HDTenEightyP/NetNews huggingface dataset:
From: jelliw@vccnw04.its.rpi.edu (William Brian Jellig)
Subject: Re: Starblade
Reply-To: jelliw@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Distribution: rec.games.video.arcade
Date: Sat, 19 Dec 1992 20:43:04 GMT

In article <1992Dec19.001817.2150@jupiter.sun.csd.unb.ca>, kinsman@jupiter.sun.csd.unb.ca (Aphoriel/Kinsman) writes:
|> Last Monday a new arcade got set up over at Fredericton's Regent Mall, called
|> 'Electronic Avenue' (same as the other two E.A.'s that we have - all the arcade
|> places here are owned by the same people.) One of the games was 'Starblade'
|> from Namco. It was priced at $.75 to start, $.25 to continue.
|> 
|> The game looked similar to an earlier game called Star Rider, or perhaps
|> the ending sequence from "Captain Power". You flew down 3-D computer generated
|> constructions, through buildings and hallways, towards planets and so forth.
|> You had control of a gun (the piloting seemed to be automatic, scripted) which
|> you used to fire and attacking targets. Failure to shoot them meant getting
|> zapped by their bolts and losing shield power.
|> 
|> It was very good. It was a sit-down model, and they used that kind of screen
|> that warps into a haze when you try to look at it from the side to create a
|> good illusion of 'depth'. I don't know if it was a laserdisc game or not;
|> the 3-D tunnels looked like they came out of a mainframe animation, but then
|> so did the enemy ships, and those could be shot down (no scripting, unless
|> perhaps they had intelligent video overlay programming.) I didn't get a  
|> chance to play the game - someone else was their first and playing it for
|> the full last hour the arcade was open (it looked like he got all the way to
|> some big boss on about $4 or so.) If I did, I could have found out if it was
|> possible to 'steer' the ship (see if it was scripted or not.)

The steering is scripted, you are just a gunner, but that doesn't take away
any of the fun for this one. Like being in a movie, flight is real smooth,
sometimes you get the feeling that you are swaying through the turns, even
though there is no fancy setup like AfterBurner has...
 
|> It looked great as a spectator. I suspect now it was LD, since it also featured
|> a real-sounding orchestral soundtrack and speech. Very well done sweeps when
|> turning the corners of space stations and suchlike. It seemed you were performing some manner of infiltration to destroy a big supercomputer - on its own turf;
|> it had the computer-controlled command of the entire station you were sneaking
|> through.

After i finished this once, (not too hard, as soon as you learn the pattern to
the enemy fighters, cost me about $3.25), I didnt play it again, though its 
still fun to watch other people play and admire the graphics...aside from that,
its just a real fancy shoot-em-up game, with no strategy.

|> 
|> Anyway, enough of my observations: anyone on this group heard about this?
|> What do you know about it if so?
|> 
|> -Aphoriel/Kinsman
|> 

just 2 of the 7 cents i have left from learning MK...

..no sig, just Bill
From: ah292@cleveland.Freenet.Edu (Robert Krynak)
Newsgroups: rec.games.video.arcade
Subject: Re: Which are your FAVORITE arcade games?
Date: 13 Dec 1992 05:58:08 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ah292@cleveland.Freenet.Edu (Robert Krynak)
NNTP-Posting-Host: slc4.ins.cwru.edu


In a previous article, aa399@cleveland.Freenet.Edu (Len Stys) says:
>
>If you had to choose 10 arcade games that are your favorite,
>what would they be?
>
>I'm talking about games that you can find in the arcade now,
>not some games we've seen come and go five years ago.
>
there is hardly anything I like nowadays.  most of the games I like
are from the mid 80's.

Newsgroups: rec.games.video.arcade
From: brs@cs.brown.edu (Brian Stormont)
Subject: Space Lords
Organization: Dept. of Computer Science, Brown University
Distribution: rec
Date: Thu, 17 Dec 1992 04:34:30 GMT


Anyone played this new Game from Atari?  It's basically two machines
(standup) connected together, where you have space dog-fights in 
an asteroid field with gas clouds floating around. Nice 3D graphics.

Take about 6 games to get an idea of what the hell is going on, but after
that, it's great fun!

From what I've seen at the local arcade, most people give up after two or
three games and miss out. (Of course, I get to play it more - less people :-)

Don't bother playing with the Gunner/Copilot option, it's a waste of money.

-brian
Xref: sparky rec.games.video.arcade:9776 comp.sys.amiga.games:17068
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: rec.games.video.arcade,comp.sys.amiga.games
Subject: Re: Mortal Kombat viruses, and bugs, and Russians!
Date: 18 Dec 92 17:29:58 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149


 I'd say there is a chance Mortal Kombat will make it to computers because
Acclaim/Flying Edge is doing the various console conversions and they are
pretty good about releasing computer ports (i.e. Krusty's Super Funhouse on
the Amiga)...  I'd say there's a good chance...

------
  Ralph A. Barbagallo III
  nugget@genesis.nred.ma.us
Newsgroups: rec.games.video.arcade
From: rls@cbnewsc.cb.att.com (richard.l.schieve)
Subject: Re: Atari Tempest for sale in Bay Area $400
Organization: AT&T
Distribution: usa
Date: Mon, 14 Dec 1992 15:52:46 GMT

In article <1gbie0INN3jl@hpscit.sc.hp.com>, klui@corp.hp.com (Kenneth K.F. Lui) writes:
> In article <1992Dec11.234111.29096@pony.Ingres.COM> reb@Ingres.COM (Phydeaux) writes:
> >know where I can get these  two items?  Particularly  the marquis?
> 
> You might want to try Atari Games Corporation:
> 
> 	Customer Service Department
> 	737 Sycamore Drive
> 	Milpitas, CA  95035
> 
> 
> Ken
> -- 
> Kenneth K.F. Lui, klui@corp.hp.com                  3000 Hanover Street MS20BJ

When I called and asked, the Atari Customer Service Department would
only help you with literature.  Have you actually bought parts from
them?

				Rick Schieve
				rls@ihlpb.att.com
				
Newsgroups: rec.games.video.arcade
From: Vince@alchemy.tn.cornell.edu (Vince Koh Kia Keng)
Subject: Re: MK: Another great loophole discovered
Organization: Alchemy International
Date: Thu, 17 Dec 1992 17:56:51 GMT

To: shulick@navajo.ucs.indiana.edu
Subject: Re: MK: Another great loophole discovered
Newsgroups: rec.games.video.arcade
Organization: Alchemy International
Cc: 
Bcc: 

In article <BzE2z5.C7E@usenet.ucs.indiana.edu> you write:
>
>(this is MK version 2)
>If you're using Sonya against the computer sub-Zero, you can keep
>sweeping him over & over again, but do it fast.  What he tries to do is
>the slide.. but SOnya's sweep is so fast, he can't pull it off. :)  Try
>it, it's great.  Thanks to a friend of mine for showing me this cheat.
>
>-- 
>    // Amiga 3000   ___ \ Sam Hulick: shulick@indiana.edu (NeXTmail OK!)
>   // 68030 25 MHz /__/\ \ My opinions wear combat boots.  Or whatever.
>\\// OS 2.04       \__\/ / "Walk!  Not bloody likely.  I am going in a
> \/                     / taxi."  --George Bernard Shaw


	No Kidding!  Here's another: (doesn't always work)

	Against Sub-Zero, when it says "Fight!", flip forward and low-kick.
IMMEDIATELY leg-throw and leg-throw and leg-throw and leg-throw!  Yes,
just keep the joystick down and furiously hit the bottom 3 buttons.
	Like I said, doens't always, work!  Usually I can get two in and
then Sub-Zero freezes me (Sonya), but it's worth it!  Also, I find this
to work always when Sub-Zero freezes immediately when you forward flip,
instead of freezing just when you are about to land the low-kick.
	BTW, a forward flip + leg-throw works for all opponents on the
openeing screen.  But DON'T try this combo with Liu Kang, Kano and Cage,
as Kanos and Liu Kangs projectile will almost always hit you whilst flipping
forward and Cage's slide-kick will get you even before you take off!

-Vince

PS:  I can finally claim to have mastered Sonya.  Can finished the game
      in one playing (and that's on a V3.0 machine set to highest
     level!)
     If anyone needs help with 'playing Sonya' (Heheh...), let me know...
From: btribble@terapin.com (Bobby Tribble)
Newsgroups: rec.games.video.arcade
Subject: Re: [Ms.] Pac-Man music (Was: Pac Man)
Date: 18 Dec 92 20:40:29 PST
Organization: BBS

In article <601@highett.mel.dbce.csiro.au>, steveo@mel.dbce.csiro.au (Stephen
Oakes) writes:
>
> How do you know they're not bluffing?  Not that you have any real way of
> finding out, but who decides what infringes on a (blearrghhh!) "audiovisual"
> copyright?
>

Hm, I remember a while ago (actually pretty long while ago) there was a lawsuit
between the makers of Karate Champ (or was that Yie-Ar Kung Fu) and the makers
of a computer game that looked basically exactly like it. They were being sued
over "look and feel" copyright infringement, but the makers of the original
game that was "copied" lost, if I remember correctly. The "look and feel"
factor wasn't valid to the court (to clarify my last sentence)
Anyone else know anything about that?  I think I read it in VG&CE a long time
back...

Anyway, I don't think I'd want to risk getting in a lawsuit against a big     
company over it though...

Bobby Tribble  |8')
-=-=-=-=-=-=-=-=-=-=-
btribble@terapin.com
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: Re: Demolition Derby
Date: 15 Dec 92 15:55:40 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

steven.s.ozdemir writes:
>
>Does anybody remember this game?  When was the last time you saw it??

1985 in Dallas.  This has got to be one of the all-time great multi-player
games.  You can learn to play in a few seconds and even non-game-players
can fare well.  Unfortunately, IMO, it was one of the last games Sega 
put out before they started getting hardware-happy.

--
James Hague   
exuhag@exu.ericsson.se
From: snm6394@ultb.isc.rit.edu (S.N. Mozumder )
Newsgroups: rec.games.video.arcade
Subject: Re: Lethal Enforcers
Date: 16 Dec 92 22:53:11 GMT
Distribution: usa
Organization: Rochester Institute of Technology
Originator: snm6394@ultb

In article <1992Dec16.162200.20365@cbnewsh.cb.att.com> ibmpc@cbnewsh.cb.att.com (michael.p.chin) writes:
>helicopter.  I pumped in four rounds of quarters and had no idea
>what to hit.  I got it down to one spot, but after that, nothing I
>hit registered anything.  Pissed me off.  So, what do I shoot for.
>
>Michael chin
>mchin@hogpa.att.com

You aim at the body of the helicopter-the tail, mainly, and keep nailing
it.  You should see some flame come out(like hitting the gas tanks in
the car) at a bunch of locations on the helicopter, then it finally gets
destroyed.  For the final helicopter, you aim for the weapons - first
the gun at the bottom of the Apache then the missile sets, including the
wingtip Sidewinders.  It took me about $3.00 to find that out.

LETHAL ENFORCERS=BEST GAME ON THE PLANET

-Bobby M.
Newsgroups: rec.games.video.arcade
From: kinsman@jupiter.sun.csd.unb.ca (Aphoriel/Kinsman)
Subject: Starblade
Organization: University of New Brunswick
Distribution: rec.games.video.arcade
Date: Sat, 19 Dec 1992 00:18:17 GMT

Last Monday a new arcade got set up over at Fredericton's Regent Mall, called
'Electronic Avenue' (same as the other two E.A.'s that we have - all the arcade
places here are owned by the same people.) One of the games was 'Starblade'
from Namco. It was priced at $.75 to start, $.25 to continue.

The game looked similar to an earlier game called Star Rider, or perhaps
the ending sequence from "Captain Power". You flew down 3-D computer generated
constructions, through buildings and hallways, towards planets and so forth.
You had control of a gun (the piloting seemed to be automatic, scripted) which
you used to fire and attacking targets. Failure to shoot them meant getting
zapped by their bolts and losing shield power.

It was very good. It was a sit-down model, and they used that kind of screen
that warps into a haze when you try to look at it from the side to create a
good illusion of 'depth'. I don't know if it was a laserdisc game or not;
the 3-D tunnels looked like they came out of a mainframe animation, but then
so did the enemy ships, and those could be shot down (no scripting, unless
perhaps they had intelligent video overlay programming.) I didn't get a  
chance to play the game - someone else was their first and playing it for
the full last hour the arcade was open (it looked like he got all the way to
some big boss on about $4 or so.) If I did, I could have found out if it was
possible to 'steer' the ship (see if it was scripted or not.)

It looked great as a spectator. I suspect now it was LD, since it also featured
a real-sounding orchestral soundtrack and speech. Very well done sweeps when
turning the corners of space stations and suchlike. It seemed you were performing some manner of infiltration to destroy a big supercomputer - on its own turf;
it had the computer-controlled command of the entire station you were sneaking
through.

Anyway, enough of my observations: anyone on this group heard about this?
What do you know about it if so?

-Aphoriel/Kinsman
From: jjm4_ltd@uhura.cc.rochester.edu (Why not?!)
Newsgroups: rec.games.video.arcade
Subject: Re: World Heroes: "Official" Moves
Date: 15 Dec 92 13:25:46 GMT
Organization: University of Rochester (Rochester, NY)

>
>In the list below, a semicolon (';') is used to indicate charging time.
>
>
>                    W O R L D    H E R O E S
>
>Hanzou (Fuuma) - IGA ninja (Fuuma ninja), Japan.
>
>   Koryu Wave (Enryu Wave):      -o    /   \   +  A
>                                      o     o 
>   
>   Rettkou Zan (Rettpu Zan):      |   -o  +  A
>                                  o
>
>   [Items in parens are names for Fuuma instead of Hanzo.
>    Note important difference between the Koryu Wave and an SF2
>    dragonpunch.  Missing:  hurricane kick.]
>
>Dragon -  martial artist, China.
>
>   Hyaku Retsu Punch:   A continuously.
>   Dragon Kick:         o-  -o  +  B
>
>   [Note dragon kick doesn't require charging.  Dragon is too powerful.]
>
>Janne - fencer, France.
>
>   Ohra Bird:     o-  ;  -o  +  A
>   
>   Flash Sword:   |  ;  o  +  B
>                  o     |
>
>   [Missing: slap, sliding kick, flip slam.]
>
    Slap: -o + B
    Sliding Kick : \
                    \    + B
                     o
    Flip Slam:  -o + A

    [Note flip slam is MUCH more reliable and useful than normal throw with 
      C button!]
>J. Carn - fighter, Mongolia.
>
>   Mongolian Dynamite:  |  ;  o  +  A
>                        o     |
>
>   Mouko Hakyoku Do:   o-  ;  -o  +  A
>
>   [Missing: slide, headbutt.]
>
   Headbutt:  -o  + A
>Muscle Power - wrestler, USA.
>
>   Muscle Bomb:   o-  ;  -o  +  A
>   Tornado Breaker:   [counterclockwise circle]  +  A
>
>   [The circle is drawn as 3/4 of a circle, starting from upwards and
>    ending to the right.  Direction DOES matter, unlike Zangief's SPD.]
>
>Brocken - soldier, Germany.
>
>   Grenade Launcher:   o-  -o  +  A
>
>   Hurricane Arm:     |   -o   \   +  A
>                      o         o
>
>   [The hurricane arm motion is written exactly as they had it.
>    Missing: flying attack, electric shock, flip kick...]
>
    Flying attack : o  
                    | (jump) -o  + A

    electric shock :   A repeatedly

>Rasputin - magician, Russia.
>
>   Fireball:     |  \   -o  +  A
>                 o   o 
>
>   Accelerator Spin:    |    /   o-  +  B
>                        o   o
>
>   [Note that fireball can be done in the air.]
Newsgroups: rec.games.video.arcade
From: benares@stein.u.washington.edu ( )
Subject: Re: Virtua Racing
Organization: University of Washington
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 17 Dec 1992 07:39:43 GMT

E. Kontei (conty@cbnewsl.cb.att.com) wrote:
: In article <axolotl.724307194@syzygy>, axolotl@socs.uts.edu.au (Iain Sinclair) writes:
: > king@rtsg.mot.com (Steven King, Software Archaeologist) writes:
: >  >I had thought it was "Virtual Racing" with the "L" in "Virtual", but I
: >  >could be imagining things...
: > 
: > It's VirtuA Racing, no L.
: 
: Maybe in Australia.  But the screen at my local arcade proudly proclaims
: "VIRTUAL RACING".
--

We have a 4 seat Virtua Racing setup (the spelling is consistent from plastic
molding to demo screens) at "Funtasia" in Edmonds, WA and it is the "BEST" 
racing game I've ever plunked 3 quarters at a time to play.

I has many nice touches such as steering wheel jerks during drafting and
a fairly realistic steering feedback when bumping into other racers.

If anyone out there can figure this out, does the pit area in the beginner
track have any significance, and do you notice that when you are following
another human racer that your top speed is artificially increased to allow
a closer race?  I tend to doubt it, but several times during straights,
the trailing car (without drafting) was able to close the gap and then 
suddenly his speed advantage deteriorates just in time for a side by side
bumping match.

Finally, what is the scoring system?  It seems like longer times are 
listed higher on the list, but during simultaneous play, everyone terminates
simultaneously.

------------------------------------------------------------------------------
|  Sam Park   |  benares@stein.u.washington.edu | Minimal Sig Installed Here |
------------------------------------------------------------------------------
Newsgroups: rec.games.video.arcade
From: mfreund@magnus.acs.ohio-state.edu (Mark W Freund)
Subject: Re: Liu Kang's "other" fatality...
Organization: The Ohio State University
Date: Sun, 13 Dec 1992 10:23:32 GMT

In article <1992Dec13.005106.1504@athena.mit.edu> agathon@athena.mit.edu (Garry Moorer) writes:
>Yo, Liu Kang does have "another" fatality.  Some kid showed it to me about 2 
>months ago I think.  Everyone's seen him miss before, and that's what you have
>to do.  All you do is:
>
>1) Back up to the edge of the screen.
>2) Do the fatality (he misses of course)
>3) 2 do fires
>4) Flying Kick (the special one)
>
>It will register a fatality, meaning you will get the 100k bonus.  If this
>doesn't work then do 3 fires instead of 2 at step 3 cuz i can't remember 
>exactly how many it was.  But just try it, and I will guarantee that it works,
>at least I saw him do it twice.  Then the kid tried to tell me everyone had
>2 fatalities, but of course he had never seen any of those...  But I guess you
>could call the above the "other" fatality...  Zeekers!

Did this actually do anything different or just the firebolts and jump kick?
I tried this quite a bit and couldnt get it to anything other than the firebolt
and kick afterwards. Also, if it is supposed to do somethiing different, can 
you tell us the machine version number? It might only work on acertain
version.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= mfreund@magnus.acs.ohio-state.edu	Ozy+@osu.edu  =
- Do you want friends? Do you want a social life?     -
= Well, for the low cost of $99.99 you too can have   =
- people who pretend to be your friends!              -
= Join a frat today and we'll even throw in some beer!=
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: Electricity (was Re: Balrog & Blanka etc)
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 06:09:39 GMT

sieh@panix.com (Lui Sieh) writes:

	[my original post deleted]

>This works very well against stupid computer opponents.  It also does work
>as a nice surprise tactic vs opponents who underestimate Blanka.  Sometimes
>during the neat of the battle, it's hard to judge exactly that distance and
>you can end up on top of the person as he's getting up and if your opponent
>is blocking, your electricity will cause you to go backwards and then they're
>out of trap.

>I've found that there are certain styles of play favored by Blanka players
>ranging from "shockers" to "rollers/ballers".  Some people don't use the
>electricity while others use it a lot.  This poses the interesting question
>of why do people exhibit certain strategies and use certain moves and combos
>and not others even if they know it exists?

	I think one simple answer to this question, is that people who use
	the electricity tend to suck.  These are the same people that view
	Chun Li's lightning kick as the games most powerful move.  These 
	people usually come from some backwaters arcade where no one has
	ever heard the word "combo" and the local master is the guy who has
	figured out how to block.  Anyway, this is not to say that using the
	electricity is a complete waste of time, it is just risky.  This is
	a move that you will rarely catch a person with because it tends to
	be easy to spot (Oh my! Here comes Blanka jumping in with a strong
	punch! Whatever could he be doing? or "I wonder what he could be
	planning for me when I jump in?  He certainly seems to be hitting 
	those buttons like that for something... hmmmm...) and screwing it
	up can cost you.  Unlike Chun Li's kick, Blanka's electricity does
	not keep you on the defensive for too long, and it doesn't do too
	much damage when blocked (maybe three clicks at the outside).  So
	you don't have that much to gain by trying it, and you do have 
	quite a bit to lose if you brick.  Why bother?

		Seth Killian

>-- 
>//Lui Sieh
>Dum loquimur, fugerit invida Aetas: carpe diem, quam minimum postero.  
>Horace, Odes, I.xi.7;	<-- "Why post to USENET?" -Brian O.  Indeed.
>What about my opinions?   ====>>	/dev/null or sieh@panix.com
Newsgroups: rec.games.video.arcade
From: napalm@next06pg2.wam.umd.edu (Warren L. Mohn)
Subject: Re: Virtua Racing
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Sat, 19 Dec 1992 03:59:03 GMT

In article <BzH64I.H2M@NeoSoft.com> brad@NeoSoft.com (Brad Morrison)  
writes:
> it looks like several of them can
> be wired together.  As the tanned beauty with "VR" tan-tattoo is  
displayed,
> you are reminded that more competitor*s* are needed.  If more than two
> can be linked, I predict that Virtua Racing will supersede Final Lap II
> as the most popular 6-seater.

As it is, playing the 4-seater (two 2-player games, linked) is like,  
awesome!  Drafting becomes very important and teamwork with another racer  
can win you the race.  If anyone is going to be in Boston, MA, the  
4-seater version is in the Teddy Bear Arcade acrossed from Legal Sea Foods  
near the Boston Common.  And it's only .50 cents to play!

-------------
Warren L. Mohn
napalm@wam.umd.edu
-------------
Newsgroups: rec.games.video.arcade
From: grigsby@dms.agames.com (John Grigsby)
Subject: Getting Bison out of the Yawnpedo
Organization: Atari Games Corporation
Date: Mon, 14 Dec 1992 23:56:30 GMT

As far as I can tell, hitting him out with any non-special attack works
like this:  At the start, most of his body is vulnerable to a hit.  This
window quickly diminishes to just his head, and narrows to the point of
his annoying little hat by the end.  Thus, you can be more sloppy the
earlier you catch him.  Most standing attacks will hit him, but the timing
has to be _so_ exact by the time he's over to you (and the fast pedo goes
so fast) that it's almost impossible and you have to listen for the 
joystick -- and then he scissors and you're fucked.  Sigh. // g