HDTenEightyP/NetNews huggingface dataset:
Newsgroups: comp.sys.mac.games


One more note on King's Quest V:

The sounds are quite good.  Almost every scene has a unique set of sounds
or theme music that set the mood for that seen.  Other than this
the game is flawed in the many ways I discussed in my previous post.

Steven Miller
From: arseno@phy.ulaval.ca (Henri H. Arsenault)
Newsgroups: comp.sys.mac.games
Subject: Re: Tell me about "Full Metal Planet"
Date: 6 Apr 92 12:51:08 GMT
Organization: Laval University

In article <Z-g+8j@engin.umich.edu>, bladex@caen.engin.umich.edu (Robert Klingsten) writes:
> 
> Can someone tell me what "Full Metal Planet" is about?  I've seen the
> box in the store, and I thought the graphics looked pretty cool.  On
> the other hand, it looked like a wargame (like Utah Beach) and I don't
> really care for war games.  So somebody, recommend it or condemn it
> for me.  Thanx!
> 
I bought Full Metal Planet a few weeks ago, and I gave up on it after a few
hours. It has a very small map that is fixed. There are four groups that land
on  a planet and compete to get the large rocks, while preventing the
others from doing so. This is unworthy of an expensive game: this would ne
OK as a shareware game. I'm sorry I bought it.
arseno@phy.ulaval.ca
Newsgroups: comp.sys.mac.games
From: bill@extro.ucc.su.OZ.AU (William Logan Lee)
Subject: Re: Hellcats annoyance
Organization: Uni Computing Service, Uni of Sydney, Australia
Date: Thu, 9 Apr 1992 23:45:12 GMT

In article <12463@umd5.umd.edu> knox@monster.umd.edu (Garry Knox) writes:
> [ a few cute things to do]

In the Flight School, head towards the water tower _on the ground_.  When
you travel on the grass your plane will bounce and the bomb indicators
will flash.  Keep hitting the "b" key as you bounce along the ground.
(Gee, suddenly, everything went a dark red for a moment, and again.. and again)

Bill Lee

Newsgroups: comp.sys.mac.games
From: u9044140@cs.uow.edu.au (Scot Joseph Wilson)
Subject: Re: Review : WARLORDS
Organization: Dept of Computer Science, Wollongong University, Australia
Date: Tue, 7 Apr 1992 22:24:49 GMT

	Actually, I heard (on programmers gripevine(sorry should be grapevine)
) that Warlords was so buggy in orginal release.. because It was a quick 
lets-get-it-marketed-at-CANCON effort, and there standard error message was
"There is not enough memory to do that operation" or words to that effect. The
older versions of Warlord don't work on B&W.

	Alsom it's said that even though the AI is "smarter" at higher levels,
it plans too much ahead , and is easily beaten , than if it was at a lower
level of intelligence. Any answers to this?

					Yo Ho Ho! An Archivists life for me!
							Scot

-- 
 Scot Wilson, The Man with One T.   u9044140@wraith.cs.uow.edu.au    _--_|\  
                               	  ( The University of Wollongong )  /      \ 
                                                                    \_.--. /   
             I'm the quiet type your mother warned you about...           v  
Organization: Freshman, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: comp.sys.mac.games
Date: Wed, 15 Apr 1992 01:13:02 -0400 
From: John Hamilton Slye <jsbr+@andrew.cmu.edu>
Subject: Re: Help wanted: Kings Quest V
	<102@bjcong.bj.co.uk>

> 
>In article <kujbkrINNrf9@appserv.Eng.Sun.COM>,
mitch@palmtree.Eng.Sun.COM (Mitc
>hell Jerome) writes:
>> 
>> ---
>> 
>> I'm stuck in Kings Quest V.  I can't get past the snake up to
Mordack's castl
>e,
>> and don't see any other way to go anywhere but the town, bakery, bee
hive, >ant
>> hill, fortune teller, harp singer area.  The murky forest, desert and stream
>> just end up killing King Graham.
>> 
>> Please send me email directly with the answer on how to go any
further in >this
>> frustrating game.
>> 
>> Thanks in advance.
>> 
>> -- 
>> Mitch Jerome
>> mitch@eng.sun.com
> 
> 
>Could you send me the same hints please?  :-)
> 
>Bit frustrating isn't it Mitch?
>
> 
>Steve.

Steve, (and anyone else who needs help with this)

The desert is the first place you want to go...there are various oasis'
spread out in the desert which you can drink from...save the game and
map the desert meticulously!

Aside from the oasis', there are 3 locations you have to find....

If you want more specific info, just ask...

I'm posting this to the bboard because I got an unknown address alert,
so I'm not sure if the mail will reach you...


=========================================================================
J. Hamilton Slye (jsbr@andrew.cmu.edu) 1071 Morewood Ave., Pgh, Pa. 15213

The opinions stated above do not necessarily reflect those of the author!

"HAPPY! HAPPY! HAPPY! HAPPY! HAPPY! HAPPY! JOY! JOY! JOY! JOY! JOY! JOY!"
=========================================================================
From: pfile@jaywalk.Berkeley.EDU (Rob Pfile)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats annoyance
Date: 14 Apr 92 15:12:43 GMT
Article-I.D.: jaywalk.PFILE.92Apr14101243
	<1992Apr04.022712.25341@watson.ibm.com>
	<1992Apr8.220818.11963@dartvax.dartmouth.edu>
	<1992Apr10.085933.2510@otago.ac.nz>
Organization: /users/pfile/.organization
NNTP-Posting-Host: jaywalk.berkeley.edu
In-reply-to: allan@otago.ac.nz's message of 9 Apr 92 19:59:33 GMT

In article <1992Apr10.085933.2510@otago.ac.nz> allan@otago.ac.nz writes:

   > 1) Bomb the bomber in "Scramble". 
   > 2) Surf!
   > 3) Ski Jump!
   > 4) Park in enemy hanger.

>    How about landing on the enemy carrier - I've tried it a couple of
> times, but haven't managed it successfully yet.

I have managed to do this only one time despite numerous attempts. The
problem is that the Japanese carrier doesnt seem to have arresting wires,
so you have to come in very, very slow and stall it out just right on the
deck, and then furiously hit the brakes.

When the plane rolled to a stop, I got the "Nice landing, but you
overlooked one thing... you landed at an enemy base!" dialog and became a
POW.

My usual way to try this is to play "Flattop" and ski over to the carrier,
then when really close to the carrier, cut engines, pull up and turn, then
come around and get set up for a landing. For bonus points you can even
fly thru the space between the deck and the ship at the back of the
Japanese carrier.

It's really fun to try wacky things with this simulator. It would be cool
if, for instance, bombing your own base would result in your field's AAA
coming after you, or if the Japanese carrier actually had arresting wires.
More realism in land and water crashes would be great (it would be nice to
make belly landings very slowly without unconditionally blowing up)...

Don't get me wrong, I love this simulator! I have had it a month and I
still spend lots of free time playing it. I sure hope the guys at Graphic
Simulation come up with more scenarios and more aircraft.

Rob Pfile
UC Berkeley

"I'm a wedge of spite!" "I'm a carton of hate!" - Milk & Cheese
Newsgroups: comp.sys.mac.games
From: Deb@design.canberra.edu.au (Jeremy Mears)
Subject: Gravis Moustick 1.4.3,mail me?
Organization: University of Canberra
Date: Thu, 9 Apr 92 09:20:40 GMT

Hi there

I bought a mousestick ages ago and Hellcats needs v 1.4.3. of the init. I sent off my rego card, 
but they haven't sent any updates.  Thats what you get for living in Australia, the mushroom 
syndrome i suppose.  I could chase them up in Canada or where ever, and they'd probably snail 
mail it back to me. Then again i could die of boredom as well.  Could someone pretty, pretty, 
please binhqx the init then email it?  Is this possible?  I would be eternally grateful.  Hellcats
is a great game.

thanks a bundle 

Jeremy Mears
Australia
Deb@design.canberra.edu.au
From: tbeaubie@ringer.cs.utsa.edu (Todd Beaubien)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats: Landing
Summary: And let's talk carriers too!!
Date: 14 Apr 92 23:24:44 GMT
Organization: University of Texas at San Antonio

I echo Aron's cry for help, but I need some explainations 
on how to land on carriers safely. I only manage about
one in 10 tries and have pretty much given up trying 
with any character who's completed one whole mission.

Help!!

Todd Beaubien
tbeaubie@ringer.cs.utsa.edu
UT at San Antonio
From: Rich.Rubel@bbs.oit.unc.edu (Rich Rubel)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac PacMan PD?
Date: 7 Apr 92 16:50:44 GMT
Organization: Extended Bulletin Board Service

It looks like it's up on Sumex now, in the games dir.
[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:  bbs.oit.unc.edu or 152.2.22.80
From: marosen@gandalf.rutgers.edu (Mark Rosen)
Newsgroups: comp.sys.mac.games
Subject: Re: Prince of Persia Demo
Date: 14 Apr 92 23:35:08 GMT
Distribution: usa
Organization: Rutgers Univ., New Brunswick, N.J.

I've got one key to add.  You can pick up the sword, or drink more
potion (food) with the zero key on the keypad.  The sword gets
sheathed, and it automatically unsheaths when there's an opponent to
be fought.  Then the zero keys operates the sword fight, swinging it,
blocking the opponent's sword, etc.

The second level has a number of opponents to beat and they get
progressively better, at least it seems that way.

Watch out for the odd colored potion in level two--it ends up taking
one strength level away from you.

-- 
Mark J. Rosen        marosen@gandalf.rutgers.edu
Newsgroups: comp.sys.mac.games
From: a-giles@uchicago.edu (Aaron Giles)
Subject: Re: Mac PacMan PD?
Reply-To: a-giles@uchicago.edu
Organization: University of Chicago High Energy Physics
	<1992Apr8.233859.1869@udel.edu> <1992Apr9.231058.17109@colorado.edu>
Date: Fri, 10 Apr 1992 01:04:37 GMT


> I think the point here was that if it had been programmed
> correctly, it would suit anyone with a screen of >640x480.  As it
> was written, the screen has to be exactly 640x480.  It's just a
> silly way to write it.  If it takes a few seconds of editing to
> include several thousand people who's needs will be suited, isn't
> it worth it?

Funny, it works just fine on my 640x870 Portrait in 8-bit greys.  It
just uses the top half of the monitor.  Fine by me....

Aaron
-----
                     Aaron Giles -- a-giles@uchicago.edu
           "You can't have everything ... where would you put it?"
From: robg@Apple.COM (Rob Griffiths)
Newsgroups: comp.sys.mac.games
Subject: Old arcade games...
Date: 10 Apr 92 04:58:07 GMT
Organization: Apple Computer Inc., Cupertino, CA

While browsing umich's archives tonight, I came across a game that
really brought back memories of my wasted youth.  The game is called
Missile, and it's a Mac implementation of Missile Command.  It was
written in >>>1985<<<, and it still runs on my 7.0.1 IIcx!

Anyway, it got me thinking about good old arcade games, and whether
or not there existed Mac versions of any of them...

Some games I'd love to see in Mac versions:

Missile Command:  A better version, with color, flying saucers, smart
                  bombs, and shooting from different silos.

Asteroids:        I've seen Star Roids, Megaroids, BracketRoids.  None
                  really come close to the feeling of the original.

Galaxians/Galaga: An addictively fun game!  There was a good Apple ][
                  version at one point in time.

Space Invaders:   The original, and still fun.  I've seen Desk Invaders,
                  but it's not really a game (runs as a DA, in a small 
                  window).

Space War:        A great game, where two ships on opposite sides of
                  the screen try to destroy each other...There was a
                  decent Apple ][ version at one point.

Robotron:         One lone man (machine?) against the swarm of robots.


Has anyone seen good commercial (doubtful) or shareware/PD versions of
any of these games??  I'd almost be willing to pay someone to write
a new Missile Command :-).  Lacking that, maybe this will be the impetus
to finally learn C or Pascal for the Mac...

Just some miscellaneous ramblings;
-rob.
-- 
Rob Griffiths    "The beatings will continue until morale improves..."
robg@apple.com   PP-ASEL, -IA nearing completion ... B52s/REM/Erasure!
From: stricher@masig3.ocean.fsu.edu (Char Aznabul)
Newsgroups: comp.sys.mac.games
Subject: Re: Sumex
Date: 8 Apr 92 23:11:14 GMT
Distribution: na

Michael J. Viola writes
+ What's the complete address of sumex? 

Non-authoritative answer:
Name:    sumex-aim.stanford.edu
Address:  36.44.0.6

James
Organization: Freshman, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: comp.sys.mac.games
Date: Thu, 16 Apr 1992 18:02:10 -0400 
From: John Hamilton Slye <jsbr+@andrew.cmu.edu>
Subject: Re: King's Quest V more help


At the oasis near the temple wait behinf the rocks, you will soon see a
couple of bandits on horses...just watch and you will see how to get
into the temple.

Then go back to the tents...you will know what you need to do by then...

BTW I got bounced when I tried replying to you directly. What is your
address so that in the future I (& any others) can e-mail you directly
with help.



=========================================================================
J. Hamilton Slye (jsbr@andrew.cmu.edu) 1071 Morewood Ave., Pgh, Pa. 15213

The opinions stated above do not necessarily reflect those of the author!

"HAPPY! HAPPY! HAPPY! HAPPY! HAPPY! HAPPY! JOY! JOY! JOY! JOY! JOY! JOY!"
=========================================================================
From: crawford@scri.fsu.edu
Newsgroups: comp.sys.mac.games
Subject: ?$%? Flight SImulator Info ?%$?
Date: 13 Apr 92 21:05:06 GMT
Reply-To: crawford@scri.fsu.edu (Lee Crawford)
Organization: Committee for Aesthetic Deletion
oFrom: crawford@scri.fsu.edu (Lee Crawford)

Howdy,

  A friend of mine is in search of a means of altering/generating
landscapes for use on his Microsoft Flight Simulator software ?

  Is there software out which might do this ? I recall there was 
such a Microsoft product for the PC realm but I havent seen anything
like that for the Macintosh world ? Any ideas ?

  Or, is there a better flight simulation software that does include the
cabability to alter ones environs.

thanks,

Lee Crawford
crawford@fslcd2.physics.fsu.edu

Respond via email please, I dont get to read that often....
Newsgroups: comp.sys.mac.games
From: junio@twinsun.com (Junio Hamano)
Subject: Re: HELLCATS: i need the keys!!
Organization: Twin Sun, Inc.
	<1740015@hp-vcd.vcd.hp.com>
Date: Sat, 11 Apr 1992 03:51:18 GMT

In article <1740015@hp-vcd.vcd.hp.com> stevem@hp-vcd.vcd.hp.com (Steve Miller) writes:

   >If it's such a joke, then how come he posted it twice?

   Actually, I played a very bad joke on myself.

Are you playing your joke again by posting almost identical
explanation twice? ;-)

-junio
--
Jun Hamano (junio@twinsun.com)
From: rmihara@ocf.berkeley.edu (Randall A. Mihara)
Newsgroups: comp.sys.mac.games
Subject: Hellcats: Flying Through Objects
Date: 11 Apr 1992 21:08:14 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: avalanche.berkeley.edu

I was playing the Flying Fortress mission and noticed two unusual
things.  First, I wanted to get a good view of my hellcat from the
bomber's perspective, so I flew really close while overtaking the
bomber. I found that if I am close when I switch to the bomber's
view, then they both explode.  That happens either if I am above 
of below the bomber. Note that I am also not close enough to
actually bump into the bomber either.  The second thing was
when after the mission when I decided to try to fly the hellcat
through the open hangar.  I went about 280 knots at about 25 feet.
But I ended up just flying straight through the hangar wall without
exploding.  I am plasioying the 1.0 version and my question is whether
or not the latest version has this corrected, and if so, is Graphics
Simulations distributing the updates?

Any responses would be greatly appreciated.

Randy Mihara
rmihara@ocf.berkeley.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats annoyance
From: allan@otago.ac.nz
Date: 10 Apr 92 08:59:33 +1300
Organization: University of Otago, Dunedin, New Zealand


> 1) Bomb the bomber in "Scramble". 
> 2) Surf!
> 3) Ski Jump!
> 4) Park in enemy hanger.

How about landing on the enemy carrier - I've tried it a couple of times, but
haven't managed it successfully yet.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Allan Udy, Mac Programmer, Computing Services     |Phone:     +64 3 479 8532
Centre, Otago University, Dunedin, New Zealand.   |Fax:       +64 3 479 8577
--------------------------------------------------|AppleLink:         NZ0031
'It all looks fine, to the naked eye, but it      |CompuServe:    74017,2233
don't really happen that way at all...'  THE WHO  |E-Mail: allan@otago.ac.nz
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From: stevem@hp-vcd.vcd.hp.com (Steve Miller)
Date: Fri, 10 Apr 1992 19:06:06 GMT
Subject: Re: Kings Quest V (How Good)
Organization: Hewlett Packard, Vancouver, WA, USA
Newsgroups: comp.sys.mac.games

> [ How good is King's Quest V?]

I just bought this game a couple of weeks ago and have only played it
about 6 hours so far, but here's my initial impressions:

Graphics:

Very colorful 256 color hand painted scenes.  BUT, they are low resolution
approximately 320x200 making me think that they were originally done for
the PC and ported to the Mac.  You can display the window 1/2 size
(1/4 area) so that there is a one-to-one correspondence with the graphics
database and the screen pixels, or blow it up so you get big fat chunky
pixels over the whole screen.  After awhile, the low resolution screens
don't really bother me, but what does bother me is that the animation of
the character and objects is also low resolution.

To their credit, this game takes up 10 1.4Meg floppys and would probabaly
have been too expensive to ship if all scenery were of higher resolution
unless they could come up with a better compression algorithm.

Animation:

Scene and character animiation on my Mac IIsi are slow, I often have to
turn off scene animation to get it to run fast enough to be fun.  If you
don't, the character doesn't walk through the scenes very quickly.  Since
the amount of animation is so low, I'm surprised that it was so slow.  Again
this is evidence of a quick port.

User Interface:

Fair.  Definately a port.  They do use the mouse for movement and actions
and have their own graphics menu, but if the game was designed for the
Mac, they would have had a tool palette.  Their custom graphics menu is
cumbersome, slow, and crude.  Often using the mouse to move around is
difficult as exiting a scene often requires a very accurate mouse click
at the right portion of the screen.  More evidence of a quick port.

Game Play:

Typical Sierra Online adventure game.  You do arbitrary actions and eventually
get arbitrary results that get you closer to some arbitrary postive outcome.
I can't believe that they can't think of a better series of logic puzzles
to solve than they have done with KQ-V.  The puzzles are so arbitrary that
you end up simply running around poking and prodding at everything until
something good (or bad) happens, you then just continually save and
restore the game so that you can try various options more quickly.

Also, using the mouse for everything with no text input severly limits your
options.  I would prefer to have both, with the text input being a small
window at the bottom of the screen which you could optionally use to 
attempt more sophisticated actions.

Summary:

Skip this game.  Some people must enjoy it because Sierra keeps coming
out with them, but I can't see the attraction.  Some of the (low res)
scenes are pretty, but that is a terrible reason for buying this game.

Steven Miller
Vancouver Division
Hewlett Packard
From: tcg060@ipl.jpl.nasa.gov (Tom Greer)
Newsgroups: comp.sys.mac.games
Subject: Re: Tracon
Date: 17 Apr 92 13:09:16 GMT
Distribution: world
Organization: Jet Propulsion Laboratory, Image Processing Lab

In article <65414@apple.Apple.COM>, robg@Apple.COM (Rob Griffiths) writes:
> You can call Wesson International directly.  Their phone number is
> 1-800-634-9808.  I'm not sure if they sell direct, but they should be
> able to point you towards an outlet if they don't.
> 
> I just spoke with them, and they are still shipping the Macintosh version.
> The correct product to ask for is "Tracon 2 Macintosh, version 2.03."
> 
They do sell direct, atleast according to the newsletter that they send
out.  I seem to recall that Tracon 2 Mac is 69.95.  I am still saving my
money for that, I still use Tracon 1.09!  :-)

Now, when are they going to release TOWER for the Mac?  Anyone know? 

Tom Greer  tcg060@ipl.jpl.nasa.gov
From: S.M.Weatherley@massey.ac.nz (S.M. Weatherley)
Subject: 3 in 3 - 1/2 a notion soln
Summary: 3 in 3 - 1/2 a notion soln
Organization: Massey University, Palmerston North, New Zealand
X-Reader: NETNEWS/PC Version 2c
Date: Tue, 7 Apr 92 19:56:05 GMT


3 in 3 HINTS

Here are spoilers for Half a Notion.

BACK	Blue, Blood, Chip, Collar, Grass, Jay, Print, Ribbon, Berry.

Hope you are reading this in Germany.

Sally

-- 
_______________________________________________________________________________
Sally Weatherley		       |                            yelrehtaeW 
Massey University                      |                     ytisrevinU yessaM
Palmerston North                       |                      htroN notsremlaP
New Zealand                            |                           dnalaeZ weN
_______________________________________________________________________________
From: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Newsgroups: comp.sys.mac.games
Subject: Re: Raylroad Tycoon Eveluation
Date: 13 Apr 92 21:14:14 GMT
Reply-To: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Organization: None - Entire program eliminated due to budget cuts :)
Discliamer: Upon my being captured or killed, my professors will
            disavow any knowledge of me, my statements, and/or
            my mission.


In article <1992Apr13.131354.9894@apollo.hp.com>,
Citizen esteban@apollo.hp.com (Steven Fernandez) writes :
[deleted comments about the addictive nature of RRT for some]

>I do find that after 5
>trains it gets real difficult to track which trains are profitable and
>which are not. Guess I need to start looking at some of those reports.

  You need to set up your trains so that the cargo they carry will always
be there.  If this means taking out less cargo than is available at some times,
then go ahead.
  In the start, it takes awhile to fine tune the trains, but once the game is
going, I never build a new train unless I know exactly what route it will take
and what cargos it will pick up and drop off.  It's also good to build
"redundacy" into a train, because at the hugher levels (Tycoon), industries
appear and disappear at random times, especially those damn power plants that
I rely on.  Any one noticed that at Tycoon level, a Power Plant in a city
area will be the first or second plot to turn to slums?  In my latest game,
Frenso had a PP at start, lost it to a slum for about 8 years, got it back,
lost it again after 6 years to slums again, and then a Paper Mill got built
on top of where the PP should have been.  I gave up and built my own PP
(goodbye $1000000) outside of town!

|--------------------------------| "I like it.  It's got that 'It's a cruel
|      J. Taggart Gorman Jr.     |  world - Let's throw ourselves in the
| jtgorman@caslon.cs.arizona.edu |  abyss.' type ambience."
|--------------------------------|     - Christian Slater, in _Heathers_
From: km2a+@andrew.cmu.edu (Kenneth E. Mohnkern)
Newsgroups: comp.sys.mac.games
Subject: Prince of Persia HELP!
Date: 14 Apr 92 13:21:47 GMT
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA


OK, I've gotten the demo from sumex-aim. 

Bryan James Sullivan@pri writes:
>well which ones do you know? movement-wise there is: run, standing jump,
>running jump, tiny step, climb up, climb down. fighting-wise there is
>attack, parry, and run away.

But what _are_ the command keys? Why is there no help command? Why no
help document? Why? Why? Why?

Help us out!

Dying way too soon,
    ken