HDTenEightyP/NetNews huggingface dataset:
From: hise@iastate.edu (Allan R Hise)
Subject: Pax Imperia Demo (playable)
Organization: Iowa State University, Ames IA
Date: Fri, 20 Nov 1992 02:36:16 GMT

Is it just me or does this demo crash way too much.  I have not been
able to play more than 10 minutes without it dying.  Kinda sucks, cuz
I've never been able to get far in those 10 minutes.

Spaceward ho! sure is easier, but Pax is cool - I like the tech stuff,
but needs work on the interface...

Allan
hise@iastate.edu

Newsgroups: comp.sys.mac.games
From: d88-jwa@hemul.nada.kth.se (Jon Wtte)
Subject: Re: Mac game developer seeks advice
Organization: Royal Institute of Technology, Stockholm, Sweden
Date: Thu, 19 Nov 1992 20:37:17 GMT

In <1eggulINNem0@terminator.rs.itd.umich.edu> rjs@citi.umich.edu (Robert J. Skrobola) writes:

>|> OK, I will argue.  I've seen your game.  It sucks.  (No offense intended, just
>|> my opinion)  I am in shock 2 people actually enjoyed it enough to pay for it.
>|> They must not know what else is out there.

>This type of statement doesn't seem necessary. The point could be made easily
>without this type of comment. The overall message you are sending
>on shareware is a valid one, and I agree with it. However, this type of 
>trashing isn't called for. 

Yes, it is. I agree with the original author. The game wasn't worth
the CPU time it took to ftp it (free for me) nor the phone call to
download s compressed binary (at 14,400 over clean lines) - about
$0,05 or so.

I usually am not a very harsh person (though I _do_ have opinions
on almost everything :-) Some of you may even have gotten help
(or bad advice :-) from me in c.s.m.p. However, this game was SO
hyped up, and looked SO amateurish (with obviously stolen sounds...)
that I have to say this publicly.

Ugly graphics, ugly controls, unexciting game dynamics, and sounds
that were stolen from everywhere but did NOT fit together.

It's hard to design a game. SpaceInvader! is good proof.

Cheers,

							/ h+

-- 
 -- Jon W{tte, h+@nada.kth.se, Mac Hacker Suedoise (not french speaking) --

   Speed is arbitrary. Don't believe me? Try a PowerBook 170 running
   System 7 against a 486 laptop running Windows 3.1.
From: hook@mcl.ucsb.edu (Jim"macman"Goldstein)
Newsgroups: comp.sys.mac.games
Subject: Year of the Dragon
Summary: narly
Keywords: Killer
Date: 20 Nov 92 06:53:08 GMT


	I was wondering if anyone out there has heard of the game Year Of The
	Dragon. Very Cool Game. If anyone is familiar with it please post
	some background or hints on it. It would be much appreciated.

	To tell you what I know Its a BladeRunner like setting and your
	on a mission to run through L.A. trying to solve a crime. The
	murder of the Mayors daughter. You the character are a Private Detective	assigned to an unofficial case to solve the mystery. VERY COOL!!!

			I await......

			Jim Goldstein
			hook@mcl.ucsb.edu 
Newsgroups: comp.sys.mac.games
From: rdd@cactus.org (Robert Dorsett)
Subject: Re: Falcon MC Demo (at last)
Organization: Capital Area Central Texas UNIX Society, Austin, Tx
Date: Tue, 24 Nov 1992 03:54:33 GMT

In article <19921123171342CSMSETS@MVS.OAC.UCLA.EDU> CSMSETS@MVS.OAC.UCLA.EDU writes:
>I disagree with this. The performance in the vanillla HotP isn't
>very accurate (the performance curve for the Gulf scenarios is
>closer). In HotP the Hellcat is too maneuverable and the Zeros
>are just plain dogs (how many accounts of 3 v. 1 Zero/Hellcat
>encounters have you read that the Hellcat beats out the Zeros
>in a turning duel!)

On the flip side, the Zero pilots might just suck...  I discovered that
I was just *ignoring* the other pilots in 3:1 scenarios, a couple
of months ago, focusing on one airplane at a time.  This isn't realistic
either, but it seems to be more of a deficiency of the enemy dogfighting 
design more than anything else.




---
Robert Dorsett
rdd@cactus.org
...cs.utexas.edu!cactus.org!rdd
Newsgroups: comp.sys.mac.games
From: dtshirle@zeno16.math.UWaterloo.ca (Dieter Shirley)
Subject: Re: Mac game developer seeks advice
Organization: University of Waterloo
Date: Tue, 17 Nov 1992 19:43:38 GMT

In article <1992Nov15.212156.14708@afterlife.ncsc.mil> mssmith@afterlife.ncsc.mil (M. Scott Smith) writes:
>Hi.
>
>[1] Do I need to support black and white?
>
>[3] Is a game window the size of a Classic's screen big enough?

What I would suggest is that if you are writing a colour version, write it
for the 13" monitor, although the optimal solution, if appropriate would
be a resizable display, this doesn't work well for arcade games, but in
stratagy games like Spaceward Ho! and Railroad Tycoon, this was is tremendous
boon.  If you need to write a separate version for black and white then all
that you need is for the 9".
I believe that this is the way it was done for PoP.

Of course, if the BW version doesn't do the game justice or if the compact
Mac's can't handle the work you need, don't cripple your game.  A game that
looks great but only works on a colour system would be a much better recieved
than a game that looks great in colour, but when the black and white Macs
got a hold of it, would disappoint it's users.

>[2] Can I make System 7 a requirement?

Really tough one there.  Once again, if it's going to make the game drastically
more difficult and less impressive, don't do it.  On the other hand, I don't
think that programming for Sys 6 would be that much more difficult or 
inferior, but, what do I know...

>[5] What are your feelings on copy protection?

I've never really had a problem with copy protection, but I'd say that there
is a resounding "No" from the Mac community by reading this newsgroup.

>[6] What types of games do you like?
>
>   So, do people now of days want games with a team of 80 artists or a simple,
>addicting fun game?  (I guess that's a leading question.  :))

The success of Crystal Quest/Diamonds/Glider AND Spaceship Warlock/PoP would
suggest that if it's good in one way or another it's going to get noticed.
If comes down to glitz or meat, I'd take the meat.  I'm impressed by the
former, but I play for the latter.

>Thanks!
>
>M. Scott Smith
>
>(mssmith@afterlife.ncsc.mil or umsmith@mcs.drexel.edu)

No problem, if you can come out with something that does the Mac justice,
any trouble would be worth it.

-dete
(dtshirle@napier.uwaterloo.ca)
-- 
"Sorry, can I interrupt you for a moment, Peter, and say that the sofa has
just vanished."
"So it has.  Well, that's one mystery less..."  
                                               - dtshirle@napier.uwaterloo.ca
From: ajiang@lonestar.utsa.edu (Alexander X. Jiang)
Newsgroups: comp.sys.mac.games
Subject: Re: Prince of Persia Rqmts?
Date: 18 Nov 92 05:54:04 GMT
Article-I.D.: ringer.1992Nov18.055404.23484
Organization: University of Texas at San Antonio

In article <1992Nov17.130432.19771@icf.hrb.com> m3h@icf.hrb.com (Mark D. Holloway) writes:
>So just what are the system requirements to run Prince of Persia?  I've been
>thinking about getting it since everyone seems so keen on it...
>
Mac Plus up, 2 MB of RAM, or 2.5MB for sys 7, 4MB needed for color under sys7
Newsgroups: comp.sys.mac.games
Distribution: world
From: starsabre@ultramac.uucp (JT August)
Organization: Odyssey Ultraware, Inc
Date: Mon, 23 Nov 1992 01:28:47 CDT
Subject: Re: Star Wars debate over!

I would not hold a pirate copy of a game or any other programme if it were
still in print.  And if I held a copy of a game that was no longer in print,
and then suddenly it became available, I would do what I did once before.

Back in the good ole days of Atari 8-bit, there was a game called Castle
Wolfenstein.  Good game.  But by the time I got my Atari, it was unavailable
because the company that produced it went bye-bye.  So I got a copy from a
friend.  Then after about 1 1/2 years, someone bought the rights from the
rights holder, and rereleased it.  So I bought a copy of it.  Broke the seal
to make it mine, but continued using the copy because that's where the saved
game was.  But when it became legally purchasable, I purchased it. 

Another story:  I had a copy of Way Out.  One day, at a used computer store near me, I found a used copy with all docs for sale.  Uh-oh, a legally purchasable copy.
 I bought it. 

Now when Broderbund says it isn't available and will never be available, I have to wonder why they say I cannot copy it.   I will not copy anything I can legally purchase, but if I cannot buy a copy in way, shape, or
form, I will consider copying (of course it also depends on if it is any good,
I have limited disque space).  And if I find a purchasable copy and don't want
to buy it or cannot afford it, I will delete the copy.  

And if anyone does approach me about copying something no longer available and
that they, directly, have a controlling right to said programme and wish to
pursue protecting their rights to said, I will delete the programme in
question.  However, this has yet to happen to me.

John
starsabre@oui.com

As a sidebar, I do not have any copies of unavailabe software for Mac.  The unavailable software I own is for the TI-99/4a and Atari 8-bit series computers.


Newsgroups: comp.sys.mac.games
From: bill@appleoz.apple.oz.au (William Logan Lee)
Subject: Re: Hellcats.  How to update????
Date: Sun, 22 Nov 92 22:13:01 GMT
Organization: Apple Computer Australia Pty Ltd

In article <1992Nov18.065338.8782@mailhost.ocs.mq.edu.au> rees@ocs.mq.edu.au (Rees Griffiths) writes:
>      I've recently purchased Hellcats.  The version is 1.00 and the
>Hellcats FAQ states that the latest version is 1.03.
>
>      Question.  Is there a patching utility available??  If not how do I
>update and does anybody know what bugs were fixed?

I bought one of the copies of Hellcats when it was released at MacWorld (?),
and carried back into Australia by a Reseller, unfortunately it did not
contain any registration card at all.  Therefore I still have had to use
the manual look-up any time I want to play.  This is preferable to having
a game that only runs on one type of Mac (as I hear happens when you do
register), as I have upgraded twice since purchasing Hellcats. (I think you
can still use your original copy with the manual look-up if you do register.)

>      Interesting BUG.  I began Bomb Base and was confronted with 4, rather
>than the normal 2 Zeros just after take off.  So early on in the dog fight I
>dropped the bombs.  I think I sunk Guadalcanal, up to its mountains.
>      ...  I'm sure a Hellcat couldn't sink an Island that BIG!

Well, actually you didn't.  What you did happen to hit is the plug that
seals up the drain hole for this island.  The plug cracked, the water
rushed in and Bingo!, the island was sunk. :-)

Bill Lee
From: Roman.Brice@f204.n2603.z1.ieee.org (Roman Brice)
Newsgroups: comp.sys.mac.games
Subject: Hellcats Scenarios......
Date: 19 Nov 92 19:59:00 GMT
Organization: FidoNet node 1:2603/204 - Not Even Odd, Forest Hills NY

Well I just got the scenarios and I've yet to try them out.

But I thought I wasn't getting them today, so now it's a good Thursday.


--  
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
 Roman Brice - Internet: Roman.Brice@f204.n2603.z1.ieee.org
From: sjk6119@ritvax.isc.rit.edu (Sgt. Kleper)
Newsgroups: comp.sys.mac.games
Subject: Re: Apple building a games machine?
Date: 22 Nov 92 21:55:31 GMT
Reply-To: sjk6119@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology

If these rumors are true, they may not be as great as you would think.
For Apple to make a machine under $200, they'd lose that Apple touch.
Also, there's the software. Remember the TurboGraphix 16? NEC was
at first criticized for not having the game experience like Sega and
Nintendo. As it turned out, Sega and Nintendo sold more, and the
TurboGraphix didn't sell well. I'm sure that Apple would still spend
most of its money on developing Macs and PowerPC's, so support and
development would be limited. Also, because Apple would be late into
the market, there'd be the issue of getting kids to notice them, a
problem I'm sure Nintendo had at first when they came out with a true
16-bit machine after Sega and NEC. However, I think Apple has more 
computer experience, and could include some neat things, like a DRAM
chip that could actually save data (requiring a battery, of course).
I think the appropraite thing to do would be for Apple to license 
development for the system like crazy, and let the game companies 
develop the games. Notice that Sierra hasn't made games for any 
Nintendo or Sega systems (at least not that I know of). Maybe they're
waiting for something more powerful, like an Apple game system to
do what they want to do. Just a few thoughts....

-Scott J. KLeper
"Sgt. Kleper"
Newsgroups: comp.sys.mac.games
From: ajmiller@sage.cc.purdue.edu (Arkayn)
Subject: Re: Hellcats Scenarios......
Organization: Purdue University
Date: Sat, 21 Nov 1992 00:52:11 GMT

Absolutely wonderful!! The zeros are MUCH harder, the other fighters are
just short of impossible. The boats and trucks and other things on the
ground and in the water actually move!! Missles are hard to aim, but I sunk
the carrier from quite a ways out with it. Submarines are easy to kill, if you
can find them. Gotta run. Adieu, and enjoy the missions!! I am!
--
"How dare they demand merit in return for a raise?!!" Modern Educators Magazine
"What? Lie? Me? The truth is FAR too much fun!" -- James Hook
Practice random kindness and senseless acts of beauty.
Andy Miller   ajmiller@sage.cc.purdue.edu	ajmiller@ecn.purdue.edu
  ******  Dole/Kemp '96  -  Dole/Kemp '00  -  Miller/McGhee '08   *****
From: rjs@citi.umich.edu (Robert J. Skrobola)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac game developer seeks advice
Date: 19 Nov 1992 16:55:49 GMT
Organization: Center for Information Technology Intergration, University of Michigan
Distribution: world
NNTP-Posting-Host: bodwin.citi.umich.edu

In article <1eet6tINN3n3@aludra.usc.edu>, cokin@aludra.usc.edu (Darren Cokin) writes:
|> 
|> >I wrote SpaceInvader!, from sumex site only,
|> >there are more than 1100 downloads so far (not even counting American On
|> >Line and more than 6 shareware distributors' disks and CDs), I only got
|> >two checks by now (I did get more emails though). 
|> 
|> >has pretty good quality among most shareware games, you can certainly
|> >argue about that. 
|> 
|> OK, I will argue.  I've seen your game.  It sucks.  (No offense intended, just
|> my opinion)  I am in shock 2 people actually enjoyed it enough to pay for it.
|> They must not know what else is out there.

This type of statement doesn't seem necessary. The point could be made easily
without this type of comment. The overall message you are sending
on shareware is a valid one, and I agree with it. However, this type of 
trashing isn't called for. 
			Rob
From: hongyu@gandalf.rutgers.edu (Hong-yu Shih)
Newsgroups: comp.sys.mac.games
Subject: Wanted: lemming
Keywords: lemming
Date: 15 Nov 92 20:32:08 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

Hi, Does anyone want to part his or her lemming, please tell me. I want to get lemmings.
Henry
Please email tp  shih@cancer.rutgers.edu
From: ARROYO_E@A1.MSCF.UPENN.EDU (Edgardo J. Arroyo)
Newsgroups: comp.sys.mac.games
Subject: My biggest question about 3-in-Three
Date: 17 Nov 92 19:56:30 GMT
Followup-To: comp.sys.mac.games
Organization: University of Pennsylvania

It seems to me that I am locked up in my game of 3 in Three. I have to
solve either of 2 puzzles to go ahead:

One of the scenes is the one where I'm behind the spreadsheet trying to
close all 24 cells (but this I can do if I give it time nevertheless help
is appreciated). The other one is about the compund words beginning with
the prefix "BACK". I have tried all possibilities and they dont work!:

Loud car noise : BACK FIRE
Tennis stroke :  BACK HAND
swiming style:   BACK STROKE
Accumulation of work: BACK LOG
Of low importance : BACK GROUND
To go camping : BACK PACK
The Spine : BACK BONE
A sassy reply : BACK TALK
Reverse : BACK WARD

Am I right in my answers (obviously I must be wrong). If you know, I would
appreciate if you could help me if you don't want to but know at least tell
me which one do I have wrong.

Thanks in advance.
From: dfclark@snll-arpagw.llnl.gov (clark dean f)
Newsgroups: comp.sys.mac.games
Subject: Missions at Leyte Gulf (now shipping Mac's Place)
Date: 18 Nov 92 18:27:16 GMT
Organization: Sandia National Labs, Livermore, CA

For those of you waiting for Missions at Leyte Gulf for Hellcats, I just
talked to Mac's Place and they were shipping 300 copies per day.  The
first shipment was yesterday.  Query: How do you pronounce Leyte?

dean

-- 

Dean Clark
Internet dfclark@snll-arpagw.llnl.gov
Newsgroups: comp.sys.mac.games
From: hankins@cs.swarthmore.edu (Luke Hankins)
Subject: Re: Armor Alley 2.0 - more request
Organization: Swarthmore College
Date: Wed, 18 Nov 1992 03:08:51 GMT

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

>I have been playing Rescue Raiders on my Apple IIe since 1984. When it came
>out for the Mac as Armor Alley, wow!!!
	My response exactly... Kudos to the authors!


>1.  Do not slow things down on fast machines. If possible, hardcode
>    certain things for speed on faster Macs.
	Hum.. do you play against other people much?  A level playing ground
is nice to prevent them from whining when you beat them.  

>2.  Have at least one more view. It would be thrilling to see (and not
>    just hear) the action when you are flying elsewhere.
>5.  Have another view which shows your selection of troops or equipment
>    comming alive.
>9.  Have yet another view which allows the user to "pan" to for a quick view.
	All of these are contrary to the 'you are there' feel of the game.
If you're in your copter going back for repairs, you don't know what's going
on on the front line...

>3.  Add background music which pulsates with the action. The closer
>    your convoy is to the enemy (and the enemy base), the more active the
>    sound.
>4.  Have a more 'thump thump' sound for the chopper.
	I've found that repetitious sounds and music really get tedious
after a while.  But that's just MHO.

>6.  Have a fast scrolling action gaming experience as found in "Star Blazer"
>    in my good old Apple IIe - missles, bombs, bullets - all moving
>    superbly fast, and still retain the strategic element.
	Just crank up the speed... or is that not fast enough?

>7.  Have a Lemmings-like approach of individually controlling the pieces -
>    both man and equipment. It would be great to stop a tank, have a repair
>    vehicle travel up to it for repairs, and refuel, and rearm.
>8.  Have a pseudo-3d (as oppose to real 3d) view with multiple "lanes" of
>    convoy instead of just one lane. This can be seen to great effect in
>    the Populos game.
	A lot of people hav suggested things that would radicaly change the
game, IMHO.  Is this what people really want?  

>10. Add a super introduction.
	Um, it would be pretty, yes, but would it improve the game?


>All these eat up CPU power. But it is up to the user to determine if his/her
>Mac is up to the task. Otherwise, the normal single playing view would suffice.
>I believe my Quadra 950 can take all these views and music and still allow me
>to play a SoundTracker piece in the background as well.
	So what if the user wants to play on a classic?  With all these
sounds and pictures, you're going to have a mega-sized program but the poor
low-end users are left out in the cold.

		-luke
-- 
______________________________________________________________________________
Luke Hankins hankins@cs.swarthmore.edu |"Le coeur a ses raisons que la raison
for(MyAge=0;!Dead;EnjoyLife);          |   ne connait point" -Blaise Pascal
While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS
Newsgroups: comp.sys.mac.games
From: andy@infotec.ch (Andrew Warinner)
Subject: Looking for medieval images
Organization: Infotec S.A.
Distribution: comp
Date: Tue, 17 Nov 1992 15:40:03 GMT


Hello netlanders,

I am looking for GIFs, TIFFs, or PICTs of medieval art for 
a game I am developing.  I am particularly interested in 
illuminations from manuscripts, woodcuts, and any illustrations
of medieval warfare.

Does anyone out there know of a FTP site that may have such
images?  Does anyone know of any other source of such images
(clipart, shareware, commercial catalogs)?  I would be
interested in any FTP sites that have good image archives too.

Thanks in advance!

Andrew Warinner				"Semper ubi sub ubi"
(andy@infotec.ch)			Infotec S.A.
phone: 022/738 44 33			5 Place Cornavin
fax:   022/786 50 61			1201 Geneva, Switzerland
Newsgroups: comp.sys.mac.games
From: Neil_MacAskill@mindlink.bc.ca (Neil MacAskill)
Subject: RE: games for trade
Organization: MIND LINK! - British Columbia, Canada
Date: Sun, 22 Nov 1992 21:34:31 GMT

I don't have Carmen but I have SIMEARTH. Interested?
Do you by any chance know my friend Joel Beach at U of S? (I know, it's a big
place, but you never know.)

Neil at UVIC
From: cokin@aludra.usc.edu (Darren Cokin)
Newsgroups: comp.sys.mac.games
Subject: Re: Falcon MC Demo (at last) & Falcon with MouseStick
Date: 21 Nov 1992 14:37:17 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Nov21.163212.6444@gn.ecn.purdue.edu> tblackma@gn.ecn.purdue.edu (Marauder) writes:

>3-  forward cockpit is way to crowded.  To much info and not enough outside
>    space shown.

Why can't I see straight down dammit!   :-)

I think you ought to be complaining to the people who designed the F16, not the
programers of the game.  It woudn't be realistic if you had better view.


>4-  Controls are still bad.  Unless you have a mouse stick, forget it.

I do have a mousestick, but it wouldn't work.  Anyone gotten it to work?  When
you select the stick as the control it no longer controls mouse movement, so it
is recognizing the stick is there and intercepting the data before it gets to
the mouse.  When I try to play I can move up and right a little, but thats it.
I've tried screwing with the sensitivity to no avail.  BTW I'v got a 12" 
monitor.

>5-  No rudder controls.  So far hellcats and Flight sim 4 are the only 
>    ones with it.

That annoyed me too.  I'm so used to using them in Hellcats.  I WANNA YAW!!!


                                                      Darren
Newsgroups: comp.sys.mac.games
From: dormouse@media.mit.edu (Greg Abbas)
Subject: Re: Where to purchase a copy of Color Colony?
Organization: M.I.T. Media Laboratory
Date: Mon, 23 Nov 1992 03:09:55 GMT

If you exhaust all other possibilties, you might try contacting the
author.  His name is David Smith, and he's currently at Virtus
Corporation in Cary, North Carolina.

+--------------------------------------------+
|                           Gregory B. Abbas |
|                              The Media Lab +-------------------------------+
|      Massachusetts Institute of Technology |                (617) 225-7605 | 
|                                            |                (617) 253-4406 |
|                 dormouse@media-lab.mit.edu |                               |
|                              abbas@mit.edu |            475 Memorial Drive |
+--------------------------------------------+          Cambridge, MA  02139 |
              |                                                              |
              |          "Can I get a witness protection program?  The funk  |
              |                  is on the loose, and it's kicking up sand!" |
              +--------------------------------------------------------------+