Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Anyone ever finish Codename Iceman

23 views
Skip to first unread message

Sarah Price

unread,
Jul 16, 1999, 3:00:00 AM7/16/99
to
I was rooting around the back of my cupboard (something I do with some
trepidation...there are s..s..s..s...sppppidderrs in there!!) and I came
across this Sierra classic. I've got as far as the first Russian sub attack,
but keep dying. Anyone ever complete it?? Or is another case of Sierra being
Sierra?

Sarah

Chris Hut

unread,
Jul 16, 1999, 3:00:00 AM7/16/99
to

Sarah Price <ludmil...@virgin.net> wrote in message
news:7mo8vs$jq$1...@nclient3-gui.server.virgin.net...

Is the sub getting you or the destroyer?

I finished this one -- w/ a lot of help from the Sierra Hints BBS (racking
up some rediculous long-distance charges, which I had to fork over to my
parents as I was only 15 at the time) -- seven years ago or so. I d/l'ed it
from an abandonware site (I still own it, honest, but on 5.25" floppies --
the manual is still req'd to finish the game and miraculously I unearthed it
from some dark corner of my closet) six months ago and played it again;
still not bad. It's got some very interesting spy-thriller type things to
do esp. toward the end, but the puzzles are HARD.

As far as the sub attack, one problem is that today's computers are too fast
to compute the sequence right. Make sure you slow things down a lot w/
mo'slo, but I remember it still being pretty tough. I believe you can pass
the sequence w/o destroying the destroyer by shutting off your forward
engines and diving to the bottom and just waiting. To escape the sub you
need to do some manuevering betw. thermal inversions, where there's a
drastic temp change (keep your eye on the thermometer). Unfortunatley I
forget the exact method to win, but I'm sure you can get it on the web
somewhere.

> Sarah

Chris

Finn

unread,
Jul 17, 1999, 3:00:00 AM7/17/99
to

Sarah Price <ludmil...@virgin.net> wrote in message
news:7mo8vs$jq$1...@nclient3-gui.server.virgin.net...
> I was rooting around the back of my cupboard (something I do with some
> trepidation...there are s..s..s..s...sppppidderrs in there!!) and I came
> across this Sierra classic. I've got as far as the first Russian sub
attack,
> but keep dying. Anyone ever complete it?? Or is another case of Sierra
being
> Sierra?
>
> Sarah
>
Actually, I was the exact same place as you when I finally gave up after
dying, like, a thousand times. Then again, you are looking at the person who
couldn't figure out how to get the chap to pick up the magazine (right at
the beginning) for a long time. This was years ago. Heh.

Catty

Chris Jones

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
I was just thinking that Iceman has got to be one of the most overprotected
games I've ever played. First of all, you needed the resuscitation
procedures to save the girl on the beach. Then to drive the sub, you needed
the manual to know what all the controls did. Then to plot the course on the
sub computer, you needed co-ordinates from the manual.

Is there any reason why they did this, and were there any other games as bad
as this?


Charybdis

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
>Is there any reason why they did this, and were there any other games as
bad
>as this?


Police Quest 1 - original. You had to use the manual for almost every
single damned move! I never liked copy protection much but if it appeared
more than once a session I could get furious.

- Richard

Allvar

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
What kind of game is Iceman? I never heard of it.
When (approx.) was it released, who made it?

Is it good except for all the copy protections?


Allvar

In article <7o23hg$2kl$1...@news5.svr.pol.co.uk>,
ch...@mynos.REMOVETHISfreeserve.co.uk says...


> I was just thinking that Iceman has got to be one of the most overprotected
> games I've ever played. First of all, you needed the resuscitation
> procedures to save the girl on the beach. Then to drive the sub, you needed
> the manual to know what all the controls did. Then to plot the course on the
> sub computer, you needed co-ordinates from the manual.
>

Charybdis

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
Adventure game. About 10 years ago. Sierra. No - it's very boring.

- Richard

Allvar wrote in message ...

Phi

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
Full name of it is Codename: Iceman
I believe

Grtz,
Phi

On Sun, 1 Aug 1999 22:18:40 +0100, "Charybdis" <nos...@nospam.com>
wrote:

Josh Mandel

unread,
Aug 1, 1999, 3:00:00 AM8/1/99
to
On Sun, 1 Aug 1999 21:54:59 +0100, "Charybdis" <nos...@nospam.com>
wrote:

>>Is there any reason why they did this, and were there any other games as
>bad
>>as this?
>
>

>Police Quest 1 - original. You had to use the manual for almost every
>single damned move! I never liked copy protection much but if it appeared
>more than once a session I could get furious.
>
>- Richard
>

I'd argue (just to be devil's advocate, of COURSE) that this was not
copy protection. The concept of the Jim Walls games (like the PQ
series and Iceman) was to learn actual procedures for being a cop, a
member of the military, etcetera.

And since these games were pre-Windows, released in the days before
companies stopped providing manuals and started providing all their
instructions on-disk, yeah, you had to have the manual or simply a
good walk-thru. But this wasn't copy protection.

If you consider this copy protection, then you must also consider as
copy protection the manuals that come with flight simulators. After
all, flight sims assign just about every key on the keyboard, and
you'd never figure them out by trial-and-error.

--Josh


Charybdis

unread,
Aug 2, 1999, 3:00:00 AM8/2/99
to
>I'd argue (just to be devil's advocate, of COURSE) that this was not
>copy protection. The concept of the Jim Walls games (like the PQ
>series and Iceman) was to learn actual procedures for being a cop, a
>member of the military, etcetera.


Yes, true. But annoying none the less - a simple lookup system would have
worked, albeit with a little difficulty given low disk space.

>If you consider this copy protection, then you must also consider as
>copy protection the manuals that come with flight simulators. After
>all, flight sims assign just about every key on the keyboard, and
>you'd never figure them out by trial-and-error.


Just to be the devil's devil's advocate Josh, flight sims are ALWAYS
complicated but you can work them out piecemeal (well, I finished a couple
without glancing at the manual once), in PQ (just like every other Sierra
game at the time) you died for every little mistake, you were FORCED to use
it continuously. And Walls did go just a little overboard on the police
proceedure thing - a little like Spycraft, I'm not a CIA agent but I have a
feeling that a LITTLE intuition is required at times :-)

- Richard

Charybdis

unread,
Aug 2, 1999, 3:00:00 AM8/2/99
to
The first one was the worst. I don't know obscure American trivia! I'm
English, damnit! Thank god for the cheat keys.

- Richard

Josh Mandel

unread,
Aug 2, 1999, 3:00:00 AM8/2/99
to
On Mon, 2 Aug 1999 00:05:37 +0100, "Charybdis" <nos...@nospam.com>
wrote:


>Just to be the devil's devil's advocate Josh, flight sims are ALWAYS
>complicated but you can work them out piecemeal (well, I finished a couple
>without glancing at the manual once), in PQ (just like every other Sierra
>game at the time) you died for every little mistake, you were FORCED to use
>it continuously.

I think that was unique to the PQ series (thankfully). In particular,
I remember in PQ1, that you had to do the "walkaround" of the police
vehicle to inspect it before you drove off, otherwise you'd get a flat
tire.

Actually, as I recall, the worst part of PQ1 had nothing to do with
following the police procedures. The worst part was the driving. If
you were a SINGLE PIXEL over the white line at stop signs/red lights,
that was it -- you had to start over again.

--Josh

Charybdis

unread,
Aug 2, 1999, 3:00:00 AM8/2/99
to
>>I think that was unique to the PQ series (thankfully). In particular,
>I remember in PQ1, that you had to do the "walkaround" of the police
>vehicle to inspect it before you drove off, otherwise you'd get a flat

>tire.


Yes. The LPD Sabotage Squad. When I said just like every other Sierra
adventure game I was actually referring to the SSDS (Sierra Sudden Death
Syndrome) that plagued all of them IMO.

>Actually, as I recall, the worst part of PQ1 had nothing to do with
>following the police procedures. The worst part was the driving. If
>you were a SINGLE PIXEL over the white line at stop signs/red lights,
>that was it -- you had to start over again.


The two went together to make PQ1 a hugely infuriating experience. The VGA
update wasn't too bad though.

- Richard

Chris Jones

unread,
Aug 8, 1999, 3:00:00 AM8/8/99
to
Josh Mandel wrote in message <37a508f8....@news.mindspring.com>...

>I think that was unique to the PQ series (thankfully). In particular,
>I remember in PQ1, that you had to do the "walkaround" of the police
>vehicle to inspect it before you drove off, otherwise you'd get a flat
>tire.

The thing I remember most about PQ2 was (although you didn't die for it, I
was stuck for months) - you had to phone the operator at the airport to get
someone's number (I don't remember why), but that was all you were told -
phone operator. Since the game required you to type in the phone number, I
typed in "100" (the operator code in my country), and it gave the generic
"no-one answers" response. I tried a couple of other things, but nothing
worked. Not until much later when I found a walkthrough did I realise you
had to type "0" to call the operator. Now that is, in my mind, a badly
designed puzzle - any non-American would be stuck.

I was just about to replay PQ2 - but does anyone remember how you get the
locker combination? I read on a walkthru that it's on your ID card, but I
can't see it on the card anywhere.


Phi

unread,
Aug 9, 1999, 3:00:00 AM8/9/99
to

Wasn't it somewhere in your car?

Chris Jones

unread,
Aug 11, 1999, 3:00:00 AM8/11/99
to
Michael Zier wrote in message <9342674...@www.remarq.com>...
>After you look at the card, perhaps you should "turn card
>over".

That's it, thanks!

I'd tried "look behind card", "look in card" and so on, I didn't think of
phrasing it like that.


0 new messages