HDTenEightyP/NetNews huggingface dataset:
From: sands@apple.com (Michael Sands)
Subject: Re: Tristan players?
Date: Mon, 11 Jan 1993 23:06:30 GMT
Organization: Apple Computer, Inc
Followup-To: rec.games.pinball

Tristan has been on the Mac for over a year.  I went to the annual MacWorld
here in San Francisco this week and saw the follow on next game from the
company.  They have Eight Ball DeLuxe implemented.  It seemed extrememly
realistic and was true to all the rules I could provoke.

This would lead me to believe that they have a tool kit and developer
package available to start producing these like crazy.

I have been playing Tristan as often as I can get over to a friends house. 
I get frustrated with the dynamics fairly frequently.  It is not very real,
for those of use used to playing the real thing.  It would be nice to have
them put more time into the simulation part.  They do a great job on the
art.  But then, if you have 30+ real machines to play, why would you play
on a computer.  (Sorry, couldn't resist...)

Michael
From: holland@matt.ksu.ksu.edu (Rich Holland)
Newsgroups: rec.games.pinball
Subject: Play Techniques
Date: 11 Jan 1993 21:23:24 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

I've heard there's sort of an unofficial FAQ with descriptions of play 
techniques (like bang backs and death saves, etc)  Can someone post it for me?

Thanks!

-- 
Rich Holland              | INTERNET: holland@matt.ksu.ksu.edu
100 Jardine Terr., Apt A7 | BITNET  : holland@ksuvm
Manhattan, KS  66502-3357 | UUCP    : ...!rutgers!matt.ksu.ksu.edu!holland
char*p="char*p=%c%s%c;main(){printf(p,34,p,34);}";main(){printf(p,34,p,34);}
From: ung@felix.filenet.com
Newsgroups: rec.games.pinball
Subject: re: Longevity of games
Date: 5 Jan 1993 14:50:32 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

josh@cqs.washington.edu (Josh Hayes) writes:
>sbb@panix.com (Steve Baumgarten) writes:
>>I don't see that Data East games fail so much more frequently or
>>sooner than Williams games; anyone have any hard evidence to the
>>contrary?
>
>1) The reliability of DE versus Williams/Bally is about a tossup;
>probably Bally has the worst record but that's primarily because
>he had a Gilligan's Island in for a time and it was a real dog. The
>DE machines he's had (Star Trek, LWIII, Star Wars, most recently),
>although they FEEL ticky-tacky, tend to go on working just fine,
>although they DO get out of adjustment rather quickly.

An operator I spoke to indicated that while Williams games seemed to
hold up better over time, he hadn't had a single one that he could
remember come off the truck, brand-new, out of the box, and WORKING.
There was always something wrong with it that needed to be fixed
before putting it on-line.

>2) Williams pins are getting LESS reliable as they get more complex.
>Fish Tales has had significant downtime, and even TAF had some bad
>times not so long ago. He attributes it to the fact that there are
>just that many more things that can be broken.

HIGH SPEED 2:THE GETAWAY had many problems.  The upside-down shifter,
the weak plunger coil, and at least two games I've played had VERY
unreliable upper flippers.  Then there are all those problems with
the supercharger.

The FISH TALES near my house doesn't like power-cycling.  Shut it
off, then turn it back on and it comes up flashing "FACTORY SETTINGS
RESTORED", "BOOKEEPING TOTALS CLEARED", "FACTORY...", etc, etc, etc,
until oblivion.  It NEVER breaks out of the loop and allows you to
deposit a quarter to play.  I suspect something inside the coin box
allows you to exit the loop, but the operator didn't have the key.
Anyone know why the game did that?

I *DO* know that I've played at least three LW3 games, and I can't
remember any of them having any problems.  They all seemed to work
A-OK.  On the other hand, I don't play any other Data East games
and a lot of the Williams games I play are quite a bit older than
LW3, so failures are a little more likely.

>There's ONE data point....

Here's a second...

>  Josh Hayes, Quantitative Sciences HR-20 U of Washington
>  josh@mowgli.cqs.washington.edu             206 543-5004

Bill Ung
  ung@filenet.com
Newsgroups: rec.games.pinball
From: Russell_Owsianski@mindlink.bc.ca (Russell Owsianski)
Subject: Creature from the Black Lagoon
Organization: MIND LINK! - British Columbia, Canada
Date: Tue, 12 Jan 1993 07:06:49 GMT

Could anyone else who has played this machine tell me how may balls you're
supposed to get during multiball?  The only one around here gives only two
ball multiball, yet there's no '.' after the credits, and I know it was
serviced just yesterday.

So far this looks like a great pin, swoopy ramps, lotsa good shots, outlanes
not *too* bad...
Oh yeah, and the sound is AWSOMME!  Three or four (or more?) old tunes and
lots of memorable voices.

The playfield credits say it was designed by 'Doctor Flash' (who also did
Black Rose).  What else has this guy done?  I would guess Party Zone (the
swirly ramps are a dead giveaway).


--
---

        "I'll read some news, it'll help me to _RELAX!_"

                                        .rn

Newsgroups: rec.games.pinball
From: smiley@akasha.eng.hou.compaq.com (Colin Smiley)
Subject: Re: Tristan players?
Organization: Compaq Computer Corporation
Date: Wed, 6 Jan 1993 20:17:38 GMT


In article <ctribm3.32@caa.mrs.umn.edu> ctribm3@caa.mrs.umn.edu writes:
	   I recieved a copy of Tristan for christamas (A 1990 game? somewhere 
   around there.) And Think It's ok, as far as pinball goes.  I think that in 
   the push for a true "simulation" they enhanced the difficulty of the table, 
   overstressing the players' flaws.  For example, When I play on a real pin, I   don't bat the ball down the drain with my flipper a tenth of the times that 
   I do on Tristan.  (I forgot the technical name that was in the documentation   for it.)


The most common problem I have with the game is that you can trap the
ball so easily.  I get screwed up when I play real pinball after
playing Tristan because I always think the ball will stay when I
trap it.  Needless to say I have had some really embarrassing drains
recently...:-) 


Colin

--
-------------------------------------------------------------------------
Colin Smiley, Compaq Computer Corporation, Houston, Texas 77269-2000
e-mail: smiley@compaq.com                           Phone: (713) 378-8426
-------------------------------------------------------------------------
Disclaimer:  Any opinions expressed here do not reflect the opinions of
Compaq Computer Corp.  They make computers.  I make noise.
From: dka@chaos.aqeng.cdc.com (Dorian Adams x2675)
Newsgroups: rec.games.pinball
Subject: Problems with a Prince
Date: 6 Jan 93 15:26:52 GMT

I am working on a 1968 Williams EM called STUDENT PRINCE and I don't have 
the schematics. I am having problems with the ball count unit not incrementing
and the player unit not decrementing at the end of the ball.

I was wondering if anyone can fax me or send a copy of schematics for a four
player Williams from the 60's or 70's or better yet tell me what relays are
involved in activating the ball count unit step up unit and resetting the player
up unit. I know that the coin unit is involved and some of the other relays
that are involved but I don't have the complete picture.

The game seems to work fine in single player mode. 

Thanks in advance.
-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

	Dorian Adams			Control Data Systems
	dka@chaos.aqeng.cdc.com		4201 Lexington Ave. N.
	(612) 482-4774 work		Arden Hills, Mn 55126-6198
	(612) 482-4001 fax
	(612) 483-6510 home	"Feel the power of the wind " Whirlwind

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: nin15b0b@merrimack.edu (David E. Sheafer)
Newsgroups: rec.games.pinball
Subject: ball in cbw reallay an option
Date: 11 Jan 93 19:41:25 GMT
Organization: Merrimack College, No. Andover, MA, USA

In article <xj+35cd@rpi.edu>, sigma@degas.ipl.rpi.edu (Kevin Martin) writes:
> holland@matt.ksu.ksu.edu (Rich Holland) writes:
>>bowen@leland.Stanford.EDU (Bowen P Kerins) writes:
>>>	From what I saw, yup, the jackpots are all double, including the Super
>>>Jackpot.  Strange that one simple little shot is worth 2OO million points...
>>>though I suppose the same could be said about the 9 ball in Cue Ball Wizard.
>>Where's the 9ball in CBW?  Also, how do you make the 8 ball shoot up to the
>>targets?
> 
> The 9 Ball is the lowest drop target on the upper right side.  You make the
> 8 ball shoot up to the targets by knocking the cue ball into it.  Perhaps
> there's no cue ball installed on your machine?
> 
> Is that REALLY supposed to be an optional feature (the cue ball)?!  Seems
> to make about as much sense as the option of lowering the outlane rail on
> the right side of T2, or an option of, say, leaving out a flipper or two.

Leaving the Cue Ball out is really an option and the machine has a set of rules
should the cue ball be left out	

> 
> -- 
> Kevin Martin
> sigma@ipl.rpi.edu
> "I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
-- 
David E. Sheafer

internet:  nin15b0b@merrimack.edu   or  uucp:      samsung!hubdub!nin15b0b

GEnie:     D.SHEAFER             Cleveland Freenet:    ap345
Newsgroups: rec.games.pinball
From: etljeff@porky.ericsson.se (Jeff Hurst)
Subject: FLASH questions and Thankyous
Organization: Ericsson Cellular Division
Date: Tue, 5 Jan 1993 16:01:48 GMT

Hi!

I recently purchased a Williams Flash from 1979 (4 players, 
3 flippers, black and blue colour scheme with the theme of 
a thunder storm, for those of you who are interested). A big 
thankyou to everyone who mailed me with help when I was 
looking to buy the machine. It is very playable indeed.

All is well on it I guess, and it is in pretty good condition.

I have had a few problems with the lights seemingly illogically 
illuminating, one of the roll over wires got a little temperamental 
too, but seems to be OK now.

I have a few questions I would like answered, hopefully by some 
kind soul out there.

Are these common or known problems? Are there any other common 
or known problems I should know about and look out for?

What sort of maintainance should I be doing to it? Polishing 
the playfield etc?

Does anyone know what documentation is available for the machine?
An Owners Manual was mentioned by the vendor, but he has not 
delivered yet. I presume that schemantics are available as well. 
Does anyone know of anything else I could get hold of to go with 
my machine?

Either post replies to r.g.p or email me direct at:
etljeff@deep-thought.ericsson.se 

Thanks,
/Jeff.
Newsgroups: rec.games.pinball
From: lfs@mitre.org (Lyman F. Sheats Jr.)
Subject: Re: Dr Who WIZARD
Organization: The Mitre Corp., Bedford, MA.
Date: Fri, 8 Jan 1993 21:04:25 GMT

In article <1i9v8fINNhjf@jethro.Corp.Sun.COM> jrt@gap.Eng.Sun.COM (Joel Tornatore) writes:

	 I finally found a Dr. Who, but was unable to play it! (This was
	 a couple of weeks ago, just before Christmas). The guy playing
	 the machine was incredible! First of all, his first ball score was
	 9.4 Billion and took no less than 20 minutes. And he got at least
	 400 loops. He was playing a 4-player game, so there was no
	 chance of me seeing his final score.

	 His style of play was fantastic. He has a very calm wide stance,
	 standing close to the machine. He never shook it, but *slid* the
	 machine gently if the ball was not going where he wanted. There
	 were nice smooth marks on the carpet from his sliding the machine
	 back and forth. The machine did have a tilt (he tilted once). My
	 favorite aspect of his play was when the ball went down the right
	 drain lane: He would slide the machine to the right when the ball
	 was just above the lower tip of the flipper (as it rolled down
	 towards the outhole). The ball would essentially stay stationary,
	 and the left flipper would move underneath it. Flip-flip, and he
	 was playing again.

	 If anyone is around Keystone on El Camino in Mountain View/Sunnyvale,
	 check out the high score!

I've heard of this guy.  I'm pretty sure his name is Mark Conant.
Rick Stetta told me about his uncanny ability to get the ball back.
Rick has been unable to convince him to travel to compete in any
tournaments.  Unfortunate.

Your description pretty much has me very confused.  Perhaps you could
work on it a bit, especially the part that says "... the left flipper
would move underneath [the ball]."  I simply don't understand how that
is possible.

--
Lyman F. Sheats Jr.
The MITRE Corporation
202 Burlington Road, Bedford MA 01730
e-mail: lfs@mitre.org
From: u6066061@ucsvc.ucs.unimelb.edu.au
Newsgroups: rec.games.pinball
Subject: Re: Did Capt. B. Zarre have a moving mouth?y
Date: 6 Jan 93 10:45:19 +1100
Organization: The University of Melbourne

> 
> Party Zone was the feature game at Expo '91, and I seem to remember that his
> mouth also moved, not just his head.  I thought that it appeared that he
> "talked", like Rudy.
> 
> I've played two different PZ machines recently, and they had a turning head,
> but a fixed mouth.
> 
> Do I have a faulty memory, or did they change the Capt's mouth from the Expo to
> production?   Anybody remember?
> 
> --
> Joel Iott

Here in Oz the three Party Zone machines I have encountered all have movin'
mouth Captains.  

"Hey! keep your paws off me!"

check ya 

drew. 

(Botany, Melbourne University, Australia)
From: rennie@pembvax1.pembroke.edu
Newsgroups: rec.games.cyber
Subject: RE: hunting for games in the bay area
Date: 12 Jan 93 18:16:03 GMT
Organization: Pembroke State University

Here is an idea, how about running an online adventure in this news group?
I myself could run a Shadowrun game and I have experience in running a RPG
game in a message base when i used to run my own BBS.  Anybody interested?
From: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Newsgroups: rec.games.cyber
Subject: Re: CP 2020 rules for drugs, decks, and programs
Date: 13 Jan 93 03:06:51 GMT
Reply-To: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Organization: Raise A Great Old One Foundation


  Well, the rules are for the sake of the players.  They would like
discrepensies fixed and its not like I can let them fix them. 8)  They have
met the fatality rate and learned not to do stupid things, but in the process
they have become a little fearful that I might be outright TRYING to kill off
their characters.  They would like a little security in the rules, with the
problems fixed, and I am willing to give them that little bit.  They know that
I'll play by the same guidelines that they do(unless there is a good reason not
to).  You may also note that my previous article was mainly about designing or
creating new things.  This is something I'm willing to share the burden of.
But I would like for their designs to mesh with mine, which would hopefully
mesh with the rules designs.

  As for the question of the Militech symbol, I just want to find out what the
blasted thing is.  After staring at it too long it looked like a infantry
counter for a low-res computer game, but...
From: baldy@nas.nasa.gov (Robert R. Baldassano)
Newsgroups: rec.games.cyber
Subject: RE: hunting for games in the bay area
Date: 12 Jan 93 21:59:58 GMT
Organization: NAS Program, NASA Ames Research Center, Moffett Field, CA

I'm game if you want to get one started, but how do we set up the characters 
and roll dice ??????


P.S. I have limited (and I do mean limited) experience in Cyberpunk and 
associated genra's

how do I get more ???????






  		an enthusiastic fool
From: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Newsgroups: rec.games.cyber
Subject: CP 2020 rules for drugs, decks, and programs
Date: 11 Jan 93 21:38:58 GMT
Reply-To: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Organization: Raise A Great Old One Foundation


  Anyone out there ever notice that the sample drugs, cyberdecks and programs
don't fit the rules for creating them?  Well, a couple of drugs do, those with
durations of 1D6+1 turns(although cost and duration are both messed up in the
rules for creation), and some programs can possibly be tweaked to fit...
  What I want to know is, do you give explanations for these differences, or
do you just try to fix them.  I've made it so that modifying a store-bought
cyberdeck is very difficult, because they are SO cheap compared to building/
designing a new one.  With drugs I've been trying to fix the obvious problems,
like the creation table using the wrong die and the cost multiplier being wrong,
not to mention the wrong strength for some drugs.  As for programs...  I will
admit that I have MU for created programs go above 7MU.
  Does anyone out there have either legal corrections to these areas, or
logical corrections made on their own?  Also, has anyone thought about or
made overdose rules as these presently don't exist, but should...

PS: How was Alt supposed to created that massive program in that little bit of
time?  How was the program able to be bigger than 7MU(the max in the rules)?
How was the Arasaka main able to hold it(the rules say a system can have a
max of 7 CPU(with 28 MU) and 12 CPU(with 36 MU)?  Which brings to mind, which
is the correct max number of CPU?   Do watchdogs work on their own, or does the
CPU have to control them?  Why doesn't the Militech database presented have a
roof or a floor?  What the heck is the Militech symbol?  And lots of other
inconsistencies not even typed in which I would like answered...
From: SINISTER@ac.dal.ca (MICHEL R VAILLANCOURT; ACP)
Newsgroups: rec.games.cyber
Subject: Play-by-email RPG
Date: 13 Jan 93 03:25:26 GMT
Organization: VERITAS Software
From: sinister@ac.dal.ca
Newsgroups: rec.games.cyber
Subject: Play-by-email RPG
Date: 12 Jan 93 23:25:02 -0400
Organization: Dalhousie University, Halifax, Nova Scotia, Canada
News-Moderator: Approval required for posting to rec.games.cyber

In article <1993Jan12.141603.1@pembvax1.pembroke.edu>, rennie@pembvax1.pembroke.edu writes:
> Here is an idea, how about running an online adventure in this news group?
> I myself could run a Shadowrun game and I have experience in running a RPG
> game in a message base when i used to run my own BBS.  Anybody interested?

	That would be better done as a mailing-list type set-up.  Play by
email, effectively.  It would save on bandwidth, and not bother people who
are not interested in the events of the game.  That said, I am both interested
in playing you Shadowrun and willing to ref and intro-level CP2020 game by
mailing list.

	Regards,
		'Sinister
From: baldy@nas.nasa.gov (Robert R. Baldassano)
Newsgroups: rec.games.cyber
Subject: hunting for games in the bay area
Date: 11 Jan 93 19:28:03 GMT
Organization: NAS Program, NASA Ames Research Center, Moffett Field, CA

Hi, I'm new to the NET and would like to get some information from any one
listening...

Do you know of any Cyberpunk gaming groups in the bay area, preferably in south
San Jose, or maybe Santa Clara?

I got interested in Cyberpunk last year at Dundra con and have not been able to
find a regular game still.  

If you know any one with a good campaign write me at baldy.nas.nasa.gov


thanks,


		rob
From: jrb@csd4.csd.uwm.edu (Jenni Rebecca Behrendt)
Newsgroups: rec.games.empire
Subject: PC Empire needed for IBM (Help)
Date: 6 Jan 1993 01:59:21 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Distribution: world
NNTP-Posting-Host: 129.89.7.4
Originator: jrb@csd4.csd.uwm.edu

I need help finding a PC EMpire game that will work with an IBM clone.  If
you know of a place where I can obtain one, please send me the ftp site.

Please note, I am sending it to another system, so it must be uuencodeable
and uudecodeable.  Thanks

Newsgroups: rec.games.empire
From: mpearson@lynx.dac.northeastern.edu (Matthew Pearson)
Subject: NEW GAMES?
Organization: Northeastern University
Date: Sat, 9 Jan 1993 17:17:28 GMT

Are there any NEW games startin up? Preferably for new players or at
least not "I have every empire tool and a custom client with auto-defend
hook to my SPARC at my house where I have the Joint Chiefs of Staff
sitting in my living room discussiong strategy with me.." players?

I'd really like to get BACK into empire after a 3 year abscense.. but
want to take it wasy my first game and get back on top of the rules and
tactics...

Thanks..

Matt Pearson
Macross, Mospeada, New Republic, Evil Empire



Newsgroups: rec.games.empire
From: smg@beach.cis.ufl.edu (Scot M. Gardner)
Subject: UF Game is full
Organization: Univ. of Florida CIS Dept.
Date: Wed, 6 Jan 93 22:10:14 GMT

I posed previously about a game here at UF for beginners and
intermediate players.

I've had more than enough offers to fill the game, so please don't 
apply. 

My thanks to those who did reply and I'm sorry some of you had
to be turned away.

Scot
-- 
|Scot Gardner Inet: smg@cis.ufl.edu UUCP: ...!gatech!uflorida!smg             |
|"Warning, For external use only. If taken internaly severe gastric           |
| disturbance will result"                                                    |
From: jf@sm.luth.se (Johan Forsberg)
Newsgroups: rec.games.empire
Subject: LULEA EMPIRE GAME FULL
Keywords: empire, chainsaw, lulea, new game
Date: 6 Jan 93 18:59:12 GMT
Organization: University of Lulea, Sweden

The empire game in Lulea, Sweden that I announced a couple
of days ago is now full. (We can still accept a couple of local
players.) The first update will be on monday 11/1 and the
game should be up from sunday 10/1. More detailed information will
be sent directly to the players.

Players that do not break in time will be replaced if they don't
contact me beforehand.

People sending in applications will be put on a waiting list and will
be offered to replace countries that leave the game, or that do not break.

The following countries have been registered. All of them should
have received a mail acckowledging there registration. If You are on
this list but haven't got any mail from me, or if You have got mail
and are not on this list, please send me an email.

Abacaxi         Anthropos	Aquitaine	BorderZone	
Centaurus	Dolgopa		Eclipse		Finland		
FyreStorm	General_ProductsGloom		Gnash		
Gondar		Hades		Hyperborea	Kaitain		
Kesh_Con	Khazad'ur	Kratia		LSF		
Lorphos		Mantarr		Neverland	Outoland	
Phoenix		Rad_Zone	Rogue		Russia		
Salamis		Sardar		Spitzbergen	TOG		
Terminus	Tom_Servo	Uppland		Uruk		
Villa		Yamagata	ZOG		duckland	
esperantujo	funland

/Johan Forsberg
-- 
Johan Forsberg                    Robotics & Automation
jf@my19.sm.luth.se                University of Lule}
Phone: +46 (920) 72237            Sweden
Newsgroups: rec.games.empire
From: bahender@cayley.uwaterloo.ca (Bruce Henderson)
Subject: Question about Chainsaw 2 and Empire Options
Keywords: chainsaw, options
Organization: University of Waterloo
Date: Tue, 5 Jan 1993 15:55:50 GMT


I am not familiar with "Chainsaw 2" code.  Could someone, please,  tell me
what special features it possesses or tell me where I can find this info?


> In a previous article, jf@sm.luth.se writes:
> Options enabled in this game:
>         ALLYHARBOR, SHOWPLANE, DROPANY, REJECTS, BMAP, AUTONAV, SCUTTLE, 
>         CONVASAT, ABM, GRIND, PINPOINTMISSILE, SAIL, NUKEFAILDETONATE, 
>         SHIPNAMES, NONUKESUB, RANGEEDIT, MISSDEF, SHIPSAM, BIND, 
>         DEMANDUPDATE, UPDATESCHEDULING, MERC, TACARGO, NOGODS, EASY_BRIDGES, 
>         SUPER_BARS, BETTERARMOR, ALL_BLEED, DRNUKE, SLOW_WAR, GODNAMES, 
>         NEWSUBS, NOMOBCOST, REALM_IN_NAT, MULTIFIRE, SHIPTORP, TRADESHIPS, 
>         SWEEP_PLANES, MINE_PLANES, ASW_PLANES, HARBOR_POLICE, WING_LOAD, 
>         ALLYUPGRADE, ALLYHARBORWORK, RETREAT, STEALTHV, DAVYJONES, SEMILAND, 
>         FUEL, WIRE


What do the above mean?  How do they affect a game?  How do they work?

Thanks for any help you can give me.


Bruce Henderson (bahender@undergrad.math.uwaterloo.ca)