HDTenEightyP/NetNews huggingface dataset:
Newsgroups: comp.sys.mac.games
Distribution: world
From: Leslie_L._Shafer@bmug.org
Organization: BMUG, Inc.
Date: Fri, 02 Oct 1992 03:24:15 PDT
Subject: DQK questions and comments

Question #1 Where are the safe places to rest above the vortex whirlwind
level?  My characters keep dying during the battles (Gee, I wonder how
that happens???  try fighting 6 gorgons and 3 beholders at the same
time...  )  And when I go back down to that level, the game resets the
battles.  It is most uncool...

Question #2  Where can I get items identified?  Has anyone found really
cool junk fefore the lighthouse?  I didnt fully explre everything, and
want to know if I missed something.  

Question #3  Does any kind of magic affect Beholders at all?  I'd like to fight back with some magic, after they fire 7 rays and four spells.  I looked up in my old Monster Manual. but it offered
no clue.

hint- someone asked about a way to find the mage in the lighthouse. a hint will be at the bottom of this message towards doing so.

Comment #1  The disk packaging is not stupid.  the FDHD disk only
contains color files taht most likely dont work with Mac Pluses

Comment #2   The CP is really annoying.  If someone has a patch for it, please post it or email me.  I bought the game and find the CP very obstrsive considering the number
of times I restart it.  

Comment #3   If you thought the combat is a bit much, you should ahve seen the room in Pool of Radience with like a 100 orcs.  No fireball spell either.








Spoiler below








Subj:  Lighthouse tower                      92-06-01 19:01:28 EDT
From:  AaronP

to go through the tower you do not need to go to the top.  Just drop through an illusioned pit and fight the ensuing
battle. Then find the stack of dead bodies and climb to the top.  After
fighting the hydras in sublevel two go down the hallway that changes
direction on you.(watch your compass) you'll go to the south side of the
level and continue to watch your compass and try to step through walls. 
You will eventually find the teleporter to Fastillions chambers.
After talking with him find the teleporter on N. side of Sub-level 2. It teleports you to level 1 of Lighthouse. Hope this helps everyone.
***************************************************************************
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              The above message was gatewayed via PostalUnion
***************************************************************************
The message contained in this posting is entirely the poster's personal
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Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Help with Pool of Darkness?
Organization: University of Colorado, Boulder
Date: Tue, 6 Oct 1992 04:12:59 GMT

Anybody out there know what one is supposed to do after slaying
Banes three stooges?

Better yet, anybody know where to do it?

I've recovered the horn of doom, amulet of bane, and crystal ring and
nothing immediately presents itself to do next....

BTW- From comments regarding Dark Queen, it sounds like these two games
have the same feature set.  My favorite improvement is the fact that
the machine keeps track of which spells to re-memorize.

Scott.
From: kt12+@andrew.cmu.edu (Kenichiro Tanaka)
Newsgroups: comp.sys.mac.games
Subject: Re: Performa, Games, etc.next
Date: 27 Sep 92 06:40:04 GMT
Article-I.D.: andrew.EelQT4G00WBM81UmAH
Distribution: world
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA

On 27-Sep-92 in Re: Performa, Games, etc.next
user Jeremy Reimer@mindlink.b writes:

>Hmm... considering how cheap 386 VGA platforms are, you could easily fly
>through space blasting realistic baddies in Wing Commander II for
around $1200,
>full configuration.

It'd be much much cheaper to buy an SNES.  With the new $100 "one-joypad
no-pack-in-game" package, you can play Wing Commander for less than
$200.  Of course, it may turn out to be a horrible translation (I dunno
when the release date is).  I've seen some screen shots though, and they
look pretty nice.

The resolution on the SNES is 512x448x11bits, I think.

- Ken
From: ra00+@andrew.cmu.edu (Robert Agustin)
Newsgroups: comp.sys.mac.games
Subject: Re: Sports
Date: 27 Sep 92 15:18:40 GMT
Article-I.D.: andrew.AelY5EC00iUx84IHI6
Distribution: usa
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

On 27-Sep-92 in Sports                       
user Larry Westdahl@sun.lclar writes:
>Does anyone out there know the future of Playmaker Football II or 
>Hardball III for the mac??  Will it ever happen?  And if so, when will
>it happen?  

Is there going to be a Playmaker Football II?  If so, does anyone have
any idea of what's going to be in it?  Color, more penalties, and AI
additions (what little they may be) were nice, but it could be much
better.

Robert
From: seanmcd@ac.dal.ca
Newsgroups: comp.sys.mac.games
Subject: MT: Gravity Wells -- how to escape?
Date: 27 Sep 92 15:41:54 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

How do you get out of gravity wells?
From: ce_rupn@pavo.concordia.ca (RUPNIK, CHRISTOPHER E.)
Newsgroups: comp.sys.mac.games
Subject: Need POPdemo
Date: 6 Oct 92 23:58:00 GMT
Organization: Concordia University
News-Software: VAX/VMS VNEWS 1.41

Hi
 I need a copy of B&W version of Prince of Persia.
 I know it is available at Umich, but it has two (2) periods in
 the name, which is rejected by the computer here.

 I looked at many other sites, but cannot find it, can anybody help
 please??

 ce_rupn@pavo.concordia.ca

Newsgroups: comp.sys.mac.games
From: garym@runx.oz.au (Gary Makin)
Subject: Re: warlords review
Organization: RUNX Un*x Timeshare.  Sydney, Australia.
Date: Sun, 27 Sep 92 13:29:31 GMT

In article <1992Sep18.182058.24806@ringer.cs.utsa.edu> agiles@ringer.cs.utsa.edu (Andrew S. Giles) writes:
>Only one problem... for some reason color doesnt work on a Mac IIsi.  
>(out of app memory)  I have given the game over 20 megs and that still isnt
>enough.  Re-installation from the masters didnt work either.

It should work. One of my main testers runs a IIsi with 20 meg. What happens?
Does it crash, hang or what? Let me know and we'll see if we can work it out.

Gary Makin
SSG


Newsgroups: comp.sys.mac.games
From:  (jmhodapp@aplcomm.jhuapl.edu)
Subject: Help with Dying Software
Organization: master/peon
Date: Fri, 2 Oct 92 19:49:01 GMT

On my old Mac Plus, I had 2 nifty programs: Sargon IV (chess), and
World Class Leader Board (Golf). They both crash on my Power
Book 100 under System 7. Might it be multifinder?  I have 
already removed all extensions.  Does anyone have any experence/
suggestions?  All help greatly appreciated.  Feel free to email at:

jmhodapp@aplcomm.jhuapl.edu

Jon 


Newsgroups: comp.sys.mac.games
From: Monica Berko <Monica.Berko@anu.edu.au>
Subject: Alphabet Blocks for System 7
X-Xxdate: Wed, 30 Sep 92 19:19:26 GMT
Organization: Australian National University
X-Useragent: Nuntius v1.1.1d9
Date: Wed, 30 Sep 92 01:19:38 GMT

There was once a Public Domain or Shareware game for pre-schoolers called
Alphabet Blocks (both names and sounds). I had a copy which wouldn't run
under System 7 because it kept asking me to quit Multifinder.

Does anyone know if this game is still available and if it now runs under
system 7?
From: long@mcntsh.enet.dec.com (Rich Long)
Newsgroups: comp.sys.mac.games
Subject: Hellcats CP question
Date: 2 Oct 92 14:10:01 GMT
Organization: Digital Equipment Corporation


 The recent discussion of Hellcats' CP has me wondering: if I understand
 correctly, the unlock code is used to unlock the floppy copy, and that copy
 is then stamped for eternity with your identification. Does this mean the
 ORIGINAL floppy must be modified, therefore rendering the game unable to be
 sold, or can a duplicate of the original be unlocked, therefore giving an
 unlocked master, and leaving the original pristine?

 Thanks for clearing this up,
 Rich

+-----------------------------------------------------------------------------+
Richard C. Long		                  | long@mcntsh.enet.dec.com
          "Ludicrous speed!! GO!!!!"      | ...!decwrl!mcntsh.enet.dec.com!long
                      -- Dark Helmet      | long%mcntsh.dec@decwrl.enet.dec.com
From: bogstad@imhfhp16.epfl.ch (Mark BOGSTAD)
Newsgroups: comp.sys.mac.games
Subject: What do you do with files with cpt.hqx and sit.hqx extensions
Date: 6 Oct 92 17:02:31 GMT
Organization: Ecole Polytechnique Federale de Lausanne

As I could not find a FAQ file in this news group could someone explain
what to do when one has transfered files with extensions cpt.hqx and/or
sit.hqx extensions. Which utility "unpacks" these kind of files...

Sorry for the FAQ

THanx
Mark Bogstad
email: bogstad@dme.epfl.ch
From: scott@mcl.ucsb.edu (Scott Bronson)
Newsgroups: comp.sys.mac.games
Subject: Hellcats patch wanted (please?)
Keywords: Hellcats
Date: 6 Oct 92 01:52:27 GMT

Could someone send me the Hellcats patch?  I bought Hellcats at ComputerWare
a while back (check with Graphic Simulations if you want), they sent me the
unlock code, but now the disk is bad.  You've gotta run Hellcats off of the
original disk to get it to run, but it simply crashes every time I try.

Rather than go through all the trouble of geting a new copy and all that,
could some kind soul please Email me the unlock code?  Or post it if you
feel like it--I try to stay up to date on csmg.

	- Scott
Newsgroups: comp.sys.mac.games
From: rtaylor@cie.uoregon.edu (Russ Taylor)
Subject: Lemmings speed
Organization: University of Oregon Campus Information Exchange
Date: Sat, 3 Oct 92 21:58:46 GMT

Well, I got my lemmings demo and am already hooked. Level 3 is the worst of the
lot, I think.  A few tips for the demo:

1) remember that holding down shift accelerates the game to great speed
2) if you need to increase the lemming flow, pause the game and then click
the plus button. Handy for level 4.
3) Humerous thing to do:  Send your lemmings over nessies head after clicking
the nuke button.  If you time it right, the chain bomb starts off on the rock
carries over the flow, and back over nessie :)

Interesting aside: 

I've played it on 2 machines....a IIsi and an LC.  (3 megs and 10 megs ram, IIsi
using virtual).  The IIsi was nearly dead in the water in color mode...do you
think this is the VM or the slow video?  The surprise was that the LC ran like
lightning in color mode....no slow down whatsoever (though the mammoth ram-cach
probably helps)

Most of my other color games (SimCity and the SSI series) run much faster on
the IIsi, so I find myself wondering if Lemmings just makes really good use
of the internal video, so runs faster on VRAM than on internal video.
-- 
*********************************************************
*From the files of Russ Taylor (rtaylor@cie.uoregon.edu)*
* This .sig protected by Siguard 9.2 and VirusKill 2.5  *
*********************************************************
From: lazarza@mtecv2.mty.itesm.mx (Luis Anselmo Zarza Lopez)
Newsgroups: comp.sys.mac.games
Subject: Re: Need help with COLONY
Date: 28 Sep 92 03:08:26 GMT
Organization: I.T.E.S.M. Campus Monterrey

K_LEPA@unhh.unh.edu (Kristen   Lepa) writes:

>In <1992Sep20.134239.23326@neptune.inf.ethz.ch> cfranz@iiic.ethz.ch writes:

>> Ok, so everyone talked about Colony. So I got it back out of
>> the cupboard and had another try.
>> 
>> Last time, I got stuck. This time I got stuck at the same point.
>> 
>> How does one get the forklift out of the reactor room (level 8)?
>> Someone mentioned the security lab (is that lab one?) but I 
>> havn't been able to find that. It seems that I might be able
>> to teleport out of the reactor room, but how? 
>> 
>> I've looked at the maps someone posted here, but there is no
>> mention of the teleporter.
>> 
>> Thanks for your help,
>> Christian
>> 
>> -- 
>> -----------------------------------------------------------------------------
>> Christian S. O. Franz                 |                   cfranz@iiic.ethz.ch
>> ETH Zuerich, Swizerland               |                     vismgr@rz.ethz.ch


>Hey, wish I could help you, but I'M STILL STUCK ON THE DAMN SHIP!

>Never said I was any GOOD at these games...

>	-Kristen

>Anyone got any suggestions?

Well... for leaving with the forklift from level 8, you need to use a
teleporter. In the labs on level 4 are teleporters that don't work. But
there are 4 teleporters that work right and are hidden in a secret
lab. There are 2 ways to get there:

1. Entering to a door in one of the labs on level 4 (I can't remember
wich one of them), and crossing by a secret passage, to a special
tunnel. This tunnel (like a tobogan) take you to the secret lab. You can
return in the same way.
2. In the level 6, in the maze, there is a hidden passage to some rooms.
I recomend to make a map to not getting lost there. You can get the
access to the secret lab... and... There is a boy in the maze. Rescue
him!

The four teleporters work right. Try them and learn to use them. Save
your game when you use them.


Kristen: Are you still in the ship? Why? First you need to deactivate
the ship's reactor, to avoit it to explode. To make that, you need to
seek for the secret code (geometrical shapes) hidden in the ship. Copy
the code and use it with the code card that comes with the game, to
deactivate the reactor's core. Then, use the spatial suit, and enter the
code of the panel to get out. If this explanation is confusing you (due
to my bad english), I can explain it again to you! The same for you,
Christian! =)

Luis Zarza
lazarza@mtecv2.mty.itesm.mx
pl169100@academ01.mty.itesm.mx
ie74443@cca.pue.udlap.mx

Newsgroups: comp.sys.mac.games
From: sathomas@athena.mit.edu (Stephen A Thomas)
Subject: Re: Re: First Impressions on Leyte Gulf (new Hellcats scenarios)
Organization: Massachusetts Institute of Technology
Date: Fri, 2 Oct 1992 17:20:23 GMT

Rockets used during WWII were not guided.  I wonder if the new scenarios allow
for shooting down bombers with the rockets?  I've heard that the Germans used to
carry some along to use against B-17 formations - just fire a spread at the
formation - they're so close it's bound to hit something.  Then go in after the
disabled and scattered bombers.

The torpedo question is interesting.  I have to imagine that if the Hellcat could
get off the ground with a SINGLE torpedo, it would behave like a real steamship. 
This is a problem I have with Hellcats (and I don't have many).  That plane seems
to be able to handle a lot of payload without much loss in performance.  AND all
with a bulky radar bubble out on the wing.

If anybody has bothered to actually look at the handbook accompanying the game,
you'll notice that the radar equipped Hellcats had a rather large pod out toward
the end of the wing.  I'm not an expert on F6Fs, but I know that any time you put
a pod on a plane the drag goes up (similar to the drag created by landing gear,
but not as bad).  This means the radar equipped Hellcats performed worse - top
speed, maneuverability - than the "clean" version.  I've heard that these planes
were mainly used in "Pathfinder" tactics - equip a squadron with a couple of
these planes so they can find the target (ground or air), send away the
Pathfinders when the enemy planes get too close and let the normal F6Fs do the
dirty work.  I think that the game would be very frustrating without the radar
capability, but it isn't exactly realistic.  A realistic scenario for sending
planes out without radar is to have a ground radar operator directing the
fighters toward the enemy.  I think we tend to forget today, with all our
micro-electronics, that electronic devices of the '40s were quite bulky.  Many
WWII fighter aircraft are finding room for a passenger when rebuilding today,
because they are able to replace the bulky radio equipment with today's small
stuff.

Whatever reality is or was, the game is definitely fun.  However it would be nice
for Graphic Simulations to take some of these performance related issues AND a
more accurate rudder pedal into account when updating Hellcats.  I want to add
again so I don't get flamed, I feel Hellcats is one of the most fun and well done
games for the Mac, and I applaud Graphic Simulations for their excellent work.  

Now if I can only get a copy of the new missions, what with all the backorders...

STEVE THOMAS

MIT Aero/Astro
Newsgroups: comp.sys.mac.games
From: bedford@bnr.ca (Richard Bedford)
Subject: Shadowgate. HELLP!!!
Organization: BNR Europe Ltd, Maidenhead, UK
X-Newsreader: TIN [version 1.1 PL6]
Date: Tue, 06 Oct 1992 16:55:09 GMT


There are about four of us playing games of Shadowgate (yes we know it's very
old, but we don't have anything else) and we are all stuck ! Can anybody 
give us some hints. Here are a few of the things we would like answers for :-

o Can you get passed the dragon ?

o Does the chest in the dragon's lair do anything ?

o How do you get down the hole with the rotten ladder ?

o How do you get passed the room with a inferno below it ?

o What do we do with the broom ?

o How do you get into the doorway above the shelf that collapes ?

o How to you get into the hole that is too high to reach in the room with the
  wraith ?

o What do you do with the cobra statue ?

o How do you move the landslide ?

o How do you open any of the 3 cages ?

Could you please post any answers to the news group because we can't receive
incoming mail at the moment. Thanks in advance.

Richard bedford
BNR Europe Ltd
From: ted@cs.utexas.edu (Ted Woodward)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings!
Date: 2 Oct 1992 19:35:19 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: bovina.cs.utexas.edu

In article <1992Oct1.121247.28460@odin.diku.dk> klaus@diku.dk (Klaus Ole Kristiansen) writes:
>
>What are the system requirements for Lemmings?

The readme file says system 7.  But people have played it with 6.08, so I
assume minimum system is 6.07 (with the new sound stuff).


-- 
Ted Woodward (ted@cs.utexas.edu)

"Mad scientists HATE shopping for shoes!" -- Peaches
From: ginsu@ccwf.cc.utexas.edu (Wes Simonds)
Newsgroups: comp.sys.mac.games
Subject: Mac games
Date: 3 Oct 92 16:18:16 GMT
Organization: The University of Texas at Austin, Austin TX

Something that the major players in the game world seem not to realize about
the Mac is the extent to which the laws of supply and demand would reward
them if they were to sink a little time and energy into the Mac market.

Their logic appears to go like this: the market is heavily IBM; therefore,
we must develop for the IBM, because only a fraction of a given computer
market will buy our games, and we want that fraction to be as large an 
absolute number as possible; therefore, because we could not see a large 
profit margin on Mac games, we won't develop for it.

Well, I think this is faulty logic, for the reason that there IS NO big
name in Mac game development.  There are millions of Macs in this country,
and they are owned by people who are STARVING for solid, quality, extended
games with all the frills on top of an engaging core.  And there are companies
with the resources to do it; Origin Systems, for one.  I was informed by their
people last Christmas, when I was interviewing with them, that they sank a
million dollars into Ultima VII development.  Well, at fifty dollars a sale,
it would require only twenty thousand copies sold to the Mac world for that 
investment to be returned in full.  Do you suppose the Mac owners of this 
world would buy twenty thousand copies of Ultima VII?  Uh... try five times
that.

Further, they would not need to spend another million porting it over.  I know
plenty of outstanding programmers that would cheerfully devote a year of their
lives to doing all the dirty work; if we assume there would be five of them
at $40,000 per annum each, that translates into $200,000 for a product which,
because it would be utterly unrivaled in the Mac field, would surely generate
at least FIVES TIMES THE INVESTMENT...

But people like Dallas Snell are not interested in this brand of logic.  They
want the known, obvious investment, rather than the leap of faith of the kind
which was responsible for the CREATION of Origin and companies like Origin...
and as a result, in DECEMBER of 1991, they were STILL WORRIED ABOUT 640K
barriers.
Newsgroups: comp.sys.mac.games
From: zaphod@bluemoon.rn.com (Peter Bierman)
Subject: Re: Lemmings!
Organization: Blue Moon BBS ((614) 868-998[024])
Date: Wed, 30 Sep 92 14:50:07 EDT

yjc@po.cwru.edu (Jerome Chan) writes:

>   I really, really, really like this game. The lemmings are _so_ cute, I
> really hate it when one of them goes "oh no!" and explodes. Is there a way
> you can get Blockers to become walkers again? I hate to lose a lemming.

Do the lemmings splatter lemming guts all over like in the IBM version? 
And no, you have to blow up a lemming blocker, you can't recycle them.


---
The opinions I express are rarely my own, because my own are far too
outragous to post here.

IntNet:zaphod@bluemoon.use.com   FutureNet: #33@#10
The Metropolis (614)-846-1911
---
Newsgroups: comp.sys.mac.games
From: ckd@eff.org (Christopher Davis)
Subject: Re: Armor Alley Patch??????
Organization: Electronic Frontier Foundation Tech Central
Date: Thu, 1 Oct 1992 05:49:30 GMT

Paul> == Paul L Inman <pi07+@andrew.cmu.edu> 

 Paul> Is there a patch for this game? Just curious.

Why do you want one?  It doesn't ask for a word from the manual, after all.
--
Christopher K. Davis      |       NET.INSIGHTS INTO ARTISTIC CRITICISM:
<ckd@eff.org>   EFF #14   | ``[Y]ou don't cure bad art by locking it all up
System Administrator, EFF | in one museum, you cure it by throwing tomatoes
+1 617 864 0665  [CKD1]   | at bad artists.'' --Barry Shein <bzs@world.std.com>
Newsgroups: comp.sys.mac.games
From: mspace@netcom.com (Brian Hall)
Subject: Re: Netrisk Question
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Distribution: comp
Date: Tue, 6 Oct 1992 00:44:50 GMT

elliott@halley.est.3m.com (Scott J. Elliott) writes:
>I pulled this down from Sumex. Is this intended to be a real time
>game, where moves are done as fast as you can click you mouse? The
>game also lost it's mind and my version of the screen was different
>from my opponents. Anyone had success with this program?

It is real-time only.  I have played it on a 3 computer localtalk
network with 1 other person.  It is one of the better network games and
plays very quickly!  The real-time nature of it really changes strategy!

The only problems I have had are in starting new games.  Sometimes I
have to start a new game, cancel the lloking for other players dialog,
and then start anothre before the other player will show up.
-- 

 \ | /   | Brian Hall                 mspace@netcom.com
 - : -   | Mark/Space Softworks       Applelink: markspace
  /|\    |                            America Online: MarkSpace
 |-+-|   |
/-\|/-\  | The tornado ate my powerbook.
From: kriss@mcl.ucsb.edu (Kriss Boyce)
Newsgroups: comp.sys.mac.games
Subject: Re: WARNING -- Conflict between Diamonds and AutoDoubler
Date: 30 Sep 92 04:28:07 GMT

actually, you will find that in general, AutoDoubler will not allow you to write
to any program that it has compresses. For example, a high score list or  
preferences that are not a separate file.....

kriss