HDTenEightyP/NetNews huggingface dataset:
From: stormoen@plains.NoDak.edu (Michael D. Stormoen)
Subject: Re: Classic Arcade Game Injuries!
Date: Sat, 12 Dec 1992 10:57:52 GMT
Organization: North Dakota Higher Education Computing Network

In article <1992Dec11.233440.25532@cc.tut.fi> k138836@cc.tut.fi (Korhonen Tommi) writes:

>---------------------------------------------
>It's TKorho above there, at k138836@cc.tut.fi
>"The Black Ghost out of Nowhere"

That reminds me... 

I always got a blister on the inside of my middle finger (between index
and middle) from the way I held the joystick on Ms. Pac Man.

I remember that it would start to blister between 250,000-300,000.

By the way, Ms. might not be too classic compared to some, but Ms. with
the accelerator or "zoom" on some machines is the greatest!

P.S. how high of score has anyone gotten on Ms.PacMan?
Mine is 373,000 and some odd number.  My problem was that I'd have to
change my grip (see the above "blister affect") and I'd lose my rhythm.

I also think that it was super-cool to be able to pass through the monsters
when they weren't looking at you!
Newsgroups: alt.games.video.classic
From: uplink@cwis.unomaha.edu (uplink 2099)
Subject: Predator - 4 player interactive standup
Organization: University of Nebraska at Omaha
Date: Thu, 17 Dec 1992 08:07:55 GMT

	In 1984, a new game appeared at the local arcade.  Called
PREDATOR, it was a 4-player space war type in which all four
players tried to kill each other off.  The neat thing about this game
was that it was in four separate cabinets, each able to control one
ship.  I remember the ship names and colors -- gold, for Eagle, blue, which
was Falcon, white - Condor, and red - Hawk.  The game took place in
a spacefield which had a sun in the middle of it, and asteroids and other
space debris floating around.  Each ship had two offensive capabilities:
laser fire, and an anti-matter bomb which could be controlled as to how
far away it exploded.  Each ship had a green sphere in the middle, which
was larger or smaller depending on how much energy you had.  When you fired
on a ship, it lost energy.  If you destroyed it, it released a green
sphere which would replenish your own energy.  There were three other
colors of spheres: a red one, which increased your speed, a blue one which
gave you a forcefield, and a yellow one which ate your energy.  Then
there was a "bubble" which, when grabbed, turned your ship invisible
(It was outlined in white lines on your screen; it didn't show up on
the other screens).  I remember this game so well; even though it's been
years.

	My question is, does anyone else remember this game?  Or know
where one might be found?  I had heard it was a "test" game that never
made it to mass-market.  At the local arcade, we kept burning out
the motherboard to the main unit; if it got that much play, I'd think
the creators would have made more.

uplink

--
*           _    / _/       /     * "It's been surreal!" - Gogo Dodo, TTA  *
*     / /  / /  /    '_ |  /' _/  * Please send all flames to someone else *
*    / /  __/  /  /  /  /    <    * email to uplink@cwis.unomaha.edu _\|/_ *
*  ___/ _/   _/ _/ _/ _/ _/|_/    * Hey! I _LIKE_ my pompous .sig!   ~/|\~ *
Newsgroups: alt.games.video.classic
From: eng10381@nusunix1.nus.sg (CHUA PIN PIN)
Subject: test
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 14 Dec 1992 02:44:34 GMT

D
a
this si s test.

C
C
this is
D
C
From: mberteig@cco.caltech.edu (Michelle Berteig)
Newsgroups: alt.games.video.classic
Subject: Re: Tempest
Date: 21 Dec 1992 04:42:18 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

In article <1h2pjdINNfuo@gap.caltech.edu> mberteig@cco.caltech.edu (Michelle Berteig) writes:
>Hi!
>
>Tempest has got to be one of my favorite games too! (along with
>Defender and Joust)  I just read an article that said Tempest
>was available for the Mac.  Is it available for the PC as well?
>(Or does anyone know where I can get a Tempest machine?  I live
>in the LA, California area)  Thanks for any info.

 I forgot to add that I used to love Castle Wolfenstein as well, and
I wonder if it is available for the PC also??  Thanks again.

--Michelle Berteig

mberteig@cco.caltech.edu





Newsgroups: alt.games.video.classic
From: stormoen@plains.NoDak.edu (Michael D. Stormoen)
Subject: Re: Classics in Moorhead
Date: Sat, 12 Dec 1992 11:10:58 GMT
Organization: North Dakota Higher Education Computing Network

In article <1992Dec12.052236.8848@ucsu.Colorado.EDU> grasso@rintintin.Colorado.EDU (GRASSO CHRISTOPHER A) writes:
>To any Boulderites reading this board:

To anyone visitng Moorhead,MN:

Visit Gas Stop and you can find a lot of classics.  They must store them
there and keep them on for fun.  You can find a few of the real generic
oldies (many have been mentioned here before) and a few new ones (SFII CE).

>Boardwalk gives 5 tokens / dollar, 30 tokens / 5 dollars.

Gas Stop gives 10 tokens/dollar, 50 tokens/5 dollars.
At one point last year you could get 100 tokens for 5 bucks.

-Michael Stormoen
 stormoen@plains.nodak.edu


I'm going down to Cow Town a cows a friend to me; lives beneath the
ocean and that's where I will be...           They Might Be Giants
Newsgroups: alt.games.video.classic
From: justin@nx20.mik.uky.edu (justin sullivan)
Subject: Re: Hey, doesn't anybody remember the C64???
Organization: University Of Kentucky, Dept. of Math Sciences
X-Path: nx20.mik.uky.edu!justin
Date: Mon, 14 Dec 1992 21:28:01 GMT

In <Bz9Fx1.ICK@wrs.com> gak@wrs.com (Richard Stueven) writes:

>In article 7BL@ecf.toronto.edu, biancol@ecf.toronto.edu (BIANCOLIN FABIO S) writes:
>>
>>	- Raid on Moscow

>Raid Over Moscow is fun...and it's a BITCH!  I've never beaten it...

Always came close, but not quite.. I would LOVE to get a copy of this
game again (mine got corrupted a long time ago.. :(

>>	- Raid on Bungeling Bay

>The sequel to Beach Head...better action and tougher play.

I dunno.. I never could beat Beach Head. BB was much more fun, though.
Newsgroups: alt.games.video.classic
From: mbrockma@bank.ecn.purdue.edu (Matt Brockman)
Subject: Re: Trivia Question
Organization: Purdue University Engineering Computer Network
Distribution: alt
Date: Tue, 15 Dec 1992 05:33:09 GMT

In article <DSTEINBE.92Dec14093203@emmy.nmsu.edu> dsteinbe@nmsu.edu (David Steinberg) writes:
>Name the game and situation in which the following letters appear:
>
>                 HSWWSH
>Bonus question: What do they stand for?

Yars' Revenge for the 2600.
After you killed the Swirl, during the celebration screen, a vertical black line
would appear at the spot of the Swirl's demise. If you sat on this line while
the gold pattern closed up, the screen would change to show HSWWSH, which
is the initials of the creator forwards and backwards.

===============================================================================
Matt Brockman                                           mbrockma@ecn.purdue.edu
-------------------------------------------------------------------------------
    "While a llama may produce some of the world's finest of wools, prized
        around the world, their breath, on the other hand, could only 
            be prized somewhere in the far reaches of llama hell."
===============================================================================
Newsgroups: alt.games.video.classic
From: Harry.Johnson@launchpad.unc.edu (Harry Johnson)
Subject: Koronis Rift on Atari 8-bits
Organization: University of North Carolina Extended Bulletin Board Service
Date: Tue, 15 Dec 1992 18:58:22 GMT


Would the guy who solved (or at least completed) this game write to me and
tell me how?  I have spent untold hours getting my head blown off by the
enemies in this game and haven't been able to achieve any measure of
success with the various items I've collected.

Harry

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
From: bmarcum@world.std.com (Bill Marcum)
Newsgroups: alt.games.video.classic
Subject: Re: Great Arcade Classics
Date: 15 Dec 92 06:45:35 GMT
Organization: The World Public Access UNIX, Brookline, MA

In article <1g1lu2INN3d9@darkstar.UCSC.EDU> jimbob@azure.ucsc.edu (James R. (Jim Bob) Bill) writes:
>
>It'd be cool to collect some famous video game quotes, like
>
>"Sooooo, a creature for my amusement.  Prepare for battle!"
> we've already heard lots of good Sinistar lines...
"Bad move, space cadet" (Gorf)
"Chicken!  Fight like a robot!" (Berzerk)

Bill Marcum  bmarcum@world.std.com
Newsgroups: alt.games.video.classic
From: M22280@mwvm.mitre.org
Subject: Re: Who is it that is out there?
Organization: The MITRE Corporation, McLean VA 22102
Date: Fri, 18 Dec 1992 14:37:23 GMT

In article <BzFIvI.G1C@math.uwaterloo.ca>
amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault) writes:
 
>        '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.
>
 
Fair enough, my apologies also, guess I just over-reacted a bit...
 
Strange all this talk about no females playing...where I came from, Va Beach
Va, there were lots...maybe it was a local thing...
 
:-) Linda
From: cdubuque@plains.NoDak.edu (Chadwick Dubuque)
Newsgroups: alt.games.video.classic
Subject: Classic Arcade Games! (I'll trade ya!)
Keywords: Asteroids DigDug
Date: 13 Dec 92 19:22:40 GMT
Organization: North Dakota Higher Education Computing Network

In article <1992Dec11.233440.25532@cc.tut.fi> k138836@cc.tut.fi (Korhonen Tommi) writes:
>
>Have you ever had to sit down after playing hours of Asteroids?
>Due to the spinning and dizzyness.
>I used to have sore forearms after Star Wars games.
>Or fingertips hurting after ASteroids tapping?
>I do not remeber other right now...
>-- 
>---------------------------------------------
>It's TKorho above there, at k138836@cc.tut.fi
>"The Black Ghost out of Nowhere"

Speaking of Asteroids,
	I have an OK port for MS-Windows, and it works real well on my
machine. Of course I have a 486DX-33MHz, but . . .
	I found it from a shareware library/house.  If you want to relive
some of those days of old WITHOUT spending a lot of $$ trying to dig up
the game, e-mail me, and maybe I can send it to you!

Still just a vid-game playing kid at heart,

****We're tiny, we're toony, we're all a little loony ... (Tiny Toons Rule!)****
****    Chad Dubuque - NDSU Fargo    e-mail to cdubuque@plains.nodak.edu    ****
****     I run just a simple setup of a 486-33 running MS-DOS & Windows     ****
**** (I can ramble and type a report and play Tetris all at the same time!) ****

BTW-  If anyone has an IMB-compatible Dig-Dug port, I'd sure like to hear
from ya!
Newsgroups: alt.games.video.classic,rec.games.video.arcade,rec.games.programmer
From: kinsman@jupiter.sun.csd.unb.ca (Aphoriel/Kinsman)
Subject: Re: [Ms.] Pac-Man music (Was: Pac Man)
Organization: University of New Brunswick
Date: Mon, 14 Dec 1992 23:54:42 GMT

In article <1992Dec14.195107.11524@ericsson.se> etljmme@etlxd30.ericsson.se writes:
>In article 19549@sol.ctr.columbia.edu, jerry@msi.com (Jerry Shekhel) writes:
>>Todd Lehman (toddl@county.lmt.mn.org) wrote:
>>:
>>
>>I just got busted by Namco-America for my Windows game, Chomp.  Apparently,
>>it looks enough like Pac-Man to infringe on their (ugggghhhh!) audiovisual
>>copyright.  They demanded that I stop distributing the game (like that's
>>possible with shareware that's been out there for almost 2 years).
>>
>
>That's a real shame.  Still, if you can no longer distribute the game, how about
>letting us see the source?  :-)
>
Oh please yes! I'm trying to learn C++, and if you wrote that in C++, I'd just
love to see it...
(kinsman@jupiter.Sun.CSD.unb.ca (hint!))
-Aphoriel/Kinsman
Newsgroups: alt.games.video.classic
From: drudetb@infonode.ingr.com (Ted B. Drude)
Subject: Re: REACTOR
Organization: Intergraph Corporation, Huntsville, AL.
Date: Thu, 17 Dec 1992 14:39:00 GMT

In article <1992Dec16.172402.745@cybernet.cse.fau.edu> wolfsond@cse.fau.edu (Dan MC^2 Wolfson) writes:
>
>Since nobody has brought it up...  Remember Reactor?
>I'm not sure how classic this game is(??) 
>This game had some awesome (loud) music that went with it.  
>I think Reactor is scarce though...

Yes, it's a classic.  And it's a collector's item.  They are fairly
rare on the used game market,  but they can be found.  The music was
incredibly addicting and the game play was good enough to keep you
plunking some quarters.  (Hey the music was good enough to get some
quarters, too!).  I remember reading an article about the musician who wrote
the Reactor tune,  but can't remember his name.  I believe the game was
made by Williams.  It's on my short list of games to buy when I finally
get a place to put them all. 

- Ted D.
From: wdavid@unf6.unf.edu (Bill David)
Newsgroups: alt.games.video.classic
Subject: Re: Great Arcade Classics
Keywords: Mr. Do
Date: 17 Dec 92 03:49:43 GMT
Organization: University of North Florida, Jacksonville

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.

Anyone remember an old (pre-1982, probably) machine called Space Tactics?
You were in charge of defending this planetary base from the advancing
alien hordes (Space Invaders in 3-D). You had long range cannons to 
blast them as they approached, shields you could activate over the
base, and a last-chance-one-shot-type missile system in case one
slipped by. I loved this, but I only ever saw one machine.


-Bill
wdavid@unf6.cis.unf.edu
Newsgroups: alt.games.video.classic
From: hreutte@andy.bgsu.edu (hans reutter)
Subject: VIC, Classics, FAQ...
Keywords: VIC, Bosconian, Karate Champ
Organization: Bowling Green State University B.G., Oh.
Date: Sun, 13 Dec 1992 21:05:37 GMT

Oh Boy,
this newsgroup brings up all these old memories...

ARCADES
One of the best games I've ever seen and played in the
arcades was BOSCONIAN (based on that epic tale of E.E.Smith),
after 15 - 20 minutes things really started to get crowded
on the screen - little nasty space ships firing from every
direction and still a bunch of stations to eliminate!
Wow, these were really good times, total peripheral vision
(whatever you call it), time stood still...

Another game which was very popular was ELEVATOR ACTION, I
remember times when friends and I decided to skip the next
class in high school and go to the arcades instead. Nice
game.

Also very nice and primitive (hey, I admit it!) was
KARATE CHAMP. These games lasted hours (you just waited in
the kneeling position for the other guy and then punch,
punch) with one token. The two player option was really
nice, oh my god we had big fun!

VIC-20
The best game ever made for the VIC was SHAMUS. It had it
all: hostile (of course!) aliens, a maze, keys you had to
find...   I was SO frustrated when I saw the C-64 version
later, better graphics (and the VIC-20 graphics were the
best I had seen until then on this machine) just didn't
made up for the lack of speed and acuracy...

Also very good were the Atari moduls (actually I never had
a real module, everybody had these illegal copies on disk)
of Donkey Kong and Centipede (I hated and hat Pac Man).

Broderbund Software came out with a couple of nice 16k
moduls like Sub Mission and A.E. (very good graphics but
very easy).

And of course there were the Scott Adams adventures:
YOHO! Hey, these were the best (relatively to code size)
adventures ever! The count was my favorite, going up that
elevator to find this garlic - great!


And now for something completely different:

Is there a FAQ for this newsgroup?
If not, is anybody starting one?
   If so, what will it look like?

And more:
Does anybody know some arcades which feature a BOSCONIAN or
an ELEVATOR ACTION somewhere between Bowling Green and
Ann Arbor?

Does anybody know some companies which sell old classic video
games (and don't rip you off)?

Why does it look like back in these days ideas were more
important than the number of colors on the screen?

Questions, questions, questions...

Hey, I'll have to look for my old VIC, I know it is somewhere!
I still have the old disks and tapes with SHAMUS on it! Geeez!
....
....

H.L.R.

******
BGSU FALCONS: LAS VEGAS BOWL 1992       
******
From: kist@acsu.buffalo.edu (james e kist)
Newsgroups: alt.games.video.classic
Subject: Re: Old Game
Date: 15 Dec 92 07:24:28 GMT
Organization: UB

In article <1992Dec15.041228.23508@u.washington.edu> sburns@carson.u.washington.edu (Sherri Burns) writes:
>Does anybody remember 'PHOENIX'?  That was a truly awesome game!!!

Yes it was. My school still has it in the dorm complexes, along with Black
Widow, and a few other ancient ones that I forgot. Of course, they never
get played. Nobody wants to be seen playing these games,or are too young to
know how good they really are.
Newsgroups: alt.games.video.classic
From: mbrockma@bank.ecn.purdue.edu (Matt Brockman)
Subject: Re: Castle Wolfenstein (was Re: Pacman beaten, GA too)
Organization: Purdue University Engineering Computer Network
Date: Fri, 18 Dec 1992 01:46:38 GMT

In article <jpenne.724572624@ee.ualberta.ca> jpenne@ee.ualberta.ca (Jerry Penner) writes:
>Actually, Castle Wolfenstein was very easy to beat.  Each level was
>always the same, so you just had to figure out what the pattern for
>each level was.  Of course, the map was still in a random location.
>SS guards would also give up quite easily if you approached them from
>the side (or was it the bottom, can't quite remember) and shot them
>once.  Still, it was a great game.

On the C64, I found that if you played with the disk drive turned off, and
then turned it back on again after you died, you could have infinite
lives.

===============================================================================
Matt Brockman                                           mbrockma@ecn.purdue.edu
-------------------------------------------------------------------------------
    "While a llama may produce some of the world's finest of wools, prized
        around the world, their breath, on the other hand, could only 
            be prized somewhere in the far reaches of llama hell."
===============================================================================
Newsgroups: alt.games.video.classic
From: amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault)
Subject: Re: street fighter II
Organization: University of Waterloo
Date: Thu, 17 Dec 1992 16:41:09 GMT

In article <BzE4Fs.Cu4@ais.org> pendy@ais.org (Paul Hohn) writes:
>In article <1992Dec17.050115.16756@u.washington.edu> foregone@stein.u.washington.edu (Carl Chavez) writes:
>>>
>>>STREETFIGHTER IS NOT A CLASSIC VIDEOGAME!!!!
>>>
>AMEN!
>
>>>This groups exists so that we do not have to bear SF II here!
>>>This is for Video GAMES, not for those... those...
>>>
>>>Please keep the newer stuff like that OUT OF HERE.
>>>
>>
>>I think SF II qualifies as a classic now. After all, it's more popular
>>than Pac-Man ever was! (Don't get me wrong, I'm sick of SF II also)
>>
>SF2 more popular than Pac Man in it's prime? Not in THIS reality...
>Pac Man has spun off oodles of vids, did it's own work to revolutionize the
>coin-op industry, the merchandising from this game is nearly endless...
>cards, coloring books, little stuffed toys, even a few cartoons on Sat.
>morning TV... some of which can still be found in syndication. All of this
>plus Pac-Man had dozens of Tournaments centered around it, a catchy (at that
>time) little sound that people for some odd reason loved to imitate, and had
>a song written about it with an album based around that song.
>Let's see Street Fighter II live up to that kind of reputation...
>
	Don't forget PacMan telephones, PacMan cereal, PacMan buttons, PacMan
T-shirts, PacMan bed linen, PacMan pygamas, etc ...  I've yet to see SFII
saturate any market OUTSIDE gaming as PacMan had done.

Not easy to please,
						  Big Al the Devil's Pal!!
                                                     __   __            
                                                    /  `-' /          ,,
                                                    |[====|||||||||||[::}
                                                    \__.-._\          ``
Newsgroups: alt.games.video.classic
From: medwards@qualcom.qualcomm.com (Matt Edwards)
Subject: Re: Coleco Games
Organization: Qualcomm, Inc., San Diego, CA
Date: Fri, 11 Dec 1992 18:03:35 GMT



I've made up a list of my Colecovision games that I have
collected so far.  Anyone knowing of any others, please let
let me know through e-mail!  

Blockade Runner
Bump-n-Jump
Burger Time
Campaign '84
Carnival
Cosmic Avenger
Decathalon
Destructor
Donkey Kong
Donkey Kong Junior
Front Line
Ladybug
Looping
Miner 2049'er
Mr. Do
Omega Race
Pepper II
Pitstop
Popeye
Q*Bert
Rocky
Sammy Lightfoot
Slither
Smurf
Space Fury
Space Panic
Star Trek
Subroc
Super Action Baseball
Super Action Football
Time Pilot
Turbo
Tutankham
Up & Down
Victory
Venture
War Games
Zaxxon


Thanks!
Newsgroups: alt.games.video.classic
From: medwards@qualcom.qualcomm.com (Matt Edwards)
Subject: Re: Gauntlet
Organization: Qualcomm, Inc., San Diego, CA
Date: Mon, 14 Dec 1992 19:53:03 GMT


Did anyone else actually get to the secret room and complete it
while the contest was still going?  I managed to do it early when
Gauntlet II first came out, and I won a T-Shirt!  I still have it
though it is tattered to shreds.  It had a cool puffy-dragon made
out of orange stuff of the front, and a 'I have conquered' message
on the back.  Too bad I didn't win any of the cash *grin*
I still have my letter from Atari listing the cash winners, and
a real entry form from the game, and I even stole the big sign
that was on top of the Gauntlet game that advertised the contest *grin*

Ribbit
Newsgroups: alt.games.video.classic
From: medwards@qualcom.qualcomm.com (Matt Edwards)
Subject: Re: Atari (tuff as nails)
Organization: Qualcomm, Inc., San Diego, CA
Distribution: us
Date: Mon, 14 Dec 1992 20:04:34 GMT


Heh, one of the most interesting results I got with the 'flick the power
on and off real quick' method with the 2600 - 

I had the adventure game cart in - and when I flicked the game off and
on, I noticed the '1' screen (select level) came up, but the '1'
was backwards!  When I hit the start button, the ENTIRE game
was backwards!!!!  It was such a trip!  All the dragons were
facing the wrong way, the mazes were in the opposite place,
even the sword was pointing the wrong way!  

Anyone else ever get this?!
Newsgroups: alt.games.video.classic