HDTenEightyP/NetNews huggingface dataset:
From: arnett@unixg.ubc.ca (Bill Arnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Stellar 7 (was Re: Macintosh Games release listing
Date: 22 Dec 1992 01:47:16 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
NNTP-Posting-Host: unixg.ubc.ca

In article <1gtb0uINNda3@hpscit.sc.hp.com> klui@corp.hp.com (Kenneth K.F. Lui) writes:
>- Misc:
>  It's been a loooooong time since I've played Stellar 7 for my
>  II+.  However, as I started the game, everything was familiar
>  in a strange sort of way.  I finally realized that your start-
>  ing position as well as other obstacles and enemies' positions
>  are almost exactly the same as in the II version.  This was a
>  faux-pas in my opinion.  The newness is just gone from this
>  aspect.  Maybe the starting positions and enemy placement were
>  optimal for the game, but this seems unlikely.

*WHY* should it be any different??  Isn't it normal to keep game
play as close as possible on different platforms?  Should the
Mac version of Ultima 2 have a different map than the IBM version?

I'm glad to hear that they changed as little as possible.  Hopefully
the same tactics will produce the same results as in the previous
versions, too.

Bill.
-- 
Bill Arnett                            Internet: arnett@unixg.ubc.ca
Newsgroups: comp.sys.mac.games
Distribution: world
From: Jeff_A._Chirikjian@uu0570.foggybottom.com
Organization: Foggy Bottom / Washington, D.C.
Date: Wed, 23 Dec 1992 01:08:42 EST
Subject: Re: Mac Castles

Awesome! You work at interplay! How is Castles II looking so far? (The beta
versions of course). I'll be the first person to buy a copy of it.
Foggy Bottom - your FirstClass Mac connection in Washington, DC
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Thu, 24 Dec 1992 04:33:18 PST
Subject: Re: Spectre

>I would like to play my Spectre game over the network with a friend, but the
>darn thing's copy protection won't let two Spectres with the same serial
>numbers be on the network at once.
>Does anybody know how to short-circuit this, or patch the critter?

Easy!  Buy another copy.  (And no, I'm not being facetious.  Programmers
deserve to get paid, too.)

**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.

Newsgroups: comp.sys.mac.games
From: msilverm@nyx.cs.du.edu (Mike Silverman)
Subject: Re: Maelstrom 1.0.3 (today)
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Wed, 23 Dec 92 22:25:51 GMT


Yeah, I saw it too!
Why the 23rd and not the 25th?

--
msilverm@nyx.cs.du.edu				GO CUBS!!!

"One likes to believe in the freedom of baseball" - Geddy Lee
Xref: sparky comp.sys.mac.games:13387 comp.sys.mac.wanted:12002
From: ephraim@think.com (Ephraim Vishniac)
Newsgroups: comp.sys.mac.games,comp.sys.mac.wanted
Subject: Whence Lemmings?
Date: 22 Dec 1992 13:58:36 GMT
Organization: Thinking Machines Corporation, Cambridge MA, USA
Distribution: na
NNTP-Posting-Host: charon.think.com


Is Lemmings available mail-order, or only direct from the publisher? I
tried MacConnection and was as surprised as they were apologetic when
I found they didn't carry it.

Alternatively, anybody care to sell their used Lemmings now that
they've finished all 120 levels?

-- 
Ephraim Vishniac    ephraim@think.com   ThinkingCorp@applelink.apple.com
 Thinking Machines Corporation / 245 First Street / Cambridge, MA 02142
        One of the flaws in the anarchic bopper society was
        the ease with which such crazed rumors could spread.
From: george@henson.cc.wwu.edu (George Hartnell)
Newsgroups: comp.sys.mac.games
Subject: I.Jones and Atlantis
Summary: I.Jones and Atlantis Lockups
Keywords: Jones Indiana Atlantis bug
Date: 2 Jan 93 21:15:46 GMT
Article-I.D.: henson.1993Jan2.211546.12811
Organization: Western Washington University

The Christmas Game, Indiana Jones and the Fate of Atlantis from Lucas Films
is a real bummer. Locks up tight trying to land the balloon each and every
time. Extensions off, 24/32 bit modes, lotsa memory, only runs in 256
colors, sound off, sound on, locks up EVERY time. I even have tried
different systems, 6.0.7, 7 with and without the 'fix', two different IIfxs,
one right across my living room which I've repaired this week. Solid failure
each and every time at the same spot(s), trying to land the balloon.

Of course it's the holiday weekend, and ma bell 'net is useless, any help
available from out here in I'net land?

Best regards, G.


-- 
*****************************************************************************
*           Who *cares* about opinions, I deny ever having one.             *
************* George Hartnell, Western Washington University ****************
george@henson.cc.wwu.edu, Computer Center, Bellingham, Wa. 98225 206-676-2975
From: arnett@unixg.ubc.ca (Bill Arnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Maelstrom.... thumbs down
Date: 22 Dec 1992 03:02:59 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
NNTP-Posting-Host: unixg.ubc.ca

In article <1992Dec19.115906.8262@leland.Stanford.EDU> cooljohn@leland.Stanford.EDU ( Magdaleno) writes:
> As for originality of the game (I know most games are based on old games)
>maybe some of you should take a look back at the game called Star
>'Roids. It's in b/w but hey, there can not be a coincidence there.

Coincidence?  No...they are both copies of Asteroids.  How different
could they be?

> The sounds are different. Yet the graphics, and the game play coincide
>with other games that came out last year or before.  I, personally,
>do not play the game because of the Blurb that seemed to come with it.

I guess you don't go to movies too much either.....  (I.e., if a movie
ad tells you it is the *best* movie of the decade, do you immediately
dismiss it as not being worth seeing???)  The Blurb seemed arogant to
me, but not unlike the blurb on any shrink-wrapped program.

> The game has its points of originality I'm sure (though, at the moment, I
>can not think of one... wait the startup screen, but even that seems to
>come from lunatic fringe and solorian (look at the progress bar on all
>three games as the games load themselves into memory).	   

The progress bar??????  Get a grip.  The first time I saw a progress bar
used like this in a game was before the mac was even invented.  Sheesh.
Progress bars are so common place now, that it certainly doesn't stand
out in my mind.  Do the two actually resemble each other?  Do they NOT
resemble dozens of other progress bars?

> I realize how much work Andrew has probably put into the game. But I'll
>venture to say that Lunatic Fringe is still better than Maelstrom in the
>one respect that, hey, it's at least a screen saver... (now that's
>original... a screen saver game.. take notes guys.)

Original...yes.  Dumb...yes!

Why "dumb"?  Three reasons:
1) it's not very useful as a screen *saver* because because the patterns
are repetitive (unless you're playing it...in which case it is not serving
the purpose of a screen saver).
2) accidentally "waking" the mac is an annoying way to end a game.
3) I don't want to use AfterDark just to play LF.  A stand alone is more
practical.  With multi-finder/sys7 there's no need to stop what you are
doing to switch to a stand-alone program.  And there's not much point
in having a game launch automatically when no one is there to use it!
(Not to mention, the boss might not like it!)

Bill.
-- 
Bill Arnett                            Internet: arnett@unixg.ubc.ca
Newsgroups: comp.sys.mac.games
Distribution: world
From: Ron_Hunsinger@bmug.org
Organization: BMUG, Inc.
Date: Mon, 21 Dec 1992 02:37:19 PST
Subject: Re: AG! IT WON'T RUN!

>Tried hacking Dark Castle with a ton of stuff, and it would NOT
> run under sys 6 and on a Mac IIsi no matter what I did.
>

The Problem with Dark Castle is that he used the alternate screen buffers.
That means it won't run on any machine where he can't get to the alternate
screen buffers.  Period.

Reasons why he might not be able to get to the ASB:

1)  It isn't there.  (Mac XL, any Mac II, any machine after the SE)

2)  Any INITs have loaded into high memory (i.e., in the "above BufPtr"
    world).  Such INITS would have already staked out the ASB memory as
    their own.   Include MacsBug in this category.

3)  You are running with MultiFinder.  (MultiFinder does not honor requests
    for the ASB, because IT has already staked out that memory for its
    own use.

4)  You have a disk cache turned on.  Same reason.


>These programs have a dedicated system(like DarkCastle had/has).

Apple Licensing Restrictions forbid the distribution of modified
system files.  What Dark Castle did (I believe) was distribute their
game on a disk with the standard system but no troublesome INITS.


**** From Planet BMUG, the FirstClass BBS of BMUG.  The message contained in
**** this posting does not in any way reflect BMUG's official views.
From: tal691@huxley.anu.edu.au (Tonio Loewald)
Newsgroups: comp.sys.mac.games
Subject: Re: Rise of the Dragon Help.
Date: 31 Dec 92 07:02:54 GMT
Organization: Australian National University
NNTP-Posting-Host: 150.203.2.12

prb@access.digex.com (Pat) writes:


>How do I get the mandarin chinese document translated?

>thanks.

>e-mail preferred. thanks again.


Around the back of city hall there's an old Chinse guy.

Tonio

-- 
Tonio Loewald | tal691@huxley.anu.edu.au | Life is short. Be nice.
"You can lie/You can cry/For all the good it'll do you, you can
die/But when it's done/And the police come/And they lay you down
for dead/Just remember what I said" (Paul Simon-not the senator)
From: meg5184@hertz.njit.edu (Starman)
Newsgroups: comp.sys.mac.games
Subject: * Wanted: Dungeon Master/AD&D games for the Mac
Date: 4 Jan 93 01:25:18 GMT
Distribution: usa
Organization: New Jersey Institute of Technology, Newark, N.J.

I'm looking for the Dragonlance/AD&D games for the Mac. I've seen the
IBM versions for $15 and I can't find Mac versions in my area, even at
Software $Etc. From what I understand, Pool of Radiance is Part I of the
'Pool' series (yes?) which itself is Story One of the Dragonlance
Trilogy. I get this idea from the IBM Starter pack I saw. If anyone
would want to sell their copies, let me know via e-mail. COLOR ONLY! It
MUST work on a Mac II series computer. No B&W!

=============================== Mike Gaines ============================
= WHAT is your name?............................Captain Jean-Luc Picard=
= WHAT is your quest?.............................I seek the Holy Grail=
= WHAT is the average velocity of a Bird of Prey?...Romulan or Klingon?=
=                        I.....I don't know AAAAAHHHHH!                =
========================== meg5184@hertz.njit.edu ======================
                            AOL: Graphix@AOL.COM
From: kanderso@rome.ICS.UCI.EDU (Kenneth Anderson)
Subject: Re: Spectre
Newsgroups: comp.sys.mac.games
Date: 21 Dec 92 20:36:45 GMT

In comp.sys.mac.games you write:

>All right Spectre Fiends,
>I would like to play my Spectre game over the network with a friend, but the
> darn thing's copy protection won't let two Spectres with the same serial
> numbers be on the network at once.

>Does anybody know how to short-circuit this, or patch the critter?

Yes, your friend needs to buy his/her own copy. (Gasp!)

Ken
--
--------------------------------------------------------------------------------
Ken Anderson                           |  "I'd much rather live in perfection,
U.C. Irvine                            |   than deal with reality." -- Kenbod
--------------------------------------------------------------------------------
Happy! Happy! Happy! Joy! Joy! Joy!    |  Practice random kindness and
                         -- Stimpy     |  senseless acts of beauty.
                                       |  -- Anne Herbert
--------------------------------------------------------------------------------
Newsgroups: comp.sys.mac.games
From: news@massey.ac.nz (USENET News System)
Subject: Wanted Citadel Demo
Organization: DSIR, Palmerston North, New Zealand
Distribution: comp.sys.mac.games
Date: Mon, 28 Dec 92 20:03:25 GMT

Can any tell me if there is a demo out for Citadel? if so, can it be FTPed?

Richard
From: Stev@graph.larc.nasa.gov (Stev)
Newsgroups: comp.sys.mac.games
Subject: Loom - Dragon's Lair
Date: 29 Dec 1992 16:54:31 GMT
Organization: NASA LaRC Graphics
Reply-To: Stev@graph.larc.nasa.gov (Stev)
NNTP-Posting-Host: radams.larc.nasa.gov

Turn the gold to straw, set the straw on fire.  The dragon leaves and reveals 
a tunnel behind where he was. Happy Loomin'

Stev >>> "BUT HOW!?"
Newsgroups: comp.sys.mac.games
Subject: enough ultima complaints!
From: nohl@violet.ccit.arizona.edu (LYONS, NOHL)
Date: 22 Dec 1992 21:28 MST  
Distribution: world,local
Organization: University of Arizona
Keywords: ultima mac
News-Software: VAX/VMS VNEWS 1.41    

O, I like many of you, have yearned for Ultima on aa
MC.   If you have seen some of the newer versions, then
you too have drooled over the new versions too.
I'm tired of waiting!  If you know a programmer
or game designer who wants to bring the mac out of the
dark ages, have them sendw~ me E-mail saying that
they wat in on "PenUltima."

send mail to 
Nohl@ccit.arizona.edu
Nohl Lyons
From: klui@corp.hp.com (Kenneth K.F. Lui)
Newsgroups: comp.sys.mac.games
Subject: Re: ARASHI 1.0a on sumex-aim
Date: 21 Dec 1992 20:09:14 GMT
Organization: Hewlett-Packard Company
NNTP-Posting-Host: klui.corp.hp.com
Keywords: Arashi Storm Tempest

In article <1h3etdINN4g1@hpscit.sc.hp.com> klui@corp.hp.com (Kenneth K.F. Lui) writes:
>6. Tankers, spikers, pulsars, and flippers are the only enemies
>that shoot back.  Shots do not appear out of nowhere.
>
As Michale Zimmerman pointed out to me via e-mail, the shots come
from spikers.  Sorry 'bout that.  The spikers shoot very early
and I didn't notice them at first.


Ken
-- 
Kenneth K.F. Lui, klui@corp.hp.com                  3000 Hanover Street MS20BJ
Corporate Administrative Information Systems        Palo Alto, CA  94304   USA
Core Application Technologies                1(415)857-3230 Fax 1(415)852-8026
Newsgroups: comp.sys.mac.games
From: mmwang@adobe.com (Michael Wang)
Subject: Pax Imperia at ComputerWare
Organization: Adobe Systems Inc., Mountain View, California, USA
Distribution: ba
Date: Wed, 23 Dec 1992 20:38:27 GMT

I just called the Palo Alto store (415-323-7559) and the person I
spoke to said the computer lists that they are getting 30+ copies in
the shipment that they are unpacking at this very moment (12:30pm
PST). For those of you who have been waiting anxiously for this game,
I suggest you call up your local ComputerWare and have them hold you a
copy like I did.

-- 
Michael Wang
mmwang@mv.us.adobe.com
Newsgroups: comp.sys.mac.games
From: cca@sscux1.ssc.gov (Charles Allen)
Subject: Leyte Gulf scenarios tips?
Organization: UTexas-Austin Physics
Date: Sat, 2 Jan 1993 17:05:41 GMT

Santa brought me Leyte Gulf for Christmas (after some heavy hints were
dropped).  Nice stuff.  I'd completed all of the Pacific Conflict
scenarios, although I still don't have a pilot that's collected all
the medals (I don't believe in doing an "End Mission" to get out of a
bad situation, and AA fire just seems to catch me often enough to keep
that goal out of reach).

But now I'm trying to figure out some of the Leyte Gulf scenarios.  In
particular, Scramble Two has eluded me, and I don't even seem close in
my technique.  The only thing that seems feasible is to wrestle the
plane around fast enough to get a shot at the incoming Frank.  *If*
that managed to take that Frank out of the picture, then you're free
to head to the bombers and go after them (the P-38 seems to do random
things, seldom anything useful).  Alas, I just don't seem able to
flame both bombers before running out of ammo (and the tail gunners
haven't gotten any worse since the Scramble scenario).  Any hints?

The Texas Tea scenario also seems tough.  There's just so much AA fire
that the bombers never seem to make it.  Going after the numerous AA
batteries has proven pretty suicidal so far.  Any hints for that?

Finally, I'll point out that the first time I ran the Mission X
scenario, I ran all three CAP planes into the mountain to get them out
of the way.  Just wait 'til they see you, then fly around to the other
side of the mountain near your base and stay low.  Too bad my wingmen
seem every bit as smart.  They have a tendency to follow a flaming
enemy into the ground....

Charles Allen        UTexas-Austin Physics        allen@uthep2.ph.utexas.edu
Newsgroups: comp.sys.mac.games
From: ctrbdo@iapa.uucp%mailhost.ecn.uoknor.edu (bryan d oakley)
Subject: rogue, moria, nethack clones on mac?
Organization: FAA / Mike Monroney Aeronautical Center
Date: Tue, 22 Dec 1992 16:55:33 GMT

As an old rogue, moria and nethack player who is in the process of
buying a mac (performa 600 if you must know), I would like to know if
there are versions of these games available for the mac.  I'm a bare
bones kinda guy who thinks some of the fancy graphics just slows the
game down.  Barring the genuine article(s), what is a suitable
replacement?  If I don't wander around in a dungeon once in a while I
lose touch with reality (or When I wander around in a dungeon I lose
touch with reality or ... er, um, ah, hmmm... :-)

Thanks.


-- 
----------------------------------------------------------------------
Instrument Approach Procedures Automation              DOT/FAA/AMI-230
----------------------------------------------------------------------
Bryan D. Oakley                    ctrbdo%iapa@mailhost.ecn.uoknor.edu
Newsgroups: comp.sys.mac.games
From: dscott@lonestar.utsa.edu (Daniel K. Scott)
Subject: Chess programs
Summary: Reviews?
Keywords: chess, Macintosh
Organization: University of Texas at San Antonio
Date: Mon, 28 Dec 1992 16:52:55 GMT


Newsgroups: comp.sys.mac.games
From: bskendig@netcom.com (Brian Kendig)
Subject: Re: Leyte Gulf scenarios tips?
Organization: Starfleet Headquarters: San Francisco
Date: Sat, 2 Jan 1993 19:06:12 GMT

cca@sscux1.ssc.gov (Charles Allen) writes:
>
>... Scramble Two has eluded me, and I don't even seem close in
>my technique.  The only thing that seems feasible is to wrestle the
>plane around fast enough to get a shot at the incoming Frank.  *If*
>that managed to take that Frank out of the picture, then you're free
>to head to the bombers and go after them (the P-38 seems to do random
>things, seldom anything useful).  Alas, I just don't seem able to
>flame both bombers before running out of ammo (and the tail gunners
>haven't gotten any worse since the Scramble scenario).  Any hints?

When you take off, stay close to the ground and gain speed instead of
altitude at first.  The P-38 should attract the Frank's attention and
hold him back.  In the event that the Frank follows you instead,
circle once to give the P-38 time to catch up.

The trick to getting the bombers is to quickly go up to 2500 feet and
go forward so as to pass them slightly to one side; as soon as you
pass them, whip around (use your flaps), orient on the closer one, and
lob a pair of missiles at it.  Launching missiles accurately takes
some practice, but it can be done.  Then manuver to the side so you're
directly behind the second bomber (if you shoot at him from a diagonal
it's not as easy to hit), and take him out with missiles as well.

>The Texas Tea scenario also seems tough.  There's just so much AA fire
>that the bombers never seem to make it.  Going after the numerous AA
>batteries has proven pretty suicidal so far.  Any hints for that?

Engage the enemy places ASAP and keep them busy until the bombers
catch up to you.  From that point on, your primary responsibility will
be to make sure that no enemy planes manage to tail the bombers.  The
enemies shouldn't last long after you get over land.

>Finally, I'll point out that the first time I ran the Mission X
>scenario, I ran all three CAP planes into the mountain to get them out
>of the way.  Just wait 'til they see you, then fly around to the other
>side of the mountain near your base and stay low.  Too bad my wingmen
>seem every bit as smart.  They have a tendency to follow a flaming
>enemy into the ground....

Yeah, I've noticed that, too.  Worse still, the wingmen in the tank
and sub missions tend to like to follow their bombs into the ground...

-- 
_/_/_/  Brian Kendig                             Je ne suis fait comme aucun
/_/_/  bskendig@netcom.com                de ceux que j'ai vus; j'ose croire
_/_/                            n'etre fait comme aucun de ceux qui existent.
  /  Nolite te bastardes     Si je ne vaux pas mieux, au moins je suis autre.
 /    carborundorum.                                             -- Rousseau
From: wilsona@cpva.saic.com
Newsgroups: comp.sys.mac.games
Subject: Civ. Release Info. (was Pax Imperia Poppycock)
Date: 22 Dec 92 08:24:11 PST
Organization: Science Applications Int'l Corp./San Diego

In article <1992Dec22.040501.2503@wam.umd.edu>, bgohari@wam.umd.edu (Babak Gohari) writes:
> To use a common phrase recently, has anyone else noticed that Pax Imperia and
> Changling Software is a bunch of poppycock?  I mean, if I'm right, didn't
> Changling say that Pax will definitely be shipping on the 21st?  I'm not in
> any great need for it, but I call up Mac's Place, and guess what, they
> say the date is now the 23rd.  Hmmm... personally, I'm getting sick of some
> company who can't keep it's dates straight.  I mean, what they should do is
> say Pax will be out in 1993, and when they release it in December, everyone
> will think that Changling is such an awesome company.  > 
> -Bob

Here's some more great news, I just called MicroProse to see if they had
started shipping Civilization yet (they were supposed to start the 21st also),
and now the date has been pushed back to the 28th.

So I guess we'll all have to spend some time with our families this Christmas.
<sigh>

Al
From: arnett@unixg.ubc.ca (Bill Arnett)
Newsgroups: comp.sys.mac.games
Subject: Re: Xmas Lemmings Demo 3rd level  ***spoilers***
Date: 22 Dec 1992 02:11:21 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
NNTP-Posting-Host: unixg.ubc.ca

In article <BzEnF4.DIo@dcs.glasgow.ac.uk> wilkied@dcs.glasgow.ac.uk (David Wilkie) writes:
>If anyone can get by the third level I'd love to hear from you as I'm stumped.
							 
*** spoilers follow ***

Getting thru level 3 isn't too hard once you know a couple of tricks from
the list that was posted a couple of weeks ago.  Namely,
    (1) a blocker can be turned into a walker by digging the ground
        out from under him.
    (2) stop a digger by telling him to build.
    (3) turn a lemming around by digging diagonally and then telling him
        to build.  He'll turn around after building 1 or 2 steps.
    (4) use the cursor keys to control the function of the mouse.  It's
        quicker than using the mouse to select from the menu.  (for me
	anyway)
    
As you approach the wall halfway thru, turn the second lemming into a
blocker.  You only need one to complete the rest.  Free him later with
a horizontal digger.  (you can't blow him up cuz you need 100%)

With lemming number one most of it should be pretty obvious: dig thru
the wall; stop digging; build up to ceiling (you have to be *really*
high on the screen); at this point, I put an extra layer on the stair case
because I had problems keeping it connected when I started to dig; dig
horizontally thru the rock;  turn lemming into a floater!; with a little
luck (if you were high enough on the screen) you will just barely land
on the ground <maybe you can build from the end of the tunnel just to
be sure>; since the rest of your lemmings can't float, turn the lemming
around and build a long stairway back to the tunnel (keep building 'til
you run into something).  That's about it.

'course level 3 was easy compared to level 4! :)

Cheers.  Bill.

P.S. IMHO, this is a much better demo than the first one.  (much more
challenging; not so tedious)
-- 
Bill Arnett                            Internet: arnett@unixg.ubc.ca
Newsgroups: comp.sys.mac.games