HDTenEightyP/NetNews huggingface dataset:
From: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Newsgroups: comp.sys.mac.games
Subject: A note about Command HQ
Date: 17 Aug 92 23:27:23 GMT


  I just played 1942 vs. Mars, God of War, and found an upseting thing.  The
computer is not smarter at this level, it just cheats.  So CHQ falls in the
same league as the older version of Strategic Conquest (not DT's).

  The computer gets to build anywhere as long as it has money.  I watched the
computer beef up Mocsow by building 3 new units in about 3 days.  I get to
build a new unit on the eastern front every 10 days, so, needless to say, I
lost.  I started out with about 8 units, as did the Russians, then, within 40
days, I had 2 units, and the Russians had 10.  I had built 3, and lost 9.  I
don't know how many they built, but I killed about 8.  My cities on the front
were always unable to produce (no they didn't bomb any cites), but the Blue
side ws churning out units.  The only thing holding them back from completely
wiping me out with 100 tank armies was money, of which they made more of, of
course.

|--------------------------------|    "If you were happy all of your life,
|      J. Taggart Gorman Jr.     |     you wouldn't be human - you'd be a
| jtgorman@caslon.cs.arizona.edu |     game show host."
|--------------------------------|             Winona Ryder, in _Heathers_
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: comp.sys.mac.games
Subject: Re: Spectre question?
Date: 16 Aug 92 17:05:37 GMT
Distribution: na
Organization: NASA Goddard Space Flight Center

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!

Steve
From: scottb@netcom.com (L'etat des mortes)
Newsgroups: comp.sys.mac.games
Subject: Re: Dark Sun
Date: 15 Aug 92 01:02:51 GMT
Organization: Netcom - Online Communication Services (408 241-9760 guest)

In article <3322@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>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


I don't get it.  Do my Games Release listing not make it to all readers
here?  Here's what I had in this weeks update and long(complete) listing...

Shattered Lands         SSI             Feb '93        (RP) SSI's new Dark
Sun
                                                        series
                                                        UPDATE

scottb@netcom.com
From: smith@pell.anu.edu.au (Michael Smith)
Newsgroups: comp.sys.mac.games
Subject: Re: What's wrong with MacinPlay? (was Re: csmg own gaming...)
Date: 22 Aug 92 16:58:31 GMT
	<1992Aug21.131826.26513@neptune.inf.ethz.ch>
	<1992Aug21.225116.11601@cbnewsl.cb.att.com>
Organization: Australian National University


In article <1992Aug21.225116.11601@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (Vampire Hunter C) writes:

>(Christian Steffen Ove Franz) writes:
>> 
>> (oh, yes -- and I think those people doing the macinplay digest 
>>  should not be allowed to use those archived articles as long as
>>  they demand money for their newsletter and won't deposit an
>>  electronic copy at the archive)

Well, we haven't heard whether or not they will deposit copies for an archive


>I don't get it.

>What did these MacinPlay people do to piss off so many people around here?
>I don't see the harm in posting ONE announcement for their mag.

There have been at leat TWO announcements, and one gets the distinct
impression they will continue at intervals if nothing is done about it.


>You complain about the dearth of magazine coverage on Mac games.  Yet
>when you're told that you'll have to PAY for such a magazine, you promptly
>torpedo the idea!  What's wrong with you people??

I believe the only person I have heard complaining about the dearth of Mac
game reviews in magazines is the person who organised MacinPlay :-)

Looks like this might soon be moving to alt.flame ?

Cheers,
	Michael.
--
------------------------------------------------------------------------------
			     /| |  | |  |	Michael Smith
			    /_| |\ | |  |	Mathematics Research Section
smith@pell.anu.edu.au	   /  | | \| |_/|	Australian National University
------------------------------------------------------------------------------
From: Jock@abcd.Houghton.MI.US (Jock)
Newsgroups: comp.sys.mac.games
Subject: MacinPlay Digest
Distribution: world
Date: 18 Aug 92 03:28:36 EST
Organization: Amiga BitSwap Central Dispatch

MacinPlay Digest - Who we are and what we do.
 
We at MacinPlay Digest are dedicated to give our readers a greater quantity
and more timely information about games for the Macintosh than has been
available before from any source.
 
The world of Macintosh games has been widely ignored for many years by
main-stream publications and it's high time for this to change.
 
How many times have you looked though a mail order catalogue under the
entertainment section and not know what half the games are about?
 
MacinPlay Digest is about to change all of that.
 
When you subscribe, here's what you'll get in every issue- 
 
 Reviews, Reviews, Reviews of games past present and most importantly,
FUTURE!
 Hints, tips, tricks and hacks for your favorite games.
 Columns and interviews about games and the people who make them.
 Player feedback - Here's where you write us and we tell the people who
make games what we want.
 Contests - Win stuff for your high scores.
 
MacinPlay Digest is a bi-monthly newsletter that will be mailed to
subscribers starting in September.
 
We are looking for founding subscribers now!
 
As a founding subscriber (One who subscribes before the second issue in
November is mailed) you will receive a guaranteed subscription rate
forever! Also, on every off month you will get as small two-page newsletter
with samples of what is coming up so you get everything early!
 
Subscriptions cost $12.00 per year ($18.00 Overseas) in U.S. funds only.
Send name and address to:
MacinPlay Digest
860 E. Norton Ave.
Muskegon, MI 49444
 
Questions and comments can be mailed to the same address or replied to by
private netmail.
 
Thank you, we look forward to hearing from you!
Dean Davis
Editor - MacinPlay Digest.

-- Via DLG Pro v0.995
From: hcm@ausom.oz.au (Hamish Mogan)
Newsgroups: comp.sys.mac.games
Subject: Armour Alley
Date: 19 Aug 92 08:47:46 GMT
Organization: AUSOM - The Apple Users Society of Melbourne

-- 
+----------------------------------------+
| H A M I S H - - - - - - - -  M O G A N |
|                Internet                |
|   hcm%ausom.oz@sol.cc.deakin.oz.au     |
Newsgroups: comp.sys.mac.games
From: davidh@swallow.ims.com (David Hartman)
Subject: Re: Put all solutions, etc on anonymous ft
Reply-To: davidh@swallow.ims.com
Organization: Integrated Measurement Systems
Date: Thu, 13 Aug 1992 16:41:48 GMT

There is already an anonymous ftp site with game solutions. Most of the games are PC games but alot of the games are the same for the mac.
archive.umich.edu
I don't remember the directory that has the solutions but I think its called solutions.
It has the solutions for BOTCF under wizardry6.
---

-------------------------------------------------------------------------------

"Unfortunately, this assault weapon issue is a symbolic issue that doesn't 
at all address crime" Tony Meeker, State Treasurer, Oregon.

David Hartman 
Davidh@ims.com

-------------------------------------------------------------------------------
From: Derek_Juntunen@abcd.Houghton.MI.US (Derek Juntunen)
Newsgroups: comp.sys.mac.games
Subject: Castle of Dr. Brian
Date: 13 Aug 92 19:23:05 GMT
Organization: Amiga BitSwap Central Dispatch

Has anyone played this game?  It sounds good, and I've enjoyed all of
Sierra's games so far.  What is it like?  Thanks

-- Via DLG Pro v0.995
From: wardw@CS.ColoState.EDU (william bradley ward)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcat under the bridge!
Keywords: Hellcats, bridge
Date: 18 Aug 92 18:29:55 GMT
Organization: Colorado State University

In article <vandelhg-180892085710@129.59.50.0> vandelhg@ctrvax.vanderbilt.edu (MCG) writes:
>In article <1992Aug17.073142.8892@nntpd.lkg.dec.com>,
>doron@tavdac.ENET.dec.com (Doron Angel) wrote:
>> 
>		Landing on the bridge is *not* possible -- if your plane touches the
>bridge at any speed, you blow up.  Trust me -- I landed on the fields
>nearby, then drove over to the bridge.  When I touched it (I was planning
>on driving over it and then all the way to the enemy base) I exploded.  I
>was very peeved -- having just shot down a Zero while I was stationary on
>the ground (the idiot was trying to strafe me and flew into my bullet
>stream).

I disagree.  I have landed *on* the bridge.  Unfortunately I was going too fast,
and couldn't stop before I went the length of the bridge, and fell off the ramp
and blew up.  But I have landed on the bridge intact.


Brad
From: stricher@masig.fsu.edu (Char Aznabul)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcat under the bridge!
Date: 17 Aug 92 13:31:24 GMT
Followup-To: comp.sys.mac.games
Organization: Murasami Labs

Doron Angel wrote:

> the bridge. When I have instant replay work, it was exciting to see the
> airplane's shade on the water. I was amazed when the shade appeard ABOVE the 
> bridge while flying under it...

I noticed that too. I've tried to get the zero's to follow me under, but
so far, they won't go for it. 

James
From: mlobbia@sdcc13.ucsd.edu (Kaneda)
Newsgroups: comp.sys.mac.games
Subject: For Sale: Pool of Radiance
Date: 20 Aug 92 03:57:58 GMT

For sale:

Pool of Radiance, by SSI      $20 (includes US shipping)

The first one (to my knowledge) of the AD&D series to run on the mac. I have
the original box, documentation, etc.

Warning: Does not run on newer macs (I don't know if it's sys7 incompatible
or just not 32 bit clean - maybe both). It ran fine on my old SE.
-- 
///  Marcus Lobbia            ///
|||  mlobbia@sdcc13.ucsd.edu  |||
///  comtec!marcus@ucsd.edu   ///
Newsgroups: comp.sys.mac.games
From: dave@gergo.tamu.edu (Dave Martin)
Subject: Looking for author of Galax
News-Software: VAX/VMS VNEWS 1.41    
Organization: Geochemical & Environmental Research Group, Texas A&M University
Date: Thu, 20 Aug 1992 21:32:00 GMT

I'm trying to track down the author of the space war game Galax (Keith Rieck).
The version I have (the only one?) was from one of those disk monthlies,
and was created/modified last in 1988. 
If anyone has any leads on where I might locate Mr. Rieck, or even any
leads to later versions of Galax or any other apps written by him, I'd
greatly appreciate it.

Please email me, as I don't read this group often enough to catch any
responses posted here. Thanks in advance.

 -                                                                     -
 - Dave Martin - Geochemical & Environmental Research Group, Texas A&M - 
 - DAVE@GERGA[GERGO,GERGI].TAMU.EDU - BROOKS@TAMVXOCN.BITNET - AOL:DBM -
 -                                                                     -
From: brunner@crchh447.bnr.ca (James Brunner)
Newsgroups: comp.sys.mac.games
Subject: Bane drawbridge help (please)
Date: 19 Aug 92 14:49:54 GMT
Reply-To: brunner@crchh447.bnr.ca (James Brunner)
Organization: Bell-Northern Research, Richardson, Tx

OK, I've tried every combination that I can think of on this drawbridge.  I've
included the text below (I have numbered the sentences).  If you can remember
the secret, please let me know.

	Inside the control panel are six tiny
	buttons, each with a tiny label.  Some
	instructions engraved on its face are
	as follows:

1.	*caution* Safety detachmant required
	prior to inchoate winder advancement.
2.	Do not activate coilwrap until a wait
	of 5 seconds post pump nascency, over
	safety interdigitation.
3.	Truss ascension may follow, but under
	no circumstance should fall extrinsic
	to pump and winder immurement.
4.	Final winder engagement induction for
	draw bridge facilitation.

The buttons are:
	Spring winder
	Auto-coilwrap
	Translux pump
	Truss drivers
	Toggle safety
	Shutdown exit  <- quits out so isn't part of combination

I am prompted for 6 button presses.

Sentence #1:
	1.  I must hit safety before the first time I hit winder.
	2.  Implies that winder is hit more than once in the sequence.

Sentence #2:
	1.  Can't hit coilwrap until 5 seconds after starting pump?
	2.  Confused about the safety interdigitation?

Sentence #3:
	1.  "may follow" implies that Truss is not first.
	2.  Confused about "pump and winder immurement"?

Sentence #4:
	1.  Implies that the last time you hit winder the bridge will open.
	2.  Implies that winder is last in the sequence.
-- 
---------------------------------------------------------------------------
Jim Brunner - (brunner@bnr.ca)
All opinions are my own and have nothing whatsoever to do with BNR, NT,
NTI, Bell Canada, or any of the BCE corporations or affiliates.
From: udasbell@mcs.drexel.edu (Volleyball Vic)
Newsgroups: comp.sys.mac.games
Subject: Dr Brain's Castle
Date: 13 Aug 92 17:41:52 GMT
Organization: Drexel University

Has anyone heard anything about Dr. Brain's Castle from Sierra?

-Dave

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ David M. Asbell       udasbell@mcs.drexel.edu  ~
~  (215)243-1234        David48 on AOL           ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: comp.sys.mac.games
From: an780@cleveland.Freenet.Edu (Travis Grundke)
Subject: Re: Space Quest 5
Reply-To: an780@cleveland.Freenet.Edu (Travis Grundke)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Sun, 16 Aug 92 17:30:10 GMT


In a previous article, Derek_Juntunen@abcd.Houghton.MI.US (Derek Juntunen) says:

>Is there going to be a Space Quest 5?  If so, when will it be out?
>
>-- Via DLG Pro v0.995
>
>

 Yes, SQV is due to be released sometime this fall, I believe, and I think
this time the DOS and Mac versions will be released at the same time.
I'm not postive, though.
-- 
 "When I was young we got our first color TV set and our neighbor kids got
jealous 'cause their parents wouldn't buy one. So the parents put red green 
and blue celophane on it and called it color...now they have Windows 3.1"
    Travis Grundke --- an780@Cleveland.Freenet.edu --- Cleveland, Ohio
From: conrad@brahms.udel.edu (Jon Conrad)
Newsgroups: comp.sys.mac.games
Subject: PoP general queries
Date: 17 Aug 92 13:58:27 GMT
Organization: University of Delaware

I've finished Prince of Persia now, and enjoyed it a lot.  As I review
the various levels, I have a couple questions that others might be able
to help with:




1.  At the end of Level 7, when you arrive at the Out door, there is a
gate leading to an area to the right, with an "additional life" potion.
However, if I try to get it, I get trapped in there forever.  Is this
just an area to be avoided? (This seems kind of contrary to the rest of
the game, where there's always a way through somehow.)  Or is it a
puzzle that I've failed to solve?

2.  Just in general, are there any hidden goodies that a casual passer-
by might have missed?  Any nifty little features that you're proud of
yourself for finding.  I discovered a number along the way, but that
only made me realize that there might be many more; I haven't probed
EVERY ceiling tile to see if it might be loose!  This might be a fun
sort of thing to share among those of us who've completed the game and
don't intend to devote EVERY remaining minute of our live to exploring
each cranny in the dungeon.

Thanks!

Jon Alan Conrad
Newsgroups: comp.sys.mac.games
From: trwagner@bronze.ucs.indiana.edu (Ted Wagner)
Subject: Re: Addition: Hellcats clarification
Organization: Indiana University
Date: Thu, 13 Aug 1992 15:27:37 GMT

In article <92226.073556TOM@SLACVM.SLAC.STANFORD.EDU> TOM@SLACVM.SLAC.STANFORD.EDU writes:
>To Ted and his revision on Hot P Tips!, at the bottom he writes "All my life's
>a circle but I can't tell you why?"  Music by Harry Chapin, words by Bruce
                                                             ^^^^^^^^
>Springsteen.  Maybe Harry and the Boss should be a gravis joy stick!

	hehehehehehe

	Not too be technical, but Bruce didn't write the words.  :-)
I'm not too sure Bruce could write lyrics like that.  In fact,
I don't think Harry did either...he may have...

>"All my life's a circle, but I can't tell you why..."-- Harry Chapin
>"Words to live by..."-- Bruce Springsteen on "Tribute to Harry Chapin"

	I think Bruce was inspired by Harry.  Harry was a classic
folk singer who could belt it out and be emotional at the same time.
Bruce tries to do this with his songs.  So, at the tribute special
for Harry, Bruce sang "Circle" and said that they were words
which he lived by.  "Those are words to live by.  My heart goes
out to Harry...wherever you are."


	:-)

	Now, I haven't had the chance to use a Gravis Mouse stick.
A lot of folks have said it is so much easier than the mouse.  I would
have to agree even though I haven't used it.  It makes it a little
more realistic control wise.  And, if you don't set the thing right,
you would go in circles.  ;-)

	
	Tom, you have a great sense of humor.  :-)  

Ted
-- 
"All my life's a circle, but I can't tell you why..."-- Harry Chapin
"Words to live by..."-- Bruce Springsteen on "Tribute to Harry Chapin"
-trwagner@bronze.ucs.indiana.edu   &    trwagner@kiwi.ucs.indiana.edu-
----------------------------------------------------------------------
From: talcott@Apple.COM (Adam Talcott)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac game like DOS's 3D Wolfenstein?
Date: 13 Aug 92 19:47:32 GMT
Organization: Apple Computer Inc., Cupertino, CA

In article <1992Aug10.010302.2486@umbc3.umbc.edu> ehanson@tweety.acslab.umbc.edu (Mr. Erik Hanson; ARTS-SCI (UGRAD)) writes:
>Is there a game for the Mac like 3D Wolfenstein? For those
>of you who haven't seen 3D Wolfenstein, it is a front-view
>game where you run around a castle and kill a bunch of Nazis.

Sounds like Splat'ers might be the thing for you.  This is a great
game from Bullseye Software (P-51 Mustang, Ferrari Grand Prix, Fokker
Triplane) which simulates a paint ball war.

You explore a "building" of anywhere from 1 to 8 levels and attempt to
find up to 20 flags and bring them to the top of the building.  Of course,
there are computer controlled opponents out there trying to do the same.  To
stop them, you have a paint ball gun loaded and ready to go.

There can be a maximum of 19 (?) computer controlled opponents and all but
one of them can be on your side.  This is one of the few games I've seen in
which you have computer controlled teammates trying to help you out.

You view all the action from the first person point of view.  Also, you can
switch cameras to any of the other computer controlled players and see what
they are seeing.

The graphics are adequate and 16 colors.  A balance was struck between
playability (speed) and viewability (graphics).  I think they did a good job.
The sounds are OK.  When a computer opponent suprises you, he gives out a war
cry which can really scare you if you think you're by yourself.  The options
are numerous.  You can control the number of opponents, amount of ammunition,
number of hits one can take until your out of the action, and the number of
flags and levels.

The controls are straightforward but may take a while to master.  All in all,
it's a game unlike any I've seen and well worth the money (I bought it for
about $35 from MacWarehouse).

If they would just add network play...

Adam Talcott
talcott@apple.com
talcott@grape.ucsb.edu
-- 
Adam R. Talcott		| ...repeat to yourself "It's just a show,
talcott@apple.com	| I should really just relax."
talcott@grape.ucsb.edu	|    -- Love Theme from
			|	Mystery Science Theater 3000
Newsgroups: comp.sys.mac.games
From: fullerto@tortoise.cis.ohio-state.edu (timothy dwight fullerton)
Subject: Re: levels in Mission: Thunderbolt
Organization: The Ohio State University, Department of Computer and Information Science
Date: Thu, 20 Aug 1992 23:50:20 GMT

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



Newsgroups: comp.sys.mac.games
From: alh@einoed.in-berlin.de (Adrian Le Hanne)
Subject: Kung Fu Chivalry too slow...
Organization: Einoed Unix & Netzwerke, Berlin (FRG)
Date: Mon, 17 Aug 1992 17:35:00 GMT

I'm playing KFC on a Mac Classic 4/40 with System 7.0. My problem is, that
sometimes the game tends to get so slow that the keyboard input is very
difficult (e.g. one can't use the special command sequences). The scene 
i'm stuck in is the one with the long haired wrestling guy and i can't solve
this with 'bare hands/feets'. Booting with a Sys 6.0.7 disk changed nothing.
Is this a normal behaviour of this game?

Adrian
-- 
Adrian S. Le Hanne        Einoed Unix & Netzwerke, Koepenicker Str.154, D-1000
alh@einoed.in-berlin.de   Berlin 36. Tel.: 030/611 31 26,  Fax.: 030/826 98 75
                                         "Christianity Is Stupid" -Negativland
Newsgroups: comp.sys.mac.games
Subject: Bane, is it that good!!!!!!!
From: mgeorgy@vmsclst1.sc.csupomona.edu
Date: 21 Aug 92 10:55:48 PDT
Organization: Computer Science Computational Systems
Nntp-Posting-User: mgeorgy

Hello,
   I was wondering about Bane of the Cosmic Forge???  I have read many
complaints about it being a bvery bad port???  YEt, there seems to be alot of
people playing it???  Would you recommend it to somebody???  Anyone want to
sell there's.

Thanx,
Matt Georgy
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+When It Absolutely, Positively, Has To Be Taken Out Overnight!!!+
+                                                                +
+                                           -- Team Stealth      +
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Newsgroups: comp.sys.mac.games
From: ? (?)
Subject: Re: Hellcat under the bridge!
Followup-To: comp.sys.mac.games
Organization: vanderbilt
Date: Wed, 19 Aug 1992 13:45:27 GMT

In article <1992Aug17.073142.8892@nntpd.lkg.dec.com>,
doron@tavdac.ENET.dec.com (Doron Angel) wrote:

 (stuff deleted)

	It's true -- I'm the one that died.  The reason (as I've explained
elsewhere) for my mistake was that I exploded after contact with the ramp
leading up to the bridge.  I was attempting to see if it was possible to
drive across, which is apparently not a feasible move.  The reason I blew
up now seems to be because the prog registers the ramp as too steep to be
negotiated (kind of like a wall), so it killed me instead.
		As for landing; this would tend to mean that a complete landing on the
bridge would require the plane to come to a halt before running off onto
the ramp and thence to an ignominious end.  But, of course, you all know
this by now.
		And again, it wasn't D.A.  It was me.

MCG>
whence?  Thence!
Newsgroups: comp.sys.mac.games