HDTenEightyP/NetNews huggingface dataset:
From: zimmy@kalman.eng.ohio-state.edu (Michael Zimmerman)
Subject: re:  Pool(s) of darkness
Organization: The Ohio State University Dept of Electrical Engineering
Date: Mon, 14 Sep 1992 13:48:58 GMT

Yup, Pools of Darkness is again a port by MicroMagic.  What I cannot
tell is whether I have simply gotten used to the piss poor quality
of their previous ports, or whether this one is somehow better.
It has some of the best EGA-type graphics I think I have seen, if you can
call them good.  The animations are pretty decent too.
I still think they should have stuck with the interface from Pool of
Radiance (nice floating windows), but that's life I suppose.
One good thing I can definitely say is that they FIANLLY put the "hot point"
of the mouse where I always thought it should be.  That really used to
piss me off when I would select the wrong thing.

In summary, if you could stomach CoAB and SoSB, then PoD is fine, and perhaps
a few shades better as far as being a Mac app is concerned.

Mike

-- 
                                               zimmy@ee.eng.ohio-state.edu
 Just say "noe" to Quayle.                     PADI AOW
From: hp48sx@wupost.wustl.edu (HP48SX Archive Maintainer)
Newsgroups: comp.sys.mac.games
Subject: Hellcats: The Duel
Date: 10 Sep 1992 15:05:29 -0500
Organization: Washington University in Saint Louis, MO USA
NNTP-Posting-Host: wuarchive.wustl.edu

I got my Mousestick 3 days ago, so now I am only missing the Duel and
Divine Wind. 

Why is Lt. Commander Herbert flying tha bad ? He is always shoot down
before he can bomb the enemy carrier, and I have to take it in 2 passes.
Even when I shot down 5 planes in the duel Herbert was killed. How often
can you expect him to survive ? Do you have to to watch over him and
protect him too ?

My strategy is to take off without bombs, 1/3 tank, and then go for some
zekes. Usually they do not land a single bomb on my carrier. All I do is
usually to smoke them all before I start flaming them. I have found the
to be a good strategy. If they get engine problems I can always take out
any other targets, and then kill them later if they are not crashed
yet.

Any tips for Divine Wind ?
-- 
Povl H. Pedersen             hp48sx@wuarchive.wustl.edu
HP48sx archive maintainer

All Opinions (C) Copyright the Intergalactic Thought Association
From: John.Hirsch@mixcom.mixcom.com (John.Hirsch)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats: completing a mission
Date: 9 Sep 92 22:10:54 GMT
Distribution: usa
Organization: Milwaukee Internet Xchange BBS, Milwaukee, WI U.S.A.

In <1992Sep9.090751.12583@physics.ucla.edu> price@uclapp.physics.ucla.edu (John Price) writes:

>OK, so what exactly does it take?  I tried FlatTop today, and in two trips
>(I had to get another bomb) I was able to sink the carrier (the mission
>objective).  On my way back, my engine cut out.  But, not only was I able
>to glide in for a safe landing, but I also got back to the runway!

>When I saw the mission summary, though, I got points for the carrier, and
>points for 2 AA guns, and points for 2 fighters I had to go through in the
>process, but no mission award!  Talk about adding insult to injury...

  I had the same problem in the Capture Island mission (or maybe it was
Bomb Base).  Anyway, I bombed the runway (yes, the _runway_ not the flag),
shot down some zeroes and landed at a friendly airfield.  But I overshot
the runway a little, so when I finally stopped, I was on the grass.  I got
no credit for the mission.  So, I tried driving to the runway and stopping,
and I got the offer to refuel and reload, but still no mission credit.

  Finally, in exasperation, I took off again, circled around, and landed
back on the very same runway. _Then_ I got credit for the mission.
Pretty wierd.

>           John Price * * * * price@uclapp.physics.ucla.edu
>           Where there is no solution, there is no problem.
-- 
John.Hirsch@mixcom.com

Hi there.
Newsgroups: comp.sys.mac.games
From: ahbritto@holonet.net (Arthur H. Britto)
Subject: Re: Spectre Network (crack) help Wanted.
Organization: HoloNet (BBS: 510-704-1058)
Date: Sun, 6 Sep 1992 21:38:06 GMT

gt7159a@prism.gatech.EDU (WATKINS,MARK ANTHONY) writes:

>	My roommate recently purchased Spectre for his Mac and we love the game.
>We have access to a mac lab on our campus and would like to play against each
>other.  Well if anyone has tried this with just one copy then you know the 
>program will not let you play two players across a network with the same copy.
>Our problem is we do not want to buy another copy to play an occasional two
>player game.  The security checks the serial number on the other copy.  If
>there is any way to get around this, I would appreciate the knowledge.  Thanks.

If you can't afford a Porche, does this make it okay to steal one?

If you think a Porche is unreasonably priced, does this make it okay to steal
one?

If you don't like the makers, is it okay to steal?

Let's make it simple:  Is it okay to steal?

I've meet the makers of Specter- they worked hard, they're nice people and
you want to steal from them?

They and everyone else in the world don't deserve to be ripped off.

Arthur Britto
From: patlin_s@cubldr.colorado.edu
Newsgroups: comp.sys.mac.games
Subject: Game Speed
Date: 12 Sep 92 17:31:57 GMT
Organization: University of Colorado, Boulder

While reading the non-quickdraw thread, I got to thinking
about another technical point of Macintosh Games, namely
play speed.

I've noticed on Ben Haler's Lunatic Fringe that there is a significant
difference between play on a friends SE and on anothers IIci.  While
this is not surprising, it is noteworthy that the difference was extreme
enough to make it seem that Ben had written 2 seperate games.

So, here is my question:

While up to a point, I can see faster being better, I can also see a
point somewhere out there where the game would play TOO fast.  It 
wouldn't seem to my less than educated self that it would be technically
difficult to limit speed by checking how many ticks have occured
between actions, and waiting if too few have happened.

Or, alternatively, it would probably be possible to ask the user or
check the hardware, and base the speed on that.

I'm also sort of curious about which speed Ben had in mind when
writing...

Scott.

(BTW- LF is a great game at both speeds, and anyone who has After Dark
will want MAD for this module alone.)
Newsgroups: comp.sys.mac.games,comp.sys.mac.programmer
From: hulsej@lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Re: Three questions and a gripe
Date: 15 Sep 92 23:27:40 GMT
Article-I.D.: lclark.1992Sep15.232740.4642
Distribution: usa
Organization: Lewis & Clark College, Portland OR

In article <195pfuINNlhm@phakt.usc.edu> cokin@phakt.usc.edu (Darren Cokin) writes:
>In article <1992Sep15.191857.25403@lclark.edu> hulsej@sun.lclark.edu (Jose Hulse) writes:
>
>>Gripe:  When will Bullseye Software abandon its @#*%! on-disk copy pro-
>>tection---the type that only allows one hard disk installation and if your
>>hard drive crashes while the game is installed, screws you over?
>
>There is a way around this, often used by pirates.  Get apple disk copy from
>ftp.apple.com.  It can create a .image file of a disk, letting you back up
>almost anything.  That way you could copy the disk before you install the game,
>and install it off the copy.  If your hard disk crashes, or you want to
>install it on your computer at work, just make another copy of the original.
>
>
>                                               Darren

Well, it's worth a try, but Disk Copy's documentation says that it won't
duplicate copy-protected disks, plus I find it hard to believe that the
folks at Bullseye wouldn't have thought of it.  Still, what have I got to
lose?

Thanks!
-Jose'

-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu | hulsej@agora.rain.com
Clinton/Gore in '92! Put People First!
Bush/Quayl--Just say noe!
Newsgroups: comp.sys.mac.games
From: csmith@blackplague.gmu.edu (Blackplague)
Subject: Re: Spectre Network (crack) help Wanted.
Followup-To: comp.sys.mac.games
Organization: George Mason University-IDO
Date: Sun, 6 Sep 1992 23:20:54 GMT

As an alternative to buying another copy, or getting illegal copies, why
not call the company the Publishes and see if they will upgrade your single
plyer version to their 3(4?) player network version.  Cheaper then even
buying one more copy.

Blackplague
From: chernoff@sousa.ltn.dec.com (Anton Chernoff)
Newsgroups: comp.sys.mac.games
Subject: Mission Thunderbolt Cache/Crash Problems
Date: 11 Sep 92 15:00:44 GMT
Reply-To: chernoff@sousa.ltn.dec.com (Anton Chernoff)
Organization: MegaCorp


Dave Scheifler, author of Mission Thunderbolt, has asked me to post the
following important message.  Please reply to Dave at the AOL or CompuServe
address below;  don't reply to me unless you absolutely can't get through
otherwise.  Posting to this newsgroup usually works, too.   / Anton
---------------

If you are having "cache" problems or seeing crashs with Mission Thunderbolt,
and have a version earlier than v1.0.5, then we suggest you contact Casady &
Greene (the publisher) for an update.

Prior to v1.0.5 there were bugs that could cause the kind of difficulties and
crashes that some of you folks have encountered.  A major cause was incorrect
usage of string pointers by the creature naming feature, which could in turn
potentially result in data corruption in the character file.

Hence it is recommended that players with pre-1.0.5 versions avoid giving names
to creatures and acquire an update before using that feature.  To determine
your specific version, click on the Thunderbolt application file to highlight
it, then from the File menubar entry select Get Info.

Please contact Casady & Greene directly for details on how to acquire a product
update.  They can be reached at 408-484-9228.

If you are having caching problems or seeing crashes with v1.0.5 or later, then
we would be interested in receiving a copy of your saved character for analysis;
it will help in identifying the source of the problem and enable us to issue an
appropriate update.  Please send it to the address given below, together with a
description of the problem and suggestions on how to reproduce it.

Lastly, v1.0.5 and later releases contain special code to automatically scan
older characters when they are invoke, and effect repairs as needed.  If you
have a damaged character that v1.0.5 (et al) is unable to repair, or if you
have (or think you have) a damaged character and would like it fixed in advance
of receiving an update from C&G, then we will be happy to make appropriate
repairs for you here at MegaCorp and return the data files to you.  Disks with
saved games (character file with its folder of companion files) can be mailed
to the following address.  Saved characters/folders can also be compressed and
sent as binary mail on CompuServe or America OnLine by folks who have access
to those services.

Regards,

Dave Scheifler

MegaCorp International, Inc.
251 West Central Street, Suite 182
Natick, MA  01760-3758

AOL:		MEGACORP
CompuServe:	71441,2065
From: mdlouie@ccwf.cc.utexas.edu
Newsgroups: comp.sys.mac.games
Subject: Mission Thunderbolt patch?
Date: 7 Sep 92 19:40:15 GMT
Reply-To: mdlouie@ccwf.cc.utexas.edu
Distribution: usa
Organization: Cult of the Franklin Plannerites

I have heard various rumours and would like to clear them up. One was that
there is a patch to defeat the insipid security code that comes up inter-
mittently during the game.  The other is there is another patch that will
make the character invulnerable.  The last is  cheater to add weapons and 
armor to your inventory.  If you know ANYTHING about these, don't delay!  
Please email me.  Thanks, in advance!


 ---
 Michael Louie	    
 Univ. of Texas at Austin 
 mdlouie@ccwf.cc.utexas.edu
From: pmeyer@sedona.intel.com (Paul Meyer)
Subject: Re: Hellcats: The Duel
Organization: Intel Corp., Chandler, Arizona
Date: Fri, 11 Sep 1992 21:51:35 GMT

In article <hp48sx.716155115@wuarchive.wustl.edu> hp48sx@wupost.wustl.edu (HP48SX Archive Maintainer) writes:
>
>Any tips for Divine Wind ?
>
>Povl H. Pedersen             hp48sx@wuarchive.wustl.edu
>HP48sx archive maintainer


	My strategy for divine wind is simple.  Get to the carrier as
soon as possible, and then fly north until a plane shows up on radar,
gaining a bit of altitude (3-4K ft).  Intercept as quickly as possible,
going very fast and losing altitude down to about 1000ft.  When I'm one
mile from the enemy, I drop my flaps and pull up slowly, firing at him
only if I have a very good shot.  I keep my nose pointed a bit in front
of his plane.  This usually causes me to go into a loop if we are coming
head on.  I roll, and I'm right behind him.  (if you come in from the
side more, there is no loop, but you still end up in good position).
Just remember, don't point your nose right at him, or you will end up
significantly trailing him and have to play catch up.  The reason I come
in from below is that I can intercept him at full speed, and lose my
speed in the climb and loop, ending up flying at his speed instead of
zooming past him.

	The hardest part of Divine Wind is remembering not to waste any
ammo on low probability shots.  You can only use 1/5th of your ammo load
per plane.  If you run out before the last plane of each wave is dead,
your carrier is history.


-- 
Paul Meyer
pmeyer@sedona.intel.com

Newsgroups: comp.sys.mac.games
From: IYI4DTN@MVS.OAC.UCLA.EDU (Gann Matsuda)
Subject: Re: MacBzone 1.3.1
Date: 4 Sep 92 23:36:24 PDT

In article <Bu23tq.628@rivm.nl>, on 4 Sep 1992 13:51:26 GMT,
lbgjd@rivm.nl (Josh Dorf) writes:

>
>Does anyone have part 3 of MacBzone 1.3.1 from mac.binaries?
>For some reason, I never got that part. If anyone has it and can e-mail
>it to me, I'd appreciate it! Thanks, Josh
>
>lbgjd@rivm38.rivm.nl
>

FYI...MacBZone is also available via FTP from the Info-Mac archives
at sumex-aim.stanford.edu.
From: write@eff.org (Glen Cox)
Subject: FOR SALE: Railroad Tycoon
Originator: write@eff.org
Organization: Electronic Frontier Foundation
Distribution: na
Date: Sat, 12 Sep 1992 19:14:05 GMT

FOR SALE:  Railroad Tycoon, Microprose, 1991

$25 obo


-- 
/== Glen E. Cox =============================================================\
|  write@eff.org  |  CURRENTLY SEEKING: Rex Stout, Champagne for One          |
|  GEnie: G.COX3  |                     P.G. Wodehouse, Mike                  |
| DELPHI: MRWRITE |                     Ed McBain, Killer's Wedge             |
Newsgroups: comp.sys.mac.games
From: jsvrc@rc.rit.edu (J A Stephen Viggiano)
Subject: Re: Space Quest IV Help
Organization: RIT Research Corp
Date: Wed, 9 Sep 1992 15:54:08 GMT

In article <1992Sep7.183104.1365@murdoch.acc.Virginia.EDU> mhz7c@poe.acc.Virginia.EDU (Mark H. Zollinhofer) writes:
>I am stuck, once again, in this game.
>
>I got all the way up to the mall but I cannot find a way out
>without getting killed.




Who's killing you? How did they get there?












Let's see. . . . The cops come for you in a time pod. Couldn't you grab it
and lam out of there?


















Their arrival is triggered by your walking in a certain spot in a certain
direction in the arcade.



















Unfortunately, you can't grab the pod right away. You have to shake to cops.





















You can shake them in the zero-G skating rink. Keep trying!!!
From: joemac@eff.org (KSC)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats tip question
Date: 14 Sep 92 15:29:32 GMT
Followup-To: comp.sys.mac.games
Organization: The Electronic Frontier Foundation

Mike, Josh et al,

The problem with skidding a real airplane is the tendancy of the plane to
do a "wing-over" and spin if the airspeed gets too slow.  (A skidding turn
is an uncoordinated turn.)  A "wing-over" is when the inside wing stalls
suddenly (while the outside wing continues to fly) causing the plane to
become inverted and perhaps spin.  All of this is not bad, if you are a
qualified acrobatics pilot (which I am not, yet) flying a plane which is
certified in the utility class (meaning it can handle the stresses of
acrobatics).  But in a simulator, try anything and see what works!

--joe


                     I G N O T U M  P E R  I G N O T I U S                 
   
Xref: sparky comp.sys.mac.games:9049 comp.sys.mac.wanted:8287
From: dmatiske@bernstein.helios.nd.edu (david matiskella)
Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
Subject: Re: WANTED: Info about Mac clones of Castle Wolfenstein
Date: 10 Sep 92 16:52:59 GMT
Reply-To: dmatiske@bernstein.helios.nd.edu (david matiskella)
Organization: Univ. of Notre Dame

In article <latul7INN1q0@aludra.usc.edu>, cokin@aludra.usc.edu (Darren Cokin) writes:
|> In article <1992Sep10.024303.19056@access.digex.com> og@access.digex.com (Gary Goldberg) writes:
|> 
|> >Does anyone have info about Castle Wolfenstein, Beyond Castle
|> >Wolfenstein, Wolfenstein 3D, source code, etc. Ideally, I'd like something
|> >for the Mac, or source code to convert. - Gary
|>                  ^^^^^^^^^^^^^^^^^^^^^^
|> 
|> DO IT!  DO IT!  I'd gladly pay a sharware fee for a mac verson of this classic
|> game.  But do the orginal one, or the 3d one.  Beyond sucks IMHO.
|> 
|> 
|>                                                    Darren
|> 
|> 
|> Any one rember AquaPatrol?  Another // game that would be great on the mac.
	Well I don't think you would want the source code to the orginal. Great game but i am quite sure it was in assembler on the apple II. Wolfenstien 3d isn't that complex of a game, it is just that for each of the monsters you need a lot of pictures.  By the way the company that produces wolf 3d has permission to use the wolfenstein name from the orginal copyright holder.
Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
From: og@access.digex.com (Gary Goldberg)
Subject: WANTED: Info about Mac clones of Castle Wolfenstein
Organization: Personal Account - Digital Express Greenbelt, MD
Date: Thu, 10 Sep 1992 02:43:03 GMT

I just discovered that a PC version of a shareware program called
Wolfenstein 3D is available somewhere. This was one of my favorite
games on the Apple II 'lo those many years ago.

Does anyone have info about Castle Wolfenstein, Beyond Castle
Wolfenstein, Wolfenstein 3D, source code, etc. Ideally, I'd like something
for the Mac, or source code to convert. - Gary

-- 
- Gary Goldberg og@access.digex.com Bowie, MD KA3ZYW
And NO organization to represent. ' ... Free, free at last ...'
Info on 'The Simpsons'? Let me know.
From: hulsej@sun.lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Hellcats new scenarios,new Falcon?
Date: 6 Sep 92 19:37:49 GMT
Article-I.D.: lclark.1992Sep6.193749.20046
Distribution: usa
Organization: Lewis & Clark College, Portland OR

Hello, netters!

Has anyone seen the new Hellcats scenarios yet or talked to the publisher
to get a firm release date?  "September" is a little vague.  What about
Falcon in color?  Does anyone know what "improvements" are planned for
Falcon?  What I'm really drooling over is the new FA-18 Hornet simulator
planned for release at MacWorld in January by the same folks who brought
us Hellcats!
Please post responses, as I'm sure there is a lot of net-interest.
Ciao,
--Jose'

-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu | hulsej@agora.rain.com
Clinton/Gore in '92! Put People First!
Bush/Quayl--Just say noe!
From: puetter@pe.chalmers.se (Johan Puetter)
Newsgroups: comp.sys.mac.games
Subject: How to: Patch PGA Golf Tour?
Date: 7 Sep 92 09:26:25 GMT
Reply-To: puetter@pe.chalmers.se
Organization: Chalmers University of Technology, Gothenburg, SWEDEN

Hi netters!

I while ago Johan Shepardson posted the patch for PGA Golf Tour. My problem is that I don't know how to apply the patch :-(

I tryed to look for the string in all 'CODE' resources in the golf application but I don't find it.

Could you netters please tell me how to apply the patch? I hate carrying the manual between work and home!

Please help, Johan

--
Johan Puetter, Chalmers U. of Tech. Production Engineering. S-412 96 Gothenburg
Internet: puetter@pe.chalmers.se   Voice +46 (31) 772 12 91 

Newsgroups: comp.sys.mac.games
From: jkhe@jyu.fi (Juha Kalevi Heikkinen)
Subject: Help needed in SHADOWGATE
Organization: University of Jyvaskyla, Finland
Date: Mon, 7 Sep 1992 11:53:25 GMT


Could anybody please give me hints how to proceed in Shadowgate. I've
discovered the following 'rooms': Hallway (with the closet), Hallway (ancient
tome with the key inside), Chamber (arrow and the doorway over the ledge), 
Bridge room, Alcove (Wraith and the cloak), Chamber (rope, 2 silver vials, 
parchment), Cave (druidic writing in the stone), Subterranean lake (skeleton
and the skeleton key, which I haven't been able to reach), Waterfall, Tomb
(spectre, bag of coins), Mirror room (broom, mirror with fancy frame and the 
door behind it), Pedestal room (pedestal, trap door) and the Lair (hammer, 
shield, spear, helmet).

In short, I've stuck in the very beginning of the game (I hope). What should
I do next. What I need is just a couple of hints - not hints that help me 
go through the whole game. I want to test my own intelligence too.

Please mail directly to me (finding things in these newsgroups can be sooooo
boring).


     J.Heikkinen 
     jkhe@kalikka.jyu.fi

PS. What the hey! If you feel like sending me the 20 pages of hints - go ahead.
    I don't have to read it all - do I.
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Re: TSR D&D Games- What's the deal?
Organization: University of Colorado, Boulder
Date: Mon, 7 Sep 1992 15:06:56 GMT

In article <1992Sep6.224849.9852@uoft02.utoledo.edu>, lchang@uoft02.utoledo.edu writes:
> 	I've been wondering lately about the TSR (isn't that the company)
> D&D games (i.e. Pool of Radiance, Secret o' da Silver Blades,
> Curse o' da Azure Bonds, etc.,). What kind of gameplay is it? Is the
> interface (and graphics) really as legendarily bad as most say?
> I've never seen a review for any of these games in MacUser or MacWorld
> (and I've never received any other publications), so I'm just wondering...


The interface is a matter of taste.  I like it, a buddy of mine hates it.
Of course, I assume by this you mean the interface generally, how you
control the action.  The point I like is that you can control just about
everything each of your characters does, in a style similiar to how
you would tell the GM what you are doing in a real RPG.  The only
lack is that you can't tell which way you want to be facing, nor is
it easy to determine which way the computer has assigned someone to
face.  This makes backstabbing real gueswork.

A friend of mine feels that this takes to long, and prefers the
Wizardry style of combat resolution (i.e. you have little if any
control over what exactly is going on.)

Of course, he was trying to play Azure Bonds on an Apple IIe clone, so
OF COURSE it was to slow.

Now, on the other hand, if you meant "Is it a bad port?",
unfortunately yes.  The graphic resolution is poor, and there are
a few un-intuitive keyboard commands (I think you can use the mouse
for everything, though, if you so desire.)

Also, it is supposed to be based on the AD&D rules, but their are ocasional
slips.  For example, some spells (such as Stinking cloud) are handled
differently from game to game, and in Azure Bonds Beholders are immune to
magic (which is damn inconvenient) instead of simply having an Anti-Magic
ray.

I had a lot of fun with these, and transfered characters from one to the
next.  I'm going to buy Pool of Darkness soon, and to this end am selling
some of my old games.  If this mixed review leaves you interested, this 
includes the first three in the SSI AD&D series (TSR makes AD&D, SSI publishes
computer games.)

Scott.
Newsgroups: comp.sys.mac.games