If not, maybe you could post your mm6.exe file and myself or someone else will patch and send it back?
The spinning trap is not a problem with the gog versioin (you can always lower cycles if it's still too fast). I agree though that a real-time trap shouldn't have been placed in a turn based game.
I saw about hex editing the file, and while I used to do that all the time, I figured I didn't want to mess with it. However, I found a hex editor and very easily changed it (once I realized the B9 was not 89 :) and it works great.
Thanks for the help.
Also, from playing MM1 ages ago, I recall a spinning trap or two that was effectively impossible to get past because the computer was way too fast. That was before the days of DOSBOX and whatnot. Is that area still a problem with the GOG version?
This was still pretty fast for me after the patch, but I had the cycles set to max. You can lower them for this section, without even quitting the game... there's shortcut keys for it in DosBOX, I think it's CTRL+F11 and CTRL+F12. Also, it may help to use the latest version (v0.74) of DOSBox, instead of v0.72 which is the version I used back when I played MM1.
The GOG version has v.074 so hopefully that is good. For whatever reason, I've never learned the intricacies of DOSBox, which is why I'm happy to buy GOG versions of the games as it's all set to go with no mess. That said, I'll keep the cycles hotkeys in mind for when I get to that point.
I got really far into MM1 ages ago but never completely finished it. So, it'll be fun starting it up again ... mapping and all. :)
Thanks again for the help.