HDTenEightyP/NetNews huggingface dataset:
From: fonion@ics.uci.edu (Fritz Onion)
Subject: Re: Club Racquetball
In-reply-to: mongoose@pilot.njin.net's message of 14 Dec 92 10:00:59 GMT
Newsgroups: comp.sys.mac.games
Organization: UC Irvine Department of ICS
Date: 14 Dec 92 17:28:59 GMT

>>It
>>seems that almost every shot I use in real racquetball is possible in this
>>computerized version, with one exception: It doesn't seem to be possible to
>>hit a return shot off of the back wall first (since the mouse is a pointer
>>on a 2-D surface, and the back wall completely covers the front wall, it
>>just won't work).  But this isn't a major problem.

>Actually, it *is* possible, depending on how they use the mouse to
>control the position. I would think that setting it up so that L-R
>controls the horizontal movement, and U-D controlling vertical could
>do that; the cursor will wrap around the walls horizontally, and
>around front-ceiling-back-floor (have to include the possibility for
>floor shots, y'know) vertically. Just have there be a change in the
>cursor's shape for back-wall shots or something. SimEarth uses a
>similar scheme when you're looking at the map in globe form: the mouse
>rotates the globe relative to the direction the mouse is being moved.
>You might want to drop the company a line and suggest it... wouldn't
>hurt, IMHO.

That's not a bad idea - my only concern would be that it would
introduce more complex mouse handling in a control system that is
already pushing the limit in complexity.  I was originally toying with
the idea of adding a key to allow back-wall shots - that is, if the
key were depressed, the player's aim would actually be 180 deg. off in
the z-plane (signified, perhaps, by a cursor change) - but I decided
that the keyboard was already controlling enough.  I will consider
implementing one of these two options (or some other alternative) in a
future update.

I welcome any other suggestions people might have regarding Club
Racquetball, although I can't make any promises about updates or new
features, as everything is handled through Virgin.

>>-rob.
>>--
>>Rob Griffiths    "And the future will be better tomorrow" - Dan Quayle
>>robg@apple.com   PP-ASEL-IA, looking for clouds .... B52s/REM/Erasure!

>=====
>Gregory Daniels			mongoose@pilot.njin.net
>
>Disclaimer: Every word in this message is a horrendous mispelling of
>	    "fettucine".

			Thanks,
			  Fritz Onion
			  Author - Club Racquetball


Fritz Onion
Graduate Student in ICS
University of California, Irvine
Irvine, CA  92717
fonion@ics.uci.edu
Newsgroups: comp.sys.mac.games
From: nobunaga@carson.u.washington.edu (Aaron Kam)
Subject: Re: Might & Magic III
Organization: University of Washington, Seattle
Date: Mon, 14 Dec 1992 01:27:27 GMT

I called the MacZone and they told me that M&M III should be in by the 16th
of this month.  Though, last week they told me it was the 9th of this month.
It wouldn't be too far off to not expect M&M III to not ship until Janurary.

Aaron
nobunaga@u.washington.edu
From: bm074@cleveland.Freenet.Edu (David S Fung)
Newsgroups: comp.sys.mac.games
Subject: Re: Will Mac Civ be different from IBM Civ?
Date: 16 Dec 92 03:33:39 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


What is this game about?
Is that like sim city of sim life?
Newsgroups: comp.sys.mac.games
From: schertz@ux1.cso.uiuc.edu (Sara Schertz)
Subject: Commander Keen Mac version???
Organization: University of Illinois at Urbana
Date: Tue, 15 Dec 1992 22:39:15 GMT

Does anybody out there know if there is a Macintosh version of a game called
"Commander Keen" ?? I understand that it is shareware/public domain (not
sure which), and that there is a DOS version out there.

I'm asking this for someone else, so I don't have any other details.

Any help would be much appreciated!! Please email:

	schertz@ux1.cso.uiuc.edu
	

Newsgroups: comp.sys.mac.games
From: karlg@runx.oz.au (Karl Goiser)
Subject: Monkey Island Help - Please
Organization: RUNX Un*x Timeshare.  Sydney, Australia.
Date: Fri, 11 Dec 92 21:18:09 GMT

Quick question:  How do you get the bannana picker out of the cell/what do
you give to the cannibals?

(Frustrating, but good adventure game this is)

Thanks in advance

Yours
Karl Goiser

-- 
--------------------------------------
Karl Goiser
karlg@runx.oz.au

Newsgroups: comp.sys.mac.games
From: hshubs@cis.umassd.edu (Howard S Shubs)
Subject: Re: Prince of Persia
Summary: Try harder
Keywords: hints PoP
Organization: University of Massachusetts Dartmouth
Date: Fri, 18 Dec 1992 07:25:14 GMT

This is to cec@imager (Charles Cunningham).  You might want to talk with
your system manager so that people can reply to you.  "cec@imager" is
not sufficient.

In comp.sys.mac.games you write:

>There are two levels in POP in which I have been unable to get the potion
>which is used to increase the number of hits before dying.  In one (maybe
>level 6), by the time I get there, my double has already drunk the potion
>and is running away.  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.

Level 5 contains a potion you can't get.

Level 11 contains a potion you can get and return from, if you managed to
get out of Level 2.
Newsgroups: comp.sys.mac.games
From: ajmiller@sage.cc.purdue.edu (Arkayn)
Subject: Re: Maelstrom-Cheats
Organization: Purdue University
Date: Wed, 16 Dec 1992 16:25:52 GMT

For those of you who don't want to be invincible, but find that the lives
run out entirely too quickly, the initial number of lives may be set as
follows:

Code Resource #3:
  Location 0EA6
    Old Data: 00 02
    Set however many lives you want.

Enjoy!
WndrMidget and Emrys
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.mac.games
Subject: Re: Welch's response to the whole Haller s
Date: 15 Dec 92 23:49:51 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Ingemar Ragnemalm writes:
>
>Well, how about when you think you make an original game, just to find
>another than is pretty much the same, soon before your game is release-
>able?

I would think that happens to a lot of fiction writers.  There's no
way anyone can be familar with everything every written so naturally
there are tons of books with similar plots.  You could go crazy
worrying about being completely original, but it isn't worth it.
Originality for it's own sake isn't necessarily a worthy goal.  I
also don't see anything wrong with expanding on ideas you liked in
another game.

>Whatever new idea you come up with, there is a big risk that there is
>something else that it will be considered a clone of. Someone will say
>"it's like XXX, but with some YYY".

IMO that's okay.  Any book or movie review is chock full of
comparisons.  I think that "originality" involves a lot of 
judgement.  If there were two dozen Tempest clones floating around 
in 1987 then I doubt STORM would have been written--though 
it is a direct copy of a previous game (legal issues aside) it 
tends to stand out more than Yet Another Game Which Looks Like 
Tetris, even if the Tetris-clone has lots of new and different
features.  

I guess this could be summarized as "avoid cliches."

--
James Hague   
exuhag@exu.ericsson.se
Xref: sparky comp.sys.mac.games:13009 rec.games.bridge:6986
From: pcwood@astro.ocis.temple.edu (Paul Wood)
Newsgroups: comp.sys.mac.games,rec.games.bridge
Subject: Re: Bridge game for Macintosh?
Date: 15 Dec 92 15:48:40 GMT
Followup-To: comp.sys.mac.games,rec.games.bridge
Distribution: usa
Organization: Temple University
X-Newsreader: TIN [version 1.1 PL8]

Bill Ross (br+@cs.cmu.edu) wrote:

:     I'm looking for a bridge game to buy for someone for 
:     Christmas - they have a Mac.  Are there decent computer
:     bridge games available that would interest an intermediate
:     bridge player?  Can someone recommend one for the Mac?

Micro Bridge Companion is the nicest I have seen.  Avoid Artworx version
unless you like to see each card redraw after each trick.  UGH!
--

                       -=( Paul Wood )=-
              -=( pcwood@astro.ocis.temple.edu )=-
From: ()
Newsgroups: comp.sys.mac.games
Subject: Re: hint for Monkey Island
Date: 17 Dec 92 13:26:16 GMT

> anyone know how to get past the guard dogs at the governor's mansion?
> 
Use the yellow petals you find in the forest on the stewed meat and give
the meat to the dogs.
From: ESL108@psuvm.psu.edu (Eric Leven)
Newsgroups: comp.sys.mac.games
Subject: A Call for X-Wing Simulator!
Date: 16 Dec 92 14:51:45 GMT
Organization: Penn State University

Ok folks, listen up. If you're like me, and I KNOW you are, you're a mac
user who LOVED the Star Wars movies and loves good simulator games, like
Hellcats. Well here's the dilemma: LucasArts Games is making the most
incredible simulator game (X-Wing Simulator) for DOS and Amiga. If you
haven't heard anything about it, go pick up a DOS magazine and check out
the ads; I kid you not, it looks better than anything ever produced before.
And you LucasFilm Games fans know that LucasFilm Games are always great.

But they're NOT making it for MAC!! Why not?! Who knows; they're being jerks
about it- something about not having a big enough market in Mac users to
justify a complete re-write (apparantly, simulators cannot be ported too well).

I SAY THERE IS A MARKET! And its up to us to let LucasArts know it. Lets use
the power of the network to get something done around here. Let's let LucasArts
know that every single one of us is prepared to buy X-Wing if they would just
make it for the Mac!!

If ANYONE knows LucasArts' e-mail address, put it up here, and let's start
mailing them till their mainframe crashes! I'll get their phone number and
put it up here, and then we'll need people to get the Mac world HEARD! OK?
LET'S DO IT!!    (Rousing cheers, etc...)

Eric Leven
esl108@PSUVM
From: aggie@wealthy.ocean.fsu.edu (I R A Aggie)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom.... thumbs down
Date: 19 Dec 92 20:36:50 GMT
Followup-To: comp.sys.mac.games
Organization: An Ol Ag surrounded by a bunch of unfriendly Seminoles

In article <1992Dec19.115906.8262@leland.Stanford.EDU>,
cooljohn@leland.Stanford.EDU ( Magdaleno) wrote:

>  And oh god! do not piss of the author of the game, because we wouldn't
> want him to stop programming new games... Look, if he wants to stop
> programming because a few people are critical of his game, that's his
> choice. But I assume Andrew is dedicated, and I hope is planning to
> write a new game that has a tad more originality in it.

It's much more easier to be dedicated when people aren't tearing into
you, when people don't whine and moan and bitch and piss in their
beer over *TRIVIAL* things. And that's what most of the trash passing
here *IS*. 

Sheesh. I wouldn't blame Mr. Welch if he *never* released another
shareware title again. All this complaining isn't worth his time
or effort.

James
Newsgroups: comp.sys.mac.games
From: Rich.Rubel@launchpad.unc.edu (Rich Rubel)
Subject: Re: small Gravis Mousestick grumble
Organization: University of North Carolina Extended Bulletin Board Service
Date: Wed, 16 Dec 1992 21:03:32 GMT


Except... The former owners of my mousestick hadn't sent in the warrenty
card, so as far as Gravis knows I'm the original owner.
[RICHR]
--
   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: firth@sei.cmu.edu (Robert Firth)
Subject: Help with A-Train
Organization: Software Engineering Institute
Date: Mon, 14 Dec 1992 14:21:41 EST

This is a plea for help with A-Train.

We've had it for three days, read the manual, tried the tutorial stuff,
and really worked hard to understand it.  And I'm about to give up and
throw it away.  As far as I can tell, it is totally unplayable.

I won't bore you with a list of detailed problems, but get to the main
one: as far as we can tell, no matter what you do, *nothing happens*.
Raw materials pile up and nobody builds; you make financial decisions
and the numbers don't change in any reasonable way; the stock market
bears no relationship to anything you do; you buy and sell land and
it just sits there... well, we left the thing running for nearly an
hour, and any changes on the terrain map were imperceptible.

It's like Sim City without the sims - and with a rotten and counter
intuitive user interface piled on top.

So, are we missing the point, or doing everything wrong, or what?
Right now, I'm seriously considering asking for a refund, which I've
never done before with a mac game.

As the subjectline says... HELP!
From: wilkins@soliton.physics.arizona.edu (Mark Wilkins)
Newsgroups: comp.sys.mac.games
Subject: Re: Falcon vs. Hellcats
Date: 9 Dec 92 08:27:11 GMT
Organization: University of Arizona, Tucson AZ

In article <1g2nc3INN9fd@usenet.INS.CWRU.Edu> ch166@cleveland.Freenet.Edu (Louis Moreau) writes:
>  If you want the best just wait: someday in a few months 
>or in a few years, someone somewhere will do something better.

Yeah, like the new (vapor) F-18 simulator from Graphic Simulations, the Hellcats
people.  Word from those who know is that the simulation engine is even smoother
to fly than Hellcats.


-- Mark Wilkins
From: ginsu@ccwf.cc.utexas.edu (Wes Simonds)
Newsgroups: comp.sys.mac.games
Subject: Maelstrom's Aphrodite Poem
Date: 14 Dec 92 05:50:16 GMT
Organization: The University of Texas at Austin, Austin TX

I was wondering why on Earth Mr. Welch would have stuck such an odd Easter
egg into Maelstrom as the Aphrodite poem when my roommate had an interesting
suggestion: maybe Haller had a poem stashed somewhere in Solarian... :)

(not that I think the games are similar except in purely superficial ways...)

Wes

Newsgroups: comp.sys.mac.games
From: aggie@wealthy.ocean.fsu.edu (I R A Aggie)
Subject: Another Hellcats LG gripe [?]
Followup-To: comp.sys.mac.games
Organization: An Ol Ag surrounded by a bunch of unfriendly Seminoles
Date: Mon, 14 Dec 92 00:08:09 GMT

Is it just me, or have all my low altitude visual clues been turned
off in LG? Little things like trees, wave crests and the like? More
than once I've gotten in touch with the earth when I was sure I had
plenty of altitude.

James
Newsgroups: comp.sys.mac.games
From: DeBarger@slacvm.slac.stanford.edu
Subject: Re: creating soil in SIMLIFE (SPOILER)
Organization: SLAC
Date: Wed, 16 Dec 1992 22:10:54 GMT

In article <184644@pyramid.pyramid.com> lhansen@pyrps5.eng.pyramid.com (Linda
Hansen) writes:
>does anyone know any fast way to create soil exactly
>where you want.  I do use fast dying critters for
>fertilizer, but that's still pretty slow.
 
If you type WEISS while the change altitude tool is selected,
it becomes a soil depth tool.

Scott DeBarger        "And all the science,
SLAC                   I don't understand.
                       It's just my job five days a week"
Stanford, CA                - Elton John
From: alexm@nmr-z.mgh.harvard.edu (Alex Milshteyn)
Newsgroups: comp.sys.mac.games
Subject: Thank you
Date: 14 Dec 92 19:40:08 GMT
Organization: Mass General Hospital CIPR

Thanks to all who replied to my question
regarding PoP level 6.

regards,



alex
-- 
Alexander M. Milshteyn M.D.   <alexm@cipr-server.mgh.harvard.edu>
CIPR, MGH in Boston, MA.     (617)724-9507 Vox  (617)726-7830 Fax
Newsgroups: comp.sys.mac.games
From: mike@rice.edu (Michael L. Quillin)
Subject: Re: PoP Potion on 5 Again
Organization: Rice University
Date: Tue, 15 Dec 1992 19:10:07 GMT

This has nothing to do with this particular spoiler, but has anyone
compiled a list of hints for Prince of Persia?

If so, please post it!

Thanks,
Mike

--
...............................................................................
:	Michael L. Quillin		:	Dept. of Biochemistry	       :
:	mike@rice.edu			:	Rice University		       :
:	(713) 527-8101 ext. 3346	:	P.O. Box 1892		       :
:	(713) 527-8750 ext. 3346	:	Houston, TX  77251	       :
:.......................................:......................................:
Newsgroups: comp.sys.mac.games
From: trump@leland.Stanford.EDU (Michael Jason Lewis)
Subject: Civilization shipping date
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 19 Dec 92 13:41:50 GMT

Okay, so it's not going to be a stunningly lengthy message...

According to MacConnection, the shipping date (according to MicroProse) for
Macintosh Civilization is next Wednesday.  It will cost $39.  My name is on the
waiting list for it...

Actually, I just thought of this--does anyone know if it will require color?  I
hope not.  I forgot to check, though.  I'll call MacConnection again later.  
However, due to winter break, I may not be able to post my results to the net.

So there you go.

- Mike Lewis
trmp@leland.stanford.edu
From: IO91748@MAINE.MAINE.EDU (Jon Carr)
Newsgroups: comp.sys.mac.games
Subject: Re: 32Bit QuickDraw w/ System 6.0.7?
Date: 12 Dec 92 19:07:33 GMT
Article-I.D.: MAINE.92347.140733IO91748
Distribution: comp.sys.mac.games
Organization: University of Maine System

In article <5031@equinox.unr.edu>, goodman@equinox.unr.edu (Dr. Philip Goodman)
says:
>
>HELP - is there anyway to have my Mac II run in 32-BIT
>QUICKDRAW MODE using SYSTEM 6.0.7 ??
>
>I tried MODE32, but it is ignored - guess it only works
>with SYSTEM 7.
>
>Thanks in advance.
>
>Phil

To use 32-bit QD on a Macintosh II under System 6.0.X, you will need
tp put the 32-bit QD system extension in your system folder.  This
extension should be found on your "Syetem Additions" disk, in the
"Apple Color" folder (I'm looking at my 6.0.8 disk, but your 6.0.7
should be the same, if not, get 6.0.8 from ftp.apple.com).

Note: The 32-bit QuickDraw extension is not required by any Macintosh
after the IIsi.  The routines are built into the ROMs of these machines.

Hope this helps!

    -----> Jon                                   Jon Carr
    -----> IO91748@MAINE.BITNET                  36 Forest Ave
    -----> IO91748@MAINE.MAINE.EDU               Orono, ME 04473
    How about those 14-0-1 Black Bears!!!  M-A-I-N-E GO BLUE!!!!
From: news@reed.ogi.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Prince of Persion Hint Wanted
Date: 12 Dec 92 19:33:07 GMT
Article-I.D.: reed.1992Dec12.193307.29248
Distribution: usa
Organization: Reed College, Portland, OR

In article <1992Dec11.221950.3266@CSD-NewsHost.Stanford.EDU>  
wbm@sparcy.Stanford.EDU (Wally Mann) writes:
> Hi,
> I'd like a simple hint to get around a stumbling point.
> (I'm not looking for a complete description of what to
> do to finish the game.)
> 
> On level 6 I'm standing at the edge of an abyss facing my
> alter-ego on the other side.  I can't go back because the
> gate is closed.  When I leap the abyss, my alter-ego steps
> forward and closes the gate in front of him on my fingers,
> and I eventually plummet into the pits.    I can't find
> any way to proceed from here.
> 
> Help.
> Thanks,
> Wally
> ..

I haven't played PoP for a couple months, but I think I remember where
you are.  You don't actually reconnect with your alter-ego here.  This
is actually the transition to level 7.  Hold the shift key to grab on
to the ledge in level 7.  If you restore a saved game at level 7
you have to remember to do this, otherwise you die.

I hope this is the correct level that I am thinking of.  Hope this
helps.

Steven Russell
srussell@reed.edu
From: baltman@prodigal.psych.rochester.edu (Brian Altman)
Newsgroups: comp.sys.mac.games
Subject: Re: MAC AVENGER POSTING TO FTP.UU.NET
Date: 20 Dec 92 03:53:22 GMT
Organization: University of Rochester (Rochester, NY)

Make sure that you download in MacBinaryII. Just did, and its fine.

-Brian
From: cokin@phakt.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Re: Interested in MacTrek 1.5.1???
Date: 15 Dec 1992 15:51:30 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: phakt.usc.edu

In article <1992Dec15.171919.13055@bsu-ucs> 00bwanderson@leo.bsuvc.bsu.edu writes:


>If anyone's interested POST HERE. 


Please post it to sumex.  And anything else of reasonable quality from
AOL that hasn't hit the net.  MacAvenger comes to mind.  I still havn't seen
it, and I still want to.


                                                         Darren
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Mon, 14 Dec 1992 02:54:13 PST
Subject: Re: PoP level 6 problem

>No matter what I do, when I jump and hang
>on the edge next to that gate, he jumps on
>his plate - gate closes - I'm dead... 8-(

Look again -- you aren't dead!  You just advanced to level 7.
This is the normal way to get there.

Don't worry about your twin (yet).  You will be
seeing more of him, later.
***************************************************************************
             From Planet BMUG, the FirstClass BBS of BMUG, Inc.
              The above message was gatewayed via PostalUnion
***************************************************************************
The message contained in this posting is entirely the poster's personal
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views held by BMUG, are purely coincidental.
***************************************************************************
From: dont@execu.execu.com (Don Thompson)
Newsgroups: comp.sys.mac.games
Subject: GS F-18
Date: 14 Dec 92 17:26:53 GMT
Distribution: na
Organization: Austin Dev. Center, Comshare Inc.


	I sincerely hope that GS will include network support with the
initial release of their F-18 simulator. I'm going bonkers waiting for 
Hellcats 2.0 which I understand will include H2H. Since Falcon MC H2H
capabilities aparently aren't worth squat, a smooth implementation of
this in the F-18 sim will blow the Falcon market away. 
-- 
________________________________________________________________________________
Don Thompson                        |   I may be opinionated, but at least
Comshare Inc. dont@execu.execu.com  |   my opinions are my own.
--------------------------------------------------------------------------------
Newsgroups: comp.sys.mac.games
Distribution: world
From: Aaron_S._Friedman@bmug.org
Organization: BMUG, Inc.
Date: Mon, 14 Dec 1992 17:48:53 PST
Subject: Re: PuppyLove : Please help me!!

Well, I believe you have to start up from the Puppy-Love disk. Since PuppyLove
is one of the oldest Mac Games I know of, I wouldn't be surprised if it didn't
work on a newer machine.

Aaron
***************************************************************************
             From Planet BMUG, the FirstClass BBS of BMUG, Inc.
              The above message was gatewayed via PostalUnion
***************************************************************************
The message contained in this posting is entirely the poster's personal
opinion.  Any possible, real or perceived, (dis)similarities with the
views held by BMUG, are purely coincidental.
***************************************************************************