HDTenEightyP/NetNews huggingface dataset:
From: dave@prc.unisys.com (David Lee Matuszek)
Newsgroups: comp.sys.mac.games
Subject: Re: Spaceward Ho! 3.0: Keep Historical Info
Date: 31 Jul 92 16:39:43 GMT
Organization: Paoli Research Center - Paoli, PA

In article <1992Jul30.212236.13859@CSD-NewsHost.Stanford.EDU> commons@Sunburn.Stanford.EDU (Peter Commons) writes:
>Someone sent me email (remember, please post to the net) suggesting some
>kind of movie at the end of a game to show you how it played out (showing
>how you expanded, killed the enemy, and conquered the galaxy)...
>Although this sounds rather more complex than might be easy and desirable to
>do, we have imagined 3.0 having some way to show at least recent history, like
>a graph of metal, money, and ship power over the last 20 turns.
>
>Comments? Thoughts? Would this be useful. What would you want? How much disk 
>space and update time would you be willing to sacrifice for such a thing?
>

Sounds like a great idea.  I always like to get some kind of a reward
at the end of a successful game.  (Naming a planet is nice, but see
Fool's Errand for a real zinger!)

All it should take to play a "movie" of acquisitions would be keeping
a list of who conquered which planet when.  Skip the battles, just
show the planets flipping from one owner to another.

As a related idea, if you could play such a movie at any time during
the game (but restricted to the battles you had been personally
involved in), it would be not only neat, but also a good way to get
back into a game you had saved the previous weekend.  The show at the
end of the game would be different because you would get to see
everything that happened, not just the parts you were involved in
personally.

I wouldn't mind a reasonable amount of space spent on this, but update
time is more critical.  However, it doesn't seem to me that keeping
the necessary data would be much of a burden.

  --dave

-- 
 -    -    -    -    -    -    -    -    -    -    -    -    -    -   -    -
I stand by all the misstatements that I've made.
					-- Vice President Dan Quayle
From: ozma@kuhub.cc.ukans.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Why No Games For Mac?
Date: 30 Jul 92 18:26:05 CDT
Organization: University of Kansas Academic Computing Services

In article <3127@bcstec.ca.boeing.com>, hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
> 
>  > One of the biggest factors, in my opinion, is the severe lack of magazine
>  > coverage of mac games by mac magazines. Both MacUser and MacWorld act like
> 
> Bravo! You hit the nail right on the head! I agree with you 100% on this.
> Perhaps a letter writing campaign is in order. If enough people write and

Ditto.  I talked with an editor for Mac User and she confessed that there was
some sort of quota in place (like, maybe, two games per issue).  She confessed
as well that more games come out for the Mac than their quota allows.  It's too
bad that they can't be a little more flexible when, say, a month comes along
that three or four great games happen to coincide.

At the risk of sounding selfish, I confess that I was a little curious as to
why Glider 4.0 never saw a mouse rating.  :)

My impression has been though that, being in the publishing business, Mac User
& Mac World are most interested in publishing.  I'll bet you if 20 new word
processors were released next month they'd devote an entire issue....  :)

john calhoun-
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: comp.sys.mac.games
Subject: SoftAT PC emulation
Keywords: SoftAT
Date: 27 Jul 92 16:08:50 GMT
Organization: Boeing Computer Services, Seattle

Has anyone had the opportunity to try running IBM PC/AT games on a Mac using
a software product called SoftAT? Apparently SoftAT is part of a family of
PC emulation products that have been around since 1988 or so. There is not
much information available in the back issues of MacUser, and I'm reluctant
to shell out ~$300 for a product without a better idea of what it will do.
In particular, I'd like to know how well SoftAT supports games written for
the IBM PC. Any information about which products will or won't run in SoftAT
is appreciated.

While I'm usually loath to purchase anything written for an IBM PC, the dearth
of games on the Mac has left me looking for cost-effective alternatives. If
SoftAT can at least support the majority of 16-color games from the IBM at
a reasonable performance level, it would be worth the price. 
-- 

  Bob Hall - Systems Analyst, Boeing Computer Services
Newsgroups: comp.sys.mac.games
From: patlin_s@cubldr.colorado.edu
Subject: Re: Ho! 3.0 Ideas
Organization: University of Colorado, Boulder
Distribution: usa
Date: Wed, 29 Jul 1992 04:21:03 GMT

Disclaimer: I've only seen 1.x.

How about some kind of "retreat" capability, especially for lone scouts.
This would of course require a) sufficient fuel and b) survival in combat
long enough to engage the FTL drive to bug out.

Scott Patlin
From: tesman@math.rutgers.edu (TESMAN)
Newsgroups: comp.sys.mac.games
Subject: Nibbles
Date: 24 Jul 92 20:02:26 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


Supplied with a Gateway 2000 (PC clone) is a game called Nibbles.  
You control a snake to eat numbers while avoiding running into the
snake's tail or walls.  Can anyone point me to a mac version of this
game?
Newsgroups: comp.sys.mac.games
From: mfb@po.CWRU.Edu (Michael F. Booth)
Subject: Hunting Reviews of Bridge 6.0
Reply-To: mfb@po.CWRU.Edu (Michael F. Booth)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Mon, 27 Jul 92 18:12:33 GMT


	I have been hunting a computer program which will play Bridge on
the Macintosh (so I don't have to look for three partners when I get the
sudden urge to play at 2 AM)

	I found a program by (I believe) Artworx Software which is
called "Bridge 6.0".  Problem is, I have no idea if this program is any
good, since I don't know anyone who owns or has heard of it.  I also
can't seem to find any other programs that play bridge.

	Has anyone played this game?

	Has anyone played a similar game which they can recommend?
(Particularly PD/shareware versions, which cost less to try out?)

-- 
   Michael F. Booth  |  "Ford starts to say something and stops. 
    (mfb@po.cwru.edu)|	 He starts to say something else and stops.
Then, turning round, he notices your house about to be knocked down,
stops trying to say things and starts."  -- Hitchhiker, "the Game"
From: jim@melmac.umd.edu (Elie W. Mansour)
Newsgroups: comp.sys.mac.games
Subject: help with prince of persia
Summary: I'm stuck on level 3
Date: 24 Jul 92 18:42:22 GMT
Followup-To: jim@melmac.umd.edu
Organization: University of Maryland, Computer Science Center

I need serious help with Pop.
I am stuck on Level 3.  I found the
Upper room which increases my lives to 5,
and I found the step switch which opens
the porticulis but I can never get there
in time, and even if I could I could never
jump across.

Help!!

Thanks!!
	   
-- 
---|-----------------|---	----------------------------------
	Elie Mansour		| Internet:laweli@seas.gwu.edu	|
George Washington University	|          jim@melmac.umd.edu	|
    National Law Center		| Bitnet: chandler@gwuvm	|
Newsgroups: comp.sys.mac.games
From: ericl@milton.u.washington.edu (Eric Lundquist)
Subject: Re: Spaceward Ho! 3.0 Comments Response
Organization: University of Washington, Seattle
Date: Thu, 30 Jul 1992 00:21:29 GMT

In article <Jul29.221230.28669@yuma.ACNS.ColoState.EDU> wardw@CS.ColoState.EDU (william bradley ward) writes:
>In article <1992Jul29.182809.17436@CSD-NewsHost.Stanford.EDU> commons@Sunburn.Stanford.EDU (Peter Commons) writes:
>>
>>1) Global metal would definitely make things more realistic but also about 30 
>>times as complex. Do you really want to ship metal all over the place? I
>>find it very convenient that I can build ships exactly where I want and don't
>>have to build them all over the place and then send them to where I need them.
>
>YES! I really want to cart metal all over the place.  It will add a whole new
>dimension to the game.  If some people want simplicity, make it an option.
>Global metal, or local metal.

I agree with Peter.  Once you add transports and shippings schedules,
you've turned Spaceward Ho! into Space Accountant!  Maybe there could be a
two turn delay before mined metal was available everywhere...

I also like the idea of more galaxy types.  Perhaps several along the
lines of a previous idea that there be galaxies with a significant chunk
of stars more than 20 range away, with everyone starting in one cluster...

Eric Lundquist
University of Washington, Seattle, WA, USA
ericl@u.washington.edu
From: macdevil@netlink.cts.com (Leonard Cayetano)
Newsgroups: comp.sys.mac.games
Subject: Re: Playmaker 2.0 bug
Date: 28 Jul 92 02:39:05 GMT
Organization: NetLink Online Communications, San Diego CA

wilsona@cpva.saic.com writes:

> Noticed a bug in Playmaker 2.0 last night. When you throw an incomplete pass
> the clock continues to run! The only time the clock will stop after an
> incomplete pass is when there is < 2 mins left in the half.
> 
> Does anyone know if this happened in 1.0?
> 
> aw

No, 1.0 handles incomplete passes correctly by stopping the clock.  I
noticed the non-stoppage of clock problem not only with passes, but
with players pushed out of bounds.  This is a serious problem, especially
for those in leagues and for true NFL purists.

--                    
INTERNET:  macdevil@netlink.cts.com (Leonard Cayetano)
UUCP:   ...!ryptyde!netlink!macdevil
NetLink Online Communications * Public Access in San Diego, CA (619) 453-1115
From: janolov@cdg.chalmers.se (Jan-Olov Lantto)
Newsgroups: comp.sys.mac.games
Subject: Railroad Tycoon
Date: 31 Jul 92 08:56:25 GMT
Organization: Chalmers University of Technology

What is the latest version of Railroad Tycoon ?
 
Newsgroups: comp.sys.mac.games
From: cpage@adobe.com (Chris Page)
Subject: Re: What implies "legal user"? (Was: Hellcats help needed)
Organization: Adobe Systems, Inc.
Date: Thu, 30 Jul 1992 02:03:59 GMT

In article <1992Jul28.184149.21595@constellation.ecn.uoknor.edu>, rob@constellation.ecn.uoknor.edu (Robert K Shull) writes:
> 
> doron@tavdac.ENET.dec.com (Doron Angel) writes:
> 
> >I do not get it. If you bought the game you SHOULD have both booklet and pilot's
> >Manuall. If you are not a legal user, (original disk is not an idication)...
> 
> So what does indicate a "legal user"? Why not the media? It seems to me that

 [Stuff deleted]

> Also, there are a lot of reasons why a LEGAL user might not have the manual
> (lost, trashed, packed, stored elsewhere, purchased from someone who only
> had disks, etc.). Why is it necessary to assume that someone has stolen the
> software? Do you always have to assume the worst? How about a little thought
> on "innocent until proven guilty" (or at least "innocent until we've got a
> slight amount of evidence").

Yes, people do lose manuals. Yes, we'd like to be able to assume that people
are honest and trustworthy. No, we don't like calling someone a "thief".

However...

There have been a few messages asking this type of question before ("What are
the Hellcats keyboard controls?") and I think we are safe to assume that most
people who legally purchase software are not going to ask this question because
it is covered in the manual.

Hellcats has the first copy-protection scheme that I actually like. I hate
copy-protected disks. I hate software which insists that I insert my original
floppy when I try to run software on my hard-drive. I hate dealing with
special "code" disks and looking up answers to questions in the manual.
Hellcats, although it requires use of the manual until it is registered, was
designed thoughtfully enough that all you have to do is register your copy
and you get to unlock your software (even the original floppy) and never have
to deal with copy-protection again. The cost of this scheme? I have to let
the makers of Hellcats know my name and address. Seems fair.

Because of the tremendous pirating problem and because Hellcats seems to
offer a better solution for both parties (the manufacturer and the user),
I think we Hellcats owners are more sensitive to questions from possible
piraters. I hope this doesn't sound like a flame. I think the original
poster deserves kind treatment by us, and I think that the original response
from Doron was polite.

I don't think we need to chastise anyone anywhere for suspecting someone
else of software theft because they ask a question with an obvious answer
readily available in the manual.

I think we should all help try to dissuade others from stealing software
as long as we don't seriously flame someone for submitting a "suspicious"
question.

Chris Page
cpage@adobe.com
Adobe Systems, Inc.

Disclaimer: These opinions are my own and my employer knows nothing about this
(so lets just keep it our little secret, eh? :)
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: comp.sys.mac.games
Subject: SoftAT - IBM PC Game Emulator
Keywords: SoftAT
Date: 28 Jul 92 23:19:13 GMT
Organization: Boeing Computer Services, Seattle

I received a number of mail messages about my earlier post, RE: SoftAT.
Thanks for all the replies! Most people said that the lower end versions
of the software line were dogs, performance wise. However, there seemed
to be a few programs (ex: Bard's Tale I) that ran okay. (Yes, I know
BT1 is available for the Mac.)

Does anyone have an e-mail address for the company that produces SoftAT?
I'd like to ask them if they have a list of IBM PC products that will
run under SoftAT, and if they have performance information for those
products. If most of the Adventure games run okay in SoftAT, then it still
may be an okay buy.
-- 

  Bob Hall - Systems Analyst, Boeing Computer Services
Newsgroups: comp.sys.mac.games,comp.sys.ibm.pc.games
From: cdwilde@nyquist.waterloo.edu (Chris Wilde)
Subject: Re: Virtual Reality Survey
Organization: University of Waterloo
Date: Wed, 22 Jul 1992 18:51:12 GMT

In article <1992Jul21.174623.22414@ultb.isc.rit.edu>, sjked@ritvax.isc.rit.edu writes:
> Virtual Reality is far from being a reasonable system for
> playing computer games.

Incorrect.  So long as you don't mind 320*200 any decent speed 386 (say 20MHz)
can control a pair of VGA monitors (one per eye).  A simple camera system
that watches three dots on the back of the headset can provide telemetry
data at good speed to determine head position.  Add a Soundblaster style
sound board (produces stereo) and that provides all the necessary output.
For input add a joystick, and a Nintendo Powerglove, and there you go.  All
that needs to be designed is the Powerglove interface and the Camera 
interface.  Net cost is looking to be well under $2500 (possibly below
$1500 with connections).

How do I know this works?  My lab partner owns it.  Built it.  Paid for it.
Wrote (and is writing) the software.  And did a demonstration at the IEEE
meeting here at Waterloo yesterday from 11:30 - 12:30.  SRO packed 5 deep.
He was happy.

If you are seriously interested in learning about virtual reality, and
getting involved in all aspects, you ought to look at a career in Computer
Engineering (or Electrical Eng w/ Computer Options).  It will give you
the technical skill to understand all the devices.  The software end is
generally (though not always) hobby work, and usually not taught to any
but the best students (the 4th year Graphics course here in C.S. has
300 applicants for 30-60 slots).  Computer science students just don't
get the hardware training necessary right now to develop their own
equipment.

The difficulty with VR right now is finding uses for it.  Except for
training simulations, there is little use for the full VR loadout.  CAD
can get away with 2 dimensions, and needs absolutely no sound.  Few
people will want to pay a couple G's for the low res systems that are
possible today, while hi-res 2D is just so much nicer.  So for now, if
you are interested in doing VR, it's pretty much got to be you by your
lonesome self, communicating through rec.somethingorother.virtual.reality
(it exists on the net somewhere).

Party on, dude.

cdwilde@sunee.waterloo.edu
Newsgroups: comp.sys.mac.games
From: peter@cujo.curtin.edu.au (Peter N Lewis)
Subject: Re: Virtual Reality Survey
Followup-To: comp.sys.mac.games,comp.sys.ibm.pc.games
Organization: NCRPDA, Curtin University
Date: Thu, 23 Jul 1992 07:12:26 GMT

In article <1992Jul22.033703.6122@midway.uchicago.edu>,
lidz@quads.uchicago.edu (adam lidz) wrote:
> 
> I wouldn't pay over $500.  V.R. by definition is ANY program that puts "you"
> inot the "characters" mind.  In other words, anything in the first person.
> This means that even the simplest of InfoCom games are V.R.!

I agree totally with this, and in fact, in my opinion MUDs
(Multi-User-Dongeons, read reg.games.mud* for more info, but basically its
a telnetable multi-user adventure system) provide the best VR currently
available and are solely text based.  You have a virtual world, created in
as much detail as can be managed (such concepts as weather, seasons, time
of day, etc are becoming more comon).  The world is populated both with
real people in virtual characters, as well as virtual people that wander
around and can interact with users in quite impressive ways (I "talked" to
a robot person the other day, you could ask her if she'd seen someone and
she'd tell you, could ask her how to get from one place to another, she'd
even remember email addresses and she had great fun with sexual inuendos
:-)

Anyway, basically what I'm saying is that currently, the best VR systems
(IMO) are not graphical at all - which invariably only allow one or maybe
two people to interact, and lets face it people are a lot more interesting
that computer robots...

> It's up to the media to distort the real definitions in order to confuse the
> public.  Look what they did to the term "hacker," which means something 
> completely different now than it originally did.  

Don't bow to media pressure!

Hacker - someone who delves into the inner reaches of the machine to force
it to his/her will.

Cracker - someone who hacks, but in an illegal manner.

When the media use the term hacker in the wrong way, call them up and abuse
them, I refuse to give up the term without a fight!
   Peter - hacker and proud of it!

_______________________________________________________________________
Peter N Lewis, NCRPDA, Curtin University       peter@cujo.curtin.edu.au
GPO Box U1987, Perth WA 6001, AUSTRALIA             FAX: +61 9 367 8141
Newsgroups: comp.sys.mac.games
From: jpb@umbio.med.miami.edu (Joe Block)
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Organization: Gene Police - Interstellar Enforcement Division, Sol III Office
Date: Sun, 26 Jul 1992 16:41:19 GMT

How about distributing a library that would let programmers write their
own computer players?  You could even have a competition for the best
computer player application.


-- 
Joe Block (jpb@umbio.med.miami.edu)
"They that can give up essential liberty to obtain a little temporary safety
 deserve neither liberty nor safety." - Benjamin Franklin
                                        Historical Review of Pennsylvania, 1759
Newsgroups: comp.sys.mac.games
From: erude@casbah.acns.nwu.edu (Erick Rudiak)
Subject: Manager's Challenge
Organization: Northwestern University, Evanston, Illinois
Date: Thu, 30 Jul 1992 13:15:06 GMT

	August's MacWorld has a review for MicroLeague Manager's Challenge in it.
I don't have my release posts handy, so could someone please post if you've seen it on the shelves (and played it if you bought it)?

	Thanks.

-- Erick
_____________________________________________________________________
                                                | 
I tell myself, hey, only fools rush in          | Erick Rudiak
Only time will tell if we stand the test of time| erude@nwu.edu
And all I know, you've got to run to win        |____________________
And I'll be damned if I'm left                  | "I'm not worthy..."
    caught up on the line                       |      \o/      \o/
    -- Van Halen, "Why Can't This Be Love"      | O__   \\  O__  \\
________________________________________________|_/__|__||__/__|_||__
From: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Re: Looking For Spaceward Ho! 3.0 Suggestions
Date: 24 Jul 92 16:43:38 PST
Organization: Science Applications Int'l Corp./San Diego

In article <1992Jul24.221553.16667@CSD-NewsHost.Stanford.EDU>, commons@Sunburn.Stanford.EDU (Peter Commons) writes:
> About a year ago, I posted a request asking for suggestions about what could
> be added/improved/etc. to Spaceward Ho! to make it a better game. Although not
> all suggestions were used (obviously), many were, and, in general, I believe 
> they helped make version 2.0 even better than it otherwise would have been.
> 
> Well, now it's a year later, and I would like to make the request again. 
> Spaceward 3.0 is out of the starting gate and on its way to shipping, hopefully
> by December of this year, and any suggestions would be appreciated.
> 
> Feel free to suggest whatever you want, although you might want to consider
> the following:
> 
> 1) We generally like Spaceward Ho! a whole lot like it is now. Major wide-
> sweeping changes probably won't be implemented, although we might use them
> in another game...
> 
> 2) We still don't plan to allow you to retreat from battles or in any other
> way give you information about a planet before you commit yourself to attacking
> it. We believe this "secrecy" is an important element of the game.
> 
> 3) Version 3.0 will permit alliances between players. Allied players can 
> land on other players' colonies and refuel their ships.

Allow alliances between computer and Human players.

> 
> Anyway, given that, please suggest away. All I ask at this point is that you 
> post all suggestions to the newsgroup so that others can see what has already
> been suggested and work off it. 
> 

Make all windows color. Some alert windows are still b/w. 
Maybe add some different ship graphics. Have different players have
different color ships at least. I may be reaching, but maybe more
advanced battle graphics? 

Great game already, can't wait to see 3.0!
Newsgroups: comp.sys.mac.games
From: salaing@eos.ncsu.edu (Scott Laing)
Subject: New Hellcats Missions?
Originator: salaing@c00202-100lez.eos.ncsu.edu
Reply-To: salaing@eos.ncsu.edu (Scott Laing)
Organization: North Carolina State University, Project Eos
Date: Thu, 23 Jul 1992 00:32:35 GMT


Hey, has anyone heard anything further on the release of new missions for Hell-
cats?  In the transcript of the games forum on Genie, the author
said it would be out in July.  Time's running short.
Xref: sparky comp.sys.mac.games:7880 comp.sys.amiga.games:11073