HDTenEightyP/NetNews huggingface dataset:
From: ack@coos.dartmouth.edu (Andy J. Williams)
Newsgroups: comp.sys.mac.games
Subject: Dungeons of Doom
Date: 8 Sep 92 19:19:51 GMT
Organization: Dartmouth College, Hanover, NH

Whatever became of Dungeons of Doom? It was a pretty cool game... been years
since I have seen it...anyone?

-A
--
Andy J. Williams    |  AndyJW@dartmouth.edu      |  echo "Hello."
Manager, Computer   |  AOL:AndyJW, ALink:A0192   |  setenv NAME 'Inigo Montoya'
Resource Center     |  CIS: 70254,3235           |  user>kill -9 my ppid
Dartmouth College   |  603-646-3989 (w)          |  Prepare to vi.
Newsgroups: comp.sys.mac.games
From: dauter@terminator.cc.umich.edu (Michael Dautermann)
Subject: on >mac.archive.umich.edu< Re: Where can I find MacBzone
Followup-To: comp.sys.mac.games
Summary: where else but the most excellent Macintosh archive
Keywords: macbzone, bzone, mac, archive
Organization: We're from the government, ma'am
Distribution: na
Date: Sun, 6 Sep 1992 08:24:02 GMT
Expires: Sun, 1 Nov 1992 05:00:00 GMT

In article <4eeNiB_00WBL44X2pr@andrew.cmu.edu> mv1e+@andrew.cmu.edu (Michael J. Viola) writes:
>
>I have been looking but I can't seem to find the ftp site. Where is it
>currently located.

  
checking the mac.archive index, found in the 00help file of the world
famous >> mac.archive.umich.edu << site... we find the entry for MacBZone...

 GA/MACBZONE    147      4/25/92    BinHex4.0,Compact1.33
 /mac/game/war/macbzone1.31.cpt.hqx

    A port of the BZone game famous on Apollo terminals.  Better
    yet, it's BATTLEZONE.  You drive a tank and blast the other
    tanks,  "buzzers" and flying saucers out of the sky.  


hope that helps... (get on our mac.archive frequent ftp'er mailing list
by sending me mail at "mac-recent-request@mac.archive.umich.edu"!)



-- 
-----------------------------------------------------------------
dauter@terminator.cc.umich.edu = usermyke@umichum.bitnet = myke@umich.edu
mike@mac.archive.umich.edu = that's MISTER archive to you... 
Michael Dautermann - U-M Ann Arbor, Dearborn and, soon.. your world!
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Pax Vaporware
Organization: University of Colorado, Boulder
Date: Sun, 6 Sep 1992 00:23:30 GMT

I called Mac's Place regarding the ealier post saying that they had
Pax Imperia.  They don't yet (Surprise, surprise), but they have been
promised a shipment as of September 23rd.  They're takeing orders,
and are somewhat back-ordered already.

Personally, I'll wait till they at least HAVE the software before
placing my order... a lot can happen before the 23rd.

Scott.
From: howard@locus.com (Howard Moskovitz)
Newsgroups: comp.sys.mac.games
Subject: Cheats in Spectre
Date: 8 Sep 92 20:44:23 GMT
Article-I.D.: locus.1992Sep08.204423.257822
Distribution: usa
Organization: Locus Computing Corporation, Los Angeles, California

There has been talk recently of some built in 'cheats' in Spectre. I saw
a posting that told of the GOD cheat. When I tried this it gave me a
global map view where I could see the entire play grid from above.

While looking through Spectre with ResEdit, I noticed strings that
indeicate there are other cheats like guided missles, a teleportation
mode and special weapons (I think).

Has anyone figured out how to get these special powers and how to use
them?

Thanks in advance, 
Howard
-- 
 / |   |\  /|        Howard Moskovitz      =  howard@locus.la.com \ 
/  |---| \/ | ====>  Locus Computing Corp. =                       \
\  |   |    |        Inglewood, CA         =  (213) 337-5920       /
 \________________________________________________________________/ 
Newsgroups: comp.sys.mac.games
From: ckd@eff.org (Christopher Davis)
Subject: Re: Patches
Organization: Electronic Frontier Foundation Tech Central
	<19920904233433IYI4DTN@MVS.OAC.UCLA.EDU> <ZM5PBDCY@cc.swarthmore.edu>
Date: Sun, 6 Sep 1992 22:18:39 GMT

RR> == Robert Richardson <rrichar1@cc.swarthmore.edu> 

 RR> My main reason for wanting patches is that I am the sort of person
 RR> who tends to lose track of manuals, little bits of paper with
 RR> unlock codes on them and the like.  I find it annoying to have to
 RR> keep the paperwork around in order to retain the privelege of
 RR> transfering Hellcats to any other computer I might buy in a couple
 RR> of years.

It was my impression (I haven't gotten my unlock code yet) that the code
would unlock the copy on your original floppy, at which point you could
"transfer[...] Hellcats to any other computer" without any problems.

Am I wrong here?
--
Christopher Davis   | ]CALL -151       
<ckd@eff.org>       | *300: 20 DD FB 60
System Administrator| *3D0G            
EFF +1 617 864 0665 | ]CALL 768        
Newsgroups: comp.sys.mac.games
From: dresnick@athena.mit.edu (David I Resnick)
Subject: Pool of Darkness/Dark Queen of Krynn
Organization: Massachusetts Institute of Technology
Date: Fri, 11 Sep 1992 14:45:30 GMT

Has anyone out there gotten both of these games yet?  Which would you
say is "better", and should be played first?  Do they have the same
directly ported interfaces as the other SSI Mac ports?  I'd really
appreciate anyone taking the time to post brief reviews/comments.

Thanks,
--
       David Resnick                           dresnick@athena.mit.edu
From: ntc@doc.ic.ac.uk (N T Cheung)
Newsgroups: comp.sys.mac.games
Subject: Games for sale in UK
Date: 7 Sep 92 11:12:13 GMT
Distribution: comp
Organization: Department of Computing, Imperial College, University of London, UK.
NNTP-Posting-Host: oak2.doc.ic.ac.uk

I have the following games for sale.  Prices are in pounds, and I would include
shipping.
I have the manuals and original disks, but no boxes unfortunately.

Mutant Beach      25 pounds
Mission Starlight 20 pounds
Pararena 2.0      20 pounds


I am leaving Imperial soon, so a swift reply would be best.


Tseung
Newsgroups: comp.sys.mac.games,comp.sys.mac.programmer
From: mhall@occs.cs.oberlin.edu (Matthew Hall)
Subject: Re: NON-QUICKDRAW GAMES
Organization: Oberlin College Computer Science
	<josteisv.2@dhhalden.no> <183k5aINNc1l@agate.berkeley.edu>
Date: Sun, 6 Sep 1992 18:55:23 GMT
X-Posted-From: occs.cs.oberlin.edu
X-Posted-Through: sol.ctr.columbia.edu


Thank you for the information about drawing directly to the screen-
now the next question.
In 16 or 32 bit color, it's easy to draw the exact colors you want on
screen just by filling in the RGBColors.  However- in 8 or 4 bit mode,
you have to deal with palettes.  First of all, how do you assign a
palette or color table to the screen.  You could just change the
GDevices pmtable, but would that change the devices actual CLUT?  And
if you set the colors by means of a palette, how do you get the
correct indicies to write?  Conceivably, many machines might not be
running the system software to support pmTolerant+pmExplicit, right?
The drawing to screen stuff I can implement - but if someone could
answer how to draw in an indexed color environment, I would really
appreciate it.

Thank you-
-matt hall

--


-------------------------------------------------------------------------------
Matt Hall.    mhall@occs.cs.edu  OR  SMH9666@OBERLIN.BITNET
              (216)-775-5805 (That's a Cleveland Area code. Lucky Me)

"If a man comes up to you and says:
	'A dog just carried away your ear.'
Do you run after the dog, or search first for your ear?" - Moon over Morocco
  
Newsgroups: comp.sys.mac.games
From: news@email.tuwien.ac.at
Subject: Re: Hellcats: The Duel
Reply-To: gollmann@edvz.tuwien.ac.at (Georg Gollmann)
Organization: Technical University of Vienna, Austria
Date: Fri, 11 Sep 1992 09:06:22 GMT

In article <hp48sx.716155115@wuarchive.wustl.edu> hp48sx@wupost.wustl.edu 
(HP48SX Archive Maintainer) writes:
> I got my Mousestick 3 days ago, so now I am only missing the Duel and
> Divine Wind. 
> 
...
> 
> Any tips for Divine Wind ?
> -- 

If you dont mind cheating a little you can use the tactics I am using 
with good results:

- While the Zero is still far away I use 100% throttle and the autopilot 
to approach it.
- Once it is in the 3 mile range I change course so that it comes in about 
1/2 mile to the side of my course.
- When it is about 1/2 mile in front (and to the side) of me I reduce 
throttle to about 70% and reengage the autopilot.
- You have to play the throttle and occasionally disengage the autopilot 
but usually you find yourself in a very good shooting position swerving a 
little from side to side behind the zero.
- I believe the best shooting distances are either 300 yards or 10 yards.

Good luck !


Dipl.Ing. Georg Gollmann           gollmann@edvz.tuwien.ac.at
TU-Wien, EDV-Zentrum               +43 (222) 58801/3611 (voice)
Gusshausstr. 25                    +43 (222) 505 68 49  (fax)
A-1040 Wien, Austria
From: brl@kopasker.is (Bjorgvin Runar Leifsson)
Newsgroups: comp.sys.mac.games
Subject: Re: Pool of Radiance on an LC
Date: 8 Sep 92 21:51:52 GMT
Organization: Primary School of Kopasker, Iceland

forget@DMI.USherb.CA (Yves Forget) writes:

>In article <1031@kopasker.is> brl@kopasker.is (Bjorgvin Runar Leifsson) writes:
>>a friend of mine just installed Pool of Radiance v.1.1 on a Mac LC 4/40 with
>>a color monitor.  As the manual advices to set the screen to 16 colors, so
>>he did, and with 32 bit qiuckdraw off, he loaded the program.  All went fine
>>until he tried to load a saved game or create characters.  Then the program
>>stopped with error message 15 (the application 'unknown' has stopped because
>>of error 15).  BTW, he has system 7 installed.
>>Is there anybody out there that knows what might be going on and if there is
>>a way to fix this problem?

>It works on my LC without any difficulties.  What do you call 
>"create characters ?"

Well, I mean making new characters from scratch.

>Hope this helps

Well, just telling me that POR works on your machine without any problems
will propably not be of much help to my friend.

I got a e-mail response the other day saying about the same.  Not much help
but you LC-ers out there playing this game with sys 7 and color monitor:

What are your color settings?  Do you have the 32 bit quickdraw option on or
off?

Thanks again to anyone that responds,


Bjorgvin R. Leifsson
brl@kopasker.is
Newsgroups: comp.sys.mac.games
From: sathomas@athena.mit.edu (Stephen A Thomas)
Subject: Hellcats Enemy Infiltrators
Organization: Massachusetts Institute of Technology
Date: Fri, 11 Sep 1992 18:46:51 GMT

I read a posting here that said that someone flamed Lt. Cmdr. Herbert and sunk
the carrier in the Deul and was courtmartialed and executed.  I've gotten Herbert
and the carrier with two bombs (same tactic as with getting the enemy carriers,
put the bombs on the hangar deck from behind) but the worst I've gotten is a
warning for destroying US property(if you reload on the Island and get the
cruiser before the enemy you do get dishonorably discharged)  What am I doing
wrong?(Rather a philosophically interesting question)

By the way I've found Herbert to be a wimp and a bozo at killing Zeros, only once
have I actually seen him try to bomb the carrier - he came at it from the side,
the worst angle and got shot down before he could lay his eggs.  I've also
encountered him wandering around uselessly about 7-8 mi north of the enemy task
force after I dropped my bombs on the carrier which he obviously hadn't bombed. 
Is Herbert "shell shocked" and in need of a little R&R in Australia?  He doesn't
seem capable enough to have reached the rank of Lt. Commander.  The good think
about him is that he usually ties up at least two Zeros leaving only five or so
for us.

Another question is about different status of Active, POW, etc.  While noodling
around with ResEdit (resurrecting a capable pilot who foolishly tried landing on
a damaged carrier - yes I know it can be done)  I noticed that if you put - I
think it's 5 in the dead/alive, etc byte that the pilot will show "Retired". 
I've tried everything to get a retire option (except completing all the missions)
from the game and have come up blank.

If anyone out there who is important is listening, I'm still anxiously awaiting
the new scenarios...
From: mlobbia@sdcc13.ucsd.edu (Kaneda)
Newsgroups: comp.sys.mac.games
Subject: MacMud
Date: 6 Sep 92 03:26:45 GMT

I need help getting MacMud to work!  I have the following items:
MacMud stuff
MUDDweller
MacTCP

Now, I'm trying to figure out how to get this thing to load up.  Do I need a
mudlib file?  What is that and where can I get it?  Is there anything else
I'll need to run it (and access it from the same computer)?

Yes, I do know what a mud is.  I'm trying to simulate a TinyMUCK (if
possible) and access it - I want to play around with the different commands.
Any help on the limitations of this program are appreciated.  Thanks!!!

-- 
///  Marcus Lobbia            ///
|||  mlobbia@sdcc13.ucsd.edu  |||
///  comtec!marcus@ucsd.edu   ///
Newsgroups: comp.sys.mac.games
From: jregier@jarthur.claremont.edu (Jason "Truck" Regier)
Subject: Game Publisher Numbers
Keywords: info
Organization: Harvey Mudd College, Claremont, CA 91711
Date: Tue, 8 Sep 1992 20:09:11 GMT

Could somebody please email me or post the numbers of software companies
which are willing to publish games?  I already talked to Mr. Greene of
Casady & Greene and he suggested Inline and Gamestar, but I don't know
how to get in touch with them.

Thanks in advance,

Jason Regier
jregier@jarthur.claremont.edu
From: jsp@uts.amdahl.com (James Preston)
Newsgroups: comp.sys.mac.games
Subject: Re: Is there a patch for Tristan?
Date: 7 Sep 92 20:11:30 GMT
Reply-To: jsp@pls.amdahl.com
Organization: Amdahl Corporation, Sunnyvale CA


Well, this is slightly embarrassing, but after asking for this patch I
went home and actually tried the game.  Now I've decided to return it.
Here are my major complaints about it:

1) It's only got ONE layout.  Maybe I should have read the back of the
   box more carefully, but somehow at $40+ I just expected some variety
   of pinball machines.

2) The one layout is boring, boring, BORING.  Sheesh, in these days where
   the real pinball machines have multiple surfaces, more than two flippers,
   spiral ramps, hidden passages, etc. etc., I would have thought that an
   electronic version could do just a little better than a layout that looks
   like something you would have seen twenty years ago.

3) You get three balls per game, period.  Look, I know that coin-op machines
   are mostly three-ball these days for financial reasons, but the ONLY
   justification for not having an option on a HOME electronic pinball
   game to select three, five, or even more balls per game is the stupid
   high-score contest that Tristan has which, by the way, really seems like
   the one and only reason for the stupid game to even exist.

4) It doesn't allow more than one player!!  This one I just couldn't believe,
   especially since the extra ball feature even says "Same player shoot
   again".  How could it be otherwise when there can only be one player?

5) The physics seems to be done by the exact same routines that were used
   in the old arcade video pinball machine of ten years ago.  Not that
   there's anything seriously wrong with it, but I would have hoped for
   just a little refinement, at least so that when you catch and hold the
   ball at the base of a raised flipper, the ball doesn't wiggle around
   constantly.  But it still does that.

6) The "nudge" feature has got to be the worst implementation I've ever
   seen, and that includes the old shareware pinball games from a few
   years back.  If the ball is just rolling down the surface, not touching
   anything and you hit the space bar (supposedly to simulate nudging the
   machine), the ball SLOWS DOWN!

All in all, a waste of money.  But thanks still to those who sent or offered
patches.

--James Preston
From: jsbr+@andrew.cmu.edu (John Hamilton Slye)
Newsgroups: comp.sys.mac.games
Subject: Re: Rise of the Dragon reviews wanted
Date: 13 Sep 92 08:44:31 GMT
Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA

On 13-Sep-92 in Rise of the Dragon reviews ..
user Sanjiv Sarwate@ux1.cso.u writes:
> 
>Has anyone heard of the game "Rise of the Dragon" for the Mac, and is it
>any good?  I've seen it at Waldensoftware, and it looks interesting.  Also, is
>it available on low-density disks (for we who are FDHD-challenged).

RotD is a very good game, no matter what people say about the interface
or how it looks like a PC port. The soundtrack is awesome, the plot is
pretty good and the general design is excellent. There are so many ways
to go about doing things in this game that you can play several times
just to see what the responses will be.

The problem with it is, however, that (as far as I know) it requires
8-bit color and a FDHD drive. I believe it is on 8 high density disks.


=========================================================================
J. Hamilton Slye (jsbr@andrew.cmu.edu) 1071 Morewood Ave., Pgh, Pa. 15213

The opinions stated above do not necessarily reflect those of the author!

"Oooohhhh no! Forget that stuff!"  -  Ren Hoek, "The Ren & Stimpy Show"
=========================================================================
Newsgroups: comp.sys.mac.games
From: af733@yfn.ysu.edu (Ryan James Smith)
Subject: PD Star Wars
Organization: Youngstown State University/Youngstown Free-Net
Date: Sat, 12 Sep 1992 02:38:17 GMT


Does any one know of a place that has Star Wars.  I've seen
in on one ftp (nyx.cs.du.edu) but it's hatched.
I'd be eternaly grateful.
Ryno.
-- 
Ryan Smith ^ I asked for a car, I got a computer. 
Ryno       ^ How's that for being born under a bad sign?
af733      ^
Newsgroups: comp.sys.mac.games
From: RJONES1@ua1vm.ua.edu (Bart Jones)
Subject: Re: Rise, the Dragon, review anyone?
Organization: The University of Alabama, Tuscaloosa
Date: Fri, 11 Sep 1992 17:16:55 GMT

In article <cefp2Nu00WB4EUUW87@andrew.cmu.edu>
tb0o+@andrew.cmu.edu (Todd Keenan Bowman) writes:
 
>The graphics are ported IBM graphics, but then again that never bothered me
>too much. I though they looked pretty great.
  Ported graphics, yes, but the interface is somewhere between Winders and Mac.
It played a little sluggish on an LC (I) but saw it fly on a Quadra.  It is a
good one, though.  And worth it if that's what you were wondering.
   **BTW, if anyone else made it all the way through, e-mail me.  I have a
question or two, but don't want to spoil it for those who haven't played yet.
--Bart Jones--rjones1@ua1vm.ua.edu
Xref: sparky comp.sys.mac.games:9043 comp.sys.mac.programmer:15274
From: triantos@acsu.buffalo.edu (Nick B Triantos)
Newsgroups: comp.sys.mac.games,comp.sys.mac.programmer
Subject: Re: NON-QUICKDRAW GAMES
Date: 10 Sep 92 14:02:47 GMT
Organization: The University at Buffalo
Originator: triantos@autarch.acsu.buffalo.edu

Recently, bwilliam@iat.holonet.net (Bill Williams) writes:

   Also why all this talk about animating palletes now and then? isn't it (1)
   impossible on direct mapped 24 bit devices and (2) only possible at the
   end of a device VBL (governing it not only to 60 per second, but IDLING
   THE CPU during the wait? (not sure if it waits in the trap or not though))
   resulting in an effect leaving 0% free CPU.?

Well, actually, VBL tasks can be activated 60 times / second, but you specify
how many ticks pass between actual calls to the VBL in <your-VBLTask>.vblCount
Thus, if you only need your routine to pop up 3 times / second, set vblCount to
20. (IM-II, p. 350).  My experience with VBLs is limited only to some ultra-
simplistic testing I did when I first read about them, and so I'm also unsure
about whether the task _MUST_ complete before control is resumed to the main
program.

I'm really enjoying this thread, as I'm in the early stages of programming an
action-style game for the Mac, and I really could use the help (my last game
was on an Apple ][e, and it was in pure 6502 assembler).  If there are other
people out there who have information about the following, I'd love to see what
you have to say about:
 - efficient collision detection algorithms
 - computer strategy heuristics (e.g. when does the monster shoot, when does
   the alien lob a bomb at the player, when does the CPU make the checkmate
   move, etc.  Only some of these things should be purely, random, no?
 - What type of code does the programmer make "reusable" enough that when his
   or her next game comes along, he/she doesn't have to start from scratch
   again
 - Proper use of VBLs, and the other suggestions Joe Holt had made a few days
   ago (uses/abuses of off-screen buffers, clut animation, protecting your
   screen real estate, masking techniques, & assembly language optimizations)

Who knows?  By the time this thread dies out, there may well be another 10-20
worthwhile color action games out for the Mac.

-Nick
--
Nick Triantos    internet: triantos@acsu.buffalo.edu
                 AOL:      Triantos
"Scientists tell us that the fastest animal on earth, with a top speed of
120 ft/sec, is a cow that has been dropped out of a helicopter." - Dave Barry
From: cokin@aludra.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Ferrari Grand Prix 2.0
Date: 11 Sep 1992 01:44:33 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

Someone please post a review of this game.  How does it compare to Vette?
Any good on an LC?  Mousestick support?  Price? Thanks.



                                                 Darren
Newsgroups: comp.sys.mac.games,comp.sys.mac.programmer
From: smargari@nmsu.edu (Susan Margarit)
Subject: Re: Palette Manager vs. Color Manager (was Re: NON-QUICKDRAW GAMES)
Organization: NMSU Computer Science
	<18ja83INNk53@agate.berkeley.edu>
	<1992Sep10.182147.25618@hobbes.kzoo.edu>
	<18orleINNmt6@agate.berkeley.edu>
Date: Sat, 12 Sep 1992 04:18:14 GMT

BH> Sorry if this message is a little flaming, but really, it's
annoying....

Say, didn't I read about you recently? Something about spitting on
State Department or Apple DTS faxes and playing games in a war zone?
Or was that another games genius with an attitude...  ;)

  Jim Margarit
Newsgroups: comp.sys.mac.games
From: mjm4@ellis.uchicago.edu (Michael J. McNaughty)
Subject: Re: PoP is TOO EASY!!
Reply-To: mjm4@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Mon, 14 Sep 1992 20:09:23 GMT

In article <!ryn=!d.bskendig@netcom.com> bskendig@netcom.com (Brian Kendig) writes:
>Yah, I agree -- PoP is too easy once you get the hang of it.
>
>
>     << Brian >>


I'd have to agree with this too. I didn't like the fact that it only took
about six hours over two nights to finish to game. I think the concept for
PoP was right, but the implementation was a little weak. By that, I mean the
level of difficulty could have been a little better (okay, a lot better).

-- 
Michael J. McNaughton				I'd rather have a bottle in
The University of Chicago			front of me, than to have
mjm4@midway.uchicago.edu			a frontal lobotomy!
Newsgroups: comp.sys.mac.games
From: AR.CHM@forsythe.stanford.edu (Chris Martin)
Subject: Re: Gravis MouseStick: Where to Buy?
Organization: Stanford University, California, USA
Distribution: usa
Date: Thu, 10 Sep 1992 15:46:44 GMT

In article <1992Sep9.175358.874@ccsvax.sfasu.edu>,
a_willisgt@ccsvax.sfasu.edu writes:

>  Okay.  I've been a Hellcats fan for a while now... but over the Labor Day
>weekend, I got my first shot at a Gravis MouseStick.  I gotta have this thing!
>
>  I couldn't believe how much better I can fly with a MouseStick.  Dive bombing
>runs were a cinch, strafing was a riot... and I was splashing Zeros faster than
>I'd ever done before.
>

I've heard rumors of a new Gravis MouseStick that's coming out
"soon" that has a) a trigger-type button, b) TWO thumb-type buttons
and the usual two buttons on the base.  If anyone can confirm this,
please post and save Ty (and myself) the "but I just bought the old
version" syndrome.  I'd pay a bit more than $58 for this...

Chris
Newsgroups: comp.sys.mac.games