HDTenEightyP/NetNews huggingface dataset:
From: sigma@picasso.ipl.rpi.edu (Kevin Martin)
Subject: Re: Bugs Bunny
Date: Thu, 15 Oct 1992 17:55:55 GMT

kjohnson@csugrad.cs.vt.edu (Keefer) writes:
>This is probably without a doubt one of the worst if not the worst pinball put
>out by Bally/Williams.  It's even worse than most Data East games.
>It wouldn't be so bad except for the totally lopsided scoring.  Either you get
>1-2 million (if that) or 53 million.  It's just outta hand.  Maybe I'd like it
>better if I actually KNEW how to get the 50 million, but I kinda doubt it.

Well, mostly I agree with you.  It's a pretty easy game, at least - most of
the times I've played have been credits someone left on there, and I
haven't minded playing for free.  I don't think I'd play the Simpsons for
free even.

>Does anyone really know how it's done?  Blow out 50 candles?

I used to think so, but several times we kept careful count of how many
candles we blew out in the course of a game.  If you blow out 50, nothing
remarkable appers to happen.  Even if you blow out 50 on a single ball,
nothing.

What you have to do to light the 50 million is blow out 9 candles at once.
This appears to be totally random.  Then you have X seconds to shoot the
birthday cake again for 50 Million.  Yes, lopsided.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"We're gonna need another Timmy!"
Newsgroups: rec.games.pinball
From: simonton@applelink.apple.com (Jackson)
Subject: Re: Pinball Expo. 92
Date: Thu, 15 Oct 1992 20:01:54 GMT
Organization: Apple Computer
Followup-To: rec.games.pinball

In article <1992Oct14.233213.15542@dartvax.dartmouth.edu>,
marston@coos.dartmouth.edu (David Marston) wrote:
> 
> badge, and maybe 3 other people did. A better way to achieve critical mass
> is to use the bulletin board as a start, and suggest that interested people
> could aggregate at the pre-banquet social hour via some method. I'll leave
> it to the next poster to suggest more details.
> .................David Marston          uunet!dartvax!coos!marston
>                                         marston@coos.dartmouth.EDU
> (Moderator of a panel discussion at Pinball Expo '92)

You could gather at the Trader Booth. I'm not sure when I'll be there (I'm
shooting for Friday morning), but Will Collier will be staffing the Booth
for the whole show.

jack
Newsgroups: rec.games.pinball
From: blowfish@carina.unm.edu (rON.)
Subject: Re: Bugs Bunny
Date: Thu, 15 Oct 92 05:34:01 GMT
Organization: University of New Mexico, Albuquerque

PLAYING HINT:
To get the most enjoyment out of the Bugs Bunny's Birthday Bash machine,
find a large, blunt object, and continually beat upon the top and sides 
of the machine until it is reduced to toothpicks.

That is how to get the most enjoyment out of the game.
r.
From: birnbaum@cor5.pica.army.mil (Richard C. Birnbaum (GC-ACCURATE) <birnbaum>)
Newsgroups: rec.games.pinball
Subject: Re: Terrible game
Date: 13 Oct 92 14:24:34 GMT
Organization: U.S. Army Armament Research Dev. & Eng. Ctr, Dover NJ

In article <Oct.7.13.05.49.1992.18402@ruhets.rutgers.edu>, zweldron@ruhets.rutgers.edu (Matthew Charlap) writes:
|> LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb) writes:
|> 
|> 
|> >     Here in Nashville, TN, we have one of the worst TAF machines I've ever
|> >seen (if you're in town, it's the one at Rivergate).
|> >   (1) 2-4-6 tokens, not 2-3-4
|> >   (2) Train Wrecks start at 3
|> >   (3) Lousy flippers (never hit a Mansion room, and usually came back down
|> >bear-kick ramp)
|> >   (4) Skill shot impossible (always overshoots)
|> >   (5) Starts at T-h-i-n-g instead of T-H-I-n-g
|> >     Can anyone top that?
|>  Here I go again-
|> ROckaway Mall, Rockaway NJ:
|> 1) you beat me here- it is 2-3-4
|> 2) same
|> 3) same
|> 4) How can you ALWAYS overshoot- please clarify.
|> 5) same
|> 6) no mansion room for 'E' shot
|> 7) All balls lock in vault for 1st multiball
|> 8) Swamp kickout combined with bad right flipper drains center 90% of the time
|> 9) Need I mention Thing's accuracy?- but this is self-adjusting, so It may be
|>     better now.
|> I think I beat you.
|> --Matthew

10) They replaced the Addams Family with Fish Tales!
    (But they still have  Simpsons!)
From: ben@monmouth.edu (Bennett Broder)
Newsgroups: rec.games.pinball
Subject: Re: TAF tilting/3 way combo?
Date: 13 Oct 92 20:12:25 GMT
Organization: Monmouth College, W. Long Branch, NJ  07764

In article <1992Oct13.162038.589@dct.ac.uk> mcsbc3ktp@dct.ac.uk (Kirk Potter) writes:
>-- 
>Is it true to say that it is easier to title Highway 2 than TAF...??
>
>TAF in our local arcade can be shaken around stupid and I haven't had a tilt
>
>yet...!!

No, the tilt mechanisms in TAF and HS2 are identical.  Any difference
you are seeing is because the machines are adjusted differently.

The tilt mechanism of a pinball game consists of a conical weight
(same shape as an upside-down ice cream cone) suspended on a piece
of piano wire such that it will move around as the machine is jostled.
The weight is surrounded by a fixed ring; if the weight swings into
the ring, the machine knows about it.  There are two ways to adjust the
tilt.  The weight can be slid up or down on the piano wire.  If the ring
is near the pointy end of the cone, the machine has a very forgiving tilt,
if it is near the wide end of the cone, the tilt mechanism is more
sensitive.  The second way is by setting the number of tilt activations
needed to tilt the machine.  As an example, if this is set to 3, the
first two times the cone strikes the ring, the display will say "DANGER".
The third time it hits, the machine will tilt.  The number of activations
required to tilt is set to 3 by the factory, and in my experience is
seldom changed unless there is a problem (e.g. the shaker tilting the
machine on earthshaker).  The height of weight is totally at the discretion
of the operator, i.e., it is packed in an envelope and installed in the
machine when it is set up.  Hence, there is substantial variation in
tilt sensitivity from one machine to another.

There is also a "Slam Tilt" mechanism designed to detect abuse of the
coin door.  Unless the coin door is loose or the mechanism is grossly
misadjusted, it should never activate, even if you jostle the machine
enthusiastically.

>Also I have had the message "3 way combo" a couple of times but never really
>
>payed attention to what I actually did with the ball.....can anyone shed some
>
>light????

A four way combo is Lite Adv X, then Adv X, then the left ramp, then
the swamp.  A three way combo is the first or last three of these shots.

-- 

Bennett Broder               Monmouth College
                             Computer Services
ben@monmouth.edu             W. Long Branch, NJ 07764
From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: rec.games.pinball
Subject: Re: TAF tilting/3 way combo?
Date: 14 Oct 92 06:00:49 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

Tilting is totally machine dependant.  It just matters how sensitively the
thing's been set.  Certain other characteristics will "help" you tilt/not tilt
a game, though:  A game that has really loose legs that move easily along the
floor seems to tilt less often.  The reason (I think) has to do with initial
velocity/friction and various physics-related things like that.  Machines that
don't move very easily (like they're physically BOLTED to the floor) either 
can't be moved enough to tilt (so you can kind of finesse the ball over) or if
they DO move will almost be guaranteed to tilt.  However, it all boils down to
how sensitive the meter is.  Or if it's broken!  :)

As for the 3-way combo, it's been posted before, but I'll post it again:

Get a 4-way combo by shooting the bear kick ramp, up the "Adv. X" shot through
the graveyard, up the left ramp after it's come around the top, and then into
the swamp.  If you make the first three or the last three shots, you'll get a 
3-way combo.

keith
-- 
|kjohnson@csugrad.cs.vt.edu|  / Amiga! |"'Relax,' said the nightman,          |
|.....Keith P. Johnson.....|\/ Not bad!| 'We are programmed to receive.       |
|.1711 Whipple Dr. Apt. 11.|           | You can check out any time you like, |
|...Blacksburg, VA 24060...|Pinball KEF| But you can never leave.'"  - Eagles |
From: ftw33616@uxa.cso.uiuc.edu (.)
Newsgroups: rec.games.pinball
Subject: complete sound file of addam's family wanted
Date: 16 Oct 92 16:54:48 GMT
Article-I.D.: news.Bw84BG.MDM
Organization: University of Illinois at Urbana

Hi, does anyone have a complete list of addam's family sounds, and when
they are heard?

I have _no_ idea what morticia?  says at the very end, if you miss the
extra credit, and there's a few sounds I've heard only once.  thanks!


			- Frank Wang
			  ftw33616@uxa.cso.uiuc.edu
Newsgroups: rec.games.pinball
From: gary@mario.inmos.co.uk (Gary Morton)
Subject: Impressions of LW3
Reply-To: gary@mario.inmos.co.uk.UUCP ()
Organization: INMOS Transputer Group, Bristol, UK.
Date: Wed, 7 Oct 1992 19:04:29 GMT

I have being lucky enough :-) to recently find two LW3 pinball machines in 
Bristol (one in my local arcade). This matches in number the total number of
TAFs found in Bristol :-(. The local arcade *had* 6 on order, but apparently
the distributers in London are charging an extra $2000 to get hold of TAF !!
(so I am told) so settled for just the one.

Overall I found LW3 fun to play. The instant-drain (tm) feature of
other Data East machines seemed to be missing, which led to some rather
long plays. I enjoyed the video mode "scenes from the movie" , although it's
hardly skillful, and thought the sound effects went well with the theme.

One machine however suffered from a mal-functional kickback - it probably
only worked 20% of the time. I'm not sure it was a good idea to show
someone doing a karate kick on the display just as the ball drains ;-)
in this manner. 

On the newest machine in my local arcade there were a couple
of surprising faults(?). When the ball is locked in "Leo's"(?) saucer at
the top rhs, when the ball was kicked out, is nearly always falls back out
the way it came in i.e. vertically ! I know from the other machine this is
not right. Also I know that Data East pop bumpers are lethargic at best, but
when the ball hit two of them on this machine, it nearly never registered !!
BTW the playfield was not steep enough if anything (a refreshing change),
although this made gameplay a little too slow. The machine is 2 weeks old
and fresh from the crate. I mentioned these two faults to the manager - 
it will be interesting to see if there is any improvement.

Another gripe (sorry), was that the skill shot [haven't I seen that idea
before somewhere ;-) ] is almost impossible. The "gun" doesn't seem to
be consistant. If I hit the target it was a fluke - in the end I just
pulled the trigger, it wasn't worth the effort trying to time it. On
T2 the gun shot is so consistant that it is embarrasingly easy (or at 
least the machines I have played).

BTW has anyone else noticed that Data East pop bumpers are not a patch on
Williams/Bally. Compare getting the ball in the graveyard on TAF, verses
the top of the playfield on Batman (or virtually every DE I have seen).

-- Gary
+---------------------------( Gary Morton )-----------------------------+
|Disclaimer: The opinions above are my own personal views etc.          |
|Inmos Ltd, 1000 Aztec West, Bristol, UK         Email : gary@inmos.com |
+-----------------------( +44 454 616616 X526 )-------------------------+
Newsgroups: rec.games.pinball
From: ortman@cwis.unomaha.edu (Kevin Ortman)
Subject: Re: Layout/Pinball sexism?
Keywords: (re)post?
Organization: University of Nebraska at Omaha
Date: Tue, 13 Oct 1992 18:36:59 GMT

In rec.games.pinball you write:

>In article <20254@fritz.filenet.com>, ung@felix.filenet.com (Bill Ung) writes:
>] In article <Bv46tB.8H9@cantua.canterbury.ac.nz> henwoogr@elec.canterbury.ac.nz (Gazza) writes:
>] > Anyway, if pins are teachers, does that mean HS and HS2 teach our kids
>] to be disrespectful to cops?  Does T2 teach kids to break into high-
>] security buildings?  Does EARTHSHAKER and WHIRLWIND teach kids to cause
>] major disasters?  Fruitful thought?  Maybe, maybe not.
>] 
	good point

>I'll admit that the hitchhiker is only a very small part to the overall game
>on HSII, and so it probably doesn't warrent that much discussion (after all, 
>this is r.g.p, not soc.feminism) and it seems that things are much better than
>with the old EMs etc.  But it's interesting to note what assumtions
>designers,etc have made about the target consumer....

Yeah, but you didn't even mention the fact that the cops in the game are
hanging out at the dognut shop.... (stero-type)  What I'm saying is that
you are going to see what you want to see in a game (or not see what you
don't want to see).  I think all games are built around a "theme" and
all the extras are added to create the realism... the creators simply
reflect what they believe everyone will associate with the theme.  For
example: William's "Adams Family" or Gotlieb's "Super Mario" do not use
sex in any way that I can think of... they are created particular to
their theme.

>As far as THE MACHINE goes - (I think others have already noted) its all about
>SEX - from the "oh haa haaa~  (I can't transcribe the sounds very well!) when
>you "play" with the "body parts" to the (climatic?) "YEEESSSS! YEEEESSS!" when 
>the jackpot is scored.

yeah, isn't it great????  ;-}  

-- 
      Kevin Ortman                                  CSCI 2160 T-TR 7:00    
<ortman@cwis.unomaha.edu>                        some assembly required ;-}
From: vicks@acs.bu.edu (Vickie Chen)
Newsgroups: rec.games.pinball
Subject: Re: Fish Tales: Insert Coin to Continue?
Date: 14 Oct 92 17:34:49 GMT
Article-I.D.: bu.98639
Organization: Boston University, Boston, MA, USA
Originator: vicks@acs.bu.edu


My freinds and I also had a triple match but didn't
get a 4 credit game.
It's not a hard game to play, it replays very easily.

vicks@acs.bu.edu
Newsgroups: rec.games.pinball
From: S_TITZ@iravcl.ira.uka.de (Olaf Titz)
Subject: Re: Solid State flippers - not that good!
Organization: Fachschaft Informatik, Uni Karlsruhe
Date: Wed, 7 Oct 1992 13:21:41 GMT
X-News-Reader: VMS NEWS 1.23

In <7645@monmouth.edu> ben@monmouth.edu writes:

>  >I have the impression that SS flippers have a major disadvantage
>  >compared to conventional ones, and that does derive directly from
>  >their construction: They are WEAK. Not that they did not push the ball
>  >hard enough, but when you want to trap a ball with the flipper up, you
>...  
>  Lets break this down into DataEast and Williams.
>  
>  DataEast:
>  
>  The power stroke on DataEast flippers is anything but weak.  In fact,
>...
>  although newer games like LW3 seem better.  The "hold" function does
>  seem weak, I have frequently seen raised flippers deflect when struck
>  by a ball.

Exactly this is what I meant - *holding* is weak.

>  Williams/Bally:
>  
>  As I have mentioned in numerous other articles, WB flippers *do* have a
>  hold coil.  Although I did experience some flakyness with the SS flippers
>  on some early examples of the Addams family; those on newer TAF games, as

I know only TAF, and it had indeed pretty good flippers. Seems to be a
DE problem, not a SS problem.


MfG,
        Olaf
-- 
    o     Olaf Titz - comp.sc.student - univ of karlsruhe - germany
 _ /<_    s_titz@iravcl.ira.uka.de - uknf@dkauni2.bitnet - praetorius@irc
(_)>(_)   +49-721-60439 - did i forget something?
The government of the people, by the people, for the people. - Lincoln
Organization: Penn State University
Date: Mon, 12 Oct 1992 17:24:16 EDT
From: <TAM131@psuvm.psu.edu>
Newsgroups: rec.games.pinball
Subject: Re: Help with Cyclone

Sorry I cut out like that.  You need to focus your attention on the Cyclone
(ramp in upper corner) ride this three times in specified time and you get the
jackpot which is indicated on the game face on the left with a flashing light.
There is a draw back.  If you don't ride the Cyclone in the specified time, it
closes the ride (I.E. You have to re-open it again to get a chance at the jackp
ot).  The way you reopen either the Cyclone or the Comet is to hit the targets
on the right hand side.  Hit all three and the game should say somethig like
Ride the (insert ride closed here).  The Jackpot for the Cyclone is anywhere fr
om 500,000 to 4 million.  A great way to set up to shot the Cyclone ramp is to
ride the Ferris wheel (located upper left hand corner).  This will bring the ba
ll to your left flipper and you can set it up to shot it up the ramp.  The Come
t is a good thing to ride to.  Because it will always bring the ball back to th
e right flipper for another go around.  As you get better, this is a good place
 to pick up  1 million points.  I recomend not to shot the spook house.  Normal
ly you hit it too hard and drain the ball.  Also when you light all the lane
targets in the middle top of the game it will say double your score.  The only
place to take advantage of that is on the Feris Wheel.  This will give you
anywhere from 100,000 to 200,000 when you ride it then.  Well hope this helped.
Any other questions just ask.

                                Todd
From: mcsbc3ktp@dct.ac.uk (Kirk Potter)
Newsgroups: rec.games.pinball
Subject: Re: What makes a game...
Date: 12 Oct 92 13:25:19 GMT
Organization: Dundee Institute of Technology

In article <81338@ut-emx.uucp>, aodn307@bongo.cc.utexas.edu (Joshua Henry Geuri
nk) writes:
> 
> 	With all this talk about "solid state flippers" and the whatnot, I
> just wished to toss in my $.02.  The true, deciding factor in whether a 
> game is really enjoyable, really GOOD is not the flipper type, or how many
> ways someone can earn multiball, but SOUND.  Drop me in an arcade filled to
> capacity with T2 and TAF machines and I'll make a beeline for the Black
> Knight 2000 machine in the back-left corner.  Sure, T2 and TAF have the 
> fancy display boards, digitized voices, and obscenely high value targets, but
> neither has a soundtrack comparable to BK2K.  I could just sit for hours
> (and have -- while playing, mind you) listening to that game.
> 	In an age of technological gadetry acting as the basis for our
> enjoyment, one just has to pull himself back a step and hear the music.
> It plays for you and you alone.
> 
> 		King Rat signing off.
-- 


Well Mr Rat is it not true to say that LW3 music is pretty good, in our local
bowling alley it is really loud, and in my opinion really good!

#############################################################################
# Kirk P at D.I.T. (Dundee Institute of Technology, Dundee, Scotland, U.K.) #
#                                                                           #
# Janet    : mcsbc3ktp@uk.ac.dct                                            #
# Internet : mcsbc3ktp%dct.ac.uk@nsfnet-relay.ac.uk                         #
#                                                                           #
#############################################################################
From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: rec.games.pinball
Subject: Re: Bugs Bunny
Date: 16 Oct 92 16:51:08 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

sao@athena.mit.edu (Andy Oakland) writes:
> to make.  Scoring is massively lopsided.   Playing it is a regrettable
> ordeal in intestinal fortitude.

"A regrettable ordeal in intestinal fortitude"...  hahahaha....

I'm going to have to remember that one...

keith
-- 
|kjohnson@csugrad.cs.vt.edu|"And the piano sounds like a carnival             | 
|.....Keith P. Johnson.....| And the microphone smells like a beer            |
|.1711 Whipple Dr. Apt. 11.| And they sit at the bar and put bread in my jar  |
|...Blacksburg, VA 24060...| And say "Man, what are you doing here?" -B. Joel |
From: overturf@bigbootay.sw.stratus.com (Dallas Overturf)
Newsgroups: rec.games.pinball
Subject: Re: What makes a game...
Date: 12 Oct 92 20:52:10 GMT
Article-I.D.: transfer.7151
Organization: Stratus Computer, Software Engineering

In article <81338@ut-emx.uucp> aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink) writes:
>
>	With all this talk about "solid state flippers" and the whatnot, I
>just wished to toss in my $.02.  The true, deciding factor in whether a 
>game is really enjoyable, really GOOD is not the flipper type, or how many
>ways someone can earn multiball, but SOUND.  Drop me in an arcade filled to
>capacity with T2 and TAF machines and I'll make a beeline for the Black
>Knight 2000 machine in the back-left corner.  Sure, T2 and TAF have the 
>fancy display boards, digitized voices, and obscenely high value targets, but
>neither has a soundtrack comparable to BK2K.  I could just sit for hours
>(and have -- while playing, mind you) listening to that game.
>	In an age of technological gadetry acting as the basis for our
>enjoyment, one just has to pull himself back a step and hear the music.
>It plays for you and you alone.
>
>		King Rat signing off.

AAAAAAHHHHHHHHHHHGGGGGGGGGGGG!!!!!!!!

You really like the sound that game makes ????????????

Unbelievable!

I thought it was the noisiest game (and awfull noise at that)
that I have ever played!

TAF on the other hand has great sound!  Great voice, Great just about
anything else!


		Regards,	Dallas...
Newsgroups: rec.games.pinball
From: larry@chinet.chi.il.us (Larry DeMar)
Subject: Re: New Game in Town
Organization: Chinet - Public Access UNIX
Date: Mon, 12 Oct 1992 17:52:23 GMT

In article <1992Oct9.204227.19865@rtsg.mot.com> farris@rtsg.mot.com (Dan Farris) writes:
>I had an opportunity to play a new game today.  Since I haven't seen any 
>word of it in this newsgroup and the operator said it's in beta test, I
>figure I owe it to everyone to submit a short report.
>
>The game is Cue Ball Wizard, by Premier/Gottlieb. 
>
>	[...	stuff about the game deleted	...]
>
>I'm not sure exactly how I got into it, but there is a Nine-ball mode.
>In this mode you have to get the drop targets 1-7 down in order.  If
>you get them out of order, to the point where your next target is already
>down, it'll reset the targets, so you can continue picking them off. Once
>you get all seven, then you have to do the cue ball / 8 ball combination
>shot.  This lights the nine ball (lowest drop target on the right side)
>for a 1/2 billion.  I lit this once and just missed it and quickly 
>drained.  I had 300+ million that game, so I would have had a nice score!
>Darn!  
>

One of the central features to go for in this game is the wagon
wheel.  This is a group of 6 features like the mansion in TAF or
the mirror in Fun House.  You score each feature by shooting the
ball around the right ramp.  You re-light the ramp by shooting
an under-playfield kickout on the far left (about the same place
as Whirlwind's leftmost kickout).  Once you complete the 6
features, you lite the ramp to begin "pool-ball mania".  This starts
an instant 3-ball multiball (instant in the sense that it fires the
other 2 balls out like T2) during which all of the 14 drop targets
are worth 5 Million each.  There is room for tremendous scoring
here.  Once you get back to 1-ball play, the ramp lites for
9-ball.  Once you start 9-ball, you must make all 9 shots before
draining (for 500 Million).  It will not be continued on 
subsequent balls.

All in all, this game is quite entertaining, and the 9-ball
sequence is a fun challenge.
-- 
------------------------------------------
Email:  chinet!larry@clout.uchicago.edu
From: burnside_br@lrc.edu
Newsgroups: rec.games.pinball
Subject: Re: TAF
Date: 13 Oct 92 20:04:29 EDT
Organization: Lenoir-Rhyne College, Hickory, NC

In article <1992Oct12.182052.994@menudo.uh.edu>, cavers@menudo.uh.edu (Chris M. Cavers) writes:
>> 
> Someone here should pass this along to the taf makers to see if they can
> figure out some way to protect the machine from such abuse.


Why?  Nothing like a little free pinball!  Lighten up and get in a few freebees 
yourself before they fix it.  And trust me, they will...


Newsgroups: rec.games.pinball