HDTenEightyP/NetNews huggingface dataset:
From: mgreeny@uxa.ecn.bgu.edu (Greeny)
Subject: Re: Seeking a PoP crack
Organization: Greeny's Bar & Grill
Date: Tue, 29 Dec 1992 02:17:52 GMT

rdd@cactus.org (Robert Dorsett) writes:
Here's a crack from an old list that I have... Cavaet Emptor, and do it
on a copy of the program please:

   Edit CODE resource ID #2 with ResEdit... look for the word at offset
   1F70 (should be 660A), and change it to 600A

    Quit Resedit, save the changes... That should make it so the moronic
copy protection doesn't kick in any more...

For the record, I *DESPISE* any form of copy protection.  Yes, software
companies have to protect their investment somehow, but it's never
seemed to occur to them that if they make the price cheap, and give good
support that they'll sell bizillions of copies of their stuff, and other
items as well.... fair upgrade prices are also in order...

But when a company overcharges for something, I won't buy it -- I'll
write my own... As for copy protection -- therre's nothing that one
programmer can't do, that another can't undo -- so it's a big waste of
time and effort...

No flames please.... Just venting a little holiday meal steam....
>I bought PoP for my nephews this Christmas.  While they like it, the copy-
>protection "feature" on levels 2+ is a major inconvenience, and can tax the
>patience of the younger one (8), who likes the program.  Especially given the
>protection scheme's confusing method of using section headers as "lines."
>Or is it the other way around, don't count the section headers?

>So, I'm looking for a crack, to eliminate the copy protection.  I know one's
>out there; would someone be so kind as to point me in its direction?

>Please, no preaching about the evils of piracy--I'm a head priest, in that
>respect.  However, my rights as a consumer come first.  I've obviously not
>pirated the damned thing, and I don't think I should pay for a system intended
>to hinder those who do.

>Incidentally, I find Broderbund's protection unethical, at best.  No mention
>is made of the nature of the copy protection in the manual, and the game 
>starts up at level 1 with no protection.  It is only when one advances to
>level 2 and beyond, or saves and opens a game, that the protection method
>kicks in.  A tried and trued gamer would probably reach this state within
>an hour or two: but a child could spend weeks in Level 1--enough time for 
>retail guarantees or mail-order money-back guarantees to lapse.  Nice game; 
>it's a shame it's marred by Broderbund's myopic, asine, greedy, and utterly 
>petty copy-protection policy.




>---
>Robert Dorsett
>rdd@cactus.org
>...cs.utexas.edu!cactus.org!rdd
-- 

Microcomputer Support Specialist, Student Residential Programs
Western Illinois University, Macomb, IL  61455
Internet: mgreeny@uxa.ecn.bgu.edu (preferred) GEnie: GREENY (once a month)
From: ness@aecom.yu.edu (seth ness)
Newsgroups: comp.sys.mac.games
Subject: pax imperia
Date: 28 Dec 92 19:31:17 GMT
Organization: albert einstein college of medicine
X-UserAgent: Nuntius v1.1.1d11
X-XXMessage-ID: <A764D16B9301466C@knockout.aecom.yu.edu>
X-XXDate: Mon, 28 Dec 92 20:44:43 GMT

i'm playing pax on an LC  4/40. and have to agree that its incredibly
slow. it takes forever for a menu to pull down. I also got lots of
crashes plus a saved game that i spent hours on now refuses to open so
all that time  was wasted. oh well.
From: fermat@fermat.dartmouth.edu (Michael Glenn)
Newsgroups: comp.sys.mac.games
Subject: Re: Xmas Lemmings Demo 3rd level  ***spoilers***
Date: 22 Dec 92 18:07:51 GMT
Organization: Dartmouth College, Hanover, NH


***SPOILERS***








Ok, my solution.  No blockers either.









First lemming, builds on the edge, and wait for two following lemmings to  
go over the bridge (they will land safe), then turn the builder into a  
diag digger, taking out half his bridge, but leaving enough for those  
behind to land safe.  Down below, let the first lemming bounce, and make  
the second dig horiz.  When the bounced lemming comes to the original  
pillar, build over that little hole.  When the horiz. digger is done, let  
4 or 5 keep going, then make a DiagDig/Build wall so all the remaining  
lemmings will turn around.  Of the 4/5 you left walking, when they come to  
the next wall, turn the very last into a horiz digger. (this guy will go  
the rest of the way)  When he gets half way between the wall and the  
cliffs edge, make him a builder.  He'll build to the very top of the  
icebergs hanging from the ceiling.  Make him into a horiz. digger. (if he  
turns around before you have a chance, then use the DiagDig/Build to turn  
him around again.  Oh, while digging horiz make him a floater.  When he  
gets to the end, he'll float down.  Then DiagDig/Build to turn around, and  
build a long bridge up-left to the other lemmings can make it.  He'll then  
turn around, build over the wall he had made, fall safely over the next  
edge, dig through the snowman, and over the pit.  Meanwhile, turn one of  
the other lemmings into a builder to get over the wall you made there, and  
hold down the shift key. :)

Michael
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Newsgroups: comp.sys.mac.games
Subject: Re: Arashi/Storm - how does the dweebus controller work?
Date: 25 Dec 92 11:23:15 GMT
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology

In article <1992Dec25.015543.15620@tc.cornell.edu> 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.

Personally, I use the rotary controller, but that's just how the game worked
when I started writing it, so I'm biased.

If you are having problems with the mouse, you could try using the keyboard.
To set the key preferences, first pause the game (p) and then use the dialog
box to set the keys the way you want them. This is one of the new features,
so I guess it's not well documented. :-(

A trackball works pretty well and it's quite easy to take the electronics
from a mouse or trackball and modify it to work as a rotating knob. You
have to handle the mechanical side, but all the electronics are already
there in your standard ADB mouse or trackball.

If you are still having problems, I recommend using the tablet mode from
the mouse control panel. This will turn off acceleration, so you may have
to use a higher sensitivity setting in the game.

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
Newsgroups: comp.sys.mac.games
Subject: Warlords
From: lucifer@oread.cc.ukans.edu
Date: 28 Dec 92 20:22:54 CST
Organization: University of Kansas Academic Computing Serces


Greetings Mac users and players :) I recently acquired Warlords, but the 
previous owner did not provide me with intact documentation, and now I can't
find him. Can anyone answer these few questions?

a) What do the options 'Enhanced' and 'Intense combat' in the 'Change Setup'
menu mean/do?
b) What does the 'Defend' command do? (do troops get bonuses, only when in 
cities/forts etc?)
c) What exactly do towers(not cities) aid you with?

I'd appreciate any answers, either email or otherwise.
Cyrus

Newsgroups: comp.sys.mac.games
From: hd12@ellis.uchicago.edu ()
Subject: Falcon MC patch wanted.
Reply-To: hd12@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Thu, 24 Dec 1992 03:04:53 GMT


I just bought Falcon MC for christmas. After I read the document in
the package saying that Falcon is protected (although only "one time
protected"), I am pretty disapointed. I use Macs on campus, which means
I don't have a fixed mac to install it so this "one time protection" is
in fact "everytime protection" for me. I wonder if there's patch for
the game so I don't need to carry the 186-page manual around. Thanks!

Merry Christmas!
From: hm002b@uhura.cc.rochester.edu (PRIMUS SUCKS!)
Newsgroups: comp.sys.mac.games
Subject: Re: Best Auto Race Games?
Date: 29 Dec 92 21:22:27 GMT
Organization: University of Rochester (Rochester, NY)

In article <00965BCB.77CCD640@Msu.oscs.montana.edu> uhdcs@Msu.oscs.montana.edu writes:
>Hi
>
>	I am looking for the best auto race software for the MAC.  I would like
>all the reviews from you gamers in netland.  Please resond direct.
>
>Thanks in advance
>
>Curt
My two favorites are Vette! (colour) and NASCAR Racing.
Newsgroups: comp.sys.mac.games
From: smt1179@ritvax.isc.rit.edu (Tom Thatcher)
Subject: Re: Loom
Reply-To: smt1179@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Thu, 24 Dec 1992 02:55:35 GMT

In article <1992Dec21.202500.475@admiral.uucp>, neuling@admiral.uucp (Nathan Neulinger) writes:
>
>To anyone who has played Loom:
>
>I have a small problem.. I am still on the main island, I know the drafts
>for open/close, dyeing, straw-gold, and emptying i think...
>
>I need to know where to find the draft for twisting/untwisting so I can get past the waterspout...
>
>
>Please help if you can...
>Nathan Neulinger
>
>neuling@admiral.UUCP

Just double-click on the waterspout itself then play the draft backwards
(the waterspout is all twisted up, see?  ;-)
Don't worry if you get too close.  The spout will suck you up and drop you
in the water one screen previously.  Get back on your boat and try again.

(It is a little tricky.  You have to get close enough to select the waterspout,
hear the draft, and play it, without getting caught.)

Happy weaving!!

Tom Thatcher

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ "A keyboard.  How quaint."                    ^  Tom Thatcher
^  Scotty, to a Mac Plus, in Star Trek IV       ^  University of Rochester
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Newsgroups: comp.sys.mac.games
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Subject: Re: ARASHI 1.0a on sumex-aim
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology
Date: Thu, 24 Dec 1992 10:22:44 GMT

In article <1992Dec24.044814.141599@ultramac.uucp> starsabre@ultramac.uucp (JT August) writes:
>I played the original Storm with great addiction.  I am looking forward to
>putting Arashi on my system.  If the overall play is the same as Storm, it
>could well prove to be the action game of the year.  (Now if I could only get
>access to the archives, something my host is working on, but does not have
>yet.  Sigh!)

You can get the latest version of Arashi by ftp from:

US:	sumex-aim.stanford.edu	pub/mac/game/arashi.hqx
Europe:	ftp.funet.fi		pub/mac/sumex-mirror/game/arashi.hqx

Funic.funet.fi also supports ftp by mail:

	mail mailserver@ftp.funet.fi
	Subject: can be anything

	send pub/mac/sumex-mirror/game/arashi.hqx

The latest released source code for the game (usually not for the
latest binary release) can always be found from ics.uci.edu and
occasionally from sumex-aim.stanford.edu (and it's mirrors, of course).

Don't ask me to send you anything. Try to use the automatic services that
are available.

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
Newsgroups: comp.sys.mac.games
From: gcohen@mailer.cc.fsu.edu (Gregory Cohen)
Subject: Re: One more time on this Maelstrom thing.
Organization: Florida State University
Date: Sun, 20 Dec 92 15:29:44 GMT

In article <1992Dec19.121110.8385@leland.Stanford.EDU> cooljohn@leland.Stanford.EDU ( Magdaleno) writes:
Stuff removed to save bandwidth
>
> Quick note to Andrew: I am curious as to the art work. You say
>you paid artists to do your art for you.... I'd talk to your
>artists and find out where they got the ideas for a player ship
>and asteroids that look very very similar to lunatic fringe.
>
> -John A. Magdaleno
>  cooljohn@leland.stanford.edu

What do you mean the asteroids look similar?  At least in my version of LF 
the asteroids are dull thing with an emphsis on curves instead of angles.


-GReg
gcohen@mailer.acns.fsu.edu
From: kjt001@dunix.drake.edu (Devil Bunny!)
Subject: DQoK What the %&*$ do I do now????
Organization: Drake University, Des Moines, Iowa, USA
Date: Sun, 3 Jan 1993 20:28:39 GMT

Ok, I've retrieved the oracle and I've gone to the elven forest where I
slept for 6 months or something....what do I do now?

I'm really not too impressed with this game; it doesn't give a very
clear indication of what you're supposed to do next.  I know I'm
supposed to get the book or amrochar or whatever, but where is it???

*sigh*


-- 
___________________________________________________________________________
|                        Kevin Tieskoetter                                |
|   kjt001@acad.drake.edu                     kjt001@dunix.drake.edu      |
|                               Drake University                          |
Newsgroups: comp.sys.mac.games
From: mcduffeek@woods.ulowell.edu
Subject: Re: need King's Quest 5 hint: Yeti
Followup-To: comp.sys.mac.games
Organization: University of Lowell
Date: Tue, 29 Dec 1992 20:44:42 GMT

In article <tdboyce-281292130434@lloyd-at1.caltech.edu>, tdboyce@cco.caltech.edu (Tom Boyce) writes:
> What does it take to defeat the Yeti? Thanks to all who responded to a
> previous hint request.
> 
> Tom

Pie in the face...

-- 
  =====             Keith "Overtime" McDuffee            PHI KAPPA SIGMA
    |                                                International Fraternity
  =====                                                Gamma Upsilon Chapter
    |                  InterNet Mail I.D.                U.Mass. at Lowell
  ===                  ------------------                  P.O.  Box 113
                   mcduffeek@woods.ulowell.edu              Dracut,  MA
                             - or -                            01826
                    kmcduffee@cs.ulowell.edu                    USA
Newsgroups: comp.sys.mac.games
From: ndgarigl@rodan.acs.syr.edu (Nick D. Garigliano)
Subject: M4 Tank Simulator???
Organization: Syracuse University, Syracuse, NY
Distribution: usa
Date: Thu, 31 Dec 92 12:24:52 EST


Newsgroups: comp.sys.mac.games
From: ingemar@isy.liu.se (Ingemar Ragnemalm)
Subject: Re: Mac Game Programming Secrets?
Organization: Dept of EE, University of Linkoping
Date: 21 Dec 92 15:49:31 GMT

taihou@suliman.iss.nus.sg (Tng Tai Hou) writes:

>To continue my point from my previous posting, I would like to
>venture a guess as to the lack of Mac games.

>The reason is simple: Mac Game programming is a very black art.
>It took two years for Spectre to be perfected before being
>published. Hellcats and others probably took as long. Folks who
>have discovered how to write fast games aren't too free with
>their technique beyond a few good-intentioned pointers to queries.

I'd like to modify this a bit:

- There are quite a few programmers who know how to do. Assembly language
with some hand-optimization is most of the "secret".

- The biggest problem with Mac programming being hard is not that it is,
but that it is rumored to be hard.

- I believe Mac users are a bit more demanding concerning compatibility.
We always have the window system running. A game can't be allowed to take
over the entire computer just like that. If possible, they should run in
windows on the desktop. Are there many games running under MSWindows? Are
they fast? We have quite a few.

>I am not faulting them - they have to make a living too.

I just have to say one thing: Project Storm, Arashi. Source available.
I just wish I could get my hands on filled polygon routines... Meanwhile,
I'll stick with sprite stuff.

>While there are many good Mac programming books out there, they deal
>with the general stuff. For every Mac book on graphics programming
>(about 1 !!!) there are easily 100 on the PC world for all kinds of
>languages.

>What can we do about it? I don't know. All I know is that we will always
>be drooling for more Mac games while the PC world eventually takes over
>our sole advantage (at least, that's the way I see it) - 640x480x256 
>color resolution.

What we would need is to develop some freely available code for the most
important things (fast) just to get more programmers started, without
having to reinvent the fast graphics routines. Juri Munkki have already
given us his solution to vector graphics.

>Forget sound!!! No sound on the Mac can ever beat the Amiga or Sound Blaster,
>or even the Apple IIgs, in terms of price/performance/features. And the
>"thing" about hard to maintain/install/put together is disappearing
>altogether.

You're saying "Macs are expensive". Still, they are selling well, which means
that the numbers are increasing. Besides, I believe Apple is planning some
new Macs that will improve price/performance a bit. (I'm seriously hoping
for twice the performance for the same price within half a year.)

-- 
Ingemar Ragnemalm
Dept. of Electrical Engineering	     ...!uunet!mcvax!enea!rainier!ingemar
                  ..
University of Linkoping, Sweden	     ingemar@isy.liu.se
Newsgroups: comp.sys.mac.games
From: cmhaar@casbah.acns.nwu.edu (Chris Haar)
Subject: Re: Spectre
Followup-To: comp.sys.mac.games
Organization: Northwestern University
Date: Mon, 21 Dec 1992 23:35:35 GMT

In article <9212211236.aa15752@Paris.ics.uci.edu>,
kanderso@rome.ICS.UCI.EDU (Kenneth Anderson) wrote:
> 
> In comp.sys.mac.games you write:
> 
> >All right Spectre Fiends,
> >I would like to play my Spectre game over the network with a friend, but the
> > darn thing's copy protection won't let two Spectres with the same serial
> > numbers be on the network at once.
> 
> >Does anybody know how to short-circuit this, or patch the critter?
> 
> Yes, your friend needs to buy his/her own copy. (Gasp!)
> 
> Ken

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.)

cmh
Newsgroups: comp.sys.mac.games
From: akhiani@ricks.enet.dec.com (My name is...)
Subject: PAX Imperia review
Organization: Digital Equipment Corporation
Date: 24 DEC 92 21:59:00    


I recevied my PAX Imperia today, and played for 4 or more hours!
Summary: Don't waste your money, I am returning mine back.

1st: I have IIsi, the game is dog SLOW. well is starts fast then as the 
game progresses it gets slower and slower.

2nd: IT IS FULL OF BUGS! (major reason for returning the game)
It crashed on me twice. (Error Type 1)!
*When the "Tactical Window" pops up, you can not Quit the game!
you have to just sit there tell the stupid war finish.
Worst yet: with multiple computer players, the damn "Tactical" window pops 
up every 30 second, stops your actions, AND SHOWS THE COMPUTERS AGAINST 
EACH OTHER, with no option to close the damn thing!

*AT the start if you choose 2 player and then change it to one, the game 
still ask for the 2nd player Name!!!!

More stuff later....

BOTTOM LINE:
The game version is 1.0.1, there is a small lette rin the box that said 
"free upgrade from version 1.0.1 to version 1.2(when it ships)."
1.2! Are these people running a scam or something. 1.2 is the version that 
suppose to have Network version. at it might get release sometimes in the 
next decade.

if you are looking for a multiple player game for get about PAX Imperia,
if you are looking for a single player game, it seems ok game if it only 
had less bugs!





Newsgroups: comp.sys.mac.games
From: crod@cc.curtin.edu.au (Scott Kevill)
Subject: Re: Maelstrom blather
Organization: Curtin University of Technology
Date: Wed, 30 Dec 1992 10:57:12 GMT

In article <1992Dec29.233322.4129@kth.se>, d88-jwa@hemul.nada.kth.se (Jon Wtte) writes:
> In <1992Dec29.191836.27698@fcom.cc.utah.edu> Dmitry Boldyrev <dmitry@chemistry.chem.utah.edu> writes:
> 
>>Andrew doesn't use sprites! If you'll take a look
> 
> Andrew doesn't use sprites, and no one else does either,
> since there ARE no sprites for the Mac.
> 
>>Why doesn't he used POV or any other Ray-Tracing programs to
>>draw his pictures? -It's easy! 
> 
> Well, yes and no. He probably preferred to have someone else do
> the graphics (who has forked out the dough for the tracer
> program, and knows it) and concentrate on the game. Seems
> reasonable to me. A decent renderer is $500; maybe the graphics
> was cheaper...
                                         ^^^^
POV-Ray (Persistance of Vision) is FREE and is far more *FLEXIBLE*
than a lot of commercial renderers like StrataVision 3D etc. in the
way of surfaces and objects.

For example, some it supports are :
	Quadrics (eg sphere, cylinder, cone, paraboloid, hyperboloid)
	Polygons
	Quartic Surfaces
	Blobby models
	Height fields
	Bezier/Bicubic patches (smooth surfaces)
	Constructive Solid Geometry (eg subtract part of a cylinder
					from a sphere)
	Toroids (donuts)
and more !

It also includes an enormous number of textures in the form of
libraries.

The only disadvantage (or it could be an advantage) is that everything
is done in a scene description language, although it is very easy to
use and learn, and there are many sample scenes to get you started.

It might be well worth looking into, for people other than game-
writers as well. By the way, despite the scene description language
it does have a very nice macintosh front end.

Its home site is  alfred.ccs.carleton.ca [134.117.1.1]
  Sorry I can't remember the directory, I think /pub/POV-Ray
Make sure you read the README so you get the right files (there
are versions for other computers there as well)

For the daring, the source code is also publicly available in the
same directory, but read the legal info on re-distribution.

Even if you don't want to learn a new language, get it anyway
because there are lots of nice scenes already made, ready to
render.

(I didn't write it by the way :-)

> 
> Cheers,
> 
> 						/ h+
> 
> -- 
>  -- Jon W{tte, h+@nada.kth.se, Mac Hacker Deluxe --
> 
>  -- I don't fear death, it's dying that scares me.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 Scott Kevill                         crod@cc.curtin.edu.au
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: Ted.Warin@theboard.omahug.org (Ted Warin)
Newsgroups: comp.sys.mac.games
Subject: All right should I buy Pax Imperia??
Date: 27 Dec 92 21:07:54 CST
Reply-To: ted.warin@theboard.omahug.org
Organization: The Board BBS, Omaha
Followup-To: comp.sys.mac.games

     Couple questions.
     1. TSI. Well? I have heard, actually read, conflicting reports about  PI.
Should I pay $34 for this game. BTW, I am a big SpaceHo! fan. great game.
     2. Has anyone played Sid Meyer's Civilization for the Mac. It has won
numerous IBM/comp. awards. Is the Mac port good????
     Actually one more question.
     3. Any games out there one could recommend? I got a LC 68020 with 6 MB
runnin' 7.1. I have abundant HD space.
     Thanks, Happy Holidays, Merry New Year, I Love Bill.
     Ted W.
From: jxs52@po.CWRU.Edu (Jonathan Sheir)
Newsgroups: comp.sys.mac.games
Subject: Tom Landry's Football
Date: 1 Jan 1993 07:40:06 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc12.ins.cwru.edu


I just saw Tom Landry's Football at LDI and was wondering if it was a 
good game.  How does it compare to Playmaker Football?  Thanks.
Newsgroups: comp.sys.mac.games
Distribution: world
From: Leslie_L._Shafer@bmug.org
Organization: BMUG, Inc.
Date: Fri, 25 Dec 1992 00:09:40 PST
Subject: Re: rogue, moria, nethack clones on mac?

I've completed NetHack 3.0r10 for the macintosh and am in the process of
playing through Purple X Moria.  The Purple X version of moria is pretty nice,
it has a separate window for monster info, nice colors,  and on the whole runs
pretty smoothly and quickly on my IIsi with sys 7.01 w/Tuner.   I have not
seen a newer version or port of netHack other than the 3.0 port.  the Moria
port I'm playing is by Richard Knuckey.  hope that helps you a little.



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