HDTenEightyP/NetNews huggingface dataset:
From: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Newsgroups: rec.games.video
Subject: Re: Zelda III
Date: 5 Oct 92 13:54:29 GMT
Reply-To: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Organization: Digital Equipment Corporation


|>Lines: 13
|>Nntp-Posting-Host: gator09.nrc.com
|>
|>HELP!...Look, I know that I am no where in  this game, but I am going
|>crazy!!...I just got the first pendant from the castle on the right...how
|>do I get the book??? Where are the shoes??? how do I get in the water?? How
|>do I get the other pendants????  AHHHHHH???!!! Help me!....
|>
|>
|>Please mail me any help!...Thanks!.
|>
|>
|>
|>----
|>Mike Goodglick
|>mikey@nrc.com
|>

Ok, Did you visit the wise man befor you went into the first castle,
didn't he say that once you finish the first castle I will give you something
special? If Not, go visit him now. He is in a small room in the general
area of the first castle.


		dave
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Super Smash TV (Genesis)
Date: 27 Sep 92 02:39:03 GMT
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

I've just seen Super Smash TV for the Genesis and I just can't believe it:
How can it be this bad??!  Having seen the SNES version, the Genesis version
just makes me want to throw up. The graphics, sound, and gameplay are all
terrible. The first two I put the blame on the programmers, the third is
due to the lack of buttons on the Genesis. The graphics of the SNES version
was almost identical to the arcade's. The Genesis version looks like a really
bad Amiga game. This shows that the game's programmers, Flying Edge, either
can't program, are really bad artists, or are just plain lazy. They didn't
even use the whole screen, and left about 1 inch at the bottom blank. What
could possibly be the reason for that?? I have feeling that for the SNES
version the arcade graphics was ported almost directly, but for the Genesis
the pallette was more limited, so everything had to be redrawn. Anyway, stay
away from this game at all costs.

-tehkao
Newsgroups: rec.games.video
From: kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan)
Subject: Re: Nintendo copying (how stupid...)
Organization: Clarkson University
Date: Mon, 5 Oct 1992 05:27:23 GMT



Yes you can copy nintendo games.  You can build a device that copies
the game from the cartridge to your PC, and the PC can then download
the game from disk to a special ram cartridge.

cartridge --> device --> PC

PC --> ram cartridge --> NES

The number of copies you can make is dependent upon how many ram
cartridges you can make as well as how many disk copies you can make.
Everyone who wants to get copies needs a PC, a ram cartridge, and a
copy of the game on disk.

   The ram cartridge itself is a modified nintendo game cartridge with
the ROM chip replaced by a RAM chip and a battery-back up added. 
Since it was originally a nintendo cartridge, the "lock out" chip is
not a problem because it already has one.

   There are plans for building this device on Wuarchives 
(128.252.135.4) in the directory pub/MSDOS_UPLOADS   The file name is
"nescopy.zip"
   Keep in mind however that these plans are not meant for the
beginner.  A good couple of years of hands on electronics is necessary
to build this, and if possible get as many Electrical Engineering
students as you can to help you out!!
   I plan to build this, but there are lots of things that I need to
do first, like get some experience in circuits and etching circuit
boards, as well as special order the chips via mail (Jaleco should
have them)

   You can also do this device to PROGRAM YOUR OWN NINTENDO GAMES FROM
SCRATCH!!!  Think about it...once you upload a game to disk, you can
mess around with the bytes and change an existing game, or build a game
from the ground up.  But to do this, you'll need this knowledge and
info:

1)  How to program the nintendo graphics and sound chips (undocumented)
2)  How to program in nintendo assembler (same as Apple IIGS assembler)
3)  How to write a cross compiler (senior comp. sci course material)

The programming info on the graphics and sound chips is a closely 
guarded secret.  Only people who work for nintendo or its licensees
know this information.  If you found this information and posted it to
this newsgroup, you would be considered an internet hero! :)

Well I wish you all the best of luck!!

- Rich
  kennehra@logic.camp.clarkson.edu

uGood luck!

- Rich
  kennehra@logic.camp.clarkson.edu
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Opinions wanted on various carts.....
Date: 28 Sep 92 18:27:28 GMT
Article-I.D.: clark.1992Sep28.182728.7127
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Sep27.204830.9747@prime.mdata.fi> jarnis@mits.mdata.fi (Jarno Kokko) writes:
>
>SuperSWIV is AWESOME blaster for SNES. Beats super-good amiga version
>hands down. I didn't really expect much from it, but boy I was happy
>to be proven wrong. Get this immediately..

Pardon my ignorance, but the above acronym mean nothing to me, just what
game are you talking about?

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: carleton@tecsun1.etl.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: [SFII] Ken/Ryu sound effects
Date: 29 Sep 92 13:09:58 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

plee@panix.com (John Lee) writes:

>Hi,

>	I should post this to alt.games.sf2 but I don't have access to 
>alt.games.sf2 so I am posting to the closest news group.  

>	Does anybody know what Ken/Ryu is saying when they use the dragon
>punch?  It sounds like "all you can" but does it mean anything in Japanese
>or is it some kind of English in the mind of the arcade designer.  Also
>when the helicopter is done, is the sound just a noise or does it have 
>meaning.  

	the dragon punch is SHO-RYU-KEN,  or "Flying Dragon Fist",
The fireball is HA-DO-KEN, KEN=fist, but I don't know the rest.  Chun Li's
helicopter kick is "Spin Bird Kick",  Ken's hurricane is a long japanese 
phrase which I don't know the meaning of.
From: gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu)
Newsgroups: rec.games.video
Subject: Re: First game off SF genre
Date: 6 Oct 92 08:12:40 GMT
Organization: University of Hawaii

In article <2AC93445.9162@ics.uci.edu> jjermani@ics.uci.edu (John W. Jermanis) writes:
>I remember Yie Are Kung Fu having the multiple enemy types (Fan, Blues, etc.)

	ooh! ooh!  Yie Ar Kung Fu!  I used to LOVE that game.  I never
played when it first came out.  First I played the game on my friend's
Commodore 128, got hooked, THEN approached the arcade game.  Never was
able to finish it though. =^(
	Plus I never got a total "understanding" of the controls. Much of
my "playing" was jumping in at the enemy and rapidfiring the buttons =^)
SOMETIMES I actually knew what kind of move I was pulling off, but other
times was "hey, let's push this and see what comes out"  But then again,
I was able to make it to Blues. =%)
	Anyone remember all the people you had to fight?

Buchu, Star, Chain, Club, Fan, Pole, Tonfun, Sword, Blues.  I remember
one more which basically had a lot of wimpy guys coming at you from
two nearby boulders, but forget it's name.

	Loved that game, quick constant action.

	...hey Kurt, pull out your C=128 and fix that keyboard!

--
         Galen Komatsu           !     Apple//e     !      XTC
gkomatsu@uhunix.uhcc.hawaii.edu  !  Sega MegaDrive  !  Sakai Noriko
  ar592@cleveland.freenet.edu    !    Atari 7800    !    Checkers
Newsgroups: rec.games.video,alt.games.lynx
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Need development info for Sega GameGear or Lynx
Originator: jmkaraka@c00008-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Fri, 2 Oct 1992 20:18:40 GMT


I|>>>I heard the development system for the Lynx is an Amiga.  Is this
|>>>true?
|>>
|>>I don't think it's true now. When the Lynx came out, Atari computers didn't
|>>have 4096 colours like they do now but the Amiga did. Even although the
|>>designers of the Amiga also designed the Lynx there is no overlap such that
|>>the games could be test driven on the Amiga hardware. I believe the base Lynx
|>>development system is now the Atari STE and soon the Falcon I guess.
|>

	The time and effort invovled in transfering the entire developement
system, hardware and software, to another platform would be staggering.  They,
fortunately, have their hands full pumping out new games rather than wasting
their time.

	-john 'I have a Lynx and an Amiga. So?' karakash-
From: daq@hpfcso.FC.HP.COM (Doug Quarnstrom)
Date: Wed, 30 Sep 1992 14:48:06 GMT
Subject: Re: Lynx sucks (NFL football)
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: rec.games.video

In rec.games.video, rjung@aludra.usc.edu (Robert A. Jung) writes:

> In article <17510095@hpfcso.FC.HP.COM> daq@hpfcso.FC.HP.COM (Doug Quarnstrom) writes:
> >I went down to the local Atari dealer and tried NFL football on
> >the Lynx.  On a scale from pathetic to numinous, it is just
> >a little higher than pathetic.  It seems marginally better
> >than Tournament Slobberball.  I did not buy it. ...
> >I don't know.  I would give up on the Lynx as a lost cause, but there
> >is still lemmings and eye of the beholder to look for.
> 
>   Hey, Doug, where have you been the last few months? Because...
> 
>         (1) You were warned that NFL FOOTBALL sucked. Didn't you read my
>               review of it last week?

I looked at it LONG before your review got to the net.  Sorry, next
time I will wait for your revelation before living my life.

>         (2) What about the other do-not-suck Lynx games that have been
>               released lately? SHADOW OF THE BEAST, PINBALL JAM, STEEL
>               TALONS (yeah!), HYDRA, RAMPART, BATMAN RETURNS...
> 
>   Yes, NFL Football sucks, and I wouldn't recommend you buying it either. On
> the other hand, the Lynx library as a whole is still very encouraging.

Not really.  I it is filled with typical blow shit up games and boss
games.  Shadow of the beast sucks, because it is just another scrolling
adventure.  The graphics are rather nice.  Haven't seen Ramparts.

Steel Talons has impressive graphics, but I yawn in its general direction.

Pinball.  Yeah right.

Let's have some strategy and war games.  Hell, I would be satisfied
if they would just port Eastern Front and Star Force (or whatever
that old atari game was called.  Either would be more interesting to
me than what exists.

doug
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: Re: Dream Arcades (Re: First side-scrolling ga
Date: 1 Oct 92 18:10:01 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson in North America.
              The opinions expressed are strictly those of the user and
              not necessarily those of Ericsson.

jecoleb@eos.ncsu.edu (have clue, will travel) writes:
>
>---------------------------------------------------------------
>Games That Are A Must	   Games I Mention For Nostalgia's Sake
>---------------------------------------------------------------
>Bosconian (Bally/Midway)   Zookeeper (Taito)
>			   Quartet (Sega)
>			   Vanguard (Centuri)	
>			   Three Stooges (Mylstar)
                           ^^^^^^^^^^^^^

My goodness, I didn't think anyone remembered!  Never
heard of Quartet, though.

(Excellent taste in games, Mr. Wonder Llama.)

--
James Hague   
exuhag@exu.ericsson.se
From: odlin@reed.edu (Iain Odlin)
Newsgroups: rec.games.video.arcade
Subject: Re: A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 30 Sep 92 09:04:34 GMT
Article-I.D.: reed.1992Sep30.090434.22560
Organization: The Stuffed Animal Trauma Team  (We're Trained Professionals)


  As an aside to the discussion:  I know the "official" PC version of SFII
  bites the big one.  There is, however, a shareware version called Stick
  Fighter II on ftp.ulowell.edu (pub/msdos/games/Misc) that may or may not be
  better (I haven't played it yet, nor will I ever in all likelyhood).

  And now:  To the author of the note I followed up to:  If you're still
  writing games compatible with the 4.7 MHz 8086 (not you in particular, mind)
  you ge what you deserve.  "Argue for your limitations and you get to keep
  them."  Come out of the 70's and join the rest of us in the '90s.  [Serious-
  ly:  There has to come a time when a given hardware set-up is obsolete.  The
  absolute minimum PC set-up *now* is the 386SX-16 (and even *that* ought to be
  obsolete right now)]

  Just stirring the flames a bit. ;)
-- 
 --------------------------------- Iain Odlin ---------------------------------
                  10 Crosby Street, Level 3, Portland ME 04103
                                 odlin@reed.edu
 - Nero couldn't've fiddled while Rome burned; Fiddles had yet to be invented -
Newsgroups: rec.games.video.arcade
From: musjndx@gsusgi2.gsu.edu (Jonathan N. Deitch)
Subject: The List of Posts List
Organization: Georgia State University
Date: Mon, 5 Oct 1992 14:20:23 GMT


For those of you who haven't received the FAQ lately, here is a list of
what posts are posted to this newsgroup (by me) and when :


rec.games.video.arcade FAQ list      : Posted on a continuous 30-day cycle

The List of Posts (This post ...)    : Posted on the 1st of each month
The Logic Board Pinouts Archive List : Posted on the 1st of each month
The Definitive Arcade Games Cheat    : Posted on the 1st of each month
    Sheet Introduction

The Killer List of Video Games       : Posted on the 15th of each month
    (Coin Ops a Poppin')
The Manufacturers' List              : Posted on the 15th of each month
The Parts Sources List               : Posted on the 15th of each month 

 ** Please be sure to use the address below rather than the reply address **

 Internet: jdeitch@gisatl.fidonet.org   Fidonet: Jonathan Deitch@1:133/411.7
           musjndx@gsusgi2.gsu.edu      Bellnet: 1 - (404) - 261 - 3665           
-----------------------------------------------------------------------------
Atlanta 1996 !!! | Go Braves !! | Play Pinball !! | "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 ...

Newsgroups: rec.games.video.arcade
From: 2261as@gmuvax2.gmu.edu ( )
Subject: Re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Organization: George Mason University, Fairfax, Va.
Date: Sun, 4 Oct 1992 02:25:58 GMT

Talk that sounds like some near grad student applying something
he just learned in CS 555 deleted.

I guess This person hasn't played too much Ultima Underworld.
Or Wing Commander II Or Ultima 7.  Granted, each one takes
up 20 MB's of disk but each one has the detail that rivals
MicroProse simulations(all of the above were Origin) while still keeping
the reflex aspect of certain games.  So if we get rid
of a little detail and add some action boom SF2 becomes
easy, probably not quite the graphical quality, but
nobody's stupid enough to make the mistake Capcom did putting
a lackluster Street Fighter (one) for pc, then again, that was
EGA graphics.  I forgot to add that Ultima 7 requires 2MB ram
all extended and the others just use EMS till it hurts.
From: knepley@CS.ColoState.EDU (Ranseus (Jim Knepley))
Newsgroups: rec.games.video.arcade
Subject: Re: The Next Steet Fighter
Date: 6 Oct 92 23:30:39 GMT
Organization: Colorado State University

I saw Street Fighter 2 SuperChamp today, and I have but one comment.

LAME!

Thank you,
  Jim

-- 
**** knepley@cs.colostate.edu ****************** Boycott Microsoft ****
 Jim Knepley           Magician, programmer, computer geek.
   (Ranseus)    Proud user of Clinton condoms.  Scented like Flowers.
*********** CTHULHU IN '92! -- Why vote for the LESSER evil? **********
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.video.arcade
Subject: Re: Character Magstripes
Date: 1 Oct 92 07:39:05 GMT
Article-I.D.: ecst.1992Oct01.073905.9702
Organization: California State University, Chico


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.

I'd enjoy it, if nothing else, to see what new and outrageous stuff people
come up with.  I enjoy watching combat games (I've not yet found a MK
game here yet) and don't feel the quarters burning the way they used to.
Watching a good player is a lot of fun, especially if they are allowed to
go custom.
-- 
The only way to get rid of a temptation is to yield to it.
		-- Oscar Wilde
Newsgroups: rec.games.video.arcade
From: hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth)
Newsgroups: rec.games.video.arcade
Subject: Games that end (was:  DL)
Date: 26 Sep 92 19:38:03 GMT
Organization: University of Rochester (Rochester, NY)

All of the recent talk about Dragon's Lair made me think of another point
that I've been meaning to bring up:

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.

-- 
********  Dave Hollinsworth  *******  hlsw_ltd@uhura.cc.rochester.edu  ********
*   "From Hell's heart, I stab at thee!" - Khan Noonian Singh, Star Trek II   *
************  DISCLAIMER:  They're my opinions.  Are they yours?  *************
Newsgroups: rec.games.video.arcade
From: schang@pitvax.claremont.edu
Subject: Re: Nova9
Organization: Pitzer College
Date: 1 Oct 92 14:46:52 PDT

In article <1a7j9kINNj1v@agate.berkeley.edu>, alpet@ocf.berkeley.edu (Alex Petrushko) writes:
> Does anybody out there know how to get past a Master in a level 4(or 5) in 
> Nova9?  I think the game is pretty awesome, but I can't eliminate this electrical man - kills me every time. It is a huge blob of energy and I don't know how
> to nail him.
> 

Hoo boy,
	I take it you mean Zzzzitch.  You know well that your shells and
lasers go through right through him, and mines don't do shit.  Use this
clue:

	"You cannot harm me, I am pure energy."

	Stop reading unless you're still stuck.






	There are four "power generators" at 90 degree angles to eachother.
Destroy these, and Zzzzitch will dissipate, leaving behind a teleporter.
Try to make sure that you have a few thruster modules available, as Zzzzitch
can summon lightining to strike you no matter where you are.
	Now, if you thought Zzzzitch was hard, wait until you came across
the indestructible bright red bouncing dodecahedra in level 7!

-Shadowmage
"Raiden Wins"
From: napalm@next06pg2.wam.umd.edu (Warren L. Mohn)
Newsgroups: rec.games.video.arcade
Subject: Re: Goro's pattern
Date: 28 Sep 92 22:47:17 GMT
Organization: Workstations at Maryland, University of Maryland, College Park

In article <ROB.92Sep27204617@occs.cs.oberlin.edu> rob@occs.cs.oberlin.edu  
(Rob Chauncey) writes:
 >   Path: > 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...
> 

I tried this, it didn't work.  At least not on this machine.  
Newsgroups: rec.games.video.arcade
From: bskendig@netcom.com (Brian Kendig)
Subject: Re: First side-scrolling game.
Date: Tue, 29 Sep 92 04:07:24 GMT
Organization: Starfleet Headquarters: San Francisco

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.

Yeah, and all these games have the same crucial flaw: you can't attack
up or down on the screen, only left and right.  Which means that if
you want to beat an enemy, you walk slightly above or below him and
get as close to him as you can, and keep punching or kicking, and
eventually he'll walk right into your attack.  :)

     << Brian >>

-- 
_/_/_/       Brian Kendig  Macintosh Jedi           Live never to be ashamed
 _/_/   Starfleet Captain  Oracle Employee         if anything you do or say
  _/  Intrepid Adventurer  Saturn SL2 Owner    is published around the world
      bskendig@netcom.com  Wizard of Frobozz    -- even if what is published
    Princeton '92! BSE/CS  Writer/Actor/Singer                   is not true.
From: epasls@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: Re: When Mk Falls, SF2 Will Reign
Date: 26 Sep 92 20:02:11 CDT
Organization: University of Kansas Academic Computing Services

In article <1992Sep26.181926.43376@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.edu writes:
> 	Boy, this post program sucks!
> 	I played SF2 today, and I realize more and more that I like it much 
> more than Mortal Kombat. I know that Mortal Kombat may have lots more blood, 
> and better, or at least, digitized graphics, something SF2 has lacked. But when it boils right down, unless you are better at MK than SF, the novelty wears 
> off. You become desensitized to even the highest gore setting, and when that 
> happens, all you have is a glorified Pit-Fighter. For some reason, digitized 
> games look spiffy and nifty, but for some reason, there are more screw ups
> in the digitization than in regular animation (i.e. Raiden staying fuzzy).
> 	Also, digitized games just seem more jerky. Street Fighter moves
> so smoothly to me. There is an obvious difference. I find it easier to go from 
> SF2 to MK than vice-versa. And there's also the matter of having to hit a
> button to block...
> 	I'm not pitting these games together. Other than it being a fighting
> video game, they are more different than alike. It'd be like comparing Arch
> Rivals to Cyberball. I really like MK, but when the gruesomeness wears off,
> as I said before, all you've got is another Pit-Fighter, which didn't do too
> well in the arcades. My advice to Williams/Bally/Midway/Bally-Midway is to
> just drop the idea of trying to imitate something so unique as SF2.
> If you keep it up, people will grow sick of fighting games, and that will
> be the day I dread. Leave the street fighting to Capcom, as god intended.
> And keep in mind I don't hate this game, it was good-intentioned, it just 
> relied too much on its blatant violence. SF2 needs no candy-coating.
> 
> 	I leave you with these words of wisdom. From what this Vax contains,
> there are a hell of a lot more people out there who play SF than Mk,
> no offense. So when you suddenly realize that MK lost its flair, don't say
> I didn't warn you. About 5000 or more SF2 players can't be wrong.
> 	Shoryuken-
> 				Deity
>                                 
>                               ____/\____         
>                               \/     \ /
> 		              /_\____/_\
>                                   \/
> (Note: Not Jewish)
> 		
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: axolotl@socs.uts.edu.au (Iain Sinclair)
Subject: Re: Art of Fighting (NeoGeo)
Reply-To: axolotl@socs.uts.edu.au
Organization: University of Technology, Sydney
Date: 29 Sep 92 08:13:08 GMT

gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu) writes:
 >	Anyone figure out the undocumented moves yet?

Not really, but if you push the "D" button, you annoy your opponent. :-)

 >	Game seemed to be kinda "neat", but the zooming in and out of
 >the action (when the fighters were in close range), while cool, made
 >me dizzy... =^)

I like it.  Totally full-on action.  Groovy soundtrack, too. :-)
The first thing on a Neo-Geo I'm prepared to pay money for.

It won't last as long as SFII or Mortal Kombat, but I'll play it
until I'm sick of it.  Can't say I'm very good at it myself, though...  yet.


--
 Iain Sinclair    axolotl@socs.uts.edu.au
Newsgroups: rec.games.video.arcade