HDTenEightyP/NetNews huggingface dataset:
From: zweldron@ruhets.rutgers.edu (Matthew Charlap)
Newsgroups: alt.games.video.classic
Subject: Re: here's an ad for 2600 carts....
Date: 17 Dec 92 19:34:28 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

LAID@vtcc1.cc.vt.edu (Vinny the Cyberpunk) writes:
>>Activision   Starmaster
>	Spent a lot of hours with this one.  I was always impressed with the 
>Activision cartridges.  I think the competition caused atari to start using 
Yeah, this one was great. Winning at Starmaster level is still a difficult
task.

>>Imagic       Demon Attack
>enhanced space invaders.  Also, if I recall correctly, if you survived 
>through all the waves, there would be a special message displayed on the TV 

I finished all the screens (Id I remember correctly, you needed to clear 255
boards (21 times through all 12- 2 rounds each of the 6 types of ships). I
didn't get any message, the game just ended- and you cannot begin another game
unles you powered off and on. As the instructions said, the demons just "give
up"

-- 
--Matthew Charlap
-------------------------------------------------------------
This is STILL a test of the .signature 
If this were a real .sig file, something else would be here, not just a name.
Newsgroups: alt.games.video.classic
From: ian@gomez.jpl.nasa.gov (H. Ian Novack)
Subject: More Insects in Intellivision
Organization: Earth Observation Data Systems Grp, JPL
Date: Mon, 14 Dec 1992 20:01:22 GMT

I just found this newsgroup, and thought I'd add to a thread that has
already died: bugs in Mattel's Intellivision.

Yes, there was the one in Space Battle that caused the "Mega-squadron".  If
you let it reach the home base, the base would die in about three seconds.

Triple Action: Yes you could shoot through the tower.  You could also shoot
through the gap in the enemy's plane.  Finally, if you put your plane into a
vertical stall, and if you time the pushing of a side button so you push
exactly when the plane hits the ground, you'll go THROUGH the ground and come
out the other side, still gaining speed.  I once got three laps this way.

B-17 Bomber: If your damage got above 255, it wrapped back to 0.  Also the
bomb-bay view would get confused sometimes and show land when over water and
vice versa.  It was odd hitting ships that were landlocked.

Armor Battle: You take a tank to the bottom edge.  Switch tanks.  Have your
buddy shoot the first tank.  Hopefully it will move down a bit when hit.  When
you switch back to the tank, part of it will be below the bottom (I could have
all this upside-down...it's been a while).  Drive the tank through the bottom
and out the top.  This tank is now on a different board.  It'll go through
some buildings, get stopped by invisible ones, etc.  It can't be killed unless
the other guy gets a tank through.  It also can't shoot.

Sea Battle: Similar to the one in Armor battle.  But if you tried to fire
after going through, the game would hang.

Hockey:  Once...just once, a player tripped someone illegally, but got the
puck before the whistle blew.  He went into the penalty box, but TOOK THE
PUCK WITH HIM!  He came out of box in 10 seconds, but left the puck.  We
were stuck.

|-Ian Novack (Particle Man)----------------------------ian@gomez.jpl.nasa.gov-|
| "I propose that we leave the math to the machines    Jet Propulsion Lab     |
|  and go play outside." -- Calvin                     Pasadena, CA           |
Disclaimer:"Everybody is entitled to an opinion, and yours is wrong." D. Barry|
Newsgroups: alt.games.video.classic
From: amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault)
Subject: Re: Great Arcade Classics
Organization: University of Waterloo
Date: Sat, 12 Dec 1992 01:40:17 GMT

In article <Bz3Jvp.1r6@access.digex.com> cpk@access.digex.com (Christine Pellar-Kosbar) writes:
>
>So how many people out there own actual arcade games?  Where did you find
>them for sale?  What did you pay?  Are they tough to maintain?
                                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^

	This point is of particular interest to me.  With all this talk of 
video games, I've really started driving the idea into my head that I want 
Donkey Kong in my living room.  But I never thought about maintainance, whether
most machine need regular servicing, how pricey parts are, etc...  Can someone
share a bit 'o wisdom and foresight?

Walking in the shadow,
						  Big Al the Devil's Pal!!
                                                     __   __            
                                                    /  `-' /          ,,
                                                    |[====|||||||||||[::}
                                                    \__.-._\          ``
Newsgroups: alt.games.video.classic
From: parsondj@newton.ccs.tuns.ca (Douglas John Parsons)
Subject: Re: Pong, etc...
Date: Thu, 17 Dec 1992 02:14:04 GMT
Distribution: alt
Organization: Technical University of Nova Scotia, Halifax, N.S.

In article <1992Dec12.004457.24928@noose.ecn.purdue.edu> mbrockma@bank.ecn.purdue.edu (Matt Brockman) writes:
>In article <JVIGNEAU.92Dec10120738@cs.pong.lovers.edu> jvigneau@cs.pong.lovers.edu (|Joe Vigneau|) writes:
>>Does anyone remember those game systems with two paddles that only moved up
>(etc.)

>Yeah, we had one of those. The 'paddles' were more like the things
>you push down on the side of a toaster. You could also select
>fast/slow ball, big/little 'men', sharp angles, etc.
>And four games: tennis, hockey, squash and practice.
>
>It was beige and brown I think...anyone know what the name of it was?
>
>
>===============================================================================
>Matt Brockman                                           mbrockma@ecn.purdue.edu

The "beige and brown" machine sounds exactly like my old Radio Shack tv
tennis machine. Yes, instead of rotary paddles you have a lever-type
control like a toaster has. I still have mine somewhere. The lever
control was actually quite good.

--> Foom <--
From: tjg2946@ritvax.isc.rit.edu
Newsgroups: alt.games.video.classic
Subject: Re: Ms. Pac Man
Date: 14 Dec 92 19:02:49 GMT
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology

I recalled one time when someone at the arcade turned the
maze in Pac Man off, and was able to steer Pac Man anywhere, but the
ghosts still see the walls and go through their routine.  Is it
a switch or a hack?
Newsgroups: alt.games.video.classic
From: clf3678@ultb.isc.rit.edu (C.L. Freemesser)
Subject: Re: PIXX!  PIXX!  PIXX!
Originator: clf3678@ultb
Organization: Rochester Institute of Technology
Date: Sat, 12 Dec 1992 22:34:20 GMT

In article <7Z4LVB2w165w@Garg.Campbell.CA.US> Zio zZz <zio@Garg.Campbell.CA.US> writes:
  
>We had the same thing here, only it was TV *POW!*.  KTVU, Ch.2 Oakland, 
>CA.  Yes, it ran during the T&J Hour, we yelled POW (instead of pixx), 
>but other than that, it was the same.  Actually, I can't remember if we 
>had the Football version.  I know we had Space Armada (known as Space 
>Attack on the Atari 2600).  I remember the host, and will know the name 
>as soon as I hear it - just cannot seem to remember it now...
>
Heh!  We had the same thing "TV POW!" here in Rochester New York on
Channel 31, during the "Ranger Bob Hour".  Our show had Space Armada,
and I actually got to play it once!  I won (played against some doofus)!
My prizes were a "Ranger Bob" mug (which I never went to pick up), 
$20, and a ticket to Olympic amusement park (which promptly went out of
business a few months later).  Ah, those were indeed the days!


 _______________________________________________________________________
 || Chris Freemesser, RIT Comp.Eng.Tech.     I'd rather have a bottle ||
 || "A professional college student" :^)     In front of me.....      ||
 || Usenet: clf3678@ultb.rit.edu             .....than have a frontal ||
 || GEnie: C.FREEMESSER                         L O B O T O M Y ! ! ! ||
 -----------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: tomault+@cs.cmu.edu (Thomas Galen Ault)
Subject: Re: The Sweet sound of failure
Organization: School of Computer Science, Carnegie Mellon
Date: Sun, 13 Dec 1992 02:18:55 GMT

In article <Bz0oF6.3Hn@cs.columbia.edu> haupt@cs.columbia.edu (Marcus E. Haupt) writes:

>
>Toss up question: How many dragon's wre there in Atari's original "Adventure"
>	          for the 2600, and what were their names?
>
>Bonus:   Which dragons were which color?
>

*YAWN*  There were three dragons:

	Yellow/Gold (and wimpiest) - Yorgle
	Green - Grundle
	Red (toughest) - Rhindle

I must have played that game for months just because it was so fun.

Now for a _real_ bonus question:  What steps do you take to pass through
the thin walls to get to the secret room with the programmer's hidden
message?

>
>
>-- 
>"I Can't decide Whether you're a genius or a madman"      Marcus Haupt
>-Erb Cooper to Marcus Haupt, spring 1991        	  Dept. of Comp. Sci.
>							  Columbia University
>		  					  haupt@cs.columbia.edu

Tom Ault
From: mglicksman@loyola.edu (Michael `SLAM' Glicksman)
Newsgroups: alt.games.video.classic
Subject: Re: street fighter II
Date: 18 Dec 92 03:54:00 GMT
Organization: ALL - Amiga Lovers of Loyola
News-Software: VAX/VMS VNEWS 1.41

>>In article <BzE4Fs.Cu4@ais.org> pendy@ais.org (Paul Hohn) writes:
>>As I said, I'm sick of Street Fighter II also...but face it, it is a classic.
>>It has had a major impact on the arcade scene (unfortunately), makes
>>oodles of money, has done everything Pac-Man has done...classic does not
>>automatically mean "old". 

	I thought this group was defining 'classic' as Mid-eighties or earlier
video games. Isn't SF II a more recent release? Not a classic by my definition.


	On a more RELEVANT subject: Was there anything like a Game Genie ever
released for the Atari 2600? I seem to remember something like that(of course I
could be confusing it with any of the other weird gadgets that came out for
that machine). 




5*#*#*#*#*#*#*#*#*#*#*#*@*#*#*#*#*#*#*#*#*#*#@#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*@
#   From the AMIGA of   #   Help me someone, let me out of here               #
# MGlicksman@Loyola.edu #    then out of the dark was suddenly heard          #
#                       #    "welcome to the Home by the Sea"       -genesis- #
@*#*#*#*#*#*#*#*#*#*#*#*@*#*#*#*#*#*#*#*#*#*#@#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*@
Newsgroups: alt.games.video.classic
From: hreutte@andy.bgsu.edu (hans reutter)
Subject: Re: Microvision, REALLY old Odyssey system. (?)
Organization: Bowling Green State University B.G., Oh.
Date: Sun, 13 Dec 1992 21:26:35 GMT

In article <Byz22K.J4K@brunel.ac.uk>, cs92njc@brunel.ac.uk (Nicholas J Clayton) writes:
|> In article <1992Dec8.075259.11455@jyu.fi> mol@jyu.fi (Mika O. Latokartano) writes:
|> >  Omega Race was and is a great game!  I have a clone of OR for PC
|> >  (StarMine), and it's pretty good!  I've been looking for a VIC-20
|> >  just to be able to play some of the True Classic Games made

I'm glad I never sold my VIC-20, it seems impossible to find a used and
properly working one today...

|> >  Weren't the adventures by Scott _Adams_, though.  Not Anderson?
|> >  I enjoyed them immensely!  Mission Impossible (or was it Impossible
|> >  Mission?) was a tough one, at that time.  Pirate's Cove, the
|> >  dracula-adventure (what was the name?).  Ah- sure brings back
|> >  memories :)
|> 

The dracula one was THE COUNT.

|> Ah, but do you remember the original adventure program by Scott. Memory could be
|> letting me down here, but I seem to recall woozy bears, bees killing dragons and
|> mud to keep off chiggers. Ah, happy days. Many a long night I'd spend staring at
|> a screen trying to work out exactly how to get that damn bear off the ledge.
|> 

I think it was simply called ADVENTURE LAND.


H.L.R.
Newsgroups: alt.games.video.classic,rec.games.video.arcade,rec.games.programmer
From: toddl@county.lmt.mn.org (Todd Lehman)
Subject: [Ms.] Pac-Man music (Was: Pac Man)
Organization: LaserMaster R&D, Minneapolis, MN  USA
Date: Fri, 11 Dec 1992 14:51:59 GMT

In article <ByyLpx.Ax@constellation.ecn.uoknor.edu> gene@kittyhawk.ecn.uoknor.edu (Gene E. Johannsen) writes:
>I don't care if this offends, but I love Pac-Man.  It approached a zen
>thing for me.  Sure, I could last hours on a quarter.  But that quarter
>bought me peace and tranquility with the universe.  I call that a bargain.
>
>I haven't seen a Pac-Man machine in years.  But now that I am more than
>that quarter pumping teen-ager (well, a little more, anyway)  I want
>to BUY me one.  A sit down Pac-Man machine.
>
>Where, oh where, can I buy old video games?


Does anyone know whether there is sheet music for the Pac-Man intro theme 
and cartoon, and the Ms. Pac-Man theme and its 3 cartoons?

Alternatively, does anyone have the music in a machine-readable format (say, 
a MIDI file or a Windows WAV file)?

Finally, does anyone know if all of this is public-domain yet, or does that
take more than 10 years?

--
Todd Lehman
toddl@county.lmt.mn.org
Newsgroups: alt.games.video.classic
From: gjh2j@faraday.clas.Virginia.EDU (Im a Joker Im a Smoker Im a Midnight Toker)
Subject: Classics that I loved
Organization: University of Virginia
Date: Thu, 17 Dec 1992 09:49:26 GMT

Albeit some are of the newer classic variety (mid-late 80's)..still I loved
pumping cash into these


-Kangaroo
-Taito Wrestling (loved this one...could go for hours....there were two 
versions one with only three opponents, on which you could dropkick them...
the other had 5 or so opponents but no dropkick, I think this version
was called Mat Mania)
-Popeye
-Boot Hill (don't recall too much of this other than I liked it)
-Pac-Land (anyone remember this one)
-Moon Patrol
-Elevator Action (I would kill for either the Nintendo Version or a stand
up of this...it would be a toss up between this and the Taito Wrestling)
-Donkey Kong Jr

Just a few thoughts...for a cool game these days you have to pay .75 to
1.00 for a true modern day classic like Mad Dog McRee
From: Zio zZz <zio@Garg.Campbell.CA.US>
Newsgroups: alt.games.video.classic
Subject: Re: Pac-Man pattern in Playboy magazine
Date: Tue, 15 Dec 92 00:21:41 PST
Distribution: us
Organization: The Land of Garg

marv+@cs.cmu.edu (Marvin Germany) writes:

> 
> I don't know what issue this was in, but I had a book on all the
> pac-man patterns and they were quite accurate.  I forget the name of 
> it,  but I'll post the name of it if I fnd it.
> 
> I haven't seen a normal pac-man machine for years!  I have seen versions of
> p-man (i.e.-Like the one that looks like Ms Pac man!), but it would be
> really cool to find a normal version with the normal boards.
> 
> Memories!  :-)

I remember a few versions...

  1> Normal version
  2> "PacMan on Benzedrine" Sped up version
  3> "5 Tunnels" version

Are there any others?  I remember playing the 5 tunnels version all day 
because it was so different from the original version!  And if memory 
serves me, there were name changes as well.

Just 2 or 3 months ago, I found an arcade with Tempest, Pacman (Speedup), 
and Crystal Castles.  Spent 18 bux there!!!  What fun!


-- 
zio@Garg.Campbell.CA.US (Zio zZz)
The Land of Garg BBS -- +1 408 378-5108
From: steve@Celeborn.lvunix.com (Steve Slade)
Subject: Re: street fighter II
Newsgroups: alt.games.video.classic
X-Newsreader: TIN [version 1.1 PL8]
Date: 18 Dec 92 06:21:59 PST
Organization: Not even Close

I think we have to make another new group called alt.games.other.than.sf2.
people dont read charters for new groups I guess.  Maybe playing SFII lowers
reading levels.
Newsgroups: alt.games.video.classic
From: collins@blkbox (Chad R. Collins)
Subject: Re: Has anyone seen M.U.L.E lately ...?
Organization: The Black Box, PO Box 591822 Houston, TX 77259-1822 
Distribution: alt.games.video.classic
Date: Fri, 18 Dec 1992 04:24:43 GMT

bohman@elixir.e.kth.se (Erik Bohman) writes:


> Back in the mid-eighties me and my friends spent hours and hours playing
>MULE on a C64. I'd like to know if anyone has seen/heard of MULE running
>on any "modern" computer? PC, Amiga, Atari, workstations, whatever!
> 
> Other similar games would also be of interest. Please E-mail your responses,
>I'll post a follow-up if I recieve any mail.

> For those of you who have never played MULE, it was a game for one to four 
>players. The mission was to colonize the planet ITARA , using mules to work
>the land in different ways. The colony needed Food, Energy and Metal, if 
>memory serves me, with penalties if there was a shortage. You could also 
>produce and sell diamonds. After each turn, the computer would show who was 
>the most succesfull so far, whilst playing a catchy tune.

> Aaaah! Remember the sound of a Pest Attack on your worst enemy? 
> Or the grief Mule Gone Crazy would cause when it hit you? *sob*

>_________ + ___________________________________________________________________
>     %% ((0)) %%     
>   %%  Science  %%   Erik Bohman, E91 <bohman@elixir.e.kth.se>
>   %%    and    %%   Royal Institute of Technology, (School of E.E.), SWEDEN
>    %%   Art   %%    It would look better with a good quote here, right? 
>      %%%%X%%%%      Kungl Tekniska Hoegskolan

	Ahhh yes... knew it and loved it. We had a discussion about M.U.L.E.
awhile back on rec.games.programmer- it seems that the author doesn't want
to put it back out on "modern" computers, and it would be highly illegal
for anyone to write a clone of it- even if it were free (something about
a lost potential profits or something like that).....*Sigh* oh well....

Chad R. Collins
collins@blkbox.com

Newsgroups: alt.games.video.classic
From: bohman@elixir.e.kth.se (Erik Bohman)
Subject: Has anyone seen M.U.L.E lately ...?
Reply-To: Erik Bohman <bohman@elixir.e.kth.se>
Organization: School of EE, Royal Institute of Technology, Sweden
Distribution: alt.games.video.classic
Date: Wed, 16 Dec 1992 18:40:47 GMT


 Back in the mid-eighties me and my friends spent hours and hours playing
MULE on a C64. I'd like to know if anyone has seen/heard of MULE running
on any "modern" computer? PC, Amiga, Atari, workstations, whatever!
 
 Other similar games would also be of interest. Please E-mail your responses,
I'll post a follow-up if I recieve any mail.

 For those of you who have never played MULE, it was a game for one to four 
players. The mission was to colonize the planet ITARA , using mules to work
the land in different ways. The colony needed Food, Energy and Metal, if 
memory serves me, with penalties if there was a shortage. You could also 
produce and sell diamonds. After each turn, the computer would show who was 
the most succesfull so far, whilst playing a catchy tune.

 Aaaah! Remember the sound of a Pest Attack on your worst enemy? 
 Or the grief Mule Gone Crazy would cause when it hit you? *sob*

_________ + ___________________________________________________________________
     %% ((0)) %%     
   %%  Science  %%   Erik Bohman, E91 <bohman@elixir.e.kth.se>
   %%    and    %%   Royal Institute of Technology, (School of E.E.), SWEDEN
    %%   Art   %%    It would look better with a good quote here, right? 
      %%%%X%%%%      Kungl Tekniska Hoegskolan
Newsgroups: alt.games.video.classic
From: phaedrus@halcyon.com (Mark Phaedrus)
Subject: Re: Ms. Pac Man
Organization: The 23:00 News and Mail Service
Date: Mon, 14 Dec 1992 05:16:15 GMT

In article <Bz830r.CpE@ns1.nodak.edu> stormoen@plains.NoDak.edu (Michael D. Stormoen) writes:
>I received a few letters in my e-MailBox about a post I made a few days ago.
>
>I said that you can go through the monsters in Ms. Pac Man.  To do it, the
>timing had to be perfect, but when if you were able to run into a monster
>when they were not looking at you, it was possible to go through them.  It
>only happened on the higher levels as I recall.  

     I remember this working on the original Pac-Man as well, but according to
an interview I read with one of the programmers (can't recall the name), it
has nothing to do with which direction the monsters are looking.  Anybody who's
played Pac-Man or Ms. Pac-Man knows that the monsters can't just touch you to
register a kill; they have to overlap you to a certain degree.  The game only
checked for collisions between Pac-Man and any particular monster a few times a
second.  If Pac-Man and the monster were moving in opposite directions, and
if you got really lucky, it was possible for Pac-Man to be just barely far
enough in front of the monster to qualify as being alive when a collision check
is made, move through the monster between checks, and be just far enough behind
the monster to stay alive when the next check is made.  So it was indeed more
likely that this would happen on higher levels; the faster the monsters are
moving, the more ground they cover between collision checks, and the better
your chances of making it through the center of the monster between checks.
-- 
\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
 \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
   \o\ for a copy of the Transformation Stories List.                       \o\
Newsgroups: alt.games.video.classic
From: gloomboy@netcom.com (Chris Yaryan)
Subject: Re: Classic Arcade Game Injuries!
Summary: Tempest Neck 
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Fri, 11 Dec 1992 21:08:44 GMT


I once had to go tho the chiropractor for "Tempest Neck".
I think I got this my not relaxing my neck and shoulders during
marathon playing sessions.

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: alt.games.video.classic
Date: Fri, 18 Dec 1992 22:35:16 -0500 
From: Jeffrey Wayne Alexander <ja1r+@andrew.cmu.edu>
Subject: Re: Adventure Info Wanted!
	<Dec.17.10.19.46.1992.16286@ruhets.rutgers.edu>

zweldron@ruhets.rutgers.edu (Matthew Charlap) writes:
> My father, when we found the [secret] room (It had, in those
    chalice-glowing style
> colored text. "Created by Warren Robinnett" vetically down the middle), 
> called atari about it. They disavowed any knowledge that this guy even 
> existed. He was calling because, as you know there is a passage south from
> the room 1 screen over from the entrance of the white castle. You cannot
> go through here. It was (is) our opinion that the secret room of the dot was
> supposed to be down there!

     After much fiddling with the game, I came to the conclusion that
that bottom opening was a mistake left over from making the maps.  It
definitely led to another of the labyrinth rooms in the white castle
-- one that lacked the corresponding opening in the north wall to let
you pass all the way through.  In trying to go through the opening
you'd continually bounce off the blockage on the other side and the
two screens would flicker back and forth.

     One way I've found to visit all the rooms -- wait around after
you've been swallowed by a dragon until the bat comes along and picks
that dragon up.  I've managed to do this several times, being carried
away and over solid room borders, and never saw any rooms I couldn't
reach normally.  Now that I think about it, though, I don't believe
the bat ever entered the well-known secret room...hmm...

     Other rumors I heard in the days when this game was popular:

1.  There was a double-size white dragon hidden in the white castle.
    That unfinished doorway probably led to this legend.

2.  There was a gun somewhere that held six bullets.  You could kill
    any dragon with one shot and the bat with two.

>                            this might explain why occasionally the game was 
> impossible- perhaps a key started in this non-existant room!

     My guess is that some keys started in their own castles, or in
each other's castles.


Jeff Alexander              | "INTRUDER!  INTRU>gnignignignignig<" *POW*
ja1r@andrew.cmu.edu (ARPA)  | Totallll carnage!  I *LOVE* IT!
ja1r%andrew@CMCCVB (BITNET) | Never cheat a Zarlor Mercenary.