HDTenEightyP/NetNews huggingface dataset:
From: snark@shishaldir.engin.umich.edu (Mark Van Antwerp)
Newsgroups: alt.games.video.classic
Subject: Re: Castle Wolfenstein (was Re: Pacman beaten, GA too)
Date: 20 Dec 92 20:38:33 GMT
Organization: University of Michigan (CAEN)
Originator: snark@shishaldir.engin.umich.edu


In article <1h0gdaINN4en@phakt.usc.edu>, dleslie@phakt.usc.edu (David Leslie) writes:
> In article <jpenne.724801848@ee.ualberta.ca> jpenne@ee.ualberta.ca (Jerry Penner) writes:
> >dleslie@phakt.usc.edu (David Leslie) writes:
> >>Are you sure? I thought that it generated a new map upon request? At
> >>least it was that way on the apple // version. Not that it was
> >>impossible or anything, but the random appearance of an SS could
> >>ruin your day! :)
> 
> >Yes, I'm quite sure.  I am referring to the Apple II version.  It
> >would put random things in the chests so you still had to go look for
> >the maps, vests, and so forth, but the routes to the stairs and to the
> >exit were always the same, so that made things a lot easier.
> 
> So, the rooms were always in the same place, but the bad-guys, chests, and
> walls were in different places? I never realized that to be the case.
> 
>  /  Amiga  ///    |  U.S.C. Trojans  | O Bar  | David Leslie        \
> |         ///     |     Fight On!    | E O    |                      |
> |     \\\///      |        --        | Meu    | dleslie@usc.edu      |
>  \     \XX/ A1000 |     Go Kings!    | Lar!   |                     /


I had a friend that messed around with the game (perhaps a bit too much)
and got it so he could make his own maps or jump to the final room, etc. 
I think he *may* have been able to place bullets, grenades, etc also.

Did you ever:
   - destroy a whole room with grenades?
   - get really annoyed by having to run into a wall to holster your gun
             (Beyond Castle Wolfenstein took care of this...)
   - *not* get a uniform, just for the adventure of it...


  -snark
Newsgroups: alt.games.video.classic
From: kaminl@rebecca.its.rpi.edu (Matt Garretson)
Subject: Re: Moon Patrol
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 15 Dec 1992 01:13:17 GMT

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....!
-- 
Matt Garretson                    :-)                 temporarily kaminl@rpi.edu
Newsgroups: alt.games.video.classic
From: derekl@harlqn.co.uk (Derek Law)
Subject: Star Wars
Organization: Harlequin Limited, Cambridge, England
Distribution: alt.games.video.classic
Date: Mon, 14 Dec 1992 15:39:09 GMT

I can't believe nobody has mentioned the original Star Wars vector
graphics machine, especially the sit-in version. This was the first
movie adaptation I ever saw nad the sound effects were superb - flying
down that trench with Darth Vader booming
 "I'm on the leader!"
whilst R2 exploded behind you and the end of the tunnel came into
view, Han Solo shouted
 "Yahoo! You blasted it kid!".
Hell, you WERE Luke Skywalker. I used to play 'til my thumbs ached (or
my wife dragged me away..).

Derek








Newsgroups: alt.games.video.classic
From: tzs@stein.u.washington.edu (Tim Smith)
Subject: Re: Joust info
Organization: University of Washington School of Law, Class of '95
Date: Sun, 20 Dec 1992 06:45:34 GMT

I played a Joust once that had Stargate sounds rather than Joust
sounds.  It was weird.

--Tim Smith
Newsgroups: alt.games.video.classic
From: jmfuchs@unix.amherst.edu (JESSE MICHAEL FUCHS)
Subject: Re: A challenge!
Organization: Amherst College
X-Newsreader: TIN [version 1.1 PL7]
Date: Thu, 17 Dec 1992 08:58:40 GMT

have clue, will travel (jecoleb@eos.ncsu.edu) wrote:
> 
> lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
> 
> The majority of these guesses will be well off the mark.  They're merely
> what comes to mind at this ungodly hour of the morning.
> 
> > 1.  Colour raster display
> '80 was the year for a lot of experimentation.  A lot of games came out
> with color at about the same time.  Galaxian, Pac-Man, Missile Command, 
> Defender were all of this time period.
> 
> > 2.  Colour vector display
> Tempest, '80.
> 
> > 3.  Speech synthesis
> Speech or DISTINGUISHABLE speech?  ;)  
> Gorf and Wizard of Wor had that trademark Midway garble-farble March of Dimes
> speech patterns in '81, as did Bosconian.  Pole Position and Space Fury
> weren't bad, either, and were around then.
> 
> > 4.  _Joystick_
> Tough call, actually.  They had joysticks at MIT in the 60's, but as for
> arcade models, the first I can recall was Galaxian or Pac-Man.
> 
> > 5.  Trackball 
> Atari Football.  '78.
> 
> > 6.  Song written after it
> Space Invaders.  I forget the song title, though.  
	It was "Space Invader," by The Pretnders. Track 5, Side 1, off of their
eponyomus debut, realease din '79 (U.K.), and '80 (U.S.) The song is just
an instrumental, with the sound od someone playing Space Invaders appearing
at the end. As for songs with lyrical Arcade motifs, it was probably that 
classic, "Pac-Man Fever," by the esteemed Buckner and Garcia (1982?)
> 
> > 7.  TV show based on it
> Pac-Man, in all probability.  Rather insipid show, too.
> 
> > 8.  National tournament for it
> Probably Space Invaders.  It was the first one with that kind of major
> fan support.
> 
> > 9.  Sit down AND stand up version
> Star Fire, Exidy, though some may have merely been conversions.  I've seen 
> both, and the game is ancient.
> 
> >10.  More than $.25/play standard
> STANDARD is a very relative term, as some places gouged for games while others
> maintained the $.25 limit on a LOT of different games.
> The first game that I *really* saw a lot of $.50 charges for was Dragon's Lair.
> 
> 
> 
> --
>           jecoleb@eos.ncsu.edu : have clue, will travel.
>        ---------------------------------------------------
>      It's time to see the world / It's time to kiss the girl
>               It's time to cross the wild meridian
>   Grab your bag and take a chance / Time to learn a Cajun dance
>              Kid, you're gonna see the morning sun... 
							-jesse
							"I miss Death Race!
Newsgroups: alt.games.video.classic,rec.games.video,rec.games.video.arcade
From: davisonj@en.ecn.purdue.edu (John M Davison)
Subject: Re: "Pac-Man Fever" (was Re: Great Arcade Classics)
Organization: Purdue University Engineering Computer Network
Date: Wed, 16 Dec 92 22:06:38 GMT

In article <1g59daINNt93@sal-sun43.usc.edu> rjung@sal-sun43.usc.edu (Robert A. Jung) writes:
>  From my cloned-from-the-original tape:
>
>Side 1:
>	Pac-Man Fever
>	Go Froggie Go
>	Centipede
>	Do the Donky Kong
>
>Side 2:
>	Hyperspace (Asteroids)
>	Defender
>	Mousetrap
>	Goin' Berzerk
>

        Wasn't there a song on there called "Froggy's Lament"?


-- 
John Davison
davisonj@ecn.purdue.edu
"The ban [on gays in the military] encourages a gruesome invasion of private
 lives without reference to the performance of public duties." -- Scott Shuger
From: tjg2946@ritvax.isc.rit.edu
Newsgroups: alt.games.video.classic
Subject: Re: street fighter II
Date: 16 Dec 92 21:33:46 GMT
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology

AGAIN!  Street Fighter II and SF and all of those ARE NOT A CLASSIC!

Get rid of this conversation and move it to rec.games.video.arcade please.
Newsgroups: alt.games.video.classic,rec.games.video,rec.games.video.arcade
From: 6o25@sdf.lonestar.org (Stephen M. Jones)
Subject: Re: "Pac-Man Fever" (was Re: Great Arcade Classics)
Organization: Super Dimension Fortress - Public Access Unix - Dallas, Tx.. 
Date: Tue, 15 Dec 1992 20:54:36 GMT

>I've still got a copy of the song "Space Invaders" taped off of Dr. D
>ten years ago.  (Wow.  I feel old.)  "Space Invaders" was done by
>someone else, other than Demascus.

the Pretenders?  they had a song with Space Invader's sound effects..
on their first album.. it was also called Space Invaders

-- 
Stephen M. Jones (214)436-4622 
>-<Cs&E>-<
SysAdmin <-> Super Dimension Fortress PAU 
6o25@sdf.lonestar.org - "Put in a quarter and play road rally." - Descendents 
Newsgroups: alt.games.video.classic
From: mhr@hpuerca.atl.hp.com (Mike Reaser)
Subject: Re: Great Arcade Classics
Date: Thu, 17 Dec 1992 17:39:42 GMT
Organization: a stone mountain of Kudzu
Keywords: Mr. Do

In <1992Dec17.034943.15734@sinkhole.unf.edu> wdavid@unf6.unf.edu (Bill David) writes:

>In article <1992Dec9.055248.1256@eff.org> hshubs@eff.org (Howard Shubs) writes:
>>clf3678@ultb.isc.rit.edu (C.L. Freemesser) writes:
>>
>>Mr Do  (I seem to remember this name, but I can't remember what the game was)

>This was a game obviously inspired by Dig Dug. You tunneled around in the
>ground chased by various nasties, but instead of an air hose to pump
>the beasties up until they exploded, you had a little crystal-ball
>type thing that you threw at them.

>One neat feature of this game was that every so often, a little symbol
>would appear that, if you walked over it, made the machine think you'd
>plunked another quarter in.

The symbol was a diamond, and (if I'm remembering correctly) it only 
appeared if you dropped one of the rocks more than half (or 3/4?) of
the screen without it hitting and killing any of the "nasties".

--
=======================================================================
 Mike Reaser, Hewlett-Packard N. Amer. Response Center - Atlanta
 Internet:  mhr@hpuerca.atl.hp.com
 NBCS: B4 f w g+ k s-               I barely speak for myself, so
 #include <standard.disclaimer>       don't make me speak for HP
=======================================================================
Newsgroups: alt.games.video.classic
From: gateway@cs.mcgill.ca (Peter SIAMIDIS)
Subject: Re: Atari Trivia
Organization: SOCS - Mcgill University, Montreal, Canada
Date: Wed, 16 Dec 1992 04:10:57 GMT

In article <1gehe0INNk8p@darkstar.UCSC.EDU> caedmon@cats.ucsc.edu (Axeman) writes:
>
>Without checking the manual, what was the name of... THE OLD MAN WHO OWNED
>the "HAUNTED HOUSE"?
>
>ha HA!

 Hmm, I think it was Zachary Graves (sp?) or Old Man Graves, or something
like that.
-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Peter Siamidis          |   #include <funny_one_liner.h>
gateway@cs.mcgill.ca    |   #include <disclaimer.h>          .sig Version 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: dean@xocolatl.com (Dean Dierschow)
Newsgroups: alt.games.video.classic
Subject: Re: Arcade classics still available!
Date: Thu, 17 Dec 92 22:26:46 PST
Reply-To: dean@xocolatl.com
Organization: Amethyst Systems, Fremont, CA

LAID@vtcc1.cc.vt.edu (Vinny the Cyberpunk) writes:
-> 	I've seen BOSCONIAN mentioned a few times.  It was another fav.  
-> Didn't it say something like "Arrive Alive, Arrive Alive"?  Many of my 
-> pals thought it was cheesy, but I loved it.  So much for peer-pressure!

I am a hopeless Bosconian addict.  It is the only arcade machine that I've
seriously considered buying for myself.  Unfortunatly, the last time I saw
one at all was over 4 years ago!

If anyone knows of one in an arcade or other public setting in the SF Bay
Area, please, please! let me know.

Thanks.

Dean
Newsgroups: alt.games.video.classic
From: cornell@inoc.dl.nec.com (C.J.K.)
Subject: Re: robotron clone for pc
Reply-To: cornell@syl.dl.nec.com
Organization: Not very organized
Date: Thu, 17 Dec 1992 23:47:52 GMT

>kn1@cunixa.cc.columbia.edu (Kimball Ng) writes:

>>I just downloaded that game....Good Stuff.......
>>But the programmer's style reminds me of old games I used to play on the C-64.

>>One was entitled Batylx (sp?) -It had the same llama/screen flash as llamatron

>>There was another one. I don't remember the name, but the main character
>>was 'Yak - The hairy' - You were in a maze and you shot objects to open
>>doors to other parts of the maze. Does anyone remember this game....
>>It was great fun.....and playing llamatron on the ibm brings back good
>>memories of this game.....

I got it too.  Lots of fun.  My hand and arm are sore from holding that
joystick so much.  I can't wait to get home and play some more.  Only
once tho, have I caught that thing that lets you warp 4 levels forward.
I wish I could start out at a higher level.  The level with the umbrella
and raindrops and the one with the laser eat up all my players so I
don't have any left in the upper levels.

Any other games of this quality available by ftp?

--- cjk
Organization: Penn State University
Date: Thu, 17 Dec 1992 22:04:25 EST
From: <SML108@psuvm.psu.edu>
Newsgroups: alt.games.video.classic
Subject: Re: street fighter II
 <1992Dec17.081322.21370@u.washington.edu>
 <1992Dec18.014437.24733@noose.ecn.purdue.edu>

In article <1992Dec18.014437.24733@noose.ecn.purdue.edu>,
mbrockma@bank.ecn.purdue.edu (Matt Brockman) says:
>
>In article <1992Dec17.081322.21370@u.washington.edu>
>foregone@stein.u.washington.edu (Carl Chavez) writes:
>But Pac-Man is a household name. Even people who never play video games
>know what it is. Not so for SFII.

I have to argue that even though it is not yet a household name, it may
well be on its way to becoming one with all those obnoxious SNES commercials
for it...  I mean hey I can sing the pouring on the clean Fab song along
with the best of 'em and I don't even do my own laundry :-)...

Scott
From: jseaver@bigwpi.WPI.EDU (Jason John Seaver)
Newsgroups: alt.games.video.classic
Subject: Re: Star Raiders
Date: 16 Dec 1992 13:55:21 GMT
Organization: Worcester Polytechnic Institute
Distribution: alt
NNTP-Posting-Host: bigwpi.wpi.edu

In article <1glt11INN2ra@rave.larc.nasa.gov> jeffc@magician.larc.nasa.gov (Jeff Cleveland) writes:

>Any body else program in Action from OSS??  (Whatever happened to Bill Wilkinson???)

	I always wanted to, but could never swing it.

	Last I heard about Bill Wilkinson was in COMPUTE! (v 2.0), where an ST
column said he sold OSS to ICD and went off to points unknown "to program in
PROLOG, a language that is _almost_ elegant enough to satisfy him..."
From: jaxh@dcs.ed.ac.uk (Jon Hanson)
Newsgroups: alt.games.video.classic
Subject: Yar's Revenge
Date: 18 Dec 92 04:19:36 GMT
Organization: Department of Computer Science, University of Edinburgh

Whoever wrote this must have been on something strange...

I remember playing this for hours on end, especially when I was trying to find some
secret message.

Bizarre, but excellent game.

   .
   |on Hanson
 `-' jaxh@dcs.ed.ac.uk
From: creubank@is.crl.sony.co.jp (Curtis Eubanks)
Newsgroups: alt.games.video.classic
Subject: Re: Ms. Pac Man
Date: 14 Dec 92 03:56:46 GMT
Reply-To: creubank@is.crl.sony.co.jp (Curtis Eubanks)
Organization: Sony Corporation, Shinagawa, Tokyo, Japan.
X-Bytes: 912

[Ms. pac-man goes through ghosts]
>There has to be other people out there to confirm this.  Can someone back
>me up please?           -M. Stormoen    stormoen@plains.nodak.edu

Definitely true!  It seemed to happen pretty often just outside their
pen and on corners.  Or least that's the case in the classic PacMan.
I remember, because I used to play until screen 256, where the screen
completely freaks out!  Random letters appear over parts of the maze
along with other junk.  But you can continue to play.  Anyone else get
that far?  Anyone *finish* level 256?

			-creubank
--
-------------------------------------------------------------------------
Curtis Eubanks                   creubank@is.crl.sony.co.jp

Sony Information Systems and Telecommunications Research Laboratories
                       Information Systems Division
-------------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault)
Subject: Re: Who is it that is out there?
Organization: University of Waterloo
Date: Fri, 18 Dec 1992 00:33:18 GMT

In article <168C07EE1.M22280@mwvm.mitre.org> M22280@mwvm.mitre.org writes:
>In article <BzCq3z.F7D@math.uwaterloo.ca>
>amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault) writes:
> 
>>        I may be going out on a limb with this one, but I think the general
>>concensus would be that girls were pretty much non-existent in video arcades,
>>at least back when most of us were "regulars".  I can't imagine the amount of
>>money I would have spent if GIRLS had been at the arcade.  I'd have been mucho
>>distracted by them (costing my games), I'd have to play more to impress them,
>>I'd be prone to giving them token as a "come on" :-), and I'd just simply have
>>BEEN there more often to be around girls that had the same addiction (again,
>>making me spend more money).  Ladies' Night at Top Hat Amusements; that would
>>have been a dream come true!
>>
>As usual, I get to be 'slammed' for being a girl...How irritating in the one
>hobby that I enjoyed that I thought was sexist-free...Unfortunately, I guess
>things never change...
> 
	'Slammed'?  'Sexist'?  How do you figure that?  The truth is, I was 
just your average teenager interested in girls AND in video games, and
unfortunately where I'm from, the two just didn't mix.  As a guy, it's natural
for me to have wanted to "meet girls", and being able to do so in a hangout I
so loved would have been "a dream come true".  All I was implying is that I
would have ended up spending yet more money there because of the presence of
girls.  Don't go _looking_ for sexist attitudes by attempting to read between
the lines of people's postings.  I meant no disrespect.

Gonna pay the Devil his dues,
						  Big Al the Devil's Pal!!
                                                     __   __            
                                                    /  `-' /          ,,
                                                    |[====|||||||||||[::}
                                                    \__.-._\          ``
From: sknezevi@girtab.usc.edu (Steven John Knezevich)
Newsgroups: alt.games.video.classic
Subject: Re: Classic Arcade Game Injuries!
Date: 14 Dec 1992 16:01:37 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: girtab.usc.edu
Summary: Track and Field sucked....


The worst was when they replaced the buttons for Track and Field with those
new buttons with the things that prevented you from slapping the machine super
hard.  Those sucked becuase you couldn't even play the damn game right.  God,
I hated that.

Steve Knezevich
*******************************************************************************
   "I hope them cigarretes gonna make you cough...
    Hope you heard this song and it pissed you off
    I take that back, I hope you're doing fine."     - The Spin Doctors
=================sTEVE kNEZEVICH==================knezevic@scf.usc.edu========
*******************************************************************************
From: alanchem@csd4.csd.uwm.edu (Alan Scott Olson)
Newsgroups: alt.games.video.classic
Subject: PC Joust
Date: 18 Dec 92 23:37:00 GMT
Distribution: usa
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4
Originator: alanchem@csd4.csd.uwm.edu

Recently somebody posted an article stating that at wuarchive.wustl, there
was a PC version of Joust.  

I'd love to get this...but cannot find it.  Does anyone know the
filename at wuarchive?

Thanks -

- Alan

-- 
 ______________/ Alan S. Olson  Swanson Environmental, Inc. \_________________
/     e-mail to alanchem@csd4.csd.uwm.edu  OR  alan@alchemy.chem.uwm.edu      \
|          Want some good music?  Check out Milwaukee's own BoDeans           |
+-----------------------------------------------------------------------------+
Newsgroups: alt.games.video.classic
From: 6o25@sdf.lonestar.org (Stephen M. Jones)
Subject: ATARI-superman cheat
Organization: Super Dimension Fortress - Public Access Unix - Dallas, Tx.. 
Date: Sat, 12 Dec 1992 21:04:30 GMT

1) get the cartridge
2) put it in the machine
3) start the game and let superman fall into the phone booth, now bring
   clark kent up to the right hand top of the outside of the phone booth
   and hit the select switch (pause)... now wait.. until you get to the
   subway, enter it and go up to the level where the Daily Planet is
   and exit the subway... enter the daily planet... hey! its just a normal
   day..

I think I got it done in 0:49... but then, I've done the whole thing in
under three minutes... haha
 
-- 
Stephen M. Jones (214)436-4622 
>-<Cs&E>-<
SysAdmin <-> Super Dimension Fortress PAU 
6o25@sdf.lonestar.org - "Put in a quarter and play road rally." - Descendents
From: jeffc@magician.larc.nasa.gov (Jeff Cleveland)
Newsgroups: alt.games.video.classic
Subject: Re: Star Raiders
Date: 16 Dec 1992 00:25:05 GMT
Organization: NASA Langley Research Center, Hampton, VA  USA
Distribution: alt
NNTP-Posting-Host: magician.larc.nasa.gov

In article <14DEC199214324337@trentu.ca>, dmarshall@trentu.ca (Dave Marshall) writes:
> >Commander, Class I. Anyone else out there grow up on Star Raiders?
> >	-Chris Grasso
> >	 Univ. of Colo., Boulder
> 
> I was already kinda growed up when I bought my Atari 400, Program Cassette 
> Recorder (remember they had "special" in/output for this so you could not 
> use an ordinary cassette recorder?), Basic, 2 Joysticks and a game -Star 
> Raiders. I left over one thousand dollars on the counter (Canadajen eh).
>  Atari was miles ahead with their system - separate graphics driver chip, 
> complete Operating System, Player/Missile Graphics (sprites to 
> non-Atarians) etc. I even sent for the OS and Hardware users manual - what 
> was it? De Facto sumthin or other.
>  Remember how explosions would slow down the time? I always figured this 
> was because there was so many things moving on the screen. I remember being 
> the co-pilot as someone else mentioned: running the keyboard "Sheilds! 
> SHEILDS! ON", "turn that darn tracking off, I'm gettin dizzy!" and helping 
> out when we lost the computer assisted crosshairs in hyperspace by putting 
> my finger on the TV screen to orient the middle. 
>  Remember the ads? "Bye bye Star Raiders"
> 
> 
> David "Garbage Scow Captain" Marshall
> dmarshall@trentu.ca

The Atari 8-bit was certainly a programmer's machine. I still have my copies
of De Re Atari, the hardware manuals, Mapping the Atari, and other 
8-bit tech references.

Any body else program in Action from OSS??  (Whatever happened to Bill Wilkinson???)





Jeff Cleveland
Unisys Corporation
NASA Langley Research Center
Hampton, Virginia