HDTenEightyP/NetNews huggingface dataset:
From: msharp@apple.com (Maurice Sharp)
Newsgroups: comp.sys.mac.games
Subject: Warlords 1.1.3 updater Posted
Date: 25 Aug 92 20:10:49 GMT
Organization: Apple Computer Inc, Cupertino, CA


I have finaly recieved permission from SSG to post the Warlords 1.1.3
updater. I sent it off today to info-mac, so it should appear at sumex
in the next few days.

SSG appologized for taking so long but they wanted to make the update
a bit better and they are madly at work porting another game to the
Mac.

Enjoy the upate

maurice


Newsgroups: comp.sys.mac.games
From: hayes@granite.ma30.bull.com (Patrick Hayes)
Subject: Re: Faster than a speeding Zero! (was Re: Air speed in Hellcats)
Organization: Bull HN Informations Systems Inc.
Date:  4 Sep 92 09:45:12 GMT

conty@cbnewsl.cb.att.com (OtakuRoach) writes:
>In article <y3ln4##.bskendig@netcom.com>, bskendig@netcom.com (Brian Kendig) writes:
>> Another handy trick: The zeroes can turn faster than you can, unless
>> you drop your flaps when you go into a tight turn (and raise them
>> again as you're coming out of the turn!).
>Just a small recommendation: don't do this if you have a target to protect.
I've only had HOTP for the last week, but you figure this one out REAL quick...

>A cleaner way to do tight turns is to use the rudder, <shift>-Z and <shift>-X.
What I haven't been able to figure out yet is how to straighten the rudder out
again. What do you do, count? In the thick of it I lose track and from then on
I'm not sure whether I'm going straight, a little left, or a little right.

Is there any way to SEE the rudder state on the control panel? Chuck Yeager's FS
had a line that appeared on the screen when using rudder. When you lined it up
again it disappeared. So far, it's the one thing I prefer in it over HOTP.

Pat
Newsgroups: comp.sys.mac.games
From: mummert+@AUK.WARP.CS.CMU.EDU (Todd Mummert)
Subject: cbzone/MacBzone (from the cbzone author)
Reply-To: mummert+@CS.CMU.EDU
Organization: Carnegie Mellon
	<19920828233604IYI4DTN@MVS.OAC.UCLA.EDU>
Date: Sun, 30 Aug 1992 16:35:18 GMT


I've had an email discussion w/ Randy Frank, and I'm satisfied concerning
the claims that it was derived from Justin Revenaugh's sources, and not
mine.  As my code was almost a complete rewrite instead of a line-by-line
port of the original Fortran, such a claim is easy to verify...and
as a result of our exchange of email, I believe that our code differs
significantly internally.

I, too, am sorry that these allegations were made in a public forum.  While
I am glad that they were brought to my attention, I wish some time had been
given for me to investigate the matter privately.  Randy has handled
all my inquiries graciously, and I thank him for that.

Todd 
Newsgroups: comp.sys.mac.games
From: jswartz@mbunix.mitre.org (Swartz)
Subject: Re: Help me with Zork, PLEASE!!!!!(SPOILER ALERT)!
Organization: The MITRE Corporation, Bedford, MA
Date: Thu, 27 Aug 1992 20:27:57 GMT

In article <1992Aug27.125051.808@miavx3.mid.muohio.edu> mhwoodrey@miavx3.mid.muohio.edu writes:
>Hello,
>	This is a very strange question about a very old game.  I have
>aquired the the game "Beyond Zork" (quest for the coconut of something).
>I have played this game until I got headaches and I cannot for the life of
>me figure out what to do next. I've gotten everything that I can find, except
>for the jewel in the idol's mouth, I can't get it out! So, please if anyone
>has any hints as to what to do next, with any part of the game, please get in 
>touch with me quickly....
>
>Mhwoodrey@miavx7

SPOILER TO FOLLOW . . .
































Well, here's a way that works . . .






Attack the baby Hungus, which sets the mother in a rage -- go to the
idol's maw (the mother should follow).  Get on the maw and wait until the
mother Hungus clambers onto the bottom of the maw -- this gives you the
necessary weight to balance the seesaw action of the idol's mouth so you 
can safely get the jewel.  Make sure you have the implement of Sayonara
(I think the implement of Eversion will also work).  Take the jewel -- it
drops from your grasp and the mother Hungus gobbles it up while you are
catupulted into the idol (the aforementioned implement will help you get
out, but rub the moss while your there.  Back at the quicksand, point the
implement of Eversion at the mother Hungus to get the jewel out of her
stomach.  Don't forget to point the implement of Levitation at the baby
Hungus to get him out of the quicksand.

Hope this helps.


>Kill troll with sword

You don't have that!





JOHN

-- 
JOHN A. SWARTZ - The MITRE Corp. Bedford, MA * John_Swartz@iegate.mitre.org
"One Ring to rule them all, One Ring to find them,
 One Ring to bring them all and in the darkness bind them."  J.R.R. Tolkien
Newsgroups: comp.sys.mac.games
From: purp@wixer.cactus.org (Jim Meyer)
Subject: Re: copywright & Piracy
Organization: Real/Time Communications
Date: Wed, 26 Aug 92 15:16:34 GMT

In article <11682.2a9a3eec@cpva.saic.com> wilsona@cpva.saic.com writes:
>In article <trent-250892112228@128.95.123.185>, 
    trent@mailhost.hsas.washington.edu (Eric Seablade) writes:
> ...
>
>I hope you're not using the code from pirated programs in your own programs.
>Then you would be making a profit off of others work. I'm sure our peers
>John Calhoun and Ben Haller would have something to say about that.

Or me, for that matter. I'm a hobbyist programmer, but even *I* know
that's a nono. Learning a trick from someone's source is one thing;
copying bits of it wholesale is quite another.

>You like to fancy yourself a philosopher huh? So did Chuck Manson.... :)

I don't think that's quite a fair comparison. Why not bring up Hitler?

And by the way, Eric, your spelling and line length *do* make you posts
very difficult to read. Why not compose offline, spell check, and
conform to an 80-column screen? If nothing else, it will get you more
respect for looking a bit more intelligent.

--Purp, with one or two morals lying about.
-- 
+---------------+------------------------------+-----------------------+
| Jim Meyer     | If I express an opinion, you | purp@wixer.cactus.org |
| Austin, Tejas | can bet no one else agrees.  | aka jimpurp@pro-lep   |
+---------------+------------------------------+-----------------------+
From: Matthew.Voglewede@f421.n109.z1.fidonet.org (Matthew Voglewede)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: NON-QUICKDRAW GAMES
Date: Thu, 27 Aug 1992 20:06:18 -0500

 
         I'm sorry if I have the wrong gaming echo, but...

         Someone posted a message saying that Solarian II does not use
 standard QuickDraw routines because they are too slow for fast-action
 games.  Are there other games that do not use QuickDraw? What other
 methods do they (and Solarian II) use?


Newsgroups: comp.sys.mac.games
From: marcy@sqwest.wimsey.bc.ca (Marcy Thompson)
Subject: Re: copywright & Piracy
Organization: SoftQuad Inc., Surrey, British Columbia, CANADA
Date: Wed, 26 Aug 1992 17:37:34 GMT

In a recent comp.sys.mac.games article, Eric Seablade wrote:
>
>Are you camparing me to Chuck Manson?  I hardly think that
>is a valid comparison.  I have never killed anyone and my
>sanity is well in tact.  I mearly don't make excuses for
>coppying programs as most people do.

Well, I didn't make the original comparison, but I think it's
a valid one. A "philosopher" such as yourself should realize that
a valid comparison does not necessitate that the two objects
be identical in all respects. Here are some ways in which you
and Manson are comparable:

  -- you both consider yourselves to be philosophers

  -- you both do something which is illegal and is considered
     by many people to be immoral (I'm not referring to his
     murders here, just to his use of psychodelic substances)

  -- you both try to justify your illegal (and possibly immoral)
     actions by the use of your "philosophy"

  -- you both claim not to be scum bags; as evidence you both
     advance the opinions held by third parties who, you assure
     us, are not scum bags either

  -- you both claim to be sane; others have publicly doubted both
     claims

  -- you both say, in essence, "lots of people do what I do; I
     merely [mearly] don't make excuses for being a drug-user
     [software pirate]"

On the whole, I'd say that in comparing the two of you, there are many
striking similarities. Even though you haven't killed anyone yet.

As far as software pirating goes, I think most people have done it 
at one time or another. However, you have admitted to doing something
that's one step farther away from the legal: you distribute pirated
software. Not only are you depriving the writers of the income from
the copy you have in your I-never-use-it-I-just-catalog-it-because-it-
is-my-hobby-and-besides-I-can-adduce-"philosophical"-justifications-
for-what-I-do database (that sounds like an excuse to me, BTW), but
you are also depriving the writers of the income from the people to 
whom you freely distribute copies.

Moreover, despite your fine exclamations that you don't make excuses,
your entire contribution to this thread has been no more or less than
a string of excuses for what you do. If you really didn't make excuses,
you would have said "I pirate, and I don't make excuses about it". Then
you would have stopped.

ObMacGame Question: Is there only one Bard's Tale game? Is the game any
                    good? I ask, because I am having trouble getting
                    interested in my (purchased and registered) copy,
                    and I can't decide if I should keep playing a little
                    longer to get into it, or if I should give up now.
                    Advice is welcome. Even from pirates :-) :-)


-- 

Marcy Thompson		
  SoftQuad (West)			
    marcy@sq.com
Newsgroups: comp.sys.mac.games
From: mld@kepler.unh.edu (Michael L Dupuis)
Subject: Re: NON-QUICKDRAW GAMES
Organization: University of New Hampshire  -  Durham, NH
Date: Tue, 1 Sep 1992 13:24:25 GMT

Ditto on the request for info on writing fast action arcade games not 
using quick draw.

Mike
-- 
/*===================================*/
/* Michael L. Dupuis                 */
/* University of New Hampshire       */
/* mld@kepler.unh.edu                */
/* dupuis@star.lmig.com              */
/*===================================*/
From: cfranz@iiic.ethz.ch (Christian Steffen Ove Franz)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac Screen Dumps
Date: 27 Aug 92 08:51:43 GMT
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH), Zurich, CH

In article <3456@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>
>  What's the story on making mac screen dumps of current games available on
>the net. (I.e. dump the file, uuencode the dump, then post to the net.) It
>would be interesting to get some screen dumps of new games so others can take
>a look at the graphics quality before buying a game. I was wondering why
>people haven't been doing this? 

Yeah, I'd like to see that, too. And while you are at it, why don't you
post a short summary/review with the game? I'd love to see these reviews
appear at sumex. Remember when the first screenshots from Hellcats appeared
on sumex? Did hell of lot good to the programs popularity, I think.




-- 
-----------------------------------------------------------------------------
Christian S. O. Franz                 |                   cfranz@iiic.ethz.ch
ETH Zuerich, Swizerland               |                     vismgr@rz.ethz.ch
From: jacquet@ligiahp.univ-lyon1.fr (JACQUET                   )
Newsgroups: comp.sys.mac.games
Subject: Re: Allah, the PoP Level Generator
Date: 27 Aug 1992 12:34:08 GMT
Organization: INSA Informatique (Grasp), Lyon, France
Distribution: world
NNTP-Posting-Host: ligiahp.univ-lyon1.fr

In article <1992Aug26.185310.25597@nntp.uoregon.edu>, remen@msc-next.uoregon.edu (Prince of Darkness) writes:
|> Does anyone know if this program really exists, and, if so, where we can get  
|> our hands on it?!
|> 
|> Prince of Persia is wonderful... but you kill the vizier only so many times!
|> 
|> 

I don't know if it's called allah, but the Pop editor is available 
at sumex-aim.stanford.edu in the game directory...

It works fine !

Yvan

-- 

====================================================================
==  YVAN JACQUET                                                  ==
==  L.I.S.I - Universite Lyon I - France                          ==
==                                                                ==
==  E-Mail : jacquet@lisisun.univ-lyon1.fr                        ==
==           jacquet@ligiahp.univ-lyon1.fr                        ==
====================================================================
From: patlin_s@cubldr.colorado.edu
Newsgroups: comp.sys.mac.games
Subject: RE: Bane, is it that good!!!!!!!
Date: 26 Aug 92 00:05:00 GMT
Organization: University of Colorado, Boulder

In article <0095F956.A71A2560@abby.chem.ucla.edu>, doug@abby.chem.ucla.edu writes:
> One further comment:  if you play this game, THINK AHEAD!  Plan carefully what
> class(es) your six characters will start as and what they will change to in
> order to give yourself the widest variety of spell effects possible.  Look
> carefully at the spell lists to see if there are any spell types that you can
> do without having the high-level spells for (at least until you get to
> Crusaders of the Dark Savant).  Decide what spells EVERYONE ought to have, and
> what spells it is sufficient to have a single character take.  Keep in mind
> that every spell you take in a college gives you extra spell points... if you
> want to be able to cast lots of healing spells, you need lots of spells in the
> same college as well, since spell points are divided up by college (there are
> six colleges, and you can't use Earth points to cast a Mental spell, for
> instance).

I stillsay that the ultimate party is made up ENTIRELY of monks and Ninjas.
I've won the game with three seperate groups (a tribute, in retrospect to
the game's quality), and this type of party is the most fun.

Admittedly, I can't tilt.  Admittedly, I've only got Alchemist and Psionic
spells.

But the monsters can't find me!

Combat starts, I disapear, and then I only come back when I'm ready to kill
someone.  While hidden, I'm immune to all enemy spells and effects.  Note that
this even includes the vampire's tricks!  Even without what is needed to fight 
him, HE could not hurt ME.  A useful thing.

I originally got the notion to form a group this way when my original group,
at low levels, had all members killed except the ninja.  Freed of the hurry
involved in helping out his un-hidden companions, Havok killed all of the
evil nasties one by one, all by himself, where the party as a whole
had failed to dent there numbers.  I won the game with this group, but later
I put together a dream team of four monks and two ninjas (all faeries too, but
I'm not convinced that was as good an idea.)  After about 8th level, I was 
indestructable.

Scott.
From: jdsb@egr.duke.edu (J. D. S. Babcock)
Newsgroups: comp.sys.mac.games
Subject: Mission Thunderbolt List of Objects
Date: 30 Aug 92 20:23:06 GMT
Distribution: usa
Organization: Duke University EE Dept.; Durham, NC

Gentle net readers,

    I have been playing Mission Thunderbolt for some weeks now.
I am compiling a list of the objects available and monsters abilities.
Please note that I am getting the information from ResEdit of the 
program, so the information is considered cheating.  I would like
some peoples input as to the how to classify the objects, and what some
of the numbers mean.  If you are interested, I will send you a list
of objects classified in sections without the numbers.  Later, I may
make available the list with the numbers, but I do not know if that
calssifies as distributing copywrited material.  Anyone could get
the information from the program.  I have just spent some time
formatting it nicely.  I welcome requests for the list(s) or
comments on the copywrite by email.

P.S.  If I get hundreds of email replies I may decide to post the
nonnumbered list in a few days instead of replying to that much
email.  If only a few reply, I'll email.

           Sterling                                            ___

 _____                                                        (o o)      _____
( ___ )-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=w=-U-=w=-=-( ___ )
 |   |  __          __                                                   |   |
 |   | (__`        |__)        "For your copy of the Hitchhikers Guide   |   |
 |   | ,__)terling |__)abcock   to the Galaxy, send L 3.95 for the book, |   |
 |   | Duke Univ. Elec. Eng.    plus  L 597,812,406.07 postage and       |   |
 |   | jdsb@ee.egr.duke.edu     packing to Megadodo Publications,        |   |
 |   | att!egr.duke.edu!jdsb    Megadodo House, Ursa Minor." - HHGTTG    |   |
 |___|                                                                   |___|
(_____)-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-(_____)
From: Dan.Hughes@f421.n109.z1.fidonet.org (Dan Hughes)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: Re: HELLCATS TIP?
Date: Wed, 26 Aug 1992 21:11:22 -0500

You needto hit the black strip next the Jap flag. That's the runway.

Newsgroups: comp.sys.mac.games
From: IYI4DTN@MVS.OAC.UCLA.EDU (Gann Matsuda)
Subject: Re: Illegal Distribution of cbzone
Date: 28 Aug 92 03:34:05 PDT

In article <1992Aug28.014339.18229@news.uiowa.edu>, on 28 Aug 1992 01:43:39 GMT,
randy@tessa (randy frank) writes:

>
>        I'll try to make this as simple as possible.  I do not wish
>to start any kind of slander wars.  The question here is the origin
>of MacBzone.  MacBzone is a re-port of the original FORTRAN program
>written by Dr. Revenaugh at MIT in 1986.  cbzone is a port by Todd
>Mummert into C/X11 done in 1990.  I started the FORTRAN to C conversion
>myself and then was shown cbzone on an HP.  I read the notice in
>Todd's code which expressly forbid the use of his code for commercial
>purposes so I stayed away from it.  The FORTRAN source code contained
>no such notices and I continued and finished the port.  Does it look
>like cbzone?  It ought to, they are both based on the same FORTRAN
>code.  I did extend the game like Todd did to include multiple tanks
>(an extension which I felt was reasonable and was not supported
>explicitly in the original FORTRAN.  Although if you read between the
>lines it sort of is.)
>        I am sorry that the origins of the game had to be discussed in
>the open air like this.  I was quite suprised when I got a phone call
>from a friend in the middle to dinner saying that MacBzone was under
>fire.   I am sorry if I misled anyone into thinking that I blatantly
>ignored the cbzone notice, it was not my intention.  I believe I stated
>this in the program credits that it was a port of the FORTRAN code and
>that I added some of the enhancements I saw in cbzone.  It is however
>a separate port of the original FORTRAN code (which does not contain the
>aformentioned notice) and I am sorry if that was not made clear.
>
>        Because I'd hate to see people patching the code as the eariler
>message suggested, I'll eliminate the urge by posting a serial number and
>trusting that people will use it wisely.
>
>Serial: 5000
>Access code:48406914
>
>        I thank you for your time and attention and am sorry I had to
>fill up the newsgroup in this manner.
>--
>rjf.
>Randy Frank, Engineer                       |  (319) 335-6712
>University of Iowa, Image Analysis Facility |  73 EMRB
>randy@tessa.iaf.uiowa.edu                   |  Iowa City, IA 52242
>

Ok...so is MacBZone still shareware, Randy?  BTW: regardless of the
origins of this game, it is fantastic.

If the game is still shareware, I hope that everyone will use the
serial number listed AND pay the fees.

Gann Matsuda
A MacBZone fan...
Newsgroups: comp.sys.mac.games
From: hawley@adobe.com (Steve Hawley)
Subject: Illegal Distribution of cbzone
Organization: Adobe Systems Incorporated
Date: Thu, 27 Aug 1992 21:32:26 GMT


We just played a copy of MacBZone 1.3.1 from comp.binaries.mac and got
really steamed when we read that the author of the Mac version is
asking $10 for a program that's 95% code that is free. According to the
copyright notice in the C code on which his version is based, Todd
Mummert expressly forbade inclusion of any of his code for commercial
purposes:

>From c_main.c:

#include "c_includes.h"
/*
 * Cbzone - xbzone w/ improvements in C
 *
 * Version 1.0 in Fortran by Justin S. Revenaugh -- MIT (5/86)
 * C port and modifications by Todd W. Mummert -- CMU (12/90)
 *   email bugs and comments concerning this game to:
 *                 mummert+@sam.cs.cmu.edu
 *
 * Copyright Notice:  This program is freely distributable on a
 * nonprofit basis as long as this notice is maintained on all
 * copies. Inclusion of any program code or derivative thereof
 * for commercial purposes is expressly forbidden. 
 * December 10, 1990.

So without further justification, here's the patch to eliminate that
pesky serialization dialog:

CODE resource #3, offset $2A80
change: $67  (in the context $04 $67 $10)
to: $60

Run the program and hit return at the serialization dialog, leaving
zeros in both fields. You'll never be bothered again.

In the name of justice,
joe holt and Steve Hawley

P.S. Randy: I was extra steamed when I heard the sounds. Dan Hewitt and
I spent some time creating the sounds in OIDS--when you have something
as original, then you can ask for money.  --joe

P.P.S. The X window system version of "cbzone" can be had for free via
anonymous ftp to export.lcs.mit.edu.
-- 
"Did you know that a cow was *MURDERED* to make that jacket?"
"Yes.    I didn't think there were any witnesses, so I guess I'll have to kill
 you too." -Jake Johansen
Newsgroups: comp.sys.mac.games
From: sarwate@ux1.cso.uiuc.edu (Sanjiv Sarwate)
Subject: LOOM help needed!
Organization: University of Illinois at Urbana
Distribution: na
Date: Sun, 30 Aug 1992 23:17:35 GMT

I just got Loom by Lucasfilm and I'm stuck.  I've tried almost everything I
can think of, and still get nothing.  Basically, how does one get by the
shepherds, or the guys in the tower in Crystalgard. Any hints would be
appreciated, or outright spoilers if you prefer.

Thanks in advance!


-- 
Sanjiv Sarwate		sarwate@ux1.cso.uiuc.edu	SANJIV@UIUCVMD
"The next day, the former Prime Minister accepts his first job since leaving
the Executive Mansion; cleaning out the inn's stables.  He notes that the two
occupations are not, essentially, dissimilar."  
Newsgroups: comp.sys.mac.games
From: hankdtank <hank@waffle.sns.com>
Subject: Re: OIDS compatablity
Organization: Systems'n'Software, Fremont, CA  94539-6669
Date: Tue, 25 Aug 92 23:07:16 PDT

degroot@mksol.dseg.ti.com (doug degroot) writes:

> I have found *lots* of OIDS incompatabilities. The thing even crashes when I 
> *no* CDEVs or INITs mounted. It can be very frustrating. So don't just assume
> is one of your INITs or CDEVs.
> 


I am the one that reported the incomapability question.  I have been able to 
play the game on a IIsi with Sys7 by turning everything off except Deptch... 
uh, DepthCharge (a color switcher), #Button Power (my CDEV for my Mouse), 
BiHierachic, Extension manager, DA Assist (Norton), Get More Info, and I 
have both 32bit and VM off and the Cache turned to the min (16K) and it 
works fine (verison 1.3).  If you don't have 1.3, an updated is available.

----
hank@waffle.sns.com  (hankdtank)
Systems'n'Software Free Public Access BBS --- (510)623-8652
From: phil@phunt.MV.COM (Phil Hunt)
Newsgroups: comp.sys.mac.games
Subject: Pax Imperia - Is it any good?
Date: Thu, 27 Aug 92 10:38:30 EST
Organization: Howtek, Inc.
Reply-To: phil@phunt.MV.COM
X-Mailer: uAccess - Macintosh Release: 1.5v4

Hi,

I saw an ad for 'Pax Imperia'....Is it any good?  Is it worth the $34?

Phil
Newsgroups: comp.sys.mac.games