HDTenEightyP/NetNews huggingface dataset:
From: cshotton@oac.hsc.uth.tmc.edu (Chuck Shotton)
Newsgroups: comp.sys.mac.games
Subject: Re: Lemmings
Date: 5 Nov 1992 15:10:29 GMT
Followup-To: comp.sys.mac.games
Organization: Academic Computing

In article <1992Nov5.001006.13589@ultb.isc.rit.edu>,
rew8422@ultb.isc.rit.edu (R.E. Wilhelm) wrote:
> 
> Lemmings is out with stupid look up this number on page xx...who has a
> patch.
> 

You don't need a patch. Just use the program that comes with the Lemmings!
demo on the release version's data files. Works fine and NO copy
protection.
Newsgroups: comp.sys.mac.games
From: Paul Hagar <hagar@phoenix.princeton.edu>
Subject: Re: Suggestions wanted for Armor Alley v2.0!
Originator: news@nimaster
X-Xxdate: Thu, 12 Nov 92 16:15:22 GMT
Organization: Princeton Plasma Physics Laboratory
X-Useragent: Nuntius v1.1.1d7
Date: Thu, 12 Nov 1992 21:30:30 GMT

In article <1992Nov12.172426.21987@netcom.com> Brian Kendig,
bskendig@netcom.com writes:
>Make it use the full screen!  It's very annoying to have to play Armor
>Alley in a little window on a 21" monitor, and whenever I click
>outside the Armor Alley window accidentally, I get switched back out
>to the Finder and all my colors in the game get messed up.  :(

I disagree with this one, unless you made it true only for the one-player
game, or somehow ensured that all players (regardless of screen size) had
the same amount of information. Suggestions? 

Or, instead of altering the screen size for every type of monitor, how
about including a Finder-kill feature, like that of the shareware
program, "Anti-Finder"? Perhaps it could be a check box in the Pref's...

>In one-player games, make the computer a little less "rich".  It's
>very annoying to keep picking off the computer's helicopter and have
>him keep coming back forever; shouldn't he be subject to the same
>monetary constraints as the player?

I agree with this one, although I understand why the computer needs to be
able to keep coming back. Otherwise, the player would never really have
to play strategy on the ground, as long as he could bankrupt the enemy by
killing his 'copters. 

But in later levels, it's hard to kill the enemy 'copter. He's pretty
evasive, and there's lots of action on the ground. So maybe the
evasiveness could be introduced earlier in the game. Or, if you go ahead
with the custom 'copters feature (a GREAT idea, IMO), the computer could
configure itself pretty defensively in the first few rounds, and become a
hunter in later ones. That way both players would be concentrating on
advance of ground forces in early levels, and learning the tricks of the
trade. In later levels, as each side's 'copters get more skilled, the air
battle would play more of a role. 

_________________________________________________________________
Paul S. Hagar
Princeton Plasma Physics Lab
hagar@phoenix.princeton.edu
 -OR-  phagar@pppl.gov
From: tominatr@ac.dal.ca
Newsgroups: comp.sys.mac.games
Subject: More help in DQoK (A little embarrassed)
Date: 8 Nov 92 21:25:13 -0400
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

Sorry about this, but I need some help AGAIN:

I'm finding this game very hard in the beginning, even with 11th
and 12th level characters.  I'm currently underwater in
Celanost and have found the room where you can go up to the
marble floor...

WHY CAN'T I BREATHE?  Please help me here.

I sort of zipped through the first underwater section.  I got the
hinge for the elves, unpoisoned some elves, healed some elves, and
helped some elves back to a Safe Hall.  Is there something else
I should do?

Oh, I also delivered some spears to the guardian elves.

Spoilers welcome.

I'm embarrassed to ask a question so early in the game, but those
underwater creatures are TOUGH!

      - Tom N.
Newsgroups: comp.sys.mac.games
From: ummorea0@ccu.umanitoba.ca (Gene Moreau)
Subject: Re: Harpoon 1.2 questions
Organization: University of Manitoba, Winnipeg, Canada
Distribution: comp
Date: Fri, 6 Nov 1992 06:12:06 GMT

In <Bx7qqC.rM@fig.citib.com> gjb@fig.citib.com (Greg Brail) writes:
>>Second, there is something strange with targeting restrictions.  
>>So I figure, this is a good time to use up a torpedo or
>>two, and so I attack.  When I try to use a torpedo attack, the weapons
>>allocation screen comes up, and it says some strange things.  For one,
>>it allocates one Mk48 ADCAP torpedo to the surface target (to be fired
>>from the more distant sub); for two, it doesn't let me allocate any
>>more, from either sub (it says that the weapon isn't capable).
>I heard some mention of simulating the loading of torpedoes into tubes in
>Harpoon. I've seen this same "feature", so it could be that Harpoon
>won't let you allocate more torpedoes because they aren't loaded. As
>far as I know, there's no way to control how many torpedoes get loaded.
>If so, this makes the game more realistic -- in real life, you can't
>fire 16 torpedoes (or missiles) all at once from a sub with four torpedo 
>tubes.
This IS a bug.  I called 360 customer support about it and they said that
it is a bug, and is being fixed as we speak.

-- 
Gene Moreau                 | "Morning comes far to early when it's cold
University of Mantitoba     |  outside and there is a maniac on the loose"
Winnipeg, Manitoba, Canada  |    - unknown
ummorea0@cuu.umanitoba.ca
Newsgroups: comp.sys.mac.games
From: matth@oakhill.sps.mot.com (Matthew Holle)
Subject: Re: Suggestions for Armor Alley v2.0!
Organization: Motorola Inc., Austin Tx.
Distribution: usa
Date: Fri, 13 Nov 1992 15:03:57 GMT

In article <0fr1+9a@rpi.edu> caom@aix.rpi.edu (Miaoyong Cao) writes:
> 
> I have some suggestions about the new version.
>
> 	1.  let us have some rivers one the ground, so the soldiers have to
>	build bridges, then players have to destroy those bridges.  That 
>	would be more fun.

This is a good idea, but the complexity would probably contribute to a
very large executable and possibly a slower game.

>	2.  the bullet is too small, I want it a little bigger.
>
>	3.  The clouds in the sky should cover the helicopters, init is true in 
>	    real combat.

They do cover in multi-player games.

>					caom@rpi.edu

I have a suggestion that hasn't been posted yet.  Make Armor Alley 2.0
3d!  In reality, Spectre is only 2d because you are playing on a flat
playing field (there's no y-component movement).  In addition, Armor Alley
is also only 2d because you don't have any z-component movement.  The
ability to have x, y, and z-component movement would be far step beyond
any Mac game I've seen.

A friend mine and I discussed doing a game like this about a year ago.
It would most likely take using some vector graphics (like Spectre)
instead of straight bitmaps (like Armor Alley).  It would also take
a large z-buffer since you're really using 3d graphics in a virtual 3d
world.

The result would be something like Spectre, but with helicopters instead
of tanks.  This would also make for a much more interesting combat
theater because troops move around in the xz-plane instead of just
back and forth along the x-axis.

This would be a major re-write, but it would literally add a whole
new dimension to the game.  Speed could be saved by using relatively
simple object shapes (like Spectre does), and possibly sacrificing
color shading (blaspheme!!).  I guess making color a option for those
who think color is more realistic than realtime movement would be
appropriate here.

Oh, one more thing, we found that using fixed point math didn't cut it
after a while because the loss of precision compounded after about 15
minutes of complex rotations and the wire-frame object started to
convolute.  Instead, we found that we would have to use floating-point
data.  This posed a serious speed problem, especially for Macs without
a 6888x.  One saving grace is that PowerPC Macs will be here in the
not-so-distant future with all the floating-point speed necessary for
an application like this.

Oh, and could you get this done by next week?

--------------------------------------------------------------------------

#include <std_disclaimer.h>             Matt Holle
                                        Motorola RISC Applications
                                        matth@oakhill.sps.mot.com
Organization: Valencia University (Universitat de Valencia)   SPAIN
Date: Friday, 6 Nov 1992 15:38:58 EST
From: <LOPEZJ@EVALUN11.BITNET>
Newsgroups: comp.sys.mac.games
Subject: ABOUT FTP FILES

Hello
   I got several games with ftp. I could use someone (with Stufflt 1.5.1)
 but there are many games that I can not use. Need I other program
 to decode them? Is possible to ftp these programs?
                              Thank you
Newsgroups: comp.sys.mac.games
From: jdunning@phoenix.Princeton.EDU (John Alan Dunning)
Subject: Re: Bolo?
Originator: news@nimaster
Organization: Princeton University
Date: Wed, 11 Nov 1992 14:06:49 GMT

In article <1992Nov6.231557.19035@leland.Stanford.EDU> Stuart Cheshire <cheshire@cs.stanford.edu> writes:
>Thanks. The reason I didn't ask for a shareware fee is because it isn't
>finished, and I didn't regard Bolo 0.95 as being "saleable quality". Too
>many features still unimplemented.

You're too modest, Stuart.  There are plenty of games being sold out
there that are hardly of "saleable quality."  Take Blade as an
example.  12 megs of flashy graphics, zero playability.  Bolo, on the
other hand, is addictively playable.  Frighteningly addictive.  Sure,
it's a little rough in parts, but it's a lot more stable than many
"saleable" apps.

>Watch this group for the next release (my target is before Christmas). If
>I think it is good enough, I'll put a shareware fee request on it.
>
>Stuart Cheshire <cheshire@cs.stanford.edu>
> * Liliore Green Rains Houses Resident Computer Coordinator
> * Stanford Distributed Systems Group Research Assistant
> * Macintosh Programmer
    ^^^^^^^^^^^^^^^^^^^^
I bet a lot of Bolo players wish this was the first item on the list
rather than the last.  But I guess you've got to make money somehow.
Oh, well.


Thanks for the game, and keep the revs coming.

John
Recovering Bolo-Addict

Newsgroups: comp.sys.mac.games
From: scs8@cunixb.cc.columbia.edu (Sebastian C Sears)
Subject: UnNatural Selection
Reply-To: scs8@cunixb.cc.columbia.edu (Sebastian C Sears)
Organization: Columbia University
Distribution: usa
Date: Thu, 5 Nov 1992 19:00:53 GMT


	Anyone ever played: UnNatural Selection: An Experiment in Genetic
	Warefare?

	I saw a bit on it in Popular Mechanics, it looked pretty cool.

	If you have any opinions on it, please post of mail.

-------
"Don't believe half of what you see, and none of what you hear."  -  Lou Reed
Sea-Bass Sears --> scs8@cunixb.cc.columbia.edu --> DoD#516 <-- |Stanley, ID.|
'79 Yamaha XS750F -- '85 Toyota 4Runner -- Perception Corsica  |  NYC, NY.  |
Newsgroups: comp.sys.mac.games
From: sdeering@athena.mit.edu (Scott E Deering)
Subject: Broderbund Information: Ancient Art of War
Followup-To: comp.sys.mac.games
Organization: Massachusetts Institute of Technology
Date: Fri, 6 Nov 1992 14:10:50 GMT

I have a question that someone maybe able to help me with. I bought 
Ancient Art of War from Broderbund several years ago; one of the
earlier versions before Ancient Art of War at Sea came out. A few 
months ago the disk that I had the game on got chewed up in my drive,
and I just barely was able to get it out. Whe I actually repaired what 
was wrong (spring came loose on the floppy, the Ancient Art of War
Application file was corrupted or at least messed up in such a way
that I can't open it up at all. Unfortunately that was my only copy of the
application so my question is if anyone has either an e-mail address 
for Broderbund or a suggestion of a good source to get help in retrieving 
this application since it isone of the few games that I really do 
like to play. I need to find out if I can get a new copy from Broderbund 
for a nominal fee (the game is registered) or if there is some piece of 
software I can use to check out what's wrong. Please email me any
responses at:

sdeering@athena.mit.edu

Thanks folks for your help...


-scott deering


sdeering@athena.mit.edu					<><
From: hook@eagle.geog.ubc.ca (Chris Hook)
Newsgroups: comp.sys.mac.games
Subject: Taipei, MahJongg
Date: 10 Nov 1992 18:58:19 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
Distribution: world
NNTP-Posting-Host: eagle.geog.ubc.ca


Can someome please lead me to where I can find
a full-color version of Taipei/Mahjong that:

1) run on system 7 (color IIsi)

and 

2) is available from some ftp site so that I can
download it (please give site address too!).


Thanks alot,


Chris Hook


hook@geog.ubc.ca
Newsgroups: comp.sys.mac.games
From: greg@huia.canterbury.ac.nz (Greg Ewing)
Subject: Re: What would you think
Reply-To: greg@huia.canterbury.ac.nz (Greg Ewing)
Organization: University of Canterbury, Christchurch, New Zealand
Date: Sat, 7 Nov 1992 02:26:52 GMT

In article <1992Nov01.182053.21055@fourd.com>,
Nathan_R._Lamont@fourd.com writes:
|>     1. Does a game editor interest you?

Yes!

|> What would "make it or break it", i.e., what feature it lacked or had would
|> make it stink or rock?

I think the biggest problem with creating graphical adventures is the
enormous task of drawing all the pictures. A lot of artistic talent is
needed to come up with something that doesn't look hopelessly
amateurish. And if any animation is required, the problem is even
worse...

A successful graphical adventure editor would have to deal with this problem
somehow. A large and diverse library of clip art, static and animated,
that could be combined in flexible ways, maybe. I don't know. Anyone
got any suggestions?

|>     2. The application would be large and complex; how much would you
pay for
|> such a system?

That would depend on how good it was! (where good ::= powerful and reliable)

Greg Ewing, Computer Science Dept, Canterbury Univ., Christchurch, New Zealand
Internet: greg@cosc.canterbury.ac.nz	+--------------------------------------
Spearnet: greg@nz.ac.canterbury.cosc	| A citizen of NewZealandCorp, a
Telecom:  +64 3 667 001 x6367  		| wholly-owned subsidiary of Japan Inc.
Newsgroups: comp.sys.mac.games
Subject: Best Games 92?
From: agapow@latcs1.lat.oz.au (Paul Michael Agapow)
Date: Fri, 13 Nov 1992 01:58:33 GMT
Organization: Comp Sci, La Trobe Uni, Australia


One for the punters ... 

Don Challis in his most recent column in Australian MacWorld ("Game Set 
Mac") has nominated his choice of the games released in the last 12 
months. i thought some people here might be interested. 

Readers in the US will note that Australia still doesn't get all the 
software, and does have a bit of a lag period for that which does arrive  
...

Winners are the first mentioned, runners up are in brackets afterwards :

* Adventure : Lost Treasures of Infocom, (Secret of Monkey Island).
* Arcade : Prince of Persia, (Spectre, Super Tetris, Tristan).
* Board : Shanghai, (Monopoly, MicroBridge Companion).
* Military / Strategy : Warlords,  (V for Victory).
* Roleplaying : Mission Thunderbolt.
* Share / Freeware : Sound-Trecker, (Jewelbox, SnakesAlive, Triple Yahtzee).
* Sport : <none>.
* Vehicle : Hellcats over the Pacific, Flight Sim 4.
* Miscellaneous : The Castle of Dr Brain, Sherlock Holmes Consulting 
    Detective.

Overall : Prince of Persia.

Having had little contact with this years releases, i found his comments 
interesting. The categories in places seem fuzzy (like the distinction 
between Adventure and Roleplaying, the placing of Spectre as an Arcade 
game and V for Victory as a Military game) but otherwise there is little 
that is extraordinary. PoP is a deserving winner - i lost several weeks 
to it on the PC 2 years ago. 

i'll leave it at that,

p-m

-----------------------------------------------------------------------
paul-michael agapow       		Machine Intelligence Lab, La Trobe Univ.
(agapow@latcs1.oz.au)                          
Newsgroups: comp.sys.mac.games
From: haynes@mace.cc.purdue.edu (Carl W. Haynes III)
Subject: Re: Game protection
Organization: Purdue University
Date: Fri, 6 Nov 1992 05:54:42 GMT

In article <D2150035.hu33m6@outpost.SF-Bay.org> peirce@outpost.SF-Bay.org (Michael Peirce) writes:
>What are people's opinions on the various approaches to "copy protection"
>for games.  Are the "ask a question answered on page 254" type schemes
>OK?  Others?  Comments?

I always considered the look-up copy protection schemes a good compromise,
I didn't like them, but I could live with them.

Then I got a powerbook.

I can't play any of my games unless I drag around the manuals.

I think that companies should either switch to the "send in your
registration card" and get the key or to the standard "Type in your
name and number and we'll display it in the about box".

If I was developing a commercial game, I would go with the "send in the
registration card" scheme to force people to register. It wouldn't
stop the pirating, but at least you would get all the registration cards,
so you can get the income from upgrades.

carl

--
Carl W. Haynes III                    ||  hcs@applelink.apple.com
Haynes Consulting Services            ||  haynes@mace.cc.purdue.edu
Macintosh Programming and Consulting  ||      *** AVAILABLE ***
From: barnett@grymoire.crd.ge.com (Bruce Barnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Out of This World Demo
Date: 6 Nov 92 17:27:29 GMT
Article-I.D.: grymoire.BARNETT.92Nov6122729
	<1992Nov5.222315.14062@athena.cs.uga.edu>
Reply-To: barnett@crdgw1.ge.com
Organization: GE Corp. R & D, Schenectady, NY

In article <1992Nov5.222315.14062@athena.cs.uga.edu> tedr@athena.cs.uga.edu (Ted Kalivoda) writes:
>   Actually, I can only get it to run the demo. 

Same here. Under System 6.0.7, I get a bus error. Under 7.0/7.1.1.1
tuneup I only get the demo, then a black screen (MacIIcx w/8Mbytes)
--
Bruce Barnett <barnett@crd.ge.com> uunet!crdgw1!barnett
Newsgroups: comp.sys.mac.games
Distribution: world
From: Joe_D._Ciarcia@fourd.com
Organization: 4th Dimension BBS
Date: Sat, 07 Nov 1992 17:51:46 EST
Subject: CD ROM games

I'm new to the world of CD ROM ... can anyone recomend a really good (and
fairly inexpensive) CD ROM adventure game that will drive me crazy trying to
solve it.  Thanx, Joe C.
********************************************************************
System: fourd.com                                Phone: 617-494-0565
Cute quote:  Being a computer means never having to say you're sorry
********************************************************************

Newsgroups: comp.sys.mac.games
From: sathomas@athena.mit.edu (Stephen A Thomas)
Subject: Re: Hellcats key commands
Organization: Massachusetts Institute of Technology
Date: Fri, 6 Nov 1992 15:20:11 GMT

Couldn't the keys be changed with ResEdit somehow?  I don't really know how to do
it exactly (and I haven't tried), but I'm sure someone out there who is a real
ResEdit whiz would have an opinion.

STEVE THOMAS

MIT Aero/Astro
From: brownc@p4.cs.man.ac.uk (Christopher C. Brown)
Newsgroups: comp.sys.mac.games
Subject: Re: looking for a few games...via ftp?
Date: 11 Nov 92 16:35:51 GMT
Organization: Department of Computer Science, University of Manchester

Mac ninja is available somewhere on micros.hensa.ac.uk, but I have no idea where, and their
filing system is terrible - you'll have to download the index and search it.

good luck, chris
From: labccc@emory.edu (Chris Chung)
Newsgroups: comp.sys.mac.games
Subject: Out of this Word Price
Date: 10 Nov 92 22:08:13 GMT
Organization: Emory University, Atlanta, GA
X-Newsreader: Tin 1.1 PL3


I called interplay today and asked how much the real version will

cost. It's gonna retail for $59.95.  They said that it will be 

available to most software retailers like EggHeads.. etc.



Topher


Newsgroups: comp.sys.mac.games
From: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: Suggestions for Armor Alley v2.0!
Organization: AT&T Bell Laboratories
Distribution: usa
Date: Fri, 13 Nov 1992 17:30:08 GMT

In article <1992Nov13.150357.1505@oakhill.sps.mot.com>, matth@oakhill.sps.mot.com (Matthew Holle) writes:
> In article <0fr1+9a@rpi.edu> caom@aix.rpi.edu (Miaoyong Cao) writes:
> > 
> > I have some suggestions about the new version.
> >
> > 	1.  let us have some rivers one the ground, so the soldiers have to
> >	build bridges, then players have to destroy those bridges.  That 
> >	would be more fun.
> 
> This is a good idea, but the complexity would probably contribute to a
> very large executable and possibly a slower game.

And then he writes THIS:

> I have a suggestion that hasn't been posted yet.  Make Armor Alley 2.0
> 3d!

Then the game wouldn't be ARMOR ALLEY.  It would be something else, perhaps
related to, but *not* ARMOR ALLEY.  I liked the bridge idea.

> Oh, and could you get this done by next week?

Sure.  It will cost $30000 a game, though...  ;-)
-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpm.att.com
		    Disclaimer: You're not dealing with AT&T
Newsgroups: comp.sys.mac.games
From: jmunkki@vipunen.hut.fi (Juri Munkki)
Subject: Re: Suggestions wanted for Armor Alley v2.0!
Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
Organization: Helsinki University of Technology
Date: Fri, 13 Nov 1992 21:36:52 GMT

In article <1992Nov12.213030.12951@Princeton.EDU> Paul Hagar <hagar@phoenix.princeton.edu> writes:
>I disagree with this one, unless you made it true only for the one-player
>game, or somehow ensured that all players (regardless of screen size) had
>the same amount of information. Suggestions? 

If they redid the sprites at a high resolution with in 24 bit color, they
might be able to scale them down several different sizes and bit depths
at runtime using Quickdraw dithering. You could of course still have the
same B&W and 16 color pictures in the game so that things would look nice
at the smaller sizes.

I've been thinking of doing a color sprite kit that would take 24 bit
color pictures and make any kind of sprites from them. I know some people
will say that the sprites will not look nice after Quickdraw is done with
them, but at least it would be possible to have a single program handle
a lot of screen depths.

-- 
  Juri Munkki					       Windsurf: fast sailing
 jmunkki@hut.fi					      Macintosh: fast software
Newsgroups: comp.sys.mac.games
From: dmatiske@sophocles.helios.nd.edu (david matiskella)
Subject: Re: Doesn't it really piss you off....
Reply-To: dmatiske@sophocles.helios.nd.edu (david matiskella)
Organization: Univ. of Notre Dame
Date: Sat, 7 Nov 1992 17:26:22 GMT

In article <25.2afb9fdd@ivgate>, Gary.Coy@macrocosm.omahug.org (Gary Coy) writes:
|>   
|>   TG> Don't you get ticked when you read a gaming magazine which stomps
|>   TG> right pass the Mac version of a game completely? Take Computer Games
|>   TG> and CD-ROM entertainment for example. I got really POd flipping
|>   TG> through an issue with ads and reviews for Mac games and they don't
|>   TG> even mentioon it! A good one (though it may be legit for marketing) is
|>   TG> SpaceWard Ho! Under which there was an ad for it- made no mention of
|>   TG> any Macintosh abilties, just "256 color VGA graphics....." Yea, I was
|>   TG> jumping in my seat....puh.
|> 
|> Yes!! I agree, especially Spaceward Ho!  Dammit, that was a MAC game!! Now it
|> gets advertised for the PC, when it was surely NEVER advertised for the MAC -
|> jerks!!
	I think that the IBM version of Spaceward Ho! is made and distributed by a	
a different company than the one that did the mac version.
Newsgroups: comp.sys.mac.games
Subject: More Bolo Help Please??? (Forgot to ask this ? on my last post)
From: bfoulk@vax1.umkc.edu
Date: Sun, 8 Nov 1992 23:44:46 GMT
Organization: University of Missouri - Kansas City

Sorry I forgot to ask in my previous Bolo Questions Please??? post...

Does anybody happen to know if 32-bit addressing affects Bolo's speed or
anything else?  On 0.95d, it used to send the debugging message 32-bit
addressing on, but it doesn't seem to anymore with 0.95e.  I'm only running 8MB
ram, so I don't really need 32-bit on if it doesn't affect Bolo any.  Thanks.


 \\_////
  _   _		Bernie Foulk
'[X]-[X]'   Internet Addr: BFoulk@vax1.umkc.edu
  ( U )	      Bitnet Addr: BFoulk@umkcvax1
   ___