HDTenEightyP/NetNews huggingface dataset:
From: murdock@pixar.com
Subject: Dragons' Lair
Reply-To: murdock@pixar.com
Organization: Pixar -- Point Richmond, California
Distribution: rec.games.video.arcade
Date: Mon, 16 Nov 1992 15:51:06 GMT

Would you like to know the secrets to the Dragons' Lair Arcade Video Game?
If so, read onward...

I used to play the game quite a bit. I got so good that I wrote a book. I  
sent a copy of the manuscript to the game manufacturer to review. This  
book was never published after they looked at it, due to legal reasons.
Unfortunately, it was too detailed for their liking.

In the text, I detail how to gain points over an opponent by using my  
special moves, you can walk over the competition. In fact, I made in  
excess $5,000.00 by playing against people in Arcades all over the US due  
to these moves.

If you want to purchase this, drop me a line at the address listed below.
This is in text form, on printed pages. Unfortunately, there are no  
printed pages, but the descriptions are good enough that even if you have  
never seen the game before, you will become proficient in no time at all.

Send Check or Money order for $20.00 to: Make check payable to me  
directly. Postage is included in the price.


Mike Murdock
275 Hawthorne Avenue #102
Palo Alto, CA 94301
From: mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney)
Newsgroups: rec.games.video.arcade
Subject: Re: mortal kombat for IBM PC
Date: 16 Nov 92 15:57:11 GMT
Organization: Indiana University, Bloomington

In article <1992Nov12.203448.26755@gallant.apple.com> Alexander M. Rosenberg <alexr@apple.com> writes:
>In article <BxM53D.J89@usenet.ucs.indiana.edu> M Darrin Chaney,
>mdchaney@fractal.ucs.indiana.edu writes:
>>An Amiga would be more up to the task (with the hardware bit-blitting) but
>>a 386-25 or 33 could easily handle a stripped down version of the game.  A
>>SoundBlaster card could deal with the sound, and most VGA cards have a hires
>>256 color mode.  The only part that couldn't be easily implemented would be
>>the multi-layer background.
>
>The MPU in Mortal Kombat must be buried inside the large custom ASIC labelled
>U99 on the schematics. There is a TMS34010 graphics chip, and the sound is
>controlled via a 68B09.
>
>Any ideas as to what the MPU is?

It is possible to get a TMS34010 based graphics card for PC's.  TI marketed
a product called "TIGA", which at the time (a few years ago) was a bitchin'
product at 1280x1024x8.  They re up to the TMS34030 I think.

With a chip like that, a 386-25 should have no trouble reproducing MK,
including all backgrounds.

I'd about bet that they use a 680x0 for the MPU.

	Darrin
-- 

mdchaney@iubacs mdchaney@bronze.ucs.indiana.edu mdchaney@rose.ucs.indiana.edu

"I want- I need- to live, to see it all..."
Newsgroups: rec.games.video.arcade
From: axolotl@socs.uts.edu.au (Iain Sinclair)
Subject: Re: Best attract modes (was Re: Hello everyhone
Reply-To: axolotl@socs.uts.edu.au
Organization: University of Technology, Sydney
Date: 21 Nov 92 04:23:08 GMT

exuhag@exu.ericsson.se (James Hague) writes:
 >I always liked the Willams attract modes from the olden days, the ones
 >that would actually show you how to play.

Today's games have attract modes (demo modes, really) which show you how
to play.  They usually have "stories" as well, since post-Space Invaders
technology makes it possible.


--
 Iain Sinclair    axolotl@socs.uts.edu.au
Newsgroups: rec.games.video.arcade
From: jelliw@nuge105.its.rpi.edu (William Brian Jellig)
Subject: Mortal Kombat Comic
Reply-To: jelliw@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Fri, 20 Nov 1992 19:57:51 GMT


	The comic book offer option for MK machines is a feature we all 
probably know pretty well by now, but has anyone actually ORDERED the 
thing? Maybe it has the run down of all our fav. characters, possibly 
even gives some insight into the elusive Reptile.  
 
    just a thought....
   
no sig, just Bill

Xref: sparky rec.games.video.arcade:9206 alt.games.sf2:4843
From: tsau@cae.wisc.edu (Johne Tsau)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: Re: Balrog vs. Blanka
Date: 23 Nov 92 20:23:26 GMT
Organization: College of Engineering, Univ. of Wisconsin--Madison

In article <By6MKw.2F4@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>In <By670y.A0z@news.cso.uiuc.edu> mlm@mrcnext.cso.uiuc.edu (Michael McCool) writes:
>
>>Brian Odom (bodom@silver.ucs.indiana.edu) wrote:
>>: 
>>: I'm starting to get good at Balrog and I like him even though I think he
>>: still sucks.  But, he dominates Blanka.  Honda, on the other hand, is a 
>>: pretty tough match for me.
>>: -- 
>>: Brian T Odom
>>: 
>>: "We are all manufacturers -- some make good, others make trouble, and still
>>: others make excuses."
>
>>Honda is excellent vs. Balrog.  Granted, I've never really played too many
>>Balrog masters (a rare bird), but I do know that I always beat with double
>>perfects in that battle.  I also know of a friend who all he had to do vs.
>>a Balrog player was play lawnmower with the 1000 hand slap.  Cries of cheap
>>notwithstanding, it was mighty effective.
>
>I know how "excellent" Honda is against Balrog, but how do you stop it?  
>Honda rushes at you with his 1000 hands.  OK, I must jump over them or block
>forever.  So I jump.  Then the bastard backs up with his hands to make sure
>I land in them and the cycle repeats.   ARGH!!!!  What can a Balrog do?
>-- 
>Brian T Odom
>
>"We are all manufacturers -- some make good, others make trouble, and still
>others make excuses."

When they made CE, they changed Honda so that he could move with his hands.
BUT, they also took something away... you can attack his hands when he
is slapping away with them.  Just punch his hands... it works... I even
used to use guile and just crouch jab every time he came near with
his hands.  Easy :)

--
Johne.
From: cwagner@ccwf.cc.utexas.edu (Christian Wagner)
Newsgroups: rec.games.video.arcade
Subject: Re: Best attract modes (was Re: Hello everyhone...)
Date: 20 Nov 92 14:28:49 GMT
Organization: The University of Texas at Austin, Austin TX

In article <1992Nov15.074904.892@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (E. Kontei) writes:
>In article <1992Nov14.235719.13625@ultb.isc.rit.edu>, tjg2946@ritvax.isc.rit.edu writes:
>> 	Do anyone here have their own favorite introduction sequence (not
>> like an anoying stuff, I mean sequences that show the story while begging
>> you to insert coin before running a demo of the game (while begging you
>> to insert coin (coin?  coin?  a penny is acceptable?)).
>You mentioned SunsetRiders.  That demo sequence definitely appeals to the
>anime fan in me, and I LIKE the Spanish guitar sphagetti western music
>they use.

Same here. When you've got the sound turned up on the machine so you can -hear-
it, a bunch of the interim pseudo-cinematic sequences are really neat.

The ending, when you finally beat Sir Richard Rose, is -so- cool; not the 
"riding off into the sunset" sequence, but what happens right there when you
beat him.....
(No, I'm not going to spoil it. :P )

>What demo sequences do YOU like?

The interim cinematic parts of XMen aren't bad; I also loved the opening for
Carrier Airwing, where we see Tokyo get bombed into rubble. :>

The demo sequences for Strikeforce is kind of neat; we see the actual story 
behind the game, and you can hit the fire button to get a listing of all of the
strange powerups and other important bits....

The opening for Aero Fighters is cool, with the scenes of the planes taking off
and the bit with the attack on the boat. Very well-done graphics-wise.

One of the best "How to play" demos has to be for the new SpaceLords spaceship
combatduel game; they show how to do -everything-, just about, and you can 
load up help screens with alien statistics by pushing the joystick around. 

However, no stand-up machine demo is going to really impress me until it 
outshines the cinematic sequences from the Wing Commander II computer game. I
still haven't seen anything that evocative, in terms of cinematic direction and
musical score, on a stand-up.....


-- 
    "Well, do you ever get the feeling that the Story's too damn real
                        and in the present tense?"
               Christian Wagner - cwagner@ccwf.cc.utexas.edu
From: stdnt171@whscdp.whs.edu
Newsgroups: rec.games.video.arcade
Subject: Re: MK reptile and blocking
Date: 18 Nov 92 20:46:33 CST
Organization: Washington HS, Milwaukee, WI

In article <BxxC2B.G6D@usenet.ucs.indiana.edu>, mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney) writes:
> The score idea sounds semireasonable since someone mentioned that a friend
> had got Reptile after playing a human opponent.  That should leave you with
> a higher score, shouldn't it?  (since you'd play more matches)
> 

	If this is true, that you can do it against a human oponent, then you
could just stick your own quarters in each side and play against a motionless
oponent.  True, this is sort of cheating, but it would help clear up the
mystery of how to encounter Reptile.  Anybody try it yet?

-- 
---------------------=THE JESSTER: MASTER SMART ASS-TER=----------------------
-=	Pick a quote, any quote:                                            =-
-="There's a giant sea monster attacking the cape!... Do you have any tartar=-
-=	sauce?" -Wild Cat                                                   =- 
-="Tatsu-Maki-Sen-Pu-Kyaku" -Ryu                                            =-
-="I say you are the messiah, Lord, and I aughta know, I've followed a few."=-
-=	-John Cleese                                                        =-
-="...True love prevails over all.  She got hit by a truck."                =-
-=	-5 guys called Anthrax                                              =-
-="This is a country, where tobacco kills 400,000 people a year so they ban =-
-=	artificial sweeteners... because a rat died!" -George Carlin        =-
-=Complaint of the week:                                                    =-
------------------=Must you breathe when you're around me?=-------------------
From: 737ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Reminescing...
Date: 19 Nov 92 23:27:30 EST
Organization: Western Michigan University

In article <1992Nov19.170510.27772@rtsg.mot.com>, king@rtsg.mot.com (Steven King, Software Archaeologist) writes:
> seth@inferno.uoregon.edu (Seth Scott) publicly declared:
> [some text deleted[
>>'Space Panic'
> 
> I played this as Apple Panic on my Apple ][, though I did see Space
> Panic in the arcade a few times.  I didn't care too much for it, and
> left it entirely in favor of Lode Runner.  But that's off-topic, isn't
> it? :-)

This is the one with the little aliens, you dug a hole, then after they fell
in, you filled it up, right? Funny thing, my mom used to love that game
She rarely EVER played any video games, but she liked that one, that and
Q*Bert, another one of my favorites
> 
>>'Satan's Hollow'
> 
> Excellent game!  I used to play this one every chance I got.  Haven't
> seen one around in years, though.
> 

Yes this was an awesome game, kinda set up like Tron, the cabinet and
joystick were exactly like Tron's without the rotary knob.
Newsgroups: rec.games.video.arcade
Subject: Neo-Geo question.
From: trdavid@fib.upc.es
Date: 18 Nov 92 15:18:33 GMT
Nntp-Posting-User: trdavid

Hello.

I'd like to get some information about the Neo-Geo ( price, games,
news and so ) in the US and in Japan.

Thank you in advance.

				David Garcia ( from Barcelona , Spain ).

Newsgroups: rec.games.video.arcade
From: bush@cae.prds.cdx.mot.com
Subject: Bagman pinouts/info wanted
Organization: Motorola Codex
Distribution: usa
Date: Fri, 20 Nov 1992 17:58:07 GMT
Keywords: video, bagman

 I've recently acquired a Bagman logic board.  I'd appreciate it if
anyone out there who either has the pinout info or knows a good place
to get it could e-mail me a note.
I'd also appreciate recommendations on a good place to get power supplies,
I know this is in the FAQ but I'd like to head people's personal experiences.
TIA,
Mike Bush
bush@cae.prds.cdx.mot.com
Organization: Junior, Social & Decision Sciences, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Wed, 18 Nov 1992 22:33:22 -0500 
From: Brandon Chin <bj+@CMU.EDU>
Subject: Re: MK Characters
	<chil.722085512@sfu.ca>
Distribution: usa

Well, the very first time I saw the game Mortal Kombat, I recognized
Raiden as the dude in _Big Trouble In Little China_.  I'm not saying I
think that that's the *exact same* character, but they're very similar
right down to the hat, the lightning, the lightning flickering around
his body, the lightning shooting from his hands, the blue eyes...

Anyway, on the subject of characters related to MK characters, there's
Scorpion.  Anyone remember the kung-fu movie "Five Deadly Venoms"?  It
had five main characters (well, actually it had more, but these were the
Five Deadly Venoms): Scorpion, Centipede, Snake, Lizard, and Toad.  The
only relation the Scorpion in the movie has to the Scorpion in MK is the
name unfortunately.  In the movie, Scorpion used his legs a lot to do
kicks (like a "scorpion's tail") and he had little "darts/throwing
stars/deadly projectiles"  (whatever you want to call them).  No
disappearing and reappearing in different places.  No harpoon-type
device.  Same name though.

Probably coincidence if you ask me (between FDV Scorpion and MK
Scorpion), but I think Raiden's a dead ringer for the guy in _BTILC_.

On a separate note, I like the way they made Sonya's costume red instead
of green when both players play Sonya (player 2 is red).  Hey, "Red
Sony(j)a"!...Nevermind.

-bj

Newsgroups: rec.games.video.arcade,alt.games.sf2
From: mlm@mrcnext.cso.uiuc.edu (Michael McCool)
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
X-Newsreader: Tin 1.1 PL5
Organization: CSO Resource Center
Date: Fri, 20 Nov 1992 20:19:47 GMT

 (U58505@uicvm.uic.edu) wrote:
: 
: Well the thing with Blanka is that he's just as annoying as defensive
: players in that most guys play him "reactionary".  It just seems like
: their is little risk involved for Blanka players, thank God for my
: Balrog.
: 
: X-Man

Amen.  Is Balrog a great Blanka killer?  I never really noticed; playing 
Honda vs. Balrog is an unfortunately weighted battle.

I also can't stand it when players sit in defensive crouch the whole match.
Now if I could just learn the trick to throwing perfectly...

--
 ____
/ oo \  Mike McCool 
\ .. /  mlm@mrcnext.cso.uiuc.edu
 ||||   
 \__/   "Well, you're certainly in touch with your anger."  --Frank Drebbin
Newsgroups: rec.games.video.arcade
From: axolotl@socs.uts.edu.au (Iain Sinclair)
Subject: Re: Sega's Virtua Racing
Reply-To: axolotl@socs.uts.edu.au
Organization: University of Technology, Sydney
Date: 23 Nov 92 00:26:24 GMT

flee@cs.psu.edu (Felix Lee) writes:
 >Well, I watched the game for a little while, and I've tentatively
 >concluded that it doesn't do realtime lighting.  It fakes it
 >reasonably well with the tires, but it looks like their coloring is
 >done simply relative to the screen observer.

Well, what else would it be done relative to? :-)  Like I said, "SOME"
polygons.  That includes the "virtual arms" of the driver and the
ending sequence when you get the high score.  Realtime lighting is
involved there, but whether it's "faked" or physically accurate or
not it kind of irrelevant, I think.  CG is all about fakery..


--
 Iain Sinclair    axolotl@socs.uts.edu.au
From: mcbride@cs.arizona.edu (Chris M. McBride)
Newsgroups: rec.games.video.arcade
Subject: Wow the good old days?
Summary: good times
Date: 20 Nov 92 19:21:00 GMT
Organization: U of Arizona CS Dept, Tucson

Just reading about everyone reminiencing. Remember when we were
talking about the First Sidescroll game? Well that reminded me of
RallY-X. You know the maze/race car game that scrolls in four
direction? Even when it was new it was hard to find, but I enjoyed it.
 
Satan's Hollow. Anyone remember the movie Joysticks? (the movie came
out in the time period when parents thought arcades were the lairs of
satan worshipers?) Well satan's Hollow played an important roll in the
movie. Bow, wouldn't you like to have a setup like that?
 
Someone mentioned Tarq? That was one of my original favorites(of
course that was when you had three to choose from) I used to win free
games all the time.
 
Now I've got a few questions. Why is it that whenever people mention
'short lived' games, they usually mention some of my favorite games
that I have seen everywheere(for example Crystal Castle's, I wouldn't
exactly call this one short lived)
And secondly why is it, when people talk about the good old days the
usually end up taling about a game that really isn't that old. Like
Toob'n or Rastan? These games belong to the new era. I want to here
about the good old days when aracades were a dime a dozen. Games like 
kangaroo, Crazy Kong, Moon Patrol, Joust, Scramble, Kappy, Warlords,
Circus, And all those other fun loving games.
 
Chris




Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Re: REPOST: MK moves
Organization: Vallen Software
Date: Thu, 19 Nov 1992 12:15:05 GMT

In article <1992Nov19.015328.1@snoopy.claremont.edu>, abriggs@snoopy.claremont.edu says most sayishly:
>Sonya:
>sonic rings   = lowpunch, back + lowpunch OR
>                just keep hitting the lowpunch and back repeatedly

I figured people would have this move down straight by now.  It's twice
back then lowpunch.  <--,<--,LP  Just like Scorpion's harpoon.

-- 
Sam Hulick          | "You can't discover new oceans unless you have the
shulick@indiana.edu | courage to lose sight of the shore."  --Anon.
(NeXTmail welcome)  |
Newsgroups: rec.games.video.arcade
From: Alexander M. Rosenberg <alexr@apple.com>
Subject: Re: MK reptile and blocking
X-Useragent: Nuntius v1.1.1d12
Date: Fri, 20 Nov 1992 01:21:53 GMT
X-Xxdate: Thu, 19 Nov 92 01:22:46 GMT
X-Xxmessage-Id: <A7317DE6E0030C7C@mtdew.apple.com>
Organization: Hackers Anonymous

In article <1992Nov18.204634.635@whscdp.whs.edu> , stdnt171@whscdp.whs.edu
writes:
>In article <BxxC2B.G6D@usenet.ucs.indiana.edu>, 
>mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney) writes:
>> The score idea sounds semireasonable since someone mentioned that a friend
>> had got Reptile after playing a human opponent.  That should leave you with
>> a higher score, shouldn't it?  (since you'd play more matches)
>> 
>	If this is true, that you can do it against a human oponent, then you
>could just stick your own quarters in each side and play against a motionless
>oponent.  True, this is sort of cheating, but it would help clear up the
>mystery of how to encounter Reptile.  Anybody try it yet?

Since the backgrounds cycle in a fixed order, I set my game on free play
and played three matches against a motionless second player. I got
double flawless and fatality in all matches. Then I continued into a single
player game, where the first match occurs at the pit. Even with a double
flawless and fatality, I did not see Reptile.
---------------------------------------------------------------------------
-  Alexander M. Rosenberg  - INTERNET: alexr@apple.com      - Yoyodyne    -
-  330 Waverley St., Apt B - UUCP:ucbvax!apple!alexr        - Propulsion  -
-  Palo Alto, CA 94301     -                                - Systems     -
-  (415) 329-8463          - Nobody is my employer so       - :-)         -
-  (408) 974-3110          - nobody cares what I say.       -             -
Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Sub-Zero double-kick?  Say what?
Organization: Vallen Software
Date: Mon, 16 Nov 1992 16:43:08 GMT

In article <1992Nov16.091526.21921@pasteur.Berkeley.EDU> c60c-2gx@web-2g.berkeley.edu (Charles Chiu) writes:
>(1) Sub-zero's Double-Kick, Slide, Sweep combo

Double-kick?  What are you talking about?  And if you mean kick twice,
which kick?  High kick, low kick, roundhouse? (O-- + highkick)
Be more specific.

-- 
Sam Hulick          | "You can't discover new oceans unless you have the
shulick@indiana.edu | courage to lose sight of the shore."  --Anon.
(NeXTmail welcome)  |
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: tangf@rs6317.ecs.rpi.edu (Frederick Tang)
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
Reply-To: tangf@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Fri, 20 Nov 1992 01:20:49 GMT

Obviously you guys have only limited Dhalsim players (no offense)
THere is a really irritating Dhalsim player at my school!
Hi s secret is to play DEFENSIVE..
If you wish to piss the hell out of any player you just sit
back and react tothem
you need a lot of practice before you can master this but trust me it
can be done..
I give that guy an award for most annoying player

non energy attack player  always play like that with the exception of 
Blankas which have been made too powerful


-Fred
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
Organization: University of Tasmania, Australia.
Date: Sat, 21 Nov 1992 03:13:28 GMT

>>THere is a really irritating Dhalsim player at my school!
>>Hi s secret is to play DEFENSIVE..

>You have only ONE of those types at your school, consider yourself
>blessed.  I'd give awards to at least six guys here.  And can you
>just imagine what the matches are like when two of these types of
>players go head to head. Dhalsim's not
>the only one either, Ryu can be just as bad (even though he is my
>character of choice).

Heh, you know you've hit rock bottom when the _Bison_ players start
playing like that...

>>non energy attack player  always play like that with the exception of
>>Blankas which have been made too powerful

The thing with Blanka is, once he's ahead it's nearly impossible to
get back into the match.  You can't jump in, you can't coax him
out - it drives me mad!  (If I'm Ken, that is... for studs like
Guile, it's less of a problem).

--
Tim Morris

Newsgroups: rec.games.video.arcade
From: David Brady <Brady_David@Tandem.Com>
Subject: Blasteroids (Was: Reminescing...)
X-Xxdate: Fri, 20 Nov 92 17:47:04 GMT
Organization: Tandem, Inc.
X-Useragent: Nuntius v1.1.1d11
Date: Fri, 20 Nov 1992 17:46:13 GMT

In article <1992Nov19.222917.20135@gallant.apple.com> Ed Rotberg,
gonzo@ntb.apple.com writes:
>Bzzzt.  Sorry, wrong answer.  Sinistar was not a green vein-headed alien.
> The
>game referred to is Blasteroids by Atari.  I ought to know, I designed and
>programmed that dog myself (with help from Peter Lipson and Mike Halley)!!
>
><grin> I guess we all have skeletons (or green headed aliens [Mukor, by
>name])
>in our closets.

Talking about going to the source!

If I bought the game (which I just might do soon...) are there any ways of
modifying the game play via switches/software - besides the obvious: number of
ships, cost per credit, and difficulty?

Any stories behind the design - secret features, features considered and not
included, etc...?

Thanks.
--
email: Brady_David@Tandem.Com
(Note: This message is from me, not my employer.  React accordingly.)

Always remember -  David Brady IS Lee Harvey!
Newsgroups: rec.games.video.arcade
From: djbarnes@eos.ncsu.edu (DONALD JAMES BARNES)
Subject: Re: Pengo
Originator: djbarnes@c00057-100lez.eos.ncsu.edu
Reply-To: djbarnes@eos.ncsu.edu (DONALD JAMES BARNES)
Organization: North Carolina State University, Project Eos
Date: Wed, 18 Nov 1992 03:08:30 GMT




About my last post....thinking back I may not be correct in who manufactured
Pengo....could that Pengo owner please post a response....I know that Rock-Ola
manufactured a few cheesy games (Eyes, for one)....but now I'm not so sure
about Pengo.....

djbarnes@eos.ncsu.edu

Newsgroups: rec.games.video.arcade