HDTenEightyP/NetNews huggingface dataset:
From: alexr@apple.com (Alexander M. Rosenberg)
Newsgroups: rec.games.video.arcade
Subject: Re: MK versions?
Date: 10 Nov 92 02:49:30 GMT
Organization: Hackers Anonymous
X-Useragent: Nuntius v1.1.1d12
X-Xxdate: Mon, 9 Nov 92 02:51:13 GMT
X-Xxmessage-Id: <A72463A134010C7C@mtdew.apple.com>

In article <Iezet6S00iUx83KJle@andrew.cmu.edu> Michael Alfonso Visconti,
mv2a+@andrew.cmu.edu writes:
>What are the different versions of Mortal Kombat that everyone is
>talking about and how can I figure out which one I am playing on?  What
>are the differences on gameplay?  Any response would be appreciated.

According to my local distributor, there have been three ROM versions of
Mortal Kombat. Midway didn't think enough of them to issue a service
bulletin, so one can assume that they only represent slight changes to
game play to remove glitches and as a result, slightly increase difficulty.
(Some of the known problems were easily exploited.)

I doubt that there is a user-discernable way of knowning the ROM version,
short of watching the start-up test, using the dignostics and accoutning
features, or knowning exact what game play aspects changed from version to
version and checking for those.

In summary: the manufacturer doesn't think it matters.
---------------------------------------------------------------------------
-  Alexander M. Rosenberg  - INTERNET: alexr@apple.com      - Yoyodyne    -
-  330 Waverley St., Apt B - UUCP:ucbvax!apple!alexr        - Propulsion  -
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Organization: Freshman, Art, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Mon,  9 Nov 1992 12:59:40 -0500 
From: Michael Alfonso Visconti <mv2a+@andrew.cmu.edu>
Subject: Re: Etiquette
	<1992Nov7.043004.22640@tamsun.tamu.edu>
Distribution: na

>	Hurm.  One thing that has recently really begun to bother me about the 
>current trend in continuing multiplayer games is the loss of an etiquette 
>system which had developed when I was a couple of years younger.  The way it
>used to work, if you were going to keep pumping quarters into a game,
you would
>place the money on the game.  Usually between the console and the
screen >(though
>of course now and then a game in bad shape would suck a few down, but hey, 
>that's what attendants are for...).  This allowed people to know how long a 
>particular person was playing (or at least planning on playing).  This system
>seemed to work really well.  It is a far cry better from what happens now.  I
>still attempt to use this system, yet I watch people (idiots) playing games
>who, when their game is over, panic in an attempt to dig yet another quarter
>from their pockets with which to feed the machine.  I don't really have a 
>like to know how  many times they plan to continue.  Putting the money up
>so that people can see seems to be an obvious solution.  Also, if money is
>there, that should act as a clue that people are waiting.
 
>	Yet it doesn't happen anymore.  Why?

Well I think one reason is that on games like SFII or MK Sometimes the
machine moves a bit and the Quarters fall. Also sometimes when there is
a bunch of people lined up whos money is whos gets mixed up sometimes. 
Also I have seen big guys take little guys' money (ABSOLUTELY NO
etiquette there).  But I do Agree with you that it is a pain in the butt
to wait as the person feeds $5 or $10 bucks into the machine.  

 
>	Also, in multiplayer games, whatever happened to asking a person 
>playing if they would mind if a newcomer joined?  I personally don't really
>like to play with unskilled people (quarter pumpers, we like to call 'em).
>Yet some people seem offended if I don't want to have them join in.  Often 
>games that allow more than one player are more difficult if several people
>join in, hence not only is there simply the fact that no help is better than
>poor help, but poor help actually hurts.

I agree.  Also though the converse of this exists.  When a player is new
and trying to figure out what is going on, or if you getting
particularly far for YOU it is VERY annoying to have a great player join
in (on a VS. game, ie SFII or MK) and toss you off the game by beating
you easily.  There is no way you can get back on until he leaves. 
You're definitely right, asking to join in is a must and if the offer is
declined it should be respected (sometimes it isn't).

thanks for listening


----Mike Visconti

Newsgroups: rec.games.video.arcade
From: aek@wiretap.spies.com (Al Kossow)
Subject: Williams game ROM versions
Organization: Advanced Technology Group, Apple Computer, Cupertino CA
Date: Mon, 9 Nov 1992 00:59:27 GMT

Does anyone know which ROM set is the newest (fewest bugs) for Williams
games like Robotron/Stargate/Joust? I've seen ROM sets with red, green,
blue, and yellow labels, all with the same part number, but with different
code.
Newsgroups: rec.games.video.arcade
From: almeida@ame.gsfc.nasa.gov (aswin m. almeida)
Subject: Re: SFII, MK, and PCs
Organization: NASA Goddard
Date: Wed, 11 Nov 1992 21:30:50 GMT

I saw Street Fighter II for the IBM, and didn't think it was
that impressive, except for the graphics are almost an exact
duplicate from the original.  (Almost).  The music isn't
soundblaster, it is only Adlib (only FM voices are coming
out of the speaker, no digitized sounds, not the "hadoken,
sharoken, sonic boom" etc that most of us love, hehe <: ).
If the original designer of this game sees this message,
I have a few suggestions for him:

(Nope, didn't say I could do better, just a few suggestions,
 hehe <: )

a) Include Joystick support for your game.  It is also a little
   too easy to pull off moves such as Ryu's fireball with
   the keyboard (though I guess I see no other way to do
   a spin with a numeric keypad...)
b) Change to true Soundblaster support, use digitized samples
   if possible in combination with FM music.  The music sounds
   too much like something from an Adlib jukebox, and not
   really like the music from Capcom's game.

Mortal Kombat for the IBM PC?  That would be interesting...
Street Fighter II would require a PC of at least 386 or higher
caliber, so I doubt that MK could work on a PC, except
maybe a high-end one.  And of course Mortal Kombat looks
like a movie, to get graphics like that you'd need
one hell of a card <:

Lastly, if someone could e-mail me their preferred
fatality moves for SubZero, I'd appreciate it.
Also, what is a good way to counter 
a) Raiden's flying attack
   (One that I've read is w/Sonja F/B/HP to
    nail them while they are airborne, i guess
    that Liu Kang's F/F/HK - flying kick
    would work as well.  I got really messed
    up by people who play Raiden fairly well,
    after killing them with Raiden four times
    they finally decided to switch to Raiden,
    and I simply couldn't compete with any
    of the characters.  I know that if fast
    enough you can freeze him over and over
    again).

b) Sweep-kicking-happy opponents
   I have no clue really how to counter this,
   but Ive met many who really enjoy this move,
   especially when you play Raiden.  So Im
   wondering, how do I counter it?

Thoughts, suggestions, flambe's
mail to
tictac@wam.umd.edu or the address above

Thanks!
Newsgroups: rec.games.video.arcade
From: turtle@engin.umich.edu (Matthew M Edwards )
Subject: Bubble Bobble Question
Date: Wed, 11 Nov 92 12:57:38 EST
Organization: University of Michigan Engineering, Ann Arbor


I finally found a Bubble Bobble arcade machine!
I seem to recall something about a cheat during the attract mode
that let you start with all the superpowers.  Anyone know what it was?
It had something to do with moving the joystick.  Please help!!!!

Ribbit
Newsgroups: rec.games.video.arcade
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Just thought you would like to know (THE REAL SF2 for the PC!)
Organization: University of Tasmania, Australia.
Date: Mon, 9 Nov 1992 06:58:26 GMT

>Actually, I believe I HAVE a copy of SF2 for IBM PC and I recall
>seeing the title Nintendo on the title screen.  The copy
>I have is obviously a beta version...it sucks so don't
>bother requesting it.  

Nintendo has nothing to do with this game - it's clearly a rip-off
of the SNES's graphics, and that's about all.  The title screen says
something like "arcade version: capcom, nintendo version: nintendo,
PC version: xxxx" where xxxx is the guys name (asian, I can't remember
it).

--
Tim Morris

Newsgroups: rec.games.video.arcade
From: flee@cs.psu.edu (Felix Lee)
Subject: Re: Zen out on music
	<1992Nov9.151151.15150@rtsg.mot.com>
	<1992Nov11.011657.14906@samba.oit.unc.edu>
Date: Fri, 13 Nov 1992 14:19:52 GMT

My favorite soundtrack is Atari's OFF THE WALL.  And Namco's ASSAULT.
COOL POOL also has an interesting soundtrack.

KLAX has a very good soundtrack: no background music.  It's a busy but
low-key game, and it doesn't need tense effects to keep you occupied.

Good soundtracks are often those you don't notice, or don't remember
noticing.  Movie soundtrack techniques are quite applicable to
videogames.
--
Newsgroups: rec.games.video.arcade
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: Re: most annoying attract modes
Date: 6 Nov 92 22:20:07 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Steve Stelter writes:
>
>Didn't Gorf have a computer voice begging you to insert money into it?

Come on, how can you complain about Gorf!? :)  I think it said "insert
coin" in a muddled electro-cheez voice, but not very loud or anything.

I still like the Gorf sound effects, especially the explosions.  I
think computer generated sounds have more character than digitized
effects, though both have their place.

"Some galactic defender you are."
"...space caaaaaadet."

--
James Hague   
exuhag@exu.ericsson.se
From: andyf@yama.uk.sun.com (Andrew Fox - Sun UK - Answer centre)
Newsgroups: rec.games.video.arcade
Subject: Re: Holoseum
Date: 6 Nov 92 01:58:08 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: andyf@yama.uk.sun.com
NNTP-Posting-Host: yama.uk.sun.com

In article 11212 "Andrew B. Potratz" <ap2a+@andrew.cmu.edu> writes:

>thomase@extro.ucc.su.OZ.AU (Thomas Esamie) writes:
>>         I just saw this game (Sega) in my local arcade, anyone want to
>> comment on the gameplay and value of this game. Is it better than Time 
>> Traveller? I wonder if this is just me but does this game remind anyone
>> else of the game played by Chewbacca and Obi (or was it Luke) in Star Wars.

>I know the game played by Chewie and Obi; the hologram chess game with
>monsters.  I *KNEW* I saw it, but its not in the movie Star Wars.  Was
>there a brief TV series or an uncut version of Star Wars that it might
>have been in?  People thought I was making up that chess scene, and
>its been really frustrating to not be able to find this scene in the
>movie.  Where is it from????

This scene is in all the versions of the movie I have seen.
The scene actually features Chewie, Han, See Threepio and Artoo Deetoo.
They are en route to Alderaan on the Millenium Falcon and are playing the
game to pass the time.

The scene starts with Artoo Deetoo making a move and taking one of Chewies
pieces (by picking up his monster and throwing it to the floor). Chewie
complains about this, and Threepio says 'Shouting about it won't help you,
he made a fair move.'
Han then says 'It's not wise to upset a Wookie'. Threepio counters this with
'But nobody worries about upsetting a droid'. Han then says 'That's because
droids don't pull peoples arms out of their sockets when they lose. Wookies are
known to do that.
' Threepio then, wisely, says to Artoo 'I suggest a different strategy, let
the Wookie win.'

As I said, I have yet to see a version of Star Wars that didn't carry this
scene. I saw the movie in the cinema, on tv, and I have the standard and
widescreen video copies. All of these contained this scene.

Andy.

+-----------------------------+----------------------------------------------+
| Andrew Fox,                 |     'Life, don't talk to me about life.'     |
| Product Support Engineer,   +----------------------------------------------+
| Sun Microsystems Inc.,      |  					     |
| Citygate, Sale,             | Disclaimer:These opinions are mine, assuming |
| Cheshire, M33 1JF,          |            I can remember what I've said.    |
| ENGLAND. +44 (0)61-905-4589 |                                              |
+-----------------------------+----------------------------------------------+
From: Matthew Hall <mjhall@socs.uts.edu.au>
Newsgroups: rec.games.video.arcade
Subject: StunRunner Moves Requested
Date: 12 Nov 1992 03:29:32 GMT
Organization: UTS Microcomputer Shop
Distribution: world
NNTP-Posting-Host: microshop-04.ccsd.uts.edu.au
X-UserAgent: Nuntius v1.1.1d12
X-XXMessage-ID: <A7281B2B35012404@microshop-04.ccsd.uts.edu.au>
X-XXDate: Thu, 12 Nov 92 14:31:07 GMT

Sorry if this is in the ftp'able files, but I couldn't seem to be able
to connect to tsunami.cs.orst.edu!

I've been playing StunRunner for a long time now (like since it came out)
and I've never been able to get past level 21 or so.  My high score is in the
mid 900K (around 960,000 I think).

I have found the 'teleport' feature that zaps me past a bunch of levels,
are there more of these?

Since coming up against this block I've reduced my games to every month 
or so, still getting 750K plus.

Any one know what I can do to get to the final levels???
Is it just a case of playing with less mistakes?

I did hear that someone in Atari was reading this some time back
who was on the StunRunner project . . . help, Please???

--
mjhall@socs.uts.edu.au   -OR-  :-{}       |+4SITE+ACDC+LOC+MAC:WAY+|"Hi, I'm
Matthew_Hall.MICRO_SHOP@Boronia.uts.edu.au|+RHPS+WWTW+LOSS+IBM:NOT+| Eddie"
\\\------- fax ++61 2 330 2475 -------- telephone ++61 2 330 2466 -------///
From: rparker@sword.eng.pyramid.com (Ray Parker)
Newsgroups: rec.games.video.arcade
Subject: Defender ROM failure
Summary: need ROM 9 image
Date: 9 Nov 92 22:44:56 GMT
Followup-To: rparker@pyramid.com
Distribution: na
Organization: Pyramid Technology



My Defender game reports a "ROM 9" failure after the reset button is
pushed. I suspect a checksum error has occurred during the diagnostic
phase of startup. I have access to a PC based PROM programmer and can
program a 2Kx8 PROM that Williams designed into this game. If someone has
a hex dump or a image of this ROM 9, a posting or email would very much be
appreciated. BTW, this Defender game is a full blown upright arcade 
"red stripe" version if that matters.
From: empire@dorm.rutgers.edu (Michael Kraft)
Newsgroups: rec.games.video.arcade
Subject: SFII PC game
Date: 10 Nov 92 02:18:43 GMT
Organization: Rutgers College, Rutgers University

I just got a copy of a Street Fighter 2 game for the IBM PC. Its is only a 
beta test, and you can only be Ryu or Guilem, but other than that it is 
pretty good. (It has a few [ok a lot] of bugs in it, but its still good). It 
supports sound blaster, but there is only music and no sound effects. The 
guy who uploaded it says it uses sort of a low version of sprites. Oh, and 
another thing, the whole game is in Korean. But, while it doesn't look 
exactly like the arcade, it comes close. Its an ok game, I just hope the 
people who made it continue working on it and fix those bugs and add more 
players. Anyone see this?


 /==========================================================================\
 | Michael Kraft                         Internet: empire@dorm.rutgers.edu  |
 |--------------------------------------------------------------------------|
 |  This is not a .sig                             New Jersey, USA          |
 \==========================================================================/
Newsgroups: rec.games.video.arcade
From: musjndx@gsusgi2.gsu.edu (Jonathan N. Deitch)
Subject: The Pinouts/Switches archive list for Nov 92
Organization: Georgia State University
Date: Sun, 8 Nov 1992 03:38:04 GMT


This is a current list of entries in the Pinouts/Switches archive, current
to October 2, 1992.  If you wish a copy of any of these, just email a request
to jdeitch@gisatl.fidonet.org and I'll send it out to you.  Please do NOT
send request for the entire archive.  I can't handle messages that large as
my UUCP host gets a little angry about such things ...

Here goes the list, pinouts then switches :

Directory of C:\PINOUTS

[.]             [..]            BOSCNIAN.PI     BUBBLES.PI      BURGERTM.PI 
CNTIPEDE.PI     CRZYCLBR.PI     DIGDUG.PI       DKONG.PI        FOODFITE.PI 
FROGGER.PI      GALAGA.PI       GALAXIAN.PI     GORF.PI         IKARI.PI    
KANGAROO.PI     KONAMI.PI       MAGMAX.PI       MILLIPED.PI     MISSCMMD.PI 
MOONPTRL.PI     PACMAN.PI       ROCNROPE.PI     SCRAMBLE.PI     STARWARS.PI 
       25 file(s)      57329 bytes

Directory of C:\SWITCHES

[.]             [..]            BTTLZONE.SW     CRZYCLBR.SW     DIGDUG.SW   
DKONG.SW        GALAGA.SW       GALAGAPL.SW     GORF.SW         GYRUSS.SW   
MAGMAX.SW       PACMAN.SW       ROCNROPE.SW     STARWARS.SW     ZAXXON.SW   
       15 file(s)      34423 bytes

 /==========================================================================\
|           The Rec.Games.Video.Arcade Logic Board Pinouts Archive           |
|         Maintained by Jonathan Deitch (jdeitch@gisatl.fidonet.org)         |
 \==========================================================================/


-- 
         ** Atlanta Braves - Back to Back NL Champs '91 and '92 **

 Internet: jdeitch@gisatl.fidonet.org   Fidonet: Jonathan Deitch@1:133/411.7
           musjndx@gsusgi2.gsu.edu      Bellnet: 1 - (404) - 261 - 3665           
-----------------------------------------------------------------------------
Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
--------------------------------------------------| trust my own technology!"
"Thrills!  Chills!  Magic!  Prizes!" -- Hurricane |    -- Geordi LaForge

Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...
From: gerg@netcom.com (Greg Andrews)
Newsgroups: rec.games.video.arcade
Subject: Re: most annoying attract modes
Date: 10 Nov 92 02:59:34 GMT
Organization: Netcom Online Communications Services (408-241-9760 login: guest)

In article <1992Nov9.204847.3682@cimage.com> ejd@cimage.com (Ed Driscoll) writes:
>
>My vote for most annoying (someone already mentioned this one):
>"Body blow! Body blow! Body blow!  Uppercut!  Knock-'im-out!"
>

Agreed.  My buddies any myself joked for years about annoying games,
and our battle cry was "Body Blow! Body Blow!"...

My hands-down all-time most-hated game-to-play-next-to was the
Olympics game where you had to press a pair of buttons to make
your player run.  (During the 100-yard dash, both players would
pound their buttons full force, making the most deafening noise. 

It was a fun game to play (with the proper technique of rapidly tapping
the index and middle fingers on one button).  ROTTEN game to be near when
someone else is playing...


-- 
 .------------------------------------------------------------------.
 |  Greg Andrews   |       UUCP: {amdahl,claris}!netcom!gerg        |
 |                 |   Internet: gerg@netcom.COM                    |
 `------------------------------------------------------------------'
Newsgroups: rec.games.video.arcade
From: mcginle@obelix.gaul.csd.uwo.ca (JAMES MCGINLEY)
Subject: GI JOE - a word or two about it.
Reply-To: mcginle@obelix.gaul.csd.uwo.ca (JAMES MCGINLEY)
Organization: University of Western Ontario
Date: Fri, 13 Nov 1992 05:26:42 GMT

Today I played GI JOE in the arcade. I'm pretty sure it's
brand spanking new since it cost .50 to start and a .25 to continue.
It reminded me of another bad game called (I believe) Vindicators.
Essentially, you are running towards your enemies and their
installations (you automatically run) while you move the joystick
around to aim your crosshairs.

THE GAME BITES - DON'T BOTHER PLAYING IT.

* HOWEVER *

IT HAS SOME OF THE BEST SCALING GRAPHICS THAT
I HAVE EVER SEEN - I'M NOT EXAGERATING.

First off, everything scales (the army men, the planes, the tanks)
and looks good wether it is far away or close to you (only occasionally
can you see the pixel makeup - and that's only because the item
in question is taking up the whole screen).

Secondly, everything - and I mean everything - can be shot at and
destroyed. To top it off, there's plenty to shoot at. You can even kill
insignificant background objects (regardless of how far away they are)
if you just keep shooting. Big objects (such as bunkers and planes -
not the ones shooting at you - just background) can be shot down too.
This in itself is not too impressive. The impressive thing is that most
objects have there own 'death' scene. Trees fall over (with sound effects),
cars roll, watchtowers collapse and roll towards you etc. etc.

It was really amazing to see what they can do nowadays.

SO WHAT'S MY POINT?
MY POINT IS -THE GAME STILL SUCKS!

What I can't figure out is why anyone that would spend so much time
on those graphic scenes and the parallax scrolling etc. etc. would not
spend more time on the game!

There really is no game play (just keep moving or else you'll get shot).
To top it off, there are so many things exploding and it is so hard to
see the bullets you can hardly tell what killed you.

Anyways, I hope this game fails miserably and we can get back to the
basic gameplay strangely absent from most modern day games
(if they had only applied those graphics to BattleZone >sigh<).

Yours despondently,
Jim 'I'm getting old' McGinley.
From: 00mslantz@leo.bsuvc.bsu.edu
Newsgroups: rec.games.video.arcade
Subject: Re: easy kill for goro
Date: 11 Nov 92 02:43:25 GMT
Organization: Ball State University, Muncie, In - Univ. Computing Svc's

Check this out guys... I think you just might like it...
(assuming you don't already know...)

In article <gezPcNi00VpgI5d0M2@andrew.cmu.edu>, ac4a+@andrew.cmu.edu (Alan Keith Chen) writes:
> Anybody knows how to beat Goro with Liu Kang, Kano, or Sonya??
> Thanks.

The easiest wat to beat goro is to hit him once and when as he gets up, 
keep pressing a punch button and he will freeze until the timer runs out.  
KEEP PRESSING PUNCH or he will attack, w/ some people he will advance slowly,
frame by frame, but HE WON"T ATTACK!!!! Have fun guys... 
Newsgroups: rec.games.video.arcade
From: smmcafee@mtu.edu (Sean McAfee)
Subject: Re: most annoying attract modes
Organization: Michigan Technological University
Date: Thu, 12 Nov 1992 01:38:17 GMT


What's the name of that hockey game with the trak-balls?  Whatever, it has
the most annoying attract mode I've seen in a long time.  In the dorm where
I lived last year, it was in the basement game room, which was right down
the hall from the study rooms (smart move).  From the closer study room,
even with the door closed, it was impossible to shut out the sounds from
this game.  The music was bad enough, but there were also voices mixed in;
the attract sequence ended with

	"WHAT a SHOT!  WHAT a SHOT!  WHAT a WHAT a WHAT a WHAT a..."

Grated on the nerves like you wouldn't believe.

-----------------------------------------------------------------------------
"She may be a horror in her true form!  She may look like a    Sean McAfee
horror now---But, by the cosmos, she's my kind of woman!!"   smmcafee@mtu.edu
Captain Victory, Captain Victory and the Galactic Rangers #8
Newsgroups: rec.games.video.arcade