Mac OS Sierra 10.12, Mac OS X El Capitan 10.11, Mac OS X 10.8 Mountain Lion, Mac OS X 10.10 Yosemite, Mac OS X 10.9 Mavericks. 4.0 out of 5 stars Best Sellers Rank. To the Stars and Beyond! Is an amazingly addictive Physics-Based video game. Slide and fly over the beautiful hills in this fast paced, one click arcade game. The realms are full of high hills. Slide along them and time your click with precision to build momentum and take off into the sky. Mac OS 8 as we know it came together only after one of Apple’s first attempts to replace the classic Mac OS crashed and burned. Neon path mac os. That project was code-named Copland, and Apple spent more than a.
Danny Allen, one of my colleagues across the hall at PC World, is working on a story about computer products that never quite made it into the hands of customers. As you might expect, Apple has its share of those products, and so Danny and I spent some time talking about legendary (and not-so-legendary) vaporware products from Apple, and I volunteered to dig up some information about a few of them.
The most talked-about and hyped Apple product to never exist is probably Copland, the first Mac OS 8. Those of you who weren’t following the Mac in the mid-’90s might be shocked to discover that the Mac OS 8 we remember today was not supposed to exist. Mac OS 8 as we know it came together only after one of Apple’s first attempts to replace the classic Mac OS crashed and burned. That project was code-named Copland, and Apple spent more than a year promoting it as the future of the Mac. (Somewhere in my archive I’ve got an “OS 8: Hands-On Experience” T-Shirt from Apple’s Worldwide Developer Conference. Attendees of that conference ended up being just about the only ones who ever got hands-on time with Copland.)
In any event, just outside my office lurks a metal filing cabinet full of CD-ROMs containing digital data for every issue of Macworld for more than a decade. And so in order to help Danny out, I dug out files from the July 1996 issue of Macworld, featuring an up close look at the Mac OS 8 that would never come to be.
This isn’t to say that elements of Copland didn’t end up in the final Mac OS 8. The new grayscale interface look migrated to the eventual OS 8, as did some features. (Most of the major technical underpinnings promised by Copland wouldn’t arrive on the Mac until half a decade later, with the arrival of Mac OS X.
But as I waded through the old files, what struck me was one of the promised features of Copland I had completely forgotten: an automated backup system that now resonates as a first hint of the Time Machine to come.
The Macintosh Guide window lets you choose Assistants to automate various tasks, including ‘backup my files.’ Also note the option to automatically check your eWorld mail! Kids, if you don’t know what eWorld was, ask your parents.
Among the things the Computer Custodian can do is automate your backup. It can also rebuild your desktop! Talk about things I don’t miss doing in Mac OS X.
Picking a disk for Copland to use for backup is not that different from what you do to pick a disk for Time Machine. Of course, it’s a hard-drive picker. How complicated could it be?
From this window, you’d choose what you want Copland to back up. This is more reminiscent of the .Mac Backup utility’s options for backing up subsets of your files than it is of Time Machine’s whole-disk backup option.
Finally, you can let Copland tell you when your backup is complete via a pop-up message that appears like a floating sticky note when the job is done.
Amid the many Copland screen shots I dug out of that filing cabinet, there was also the first suggestion of something like Spotlight, a system-wide search function that went beyond simple file-name searching.
Now would these features have been as advanced as what we’ve got in Leopard? Of course not. It was the mid-’90s. But it is interesting to notice that even back then, there were forces within Apple that were trying to make backing up your hard drive a more convenient process. But it was not to be. And now we only remember Copland when someone’s working on articles about famous products that never, ever reached the hands of the general public.
Reach for the Stars | |
---|---|
Developer(s) | Strategic Studies Group |
Publisher(s) | Strategic Studies Group |
Designer(s) | Roger Keating Ian Trout |
Platform(s) | Commodore 64, Apple II, Amiga, Apple IIGS, MS-DOS, Mac OS, PC-98 |
Release | 1983 (C64, Apple II) 1988 (Amiga, Apple IIGS, DOS, Mac) 1989 (PC-98) |
Genre(s) | Turn-based strategy, 4X |
Mode(s) | Single-player, Multiplayer |
Screenshot
Reach for the Stars is a science fictionstrategy video game. It is the earliest known commercially published example of the 4X genre. It was written by Roger Keating and Ian Trout of SSG of Australia and published in 1983 for the Commodore 64 and then the Apple II in 1985. Version 3 added an MS-DOS port, though it did not share all of the features of the other platforms. The game was eventually ported to pre-Mac OS X versions of the Macintosh operating system, such as System 6. It was also ported to the Amiga and Apple IIGS, from the Mac OS version.
The player commands a home star in the galaxy, and then expands to form an interstellar empire by colonizing far-off worlds, building powerful starships, and researching new technologies.
Reach for the Stars was very strongly influenced by the board game Stellar Conquest. Many of RFTS's features have direct correspondence in Stellar Conquest.
Graphics are minimal, yet the tactical and strategic elements provide countless rich combinations for colony development and interstellar warfare. The software's AI also offered a challenging opponent in single-player games. It is not uncommon for a Reach for the Stars game to take over twelve hours to complete in single-player mode and 24 hours with multiple players.
Gameplay[edit]
In Versions 1 to 3 the player starts off with one planet that has Level 1 technology and a middle level environment. Three types of ships are available:
- Scouts - very inexpensive, incapable of fighting or carrying colonists. These can be used as a low-cost, low-risk means to learn the composition of unknown star systems or the locations and makeup of enemy fleets.
- Transports - incapable of fighting, but can carry colonists.
- Warships - incapable of carrying colonists, but can fight.
Starting players have limited funds, and have to decide where to invest the funds (technology upgrades, ships, or environmental upgrades). Upgrading a world's planetary environment, for example, means that its population grows more quickly, improving production; this is a mixed blessing, however, because if the population grows beyond the maximum allowed for that planet, the costs to feed the population skyrocket. Building a lot of ships early can win a player the game, if the player finds his enemies' home planets before they manage to upgrade their military technology; on the other hand, it can lead to a loss if the player's opponents upgrade first and attack with superior ships. Seventh saga (7drl) mac os.
Each turn is divided into two sections - a development phase, and a movement phase. In the development phase, players work on planetary production, deciding what each planet will produce that turn. In the movement phase, players have the option to send ships to other star systems to explore, colonize, or conquer.
Because the game evolves along so many different axes of possibility, the game offers tremendous replay value. It is quite possible to save a game on the first turn, and have it play out differently each time it is restored.
A bug causes human players that do nothing to become wealthy while computer opponents fight each other. The designers added a feature that causes the computer opponents to attack the human at 20,000 credits.[1]
Reception[edit]
Publication | Score |
---|---|
CGW | [2] |
Dragon | [3] |
inCider | [4] |
Computer Gaming World in 1983 found Reach for the Stars quite user-friendly and enjoyable, with the single flaw of a lack of notification of natural disasters, which could not fit onto the disk space available. The computer AI and customization of each game were particular highlights of the review.[5] In a 1992 survey of science fiction games the magazine gave the title five of five stars, praising it as 'arguably the best science fiction game ever released .. a product still worth playing'.[6] A 1994 survey of strategic space games set in the year 2000 and later gave the game four stars out of five, stating that 'a worthy update would no doubt raise this game again to 5-star status'.[2]Compute! in 1986 called the game 'a particularly fine simulation of galactic exploration, combat, and conquest', noting that players needed to balance several different priorities to succeed. It concluded that Reach for the Stars was 'one of the better games on the market this year'.[7]inCider in 1986 gave the Apple II version three stars ('Above average') out of four, stating that while the game was 'exciting', '[i]t's unromantic to say that much of the rest of the game is a matter of juggling numbers, but that's the truth'.[4]Jerry Pournelle of BYTE wrote in 1989 that the Mac version of Reach for the Stars was 'certainly the best implemented' version of Stellar Conquest.[8] The game was reviewed in 1994 in Dragon #211 by Jay & Dee in the 'Eye of the Monitor' column. Jay did not rate the game, but Dee gave the game 3½ out of 5 stars.[3]
Norman Banduch reviewed Reach for the Stars in Space Gamer No. 69.[9] Banduch commented that 'Reach For The Stars is a most addictive game. After player 10 to 15 hours a week for several months I still find it hard to save the game and go home. It offers a wide variety of set-up conditions and victory conditions, and play is never the same. The computer is a tough foe. Even after the is mastered, there are enough options and random variables to keep it from going stale. I cannot recommend it enough'.[9]
Bob Ewald reviewed Reach for the Stars in Space Gamer/Fantasy Gamer No. 77.[10] Ewald commented that 'all things considered, I really enjoyed the game. I feel parts of the combat system are illogical, but the game as a whole is great'.[10]
In 1996, Computer Gaming World declared Reach for the Stars the 51st-best computer game ever released.[11]
Reviews[edit]
- Casus Belli #22 (Oct 1984)[12]
Sequel[edit]
Publication | Score |
---|---|
CGW | [13] |
A sequel to Reach for the Stars re-written for the Windows platform was released on September 14, 2000 by developer Strategic Studies Group and publisher Strategic Simulations, Inc. In 2005 Matrix Games working alongside Strategic Studies Group, updated the 2000 release; this updated version was released in 2005.[14]
Books[edit]
![Somewhere Somewhere](https://eshop.macsales.com/blog/wp-content/uploads/2019/08/StellariumS1280.jpg)
A series of books was written in 2018 by the game company Greentwip, called Interstellar, Anatomy and The Garlan Wars. While its publication is still ongoing, it is being said that a TV channel would produce cinematographic films out of the books. Realistic bus simulator mac os. This happened after Greentwip's founder got deep into the story and proposed to give a better and linear approach to all the species that the game aims to deliver to the player, in order to become a better 'pure Sci-Fi' experience.[15]
See also[edit]
![Somewhere Beyond The Stars Mac OS Somewhere Beyond The Stars Mac OS](https://cdn.vox-cdn.com/thumbor/gyNdL0_8iUzicAdToOfYrgqV0K0=/1400x1400/filters:format(jpeg)/cdn.vox-cdn.com/uploads/chorus_asset/file/12790357/VRG_7100.1419965203.jpg)
References[edit]
- ^Wilson, Johnny L.; Brown, Ken; Lombardi, Chris; Weksler, Mike; Coleman, Terry (July 1994). 'The Designer's Dilemma: The Eighth Computer Game Developers Conference'. Computer Gaming World. pp. 26–31.
- ^ abBrooks, M. Evan (May 1994). 'Never Trust A Gazfluvian Flingschnogger!'. Computer Gaming World. pp. 42–58.
- ^ abJay & Dee (November 1994). 'Eye of the Monitor'. Dragon (211): 39–42.
- ^ abMurphy, Brian J. (September 1986). 'Game Room'. inCider. pp. 113–114. Retrieved 2 July 2014.CS1 maint: discouraged parameter (link)
- ^Curtis, Ed (December 1983). 'Reach for the Stars'. Computer Gaming World. pp. 27, 49.
- ^Brooks, M. Evan (November 1992). 'Strategy & Wargames: The Future (2000-..)'. Computer Gaming World. p. 99. Retrieved 4 July 2014.CS1 maint: discouraged parameter (link)
- ^Trunzo, James V. (February 1986). 'Reach for the Stars For Commodore And Apple'. Compute!. p. 36. Retrieved 8 November 2013.CS1 maint: discouraged parameter (link)
- ^Pournelle, Jerry (January 1989). 'To the Stars'. BYTE. p. 109.
- ^ abBanduch, Norman (May–June 1984). 'Capsule Reviews'. Space Gamer. Steve Jackson Games (69): 40.
- ^ abEwald, Bob (February–March 1987). 'Computer Gaming'. Space Gamer/Fantasy Gamer. Diverse Talents, Incorporated (77): 38–39.
- ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
- ^https://rpggeek.com/rpgissuearticle/149706/ludotique
- ^https://web.archive.org/web/20001211203800/http://www.zdnet.com/cgw/stories/main/0,11529,2630212,00.html
- ^http://www.matrixgames.com/games/news.asp?gid=308
- ^https://www.amazon.com/dp/B07SVCKNDN/ref=sr_1_2?keywords=Reach+for+the+stars&qid=1559830035&s=digital-text&sr=1-2
External links[edit]
- Reach for the Stars at MobyGames
- The MS-DOS version ofReach for the Stars can be played for free in the browser at the Internet Archive
Somewhere Beyond The Stars Mac Os 7
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