HDTenEightyP/NetNews huggingface dataset:
From: spolsky@teal.csn.org (Steven Polsky)
Newsgroups: comp.sys.mac.games
Subject: Games for sale
Date: 26 Sep 92 14:57:56 GMT
Distribution: usa
Organization: Colorado SuperNet, Inc.


I would like to sell the following games:
-----------------------------------------
Gin King / Cribbage King.

Flight Simulator 4.0 - includes FS adventure book.

NFL Challenge - including team disks from 1984-1990, super team disk,
                roster editor, and game situation development system.
		
Harpoon - including 3 add'l battlesets, scenario editor, battlebook,
          and registration cards.
	  
Monopoly.

Railroad Tycoon - includes 'Master Strategies' book.

Tracon II - includes 3 add'l sector disks.

V for Victory.
--------------------------------------------

Best offer takes.
Send inquires/offers to:
spolsky@csn.org

Thanx,
Steve Polsky
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: comp.sys.mac.games
Subject: SSI - Dark Queen of Krynn
Date: 28 Sep 92 15:14:32 GMT
Organization: Boeing Computer Services, Seattle

I picked up a copy of "The Dark Queen of Krynn" a couple of days ago and had
the opportunity to try it for a few hours. The system is an incremental
improvement on the earlier gold-box releases from SSI (Pool of Radiance,
Azure Bonds, and Secret of the Silver Blades.)

The 8-bit colors definitely make a difference with the graphics. Despite the
IBM ported large pixels, the images are much more life-like and pleasing to
the eyes. The sounds are also better (compared to Silver Blades, for example.)
Especially eerie is the casting sound for spells like Magic Missile, etc.)

The combat menu is, IMHO, much improved by combining the two standard menus
into one. (No more typing Q for Quick when you meant Q for QUit. :) The
characters actually begin with some decent magic weapons and armor.
(Typically +2 to +3 modifiers.)

Unfortunately, like the start of the Azure Bonds game, if you begin by
generating characters instead of porting them from a previous game, your    
party is in for a rough time. (Since none of the previous Krynn games are      
available on the Mac, you don't have much choice in the matter.) The battles  
are quite tough at Veteran level. (I had to refight the first battle four    
times before I tweaked it enough to get most of the party out intact. *ouch*

Due to the nature of the world (Krynn), the number of spell choices are much
reduced, and depend on the alignment of the cleric or wizard. However, this    
is compensated for somewhat by bonus spells. There are also several new spells
that have been added, and they are fairly nifty.

Area effect spells (Fireball, Ice Storm, Stinking Cloud, etc.) have been
improved in their visual effects. You see the spell streak from the spell
caster to the target, then the area of effect is blanketed in an expanding
ring of images (fire for Fireballs, hail for Ice Storm, etc.) that looks
quite nifty.

There's plenty of races and character classes to choose from, including about
6-7 deities for the Clerics, 3 different Knights, 2 different Elven and Dwarven
races, plus the plucky Kender.

That's all for now.
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
From: kt12+@andrew.cmu.edu (Kenichiro Tanaka)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings!
Date: 30 Sep 92 22:06:30 GMT
	<1992Sep30.154109.555@cbnewsl.cb.att.com>
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA

In article <yjc-300992002438@b61539.student.cwru.edu>, 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.

Really?  I think they're the cutest when they do that "oh no!" and
clutch their heads.  It's too bad they have to explode for you to see
it.  :)  What's sick is when you have a whole group of them falling off
a cliff and they make that squishy noise when they die.  It's horrible. 
:)

Isn't this game scary, though?  The whole group mentality "individuals
are nothing - the species must survive" thing.  Reminds me of the Aliens
or the Borg.  :)


Ken
Newsgroups: comp.sys.mac.games
From: scottb@netcom.com (L'etat des mortes)
Subject: Attention: Mac Games Release List readers
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Fri, 2 Oct 1992 15:48:00 GMT

The Macintosh games release list posting will be unavoidably delayed.

I hope to get to compiling and posting it sometime in the next day or two.

Stay tuned!

Scott

scottb@netcom.com

Newsgroups: comp.sys.mac.games
From: umcho000@ccu.umanitoba.ca (Connie Cho)
Subject: Re: Quick notes on SSI : The Dark Queen of Krynn
Organization: University of Manitoba, Winnipeg, Manitoba, Canada
Date: Mon, 5 Oct 1992 15:19:34 GMT

In article <DRESNICK.92Oct4154032@bizzi.mit.edu> dresnick@athena.mit.edu (David I Resnick) writes:
>FFIn article <1992Oct4.153247.23955@ccu.umanitoba.ca> umcho000@ccu.umanitoba.ca (Connie Cho) writes:
>>   I've only played it a bit, but it does look pretty good, esp. if
>>   you enjoy D&D gaming. I do have a quibble with character generation,
>>   though. Why even bother re-rolling stats when all you have to do
>>   is add up to the max for all of them ??? 
>
>>   CKC
>
>I did this for a bit in one game before starting over.  With all 18s,
>the game becomes too easy.  Characters are bogus (max hit points, can
>carry a horse on their backs, and make lots of saving throws).  The
>system that they use to roll characters is weighted towards strong
>characters to begin with!  Don't make the game trivial by making your
>characters invincible.
>

EASY?? TRIVIAL?? Are we talking same game here? Even with my mega
characters, and with the help of a NPC paladin, I still get wiped
out by those damn draconians in the cave near Caergoth (and of
course I always forget to save after each encounter). That's probably
because I haven't yet figured out how to handle those Auraks, but
the game is by no means easy, at least at the default level, which
is veteran I think. I haven't set it to easy, although I might
just for curiosity's sake. The system generates above-average
characters, certainly, but adventurers *should* be above average to have
survived to this point in a harsh world. I have not yet seen
a really strong character generated, and if I hadn't messed
with them they would have been toast at the first encounter. It
is too bad that the other titles hadn't been released, since
it would have been interesting to see how "seasoned" characters
would have done.
I do have a question about several spells. Isn't the silence
spell supposed to be put on a target? It only seems to work
centered right on the cleric, which silences him! And sometimes
he makes his saving throw, and the spell is wasted. This does
not make sense, people. Also, does the spellcaster have to 
be facing the desired direction? Several times, while facing
the wrong way, I had to abort the spell because it wouldn't
target in the right direction, but other times I had no trouble
sending it anywhere.

Newsgroups: comp.sys.mac.games
From: cbarkley@alex (The DarkMage)
Subject: Re: Mac games
Organization: Computer Science, Trinity University
Date: Tue, 6 Oct 1992 19:11:27 GMT

Speaking of porting Ultima games to the Mac, it was [almost] done with
Ultima VI.  A group of students here at Trinity was working on the
project with Origin for their Senior Software project.  However, Origin
decided right near the end that they didn't feel like getting into the
Mac world today after all and dropped it.  Whole project went bust
(though they did get their degrees).


-- 
Christopher Barkley
The DarkMage
cbarkley@tusol.cs.trinity.edu
Reality is a State of Mind
Newsgroups: comp.sys.mac.games
From: c164-aa@po.berkeley.edu (Paul DuBois)
Subject: Old game -- Thexder (review and request)
Summary: Patch available?
Organization: University of California, at Berkeley
Date: Tue, 29 Sep 1992 20:20:35 GMT

I recently recieved a "hand-me-down" game that some of you may recognize
from the old IIgs days (no flames; I know the IIgs is still "alive" in
places!) called Thexder.  It's a well-done, well-behaved port of an 
arcade-action game originally available for the IIgs and PC.  Remarkably,
it runs perfectly on System 7; it uses 4-color graphics, and doesn't assume
anything about screen size.  The game comes with its own sound drivers
(Mac +, 4-channel, and Roland MT-32) which require one to use a klunky
installation program to flip between them.  Still, it's a minor point.

Game play is smooth, even with the constant music running in the background.
You play a humanoid robot, which can transform itself into a plane.  Play
consists of shooting bad guys and getting from the starting tunnel to the
ending tunnel of each level.  I don't know how many there are (more than 10)
as I have only gotten to the third level.

I'd give it a definite-buy, esp. since it can probably only be found in
a bargain-bin, if you're looking for a good action game.

This brings me to the point of ths post -- does anybdy know of an 
invincibility patch (or better yet, something less drastic like a reduce-
damage patch)?  This is a tough game that looks like it requres good 
knowledge of the levels to progress effectively.  Exploring new territory
is frustrating -- one false move and Game Over!  Bleah!


c164-aa@po.berkeley.edu
--
Permanent: pdubois@ocf.berkeley.edu                          Welcome to Cicely!
From: stuart@jahangir.UUCP (Stuart)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings!
Date: 1 Oct 92 17:15:13 GMT
Organization: MDC, NYC

>> Is there a way you can get Blockers to become walkers again?
>
>I don't think you can.  Anyone?
Dig under the blocker with a diagonal lemming.

-- 
---------------------------------------------------------------------------
"No sir I don't like it!" -- Mr. Horse
Stuart Blavatnik			Stuart@Jahangir.uunet.uu.net
Newsgroups: comp.sys.mac.games
From: jbailey@world.std.com (james d bailey)
Subject: Hellcats copyprotect
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 30 Sep 1992 18:34:32 GMT

I just bought Hellcats and it has this really annoying copy protection.
In order to turn it off I need to send the manufacturer the serial number.
Is there a simple way to turn this off without adding my name to yet
another mailing list by sending in the registration.  BTW, I totally
fail to understand the usefulness of this sort of scheme in preventing
theft since the copy protection is turned off once they send the
unlock key.

Great game though.
From: umsoroko@ccu.umanitoba.ca (Michael Sorokowski)
Newsgroups: comp.sys.mac.games
Subject: Re: WARNING -- Conflict between Diamonds and AutoDoubler
Date: 1 Oct 92 23:12:37 GMT
Organization: University of Manitoba, Winnipeg, Canada


In <1992Sep29.191344.18362@gvl.unisys.com> dave@prc.unisys.com (David Lee Matuszek) writes:

>I recently downloaded the shareware game Diamonds.  This is a
>beautiful game, but we've had a problem with it; after the high scores
>list fills up initially, new high scores are recorded but NOT SAVED.
>They are gone after you quit and restart the game.

>After a little fiddling, we found that the problem went away when we
>decompressed the file (it had been decompressed by AutoDoubler).  The
>solution is simple: tell AutoDoubler not to compress Diamonds.

This is not a "conflict" between Diamonds and AutoDoubler, it is actually a
small problem with AD.  

If an application launches with a READ status (such as Diamonds, Tristan,
THINK Pascal, etc), AutoDoubler will not decompress the file itself (just
decompress it into memory).  Then, if this READ status application decides
to write something back when it closes, it won't happen.

However, this problem does not occur on applications that launch with
READ/WRITE status since AutoDoubler will decompress the actual file (after
launching it, you will see that the application is no longer compressed on
the hard disk), and if anything is written back to it, it will happen
properly.

Hopefully, the 2.0 version will address this problem.  From what I've heard,
the new version will be compressing/decompressing at the resource level,
and hence, only the resources will be decompressed on an as-needed-basis...
and perhaps, if something is written back, it will be able to decompress that
resource and allow the write to follow through.

------
Mike Sorokowski		(umsoroko@ccu.umanitoba.ca)
Newsgroups: comp.sys.mac.games
From: kim@inquis.enet.dec.com (Howard K.)
Subject: Any FRPs for sale?
Organization: Digital Equipment Corporation
Date:  6 OCT 92 15:56:49 EST


I was wondering if anyone out there has any decent FRP game for sale (in color)
like Pools of Radiance, Bane of the Cosmic Forge, or Might and Magic II.

Anybody?  (Of course they have to be at a reasonable, used software price)

H.
From: dante@tid.es (Donn Hoffman)
Newsgroups: comp.sys.mac.games
Subject: LOGO
Date: 5 Oct 92 12:45:47 GMT
Organization: Telefonica I+D


Does anybody know of an inexpensive (or free!) LOGO for the
Macintosh?

Please reply by mail to fgarijo@tid.es

Thanks!

-----
Donn Hoffman -- Telefonica Investigacion y Desarollo
Internet: dante@tid.es        Voice/fax: +34 1 594 52 57
* Automatic replies to this message probably won't work.
* If your mailer can't find Spain, try: dante%tid.es@mcsun.eu.net
Newsgroups: comp.sys.mac.games
From: esteban@apollo.hp.com (Steven Fernandez)
Subject: Re: Sim Life
Date: Sat, 3 Oct 1992 16:06:17 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

In article <1992Oct2.090049.2414@brandonu.ca> $ennsnr@brandonu.ca (Neil Enns) writes:
>
>What the hell is wrong with SimAnt? I think it is the best of the Sim programs
>to date.
>
>All flames gladly accepted.


The graphics are good and it seams pretty realistic but it gets boring
quick. I should put it back on my hard drive and take a look at it again.
It is fun to watch but you don't really have much control over the world.
Taking over the back yard is hardly challenging. If I recall you can do
nothing and you will probably win the "game."

Steve

Newsgroups: comp.sys.mac.games
From: zaphod@bluemoon.rn.com (Peter Bierman)
Subject: Re: lemmings l3
Organization: Blue Moon BBS ((614) 868-998[024])
Date: Sat, 03 Oct 92 18:38:37 EDT

ledzian@remus.rutgers.edu (LEDZIAN) writes:

> For those of you having trouble with the thrid level of lemmings try this.  
> Start off with one builder while everyone else is held by two blockers.  When
> the builder reaches the last lump of nessy start building at the very end.   
> Continue to build until the lemming bumps into the neck and turns around.  
> The next part is a little tricky.  If you make that lemming a builder right 
> before ther is a sharp raise in the ground (build into the bump, not over) th
> lemming will stop building and turn back around.  Now when he reaches the nec
> turn him into a basher until he is midway through the neck.  Then a miner for
> a little while then a basher again.  Once he has finished bashing quickly 
> turn him into a builder (This part takes some timing and patience) and get on
> the hump under nesse's head.  The rest is cake.  Good luck!

It's easier to just start building the ramp way back on the island and get 
up on top of nessie. Then start mining in the middile of nessie's head, so 
you just shave a little off her nose. That'll make the drop just enough 
shorter so they don't die.


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

IntNet:SEE NOTE BELOW            FutureNet: #33@#10
The Metropolis (614)-846-1911
---
Internet Address: Send two copies of everything to:
zaphod@bluemoon.rn.com and zaphod@bluemoon.use.com
From: seanmcd@ac.dal.ca
Newsgroups: comp.sys.mac.games
Subject: Re: Bane: Engish gripe -- pet peeve!!
Date: 27 Sep 92 00:01:49 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

One more thing. Whoever wrote the prose for this game needs a few English
lessons. Talk about purple prose! Profuse to the point of being annoying.
The author also insists on sounding mediaeval by using 'thou', 'thee', etc.,
but does not know when to use the proper word. e.g., you may find something
like "Thee hast saved me". Very annoying to us ex English majors!! Chaucer
would be sick.
From: Babak.Gohari@f421.n109.z1.fidonet.org (Babak Gohari)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: Re: SOOO... WHEN'S LINKS FOR MAC CO
Date: Mon, 05 Oct 1992 21:13:33 -0500

 > Just been hearing rumors locally that LINKS for the mac is coming 
 > soon.
 > I was wondering:
 > A. Is it true?
 > B. What kinda Mac is it gonna take to run it?
 > C. Is it going to be anywhere near as wonderful as it is for the PC?
 > 
 > I'm almost willing to buy a 486/33 to play this on, but am holding 
 > out for news
 > on this first.

Well, Felix, you're in for a long wait.  Last I heard about Links for Mac was
that it's not being made ready until sometime next year (if then).  I'm sure
once it comes out, it'll be better than the PC version (most good ports look
better on the Mac, but then again, it'll have to be a good port).  I'm sure
it'll require a 256 color mac with at least a '020.
From: sknezevi@aludra.usc.edu (Steven John Knezevich)
Newsgroups: comp.sys.mac.games
Subject: Re: Star Wars Arcade game found via ftp
Date: 27 Sep 1992 17:30:26 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

What are you guys thinking?  That game...regardless if you can find it in a 
store has Broderbund's name on it.  I'm sure that the people at Broderbund
wouldn't say Oh yeah...jsut distribute it.  C'mon.  Regardless of distribution
that doesn't mean that it's up for grabs.  Anyone remember the Colony Color
files controvery?  

Steve Knezevich
From: esteban@apollo.hp.com (Steven Fernandez)
Newsgroups: comp.sys.mac.games
Subject: Re: SimLife - REVIEW
Date: 6 Oct 92 13:39:48 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA


That's what I call review. 

Thanks

Steve
Newsgroups: comp.sys.mac.games
From: guiyu@spectra (Kui Yu Chang)
Subject: Re: Performa, Games, etc.next
Organization: University of Hawaii, Dept. of Electrical Engineering
Date: Tue, 29 Sep 1992 02:14:56 GMT
From: jng@tartarus.uwa.edu.au (Jonathon Ng)
Newsgroups: comp.sys.mac.games
Subject: Where to find Simcity 1.4 Updater?
Date: 26 Sep 1992 07:47:02 GMT
Organization: The University of Westrn Australia
NNTP-Posting-Host: tartarus.uwa.edu.au
X-Newsreader: Tin 1.1 PL5
From: ted@cs.utexas.edu (Ted Woodward)
Newsgroups: comp.sys.mac.games
Subject: Re: MacBzone patch
Date: 29 Sep 1992 19:46:59 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: bovina.cs.utexas.edu

In article <1992Sep29.181042.1601@ee.eng.ohio-state.edu> zimmy@bode.eng.ohio-state.edu (Michael Zimmerman) writes:
>Here is a patch for MacBZone that was posted some time ago.
>I am reposting it only because I have not seen anything contradicting
>the assertion that code contained in MacBzone was ported
>from X-windows code which stated it could not be sold.

>CODE resource #3, offset $2A80
>change: $67  (in the context $04 $67 $10)
>to: $60

>This will work for the latest version I believe.

Are you som ekind of bonehead?  There was a HUGE thread about this, and the
author said he ported it from the same FORTRAN code the X version was ported
from.  And the original accuser seemed to accept that statement.

The author has said he is dropping support, and posted an unlock code.

Please wake up.  And don't comment on things you've put in your kill file
(either that, or you ignored the thread that started off with the above
assertion...)


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

"Mad scientists HATE shopping for shoes!" -- Peaches
Newsgroups: comp.sys.mac.games
From: caraher@pn32.petnet.med.umich.edu
Subject: Re: Re: First Impressions on Leyte Gulf (new Hellcats scenarios)
Organization: pet/cyclotron
Date: Fri, 2 Oct 1992 21:31:15 GMT

In article <1992Oct2.172023.27414@athena.mit.edu> sathomas@athena.mit.edu
(Stephen A Thomas) writes:
>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 key to this techniqueis to have A LOT of rockets. The technique survived
into the '50s (until the advent of guided air-air missiles), and those planes
routinely carried over a hundred rockets - and probably would not have been as
effective. What made rockets particularly attractive to the Germans was the
toughness of Allied bombers - you could pour almost unlimited amounts of
machine gun ammo into a B-17 and still not shoot it down, but a rocket warhead
might just do the trick. In more recent times, there have been instances of
air-ground unguided rocket pods fired at jet fighters and scoring kills (I
think it happened both in Vietnam and the '71 Indo-Pakistani war).
 Six rockets should have virtually no chance of hitting any given plane, and
given the poor durability of Japanese aircraft the .50 cals are a better weapon
all around unless the targets are flying in some sort of airshow formation
wingtip to wingtip. But if you're out of ammo... well, if anyone does score a
kill let us know; I'll bet they give you at least some chance of scoring that
way.

>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.

Right. I wonder how much that thing weighed? Does anyone know offhand which way
the prop turned on the F6F? They probably put it where they did because on the
other wing it would just add to the tendency of engine torque to roll the
aircraft.
From: L.H.Wood@lut.ac.uk
Newsgroups: comp.sys.mac.games
Subject: Re: chess for Mac ?
Date: 26 Sep 92 14:40:36 GMT
Reply-To: L.H.Wood@lut.ac.uk (Lloyd Wood)
Organization: Loughborough University, UK.

Apologies for not including previous texts. My newsder does not have
those facilities. The bug (en passant) is in Gnu Chess 3.0. Psion Chess
died on my IIsi under S7/Multifinder - pieces leave garbage all over the
screen, and the program kept quittiing unexpectedly on me.
If anyone knows of a later version of Gnu Chess, do tell!

Lloyd Wood
L.H.Wood@uk.ac.lut
From: udrubini@mcs.drexel.edu (We Will Rock You!)
Newsgroups: comp.sys.mac.games
Subject: Re: Dark Queen of Krynn questions+comments
Date: 5 Oct 92 20:49:22 GMT
Organization: Drexel University

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

   Or old COLOR Mac II's that don't have FDHD.
-- 
+----------------------------------------------------------------------------+
|      Dave Rubinic                    |  Time flies like an arrow,          |
|      udrubini@mcs.drexel.edu         |  but fruit flies like a banana.     |
+----------------------------------------------------------------------------+
Newsgroups: comp.sys.mac.games
From: tinkha@rs6402.ecs.rpi.edu (Andrew David Tinkham)
Subject: help w/ Manhunter2: San Francisco
Organization: Rensselaer Polytechnic Institute, Troy NY
Distribution: inet
Date: Thu, 1 Oct 1992 16:09:56 GMT

Sorry, guys, I admit it. I am a newbie. However, I think maybe I've got the 
hang of this now.  Could someone please send me some hints about Manhunter2: 
San Francisco?  I've been playing for just a little while,and I'm still on the
first crime, namely the Bank of Canton robbery.  I need some help getting into
the Ferry Building. Also, any other hints you found useful would also be 
appreciated. Thanks!
                        Andy