HDTenEightyP/NetNews huggingface dataset:
From: umcho000@ccu.umanitoba.ca (Connie Cho)
Newsgroups: comp.sys.mac.games
Subject: Re: Dragon's Lair and Space Ace
Date: 6 Apr 92 04:22:10 GMT
Organization: University of Manitoba, Winnipeg, Manitoba, Canada

In article <1992Apr5.061845.11782@murdoch.acc.Virginia.EDU> ckt4x@faraday.clas.Virginia.EDU (Curt Tsui) writes:
>I think someone had posted something similar to this, but I
>don't remember catching any responses (or maybe I'm imagining
>someone posted this altogether).
>
>Anyway, in the latest MacWarehouse catalog there's a listing
>for three Dragon's Lair and two Space Ace games.  Has anyone
>seen these?  What are they like (or supposed to be like)?
>
>I remember seeing a Dragon's Lair for the Commodore 64 way back
>when and it was atrocious and I don't know how good these would
>be as the animation was the main selling point of these games
>in the first place IMHO.  I'm still curious though.
>--

I rented SAIII:Borf's Revenge, and I thought it was terrible. It's
a nasty PC port, to the extent of asking you to insert a disk into
drive A when saving (which somehow bugs me a lot) The animation isn't
fabulous, but it's good in a cartoony way. It's very similar to the
arcade Dragon's Lair format, where when you react decides which scenario
is called up, and that's my biggest complaint. It's too hard to 
get the exact right time, so you get killed very often at the beginning.
That is a pain, due to the annoying long intervals between scenes.
So you try to save, frantically hitting S before you die again, but
you can only save after a scene has been completed, so of course you 
have no real control over when or where you are saving. All in all, 
the interface is just terrible.

CKC
Newsgroups: comp.sys.mac.games
From: achilles@cheshire.oxy.edu (Gregory Jonathan Williams)
Subject: KFC on a 1 meg machine?
Summary: Does it work?
Organization: Occidental College, Los Angeles, CA  90041
Distribution: usa
Date: Sun, 12 Apr 1992 01:57:29 GMT

	I have a friend who is trying to run KFC (a truly awesome game) on his  Mac SE with one meg of internal memory, and it keeps crashing.  I can run it on
my Mac Plus, but I've upgraded to 2.5 megs.  We both use the same system, so theonly thing I can think of is that you need more than 1 meg internal.  Can anyone shed some light on this subject?  We'd greatly appreciate it.  Also, if anyone knows some secret areas to explore on the upper levels, I'd love to hear from   you.  Thanks.
From: macdevil@netlink.cts.com (Leonard Cayetano)
Newsgroups: comp.sys.mac.games
Subject: Re: Playmaker Football Transcript Processor?
Date: 13 Apr 92 04:54:19 GMT
Organization: NetLink Online Communications, San Diego CA

Yes, there are actually two (2) transcript processors out there
for PlayMaker Football.  One, called Game Stats, does a general
analysis of the game such as who intercepted the ball (and how
many times that person intercepted it), who carried the ball for
a touchdown, and I think who sacked the quarterback.  There might
be more, but I haven't used it (but I do have it :) ) in a while
because the next program does a better job....
 
That program is called PlayMaker Tools.  Not only does it give
you all of the stats Game Stats puts out, it gives you MORE!
Let's see, indepth player analysis when it comes to rushing,
passing, blocks, interceptions (number of yards the defensive
player ran it back), etc.  The only problem with this utility
is that it is not 100% truthful.  Some of the stats (at times)
can be really really wrong.  However, this only occurs 3-5% of
the time.  Most of the time it has proved to be a useful asset.
It also gives you an analysis of how offensive plays performed
against defensive formations.  It states the amount of times
a play was used and how effective it was.  There are other
utilities out there for PlayMaker by the way...  I'll post
another message about those.  One gives you the ability to
peek at a teams password (don't tell your friends :) ).
 
Leo - PlayMaker Football Coach --> Legion
Three seasons in the AOL Football League.

--                    
INTERNET:  macdevil@netlink.cts.com (Leonard Cayetano)
UUCP:   ...!nosc!ryptyde!netlink!macdevil
NetLink Online Communications * Public Access in San Diego, CA (619) 435-6181
Organization: Penn State University
Date: Monday, 13 Apr 1992 16:24:51 EDT
From: Michael B. Smith <MBS116@psuvm.psu.edu>
Newsgroups: comp.sys.mac.games
Subject: Tetris

Hello,
I am looking for a mac version of tetris and haven't been able. I am checking
FTP sites, but not luck. I would appreciate any info or site addresses about
the game. Thanx in advance.

  =====================================================================
  Michael B. Smith                      MBS116@psuvm.psu.edu
   Continuing Education                 MBSMITH@psupen.psu.edu
   Penn State University                MBS116@ psuvm.Bitnet
   Nittany Lion Country                 (814) 863-7200 addr.41254 (VMX)
                                        (814) 863-8142
  =====================================================================
From: m3h@icf.hrb.com (Mark D. Holloway)
Newsgroups: comp.sys.mac.games
Subject: Minotaur - is it any good?
Date: 14 Apr 92 15:14:55 GMT
Organization: HRB Systems, Inc.

Has anyone heard of a game called Minotaur by...hmm...Bungie-something-or-
other?  It looks like a standard hack and slash game, but then, I _like_ a lot
of those standard hack and slash games...  Any input welcome.  Thanks.

Mark Holloway
m3h@icf.hrb.com
From: danm@watson.ibm.com (Dan McCabe)
Newsgroups: comp.sys.mac.games
Subject: Re: *** Harpoon problem ***
Keywords: Harpoon Three-Sixty
Date: 7 Apr 92 21:53:40 GMT
Reply-To: danm@grumpy.watson.ibm.com (Dan McCabe)
Distribution: na
Organization: IBM TJ Watson Research
Disclaimer: This posting represents the poster's views, not necessarily those of IBM

In article <1992Apr7.002102.18079@PDX.MENTORG.COM>,
bruceh@apd.mentorg.com (Bruce Holm) writes:
|> 3. A little later, after I finally got the helo close enough to fire
|> and did, suddenly, the Harpoon window went blank and its contents 
|> ended up behind it, partially obscured by the now blank window in 
|> front of it.
|> 
|> --Bruce Holm
|> bruceh@std.mentorg.com

Ah yes. What you need is the latest version of Harpoon, which can be
obtained directly from Three Sixty for free. You want version 1.1 or
1.01, depending
on where you look (1.01 is in the about box, 1.1 is in the file name).

The first version of Harpoon was (is ???) extremely unstable. 1.1 (or 1.01)
takes care of most of the problems.

Cheers,
danm
Newsgroups: comp.sys.mac.games
From: wslg0536@uxa.cso.uiuc.edu (Willy Shih-yang Liao)
Subject: Re: Warmonger
Organization: University of Illinois at Urbana
Date: Tue, 7 Apr 1992 21:31:42 GMT

fzhedric@hamlet.ucdavis.edu writes:

>Hi,
>	I just recently stopped by my local Electronic Boutique shop and
>saw on the Amiga a game called Warmongers.  This reminded me of the rumor
>that I heard a while back that the people that made this game may produce
>a Mac version.  These are the same people that made the program Populus.
>Given the nature of rumors I was wondering if anyone knew anything about
>this and could build up or destroy my hopes of ever seeing it on my Mac
>screen.

I don't know about the rumors (I tend to doubt it since EA isn't really hot on
making/distributing stuff for Mac), but I should point out that the game's
name is PowerMonger (or is it Powermonger?).  Anyway, it's been out a while on
the Amiga (haven't seen a PC version, heard they were going to jump to Populous
II), and Populous II came out a couple of months back for the Amiga already.

It would indeed be nice if someone ported them to the Mac, but somehow I doubt
it (Bullfrog is a European group focused on Amigas/STs so you'd have to
convince EA to get a group to do the Mac port--preferably not MicroMagic, a
truly well-named group...).

Willy Liao
w-liao1@uiuc.edu
From: Rich.Rubel@bbs.oit.unc.edu (Rich Rubel)
Newsgroups: comp.sys.mac.games
Subject: Re: Raylroad Tycoon Eveluation
Date: 15 Apr 92 16:23:15 GMT
Organization: Extended Bulletin Board Service

The GP-9 not appearing is not a bug... none of the versions for any
computer have that engine.  It was simply not put in, which is a shame
since it's my favorite engine...

Anyone figured out how to swap trains between scenarios?  I want to see if
running a TGV-esque train around Texas is really profitable :-)  This is
a real project that has been in the works for a while, and I just want
to simulate it.
[RICHR]
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
Newsgroups: comp.sys.mac.games
From: gaynor@magnus.acs.ohio-state.edu (Jim Gaynor)
Subject: Re: Prince of Persia Demo
Organization: The Ohio State University
Date: Thu, 16 Apr 1992 13:13:09 GMT

In article <Apr.15.14.11.32.1992.9906@gandalf.rutgers.edu> marosen@gandalf.rutgers.edu (Mark Rosen) writes:
>I'm stuck!
>
>I'm in level two.  I can make it all the way to the end of the left
>side, I think, by jumping a long gorge and landing on the other side
>on a "loose" tile, which activates something I can't see.  I figured
>that it must open the door from the beginning of the level, and that I
>was supposed to go back there and go in.  BUT, after dying numerous
>times trying to jump back from that "loose" stone, I was able to make
>it and come about halfway back.  But then, you have to jump a long
>gorge and go up a lot too.  I can't do it.  Has anyone out there
>figured this out?  Am I missing another way out?  Am I stuck in the
>wrong section of the dungeon?

You don't go to the door from the beginning of the level, there's a
whole new door to leave from.

New tactic to try - Try jumping and holding down the shift key during
the jump.  As long as you hold it down, you'll grab the ledge that you
would have otherwise missed...

-- 
Jim Gaynor - System Analyst       Internet: gaynor@agvax2.ag.ohio-state.edu
Ohio State University - ACS/FMS   Phone: Voice 614/292-4338 - FAX 614/292-7443
ObDiscl:  Everything stated here and above is _my_ opinion.  Mine mine mine!
ObQuote: "We need bigger guns. Big, big guns"  Det. Dick Derkin, "Split Second"
Newsgroups: comp.sys.mac.games
From: austinov@leland.stanford.edu (Andrey Ustinov)
Subject: Indiana Jones hint
Organization: DSG, Stanford University
Date: Sat, 11 Apr 92 03:00:26 GMT

I am stuck in the room with the playing skulls. I can't figure out, how to read the notation
in the diary, and how to interpret the notes (6 instead of seven) on skulls. I read the notes as
c-d-g-f-g, and played "C" on the left skull then "D" to the right and so on, but the door
shuts down again.
Please, help me.

Thanks in advance,
Andrey.
Newsgroups: comp.sys.mac.games
From: pmc@world.std.com (Patrick M Chase)
Subject: Re: Prince of Persia Demo
Organization: The World Public Access UNIX, Brookline, MA
Distribution: usa
Date: Thu, 9 Apr 1992 20:56:00 GMT

In article <1992Apr9.160511.1507@athena.mit.edu> ylsul@athena.mit.edu (Young Sul) writes:
>
>I just got a demo copy of the Prince of Persia (supportable in 256 colors, as
>well as black and white (it'll run on an SE) -- there's even a fix for the LC

Didn't work on my SE. Got the same error I got running it on a IIci with the
bit-depth set to one. Have you actually got it to run on an SE?

>My question is: what are the limitations? I've gotten to level 2...is it just
>that you can't save the game?

When you walk through the exit on level 2 (presumably heading into level 3),
the application begins cycling through the opening credits again. So the
demo is fully functional, but only contains the first two levels. It's
definately enough to give you an idea of whether or not you'd like to buy
it.

>Also, there was no docs...I've figured out most of the movement/fight controls
>but are there any others?

Not that I know of. movement and sword action are all that I found. All that
I needed too.

>From what I've seen, this is a _great_ game. Its like a pumped-up version
>of Dark Castle. The character movement is very realistic, and it looks great
>in 256 colors...

Agreed. And after ResEditing the demo, it appears to me that it's pretty
modular. Seems like they could put out sequels (same action, different rooms,
foes, and objects) with about 10% the man hours.

BTW, I noticed alot of MIDI resources and related stuff that indicates to
me that the music also outputs serially to a MIDI box. Can anyone confirm this?
Or is MIDI some other resource type? I'd try it out, but like I said, it won't
run on my SE (at least under system 6.07 it won't).

+-------------------------------------------------------------------------+
| Patrick Chase                             InterNet: pmc@world.std.com   |
| Systems Support, Production Specialist    UUCP: uunet!world!pmc         |
| Ingoldsby, O'Connor & Co.,Inc.            UUCP: bu.edu!world!pmc        |
| 1000 Winter St.,Suite 2300                AOL: Patrick0 (That's a ZERO!)|
| Waltham, MA  02154                        (617)622-2471 (voice & vmail) |
|    FidoNet: Patrick.Chase@f270.n101.z1.fidonet.org (or 1:101/270.2)     |
+-------------------------------------------------------------------------+
From: kettler@mitme5.mit.edu (KETTLER, THOMAS R.)
Newsgroups: comp.sys.mac.games
Subject: Re: Questions about Mutant Beach
Date: 14 Apr 92 17:36:00 GMT
Organization: MIT Lab for Nuclear Science
News-Software: VAX/VMS VNEWS 1.4-b1

In article <1992Apr13.042600.8061@murdoch.acc.Virginia.EDU>, rkl7c@mendel.acc.Virginia.EDU (Robert Kenne writes...
> 
>     A friend of mine was interested in Mutant Beach.  Can anyone tell
>me about the game--what it involves, how game play is, what games it is
>like, etc.?
> 
>     Thanks a lot,
> 
>     Robert
I have also bought Mutant Beach. It looks like a good game but I have a few 
specific questions. How many of the correct item does one have to put in front
of a particular idol to get the idol's help and what does the idol help you 
with? Also, how does one get the nose to the god (I don't remember his name?)?
Any responses would be greatly appreciated.

					Sincerely yours,

					Thomas R. Kettler "Mac Nut"
Newsgroups: comp.sys.mac.games
From: schweda@iastate.edu (Christopher Schweda)
Subject: 4D Boxing -- Hooray!
Organization: Iowa State University, Ames IA
Date: Tue, 7 Apr 1992 03:00:53 GMT

Well, having just spent the last five hours beating the hell out of
23 boxers, I can honestly say that 4D is -- hands down -- the best
sports simulation for the Mac. In fact, I'm so enthusiastic about this
program that it might very well be the best simulation period for the Mac.

This game is incredible. Between the camera angles (nine!) , the realistic
movements (head bobbing and canvas thumping knockdowns), and the fact
that it works on my lowly 68000 2.5 meg SE -- I'm blown away. This
is a great game! The only problem I've had is an apparent conflict with
Pyro 4.01. If Pyro is allowed to kick in while the game is inactive, everything
freezes up and I have to restart. Aside from that, however, I've found no
problems. I'm running 6.0.7, lots of inits (AutoDoubler, SuperClock) , and
Multifinder -- all this and the game works fine. I'm very pleased.

Best part is that 4D Boxing is a good way to vent my agression. Nothing like
jab jab jabbing at something and then seeing it take a tumble. Love it!


Chris
---
From: wwg2101@zeus.tamu.edu (GILPIN, W.W.)
Newsgroups: comp.sys.mac.games
Subject: I need your opinions
Date: 7 Apr 92 01:49:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41


I know this isn't the best place for this, but so what.

I need answers to the following question:

If you were to buy a computer today, and had to choose between an IBM/PC 
or clone and an Apple Macintosh, which would you choose and why?

E-mail only please...I don't want to start a flame war, I want useful opinions.

Wes Gilpin
WWG2101@ZEUS.TAMU.EDU
From: stevem@hp-vcd.vcd.hp.com (Steve Miller)
Newsgroups: comp.sys.mac.games
Subject: Re: HELLCATS: i need the keys!!
Date: 10 Apr 92 18:32:17 GMT
Organization: Hewlett Packard, Vancouver, WA, USA

>> 
>> geez, you guys are slow on the uptake, aren't you?
>> steve miller's post was obviously a joke.
>> maybe he should have written "This is a JOKE" all over it.
>> get a clue.
>> 
>> p.s. i'm sick of hearing about hellcats.
>> -teddy
>> a net voyeur

>If it's such a joke, then how come he posted it twice?

Actually, I played a very bad joke on myself.

If you looked closely, you'll notice that the original posting was from some
guy at mxy8335@hertz.njit.edu named Mark Yeun.

I (Steven Miller) was originally trying to respond with a flame, but my Emacs
init files are screwed up and all the text I typed didn't get saved with the
basenote, only the original basenote, giving the impression that I want the
keys to hellcats.

Boy was I surprised by the flames I started getting for someone else's stupid
request for the instructions for a game that he obviously didn't purchase.

I guess he who lives by the sword (UNIX notes + emacs) dies by the sword.

FYI, I own hellcats and it's a great game.  Please support this small startup
company by buying the game.

For all of you guys that sent me flames calling me a jerk and whatnot, 
don't bother with apologizing (not that I really expect any), just
resend your flames to the correct party.  In a way, it was a kick to see
the kind of responses this kind of posting would generate, a kick in the
jaw.

Steven Miller
Vancouver Division
Hewlett Packard
From: elminste@netlink.cts.com (Joshua Stephens)
Newsgroups: comp.sys.mac.games
Subject: KFC Help given and wanted
Date: 14 Apr 92 20:33:17 GMT
Organization: NetLink Online Communications, San Diego CA

Someone a while back mentioned that he couldn't jump high enough, well, you 
just have to do a 'Jump-Jump' jump while jumping, it gets you 1.5 times 
higher. umm, My question is, has anyone else noticed certain screens of KFC 
dissapearing? it really sucks. I'll get to certain levels and they'll be 
gone, which makes it rather hard to know where to go, I'll admit, I tweaked 
it so that I never run out of energy, but that shouldn't hurt anything like 
graphics. also, what does the 'conti-password' do? (and don't say "It lets 
you continue").

--                    
INTERNET:  elminste@netlink.cts.com (Joshua Stephens)
UUCP:   ...!nosc!ryptyde!netlink!elminste
NetLink Online Communications * Public Access in San Diego, CA (619) 435-6181
Newsgroups: comp.sys.mac.games
From: bassman@iastate.edu (Bass Genius)
Subject: Re: Arknoids
Organization: Iowa State University, Ames IA
Date: Fri, 17 Apr 1992 00:22:17 GMT

In <1992Apr16.201232.21964@ux1.cso.uiuc.edu> jacobson@fred.isgs.uiuc.edu (Russ Jacobson) writes:

>I asked this question almost a year ago but never got any feedback. I have a 
>orginal copy of the game Arknoids. But it will not run on my SE/30 or IIsi.
>This is because it does not work with CPU's of more than 68000 I believe.
>There was supposed to be a patch for this. I got one reply about it a long
>time ago but that patch did not work. I know the game/company no longer is
>around but I really liked that game. Was about my favorite arcade game with
>a mouse. Does anyone have a patch that will let it work with my IIsi or SE/30
>and have you gotten it to work?

Please E-mail the patch to me also: bassman@iastate.edu
Thanx,
Jeremy





>Thanks much.

> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>  Russ Jacobson                     INTERNET:jacobson@fred.isgs.uiuc.edu
>  Illinois Geological Survey        FIDONET: 1:233/11 and 1:233/14        
>  Champaign, IL 61820               Narnia BBS  217-384-3128 (Telefinder)                      
>  217-244-2425                      Home Phone: 217-384-6983
> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: gt5311b@prism.gatech.EDU (BHATTACHARYA,ABHIJIT)
Newsgroups: comp.sys.mac.games
Subject: Re: Raylroad Tycoon Eveluation
Date: 12 Apr 92 06:28:09 GMT
Organization: Georgia Institute of Technology

I will have to agree that Railroad Tycoon is a very well-done and addicting
game... the graphics and sounds are excellent. The manual implies the sound
is in stereo, but I can't tell for sure.

However, there are a few bugs. In the Western U.S. scenario, the EMD GP freight
engine never appears.  The efficiency report sometimes shows negative numbers,
as well as numbers over 100%. The speeds for some named trains are incorrect,
although their 25% additional revenue seems to work ok. Also, I have NEVER
been able to get out of receivership if I declare bankruptcy.

I have heard there is an upgrade or patch to fix some (all?) of these bugs.
The 32 train limit especially bites, because by the end of the game, all my
trains are running mail, since any raw materials or other pickups are not as
profitable.

Oh, and if someone has the name and author of some of the RR Tycoon strategy
books out there, please drop me a line by email.

-Abhijit
 

-- 
BHATTACHARYA,ABHIJIT
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt5311b
Internet: gt5311b@prism.gatech.edu
Newsgroups: comp.sys.mac.games
From: junio@twinsun.com (Jun Hamano)
Subject: Re: Hellcats Q: how lonely is your mission?
Organization: Twin Sun, Inc.
Distribution: comp
Date: Fri, 17 Apr 1992 02:39:34 GMT

In article <f8RK02msceVH00@amdahl.uts.amdahl.com> jsp@uts.amdahl.com (James Preston) writes:

   In all but the last mission, you fly solo.  Well, there's one mission
   where you're escorting a friendly bomber, does that count?  In the last
   mission, you fly with one wingman.  You have no control over his actions,
   and cannot even communicate with him.  Now what's a Thach's weave?

It's a clever tactics developed to overcome the inferior american
aircraft performance against faster and more agile Zeros, before
more capable Hellcats were introduced.  You and your wingman fly
along two parallel lines.  If an enemy aircraft starts chasing
your wingman, your wingman switches to your line while you switch
to his line.  When the two flight paths cross over, you get a
chance to shoot at the enemy trailing your wingman.

	--->---  --->------>---  --->------>---  --->---
	       \/              \/              \/       
	       /\              /\              /\       
	--->---  --->------>---  --->------>---  --->---

--
Jun Hamano (junio@twinsun.com)
Newsgroups: comp.sys.mac.games
From: thewho@leland.Stanford.EDU (Derek Fong)
Subject: Re: Mac PacMan PD?
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 9 Apr 92 07:46:25 GMT


A side note on all this discussion:

What is up with the May 13th, 1992 creation date?  Was the author's clock
way off or is there a virus lurking in this program....????

--Derek

fong@cive.stanford.edu
thewho@leland.stanford.edu
Newsgroups: comp.sys.mac.games
From: deek@pecan.udel.edu (michael deerkoski)
Subject: Re: Mac PacMan PD?
Organization: University of Delaware, Newark
Date: Wed, 8 Apr 1992 23:38:59 GMT

In article <1992Apr8.213156.18633@smsc.sony.com> dce@smsc.sony.com (David Elliott) writes:
>Yep, but if you don't have a 256-color, 640x480 screen, don't bother.
>It won't even work with MaxAppleZoom.  Some programmers...
>

My god, how dare someone post a public domain program that doesn't suit
YOUR exact needs.  Then next time you want to whine about public domain
programs, please remember: beggars can't be choosers.  If you think
you can program a better pac-man, no one's stopping you.

>-- 
>...David Elliott
>...dce@smsc.sony.com | ...!{uunet,mips}!sonyusa!dce
>...(408)944-4073
>..."Nobody believes a laughing person." -- Farkle

Seeya,

-- 
Michael Deerkoski           |Internet: deek@brahms.udel.edu
UGrad, Computer Science     |          deek@freezer.cns.udel.edu
University of Delaware      |CompuServe: 76300,2612|AppleLink:      deek
Apple Computer Student Rep. |ARA:      302-837-1191|America Online: deek