HDTenEightyP/NetNews huggingface dataset:
From: technews@iitmax.iit.edu (Kevin Kadow)
Subject:  S-Video and Commodore
Organization: Technology News, IIT, Chicago, IL
Date: Fri, 21 Aug 92 05:11:14 GMT

)My Sony KV-20XBR television/monitor doesn't have an S-Video input (it
)predates S-VHS and S-Videoo).  It does have a proprietary analog-RGB
)input jack, and I have the pinout information available.  I'd like to
)wire up a converter box...

My C1702 and C1084S monitors both have seperate RCA Chroma & Luma inputs,
I have successfully connected S-video outputs to these inputs, with no
apparent problems. according to the device producing the signal:

All inputs are 75ohm, the S-Video input is 0.7V p-p, the composite video input
is 1.0V p-p....

Is there any dangerous difference between the commodore seperate CRHOMA-LUMA
output and true S-video? Currently I am only using the S-video output to
drive a monitor.

-- 
Newsgroups: rec.games.video.arcade
From: j_hernandez@csc32.dec.com (Jesse Hernandez)
Subject: Crazy Climber
Organization: Digital Equipment Corporation - Colorado CSC
Date: Mon, 17 Aug 1992 20:20:35 GMT


Hey, any of you ever play Crazy Climber, it is a late 70s/early 80s game where
you climb up a building and people drop pots and other stuff on you. You even 
gotta get by king kong. Oh well, I useta like it.


Jesse


"Greenpiece, what a leprachaun gets"
From: bsk00@cd.amdahl.com (Brian Kulman)
Newsgroups: rec.games.video.arcade
Subject: Defender video convergence problem
Date: 18 Aug 92 22:06:37 GMT
Organization: Amdahl Corporation, Sunnyvale CA

My Denfender machine somehow lost video convergence of its separate
RGB elements.  The screen looks fine near the middle, but around the
edges I see 3 separate images of everything.

I suspect there's a problem on the CPU/Video board, but I have little
or no experience of how to find the problem. Can anyone help?

Brian Kulman
Amdahl, Sunnyvale CA
(408) 992-2874
Newsgroups: rec.games.video.arcade
From: mjb@srl04.cacs.usl.edu (Matthew Brumley)
Subject: Re: Mysterious Game (was Re: The Best Arcades)
Organization: University of SW Louisiana
Date: Sat, 22 Aug 1992 00:47:51 GMT


Mystic Marathon!  At last!  (I just COULD NOT remember the name)

I loved playing it, but the arcade got rid of it too quickly. 
Now if only I could find a REAL arcade...


Thanks

Williams...  I should have known.  >:)
From: lerner@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Re: Mortal Kombat: Liu Kang's finishing move
Date: 14 Aug 92 13:51:05 CDT
Organization: University of Kansas Academic Computing Services

In article <BsyqII.3B5@regentdb.uoknor.edu>, wee@regentdb.uoknor.edu (Wee Win) writes> lerner@kuhub.cc.ukans.edu writes:> : I finally figured Liu Kang's finishing move out.  If you are on the left side,> : press the joystick towards your opponent, do a clockwise circle, and then hit> : all of the buttons.--0, \ ,|, /,0--,0 ,0, 0,--0+Hp,Hk,Bl,Lp,Lk.> :                          0 0 0       \ | /> : You probably don't need all of the buttons, but it works with all of them so I> : didn't experiment.  I've hear


d that some of the other endings were like a> : fireball with some punch, but I can't get any of these to work.  If anyone> : knows how to do any other finishing moves, please post them or mail me.> : > :                       Thanks in advance,> :                                 Michael Lerner> 
> So far, I have been able to do his killing move by repeated tapping low
                                 ^^^
> punch and doing a hurricane motion(SF lingo).  Make sure you are far enough
> away from the victim as to not accidentally low punch him.
> 
> -- 
> -------------------------------------------------------------------------------
> Huy Nguyen				| It is not merely enough to survive,
> hpn@regentdb.uoknor.edu			| But to Live. - M. Musashi
> -------------------------------------------------------------------------------
Whose killing move is this?  Also, with Liu Kang, I can get it to work with
HP button.  Now i'm trying to figure out just where to press the
just High Punch, so now I'm trying to figure out exactly where to hit the
button(I'm pretty sure it's in the last third 
Also, one nice thing: if you do Liu Kang's move from far enough away that
it doesn't hit the other person, you can just go in and beat up on him/her
with normal moves for a while and get points for those moves as well as
the 100,000 point fatality bonus.

                   I'm new to news and don't have a .sig yet.
                                   oh, well
                                Michael Lerner
like I posted, but sometimes it doesnt work).
From: rksuzuki@mott.seas.ucla.edu (Richard K. Suzuki)
Newsgroups: rec.games.video.arcade
Subject: Re: Arabian Fight
Date: 12 Aug 92 19:27:58 GMT
Organization: SEASnet, University of California, Los Angeles

In article <l85t30INNspp@exodus.Eng.Sun.COM> ingalz@cji.Eng.Sun.COM writes:
>Has anyone seen this sega game around?.. Any comments.

	There was a big-screen version around UCLA's arcade for a little while.
    I posted a long article about it a few months ago both here and on rec.
    arts.anime since the characters designs reminded me so much of Japanese
    style animation characters.   I liked the game in spite of the slightly
    flawed background and villian graphics, the characters were well done 
    and it fun when you get all four characters fighting at once.  It didn't
    last very long though for some reason even though it seemed to be getting
    more quarters than the big-screen game that replaced it, Defend the 'Hood.
    I was hoping a small screen version would come in but no such luck...

 
--
*******************************************************************************
	Richard Suzuki			           "It's a pity stupidity
	rksuzuki@seas.ucla.edu                 	    isn't painful"
From: wee@regentdb.uoknor.edu (Wee Win)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Combat--Liu Kang combo?
Date: 17 Aug 92 19:44:36 GMT
Organization: Oklahoma State Regents for Higher Education
X-Newsreader: Tin 1.1 PL3

jiang@cs.arizona.edu (Howard) writes:
: When playing mortal combat with Liu Kang, I've found that if you hit a person
: with his fireball (tap forward twice and high punch) then you almost alwats
: can follow up with his kick-charge (tap forward twice and high kick).  It only
: fails when they are very far away.   Has any one else found this to be true
: or am I just taking people by surprise.
: 

They just forget to block.  Nice combo, but it doesn't work too well against
the computer... it usually blocks then throw you.

: 
:                                                    Thanks,
:                                                 Jowfus & Mark
: 



-- 
-------------------------------------------------------------------------------
Huy Nguyen				| It is not merely enough to survive,
hpn@regentdb.uoknor.edu			| But to Live. - M. Musashi
-------------------------------------------------------------------------------
Newsgroups: rec.games.video.arcade,rec.games.pinball
From: 31ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade
Subject: Re: StartGate
Date: 18 Aug 92 17:53:46 EST
Organization: Western Michigan University

In article <1992Aug18.150137.12959@ticipa.pac.sc.ti.com>, robert@landru.mtc.ti.com (Robert Treese) writes:
> 
> I am looking for a StarGate machine.  Anybody got any ideas where I might
> find one?  
> 
> While I am at it I also want a early 80's pinball machine named Centaur. I
> believe Bally put it out.
> 
> Robert
> robert@dragon.mtc.ti.com
Well, last time I was in the place, there was a Stargate machine, along
with Q*Bert,Donkey Kong,Ms Pac-man, Track-n-Field and Tron.
It was near Western Michigan University in Kalamazoo Michigan,
but I have no idea where you are at, and it's a regular arcade, so I don't
think it's for sale, but you could have lots-o-fun playing it ;^)

Good luck,
Fred Ochs
Newsgroups: rec.games.video.arcade,rec.games.pinball
From: ottoh3@CFSMO.Honeywell.COM (Otto Heuer #3)
Subject: Arcade in the Mall of America (Minnesota)
To: rec.games.video.arcade, rec.games.pinball
Posted-Date: Wed, 12 Aug 92 17: 26:45 CDT
Mailer: Elm [revision: 64.9]
X-Disclaimer: I speak for me and not my boss; Honeywell's gain & Usenet's loss
X-Car: (612) 865-4301
X-Voice-Mail: (612) 785-4600 x8528
Organization: Hack-Man's Hangout
X-Internet: ottoh3@cfsmo.honeywell.com
X-2nd-Choice: hackman@pnet51.orb.mn.org
Date: Wed, 12 Aug 1992 22:26:45 GMT
Received-Date: Wed, 12 Aug 92 17: 26:30 CDT
X-Phone: (612) 785-4343


I'll  be  heading to  the America Live! Arcade in  the  Mall of America  in
Minnesota (largest mall in the US (the world?))  next Tuesday.  I'll give a
report later  in  the  week.    I'll  be  with  a  few other  people in the
mid-to-late afternoon if any other people are planning to be there.

I would have limited the distribution of this message, but (a)  I can't (we
can't even post articles from here) and (b) since they  expect 0.25 million
Japanese tourists each year as well as a ton  from Canada  and other States
(there were  people  from  28 (or  was it  48) states  there yesterday), it
shouldn't be limited anyway.

                --Otto "HACK-MAN" Heuer
--
C, Pascal, Fortran, BASIC, Assembly Language, Snobol, Ada, APL, Prolog, LISP
Unix, MS-DOS, ProDOS       .  .   .   .... .  .   .   .   .   .   . Audio/Video
ottoh@cfsmo.honeywell.com  :..: .:.:. :    :.' .. :`.': .:.:. :`. :   Star Trek
hackman@pnet51.orb.mn.org  :  : :   : :... : `.   :   : :   : :  `:  Apple IIgs

Newsgroups: rec.games.video.arcade
From: aeg03@rrz.uni-koeln.de (Jan T. Kim)
Subject: Re: Joysticks
Organization: Regional Computing Center, University of Cologne, F. R. Germany
Date: Wed, 19 Aug 92 18:20:27 GMT

In <20686@optima.cs.arizona.edu> mcbride@cs.arizona.edu (Chris M. McBride) writes:

>I am trying to build a generic joystick, to be used with as many games
>as possible. Barring the strange setups like Missle Command, Toob'n,
>and the other strange user interaces, I am thinking of a joystick,
>with a set o buttons on the left, and another set on the right.(for
>left handed players.) I am curious on how many buttons I should place
>on each side (I think 2 will accomadate most games, but should I put
>more?) 

This really depends on what games you want to play.  Sure  thing,
almost  all shoot 'em up or jump & run games don't need more than
two buttons. However, it seems to me that the  more  complex  and
hence  more  interesting  games  have  a  tendency  to  need more
buttons. For instance, BlockOut needs  four  buttons  and  Street
Fighter  needs  even  6  buttons to be played properly. And since
both of these are favorites of mine, from my  personal  point  of
view I suggest you to be generous with buttons.

 +- Jan Kim -- X.400:    S=kim;OU=vax;O=mpiz-koeln;P=mpg;A=dbp;C=de -+
 |             Internet: kim@vax.mpiz-koeln.mpg.dbp.de               |
 |                                                                   |
 *----=<  hierarchical systems are for files, not for humans  >=-----*
Newsgroups: rec.games.video.arcade
From: power1@bcrks63.bnr.ca (Anthony Van Alphen)
Subject: Re: Mortal Combat--Liu Kang combo?
Organization: Bell Northern Research
Date: Tue, 18 Aug 1992 15:19:49 GMT

   It seems talk of this game has dominated this conference. Does anybody know whether it is available for any system?  ie. Genesis, TG16... 
  
   Or is it strictly of the money-eating variety..
 
  J. Lindo


--
These are my optinions, not necessarily those of BNR.
613-763-4485
From: jefft@athena.mit.edu (Jeff Tang)
Newsgroups: rec.games.video.arcade
Subject: Re: Crazy Climber
Date: 18 Aug 92 16:09:09 GMT
Organization: Massachusetts Institute of Technology


This was a great game.  I once actually made it all the way through the
last (5th?) building.  You just start over on the first one again.

<bonk> 

--
Jeff Tang
jefft@athena.mit.edu
Newsgroups: rec.games.video.arcade
From: mjb@srl04.cacs.usl.edu (Matthew Brumley)
Subject: Re: The Best Arcades
Organization: University of SW Louisiana
Date: Fri, 21 Aug 1992 22:34:06 GMT


That's the game!
For some reason, I don't remember the "snag-the-gems" part of the game, but the
hand catapult definitely gives it away (I had forgotten about that).
Anyway, I can even remember the terrain of the islands but not the name!  

Is it my fond memory of the game that makes me thinks it's so good?  *shrug*
 
All I know is...  I wanna play it!

Newsgroups: rec.games.video.arcade
From: s2842276@titan.ucc.umass.edu (Wanderer)
Subject: Re: mortal kombat - moves list i (e-mail me more moves)
Organization: the Elves of Briton
Date: Tue, 18 Aug 1992 18:45:28 GMT

prock@eel.micro.umn.edu (Andrew Prock) writes:
>s2842276@titan.ucc.umass.edu (Wanderer) writes:
>>all chars:
>>          pull back plus low kick is foot sweep
>>          move in close (and I mean *close*) plus low punch is a throw
>	   down and low punch is the uppercut

yep, knew I missed something obvious...
>	   
>
>>Cage:     double back and then forwards plus punch is green thing
>>          double back and then forwards plus kick is special kick
>>   this guy should have a third power move, anyone know it?
>>   fatality?
>           down and bottom three buttons is nut punch 
>	   	(low punch,block,low kick)
don't need low kick
>
>Also the annoying combo as I call it, is fast punches with a sweep 
>thrown in when the opponent is blocking high.
>To get out of this I block low and sweep right after they do.  It 
>usually works.
>
>The Prock

the most annoying combos:
 1) arial kick, slide, forward kick or sweep...
takes half your energy. I use that when I freeze them

 2) punches against an air-born opponent in a corner...
    each time they start to land you hit them, and they bounce back in the air
    just keep punching... if thety finally land... sweep them :*\

*--*
the Elf


Newsgroups: rec.games.video.arcade
From: s2842276@titan.ucc.umass.edu (Wanderer)
Subject: Re: mortal kombat - moves list i (e-mail me more moves)
Organization: the Elves of Briton
Date: Tue, 18 Aug 1992 01:48:16 GMT

Alfred Duncan <ad28+@andrew.cmu.edu> writes:
>For Raiden you only have to go down then up in orer to teleport. 
>Nobutton necessary.

yeah, but if you want to attack to, you better press a button as you do it!
:*)

also: Sub-Zero fatality : like a tiger-knee move with high punch
	(to be exact it's crouch up to forward flip)
      Kano fatality : like a yoga-flame with low punch
      Cage's nut's-grab : crouch + low punch + block

*--*
the Elf

(anyone been able to finish it on 1 start yet? (costs 2 credits here))

Xref: sparky rec.games.video.arcade:6944 sci.electronics:14413
From: sjohn@england.ece.cmu.edu (John Edward Sasinowski)
Newsgroups: rec.games.video.arcade,sci.electronics
Subject: Video circuit question/request
Date: 15 Aug 92 19:42:39 GMT
Article-I.D.: fs7.1992Aug15.194239.1042
Reply-To: sjohn@england.ece.cmu.edu (John Edward Sasinowski)
Organization: Electrical and Computer Engineering, Carnegie Mellon
Originator: sjohn@england.ece.cmu.edu


I have a circuit board that generates red, green, blue, horizontal sync, and
vertical sync.  I've figured out that the video is interlaced with the same
timing as composite video for televisions.  What I want to do is convert the
signals to something that I can see on my television (which takes composite
input).

I know how to get composite sync out of the H- & V-sync lines.  One of my
office mates has told me that if I can combine the green with the composite
sync I'll get a good black & white approximation of the video on my television.

Ideally, I'd like to find a cheap device that will take RGB and either
composite sync or the separate sync signals and produce a nice, composite
sync signal that will give me full color.  Barring that, some compromise that
will let me check out my board before getting a monitor with RGB inputs
would be nice.

Thanks.
	- John
Newsgroups: rec.games.video.arcade
From: elf@titan.ucc.umass.edu (MICHAEL J FEUELL)
Subject: Re: MK: How do you defeat Goro?
Organization: the Elves of Briton
Date: Wed, 19 Aug 1992 21:12:20 GMT

psarrisd@woods.ulowell.edu writes:
>Simple question...
>	
>	HOW IN THE WORLD DO YOU DEFEAT GORO??

use Sub-Zero!

just jump over him and freeze him as you land...
works every time.

btw, except for this one weakness, I think Goro is stronger then the
last guy. Despite the fact that the last guy can become Goro.

>(Also, does anyone know Sonya's death kiss????   Pleez??)

not yet...

*--*
the Elf


Newsgroups: rec.games.video.arcade
From: bcasper@eos.ncsu.edu (Brian Casper)
Subject: Another forgotten title
Originator: bcasper@c00477-224wi.eos.ncsu.edu
Reply-To: bcasper@eos.ncsu.edu
Organization: North Carolina State University
Date: Sat, 22 Aug 1992 01:13:28 GMT



A bunch of us were sitting around the other day reminiscing about old games
and I thought of one that I only remember seeing once in my life.  It was in 
a tent in NJ at the Agusta fairgrounds during the annual county fair back
around 1984 or so.  The few details that I remember were that it was a
flying ship over terrain (ala Defender) and you used a knob to point your
ships gun and I think a joystick to move.  You could fire bombs and there was
a large rectangular button which activated the "Doomsday Device" which would
then fire a phaser from your ship to every enemy on the screen and immediately
destroy them all (ala smartbomb)  I don't know who made it and I can't remember
the name to save my life...  It had speech and would tell you key things while
you were playing such as "Warning... Out of DOOMSday device!"

Anyone?
-- 
-- 
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
From: young@eniac.seas.upenn.edu (young "Deerslayer" shin)
Newsgroups: rec.games.video.arcade
Subject: Mortal Combat moves?
Date: 16 Aug 92 01:14:39 GMT
Distribution: na
Organization: University of Pennsylvania


has anyone yet compiled a comprehensive list of moves/strategies?

i can't read any of my old articles so if it has been posted, please
email me a copy.

thanks all

young
young@eniac.seas.upenn.edu
Newsgroups: rec.games.video.arcade
From: akiba@aa.cs.keio.ac.jp (Tomohiro Akiba)
Subject: Re: BUBBLE BOBBLE
Organization: Anzai Lab., Keio University, Yokohama, Japan
Date: Fri, 21 Aug 1992 12:00:58 GMT


 |     Well, I'm pissed off.  This (Bubble Bobble) is one of my
 |all-time favourite games, I've played it for 6-7 years, and only
 |last week did I find out about the secret move for getting
 |permanent rapid-fire and movement speed.
 |
 |     Are there any other tricks I should know about?

There are some tricks.  I cannot remember all of them, but ...

BJBJBJRP
LJLPLBLP
(B:bubble, J:Jump, L:Left, R:Right, P:1P)

are the 2 of them.  And these tricks are available in "RAINBOW
ISLAND".  

 |     And what on earth does it mean when the screen flashes and
 |there's a quick "de-doo-de-doo" at the beginning of a round?
 |I never figured that out.

After you get a bell as a special item,  if you can get a special item
like Thunder, Fire, Flood and so on, the screen flashes at the
beginning.

I wish you luck.
--
<')))><  Tommy Akiba  ^<'-'>^  Keio univ. ^<'o'>^  Japan  ><(((`>
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Space Ace help/moves
Organization: University of Maryland, College Park
Date: Sun, 16 Aug 1992 23:29:04 GMT

In article <1992Aug15.023438.25581@wam.umd.edu> vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
>>
>>	I have just recently found an arcade that has Space Ace (LD).  I
>    A lit-up face does indicate the need to energize.  Only his flashing
                   ^^^^^^^^^^^^^
Whoops!  That of course should read "does NOT indicate".  (If only I could 
type as fast as I think....  :-\  )

>wristwatch does.

  VGR

"Go away!  No visitors!  Back!  Just stop right there!  One more step and
you're finished, oo...!"   - Guardian of Eden, Dragon's Lair II: Time Warp

Newsgroups: rec.games.video.arcade
From: robert@landru.mtc.ti.com (Robert Treese)
Subject: StartGate
Organization: Manufacturing Technology Center, Texas Instruments, Dallas
Date: Tue, 18 Aug 1992 15:01:37 GMT


I am looking for a StarGate machine.  Anybody got any ideas where I might
find one?  

While I am at it I also want a early 80's pinball machine named Centaur. I
believe Bally put it out.

Robert
robert@dragon.mtc.ti.com
Newsgroups: rec.games.video.arcade
From: jamie@cs.sfu.ca (Jamie Andrews)
Subject: BUBBLE BOBBLE
Organization: CSS, Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 20 Aug 1992 22:02:06 GMT

     Well, I'm pissed off.  This (Bubble Bobble) is one of my
all-time favourite games, I've played it for 6-7 years, and only
last week did I find out about the secret move for getting
permanent rapid-fire and movement speed.

     Are there any other tricks I should know about?

     And what on earth does it mean when the screen flashes and
there's a quick "de-doo-de-doo" at the beginning of a round?
I never figured that out.

thx in adv
--Jamie.
Newsgroups: rec.games.video.arcade,sci.electronics
From: brianm@plod.cbme.unzw.oz.au (Brian Murray)
Subject: Re: Video circuit question/request
Organization: none
Date: Mon, 17 Aug 1992 05:25:31 GMT

In article <1992Aug15.194239.1042@fs7.ece.cmu.edu> sjohn@england.ece.cmu.edu (John Edward Sasinowski) writes:
>
>I have a circuit board that generates red, green, blue, horizontal sync, and
>vertical sync.  I've figured out that the video is interlaced with the same
>timing as composite video for televisions.  What I want to do is convert the
>signals to something that I can see on my television (which takes composite
>input).
>
>I know how to get composite sync out of the H- & V-sync lines.  One of my
>office mates has told me that if I can combine the green with the composite
>sync I'll get a good black & white approximation of the video on my television.

If you want a better b&w approximation you can combine the r,g,b signals
in the right proportions (30%, 59%, 11% respectively) with a resistor network.

>Ideally, I'd like to find a cheap device that will take RGB and either
>composite sync or the separate sync signals and produce a nice, composite
>sync signal that will give me full color. 

If you want color, you can use the Motorola MC1377 PAL/NTSC encoder which
works reasonably well. It just takes RGB and composite sync and spits out
a composite color signal. You only need a handful of other bits to get it going
(you can add delay lines/bandpass filters for better chrominance quality).
The parts cost me about A$15. However one thing to watch out for is the
horisontal line period. If it is not quite 64uS (for PAL, almost the same for
NTSC from memory) then a b&w monitor will cope with it, but the chroma delay
line in the TV will really screw up and you will be left with color blotches
all over the place. I tried the circuit with my Galaga which had approx.
60uS line period, however if yours measures up then all should be well.

>Thanks.
>	- John

------------------------------------------------------------ BM
brianm@cbme.unsw.edu.au

Newsgroups: rec.games.video.arcade
From: funky@nevada.edu (MATTHEW KAPHAN)
Subject: Re: Mortal Combat moves?
Organization: University of Nevada System Computing Services
Distribution: na
Date: Sun, 16 Aug 1992 01:34:56 GMT

In article <86279@netnews.upenn.edu> young@eniac.seas.upenn.edu (young "Deerslayer" shin) writes:
>
>has anyone yet compiled a comprehensive list of moves/strategies?
>
>i can't read any of my old articles so if it has been posted, please
>email me a copy.
>
>thanks all
>
>young
>young@eniac.seas.upenn.edu


  Email me a copy too.
Thanks
Newsgroups: rec.games.video.arcade