HDTenEightyP/NetNews huggingface dataset:
From: swarren@convex.com (Steve Warren)
Subject: Re: 'Transformer' Robot Arcade Game (Name Unknown)
Date: Tue, 15 Dec 1992 17:07:27 GMT
Organization: Engineering, CONVEX Computer Corp., Richardson, Tx., USA
Keywords: Arcade, circa '83
X-Disclaimer: This message was written by a user at CONVEX Computer
              Corp. The opinions expressed are those of the user and
              not necessarily those of CONVEX.

In article <1992Dec15.003630.7065@ncsu.edu> jecoleb@eos.ncsu.edu writes:
>
>swarren@convex.com (Steve Warren) writes:
>[desc deleted]
>Aeroboto, perhaps?

Yes!  That's it.

Now, am I the only guy here with fond memories of Aeroboto?

Any ideas where I might find one?
-- 
            _.
--Steve   ._||__    Welcome to the World's First GaAs Supercomputer
  Warren   v\ *|    -----------------------------------------------
             V
Newsgroups: alt.games.video.classic
From: medwards@qualcom.qualcomm.com (Matt Edwards)
Subject: Video Game Confessions
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 16 Dec 1992 22:35:55 GMT


We once went to an arcade and played joust for 16 hours or something,
they had to kick us out at one point because they were closing the place.
It was fun to reach that zen-like state after wave 100 where you
could justplay and not think about it.  :)  After a few hours we
started getting really strange and would begin speaking to each other
in Chinese (which neither of us knew).  We went to get lunch at one point
next door and let a few people take over while we were gone.  I remember
panicing near 10 million (where the game flipped) and thinking we
were running out of guys.  After running them into the lava after
flipping it we each had 150 guys in storage after all.

The funniest part was the arcade manager yelling at us halfway through
that we were hogging up the game and we should goto the bathroom or
something.  I hadn't reached the point where I understood chinese
yet so I didn't get half of what he was yelling.  *grin*

The only thing I've found that comes close to that feeling was
a 28+ hour drive to kansas and back without sleep.  Wheee...
Newsgroups: alt.games.video.classic
From: jgray@crash.cts.com (Jeff Gray)
Subject: 5200 games for sale & wanted!!!
Organization: CTS Network Services (crash, ctsnet), El Cajon, CA
Date: 20 Dec 92 15:50:16 PST

Greetings and salutations to all my fellow 5200 users out there!!

I have the following carts up for sale or trade for any cart on my wants
list:

Pac-Man       $3
Qix           $3
Super Breakout  - You can have this free if you pay shipping...

Might have others for sale, but haven't dug out the boxes yet...
Lemme know if there are things you're looking for!

MY WANTS LIST!

Jungle Hunt
Centipede
Countermeasure  (BIG TIME!!)
Montezuma's Revenge
Cloak 'n' Dagger
and any Activision games for the 5200 (except H.E.R.O. & Dreadnaught
                                                             Factor!)

   Thanks!
      -Jeff

"...So what about the DJ?!"    -Ottorongo

Newsgroups: alt.games.video.classic
From: dtasman@NMSU.edu (Dan Tasman)
Subject: Re: Stupid Fruit Machines (was Space Panic)
Organization: New Mexico State University
Date: Tue, 15 Dec 1992 23:20:37 GMT

pcellik@axion.bt.co.uk (Peter SPHINX Cellik) writes:

: In the UK, you can find some good arcades like in the US, but like Finland
: most places are infected with F--king Fruit machines.  Every pub has at least
: one fruit machine, and rarely have any video games.  So on the whole, I
: recken that there are about 20 times the amount of Fruit machines than
: video games in the UK.  A sad fact that makes classics even harder to find.

Pardon my ignorance, but what's a fruit machine?  Is it "British English" for a  
video slot machine or video poker?

--
   Dan Tasman                                       dtasman@dante.nmsu.edu
                                                     molson@rever.nmsu.edu
   -----------------------------------------------------------------------
   "I think that I shall never see a billboard lovely as a tree
    Indeed, unless the billboards fall, I'll never see a tree at all."
                                                                Ogden Nash
Newsgroups: alt.games.video.classic
From: dgaxiola@athena.mit.edu (David G Gaxiola)
Subject: Re: Star Wars
Organization: Massachusetts Institute of Technology
	<1992Dec10.121123.7757@stiatl.salestech.com>
	<1992Dec11.233110.25323@cc.tut.fi>
Date: Sat, 12 Dec 1992 09:27:36 GMT

In article <1992Dec11.233110.25323@cc.tut.fi> k138836@cc.tut.fi (Korhonen Tommi) writes:


   >On some machines where the brightness was turned WAY up, you could see faint
   >lines connecting the dots on the Death Star that spelled out the messages 
   >mentioned above.

   I used to play some (a lot...) of that game. And there indeed IS some 
   text on the surface.
   The first, as said, IS "use the force", the second I couldn't
   read, even with multiple tries... I seem to remember word 'rebel' or 
   'rebellion' on it, but nothing else.

   I am postive that there were no more than these two.(hundres of hours playing:)

   [... some stuff deleted ...]

   -- 
   ---------------------------------------------
   It's TKorho above there, at k138836@cc.tut.fi
   "The Black Ghost out of Nowhere"


Actually, as you leave the Death Star, the vectors connecting the lights on
the surface (when the brightness is turned up enough!) form the names of the
people who worked on the game.

I won't have access to the game for another week, when I go home for winter
break from school, but I'll post the actual names as soon as I can.

--David


+--------------------------------------------------------------------+
    David G. Gaxiola           |       oo     Smile and don't panic,
     dgaxiola@athena.mit.edu   |      \__/    even when you go where
     d.gaxiola@genie.geis.com  |              angels fear to tread.
                               |
+--------------------------------------------------------------------+






Newsgroups: alt.games.video.classic
From: dhavill@rucs2.sunlab.cs.runet.edu (Adrian Havill)
Subject: Re: A challenge!
Organization: Radford University
Date: Tue, 15 Dec 1992 07:15:35 GMT

<1992Dec14.165419.28538@dms.agames.com> albaugh@dms.agames.com (Mike Albaugh):
>	There were (analog) joysticks on both Pool-Shark and FlyBall, from
>Atari circa 1977. Switch-type joysticks may have appeared with Targ, but
>certainly precede Pac-Man. Heck, even Space Invaders had a Two-way stick :-)

I'm fairly certain that Space Invaders and Deluxe Space Invaders had 2 buttons
to move it left or right. You must be thinking about Atari's Space Invaders. :)
Newsgroups: alt.games.video.classic
From: bigdave@vermont.tdd.sj.nec.com (David Sweeney  x2987)
Subject: Scramble & SF2
Organization: NEC-AM TDD, San Jose, California
Date: Sat, 19 Dec 1992 00:06:42 GMT

>STREETFIGHTER IS NOT A CLASSIC VIDEOGAME!!!!
>
>I couldn't agree with you more. As far as I'm concerned it's
>moronic beat-em-ips like sf2 and MK that are why a group like
>this has to exist. The popularity of crud like that caused the
>death of real imagination and playability in today's arcade games.
>The reason we can't find classic games from our youth is because
>the arcades had to get rid of them to make room for their 50
>sf2 machines! Remember when playability was more important
>than REALLY BIG SPRITES?!?
>rassenfrassengrumble@$#*&%!!!!!!

I think you've underestimated Street Fighter 2 -- it's a very complex
game with the best two-player combat system I've ever seen.  It's
hardly a moronic button pounder like the wrestling-type games that
seem to fill the arcades these days.  Just for a change, you and
a friend should find an unattended SF2 game someplace and play for
a while (without being distracted by yelling ten year olds, if possible.)
You'll find that it's a very entertaining and challenging game with 
two players.  I wouldn't call it a "classic" just yet, but it's well
on its way.  Now, if you want to bitch about unplayable quartersuckers
like "Teenage Mutant Ninja Turtles" or "The Simpsons", be my guest.  But 
SF2 doesn't fit into that pidgeonhole.

On a more appropriate note, does anyone remember what the end of Scramble
was like?  Did it have an actual end, or did it loop around again?  It came 
out before I was enough of an addict to be able to finish games like that... 

-- 
Dave Sweeney     bigdave@tdd.sj.nec.com
Newsgroups: alt.games.video.classic
From: markp@netcom.com (Mark Perreira)
Subject: Re: goust
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sun, 13 Dec 1992 08:57:33 GMT


This months copy of GamePro has a review of Joust for the Lnyx.  It looks
very good (like most classic ports on the Lynx).  The review loved it and
said the gameplay was as addictive as the original game.  The Lynx is        
acutally a gold mine for classic ports.  Check it out.  Now if only I could
play my Lynx carts on the TV screen...
-- 

 _____________________________________________________________________________
|                                                                             |
| markp@netcom.com               Mark Perreira                  (510)889-3373 |
|_____________________________________________________________________________|
Newsgroups: alt.games.video.classic
From: rdippold@cancun.qualcomm.com (Ron Dippold)
Subject: Re: Who is it that is out there?
Organization: Qualcomm, Inc., San Diego, CA
Date: Wed, 16 Dec 1992 19:12:52 GMT

foregone@stein.u.washington.edu (Carl Chavez) writes:
>In article <rdippold.724462761@cancun> rdippold@cancun.qualcomm.com (Ron Dippold) writes:
>>srl@terminus.ericsson.se (Steve Langstaff) writes:
>>>In some-or-other article swarren@convex.com writes: 
>>
>>>Is this a guys-only newsgroup? (only asking out of interest)
>>
>>Not by charter, but that's probably almost the case by default.  I
>>don't recall any girls in the arcade pumping quarters into the
>>machines. 

>Where the heck are you from? Where I go, females come in so often that there's
>a ladies' night on Tuesdays where they get twice the amount of tokens they
>would normally get...

Now today, there are quite a few in some of the arcades.  Especially
around the colleges.  I'm talking about the arcades of my childhood,
when these games came out.

-- 
E Pluribus Unix.
Newsgroups: alt.games.video.classic
From: marine@ils.nwu.edu (Colette Marine)
Subject: Re: The Classics
Keywords: Atari 2600
Organization: The Institute for the Learning Sciences
Distribution: usa
Date: Sat, 12 Dec 1992 09:47:33 GMT

***** Posting from a friend's account *****

In article <1992Dec7.171723.19195@news.acns.nwu.edu> ssriv@casbah.acns.nwu.edu (Sanjay Srivastava) writes:
>ADVENTURE!   ADVENTURE!   ADVENTURE!   ADVENTURE!   ADVENTURE!   ADVENTURE!
>
>I can still play this game for hours on end.  It's a classic, and it rocks.
>Piece o' crap graphix, cheezy sounds, but hey! it kicks butt.  Any other
>Adventure freaks out there?
>
Of course!  This was the game I saw in the store that made me say, dorky little
seventh-grader that I was, "I _will_ have an Atari."

Neat tricks on Adventure:

-Catch the bat.  Lock him in a castle.  Hah.

-Use the bridge to go through the top of screens.

-Get the bat to fly over the yellow castle entrance holding the chalice, 
 winning the game for you.

-Find the little dot in the black castle and use it to find the game creator's
 name (Warren Robbinett?)

-Get eaten while you're holding the sword.  Wait for the bat to pick up the
 dragon whose stomach you're in.  Turn the difficulty switch to make the 
 dragons run from the sword.  After the bat has flown around with the dragon,
 you, and the sword for awhile, if he sees another dragon, it's chase time!

Bye,
Jared D. Brame
From: foregone@stein.u.washington.edu (Carl Chavez)
Newsgroups: alt.games.video.classic
Subject: Atari 2600 list (was Re: Colecovision list v 0.2)
Date: 17 Dec 92 05:16:26 GMT
Organization: University of Washington, Seattle

This Colecovision thing has gotten me thinking: Jonathan Deitch maintains
a listing of people who own old video games. Would anybody like me to begin
maintaining a list of Atari 2600 owners, so perhaps we can do trades or
cartridges?



------------------------------------------------------------------------------
- See HOT CIRCUITS: 20 years of video games! At the Pacific Science Center   -
- in Seattle until Jan.17. Free tokens when you visit the exhibit!           -
------------------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: tvp@gibdo.engr.washington.edu ()
Subject: Re: Ms. Pac Man
Summary: going through monster on purpose
Organization: clearer than blir
Date: Tue, 15 Dec 1992 02:55:06 GMT

In article <1992Dec15.013051.22890@netcom.com> markp@netcom.com (Mark Perreira) writes:
>
>My brother won a Ms. Pac Man Video game from contest in 82 or 83 (I forget)
>and we played it for HOURS.  Anyway, it is possible to go through a ghost.
>I never was really able to decipher the exact situation in which it would
>occur, but it did seem to happen on higher levels and only every now and then.
>This is not a regular occurance.  The first time it happened I was so shocked
>that I think I ran into another monster and died anyway...


The situation has nothing to do with higher boards, just collision
detection between objects. If you can pass all the way through a given
ghost before the collision detection cycle returns to that ghost to
check it, you're through. That's why sometimes you may be sticking out
of the ghost's back end part way or be completely covered before dying,
but other times you hardly get into him at all before DEATH.

For anyone with a Ms. Pac Man available to them: there is a pattern to
force going through a ghost on the first screen. (There are also
patterns in Pac Man that will force this). In Ms. Pac Man the ghosts
are semi-random but this only begins after the first time they
reverse; up until that point they are following a predictable path for
each board. The trick is to find a pattern that goes through a ghost
before that first reverse. Once you find it, it will always work
because timing starts from the beginning of the game. On the first Ms.
Pac Man board do this:

                              <---+
                                  |
                     X-+       +--+
                       |       |
                       +----+  |
                            |  |
                            +--+

This is from memory and could be wrong though. If it is wrong
it's either:

                              <---+
                                  |
                   +-X         +--+
                   |           |
              +----+           |
              |                |
              +----------------+

Or maybe:

                              <---+
                                  |
                   +-X +----------+
                   |   |
              +----+   +----+
              |             |
              +-------------+

You go through at the arrow head.  One of these three is *guaranteed*
(Yah, I'll give your money back!!  The money you paid for the info,
that is.)

------------------------------------------------------------------------
Tad Perry      Internet:    tvp@gibdo.engr.washington.edu
               CompuServe:  70402,3020
               NIFTY-Serve: GBG01266
------------------------------------------------------------------------
Glad to see a video game group I can enjoy again. The other one was just
tooooooooo much SFII. (Are they still like that?)
Newsgroups: alt.games.video.classic
From: jmfuchs@unix.amherst.edu (JESSE MICHAEL FUCHS)
Subject: Re: Moon Patrol
Organization: Amherst College
X-Newsreader: TIN [version 1.1 PL7]
Distribution: world,local
Date: Fri, 18 Dec 1992 10:02:27 GMT

Oscar Fowler (omf@pyros.hacks.arizona.edu) wrote:
> In article <hck2c#l@rpi.edu>, kaminl@rebecca.its.rpi.edu (Matt Garretson) writes...
> >In article <1992Dec14.202221.19632@cs.mcgill.ca> kirky@corum.cs.mcgill.ca (Jason ALLEN) writes:
> >>
> >>	Does anyone remember the great (IMHO) game called moon patrol? You
> > 
> >Yup! Nifty game, though it's been a long time since I last played it. To
> >this day, I still occasionally catch myself humming the music to that
> >game.  Dum dum DUM dum, da da da dum dum DUM dumm....!
> 
> The music was awesome!  I remember being stuck on it for days on end!
> If anyone wants a goo home version - the best I can remember is the
> one for the Atari 800.  The Commodore 64 may have been good too,
> although I don't remember it being better than the Atari one.
> 
> Oscar
> 
	On my 18thb birthday (about a month ago - just got my *yuck* selective
service notification,) I held a party in a friend's dorm common room. The main
attraction, besides large amounts of alcohol, was that we had live music - my
band (Sea of Hats,) my friend Kevin's band Freudloaf, and a whole bunch of 
random other musically inclined friends of mine. Anyway, after we had all 
played some songs, these degenerated quite nicely into people just randomly
picking up musical instruments and having dfun with them. As I was sitting 
there with a beer in my hand, surveying the action. All of a sudden,Kevin
started playing a bass line that I immediately recognized, but couldn't place.
I asked him what it was, and, in one of the most hilarious moments of my life,
he looked over and said, with great weight and formal reserve, "It's the theme
from 'Moon Patrol.'"
	So anyway, the point is that I have the music to "Moon Patrol," or at
least the bass line, which I can transcribe for any nostalgic musicians out 
there. Any interest?

							-jess
Newsgroups: alt.games.video.classic
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: "Pac-Man Fever" NOW AVAILABLE on compilation album
Organization: Netcom; Renegade User
Date: Tue, 15 Dec 1992 05:43:03 GMT

    ]-[ey, folks, if you like the song "Pac-Man Fever" and want a copy
 of it...  Next time you're in a decent sized record store go over to
 the "Collections" section and look for a compilation titled
 
 SOUNDS LIKE YESTERDAY, VOL IV (The Early 80's)
 
    ___
     |he song "Pac-Man Fever" is the last track on the album (CD).

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: alt.games.video.classic
From: pashdown@javelin.sim.es.com (Pete Ashdown)
Subject: Re: History of Home Video Games
Organization: Evans & Sutherland Computer Corp.
Date: Fri, 18 Dec 1992 19:45:58 GMT

petitc@vccsouth23.its.rpi.edu (Christopher Jon Petit) writes:

> tapes tapes tapes tapes tapes tapes tapes tapes tapes

This is something that has always bothered me.  Game cartridges are not
"tapes."   There is nothing magnetic or tape-like about them besides their
size.  You might as well call them cigarette packs or remote controls.
Cartridges are cartridges.

Other than that, nice write-up.
-- 
			What's the frequency, Kenneth?

DISCLAIMER: My writings have NOTHING to do with my employer.  Keep it that way.
Pete Ashdown    pashdown@slack.sim.es.com    ...uunet!slack.sim.es.com!pashdown
Organization: Junior, Social & Decision Sciences, Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.video.classic
Date: Wed, 16 Dec 1992 06:06:21 -0500 
From: Aymerik Renard <ar73+@andrew.cmu.edu>
Subject: Re: Colecovision EXPERIENCE Magazine

>	Does anyone know HOW powerful the Super Game Module(announced in 
>the first issue of Experice) was supposed to be? It says that it will use
>Super Game Wafers for the storage. What the f#c* is a wafer?!?! They say it
>looks like a miniature record.

    What they were calling "wafers" were actually not wafer-related
things at all but extremely thin, and credit-card sized special tapes.
It essentially allowed them more storage, witness the extra levels of
Donkey Kong (the missing arcade one + win & lose sequences). The unit
was cancelled due to tape mechanism problems. Too bad, it looked pretty
impressive, but then again I thought the Colecovision was the coolest
system at the time. (Does anyone have stats on Coleco vs. Atari 5200
video, colors, sound,etc? I believe the 5200 was just a stripped down
800, but I may be mistaken.)[if some stats are posted, if someone could
email me, I'd appreciate iut, as I'm leaving for the break tomorrow, and
this group will have cycled through its message allocation by the time I
get back).




___________________________________________________________________________
Aymerik Y. C. Renard               Internet:ar73+@andrew.cmu.edu
Carnegie Mellon University         Bitnet:ar73+%andrew.cmu.edu@CARNEGIE 
Pittsburgh, Pennsylvania           UUCP:...!harvard!andrew.cmu.edu!ar73
USA                                AT&Tnet: (412) 268-8354
From: opnpaul@ubvmsd.cc.buffalo.edu (Paul Francavilla)
Newsgroups: alt.games.video.classic
Subject: nontendo game "Battle Chess"
Keywords: Greetings,
Date: 17 Dec 92 02:59:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Nintendo. My son would like a copy.

                                     thanks in advance,
                                          Paul
From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Newsgroups: alt.games.video.classic
Subject: Stupid Fruit Machines (was Space Panic)
Date: 14 Dec 92 15:44:11 GMT
Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Organization: British Telecom Research Labs


In article <1992Dec9.073019.10870@prime.mdata.fi>, jarnis@mits.mdata.fi (Jarno Kokko) writes:
|> 
|> Also in Finland there are almost no arcades as in the US. Here about all
|> coin-op machines are handled - by law - by RAY (Raha-automaattiyhdistys) -
|> and they don't care shit about arcade games and pinballs, whole country
|> is infested by fruit machines and other shit like that. You are lucky
|> if you find ONE machine in the corner of local cafe or gas station.
|>

In the UK, you can find some good arcades like in the US, but like Finland
most places are infected with F--king Fruit machines.  Every pub has at least
one fruit machine, and rarely have any video games.  So on the whole, I
recken that there are about 20 times the amount of Fruit machines than
video games in the UK.  A sad fact that makes classics even harder to find.

      SPHINX

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-= ?include "DISCLAIM.H--"                           =-=
=-=                                                   =-=   
=-= Show me a girl who is a virgin and has smoked for =-=
=-= 3 years, and I will show you a fish that smokes.  =-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Newsgroups: alt.games.video.classic
From: drudetb@infonode.ingr.com (Ted B. Drude)
Subject: Re: More Atari 5200 Questions
Organization: Intergraph Corporation, Huntsville, AL.
Date: Sat, 12 Dec 1992 06:46:24 GMT

In article <1992Dec10.012724@IASTATE.EDU> cupples@IASTATE.EDU (Robert L Cupples) writes:
>I am also interested in any sources for Atari 5200 equipment, especially
>controllers.  Mine are broke and the machine has been sitting in the closet
>for a few years.  I've never seemed to have as much fun with the game systems
>of today that I had with my 2600 and 5200.

You can order complete new 5200 controllers for $27 each (YIKES!) from 
Best Electronics in San Jose (408) 243-6950.

If you're up to repair work,  you can also get just parts for the
controllers for lots less $$$ from Best and refurbish them yourself.

You can get a brand new 5200 track ball controller for $12.95 from
Alltronics in San Jose (408) 943-9776.  It's great for Centipede and
Missle Command.

- Ted D.
Newsgroups: alt.games.video.classic
From: pellant@staff.tc.umn.edu ()
Subject: Hack!
Organization: University of Minnesota
Date: Sat, 12 Dec 1992 16:21:31 GMT

What!?!  No one has mentioned hack.  The classics are not complete
w/o hack!!!!

    __  ___  ___
   / / / __\/__ \   Jon Robert Pellant
  / / / / / / / /   Sr. Applications Programmer
 / / / / / / / /    University of Minnesota
/ /_/ / / / / /     (612) 626-8034
\____/ /_/ /_/      pellant@staff.tc.umn.edu
Newsgroups: alt.games.video.classic