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] Repairing floppies (long)

2003-12-04 Thread Lee K. Seitz
C.E. Forman stated:

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?

Well, I'm one of those nasty open the shrinkwrap guys, so a
rewritten disk wouldn't bother me, as long as it was the same code.
Obviously you don't want a pirated version on an original disk.  That
means no converting booters to regular MS-DOS, too.  I'm sure that's
exactly what you meant, but I thought I should state the obvious. 8)

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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

2003-12-04 Thread Edward Franks
On Dec 3, 2003, at 7:07 PM, Dan Chisarick wrote:
[Snip]
http://www.microsoft.com/presspass/features/2002/jul02/ 
0724palladiumwp.asp

Anyway, I remember reading about how hard the emulator guys were  
working on emulating brutal encryption on certain standup arcade  
titles.  That seemed effective.  My guess is, if a console had 100%  
encrypted content on their distribution media, and all decryption was  
done on-chip (no decrypted data ever went over the pins on the chips),  
that would be pretty effective :)  I'm waiting for some form of online  
activation system for consoles myself (for non-networked games).

The problem is, trying to match wits with someone with detailed  
knowledge of a system and trying to keep you out is fun.  Sometimes  
more fun than the game they're protecting.
	Hmm.  I need to think through this.  I wonder if the NSA would freak  
if there wasn't a backdoor.

--

Edward Franks

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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] [Fwd: Re: 5.25 disks?]

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

Hmm.  I need to think through this.  I wonder if the NSA would 
freak  if there wasn't a backdoor.
I think the RIAA would freak if there *was* a back door ;-)

So-called back doors are more trouble than their worth.  It means that 
anyone to figures it out can get into anything.  There are far less back 
doors in security hardware/software than you think.
--
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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] Repairing floppies (long)

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

- Would you fix a damaged box (say with a magic marker or even 
meticulous work with paper and adhesive) and regain its value? Even if 
the materials were from another original box?
If you mean literally cutting and pasting, no.  But it is very common to make 
a complete package with items from different incomplete packages.

- For the 'still in original shrink' fans, is a perfect game that's 
reshrunk still as valuable? Even if it was reshrunk w/the identical wrap 
and identical machine?
It is impossible to re-shrink a game with identical wrap and machine, so this 
question is moot.

- If Richard Garriot had original disks, original labels, (ok, just 
original everything) and pieced together another dozen original 
Akalbeth's, are they as valuable as the first set? (Discount the fact 
that additional copies devalue the existing ones as there are now more 
of them.)
No, because the item is valuable because of it's original age and publishing 
run.  Anything he releases nowadays should be considered a reprint/repress, 
and treated accordingly.  It may be difficult to determine which items were 
reprints and which weren't, but that doesn't mean the reprints should carry 
the same value.

Value is primarily determined by how hard something is to get.  Garriot's 
reprints would have a high value, since there would be only 12, but they 
shouldn't have as high a value as the original ones.

- If you piece a truly rare game together from multiple copies (manual 
from here, lid from there, disk from somewhere else, etc.) is it as good 
as a complete set from the factory? (This is a tough one.)
It's not tough at all -- it's indistinguishable from a complete factory set if 
you use materials from other factory sets.  I'd say yes, it is as good.

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.

My opinion: Nope, even though the disk will eventually fade into chaos. 
Always do your data restoration projects on copies. That way you can 
have your cake and eat it too.
Since a rewritten disk is indistinguishable from a factory-perfect one, why do 
you have this opinion?  Who could tell?
--
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
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.)
--
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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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[SWCollect] Turbo Lister drawbacks?

2003-12-04 Thread Jim Leonard
Has anyone found any drawbacks using ebay's Turbo Lister?  It was free, so I 
thought I'd give it a shot, but I don't want to use it if it's going to foul 
things up.
--
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] [Fwd: Re: 5.25 disks?]

2003-12-04 Thread Lee K. Seitz
Jim Leonard stated:

It certainly worked for the Atari Jaguar.  Emulators and homebrew games were 
impossible until somebody cleverly broke the encryption using jaglink'd 
development systems running a brute-force technique.  It took almost 9 months, 
if memory serves.  (Ironically, the Jaguar rights were released to the public 
shortly thereafter :)

Perhaps my memory is faulty, but the way I remember it, Hasbro
announced that the Jaguar was an open console (meaning anyone could
develop games for it), but didn't have (or didn't know where to find)
the encryption algorithm.  This made their statement practically
meaningless at the time.

I also seem to recall 4-Play's web page up with a countdown to when
the brute force method would be done.  And when the time was up, they
still hadn't made an announcement.

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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Re: [SWCollect] Humans are unpredictable

2003-12-04 Thread Lee K. Seitz
Jim Leonard stated:

I intentionally posted an item for auction on ebay that I was convinced nobody 
would want.  Guess what?  With three days left on my auctions, it's the only 
one with a bid!  I am still laughing.  (See 
http://cgi6.ebay.com/ws/eBayISAPI.dll?ViewSellersOtherItemsuserid=theoldskoolpc 
for details)

I think you've just witnessed the power of low minimum bids.

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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Re: [SWCollect] Humans are unpredictable

2003-12-04 Thread Jim Leonard
Lee K. Seitz wrote:

I intentionally posted an item for auction on ebay that I was convinced nobody 
would want.  Guess what?  With three days left on my auctions, it's the only 
one with a bid!  I am still laughing.  (See 
http://cgi6.ebay.com/ws/eBayISAPI.dll?ViewSellersOtherItemsuserid=theoldskoolpc 
for details)
I think you've just witnessed the power of low minimum bids.
I guess I have.  :)  I swear I thought I would never get rid of that thing.

I just now accepted a Buy It Now for a $20 item to be shipped to Israel -- he 
wants the player only in a flat rate envelope.  I think he's crazy (damage), 
but for $25 I'm not going to worry about it too much.
--
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] [Fwd: Re: 5.25 disks?]

2003-12-04 Thread Jim Leonard
Lee K. Seitz wrote:

I also seem to recall 4-Play's web page up with a countdown to when
the brute force method would be done.  And when the time was up, they
still hadn't made an announcement.
They hadn't updated the page -- several homebrew Jaguar games do indeed exist 
(check Songbird Productions for a few)
--
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] Turbo Lister drawbacks?

2003-12-04 Thread Chris Newman
I swear by it. There are a few minor UI things I would change, but it's
trivial. It's a huge timesaver, for me anyway. My ads tend to be big and
it's a hassle listing a second copy of an item after the original item
disapears from ebay's database. All your ads stay in the database making
uploading a snap.

The only gripe I have is that you can't do a global search and replace for
every ad in the database, for example, when I switched all of my game
auctions from Priority Mail to Media Mail as the method stated in the ad.
However, you can use Passkey Pro (I think that's the name of it) to find the
password to open the Turbo Lister database directly (it's an encrypted
Access file) and use MS-Access to make global changes.

- Original Message - 
From: Jim Leonard [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, December 04, 2003 3:26 PM
Subject: [SWCollect] Turbo Lister drawbacks?


 Has anyone found any drawbacks using ebay's Turbo Lister?  It was free, so
I
 thought I'd give it a shot, but I don't want to use it if it's going to
foul
 things up.
 -- 
 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, send mail to
> [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
> Archives are available at:
http://www.mail-archive.com/[EMAIL PROTECTED]/
>



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?



--
 This message was sent to you because you are
currently subscribed to
 the swcollect mailing list. To unsubscribe,
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 [EMAIL PROTECTED] with a subject of
'unsubscribe swcollect'
 Archives are available at:
http://www.mail-archive.com/[EMAIL PROTECTED]/