Path: utzoo!news-server.csri.toronto.edu!rpi!usc!cs.utexas.edu!sun-barr!newstop!male!scuba!bgahl From: bgahl@scuba.EBay.Sun.COM (Robert Gahl Sun Federal SE) Newsgroups: comp.sys.mac.games Subject: Re: Curse of Azure Bonds Mac Interface Message-ID: <5673@male.EBay.Sun.COM> Date: 18 Mar 91 16:21:40 GMT References: <5645@male.EBay.Sun.COM> <249@victoria.cs.utexas.edu> Sender: news@male.EBay.Sun.COM Lines: 30 In article <249@victoria.cs.utexas.edu>, ted@cs.utexas.edu (Ted Woodward) writes: |> Yeah, it suck all right. But SSI didn't do it; it's the idiots at |> MicroMagic, purveyors of crummy ports. And very few good ports are the |> same as the original machine, interface wise, but they include a sheet |> of paper detailing the differences. So that's no excuse. I think the |> reason is that mac games don't sell, so why put any effort into them. |> Of course, if you come out with a shitty port like COAB, with it's |> wonderful IBM music that you can't stop during the intro (I switch it |> into the background; when you come back to the foreground the music |> plays really fast!), people won't buy it. It's a vicious circle... I did "discover" that the Command-S followed by a mouse-click will kill that intro-stuff, and then you can mouse-click your way through the intro up to the play/demo/quit screen. Of course, all sound is killed, but I've decided I prefer to kill all of the sound rather than be subjected to all of it. Not to mention the fact that I found a bug in taking treasure (good treasure, as opposed to the generic stuff you find). I usually try to have people who the individual treasure will benefit pick it up (i.e. the cleric picks up the flail, the thief picks up the dagger, the mu picks up the scroll, etc.). In this scenario, I've LOST treasure because I took too long to pick it up. Boy, was I upset! -- Bob Gahl | ARPA/INTERNET: bgahl@EBay.Sun.COM SE - Sun Microsystems Federal | UUCP: ...[about anywhere]!sun!bgahl "Ninety percent of this game is mental. The other half is physical" Yogi Berra