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Quality Control Reviews (06/15/94) presents... Super Dune 2: The Destructions Info Pack typed by: Court Jester [QC] ────════· Introductory Notes ·═════──────────────────────────────────────────── I don't suppose you see my name popping up in too many Quality Control reviews because I'm mainly responsible for putting out PCBoard BBS add-ons. However, I felt compelled to publish a comprehensive information package on the latest chapter of the Dune saga: Super Dune 2: The Destructions. Being a huge fan of the original Dune 2, I found it irresistible to check out this latest development. I wish to stress here a few points before we begin. Super Dune 2 is by no means an "official" release. It is, however, a patch on the old version that enables a host of new features, which will be described below. I will include the authors readme file in this pack so that you can get the full picture. I will also include some personal tips on installation, execution and game play. Also included in this pack is a short review of the game by yours truly. Along with what you've come to expect from a Quality Control review, I have also included a few screen shots of the game. On top of all that, I wish to re-distribute in this pack what I believe has been the best Dune 2 trainer. It was coded by one of the premier trainers of the scene, Network. I hope he consents to my including his excellent trainer in this package. Please see TRDUNE2.NFO for more details on installing the trainer. I will begin here with the author's manifest. It contains all of the information on Super Dune 2 and it's enhacements from the original piece. ─────────────────────────────────────────────────────────────────────────────── ────════· Author's NFO ·═════────────────────────────────────────────────────── SUPER DUNE 2: The Destruction ____________________________ Release Date: June 1994 Brought To You By: Power C and Shadow Knight * Warning: SUPER DUNE 2 Is NOT Recommended For Beginners. If You Never Played Dune 2, Play The Orginal One First. SUPER DUNE 2 Is For Experience Players Who Want The Full Effect OF DUNE 2. Now You can use the Sardaukar, Fremen, and the undiscovered Mercenary to battle on Dune!!!!!! Original Changed to Specialty Color --------- ---------- --------- ----- Atreides Mercenary ----- Invisible to Radar Yellow Harkonnen Sardaukar ----- Elite forces of the Emperor Purple Ordos Fremen ----- Natives of Arrakis Orange NEW HOUSES ---------- Mercenary: Savage hunters of Arrakis Good- The evil Mercenary have the ability to blend in with the sand and become practically invisible to radar. Able to ambush enemies with ease. Weren't in the original version because undetectable. Bad - Tends to lose track of where all the soldiers and vehicles are. Must build buildings, concrete blocks, and concrete walls next to a building. Therefore the 4 block concrete is practically useless and everything cost more since you have to repair. Sardaukar: Elite forces of the Emperor. Plans to take control over all the Houses. Good- Sardaukar uses the best scientists of the galaxy to increase their offensive capabilities as well as defenses. They are better armored and carry firepowers beyond other houses. Sardaukar Troopers has the firepower of that of a tank. Practically unstoppable. Bad - Although they can build practically any vehicle, they can't construct Ordos' deviator nor raider trike. They can only build concrete blocks around they buildings like the Mercenary. Fremen: Keeps peace and harmony with House Atreides. Learned to adapt and live in the deep Seitches of DUNE. Knows where to find the best Spice Melange. Good- Having lived on DUNE for many years, they made friends with the most powerful and fearful species on DUNE, THE SAND WORMS. Able to use the Sand Worm to their desire, Fremen can easily destroy their enemies with ease. Bad - When on guard, Sand Worm will eat any moving object, even Fremens. Sand Worms can not be constructed so they are the most prized weapon. Not ALL of the Sand Worms can be controlled. The old Houses were not erased. They will continue to show up to fight you with their new counterparts. Also, the STARPORT does not operate with SUPER DUNE 2, but one is needed in order to build a House Of IX. The LAST battle of each houses will be a gigantic ALL-OUT WAR. YOU against FIVE other houses. Unless you're the Fremen, it will be against 4 since the Atreides and Fremen are Allies and will refuse to fight each other. I have added BAT files for you to run so you are able to choose between playing DUNE 2 or SUPER DUNE 2. It's like having two different games in one. The commands are "D2" and "SD2". ─────<EOF>───────────────────────────────────────────────────────────────────── ────════· Installation Notes ·═════──────────────────────────────────────────── The files you should be looking for in order to obtain this release are: SUPDN2-*.ZIP. Unfortunately, the release is not complete in the fact that it lacks proper information for installation. I'll bring you step by step through the whole process. First of all, you should go and obtain the files noted above. They should be adequatley spread by now. Second of all, line up four disks (preferably 1.44Ms) and erase their contents. Also, your going to have to clear around nine and a half megs of space on your HD for the game itself. Here we go. Unzip each of the four files to a blank diskette. You should have no problem fitting them on to 1.44M disks. Properly mark your disks so you know which is which. After having completed this, your going to have to label the disks using DOS's LABEL command. Here is what your going to have to type (for each disk): LABEL D: PKBACK# 00? (carriage return) where D: is the floppy drive in which the disk is in and ? is the number of the disk (1 through 4). Your four disks should now have the labels: Disk 1: PKBACK# 001 Disk 2: PKBACK# 002 Disk 3: PKBACK# 003 Disk 4: PKBACK# 004 The releasers of the game unfortunately forgot to include this information in their release. If you do not have PKUNZIP.EXE v2.04g, go and get it right now. Look for the self-extracting PKZ204G.EXE on your favourite board. The reason we need this file is because we have to use PKWare's backup routine to extract the game. Now insert DISK 4 in the floppy drive and type: PKUNZIP -D S:SPDUNE2.ZIP T:\DIRECTORY (carriage return) where S: is the source drive (floppy drive on which the SPDUNE2.ZIP is located) and T:\DIRECTORY is the target directory (where you wish to install Super Dune 2). There is no need to create this directory in advance, the -D switch will take care of it for you. Now, follow the directions from PKUNZIP and insert the disks in the order in which it specifies. Everything will now take care of itself. Example of command-line: PKUNZIP -D B:SPDUNE2.ZIP D:\GAMES\SPDUNE2 (carriage return) The game is now installed. ─────────────────────────────────────────────────────────────────────────────── ────════· Execution Notes & Review of the game ·═════────────────────────────── Once installed, running Super Dune 2 becomes a task in itself. The author was kind enough to allow switching between Dune 2 and Super Dune 2 with a couple of batch files. I found that these files didn't allow for trainers so I wrote my own. It is completely compatible with the old ones in the fact that you could use either ones. Instead of enabling Super Dune 2 and running the game right away, my batch file simply switches between the two and terminates. At this point, you could run a trainer (like the one included in my pack), or simply run the game typing DUNE2.EXE. Simply copy the included SD2.BAT to the directory and type SD2 for help on using it. Once in the game, everything looks exaclty the same as Dune 2. Don't be alarmed, just pick a one of the houses on the screen. Atreides is now Mercernary, Ordos becomes Fremen and Harkonnen Sardaukar. The Mercenaries have the option of being undetectable to radar (which doesn't really help unless you are playing against them). The Fremen have the option of controlling the Sandworms on Dune (which is really useful). The Sardaukar have stronger firepower and defenses than the other two houses. A couple of errors popped up during the game. Nothing serious though. When picking the Mercenaries, the Mentat screen can be extemely discoloured at times. The other houses' Mentat screens contain severed heads floating at the top left hand side of the screen. The Mercenaries can only put down foundations adjacent to buildings. I found this to be a real bitch, but I believe this could have been done on purpose rather than a flaw in the game itself. Also, you do not have the faculty of a spaceport in the game, but you have to install one anyway to be able to build some of the powerful structures (such as an Ix or a Heavy Vehicle Factory). All in all, it's an interesting twist to the original game, but it's nothing you would want to write home about. It's mainly for die-hard Dune 2 fans who want to add more depth to the game they have already played. Other than a handful of new features, it is basically the same thing as the original. ─────────────────────────────────────────────────────────────────────────────── ────════· The Bottom Line ·═════─────────────────────────────────────────────── This game is an interesting one. Although if you had not played the original, all of what I said means nothing to you. As for Super Dune 2, it's quite a takeoff on the original, but the new features are few and far between. For die-hard fans only. IS THIS GAME WORTH DOWNLOADING? Your choice. Signed, Quality Control. ─────────────────────────────────────────────────────────────────────── QC '94!
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