HDTenEightyP/NetNews huggingface dataset:
From: avif@oak.wpi.edu (Avram Finkel)
Newsgroups: rec.games.video.arcade
Subject: Re: Sprint!!! (Was Re: The first video game)
Date: 8 Oct 1992 04:09:51 GMT
Organization: Department of Computer Science, Worcester Polytechnic Institute, Worcester, MA USA
NNTP-Posting-Host: oak.wpi.edu

In article <1992Oct6.132606.6846@infonode.ingr.com> drudetb@infonode.ingr.com (Ted B. Drude) writes:
>In article <2623@tredysvr.Tredydev.Unisys.COM> bill@tredysvr.Tredydev.Unisys.COM (Bill Jordan) writes:
>>
>>I remember a "Sprint" related machine from my youth  that allowed 8 players
>>at once. The screen was in the center facing strait up, and there were
>>2 sets of controls (steering wheel and gas pedal) on each side.
>>Does anyone else remember a machine like this? What was the name of it?
>
>Indy 800 ?
>
Yes, I think that's the name of it.  It brings to mind one of my all-time 
favorite games, Demolition Derby.   It was set up more or less the same as Indy
800, except with only 4 steering wheels.  The object was to smash into the 
other players, and destroy them before your own car blew up.  It also had a
Foward/Reverse gear shift, as I remember...  Does anyone else remember this 
game?  I used to play it all the time, when I was a kid.  Got pretty good at it
too.

-Avi F.

P.S.  Does anyone know of somewhere in the Worcester/Boston area that has 
Demolition Derby?


-- 
==============================================================================
How much wood would a woodchuck chuck if a woodchuck could chuck wood?
Think about it.                                       avif@oak.wpi.edu
==============================================================================
Newsgroups: rec.games.video.arcade
From: bcasper@parallax.csc.ncsu.edu (Brian Casper)
Subject: Re: Need resistor values for BattleZone
Organization: North Carolina State University
Date: Fri, 9 Oct 1992 05:32:08 GMT

sjohn@england.ece.cmu.edu (John E. Sasinowski) writes:
>I'm in the process of fixing up an old BattleZone machine.  While poking
>around inside I noticed that two of the resistors on one of the boards were
>burned beyond recognition, and I can't replace them if I don't know their
>values.
>
>They are on the "Regulator Audio II" board, which is the board with the large
>heat sink that faces you when you open the back of the cabinet.  The resistors
>in question are R7 and R29, which are next to a potentiometer and a transistor
>about 1 1/2 inches to the left of the heat sink.

These resistors go to flame when the +5 part of the supply gets directly
shorted.  Since I'm at home and the schematics are within arms reach...
lesse...  R7 is 7.5K ohms, and R29 is 10 ohms - both are 1/4W.

>If it makes a difference, the cabinet is not the one where you peer through
>the periscope, but has a more normal screen directly in front of you. The
>debugging instructions inside the rear door refer to the machine as
>"BattleZone Cabaret."

The only difference this makes is in the edge connector for the main
mother board.  In the Cabaret, pin L id tied to ground to enable the
X inverse circuit.  This reverses all of the X images so that the game
will look normal when looking straight at the monitor.  The full-size
"upright" cabinet uses a half slivered mirror, and pin L is left
disconnected so that an on-board pull up resistor will disable the
inverter and the image will not be flipped.

Good luck with the repair.

-- 
-- 
Brian Casper                |   "I like to study psychologists.  It gives
bcasper@eos.ncsu.edu        |    good insight into what rats are thinking."
  Pinball Consultant        |     -  Dr. Oscar Wesler
Organization: Junior, Design, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Sat, 10 Oct 1992 01:02:40 -0400 
From: Kenichiro Tanaka <kt12+@andrew.cmu.edu>
Subject: Re: Construction : From board to Game!

On 09-Oct-92 in Construction : From board t..
user 00bkpenticuf@bsu-ucs.uuc writes:

>[...]
>	Could someone send either me personally, or post a 'summary' of what
>is entailed to build a game from board up...how much money is this in
>the long run?

There's a device called the _Super Gun_ that allows you to connect
arcade game mother boards to your TV.  Among other places, it's
available from Gametronix.  It's listed for $499 and comes with two 8
button joysticks.  (I'm not affiliated with Gametronix, blah blah, woof
woof.)

>	And last question..what would be an estimate price for someone to
>buy outright a stand-up SFIICE? (Street Fighter II : Champion Edition)

I asked the the manager of a video game store in my area and he told me
that a SFIICE machine is around $4500.  He said you can probably find a
regular SFII now for around $3500.


Ken
Newsgroups: rec.games.video.arcade
From: rgfuller@unix2.tcd.ie (Rupert Fuller)
Subject: Starblade
Organization: Trinity College, Dublin
Date: Fri, 16 Oct 1992 12:34:23 GMT

Has anyone played this game?
It has recently come to an arcade near me and is really amazing.
Does anyone know anything about the technical details of this game?
Will there be another on like it?

Basically, for anyone who hasn't seen it, it gives you controll of the
gun on a 'starfighter' and you have to destroy an enemy fortress...etc.
The graphics and sound are fantastic though I suspect that the static 
'undestroyable' background is lazerdisk played back as you alway's
follow the same course....
Anyone any details
Thanks for your time,

Rupert
--
Magnet : Something acted upon by magnetism.
Magnetism : Something acting upon by a magnet.
                       Trinity College, Dublin, Ireland
           E-MAIL : rgfuller@unix2.tcd.ie or rgfuller@unix1.tcd.ie
Newsgroups: rec.games.video.arcade
From: sichen@tesla.uwaterloo.ca (Simon Chen)
Subject: Re: When Mk Falls, SF2 Will Reign
Organization: University of Waterloo
Date: Fri, 9 Oct 1992 14:46:55 GMT

In article <1992Oct8.211115.1@camins.camosun.bc.ca> alumni106@camins.camosun.bc.ca (Max Sterling) writes:
>In article <BvrB2K.EME@watserv1.uwaterloo.ca>, sichen@bode.uwaterloo.ca (Simon Chen) writes:
>> In article <torresce.718394404@craft.camp.clarkson.edu> torresce@craft.camp.clarkson.edu (Carlos E. Torres) writes:
>
>> Yes.. many of the SF2 experts tends to prefer Sub-Zero and Scorpion.  The game
>> is great once you've got the block down.  I think MK is also more realistic in
>> that you can take damage from all hits even when blocking... 8)
>
>Well, if that's true, they must have some pretty pathetic blocks in that 
>game. Maybe they should have programmed the characters so that they have 
>SOME semblance of blocking skills, at least. Mata ne.
>
So, what you're saying is that if I did a roundhouse on you, and you block it,
you're not gonna feel anything at all ?  NOT !  You'll be hurting, dude.. 8)

Block reduces damage, the only way to get no damage is by not getting hit !

That's the basic idea behind all martial arts... 8)
Newsgroups: rec.games.video.arcade
From: etxansk@garbo.ericsson.se
Subject: How old is Sega's Virtual Racing
Originator: etxansk@garbod20
Organization: Ericsson
Date: Mon, 12 Oct 1992 14:39:18 GMT

 I happened to visit an entertainment fair in Sweden recently, and
noticed that Sega had a fast and smooth formula-one type of racing
game named Virtual Racing. 

 Now I'm wondering how old this game is and if there are 
Sega/Atari/whatsoever games that give a considerably better
visual effect than this one, that is, is this how far they've
gotten with polygon graphics so far?

 Anders Skelander
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video.arcade
Subject: Re: When Mk Falls, SF2 Will Reign
Date: 16 Oct 92 18:01:23 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

sichen@marconi.uwaterloo.ca (Simon Chen) writes:

>In article <1992Oct14.012547.1@camins.camosun.bc.ca> alumni106@camins.camosun.bc.ca (Max Sterling) writes:
>>Well, sure, if I got hit by a decent roundhouse kick, I'd be lying there 
>>completely lifeless, with my skull (or whatever it connected with) 
>>crushed to a bloody pulp, but people DO NOT use roundhouse kicks ALL the 
>>time. If they did, they would be WAY too predictable and they could be 
>>slaughtered themselves SO easily by someone who's sufficiently trained. 

>True... but my point is not limited to just roundhouse kicks.  It doesn't
>matter if it is just a standard front snap kick or a straight punch, you
>are going to 'hurt'.  What kind of a martial artist would use only round-
>house kicks ?  8)

>>If the characters in MK have trained as long as they would like us to 
>>believe, almost all the nerves in their body which register pain would 
>>be completely dead. Any damage which is done by whatever blow (up to a 
>>point) could be pretty much eliminated through proper use of ki (or chi, 
>>chakras, the force, etc., whatever your art calls it). If ALL the blows 
>>in the game do damage to people while blocked, even a simple punch which 
>>any yellow belt or above can block, then that would be ridiculously 
>>inconsistent with all of the characters' training. Mata ne.

>As someone else has already pointed in a previous message, just because
>you don't feel the pain, doesn't meant you don't take damage.  If you wish
>to persue the 'force', then you should realize that this 'force' works
>both ways.  The attacker will be using his/her 'force' to do damage as
>well.

>						Simon
	I had a room-mate that I would spar with.  Even though we pulled our
punches/kicks, I remember that my arms would get sore from blocking attacks,
even though I would stop the attack.  In a situation where full force was
being used, I can imagine getting hurt even while blocking.  One enhancement
to the game could be having different effects based on hit location.  Hits
to the head would count towards KO and possibly cause dizziness.  Hit to the
body would count less to KO, but slow down the fighter or weaken attacks.
hits to arms/legs could weaken attacks using the injured appendage, though
maybe it could 'heal' in a few seconds.  Blocking fierce attacks would
have the same effect on the arm used to block;  You couldn't KO through 
a block, but a fighter who blocked too much would find his/her puncing ability
severely weakened, or have blocking ability weakened.
From: ins882e@aurora.cc.monash.edu.au (Mr B.C. Tay)
Newsgroups: rec.games.video.arcade
Subject: Re: Improvments for Street Fighter 2 part 2
Date: 15 Oct 92 23:52:59 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]

Stop talking nonsense! You are wasting your time!

--------------------------------------------------
Let's have some serious move........
Dhalsim can tear his body apart and fly around the screen.....
ChunLi use her kisses to kill every opponent......
Sick...ah?
--------------------------------------------------
From: petitc@rs6401.ecs.rpi.edu (Christopher Jon Petit)
Newsgroups: rec.games.video.arcade
Subject: Re: Atari coin-op trivia - Question
Date: 15 Oct 92 02:13:00 GMT
Article-I.D.: rpi.hm2za5a
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.

Don't forget about Moto-Cross (I forget the exact name). a sit-down
simulator.  Way cool :&)

-- 
Trust:  A very precious social commodity, due both to high value and terrible
scarcity.
MATWDTM:  Mothers Against Teenagers Who Drink Too Much (failed name for MADD)
From: bp092@cleveland.Freenet.Edu (Mike Ogrinz)
Newsgroups: rec.games.video.arcade
Subject: SINISTAR boards
Date: 8 Oct 1992 14:17:20 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc4.ins.cwru.edu


On the subject of sinistar: I'd like a board set if anyone's got one
to sell...

-Mike
From: 737ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade
Subject: Re: features for experts (was Re: Longest Playing Time)
Date: 12 Oct 92 11:33:40 EST
Organization: Western Michigan University

In article <1992Oct8.155135.11017@exu.ericsson.se>, exuhag@exu.ericsson.se (James Hague) writes:
> Robert Treese writes:
>>
>>StarGate - 48 hours.  A friend and I took turns.  Longest time without being
>>killed was 2 hours 4 minutes.  That was about eight years ago and I still
>>have calluses.  During one stretch of this we played Berzerk for 6 hours
>>but got bored.
> 
> While on the subject, I miss those nifty game features which you could
> only see if you were really good.  The kind of things that most people
> would never see and often crossed the line into folklore.
> 
> Examples:
>      - the recognizers and solar sailor in Tron
>      - the invisible levels in Tempest
>      - the higher-level bonus fruits in Pac-Man (bells, keys, etc.)
>      - the invisible and invisible reverse gravity universes in
>        Gravitar

What the heck are the recongizers and solar sailor in Tron?
is the solar sailor the thing that drops off the 5000 point bit?

Thanks
Fred Ochs
Newsgroups: rec.games.video.arcade
From: tjg2946@ritvax.isc.rit.edu
Subject: Re: Yes, it's called the "fast" version of CE SFII
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Thu, 8 Oct 1992 16:34:53 GMT

You know what?  With all this chat of SF2CE Turbo game, I think Capcom
should make a SF3 similar to this only that everyone can fly all over the
screen....  Imagine that.... Vega start the jump but Ken fly across to him
and grab him and throw VEGA to the ground!  Wahhaaaa... That would be fun.

Newsgroups: rec.games.video.arcade
From: brian@odin.scs.uiuc.edu (Brian Eugene Ackerson)
Subject: Home Arcades (was BOARD SALE)
Organization: University of Illinois at Urbana
Distribution: usa
Date: Fri, 9 Oct 1992 19:04:27 GMT

bubba@unicorn.mentorg.com (Bruce Atkinson) writes:
>PLEASE NOTE:  These are just the game logic boards.  I am assuming you will know 
>how to hook these up so please don't inundate me with questions as to how 
>to use these.   This is probably a topic that should be covered in a FAQ.  As my 
>time permits I will help with advice on hooking up any board you buy from me.
>If a board is listed as "vector" it will need a special type of monitor that is
>not readily available through normal channels.

     If anyone would care to answer one or two of my questions below, I
would really appreciate it.  If there is any interest I will summarize my
email responses.

     1) What are your sources of information in finding the boards and in
     setting them up? (I assume there are catalogs, periodicals, books,
     people, etc.)

     2) What's it like having your own arcade at home?  Does a game lose
     its appeal once you have easy access to it?  Do the machines break
     down a lot?  How much enjoyment do you get out of it?

					Brian Ackerson
					brian@odin.scs.uiuc.edu

From: daq@hpfcso.FC.HP.COM (Doug Quarnstrom)
Date: Thu, 8 Oct 1992 20:38:19 GMT
Subject: Re: I am the BEST at 1943
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: rec.games.video.arcade

In rec.games.video.arcade, <U55909@uicvm.uic.edu> writes:

>Back when we still had it at my school, we used to put a token in the Robotron
>machine and start playing in the morning, then go to some classes while someone
>took over then come back and take over for them, and so on.  We used to play fo
> r hours, a skilled bunch!    ---Shawn---

Yes, and these are exactly the sort of skills that employers are looking
for.

doug
From: tilden@interceptor.ksu.ksu.edu (Jeffery A Bohning)
Newsgroups: rec.games.video.arcade
Subject: Re: WE HAVE SUPER SFIICE HAHAHAHAHHA!
Date: 12 Oct 1992 06:10:33 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: interceptor.ksu.ksu.edu


In article <1992Oct10.180019.43739@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.edu writes:
>	White and fluffy,warm and deep, Wish I had another sheep, oops.
>Been reading too much of that Sex.bestiality stuff. Anyway...
>
>	If anyone even reads this, or lives anywhere near Lawrence Kansas, 
>I would just like to point out that the Super SFIICE or whatever you call it
>is here. Courtesy of our local arcade owner, of who we are acquainted, has 
>attended some sort of convention and has hit the mother lode. Installed late
>Friday night, it was installed in one of the three Street Fighter CE machines
>in the Louisiana purchace shopping center on Louisiana street. Rege, the owner,
>has one of the first five prototypes in the World, or so I'm told. We got
>it on the 1st of October. Everything you've heard is true. Zangief can 
>repeatedly jump up after doing a spin punch, and piledrive you. But he'll
>drop through the screen several times before he actually makes impact. That 
>could cause swelling. Everyone's fireball is slow enough to walk through, 
>almost too fast to jump over, and the forward fireball curves upward.
>The air dragon punch is awesome. And Blanka turns into Ryu when you defend.
>His bite is new. He turns into Ryu and dows a slo-mo dragon punch, but you 
>still hear the chewing sound. If you play Blanka vs. Himself, one is the grey
>Ryu, and the other Blanka is Ryu with the electric-blue and green skin. 
>Funky Nuggets! Well, there's so much stuff in this game, I can't list it all.
>So come fly down here, and play!
>
>	Peeeeeeeeece..... 
>
>
>
>
>

It's a crying shame you guys in Lawrence just got it. We here at Kansas State
have had it for over a year now and can play better than you. 8D

Later.

Jeff B.

"Remember, no matter where you go, there you are." -Buckaroo Banzaii
From: drosera@hal.gnu.ai.mit.edu (Donald Burden)
Newsgroups: rec.games.video.arcade
Subject: Re: SINISTAR boards
Date: 9 Oct 92 03:40:04 GMT
Article-I.D.: mintaka.1992Oct9.034004.2996
Organization: /etc/organization

In article <1b1ftgINNt1n@usenet.INS.CWRU.Edu> bp092@cleveland.Freenet.Edu (Mike Ogrinz) writes:
>
>On the subject of sinistar: I'd like a board set if anyone's got one
>to sell...
>
>-Mike


El Dorado has them for $111 - on the high end of their prices.  I don't know
if they include a complete set of controllers with their boards.  Be 
aware that Sinistar requires a special '49-position' joystick controller -
from what I remember.  Video Connection has just the board for
something like $85.  I asked them once if they have a Sinistar joystick for sale
and they said no.
Newsgroups: rec.games.video.arcade
From: rnakhwa@us.oracle.com (Rajesh Nakhwa)
Subject: Arcade distributors --- List
Organization: Oracle Corporation, Redwood Shores CA
Distribution: usa
Date: Fri, 16 Oct 1992 00:18:42 GMT
X-Disclaimer: This message was written by an unauthenticated user
              at Oracle Corporation.  The opinions expressed are those
              of the user and not necessarily those of Oracle.


I did some searching around my directories and found a list of distributors
of arcade games.  Here it is ...


****************************************************************************
From: jdeitch@umiami.ir.miami.edu
Newsgroups: rec.games.video.arcade
Subject: List of Arcade Game Manufacturers May 1992
Date: 15 May 92 04:15:44 GMT
Organization: Univ of Miami IR

These are the only to manufacturers I have so far ... 
More entries would be appreciated greatly ! (like SEGA, Nintendo, etc.) ...

Atari's customer service number is: 408-434-3941	
	
	Atari Games
	Customer Service
	737 Sycamore Drive
	Milpitas, CA 95035
	
Atari will provide schematics and docs for almost anything that
have made for only $12 or so.  There are also some Atari people who read
r.g.v.a, so you can try posting a message to catch their attention ...

Williams/Bally/Midway is: 312-509-6573 (Note : this is a tech #)

	3401 North California Avenue
	Chicago, IL  60618-5899

Games older than five years old are no longer supported.  :-(
I'm sure they'll give you tech advice, though.
 
Here's a list of different places where you can get various parts and kits
for arcade games (thanks to Rick Schieve for the info ...) :

Video Connection in CA, 916-678-5189
	the most reputatable, and fastest of the bunch and a nice
	catalog.
	
Eldorado Products in CA, 213-630-3300
	A bit slow and excentric, but a great selection of oldies.
	
C&P in IN, 219-256-1138
	
Alpha Amusements in MI, 800-33-GAMES
	good selection, but make sure you try what they send right
	away as they have mixed up what they sent.
	
Southeast Game Brokers Inc. in FL, 813-855-1080
	
Red Baron Amusements 	1-800-331-3766
	6540 W. Central
	Toledo, OH 43617

They usually sell newer kits but may have some old boards.  They
also state that they take Visa, MC, and Am. Express

The Game Exchange  (614) 258-2933
	P.O. Box 09598
	Columbus, Ohio 43209-0598
	
They sell used games and kits.

Space Age Electronics  1-800-822-0280
	26524 Golden Valley Road, Suite 507
	Saugus, CA 91350
	
They sell new game monitors for pretty cheap.  They had a 13" on
sale in August for $150 and a 19" for $170.

AVA   (314) 421-5100
	2301 Olive St.
	St. Louis, MO 63103
	
They look like they sell newer used kits but may also have older
boards. 

Galaxy Distributing    1-800-678-7665
	401 S. Elgin
	Tulsa, OK 74120
	
New and used kits, power supplies.  Good prices on newer kits.  I
don't know about older boards.  They don't have a real extensive
selection.

Here are some parts places that sell new stuff like joysticks, power
supplies etc.

	Competitive Products Corp.
	River Road Building #5
	Tullytown, PA 19007
	1-800-562-7283

	Amusement Emporium
	6880 South Emporia Street
	Englewood, Colorado, 80112
	1-800-525-7059
From: epasls@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: WE HAVE SUPER SFIICE HAHAHAHAHHA!
Date: 10 Oct 92 18:00:19 CDT
Organization: University of Kansas Academic Computing Services

	White and fluffy,warm and deep, Wish I had another sheep, oops.
Been reading too much of that Sex.bestiality stuff. Anyway...

	If anyone even reads this, or lives anywhere near Lawrence Kansas, 
I would just like to point out that the Super SFIICE or whatever you call it
is here. Courtesy of our local arcade owner, of who we are acquainted, has 
attended some sort of convention and has hit the mother lode. Installed late
Friday night, it was installed in one of the three Street Fighter CE machines
in the Louisiana purchace shopping center on Louisiana street. Rege, the owner,
has one of the first five prototypes in the World, or so I'm told. We got
it on the 1st of October. Everything you've heard is true. Zangief can 
repeatedly jump up after doing a spin punch, and piledrive you. But he'll
drop through the screen several times before he actually makes impact. That 
could cause swelling. Everyone's fireball is slow enough to walk through, 
almost too fast to jump over, and the forward fireball curves upward.
The air dragon punch is awesome. And Blanka turns into Ryu when you defend.
His bite is new. He turns into Ryu and dows a slo-mo dragon punch, but you 
still hear the chewing sound. If you play Blanka vs. Himself, one is the grey
Ryu, and the other Blanka is Ryu with the electric-blue and green skin. 
Funky Nuggets! Well, there's so much stuff in this game, I can't list it all.
So come fly down here, and play!

	Peeeeeeeeece.....
From: lerner@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: Mortal Kombat moves list with pictures?
Date: 12 Oct 92 11:19:02 CDT
Organization: University of Kansas Academic Computing Services

A while ago, someone posted a moves list for Mortal Kombat with
pictures and stuff on it.  If anyone still has this, could you please
mail it to me? 

Thanks,

-Michael Lerner