HDTenEightyP/NetNews huggingface dataset:
From: IYI4DTN@MVS.OAC.UCLA.EDU (Gann Matsuda)
Subject: Re: Mission Thunderbolt Patch
Date: 14 Aug 92 00:32:19 PDT

In article <1992Aug13.214903.17051@sequent.com>, on 13 Aug 92 21:49:03 GMT,
dennis@sequent.com (Dennis Storz) writes:

>
>I finally bought this game, I know someone posted
>a patch to the copy protection scheme a while back.
>Can somebody tell me which resource to change?
>thanks
>
I too would be MOST interested in a patch for the copy-protection for
Mission Thunderbolt.  Please post this information to the newsgroup!

Thanks!
Gann Matsuda
Games Sysop
GEnie Macintosh User's Group Roundtable
Newsgroups: comp.sys.mac.games
From: rob_hawley@taligent.com (Rob Hawley)
Subject: Re: Cmd HQ or Harpoon
Followup-To: comp.sys.mac.games
Organization: Taligent Inc.
Distribution: comp
Date: Wed, 19 Aug 1992 16:56:58 GMT

In article <20603@optima.cs.arizona.edu>, jtgorman@cs.arizona.edu (J.
Taggart Gorman) wrote:
>   You will pull you hair out by playing Harpoon on a Plus.  I ran it on a 4meg, System 6.0.5 Plus and had soooooo many crashes, and in the large scenarios, the machine crawls.

I have been playing it on a Quadra. On that machine it is reasonable even
in color (which BTW I highly recommend).  On my older cx machine it was
painful.


I also am interested in the comments on Command HQ.  I almost bought a copy
myself the other day.
From: ubnareho@mcs.Drexel.edu (Brian S. Narehood)
Newsgroups: comp.sys.mac.games
Subject: Re: PoP level 12 hint needed
Date: 17 Aug 92 15:27:44 GMT
Organization: Drexel University

>>>>> On 17 Aug 92 11:43:42 GMT, grimm@mathe.unibas.ch (Stefan Grimm) said:

Stefan> I climbed to the top, was able to open the gate (I saw the sword
        one stage up)
Stefan> but I don't know how to get up there. When I go to the right, all
        the floor
Stefan> panels above me drop down, when I try to climb up. So how do I
        get up there?
Stefan> Any hint is appreciated.


       You are very close to finishing the game.  There is a group of
 three or two tiles up there that don't fall, go all the way to
 the right, as far as you can, then break the tile above you.  Then
 you should be able to savely climb up on the next tile.
Newsgroups: comp.sys.mac.games
From: jackr@dblues.wpd.sgi.com (John "Jack" Repenning)
Newsgroups: comp.sys.mac.games
Subject: Re: BANE HELP--->PLEASE?
Date: 13 Aug 92 21:17:32 GMT
Organization: Silicon Graphics, Inc.

Look for pushbuttons in the walls.

Also, I found those serpents useful for harvesting points.  Hit them
with whatever spells, potions, etc., you have that work for multiple
rounds (poison and the like), and then hack-and-slash.  They yield far
more points than anything else you can find at that point (and they're
worth every point, too, but you can take them with some practice).
From: pk38961@dunix.drake.edu (Pete Koucis)
Newsgroups: comp.sys.mac.games
Subject: Game publishing --> copy protection <--  is it even worth it?
Date: 22 Aug 92 17:59:50 GMT
Organization: Drake University, Des Moines, Iowa, USA

I'm currently working on writing a game for the macintosh.  One problem
is, when I finish it (if I finish it), what sort of copy protection
should I rely on?

I would like some honest opinions from the net.  Would it be a better
idea to leave it with no protection?

I know that people can break through any kind of copy protection if they
have enough experience (I've done it myself in the past), but it still
does prevent "casual" copying - non-computer-techies copying it from
others...which probably comprises a larger portion than "cracking" a
program.  Also, the "casual" copyers (which light protection would
discourage) are much more likely to go about an honest way of obtaining
the product.

Also, marketing:
If, and I mean >if< the game is good enough to do something commercial
with, what would be the best method?  Sell the product and all rights to
another company (which I realise would be extremely hard)? Try to
distribute the product myself, with little cost (hardly any packaging
cost or other people to pay), but I know that advertising would be
extremely hard to manage.  Shareware?  (I don't believe this works)

Any other suggestions?

>>Please don't reply using E-Mail...this account is going to die in a
few days and I'll be on under another account.<<
Newsgroups: comp.sys.mac.games
From: IYI4DTN@MVS.OAC.UCLA.EDU (Gann Matsuda)
Subject: Re: Mac Tempest clone?
Date: 22 Aug 92 01:26:13 PDT

In article <1992Aug21.074909.13240@news.weeg.uiowa.edu>, on 21 Aug 1992 07:49:09 GMT,
smills@news.weeg.uiowa.edu (MuffinHead) writes:

>
>Has anybody seen a Mac version of the old Tempest video game? I loved that
>game.
>
>
>

There is a clone of Atari's Tempest.  It's called Storm 0.91b.
It's a beta version by Juri Munkki (sp?) from Finland.  Last time
I checked with him, he was working on a final version called
ARASHI.  Don't know what will be changed/improved/added.
I believe that Storm is on sumex...

Gann Matsuda
From: pava@mace.cc.purdue.edu (Robert S. Unoki)
Newsgroups: comp.sys.mac.games
Subject: New Hellcats Scenarios - when?
Date: 13 Aug 92 20:14:29 GMT
Organization: Purdue University

Subject says it all - when is the new scenario(s) going to be available
and through whom?

rob
-- 
Rob Unoki		 		Public Affairs Video Archives
pava@mace.cc.purdue.edu		   Work: 317-494-9630  Home: 317-497-4290
From: sw1z+@andrew.cmu.edu (Scott Abraham Weiss)
Newsgroups: comp.sys.mac.games
Subject: LTOI2 by mail order
Date: 20 Aug 92 08:31:38 GMT
Article-I.D.: andrew.ceYwXeC00WB44KMUwh
Organization: Senior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

I'm interested in getting Lost Treasures of Infocom vol. 2. Does anybody
know of any mail order places that carry it? Thanks in advance.
Scott Weiss
sw1z@andrew.cmu.edu
Newsgroups: comp.sys.mac.games
From: friedric@mdd.comm.mot.com (Bernd Friedrich)
Subject: Re: levels in Mission: Thunderbolt
Followup-To: comp.sys.mac.games
Organization: Mobile Data Division, Motorola
Date: Fri, 21 Aug 1992 16:21:06 GMT

In article <1992Aug20.235020.460@cis.ohio-state.edu>,
fullerto@tortoise.cis.ohio-state.edu (timothy dwight fullerton) wrote:
> 
> In article <66479@hydra.gatech.EDU> gt0299d@prism.gatech.EDU (Curtis N. Sayre) writes:
> >Out of curiosity, just how many levels are there in Mission:Thunderbolt?
> >I'm on the 16th level, and I can remember reading a post about somebody
> >being on the 17th level, and there wasn't a bomb to be found.  
> 
> 	I am pretty sure that there are thirty floors in each MT complex.
> I am currently in jail and trying to fight my way out of there. I am on
> the top two floors. I don't know if that is part of the same complex or
> is independent... I haven't been able tofind my way out.
> 
> 	I'm pretty sure it is part of the thirty though, as there are thirty
> icons in my character folder. 
> 
> 	By the way, if anyone knows the way out of jail, please advise. 
> I've hacked my way through the walls of most of the top floor and tried
> to punch through the ceiling, but to no avail.
> 
> 			Tim

There are only 16 main levels in Mission Thunderbolt.  The LAMB is on the
last floor (you have to do a bit of battling to get it).

The 2 detention levels are below the the 16th floor. I've gotten out twice,
both times by finding a hole along the outside walls, just like a warren
hole.  In fact, once the hole took me to a warren, the other time I went to
floor 6.
From: Jock@abcd.Houghton.MI.US (Jock)
Newsgroups: comp.sys.mac.games
Subject: MacinPlay Digest
Distribution: world
Date: 15 Aug 92 01:09:09 EST
Organization: Amiga BitSwap Central Dispatch

I'm Still working on a Mac Games Newsletter and I need some one to review
Super Tetris for me. If you want to please send me E-Mail.
 
Anyone else interested to know more about the newsletter devoted exclusivly
to the world of gaming on the Macintosh should aslo send me sone E-Mail. I
have aready posted two lengthly description here, but am always interested
in inquiries.

Dean Davis
Editor of MacinPlay Digest


-- Via DLG Pro v0.995
From: jacquet@ligiahp.univ-lyon1.fr (Yvan Jacquet)
Newsgroups: comp.sys.mac.games
Subject: Where to get games from ?
Date: 20 Aug 1992 12:15:56 GMT
Organization: INSA Informatique, Lyon, France
Distribution: world
NNTP-Posting-Host: ligiahp.univ-lyon1.fr

Hello,

I'm looking for some place in the USA where I could mail order
games from. It seems like in France we don't get everything that
is being released in the US.

So, if someone could give me the best (cheapest too) places and
telling me if they have any E-mail address (I heard that MacZone
could be reached via compuserve...)

Thanks a lot

Yvan.


-- 

====================================================================
==  YVAN JACQUET                                                  ==
==  L.I.S.I - Universite de Lyon I - France                       ==
==                                                                ==
==  E-Mail : jacquet@lisisun.univ-lyon1.fr                        ==
==           jacquet@comapo2.univ-lyon1.fr                        ==
====================================================================
From: curtis@sagi.wistar.upenn.edu (curtis wahlgren)
Newsgroups: comp.sys.mac.games
Subject: Shogun
Date: 21 Aug 92 15:50:55 GMT

I am taking up this game again after about two years but I can't figure out
how to get Rodregues' body off the cliff. The on-disk hints say "Get Yabu to
do it." and someone told me to climb down myself and then Yabu would be so
ashamed that a Gagin would be brave enough to do this that he would go down
and bring the body himself.
If I type "climb down" the program returns that Yabu says no and the samurai
surround me.
If I try to talk to Yabu I get nowhere.
Can anyone help me on this?
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: comp.sys.mac.games
Subject: Dark Sun
Date: 14 Aug 92 20:36:50 GMT
Organization: Boeing Computer Services, Seattle

The latest issue (8/92) of Computer Gaming World has an advertisement for a
game from SSI called "Shattered Lands". It is based on the AD&D Dark Sun 
supplements from TSR. The ad is full of the usual Hyperbole, but it sounds
like it could be pretty nifty. The game is supposedly 16-bit color, with
smooth animation and various sound effects. Does anybody have any more 
information? (Such as when it will be available.) The ad says it is for the
IBM, Amiga, and Macintosh.
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
Newsgroups: comp.sys.mac.games
From: Minh Lang <minh@inst-sun1.jpl.nasa.gov>
Subject: Is there a "GALAXY" type game on the Mac??
Organization: Jet propulsion Laboratory
X-Useragent: Nuntius v1.1b2
Date: Wed, 12 Aug 1992 16:33:25 GMT

One of my favorite video arcade game is called Galaxy and
I'm trying to find a similar one that runs on the Mac. I
would appreciate any info and comments. Thanks.

  == Minh ==
Newsgroups: comp.sys.mac.games
From: Johan Carlsson/ LiU <joc@ifm.liu.se>
Subject: Re: Glider 3.1.1+
X-Xxdate: Thu, 13 Aug 92 13:37:03 GMT
Organization: Depth of Physics, University of Linkoping
X-Useragent: Nuntius v1.1.1d6
Date: Thu, 13 Aug 1992 12:30:58 GMT

It is very easy, just approach the cat from front/above at scaresly safe
distance and he will try to rip you apart (misses of course, since you
are at safe distance). Now just exit the window quickly ! I played this
game succesfully 4 days ago but tried to do it oncemore after reading
your question and failed. Now I've been trying for 2 days and finally
today I managed. I tried twice to be on the safe side. Please let me know
if you were succesful.
From: jpugh@apple.com (Jon Pugh)
Newsgroups: comp.sys.mac.games
Subject: Re: HOTP speed
Date: 19 Aug 92 18:36:42 GMT
Followup-To: comp.sys.mac.games
Organization: Apple Computer, Inc.

In article <1992Aug14.120448.271@doc.bmd.trw.com>, poncelet@doc.bmd.trw.com
wrote:
> 
> 4.  I looked into using a ramdisk, but when I checked
> for disk activity I found that Hellcats doesn't seem to
> read the disk very much if at all during play.  It sure
> starts up quickly from a ramdisk though.

I run it on my PowerBook and it doesn't need to hit the disk at all once it
loads.  Of course the display is a lot nicer on the 16" monitor.

Jon
From: robhon@netcom.com (Rob Honeycutt)
Newsgroups: comp.sys.mac.games
Subject: Spectre on Remote Access?
Date: 18 Aug 92 05:04:20 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)


Has anyone tried using Spectre over Remote Access? Isn't RA just like 
having AppleTalk running through your modem? So couldn't you play Spectre
with a friend across town? If anyone knows anything about this I would
appreciate hearing from them, hopefully before I go out and spend any
money.

If you have a response please email me as I don't often read this news  
group.

Tanks in advance! :-)

Rob Honeycutt
robhon@netcom.com
robhon@aol.com
From: jds@waikato.ac.nz
Newsgroups: comp.sys.mac.games
Subject: ftp game site?
Date: 17 Aug 92 16:40:56 +1200
Organization: University of Waikato, Hamilton, New Zealand

Does anyone know where a good ftp site for games is?
Thanks in advance, Jimmy the Fish.
Newsgroups: comp.sys.mac.games
From: grinstei@cs.ulowell.edu (Georges Grinstein)
Subject: excalibur
Organization: University of Massachusetts at Lowell Computer Science
Date: Fri, 21 Aug 1992 03:58:16 GMT

Can anyone mail me a copy of the map?

thanks,

ggg.
-- 
Dr. Georges Grinstein - Institute for Visualization and Perception Research
University of Lowell					Lowell, MA 01854
Internet: grinstein@cs.ulowell.edu			Phone: (508) 934-3627 
UUCP: {(backbones),harvard,mit-eddie,et al}!ulowell!cs.ulowell.edu!grinstein
From: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Command HQ for sale
Date: 19 Aug 92 10:58:48 PST
Organization: Science Applications Int'l Corp./San Diego

I've got a copy of the new game Command HQ from Microprose for sale. It
comes with all docs and box.

Will anyone give me $25 for it? (I'll pay for US shipping)

Send mail to WILSONA@CPVA.SAIC.COM

Al
From: zeke@fasttech.uucp (Bohdan Tashchuk)
Newsgroups: comp.sys.mac.games
Subject: Spectre on a larger screen
Date: 20 Aug 92 10:18:31 GMT
Organization: Fast Technology

In <1992Aug18.154825.15439@williams.edu> 93jay@williams.edu (Jonathan Young) writes:

>I talked to the Spectre people at MacWorld and they indicated that
>they were not far from a version that would work over a modem and
>already had a version that would use the extra space on larger
>screens.

>Personally I find that as good a reason as any to consider a larger
>monitor.

The Spectre people had a version that used the extra space on a large monitor
at the JANUARY MacWorld. They did the name at the August show. But, will they
sell it to me?   NNNNNNOOOOOOOOO!!!!!!!!!

I bitched to them quite vociferously about this at the show. As far as I'm
concerned, it's nothing if not VERY misleading advertising.

Get the large screen version of the game first, then buy a larger monitor.
From: patlin_s@cubldr.colorado.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Game publishing --> copy protection <--  is it even worth it?
Date: 23 Aug 92 02:56:46 GMT
Organization: University of Colorado, Boulder

In article <1992Aug22.175950.2103@dunix.drake.edu>, pk38961@dunix.drake.edu (Pete Koucis) writes:
> I'm currently working on writing a game for the macintosh.  One problem
> is, when I finish it (if I finish it), what sort of copy protection
> should I rely on?
> 
> I would like some honest opinions from the net.  Would it be a better
> idea to leave it with no protection?

Poorly done copy protection -- the majority of that which exists -- drives
me nuts.  If it prevents you from using the game on a hard drive, it is
completely intolerable.  if it makes you fish out a manual at random points
during the game or to save the game (a scene... "now where did I put that?
damn! And I just found a Sword plus twenty zillion... must be around here 
somewhere.) it is highly anoying.  I'll put up with some sort of book
protection that asks you ONCE for a word from the manual that is easy
to find without much grumbling, if it asks you to type it in as you turn
on the game.

The key thing is this: the point of a game is to have fun.  You do yourself
and your purchasers a disservice if the copy protection interferes with this.
The only fun that you want to interfere with is that of the pirates.

> I know that people can break through any kind of copy protection if they
> have enough experience (I've done it myself in the past), but it still
> does prevent "casual" copying - non-computer-techies copying it from
> others...which probably comprises a larger portion than "cracking" a
> program.  Also, the "casual" copyers (which light protection would
> discourage) are much more likely to go about an honest way of obtaining
> the product.

I dislike the real "techie" modes of copy protection on the mac.  Good copy
protection isn't protection from making copies, it's protection from using
those copies when not authorized.  Making backups should be allowed, and
doing really wierd stuff with the code generally has nasty side effects...
I recall a rumor from my Apple II days that some companies used special
sector and a half codes that actually wore away at the disk life.

And I don't recall them being protected from pirates for their trouble,
either.

> Also, marketing:
> If, and I mean >if< the game is good enough to do something commercial
> with, what would be the best method?  Sell the product and all rights to
> another company (which I realise would be extremely hard)? Try to
> distribute the product myself, with little cost (hardly any packaging
> cost or other people to pay), but I know that advertising would be
> extremely hard to manage.  Shareware?  (I don't believe this works)
> 
> Any other suggestions?

How about (as, obviously, only a portion of a marketing strategy) posting a
demo to the net? While only a limmited bunch have net access, a good looking
product will travel by word of mouth.  I know I've mentioned PAX IMPERIA to
a few non-netters.

Good Luck

Scott
Newsgroups: comp.sys.mac.games
From: rrwood@uuisis.isis.org (Roy Wood)
Subject: NetRisk 1.1
Organization: International Shared Information Service (Ottawa)
Date: Sat, 15 Aug 92 22:18:12 GMT

Okay, for everyone who complained that NetRisk 1.0 didn't support multiple
AppleTalk zones, I've updated to version 1.1.  As you'd expect, multiple
zones are supported.  Also, I've fixed a few little problems.  I've sent the
game to sumex, so it should show up there presently.

Thanks to those who volunteered to help beta test and replied back.  To
those who volunteered to receive a copy and never said "boo" afterwards,
thanks for nothing.

Actually, you beta testers will probably want to get the latest version from
sumex, since it's a little stabler than your copies.

And thanks to David Burnett for being the *only* person so far to send in
his shareware fee.  With this kind of encouragement, I'll be real quick to
write version 1.2..... NOT.

-Roy
Newsgroups: comp.sys.mac.games
From: urban@cobra.jpl.nasa.gov (Michael Urban)
Subject: SimCity modules
Organization: Jet Propulsion Laboratory, Pasadena, California
Date: Wed, 19 Aug 1992 15:43:02 GMT


Do those historical/futuristic modules for SimCity comprise nothing
more than new pretty pictures, or do they contain information that 
changes the simulation parameters in some interesting ways?
-- 
	Mike Urban

	urban@cobra.jpl.nasa.gov
From: John.M.Chung@dartmouth.edu (John M. Chung)
Newsgroups: comp.sys.mac.games
Subject: Re: levels in Mission: Thunderbolt (Spoiler)
Date: 21 Aug 92 02:32:14 GMT
 <1992Aug20.235020.460@cis.ohio-state.edu>
Organization: Dartmouth College, Hanover, NH

I found myself stuck in a jail once.  After falling upon a pickaxe, I
just started tearing all the walls down.  On the second floor, I hacked
away at the south west corner of the jail until I came to a wall with a
'warren tunnel' in it.  It ended up on the second level on my scenario.
 Even though each character's situation is unique, I think that there
is some secret tunnel hidden away in each jail.

John
Newsgroups: comp.sys.mac.games
From: egl1@cunixf.cc.columbia.edu (Elizabeth G. Levy)
Subject: Re: Spectre question?
Reply-To: egl1@cunixf.cc.columbia.edu (Elizabeth G. Levy)
Organization: Columbia University
Distribution: na
Date: Sun, 16 Aug 1992 22:14:40 GMT

In article <1992Aug16.170537.14903@kong.gsfc.nasa.gov> jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
>In article <10349@sun13.scri.fsu.edu>, stricher@masig.fsu.edu (Char Aznabul) writes:
>> 
>> jds@waikato.ac.nz writes
>> + what does it mean when grenades are active on level 10 of spectre?
>> 
>> hit the option key when you have more than 10 shots left...
>> 
>
>AND you are facing a bunch of enemy tanks.  Otherwise, nothing too
>spectacular will occur!

Well, the gun sounds different...



--
But this is.
Organization: Penn State University
Date: Tue, 18 Aug 1992 00:22:53 EDT
From: <WXT106@psuvm.psu.edu>
Newsgroups: comp.sys.mac.games
Subject: Password in "Prince of Persia"

Does someone know how to get rid of the password dialog in the game of Prince
of Persia? I do have the original copy of the game. I really don't want to look
 up in the manual everytime I play this game, how annoying!!
   Any help will be appreciated, thanks in advance!!

Weid Tang
WXT106@psuvm.psu.edu
From: purp@wixer.cactus.org (Jim Meyer)
Newsgroups: comp.sys.mac.games
Subject: Re: Password in "Prince of Persia"
Date: 18 Aug 92 14:43:18 GMT
Organization: Real/Time Communications

In article <92231.002253WXT106@psuvm.psu.edu> <WXT106@psuvm.psu.edu> writes:
>Does someone know how to get rid of the password dialog in the game of Prince
>of Persia? I do have the original copy of the game. I really don't want to look
> up in the manual everytime I play this game, how annoying!!
>   Any help will be appreciated, thanks in advance!!
>
>Weid Tang
>WXT106@psuvm.psu.edu


Okay, a twist to an earlier ethics question:

I, too, legally own PoP. And I have a copy has the password feature
disabled, thanks to sources unknown and a rented hard disk.

Is it ethical for me to supply Mr. Tang with a copy, provided I were to
first verify that he, too, is a legal owner of PoP?

--Purp, perplexed.
-- 
+---------------+------------------------------+-----------------------+
| Jim Meyer     | If I express an opinion, you | purp@wixer.cactus.org |
| Austin, Tejas | can bet no one else agrees.  | aka jimpurp@pro-lep   |
+---------------+------------------------------+-----------------------+
Xref: sparky comp.sys.mac.games:8496 comp.sys.mac.wanted:7750
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
Subject: Wanted: ** Curse of the Azure Bonds
Date: 22 Aug 92 06:00:34 GMT
Followup-To: comp.sys.mac.games
Organization: Universal Exports


   I am willing pay $20 for Curse of the Azure Bonds (box and docs please),
anyone interested?

---
Noah White

 
Newsgroups: comp.sys.mac.games
From: rogue@gagme.chi.il.us (Mark G. Rodenkirch)
Subject: a conflict with MacBzone...
Originator: rogue@gagme
Organization: Gagme Public Access UNIX, Chicago, Illinois.
Date: Thu, 20 Aug 1992 22:08:16 GMT

I have had a really annoying problem with MacBzone which causes my
mac to crash occasionally when playing.  I was able to determine that
After Dark was the culprit.  Has anyone else had this problem?

I am using MacBzone 1.2 and After Dark 2.0s on a Mac IIcx.

-- 
Mark G. Rodenkirch                               rogue@gagme.chi.il.us
From: stricher@masig.fsu.edu (Char Aznabul)
Newsgroups: comp.sys.mac.games
Subject: Re: HELLCATS TIP?
Date: 14 Aug 92 21:16:28 GMT
Followup-To: comp.sys.mac.games
Organization: Murasami Labs

Bill Hodgson wrote:
> 
> If want a *really easy* target shoot down your own B17 as you escort it, 
> it doesn't fire back, much simpler. :-@ (Pilot with oxygen mask)

Yeah, but you don't get credit for a kill. :(

James