HDTenEightyP/NetNews huggingface dataset:
From: jim@bilpin.co.uk (JimG)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings, Level 14 Mayhem
Date: 22 Dec 92 19:37:55 GMT
Organization: SRL Data


I did it by building a series of small bridges across the lake - there can't be
any other solution, given the resources available. There are rocks along the
way to drop on to, but the Builder doesn't always stop at the right place, so
sometimes you have to cut it short by changing it to a Digger. The problem you
hit doing that is that although the Digger might drop onto the rock OK, if you
don't position it exactly right it will have dug away just enough for the
following lemmings to just miss the left-hand edge, and they'll all fall in the
boiling oil (or whatever it is). (Of course, they've all been held back, while
the bridges are being built by the Pathfinder Lemming, by a hole being made in
the initial steps leading up to the edge of the pool.)
-- 
    Another Fine Product from <jim@bilpin.co.uk> {JimG : Hatfield, England}
From: chharris@stein.u.washington.edu (Chris Harris)
Newsgroups: comp.sys.mac.games
Subject: XMASLemmings Demo
Keywords: XMASLemmings
Date: 22 Dec 92 19:39:30 GMT
Article-I.D.: u.1992Dec22.193930.3266
Organization: University of Washington

Could you please tell me where I could locate the XmasLemmings Demo?
Thanks.

========================
Chris Harris
chharris@u.washington.edu
From: jason@retina.anatomy.upenn.edu (Jason Ehrlich)
Newsgroups: comp.sys.mac.games
Subject: Re: Letter to Changeling (long)
Date: 28 Dec 92 15:27:30 GMT
Organization: Dept. of Neuroscience, U. of Pennsylvania

JT> My question is: what stops you from making every colony a
JT> homeworld? There doesn't seem to be any penalty to making a
JT> colony a homeword and every reason to do so.

It costs a lot to make a port, especially on planets with unfriendly
temps and atmospheres - planets you're just mining the guts out of and
then abandoning. 

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*
From: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Some Pax Imperia Questions
Date: 26 Dec 92 16:53:22 GMT
Organization: Science Applications Int'l Corp./San Diego

I'm hoping someone has been able to figure the following things out, asthe
manual is very light.

1) When you get an overcrowding message, how do you know where it is
occurring? What is the overcrowding number? It seems to be about 19K.

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

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

Thanks for any help!

IMHO, the game is fun and there is a lot to do, though the manual needs a 
MAJOR update.
From: barnett@grymoire.crd.ge.com (Bruce Barnett)
Newsgroups: comp.sys.mac.games
Subject: Re: I found a Ultima like game for the MAC!!!!!!
Date: 24 Dec 92 11:46:49 GMT
Reply-To: barnett@crdgw1.ge.com
Distribution: usa
Organization: GE Corp. R & D, Schenectady, NY

I got Shawdow Keep from SUMEX a year ago. I registered my copy and got
the password. My 8-year old son loved the program! Together we solved
the complete game. A map of the castle is suggested.
--
Bruce Barnett <barnett@crd.ge.com> uunet!crdgw1!barnett
From: glassner@parc.xerox.com (Andrew Glassner)
Newsgroups: comp.sys.mac.games
Subject: S.C.OUT Help Wanted!
Keywords: s.c.out
Date: 4 Jan 93 01:48:14 GMT
Organization: Xerox PARC

I would like to make sure that S.C.OUT is running properly 
on my machine, since I suspect something.

>>>> WARNING!  SPOILERS BELOW!  SURPRISES GIVEN AWAY! <<<<
>>>> Stop reading now if you haven't played Level 46! <<<<

My question is for level 46.  I understand the basic idea
behind the little green arrows, but I can't make them work
right.  When I'm on the normal board, each arrow moves me
one space.  When I'm on the wheels, each arrow moves me
two spaces.  This makes the second step of the puzzle im-
possible.  To the right and below "YEEH!" there's a bunch
of guns and arrows.  There's a safe spot three squares to
the left of the upper gun and down one.  But there's no
way I can get the arrows to move me an odd number of squares.
I've tried all sorts of combinations, with gaps in between
and different timings, but experimentation with the first
gun confirms I can only move in chunks of two.

Perhaps there's a slight clock problem with this game on
my Mac II?  It's a generic Mac II (nothing else printed on
the front panel).

Has anyone else solved this puzzle?  Do you also move in
chunks of two for each arrow when you're on the wheels?
Please mail me; no need to accidentally give away a spoiler
on the net!

-Andrew

(Andrew Glassner ; glassner@parc.xerox.com)
--
-Andrew  (Andrew Glassner - glassner@parc.xerox.com)
Newsgroups: comp.sys.mac.games
Subject: Re: SOME PAX IMPERIA QUESTIONS
From: wgentry@netlink.cts.com (William Gentry)
Date: Wed, 30 Dec 92 19:52:16 PST
Organization: NetLink Online Communications, San Diego CA

akhiani@ricks.enet.dec.com (Homayoon Akhiani) writes:

> 
> I just sent back mine this morning, after getting pissed of at the random 
> crashes.  Everytime it becomes interesting the game will crash!
> 
> Oh, for software developers eyes:(using Macsbug)
> 	crashed with system error #25 at StuffHex+018E
> 
> I rather wait till 1.2 comes out then I buy it(which is probably next xmas)
> 
> my $.2 for the novice game writters out there:
> 	"Never bite more than you can chew" else things like PAX happens
> 
> 
> --
> -----------------------------------------------------------------------------
> Homayoon Akhiani                               "Turning Ideas into ... Realit
> Email: akhiani@ricks.enet.dec.com     "The words are mine, and not my employe
> -----------------------------------------------------------------------------

Changeling posted on AOL that a free update will be availabe with a week 
or so correcting many problems and implementing many of the suggestions 
posted on the boards. 

--                    
INTERNET:  wgentry@netlink.cts.com (William Gentry)
UUCP:   ...!ryptyde!netlink!wgentry
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac Game Programming Secrets?
Date: 28 Dec 92 20:17:18 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Just a few late additions:

- Game programming for *any* platform takes a lot of hard work
  and inspiration.  There are no exceptions.  If you are inspired
  enough you can get past any obstacles.  There were quite a few
  classic Apple II games that were written by people who were driven
  to learn to write games.  They found out that they needed to
  learn assembly language to do it, so they did.  Hi-res graphics
  required all sorts of weird programming to get proper colors, so
  they figured it out.  Writing games requires solving problems on
  your own, things you aren't going to find in books.  It is only
  natural that the sort of person that can design games on their
  own can also figure out the programming aspects without outside
  help.

  [I've always found it interesting that there is no correlation
  between quality games and ease of implementation.  Look at the
  sticks and mud used to create Asteroids, Star Castle, Tempest,
  Defender, etc.  Programming tools are much better these days,
  computers are way faster, optimizing high-level language compilers
  are the norm, yet overall game innovation and design seems to
  have declined.  More effort seem to be expended cloning those
  old games than writing new ones--and most times the original
  is still superior.] 

- Don't concentrate solely on the technical aspects, just do what
  you need to write a game.  Most popular IBM shareware games are
  technically brilliant, but just plain awful in terms of concept
  and design.  Rec.games.programmer is filled with discussions
  of VGA registers and blit routines ad nauseum.  Everyone is
  concerned with technical junk and the games really show it. 
  
  A related "rule" is:  every game does _not_ have to make some
  sort of technical innovation.  There are lots of pleasant
  little games (john calhoun's stuff comes to mind) which aren't
  cutting edge and don't need to be. 

--
James Hague   
exuhag@exu.ericsson.se
From: spear@gemini.cs.nps.navy.mil (jon spear)
Newsgroups: comp.sys.mac.games
Subject: Re: Xmas Lemmings Demo 3rd level  ***spoilers***
Date: 23 Dec 92 06:36:08 GMT
Organization: Naval Postgraduate School, Monterey CA

Something that helps me a lot that I haven't seen mentioned:

Use the Pause key (paws?) liberally.  On an extended keyboard, the 
` (accent, just below esc key) will pause/resume.  While paused, you
can click on a new tool or scroll the screen around with no game time
elapsing.  Also, if you pause, then very quickly hit the pause key
twice in a row, you can practially single-step the action.

I found this approach very useful on Christmas level 4 where timing
is everything.

-Jon
-- 
| Jon L. Spear (spear@cs.nps.navy.mil) : With computers we can make        |
| Dept of Comp Sci, Code CS/Sj, x2830  : billions of misteaks each second. |
Newsgroups: comp.sys.mac.games
From: bskendig@netcom.com (Brian Kendig)
Subject: Re: Arashi/Storm - how does the dweebus controller work?
Organization: Starfleet Headquarters: San Francisco
Date: Fri, 25 Dec 1992 07:55:33 GMT

eacj@theory.TC.Cornell.EDU (Julian Vrieslander) writes:
>
>But I am having a hard time trying to figure out how to drive the dweebus
>that runs around the edge of the game areas.  Its reaction to my mouse
>motions is erratic and hard to predict, and even after practicing for
>a couple of hours, I find it hard to control.  I have tried both control
>modes (rotary and directional) and I have varied the control sensitivity.
>Nothing helps.  What exactly is the difference between "rotary" and
>"directional" control anyway?  I am not sure that I can see a difference.

"Rotary" means that moving the mouse to the right (for example) moves
your gun counterclockwise.  "Directional" means that moving your mouse
to the right moves your gun to the right edge of the playing field.

-- 
_/_/_/  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,comp.sys.mac.wanted
From: geoff@pmafire.inel.gov (Geoff Allen)
Date: Tue, 22 Dec 92 22:46:36 GMT
Organization: Roller Coaster fanatic with no hope for a cure
Subject: Re: Whence Lemmings?
Summary: 
Followup-To: 
Distribution: na
Organization: Roller Coaster fanatic with no hope for a cure
Keywords: 

hm002b@uhura.cc.rochester.edu (Primus Sucks!) writes:
>In article <1h76ucINN8re@early-bird.think.com> ephraim@think.com (Ephraim Vishniac) writes:
>>
>>Is Lemmings available mail-order, or only direct from the publisher? I
>>tried MacConnection and was as surprised as they were apologetic when
>>I found they didn't carry it.
>
>MacWarehouse has it.....1-800-ALL-MACS

My local Sears store has it, too.

I'm surprised MacConnection didn't!!

Geoff

-- 
Geoff Allen          \  Usenet is distributed network anarchy at its best---
uunet!pmafire!geoff   \   or worst, depending on what is posted on any
geoff@pauling.inel.gov \   particular day.   --David Fiedler in _Byte_
From: chuck@gistdev.gist.com (Chuck Welsh)
Newsgroups: comp.sys.mac.games
Subject: Re: Spectre: synopsis and judgement please
Date: 28 Dec 92 22:32:16 GMT
Organization: Global Information Systems Technology Inc., Savoy, IL

Dave_Burnett@bmug.org writes:

>Spectre is a tank simulation game similar to the mid 80's arcade game
>BattleZone.  

>I love it, have been addicted to it, am looking forward to the new Spectre
>game due out soon, and would definitely do it all over again.

Say, what type of control devices does Spectre support (mouse, keyboard,
Gravis Mouse Stick, Kite String, etc.)
-- 
| Chuck Welsh, Global Information Systems Technology, Inc.        |
| 100 Trade Centre South, Suite 301, Champaign, IL 61820          |
| INTERNET: chuck@gistdev.gist.com				  |
| UUCP:     uunet!gistdev!chuck					  |
Newsgroups: comp.sys.mac.games
From: brian@tpocc.gsfc.nasa.gov (Brian Youse)
Subject: Kings Bounty?
Organization: Computer Sciences Corporation
Date: Mon, 28 Dec 1992 16:29:47 GMT

Hi all,
	
	I was in my local Egghead looking to spend my xmas money when
I ran across this game.  It looked a little like Pools of Radiance (which
I loved) and thought i'd ask if someone could give me details on what
this game was like.

	I'm pretty sure the title was Kings Bounty.  It didn't look like 
one of Sierras games (which i'm not very fond of) and am sure it wasn't
"King's Quest".

	Any help would be appreciated.  Sorry for the little info I could
give on the game...

Brian Youse
From: arnett@unixg.ubc.ca (Bill Arnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Spectre
Date: 22 Dec 1992 01:19:31 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
NNTP-Posting-Host: unixg.ubc.ca

In article <cmhaar-211292173020@mac2867-2.chem.nwu.edu> cmhaar@casbah.acns.nwu.edu (Chris Haar) writes:
>What about me? I have one copy of Spectre and two computers, but I'm
>screwed because of this serial number thing. (Very witty protection,
>though. I'll give the authors that much.)
>
>Is there a patch?  And don't tell me to buy another copy.  I don't think I
>should have to.  (If you want my philosophy on personal ownership of
>software, let me know.  This isn't the forum.)

Seems to me most licensing agreements say that you can only use it
on *one* machine at a given time.  Running it on two machines would
be a violation---networked or not!

I'm not sure that this restriction is appropriate in this case, but that's
not our place to decide.  Other network capable programs do this, too.  It
is not unusual.

So I guess you'll have to....<oops! I'm not supposed to tell you that.>

Bill.
-- 
Bill Arnett                            Internet: arnett@unixg.ubc.ca
Newsgroups: comp.sys.mac.games
From: cfarmer@ncsa.uiuc.edu (Chuck Farmer)
Subject: Re: Xmas lemmings help: extraction
Followup-To: comp.sys.mac.games
Organization: NCSA
Distribution: usa
Date: Tue, 22 Dec 1992 14:47:51 GMT

In article <1h788lINN9m8@early-bird.think.com>, ephraim@think.com (Ephraim
Vishniac) wrote:
> 
> In article <1992Dec21.230746.2577@news.uiowa.edu> cremer@herky.cs.uiowa.edu (Jim Cremer) writes:
> >The file comes as xmaslemmingsdemo.sit.hqx. 
> >After applying Binhex4.0 or StuffIt we're left with XMasLemmings.SFX
> >(or something similar - the .SFX part is correct at least)
> 
> >Problem is we don't know what to do with that file.  Double clicking
> >on it fires up StuffIt but then we can't figure out anything else to do.
> 
> It is a StuffIt archive. Don't know why it has the .SFX extension.
> StuffIt Lite 3.0.3 handles it with no problem. I imagine you're using
> something older. 
> -- 
Stuffit Expander handles it also.

> Ephraim Vishniac    ephraim@think.com   ThinkingCorp@applelink.apple.com
>  Thinking Machines Corporation / 245 First Street / Cambridge, MA 02142
>         One of the flaws in the anarchic bopper society was
>         the ease with which such crazed rumors could spread.

Thanx
Chuck
cfarmer@ncsa.uiuc.edu

Only a fool is sure. --Moe Howard
From: bruss@cs.ucsd.edu (Brian Russ)
Newsgroups: comp.sys.mac.games
Subject: Software stores (was Re: Stellar 7 (was Re: etc))
Date: 3 Jan 93 04:47:37 GMT
Organization: =CSE Dept., U.C. San Diego

>hulsej@lclark.edu (Jose Hulse) writes:
>
>>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.

	The Electronics Boutiques around here (San Diego (where I live) and
Sacramento (where I spent Christmas)) have no Mac stuff whatsoever.
At all.  I had presumed this to be true elsewhere?

	What I have noticed about Software Etc is that (at least for some
Amiga stuff) they marked down older stuff a *lot*.  (I used to have an
Amiga, gave it to my brother, and was shopping for him over vacation)
He bought two games (list price > $40 each) for $7 each.  They weren't
new or brilliant or anything, but you can't go wrong at that price.
I didn't see them doing that with Mac software though :-(.  Their
selection wasn't very good anyway -- Egghead and CompUSA do much better
with selection ...

					Brian
-- 
Brian Russ
CSE Department, UC San Diego
bruss@beowulf.ucsd.edu
Newsgroups: comp.sys.mac.games
From: mrc65@cas.org ()
Subject: Re: Maelstrom 1.0.3 (today)
Organization: Chemical Abstracts Service, Columbus, Ohio
Date: Wed, 23 Dec 1992 22:46:43 GMT

In article <9212231705.AA47691@chaos.intercon.com> amanda@intercon.com (Amanda Walker) writes:
>Cute Christmas card, Andrew :)...
>

I second this. What a great perk to an already GREAT game. I wonder what else
we have to look forward to: July 4th?, Groundhog's Day?, Easter??

Thanks from me also, Andrew.. a truly class act.
>
MRC


-- 
Michael R. Cirivello                         INTERNET: mrc65@cas.org
Librarian/Info Junkie  *Just say Know!*           AOL: MRC3000
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Fan of:MST3KTalkingHeadsDavidByrneLittleFeatMacintoshNORMLGreenBayPackers
From: yjc@po.CWRU.Edu (Y H J. Chan)
Newsgroups: comp.sys.mac.games
Subject: Star Ship Simulations
Date: 2 Jan 1993 11:50:16 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: yjc@po.CWRU.Edu (Y H J. Chan)
NNTP-Posting-Host: thor.ins.cwru.edu


Are there any nice (fun) Star Ship Simulation games for the Mac?
Something along the lines of Star Fleet Battles ...


---
 The Evil Tofu
-- 
---
 The Evil Tofu
Newsgroups: comp.sys.mac.games
From: golub@nwu.edu (Robert Golub)
Subject: Any experience with A-Train?
Followup-To: comp.sys.mac.games
Organization: Northwestern University, Evanston, Illinois, USA
Date: Tue, 29 Dec 1992 22:43:04 GMT

Has anyone used A-Train, from Maxis? If so, I would appreciate it if you
could describe its appearance, what it does, and give your opinion about
it.

Thanks in advance!

-Rob

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Robert M. Golub, M.D.           Division of General Internal Medicine
222 E. Superior                 Northwestern University Medical School
Chicago, IL 60611               E-mail: golub@nwu.edu   Voice:(312)908-8630
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Newsgroups: comp.sys.mac.games
From: jchokey@leland.Stanford.EDU (James Alexander Chokey)
Subject: Fool's Errand (Sun's Map)-- Thanks!!
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 31 Dec 92 21:36:46 GMT


	I've gotten so many replies to my request for help that I have
abandoned all pretense of being able to write personally thank-you's to
everyone who helped me out.  Thanks so much for all the help--  I've basically
got what I need to figure it out on my own.  Once again, thank you all!

	--  Jim C. <jchokey@leland.stanford.edu>
Newsgroups: comp.sys.mac.games
From: Ken Wilkens <wilkens@oursun.med.yale.edu>
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing
Organization: Yale University
X-Useragent: Nuntius v1.1a2
     <1992Dec19.092324.1@vax.sonoma.edu> <1h5s34INN17q@iskut.ucs.ubc.ca>
Date: Wed, 23 Dec 1992 12:27:52 GMT

I have played Stellar 7 on my old //e and my 900, and I can say that
while it is like the old version sort of, it is NOT mac friendly!
while playing the game the only menu s you can use are prefrence and
files (for the game), the apple menu only contains "about box" nothing
else. I use 7.0.1 and cannot get back to the finder without quitting the
game. So basically the game would have been alot better if written for
the mac instead of another cheap port job!

Ken
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Newsgroups: comp.sys.mac.games
Subject: Re: Arashi and SE/30
Date: 21 Dec 92 08:00:13 GMT
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology

In article <1992Dec19.204512.20287@netcom.com> kc@netcom.com (Dameon D. Welch) writes:
>I was upset to find that out, too! Isn't there any way to do the game
>in black and white.

You are quite welcome to write a B&W version of the vector animation kit.
You only have to write line drawing code (which I can provide), point plotting
code and code to convert the explosions to points. Of course, you have to
emulate the multibitplane planar approach that the vector animation kit is
taking by using offscreen bitmaps, so the B&W version should be quite a bit
slower than the 8 bit color version.

I had very good reasons to write for 8 bit color. I know it can be done
in B&W, but I have no interest in doing it. It's still at least a few
days work to get it going. Then one would have to get it properly tested
to avoid getting flamed in this newsgroup for releasing buggy software... :-)

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
From: Mark_T._Crump@fourd.com
Newsgroups: comp.sys.mac.games
Subject: Re: Q - SimCity w/ Terrain Editor
Date: 28 Dec 92 21:16:53 GMT
Organization: 4th Dimension BBS

Ok... heres one "Cheater"... hold down the shif key and type "fund". This ads
$10,000 to yer total cash.   But be ware some versions of SImCity this little
trick causes diasaters of a grandeuax scale.

I prefer to use rails instead of roads.  They don;t look as pretty, but you'll
never get trafic problems or pollution problems.

Sometimes to reduce the effects of polluctions I either
A) Put a boatload of parks areound my industries.  or periodically destroy or rebuild
them

There are also a few good books about sim-city out there.
MTC
********************************************************************
System: fourd.com                                Phone: 617-494-0565
Cute quote:  Being a computer means never having to say you're sorry
********************************************************************
From: klui@corp.hp.com (Kenneth K.F. Lui)
Newsgroups: comp.sys.mac.games
Subject: Re: Arashi vs. Tempest (difference noticed)
Date: 31 Dec 1992 14:40:19 GMT
Organization: Hewlett-Packard Company
Distribution: world
NNTP-Posting-Host: hpcc90.corp.hp.com

In article <1992Dec29.191502.144754@ultramac.uucp> starsabre@ultramac.uucp (JT August) writes:
>One thing I would like to see in an update is something I remeber from
>Tepest's attract mode:  Enemy character names.
>
Tempest's attract mode never displayed the characters' names.
They were only described on the front control panel.


Characters are:

crawler		you
tankers		purple squares (blue level)
flippers	red Xes (blue level)
pulsars		yellow "resistors" (red level)
spikes		green lines (blue level)
spikers		green swirls than make spikes (blue level)
fuseballs	multi-colored


Ken
-- 
Kenneth K.F. Lui, klui@corp.hp.com                  3000 Hanover Street MS20BJ
Corporate Administrative Information Systems        Palo Alto, CA  94304   USA
Core Application Technologies                1(415)857-3230 Fax 1(415)852-8026
Newsgroups: comp.sys.mac.games