Codex 
chamber at the bottom of the Abyss. It's right before it asks you the virtue 
questions and infinity. I had the same problem with veramocor... I completely 
forgot the clues from the Lycaeum, Empath Abbey  Serpent's Hold. I think it 
gives you three guesses and then kicks you out of the Abyss. That was 
evil...

Steve



  - Original Message - 
  From: 
  Pedro 
  Quaresma 
  To: [EMAIL PROTECTED] 
  Sent: Friday, December 05, 2003 2:25 
  AM
  Subject: Re: [SWCollect] Vintage games 
  w/fatal flaws
  Jim Leonard wrote: 
   I'd have to throw in my entering 
  the words of "Truth, Love and Courage"  in the wrong order after 
  spending 2.5 hours getting to the bottom of a  certain 8-level 
  dungeon to get the Codex of Infinite Wisdom just to be  kicked 
  back to the surface. Augh! (Its "corveramo" , no "veramocor" 
  :)Which Ultima game was that?OK let's see if my memory doesn't betray me 
  (again!) It was Ultima 4, but 
  "veramocor" was the word used to get into the final dungeon, not the word to 
  be used in the end of it. In 
  the end, the word "infinity" had to be used (after the principles and its 
  virtues), but if you typed the wrong word you'd get kicked back to the 
  surface. Someone please correct me if I'm wrong. It's been 
  quite some time since I played Ultima 4.--Pedro R. QuaresmaSalvador Caetano IMVTDiv. 
  Sistemas de Informação / Systems and Information DivisionAdministração e 
  Desenvolvimento Lotus Notes / Lotus Notes Administration and 
  Development[EMAIL PROTECTED] // +351 22 7867000 (ext. 
  3492)Toyota Prius '01, Verdi Steel, 37K 
  km.ToyotaShopping - A sua Loja Toyota 
  Onlinehttp://www.toyota.pt