HDTenEightyP/NetNews huggingface dataset:
From: pyron@skndiv.dseg.ti.com (Dillon Pyron)
Subject: Re: How to return games to active service...
Reply-To: pyron@skndiv.dseg.ti.com
Organization: TI/DSEG VAX Support
Date: Mon, 14 Dec 1992 21:29:11 GMT


In article <1992Dec14.154739.29769@bnr.ca>, Gregg Woodcock <woodcock@bnr.ca> writes:
  [deleted]
>($60).  This is ridiculous; no wonder arcades are dropping like S&L's!
>I have no info on how often you pay these fees (forgot to ask) but I
>assume the last 2 are annual fees.  I don't even think any of my games
>could pull $100 each in profit in a year!!!  What is the situation
>like for other states?  I had dreams about becoming a vending company
>a little bit at a time in my spare time but this completely dashes
>them!  Is there a better way to do it?

If you can't make $100+ (more like $150)/yr from your games, you are in
trouble.  How much did you expect to pay for a home for them?  For insurance?
For etc, ad nauseum?  Better to be crushed now, than after you've really
invested some bucks.
>
>Also, what is the arrangement of the vender and the proprietor who has
>the game on his property.  The few people I have asked have said they
>go 50/50 for videogames (which seems fair; the vendor pays for the
>wear-and-tear and the proprietor pays for the electricity and
>survailence).  Is that the case most places?

Did you buy it?  If you own the machine, the vendor has no further rights to
income, unless you agreed to them, in writing.  If you rent them, check the
rental agreement.  Most rentals for any revenue generating equipment are of the
fee+% type.
>
>Gregg "still a working stiff" Woodcock
>-- 
>THANX...Gregg   woodcock@bnr.ca   day 214.684.7380   night 214.530.2495
>*CLASSIC VIDEOGAME COLLECTOR BUY/SELL/TRADE PRE-NINTENDO (ARCADE/HOME)*
>"If you quote me on this I'll have to deny it; I won't remember because
>my memory is so terrible.  Not only that, but I have a bad memory." -Me
>
Of course, you don't have to pay the fees if you stay low key.  I'll even drive
up to McKinney (county jail) to visit.  Would you like me to bring a game, say
Breakout???  :-)
--
Dillon Pyron                      | The opinions expressed are those of the
TI/DSEG Lewisville VAX Support    | sender unless otherwise stated.
(214)462-3556 (when I'm here)     |
(214)492-4656 (when I'm home)     |"Pacts with the devil are not legally
pyron@skndiv.dseg.ti.com          |binding!"
PADI DM-54909                     |-Friar Tuck   _Robin Hood:The Hooded Man_

Newsgroups: alt.games.video.classic
From: stormoen@plains.NoDak.edu (Michael D. Stormoen)
Subject: Re: Arcade game with nasty fliying face.
Date: Sat, 12 Dec 1992 11:00:41 GMT
Organization: North Dakota Higher Education Computing Network


What company produced Sinistar?

And that joystick sounds revolutionary.

-M.Stormoen
 stormoen@plains.nodak.edu
From: ajb8886@ritvax.isc.rit.edu
Newsgroups: alt.games.video.classic
Subject: Re: Joust Clones (was re: goust)
Date: 14 Dec 92 23:26:42 GMT
Reply-To: ajb8886@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology

In article <dinadan.724098832@mcshh.hanse.de>, dinadan@mcshh.Hanse.DE (Detlef Johannsen) writes:
>rcbaaw@rwb.urc.tue.nl (Angelo Wentzler) writes:
>
>> tmcfarla@fraser.sfu.ca (Tara McFarlane) writes:
>> 
>> 
>> >S
>> >S
>> >goust was the ultimate video game. are there any other goust fans out there?
>> 
>> >goust was the ultimate vidoe/
>> 
>> Well, if you're a real fan of this beautiful, splendid, magnificent etc.
>> game by (who else) Atari, you should call it by it's name:
>> 
>> Joust.
>> 
>> Not goust. Joust. Joust. Joust. Joust. (Well, that should do the trick :-)
>> 
>> Does anybody know of recent versions (like ST, Amiga, PC, X, whatever)
>> because I really miss my old Atari 800XL version since I upgraded to an ST.
>> 
>> Angelo Wentzler
>
>You are lucky:I saw a really original-looking version some years ago at
>the ST of a friend. I think, it was from Atari itself. I can't say
>something about the playability.
>
>-Dinadan
>

Actually, the original arcade Joust was from Williams.  The same people who
brought you Defender, Stargate, Robotron 2084, and Mappy.

Alex
From: squigg@gssec.bt.co.uk (Stephen Quigg)
Newsgroups: alt.games.video.classic
Subject: Re: Remember...
Date: 16 Dec 92 15:47:10 GMT
Organization: BT Glasgow Systems and Software Engineering Centre, Scotland.


-- 

In article <1992Dec16.145322@axion.bt.co.uk>, pcellik@axion.bt.co.uk (Peter SPHINX Cellik) writes:
|> 
|> } I, too, remember that sub game, but I wouldn't call it 3D.
|> } You shot torpedoes from the bottom of the screen up to hit
|> } different kinds of boats.
|> 
|> YEA!  Do you remember that it was just a white screen.  Ah
|> the name just came to me, was it not "Sea Wolf"?  Anyway,
|> there would be different colour plastic on the screen that
|> would give the illusion of colour.  Remember the noise when
|> the little patrol boats zipped by.
|> 
|> Way back...
|>       SPHINX
|> 
|> 
|> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|> =-= ?include "DISCLAIM.H--"                           =-=
|> =-=                                                   =-=   
|> =-= Show me a girl who is a virgin and has smoked for =-=
|> =-= 3 years, and I will show you a fish that smokes.  =-=
|> =-=                                                   =-=
|> =-= Never carry a weapon that can be used effectively =-=
|> =-= against yourself.                                 =-=
|> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I just got a PD version of this for the Amiga if anyone wants it !!!
Pity it doesn't have the great sonar sounds of the original :)

Stephen Quigg
squigg@gssec.bt.co.uk 
British Telecom , GSSEC , Glasgow
(Nothing in any of my mail represents my Employer in any way)
Xref: sparky alt.games.video.classic:908 rec.games.video:25153 rec.games.video.arcade:9733
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: alt.games.video.classic,rec.games.video,rec.games.video.arcade
Subject: Re: "Pac-Man Fever" (was Re: Great Arcade Classics)
Date: 16 Dec 1992 18:47:22 -0800
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

Yeah, mea culpa. "Froggy's Lament" was the name of the second tune on the
album. I remember the games more than I remember the actual titles...

                                                --R.J.,
                                                who is able to copy
                                                tunes from his Lynx to the
                                                tape. Problem is, his tape
                                                machine only records on ONE
                                                track (one-side stereo)...
                                                B-)

//////////////////////////////////////|\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   Send whatevers to rjung@usc.edu    |      If it has pixels, I'm for it.
--------------------------------------+------------------------------Lynx up!
"You weren't chosen because you are the best pilot in the Air Force. You were
    chosen because you are the class clown and frankly, you're expendable."
From: tillis@icpsr.umich.edu (Eddie Tillis)
Newsgroups: alt.games.video.classic
Subject: Re: RCA Studio II, IPF, Channel F, TRS-80
Date: 17 Dec 1992 16:36:43 GMT
Organization: Inter-University Consortium for Political and Social Research
NNTP-Posting-Host: tdis.icpsr.umich.edu

In article <1992Dec9.233947.26156@netcom.com> garyd@netcom.com (Gary Dietz) writes:
>
>
>Other memories: Baseball on the Odyssey II.  I freaked out when I saw
>it.  The cable system having downloadable 'cartridges' for the
>Intellivision. Pong (coin-op) for the first time in a bowling alley at
There was even a DIALUP service for Atari 2600 users with a pay-for-play 
system using a special modem plugged into the cart port.

>What was the name of that handheld LCD cartridge game that came with a 
>'breakout'-like game?
It was Milton Bradley's MICROVISION. Cool game. Anybody have one collecting 
dust that they might want to get rid of (he asks without a snowball's chance:)?

ET
-- 
--------------------------------------------------------------------------------
"What wouldya do for a Klondike Bar?"
--------------------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: 'Transformer' Robot Arcade Game (Name Unknown)
Keywords: Arcade, circa '83
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Tue, 15 Dec 1992 00:36:30 GMT


swarren@convex.com (Steve Warren) writes:
[desc deleted]
Aeroboto, perhaps?


--
     jecoleb@eos.ncsu.edu    \\---//  have clue, will travel.
       ---------------------------------------------------
     It's time to see the world / It's time to kiss the girl
              It's time to cross the wild meridian
  Grab your bag and take a chance / Time to learn a Cajun dance
             Kid, you're gonna see the morning sun...
From: portuesi@tweezers.esd.sgi.com (Michael Portuesi)
Newsgroups: alt.games.video.classic
Subject: Re: Miner 2049'er
Date: 18 Dec 92 21:48:18 GMT
Organization: Silicon Graphics, Inc.  Mountain View, CA


In article <wookie.2tme@terapin.com>, wookie@terapin.com writes:
> On Miner 2049 for the Atari 800 version,  I have a cheat verson theat
> had a menu that would alow you to go to any of the ten levels!  Was great!
> since I couldn't get past the third level either.

Actually, there's a level select in every edition of
the Atari 8-bit edition.  Just type the telephone number
of the software company (it's in the title screen), then
Shift+<level>, where <level> is the number of the level
you want to go to.  At least, that's how I remember it...

m.

--
Michael Portuesi   Silicon Graphics, Inc.   portuesi@sgi.com
Newsgroups: alt.games.video.classic
From: foregone@stein.u.washington.edu (Carl Chavez)
Subject: Re: Confessions
Organization: University of Washington, Seattle
Date: Thu, 17 Dec 1992 05:10:15 GMT

In article <REGLI.92Dec16152633@gimble.gimble.cs.umd.edu> regli@gimble.gimble.cs.umd.edu (William C. Regli) writes:
>
>
>Thankfully, that 11 year old has since found a life :-)
>
>Any other stories or confessions of former (or current) video game
>junkies?
>

This is a very disgusting story...you had better 'j'unk this if you don't
like grossness...





















I was once playing Mario. Bros at a Chuck E. Cheese, and I was at level
27 when I committed suicide. Why? I had earlier drunk 64 oz. of lemonade,
and I had slowly been leaking out of my dick since level 16; but I couldn't
leave because I had never had a crowd around me going "WOW, HE'S GOOD!"
before...big ego trip for a 9-year-old...anyway, I couldn't hold it anymore
and I was sure somebody would either notice the small puddle next to the
machine or the smell sooner or later.


If anyone has a confession more embarrassing, I'm sure we'd all love to
hear it!
From: clf3678@ultb.isc.rit.edu (C.L. Freemesser)
Newsgroups: alt.games.video.classic
Subject: Re: Number of Cartridges
Keywords: atari
Date: 12 Dec 92 23:05:18 GMT
Organization: Rochester Institute of Technology
Originator: clf3678@ultb

In article <11DEC199218204436@loyola.edu> mglicksman@loyola.edu (Michael `SLAM' Glicksman) writes:
>	Does anyone know how many cartridges were released for the Atari 2600
>by all the companies? Must have been hundreds. Anyone know if the NES has
>reached that many yet? 

A dude by the name of Russ Perry Jr. has a list of all 2600 cartridges
ever produced.  It's as definitive as any list can get!  I sat down one
night and counted up the carts on his list, and came up with about 700.

Unfortunately, Russ no longer has his Net account, and I don't think I
have an electronic version of his list anymore.  I'll have to double
check on that.  If I do find it, I'll be sure to post it!

 _______________________________________________________________________
 || Chris Freemesser, RIT Comp.Eng.Tech.     I'd rather have a bottle ||
 || "A professional college student" :^)     In front of me.....      ||
 || Usenet: clf3678@ultb.rit.edu             .....than have a frontal ||
 || GEnie: C.FREEMESSER                         L O B O T O M Y ! ! ! ||
 -----------------------------------------------------------------------
From: gugler-sean@cs.yale.edu (Sean Gugler)
Newsgroups: alt.games.video.classic
Subject: Re: The Classics
Date: 12 Dec 1992 17:11:01 -0500
Organization: Yale University Computer Science Undergraduate
Distribution: usa
	<1992Dec7.171723.19195@news.acns.nwu.edu>
	<1992Dec12.094733.15835@ils.nwu.edu>
NNTP-Posting-Host: newt.zoo2.cs.yale.edu
In-reply-to: marine@ils.nwu.edu's message of Sat, 12 Dec 1992 09:47:33 GMT

In article <1992Dec12.094733.15835@ils.nwu.edu> marine@ils.nwu.edu (Colette Marine) writes:
>Neat tricks on Adventure:
[some deleted]
>-Get eaten while you're holding the sword.  Wait for the bat to pick up the
> dragon whose stomach you're in.  Turn the difficulty switch to make the 
> dragons run from the sword.  After the bat has flown around with the dragon,
> you, and the sword for awhile, if he sees another dragon, it's chase time!

 -Get eaten while holding the bat.  Wait for the bat to pick up the
  dragon that's eaten you, and >voila< life-after-death mobility
  (limited).  Don't drop the bat.

          - Sean
-- 
Sean Gugler                    gugler-sean@cs.yale.edu     <-- Internet
P.O. Box 1902 Yale Station         gugseap@yalevm          <-- Bitnet
New Haven, CT  06520   USA         sgugler@music.yale.edu  <-- NeXT
(203)-436-0861            We both have truths; are mine the same as yours?
Newsgroups: alt.games.video.classic
From: gateway@cs.mcgill.ca (Peter SIAMIDIS)
Subject: Re: Classic Atari 8-bit programs
Organization: SOCS - Mcgill University, Montreal, Canada
Distribution: na
Date: Fri, 11 Dec 1992 20:54:15 GMT

In article <1992Dec11.194030.26305@cs.mcgill.ca> jerry@cs.mcgill.ca (Gerald (Jerry) KUCH) writes:
>> Now we're going waaay back! I finished Ali Baba on an 800xl many moons
>>ago and vaguely remember what happens, which is not very much. The point
>>of the game was to traverse multiple rooms to locate a princess/object (can't
>>remember which) capture it and bring it back to the room where the game
>>initially starts, after which the game displays a few screens of text
>>congratulating you. Not much, but a great game nontheless. One weird thing
>>though is that is was possible for the captured princess/object to actually
>>be killed by roaming monsters, making the game no longer possible to complete.
>>Thank goodness for the 'save game' feature.....
>
>I agree... cool game.  Who made it?  Sir-Tech right?  Or was it Adventure
>International?

 Ali Baba was made by Quality Software, and was programmed by Stuart Smith
(had to pull out a 1984 Electronic Games for that one!). He also made
Return of Heracles, which is suposed to be another classic game although I
never played it myself.
-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Peter Siamidis          |   #include <funny_one_liner.h>
gateway@cs.mcgill.ca    |   #include <disclaimer.h>          .sig Version 2.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Newsgroups: alt.games.video.classic
From: dhavill@rucs2.sunlab.cs.runet.edu (Adrian Havill)
Subject: Re: goust
Organization: Radford University
Date: Fri, 11 Dec 1992 18:08:34 GMT

In article <rcbaaw.723928669@rwb.urc.tue.nl> rcbaaw@urc.tue.nl writes:
>Well, if you're a real fan of this beautiful, splendid, magnificent etc.
>game by (who else) Atari, you should call it by it's name:
>
>Joust.

Wasn't it Williams that made that game?
From: LAID@vtcc1.cc.vt.edu (Vinny the Cyberpunk)
Newsgroups: alt.games.video.classic
Subject: Re: Arcade classics still available!
Date: 17 Dec 92 09:13:46 GMT
Organization: VPI&SU Chemistry Department

In article <1992Dec13.174305.15759@ultb.isc.rit.edu> clf3678@ultb.isc.rit.edu (C.L. Freemesser) writes:
>From: clf3678@ultb.isc.rit.edu (C.L. Freemesser)
>Subject: Arcade classics still available!
>Date: 13 Dec 92 17:43:05 GMT

>Spy Hunter

	This game took all my "milk money" when I was an undergrad.  What a 
fun game!  Decent graphics.  A simple and elegant interface.  Excellent 
music.  The music was really the icing on the cake.  I would love to own 
one.  Too bad I don't have a real job; otherwise, I'd start looking for one 
right now before they all become boat anchors!  I can remember playing it in 
our student center between classes.  Usually I only had an hour to kill.  
On a number of occasions I would have to turn it over to bystanders in 
order to meet my classes.  Always felt like I got my money's worth from 
this one. 

	Here's one for all you old-timers:  MAKE TRAX.  There is a cat that 
walks around a pac-man type of maze that you are attempting to paint.  
The cat walks through your paint and leaves tiny foot-prints that you 
have to eventually cover up in order to advance to the next level.  I 
fed it lots of quarters as well.  At that time, my friends and I liked 
it much better than pac-man.  Can't remember much else about it except 
that it was big fun.

	I've seen BOSCONIAN mentioned a few times.  It was another fav.  
Didn't it say something like "Arrive Alive, Arrive Alive"?  Many of my 
pals thought it was cheesy, but I loved it.  So much for peer-pressure!

Vince

> 
_______________________________________________________________________> || 
Chris Freemesser, RIT Comp.Eng.Tech.     I'd rather have a bottle ||> || "A 
professional college student" :^)     In front of me.....      ||> || 
Usenet: clf3678@ultb.rit.edu             .....than have a frontal ||> || 
GEnie: C.FREEMESSER                         L O B O T O M 
Y ! ! ! ||> -----------------------------------------------------------------------
Newsgroups: alt.games.video.classic
From: iam@stiatl.salestech.com (Ian Mercado)
Subject: Re: Star Wars
Organization: Sales Technologies, Inc.
Date: Thu, 10 Dec 1992 12:11:23 GMT

gak@wrs.com (Richard Stueven) writes:
>>On approaching the Death Star, there is some text printed on it. It
>>flies by so fast, and the screens are degraded enough so that I cant
>>read the second message. The first message is "Use the Force". Anyone
>>know what the messages are, and how many there are?

>I've played Star Wars eight or nine million times, and I've never seen
>any text on the Death Star!  Maybe it's a different software revision?

On some machines where the brightness was turned WAY up, you could see faint
lines connecting the dots on the Death Star that spelled out the messages
mentioned above.

Ian

-- 
The system?  33MHz80486with64Kcache16MBof70ns |  Ian Mercado: iam@salestech.com
4x9SIMMS1MBTseng4000videoboard200MB15msIDE     --------------------------------
harddriveCOM1:COM2:LPT1:onstandardportsandinterrupts |   I am NOT a signature
"But it was too slow, so I re-wired it..."           | virus.  Copy me and die!
Newsgroups: alt.games.video.classic,rec.games.video
From: blgardne@javelin.sim.es.com (Dances With Bikers)
Subject: Re: Arcade Game: Ripoff
Reply-To: blgardne@javelin.sim.es.com
Organization: Evans & Sutherland Computer Corporation
Date: Sat, 12 Dec 1992 16:19:00 GMT

[various folks mention old vector display games]

>> "Ripoff"

>> Anyone out there remember "STAR CASTLE"?

>> Was Space Wars another standup graphics game?

All three games were released for the old Vectrex game system, a home
unit with a 9" B&W vector display. It looks sort of like a black Mac
(or Banana 2000 jr self-portable :-). Check rec.games.vectrex for more
info, occasionally there's one for sale there.
-- 
Blaine Gardner @ Evans & Sutherland  blgardne@javelin.sim.es.com  BIX:blaine_g
580 Arapeen Drive, SLC, Utah 84108           Favorite road signs:
Dumper of Dirtbikes #46             FJ1200   Winding Road Next 77 Miles
My other motorcycle is a Quadracer           Caution: Passing Areas Not Marked
Newsgroups: alt.games.video.classic
Subject: Robot Odyssey I
From: doug@telerama.pgh.pa.us (Doug Luce)
Date: Thu, 10 Dec 1992 21:33:29 GMT
Organization: Public TCP/IP in Pittsburgh, Inc.
X-Newsreader: TIN [version 1.1 PL7]

I've been looking for a few years for this excellent game.  I've only
seen the version for the Apple II.  It's from the Learning Company,
which is the same company that made Rocky's Boots.  

It's the most excellent logic simulation/game that I've ever seen.
Nothing quite like it -- you have a little soldering iron that you use
to connect logic pieces (AND, OR, NOT, FlipFlops) together with
input devices (things that detected walls, colors, shapes, or beeps) and
output devices (thrusters, grabbers, beepers, etc) and made little
robots move around.  The interface was exellent; you go inside a robot
and it zooms to the whole screen to let you fiddle with the innards.
You could also design IC's the same way. 

There was something like 10 levels in this game, and I never made it
past the second (donated the game to the local school district, to
keep me from being distracted by it).  But I really want to get my
hands on one now.

dug  doug doug
tel  rama rama
From: zweldron@ruhets.rutgers.edu (Matthew Charlap)
Newsgroups: alt.games.video.classic
Subject: Re: Adventure Info Wanted!
Date: 17 Dec 92 15:19:46 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

larsons@xanth.CS.ORST.EDU (Larson Shawn Michael) writes:
>One trick I do remmeber, though.  In the Black Castle, there was a portion
>of the maze you could get to only by using the bridge.  In that section
>was an "invisible dot" - you could pick it up, but not see it.  If you
>carried it back to one room, it would display the name of the programmer
>who wrote it.
>Mind you, this is in the days before Atari let their programmers sign their
>creations.

My father, when we found the room (It had, in those chalice-glowing style 
colored text. "Created by Warren Robinnett" vetically down the middle), 
called atari about it. They disavowed any knowledge that this guy even 
existed. He was calling because, as you know there is a passage south from
the room 1 screen over from the entrance of the white castle. You cannot
go through here. It was (is) our opinion that the secret room of the dot was
supposed to be down there! this might explain why occasionally the game was 
impossible- perhaps a key started in this non-existant room!
-- 
--Matthew Charlap
-------------------------------------------------------------
This is STILL a test of the .signature 
If this were a real .sig file, something else would be here, not just a name.
Newsgroups: alt.games.video.classic
From: mbrockma@bank.ecn.purdue.edu (Matt Brockman)
Subject: Re: street fighter II
Organization: Purdue University Engineering Computer Network
Date: Fri, 18 Dec 1992 01:44:37 GMT

In article <1992Dec17.081322.21370@u.washington.edu> foregone@stein.u.washington.edu (Carl Chavez) writes:
>In article <BzE4Fs.Cu4@ais.org> pendy@ais.org (Paul Hohn) writes:
>As I said, I'm sick of Street Fighter II also...but face it, it is a classic.
>It has had a major impact on the arcade scene (unfortunately), makes
>oodles of money, has done everything Pac-Man has done...classic does not
>automatically mean "old". 

But Pac-Man is a household name. Even people who never play video games
know what it is. Not so for SFII. 

===============================================================================
Matt Brockman                                           mbrockma@ecn.purdue.edu
-------------------------------------------------------------------------------
    "While a llama may produce some of the world's finest of wools, prized
        around the world, their breath, on the other hand, could only 
            be prized somewhere in the far reaches of llama hell."
===============================================================================