Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uunet!zaphod.mps.ohio-state.edu!usc!ucla-cs!ucivax!bonnie.ics.uci.edu!ajauch From: ajauch@bonnie.ics.uci.edu (Alexander Edwin Jauch) Newsgroups: comp.sys.mac.games Subject: Re: SpaceWard Ho again Message-ID: <283D7AD4.14415@ics.uci.edu> Date: 24 May 91 20:43:00 GMT References: <3333@sirius.ucs.adelaide.edu.au> Organization: UC Irvine Department of ICS Lines: 28 Nntp-Posting-Host: bonnie.ics.uci.edu In <3333@sirius.ucs.adelaide.edu.au> ianf@cs.adelaide.edu.au (Ian Florance) writes: >Spaceword Ho sounds very similiar to REACH for the STARS. >In RFTS human players can not really play each other because you know >(1) Where the previous player on the star map is; No. In this way the game is like Strategic Conquest (another Delta Tao), you have no information about a star unless you go there, and when you leave, you get no further info. >(2) Home planets can be deduced by ship movements which occur on screen > after the last player Not a problem. >How does Spaceward Ho compare? >{Is there and IBM version .... I have this friend...} SWH sounds much superior. Playing against human opponents is just like playing against the computer except that you have to wait for them to finish their turn :-). Of course, you can set turn limits. The first time I played a multi-player game I was a bit confused as to what was happening, but I quickly got the feel of how turns where updated. Very well done. -- Alex Jauch *ajauch@bonnie.ics.uci.edu |"If all you have is a hammer, then the whole* *ajauch@orion.oac.uci.edu |world looks like a nail" -- Stolen *