HDTenEightyP/NetNews huggingface dataset:
From: woodruff@Cadence.COM (Ken Woodruff)
Subject: Re: The Classics
Keywords: Star Wars
Organization: Cadence Design Systems, Inc.
Distribution: usa
Date: Fri, 11 Dec 1992 22:04:12 GMT

In article <ByyL08.2C1@csn.org> et@teal.csn.org (Eric H. Taylor) writes:
>When flying thru the canyon, on the way to the exhaust port, we hear
>Obi-Wan's voice say "Use the Force, Luke". One time, when I was watching
>another player, he did *something* and the machine game him a huge bonus
>for "using the Force". Somehow, I didn't ask him how to "use the Force".
>There are always some mega scores (>10million) on the machines, but
>I've never again seen a player "use the Force". So how is it done?
>
"Using the force" is accomplished by not firing while in the
trench AND not getting hit by any fireballs or bridges.  This 
means you have to DODGE all the fireballs, so it requires 
significant skill. Using the force at higher levels yields 
incredible bonusses. (>10,000,000)

>
>----
> ET  "A carpal tunnel synonym a day, is worth two in the bush"
>----

--Ken Woodruff
woodruff@cadence.comp
Newsgroups: alt.games.video.classic
From: tjn@iastate.edu (Tony J Neyens)
Subject: Pac-Man/Ms. Pac Man
Organization: Iowa State University, Ames, IA
Date: Thu, 17 Dec 1992 05:07:44 GMT

From previous articles in this group, some players were wishing to play
the original Pac-Man game.  Indeed, the version of the Pac-Man series that
I have seen around here was the Ms. Pac-Man version.  (The Ms. version had
the different mazes and the fruit moving in the maze instead of being just
at the center.  Also, on one certain machine I've seen, the fruit also have
the ability to go through the walls of the maze from one path to another.
Have any of you others seen this?)

For a couple years (but not currently), one arcade had rigged up a machine
that could play either the original Pac-Man game or the Ms. Pac-Man version.
They would have both games running at the same time in the same machine, and
the red button placed on the console would switch between these versions.  (Of
course, you can't play both versions with one coin, the other version would
just continue to be in the attract mode while you are playing the first game.)

Have any of you seen any other Pac-Man/Ms. Pac-Man combination game, or any
other combination of arcade games? (I'm talking classic games that would have
normally been stand-alone, but someone was able to combine both games into
one cabinet, not some of the newer games which are already set up to take
multiple games.)

--Tony (tjn@iastate.edu)

(Comment:  If you want to make sure I read any replies and followups to this
article, please E-Mail it to me (even if you do post, also send me E-Mail),
as I will leave Friday (12/18) for vacation, and not be back until mid-January
next year, and any postings here will expire from my news server.  Thanks!)

-- 
 * * * HAPPY HOLIDAYS! from...
Tony Neyens, a student at Iowa State University
This account:  tjn@iastate.edu
Others:  bw090@cleveland.freenet.edu  -or-  TABN9@ISUVAX.IASTATE.EDU
Newsgroups: alt.games.video.classic
From: marine@ils.nwu.edu (Colette Marine)
Subject: Re: Wizardry Cheat
Organization: The Institute for the Learning Sciences
Date: Sun, 13 Dec 1992 08:14:04 GMT

***** Posting from a friend's account *****


>->in his efforts to identify, he would immediately have
>->   --> 1,000,000,000 <--  (read: One-Billion)
>->experience points!

Just to be my usual picky self, it's one hundred million experience points.
One + eight zeros.


>Anyone remember the "Blade d' Quisenart"?

Even better than the Blade Cuisinart was the Murusama (damn, after being picky,
I can't remember how to spell that one!) Blade, usable only by Samurai char-
acters.

Here's a question regarding character generation:
The program would only give you 7,8,9,10,17,18,19,27,28, or 29 points to 
distribute--the last three being _very_ rare.  Why?  And I think it sucks to
_never_ give anyone the chance to start with a character more exotic than a 
Bishop...the minimum ability scores are simply too high (Ninja, for example, 
require at least 17 in all categories!)  The manual describes hit points gained
per level for all classes, yet when you change your high-level Fighter to a
Lord, you don't get a Lord's hit points when you advance levels, you get _one_
hit point!  I realize that's to keep people from switching classes over and
over in order to get tons of hit points, but still...I want to start a Samurai
with "hit points better than a fighter, but in the long run [less than a fight-
er of equal level]...." (Wizardry manual, p. 7)  Just like a ranger in AD&D!
Cool!

The only ways for an "elite" character to gain hit points as he/she should, as
far as I know, are the following:

-A thief, invoking the special power of a Thieves' Dagger, becomes a Ninja and,
 I believe, gains hit points as a Ninja (same rate as a thief).

-A character who has had a level/levels drained by undead no longer gets just
 one hit point per level, even if he/she has switched classes--hit points are 
 gained at the rate appropriate to the character's class.

Jesus, I'm starting to sound like a manual...oh well, enough rambling.

Jared D. Brame


Newsgroups: alt.games.video.classic
From: dsembr01@rigel.spd.louisville.edu (Darren S. Embry)
Subject: WANTED: Implementation of PITFALL for PC or X
Date: Tue, 15 Dec 1992 20:36:58 GMT
Organization: University of Louisville


Hello, people.

I guess you could say that one of my favorite games of all time was (and still
is PITFALL.  Does there exist any implementation, at all, of the game on a PC
or an Unix/X system?  

Thanks in advance,
-- 
---->8------ Darren Embry --- dsembr01@starbase.spd.louisville.edu -----8<----
 o  o   This is the Internet.  This is a .signature.  This is the 1990's.  You
\____/  know what to do.  This sentence is the implied disclaimer.  You know
        where to direct flames.
Newsgroups: alt.games.video.classic
From: amgaudra@neumann.uwaterloo.ca (Alain M. Gaudrault)
Subject: Re: Who is it that is out there?
Organization: University of Waterloo
Date: Wed, 16 Dec 1992 12:16:47 GMT

In article <1992Dec16.051621.9143@u.washington.edu> foregone@stein.u.washington.edu (Carl Chavez) writes:
>In article <rdippold.724462761@cancun> rdippold@cancun.qualcomm.com (Ron Dippold) writes:
>>srl@terminus.ericsson.se (Steve Langstaff) writes:
>>
>>Not by charter, but that's probably almost the case by default.  I
>>don't recall any girls in the arcade pumping quarters into the
>>machines. 
>>-- 
>
>Where the heck are you from? Where I go, females come in so often that there's
>a ladies' night on Tuesdays where they get twice the amount of tokens they
>would normally get...
>
	I may be going out on a limb with this one, but I think the general
concensus would be that girls were pretty much non-existent in video arcades,
at least back when most of us were "regulars".  I can't imagine the amount of
money I would have spent if GIRLS had been at the arcade.  I'd have been mucho
distracted by them (costing my games), I'd have to play more to impress them,
I'd be prone to giving them token as a "come on" :-), and I'd just simply have
BEEN there more often to be around girls that had the same addiction (again,
making me spend more money).  Ladies' Night at Top Hat Amusements; that would
have been a dream come true!

Time to feast,
						  Big Al the Devil's Pal!!
                                                     __   __            
                                                    /  `-' /          ,,
                                                    |[====|||||||||||[::}
                                                    \__.-._\          ``
Newsgroups: alt.games.video.classic,rec.games.video.arcade
From: mandel@dms.agames.com (Glenn Mandelkern)
Subject: Re: How to return games to active service...
Organization: Atari Games Corp.
Date: Thu, 17 Dec 1992 22:01:41 GMT

In article <1992Dec14.154739.29769@bnr.ca> Gregg Woodcock <woodcock@bnr.ca> writes:
>I have started to collect some of my favorite old arcade games and
>have often wondered about returning them to active duty.  I did some
>calling and in Texas it seems that on top of registering your business
>(about $5) with the state, you have to register the company as a vending
>company with the comptroller in Austin ($500-$600) and you also have
>to register *EACH GAME* with both the county ($40) and the state
>($60).  This is ridiculous; no wonder arcades are dropping like S&L's!
>I have no info on how often you pay these fees (forgot to ask) but I
>assume the last 2 are annual fees.  I don't even think any of my games
>could pull $100 each in profit in a year!!!  What is the situation
>like for other states?  I had dreams about becoming a vending company
>a little bit at a time in my spare time but this completely dashes
>them!  Is there a better way to do it?


Legislation was being formulated in Florida to make amusement machine 
operators give 7.81% of the earnings from their coin-operated machines 
(video games, cigarette, soda, snack machines, etc.) to the state.
I do not know if this has officially become part of Florida's lawbooks yet.
Newsgroups: alt.games.video.classic,rec.games.video.arcade,rec.games.programmer
From: jerry@msi.com (Jerry Shekhel)
Subject: Re: [Ms.] Pac-Man music (Was: Pac Man)
Followup-To: alt.games.video.classic,rec.games.video.arcade,rec.games.programmer
Organization: Molecular Simulations, Inc.
Date: Mon, 14 Dec 1992 19:00:39 GMT
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: phoenix.msi.com
NNTP-Posting-Host: sol.ctr.columbia.edu

Todd Lehman (toddl@county.lmt.mn.org) wrote:
:
: [Pac-Man]
:
: Finally, does anyone know if all of this is public-domain yet, or does that
: take more than 10 years?
:

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).

:
: Todd Lehman
:
--
+-------------------+----------------------------+---------------------------+
| JERRY J. SHEKHEL  | Molecular Simulations Inc. | Time just fades the pages |
| Drummers do it... |     Burlington, MA USA     | in my book of memories.   |
|    ... In rhythm! |        jerry@msi.com       |         -- Guns N' Roses  |
+-------------------+----------------------------+---------------------------+
Newsgroups: alt.games.video.classic
From: malak@grebyn.com (Michael Malak)
Subject: Re: Help Please
Organization: Grebyn Timesharing
Date: Sat, 12 Dec 1992 17:18:22 GMT

In article <1992Dec12.052521.1@sc9> dmurdock@sc9 writes:
>
>	2: Was there an Empire Strikes Back arcade game?  I remember tripping
>	   walkers only to get crushed in an asteroid field.  People think
>	   I am nuts, but I know I played it.

Yes, it was a converstion kit for Star Wars, and I have one of the 500
ever made.  Whereas Star Wars had three modes, Empire has four:

1) Probes
      You are in a snowspeeder strafing probes that have landed on
      Hoth's surface, and also shooting at the transmissions they are
      sending upward to intercept them.

2) Walkers
      You are in a snowspeeder shooting at AT-AT and two-legged walkers,
      and flying between the legs of the AT-AT walkers for massive bonus
      points.  You also had three harpoon cables you could launch.

3) Tie Fighters
      You are in the Millenium Falcon shooting at Tie Fighters, much
      the Tie Fighter screen on Star Wars, but with more simultaneous
      Fighters.

4) Asteroid field
      You are in the Milleneum Falcon dodging asteroids flying at you

For each screen there was a goal that you were supposed to meet.  If
you met that goal, you earned a letter.  Four letters spelled "Jedi" and
made you invincible for about 15 seconds.  It also allowed you to
continue the game from that wave and from that score.

The game was extremely stingy with sheilds.  There is no way to earn
more sheilds, and the game cannot be programmed to start you off with
more than five.  The game is Atari's pre-Gauntlet quarter-eater.

Newsgroups: alt.games.video.classic
From: cohen@GOMEZ.phys.virginia.edu
Subject: TI-99/4A games for trade/sale
Reply-To: cohen@GOMEZ.phys.virginia.edu
Organization: Dept. of Physics, University of Virginia
Date: Sun, 20 Dec 1992 19:01:04 GMT

================================================================================
For  the  TI I have the following to trade/sell:
Cassette recorder/player and cassette interface cable-
                    Dual or single cassette interface cable
Speech synthesizer
TI joysticks (pair)
Adapter for using Atari/Commodore style joysticks for the TI-99/4A
High-quality game joystick, 2 fire buttons, stick has hand shaped contour
TI-99/4A console, manuals, RF-modulator (T.V. cable), power supply, all
     replacement parts
TI dust cover for the TI-99/4A computer

Cartridges-
TI EXTENDED BASIC
Editor/Assembler
Terminal Emulator II (unlimited speech from BASIC) (NEW, in original package
                                                                       or used)
Video Chess
Music  Maker
Video Graphs
Touch  Typing Tutor
A*MAZ*ING
MBX Championship Baseball
Football
Hangman
Mind Challengers/Video Games 2
ZeroZap
Hustle
Blasto
Munch Man
Tombstone City: 21st  Century
Hunt the Wumpus
Alpiner
Adventure 
Return to Pirate's Isle
Car  Wars
Video Games 1
Buck Rogers
BurgerTime
Star Trek
Parsec
TI Invaders (NEW or used)
Chisholm Trail
MoonMine
Hopper
Microsurgeon
The Attack
Centipede (Atarisoft)
Defender  (Atarisoft)
Protector II (Atarisoft)
Picnic Paranoia  (Atarisoft)
Jungle Hunt (Atarisoft)
Pac Man (Atarisoft)
Moon Patrol (Atarisoft)
Q*bert (Parker Brothers)
Popye (Parker Brothers)
CASSETTES & DISKETTES-
Basketball Statistician (Texas Instruments) (D)
Oldies but Goodies Games I (Texas Instruments) (C)
Oldies but Goodies Games II (Texas Instruments) (C)
Par Fore (golf) (D)
Computer War, River Rescue, Submarine Commander disk (D)
QS Solitaire (Quality 99 software) (D)
Books-
COMPUTE!'s First Book of TI Games.
COMPUTE!'s TI Collection.
==============================================================================

I am looking  for trade for  TI-99/4A items that I do not have.  Just let  me
know what  you are willing to trade and pick up any item from the  above list!
==============================================================================
Newsgroups: alt.games.video.classic
From: jmfuchs@unix.amherst.edu (JESSE MICHAEL FUCHS)
Subject: Help!
Organization: Amherst College
X-Newsreader: TIN [version 1.1 PL7]
Date: Sun, 20 Dec 1992 07:03:24 GMT

	I'm a Mac user, and I tried to get something off of ftp. However, after
the whole business, I was left with a MacWrite file (I tried to get Tempest,
which is not, to my knowledge, something you merely read.) Does anyone know
how to make it so I get what I really want - an exectuable file? If you think
you know what the problem is, e-mail me and I'll explain each step I took,
so you can tell me which is wrong.

							Thanks,
							jesse
Newsgroups: alt.games.video.classic
From: mglicksman@loyola.edu (Michael `SLAM' Glicksman)
Subject: Number of Cartridges
News-Software: VAX/VMS VNEWS 1.41    
Keywords: atari
Organization: ALL - Amiga Lovers of Loyola
Date: Fri, 11 Dec 1992 23:20:00 GMT

	Does anyone know how many cartridges were released for the Atari 2600
by all the companies? Must have been hundreds. Anyone know if the NES has
reached that many yet? 

10%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%
# If looks could kill, they probably will                   #    MGLICKSMAN   #
% In games without frontiers-war without tears  -p.gabriel- %    Loyola.edu   %
#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#
Newsgroups: alt.games.video.classic
From: tringg@rs6405.ecs.rpi.edu (George Joseph Tringali)
Subject: Demolition Derby
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Fri, 18 Dec 1992 17:26:47 GMT

    After each time you made it through a round with
everyone intact on DEMOLITION DERBY, a picture of
a beautiful lady would appear.

At first, just her shoes would show.
After the second round, her legs.
After the third, her waist.
  
    I was wondering who has seen the whole lady 
and what happens after you finish the round 
after that.  (And I'm not a pervert)   :-)

   -- Jake
From: gugler-sean@cs.yale.edu (Sean Gugler)
Newsgroups: alt.games.video.classic
Subject: Blue Meanies for Vic-20 (was Re: Help Please)
Date: 12 Dec 92 22:19:01 GMT
Organization: Yale University Computer Science Undergraduate
NNTP-Posting-Host: newt.zoo2.cs.yale.edu
In-reply-to: dmurdock@sc9's message of 12 Dec 92 05:25:21 GMT

In article <1992Dec12.052521.1@sc9> dmurdock@sc9 writes:
>	5: What was the point of "Blue Meanies From Outer Space"? (Vic-20)
>	   I rec a copy of a copy & could never figure out the controls or
>	    the purpose of it.

The Blue Meanies fall from the sky to attack Earth, with only your
protective shield at the bottom of the screen to stop them (three rows
of blocks).  That, and your three laser cannons across the top of the
screen.

Any meanies that made it through your laser fire would take a chunk
out of your shield.  The robot was down there to rebuild it, which
cost energy.  Firing also cost energy, though not as much.  Fuel tanks
would appear once in a while to re-energize you, though I don't recall
how to use them (shoot them?  Catch them with the robot?).

The robot was easily stranded, I recall.  If the Meanies ever cut a
hole in the shield all the way to the bottom, you could never fill it,
since the robot must always stand on a shield block, and is the only
source of new shields.  I've also had him up on a column he built when
a Meanie would cut away the base, leaving him stranded up there.

I can't remember the keys; I only remember there were at least 8 of
them: three for firing the lasers, four for moving the robot, and one
for building a shield.

          - Sean
-- 
Sean Gugler                    gugler-sean@cs.yale.edu     <-- Internet
P.O. Box 1902 Yale Station         gugseap@yalevm          <-- Bitnet
New Haven, CT  06520   USA         sgugler@music.yale.edu  <-- NeXT
(203)-436-0861            We both have truths; are mine the same as yours?
Newsgroups: alt.games.video.classic
From: tringg@lib102.its.rpi.edu (George Joseph Tringali)
Subject: Last Starfighter
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Sun, 20 Dec 1992 00:25:37 GMT



  Hi there again.  I asked about Cloak and Dagger last time.

  Well, how about the movie "THE LAST STARFIGHTER"?  Was
there a video game ever released like that game?  Was it
the same name?

 -- Jake


Newsgroups: alt.games.video.classic
From: sjl@TEFS1.acd.com (Scot Leibacher)
Subject: Burgertime and Atari 5200 information
Organization: Applied Computing Devices, Inc., Terre Haute IN
      BURGERTIME was my guilty pleasure video game. It is one of the few I ever
 
       I would love to hear that it is available for the 5200! I
 
      The name of this place is Best Electronics and is located in San Jose,
      -SJL
Date: Thu, 17 Dec 1992 15:32:09 GMT

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<|||>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 \                               Scot Leibacher                              /
  >  sjl@tefs1.acd.com        Prodigy ID: CTGD39A           (812) 898-2726  <
 /        "If we weren't all crazy, we would go insane" - Jimmy Buffett      \
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<|||>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Newsgroups: alt.games.video.classic
From: stormoen@plains.NoDak.edu (Michael D. Stormoen)
Subject: Classic Pinball
Date: Sat, 12 Dec 1992 10:39:24 GMT
Organization: North Dakota Higher Education Computing Network

	One of my all time favorite pinball machines is Black Knight.
Remember all the stuff you could hit!  There was also a second flipper
button on each side that activated a magnet which would hold the ball
and drop it into a return lane instead of losing it?  This game could
have been the first "standard $0.50" game.

It was way ahead of its time.

M.stormoen.

Newsgroups: alt.games.video.classic
From: haupt@cs.columbia.edu (Marcus E. Haupt)
Subject: Pacri-Man..what a ripoff!
Organization: Columbia University Department of Computer Science
Date: Sun, 13 Dec 1992 23:20:34 GMT



Two things...Telstar was the first home video game unit. 

All this Pac-Man talk has made me remember Pacri-Man which I bought for my
Atari 2600. How did they get away with such a blatant rip-off of the Pac-Man
idea? I mean we've got them on Trademark, Copyright, etc...









-- 
Marcus Haupt                            
Dept. of Comp. Sci.				
Columbia University
haupt@cs.columbia.edu
Newsgroups: alt.games.video.classic
From: funky@nevada.edu (MATTHEW KAPHAN)
Subject: Re: Hey, doesn't anybody remember the C64???
Organization: University of Nevada System Computing Services
Date: Tue, 15 Dec 1992 08:12:51 GMT

In article <1992Dec14.211059.1209@rei.com> fox@rei.com (Fuzzy Fox) writes:
>gak@wrs.com (Richard Stueven) writes:
>
>>>	- Raid on Bungeling Bay
>
>>The sequel to Beach Head...better action and tougher play.
>
>What?  They aren't even by the same company.  Beach Head was by Access
>Software, and ROBB was by Br0derbund.  They even have different authors.
>
>If memory serves, the author of ROBB was Will Wright, who is also the
>programmer behind more contemporary games such as SimCity.
>
>-- 
>#ifdef TRUE        | Fuzzy Fox (a.k.a. David DeSimone)       fuzzy@netcom.com
>#define  TRUE   0  |
>#define  FALSE  1  |  "You have been recruited by the Star League to defend
>#endif             |     the Frontier against Xur and the Kodan Armada."

I'm pretty sure that Raid Over Moscow was the sequel to BeachHead.  I 
remember Raid Over Moscow being much easier for me thatn BeachHead.  I could
never pass the screen where you had to shoot things that were inside the
cannon.  My memory is lacking, but in beachhead, there was a big cannon, and
little windows or osmething that would light up and you had to shoot into
them and destroy the cannon.  I don't think I ever completed it.  The best
part of Raid Over Moscow was the part with the guys shooting you from the
walls and when you hit them they would splat on the ground.  Damn that was
fun!


-- 
-------------------------------------------------------------------------------
Matthew Kaphan                                        funky@redrock.nevada.edu
                    -What can I say in only 4 lines?-
-------------------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: fseipel@magnus.acs.ohio-state.edu (Frank E Seipel)
Subject: 7800 Games: Trak-Ball Centipede? Midnight Mutants?
Organization: The Ohio State University
Date: Sat, 19 Dec 1992 05:24:16 GMT

  First, is there anyway to get 7800 Centipede to work with Atari's
Trak-Ball in Trak-Ball mode?  I think this is a glaring omission!  The
game is the best home version of Centipede I know of, identical to
the arcade in almost all respects but this one.  Anyone know who
programmed it?  It would only take a few bytes to get the Trak-Ball
working.

 Also, how does Midnight Mutants (7800) end?  I killed Dr. Evil, but
the game never seems to end; I acquire a flashing pumpkin.  I go back
to the pumpkin patch, and it appears Grampa has 'hatched'.  Also, what
is the purpose of the dock?  Doesn't seem to be anything there but one
diamond.

-- 

                                  New ACEC BBS (614) 267-3342 3/12oo bps
Frank Seipel                      A.C.E.C. BBS (614) 471-8559 3/12/24oo bps
fseipel@magnus.acs.ohio-state.edu Pandora  BBS (614) 471-9209 3/12oo bps