HDTenEightyP/NetNews huggingface dataset:
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: StunRunner Moves Requested
Organization: University of Maryland, College Park
Date: Mon, 16 Nov 1992 06:36:15 GMT

In article <1dsj2sINN5it@sequoia.ccsd.uts.EDU.AU> Matthew Hall <mjhall@socs.uts.edu.au> writes:
>
>I've been playing StunRunner for a long time now (like since it came out)
>and I've never been able to get past level 21 or so.  My high score is in the
>mid 900K (around 960,000 I think).
>
>I have found the 'teleport' feature that zaps me past a bunch of levels,
>are there more of these?

One on Level 9 and one on Level 12.  If you take the first, you can't take the
second.  Depending on the machine's settings, one of both of these may be 
missing.

>Any one know what I can do to get to the final levels???
>Is it just a case of playing with less mistakes?

Don't blame yourself.  Mayn STUN Runner machiens are set so that nothing you
do will get you past a certain point.  There was one STUN Runner I played 
that absolutely would not let you get past Level 20;  the time just wasn't
sufficient.  Of course, put in another quarter or two, and it's no problem. :-(

      | $000C35FA                  <>-----=------------------------=----=----<>
 VGR  | (1812 Overture)            | "The size of the brain is no measure of  |
      | I GIVE UP                  | its capacity."   - Mr. Jonathan Frisby   |
      | YOU MUST BE A  VIDEO WHIZ  <>-----=---------=------------------------<>
From: lau@sunset.ai.sri.com (Stephen Lau)
Newsgroups: rec.games.video.arcade
Subject: Old? was Re: Reminescing...
Date: 23 Nov 92 23:55:11 GMT
Distribution: rec
Organization: SRI International, Menlo Park, CA
In-reply-to: ar73+@andrew.cmu.edu's message of 20 Nov 92 20:07:34 GMT


**** misc deleted ****
>    Also, here's a name that extremely old, obscure arcade game question:
                              ^^^^^^^^^^^^^
>        This was in Houston, back in '83, but I'm sure the game was
                              ^^^^^^^^^^^
*** description of game deleted ***

>    I was pretty young at the time, so some of the details may be off,
>but those were the disticntive features that have stuck in my mind
>because they seemed so unusual. Anyone see of hear of this before?
>
>-A.R.

AAAACK! '83 is extremely old???!!! pretty young at '83????
Talk about depressing....<sigh>   =:)

Steve

-------------------------------------------------------------------------------
Stephen Lau                 lau@ai.sri.com|  Eat at Joe's Family Restaurant
SRI International                         |      $.99 Specials Daily
333 Ravenswood Ave., Menlo Park, CA. 94025|        (415) EAT-GOOD
(415) 859-2925              (415) 326-6200|  -Live Music and Gator Rasslin'-
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Newsgroups: rec.games.video.arcade
From: c60c-2gx@web-2g.berkeley.edu (Charles Chiu)
Subject: Experienced Mortal Kombat players....
Organization: University of California, Berkeley
Date: Mon, 16 Nov 1992 09:15:26 GMT


	Having spent a lot of time on this game, I've developed some
questions involving strategies.  The people here in the Underground are
awesome, and to stay in for > 3-4 rounds, you must be able to
beat any character with your chosen character.  I find it best to play
ALL The characters so you can select the best match-up.  Anyways, I have
a couple of questions involving specific matches (all assuming you have
the timing, throwing, and special moves pretty much mastered).

Raiden vs. Sonya -> If Raiden continually headbutts, it is VERY
difficult for Sonya to respond.  Her special jump punch misses Raiden,
an experienced Raiden will headbutt->teleport and throw Sonja
(because Sonya will be throwing an energy bolt after blocking the
headbutt).  How do you get out of this pattern (besides jumping all
around, an unreliable tactic on expert Raidens)?  Assume both players
are very good...

Subzero -> In general, can be a very cheap character.  How do you stop
the low-punch/slide tick (i.e. low punch over character until he
does ANYTHING, and then slide to knock him off his feet)?

Cage -> any good strategies AGAINST Cage?  A well played Cage is
formidable...

By the way, for beating the computer, try these combos:

(1) Sub-zero's Double-Kick, Slide, Sweep combo
(2) Cage's "trap in corner" punch to death combo
(3) Sonja's energy bolt/fly/uppercut combo
(4) Kano's ball (after almost anything)
(5) Scorpion's low-punch, spear -> ALWAYS WORKS
(6) Liu's Kang's fireball/kick -> ALWAYS WORKS

	If you need more specifics, e-mail me.  I would be interested
in answers to my questions from your experts out there.  Thanks!
			--Charles
			  CHIU@OCF.BERKELEY.EDU
Newsgroups: rec.games.video.arcade
From: flee@cs.psu.edu (Felix Lee)
Subject: SPACE LORDS / Atari Games, 1992
Date: Thu, 19 Nov 1992 05:19:00 GMT

Some random notes.

The radar is a projection of a sphere onto a circle.  The rectangle in
the center is what's in your viewport.  The outer edge of the radar is
what's *directly behind* you.  This is probably the most important
thing that beginning players don't know.

The rear view is a 180 flip around your z-axis, so switching the view
conserves your absolute up and down, but reverses every other
direction.  This flips your view, but not your thrusters.

This means that, after you switch views:
a. If you want to keep moving in the same arc in absolute space, you
   have to shift the joystick from left to right.
b. If you want to keep moving in the same arc in viewport space, you
   have to shift the lever from forward to back.

No matter what your orientation, asteroids are always lit from above.
Despite the irrationality (where's the light source in the closed
universe?), this probably aids your perception of the asteroids.  The
human visual system tends to interpret things so that light comes from
above.  So a plain shaded circle that looks convex will look concave
when turned upside down.

Power pods are also always right side up.  This is probably so you can
always read the letters.

N and E pods are common.  H pods are rarer.  L pods are very rare.

? pods can be: 4 energies, 6 nukes, 3 hypers, 30 kills.

You can carry at least 10 nukes, even though the display only shows 8.

You can steer while warping, though I'm not sure how useful this is.

"Kills" isn't real kills, since you get bonus kills in various ways.

"Rating" looks like it's kills weighted by how many ships you've used.
It goes something like: on your first life, 1 kill = 1 rating.  When
you start a new ship, you lose 25% of your rating.  On your second
life, 1 kill = .75 rating.  And so on.  So the formula looks like
	kills * (.75 ** (ships - 1))

In demo mode, pulling the lever will cycle you through all the enemy
descriptions.

The default ship is pretty balanced.  There doesn't seem to be a
"right" way of improving your ship.  Shield affects how much damage
enemy shots do.  Laser is how much damage your shots do.
Maneuverability is how fast the joystick will rotate your ship.  Speed
is how fast the lever will move your ship.

One customization that's pretty reasonable: reduce your initial nukes
and/or hypers to gain overall ship power.  If you can survive fairly
well on straight shooting, nukes and hypers don't make much difference
at the beginning, when you're at full power.  Since you can collect
nukes and hypers while playing, non-consumable ship powers are
probably more important.

Learning to drive the thing is a little complicated.  I can't seem to
visualize things right, probably because I don't have a mental model
of what you can't see in the viewport.  It looks like the viewport is
supposed to be close to exact size, so you have a very narrow view out
your ship.

I think it's the reverse view that confuses me.  If you actually had
to turn around to see behind you, then I'd probably figure things out
more quickly.
--
From: seth@inferno.uoregon.edu (Seth Scott)
Newsgroups: rec.games.video.arcade
Subject: Reminescing...
Date: 18 Nov 1992 05:47:53 GMT
Organization: University of Oregon Network Services
NNTP-Posting-Host: inferno.uoregon.edu
Summary: games I remember, my favorites
X-Newsreader: Tin 1.1 PL5

Here are some of the games that I remember, and enjoyed-- let's see if anyone
knows about them:

Mappy-- Used to love the banjo music in the background of this one...
Lunar lander-- Just the primal frustration of trying to get the **** thing to
	land _gently_...  

Yie Ar Kung Fu (spelling?)-- This was a great game when I was in middle school...  I used to be able to get past all the characters once, and then to 
Tonfun (second-to-last) the second time around, then Tonfun would kick my
butt...  Fighting 'Blues' and 'Chain' were the best, IMHO

Gladiator-- Used to win this one my freshman year in high school.  As I look
   back, it was rather cheesy, but the War God at the end was _such_ an 
   intense fight, wasn't it?

Tapper-- Sheer stress :)

Rastan-- Anyone besides me in the whole world who could beat this?  I never
   saw anyone else who could ...

Scramble Spirits-- Has anyone in the world besides me and rtaylor@cie.uoregon.
edu ever _heard_ of this one?

Dynamite Duke-- This one had a cool atmosphere, and weird, if mildly cheesy
art.

(reaching -really- far back)

Names for you trivia buffs to mull over:
	'Pooyan'
	'Crazy Climber'
	'Venture' (anyone get far in this?)
	'Armored Attack'
	'Eliminator'
	'Space Panic'
	'Satan's Hollow'


			(bear in mind that I'm just 21, and these are distant
				memories, to me...)
From: Zio zZz <zio@Garg.Campbell.CA.US>
Newsgroups: rec.games.video.arcade
Subject: Re: Catridge pin-out isn't only hard thing to get from Sega
Date: Tue, 17 Nov 92 01:03:16 PST
Distribution: us
Organization: The Land of Garg

mahalkdp@cnsvax.uwec.edu writes:

> I run into similar problems with Sega's store display stuff..
> 
> I'd like to buy their game switching box (used in the store to allow choosing
> to play several different games by pressing a button on the display case)
> because I only have about four games for it right now... I'd save wear and te
> on the connectors if I could just plug the catridges into the game switcher a
> leave 'em in.. 
> 
> I called Sega, but "that is a promotional item, and we don't sell our store
> display equipment" Argh. Anyone who works with a department store wanna get m
> one? I'll reimburse you the shipping.. :)
> 
> I can see rigging the switchers up in tandems.. heh plug a switcher into the
> Genesis, then plug six other switchers into the previous switcher. Then
> classify each type of game to each switcher unit.. one for sports, another fo
> RPG, strategy, simulation, etc..  
> 
> I believe the old TI 99/4A and the C= 64 had game switchers too..

So did the Atari 2600.  A 10 game switcher in fact.  In an Atari Age mag, 
it was selling for almost $50.  Yikes!  Even then, that was serious 
money for such a small feature, forget about current popularity and 
all...
 

-- 
zio@Garg.Campbell.CA.US (Zio zZz)
The Land of Garg BBS -- +1 408 378-5108
From: gt7803b@prism.gatech.EDU (Shrike)
Newsgroups: rec.games.video.arcade
Subject: MK reptile and blocking
Date: 18 Nov 92 00:42:23 GMT
Organization: Georgia Institute of Technology

To block reliably, let off the button and press it again to block leg throws,
freezes, etc. in recent versions. The block is only good for one attack.
--
I was told by a maintenance guy here that you only get the reptile by double
flawless fatality over the pit AT THE HIGHEST DIFFICULTY(5).
-- 
Life sux. You can't change that fact, so the next best thing is to figure out
why exactly YOUR life sux. Once you've done that, it's all down-hill. Oh, well.
From: shimkevi@buchmf.bu.edu (Sergey Shimkevich)
Newsgroups: rec.games.video.arcade
Subject: Re: DT: 4th Round picks
Date: 23 Nov 92 23:18:39 GMT
Distribution: rec.games.video.arcade
Organization: Boston University Chemistry Department

In article <1992Nov23.125223.636@whscdp.whs.edu> stdnt171@whscdp.whs.edu
writes: 
>I didn't even try to mail this this time.
 
>> MATCH 1: SHANG TSUNG (MK) vs JANNE (WH)

>Winner) SHANG TSUNG

>(She may have been able to beat Sub-Zero and Goro individually, but she can't
>take on the entire MK cast in one fight.)

On the contrary, this is extremely easy. All she has to do is to crouch to
avoid fireballs. When ST (in any form) tries to come close, do a Mega Slice.
There is no way any MK character can get in or do anything.


>> MATCH 2: GUILE (SF2) vs CHUN LI (SF2)

>Winner) Chun Li

Depends on the machine and on the skill of the players.

On a SF2 Classic - no chance, Guile is too powerful.

//////////////////////////////////////////////////////////////////////////////
// Ryan: What is it to you, demon?       //// Sergei Shimkevich             //
// Lune: It is Sir, Demon to you, worm!  //// shimkevi@buchmf.bu.edu        //
// -Phantasy Star III                    //// shimkevich@A1.tch.harvard.edu //
From: Zio zZz <zio@Garg.Campbell.CA.US>
Newsgroups: rec.games.video.arcade
Subject: Re: Pengo
Date: Tue, 17 Nov 92 23:31:48 PST
Distribution: us
Organization: The Land of Garg

jecoleb@eos.ncsu.edu (have clue, will travel) writes:

> Okay, all together now... ;)
> 
> Pengo featured you (the penguin) in a field of ice blocks, three of which
> were white with diamond-shapes on 'em.  You could push blocks and make them
> skid across the floor, but you couldn't pull a block towards you, so once a 
> block was against the wall, you couldn't get it off of there.
> 
> Kicking an ice block when it was braced against another block demolished it,
> unless it was a diamond block; they were indestructible.
> 
> Lining up the three diamond blocks in a straight line earned you 10,000 point
> or merely 5,000 if one or more of them was up against a border wall.
> 
> Complicating this were the Sno-Bees, cute little amorphous blobs that chased
> you around while you shuffled blocks.  One could kill them by sliding a block
> over them, by kicking the side wall (which stunned Sno-Bees that were touchin
> the wall) and trampling them, or by breaking the blocks which contained Sno-B
> eggs (which lit up briefly at the beginning of each wave).
> 
> Every so often, a cute intermission would appear where the Sno-Bees would 
> come out and dance frenetically in your honor.
> 
> Cute music -- cute graphics -- cute theme -- cute game.  Rather popular with
> the ladies, as it required quick thinking and logic as well as reflex skills.

Another fine game that I can't wait for a conversion of (or even a 
clone would do).  Last I saw, an Atari 7800 release was IT.  It can't be 
too hard to get it on another system.  If they could get it on one of the 
new CD systems, they could REALLY get some sales by taking advantage of 
the sound capability!

Ya can't help but notice...the games that come out now just come and go 
like tourists...but the classics take up permanent residence...even if 
they perfect 3d VR games, with 60fps and 16M colors, MegaAV equipment, 
etc...I still will probably end up going right back to the games that 
started it all.
 

-- 
zio@Garg.Campbell.CA.US (Zio zZz)
The Land of Garg BBS -- +1 408 378-5108
Xref: sparky rec.games.video.arcade:9204 alt.games.sf2:4839
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: Re: Balrog vs. Blanka
Date: 23 Nov 92 18:41:19 GMT
Organization: Indiana University

In <By670y.A0z@news.cso.uiuc.edu> mlm@mrcnext.cso.uiuc.edu (Michael McCool) writes:

>Brian Odom (bodom@silver.ucs.indiana.edu) wrote:
>: 
>: I'm starting to get good at Balrog and I like him even though I think he
>: still sucks.  But, he dominates Blanka.  Honda, on the other hand, is a 
>: pretty tough match for me.
>: -- 
>: Brian T Odom
>: 
>: "We are all manufacturers -- some make good, others make trouble, and still
>: others make excuses."

>Honda is excellent vs. Balrog.  Granted, I've never really played too many
>Balrog masters (a rare bird), but I do know that I always beat with double
>perfects in that battle.  I also know of a friend who all he had to do vs.
>a Balrog player was play lawnmower with the 1000 hand slap.  Cries of cheap
>notwithstanding, it was mighty effective.

I know how "excellent" Honda is against Balrog, but how do you stop it?  
Honda rushes at you with his 1000 hands.  OK, I must jump over them or block
forever.  So I jump.  Then the bastard backs up with his hands to make sure
I land in them and the cycle repeats.   ARGH!!!!  What can a Balrog do?
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Mon, 16 Nov 1992 14:56:58 -0500 
From: "Curtis B. Jackson" <cj24+@andrew.cmu.edu>
Subject: Re:philosophy of SFII, PCs, SF/II and Bison
	<1992Nov13.222601.17623@nsisrv.gsfc.nasa.gov>

1.chessy moves? real Fighting?  try saying that to a guy who is pointing
a gun in your fase when you are about to fight....I doubt you say no
cheesy moves, how about real fighting.....or how's about you take on
Liu-Kang, in the flesh????? I bet you'd run for a weapon real quick!!!!
People who use bison, (used to be me) get less enjoyment outta the
game.....and get bored....I converted my friend(avid bison user) to Ken
and Sagat.....two of the toughest character to use.......now he says its
like playing a whole new game! as a old Dhalsim friend of mine said"it's
his move....Capcom wouldn't have given it to you if he didn't want it
that way" the problem is you tend to use the same tactic when you fight
bison...you fear bison....you need to conquer that fear.........I did
when I used Ken....my best character...I will beat any Bison user with
him, w/o fireballs!
as good ol ryu say"YOU MUST DEFEAT SHENG LONG TO STAND A CHANCE!"
obviosly you must defeat"BISON CHARGEtm to stand a chance!
sorry bub!

2. hey....read my post about the best and worst dancers......entitled
CHARACTER not fighting but social.......Raiden has a stick up his
ass......that is just tooo bad....clumsy folks will fall really quick!!!!
think about how quickly guile(who i call clumsy) falls.......

3. a cheap move that everyone agrees on is Brocken's six hit die
technique!!!  that is what you need to put n there!
 or dhalsims formally invincibily with the "Indian Barbeque" which was
the fireball kick technique.......this is when my friend made the saying
about dhalsim!

4.and as my old bison friend once said....you must know when to attack,
how to attack and when not to attack........and when to cheat!
Newsgroups: rec.games.video.arcade
From: chil@fraser.sfu.ca (Keith Lim)
Subject: "of"s at the beginning of lines. was Re: How to Encounter Reptile
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Tue, 17 Nov 1992 09:46:28 GMT

jmk9313@hertz.njit.edu (Jason Kaminski) writes:

>Mark Phaedrus writes:

>>     As a programmer, the "error handler" explanation doesn't make a whole lot
>>of sense.  I can't picture what sort of error would leave the game incapable
>>of proceeding with the normal play sequence, but which would leave it capable
>>of handling the special reptile fight sequence, which (from what I've heard
>>of others describing it; I've never seen it myself) includes all the features
>>of the regular fight scenes, plus the special reptile character, at least a

>   I'm impressed!  I don't think I could ever consciously start five lines in a
>row with the word "of".  I don't even feel worthy of posting anymore.  Kudos to
>Mark Phaedrus.  Anyone care to go for six?

Of course, making a word repeat in the above fashion does not require a lot
of hard work. All that is needed is first, reasonable competence in the use
of the language--here, English; and second, the willingness (to say nothing
of a trait of sheer bloodymindedness) to devote a little time, thought, and
of course, patience to the task at hand. This make take some time; thoughts
of giving up may enter your mind more than once, but persevere!--the effort
of creation is more than amply rewarded by the beauty and simple perfection 
of the finished product. Further refinements are possible (e.g., the length
of each line can be made constant so that you actually have a solid "block"
of text. It really isn't as hard as it appears; so why not try it yourself? 

Of course, I musn't forget the ObVideoArcadeGame: I like Mortal Kombat too.

-- 
 Keith_Lim@sfu.ca   Simon Fraser University, Burnaby B.C., V5A 1S6, Canada
 ** Hon Cog Sci ** Min Psyc ** Senate ** URC ** FARSIDE ** LEAD ** CCCS **
No, my opinions do *NOT* reflect those of SFU or of any of the above bodies.

"Originally, as a kid, I always thought Dracula was the scariest of
 all monsters. I was more scared of Dracula than of Frankenstein
 --mainly because kids were comforted by the thought that they could
 probably outrun Frankenstein."                      --Francis Ford Coppola
Newsgroups: rec.games.video.arcade
From: flee@cs.psu.edu (Felix Lee)
Subject: Re: Sega's Virtua Racing
Date: Thu, 19 Nov 1992 04:45:20 GMT

Virtua Racing has a number of nice small touches.

The map of the race course in the upper right rotates, so your car is
always heading up in the map.  You don't need to do mental rotation to
figure out which way the next curve goes.

There's a gear shift on the steering wheel, but if you never use it,
the car does automatic transmission.

The game costs US$.50 to play here in State College, PA.
--
From: lau@sunset.ai.sri.com (Stephen Lau)
Newsgroups: rec.games.video.arcade
Subject: Re: Reminescing...
Date: 23 Nov 92 23:45:40 GMT
	<1992Nov19.213759.2725@ncsu.edu>
Distribution: usa
Organization: SRI International, Menlo Park, CA
In-reply-to: jecoleb@eos.ncsu.edu's message of 19 Nov 92 21:37:59 GMT


Since we're on the theme of old games...

Anyone ever play "Mad Planets"? Where these planets and their moons
coming spinning out of nowhere and attack you? VERY strange game.

Also, we all can't forget "Journey" with it's lovely theme music.

And what about "Omega Race"?

How about that Atari game where you had to capture atoms? What was
that called? You could sign your name with the track ball.

What about that VERY early game where this ship comes down and picks up
your people and carries them away. After the end of the round this REAL
cheesy voice would say "Thank you!" for every man you would save.

Anyone remember "Mouse Trap?"

And of course, "Dig Dug" had some of the best music for it's time.
That deflating sound was great.

Steve

-------------------------------------------------------------------------------
Stephen Lau                 lau@ai.sri.com|  Eat at Joe's Family Restaurant
SRI International                         |      $.99 Specials Daily
333 Ravenswood Ave., Menlo Park, CA. 94025|        (415) EAT-GOOD
(415) 859-2925              (415) 326-6200|  -Live Music and Gator Rasslin'-
-------------------------------------------------------------------------------


Newsgroups: rec.games.video.arcade
From: malak@grebyn.com (Michael Malak)
Subject: Re: 720 - Worth Buying?
Organization: Grebyn Timesharing
Date: Sun, 22 Nov 1992 16:43:49 GMT

In article <wf3FYhG00WB7BJiYsw@andrew.cmu.edu> Andrew Lewis Tepper <at15+@andrew.cmu.edu> writes:
>A local arcade is selling a 720 game (remember, the game that says
>"Skate or Die") for $800. It looks to be in perfect shape. I have a few
>questions: Is it worth the price? Will this game get boring quickly? How
>many levels are there?

The going price for 720 Degrees is $250 - $450.

Newsgroups: rec.games.video.arcade
From: medwards@qualcom.qualcomm.com (Matt Edwards)
Subject: Re: Arcade games for sale in Chicago ($200 and up)
Keywords: starting at $200
Organization: Qualcomm, Inc., San Diego, CA
Distribution: na
Date: Wed, 18 Nov 1992 22:44:57 GMT


Just wondering...
Does anyone have a Thayer's Quest machine?  Or the Laserdisk?
I'd love to have a vcr tape of that one.  Was the sequel ever made
or not?