Re: [SWCollect] Vintage games w/fatal flaws

2003-12-12 Thread Marco Thorek
Jim Leonard schrieb:
 
 Is this the same game?
 http://www.c64unlimited.net/games/f/Fabulous%20Wanda,%20The/Fabulous%20Wanda,%20The.htm

Indeed it is.

Marco

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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-06 Thread Jim Leonard
Is this the same game? 
http://www.c64unlimited.net/games/f/Fabulous%20Wanda,%20The/Fabulous%20Wanda,%20The.htm

Marco Thorek wrote:

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] 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)

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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.









                      

        
 Para: [EMAIL PROTECTED]
 A/C:
 Ref:
 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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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] 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] 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


Re: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Pedro Quaresma

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.
 










  


Para: [EMAIL PROTECTED]
A/C: 
Ref: 
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
 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] Vintage games w/fatal flaws

2003-12-04 Thread Edward Franks
On Dec 4, 2003, at 8:13 AM, Dan Chisarick wrote:
[Snip]
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 :)
	I always hated the Final Fantasy games for having save points (how 
damn stupid) and the invisible encounters.  Gee, my life doesn't run 
according to when I can save a game, nor do I always want to fight 
every battle.  :sigh:  I still haven't finished one yet.

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? :)
	You mean, besides the typos *I* introduced?  ;-)  Oh for the days of 
typing in code from a poorly done magazine copy of a faint line-printer 
copy of a program...

--

Edward Franks

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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Jim Leonard
Edward Franks wrote:

I always hated the Final Fantasy games for having save points (how 
This is much more a technical (and cost) limitation of the time, rather than 
bad design.  Same goes for any old console game where you save by writing 
down passcodes (the game didn't have any non-volatile RAM, so the passcode 
is actually an encoded representation of where you are in the game, how many 
lives you have left, what you're carrying, etc.).  Legend of Zelda was the 
first console game I can remember that had non-volatile RAM in it (as long as 
the little battery had juice :) You can still find many pages on the web that 
illustrate how to open your cart without destroying it to replace the battery.)
--
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/

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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Jim Leonard
Dan Chisarick wrote:

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.
Any game that I get STUCK in is downright not fun.  :-)  I started playing 
Hack 3.x in 1986 and only finally finished it in 2000 -- 14 years later.  To 
date, that game remains the one game I truly stuck it out for until the bitter 
end.  I never consulted online walkthroughs, read all the cookie fortunes (for 
which several were obvious red herrings), etc.  A friend beat it in college 
and I ended up calling him for a tip, but I still consider that in the vein of 
playing it properly (we had played it together in college until he could 
afford his own computer).

Tass Times in Tonetown was begun by me on a PC in 1986, continued on an Apple 
II GS in 1987, and finally finished on the DOS re-release (Interplay 10th 
anniversary version) in 1997.  I couldn't get past the eyeball/ear guys 
protecting the entrance to Snarl's place.  After expressing my frustration 
online, some kind soul took pity on me in 1997 and wrote me personally a 
walkthough to the game.

And speaking of ironic/unbeatable games (see earlier message), Tass Times in 
Tonetown has a bittersweet ending as well.
--
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/

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RE: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Hugh Falk
One of my all-time favorites, Ultima Underworld, had a fatal flaw.  I'm
guessing it was hardware specific and not on everyone's PC.  After
spending a couple of weeks with the game, some items from my inventory
floated out of my backpack and into the air...with no way to retrieve
them and no way to win at that point.  I called up tech support and they
said there were other similar problems reported (although specifics
varied).  They sent me a patch, and then played the game to completion.
(After restarting)

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED] 
Sent: Thursday, December 04, 2003 11:36 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Vintage games w/fatal flaws

Chris Newman wrote:

 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.

 From Usenet:  Because of an obvious yet uncorrected bug, the game will
crash 
and burn every time you enter Proscenium the normal way from the
overland map. 
  Instead, you are required to go through a lengthy lava vents dungeon
to 
enter the city.  Then the game will give you some text that will leave
you 
wondering why the hell the bug wasn't corrected--it would've been so
easy, 
given the plot twist revealed in the text.  With this knowledge, you
should 
go back and try to finish the game; it's a great game.
-- 
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/


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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Dan Chisarick
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. I 
swear I love the mood of that game (simple as it was).  I called 
support and they said It shouldn't do that.  Never got to the end.  
It'd probably take me an hour to do so, so I should probably try again 
some day.

On Dec 4, 2003, at 11:26 PM, Hugh Falk wrote:

One of my all-time favorites, Ultima Underworld, had a fatal flaw.  I'm
guessing it was hardware specific and not on everyone's PC.  After
spending a couple of weeks with the game, some items from my inventory
floated out of my backpack and into the air...with no way to retrieve
them and no way to win at that point.  I called up tech support and 
they
said there were other similar problems reported (although specifics
varied).  They sent me a patch, and then played the game to completion.
(After restarting)

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]
Sent: Thursday, December 04, 2003 11:36 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Vintage games w/fatal flaws
Chris Newman wrote:

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.
 From Usenet:  Because of an obvious yet uncorrected bug, the game 
will
crash
and burn every time you enter Proscenium the normal way from the
overland map.
  Instead, you are required to go through a lengthy lava vents dungeon
to
enter the city.  Then the game will give you some text that will leave
you
wondering why the hell the bug wasn't corrected--it would've been so
easy,
given the plot twist revealed in the text.  With this knowledge, you
should
go back and try to finish the game; it's a great game.
--
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/

--
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Re: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Dan Chisarick
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.










                      

x-tad-smaller        /x-tad-smallerx-tad-smallerPara: [EMAIL PROTECTED]>/x-tad-smallerx-tad-smallerA/C: /x-tad-smallerx-tad-smallerRef: /x-tad-smallerx-tad-smallercc: /x-tad-smallerx-tad-smallerAssunto: Re: [SWCollect] Vintage games w/fatal flaws/x-tad-smallerx-tad-smallerChris Newman [EMAIL PROTECTED]>/x-tad-smallerx-tad-smaller04-12-2003 15:23/x-tad-smallerx-tad-smallerSolicita-se resposta a swcollect/x-tad-smallerMines 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
> either being Real Time Strategy or 3D shooter, endings are very well
> defined :)  How else would they sell level add-on packs?
>
>
> --
> This message was sent to you because you are currently subscribed to
> the swcollect mailing list.  To unsubscribe, s

RE: [SWCollect] Vintage games w/fatal flaws

2003-12-04 Thread Hugh Falk








What was wrong with Darklands.I dont
remember having a problem.



Hugh



-Original Message-
From: Dan Chisarick
[mailto:[EMAIL PROTECTED] 
Sent: Thursday, December 04, 2003
9:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Vintage
games w/fatal flaws



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.










  

  
 






Para: [EMAIL PROTECTED]






A/C: 






Ref: 






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
 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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 the swcollect mailing list. To unsubscribe,
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