HDTenEightyP/NetNews huggingface dataset:
From: abraham@micromed.com (Abraham Roots)
Newsgroups: rec.games.video.arcade
Subject: Re: Longest Playing Time
Date: Wed, 07 Oct 92 21:51:08 PDT
Organization: Micro-Medic BBS - +1 408 279 5240 - Public Access

737ochs@gw.wmich.edu writes:

> In article <1992Oct6.170900.27912@tandem.com>, David Brady <Brady_David@Tande
> > In article <ROB.92Oct5221235@occs.cs.oberlin.edu> Rob Chauncey,
> > rob@occs.cs.oberlin.edu writes:
> >>Well, since there seems to be a call for it, let's hash out what our
> >>best games and playing times are...
> > 
> > When I actually had time to do such things -
> > 
> > 
> > Asteroids - 16 hours - made it on the local tv news for this one  :-)
> > Space Invaders - 8 hours - local tv (Bay Area) and newspaper  :-)
> > Robotron - approx 5 hours (turned the waves over from 255 to 1 twice)

I recall playing the Atari Defender for at least 8 hours once, I was 11 
at the time,  went through all 100 levels several and had a ton of warps 
and lives.. I finaly quit, after using suicide method of killing bad 
dudes (crash into them)... and came out with a button finger blister =)
> > Defender - 4 hours
> > Star Castle - 4 hours (or so) - I still remember the pattern for this one

-- 
abraham@micromed.com (Abraham Roots)
Newsgroups: rec.games.video.arcade
From: foregone@stein.u.washington.edu (Ah so Grasshopper!)
Subject: Re: MK fatality and strategy?
Organization: University of Washington, Seattle
Date: Thu, 15 Oct 1992 00:31:50 GMT

In article <Bw4JBr.B26@usenet.ucs.indiana.edu> shulick@osage.ucs.indiana.edu (Sam Hulick) writes:
>In article <1992Oct14.165756.2841@u.washington.edu> foregone@stein.u.washington.edu (Ah so Grasshopper!) writes:

>>I dunno...I always felt that when you're dead and Goro jumps up and squashes
>>you, it's a fatality...

>Nope, just a normal move.  He'll do it during a fight, too.
>
>-- 

Oh, I know, but he seems to do it most often at the end...and it is a damn
sick ending (would be worse if there was a pool of blood and bones and gore...

:)




Newsgroups: rec.games.video.arcade
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: The Killer List of Video Games (entire thing)
Originator: jecoleb@c00505-119rd.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Sun, 11 Oct 1992 19:42:44 GMT


Not to be nitpicky, but:

>Gal's Panic		Kaneko		1990	Qix with nude women
is already on the list under "Gals Panic", its proper name.

Most of the rest of your list are new enough that I'm not surprised they're
not on the Killer List yet, but they've gotta be added sometime, so...

Surprised someone remembered Ameri-Dart, though. ;)
-- 
                         jecoleb@eos.ncsu.edu 
          ---------     have clue, will travel.    ---------
  "I am a penis. Worship me."--lead singer of rock band Bicycle Face,
vainly attempting to gain attention of the crowd at the Cat's Cradle
in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Newsgroups: rec.games.video.arcade
From: benjamin@cs.UAlberta.CA (Ferreira Benjamin S)
Subject: MK Sonya's wedgie
Organization: University of Alberta, Edmonton, Canada
Date: Thu, 15 Oct 1992 02:19:27 GMT


A neat move to try on Sonya is to foot-seep her repeatedly. While doing 
take a look at her wedgie! heh! Those leotards are pretty tight!



Newsgroups: rec.games.video.arcade
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: Re: People who want moves lists
X-Disclaimer: Nyx is a public access Unix system run by the University
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Fri, 9 Oct 92 05:08:09 GMT

A solution:  Whoever mantains the current strategy guide/moves list just
puts a new line in it:  that the next person to receive it becomes the new
owner/maintainer, and it is his/her responsibility to send a copy of the
list to the next person requesting it.  Of course, this person must agree
to send it to the next requester before receiving the list.

Whaddya think??


Ja mata...


						-Tony
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

   | |      \   I have gone out into the world to find myself.  /      | |
     ~~	      \   Should I get back before I return, please   /       ~~
  \___/		\         hold me until I get here.         /         \___/  
		  \_______________________________________/

     "I've had this ice-cream bar since I was a child...[sniff]...people
	always trying to take it from me!  [sob]   Why don't they just
	leave me...ALOOOOONE?!?!?!?!?!"
					-Ren
     "Hmmm... No, sir; I don't like it!"
					-Anonymous Horse
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
From: tsau@cae.wisc.edu (Johne Tsau)
Newsgroups: rec.games.video.arcade
Subject: Re: Xmen
Date: 16 Oct 92 19:56:05 GMT
Article-I.D.: doug.1992Oct16.145606.18357
Organization: College of Engineering, Univ. of Wisconsin--Madison

In article <1992Oct16.025439.27331@monu6.cc.monash.edu.au> jrbell@lindblat.cc.monash.edu.au (Mr JR Bell) writes:
>jstrachman@vax.clarku.edu wrote:
>: Interesting.  Just about nothing in the game can hit you if you're moving
>: vertically.  Shares this characteristic with Turtles and Simpsons.  King of
>: lame.  I got all the way to Magneto on $2.  Then I ran out of money.  It took
>: me about an hour.  I was also playing alone.  Can you believe that?  And
>: the controls worked!  I couldn't beat the game because I ran out of quarters.
>: Has anyone beaten the game on 1 quarter?
>: 
>: -Zephyr
>
>We can get up to Mags (the real one, not Mystique) on one credit but can't seem to beat him.
>
>Mat.
>

I've done it... using Storm.  Its really pretty easy to beat up on all
the big bosses.  You just hit them once, then move up or down the 
screen... wait.. hit them again when they walk into range... and
keep repeating.  Every now and then, they'll walk to the other side of
you, just let them.  The hardest boss is definitely the one with 
the big cannon.  Magneto is easy... same tactic it works (for the fake
one you can just keep pulling away (back, not up or down) and walk in
and hit... and back away again... it always works.

--
no sig is fine.
From: dougo@wam.umd.edu (Douglas Bruce Olson)
Newsgroups: rec.games.video.arcade
Subject: Re: WANTED: Mortal Kombat Strategies
Date: 14 Oct 92 12:20:30 GMT
Article-I.D.: wam.1992Oct14.122030.12042
Organization: University of Maryland, College Park

>  I also need alot of help of how to defeat that guy that looks exactly like
>"Sub-Zer0", uh Sc0rpion! He's a toughfy! His jump kicks usually beat mine, and
>the rope attack is really annoying. HELP ME!


	I was over at the UMD video arcade a couple of days ago, and some
guy told me the easiest combo in the world to do.
	Freeze the guy, then uppercut then AS SOON as you can move, slide 
into him. 
	For the people who say it's the oldest one, I know... I know.

	Question though, I can do every move for Sub-Zero it seems except
for the leg sweep. This confuses me.

	Also, what is the fatality for Sub-Zero, I've only gotten it
to work once. Does anyone have a "sure fire" fatality?
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri, 16 Oct 1992 10:28:13 -0400 
From: "Andrew B. Potratz" <ap2a+@andrew.cmu.edu>
Subject: Re: Sonya, PMS, and Sonic Rings

abriggs@lucy.claremont.edu writes:
> these ever seem to work for me.  Could someone be so kind as to post the move
> for Sonya that will do the rings every time?

though jiggling back and repeated low punch usually works, I believe
the correct combination is:

lowpunch followed by back and lowpunch pushed at the same time.
Newsgroups: rec.games.video.arcade
From: rrumpf@magnus.acs.ohio-state.edu (Robert Rumpf)
Subject: Mortal Kombat
Organization: The Ohio State University
Date: Thu, 8 Oct 1992 17:04:20 GMT

Hello netheads...friend of mine wants to know the secret joystick/button 
combinations for the various characters in the arcade game Mortal Kombat.  Can 
anybody help him out?  Email replies to me and I'll forward them.

Bob
From: U55909@uicvm.uic.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Atari coin-op trivia - Question
Date: 15 Oct 92 17:18:37 GMT
 <1992Oct15.143252.3497@ncsu.edu>
Organization: University of Illinois at Chicago

Hey, how about the new(?) tank game, Assault, old idea, but still pretty cool w
ith some new twists and spices thrown here and there from Atari.   ---Shawn---
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: SFII addiction (Was: Re: The Next SF)
Date: 8 Oct 92 19:31:49 GMT
Organization: U of Arizona CS Dept, Tucson

In article <CF4-qXB@engin.umich.edu> atb@whomp.engin.umich.edu (Adrian Bradley) writes:
>In that case, I'll ask another question for you SFII buffs that don't have
>access to alt.games.sf2: What aspects about the game drew you to become either
>"SFII addicts," or one who plays the game a lot? For me, I got hooked when
>I learned to DP and started beating on average joes, plus practice at home w/
>the SNES SF2, plus watching and learning combos from Master Ken players (I
>prefer Ryu myself despite the differences between him and Ken). I decided to
>give a speech about being addicted to SFII and would like any experiences that
>I can read as a part of the presentation. 
>
>C-yall...
>
>==AD
>
>PS Ken masters: Fireball/Fierce/DP if you want, but you must defeat Sheng Long
>to stand a chance. dB-)

Well, the thing that originally got me hooked was the competition.  Playing
against an actual human opponent was very attractive.  Human opponents each
have their own styles of fighting with each character so you can't expect
the same tricks to work on the same characters.  You have to learn what
your character(s) and opponents can and can't do, what will counter, what
attacks are the fastest in a jam (higher priority), etc.  When I play a
good, hard opponent, the adrenaline starts pumping and I get pumped up
(I call it an 'SFII high').  While I don't get these 'highs' as often
(not because of challenge but because I see the same people most of the time)
I still play it because the challenge is there and also the game balance.
The balance is the greatest to me.  Each attack has strengths and weaknesses
and I find no real problems with the characters.  A lot of people think that
the existence of ticking (I call it jab-throw) spoils the balance.  In some 
cases it does, but to most of the best people around here don't think so
because it's not too difficult to counter or avoid.  The key is just timing
your counter-move (since most beginners to average players haven't quite
mastered timing, and jab-throw is relatively easy to do on newbies, jab-throw
has become "outlawed" in many areas.  I usually play without it unless someone
wants to play with it, which makes for a better fight (IMHO).  So to me,
competition and game balance are why I became an SFII addict (well, I only
play about once a week now, school and work interfere!)

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Newsgroups: rec.games.video.arcade
From: reb@Ingres.COM (Phydeaux)
Subject: Re: Sprint!!! (Was Re: The first video game
Reply-To: reb@Ingres.COM (Phydeaux)
Organization: E 4th St Home For The Overeducated Underemployed - Chicago Div.
Date: 12 Oct 92 15:28:10 GMT

>This game is a blast, especially with four people.  I'd love to buy
>one and bring it out at parties.  It's right up there with Joust
>and Gauntlet in the "best multi-player game" category.

Have you ever played Rip-Off?  Talk about 'best multi-player game' ...

				reb
From: caeser@csd4.csd.uwm.edu (Robert Michael Trotter)
Newsgroups: rec.games.video.arcade
Subject: Re: RED BARON FOR SALE (SOLD!)
Date: 7 Oct 1992 21:30:03 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4


	SOLD ALREADY. Thanks

	Caeser
From: U55909@uicvm.uic.edu
Newsgroups: rec.games.video.arcade
Subject: Re: features for experts (was Re: Longest Playing Time)
Date: 13 Oct 92 17:35:16 GMT
Article-I.D.: uicvm.92287.123516U55909
 <1992Oct8.155135.11017@exu.ericsson.se> <1992Oct13.015627.13861@wam.umd.edu>
Organization: University of Illinois at Chicago

How about the fact that when you get a high score on Crystal Castles, certai
n boards will be based on your initials...COOL!

                                                 ---Shawn---
Newsgroups: rec.games.video.arcade
From: kmuelle1@ih-nxt01.cso.uiuc.edu (Karl Paul Mueller)
Subject: Re: Starblade
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: University of Illinois at Urbana
Date: Fri, 16 Oct 1992 21:59:01 GMT
Keywords: starblade

In article <rgfuller.719238863@unix2.tcd.ie> rgfuller@unix2.tcd.ie (Rupert  
Fuller) writes:
> Has anyone played this game?
> It has recently come to an arcade near me and is really amazing.
> Does anyone know anything about the technical details of this game?
> Will there be another on like it?
> 
> Basically, for anyone who hasn't seen it, it gives you controll of the
> gun on a 'starfighter' and you have to destroy an enemy fortress...etc.
> The graphics and sound are fantastic though I suspect that the static 
> 'undestroyable' background is lazerdisk played back as you alway's
> follow the same course....
> Anyone any details
> Thanks for your time,
> 
> Rupert
> --
> Magnet : Something acted upon by magnetism.
> Magnetism : Something acting upon by a magnet.
>                        Trinity College, Dublin, Ireland
>            E-MAIL : rgfuller@unix2.tcd.ie or rgfuller@unix1.tcd.ie
I've played this game and won it about ten times.  It is truely awesome  
and I would recommend it to anyone that looks for a great graphics game.   
Please not that it a quarter sucker however.
Newsgroups: rec.games.video.arcade
From: alumni106@camins.camosun.bc.ca (Max Sterling)
Subject: Re: SF3: Game Suggestion
Organization: Camosun College
Date: Wed, 14 Oct 1992 10:35:31 GMT

>>In article <#kxz41n@rpi.edu> petitc@rpi.edu writes:
>>>
>>>  I think a major complaint about SF2 (and CE) is that the game is too
>>>unbalanced, in some ways.  So, how about we just add one little thing...
>>>
>>>  A fatigue meter, which decreases slowly (different rates for each
>>>character), but goes up when you punch/kick, and goes WAY up if you do a
>>>special move (e.g. Ryu's Fireball/Uppercut).  As it goes up, your character
>>>doesn't jump as high, doesn't inflict as much damage when he does hit,
>>>moves slower (on the ground), and blocks slower.

Sounds good to me. At least it would make the fights against Ken and his 
idiotic dragon punch more bearable. One thing I'd like to see in SF3 
(and I'm surprised nobody's mentioned it yet) is a complete character 
replacement with anime characters. For example, Ryu would be changed to 
Kenshiro from Hokuto no Ken. As a duplicate "Ken" character, we'd have 
Mari from Project A-Ko. Chun Li would be replaced by Magami A-Ko from 
Project A-Ko (off the wall jump, etc). Sagat would be replaced by 
Daitokuji B-Ko from Project A-ko (Akagayama (A-Ko seeking?) missiles). 
Vega could be replaced by Saotome Ranma (kun) from Ranma Nibunnoichi 
(ridiculously fast dodging speed). The alternate form would naturally be 
Ranma-chan (just add water). Blanka: insert any magic user from Record 
of Lodoss War here (sorry, don't know any names). Balrog would be 
replaced by Yawara Inobun (sp?) from Yawara! A Fashionable Judo Girl 
(lots of hand techniques). Let's see now: that would leave Zangief, 
Bison, Dhalsim, Honda and Guile. Anyone else care to fill those in? Any 
changes? Anyone know what I'm talking about? Well, other than those, tho 
only thing I can think of is to have it set up like those ancient 2 
screen "vs" machines, and have the players view the action through their 
character's eyes. Well, hey, we've gotta give those Capcom dudes 
SOMETHING to work on besides simple sprite changes, right? :-) Mata ne.

                                                     -=]> Max <[=-

+-----------------------------------------------------------------------------+
|Kup- "This reminds me of the time when my   +-> Kup- "You ever SEEN a Regulan|
|      my platoon was stranded on Regulan IV;|         Metal Monger, lad?"    |
|      there we were, only SEVEN HUNDRED of  |   Hot Rod- "Uh, no,..."        |
|      US, against THREE WHOLE REGULAN METAL |   Kup- "TRUST me! We were      |
|      Mongers!"                             |         outnumbered!           |
|Hot Rod- "Seven HUNDRED of YOU? Against     +--------------------------------+
|          THREE of THEM? Aw, come on, Kup!"-+ alumni106@camins.camosun.bc.ca |
+-----------------------------------------------------------------------------+
Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Re: MORTAL STREET FIGHTER!!!!!
Keywords: wow!!!
Organization: Vallen Software
Date: Wed, 7 Oct 1992 06:33:11 GMT

In article <1992Oct7.055046.18783@nmsu.edu> jtasler@mccoy.NMSU.Edu (TASLER) writes:
> I DON'T BELIEVE IT!!!  IT SEEMS IMPOSSIBLE.....THAT SAME DUDE VALKOR WHO IS  
>LIKE THE BEST VIDEO GAMER IN THE WORLD...HE SOMEHOW MIXED THE PROGRAMMING TO  
>MORTAL KOMBAT AND SF2-TCE, AND NOW HE HAS A GAME WHERE THE DIFFERENT CHARACTERS  
>FROM EACH GAME CAN FIGHT EACH OTHER...IT LOOKS TOTALLY COOOOOL!!!
>HE IS LIKE THIS BIG ELECTRONICS WIZ....WHO KNOWS, MAYBE THEY'LL MARKET THIS  
>GAME....THE ONLY PROB IS I DON'T KNOW HOW CAPCOM AND TRADEWEST WOULD LIKE THIS  
>MERGER......LATERS
>
>JON

I'm sure everyone's getting sick of stupid rumors/bullshit.  Give it a rest.

-- 
Sam Hulick          | "The direction of the eye, so misleading.  The defection
shulick@indiana.edu | of the soul, nauseously quick."  --Pearl Jam
(NeXTmail welcome)  | 
Newsgroups: rec.games.video.arcade
From: sichen@bode.uwaterloo.ca (Simon Chen)
Subject: Re: Mortal Kombat basics
Organization: University of Waterloo
Date: Wed, 7 Oct 1992 15:22:41 GMT

In article <1992Oct7.035507.8364@menudo.uh.edu> cosc17wj@Rosie.UH.EDU writes:
>On Liu Kang's fatality:
>
>Distance doesn't matter, just hold the BLOCK button and rotate the joystick
>towards your opponent.  You can do two flips if you are at the end of the 
>screen (called RUN DMC version :).
>
I always thought Liu Kang's fatality was just rotate joystick towards the
opponent and no buttons... 8)  Always works when I do it.. 8)

Masque
From: ah292@cleveland.Freenet.Edu (Robert Krynak)
Newsgroups: rec.games.video.arcade
Subject: virtual reality game
Date: 14 Oct 1992 18:23:18 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ah292@cleveland.Freenet.Edu (Robert Krynak)
NNTP-Posting-Host: slc4.ins.cwru.edu


I was just in Springfield, Virginia  this weekend.
I stopped in the Time Out game room in the Springfield mall and there
was no virtual reality game in there.  I asked them where the game was
and he said it was moved to a Time Out in Connecticut last week.
they had the Dactyl and Hero game there. 
I never tried the Hero virtual reality game and I wanted to try it.
I wish the could of waited a week before they moved it.

Newsgroups: rec.games.video.arcade
From: jimhsu@athena.mit.edu (Jimmy M.D. Hsu)
Subject: Mortal Kombat Bonus Stage
Organization: Massachusetts Institute of Technology
Date: Fri, 16 Oct 1992 22:27:45 GMT

In case anyone's interested, the bonus stages go:

wood, stone, anvil, ruby, diamond, and repeat from wood again

(if I recall correctly)

The ruby and diamond looked pretty big (try fitting them
on a ring!), so I wonder who's going to pay for that!  :0
From: ap2a+@andrew.cmu.edu (Andrew B. Potratz)
Newsgroups: rec.games.video.arcade
Subject: Re: MK fatality and strategy?
Date: 15 Oct 92 16:00:29 GMT
	<1992Oct15.003150.27921@u.washington.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

foregone@stein.u.washington.edu (Ah so Grasshopper!) writes:
> >>I dunno...I always felt that when you're dead and Goro jumps up and squashes
> >>you, it's a fatality...

I saw a match where Scorpion and Goro hit each other at the same time
with the grapling hook/ fireball, resulting in a draw.  Even though Goro
was already dead, Goro jumped up and down on Scorpion as the big red
'DRAW' came on the screen.  I guess draws piss Goro off :)

I've frequently seen the (defeated) computer make a final attack
against the victor while the FINISH HIM was on the screen.

-Drew
From: falknemj@cnsvax.uwec.edu
Newsgroups: rec.games.video.arcade
Subject: Re: MK fatality and strategy?
Date: 14 Oct 92 05:15:20 GMT
Organization: University of Wisconsin Eau Claire

In article <1440@tecsun1.tec.army.mil>, carleton@tecsun1.tec.army.mil (Daniel Carleton) writes:
> 
> 	I have only played MK twice and never used 'fatality' move, I don't
> know how.  When can fatality moves be done.  As a spectator I have only seen
> them done when "FINISH HIM!" appears on the screen, and a normal hit could
> end the round.  Is there any advantage to fatalities? can you kill somone
> who would otherwise take several more hits to finish off?

  Fatalities can only be used when "FINISH HIM/HER/(IT for Goro??)!!!" appears. 
That's when the gross factor comes in.  A fatality looks gross, and scores you
an extra 100000 points, on top of the other bonuses for winning the match.

  A suggestion:  If you fatal them before, why do they come back for the
endurance matches??  They shouldn't...

						Mike Falkner
From: ross0002@iscsvax.uni.edu
Newsgroups: rec.games.video.arcade
Subject: Mortal Kombat endings
Date: 7 Oct 92 20:16:41 -0500
Organization: University of Northern Iowa

Just want to know the endings to different characters on Mortal Kombat.  I know
the ones to sub-zero, scorpion, and raiden.  For the people that don't know
them the endings to them are as follows:
Sub-zero: He was paid one of Tsung-Lang (or whatever his name is?) enemies to
assinate him.  He retires after the tournament.
Scorpion: Scorpion is really dead.  He was allowed to come back in spirit to
avenge his murderer Sub Zero.  He left behind a wife and kids.  Don't know how
the tournament would avenge his death or why we care he has a widow.
Raiden: Cocky son-of-a-bitch.  Says he knew nobody was no match for him. 
Invites other gods to come down and participate in the tournament.  Eventualy
they destroy the Earth.  The it says thank you.
From: caeser@csd4.csd.uwm.edu (Robert Michael Trotter)
Newsgroups: rec.games.video.arcade
Subject: RED BARON FOR SALE (Wis area)
Date: 7 Oct 1992 14:50:18 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4


	I have a full standup Red Baron for sale. It is in near MINT
	condition, and I believe it has never been in an arcade. There
	is no screen burn in, and I do have docs for it, and keys. I
	am asking $300 for it. Also, You need to be able to get it,
	I live in Milwaukee WIS, as I really dont have any way to ship
	it around in my little car.. :) If you are interested, or have
	any questions, please feel free to ask. I need the money, Im
	getting married... :) Thanks. Please send email to 
	caeser@csd4.csd.uwm.edu for more info. Thanks


Newsgroups: rec.games.video.arcade
From: jng53092@uxa.cso.uiuc.edu (Jon Gad)
Subject: Re: dark queen of krynn
Organization: University of Illinois at Urbana
Date: Fri, 9 Oct 1992 19:27:04 GMT

li@brandonu.ca writes:

>Does anyone know how to get the BOOK of Amrocom(?) in the kitchen?

Sure.  Take it to rec.games.misc or comp.sys.ibm.pc.games and therw you go!

Jon

Newsgroups: rec.games.video.arcade
From: drosera@hal.gnu.ai.mit.edu (Donald Burden)
Subject: Re: BOARD SALE
Organization: /etc/organization
Distribution: usa
Date: Fri, 16 Oct 1992 02:16:50 GMT

In article <BUBBA.92Oct8171732@unicorn.mentorg.com> bruce_atkinson@mentorg.com writes:
>
>DETAILS:  First come, first served.  I will treat all responses to me by Monday 10/12

Bruce, mail to you is bouncing.  Do you have an alternative e-mail address?