HDTenEightyP/NetNews huggingface dataset:
From: kin@island.COM (Kin Blas)
Subject: Re: Shadowgate. HELLP!!!
Organization: /usr/local/rn/organization
Date: Fri, 9 Oct 1992 16:48:55 GMT


It took my friend and I about 2 years of off and on playing to
solve Shadowgate so I know how tough it can be!

> o Can you get passed the dragon ?

  No!

> o Does the chest in the dragon's lair do anything ?

  No!

> o How do you get down the hole with the rotten ladder ?

  Do you mean the hole in the room leading to the dragons lair?
  If so forget about it!

> o How do you get passed the room with a inferno below it ?

  You have to use a certain object!

> o What do we do with the broom ?

  Carry it with you, it might come in handy later on...

> o How do you get into the doorway above the shelf that collapes ?

  Forget about it!

> o How to you get into the hole that is too high to reach in the room with the
>   wraith ?

  Forget about it!

> o What do you do with the cobra statue ?

  If I remember correctly, it's been so long since I last played,
  you use a certain object on it to get something!

> o How do you move the landslide ?

  Forget about it!

> o How do you open any of the 3 cages ?

  Forget about it!

I hope I didn't give too much away! If you have any more questions
or need more hints just email me!

Kin Blas
kin@island.com
From: cbaray@euclid.ucsd.edu (Cristobal Baray)
Newsgroups: comp.sys.mac.games
Subject: spaceward ho.
Date: 8 Oct 92 15:00:27 GMT
Distribution: usa


could someone tell me what type of game this is and what is the most
recent version?  Thanks....

support color?  appletalk for multiplayers?

c.
From: andrem@pyrtech.mis.pyramid.com (Andre Molyneux)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats - Desert Terrain?!?
Date: 8 Oct 92 19:40:05 GMT
Reply-To: andrem@pyrtech.mis.pyramid.com (Andre Molyneux)
Distribution: usa
Organization: Pyramid Technologies, Mt. View, California.

>  It seems that the training grounds are sort of oddly shaped, and (we
thought)
>surrounded by a very high range of grey mountains, which we promptly tried to 
>crash into (Psycho Hellcats).
>
>  Check this - the grey terrain around the training ground is *desert*.  Huh? 
>Since when are there deserts in the Pacific?  ;)  Take a look if you get bored
>- it's a sandy color with darker mounds, presumably rocks.  You can
land on the
>desert if you're careful of the rocks. The hellcat didn't rock and bounce like
>it does when it's rolling across turf.  It was as smooth as a runway.
>

If I remember correctly, the documentation states that the training area
is an air base near Carson City Nevada.  I don't know about in WWII, but
currently the only place that could qualify is the Fallon Naval Air Station
outside of Fallon, Nevada.  I believe this base is currently used for ground
attack training for A-6 and F/A-18 pilots.

If you drive on highway 95 south of the airbase, you'll pass the area
where they do their bombing runs.  The planes will sometimes be only about
100-200 feet above the highway as they make their runs.  You can see the
"puff" of where their dummy bombs strike.

As for the lake, the only thing nearby that could qualify is Lahontan
Reservoir.  The reservoir certainly isn't within spitting distance of the
air station, but it's the only body of water nearby that doesn't dry up
most of the time.  (Lahonton is probably about 20-30 miles west of the air
station - the next nearest places (Walker Reservoir and Walker Lake) are
about 45 miles to the south.)

The mountains immediately surrounding Fallon aren't all that high, but to
the South the Wassuks have some peaks in the 11,000 foot range.  Farther to
the west you'll run into the Sierra Nevadas.

Never thought that asking about Hellcats would lead to a geography lesson
about the Great Basin, did you?  ;-)  Could you guess I used to live in
that area?

+--------------------------------------------------------------------------+
| Andre Molyneux   KA7WVV     "Insert your favorite disclaimer here"       |
+-----------------------------------------+--------------------------------+
|      -=-------- PYRAMID TECHNOLOGY CORP |Internet:                       |
|    ---===------ 3860 N. First Street    |  andrem@pyramid.com            |
|  -----=====---- San Jose, CA 95134      |Packet:                         |
|-------=======-- (408) 428-8229          |  ka7wvv@n0ary.#nocal.ca.usa.na |
+-----------------------------------------+--------------------------------+
Newsgroups: comp.sys.mac.games
Distribution: world
From: Chris_E._Yaryan@bmug.org
Organization: BMUG, Inc.
Date: Mon, 12 Oct 1992 09:31:44 PDT
Subject: Re: Storm/Tempest/Arashi Upgrade?

Now I'm really depressed....
I consider myself pretty good at resedit, but by no means am I a programmer...
I'm still stumbling around trying to figure out how to get hold of
"Arashi_Source.cpt.bin", 
my only exposure to Usenet/Internet has been through this BMUG newsgroup. 
Does anyone know a quick and easy way to access the "Pub/Mac/Think-c/code" directory of 
"ics.uci.edu"?????

***************************************************************************
             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.
***************************************************************************
Newsgroups: comp.sys.mac.games
From: thinker@gate.oxy.edu {Mad Thinker}
Subject: DQofK help needed again (possible spoilers)
Organization: School
Date: Tue, 13 Oct 1992 20:38:56 GMT

 
	
        I am stuck again and I was wondering if anybody could help me again.  I
am stuck while trying to reassemble the oracle.  I have found two pieces, the
one in the crypt and the one in the vampire encounter.  I am now stuck in some
sort of maze where traps cause encounters with hydras and where there are
several teleporters that put me back in the beginning of the tombs, where the
original statue is.  Any hint as to what I need to do in the maze?  I have
tried mapping it, but everything seems to more or less repeat, with all the
teleporters taking me back to the same place.  If you could, just give me a
hint and not the answer.  I am usually pretty good at figuring out these
puzzles, but DQofK seems to have my number or something.  Thanks a lot.

The Mad Thinker

Newsgroups: comp.sys.mac.games
From: kanefsky@halcyon.com (Steve Kanefsky)
Subject: Re: Lemmings - do you get bored too?
Organization: The 23:00 News and Mail Service
Date: Tue, 13 Oct 1992 20:42:45 GMT

In article <1bep6eINNopf@eagle.natinst.com> davoli@natinst.com (Russell Davoli) writes:
>I loaded up the demo on my Plus last night and tried it out.  First off,
>the graphics and sound were great, and the game seemed to run quite
>smoothly even when lots of Lemmings were wandering about.  I got to the
>third level of the demo (the Nessy screen) and found that I never got
>closer to the finish than getting on top of Nessy once in probably four
>tries.  Granted, this is supposed to be a taxing level, but I find that
>the stair-builder guys take long enough to complete a set of stairs that
>my attention wanders off and before I know it the little guy plunges to
>his death in the sea.  Is it just my machine being overtaxed, or does
>this game run slowly enough for you to get bored while playing it?

Holding down the shift key speeds things up quite a bit.  After a little
practice you learn to hold it down for just the right amount of time so
the builder quickly builds 9 or 10 steps.  Then you can let him finish
the last 2 or 3 at normal speed, start him building again, and repeat
the process.

Regarding level 4:  It's easy to finish with 4 seconds left even if you
only use one digger.  Two or more diggers don't dig any faster than one.
The last lemming to drop in can easily finish with 10 mor more seconds
left.  It's the earlier lemmings that bounce into the wall in front of
the digger and turn around that take forever to walk back to the left,
bounce off the wall, and walk all the way back to the right again. I
haven't been able to think of a way to keep them from doing that.
Turning them into diggers might help because it stops them from turning
around, but I don't know if there are enough diggers to do that, and it
gets hard to pick out the one you want to change in a crowd.  Of course
there doesn't have to be a solution beyond solving the level in the
alloted time.  Anyone manage to solve level 3 and only lose one lemming
yet?  I think it's possible.  It may even be possible to save them all,
but saving both blockers with the limited number of diggers would be
pretty tough.

--
Steve Kanefsky
Newsgroups: comp.sys.mac.games
From: brady@ucsu.Colorado.EDU (Sucks To Be Me)
Subject: Unnkuulian I help, pls.
Keywords: help unnkuulian
Organization: University of Colorado, Boulder
Distribution: usa
Date: Mon, 12 Oct 1992 00:39:31 GMT

hey there,

Can anybody out there give me a hint on how to pick up the fried egg? Don't
give the whole thing away, just a little hint. Any info on the press would
help, too.
			Thanx,
			  STBM
				On-On!!


-- 
--------------------------------------------------------------------------------
			    | 
Sucks to be Me              |  "If you can read literature, you can read life"
brady@ucsu.colorado.edu     |				-Ron Billingsley
From: flash@austin.lockheed.com (James W. Melton)
Newsgroups: comp.sys.mac.games
Subject: Re: Alphabet Blocks for System 7
Date: 7 Oct 92 03:25:25 GMT
Organization: "Lockheed Austin Division, 6800 Burleson Rd, Austin, TX 78744

In article <1992Sep30.011938.11034@newshost.anu.edu.au> Monica.Berko@anu.edu.au (Monica Berko) writes:
>There was once a Public Domain or Shareware game for pre-schoolers called
>Alphabet Blocks (both names and sounds). I had a copy which wouldn't run
>under System 7 because it kept asking me to quit Multifinder.
>
>Does anyone know if this game is still available and if it now runs under
>system 7?


-- 
Jim Melton, novice guru
email:      flash@austin.lockheed.com | "So far as we know, our
voice mail: (512) 386-4486            |  computer has never had
fax:        (512) 386-4223            |  an undetected error"
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Re: M&MII Question
Organization: University of Colorado, Boulder
Date: Fri, 16 Oct 1992 14:36:05 GMT

In article <1992Oct15.212655.145107@zeus.calpoly.edu>, broldan@zeus.calpoly.edu (Brad Roldan) writes:
> 
>  I've experienced a re-ocurring bug (feature?) while playing M&MII and was
>  wondering if anyone out there could help me. I was bequested to kill the
>  Super Sprite (no big deal). I've killed Super Sprites in combat quite a
>  few times, but I can't seem to be "cleared" of my quest. All the king says
>  is, " All those who are worthy receive xxxx experience points." When I go
>  to different kings, they say I'm still bequested to kill the Super Sprite.
> 
>  How Can I get UNBEQUESTED!?!?!
> 
>  Phowey! I liked the Aplle ][ version better!
> 
> -- 
> 
> broldan@hebe.calpoly.edu

I got this sort of thing once or twice.  Try hanging around for a while, 
resting in Slayers castle after he acknowledges you or something.  The problem 
should go away.

Scott.
Newsgroups: comp.sys.mac.games
From: 10667547@eng2.eng.monash.edu.au (JIMMY FANG)
Subject: Re: Lemmings Question
Organization: Faculty of Engineering, Monash University 
Date: Tue, 13 Oct 1992 05:43:16 GMT

In article <1992Oct09.150230.24433@brtph560.bnr.ca> Bill Hansley <billh@mesaadm.cre.nt.com> writes:
>From: Bill Hansley <billh@mesaadm.cre.nt.com>
>Subject: Lemmings Question
>Date: Fri, 09 Oct 1992 15:02:30 GMT
>Ok, this is a WONDERFUL game, and I'm saving my dimes until the real
>version is released. Until then, my question:
>
>Is there a way to make these little critters dig UP??
>
>Straight accross, straight down and diagonally down are no problem, but
>there's no way to go up.

Why do you need to dig up anyway?  Perhaps your line of attack is not quite 
the right attack.

BTW, Lemmings is a great game.  Nice sound effects (in stereo), music and 
graphics on my Amiga.  Should convert okay to Mac, but don't know about the 
B&W conversion though.  Pressing the green screen button on my monitor 
makes the game look pretty bad..:)

>
>Thanks,
>Bill
Newsgroups: comp.sys.mac.games
From: smargari@nmsu.edu (Susan Margarit)
Subject: Re: OIDS help..
Organization: NMSU Computer Science
Date: Thu, 8 Oct 1992 02:12:14 GMT

If you refer to page 17 of your manual, it has instructions. What's
that?  Dog eat your manual? Just hold down the option key while
drawing a straight line with the mountain tool.

Jim Margarit
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: comp.sys.mac.games
Subject: DQoK
Date: 12 Oct 92 23:09:23 GMT
Organization: Boeing Computer Services, Seattle

Well, after trying this game for a while, I must say that I enjoy it quite a
bit. The combat is more interesting than in some of the previous SSI gold-
box games, since your opponent can now come from several directions. (Even
from the back of the party, if you should be so unlucky.) This makes the
battles much less repetitious than in the earlier games. (PoR, CotAB, SotSB.)

The story line is also more solid, with lots of little details added for
flavor. There have even been a couple of pretty decent puzzles.

I think the series can still be improved by some more additions, such as more
spells, better NPC interaction, etc. All-in-all, however, IMHO this is the
best SSI game for the Mac so far.
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
From: udrubini@mcs.drexel.edu (We Will Rock You!)
Newsgroups: comp.sys.mac.games
Subject: Re: DQofK patch wanted
Date: 16 Oct 92 19:22:46 GMT
Distribution: usa
Organization: Drexel University

In article <Bw593t.Ero@csugrad.cs.vt.edu> jgreen@csugrad.cs.vt.edu (John Green) writes:
>Subject says it.  I'm spending too much time looking up words and typing
>them in.  I thought I saw a patch posted a while ago, but my site doesn't
>have that article in storage anymore.
>
>Regards,
>John Green
>jgreen@csugrad.cs.vt.edu


This will remove the copy protection from Dark Queen of Krynn.  Note, for use
only on legitmate copies.  Use at your own risk.

Go into CODE seg $B (that's 11 in resedit), and go to offset $655A.
Change the two words $4EAD 0202 to $4E71 4E71.
Next, go to offset $65B4 and change the word there to $4E71.

The questionaire will never appear.

-- 
+----------------------------------------------------------------------------+
|      Dave Rubinic                    |  Time flies like an arrow,          |
|      udrubini@mcs.drexel.edu         |  but fruit flies like a banana.     |
+----------------------------------------------------------------------------+
Newsgroups: comp.sys.mac.games
From: sathomas@athena.mit.edu (Stephen A Thomas)
Subject: Re: Re: Chuck Yeager for MAC
Organization: Massachusetts Institute of Technology
Date: Wed, 7 Oct 1992 17:39:10 GMT

I think the responder to the original question is confusing Chuck Yeager's Flight
Trainer (YFT) with Chuck Yeager's Air Combat (YAC).  YFT doesn't give the ability
to shoot anything and gives a selction of various historical aircraft to tool
around in - it gets boring fast(try seeing how high you can go in the SR-71), but
was a good speedy FS to learn basic flight skills on.  It still seems to work
fine on my IIsi under sys 7.

YAC (as far as I know there is NO version for the MAC), on a friend's IBM, allows
you to fly fighters from WWII, the Korean War, and the Vietnam War, for either
side, in a variety of missions.  It seems to be kinda' like Red Baron.  Very good
graphics and reality.  Especially pleasing, this Chuck Yeager sim lets you shoot
things.

I too would be an eager purchaser of a well implemented version of YAC for a MAC.

STEVE THOMAS

MIT Aero/Astro 
Newsgroups: comp.sys.mac.games
From: thuyan@ravel.udel.edu (Thuy-An Hartman)
Subject: Educational Games
Organization: University of Delaware
Date: Thu, 8 Oct 1992 01:42:59 GMT



If anyone has any suggestions for educational software dealing with
Social Studies (geography, history, etc.) for Middle School level
students, please let me know.  It can be freeware, shareware or payware.


Please e-mail suggestions to me.  Thanks
Thuy-An
thuyan@brahms.udel.edu
From: cokin@aludra.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats over the Pacific gripes
Date: 12 Oct 1992 19:26:42 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <4abF032pa9Ej00@amdahl.uts.amdahl.com> jsp@pls.amdahl.com writes:

>From what I have heard, the new scenerios have different enemy planes
>and ground targets.  Perhaps it also addresses the flap problem, and/or
>has implemented the turn/bank indicator, and/or has added some other
>pieces of realism to the game.  


No such luck.  (unless the released version is VERY different than the beta)


>Maybe the next version will add head-to-head. 


I hear it will.  I also hear it will add the ability to play either side.


                                                   Darren
From: Babak.Gohari@f421.n109.z1.fidonet.org (Babak Gohari)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: Re: SIMCITY 2000
Date: Thu, 15 Oct 1992 12:31:06 -0500

Well, according to the reps on AOL, SC 2000 is a totally new game.  The concept
is supposed to be the same as the first Sim City (and SC Supreme), but
everything else is different.  Basically, they're adding lots of neat features
and things to make the game more interesting.  About the game being like the
SNES version: the rep said that another company made the SNES game, and thus
don't expect SimCity 2000 to be a copy of it.  Actually, if it was, I probably
wouldn't buy it.  A think a Mac has a little more capability than some toy.
From: ifbb657@ccwf.cc.utexas.edu (Douglas Floyd)
Newsgroups: comp.sys.mac.games
Subject: Re: Where did my sound go? (IIsi)
Date: 15 Oct 92 22:39:08 GMT
Organization: The University of Texas at Austin, Austin TX

In article <gregg.718351126@Xenon.Stanford.EDU> gregg@Xenon.Stanford.EDU (Gregg L. Kasten) writes:
>erlingm@ifi.uio.no (Erling Mork) writes:
>
>
>>Here's something that REALLY frustrates me:
>
>>I have a IIsi, and every once in a while (especially when I'm playing
>>a sound-intensive game), the sound manager goes to lunch.
>>I.e., the sound dissappears.  The only way for me to get sound back is
>>to go into the sounds control panel (in Sys 7 only), turn the volume up
>>to "7" and then back down again.  Restart will NOT help.  This appears
>>only to happen when I use the internal speaker, but I'm not sure about that.
>>I have heard complaints of this kind from other IIsi and LC owners...

Buy a SoundBlaster card.  :-)



-- 
******* ifbb657@ccwf.cc.utexas.edu (Douglas R. Floyd) ******
             (Insert standard disclaimer here)

   Ross Perot:  Politician "for the rest of us" or Ferengi?  The
ears know...
Newsgroups: comp.sys.mac.games
From: sathomas@athena.mit.edu (Stephen A Thomas)
Subject: Re:  More accurate Hellcats rudder
Organization: Massachusetts Institute of Technology
Date: Wed, 7 Oct 1992 17:49:49 GMT

I'll follow up my own posting by saying that I tried to use a Quick Key to make
new rudder keys that activated both the rudder and aileron to get a more
accurate rudder, but ran into the problem that the rudder and ailerons were held
in position until another key was pressed (ie the QK acted like holding down the
keys).  If anyone has any solutions to this, I'd be glad to hear them.

STEVE THOMAS

MIT Aero/Astro
From: ask@tuck.cs.nott.ac.uk (Andrew M Skinner)
Newsgroups: comp.sys.mac.games
Subject: Creating league tables.
Keywords: League tables
Date: 12 Oct 92 14:46:20 GMT
Organization: Athletic Union At Nottingham University


 Does anyone out there have - or know of - a program that will allow the user to compile league sports tables. I was thinking of writting one but at present do not have the time (Final exam coming up). It should allow the user to enter the result of fixture and then the  program should compile the league tables. The program should also allow the leagues to be printed onto a laser printer.

  It would also be nice if the program could organise the fixtures - which would save a lot of typing in - but this is not essential.

   Any help in this matter would be greatfully excepted

              Thanks in advance
                Andrew S.
From: ch166@cleveland.Freenet.Edu (Louis Moreau)
Newsgroups: comp.sys.mac.games
Subject: Rise of the Dragon
Date: 15 Oct 1992 04:24:36 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


I've been through 'Rise of the Dragon'. It's a very very very good
adventure game; the best I've seen from Sierra. The only thing
I dislike: it's low IBM-EGA resolution like all others 
"Mac Only" (!) adventure games from Sierra.
 
Is there a way to save Blade's girlfriend or it's a
"no-happy ending game" ?
 
Louis
-- 
Newsgroups: comp.sys.mac.games
From: JimN8@applelink.apple.com (Jim Nitchals)
Subject: Re: Lemmings (was Re: Where did my sound go? (Mac IIsi))
Date: Wed, 7 Oct 1992 22:08:42 GMT
Organization: Apple Computer

In article <1992Oct6.194021.26389@samba.oit.unc.edu>,
Rich.Rubel@bbs.oit.unc.edu (Rich Rubel) writes:
> 
> Speaking of Lemmings!, has anyone tried it with a MIDI setup?  My cursory
> glances with ResEdit seemed to point to wards MIDI instruments and data in
> the MUSIC file.  The main program also included sounds for a LOT more than
> the four levels we were treated to.

Lemmings uses a Standard MIDI file representation of music internally.  It
doesn't play through MIDI devices though.  There's not any code to support
MIDI hardware, so I wouldn't advise trying to induce Lemmings to use it.

Some of those resources are actual Standard MIDI sequences, if you enjoy
playing around with that kind of thing.  I really loved the Lemmings music
sequences, so if you want to extract the arrangements for your own amusement
there's an opportunity to hack *that*.

>   On a slightly lesser note, I think I liked the lemmings being sliced by
> the thing-a-mabob on the fourth level the best...  what wonderfully crude
> peo-ple we are :-)

When you get the real game, check out how the Lemmings go "heeeeep!" when
flames fry them :)

(an addition for the record-- Apple had nothing to do with Lemmings or the
music driver.  It was all done before I came to work at Apple, and Apple
legal wants to make sure I don't misrepresent anything.)
From: Jock@abcd.Houghton.MI.US (Jock)
Newsgroups: comp.sys.mac.games
Subject: MacGames
Distribution: world
Date: 14 Oct 92 23:07:00 EST
Organization: Amiga BitSwap Central Dispatch

Hello, I'm Dean Davis, Editor or MacGames. Everyone came down on me awhile
ago for advertising (rightfully so) about my newsletter. Most asked if
there was going to be an electronic edition. Well, I have put one together.
It contains only the text of the reviews in issue one and some subscription
info. My question is where would be the best place to upload this so people
who may want to see it can get their hands on it.

Thanks,
Dean Davis - Editor MacGames Digest

P.S. Private email to me should be addresses to macgames@aol.com and not to
this address. Thanks.

-- Via DLG Pro v0.995
From: wgns@troi.cc.rochester.edu (C. Wiggins)
Newsgroups: comp.sys.mac.games
Subject: SimLife
Date: 15 Oct 92 22:05:24 GMT
Organization: University of Rochester - Rochester, New York

SimLife sounds worth trying out.  Does anyone know how fast or slow it is to
play on an LC?  I think I'd like to try it, but only if it's comperable to
SimCity in speed.