HDTenEightyP/NetNews huggingface dataset:
From: unknown@ucscb.ucsc.edu (Matt Ackeret)
Newsgroups: rec.games.video.arcade
Subject: Re: First side-scrolling game.
Date: 28 Sep 92 20:18:56 GMT
     <22884@optima.cs.arizona.edu> <92271.232929JPE1@psuvm.psu.edu>
Organization: apple
X-Useragent: Nuntius v1.1



In article <1992Sep26.233137.27028@ncsu.edu> have clue,
jecoleb@eos.ncsu.edu writes:
>Well, the first one with major commercial IMPACT would have to be
>the infamous Double Dragon.  That one spawned a whole hellacious genre
>of smack-em-around games, as well as 2 (3 now, with Silent Dragon?)
sequels.

I'm fairly certain Kung Fu Master was before Double Dragon..
Newsgroups: rec.games.video.arcade
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: When Mk Falls, SF2 Will Reign
Organization: University of Illinois at Urbana
Date: Sun, 27 Sep 1992 07:47:58 GMT

I feel that the sameness which makes Mortal Kombat so attractive and fun
to play initially will be its downfall.

One of the nice things about MK is that you can learn the characters
real quick.  And once you learn the basics of the game with ONE character,
it pretty much applies to ALL characters.  The special moves are the
only real variety in the game.

Compare this to the match-ups in SFII-CE.  You have fights like Ken vs. Ryu
and Vega vs. Dhalsim.  The characters are unique and have unique moves
(except maybe Ken and Ryu, but you know what I mean).  It takes a wide
variety of expertise to stay on the machine.  Knowing how to beat a
Zangief master won't help you at all against a Dhalsim master.  Whereas
in Mortal Kombat, if you know how to beat opponents using one character,
you can pretty much do it with any character.

After you learn all the characters, there won't be much in the game to
learn.  I've played SF for a long time, now.  It's gotten to the point
where I don't think I can learn ANYTHING new.  And yet, each month,
I discover something that I didn't know before.  That's a credit to
SFII-CE's staying power.  That after playing SFII and SFII-CE so
long, I still haven't learned all of the nuances of the game.

Admittedly, I haven't gotten into MK that much, but just given the
way the game was designed--- for simplicity, I feel that it won't have
the lasting power.

JMO,
Ming

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
From: rob@occs.cs.oberlin.edu (Rob Chauncey)
Newsgroups: rec.games.video.arcade
Subject: Re: Goro's pattern
Date: 28 Sep 92 01:46:17 GMT
	<1992Sep25.135428.10060@galileo.cc.rochester.edu>
Organization: Oberlin College Computer Science
X-Posted-From: occs.cs.oberlin.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

>   Path: sol.ctr.columbia.edu!zaphod.mps.ohio-state.edu!ub!galileo.cc.rochester.edu!uhura.cc.rochester.edu!jjm4_ltd
>   From: jjm4_ltd@uhura.cc.rochester.edu (Why not?!)
>   Newsgroups: rec.games.video.arcade
>   Date: 25 Sep 92 13:54:28 GMT
>   References: <19kaioINN4q4@nighthawk.ksu.ksu.edu>
>   Sender: news@galileo.cc.rochester.edu
>   Organization: University of Rochester (Rochester, NY)
>   Lines: 18
>   Nntp-Posting-Host: uhura.cc.rochester.edu
>
>   In article <19kaioINN4q4@nighthawk.ksu.ksu.edu> tilden@nighthawk.ksu.ksu.edu (Jeffery A Bohning) writes:
>   >
>   >We have found a possible pattern in defeating Goro.  Get him into a corner
>   >and jump and punch.  If you keep it up, you should (cross your fingers)
>   >be able to defeat him.  If anyone else has ideas on this, post them,
>   >please.
>   >
>   >Good luck.
>   >
>   >Jeff "Tilden" Bohning

Well, I got a double flawless against him the other day, w/ Scorpion,
doing the following:
string
uppercut
string 
uppercut 
string 
uppercut
string 
uppercut.

You get the idea...


--
+---------------------------------------+
|Rob Chauncey - - - - - - - - - - - - - |
|rob@occs.cs.oberlin.edu- - - - - - - - |
+---------------------------------------+
Newsgroups: rec.games.video.arcade
From: greg@gregs.smd.tandem.com (Greg Stewart)
Subject: Seeking address and phone # of vendor magazines
Reply-To: greg@gregs.smd.tandem.com
Organization: Tandem Computers Incorporated
Date: Tue, 29 Sep 1992 20:57:28 GMT

Could someplease send me the address and phone number of video arcade vendor magazines?
I've heard of Playmeter and Replay but don't have the address or phone number of the
publishers to request a sample copy or subscription.

Thanks,
Greg

-- 
Greg Stewart
Tandem Computers Incorporated
greg@gregs.smd.tandem.com

Newsgroups: rec.games.video.arcade
From: gt7803b@prism.gatech.EDU (Raving Mad Lunatic)
Newsgroups: rec.games.video.arcade
Subject: Re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 28 Sep 92 03:35:27 GMT
Organization: Georgia Institute of Technology

>    First, it would be VERY limiting for a game to be marketed for 386
>SVGA graphics machines.  But let's assume they did.  The lack of IBM sprites,
>and counting out pageflipping as WAY to slow for SF, we are left with some
>form of vector graphics.  And since the 386, or the 486 for that matter, with

You've obviously never seen Ultima Underworld: The Stygian Abyss.
If an IBM can handle advanced VR graphics like that, why would a primitive
graphics system like the one in SFIICE be a problem? By comparison, I should
think it would be ridiculously easy for any game manufacturer. As for vector,
my 4.77 PC XT with CGA might handle that reasonably well   :)
-- 
Child-molesting is an art, not a science...
Newsgroups: rec.games.video.arcade
From: atb@whomp.engin.umich.edu (Adrian Bradley)
Subject: Re: Street Fighter I
Date: Mon, 05 Oct 92 14:19:27 EDT
Organization: University of Michigan Engineering, Ann Arbor
Originator: atb@whomp.engin.umich.edu


In article <1992Oct4.015255.437@gmuvax2.gmu.edu>, 2261as@gmuvax2.gmu.edu ( ) writes:
> Sagat:  You thought he was powerful in SF2, play SF and see how
> powerful he use to be.  Still has the eyepatch.  
> Quick Quiz:  who gave Sagat that scar?
> 

Let me guess. Was it Ryu and his dragon punch?

==AD

PS. Thanks for the run down of SFI. Any more things I oughtta know (similar
game play, any different moves for Ryu/Ken, etc...


Newsgroups: rec.games.video.arcade
From: west@ponder.csci.unt.edu (Bruce West)
Subject: re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Organization: University of North Texas, Denton
Date: Mon, 28 Sep 1992 00:19:13 GMT

     All I can say is: not a chance in hell.  IBM animation is poor at best.
Let's assume you have the super duppur newest sound blaster (ie. psuedo-stereo)
,you have the best SVGA super dupper graphics card, and all the bell and 
whistles.
    First, it would be VERY limiting for a game to be marketed for 386
SVGA graphics machines.  But let's assume they did.  The lack of IBM sprites,
and counting out pageflipping as WAY to slow for SF, we are left with some
form of vector graphics.  And since the 386, or the 486 for that matter, with
out any forms of graphics coprocessors, would have no chance of doing vectors
at the speeds necessary.

    MAYBE, with LOTS of RAM, you could load the WHOLE damn thing (for the two
characters) into memory, do some funky mapping, and get it going.  But that
is a prayer to say the least.


Ciao....



Newsgroups: rec.games.video.arcade
From: malak@grebyn.com (Michael Malak)
Subject: Atari Liberator (1982) mint condition $175 (DC area)
Followup-To: poster
Keywords: Atari video arcade game for sale
Organization: Grebyn Timesharing
Date: Tue, 29 Sep 1992 05:25:48 GMT

For sale: Atari Liberator upright video arcade game

This machine is in mint condition; I'm not sure if this thing has ever
been in an arcade.  To refresh your memory, this is Atari's sequel to
Missle Command.  The trackball on this machine has perfect response.

Price: $175

The machine is located in Fairfax, Virginia.

E-Mail response to malak@grebyn.com or call:
(703) 425-9435 (H)

Newsgroups: rec.games.video.arcade
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Games that end (was:  DL)
Originator: jecoleb@c00508-119rd.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Sat, 26 Sep 1992 23:10:45 GMT


hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth) writes:

>was Dragon's Lair the first game that actually ended at a particular point?
>This phenomenon is the norm today, but most early 80's games were "play
>forever if you were good enough" games.  I'm just curious which game
>started the unfortunate trend of today.

Unless my memory has finally given out--it was the FIRST game many people
ever stumbled upon.

The original Space Wars.

Every copy of this antique I have ever seen had a 1-quarter/x minutes
playing system; i.e. no matter who was ahead or by how much at the end
of your 2/4/however many minute game, it ended.

Other than that, the only other game predating Dragon's Lair (assuming DL
came out in '83, which is what the Killer List states: I can't be sure on
some other games) that I can think of that had an end would be Atari's
Pole Position. I didn't play it much, but it seems to me that there was
an eventual "final lap" that ended the game when completed.

Any driving aces out there wanna confirm or deny this?

If it's true, PP came out in '82.  Regardless, Space Wars was in '78.

Also:  if you REALLY want to get picky, Space Wars was more of a precursor
of the PlayChoice games than the game-with-an-ending genre; when you ran
out of time, it ended.  Pole Position ended when the timer ran out OR you
finished the final lap, if I'm correct, making it the heir to the game-with-
an-ending genre.  

-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
From: philb@cats.ucsc.edu (Philip Brown)
Newsgroups: rec.games.video.arcade
Subject: Re: SFIICE: Super chip
Date: 28 Sep 92 00:06:37 GMT
Organization: University of California, Santa Cruz
NNTP-Posting-Host: si.ucsc.edu


hoguej@helium.gas.uug.arizona.edu (justin c hogue ) writes:

>  Mark and I saw this last night in Tucson, and here';s my thoughts on the
>new chip enhancer
>--The speed is really fun.  In fact, the speed of the real sfII:ce is 
>  dissapointing in comparison.
>--The character balance we all know and love is gone.  Even if you jump
>   BEFORE Ryu/Ken throws a fireball, they can still uppercut you, not to
>   mention some people can jump and uppercut you while you tryto kick 
>   them out of the air.

Game balance? ha. whoever the bozos were who did the new chip, they
totally ignored honda. he has the SAME chargetime for the torpedo
(ie incredibly slow) and the hundred-hand-slap is no longer doable
(unless you can repeat the buttons at hypersonic speed, I would guess)

-- 
  --------------------------------------------------
"How do I love sea? Let me count the waves.." |philb@cats.ucsc.edu
P.Anthony, "The Colo(u)r of her panties"      |philb@soda.berkeley.edu
Xref: sparky rec.games.video.arcade:7748 rec.games.video:19442
From: 737ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: First side-scrolling game.
Date: 29 Sep 92 02:38:53 EST
Organization: Western Michigan University

In article <1992Sep28.150237.1404@ncsu.edu>, jecoleb@eos.ncsu.edu (have clue, will travel) writes:
> 
> jjermani@ics.uci.edu (John W. Jermanis) writes:
>>  If this is the cheesy game with a 5-story house and the 5-bosses for
>>each floor, than this is probably it.  This game is almost certainly
>>older than Double Dragon.  Boy that was a cheesy game.
> Yeah, well, Double Dragon was an incredibly cheesy game, too. ;)
> 
> I looked it up:  Double Dragon was a Taito release in '87.  I thought it
> was slightly older--it sure as hell LOOKS it.  Still think Kung-Fu Master
> came out at the same time or slightly later, though.
> 
> Anyone else have relevant dates to offer?
> 
> (I still hafta go with Kicker, though, even if it IS because I have a
> soft spot for it) 

nahhhh, I've had Kung-Fu Master for my Commodore 64 since I bought it, in
around 1985 or so, and it wasn't new then. I think Double Dragon had much
better graphics, they were kinda cheesy on Kung Fu Master if I remember
correctly(course that could have just been the C-64 version too)

Fred
Newsgroups: rec.games.video.arcade
From: sh30443@uxa.cso.uiuc.edu (Shiva the Destoyer)
Subject: Re: I am the BEST at 1943
Organization: University of Illinois at Urbana
Date: Mon, 5 Oct 1992 00:18:02 GMT

raki@cats.ucsc.edu (The Berkeley Berserker) writes:

><MIWHC@CUNYVM.BITNET> writes:

>>girls don't really like me too much, but I am the very best player at the
>>1943 in the whole, entire world (I think). 

if you can finish the entire game on one quarter, then you are probably
one of the best.  I can get to Yamato and have taken out half the ship
before I died on one quarter.
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: Re: First side-scrolling game.
Date: 28 Sep 92 02:22:01 GMT
Organization: U of Arizona CS Dept, Tucson

>davidson@ac.dal.ca writes:
>This question was inspired by the recent thread on "old" video games:
>What was the first side-scrolling punch-kick type game? When did it come out?

How about Rush 'n' Attack?  I don't think this is it, but it's the only thing
that comes to mind.  OH! Wait a minute, when did Liberator(Atari) come out?
                                
                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^!
From: tilden@magna.ksu.ksu.edu (Jeffery A Bohning)
Newsgroups: rec.games.video.arcade
Subject: Re: Goro's pattern
Date: 28 Sep 1992 12:12:29 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: magna.ksu.ksu.edu


In article <ROB.92Sep27204617@occs.cs.oberlin.edu>, rob@occs.cs.oberlin.edu (Rob Chauncey) writes:
>>   Path: sol.ctr.columbia.edu!zaphod.mps.ohio-state.edu!ub!galileo.cc.rochester.edu!uhura.cc.rochester.edu!jjm4_ltd
>>   From: jjm4_ltd@uhura.cc.rochester.edu (Why not?!)
>>   Newsgroups: rec.games.video.arcade
>>   Date: 25 Sep 92 13:54:28 GMT
>>   References: <19kaioINN4q4@nighthawk.ksu.ksu.edu>
>>   Sender: news@galileo.cc.rochester.edu
>>   Organization: University of Rochester (Rochester, NY)
>>   Lines: 18
>>   Nntp-Posting-Host: uhura.cc.rochester.edu
>>
>>   In article <19kaioINN4q4@nighthawk.ksu.ksu.edu> tilden@nighthawk.ksu.ksu.edu (Jeffery A Bohning) writes:
>>   >
>>   >We have found a possible pattern in defeating Goro.  Get him into a corner
>>   >and jump and punch.  If you keep it up, you should (cross your fingers)
>>   >be able to defeat him.  If anyone else has ideas on this, post them,
>>   >please.
>>   >
>>   >Good luck.
>>   >
>>   >Jeff "Tilden" Bohning
>
>Well, I got a double flawless against him the other day, w/ Scorpion,
>doing the following:
>string
>uppercut
>string 
>uppercut 
>string 
>uppercut
>string 
>uppercut.
>
>You get the idea...
>
>
>--
>+---------------------------------------+
>|Rob Chauncey - - - - - - - - - - - - - |
>|rob@occs.cs.oberlin.edu- - - - - - - - |
>+---------------------------------------+

Like it. since I play Scorpion a lot, will NEED to try it.
Keep sending them in guys.  

Jeff
Organization: University of Illinois at Chicago
Date: Monday, 5 Oct 1992 09:45:20 CDT
From: <U55909@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: I am the BEST at 1943
 <BvMGu3.L0H@news.cso.uiuc.edu>

Back when we still had it at my school, we used to put a token in the Robotron
machine and start playing in the morning, then go to some classes while someone
took over then come back and take over for them, and so on.  We used to play fo
r hours, a skilled bunch!    ---Shawn---
Newsgroups: rec.games.video.arcade
From: kalex@quip.eecs.umich.edu (Ken Alexander)
Subject: Re: Character Magstripes
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Thu, 1 Oct 1992 22:42:01 GMT

In article <1992Oct01.073905.9702@ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>
>Re: storing player-generated characters.
>
>It's not too difficult.  To start with, possibly a cheapie hard disk unit
>in the box may work.  Either that, or encoding the character options and
>allowing each player to enter the code prior to game.  I dunno about a
>'mag strip' or card storage.

Storage inside the game will NOT work for this idea.
In order for true customized characters, you MUST be able to transfer
them between arcades and use them wherever you go.  If your character
is stored in one machine, you can't even use the other machines in the
same arcade.  And what happens when all the other people standing around
watch you enter your password?

A portable storage medium that can be carried in a wallet is absolutely
required if customized characters (of sufficient complexity to make
them worthwhile) are to work at all.  A magstripe card (like an ATM
card or credit card, but possibly thinner and cheaper) would be ideal
for this.  The university here uses a similar method for their copy
machines.  Instead of having to collect coins from all copiers everywhere,
you instead buy copy cards from central vending machines (for 50 cents
plus however much money you want on the card), and the copiers have little
card readers that decrement the amount remaining on the cards by several
cents for each copy.  When the money on the card gets low, you take it
back to the vending machine and get it refilled. 

I think it would be awesome if arcade games would adopt a similar system,
but for storing characters rather than money.

-Ken

Newsgroups: rec.games.video.arcade
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Ken & Ryu: Who's better? U tell Me!
Organization: University of Illinois at Urbana
Date: Sun, 27 Sep 1992 05:56:12 GMT

Around here, most of the really good Ken players have all switched to Ryu.
As Guile I have much more trouble with Ryu than Ken...

 The major reasons are:

 1) Ryu's hurricane kick is way more effective against Guile.
 2) Ryu's fireball recovery is faster
	(Harder to backfist, combo, whatever)
 3) Ryu is more effective pinning you in the corner.

Anyways... that's my view...
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
			| AKA Che-Yuan Wang
Newsgroups: rec.games.video.arcade
From: twnw3@isuvax.iastate.edu
Subject: Re: MK revisionists
Reply-To: twnw3@isuvax.iastate.edu
Organization: Iowa State University, Ames, Iowa
Date: Mon, 5 Oct 1992 09:29:13 GMT

In article <1992Sep27.031804.1767@ucbeh.san.uc.edu>, rettigca@ucbeh.san.uc.edu writes:
>What can be considered fair in the newest version of this game? Mortal Kombat
>know has a third revision of the chips. The first game was easy and you
>couldn't pick the same character. That had to go. Then in version two you could
>both pick the same character and do repeated cheap shots (Subs ice uppercut
>slide high punch ice etc..., Raidens teleport lightning teleport, anyones block
>low kick get up and throw the computer opponent around, etc.). NOW Midway gets
>really cheap in version three, just received here this week. No throws for you,
>the computer wont let you. No easy death moves (very picky). Super intuitive AI
>to let you get maybe one shot in. And worst of all computer combos from hell!
>
>Example: (get this) I was playing Raiden, computer was Cage. While I hold block
>mind you, his opening move was jump in for hit one, followed by nut punch
>(which the computer never did in previous versions) for hit two, followed by
>green ball for hit three, followed by shadow kick for the kill (which was
>followed by knocking my head off). ALL WHILE HOLDING DOWN BACK AND BLOCK!!!!
>Incredible. Needless to say the complaints have been flying and it's probably

yes







>back to ver 2 we go.....
>
From: michael@spike.uk.sun.com (Michael Wookey)
Newsgroups: rec.games.video.arcade
Subject: Help wanted on Super Star Wars
Date: 6 Oct 92 01:43:41 GMT
Organization: "Sun Microsystems, Mt. View, CA."
NNTP-Posting-Host: 129.156.155.13

After battling my way through this game for many nights, I have two problems
and I was wondreing If anyone out there could help me.

1) I can't seem to consistently get past the lava level at the bottom of the Jawa
    vehicle I keep on catching the lava and dying

2) More importantly when I do get past the above, I get all the way to the level
    when you are trying to get to the millenium falcon, only to be faced with
    the end of level hover blaster. I reach there with the plasma gun and full
    health and just can't seem to kill it !  Help!

Mike.
Newsgroups: rec.games.video.arcade
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Space Ace (Re: The first video game (Was: First side-scrolling game.))
Originator: jecoleb@c00747-400wi.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Fri, 2 Oct 1992 15:17:26 GMT


marine@ils.nwu.edu (Jared posting from the account of Colette Marine) writes:
>Jared D. Brame
>(who yesterday got to play Space Ace for the first time in four years)
  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*shudder* 

Was this some kind of religious act of penance for unnamed sins, or do you
just have a masochistic bent?

*recoils in horror*

Hey, folks, let's get some kind of fund together to help this poor fellow.
The therapy he's going to need to recover is going to be extensive...

Space Ace.  Someone actually PLAYED Space Ace.  Time to call Guinness.

				--j. coleburn, NCSU
				--"I liked Dragon's Lair I and II, but...
				--  I'd probably rather undergo root canal."
-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
From: stimpy@genesis.nred.ma.us (dave doumani)
Newsgroups: rec.games.video.arcade
Subject: Re: Nintendo copying (how stupid...)
Date: 5 Oct 92 13:06:16 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <1992Oct5.025200.22267@cam.compserv.utas.edu.au> rhoge1@esk.compserv.utas.edu.au ([Robert James Hoge]) writes:
>I am writing for a certain teacher at this campus:
>
>"Is it possible to copy a game from a cartridge (Nintendo)?"
>
>Personally I think not, but any replies appreciated.  I don't
>care where you reply either.
>
>-gone.
>
>-- 
> _--_|\  Finland,  ______________________________________________________
>/      \ America, / [Robert James Hoge]  rhoge1@esk.compserv.utas.edu.au \
>\_.--._/  France, \______________________________________________________/
>      v <-------   UNIVERSITY OF TASMANIA, LAUNCESTON, A U S T R A L I A.
>
Yes, there are Console Copiers that copies Genesis Games and SNES games
and other shit... they read 1.44 disks (dos format) and go for about
450 dollars
Newsgroups: rec.games.video.arcade
From: David Brady <Brady_David@Tandem.Com>
Subject: Re: Longest Playing Time
X-Xxdate: Tue, 6 Oct 92 18:15:17 GMT
Organization: Tandem, Inc.
X-Useragent: Nuntius v1.1.1d11
Date: Tue, 6 Oct 1992 17:09:00 GMT

In article <ROB.92Oct5221235@occs.cs.oberlin.edu> Rob Chauncey,
rob@occs.cs.oberlin.edu writes:
>Well, since there seems to be a call for it, let's hash out what our
>best games and playing times are...

When I actually had time to do such things -


Asteroids - 16 hours - made it on the local tv news for this one  :-)
Space Invaders - 8 hours - local tv (Bay Area) and newspaper  :-)
Robotron - approx 5 hours (turned the waves over from 255 to 1 twice)
Defender - 4 hours
Star Castle - 4 hours (or so) - I still remember the pattern for this one

One quarter (or token) on each game, BTW - continues weren't the norm
back then.
-----------------------------------
email: Brady_David@Tandem.Com

Remember, David Brady IS Lee Harvey!
Newsgroups: rec.games.video.arcade