HDTenEightyP/NetNews huggingface dataset:
From: rich@grayhawk.rent.com (Richard R. Harms)
Subject: Re: NETTREK!
Date: Wed, 14 Oct 1992 03:38:03 GMT
Organization: Grayhawk - Des Moines Public Access Unix - 515/277-6753

In article <B2HisB7w165w@bluemoon.rn.com> zaphod@bluemoon.rn.com (Peter Bierman) writes:
>blakey@ug.cs.dal.ca (Jason Richard Blakey) writes:
>
>>   Anyone have a copy, or know where I can get one, of that great game NetTrek
>> It's ShareWare, or it was 2-3 years ago.
>
>I have it available on my BBS. See the sig.

There's a buggy PD/Shareware (dunno which) out there ... it also became a
commercial application with v3.0 and got good color and sound with it. I've
had a few compatability problems with 7.X, the PD one breaks on most newer
system version and with color machines.

-rh
-- 
Richard R. Harms            Internet: r-harms@grayhawk.rent.com 
1217 24th, Suite 49             UUCP: {...}!{rutgers!bobsbox}!grayhawk!rich
Des Moines, Iowa 50311       AOnline: Grayhawk             AppleLink: D2656 
Unix / Macintosh Programmer      Fax: 515/884-2736       Unix: 515/277-6753
From: v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE)
Newsgroups: comp.sys.mac.games
Subject: Lemmings interest
Date: 9 Oct 92 22:04:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41


I have some questions that hopefully the gods/goddesses on this group can 
answer.  I have tried the FAQ, and have been unable to find what I'm looking
for.  Both follow recent threads.

First, how does one install an FKEY, and where?  I know I have to use ResEdit,
and I'm pretty familliar as to how it is used, so all I really need is
something like "copy FKEY resource to XXXX."

Secondly, with all this excitement about Lemmings, I'd figure I'd get me a
copy.  But sometimes when I FTP a file, particularily large ones, the transfer
will abort.  Is there some buffer size I have to increase in my VAX acount?

Please email me any suggestions.  Thanx.


					-SS
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: comp.sys.mac.games
Subject: Re: Unnkulian Unventure III?
Date: 11 Oct 92 14:16:18 GMT
Article-I.D.: life.29136
Distribution: usa
Organization: MIT Artificial Intelligence Laboratory

In article <1992Oct10.233257.5832@lclark.edu> hulsej@sun.lclark.edu (Jose Hulse) writes:
>Hi,is a third installment of Unnkulian Unventure out, planned, being worked
>on? Just curious.  The first two were great (number 2 was hard, though!), and
>I'm looking forward to the next one.

There are several games in the Unnkulian series currently in
development and/or beta-test.  Unnkulia Zero and Unnkulia 1/2 are done
and have been in beta-test for some time, but we're waiting on more
stable versions of TADS 2.0 (currently in beta-test) before releasing
the games.  Unnkulian III is on the way too, but it's still being
worked on.

There is also a science fiction Unnkulian series in the works.

Dave Baggett
--
dmb@ai.mit.edu           MIT Artificial Intelligence Laboratory                  
ADVENTIONS: interactive fiction (text adventures) for the 90's!
dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
From: kt12+@andrew.cmu.edu (Kenichiro Tanaka)
Newsgroups: comp.sys.mac.games
Subject: Re: SimLife = Neat!
Date: 14 Oct 92 19:56:13 GMT
Article-I.D.: andrew.MerCjR_00iV3A8Shte
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA

A question to anyone who has this game:  How much interacting is there
with the program?  I like the ideas behind the Sim games but with the
ones I tried (SimEarth, SimAnt),there was too much tedium and waiting
around for my tastes.

Thanks for any info.


Ken
From: an780@cleveland.Freenet.Edu (Travis Grundke)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games
Date: 7 Oct 1992 20:57:40 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: an780@cleveland.Freenet.Edu (Travis Grundke)
NNTP-Posting-Host: thor.ins.cwru.edu


In a previous article, sknezevi@phakt.usc.edu (Steven John Knezevich) says:

>What can be done about getting Origen to port Ultima VI?  I mean if those 
>students were almost done then the game then let's (I mean the consumers) get
>the damn thing on the market.  It's ridiculous to wait such an obnoxiously
>long time.  By God let's call up Lord British himself.  This is just a pledge
>to get the game out there.  If it's written or is almost written someone
>finish the damn thing.  What's the 800 number for Electronic Arts?  What's
>the 800 number for Origen?  Is there one now that's it's busted?
>
>
 Origin has been purchased by EA, and right now you'd have difficulty
getting hold of Origin. Remember, Lord British has stated (or so many have
stated he stated) that the Mac is his platform of choice- economics changes
that. Well, maybe now that EA, a much larger company owns it, we will see
Ultima on the Macintosh. Ultima is not a game you see pirated often.
-- 
         Travis Grundke- Contributing Editor, MacGames Digest
                      an780@cleveland.freenet.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
    MacGames Digest: The first magazine dedicated to Macintosh Gaming.
From: thinker@gate.oxy.edu (Mad Thinker)
Subject: Re: Help needed on DQofK (possible spoilers)
Organization: School
Date: Wed, 14 Oct 1992 20:30:13 GMT

In article <1992Oct12.023709.57058@bmug.org> Leslie_L._Shafer@bmug.org writes:
>Pregenerated characters?  I didnt see any of them when I started the game.  Do
>you have to do anything special to use them or get to them?
	When you first install DQofK, there is a game already saved, "A".  If you load
that game, you will find a party of pre-generated characters already equipped,
etc.  They have some pretty good equipment.

The Mad Thinker
Newsgroups: comp.sys.mac.games
From: jsvrc@rc.rit.edu (Doctor FORTRAN)
Subject: Re: Lemmings!
Originator: jsvrc@bruno.rc.rit.edu
Organization: RIT Research Corp
Date: Thu, 8 Oct 1992 20:04:43 GMT

In article <91940@netnews.upenn.edu> jason@retina.anatomy.upenn.edu (Jason Ehrlich) writes:
>Any suggestions for getting past Level 3, i.e. the tall/nose part? It's pretty
>tough!

Sure, it wasn't as hard as figuring out how to get the program to run on a
(true) color mac -- it explodes in the 24-bit mode :-(

Get a builder to build a ramp, starting from the right end of the adjacent
island, and ending at the neck. Turn it into a miner (or whatever the ones
with the pickaxes are called) as soon as it realizes it can't build any further.
Just as it breaks through the neck, turn it back to a builder again.

==Doctor FORTRAN
Newsgroups: comp.sys.mac.games
From: rrwood@canrem.com (limited shell account - Roy Wood)
Subject: Re: Netrisk Question
Organization: Canada Remote Systems
Distribution: comp
Date: Wed, 07 Oct 1992 11:23:43 GMT

Yes, NetRisk is supposed to be a realtime multiplayer AppleTalk game.  I'm not
sure why it's supposedly "losing its mind" and getting out of synch with the
other games on the network, though some people have reported problems with
System 7 extensions such as QuickTime, etc.  

And yes, it is a little awkward to start a game, but there were reasons to
do it the way I did....

-Roy Wood
Newsgroups: comp.sys.mac.games
From: CHAJONH@YaleVM.ycc.Yale.edu (JChapmn)
Subject: RE: Space Quest 3 -help
Followup-To: comp.sys.mac.games
Organization: Public Macs, Academic Computing, Yale University
Date: Thu, 8 Oct 1992 02:57:16 GMT

Vague Hint:
Outrunning the Terminator is a good idea, but it's only part of the
solution. The best way for you to solve the problem would be if the
terminator could be terminated himself, right? Have you seen anything on
the planet that could kill a terminator (or how about something that could
kill you, at leat)

Slightly less vague Hint:
There are three ways to kill the terminator on the planet that I know of.
For instance, what would have happed to Arnold in Terminator II if his
whole body got stuck in the gears (not just his arm). Or what about a
couple of life forms on the planet? I imagine that a strong electric shock
or a strong set of jaws could do the job.

This-should-be-all-you-need Hint:
Death by Metal:
When the terminator releases you, walk left, and enter the large metal
monster through the door in his foot. Take the elevator to the top, and
position yourself to the left of the gears (and the sliding steel beam,
jeesh, somebody copied somebody in T2) When the terminator approaches, push
(I'm not sure of that command, but you get the idea) the beam so that it
hits arnold. He'll fall into the gears and decorate the floor below. I
wonder if anything survies that could be useful...

Death by Electricity:
If you haven't stumbled accross the scorpion yet, don't try unless you've
got T3 following you. The scorpion is quite shocking, once you get close to
him (sorry :-) If you run into the desert and meet this little guy, try put
put it between you an the terminator. Zzzzt. No more T3

Death by Hunger:
Remember those hungry balls of teeth hanging from the ledge to the left of
your ship? They like metal just as much as they like you. If you head
towards them with the terminator behind you, you should have enough time to
get to the right of the ledge. Our buddy will take a short cut under the
balls, and well, you know what I'm talking about if you've taken that
detour yourself.

I suggest Death by Metal, the others take longer, and put wilco in more
danger than he wants.
Hope all that helps, and good luck          -Jonathan Chapman

jonathan_h_chapman.stiles#u#95@quickmail.cis.yale.edu
jchapmn@minerva.cis.yale.edu

"The universe is a little too darned orderly to be just a big accident!"
-The mighty, humanistic, rationalistic, atheistic scientist: Oliver Wendal
Jones
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison(NOT!)
From: oberland@vax.sonoma.edu
Date: 10 Oct 92 15:37:05 -0800
Organization: Sonoma State University

Just thought I'd put a few thoughts in...

I am currently sitting in front of an IBM(ug!) typing this.
I know first-hand how much IBM stinks...
(I useit mainly for getting on the net)

Games on the IBM are really poor quality as far as graphics and sound
go.  Sure, you CAN buy a Sound-Blaster Pro to get stereo sound comparable
to what the Mac has, but this is 169(local price) for just a few games that
use it.

BUT, the real crime is the graphics.
I went in and looked yesterday for games to run, and just about had a fit.
All the games labled "VGA" were really 320*200*256 colors!!!
Ega was only a slight bit higher.
What they call "SVGA" is 640*480*256!
I know of only a handful of games that actually produce what is standard on 
a color Mac(What they call "SVGA").

I looked at Wing-Commander and cried.  Lousy "VGA" graphics.  looked so crappy
compared to what is possible on my friend's Mac.

The games on the IBM suffer form the companies' wish to make their product
work on EVERY machine.  The newest agmes coming out run in the same graphic
modes as the older ones, because the creators figure that you only have 256K
of VRAM.  These games also can take up 20+ megs on your HD, but still do
not deliver real 640*480 graphics.

I play Oids a LOT at my friend's house, and I love the high-resolution and
neat colors(true, it is only 16 colors, but resolution is FAR more important
than colors, IMO)

Lemmings was a BLAST!  So is PoP.  Look at what the IBM versions look/sound
like in comparison, THEN come back and tell us what is better.

Then there is the famous "640K" problem.
check out Wing-Commander and the new Sierra's.
OHHHHHH
nifty.  Notice that they CAN use mmore memory, but were made to run in 640K
(some programs need more memory, but the highest I have seen is a WHOPPING
2 megs.)

True, there are windows versions of some games, but then you have to put up
with windows.  Plus, they are few, and expensive.

If you want to compare games on IBM and MAC, at least compare comparable
sound and graphics, and keep in mind that very few people go out and buy
cards like the SB-Pro for their IBM.

Joe
P.S. Check out the much-oh'ed and ahhh'ed over Wolfenstein. Look at the
graphics.  Look at a Mac running PoP.  Notice anything obvious?
:)
From: cokin@phakt.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Re: Introducing a new game: SpaceWar! 1.0
Date: 7 Oct 1992 01:19:14 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: phakt.usc.edu

This is not really meant as a flame, just a critisim.

This game sucks.

First of all, the name is taken.  Space War is the the name of the first 
computer game ever, back on the old PDP's.  There are lots of versions floating
around (space tag is a mac version, it's on sumex).  The games have little in
common, and the name is bound to confuse people browsing the archives.

This your basic Space Invaders clone.  It's got nothing on Solarian II.
White background.  Decent animation on the gun at the bottom of the screen,
but the the enemies have like 3 frames each.  They're just these silly circles.
Also, there is no way to stop the gun.  You are always in motion.  This makes
aiming very difficult, cause you can't take sight shots, and then adjust.  

Don't waste your time downloading this.

NOTE:
This review is somewhat hasty.  I played for 10 minutes on a 12" monitor.  
The game was meant for 13", but the author gave a resedit trick for changing
the window size.  I don't think the bigger window would make the game any
better though.  If your opinions on this game differ, flame away!



                                               Darren
Newsgroups: comp.sys.mac.games
From: jon3@quads.uchicago.edu (Jason Jones)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison (again!)
Date: 16 Oct 92 04:19:28 GMT
Article-I.D.: midway.1992Oct16.041928.22715
Reply-To: jon3@midway.uchicago.edu
Organization: University of Chicago Computing Organizations

In article <12360.2add3144@cpva.saic.com> wilsona@cpva.saic.com writes:
>I understand what you're saying, but when graphics intensive games such
>as Hellcats can adjust to a 13" monitor and still run smooth, I expect
>other game programmers to be able to do the same with their games.

...but what if you are doing something more sophisticated than polygon-based
rendering?

>...and since the smallest color monitor is 12",
>why not make use of the space available?

The smallest color monitor used to be 13".  All color Macs used to have
coprocessors.  The high byte of an address used to be a neat place to
stuff data.  Video RAM used to start at 0x2000.

Today's assumption is tomorrow's unimplemented trap.

>Another $0.02   -Al

Ya, there's mine.  We've got like a dollar now.  :)

Jason.
Newsgroups: comp.sys.mac.games
Subject: Falcon XE???
From: mgeorgy@vmsclst1.sc.csupomona.edu
Date: 11 Oct 92 02:25:45 PDT
Organization: Computer Science Computational Systems
Nntp-Posting-User: mgeorgy

Does anyone have any information about the new version of Falcon for the
Mac.  Is it going to be called Falcon XE or 3.0 like other models???  Come on
guys I am getting pretty sick of looking at my friend play this thing on there
IBM's!!!  May I should be asking if it is going to be coming out for the Mac at
all!!!  Last time I checked the New Release list it said it will be released by
the end of October, am I right or mistaken???

Does anyone know what the graphics are going to look like (ie color, as good as
the PC version???)...

Any Info greatly appreciated,
MG

Newsgroups: comp.sys.mac.games
From: esteban@apollo.hp.com (Steven Fernandez)
Subject: Re: SimLife is better...
Date: Thu, 15 Oct 1992 20:34:49 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA
Keywords: SimLife, Review, SimCity, SimWorld, SimAnt

In article <73408@apple.Apple.COM> szy@Apple.COM (Steven J. Szymanski) writes:
>
>PS: Increasing the Plant and Animal Limits in the "Change Physics" dialog
>can be very helpful in this quest if you have a machine which can handle
>it.
>
>..szy
  


Does anybody understand how the increase allowed quantity of plants versus
animals works. I think the Animals is a clear number but the plants
is a fraction (1/4, 1/2 etc..) I looked it up in the manual but I think
it says it is dictated by the amount of cells in your world size which I
find very vague. Any help?

Steve
From: jmt8@po.CWRU.Edu (James M. Trela)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings only for System 7
Date: 8 Oct 1992 21:10:14 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: thor.ins.cwru.edu


Does anyone know if Lemmings works with System 6.0.4?

Thanx

jim
jmt@po.cwru.edu
Newsgroups: comp.sys.mac.games
From: Stephen Aylward <aylward@nn5.mdc.com>
Subject: Re: NETTREK! (& Mazewars)
X-Xxmessage-Id: <A700790FCD03033F@d314m1.mdc.com>
X-Xxdate: Tue, 13 Oct 92 13:01:03 GMT
Organization: McDonnell Douglas Corporation - Neural Network Laboratory
X-Useragent: Nuntius v1.1.1d9
Date: Tue, 13 Oct 1992 17:55:46 GMT


Well, I guess the mail system here has seen better days.   I should be
reachable via email at aylward@aicenter.mdc.com.   Sorry about the
confusion.   
	I looked for netrek using archie and can only find the x windows
version.   References are made to the mac version in the FAQ list, but no
details are given as to where it is available.

Stephen Aylward
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Re: Mac games vs PC Games- comparison (again!)
Organization: University of Colorado, Boulder
Date: Thu, 15 Oct 1992 00:41:49 GMT

In article <12340.2adbf4fe@cpva.saic.com>, wilsona@cpva.saic.com writes:
> Ben Haller writes:
> 
>>   What I wonder is: do people really care if the animation is full-screen?
>> It would be easy to write a version of Wolf-3D that ran in a dinky little
>> window (200x150 or something).  It would be small, but it would be the same
>> resolution as the PC version.  Would people dislike this?  What do you
>> think?
> 
> NO, NO, NO, NO, NO!!! 
> 
> I hate when color games only will run in a 9" window and not use the 13"
> available in color monitors. PGA Golf is a great example of this. Nice game,
> but the window is to damn small! I understand that games like these are 
> designed to run easily in color or b/w on small or large monitors, but
> it seems like the effort could be made to make color games use AT LEAST a
> 12" window, since that is the smallest color monitor available. 
> 
> Just my $0.02!  
> 
> Al

On the other hand, I'd rather have a smaller-but-wicked-fast window than
a full screen but slow jobber.  If the SSI games are an indication of how
small a window would be if it was the same as IBM resolution (try the
ghrow/shrink box in Blades or PofD) that's _TOO_ small.  However, MMII
used a smaller window, and I didn't mind at all.

Screen size is an important factor, but not a deadly important one.

Scott.
Newsgroups: comp.sys.mac.games
From: Alessio Guglielmi <guglielm@di.unipi.it>
Subject: Life: is there a good version of it in the PD?
Keywords: life
Organization: Dipartimento di Informatica - Pisa - Italia
Date: Sun, 11 Oct 1992 17:39:44 GMT

Subject says all: I'm looking for a good player of Conway's Game of Life,
possibly in the public domain.
Thank you all,
                                                   Alessio               
                                                                         
     ___ /  /      ____/  ____/  ____/  /  ___ / guglielm@di.unipi.it 
    /   /  /      /      /      /      /  /   / guglielm@ipisnsib.bitnet 
   ___ /  /      __/   ____ / ____ /  /  /   / guglielmi@vaxsns.infn.it   
  /   /  /      /          /      /  /  /   / guglielmi@vaxsns.sns.it     
_/  _/ _____/ _____/ _____/ _____/ _/ _____/ guglielm@ipisnsib.sns.it
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings - do you get bored too?
Date: 13 Oct 92 22:25:10 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA

davoli@natinst.com (Russell Davoli) writes:

}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?

Yeah, it's easy to get bored.  It's also a good thing that you didn't
continue playing.  You probably would have been even more frustrated
than I was to discover that getting on top of Nessie's head is not the
way to win that level.

There are two things that I don't like about games of this nature.  The
first is largely unavoidable, and that is that once you've completed a
level, there's no point in playing that level ever again.  The nature of the
game is to figure out a "correct" solution, and once you've done that,
there's little else of interest (except maybe trying for the "best" solution).
Given that, it should be incumbent on the game designers to provide a way to 
start at any level.  Unfortunately, it seems that the designers of Lemmings
decided to not only require you to complete a level before you can skip it,
but also require that you remember some silly code word for each succeeding
level to skip.

The other thing I don't like about such games is that, often, one "mistake"
(e.g. not realizing that the fall from Nessie's nose is fatal) requires you
to start that level completely over, going through by rote the steps that 
you've already figured out and quickly leading to the boredom mentioned
above.

In arcade games, where the real object of the game designers is to get as
many of your quarters as they can, I can understand such requirements for
starting over all the time.  But in a home game there really is no excuse
for not giving each user the option to approach the game the way that is
best for each user.  If I want to start right out on level 99 and work my
way backward, why should the game designer care?  If I want to avoid the
tedium of building those damned bridges between Nessie's humps over and
over so that I can get back to the real task of figuring out how to get
off Nessie's head, I should be able to.  Providing a save or "checkpoint"
option is pretty trivial.

I know that some readers will be thinking that the game designers get to
design the game any way they want, and if I don't like it I don't have to
buy it.  Exactly.  I don't like it and I'm not going to buy it.  I just
felt like taking this opportunity to explain why.  There's always the chance
that someone reading this will someday design a similar game and decide
that he'd like to increase his chances of having people buy it by
providing such options to make the game more attractive to more people.

--James Preston

Newsgroups: comp.sys.mac.games