HDTenEightyP/NetNews huggingface dataset:
From: CSMSETS@MVS.OAC.UCLA.EDU
Subject: Re: Phone number for Mac's Place and status of backorder
Date: 23 Nov 92 18:01:31 PST

In article <1992Nov23.032628.12675@athena.mit.edu>,
thewho@plume.mit.edu (Derek Fong) writes:

>Sorry if this is a FAQ, but can someone post the phone number of Mac's
>Place?  Also, what is the current wait for the Leyte Gulf scenarios?  Are
>only pre-orders shipping or has Graphic Simulations given them enough to
>keep up with demand.
>
>Thanks, 
>Derek
The number is 800-367-4222.

I ordered my copy at 18:00 Friday (PST) and got the game by 13:00
Saturday. Just asked for Saturday delivery (no extra charge).
Newsgroups: comp.sys.mac.games
From: wslin@eecs.nwu.edu (William Lin)
Subject: 3 in Three help wanted
Organization: EECS Department, Northwestern University, Evanston, Il., USA
Date: Sun, 22 Nov 1992 03:17:13 GMT

	For the puzzle "This, That, and the Other" with "words" of wisdom 
"It must be beast", "It must be fruit", and "It must be stone", what are
the three correct words?  Thanks.

Will Lin
wslin@eecs.nwu.edu
From: 00bwanderson@leo.bsuvc.bsu.edu
Newsgroups: comp.sys.mac.games
Subject: Where is Net Trek?
Date: 17 Nov 92 21:10:00 GMT
Organization: Ball State University, Muncie, In - Univ. Computing Svc's

Anyone out there know where the PD version of NetTrek is hiding?
With the commercial release, have all the PD versions gone *poof* for
contractual reasons?

Just looking...

Bruce
-- 
.sig?  We don' need no steenkin' .sig!

Bruce Anderson: A tradition of Chaos and Disorder since 1967
spock@bsu-cs.bsu.edu (unix)	00bwanderson@bsu-ucs.uucp (VAX)
Don't look at me in that tone of voice!  BSU disclaims me, and I disclaim them.
Newsgroups: comp.sys.mac.games
Subject: Re: BlockOut for the Mac???
From: greg@huia.canterbury.ac.nz (Greg Ewing)
Date: Mon, 23 Nov 1992 05:03:21 GMT
Reply-To: greg@huia.canterbury.ac.nz (Greg Ewing)
Organization: University of Canterbury, Christchurch, New Zealand

In article <BxwBGH.G9n@rice.edu>, Colin C. Law <claw@spacsun.rice.edu> writes:
|> After just rediscovering BlockOut on a friend's ibm-clone (you remember
|> it, the 3-d tetris down a well with either all flat or bizarre shaped
pieces)
|> I was wondering if it was ever made into a Mac game.

|> Colin Law
|> claw@spacsun.rice.edu

I wrote something vaguely similar a few years ago. I've been meaning
to get around to posting it to comp.binaries.mac; I guess it's about
time! Keep a look out...

Greg Ewing, Computer Science Dept, Canterbury Univ., Christchurch, New Zealand
Internet: greg@cosc.canterbury.ac.nz	+--------------------------------------
Spearnet: greg@nz.ac.canterbury.cosc	| A citizen of NewZealandCorp, a
Telecom:  +64 3 667 001 x6367  		| wholly-owned subsidiary of Japan Inc.
Newsgroups: comp.sys.mac.games
From: ralf@smab.se (Ralf Lundberg)
Subject: Re: Bane patch
Organization: Saab Missiles AB, RLD-Gbg, Sweden
Date: Mon, 23 Nov 92 07:09:17 GMT

din@gradient.cis.upenn.edu (Clarence Din) writes:

>Has anyone tried color scanning the pages and changing the blood red
>color to something else (like yellow or white) and  printing it out?

Yes, I made an attempt but failed. (Maybe just because I am not enough
familiar with our HP scanner.)

Because printing is very tiny it seems that you need a resoloution of
at least 300 dpi (maybe that is not enough) AND millions of colors.
I didn't find this combination on the scanner so I tried 300 dpi and 
256 colors, which failed to give me anything at all.


By the way, should I post the second step of my clumsy soloution
(the file that takes you from three-character sequences to the
passwords)?

HI, ALL YOU FLAME-THROWERS OUT THERE! If anyone do oppose this, 
please let me know! (I think that no one should, as it is worthless
unless you have the original book to produce the first step of the
key.)

	Ralf		ralf@smab.se
Newsgroups: comp.sys.mac.games
Distribution: world
From: Patrick_J._Toole@uu0570.foggybottom.com
Organization: Foggy Bottom / Washington, D.C.
Date: Sat, 21 Nov 1992 13:47:24 EST
Subject: Re(2): Lemmings (and A-Train answer!)

A-Train is already out...got that from Maxis, too?!?
What about El-Fish??

-Pat
Foggy Bottom - your FirstClass Mac connection in Washington, DC

Newsgroups: comp.sys.mac.games
From: bill@appleoz.apple.oz.au (William Logan Lee)
Subject: Re: RoboSport
Date: Sun, 22 Nov 92 21:56:03 GMT
Organization: Apple Computer Australia Pty Ltd

In article <HOTLINE.5@calvin.edu> HOTLINE@calvin.edu writes:
>In article <1e8d1eINNn7m@armory.centerline.com> chapman@centerline.com (Scott Chapman, (Scott Chapman x233)) writes:
>>Anyone like this game? I would be interested in your experiences with it.
>
>Well, I thought the game was fairly decent, but the computer got way too easy
>to beat.  If you have a lot of patience and a lot of friends willing to play,
>then it is a pretty good game.

Well, it's good, but it could be better.  Political Correctness has made
its mark on this game, so the combatants are "holographic projections"
rather than robots.  My wish list:
- Use of the Communications Toolbox (CTB) for inter-networking
- Ability to change terrain.  A demo charge should be able to blow holes
  in walls so you can storm the hole or remove enemy holed up on the othe
  side.
- More weapons, such as a light mortar (able to fire over walls), smoke
  grenades, a limit on the quantity of small-arms ammunition (currently
  unlimited), mines.

Some of the above wishes are due to being in situations many times when
you have almost beaten the opponent.  He then holes up in a room with only
one entrance.  There is no way to get him out (unless you are on a time
limit) without serious risk to your own robots.  You have to go in and blast
him out (i.e. stand robot in doorway and shoot anything that moves. If that
robot gets "killed", send in another robot, repeat).

Overall, I'd rate it a B+: Better than the run of the mill, but has some
limitations that will make it boring after a while. There is a big incentive
n the game to sit out and blow away the enemy as they come to you, then go
and clean up. Note also this is not an arcade game, but a tactical robot-
robot combat.  The only thing done automatically for you is that they can
fire if on overwatch. Moem support for playing a remote opponent is there,
but there is no way of sending text messages during the game.  This can
make it difficult to set up the next game.
Note: Copy-protected via manual look-up.

Bill Lee
P.S. I wish Maxis would bring out a v2.0 of RoboSport with the above
wish-list features, and after having studied Stewart Cheshire's Bolo
as to the importance of games with more than just a "Shoot-em-up" goal.
Newsgroups: comp.sys.mac.games
From: cal@gsbux1.uchicago.edu (Cal Lott)
Subject: Re: Minotaur
Organization: University of Chicago Computing Organizations
Date: Wed, 18 Nov 1992 16:15:04 GMT

msung@eniac.seas.upenn.edu (Michael L Sung) writes:

>Why does everybody keep saying the person who finds the first magic weapon
>has such an advantage?  This is true, but remember, there are TWO magic
>weapons in a two-player game, and one guy can't get both.  When you play
>more guys (three and four) more magic weapons show up like Ojun's Spear
>(something like that) and Thor's Hammer.

	No melee combinations in the game are more brutal than an agility
beast with Mjolnir. On the other hand, Mjolnir is virtually useless in the
hands of a character with low agility because it is so hard to hit with.

>Besides, magical weapons have their limitations.  You can always rust them
>and if you cast a NEGATE MAGIC, the weapons are rendered ineffective and
>you can use a good 'ole broadsword to hack the hell out of your opponent.

	Which is why it is nice for that same agility beast to use his two-
handed or bastard sword when he jumps in on someone and keep his best weapon
in reserve. If they negate magic his weapon is still effective, and if they
rust it he can switch to Mjolnir or whatever the magic weapon is.

>Playing for magic is still the best strategy.  You can screw up your
>opponents most effecitvely through dazes and lethargies.  And the mirror
>paralyzes your opponent while you can get all the good stuff in the maze. 
>Play the high-lore character!  With 45 lore, the 10 extra points for the
>lexicon of wisdom, and the extra 13 by stepping on the proper rune, you
>can kick anybody's hide by shadowgating them to you can casting about 8-12
>spells.  Easy!  (And if they negate magic on you, you can always run!)

	This works great if you are opposing one player, but not quite as
well when there are more than two people in the maze. The lore beast blows
all of his spells on one guy and does 150-250 points of damage to him, then
manages to hack him to pieces with his weak melee skills. You have to be
crafty and use your spells intelligently (apropos for a magician) to beat
several other people with your lore beast.

>msung@eniac.seas.upenn.edu 

						-Cal
Newsgroups: comp.sys.mac.games
From: hui@rainbow.uchicago.edu (Hui Dong)
Subject: Re: Developer seeks advice:
Organization: University of Chicago
Date: Thu, 19 Nov 1992 06:03:00 GMT


>   People pointed out that I would make basically no money if I made this
>shareware, though.  In fact, not one person could come up of an example
>where an author received more than a few registrations, even when the number
>of users using the software was enormous.

I agree. In fact, I also received quite a few shareware author's replies,
they don't have better luck either. I understand perfectly that 1100
downloads doesn't mean there are 1100 people using them. How many, I don't
know, but my guess is more than 2. All these argument about my game is not
important here, frankly when I release my game as a shareware, I didn't
expect to make money really. It's fun (headact too!) to wrote this game and
I do learn a lot. And I got a job in the computing center here (major reason
that I wrote my two sharewares in a hurry), and can earn a decent amount of
money. The reason of my post is that if people contribute as much as they
can to shareware authors (I said you can pay any amount you prefer if you
think the price is high), lots of commercial games that charge $50 will
be shareware charge only $20. We all benefit.
BTW. I don't know why people like to be able to stop the ship, it will be
easier to aim and catch things, but too easy won't be fun, right? I like
to know whether this is the request of most of the people out there, if that
is the case, fix it will just take 5 minutes, let me know. (If you have other
suggestions for the update, let me know and I will see what I can do)

Happy gaming!


Newsgroups: comp.sys.mac.games
From: Rick.Igou@launchpad.unc.edu (Rick Igou)
Subject: Dong-Dumping (was Re: Mac game developer seeks advice)
Organization: University of North Carolina Extended Bulletin Board Service
Date: Sat, 21 Nov 1992 01:06:20 GMT

In article <1992Nov20.161734.9206@gvl.unisys.com> dave@prc.unisys.com 
(David Lee Matuszek) writes:

(stuff deleted, including quote from
Hui Dong--hui@rainbow.uchicago.edu--regarding
certain uncomplimentary comments about his game, SpaceInvader, as well as
other observations from Mr. Matuszek.)

>I don't know whether the complainers are simply acting like spoiled
>little children who believe everything on the net should be perfect
>for them, or whether they are carrying out some personal vendetta
>against Mr. Dong, possibly for personal or racial reasons.  I hope
>it's just a matter of "If you don't see them face to face, you don't
>have to be polite."

(more stuff deleted)

>Sorry to prolong this nonsense, but I'm annoyed and wanted Mr. Dong to
>know that he's not alone in feeling he was unfairly singled out and
>dumped on.  Back to the games!
>
>  --dave

If my memory serves me well, this round of Dong-dumping began following
Mr. Dong's rather heated reply to the initial inquiry of the thread "Mac
game developer seeks advice," a reply which angrily cited a large number
of downloads of his game from both umich and sumex with only two shareware
checks received. Again, if memory serves, using his experience as example, Mr.
Dong dumped rather heavily himself on ftp'ers who had, in some sense,
cheated him of his shareware fees, and he told the initial inquirer that
the shareware approach was, accordingly, a failure.

The Dong-dumping comments, while not exactly models of tact, seemed to
merely echo Mr. Dong's tone while informing him that mere downloads do not
necessarily guarantee that a game--or any program, for that matter--is
used and enjoyed. They used his own game as an example of one they disliked.

Finally, IMSMW for one last time, I seem to recall Mr. Dong trumpeting his
game largely and frequently when it was first posted to the archives.
IMHO, his high-profile marketing approach invites such high-profile feedback.
I think Mr. Dong has merely gotten as good as he's given. ;-)

--Rick Igou

--
   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
Newsgroups: comp.sys.mac.games
From: fowell@netcom.com (Richard A. Fowell)
Subject: Re: Is there something like SpaceWars for the Mac?
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sat, 21 Nov 1992 18:45:32 GMT

In article <24077@hacgate.SCG.HAC.COM> fisher@lyra.hac.com (Dave Fisher) writes:
>Does anyone know of a two person "Space Wars" type game for the Mac?
>(Wherein two little ships zip around on the same screen, each controlled
>by a separate player, shooting each other etc.)
>
There is a program called "SpaceTag" for the Mac which is an implementation of
SpaceWar on the Mac. It was written in 1988 by Mike Ellison for UpTime.

Historical Note: To my knowledge, "Space War" is the oldest computer video game
(way older than "Pong"). Two spaceships (one arrow-head shaped, the other with
a remarkable resemblance to the Star Trek "Enterprise") orbit a single star, andshoot missiles at each other. The ships, controls, weapons, and even the "teleport" escape feature were (much later) copied in the video game "Asteroids". 
I first read about Space War in a "Science Fact" article in Analog ca. 1968. 
It was played on research computers. I later (ca. 1976) played it on a (truly ancient) DEC LINC computer.

fowell@netcom.com, aka.
fowell@sdds0.hac.com
From: eric0139@student.tc.umn.edu (Grant Erickson)
Newsgroups: comp.sys.mac.games
Subject: Maelstrom 1.0a1
Date: 19 Nov 92 03:43:44 GMT
Article-I.D.: dialup-s.eric0139-181192213723
Followup-To: comp.sys.mac.games
Organization: University of Minnesota

Was just on the local BBSs and picked up a copy of the SW game Maelstrom
v1.0a1. It is written by Andrew Welch but it APPEARS to be VERY similar to
Solarian II 1.04 and Lunatic Fringe, which are written by Ben Haller at
Stick Software.

The basic gist of the game is a lot like the classic (but often dull)
Asteroids and Meteors, etc. But some twists have been added, great sound
effects (better than Solarian) and some fantastic 3D-Shaded graphics and
animation that put Lunatic Fringe to shame.

I have everyone in the dorm with a Mac II addicted. If you see it, I'd
recommend downloading, and even more so, I'd recommend sending in the $15
fee. Well worth it...

PS: Are Ben Haller and Andrew Welch in anyway related or affiliated?

.___________________________________________________________________________.
| Grant Erickson                                                           
|
|   eric0139@student.tc.umn.edu     University of Minnesota / Twin Cities  
|
|   granteri@pnet51.orb.mn.org      People's Network 51 / Minneapolis      
|
|---------------------------------------------------------------------------|
| Please obeserve the 55 MPH speed limit, the drivers passing you could use
|
| the laugh.                                                               
|
'---------------------------------------------------------------------------'
Newsgroups: comp.sys.mac.games
From: jimi@cso.uiuc.edu (Devin Nickol)
Subject: Re: Red Baron and Hellcats
X-Newsreader: Tin 1.1 PL5
Organization: University of Illinois at Urbana
Distribution: usa
Date: Sun, 22 Nov 1992 16:06:42 GMT

Miaoyong Cao (caom@marcus.its.rpi.edu) wrote:
: Hi, Folks!
: 	I just bought "Red Baron", it is a great game.  It has smooth graphic,
: you can fly on either side of war as a british pilot in the Royal Fling corps 
: or A German pilot in the German Air service.  Includes 28 different aircraft,
: accurate 3-D graphic.  Mission Record Feature lets you record an entire mission
: to Disk, you can play at any point of game.  
: 	I heard a lot about HELLCATS, is this game simular to Red Baron?
: Can someone post a detail description about this game?  Or is there someone
: who have played both games?  Any help?
: 			----------------------------------------------------
: 				Kevin Cao
: 				23 Brinsmade Terrace
: 				Troy N.Y.   12180
: 				==========================================
: 				Caom@rpi.edu
: 
: 
:

well, i bought red baron and thought it was ok. then i bought hellcats and i  
haven't touched red baron since. 'nuff said? :) :) :)                              
hellcats simply blows it away.                                                     
                                                      
devin nickol                              
jimi@romulus.ehs.uiuc.edu
From: chapman@centerline.com (Scott Chapman, (Scott Chapman x233))
Newsgroups: comp.sys.mac.games
Subject: RoboSport
Date: 16 Nov 1992 14:59:58 GMT
Organization: CenterLine Software
Distribution: world
Reply-To: chapman@centerline.com
NNTP-Posting-Host: divine.centerline.com

Anyone like this game? I would be interested in your experiences with it.

---
                                  |
                    Scott Chapman | chapman@centerline.com
              CenterLine Software | (617) 498-3230
                   10 Fawcett St. | (617) 868-6655 (FAX)
              Cambridge, MA 02138 | (Centerline was formerly Saber Software)
                                  |


Newsgroups: comp.sys.mac.games
From: erlingm@ifi.uio.no (Erling Mork)
Subject: Lemmings Copy Protection ARRGGHHH!!!
Organization: Dept. of Informatics, University of Oslo, Norway
Date: Thu, 19 Nov 1992 12:57:29 GMT
Originator: erlingm@holmenkollen.ifi.uio.no


OK, I just had to get it out of my system..

I bought Lemmings yesterday, and found to my dismay that their "off-
disk-look-up-in-the-manual" cp is extremely annoying. For one, you have
to look up a number in a table printed in very light almost invisible
blue on a certain page. Even that I wouldn't have minded too much. But
then came to dialog...which said "What is code 17 on the page that has this
icon [icon here]".  WHAT?!?!?  I have to search through the manual to first
find the &"#!@ icon?  They could be descent enough to give me a page number.
I don't see how this accomplished anything but annoying users! Let's
say I copied it and did not have the manual. Would giving the page number
the table is on give me any more access to the game? NO! 

Would someone care to explain the reason for this incredibly stupid cp
scheme?

--
Erling Mork: Student at U of Oslo, Programmer at Data Nostra A/S
internet: erlingm@ifi.uio.no; AppleLink: NOR0042
Disclaimer: Did I say that?
"If it works, it must be obsolete." -- VP for Tech Planning at Bell Atlantic

PS Anybody got a patch... :)
PPS I paid for it. I have the manual. I love the game. I hate cp.
From: cokin@aludra.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Star Wars debate over!
Date: 18 Nov 92 10:25:14 GMT
Article-I.D.: aludra.1eetuaINN51r
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In case your new to this thread:
A month or so ago, after a wave of posts, I called Broderbund to find out
if they minded people giving away Star Wars, since it has been discontinued
and you can't buy it anywhere.  I talked to a very nice woman who said she
would ask the lawyer and get back to me the next day.  After a few days I
called her and she said wait a few more days.  I eventually got sick of 
calling and running up my phone bill, so I posted asking someone else to do
it.  I gave the number to a couple people that asked, but no one ever posted
the answer.  

Well now a month and a half later this woman leaves a message on my machine.
The answer is no.  You can not distribute this game, even though you can't buy
it.  She said if I wanted more info I should call her, but she's been out all
day.  If I ever get in touch with her and she has something interesting to
say I'll post it.

So, I'm not going to be posting this game to sumex like I said I would.
But I'm not going to delete it either.  Flame me for piracy if you want to,
but there is no other way to get this game.  I do not feel my posession of
this game is wrong.  I'm not hurting or stealing from anyone.  If someone out
there were still selling it then maybe I'd feel differently.  Also, no one 
bother asking me to mail it to them.  I won't.


                                                     Darren
From: wgns@troi.cc.rochester.edu (C. Wiggins)
Newsgroups: comp.sys.mac.games
Subject: SimLife for sale
Date: 17 Nov 92 04:06:09 GMT
Organization: University of Rochester - Rochester, New York

For Sale:

SimLife by Maxis.  $30
Newsgroups: comp.sys.mac.games
From: bgohari@wam.umd.edu (Babak Gohari)
Subject: Civilization
Organization: University of Maryland, College Park
Date: Sat, 21 Nov 1992 16:44:16 GMT

Speaking of Civilization, Microprose said it is now going to be released in
EARLY December.  Apparently, they're AHEAD of schedule (well, not really.  They
were originally planning on early december, then pushed it back, but are now
early december again).  I just hope that it's not as buggy as a lot of MP's
stuff over on the pee-cee world.  BTW, from what I hear, the Mac version is
supposed to be a lot better than the IBM version (as most "good ports" are
better.  Using MP stuff as an example, play RRT and CHQ on the mac, then play
the same game on the IBM.  You can sure tell the difference).

-Bob

Newsgroups: comp.sys.mac.games
From: tblackma@gn.ecn.purdue.edu (Marauder)
Subject: Re: Hellcats!
Organization: Purdue University Engineering Computer Network
Date: Sat, 21 Nov 92 22:27:41 GMT

In article <yjc-211192165128@b61539.student.cwru.edu> yjc@po.cwru.edu (Jerome Chan) writes:
>In article <1em7u6INNfom@usenet.INS.CWRU.Edu>, ch166@cleveland.Freenet.Edu
>(Louis Moreau) wrote:
>
>>   I've tried Hellcat (but just a little, I confess) and didn't like it. I've seen
>> F-18 on the Amiga: it looks nice. Hope to see it soon for the Mac. But a good
>> flight sim is not necessarily a good game and vice-versa.
>
>That's true.
>
>I like hellcats because of the 'Chase and Kill' element not present in many
>modern jet-age fire and forget games.
>
>Does Hellcats really utilise all 256 colours? Falcon MC looks pretty
>acceptable in 16 colours. I keep wondering if Hellcats would be faster if
>it was done in 16 colours.
>
>We need more Speed! We need RISC Macs for faster games! :)
>
>---
>The Evil Tofu

Hellcats uses almost all 256 colors for the realtime shading.  In 16
colors it looks a little worse than Falcon, because the game tries to
dither the 256 colors.  One plus for falcon, I'll admit, but in 16
colors it is slower than hellcats in 256.  Come on Spectrum, you have 
had 2 years to come up with an upgrade for falcon, and a little compay
from Texas comes up with better one.  

Tom.
P.S.  We may not see an equivalent of Falcon 3.0 for the mac for 2-3 
years from what my sources say.
-- 
tblackma@gn.ecn.purdue.edu--------------------------Thomas Blackman
Paint em all, let the judges sort em out.          Go team Tippmann
Newsgroups: comp.sys.mac.games