HDTenEightyP/NetNews huggingface dataset:
From: interpla@orion.oac.uci.edu (Bill Dugan)
Subject: Re: Mac Castles
Newsgroups: comp.sys.mac.games
Organization: University of California, Irvine
Date: 22 Dec 92 04:19:03 GMT

In article <mcmath-211292085118@mcmathmac.nlm.nih.gov> mcmath@csb1.nlm.nih.gov (Chuck Totally Hair McMath) writes:
>In article <1992Dec19.233513.83665@uu0570.foggybottom.com>,
>Jeff_A._Chirikjian@uu0570.foggybottom.com wrote:
>> 
>> Yeah its not coming out for the mac. I called the mail-order places and they
>> said that the company decided not to release Castles I for the mac but they
>> will release Castles II for the mac sometime in the first qtr. of 93'. Hope
>> this helps.
>> Foggy Bottom - your FirstClass Mac connection in Washington, DC
>
>
>Considering that Interplay first announced Castles would be out in November
>of 91, I won't hold my breath...
>
Oooooh ... harsh.  In defense [I work at Interplay], we had problems with
four consecutive contractors with Castles.  I do not anticipate any problems
with Castles II.

Bill Dugan
Interplay

>chuck
>
>|- chuck mcmath - mcmath@csb1.nlm.nih.gov - MSD, Inc. --------------|
>|- National Library of Medicine - National Institutes of Health ----|
>|- Bethesda, MD 20894 - Mbr Society of Astral Projectionists (SAP) -|
>|- "Hey batter, hey batter, hey batter, swing" - Anon. -------------|
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: ARASHI 1.0a on sumex-aim
Keywords: Arashi Storm Tempest
Date: 21 Dec 92 23:02:05 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA

klui@corp.hp.com (Kenneth K.F. Lui) writes:

}I've had a Tempest machine for some time now, but haven't played
}it for quite a while.  Arashi is a very good attempt at capturing
}the feel of Tempest.  Here are some suggestions at making the
}game as-Tempest-as-possible.

If you have a minute or two, maybe you could also post some short
descriptions of the cast of characters for Tempest/Arashi.  I'm not
sure which is a tanker, which is a pulsar, etc.

--James Preston
Newsgroups: comp.sys.mac.games
From: tecot@Xenon.Stanford.EDU (Edward M. Tecot)
Subject: Re: Railroad Tycoon (Mac) Bugs
Organization: CS Department, Stanford University, California, USA
Date: 21 Dec 92 21:27:54 GMT

Ben Burch <Burch_Ben@wes.mot.com> writes:
>In article <bob_bolt-171292101618@mac84142.educ.ualberta.ca> Bob Bolt,
>bob_bolt@itc.educ.ualberta.ca writes:
>>scheduling. I understand there is a new version (1.01 or 1.1) available
>on
>>MicroProse's BBS, but I don't have access to a modem and there is no

>They have a BBS?  I have this game and don't remember seeing a BBS number
>in any of the literature!  Could you nshare the number with us?

It's 410-785-1841.  I downloaded the RR Tycoon update and it doesn't work!
I'm trying to get through to MicroProse to get to the bottom of this, but
I'm having no luck, their number (410-771-1151) is always busy.

_emt
Newsgroups: comp.sys.mac.games
From: charlesa@niwot.scd.ucar.edu (Charles Albrecht)
Subject: Pax Imperia has shipped... (fwd from AOL)
Summary: Message from Changeling
Keywords: Pax Imperia, wait is over
Organization: Scientific Computing Divison/NCAR Boulder, CO
Distribution: usa
Date: Wed, 23 Dec 1992 02:10:55 GMT

Here is a repost of a message from Changeling Software on America Online.

++++++++++++++++++++++++

Subj:  Pax Imperia Has Shipped...            92-12-22 20:45:16 EST
From:  ChangelinS

Pax Imperia shipped on Monday so anyone who ordered from Mac's Place,
ComputerWare or from Changeling directly will be seeing it in most cases
tommorow. If you haven't ordered yet but want to Mac's Place and ComputerWare
both have it in stock so all you have to do from here on is let them know.

Whew, it feels good to finally be shipping Pax. I can't wait to here what
everyone thinks.

So keep in touch when you get it, we want to here what you have to say.
Because it is important to us that we keep an open forum for discussion so
that we can create better and better products for the Mac.

Anyway enjoy it when you get it.

Thanks

Andrew at Changeling

++++++++++++++++++++++++
Changeling's internet address is changeling@applelink.com
Newsgroups: comp.sys.mac.games
From: crod@cc.curtin.edu.au (Scott Kevill)
Subject: Re: Wanted Network Games Info (Minotaur 1.01, NetTrek 3.0, Bolo???)
Organization: Curtin University of Technology
Date: Tue, 29 Dec 1992 05:24:54 GMT

In article <1992Dec28.174806.1@vax1.umkc.edu>, bfoulk@vax1.umkc.edu writes:
> [ ... ]
> Also, has anybody had any experience w/NetTrek 3.0?  I think its the color
> commercial version of the old SW game.  I have called several large mail order
> places (MacWarehouse, MacZone, Mac'sPlace) and none of them seem to stock it.
> Some of the people thought it was stoped being produced.  Does anybody know
> where I can buy a copy, perhaps from the company directly?  Dou know if its
> System 7 comp?  Does it work well?  (decent interface-speed/fast action)  I was
> looking a new network game--we've played the life out of Bolo, Spectre, and
> Mintoaur.  I'd appreciate any info you can give me.

I haven't heard of NetTrek 3.0, but I do know of The Real NetTrek
which is the commercial version of NetTrek 2.0 (the shareware
version). NetTrek's not a bad game, but I got sick of it a lot
quicker than I did for Bolo. I saw The Real NetTrek a while ago,
and there is not much difference to the shareware version. The
only differences I can remember are 1: a high score chart or hall
of fame or something, and 2: the game has been 'colourized'.
When I say 'colourized' I mean just that. The original b&w bitmap
drawings are still there but the pixels are coloured (ie. the
graphics haven't been re-designed.) So if you want to play NetTrek,
IMHO go for the shareware version. I'm pretty sure both versions
are System 7 compatible. I don't remember any bugs in either, the
interface is quite reasonable, and there can be some pretty heated
shooting battles.

> 
> Has any body heard any information of when the next Bolo release will be?  I'd
> heard that it was going to possibly be before Christmas, but it seems it
> wasn't.  I'm greatly looking forward to it.  Thanks.
> 

According to the news on the Bolo ftp server (bolo.stanford.edu),
the next release (Version 0.96) is very close to completion.

I, too, am eagerly awaiting this.

Hope this helps.

Scott

> 
>  \\_////
>   _   _		Bernie Foulk
> '[X]-[X]'   Internet Addr: BFoulk@vax1.umkc.edu
>   ( U )	      Bitnet Addr: BFoulk@umkcvax1
>    ___

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  Scott Kevill                          crod@cc.curtin.edu.au
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Newsgroups: comp.sys.mac.games
From: kuryakin@bcstec.ca.boeing.com (Rick Pavek)
Subject: Re: One more time on this Maelstrom thing.
Organization: Boeing
Date: Wed, 23 Dec 1992 22:47:36 GMT

In article <01CO03rXc6nK00@amdahl.uts.amdahl.com> jsp@pls.amdahl.com writes:
>
>Because as users of the games with an interest in the future of Macintosh
>games, we have every right to express our opinions.
>

Well said.  I'd qualify that, or add to it, though...

I'd say, in addition, that we have every right to express our opinions
as long as they aren't expressed as absolutes.  

So I would say "In my opinion, Maelstrom is a great game that will only
help stimulate game development on the mac" and not "Maelstrom is a
ripoff and the author is a crook".      

I hope you all have a very Merry Christmas.  Especially you, Andrew.

Rick
-- 
Rick Pavek                       | Never ask a droid to outdo its program.
kuryakin@bcstec.ca.boeing.com    |           
Seattle, WA                      |   It wastes your time
                                 |          and annoys the droid.
From: striepe@apple.com (Harald Striepe)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 2.0
Date: 19 Dec 92 03:43:31 GMT
Organization: Apple Computer, Inc.

In article <1992Dec11.143740.15751@kth.se>, d88-jwa@dront.nada.kth.se (Jon Wtte) writes:
> 
> In <1992Dec11.130700.11523@rzu-news.unizh.ch> wyder@amiga.physik.unizh.ch (Peter Wyder) writes:
> 
> >is it possible to play spaceward ho! 2.0 over a network against other "human"
> >players and if the answer is yes....how do i manage to get it worked...
> >i tried it with one of my friends, but we had no success....
> 
> 1) Yes
> 2) Read in the manual
> 3) You need several copies of the program
> 
Page 75 of the Ho! manual reads:
You may duplicate this game so that friends may join in a network game with
you, so long as you ensure that they do not run any game without you in it.

This is a most sensible and liberal policy (actually a good way to get people
hooked). Delta Tao is a great company, you can get this game for $35. So,after
trying a network joust, don't copy that floppy for individual play...
Newsgroups: comp.sys.mac.games
From: ndeleon@bronze.ucs.indiana.edu (nelson deleon)
Subject: test
Summary:  test of posting
Organization: Indiana University
Date: Mon, 28 Dec 1992 19:49:38 GMT

please forgive this posying test from a novice usenet user.
From: brl@kopasker.is (Bjorgvin Runar Leifsson)
Newsgroups: comp.sys.mac.games
Subject: New World address?
Date: 26 Dec 92 16:44:04 GMT
Organization: Primary School of Kopasker, Iceland

Hi M&M players!

Does anybody know if New World Computing, Inc. has an e-mail address, either
here at Internet or alternatively at Compuserve?

And, what is their post address?  It seems that they've been moving so I'm
not sure to which address to send my letter.

Thanks in advance,

Bjorgvin R. Leifsson
brl@kopasker.is
brl@ismennt.is
Newsgroups: comp.sys.mac.games
From: horne@physics.su.OZ.AU (Geoff Horne)
Subject: Beyond Dark Castle = help!
Organization: School of Physics, University of Sydney, Australia
Date: Mon, 28 Dec 1992 06:25:15 GMT


I just bought Beyond D C and I'm having hours of fun
(esp. since it distracts me from my normal work)
And I know that it is 5 years old so most of you will have
heard this question before.. BUT,

HOW DO I GET INTO THE CATACOMBS??

The map says that it's off the basement room - but i don't know how to
get to it..


can anyone help

ps. it may be 5 years old but it's still on of the best games for the mac
you can get.
--


-----------------------------------------------------------------------------
        Geoff Horne               |      Egotism is the anesthetic that
  horne@suphys.physics.su.oz.au   |       dulls the pain of stupidity
-----------------------------------------------------------------------------
Newsgroups: comp.sys.mac.games
Subject: Re: Cyberblast--new game
From: macdevil@netlink.cts.com (Leonard Cayetano)
Date: Sun, 20 Dec 92 19:27:31 PST
Organization: NetLink Online Communications, San Diego CA

C521832@MIZZOU1.missouri.edu writes:

> Has anyone seen this game? It's called Cyberblast, from "Innerprise Software,
> and there's a color ad in the back of a new magazine "Mac Home Journal."
> It looks like a science-fiction version of Gauntlet, and the graphics look
> very nice.
>  
> Incidentally, the back cover of the magazine is a color ad for the CD game
> Victor Vector & Yondo, with several nice screen shots.
>  
> Rev

I have it and am quite impressed.  It is a Gauntlet type game however the 
speed is slower than its arcade counterpart.  

Leo.

--                    
INTERNET:  macdevil@netlink.cts.com (Leonard Cayetano)
UUCP:   ...!ryptyde!netlink!macdevil
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
From: roald@ac.dal.ca
Newsgroups: comp.sys.mac.games
Subject: Artillery Duel?
Date: 1 Jan 93 20:45:51 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

Does anyone know of a good Artillery Duel-type game for the Mac?  I was playing
Scorched Earth for the pc last night, and it's set me looking for anything
like it at all for Macintosh.  I just downloaded Artillery 2.01 from 
mac.archive, which is thoroughly pathetic--no sound, no explosions, painfully 
slow animation, boring terrain. We had a far better version on the c64...

I don't need all the amazing cool weaponry from Scorched Earth (though I'd
love to have them).  I just want a competent artillery duel--reasonably quick
graphics, interesting terrain, ability to bore through hills, computer players,
perhaps more than two players.  Really violent sound effects would be a plus.

Anyone?

c.roald
Newsgroups: comp.sys.mac.games
From: kayser@nssdca.gsfc.nasa.gov (Susan E. Kayser NSSDC/STX (301)513-1673)
Subject: Message to jwang@phy.duke.edu
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA - Goddard Space Flight Center
Date: Fri, 25 Dec 1992 04:01:00 GMT

James:

     My email to you keeps getting returned as undeliverable. Have you another 
address I can use? The document is really too big to post here. (I'll try 
again next week, in case the problem is a gateway closed for the holiday. 
 If you have ftp access, I can tell you a file to copy, if that's easier.

Susan Kayser		NCF::KAYSER  or  kayser@nssdca.gsfc.nasa.gov
Hughes/STX at NASA/GSFC/NSSDC
Greenbelt, MD
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Thu, 24 Dec 1992 04:53:21 PST
Subject: Re: Prince of Persia

I asked:

>Huh?  How do you get TO level 11 without getting out of level 2?

Kjell Johansson answers:

>The above is an example of a truly nicely explained HINT. What he means
>is that to get the potion on level 11, you have to use the same technique
>as at the end of level 2 (not quite true really, but all the same...)

Howard S Shubs answers:

>It's a hint, not intended to make any other kind of sense.  If he got
>out of level 2, he knows the trick he needs.  Now he's just got to use it.

But I'm still confused.  That's what I thought he meant at first, but
on reflection, I can't imagine what trick is common to levels 2 and 11.
For that matter, what trick is there to level 2?  That's just a hack-and-
slash level, designed to give you practice against the guards.  There is
no trick, except to notice that the last guard doesn't need to be faced.
(And none of them need to be killed, but that's for later when you are trying
to improve your time.)  And on level 11, he had the potion, but just didn't
know how to get back.  Again, there is no trick, except maybe to remember to
grab hold, which should be second nature by the time you get to level 11.

Oh well, 'nough said.  Let it drop.



**** 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: aw@camcon.co.uk (Alain Waha)
Newsgroups: comp.sys.mac.games
Subject: Lemmings, Level 14 Mayhem
Date: 21 Dec 92 10:01:43 GMT
Organization: Cambridge Consultants Ltd., Cambridge, UK

Make my Xmas bearable.  I am blocked at level 14Mayhem, and
I am loosing sleep, friend etc... because of it.

In the spirit of Xmas, deliverme from this evil spell!

Level 14 Mayhem is the one with a single wide pool in the middle 
of the screen.  It is too wide to build a bridge over it,
and when trying to go under it, I always end up falling off the
bottom of the screen.  We only have vertical diggers, bridge builders
blockers & bombs.

Help!

Adv(Thanks)ance
Newsgroups: comp.sys.mac.games
From: rdz@sail.stanford.edu (Ramin Zabih)
Subject: Theldrow clues?
Organization: Computer Science Department, Stanford University
Date: Thu, 24 Dec 1992 19:18:30 GMT


Does anyone know where I can get some clues (or better yet a map) for
the free Mac game called Theldrow?  I'm playing version 2.3, if that
is of any help.

				Ramin

--

Ramin Zabih                                  Computer Science Department
rdz@Sail.Stanford.EDU                        Stanford University
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: One more time on this Maelstrom thing.
Date: 22 Dec 92 18:31:49 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA

kuryakin@bcstec.ca.boeing.com (Rick Pavek) writes:

}Why is it that you tear into Andrew so much, guys?  Maelstrom is to 
}Solarian as Word is to WordPerfect.  Both have their merits.  Both look
}similar and do similar things.  Both have their uses.  Maelstrom is
}a good game and enjoyable.  It's not plagerism, it's not imitation
}(where were you when Tetris clones started coming out?) and it's a
}great update on an older game system.

I can speak for no one but myself, but I can tell you what my complaint
is.  First of all, while I don't think that Andrew plagiarized Haller,
there is no question that Maelstrom imitates Lunatic Fringe.  People
have been spending so much time bandying back and forth about whether
or not the asteriods or the ships or even the progress bars, for pity's
sakes, look exactly the same that that you've lost sight of the inescapable
fact that the "look and feel" of the two games are unmistakably similar.
Everyone here, without fail, has noticed that the first time you see
Maelstrom you think of Lunatic Fringe.

My complaint is not about whether Andrew "stole" from Ben Haller, nor
is it about the general question of whether game imitation is good or
bad.  My complaint is that the similarities here are so obvious to
everyone that I think it is a real slap in the face of Ben Haller for
Andrew to not give a simple nod of acknowledgement for what has come
before.  The omission is especially egregious given the long list of
"thank you"s that Andrew *did* include.

Some defenders of Andrew have made the case that we should not be ragging
on him, but should instead be supporting good shareware authors.  I 
certainly agree with that general attitude, but shouldn't shareware
authors also support each other?  There is simply no question that
Ben Haller's work had direct and obvious influence on Maelstrom; a
much more noticable influence than even the original Asteriods game
(compare the looks of the three games).  I just think that Andrew
owed it to Ben, as a fellow and clearly influential shareware author,
to at least mention the guy's name.

--James Preston
 
Newsgroups: comp.sys.mac.games
From: prwr001@netcom.com (Robert W. Row)
Subject: DQoK Questions (poss. spoilers) PLEASE ANSWER!
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Wed, 30 Dec 1992 21:29:58 GMT

I am in the stinking lighthouse. I have been all over the 
place. What now? I turned off the teleporters, killed two 
encounters with beholders, went through the ornate arch 
and found a false door on the 11th level. Just answer these 
questions:
How do I stop those arches from disappearing when I go near them?
What are all the statues for?
What's with the false door on the 10th? Is there another?
I think that the tower has two 10th floors (and two pits.) Am I right?
Thanks for any help. Spoilers are welcome.
Rick
From: kimd@gizmo.usc.edu (Kim Daugherty)
Newsgroups: comp.sys.mac.games
Subject: Re: Xmas Lemmings Level 4
Date: 22 Dec 1992 11:53:42 -0800
Organization: University of Southern California, Los Angeles, CA
Distribution: usa
NNTP-Posting-Host: gizmo.usc.edu


How do you even get to level 4?  My version requires 100% of the lemmings to
be saved at level 3 before continuing on.

-- 
+---------------------------------+-----------------------------------+
| Kim Daugherty                   | PhD program in Computer Science   |
| kimd@gizmo.usc.edu              | University of Southern California |
+---------------------------------+-----------------------------------+
Newsgroups: comp.sys.mac.games
Distribution: world
From: raph@ultramac.uucp (Raphael Figueroa)
Organization: Odyssey Ultraware, Inc
Date: Fri, 01 Jan 1993 08:37:39 CDT
Subject: Re: What should Apple do to the Mac to make it better for games?

Well, all of this COULD change soon, with the arrivals of the Power PC Mac; I
think that Apple HAS enough power and knowledge to build a games machine. 
Just look at the forthcoming QD GX and Casper, those are good examples of what
I am talking about. Apple has the means, its just that they are too darn 
hard headed.

raph@oui.com
Newsgroups: comp.sys.mac.games
From: inthalw@lims02.lerc.nasa.gov (Magnus)
Subject: Moonbase, anyone??
News-Software: VAX/VMS VNEWS 1.41    
Organization: Closed Boxes
Distribution: na
Date: 29 Dec 1992 09:37 EST  

Geetings,

I was in a local software store the other day and saw a game called 
Moonbase. (Yes, it's a Mac game). I don't recall ever hearing anything 
about it. It appears to be something like Sim-City but using a moon colony. 
I was wondering if anyone has played this game and could give me a small 
review and give it either a thumbs up or a thumbs down rating.

Thanks in advance for any input! Please respond via e-mail. (Or post if you 
think there would be general interest).

Magnus
Newsgroups: comp.sys.mac.games
Distribution: world
From: Maury_Markowitz@magicbb.uucp
Organization: MAGIC - Macintosh Awareness Group In Canada
Date: Mon, 28 Dec 1992 07:16:44 EST
Subject: Re: port != bad port

> It's strange to see people bastardize the word "port" to mean
>  "bad
port".
  Port is a four letter word.

> Games with enough depth so that they're not interface-bound
>  have enough core cod 
that can transfer across platforms wit
> h little or no modificatio

  In some cases I'm sure this may be true, but I have yet to see it.  I've
tried quite a few programs that have been ported, not only games, and they are
all universally horrible.
  One game example is Ultima 5.  They literally ported everything from the
mouse driver code to the pictures.  Those 320x200 VGA graphics sure made my
Mac look good!  So did the speed (yawn).

  You see, the Mac requires a whole different system for good graphics speed. 
If you're writing a game, open a window and bypass QuickDraw (like Hellcats). 
However, this takes time and knowledge, so the PC game makers can't be
bothered.  Red Baron/Mac is a perfect example, they use a 320x200 window to
simulate a VGA screen, and use QD calls to copy pixels to it.  So instead of
using QD to draw the lines, it seems they use THEIR code from the PC (which
has no graphics calls) to make the line, then copy the pixels over!
  The result is that you can't play it on anything under an IIfx with reasonable speed, whereas Hellcats runs quite nicely at 640x480x256 on my pokey old II.

> Doing a nice job of recreating the interface in a platform-particular
> way is hard but not impossible.

  Perhaps, but can you give me one example of a game on the PC that HAS a nice interface (games that run in Windows excluded
of course)?  I can't.

Mauryn.
From: d88-jwa@hemul.nada.kth.se (Jon Wtte)
Newsgroups: comp.sys.mac.games
Subject: Re: Arashi/Storm - how does the dweebus controller work?
Date: 25 Dec 92 16:57:36 GMT
Organization: Royal Institute of Technology, Stockholm, Sweden

In <1992Dec25.015543.15620@tc.cornell.edu> eacj@theory.TC.Cornell.EDU (Julian Vrieslander) writes:

>My reaction to Arashi is rather mixed.  On one hand, the graphics are very
>impressive.  The abstract geometrical look of this game has a lot of
>appeal for me.  The sound effects are also impressive. 

The graphics are as close to the original vector graphics game
that you can come. And, yes, they are cool!

>Nothing helps.  What exactly is the difference between "rotary" and
>"directional" control anyway?  I am not sure that I can see a difference.

Rotary: moving the mouse right always means counter-clockwise, moving
left always means clockwise (settable)

Directional: if you are on the left edge, up means clockwise, if
you are on the right edge, up means counterclockwise.

>It seems like the best controller for this game would be a free spinning
>rotary knob, like the jog dial on a VCR.  Obtaining a rotary signal from

Did you ever play Tempest in the arcades 10 years ago?
It definately had a free-spinning rotary knob...

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --

 -- I don't fear death, it's dying that scares me.