HDTenEightyP/NetNews huggingface dataset:
From: Sean McMains <mcmains@unt.edu>
Subject: Re: Pax Imperia *Important*
X-Xxmessage-Id: <A758114AB8030205@isbdeskmac.acs.unt.edu>
X-Xxdate: Fri, 18 Dec 92 15: 37:46 GMT
Organization: University of North Texas
X-Useragent: Nuntius v1.1.1d12
Date: Fri, 18 Dec 1992 23:36:27 GMT

In article <1992Dec18.212506.7478@ryn.mro4.dec.com> Homayoon Akhiani,
akhiani@ricks.enet.dec.com writes:
>I buy games based on there goodness and there entertaiment value.
>To me, reliabilty and quality is directly propotional to the price I am
paying.
>The version number has nothing to do with it.

Well even without network support, the game supports a multi-player
turn-based mode, as does the Ho! [Correct me if I'm wrong, beta testers.]

>Price per Quality, Spaceward Ho! is cheaper and have network support.
>PAX Imperia is more money, and it doesn't do what it is has been
advertised as. 
>and I don't think it will ever does!

Well, you're certainly entitled to your opinion about the future of the
company and whether they will be sucessful in adding network support to
this game. I, for one, am voting "Yes," as they've managed to create,
from what I've seen and what I've heard from the testers, an incredibly
deep and interesting game from scratch, albeit more slowly than
originally promised. That they don't have network support ironed out for
this first release is disappointing, but I expect to see it soon and
commend the company for offering it as a free upgrade.

I'm willing to bet good money (and in a way, I _am_) that this will be a
fantastic game. I'm looking forward to the 23rd, and expect that my
family will have to drag me out of my room to come participate in
Christmas. Hey, what am I thinking? I've got a PowerBook! I can take Pax
with my ANYWHERE! ;-)
==========================================================================
Sean McMains <mcmains@unt.edu>        |          University of North Texas
==========================================================================
"An open mind, in questions that are  not ultimate, is useful. But an open
mind about  the ultimate  foundations either  of Theoretical  or Practical
Reason is idiocy." - C.S. Lewis
==========================================================================
From: Joshua.R.Nelson@dartmouth.edu (Joshua R. Nelson)
Newsgroups: comp.sys.mac.games
Subject: Pop: Argh! I'm Stuck!!
Date: 12 Dec 92 19:05:35 GMT
Organization: Dartmouth College, Hanover, NH
X-Posted-From: InterNews1.0a5@newshost.dartmouth.edu

Hi everybody,
   I'm stuck how the heck do you get past level 12? I run all over the
place and cant find anything. Thanks for any hints and help!


-Josh Nelson
From: starfish@stein.u.washington.edu (Sarah Skovronsky)
Newsgroups: comp.sys.mac.games
Subject: Re: Where is Xmas Lemmings Demo?
Date: 17 Dec 92 17:27:06 GMT
Article-I.D.: u.1992Dec17.172706.29372
Organization: University of Washington

hongyu@gandalf.rutgers.edu (Henry S.) writes:

>Anybody know where is Xmas Lemming demo? I can not find it on sumex.  

It's on archive.umich.edu.  I prefer using wuarchive.wustl.edu; I got
the Xmas Lemmings Demo from there in the
     mirrors/umich/mac/game/demo directory.
Very cute game!  I heartily recommend it.

-- 
************************************************************************
*            Sarah Skovronsky     starfish@u.washington.edu            *
*      Try Milliways--the Restaurant at the End of the Universe!       *
**********fnord!********furrfu!********hi-keeba!********meep!***********
Newsgroups: comp.sys.mac.games
Distribution: world
From: Chris_M._Hanson@fourd.com
Organization: 4th Dimension BBS
Date: Sun, 13 Dec 1992 17:04:12 EST
Subject: Re: Spaceward Ho! 2.0

If you don't have the manual, you don't own the game, the manual states that as
long as one person owns the game you can play agianst many people.  The
company Delta Toa is not very big so buy the game, then figure out how to do
the network game,   I recommend that no one tells them how to do this game
networked if they did not buy it.
																										-Chris Hanson
********************************************************************
System: fourd.com                                Phone: 617-494-0565
Cute quote:  Being a computer means never having to say you're sorry
********************************************************************

Newsgroups: comp.sys.mac.games
From: Hugo_Jackson@mindlink.bc.ca (Hugo Jackson)
Subject: Re: V for Victory II : Velikiye Luki is out!
Organization: MIND LINK! - British Columbia, Canada
Date: Fri, 18 Dec 1992 09:34:26 GMT

In Utah beach there seemed to be some promise of Appletalk Network play. Has
that feature been implemented in V 4 Victory II?
anyone? anyone? anyone? Beuller?

--
  *   +================================================================+
***** |                  Hugo_Jackson@mindlink.bc.ca                   |
  *   |                "you can't get there from here"                 |
  *   +================================================================+
Newsgroups: comp.sys.mac.games
Distribution: world
From: starsabre@ultramac.uucp (JT August)
Organization: Odyssey Ultraware, Inc
Date: Sun, 20 Dec 1992 05:30:10  CDT
Subject: Re: Idea for a game - any takers?

Disney still has it in their park (Epcot).  You have very little control, only
five peices which can only be used once each, and with "safety restrictors"
on.  The ride itself actually plays off a laser video disque, so all combinations
are prerendered (and the picture quality is inferior to the movie Tron).

John
From: eaug022@orion.oac.uci.edu (Ed Gerstin)
Subject: beginner's question about PoP...
Newsgroups: comp.sys.mac.games
Organization: University of California, Irvine
Date: 17 Dec 92 23:57:47 GMT
Distribution: usa


Okay, so I'm sure this is a really simple question for all you PoP experts out
there, but it has got me stuck.  I'm on the third level; I've taken the "leap
of faith"; found the potion to extend life; etc.  The problem is that I can't
get any further.  I see the exit door, but can't get there.  There is a gate
which raises in response to a certain floor tile, but there seems to be no way
to get to the gate, even if it is raised.  I've spent a couple weeks, on and 
off, trying to get past this point.  Any suggestions?  You can e-mail to me at 
eaug022@orion.oac.uci.edu


Ed Gerstin
Department of Pharmacology, College of Medicine
University of California, Irvine


Newsgroups: comp.sys.mac.games
From: bgohari@wam.umd.edu (Babak Gohari)
Subject: Re: Pax Imperia *Important*
Organization: University of Maryland, College Park
Date: Sat, 19 Dec 1992 17:13:12 GMT

Very big question for Pax Imperia: does it have artificial intelligence?
I mean, I don't care if the computer cheats, but will the game be fun and
challenging in single player mode?

-Bob
From: cstudly@athena.mit.edu (Todd Sterling Anderson)
Newsgroups: comp.sys.mac.games
Subject: MM1
Date: 21 Dec 92 00:19:31 GMT
Organization: Massachusetts Institute of Technology


	I would like some introductory help.  I have finished the first
assignment, but have since found myself wandering from place to place with
no clear idea of what I am supposed to do.  Would some kind soul post a
list of things I am supposed to do.


todd anderson
Newsgroups: comp.sys.mac.games
Distribution: world
From: Kim_Shekar@bmug.org
Organization: BMUG, Inc.
Date: Thu, 17 Dec 1992 17:28:17 PST
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing

By the way, the game could not have been an Apple II port since Stellar 7 is in
256 colors. (which by the way an Apple II does not support). When I play it, I
don't feel it's a bad port since the "view" screeen is in high-res. The game
is fast on my computer (IIci) and I love the action. True, not quite as smooth
aas Spectre, but it makes up for that at least 7 times in depth, story, and
variation.

**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.
From: jackr@wpd.sgi.com (John "Jack" Repenning)
Newsgroups: comp.sys.mac.games
Subject: Re: Falcon vs. Hellcats
Date: 11 Dec 92 18:33:25
Organization: Silicon Graphics, Inc.
	<75344@apple.apple.COM> <1992Dec10.143724.12667@med.umich.edu>
NNTP-Posting-Host: dblues.wpd.sgi.com
In-reply-to: caraher@pn32.petnet.med.umich.edu's message of Thu, 10 Dec 1992 14:37:24 GMT

In article <1992Dec10.143724.12667@med.umich.edu> caraher@pn32.petnet.med.umich.edu writes:

   So while it *is* unrealistic to pretend the plane carried radar,
   the overall effect on play is not too unreasonable. 

It also seems to me that the better radar is partial compensation for
another limitation of the game: it's so much harder to look around
than in a real aircraft.  How far would you get in a real dog fight,
if you had either to take your feet off the rudder, or your hand off
the joystick, just to glance over your shoulder???



Jack Repenning			1-875	     jackr@wpd.sgi.com
Silicon Graphics, Inc.		            Off:(415) 390-3027
Visual Magic Division			    Fax:(415) 390-6056
From: tslopez@mcs.Drexel.edu
Newsgroups: comp.sys.mac.games
Subject: Luck in Maelstrom..?
Date: 11 Dec 92 20:30:07 GMT
Distribution: comp
Organization: Drexel University

What does the luck do for you in the game, I've gotten it on a few occasions
and never could figure out what it did for me.

Scott
--
(__)                          |   Scott J. Lopez        tslopez@mcs.drexel.edu
( oo   _ The Cow Says         |                    or   jspectre@aol.com
/\_|  /         "Mercury!"    |  A man doesn't automatically get my respect.
                              |  He has to get down in the dirt and beg for it.
From: hhtra@usho72.hou281.chevron.com (T.M.Haddock)
Newsgroups: comp.sys.mac.games
Subject: Re: Idea for a game - any takers?
Date: 16 Dec 92 22:50:57 GMT
Organization: Chevron

In article <c164-aa.724539024@po.berkeley.edu>, c164-aa@po.berkeley.edu (Paul DuBois) writes:
|> Treble@asc.slb.com (John Treble) writes:
|> 
|> >What about a game that let's you design a roller coaster and then ride on
|> >it. This might be a good hands-on test for physics students.  I can just
|> >see it now.....climb the "big" hill, glance out over the horizon before
|> >plunging at break-neck speeds into a gut-wrenching turn.....uh oh, the car
|> >just jumped the track.....we're all gonna die.....(blood curdling
|> >screams)... blackout.....bummer.  Back to the spline drawing board.
|> 
|> >John Treble
|> 
|> It's being done (but on the PC)

 There's one called something like STUNTS.  Race cars chase each other 
 around a rollercoaster-type track that can be customized - hills, banks,
 loops, etc.  Includes several views like VETTE does - the view out your
 car's windows, the view out your opponent's car windows, and helo view.
 Also has "instant replay", where you can rewind and review any or all
 portions of the race.

 TRAVIS
Newsgroups: comp.sys.mac.games
From: kc@netcom.com (Dameon D. Welch)
Subject: Re: Arashi and SE/30
Organization: Wayne's World, Inc -- NOT!
Date: Sat, 19 Dec 1992 20:45:12 GMT

In article <1992Dec19.181539.16215@ee.eng.ohio-state.edu> zimmy@kalman.eng.ohio-state.edu (Michael Zimmerman) writes:
>Yes, sorry, the game does require 256 colors or grays.  Sorry for not
>noting this in the README file.  It will be changed to note that.

I was upset to find that out, too! Isn't there any way to do the game
in black and white.
-- 
Dameon D. Welch, NH6TW               kc@netcom.com OR dwelch@scuacc.scu.edu
       Sophomore CS Major at Santa Clara University, Santa Clara, CA
--
          "Don't be afraid, it's only business." -- Roger Waters
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.mac.games
Subject: Re: Welch's response to the whole Haller s
Date: 16 Dec 92 15:26:52 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Humayun Lari writes:
>
>>Sounds like the old Atari 2600 game "Canyon Bomber" which I believe
>>was translated from a Really Old coin-op of the same name.
>
><Grin> I remember an '82 Creative Computing that had source code for something
>called Dive Bomber that did much the same -- it was actually pretty cool.
>I wonder which came first...

Way off subject here, but Canyon Bomber came out for the 2600 in
1980.  The coin-op was from the seventies (black & white with
a color overlay, I think).  There was also a rip-off for Atari
8-bit computers published in ANALOG Computing called "Boulder
Bombers."

--
James Hague   
exuhag@exu.ericsson.se
From: ozma@kuhub.cc.ukans.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom Correction
Date: 18 Dec 92 23:47:09 CST
Organization: University of Kansas Academic Computing Services

In article <BzH1IA.LJI@bcstec.ca.boeing.com>, kuryakin@bcstec.ca.boeing.com (Rick Pavek) writes:
> My $.02.
> 
> I like Maelstrom.  I paid my fee.  I play it alot.  I LIKE the fact
> that it's style is similar to Ben Hallers, because Ben make good games
> and sets a standard.  If they all look as good as these, we'll all come
> out ahead.
> 
> Nice job, Andrew.  If they don't like it, screw 'em.

Who gives a damn?  Take Asteroids, plug in some sounds you find online, grab
Ben Haller's interface, and release it as shareware.  It's a fun game so who
could possibly give a damn that some things were borrowed?  If you've never
written a program, I see no reason to care.  Especially if you've never written
an original program.  Sure, who cares.  Great game.

How many hours, how much thought did Ben put into designing his interface?  Who
cares, if it works for Solarian, let's all use it.  If we use it in a good
game.

Sounds?  It might take weeks to sample original sounds for a game.  Why
bother when there are megs and megs of sounds online?  Some of us have
difficulty even creating interesting sounds, and if it holds up the release of
a great game....

Andrew can do as he pleases.  Likely he will not get sued, but he is heading
down a potentially costly path.  I for one don't intend to encourage him with a
shareware payment though I would be quick to encourage anything more original
he may do in the future.

So, I won't pay the shareware fee and will delete the game from my HD - that's
my prerogative.  Andrew's getting pissed?  That's too bad - likely then he
won't take this criticism constructively, but is taking it as a personal
attack.  That is too bad.

But the reason I even bothered to sustain this thread for even this one more
message is that I find it incredulous that so many people would wonder why
anyone's even a little bothered with Maelstrom's "similarities".  I know what
effort goes into creating original sounds and an interface for a game and
thought that an author who is less than pleased ought to voice their .02 cents. 
Is the rule, "speak no evil" because Mr. Welch might take his ball and go home? 
I think he's more mature than that.  As I said, I would hope he would take the
criticism constructively ("Maelstrom sux" was very _un_constructive I think
too).

What I would like to see in 1.04.
- A sustained thrust sound throughout the duration of holding down the thrust
key
- New and original sounds : )
- His own interface (if he wants to capture that "arcade feel", cool - go
through the arcades and get some ideas - if there is in fact an "arcade look"
or "feel", it's not likely they all looked exactly the same, there's no reason
that Maelstrom 1.04 can't have it's very own interface and still have an arcade
look and feel).

And I would register Maelstrom if I saw these changes.  But what's he want my
few bucks for.  Just some suggestions.

john calhoun-
From: blatter@amiga.physik.unizh.ch (Martin A. Blatter)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 2.0
Date: 12 Dec 92 09:10:33 GMT
Organization: ICU - University of Zurich, Dept. of Computer Science
X-Newsreader: TIN [version 1.1 PL8]

Jon Wtte (d88-jwa@dront.nada.kth.se) wrote:

: 1) Yes
-> Uff...i thought so...:-)

: 2) Read in the manual
-> Hmm...the manual...thats the problem...neither i or my friend who gave
   me the game have the manual, and i dont know where to get it from...:-(
   So it would be very kind if you or someone else could send me a mail on
   how it works with the network connections...would be very kind...

: 3) You need several copies of the program
-> Hmm...several copies ???...with different serialnumbers ?...or just several
   copies of the same game...??

: CHeers,
-> Cheers to...hoping for help...:-)

:  -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --
-> Peter Wyder  at University of Zurich, wyder@amiga.physik.unizh.ch
Newsgroups: comp.sys.mac.games
From: dcbii@rob.raleigh.ibm.com ()
Subject: Re: Compatibility of Might&Magic I,II
Date: Fri, 11 Dec 1992 15:58:01 GMT
Organization: IBM, Research Triangle Park, North Carolina

markkj@mullian.ee.mu.OZ.AU (Mark Johnston) writes:

>     The boxed set of Might and Magic I & II contain versions that work with
>any system above 6.0.  As I had already finished Might and Magic I, I have
>not actually installed it the hard disk at home, I cannot comment on the 
>different bugs I know existed.  Does anyone know of the bug with the
>infinite (well, lots anyway :-) gems?  I cannot ever remember this bug, but
>a friend who had a hacked copy of the game (ie one that had the protection in
>the way of not being able to copy the disk removed) swears that by giving gems
>to other characters and saving them, it was possible to get as many gems as
>one wanted.  Also - potions apparently had infinite doses.

In the version of M&M I that I bought for the Mac (not the 2-game boxed set),
the gems bug worked like this:

Create a character

Give him some number of gems from a character you intend to keep

Transfer the gems to the character you care about (but you can tell it to
transfer more than he has up to about double)

Now the new character will have a large negative number of gems - get rid of
him, since he won't be that useful, and your good character will have almost
double

Repeat until you have enough :)

I never noticed the potion bug.

Also, there was one square where you could always find a monster called a Lich.
Once your characters have enough strength to walk around outside and survive
most fights, and you have some cleric spells, you could always go to this
square, fight the lich, and 9 times out of ten you would win a black box with
a very powerful weapon inside.  Once I found this, I had no real problems with
the rest of the game.

M&M II also had at least one bug that was beneficial, but I could never
figure out what happened.  After something in the game occurred, 3 of my
clerics had > 30,000 hit points, which essentially made them invincible, except
against the mega dragon (which you are not really required to fight anyway).
Once that occurred, I could always go find the cuisinarts and fight them and
survive.  This gave the party 7,500,000 experience points, which helped levels,
and there was plenty of gold and treasure.  This could be repeated as
necessary.

Dave Barnhart                    email: 70672.1311@Compuserve.com

Please do not email to the address in the header, it's just a news server.
Newsgroups: comp.sys.mac.games
From: Rich.Rubel@launchpad.unc.edu (Rich Rubel)
Subject: Re: Spaceward Ho! 2.0
Organization: University of North Carolina Extended Bulletin Board Service
Date: Mon, 14 Dec 1992 17:09:50 GMT


Begging your pardon, Mr. Net.Police, but how are you so sure they DON'T
own the game?  Over the weekend, I purchased several games at a swap meet
for $2-$3, disks and CP cards only.  Manuals had been lost, most boxes had
been lost.  I'm the legal owner, but I have no manuals...  I'll fax you a
copy of the original disks if you're still skeptical.
[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:  laUNChpad.unc.edu or 152.2.22.80
From: walker@eplrx7.es.duPont.com (Scott Walker)
Newsgroups: comp.sys.mac.games
Subject: Deep Space Drifter HELP!
Date: 16 Dec 92 19:43:54 GMT
Distribution: usa
Organization: DuPont Central Research & Development

I need some help with Deep Space Drifter, the TADS adventure.

SPOILERS AHEAD






















I have 4 disks, red, yellow, blue, and grey.  I have the power supply, the
remote control, the key, the booklet, the empty fuel cell, and I think that's
it.  I've heard the log reader (both disks worth), tried to get some output
from the computer (no luck there), looked through the telescope, put on the
spacesuit and gone out of the space station, sat in the tram, tried to talk
to the robot (no answer), eaten the sandwiches; just about everything I can
think of.  THe only thing left is to go down to the planet's surface, but
I think I need to put a working fuse on top of the tram, but I can't do that
because I have no oxygen to use the spacesuit with!  
Any hints please!?!?!?!?!

Thanks,
  Scott
******************************************************
Scott C. Walker
walkersc@esvax.dnet.dupont.com

+++The few opinions I express are not the opinions of my employer.
"What's settled down?  Settled down is you get married and then you buy a
house.  You can get a wood house, a plaster house or a stucco house.  
Oh, how you can get stucco!"  - David Lee Roth, on Rockline, stolen
from Groucho Marx.
******************************************************
From: Matthew.Voglewede@f421.n109.z1.fidonet.org (Matthew Voglewede)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: Re: POP AND OOTW ON SNES
Date: Mon, 14 Dec 1992 16:48:11 -0500

 
        The SNES version of Prince of Persia is made by Konami, not Broderbund. 
Somehow Konami got the rights to substitute their own original levels for that
version.  My guess is that with Prince of Persia coming out on close to EVERY
platform, Konami suspected that people wanted some originality in the game. 
(WOW, did I really say game and originality in the same sentence?) As far as I
know, the SNES version of PoP is NOT PoP II and I don't think Konami's version
will be released on other platforms as PoP II either.  By the way, even though
it's not the ORIGINAL, Konami's PoP has some very cool ideas in it, and their
ideas could have an influence on the rumored PoP II.
From: eric@hpsad.sad.hp.com (Eric Lucas)
Newsgroups: comp.sys.mac.games
Subject: Pirates Gold info?
Date: 18 Dec 92 14:40:16 GMT
Article-I.D.: hpsad.15390017
Organization: HP Signal Analysis Division - Rohnert Park, CA

Does anyone know if Pirates Gold by MicroProse has been released yet?  Does
anyone know anything about this game besides that it's a color version of
Pirates?  Any info on this game would be greatly appreciated.  Thanks in
advance.

Eric Lucas
Hewlett-Packard
From: jwang@phy.duke.edu (James Wang)
Newsgroups: comp.sys.mac.games
Subject: Is there a DQoK spoiler list?
Date: 16 Dec 92 18:52:55 GMT


	Hi! I suppose that the subject says it all...is there a spoiler
list? I guess I could buy the hint book, but hey...why pay when I can 
get it free? ;) Anyways, if not, here's where I am and this is what I
need help with...

	I'm underwater (I can't think of the name of the place I'm at)
and I've gotten the hinge for the door and I've saved a bunch of people
and I gave some spears to the guards at some door.  Now what do I do?
I'm sure if I hang around and wait, I could eventually figure something
out, but I'm rather imapatient...

	Please post any responses...my mail is rather iffy at times.
	Thanks!

--James
Newsgroups: comp.sys.mac.games
Distribution: world
From: raph@ultramac.uucp (Raphael Figueroa)
Organization: Odyssey Ultraware, Inc
Date: Sat, 19 Dec 1992 08:30:11 CDT
Subject: Re: Prince of Persion Hint Wanted

Simple. Plunge yoursel unto the pit, BUT don't let go of the Shift key, you
will be warped onto the next level. 

Hope this helps.