HDTenEightyP/NetNews huggingface dataset:
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Atari 2600 specs, machine language
Organization: University of Maryland, College Park
Date: Sun, 13 Dec 1992 05:07:14 GMT

In article <Byz0oH.HLF@ux1.cso.uiuc.edu> parrinel@ux1.cso.uiuc.edu (Chris Parrinello) writes:
>
>1) Is there anywhere I can buy joysticks that would work with the Atari?
>The last pair I had just died.

Telegames USA, (214)227-7694, and Best Electronics, (408)243-6950.

>2) Does anybody have the solutions to Earthworld or know how to get
>the "secret signature" in Raiders of the Lost Ark?

Issue 4 of "The 2600 Connection" has it.  Back issues can be bought, but I
don't have the address on hand.  James, Ted, someone, could you post it?
-- 
      | $000C35FA                  <>-----=------------------------=----=----<>
 VGR  | (1812 Overture)            | "The size of the brain is no measure of  |
      | I GIVE UP                  | its capacity."   - Mr. Jonathan Frisby   |
      | YOU MUST BE A  VIDEO WHIZ  <>-----=---------=------------------------<>
Newsgroups: rec.games.video
From: hague@cat27.cs.wisc.edu (Vince Hague)
Subject: Re: Help with Sonic...or is there a FAQ (GENESIS)
Organization: University of Wisconsin, Madison -- Computer Sciences Dept.
Date: Sun, 13 Dec 1992 03:32:05 GMT

In article <11DEC199208023120@jane.uh.edu> math1rb@jane.uh.edu (92F07486) writes:
>I'd like to get some help on sonic (1st one). I just recently bought my
>Genesis and it came with it free. (BTW JOE MOntana FB III is Excellent!!)
>On the 3rd level, how do you get past the guy with the pendulum-type ball?
>I've tried differnet things, but haven't got it yet...
> Is there a general FAQ for Genesis out there?
>
>************************************************************************
>**                            **                                      **
>**   David C. Meyers          **  "I'm looking California,            **
>**                            **    and feeling Minnesota..."         **
>**   MATH1RB@JETSON.UH.EDU    **                  - Cornell           **
>**                            **                                      **
>************************************************************************

  Just before you get to Robotnik, there is a 
Invulnerability hidden at the top of a really tall
tree. If you can get it, beating up the baddie
gets easier.
  There is a small trick to getting the Invulnerability
though.

Vincent   :)
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Shooters for SNES
Date: 18 Dec 92 19:17:55 GMT
Article-I.D.: clark.1992Dec18.191755.15936
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Dec17.164904.7834@almserv.uucp> bsim@pulsar (Ben Sim) writes:
>
>	Just my 2 cents worth on SNES shooters. When I first bought the  
>SNES I bought Gradius III. What a disappointment!! The graphics are great,  
>but talk about slowdown.
>	Next I bought Axelay. Much better. I agree the game is hyped, but  
>it is essentially a good shooter. I love the bosses and the multiple  
>scrolling backgrounds and music, but contrary to EGM there is slowdown in  
>portions of the game. Though, the slowdown is minimal compared to Gradius  
>III. All in all, programming is improving on the SNES especially for  
>shooters.
>	Recently I bought Space Megaforce. What an awesome shooter. I've  
>finished all 12 levels and must say that there is almost no slowdown. This  
>game is intense. A great feature is unlimited continues. You're going to  
>die alot in this game. If I were to pick one shooter, I would recommend  
>Space Megaforce for the SNES. It's not a disappointment.
>	I've read that Cybernator (Konami) is coming soon (like February).  
>This shooter looks like a must-buy for shooter fans. Read the latest  
>GamePro for details.

I agree with everything above, and yeah, doesn't Cybernator look like its
going to be pretty awsome? Can't wait till its out.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video
Subject: Re: Program in assembly...NOT! (was Re: Ca
Date: 17 Dec 92 15:35:08 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Okay, since I started this let me clarify a couple of things.

I was not trying to say that all games need to be or should be
programmed in assembly language.  I was only trying to point out
that back when hardware was primitive and all games had to be
programmed entirely in assembly language, a whole lot of classic
games were created--everything from simple little games like
Pac-Man to incredibly complex programs like Sinistar and Blaster.
Arguably, the overall quality of games has declined since then.
At least the general levels of innovation and creativity seems
to have dropped.  This is the opposite effect one would expect
from increases in CPU power and compiler technology.

My personal opinion is that choice of languages ranks pretty
low in the overall game creation process.  You can argue that
using C over assembly language results in higher productivity
and more time to worry about actual design issues, but in
practice this just doesn't seem to be true.  Even in 1992,
some of the absolute best games are developed with the most
primitive tools--of course, good games are developed with
fancy tools as well.  Putting aside all standard computer
science religious issues, there just doesn't seem to be any
correlation.

It would be interesting to hear from someone writing games
for current systems.

--
James Hague   
exuhag@exu.ericsson.se
From: spirit1@utopia.hacktic.nl (spirit)
Newsgroups: rec.games.mud.lp
Subject: x-windows client for ms-dos
Date: Wed, 16 Dec 92 06:05:41 GMT
Organization: HACK-TIC NETWORK FOUNDATION

Yes, I know this is the  wrong area, but I'm gonna ask anyway:
   IS THERE A X-WINDOES CLIENT RUNNING UNDER MS-DOS?
 iain@animal.cc.wwu.edu seemed to hint at that, though I'd like to know 
if it would allow me this:
   - if logged in by modem-link to telnet,
        - open multiple telnet links in several windows
         - while not driving me crazy with SLOWWWWWW operating

   Thanks for your kindness NOT to flame me for posting in the wrong 
area.     
                        
                        SPIRIT

 ---
spirit1@utopia.hacktic.nl (spirit)
Newsgroups: rec.games.mud.lp
From: spierce@wam.umd.edu (Stephen Pierce)
Subject: Needed Help!~
Organization: University of Maryland, College Park
Date: Tue, 15 Dec 1992 06:42:30 GMT

   Alcazar.cd.chalmers.se is down. I;ve ben trying to get into
it for about 2 weeks now. Is there someplace else that 
has the ftp anon stuff from that site?
   I've tried archie, and alcazar is the only site listed for 
these programs: 

   3.0.50.tar.Z
 (and a compatable 3.x.x mudlib)

  Please help, i;'ve been working at getting a working (real) mud for 
about 5 days now, and all i've got running is training MUD by
TMI, it;s not too great.

Steve
.
From: d8andjo@dtek.chalmers.se (Johan Andersson)
Newsgroups: rec.games.mud.lp
Subject: Re: MudOS 0.9.14 available
Date: 13 Dec 92 21:53:36 GMT
Organization: Chalmers University of Technology, Sweden

In article <85246@ut-emx.uucp> garnett@gestalt.austin.tx.us (John Garnett) writes:

>   o added a new data type named 'function'.  Be sure to change the names of
>     any variables you may have named 'function'.  This data type is a variant
>     on the idea of function pointers.  It may be used to store an
>     (object, function) pair in a single variable. 
>     The constructor for function variables is as follows: 
>
>     function f;
>
>     f = (: obj, func :);
>
>     where obj and func may be anything allowed by call_other(obj, func).
>     To call the function func in object obj via function variable f, type:
>
>     (*f)(arg0, arg1, ...); 
>
>     You may use the new functionp() efun to detect if a variable is of type
>     function.
>
I did some idle vapordesigning on having a 'function' type for variables.
I'm rather disappointed about your implementation :-)

What I thought about was to have functions, i.e. the actual bytecode, be
the value of a 'function'. Thereby treating functions similar to arrays.

One could imagine a syntax like:

	f = [(int a, object b): { ... whatever program... }]

This way you could send functions as parameters, replace entire functions
within objects without destructing and recompiling the object. Functions
would be treated exactly like any other variable value. The current program
struct would essentially be replaced by a simple list of variables. 

Oh, well. Any year now, I'm working now, paying the lazy Swedish mudders
student loans with my taxes, *growl*smile*

/Johan
--
Johan Andersson           | "You don`t have conversations with microprocessors
Chalmers, Sweden          | you tell them what to do, and then you helplessly
Email:                    | watch the disaster when they take you literally."
d8andjo@dtek.chalmers.se  |	Sah`ot in David Brins "Startide Rising"
From: kchang@orion.oac.uci.edu (K_Shibuya)
Subject: Re: RAGNAROK
Newsgroups: rec.games.mud.lp
Organization: University of California, Irvine
Date: 16 Dec 92 21:33:39 GMT

In article <TONZE.92Dec16172818@peippo.cs.tut.fi> tonze@cs.tut.fi (Toni Sormunen) writes:
>
>On 16 Dec 92 03:24:48 GMT,
>kchang@orion.oac.uci.edu (K_Shibuya) said:
>
>kchang> We welcome all new players to an exciting mud adventure lifestyle
>
>[...]
>
>kchang> So, come on down to a great mud and have fun playing!
>kchang> Telnet to: 192.156.163.1 2222
>kchang> And be welcomed into the family!
>
>Well I tried and... :
>
>
>We will check your email address for validity, and will send
>you notification informing you that you are able to login and
>play, typically within 24 hours.  Thanks for joining us!
>
>Connection closed by foreign host.
>
>---
>
>Nice! I really love to login and be immediately thrown out.
>When you announce players to login and beg them to check out
>your mud I think the email check is pressy uncool.
>
>You should at least mention about this... *sigh*
>
>--
>+--------------------------------------------------------------------------+
>|   Toni Sormunen    Email: tonze@cs.tut.fi, tosormun@tre.tele.nokia.fi    |
>+--------------------------------------------------------------------------+


Oops, thanks for reminding me. Yes, there is a email account address check
in when you log in at first. There is up to 24 hour waiting period before you
can specifically log on. But depending if the gods are on, you can get in
automatically if they are on. The reason for the check is so that they can
add you into the system when you use the magicmap system. Magicmap is a
map that maps out where you have been. And to get it, it goes into your
email account. That is the reason why for the check. And, sorry not to mention
that little detail before, but do apply and come in when you are accepted.

Kong Chang
kchang@orion.oac.uci.edu
swepp@ragnarok
Newsgroups: rec.games.mud.lp
From: andersts@mentor.cc.purdue.edu (Just call me Fred)
Subject: Fathom
Keywords: Carpe Bovum!
Organization: Cult of the Golden Plunger
Date: Thu, 17 Dec 1992 02:24:09 GMT


  What ever happened to Fathom???  
  Has it been wiped off the face of the earth like so many other muds?
  Has somebody moved it and decided that I'm not important enough to know?
  Did it ever, in fact, exist? (Was it all a dream?)
  
  Obviously, I can merely speculate.... so, if anyone has any information
whatsoever, be a kind soul and tell me... my curiosity has been tweaked.

-Allen
From: njal@engin.umich.edu (David Schairer)
Subject: Re: Taliesin
Date: Tue, 15 Dec 92 18:21:01 EST
Organization: Campus Computing Sites, University of Michigan


I don't know what your problem is, nor do I really care; I just want
everyone to know that I, Talyessin, have nothing to do with any of you
people. :)
--Talyessin@Overdrive
Newsgroups: rec.games.mud.lp
From: amylaar@opal.cs.tu-berlin.de (J"orn Rennecke)
Subject: Gamedriver update
Organization: Techn. University of Berlin, Germany
Date: Mon, 14 Dec 1992 02:47:31 GMT


Well, some bug reports just come when you have made a release...
Besides, I was pointed to a NeXT so the port to this machine could be done.
For this reason, there is now a sequel to 3.1.2.k, called 3.1.2.k+ :-)
You can get it from :
ftp.cs.tu-berlin.de, filename: /pub/mud/lp/driver/driver312k+.tar.Z
ftp.th-darmstadt.de, filename: /pub/incoming/games/lpmud/driver312k+.tar.Z

ftp.cs.tu-berlin.de is also known as quepasa.cs.tu-berlin.de and 130.149.17.7  .
Documentation on the driver can be found in
ftp.cs.tu-berlin.de, /pub/mud/lp/tubmud-doc.tex.Z
( Besides, this file documents tubmud's mudlib, too. )

	Amylaar
From: guddt@uniwa.uwa.edu.au (David Bennett)
Newsgroups: rec.games.mud.lp
Subject: Re: DISTRIBUTED MUDDING
Date: 18 Dec 1992 13:16:24 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au

oreillym@tartarus.uwa.edu.au (Michael O'Reilly) writes:

>Hmm. As my driver is strictly typed I make a distinction between
>'driver supported' things, and classes that are implemented in C.

>I have things like floating point number routines that are written in
>C, but I don't consider them supported by the driver. :) If you wrote
>code like...
>	Float f = 1.0 , g = 2.0;
>	f = f + g;
>The driver doesn't need to know about float's in particular. As long
>as there is a class called 'Float' that the driver knows about, and as
>long as it supports the operations 'assign' and '+', then everything
>is fine.

>Actually, that is a bad example. The lexical routines do actually
>build floating point numbers from '1.0'. But for things like adding
>graphics to the driver, you would simply write the class methods in C,
>and let it go at that. Nothing else in the driver needs to be modified
>to support it.

This is something I thought about a bit.  Its annoying that you can have
basic types like 'float' and 'int' etc that you can use as constants
because of how the driver interprets it.  It would be nice if you could
set up any type to do this.  Is there a nice method of doing it?  One
method that sprung to mind was giveing a type for every constant and
passing the arg to the creation method.  This was the method we were
thinking of using for basic constants.  But it means a lot more typeing
and other stupid things like that :(  As for distinction between an
object and code...  It is very nice and symetrical to have no difference
at all.  Makes some things sooo much nicer.  (stares dreamily into space).

The other one that annoys me is the things like '+' and '-' etc.  These
are also built in's...  Or do you handle it as calling the method
'+' on the first object with the next two passed as params?

Bright pumpkins smiling in the moonlight,
David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
From: 00jlrushton@leo.bsuvc.bsu.edu
Newsgroups: rec.games.mud.lp
Subject: anglish dead?
Date: 14 Dec 92 19:57:37 GMT
Organization: Ball State University, Muncie, In - Univ. Computing Svc's

odd file
Newsgroups: rec.games.mud.lp
From: fontenot@ravl.rice.edu (Dwayne Jacques Fontenot)
Subject: Re: Hi,.. can anyone..
Organization: Rice University
Date: Mon, 14 Dec 1992 00:32:58 GMT

In article <13DEC199211381104@rigel.tamu.edu> mcr0193@rigel.tamu.edu (Blitzkrieg) writes:
>In article <1gf3imINNo7s@darkstar.UCSC.EDU>, beeman@cats.ucsc.edu (Adam Beeman) writes...
>> 
>>In article <mmcg.724011616@bruce.cs.monash.edu.au> mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:
>>>beeman@cats.ucsc.edu (Adam Beeman) writes:
>Can't you fools flame each other in private? I, for one, care very little 
>about the opinions you hold for each other, and how much code one of you
>did, and why you didn't do more. This is a waste of my time and a waste
>of internet resources. I suspect a majority of people might share my
>opinion.

I agree whole-heartedly. What makes you people think anyone else gives a
sh*t about this stuff? And don't tell me to press the 'n' key because
the subject is not related to the content and this sh*t should not be
posted to this group anyway.

Next you guys will be posting logs, and this group will be like
r.g.m used to be. Thanks a lot.

Dwayne Fontenot (Jacques)

>get a life.
>
>Blitzkrieg

>>>Mike.
>>>Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au
>>>"Head [ ... ] in' [ ... ] ass [ ... ], licking [ ... ]"
>>Adam.
>>Also known as Buddha@tmi-2
From: darcy@ac.dal.ca
Newsgroups: rec.games.mud.lp
Subject: Flint
Date: 13 Dec 92 05:16:53 -0400
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

     Chill out dude. He is not worth the aggravation. He is just another
in a long history of people who have a tendency to put their foot in their
mouth publicly, and repeatedly. You should know what that is like. ;)

Darcy

Newsgroups: rec.games.mud.lp
From: s13987bl@UMASSD.EDU
Subject: help
Reply-To: s13987bl@UMASSD.EDU
Organization: UMASS DARTMOUTH, NO. DARTMOUTH, MA.
Date: Wed, 16 Dec 1992 20:39:02 GMT

all,
	My friends and i are starting a mud at UMASSD, we hope, and are having
	great difficulties getting MudOS_0.9.*.tar.Z from Berkeley. We always
	get an error saying "error opening file for output," any suggestions? q
	Oh, and yes we set transfer to BINARY, and yes we have plenty of room 
	at our end.
					-Brian (Pyro)
From: mwbutler@iastate.edu (Michael W Butler)
Subject: Re: Whatever happened to Overdrive?
Organization: Iowa State University, Ames, IA
Distribution: rec.games.mud, rec.games.mud.lp
Date: Mon, 14 Dec 1992 22:05:20 GMT

Overdrive is at ferd.mit.edu 5195 and is running fine.

		Tritor the Conjuror

Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: Hi,.. can anyone..
Organization: Computer Science, Monash University, Australia
Date: Mon, 14 Dec 1992 05:05:02 GMT

fontenot@ravl.rice.edu (Dwayne Jacques Fontenot) writes:
>In article <13DEC199211381104@rigel.tamu.edu> mcr0193@rigel.tamu.edu (Blitzkrieg) writes:
>>In article <1gf3imINNo7s@darkstar.UCSC.EDU>, beeman@cats.ucsc.edu (Adam Beeman) writes...
>>>In article <mmcg.724011616@bruce.cs.monash.edu.au> mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:
>>>>beeman@cats.ucsc.edu (Adam Beeman) writes:

>>Can't you fools flame each other in private? I, for one, care very little 

>I agree whole-heartedly. What makes you people think anyone else gives a
>sh*t about this stuff? And don't tell me to press the 'n' key because

If you two had been reading this group for more than a month or so, and
(and I know this is the hard part) had paused to *think* before you
posted, you would have realised that Buddha is a god on TMI-2, and I am
a god on Shattered.  Therefore, there is no way he would be expected to
code here - and, in fact, he was instawizzed for a look around for a
total of two hours.

Think before you flame.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
From: oreillym@tartarus.uwa.edu.au (Michael O'Reilly)
Newsgroups: rec.games.mud.lp
Subject: Re: Distributed lpmud
Date: 17 Dec 1992 11:52:50 +0800
Organization: Home
NNTP-Posting-Host: tartarus.uwa.edu.au

Mike  Mc Gaughey (mmcg@cs.monash.edu.au) wrote:
: oreillym@tartarus.uwa.edu.au (Michael O'Reilly) writes:

: >Quotas! How to handle these? The high level of security seems to beg for
: >user level programming. Problem is resource allocation. How to limit it.
: >Whhat happens when limits are reached. An object gets created, where do
: >you credit the resource-usage?
: 
: Hee!  Build a concept of money into the kernal of your driver, and
: give every wizard a cash allocation, which they spend on disk space,
: CPU, memory, and (if you want instant game balance as well) items or
: skills they give out within the game.

Ok. This is very nice. In fact, this solves everything. Thank you. :)

: Wizards get cash allocations based on how much they can (a) rip
: off from players, (b) how much time and effort players expend in their
: area, and (c) arts grants for interesting (though nonprofitable) areas.
: The wiz-list is sorted based on money in the bank (and reflects who
: is getting the most cash from players for the least investment of
: resources :)

I am inclined to makeing a three way distinction, rather than a two
way one. I.e. there are players (role players et al), then there are
lords/demi-gods/gods. I see these as getting pwers of creation, and
being basically able to meddle. This I hope would supply the role of
the GM in normal role playing. Then you have your coders who write the
actual code. Limiting all of these via a secure economy would be very
nice. Where can I get references to the economy you use?
 
: Ripping off players is not easy - there's a security system that comes
: with this model (capability based, which is what I think *you* are
: trying to do with your type handles - you can't perform an operation on
: an object unless you are given a capability to it; capabilities can be
: single-use, or revoked).

Hmm!!! How do you go about implementing a  single-use capability
efficently? What exactly is meant by 'single use'. One method call?
what?

: >Exceptions?
: 
: are a pain.  Ideally, one should eliminate them - but that'd mean
: relying on other peoples' code being correct.

There are very few places errors can occur at all already. In fact,
the compiler strives to catch as many possible run time errors as it
can already. The only sources of errors are exceptional conditions
like divide by zero, or accessing past the end of an array, or such
like. 

: There are only a couple
: of decent mechanisms for this - catch/throw (as in functional/lisplike
: languages), signals (as in C), or ignore the problem (i.e. crash).
: In a multithreaded system, you can have both (so implement both!).

Nested signal handlers.. Wonderful. This is what I had been looking at
, but it isn't very pretty. (means adding another stack for exception
handlers. I think).

: Mike.
Michael
From: darcy@ac.dal.ca
Newsgroups: rec.games.mud.lp
Subject: Re:Hi,.. can anyone..
Date: 14 Dec 92 05:24:39 -0400
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

     Actually if you have been reading these groups for any period of time
you would know that stuff like this is commonplace. Whenever anyone has a
gripe about a mud they post it here. (Or at least it seems that way.) In
defense of Dredd and Buddha I would only say that they were responding to the
way in which their posts, which incidentally were fairly complimentary, on
Taliesin were flamed by taliesin.