HDTenEightyP/NetNews huggingface dataset:
From: wrr3118@tamsun.tamu.edu (Rick Russell)
Subject: Re: Hellcats over the Pacific gripes
Organization: Texas A&M University, College Station
Date: Mon, 12 Oct 1992 16:10:55 GMT

In article <1992Oct11.055645.26583@u.washington.edu> skaven@carson.u.washington.edu (Willilam Gilliland) writes:
>Things that Graphic Simulations should change to make their incredible game
>even better:
... various cogent suggestions deleted ...

I also noticed many 'missed' enchancements to Hellcats, which would
have been obvious to anyone reading the technical manual provided in
the game.

 - There is no War Emergency Power setting. More that just "100%"
thrust (a strange way to designate engine capacity on a prop-driven
plane to begin with), WEP is actually a heightened performance mode
which can only be used for about 5 minutes at a time (or so the tech
reference says). Why no simulation of WEP?

 - The tech reference very clearly states that flaps do not deploy at
IAS greater than 170 knots, yet the effect of deploying flaps at very
high speed is abrupt... in fact, flap are supposed to be deployed at
an angle of incidence inversely proportional to the speed of the
aircraft, but that doesn't happen as far as I can tell.

 - Something about the aileron-rudder behaviour seems screwy.
Shouldn't both rudders and ailerons be necessary for a coordinated
turn? The manual claims that the Hellcat only uses ailerons (except
when using Shift-Z and Shift-X to activate rudders specifically), but
the turning behaviour of the Hellcat seems far too coordinated.

 - Yes, the Zeros are stupid. I've only played the game a few hours,
and I can already ice 3 or 4 Zeros at a time. In addition, the Zeros
run into each other, slam into the ground, and generally screw up for
no apparent reason. This must be fixed!

 - As a general gripe, why are so many features of the actual Hellcat
missing?  No command or navigation radios. No rudder/elevator/aileron
trim. No possibility of damage to the hydraulic system, which should
be one of the first things to go. I'd love to see a simulated
hydraulic hand pump :-)

-- 
#      Rick Russell | TAMU Meteorology | wrr3118@tamsun.tamu.edu       # 
#     "I want to Krazy Glue my head to the bottom of a BIIIG           #
#      steel girder!" - Weird Al Yankovic                              #
Organization: Graduate School of Industrial Administr., Carnegie Mellon, Pittsburgh, PA
Newsgroups: comp.sys.mac.games
Date: Fri, 16 Oct 1992 15:36:49 -0400 
From: "Keith D. Saft" <ks1l+@andrew.cmu.edu>
Subject: NetTrek & MazeWar's true history
From: iago@ucscb.UCSC.EDU (Sherwin Lu)
Newsgroups: comp.sys.mac.games
Subject: Adventure Games..
Date: 9 Oct 1992 17:12:53 GMT
Organization: University of California; Santa Cruz
Distribution: world
NNTP-Posting-Host: ucscb.ucsc.edu


Hi, could anyone on the net send me a list of great adventure games
(like King's Quest, Monkey Island for the mac, but better). They
should have great graphics, long adventures etc. Has anyone played
King's quest or Heart of China on the Mac? Please mail me any
comments you may have about both or a better adventure game. Thanks!
From: rhode@ee.rochester.edu (Robert Rhode)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison (again!)
Date: 12 Oct 92 01:39:12 GMT
Distribution: usa
Organization: Univ of Rochester, College of Engineering and Applied Science

Let's face it:  Your graphics are only as good as the programs you run.
A case study:  Microprose Railroad Tycoon, my fav game.  I have played
this on my Mac II and on a SVGA 386/33 PC.  Supposedly the PC has the
same number of colors at higher resolution.  (Of course, RRT only uses
16 colors in any case)  but let me tell you, RRT on an SVGA monitor
LOOKS LIKE SHIT!  Frankly, I'd rather play it on a Mac plus.  And the
sounds are pitiful.

The Mac version has problems.  Screen redraw is revoltingly slow, it does
unnecessary redraws, and their choice of cmd-key equivalents for menu
selections is truly idiotic.  But would I switch to the PC version?  Not on
your life.  And I think RRT is only average on the scale of what kind of
graphics are expected from Mac games.

Maybe I've just been hanging around the wrong computers, but I've seen
nothing to suggest that Mac games don't generally have MUCH better
graphics, sound and user interfaces than their MS-DOS counterparts.
Newsgroups: comp.sys.mac.games
From: mdmnh@cc.newcastle.edu.au (Martin Hicks)
Subject: Re: Lemmings - do you get bored too?
Organization: University of Newcastle, AUSTRALIA
Date: Wed, 14 Oct 1992 05:51:14 GMT

In article <1bep6eINNopf@eagle.natinst.com>, davoli@natinst.com (Russell Davoli) writes:
> I loaded up the demo on my Plus last night and tried it out.  First off,
> the graphics and sound were great, and the game seemed to run quite
> smoothly even when lots of Lemmings were wandering about.  I got to the
> third level of the demo (the Nessy screen) and found that I never got
> closer to the finish than getting on top of Nessy once in probably four
> tries.  Granted, this is supposed to be a taxing level, but I find that
> the stair-builder guys take long enough to complete a set of stairs that
> my attention wanders off and before I know it the little guy plunges to
> his death in the sea.  Is it just my machine being overtaxed, or does
> this game run slowly enough for you to get bored while playing it?
> 
> -- Russell Davoli
> 

That was my problem exactly....but I do like the way they thrash around in the
water just before drowning.

Martin
Newsgroups: comp.sys.mac.games
From: jennings@halcyon.com (James Jennings)
Subject: Re: Where did my sound go? (Mac IIsi)
Organization: The 23:00 News and Mail Service
Date: Sat, 10 Oct 1992 07:31:26 GMT

>>They replaced the logic board and the 
>>speaker, and so far, that seems to have fixed it.

The best theory that I've heard for the cause of the IIsi sound problems
is: there is an oxide buildup on the contacts between the speaker on the
logic board. The temporary fixes, like opening the sound control panel
and turning the sound up to the max and then reseting it, are supposed
to "punch through" the oxide layer. I opened up an si to look at the
contacts and used a pencil erasure to remove the oxide from the speaker
side. I was reluctant to take out the logic board to get at the other
side of the contacts. Anyway, the sound cleared up--for about a month.

My guess is that replacing the logic board and speaker would be like
starting with a new computer. The problem will come back in about a year
unless Apple has started using gold contacts.

James

Newsgroups: comp.sys.mac.games
From: hulsej@sun.lclark.edu (Jose Hulse)
Newsgroups: comp.sys.mac.games
Subject: Unnkulian Unventure III?
Date: 10 Oct 92 23:32:57 GMT
Article-I.D.: lclark.1992Oct10.233257.5832
Distribution: usa
Organization: Lewis & Clark College, Portland OR

Hi,is a third installment of Unnkulian Unventure out, planned, being worked
on? Just curious.  The first two were great (number 2 was hard, though!), and
I'm looking forward to the next one.

Thanks in advance for any info--
Jose'

-- 
_______________________________________________
Jose' Hulse  hulsej@lclark.edu |  Four years ago, Bush said that if I voted 
for Dukakis I could expect crime,taxes and the deficit to go up.
I guess he was right...I voted for Dukakis and look what happened!
Newsgroups: comp.sys.mac.games
From: af733@yfn.ysu.edu (Ryan James Smith)
Subject: Re: Sparkz
Organization: Youngstown State University/Youngstown Free-Net
Date: Tue, 13 Oct 1992 15:18:51 GMT


Yall must have a bad copy cuz it works fine on my LC. I only get
two '>' one on the top and one on the left side.  Make sure
you hold down the shift key when you want to enter the playing
area and any other key changes your direction.
I just wish you get more than one guy.
Ryno.
-- 
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Ryan(Ryno) Smith    ||  There are some who call me...Tim.
af733@yfn.ysu.edu   ||
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
From: eiswirth@vixvax.mgi.com (Steve Eiswirth)
Newsgroups: comp.sys.mac.games
Subject: Classic II & PGA Tour Golf problem
Date: 7 Oct 92 17:17:58 GMT
Organization: Management Graphics, Inc.

I installed PGA Tour Golf on a Classic II.  The first time I used it the
program started up and ran just fine.  Each time I've tried to use it
since the program and mac lock up just before the screen comes up asking
you to enter the yardage for the particular tee.  What do you think is
causing this?  Could it be some weird DA conflict or something?

Any help or troubleshooting advice would be greatly appreciated.  Thanks.

- Steve Eiswirth
Newsgroups: comp.sys.mac.games
From: jrehling@silver.ucs.indiana.edu (john rehling)
Subject: Kobayashi
Organization: Indiana University
Me: how do you win the Kobayashi Alternative Star Trek Text Adventure?
Distribution: comp.sys.mac.games
Date: Wed, 14 Oct 1992 20:00:58 GMT
From: ml5t+@andrew.cmu.edu (Mark Alan Lang)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison (again!)
Date: 11 Oct 92 13:30:49 GMT
	<1ba0tkINNoa2@agate.berkeley.edu>
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA

On 11-Oct-92 in Re: Mac games vs PC Games- ..
user Ben Haller@garnet.berkel writes:
>Wolf-3D is impressive.  Much better than Wing Commander.  I wish
>the Mac could do this.  On the Mac, it would be slow.  On the PC,
>it is low-resolution.  Each platform has its drawbacks...
>  What I wonder is: do people really care if the animation is full-screen?
>It would be easy to write a version of Wolf-3D that ran in a dinky little
>window (200x150 or something).  It would be small, but it would be the same
>resolution as the PC version.  Would people dislike this?  What do you
>think?

    It all has do do with IBM grafix standars.  Wolf3d was written in
256 colors, and standard VGA only supports 256 colors at that low a
resolution.  Wolf3d could have been written in SVGA (640x480x256 and
above), but I guess I thought that not enough people had SVGA displays
to bother with it.  (But what do I know?  I'm just guessing.)  Also, I
don't think that the increased resolution would slows things down that
much.  The reason it would be slow on a Mac is because your Mac is slow.
 I mean, if you had a Quadra, MacWolf3d would be very fast.  But since
Quadra's are so expensive, few individuals have one.  For the price of
an LC, you could pick up a 486.
    I personally would dislike a game that ran in a small window.  A
virtual reality-type game such a Wolf3d gives a much better sense of
"being there" if the playing area takes up the player's entire field of
vision.

ps - a lot of the above is just conjecture.  I really don't have any
hard evidence one way or the other.


                                                       -Mark

ml5t+@andrew.cmu.edu
------------------------------------------------------------------
|  Stay alert!                  |  The Computer is your friend!  |
|  Trust no one!                |  Drink Bouncy Bubble Beverage! |
|  Keep your laser handy!       |  Use Fiz Wiz!                  |
------------------------------------------------------------------
Newsgroups: comp.sys.mac.games
From: waddell@ed.ecn.purdue.edu (Scott V Waddell)
Subject: Re: Lemmings level #4
Organization: Purdue University Engineering Computer Network
Date: Fri, 16 Oct 1992 03:01:41 GMT

In article <15OCT199220292000@venus.tamu.edu> wwg2101@venus.tamu.edu (GILPIN, W.W.) writes:
>On Level 4, after you have started digging the tunnel you should paws :) the
>game and turn up the lemmings dropper to 99 then un-paws the game. Even
>without shift you should be able to finish.

Shift doesn't actually *help*...It speeds up the rate at which the game
clock counts down so that the relative speed of the lemmings is the
same.  Pressing shift just alleviates some of the waiting on longer
levels.
Pausing and upping the drop rate is the way to go, just as you suggest.

Scott Waddell
waddell@ecn.purdue.edu
Newsgroups: comp.sys.mac.games
From: dementia@cheshire.oxy.edu (Daniel Steven Reinker)
Subject: Re: Network games:  List & comments:
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Tue, 13 Oct 1992 01:28:20 GMT

In article <1992Oct12.220013.1859@leland.Stanford.EDU> jrawles@leland.Stanford.EDU (jody rawles) writes:
>Seeing the recent post about Nettrek reminds me I am interested 
>in the history of multiplayer (networkable) Mac games.
>
>How many are there?  Which ones worked well?  Which ones didn't?  etc?
>I know of and have played:
>
>Stategic Conquest
>Armor Alley
>Robowar
>NetTrek
>Bolo
>Spaceward Ho

Tron
Robosport
Minotaur



Hiz Lord Dementia
-- 
"You can't help that. We're all mad here."-The cheshire cat, Alice in WL

"A mass hysteria/a megalomania/reveal Dementia/reveal"-Metallica                
Newsgroups: comp.sys.mac.games
From: smills@news.weeg.uiowa.edu (MuffinHead)
Subject: MSFS4 Scenery
Organization: University of Iowa, Iowa City, IA, USA
Date: Thu, 8 Oct 1992 22:10:07 GMT

   Does anyone have any of the "other" Flight Sim scenery files? Email me
if you do please.

Muff
From: oberland@vax.sonoma.edu
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison
Date: 12 Oct 92 06:50:43 GMT
Organization: Sonoma State University

Sounds like the IBM is faster, blah, blah..... mantra.

Look at gmaes that are simmilar on both machines.
two I can think of right away:
Lemmings(the real one will be out very soon)-thew demo is great/like the game
PoPersia

compare them both running on both machines.
Which looks and sounds better?
NO contest.  The Mac.
(Btw, VERY few people have sound-blaster cards in their IBM's, so
KEEP THAT IN MIND.-You need special hardware to even GET realisitc sounds.)

Sure, the IBM versions run faster, but 320*200*256 is going to run a LOT
faster than 640*480*256(5 times the information, roughly, on the Mac)

As I said.... BIG deal.
"But mine goes faster than yours..."
Case in point, Wolfenstein.  HM.... 320*200 graphics.... 
then you try to compare a Mac game/capabilities, FORGETTING that the
Mac is 640*480(5 times the information to process)

If you want a fair example, use a Mac game vs. a Windows game.
THEN try to gloat.

As for the "digitized sounds" in Wolfenstein, they stink.
DOn't delude yourself, but I have seen comparable sounds from a C-64.
(no, I am not running a Sound-Blaster)
IF you happen to have a Sound-Blaster, it sounds like a Mac stuck at about
12-16K sampling.  OKay, but not great.

Definately NOT as good as Mac sounds.  Multiply Mac graphics times 5,
and THEN compare speeds.
The MAC fares much better than the IBM, IMO.
Joe
More eg's:Spaceward Ho!
Bolo(small window- Runs FAST considering it is a networked game. TRY the smae
thing on an IBM and see how fast it runs...

Armor Alley-Great Game. 16 colors, and same resolution as the IBM version
Runs faster on Mac.  Better sounds.  SAME game for both machines, due
to network play.

Spaceship Warlock.  Discount the access speed for the CD-rom drive,
and it smokes most IBM games in sheer impact and "fluff".

HotP and AotP. Basically, the same game.  Mac version "feels" much
better.  IBM version requires a TON of things, like a HD with LOTS of free
space, a ton of ram, a killer vodeo card.....
Mac version runs great on a IIsi.  NO add-ons needed.
To run it on a IBM system, you'd need a HIGH-end system, too.  a 20mhz 386
is just not going to cut it...

Lastly, HOW much space?  Looked at Mantis.  24 MEG!
A TON of fancy screens and fluff.  I know it is nice to have, but ther
that means about 15 meg is fluff....
AND I hear that some new games are coming out that require 30-40 Meg...

AND still no 640*480.....
From: nmehl@rm105serve.sas.upenn.edu (Nathan J. Mehl)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison
Date: 12 Oct 92 06:44:59 GMT
Reply-To: nmehl@rm105serve.sas.upenn.edu
Organization: Nihilists for a Better Tomorrow

Lemmings?  Lemmings?  Did somebody say LEMMINGS?!

*SIGH* My fondest hopes and desires coming true!  Lemmings for the 
Macintosh!  Now I'll NEVER get any work done!

Pertinent questions: will it run in B&W, when does it get released,
and how much will it cost?

------------Nathan J. Mehl---------------(nmehl@pennsas.upenn.edu)------
It's the little touches that make a future solid enough to be destroyed.
------------------------------------------------------------------------
From: iceburg@cellar.org (Todd Safra)
Newsgroups: comp.sys.mac.games
Subject: MacMUD: where to find libraries
Date: 9 Oct 92 11:49:35 GMT
Organization: The Cellar BBS and public access system

Well, I have my mac mud server setup, but now I need the MUD libraries to 
make it work. Where are the libraries at so that this can work?

                                                       

------------------------------------------------------------------------------
Hey, the 90's are just the 60's,           Todd Safra
but upside down...                         Iceburg@Cellar.org
EDI Able, Inc. Malvern, PA                 Jerry is God, Clapton is a diety
Newsgroups: comp.sys.mac.games
Distribution: world
From: Leslie_L._Shafer@bmug.org
Organization: BMUG, Inc.
Date: Mon, 12 Oct 1992 02:37:09 PDT
Subject: Re: Help needed on DQofK (possible spoilers)

Pregenerated characters?  I didnt see any of them when I started the game.  Do
you have to do anything special to use them or get to them?
***************************************************************************
             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: esteban@apollo.hp.com (Steven Fernandez)
Subject: Re: SimLife = Neat!
Date: Thu, 15 Oct 1992 13:18:32 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA

In article <MerCjR_00iV3A8Shte@andrew.cmu.edu> kt12+@andrew.cmu.edu (Kenichiro Tanaka) writes:
>A question to anyone who has this game:  How much interacting is there
>with the program?  I like the ideas behind the Sim games but with the
>ones I tried (SimEarth, SimAnt),there was too much tedium and waiting
>around for my tastes.
>
>Thanks for any info.
>
>
>Ken

I finally broke down and bought this game. I would say that it requires
just as much waiting around or more that any of the others. What I do
like about it is that there is an infinite amount of setting up you can 
do. The amount of variables you control is astronomical. The way I like
to play it is to set up a given plant or animal, let a couple loose in
a given environment and come back in a couple of hours to see what
happened. I'm sure there are a bunch of other things to do with it that
have not even thought of yet. Great simulation.

Steve


Newsgroups: comp.sys.mac.games
From: Dale_Adams@gateway.qm.apple.com (Dale Adams)
Subject: Re: SimLife = Neat!
Date: Thu, 15 Oct 1992 12:55:35 GMT
Organization: Apple Computer Inc.

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 
the basic concepts he based the program on are taken from current 
artificial-life thinking and research, but the concept, user interface, 
and overall execution of the program are original with Ken.

- Dale Adams
  Apple Computer, Inc.
Newsgroups: comp.sys.mac.games
From: miweber@apollo.davidson.edu
Subject: Re: mac equivalent of minesweeper?
Organization: Davidson College, Davidson, NC
Reply-To: miweber@apollo.davidson.edu
Distribution: usa
Date: Thu, 8 Oct 1992 03:15:28 GMT
X-Posted-From: apollo.davidson.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

In article <1992Oct7.004952.25848@cis.ohio-state.edu>, worman@anaconda.cis.ohio-state.edu (robert worman) writes:
>
>Does anyone know of a Macintosh version of the Minesweeper game which is part 
>of Windows 3.1?  


Hexmines is the game you're looking for.  Unlike Minesweeper, Hexmines is
played on a hexagonal grid instead of a square one.  I think it adds a lot to
the game!

Mike Weber
MIWEBER@apollo.davidson.edu
From: dmatiske@larson.helios.nd.edu (David Matiskella)
Newsgroups: comp.sys.mac.games
Subject: Re: Mac games vs PC Games- comparison (again!)
Date: 15 Oct 92 21:18:36 GMT
Followup-To: comp.sys.mac.games
Organization: University of Notre Dame

In article <12360.2add3144@cpva.saic.com>, wilsona@cpva.saic.com wrote:
> 
> In article <ejohnson.719092413@void>, ejohnson@void.ncsa.uiuc.edu (Eric E. Johnson) writes:
> > wilsona@cpva.saic.com writes:
> > 
> >>NO, NO, NO, NO, NO!!! 
> > 
> I understand what you're saying, but when graphics intensive games such
> as Hellcats can adjust to a 13" monitor and still run smooth, I expect
> other game programmers to be able to do the same with their games.
> 
> I don't want to start another resolution discussion, we've seen enough of that
> here lately. To a game player, it just seems that if games like Solarian,
> Hellcats, Spaceward Ho!, etc. can make use of a larger monitor, others could
> too. For example, PGA Tour Golf is a fantastic game that makes good use of
> the 256 color mode. I understand that to acheive smooth animation, the main
> window must be smaller. But why not be able to use the rest of the screen
> for secondary windows like Ho!. In the case of PGA, you could have a window 
> open showing the leaderboard , and another showing your scorecard. 
> 
> OK, so here's my point: Animation aside, if game makers are going to write
> games that use color, they can assume that a portion of the game buyers
> will be using a color monitor, and since the smallest color monitor is 12",
> why not make use of the space available?
> 
> Another $0.02   -Al
	Well you have to differeniate between games with lots of animation and
games with very little. Spaceward Ho! has basically now animation
and almost eveything stays the same from one turn to the next. I agree
though that more of the screen should be used. I have never played
an adventure type game where there was enough screen space. There was
always information that you had to click to open another window 
to see the needed information. Some games, like the ibms infamous Wolf3d
have very little of the screen consistant from one frame  to the next and
would need smaller windows to achieve smoother aninamations.
Newsgroups: comp.sys.mac.games
From: EDIAS@deimos.ucc.umass.edu (EMILIANO A DIAS)
Subject: Tempest or Vector Graphic Games
Organization: University of Massachusetts at Amherst
Date: Fri, 16 Oct 1992 17:54:12 GMT
X-News-Reader: VMS NEWS 1.20

At the back of some magazine, I have seen a picture of a pd/shareware
game that looks a lot like Tempest.  It's advertised by one of those
companies that sells PD games by making you pay for the disks.  I have looked
for a Tempest-like game everywere but haven't been able to find one.

Does anyone know if such a game exists?

    Thanks in advance...			Tony Dias

Newsgroups: comp.sys.mac.games