HDTenEightyP/NetNews huggingface dataset:
From: baltman@prodigal.psych.rochester.edu (Brian Altman)
Newsgroups: comp.sys.mac.games
Subject: Spaceward HO! 3.0...When?
Date: 3 Jan 93 01:41:49 GMT
Distribution: usa
Organization: University of Rochester (Rochester, NY)

I thought 3.0 was due out sometime this month. I just called
MacConnection and they currently have version 2.1 and told me
that there was no expected release date for 3.0. I'd like to
own this game, but I don't feel like having (wanting) to upgrade
in a month or two. 

-Brian
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom hidden region around screen (Was Re: Maelstrom Correction)
Date: 28 Dec 92 23:20:35 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA

crod@cc.curtin.edu.au (Scott Kevill) writes:

}In article <1godraINNjqf@skeena.ucs.ubc.ca>, arnett@unixg.ubc.ca (Bill Arnett) writes:

}> And it is easy to die in the hidden region surrounding the screen.  Is
}> this bug??  Or is there supposed to be a region you can't see?

}It seems to me with this last possible bug, that Andrew Welch has
}taken the lazy way of handling the wraparound of the ship across
}the screen. By making an empty void, it means there doesn't have to
}be half and ship on one side and half a ship on the other (this
}applies to the asteroids and other objects as well).

}Perhaps this will be remedied in a later version because it makes
}"wrapping" around the screen dangerous to do.

Don't count on it.  I sent email to Andrew saying that, in my opinion,
the empty region seriously impacted the playability of the game.  His
response to me was: "It isn't likely to change; improvise, adapt, overcome".

--James Preston
Newsgroups: comp.sys.mac.games
Subject: Bolo is being updated to 0.96... anybody heard anything else?
From: bfoulk@vax1.umkc.edu
Date: 3 Jan 93 17:17:21 CST
Organization: University of Missouri - Kansas City
NNTP-Posting-Host: vax1.umkc.edu

If you haven't logged onto Bolo.Stanford.Edu lately, you may be
interested in seeing that you get the following message at
startup:

> Bolo 0.96 is nearing completion. When it is ready, it will be
> distributed from a DIFFERENT ftp site, and Bolo.Stanford.EDU will
> be temporarily closed down -- my Mac simply wouldn't be able to
> stand the load. If you gave your e-mail address as requested when
> logging in, you will be notified of where and when the new Bolo
> will be available.

That seems to be all there is though... I could find no other news
of what the update will have.  Has anybody else heard anything
new?  Any insight on when it might be released?  Does anybody know
how long this message had been posted?

I am hoping it will be released sometime this week, for the next
big Bolo meet in the JoCo suburbs is scheduled for the upcoming
Sat.  Hint, hint for anybody in the KC area that wants to join us!

I was also wondering how to upload to sumex-aim's archives? 
Several of us aroudn the area have created some Bolo Maps that
are pretty decent.

Well, please post if you've heard anything else new about Bolo. 
Thanks.


 \\_////
  _   _		Bernie Foulk
'[X]-[X]'   Internet Addr: BFoulk@vax1.umkc.edu
  ( U )	      Bitnet Addr: BFoulk@umkcvax1
   ___
Newsgroups: comp.sys.mac.games
From: miracle@sctc.com (Barry Miracle)
Subject: Re: Some Pax Imperia Questions
Organization: SCTC
Date: Mon, 28 Dec 1992 19:26:41 GMT

charlesa@niwot.scd.ucar.edu (Charles Albrecht) writes:

>In article <13487.2b3c1d82@cpva.saic.com> wilsona@cpva.saic.com writes:
>>I'm hoping someone has been able to figure the following things out, asthe
>>manual is very light.
>>
>>1) When you get an overcrowding message, how do you know where it is
>>occurring? What is the overcrowding number? It seems to be about 19K.

>Check out the chart on page 28.  If I get the overcrowding message, I flip
>through my homeworlds and colonies to see which ones are nearing the 20k
>boundary and build cities or adjust my social/colony spending accordingly.

Why?  What effect does overcrowding have?  I have successfully
finished a couple of games, one with eleven planets and two opponents.  I 
have simply let them overcrowd and never been able to see any effect.


>>2) When I landed a mass transit ship on another planet, I seemed to have
>>lost the ship. It no longer showed up under fleet control. Where did it go?

>It seems that all the transport ships are one-way tickets.  If you want to 
>get those folks off, they'll have to build their own ship.  This actually
>helps me notice that I've forgotten about one of my transports if it shows
>up in Fleet Control.

The great lost fleet problem.  This is a design problem with the game.

>>3) When building a ship, does anyone know what the numbers next to shipyard
>>and factory refer to. The numbers are in the hundreds. Does one factory equal
>>a hundred units?

>As near as I can tell, the numbers are loosely related to the number of 
>factories on that homeworld and the efficiency of the operation there (which
>in turn is related to population density, cities, species efficiency, ...)
>It looks like some of the bigger stuff is best built at settlements with
>multiple regions since each region will only hold 4 factories...

>Just for the record, I really enjoy this game and plan to send Changeling a
>page of comments and observations with my registration card.


I agree with alot of the comments that have been posted.  I like this
type of game and this is a good game.  

The problems are:

	1. Too many bugs
	2. Some features that have dubious use
	3. Manual that does not cover all the game
	4. Some missing features.

I too am going to send in a list of bugs, documentation oversights,
and needed features.  I also have a couple of saved games with some
interesting problems I will send them.  I think everyine should.

>Happy paxxing!

>-Chas
>charlesa@ncar.ucar.edu



Barry Miracle
miracle@sctc.com
From: prb@access.digex.com (Pat)
Newsgroups: comp.sys.mac.games
Subject: Rise of the Dragon Help.
Date: 26 Dec 1992 19:40:25 GMT
Organization: UDSI
NNTP-Posting-Host: access.digex.com


How do I get the mandarin chinese document translated?

thanks.

e-mail preferred. thanks again.
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom blather
From: starver@oread.cc.ukans.edu
Date: 31 Dec 92 02:01:18 CST
Organization: University of Kansas Academic Computing Serces

Item 19577
Date: 30 Dec 1992 06:22:32 GMT

>>>Andrew doesn't use sprites! If you'll take a look
>>
>>Andrew doesn't use sprites, and no one else does either,
>>since there ARE no sprites for the Mac.
>
>Ok, what's a sprite?
>
>--
>Steven Russell
>srussell@cie.uoregon.edu

From the glossary of the Amiga Hardware Reference Manual:

Sprite  Easily movable graphics object that is produced by one of the eight 
        sprite DMA channels and is independent of the playfield display.

There is a great amount of detail on sprites, the Copper, and Blitter in 
this book. *Very* basically it is a graphics object that has hardware
devoted to it. This hardware has its own special section of memory and
and pre-empt CPU operations. This is significantly different than Mac
or PC set-ups and allows a M 68000 to do animation and sound that my ci
is envious of (I watch her drool). 
Too bad the fantastic software for the Mac can't be combined with the
beautiful architecture of the Amiga.

Is this enough of an answer?
Steve

I would think it silly to presume that I speak for the University of Kansas.
But then again, you don't know me.
______________________________________________________________________________
Lo, there are some who can call themselves nothing more than a passage 
for food, producers of dung, fillers up of privies, for of them nothing else 
appears in the world, nor is there any virtue in their work, for nothing of 
them remains but full privies.
						Leonardo da Vinci

starver@oread.cc.ukans.edu		The virtual me.
starver@volta.ece.ukans.edu		The real me.
Newsgroups: comp.sys.mac.games
From: ndgarigl@rodan.acs.syr.edu (Nick D. Garigliano)
Subject: M4 tank Sim again!!
Organization: Syracuse University, Syracuse, NY
Distribution: usa
Date: Thu, 31 Dec 92 12:27:20 EST

I'll try this again.  Has anyone tried this game??? It's in the Mac's
Place ad in the latest MacUser.
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Sun, 27 Dec 1992 15:00:41 PST
Subject: Re: AG! IT WON'T RUN!

>Interestingly enough, my sister's Mac IIci running 7.0.1 with Tuneup
>1.1.1 runs Dark Castle off the hard drive with no problem. 

Maybe there is a later version that gets around the limitations.  I know
the version I have has the limitations I described, and for the reasons I
described, because I disassembled it far enough to see that fixing it to
run with my standard INITs would be nearly impossible.

It makes sense that they would improve the program to widen the customer
base.  I never recieved any upgrade notice, although I did register my copy,
probably because of a combination of the low profit margin on games and the
(I expect) low response rate to upgrade notices for them.

Anyway, thanks for the clarification.

**** 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: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Re: Tom Landry Strategy Football(WHERE?)
Date: 31 Dec 92 19:49:01 GMT
Distribution: usa
Organization: Science Applications Int'l Corp./San Diego

In article <n732ywq@rpi.edu>, caom@marcus.its.rpi.edu (Miaoyong Cao) writes:
> 	Does anyone know Tom Landy Strategy football?
> 
> 	If so, can you tell me will can I buy it?
> 
> 	caom@rpi.edu                 		(mac version)

The Egghead Software stores are carrying it in S. California. 
Newsgroups: comp.sys.mac.games
From: martin@cs.curtin.edu.au (Martin Dougiamas)
Subject: Re: Oxyd 3.3
Organization: Curtin University of Technology
Date: Tue, 29 Dec 1992 15:36:50 GMT

I just downloaded and played this game on my PowerBook 100....
..and it's very, very, very good.  Even in black and white on
a 68000 machine.  Get it!   I can only imagine how much better
it must be in colour.

Now I'm stuck on level 11 because I don't have the book.  *sigh*

Martin
--
Your eyes are weary from staring at the screen.  Your eyelids feel very heavy.
You feel sleepy. Notice how restful it is to watch the cursor blink. Close your
eyes. The opinions stated above are yours. You cannot imagine why you ever felt
otherwise.  When you awake you will follow up this post and enthusiastically
agree with it.  Then you will send all your money to martin@cs.curtin.edu.au.
Newsgroups: comp.sys.mac.games
From: cfarmer@ncsa.uiuc.edu (Chuck Farmer)
Subject: Maelstrom Q:How do you turn off the sound
Followup-To: comp.sys.mac.games
Organization: NCSA
Date: Tue, 22 Dec 1992 19:58:14 GMT

Is there any way to turn off the sound in Maelstrom?

Thanx
Chuck
cfarmer@ncsa.uiuc.edu

Only a fool is sure. --Moe Howard
From: cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton)
Newsgroups: comp.sys.mac.games
Subject: Re: One more time on this Maelstrom thing.
Date: 21 Dec 1992 21:29:58 GMT
Followup-To: comp.sys.mac.games
Organization: Academic Computing

In article <1992Dec19.121110.8385@leland.Stanford.EDU>,
cooljohn@leland.Stanford.EDU ( Magdaleno) wrote:
> 
> 
>  Look, no one needs to defend Andrew.  No one's pressing charges
> (that I've heard of yet). I don't want to blab too much more.
> Like some one a couple of articles ago said: There are too
> many similarities that it almost defies the mind that it's more
> than coincidence.
> 

So? What's your point? Are you saying that if a game looks similar to
another in  the same genre that it's not worth your time? Wake up dude.
Have you walked into an arcade lately and looked at how many scrolling
karate games there are? How about Mario/Donkey Kong rip-offs with a bunch
of hopping, jumping, and a boss after each level. Perhaps it's just sour
grapes. So what if the look and feel is similar to Lunatic Fringe? Unless
Andrew has access to Ben's source, it's got to all be original work.

>  Also, if you think that those who are critical of Maelstrom are
> ganging up on him just to do it, well you're wrong. Hopefully
> something will learnt by this.  
> 

What?

>  Quick note to Andrew: I am curious as to the art work. You say
> you paid artists to do your art for you.... I'd talk to your
> artists and find out where they got the ideas for a player ship
> and asteroids that look very very similar to lunatic fringe.

John, have you ever seen a 3-d rendering program on a Mac? do you have any
idea how incredibly easy it is for ANYONE with Swivel 3-D or the equivalent
to come up with ships that look like that? Do you realize that the "look"
you are talking about is the default way that objects with plastic surfaces
are rendered? Do you realize that millions of frames of computer-generated
animations have been done since the early eighties with ships that look
just like those in Lunatic Fringe? Did they get ripped off from Ben Haller
too?

When Lunatic Fringe came out, I spent a weekend developing some sprites and
making them fly around, just because I thought the 3-D effect that Ben had
come up with was novel. Gonna call me names now? When vector graphics were
the "new" thing, every new arcade game had 'em. When scrolling shooters
came out, everybody did 'em. If every game that came out had to meet your
criterion of uniqueness in look and feel, there'd still only be 4 games out
there: Asteroids, Space Invaders, Defender, and Donkey Kong.

I think you and all the other whiners just need to shut their mouths. That,
or put out something that looks better and is more playable than Maelstrom.
Until then, just shut up and spare us all because you just don't have a
valid point to make. (Flame away! I'll be on vacation!)
Newsgroups: comp.sys.mac.games
From: kc@netcom.com (Dameon D. Welch)
Subject: Re: Lemmings help!!
Organization: Wayne's World, Inc -- NOT!
Date: Wed, 30 Dec 1992 02:42:48 GMT

In article <1992Dec28.145110.6363@ringer.cs.utsa.edu> ajiang@lonestar.utsa.edu (Alexander X. Jiang) writes:
>I need help for Lemmings Level 21 in the Tricky category.  It's titled "Luvly
>Jubly" (or the alike) and the access code for that level is "NHLFMCGDFS".
>could anyone give me a hint/solution for that level?  thanks.

***** SPOILERS BELOW *****


Make as many climbers as you can (10 of them). Assuming you make them
quickly, they should take care of themselves. The other 10 you need to
give umbrellas to. The last umbrella person should bebuilding bridges
across all the holes.

I think you can figure out the rest.
-- 
Dameon D. Welch, NH6TW               kc@netcom.com OR dwelch@scuacc.scu.edu
Sophomore Computer Science Major at Santa Clara University, Santa Clara, CA
--
          "Don't be afraid, it's only business." -- Roger Waters
From: d88-jwa@dront.nada.kth.se (Jon Wtte)
Newsgroups: comp.sys.mac.games
Subject: Re: WANTED: Good network chat program (to user w/Bolo)
Date: 21 Dec 92 10:02:17 GMT
Organization: Royal Institute of Technology, Stockholm, Sweden

In <1992Dec19.180100.1@vax1.umkc.edu> bfoulk@vax1.umkc.edu writes:

>Does anybody know of a good SW network chat program?  The bolo chat
>is rather hard to use and I used to have a fairly decent DA called
>NetChat, but I must have trashed my archive and I can't seem to
>find another copy of it.  Thanks for any help you can give me.

Well, if you run System 7, there4s my Very Small Application
called "Zing" currently at version 1.3. Comes with source.
Look for "Zing" in all the familiar places.

Cheers,

						/ h+

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --
   This signature is kept shorter than 4 lines in the interests of UseNet
   S/N ratio.
Newsgroups: comp.sys.mac.games
From: charlesa@niwot.scd.ucar.edu (Charles Albrecht)
Subject: Re: Letter to Changeling (long)
Summary: Colony Spending = Colony Growth
Keywords: Colony spending
Organization: Scientific Computing Divison/NCAR Boulder, CO
Date: Mon, 28 Dec 1992 17:04:35 GMT

In article <1992Dec27.231021.170566@bmug.org> Jimmy_C._Tso@bmug.org writes:
>Jason Ehrlich,jason@retina.anatomy.upenn.edu writes:
>
>> What does colony spending do? The manual says it speeds up
>> progress towards becoming a homeworld, but a homeworld is just
>> a colony with a port. 
>
>I think when you have a colony, you need to pay for its uptake, but
>when you have a homeworld, it generates taxes for you.
>
>My question is:  what stops you from making every colony a homeworld?  There
>doesn't seem to be any penalty to making a colony a homeword and every reason
>to do so.
>

An increase in Colony spending increases the reproduction rate of the colony
(see page 42, it's too bad they didn't repeat this on page 78).  As soon as
I can get them, I'll use Seeds or Taxis (or Deliverers...) to colonize 
other worlds.  I can land them one turn and start developing on them the 
next.  Assuming I can afford it (one thing that could stop you), I'll
turn it into a Homeworld as soon as the population gets to be around 15,000.

-Chas
 charlesa@ncar.ucar.edu


Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
From: cam@athena.mit.edu (Daniel Cameron Daly)
Subject: Spectre for sale
Organization: Massachusetts Institute of Technology
Date: Thu, 31 Dec 1992 17:49:37 GMT

I just got a copy of Spectre for Christmas, but it was the LAN version - 
three identical copies of the game.  I need two at most, so I would like to
sell one copy.  I assume that this is legal, but if I am wrong I
am sure that someone will point it out.  So, for sale:

Spectre (no instructions, would copy them if needed)  $27 (includes S&H)


--
Cam Daly                                Phone: (617) 225-7880
22F1                                    Internet: cam@athena.mit.edu
550 Memorial Dr                         "He who fights and runs away,
Cambridge MA 02139                       lives to nuke the site from orbit"
Newsgroups: comp.sys.mac.games
From: ajiang@lonestar.utsa.edu (Alexander X. Jiang)
Subject: Lemmings help!!
Organization: University of Texas at San Antonio
Date: Mon, 28 Dec 1992 14:51:10 GMT

I need help for Lemmings Level 21 in the Tricky category.  It's titled "Luvly
Jubly" (or the alike) and the access code for that level is "NHLFMCGDFS".
could anyone give me a hint/solution for that level?  thanks.
Newsgroups: comp.sys.mac.games
From: akhiani@ricks.enet.dec.com (Homayoon Akhiani)
Subject: Re: SOME PAX IMPERIA QUESTIONS
Reply-To: akhiani@ricks.enet.dec.com (Homayoon Akhiani)
Organization: Digital Equipment Corporation
Date: Wed, 30 Dec 1992 16:05:30 GMT


I just sent back mine this morning, after getting pissed of at the random 
crashes.  Everytime it becomes interesting the game will crash!

Oh, for software developers eyes:(using Macsbug)
	crashed with system error #25 at StuffHex+018E

I rather wait till 1.2 comes out then I buy it(which is probably next xmas)

my $.2 for the novice game writters out there:
	"Never bite more than you can chew" else things like PAX happens


--
-------------------------------------------------------------------------------
Homayoon Akhiani                               "Turning Ideas into ... Reality"
Email: akhiani@ricks.enet.dec.com     "The words are mine, and not my employer"
-------------------------------------------------------------------------------
From: ayh@wdl1.wdl.loral.com (Ann Hopkins)
Newsgroups: comp.sys.mac.games
Subject: Re: Pax Imperia Poppycock
Date: 22 Dec 92 15:54:15 GMT
Followup-To: comp.sys.mac.games
Organization: Loral - WDL

In article <1992Dec22.040501.2503@wam.umd.edu>, bgohari@wam.umd.edu (Babak
Gohari) wrote:
> 
> To use a common phrase recently, has anyone else noticed that Pax Imperia and
> Changling Software is a bunch of poppycock?  I mean, if I'm right, didn't
> Changling say that Pax will definitely be shipping on the 21st?  I'm not in
> any great need for it, but I call up Mac's Place, and guess what, they
> say the date is now the 23rd.  Hmmm... personally, I'm getting sick of some
> company who can't keep it's dates straight.  I mean, what they should do is
> say Pax will be out in 1993, and when they release it in December, everyone
> will think that Changling is such an awesome company.  This is getting
> really ridiculous.
> 


Peace!
They happen to be a small group of people trying to get a product out while
working second jobs.  (I know this because my father contacted him to sell
the product)  Give them a break.  It is not as if there are a lot of
companies even making Mac games.

In the Christmas spirit give them a chance.  I know it would be difficult
if I were in their situation. My guess is they may or may not have it done
by the end of the year but they are really close.

Why don't we wish that the game has few bugs, compared to other games out
there by professional companies
Newsgroups: comp.sys.mac.games
From: taihou@suliman.iss.nus.sg (Tng Tai Hou)
Subject: Genie SVGA Defined
Originator: taihou@suliman
Organization: Institute of Systems Science, NUS, Singapore
Date: Mon, 21 Dec 1992 13:53:14 GMT

Don't jump on me yet. Wait and read.
The latest issue of CGW (Computer Gaming World), January 1993,
has an advert from Genie. It boasts of an Air Warrior net-game.
Now, versions of the Genie Air-Warrior has been around for quite
some time, including a color version. So why is this ad so special?
First, it is about the MSDOS version. And it calls this version the
first flight simulator to run in 640x480x256 color resolution on
a personal computer!!! Explicit enough was the term SVGA!!!

So for once, we have a real definition of SVGA. For another, it sure
is ticklish to hear this "great" news about the first 640x480x256 color
flight simulator. Obviously, these folks, including those at CGW,
haven't seen a Mac, or Hellcats (which can fill your entire screen,
whatever the resolution).

But what bothers me most is the word "Mac" (or equivalents like Apple,
Macintosh, wimp), appears in this issue and previous two issues,
less than 10 times!!! I have read it from cover to cover, and it sure
is frustrating to find very little news and reviews, if at all about
Mac games. There are more Amiga games reviews and ads and mentions,
than there is for the Mac. And the latest SPA figures shows more game
growth and dollar sales figure for the Mac over the Amiga!!! What gives?

Lastly, I recalled the outrage one reader posted to this newsgroup
concerning the port of Spectre to the PC. Well, in this issue, there
are two ads - Spaceword Ho for Windows 3.1, and Tinnies (Inline Design).
In other words, nothing is sacred anymore.

Tai Hou
Singapore

Newsgroups: comp.sys.mac.games
From: djs1539@cc.utah.edu (SEGAL, DAVID JAY)
Subject: Will pay for Jeopardy!
News-Software: VAX/VMS VNEWS 1.4-b1  
Organization: University of Utah Computer Center
Date: 24 Dec 1992 16:35 MST  

Ok, I'm desperate.  If anyone can send me a Jeopardy-like game for
the Mac, I will send you a check.
E-mail me for details.

- Dave Segal