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240 of 448 files international network of crackers

    Download objection_cracktro.zip

    Size 24 kB

  • This download is an executable MS-DOS program that will not run on a modern computer. It needs a DOS emulator such as DOSBox-X, Staging; or a virtualized MS-DOS or FreeDOS system.
    Browsers may flag this download as unwanted or malicious. If unsure, scan it with VirusTotal.
  • Last modified Dec 19, 2019 5:09:15 AM
     MD5 checksum c2de8cd49a7faf8224366eb01cfd3d0b
        Mime type
  • Zip - DOS / Cracktro or intro
  •   Demozoo   Pouët

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2 items in the archive
  • FIRE.EXE
  • INC.NFO
[+] Configuration Copy text
Released by : International Network of Crackers Supplier : The Cracksmith & Cool Hand Cracker : n/a Packaged by : The Cracksmith Thanx to : Honus Wagner & Sought After The Game Objection: For purposes of play, it is the form and structure of the question that count. Experienced trial lawyers know that the way a question is asked is often more important that its substance. The key to this game is the ability to recognize potential objections. So if the form of the question suggests that it may fall into one of the objection pigeonholes, you should object. Do Not apply any rules of discretion. Discretion is something that you can argue about in court. For example, most judges will allow leading questions for non-material matters to move a trial along. But for purposes of play, you must object to all leading questions. The purpose is to build split-second recognition so that you will have the proper objection at your fingertips when the need arises. Your own experience in the courtroom will tell you when and when not to use your newly developed skills. Do not be surprised to see questions that a prosecutor would not typically ask. A prosecuting attorney, for example, would not normally insult or argue with his or her own witness on direct examination. In this game, he does. Also, You should object to privileged matters even though you do not represent the witness on the stand. REMEMBER, the purpose of the game is to build lightening-fast reflex recognition of specific types of improper questions, regardless of origin. For the first two witness (Level 1 and Level 2), if you must make a choice between a Hearsay objection and a Best Evidence Rule onjection, select the latter. At the higher levels of play, the Best Evidence Rules is specifically waived (you will be told when this is to occur) so that the game can develop and test you recognition of the critical exceptions to the Hearsay Rule. Without such a waiver, confusion would result with respect to the documentary exceptions. This past year, Heiress Sandra Stiff was Murdered during a New Year's Eve Party that she tossed in her Beverly Hills Mansion. A guest at the party, whom we refer to only as "Defendant," has been charged with the murder. You will represent him. He happens to be innocent. The game opens as you enter the courtroom to begin the trial. It is, of course, the duty of the Prosecutor to prove beyond a reasonable doubt that your client, the Defendant, is guilty of Sandra's murder. He must do so by questioning witnesses. The questions will appear of your monitor, they may be PROPER or OBJECTIONABLE. PROPER QUESTIONS (and the witness' answers) will provide valuable information and clues that you will need to advance from witness to determine the identity of the real killer. If you object to a proper question, you will not be provided with the answer, even though the judge will overrule the onjection. Be Careful. The facts contained in the IMPROPER (objectionable) questions are designed to mislead and confuse you, as improper questions often do. They may suggest false information designed to lead you astray. So once you have appeared in the question. The witness will not answer improper questions, regardless of your selection. Recognition, not memorization, is the key to advancement. There are thousands of different questions. New facts and patterns of questions will appear each time you play the game. If you do well, you may advance to successive levels of play; there are 5. A different witness is called to the stand each time that you advance to a higher level. Different witness is called to the stand each time that you advance to a higher level. Different types of questions will be asked at each level. At the end of each witness' testimony, if you have achieved enough points, you will be asked some questions. Correct answers will allow you to advance. One wrong answer will terminate play. The critical facts will change from game to game; there are approximately 5,670,000 variations. Therefore, guessing won't help. The key party guests include such people as Maid Mimi May, Lisa Lamborghini, Barfly Betty, Virgin Debbie, Sneaky Pete, Benny The Bat, Salvatore The Hitman, Princess Julie, Elephant Gun Fosmo, Loose Lilly, Snaky Sue, Lounge Lizard Leroy, Harry The Mole, Kenny Karp, Harry The Knife, Spider Murphy, Senile Sam, and Willie The Worm. Higher Levels: Those who are skillful enough to achieve Level 3 and higher will face a new challenge. The Best Evidence Rule ("B") has been waived; That's the good news. The bad news is that some proper questions may come in the form of Hearsay Rule Exceptions. For these questions, you should first hit 'Q' just as you would for any proper question. Then you will be prompted to strike the number key that represents the best hearsay exception: 1. Former Testimony 2. Past Recollection Recorded 3. Declaration Against Interest 4. Admission of Confession 5. Prior Inconsistent Statement 6. Mental or Physical Condition 7. Dying Declaration 8. Spontaneous Declaration 9. Statement of Reputation 0. Business or Official Record Objection Keys: for use during the whole game-- Q-Proper Question A-Arguementative Question B-Best Evidence Rule C-Question calls for a Conclusion F-Question assumes facts H-Question calls for Hearsay I-Question is Irrelevant/Immaterial L-Question is Leading M-Question is Multiple/Compound P-Question calls for Privileged information S-Question is Speculative V-Question is Vague NOTICE!: If you have the time, resources, and motivation to be a Courier for I.N.C, the BEST, Please contanct Sought After(INC Secretary/Courier Coordinator) on any Felony Net board. For a promt response, call The Void! Greets go out to : U.S.A. - How goes the search for crackers? T.H.G. - Looks like out competetion got split in two.. CoOp - Any chance of seeing some docs on E.S.S.? All others - I won't waste my time.. -=I N C=- Quality INC Boards n e r -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- t t a Star Frontiers : 305-935-8834 - INC WHQ - Line Noise e w o c HoRS : 703-406-8121 - CHQ - The Dark Knight r o f k Elm Street : 214-407-1801 - Freddy Krueger n r e Final Fantasy : 713-568-5908 - Honus Wagner a k r MidNight Oil I : 214-298-4102 - The Reaper t e MidNight Oil II : 817-498-8153 - PathFinder i r MidNight Oil III : 214-PRI-VATE - INC Officers Club - Stykx & CH! o s MidNight Oil IV : 817-772-9320 - IUD WHQ - The Arsonist n The Void : 313-981-3573 - The Grim Reaper a Splatter House : 408-263-6806 - Bloody Butcher l and finally, give Electric Dreams & Wizards Palace a call 817-469-7007 214-471-1070 INC support/Newest Warez
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