HDTenEightyP/NetNews huggingface dataset:
From: Mark_T._Crump@fourd.com
Newsgroups: comp.sys.mac.games
Subject: Re: GAME TRADE: Lemmings
Date: 26 Dec 92 06:06:20 GMT
Organization: 4th Dimension BBS

Hi... I have a copy of Hellctas and would be up for a swap
********************************************************************
System: fourd.com                                Phone: 617-494-0565
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Newsgroups: comp.sys.mac.games
From: aggie@wealthy.ocean.fsu.edu (I R A Aggie)
Subject: Re: Genie SVGA Defined
Followup-To: comp.sys.mac.games
Organization: An Ol Ag surrounded by a bunch of unfriendly Seminoles
Date: Mon, 21 Dec 92 16:01:23 GMT

In article <1992Dec21.135314.13114@nuscc.nus.sg>, taihou@suliman.iss.nus.sg
(Tng Tai Hou) wrote:

> 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).

Or any SGI graphics machine, for that matter. I saw sgi's hacks 'dog' 
and 'flight' nearly 4 years ago, running on 19" (or is it 21"?) 
1280x1024 monitors. Actually, Hellcat's has improved my flying on 
SGI's programs!!! :)

But what do you expect of a magazine that caters to the PeeCee
crowd?

> 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.

I dunno. I'd much rather have them do a Mac->PeeCee port than the
reverse...

James
Newsgroups: comp.sys.mac.games
From: rdd@cactus.org (Robert Dorsett)
Subject: Re: Originality vs. F/X (Re: Maelstrom Correction)
Organization: Capital Area Central Texas UNIX Society, Austin, Tx
Date: Mon, 21 Dec 1992 09:37:09 GMT

In article <ingemar.724883350@isy> ingemar@isy.liu.se (Ingemar Ragnemalm) writes:
>>>and whizzo sparkles are what passes for innovation these days, not
>>>unique new game designs.
>
>>>More and more, players are realizing that
>>>better/faster/more colorful graphics does not necessarily a fun new
>>>game make.
>
>>Are they really? How can you tell that this is happening? Or is it just
>>wishful thinking?
>
>Wishful thinking. Sure there are lots of people who once in a while feel
>that they have gotten something that is a neatly wrapped piece of junk,
>but most people will still not bother about the stuff that is not neatly
>wrapped - or at least a lot of people.

The original post wasn't on "polished" games--it was directed more at the 
demand for original game *concepts*.  This is a completely different issue
than the implementation.  I would agree that we're burned out of no-brainer 
arcade games, even though "pretty" games, like Maelstrom, can titillate for 
a while.  However, if one looks at the games that SELL well, it's the ones 
that have a new, original slant, or which require at least some degree of 
thought in order to play.  And I can think of at least a couple which are so-
so implementations, but which people will still buy and enjoy (Falcon being 
one of them).

So, I see the debate as more one of yet more arcade/no-brainer games, vs.
those which are truly original efforts.  The VAST majority of games are
exploitative little pieces of garbage: the good ones really stand out.  

I will agree, however, that on the Macintosh at least, there is a defined
standard which generally should be adhered to.  Games that bypass this
standard are on thin ice, almost by default.





---
Robert Dorsett
rdd@cactus.org
...cs.utexas.edu!cactus.org!rdd
Newsgroups: comp.sys.mac.games
From: zklf0b@gs144.hou.amoco.com (Fergason)
Subject: Re: rogue, moria, nethack clones on mac?
Organization: Amoco Production
Date: Tue, 22 Dec 1992 23:25:46 GMT

In article <cfarmer-221292140209@mac20-187.ncsa.uiuc.edu> cfarmer@ncsa.uiuc.edu (Chuck Farmer) writes:
>In article <Bzo70n.4v7@iapa.uucp%mailhost.ecn.uoknor.edu>,
>ctrbdo@iapa.uucp%mailhost.ecn.uoknor.edu (bryan d oakley) wrote:
>> 
>> As an old rogue, moria and nethack player who is in the process of
>> buying a mac (performa 600 if you must know), I would like to know if
>> 
>Nope, Yep, and Yep. There is no Rogue clone, MacMoria is great, and Nethack
>for the Mac is perfect.

I may have to go check this, but I am pretty sure we had Rogue on
the Mac Plus at work back in 1986.  It was done by Epyx, who also
did it for the Tandy Coco.(III?)

Kelly

Newsgroups: comp.sys.mac.games
From: drusch@sunflower.bio.indiana.edu (Douglas Rusch)
Subject: Re: Pax Imperia, 1st Impressions
Summary: Info on Pax
Organization: Biology, Indiana University - Bloomington
Date: Thu, 24 Dec 1992 19:28:22 GMT

Could someone give me Changlings # because I havent gotten Pax yet, and
would really like to know why?

Thanks in advance,
Doug Rusch
drusch@bio.indiana.edu

Newsgroups: comp.sys.mac.games
From: taihou@iss.nus.sg (Tng Tai Hou)
Subject: Re: What should Apple do to the Mac to make it better for games?
Organization: Institute Of Systems Science, NUS
X-Newsreader: Tin 1.1 PL4
Date: Thu, 31 Dec 1992 06:02:28 GMT

Aha, the Amiga again!!! Why is the Amiga, or for that matter, the Atari
ST, faster than an equivalent (or even higher end) Mac? Because of all
the coprocessors as well as DMA.

The Amiga has a soundtracker module that's software based, like the
Mac, except it also has a very powerful stereo sound chip with DMA access.
Hence the module takes up very little CPU time on the Amiga, unlike the
Mac, where at least a minimum of 10% is expected for the lowest configured
SoundTracker (11khz with nothing else) App.

Similarly for the blitter chip and others. Almost like a little
Next workstation.

In fact, I believe it is the DMA implementation that makes both a 6Mhz ST or
Amiga (68000) faster at running Mac applications under an emulator, than
a Mac similarly configured.

Tai Hou
Singapore
Newsgroups: comp.sys.mac.games
Distribution: world
From: Sean_P._Peisert@bmug.org
Organization: BMUG, Inc.
Date: Mon, 28 Dec 1992 17:29:39 PST
Subject: Re: FOOTBALL GAME

Playmaker Football 2.0 by Broderbund Software is the only way to go.

**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.

Newsgroups: comp.sys.mac.games
From: bskendig@netcom.com (Brian Kendig)
Subject: Re: Oxyd and this book thing ...
Organization: Starfleet Headquarters: San Francisco
Date: Mon, 4 Jan 1993 05:01:02 GMT

smith@pell.anu.edu.au (Michael Smith) writes:
>
>...  If you have a try at level 11 you can
>get hold of a flag that does nothing when you try to use it.  I think you
>have to type in a special activating code for this flag in order to
>progress through the level, and that this sort of business continues on
>through the game.  Every time you get to a new level and find a new item,
>you get out your trusty old book, look up the level and find the activating
>code for the item.

As for the flag: Pick it up, then drop it somewhere.  Now every time
you die, you'll start from where you left the flag.  (At least, that's
how it appears to work.)

The block that is in your way on Level 11 appears to bear a page
number and code for what answer you have to type in to continue on
your way.

-- 
_/_/_/  Brian Kendig                             Je ne suis fait comme aucun
/_/_/  bskendig@netcom.com                de ceux que j'ai vus; j'ose croire
_/_/                            n'etre fait comme aucun de ceux qui existent.
  /  Nolite te bastardes     Si je ne vaux pas mieux, au moins je suis autre.
 /    carborundorum.                                             -- Rousseau
Newsgroups: comp.sys.mac.games
From: neuling@admiral.uucp (Nathan Neulinger)
Subject: Infocom game: Trinity
Organization: The Admiral's Unix System & The Grid BBS
Date: Thu, 31 Dec 1992 19:42:15 GMT



you are put back on the path. Has anyone played this game, and if so, have you figured out how to get past
this problem.

Btw, I have the umbrella and the gnomon and the bag of crumbs w/ the ruby in it

#2: how do i avoid letting the bird have the ruby that is in the bag of crumbs?

Thanks

Nathan Neulinger
neuling@admiral.UUCP
Newsgroups: comp.sys.mac.games
From: kanefsky@halcyon.com (Steve Kanefsky)
Subject: Re: Xmas Lemmings Level 4 Solution (Spoiler city)
Organization: The 23:00 News and Mail Service
Distribution: usa
Date: Wed, 23 Dec 1992 22:54:33 GMT

In article <1haf0iINNc29@iskut.ucs.ubc.ca> arnett@unixg.ubc.ca (Bill Arnett) writes:
>In article <1992Dec22.032942.22737@dartvax.dartmouth.edu> fermat@fermat.dartmouth.edu (Michael Glenn) writes:
>
>>More SPOILERS!
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>>>  if he starts digging and doesn't leave some pillar on
>>>  _both_ sides of him, nuke the level and try again.
>>
>>Actually it is ok.  I usually make him a digger when he gets right to the  
>>edge, no pressure on me that way...  Let him dig down deep awhile, then  
>>turn him into a builder.  He builds right up against the second pillar,  
>>then will walk back and forth between the two pillars until you make him  
>>an athlete.
>
>Me, too.  I *tried* to get him to dig immediately, but I never managed
>to do it.  If you dig at the edge of the pillar, the timing is less
>difficult, but still tricky---one staircase is *just* enough to span the
>gap.  If you dig too soon the stairs won't reach the second pillar.  Dig
>too late and there will be a lethal gap before the first step.  Took me
>about 6 tries before I got the timing right.

It's pretty easy to get the second lemming to leave some pillar on both
sides.  Just position the mouse pointer slightly above the pillar and 
rapidly click until the second lemming drops on by and turns into a digger.
Works for me about 95% of the time.  It's at least as easy as it is to
get the first lemming to start building close enough to the edge of the
first pillar so he can drop onto the second pillar.


--
Steve Kanefsky
From: hulsej@lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing
Date: 31 Dec 92 22:05:01 GMT
Article-I.D.: lclark.1992Dec31.220501.18158
Organization: Lewis & Clark College, Portland OR

In article <1gm7oaINNb97@usenet.INS.CWRU.Edu> bm074@cleveland.Freenet.Edu (David S Fung) writes:
>
>>> I picked it up at Electronics Boutique for $24.99 and brought it bck the
>>> next day. It's another bad PC-Mac port with bad graphics and bad control.
>>> The only bright spot was it's sound.
>
>Is that true only $24.99????!!!
>
>Since i saw it at Software etc. they sell it for 54.99!
>
>Luckily i 've bought it!
>

Unless you absolutely HAVE to, my advice is never to buy software at
Software, etc..   Egghead (even Electronics Boutique) has consistently
better prices.  Those Software, etc. guys mark something $10 off the
FULL RETAIL price and expect you to think you're getting a great deal!
I only go there to see what's out, but I never buy anything other than
maybe a magazine.

-Jose'

-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu | "Super colossal lights and display contest!?
...find the true meaning of Christmas--win money,money, money!?  Aargh!  My
own dog, gone commercial!" --Charlie Brown, _A Charlie Brown Christmas_.
Newsgroups: comp.sys.mac.games
From: Ian Catlin <catlin@iosg.enet.dec.com>
Subject: Re: Leyte Bug - That's No Bug!
X-Xxmessage-Id: <A75CCBE8160160EB@wonky.reo.dec.com>
X-Xxdate: Tue, 22 Dec 92 13:43:04 GMT
Organization: digital
X-Useragent: Nuntius v1.1.1d13
Date: Tue, 22 Dec 1992 13:43:45 GMT

Re: Leyte Bug - That's No Bug!
In article <2QBVBK6K@cc.swarthmore.edu> Luke Hankins,
hankins@cs.swarthmore.edu writes:
>>On another note, I had a most disconcerting experience this evening.
Coming in
>>to land on my carrier - I'm about 100 feet (give or take a few :-))
above the
>>flight deck, nicely centred for a touch down, when all of a sudden the
damned
>>carrier captian decides it's time to change course. So suddenly the
carrier
>>starts turning and I have to do some rapid thinking and tricky flying to
>>actually hit the deck. I touched down OK (just), but boy would I have
been
>>pissed off if I'd muffed the landing because of that ;-)
>
>	Yea, this happened twice in two straight games in the Ammo Dump
>mission.  It's a _weird_ effect to have the carrier start to pivot in
front
>of you.  I just cranked the throttle up, put up flaps and gear and went
>around to try again.. this time a bit more carefully... :-)
>
>		-luke
>-- 

This happened to me serveral times, at least two of which were "dead
stick" landings...

Thanks Captain! :-(

Ian.

All my views are my own and not those of my company, wife, friends,
relations and dog.
From: jason@retina.anatomy.upenn.edu (Jason Ehrlich)
Newsgroups: comp.sys.mac.games
Subject: Re: Pax Imperia, 1st Impressions
Date: 24 Dec 92 15:48:17 GMT
Organization: Dept. of Neuroscience, U. of Pennsylvania

Remember that your ships will move very slowly until you increase your
tech levels, by investing in research. Of course, that costs a lot of
money, and you need to raise money in the meanwhile :)

And don't forget to read the manual - you _need_ to in this game!

BTW, I'm running in black-and-white on a 5meg Mac Portable. The speed
is fairly decent for such a complicated game, especially once you get
faster ships. The b/w graphics are very nice, although nowhere as
spectacular as the color graphics.

jason

-- 
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Jason Ehrlich *  jason@retina.anatomy.upenn.edu (or jehrlich@aol.com)       *
SysOp, *StarLine* Information Systems - Data (215) 635-2341 (v32bis)        *
"The Universe is Change; Our Life is what Our Thoughts Make It." - Antoninus*
Newsgroups: comp.sys.mac.games
From: dfm2@engr.uark.edu (Douglas Miles)
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing
Organization: University of Arkansas
Date: Sat, 2 Jan 1993 22:05:18 GMT

hulsej@lclark.edu (Jose Hulse) writes:

>In article <1gm7oaINNb97@usenet.INS.CWRU.Edu> bm074@cleveland.Freenet.Edu (David S Fung) writes:
>>
>>>> I picked it up at Electronics Boutique for $24.99 and brought it bck the
>>>> next day. It's another bad PC-Mac port with bad graphics and bad control.
>>>> The only bright spot was it's sound.
>>
>>Is that true only $24.99????!!!
>>
>>Since i saw it at Software etc. they sell it for 54.99!
>>
>>Luckily i 've bought it!
>>
>
>Unless you absolutely HAVE to, my advice is never to buy software at
>Software, etc..   Egghead (even Electronics Boutique) has consistently
>better prices.  Those Software, etc. guys mark something $10 off the
>FULL RETAIL price and expect you to think you're getting a great deal!
>I only go there to see what's out, but I never buy anything other than
>maybe a magazine.
>
>-Jose'
>

I went to software etc. the other day and saw Micrsoft Word _4.0_ for only $20
off the FULL RETAILE PRICE of v5.1 !  At least they had the upgrade to 5.0 next
to it with a $10 markdown...  :\  (Moral: Software Etc. will over charge you!)


-- 

/-------------------------------v--------------------------------------------\
|   Douglas Miles		|                                            |
|     dfm2@engr.uark.edu	|                                            |
|     dfm2@comstore.uark.edu	|                                            |
\-------------------------------^--------------------------------------------/
Newsgroups: comp.sys.mac.games
Distribution: world
From: hyerstay@cybermac.sadye.emba.uvm.edu (Jason Hyerstay)
Organization: Adrenaline Online, (802) 425-2332, a FirstClass system
Date: Fri, 25 Dec 1992 14:51:57 EST
Subject: Mission Thunderbolt Question

<This is being posted for a friend of mine. Personally, I am not familiar with
the game.>

What is the best way to deal with the Kiddie Kommando Units?

Any other hints or tips (besides the 11/17/92 version of the tip sheet from
jdsb@ee.egr.duke.edu) would be greatly appreciated. BTW, are there any cheat,
FAQ, hint or walkthrough files for FTP around?
-Jason
===========================================================================
=  The author's opinions are not necessarily those of Adrenaline Online.  =
===========================================================================
=   /| |\  |-\ /-- \ |  /\  |   | \ | /--  Adrenaline Online (FirstClass) =
=  /-| | \ |_/ |-  |\| /--| |   | |\| |-   (802) 425-2332 * Charlotte, VT =
= /  | |_/ | \ \-- | \ |  | |-- | | \ \--  Macs, cyberpunk & battle games =
===========================================================================
= This message was gated from from a FirstClass BBS via PostalUnion Lite. =
===========================================================================
From: lchang@uoft02.utoledo.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Ultima for the Mac?
Date: 23 Dec 92 11:04:42 EST
Organization: University of Toledo, Computer Services

In article <92122013241500027@nexus6.com>, wglad@nexus6.com (William Gladnick) writes:
> 
> Have any of the Ultima series been ported to the Macintosh?
> From what I hear, these were great games on the IBM PC (Apple]['s?).

	Ultima III was ported to the Mac ages ago... it must have been around
'86 or so, I think. Ages in computer years. A friend lent me his copy
of it (no, I didn't pirate it- the copy protection was annoying) a long
time ago and it was neat game, especially if you're in to the sort of thing.
It also wasn't a horrible port. The gameplay wasn't too bad and it had
menus and everything. I haven't seen many copies of this around, and I highly 
doubt it would run on any of the newer macs or multifinder or anything. But 
then, I haven't played it for several years.

Sonya
lchang@uoft02.utoledo.edu

Newsgroups: comp.sys.mac.games
From: rsanabria@lerc.nasa.gov (Rafael Sanabria)
Subject: Tristan Patch
Followup-To: comp.sys.mac.games
Organization: NASA-LeRC CSD
Date: Tue, 29 Dec 1992 15:20:39 GMT

I just bought Tristan and I remember someone posting the patch to override
the code verification question. Can someone post this again?? Thanks!



 Email: rsanabria@lerc.nasa.gov       
 Rafael Sanabria, MS 142-5
 Desktop Computing Services Branch
 Computer Services Division                
 N.A.S.A.-Lewis Research Center             
 21000 Brookpark Road                        
 Cleveland, Ohio  44135      (216) 433-9331 (VMX)   (216) 433-8000 (FAX)
Newsgroups: comp.sys.mac.games
From: caom@marcus.its.rpi.edu (Miaoyong Cao)
Subject: Tom Landry Strategy Football(WHERE?)
Organization: Rensselaer Polytechnic Institute, Troy NY
Distribution: usa
Date: Thu, 31 Dec 1992 18:49:54 GMT

  	
	Does anyone know Tom Landy Strategy football?

	If so, can you tell me will can I buy it?

	caom@rpi.edu                 		(mac version)
.
From: hulsej@lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Re: A Call for X-Wing Simulator!
Date: 22 Dec 92 23:02:29 GMT
Article-I.D.: lclark.1992Dec22.230229.22754
Organization: Lewis & Clark College, Portland OR

Being a dedicated MacGamer myself, I must concur with the call for
x-wing.   However, given the precipitous drop in prices for fully configured
PC-Clone systems recently and comparing those prices with the prices of 
Mac acceleration options (notably the Daystar PowerCache, which doesn't even
come in '040 "flavor" yet), I'm starting to (shudder) seriously consider
keeping my Mac for the undemanding (computer-wise) real work and just biting
the bullet and getting a 486DX 33 system from Gateway 2000. (Aargh! I can
hear you all scream).  Seriously though, even when games are ported over to
the Mac, who has the computing power to even run them (especially
simulators)?  Look at Red Baron.  I like the game itself, but in order to
play it with all the detail on at "full" screen (640x400), one would need
to have a Quadra 950!!  Alas, I have only an unaccelerated SE/30 with ext.
color monitor.  True, there are a lot more Macs and a lot more color macs
out there than there used to be, but let's face facts, they aren't Quadras,
in the main.  "But look at Hellcats, the PC world doesn't have that"  I love
Hellcats too, and I am keeping my Mac, but we used to say the same thing
about Spectre, and a mere year later it's on the PC.

I realize that none but the most hardcore gamer will plunk down a couple of
grand for a whole other computer to be used mainly for game playing, (and
especially for rapidly obsolescing intel x86 hardware), but I kid you not,
I was quoted a price of $1995 for a fully configured sytem (svga monitor
w 1 meg VRAM on card, 270 Mb IDE (yuck) hard drive, 5.25 and 3.5" HD floppies,
Microsucks mouse, Dos 5 and Windows 3.1 installed, plus other software). 
Of course, the way things are going, it probably makes more sense
just to rent the stuff, as my wife suggests, otherwise you end up taking
a real bath...

I also realize that getting a lot of things up and running on a PC (or at
least under MessyDOS) can be the biggest pain, and you need to get a sound-
card, etc. but considering there's stuff like Falcon 3.0 and Comanche out
there, I'm beginning to think it's worth it.

What do you all think?  Please post.

-Jose'
-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu |  Four years ago, Bush said that if I voted 
for Dukakis I could expect crime,taxes and the deficit to go up.
I guess he was right...I voted for Dukakis and look what happened!
Newsgroups: comp.sys.mac.games
From: IYI4DTN@MVS.OAC.UCLA.EDU (Gann Matsuda)
Subject: Re: Arashi vs. Tempest (difference noticed)
Date: 28 Dec 92 22:58:31 PST

In article <BzztB1.AFx@news.iastate.edu>, on 28 Dec 1992 23:30:36 GMT,
cmmiller@iastate.edu (Chad M. Miller) writes:

>
>If my memory serves me correctly, there were two superzappers per
>level in the arcade Tempest game.  The first zapped everything and the
>second zapped only enemies on the rim.  I could be wrong about this
>since it has been years since I've played it in the arcade.
>
>Point being, could Arashi be updated to include this kind of
>supperzapper behavior?
>
>Thanks in advance.
>
>Chad
>
>PS  Arashi is a truly super game!!  Keep up the great work.
>
>
Chad--

Arashi 1.0a does support the second, weaker superzap.  At least it has
worked for me! :-)

Watch for version 1.1...Mike has been working on it...

Gann
From: hhtra@usho21.hou281.chevron.com (T.M.Haddock)
Newsgroups: comp.sys.mac.games
Subject: PoP Fighting Question
Date: 29 Dec 92 20:43:07 GMT
Organization: Chevron


 Just got Prince of Persia.  For the kids, of course.  ;)
 But, there is a slight problem when it comes to fighting.

 After killing the first couple of guys on Level 2, the STRIKE keys 
 tend to work only some of the time.  When this starts to happen, a
 funny little symbol starts building in the upper right hand corner
 of the display on or just above the Menu Bar.  It takes about 4 or
 5 keys strokes to complete and sorta looks like a small "u" with a
 tiny arrow that moves up and down whenever a STRIKE key is pushed.

                   ____ 
                   \  /                
                __  \/  __          __ ____ __
                 |      |            | \  / |
                 |______|            |__\/__|
           

 When this happens, the Prince just freezes and gets slaughtered.
 After "Push Any Key to Continue" and the level is resumed, the
 Prince will only take "careful" steps even though the SHIFT key 
 is not being held - sorta like all the previously inactive SHIFT/
 STRIKE key strokes were saved up and are being used here.

 I have an MAC LC with an NEC 3FGx 15" monitor.  The PoP image
 doesn't quite fill all of the available display space. 
 The PoP version number is 1.0

 Any help would be appreciated.

 Thanks in advance.

 TRAVIS
 hhtra@hou281.chevron.com