HDTenEightyP/NetNews huggingface dataset:
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: Yet Another MacWorld Games Report(LONG)
Date: 12 Jan 93 22:04:35 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA

cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton) writes:

}Software patents are evil. They discourage competition and innovation,
}increase the cost of software due to licensing costs, and generally stifle
}the industry. IMHO, you are doing yourself a disservice when you encourage
}this practice.

Jeez, why are software patents any more evil than any other kind of
patent?  Why should the person who invents a new kind of software
algorithm be any less entitled to profit from it than the person 
who invents a new kind of widget?  It seems to me that a lack of
patentability is more likely to discourage competition and innovation;
why should anyone put in the hard work to develop a new algorithm if,
as soon as it is known, his competition can freely use it to take away
some of his business?  And if I know that I can freely use my competitor's
algorithms, why should I bother putting any effort into really competing
with him when I can just take his stuff when he comes out with it?

--James Preston

From: cook@hplvec.LVLD.HP.COM (Steve Cook)
Date: Fri, 8 Jan 1993 17:35:11 GMT
Subject: Games for Sale
Organization: Hewlett-Packard Co., Loveland, CO
Newsgroups: comp.sys.mac.games

    I have the following games for sale or trade:

    Sub Battle by EPYX  $10
    Ferrari Grand Prix by Bullseye $10

    Prices do not include shipping

    Original manuals and disks. E-mail me if interested.

    Steve Cook
    cook@hpmtlx.lvld.hp.com
Newsgroups: comp.sys.mac.games
Distribution: world
From: Tony_Sandoval@bmug.org
Organization: BMUG, Inc.
Date: Sun, 10 Jan 1993 21:43:54 PST
Subject: Re: Prince of Persia level 12

	Level 12 --- you will draw your sward as your mirror apears.  Put the sward
away and/ or  knee and that should prevent the mirror of yourself from killing
you.

**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.
From: sarachan@wsqtbf.crd.ge.com (B. D. Sarachan)
Newsgroups: comp.sys.mac.games,comp.sys.mac.hardward
Subject: Running games on Powerbooks
Date: 4 Jan 93 19:35:40 GMT
Reply-To: sarachanbd@crd.ge.com (B. D. Sarachan)
Distribution: usa
Organization: GE R & D Center

Is there any problem running games that involve animation (i.e. flight simulators,
etc.) on the Powerbook?  Is the animation too blurry on supertwist displays, or
is the effect tolerable?


-- 
==
  sarachanbd@crd.ge.com

  Brion Sarachan
  GE Research & Development
  P.O. Box 8, Rm. KW-C273
  Schenectady, NY 12301

  Tel. (518) 387-6553
  Fax  (518) 387-7080

Please note that the "Standard Disclaimer" applies here.
From: sjames@digi.lonestar.org (Stephen James)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom 1.03 differences from 1.0
Date: 5 Jan 93 11:40:42 GMT
Organization: DSC Communications Corp, Plano, TX

In article <jvessey.726217999@husc.harvard.edu> jvessey@husc10.harvard.edu (Jonathan Vessey) writes:
>Sorry if this has been asked many times before, but I just got back from break
>and only had a chance to play Maelstrom at home (the family just got a new
>Performa 400 which is a step up from my quickly-becoming-outdated-but-still
>works-for-typing-papers Classic 4/40). Before I left, I only had a chance to
>ftp Maelstrom 1.0 from Sumex, and now I see people talking about 1.03. I think
>it's a great game and was just wondering what the differences in the new
>version are? I've played it a bit without noticing any bugs and was wondering
>if the newer version basically just fixes bugs which I haven't run into yet
>or if there were any changes to the game itself.
>
>Just a random question: what's your high score? My brother and I had a 
>competition going over break and I came out on top, but I don't think my 
>score really holds a candle to the truly best ones out there.
>
>Thanks for any answers.
>Jon Vessey
>
>-- 
>- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
>Jon Vessey -- jvessey@husc.harvard.edu
>- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 


Well, I just got the game this week (and I sent my $15 in).

 My high score is 214000.

Can anyone beat 125000 for wave 1???

Stephen

-- 
  Stephen A. James (519-2511)    | "We are the people our parents
  sjames@digi.lonestar.org       |  warned us about"
  DSC Communications Corporation |  
  *** Standard Disclaimer ***    |  J Buffett - for president
From: eph3@po.CWRU.Edu (Ephraim P. Hochberg)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom 1.03 differences from 1.0
Date: 5 Jan 1993 15:08:32 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: eph3@po.CWRU.Edu (Ephraim P. Hochberg)
NNTP-Posting-Host: thor.ins.cwru.edu


About the highest score I've ever seen on wave 1 was from a guy in the
computer lab here who got a wave of comets and a 5x bonus on the first
screen. At the end of the round his score was something like 210,000.
-- 
Ephraim Hochberg				eph3@po.cwru.edu	
	Nitrogen Narcosis: It's not just for divers anymore.
	Hyperbaric Oxygen Tharapy: Your friend and mine. 
Newsgroups: comp.sys.mac.games
From: Dmitry Boldyrev <dmitry@chemistry.chem.utah.edu>
Subject: DEMO games wanted!
X-Xxmessage-Id: <A5965E2C4601C4C9@quadra.chem.utah.edu>
X-Xxdate: Sun, 12 Jan 92 18:05:48 GMT
Organization: University of Utah
X-Useragent: Nuntius v1.1.1d16
Date: Wed, 13 Jan 93 04:03:15 GMT

Hello,
Does anyone anywhere seen demos, like F-18, F15 and etc..?
Thank you.
__
E-Mail: dmitry@chemistry.chem.utah.edu
Dmitry.
From: duga@pacersoft.com (Brady Duga)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward HO! 3.0...When?
Date: 5 Jan 93 17:04:14 GMT
Organization: Pacer Software
X-UserAgent: Nuntius v1.1.1d17
X-XXDate: Tue, 5 Jan 93 17:13:05 GMT

Is there an upgrade path for people with version 1? I never got around to
getting 2.
From: d88-jwa@dront.nada.kth.se (Jon Wtte)
Newsgroups: comp.sys.mac.games
Subject: Re: What should Apple do to the Mac to make it better for games?
Date: 4 Jan 93 10:49:26 GMT
Organization: Royal Institute of Technology, Stockholm, Sweden

In <1992Dec31.060228.6921@nuscc.nus.sg> taihou@iss.nus.sg (Tng Tai Hou) writes:

>The Amiga has a soundtracker module that's software based, like the
>Mac, except it also has a very powerful stereo sound chip with DMA access.
>Hence the module takes up very little CPU time on the Amiga, unlike the
>Mac, where at least a minimum of 10% is expected for the lowest configured
>SoundTracker (11khz with nothing else) App.

Of course, as soon as you hit the memory bus, that DMA "asset"
is turning into one BIG liability, since on higher-end machines
than those 68k shoeboxes, it's MEMORY bandwidth, not CPU
bandwidth that's the bottleneck.

Not to mention that a hardware architecture like the Amiga just
can't scale gracefully and compatibly; as soon as technology
changes you get LOADS of headache trying to support what was
once something spiffy.

Compared to that, Apple's use-the-ROMs and do-it-in-software
attitude is starting to pay off big time when moving to RISC
macs. Of course, that's my opinion, and I usually use computers
in a business environment, and just happen to like the fact that
there are a few neat games for 'em too. If you're serious about
games, why not get one of those arcade machines? (neo geo?)

Cheers,

						/ h+


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

 -- I don't fear death, it's dying that scares me.
From: hhtra@usho72.hou281.chevron.com (T.M.Haddock)
Newsgroups: comp.sys.mac.games
Subject: Prince of Persia - Just finished it!
Date: 11 Jan 93 17:47:55 GMT
Organization: Chevron


 Well, I was able to finish PoP this weekend!!!  The only HINTS/CHEATS
 I used were the ones for Level 12 but not after trying it lots of times.
 How frustrating to get all the way to the top only to the top and then
 "kill myself"!  Actually, I was able to do it TWICE this weekend.
 (This made my wife complain about doing other things twice in a weekend!)  
 Anyway, I finished the first game with 0:00 time remaining.  Time ran out
 just before I confronted Jaffar but I was still able to fight him.  In 
 real time, I played PoP off-and-on since Xmas.  Then I started a new 
 game and was able to finish it with 13:49 remaining and it only took a
 couple of hours in real time.  I dunno how you guys do it in less than 
 30 minutes.  (No complaints from the wife here!)

 But I have a few remaining questions.


 * * * * *     SPOILERS     * * * * *









 Are the special power/extra-life potions worth the trouble?  It didn't
 seem to give me more capabilities/advantages other than when fighting.

 How do you get past the guards without fighting/killing them?  I was
 able to get past the guard on Level 1 by taking a running jump to get
 past him and kept running but it didn't work with any other guard
 except the fat one on Level 6.  

 How do you get past the skeleton on Level 3b without fighting him?
 What I wound up doing was forcing him off the first level and then
 climbing down to the bottom.  But instead of dropping down, I used
 the <SHIFT> to just hang there and do "pull-ups".  With each pull up,
 the skeleton would advance and after 5 such "pull-ups", he would go
 off the screen to the right.  I then drop down and run to the left.

 Are there any other "speed" secrets?


 Thanks.

 TRAVIS
 hhtra@hou281.chevron.com
Newsgroups: comp.sys.mac.games
From: cstudly@athena.mit.edu (Todd Sterling Anderson)
Subject: HELP MIGHT AND MAGIC I: Merchant's Pass...
Organization: Massachusetts Institute of Technology
Date: Wed, 13 Jan 1993 02:49:56 GMT

	How does one get a Merchant's Pass??  Can I get into
the castles and to the Lords without one??  If so, how??  I noticed
that I could get into one of the castles, but not the others.  I have
completed a couple of the quests, but now need to do the other ones.
Any help would be greatly appreciated.


Thanks, 

todd anderson
cstudly@athena.mit.edu
(Please send responses directly to my email address)
From: Derek_Juntunen@abcd.Houghton.MI.US (Derek Juntunen)
Newsgroups: comp.sys.mac.games
Subject: Re: Technical Question about Maelstorm. IMPORTANT!
Distribution: world
Date: 9 Jan 93 13:45:58 EST
Organization: Amiga BitSwap Central Dispatch

In a message dated Sat  9 Jan 93  7:31, Gcohen@mailer.cc.fsu.edu (gregory C
wrote:

 GC> Could someone re-post the FTP site for POV
 GC> I downloaded the Mac version and it was just what I needed ... now I
 GC> want
 GC> the PC version and I've lost the site address.

alfred.ccs.carleton.ca   

-- Via DLG Pro v0.995
From: jas@ISI.EDU (Jeff Sullivan)
Newsgroups: comp.sys.mac.games
Subject: Re: Yet Another MacWorld Games Report(LONG)
Date: 12 Jan 93 21:18:23 GMT
	<1993Jan11.215106.1195@nsisrv.gsfc.nasa.gov>
	<1993Jan12.002132.11902@gallant.apple.com>
	<cshotton-120193105619@oac2.hsc.uth.tmc.edu>
Followup-To: comp.sys.mac.games
Organization: USC-ISI
In-reply-to: cshotton@oac.hsc.uth.tmc.edu's message of 12 Jan 93 17:03:41 GMT

In article <cshotton-120193105619@oac2.hsc.uth.tmc.edu> cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton) writes:

>In article <1993Jan12.002132.11902@gallant.apple.com>, alexr@apple.com
>(Alexander M. Rosenberg) wrote:
>> 
>[Stuff about Lunicus deleted]
>> 
>> He's invented some new techniques which I (and others) have encouraged him to
>> patent.
>
>Why? Why do you want to take algorithmic techniques that can help advance
>the state of computer software (Mac games) and lock it away where nobody
>can use it?
>
>Software patents are evil. They discourage competition and innovation,

Exactly how does not being allowed to copy your competitors DISCOURAGE
competition?  If anything, it should spur it on.  This argument never
fails to amaze me.  You do some work, come up with a new way to do
something that's better than what's out there, and then some
pie-in-the-sky types expect you to give it away.

Exactly how are you supposed to make a living?  Intellecutal property
exists, mateys.  It doesn't get the same treatment as physical
property by many netters (who you'd think would be MORE tuned in to
it), but sooner or later, it'll have to.  More and more, information
is becoming the coin of the realm.

>increase the cost of software due to licensing costs, and generally stifle
>the industry. IMHO, you are doing yourself a disservice when you encourage
>this practice.

IMHO, you are protecting your work and reaping deserved profits.  If
no one cares about your patented algorithm, then you've stifled
nothing.  If people want to use it, then they should pay you for it.
That IS why you're a professional, isn't it?

jas

--
--------------------------------------------------------------------------
Jeffrey A. Sullivan             | Research Scientist et al.
jas@isi.edu (Internet)          | Information Sciences Institute
72511,402    (Compuserve)       | University of Southern California
Newsgroups: comp.sys.mac.games
Distribution: world
From: Leslie_L._Shafer@bmug.org
Organization: BMUG, Inc.
Date: Sat, 09 Jan 1993 02:13:14 PST
Subject: Re: Star Ship Simulations

I wouldnt mind seeing a strategy game without any arcade sequences.  If you're
going to model it after SFB, you might want to make it network only because
any AI would not do the game justice.  Also, if you look at the ST movies which
the game is based, the combat is slow, unless they are going full out and
unleashing everything they got (delivering an alpha strike).  Most of the time
weapons have to cycle through cooling and reloading before refiring.  But if you
want to cut down the impulse chart to 16, that's fine with me, but again, you
mess up the way speed works in the pen and paper game.  

If there is anyway you can, try to keep the way damage is dished out the same.
 Try to avoid a random damage distribution system and try to keep pen and
paper system.  That was a fairly fun way to do things and created strategies
on how to dish out the pounding (do I go for a Mizia affect or do I deliver my
 alpha strike at range 3?)

**** 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: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: V4V - Velikiye Luki
Organization: Boeing
Date: Mon, 4 Jan 1993 19:17:51 GMT

I had a chance to try the new V for Victory game, Velikiye Luki, over the	
break. As with the first game (Utah Beach) the system is pretty slick, with a
few incremental innovations. (Such as On-call artillery support, Ski troops,
Commandos, Shoot-and-scoot artillery, etc.)

The computer definitely plays better as the Russian commander (due to the huge
number of units - difficult to make a deployment error.) Unfortunately, the
German commander seems to spend most of the game in a state of Minimal or
Defensive supply, making attacks difficult or impossible. I tried the Last 
Effort (?) scenario, and the 20th Motorized division became all but useless
due to supply difficulties. While this may be historically accurate, it makes
for quite the boring game.

The seige scenario is almost silly. The German player ends up spending two
weeks trying to hold on to Velikiye Luki. Most of the units are pinned by ZOCs
and you might as well just let the staff make all the moves.

Anybody found a way to make the relief scenarios more interesting? I tried to
tailor the supply levels, which improved the situation only slightly. Any way
I try it, most of the scenarios are slow, boring slugfests.

Oh yes: they have Market-Garden listed in the game menu as the next release. I
thought they were doing a North Africa and Pacific scenarios first? (Not that
I am complaining.)
 
-- 
 Bob Hall                   |  if [ -bs message ]; then
 Boeing Computer Services   |      mv message /compost/heap/$$
 root@chicken.ca.boeing.com |  fi
From: sang@mcnealy.sbi.com (Sang Yi)
Newsgroups: comp.sys.mac.games
Subject: Prince of Persia High Scores
Date: 4 Jan 93 16:33:09 GMT
Distribution: usa
Organization: Fulcrum - Salomon Brothers, NY

I just finished PoP with 4 minutes 39 seconds to spare.
What a game - I highly recommend PoP to every Mac game
player, for its outstanding animation, fiendish traps
and obstacles, magical subplots, and satisfying conclusion.
I've seen the software advertised in magazines for $31.

I was wondering how other people have fared in finishing
the game.

In Article 10012 (223 more) in comp.sys.mac.games:
cec@imager (Charles Cunningham) writes:

>In the other (maybe level 10), the potion is across
>a long jump from the entry door.  I am able to get TO the potion by running
>across the fall-away floorboards above the pit, but I cannot get back.
 
Try standing jump, but be sure to grab!
Also, for those stuck in level 12, go review the conclusion
of the Indiana Jones and the Last Crusade (the movie).
From: nihil@ccwf.cc.utexas.edu (Nihil)
Newsgroups: comp.sys.mac.games
Subject: Might and Magic I - player lost luck stats
Date: 4 Jan 93 10:25:49 GMT
Organization: The University of Texas at Austin, Austin TX

I was given the two package M&M 1 & 2 for christmas.
And I am up to my elbows in M&M 1.
But all the sudden my thief lost all his luck stats.
  I think I was fighting some phantoms and a dragon and I used 
  a laser blaster on the dragon (like I had done before) and
  maybe a phanm touched me, but now my thief has no luck stats.
If I equip a luck + item, it will show its modification on the thief,
 but I can't regain my luck stats.
I have tried 
 temples
 heal spells

My earlist backup is about 4 hours of intense playing earlier.
Anyone have any ideas?
I will not mind editing the play file to get back to where I was unless
 it is a part of the game.

-- 
                 "Nothing is true.  Everything is permissible"
                               Hassan I. Sabbah  
_______________________________________________________________________________ 
   nihil NOT nemo    | University of Texas at Austin | nihil@ccwf.cc.utexas.edu  
Newsgroups: comp.sys.mac.games
From: russotto@eng.umd.edu (Matthew T. Russotto)
Subject: Re: Oxyd opinion & easter eggs
Date: Tue, 12 Jan 93 03:15:36 GMT
Organization: Project GLUE, University of Maryland, College Park

In article <1it33cINN70j@phakt.usc.edu> cokin@phakt.usc.edu (Darren Cokin) writes:

>First of all let me say that I think Oxyd is a great game.  Great combination
>of old ideas to creat something original.  Part marble madness, part memory,
>part sokoban (one level in particular, 7 I believe).  Works great with my
>mousestick (vector mode).

Works great with a trackball, as well.   (Kensington Turbomouse, in my case)

>Now the easter eggs.  In the main window start typing.  What you type appears
>at the bottom of the screen, with each letter repeated 2 times.  The font has
>some interesting characters with control and option.

It's talking to your modem, with local echo.  This is documented,
actually.

> If you hit command-W it
>cycles through screen after screen and lets you see all the neat graphics not
>in the first 10 levels.

Some not in the 1st 100.  Maybe in the two-player game?  BTW, ESC and
CMD-W are the same.

>If you hit command-K, you are given 2 "secret keys."
>These are 8 digit numbers.  I have no idea what they are for.  They do not
>work to start at a new level, or get by the magic brick in level 11 (at least
>not by just typing it when your next to it).  If you hit command-K several
>times in a row you are shown the same 2 numbers, but if you play a game then
>hit it again, you get at least one new number.  If anyone figures out what
>these numbers do, PLEASE POST IT.  Thanks.

They are related to the codes which start a new level, for levels >
10.  You can set them by setting words 2 and 3 in the Oxyd Preferences
file.  The second one generally stays constant-- I think it may be a
location code.  The first seems to change when you play level 10,
but not levels 11+.   (haven't tried 1-9)

-- 
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)
From: doug@abby.chem.ucla.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Oxyd and PMF
Date: 6 Jan 93 21:07:14 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <93004.234158BXT3@psuvm.psu.edu>, BXT3@psuvm.psu.edu writes:
>
>BTW- I saw Playmaker Football 2.0 advertised in the latest MacWarehouse catalog
>      for $15.  Is this for real!!!???
>

Take a closer look at the catalog.  Nowhere does it say that it is version
2.0... my guess is they're selling off the old version.


-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
From: miracle@sctc.com (Barry Miracle)
Subject: Patch for Might and Magic II
Organization: SCTC
Date: Mon, 11 Jan 1993 21:04:40 GMT

I am tired of looking up the key words in the clue book for Might and
Magic Ii.  Does anyone have a patch or a description of how to edit
the program to skip this lookup process.

barry miracle
miracle@sctc.com
From: ayh@wdl1.wdl.loral.com (Ann Hopkins)
Newsgroups: comp.sys.mac.games
Subject: Re: Civ and Pax
Date: 8 Jan 93 17:25:25 GMT
Followup-To: comp.sys.mac.games
Organization: Loral - WDL

In article <1993Jan7.183757.8877@wam.umd.edu>, bgohari@wam.umd.edu (Babak
Gohari) wrote:
> 
> Pax: to the person who said that we should give breaks to the people at
> Changling: why?  So what if they're small?  So what if they have other jobs?
> If they take our money for something, they have to deliver what they say they
> will.  I mean, say you want to buy a car.  Well, Suzuki is much smaller than
> GM.  Does that mean that we should give them a break because they forget
> to install brakes or something?  Or if you buy a computer...Apple is much
> smaller than IBM.  So therefore, when we buy our macs, we should overlook
> its problems because Apple is trying to design a really awesome computer,
> and they can't afford as many engineers as IBM to make it work.  Your logic
> in supporting Changeling just because they're small doesn't work, my friend.
> 
> -Bob

The real reason you should give small game companies a chance is to compare
the size of this news group to the comp.sys.ibm.pc.games.  There are not
that many game companies willing to create games for the Mac.

My brother works in the industry and there is a heavy reluctance to create
games for the Mac - IBM and Cartridge games are much more profitable.

It is up to the game players to support those who are willing to give it a
try, because then larger companies will pay more attention to use.

Just my opinion...