Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!cs.utexas.edu!wuarchive!psuvax1!xavier!news From: jbg93@campus.swarthmore.edu Newsgroups: comp.sys.mac.games Subject: Re: Why don't more people write games for the Mac? Message-ID: <31GJ2CK@xavier.swarthmore.edu> Date: 4 May 90 02:38:53 GMT Sender: news@xavier.swarthmore.edu (USENET News System) Distribution: usa Organization: Swarthmore College Lines: 27 -Message-Text-Follows- In article <1990May3.170534.25853@wam.umd.edu>, nebel@wam.umd.edu (Chris D. Nebel) writes... >As far as I know, [Bilestoad] was only availible on the Apple II. A friend and I >once spent an afternoon playing it head-to-head. It definitely appealed >to the, ah, baser instincts. Only game I've ever seen where you could >chop somebody's arms off. On the whole, great fun, but very hard to >control, especially with keyboard. > yeah, I remember Bilestoad. That was before Macs were invented, if I recollect rightly. My friends and I used to spend many lunchetimes in junior high playing that game. of course only a select few of us ever mastered the keyboard controls (which were actually not too bad once you got to know them). Wouldn't that be cool ported to the Mac II in full color and all of it's gory detail. It was gross enough to get all of us interested (these were junior high kids, remember) with the measly apple ][e graphics, but just think of the possibilities... Another high point was the music. throughout the entire battle (involving teleport disks, fast-moving carrying disks, and anything you can do with an axe) music like Beethoven's "Fur Elise" or some other classic would be playing in the background. (the flowers and green playing field were also a nice touch) The potential for improving old games is simply staggering. I wonder if any of these will ever happen. james