Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!udel!rochester!pt.cs.cmu.edu!henry.ece.cmu.edu!hairston From: hairston@henry.ece.cmu.edu (David Hairston) Newsgroups: comp.sys.mac.games Subject: Re: Solarian II Message-ID: <12877@pt.cs.cmu.edu> Date: 1 May 91 23:23:49 GMT References: <11083@bunny.GTE.COM> <1991Apr29.190518.14202@agate.berkeley.edu> <11100@bunny.GTE.COM> Organization: Gaia II Lines: 23 [deadman@garnet.berkeley.edu (Ben Haller) writes:] [] Now come on, if I say they can be captured they can. [CAH0@bunny.gte.com (Chuck Hoffman) writes:] [] I'm sure they can; I do believe you. I simply described the problem as [] mysterious, with the solution not apparent to me or my colleagues. count me amongst the grateful deadman fans ... catching the "shy" and "crazy" presents is non-obvious. when playing Solarian II, i adopted the attitude that things happened for a reason (as Ben sort of hints at in the help screens). with this reasoning you can discover why the "shy" presents have a change of heart (you don't want spoilers do you?). however those "crazy" presents are another story. for the longest time i tried to figure those out and couldn't! i then gave up in disgust, shook the mouse as hard as i could and it came to me. really!!! circumstances permitting, i can now lure those suckers in, just about every time. i think i got lucky but it makes sense in a strange sort of way ... -dave- hairston@henry.ece.cmu.edu