HDTenEightyP/NetNews huggingface dataset:
Organization: University of Maine System
Date: Tuesday, 22 Dec 1992 14:26:53 EST
From: Donna Foster <IO92143@MAINE.MAINE.EDU>
Newsgroups: comp.sys.mac.games
Subject: Re: One more time on this Maelstrom thing.
 <BzMHCn.ICH@bcstec.ca.boeing.com> <be6M03Bhc5os00@amdahl.uts.amdahl.com>

I disagree with the statement that Maelstrom looks more like Lunatic
Fringe than Asteroids, and that you think LF as soon as you see it.
Admittedly, the high score screen looks much like Solarian ][, but most
hs screens do look the same. When I saw the actual game, it was obviously
Asteroids, with terrific graphics. Why don't we all shut up and let Ben and
Andrew argue over this, if they think there's anything to argue?
From: arnett@unixg.ubc.ca (Bill Arnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing
Date: 22 Dec 1992 01:39:18 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
Distribution: world
NNTP-Posting-Host: unixg.ubc.ca

In article <1992Dec19.144340.84816@fourd.com> Michael_J._Bell@fourd.com writes:
>It sure was on the apple ii, and I loved it then....the best of its
>kind...Recently it was spiffied up for the ibm and then released for the
>mac....
>
>But the apple II was the first

And the Commodore 64 was second....The same as the apple II version but
with better controls, IMHO.  Slight improvements in the sound and graphics,
too.

Bill.
-- 
Bill Arnett                            Internet: arnett@unixg.ubc.ca
From: russotto@eng.umd.edu (Matthew T. Russotto)
Newsgroups: comp.sys.mac.games
Subject: Re: Xmas Lemmings Demo 3rd level  ***spoilers***
Date: 29 Dec 92 03:25:48 GMT
Organization: Project GLUE, University of Maryland, College Park

In article <1h5tg9INN1ci@iskut.ucs.ubc.ca> arnett@unixg.ubc.ca (Bill Arnett) writes:
>In article <BzEnF4.DIo@dcs.glasgow.ac.uk> wilkied@dcs.glasgow.ac.uk (David Wilkie) writes:
>>If anyone can get by the third level I'd love to hear from you as I'm stumped.
>							 
>*** spoilers follow ***

An alternate solution to level 3, which requires none of those hints.

First lemming becomes a builder. Turn him into a horizontal digger
after about 5 blocks.  The lemmings should now be falling into the
area between the big pillar and the pillar they start on.  Turn the
first lemming reaching the hole on the left of this area into a
builder.  Now all the lemmings fall into this area, so ignore all but
one.  Turn one of the lemmings moving to the right into a climber.
When he starts climbing, turn him into a floater (he becomes an
athlete).  Have him dig horizontally through the vertical pole, and
then mine diagonally nearly to the edge of the ice.  Then turn him
into a vertical digger and let him dig until only one or two pixels
support him.  Then turn him into a builder, giving him a new supply of
bricks each time he runs out, until he is over the stone part.  Then
let him fall.  Turn him around by letting him walk to the top of the
stone, and then building upwards until he turns around.  Let him walk
down to where he can build a staircase which will hit the existing
one-- keep building that until he does hit the existing one.  Then
mine through the rock and have the lemming come out to the right of
the big bump on the ice.  Dig horizontally through the snowman, build
a bridge over the gap, and he's out.  Now, turn another lemming into a
climber and then an athlete, and use him to bridge the old first
mine-hole.  When his bridge is finished, have him mine just above and
to the right of the old hole.  He'll fall onto the stairs and leave.
Now turn a lemming into a horizontal digger, and they will all escape.
-- 
Matthew T. Russotto	russotto@eng.umd.edu	russotto@wam.umd.edu
Some news readers expect "Disclaimer:" here.
Just say NO to police searches and seizures.  Make them use force.
(not responsible for bodily harm resulting from following above advice)
Newsgroups: comp.sys.mac.games
From: howard@netcom.com (Howard Berkey)
Subject: Re: Artillery Duel?
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Sun, 3 Jan 1993 01:36:35 GMT

In article <1993Jan2.014512.29507@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (E. Kontei) writes:
>In article <1993Jan1.164551.9823@ac.dal.ca>, roald@ac.dal.ca writes:
>> Does anyone know of a good Artillery Duel-type game for the Mac?
>
>I have here something called Gravity Wars, which is supposed to extend
>the idea of GW into space, where you have to take into account
>gravitational pulls and other fun stuff.
>
>Unfortunately, it says it's "A Rulebook for GameMaster".
>I don't know what GameMaster is, nor where to get it.
>
>Anyone here can help?
>

It used to be on sumex... or maybe that was just a demo.  Haven't
looked in a while, though.

>> I was playing Scorched Earth for the pc last night, and it's set me
>> looking for anything like it at all for Macintosh.
>
>Umm... I thought SCORCHED EARTH was a strategy game ala V FOR VICTORY?

No, it's an artillery-duel like game for pc's whith a wide variety of
cool devastating weapons to choose from.

-Howard


-- 
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Howard Berkey                       			   howard@netcom.com
Did you hear about the dyslexic devil worshipper?
He sold his soul to Santa.				-Herb Caen
... .. ...   ... .. ...   ... .. ...    ... .. ...   ... .. ...   ... .. ...
From: d88-jwa@hemul.nada.kth.se (Jon Wtte)
Newsgroups: comp.sys.mac.games
Subject: Re: port != bad port
Date: 29 Dec 92 22:09:47 GMT
Organization: Royal Institute of Technology, Stockholm, Sweden

In <2B401D89.23850@news.service.uci.edu> interpla@orion.oac.uci.edu (Bill Dugan) writes:

>In article <1992Dec28.071644.385036@magicbb.uucp> Maury_Markowitz@magicbb.uucp writes:

>Uh, actually I should mention that this 10-12% number is not typical of most
>games since most of OOTW's time is spent drawing a lot of polygons on off-screen
>bitmaps.  This is written in nice tight 68000 code (which I did not write).

However, if those polygons were written directly to screen instead
(and written in 68020 instead, since color means 68020 or better)
you might have gotten even better results.

And why can I only play in a 640x480 window on my 1,5 MPixel 56 MB
Quadra?

>Incidentally, Out of this World will ship on January 4, 1993.

Yeah, you've combined "next Monday" and "Any Year Now" into one
sentece!

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --
   This signature is kept shorter than 4 lines in the interests of UseNet
   S/N ratio.
From: srussell@cie.uoregon.edu (Steven Russell)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom blather
Date: 30 Dec 1992 06:22:32 GMT
Organization: University of Oregon Campus Information Exchange
Distribution: world
NNTP-Posting-Host: cie.uoregon.edu


>>Andrew doesn't use sprites! If you'll take a look
>
>Andrew doesn't use sprites, and no one else does either,
>since there ARE no sprites for the Mac.

Ok, what's a sprite?

--
Steven Russell
srussell@cie.uoregon.edu

Newsgroups: comp.sys.mac.games
From: erwin@trwacs.fp.trw.com (Harry Erwin)
Subject: Re: New CD-ROM Sampler
Organization: TRW Systems Division, Fairfax VA
Date: Tue, 22 Dec 1992 13:14:27 GMT

It was not worth $4.95.

...
-- 
Harry Erwin
Internet: erwin@trwacs.fp.trw.com

Newsgroups: comp.sys.mac.games
From: taihou@suliman.iss.nus.sg (Tng Tai Hou)
Subject: Mac Game Programming Secrets?
Originator: taihou@suliman
Organization: Institute of Systems Science, NUS, Singapore
Date: Mon, 21 Dec 1992 14:01:34 GMT

To continue my point from my previous posting, I would like to
venture a guess as to the lack of Mac games.

The reason is simple: Mac Game programming is a very black art.
It took two years for Spectre to be perfected before being
published. Hellcats and others probably took as long. Folks who
have discovered how to write fast games aren't too free with
their technique beyond a few good-intentioned pointers to queries.
I am not faulting them - they have to make a living too.
While there are many good Mac programming books out there, they deal
with the general stuff. For every Mac book on graphics programming
(about 1 !!!) there are easily 100 on the PC world for all kinds of
languages.

What can we do about it? I don't know. All I know is that we will always
be drooling for more Mac games while the PC world eventually takes over
our sole advantage (at least, that's the way I see it) - 640x480x256 
color resolution.

Forget sound!!! No sound on the Mac can ever beat the Amiga or Sound Blaster,
or even the Apple IIgs, in terms of price/performance/features. And the
"thing" about hard to maintain/install/put together is disappearing
altogether.

Sigh!!!

Merry Christmas.

Tai Hou
Singapore
From: scott@fraud.Berkeley.EDU (Scott Silvey)
Newsgroups: comp.sys.mac.games
Subject: Re: Some Pax Imperia Questions
Date: 2 Jan 93 18:43:26
Organization: UC Berkeley Experimental Computing Facility (XCF)
	<1992Dec28.192641.11205@sctc.com>
NNTP-Posting-Host: xcf-gw.berkeley.edu
In-reply-to: miracle@sctc.com's message of Mon, 28 Dec 1992 19:26:41 GMT


% >It seems that all the transport ships are one-way tickets.  If you want to
% >get those folks off, they'll have to build their own ship.  This actually
% >helps me notice that I've forgotten about one of my transports if it shows
% >up in Fleet Control.
% 
% The great lost fleet problem.  This is a design problem with the game.

No, I believe the assumption is that when you land the colonists, they
cannibalize the ship for building materials.

Scott
Newsgroups: comp.sys.mac.games
From: dlopez@shearson.com (David Lopez)
Subject: Re: capitalist pig
Reply-To: dlopez@shearson.com
Organization: Lehman Brothers, Inc.
Date: Mon, 21 Dec 1992 21:09:45 GMT

thanks to all who replied re: opinions of this game.

merry xmas

dave
From: an780@cleveland.Freenet.Edu (Travis Grundke)
Newsgroups: comp.sys.mac.games
Subject: Re: Cyberblast--new game
Date: 28 Dec 1992 00:58:39 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: an780@cleveland.Freenet.Edu (Travis Grundke)
NNTP-Posting-Host: thor.ins.cwru.edu


In a previous article, Aaron_S._Friedman@bmug.org () says:

>jypeters@ens-lyon.fr writes, regarding Cyberblast,
>
>>>The most annoying thing was that it kept crashing when I collided with a
>>>certain type of monster (I got the same bug on a Classic).
>
>Amazing! And I thought it was just me and my Mac Plus.
>
>Aaron
>
>
>**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
>**** this posting does not in any way reflect BMUG's official views.
>
>

 I got the demo of Cyberblast, and the music/sound was incredible, but the
actual game disappointed me for some reason...I think the actual
'performance' was a bit slow and sluggish. (On an LC 4/40 running 7.01)
-- 
Travis Grundke	 	    |  For More information about MacGames Digest,
Contributing Editor-        |  The First Publication Dedicated to Macintosh
MacGames Digest		    |  Gaming, Please contact us at the previous 
an780@cleveland.freenet.Edu |  E-mail address. (c) 1992 Travis Grundke/MGD
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Newsgroups: comp.sys.mac.games
Subject: Re: What should Apple do to the Mac to make it better for games?
Date: 31 Dec 92 12:16:02 GMT
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology

In article <1htqadINNe5g@usenet.INS.CWRU.Edu> an780@cleveland.Freenet.Edu (Travis Grundke) writes:
> Okay, since the arguments over sprits, slow games, etc. seems to have
>taken a big presence here lately <grin>, what SHOULD Apple do in its next
>batch of Macintoshes (dream dream dream, dream a little dream) to make the
>Macintosh "More adept" to running games?

They should ship Applesoft BASIC in the ROM. After all, the Apple II had
BASIC and there are great games for the Apple II.



I mean that almost literally. Of course, BASIC was great in the time of
computers with 4-48KB of RAM and 12KB of ROM, so we should now have
something a bit more up to date.

The language probably should have some animation capabilities (the modern
equivalent of Apple II shapes). It should come with every machine.

My main message here is that the Macintosh hardware is perfectly ok for
writing some awesome games. What we lack is the talent to write the
games.  To create this talent, we have to get teenagers interested in
programming the Macintosh. Assembly language and fast animation will
follow automatically.

Just a wild idea.

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
From: ephraim@think.com (Ephraim Vishniac)
Newsgroups: comp.sys.mac.games
Subject: Found Lemmings, thanks
Date: 22 Dec 1992 19:24:38 GMT
Organization: Thinking Machines Corporation, Cambridge MA, USA
Distribution: na
NNTP-Posting-Host: thoon.think.com


Thanks to everyone who wrote with suggestions, I've located Lemmings.
While I could have called MacWarehouse (most popular suggestion) and
waited a day, I found it on the shelf at Sears during my lunch hour.

Now for the follow-up: How do I patch out the *&^%! copy-protection
dialogue so that my five-year-old won't need my help to start up the
game every time? 

-- 
Ephraim Vishniac    ephraim@think.com   ThinkingCorp@applelink.apple.com
 Thinking Machines Corporation / 245 First Street / Cambridge, MA 02142
        One of the flaws in the anarchic bopper society was
        the ease with which such crazed rumors could spread.
From: bernard@hydra1b.cs.utk.edu (Lance Bernard)
Newsgroups: comp.sys.mac.games
Subject: WANTED: Spectre
Keywords: Spectre
Date: 29 Dec 92 16:38:36 GMT
Reply-To: bernard@cs.utk.edu (Lance Bernard)
Organization: University of Tennessee, Knoxville - Department of Computer Science
NNTP-Posting-Host: hydra1b.cs.utk.edu

Anyone want to unload an unwanted/unneeded copy of Spectre?  They're bringing
out a new, hotter version in Jan. I hear, so I'm loath to plunk down ~$40
for the current version.

Direct post reply to bernard@cs.utk.edu
From: amanda@intercon.com (Amanda Walker)
Newsgroups: comp.sys.mac.games
Subject: Maelstrom 1.0.3 (today)
Date: Wed, 23 Dec 1992 17:05:47 -0500
Organization: InterCon Systems Corporation
Reply-To: amanda@intercon.com (Amanda Walker)
NNTP-Posting-Host: chaos.intercon.com
X-Newsreader: InterCon TCP/Connect II 1.1b26

Cute Christmas card, Andrew :)...



Amanda Walker
InterCon Systems Corporation


Newsgroups: comp.sys.mac.games
From: calboyd@atlas.cs.upei.ca (Larry Boyd)
Subject: Wanted: Jeopardy game...
Keywords: Jeopardy
Organization: University of Prince Edward Island
Distribution: na
Date: Sat, 26 Dec 1992 04:03:36 GMT

        Anybody know if there is a MAC port of the game Jeopardy,
   and if so, where I can get it from ? I'd be looking to run it
   on an LC.

                     Thanks in advance,

                        Larry Boyd
From: hhtra@usho21.hou281.chevron.com (T.M.Haddock)
Newsgroups: comp.sys.mac.games
Subject: Tristan FPU Question
Date: 30 Dec 92 20:09:21 GMT
Organization: Chevron


 I'm trying to run TRISTAN on my LC with a 15" monitor.  It comes with two
 versions - one for the LC with a 12" monitor and one for all other color
 MACs.  The manual says you must have an FPU to run it on anything bigger
 than a 12".  I have that "Floating Point" FPU init that is suppose to  
 trick the applications into thinking that there is an FPU present but it 
 doesn't fool TRISTAN - I get a dialog box saying I must have an FPU.

 Any ideas?

 Thanks.

 TRAVIS
 hhtra@hou281.chevron.com
Newsgroups: comp.sys.mac.games
From: d88-jwa@hemul.nada.kth.se (Jon Wtte)
Subject: Re: Mac Game Programming Secrets?
Organization: Royal Institute of Technology, Stockholm, Sweden
Date: Tue, 22 Dec 1992 20:28:24 GMT

In <1992Dec21.140134.13241@nuscc.nus.sg> taihou@suliman.iss.nus.sg (Tng Tai Hou) writes:

>What can we do about it? I don't know. All I know is that we will always
>be drooling for more Mac games while the PC world eventually takes over
>our sole advantage (at least, that's the way I see it) - 640x480x256 
>color resolution.

It's NOT hard to write good graphics for the Mac, it just
requires a lot of skill.... :-) What I want to say with this
is that more often than not, people inquiring about how to
do fast and flashy graphics don't have the experience to
handle more than a few dangling pointers at a time, nor do
they want to delve into the innermost of slots, interrupts,
GWorlds and pallettes for 3-4 weeks full time.

Not to put anyone down, but the Mac is more geared towards
interactive office applications than action games.

>Forget sound!!! No sound on the Mac can ever beat the Amiga or Sound Blaster,
>or even the Apple IIgs, in terms of price/performance/features. And the
>"thing" about hard to maintain/install/put together is disappearing
>altogether.

Uh? 4 channels sampled sound is "standard" on the Mac, and the
Amiga has no more. Not to mention that the sound formats for the
Mac are more flexible than either SoundBlaster or Amiga.

And about ease of installation, development and support, you've
got to be kidding. I do all three (Mac, Windows and UNIX) and
definately know what machine I'd choose for anyone whose time
is worth more than $50/hr...

Cheers,

							/ h+

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --
   The word "politics" is derived from the word "poly", meaning
   "many", and the word "ticks", meaning "blood sucking parasites".
                     -- Larry Hardiman
Newsgroups: comp.sys.mac.games
From: CSMSETS@MVS.OAC.UCLA.EDU
Subject: Re: Pax Thoughts
Date: 28 Dec 92 14:55:40 PST

In article <13490.2b3edc9a@cpva.saic.com>,
wilsona@cpva.saic.com writes:

>...stuff deleted...                                                    inted.
>                                                                       !
>- Better feedback like Ho!. In Spaceward Ho!, when you are given a message, you
>know what to do. In Pax, you may be told what is happening, but never where or
>what to do about it. Get rid of advisors!

Better yet, have a click box on the message window saying "have your
(econ, science, military, espionage, etc.) advisor handle this problem"
and one that says "I'll handle this myself", in other words, handle
it for me or I'll handle this myself.
        --Ed
Newsgroups: comp.sys.mac.games
From: ray@xrt.dfrf.nasa.gov (Jeff Ray)
Subject: Monkey Island 2 is out
Followup-To: comp.sys.mac.games
Organization: NASA (Dryden)/Woodside Summit
Date: Tue, 22 Dec 1992 01:14:57 GMT

Just thought you'd like to know...

-j
From: cubsfan@camelot.bradley.edu (Michael Silverman)
Newsgroups: comp.sys.mac.games
Subject: Maelstrom question...why no menu access?
Date: 22 Dec 92 16:51:41 GMT
Organization: Priests of the Temples of Syrinx

Since it appears that the programmer of Maelstom reads this group
or that someone passes stuff along to him, I got a question to ask:

Why doesn't Maelstrom allow any access tot he menu bars to permit
switching to other applications, multitasking, etc?  I have a 12
inch monitor, if that makes any difference.


--
cubsfan@camelot.bradley.edu

"One likes to believe in the freedom of baseball" - Geddy Lee
Xref: sparky comp.sys.mac.games:13672 comp.sys.ibm.pc.games:28571
From: david@elwood.NoSubdomain.NoDomain (David Johnson)
Newsgroups: comp.sys.mac.games,comp.sys.ibm.pc.games
Subject: Re: Dark Queen of Krynn -- Help?
Date: 31 Dec 92 17:58:56 GMT
Followup-To: comp.sys.mac.games

In article <1992Dec30.024339.25544@jarvis.csri.toronto.edu>, mms@turing.toronto.edu (Michelle Sagara) writes:
|> 
|> If at all possible, could some kind soul please tell me
|> 1) if the Book of Amrocar is, indeed, in Hawksbluff, and
|> 2) if it's possible to find it?  I've mapped out every
|> rotten square of, for want of a better word, the keep,
|> and I can't leave the building (I assume this is because
|> I don't have everything I need).  The obvious place to
|> look was the Kitchen dumbwaiter -- but when prompted to
|> open it, nothing happens.
|> 
|> If the rotten tome isn't in the keep, could you tell me
|> how to get out of the keep?  Thanks.
|> -- 
|> 
|> 						Michelle Sagara
|> 
|> 					     mms@turing.toronto.edu   or
|> 					    mms@gpu.utcs.utoronto.ca


I need help with the exact same thing.  I also would like to
get out of Hawksbluff.  How do I get through that stupid door
which Davik cannot explain how to open it to me?

-- 
David Johnson
XLNT Designs, Inc. (XDI)
david@xlnt.com
Newsgroups: comp.sys.mac.games
From: kuryakin@bcstec.ca.boeing.com (Rick Pavek)
Subject: Re: One more time on this Maelstrom thing.
Organization: Boeing
Date: Mon, 21 Dec 1992 18:43:32 GMT

In article <1992Dec19.121110.8385@leland.Stanford.EDU> cooljohn@leland.Stanford.EDU ( Magdaleno) writes:
>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.
>
hmmmm.  This seems to indicate that there are more than a couple ways
to do asteroids.  Gee, how many different ways can you come up with to
make an interesting asteroid?  Get real.  Hack into both with Resedit and
you'll see there are no simularities at all in the shapes, other than the
ship has a front, back, engine and cockpit and the asteroids are round
and gray...  and there are lots more frames/icons of each sized asteroid
in Maelstrom.

What I'd like to hear is Ben Haller's comments on Maelstrom.  We've seen
tons of comments defending himself, but he's likely still on the net and
should be able to comment on the game himself.  He doesn't need a ton of
whiners sticking up for him...

Why is it that you tear into Andrew so much, guys?  Maelstrom is to 
Solarian as Word is to WordPerfect.  Both have their merits.  Both look
similar and do similar things.  Both have their uses.  Maelstrom is
a good game and enjoyable.  It's not plagerism, it's not imitation
(where were you when Tetris clones started coming out?) and it's a
great update on an older game system.

You don't complain because Chevys and Fords both use steering wheels,
do you?

Rick
----------
-- 
Rick Pavek                       | Never ask a droid to outdo its program.
kuryakin@bcstec.ca.boeing.com    |           
Seattle, WA                      |   It wastes your time
                                 |          and annoys the droid.  
Newsgroups: comp.sys.mac.games
From: mcmath@csb1.nlm.nih.gov (Chuck Totally Hair McMath)
Subject: Re: Mac Castles
Followup-To: comp.sys.mac.games
Organization: MSD
Date: Mon, 21 Dec 92 13:56:53 GMT

In article <1992Dec19.233513.83665@uu0570.foggybottom.com>,
Jeff_A._Chirikjian@uu0570.foggybottom.com wrote:
> 
> Yeah its not coming out for the mac. I called the mail-order places and they
> said that the company decided not to release Castles I for the mac but they
> will release Castles II for the mac sometime in the first qtr. of 93'. Hope
> this helps.
> Foggy Bottom - your FirstClass Mac connection in Washington, DC


Considering that Interplay first announced Castles would be out in November
of 91, I won't hold my breath...

chuck

|- chuck mcmath - mcmath@csb1.nlm.nih.gov - MSD, Inc. --------------|
|- National Library of Medicine - National Institutes of Health ----|
|- Bethesda, MD 20894 - Mbr Society of Astral Projectionists (SAP) -|
|- "Hey batter, hey batter, hey batter, swing" - Anon. -------------|
Newsgroups: comp.sys.mac.games
From: Ben Burch <Burch_Ben@wes.mot.com>
Subject: Re: Railroad Tycoon (Mac) Bugs
Organization: Motorola, Inc.
Date: Mon, 21 Dec 1992 11:37:58 GMT
X-Xxmessage-Id: <A75B5D665B01B081@ben_burch.pb.wes.mot.com>
X-Useragent: Nuntius v1.1.1d9
X-Xxdate: Mon, 21 Dec 92 05:39:18 GMT

In article <bob_bolt-171292101618@mac84142.educ.ualberta.ca> Bob Bolt,
bob_bolt@itc.educ.ualberta.ca writes:
>scheduling. I understand there is a new version (1.01 or 1.1) available
on
>MicroProse's BBS, but I don't have access to a modem and there is no

They have a BBS?  I have this game and don't remember seeing a BBS number
in any of the literature!  Could you nshare the number with us?

Thanks!

-Ben
Newsgroups: comp.sys.mac.games