HDTenEightyP/NetNews huggingface dataset:
From: ingemar@isy.liu.se (Ingemar Ragnemalm)
Subject: Re: Welch's response to the whole Haller s
Organization: Dept of EE, University of Linkoping
Date: 15 Dec 92 10:48:03 GMT

exuhag@exu.ericsson.se (James Hague) writes:

>Mark Phaedrus writes:
>>
>>There was an old Apple II game where you dropped bombs
>>from a balloon on a canyon full of rocks, trying to clear it; Toxic Ravine is
>>_extremely_ similar in basic gameplay (though jazzed up with lots of extras).

>Sounds like the old Atari 2600 game "Canyon Bomber" which I believe
>was translated from a Really Old coin-op of the same name.

Do these games have the escape (building/puzzle) stage (that is really
the best part of Toxic Ravine)?

>As for originality, there isn't any if a game designer sets out to
>write a game "just like GameX, only better" or "a version of
>GameY for the Mac."  There's nothing wrong with this. But it
>isn't the only approach to writing a game.  You can write fiction
>without using a published book as a model ("I'm gonna write a
>better version of _Moby_Dick_"...)

Well, how about when you think you make an original game, just to find
another than is pretty much the same, soon before your game is release-
able? That's what happened with my skiing game: I had never heard of
MacSki when I started (much less so when I wrote my original game back in
1982) but now I have seen it, and though they are not the same, they are
similar in many ways. OK, OK, you can't make a skiing simulation in so
many different ways, but there just *had* to show up one for the Mac just
when I was making mine... :-(

Whatever new idea you come up with, there is a big risk that there is
something else that it will be considered a clone of. Someone will say
"it's like XXX, but with some YYY". I insist that Pararena (John Calhoun)
is quite original. The fact that there are some football games and even
some games with skateboards doesn't make it a clone of anything. Diamonds
is also pretty original, though people say it's a twist on Breakout. Both
these games are more than a souped-up version of something else.

-- 
Ingemar Ragnemalm
Dept. of Electrical Engineering	     ...!uunet!mcvax!enea!rainier!ingemar
                  ..
University of Linkoping, Sweden	     ingemar@isy.liu.se
Newsgroups: comp.sys.mac.games
From: holmes@cs.dal.ca (Ray Holmes)
Subject: PoD & DQoK - Impossible?
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada
Distribution: na
Date: Tue, 15 Dec 1992 23:28:33 GMT

	It certainly seems that way to me. Pools of Darkness was a fun
game, but ends up eventually in an impossible series of battles (at
least I've never heard of anyone getting past there - I did talk to
one person who made it into the third battle before quitting). So I
put that aside, and try Dark Queen...

	Much harder - many restarts (and flipping through the manual
looking for stupid words) for each battle. I persevere, hopeing it
gets better. It gets worse. I just spent 2 hours looking for words
to get past the Queen, only to find myself confronted with a truely
impossible battle. Even if anyone had more that 24 HP, and with full
spells, there is no way to tackle a monster which gets 5 hits before
you get your first move - each hit doing 200+ HP damage to 2-5 characters.
In the unlikely event someone gets to move, the monster has AC -40,
is immune to all magic, and 3 or 4 hundred HPs.

	Why should one enjoy looking up words? What is the point of
a game if it isn't fun? - isn't possible?

	I enjoyed Curse (I ran through more than 10 times). Secret was
not as good, but I still took 3 parties through. These two can't be done.

I want my money back.

-Ray
Newsgroups: comp.sys.mac.games
From: wotan@leland.Stanford.EDU (Scott Draeker)
Subject: Re: Wolfenstein for Mac? (was Re: Originality vs. F/X)
Organization: DSG, Stanford University, CA 94305 USA
Date: Mon, 21 Dec 92 04:00:55 GMT

In article <1JRVBHCZ@cc.swarthmore.edu> amclach1@cc.swarthmore.edu (Zans McLachlan) writes:
>> This is true. Just look at the PC game scene. I bet that the classic
>> Castle Wolfenstein was just as exciting as the new 3D version (I
>> haven't played the new one). Of course it's nice to have all these
>> graphics improvements, but unless the game is good, the effects wear
>> thin very quickly.
>
>Kind of as an aside, is wolfenstein out for the mac? I've heard that it's a
>pretty fabulous game and wanted to play it. :)


The REALLY cool game was castle Smurfenstein, a parody on the orginal done by a
group in Canada. Worth keeping my II+ around just to play that one game.

Scott
From: Ted.Warin@theboard.omahug.org (Ted Warin)
Newsgroups: comp.sys.mac.games
Subject: Pax Imperia
Date: 19 Dec 92 21:59:46 CST
Reply-To: ted.warin@theboard.omahug.org
Organization: The Board BBS, Omaha
Followup-To: comp.sys.mac.games

     Please e-mail me with any info, tips, etc. on Pax Imperia. Is it out  on
the 24th????? Fido says it is. Any info.
     Thanks. Merrrree Christmas. Happy Holidays.
     Ted Warin.

Newsgroups: comp.sys.mac.games
From: bgohari@wam.umd.edu (Babak Gohari)
Subject: Re: Pirates Gold info?
Organization: University of Maryland, College Park
Date: Sat, 19 Dec 1992 17:03:16 GMT

In article <15390017@hpsad.sad.hp.com> eric@hpsad.sad.hp.com (Eric Lucas) writes:
>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

Pirates Gold won't be out until next summer.

Civilization is supposed to be in duplication now, and MP said that it'll
be on the store shelves the first week of '93 (yeah, right).

Monkey Island 2 is OUT (I have a copy, though not installed yet, so can't tell
you how it is).

-Bob

Newsgroups: comp.sys.mac.games
From: d88-jwa@dront.nada.kth.se (Jon Wtte)
Subject: Re: One more time on this Maelstrom thing.
Organization: Royal Institute of Technology, Stockholm, Sweden
Date: Sat, 19 Dec 1992 19:31:55 GMT

In <1992Dec19.121110.8385@leland.Stanford.EDU> cooljohn@leland.Stanford.EDU ( Magdaleno) writes:

> Quick note to Andrew: I am curious as to the art work. You say
>you paid artists to do your art for you.... I'd talk to your
>artists and find out where they got the ideas for a player ship
>and asteroids that look very very similar to lunatic fringe.

If you're using a 3D package, there's only so much you can do;
some forms come natuarally.

Not to mention there's only so much you can do with 32x32 pixels.

Ever wondered why all cars look alike these days? :-)

Cheers,

						/ h+

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --

   What we need is a good GNU [...] licence manager implementation.
                     -- Raphael Manfredi
From: jackr@wpd.sgi.com (John "Jack" Repenning)
Newsgroups: comp.sys.mac.games
Subject: Re: Falcon vs. Hellcats
Date: 11 Dec 92 18:35:35
Organization: Silicon Graphics, Inc.
	<CKD.92Dec8132420@loiosh.eff.org> <1992Dec9.071301.514@doc.bmd.trw.com>
NNTP-Posting-Host: dblues.wpd.sgi.com
In-reply-to: auerbach@doc.bmd.trw.com's message of 9 Dec 92 14:13:01 GMT

In article <1992Dec9.071301.514@doc.bmd.trw.com> auerbach@doc.bmd.trw.com writes:

   The big problem with both HoTP and Falcon MC is that I can't play
   both at the same time!  Why don't I have parallel processing...;)

Amen, Brother!  Now you're talking!



Jack Repenning			1-875	     jackr@wpd.sgi.com
Silicon Graphics, Inc.		            Off:(415) 390-3027
Visual Magic Division			    Fax:(415) 390-6056
From: doug@abby.chem.ucla.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Might & Magic III
Date: 16 Dec 92 00:49:14 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <1992Dec13.201851.19861@wheaton.wheaton.edu>, jsdonald@david.wheaton.edu (Joel S. Donaldson) writes:
>In article <1992Dec12.175635.11908@wam.umd.edu> bgohari@wam.umd.edu (Babak Gohari) writes:
>>To those that care: M&MIII has been delayed until the first or second week of
>>January.  (what?!?  A MAC game delayed?  No, it's never happened before...)
>>This according to the rep at NWC.
>>
>That's strange because I got my new MacWarehouse catalog yesterday and it was
>displayed in the games section.  $35. Looks like it got out faster than
>expected.
>
>(I have nothing to do with MacWarehouse.  I just saw the ad.)

The ad doesn't mean it's out.  The color version of Playmaker Football wasn't
ready until about *6 MONTHS* after the ads started appearing in catalogs.


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Sat, 19 Dec 1992 02:36:01 PST
Subject: Re: HitchHikers Guide

SPOILER BELOW!





SPOILER BELOW!





SPOILER BELOW!





SPOILER BELOW!





It's been many years since I did HGTTG, but I seem to recall that it goes like
this.

1) You need to convince the door that you are intelligent

2) The door will think so if you can show it that you have TEA and NO TEA in
your inventory at the same time.

3) You start with NO TEA, and there is some synthetic tea available in the
Mess.

4) Some combination of getting/dropping them does it, but you have to make a
trip through some sort of Improbabilty device first.  (The details grow
vague.)



**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.
Newsgroups: comp.sys.mac.games
Distribution: world
From: Michael_J._Bell@fourd.com
Organization: 4th Dimension BBS
Date: Fri, 18 Dec 1992 20:43:47 EST
Subject: Re: HitchHikers Guide

SPOILER!











1. You need to convince the door that you're cool....that you're a
philosophical kind of guy...












2. By showing it something weird.....
















3. By showing it both the cup of tea, and no tea (remember when you get cup,
it says "no tea:dropped". Pick it up)
********************************************************************
System: fourd.com                                Phone: 617-494-0565
Cute quote:  Being a computer means never having to say you're sorry
********************************************************************
From: kanderso@mabillon.ICS.UCI.EDU (Kenneth Anderson)
Subject: Re: fewer bonus canisters in Maelstrom 1.02?
Newsgroups: comp.sys.mac.games
Date: 16 Dec 92 20:14:36 GMT

In comp.sys.mac.games you write:

>I played a game up to level 19 and only got 3 bonus canisters. I only see the
>3shot or autofire ones about 2x a WEEK. I think that something was def. changed

I have no difficulty getting bonus canisters.  Here is what I do, when a level
starts blow up two big asteroids, so that you have a whole bunch of asteroids
floating around, and then WAIT.  Don't shoot any more asteroids, until
something shows up, a comet, a bonus multiplier, or a canister.  If you do
this quickly enough, you will always get something (although you may not
get a canister each time).

I find that if you continually shoot asteroids from the beginning of the
level until the end of the level with no pause. (I.E. you are always shooting),
you won't get anything to appear.

>WonderMidget

Ken
--
--------------------------------------------------------------------------------
Ken Anderson                           |  "I'd much rather live in perfection,
U.C. Irvine                            |   than deal with reality." -- Kenbod
--------------------------------------------------------------------------------
Happy! Happy! Happy! Joy! Joy! Joy!    |  Practice random kindness and
                         -- Stimpy     |  senseless acts of beauty.
                                       |  -- Anne Herbert
--------------------------------------------------------------------------------
Newsgroups: comp.sys.mac.games
Subject: Pax Imperia *Important*
From: macdevil@netlink.cts.com (Leonard Cayetano)
Date: Mon, 14 Dec 92 20:44:18 PST
Organization: NetLink Online Communications, San Diego CA

This is info I got from AOL which pertains to anyone who is interested in 
this game.

-----
Subj:  RUSH ORDERING INFO                    92-12-14 07:34:29 EST
From:  ChangelinS

Yes I am happy to say that Pax Imperia will be shipping out on 12/21. 

Yea, Hurray, : ) 

We are doing everything possible to get this into everyone's hands
before Christmas. As it stands right now Mac's Place will be getting it
on Tuesday the 22nd so I am pretty sure they will get it to people on
the 23rd,  the same for ComputerWare. 

However, for people who don't want to wait that extra day. Changeling
is taking Visa & Mastercard orders for Pax, directly. This means that
you will have Pax in your hands on the 22nd. We are covering the
overnight shipping for all orders that we get between now and Friday
the 18th. 

All we need is:

1) Your credit card number, the name of the cardholder as it appears 
   on the front of the card, the expiration date and, what type of card
   it is (Visa, MasterCard). 

2) The name of the person and the mailing address where you
   want us to send Pax.

3) How many copies you want.

4) Finally, in order for fedEx to guarantee delivery we also need
   your phone number. 

The total price will be $59.95 and credit cards will not be charged
until your order go at: 
America Online - ChangelinS
AppleLink - CHANGELING
InterNet - Changeling@applelink.apple.com

We are also taking orders by:
Fax - (203) 654-1661
Phone - (203) 623-1963 
Us Mail - Changeling Software, Inc.
               596 Elm St.
               Windsor Locks, CT 06096

To insure that we get it to you on time please make sure that we have
all the information listed above. 

Thank you for your patience over the last year. If you have any
questions or comments please feel free to contact us. 

Andrew at Changeling

--                    
INTERNET:  macdevil@netlink.cts.com (Leonard Cayetano)
UUCP:   ...!ryptyde!netlink!macdevil
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
Newsgroups: comp.sys.mac.games
From: jowens@cory.Berkeley.EDU (John Owens)
Subject: Minotaur attrib locations?
Organization: University of California, at Berkeley
Date: Fri, 18 Dec 1992 04:49:19 GMT

Will someone please post the memory locations for a character's brawn,
agility, and lore? I don't know much MacsBug, so if you could also post
the instructions to enter in the debugger that would help.

John
jowens@cory.berkeley.edu
Organization: Penn State University
Date: Fri, 18 Dec 1992 00:19:00 EST
From: Michael Jose Raneri <MJR145@psuvm.psu.edu>
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom Correction (was: maelstrom sux)
 <13324.2b2efdc3@cpva.saic.com> <1godraINNjqf@skeena.ucs.ubc.ca>
 <1992Dec17.164306.21327@samba.oit.unc.edu> <23080@venera.isi.edu>

In article <23080@venera.isi.edu>, jas@ISI.EDU (Jeff Sullivan) says:
>
>In article <1992Dec17.164306.21327@samba.oit.unc.edu>
>Rich.Rubel@launchpad.unc.edu (Rich Rubel) writes:
>
>>I got a mail response from Andrew Welch today, possibly as a result of my
>>TidBITS review, which talks about the sounds and the similarities.  He
>>stresses that there was NO connection with any of Ben Haller's games, and
>
>I think this statement is patently ridiculous.  So many people have
>commented on the similarities, that it defies the imagination that he
>came up with these on his own.  From layout down to color schemes in
>the doc and score forms, everyone I show Maelstrom to for the first
>time think's it's Haller's work, if they've seen Haller's work.
>
>Come on, Andrew, you cribbed some stuff.  Don't be a petulant child
>about it, shouting "BULLSHIT!" when someone calls you on it.  Just go
>on writing very good games.  (And please, think about designing an
>original game -- you've clearly got the programming skill -- let's
>get something more than an upgrade of a classic.)
>
Hey!  No one is forcing you to play the game!!  If you want to see something
original - why don't you suggest something rather than just complain about
the lack of originality.  Have you thought about how difficult it is to think
of a good concept for a game that you would actually be able to program??  It's
not easy.  I don't know how creative you are, but if you have any good ideas
other than the fact that all ideas already out there suck, we'd all like to
hear them.  And what's wrong with an upgrade of a classic.  It's a classic,
and until now I haven't seen ANY type of Asteroids game that even comes close
to this one!

Keep up the good work, Andrew.

- Mike Raneri
Newsgroups: comp.sys.mac.games
From: christer@cs.umu.se (Christer Ericson)
Subject: Blaze anyone?
Organization: Dep. of Info.Proc, Umea Univ., Sweden
Date: Sun, 13 Dec 1992 17:08:10 GMT

In Macman classic 3.0, recently uploaded at umich, there is an advert for
a game called Blaze by Exit Software, marketed by SoftStream Intl. Have
anyone seen this game? How about posting a short description here, please?


Christer Ericson --- Internet: christer@cs.umu.se --- tel: +46-90-166794
Department of Computer Science, University of Umea, S-90187 UMEA, SWEDEN
From: Jorge_I._Rodriguez@bmug.org
Newsgroups: comp.sys.mac.games
Subject: Re: PoP level 6 problem
Date: 16 Dec 92 10:30:45 GMT
Organization: BMUG, Inc.

Just remember to hold down the shift key as you are falling and you will.... 
or you will fall to your death.  Good luck.

**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.
Newsgroups: comp.sys.mac.games
From: pw4963@sarah.albany.edu (Peter G. White)
Subject: lemmings on pb100
Organization: State University of New York at Albany
Date: Sat, 19 Dec 92 04:14:29 GMT

Level 14 - tricky has no scenery when playing on my pb100.  Meaning, the
Lemmings fall off the board immediately.  When I play on my LCII the scenery
shows up fine.  Has anyone else had this problem?  Anyone know what it means?

-Peter

_______________________________________________________________________________
Peter White                                Internet:pw4963@uacsc1.albany.edu
State Univ. of New York at Albany          Bitnet:pw4963@albnyvms
_______________________________________________________________________________


Newsgroups: comp.sys.mac.games,comp.sys.ibm.pc.games
From: lasse@mits.mdata.fi (Lasse Reinikainen)
Subject: Re: Help on Monkey Island wanted
Organization: Microdata Oy, Helsinki, Finland
Date: Wed, 16 Dec 1992 02:09:38 GMT

In article <1992Dec15.200344.16213@maths.tcd.ie> dbell@maths.tcd.ie (Derek Bell) writes:
>	Please email replies to the below address.
>
>Subject: Monkey Island. HELP!!!
>From: year3-38@midir.ucd.ie (David Jordan)
>Does anyone out there know how to get the navigator's head off the
>natives???
>Is it in the temple? If I try to approach it, I'm told "it might be
>boobytraped".
>
>
>Any suggestions.
>
>
>
>-- 
>Derek Bell dbell%maths.tcd.ie@cunyvm.cuny.edu 

SPOILER ALERT


Give the natives the book about navigation...

    __________________           __
    \_________________|)____.---'--`---.____
                  ||    \----.________.----/
                  ||     / /    `--'                  lasse@mits.mdata.fi
                __||____/ /_                          lasse@cute.albert.fi
               |___         \
                   `--------'
From: eder@hsvaic.boeing.com (Dani Eder)
Newsgroups: comp.sys.mac.games
Subject: Re: King's Quest V
Date: 11 Dec 92 14:05:27 GMT
Distribution: na
Organization: Boeing AI Center, Huntsville, AL


My girlfriend recently got a copy of King's Quest V, and she
is looking for some help with it (she does not have net access,
so I am posting for her).

1. In the town, when in the tailor's shop, Graham sometimes gets
stuck just wandering aimlessly around the shop.  It looks to me
to be a bug in the software or in game/Mac System 7 compatibility.
We are running off the HD floppy version of the game.  Does anyone
know more about this?

2. She is looking for general hints in how to proceed.  Her score
is 16/260, and she is new to this type of computer game.

Thank You 

Dani Eder


-- 
Dani Eder/Meridian Investment Company/(205)464-2697(w)/232-7467(h)/
Rt.1, Box 188-2, Athens AL 35611/Location: 34deg 37' N 86deg 43' W +100m alt.
From: kirby@plains.NoDak.edu (Nathan Kirby)
Newsgroups: comp.sys.mac.games
Subject: Secret Of The Silver Blades
Keywords: lost mailing address
Date: 14 Dec 92 06:08:48 GMT
Distribution: usa
Organization: North Dakota Higher Education Computing Network

The individual who was going to purchase Secret Of The Silver
Blades from me-
 
Please resend me your mailing address via e-mail.
It's a long story.
 
Thanks,
Kirby
kirby@plains.nodak.edu
From: doug@abby.chem.ucla.edu
Newsgroups: comp.sys.mac.games
Subject: Re: No MouseSticks for Christmas
Date: 14 Dec 92 15:37:45 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <1992Dec8.064134.4278@griffin.itc.gu.edu.au>, phillip@kraken.itc.gu.edu.au (Phillip Jones) writes:
>This may sound like a strange question, but I'm going to ask anyway :-)
>what on earth is a MouseStick?

Exactly what it sounds like.  B^)

It's a joystick for the Mac which can perform the functions of an ADB mouse.


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
From: bt402@cleveland.Freenet.Edu (Merbil R. Gonzalez)
Newsgroups: comp.sys.mac.games
Subject: Difference between Mac and DOS versions of Sierra games?
Date: 15 Dec 1992 22:43:15 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I have played many Sierra games on DOS computers, but I have a
Mac. Recently I saw a three game pack by Sierra that included
King's Quest V, Red Baron and Rise of the Dragon. I've heard
that Red Baron is not an excellent simulation. How good are
the Mac versions of KQ5 and RofD? Do they use 256 colors?
Do they have digitized sound? Are they slow?
-- 
Merbil Gonzalez     Internet:M_GONZALEZ@UPR1.UPR.CLU.EDU
                             bt402@cleveland.Freenet.Edu
Newsgroups: comp.sys.mac.games
Distribution: world
From: Chris_M._Hanson@fourd.com
Organization: 4th Dimension BBS
Date: Sun, 13 Dec 1992 13:36:12 EST
Subject: Re: Spaceward Ho! 2.0

> 3) You need several copies of the program

No you don't, it says in the manual, that as long as the friend only plays the
game WITH you, you can have multiple copies
												-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