• Re: What Have You Been Playing... IN AUGUST 2026?

    From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 05:02:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Dimensional Traveler <[email protected]> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On 9/20/2026 4:50 AM, Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the
    porn spammer to utter "The Augury is good, the signs say:

    Xocyll wrote:
    <snip>
    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the movies. >>>>
    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.

    We're not blowing their heads off, their people are by trying to break
    them out.

    Can't imagine Mr cartel boss calls for his minions to bust him out en
    route when he knows he _WILL_ die as a result.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From JAB@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 12:44:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 21/09/2026 10:02, Xocyll wrote:
    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.
    We're not blowing their heads off, their people are by trying to break
    them out.

    Can't imagine Mr cartel boss calls for his minions to bust him out en
    route when he knows he_WILL_ die as a result.

    Well this thread has taken a turn that I wasn't expecting.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 08:45:05 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/21/2026 2:02 AM, Xocyll wrote:
    Dimensional Traveler <[email protected]> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On 9/20/2026 4:50 AM, Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the >>> porn spammer to utter "The Augury is good, the signs say:

    Xocyll wrote:
    <snip>
    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the movies. >>>>>
    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.

    We're not blowing their heads off, their people are by trying to break
    them out.

    Can't imagine Mr cartel boss calls for his minions to bust him out en
    route when he knows he _WILL_ die as a result.

    The kinds of people who become cartel bosses _NEVER_ believe they will
    die. They will always think they can escape.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From JAB@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 17:09:13 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 20/09/2026 18:22, Dimensional Traveler wrote:
    On 9/20/2026 4:50 AM, Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the
    porn spammer to utter  "The Augury is good, the signs say:

    Xocyll wrote:
    <snip>
    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the
    movies.

    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.

    I think there's a more practical problem. How would the unit know the difference between the subject has moved too far away and there's a
    fault so the signal is no longer received. It really needs to be a
    positive action not a negative one.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Lane W@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 10:21:45 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    JAB wrote:
    On 20/09/2026 18:22, Dimensional Traveler wrote:
    On 9/20/2026 4:50 AM, Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the >>> porn spammer to utter  "The Augury is good, the signs say:

    Xocyll wrote:
    <snip>
    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the
    movies.

    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.

    I think there's a more practical problem. How would the unit know the difference between the subject has moved too far away and there's a
    fault so the signal is no longer received. It really needs to be a
    positive action not a negative one.

    Probably the most practical problem is that Xocyll hasn't thought this through. Xocyll, let us know in a week what you come up with.
    --
    Everything I fight for leaves a bitter taste
    Everything I cry for laughs into my face
    Everything I scream for barely knows my name
    Everything I'd die for will die just the same
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Sep 21 12:41:58 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 20 Sep 2026 20:14:39 -0700, Dimensional Traveler
    <[email protected]> said this thing:

    On 9/20/2026 5:39 PM, Spalls Hurgenson wrote:
    Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the >>

    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the movies. >>

    Most likely because it's horribly demeaning.


    That, and it's an unnecessary and expensive complexity that causes
    more problems than it solves. Break-outs like you see on TV and movies
    are really, really rare. Explosives are finicky. Instant executions
    are a legal minefield. And even if the prisoner temporarily escapes,
    odds are pretty high that he'll be caught soon thereafter.

    It's just easier and safer to have a guard with a gun.

    Well, if you're going to bring the real world into a Usenet discussion....


    Sorry. I'll try to avoid reality in the future ;-)


    Myself, I always preferred the nano-explosives in the bloodstream
    approach. It doesn't take much to rupture a blood vessel, and you can
    bleed out pretty fast if it happens in multiple places. The tiny
    explosions are much less messy but just as effective.

    On a more practical note, explosives around the neck are overkill.
    Explosives around the foot (or some other non-essential body part)
    would work just as well in preventing escape, but wouldn't kill the
    victim, thus avoiding all the legal red-tape caused by extra-judicial
    killings. Most people wouldn't risk leaving a jail cell if they were
    certain it would mean the sudden and extremely painful loss of a limb.

    It might even be a /more/ effective deterent than popping the head. If
    a ring of explosives around the neck get triggered, you're just
    instantly dead; bad, sure but it's quick. But if you explode a guy's
    leg, he's crippled and in a lot of pain, and even if he escapes after
    that, he's still missing a limb for the rest of his life. That'll make
    you have second thoughts for sure!





    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Tue Sep 22 08:35:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    JAB <[email protected]> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say:

    On 20/09/2026 18:22, Dimensional Traveler wrote:
    On 9/20/2026 4:50 AM, Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the >>> porn spammer to utter� "The Augury is good, the signs say:

    Xocyll wrote:
    <snip>
    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the
    movies.

    Short answer, because doing that makes us just as bad as the people we
    are trying to punish.

    I think there's a more practical problem. How would the unit know the >difference between the subject has moved too far away and there's a
    fault so the signal is no longer received. It really needs to be a
    positive action not a negative one.

    That's why there are transmitters in both lead and follow cars.

    But if the baddies take out both cars, BOOM, their bosses head comes
    off.

    This is not something you'd do with some minor baddie, but the really
    bad ones serving multiple life sentences and with enormous resources.
    In the case of cartel types, also loads of ultra violent minions with no compunction over killing bystanders.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Tue Sep 22 08:39:49 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Sun, 20 Sep 2026 20:14:39 -0700, Dimensional Traveler
    <[email protected]> said this thing:

    On 9/20/2026 5:39 PM, Spalls Hurgenson wrote:
    Xocyll wrote:
    Lane W <[email protected]> looked up from reading the entrails of the >>>

    The point I was making is why don't we use explosive collars when
    transporting high value guys like that, as they have done in the movies. >>>

    Most likely because it's horribly demeaning.


    That, and it's an unnecessary and expensive complexity that causes
    more problems than it solves. Break-outs like you see on TV and movies
    are really, really rare. Explosives are finicky. Instant executions
    are a legal minefield. And even if the prisoner temporarily escapes,
    odds are pretty high that he'll be caught soon thereafter.

    It's just easier and safer to have a guard with a gun.

    Well, if you're going to bring the real world into a Usenet discussion....


    Sorry. I'll try to avoid reality in the future ;-)


    Myself, I always preferred the nano-explosives in the bloodstream
    approach. It doesn't take much to rupture a blood vessel, and you can
    bleed out pretty fast if it happens in multiple places. The tiny
    explosions are much less messy but just as effective.

    On a more practical note, explosives around the neck are overkill.
    Explosives around the foot (or some other non-essential body part)
    would work just as well in preventing escape, but wouldn't kill the
    victim, thus avoiding all the legal red-tape caused by extra-judicial >killings. Most people wouldn't risk leaving a jail cell if they were
    certain it would mean the sudden and extremely painful loss of a limb.

    It might even be a /more/ effective deterent than popping the head. If
    a ring of explosives around the neck get triggered, you're just
    instantly dead; bad, sure but it's quick. But if you explode a guy's
    leg, he's crippled and in a lot of pain, and even if he escapes after
    that, he's still missing a limb for the rest of his life. That'll make
    you have second thoughts for sure!

    Would it though?

    Multiple life sentences in prison, or freedom with an artificial leg
    (and you can afford the very, very best.)

    Like an animal in a leg hold trap will chew off it's own foot to
    escape...

    Your way would work well for someone doing a lesser sentence, cause they
    would get out eventually.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From JAB@[email protected] to comp.sys.ibm.pc.games.action on Tue Sep 22 17:34:34 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 22/09/2026 13:35, Xocyll wrote:
    I think there's a more practical problem. How would the unit know the
    difference between the subject has moved too far away and there's a
    fault so the signal is no longer received. It really needs to be a
    positive action not a negative one.
    That's why there are transmitters in both lead and follow cars.

    But if the baddies take out both cars, BOOM, their bosses head comes
    off.

    This is not something you'd do with some minor baddie, but the really
    bad ones serving multiple life sentences and with enormous resources.
    In the case of cartel types, also loads of ultra violent minions with no compunction over killing bystanders.

    But what if it's the bomb device itself that fails. Now I suppose you
    could have triple redundancy (voting) to hopefully overcome that.

    Then we have fly a couple of helicopters in (remember these are high
    value targets) with one of those large magnets on a cable. Pick up one
    of the cars and then the target car. Fly away while one the the good
    guys leans out of the window and fires their pistol at one of the
    helicopters. Now I see a flaw they will hit the helicopter causing the
    tail rotor to fail which means it will spin around a bit making a
    strange sound and then crash in a fireball.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Thu Sep 24 09:50:34 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    JAB <[email protected]> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say:

    On 22/09/2026 13:35, Xocyll wrote:
    I think there's a more practical problem. How would the unit know the
    difference between the subject has moved too far away and there's a
    fault so the signal is no longer received. It really needs to be a
    positive action not a negative one.
    That's why there are transmitters in both lead and follow cars.

    But if the baddies take out both cars, BOOM, their bosses head comes
    off.

    This is not something you'd do with some minor baddie, but the really
    bad ones serving multiple life sentences and with enormous resources.
    In the case of cartel types, also loads of ultra violent minions with no
    compunction over killing bystanders.

    But what if it's the bomb device itself that fails. Now I suppose you
    could have triple redundancy (voting) to hopefully overcome that.

    Then we have fly a couple of helicopters in (remember these are high
    value targets) with one of those large magnets on a cable. Pick up one
    of the cars and then the target car.

    Be hard to get both, not to mention having to hover nearby so you don't
    get out of range while the second chopper tries to get the other
    vehicle.

    I know I saw that gag in a movie, but cannot recall which one - the pick
    up transport with helicopter and big ass electro-magnet thing.

    Fly away while one the the good
    guys leans out of the window and fires their pistol at one of the >helicopters. Now I see a flaw they will hit the helicopter causing the
    tail rotor to fail which means it will spin around a bit making a
    strange sound and then crash in a fireball.

    Probably, although I guess you could just bring a crapload of choppers
    so you have enough.
    Need some snipers too, to shoot the good guys while hopefully not
    damaging the car enough to explode and destroy the transmitter.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Johann 'Myrkraverk' Oskarsson@[email protected] to comp.sys.ibm.pc.games.action on Thu Sep 24 21:59:59 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because
    I have no idea what any of them are. I'm not much of a gamer, you see.

    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k

    This screenshot is from September 9, and I do not believe a fuzziness
    about dates in August is on topic here in comp.sys.ibm.pc.games.action.


    What's your favorite DOS game?
    --
    Johann | email: invalid -> com | http://www.myrkraverk.com/blog/
    I'm not from the Internet, I just work there. | via XS News https://bsky.app/profile/myrkraverk.bsky.social | for ( ;; ) _:;
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Sep 24 12:20:59 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because
    I have no idea what any of them are. I'm not much of a gamer, you see.

    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k


    Nobody who plays "Darklands" can make the claim they aren't much of a
    gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness
    about dates in August is on topic here in comp.sys.ibm.pc.games.action.


    Date-fuzziness is all the rage in csipg.action! Have an urgent need to
    tell us what you were playing in May 2003? This is the place to do it!



    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them differently at different times. I could list a half dozen DOS games I
    think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission Critical". Great visuals, solid gameplay, cool music, neat concept and
    a solid story. In my unofficial ranking of games, it's the game I've
    given the highest score.

    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Johann 'Myrkraverk' Oskarsson@[email protected] to comp.sys.ibm.pc.games.action on Fri Sep 25 05:42:53 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/25/2026 12:20 AM, Spalls Hurgenson wrote:
    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because
    I have no idea what any of them are. I'm not much of a gamer, you see.

    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k


    Nobody who plays "Darklands" can make the claim they aren't much of a
    gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness
    about dates in August is on topic here in comp.sys.ibm.pc.games.action.


    Date-fuzziness is all the rage in csipg.action! Have an urgent need to
    tell us what you were playing in May 2003? This is the place to do it!



    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them differently at different times. I could list a half dozen DOS games I
    think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission Critical". Great visuals, solid gameplay, cool music, neat concept and
    a solid story. In my unofficial ranking of games, it's the game I've
    given the highest score.

    Thank you. I'll keep that in mind. The next game I'm currently contem- plating is Dune II, which I recently acquired in a brand new condition
    on a CD-ROM. I'll make every effort to remember to report back from my missions, once I get it started.


    Best wishes, and happy gaming!
    --
    Johann | email: invalid -> com | http://www.myrkraverk.com/blog/
    I'm not from the Internet, I just work there. | via XS News https://bsky.app/profile/myrkraverk.bsky.social | for ( ;; ) _:;
    Federated at https://fed.brid.gy/bsky/myrkraverk.bsky.social
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Sep 25 14:05:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 25 Sep 2026 05:42:53 +0800, Johann 'Myrkraverk' Oskarsson <[email protected]d> said this thing:

    On 9/25/2026 12:20 AM, Spalls Hurgenson wrote:
    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because
    I have no idea what any of them are. I'm not much of a gamer, you see.

    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k


    Nobody who plays "Darklands" can make the claim they aren't much of a
    gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness
    about dates in August is on topic here in comp.sys.ibm.pc.games.action.


    Date-fuzziness is all the rage in csipg.action! Have an urgent need to
    tell us what you were playing in May 2003? This is the place to do it!



    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them
    differently at different times. I could list a half dozen DOS games I
    think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission
    Critical". Great visuals, solid gameplay, cool music, neat concept and
    a solid story. In my unofficial ranking of games, it's the game I've
    given the highest score.

    Thank you. I'll keep that in mind. The next game I'm currently contem- >plating is Dune II, which I recently acquired in a brand new condition
    on a CD-ROM. I'll make every effort to remember to report back from my >missions, once I get it started.


    "Dune II" never really floated my boat. Then again, I only really
    played it /after/ I played "Warcraft" & "Command & Conquer", and in
    comparison with those titles its dated interface made that game
    painful to play.

    I quite enjoyed Cryo Interactive's "Dune" game though... despite it
    not actually being a very good game mechanically. But it had excellent production values.

    I had a lot more fun with the 1998 remake of Dune II, entitled "Dune
    2000". Essentially the same game as the 1992 game, it sported more
    modern visuals and improved controls which made it a much more
    enjoyable game to me. Plus, it had a lot of cheesy FMV! It wasn't a
    /great/ real-time-strategy game but it was a good one. Alas, like too
    many licensed titles, it's no longer available for sale.

    Fortunately, I still have my CD-ROM of the game ;-)

    (There were other licensed Dune games too; "Emperor: Battle for Dune"
    was a sequel to Dune II/Dune 2000 that switched over to 3D-graphics;
    it lacked the charm of the older games and I recall it not being all
    that fun, even if I can't remember why I felt that way. There was also
    "Frank Herbert's Dune" was a 3D action game based on the SyFy
    mini-series. I recall playing this one for only an hour before putting
    it aside. And of course, there's the new "Dune: Awakening", which
    tempts me with its addition of a single-player focused mode).



    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Fri Sep 25 17:31:58 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 25 Sep 2026 14:05:21 -0400, Spalls Hurgenson <[email protected]> wrote:

    On Fri, 25 Sep 2026 05:42:53 +0800, Johann 'Myrkraverk' Oskarsson ><[email protected]d> said this thing:

    On 9/25/2026 12:20 AM, Spalls Hurgenson wrote:
    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because >>>> I have no idea what any of them are. I'm not much of a gamer, you see. >>>>
    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k


    Nobody who plays "Darklands" can make the claim they aren't much of a
    gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness
    about dates in August is on topic here in comp.sys.ibm.pc.games.action. >>>

    Date-fuzziness is all the rage in csipg.action! Have an urgent need to
    tell us what you were playing in May 2003? This is the place to do it!



    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them
    differently at different times. I could list a half dozen DOS games I
    think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission
    Critical". Great visuals, solid gameplay, cool music, neat concept and
    a solid story. In my unofficial ranking of games, it's the game I've
    given the highest score.

    Thank you. I'll keep that in mind. The next game I'm currently contem- >>plating is Dune II, which I recently acquired in a brand new condition
    on a CD-ROM. I'll make every effort to remember to report back from my >>missions, once I get it started.


    "Dune II" never really floated my boat. Then again, I only really
    played it /after/ I played "Warcraft" & "Command & Conquer", and in >comparison with those titles its dated interface made that game
    painful to play.

    Dune II when it came out was amazing (but single player only).
    Warcraft and C&C were also mutliplayer which is where the genre got
    really interesting.

    For games that involve "winning" a round (as opposed to experiencing a
    story, exploring, etc.) multiplayer has always always destroyed single
    player as an overall experience, because what was moronically called
    "AI" (i.e. enemy behavior) in games historically could never come
    close to emulating the experience of playing against a human opponent.

    Now though, I wonder what is possible with "actual AI" (which I will
    use as the term for modern day LLMs, machine learning etc). It seems
    there is a lot of unexplored territory out there.

    For example, there could be a C&C / Red Alert type of RTS game where
    the human opponent is fully AI and created by the player. The player
    describes the opponent they want to play against, not just a slider to
    adjust their skill level but their personality, age, physical traits,
    their background and upbringing etc.. could be a trust fund baby
    whose best sport in high school was golf, or someone who grew up in
    trailers with meth dealer parents, etc. Then that generated AI
    opponent could show up in a fake "web cam" window during game play
    with dialog that reflects that personality... taunting their opponent
    or just reacting etc... and all of the moves and decisions they make
    during gameplay could be based on the personality choice inputs. Then
    that opponent could be "saved" and replayed for later sessions, their
    skills could start advancing based on a number of factors (real time
    days or months since your last match, observations about your own play
    style it adapts to, etc.).

    Except nobody will do something cool and innovative like that in the
    single player realm these days. Wokeists killed innovation in gaming.
    Everyone that wants to play games that are truly competitive and don't
    just spoon feed a win has mostly moved away from that kind of genre
    and now just plays games that provide a real challenge like Wardogs,
    Hell Let Loose Vietnam, etc. Thank god for these escapes from the DEI
    shit that was everywhere there for a while. I hope the trend
    continues.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Johann 'Myrkraverk' Oskarsson@[email protected] to comp.sys.ibm.pc.games.action on Sun Sep 27 01:05:01 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/26/2026 5:31 AM, Rin Stowleigh wrote:
    On Fri, 25 Sep 2026 14:05:21 -0400, Spalls Hurgenson <[email protected]> wrote:

    On Fri, 25 Sep 2026 05:42:53 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/25/2026 12:20 AM, Spalls Hurgenson wrote:
    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because >>>>> I have no idea what any of them are. I'm not much of a gamer, you see. >>>>>
    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k >>>>

    Nobody who plays "Darklands" can make the claim they aren't much of a
    gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness >>>>> about dates in August is on topic here in comp.sys.ibm.pc.games.action. >>>>

    Date-fuzziness is all the rage in csipg.action! Have an urgent need to >>>> tell us what you were playing in May 2003? This is the place to do it! >>>>


    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them
    differently at different times. I could list a half dozen DOS games I
    think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission >>>> Critical". Great visuals, solid gameplay, cool music, neat concept and >>>> a solid story. In my unofficial ranking of games, it's the game I've
    given the highest score.

    Thank you. I'll keep that in mind. The next game I'm currently contem- >>> plating is Dune II, which I recently acquired in a brand new condition
    on a CD-ROM. I'll make every effort to remember to report back from my
    missions, once I get it started.


    "Dune II" never really floated my boat. Then again, I only really
    played it /after/ I played "Warcraft" & "Command & Conquer", and in
    comparison with those titles its dated interface made that game
    painful to play.

    Dune II when it came out was amazing (but single player only).
    Warcraft and C&C were also mutliplayer which is where the genre got
    really interesting.

    For games that involve "winning" a round (as opposed to experiencing a
    story, exploring, etc.) multiplayer has always always destroyed single
    player as an overall experience, because what was moronically called
    "AI" (i.e. enemy behavior) in games historically could never come
    close to emulating the experience of playing against a human opponent.

    Now though, I wonder what is possible with "actual AI" (which I will
    use as the term for modern day LLMs, machine learning etc). It seems
    there is a lot of unexplored territory out there.

    For example, there could be a C&C / Red Alert type of RTS game where
    the human opponent is fully AI and created by the player. The player describes the opponent they want to play against, not just a slider to
    adjust their skill level but their personality, age, physical traits,
    their background and upbringing etc.. could be a trust fund baby
    whose best sport in high school was golf, or someone who grew up in
    trailers with meth dealer parents, etc. Then that generated AI
    opponent could show up in a fake "web cam" window during game play
    with dialog that reflects that personality... taunting their opponent
    or just reacting etc... and all of the moves and decisions they make
    during gameplay could be based on the personality choice inputs. Then
    that opponent could be "saved" and replayed for later sessions, their
    skills could start advancing based on a number of factors (real time
    days or months since your last match, observations about your own play
    style it adapts to, etc.).

    While I would love to play against such an /A.I/., I wouldn't want to
    use gen-A.I. for it. I am /tired/ of gen-A.I. slop, and have been since
    day one. In that sense, I was an early adopter of the /slop hate/.

    Except nobody will do something cool and innovative like that in the
    single player realm these days. Wokeists killed innovation in gaming. Everyone that wants to play games that are truly competitive and don't
    just spoon feed a win has mostly moved away from that kind of genre
    and now just plays games that provide a real challenge like Wardogs,
    Hell Let Loose Vietnam, etc. Thank god for these escapes from the DEI
    shit that was everywhere there for a while. I hope the trend
    continues.

    You can always learn to make games, and try yourself. I hear the or-
    iginal Command & Conquer [forgot which version] source code has been
    released, and you can always make your own artwork and story, and see
    if you can improve on what's already there.

    Personally, I'd want to code such a game from scratch. Part of what
    held me back in ages past was my inability to envision how the enemy
    computer [1] functioned. Turns out, in these early games, it was just
    a set of scripts that aren't that hard to replicate. It's just a lot
    of work for a lone developer.

    What's your preference?


    [1] For now, I don't want to use the term /A.I/. for it.
    --
    Johann | email: invalid -> com | http://www.myrkraverk.com/blog/
    I'm not from the Internet, I just work there. | via XS News https://bsky.app/profile/myrkraverk.bsky.social | for ( ;; ) _:;
    Federated at https://fed.brid.gy/bsky/myrkraverk.bsky.social
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Sat Sep 26 18:32:44 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 27 Sep 2026 01:05:01 +0800, Johann 'Myrkraverk' Oskarsson <[email protected]d> wrote:

    On 9/26/2026 5:31 AM, Rin Stowleigh wrote:
    On Fri, 25 Sep 2026 14:05:21 -0400, Spalls Hurgenson
    <[email protected]> wrote:

    On Fri, 25 Sep 2026 05:42:53 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/25/2026 12:20 AM, Spalls Hurgenson wrote:
    On Thu, 24 Sep 2026 21:59:59 +0800, Johann 'Myrkraverk' Oskarsson
    <[email protected]d> said this thing:

    On 9/1/2026 11:54 PM, Spalls Hurgenson wrote:

    What Have You Been Playing... IN AUGUST 2026?

    I recently played Darklands (1992). I skipped over your games, because >>>>>> I have no idea what any of them are. I'm not much of a gamer, you see. >>>>>>
    https://bsky.app/profile/myrkraverk.bsky.social/post/3mv3tymmg3c2k >>>>>

    Nobody who plays "Darklands" can make the claim they aren't much of a >>>>> gamer. That game rocks!


    This screenshot is from September 9, and I do not believe a fuzziness >>>>>> about dates in August is on topic here in comp.sys.ibm.pc.games.action. >>>>>

    Date-fuzziness is all the rage in csipg.action! Have an urgent need to >>>>> tell us what you were playing in May 2003? This is the place to do it! >>>>>


    What's your favorite DOS game?


    As a general rule, I don't do 'favorites'. When I think of games I
    enjoy, they all have strengths and weaknesses, and I respond to them >>>>> differently at different times. I could list a half dozen DOS games I >>>>> think are great without too much difficulty.

    However, were I to point to a game I think maximizes quality while
    minimizing faults, I'd inevitably point to the 1995 DOS game, "Mission >>>>> Critical". Great visuals, solid gameplay, cool music, neat concept and >>>>> a solid story. In my unofficial ranking of games, it's the game I've >>>>> given the highest score.

    Thank you. I'll keep that in mind. The next game I'm currently contem- >>>> plating is Dune II, which I recently acquired in a brand new condition >>>> on a CD-ROM. I'll make every effort to remember to report back from my >>>> missions, once I get it started.


    "Dune II" never really floated my boat. Then again, I only really
    played it /after/ I played "Warcraft" & "Command & Conquer", and in
    comparison with those titles its dated interface made that game
    painful to play.

    Dune II when it came out was amazing (but single player only).
    Warcraft and C&C were also mutliplayer which is where the genre got
    really interesting.

    For games that involve "winning" a round (as opposed to experiencing a
    story, exploring, etc.) multiplayer has always always destroyed single
    player as an overall experience, because what was moronically called
    "AI" (i.e. enemy behavior) in games historically could never come
    close to emulating the experience of playing against a human opponent.

    Now though, I wonder what is possible with "actual AI" (which I will
    use as the term for modern day LLMs, machine learning etc). It seems
    there is a lot of unexplored territory out there.

    For example, there could be a C&C / Red Alert type of RTS game where
    the human opponent is fully AI and created by the player. The player
    describes the opponent they want to play against, not just a slider to
    adjust their skill level but their personality, age, physical traits,
    their background and upbringing etc.. could be a trust fund baby
    whose best sport in high school was golf, or someone who grew up in
    trailers with meth dealer parents, etc. Then that generated AI
    opponent could show up in a fake "web cam" window during game play
    with dialog that reflects that personality... taunting their opponent
    or just reacting etc... and all of the moves and decisions they make
    during gameplay could be based on the personality choice inputs. Then
    that opponent could be "saved" and replayed for later sessions, their
    skills could start advancing based on a number of factors (real time
    days or months since your last match, observations about your own play
    style it adapts to, etc.).

    While I would love to play against such an /A.I/., I wouldn't want to
    use gen-A.I. for it. I am /tired/ of gen-A.I. slop, and have been since
    day one. In that sense, I was an early adopter of the /slop hate/.

    Except nobody will do something cool and innovative like that in the
    single player realm these days. Wokeists killed innovation in gaming.
    Everyone that wants to play games that are truly competitive and don't
    just spoon feed a win has mostly moved away from that kind of genre
    and now just plays games that provide a real challenge like Wardogs,
    Hell Let Loose Vietnam, etc. Thank god for these escapes from the DEI
    shit that was everywhere there for a while. I hope the trend
    continues.

    You can always learn to make games, and try yourself. I hear the or-
    iginal Command & Conquer [forgot which version] source code has been >released, and you can always make your own artwork and story, and see
    if you can improve on what's already there.

    Personally, I'd want to code such a game from scratch. Part of what
    held me back in ages past was my inability to envision how the enemy
    computer [1] functioned. Turns out, in these early games, it was just
    a set of scripts that aren't that hard to replicate. It's just a lot
    of work for a lone developer.

    What's your preference?


    [1] For now, I don't want to use the term /A.I/. for it.

    The closest thing I've seen to actual AI in a game so far is probably
    in PUBG... you can play duo mode (teams of 2v2), and you have an AI
    bot playing with you that you can issue voice commands to and
    interact. It's interesting and can be a good time. It definitely
    turns it into a different game. I don't think it's even coming close
    to exploring the boundaries of what's already possible, but its a
    start at minimum, and maybe even a foreshadowing of really interesing
    future gaming options.

    Issuing voice commands to a computer controlled teammate is much
    better than selecting from a wheel menu of limited possibilities.

    I separated that last sentence intentionally, because at least as a
    first step, simplifying input possibilities to the point that simple
    voice commands can replace complex UI input combinations is fully
    within reach with the current state of AI technology.

    Some will say argue that AI isn't "really" AGI blah blah and it's not
    a productive use of my time to even debate that. It doesn't need to
    be for a game to potentially do something innovative and find
    entertainment value -- that's what games are supposed to fundamentally
    be in the first place, entertainment.

    Putting aside action shooters for a moment, now think of all these
    "open world games where choice matters". How much potential there is
    untapped? Mindblowing.
    --- Synchronet 3.22a-Linux NewsLink 1.2