HDTenEightyP/NetNews huggingface dataset:
From: jimwong@owlnet.rice.edu (Jim Wong)
Subject: Re: Mac games vs PC Games- comparison (again!0
Organization: Rice University
Date: Sat, 10 Oct 1992 20:17:12 GMT

In article <1b7bd0INN9i4@usenet.INS.CWRU.Edu> an780@cleveland.Freenet.Edu (Travis Grundke) writes:
>
>Hi folks, just wanted to make a quick comment: I'm all for new Mac games
>(hence why I work with MacGames Digest!), however, after looking at some
>stuff, I think there's a problem with the thinking of the Mac game
>publishers. I've been playing Crystal Quest recently. Neat game, yes...BUT,
>*I* don't think its worth $49.95. As my DOS friends would say, "That's a
>game you just pirate- its not worth buying." Now, I don't believe in piracy
>any longer, but Crystal Quest is a game you'd see as SHAREWARE in the
>Messy-DOS world. I've been seeing lots of these types of game son the Mac
>that seem to be shareware quality. If I'm buying a game, I will buy
>something like Hellcats OTP, or any of the Sierra or LucasFilms or Prince
>of Persia or Lemmings, but games like Crystal Quest or Oids completely turn
>me off and make me think "Shareware". Please-! No offense to their authors,
>they are excellent games, but I think Macintosh software gamers/publishers
>need to up the ante of the quality of their games- the time has come for a
>change. I'm sorry if I offended anyone with this, it is, as you might
>guess, my own humble opinion after working both the PC and Mac platforms,
>if you like these games and are willing to buy them- go for it. Maybe its
>my mindset, I don't know. 
>
>Any comments? 

Sure.  Just because you don't like games like Crystal Quest or OIDS
doesn't mean they aren't any good, or that the publishers of Macintosh
games are lazy.  Keep in mind that Crystal Quest wouldn't be priced
at $49.95, or wherever it is (I doubt it's really that high) if people
weren't willing to pay for it and that CQ is five years old.

From what I saw of the demo, at least, Lemmings doesn't seem to a tremendous
step forward from games like OIDS.  Sure, maybe the graphics are a little
prettier, but how much "better" is it, really?  Personally, I find
something like Spaceward Ho! to be vastly more amusing than Lemmings.

It seems like your definition of commercial quality games is a little narrow,
allowing only games that fit into well-defined PC game genres, such as
combat oriented flight simulators (Hellcats), horizontal-scrolling
ass-kickers (Prince of Persia), and mundane graphics-based adventures (The
Secret of Monkey Island x, Martion Whatever, etc.).  Yawn.  The fact
that there isn't a version of, say, Wing Commander II for the Mac,
with all 50 or so of its add-ons doesn't bug me overmuch, and certainly
doesn't imply that Macintosh games are somehow inferior just because
they aren't merely variations on the themes PC game writers are so
fond of.

-- 
Jim Wong (jimwong@owlnet.rice.edu)


Newsgroups: comp.sys.mac.games
From: 10667547@eng2.eng.monash.edu.au (JIMMY FANG)
Subject: Re: Mac games
Organization: Faculty of Engineering, Monash University 
Date: Tue, 13 Oct 1992 23:59:29 GMT

In article <1avj9bINNef9@usenet.INS.CWRU.Edu> an780@cleveland.Freenet.Edu (Travis Grundke) writes:
>From: an780@cleveland.Freenet.Edu (Travis Grundke)
>Subject: Re: Mac games
>Date: 7 Oct 1992 21:02:34 GMT
[lots of quotes deleted]

> You know, it does seem kinda odd, but interesting. I think that those
>figures were flawed. Maybe not, but the last report I read from July 1992
>(can't remember the source- kinda kills those credentials, eh?) was that
>there were approximately 18 million copies of Windows SHIPPED. It never
>said USED. Last count made said that less than 9.9 million people actively
>used/use Microsoft Windows on a daily basis as their primary OS. Coming
>from the same pop was the fact that the figures on installed Macs worldwide
>was somewhere in the domain of 10 million, not 6.5 million. Of course, its
>my word against your facts, so, go figure. <grin>

But you're forgetting all those copies of Windows that wind up in "Pirate-
domain"?  Lots of people at university "loan" their copies, original or 
otherwise to other people, who copy it and copy it, and copy it....

I think it's easier to verify the amount of computers using the Mac GUI, as 
it comes with the computer, and only works on the Macintosh range of 
computers.


Jim Fang - Bachelor of Economics (3) / B.E (3) .-_|\        Snail Mail
Monash University - Clayton, VIC, Australia   /     \       POA Box 539
InterNet  10667547@eng2.eng.monash.edu.au     \_.-._/       Brentford Square
 E-Mail:  kroddos@yoyo.cc.monash.edu.au            o     // Victoria 3131
          ece950aec3@vx24.cc.monash.edu.au       AMIGA \X/  Australia
---->SOCIALIST: someone who has nothing and wants to share it with everyone.

Newsgroups: comp.sys.mac.games
From: af733@yfn.ysu.edu (Ryan James Smith)
Subject: Re: SuperTetris
Organization: Youngstown State University/Youngstown Free-Net
Date: Fri, 16 Oct 1992 16:05:10 GMT


Right SuperTetris is commercial.  There are also like exploding
pieces and other things that fall down.
If you want a good Tetris clone...I just got Tetris Max 1.1  ,
256 colors good sound...I like it.
Ryno.
-- 
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Ryan(Ryno) Smith    ||  There are some who call me...Tim.
af733@yfn.ysu.edu   ||
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
From: stricher@masig.fsu.edu (Char Aznabul)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats over the Pacific gripes
Date: 11 Oct 92 18:15:05 GMT
Followup-To: comp.sys.mac.games
Organization: Murasami Labs

In article <1992Oct11.055645.26583@u.washington.edu>, 
skaven@carson.u.washington.edu (Willilam Gilliland) wrote:

[some good suggestions]

> 3) If you wind up on the brown patch of ground surrounding a friendly runway
> after bailing out or landing a disabled aircraft (or rolling off the end of
> the runway) have the odds of being safely rescued be 100%.  This represents 
> walking back to base.

No, the odds may be high, but not 100%. Consider the difference to
represent the odds of serious injury/death on landing. Kinda hard to
walk with broken legs, no?

> I really do like this game, but there are a few glaring problems that detract
> from it.  Some of them are minor, others are frustrating because they wind up
> in your demise.  What stupid deaths have other HOtP players encountered? I
> have been 'fortunate' enough to have found...
 
> 	Parachuted around 100 yards from runway and was never found.

This one's a reach, as is your collision with the tree. However,
mid-air collisions are a *definite* possiblity, as is the possiblity
of getting hit by friendly fire. Never, ever get between Herbert and
his victim. The rest would IMHO be reasonable hazards. 

We are after realism, right?

> 	Midair collision with enemy plane.

> 	Midair collision with enemy parachutist (he lived, I didnt).

> 	Collision with tree at end of runway (wasn't there when I took off!)

> 	Shot down by Charles Herbert in 'the duel'.

> 	Killed by friendly ack-ack fire.

> 	Shot down by mortar shell from battleship in 'capture island'.

> 	Drowned after ditching plane.

> 	Pilot hit by first round fired by enemy.  Stick was centered, so I 
> 		flew about 45 minutes before crashing.

> 	Court-martialed and executed. (Another deliberate demise)

James
From: kiuchi@sumax.seattleu.edu (Achie Breakie Heart)
Newsgroups: comp.sys.mac.games
Subject: Re: Network games:  List & comments:
Date: 15 Oct 92 01:07:12 GMT
Organization: The House Disk Jockeys International

How about Spectre?  pretty cool game! 


Newsgroups: comp.sys.mac.games
From: af733@yfn.ysu.edu (Ryan James Smith)
Subject: Re: Tempest or Vector Graphic Games
Organization: Youngstown State University/Youngstown Free-Net
Date: Fri, 16 Oct 1992 22:28:44 GMT


Yup, It's called Storm (256 colors any size monitor).  It's a 
great game but It's only a beta version.  There are 8 levels
but If you're good with ResEdit there are some more you can
activate.  Decent sound too.
Ryno.
-- 
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Ryan(Ryno) Smith    ||  There are some who call me...Tim.
af733@yfn.ysu.edu   ||
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
From: fjb20@juts.ccc.amdahl.com (Francis J. Bruening)
Newsgroups: comp.sys.mac.games
Subject: Prince of Persia, help on level 12
Keywords: help me spock! POP
Date: 9 Oct 92 17:12:38 GMT
Reply-To: fjb20@juts.ccc.amdahl.com (Francis J. Bruening)
Organization: Amdahl Corporation

Greetings,

I've gotten all the way up to level 12 of POP, but damn if I can figure out 
how to out past the "stone pillars" I think I need to go right, and see the 
right floor I need to follow, but there dosen't seem to be anyway over there. 
Can someone tell me what the trick is?

thanks!
Francis




Francis J. Bruening
fjb20@juts.ccc.amdahl.com <> francisb4j@aol.com
<Insert witty .sig of choice>
Newsgroups: comp.sys.mac.games
Distribution: world
From: Aaron_S._Friedman@bmug.org
Organization: BMUG, Inc.
Date: Sat, 10 Oct 1992 12:38:45 PDT
Subject: Re: spaceward ho.

Spaceward Ho! is a wonderful, conquer-the-galaxy-type game. Easy to learn and
play, supposedly it supports color and vast networking capabilities. I've
never used these, but they're there if you need them. A new, 3.0 version is
due out within a couple of weeks, promising to be a ground-up rewrite of the
game. It should be worth the wait.

aaronf@well.sf.ca.us
***************************************************************************
             From Planet BMUG, the FirstClass BBS of BMUG, Inc.
              The above message was gatewayed via PostalUnion
***************************************************************************
The message contained in this posting is entirely the poster's personal
opinion.  Any possible, real or perceived, (dis)similarities with the
views held by BMUG, are purely coincidental.
***************************************************************************
Newsgroups: comp.sys.mac.games
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Subject: Re: Storm/Tempest/Arashi Upgrade?
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology
Date: Sun, 11 Oct 1992 09:19:09 GMT

In article <1992Oct07.121342.50301@bmug.org> Chris_E._Yaryan@bmug.org writes:
>Does anyone know if the original programmers of Storm 0b9.1 finished or are
>going to finish the complete version? I heard it was going to be called
>Arashi.

I'm not working on it anymore. Instead, I've put the ball in your court...

>While I'm at it, has anyone had any luck using ResEdit to modify the SPCE resource
>in Storm to create new levels? I'm trying to make my copy more closely match
>the original arcade game, and the only ones I've been able to create ate the
>flat one, and the plus shape. I still need to do the rounded plus, the U, the
>W, and a couple others, and I'm tearing my hair out over this hex code...

Check out Arashi_Source.cpt.bin in the pub/mac/think-c/code directory of
ics.uci.edu. It has the full source code and some other stuff too. One of
the programs is the piece of code I used to create the levels that are there
now. You still have to use ResEdit to copy the levels from the editor to
the game, but you don't have to edit the angles as hex codes.

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
Newsgroups: comp.sys.mac.games
From: Myrddin <Myrddin@fredddd.cc>
Subject: Re: NETTREK! (& Mazewars)
X-Xxmessage-Id: <A703793765050542@maths-g16-m02.cc.monash.edu.au>
X-Xxdate: Thu, 15 Oct 92 03:38:31 GMT
Organization: Dies Immortales
X-Useragent: Nuntius v1.1.1d9
Date: Thu, 15 Oct 1992 09:38:37 GMT

>>>Strategic Conquest  = Commercial
>>>Armor Alley = Commercial but "demo" version around
>>>Robowar = shareware
>>>NetTrek = Dunno
>>>Bolo = One of the Best Network Games out.
(most recent version is at Bolo.stanford.edu) WOW !
>>>Spaceward Ho = Dunno
>>Tron = hopeless, buggy but avaliable by ftp most places
>>Robosport = Commercial but a Great Game
>>Minotaur = apparently an incredibly good game but Commercial :-(
Newsgroups: comp.sys.mac.games
From: thorntn@ccu.umanitoba.ca (Duncan Peter G. Thornton)
Subject: Lost SimEarth Manual
Summary: Can anyone help?
Keywords: SimEarth Copy-protection lost
Organization: University of Manitoba, Winnipeg, Canada
Distribution: talk
Date: Fri, 16 Oct 1992 05:39:21 GMT

Well, the thing that everyone talks about happens to me; I was playing
SimEarth on a plane last week and left the manual in the cabin when I
got off. I now officially hate copy-protection schemes.

I'm a registered user and everything, and I'm going to try to get a
new copy from Maxis (I want the manual for reference if nothing else);
in the meantime is there either a hack or a list of codes that some
one can send me? I'd almost finished colonized Venus.

- Duncan


Duncan Thornton          | Astronomy teaches the correct use of the sun and
thorntn@ccu.umanitoba.ca |      the planets.   - Stephen Leacock
From: cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton)
Newsgroups: comp.sys.mac.games
Subject: Re: Network games:  List & comments:
Date: 13 Oct 92 15:22:38 GMT
Article-I.D.: oac2.cshotton-131092094748
Followup-To: comp.sys.mac.games
Organization: Academic Computing

In article <1bdufvINNfob@aludra.usc.edu>, cokin@aludra.usc.edu (Darren
Cokin) wrote:
> 
> [much deleted]
> 
 >>>Stategic Conquest
 >>>Armor Alley
 >>>Robowar
 >>>NetTrek
 >>>Bolo
 >>>Spaceward Ho
 >>Tron
 >>Robosport
 >>Minotaur
 >Spectre
 
> Pararena 2.0
> Vette!
> Super Tetris
> 

Don't forget the classic MazeWars!
and Falcon,
and all the GameMaster games.

Chuck
From: chuq@Apple.COM (Chuq Von Rospach)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games: marketing logic
Date: 16 Oct 92 16:25:08 GMT
Organization: Apple Computer Inc., Cupertino, CA

ginsu@ccwf.cc.utexas.edu (Wes Simonds) writes:

>>  Estimated worldwide installed GUI base using Macintosh:         6,500,000

This number ought to be closer to 8,000,000.

-- 
Chuq "IMHO" Von Rospach, ESD Support & Training (DAL/AUX) =+= Member, SFWA
  chuq@apple.com | GEnie: MAC.BIGOT | ALink:CHUQ =+= Editor, OtherRealms

    I wanna drive the zamboni! I wanna drive the zamboni, yes I do.
Newsgroups: comp.sys.mac.games
From: junio@twinsun.com (Jun Hamano)
Subject: Re: Hellcats questions
Organization: Twin Sun, Inc.
Date: Mon, 12 Oct 1992 22:37:13 GMT

In article <183854@pyramid.pyramid.com> andrem@pyrman2.mis.pyramid.com (Andre Molyneux) writes:

   Having had Hellcats Over the Pacific for about a month now, I've got a few
   questions hopefully some of you can answer:

   How do you succesfully ditch?

Keep your airspeed around 100 kts once you get under 200 ft, and
all the way until you start your flare just before touch down.
Make sure your gears are up.
--
      |
   __-+-__      Jun Hamano
_-+ (\o/) +-_   junio@twinsun.com
  !   .   !
Xref: sparky comp.sys.mac.games:9873 comp.sys.mac.wanted:9245
From: nguyen@skyler.mavd.honeywell.com
Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
Subject: Shanghai sold
Date: 7 Oct 92 16:04:24 GMT
Article-I.D.: skyler.1992Oct7.100424.1
Organization: Honeywell Systems & Research Center


I have already agreed to sell Shanghai to the first person who offered.  
Thank you for all of you who responded to my posting.
From: eric@hpsad.sad.hp.com (Eric Lucas)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats Over the Pacific Leyte
Date: 8 Oct 92 13:42:57 GMT
Organization: HP Signal Analysis Division - Rohnert Park, CA

Hey, wait a minute.  How'd you get a hold of the new missions?

Probably a beta tester.


Eric Lucas
Hewlett Packard
Industrial Design
SAD/MID
From: hulsej@sun.lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Zork 2.7m question
Date: 7 Oct 92 22:14:11 GMT
Distribution: usa
Organization: Lewis & Clark College, Portland OR


Hello netters!

I know it's not exactly cutting-edge gaming, but I picked up the
NON-commercial Mac port of the old mainframe Dungeon/Zork game on sumex
for old times' sake (I used to play it on the school's VAX about 10 years
ago), and I can't figure out some things.  I've already tried the solutions
posted at risc.ua.edu, but they're for the commercial, Infocom versions (they
changed the original program around, added stuff to it, and split it into
at least three parts).

Anyway, if I'm not the only person playing this game, PLEASE help me with
these problems!!

1. In the Bank of Zork, how do I go through the curtain of light??? In the
commercial version, it was "enter curtain", but it must be something
fiendishly obscure in the mainframe version, because "enter curtain" won't
work.

2.  Also, how do I get the portrait of J Pierpont Flathead and the zorkmid
bills out of the bank???

May the gaming gods smile on you if you help me out.  Thanks!!!!

--Jose'
-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu | hulsej@agora.rain.com
Clinton/Gore in '92! Put People First!
Bush/Quayl--Just say noe!
Newsgroups: comp.sys.mac.games
From: heeschv@cognos.com (Brian VanHeesch)
Subject: Re: Lemmings
Organization: Cognos Incorporated, Ottawa CANADA
X-Newsreader: Tin 1.1 PL3
Date: Thu, 15 Oct 1992 13:24:28 GMT

eph3@po.CWRU.Edu (Ephraim P. Hochberg) writes:
: 
: At least on my demo you can skip levels without the code by clicking on the
: difficulty button on the far right in the first screen. The name changes
: from 'FUN' to 'Taxing' etc..
: 
I noticed that, but also that the forth screen says "LEVEL 1 MAYHEM"
so are the going to be 120 levels or 120 levels of 4 screens each=480 screens?


BVH
From: umknauer@mcs.drexel.edu (umknauer)
Newsgroups: comp.sys.mac.games
Subject: Re: SimLife = Neat!
Date: 15 Oct 92 17:51:36 GMT
Organization: Drexel University

In article <1992Oct15.125535.14880@pcnntp.apple.com> Dale_Adams@gateway.qm.apple.com (Dale Adams) writes:
>In article <palane.719087918@pv7412.vincent.iastate.edu> 
>palane@iastate.edu (Paul A. Lane) writes:
>> For those who might be interested, I believe this is a computer adapta-
>> tion of the game Quirks that Eon published a few years ago (those are the
>> same folks who published Cosmic Encounters). Glad to see that it didn't
>> die when the company went under.
>
>I don't believe this is the case.  I've worked with the author of SimLife, 
>Ken Karakotsios, and he definitely originated the program.  Sure, many of 
>
>- Dale Adams

I had a simular thought when I was some of the graphics.  One of the main parts
of Quirks was building creatures from cards representing the head, body, and 
tail.  I don't think SimLife is ANYthing like the old Quirks game though.
(I've got SimLife, and some expansion sets for Quirks but not the basic Quirks
game (I'm looking for it, if anyone has a copy they want to sell/get rid of) so
I can't REALLY comment on how Quirks was played...)

Mike Knauer
umknauer@king.mcs.drexel.edu
From: walker@eplrx7.es.duPont.com (Scott Walker)
Newsgroups: comp.sys.mac.games
Subject: Infinity Quest problems
Date: 9 Oct 92 15:30:19 GMT
Distribution: usa
Organization: DuPont Central Research & Development

I downloaded the Infinity Quest demo, and have loaded up Argonne's Forest,
but I can't get anywhere!  I can't get at the monster generators to kill
them, so that I can get rid of the monsters.  Can anyone help me?

Scott
Newsgroups: comp.sys.mac.games
From: skaven@carson.u.washington.edu (Willilam Gilliland)
Subject: Re: Hellcats over the Pacific gripes
Organization: University of Washington, Seattle
Date: Mon, 12 Oct 1992 06:39:21 GMT

In article <stricher-111092141505@wealthy.ocean.fsu.edu> stricher@masig.fsu.edu (Char Aznabul) writes:
>In article <1992Oct11.055645.26583@u.washington.edu>, 
>skaven@carson.u.washington.edu (Willilam Gilliland) wrote:
>
>[some good suggestions]
>
>> 3) If you wind up on the brown patch of ground surrounding a friendly runway
>> after bailing out or landing a disabled aircraft (or rolling off the end of
>> the runway) have the odds of being safely rescued be 100%.  This represents 
>> walking back to base.
>
>No, the odds may be high, but not 100%. Consider the difference to
>represent the odds of serious injury/death on landing. Kinda hard to
>walk with broken legs, no?
>

Then have the game say that.  In fact, I like your suggestion a lot better
than mine.  'You were badly injured in the landing!  The search party found 
you before (or after!) you expired.  You were given the Purple Heart and an
honorable discharge.'  It would have the same result, but I'd feel a lot
better about losing the character.  Plus, as you said...

>
>We are after realism, right?
>

Yup.

  I never said any of these sad endings were _unrealistic_; I meant they leave
you smacking yourself upside the head going 'boy do I feel stupid.'  Hitting
the parachutist is a good example.  


-----------------------------------------------------------------------------
He who knows, and knows not that he knows, is asleep.            
-- Rob him.
He who knows not, and knows not that he knows not, is a politician.
-- Elect him.
He who knows not, and knows that he knows not, is innocent.
-- Lie to him.
He who knows, and knows that he knows, is dangerous.
-- Kill him.
Newsgroups: comp.sys.mac.games
From: Johan Carlsson/ LiU <joc@ifm.liu.se>
Subject: Re: Stuck in an old game.  The game is called UNINVITED
X-Xxdate: Wed, 7 Oct 92 07:57:49 GMT
Organization: Depth of Physics, University of Linkoping
X-Useragent: Nuntius v1.1.1d6
Date: Wed, 7 Oct 1992 07:51:19 GMT

In article <1992Oct1.232022.4491@desire.wright.edu> ,
newwave@desire.wright.edu writes:
>
If you send me your email adress I will send you the solution to
Uninvited (My solution) by email. Then you can get the information the
way you want it, i.e. step by step.
From: an780@cleveland.Freenet.Edu (Travis Grundke)
Newsgroups: comp.sys.mac.games
Subject: Publisher Information Needed- PLEASE README!
Date: 7 Oct 1992 14:08:49 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: an780@cleveland.Freenet.Edu (Travis Grundke)
NNTP-Posting-Host: slc4.ins.cwru.edu


 Hi folks!

  Well, what I'm looking for are e-mail or snail mail (US Mail) addresses
to game publishers and phone #s if you have them. So start checking the
back of your game boxes or documentation for these! ALSO! IF YOU ARE A 
SHAREWARE AUTHOR please send me your information including name, address,
e-mail site, products and features, etc. 
 I'm sure you're all asking, "But Travis, WHY do you want this
information?" Well, I'd like to have this information so we can compile
it into MacGames Digest (need I mention it again?). We're trying to
compile a shareware author's list and products they have, as well as
trying to get a game publisher's listing to contact, as well as to list
in our magazine so others can contact them. So, if you could please
e-mail me with that information. Many thanks to all!

-- 
         Travis Grundke- Contributing Editor, MacGames Digest
                      an780@cleveland.freenet.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
    MacGames Digest: The first magazine dedicated to Macintosh Gaming.
From: jsbr+@andrew.cmu.edu (John Hamilton Slye)
Newsgroups: comp.sys.mac.games
Subject: Re: Rise of the Dragon
Date: 15 Oct 92 06:34:22 GMT
Article-I.D.: andrew.0erM5iS00iUz42639h
Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA


On 15-Oct-92 in Rise of the Dragon           
user Louis Moreau@cleveland.F writes:
>Is there a way to save Blade's girlfriend or it's a
>"no-happy ending game" ?


Put the wires you found accross her lap & short out the machine.



=========================================================================
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"
=========================================================================