HDTenEightyP/NetNews huggingface dataset:
From: 31ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Tron Question
Date: 9 Apr 92 20:50:16 EST
Organization: Western Michigan University

In article <12007@tamsun.tamu.edu>, jmr5125@tamsun.tamu.edu (James Reed) writes:
> A quick question about the orginal arcade game of Tron...
> 
> 1) I have heard (& I think I saw this a very long time ago) that occasionally
>    a crystal will appear on the Grid-bug part of a level.  What does this do,
>    and when does it appear?
> 
> 2) Again on the Grid-bug level, is there a special bonus for clearing all the 
>    bugs?  I did this once (with 2 ticks left on the clock!) and nothing seemed
>    to happen (except the rising tone seemed to go on a little longer).
> 
> 3) What are the names of all the levels, and on which levels are new things 
>    introduced into the game (for instance, quickly dropping MCP cone, 
>    repulsers (I know that is wrong, but..) instead of tanks, etc.)
> 
> Please reply by e-mail, as I doubt anyone on the net has any intrest in such
> an old game...

Well, I'll post it here anyway, and send you a copy if you want.
1)
The crystal you speak about is called the bit. it was in the movie, kind of a
changing color, crystal looking object. It doesn't show up until the 3rd level
and shows up on the grid bugs, and I don't know what makes it show up either,
2)
I've never been able to clear all the bugs, I didn't even know it was possible
if you clear all the blocks in the MCP cone(only possible in the 1st and 2nd
levels) you get a 1000 bonus.
3)
I think the levels are something like this, although I'm not sure.
1-RPG,2-COBOL,3-BASIC,4-PASCAL,5-SNOBOL I think 10+ is OS or PL/1
and ALGOL and FORTRAN, I think fit in there somewhere too.
as for what things are introduced....
3rd level... first time the bit might appear in grid bugs
at the 12th level the grid bug level starts repeating patterns every 6 levels
(i.e. 6th,12th,18th are the same, 8th,14th,20th the same, etc.
the 3rd level also start the fast cones, and the it also starts 6 tanks after
that.
4th level starts a pattern that repeats on every other screen for the light
cycles with the exception of 9th,14th,19th, etc.
5th level has red tanks that don't fire at you, but travel very fast. these
also are on level 7 and then repeat every 5 levels after that(7th,12th, etc.)
11th level the MCP cone cmes down very fast, but the blocks move very slow
this repeats every 11 levels after that.

This game is very easy once you master the patterns, and the know what 
patterns to use for each screen. The game doesn't get any harder, and all the
patterns are introduced by the 11th level. I've been to level 26 with a score
of over 450,000 with my patterns, and it just takes a little practice
to learn them.

Hope this helps,
Fred Ochs
From: rjung@girtab.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video.arcade
Subject: Re: Zangief's Flaming SPD
Date: 14 Apr 1992 23:02:17 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: girtab.usc.edu

In article <1992Apr15.055118.25795@leland.Stanford.EDU> wanderer@leland.Stanford.EDU (Anthony William Cannon) writes:
>In article <74069@netnews.upenn.edu> cotner@eniac.seas.upenn.edu (<< EL GENERAL >>) writes:
>>     ZANGIEF HAS A NEW MOVE ON THE CHAMPION EDITION. Or rather a variation
>>of one of his original moves.
>
>Not a flame...just a question.
>If this is true, then it seem that most of the old characters have (1)
>have had at least one move improved and (2) been given a new move...

  Well, Capcom's ads for SF2:CE state that

        "The original cast of eight is back as well, but even tougher
         ...and one has a new move!"

  Since people are now reporting one new move for several of the original
characters, perhaps all of the original characters have a new move, and
Zangief's flaming SPD is not that unusual...

                                                --R.J.
                                                B-)

//////////////////////////////////////|\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   Send whatevers to rjung@usc.edu    |      If it has pixels, I'm for it.
--------------------------------------+------------------------------Lynx up!
"You weren't chosen because you are the best pilot in the Air Force. You were
    chosen because you are the class clown and frankly, you're expendable."
From: it05+@andrew.cmu.edu (Isao Takeda)
Newsgroups: rec.games.video.arcade
Subject: Racism?: Ryu vs. Ken.
Date: 7 Apr 92 14:19:33 GMT
Organization: Senior, Physics, Carnegie Mellon, Pittsburgh, PA


	Hello, 

	I noticed a long time ago that the majority of SF II players seem to
prefer using Ken over Ryu.  This seems to be especially true when the
player is an Asian.  Honestly, do you think they are preferring Ken over
Ryu for the difference in character potential, or are they just being
racists (prefering blonde-haired white man over a Japanese)?  Many of
those Ken/Ryu players don't seem to recognize the differences in
character potential.  If they are choosing Ken for his being a
blonde-haired white man, I feel sorry for those Asians who feel the
inferiority complex.  (Yo brothers, wake up!!)  If they are  choosing
Ken for his potential, then there is nothing wrong with it.  



	IST, a proud member of the master race --- human race.  
Newsgroups: rec.games.video.arcade
From: tonsieng@cs.uiuc.edu (Rav Tonsiengsom)
Subject: Re: Racism?: Ryu vs. Ken.
Organization: University of Illinois, Dept of Computer Science
Date: Thu, 9 Apr 1992 19:04:05 GMT

In article <1992Apr7.173929.4187@ux1.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (Eu-Ming Lee) writes:

|> I like playing Ken more because his rolling throw looks cool.  It also
|> conveniently throws your enemy into the corner.  I'm one of those weird
|> people who use the rounhouse throw instead of the shoulder throw when I
|> play Ken (or Ryu).
|> 
|> >But no, seriously I play Ryu because he is a little faster (not off the ground,
|> >Ken wins in that category) and suits my more defensive style of play.  I play Ken when I want to go berserk - You know "Tatsu maki senpuu kyaku!!  Shouryuken!!"  That type of stuff.  Ken is a little stronger IMO, but Ryu is
|> >a little faster in recovering from his moves (again IMO).  Ryu also seems to
|> >grab a little faster than Ken when counter throwing a person who is trying to
|> >"cheap" you.
|> 
|> I never really noticed much difference.  I always thought it was psychological.
|> As you know Rav, I can reverse cheap moves just as good with Ken as with Ryu.
|> 
|> Does anyone else seem to think there's a difference between Ken and Ryu?
|> How about the shoulder throw versus the roundhouse throw?  Any difference?
|> 

Well, Eu-Ming the point is moot with you since you can reverse cheap moves very
well with just about any character.  But for me, I find that in situations where
you are getting up, Ryu can immediately throw a character who is jabbing a lot
faster than Ken.  Also, when I get into dragon punch wars with Carlos or Andrew
and we dragon punch at the same time, Ryu seems to recover faster and thus he is
able to sweep Ken 100% of the time when they land (That is if both players try to sweep when they land).  Ken also seems to do more damage.  Try this:  Have
each throw a fireball (same speed) at each other and have it hit w/o blocking.
Then fierce punch each other.  Let the timer run out and see who wins.  Any bets
on whether it'll be Ken?  The shoulder throw seems to grab faster than the 
roundhouse.  I can usually get a person who is close and jabbing with the
shoulder throw more often than the roundhouse (I've tried both many times, and
the shoulder throw seems to always work better).  Again, for you this is moot
since you seem to be psychic when it comes to reversing cheap moves, not to
mention being an extremely sneaky guy :-)

 
|> CyberGeek

-Rav "Ryuken" Tonsiengsom
"Attack me if you dare, I will crush you with the power of Sheng Long!"
"Uh, that is, if you are stupid enough to jump into it, Guile." :-)
From: consp03@bingsuns.cc.binghamton.edu (Kriston J. Rehberg)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 7 Apr 92 04:06:38 GMT
	<92097.13510334ZDFYS@CMUVM.CSV.CMICH.EDU>
Distribution: rec
Organization: Binghamton University Computing Services - The POD Staff

In article <92097.13510334ZDFYS@CMUVM.CSV.CMICH.EDU> 34ZDFYS@CMUVM.CSV.CMICH.EDU writes:

>Hey, speaking of video-game music, does anyone remember an album about
>10 years old with songs about pac-man, frogger, and other arcade
>classics?  If I remember right, it had the pac-man patterns on the jacket
>cover.  I guess 8-track owners weren't so lucky =-).

It was called "Pac-Mac Fever", and yes, it was available on 8-track
tape (that's where our copy was (is?)).

All I really cared about the songs was that they had the video game
theme songs in them.  That was cool.  This was several years ago, of
course.

>bob

--
Kriston J. Rehberg, POD Consultant   INET: consp03@bingsuns.cc.binghamton.edu
Binghamton Computer Services          BIT: CONSP03@BINGVAXA.BITNET
#include <stddisclaimer.h>           FIDO: kris.rehberg at 1:272/94 or 1:272/51
Labra lege:  Hackito ergo sum        Only Amiga makes it possible!
"Your lack of common decency reminds me of a computer" - emacs M-x flame
Organization: Central Michigan University
Date: Monday, 6 Apr 1992 13:29:00 EDT
From: <34ZDFYS@CMUVM.CSV.CMICH.EDU>
Newsgroups: rec.games.video.arcade
Subject: Re: Multi-Player etiquette (Was: Bucky O'Hare)
 <1992Apr1.153518.11609@chinet.chi.il.us>

I've discovered that beating the person into a pulp works pretty well for
discouraging 'join-ins.'  I'm referring to beating their character into a
pulp.  The last multi-player game I played in which that happened was
Double Dragon (hey!  It's not that old relatively speaking)  Anyhow, I was
sitting on a stool with my knees covering the coin slots.  When I shifted
to become more comfortable, the kid slipped his quarter in.  After I asked
him to wait until I was finished, he still started his player, which I
proceeded to beat into the ground.  This may seem extremely rude, but whe
I was growing up if you wanted to play a game next you just put your
quarter up on the game and waited for the person to finish.  If other
people were waiting before you, you would wait until they were finished.
With the advent of these 'Multi_Player_Buy_In_At_Anytime_Play_Until_Daddy's_
Money_Runs_Out' games, the unwritten ettiquite of the game player has
vanished.  Another example of my hatred for the 'MPBIAAPUDMRO' (gee, I've
got to get a better acronym) games is B.O.T.T.S.  When this 1st came out,
it was .75 to play, and .25 to continue.  I waited paitently until it
was my time to play.  I played my game.  No-one was waiting, I continued.
Someone came up so I got off.  Well, junior must've just cracked open his
daddy's coin collection because he was on there for an hour while he
spent his money.  He then had the nerve to ask me to 'save the game' for
him while he got more change!  Arghhh.  Well, at the very least, I
learned from watching him spend his money ;-);

bob
Newsgroups: rec.games.video.arcade
From: napalm@next04pg2.wam.umd.edu (Warren L. Mohn)
Subject: Re: Buying an SFII game
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Thu, 16 Apr 1992 00:26:45 GMT

In article <1992Apr15.155040.17140@cs.mcgill.ca>  
samurai@uriel.cs.mcgill.ca (Darcy Brockbank) writes:
> 
> 
> Anybody know how much this costs? Who do I contact?
> 
Someone on this net once mentioned $3,000 for the game and that seems  
about right.  By the way, I hope you are buying this game to add to the  
Mcgill University arcade and not actually going to buy this game so you  
can have it in your living room.  If you were, I'd say go out, go  
waterskiing, or get a sportsclub membership and play squash or something.   
It's a lot cheaper than $3,000 and you may actually become good at  
something that will stay with you for the rest of your life.  And don't  
tell me you're going to be playing SFII for anything more than, at the  
maximum, the next 2 years.  SFII is a great game and I enjoy it a lot, but  
it's just a game, and definately not worth sacrificing other niceties of  
life for.
From: jferra@leotech.mv.com (Jim Ferraiolo)
Sender: uucp@leotech.mv.com
Newsgroups: rec.games.video.arcade
Subject: SF2 will kill this group
Date: Fri, 10 Apr 1992 15:31:00

TL@>#

TL@>    Whats your problem? This news group is rec.games.video.arcade
and SF2 i
TL@>    a popular arcade game. So, tell me whats wrong with discussing
an arcad
TL@>    game in this group?

TL@>    If you don't want to see SF2 postings, go make your own news
group. Cal
TL@>it
TL@>        rec.games.video.arcade.unpopular.games.only
TL@>       
rec.games.video.arcade.those.games.that.jbhoward.wants.to.discuss

A beautiful flame if I do say so myself.
  SLMR 2.0 #T348  I'd buy that for a dollar!


 * Origin: Leo Technology (603)432-2517/432-0922 (HST/V32)
(1:132/189)
From: ka1cs456@troi.cc.rochester.edu
Newsgroups: rec.games.video.arcade
Subject: SFII:TCE -- Vega Combos
Date: 12 Apr 92 22:16:45 GMT
Organization: University of Rochester (Rochester, NY)

Anyone out there good at playing Vega?  I need some help with combinations and
techniques in playing Vega.  If anyone has any suggestions, please mail me.

Some questions:
  1)  When you throw someone, do you have to push the joystick towards them?
  2)  How do you throw (slam) someone in the air (what button do you press, and
      in what stage of the jump must you and your opponent be?)
  3)  How close do you have to be to throw (slam) someone?
  
  4)  What is a good technique to beat Zangief with Vega?  His SPD gets me from
      a mile away, and his roundhouse kicks hit me while I'm slashing him.  Any
      suggestions?

Please post answeres or mail me (prefered).

Thanks.



/****************************************************************************/

C.K.

/****************************************************************************/
From: "bernie wong" <bernie.wong@canrem.com>
Newsgroups: rec.games.video.arcade
Subject: zangief's flaming spd
Date: 16 Apr 92 23:54:51 EST
Reply-To: "bernie wong" <bernie.wong@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

RAJ>  Well, Capcom's ads for SF2:CE state that

RAJ>        "The original cast of eight is back as well, but even tougher
   >         ...and one has a new move!"

RAJ>  Since people are now reporting one new move for several of the original
   >characters, perhaps all of the original characters have a new move, and
   >Zangief's flaming SPD is not that unusual...

Than what are Dhalsim's new moves?  I have never seen TCE so please tell
me how much they've changed Dhalsim -- for better or for worse I Suppose
---
  OLX 2.1 TD  96% of constipated people don't give a crap!
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video.arcade
From: wanderer@leland.Stanford.EDU (Anthony William Cannon)
Subject: Re: SFII TCE
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 11 Apr 92 20:38:22 GMT

In article <1992Apr9.193050.6596@ncsu.edu> lpeters@eos.ncsu.edu writes:
>In article <1992Apr8.042858.28620@leland.Stanford.EDU>
>wanderer@leland.Stanford.EDU 
>(Anthony William Cannon) writes:
>
>>In article <1992Apr8.021326.18502@gmuvax2.gmu.edu>
>2795ag@gmuvax2.gmu.edu ( ) writes:
>>>In article <1992Mar25.060329.21822@cco.caltech.edu>
>julius@cco.caltech.edu (julius yang) writes:
>>>
>>[stuff deleted]
>>>If ANY player hits him early, Bison will take damage before he even
>goes
>>>into the dive.  otherwise:
>>>
>>>Yoga fire, sonic boom, or fireball  WILL  stop Bison's dive
>>>dragon punch SHOULD stop ...
>>>Razorkick WILL stop...
>>>spike kick WILL NOT stop bison
>>
>>  wrong-o.  Sorry. I've spiked bison out of the flame more than once
>>
>>[the rest deleted]
>>
>>-- wanderer
>
>In the Champion Edition?  I haven't see the spike hop work yet.
>
Yes, in the Champion Edition.  Everytime I've actually landed on the
flaming torpedo with the spike, i've knocked Bison out of it and
taken no damage.

-- wanderer


Newsgroups: rec.games.video.arcade,rec.games.video
From: el27166@uxa.cso.uiuc.edu (Eu-Ming Lee)
Subject: Re: Donkey Kong Jr players please contact me.
Organization: University of Illinois at Urbana
Date: Sat, 11 Apr 1992 08:25:26 GMT

borgen@stud.cs.uit.no (Boerge Noest) writes:

>[your friendly neighbourhood line-eater says: note the crosspost]

>I am currently hacking away on my own clone of DKjr(yes, I know,
>look&feel/copyrights, but I want to get the feel right) and I can't
>remember all the moves:

It's been a loooong time since I've played Donkey Kong Jr.  (I wonder who
was lucky enough to mate with Donkey Kong to produce Junior... Ms. Pac-Man?
Always thought she looked kinda slutty with that ruby red lipstick :)

>1. Climbing in the vines(?); when you pushed the stick right/left and held
>it that way, did you continue to move(eventually falling down) or did you
>have to center and push again to move further?

Just holding the joystick left/right was good enough to move junior
horizontally across a bunch of vines.

>2. When you jumped straight up to grab a vine, did you have to position
>yourself with pixel-perfect accuracy, or did you get moved a little to the
>side so that you didn't miss it?

There was a happy medium.  If placed directly under a vine, Junior would catch
the vine.  If placed slightly off, he would jump up in the air.  Junior could
also catch the vine with diagonal jumps.

>3. Could you jump straight up when you were hanging in the vines? Or
>right/left?

Nope, you couldn't jump off of the vines.  You could squeegee yourself down
real fast and then move left or right to fall off if there were no vines to
grab on the left or right.

>4. Level one was crocodile mouths as your enemies?

They looked like bear traps to me.

>Level two was moving vines and birds+eggs?
>Level three was birds and keys+locks?

Level two and level three should be interchanged (I think).

>Level four was sparks?

>5. Have you ever seen clones of DKjr? What new levels/other things did it
>have?

Never seen 'em.

>6. Does there seem to be anything else I should think about?

Junior moved faster down a single vine than double vines.  Moved faster up
double vines than single vines.  Mario was the bad guy keeping Donkey Kong
prisoner at the top.

>This is mostly for my own pleasure, and in case you're wondering; I'm doing
>it on my Amiga.

>Please answer by e-mail(not that I don't read these groups, but that would
>seem more appropriate)
>-- 
>|/// borgen@stud.cs.uit.no (Boerge Noest) | Amiga B2000			 \\\|
>|//  Box 218, 9001 Tromsoe, Norway	  | Remember to :-) when needed	  \\|
>|/   The worlds northermost university	  | Life is worth living.	   \|

Eu-Ming
-- 
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
From: samurai@uriel.cs.mcgill.ca (Darcy Brockbank)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2CE: How to see the alternative colors when you want to
Date: 17 Apr 92 15:39:37 GMT
Article-I.D.: cs.1992Apr17.153937.28117
Organization: SOCS, McGill University, Montreal, Canada

In article <1992Apr16.173525.21127@bronze.ucs.indiana.edu>  
bodom@silver.ucs.indiana.edu (Brian Odom) writes:
> 
> If you want to see the other character's alternative colors, do the  
following:

I distinctly get the feeling that there is a "good" version of the player
and an "evil" version of the player, depending on colouring. (And cheesy
versions if it's Bison :-).

- db

--
---- my opinions are my own, not my employer's ---
"You fill in the mortar, I build the wall." "...a secret stigma, 
weeping willow, a diminished carnival of sorts." "Who might leave you
where I left off? A perfect circle of acquaintances and friends."
"I can't see myself at thirty I don't buy a lack of thirty
Caught like flies wishing for tomorrow's jewlery" - M. Stipe
From: hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 6 Apr 92 20:55:03 GMT
Article-I.D.: galileo.1992Apr6.205503.15878
Distribution: rec
Organization: University of Rochester (Rochester, NY)

In article <GRIGSBY.92Apr5181905@occs.cs.oberlin.edu> grigsby@occs.cs.oberlin.edu (Spiral Death Trap) writes:
>
>Almost all games now have background music of some kind, mostly awful.
>However, this is not always the case: some have actual musical validity, and
>are fun to listen to if you can hear them over the nervous cheering of
>the SF2 crowd.  Here are some of my nominations:
[Nominations deleted]

One word:  Darius.

Also, Dragon Spirit had good music, especially levels 2 and 6.

My opinions, of course.

--
********  Dave Hollinsworth  *******  hlsw_ltd@uhura.cc.rochester.edu  ********
*  "You're lucky, he's lucky, I'm lucky, we're all lucky!!!" - Magenta, RHPS  *
*****  DISCLAIMER:  all opinions expressed above are mine and mine alone.  ****
From: jm7w+@andrew.cmu.edu (Joelle Ann Mellon)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 6 Apr 92 05:49:23 GMT
Distribution: rec
Organization: Junior, English, Carnegie Mellon, Pittsburgh, PA

>-Marble Madness
> Bucked the trend of boring rock 4/4 themes by sounding like incidental 
> movie music.  The vacuum cleaners still crack me up, as does the acid
> puddle theme (love those bassoons) and the orchestration at the beginning
> of the aerial race.  This may be my favorite.

No argument here, except that I think that the best music in this game
belonged to rounds 2 and 1, respectively. 2 had an active, lightly
anxious but smooth sound. 1 was just dreamy.

>-Moon Patrol
> Simple, bouncy, effective.  I still find myself humming this.

"Do, do, do, do, do, da, do, do, da, da." Yup, me too. :)

>-Super Mario Brothers
> It's not good enough, however, to make me forgive Nintendo for all the 
> atrocious variants on this style that they churned out several years ago.
> Good half-time shuffle-bounce pseudo-jazz with unfortunate percussion.
> Just plain infectious.

I don't know, I think SMB3 had some catchy variations.

Other ones I REALLY like

* From OutRun, the "Musical Sound Shower"
* Life Force, stages 2 & 4
* Assualt, round 7
* Pigskin, first half music
* T2 ending credits music (actually borrowed from the pinball game, but
it sounds really cool in this context)
* Pac-mania round 2,3
* Bomb Jack (name?), round 2, 5, 8, 11, et al.
* Do Run Run, odd numbered rounds
* And of course, who could leave out Gyruss?!

Worst? Kung Fu Master, perhaps? Not really bad, just dull. The original
Mr. Do was annoying as hell. About all I can think of for the time being.

MO, naturally.

-Robert Chesnavich
From: zweldron@ruhets.rutgers.edu (Matthew Charlap)
Newsgroups: rec.games.video.arcade
Subject: Re: Games to Zen out on: Robotron, Star Wars, Gaplus
Date: 11 Apr 92 15:38:43 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

el27166@uxa.cso.uiuc.edu (Eu-Ming Lee) writes:
>Anyone got good recommendations for recent games to Zen out on?  I can
>sort of Zen on Race Drivin', but the intensity just isn't the same as
>in Robotron or Smash TV.
Well, these games aren't too recent, but...
How about Galaga '88?  R-Type? << definitely R-Type :-}
         Defender? Stargate? Assault?
As for recent games,....
 you are right about STV, but then that isn't too recent anymore....
 Total Carnage, I guess.

Can't think of many new games of this nature....
--matthew
 
Newsgroups: rec.games.video.arcade