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DISCLAIMER
----------
We have made every effort to ensure that ArenaEd functions as
expected and without anomaly. In particular we have gone out of our
way to ensure the integrity of your saved-game files. The bottom
line, however, is that what you see is what you get. Since we cannot
control every possible use to which ArenaEd is put, we must pass the
responsibility for its use on to you.
WE DISCLAIM ALL WARRANTIES AS TO THIS SOFTWARE, WHETHER EXPRESS OR
IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, FUNCTIONALITY,
DATA INTEGRITY OR PROTECTION.
Table Of Contents
-----------------
1. What is ArenaEd?
1.1. Introduction
1.2. Features In Brief
1.3. Special Features
1.3.1. Temporary Stats
1.3.2. Race
1.4. System Requirements
2. Quick Start
3. Up and Running
3.1. Where To Install
3.2. Getting In, Getting Out
3.3. What ArenaEd Will Do When It Runs
3.4. What Can You Edit
3.5. What You Can't Edit
3.6. What To Do After You Edit
4. What You See On Screen
4.1. Menu Bar
4.1.1. Commands for the Menu
4.2. Status Line
4.3. DeskTop
4.4. Save-Game List
4.5. Character Window
4.5.1. Commands for Windows
4.6. Other Windows
4.7. Edit Fields
4.7.1. Commands for Edit Fields
4.8. "Edit ..." Buttons
4.8.1. Commands for Buttons
5. General Good Advice
5.1. Protect Yourself
5.2. Where To Find What You Are Looking For
5.3. Where To Look If You Can't Find It
6. How Does ArenaEd Work?
6.1. Editing The saveengn Files
6.2. Saving Edits: File/Save
6.3. Discarding Edits: File/Reload
6.4. Make A Backup: File/Backup
6.5. Restore From Backup: File/Restore
7. Help in ArenaEd
7.1. Status-line Help
7.2. Help file
8. If Something Goes Wrong
8.1. Get Me Out Of Here!
8.2. Restore Your Backup
9. Hints On Playing Arena
10. About ArenaEd
10.1. Who We Are
10.2. A Few Thoughts On Shareware
10.3. The Difference Between Editing And Cheating
10.4. How To Contact Us
10.5. Respect for Bethesda Softworks (tm)
1. What is ArenaEd?
-------------------
1.1. Introduction
-----------------
ArenaEd is a gamer's utility for editing the saved-game files in The
Elder Scrolls: Arena (tm) (version 1.05) from Bethesda Softworks (tm).
ArenaEd is a DOS application that uses a sophisticated, window-based
user interface.
The interface can be controlled using a mouse or keyboard.
1.2. Features In Brief
----------------------
Arena allows the user to have up to ten (10) different save-game
files, each file can save the status of a different character.
ArenaEd will allow the player to edit all features of each character,
in each of the saved games: race, gender, name, temporary and
permanent attributes, current spell points, current and permanent
health, current fatigue, gold, experience points and level are all
editable.
1.3. Special Features
---------------------
1.3.1. Temporary Stats
----------------------
Although it is not immediately apparent in the game, each character
has two distinct sets of stats (Str, Int, Wil, etc). The first set
of stats is temporary and the second set is permanent. All other
things being equal (i.e. no disease, etc) the temporary stats will be
reset to the equal the permanent stats the next time the character
gains a level.
Since the temporary stats are reset every once in a while it makes
them a great choice for temporarily giving your character a boost.
Feeling a little overwhelmed by those Minotour? Bump up your Strength
a bit to even the odds. When your character gains the next level
your Strength will be reset and your character will carry on as
before.
1.3.2. Race
-----------
So you didn't really what to be an Argonian after all? In the game
your only choice is to start a new character. Using ArenaEd you can
change what the fates had in mind for you (at least a little) by
changing your character's Race. The portrait you get is more or less
random but at least you can be the Race you prefer.
1.4. System Requirements
------------------------
ArenaEd has been extensively tested on a 486/33 (8 meg RAM) and a 386/25
(4 meg RAM) under DOS 5.00. It runs nicely in a DOS-box in Windows 3.1
or from the DOS prompt itself. It neither uses nor requires EMS/XMS but
is fully compatible with popular memory managers (eg. 386MAX and EMM386).
ArenaEd can be mouse-driven but is fully controllable from the keyboard.
Fully installed, ArenaEd requires about 350k of disk space.
2. Quick Start
--------------
To get started quickly, simply run ArenaEd from the DOS prompt.
If you are not in the right directory ArenaEd will tell you that and
allow you to move to the directory where Arena is installed (see
File/Change Directory). Once there, you are in business. That's all
there is to it.
3. Up and Running
-----------------
3.1. Where To Install
---------------------
Generally speaking, your life will be simpler if you install ArenaEd in
the same directory that you have Arena installed.
While this is not necessary, since you can always change to the Arena
directory from within ArenaEd, it will speed up the editing process
by removing the need to change directory.
3.2. Getting In, Getting Out
----------------------------
To start ArenaEd, simply type "ArenaEd" at the DOS prompt.
To exit ArenaEd, select File/Exit or use the "accelerator" key command
Alt-X.
3.3. What ArenaEd Will Do When It Runs
--------------------------------------
When ArenaEd runs it will present a list of the saved-games in the
current directory. When you select a saved-game to edit ArenaEd will
look to see that you have a backup file (if you are editing the third
save-game, saveengn.02, the backup file will be called engn02.bak).
If the backup file exists, ArenaEd will load the save-game file and
you'll be in business.
If the backup file does not exist, ArenaEd will try to create it. Once
the backup file exists, ArenaEd will be happy and will proceed to load
the save-game file for your editing pleasure.
3.4. What Can You Edit
----------------------
ArenaEd has been designed to give the user maximum control over the
player's character. We've tried to allow the user to edit anything
and everything related to a particular character's stats and
abilities, insofar as it is safe to do so.
If something isn't in the editor it is simply because (a) we don't
know how to edit it or (b) editing it could corrupt the game.
Whatever we do know how to edit safely we've made editable by you.
3.5. What You Can't Edit
------------------------
As powerful as ArenaEd is, it can't do everything. Whatever you see
on the screen during game play is pretty much beyond our control
(i.e. spell effects, weapon types, character portrait, etc).
One feature that we did not allow edits on is a character's Class.
Since a character's class is integral to the game (determines whether
spells are available, etc) we decided to disallow edits in order to
avoid corrupting the save-game files.
Spells and weapons are not editable in ArenaEd version 1.0.
3.6. What To Do After You Edit
------------------------------
As far as characters in Arena are concerned, the gods work while the
character sleeps. You've probably noticed that most changes that
happen to the characters stats, abilities, etc happen while you
camp. The same is true of changes you make via ArenaEd. To get the
benefit of your edits, we recommend you Camp as soon as you restart
the game after an editing session. Resting for one (1) hour will
usually do it.
4. What You See On Screen
-------------------------
4.1. Menu Bar
-------------
The line at the top of your screen is the menu bar.
All features of ArenaEd appear as items on the menu bar or as items on
the drop-down menus that are controlled by the menu bar.
4.1.1 Commands for the Menu
---------------------------
The menu can be controlled with the mouse in the usual manner. Left-
click on something to select it, left-click and drag to move the focus.
The usual stuff, nothing fancy.
The menu system can also be fully controlled from the keyboard:
o F10 moves the focus to the menu bar.
o Alt-? will select a menu bar option where "?" is the highlighted
character on the menu option (eg. Alt-F will drop the File menu,
Alt-W the Window menu, etc).
o Alt-Spacebar will drop the System menu (left-most on the menu bar).
o Arrow keys can be used to move between menu items.
o Enter will select a highlighted menu option.
4.2. Status Line
----------------
The line at the bottom of your screen is the status line.
The purpose of the status line is to show the user the "status" of
ArenaEd. This usually means that it will display a helpful message.
4.3. DeskTop
------------
Everything between the menu bar and the status line is the desktop.
When a window is open it is said to be "on the desktop". If something
is on the desktop the user has control of it and can manipulate it.
4.4. Save-Game List
-------------------
When ArenaEd begins it will open a window that lists the games you've
saved, as indicated by the text you typed when you saved the game.
To select the save-game that has the focus (is highlighted) press the
Spacebar.
Selecting one of your saved games from the list will open a window
that has the character's name in the title: let's call this the
'character' window.
4.5. Character Window
---------------------
If you want to edit a particular character, or something related to
that character, then the character window for that character is where
you start.
The character's name in the title is prefixed by the number of the
saved game file. This prefix is just for informational purposes.
4.5.1. Commands for Windows
---------------------------
o Items on the Window menu allow the following window operations:
o Size/Move the current window (Ctrl-F5)
o Cascade all windows
o move to Next window (F6)
o move to Previous window (Shift-F6)
o Close the current window (Alt-F3)
o Tab will move the focus to the next field or button; Shift-Tab will
move back to the previous field.
4.6. Other Windows
------------------
ArenaEd organises the details of a character into sub-windows
accessible from the Character window.
The title of each window fully specifies the "ownership" of the data
within that window. For example, a window entitled
"03:WilliamTheRed/Temporary Stats" contains data relevant to the
temp stats of your character WilliamTheRed as saved in the fourth
save-game on the save-game list.
4.7. Edit Fields
----------------
If something is editable from a given window then an edit field will be
available within the window to allow the user to performs the edits.
What the user can do within a given edit field depends on the type of
data the edit field represents.
When a particular edit field has the focus (is highlighted) the status
line will display a message indicating what form of input is expected in
that field.
4.7.1. Commands for Edit Fields
-------------------------------
The best advice here is to look at the help text on the status line.
The edit fields are fairly sophisticated and provide a wide range of
options to the user. The help text will detail those options. Here
is a quick summary:
o Text fields: type the text you want, Del to delete, Backspace to
backspace-and-delete, Home to go to the start of the text, End to go
to the end.
o Number fields: Up-arrow to decrement, Down-arrow to increment, Home
for first valid value in the number's range, End for the last valid
value in the number's range. You can also enter a number from the
keyboard.
o Named fields (eg. race, gender): Up-arrow to go to previous "value",
Down-arrow for next "value", Home for first "value", End for last
"value".
4.8. "Edit ..." Buttons
-----------------------
As mentioned above, ArenaEd is organized into windows. To move to a
sub-window, select the appropriate "Edit ..." button (left-click or
Spacebar).
4.8.1. Commands for Buttons
---------------------------
o Using the mouse: simply left-click on the button.
o Using the keyboard: press the Spacebar to select the button.
5. General Good Advice
----------------------
5.1. Protect Yourself
---------------------
The old saying goes that an ounce of prevention is worth a pound of
cure. In the world of software, a minute of prevention is worth an
eternity of recovery.
We strongly suggest that you take that minute and copy your
"saveengn.*" and "engn*.bak" files to a safe place, preferably a
diskette that you reserve for just this purpose. The word is that
the sequel to Arena (Daggerfall?) will use characters from Arena so
the backup will doubly useful.
5.2. Where To Find What You Are Looking For
-------------------------------------------
Everything is in the menus. Step through the menus to see what is
there.
Try things that look interesting. The editor won't do anything
drastic without warning you first and you will have the option to
cancel.
5.3. Where To Look If You Can't Find It
---------------------------------------
If you can't find what you are looking for on the menu, try Help on the
Help menu. You'll get a text window showing this file. Scrolling works
so you can zoom up and down through the file.
6. How does ArenaEd work?
------------------------
6.1. Editing The saveengn Files
-------------------------------
ArenaEd does one thing: it edits files called "saveengn.0?". Those
files contain all of the information related to each character's
'numbers' in Arena. Using the editor, you modify the contents of the
saveengn file. The next time you boot the game, you will see the
changes you made.
Any window that has had edits made in it will have the "unsaved
changes" marker, '!!', in the title. This is a quick visual
indicator that you need to save.
6.2. Saving Edits: File/Save
----------------------------
Once you've made your edits, you'll want to save them: select File/Save.
When you save your edits the "saveengn" file is updated (i.e. the changes
are written to disk).
If you exit ArenaEd without saving your edits they will be discarded and
you won't see them next time you play.
To be on the safe side ArenaEd will warn you if there are edits
("unsaved changes") that have not been written back to the save-game
file.
Try a few edits and then select File/Exit. This will pop up the
warning box. Now you know that you can trust ArenaEd to protect you
from accidental loss of your edits.
6.3. Discarding Edits: File/Reload
----------------------------------
Sometimes you make edits that you would rather discard: perhaps you
made a mistake, or been a little more generous than you think is
best.
To discard all the edits you've made since the last time you saved
simply reload the save-game file (File/Reload). This dumps all your
current unsaved changes and gets you back to a "clean" character file.
6.4. Make A Backup: File/Backup
-------------------------------
ArenaEd will automatically make a backup for you the first time you
start an edit session. If you are editing the second file in the
list, the file you are editing is actually called 'saveengn.01'. The
backup file is called "engn01.bak". The first time you edit
saveengn.01, a backup will be made. Subsequent edits will not
automatically create a backup since the backup already exists. As
mentioned above, we do suggest you copy these files to a diskette and
put the diskette in a safe place.
If you really want to update your backup file, select File/Backup.
You will be warned that you are going to loose the old backup, but if
that is really what you want to do, carry on. The current saveengn
file, say saveengn.01, will be copied to "engn01.bak" and the old
"engn01.bak" will be lost.
6.5. Restore From Backup: File/Restore
--------------------------------------
If you want to restore "saveengn.0?" to what it used to be, File/Restore
will copy "engn0?.bak" to "saveengn.0?".
The next time you play Arena, you'll see the character stats,
experience, gold, etc, as they were when the backup file was made.
7. Help in ArenaEd
------------------
7.1. Status-line Help
---------------------
The status line is the first place to look for help in ArenaEd. Every
attempt has been made to assist the user by displaying helpful messages
on the status line.
ArenaEd is context-sensitive and the help text on the status line will
change to reflect the current context.
7.2. Help file
--------------
You are reading the help file now. This help file can be displayed from
within the game by selecting Help/Help.
The Help file window is like any other window: Size/Move, Close,
Cascade, Next, Previous all apply as per 4.5.1.
The help file itself (arenaed.txt) is a straight text file. This file
can be printed using your favourite print utility. At the very least
you can type "print arenaed.txt" at the DOS prompt.
8. If Something Goes Wrong
--------------------------
We really don't think that anything bad will happen using ArenaEd. We
have designed it such that the safety and integrity of the game data
file is of primary importance. Extensive tests have shown that the data
is well protected and that ArenaEd behaves properly. But the unexpected
does happen when you least expect it.
If -heaven forbid- a game data file (saveengn.0?) has been corrupted
somehow, ArenaEd will detect the invalid data and give the user LOTS of
warnings about it. You can correct the data from ArenaEd on a field by
field basis. If the file is truly corrupted this process can get
annoying. The best option is to bail out of the editor and restore the
backup file. Here's how:
8.1. Get Me Out Of Here!
------------------------
Ctrl-Alt-Q means "get me out of here, now!". No saves are done, no
backups, no nothing. This is the only "secret" command in ArenaEd and is
there for emergencies only. Hopefully you'll never need it, but at least
it is there if you do.
8.2. Restore Your Backup
------------------------
If the game data has been trashed somehow, your best bet is your
backup file "engn0?.bak". You can select File/Restore from ArenaEd,
or simply copy "engn0?.bak" to "saveengn.0?" at the DOS prompt. Yes,
you'll loose the latest stuff in your game, but this should recover
from the corrupted game data file.
9. Hints On Playing Arena
-------------------------
We have logged more hours than we can count playing Arena. We like the
game a lot and that is why we wrote this editor. We have learned a few
things along the way. Perhaps some of it will be useful to you.
o Giving yourself a temporary break is sometimes all you need. Let's
say you're in a real slug-fest and you just want a temporary boost to
get you through the day. Boost your Current Health, Current Fatigue
or Current Spell Points (as appropriate to your character). Health
and Fatigue will be reset next time you sleep, Spell Points will wear
out as you use them up; these boosts are truly temporary.
o Getting started in a wicked world. Arena can be pretty rough on
the neophyte character. A standard trick we use is to boost our new
character's level to say 2 or 3. This will get you hitting better
and spells will be cheaper to cast. When you've actually earned
those levels (i.e. your experience has reached the appropriate
magnitude) your character will gain levels as normal. Note that there
is a down-side to this technique: you'll loose the benefit of Health
gain that comes with each level gain.
o Getting ripped off at the local vendors? A judicious increase in
Personality will make the shop owners a lot more reasonable in their
pricing. Barter can be fun - if you have the Personality for it!
You can save a bundle in gold too.
10. About ArenaEd
-----------------
10.1. Who we are
----------------
ArenaEd's authors, Trevor Flory and Joe Mooney, are both professional
software designers with a combined total of over 20 years in the
business. ArenaEd is the second in a series of game editors we are
producing.
10.2. A Few Thoughts On Shareware
---------------------------------
We think "try before you buy" is good for everyone. We like it
ourselves and we think it is one of the best ways to ensure that the
user get what they pay for. We encourage you to avail yourself of
shareware's advantages: try the software, see if it works for you,
make sure you can trust it to do what it says it will.
As wonderful as software is, it won't happen if it isn't worthwhile to
do it. If you like ArenaEd, please give serious consideration to
registering. See "Shareware!" on the ArenaEd menu bar for further
details.
10.3. The Difference Between Editing And Cheating
-------------------------------------------------
If a game does something you don't like, we think you should be able to
change it. We feel that users have the right to edit games because they
paid money for them: the game designer's don't own the game, the user
does. Editing isn't cheating, it is called getting your money's worth.
10.4. How To Contact Us
-----------------------
The fastest way to get our attention is through CompuServe. Either
of the following will do the job:
Trevor Flory, CIS: 70711,3712
Joe Mooney, CIS: 71171,3042
If you would like to send us money or simply prefer communicating
via the postal service, our business address is:
Box 119 - 154 Chadwick Court
North Vancouver, B.C.
CANADA V7M-3K1
This information is also available from within ArenaEd: see
"Shareware!" on the ArenaEd menu bar.
10.5. Respect for Bethesda Softworks (tm)
-----------------------------------------
Bethesda Softworks (tm) has been remarkably attentive to their Arena
customers. They've hung in for 5 upgrade cycles and all the
attending user requests, suggestions, complaints and flames. What
this really means is that they have invested time, money and effort
in keeping you and every other Arena user happy.
Most companies don't like game editors because a buggy game editor
can make their jobs infinately more difficult. If we have one request
it is that you be up-front with Bethesda about the fact that you have
used a game editor. If you talk to their customer service people
don't 'forget' to mention that you have used an editor. They won't
like hearing that, but at least you will be telling them the truth.
If fact, to ensure that everyone is happy, reproduce your problem in
a save-game that has NOT been edited. That will ensure that the
problem is really their's and not ours, and it will be respecting
the valiant efforts of their customer service people and their
play-testers.
For what it is worth, even though we wrote ArenaEd, we would never
even think of calling their customer service department until we had
reproduced any problem we were having in a save-game that had NEVER
been edited, not even a little bit.
Th-th-that's all folks. Have fun, play safe, pay as you go.

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While Frontier charges for any direct form of commerical advertising,
console trade and non-profit shows are accepted for publication in the
magazine at no cost. If you are organising, or know of any shows along
similar lines to that below, send in your press release/advertisement or
any related information and they will be published in Frontier for a few
months. Here is the first published in Frontier:
***********************************************************************
** O U R F O U R T H A N N U A L S H O W ! ! ! **
** /-----------\/------------/ **
** / / **
** / CT ATARIFEST '94 / **
** ,/ / **
** ,/ __________/|\___________/ **
** /__,/ ** BRIDGEPORT ** **
** **
** CONNECTICUT ATARIFEST '94 10 am - 5 pm Saturday 8/27/94 **
** August 27-28, 1994 at the 10 am - 4 pm Sunday 8/28/94 **
** BRIDGEPORT HOLIDAY INN **
** Bridgeport, CT Sponsored by **
** ACT Atari Group **
** (AUGOGH,CCCC,DBUG,FACE,MACH1,STARR & WMAUG) **
***********************************************************************
FOR IMMEDIATE RELEASE
For More Information, Contact
Brian Gockley at (203) 332-1721
Pre-Labor Day Atari Event Slated Returns to Bridgeport
BRIDGEPORT, Conn. (May 25) - The largest East Coast gathering of Atari
computer and video game system users will return to Bridgeport,
Connecticut, on Saturday, August 27 and Sunday, August 28. Connecticut
AtariFest '94 promises a state-of-art exhibition of products and
services for Atari desktop and palmtop computers, video and portable
game systems, software, peripherals and accessories for the fourth
consecutive year.
The event, to be staged at the Bridgeport Holiday Inn in downtown
Bridgeport, is scheduled for 10 a.m. to 5 p.m. on Saturday (Aug. 27) and
10 a.m. to 4 p.m. on Sunday (Aug. 28). The sponsor is ACT Atari Group, a
network of computer clubs from Bridgeport, Danbury, Hartford, New Haven
and Wethersfield areas, Central Connecticut and Western Massachusetts.
Since its debut in Bridgeport in 1991, the show has attracted thousands
of Atari system owners and onlookers from around the U.S. and Canada. In
1992 and 1993 the show was held in the Greater Hartford area.
This year, organizers expect consumer attention to focus on the Jaguar,
Atari's 64-bit game system that many industry observers believe
surpasses the technology of Nintendo and Sega, among the most
widely-sold systems in the U.S. CAF '94 features New England's biggest
electronic games competition, as well as bargains on hardware and
software and professional seminars and demonstrations of computer
graphics, desktop publishing, telecommunications, electronic music, home
and business applications, and more.
Admission is $6 for adults, half price for children under 12. Two-day
passes are $10. An all-you-can-eat, buffet dinner on Saturday is
available for an additional charge. The Holiday Inn is located within
two blocks of Interstate 95 (Exit 27), Route 8 (Exit 2), and Amtrak rail
passenger and Long Island ferry terminals.
For more information, contact Angela or Brian Gockley, ACT Atari Group,
18 Elmwood Avenue, Bridgeport, CT 06605, (203) 332-1721, or Doug Finch
at (203) 637-1034. E-mail the Gockleys at 75300,2514 on Compuserve,
or 75300.2514@compuserve.com@inet# via Internet; Finch via 76337,1067 on
Compuserve, D.FINCH7 on GEnie or 76337.1067@compuserve.com@inet# or
D.FINCH7@genie.geis.com@inet# via Internet. (Consult your on-line
service for proper E-mail protocols.)

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---------------------------
FAQ: BUYING FROM AN AUCTION (Last Updated: March 1, 1993)
---------------------------
INTENT AND DISCLAIMERS:
-----------------------
Copyright 1993
The authors (Doug Jefferys and Steve Ozdemir) hereby grant permission
to reproduce and distribute this document for personal use, subject to
the condition that the document (along with any copyright and disclaimer
notices) is not modified in any way.
The opinions expressed within this document are those of the authors only
and not necessarily those of their respective employers.
This FAQ was created to assist beginning and established collectors by
providing useful information about dealing with the current owners of
video games. Because this hobby can involve deals that can be in the
$1000s, the reader is advised to use the following information
carefully.
This FAQ is provided for informational purposes only. Although the
authors have made every effort to provide accurate information, they
cannot guarantee the accuracy or usefulness of any of the information
contained herein due to the complexity of the issues involved.
The authors take no responsibility for anything arising as a result of
anyone using the information provided in this FAQ, and the reader hereby
absolves the authors of any and all liability arising from any activities
resulting from the use of any information contained herein.
If you're new to collecting, we advise you to read the "Buying From an
Operator" FAQ before proceeding; it explains in detail many of the jargon
terms you'll encounter in this FAQ.
Q: What goes on at an auction?
A: An auction consists of two parts: a preview period and a bidding period.
During the preview period, all the items are available for inspection.
This is to allow the buyers to inspect the merchandise and decide for
themselves what they're willing to pay for it. In the case of video game
auctions, this usually means that you will be allowed to power up the
various games and play-test anything of interest.
During the bidding period, the auctioneer will offer each game up for sale
and accept bids on it. The auctioneer will first power up the game to
show that it is indeed operational and is worth bidding on.
The auctioneer (and/or the company who employs the auctioneer) gets a
percentage of all proceeds. Sometimes this percentage is included in
the winning bid or gets paid by the seller of the game, but sometimes
it is added onto the "hammer price", and the buyer is responsible for
paying. Ask the people running the auction before the bidding starts
and keep the answer in mind when bidding...
Then the fun begins. The auctioneer asks for a starting price (an
"opening bid"). If nobody accepts this bid, he will lower the opening
bid until someone accepts his offer. He will then slowly raise the price
as other customers show interest in the item. As the price rises past
the personal limits of the various bidders, the bidders stop bidding.
The last person to make a bid (i.e. the one willing to pay the most
for the item in question) "wins" the bid and gets the item. Bidding
then proceeds to the next item.
Q: Sounds like fun. How do I find out where an auction is being held?
A: You can find out about auctions by looking in the Yellow Pages under
"Amusement Machines" and asking the people at the other end of the
lines if there are any upcoming auctions in your area.
You can also find out about auctions by looking in Replay magazine (the
trade journal for operators). You can order a single copy of Replay
by sending $5.00 to Replay Magazine, PO BOX 2550, Woodland Hills, CA,
91365.
Q: Okay, I've found an auction. What should I bring with me?
A: The most important item to bring is an extension cord. Preferably 100'
or more, with multiple plugs. A good solution is a self-dispensing spool
of cord with four outlets in the center. It's lightweight, compact,
portable, and helps to prevent tangled cords. There will likely be over
a hundred games available, and very few of them will be in reach of the
cords dangling from the warehouse ceiling. The warehouse will supply the
power, but it's up to you to get the power to the machine you want.
Many auctions are held in rented buildings that don't have any dangling
cords -- sometimes they won't even have outlets available. At these
auctions, the only chance you have to see if a game works is when the
people running the auction power it up just before sale.
The second most important thing to bring is a flashlight. This will
enable you to examine the games for signs of water damage, rough
handling, pirated boards, poorly-performed conversions, banged-up
control panels, and so on. Most warehouses are poorly lit, so a small
flashlight can be invaluable when determining the condition of a machine.
The third most important thing to bring is cash. At most auctions, there
will be a "bidding deposit" (usually around $200 or so) which you must
have in order to get a bidder number. This is only a deposit, so rest
assured you'll get it back at the end of the auction, even if you don't
buy anything. If you do buy something, the deposit will be credited
toward your purchase. Some auctions will permit the use of credit cards,
provided you pay a surcharge of around 5% for the privilege. As this is
by no means guaranteed at any given, cash is still the preferred way
to go.
You should also bring some food. Depending on the number of lots offered,
the bidding can take quite a while - sometimes several hours. Make sure
you're equipped to spend a long time standing in a crowded warehouse...
Bring a pen and paper. Usually there'll be a piece of paper listing all
the lots for sale, but you'll want space to write down phone numbers of
people you meet, descriptions and notes about some of the games you're
interested in, and the winning bid for each game.
Writing down the winning bid isn't just for your benefit, it's for our
benefit too. Trust us, if you go to an auction, the r.g.v.a. readership
would *love* to hear about it, and they'd also love to see a listing of
winning bids. It'll help all of us keep an eye on the state of the market
across the country.
Above all else, make sure you've got appropriate transportation. See
the next question for more details.
Q: What was that about transportation?
A: Okay, remember in that last question when we said that the most important
item to bring was an extension cord?
We lied.
The *MOST* important thing is transportation.
Transportation determines *EVERYTHING* about how you deal with an auction.
The more space you have, the more you can buy. If you can swing it, always
try to have more space than you need.
When the auction is over, everybody who has bought something has a
fixed amount of time to get their stuff off the premises (sometimes they
have a day, other times they have to get it off by the end of the auction
or a few hours after the end of the auction).
The closer you are to the auction, the better. The question of whether
or not you are "close" to the auction can be rephrased as "Do you have
enough time between when you buy your last machine and when you have to
remove it from the premises to go home and pick up a trailer to drag the
stuff home?"
The advantage of being "close" is that you can get a trailer of the
appropriate size for your purchase, and if you haven't bought anything,
then you save yourself the rental charges and the time for the extra
trip. If you're at an auction several hours away from home, however,
you'll have to rent the trailer in advance, and you'll only be able to
buy games for which you have space.
By and far, a trailer is the cheapest form of transportation, although
pickup trucks and vans will do if you're just starting out and don't
plan to buy much. A trailer costs roughly $20 to rent and $300 to buy,
and is probably the most valuable item a video game collector can own.
Whatever mode of transportation you're using, make very sure that your
games are well-secured. Video games are extremely heavy creatures, and
the last thing you want is 200 pounds of extra wood, glass, and metal
plowing its way through the windshield (passing through the back of your
head en route) should you have to slam on the brakes. Also remember that
the extra mass of the games can affect the handling of your vehicle; if
you're driving in winter weather conditions, be extremely careful on sharp
turns and allow extra distance when stopping.
Q: Why is everything sold "as-is"?
A: The main reason auctions are held is to get rid of older equipment. If
the equipment doesn't work, the operator who originally sold the equipment
doesn't want to have to deal with it again - EVER!
On the other hand, most of the games at an auction will work, and because
of the preview period, you'll probably have an opportunity to examine the
games beforehand to determine any repairs that need to be made.
This is why the preview period exists. You wouldn't want to buy something
and bring it home, only to find that it's a gutted hulk with the wrong
parts in it. Use the preview period to your advantage; that's what it's
there for.
Even if there is no preview period, most games will be powered up at
least once before the bidding (by the auctioneer's people) in order to
demonstrate that there's something worth buying in the cabinet.
Q: I'm only after parts. Should I go?
A: Probably not, although you may meet with other collectors who may prove
to be valuable contacts in the future.
Auctions rarely have boards, monitors or control panels for sale. These
are usually obtained through other channels such as operators, parts
houses and other collectors.
The "everything must work" principle combines with the "as-is" principle
to explain why boards and monitors are rarely found at auctions. With
the exception of JAMMA-based boards (which are very easy to test in any
JAMMA-compatible cabinet), it is extremely time-consuming to test a wide
variety of boards. Since an auction is an attempt to sell a large
quantity of merchandise in a short period of time, it follows that
boards and monitors will not be found at auctions. The returns simply
do not justify the time it would take to auction them off.
Q: When should I arrive at the auction?
A: This depends on your strategy.
If you're looking for a specific machine (like most beginning collectors),
it pays to arrive early and completely go over the machine(s) that you
will be bidding on. If the specific machine you want isn't there, then
you can go home with only an hour or two of the day wasted. If the
specific machine *IS* there, then you power it up and make sure that you
really want it. If there are multiples of the machine you want, you have
time to play all of them. Decide for yourself what condition the machines
are in and what you'd be willing to pay for each of them.
Generally, if there are multiple instances of a given machine and the price
is important to you, the second or third machine from the last will be the
cheapest.
If you're looking to buy a lot of machines at a really good price, arrive
late. By arriving late, you ensure that the crowd has thinned a bit (you
have less competition and the prices are lower). Usually the oldest games
are left for last, so by arriving late, collectors of older games can avoid
having to wait around until the newer (higher-priced) games are sold.
Also, by the end of the auction, the auctioneer is tired and won't be
trying to squeeze every last penny out of the crowd. Simply put, the
cheap, old games that will sell for less are most likely to be found at
the end of an auction. If you're on a budget (or just like old games),
why go early?
Q: What kinds of games are generally available at auctions?
A: There will be at most a handful of recent games (i.e. less than two
years old) because the newer games are still making money hand-over-fist
for their operators, and the operators will be loathe to auction off
their best money-makers. There will be a few older games (pre-1985),
but as most of these have already worked their way through multiple
conversions, so don't expect to find them every time.
As of this writing (early 1993), you can expect to find the following
distribution of games:
- New games (post-1990) ----------- 5%
- Middle-aged games (1985-1990) --- 75%
- Old games (pre-1985) ------------ 20%
Of the "old games", only half of them can usually be considered "classics",
so don't be surprised if you go to an auction and find yourself interested
in only three or four games.
The reason for this distribution is that games from the 1985-1990 era
can still make money in arcades, but they're far enough past their prime
that their original owners are now looking to free up space for newer
and better moneymakers.
Q: What factors determine the price of games at an auction?
A: The price of a given game is determined by the type of people bidding on
the game as well as the rarity of the game in question.
If the crowd at the auction is composed largely of big operators who don't
think they can make money from your favourite game, then the price will
be lower than the average.
If the crowd is composed of home consumers -- people who love the game and
don't know its real value -- then the price may go upwards of twice the
game's market value.
If the crowd is composed of people who know the value of your favourite
game (i.e. medium-sized operators and serious collectors), then you'll
see your game going at market value.
The more rare the game in question is, the higher a price it will demand.
Expect especially high prices for old, rare games at auctions where the
proportion of home consumers and beginning collectors is high. Expect
astoundingly cheap prices for old, common games at auctions with a high
proportion of distributors in the crowd -- you may be the only person
present who doesn't already own the game!
Q: How rare is my favourite game?
A: Here are a few rules of thumb that you can use to determine whether or
not your favourite game is rare:
- If several instances of your game are at an auction, chances are it
isn't very rare.
- If your game had a huge production run, it probably isn't rare.
- The older your game is, the more rare it is likely to be. Anything
from the early 1980s, for instance, is likely to be quite rare.
For example, if you're interested in black-and-white vector games, the
following paragraph may illustrate what we're getting at.
On one hand, the games haven't been in arcades for a long time and are
practically worthless to operators, so they'll tend to be rare. On the
other hand, Asteroids had a huge production run, and there are still a
lot of games out there. If you see an Asteroids machine at an auction,
you'd know not to bid very high because the game is relatively common.
It'll show up at another auction sometime soon. (the authors of this
FAQ, for instance, have seen dozens of these machines in warehouses
across the country). On the third hand, Asteroids Deluxe had a fairly
small production run and was never as popular as the original game, so
you should probably take advantage of the opportunity to buy as soon as
it arises.
Q: I'm in a fierce battle for my favourite game, and the prices are getting
pretty steep! HELP!
A: Bidding wars are bad news.
Remember, if you need a rationalization to avoid bidding on a given game,
or you want to console yourself after losing a bid, remember that there
are other auctions, any one of which might also have your game in it.
Moreover, you still have your money, so you can now bid on something else
in the auction...
Q: Why are the prices so cheap?
A: The reason that the prices are so cheap for "old" games is that the
operators can't make any money on them. This is why (provided you're
at an "honest" auction) the prices are by far the cheapest you'll see as
a beginning collector or as a person who wants a specific machine.
We highly recommend this as a way to pick up your first machine.
Q: Anything else I should know?
A: If you've never been to one, go to one and sit through the whole thing.
It's good experience, and you don't have to buy anything.
For the most part everything works and will work when you get it home,
but there are no guarantees. Everything is sold "as-is", and all sales
are final. This is why it is important to play-test anything you
intend to buy, if at all possible.
If a game won't power up, it will be sold at the end of the auction as
"broken" (or "was working an hour ago") and will go for next to nothing.
Prices will vary from region to region, and even within regions depending
on the auctioneer. For the most part, however, "old" games will sell for
between $50 and $250, depending on its age, condition, the number of
instances of the game present, and whether or not it was sold at the
start or end of the auction.
Living in California seems to add about $50-$100 to the prices, and some
people report that "classic" games are often harder to find in the
California area.
Cocktail tables will add $100 to the price of the machine, since so many
people in the crowd can easily take home a cocktail table.
[end-of-FAQ]

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|_| |_| |____| |_| |___| |_| |_|
______ ______ ______ ______ VS.____ _______ _____ ______
| _ \| _ \| ___| _ \ / _ \|__ __|/ _ \| _ \ (TM)
| |_| | |_| | |___| | | | |_| | | | | | | | |_| |
| ___/| _ /| ___| | | | _ | | | | | | | _ /
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Alien vs. Predator Mini FAQ Version 2.1 10-06-94
By: Rey Kanzaki (rkanzaki@netcom.com)
SPECIAL THANKS TO THE AUTHOR OF AVP FAQ VERSION 1.0:
Mike "BBC" Long (mlong@world.std.com)
MANY THANKS TO ALL WHO MADE THIS POSSIBLE:
Jeff W. Alexander (jwa@WLV.IIPO.GTEGSC.COM)
Alexander Wong (awong@emerald.tufts.edu)
Kevin Michael Malone (kmalone@falcon.tamucc.edu)
Herbert Tin Hoy Hu (hoy@uhunix.uhcc.hawaii.edu)
Devin Wong (devin@qedbbs.com)
m.a.hall (M.A.Hall@bradford.ac.uk)
Peter Yeung (yeung@staff.cs.su.oz.au)
Adam Tennant (ahriman@ccu1.auckland.ac.nz)
Alain Hoang (hoanga@rpi.edu)
Omega Red (omega%vikings@bts.com)
Van Hoang Nguyen (vanhn@ocf.berkeley.edu)
Andy Eddy (vidgames@netcom.com)
Albert Disanto (space port 11707)
Glenda (space port 11707)
Rick (space port 11707)
Scott (space port 11707)
Send corrections, comments, suggestions to rkanzaki@netcom.com.
1. Story.
Released by Capcom in the summer of 1994, Alien vs. Predator is
loosely based on the movies _Alien_ and _Predator_ and is the latest
of the Final-Fight genre games. The setting is San Drad, California,
the largest city on the West Coast. The Wayland Yutani Corporation is
developing biological weapons. An emergency situation occurs, and in
72 hours, San Drad is overrun by Aliens. Incredibly outnumbered, two
heroes, Dutch Schaefer and Linn Kurosawa, fight the Aliens in a
losing battle. And when all seems lost, Predators materialize and side
with the heroes to join in the "Hunt".
The "Hunt" begins. Round 1 is "City of Despair". The fight takes place
in the city amid hordes of Aliens. The boss is the Alien guard
Chrysalis. Round 2 is "War in the Underpass". The fight continues in
the sewers beneath the city. The boss is the fast and deadly Razor
Claws. Round 3 is "Forced Assault". Atop a moving APC, the hunters
shoot at Aliens as they storm their way to the Queen's liar. The boss
is the agile Arachnoid. Round 4 is "Assault on a Queen". The fight
takes the hunters directly to the Queen. The boss is the first Alien
Queen. Round 5 is "Secrets". Investigating the crash of an aerial
transport, the hunters find that the Aliens are part of a biological
weapons development. The boss is a military service Power Loader.
Round 6 is "Nightmare in the Lab". The fight is now inside the
laboratories. The boss is the powerful "Mad Predator". Round 7 is
"Hunt's End". The fight takes place aboard a space craft in outer
space. The boss is the second Alien Queen.
Having defeated the Alien Queen, the hunters board a escape pod and
direct the space craft to crash on the base and explode on impact. The
resulting explosion destroys all remaining Aliens. Then back on the
planet, the Predators give the heroes the Alien Queen's tail hook. The
Predators leave as the heroes wonder why they helped them.
Note: Round 6, "Nightmare in the Lab", has a special stage where
characters must destroy a control box. Failure to destroy it in 20
seconds results in a crash, inflicting damage to the characters.
2. Characters.
|-Predator Warrior----------------+-Dutch Schaefer-------------------|
| | |
| Favorite Weapon: Spear | Favorite Weapon: Anything he |
| Gun: Shoulder Cannon | can get his hands on |
| | Gun: Smart Gun |
| A proud leader, he seeks | Abandoned by his superiors, |
| both prey to hunt, and kin | he fights because it is what |
| who have gone missing on | he knows ... and loves. |
| this world. | |
| | |
| Speed: ****** | Speed: *** |
| Power: **** | Power: ********** |
| Skill: ***** | Skill: ***** |
| | |
| A warrior from the stars | A cyborg created to fight |
| who lives for combat. He | extraterrestials. He lost |
| searches the galaxy for | his right arm in the 2nd |
| worthy game to hunt. | Alien War, and has since had |
| Equipped with powerful | it replaced with a smartgun |
| weapons, his honor will not | rig. He lives only to avenge |
| let him take unfair | himself against the aliens! |
| advantage during a hunt. | |
| | |
|-Linn Kurosawa-------------------+-Predator Hunter------------------|
| | |
| Favorite Weapon: Katana | Favorite Weapon: Halberd |
| Gun: Large Caliber Pistol | Gun: Shoulder Cannon |
| | |
| Honor bound to defend those | A berserker, feared even by |
| who betrayed her, she still | his own people. For him the |
| prays that it was a | hunt is all. |
| mistake. | |
| | |
| Speed: ****** | Speed: ****** |
| Power: ** | Power: ***** |
| Skill: ********** | Skill: **** |
| | |
| A cyborg who lead the 13th | A hunter from beyond. This |
| Colonial Marine Corps. She | young warrior seeks to prove |
| is a master of ancient | himself by hunting the most |
| martial arts which she | dangerous creatures known. |
| combines with her super | He will destroy himself |
| strength for lethal effect. | rather than be defeated. |
| Always equipped with a | |
| Japanese Katana, the blade | |
| represents her soul. | |
|_________________________________|__________________________________|
3. Weapons.
The Predators are armed with shoulder cannons. The cannon fires single
shots. On the ground, the cannon automatically targets the first enemy
in the line of sight but cannot seem to track Chest Busters, Face
Huggers, and the first Alien Queen. In the air, the cannon initially
fires in the direction of the joystick, but the cannon's auto-tracking
takes over almost immediately. Direct hits result in explosions
affecting the target and other enemies near it. Those affected are
enveloped in flame and are knocked down (except Alien Queens and Power
Loaders). The reload status bar indicates firing availability. Each
time the cannon is fired, the reload status bar decreases. If the
reload status bar is totally depleted, the cannon has overheated,
otherwise the reload status bar continuously refills. The cannon can
QUICKLY overheat. The Warrior's native weapon is the spear, and the
Hunter's native weapon is the halberd. They cannot use other melee
weapons. They simply throw them.
Schaefer is armed with a smart gun rig on his arm. He fires a barrage
of smart gun bullets. On the ground, he fires by waving his arm up and
down covering all angles in the direction he is facing. In the air, he
fires according to the joystick direction. The reload status bar
indicates firing availability. Each time he fires, the reload status
bar decreases. If the reload status bar is totally depleted, the gun
has overheated, otherwise the reload status bar continuously refills.
Schaefer carries no melee weapons, but he can use ANY weapon that he
picks up, including the Warrior's spear, the Hunter's halberd, and
Linn's katana.
Linn is armed with a large caliber automatic pistol. She fires a
stream of pulse gun bullets. On the ground, she fires an initial burst
striking the ground and then proceeds to shoot horizontally in the
direction she is facing. In the air, she fires according to the
joystick direction. The reload status bar indicates firing
availability. Each time she fires, the reload status bar decreases.
Unlike the Predators or Schaefer, Linn does not have continuous
refill. When the reload status bar is depleted, she must stop and
reload her gun. Reload occurs immediately after depletion, even when
surrounded by enemies. During reload, she is COMPLETELY VULNERABLE.
Linn's native weapon is the katana. She cannot use other melee
weapons. She simply throws them.
Other Weapons:
Super Cartridge: A character picking up this item can continuously
use his weapon to fire unlimited amount of rounds in a ten
second period. Super cartridges are found in some
containers and also appear whenever a player joins a game
in progress.
Knife: Basic weapon that affects all enemies in the line of
projection. This weapon is simply picked up and thrown. If
it hits a wall, it falls to the ground.
Disc: When thrown, the disc returns to the thrower along the line
of projection. If the thrower is not on the same horizontal
plane as the disc during its return, the disc will travel
off the screen and is lost. The disc is capable of knocking
down enemies with a single hit. Linn can use the disc to
hit enemies on the ground. If it hits a wall, it falls to
the ground.
Flame Thrower: Use with care. Each blast lasts about a second, leaving
your backside vulnerable. This weapon is short-lived but is
very effective against hordes.
Pipe: A simple but effective weapon. Schaefer is the only one who
can use it to repeatedly smash enemies. The Predators and
Linn simply throw it. If it hits a wall, it falls to the
ground.
Pulse Gun: A very effective weapon that bombards enemies with
constant fire. It has long range and is useful against
bosses. The bullets do not go through enemies.
Smart Gun: Improvement over the Pulse Gun. More firepower. Unlike the
pulse gun, the smart gun shoots bullets that go through
enemies, affecting all in the line of fire.
Hand Grenade: Powerful hand-thrown weapons. The explosion affects the
target and other enemies near it. Those affected are
enveloped in flame and are knocked down (except Alien
Queens). This weapon is very effective against Power
Loaders. If an enemy soldier is hit before he throws a
grenade, the fallen grenade can be picked up and used.
Grenades hit in mid-air can also be picked up and used.
Grenade Launcher: Improvement over hand grenades. This is a very
powerful weapon. If the grenade hits, the following
explosion propagates to enemies that are in the direction
of firing. If fired from one end of the screen, one direct
hit is capable of enveloping in flames all enemies on
screen.
4. Items.
There are numerous items placed throughout the game to aid you in your
fight. Some items restore partial health, and some simply increase
your score. The items are stored in some form of container, but be
cautious, some containers store Aliens.
|---------------------------------+----------------------------------|
| Item: Points: Health: | Item: Points: |
|---------------------------------+----------------------------------|
| Soda Can 10,000 ? | Amber 2,000 |
| Hot Dog 15% | Amethyst 2,000 |
| Salad 10,000 ? | Aquamarine 4,000 |
| Turkey 25,000 ? | Emerald 8,000 |
| Ham 35% | Necklace 6,000 |
| Hamburger 15,000 30% | Ingot 20,000 |
| Beef Steak 20% | Lapis Lazui 8,000 |
| Cheese 20% | Ring 10,000 |
| Meat 35% | Topaz 2,000 |
| Medicine 50,000 100% | |
| Chicken 25% | Radio 10,000 |
| Lobster 40% | Helmet 10,000 |
| Sea Breen 40,000 ? | |
| Porker 25,000 40% | |
| Pizza ? | |
|_________________________________|__________________________________|
5. Moves List.
|-Legend--------------------------+----------------------------------|
| Joystick Controls | Character faces right. |
| O O O | A = Weapon |
| \ | / | B = Attack |
| O- Q -O | C = Jump / Dash |
| / | \ | ',' = "Followed by" |
| O O O | '*' = "Hold button" |
| | Ex: 'A*B' means press |
| | A and hold, press B |
|_________________________________|__________________________________|
|-Predator Warrior---------------------------------------------------|
| The Warrior's normal attack pattern is three spear swipes |
| followed by a stationary pole vault-like kick. This final kick |
| has just a tad less range than the spean swipes, and sometimes |
| misses the target. If weaponless, he punches instead. If he is |
| hit by an enemy immediately behind him while attacking, he will |
| execute a reverse sweep. |
|--------------------------------------------------------------------|
| -O C Dash |
| (Moves about 1/2 screen width) |
| |
| Dash, B Dash Kick |
| |
| Dash, | B Dash Knee |
| O |
| |
| After initiating a Dash Kick, it is possible to land multiple |
| kicks by further pressing the ATTACK button each time the |
| Warrior connects with a target. Furthermore, the Warrior will |
| rebound from connection in the current direction of the |
| joystick, making it possible to dash into a group of aliens, |
| kick several, and then bounce out without ever touching the |
| ground. |
| |
| After initiating a Dash Knee, it is possible to turn it into a |
| Dash Lunge Punch by pressing the ATTACK button once upon |
| connecting with a target. |
| |
|--------------------------------------------------------------------|
| O- C Backward Hop |
| (Dash Kick and Dash Knee work |
| too, but are awkward) |
| |
|--------------------------------------------------------------------|
| | C Short Slide |
| O |
| |
| \ C Long Slide |
| O |
| |
|--------------------------------------------------------------------|
| Jump, | C Spear Dive |
| O (If he is without his spear or |
| is holding another weapon, he |
| executes a diving kick. |
| Repeatedly pressing JUMP results |
| in multiple hits. He is |
| momentarily vulnerable after |
| execution) |
| |
|--------------------------------------------------------------------|
| -O Grab |
| (Alien Queens and Power Loaders |
| are immune to grabs) |
| |
|--------------------------------------------------------------------|
| The following moves can be performed after a successful grab. |
| |
| Center Joystick, Press B Pummel |
| Repeatedly |
| |
| Jump, | B Ground Smash |
| O |
| |
|--------------------------------------------------------------------|
| | O B Flying Kick |
| O | (This move is more defensive |
| than offensive. It moves him a |
| good distance and can hit |
| several enemies) |
| |
|--------------------------------------------------------------------|
| Any two buttons Escape Move |
| (He crouches and twirls his |
| spear above his head. Without |
| his spear, he hops and fires |
| straight down, even when his |
| weapon has overheated. This move |
| drains energy for each enemy |
| affected) |
| |
|____________________________________________________________________|
|-Dutch Schaefer-----------------------------------------------------|
| Schaefer's normal attack pattern is four punches. If he picks |
| up any melee weapon, he will keep it and swing it repeatedly. |
| If he is hit by an enemy immediately behind him while |
| attacking, he will execute a reverse sweep. |
|--------------------------------------------------------------------|
| -O C Rush |
| (Also, center joystick (Moves about 1/2 screen width) |
| and tap C repeatedly) |
| |
| Rush, B Rush and Punch |
| (Also, C * B) |
| |
|--------------------------------------------------------------------|
| \ C Slide |
| O |
| |
|--------------------------------------------------------------------|
| -O Grab |
| (Alien Queens and Power Loaders |
| are immune to grabs) |
| |
|--------------------------------------------------------------------|
| The following moves can be performed after a successful grab. |
| |
| Center Joystick, Press B Pummel |
| Repeatedly |
| |
| -O B Suplex |
| |
| C * B Ground Smash |
| (Schaefer is immune to ALL |
| attacks when executing this |
| move) |
| |
|--------------------------------------------------------------------|
| | O B Rising Knee |
| O | (The descent is slow, and it can |
| leave him vulnerable) |
| |
|--------------------------------------------------------------------|
| Any two buttons Escape Move |
| (He overloads him arm and spins |
| in place while sparks fly. This |
| move drains energy for each |
| enemy affected) |
|____________________________________________________________________|
|-Linn Kurosawa------------------------------------------------------|
| Linn's normal attack pattern is four Karate moves followed by |
| a katana slice. Without her katana, she will only do four |
| Karate moves. If she is hit by an enemy immediately behind her |
| while attacking, she will execute a reverse sweep. |
|--------------------------------------------------------------------|
| If Linn's air attacks connect, she can rebound and execute |
| another air attack. If executing a Jump Kick, she will rebound |
| in the direction of the joystick. If executing a Stab she will |
| rebound up. Repeated Stabs usually result in an Air Throw. She |
| can also rebound off the walls. |
| |
| Jump, B Jump Kick |
| |
| Jump, | B Jumping Stab |
| O (If she is without her katana or |
| is holding another weapon, she |
| executes a Jump Kick) |
| |
| Jump, B Air Throw |
| (She must overlap with an Alien. |
| She can also throw Aliens just |
| when they are dropping from |
| above) |
| |
|--------------------------------------------------------------------|
| \ C Slide Kick |
| O |
| |
|--------------------------------------------------------------------|
| Tap Joystick Forward Twice Iaikiri |
| (If she is without the katana or |
| is holding another weapon, she |
| executes a roundhouse kick) |
| |
|--------------------------------------------------------------------|
| Hold B For 2 Seconds, Then Soukeiha [Double Power Wave] |
| Release (She may freely move and use the |
| SHOOT and JUMP buttons while |
| charging. Even firing a picked |
| up weapon will charge her bolt, |
| often resulting in a discharge |
| when the weapon clip is emptied |
| and the button is released) |
| |
|--------------------------------------------------------------------|
| | O B Koeikyaku [Tiger Shadow Kick] |
| O | (It also affects enemies on the |
| ground) |
| |
|--------------------------------------------------------------------|
| Any Two Buttons Senpuzan [Hurricane Slice] |
| (She jumps into the air, |
| spinning with her katana |
| extended. She can do this in |
| place or combined with a leap to |
| one side. The leap can be |
| directed by using the joystick |
| when the buttons are pressed. |
| Without her katana, she stays put |
| and kicks the legs from under |
| everything around her. This move |
| drains energy for each enemy |
| affected) |
| |
|____________________________________________________________________|
|-Predator Hunter----------------------------------------------------|
| The Hunter's normal attack pattern if four halberd swipes. If |
| he is hit by an enemy immediately behind him, he executes a |
| reverse sweep. |
|--------------------------------------------------------------------|
| -O C Dash |
| (Moves about 1/2 screen width) |
| |
| Dash, | B Flying Tackle |
| O |
| |
|--------------------------------------------------------------------|
| | C Short Slide |
| O |
| |
| \ C Long Slide |
| O |
| |
|--------------------------------------------------------------------|
| Jump, | C Ball Attack |
| O (Repeatedly pressing JUMP |
| results in multiple hits. He is |
| momentarily vulnerable after |
| execution) |
| |
|--------------------------------------------------------------------|
| -O Grab |
| (Alien Queens and Power Loaders |
| are immune to grabs) |
| |
|--------------------------------------------------------------------|
| The following moves can be performed after a successful grab. |
| |
| Center Joystick, Press B Pummel |
| Repeatedly |
| |
| Jump, | B Ground Smash |
| O |
| |
|--------------------------------------------------------------------|
| O | B Uppercut |
| | O |
| |
|--------------------------------------------------------------------|
| Any Two Buttons Escape Move |
| (He crouces and spins mini discs |
| around himself. Without the |
| halberd, he hops and fires |
| straight down, even when his |
| weapon has overheated. This move |
| drains energy for each enemy |
| affected) |
| |
|____________________________________________________________________|
Under no circumstance do I guarantee the accuracy and correctness of
this FAQ. This FAQ may be freely copied and distributed. This FAQ is
available in ftp.netcom.com /pub/vi/vidgames/faqs.
--
Rey Kanzaki : A!MG TSZ FSS Gunnm : "Megami ga matteiru nara
rkanzaki@netcom.com : MarikoNagai : tengoku datte nobotte
: KahoruKohiruimaki : miseru sa"

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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
3 3
3 3
ANOTHER WORLD WALK-THRU
by:
3 Piston and Skyin 3
3 04/15/92 3
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
For those of you who can't figure out how to finish this one (or don't
want to spend the time), here's a few helpful hints.
Scene 1
-------
After the nice lab explosion, you appear in a water filled pit
on another world. Press up to swim to the top and up and right to
get out. Go right and kill all those little beasties in the next
two screens. Then keep going right. At about halfway thru the
third screen over from the water, a beast will appear. Run left and
just keep running. At the ledge, jump on the rope. You'll swing
back right. Now keep running right. After you run into the alien,
just watch and do nothing.
Scene 2 - HTDC
-------
OK, now your in a cage. Start swinging left and right. After
it lands on the alien, pick up his gun. Run two screens right and
kill the alien. Move to the right side of the screen and shoot two
aliens as they come from the left. Then go to the next screen to
the right, and your bud should be trying to open the door. Set some
shields (hold down spacebar until a little glow appears at the end
of your gun, then release it). Set like 2-3 shields to be safe.
When the doors to your right open up, follow your friend right.
Take the elevator to the bottom. Walk into the next screen to the
left, shooting as you go. The aim is to kill a guy as soon as you
enter the room. After you kill him, shoot the little light on the
wall. Then take the elevator up one floor. Go left and blow a hole
in the wall (hold down fire until a large glowing ball appears on
your gun, and release it). Then run left and stand over the
teleporter (hole in the floor) and push down. Then continue to run
left. Go up the next teleporter. (Make sure your bud is with
you). Go left through the door. Your bud will come behind you and
open a hole in the floor. Go down it.
Scene 3 - CLLD
-------
OK, you're rollin' in the pipes. I'll tell you the path, you
just avoid the steam. Left all the way. Fall. Right. Fall.
Right. Fall. Left. Fall. Right. Fall.
Scene 4 - LBKG
-------
Go left and charge you gun. Shoot through the three walls
(overload gun technique). Run right. Shoot the alien on the
bridge, and then move to the edge of the brigde. Jump out and
you'll land on a ledge. Shoot a hole in the wall.
Scene 5 - XDDJ
-------
Fall down first hole to your right. Do this again. You should
be standing on a balancing rock. Go right. Jump over the stalag's
and then continue going right avoiding the falling rocks. You
should encounter some hanging beasties. You can shoot some and
they'll go up. If you can shoot it, use a large phaser blase to
destroy it. Continue right avoiding all beasties until you get to a
wall. Shoot a hole in it.
Scene 6 - FXLC
-------
After shooting a hole in the wall, proceed back left. When you
get to where the rocks fall, take the high road, and you'll get to a
ledge. Then go one screen right, and shoot at the bird. Go back
left and the bird will follow you. Run and jump off the ledge and
you'll grab onto the first stalagtite. Wait here until the beastie
starts to eat the bird. Then contiue left on the stalag's by sliding
up them and then pushing left and fire. Eventually, you'll be on
top of the balancing rock.
Scene 7 - KRFK
-------
Fall off the left side of the balancing rock and use a large
laser blast on its base. Then run up it. Continue right, jumping
over the pits as they come. Then use a large laser blast to shoot
the foundation out from under the water. Now run like the wind
(left), but make sure not to fall in the pits. After proceeding
left, you'll be standing on a rock that will get shot up by water
underneath it. Now go right. You'll go up a ramp and then shoot a
hole in the wall. Go right, and then up the stairs. Then continue
to go right.
Scene 8 - KLFB
-------
You should be in a room with a bunch of pillars, and your bud
should be crawling underneath you. Go right. Kill the alien. A
good strategy to killing these guys is to set up shields, and then
use a large laser blast to destroy his shield, followed by a quick
laser blast to kill him. After killing him, go right and down the
stairs. Go left. Kill the guy. Then go up the stairs and shoot
the middle lamp. You just released you friend. Now run right and
continue to run right. You'll run into an alien. After he picks
you up, press fire to kick him where it hurts. Run toward your gun,
and then press down. You'll roll and pick up you gun. stay
crouched and just keep shooting. After you kill the guy, go
right. As you enter the room, proceed with caution. Two guys will
come, one from either side. Walk to about the first pillar (no guys
should be coming yet). Then set shields to your right. Then run
right of the shields and set a couple more. The guys will
be shooting at you now. Kill the one to your right, and then the
one to your left. Use the killing strategy mentioned earlier.
Proceed to the right and you will be next to a pit of water.
Scene 9 - TTCT
-------
Dive into the water. Swim all the way down, and then to the left.
On the second screen over, there will be two holes in the rock above
you. Go up the one further to the left and you can catch your
breath. Then swim straight down (2 screens). You should be at the
bottom amongst stalagmites. Swim right and get out of the water.
Jump over the little beasties, and shoot the power line. Then swim
back to the top of the pit where you first dove in.
Scene 10 - HRTB
--------
Get out of the water and go left. Go up the teleporter, and then up
the stairs to the left. Then go right until you get to the room
with the big alien and three doors between you and him. Go about
halfway to the doors and make a shield. Then go up to the doors and
they'll open. Because you made a shield, the guy should start
rolling grenades. When he does, back away. The doors will close
and the grenades will kill the alien. Then go through the doors.
Blow a hole in the next door and continue right. Go up the
teleporter and charge your gun. Go back down it and continue
right. You are now at the ceiling level above the guy to the left
of the pit of water. If you look at the green glass balls, you can
see his reflection as he paces. Squat and shoot so that a ball lands
on top of him. Then make your way back to the pit of water. Swim
across. Go right and you'll see the dead alien with shattered glass
around him. Keep going right.
Scene 11 - BRTD
--------
After going right, you will fall down a pit. Shoot the door to your
right with a large laser blast. Then run right. Just keep
running. You will get to a screen with a gate at the right. Along
the ceiling there is an air duct. Stand under that and keep making
shields to your left. Your friend will come and reach his hand down
the air duct. Hit your fire button and he will pull you up.
Scene 12 - TFBB
--------
Go left, behind the rock. Then go right. You will be on a path in
the background. Continue right, past the room where your friend has
been captured. Then go left into the room and kill the alien
closest to you. Just run up, and crouch such that your gun sticks
thru the shield, and fire. Then follow your friend right. Stand at
the edge of the cliff, and he will throw you across. Then after he
jumps and is hanging, jump left. You will fall and grab onto
another canopy and swing onto a path. Put up shields and kill the
two guys that come. Then go left.
Scene 13 - TXHF
--------
You should be standing by some stairs. Go left. Aliens are leaving
the room. Run up to the door. It will open. Put out your gun, but
don't shoot. The guy will stick up his arms. Then go right. He
will then close the door permanently. Go right and then go up the
stairs. Crouch in front of the wall. Put up a shield and then blow
up the wall with a large laser blast. The guy will start to roll
grenades. As soon as he starts, run left. Stand behind him and let
him keep grenading for a minute or so. Then kill him. After his
bones fall apart, teleport down (you're standing on a teleporter).
Then put up a bunch of shields and kill the guy shooting at you.
Then go to the right, over to the tube and press down. Shoot the
power line and then go up. Work you way back to the stairs and go
down them. Notice the hole in the ground (grenades anyone?). Go
down the hole and proceed to the right. The next screen will go
dark. Just keep running. Guys will shoot at you from under a
grate. After you pass the grate, stop. Walk SLOWLY to the right.
When the screen changes, the lights will be back on. Jump over the
hole and pull on the lever. Then go down the hole and run to the
right. Just keep going right until you get to the wall. Then press
up and you will teleport up. Then walk to the left. You will go
thru a door and then your friend will fall. Follow him to the
right. After he teleports, press up and you will teleport. Then
follow him to the right and into the spaceship.
Scene 14 - CKJL
--------
You're in the spaceship. The upper right corner of the screen shows
the ship's control panel. Only two buttons show. Press them both.
Then press the button to the lower left. A new panel of buttons to
the left should turn on. Then press the top four buttons on that
panel. A flashing button will appear. Press that button and you
will eject.
Scene 15 - LFCK
--------
Your pod lands poolside among a swarm of female aliens. Get out and
run right. On the next screen over you will have to kill four
aliens. (Shield, shield, big laser, little laser). After killing
them, run right. On the next screen, your friend will bust throught
the wall. Follow him right. A laser will then shoot out the ground
from under you. As you fall, another alien catches you. He then
kicks you into the next room. Your friend will come and jump on the
other alien, and when he does, press right to squirm across the
floor to a panel of levers. The alien will throw your friend off
the ledge and then come after you. When he's in the center of the
screen, press your fire button and your will pull the first lever,
killing the alien. Quickly, pull the second lever and a door will
open from above. Press left to make your way to under the hole.
When you get there, you will teleport up. That's the end. Just
watch and enjoy.

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February 20 1989
This is BACKDOR1.arc ... the first in a series of
"back doors" to various games. The source of this info is
various magazines, and I have paraphrased the articles.
Note that "back door" refers NOT to regular game hints on
how to play better, but to a way to CHEAT, usually put
there by the programmer, sometimes caused by a bug. Usually
you'll be made invincible if it's an arcade-type game, or
be able to advance quicker if an adventure game.
Most of these "back door" and "side door" hints are out of
a GREAT magazine for the Amiga, C64, and C128: INFO.
It's a grass-roots, down to earth magazine - the first
magazine about personal computers to be be entirely done on
personal computers. That's "Where It's At".
You owe it to yourself to subscribe to INFO.
With the exception of most of the ads, everything including
color screen shots and photos are digitally created, edited,
composed, printed, and color separated as complete assembled
pages on 14 Amiga computers running Professional Page (and
many many other Amiga software products), and output to a
Linotronic L300 typesetting device at 1235 dots per inch!
INFO doesn't cover programming techniques, but in my opinion
it out-shines all the other Commodore mags for news, honest
opinion, game reviews, and reviews of all C= software.
George Knochel, Lakewood Colorado
ALL GAMES: connect a genlock to the Amiga and leave it on
while playing games, and they'll play 25% slower, which
allows you to score high.
ARKANOID
Get into the back door this way: boot and run the game as
usual, then select a start screen and begin game. Press the
space bar to pause, and type in DSIMAGIC (no spaces, and
don't press Return). Press the space bar to unpause.
Now a yellow Power capsule named DS will fall down. Catch
it. Now you can get any power capsule you want any time.
Press the first letter of the capsule you want, and it will
fall down for you to catch:
Break Catch Disruption Expand Laser Player Slow
Catch some Player capsules first to get extra lives.
You can also use two capsules at the same time, like Disrupt
the ball into three balls, and use Lasers also.
Pressing the F key will send you to the Finsl screen where
you fight DOH, the Dominion Over Hour monster on the cover
of the package. You'll need lots of lives first.
Skip over any screen by pressing Enter on the keypad, or
get through the screen fast (with points too) using a Break
capsule.
ARKANOID II
On the high score screen, type in the name DEBBIE S
(with the space), and you'll have infinite lives.
BARBARIAN
Boot and run the game as usual, but at some point after the
game has started, type in: 04-08-59 ...It will make the
Barbarian character almost invincible, but he can still be
killed by very high falls, and by the flame-hurling horned
demon in the dungeon deep, pictured on the cover.
After you type 04-08-59 the screen will turn gray, telling
you that you're invincible.
Once you make it to Necron, you must have a shield. Face
Necron when he turns to face you. When he throws a fireball
at you, press the defense button as it hits your shield.
BARD'S TALE
How to hoard millions in gold without trying: Load your
party, go to the stats screen for the first player. Pool
all of the party's gold to the first player, then remove
him from the party, then load him back in. Then pool the
gold to another player. Repeat this for each player.
Then turn off the computer without saving the game. Reboot
and ezch player will have gold equal to the TOTAL the party
had before. Repeat if you're really greedy !
BETTER DEAD THAN ALIEN
If you are just about to be hit by an alien or a bomb, press
the ESC key to pause, move your ship out of the way, then
press N to resume the action.
Type CHAMP on the options screen, then press the HELP
key. You'll be shown a list of cheat keys.
CAPONE
To find the "special bonus", go to the front of the Post
Office. Shoot the ball at the top of the flag pole, and
your score will go way up. If you shoot it again, you'll
see a screen of the programmers! Shoot again and you'll be
invincible, standing in the bank. At the end of that round,
you will start at the beginning, except you'll be in warp
speed.
DEFENDER OF THE CROWN
To get 1,024 Knights: After conquering a territory, press
these four keys at the same time, while the drive is still
running: H J K L ... If you do it just right, you'll have
1,024 knights both in your home and in your army. Hey, this
is good stuff!
Another way was reported in which to get 1,024 Knights, but
it doesn't seem to work: After first picking the knight,
when Robin Hood appears, type PATTERSON over and over until
the map of England appears. Don't press the Return key.
If this trick doesn't work the first time, try again.
I was only able to get this to work most of the time if,
before typing PATTERSON over and over, I first typed in
my name with no spaces: GEORGEKNOCHEL Yep, Twilight Zone!
Another good trick for Defender of the Crown, for sword
fighting, is to get the PD program called FUN-BUT
(fun button), which when run lets you press the F1 key
continuously instead of clicking on the mouse.
(but then this is a hint, not a back door).
DRAGON'S LAIR
This will demo the ENTIRE game (about 18 minutes worth or a
disk I/O error, whichever comes first). You can't play it,
just watch the whole game: After the credits have finished
loading, and are being displayed (the red light will still
be on, but no loading is occurring), press the following six
(6) keys, simultaneously: <ESC> R / L N 7
Yes, all at the same time (use your nose if ya have to -
just press ESC and hold, then press R and hold, etc.).
The screen will flash if you did it right. THEN PRESS THE
FIRE BUTTON on your joystick. Sit back and watch all the
animation. (I couldn't - my disk 5 had an I/O error)
DUNGEON MASTER
To advance Ninjas a level, stand in a hall and throw all
your weapons, then get them and repeat. This also works
with magic and Fighter levels: cast a spell at the air,
or slash and bash until you gain a level.
F/A-18 INTERCEPTOR
Select option "2 Free Flight, no enemy confrontation" from
the main menu. Then select zero instead of 1 to 4. The
screen will go into a spiral and scroll way south to 34 by
117 degrees, placing your plane somewhere without a runway.
To take off you have to use the afterburners. 117 degrees
is the furthest south you'll be able to fly, but you can go
in other directions. (Is there more to this back door? hmm)
FAERY TALE ADVENTURE
Sometimes you can accumulate all the treasure you want by
going near the item, press space bar, and keep pressing 'T'.
You'll receive an infinite supply of that treasure.
Save your position in a dungeon. Then go through it until
you don't have anymore keys. Restore your position. All
doors already opened will still be open, and you'll have a
new supply of keys. Repeat if needed. Also works in cave.
Jump on the turtle and start slashing. Your bravery points
will go up to infinity, but doesn't hurt the turtle or you.
On the island with the Crystal Castle, press the right mouse
button while talking to the Sorceress and your luck will go
to 65. "Ask"ing the Sorceress several times will normally
boost your luck.
If running low on green keys, use a secret entrance for the
fort - it is on the left side, almost even with the door.
HYBRIS
Boot game and don't do anything until the high scores screen
appears. Then type COMMANDER and click the fire button.
When it starts, wait a few moments and press the F10 key.
If the extensions of your ship get flickery or glimmer,
you're now invincible and have unlimited expansions and
smart bombs. Get to the other 6 levels of expansions by
pressing F1 through F5 when you're in unexpanded mode, or
capture the special "capsules" in the usual way. Move to
other game levels (there are three) with the F8 key, and
turn invincibility off or on with the F10 key. No High
scores are collected when you're invincible.
KARATE KID II
Press the P key in single player mode to be taken to the
next screen. You can go as far as the Final Encounter. In
2-player mode, you can go to the next-to-the-last screen.
LEISURE SUIT LARRY
Press ALT and X at the same time to bypass the proof-of-age
questions.
STARGLIDER (not Starglider II):
Boot and play as usual until launched and ready to do
battle. Then slow down until completely stopped in
space. Press the F1 key to turn on the fixed sight, and
press the backspace key to pause the game. Now type:
js[space]arg[space]s You should now be invincible!
You'll know you're in invincible mode when you can
repeatedly press the P key and get additional missiles (up
to 9). If the password didn't take the first time, try
again. To may have to dock and re-exit for it to work.
Once invincible, your fuel will remain constant and shields
will never be depleted.
Also, a secret built-in 3D object viewer running in the
background is available by pressing the z key once you've
entered the invincible mode. Use the keyboard to pause [p],
select [, and .] and manipulate objects - use all keys
except q and ESC. Use the mouse to change point of view
and magnification and hold down the right button. ....
STARGLIDER II
Once the game has started, press F for fixed sights and
then slow the ship to a halt. Press BACKSPACE to pause, and
type the words: WERE ON A MISSION FROM GOD (really!)
(The article did not have the apostrophe ' in We're ...)
Then press 1 (one) on the keyboard (not keypad). Your
shield and energy levels will drop to a fixed point. Press
the letter K to get all the weapons in the game, including
the neutron bomb. If you run low on weapons, you can get
them all back by repeating the process. Onward into battle,
young soldiers!
SWORD OF SODAN
Type NANCY then press RETURN on the high scores screen for
unlimited lives!
TEST DRIVE
Holding down the joystick button while going around curves
prevents you from hitting the wall or going off the cliff.
THREE STOOGES
To really slow down "the hand" which selects the scenes, do
the slapping game and pull Curly's ear: pull it continuously
until the time runs out.
XENON
Let yourself be killed off at the beginning of the 2nd stage
of the 2nd level, and all aliens in the round are destroyed.
Press [ENTER] to continue...
Call the Terminal Bliss BBS at T-ERM-INA-LBLS.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\ home of the dead rock \\
\\ stars and across the \\
\\ street from the circle \\
\\ A its the............ \\
\\ \\
\\ DEAD ROCK CAFE \\
\\ 415-676-5953 \\
\\ 300-1200-2400 BAUD \\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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BETRAYAL OF KRONDOR CHEST CODES
List of the Moredhal codes for the chests in Krondor as compiled by
Steve Amburgey and Jim Clear, of Melbourne, Fl.
(The XXX Chests were never found by us but we know from others that
they exist)
A H A E = EYES
A R O O L E T = ALCOHOL
A V O D = SURF
B A T I = BULL
B D R E Y = SHOES
B E L V A E = FUTURE
B E S T D = NOISE
B I E R = DICE
B I L E T = COLTS
B L T E R I S T = MATTRESS
B L U E R = FLEAS
B O T N = DOOR
B R A T L Y = SNARES
B R E E L = SIEVE
B R E E T O E W = DELEKHAN
B R E S D = PRIEST
B R I N K = BLADE
B R I R O E D = FARRIER
B R L E S D = PRIEST
B R R D = FIRE
B S R O = BARD
C C A S E = OCEAN
C E O R L I Y = SAWDUST
C E S S H D N = THISTLE
C H L T = SHOE
C H S V O = STOVE
C I C H = PATH
C L A P V T = TEMPER
C L A Y S = TABLE
C L I W = PLOW
C O E V L S = BOTTLE
C O N S = BOOK
C O S A E F I E = STRANGER
C P T E G Y = SPONGE
C Q A T R L = SQUARE
C R E T Y = SPURS
C U O H H O = BUTTON
D O C = DIE
D R V S A G H O = DAY NIGHT
D S W P S T Y = DISPUTE
E H E P E T S = GALLOWS
E I T L = EGGS
E O E = FOG
E O E N = BARK
E T R I O S = BARROW
F O B P L Y = BUBBLE
F S A O T = BROOM
H L A L Y = TOWEL
H S K O = LAKE
J A R M L A Y = PROMISE
K I I E N = ONION
K L I C B T R = KNOCKER
L E I E L T = ICICLE
M A O H L L = JACKET
M B T N = ROPE
M O R I T = RIVER
O H D E = PIPE
P A T D = WIND
P E R D E = WRONG
P H E N G S S = THOUGHT
P I E S C E = ADVICE
P L E S R = WATER
P S A O S = ARROW
P S T E = LIFE
P W R D L A T J S N = TRADE MARES
Q I S S H D = MOUSER
R A R P E = WAGON
R C O N C A D G S R = GLAMREDHEL
R H E D L S = CANDLE
R H N B F T = SHADOW
R I A C = RAIN
R M E E S = SMOKE
R O B N = RING
R O S E T = HASTE
R O S P L = SNAIL
R S O E = RAIN
R S M S T = HONEY
R T H I C = MUSIC
S A E T E S = WALNUT
S A M T = WALL
S A R D = EYES
S A R D S = STARS
S A S S U = CHEST
S E L E T = GRAVE
S H O R A S = GLOVES
S H O T E E D = VICTORY
S H S T E = THORN
S H T A B Y = EQUALS
S H T W E S D = THE DEAD
S H U E T S E C = GAUNTLET
S I A D E = PEACE
S L C K = BELL
S L L A T = CARDS
S L O O Y = ASHES
S O O E S = SWORD
S O S K = MILK
S O S L P L G = NOTHING
T A F K T E = COFFIN
T A S D O Y = PADDLE
T A T E = CANE
T A T H E E N W = DARKNESS
T C K D = ECHO
T E F B T = STAKE
T E I R A E = SECRET
T E R I E S = STAIRS
T H A C K = DEATH
T H A O R T = ORANGE
T H E D T S = BRIDGE
T H D E L Y = SADDLE
T H I U R S = BRIARS
T H P L E = COALS
T H R = ICE
T H T A T W = SHADOW
T H T H C S = BREATH
T I A D = LOGS
T I A P Y = WEARY
T I W E = SAWS
T N F I F D R K Y = SNOWFLAKE
T O B = KEY
T O G Y = EGGS
T O L I E L I O E = YESTERDAY
T O R A = BOOK
T O S E S = NOOSE
T O T E L C = TROLLS
T R A K = DRUM
T R E G C D S = OUTSIDE
T R K Y = HAIR
T R L D R Y = SPIDER
T R O P S = BLOOD
T R S E = NAME
T R Y O E V C I E = WATERFALL
T U L D = RUST
T U O R B C T N = SUNSHINE
T U V E T E D = SILENCE
V A E O S T = MIRROR
W E M H I = HOLES
W O R G S E L = HANGMAN
W O T S O M E N = HORSEMAN
W R S H T D E E = ALPHABET
W S T E = FIRE
X X X X X X X X = TREASURE - "Moredhal and Pantanhian, guarding our lid,"
X X X X X X X X = EYE TO EYE - "Three fools did once sacrifice,"
X X X X = YOLK - "The contrary of up is down,"
X X X X X = MONEY - "I had it and I gave it to you'"
X X X X X = TONGS - "What is it -- longlegs,"
X X X X = FIRE - "Put into a pit,"
or "Chill of its death,"
or "what is it that runs faster uphill,"
X X X X X X = PILLOW - "What stands taller without its head than with one,"
X X X X X X X = KEYHOLE - "What goes through the door ..."
X X X X X = FAULT - "What is most often found where ..."
X X X X X = AGING - "What is it that all people ..."
X X X X X = ANKLE - "What is it that is alive ..."
X X X X X X X X = APPETITE - "What is it that everyone wants ..."
************* END ***************

View File

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From: overturf@bigbootay.sw.stratus.com (Dallas Overturf)
Newsgroups: rec.games.pinball
Subject: Bally/Stern Jumper Document Revised.
Keywords: bally stern technical archive
Message-ID: <1k2javINNdh3@transfer.stratus.com>
Date: 26 Jan 93 05:48:15 GMT
Organization: Stratus Computer, Software Engineering
Lines: 420
FYI: For all those interested. Here is an updated and revised copy
of my jumper list for Bally and Stern Games.
This revision corrects the omission of a jumper from the Stern MPU 200.
Ye who maintains the main archive may feel free to put this in there.
If the old one is there; please delete it.
Regards,
Dallas...
e-mail: overturf@vos.stratus.com
==========================================================================
Eprom Jumpers for Bally Mpu AS-2518-35
Modification for AS-2518-133 to AS-2518-35 and vice versa
(Jumpers for AS-2518-17 are at end)
This file also contains jumpers for Stern MPU 100/200
LAST UPDATED: 01-24-93 REV: 3.0
-------------------------------------------------------------------------------
1. VERIFIED
U1 2316 OR 9316 PROM
U2 2316 OR 9316 PROM
U6 2316 OR 9316 PROM
E1-E4, E2-E6, E7-E8, E9-E11, E12-E36, E13-E15, E16A-E19, E31-E32,
E33-E34
-------------------------------------------------------------------------------
2. VERIFIED
U1 2716 EPROM
U2 2716 EPROM
U6 2316 OR 9316 PROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32, E33-E34,
E16A-E19
-------------------------------------------------------------------------------
3.
U1 2716 EPROM
U2 2716 EPROM
U6 9332 PROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32,E16A-E34,
E33-E29
-------------------------------------------------------------------------------
4. NOTE THIS CONFIG FROM BALLY MAY NOT WORK. IT IS LIKE #2 EXCEPT
FOR JUMPERS TO U5. SIMILAR TO #14A. NOTE FURTHER THAT THIS IS
IDENTICAL TO #6. SEE NOTE WITH CONFIG #6 ON THE 2316'S.
THIS IS DIRECT FROM THE BALLY SHEET.
U1 2716 EPROM
U2 2716 EPROM
U5 2716 EPROM
U6 2716 EPROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32, E33-E34,
E16A-E19, E26-E29, E28-E30
-------------------------------------------------------------------------------
5.
U2 9332 PROM
U6 9332 PROM
E4-E12, E7-E8, E10-E11, E13A-E14, E20-E33, E31-E32, E16A-E34
-------------------------------------------------------------------------------
6. NOTE THAT THIS IS IDENTICAL TO #4. IF THIS IS GOOD FOR THE
#4 CONFIG IT MAY ONLY WORK WITH THE OLDER 2316'S THAT DID NOT
USE PIN 20. (LATER ONES DID USE PIN 20. SEE PINBALL BOOK).
NOTE FURTHER THAT THIS IS FROM THE BALLY SHEET.
U1 2716 PROM
U2 2716 PROM
U5 2316 PROM
U6 2316 PROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32, E33-E34,
E16A-E19, E26-E29, E28-E30
-------------------------------------------------------------------------------
7.
U1 2316 PROM
U2 2316 PROM
U5 2316 PROM
U6 2316 PROM
E1-E4, E2-E6, E7-E8, E9-E11, E12-E36, E13-E15, E16A-E19, E31-E32,
E33-E34, E26-E20, E28-E30
-------------------------------------------------------------------------------
8.
U2 9332A PROM NOTE: SIMILAR TO #9 IF NOT WORK TRY
U6 9332A PROM JUMPERING AS IN #9. SEE NOTES BELOW.
E4-E12, E7-E8, E13-E15, E9-E11, E16A-E34, E29-E33, E31-E32
-------------------------------------------------------------------------------
9. VERIFIED
U2 2532 EPROM
U6 9332A PROM
E4-E12, E7-E8, E10-E11, E13A-E14, E16A-E34, E29-E33, E31-E32
-------------------------------------------------------------------------------
10.
U2 68764 PROM BALLY NOTES (8K)
E4-E13A, E7-E8, E11-E35, E9-E12
-------------------------------------------------------------------------------
11. VERIFIED
U2 2532 EPROM
U6 2732 EPROM BALLY NOTES RAPID FIRE / GRAND SLAM
E4-E12, E7-E8, E10-E11, E13A-E14, E16A-E29, E31-E32, E33-E35
-------------------------------------------------------------------------------
12. VERIFIED FROM DEO.
U2 2732 EPROM
U6 2732 EPROM
E4-E13A, E7-E8, E10-E11, E12-GND, E16A-E29, E31-E32, E33-E35
-------------------------------------------------------------------------------
13.
U1 2316 OR 9316 EPROM
U2 2316 OR 9316 EPROM
U6 2716
E1-E4, E2-E6, E7-E8, E9-E11, E12-E36, E13A-E19, E16A-E18, E31-E32, E33-E35
-------------------------------------------------------------------------------
14. THIS IS THE CONFIGURATION LISTED BY BALLY IN THE SECOND DOCUMENT.
U1 2716 EPROM
U2 2716 EPROM CONFIGURATION VERIFIED
U6 2716 EPROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32, E33-E35,E16A-E18
-------------------------------------------------------------------------------
14A. VERIFIED FROM DEO. #14 ABOVE WILL ALSO WORK.
U1 2716 EPROM
U2 2716 EPROM
U6 2716 EPROM
E1-E5, E2-E4, E7-E8, E11-E25, E10-E12, E13A-E14, E31-E32, E33-E34,
E16A-E34, E19-E33
-------------------------------------------------------------------------------
15. VERIFIED FROM DEO.
U2 IS U1/U2 COMBINED FROM (9316'S). U1 IS AT PROM ADDR 0000x U2 AT 0800x
IN THE 2732 EPROM.
U2 2732 EPROM
U6 2316 OR 9316 PROM
E4-13A, E7-E8, E9-E11, E12-E35, E16A-E19, E31-E32, E33-E34
-------------------------------------------------------------------------------
16. VERIFIED FROM DEO.
U2 IS U1/U2 COMBINED FROM (9316'S). U1 IS AT PROM ADDR 0000x U2 AT 0800x
U2 2732 EPROM
U6 2716 PROM
E4-13A, E7-E8, E10-E11, E12-GND, E16A-E18, E31-E32, E33-E35
-------------------------------------------------------------------------------
NOTES
Note: Bally video pins use an AS-2518-133 mpu.
I believe that some late games such as Grand Slam
may have also used the AS-2518-133 mpu.
This is the same as an AS-2518-35 mpu except that
R113 which is fed from J4 by +43v is now CR52 a 1N4148
diode fed by 6.3vac from General Illumination.
To use the -133 as a -35 change CR52 to be
a 2k ohm 1/4 watt resistor or to use a -35 as a -133
change R113 from a resistor to a 1N4148 diode.
The cathode (ie: stripe end ) connects to capacitor C1
(it is the end away from J4).
-------------------------------------------------------------------------------
Combining Rom on Bally Mpu
1. Note: when combining U2 and U6 together into a single 2732 Eprom
U2 is at address 0000x and U6 Starts at address 0800x. This is
a 4K Eprom and is the maximum a level 17 can hold. (from 9316 rom).
Applicable MPUs. AS-2518-17 Could also be used in a -35 and -133
as well. To run a -17 game if need be.
2. Note: when combining 1/4 K rom together into a single 2732 Eprom
As in Nite Rider 721-12, 721-13; The start addresses of U1-U4 are:
U1 0400x, U2 0600x, U3 0000x, U4 0200x, U6 0800x.
Nite Rider was tested combining into a single 2732 on a Level 17
board and verified correct. The Same applies to Freedom and
Freedom has been tested also.
Other addresses may be possible based on the jumpers.
Refer to yellow pinball book by R.A. Hornick.
Applicable MPUs. AS-2518-17 Could also be used in a -35 and -133
as well. To run a -17 game if need be.
3. When combining a pair of 9316's (in U1 and U2 together to form a
single 2732 to be used in U2; U1 is to be put at address 0000x
and U2 is to be put at address 0800x in the 2732.
Applicable MPUs. AS-2518-35 and -133
-------------------------------------------------------------------------------
A TI TMS2516 will also work in place of a 2716.
It will also program on the sunshine burner as a 2716.
Distributor claims that the 9332A can be read like a 2532.
This seems to be correct. This should mean that it
would be possible to substitute a 2532 for a 9332.
==============================================================================
Jumpers for Bally AS-2518-17 / Stern MPU-100
Source: Two Bit Score Amusements (from flyer)
11600 Manchaca Rd Suite 305
Austin TX 78748
512-282-9369
Note: Bally AS2518-17 is the same as Stern MPU-100
-------------------------------------------------------------------------------
1.
U2 9316 PROM
U6 9316 PROM
E1-E2, E3-E4, E6-E7 Note: E8-E10 MAY BE LEFT IN BUT IS NOT NEEDED.
-------------------------------------------------------------------------------
2.
U2 2758 PROM
U6 9316 PROM
E1-E2, E3-E4, E6-E7
CUT THE TRACE FROM U2 PIN 18 TO U3 PIN 18 WHERE IT PASSES BETWEEN
SOCKETS U2 & U3. RUN A JUMPER FROM U2 PIN 18 TO U17 PIN 11.
U2: TIE PIN 12 TO 19, 21 TO 24;
CLIP PINS 19 AND 21 SHORT SO THEY DO NOT REACH INTO SOCKET.
-------------------------------------------------------------------------------
3.
U2 2758 PROM
U6 2716 PROM
E1-E2, E3-E4, E6-E7
UNDER BOARD: SHORT U18 PINS 4 & 5;
TOP OF BOARD: CUT PIN 4 AWAY FROM U18;
U2: TIE PIN 12 TO 19, 21 TO 24;
CLIP PINS 19 AND 21 SHORT SO THEY DO NOT REACH INTO SOCKET.
U6: CLIP PIN 21 SHORT AND JUMP TO PIN 24.
-------------------------------------------------------------------------------
4.
U2 2716 PROM
U6 9316 PROM
E1-E2, E3-E4, E6-E7
CUT THE TRACE FROM U2 PIN 18 TO U3 PIN 18 WHERE IT PASSES BETWEEN
SOCKETS U2 & U3. RUN A JUMPER FROM U2 PIN 18 TO U17 PIN 11.
U2: CLIP PIN 21 SHORT AND JUMP TO PIN 24.
-------------------------------------------------------------------------------
5.
U2 2716 PROM
U6 2716 PROM
E1-E2, E3-E4, E6-E7
UNDER BOARD: SHORT U18 PINS 4 & 5;
TOP OF BOARD: CUT PIN 4 AWAY FROM U18;
ON BOTH U2 AND U6: CLIP PIN 21 SHORT AND JUMP TO PIN 24.
-------------------------------------------------------------------------------
6. VERIFIED FROM DEO.
U2 2732 EPROM (THIS IS THE FULL CAPACITY OF THE BALLY -17/STERN 100)
REWORK:
IF THERE IS CURRENTLY A JUMPER IN E4 REMOVE IT.
IF THERE IS CURRENTLY A JUMPER IN E3 REMOVE IT.
E4 AND E3 ARE LOCATED BETWEEN U10 AND U11.
CUT TRACE ON SOLDER SIDE OF BOARD TO U18 PIN 4.
JUMPER U18 PIN 5 TO THE FEED THRU THAT THIS CUT ETCH WENT
TO (IT CONNECTS TO U2 PIN 18). THIS IS THE ONLY PROM ENABLE AND
IT IS THE INVERSION OF VUA-02-A12.
COMPONENT SIDE: TO ISOLATE U2 PIN 21 CUT TRACE TO FEED THRU
JUST BELOW U2 PIN 13 (BOARD ORIENTATION IS SUCH THAT THE NOTCH OF
THE U2 CHIP IS UP, AND J5 IS ON YOUR RIGHT) THE FEED THRU BELOW
U2 PIN 13 IS THE RIGHT HAND SIDE OF A SMALL ETCH. FOLLOWING THIS
ETCH TO YOUR LEFT; IT SHOULD ALSO CONNECT TO TWO OTHER FEED THRUS.
THIS ETCH SHOULD BE CUT NEAR THE RIGHT HAND FEED THRU DIRECTLY
BELOW U2 PIN 13. DO NOT CUT IT BETWEEN THE TWO FEED THRUS ON
THE LEFT SIDE.
JUMPER E4 TO FEED THRU JUST BELOW U2 PIN 13.
(THIS SHOULD HAVE CONNECTED E4 TO U2 PIN 21).
CONNECT JUMPER PAD E3 TO U17 PIN 7. (OR ANY GROUND CONNECTION).
CONNECT E6 TO E7.
NO OTHER JUMPERS ARE REQUIRED.
-------------------------------------------------------------------------------
===============================================================================
STERN MPU-200 CPU JUMPER COMBINATIONS
(ALSO FROM TWO BIT)
===============================================================================
1.
U1 2716 PROM
U2 2716 PROM
U5 2716 PROM
U6 2716 PROM
2-3, 5-7, 9-10, 13-14, 16-18, 19-21, 23-25, 27-28, 29-31, 32-33, 34-35
JUMPER CONNECTIONS 36, 37, 38 ARE NOT CONNECTED.
-------------------------------------------------------------------------------
2.
U1 9316 PROM
U2 9316 PROM
U5 9316 PROM
U6 9316 PROM
1-5, 2-6, 8-9, 12-13, 16-18, 19-20, 22-25, 26-28, 29-31, 32-33, 34-35
JUMPER CONNECTIONS 36, 37, 38 ARE NOT CONNECTED.
-------------------------------------------------------------------------------
3. FROM DISTRIBUTOR BREAKDOWN SHOWS THAT ANY COMBINATION OF
ROM (9316 AND EPROM (2716) IS POSSIBLE.
9316 PROM OR 2716 EPROM
U1 9-8, 28-26 OR 9-10, 28-27
U2 5-1, 2-6 OR 5-7, 2-3
U5 19-20, 29-31 OR 19-21, 29-30
U6 13-12, 25-22 OR 13-14, 25-23
BOTH OF THE ABOVE REQUIRE JUMPER 16-18 TO BE IN ALSO.
FOR MPU 200 USED AS AN MPU 200 CONNECT 32-33, 34-35
------------------------------------------------------------------------------
4. DOWN GRADE MPU 200 TO AN MPU 100 (ROMS ONLY) FROM DISTRIBUTOR
REMOVE E32-E33, E34-E35
U2 9316 ROM E5-E7
U6 9316 ROM E11-13
------------------------------------------------------------------------------
DOCUMENT CORRECTION/MODIFICATION HISTORY:
REV 2.0 CLEAN UP AND RELEASE TO NET.
REV 2.0.1 08-28-92 MAKE PIN NOTATIONS CONSISTENT. (NO FUNCTIONAL CHANGES)
REV 3.0 01-24-93 ADD JUMPER E16-E18 TO STERN MPU200 USING 9316 & 2716.

View File

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This is a complete walkthrough for the game Beneath a Steel Sky.
Document started by Mitch Shaw, mshaw@castaway.cc.uwf.edu, on October
14, 1994.
Throughout this walkthrough, NORTH will refer to the "top" of the
screen, SOUTH - the "bottom", EAST - the "right", and WEST - the "left",
regardless of how each screen is oriented relative to others.
Whenever "Talk to <person/people/thing>" appears, talk to
him/them/it until your only choice is "Never mind" or something like that.
I can't think of anywhere in the game where you suffer any ill effects from
saying everything you can to someone.
BENEATH A STEEL SKY WALKTHROUGH
Get RUNG on left side of walkway.
Use RUNG on DOOR on right side of walkway.
(At this point, you will automatically go through the door. The SECURITY
OFFICER will follow you, then leave.)
Go WEST, back to the FACTORY.
Go down the stairs, then go EAST.
Examine the robot SHELL in the junkpile south of the ELEVATOR.
Use the CIRCUIT BOARD in the SHELL.
Talk to JOEY.
Stand on ELEVATOR in middle of room.
When HOBBINS (bald guy in overalls) comes out to shut off the alarm,
go EAST as soon as you can.
Quickly, before HOBBINS returns, do the following:
Open the CABINET on the north wall, near the floor.
Take the WRENCH. Take the SANDWICH if you want and if you have time,
but it isn't used anywhere that I found.
Talk to HOBBINS. Be sure to ask him about the ELEVATOR/TRANSPORTER; I
think the conversation starts with asking him how to get off this
level or how to leave the city.
Go WEST.
Tell JOEY to fix the TRANSPORTER. (If you don't know what's wrong with
it, talk to HOBBINS some more until he mentions a charge device being
bad or something along those lines.)
When TRANSPORT ROBOT puts a barrel on the ELEVATOR, climb down the HOLE.
Wait for JOEY to fly in.
Tell JOEY to open the DOOR.
(REICH will march in and threaten you. He will be mysteriously
killed.)
Search REICH'S CORPSE.
Talk to JOEY to wake him up.
Go EAST.
(Now you will be outside the factory, on the top level of the city.)
As you run into new people on this level, talk to them.
Find a LINC TERMINAL (there's one outside the ELEVATOR) and see what you
can find about REICH. Don't worry about the SECURITY SERVICES part--
you can't get to this without a RETINA SCAN JAMMER, found later.
Go into the FACTORY at the EAST end of the level.
Talk to ANITA (if you haven't already) until LAMB orders her to leave.
Go EAST.
Talk to POTTS if you want to, I don't think it's necessary.
Put the WRENCH into the open space in the MACHINE where gears are visible.
Get the WRENCH again.
Go SOUTHWEST (back the way you came).
Use WRENCH on WELDER.
Ask JOEY how he would like a new shell.
(You will put the welder shell on him.)
Go EAST.
Look through the WINDOW of the storeroom at the bottom of the screen.
Tell JOEY to investigate the STORES.
When he comes back, ask him to report.
Tell JOEY to disable the FUSE BOX.
When you hear a BZZT, enter the STORES.
Move the GANGWALK and get the small piece of PUTTY underneath.
Go EAST.
(POTTS will search you. He won't notice the PUTTY, but if you took the
KEY or OIL he will take them back. Don't worry, you don't need them.
He will also take the GLASSES you found on REICH.)
Leave the FACTORY and go to the POWER PLANT on the WEST side of the level.
Use the WRENCH on both BUTTONS on the EAST side of the screen.
Tell JOEY to push one BUTTON, then push the other at the same time.
(A PIPE will burst, and the OLD MAN will leave.)
Use the SWITCH on the machine with bars on it.
Take the LIGHT BULB.
Put the PUTTY in the SOCKET where the LIGHT BULB was.
Throw the SWITCH again.
(The bars will blow open.)
Use the SWITCH that is pointing up. (Now both should be down.)
Go to the ELEVATOR.
Before you get in, tell JOEY to cut the CABLE on the EAST side of the screen.
Use LINC CARD on SLOT.
Enter LIFT.
Get the CABLE.
Go WEST.
Go NORTHEAST (the door beside the other ELEVATOR.)
Talk to GALLAGHER if you want to... it doesn't do any good.
Use the CARD on the WESTERN SLOT.
Enter the WEST DOOR.
Move the PILLOW.
Get the MAGAZINE under the PILLOW.
Leave the APARTMENT and go to the TRAVEL AGENCY on the EAST side.
Talk to the AGENT until he schedules you for a TOUR.
Give the MAGAZINE to him, and take the TICKET that comes up from the desk.
Look for LAMB, the fat guy in the fur coat. Since you fixed the elevator,
he may be either at the FACTORY or near his APARTMENT, next to REICH'S.
Give LAMB the TICKET.
If you're not already at LAMB'S FACTORY, go there and wait for LAMB to
show up.
Ask LAMB about the FACTORY TOUR he promised you.
(LAMB will show you around his incredibly boring PIPE-MAKING FACTORY.
When he finds the machine broken, he will leave.)
Go EAST.
Talk to ANITA. When she asks for your LINC CARD, give it to her. Then talk
to her until there's nothing more to talk about. She should tell you
about D-LINCS, SCHRIEBMANN PORTS, etc. You should also get the JAMMER
program which bypasses RETINA SCANS on LINC TERMINALS.
Leave the FACTORY.
If LAMB is standing outside the FACTORY, use the LINC TERMINAL.
Choose the SECURITY SERVICES choice, D-LINC LAMB and freeze his assets.
Wait until LAMB tries to use the ELEVATOR.
Ask LAMB if he has a problem.
Offer to feed his CAT.
Go down a level to LAMB'S APARTMENT, next to REICH'S APARTMENT.
Use your CARD to enter.
Feed the stinking CAT if you want to, don't otherwise. It doesn't matter.
Get the VIDEOTAPE on the shelf. Look at it in the VCR if you want.
Go to DR. BURKE'S OFFICE on the WEST end of this level.
Talk to the HOLOGRAPHIC RECEPTIONIST until she refuses to let you in.
Ask JOEY to talk to her. Tell him to use his NATURAL CHARM.
Go WEST when the door opens.
Talk to BURKE about a SCHRIEBMANN PORT.
(Offer a lung, then a kidney. Talk to him again and he'll tell you the
good news about donating testes. Then he'll install the PORT.)
Ask BURKE how to get out of the CITY. (He should mention his good friend
WILLIE, who is ANCHOR the INSURANCE AGENT.)
Go to the INSURANCE OFFICE.
Ask JOEY to use the computer. (He should scramble the HARD DRIVE.)
Ask ANCHOR about a SPECIAL POLICY. Tell him DR. BURKE sent you, not LAMB.
When he walks into the back, tell JOEY to use his WELDER on the STATUE.
Get the ANCHOR when it comes loose.
Use the ANCHOR with the CABLE to form a GRAPPLING HOOK.
Go back to HOBBINS' FACTORY on the top level.
Go out on the ledge where you escaped from the first SECURITY OFFICER.
Use the HOOK on the big "S" SIGN on the other building.
(You should crash through the window.)
Don't bother with the LOCKERS, the only one you can open is useless.
Go EAST.
Use your CARD on the INTERFACE SLOT.
Use the INTERFACE.
Now you're in LINC-SPACE.
Get the BALL.
Go EAST.
In the menu bar up top, use the OPEN program on the CARPET BAG.
Get the MAGNIFYING GLASS and SURPRISE GIFT that appear.
Use the DECRYPT program on the two DOCUMENTS with "?" on them.
Use the DECOMPRESS program on the COMPRESSED DATA.
Go EAST.
Use the PASSWORDS (green and red swirls) to get to the DOOR on the
NORTH side. This isn't hard, but I don't want to go through the
whole thing here.
Get the BUST and BOOK.
Use DECRYPT on the new DOCUMENT.
DISCONNECT.
Use CARD on the TERMINAL at the right side of the screen.
Go to SECURITY SERVICES menu again.
View all the DOCUMENTS.
Enable the SPECIAL PHOENIX ACCESS.
Use CARD in SLOT for ELEVATOR.
Go down to the GROUND LEVEL.
When the large, old WOMAN walks by, talk to the GUARD (OFFICER BLUNT).
Talk to the WOMAN (MRS. PIERMONT).
Go to the SOUTH side of the POOL, where the small SHACK is.
Examine the DOOR and LOCK.
Use a LINC CARD on the LOCK.
Enter the SHACK.
Get the SECATEURS (wire cutters, I guess).
Go to the ST. JAMES CLUB entrance at the WEST side of the POOL.
Talk to the DOORMAN.
Find MRS. PIERMONT and talk to her again; ask her to sponsor you.
Go to the APARTMENT ENTRANCE at the EAST side of the POOL.
Talk to the GARDENER about the FLOWERS.
(He should tell you they're DANDELIONS.)
Ask the BOY about DANDELIONS.
(He says they're yellow, not blue.)
Talk to the GARDENER again.
(He should admit he's not a GARDENER.)
Use the INTERCOM next to the ELEVATOR.
(She invites you to come up.)
Talk to PIERMONT for however long you want, then ask her about the CLUB.
When she gets up to call the CLUB, put the VIDEOTAPE in the VCR.
When SPUNKY starts barking at the MONITOR, go examine the BOWL he was
eating from. Get some DOG BISCUITS.
Leave the APARTMENT.
Go back to where the BRICKS and PLANK are.
Put the DOG BISCUITS on the PLANK.
Enter ST. JAMES CLUB.
The BAND is probably playing; just talk to everyone for a while, then leave.
It may take a while for PIERMONT and SPUNKY to come back out, so stroll
around for a bit. You should hear barking when the dog finds the food.
Use the ROPE to launch SPUNKY into the POOL.
When BLUNT goes to help PIERMONT, enter the CATHEDRAL.
Examine the DUMMIES.
Enter the MIDDLE DOOR (between the way you came in and the DOOR behind
the DUMMIES.)
Open the LOCKERS and examine what you find there. Yep, it's ANITA.
Go back to the top level, enter the FACTORY and go where you last saw ANITA
alive. Open the middle LOCKER and wear the OVERALLS (RADIATION SUIT).
Go EAST into the REACTOR LOBBY.
Use the CONSOLE.
Open the REACTOR DOOR.
Enter the REACTOR DOOR.
Get the LINC CARD.
Exit the REACTOR.
Use the CONSOLE.
Close the REACTOR DOOR. (I don't know if this is really necessary, but
it can't hurt.)
Exit the REACTOR LOBBY.
Wear your COAT again.
Enter the SECURITY SERVICES OFFICE.
Use REICH'S CARD on the ELEVATOR SLOT.
Use ANITA'S CARD on the INTERFACE SLOT.
Use the INTERFACE.
You're in LINC-SPACE again.
Do all the following as quickly as you can:
Use the BLIND program on the EYE.
Go EAST.
BLIND this EYE as well.
Go NORTH.
Ignore the CRUSADER for now and go NORTH again.
Leave the WELL alone for now and go EAST.
Get the TUNING FORK if the EYE is still blinded (white).
Okay, you don't have to hurry anymore.
Go WEST.
Use the PLAYBACK program (projector) on the WELL.
DISCONNECT.
Exit the SECURITY SERVICES building and return to GROUND LEVEL.
Talk to the "GARDENER" again. He is EDUARDO. He'll tell you about the
VIRUS that ANITA was supposed to retrieve.
Go into the COURTHOUSE next to ST. JAMES CLUB.
I don't know if all this is even necessary, but play along anyway. It's
mildly amusing. Defend HOBBINS; almost no matter what you do, he should
get two hours community service.
Go back to ST. JAMES CLUB.
The BAND should be gone now; if so, use the JUKEBOX.
Pick any song you want; I usually pick "You search, but find nothing."
Eventually, the JUKEBOX should start skipping; if not, keep picking songs.
COLSTON will get up to fix it; when he does, grab his GLASS.
Go back up a level to DR. BURKE'S OFFICE.
Give the GLASS to BURKE.
You should now have COLSTON'S fingerprints on your hands.
Return to the CLUB.
Use the PANEL just to the right of the STAGE.
Use the CROWBAR on the PACKING CASE.
Get the LID and use it on the smaller BOX.
Stand on the BOX and use the CROWBAR on the GRILL.
Use the SECATEURS to remove the GRILL completely.
(At this point, you may want to save your game just in case. Once you
enter the NARROW PASSAGE, there's no going back.)
Enter the NARROW PASSAGE.
Go EAST, then NORTHEAST, then EAST.
There should be a large HOLE near the EAST side of the screen here.
Use the LIGHT BULB in the SOCKET to the left of the HOLE.
Go EAST.
Save your game.
Go EAST.
The tunnel should begin to collapse. Quickly, run through the door in
the SOUTHEAST corner. If you die, restore. (See why you saved?)
Use the CROWBAR on the PLASTER behind the VEIN.
Use the CROWBAR on the BRICKWORK exposed.
Get the BRICK.
Drive the CROWBAR into the SWELLING of the VEIN.
Use the BRICK on the CROWBAR.
Get the CROWBAR again if you want.
When the MEDICAL ROBOT enters, go EAST.
Go NORTH.
Use the CONTROL UNIT on the EAST side of the room.
Reduce the temperature.
Stand on the APERATURE (which should be nearly closed) and pull the METAL
BAR. This should loosen the grate.
Go WEST.
Look through the GRILL on the wall to see the TANK ROOM.
Go EAST twice.
Use the CIRCUIT BOARD in the MEDICAL ROBOT.
Tell JOEY to check out the TANK ROOM.
When he returns, ask him to report. Ask him about everything you can, but
especially the NUTRIENT TANK.
Tell JOEY to open the TAP on the NUTRIENT TANK.
When you hear dripping, enter the TANK ROOM. The ANDROID should go to shut
off the tap and fall through the GRATE.
Go NORTHEAST twice. You should end up in a MONITORING ROOM where there is
another LINC INTERFACE.
Use REICH'S CARD on the TERMINAL near the entrance DOOR.
Choose ACCESS TO RESTRICTED AREA: OPEN DOOR.
Go WEST.
Gallagher should confront you and beat up JOEY, who will kill him.
Search the CORPSE for a CARD and search JOEY for the CIRCUIT BOARD.
Go NORTHEAST.
Use the RED CARD in the INTERFACE SLOT.
Use the INTERFACE.
LINC-SPACE once more.
Go EAST.
BLIND the EYE and go NORTH quickly.
Use the DIVINE WRATH program on the CRUSADER.
DISCONNECT.
Use ANITA'S CARD on the SLOT and use the INTERFACE again.
Go back via the usual route to where the CRUSADER was.
Go EAST through the door the CRUSADER was guarding.
Use the OSCILLATOR program (TUNING FORK) on the CRYSTAL.
Get the HELIX (VIRUS). The VIRUS is now on ANITA'S CARD.
DISCONNECT.
Go WEST then SOUTHEAST.
Use ANITA'S CARD on the CONSOLE in the middle of the NORTH wall.
The MONITOR should display static afterwards.
Get the TONGS hanging next to the EAST DOOR.
Use the TONGS on the TANK full of FLESH BITS.
Use the TONGS AND FLESH on the FROZEN TANK.
Go EAST.
Open the CABINET next to the MIDDLE ANDROID.
Put the CIRCUIT BOARD in the CABINET.
Use the CONSOLE above the CABINET.
Choose DOWNLOAD CHARACTER DATA and then RUN STARTUP PROGRAM.
Talk to JOEY/KEN.
Go EAST.
Tell KEN to put his HAND on the PANEL.
Put your HAND on the other PANEL.
The DOOR will open, but KEN'S HAND will be stuck. Leave him there.
Go EAST twice.
Tie the CABLE to the PIPE SUPPORT.
Climb down the RUNGS.
Use the FROZEN FLESH with the ORIFICE.
Swing over to the newly-visible DOOR using the CABLE.
Now you're in the heart of LINC itself. There's an automated section
here where you talk to your FATHER, until KEN walks in.
As soon as you have control again, tell KEN to sit in the CHAIR.
Enjoy the sense of accomplishment.
mshaw@castaway.cc.uwf.edu

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*****************************************************************************
*** BLACK CRYPT HINTBOOK LEVELS 7-8 ***
*** COMPILED BY ***
*** DEATHWISH/AFL ***
*****************************************************************************
AFTER MANY PEOPLE CRYING OUT FOR HELP FOR THIS WONDERFUL GAME I HAVE DECIDE
TO TYPE OUT THE HINTS FOR THIS AWESOME ADVENTURE...I WILL BE DOING A LEVEL
A DAY, INCLUDING A 'PRINTABLE' MAP OF EACH LEVEL THAT HAS EACH OF THE NUMBERS
ON IT!
USAGE: THE FIRST NUMBER IS THE NUMBER OF THE HINT OF THAT LEVEL.
THEN COMES THE COORDINATES OF THE LOCATION OF WHAT TO DO.
THEN COMES THE HINT AND WHAT THE RESULTS ARE.
THEN I HAVE THE COORDINATES OF WHERE THE RESULTS HAPPENED.
NOTE: MAP COORDINATES ARE(X POSITION, Y POSITION, LEVEL#)
MU = MAGIC USER
CLERIC = CLERIC CHARACTER
DRUID = DRUID CHARACTER
FIGHTER = FIGHTER CHARACTER
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LEVEL 7
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
1. BUTTON: TOGGLES PILLAR AT(9,4,7)
2. BUTTON: REMOVES WALL AT (21,10,7)
3. BUTTON: REMOVES PILLAR AT (10,13,7), SCROLL OF CURE POISON
4. BUTTON: REMOVES PILLAR AT (16,13,7)
5. BUTTON: REMOVES PILLAR AT (13,16,7), GLYPH SCROLL
6. BUTTON: REMOVES DOOR AT (22,19,7)
7. INVISO PRESS. PLATE: ENABLES INVISO PRESS. PLATE AT (6,3,7)
8. INVISO PRESS. PLATE: CREATES TELEPORT AT (5,7,7)
9. INVISO PRESS. PLATE: ENABLES INVISO PRESS. PLATE AT (3,7,7)
10. INVISO PRESS. PLATE: CREATES TELEPORT AT (2,12,7)
11. INVISO PRESS. PLATE: REMOVES WALL AT (13,15,7)
12. PRESSURE PLATE: TELEPOTS PARTY'S BELONGINGS TO(20,16,7),SUMMONS MONSTER
TO (19,16,7), REMOVES PIT AT (18,17,7)
13. INVISO PRESS. PLATE: REMOVES WALL AT (14,11,7) AND (15,12,7)
14. INVISO PRESS. PLATE: REMOVES WALL AT (11,12,7) AND (12,11,7)
15. PRESSURE PLATE: REMOVES WALL AT (21,21,7) AND (19,21,7), CREATES
COLD TRAP (15,22,7)
16. INVISO PRESS. PLATE: ENABLES INVISO PRESS. PLATE AT (21,16,7);
SUMMONS MONSTER
17. TELEPORT GOES TO (21,13,7)
18. TELEPORT GOES TO (1,13,7)
19. TELEPORT GOES TO (8,20,6)
20. TELEPORT GOES TO (5,9,7)
21. TELEPORT GOES TO (5,6,7)
22. FIRE TRAP
23. GLYPHS
24. MAGIC FIELD
25. ALCOVE: DRUID BOOK "FORCE OF THE ELEMENTS",KEY TO DOOR (16,2,7)
FIRE WAND
26. ALCOVE: PLATE ARMOUR, PLATE LEGGINGS, MOON KEY TO (5,18,6)
27. ALCOVE: GOLD KEY TO (19,8,7), RAVEN SHIELD, TABLET OF OAKHAVEN
28. ALCOVE: GOLD KEY TO (18,11,7), QUIVER, POTION EXTRA HEALING, DRUID SPELLBOOK
"MANUAL OF PLANES"
29. ALCOVE: COFFER
30. ALCOVE: BOW
31. PLAQUES
32. PLAQUE: ANSWER IS 40
33. CHEST: GOLK KEY TO (16,11,7), FOOD RING OR AIR ELEMENTAL AND AN
AMULET OF PROTECTION(+2)
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
END OF LEVEL 7
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LEVEL 8
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
1. SWITCH: SUMMONS MONSTER
2. SWITCH: REMOVES PILLAR (7,17,7)
3. SWITCH: TELEPORTS PARTY TO (7,1,8)
4. SWITCH: CREATES TRAP AT (7,1,8)
5. ROBES OF SUDDAH
6. ALCOVE: HAMMER IS PLACED HERE, ACTIVATES PRESS. PLATE AT (2,3,8)
WHICH REMOVES WALLS AT (3,18,7) (2,19,7)(3,20,7)
7. ALCOVE: PLACE MACE INSIDE, ACTIVATES PRESS. PLATE AT (2,12,8)
WHICH REMOVES WALLS AT (3,19,7)
8. PLAQUES
9. FOOD AND A SCROLL OF DETECTION
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
END OF LEVEL 8
This File Was Downloaded From...
ALPHA FLIGHT UNITED STATES HEADQUARTERS
_______ _________ ______ ________________________ _____ ______
/ / \/ / __ \/ / / /\ / / / / / | |
/ __/\ \ / / / ___/ / _/ __/ \/ |__/ ___/ / __/_/ __ |
/ \__ \ / / _ / _/____/ \ \ / | / _/___/ \__/ | |
\ \/ / \ \ / |\ \ / | \ \ \ | |
\______\ /\_______/\______\____| \___\\____| \_______\______\___| |
/___/ [FL]|___|
THE HOTTEST BBS FOR AMIGA AND CONSOLE
SYSOPS ^o^ FLASHBACK/AFL - DEATHWISH/AFL ^o^
COSYSOPS ^o^ SNIFFY/AFL - SABINE/AFL ^o^
+1-414-342-9320

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Bowen's Guide to Beavis and Butt-Head
-------------------------------------
In case anyone hasn't heard, there's a new Williams game
currently in beta. It's based on the Beavis and Butt-Head show.
The game was designed by Mark Ritchie, so it has those
distinct characteristics: two ramps, one on each side; one big
orbit around the back. In fact, the entire game is split in two,
basically representing B&B's couch. All the general targets on
the left side have something to do with Beavis, and all the
targets on the right have to do with Butt-Head.
Some unusual things about the playfield: this game has the
most sinkholes in any game I've seen in a long time, five. There
are two on either side of the game, coordinated with pictures of
the two lovable characters; the upper holes correspond to the
two's mouths, while the lower holes...well, you figure it out.
The upper holes also serve as mode starts, which are in the form
of TV dinner courses sitting in the middle of the playfield.
Beavis & Butt-Head have two different meals in front of them.
Complete both meals and you get--well maybe I'll tell you later.
A fifth sinkhole is located in the back middle of the game,
serving as the Lock and Jackpot shot.
Among the modes are "Let's Burn Something", "Beavis & Butt-
Head's Sing Along", "At the Drive-In", "Burger World", and
"Washin' the Dog". They're hilarious. Note that a lot of the
modes are based on episodes of the show. There are a total of 13
modes, but the only other one I can remember is a lame-o points
award.
"Let's Burn Something" starts with the two on the couch,
where most of the action actually begins. Beavis: "Hey Butt-
Head... let's burn something." "Uh, okay." Shoot the flashing
shot, chosen at random, and Beavis lights (for each successful
shot in 2O seconds) a piece of paper, a book, a dog's tail, some
guy's house, and if you manage to complete the round, he burns
down the local mall! "Fire, fire fire fire!!"
Lighting "Beavis & Butt-Head's Sing Along" starts a heavy
metal (prob. Mettalica) song. Butt-Head: "This rocks!" and they
start grunting out the guitar chords. The video's reception goes
bad, and your job (as Butt-Head) is to keep the reception good
enough to hear the video. You need to shoot the TV targets in the
left-center area as many times as possible, and before things get
too bad on the TV (which you see). Beavis yells "Fix it,
Buttwipe!" during the round, and something worse if you
fail...hope there's a family setting.
"At The Drive-In" has you trying to sneak candy at the movie
theater's snack bar. It's a hit-the-bumpers round; the display
shows Butt-Head distracting the snackbar guy while each bumper hit
shows Beavis stealing a bar; it's really funny when you hit 5 or
1O bumpers in a row, because, obviously, he moves pretty fast. If
you don't hit any bumpers, you get caught stealing, beaten up, and
thrown out of the theater (losing 5M points). "That was not
cool."
"Burger World" has a customer walking in to request "large
coffee, pie, large fries. Now!" Beavis, in the back, has to work
frantically to prepare rotten food for the guy, while Butt-Head
tries to delay the guy from getting what he wants. So to win the
round, you must hit as many targets as you can, but only on the
left side of the playfield (remember it's divided almost in half);
hitting enough targets on the right side causes the customer to
walk behind the counter and get the stuff himself.
In "Washin' the Dog," B&B take the same guy's dog for a walk
to the laundromat, where they try to clean the dog by putting it
in the washing machine. Shooting either orbit shot runs a cycle
of the washer (wash, spin, rinse, dry--it's a dual washer-dryer)
and shows great animation of a not-too-happy dog.
-Gross animations are everywhere in "Butt-Head's BB Mania", a
video mode. It depicts him discovering a loaded BB gun on the
ground, after which your job is to guide him to anything that
moves. Anything, including birds, cars, dogs, old ladies,
airplanes, and even Beavis. (Ow! Hey, buttwipe, cut it out!)
For fun, try "The Comedian," another mode, in which Beavis
gets up on open mike night. Shoot his (left) ramp and he tells a
joke (there are a good stash of these) -- "Ya know what about
bunnies? They suck!" "Ever watch the news on TV? It sucks!" "One
time I ate a lemon. It sucked!" You get the idea... the crowd
can't stand him, but Butt-Head laughs like hell...
Any time five consecutive ramps are shot, the game lights a
Hurry Up mode, almost exactly like FT or IJ. In this mode, B&B
are running away from that really fat guy from the hospital (can't
recall his name), who seems in the mood for cannibalism. To
escape, you must shoot one of two flashing sinkholes, which drop
B&B through a manhole, awarding the points. "Sewage is cool."
The multiball in B&B isn't too difficult to get; the concept
is that the balls got lost in the seat cushions of their couch.
Getting locks is similar to IJ in that the lock shot is hidden
behind drop targets. Shoot down the couch drop targets (located
straight up the middle of the playfield) to reveal the hole ("huh
huh...you said hole..."); when a ball is locked, we see Beavis
drop something in the couch. After two balls are locked, the hole
closes. To start multiball, you must drop all three targets
(display: B&B throwing pillows to look for the lost balls), then
shoot the left (Beavis') ramp to start the multiball. Beavis: "I
found my balls..." <points, guess where> "Huh huh..." They both
start laughing outrageously.
Laughter continues as a ball is shot out of each of B&B's
mouths (the two upper sinkholes), and the laughing just keeps
going through the whole multiball (a concentration nightmare).
Jackpot is lit by shooting the right ramp ("Hey Beavis, check it
out..." as lots of lights flash) and scored by the left ramp ("Huh
huh... jackpot." Not an exciting quote, but the display and
lights are great. "That was cool.")
I didn't get very far with the jackpots; there's probably a
Super Jackpot somewhere. A few more random things: consecutive
ramps get the two to laugh faster and faster, so this probably
works up to a quick multiball of some kind. Also, an unlit shot
to one of the two "head" sinkholes sometimes awards a great
display of Beavis saying "I think I'm gonna hurl," and then he
does. Dunno what I did to get that to happen.
Everything in B&B is pretty true to the show. It's not
really all that detailed of a game, but I s'pose there must have
been a quick release time on it. Displays an the playfield are
especially cool, and Mike Judge is given credit for some of the
artwork. Nice job, Williams...it's, uh...huh huh...cool.
Bowen Kerins (bowen@cardinal.stanford.edu)
(PLEASE read the first letter of each paragraph.)

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The Complete Beneath A Steel Sky Walkthrough
In the beginning ....
Get metal rod on left of screen. Use rod (crow bar) to open the door on
right. Go through door. After ditching the cop go back downstairs and
exit to the right. Put the circuit board in the robot shell (the middle
piece of junk at the bottom of the screen). Look at the transporter robot.
Step on lift and quickly go to the room on the right. Open the cabinet and
get the spanner before the man comes back. Talk to the man and talk to
Joey. Go back to left. Talk to Joey and have him give the transporter
robot a jump start. When the transport robot brings a barrel and activates
the lift go down the hole. Look at the lock next to the door. Talk to
Joey and have him open the door. That camera sure was helpful. Search the
body and get his ID.
Go through the door. Go down the walkway to the right. Go in the door on
the right. Talk to the girl (Anita). If Lamb kicks you out, just go back
in. Go to the right. Put the spanner in the cogs. Take the spanner back.
Go back to the left. Use the spanner to loosen the welder shell. Talk to
Joey to give him a new shell. Go right again. Try to go in the room on
the upper left. Talk to Joey and send him in the store room. You can
watch him through the window if you want to. Talk to Joey and have him
weld the fuse box. When Joey comes back, go into the storeroom and open the
gangway. The WD-40 and key are not needed. Get the putty from the floor
where the gangway was. Leave the storeroom. Go to the electric plant
(left, left, left, left, left door) Use the spanner to loosen both buttons
on the right control panel. Have Joey help you push both buttons at once.
Shut the switch off on the left section of control panel. Take the light
bulb and put the putty (plastic explosive) in the socket and turn power
back on. Make sure both switches are down!
Go back to the lift (right, right, right) Look at the red cable and have
Joey weld it. Use the id in the slot on the lift to go down a level.
Congrats. You're now getting somewhere. First thing to do is pick up that
cable you just cut. Then go to Reich's room (left, green door, id in left
slot) and get the magazine under his pillow. Go to the travel agency
(down, right, right, up) and talk to the man. Give him the magazine and he
will trade it for a ticket. Go find Lamb. Outside the apartments is a
good place. (exit left, bottom left, left, green door) Talk to Lamb. Give
him the ticket. He will give you a tour of the factory as a reward. Go to
the factory (down, right, lift, upper right door). Wait for Lamb, talk to
him and get your tour from him. Go to the reactor area (right) and talk to
Anita. Give her your id card and she will give you the jammer. You can
now get more information from the terminals. You must also get Anita to
tell you about the Schriebmann port.
The next stop is the implant office. (left, left, left, lift (make sure
Joey comes along), left, left, left) Talk to the projector. Have Joey talk
to the hologram so you can get in. Go left and see the doctor and barter
for your port implant. Talk to the doc again until he tells you to go see
his friend and this time go see Anchor (right, right, right, right, right,
right). When you ask for the special insurance tell him the doctor sent
you. When anchor goes out back to make a phone call have Joey weld off the
anchor. Combine the anchor and the cable and you have a grappling hook. Go
back up to the fire escape (left, left, lift, left, left, upper right,
stairs, right) and attach the grappling hook onto the Security sign. Forget
the lockers and go right to the interface in the next room. Put your id
through the slot and use the interface.
Welcome to VR. Pick up the ball. Exit right. Open the carpet bag (use
the doorknob in your inventory). Pick up the magnifying glass and the
birthday surprise. Use the decompress program on the compressed data. (in
your inventory) Exit right. Use the passwords you obtained on the floor
spots. It shouldn't be much trouble. Just basically put one in the closest
hole and then pick up the other. Eventually exit up. Get the bust and the
book. Use the magnifying glass on the three documents.
Now disconnect and use the terminal (with your id card). Activate phoenix
so you have unlimited access and screw over Lamb by taking his credit and
access. Also, be sure to read the first two documents in the security
services. Go talk to Lamb again (he should be next to the elevator going
down) (lift, left, right) (if he isn't there wander around and come back,
he will show up). Talk to him and get access to his apartment. Go down to
the next level and go to Lamb's apartment. (lift, left, green door, id in
right slot, right door) Feed his cat if you feel like it and get the video
tape off the bookshelf. Now you can go down to the next level. (exit left,
down, lift) First thing you should do is go talk to the doorman. (left)
You are then going to need a sponsor so go find Mrs Pierdman and talk to
her. When she goes back to her apartment buzz her so you can get in.
(private lift on rightmost screen) Ask her about sponsorship again and she
will go use the phone.
Go play the video tape you got from Lamb's apartment to distract the dog.
Take the dog biscuits and leave. Go back the the elevator and the bricks.
(exit lift, left) When Miss P and her mutt come around again put the dog
biscuits on the plank and pull the rope. Time for the mutt to take a bath.
You can now get into the cathedral. There isn't much to do in there but
you will find that Anita is dead. (exit upper right(where the guard was
standing), up through middle door, open middle locker) Time to go back to
the reactor and investigate. (left, left, lift, right, lift, upper right,
right) Open the middle locker and put on the radiation suit. Go right.
Use the control panel to open the reactor and go get Anita's card from the
reactor. Leave the reactor. Exit left. Put your clothes back on.
Go back to the Security building. (left, left, left, left, upper right,
lift) Use the interface with Anita's card. This part is time dependant,
you may want to slow down the speed. Use blind on the first eye, go right,
use blind on the second eye and go up immediately. Go up, right, and pick
up the tuning fork. Did you make it in time? Go left again. Use the
playback on the well. Disconnect. Go down to the park. (lift, left, right,
lift, left, lift, right) Talk to the gardener/Eduardo. Talk to the boy.
Talk to Eduardo again. Head to the courthouse next to the club. (left,
left) Defend Hobbins.
After you help him out, go to the club (exit right by the doorman) and play
the first song on the jukebox. When the owner gets up take his glass from
the table and head to the implant doctor. (exit left, upper right, lift,
left, left, left) Give the glass to him and he will copy the fingerprints
onto you. Time to pick up something before you go to the wine cellar. Go
to the shed. (exit right, right, lower right, lift, right, lower left) Look
at the door. Use an id card on the lock. Go in and get the clippers
(secateurs). Head back to the club (exit left, left, club door) Put your
thumb on the metal plate next to the door in the upper right corner. Use
the crow bar to pry open the lid of the packing case and place it on the
smaller box. Climb up on the box and use your crow bar on the grill. After
you make the hole use the clippers to gain entrance.
Go through the narrow passage. Go right. Follow the diagonal track. Right
again. Now put the light bulb in the socket on the left side of the hole.
Make sure you don't get in front of the hole or a monster will get you. Go
right. Right again. You might want to slow the game down again. Run down
the tunnel or the ceiling will fall on you. Use the metal bar on the
plaster above the swelling in the vein. Use the bar on the bricks you just
exposed. Pick up the brick. Use the metal bar on the swelling, then hit
the bar with the brick. Pull the bar out again.
Go through the door when the repair robot comes. Go through the door in
the center of the screen. Use the control unit to decrease the
temperature. Pull the metal bar in the ceiling before the cover opens
again. Go back upstairs. Go to the right. Go through the door. Put
Joey's circuit board in the slot in the back of the medical robot. Have a
complete conversation. Exit through the lower left door. Go to the left.
Look through the grill on the wall. Tell Joey to check out the tank room.
You can watch him through the grill. Wait for Joey to come back. Talk to
Joey until you can tell him to open the tap on the nutrient tank. You can
watch him through the grill again. Once he opens the tap, go to the right,
through the door, and through the upper left door. The android will fall
through the grate.
Exit to the upper right. Go through the door to the upper right. Use your
id card in the terminal to open the access door. Leave the room. Search the
corpse and take Joey's board. Go back through the upper right door. Use
the red link card to access the interface. Go right, blind the eye and go
up. Use the devine wrath to knock out the crusader. Disconnect. Use
Anita's card to access the interface. Go back to where the crusader was
and go right. Use the oscillator to break the crystal. Pick up the helix
and disconnect. Exit the room. Go through the lower right door. Use
Anita's card on the console.
Use the tongs (next to the right door) to get a piece of tissue out of the
rectangular huge tank. Quickly, use the tongs on the frozen huge tank. You
should end up with a piece of frozen tissue. Exit to the right. Open the
cabinet under the console for the middle android. Put Joey's board in the
cabinet. Use the console to download the character data. Run the startup
program. Have a complete conversation. Go to the right. Tell Ken to put
his hand on the sensor. Put your hand on the other sensor at the same time.
Joey will get stuck. Go through the door. Go to the right. Tie the cable to
the pipe support. Go down the rungs. Use the tongs on the orifice. Grab
the cable. When your father falls out of the chair you will regain control
for a short time. Tell Ken to sit in the chair.

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THE BLACK CAULDRON
SOLUTION
By P. J. Gagnon
Garrettsville, OH
Begin the game by going into Dallben's cottage. Get the
gruel to feed HenWen. The cupboard has supplies you will need
for your adventure, which can be obtained either now or after you
feed the pig. Go to the barnyard and feed the pig. There is
dried corn in the shed which the pig will eat, as well, and also
earns points -- your choice. I could find no other use for the
corn or the gruel. Then follow the pig back to the cottage where
you will witness her vision. Dallben will give you rope, and the
adventure begins. Be sure to fill your flask with water.
Go north for 3 screens, avoiding water. (If you go into the
water, the pig gets scared, won't follow you, and you lose her.)
Go left when you see the edge of the bramble patch. When you
wiggle through the brambles correctly, you find the hidden
cottage of the Fair Folk and HenWen is safe. There's some
cookies in the cupboard.
Somewhere along here you'll meet Gurgi. When he asks for
something to eat, offer him either the cookies or the apple.
Go south upon leaving the cottage for 2 screens. There is a
lute in the tree with a hole in it. Take it. Go east for 2
screens, then north, which brings you to the waterfall. The
magic word will cause a rock to lower in the water so you can
walk on it. Be careful -- if you fall in the water, you drown.
You'll fall in a hole after entering the cave. Offer King
Eidelleg the lute and he'll give you a magic mirror and flying
dust. After leaving the cave, go west for 3 screens til you
reach the swamp to the west, then north for 2 screens where
you'll see a dagger. I've not found a use for the dagger that
earns points, but I take it anyway. Go west to the scarey trees,
then north to the rocks. I wouldn't tell you how to maneuver
through the rocks, even if I could explain it -- that would ruin
some of your fun. But I will tell you that my 6-year old
daughter figured it out when I couldn't. You must go through the
rocks to get to the castle.
Upon reaching the point of the highest rock, throw your
rope. It will go either east or west; it makes no matter which.
Climb the ledge and you will be facing the castle. Welcome to
disk 2.
Walk the maze, then go west when you're facing the
alligators. There will be a henchman pulling a cart at the
drawbrdige. If he's not there the first time, leave the screen
and return -- as many times as it takes. Jump on the cart and
you're in the castle. Wait til the henchman leaves before you
get off the cart. Go through the northern doorway into the wine
cellar. Go between the last 2 barrels on the right, and you'll
fall into a sub-dungeon and find the princess. Go east for 2
screens. Look at the north wall. There's a crack between some
of the stones which are moveable and reveal a King's burial tomb.
There is the magic sword. The princess makes her escape. You
leave the chamber and go south, then east til you see a gargoyle.
Turn his head and a door above you opens. Have the sword ready
so you can bonk the henchman. He's quite a pest. After
emerging, go north again and get the keys on the wall to your
right. Open the door straight ahead of you and free Fleuder
Flam. You can either use the recently acquired keys or simply
untie his ropes.
Have your sword ready to bonk the henchman as you leave that
room. Go west through the first door immediately after leaving
the room, then up the stairs. Then go east to the main hallway
and south back through the wine cellar. Go south to the
drawbridge door and break the chain with the sword. You'll be
bonking the henchman all along the way.
Return to disk 1 the same way you came. After getting
through the rocks, go south for 2 screens where you'll reach the
southwest portion of the swamp. Use your flying dust to get to
the witch's house. Go inside and open the chest. When the
witches appear, offer them the sword and you'll go outside and
receive the cauldron. The gwythaint will take the cauldron while
the witches are talking to you.
Go back to the castle. Take the same route as before, when
you found the princess. Go south for one screen, then through
the east doorway (where the skeletons are). Use the magic mirror
at the proper time and the King jumps in the cauldron. You float
on a log down the river to the cauldron and the witches appear.
They will offer you 3 things in exchange for the cauldron. Do
nothing til they offer you the third item -- the sword. This
wins the game with 230 out of 230 points.

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BLOODNET
Quickest Route to Success
Matt Showalter
I. Tackett's lab
A. Get Implant Plans.
B. Get 4 MB chip and place it into your docking unit.
II. Huston Matrix Rovers
A. Get Patch Cords.
B. Talk to Larry Owen.
III. Abyss
A. Talk to Rymma Fizz
B. Choose 4 characters to join you
IV. Metro Museum of Art
A. Talk to Montgomery Taylor (He will give you an invitataion
to the Hellfire club if you anser NO to his first question).
V. Central Park
A. Talk to Kimba West.
B. Talk to Sander Tomalin (You have to talk to him twice in order
to give him the implant plans. He will give you a Lockpick
Database, a 4 MB Chip, and Samurai Soul Box. Put the Soul Box
into you decking unit).
C. Talk to Mother Mary on the second Central Park screen.
VI. Cafe Voltaire
A. Talk to Oscar Nandez (second screen).
B. Talk to Lenora Major.
VII. C-Space
A. Go to "Major" well
VIII. Kafka Consipiracy
A. Talk to Coover Tristan.
IX. Electric Anarchy
A. Talk to Phree Thought
B. Talk to Nai Hilistick
C. Talk to Chuck
D. Talk to Phracktle K. Oss
E. Talk to Auntie Matter
F. Talk to Garrick Fizz (have him join)
X. Autonomy Dogs
A. Talk to Wild Child.
B. Talk to Sabaccatus St. Aubens.
XI. Hard Metals
A. Talk to Tempered SteelE.
XII. St. Patrick's
A. Talk to Mother Mary
B. Talk to Brother Complicitus (you will need to speak to
them both to complete the conversation).
XIII. Hellfire Club
A. Talk to George Yachisin
B. Talk to Renfield.
XIV. Hardarm Tacktick
A. Buy Lockpick Casing and Diagnostic Unit.
B. Assemble the Electronic Lockpicks
XV. TransTechnicals
A. Security
1. Kill Cheif Daryl Paine.
2. Get TTCloak Chip from Paine.
3. Search Area (pick up all items).
B. Emily Esaki
1. Search Area.
2. Get Pin.
C. Bill Dougan.
1. Talk to Bill Dougan
D. Nanotach
1. Search Area (pick up all items).
2. Use Electronic Lockpicks on Locked Storeroom door.
3. Search Storeroom (pick up all items).
XVI. Lazlo Green (examine crackdown list to open)
A. Search Area.
B. Pick up Gas Mask.
XVII. Electric Anarchy
A. Talk to Phree Thought.
B. Give her a Dragon Soul Box (Say YES when she asks).
C. She will give you a SonomaVapor.
XVIII. Icon Pirates
A. Put the Gas Mask on a character.
B. Use SonomaVapor with that character.
C. Search area.
D. Get HoloCam and both cans of Holofilm.
XIX. Doom Pilots.
A. Talk to Ghost Walker.
XX. Madam Mescal
A. Buy Instapigment.
B. Use the Instapigment.
XXI. Cloisters
A. Sabastan's Room
1. Get Beads.
B. Weapons Room
1. Solve Mirror Puzzle (film yourself with the Holocam
and then play the recording near the mirror).
2. Search Area (Get all Soul Blades and Stakes).
XXII. Cafe Voltaire
A. Place Beads next to Cyril Thorpe.
XXIII. C-Space
A. Go to "Medium" well.
B. Talk to Cyril Thorpe.
XXIV. Cloisters
A. Sabastan's Room.
1. Talk to Sabastan (He will Bless the Blades).
XXV. C-Space
A. Go to F.a.t.s.
B. Talk to Melissa Van Helsing.
XXVI. Le Phood
A. Talk to Melisa Van Helsing (have her join you).
XXVII. Hellfire Club
A. Talk to Alexander Tennent.
XXVIII. Van Helsings Apartment
A. Kill all Vampires.
B. Enter the second room.
C. Search area.
D. Pick up Signal Scrambler.
XXIX. Grant's Tomb
A. Kill everyone
B. Get Green Pendant.
C. Free Alexander Tennent.
XXX. Electric Anarchy
A. Have Chuck join you.
B. Disassmble Green Pendant.
C. Put Emerald Looker Chip into decking unit.
D. Put Tackett's Essance into decking unit.
XXXI. C-Space
A. Go to F.a.t.s.
B. Talk to Tackett Cybervision
C. Go to "Kansas" well.
D. Talk to Sally (she will give you Incubus).
XXXII. St. Patrick's
A. Dismiss Chuck.
B. Talk to Mother Mary (have her join you).
XXXIII. Transtech (1122)
A. Kill everyone.
B. Talk to Dr. John Harker.
XXXIV. C-Space
A. Enter "Elizabeth" well.
XXXV. Game Ending
A. Fight Dracula Images (six total).
B. Fight and Kill Dracula!
C. END OF GAME!!
Brought to you by Matt Showalter/MicroProse Quality Assurance and
MicroProse On-Line Services - MPS*BBS (410) 785-1841.
Copyright 1994 by MicroProse, Inc. and Spectrum Holybyte, Inc.

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Chess Grandmaster Robert Byrne played the world's top-
ranked chess computer a game on February 11, 1990. Following is
a user-friendly analysis of the game, intended for low and
medium ranked players. The moves will be shown in long
algebraic.
K=King, Q=Queen, B=Bishop, N=Knight, R=Rook, and P=Pawn
The board is layed out on a grid, with the White pieces
horizontally layed out from A on the left, through H on the
right. The first rank (where the White major pieces are
located) is rank 1, and it goes down to 8, which is where
Black's major pieces are located.
For example, the initial location of the White king is
e1. The Black queen is initially on d8. A move of a piece is
indicated by giving the shorthand for the piece, followed by
the square it's coming from, followed by the square it ends up
on. So, for example, a move of the White Knight closest to the
King would be Ng1-f3.
Special situations: a capture is indicated by an "x"
instead of the usual "-". Also, the shorthand for pawns is not
used, so a movement of a pawn is simply indicated by giving the
starting square, followed by the ending square, as in e2-e4.
Background: Robert Byrne is a strong Grandmaster. He is
one of the top 100 players in the world, and in the early 70's
participated in a semi-final for the world championship.
Deep Thought calculates positions at the rate
of 1,000,000 positions per second. This gives it a tremendous
ability to navigate in positions which require broad
calculation.
Deep Thought had White in this game:
1.c2-c4 ... In the opening, the aim of all strong players is
to control the center, whether by pieces or by pawns. When a
player has much better control of the center (the squares
e4,d4, e5, d5) than his opponent, he is able to use that
control to launch attacks on either side of the board, and his
opponent is cramped, and unable to match him for flexibility.
In this case, DT choose to advance the c pawn. This gives
control of the d5 square, although it does not immediately free
a diagonal for development of either bishop, as would have been
the case after 1. d2-d4 or 1. e2-e4.
1.... g7-g6 Black moves his g pawn, allowing to develop the
bishop on the g7 square. Such a development would place the
bishop on a strong diagonal.
2. Nb1-c3 White develops his knight to a strong square, from
where it controls the important d5 and e4 squares. In
conjunction with the c pawn, White now has significant control
of the d5 square. (Notice that had White first moved the Knight
out, the c pawn would have been blocked, and would have been
unable to participate in this battle for central squares).
White is delaying moving his center pawns (the e pawn or the d
pawn), preferring instead to see what his opponents intentions
are vis-a-vis pawn control of the center.
2.... Bf8-g7 Byrne likewise simply places his bishop on a
good diagonal, and does not commit his center pawns yet. Note
that Black now strongly controls dark squares, while White
controls light (white) squares.
3. g2-g3 White prepares to further intensify the pressure on
the e4 and d5 squares by putting his bishop on g2 (this process
of putting a bishop on the g2, g7, b2, or b7 squares nestled
behind a triangle of pawns is called "fianchettoing" it)
3..... e7-e5 Black finally strikes out with a center pawn.
He now firmly controls the d4 square, preventing DT for the
moment from advancing his own d pawn. This control comes at a
cost, of course, since now Black no longer has the option of
contesting White's control of the d5 square by making a move
such as e7-e6, since the pawn is now advanced. Byrne's
strategy, well-accepted, is to attempt to defeat DT not by
tactics, since he has a healthy respect for the machine's
calculative powers, but by trying to get into positions where
the ability to form long-range plans based on (hopefully for
Byrne) locked pawn structures where the machine is at a
disadvantage. This is because the machine is unable to form
long-range positional plans.
4. Bf1-g2 White also intensifies the pressure on the squares
he now controls. It is certainly possible that these moves are
all in the opening "book" (a series of pre-programmed moves) of
the computer, so that it has not had to "think" by itself yet.
4....Nb8-c6 Black develops a piece, and (this is beginning to
sound monotonous) controls "his" dark squares. So far, so good.
5. d2-d3 White plays this seemingly meek move for two
reasons. First, DT wants to open a line for the potential
development of his queen bishop on the newly opened diagonal.
Second, White wants to solidify the pawn chain e2-d3-c4, and
reduce the possibility of Black playing the move e5-e4 at some
point after White has played out his king knight to the square
f3, which would force the knight to have to move again, and
White would lose time repositioning it.
5..... f7-f5 Black plays aggressively. He increases control
over e4. It is at a time like this that a Grandmaster decides
on a long range plan. Where does each sides' chances lie?
Well, White has more control currently of queenside
squares (his bishop is pointing in that direction, and he has a
pawn on c4). Black, on the other hand, has morecontrol on the
kingside, and so he will try to "mix it up" there. In slow
moving games, it is advisable to try to mix things up in an
area where you have more control of squares or more pieces,
since the opponent will not be able to fight as strongly, due
to his local disadvantage.
6. e2-e3 White gets a little control bck over his d4 square,
but blocks in his queen bishop. He is also creating a few
weaknesses on light squares in the kingside area (for example,
were the bishop on g2 to disappear, Black could infiltrate
pices on these white squares which now lack pawn protection).
6.... Ng8-f6 Black develops the knight to a good square, and
prepares to castle.
7.Ng1-e2 ... White develops his knight to a somewhat less-
influential square. Why not to f3? Well, since White is not a
person, but a computer, it is not really "afraid" to move to
f3, which would be a more active square. White, however,
probably "sees" that at some point Black might play the move
e5-e4, forcing the knight to move. This would be uncomfortable,
since there aren't any great squares to move to after that.
Also, White wants to keep the diagonal open for his king bishop
for as long as possible. Computers are "rewarded" in their move
evaluation algorithms for moves which give maximum pice
mobility and control of squares.
7..... o-o This means "castle" This is a protective move
which occurs once in a game for each side, and two pieces, the
rook and the king, move simultaneously. The advantage of such a
move is that the king is usually placed into greater safety,
and the rook is more or less mobilized. Both these concepts are
important in a game in which the object of the game is to mate
the opponents' king, and if the king stays on the e file, he is
likely to catch a death of cold if central lines are opened at
some point. It is usually better to castle sooner rather than
later, since later might be too late.
The move means the king now occupies the square
g8 and the rook now occupies the square f8.
8.f2-f4 White strikes at the Black control of the center
with this move. If Black were to capture by playing e5xf4,
White would capture back with e3xf4, and now the Black control
of the dark squares would be reduced. The disadvantage of this
move is that White's 'e' pawn now lacks protection by it's
brother, and the squares around the kingside are further
weakened. Black's fianchettoed king position, on the other
hand, is relatively safe.
8......d7-d6 Black solidifies his pawn chain, and gives the
'e' pawn greater support. He also opens up the diagonal for his
queen bishop, threatening to play Bc8-e6, contesting White's
control of the light squares in the center.
9. Qd1-b3? A bad move. First, ANY move with a Queen should
be very carefully considered. The queen is the strongest piece
on the board, and radiates power wherever placed. Here, DT has
the right idea (to pressurize the queenside) but this idea
should be carried out with a pawn march, starting with Ra1-b1,
and then b2-b4, and b4-b5. The queen cannot do it by herself,
and is vulnerable to attacks by Black's minor pieces, from whom
she would have to retreat. DT probably wanted to threaten the
'b' pawn, to stop the bishop from being developed, and it was
also lured by the potentials resulting from a check by c4-c5.
Black's next move removes the check possibilities.
9..... Kg8-h8 The king goes into the corner, a safe snuggly
place.
10 o-o White castles, the king is now on g1, and the
rook on f1.
10..... Nc6-e7 Black repositions the knight to control d5,
and to prepare possible pawn control of d5 by c7-c6.
11. c4-c5 Dubious. Of course not 11.Bg2xb7, (apparently
winning a pawn) because of Ra8-b8, pinning the bishop against
the queen, and winning it next move).
11..... c7-c6 Black establishes pawn control of d5.
12.c5xd6 With this move, White permits Black the
potential of pressuring his 'd' pawn, since the pawn will now
be on an open file.
12...... Qd8xd6 White's 'd' pawn is now attacked, and he
still faces an interesting problem of how to develop his queen
bishop.
13. f4xe5?! .... Dubious. Deep Thought, as is the want of many
computers (including my Mephisto 68000xl) takes the tactical
way out. It doesn't realize that now BOTH the 'd' and 'e' pawns
can be subject to attack along the 'd' and 'e' files. And if
either pawn were to move up, then the square in front of the
other that the former controlled becomes weak. For example, if
White were at some point to play d3-d4, then the e4 square
becomes very weak. Byrne never quite gets the chance to do
this, however.
13... Qd6xe5 Black's only concern is to find good squares
to put his queen and the knight on e7. Then, he can begin the
process of pressuring the 'd' and'e' pawns.
14. Ne2-f4 The knight finds a square, but it's not
attacking anything, really. I suspect that DT's main concern
was to stop Byrne from playing Bc8-e6 sometime in the next few
moves, which would force the White queen to move
14..... g6-g5 This forces the knight to move away, and also
to be out of play for a while, but it loosens the pawn cover
surrounding the black king, and weakens the pawn protection of
the f5 pawn.
15. Nf4-h3 White thereby gains a tempo by attacking the 'g'
pawn, but the knight now requires a few tempos to re-deploy.
A human would have found it humiliating to retreat back to e2,
though a computer shouldn't. A benefit of the move, however, is
that to protect the 'g' pawn, Black must again move a pawn
which is part of the circumference of pawns guarding his king,
a further weakening. And the 'f' pawn will continue to require
attention.
15..... h7-h6 The light squares around the black king are now
pretty weak (read: not guarded by pawns anymore).
16.Bc1-d2 White makes motions to at least move his queen
bishop off the last rank, sort of a development. The move does
connect the white rooks, and premits the queen rook to
participate in the game.
16....... b7-b6 If I were black, this is where I would think
for a while. Black has pressure on the central white pawns, but
he has his own weak 'f' pawn to consider also. Oneof his prime
concerns must be to develop the queen bishop, and also the
queen rook. But if Black were to move the queen bishop right
away, he would lose the 'b' pawn to white's queen. Black could
have played Qe5-c7 to protect the 'b' pawn, but he wants to
somehow play Bc8-e6, which would gain a tempo by attacking the
white queen. If he played Qe5-c7, then the bishop could never
move to e6. So, Black first plays b7-b6, moving the pawn to a
square from which it is protected by the black 'a" pawn,
freeing the bishop to move. A dark side of the pawn move,
however, is that now the White king bishop is pressing against
the 'c' pawn. A fresh weakness is created in Black's camp.
17. Qb3-a3! Good move. The queen voluntarily relocates,
this time grabbing a nice diagonal leading to the knight on e7,
which finds itself soon remarkably berift of protection.
17....... a7-a5?! Black changes his mind. The move Bc8-e6
would not accomplish all that much now (though it would mean
that the bishop would continue to protect the 'f' pawn).
Instead, Black plots to play Bc8-a6, which would attack the
white 'd' pawn, and behind it the rook. But, now the 'b' pawn
is weakened, and White seizes on this fresh weakness.
18. Na4 The 'b' pawn is now attacked, and if it moves,
the square c5 becomes available for posting white's knight.
18....... Rb8 The pawn must be protected, and the
alternatives for doing so are not great. Ra8-a6 is totally
awkward, Qe5-c7 gives white the chance to pile on the 'c' pawn
some more, by Ra1-c1. Note that Qe5-b8 would lose the knight on
e7 to the qhite queen, a recurrent theme in the next few moves.
19. Nh3-f2 White takes a moment to relocate the knight to
a better square, which protects the 'd' pawn in anticipation of
Black's next move. He also does not want his king quite so
exposed to possible checks.
19..... Bc8-a6 The bishop comes out.
20 Bd2-c3 The bishop finds an active square, and controls
important center squares and opposes the other bishop on the
long diagonal. He is also laying the foundation for a little
combination.
20...... Qe5-e6 The knight must be protected!
21. Bc3xa5 If Black simply recaptures the bishop by
b6xa5, then white plays Na4-c5, attacking the black queen and
the bishop on a6, and the black queen has no square to go to
from which she will keep protecting both the bishop on a6, and
the knight on e7. Therefore, one of them will fall, and white
will have won a pawn after the complications.
21........ Ba6xd3 In order to not come out a pawn down in the
'desperado' complications.
22. Nf2xd3 Surprise! White does not play Qa3xd3, which
seems to be necessary in order to stop Black from playing
Qe6xe3 WITH CHECK, followed by THEN taking the bishop on a5.
22....... b6xa5 If instead black carries out the "threat" by
playing Qe6xe3 check, and then b6xa5, then the sequence would
go 22....Qe6xe3check 23 Kg1-h1 b6xa5 24 Ra1-e1! followed by
Re1xe7, and White ends up a piece ahead!
23. Ra1-e1 White takes the time to protect the 'e' pawn
for the future. The square 'c5' is now a great spot for either
of White's knights.
23...... Ne7-d5 Black finally moves the accursed knight, to
a central square, but White's pieces find much greater scope.
24.Na4-c5 ...... Black's queen is attacked, and Black must
give way. Finally, Black's pawns are weaker than White's, and
the White bishop is very strong.
24...... Qe6-c8 The only square from which the f5 pawn is
still protected, but now the other knight jumps into a strong
square, attacking the weakend light squares on the kingside.
25. Nd3-e5 White threatens Ne5-g6 check, winning the
rook on f8 for only a knight. This would be a winning advantage
in material, since a knight is worth only 3 pawns, while a rook
is worth 5 pawns.
25......Rb8-b5 At first glance, this is incomprehensible,
since it allows White to carry out his threat of Ne5-g6 check.
But Black thinks he has seen further than the computer. He
thinks that after the knight on g6 captures the rook, when
black takes back with the bishop, the white knight on c5 will
be lost, since it will be attacked many times, and pinned to
the white queen. But the computer has seen further.
Incidentally, if Black had stopped Ne5-g6 in
other ways, he would not have had an easy game either. For
example, if he had played Kh8-h7 in order to control g6, then
Qa3-d3 would have been very sstrong, pinning the f5 pawn
against the black king. Kh8-g8 lets the knight in to g6 also,
though not as immediately seriously as in the game.
26. Ne5-g6! White wins the rook for the knight! (Also known
as "winning the exchange")
26...... Kh8-h7 Kh8-g8 might have been better, although I
don't really know.
27. Ng6xf8 Bg7xf8 Byrne's "point" of giving up the
exchange. He hopes to win that c5 knight. If he does, then he
would have given up a rook for a knight and a bishop, an
advantageous scenario for him.
28. Re1-c1 White immediately protects the knight
again. But Black can attack it again. This is the kind of
situation where one is appreciative of the ability to count, as
taught in the 1st grade.
28........ Nf6-d7 The knight is now attacked three times,
and it does not seem that it can be profitably defended again.
But now White strikes from a different direction...
29. Bg2-h3!! Byrne may have thought that he did not
need to consider this move since he can just play g5-g4, but he
can't. White now threatens Bh3xf5 check, followed by Bf5xd7
winning humongous material. The weak f5 pawn!!
29...... g5-g4 "Show me," Byrne says. The computer
obliges. But there was no other defense in any case.
30. Bh3xg4!! In a blaze of glory. White renews his
threat of Bxf5. But what if f5xg4?
31...... f5xg4
32. Qa3-d3! check
32....... Byrne RESIGNS
If 32....Kh7-h8, then 33 Nc5xd7, followed by
Rf1xf8 check, winning an entire knight (an overwhelming
advantage)
If 32....Kh7-g8, then 33. Qd3-g6 check, and then
if 33....Bf8-g7, then 34. Nc5-e6 with a fast checkmate, while
if 33....Kg8-h8, then 34 Nc5xd7, followed by Rf1xf8 check, as
above
If 32....Kh7-g7, then 33. Nc5-e6 check, followed
by 34. Qd3xb5, and if c6xb5, then Rc1xc8, having won a whole
rook.
For more information about chess in general, and how one can
get a national rating and play in tournaments, you can send me
a msg via BBS's in New York, or through the chess conferences
on RIME and Internet. Also, write to the US Chess Federation
(U.S.C.F.) at 186 Route 9w, New Windsor, N.Y. 12550.
Best, Israel A. Silverman

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CHEAT:
Secret Backdoors and Debug Codes the Programmers
Don't Want You to Know About
By Mike Zier, Fido 1:272/169
Mike Zier
P.O. Box 546
Smallwood, NY 12778-0546
** What is CHEAT?
CHEAT is a listing of cheats for IBM/MS-DOS computer games. Debugging
commands, secret commands, and whatever else can enable you to cheat
in these games.
However, you won't find any level codes or trainer-style programs
here... they aren't real cheats.
** How do I load the program?
At the command prompt (that thing that looks remotely like C:\>) type
CHEAT and press enter.
On screen instructions are given from that point on. I hope it's
self-explanatory....
** Where do I report bugs, comments, suggestions, and
** submissions?
The official support BBS is The Cult of the Tentacle. A 28.8k modem is
online 24 hours a day to serve your gaming needs.
You can also freq CHEAT from 1:272/169.
** Disclaimer
I cannot be held responsible for the results of any cheats described
in this list. In most cases, the game companies intended these cheats
for internal use only, they have the chance of being destructive.
Known limitations are listed, when possible .
As for this program, if it blows up your computer, I am not
responsible for that either. Sorry.
** Copyright statements and what-not
This program, documentation, and all related services are (c)
Copyright 1993-1995 Mike Zier, All rights reserved.
I have no problem with the spread of the information contained within,
but if you are using them in your own project please inform me. You
may NOT duplicate this work or a large percentage of it for your own
personal gain.

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CHINESE CHESS RESOURCES
Documentation by Roleigh Martin
1-9-94
The following are two currently-in-print and good books on Chinese Chess.
You can also order an actual board game of Chinese Chess from Ishi Press
International (76 Bonaventura Drive, San Jose CA 95134, 408-944-9900 (in
England: 20 Bruges Place, Baynes Street, London NW1 OTE, (0)71-284-4898.
Ishi Press accepts phone orders with credit cards. The book on Chinese
Chess by C. E. Tuttle of Rutland, Vermont, was bought at a book store.
You can also buy a Chinese Chess set from some (only a minority I've found)
of Chinese and/or Vietnamese-Chinese grocery stores. Call around (use the
yellow pages). I found a place that sold the sets for $4.50 but the board
was a paper board (but you could wall-paper glue and shellac it onto a
piece of fiber-board to make a nice solid game board). The Ishi Press
Chinese Chess set costs about $30-some dollars.
By the way, Ishi Press International has a book (Shogi for Beginners), a
IBM PC software program (Shogi Master) that runs great on a HP 100 and
MCGA, CGA, EGA, and VGA PC's, and an actual board game (wooden and magnetic)
of Shogi -- which is Japanese Chess -- but that is a whole different story
and this ZIP file is focused on Chinese Chess. But for chess lovers, I'd
thought I'd throw this in. Oh yes, C. E. Tuttle has a book on Shogi too,
called Shogi: Japan's Game of Strategy by Trevor Leggett which includes a
fully functional Shogi Chess game (heavy cardboard pieces, paper board).
(For those who have a HP 100 and end up getting Shogi, it can't run under
the HP 100 System Manager -- you must terminate from that program to run
Shogi -- also, the EGA*.* and VGA*.* files aren't needed to run Shogi on
the HP 100.)
P.S. The Chinese Chess set by Ishi Press includes rules on Korean Chess,
but their rules are incomplete -- see the accompanying file, KOREAN.SRC,
for getting the full set of rules on Korean Chess.
TITLE: Chinese Chess for Beginners
AUTHOR: Sloan, Sam
PUBLISHER: Ishi Pr Intl PUBLICATION DATE: 07/1989 (890701)
EDITION: Orig. Ed. NO. OF PAGES: 200p.
LCCN: 89-084155
BINDING: pap. - $10.95
ISBN: 0-923891-11-0
VOLUME(S): N/A
ORDER NO.: S4
IMPRINT: N/A
STATUS IN FILE: New (89-04)
NOTE(S): Illustrated
SUBFILE: PB (Paperbound Books in Print)
TITLE: Chinese Chess
AUTHOR: Lau, H. T.
PUBLISHER: C E Tuttle PUBLICATION DATE: 03/1991 (910301)
NO. OF PAGES: 248p.
LCCN: 84-052394
BINDING: pap. - $9.95
ISBN: 0-8048-1675-1
VOLUME(S): N/A
ORDER NO.: N/A
IMPRINT: N/A
STATUS IN FILE: New (91-01)
NOTE(S): Illustrated
SUBFILE: PB (Paperbound Books in Print)
LIBRARY OF CONGRESS SUBJECT HEADINGS: CHINESE CHESS (00086320)
PAPERBOUND BOOK SUBJECT HEADINGS: HOBBIES AND GAMES-GAMES, MAGIC AND
PUZZLES (00001478)

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Newsgroups: rec.games.video
From: rich@grebyn.com (Richard Lawrence)
Subject: Complete Chun Li Strategy Guide: SNES SFII
Message-ID: <1993Jan1.091240.23839@grebyn.com>
Organization: Grebyn Timesharing
Date: Fri, 1 Jan 1993 09:12:40 GMT
Lines: 697
This is a long posting. If you are interested, you will want to save it
to a file for viewing ( "s <filename>" in most readers).
The following is my complete strategy guide to playing Chun Li on SNES
SFII. Hope it helps some of you out. Email addresses are at the bottom
if you have comments.
The Indispensable Chun Li Strategy Guide for the SNES
or: How To Beat Level 7 Without Having a Hernia
This guide is the "intellectual property" (yeah, right, there's an
oxymoron - intellectual video game discussion) of myself. You are free
to distribute it, copy it, revere it, throw it away, but you can't
quote it without my permission. 'Course, I would always GIVE the
permission, but that's besides the point.
Version 1.0 of this guide is being released as of 12/92 upon an
unsuspecting world, to help out those poor unfortunate souls who are
having trouble tromping the computer.
Why Chun Li?
It is my opinion that Chun Li is the strongest champion in the SNES
version of Street Fighter II. There are several reasons for this.
* Great range on offensive moves - because of her jumping ability,
particular the "bounce off a wall" move, Chun Li can strike over a
great range offensively. Ken and Ryu have great offensive attacks,
but have to use vulnerable special moves to get around quickly.
* Extremely fast - helps on both offense and defense, she can block
quickly when in trouble and turn it into an attack instantly when
the opportunity arises.
* Easy controls - no "move here, here, and here" for an attack. The
most difficult move she has is the Whirlwind Kick, and as we'll
see later, you don't even need that to be deadly.
Using Chun Li and a Capcom joystick (see next section) I can
consistently finish the game without loosing a battle. I've come
*very* close several times to completing an entire game without being
hit.
I will be releasing guides for the other characters, but Chun Li is
my favorite so she gets the lead role.
A Word on Joysticks
If you are playing SFII with the default SNES control pad, you are
a) insane and b) must have little bitty hands. My advice to ANYBODY
looking to get enjoyment out of this game is loose the pad instantly.
There are several full sized joysticks out there. I have looked at the
CH Joystick, the Capcom Fighter Power Stick, and the ASCII products,
and a few others. I decided on the Capcom product, but that doesn't
necessarily mean it is the best for you. It had the layout I wanted,
lots of features, and a good feel. Some may be afraid of its plastic
construction, but believe me, I have tortured mine extensively and
it's holding up well so far.
The big priority in a SFII joystick is the configuration of the
button repeat functions. The CH stick looses here with no repeat at
all; I recommend you avoid any such stick. You need to be able to
assign various auto-repeat speeds to individual buttons. Not important
to SFII but important to shooters is the ability to have a button
continuously fire; the Capcom does all of the above.
Description of Moves
Here is a brief summary of moves described in the manual, and what
they are good for.
Shoulder Throw: <push towards opponent and hit "L">. Crucial against
Ken and Ryu. Note that Chun Li does *not* need to be touching the
character to perform a shoulder throw - she can be a little ways away.
Shoulder throws also work in mid-air, where they are almost
indefensible. Not safe to use against E. Honda.
Head Stomp: <push down and any kick key>. This move is important
because with it you can hit other characters even when they are
"invincible". Examples: Blanka when he is electric, Bison/Honda when
in a torpedo, Dhalsim when he is stretching (you can hit any part of a
stretching Dhalsim with the head stomp and hurt him!). Keep the head
stomp in mind as your counter to any special attacks that involve the
opposing character directly. These special attacks generally commit
the character to a course of action that he must stick with for a few
seconds. For example, when Blanka turns on electricity, he has no
control over what happens until he comes out of it. This is the
perfect opportunity to do a flying leap and come down with a head
stomp. His electricity will not hurt you, and you'll damage him
without giving him any chance to block.
Lightning leg: <push any kick key repeatedly - you should let the
joystick do this for you>. Note that there is a big difference in the
different lightning legs. The best is the medium ("A" button). The
Roundhouse lightning leg ("R" button) kicks very high and can be
countered with a properly timed punch, but it does the most damage and
has some specialized uses. The light lightning leg is the slowest
repeating and can actually be countered by waiting for the first hit
and timing a return punch. Stay away from it; it's useless.
Whirlwind kick: <push down 2 seconds, then up and a kick key>. I
consider this move almost useless. You gain a second of
invulnerability when you are inverted, but it's easy to block and wait
for Chun Li to spin around at the far end of the kick, then throw her
as she is coming out of it. Also, this move can be difficult to
perform unless you set it up by "charging". Charging is when you begin
the movement of an attack when you are still moving from a previous
attack. For instance, let's say you jump straight up. Immediately
after hitting up, you can pull down and hold the stick, then when you
land you can push up and a kick and you will "instantly" launch into a
whirlwind kick, because you were charging it as you came down from
your previous jump. Charging is important in the lightning leg kicks,
but stay away from the Whirlwind unless you want to show off.
There are several moves I rely on consistently in my strategies.
They are described here so you will be familiar with them in the text
afterwards.
The straight up Roundhouse: Simply push up on the stick and press
Roundhouse kick ("R" for default configuration). Chun Li will leap
straight up in the air and do a sort of circular roundhouse. This kick
has amazing range, both left to right and vertically. Note that you
can time this kick so the roundhouse starts anywhere from when you
first jump up to when you are almost touching the ground after coming
down again. This kick is *very dangerous* to opponents, since it has
wider range than just about any other kick, and you are more or less
impervious if you time it correctly.
The pre-charge lightning leg: From a standing position, push diagonal
up on the stick and Chun Li will do a spinning forward move through
the air. At the halfway point, press and hold a repeating kick key.
The kick key can be anything from a roundhouse to a light kick. Chun
Li will do a kick in mid-air (so if your opponent jumped at the same
time he will likely be hit) and when she lands will instantly launch
into a lightning leg.
Variant: The head stomp/lightning leg: Push diagonal up to jump,
then immediately push DOWN on the stick, then push and hold a
repeating kick key. Chun Li will jump up, go into a head stomp as soon
as you hit the kick, and upon landing launch into a lightning leg
right away. The beauty of this attack is that most of the time she
will end up facing the opponent with the lightning leg, *even if you
mistimed the kick and jumped over the opponent*. In other words, if
you land on the wrong side with this kick, most of the time you'll be
covered anyway! Try it, I'm not kidding.
The wall bounce: Jump up and diagonally so as to hit the edge of
the screen. While you are in the air, before you actually hit the
edge, pull the stick up and diagonally in the opposite direction of
the initial jump. You will hit the edge, and instead of falling
straight down you'll start a new jump in the opposite direction. You
can do this even when standing right next to a wall/edge of the
screen. It's an important move because it's the longest leap you can
make, giving you a great range of attack when you are near the edge of
the screen. Use it to get out of trouble if you get cornered. Vega can
also do this move; watch out for it.
Ok, now that we've got the moves down (practice them on level 0 until
you are comfortable with them), let's look at the stages/characters.
The following are loosely organized from easiest to hardest. They are
all based on Level 7 play. The computer will vary it's techniques on
other levels; you're on your own (but they are much easier).
1) Bonus stages: For both the brick pile and the destruction of the car,
the weapon of choice is the Roundhouse lightning leg. Have the button
held down when the screen first appears, even before you get the
"start". This way as soon as the round starts you'll launch into a
lightning leg that destroys the first section. When you see Chun Li
start kicking, let go of the key (she'll continue the lightning kick,
don't worry) and wait for her to finish the kick. For the bricks, just
do a diagonal forward jump and when in the air, hit and hold the
roundhouse lightning kick again. You'll get one quick hit from the
air, then you should land on top of the first level (not the very top)
of the pile and start pounding away. Just stand there holding the key.
If you didn't waste any time, you can get 27 seconds out of the bricks.
For the car, after the first section is blown away, jump on top of the
car, run across it, fall to the ground on the other side and walk up
close. Then just hold down the roundhouse lightning leg again. You
should be able to finish the round with 22 seconds to spare.
2) Chun Li vs. Zangief: Zangief is a pushover. Believe it or not, you
can completely eradicate this sucker with *one move*, the straight up
Roundhouse. When the round starts, wait for Zangief to walk towards
you (he will always take the offensive) and jump straight up in the
air. If he jumps in response, immediately hit the roundhouse key and
you'll nail him in the air (your range is better than his). If he
doesn't jump, wait until you are on the downward part of your jump,
then hit the roundhouse key. Normally you'll kick him in the face with
this move. You'll have to practice the timing of the downward
movement, but trust me, you can do play the entire round with perfect
scores with just this one move. The timing is tricky if he does an
upward kick as you are coming down, though.
When you land, just repeat the above process again. You might have to
wait for him to walk towards you a little bit so he'll be in range for
the kick.
Just about the only thing Zangief can do about this is block as you do
the roundhouse. If this happens, either jump straight up again
immediately and repeat the roundhouse (eventually he will miss a
block), or land, pull down and hit roundhouse. You'll kick sideways
with both legs, balanced on a hand, and usually this happens too fast
for him to move from his previous block to the new position. After you
hit him once with this, go back to the straight up and down jumps with
the roundhouse in the air.
Against Human Zangief's: You'll still tear this guy apart, even if a
really good human player is in control of Zangief. Keep in mind that
your straight up roundhouse kick has better range than his spinning
clothesline, which you'll find human opponents rely on a lot. Your
only fear is mistiming the straight up roundhouse: if you don't get
the kick in, you'll land on your feet directly in front of him, and
that's bad news. Never tangle with Zangief in close range, even if
you're not going to use my tactic (it's a tick, and other players
might insist that you not use it). If you make an agreement not to use
the straight up roundhouse, use your jumping ability to jump in, hit,
and jump out, and if he backs you up bounce off a wall to keep from
being cornered.
3) Chun Li vs. Ryu: Yeah, that's right, as a computer opponent I
consider Ryu totally worthless. Let me give you a template to beat
level 7 Ryu every time:
a) Before the round even begins, have your stick pointed towards Ryu
so you'll be walking towards him. As the round starts, take one or two
steps and then press "L" for a shoulder throw. *Computer Ryu starts
99.9% of the rounds by walking towards you, and will subsequently fall
for this throw every time*.
b) After the shoulder throw, do a pre-charge lightning leg towards
Ryu (jump up and diagonally towards him, hold down the Roundhouse
button as you jump). You'll land and promptly start pounding him, as
soon as he stands up from the throw. Even if he blocks you'll be
hurting him. As the kicks hit him, he will move slowly farther away
from you. Let go of the kick key after the first two hits, and wait
for the lightning leg to expire.
c) if you've followed the above, Ryu will be up against the far
right wall right now. You have two choices. You can repeat step (b)
above, but if you do, you'll loose the chance for a perfect round,
because as you land with the lightning kick revved Ryu will strong
punch and hit you, although you will hit him after that. The other
choice is to jump towards him, and immediately pull down and hold a
repeating kick key. You'll head stomp him 1-2 times, then bounce off
the wall and backwards.
Here's a generalization: after being hit with a repeat attack such as
the lighting leg, 95% of the time the first thing that any character
with a distance weapon (Ken, Ryu, Dhalsim, Guile) will do is fire that
weapon. In the above scenario, this would happen between (b) and (c),
but as Ryu is throwing his fireball, you'll be leaping through the air
and preparing a head stomp. This same tactic works well for all of
these characters, but especially Dhalsim. The key is, after a
successful lightning leg, jump TOWARDS the opponent to avoid his
subsequent distance attack, and have an offensive move prepared.
If you've followed the above scenario, then after the head stomp in
step (c) Ryu is probably heavily damaged and you are a little ways
from him on the left after bouncing off the wall. He will almost
certainly fire a fireball. Just jump straight up in the air, and watch
it go by. Repeat as necessary. _Eventually_ he will tire of this and
come walking towards you again. When this happens, just repeat from
step (a). You'll kill him with the first throw or so.
Human Ryu's: Any human player worth a damn is only going to fall for
the opening shoulder throw once or twice, and after that he'll vary
his opening attack. In this scenario, start the round by moving AWAY
from Ryu. If he fireballs, try to jump straight up, but don't worry
about if you can't, just let the block happen. Then look to the
section below for responses to typical Ryu/Ken attacks.
Response to the Hurricane Kick: If Ken or Ryu goes into a Hurricane
kick, if you are close (1 body width) from it, go into a block right
away. Let it hit you a couple of times, then as he is settling to the
ground, push forward and hit "L" to shoulder throw him. Note: the
computer opponent will follow a hurricane kick with a Dragon Punch.
Keep the block through the Dragon Punch, then catch him on the way
down from the punch with a throw. *After a throw you should always go
on the offensive*. Do a pre-charge lightning leg kick after a throw.
If you are a few steps away when Ken/Ryu starts the Hurricane kick,
wait until he is about 1 body width away and then hit "L" for a fierce
punch. It's kind of funny actually, but Chun Li's hand in this
configuration ends up in a very delicate location on Ken or Ryu, and
there's no defense for them once they are committed to the Hurricane.
Try it yourself. The best range on this is achieved if you push the
stick towards the opponent right as you hit "L".
Response to the Dragon Punch: See above. Block backwards, but stay in
the area. Wait for him to start to come down, then push forwards and
"L" to throw him. Go on the offensive from there. Computer Ken/Ryu's
will almost always do more than one Dragon Punch in a row. It takes a
*long* time for them to recover from a Dragon Punch. If you are less
than three body widths away when they do a Dragon Punch, you will have
time to walk up, wait for him to start coming down, and Shoulder Throw.
Response to the Fireball: Simple, either jump straight up (preferred)
or block. The dangerous ones are the slow fireballs. Crafty human
opponents will try to lure you into jumping straight up with a slow
fireball, then walk towards you while you are in the air. If this
happens, try to roundhouse right before you touch down again. It gets
them every time. To make the timing on this less crucial, stay AWAY
from a human Ken or Ryu on the screen. Remember to back out of being
cornered by using the bounce off the wall trick.
Response to a jumping Ryu/Ken: A favorite trick of the computer is to
have Ryu/Ken jump around, and a lot of human players do this too. If
the computer player is jumping back and forth, just ignore it -
eventually he will fire a fireball instead of jumping. If he starts
jumping towards you (or a human player does), watch the distance that
he jumps. Place yourself at the position you think he will land with
his next jump. When he is about halfway through this jump, do a
standing roundhouse (just hit the "R" key). Your standing roundhouse
has longer range than the flying roundhouse that Ken or Ryu is
probably attempting. You'll hit him as he's coming down and bounce him
backwards.
Special note: it is dangerous to try to jump diagonally away from Ken
or Ryu, because their fireballs travel at about the same speed as your
jump, and you may come down right in the middle of one. Jump straight
up and down when needed. You *can* do the diagonal jump, but it
requires precise timing. Don't tackle it until you are comfortable
with beating these guys.
4) Chun Li vs. Ken: First, read the above section, especially the
responses to attacks. Keep in mind that Ken and Ryu are *the same
character*. The only difference between playing the two of them on
level 7 SNES is the opening - Ryu will always start by moving towards
you (making him easy to throw).
The best opening move against Ken is defensive; start by backing away
from him. It's very likely that he will launch into a Hurricane Kick.
Let it come, keep the block by pulling away. He will follow the
Hurricane with a Dragon Punch. Again, let it happen, but after he
starts to come down, push forward and hit "L" to throw him. You've
just performed step (a) from the Ryu text - just follow that template
and you'll be all right.
Ken is more fond of the Hurricane kick than Ryu, and also jumps more.
Read the "Responses to xxx" section in Ryu above - all of the
responses are the same for either Ken or Ryu.
If you want to gamble against the computer, open the round with a
fierce punch. If Ken is doing a Hurricane Kick you'll nail him. Most
of the time otherwise he'll be jumping away and there will be no
effect, but there's the chance that he will throw a fireball, in which
case you will be nailed yourself.
5) Chun Li vs. Dhalsim: The template for Dhalsim is very close to what
you do for Ryu/Ken, except for the opening - here goes:
a) First move of the round should be a diagonal jump towards
Dhalsim. After you've started this, Dhalsim will do one of several
things - he'll Yoga Fire, he'll jump straight up, or he'll do a
stretch attack. Any way you slice it, the attack of choice is to hit
the "A" button after you start the jump and hold it. You'll either
hit him in the air if he jumps straight up, or you'll hit him as you
come down in the other cases. Then you'll launch into a lightning leg
that will throw him backwards.
b) after you throw him backwards from the attack in (a), basically
repeat the same move, jump diagonally up and towards him, come down
with a lightning leg revved. You can use the roundhouse if you want,
Dhalsim doesn't seem able to counter it as others can.
c) after step (b), Dhalsim will be up against a wall (the right
one). It is usually safe to just keep performing step (b), but there's
a chance he'll counter it. If you are after a perfect round, diagonal
jump towards him (quickly, after he comes out from under your
lightning leg) and head stomp him, then bounce off the wall. After
that, you can go defensive for the round and wait for him to come to
you. I usually prefer just finishing him off in the beginning, though.
6) Chun Li vs. E. Honda: Honda is not really THAT hard, he's just got
a few special considerations compared to the other players.
The basic template for Honda is to just flying leap towards him and
rev a lightning kick as you come in. Just like you would against other
characters. As with the other characters, this attack is less
effective when Honda is backed up against a wall - jump in and head
stomp him, then jump away. Keep the following in mind.
a) Always use a regular lightning leg against Honda (the "A" key).
He has the timing to counter both others.
b) if Honda blocks while you are in the air (he will cross his hands
in front of his face), IMMEDIATELY let go of the lightning leg key and
pull the stick diagonally backwards from him. When you land, you will
still do a short lightning leg attack (from the previous revving).
After this kick finishes, Honda will jump towards you. If you followed
my instructions the timing will be perfect to jump right out from
underneath him, *keep the stick held diagonally backwards from him*.
You'll want to jump away from him to get some maneuvering room.
c) If Honda is doing a Hundred Hand Slap, you have to be just
outside the range of his hand when you jump in and lightning leg him.
This is a safe attack when properly executed (you won't get hit) but
if you are two far away when you jump in, you'll land in the range of
his hands rather then in his body, and the hands will hit you.
d) Unless you are *sure* that Honda has just been stunned, DO NOT
ATTEMPT to Shoulder Throw him. He is unbelievably fast with the Bear
Hug. If you get caught in a bear hug, start pounding all the buttons
and swirling the joystick around (basically, spaz out). This will
break you out of it faster.
e) If he torpedoes (Head Butt), jump straight up and come down with a
head stomp. Nails him every time.
f) Again, never stand close to Honda. He will start the Hand Slap
and pound you. Jump in with a lightning leg revved and jump out. That
basic sequence will beat him 90% of the time with nothing else.
Human players with Honda are usually much easier to beat than the
computer. Keep in mind that you have much faster jumping, your head
stomp is great against him, and your airborne Roundhouse has good
range against him. Most of the stuff above will work fine against a
human opponent.
7) Chun Li vs. Guile: Guile has some tricks up his sleeve, but they
can all be countered. Here's a basic template.
a) First move of the round should be a straight up jump. Guile will
either start walking towards you, Sonic Boom, or walk backwards. MOST
of the time he will walk towards you, and then crouch down a few steps
away. It may not look like it, but he is in range of your air
Roundhouse kick when he is crouched down. You have to wait until you
are almost touching the ground again, then hit "R". You will kick him
in the head, sending him flying backwards.
b) immediately jump diagonally towards him. Rev the lightning leg in
the air as you come down (you can use Roundhouse lightning legs
against Guile). You'll come down and start pounding him...release the
leg and wait for it to expire.
c) Like Dhalsim, Guile will always follow a lightning leg attack
with a Sonic Boom to counter. The best thing to do to jump *straight
up*. It's very dangerous to jump towards Guile when he Sonic Bombs,
unlike Dhalsim/Ken/Ryu with their fireballs. The reason is that he
will do an immediate flash kick and nail you.
General guidelines: If you can't finish him off with the opening
template, move out into the open, but not up against the wall. Wait
for Guile to approach you and jump straight up. If he kneels, start
with (a) above. Avoid Booms by jumping straight up and down.
Sometimes Guile has a weird little sequence he follows when Chun Li
jumps straight up. He'll stand just outside the range of the
roundhouse you let loose. After you land, he'll pause a second and
throw a fierce punch. The trick to this is to hesitate a second after
landing, then jump straight up again and roundhouse. The sequence is a
little tricky, but luckily you won't get damaged much even if he
connects with his fierce.
Do *not* jump diagonally in against Guile unless he has just been
kicked in the head or thrown back. The computer can instantly unleash
a Flash Kick and nail you hard. There is nothing practical you can do
against a Flash kick except avoid it. Like the Dragon Punch, it takes
a little time for him to recover after using it, and you can use the
opportunity to throw him.
Against Human Guile's: Guile matches up well with Chun Li, so a good
Guile player can give you a hard time. Keep in mind that your airborne
Roundhouse kick has a greater range than his, and your straight up in
the air Roundhouse can be timed to extend farther than any of his
punches. Counter Flash Kicks by leaping away if close. If you're far
away and he Flash Kicks, try to leap towards him, catch him coming
down and do an Air Shoulder Throw (push towards him and hit "L"). This
does a lot of damage.
Guile's sweep has a better range than yours, so don't go toe to toe.
Instead, leap straight up as he approaches and roundhouse.
8) Chun Li vs. Blanka: Now, Blanka can be a problem. He's fast, he has
STRONG offensive moves, and the computer plays him pretty well. Still,
it's possible to master the moves to beat him consistently.
Your basic pre-charge lightning kick is still an important move. In
fact, open the round with it - when you hear "Fight!", jump diagonally
towards Blanka, and come down with the lightning leg firing. I usually
use the normal, but you can also use Roundhouse. It's possible that
Blanka will jump up or towards you as his first move. If he goes up,
you should be able to hit him with your kick. If he jump towards you,
you'll have to react VERY quickly and switch to an air Shoulder Throw,
otherwise you'll be hit.
Assuming you got him with the initial lightning leg, jump in and
pound him with another, then jump in and head stomp. At that point you
will bounce off the wall (after having head stomped him) and away.
It's more important than usual to stay clear of Blanka. He has very
good range on all of his close in attacks, more than just about
anything Chun Li has except the fierce punch/lunge.
The preceding sequence should have him pretty damaged, but unlike
most of the other characters, Blanka is very erratic in actions from
this point on. If he starts jumping towards you, jump away, wait for
his next jump, and time a jump towards him to hit him as he is coming
*down* (you're reasonably safe with this move). Otherwise, move in
and attempt a pre-charge lightning leg again. Here's some things to
look out for:
a) If he starts jumping straight up and down, Blanka is thinking
about a Rolling Attack. Chun Li's Head Stomp works against the Rolling
Attack, but it's hard to time it as the Rolling Attack is so much
faster than other character's moves. It's safest to just jump straight
up and avoid it, or block if you have to. Remember that if you can
punch or kick Blanka when he's in a Rolling Attack you will do more
than normal damage. If you see him suddenly crouch down when he's far
away from you, he's definitely about to unleash a rolling attack.
b) Blanka is hard to stun, and doesn't stay that way long when you
do manage it. Don't trust a stun against him, and that means be careful
with attempts at a Shoulder Throw.
c) Blanka is the only character that I recommend you stay away from
the straight up Roundhouse. He's got too many attacks that can counter
it.
d) Never, ever try a Whirlwind Kick against Blanka. I don't use the
Whirlwind anyway, but Blanka will invariably time a Rolling Attack just
right when you try the Whirlwind to pound you.
8) Chun Li vs. Balrog: Balrog can do massive damage, but as an opponent
he's a moron. Basically, treat Balrog the same as Zangief, that is, he
is very susceptible to the straight up Roundhouse. Here's a typical
sequence:
a) Start the round by jumping straight up. Balrog may rush in or
walk in trying to punch you. Either way he'll be in range as you come
down from the straight up jump, that's when to release your airborne
Roundhouse. You'll hit him in the head and he'll fly backwards.
c) After hitting Balrog with a Roundhouse is the ONLY time it is
safe to do a flying jump into him with the lightning leg. Do so now,
use Roundhouse as the Lightning Leg. He will probably crouch down and
block.
d) Immediately after coming out of the lightning leg Balrog will
jump diagonally towards you. Jump straight up and Roundhouse to hit
him as he comes in.
You can beat Balrog entirely by just standing in one place and doing
straight up Roundhouses, just like Zangief. The key is to jump up
when he is farther away than you are used to, because he will probably
rush in the last few steps, and you don't want to be on the ground
when that happens. Even if he is walking he will make it into range,
barely. Just takes a little practice to get the jump point right.
It's obvious that you shouldn't get backed into a corner with Balrog.
As with all the end bosses, if you let yourself get up against a wall,
you may never even have a chance to jump out before you are dead.
9) Chun Li vs. Vega: Vega requires the most precise timing of any
character to counter, but after you learn this timing you will beat
him very consistently. It's easy to get frustrated with him and think
that he's impossible to beat (I did, at first), but stay with it.
General guideline: When leaping away from Vega (you will do a lot of
this) ALWAYS combine the backwards leap with a standard kick.
General guideline #2: If you are staying on the ground, you are doing
something wrong. Start jumping, it's the only way to beat Vega.
a) Vega starts every round (at least on level 7) with a leap away
from you. Just stand there. He'll start walking towards you after the
leap. Note that Vega is a pain to play because his move set as far as
jumps, etc. is basically the same as yours. Here's the tricky part: as
Vega is coming towards you, you want to wait until he is JUST close
enough that you would hit him with a forward leap/regular kick combo.
However, most of the time when you try this he will leap away quickly
enough that you won't hit him. I usually leap backwards if my first
attempt was unsuccessful - Vega will probably leap forwards directly
after he lands, so you want to be going backwards. Wait for another
opportunity to try again.
c) If you hit Vega with the above leap, do NOT lightning leg him.
In fact, never Lightning leg him on just one kick. Instead, leap
towards him a second time and try another flying standard kick. If
you hit him again and he falls backwards, then you can try the
lightning leg, but be aware that you will simply have to learn when
you can and cannot use the lightning leg against Vega. You might
want to just stick with leaping back and forth at first.
d) This is a little weird, but something to try if you can't get
the timing right on step (a) and you're just jumping back and forth
is to get hit once. Vega's behavior changes after he has either been
hit or hit you. He will start bouncing off the edge of the screen
when this has happened (just like Chun Li can) and this is a weak
point for him. When Vega jumps backwards towards the edge of the
screen, do NOT jump after him - if you do you'll be hit. Rather, wait
for him to hit the edge, and start his bounce back towards you. If you
wait until just after this bounce back towards you has started, you
will be able to jump diagonally towards him, hit a standard kick, and
hit him as he comes down.
e) If Vega starts climbing the cage, walk to whichever side of him
has more maneuvering room, stop about 1 1/2 body width away from him
on that side, and wait. You should be prepared to a diagonal jump
away from wherever Vega is when he is on the wall. As soon as he jumps
off the wall, jump diagonally up and away from him, simultaneously
hitting a standard kick. You'll hit him as he comes down. He often
does several wall-climb attacks in a row, so be prepared for another.
f) If you get Vega in a lightning leg, it's safest to just assume
you should jump diagonally away as soon as it is completed. Let go of
the kick button immediately after starting the lightning leg, and pull
diagonally back on the stick. You'll finish the kick and then jump
away. Vega has a variety of nasty counters after he comes out from
under a lightning leg.
10) Chun Li vs. M. Bison: The first thing to know is that the computer
basically cheats like hell when playing Bison. Don't get frustrated
about it. Bison is the only character left that despite a solid
understanding of how to beat him, can still kill me with a fair
consistency. On the other hand, I've gone double perfect rounds on
him innumerable times, so he's not invincible.
Bison is unpredictable. The only given move for ever round with him
is the very first one: you should jump straight up in the air. If he
does one of his "jump halfway across the screen" leaps at you, hit
Roundhouse. Otherwise, wait until you are coming down, he will be
walking towards you. Do a last second Roundhouse before you land to
hit him in the head.
The rest of these moves are basically reactions to various things Bison
will attempt.
a) Against the Flaming Torpedo: Jump straight up and come down with
a head stomp. Unfortunately, the computer will bring Bison out of
almost all his Torpedoes _already_ blocking, so he'll probably block it.
It beats getting hit with it, though. You'll have better success
actually hitting him with the stomp if you try to time it so you will
hit him just as he starts coming underneath you, rather than in the
middle of his body.
b) STAY IN THE MIDDLE OF THE SCREEN. If you get close to the wall,
you are toast. Once you allow Bison the beginning of a strong
combination attack, it's basically over.
c) The air is your friend again. Do a lot of jumping. Bison is also
susceptible to the straight up Roundhouse kick, but be aware that he
will block a good number of them. You have to keep jumping straight up
again and Roundhousing in the hopes you'll catch him out of a block.
One thing that works to your advantage is that he will try a power
punch sooner or later. If you see his hand turn electric while you are
in the air, your Roundhouse *will* hit him. You should anticipate this
and as soon as you hit the kick, be leaping towards him with another
Roundhouse, which will also hit. Then decide whether to get in another
kick (lightning leg is possible) or just jump away to the middle of the
screen again.
d) You can beat those flying kicks that Bison does by jumping straight
up and Roundhousing. As usual, you have better range than most of his
stuff.
e) If you catch Bison in a lightning leg, let if fly and let go of
the kick button. He will probably block it successfully, but as usual
he will be knocked backwards as he blocks. He'll end up a little ways
away from you after you come out of the leg. Almost always his
response will be to leap in towards you with a flying kick. The response
is to jump straight up and Roundhouse (as above), but in the special
case of him recovering from a lightning leg, wait about a half second
before you jump straight up. Otherwise you'll miss him with the kick, and
he'll hit you.
Well, that's about it, folks. I'll be writing the other characters up
later. I may revise this document as well; send in your suggestions and
comments to the email addresses below. Have fun playing. If you are new
player to the game, don't expect it all to come at once. I guarantee you
that all of the strategies here will work, but you may need to get
comfortable with controlling Chun Li first. Also, don't expect to walk
into an arcade and be a champion. The timing is entirely different, and
the computer opponents are smarter.
Contact me:
Internet: rich@grebyn.com rlawrenc@synoptics.com
CI$: 71101,2272
GEnie: R.LAWRENCE14
--
Rich Lawrence, Synoptics Systems Engineer DOD#9630 rich@grebyn.com
'92 Seca II "Yuri" CI$:71101,2272 GEnie:R.LAWRENCE14
215 years ago my government gave me certain inalienable rights.
Since then, they've been trying to correct their mistake.
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Date: Mon, 27 Jun 1994 21:43:13 -0400
From: Tom Moertel <thor@telerama.lm.com>
Subject: Collision Detection - How?
Date: Mon, 4 Jul 1994 23:24:15 -0400
Subject: Typo fixed with 2K(K-1) expansion
Many people have requested copies of my collision detection code. I
suspect that it's of general interest for the readers of this
newsgroup, so I'm posting the code here along with a discussion
of the techniques it uses. Please accept my apologies for the length
of this posting.
The code was written in C++ on a Macintosh, but I've endeavored to
keep the collision detection code close to ANSI C. Porting it
should be a 30 minute affair. The testing-timing harness is C++-
and Macintosh-specific, so it will take, say, an hour longer to
port that, if you feel so inclined.
OVERVIEW
Here's how the code works, roughly speaking. The screen is divided
into "sectors," defined by a regularly-spaced grid. All objects
(e.g., sprites) are placed into the appropriate sectors as determined
by the objects' upper-left corners. Then the objects in each sector
are tested for collision with one another, taking advantage of the
observation that overlapping objects will usually be classified into
the same sector. This isn't always the case, however, and the code
therefore makes well-behaved translations of the grid to ensure that
all collisions will be detected and that no false collisions will be
reported.
NOTES
The first thing to do when you get the code is to look at the
declaration of the "obj" structure. It represents an on-screen
object. For convenience's sake, I've made all my objects 30x30. That
way I can define the x and y data members to be the upper-left corner
of an object's bounding rectangle, and when I need the lower-right, I
calculate it by adding 30 to x and y. (That's the way I'd do it in a
shoot-'em-up, too. Each class of objects would have a different size
associated with it. E.g., for a bullet I'd add, say, 8 instead of 30
because they're smaller.)
I keep all the objects in a linked list, where the obj_link member is
the link between objects. The sector_link is especially important.
It is used to keep all the objects in a sector in a single linked
list. That's a key to making this collision detection technique
work quickly. Placing each object in its containing sector takes O(1)
time, with a low constant, to boot.
With that in mind, here's an overview of the implementation:
iterate four times, shifting the sector grid between iterations
place objects into the appropriate sectors
for each sector
check for collisions among its objects
You may find it interesting that I've chosen to repeat the entire
sectorization and per-sector collision checking process four times.
That's how I get around the problems associated with overlapping
objects that are placed into adjacent sectors. Instead of testing for
collisions with objects in adjacent sectors, I just shift the entire
sector grid and repeat the process. Before you accuse me of being
insane for this "four-shifts" business, you should know that it's
asymptotically 20 times faster than testing the adjacent sectors, and
about 40 times faster for the most common "real world" cases. If
you're interested in my analysis, it's near the end of my notes.
Uninterested readers may feel free to skip it.
A side effect of the multiple iterations is that the same collision
will sometimes be reported more than once. For example, if you have
two objects directly on top of each other, they will both be placed in
the same sector and detected as having collided, regardless of how the
sector grid is shifted. The result: this particular collision will be
reported four times. This isn't a big concern, and there are trivial
ways to sidestep the issue, but I think I'd be remiss if I didn't
point it out. I'd hate to have people screaming because particular
bullets were packing four times the expected wallop, hurling their
innocent spaceships into oblivion.
ANALYSIS: FOUR-SHIFTS vs. ADJACENT-SECTORS
Before you begin thinking that this shift-and-repeat technique is
terribly inefficient, consider the alternative, checking adjacent
sectors. Let's say you've got a sector in the middle of the screen;
call it S. Objects in S could collide with objects in adjacent
sectors, so you'd have to include all eight of them in your collision
testing of S. How does that affect running time?
Assume that objects are randomly distributed over the screen and that
there are on average K objects in each sector. Recall that to test
for collisions in each sector, we use a brute-force technique that
requires n(n-1)/2 rectangle intersection operations (check it) for n
objects. Now we can compare the four-shifts method with the
test-adjacent-sectors method.
* Four-shifts method: each sector is checked by itself, at a cost of
K(K-1)/2 rectangle tests, but the process is repeated 4 times.
Consequently, the cost to entirely check a sector is 4 * K(K-1)/2 =
2K(K-1) = 2K^2 - 2K.
* Adjacent-sectors method: Each sector is checked only once, but its
eight neighboring sectors are included in the check. Define L =
(1+8)K be the average number of objects in these 9 sectors. So the
cost per sector is L(L-1)/2 = (9K)((9K)-1)/2 = (81K^2 - 9K)/2.
Now, let's calculate the ratio of the two methods' expected
number of rectangle tests:
cost of adjacent-sectors (81K^2 - 9K)/2
R = ------------------------ = --------------
cost of four-shifts 2K^2 - 2K
Note that the limit of R as K -> Infinity is 20.25. Asymptotically,
then, the four-shifts method is about 20 times faster than the
adjacent-sectors method. Admittedly, it's unlikely you'll have an
infinite number of objects on the screen. That fact begs the
question, how much faster is the four-shifts method for the more
common cases in which there are, on average, one, two, or three
objects in a sector? Answer: For one object, it's *much* faster; for
two, 38 x faster; for three, 30 x faster.
The four-shifts method needs to perform *no* tests when there's only a
single object in a sector---a very common case. The adjacent-sectors
method, on the other hand, needs an average of 36 tests to handle the
same situation.
THE CODE
Here it is. Enjoy. And, let me know how it works on your
platform. If you port the testing-timing harness, please send me
the timing results.
The code is broken into sections. They are, in order:
front matter introductory comments
declarations defines constants and parameters
test code testing/timing harness (Mac specific)
sector code code that puts objects into sectors
helpers functions that are used by intersection code
intersection code uses sector and helper code to determine
object intersections and, hence, collisions
======= begin
// Sector-based collision detection routines &
// timing code.
//
// Tom Moertel 21-Jun-94
//
// Results for a 25 MHz 68040 Macintosh (not
// exactly a screamer) and an 80 MHz PPC 601
// Power Macintosh 8100 (this one screams):
//
// tests/s
// object count -68K- -PPC-
//
// 0 611 7640
// 50 340 4020
// 100 189 2060
// 200 81 788
//
// where a "test" is defined to be a complete
// check of all objects, determining for each
// object whether it is involved in a collision
// (and if it is, with what other object).
//
// NOTES
//
// For this job I made all objects 30x30, but
// the code will work for arbitrarily-sized
// objects, with the restriction that objects
// are smaller than half of kSectorSize.
//
// This code is far from optimized. I didn't
// even bother to run it through a profiler.
// With a little work, it could probably be
// twice as fast.
//
// LEGAL STUFF
//
// Feel free to use this code in your own
// projects, but please give me credit.
//
// Copyright 1994 by Tom Moertel
// moertel@acm.org
//
// PORTING
//
// Most of the "real" code is portable C++,
// but the testing code uses some Mac-
// specific calls, namely Microseconds()
// and a few graphics and windowing calls.
// To port to the timing code to your platform,
// redifine Clock_us() to return the current
// state (count) of a fast internal clock in
// microseconds. The Macintosh drawing
// code will automaticaly compile out on
// non-Mac platforms, so if you want pretty
// pictures, you'll have to roll your own.
#include <iostream.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#if defined(macintosh) || defined(__MWERKS__)
#include <Types.h>
#include <Quickdraw.h>
#include <Windows.h>
#include <Events.h>
#include <Timer.h>
#endif
// define compilation parameters
#if defined(__MWERKS__) || defined (__SC__)
#define BRAIN_DEAD_INLINING // define this to declare "hot"
#endif // functions as macros instead
// of C++ inline functions
// define test parameters
enum
{
kMaxObjects = 200, // more than you're likely to need
kRectSize = 30, // each object is 30 x 30 pixels
kTBase = 1000000L, // timing is in microseconds
kTestLength = 30*kTBase,// 30 seconds per experiment
kCycleLength = 50 // inner timing loop cycles 50 times
};
// types
#if defined(powerc) || defined (__powerc)
typedef int scalar; // fast integer type
#else
typedef short scalar; // fast integer type
#endif
// sprite object
struct obj
{
scalar x, y; // coords
obj* sector_link; // link in sector list
obj* obj_link; // link in obj list
// ... other members ...
} ;
// module-scope globals
static obj gObjects[kMaxObjects];
static Boolean gCollisionArray[kMaxObjects];
// forward declatations
static void _DetermineCollisions();
static void _ShowLastIteration(scalar numObj);
static void _RandomizeObjects(scalar numObj);
static void _RunExperiment(scalar numObj, Boolean drawQ=false);
//==================================================================
// test code
//==================================================================
// returns a long representing a count of internal clock "ticks"
#if defined(powerc) || defined (__powerc)
inline long Clock_us() { return TickCount() * (kTBase/60); }
#else
long Clock_us()
{
static UnsignedWide base;
static Boolean initQ = true;
if (initQ)
Microseconds(&base), initQ = false;
UnsignedWide x;
Microseconds(&x);
return (x.lo - base.lo);
}
#endif
void main()
{
srand((unsigned int) Clock_us());
cout << "Collision testing..." << endl;
_RunExperiment( 0, false);
_RunExperiment( 50, false);
_RunExperiment(100, false);
_RunExperiment(200, true ); // draw this one
}
static void _RunExperiment(scalar numObjects, Boolean drawQ)
{
if (numObjects > kMaxObjects)
return; // too many
cout << (int) numObjects << " objects: ";
long endTime = Clock_us() + kTestLength;
long iterations = 0;
while (Clock_us() < endTime)
{
// don't count initialization time
{
long t0 = Clock_us();
_RandomizeObjects(numObjects);
endTime += Clock_us() - t0;
}
// test/timing loop
scalar i;
for (i = 0; i < kCycleLength && Clock_us() < endTime; i++)
_DetermineCollisions(), iterations++;
}
long totalTime = kTestLength + Clock_us() - endTime;
if (drawQ)
_ShowLastIteration(numObjects); // draw results
cout << (int) iterations << " in " << (int) totalTime
<< " us: ";
float usec = totalTime;
float iter = iterations;
cout.precision(2);
cout << usec/iter << " us/iter, "
<< ((float)kTBase)*iter/usec << " iter/s" << endl;
}
//==================================================================
// sector code
//==================================================================
#define CEILING_DIV(x, y) ( ((x)+(y)-1) / (y) )
// define constants
//
// Note that to work properly, kSectorSize must be greater
// than twice the length of the largest side of any
// object's bounding box. E.g., if your objects are
// 30x30, then the sector size should be > 60 -- 64 would
// be an excellent choice.
enum {
kSectorSize = 64, // length of a sector's side in pixels
kLog2SectorSize = 6, // log2(kSectorSize): for shifting
kScreenWidth = 640,
kScreenHeight = 480,
kNumXSectors = CEILING_DIV(kScreenWidth, kSectorSize) + 1,
kNumYSectors = CEILING_DIV(kScreenHeight, kSectorSize) + 1,
kNumSectors = kNumXSectors * kNumYSectors
} ;
// define a module-scope array of linked list heads,
// one for each sector
static obj* gSectorArray[kNumXSectors][kNumYSectors];
// call this routine to place all objects into the
// appropriate sectors
//
// (assumes all objects are kept in a linked list and
// GetMyFirstObject() returns the head of this list)
extern obj* GetMyFirstObject();
static void UpdateSectors(register scalar xoff, register scalar yoff)
{
// reset the sectors' linked lists
obj** theArray = (obj**) gSectorArray; // for 1-D access
for (scalar i = 0; i < kNumSectors; i++)
*theArray++ = NULL;
// put each object in its sector's linked list.
for (obj* o = GetMyFirstObject(); o != NULL; o = o->obj_link)
{
// get the list head for the sector in which o resides
register obj** thisSectorListHead =
&gSectorArray [ (o->x + xoff) >> kLog2SectorSize ]
[ (o->y + yoff) >> kLog2SectorSize ];
// add o to this sector's linked list
o->sector_link = *thisSectorListHead;
*thisSectorListHead = o;
}
}
//==================================================================
// helpers
//==================================================================
// Draw an object (rectangle). If the object is involved
// in a collision, it is drawn as a rectanglular outline;
// otherwise it's drawn as a solid gray rectangle.
// [Macintosh specific]
static void _DrawObject(obj* o, Boolean collidedQ)
{
#if defined(macintosh) || defined(__MWERKS__)
static Pattern myBlack = { 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff };
static Pattern myGray = { 0xaa, 0x55, 0xaa, 0x55,
0xaa, 0x55, 0xaa, 0x55 };
Rect r;
SetRect(&r, o->x, o->y,
o->x + kRectSize, o->y + kRectSize);
PenPat(collidedQ ? &myBlack : &myGray);
if (collidedQ)
FrameRect(&r);
else
PaintRect(&r);
#endif // macintosh
}
// conciliate skeptics by showing them that the
// code did, indeed, work properly
// [Macintosh specific]
static void _ShowLastIteration(scalar numObjects)
{
#if defined(macintosh) || defined(__MWERKS__)
Rect rBounds = { 0, 0, kScreenHeight, kScreenWidth };
OffsetRect(&rBounds, 0, GetMBarHeight());
WindowPtr wind = NewWindow(nil, &rBounds, "\p", true, plainDBox,
WindowPtr(-1), false, 0);
GrafPtr savePort;
GetPort(&savePort);
SetPort(wind);
for (scalar i = 0; i < numObjects; i++)
_DrawObject(&gObjects[i], gCollisionArray[i]);
while (!Button())
;
SetPort(savePort);
DisposeWindow(wind);
#endif // macintosh
}
static scalar _RandScalar(scalar max)
{
return (((unsigned long) max) *
((unsigned short) rand())) / (RAND_MAX+1);
}
static void _RandomizeObjects(scalar numObjects)
{
obj* o = gObjects;
for (scalar i = 0; i < numObjects; i++, o++)
{
o->x = _RandScalar(kScreenWidth-1);
o->y = _RandScalar(kScreenHeight-1);
o->obj_link = o + 1;
}
(--o)->obj_link = NULL;
}
//==================================================================
// intersection code
//==================================================================
obj* GetMyFirstObject() { return &gObjects[0]; }
// local helpers
static void _ClearCollisionArray();
static void _UpdateCollisionArray();
// determine all collisions
static void _DetermineCollisions()
{
_ClearCollisionArray(); // erase the slate; no collisions yet
scalar shift = kSectorSize / 2;
// We need to try four differnt "shifts" of the
// sector grid to detect all collisions. Proof of
// why this is so is left as an excercise for the
// reader. (Hint: consider an analogous 1-D case.)
UpdateSectors( 0, 0), _UpdateCollisionArray();
UpdateSectors( 0, shift), _UpdateCollisionArray();
UpdateSectors(shift, 0), _UpdateCollisionArray();
UpdateSectors(shift, shift), _UpdateCollisionArray();
}
// "hot" functions that are used in inner loops
#ifdef BRAIN_DEAD_INLINING
#define _Abs(a) ((a) < 0 ? -(a) : (a))
#define _IntersectQ(o1, o2) \
(_Abs(o1->x - o2->x) < kRectSize && \
_Abs(o1->y - o2->y) < kRectSize)
#else
inline scalar _Abs(scalar a)
{
return a < 0 ? -a : a;
}
inline scalar _IntersectQ(obj* o1, obj* o2)
{
return _Abs(o1->x - o2->x) < kRectSize &&
_Abs(o1->y - o2->y) < kRectSize;
}
#endif // BRAIN_DEAD_INLINING
static void _ClearCollisionArray()
{
memset(gCollisionArray, 0, sizeof(gCollisionArray));
}
static void _CalcCollisionsInSector(obj* objList);
static void _UpdateCollisionArray()
{
for (scalar x = 0; x < kNumXSectors; x++)
for (scalar y = 0; y < kNumYSectors; y++)
_CalcCollisionsInSector(gSectorArray[x][y]);
}
// We've got the head of the linked list for a
// sector. Let's see if there are any objects
// in it that are involved in collisions.
//
// Use the plain, old O(n^2) technique to compute
// the collisions in this sector. If the grid size
// was appropriately chosen, n should be very small;
// in many cases it will be 0 or 1, obviating
// collision tests altogether.
static void _CalcCollisionsInSector(obj* objList)
{
if (objList == NULL || objList->sector_link == NULL)
return;
for (obj* o0 = objList; o0->sector_link; o0 = o0->sector_link)
for (obj* ox = o0->sector_link; ox; ox = ox->sector_link)
if (_IntersectQ(o0, ox))
gCollisionArray[ o0 - gObjects ] =
gCollisionArray[ ox - gObjects ] = 1;
// Note that at this point we know object o0
// collided with object ox, so we could use that
// information to, say, determine what kind of
// explosion is appropriate. Here, however, I
// just toss the information away.
}
======= end
Regards,
Tom Moertel Interests: Software Engineering,
Symbolic Mathematics,
MSA, CSG Technologies Division Algorithms,
thor@telerama.lm.com Itchy-Scratchy Theory.

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Some Thoughts on Computer Game Design
=========================================
I've been thinking about what it is about my favorite games that
I like...I've thought about Game Design on and off over the years,
and have begun to pull some things together for myself.
Here's a start of a breakdown...feel free to add upon it and respond to
individual ideas...I'd like to quote different reactions to these ideas in a
non-profit hypermedia project I'm working on at school, and thought the life
of these groups would have much to add.
Dave Seah
(dis6218@ultb.isc.rit.edu, pccdaves@aol.com)
--- cut here ---
The Player
Why do we play games? We like challenges, and we derive
pleasure when we overcome them. Games provide a safe context
in which we can express our fantasies and dreams. We achieve
a sense of stature and accomplishment by engaging in
stimulating gameplay. Computer games are no different in the
way they provide challenge and stimulation. As game
designers, though, we are responsible for designing every
part of every interaction within the self-contained computer
world. The player has to be able to find and overcome the
challenges we design into a game without feeling unfairly
constrained or manipulated.
For games in which the player plays an active role in a
simulated social environment, emphasize the hero qualities
of the character. By controlling the character throughout
the game, the player establishes an alter ego. That
joystick-controlled blip on the screen is the player, for
all intents and purposes. The game environment becomes the
world, and the player is the protagonist, with the potential
to become a hero. Heros are always above average in their
abilities, for it enables them to go forth and kick-ass in a
definitive manner.
The protagonist must undertake some form of the hero's
journey. This can take the form of a developmental cycle, as
it is in role playing games (RPGs.) A new character in the
Ultima series, for example, starts out as a naked
stripling, equipped with the wimpiest of weapons and armor.
The character grows in experience by exploring the world,
slaying monsters and engaging in quests. Eventually, the
protagonist achieves a level of ability that is truly epic.
The player experiences a vicarious sense of accomplishment
through the actions and ultimate success of his/her
character.
In games that emphasize manual dexterity, the hero's journey
is externalized. In an arcade game, the player usually
controls some kind of ship. The ship itself may already be
imbued with awesome weaponry and abilities; by surviving and
wreaking destruction on the computer world, the player is
shown to be a hero (or at least skilled) to his or her
peers.
A good example is the original version of Wing Commander. In
this game, a chalkboard kept track of how many enemy kills
were attributed to the player's character. It lists the
game's non-player characters (NPCs) ranks as well, and the
player could see how well he is doing as the story
progresses. As the player grows more experienced, he moves
up in the ratings. The chalkboard also makes it possible for
players to compare their skills with their friends. "I
fragged 105 furballs before I finished the game" was a
common boast on the computer networks. In Wing Commander II,
the chalkboard was moved to a less prominent area, and the
emphasis was placed on the wooden story line, drawing the
player into a simulated social environment.
Game Environment
As the player establishes and sets goals in the context of
the game, the game must respond in kind by providing some
kind of feedback. Without feedback, the player will feel
lost and impotent, trapped inside an artificial world
instead of participating in it. The interactive gaming
experience must support the actions of the player, not
thwart them.
To maintain the illusion of a functioning, living world, the
game designer has to ensure that there is some minimum
interaction between the player's character and the simulated
environment. As an example, the Super Nintendo version of
Zelda provides lots of audio-visual feedback. As the
player's character walks through tall grass, a rustling
sound is heard, and the character's body below the waist is
swallowed up. When walking in a shady forest, shadows fall
across both the ground and the character. NPCs on the screen
react to the presence of the player in a variety of ways or
not at all. The player is drawn into the game because the
game environment interacts with his/her character. The high
level of interaction between player character and game
environment is enjoyable in itself.
The player should also receive some kind of feedback on
his/her progress. In arcade games, this is accomplished with
some kind of indicator (score, level, etc). The player
ideally feels that he or she is in control at least most of
the time. All hell may be breaking loose, but the player
should know how much that is affecting his/her character.
The rule of thumb is that for every action, there should be
some kind of feedback or reaction.
The game universe should have well-established conventions
of how things work -- its own "law of physics." If the
laws change, there must be a rational explanation. Arbitrary
changes, especially those that impact the player's
character, can have a negative impact on the gaming
experience.
Premise and Player's Expectations
The player must know what to expect from the game world,
journey or no journey. Usually, some rudimentary explanation
is given to explain the game world. Ignoring purely abstract
games like Go or Checkers, the game designer must establish
both premise (story) and setting. The premise helps
establish an initial motivation for why the game is the way
it is, and the setting helps establish the tone. This can
take rather trivial forms, but if the scope of the story
matches the scope of the game, then I have no argument
against it. By "scope of the game", I mean the range of
possible associations and interactions. A complex political
thriller as the story and setting for a straight shoot-em-up
arcade game doesn't carry much credibility. Likewise, a game
that is based on a popular movie is asking for trouble.
People will carry their memories of the movie over to their
expectations of the game, and are setting themselves up for
disapointment.
For the designer's expectations of the game, it is important
to set the challenge clearly. You know what kind of
experience you want to deliver, so make that clear right up
front when establishing the story and setting. The premise
(or premises) of the game will vary wildly. If a game is
intended to be a visually confusing, surreal exploration of
the inner mind, then let it be said up front. If the game is
intended to be an accurate, uncompromising World War II
simulation of the Battle of the Bulge, then different
expectations are set. The designer must set these guidelines
explicitly, and adhere to them. The game experience should
fully support the premise and the player's expectations.
Consider two space gaming genres: the side-scrolling
"shoot-em-up" (or shooter) and the space combat simulator.
In a classic shooter like Defender, the premise is pretty
simple: Destroy all the waves of attacking aliens and
protect your people. The gameplay is simple to understand,
though the game itself requires superb eye-hand coordination
of a level that is seldom seen today. For the gamer, the
premise is secondary to the nerve-racking adrenaline rush of
playing which is the main reason for playing. As a more
recent example, the space combat simulator X-Wing is based
on the Star Wars universe. Since it is based on the popular
movie, players expect a lot from the game. The premise is
that you are a rookie joining the Rebel Alliance. Although
you can jump right into the missions and just start blasting
TIE fighters, you are encouraged to go through the training
process. Animated sequences and accurate portrayal of the
Star Wars universe build the framework in which you play the
game, and an included novella sets the tone for your tour of
duty: You are a new recruit, and the Alliance is being
ruthlessly hunted down by the Imperial fleet. You are not
just flying any old spacecraft...you are flying an X-wing,
escorting a crucial shipment of grain through dangerous
Imperial patrols! There is a sense of an expanded game
universe that exists outside the confines of the game,
carefully reinforced with information from the mission
briefing screens, but the story isn't stated overtly. You
are not Luke Skywalker, but you know that he's out there
somewhere fighting the same cause.
Balancing of Goals
From the initial motivation, the player can form (or be
informed of) several long-term goals. The default goal is to
win the game. Other long term goals may be to "find the
Golden Sword" or "Return Peace to the Land." Players will
formulate a number of short-term goals along the way. "To
find the Golden Sword, I have to talk to everyone," or "To
return peace to the land, I need to collect the Peace
Crystals." Shorter term goals might be, "To get to the
next level, I have to blow up all these ships," or "I have
to find the Power Booster if I want to survive!" Some
short-term goals are standing goals. These goals are always
on the player's mind, as they continually contribute to the
well-being of the character. For example, "I better not get
hit by enemy blaster fire, or I'll lose a ship." The game
designer manages the difficulty of these goals, and the
player juggles them.
For flexibility, I like to allow flexible goal completion.
In other words, I like to allow some leeway in the order
that goals are brought to completion. There is no single
order that guarantees success. Putting together a structure
that allows this is not trivial, and it depends on the kind
of game. To take an old example, consider the classic Apple
II game, "Castle Wolfenstein." The object (long term goal)
of the game is to escape from a Nazi castle during WWII,
initially armed with nothing but a pistol. Finding the "War
Plans" was a secondary long-term objective. Since the game
begins with the player trapped in a guarded room, clad in
bright purple prisoner duds, the short term goal is to get
out of the room without getting captured or shot. As the
player moves from room to room, the standing goals are
finding uniforms, keeping stocked with ammunition, and
keeping the SS from getting on your tail.
Balance short term with long term goals. You want short term
goals, punctuated by moments of sheer terror. This is part
of the "hero building" process. The short term goals
should be immediate and compelling. This can be something as
simple as "blow up more bad guys." Long term goals should
be what drives the short term goals, giving them purpose and
meaning. Not all games need purpose and meaning. DOOM is a
good example: the gameplay is so compelling that you have no
time to think about any long-term goals other than,
"survive." It is the most absorbing game of its kind on
any platform, in my opinion.
Another aspect of goal-setting that I like is the idea of
open play. In the case of Castle Wolfenstein, the goal of
the game is to escape with the war plans. However, the
player can take as long as he/she wants. In fact, the player
can choose to use the game as an open play environment,
effectively creating a new game. A common game was "Nazi
hunting", in which players would just run around shooting
everyone. Other players would try to get out of the castle
as quickly as possible, ignoring all other aspects of the
game. Castle Wolfenstein did not punish the player, because
its structure was open enough to contain these kind of
alternate games.
Gameplay
Part of the pleasure in a game comes from interacting with
it. I enjoy controlling characters on the screen, making
them solve problems or overcome challenges. I also derive
satisfaction at overcoming those challenges with skill and
dexterity. I set a limited goal ("solve the puzzle") and
then I reach it ("puzzle solved.")
The player should be able to do any action that seems
reasonable, given the premise of the game and the goals
formed based on those premises. If there is a situation in
which the natural response would be to run like hell, then
the character should be able to do just that. There should
be a counter or defense for every move. If you are shot at,
you should be able to move out of the way. If attacked, you
should be able to counter-attack, or at the very least be
allowed to escape. In the event that the player has just
made some horrible tactical mistake, this should be made
very clear so the player knows that it was "his fault."
There should also be the knowledge that, "there is another
way."
The player will also want some way to gain an advantage,
however temporary, by changing the rules slightly. For
example, in the arcade game Assault, your highly-
manueverable tank can enter "jump zones" that propel it
above enemy vehicles on the ground, giving the player a
unique advantage. Players want the biggest guns and the best
armor. Give them a way of earning that advantage, and then
give them a reason for really needing it.
When placing constraints on the player's action, there must
be a rationale. The premise may help establish why these
constraints exist. If the player's magic hammer has been
able to smash all walls, then it has to work all the time
unless a "Special Wall" is encountered. The hammer must
react with the wall in some way, perhaps signaled by a
different noise or animation sequence. If something has
worked in the past, it should work the same way in the
future, unless some kind of new variable has entered into
the picture. Make that variable clear, but you don't have to
give away all its secrets.
Don't forget to emphasize the heroic, epic quality of the
player's struggle. Explosions must be large and gratifying.
Climactic duels with the villian must satisfy! The player
wants to look good, so provide those opportunities that
reward dexterity, cleverness, and experience.
Japanese arcade games often reward pattern memorization.
Instead of providing a way out, many of the Japanese arcade
games rely heavily on memorization to advance. The reward is
for experience, not necessarily cleverness. By varying a set
of patterns, you can make the game more dynamic and still
reward memorization. For example, in Prince of Persia,
fighting the first few swordsmen is fairly easy if you
recognize a pattern in their fighting style. Later swordsmen
have slightly different appearances, and have different
patterns. I remember encountering the fat swordsman for the
first time and getting slaughtered when I fell in my old
patterns. The best patterns, in my opinion, are the ones
that don't rely on a fixed sequence of actions or moves. The
player instead recognizes of a particular tactic or set of
circumstances that allows him/her to act prudently, while
retaining flexibility in the goal-setting process. An
excellent example is X-Wing. A particular Imperial tactic
that is used over and over is the launching of TIE bombers
after a wave of TIE fighters. The TIE fighters are a mere
annoyance compared to the bombers, but the Fighters must be
dispatched lest they attack lightly-protected Rebel vessels.
Depending on distance and mission, the X-Wing pilot has to
react based on the experience that has been drilled into him
or her.
Graphics and Sound
The demand for high quality graphics and sound in today's
oftware has advanced hundreds of times in capability
since the early days of personal computing. We are no longer
required to use our imagination to equate a blocky, low-
resolution screen image with a rich fantasy world. Today, we
fully expect to see recognizable animated images, and we
increasingly demand music and sound. Games have become less
abstract and more complex, made possible by faster computers
and near-photorealistic graphics.
The visual and audible aspects of a game should mesh
smoothly with all previous aspects of the game. They should
not be the primary focus of the game. Great graphics and
sound should enhance an already great gaming experience, not
usurp it. A mediocre game with great graphics and sound
becomes a "technology showcase" with limited play value. A
brilliantly-conceived game with poor audiovisual design
limits its mass appeal.
Having "good" graphics does not necessarily require
millions of colors and high resolutions. The graphics must
reflect the premise and setting of the game. They must be
clear, well-rendered, and stylistically consistent. Great
graphics will transcend the limitations of resolution and
color. The games from LucasArts are among my favorites.
Although they are seen on a 320x200, 256 color IBM-PC
display, the characterization and visual design stands on
its own. The chunky pixels and blocky graphics fade from
consideration because the game successfully pulls you into
its world.
Engagement of the Senses
To engage the senses is to invite the player into the game
world. The vicarious experience of the player must be
consistent in presentation and context. This is a balance
between all the elements discussed above: Player and
Environment, Story/Setting and Player Expectation, Goal-
Setting and Gameplay, Graphics and Sound.
The game designer can also exploit second- and third-order
experience. These are the subtler details that are not
immediately obvious, but nevertheless contribute to the
depth of the gaming experience (the term "second-order" is
a mathematically expression. In engineering, it distinguises
between a simple model and a more accurate but complex one.)
An excellent example of this is Street Fighter II. On the
surface, this game is just another chop-sockey kung-fu
fighting game. This is a simple categorization. When it was
first introduced, it distinguished itself from other games
by offering silky-smooth, state-of-the-art animation. This
naturally attracted players. What distinguished SF2 from
other "hit-the-button punch-punch-punch" games was its
outstanding second-order design. It wasn't enough to just

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@@ -0,0 +1,196 @@
DWANGO v2.0 - The DOOM Wide-Area Network Game Organization!
Copyright (C) 1994 IVS Corporation
DWANGO is a revolutionary, new way to play games. It's all about networking
and playing other people all around the world, no matter where they are.
You can chat with each other, create teams, join teams and jump into any
DOOM, DOOM2 or HERETIC world you want -- either in DeathMatch or in Co-
operative mode.
The problem common to networking computer games is that the other people
that you want to play might not want to play at the exact same time that you
do. Or, you might get tired of beating the same old person time after time
because you don't know anyone else in your area with the same DOOM problem
that you have. With DWANGO, you get DeathMatch-On-Command! Just dial up and
challenge someone to a match -- even if it's 3:00 in the morning!
IMPORTANT NOTE: Since DWANGO is a very new service, you need to dial a
long-distance number to access it. The area code is 713, which is in
Houston, TX. If you can't afford the charges (or don't WANT to), please
don't run DWANGO. If you're under 18, please get your parent's permission
before you start racking up long-distance bills-from-hell. Otherwise, if
you're an avid MoDOOMer, you'll appreciate the convenience of DWANGO.
You will get a half-hour of FREE time on the server, but to continue using
DWANGO, you will need to enter your credit card information in the Billing
section and incur a $20 start-up fee. Then you will need to buy time,
which you can choose in the Billing section.
To get started, it's easy. Just type DWANGO in your DOOM, DOOM2 or HERETIC
directory. Make sure that you run DWANGO from the directory of the game
you want to play, or DWANGO won't have any idea which game you're using.
The best way of running DWANGO is to copy all DWANGO-related files into
the game directory -- there's DWANGO.EXE, DWANGO.STR and DWANGO.TXT. Then,
run DWANGO from there.
First off, DWANGO needs to know your configuration, so when you first run
DWANGO, the Create Configuration panel will come up. You need to enter
your Baud Rate, COM Port, Area Code and Current Modem.
For baud rate, start off with the fastest baud possible first, 38400.
Select the COM port to which your modem is connected. If your phone line
has call-waiting, you can disable it by selecting the Disable CallWaiting
option. If your disable code is not the default "*70", you can type the
correct one for your area. Next, you need to enter your area code. Finally,
you need to choose the type of modem you are using. Press F1 to choose
your modem from a list of popular modems. Finally, press the F10 key to
tell DWANGO that you're finished configuring.
Now, DWANGO is ready for you to log in. But you're not registered as a
New User yet, so you need to press F1 at the Login panel to create a New
User account.
The Username is your "handle" online; it doesn't need to be your real name.
So, you could call yourself "killer" if you think you're really good. Or,
call yourself "babyboy" if you're new to all this DeathMatch stuff. Press
ENTER after editing an item and you will be moved to the next item. If you
need to go back and edit your information, just use the cursor keys to move
back to the item. The Password field will be your permanent password, so
choose something you'll remember easily. Every time you log in to DWANGO
after this time, you'll need to enter both your Username and Password to
get into the system. Press F10 when you've filled all New User Account
fields to log onto DWANGO!
DWANGO will then Initialize your modem, then Dial DWANGO. When the DWANGO
Server answers, DWANGO will Attempt to connect to the server. If connection
doesn't happen within 20 seconds, something is wrong with either your
Baud Rate or your modem init string. First, try to change your baud rate
by re-running DWANGO with "-config". The -config parameter will let you
re-enter your Configuration Information and create a new DWANGO.CFG file.
When you finally connect to the DWANGO Server, the main screen will come
up and all the users online will start entering your userlist at the top of
the screen. The information listed for each person is the Name of the
person (their handle), which team they belong to, which PWAD they are
playing, what their current status is (Available or Playing), which game
they want to play (DOOM, DOOM2 or HERETIC), which version of the game
they're using (you must have matching versions to play on the same team),
and finally their User Type. If you're new to DWANGO, you will be a newbie.
After you've paid your start-up fee of $20, your status will be Normal.
Any time any users enter DWANGO, leave DWANGO, start a team, play a game,
or anything that could change a user's status, that change will be reflected
in the userlist at the top of the screen.
As soon as you login for the first time, the DWANGO Server will look at the
information you entered for the New User Account you requested. The Server
will inform you if you have been accepted or rejected. For more information,
you can call 1-800-2DWANGO, or 1-800-239-2646. If you are rejected, the
New User panel will come up again for you to re-enter your information. One
reason you could be rejected is by typing a handle or password with a space
character in it.
If you've been accepted, then you're in! You will begin to see text start
scrolling up the screen from the other users online. They are talking to
each other -- feel free to join in. Go ahead and type, "I'm new here!" and
press the ENTER key. Someone will strike up a conversation with you and
maybe ask you to play. Everything you type on the message line will be sent
to the server when you press ENTER. This area is called the Lobby.
If you want to type a message that only one person can read, type their
name, a space, then your message. If you wanted to tell "shadow" that he
really needs a beating, you would type "shadow you really need a beating!".
What shadow would see is,"<your name> TELLs you: you really need a beating!".
If you log onto the server and you're the only one there, but there's a
team already playing and you want to join in, you can send a message to a
person on the team, or to all the people on the team. Just type the name
of a person on the team, or the team name, a space, then your message. An
example would be,"level7 i want to join in!". If the team name is "level7",
everyone on the team would get the message. If they decide to let you in,
then you would see them stop playing their game and start talking to you
in the Lobby.
If someone creates a team, you will see a message stating the team
information. If you want to play on that team, press F3 to Join. This will
bring up a Join Team panel -- use the arrow keys to choose the team you
want to join.
If you want to create a team, press F2 and the Create Team panel will come
up. The most common default options are listed. You can choose whether
this will be a DeathMatch or Cooperative (yeah, right) game, which skill
level to use, if you want monsters on the level (no monsters is the norm),
which map/level and episode you want to play, and the team name. You can
edit any of these options by using the cursor keys to navigate the panel
and press ENTER to change a field. If you want to play a PWAD file, press
the F1 key and choose which PWAD from the list of PWADs that you have. You
must have a WADS subdirectory off the current directory you're in to choose
PWADs.
To create the team, press the F10 key. Soon you will see people joining the
team you created! When you have enough people on your team, press the F10
key to leave the Lobby and launch the game you're going to play (DOOM, DOOM2
or HERETIC).
When you come back from your game, DWANGO will reload the userlist for you,
since some people may have left or joined the server while you were playing.
If you want to change your status from newbie to Normal, you need to enter
Billing. Since this is your first time, select "Set or Change billing
preferences" from the menu. This is where you enter your VISA or Mastercard
credit card number and expiration date. You also need to enter your name
as it appears on the credit card. If you don't have a credit card to buy
time or pay your start-up fee, you need to call 1-800-2DWANGO so they can
work something out with you.
Press the F10 key to process your credit card information. If the server
comes back with Credit Accepted, then you'll see your status change from
newbie to Normal. You are now an offical DWANGO member. Welcome!
Now, you need to buy time so you can play. Prices may change during holidays
so check the Buy Time on your Credit Card option and you will get the latest
prices. You buy time in blocks, from 2 hours of play time up to 25 hours.
Whichever you can afford, use the cursor keys to choose which one you want.
Press the ESC key if you're just browsing. IMPORTANT: your time is used up
ONLY WHEN YOU ARE PLAYING A GAME. Just sitting in the lobby chatting with
others doesn't take away from your time.
When you choose the amount of time, your credit card is used for the
transaction (you entered your credit card number when you paid your start-
up fee). No hassles! Unless, of course, the server comes back and tells
you that your credit was rejected. As always, call 1-800-2DWANGO to find
out the solution to your problems.
If you want to change the credit card you use to purchase time, choose the
"Set or Change billing preferences" option and enter information for a
different credit card. This will update your info on the server.
In the near future, DWANGO will accept authorization numbers to buy time
(you would most likely call a 1-800 number to purchase time, which would
give you an authorization number to use in this software to add your time.)
At any time, you can check your remaining online time credits by choosing
that function from the Billing menu. This will display your remaining
time you have for play.
If, for any reason, some information in the userlist becomes garbled, you
can press the F8 key to reload the userlist.
If 25-lines vertically isn't enough for you, press the F9 key to toggle
between 25 and 50-line video modes. Try it!
The ESC key will allow you to exit back to DOS.
DWANGO is compatible with DOOM, DOOM2 and HERETIC. Try it for yourself!

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From: nak@cbnews.cb.att.com (neil.a.kirby)
Newsgroups: rec.games.programmer
Subject: LONG: Intelligent Computer Play -> Paper
Date: 24 Jul 91 15:08:10 GMT
The following paper was given at the 1991 Computer Game Designers
Conference.
Copyright 1991 Neil Kirby
All rights reserved.
Intelligent Behavior Without AI:
An Evolutionary Approach
Copyright 1991 Neil Kirby
Introduction
This paper describes a way to give intelligent behavior to computer
operated objects. It traces the evolutionary approach used in the "Auto"
program of the "Bots" family of games. The Bots system is described to
provide a context, and the results of each step in the evolution are
discussed. While the changes made are particular to the Auto program,
the method is applicable to other programs. The fundamentals of the
method are:
1. Analyze good and bad behaviors.
2. Quantify parameters to new algorithms.
3. Apply constant evolutionary pressures by repeatedly testing.
The method has proven to be quite successful. The Auto program has
progressed from hopelessly poor play to well above average play skills
without any formal AI methods.
The Basic Approach
The basic approach greatly resembles classical Darwinistic evolution.
Start with simplistic behavior, however bad. Simple behavior is best
described as whatever is easiest to code. Analyze the failures of the
simple methods. If available, observe the differences between successful
behavior, especially that of human players, and the failures of the
computer players. The most difficult step is to identify the parameters
that can be used to control successful behavior. Once this has been
done, use regular code to allow the program to react to these parameters.
The process is completed by repeatedly testing in play. The ease of fast,
repeated play afforded by computerization accelerates the process. This
approach is easily observed in the Auto program.
The Bots Family of Games
The Auto, Aero, and Bots programs make up the Bots family of
multiplayer, tactical ground and air combat games. These run under the
Unix System VTM operating system and are written entirely in the C
programming language. Bots and Auto deal with futuristic ground combat
units loosely comparable to tanks while Aero deals with flying futuristic
aircraft. The Bots and Aero programs are used by human players and
Auto is the computer managed equivalent to Bots. The Bots family of
games supports but does not require team play.
Since the Bots family are multiple player, multiple process games, events
are performed simultaneously. A unit can find out the actions of other
units only after committing its own actions. The events that make up a
turn are motion, followed by active fire, and ending with passive fire. After
every ten turns, repair and resupply are made available to a unit. The
manner in which a unit conducts its motion and fire are strongly
influenced by the construction of the unit.
Building a Unit
The units used in Bots and Auto are built according to the tastes of the
player running them. A unit has six armor facings protecting its internal
systems from damage. Armor is ablative; each point of damage reduces
the amount of armor by one. Once a given armor facing is reduced to
zero, all remaining damage is applied to the internal systems. There are a
number of internal systems to protect: life support, control, chassis,
reactor, batteries, hardpoints, weapons, and ammunition. Each has a
cost and weight associated with it, forcing economic compromises to be
made to build a unit to meet a given cost. The mobility of a unit is based
on the amount of power available and the current mass of the unit, both of
which can change in play.
Weapons
There are a variety of weapons systems available, each with different
characteristics. Weapons that require ammunition usually need little
power while power-based weapons require much more. The lasers are
relatively light in mass, short-range, and power hungry. Mortars have a
minimum range and require heavy ammunition, but they also have a long
maximum range and do not require line of sight to fire. Autocannon inflict
moderate damage to moderate ranges, but they too, require a large
amount of moderately heavy ammunition. Miniguns are lighter, smaller,
short-range versions of the autocannon. Missiles have varying ranges
and warheads, but they can be shot down by point defenses, and they too,
are heavy. Particle beam weapons are highly effective in a narrowly
focused range. Aside from mortars, missiles, and particle beams, most
weapons improve as range shortens.
The non-offensive weapons systems are stealth, missile defense, and
hardpoints. Stealth, which is expensive, allows a unit to approach others
and remain unseen. Missile defense attempts to shoot down incoming
missiles.
Hardpoints are mounts for optional, single-shot items. The most common
hardpoint load is a jump pack. Jump packs allow a unit to jump over
obstacles such as water. They increase the mobility of a unit greatly but
can only be used once. The other common hardpoint load is an anti-
aircraft missile.
Play Balance (Rock, Paper, Scissors)
The selection of a weapon determines much about the unit. Units with
long-range weapons usually require heavy ammunition. Their great
weight means limited mobility. Limited mobility implies an inability to
escape from units with high mobility and short-range weapons. It is
axiomatic that short-range weapons require high mobility. Therefore,
short-range weapons must be light to be effective. These trade-offs are
required for play balance among a wide diversity of systems. Mortar
units, for example, were popular on teams but few people actually wanted
to play them.
To be successful in play, a unit must maneuver effectively, fire its
weapons, and evade enemy fire. It should distribute enemy fire across
multiple armor facings. If team mates are present, a unit should
coordinate fire among the team members to combine fire against single
enemy units. If a unit takes damage, it should flee until it is repaired. The
richness of detail in the Bots family of games is comparable to that of Star
Fleet BattlesTM.
Auto units are not allowed to cheat, so the behavior code cannot access
information that a human player in the same situation would not have. The
advantage of access to hidden data was considered at first, but has
proven to be unnecessary. No Auto program was written for Aero units.
The success of Auto units on the ground removed all demand for an Auto
equivalent to Aero.
The Original Algorithm
The original algorithm for Autos was quite simple. The closest enemy unit
was selected as the target. All other units were ignored. The Auto turned
to face the enemy and attempted to close. (See Figure 1) After
maneuvers were complete, the unit attempted to fire its weapons. The fire
target was the closest enemy within the arc of the weapons fire. The unit
would not flee if damaged. The unit would not jump unless blocked by
water, buildings, or steep slopes.
Spreading Out Damage
There were many failures with the original algorithm. Foremost among
these was the propensity for the unit to lose its center forward armor and
take severe internal damage while the left and right forward armor facings
were pristine. The solution to this problem was for the unit to shorten the
amount it moved to save sufficient mobility to rotate after its motion. (See
Figure 2) This rotation would bring the strongest forward armor to face
the closest enemy unit. Relative bearing and the integer values of the
forward armor were the parameters that enabled this change, which
typically tripled the survival of all units. It especially allowed units with
short-range weapons to close to their effective ranges. This algorithm
became known as the basic closure code.
Self Assessment
The modified algorithm still had major problems. During a long closure, a
unit would loose all three forward armor facings, continue closing, and
take fatal internals. The fix involved self assessment. Before a unit
started maneuvers, it would evaluate the state of its forward armor,
internal systems, and ammunition. If all three forward armor facings were
below minimum, half of any internal system was destroyed, or if
ammunition was gone, then the unit would declare itself to be unfit for
battle and flee. It would turn its strongest rear armor toward the closest
enemy and move as far away as possible. This is just a slightly modified
version of the basic closure code. If the unit had a jump pack available, it
would jump as far away as possible. It would choose not to shoot power
based weapons to save energy for mobility. The parameters for this
change were simple integer numbers: armor, systems, and ammunition
counts. This change increased the long term survivability of the Auto
units greatly. After it, destroying a unit often required a long chase. In
rolling terrain, enemy units would simply disappear when they were
seriously damaged.
Battle Range
At this point, Auto units were interesting but not threatening. Their
maneuvers were highly predictable. At point blank range a unit would
close to zero range and stop. Since all motion in Bots is simultaneous,
human players would simply move forward and turn around, finding
themselves at near zero range facing the back of the Auto unit. Fatal
internals for the Auto unit often soon followed. For long-range units such
as mortars, and specific range units such as particle beam weapons,
continuos closure was especially counter-productive. Mortar units have a
minimum range requirement, and care very little about range otherwise.
In the laser family, where closure improves damage, closure also gives
the advantage to the lightest and shortest ranged lasers. The fix was to
establish a battle range (known as BRG) for each weapon type. The
parameter used with BRG was range.
BRG numbers were tuned during play. While many weapons benefit from
close range, BRG was picked to balance survivability and the ability to
inflict damage. Long-range units would prefer to stay at range, denying
short-range units any fire. If a unit found itself too close, it would back up
as much as it could. Yet backing up costs twice as much as forward
motion. BRG helped to keep the long-range support units out of trouble,
and it helped all units survive combat with a short-range unit. Short-range
units were still too predictable and easy for human players to destroy.
BRG was the evolutionary step that set the stage for a major milestone in
Auto evolution.
The First Major Milestone Change: New Maneuver Code
The problem with the maneuver code was predictability. The new
maneuver code dealt with the answers to two questions: "Where can a
unit go?" and "Where does a unit want to go?" The first question is
answered by computing the mobility of a unit, which is based on its power
and mass. The unit can get to roughly any point within a circle, centered
on the unit, of radius equal to the mobility of the unit. When computing the
radius of the mobility circle, sufficient mobility is deducted from the radius
to provide for turns. The second question is answered by BRG. If the
target does not move, the most effective place to be is some place on a
circle, centered on the target, of radius BRG. (See Figure 3) If the two
circles do not intersect, the existing basic closure code is used. If the
circles intersect, there are three possibilities.
The first possibility is shown in Figure 4. This is the most dangerous case
for the target, and the best case for the attacker. This situation is most
often seen when a high mobility unit carrying short ranged weapons
attacks. The unit will pick a random point on the BRG circle, move to it,
and turn to face the target. For the target to evade, it must either move far
enough to get out of range, or it must move behind the random point on the
BRG circle where the attacker will appear. Neither of these evasions is
easy. The first requires good mobility, and the second requires good luck.
If the target does move far enough away to deny weapons fire, the
attacker will have more power available to move in the next turn.
The second possibility is shown in Figure 5. This is a good case for any
attacker. This situation is most often seen when a medium or high
mobility unit carrying medium-range weapons attacks. The unit randomly
picks one of the two intersection points, moves to it, and turns to face the
target. Only a target with more mobility than the attacker will be able to
out maneuver the attacker. As Figure 5 moves toward Figure 4, the
attacker becomes nearly impossible to evade.
The third case is shown in Figure 6. The mobility circle is inside the BRG
circle, which means that the attacker is too close. This is usually the
case when a low mobility unit carrying long-range weapons is closer than
desired to an enemy unit. Here the unit determines if it would get farther
away by backing up, or by turning away, moving forward, and turning again
to face the target. It chooses the way that takes it farthest away and
executes that maneuver.
BRG and computed mobility, the parameters of the change, are combined
in an effective algorithm. The effect of the first milestone change was
dramatic. Attacking units were much more effective (fleeing units were
unaffected). Human players could no longer destroy Auto units without
pause. Close combat maneuvers became very dicey. Novice players had
less than a 50% chance of winning a one-on-one duel. In single combat,
Auto units played a solid, if uninspired, game and they never made stupid
errors.
Initial Team Play: Communications
The team play of Autos still lacked a great deal - they fought as a mob,
rather than as a team. Any unit that could see no targets would pick a
random patrol point on the map and head toward it. This scattering
behavior was good for finding hidden enemy units, but poor for fighting
enemy teams. If one unit on a team was engaged, the rest of the team
would ignore the combat unless they too could see the target. Evolution
continued, as Auto units learned basic communications skills. A unit that
could see no targets would ask its team for targeting information. The
other units (Aero, Auto, and Bots) on the same team would reply with the
map coordinates of the targets that they could see. These coordinates
could be used the next turn to plot motion. Units that did not require line-
of-sight to fire, such as mortars, would fire blindly on the map coordinates
given. The effects of this change were two-fold. It allowed high mobility
units carrying short-ranged weapons to close upon enemy units that they
could not see. This meant that once an enemy unit was spotted, all
unoccupied Autos would head toward it, even in rolling terrain. The
second effect provided mortar teams with something productive to do.
Communicating map coordinates proved to be an effective change. To
the enemy units, it meant to expect mortar fire whenever spotted by any
member of the Auto team. A particularly nasty combination was to be
stalked by an unseen stealth unit that was broadcasting coordinates to its
mortar teammates. This change tended to keep mobs of Autos together,
but they still fought as a mob.
The Second Major Milestone Change: Improved Team Play
Targeting was still based on the closest enemy that could be fired at. In
team play, a lone unit could distract part of a team of Autos and play Pied
Piper while the rest of the Piper's team destroyed the other part of the
Auto team. The Piper might not survive, but while it was being destroyed,
multiple enemy units would be destroyed, tipping the battle against the
Autos. The second milestone change increased team play. Team play
was based on the concept of the team target. The enemy unit that
appeared to be hurt the most would be designated as team target. This
designation was based on the volume of fire an enemy had absorbed. The
team target would always be the preferred target for motion control. If the
team target was between the minimum and maximum effective range for
the weapons fired, it would be the preferred target for fire as well. The
results were often devastating and occasionally quite strange. The
devastating part stemmed from the fact that a single unit, often already
damaged, could now take all the mortar, long-range missile, autocannon,
and much of the short-range laser fire that an entire team could inflict.
The strange part would happen when an Auto unit would move directly
past and ignore a closer target in order to help destroy the team target.
But if the team target were not a viable target, each unit would fire as
before, usually at the closest target.
Mishaps in team play were now fatal. Teams of experts were now doing
well to achieve a kill ratio of 2.5:1 in favor of the experts. Novice teams
required two to five times numerical superiority to win. The parameters
used had been developed in earlier stages of evolution.
Attack Jumps
Evolution continued as details were refined to solve minor problems. One
problem was that Autos would only use a jump pack to flee or to cross
water. This meant that they would often have an unused jump pack at
reload time, when a new jump pack would be available. The fix was
simple; units still carrying a jump pack that were near their reload time
would be free to jump to increase their mobility. The parameter used was
the unit's turn counter, which already existed. This change made it
dangerous to rely on predictions about the mobility of an Auto unit. A fast
moving unit that had been moving four ranges per turn would suddenly
jump eight and move four more for a total of twelve ranges of motion when
only four were expected.
Dealing With Aeros
The final changes involved dealing with Aeros. Bots and Autos usually
move one to four ranges per turn. Aeros need to move at least ten to
retain airspeed, and speeds of twenty to fifty are normal. Normal altitudes
for Aeros typically run from eight to twenty ranges of altitude. The first
problem Aeros created was that Autos would attempt to set up motion
based on an Aero target. Since the motion algorithms are optimized for
non-moving targets, using an Aero to set up motion was ineffective for
units with a short BRG. It was ineffective for units with a long BRG if the
Aero was close by, since the bearing of the Aero would change
dramatically. Even if perfect predictive algorithms were available, only
units with a long BRG have sufficient range to hurt Aeros at altitude. The
important changes were range based. All units that had a BRG of 25 or
higher would prefer any visible enemy Aero to all other targets for fire and
motion. Units with lower BRG would ignore Aeros when plotting motion,
but if an Aero was somehow in acceptable range, it would be the preferred
fire target. At reload time, Autos remembered if they had seen any Aeros
since last reload and changed their hardpoint weapons mix to prefer anti-
aircraft missiles. The changes decreased the survivability of Aeros
greatly. Aero targets were preferred even to team targets, often with the
same deadly results. The much-maligned mortar units provided greatly
needed flak fire. Other less popular long BRG units gained a new role.
Also, the advent of the stealth anti-aircraft missile battery eased the
problems ground units had with Aeros.
Future Evolution
There are still several deficiencies with the Auto program. Complex
terrain tends to mystify Autos, especially urban terrain and bridges. An
Auto unit will occasionally present weak or down armor toward one enemy
while fighting another. This single mindedness also shows up when a
damaged unit flees. Motion directly away from the closest enemy, which
is always correct in one-on-one, can be fatal when intermixed with an
enemy team.
Observations About The Process
Many observations are worth examining. The first of these is that the
process of analysis and synthesis is regenerative. The initial BRG
change set the stage for the first milestone change (maneuver code).
BRG also led to min/max range, which when coupled with
communications led to the second milestone change (team play). Some
of the other analysis that went on made it possible and more probable that
algorithms could be generated to improve poor behavior.
Not as obvious in the paper is the fact that intensive testing helps drive
the process. The entire evolutionary cycle mentioned above took place at
lunchtimes over the course of a year. The testing allowed the author to
observe human behavior in order to model it, and it clearly showed any
deficiencies in the algorithms.
One very hopeful point is that simple methods often suffice. The long
closure code and the code for flight is simple but has proven to be very
effective. The early code, which had numerous deficiencies, was still
interesting and fun. Between the first and second milestone changes,
there was, occasionally, the semblance of team behavior by default. If a
given enemy unit was the best or only target available to a team, the entire
team fired upon it. In rolling terrain this would be fatal as one unit
encountered groups of enemy units.
A final point is that the code is well behaved. It is small, runs rapidly, and
is easy to follow. The behavior control parts of the code do not require
any extensive calculations. The code is short, with only two files. In fact,
the Auto program has less source and a smaller executable than the Bots
program. The increase in size from automation is more than offset by the
reduction in size gained by deleting the user interface. The control flow of
the code is relatively easy to follow, and therefore easy to modify.
Conclusions:
The evolutionary method is a viable alternative to exploring AI
methodologies. The method is universally available to programmers who
have sufficient time for repeated testing. It is well suited to game
programs in which the computer and human players deal with the same
objects and information - - the programmer can model computer behavior
on successful human behavior. The method fails when the programmer
cannot identify the keys to changing poor behavior and the default simple
methods are ineffective. For the multiplayer, tactical combat games that
this author has written, the methods have produced effective code that is
fast, compact, and often pleasingly simple.
TM UNIX is a trademark of AT&T Bell Laboratories.
TM Star Fleet Battles is a trademark of Amarillo Design Burea.

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THE
FORCE
SOURCEBOOK
for use with the
STAR WARS
ROLEPLAYING GAME
2nd Edition
(Star Wars is a regisetered trademark of Lucasfilm Ltd. 1992
Lucasfilm Ltd. owns all copyrights and trademarks in the following file.
Trademarks of Lucasfilm Ltd. used by West End Games under authorization.
The following is an unofficial document, not approved by Lucasfilm
Ltd. or West End Games.)
CONTROL
The ability to control one's own inner Force. A Jedi with this skill
learns mastery over the functions of his own body and harmony with
nature. A character who learns control automatically learns three
control Force powers.
Absorb/Dissipate Energy
Control Difficulty: Sunburn - Very Easy; intense sun - Easy;
solar wind - Moderate; radiation storm - Difficult. Characters may use
this power for energy attacks, such as blaster bolts and force lightning
- the difficulty is Moderate plus the damage roll of the attack.
The power may be kept "up" as long as the source of energy is
constant - it may not be kept "up" for blaster bolts or Force
lightning.
Effect: This power allows the Jedi to absorb or dissipate energy,
including light, heat, radiation and blaster bolts. A successful
control roll means that the energy is dissipated. If the user fails
the roll, he takes full damage from the energy.
The character must activate the power in the same round to absorb
the blaster bolt or Force lightning - the character must be able to roll
the power before the attack lands. He can't use the power after the
attack has hit.
Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for
incapacitated characters, Difficult for mortally wounded characters.
Time to use: One minute
Effect: If a Jedi uses this power successfully, He may make two
natural healing rolls for the current day regardless of his injury. He
gets a +2 modifier to his roll for both rolls.
Control Pain
Control Difficulty: Very Easy for wounded characters, Easy for
incapacitated characters, Difficult for mortally wounded characters.
The difficulty for stunned characters is Easy if the character has not
fallen unconscious and Moderate if he has.
Effect: A wounded Jedi who controls pain can act as if he has
not been wounded, starting with the round after the roll is made. His
wound is not healed, but it is ignored(no die roll reductions). He
still needs to receive medical treatment as soon as possible A Wounded
character who control pain and is wounded again becomes incapacitated.
Characters who use control pain to shrug off the effects of stun
damage eliminate the effects of the stun entirely.
If a Jedi is in pain for a reason other than a wound, this skill
can be used to ignore the pain and function normally. This power can be
kept "up."
Detoxify Poison
Control Difficulty: Very easy for a very mild poison (alcohol);
Easy for a mild poison; Moderate for an average poison; Difficult for
a virulent poison; Very Difficult to Heroic for a neurotoxin.
Time to use: Five minutes
Effect: This power allows a Jedi to detoxify or eject poisons
that have entered his body. If the Jedi makes the power roll, the
poison doesn't affect him.
Emptiness
Control Difficulty: Moderate
Note: Characters who are consumed by the Dark Side of the Force
may not use this power.
Required Powers: Hibernation trance
Effect: The user empties his mind and allows the Force to flow
through him. The character seems to be in a deep meditation, and a
character experiencing emptiness is oblivious to his surroundings. A
character in emptiness may not move or take any action except to try to
disengage from the emptiness.
While in emptiness , a character is difficult to sense or affect
with the Force. When another character attempts to use a Force power on
a character in emptiness , add the meditating character's emptiness
roll to the difficulty for the other character's sense or control
rolls (this affects only the sense roll; if the power doesn't use
the sense skill, then add the difficulty to the control roll). This
difficulty is added regardless of whether or not the empty character
would be willingly receive the power's
effect.
Once the character comes out of emptiness , the character gets a
+6 bonus modifier to all Force skill rolls for a period of time equal to
the amount of time the character spent in emptiness . This bonus is
reduced by 1 for each Dark Side Point that the character has.
When in emptiness , characters dehydrate and hunger normally -
some initiates have died because they lacked enough control to bring
themselves out of emptiness.
When a character enters into emptiness , the player must state
for how long the character will be in meditation. A character must make
a difficult control skill roll to bring himself out of emptiness ; the
character may attempt to come out of meditation under the following
circumstances:
* When the stated time has passed.
* Once each hour beyond the original time limit.
* The character's body takes any damage more serious than stun
damage.
Enhanced Attribute
"And suddenly Luke was gone, a single leap taking him to the
top of the X-wing..."
Control Difficulty: Moderate
Effect: A Jedi uses this power to increase a single attribute for
a limited amount of time. An increased attribute can help a Jedi jump
higher, dodge quicker, see better, and run faster. All skills
controlled by the enhanced attribute are increased by the appropriate
amount for as long as the power is in effect.
An attribute increased by this power remains enhanced for the
duration listed below. Duration and attribute increase is determined by
how much a character's control skill roll beats the difficulty number.
Duration can be extended through the use of character points - for every
character point a Jedi spends after invoking this power, the duration
is extended by one combat round. The points can be spent at any time
before the power fades.
A Jedi can only increase one attribute at a time. If a character
invokes the power to enhance a second attribute while the first
attribute is still enhanced, then the first enhancement fades and the
second attribute receives the benefit.
Skill roll Beats Attribute
Difficulty By Increase Duration
0-13 +1D 3 rounds
14-25 +2D 2 rounds
26+ +3D 1 round
Hibernation Trance
Control Difficulty: Difficult
Effect: Using this power causes a Jedi to fall into a deep
trance, remarkably slowing all body functions. His heartbeat slows,
his breathing drops to barely perceivable levels, and he falls
unconscious.
Hibernation trance serves two purposes. It allows a Jedi to
"play dead." It can also be used to survive when food or air supplies
are low. Anyone who comes across a Jedi in hibernation trance assumes
the Jedi is dead unless he makes a point of testing him. Another Jedi
with the Life detection power and the sense skill will be able to
detect the Force within the hibernating character and realize he is
still alive.
A hibernating character uses about one tenth as much air as
someone who is simply sleeping. He can hibernate for a week in a dry
climate or for up to a month in a wet one before dying from lack of
water.
A character can decide what stimuli will bring him out of the
trance, or how long he will spend in the trance before coming out of
it. The stimuli or length of time must be declared when the character
enters the trance.
Instinctive Astrogation Control
Control Difficulty: Very Difficult. Modified by astrogation
difficulty.
Time To Use: One minute
Effect: Instinctive Astrogation Control is far more difficult
than the standard sense -based instinctive astrogation power because
instead of trying to "feel" the correct solutions to the hyperspace
equations, the Jedicalculates them in his head. This is quite possible,
and is often done as a training exercise, but the figures generated are
rarely utilized because it is so easy even for a Jedi to make a
mistake.
The difficulty number is modified by how hard the task is with
the nav computer:
Task is: Modifier (add to difficulty):
Very Easy 0
Easy +5
Moderate +10
Difficult +15
Very Difficult +20
Heroic +30
If the control total is successful, a Very Easy astrogation
roll is necessary to enter the correct routes into the nav computer. If
the Jedi fails the attempt, he overlooks an obstacle, and sends the ship
downan inherently dangerous path and thus instaed of requiring a Very
Easy astrogation total, the difficulty is automatically Very Difficult.
If the control roll is missed by five or more points, increase the
difficulty to Heroic.
This is a largely unknown application of the control power that
allows Jedi to plot astrogation paths, instead of using the more well-
known sense -based instinctive astrogation power. Instinctive
astrogation control is little more than curiosity, studied only by a
few theoretical Jedi, the most prominent of which in recent memory was
Hart Daele. In fact, Daele wrote a doctoral thesis on the subject,
proving that the high-order equations could be solved or under certain
special case situations, appoximated, using standard Jedi mediation
techniques.
Rage
Control Difficulty: Difficult
Required Power: Hibernation trance
WARNING: A Jedi who uses this power gains a Dark Side Point
Note: This power can only be used by characters who have been
consumed by the Dark Side of the Force.
Effect: This power allows a character to feel the dread influence
of the Dark Side. It functions as a counterpart to emptiness.
The character must tense herself completely, and allow the
mindless rage of the Dark Side to possess her. When using this power,
a character will appear lifeless. They are amplifying the negative
aspects of their own personality, Leaving the face clenched in a
rictus of horror and fear.
A character must determine how long she wishes to be in rage when
she enters the trance. Barring an attack or the arrival of a specific
person (as explained below), the Jedi will stay in the trance for the
chosen duration. The Jedi must make a difficult control roll for
every four hours in the trance or she will have to come out of the
trance.
When the Jedi leaves this state, she gets a +10 modifier to all
Force skill rolls for a period of time equal to the time spent in rage.
The character take son die of damage for every two hours they were in
the trance after the bonus has subsided.
Like emptiness, this power makes characters oblivious to their
surroundings; they cannot move. Unlike emptiness, however, characters
this state strongly exude the Dark Side. The internal focusing does
provide some protection for the character against others using the force
on them. Add the rage control roll to the difficulty roll when another
attempts to use a force power on someone in rage.
Characters hunger and dehydrate twice as fast normally when using
rage and are even more susceptible to damage (-1D to Strength to
resist damage from physical and energy attacks while in this state).
Characters who plan on an extended trance will need intravenous
nourishment.
In rage, the character is less oblivious to her surroundings than
a corresponding Jedi in emptiness. For example, any physical contact
by a living being may revive them (the Jedi must make a Difficult
control roll to cease the attack before the offending character has
been killed.
A character using rage can choose to anticipate the arrival of a
foe. They must make a Difficult sense roll (modified by relationship)
with the life sense power at the time they enter rage. This will allow
them to instantly awaken (Easy control roll) if the expected person
comes within five meters of the person in rage.
Example: While preparing to transfer his life to a new clone
body, Palpatine expects an attack from Luke Skywalker. When he enters
rage, he must also make a Difficult sense roll using the life sense
power to anticipate Luke entering the Clone Chamber. The difficulty is
20, +7 for relationship (they are acquaintances) to equal 27, plus
Palpatine suffers a penalty for having to make two skill uses in one
round: the sense roll for life sense and the control roll for rage.
Palpatine's roll is 44, so when Luke enters the chamber, Palpatine
instantly wakes from his rage and confronts Luke...
This power may be used in a preparation ritual for the transfer
life power. When a raged person uses transfer life, the original
body is instantly and totally consumed by the Dark Side, often bursting
into unholy blue flames. For every three points by which the control
roll exceeded the rage difficulty, the body does 1D damage upon
explosion (three meter blast radius).
Example: Palpatine, while confronting Luke in the Clone Chamber,
has been in rage for three hours, gaining +10 to all is Force skills.
Palpatine's difficulty roll was 20. He rolled a 35. He successfully
uses the transfer life power and his old body explodes in a 5D damage
burst of flame.
Reduce Injury
Control Difficulty: Moderate for incapacitated characters,
Difficult for mortally wounded characters, Very Difficult for Dead
Characters.
Required Powers: Control pain
Note: Spending Force points in this manner - not at the beginning
of the round - is allowed. Also, it is not always a "selfish" act to
save one's life, so the character might be able to get the Force point
back. If the character was fighting to save his friends from certain
doom - and if he falls, they certainly die - then this could even be
considered an heroic action. It still involves great sacrifice.
Effect: By using this power, a Jedi may call upon the Force to
reduce the amount of injury he suffers; this power is normally only
used in desperation because of its long-term repercussions.
When the power is successfully used, The Jedi loses a Force
point. Any injury that is suffered is reduced to a wounded. If the
original injury would have killed the character, he must choose to
suffer a permanent injury of some kind.
Example: Luke Skywalker and Darth Vader are fighting in the
Emperor's chambers on the new Death Star. Luke batters down Vader's
defenses and makes a killing strike - But Vader uses the reduce injury
power and expends a Force point. He is now only wounded, but he loses
his hand.
Remain Conscious
Control Difficulty: Easy for stunned characters, Moderate for
incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control Pain
Effect: Remain conscious allows a Jedi to remain conscious even
when he has suffered injuries which would knock him unconscious. In
game terms, when a character with this power suffers this kind of
injury, they lose all of their actions for the rest of the round, but
they are still conscious (normal characters automatically pass out). On
the next round, the character may attempt to activate the power - this
must be the first action of that round; the Jedi cannot even dodge or
parry.
If the roll is unsuccessful, the character passes out
immediately. If the roll is successful, the Jedi can do any one other
action that he has declared for that round - often the character will
attempt control pain so that he will be able to remain conscious. After
that other action has been completed, the Jedi will lapse into
Unconsciousness, unless he has activated control pain or done
something else that will keep the character conscious.
Resist Stun
Control Difficulty: Moderate
Time To Use: One Minute
This power may be kept "up."
Effect: Resist stun allows the Jedi to prepare his body to
resist the effects of stun damage. The power must be activated before
the character has suffered any damage.
Asuccessful result allows the Jedi to resist all stun results
except for unconscious and normal injuries. An unconscious result
forces the Jedi to drop the power, and he is considered stunned.
Normal injuries (wounded, incapacitated, mortally wounded and killed
) are treated normally.
Short-Term Memory Enhancement
"Luke closed his eyes, reaching inward with the Force. Short-
term memory enhancement was one of the Jedi skills he'd learned from
Yoda. The pictures flowed swiftly backward in time: his walk to the
medical wing, his conversation with Wedge, his hunt for a public comm
desk ..."
Control Difficulty: Difficult
Required Powers: Hibernation trance
Effect: When a Jedi uses this power, he or she can replay recent
events in order to more carefully examine images and peripheral
occurances. Using the power, a Jedi can freeze images and even scan
memory tracks to recall details that were seen but did
not register consciously at the time of observation.
In game terms, this power can be used to alert a Jedi to
information, items, other characters, or anything else that passed
before his or her senses within a specific span of time. In addition,
if a gamemaster provided clues or leads to clues the players originally
missed or ignored, this power can be used to recall them. When players
get stuck on a puzzle or a mystery within an adventure, this power can
alert them to possible solutions, if those solutions were observed
earlier in the adventure.
How far back a Jedi can remember with this power is determined by
the success of his control skill roll.
Skill Roll Beats Memory
Dificulty By Extends Back...
0-8 Through Current Episode
9-20 Through Last Episode
21+ Through Last two Episodes

285
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This article was published as:
"Automata Animation"
PC Techniques, Vol. 6, No. 1
Apr/May 1995, page 44
What appears here is the original manuscript, as submitted to Jeff
Duntemann. Any changes in the published version are due to Jeff's
expert editing.
Modeling Sprite Animation Using Finite State Automata
copyright 1995 Diana Gruber
Finite State Automata, also known as finite state machines or FSMs,
are a thereotical device used to describe the evolution of an object
based on its current state and outside influences. The present state
of the object, its history, and the forces acting upon it can be
analyzed to determine the future state of the object. Usually, finite
state machines are represented in terms of state transition tables.
While theoretically interesting, in general there do not seem to
be very many real world applications that take advantage of the
properties of finite state automata.
In this article, we will talk about finite state machines, and their
associated diagrams, in terms of how they can be used to model sprite
animation in a computer game. The FSM model will give us a method
for designing the code that controls the sprite animation. The
question that concerns us is, given the position of a sprite in the
game and the forces acting upon the sprite, what happens next? This
is exactly the sort of question finite state automata are well suited
to answering, and we will see shortly how to do it.
Basic Sprite Animation
First, though, let's review the basic techniques of sprite animation.
We visited this topic once before, in the June/July 1994 issue of PC
Techniques (Breathing Life Into Your Arcade Game Sprite, page 89). In
that article, we looked at a very simple sprite, an airplane which
moves horizontally on a scrolling background, and occasionally
changes speed and spins about a horizontal axis.
Such a simplistic sprite would not be very interesting in a modern
computer game. In modern games, we want to look at sprites that have
a wider range of motion: a hero sprite, for example, who runs, jumps,
kicks, and shoots; or an enemy robot sprite that rolls, bumps into
walls, and emits electrical charges. In order for a game to be
competitive in the current market, the sprite animation needs to be
creative and sophisticated. Maintaining control of such sophisticated
sprite action can be a challenge.
My favorite technique for controlling sprite animation is through a
combination of data structures and action functions. The data
structures define both the nature of the sprite image, and its
position in the game. Let's take a quick look at the data structures
before we focus our attention on the action functions, which is where
the real work of sprite animation takes place.
The basic building block of the sprite is the sprite structure,
which is defined like this:
/* sprite structure */
typedef struct _sprite
{
char *bitmap;
int width;
int height;
int xoffset;
int yoffset;
} SPRITE;
This structure holds the information necessary to display the
sprite, including its width and height, the bitmap that defines
the image, and the offset values. The offsets are used to adjust
the position of the sprite, and are useful with things like explosions,
which must be centered around a midpoint, rather than displayed
from a corner.
The sprite structure is a member of the object structure, which is
defined like this:
/* forward declarations */
struct OBJstruct;
typedef struct OBJstruct OBJ, near *OBJp;
/* pointer to object action function */
typedef void near ACTION (OBJp objp);
typedef ACTION *ACTIONp;
/* data structure for objects */
typedef struct OBJstruct
{
OBJp next;
OBJp prev;
int x;
int y;
int xspeed;
int max_xspeed;
int yspeed;
int direction;
int frame;
int tile_xmin;
int tile_xmax;
int tile_ymin;
int tile_ymax;
SPRITE *image;
ACTIONp action;
};
This data structure contains all the information about a particular
object in the game, including its position (x and y coordinates), its
vertical and horizontal speed, the direction it is facing, the
frame of animation (for example, which stage of a six-stage walk),
the tile extents (how close the sprite may approach the edge of
the screen), and a pointer to the sprite image, which was defined
earlier. The sprite image changes as the sprite moves, and may
represent a sprite as walking, running, or shooting, for example.
Defining Action Functions
The last member of the object structure is the pointer to the action
function, which is where all the interesting work takes place. The
action function is a function which is executed once each frame for
each sprite. It performs several tasks. It causes the sprite to move
(by changing the object's x and y coordinates), it checks for
collisions, it may spawn new objects or kill off old ones, but
most importantly, the action function determines what the object
will do in the next frame. It does this by specifying the next
action function.
Here is an example of an action function in its simplest form:
void near sprite_stand(OBJp objp)
{
if (fg_kbtest(LEFT_ARROW))
objp->action = sprite_walk;
}
This is the action function for a sprite standing still. As you can
see, the sprite does nothing. Its x and y coordinates do not change,
and its sprite image does not change. Also, as long as no key is
pressed, the sprite's action function does not change. As long as the
sprite continues to stand still, this action function will continue
to be called once each frame.
The state of the sprite changes from standing to walking
when the left arrow key is pressed. When this happens, the
sprite_stand() function is abandoned, and the sprite_walk() function
takes over. This transition happens very simply: a pointer in the
object structure is reassigned to point to a new action function.
The difficult part in programming sprite animation is deciding what
should go in the action functions. Since a sprite can do more
than one thing at a time (shooting while jumping, for example), the
programmer must make decisions about which action function should be
called. The choice would be calling the sprite_shoot() function,
with the jumping action being an incidental action happening within
the shooting function, or calling the sprite_jump() function, with the
shooting action incidentally happening within the jumping function.
Action Functions As Finite State Machines
As we mentioned at the beginning of this article, a finite state
machine can be defined as an object whose past history affects its
future behavior in a finite number of ways. This is exactly what is
happening with the action functions. The current state of the object,
combined with the forces and environmental variables acting upon it,
determines the future state of the object. This can be summarized in
the formula shown here:
current state + input + environment = action + future state
Usually, finite state machines are represented by transition state
diagrams. These simple little diagrams can be helpful in making
decisions about what goes in an action function. Suppose, for
example, you have a simple sprite that does only four things: it stands
still, it moves forward, it jumps, and it falls. These actions
depend on the keyboard input. No input causes the sprite to stand
still, an arrow key pressed causes the sprite to move laterally, and
the CTRL key causes the sprite to jump. When the sprite stops
jumping, he will fall. The transition state diagram will then look
like this:
inputs:
(none) (arrow keys) (CTRL key)
state 1 1 2 3
(standing)
state 2 1 2 3
(walking)
state 3 4 3 3
(jumping)
state 4 4 4 4
(falling)
This state transition table easily categorizes the sprite motion for
the simple sprite. By looking at this table, it is easy to see how
the action functions should be constructed. Each action function
is simply an if-else construction based on a row in the table. For
example, the code for the sprite_stand() function would look like this:
void near sprite_stand(OBJp objp)
{
if (fg_kbtest(LEFT_ARROW) || fg_kbtest(RIGHT_ARROW))
objp->action = sprite_walk;
else if (fg_kbtest(CTRL))
objp->action = sprite_jump;
else
objp->action = sprite_stand;
}
The other functions, sprite_walk(), sprite_jump(), and sprite_fall()
would similarly be coded by consulting the entries in the
corresponding row in the state transition table.
While the state transition table easily categorizes the sprite motion for
a simple sprite, it unfortunately does not tell the whole story.
Look at state 4, for example. It appears that once the sprite starts
falling, it continues doing so indefinitely. That is no good! Our
sprite would fall right through the floor. We need to include information
about the environment in our finite state machine.
It would be quite simple if we could simply put the environmental
factors in another table. It would perhaps look something like this:
environmental factors:
(floor) (ceiling) (wall) (none)
state 1 1 1 1 4
(standing)
state 2 2 2 1 4
(walking)
state 3 3 4 3 3
(jumping)
state 4 1 4 4 4
(falling)
From this table, it is clear if you are falling and you hit the
floor, you must stop falling. Similarly, if you are walking and
you are not on a floor, you must be prepared to begin falling.
This table still does not tell the whole story, however, because
it contains no information about the keyboard inputs.
To completely tell the story of the sprite animation, you need to
add another dimension to the state transition table. This is done
by allowing different tables for each state. You can then compare
environmental variables to inputs, and generate new states, as follows:
State 1
(standing)
inputs
(no key) (arrow key) (CTRL key)
environment
variables
(none) 4 4 4
(floor) 1 2 3
(ceiling) 1 2 1
(wall) 1 1 3
Now we have a way to chart out the sprite action based on both
environmental factors and keyboard inputs. A typical game will have
perhaps dozens of action functions, each one requiring a state
transition table. It can be time consuming to chart out all these
tables, and in the simpler cases, it will be an unnecessary exercise.
But in the more convoluted and difficult action functions, taking the
time to build a state transition table can greatly aid your coding
work. It will also eliminate bugs caused by "forgotten" inputs
or environment variables. All possible sprite states will be accounted
for.

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From TVXN53C@prodigy.com Sat Mar 30 16:02:02 1996
Received: from pimaia2y.prodigy.com by mail.crl.com with SMTP id AA00541
(5.65c/IDA-1.5 for <jawells@crl.com>); Sat, 30 Mar 1996 16:02:01 -0800
Received: from mailout3.prodigy.com ([199.4.137.97]) by pimaia2y.prodigy.com (8.6.10/8.6.9) with SMTP id TAA48214 for <jawells@crl.com>; Sat, 30 Mar 1996 19:05:04 -0500
Date: Sat, 30 Mar 1996 19:03:00 EST
From: TVXN53C@prodigy.com (MISS LUCY ROCHETTI)
X-Mailer: PRODIGY Services Company Internet mailer [PIM 3.2-086.45]
Message-Id: <097.04801225.TVXN53C@prodigy.com>
To: jawells@crl.com
Subject: Fwd: FOOTBALL
Status: RO
X-Status:
Jason,
one of my friends sent me this little piece about the game of
football and I thought it would be neat to have some fun with it. For
some reason as I read it, it totally reminded me of Jessica Roberts.
Maybe we ought to put that in the PUB next year. Enjoy!! Lucy
<< Start of Forwarded message via prodigy (R) mail >>
From: (GZXT34A) SUSAN WACHOWSKI
Subject: Fwd: FOOTBALL
Date: 03/27
Time: 10:00 PM
-- [ From: Susan Wachowski * EMC.Ver #2.10P ] --
Expanded recipient data:
To: Kim \ MCI Mail: (586-6591)
To: ANYA \ Internet: (aplotkin@tasis.com)
To: ALICIA \ Internet: (nanna41@oneonta.edu)
------- FORWARD, Original message follows -------
> Date: Tuesday, 26-Mar-96 03:33 PM
>
> From: GABBY \ PRODIGY: (KXGZ07A)
> To: Sarah Fouts \ PRODIGY: (TGBX45C)
> To: Susan Wachowski \ PRODIGY: (GZXT34A)
> To: TRISHANN \ PRODIGY: (GNJJ24C)
>
> Subject: Fwd: FOOTBALL
>
> this is actually pretty creative.
> =)
>
>
> << Start of Forwarded message via prodigy (R) mail >>
>
> From: RSAbdullah@aol.com
> Subject: Fwd: FOOTBALL
> Date: 03/26
> Time: 12:51 PM
>
> Date: Sun, 24 Mar 1996 23:51:21 -0500
> From: RSAbdullah@aol.com [RSAbdullah@aol.com]
> Subject: Fwd: FOOTBALL
>
> ---------------------
> Forwarded message:
> From: caesar@connect.net (Ceez)
> To: hoque66@wharton.upenn.edu (Abeer), syzygy@eng.umd.edu (Amin
> Eggdude),
> usi@haven.ios.com (Asif Ahmed), fahmed@usc.edu (Famin),
> fhussain@lib.law.du.edu (Farheen), L0A7924@VMS2.tamu.edu (Leana
> Ahmed),
> lisa@ssl.umd.edu (Lisa Hossaini), mchowdhu@acs.ucalgary.ca (Meena
> Chowdhury),
> saminac@hp-mpg.an.hp.com (Mita Choudhury), mukitbyf@aol.com (Mukit
> Nana),
> mchoudhury@novatel.ca (Mushtaq), MSBS.NEUSUFZA@capital.ge.com
(Nurul
> Eusufzai), Rkabdullah@aol.com (Rash), gra5036@msu.oscs.montana.edu
> (Rashed),
> RSAbdullah@aol.com (Russell), KXQM@MARISTB.MARIST.EDU (Russell
> Abdullah),
> Syani3@aol.com (Sania Hasnath), s_hanna@alcor.concordia.ca (Shahed),
> sufiya@cs.mcgill.ca (Shampa), hussain@bsc.eds.com (Shanta Hussain),
> sharmin@tiac.net (Sharmin Hakim), shoork@sas.upenn.edu (Shoor),
> haque@ee.mcgill.ca (Shumon), bw37@musicb.mcgill.ca (Shyla), sy@wrs.
> com (Si),
> pan@acs.bu.edu (Suez Canal), suzan_a@alcor.concordia.ca (Suzana
Jhumi
> Alam),
> khanm@utdallas.edu (Tariq), saiful@eniac.seas.upenn.edu (Utshob),
> Zannat.reza@utoronto.ca (Zannat Reza), xcalibur@ritz.mordor.com
> (Arthur),
> kasperc@stm.com (Chris Kasper), edwards@stm.com (Dave Edwards),
> drekmann@stm.com (Dennis Drekmann), larsonk@stm.com (Kim Larson),
> sewell@stm.com (Lance), 295574@xavier.xu.edu (Paul), patelp@stm.
com
> (Pushman), richardw@stm.com (Richard Wiltshire), smpatel@lobby.ti.
> com
> (Sawrin), BOGGESS@xavier.xu.edu (Sean), early@mscd.edu (Steve
Early),
>
> zmehta@post.cis.smu.edu (Zubeman)
> Date: 96-03-22 01:52:19 EST
>
>
> Do you remember junior high and High school? Do you remember
talking
> about 'the bases' with your friends?...Well forget em!! This is
> *FOOTBALL*
> With the all new standardized guide to football, you can forget any
> of the
> previous complications of having to remember the difference between
> second
> and third base and all that other shit. And you wonder why there is
> a
> strike in baseball and not football. Quite simply, baseball is a
> boring,
> confusing and often ambiguous game, especially when trying to
> compare it
> to sexual experiences. Whereas Football was invented for the soul
> purpose
> of understanding where you and your friends are at. Basically the
> game of
> football is one big sex metaphor. No one has discovered this yet,
but
> as
> you will soon see, the complications of modern romance are easily
> solved
> using The Original Handbook Of Football.
>
>
_____________________________________________________________________
> _____
>
> WHERE YOU ARE ON THE PLAYING FEILD (if your not on the feild,
get on)
>
> your 10 yard line ............. holding hands
>
> your 20 yard line ............. hugging
>
> your 30 yard line ............. kiss on the cheek
>
> your 40 yard line ............. kiss on the lips
>
> MIDFEILD ............. toungue kissing(your in
serious
> territory)
>
> his/her 40 yard line ............. shirt and bra off
>
> his/her 30 yard line ............. all clothes off
>
> his/her 20 yard line ............. ORAL SEX (getting or giving)
>
> 1ST AND GOAL ............. put on the condom
>
> GOAL LINE ............. TOUCHDOWN (SEXUAL INTERCOURSE)
>
>
> NOW THAT YOU KNOW WHERE YOU ARE ON THE FEILD HERE ARE SOME
IMPORTANT
> DEFINITIONS TO HELP YOU EXPLAIN HOW YOU GOT THERE.
>
> kickoff...................making the first move (asking for a
date)
> kicking it deep...........Asking out a virgin (you'll be starting
out
> deep
> in your own end)
> on-side kick..............Asking out a slut (starting near
midfeild, On
> side kicks are good if they work but are
> risky)
> kick return...............How far you get on the first date
>
> NOW THAT YOU'VE ASKED HER OUT AND WENT ON THE FIRST DATE THE
KICKOFF IS
> OVER AND THE RELATIONSHIP BEGINS, HERE'S SOME MORE DEFINITIONS FOR
YOU.
>
> Downs.....................An attempt to get more yards(get further
with
> her, Here in Canada you get two downs
and
> then
> you best kick it. ask out a new girl
cause you
> ain't getting further with this one.
Americans
> are more patient, they get three downs
before
> they should kick again.
> Running the Ball..........Taking it one yard at a time.
> Passing Play..............Skipping stages
>
> OH OH
>
> Fumble....................Impotence
> Fumble Recovery...........Regain erection
> Interception..............Homosexuality (YOUR GOING THE OTHER
WAY!!)
>
> OTHER DEFINITIONS
>
> Turnover..................Anal sex
> Field Goal................One of you orgasm, 3pts (Field goal
range
> begins
> around their 30, when the clothes are
> off!)
> Touchdown.................Mutual orgasm, 6pts
> Extra Point...............The smoke afterwards
> Two Point Conversion......Smoke and a Phone number
> High Scoring Game.........Multiple Orgasms
> Rain Delay................Parents/Roommate comes home
> Pile Up...................ORGY
> Missed Feild Goal.........Wide right,Wide left or even worse, to
short!
> 3RD down and inches.......Call for a measurement (Move those
Yardsticks)
>
>
> THE OFFENSE
>
> Quarterback...............The most important position, the
missionary
> Quarterback Sneak.........Unusual positions
> Center(HUPPER)............Doggie Style
> Running Back..............A hand-off
> Tight End.................Self Explanatory
> Wide Receiver.............Opposite of Tight End
> Nose Tackle...............(Use Your Imagination)
>
>
> DEFENSE (Becoming more and more important these days)
>
> Defensive Line............Condom
> Break in the defence......Condom breaks
> The Safety................The Pill (just to be safe)
> A Blitz...................A "Quickie"
>
>
> PENALTIES
>
> Roughing..................S & M
> Holding...................Handcuffs or Restraints
> Offside...................Premature Ejaculation
>
> THE BOWLS
>
> Rose Bowl.................Romantic sex (MAKING LOVE)
> Citrus Bowl...............Healthy or Safe Sex
> Peach Bowl................Juicy/Wet Sex
> Fiesta Bowl...............Sex in South America
> Superbowl.................Marriage (The Big Dance)
>
>
> SO NOW THAT YOU KNOW THE FIELD AND ALL THE DEFINITIONS YOU CAN SEE
HOW
> TO
> USE THEM, HERE ARE SOME EXAMPLES OF HOW USEFULL THE ORIGINAL
HANDBOOK OF
> FOOTBALL REALLY IS.
>
> 1. There was an on-side kick to what I thought was a wide receiver
but
> it turned out to be a tight end so there was a turnover.
>
> 2. Their was a deep kickoff with no return. I ran the ball to mid-
field
> but
> then decided to go to the passing game. The passing play didn't
work
> because of a fumble. On the next down a running back took it to
their
> 10
> yard line. With 1ST and goal, the action moved from the Hupper
to the
> Quarterback who did a Quarter back sneak. The game turned out
to be
> the
> highest scoring Fiesta Bowl ever!!!
>
> 3. I was Roughed in the massive pileup.
>
> 4. It was third down and inches on the 20 Yard line but on the
field
> goal
> attempt I was short.
>
>
> I HOPE YOU HAVE ENJOYED OUR JOURNEY THROUGH THE ORIGINAL HANDBOOK
OF
> FOOTBALL AND YOU HAVE NOT ONLY HAD A CHUCKLE BUT WILL PASS IT ON
TO AS
> MANY PEOPLE AS YOU KNOW SO THAT ONE DAY THE ORIGINAL HANDBOOK OF
> FOOTBALL WILL REPLACE THE OLD, OUTDATED, INEFFICIENT, NO LONGER
FUNNY
> STANDARDIZED GUIDE TO THE BASES.
>
>
> -+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-
> +*&%$%&*+-
>
> Caesar Abedin Love remains a secret when spoken
> caesar@connect.net for only a lover truly knows
that
> http://www.connect.net/caesar he is loved. - R.
Tagore
>
> Sex is just a sublimation of the math urge.
>
> 03/22/96
>
>
> -------- Original message header follows --------
> From @VM.MARIST.EDU:KXQT@MARISTB.MARIST.EDU Mon Mar 25 12:51:55
1996
> [PIM 3.2-030.47]
> Received: from VM.MARIST.EDU (vm.marist.edu [148.100.1.2]) by
> pimaia1w.prodigy.com (8.6.10/8.6.9) with SMTP id MAA57110 for
> <gabbys_mailbox@PRODIGY.COM>; Tue, 26 Mar 1996 12:49:04 -0500
Received:
> from VM.MARIST.EDU by VM.MARIST.EDU (IBM VM SMTP V2R3)
> with BSMTP id 9102; Tue, 26 Mar 96 12:45:49 EST
> Received: from MARISTB.MARIST.EDU (NJE origin MUSICB@MARIST) by VM.
> MARIST.EDU (LMail V1.2a/1.8a) with BSMTP id 4604; Tue, 26 Mar 1996
> 12:45:49 -0500
> Resent-Message-Id: <26MAR96.13773091.0110.MUSIC@MARISTB.MARIST.
EDU>
> Resent-Date: Tue, 26 Mar 1996 12:45:10 EST
> Resent-From: "Laufer, Rebecca R." <KXQT@MARISTB.MARIST.EDU>
> Resent-To: <gabbys_mailbox@PRODIGY.COM>
> X-Mailer: MUSIC/SP V4.1.0
> Received: by MARISTB.MARIST.EDU (MUSIC Mailer V4.1.0); Sun, 24 Mar
96
> 23:48:21
> EST
> Received: from MARIST (NJE origin SMTP@MARIST) by VM.MARIST.EDU
(LMail
> V1.2a/1.8a) with BSMTP id 5251; Sun, 24 Mar 1996 23:48:22 -0500
> Received: from mail06.mail.aol.com by VM.MARIST.EDU (IBM VM SMTP
> V2R3) with TCP;
> Sun, 24 Mar 96 23:48:20 EST
> Received: by mail06.mail.aol.com (8.6.12/8.6.12) id XAA17256; Sun,
> 24 Mar 1996 23:51:21 -0500
> Date: Sun, 24 Mar 1996 23:51:21 -0500
> From: RSAbdullah@aol.com
> Message-ID: <960324235117_177000949@mail06>
> To: AlKtraZ@aol.com, PsnChckn@aol.com, sgg6994@siena.edu,
> sbjones@acsu.buffalo.edu, jc99@uno.cc.geneseo.edu,
> smb0585@siena.edu,
> JD307@MARISTB.MARIST.EDU, KXQS@MARISTB.MARIST.EDU,
> KXQT@MARISTB.MARIST.EDU, KXQQ@MARISTB.MARIST.EDU, brie4@mhv.
net,
> KXQV@MARISTB.MARIST.EDU, KXQP@MARISTB.MARIST.EDU,
> DanJohnM@aol.com
> Subject: Fwd: FOOTBALL
>
> -------------- End of message ---------------
>
>
>
> << End of Forwarded message >>
------- FORWARD, End of original message -------
<< End of Forwarded message >>

View File

@@ -0,0 +1,384 @@
From TVXN53C@prodigy.com Sat Mar 30 16:02:02 1996
Received: from pimaia2y.prodigy.com by mail.crl.com with SMTP id AA00541
(5.65c/IDA-1.5 for <jawells@crl.com>); Sat, 30 Mar 1996 16:02:01 -0800
Received: from mailout3.prodigy.com ([199.4.137.97]) by pimaia2y.prodigy.com (8.6.10/8.6.9) with SMTP id TAA48214 for <jawells@crl.com>; Sat, 30 Mar 1996 19:05:04 -0500
Date: Sat, 30 Mar 1996 19:03:00 EST
From: TVXN53C@prodigy.com (MISS LUCY ROCHETTI)
X-Mailer: PRODIGY Services Company Internet mailer [PIM 3.2-086.45]
Message-Id: <097.04801225.TVXN53C@prodigy.com>
To: jawells@crl.com
Subject: Fwd: FOOTBALL
Status: RO
X-Status:
Jason,
one of my friends sent me this little piece about the game of
football and I thought it would be neat to have some fun with it. For
some reason as I read it, it totally reminded me of Jessica Roberts.
Maybe we ought to put that in the PUB next year. Enjoy!! Lucy
<< Start of Forwarded message via prodigy (R) mail >>
From: (GZXT34A) SUSAN WACHOWSKI
Subject: Fwd: FOOTBALL
Date: 03/27
Time: 10:00 PM
-- [ From: Susan Wachowski * EMC.Ver #2.10P ] --
Expanded recipient data:
To: Kim \ MCI Mail: (586-6591)
To: ANYA \ Internet: (aplotkin@tasis.com)
To: ALICIA \ Internet: (nanna41@oneonta.edu)
------- FORWARD, Original message follows -------
> Date: Tuesday, 26-Mar-96 03:33 PM
>
> From: GABBY \ PRODIGY: (KXGZ07A)
> To: Sarah Fouts \ PRODIGY: (TGBX45C)
> To: Susan Wachowski \ PRODIGY: (GZXT34A)
> To: TRISHANN \ PRODIGY: (GNJJ24C)
>
> Subject: Fwd: FOOTBALL
>
> this is actually pretty creative.
> =)
>
>
> << Start of Forwarded message via prodigy (R) mail >>
>
> From: RSAbdullah@aol.com
> Subject: Fwd: FOOTBALL
> Date: 03/26
> Time: 12:51 PM
>
> Date: Sun, 24 Mar 1996 23:51:21 -0500
> From: RSAbdullah@aol.com [RSAbdullah@aol.com]
> Subject: Fwd: FOOTBALL
>
> ---------------------
> Forwarded message:
> From: caesar@connect.net (Ceez)
> To: hoque66@wharton.upenn.edu (Abeer), syzygy@eng.umd.edu (Amin
> Eggdude),
> usi@haven.ios.com (Asif Ahmed), fahmed@usc.edu (Famin),
> fhussain@lib.law.du.edu (Farheen), L0A7924@VMS2.tamu.edu (Leana
> Ahmed),
> lisa@ssl.umd.edu (Lisa Hossaini), mchowdhu@acs.ucalgary.ca (Meena
> Chowdhury),
> saminac@hp-mpg.an.hp.com (Mita Choudhury), mukitbyf@aol.com (Mukit
> Nana),
> mchoudhury@novatel.ca (Mushtaq), MSBS.NEUSUFZA@capital.ge.com
(Nurul
> Eusufzai), Rkabdullah@aol.com (Rash), gra5036@msu.oscs.montana.edu
> (Rashed),
> RSAbdullah@aol.com (Russell), KXQM@MARISTB.MARIST.EDU (Russell
> Abdullah),
> Syani3@aol.com (Sania Hasnath), s_hanna@alcor.concordia.ca (Shahed),
> sufiya@cs.mcgill.ca (Shampa), hussain@bsc.eds.com (Shanta Hussain),
> sharmin@tiac.net (Sharmin Hakim), shoork@sas.upenn.edu (Shoor),
> haque@ee.mcgill.ca (Shumon), bw37@musicb.mcgill.ca (Shyla), sy@wrs.
> com (Si),
> pan@acs.bu.edu (Suez Canal), suzan_a@alcor.concordia.ca (Suzana
Jhumi
> Alam),
> khanm@utdallas.edu (Tariq), saiful@eniac.seas.upenn.edu (Utshob),
> Zannat.reza@utoronto.ca (Zannat Reza), xcalibur@ritz.mordor.com
> (Arthur),
> kasperc@stm.com (Chris Kasper), edwards@stm.com (Dave Edwards),
> drekmann@stm.com (Dennis Drekmann), larsonk@stm.com (Kim Larson),
> sewell@stm.com (Lance), 295574@xavier.xu.edu (Paul), patelp@stm.
com
> (Pushman), richardw@stm.com (Richard Wiltshire), smpatel@lobby.ti.
> com
> (Sawrin), BOGGESS@xavier.xu.edu (Sean), early@mscd.edu (Steve
Early),
>
> zmehta@post.cis.smu.edu (Zubeman)
> Date: 96-03-22 01:52:19 EST
>
>
> Do you remember junior high and High school? Do you remember
talking
> about 'the bases' with your friends?...Well forget em!! This is
> *FOOTBALL*
> With the all new standardized guide to football, you can forget any
> of the
> previous complications of having to remember the difference between
> second
> and third base and all that other shit. And you wonder why there is
> a
> strike in baseball and not football. Quite simply, baseball is a
> boring,
> confusing and often ambiguous game, especially when trying to
> compare it
> to sexual experiences. Whereas Football was invented for the soul
> purpose
> of understanding where you and your friends are at. Basically the
> game of
> football is one big sex metaphor. No one has discovered this yet,
but
> as
> you will soon see, the complications of modern romance are easily
> solved
> using The Original Handbook Of Football.
>
>
_____________________________________________________________________
> _____
>
> WHERE YOU ARE ON THE PLAYING FEILD (if your not on the feild,
get on)
>
> your 10 yard line ............. holding hands
>
> your 20 yard line ............. hugging
>
> your 30 yard line ............. kiss on the cheek
>
> your 40 yard line ............. kiss on the lips
>
> MIDFEILD ............. toungue kissing(your in
serious
> territory)
>
> his/her 40 yard line ............. shirt and bra off
>
> his/her 30 yard line ............. all clothes off
>
> his/her 20 yard line ............. ORAL SEX (getting or giving)
>
> 1ST AND GOAL ............. put on the condom
>
> GOAL LINE ............. TOUCHDOWN (SEXUAL INTERCOURSE)
>
>
> NOW THAT YOU KNOW WHERE YOU ARE ON THE FEILD HERE ARE SOME
IMPORTANT
> DEFINITIONS TO HELP YOU EXPLAIN HOW YOU GOT THERE.
>
> kickoff...................making the first move (asking for a
date)
> kicking it deep...........Asking out a virgin (you'll be starting
out
> deep
> in your own end)
> on-side kick..............Asking out a slut (starting near
midfeild, On
> side kicks are good if they work but are
> risky)
> kick return...............How far you get on the first date
>
> NOW THAT YOU'VE ASKED HER OUT AND WENT ON THE FIRST DATE THE
KICKOFF IS
> OVER AND THE RELATIONSHIP BEGINS, HERE'S SOME MORE DEFINITIONS FOR
YOU.
>
> Downs.....................An attempt to get more yards(get further
with
> her, Here in Canada you get two downs
and
> then
> you best kick it. ask out a new girl
cause you
> ain't getting further with this one.
Americans
> are more patient, they get three downs
before
> they should kick again.
> Running the Ball..........Taking it one yard at a time.
> Passing Play..............Skipping stages
>
> OH OH
>
> Fumble....................Impotence
> Fumble Recovery...........Regain erection
> Interception..............Homosexuality (YOUR GOING THE OTHER
WAY!!)
>
> OTHER DEFINITIONS
>
> Turnover..................Anal sex
> Field Goal................One of you orgasm, 3pts (Field goal
range
> begins
> around their 30, when the clothes are
> off!)
> Touchdown.................Mutual orgasm, 6pts
> Extra Point...............The smoke afterwards
> Two Point Conversion......Smoke and a Phone number
> High Scoring Game.........Multiple Orgasms
> Rain Delay................Parents/Roommate comes home
> Pile Up...................ORGY
> Missed Feild Goal.........Wide right,Wide left or even worse, to
short!
> 3RD down and inches.......Call for a measurement (Move those
Yardsticks)
>
>
> THE OFFENSE
>
> Quarterback...............The most important position, the
missionary
> Quarterback Sneak.........Unusual positions
> Center(HUPPER)............Doggie Style
> Running Back..............A hand-off
> Tight End.................Self Explanatory
> Wide Receiver.............Opposite of Tight End
> Nose Tackle...............(Use Your Imagination)
>
>
> DEFENSE (Becoming more and more important these days)
>
> Defensive Line............Condom
> Break in the defence......Condom breaks
> The Safety................The Pill (just to be safe)
> A Blitz...................A "Quickie"
>
>
> PENALTIES
>
> Roughing..................S & M
> Holding...................Handcuffs or Restraints
> Offside...................Premature Ejaculation
>
> THE BOWLS
>
> Rose Bowl.................Romantic sex (MAKING LOVE)
> Citrus Bowl...............Healthy or Safe Sex
> Peach Bowl................Juicy/Wet Sex
> Fiesta Bowl...............Sex in South America
> Superbowl.................Marriage (The Big Dance)
>
>
> SO NOW THAT YOU KNOW THE FIELD AND ALL THE DEFINITIONS YOU CAN SEE
HOW
> TO
> USE THEM, HERE ARE SOME EXAMPLES OF HOW USEFULL THE ORIGINAL
HANDBOOK OF
> FOOTBALL REALLY IS.
>
> 1. There was an on-side kick to what I thought was a wide receiver
but
> it turned out to be a tight end so there was a turnover.
>
> 2. Their was a deep kickoff with no return. I ran the ball to mid-
field
> but
> then decided to go to the passing game. The passing play didn't
work
> because of a fumble. On the next down a running back took it to
their
> 10
> yard line. With 1ST and goal, the action moved from the Hupper
to the
> Quarterback who did a Quarter back sneak. The game turned out
to be
> the
> highest scoring Fiesta Bowl ever!!!
>
> 3. I was Roughed in the massive pileup.
>
> 4. It was third down and inches on the 20 Yard line but on the
field
> goal
> attempt I was short.
>
>
> I HOPE YOU HAVE ENJOYED OUR JOURNEY THROUGH THE ORIGINAL HANDBOOK
OF
> FOOTBALL AND YOU HAVE NOT ONLY HAD A CHUCKLE BUT WILL PASS IT ON
TO AS
> MANY PEOPLE AS YOU KNOW SO THAT ONE DAY THE ORIGINAL HANDBOOK OF
> FOOTBALL WILL REPLACE THE OLD, OUTDATED, INEFFICIENT, NO LONGER
FUNNY
> STANDARDIZED GUIDE TO THE BASES.
>
>
> -+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-+*&%$%&*+-
> +*&%$%&*+-
>
> Caesar Abedin Love remains a secret when spoken
> caesar@connect.net for only a lover truly knows
that
> http://www.connect.net/caesar he is loved. - R.
Tagore
>
> Sex is just a sublimation of the math urge.
>
> 03/22/96
>
>
> -------- Original message header follows --------
> From @VM.MARIST.EDU:KXQT@MARISTB.MARIST.EDU Mon Mar 25 12:51:55
1996
> [PIM 3.2-030.47]
> Received: from VM.MARIST.EDU (vm.marist.edu [148.100.1.2]) by
> pimaia1w.prodigy.com (8.6.10/8.6.9) with SMTP id MAA57110 for
> <gabbys_mailbox@PRODIGY.COM>; Tue, 26 Mar 1996 12:49:04 -0500
Received:
> from VM.MARIST.EDU by VM.MARIST.EDU (IBM VM SMTP V2R3)
> with BSMTP id 9102; Tue, 26 Mar 96 12:45:49 EST
> Received: from MARISTB.MARIST.EDU (NJE origin MUSICB@MARIST) by VM.
> MARIST.EDU (LMail V1.2a/1.8a) with BSMTP id 4604; Tue, 26 Mar 1996
> 12:45:49 -0500
> Resent-Message-Id: <26MAR96.13773091.0110.MUSIC@MARISTB.MARIST.
EDU>
> Resent-Date: Tue, 26 Mar 1996 12:45:10 EST
> Resent-From: "Laufer, Rebecca R." <KXQT@MARISTB.MARIST.EDU>
> Resent-To: <gabbys_mailbox@PRODIGY.COM>
> X-Mailer: MUSIC/SP V4.1.0
> Received: by MARISTB.MARIST.EDU (MUSIC Mailer V4.1.0); Sun, 24 Mar
96
> 23:48:21
> EST
> Received: from MARIST (NJE origin SMTP@MARIST) by VM.MARIST.EDU
(LMail
> V1.2a/1.8a) with BSMTP id 5251; Sun, 24 Mar 1996 23:48:22 -0500
> Received: from mail06.mail.aol.com by VM.MARIST.EDU (IBM VM SMTP
> V2R3) with TCP;
> Sun, 24 Mar 96 23:48:20 EST
> Received: by mail06.mail.aol.com (8.6.12/8.6.12) id XAA17256; Sun,
> 24 Mar 1996 23:51:21 -0500
> Date: Sun, 24 Mar 1996 23:51:21 -0500
> From: RSAbdullah@aol.com
> Message-ID: <960324235117_177000949@mail06>
> To: AlKtraZ@aol.com, PsnChckn@aol.com, sgg6994@siena.edu,
> sbjones@acsu.buffalo.edu, jc99@uno.cc.geneseo.edu,
> smb0585@siena.edu,
> JD307@MARISTB.MARIST.EDU, KXQS@MARISTB.MARIST.EDU,
> KXQT@MARISTB.MARIST.EDU, KXQQ@MARISTB.MARIST.EDU, brie4@mhv.
net,
> KXQV@MARISTB.MARIST.EDU, KXQP@MARISTB.MARIST.EDU,
> DanJohnM@aol.com
> Subject: Fwd: FOOTBALL
>
> -------------- End of message ---------------
>
>
>
> << End of Forwarded message >>
------- FORWARD, End of original message -------
<< End of Forwarded message >>

View File

@@ -0,0 +1,115 @@
GAMBLING SECRETS
If you like to play the ponies, pull a
slot machine handle once in a while,
play a little friendly blackjack or
whatever, this disk is for you.
How about bingo? Or the lottery? Even
these subjects are covered. This disk
is not a tutorial for learning how to
play the games. It is a tutorial for
learning how to WIN at the gambling
you do.
You get information on how to improve
your chances of winning at:
Slot machines
Video poker
Bingo
Baccarat
Craps
Blackjack
Lotteries
Horse racing
It also includes sections on money
management, casinos and luck.
There are definite things you can do
to improve your chances of winning in
any gambling situation. This disk
reveals the best. If you are tired of
losing and want to get aboard that
winners train once in a while, order
this disk today!
Some of the subjects covered have been
previously sold as booklets for as
much as $19.95 each! You can now get
the entire package for that same price.
How to find the right casino for your
game.
Tell tale sign that a slot machine is
ready to pay off.
How to win more money in the lottery.
Dramatically improve your chances of
winning at bingo. It's easy!
Greatly increase your winnings at the
race track.
What races should you always avoid at
the race track?
Where are the best slot machines?
The worst?
What are the "sucker bets" in craps?
What is the one thing you should never
do in blackjack?
The dealer is showing a face card, you
have 16. What should you do?
How to tell when a blackjack table is
"hot."
How to get valuable information from
casino personnel.
What is the best video poker machine
to play?
How to actually beat the house edge
playing video poker, what you have to
look for.
Now you can actually win when you
gamble. No fluff, nothing too
complicated, just hard scientific
fact. Facts that can make the
difference between coming home a
winner or a loser.
Before you play the lottery again,
pick up a bingo card, go to the track,
Las Vegas, Reno or Atlantic City.
Before you take that cruise, go to the
Carribbean or Europe, before you play
another hand of blackjack or pull
another slot machine handle or watch
those digital cards come up on a video
poker machine, you need this disk!
Easy to understand and learn. Simple
to view and use. All orders are
shipped free anywhere in the U.S. and
Canada.
Overseas orders must be in U.S. funds
drawn on a U.S. bank. Add $10.00 for
shipment to foreign countries.
ONLY $19.95 for one disk! For two or
more disks, just add $10.00 each! 2
disks for only $29.95, 3 disks for
only $39.95 etc.

View File

@@ -0,0 +1,805 @@
Nintendo GameBoy
FREQUENTLY ASKED QUESTIONS
Maintained by Marat Fayzullin [FMS]
EMAIL: fms@wam.umd.edu
IRC: RST38h
version 2.0
4/13/1994
I. GameBoy: General Description
II. Cheats, Passwords, Strategies, etc.
III. List of the best games
IV. GameGenie Questions
V. Programming, Hardware, etc.
*** Unanswered Questions
UPDATES: 1. GameBoy mail-server and mailing list! <--*YEAH*
2. Mortal Kombat cheats
3. Yet more cheats, codes and passwords
I finally found some time to update the FAQ. Sorry for the huge
delay, this semester was a busy one for me. Anyway, here is a
new v.2.0 of the FAQ.
People, could somebody subscribing for "Electronic Gaming World"
and other similar magazines go through the "S.W.A.T." sections in
them and write down all GameBoy cheats/passwords/etc. not included
into this file? I would appreciate your help.
As always, FAQ may contain errors. Also, some information is
missing. If you find an error or have a missing piece of information,
email your comments to me. Notice that this file contains some data
on GameBoy's internals. Any additional information in this field
will also be greatly appreciated (read "Unanswered Questions" section).
**************** I. GameBoy: General Description ******************
CPU: 8-bit Z80 at 2.2 MHz
RAM: 16kB internal
ROM: 512kBit, 1MBit, 2MBit and 4MBit cartridges are known
(64kB, 128kB, 256kB and 512kB). Probably, there are
smaller kinds as well (16kB and 32kB).
Sound: 4 Channels (Stereo: 2L/2R)
Video:
Display: Reflective LCD 160x144 dots
Colors: 4 shades of gray
Sprites: 8 sprites 8x8
Communications: Serial port (?)
Up to 4 Gameboys can be connected together using these ports
Baud rate: ???
Protocol: ???
Power: 6 Volts, 0.7 Watts
4 AA Batteries - 35 hours
OR
Rechargable battery (NAKI) - 12 hours
* What are an advantage of GB in comparison with other portable videogames?
The same reflective LCD screen which is considered to be the weak point
of GameBoy, is its advantage. Other systems, such as Atari Lynx or SEGA
GameGear, use backlighted color screens which consume several times more
power than reflective LCD of GB. Thus, these systems need 6 AA batteries
instead of 4 AAs needed by GB and drain these batteries in about 6 hours.
Also, dots on GB's LCD are much smaller than dots on the color screens of
other portables which [given that you have a good light source nearby]
means that GB's LCD looks crisper. The other advantage of GameBoy is that
it is the only portable videogame you can actually PUT INTO YOUR POCKET.
Both Lynx and GameGear are too big for it.
Speaking about variety of games available for GB, I would *NOT*
consider it an advantage of GB if we are talking solely about its
technical characteristics. Amount of software written for the system has
nothing to do with the system's hardware architecture. It is rather
determined by commercial success of the system and [in fact] by how it
is marketed. There are many technologically superior systems which just
didn't make it because of poor marketing [TurboGrafx is an example].
**************** II. Cheats, Passwords, Strategies, etc. ****************
1. Castlevania II: Belmont's Revenge passwords
H - Heart C - Candle B - Ball . - Space
Central Castle: HBC. Hard Mode (like Castlevania I): .B.B
Belmont's son's realm: HCBB Music Test: HHHH
Count Dracula: BHCH Easy Mode (9 lives): CCHH
2. Nemesis cheats
Pause the game and press these buttons:
To get SPEED and SHIELD: BBBBBAAAAA
To get SHADOWFIGHTERS,SHIELD,LASER,MISSILES: UUDDLRLRBA
( U-[UP] D-[DOWN] L-[LEFT] R-[RIGHT] A-[A] B-[B] )
3. Fortified Zone passwords: 1111,3375,1681,1122
4. Pipe Dream passwords:
5:HAHA 9:GRIN 13:REAP 17:SEED 21:GROW 25:TALL 29:YALI
5. Last password in Dr.Franken: JHT87 [HEART]V7VN VG20Z
6. How to get to Medusa Cave in Final Fantasy Adventure?
Find an oasis with two palm trees and walk in 8-like manner around
them:
+->>-+ <<-+
| PP | PP |
+-<< +->>-+
7. Faceball 2000
Start on level one. Find an exit. Shoot it five times, then explore
the level some more. You will find extra lives and speed-up power-ups.
You will also have five exits to choose from, each of which takes you
to a different level (level select).
Contributed by Mark Kaufman.
8. Zen the Intergalactic Ninja passwords:
C - Can B - Bottle T - Tire A - cArdboard box . - Space
Passwords: [.CBB] [T.AT] [CBAB] ...and the final one: [BTCC]
9. Possible cheat in Final Fantasy Legend II:
On some stage of the game double-clicking on the Trashcan [or, maybe,
trying to "move" Trashcan to the different position in the list] will
allow to increase Agility or Strength of the party members. This trick
appeared only once and I couldn't repeat it. I also got responses from
two people who encountered similar effect. Everybody who has more info
on this trick, send email to me.
10. Tecmo Bowl codes [contributed by Kelly Gillilan]:
Invisible Team: 397BFFA5
Mirror Matches:
Washington 5B7FBFA3 Denver CFBFF7A0 Indianapolis 43AFFEAC
Miami 46AFFDAB Cleveland 49AFFBA9 L.A. 969FDFA5
San Francisco 9C3F7FA5 Dallas 63AEFFA5 New York 269DFFA1
Chicago 697BFFA5 Minnesota AC37FFA9
11. Stage select in Penguin Wars:
At the character select screen, pick the character, then press L+B,
then press A and [START].
12. Some interesting passwords for QBillion: WALL,IDEA,NOON
13. Some interesting codes in Shanghai:
MAN - tough level REV - reversed tiles STF - credits
14. Invisible opponents in SoccerMania:
At the title screen, press UUDDLRLRBA, then press [START]
15. Passwords for Korodice:
[4] [5] [6] [7] [8] [9] [10]
EASY 94347 68890 24486 49320 28076 96545 83193
AVERAGE 22307 64422 43059 46403 50136 17443 99007
16. Selected passwords for Mickey Mouse/Bugs Bunny:
10:WZFS 20:ZTPZ 30:WYCZ 40:TX9W 50:2TWX 60:YTKX 70:SHE2 80:XHO2
17. Snoopy's Magic Show passwords:
1N1B XZ10 V5K2 CA1H 424V VS10 C417 CS1V VUY0 12ET 2UV4 VU12
Z2JH 2207 C21I ZUUV 7UBB BE10 CE1Q HEO4 CEIB VHNX 1H11 B6N0
CD1T CD1D
18. Fish Killer passwords:
21:UIRE 22:CXMT 23:HOBL 31:KAPG 32:SNWD 33:FQJV A1:PAHN A2:ESZC
19. Battle Ping Pong codes:
7822 6524 1604 0781 5802 8731 0511 1199
20. Burai Fighter Deluxe passwords:
HGKM GBAL IDCP CPFJ MHCB LEOJ JJOE ODEN COHL DKLF KDPI AFKP
21. Migrain Acclaim passwords: L2:0742 L3:X480 L4:586Y L5:3081
22. Blodia passwords:
AIJD DIFP DJGN BKQF ANPD CNGL APQD DQMQ BNCE CPHI
23. Solomon's Club passwords: GZ3ZNN 2Z3NND CZ3DND
24. Awesome Klax pattern:
last brick --->4 2 1 1 2
1 4 3 2 1
3 3 4 3 3
1 1 2 1 1
1 2 1 2 1
25. Mega Man games:
Mega Man Mega Man 2 Mega Man 3
1234 1234 1234 1234
A ** A *** A * * A *
B * B * B ** B * *
C ** C *** C ** C **
D D * D ** D
26. Roland's Curse:
QKMTTQHP (fire wand/magic axe) FRTTTGTP (sword/power crystal)
at maximum power, only 25 sword hits to kill Barius.
27. Selected paswords for Navy Blue:
65:MVCROEOX (CRUISER) 89:YLNFEMHQ (TARTAN) ??:KAFSKYLG (TOMCAT)
73:MBZRLYOC (SEA SPARROW) ??:YLNYDMIS (CARRIER) ??:FLTHVMXP (TRIDENT)
81:MUDLTEOH (TOMAHAWK) ??:FKMWCMHK (FANTOM) ??:FLTCWMHN (FINALE)
28. Final boss in Bionic Commando: S - Square T - Triangle C - Circle
ABCDEF
1 SCSSCC
2 TS TSC
3 TSC TC
4 CT CCT
29. Mortal Kombat:
In order to play as Goro,
1. Beat the game normally.
2. Wait for credits to scroll by.
3. When "The End" appears, hold UP+LEFT+SELECT+A
4. Enter initials and press A
5. Play as Goro!
Playing as Goro, hold A+B and then press DOWN. Goro [you] will
disappear and the time will go much faster. Your opponent will
be constantly repeating same move and won't be able to hit you.
These cheats were contributed by Jim Hsu and Timothy A. Meushaw
30. Bill and Ted's level passwords:
2: 555-4239 3: 555-8942 5: 555-4118 6: 555-8471 7: 555-2989
8: 555-6737 9: 555-6429 10: 555-1881
*********************** Other cheats, passwords, etc. ********************
Adventure Island : Stage Select : RLRLABAB at the title screen
Adventure Island 2 : Power Up : 0894
Amazing Penguin : Level 37 : 916328
Amazing Tater : Floor 3 : YBTF5ZZFT2
Amida : Passwords : TLKSS, LEIQX, VOTAJ
Atomic Punk : Level 50 : B0MNDPBL3NCB3L2H2DJJ
Avenging Spirit : Expert mode : U+A+B at the title screen
Batman : Sound Test : U+R+START at the title screen
Battle Bull : Level 48 : $F**
BattleToads 2 : 5 toads : Holding D+A+B press [START]
Boomer's Adventure : Level 55 : ANCIENT
Boxxle : Lvl 11, Rm 8 : Q*HT * = Spade
Boxxle 2 : Level 5 : 0K84
Brainbender : Level 5 : 3081
Bubble Bobble : Level 100 : KZ5J
: Stage Select : KGBJ, then use L to select level
Bugs Bunny : Level 79 : XHO2
Bugs Bunny 2 : Level 27 : KING
Burai Fighter Deuxe : Level 5 : DKLF
Catrap : Level 100 : R61H
Chase HQ : Stage Select : Holding D+A+B press [START]
Contra : Extra Lives : UUDDLRLRABAB[SELECT][START]
Cyraid : Last Level : RUGGER
Dead Heat Scramble : Stage Select : BBBBBBBBAAAAAAAA then B one less time
: : than the number of wanted level
Deadalian Opus : Stage Select : ZEAL
Dick Tracy : Level 5 : 56115
Extra Bases : 7W 0L : 2CCZ
Fish Dude : Stage C-3 : SE
Fist Of The North Star: Last Level : XKP72QNVHRJGU5
Flappy Special : ? : AK00
Flash : Level 13 : FUNHOUS
Fortified Zone : Level 4 : 1122
Gargoyle's Quest : Last Level : SWXE-CBFJ
Godzilla : Last Level : JXRB7K&948HPD32#JN
GO! GO! Tank : Cheat Mode : LURULLURULUL[START] at title screen
Hunt for Red October : Stage Select : B[SELECT]LR[START] at title screen
Hyper Loderunner : Level Select : Enter QM-0388 as passcode
Kirby's Dream Land : Cheat Mode : D+[SELECT]+B
Lock & Chase : ? : Press AABBABB at title screen
Mercernary Force : Stage Select : Holding U+[SELECT]+A+B press [START]
Navy Blue : End : FLTCWMHN
Ninja Boy : Stage Select : UUDDABAB, holding A press [START]
: Continue : Holding A press [START]
Operation C : Stage Select : UUDDLRLRBABA[START] at full title screen
Pitman : Stage Select : Q16KXW [Stage 95]
Power Mission : Level 11 : LRDMR1
Prince of Persia : Final Battle : 71196464
Q Billion : Stage Select : TOIL
Raging Fighter : Plr vs. Plr : UUDDLRLRB, then A for dk., B for normal
Roger Rabbit : Level 6 : RTJBWW43
Rolan's Curse : End : PQRJLNPC
Snoopy's Magic Show : Level 58 : V5YO
Snow Bros. Jr. : Stage Select : Holding U+[SELECT]+B press start at
: : the title screen
Solomon's Club : Level 4-10 : QDDHSY8
Spanky's Quest : Stage Select : 0119
Spud's Adventure : Stage Select : BANCHOU
Star Trek : Planet Killer: 3516.7
Super Mario Land 2 : Easy Mode : [SELECT] at the pipe screen
Tail Gator : Last Area : 8093
TMNT : Extra Life : Pause game, then UUDDLRLRBA[START]
: Bonus Games : Holding A+B+[SELECT] press [START] at
: : the config screen (?)
Tetris : Expert Mode : D+[START] at the title screen
Turrican : Stage Select : Holding [SELECT] press [START] at the
: : title screen
*********************** III. List of the best games ******************
This list is compiled based on the ratings and reviews I got from
various sources. The fact that some game is in the list doesn't
necessarily mean that it is the best game for you; it just means
that this game is worth checking out. I put asterisk (*) next to
my personal favorites. For the current information about the best
games, send mail containing one word, get_gameboy, to
paien00@dmi.usherb.ca to get "Nick's GameBoy Game Ratings List".
1. RPGs:
*Final Fantasy Legend |
*Final Fantasy Adventure (2MBit) +-----> These seem to be everybody's
*Final Fantasy Legend 2 (2MBit) | favorites.
Final Fantasy Legend 3 (4MBit?)|
Zelda: Link's Awakening (4MBit)
2. R-Type-like shoot-em-ups:
Nemesis
*Gradius: Interstellar Assault (2MBit)
3. Platform Games:
*Metroid II
SuperMarioLand II (4MBit)
*Castlevania II: Belmont's Revenge
*Batman
*TMNT: Fall of the foot Clan
Operation C
Mega Man 1,2,3
BattleToads
Gargoyle's Quest
4. 3D Games:
*Altered Space (platform game)
Faceball 2000 (shoot-em-up)
5. Sport Games:
Jack Nicklaus Golf
F-1 Race
6. Logic/Strategy Games:
*Shanghai
*Tetris
Chessmaster [watch for revision, there are two of them]
*Spot
4-in-1 packs 1 and 2
Dr. Mario
Ishido
7. StreetFighter clones:
Mortal Kombat
Raging Fighter
8. Classical Arcade games:
Asteroids
Missile Command
Centipede
Pacman
9. Flight Simulators:
Turn and Burn
Top Gun
***************************** IV. Game Genie ****************************
1. How it works?
GameGenie allows you to substitute some of the codes in the cartridge
ROM with your own codes. For example, you can substitute the default
number of lives with your own number. GameBoy GameGenie allows to
substitute up to three codes.
2. Where to get the codes?
GameBoy GameGenie codes are available through anonymous FTP at
netcom.com directory /pub/vidgames/gamegenie
6828 Jun 14 1993 gbcod1.txt
5798 Jun 14 1993 gbcod2.txt
5256 Jun 14 1993 gbcod3.txt
5606 Jun 14 1993 gbcod4.txt
5668 Jul 24 03:11 gbcod5.txt
2122 Oct 26 23:21 gbcod6.txt
6341 Jun 14 1993 gbin02.txt
11011 Jun 14 1993 gbup01.txt
13427 Jun 14 1993 gbup02.txt
3. What is the meaning of the digits in GameGenie code for GameBoy?
* All digits are in hexadecimal system
GameBoy GameGenie Code: DD2-103-???
DD - Data Byte
0,1,2,3 - Address, reads as 3210
??? - Meaning of these digits is unknown.
It is suspected that they represent the
ROM paging register, but no information
is available.
Example: 3D2-ABF-3BE - Set 3Dh (DEC A command) at address F2ABh
4. Some commonly used Z80 instructions with their codes:
Code(s): Instruction: Common Usage:
3Eh xxh - LD A,xxh Load default number of lives (energy,ammo,etc.)
3Dh - DEC A Decrease number of lives (energy,ammo,etc.)
3Ch - INC A Increase number of lives (energy,ammo,etc.)
00h - NOP DO NOTHING (set this instead of 3Dh)
5. CodeMasters' address and phone number:
Codemasters
Lower Farm House, PHONE: +44 926 814132
Southam,
Warwickshire.
CV33 0DL
UK
* I didn't try calling them. If you get any additional information from
CodeMasters, please, email it to me
********************* V. Programming, Hardware, etc. *******************
1. Are there any GameBoy emulators for the personal computers?
YES, there is a GameBoy emulator for the Commodore Amiga called ToyBoy.
This emulator can be obtained by FTP from AmiNet sites:
ftp.luth.se: /pub/aminet/misc/emu/Gameboy68000.lha
ftp.etsu.edu: /aminet/misc/emu/GameBoy68000.lha
wuarchive.wustl.edu: /systems/amiga/aminet/misc/emu/Gameboy68000.lha
Unfortunately, this package is incomplete. It doesn't have documentation
and a Z80 assembler. The author of ToyBoy is unknown. According to some
sources, ToyBoy was stolen from a company called Argonaut developing
Amiga->GameBoy cross-development system for Nintendo. Other rumors say
that there is a demo console based on this emulator. The ToyBoy package
found on Aminet includes:
a) GameBoy emulator
b) Binary file for Tetris which can be run by emulator
c) Source code of Tetris in Z80 assembler
Following information was mainly obtained by exploring the Tetris source
code which came with ToyBoy. Information about GameBoy's hardware is
extremely hard to find. Most of it is incomplete, uncertain and vague.
If you have any information [especially about things listed in
"Unanswered Questions" section], PLEASE, email it to fms@wam.umd.edu.
2. Addresses of GameBoy I/O ports:
GameBoy seems to access I/O ports as memory cells rather than as real Z80
I/O ports i.e. instead of IN A,(Port#) we have LD A,(Port Addr). Here are
several port addresses and their usage:
EA64h: Joystick (INPUT)
Bits: Meaning: When buttons are pressed, appropriate
0 [LEFT] bits go to "1"s
1 [RIGHT]
2 [UP]
3 [DOWN]
4 [A]
5 ?
6 ?
7 ?
EA62h/EA63h: Low/High bytes of the Character Set address (OUTPUT)
Using these two ports you can set an address of the Character Set
table for GameBoy's video controller. This address should be EVEN(?).
There may be up to 256 (?) characters 8x8 dots each. Character's
pattern takes 16 bytes. Each dot has two bits in two consequent bytes:
Addr: db 00010000b
| |
+------------> Dot with color 2 (10b)
| +----------> Dot with color 1 (01b)
| |
Addr+1: db 00001100b
Here is an example of the character using colors 0 and 2 only:
db 00000000b,0
db 01111100b,0
db 11001110b,0
db 11011110b,0
db 11110110b,0
db 11100110b,0
db 11000110b,0
db 01111100b,0
Let C be a code of the character. Then the pattern of this character
in the table will be located at
PattAddr(C)=CharSetAddr+16*C
|
+---> This is the address in EA62h/EA63h
EA60h/EA61h: Low/High bytes of the Character Map address (OUTPUT)
These ports define the address of the table video controller uses as
a Character Map. This 20x18 table contains codes of the characters
being displayed on the screen. Let X,Y be coordinates of the character
(starting at the left-upper corner). Then the address of this character
in the table will be
CharAddr(X,Y)=CharMapAddr+20*Y+X
|
+---> This is the address in EA60h/EA61h
3. Is it possible to build a backlight into GameBoy?
NO, it is impossible to make a backlight for the reflective LCD.
Nevertheless, it is possible to put a light source inside GameBoy so
that it will be above the screen. Don't forget that opening GameBoy will
void the warranty though.
4. Are there any game copiers for GameBoy?
No stand-alone game copiers are known. Nevertheless, there seem to be
GameBoy adaptors for MultiGameDoctorII, MultiGameHunter, SuperWildCard
and SuperComPro. Also, there is a device allowing to play games stored
on credit card-like magnetic cards which is produced in Japan and isn't
sold in U.S.
5. MultiGame cartridges for GameBoy:
Yes, these cartridges are at least half-illegal because their producers
violate copyright law.
Yes, these things exist for GameBoy. At present time, there are four
kinds of them: 48in1, 64in1, 86in1 and 105in1 (although there were rumors
about 200in1 cartridge also). They all seem to contain the same basic set
of games most of which are either old Nintendo products (like Alleyway or
Tennis) or low-quality games from other companies with a couple of good
games added. Number of games in such a cartridge is actually SMALLER than
it is written on the box because some games are present in two or three
copies (with a number of lives and other things changed). For example,
64in1 cartridge contains only about 48 DISTINCT games. At least 27 of
them can be classified as "logic" or "strategy" games. There were many
requests to list games multigame cartridges contain. So, here is a list
of games how it appears in a menu of a 105in1 cartridge. Other multigame
cartridges contain subset of games listed below. Notice large number of
japanese titles and repetitions. There are also some titles which actually
respond to the same game.
turtle ninja bouken jima super mario land motocross
penguin land kid kiki mickey mouse crocodile
dr. mario solomons club head on dr mario
ishido battle city bouken tennis
volley fire boxing trump boy klax
bubble ghost master karateka othello puzzle boy
hong kong tetris minisweeper heiankyo alien
bouken 3 flipull hyper loderunner amida
yakuman match mania pala medes world bowling
loopz bouken 4 alleyway koro dice
puzzle road spot castelian dragon slayer 1
space invader snake war bouken 5 flappy special
pipe dream koi wa kakehiki bouken 6 pitman
tasmania story soukoban 2 shanghai kinkong escape
arkanoil ls caste star gate bouken 7
super kid super turtle super mario go tank
bouken 8 spec mouse big ghost excite bike
penguin egg spec turtle adventure 2 tank
kiki mouse small ghost motor bike adventure
big penguin speed runner bom bom alley 1992 castelian
thunder force luck boy adventure 4 sp turtle
mario boy adventure 5 loder runner sp alley
sp motocross adventure 6 sp invader sp kid kiki
easy tasmania adventure 7 turtle ii sp mario
gogo tank adventure 8 sp mouse adventure island
sp penguin happy boy happy ghost bouken boy
sp tasmania
6. Using GameGenie with multigame cartridges:
No, GameGenie DOES NOT WORK with multigame cartridges.
7. Japanese cartridges:
These are cartridges which are not available in U.S., although you can
find them if you are lucky. Following descriptions of japanese cartridges
were prepared by Mark Kaufman.
* Name: Parodius Type: Shooter Producer: Konami
Graphics: 10 Sound: 10 Playability: 10 Overall: 10
This is the legendary Japanese shooter to which all others are compared.
It is awesome, huge, creative, challenging and fun, fun, fun.
* Name: Twinbee Type: Shooter Producer: Konami
Graphics: 9 Sound: 9 Playability: 9 Overall: 9
Another Japanese cart that should be sold over here. It's better than
90% of all GB games.
8. Why some GameGenie codes don't work?
Some games exist in several different versions. Although these versions
look exactly the same, the actual program codes differ. Therefore, while
some GameGenie codes work with one version of the cartridge, they aren't
guaranteed to work with other versions.
9. Where is GB Zelda FAQ?
The GameBoy Zelda FAQ list is supported by Michael Evans
[evansmj@NeXTwork.Rose-Hulman.Edu]. Another strategy guide for GB Zelda
is written by Christer Ericson [Christer.Ericson@cs.umu.se].
10. Where to get parts to repair GameBoy?
Mark Kaufman found address of the company selling replacement parts for
GameBoy [as well as Sega AC adapters and Atari parts]. Here is their
phone number and a list of GameBoy parts they carry:
MCM Electronics TOLL-FREE: 1-800-543-4330
FAX: 1-513-434-6959
VOICE: 1-513-434-0031
M-F: 7AM-8PM EST Sat: 9AM-6PM EST
#83-2285 $3.50 Gameboy Type 32 Pin Connector
(replace worn or corroded cartridge jack inside GB)
#83-1570 $1.49 Controller Replacement Pads
(set of three)
#81-1605 $7.95 Schematic Diagrams
(THIS should be interesting! =))
Game Bit Drivers (fit tamper resistant star screws):
#22-1145 $9.95 Small bit for GB cartridge
#22-1150 $9.95 Large bit for GB battery packs
11. GameBoy cartridge pinouts [not complete]:
Pin Function
----------------------------------------------------------
1 Vcc
2 ? Connected on Gameboy, but not used on GamePaks.
3 /RESET
4 /WR
5 ? Used by paging PAL on high capacity GamePaks.
6-21 A0-A15
22-29 D0-D7
30 /RD
31 ? Connected on Gameboy, but not used on Game-Paks.
32 GND
-----------------------------------------------------------
12. GameBoy memory map [speculation]:
FFFFh ----------------------
Gameboy peripherals
Cartridge address frame is filled
C000h ---------------------- by 32kB of ROM in small cartridges.
In large [>32kB] cartridges it has
16K of internal RAM following structure:
READ WRITE
8000h ---------------------- -------------------+-------------------
|
Paged ROM bank | 8kB battery-backed
| RAM (if paged in)
Cartridge address -------------------+-------------------
frame |
Bottom 16kB of ROM +-------------------
| Paging Register
0000h ---------------------- -------------------+-------------------
Paging Register has 5 bits - D0-D4 which represent 32 16kB banks of
memory. Bank 0 is a battery-backed RAM.
13. Which games are best to buy?
You can use a list of best games included into this FAQ-file. It is
incomplete and quite biased though. To get most recent information,
send email containing a single word get_gameboy to
paien00@dmi.usherb.ca to get "Nick's GameBoy Game Ratings" list. It
also seems to be biased, but let's hope that it will look better
when more people contribute to it.
14. Mail-server and mailing list for GameBoy:
They are maintained by M. S. Manley. The address for both is
gameboy@mentor.cc.purdue.edu
Try fingering this address to get more info.
In order to access mail-server, send email with subject "archive"
and body containing a list of commands. At the beginning, you can
send a letter containing only one word: "help" and the server
will send you a help-file with the list of all available commands.
In order so subscribe for the mailing list, send email with subject
"subscribe". You can include your email address in the letter body,
otherwise it will be taken from the header. All other mail sent
to the above-described address and not containing keywords
"subscribe", "unsubscribe", "help" or "archive" will be forwarded to
the mailing list.
My personal thanks to M.S.Manley. =:)
********************************* Credits: *******************************
Thanks to all people who sent their comments and
contributed to this document! (list follows)
Mark Kaufman - Cheats for Faceball 2000 and passwords Pipe Dream.
Descriptions and ratings of some games. MCM
Electrionics' phone numbers.
Yi-Min Wei - Comments about software sections of the FAQ.
Kelly Gillilan - Excellent list of cheats and passwords.
Tecmo Bowl codes. CodeMasters' phone number.
Peter Knight - Cartridge pinouts and a memory map. Codemasters'
address.
Jim Hsu - List of passwords and codes and MK cheat.
Timothy A. Meushaw - Mortal Kombat cheat.
Robert Newman - Various cheats and codes.
M. S. Manley - Maintaining GB mailing list and mail-server
**************************** UNANSWERED QUESTIONS ************************
If you have any information about GameBoy, feel free to send email to
Marat Fayzullin (FMS)
fms@wam.umd.edu
1. Meaning of the last three digits of GameGenie code?
2. Memory Map of GameBoy?
3. Author of ToyBoy emulator?
4. Pinouts of the GameBoy cartridges?
5. Programming sprites, sound, screen scrolling, serial port?
6. Connecting GameBoy to TV?
7. GameGenie codes not listed in the official updates?
8. Game cheats and passwords?
9. Complete version of GameBoy emulator?
10. Classified listings of the games with ratings from 0 to 9?
11. Game Copiers for GameBoy?
12. "Generic" cartridges allowing to use reprogrammable ROM plugged
into the socket or static RAM?
13. Pinouts of GameBoy's serial port?
14. Ports' addresses and their usage?
15. Where to get triple-blade screwdriver to open GameBoy? ;)
16. etc. etc. etc.
* Reviews: Please, send your reviews of GB games. Rate four categories:
Graphics Sound Playability Overall
Give ratings from 0 to 9 for each of these categories. Also, classify
the game [RPG, shoot-em-up, classic, etc.] and give information about
the cartridge size and manufacturer. Games which get more than 2 ratings
from different people, will be mentioned in the FAQ. I still couldn't
collect enough of these raitings to come to any conclusions.

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@@ -0,0 +1,266 @@
This article was published as:
"Alternative Marketing Methods:
Self-Publishing via Shareware and Low-Cost Retail"
Proceedings of the Eight Annual Computer Game Developers Conference
Apr. 1994
Note: Some of the information in this article is old and out of date.
Alternative Marketing Methods:
Self-publishing via Shareware and Low-Cost Retail
copyright 1994 Diana Gruber
So you want to be a game developer? Don't we all. Believe me, it's a
rough business. You invest your youth and energy, you stay up all
night programming, and you pour your heart into your creation, all
the while hoping someday it will pay off.
The problem is, while perfecting your game, and concentrating on
every detail of optimizing your code and making your game beautiful
and fun to play, you neglected to formulate a business plan. You
don't know how to sell your game after you finish writing it. What do
you do now? Do you pitch your game to a big publishing company and
hope for the best? Do you send copies to hundreds of publishers and
hope one of them will find it acceptable? Do you wait for weeks by
your mailbox collecting rejection notices?
I am here to tell you there is another way. You can self-publish your
game. Self-publishing is not only within the realm of possibility, it
is, an excellent idea. Many authors have found self-publishing games
to be not only profitable in the long term, but highly satisfying. It
makes you feel good to be your own boss, to control the destiny of
your program, to make decisions yourself, and to gain respect in the
industry as you grow and promote your products and yourself. With a
little insight into the dynamics of the industry, it is possible to
earn a living on games without surrendering your program to one of
the big game publishers. It is possible to market your games
yourself.
The first, most obvious, way to self-market games is through
shareware. In the beginning, it was not believed that shareware was
a viable channel for marketing games. A few of the early popular
games did well, such as Nels Anderson's Mahjongg, but without strong
registration incentives, most games were played and discarded without
generating much income for the authors. That all changed when Scott
Miller of Apogee Software invented the trilogy concept of shareware
games. In this genre, a game, usually an adventure-arcade game, is
broken up into "episodes". An episode typically contains about 10
levels. The first episode is freely distributed via shareware
channels, and the player is required to send in money to get the
other two episodes. Scott Miller has parlayed this idea into a
multi-million dollar company.
Other registration incentives have also been tried with Apogee games.
Cheat codes are made available in the registered versions, but not
documented in the shareware versions. Time delays between levels also
improve registration rates. As Scott pioneered shareware registration
incentive techniques, other companies have followed suit with similar
schemes.
Besides registration incentives, massive distribution is necessary
for a shareware game to be a success. The best way to ensure massive
distribution is to have an excellent game. If your game is really
good, your users will distribute it for you. They will upload it to
bulletin boards, give it to their friends, pass it out at user group
meetings, etc. Shareware vendors supplement the efforts of users to
distribute your software. There are many kinds of shareware vendors,
and they distribute in many channels. Some publish catalogs, some
distribute via on-disk catalogs, some sell on CD-ROMs, and some sell
on racks in stores. Shareware vendors are always trying to think of
new ways to sell shareware, and you will sometimes hear of shareware
vending machines, shareware pre-installed on new computers, magazine
cover disks, etc. As you can see, there is no shortage of
distribution for shareware. All distribution is not equal, though,
and we will discuss some of the controversy surrounding the various
distribution methods in a few minutes.
When designing a shareware game, think about your audience. First of
all, you want your users to be able to play your game right away. If
it takes them more than 5 minutes to figure it out and get started,
they will give up and delete it. Second, your game must be addicting.
You want them to start playing right away, and keep playing for
hours. In some ways, this is a rougher standard than a retail game.
When a customer buys a retail game, they have already invested money
in it, and they are going to take a little longer to understand the
game and learn to play it. When they are downloading a shareware
game, they are evaluating it, and deciding not only whether they want
to invest more money in it, but whether they want to invest more time
in it. With the retail game, since the money is already invested, the
time investment is a given.
It is very important these days for a shareware game to have good
graphics. While 16-color graphics are acceptable, they will not sell
as well as 256-color graphics. Good art is important. Good music and
sound effects, and sound card support are also important. Shareware,
like retail, is a competitive market. If you want your program to be
noticed, you must make it stand out.
It is less important that a shareware game run on all platforms.
Shareware allows plenty of room for innovation. If you want to write
a game that supports only 1 meg SVGA cards and requires 8 meg of RAM,
you can get away with it in shareware. You will have a smaller
audience, but you will have an audience. It is more difficult to sell
a game with restrictive hardware requirements to a publisher.
Publishers have their own in-house standards, and will require that
your game must be able to run on their chosen subset of computer
hardware. With shareware, you have the freedom to experiment,
understanding that you also have the freedom to fail.
Traditional shareware is only one way to self-publish your games. In
recent years we have seen the emergence of rack vendors and "Low Cost
Retail" (LCR) vendors. These are distribution outfits that will take
your game and put it in various chain stores at a low price and give
you a small royalty. When I say small, I mean the typical royalty
will range from 10 cents to 60 cents per disk. It doesn't sound
like much, but the distribution is massive, and authors are reporting
getting excellent royalty checks from LCR vendors.
The primary difference between a LCR vendor and a traditional retail
publisher is the LCR vendor is not involved in the development of the
program. The LCR vendor collects submissions from authors, usually
shareware authors, and builds a product line of 2 dozen to 4 dozen
titles. These are then placed in stores and distributed through
several channels. The goal is to get as many titles as possible in as
many stores as possible, and this method of distribution is becoming
increasingly effective.
Another difference between LCR vendors and game publishers is the
ownership of the program. With LCR vending, the programmer retains
ownership of all the copyrights and trademarks. This works in the
author's favor, as a game can be re-released in the future. The shelf
life of a typical retail game is 6 months to 2 years, but an LCR game
can continue producing income indefinitely.
LCR contracts vary. Products can be shareware or non-shareware,
exclusive or non-exclusive. Non-shareware, exclusive titles generate
the highest royalties, non-exclusive shareware titles typically
generate royalties in the range of 10 cents per disk.
A list of some of my favorite royalty-paying rack vendors is included
at the end of this article. If you want to submit your program to
LCR vendors, I suggest you study the list and contact as many of them
as possible. Try to find LCR vendors that are appropriate to your
product.
When designing your game, keep in mind the differences between an LCR
product and a shareware product. The LCR customer, unlike the shareware
user, is an impulse buyer. He is not interested in evaluating a
product before buying it, he is interested in throwing a box in a
shopping cart. He is more likely to buy a title that he quickly
recognizes. In my case, I have found that solitaire card games and
simple gambling games like slot machines sell well on the racks. Most
impulse buyers recognize these games and won't hesitate to buy them
for themselves, or perhaps for members of their families. Adventure
games, puzzle games, and arcade games also sell well, but the more
esoteric a game is, the smaller the audience it will attract.
LCR games sell best when there is a screen shot of the game on the
box. Design your games with excellent graphics, because the LCR
vendor is going to want screen shots. It is one of the most important
selling points of an LCR game.
LCR games should not require printed manuals. They should be easy to
play using only the online help. If your game requires a manual, you
should either go straight retail, or you should stick with shareware.
A printed manual is generally acknowledged to be an excellent
registration incentive for a shareware product. Likewise, technical
support will kill an LCR product. When you are selling a game in the
$6 range, you are not allowing any money to cover technical support
costs. If your game needs technical support, release it as shareware
and make the technical support a registration incentive. Hints and
cheats are an excellent way to get a player to register, especially
if they are stuck half way through the 9th level of a 10 level game.
Give them an 800 number to call to register the game, and when they
register, tell them how to beat the level.
LCR racks consist of exclusive and non-exclusive titles that are not
shareware. That means, the author can not demand additional payment
from the users who have bought the game in a store. However, you can
still make money on after sales of related games. "If you liked
Ping Pong, you are going to love Table Tennis Deluxe". Include a plug
for your other games in your exit screen, or write a small on-disk
catalog with a printable order form. Think in terms of maximizing
your sales in all channels simultaneously.
Since exclusive games generate the best royalties, write lots of
these. Design your games in such a way that you can create multiple
exclusive titles. If your game has levels, you can put 10 levels on
one rack, and another 10 levels on a different rack. You can change
the title and change the artwork and recycle the code to maximize
rack coverage. Also popular are "game packs". If I write 6 solitaire
card games, I can put 3 on one rack, and 3 on another rack, and then
mix together one from each rack plus a new game for a third rack. The
more games you have, the more room you have for this kind of
marketing.
Be careful with exclusive contracts. Insist on a performance
guarantee. If a game doesn't sell, reserve the right to take it to a
different vendor. Otherwise, an LCR vendor can tie up your game in a
non-productive exclusive contract for years. If possible, reserve the
right to market a program via shareware simultaneously with the LCR
distribution. If the LCR vendor insists on no shareware version, then
he should pay you a higher royalty. Keep in mind, whenever you give
something away, you should get something in return. If you sign an
exclusive contract, you deserve an advance against royalties. Do not
sign away a right of first refusal on future program unless the
vendor gives you a very, very large advance. If the vendor does not
want to pay you an advance, then reserve the right to release the
program in some other channel.
Non-royalty shareware racks still exist, and some authors find them
profitable. Some authors have programs which are so hot, they want
any kind of distribution they can get, and will place their games on
any kind of rack and CD-ROM. That works for some authors, but it
doesn't work for all of us. Many authors report that their
registration rates from non-royalty racks are as low as 1 in 3000, or
even worse. The problem seems to be, when people buy software in
stores, they are not in the habit of paying more money for it. It is
less confusing to the public if they can buy the game outright and
not owe additional money to the author. However, this issue is still
the subject of much controversy, and results will vary for different
companies and different games. It is best to go into this kind of
situation with your eyes open, and study the issues before allowing
distribution of your shareware program on non-royalty shareware
racks.
The CD-ROM market is also controversial. Some CD-ROM manufacturers
put a dozen or so carefully-chosen games on a disk and pay a small
royalty to the authors. Authors report being pleased with the
results. They report being less pleased with CD-ROMs that contain a
"gigabyte of shareware", or hundreds of titles downloaded
indiscriminately from bulletin boards without regard to author
distribution requirements, current version numbers, hacks or viruses.
This type of CD-ROM is less effective at generating registrations for
the author because individual programs tend to get lost in the huge
volume of software available. Also, the trilogy method doesn't work
well when there are so many games available. Instead of registering
to get episode 2 of Commander Keen, the user will simply start
playing episode 1 of Duke Nukum, for example.
License agreements are very important for shareware programs. When
you release a program, it will stay released. There is no way to call
back a program once the shareware distribution has been started.
Therefore, it is important that you get the license agreement right
from the beginning. Do not give away any rights that may later be
valuable to you. In particular, do not give blanket permission for
shareware vendors to distribute your program. Require that vendors
get written permission before distributing in stores. In general, you
do not want shareware vendors to sell a non-royalty shareware version
that will compete in the same store with your royalty LCR version.
To avoid this kind of situation, take care to reserve your rights. If
you have questions about copyrights and distribution restrictions,
talk to a knowledgeable attorney.
In conclusion, self-publishing games through shareware and low cost
retail is profitable and satisfying, but requires a thorough
understanding of the market to be successful. There is room for
innovation, and there is also potential for disaster. Your program is
valuable, and deserves to be marketed in an optimal manner. Design
your program to fit your marketing strategy, and choose a marketing
channel that fits your program. Protect your rights, study what the
other authors are doing, and talk to as many vendors as possible.
Good luck!

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| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
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| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| |
+==================================================================+
| Nintendo and Sega asks users to stop buying product _ _ _____ |
| REVIEWS: Doom 4th episode, | || ||___ / |
| Atari to form new games group with Time Warner | || |_ |_ \ |
| Ace's Angles: r.g.p cool +====================+ |__ _|__) | |
| CRAWFORDALITY CONFIRMED! | April 1 to April 7 | |_||____/ |
+=============================+====================+===============+
IF YOU HAVE ACCESS TO Internet Relay Chat (IRC), then join the GMJ
Chat Channel, #GMJ. Tuesdays at 7pm Pacific some of the GMJ Crew
will be available to answer your questions. Industry insiders
dropping by too! [Moderated.]
Ace's Angles
rec.games.pinball takes GMJ with open arms
Express Mail
GMJ is cool! We take back all of the flames!
NEWS FLASH
Atari joins with Time Warner
Nintendo, Sega call for product removal
Mortal Kombat II: Crawfordality, new hidden characters confirmed
PC Reviews
Doom, the fourth episode
___ _ ___ _
/ _ \ ( ) / _ \ | |
| |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___
| _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __|
| | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \
|_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/
__/ |
|___/
Welcome to yet another installment of the Internet's least read
magazine, Game Master Journal.
This is our last issue. Everyone is right - we are the dregs of the
earth, we shouldn't litter the Net with such dribble..
NOT!
This is April 1 gang, it's time for GMJ's annual April Fools issue!'
But wait, before I do any of that, lets get the legal BS outta da way:
This issue of GMJ is fiction. Nothing in it should be taken as
fact, as it is satire, sarcasm and other things that lawyers love
to take and make money with. WE ARE KIDDING FOLKS, nothing here
has truth. This changes with GMJ 44, when we return to the
high ethical, moral and editoral standards that everyone
associates with Game Master Journal.
Whew - that was tiring. Oh! And another thing.. this is our SECOND
ANNIVERSARY of being online! Two fun years of GMJ - and here comes
number three.. what a way to start! More 2nd anniversary info in our
next issue. NOW THEN - let the fun begin.
This is our last issue, right, so, um, I won't be seeing you ever
again!! ARGH!
_____________________________________________________________________
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
] Innovative Creations [
] 3730 McClintock Ave #537 +--- + + +--+ +--+ +--- +-- +-- [
] Los Angeles, CA 90007 |- ++ +--+ |-++ |- +--+ +--+ [
] (shubert@usc.edu) +--- + + | | \ +--- --+ --+ [
] |\ /| +--+ -+- | [
] | | |--| | | [
] | | | | -+- +--- [
]_____________________________________________________________________[
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*** We take back everything we ever said about you, GMJ
We want to apologize. VidBits went way overboard with our 'Why GMJ
readers, writers and staff should be uppercutted into the Dead Pool'
article. I am actually a big fan of GMJ, and started VB so I could be
just like you. I'm sooooo sorry, won't happen again.
Matt Kruse, editor of VidBits magazine
mkruse@saunix.something.edu
[ACE: Aww, it's okay. We knew it all along. ]
*** We take back everything we ever said about you, GMJ, again
We want to apologize. rec.games.pinball has been very childish with
our dismissal of fine editorial content found weekly in GMJ. Please
come back.. no more flames, we promise.
All of the rec.games.pinball readers
[email address withheld to save bandwidth]
[ACE: Hey, it's okay. We all know how r.g.p is a flame-fest. We knew
it all along. ]
.....................................................................
:WE are the only magazine that prints ALL EMAIL sent to us that is :
:not vulgar or obscene. So.. send your videogame hints, tips + Q's!:
: :
:# # ##### # # ### # # ##### ##### # # ### ##### # :
:# # # # # # # ## # # # ## ## # # # # :
:# # ### # # ##### # # # # ### # # # ##### # # :
:# # # # # # # # # # ## # # # # # # # # :
: # # ##### # # # # # # # ##### # # # # ##### #####:
: ........................:
:shubert@usc.edu VOICE: 213-743-1877 : :
:------------------ : Without email, GMJ :
:tnkutasz@ugcs.caltech.edu [Arkady] : can't work! So tell :
:ccd@panix.com [Cue] : us what you think! :
: : :
:...........................................:.......................:
_ _ _______ ______ _____ _ ___ ____ _ _
| \ | | ____\ \ / / ___| | ___| | / _ \/ ___|| | | |
| \| | _| \ \ /\ / /\___ \ | |_ | | | |_| \___ \| |_| |
| |\ | |___ \ V V / ___) | | _| | |___| _ |___) | _ |
|_| \_|_____| \_/\_/ |____/ |_| |_____|_| |_|____/|_| |_|
Nintendo, Sega call for product boycot
Los Angeles, (March 32, 1994)
The Big Two announced today that they are removing all Genesis and
Super NES products from stores effective immediately. A Nintendo
representative said "We cannot in good conscience allow our inferior
technologies to be sold with Project Reality and Saturn/32X coming so
soon - only 18 months away."
She went on to say that anyone selling the product will be fined by
the FTC for selling antiquated technology.
Sega's reps echoed Nintendo. They also said that no more voilent
games would be allowed on any Sega product.. all games must fit their
GA rating.
In a related story, Nintendo signed a deal with Midway, saying that
MK2 will be exactly like the arcade, blood and all. MK2 will be out
this summer, with MK3 hitting the SNES before the arcade, probably in
time for Christmas.
+-------------------------------------------------------------------+
TIME WARNER AND ATARI CORPORATION FORM NEW SOFTWARE PUBLISHING FIRM
Sunnyvale, CA (March 28, 1994)
Atari Corporation (ASE:ATC) today announces a collaborated software
firm with Time Warner, Inc. Avid Software, Incorporated will commence
operations within the next 30 days and leasing space initially within
the excutive suites of Atari Corporation in Sunnyvale California. A
development lab will be established with the Warner Bros. Studios in
Southern California. The two facilities will be linked by high
technolgy satellite watts services for real time software development.
Warner Bros. will focus on story lines and intense animated graphics.
The operation in Sunnyvale will assemble the hardware-based and
software-based graphics engines as well as game play models and
prototypes.
The new operation is announced just months following Atari Corp's
successful launch of a new, high end, 64-bit gaming system dubbed the
Jaguar. Avid Software will dedicate 100% of development time for the
first year exclusively to the Jaguar platform. Although the core
development teams have been assembled for the Avid Software project,
executive decisions will be made by Sam Tramiel, President of Atari
Corporation, until a permanent executiuve staff has been selected. A
panel assembeled by Time Warner will review all long range goals every
ninety days.
The first three software titles to be developed by Avid Software and
scheduled to be released within the fourth quarter of 1994 have also
been announced. They promise a unique blend of realistic digitized
graphics, powerful high-definition animations, unique gaming plots and
topical story lines.
Games slated to be produced soon by Avid are:
HARDING FALLS(tm)--- Just outside of Portland, Oregon a small
unincorporated town adopts a new name; Harding Falls. Made popular by
a local young girl who fought her way to the '94 Winter Games, the
town unites to launch a new young starlet on to a promising athletic
career. Harding Falls is where it all begins. Local challengers test
all of their physical savoy against each other for overall performance
virtues. Players pre-select their character from an arsenol of
determined challengers.
Each stage consists of a practice session in which a complete
skating routine must be rehearsed. Obstacles such as untied skates,
boos from the crowd and irate family members distract your performance.
With each small win, a weapon toward victory is awarded for use during
the performance levels. Sometimes it might be deadly capped teeth.
Other times it may be a stick or a steel club.
Play against 64-bits of automated power or one-on-one with an
aggressive challenger by your side; either way you either win gold or
cry your way back to Harding Falls to try all over again. Cartridge-
based game features hidden secrets, multi-player action, high
resolution graphics and a five dollar coupon toward the purchase of
"The Club".
HOLLYWOOD STUNT SPECTACULAR(tm)--- With so many action games designed
to fight and kill opponents, Warner Bros. calls upon their army or
stunt professionals to reveal their best kept secrets to stay alive.
Take a 125 level backstage studio tour through Warner Bros. hottest
action films such as Superman, FreeJack, Batman Returns, The Last
Boyscout and The Fugitive. Race through high definition scenes of
your favorite films and pick up props such as breakaway chairs and
candy glass. Battle friendly adversaries, but don't hurt them...
after all, they're really your friends. Pick up the wrong prop as a
weapon and you may kill your supporting actor or actress and lose your
part in the greatest film ever made.
This fast paced, action game includes the thrills of thrillers and
the secrets of a great mystery. The ultimate object is to win without
hurting anyone, but don't think for a moment there is no blood! One
player action. Cartridge-based game includes $5 off coupon for select
Warner Bros. videos.
BOBBY BOBBIT AND FRIENDS(tm)--- Here's an animated interactive cartoon
for adults only! At first glance, it looks harmless enough... Bobby
Bobbit is a bouncy bunny that likes to make friends.
Collect points by finding carrots and hidden treasures. Unlike most
treasures, though, Bobby doesn't want to collect coins and tokens. He
collects shears, razor blades and carving knives. Usually Bobby's
friends help find treasures, but sometimes his friends get too rough
and Bobby must take corrective action!
Game includes vivid cartoon violence unlike any other you have ever
seen. ONLY on the JagCD, this game is rated NC-17 for violense.
Let's just say it's a Saturday morning cartoon that will increase
attendance at Sunday Mass.
[ :: Thanks to Bob the Bozo PR of Sunnyvale for contributing :: ]
==================================================================
LAST SECOND UPDATE
==================================================================
We were handed this just as we were aboout to go to spell-check.
WARNING: Look for clues! You are about to be had! This may be it!
March 32, 1994 (Clue: This date doesn't exist)
[commented for the mentally impaired]
JAGUAR OWNERS EXPOSED TO BOGUS PRESS RELEASE (bogus headline)
Members dismember each other (overstated) over ethics debate -
alledged tainted press release blamed (not true, bogus subhead)
Allover, US-- An unnamed source (unsubstantiated) today reported that
users of the popular 64-bit Atari Jaguar gaming system have banned
together (typed online messages) in an effort to discredit the
infamous "bogus" press release just days before the dreaded April
Fools holiday is to be celebrated throughout the world (run on
sentence-hate 'em!).
Unlike a bug that cripples a computer until the entire system can be
reboot, the sinister press release causes unusual chemicals to form in
the brain (lions and tigers and bear a thought, oh my!). Dr. Ima
Knotheir (alias) of the Institute of Preventive Thinking (I.P.T.)
states that while "some (most everyone) finds some humor as the feared
press release propagates over the networks, clear laboratory study
(personal opinion) of those who are without brains indicate there is
no humor in anything classified as funny." Dr. Knotheir was unable to
indicate a direct association of his study to the specific press
release that launched this one, however.
In support of the doctor's findings, Jaguar owners have launched an
attack against any and all bogus press release that contain
misinformation. Within six weeks, a committee will be formed to
establish a panel that will elect a professional staff to advise a
supervisory board for a new team of advisors to appoint a cabinet to
determine whether a bogus press release may contain accurate
information (Government funding is anticipated). In the interim, all
bogus press releases must be labeled to contain artificial ingredients
which have been known to cause brain activity by the I.P.T. (huh?)
In their first official action, the Jaguars Owners Bogus Press Release
Action Committee has classified this bogus press release to be
impounded and not read. In compliance with this declaration, the
following statement has been appended for your safety:
IMPORTANT: DO NOT READ THIS!
Products named are properties of their owning companies. Text and
concept (c)1994, Artisan Software.
+-------------------------------------------------------------------+
Crawfordality, new hidden characters in MK2 version 4.0
Chicago, IL (March 27, 1994)
Midway announced today the release of Mortal Kombat II version 4.0,
and yes, version 4.0 is in the title. The game will have some very
minor touch-ups with 4 new characters included.
"We wanted to be like Capcom," said Ed Boon, programmer/designer of
MK2. "After my interview with this bright young man Anthony from GMJ,
we decided that having many cheap upgrades would be good - just like
SF2."
The new version, already in Ottowa and in some middle-of-knowhere
places in the Midwest, has four new characters, and GMJ has the scoop
on them!
Arkady: "After we saw Tanya [Kutasz, Futuure Wave editor of GMJ] we
has to put her into the game." She flies like a vampire,
prowls like a cat and can cast spells (!!) on her foes.
She often yells out "Cause Mortal" a la Shao Khan. You
get to her by Double Flawlessing 50 opponents and then
'DF'ing Noob Saibot, only using High Kick.
Clinton: "Hey, if NBA Jam could do it, why not us?" He has a deadly
saxophone, throws Socks and tosses WhiteWater at times.
[see related WhiteWater article.] At presstime we don't
know how to access him - he's cheering the Razorbacks
right now.
alt.mk: "We mentioned the Internet guys in the closing credits, but
we felt that it wasn't enough." alt.mk throws fireballs
like Liu Kang but the damage done varies.. if the player
counterattacks quickly it does much damage, if he allows
the flame to pass through him (or under him) it does none.
Finisher is like Scorpion's Toasty fatality, but instead
a little guy appears on the screen yelling "Hugo!"
Some of the Game Masters feel that he says "Yugo!", but
that's another story.
Sheng: "Many SF2 players wonder where he is - well, HERE he is!"
Long His only move is to spawn rumors and sequels. Does damage
a la alt.mk, except sometimes he can morph into alt.sf2
Very dangerous character.
In a related story, a new fatality can be done with the Ninja
Girls. If you defeat a character using only punch you can morph into
Cindy Crawford.. a Crawfordality. She climbs atop your foe's
shoulders and goes to do a Cammy Frankenstiener, but she slips.. going
into a position we prefer not to mention in GMJ. The Pepsi and MTV
people are pleased.
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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/ | |_ _ ___ ___ __| | __ _ _ _ | \| |_ __ _| |__ | |_ \
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/ |_ _| __ \ / ____| __/ | __/ | \
\ | | | |__) | | 8pm |___/ |___/ /
/ | | | _ /| | Pacific Time +=-=-=-=-=-=-=-=-=-=-=-=-=-+
\ _| |_| | \ \| |____ in channel |THIS WEEK: /
/ |_____|_| \_\\_____| #GMJ | How funny GMJ 43 was! \
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-+
_____ _____ _____ _
| __ \ / ____| | __ \ (_)
| |__) | | | |__) |_____ ___ _____ _____
| ___/| | | _ // _ \ \ / / |/ _ \ \ /\ / / __|
| | | |____ | | \ \ __/\ V /| | __/\ V V /\__ \
|_| \_____| |_| \_\___| \_/ |_|\___| \_/\_/ |___/
+--------------------------------------------------------------------+
|TITLE: |PUBLISHER |GAME TYPE: |SIZE: |AVERAGE OF REVIEWS: |
| Doom episode| id Software| Save da |.1 MEG| 99.5|
| 4: Heaven | | Bunnies | |*****%%%%%@@@@@#####|
|-------------+------------+-------------+------+--------------------|
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Arkady 99 Ace 100 ---------- ** ---------- ** |
| |
+--------------------------------------------------------------------+
Well, it's out! It's the Doom you've been waiting for - Episode 4 hits
the stores today. And what a sequel! It's all that we could wish for
and more.
It seems that our loyal space marines are transported this time to
another dimension altogether, after escaping from Hell in the previous
episodes. The setting this time: Heaven. The Elysian Fields couldn't
be more beautiful than the graphics portrayed here - Meadows with
warm, fuzzy bunny rabbits and colorful butterflies fill the game,
along with sun-dappled forests that are home to Bambi-like deer and
friendly racoons. Your Mission: make sure there's enough food for all
Heaven's inhabitants. Can't have those cute little cotton tails
turning belly up because their bellies are empty, now can we?
The way in which you do this is by searching out the food supplies and
opening them up to the animals by pressing the space bar, much the
same as opening up doors in the last episodes. And guess what? You're
linked with the animals by a psionic connection - and every time one
of them dies from starvation, you lose health points. So keep your
eyes open for berry-filled bushes that are out of the reach of furry
little paws. And make sure you get all the thorns off, too - can't
have bloody tracks all over the forest. Might attract big bad nasties
that'd eat the bunnies and leave their heads on spikes in random
spots, with blood dripping down the sides. Oh, but wait - this is
Heaven, after all. No bad creatures here. Everything's friendly. So
you don't have to worry about being attacked from behind while you're
fulfilling your Mission. Want to play with friends? No problem! The
unsavory Deathmatch option has thankfully been eliminated, leaving you
with the more interesting of the two choices - cooperative mode. So
you all get to help save the animals. What fun!
The graphics, as stated earlier, are far superior to the last DOOM put
out by id games. Soft pastels are abundant, the animals look
true-to-life, and when you get that food to feed them, you actually
see your hand reach out and place it at their fuzzy little feet. How
quaint! How exciting! How could we ever have loved the death and
destruction of Inferno? This episode far outreaches its predecessor in
all ways, and will be a pleasure to play. It should also soothe the
nerves of all those activists who think that the past episodes were
too violent - none of that unwelcomeness here, simply good, clean,
pure fun. Who wants to see cyber-demons destroyed by BFG's anyhow?
Not I! I give this a definite four stars, without question. Play it,
enjoy it, live it. Tips will be forthcoming on how to save Heaven's
wonderous creatures. Meanwhile, enjoy!
Ace - 100
Happy Happy, Joy Joy! I love you, you love me..
+-------------------------------------------------------------------+
| We get serious again (were we ever?) with.. |
| IN THE NEXT * NBA Jam reviews: SNES, Genesis |
| ISSUE OF... * NBA Jam Tournament Edition Arcade Review |
| * More games reviewed.. |
| GAME MASTER |
| JOURNAL * Scoop on Atari and Tempest 2000 |
| * Fiction contest, Ace's Angles, servey + more |
| |
+-------------------------------------------------------------------+
Producer: Anthony Shubert Online Layout Editor: Anthony Shubert
Head Writing Staff: Contributors:
HOME SYSTEMS Reny Falzarano Mr. Sims, the Pepperidge Farmer,
HEAD REVIEWERS Instigator Mr. Mojo Risin', Aquarius,
FUTURE WAVE Tanya Kutasz Sai-Blade, Matrix, Shez
CONTRIBUTING ED David Rubin
We are not affiliated with or endorsed by the following companies:
Nintendo of America, Sega Enterprises, Turbo Technologies (NEC),
Atari Corp., Atari Games, SMSG, or any other company.
Product names are either (c) or trademarks of their respective
companies, and the non-marking of such product is not a challenge to
its status.
This is FICTION folks. Sarcasm. Enjoy.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::

View File

@@ -0,0 +1,409 @@
Hey, you! GMJ Reader! Please let us know what you think.. and if you
want to review a game for us, drop us a line! Thanks..
GMJ: The first emag on the Net.. "There can only be one!"
Super NES * Genesis * 3DO * cd32 * arcades * Jaguar
+==================================================================+
| ____ __ __ _ |
| / ___| __ _ _ __ ___ ___ | \/ | __ _ ___| |_ ___ _ __ |
| | | _ / _` | '_ ` _ \ / _ \ | |\/| |/ _` / __| __/ _ \ '__| |
| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
| |
| _ _ |
| | | ___ _ _ _ __ _ __ __ _| | |
| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| |
+==================================================================+
| _ _ _ _ |
| Part 3 of our Ultimate MK2 Guide | || | | || | |
| GMJ Top 5 returns | || |_| || |_ |
| Why be Raiden or Reptile? +=====================+|__ _|__ _||
| | April 8 to April 15 | |_| |_| |
+============================+=====================+===============+
IF YOU HAVE ACCESS TO Internet Relay Chat (IRC), then join the GMJ
Chat Channel, #GMJ. Tuesdays at 7pm Pacific some of the GMJ Crew
will be available to answer your questions. Industry insiders
dropping by too! [Moderated.]
Ace's Angles
What's new, and why Super SF2 Turbo will fail
Express Mail
Mucho Mail-o, where's-a yours-o?
GMJ Top 5
Returns..!
Ultimate MK2 Guide part 3
EVERY SINGLE MOVE, only in GMJ
___ _ ___ _
/ _ \ ( ) / _ \ | |
| |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___
| _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __|
| | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \
|_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/
__/ |
|___/
This episode of Ace's Angles is in memory of Kurt Cobain. Sometimes
life (and death) aren't fair. Hi gang, it's Ace back again.. and my libido
is doing just peachy, thank you. [Smells Like Teen Spirit reference (tm).]
Okay - what has been going on this week..? Word on the inside is that
videogame distributors and arcade operators are SICK of Capcom. 3 have goon
off-the-record with us, and have said that Capcom is releasing too many
'upgrades' that do almost nothing but cost them money. They have been burned
with SSF2 and many aren't interested in SSF2T. And I don't blame them at
all. Sorry Capcom, but until you can count to three my money is going into
MK2 and NBA Jam Tourney.
The scoop on Atari: they love GMJ. How do we know this? We were
mentioned in Atari's Roundtable on GEnie [it's like IRC for non- Internet
users.] Our April Fools joke was mentioned, as was the mag.. and I'd just
like to thank Bob Brodie (Director of Communications at ATC) and the check is
in the mail. [Sarcasm, gang!!]
Williams has signed on with Nintendo to make the 64-bit Project Reality
arcade system. WMS Industries has signed on with Atari for Jaguar products.
Nintendo says that they gave Atari nothing in the lawsuit Atari won. Star Fox
was seen fighting Trevor McFur. What is this world coming to?
Deadline? What's a deadline?.... Our special NBA Jam review section
will be in GMJ 45 as we have had a flood of quality writings that need to be
shown to the world =] NBA Jam TE is cool, BTW, and you should go and play it
*NOW*. It's a nice change of pace.. no decapitations or anything!
Well, that's it for this week.. come visit us on Tuesday Night IRC
(see ad located elsewhere in this issue), please! It don't work without your
help.. :) Cya next Friday.
_____________________________________________________________________
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
] Innovative Creations [
] 3730 McClintock Ave #537 +--- + + +--+ +--+ +--- +-- +-- [
] Los Angeles, CA 90007 |- ++ +--+ |-++ |- +--+ +--+ [
] (shubert@usc.edu) +--- + + | | \ +--- --+ --+ [
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] | | | | -+- +--- [
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Mail, mail mail... please send more mail. Thanks!
*** Reader wants more portable coverage
How about [more?] coverage for portables, especially Sega Game Gear. It would
be nice to have a monthly 'Consumer's Guide' type of thing, telling what is a
good deal and what's not. For example, say if its worth investing in the
32-bit processor for the Genesis or just wait for Saturn. Or projections on
the Jaguar saying if you think it will prosper or die out and whether its
worth buying for its present games. Also which would be the best system to
invest in (CD?) or to wait for the Sega VR, or whatever.
___ _ ___
| _ )_ _ _ _ __ _ _ _| |_ | __|__ _ _ __ _ Bryant Fong
| _ \ '_| || / _` | ' \ _| | _/ _ \ ' \/ _` | Los Altos, CA
|___/_| \_, \__,_|_||_\__| |_|\___/_||_\__, | bryant@netcom.com
|__/ |___/
[ACE: Hey, Bryant.. nice font in your .sig! GMJ 46 will have a huge
"What to bother with" section, and that's a tenative title. We
are waiting for our Jag review system and until then, we can't
really say that system A is better then system B. ]
*** Singe from the edge
Anthony,
Just read GMJ #43. I realize the whole thing was an April Fool's joke but if
you're going to do that, don't say "everything in here is a joke!!!" You
really could have seen how many suckers are out there. It just seems like a
waste of time. Not trying to flame you (well, maybe just a singe... :-) )
but, well, just seemed rather pointless to me! Good luck with the next issue.
Hey, you said you wanted e-mail! Later dude........
Joey
From berner@ushs01.ENET.dec.com Apr 1 13:58:01 1994
*** You guys are pathetic!
I am writing to you regarding Game Master Journal #43. I found your "April
Fool's joke" to be one of the most tasteless, pathetic displays of careless
journalism I have ever had the pleasure of reading. I look forward to each
issue in my mailbox; the only fault I ever find is that it is never long
enough. Thank you for an incredulously stupid and stupifyingly hilarious
April 1. (Sorry, ran out of adjectives, folks.)
From gnu@theporch.raider.net Apr 2 17:27:26 1994
[ACE: Wow - thanks :) ]
.....................................................................
:WE are the only magazine that prints ALL EMAIL sent to us that is :
:not vulgar or obscene. So.. send your videogame hints, tips + Q's!:
: :
:# # ##### # # ### # # ##### ##### # # ### ##### # :
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:shubert@usc.edu VOICE: 213-743-1877 : :
:------------------ : Without email, GMJ :
:ccd@panix.com : can't work! So tell :
:tnkutasz@ugcs.caltech.edu : us what you think! :
: : :
:...........................................:.......................:
*****************************************************************************
Game Master Journal's TOP FIVE LISTS!
*****************************************************************************
SUPER NES SEGA CD
=====================================================================
Rating Name of Game Rating Name of Game
=====================================================================
4.833 NBA Jam 4.857 NHL '94
4.600 Secret of Mana
4.504 Zelda III:Link to the Past 4.750 Terminator
4.393 Street Fighter 2 Turbo 4.480 Silpheed
4.338 Final Fantasy 2 (4 [SFC]) 4.188 AH3 Thunderstrike
GENESIS GAME BOY
==========================================================================
4.750 NBA Jam 4.750 Mr. Do!
4.675 NHL '94 4.375 Link's Awakening
4.600 Shining Force 4.125 Tetris
4.600 PGA Tour Golf 2 3.900 Super Mario Land 2
4.520 Disney's Aladdin 3.833 Metroid II
+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
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Ultimate Mortal Kombat Guide part three
Every move for every character
Written by Tempest
----------------------MORTAL KOMBAT II-Quick Guide v3.23----------------------
FC : Full Circle J.M. !! : Quickly + : And (X & Y simultaneously)
HC : 1/2 Circle J.M. St : Start - : Then (Do X then Y)
QC : 1/4 Circle J.M. HP : High Punch () : While (Hold X, do Y, release X)
T : Toward LP : Low Punch #$ : Charge (Hold X for # sec, rel.)
A : Away Bl : Block #X : Do X the designated # times
U : Up HK : High Kick .. : Repeat last button rapidly
D : Down LK : Low Kick [] : Optional
------------------------------------------------------------------------------
--BASIC ATTACKS (All Characters)--
STANDING CROUCHED CLOSE + AWAY JUMPING (Rising/Falling)
HP > Face punch Uppercut Head blow Face Punch Hop punch/Flying punch
LP > Body punch Crouch punch Throw Body Punch Hop punch/Flying punch
Bl > Block high Block low Block Bl. Throws (Not Applicable)
HK > Face kick Ankle kick Knee Roundhouse Hop kick/Flying kick
LK > Chest kick Crouch kick Knee Sweep Hop kick/Flying kick
* Use Bl(A+D) to crouch and block throws. CPU can always throw you however.
* Close attacks differ: For example: Jax (HP), Cage (HK/LK), & Baraka (2HK).
* Turn-Around Punch/Kick: Jump over opponent, HP, LP, HK, or HK.
-------------------------------------------------------------------------------
+ FATAL:Pit/S. means a Pit II or Kombat Tomb fatality only. After using a
Kombat Tomb fatality, optionally hold down on both joysticks to make the
body fall from the spikes. Close range for both.
+ Dead Pool fatality is LP+LK(D+HP)-[D both joysicks]. Close range.
+ Babality/Friendship: Do not use HP or LP in the 2nd winning round. Any range.
+ {Any/Edge/Sweep/Jump/Close} is the range of a normal fatality.
+ [Air]: Move MAY be done in the air. <Air>: Move MUST be done in the air.
-------------------------------------------------------------------------------
--SPECIAL ATTACKS & FINISHING MOVES (FATAL=Fatality / FR=Friendship)--
*-LIU KANG-* *-KUNG LAO-*
Standard Red Bolt : 2T-HP [Air] Hat Throw : A-T-LP-[U/D]
Low Red Bolt : 2T-LP Aerial T. Kick : D+HK <Air>
F. Thrust Kick : 2T-HK Aura Spin : Bl(2U)-LK[..]
Bicycle Kick : 4$LK Teleport : D-U !!
FATAL:Dragon T.B. : D-T-2A-HK {Close} FATAL:Hat Split : 3T-LK {Sweep}
FATAL:Cartwheel & : Bl(FCA) {Sweep} FATAL:Hat Decap : LP(A-T)-U {Edge}
Uppercut FATAL:Pit/S. : 3T-HP
FATAL:Pit/S. : A-2T-LK BABALITY : 2A-2T-HK
BABALITY : 2D-T-A-LK FR:Rabbit : 3A-D-HK
FR:Disco Dance : T-3A-LK
*-REPTILE-*
*-JOHNNY CAGE-* Acid Spit : 2T-HP
High Green Bolt : HCA-HP Force Ball : 2A-HP+LP
Low Green Bolt : HCT-LP Slide Kick : A+LP+Bl+LK
Shadow Uppercut : A-D-A-HP Invisibility : Bl(2U-D)-HP
Shadow Kick : A-T-LK FATAL:Invisible : 2T-D-HK while
Splits Punch : Bl+LP Torso Rip invisible {Close}
FATAL:Torso Tear : 2D-2T-LP {Close} FATAL:T. Decap : 2A-D-LP {Jump}
FATAL:Uppercut : 2T-D-U-[D+Bl+LP+LK] FATAL:Pit/S. : D-2T-Bl
Decap(s) {Close} BABALITY : D-2A-LK
FATAL:Pit/S. : 3D-HK FR:Buy a Doll : 2A-D-LK
BABALITY : 3A-HK
FR:Signed Photo : 4D-HK *-SHANG TSUNG-*
One F. Skull : 2A-HP
*-SUB-ZERO-* Two F. Skulls : 2A-T-HP
Ice Blast : QCT-LP Three F. Skulls : 2A-2T-HP
Ground Freeze : QCA-LK =MORPHS:Each last 17 seconds=
SUB-ZERO (Continued) SHANG TSUNG (Continued)
Slide Kick : A+LP+Bl+LK Morph:Liu Kang : A-2T-Bl
FATAL:Freeze & : 2T-D-HK -> T-D-2F-HP Morph:Kung Lao : A-D-A-HK
Shatter {Sweep} {Close} Morph:J. Cage : 2A-D-LP
FATAL:Grenade : LP(2A-D-T) {Edge} Morph:Reptile : Bl(U-D)-HP
FATAL:Pit/S. : D-2T-Bl Morph:Sub-Zero : T-D-T-HP
BABALITY : D-2A-HK Morph:Kitana : 3Bl
FR:Buy a Doll : 2A-D-HK Morph:Jax : D-T-A-HK
Morph:Mileena : 2$HP
*-KITANA-* Morph:Baraka : 2D-LK
Fan Throw : 2T-HP+LP [Air] Morph:Scorpion : Bl(2U)
Fan Swipe : A+HP Morph:Raiden : D-A-T-LK
Fan Lift : 3A-HP FATAL:Life Drain : Bl(U-D-U)-LK
Aerial T. Punch : HA-HP {Close}
FATAL:Inflation : LK(2F-D-T) {Close} FATAL:Vapor E. : 2$HK {Sweep}
FATAL:F. Decap : 3Bl-HK {Close} FATAL:Kintaro S. : 30$LP {Sweep}
FATAL:Pit/S. : T-D-T-HK FATAL:Pit/S. : Bl(2D-U-D)
BABALITY : 3D-LK BABALITY : A-T-D-HK
FR:Cake : 3D-U-LK FR:Rainbow : 2A-D-T-HK
*-JAX-* *-MILEENA-*
Energy Wave : HCA-HK Energy Sais : 2$HP [Air]
Ground Smash : 3$LK Teleport Kick : 2T-LK
Gotcha Grab : 2T-LP.. G. Roll Attack : 2A-D-HK
Quad Slam : Throw-HP.. FATAL:Deflation : 2$HK {Close}
Aerial Backbreaker : Bl <Air> FATAL:Sai Stab : T-A-T-LP {Close}
FATAL:Arm Rip : 4Bl-LP {Close} FATAL:Pit/S. : T-D-T-LK
FATAL:H.C. Decap : LP(3T) {Close} BABALITY : 3D-HK
FATAL:Pit/S. : 2U-D-LK FR:Flower : 3D-U-HK
BABALITY : D-U-D-U-LK
FR:Paper Dolls : 2D-2U-LK *-SCORPION-*
Harpoon : 2A-LP
*-BARAKA-* Teleport Punch : QA-HP [Air]
Blue Bolt : QA-HP Leg Grab : HCA-LK
Blade Swipe : A+HP Aerial Throw : Bl <Air>
B. Shredder : 3A-LP FATAL:Torch : Bl(2U)-HP {Sweep}
FATAL:Skewer : A-T-D-T-LP {Close} FATAL:Toasty!! : 2D-Bl(2U)-HP {Any}
FATAL:B. Decap : Bl(4A)-HP {Close} FATAL:2xSlice : HP(D-3T) {Close}
FATAL:Pit/S. : 2T-D-HK FATAL:Pit/S. : D-2T-Bl
BABALITY : 3T-HK BABALITY : D-2A-HK
FR:Gift : Bl(U-2T)-HK FR:Buy a Doll : 2A-D-HK
*-RAIDEN-*
Lightning Bolt : QCT-LP Torpedo B. Push : 2A-T [Air]
Shock Hold : 4$HP Teleport : D-U !!
FATAL:Shock & : 6$LK-Bl..+LK.. FATAL:Uppercut : 8$HP {Close}
Explode {Close} FATAL:Pit/S. : Bl(3U)-HP
BABALITY : 2D-U-HK FR:Kidd Thunder : D-A-T-HK
===============================================================================
+ MK II SECRETS: A) Jade: Win one round using LK only in the match before the
question mark. B) Smoke: On the Portal Stage, get a "Toasty!!" and push Start
and Down simultaneously. C) Noob Saibot: Get 50 consecutive wins. D) Pong
game: Reach battle 250. E) Random select: Up+Start at the fighter selection
screen at the original selector position(s). F) No throws: (2P match only)
Down+HP (both joysticks) after the fighters have been selected. G) Hold Down
after preforming the Dead Pool fatality to hear a voice yell "almost" or
something like that.
+ DISCLAIMER: All information contained should be treated as unconfirmed.
This guide assumes MK II version 3.1 or above. All moves from MK2 FAQ.
===============================================================================
****
Why would anyone play Reptile?
:: Replies to last week's question
****
From alumn132@whscdp.whs.edu Ukn Apr 1 23:34:18 1994
That "Why would anybody play Reptile?" gibe hit a nerve with me. I find Rep a
very enjoyable char to play. First of all, there aren't many Reps around, so
a good Rep is a surprise to see. (I'm not that good yet, but I'm working on
it) Reptile is also good at aggravating people (Invisibility + a TAK is very
annoying) and is good at playing defensive if played correctly. His acid spit
is lacking damage wise and Sub-0 can punish Rep for shooting it, but it is a
good anti-air attack and can be thrown into a combo here and there.
Reptile's forceball is a powerful weapon, if used correctly. It is tough to
learn how + when to use it, but is intimidating and can yield a free uppercut
if it connects. "But it can be jumped" you might say, but a good Rep can
always back up a forceball with that annoying ninja roundhouse. If you fling
a FB and your victim sits there blocking like a dope, you throw. Any way you
look at it, a FB is almost guaranteed to do damage if released right.
Invisibility is also annoying if used correctly. Good Reps know how to keep
their position hidden for extended periods of time and get a flawless or two.
Invisibility often sends one's opponent into "panic mode", and they leave
themselves wide open for a few well-placed attacks. Invisibility is also
useful for a cool fatality. :)
Reptile may not be the most pow'fo guy, but he is a challenge to learn, and a
challenge to defeat if that Rep player has sunk plenty of $ into learning him.
He's also just plain cool, and runs a doll store on the side. :)
I could go on for a while yet, but I'd start repeating myself, and I might
start repeating myself. :)
Beowulf the abbreviator who supports intelligent MKII debates
****
Why would anyone use Raiden?
:: Replies to last week's question
****
From: molsen@ux4.cso.uiuc.edu
I must say that the biggest reason I use Raiden is out of loyalty. I mean, he
was sooooo cool in MK I, and now he's been reduced to wearing the
Wal-Mart/Burger World apron. But, I enhjoyed playing him in the original,
and still have fun platying him now. Sure, he has the weakest throw and all,
but the in-the-air flying attack is cool. I do agree he has been weakened to
a most cheese like degree, but I live close to Wisconsin anyways.
Thanks......
****
OKAY - why would anyone use Kung Lao or Johnny Cage? PLEASE send your
replies, and if it's the best one we get, we'll print it!
****
+-------------------------------------------------------------------+
| |
| IN THE NEXT * SURVEY of all of GMJ's readers! |
| ISSUE OF... * NBA Jam section |
| |
| GAME MASTER * Fiction contest, Ace's Angles |
| JOURNAL * Much, much more! |
| |
+-------------------------------------------------------------------+
Producer: Anthony Shubert Online Layout Editor: Anthony Shubert
Head Writing Staff: Contributors:
HOME SYSTEMS Reny Falzarano Mr. Sims, the Pepperidge Farmer,
HEAD REVIEWERS Instigator Mr. Mojo Risin', Aquarius,
FUTURE WAVE Tanya Kutasz Sai-Blade, Matrix, Shez
CONTRIBUTING ED David Rubin
We are not affiliated with or endorsed by the followig companies:
Nintendo of America, Sega Enterprises, Turbo Technologies (NEC),
Atari Corp., Atari Games, SMSG, or any other videogaming company.
Product names are either (c) or trademarks of their respective
companies, and the non-marking of such product is not a challenge to
its status.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::

View File

@@ -0,0 +1,639 @@
+==| Super NES |==| Genesis |==| Arcade |==| Jaguar |==| News |==| Opinion |==+
| ____ __ __ _ |
| / ___| __ _ _ __ ___ ___ | \/ | __ _ ___| |_ ___ _ __ |
| | | _ / _` | '_ ` _ \ / _ \ | |\/| |/ _` / __| __/ _ \ '__| |
| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
| |
| _ _ |
| | | ___ _ _ _ __ _ __ __ _| | |
| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| ISSUE 46 |
| An Innovative Creations production April 25 - May 18, 1994 |
+=============================================================================+
| Part 5 of our Ultimate Mortal Kombat II guide |
| Project TNT: But wait, there's more! |
| Email contest: can you come up with somethng better? |
| NEWS: Sega + MGM, Atari 3rd party games to come |
+=============================================================================+
Ace's Angles
What Amtrak is really like, and more information
Email Contest
mario@italian.stereotype.nintendo.com? You can do better!
Project TNT update
_THE_ source of Summer CES info!
The NEWS
Sega and MGM team up, Atari releases new 3rd party titles list
Ultimate Mortal Kombat II Guide, part 5
Chess: Zen and the art of character selection
+============================================================================+
| ___ _ ___ _ |
| / _ \ ( ) / _ \ | | |
| | |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___ |
| | _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __| |
| | | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \ |
| |_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/ |
| __/ | |
| |___/ |
+============================================================================+
You never really know how big this country is until you travel it via the
trains. Hi gang, it's Ace back again for another episode of Ace's Angles.
Amtrak is a great way to relax, play some Game Boy [my Lynx was packed by
accident] and think about how good things are with the magazine. Issue 46,
the CES coming up... and no issues for a month.
Wait, a month?! Yep, sorry about the delay but we are BACK and BETTER than
ever. And wait until issue 50! Can you say, Front End?
But enough about that, lets get to the rumors!
Mortal Kombat II for the Super NES? Yes, that's a given. But without the
blood? HELL NO! With Williams' new deal with Nintendo [see NEWS, below]
rumor has it that there will be no stopping the pit this time. NOA the
upcoming rating system will be in place by the time it's released. We have
heard conflicting reports: August and October 15th have both been given as THE
day.
Street Fighter for the Jag? Could it be? YES. Super Street Fighter II
Turbo should hit the Jag first, even before the Super NES. And here's why:
Capcom has got to be unhappy with NOA's deal with Williams. Capcom has never
been happy with their games on the Genesis. So.. JAGUAR TIME!
Well, got deadlines to meet. Cya's at Blockbuster's World Game Tourney!
.....................................................................
:WE are the only magazine that prints ALL EMAIL sent to us that is :
:not vulgar or obscene. So.. send your videogame hints, tips + Q's!:
: :
:# # ##### # # ### # # ##### ##### # # ### ##### # :
:# # # # # # # ## # # # ## ## # # # # :
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: ........................:
:shubert@usc.edu VOICE: 213-743-1877 : :
:------------------ : Without email, GMJ :
:ccd@panix.com : can't work! So tell :
:tnkutasz@ugcs.caltech.edu : us what you think! :
: : :
:...........................................:.......................:
[-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
CREATE THE EMAIL CONTEST!
[-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
sonic@too.fast.to.see.sega.com andy.eddy@better.editor.idg.com
bonk@get.a.clue.tti.edu project.reality@vaporware.nintendo.com
This contest is simple: send us your creative, sarcastic and funny email
addresses and we'll print them! The funniest each MONTH gets $10. So..
email your addresses to the address above and make the subject line
"[GMJ] email contest".
[--ADVERTISEMENT-------------------------------------------------------------]
******************/\*********************************************************
*****************/ /********* A Renegade Technologies Unlimited Production **
****************/ /**********************************************************
** _______ /\ / /_______ ****************************** _ **************
**/__ __// \/ //__ __/ *** / ********************* @\ ___ ****
** / / / /\ / / / *** / ********** ___ ___ | | | | ***
** / / / / / / / / *** \ | | |\/| |\/| | | ] [___| [___| ***
**/_/ / / /_/ /_/ *** \ | | | | | | |___ [___] | | ***
******/ /******************** / | | | | | | | | \ | | ***
*****/ /* -The Next Thing- ** / [__] | | | | [___ | \ | | ***
*****\/**********************************************************************
*****************************************************************************
** Get Your Hands On The Single Best Summer CES Resource Available! **
*****************************************************************************
TNT: The only great way to get Summer Consumer Electronics Show coverage.
Less than a month ago, someone suggested the possibility that the editors
of the Internet's game magazinen could team up and produce a single incredible
Internet resource. At the time, the idea seemed impossible -- besides the
logistic problems, why eliminate the quality competitive atmosphere currently
in place?
That's when it happened. After Team Renegade announced TNT (The Next
Thing) magazine, we received tons of E-mail from interested writers, supporters
and customers. The editors of Game Master Journal, Intelligent Gamer and
VidBits
have all generously endorsed TNT as a true success in the making (and we didn't
even have to ask them! *grin*). TNT also has an extremely high-caliber staff
including many of the Internet's most talented (and thus popular) writers.
We just can't lose.
Renegade Technologies Unlimited has spent the last several weeks handling
orders, organizing the TNT staff and preparing to expand our sales outwards
into local game stores. We're taking orders from as far away as Germany and
from places as close as Maine. Why so much interest? Because we're going to
deliver what the major game magazines cannot: Comprehensive coverage of the
Summer CES, which means you'll get detailed information on almost every video
game to hit the shelves in the next 6-12 months. Photographs. Articles.
Real analysis, not just some paragraph off the back of the game box.
Here's the story. Take a look back at some of your old game magazines.
How much CES coverage did you find? 10 pages? Maybe 15 at best? I have three
words for you: You've been screwed. Ever wonder why the major gaming mags
can only squeeze a few pages of information out of a show that lasts for
three or four days? Answer: Their "writers" don't pay much attention. Snap a
picture, make up a 30-word synopsis, and that's what the game was like at CES.
If you believe that every video game is worth thirty words and a photo,
you deserve what you've been getting. Stop reading now and go back to sleep
until you're woken up by the crowds rioting at the local K-Mart for their
home versions of Ridge Racer. Otherwise, read on and discover why your world
is about to change dramatically for the better.
The last CES yielded at least four huge packed bags full of literature,
press kits and neat information that often never appeared in the mainstream
gaming magazines. Best yet, RTU made the information available immediately
while conducting IRC discussions for several nights in a row, answering any
and all questions regarding the CES. Eternal Champions fanatics heard complete
descriptions of the game's characters roughly five months before the game was
released, including two characters which never appeared in the game's final
version. Jaguar press release and video tape information was discussed far in
advance of the system's first official press conference. Gamers received
candid and honest assessments of almost every single console-based video game
on the show floor, even though the major magazines waited months to say the
exact same things RTU said.
Now things are getting better. Team Renegade is producing a one-shot
deal for fanatic gameplayers and even your lazy buddies who are just getting
around to playing Super Mario 2. We don't need to compete with the major
gaming magazines for their CES coverage. Simply put, they suck. When you sit
down at the end of CES with a hundred photographs and fifty pounds of game
literature, it's almost laughable to consider that VideoGames gave the
show five pages and about 100 words of text. RTU is going to bring CES home
to you with our unique new magazine format devoted exclusively to the
Summer CES.
We're calling it Project TNT: The Next Thing.
The high-quality TNT magazine will be a hardcopy printed booklet with
many pages devoted to the show's general highlights and notable events. For the
reader's maximum enjoyment, additional computer disks [available in IBM and
Macintosh formats] will carry photographs (and perhaps digitized sound files)
from the show. Does TNT sound like it will kill your pocketbook? Here's why the
answer is no: Team Renegade set down four main goals for Project TNT;
flexibility, cost-efficiency, functionality and quick delivery. You can order
*only* the magazine if you so desire, or spend a little bit more and get
brand new high-resolution photographs far in advance of the major magazines.
[*] Flexibility: [*] Today's gamer owns two or three systems and generally
despises competing companies. Do you own a 3DO and hate
Atari and their Jaguar? Or a Genesis and hate Nintendo?
Well, don't spend the money on information you'll just
skip anyway. The TNT magazine will be available in
your choice of configurations -- you pick the systems
you want and we'll send you the appropriate disks and
printed materials.
[*] Cost-Efficiency: [*] The printed TNT magazine with CES highlights will
cost only $5.50, roughly what you would pay
for a crappy five-page synopsis in some trashy
mainstream magazine. Each company-specific set of
disks and additional printed materials will cost
an additional $4.50, and a disk of miscellaneous
photos and out-takes will also be $4.00. That
miscellaneous disk will include pictures from
companies like Sony, TTI and Commodore (if any
of them show up for CES). We're selling
Atari, Nintendo, Sega and 3DO company disks which
will include the aforementioned companies'
licensees as well. If you want to buy the whole
compendium of CES information, the price is $23.
[*] Functionality: [*] IBM or Macintosh disks will be included with
each company-specific or miscellaneous/outtakes-
disk order. The photographs will be in PICT format
for the Macintosh (readable by any program including
TeachText) and .GIF format for the IBM. You'd be
amazed at how much high resolution detail we were
able to squeeze into the last Summer CES photos;
more, believe it or not, than could be seen without
a magnifying glass. The printed magazine can be
kept on your desk, framed above your fireplace or
used as a security blanket. Regardless of what you
do with it, it'll look cool and contain entertaining
insights into the real nature of the CES show.
[*] Quick Delivery: [*] Here's the best part. Waiting sucks and no one knows
it better than Team Renegade and you. We're making a
guarantee that TNT will be released at a *maximum*
of three weeks after CES. We're going to try for two
weeks or less, but we can't control everything.
Remember, we're not talking about just printing
regurgitated press releases and press kit photos;
you'll see the former on the Internet within a day
of release to the media. TNT will feature the types
of nook and cranny questions no one seems to ask.
Renegade Technologies Unlimited is committed to the production of an
exceptional piece of journalism. The TNT magazine will be both comprehensive
and professionally produced, delivered faster than the major magazines and
far more insightful for certain. RTU will be maintaining a professional
set of records for those who order TNT in advance and we make an absolute
guarantee that if we cannot deliver the product we will instantly refund
your money. Additionally, if Sega and their licensees have no presence at
the CES (which is quite doubtful in my mind), we'll refund the cost of
the Sega-specific diskettes.
Want to see the quality of our past work? Check out the BUSOP.CIT.WAYNE.
EDU site (cd pub/ces and pub/pselect) for high quality photographs, game
reviews
and information... or read the work of our staff in such publications as
GamePro, VideoGames magazine, Wired, Intelligent Gamer, VidBits and Game Bytes.
You'll appreciate our devotion to customer satisfaction and the degree of our
attention to properly handling your order.
Order today and be guaranteed the best *honest* information directly
after the Summer CES. No slobbering over lame software, no ass kissing, just
the facts and the photographs to prove them.
Jer Horwitz
President
Renegade Technologies
- Unlimited -
Renegade Technologies Unlimited is proud to announce the staff of TNT:
Ralph Barbagallo Kenneth Drake David Hilgendorf Jer Horwitz
Robert Huebner Russell Kumro William Reardon Rick Reynolds
Richard Shartzer Sergei Shimkevich Teh Kao Yang Kimberly Ziembiec
Anthony Shubert David Rubin Tanya N. Kutasz
******************/\*********************************************************
*****************/ /********* A Renegade Technologies Unlimited Production **
****************/ /**********************************************************
** _______ /\ / /_______ ***************************************************
**/__ __// \/ //__ __/ ** __ __ **
** / / / /\ / / / ** [ ] __ _ __ __ | __ __ **
** / / / / / / / / ** | | [ ] | \ [ [ ] | [ ] [ ] |\ /| **
**/_/ / / /_/ /_/ ** | | [__] | | |__ [__] [__ | | |__] | \/ | **
******/ /******************* | | | \ | | | | \ | | | | \ | | **
*****/ /* -The Next Thing- * [__] | \ [_/ [__ | \ | [__] | \ | | **
*****\/**********************************************************************
*****************************************************************************
** Print It Out, Grab A Check or Money Order, Then Mail It To Us! **
*****************************************************************************
Number
of Copies:
[ ] TNT Printed Magazine: Includes detailed information about the best
[ ] and worst at CES; contains no disks but will include some printed
digitized photographs. A high-quality printed publication without
the childish handwriting you find in "fanzines." $5.50 per copy.
[ ] TNT Extended Atari Coverage: Get the inside track on Atari's booth
[ ] at the CES, where nearly 100 developers have signed on to develop
Jaguar products. $4.50 per Atari extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended Nintendo Coverage: See what Nintendo and its licensees
[ ] will be selling during the Christmas shopping season. Project Reality?
New portable Nintendo game systems? SNES Super Street Fighter 2 and
Mortal Kombat 2? $4.50 per Nintendo extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended Sega Coverage: Despite plans to hold their own Sega show
[ ] in sunny Florida, there should most likely be a ample representation
of Sega software at Summer CES. A Genesis Mortal Kombat 2 and Super
SF2? Saturn? $4.50 per Sega extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended 3DO Coverage: With a powerful multimedia machine and
[ ] several hundred licensees, there will be plenty of amazing 3DO
hardware and software on display. The new Samsung 3DO machine? The
IBM-compatible 3DO-on-a-card? $4.50 per 3DO extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Miscellaneous and Outtakes Disks: The types of stuff we couldn't
[ ] quite categorize elsewhere. Last Summer CES had photos of Neon Man,
this incredibly dopey guy who did exercises in neon-tubed clothing
so he could sell neon lights for cars. We'd also anticipate some
shots of Sony's PS-X (if they choose to display it), any TTI game
system, Commodore CD-32 and the like. When you're not crying about
TTI, you can laugh at morons like Neon Man. $4.00, Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Grand Package: For $23 you get the magazine and all the extensions
[ ] including their disks and printed hardcopies. Specify IBM or Mac disks.
TNT will be mailed to the following address:
Name/Business: _____________________________________________
Street Address: ____________________________________________
City, State, Zip: __________________________________________
* Country: _________________________________________________
Phone Number At Which You Can Be Reached (and appropriate hours):
(________) ________ - ___________ ____________________________
Internet Address (or other Electronic Service) (Please be accurate):
_______________________ @ ____________________________________________
Special Deal (if any, see below):
_________________________________________
* INTERNATIONAL ORDERS ONLY: Type of Shipping Preferred:
_________________________________ (Parcel Post/Printed Matter; include
payment)
******************************************************************************
******************************* - Clip Here - ********************************
RTU recommends the use of US Mail Postal Money Orders but will also
accept valid personal checks and other legitimate types of money
orders. * Please make all checks and money orders out to Jer Horwitz. *
=---------------------------------------------------------=
* = International TNT Orders:
International TNT orders will be accepted with payment in United States
funds only, and we advise use of either American Express money orders or
cashiers' checks from large international banks. The rates quoted below are
for US Mail standard international air service and are based upon estimates of
package weight -- we do not intend to profit from shipping costs and RTU will
absorb losses if the magazine is heavier than anticipated. US Mail currently
claims the following rates will deliver a package within 7-10 days of mailing;
RTU makes no guarantees regarding the US Mail's system of international
deliveries but we do guarantee that RTU will promptly mail all materials to
you upon completion of the publication.
Overseas mailing rates (in Europe [outside of the United States]):
Printed Matter Rate for any TNT order (take some risk of damage given
disk contents, though we'll try to prevent it on this end): add $7.00 for
shipping.
Parcel Post Rates (treated like packages, with somewhat more care):
For the TNT magazine without any additional supplements: add $4 for shipping.
For TNT with one supplement: add $5.50 for shipping.
For TNT with two supplements: add $7.00 for shipping.
For TNT with three supplements: add $8.50 for shipping.
For the TNT Grand Package (or 4 supplements): add $9.25 for shipping.
Canadian and Mexican (hehe) mailing rates:
Printed Matter Rate for any TNT order (take some risk of damage given
disk contents, though we'll try to prevent it on this end): add $4.00 for
shipping.
Parcel Post Rates (treated like packages, with somewhat more care):
For the TNT magazine without additional supplements: add $2.50 for shipping.
For TNT with one supplement: add $3.75 for shipping.
For TNT with two supplements: add $5.00 for shipping.
For the TNT Grand Package (or 3-4 supplements): add $5.50 for shipping.
Please mail completed order form and appropriate payment to:
Renegade Technologies Unlimited
37 LeBrun Circle
Amherst, New York 14226-4120
USA
Attention: TNT Magazine.
[--ADVERTISEMENT-------------------------------------------------------------]
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/ Sega inks deal with MGM, Atari shows list of upcoming Jag titles \
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REDWOOD CITY, Calif. (AP) -- Sega of America Inc. and Metro-Goldwyn-Mayer
Inc. will jointly create video games, movies and television programs.
The companies said the new products would be based on original ideas -- a
first for such a collaboration. But Sega and MGM said they also may decide to
develop games based on upcoming movie releases.
MGM and Sega will invest undisclosed amounts in the venture, which was
announced on Wednesday.
"Clearly this deal allows us to blend the strengths of both companies,"
said Alan Cole-Ford, MGM's executive vice president for strategy and
development.
The deal blends the studio's expertise in developing and writing stories and
access to acting talent with Sega's technical and game-playing know how, he
said.
Sega and MGM said they would immediately start work on titles for Sega
compact disk, its Genesis 32-bit cartridge player and still-in-the-works
Saturn CD player.
The CD games would feature real actors, whose recorded actions would respond
to players' commands.
"We've believed the melding of live-action video and computer technology as
a great means of delivering a cinematic experience on an inexpensive home game
system for some time," said Tom Kalinske, president and chief executive
officer of Sega of America.
The deal is not the first involving a video game company and a film studio.
But it is the first in which such companies will collaborate from an idea to
completed product.
Sega, part of Sega Enterprises Ltd. of Japan, has worked with several
studios, including Walt Disney Co., which helped develop Sega's hit
"Aladdin" game, which was based on the movie.
Also on Tuesday, Warner Bros. and Acclaim Entertainment Inc. reached an
agreement to make video game versions of the upcoming movie "Batman
Forever."
SUNNYVALE, Calif. (GMJ) -- Atari has furnished us with a list of companies
and the games they are working on for the Jaguar. The list is unedited to
show "holes" in the list as it was given to us (Atari could not give us a
complete list, but they could tell us the incomplete parts.)
Do not call these companies as most customer service reps will not have info
on these games. Stay tuned to GMJ, your Jaguar information source.
THIRD PARTY CHECKLIST
PUBLISHER DEVELOPER TITLE (- CD title) IN STORE
===========================================================================
All Systems Go All Systems Go Hosenose and Booger 4th Qtr 94
All Systems Go All Systems Go -BIOS Fear 4th Qtr 94
Anco Software Ltd Anco Software Ltd Kickoff 3/World Cup July
Beyond Games Inc Beyond Games Inc BattleWheels December
Beyond Games Inc Beyond Games Inc Ultra Vortex September
_____ _____ _______ _____ _____ _______ __________ _______
_____ _____ _______ _____ _____ _______ _________ _______
DTMC DTMC Lester the Unlikely -N/A-
Gremlin Graphics Gremlin Graphics Zool 2 October
________ ________ __________ ________
Ocean Krisalis Software Soccer Kid June
-N/A- Loriciel S.A. Extreme Skiing/Snwbord -N/A-
__________ __ ___________ __ _______ ____ _____
-N/A- Microids Commando December
-N/A- Microids -Evidence 1995
MidNite Ent. Inc MidNite Ent. Inc Air Cars October
MidNite Ent. Inc MidNite Ent. Inc Dungeon Depths October
MidNite Ent. Inc MidNite Ent. Inc Assault 1st Qtr 95
Telegames Millenium/Teque Brutal Sports Football July
____ _______________ ____ ___ ______ ______
Ocean Software Ltd Ocean Software Ltd Ape Sh_t (WT) December
Ocean Software Ltd Ocean Software Ltd -Lobo 1995
Ocean Software Ltd Ocean Software Ltd Theme Park 3rd Qtr 94
Ocean Software Ltd Ocean Software Ltd Syndicate 3rd Qtr 94
______ _______ ____ ______ _______ ____ ______ ______ _______
-N/A- Photosurealism Galactic Gladiators 4th Qtr 94
PIXIS Interactive PIXIS Interactive -Neurodancer -N/A-
-N/A- Virtual Xperience Zzyorxx II July
-N/A- Virtual Xperience Indiana Jag July
-N/A- Silmarils -Robinson's Requiem September
____ _________ ____________ ____
Telegames Telegames Ultimate Brain Games September
Telegames Tradewest Double Dragon V July
Telegames Tradewest Troy Aiken NFL Ftball July
Trimark Interactive Trimark Interactive White Men Can't Jump October
U.S. Gold Ltd. Tietex/Delphine Flashback July
___ ____ ___ ____ ______ _________ __ ___ __
21st Century 21st Century Pinball Dreams September
Virgin UK Argonaut Creature Shock ____
V-Reel V-Reel Horrorscope ____
V-Reel V-Reel Arena Football ____
Readysoft Readysoft Dragon's Lair ____
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Ultimate Mortal Kombat II guide, part 6
"Chess", or choosing your character
One of the most overlooked parts of Mortal Kombat is character selection.
What character you pick -- and when you pick it -- is almost as important
as knowing when to uppercut or to throw a fireball.
First, answer a few simple questions. Who are you good with? Who are your
three best and worst characters? Can you compete using any of the 12
characters?
Figure out what match-up you DO NOT want for each character, and which one is
IDEAL for each character you'll play. You should learn several characters so
you do not get trapped into a match-up you can't win. Learn your strengths
and weaknesses so you know what is coming at all times.
Find your strong character and choose him or her often. But don't be obvious:
play _The Game_. The Game is the 15 second period before the fighting starts
where the two players choose characters. Learn the count -- the length of
time between you press START and your character is chosen automatically by the
computer -- and use it to your advantage. Learning the count will allow you
to get the match-up YOU want, not one your foe wants.
For instance: Lets say that you are good at Raiden. You want to be Raiden,
unless your foe is Liu Kang, because Raiden vs. Liu is suicide for the Thunder
God. So, you want to be Scorpion if he's Liu.
OUTCOME #1:
When you press start you are on Liu Kang, and your foe is on Reptile. He
moves over to Liu Kang, you move to Scorpion and press block (or any other
button) to choose him. Then HE moves to Jax, someone you aren't good against,
chooses him and proceeds to trash you. What happened?
Well, this is a common mistake. NEVER PICK YOUR GUY/GAL FIRST. EVER. This
is how you lose. Selecting the character first puts you at the mercy of your
opponent, allowing him to pick his best character against the one you have
chosen.
OUTCOME #2:
Instead of moving to Liu he moves to Shang Tsung. You think "Cool!" and go
over to Raiden, and because you have learned from your mistake from #1, you
wait. He doesn't want that match-up, so he moves to Liu. You move to Scorp.
He goes to Jax. Time runs out, ou get thrashed. ACK!
You moved to your character-of-choice too soon! This gets you in a game of
"tag", where you pick a guy, then I do, then you move, then I do, and so on.
This is avoided by waiting until time is about to run out, then move to your
guy.
OUTCOME #3:
You wait 12 out of the 15 seconds and then move to Raiden. You have your foe
trapped on a wierd (to him) character, and thrash him throughly!
Congrats - you have learned The Game. Most people call this Chess... because
it's all a mind game.
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Anthony Shubert "Ace" Publisher / EIC
Lives in Quincy, MA
Loves Virtua Fighter
Dislikes flames
Reny Falzarano "Da Phunky Home Systems Editor
Pheel One" Lives in Massachusettes
Loves Disney's Aladdin and Super SF2
Dislikes deadlines
Learns from his high school
CJ Mushala "Instigator" Home Systems Editor
Lives in Massachusettes
Loves his Sega CD
Dislikes deadlines
Learns from his high school, too
Tanya N. Kutasz "Arkady" Future Wave Editor
Lives in Pasedena, California
Loves netDOOM
Dislikes travelling to Southern Cal and back
Learns from Caltech
David Rubin "Cue" Contributing Editor
Lives in Manhattan, New York
Loves the Jaguar and ALL new games
Dislikes deadlines and UNIX
Learns from his high school, three
Sharon Birdsall "Shez" Spokesperson / Gamer
Lives in South Carver, Massachusettes
Loves her Game Boy
Dislikes road trips
"Learned all I needed a while ago!"
+----------------------------------------------------------------------------+
| |
| IN THE NEXT * Summer CES preview |
| ISSUE OF... * Blockbuster World Game Championship update |
| * Reader Survey |
| GAME MASTER * Your letters |
| JOURNAL * The Maximum Arcade + GMJ BBS info |
| |
+----------------------------------------------------------------------------+
Producer: Anthony Shubert Online Layout Editor: Anthony Shubert
Head Writing Staff: Contributors:
HOME SYSTEMS Reny Falzarano Mr. Sims, the Pepperidge Farmer,
HEAD REVIEWERS CJ Mushala Mr. Mojo Risin', Aquarius,
FUTURE WAVE Tanya Kutasz Eli, Sai-Blade, Matrix, Shez
CONTRIBUTING ED David Rubin
We are not affiliated with or endorsed by the following companies:
Nintendo of America, Sega Enterprises, Turbo Technologies (NEC),
Atari Corp., Atari Games, SMSG, or any other videogaming company.
Product names are either (c) or trademarks of their respective
companies, and the non-marking of such product is not a challenge to
its status.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::

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@@ -0,0 +1,936 @@
GMJ: the FIRST emag on the Net.. "It's good to see you again, Anthony."
-Tom Kalinske, president of Sega of America
+==| Super NES |==| Genesis |==| Arcade |==| Jaguar |==| News |==| Opinion |==+
| ____ __ __ _ |
| / ___| __ _ _ __ ___ ___ | \/ | __ _ ___| |_ ___ _ __ |
| | | _ / _` | '_ ` _ \ / _ \ | |\/| |/ _` / __| __/ _ \ '__| |
| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
| |
| _ _ |
| | | ___ _ _ _ __ _ __ __ _| | |
| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| |
| An Innovative Creations production June 28 - July 3, 1994 |
+=============================================================================+
___ ____ ___
|_ _|___ ___ _ _ ___ | ___| / _ \
| |/ __/ __| | | |/ _ \ |___ \| | | |
| |\__ \__ \ |_| | __/ ___) | |_| |
|___|___/___/\__,_|\___| |____/ \___/
Ace's Angles
A look back at the first 50 issues of GMJ, and Summer CES musings
CES Report, part one
Nintendo unveils Donkey Kong Country
Sega shows 32X
Atari shows JagCD, Alien vs. Predator and more
Acclaim highlights nearly-finished Mortal Kombat II, with blood
Capcom lets players awe at Super Street Fighter II for SNES
GMJ's RLR: Real Life Rankings
5 best and worst reactions to the term, 'online magazine' from the CES
Super NES Reviews
FIFA International Soccer
Steven Segal is the Final Option
Wild Guns
Project TNT
The Next Thing - the best in CES coverage
In the next GMJ...
Atari's President Sam Tramiel, 3DO and 3rd-party SNES/Genesis titles
+============================================================================+
| ___ _ ___ _ |
| / _ \ ( ) / _ \ | | |
| | |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___ |
| | _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __| |
| | | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \ |
| |_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/ |
| __/ | |
| |___/ |
+============================================================================+
Happy anniversary, happy anniversary. Happy anniversary, HAAAA--PPY
anniversary! [Picture me singing it a la the Flintstones.] Hi gang, and
welcome to the big 5-0 edition of A's A. It's me, Anthony "Ace" Shubert, and
here's my thoughts del week...
GMJ is my baby. And it's now fifty issues old... I'd like to thank
everyone that has made this possible, in order of me thinking of them...
Our readers: without all of you, this would not be possible. The feedback
we get every week means more than you know.
My mother : to put up with me for 2 years doing GMJ out of our home proves
one of two things; she cares or she's nuts. [Answer: #1.]
Dean Collins:my time working at Dean's Video was the foundation for GMJ.
by hiring me when I was 12 [yes, 12! Not _hiring me_, but
letting me run my videogame events there...] it sparked my
interest in working in the biz.
Harvey Pratt:It's the office space, stupid! :) Good guy that let a gamer
dream...
John Walsh, Brian Walsh, Sheldon Wong and Timothy Shubert:
To the 'original 4' writers of GMJ - thanks. G, Yoyoman, Emax
and Matrix are doing other things now, but without them we
would still be a newsletter.
Eric Torvey: It was a pleasure to know you - and many of you will see his
name in lights when he hits broadway. (ET)
Dave and Marc Scott:
I wish you finally find your Mega Drive. (MANX and XMAN)
Ed Roman, Reny Falzarano, and CJ Mushala:
To the 'second three' - a needed trio if there ever was one.
Reny's and CJ's reviews were the most honest we ever got around
here.. a model for all reviewers [in all magazines] to follow.
Ed, your SF2CE strat guide was fantastic - better than the FAQ.
(SAI-BLADE, PHUNKY and INSTIGATOR)
David Rubin, Tanya Kutasz, and Jeff Sauls:
The 'big three' have really changed the magazine for the
better. Tanya's news. Jeff's guides and Dave's reviews have
kept the mag going through a tough period.. I'm glad to have
them here.
(CUE, ARKADY and ELI)
USC School of Journalism:
Thanks for accepting the online medium as a viable one.
Everyone will be doing this soon - I'm glad we are first.
VidBits, Intelligent Gamer, Frontier, Game Bytes and The Gaming Forum
Yes, I'm thanking all of you. VB was a great mag Matt. Ross,
Game Bytes is a great example of where the medium is going.
IG, you'all need to be on time if you want to succeed!
Frontier, copiers are illegal and immoral. 'Nuff said.
TGF, flames == (bad writing) + (insults) + (ANSI graphics on
the newsgroups). WYSIWYG here.
Frank Moffitt and the NQ Black Box Drama Club:
Just remember that falling down the stairs is not as bad as
rehersing in volleyball gear. =]
I guess that's enough waxing reflective, lets get to the Summer CES stuff!
Enjoy GMJ 50, and I'll cya next week. Enjoy the Fourth.
_____________________________________________________________________
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
] Innovative Creations [
] 25 Temple Street +--- + + +--+ +--+ +--- +-- +-- [
] Quincy, MA 02169 |- ++ +--+ |-++ |- +--+ +--+ [
] (shubert@usc.edu) +--- + + | | \ +--- --+ --+ [
] |\ /| +--+ -+- | [
] | | |--| | | [
] | | | | -+- +--- [
]_____________________________________________________________________[
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The mail section returns next week. Please send your Summer CES questions!!
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+-=-=-=-=-=| PART ONE: Major Headlines of the show |-=-=-=-=-+
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NINTENDO unveils Donkey Kong Country, renames Project Reality
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The tone for the CES was set by Howard Lincoln during his aaddress to the
convention early Thursday morning. "..the video game business is still a
relatively new business and it now faces many challenges."
And if NOA's booth is any indication, they are going to plow right through
those challenges.
Nintendo revealed, in grand fashion, Donkey Kong Country for the Super NES.
This game will be released on November 21 with an MSRP of $69.99. You have
to see this game to believe it; when Lincoln showed it during his speech
everyone thought it was a game for the Project Reality 64-bit system coming
in late '95. Featuring 3-D rendered graphics using Silicon Graphics (SGI)
workstations, powered with Alias graphic tools, DK Country is a feast for the
eyes. [See CES Report: part 2 for more on Alias next week.]
The game is made possible with a new design system called Advanced Computer
Modeling (ACM.) ACM uses the computer to draw each fram of movement, rather
than calling up a series of sprites drawn by artists. This also allows for
improved shading, shadows and character reality.
The game will have several different levels and varing gameplay. Make it
from one end of the jungle to the other, going under water, through jungles
and caves, avoiding the evil Kremlings as you go. [ by Ace ]
[--]
Project Reality is no more. Long live the Nintendo Ultra 64!
The 64-bit wonder will be released in the Fall of 95 with a project price of
$250. As some of you may know, it will be powered by a 1-MIPS RISC (Reduced
Instruction Set Computer) and may serve as a hub for multimedia programs.
'NU64' will use carts rather than CDs as it's main drive.
Online with Ultra 64 are mega-companies such as SGI, Williams/Nintendo (a
joint venture company formed by the two for exclusive Ultra 64 and arcade
games), and Industrial Light & Magic (the special effects geniuses behind the
movies 'Terminator 2' and 'The Abyss.')
[-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
Sega displays 32X
[-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
Sega leads the pack in 32-bit gaming with the impending release of the
Genesis 32X upgrade. For only $149, Genesis owners will be able to access
"the next level" of video gaming.
The Genesis 32X employes two parallel 32-bit SH2 RISC chips which can produce
over 32,000 colors, improved polygon graphics, texture mapping and realistic
FMV for the Sega CD (without an MPEG cart.)
Companies already signed on to publish for the 32X include:
Absolute Entertainment
Accolade (Bubsy)
Acclaim (Mortal Kombat II, NBA Jam)
Activision
American Softworks
American Technos
Atlus Software
Capcom (Super Street Fighter II)
Capitol Multimedia
Core Design
Crystal Dynamics
Domark Software
GameTek (Jeopardy, Wheel of Fortune)
Hi Tech Entertainment
Interplay (Clay Fighters)
JVC Musical Industries
Konami (America) (Rocket Knight Adventures)
Playmates Interactive (Earthworm Jim)
Rocket Science Games
The Software Toolworks
Sunsoft
Takara (Fatal Fury 2)
Time Warner Interactive (KLAX)
Twentieth Century Fox
Vic Tokai
Virgin Interactive (Cool Spot)
The Saturn system will be coming in late '95 in the U.S. It will be a 'true
32-bit system', but as of now it is unclear if the 32X games will be
compatible with it.
[See CES report: part 2 for complete listing of 32X games.]
[See CES report: part 3 for interview with Bill White, Marketing VP.]
:::: ADVERTISEMENT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: ::
:: __ ______ _ __ _ ____ __ __ ::
:: / / / / / /_(_)___ ___ ____ _/ /____ ( ) __ \/ // / ::
:: / / / / / __/ / __ `__ \/ __ `/ __/ _ \ |/ /_/ / // /_ ::
:: / /_/ / / /_/ / / / / / / /_/ / /_/ __/ \__, /__ __/ ::
:: \____/_/\__/_/_/ /_/ /_/\__,_/\__/\___/ /____/ /_/ ::
:: ::
:: _____ _________________ ::
:: / ___/__ ______ ___ ____ ___ ___ _____ / ____/ ____/ ___/ ::
:: \__ \/ / / / __ `__ \/ __ `__ \/ _ \/ ___/ / / / __/ \__ \ ::
:: ___/ / /_/ / / / / / / / / / / / __/ / / /___/ /___ ___/ / ::
:: /____/\__,_/_/ /_/ /_/_/ /_/ /_/\___/_/ \____/_____//____/ ::
:: ::
:: You've read the reviews - now SEE the moves! Exclusive video footage!! ::
:: ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: :
: Video Source and GMJ have teamed up to create the ultimate Summer Consumer :
: Electronics Show video. Our video will contain: :
: :
: * direct feed of the hottest games, :
: * interviews from well known people from various companies, such as :
: Bill White from Sega and many more, :
: * previews of the 32X, Jaguar add-ons and Ultra 64! :
: * Mortal Kombat II, Donkey Cong Country, Super SF2, Alien vs. Predator, :
: Way of the Warrior, and more! :
: :
:Marty Chinn is known for running Video Source, day by day CES reports from :
:last winter, and the WCES video. GMJ is the #1 online gaming magazine :
:and without them, the interviews could not be possible. :
: :
:What a perfect team! :
: :
:The price of the video will be 12 dollars plus shipping. Shipping costs are:
:as follows: :
: :
: US: $3.00 Canada: $3.50 International: $10.00 :
: :
:Please make check or money orders payable to _Linda Chinn_ and send it to: :
: :
:>>>>>> Video Source :
:>>>>>> 973 Foxglove Dr. :
:>>>>>> Sunnyvale, CA 94086 :
: :
:OR - call 617.472.0041 and ask for the Summer CES video if you have :
:an Visa, MasterCard or Discover/Novus. Same Day shipping if you order :
:with a credit card! [After tape is complete: about 7/7/94.] :
: :
:Marty Chinn and GMJ are also a part of Project TNT and it will definately be:
:hot so don't hesitate to order your copy. TNT for in depth info and Video :
:Source and GMJ for the ultimate video, will give the CES experience to you. :
:Forget the rest, get the best. TNT and Video Source/GMJ. :
: :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Atari shows JagCD, Alien vs. Predator
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Atari positioned themselves to make a dent into the 'big 2' with a strong
showing at the Summer CES.
One of the most talked-about games in recent history is Alien vs. Predator, a
first-person shooter/maze game that lets you play the role of an Alien (based
on the series of movies), the Predator (based on the comic books) or a
soldier (to make the other two worry.)
Each character has a unique story line, series of weapons to choose from, and
objective. The Alien can spit, slash and use her tail. The Predator can
fire, turn invisible and track characters well. The soldier has many guns,
can punch and is the best in tracking visible characters.
The game is about 80% done and should be out this fall.
[--]
The JagCD was also shown at the Summer CES and was extremely impressive. The
JagCD will be coming out for Christmas and will retail at $200.
The JagCD will have several games released with it this November.
Blue Lightning is a high-speed dogfighting game with 36 levels, many
baddies and more. Game save with optional RAM cart.
Battlemorph us a 3-D game with over 50 virtual worlds. Players can
choose betweem a fighter, tank or submarine - each with realistic 3D
movement. The game will take place underwater, on land, in caves or in
the sky.
Jack Nicklaus Cyber Golf will have VGA images if the Murfield Golf
Cource and CD quality voice to help out players on each hole. FMV of
Jack and other great golfers.
Other games include: Highlander, Creature Shock and Demolition Man.
With each JagCD is a Virtual Light Machine built in. The VLM _listens_ to
the CD and produces an analysis of the sound in real-time. This information
is then translated into a series of graphics which are played on-screen. The
light show is truely amazing - perfect for parties if you hook it up to a
large screen TV.
An optional MPEG cart will allow VideoCD moves to be played (no word yet if
the JagCD is 3DO or CDi compatible for movies.)
[--]
The Jag now has over 150 licensees, including some major players in the biz.
The list includes Time-Warner Interactive, JVC Musical Industries and 20th
Century Fox. Here is a partial listing:
20th CENTURY FOX Acid Software Alfaro Corp.
B.S.A Bando Svenska AB Beris
BitMotion Software Bizzare Computing Celebrity Systems
Condor Software Cross Products DAP Devolpments
Data Design Denton Designs Diskimage
ELECTRO BRAIN Electrom Extreme
Factor 5 FLAIR SOFTWARE Frankenstein Soft.
Funcom Productions Human Soft. i-SPACE
iTHINK Inc. JVC MUSICAL INDUSTRIES Kungariket
Lost in Time Software MAILBU INTERACTIVE Media Technology
Merit Industries Michton Miracle Designs
Network 23 Neon-Buttner Odyssey Software
NMS Software Ltd. ORION TECHNOLOGIES Phoyx
Rage Software Rainmaker Software Reidel Software
Scangames Interactive Selgus Limited Shadowsoft
Sigma Designs Silmarlis Sinister Develop.
Soft Enterprises Softgold GMBH Software 2000
Software Development Spaceball Technologies Steinberg Soft+Hard
Tantalus Entertainment Twilight TIME-WARNER
Visual Sciences Ltd. Wave Quest Inc.
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ACCLAIM debuts Mortal Kombat II
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"Nothing, _nothing_ can prepare you!" for Mortal Kombat II, Acclaim's
sure-to-be hit of '94. Coming this September, this arcade port is nearly
"flawless", a great improvement over the original MK SNES and Genesis games.
In the 80%-done version shown at the CES, all 12 characters were in the SNES
and Genesis versions, with all of their moves -- including the bloody
fatalities, nice friendships and funny babalities. The game plays __much__
better this time around as I could pull off even the toughest-of-tough
Scorpion 7-hit Combo Of Doom[tm.]
The Game Gear and Game Boy versions, both very good looking and playing, had
only 8 characters each. [Baraka, Raiden, Johnny Cage and Kung Lao didn't
make the "cut".]
The game will come with a warning advising agaiinst people under 17 playing
the game. This was aparently enough to get all of the gory moves past the
big N. (If a rating system is in place the rating will suffice.)
The game is a port of the version 3.1 machine, so there are no
babality-then-fatalities like you could in the revision 2 machines.
The game will be released either on "Mortal Monday II", September 12th, or
"Fatal Friday", September 9th. Acclaim had problems with many stores selling
MK before "Mortal Monday" last year, so they may ship it on Thursday [instead
of Friday and hoping they hold it for the weekend.]
The suggested prices will be: $74.95 for Super NES $34.95 for Game Boy
$64.95 for Genesis $44.95 for Game Gear
[See CES report: part 2 on the many other games at Acclaim's cool booth
including Virtual Bart, WWF Raw, and NFL Quarterback Club.]
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CAPCOM unleashes Super Street Fighter II, amidst rumors of SSF2T
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The largest interactive video wall was being used by Capcom, displaying
Super Street Fighter II for the Super NES. [The Genesis version was
mysteriously not there.] For SNES and Genesis this is coming July 21 for
about $80 and $65, respectively.
All sixteen world warriors were in the game, which was an almost-direct
arcade translation. Each character has all of his/her moves, combos,
clothing [or lack thereof], and stages - which were beautiful in the SNES
version. There are selectable speeds (you could, for instance, play at
SSF2 Turbo speed) and you ucan configure your controller to your liking.
The sound and graphics were translated almost perfectly, with only a few
problems (the announcer no longer says "Round One, Fight!", for instance.)
There are several ways to play SSF2. There is the standard mode, where you
beat everyone and face M.Bison in Thailand, but there are more creative modes
as well. In Group Battle, you and your friend pick several characters to
play as and you must beat every one of your friend's characters to win.
There's also Time Challenge where you race the clock to finish opponents, and
the Vs. Mode where the scores are dropped and you get a Mortal Kombat-like
scoring system (lists number of total wins, and number of wins in a row.)
Clocking in at a record 32 megs for SNES, and _40_ for the Genesis, this game
is a heavyweight.
Opinion of the game seemed to be: "great game, but _another_ upgrade?" Most
people that like SF2 liked the game.. but if you already own an SF2 game it
may not be worth the $80.
[-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-]
____ __ __ _ _
by: / ___| \/ | | ( )__ Top and Bottom Five responses to
Back Door | | _| |\/| |_ | |/ __| the phrases "online magazine"
Weasel | |_| | | | | |_| |\__ \ and "Game Master Journl" at the CES
_____ \____|_| |_|\___/ |___/
| __ \ TOP FIVE [#1 = best] BOTTOM FIVE [#1 = worst]
| |__) | #1 "Game Master Journal? "GMJ? Is that like EGM?"
| _ / I've seen you on the Net." - United Press guy
| | \ \ - VP of videogame company
|_| \_\ eal #2 "Where's Tanya [Kutasz]?" "I hope this check doesn't
| | - editor of a printed mag bounce." - Ross Erickson,
| | editor of Game Bytes
| | #3 "Online magazines are the "Oh, I thought you were
| |____ wave of the future..." from that U.K. mag" - many
\______| ife - AOL and Prodigy speaking of 'Game Masters'
| __ \ #4 "You're free - How do you "Online? What's that?"
| |__) | make money?" -Ad manager - too many people to count
| _ / of SNES game company
| | \ \ #5 "Fifty issues, that's "Ahh - that fanzine."
|_| \_\ ankings great.." - Other emag - EGM weasels
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+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: SIZE: AVERAGE OF REVIEWS |
| Fifa International Electronic Arts Soccer 8 Meg ..................96|
| Soccer Sports #####@@@@@&&&&&%%%% |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Cue 98 Ace 94 |
| |
+=============================================================================+
Fifa International Soccer
Look out World Cup fans, this game is the one you've been waiting for.
The best soccer game on the Genesis system finally is on your Super Nintendo,
and is just as good, if not BETTER. Let's get to the nitty-gritty.
Graphically, this game is good. The players are nice a medium sized for a
soccer game. The field is, well, a field. The game is just right for a soccer
sports game, and that's all you have to know for this one. It looks good,
plays well, and it's not sluggish. What more do you want?
The sound in this game is excellent. From the "EA SPORTS - IT'S IN THE
GAME" (which by the way sounds much better then I've ever heard it), to the
crowd chanting musically in the background as the ball is played up the field.
The background music when starting the game, during halftime, choosing options
and so on, has a great beat, and a good tune. The actual sounds of players
hitting the ball, and hitting each other, are adequate for a soccer game.
Now comes the fun part! :) First, let me start by saying the control on
this game is beyond good. You tell a player to move a certain direction, he
moves. You tell him to pass, he passes. You tell him to shoot, headbutt,
pele, whatever, and the player will do it. So in other words, the control is
good. Speaking of control, control over the team is great too. The game has
all 30 "international" soccer teams programmed in, with all the players, and
all the stats. You can substitute and the such.
But no folks, that's NOT all. You can change many things, such as fouls
on or off, offsides, field conditions, field type, time of game, Goal Keepers
(automatic or manual), and if you want a power bar or not. Then of course, on
the field, or just before you go onto the field, you can arrange the team
coverage, the team strategy (as in long ball, all out attack etc.), the team
formation (as in 2-5-2, 4-4-2, Sweeper, etc.) and your starting line.
You say to yourself, well, what a game. And I say, there's MORE! You can
either play an exhibition game, a tournament, a league, even playoffs, and
everything will be stored in password format.
Electronic Arts sure didn't let me down with this one. Fifa Soccer is a
game to buy if you like sports, or even if you don't! The game has got some
great features, so great sound, some great graphics, and some great other neato
stuff to, but I'll let you find that!
P.S. Also, for you readers who happen to have a PC, Fifa International Soccer
is COMING to your IBM system real soon. It will be in CD-Rom and Disk
format, so watch for this one, because the graphics look almost real!
Cue - 98 - WOW! This game is fantastic. Enough said. The only reason it
didn't go 99 or perfect, is because of two reasons. 1.The USA
team doesn't have higher ratings :), and 2. At times, when the
ball is out of bounds, it sticks a little. Not a big deal, but
it would have been easy to correct.
Ace - 94 - Solid sports title by EA. Gee, how many times have we said THAT
about them? USA is _not_ that bad.. I mean, they are in Round 2
aren't they? I like the goalie controls (punch, catch, etc.)
and ESPECIALLY the crowd.
+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: SIZE: AVERAGE OF REVIEWS |
| Steven Seagal is TecMagik & Action 16 MEG ..................88|
| The Final Option RSP Inc. Adventure
| |
|MAIN REVIEW BY: |
| |
| Cue 92 |
| ---------- |
| |
+=============================================================================+
Steven Seagal Is The Final Option
Well, to start off with, I'm a big fan of Steven Seagal. I love all the
action movies he does, and must say he is one of the best action fighters there
is (yes, even better then Stalone a.k.a. Rocky), and this video game brings
Seagal home to you, like never before.
Graphically, this game is great. Seagal is digitized, the enemies are
digitized, and the animation is smooth. Figure Mortal Kombat with Mr. Seagal.
It looks to me as though they digitized Seagal doing his moves and placed them
into the game, making the graphics very realistic. His punches and kicks vary
from time to time, looking as excellent as could be. When he walks, he even
swings the arm farther away from you. Graphically, this game is great.
Soundwise, I can't say too much. Knowing that this version will not be the
final release, I hope they can improve it a bit. The Ughs and Owes are there
and all, but there just isn't enough for a hit off sound rating. The music is
classic action movie type music, however, the sound effects get very
repetitive. But, what can you expect from a side scroller?
With gameplay, it gets boring after a while. It's basically: go around in
this level maze, looking for the bad guys, beating them up, and trying to find
the way out. It can get challenging, but after playing through a few boards,
it really get's repetitive. Control is pretty constant, but not perfect. You
may think you jumped enough to clear a ditch, but you actually didn't.
Sometimes it happens, sometimes it doesn't.
In all, this game is a 'rent-before-you-buy'. I like it, and recommend it
to those who want to see some great graphics, and those who like Steven Seagal.
However, if you don't want a game where you just walk around killing people
(no, not like Doom), then this game is not for you. Otherwise, go rent this
game.
Cue - 88 - Well, nice graphics, OK sound, and OK playabllity. I personally
wouldn't buy it because I could probably beat it in a night. Oh
well, c la vi.
+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: SIZE: AVERAGE OF REVIEWS |
| Wild Guns Natsume Shoot-em 8 Meg ..................98|
| Up #####@@@@@&&&&&%%% |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Cue 98 |
| |
+=============================================================================+
Wild Guns
Well now... This is one is a keeper. This is a great shoot-em-up type
game. The only thing I might have liked would be the ability to use a gun like
in Lethal Enforcers, but who knows!
Graphically, the game is cartoony, which is good in this case. Lethal
Enforcers was a great game with a gun where you point and shoot. But this one
I enjoyed more, for there was much more on the screen to pay attention to. The
detail is fantastic and control is easy. You have the choice of two people, 1
being Clint(how appropriate) and one being Annie(uhhh). Again, graphically,
they both look very detailed, and are a matched set. The bullets are big
flashing colored balls, which in this case really is better, for you can see it
coming at you. The backgrounds are done very well too. The 3D effect is well
done.
The sound in this game is basic western type music. If you could call
music cartoony, I would do just that. The music was well composed, or stolen,
whatever the case may be. The sound effects of firing off your pistol,
shotgun, machine gun, rocket launcher, or whatever else you happen to find in
this game are all perfectly sampled in. The Ughs and such from each of the
characters is also a nice touch. In all, sound is done very well in this game.
This game plays well, period. People may disagree with me saying that
it's hard to follow your little circle in which you fire. Well, you can tell
me, which is harder, using a gun which may not be accurate at all, or using
your pad which you know is. If mouse support was added to this game, it would
work out perfectly. When bullets do come at you, your character has a little
bubble that appears saying "Look out". When you see that, get OUT OF THE WAY
unless you want to die. Again, this game is pretty easy to learn.
The game has two different modes, one being a regular game start (1 or 2
people simultaneously) and a Vs. mode which I found very interesting. In Vs.
mode, you and the computer, or you and a friend, go into a shooting frenzy, as
characters big as life appear before you in different background areas. The
object is to shoot as many as you can, and collect as much gold as you can
(which appears after shooting some characters). Whoever has the most points at
the end wins. This can get a bit harry when playing the computer because of
the accuracy, but I've beaten it a few times.
In summary, this game is a game for those people who just like to shoot
things (no doomers, not kill things, shoot things). The control is pretty
good, graphics are great, and the sound is great. In all, rent the game, like
it, and buy it.
Cue - 98 - I'm not one who generally goes for this type of game, but I must
say that this one was very well done. Added mouse support would
be excellent, as it would definitely improve Gameplay.
[====| ADVERTISEMENT |=======================================================]
TNT continues to be the least expensive comprehensive provider of game
information for individual game systems. While CES video tapes (covering
specific systems or the show in general) will cost you between $15 and $25
with shipping costs, TNT costs only $6.00 for basic show coverage and $11 for
both basic coverage and your choice of game system packages, total -- no
shipping cost in the USA! 19 writers will be contributing to TNT, ensuring the
maximum quantity of gaming news for the dollar.
******************/\*********************************************************
*****************/ /********* A Renegade Technologies Unlimited Production **
****************/ /**********************************************************
** _______ /\ / /_______ ****************************** _ **************
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** / / / /\ / / / *** / ********** ___ ___ | | | | ***
** / / / / / / / / *** \ | | |\/| |\/| | | ] [___| [___| ***
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******/ /******************** / | | | | | | | | \ | | ***
*****/ /* -The Next Thing- ** / [__] | | | | [___ | \ | | ***
*****\/**********************************************************************
*****************************************************************************
** Get Your Hands On The Single Best Summer CES Resource Available! **
*****************************************************************************
Think back six months or a year to the last time you read a CES report
on the Internet. Remember all the people who said they would show up and
post a series of reports with everything they saw? Most of them never did.
After Summer CES '93, Renegade Technologies Unlimited came back with answers
to questions asked by Internet gamers and followed up by unleashing hundreds
of pages of text including question-and-answer sessions with the Internet
gaming public, a list of every game shown with ratings/comments, digitized
photographs and even sound files from then-unreleased games such as Street
Fighter II Champion Edition for the Genesis. After Winter CES '94, we
coordinated online interviews with show participants and made their
transcripts available within 24 hours.
Now we're shining our shoes and ironing our clothes in preparation for
the 1994 Summer Consumer Electronics Show. Less than a month from today
(June 23-25), 19 TNT staffers will take to the show floors of McCormick Place
and bring back incredible insights into the next year of video game products.
You read it correctly, "insights." Not just some guy summarizing Virtua
Fighters in one-syllable words; we're talking about pages of solid text and
pictures devoted to bringing home the whole story behind the SCES.
TNT (The Next Thing) magazine was conceived as the end-all-be-all of
SCES coverage, combining audio, video and written reports in an effort to
save the average gamer $500+ on airfare and hotel accommodations. We do all
the footwork, we ask all the questions, and we burn ourselves out. You sit
at home playing video games and receive a big envelope in the mail. It's
simple and it will work -- just ask any of the people who have already
subscribed to TNT about our high quality customer service. One issue only,
no continuing obligations, arriving in mid-July... but read on.
Take a look back at some of your old game magazines. How much CES
coverage did you find? 10 pages? Maybe 15 at best? That's not coverage, that's
shameful -- this is a 3-day event with hundreds of exhibitors, and everyone
has something interesting to show. Ever wonder why the major gaming mags
can only squeeze a few pages of information out of a show that lasts for
three or four days? Answer: Their "writers" don't pay much attention. Snap a
picture, make up a 30-word synopsis, and that's what the game was like at CES.
The high-quality TNT magazine will be a hardcopy printed booklet with
many pages devoted to the show's general highlights and notable events. The
magazine will feature sections devoted to showing the best games (regardless
of system) in each major genre, a look at the keynote speech by Nintendo's
Howard Lincoln, and some beautiful artwork by TNT's own Russell Kumro. For
the reader's maximum enjoyment, additional computer disks [available in IBM
and Macintosh formats] will carry photographs (and perhaps digitized sound
files) from the show, highlighting each major hardware-producer's licensees
and displays. Does TNT sound like it will kill your pocketbook? It won't,
because we designed the magazine around four principles to be flexible enough
to accommodate many types of readers.
[*] Flexibility: [*] Today's gamer owns two or three systems and generally
despises competing companies. Do you own a 3DO and hate
Atari and their Jaguar? Or a Genesis and hate Nintendo?
Well, don't spend the money on information you'll just
skip anyway. The TNT magazine is available in
your choice of configurations -- you pick the systems
you want and we'll send you the appropriate disks and
printed materials.
[*] Cost-Efficiency: [*] The printed TNT magazine with CES highlights will
cost only $6.00, a better value than what you would
get (a crappy five-page synopsis) in the average
mainstream magazine. Each company-specific set of
disks and additional printed materials will cost
an additional $5.00, and a disk of miscellaneous
photos and out-takes will be only $4.00. That
miscellaneous disk will include pictures from
companies like Sony, TTI and Commodore (if any
of them show up for CES). We're selling Atari,
Nintendo, Sega and 3DO company disks which will
include the aforementioned companies' licensees
as well. If you want to buy the whole
compendium of CES information, the price is $26.
[*] Functionality: [*] IBM or Macintosh disks will be included with
each company-specific or miscellaneous/outtakes- disk
order. The photographs will be in a format maximized
for compression and photo quality. You'd be amazed
at how much high resolution detail we were able to
squeeze into the last Summer CES photos; more,
believe it or not, than could be seen without a
magnifying glass. The printed magazine can be kept
on your desk, framed above your fireplace or used as
a security blanket. Regardless of what you do with
it, it'll look cool and contain entertaining insights
into the real nature of the CES show.
[*] Quick Delivery: [*] Here's the best part. Waiting sucks and no one knows
it better than Team Renegade and you. We're making a
guarantee that TNT will be released at a *maximum* of
three weeks after CES. We're going to try for two
weeks or less, but we can't control everything.
Remember, we're not talking about just printing
regurgitated press releases and press kit photos;
you'll see the former on the Internet within a day of
release to the media. TNT will feature the types of
nook and cranny questions no one seems to ask.
Renegade Technologies Unlimited is committed to the production of an
exceptional piece of journalism. The TNT magazine will be both comprehensive
and professionally produced, delivered faster than the major magazines and
far more insightful for certain. RTU will be maintaining a professional
set of records for those who order TNT in advance and we make an absolute
guarantee that if we cannot deliver the product we will instantly refund
your money. Additionally, if Sega and their licensees have no presence at
the CES (which is quite doubtful), we'll refund the cost of the Sega-specific
diskettes.
Want to see the quality of our past work? Check out the BUSOP.CIT.WAYNE.
EDU site (cd pub/ces and pub/pselect) for high quality photographs, game
reviews and information... or read the work of our staff in such publications
as GamePro, VideoGames magazine, Wired, Intelligent Gamer, VidBits and Game
Bytes. You'll appreciate our devotion to customer satisfaction and the degree
of our attention to properly handling your order.
Order today and be guaranteed the best *honest* information directly
after the Summer CES... and next time someone promises that they'll ask your
questions and bring you the answers, remember who did it first and who does
it best.
Jer Horwitz
President
Renegade Technologies
- Unlimited -
[PLEASE NOTE: There is no shipping charge for orders within the United States.
TNT is not necessarily endorsed by Atari, Nintendo, Sega, 3DO or any company
other than Renegade Technologies Unlimited. We thank the editors of Game
Master Journal, Intelligent Gamer and the former Vidbits for their continuing
support and endorsement.]
******************/\*********************************************************
*****************/ /********* A Renegade Technologies Unlimited Production **
****************/ /**********************************************************
** _______ /\ / /_______ ***************************************************
**/__ __// \/ //__ __/ ** __ __ **
** / / / /\ / / / ** [ ] __ _ __ __ | __ __ **
** / / / / / / / / ** | | [ ] | \ [ [ ] | [ ] [ ] |\ /| **
**/_/ / / /_/ /_/ ** | | [__] | | |__ [__] [__ | | |__] | \/ | **
******/ /******************* | | | \ | | | | \ | | | | \ | | **
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*****\/**********************************************************************
*****************************************************************************
** Print It Out, Grab A Check or Money Order, Then Mail It To Us! **
*****************************************************************************
Number
of Copies:
[ ] TNT Printed Magazine: Includes detailed information about the best
[ ] and worst at CES; contains no disks but will include some printed
digitized photographs. A high-quality printed publication without
the childish handwriting you find in "fanzines." $6.00 per copy.
[ ] TNT Extended Atari Coverage: Get the inside track on Atari's booth
[ ] at the CES, where nearly 100 developers have signed on to develop
Jaguar products. $5.00 per Atari extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended Nintendo Coverage: See what Nintendo and its licensees
[ ] will be selling during the Christmas shopping season. Project Reality?
New portable Nintendo game systems? SNES Super Street Fighter 2 and
Mortal Kombat 2? $5.00 per Nintendo extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended Sega Coverage: Despite plans to hold their own Sega show
[ ] in sunny Florida, there should most likely be a ample representation
of Sega software at Summer CES. A Genesis Mortal Kombat 2 and Super
SF2? Saturn? $5.00 per Sega extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Extended 3DO Coverage: With a powerful multimedia machine and
[ ] several hundred licensees, there will be plenty of amazing 3DO
hardware and software on display. The new Samsung 3DO machine? The
IBM-compatible 3DO-on-a-card? $5.00 per 3DO extension. Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Miscellaneous and Outtakes Disks: The types of stuff we couldn't
[ ] quite categorize elsewhere. Last Summer CES had photos of Neon Man,
this incredibly dopey guy who did exercises in neon-tubed clothing
so he could sell neon lights for cars. We'd also anticipate some
shots of Sony's PS-X (if they choose to display it), any TTI game
system, Commodore CD-32 and the like. When you're not crying about
TTI, you can laugh at morons like Neon Man. $4.00, Includes:
Macintosh or IBM disk(s), circle your choice.
[ ] TNT Grand Package: For $26 you get the magazine and all the extensions
[ ] including their disks and printed hardcopies. Specify IBM or Mac disks.
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For the TNT magazine without any additional supplements: add $4 for shipping.
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Please mail completed order form and appropriate payment to:
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Attention: TNT Magazine (GMJ)
_____________________________________________________________________________
[ ]
[ COMING IN THE NEXT [*] 3DO coverage, including Way of the Warrior ]
[ ____ __ __ _ [*] Catapult report: not just a press release! ]
[ / ___| \/ | | | [*] 3rd-party Super NES and Genesis games ]
[ | | _| |\/| |_ | | [*] Return of our email contest and Express Mail ]
[ | |_| | | | | |_| | [*] Interviews, interviews, interviews, and more! ]
[ \____|_| |_|\___/ ]
[_____________________________________________________________________________]
Producer: Anthony Shubert Online Layout Editor: "Ace" Anthony Shubert
Head Writing Staff: Contributors:
HEAD EDITOR "Cue" David Rubin Back Door Weasel (Mike Waters)
ARCADE EDITOR "Eli" Jeff Sauls Matrix (Timothy Shubert)
PC EDITOR "Arkady" Tanya Kutasz Shez (Sharon Birdsall)
We are not affiliated with or endorsed by the following companies: Nintendo of
America, Sega Enterprises, Turbo Technologies (NEC), Atari Corp., Atari Games,
3DO, or any other videogaming company.
Product names are either (c) or trademarks of their respective companies, and
the non-marking of such product is not a challenge to its status.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::


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+==| Super NES |==| Genesis |==| Arcade |==| Jaguar |==| News |==| Opinion |==+
| ____ __ __ _ |
| / ___| __ _ _ __ ___ ___ | \/ | __ _ ___| |_ ___ _ __ |
| | | _ / _` | '_ ` _ \ / _ \ | |\/| |/ _` / __| __/ _ \ '__| |
| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
| |
| _ _ |
| | | ___ _ _ _ __ _ __ __ _| | |
| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| ISSUE 51 |
| An Innovative Creations production July 5 - July 12, 1994 |
+=============================================================================+
| [ CES Report 2 will be in GMJ 52 ] |
| Arcade Reviews: Revolution-X, D+D Tower of Doom, Alien vs. Predator |
| In-depth look at the Catapult |
| SNES Reviews: Saturday Night Slam Masters and Barkley |
| Mortal Kombat II info, and more, in Ace's Angles |
+=============================================================================+
Ace's Angles
MK2 for Super NES "confirmed" at 32 meg and more
Ultimate '94 Summer CES video
Get the only moving footage of Donkey Kong Country and Sega's 32X
Express Mail
Readers respond to GMJ 50
Super NES Reviews
Barkley: Shut Up and Jam!
Saturday Night Slam Masters
Arcade Reviews
Alien vs. Predator
D&D Tower of Doom
Revolution X
GMJ's RLR: Real Life Rankings
The five least and most likely summer jobs for GMJ writers
Game Master Journal's FAQ, version 1.1
FAQ {Frequently Asked Questions} for the masses
The NEWS
Catapult to bring millions online
Project TNT
The next thing - order quick!
+============================================================================+
| ___ _ ___ _ |
| / _ \ ( ) / _ \ | | |
| | |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___ |
| | _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __| |
| | | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \ |
| |_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/ |
| __/ | |
| |___/ |
+============================================================================+
Welcome to the warp zone! Hi gang, it's Anthony "Ace" Shubert back to give
you the dirt the other mags wouldn't tought. Not with a 25-meter pole. =]
Are you ready for Mortal Kombat II? It's confirmed at 32-meg for the Super
NES and rumored to hit the big 4-0 for the Genesis. Ouch. It plays great, as
I have said before. How about the missing "Tanya" from the arcade game?
We'll have to wait-and-see on that one..
I entered Blockbuster's World Game Championships, coming in second for the
week in both places that I entered, and have a real shot of winning both
stores. [I missed week 2 for the Summer CES, and I'll make it up this
Saturday.] I only need to score 80 thousand in Teenage Mutant Ninja Turtles:
Tournament Fighters to win.. shouldn't be TOO hard. Remember, the winners of
many stores go to a ADI tournament [ADI is a term used in TV-land, "Area of
Domestic Influence", to determine what states are important to what areas.]
and the winners there go on to Ft. Lauderdale for the World Finals. [Cool!]
Chris Gore is the head editor of VideoGames magazine. Now, VG is a great
mag, but this guy isn't. He's pretty _low_, actually. [I thought I put this
in A's A in GMJ 50, but I was mistaken.] At Sega's ultra-cool Press Party the
night before the Summer CES, Zack Maeston and I were talking - Zack is a
contributing writer often found in Wired magazine - and we see Chris. I go
over and talk to him for about 2 minutes.
"So Chris, how's that online version coming?" I ask him.
"Well, we're looking into.. do...ing...." and he WALKS AWAY FROM ME,
mid-sentance. He trolls around a bit, and then goes into the mens room.
Jilted? Yep - I didn't really like that. As Tanya [Future Wave Editor]
would say.. "No, not even a little bit."
So - I told Zack and Chris B. [editor] what I thought about him - and I've
been advised not to put them in the cyberpages of GMJ. [Little kids read
this, after all =] So.. lets just say that Gore is a Richardhead, and leave
it at that.
Whew - flaming a non-Netter. Oh well..
More rumors: Midway's Mortal Kombat-esque WWF game for the arcades has been
delayed until further notice [licensing problems]... Revolution X, a
shoot-em-up by Midway is BOMBING in the arcades around Boston and Los
Angeles... Super Bomberman II is going to get a huge push by Hudson Soft as
that is their onnly major title this fall... 'Sonic and Knuckles' will be a
Game Genie-like device that attaches to your Sonic 2 or 3, and if you play it
with Sonic 3 you get the three 'japan only' levels not released in the
States... and finally some sense: there will not be a Pac-Man 2000 for the
Jaguar. Could you picture that one?
One more rumor that hit my desk this (Tuesday) morning... in the upcoming
Mortal Kombat III arcade game there will be homage paid to the shareware game
"Pong Kombat!" In PK, there are 'spamalities,' a real-life move based on many
rumors of a spamality in MK2. Well, rumor has it that Ed Boon and the crew at
WMS Industries were so impressed that they'll put something very similar im
MK3. I'm still waiting for "Tanya wins.. Friendship!" myself...
Well, gotta fly. Stay tuned, eat your vitimins, read GMJ and I'll cya next
Tuesday [or later, if you live overseas.]
:::: ADVERTISEMENT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: ::
:: __ ______ _ __ _ ____ __ __ ::
:: / / / / / /_(_)___ ___ ____ _/ /____ ( ) __ \/ // / ::
:: / / / / / __/ / __ `__ \/ __ `/ __/ _ \ |/ /_/ / // /_ ::
:: / /_/ / / /_/ / / / / / / /_/ / /_/ __/ \__, /__ __/ ::
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:: You've read the reviews - now SEE the moves! Exclusive video footage!! ::
:: ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: :
: Video Source and GMJ have teamed up to create the ultimate Summer Consumer :
: Electronics Show video. Our video will contain: :
: :
: * direct feed of the hottest games, :
: * interviews from well known people from various companies, such as :
: Bill White from Sega and many more, :
: * previews of the 32X, Jaguar add-ons and Ultra 64! :
: * Mortal Kombat II, Donkey Cong Country, Super SF2, Alien vs. Predator, :
: Way of the Warrior, and more! :
: :
:Marty Chinn is known for running Video Source, day by day CES reports from :
:last winter, and the WCES video. GMJ is the #1 online gaming magazine :
:and without them, the interviews could not be possible. :
: :
:What a perfect team! :
: :
:The price of the video will be 12 dollars plus shipping. Shipping costs are:
:as follows: :
: :
: US: $3.00 Canada: $3.50 International: $10.00 :
: :
:Please make check or money orders payable to _Linda Chinn_ and send it to: :
: :
:>>>>>> Video Source :
:>>>>>> 973 Foxglove Dr. :
:>>>>>> Sunnyvale, CA 94086 :
: :
:OR - call 617.472.0041 and ask for the Summer CES video if you have :
:an Visa, MasterCard or Discover/Novus. Same Day shipping if you order :
:with a credit card! [After tape is complete: about 7/7/94.] :
: :
:Marty Chinn and GMJ are also a part of Project TNT and it will definately be:
:hot so don't hesitate to order your copy. TNT for in depth info and Video :
:Source and GMJ for the ultimate video, will give the CES experience to you. :
:Forget the rest, get the best. TNT and Video Source/GMJ. :
: :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
_____________________________________________________________________
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
] Innovative Creations [
] 25 Temple Street +--- + + +--+ +--+ +--- +-- +-- [
] Quincy, MA 02169 |- ++ +--+ |-++ |- +--+ +--+ [
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] |\ /| +--+ -+- | [
] | | |--| | | [
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]_____________________________________________________________________[
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>>> Welcome to the one-stop shop for reader feedback! While we can't print
>>> it all, we do read it all, so write in! Talk about anything [how good GMJ
>>> is, finding out if I'm single, a question on a game, etc.]
Hi! I just read your 50th issue of GMJ (Game Master Journal) and I
must say I thought it was excellent. Now I wan't a subscription. That CES
coverage was great I must say. My only objection is that there are so many
great gaming systems that I wan't to buy them all, but alas I can't. Oh
well! That's not your fault. Anyway, congratulations on your magazine and
good luck.
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
* Rich the Psyko One *
* E-Mail: st93arqy@dunx1.ocs.drexel.edu *
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
[BDW: Thanks - we really had a great time at the Summer CES, and we enjoy
letting you know about the show. ]
Hello,
Issue 50 is the first issue of your mag that I have seen. GREAT. I am an
avid video gamer w/both SEGA, SNES, and a 486/66mhz Gateway. Could you send me
issues 45-49? OR can I get them via FTP? Can I get a copy of your faq? also
please add me to your mailing list.
In issue 50 you mentioned [See CES report: part 2...] Where can I get that? In
other words you have a great mag and I want more!!!!! :)
Thanx in advance,
Eric
-- Eric Adriaansen, MIS
-- Internet mail address: eric%courier@mcimail.com
[BDW: Please see the FAQ in this issue. It has our FTP site [and hopefully, it
is actually WORKING].
Many people have asked about [See CES report...] that is our little guide
to when you can see more. CES Report part two is this issue, three next
week, and if needed - a fourth in GMJ 53. ]
.....................................................................
: :
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: # # ##### # # # # # # # ##### # # # # ##### #####:
: ........................:
:ANTHONY SHUBERT shubert@usc.edu : :
:DAVID RUBIN cue@escape.com : Without email, GMJ :
:TANYA KUTASZ tnkutasz@ugcs.caltech.edu : can't work! So tell :
:all other staff shubert@usc.edu : us what you think! :
: : :
:...........................................:.......................:
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|TITLE: DEVOLPER/PUBLISHER GAME TYPE: SIZE: AVERAGE OF REVIEWS |
| Barkley Shut Up Accolade Sports/ 12 Meg ..............77 |
| and Jam Basketball #####@@@@@&&&&&% |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Cue 80 Ace 74 |
| |
+=============================================================================+
Ummm... NBA Jam, meet Barkley Shut Up and Jam, and Barkley Shut Up and
Jam? Meet your maker... literally.
Graphically, during the game, this game has nice backgrounds, nice areas
of plays, and BAD looking players. Sure, you can tell Charles Barkley apart
from the other characters, some of the time anyway. The characters are pretty
blurry (and this is not because I'm not wearing my glasses), and I must say
that Accolade could have done a better job. When moving back and forth on the
court, it's hard to tell who you are sometimes for there is no identification
marker, which is a very simple addition to the game. The nice graphics are
those of a digitized Sir Charles, and that's about it.
The sound in this game, on the other hand, is very well done. Some of the
music is just very good. When you pause the game, Mr. Charles says "Time Out"
and little niceties like that. After scoring a basket, you hear lots of
yelling from the characters on the floor. However, this gets a bit repetitive,
but who cares, it sounds good! The music in the background of the game is nice
as well, with each area of play having different music.
The game, I must admit, has some nice options. For example, not only do
you have a single game option, but you can start a series, a tournament,
amongst other things. You even have the option of continuing a series where
you left off (sounds a bit familiar there, does it not?) When playing the
game on the court, as mentioned above, a little signal telling you who your
character is would be nice, otherwise playing is pretty easy (sorry folks no
turbo in this one).
In all, this game really does not seem like anything worth playing. But,
because I like Sir Charles, I gave it a higher rating.
Cue - 80 Well, if NBA Jams never existed, this game might have made it,
and people still might buy it for Sir Charles himself, but with
NBA Jams out there, this game can forget about making anything
substantial.
Ace - 74 BOR-RING. Yeah, "Sir Charles" looked okay, but do you really
want to spend youur money on another basketball game that does
little to change NBA Jam? Go buy a 5-player adapter for Jam
and order pizza instead of buyin' this one.
+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: SIZE: AVERAGE OF REVIEWS |
| Saturday Night Capcom Sports/ 24 Meg ...............82 |
| Slam Masters Wrestling #####@@@@@&&&&&%| |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Cue 89 Ace 75 |
| |
+=============================================================================+
With Capcom's release of Super Street Fighter II, most people will
probably overlook Saturday Night SlamMasters. This game is an excellent arcade
translation, and if ANYTHING should be at least rented just to check it out.
Here is all that dirty stuff about the game.
Saturday Night Slam Masters, as you may have guessed, is an arcade
translation of the original wrestling game. Having played both, I must say
that the Super Nintendo version of this game, really does compare to it (much
like the Final Fight/SFII series). The graphics are very well drawn, but are almost
too much like Street Fighter II. The graphics in general during the action
are very nicely done. It looks like Final Fight and/or SFII in a
wrestling ring! And the characters are most detailed. You have the ability to
pick between Biff, Gunloc, Oni, Titan, Stingr, Grater, Rasta, and Haggar (yes,
that's Haggar from Final Fight. Remember? He was a wrestler.) The graphics
in play are very detailed, right down to the character introductions in the
beginning of the match.
The sound in this game consists mainly of music and grunts. The music is
very appropriate for the area you are playing in, weather it be Los Angeles or
Mexico, or where ever else they decide to stick you. Each character has his own
theme music, which is a nice addition to the game. It even has the nicety of
say YOU LOSE after you lose a match. All the music, as usual, can be played
back through the options screen. And to me, the title music sounds just a BIT
to much like the Mega Man X theme music. Oh well.. must be my imagination.
Control and Playabillity are a big part of a game, and this one delivers
on both. The
control consists of only 3 buttons, being the attack, jump, and pin buttons.
Moving around, attacking and the such are simple. However, if you get pinned
by the computer, my recommendation is pull out the Turbo Controller, and let it
do it's job.
So, if your looking for a good wrestling game, your very close. Very very
close. However, this game seems to much like a combination of Street Fighter
II and Final Fight, so I couldn't say it's perfect as a game. As far as an
arcade translation, I must say it's perfectly done.
Cue - 89 I'm not one to knock Capcom after their Final Fight/Street
Fighter II/Megaman stuff, but this game could use work to be
more of a wrestling type game. Otherwise, I'm impressed. This
is a rent-before-you-buy type game.
Ace - 75 Street Fighter In a Ring. That's it. This is a direct port of
the arcade game, but that isn't saying a great deal. The game
has more cheezes than a Swiss Winery! Just be Oni and do that
Ken/Ryu-like Hurricane Kick and you'll never be touched.
Really, it looks and sounds and plays great for a FIGHTING game,
but there is a difference between fighting and wrestling.
Someone tell Capcom.
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* / __ / / / /__/ /_/ / /_/ / __/ / __ / /__/ /_/ / /_/ / / / / *
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+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: AVERAGE OF REVIEWS |
| Alien vs. Capcom Sci-Fi ................83 |
| Predator #####@@@@@&&&&&%| |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Eli 83 |
| |
+=============================================================================+
Still can't get enough Alien Vs. Predator after the SNES and Jaguar versions?
In this version, Aliens have infested Earth, and, like the hero or heroine you
are, you've got to save it. Luckily, you've got some help from two Predators
who have just arrived for a hunt. The four of you should be able to handle it,
right?
This game is setup like Final Fight, and you have a choice betweeen four
different characters: Maj. D. Schaeffer has the best strength , Lt. Ripley
has the best skill rating, the Predator Hunter has well rounded stats, and the
Predator Warrior has good speed (I think).
Each character has several different attacks, plus a missile weapon whose power
is indicated at the bottom of the screen. You can also do a spin attack by
pressing the attack and jump buttons (like Final Fight); for example, the
Hunter tosses discs of death around him. This, like Final Fight, uses energy.
Your jump button really doesn't make you necessarily jump; for example, while
using the Predator Hunter you can push down and jump for a sliding kick, or
horizontally and jump for a dash, etc. This makes the play control a bit
difficult until you're used to it.
You'll notice that some moves seem to come straight out of SFII, such the
Predator Hunter's (I really like him...:) jump attack, which looks like a
dragon punch. Unfortunately, there can't be two/three Major Schaeffers, two
Predator Hunters, etc. because there is no "same character" option.
All in all, the game isn't bad, but it isn't really worth the 50 cents (maybe a
quarter). It's just another side-scrolling fighting game, and unfortunately,
the catagory has been fairly much expended. Otherwise, it's a pretty good
game.
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+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: AVERAGE OF REVIEWS |
| D&D Tower of Doom SSI / Capcom Action/RPG ..................91|
| #####@@@@@&&&&&%%%| |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Eli 86 Ace 95 |
| |
+=============================================================================+
An evil force of some kind is uniting the monsters and causing them to attack
humans. And for an adventurer like you, that's an opportunity to make some
silver pieces. "Welcome to the D&D world."
Choose from one of four warriors--the dwarf with his excellent endurance, the
fighter for his skill in the way of the sword, the cleric with his power to
heal and destroy the undead, or the elven mage/warrior, with her powers of
magic--and set forth to save the land.
This game is also set up similarily to Final Fight--a side scrolling beat-em-up
escapade, but has many things which set it apart. For example, you'll probably
first notice that there are four buttons: Attack, Jump, Select Item/Magic, and
Use Item/Magic. Next, while playing, you'll notice that yes, you can name your
character, and, like Golden Axe II, you can play up to four characters
simultaneously. Unfortunatly, there can only be one fighter, one mage, one
dwarf, etc. (ie. no same profession) Next, you can make decisions as to where
your party goes (Do you want to try and save the fort yourself, or go to the
village and ask someone else to do it?).
There is one thing that sets this game apart from the other typical Final Fight
type: Secret passages. Another nice touch is that the spellcasters use voice
when casting a spell ("Continual Light!" BLAM!).
Control and graphics are excellent, as is sound. However, this game suffers in
the originality department, because of it's "Final Fight-ish" approach.
Otherwise the game is pretty good. Now if only the arcades would stop with the
50 cent bit, I could play this more.
Ace - 95 This is a fantastic game! Get three of your role-playing
friends together and do the video roleplaying thing! It really
works: you have the characters arguing over which path to take,
who should get what item, etc. Great!
+=============================================================================+
|TITLE: DEVOLPER/PUBLISHER GAME TYPE: AVERAGE OF REVIEWS |
| Revolution X Midway Shooter .................85 |
| #####@@@@@&&&&&%%% |
| |
|MAIN REVIEW BY: OTHER REVIEWERS |
| |
| Eli 90 Ace 80 |
| |
+=============================================================================+
The New Order Nation (NON) has taken over your country, your neighborhood, and
your life. No Voice. No Choice. No Games. No Music.
Forget that! And remember, Music is the Weapon. (tm)
In this 3-player simultaneous game, you are part of Revolution-X, and you and
two Xer's are on your way to see Aerosmith at Club-X. However, on your way
there, you happen to notice a NON assault chopper. Time to pull out your
handy-dandy machine pistol and trusty CD's of death. After attacking the
chopper, the game announces that "Revolution X has begun."
Make your way to Club-X by blasting the various troopers. You can decide which
way you want to go at some points, as indicated by what seems like a CD control
panel. Don't forget to collect more CD's and other items such as the death
head (like the smart bomb in T2: The Arcade Game, but with a much better
effect). Oh yeah, you know what they said about music being the weapon? The
CD's are your side weapons in this adventure, and it is heavily suggested that
you collect 'em all (also a tm). They come in handy against heavily shielded
troopers.
At Club-X, you'll find more troopers, so (obviously) you'll want to spill more
blood there (oh yeah, shoot them, and these guys bleed! MK fans will love this
one..now can we send them birthday cakes and flowers too?? :)
Rev. X has excellent graphics and sound (thanks to DCS). The cabinet to big,
so no one should be scrounging for room. The gun is accurate, and the use of
CD's as a super weapon is original. However, many of it's elements are similar
to T2:TAG. One nice touch is that if you are being hit, you'll know--a big
"HIT" sign lights up above your life meter indicating it. Overall, it's worth
the 50 cents to start, but not to continue.
Ace - 80 'Eh'. Nice attempt at a T2 follow-up, but it's too much of the
same. Granted, choosing your path was a nice feature, as was
the nice Aerosmith backgrounds - but where was "Eat the Rich" or
"Crazy?" Oh well.. lets bring Hammer out! [You know, the
rapper? Never mind..]
[-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-]
____ __ __ _ _
/ ___| \/ | | ( )__ Five most and least likely summer
| | _| |\/| |_ | |/ __| jobs for GMJ staff...
| |_| | | | | |_| |\__ \ WRITTEN BY: Back Door Weasel
_____ \____|_| |_|\___/ |___/
| __ \ TOP FIVE [#1 = most] BOTTOM FIVE [#1 = least]
| |__) | #1 ACE: Software designer ACE: Editor of EGM
| _ / for a videogame group
| | \ \
|_| \_\ eal #2 CUE: Pool-hall manager ACE: Head of the Chris
| | Gore fan club
| |
| | #3 SAI-BLADE: Hardware ELI: Author of 'Pong: the
| |____ designer for IBMs game, the myth, the legend'
\______| ife
| __ \ #4 ELI: Author of 'MK2 SAI-BLADE: Head of Game Boy
| |__) | Krazy Katatonic fan club
| _ / Kombos'
| | \ \ #5 SHEZ: Mothering her CUE: RAM salesman
|_| \_\ ankings three kids
[-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-] [-=-{}-=-]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Game Master Journal Frequently Asked Question sheet, version 1.10
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Q: Who makes Game Master Journal?
A: GMJ is made by Innovative Creations, 25 Temple Street,
Quincy, MA 02169. Email is shubert@usc.edu, phone is 617.472.0041
and fax is 617.472.1092
Q: What is it and how often does GMJ come out?
A: GMJ is a weekly online videogame magazine that covers Super NES,
Genesis, Arcade and IBM-PC games. We also cover high-end systems,
including Jaguar and 3DO.
Q: How can I get GMJ?
A: GMJ is distributed through the following means, in order...
1) email. To get on our email list, email [shubert@usc.edu] and
make the subject line "GMJ add FAQ"
2) newsgroups. We post GMJ in the rec.games.video.* groups, as
well as alt.games.mk, alt.games.sf2
3) FTP. We are on [sunsite.unc.edu] in the uploads/GMJ directory.
Q: How many people read GMJ?
A: As of now, there is no accurate way to tell, because people get it
through many different means. Our best guess is 250,000 readers,
revised quarterly.
Q: What else does GMJ do over the Internet?
A: GMJ's Tuesday Night IRC provides an interactive conversation with
many of the GMJ Crew, as well as industry insiders, for all GMJ
readers. ALL SUBJECTS DISCUSSED. Tuesday Night IRC takes place in
channel #GMJ, at 8pm US-Eastern Time.
Coming soon: the Game Master Journal newsgroup,
alt.mag.game-master-journal
Q: Why doesn't GMJ have many ads?
A: We do take ads, but many companies aren't interested in magazines
that tell the truth about their products. Also, being a new
medium, many companies aren't used to advertising through it.
Q: Well, I own a [fill-in-your-system-here]. Can I write articles?
A: ABSOLUTELY. Send them to [shubert@usc.edu]. To review a game,
rate it from 5 to 100 and give either a small review (4 sentance)
or a full review (4 to 10 paragraphs). For other articles, please
write for more info.
Q: Hey! These people stole my codes - I wanna sue!
A: Our policy is to publish all codes we find. If you happen to find
them too that's nice - that does NOT mean that we didn't also.
Just to be on the safe side, however, we are publishing a "these
people too" list is we see codes posted on the Net before our issue
comes out.
OR, you can email them to US and _not_ post them.. you could win
something!
Q: Where can I get this FAQ, how often is is posted and updated?
A: GMJ-FAQ comes out every Thursday, in the rec.games.video newsgroups, as
well as in alt.games.mk and alt.games.sf2; you can also find it in our FTP
site [see above.] The FAQ is updated as needed.
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New online service to bring many SNES, Genesis users on-line
LOS ANGELES, CA (GMJ) - The Catapult system aims to launch gamers into
cyberspace, allowing for head-to-head, cross-country competition.
Using pre-existing software, the Catapult uses a Game Genie-like
software-interception technique to tell the Super NES or Genesis to treat the
Catapult modem as the second (or 3rd and/or 4th) controller. You plug the
game into the modem, the modem into the SNES or Genesis, and when you turn it
on, it dials an 800 number automatically. While the system downloads the
information needed to play the game you have selected, you are presented with
a small on-screen newsletter relating to the game. (For instance an NBA Jam
tournament announcement, for Jam players.)
Once that info is set, you log-in as your 'character', as real names are not
used on the system. The computer will then match you up with players of
similar ability, and if you choose, are not long-distance.
What this means is two cross-town friends can play NBA Jam in each of their
own homes with nothing apparent happening.
One feature that will make this system great is the ability to keep overall
records for later use. Catapult saves who won and lost, adding and
subtracting from your ranking (for instance, if you played NBA Jam you would
start as a high-school player, and move up to HS starter, college player,
1st-round draft choice, bencher, player, starter, star and super star.)
Multiple records are kept for each member of the family (up to 4 can be a
member on one subscription) and for each game played.
Virtually all pre-existing multi-player Super NES and Genesis games can be
supported with no modification ofthe game's program, which impressed many
people at the Summer CES, where it debuted.
"I can't wait to play NHL when this gets going," said one Sega PR rep.
Companies are very supportive of the Catapult because games do not need to be
designed with the network specifically in mind. Nintendo, Sega and Acclaim
all support the system, with Capcom soon to follow.
Phone-fatalities, anyone? (Would those be phonalities?)
The system will cost $5 to $10 a month, depending on the payment plan
selected. Parents can restrict usage by certain members of the family to
Weekends Only, or any time of day they want, so the phone line isn't tied up
too long. There is also a long-distance toggle, preventing people from
calling out-of-area to play Mortal Kombat, for instance.
Other features on the network include: a simple email system [using either a
PC keyboard or hunt-and-pecking with the controller], post in simple news
areas, and check the rankings of other players in the area and the country.
[====| ADVERTISEMENT |=======================================================]
TNT continues to be the least expensive comprehensive provider of game
information for individual game systems. While CES video tapes (covering
specific systems or the show in general) will cost you between $15 and $25
with shipping costs, TNT costs only $6.00 for basic show coverage and $11 for
both basic coverage and your choice of game system packages, total -- no
shipping cost in the USA! 19 writers will be contributing to TNT, ensuring the
maximum quantity of gaming news for the dollar.
******************/\*********************************************************
*****************/ /********* A Renegade Technologies Unlimited Production **
****************/ /**********************************************************
** _______ /\ / /_______ ****************************** _ **************
**/__ __// \/ //__ __/ *** / ********************* @\ ___ ****
** / / / /\ / / / *** / ********** ___ ___ | | | | ***
** / / / / / / / / *** \ | | |\/| |\/| | | ] [___| [___| ***
**/_/ / / /_/ /_/ *** \ | | | | | | |___ [___] | | ***
******/ /******************** / | | | | | | | | \ | | ***
*****/ /* -The Next Thing- ** / [__] | | | | [___ | \ | | ***
*****\/**********************************************************************
*****************************************************************************
** Get Your Hands On The Single Best Summer CES Resource Available! **
*****************************************************************************
Think back six months or a year to the last time you read a CES report
on the Internet. Remember all the people who said they would show up and
post a series of reports with everything they saw? Most of them never did.
After Summer CES '93, Renegade Technologies Unlimited came back with answers
to questions asked by Internet gamers and followed up by unleashing hundreds
of pages of text including question-and-answer sessions with the Internet
gaming public, a list of every game shown with ratings/comments, digitized
photographs and even sound files from then-unreleased games such as Street
Fighter II Champion Edition for the Genesis. After Winter CES '94, we
coordinated online interviews with show participants and made their
transcripts available within 24 hours.
Now we're shining our shoes and ironing our clothes in preparation for
the 1994 Summer Consumer Electronics Show. Less than a month from today
(June 23-25), 19 TNT staffers will take to the show floors of McCormick Place
and bring back incredible insights into the next year of video game products.
You read it correctly, "insights." Not just some guy summarizing Virtua
Fighters in one-syllable words; we're talking about pages of solid text and
pictures devoted to bringing home the whole story behind the SCES.
TNT (The Next Thing) magazine was conceived as the end-all-be-all of
SCES coverage, combining audio, video and written reports in an effort to
save the average gamer $500+ on airfare and hotel accommodations. We do all
the footwork, we ask all the questions, and we burn ourselves out. You sit
at home playing video games and receive a big envelope in the mail. It's
simple and it will work -- just ask any of the people who have already
subscribed to TNT about our high quality customer service. One issue only,
no continuing obligations, arriving in mid-July... but read on.
Take a look back at some of your old game magazines. How much CES
coverage did you find? 10 pages? Maybe 15 at best? That's not coverage, that's
shameful -- this is a 3-day event with hundreds of exhibitors, and everyone
has something interesting to show. Ever wonder why the major gaming mags
can only squeeze a few pages of information out of a show that lasts for
three or four days? Answer: Their "writers" don't pay much attention. Snap a
picture, make up a 30-word synopsis, and that's what the game was like at CES.
The high-quality TNT magazine will be a hardcopy printed booklet with
many pages devoted to the show's general highlights and notable events. The
magazine will feature sections devoted to showing the best games (regardless
of system) in each major genre, a look at the keynote speech by Nintendo's
Howard Lincoln, and some beautiful artwork by TNT's own Russell Kumro. For
the reader's maximum enjoyment, additional computer disks [available in IBM
and Macintosh formats] will carry photographs (and perhaps digitized sound
files) from the show, highlighting each major hardware-producer's licensees
and displays. Does TNT sound like it will kill your pocketbook? It won't,
because we designed the magazine around four principles to be flexible enough
to accommodate many types of readers.
[*] Flexibility: [*] Today's gamer owns two or three systems and generally
despises competing companies. Do you own a 3DO and hate
Atari and their Jaguar? Or a Genesis and hate Nintendo?
Well, don't spend the money on information you'll just
skip anyway. The TNT magazine is available in
your choice of configurations -- you pick the systems
you want and we'll send you the appropriate disks and
printed materials.
[*] Cost-Efficiency: [*] The printed TNT magazine with CES highlights will
cost only $6.00, a better value than what you would
get (a crappy five-page synopsis) in the average
mainstream magazine. Each company-specific set of
disks and additional printed materials will cost
an additional $5.00, and a disk of miscellaneous
photos and out-takes will be only $4.00. That
miscellaneous disk will include pictures from
companies like Sony, TTI and Commodore (if any
of them show up for CES). We're selling Atari,
Nintendo, Sega and 3DO company disks which will
include the aforementioned companies' licensees
as well. If you want to buy the whole
compendium of CES information, the price is $26.
[*] Functionality: [*] IBM or Macintosh disks will be included with
each company-specific or miscellaneous/outtakes- disk
order. The photographs will be in a format maximized
for compression and photo quality. You'd be amazed
at how much high resolution detail we were able to
squeeze into the last Summer CES photos; more,
believe it or not, than could be seen without a
magnifying glass. The printed magazine can be kept
on your desk, framed above your fireplace or used as
a security blanket. Regardless of what you do with
it, it'll look cool and contain entertaining insights
into the real nature of the CES show.
[*] Quick Delivery: [*] Here's the best part. Waiting sucks and no one knows
it better than Team Renegade and you. We're making a
guarantee that TNT will be released at a *maximum* of
three weeks after CES. We're going to try for two
weeks or less, but we can't control everything.
Remember, we're not talking about just printing
regurgitated press releases and press kit photos;
you'll see the former on the Internet within a day of
release to the media. TNT will feature the types of
nook and cranny questions no one seems to ask.
Renegade Technologies Unlimited is committed to the production of an
exceptional piece of journalism. The TNT magazine will be both comprehensive
and professionally produced, delivered faster than the major magazines and
far more insightful for certain. RTU will be maintaining a professional
set of records for those who order TNT in advance and we make an absolute
guarantee that if we cannot deliver the product we will instantly refund
your money. Additionally, if Sega and their licensees have no presence at
the CES (which is quite doubtful), we'll refund the cost of the Sega-specific
diskettes.
Want to see the quality of our past work? Check out the BUSOP.CIT.WAYNE.
EDU site (cd pub/ces and pub/pselect) for high quality photographs, game
reviews and information... or read the work of our staff in such publications
as GamePro, VideoGames magazine, Wired, Intelligent Gamer, VidBits and Game
Bytes. You'll appreciate our devotion to customer satisfaction and the degree
of our attention to properly handling your order.
Order today and be guaranteed the best *honest* information directly
after the Summer CES... and next time someone promises that they'll ask your
questions and bring you the answers, remember who did it first and who does
it best.
Jer Horwitz
President
Renegade Technologies
- Unlimited -
[PLEASE NOTE: There is no shipping charge for orders within the United States.
TNT is not necessarily endorsed by Atari, Nintendo, Sega, 3DO or any company
other than Renegade Technologies Unlimited. We thank the editors of Game
Master Journal, Intelligent Gamer and the former Vidbits for their continuing
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of Copies:
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[ ]
[ COMING IN THE NEXT [*] 3DO coverage, including Way of the Warrior ]
[ ____ __ __ _ [*] Info on Super Street Fighter II Turbo for 3DO ]
[ / ___| \/ | | | [*] 3rd-party Super NES and Genesis games ]
[ | | _| |\/| |_ | | [*] Super Street Fighter II (SNES) reviewed ]
[ | |_| | | | | |_| | [*] Ace's Angles, GMJ's RLR, and more! ]
[ \____|_| |_|\___/ ]
[_____________________________________________________________________________]
Producer: Anthony Shubert Online Layout Editor: "Ace" Anthony Shubert
Head Writing Staff: Contributors:
HEAD WRITER "Cue" David Rubin "Back Door Weasel" Mike Waters
ARCADE EDITOR "Eli" Jeff Sauls "Matrix" Timothy Shubert
PC EDITOR "Arkady" Tanya Kutasz "Shez" Sharon Birdsall
We are not affiliated with or endorsed by the following companies: Nintendo of
America, Sega Enterprises, Turbo Technologies (NEC), Atari Corp., Atari Games,
3DO, or any other videogaming company.
Product names are either (c) or trademarks of their respective companies, and
the non-marking of such product is not a challenge to its status.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::


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@@ -0,0 +1,882 @@
+==| Super NES |==| Genesis |==| Arcade |==| Jaguar |==| News |==| Opinion |==+
| ____ __ __ _ |
| / ___| __ _ _ __ ___ ___ | \/ | __ _ ___| |_ ___ _ __ |
| | | _ / _` | '_ ` _ \ / _ \ | |\/| |/ _` / __| __/ _ \ '__| |
| | |_| | (_| | | | | | | __/ | | | | (_| \__ \ || __/ | |
| \____|\__,_|_| |_| |_|\___| |_| |_|\__,_|___/\__\___|_| |
| |
| _ _ |
| | | ___ _ _ _ __ _ __ __ _| | |
| _ | |/ _ \| | | | '__| '_ \ / _` | | |
| | |_| | (_) | |_| | | | | | | (_| | | |
| \____/\___/ \__,_|_| |_| |_|\__,_|_| |
| ISSUE 52 |
| An Innovative Creations production July 12 - July 18, 1994 |
+=============================================================================+
| Complete 3DO coverage, including info on Way of the Warrior! |
| Super Street Fighter II (SNES) Reviewed, news on SSF2T for 3DO |
| RLR: The top and bottom five Summer CES 'stories' |
| Ace's Angles: 19 feet deep and falling |
| NEWS: Atari to send 300,000 Jags to market by year's end |
+=============================================================================+
[TABLE]
Ace's Angles..........................................................[ACE'S]
What it's like to be rescued by lifeguards
Ultimate '94 Summer CES Tape........................................[TAPE-AD]
The goods are shipping this week!
The NEWS...............................................................[NEWS]
Atari to send Jags en masse to market
3DO to get only version of Super Street Fighter II Turbo
Express Mail...........................................................[MAIL]
"Twisted Facts", and more
Gamer's World.........................................................[GW-AD]
The official home of GMJ
Information Update......................................................[NFO]
What's going on with Game Master Journal
Summer CES Report, part 2..............................................[SCES]
Complete 3DO coverage
Project TNT..........................................................[TNT-AD]
Order the Ultimate CES-only printed/disk-based mag
+=[ACE'S]====================================================================+
| ___ _ ___ _ |
| / _ \ ( ) / _ \ | | |
| | |_| | ___ __|/ ___ | |_| |_ __ __ _| | ___ ___ |
| | _ |/ __/ _ \/ __| | _ | '_ \ / _` | |/ _ \/ __| |
| | | | | (_| __/\__ \ | | | | | | | (_| | | __/\__ \ |
| |_| |_|\___\___||___/ |_| |_|_| |_|\__, |_|\___||___/ |
| __/ | |
| |___/ |
+============================================================================+
Welcome to the friendliest place on the Information Superhighway, Game
Master Journal! I'm your non-toll keeper, Anthony "Ace" Shubert, bringing you
the news, opinion and banter you have come to expect. Even if you don't like
it.. :)
Well, Mortal Kombat II is coming out at 24 megs compressed, instead of the
32 meg we reported here last week. OOPS.. :) I guess the gang at Frontier
and TGF won't have to buy more RAM for their Super Wild Cards..
You like our new SearchWords (tm)? Like ACE'S in the brackets. Think of
them like bookmarks. If you have a text editor that searches for words, this
will make it easier for you to more around the mag. Any suggestions on them?
For more info, please SearchWord INFO. (Oh yeah, SearchWord is a noun and a
verb. Ahh, you gotta love the gang at Marketing.)
Oh! I won Blockbuster Video's World Game Championship in my store (Quincy,
Mass.) with a score of 654,709 in the Super NES division. Regionals are this
weekend... report next week.
Well, sorry that I can't report too many rumors this ish - I have been a bit
pre-occupied. I almost drowned this weekend. [And all of those who are
cheering/laughing, go into your room! =]
During the Family Reunion Of Doom (tm) I went to a state park here on
Massachusetts' Cape Cod. Tanya (Arkady) and Timothy (Matrix) and I were
swimming and having fun in the pond, when the two of them took off into the
deep part of the "safe-for-swimming" area, marked off by some buoys. I figure
'Okay, chase them - you can rest on the buoys and get your strength and breath
back.' I did, and they were not strong enough to hold my 225 pound frame.
And I was tired. I paniced - despite Ark's and Matrix' best efforts, I "went
under." Twice.
One of the 2 lifeguards on duty made it to me, went behind me and CHOKED ME,
me going into the water. Just when I think I'm about to 'bite the big one,'
the other lifeguard appears with a floatation device, which I hold onto as if
my life depended on it. (Because it did!)
My, THAT was fun. Well, gotta go and put in for hazard pay - enjoy GMJ 52.
:::: ADVERTISEMENT :[TAPE-AD]:::::::::::::::::::::::::::::::::::::::::::::::::
:: ::
:: __ ______ _ __ _ ____ __ __ ::
:: / / / / / /_(_)___ ___ ____ _/ /____ ( ) __ \/ // / ::
:: / / / / / __/ / __ `__ \/ __ `/ __/ _ \ |/ /_/ / // /_ ::
:: / /_/ / / /_/ / / / / / / /_/ / /_/ __/ \__, /__ __/ ::
:: \____/_/\__/_/_/ /_/ /_/\__,_/\__/\___/ /____/ /_/ ::
:: ::
:: _____ _________________ ::
:: / ___/__ ______ ___ ____ ___ ___ _____ / ____/ ____/ ___/ ::
:: \__ \/ / / / __ `__ \/ __ `__ \/ _ \/ ___/ / / / __/ \__ \ ::
:: ___/ / /_/ / / / / / / / / / / / __/ / / /___/ /___ ___/ / ::
:: /____/\__,_/_/ /_/ /_/_/ /_/ /_/\___/_/ \____/_____//____/ ::
:: ::
:: You've read the reviews - now SEE the moves! Exclusive video footage!! ::
:: ::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: :
: Video Source and GMJ have teamed up to create the ultimate Summer Consumer :
: Electronics Show video. Our video will contain: :
: :
: * direct feed of the hottest games, :
: * interviews from well known people from various companies, such as :
: Bill White from Sega and many more, :
: * previews of the 32X, Jaguar add-ons and Ultra 64! :
: * Mortal Kombat II, Donkey Cong Country, Super SF2, Alien vs. Predator, :
: Way of the Warrior, and more! :
: :
:Marty Chinn is known for running Video Source, day by day CES reports from :
:last winter, and the WCES video. GMJ is the #1 online gaming magazine :
:and without them, the interviews could not be possible. :
: :
:What a perfect team! :
: :
:The price of the video will be 12 dollars plus shipping. Shipping costs are:
:as follows: :
: :
: US: $3.00 Canada: $3.50 International: $10.00 :
: :
:Please make check or money orders payable to _Linda Chinn_ and send it to: :
: :
:>>>>>> Video Source :
:>>>>>> 973 Foxglove Dr. :
:>>>>>> Sunnyvale, CA 94086 :
: :
:OR - call 617.472.0041 and ask for the Summer CES video if you have :
:an Visa, MasterCard or Discover/Novus. Same Day shipping if you order :
:with a credit card! [After tape is complete: about 7/7/94.] :
:You can email your credit card orders to shuubert@usc.edu with your name, :
:address, phone number, card, card number and exparation date. :
: :
:Marty Chinn and GMJ are also a part of Project TNT and it will definately be:
:hot so don't hesitate to order your copy. TNT for in depth info and Video :
:Source and GMJ for the ultimate video, will give the CES experience to you. :
:Forget the rest, get the best. TNT and Video Source/GMJ. :
: :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
+-[NEWS]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
/ \
\ # # ##### # # ### # # #### #### ### ##### ##### /
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+-[ NEWS: The Computer Workshop 617.472.0041 386SX-33 system only $850! ]-+
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
ATARI CORPORATION ANNOUNCES MANUFACTURING PLANS
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Atari Corporation (ASE:ATC) confirmed today a majority of its 1994 300,000
piece production of Jaguar will be manufactured by IBM in Charlotte, North
Carolina. Jaguar is the only 64-bit multimedia entertainment system and is
the only video game system made exclusively in the United States.
Sam Tramiel, President said, "We are pleased to have IBM's manufacturing
strength and support as we commence volume production for the Christmas
selling season and we are proud that this relationship has enabled us to
competitively manufacture Jaguar in the United States."
What does this mean? Cheaper Jags. If the Jaguar was manufactured overseas,
as some other companies do, the Jag would be 30 to 50 dollars more than what
it is now (from $225 to $249 retail.)
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
SUPER STREET FIGHTER II TURBO 3DO-BOUND
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Matssushita Consumer Electronics Company will market Super Street Fighter II
Turbo for the 3DO platform. It's projected for a November release with no
MSRP at press time.
SSF2 Turbo for the 3DO will be the first Capcom game on the multimedia
platform. It will take full advantage of the 32-bit RISC processor, providing
a true arcade feel with arcade-quality graaphics and CD-quality sound.
Everything from the new animations and moves for each character to the new
"Super Death Combos" will all be included. Gouki, a hidden character, will
also be in the game for players to fight against.
As it stands now, there are no plans to produce a special controller for the
game, which may make game-play a bit diffucult. The standard 3DO controller
has 6 buttons, 3 on the right thumb (like a standard Genesis stick), a start
button and 2 under your pointer fingers atop the stick (like the Super NES
stick.) All SF2 games use 6 buttons during gameplay, 3 for punching and 3 for
kicking, so one must wonder how the 3DO version will play.
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
ATARI CORPORATION AND TIME WARNER INTERACTIVE INC. JAGUAR DEAL
Leader in Coin-Operated Gaming Systems to Power Machines with Jaguar Engine
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Atari Corporation today announced that it has signed an agreement with the
coin-operated game division of Time Warner Interactive, Inc., a worldwide
leader in video games and entertainment software and creator of such arcade
hits as Hard Drivin', Race Drivin' and Roadblasters. The agreement will make
Jaguar's award- winning 64-bit technology engine available for Time Warner
Interactive arcade games. The deal also states that all software titles
developed on the Jaguar platform by Time Warner Interactive will also be
available on the Jaguar home video system.
"Embedding the 64-bit horsepower of Jaguar in our coin- operated video games
will enable us to broaden our presence in the largest sector of the arcade
market that demand high performance at competitive pricing," said Geoff
Holmes, CEO of Time Warner Interactive. "We believe the Jaguar engine will be
instrumental in helping us meet this important goal."
"We are pleased that Time Warner Interactive has chosen the Jaguar engine to
power its outstanding arcade video games," said Sam Tramiel, President, Atari
Corporation. "This agreement will give a new segment of game players access
to Jaguar's unprecedented performance and provide a host of hot, new titles
for Jaguar. We look forward to continuing to expand Jaguar's market reach."
Time Warner Interactive, a subsidiary of Time Warner Inc., is a leading
developer and publisher of Interactive consumer entertainment products that
span across platforms from coin-operated video arcade games and home video
games systems, to game-based CD and computer CD-ROM platforms and interactive
TV applications. TWI was formerly known as Atari Games / Tengen.
[MAIL]____________________________________________________________________
]^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^[
] Innovative Creations [
] 25 Temple Street +--- + + +--+ +--+ +--- +-- +-- [
] Quincy, MA 02169 |- ++ +--+ |-++ |- +--+ +--+ [
] (shubert@usc.edu) +--- + + | | \ +--- --+ --+ [
] |\ /| +--+ -+- | [
] | | |--| | | [
] | | | | -+- +--- [
]_____________________________________________________________________[
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>> We publish as many letters as we can - so send your in to the email
>>> address above if you want everyone in GMJ to read it, or mail it to one
>>> of our writers directly [see email list, below.]
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
We screwed up, sew us...
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
"[GMJ] Game Master Journal #51 - over 58k big!"
58k's worth of... twisted facts?
Case in point, in a review of the arcade game Alien vs. Predator:
> This game is setup like Final Fight, and you have a choice betweeen four
> different characters: Maj. D. Schaeffer has the best strength , Lt. Ripley
> has the best skill rating,
Lt. Ripley?! She wasn't even in the game!
I'm sure our editor sure was taking his job as a fact-checker real seriously.
:) Way to go GMJ... being the first doesn't mean being the best.
Eddie | edju@phakt.usc.edu (Mortal Kombatant)
[ACE: Ahh, my fans from USC. Yes, Ripley was _NOT_ in the game. My bad! I
guess that you should stop reading us now - we made one error. This
happens when you print as much info as we do.
Sorry. 5 bytes incorrect out of 58k is a pretty good average, I think.]
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Dissatisfied reader doesn't like ads
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Might want to include some articles in between the ads next time!
;)
-Mike | [email address withheld upon request]
[ACE: Electronic Gaming Monthly has a 1 page of "info" to 1 ad ratio. Ours
over our 4 years has been about 88:1 [no joke], and over the last 3
months better than 8:1. Considering that we are FREE, the ads are a
small price to pay (otherwise, we can't exist. Lights, phone, rent..)]
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Aussie wants Jaguar info...
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Hallo Anthony,
I read your mag every week since ish #45 and I reckon it's pretty cool. I
get it from the alt.games.mk newsgroup but I missed ish #50. Can you please
make me a subscriber so I never miss a copy!
By the way, is the Jaguar really 64bit or is it 2 x 32bit processors?
Because I heard that it was 2 x 32bit processors. Have you played the Jag or
3DO are they cool?
Thanks..
Please remember to put my subscription in! And could you also please
include ish 50 because I heard that it had great CES coverage.
From your #1 GMJ Fan in Sydney Australia!
Guy (Son of John (I love the Net!)) <jdonald@ozemail.com.au>
[ACE: Thanks for subscribing - by the time you read this you should have ish
50 in your inbox. The Jag has a 64-bit Graphics processor (and others
to help it, like a 'Blitter'), a 32-bit match co-processor, and a 16-bit
controller processor (can be used for other things.) For a more
complete answer, seek the FAQ from the newsgroup rec.games.video.atari ]
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Rev-X has Eat The Rich, and reader wants to write...
*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*'``'*,..,*
Anthony, Anthony, Ace...
"Eat the Rich" *is* in Rev_X....
Near the end of the first level in the club as you're walking the gangplank --
oops... you have to get to a secret room to walk on that part. Anyway --
it's in there (sorry, Prego! (tm)).
So, if I wanted to, I could write journals about pinball games, and send them
in? Also, I have a decent expertise about pinball games.... video and
regular... this coming from a kid who had both Pinbot and High Speed for the
old 8 bit. I'd probably have to rent them to review them, but that would be
ok... How do you get a chance to get games so early...?
Well -- I must go -- 51 was good; can't wait to hear more about the ol'
mk3/mk2 action!!! BTW, there's an ok discussion about who should be plotted in
mk3 in rec.v.g.arcade...James Earl Jones doing a voice-over.... nice.... :)
Finally, cool mention of ADIs... I don't think some people will still
understand it...
Talk to you later, Anthony.
Nick "DJ" Schneider
North Central College
WONC-FM 89"Pure Rock".1
Naperville, Illinois
gsancs@nccseq.noctrl.edu
[ACE: We are considering making a 'Pinball Masters Journal,' but our previous
attempts to hit that audience ended in flames [see GMJ 38.] The news-
group about pinball, rec.games.pinball, is very 'closed,' in that if
you haven't been there for years, they do not want you.
And you're right - we got about 5 replies that ETR is in Rev-X. I need
to go play some more!!
By the way, does the 'noctrl' in your email address mean "North Central"
or "No Control"? ]
.....................................................................
: :
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: ........................:
:ANTHONY SHUBERT shubert@usc.edu : :
:DAVID RUBIN cue@escape.com : Without email, GMJ :
:TANYA KUTASZ tnkutasz@ugcs.caltech.edu : can't work! So tell :
:all other staff shubert@usc.edu : us what you think! :
: : :
:...........................................:.......................:
[-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
Game Master Journal Informational Update
[NFO] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-] [-=-]
This is just a little section we have added in so you, the readers, can be
informed about GMJ and Innovative Creations.
GMJ's IRC Tuesdays re-start tonight [July 12] in channel #GMJ at 9pm Eastern.
As of next week [Issue 53], GMJ will be sent through email before noon
Tuesdays. Posted on the newsgroups shortly thereafter.
Discussion on alt.config about the GMJ newgroup, alt.mag.game-master-journal,
begins this Thursday. Please feel free to post your opinions!
If you have been sending [GMJ] FAQ requests, they have been ignored. Sorry!
Please re-send them and we'll send one back.
GMJ is is nesprate need of Genesis reviewers. If you own a Genesis, and want
to work for internship credit or the like, please send for our writers
guidelines (make the subject [GMJ] guidelines).
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+-=-=-=-=-=| Complete 3DO coverage: Way of the Warrior and more!! |-=-=-=-=-+
The 3DO was, once again, shown in a seperate building than Sega and Nintendo.
Unlike shows past, the 3DO Company made a strong showing for themselves by
unveiling their second-generation games and hitting a wider market with them.
The most talked about, most played and most hyped game at the 3DO booth (and
maybe the entire show) was Naughty Dog's Way of the Warrior. It out fights
Street Fighter, and out combats Mortal Kombat. Varying fighting terrains (Ice
Caves have 4 levels of fighting, the Fire Pit's edges burn away as the match
goes on...) and vastly different characters make this a MUST BUY GAME for the
3DO.
Each of the 9 player-characters are rendered and digitized beautifully. They
each have a unique style (kickboxing, boxing, street fighting, FLYING, Tai
Kwan Do, and more) and between 60 and 80 moves EACH!
The screen pans, zooms and tilts with the action to keep you involved. There
are reflections, weather effects, perspictve shadows and many more graphical
wonders.
Instead of scoring you points, you get "Skull Points" per hit. As you go, you
can collect them by literally knocking them out of your foe, or having them
land on you from above. You can then use these for mega-powerful moves (7
seconds invincibility, limited invisibility, double damage and unusual moves),
but you need to build the pinage first. A great strategy plus!
Coming this August (no MSRP yet) Way of the Warrior will be the WAY COOL game
this fall!
Here's a list of the other games at the show, in alphabetical order by
company name....
American Lazer Games will be releasing Shoot Out at Old Tuscon to the
_arcades_. Almost mimicing the NEO*GEO, this 3DO-in-an-arcade-cabinet system
will allow arcade owners to change from one game to another quite easily (just
by switching CDs.) Next on the list: driving and fighting games.
Chrystal Dynamics showed three big name games at the show. Off-World
Interceptor is a 2-player/same-screen 4x4 racce and chase and shooter game.
The terrain is very realistic - and beautiful, considering it's moon-like - it
almost gives you the feel that you ARE there. I jumped off a cliff with my
Interceptor, and in one player mode, you do feel it. (Two players split the
screen down the middle, so you only see 1/2 the action. Oh well.) Needs a
few more weapons, but right now it's looking pretty good. It's about 70% done
now, and should be released by the end of summer.
Star Control II is a port from the award-winning PC game. The only part of
the game complete was the melee, where you and a friend (or the computer) play
Street Fighter with ships; each ship has a different speed, range, and style
of weaponry to choose from. Over 16 ships to choose from. The digitized
voices and sounds will be in the finished version (the game was only 20% at
the show.) The quest mode will also be in the game, where you must save the
universe from being taken over by Kohr-Ah by dealing with aliens, mining
planets (avoiding natural disaters such as lava, lightning and warped gravity)
and fighting with and against the big guns. Great game for IBM, lets see it
on 3DO. No release date as of press time.
Samurai Showdown, based on SNK's NEO*GEO game, was at about 10%. What was
there was an almost exact translation of the arcade swordfighting game. They
are shooting for a Christmas release.
Electronic Arts continues to be a HUGE 3DO licensee with three big games for
the 3DO. Road Rash, Shock Wave: Invasion Earth 2019 and Theme Park are all
going to be major 3DO hits. And the surprise of the show: FIFA Soccer.
FIFA Soccer was about half done - and it was amazine. 3-D rendered players
(11 on 11) played in a full-screen, full-motion, no-lag game that was amazing.
While 4 could link-up at the show, 8 players will be able to compete at once
in the final version, coming later this year. 360-degree rotation, CD-quality
sound, and much, much more.
Road Rash, a Genesis port, is a motercycle-gone-nuts driving/combat game.
Drive through the countryside, cities and more while punching, kicking and
whipping enemy motercyclists to the ground. Included in this version will be
full motion video (FMV) of 6 A&M Records alternative music bands. This
footage is combined with the existing motercycle footage to make a real
'multimedia' game. No MPEG module is needed. Coming this month, it's MSRP
is $70.
Shock Wave: Invasion Earth 2019 is an interactive sci-fi movie that puts
players inside an F-177 space airship. You'll fight 3-D real-time-rendered
alien nasties inbetween the interactive storytelling. CD-quality music with
Dolby Surround Sound(tm) accompanies the action. Coming in August, this also
has a $70 price tag. An MPEG version will also be available.
EA with Bullfrog Productions will release Theme Park this September. Picture
SimCity in an amusement park. Where do I put the ferris wheel? Should I
allow food in the park? Bring more customers - create longer lines? Coming
in at $60.
Intellimedia Sports/ESPN Enterprises will bring 5 titles this fall, including
ESPN Golf: Lower Your Score with Tom Kite - Shot Making, ESPN Step Aerobics,
ESPN Baseball: Hitting and Cowboy Casino. ESPN's Lets Play Soccer comes this
month, and teaches the basics to the world's most popular sport. (Too late
for the US National team.)
Panasonic kicks in 5 games of their own: True Golf Classics: Waialae, REAL
Pinball, Burning Soldier, Tetsujin and Guardian War...
Panasonic, with T+E Soft, will publish True Golf Classics: Waialae Country
Club for the 3DO in September. FMV throughout, including a real fly-by of
each hole make this title unique. Closely resembles the Super NES version.
MSRP of $60.
REAL Pinball is supposed to be a 5 pinball games on one disk, but the two that
I saw stunk. Nice sound and graphics, but played AWEFUL. Coming in 2 months,
but who cares?
Burning Soldier is a much better game, however. This shooter puts you in
control of a Strike Fighter, which you must pilot though 18 zones, including
space and the ruins of Earth. 3-D graphics and great scene-to-scene
transitions make this a keeper. 1 or 2 players in September, MSRP of $60.
Tetsujin fills the RPG gap the 3DO has - but we'll have to see the finished
product here. It's a hide-and-seek-then-kill game between you and a mad
scientist with his Motoids (Metroids?). It's a movie. It's a maze game.
It's 2 games in one! We hope. October/November for $65.
Guardian War is another RPG, but with a different spin. It's geared toward a
wider audience, with problem solving and teamwork the key here. Defeat the
evil Azrul to restore peace to the planet in this 360-degree panoramic world.
October/November for $60.
PF.Magic will release PaTaank this OCtober. This is a first-person pinball
game which pushes the limits of the 3DO to the max. Shoot the ball (that's
you!) into bumpers, ramps, shoots and goals for points. 1-4 players can join
in the fun. What is a PaTaank? It's the sound you make when you hit
something (puh TANK!)
Psygnosis had a very early Microcosm at the show. Microcosm, a PC and cd32
hit, is a first-person shooter where you go flying through someone's
bloodstream to rid him of the diseases that lurk there. No release date or
MSRP as of press time.
RUNANDGUN! isn't a command, it's a company name. They're bringing Duelin'
Firemen! to the 3DO, an original game that baffles me. Chicago is on fire in
1995, and the entire fire, police and rescue people have disappeared. So, you
become them all and go into a "safe house" (non-burning building) and dance to
the music you select. Uh, yeeah.
The 3DO Company will release Soccer Kid, a side-scrolling game, this August
for $60. You must traverse 28 stages trying to collect the shattered World
Cup. Kid has dribbling, shooting and heading skills to help gamers complete
their mission.
[====| ADVERTISEMENT |=[TNT-AD]===================================================]
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** Get Your Hands On The Single Best Summer CES Resource Available! **
*****************************************************************************
Think back six months or a year to the last time you read a CES report
on the Internet. Remember all the people who said they would show up and
post a series of reports with everything they saw? Most of them never did.
After Summer CES '93, Renegade Technologies Unlimited came back with answers
to questions asked by Internet gamers and followed up by unleashing hundreds
of pages of text including question-and-answer sessions with the Internet
gaming public, a list of every game shown with ratings/comments, digitized
photographs and even sound files from then-unreleased games such as Street
Fighter II Champion Edition for the Genesis. After Winter CES '94, we
coordinated online interviews with show participants and made their
transcripts available within 24 hours.
Now we're shining our shoes and ironing our clothes in preparation for
the 1994 Summer Consumer Electronics Show. 19 TNT staffers took to the show
floors of McCormick Place and brought back incredible insights into the next
year of video game products. You read it correctly, "insights." Not just some
guy summarizing Virtua Fighters in one-syllable words; we're talking about
pages of solid text and pictures devoted to bringing home the whole story
behind the SCES.
TNT (The Next Thing) magazine was conceived as the end-all-be-all of SCES
coverage, combining audio, video and written reports in an effort to save the
average gamer $500+ on airfare and hotel accommodations. We do all the
footwork, we ask all the questions, and we burn ourselves out. You sit at
home playing video games and receive a big envelope in the mail. It's simple
and it will work -- just ask any of the people who have already subscribed to
TNT about our high quality customer service. One issue only, no continuing
obligations, arriving in mid-July... but read on.
Take a look back at some of your old game magazines. How much CES
coverage did you find? 10 pages? Maybe 15 at best? That's not coverage, that's
shameful -- this is a 3-day event with hundreds of exhibitors, and everyone
has something interesting to show. Ever wonder why the major gaming mags can
only squeeze a few pages of information out of a show that lasts for three or
four days? Answer: Their "writers" don't pay much attention. Snap a picture,
make up a 30-word synopsis, and that's what the game was like at CES. The
high-quality TNT magazine will be a hardcopy printed booklet with many pages
devoted to the show's general highlights and notable events.
The magazine will feature sections devoted to showing the best games
(regardless of system) in each major genre, a look at the keynote speech by
Nintendo's Howard Lincoln, and some beautiful artwork by TNT's own Russell
Kumro. For the reader's maximum enjoyment, additional computer disks
[available in IBM and Macintosh formats] will carry photographs (and perhaps
digitized sound files) from the show, highlighting each major
hardware-producer's licensees and displays.
Does TNT sound like it will kill your pocketbook? It won't, because we
designed the magazine around four principles to be flexible enough to
accommodate many types of readers.
[*] Flexibility: [*] Today's gamer owns two or three systems and generally
despises competing companies. Do you own a 3DO and hate
Atari and their Jaguar? Or a Genesis and hate Nintendo?
Well, don't spend the money on information you'll just
skip anyway. The TNT magazine is available in
your choice of configurations -- you pick the systems
you want and we'll send you the appropriate disks and
printed materials.
[*] Cost-Efficiency: [*] The printed TNT magazine with CES highlights will
cost only $6.00, a better value than what you would
get (a crappy five-page synopsis) in the average
mainstream magazine. Each company-specific set of
disks and additional printed materials will cost
an additional $5.00, and a disk of miscellaneous
photos and out-takes will be only $4.00. That
miscellaneous disk will include pictures from
companies like Sony, TTI and Commodore (if any
of them show up for CES). We're selling Atari,
Nintendo, Sega and 3DO company disks which will
include the aforementioned companies' licensees
as well. If you want to buy the whole
compendium of CES information, the price is $26.
[*] Functionality: [*] IBM or Macintosh disks will be included with
each company-specific or miscellaneous/outtakes- disk
order. The photographs will be in a format maximized
for compression and photo quality. You'd be amazed
at how much high resolution detail we were able to
squeeze into the last Summer CES photos; more,
believe it or not, than could be seen without a
magnifying glass. The printed magazine can be kept
on your desk, framed above your fireplace or used as
a security blanket. Regardless of what you do with
it, it'll look cool and contain entertaining insights
into the real nature of the CES show.
[*] Quick Delivery: [*] Here's the best part. Waiting sucks and no one knows
it better than Team Renegade and you. We're making a
guarantee that TNT will be released at a *maximum* of
three weeks after CES. We're going to try for two
weeks or less, but we can't control everything.
Remember, we're not talking about just printing
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you'll see the former on the Internet within a day of
release to the media. TNT will feature the types of
nook and cranny questions no one seems to ask.
Renegade Technologies Unlimited is committed to the production of an
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set of records for those who order TNT in advance and we make an absolute
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diskettes.
Want to see the quality of our past work? Check out the BUSOP.CIT.WAYNE.
EDU site (cd pub/ces and pub/pselect) for high quality photographs, game
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Bytes. You'll appreciate our devotion to customer satisfaction and the degree
of our attention to properly handling your order.
Order today and be guaranteed the best *honest* information directly
after the Summer CES... and next time someone promises that they'll ask your
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it best.
Jer Horwitz
President
Renegade Technologies
- Unlimited -
[PLEASE NOTE: There is no shipping charge for orders within the United States.
TNT is not necessarily endorsed by Atari, Nintendo, Sega, 3DO or any company
other than Renegade Technologies Unlimited. We thank the editors of Game
Master Journal, Intelligent Gamer and the former Vidbits for their continuing
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** Print It Out, Grab A Check or Money Order, Then Mail It To Us! **
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of Copies:
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[ ] and worst at CES; contains no disks but will include some printed
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[ ]
[ COMING IN THE NEXT [*] Super Street Fighter II and Stunt Race reviewed ]
[ ____ __ __ _ ]
[ / ___| \/ | | | [*] 3rd-party SNES and Genesis games from the CES ]
[ | | _| |\/| |_ | | ]
[ | |_| | | | | |_| | [*] Blockbuster Video World Game Championship update]
[ \____|_| |_|\___/ ]
[_____________________________________________________________________________]
Producer: Anthony Shubert Online Layout Editor: Anthony Shubert
Head Writing Staff: Contributors:
HOME SYSTEMS Reny Falzarano Mr. Sims, the Pepperidge Farmer,
HEAD REVIEWERS CJ Mushala Mr. Mojo Risin', Aquarius,
FUTURE WAVE Tanya Kutasz Eli, Sai-Blade, Matrix, Shez
CONTRIBUTING ED David Rubin
We are not affiliated with or endorsed by the following companies:
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Product names are either (c) or trademarks of their respective
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its status.
Ace's Angles, Chronicle, Express Mail, Warp Zone, and all content are
(c) 1990, 1991, 1992, 1993, 1994 Innovative Creations
:: Some ASCII/ANSI work created with use of 'TheDraw' SW program ::
:: Some ASCII work created with use of 'Figlet' freeware program ::


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Problem:
The Village - Part I.
Hint:
Speak to the Notable. He's the one sitting on the porch. Talk to the two old
men with both Fingus and Winkle. You need to get their bottle. Have Winkle try
to steal the sausage while he is standing on the ground. While the two old men
laugh, Fingus can take the bottle. Go to the Fountain.
Problem:
The Fountain - Part I.
Hint:
Use Fingus to turn on the fountain. Use Winkle to place the bottle under the
jet of water. Use the full bottle of water on the Toad with Winkle. Pick up the
stone that was under the frog. Knock on the Wizard's door and talk to him. Have
Fingus use the stone on the mechanism. Make Fingus pull down the ladder rung
and have Winkle climb the ladder to the roof. Have Winkle enter the chimney and
enter the Wizard's house.
Problem:
The Wizard's House.
Hint:
Talk to the Wizard with Winkle and Fingus. Have Winkle step on the tiger's
tail. Take the matches in the tiger's mouth with Fingus. Use the matches to
light the fire under the kettle. Pour water in the kettle. The poster will be
partly steamed off the wall. Blow the fire out by touching the kettle. Take the
spring key. Have Fingus use the key on the cuckoo-clock. When the cuckoo comes
out with the big key, use Winkle to throw a stone and knock the key down. Take
the big key and leave.
Problem:
The Fountain - Part II.
Hint:
Open the door of the cellar with the key. Take the wine and go to the village.
Problem:
The Village - Part II.
Hint:
Use the bottle of water to water the flowers. Make Fingus give a flower to the
Notable. Place Winkle on the platform and have Fingus press the switch. When
Winkle is thrown onto the roof have him steal the sausage. You can now visit
the giant!
Problem:
The Giant.
Hint:
Use the sausage on the pot hole with Fingus. Take advantage of the moment to
let Winkle pass by the dog. Open up the burrow with Winkle and go through the
hole in the tree. Have Winkle tickle the chicken and use Fingus to hit him with
the sausage. Take the chicken's egg with Fingus and light the wood with Fingus
or Winkle. Place the egg on the fire with Fingus. As you are talking to the
awakened giant, give him the wine and sausage. Winkle and Fingus can now exit
at the top.
Problem:
The Trench.
Hint:
Enter the small tower with Fingus. After picking up the bomb with Fingus and
lighting the fuse with Winkle, the guard will explode. Enter the small tower
with Winkle. Pick up the bomb with Fingus and light the fuse with Winkle, the
carpet will drop and a hand will catch the carpet. Enter the small tower with
Fingus, pick up the bomb with Winkle and transfer it to Fingus so he can light
the fuse. The hand will drop the carpet. Walk on the carpet. Go talk to Soka.
He will advise you to look for "the sand of time" to cross the trench.
Problem:
Kael.
Hint:
Have Winkle use the bottle on the nymph to wake her up. Give the tree a drink
with Winkle and climb onto the tree's hand. Place Fingus on the rock under the
branch. Use Winkle to knock down a flower by shaking the branch and have Fingus
ready to catch it. Use the flower on the stone under which the bees live. Use
Fingus on the stone. When a bee flies out, Fingus will get honey. Put Fingus on
the big rock to the left of the stone and use Winkle on the stone to make the
bee come out. Put Fingus on the bee's back. When the bee takes Fingus near the
nymph, have him give the honey to the nymph. The nymph will point out the
correct mushroom. Pick the mushroom and use Winkle to knock on Vivalzart's
door. Show him the mushroom with Winkle and enter his house.
Problem:
Vivalzart's House.
Hint:
Put the mushroom into the machine with Winkle and activate it with Fingus. When
the machine starts, the liquid is blocked by the clothes pin. Take a worm from
the jar with Winkle. Place Fingus on the left trap door under the vulture.
Activate the shelf button with Winkle. This tosses Fingus to the vulture. While
Fingus is hanging, throw the worm to the vulture with Winkle. Fingus will drop
with a piece of meat. Give the meat to the piranha who spits out the bone.
Place a goblin on the trash can. Take the bone and give it to Vivalzart. When
he throws it into the trash can, a goblin will bounce onto the shelf. Get the
Kind Elixir and the clothes pin blocking the pipe. The liquid will go into the
container. Use the bottle and give each goblin a few drops to drink. Watch the
gobliins disappear into a dream.
Problem:
The Musicians.
Hint:
Put a hand on the headlight with Winkle to recover the drumstick. Make Winkle
put the drumstick on the stocking cap to create a net. When you activate the
spring with Fingus, a bicycle pump appears for a short time near the drummer.
During this brief period, put Winkle's hand on the headlight and put the
bicycle pump in inventory. Place a gobliin on the spring. Activate the spring
with the other goblin. The gobliins will jump in turn and a door on the left
will open. Go through the door.
Problem:
Water Hose.
Hint:
In the musician room, at the top, the way is blocked by a water hose. Use the
clothes pin on the base of the hose with one of the gobliins. Go through the
bottom right hole and speak to the guitarist. He plays and a note dies out at
the top right. Capture the note with the net. Have Winkle use the bicycle pump
to pump up the saxophone player. Use Fingus to catch the mosquito coming out of
the sax with the net. With Fingus, use the bicycle pump to pump up the sax
player. Use Winkle to catch the note coming out of the sax with the net. Use
the mosquito on the headlight with Winkle to make the drummer play. When Fingus
catches the last note with the net, you'll have the melody. Use the melody on
the bottom left door. It will enter the clock. Go see Tom and he will give you
the hourglass.
Problem:
What do I do with the Hourglass once I have it?
Hint:
Use the hourglass on the trench in the trench room. Go through the opening.
Problem:
Gromelon.
Hint:
Get the mayonnaise and put it near Gromelon. Put Fingus on the shelf and make
him jump on the mayonnaise. While Gromelon is drenched, pick up the sword with
Winkle and activate him on Rustik. When Stalopicus' mouth is open, take the gum
with Fingus. Use the gum on the cupboard lock to take an imprint. Take the
mayonnaise before leaving.
Problem:
What do I do with the imprint?
Hint:
Give the dwarf blacksmith the imprint, then the sword. He will ask for help
with the bellows. Use the stool with Winkle on Otto to make him grimace. When
he shakes his lance, hang Fingus on it. Fingus can then jump on the bellows and
the dwarf blacksmith can forge the key. Take the key from the blacksmith and
use the mayonnaise on Focus with Winkle. While the meat is lowered, use the
stool with Fingus to take a piece. Take the anvil before leaving.
Problem:
Amidal.
Hint:
Make Fingus use the meat on Amidal to get his false teeth. Use the key on the
cupboard. Each gobliin will take a diving suit.
Problem:
The Well.
Hint:
Enter the well with Winkle. He will press a button which reveals a door into
the monster. Lift the hatchet with Winkle to reveal a switch. Press the switch
with Fingus before the hatchet drops back. The monster's door will open. Enter
the well with Fingus. When the monster starts to speak, go through the
monster's door with Winkle. The combination of the monster's jaw moving and
Winkle's voice will stun Schwarzy.
Problem:
Schwarzy.
Hint:
While Schwarzy is stunned, use the stool on the hoist with Fingus to hitch him
to the hoist. Use the false teeth with Winkle to scare Schwarzy, who'll hang
for a moment. Throw the anvil at Schwarzy before he comes up. He will go down
farther to lift the cover off the well. Each goblin will use a diving suit to
go down into the well.
Problem:
The Ship Wreck.
Hint:
Go on the lower deck and through the door with Winkle to move the skull. Light
the lamp with Fingus and a lamp fish will arrive. Catch the lamp fish with
Winkle placed on top of the mast. Use the lamp fish on the three question mark
zone and a chest will appear.
Problem:
The Sea Horse.
Hint:
Use the stool on the sea horse. From now on, use the sea horse directly to go
up. Send Fingus through the hole on the right. Activate the shell with Winkle,
who throws it up, and catch it with Fingus. Send Winkle through the hole on the
right. Activate the cavity with Fingus and a gloved hand will emerge. While the
hand is stopped, drop the shell on it with Winkle. Pick up the shell with
Winkle. He can now take the glove with the starfish inside.
Problem:
The Big Shell.
Hint:
Place Fingus on the big shell. Light the lamp with Winkle. When the moray eel
appears, activate the rudder. This will throw Fingus by the big shell near the
statue. Use the starfish on the chest with Winkle. While the chest is open,
activate the statue with Fingus to get the sword. Use the sword on the skull.
Pick up the diamond.
Problem:
The Glove, The Blob.
Hint:
Use the glove on the blob to neutralize it. Grasp the bottle with Fingus. The
bottle contains a parchment with an "SOS" message from the Prince Buffoon.
Grasp the bottle with Winkle. It contains a pearl. Give the pearl to the
mermaid and give her the diamond. The Mermaid will open part of the passage.
Use the parchment on the octopus with Fingus. the octopus will open another
part of the passage. Recover the glove on the blob and the stool. Exit through
the passage.
Problem:
The Storeroom.
Hint:
Activate the swordfish with Fingus and take the salt. Lift the large pot cover
with Fingus. While he's holding it, pour the salt on the little guy with
Winkle. Take the file in the small pot with Winkle. While Fingus is holding the
rope on the right, activate Winkle on the left rope to pull Fingus up onto the
shelf. Free Colibrius from the chain by having Fingus use the file. Colibrius
will fly off with his cage. Take one of the thumbtacks on the wall.
Problem:
Meatballs.
Hint:
Salt the dish of meatballs with Winkle. When Oumkapok's hand grabs the cook,
place the thumb tack on the case with Fingus. The cook, in pain, will throw the
meatball up in the air. Use the Kind Elixir on the meatball with Winkle.
Oumkapok is now neutralized and you can go to the Throne.
Problem:
The Throne Room.
Hint:
To get to the cornice, use the stool with Winkle and climb using his hands with
Fingus. Press the switch with Fingus and make Winkle go through the door that
opens in the bottom right eye. Winkle will join Fingus at the top. To take the
crown, walk Winkle into the ear and activate the tongue immediately with
Fingus. Make a cockroach come out, by sending Fingus into the ear. Activate the
tongue immediately with Winkle.
Problem:
The Cockroach.
Hint:
To catch the cockroach, use Winkle on the left orifice. Immediately use Fingus
on the right hole with the glove. Put the cockroach in front of the right hole
and pour Kind Elixir on it. Glotziok will eat it and become neutralized. Make
another cockroach come out by using Winkle again on the left orifice. Use
Fingus on the right hole with the glove to get it. Pick up the pepper and
return to the left side of the room. Exit out the door on the left.
Problem:
The Armor Room.
Hint:
The cockroach must be disguised as a ladybug and coated with the Kind Elixir in
order for Amoniak to eat it. Take the helmet feather and dip it in the paint
pot. Put the cockroach in front of the hole through which the painter feeds the
king. Paint the cockroach red and pour pepper on it. Pour the Kind Elixir on
the bug. Speak to the king in the armor. To do this, click on the stone to go
up, then click on the helmet. Give the king back his crown by putting it on the
helmet to return him to normal size.
Problem:
When can I rescue the Buffoon?
Hint:
When Amoniak has disappeared and Glotziok and Oumkapok have silly smiles. You
can rescue the Buffoon.
Problem:
The Armor Room - Part II.
Hint:
Take the Buffoon to the shrinking machine. Put the gobliins under it one at a
time. The Buffoon will start the machine and shrink them both. The gobliins
will then jump out of the scientist's window.
Problem:
The Knife.
Hint:
Click Fingus on the handle. Just before lifting it, click Winkle on the point.
They will move the knife. Repeat this operation to move the knife again. Click
Fingus on the bookmark. Use it on the candle with Fingus. Pick up the match and
use it with Winkle on the eye. Click the Buffoon on the eye. He will kick it
and break the glasses. Pick up the shard of glass and use it on the ray of
light with Fingus. Pick up the lump of wax and use it on the seal. Use the
imprint on the keyhole. Pick up the seed and use it on the map village. A plant
will grow. Put the Buffoon and the two gobliins on the plant.
Problem:
How do I get the Buffoon out of the Tree.
Hint:
The Buffoon is hungry and won't come down until he is fed. You can obtain
apples for the Buffoon from Kael, the tree. You need to obtain a container
first though. Go through the hole with Winkle to get to the Buffoon. He reacts
violently and a bean drops. Click on the stone and a mole appears. Use the bean
on the mole with Winkle. While they struggle, take the mole's cap with Fingus.
Use the match on the apples with Winkle. While the apple is bouncing, use the
cap on it with Fingus. Use the apple on the hole with Winkle to give it to the
Buffoon. He comes down and rushes to the mushrooms. In turn, the two goblins
eat the mushrooms.
Problem:
The Toy Room.
Hint:
Use Fingus on the bowling pins. As the bowling ball arrives, put Winkle on the
right star so he can jump on the ball and intercept it. Put the bowling ball on
the lid with Winkle and place him on the lid too. Activate the bottom flagstone
with Fingus. The safety pin drops and lands on the umbrella. Catch another
bowling ball. Put it on the lid. This time, place Winkle on the catapult at the
bottom left. Activate the bottom flagstone with Fingus. Use Winkle on the
feeler and make him jump on the bubble. The bubble will float down with him
onto the lid. Activate the bottom flagstone with Fingus. When the bubble is
blown towards the umbrella Winkle can take the safety pin.
Problem:
What do I do with the safety pin?
Hint:
Catch another bowling ball. Put the bowling ball on the lid and put Winkle on
the catapult. Activate the bottom flagstone with Fingus. Make Winkle go up and
activate the top flagstone after placing Fingus on the flagstone at the
rainbow's end. If necessary, Fingus can be returned to the bowling pin side of
the room by using the catapult. Put him on the catapult and have Winkle jump
from the star on the left onto the catapult. Activate the switch with Winkle to
make the Buffoon fall. In the short time he's in the bubble makers circle,
quickly use Fingus on the feeler to enclose him in a bubble. Make Winkle burst
the bubble with the pin to free the Buffoon.
Problem:
The Buffoon in the Tree - Part II.
Hint:
Place the Buffoon on the catapult. Press the button with a goblin. Once the key
comes out of the statue's eye, activate the catapult with the other goblin. As
the Buffoon is catapulted up, he will grab the key and be taken away by a bird.
Exit at the rear of the scene.
Problem:
The Mountain.
Hint:
Have one goblin lift the stone. Situate the other goblin on the upper platform.
The goblin should take the stone and put it on the 2nd level. Repeat the
operation to put the stone on the 3rd level. Place a goblin on the lion. Throw
the stone from level 3 with the other goblin. When the first goblin is on the
giant's right shoulder make him act on the red head, which falls off. Come down
and take the stone to level 2. Place Winkle on the lion and throw the stone
from level 2 with Fingus. Winkle will be placed on the giant's left shoulder.
Go through the shoulder hole and bring him near the fallen red head. Place
Fingus on the lion and activate the head with Winkle. Fingus will land on the
levitating rock.
Problem:
The Levitating Rock.
Hint:
As Fingus lands on the levitating rock, move him to the rock's "!!!" zone. When
he starts jumping, the rock will descend. When the rock gets to Winkle's level,
make him jump on it. The rock will rise. Use Winkle on the small rock near the
bird cage. Quickly make Fingus walk on him. Use the file on the cage with
Fingus and get back the key.
Problem:
How do I open the gate in the Tree scene?
Hint:
Use a key on the door.
Problem:
The Lab.
Hint:
Use water on the Buffoon. An evil creature will take him to the Kingdom of
Gloom and Doom. Have Winkle take the pencil and use it 3 times on the
blackboard. Take the sponge which the furious magician throws at him. Have
Fingus use the pencil on the magician's portrait. While he's being hit by the
boomerang, jump on the armchair with Winkle to catch it in flight. Make Winkle
use the mug on the magician who will bang on the table. He'll knock a toothpick
to the other side of the room. While the toothpick is still bouncing, make
Fingus throw the boomerang.
Problem:
What do I do with the Toothpick?
Hint:
Have Winkle use the toothpick on the skeleton to open the rib cage. A bottle
will smash on the ground leaving a puddle. Use the sponge on the puddle. While
Winkle acts on the pipe, use the wet sponge on the smoke with Fingus. The way
to the Kingdom of Gloom and Doom opens. Send the gobliins through.
Problem:
The Kingdom of Doom and Gloom.
Hint:
Place Fingus on the bottom right eye, and Winkle on the left edge (with the
"!!!" marks) of the top right platform. Winkle will jump and Fingus will be
thrown. Pick up the mouse and use it on the mud. Jump on the crocodile. As
Amoniak reaches to catch the goblin, use the boomerang with the other goblin on
the teeth. This will cause the Buffoon to fall. Before the little demon can
send the Buffoon back to Amoniak, make a goblin jump from the left edge (with
the "!!!" marks) of the top right platform. The eye will pop out and hit the
little demon.
Problem:
The Buffoon and the Sponge.
Hint:
Put the sponge on the rock. Place the Buffoon on the eye and make Winkle jump
from the left edge (with the "!!!" marks) of the top right platform. This
throws the Buffoon onto the sponge which wets the rock. As the water flows, use
the pencil with Fingus on the rock. He draws a magic door which lasts a short
time. Make Winkle turn the handle. The three heroes go out the door and you
have won the game!


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=============================================================================
Epic Pinball * Instructions & Troubleshooting Info * Version 2.0
=============================================================================
Epic Pinball Requires:
* A 386 or faster IBM-compatible PC
* VGA graphics
* Hard disk
Also supports:
* Sound Blaster, SB Pro, and compatible music cards
* Gravis Ultrasound music card
To start Epic Pinball:
1. Switch to the drive where the game is installed (C:)
2. Switch to the subdirectory where the game is installed (CD \PINBALL)
3. Type PINBALL.
=============================================================================
Common problems and solutions
=============================================================================
Running with WINDOWS
====================
To run this game under Windows, be sure to run the file "PINBALL.PIF" (not
the file "PINBALL.EXE"). This should would very reliably under Windows on
nearly all computers.
If you encounter any problems running through Windows, please exit and run
Epic Pinball through plain DOS instead. We appologize for the inconvenience.
Making Epic games work through Windows is a top priority for us, and we're
working to improve our Windows compatibility.
Running with OS/2
=================
Though Epic Pinball will work reliably under OS/2 on some computers, we
don't recommend this because it might result in the game locking up.
Please run Epic Pinball through DOS or Windows instead. We tried to make
this game compatible with OS/2, but alas we were not successful.
NOT ENOUGH FREE MEMORY
======================
Problem: When I run Epic Pinball, the game refuses to start and gives
me the message "You need (amount) of free memory to run this program".
Solution: You need to free up more main (conventional) memory before
starting Epic Pinball. Here are some solution tips:
1. If you are trying to run Epic Pinball from Windows, completely exit
Windows and try running it from DOS.
2. If you are trying to run Epic Pinball from "DOSSHELL" or any other
menu program, please exit from the menu program. Then, run Epic Pinball
from the DOS prompt. Menu programs often occupy enough memory that
there won't be enough left for Epic Pinball.
If neither #1 or #2 solves the problem, do the following:
1. From the DOS prompt, type "MEM" and press Enter.
2. You'll see a lot of information about your computer's memory. Look at
the number after the words "Largest Executable Program Size". This is
how much memory you currently have available.
Now you need to free up more main memory. Here are some tips:
1. If you're using DOS 6.0 or later, reboot your computer by pressing
RESET or Ctrl-Alt-Del. Wait for the message "Starting MS-DOS..." to come
up. Now press the [F5] key.
This will cause DOS 6.0 to bypass all of your TSR's, memory managers,
and other programs which normally occupy main memory.
Now change into the Pinball directory and begin the game.
2. If you have a version of DOS earlier than 6.0: You need to create a
"boot disk" to allow you to start your computer without loading all
the TSR's and memory managers that take away main memory. Here's how.
A. Put a blank disk in your A: drive and format it as a DOS disk. (Don't
do this in your B: drive - it won't work!) To do this, type the
following command:
FORMAT A: /S
B. Wait while your computer formats the disk.
C. Label the disk "Boot Disk" and keep it handy. You'll need this
disk whenever you want to start Epic Pinball.
Now, you can reboot your computer and play Epic Pinball:
A. Put the boot disk in your A: drive.
B. Restart your computer, either by pressing CTRL-ALT-DELETE, by
hitting your reset button, or by turning it on.
C. Wait while your computer boots from the boot disk.
D. After a little while, your computer will stop and give you the A>
prompt.
E. Now change to your hard disk by typing "C:".
F. Go into the pinball directory by typing "CD \PINBALL".
G. Begin by typing "PINBALL".
Note to owners of "Stacker", "Superstor", and other hard disk compression
programs: If your C: drive is compressed and you need a boot disk to
start Epic Pinball, you must install Pinball on a different,
non-compressed drive. See your Stacker or Superstor manual for
instructions on doing this. (This only applies to users of DOS
version 5.0 or earlier).
GENERAL PROBLEMS
================
Problem: When I run PINBALL, the computer locks up or reboots.
Solution: Run SETUP and verify that your settings are correct. If you are
not using a sound card, make sure that SETUP is set for "No Sound Card".
If you are using a sound card, verify that:
1. The correct options are specified in SETUP. Check your address, IRQ,
and DMA settings (most sound cards operate on DMA 1). If you don't know
your card's address, IRQ, and DMA settings, consult your sound card
manual for details on figuring them out. If your sound quality is set
to "Ultra High Quality" or "Very High Quality", try setting it to
just "High Quality".
2. Your sound card has no address, IRQ, or DMA conflicts with other cards
in your system! If your sound card works properly with other games, you
can assume that there are no conflicts. However, if your sound card does
not work with other games, you have a conflict. See your sound card
manual for details on resolving these conflicts.
Problem: I notice a bit of flicker in the dotmation (dot animation).
Solution: This will happen on slower computers (386, less than 33 mhz) when
you have the music playing through your Sound Blaster. If you find this
distracting, we recommend turning off the music.
Problem: The music and sound effects sound OK when I start Epic Pinball, but
they get cut off several seconds after a song begins.
Solution: This is what happens when you select the wrong IRQ for your sound
card! Run SETUP again and pick the correct IRQ.
OTHER SOUND CARD NOTES
======================
Pro Audio Spectrum:
Epic Pinball should work fine with the PAS, PAS+, and PAS-16 sound cards.
You need to run SETUP and tell it that you have a Sound Blaster card (not
a Sound Blaster Pro).
Important! To run Epic Pinball on any Pro Audio Spectrum sound card, you
need to have the PAS drivers loaded properly. Epic Pinball will only
recognize your PAS card if the drivers are loaded. See your PAS manual
for instructions on loading the right PAS drivers in your AUTOEXEC.BAT
and CONFIG.SYS files.
Gravis Ultrasound:
By popular request, Epic Pinball supports the GUS! Just specify Gravis
Ultrasound from within SETUP. If you have any problems, check your
address, IRQ, and DMA settings. If you still have problems, boot clean
and try running Epic Pinball without any GUS drivers loaded - these
drivers (such as SBOS) might perhaps interfere with the game's direct,
native GUS support.
Other sound cards:
Since new models of sound cards are always being manufactured and revised,
here's how to contact the top sound card makers for information about
sound card problems and obtaining the latest driver files.
Company Sound Card Phone BBS CompuServe GO
------------- ------------------ ------------ ------------ -------------
Media Vision Pro Audio Spectrum 800-638-2807 510-770-0527 MultiVen (12)
Creative Labs Sound Blaster 405-742-6622 405-742-6660 Blaster
Gravis Ultrasound 604-431-1708 604-431-5927 PcVenB (14)
Note: Epic Pinball requires either a Gravis UltraSound or a genuine Sound
Blaster card. If your sound card isn't 100% compatible with the Sound
Blaster, unfortunately it's not going to work with Epic Pinball.
CONTACTING EPIC'S TECH SUPPORT
==============================
If you need further assistance, please call our tech support department
at 301-983-9771 between 9AM and 5PM Eastern Standard Time, or fax us
at 301-299-3841.
If you have a complex question about how to run this game, please call while
you're at your computer and we'll be able to help you more effectively.
You can also contact us online:
CompuServe: GO EPIC
Internet Mail: 72662.1725@compuserve.com
Internet FTP: ftp.ulowell.edu
America Online: We answer questions posted in the "Games" area.
GEnie: We answer questions in the Games Roundtable.
Prodigy: Call 800-524-3388 voice for a free CompuServe signup kit.
EXEC-PC BBS
Contact: Epic MegaGames
2400 Baud: 414-789-4210
14.4K Baud: 414-789-4360

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From news Wed Apr 1 12:17:34 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (ATARI LYNX)
Message-ID: <44156@ucbvax.BERKELEY.EDU>
Date: 1 Apr 92 02:32:59 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 56
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
ATARI LYNX
New Distribution Votes Rank Title
....11251. 20 7.4 A.P.B.
....01.16. 13 8.1 Awesome Golf
...01240.. 12 6.2 Bill & Ted's Excellent Adventure
..0..250.0 13 6.8 Blockout
...0013210 28 7.2 Blue Lightning
.0011230.. 36 5.8 California Games
.....01133 28 8.9 Checkered Flag
0....02123 30 8.2 Chip's Challenge
..0102230. 23 6.5 Electrocop
....1331.. 8 6.5 Fidelity Ultimate Chess Challenge
0....15100 22 6.9 Gates Of Zendocon
0..2231... 19 5.2 Gauntlet III
11.12111.. 8 4.8 Hard Drivin'
....3.33.. 3 6.7 Ishido: Way Of The Stones
....001231 36 8.4 Klax
....13201. 12 6.8 Ms. Pac-Man
...102300. 13 6.4 Ninja Gaiden
....152... 7 6.1 Pac-Land
...12310.. 12 5.8 Paperboy
.....513.. 9 6.8 Qix
....12320. 18 6.9 Rampage
.....14110 18 7.5 Roadblasters
121311.1.. 10 3.9 Robo-Squash
.....01232 22 8.6 Robotron 2084
.....63... 8 6.4 Rygar
.....01312 26 8.3 S.T.U.N. Runner
.....03310 13 7.8 Scrapyard Dog
....1.0033 12 8.4 Shanghai
....003311 29 7.9 Todd's Adventures In Slime World
121.121... 8 4.0 Tournament Cyberball
..1222.... 7 4.7 Turbo Sub
...2.221.. 7 6.0 Viking Child
....001222 37 8.3 Warbirds
..00.03120 23 7.4 Xenophobe
.1...152.. 8 6.5 Xybots
..00.01031 22 7.7 Zarlor Mercenary
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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Day of the Tentacle (Maniac Mansion 2) (c) Lucas Arts
- The Manual Protection Patents by Dead Goon & Hoson -
Presented by HYBRID 93.06.11
_
|_| = Crouton (Cube, Food)
----- = Toothpick (2 croutons on each toothpick)
_ _
|----|4
|----|3 = Flask (There are 4 levels of liquid on each flask)
|----|2
|----|1 <- The liquid always starts on level 1
|____| <- This is NOT a level! (It just had to be drawn this way)
_ | | _
|_|----- -----|_|
| _ _ _ _ _ | _ _ _ _
-----|_| | | | | ----- | | |----|4
| |----|3 | | | | | | |3
\_____| | |2 | | | \_____| |----|2 | |2 |
| | |1 |----|1 | | | |1 | |1 |
| |____| |____| | | |____| |____| |
\_________________/ \_________________/
10765761 13988284
_ | |
|_|----- -----
_ | _ _ _ _ _ _ | _ _ _ _
|_|-----|_| | | | | |_|----- |----|4 | |
| | | | | | | |3 | |
\_____| |----|2 |----|2| \_____| | |2 |----|2|
| | |1 | |1| | | |1 | |1|
| |____| |____| | | |____| |____| |
\________________/ \_________________/
24315792 27318976
_ | _ | _
|_|-----|_| -----|_|
_ | _ _ _ _ _ _ | _ _ _ _
|_|-----|_| | | | | |_|----- | | | |
| | | |----|3 | |----|3|----|3
\_____| | | | |2 | \_____| | |2| |2 |
| |----|1| |1 | | | |1| |1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
31714260 36403693
_ | _ | _
|_|----- |_|-----|_|
_ | _ _ _ _ _ | _ _ _ _
|_|----- | | | | |_|----- | | | |
| |----|3| | | | | | |
\_____| | |2|----|2 | \_____| | | | | |
| | |1| |1 | | |----|1|----|1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
41526781 49389025
| _ | _
----- |_|-----|_|
_ | _ _ _ _ _ | _ _ _ _
|_|-----|_| | | | | ----- | | | |
| | | | | | | | |----|3
\_____| |----|2| | | \_____| |----|2| |2 |
| | |1|----|1 | | | |1| |1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
50174762 52314938
_ | | _
|_|----- -----|_|
| _ _ _ _ _ | _ _ _ _ _
----- |----|4| | |_|-----|_| | | |----|4
| | |3|----|3 | | | | |3
\_____| | |2| |2 | \_____| |----|2| |2 |
| | |1| |1 | | | |1| |1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
62814670 66763141
_ | _ _ | _
|_|-----|_| |_|-----|_|
_ | _ _ _ _ _ | _ _ _ _
|_|-----|_| |----|4| | ----- | | | |
| | |3| | | | | | |
\_____| | |2| | | \_____| | | |----|2 |
| | |1|----|1 | | |----|1| |1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
71718229 78206146
_ | _ |
|_|----- |_|-----
| _ _ _ _ _ _ | _ _ _ _
-----|_| | | |----|4 |_|----- | | | |
| |----|3| |3 | | | |----|3
\_____| | |2| |2 | \_____| | | | |2 |
| | |1| |1 | | |----|1| |1 |
| |____| |____| | | |____| |____| |
\_________________/ \________________/
80046215 86539614
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Another file downloaded from: The NIRVANAnet(tm) Seven
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
Burn This Flag Zardoz 408/363-9766
realitycheck Poindexter Fortran 510/527-1662
Lies Unlimited Mick Freen 801/278-2699
The New Dork Sublime Biffnix 415/864-DORK
The Shrine Rif Raf 206/794-6674
Planet Mirth Simon Jester 510/786-6560
"Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X

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HYBRID PRESENTS THE MANIAC MANSION 2 HINT FILE!
-----------------------------------------------
Ehrm guys, to be really honest with you I think
that the only way to be sure about MM2 is to use
the manual protection textfile we put out yester-
day, coz all the cracks seems to fuck up somehow!
-Hoson 93.06.12
---------------------------------------------------------
Here's the hints guys! All summarized up!
As Bernard when starting-
1)So where is the secret lab?
Open the grandfather clock.
2)Where are the battery plans?
On the bulletin board in the lab between the generator and the
Sludge-o-Matic machine.
AS HOAGIE-
1)So how am I supposed to save the world?
Find Red Edison, get the battery built, get the battery charged,
plug in the Chron-o-John.
2)How do I find Red Edison?
Enter the grandfather clock in the foyer and enter the secret
passage.
3)Who's the guy in the field?
That's Ben Franklin-knows a lot about electricity-check back with
him after you get the battery built.
4)What about the mummy?
That's Dead Cousin Ted-talking to his silent, bandage-wrapped bod
often helps Hoagie organize his thoughts.
5)I can't get Red to build the battery.
He needs oil, vinegar, and gold; you'll have to provide the
ingredients.
6)How can I get the gold?
You could try to take the pen on the table, but they would catch
you, You'll need to get rid of them, there is a smoke alarm on the
mantle, they seem very concerned about fire.
To start a fire, you'll need Jefferson's log.
7)Jefferson won't fork over the log.
He sure does admire Washington!
If he thought Washington was cold maybe?
8)What would make Washington look cold?
Make his teeth shake so he thought he was cold.
Replace his current false teeth with the chattering teeth
found in the convention hall in Bernard's timeframe.
9)How do I get the chattering teeth?
Open the floor grate by the fireplace, then chase the teeth into the
grate, and pick them up from there.
10)Washington won't take the teeth.
You'll need a cigar to remove those teeth. You have to find a way
to get one from the novelty salesman in the convention hall in
Bernard's time.
11)How do I get the cigar from the salesman?
Sabotage the lighter so he can't use it! You need to switch the flag
gun from Dwayne's room for the lighter gun in the convention hall.
Dwayne's chair (on the door) is in the way; you need to get Dwayne
to leave, so Bernard can grab the gun.
12)How can I get Dwayne to leave?
He is very depressed-he could use some good news. If only someone
admired one of his ideas....Have Hoagie get the letter from the
mailbox and give it to Bernard to give to Dwayne.
13)O.K., I've built a fire, but I still can't get the pen.
You need to block the chimney, but you need something that can be
stuffed into the chimney to keep the smoke in. Use Handcock's
blanket-go up on the roof (through the attic) to do it.
14)Where can I find the oil?
Check the kitchen for the oil.
15)How do I get vinegar?
Start with the bottle of wine in Franklin's room.
Wine turns into vinegar if not properly stored.
Time is the key factor-give it to Jefferson for his time capsule.
16)How do I open the time capsule?
Laverne has to open it in the future after the tentacles dig it up,
now if only Laverne had some way to open a metal canister. Have
Hoagie give Laverne the can opener. Then she can use it in the
Colonial Room to open the time capsule and give Hoagie the vinegar.
17)How do I get Laverne out of the tree and upstairs?
See Laverne's section in this Hint Book.
18)O.K., I've given the battery ingredients to Red, and i've got the battery,
but it still won't work.
Try looking at the battery. You need to get it electriclly charged-
try Franklin's kite.
19)Ben says it's too sunny for his experiment. How can I make it rain?
Wash the carriage with brush, soap and water.
20)I've found the water. Where's the brush and soap?
The brush is in the cabinet in the washroom where you found the
bucket. The soap is on the maid's cart.
21)I still haven't found where the soap is.
You'll need to do something in Washingtons room to make it messy..
Use the bed, pull the sash, then run out in the hall and pick up the
soap off the cart.
22)How can I get Ben to fly the kite again?
He still needs waterproof kite material. The lab coat in Red's
workshop is waterproof. Give him the lab coat from the lab
downstairs, then use the battery with the kite when Ben gives it to
you. Push the kilte when Ben says "Now". Then pick up the battery
and plug in the Chron-o-John.
23)How can I get the lab coat?
Red might give it to you if you were trusted.. Hire on his assistant
by giving him the Help Wanted sign.
AS BERNARD-
1)When can I get a diamond for the time machine?
You need money. If Dr.Fred were to sign the contract in the safe in
his office...
2)How do I get Dr.Fred to open the safe?
Talk to Edna about the way to his heart..
Put him to sleep by using the Decaf coffee from the kitchen in his
mug.
3)I still can't get the safe combination.
He keeps his combination in his head. You need someplace to observe
Fred carefully. Watch Dr.Fred on TV in Edna's room
4)How do I get past this Edna person?
Don't you wish you could push her out of the way? The problem is
that sword on the statue. If only the statue were right-handed...
5)How can I get rid of the statue?
Have Hoagie get the left-handed hammer from Red's workshop, and
switch it for the right-handed one in Jed & Ned's room, then push
Edna.
6)Dr.Fred spins the dial too fast. How can I slow him down?
Maybe you could slow the TV image down... Get the video tape from
Green Tentacle's room.
7)Fred is still to fast for me.
Try instant replay.. Use the tape with the VCR, then press the red
record button. Rewind the tape, then change the right hand switch to
EP. Now play the tape again. Bernard now knows the combonation and
can open the safe.
8)How do I get the contract signed? Dr.Fred has disappeared.
He hasn't disappeared; he's up in the attic tied to a bed.
9)The IRS won't let me see Dr.Fred.
Sneak up the chimney.
10)Dr.Fred can't sign the contract. He's all tied up.
Pick up the rope.
11)How do I remove red tape?
If only someone would take his place.. Maybe you could get another
family member to help here..
12)How do I move Ted?
Use the rope with the pulley. Tie the rope to Ted. Pull the rope
while standing on the roof.
13)The IRS dosen't seem to be fooled.
Color him red.. Get the red paint from the attic.
14)How do I get Fred out of the attic?
Try the same way you got Ted in. Tie the rope to Fred, then go out on
the roof and pull it.
15)Now that i've freed Fred, how do I wake him up?
You need the regular coffee from the kitchen.
16)Fred dosen't seem thirsty.
Use the funnel from the cabinet in the washroom with Dr. Fred, then
use coffee with the funnel.
17)Fred won't sign the contract.
Tell him you'll stop the tentacles by yourself.
18)Wait a minute; this contract's outdated.
Just like he should have shut off the sludge machine earlier. This
isin't a problem when you've got a time machine. Let Hoagie mail it.
19)Where can I get a stamp?
Weird Ed's got some and as long as their useful he'll keep them.
Get the disappearing ink from Dwayne's room and use it with the stamp
album.
20)O.K., Dr. Fred has money, but he won't order the diamond.
Get Dr.Freds bankbook from the office, then make sure to watch TV
before you call the Shopping Network.
AS LAVERNE-
1)How do I get Laverne out of the tree?
That tree has got to go.
2)What could hurt a kumquat tree?
Get Hoagie to talk to George Washington about chopping down the tree!
3)This isin't the right kind of tree for George.
Paint the tree red with the paint from the attic, then challenge
George's tree-chopping ability while he's in the convention hall.
(Dialouge path 1,1,2,2, if you haven't alked to him before, otherwise
2,2)
4)Now Laveren is imprisoned. How can I get her out?
Have Laverne talk to the guard and say she's sick or ask to go to the
bathroom.
5)O.K., how can I get Laverne out of jail FOR GOOD?
You need to make a tentacle costume with the tentacle chart from the
tentacle doctor's office, those would make a good patern for a
costume.
6)Who would make a disquise?
Try leaving the tentacle pattern with Betsy ROss.
7)Laverne can't get to the Chron-o-John.
You'll have to get Laverne captured again, then tell the guard you
have to go to the bathroom and head for the yard.
8)How can I get to the roof?
Use the fireplace!
9)How can I reach the disquise?
Get the crank from Bernard and use it with the crank box, then turn
the crank.
10)How can I get the guard to let me open the clock?
Get rid of him. What is the thing he loves to do? Chase down and
catch escaping humans. So get some to escape.
11)None of the humans in the front hall want to go anywhere.
Get rid of the Kennel Guard. If you won the contest, you could use
the dinner certificate.
12)How do I win the contest? I don't have a human.
Ted, the mummy, sort of looks like a human.
13)Ted won't leave the room.
Use the skates. Then push.
14)When does the contest start?
You need to register Ted first. Get a tag from the blue tentacle
by the fireplace in the regisration room.
15)When does the judging start?
Talk to the judges to get them to attend to business.
16)How can Laverne win?
Get rid of Harold.
17)Harold won't leave.
He might if he were sick or looked sick. What about the fake barf
in Bernard's time? You need to get it off the ceiling. Turn on the
stereo and push over the speaker in the middle of the tentacles'
room, then get the barf and have Laverne use it with Ted.
18)I got rid of Harold, but I still don't think Laverne will win.
Ted lacks a certain lifelike quality. He needs a better laugh,
a better smile, and better hair.
19)How can I get a better laugh?
Get Oozo's laugh box from the clown in the convention hall in
Bernard's time.
20)That clown drives me crazy.
Use the scapel to do him in.
21)How can Ted get a better smile?
Who has nice teeth? The talking horse in Hoagie's time has a really
good smile.
22)Smiles aren't easy to steal.
They are dentures. Put the horse to sleep.
23)What could relax a horse?
Bernard's textbook could put anyone to sleep.
24)How can I cure Ted's scalp problem?
Have you flushed the spaghetti?
25)Ted's "hair" just isin't good enough.
Use the fork from the kitchen in Bernard's time with the spaghetti
on Ted's head...
26)Even with the kennel guard gone, those darn humans still won't leave.
You'll have to scare them.
27)What could possibly scare a human?
A wild animal? a SKUNK?
28)Where could I find one of those human-scaring critters?
The black cat outside? Paint the fence white so when he rubs his back
he will get a white stripe.
29)How could I improve the appearence of the fence?
There is no white paint in the whole game. So use the Booboo-b-gone
from Fred's office on the fence.
30)I still can't pick up the cat.
Cat food could be a good thing to use to lure him down. Use the toy
mouse from the attic in the past.
31)That cat in the past is very selfish.
What if there was something to distract him like a mouse? Something
like a squeaky mattress?
32)The cat's too fast for Hoagy.
Use the squeaky mattress with the other bed.
33)I made it to the basement, but there's no way to use the generator.
You'll need a hamster from Ed's room in Bernard's time to power it.
34)Ed threw me out of his room, and I can't get back in.
Give Ed the stamp album.
35)The only hamster is in the present, and I can't flush it.
How can I preserve the hamster? Put him on ice-Put the hamster in
the ice machine.
36)What good is a cold critter?
Thaw the hamster out in the microwave.
37)A chilly and wet hamster isin't very useful either.
Maybe a sweater would warm it up. The sweater's stuck under the guy
in the bedroon in Bernard's time.
38)How do I wake up the guy in pajamas?
The Fickle Finger machine might move him-if you had enough dimes.
39)How do I get the dime out of the gum?
Use the crowbar.
40)The guy in the ski mask won't give me the crowbar.
He needs some other way to get in the car. Give him the keys you
can get by closing the door inside the honeymoon suite.
41)The sweater won't flush.
2 problems - it's too big and it's too wet. A dryer might solve both
but it needs quarters.
42)Where can I get quarters?
Use the crowbar with the candy machine.
43)Bernard can't get the sweater out of the dryer.
Laverne can get it out...
44)I forgot why I needed the sweater.
To warm the hamster so it can run the generator.
45)I've lost my hamster.
He's in the mousehole. What you need is a vaccum-cleaner.
46)Where could I find a vaccum cleaner?
Have Hoagie use the vaccum cleaner flier from the lobby with the
suggestion box.
47)Help! The hamster's stuck in the vaccum cleaner.
Open the hatch and get it out!
48)How do I disable the booby trap?
You already have - it's a one-hit wonder.
49)The generator's running, but I can't connect it to the Chron-o-John.
Use the extension cord from the seventies exhibit through the
basement window to connect the Chron-o-John to the generator.
AS HOAGIE, LAVERNE, AND BERNARD TOGETHER
1)I'm too small to do anything and somebody stole my inventory.
Everything you need is in the mansion, and being small wears off.
2)How can I get to the switch? There's 10 tentacles guarding it.
Get the bowling ball from green Tentacle's room.
3)Old Purple Tentacle zaps me before I can do anything.
Maybe there's a secret passageway you haven't noticed yet all through
the game. Get Dwayne's door open when large, get Old Purple to zap
you, run through the mousehold when small, wait there until you grow,
and pick up the bowling ball when large.
4)Now Old Purple Tentacle won't let me throw the switch.
If only you could shoot HIM with the ray gun. There IS a mirrow in
the room. Talk to Old Pur into shooting Dr.Fred (Dialouge path
1,4,1,3)
Was this a bitch to type? YES! Enjoy it!
-DeaD GooN of Hybrid
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
Another file downloaded from: The NIRVANAnet(tm) Seven
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
Burn This Flag Zardoz 408/363-9766
realitycheck Poindexter Fortran 510/527-1662
Lies Unlimited Mick Freen 801/278-2699
The New Dork Sublime Biffnix 415/864-DORK
The Shrine Rif Raf 206/794-6674
Planet Mirth Simon Jester 510/786-6560
"Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X

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From news Wed Apr 1 12:17:39 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (NEC TURBOGRAFX-16, TURBOEXPRESS)
Message-ID: <44157@ucbvax.BERKELEY.EDU>
Date: 1 Apr 92 02:34:08 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 107
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
NEC TURBOGRAFX-16, TURBOEXPRESS, AND PC-ENGINE
New Distribution Votes Rank Title
........*. 1 9.0 1943
.....*.... 1 6.0 Addams Family, The
.......622 5 8.6 Aero Blasters
......*... 1 7.0 Afterburner II
.....045.. 12 7.4 Alien Crush
.......55. 2 8.5 Andre' Panza Kick Boxing
...*...... 1 4.0 Batman
....2422.. 5 6.4 Battle Royale
...0...422 15 8.4 Blazing Lazers
.....46... 5 6.6 Bloody Wolf
.1......61 6 8.0 Bomberman
.....2241. 14 7.5 Bonk's Adventure
.....11.6. 6 8.2 Bonk's Revenge
....1142.. 7 6.9 Cadash
.......*.. 1 8.0 China Warrior
........*. 1 9.0 Columns
......36.. 3 7.7 Cyber-Core
.......36. 3 8.7 Dead Moon
..*....... 1 3.0 Deep Blue
......1.54 10 9.2 Devil's Crush
...25.2... 4 5.2 Double Dungeon
........*. 3 9.0 Download 2
........*. 1 9.0 Dragon Saber
......6..3 3 8.0 Dragon Spirit
* ......*... 1 7.0 Dragon's Curse
.....323.0 12 7.2 Dungeon Explorer
......*... 1 7.0 Exile
..2.222... 4 5.2 Fantasy Zone
....*..... 1 5.0 Fighting Street
....233... 8 6.1 Final Lap Twin
.......55. 2 8.5 Final Soldier
....55.... 2 5.5 Final Zone II
....1.33.1 13 7.5 Galaga '90
.........* 1 10.0 Gradius
....*..... 2 5.0 J.J. & Jeff
......*... 1 7.0 Jack Nicklaus Golf
.0214.1... 15 4.4 Keith Courage In The Alpha Zones
.....324.. 9 7.1 Klax
.......*.. 2 8.0 Last Alert
...1.22200 15 7.0 Legendary Axe
....0.26.. 11 7.5 Legendary Axe II
..0....043 13 8.8 Military Madness
........*. 1 9.0 Monster Lair
...22.222. 5 6.6 Moto-Roader
......5.22 4 8.2 Neutopia
.....11141 7 8.3 Ninja Spirit
.....63... 3 6.3 Ordyne
........*. 1 9.0 Outrun
...6.4.... 5 4.8 Pac-Land
.......*.. 1 8.0 Parasol Stars
.......*.. 1 8.0 Power Drift
.....*.... 1 6.0 Power Golf
....2224.. 5 6.8 Psychosis
....122221 10 7.5 R-Type
.......*.. 1 8.0 Raiden
......63.. 3 7.3 Ranma 1/2
......63.. 3 7.3 Rayxanber II
......*... 1 7.0 Road Spirits
........*. 1 9.0 Salamander
......*... 1 7.0 Sci
...2.222.. 4 6.2 Sidearms
.....2..7. 4 8.2 Silent Debuggers
.....55... 6 6.5 Sinistron
.....*.... 2 6.0 Sonic Spike V'ball
.....55... 2 6.5 Space Harrier
......55.. 6 7.5 Splatterhouse
........*. 2 9.0 Spriggan
.......333 3 9.0 Super Darius
.1....16.. 6 6.8 Super Star Soldier
......*... 1 7.0 Super Volleyball
...1331... 6 5.5 T.V. Sports Football
.......*.. 2 8.0 T.V. Sports Hockey
......*... 1 7.0 Talespin
........55 2 9.5 Time Cruise II
.......*.. 1 8.0 Twin Hawk Custom
......*... 3 7.0 Valis II
* ........*. 1 9.0 Valis III
* ........*. 1 9.0 Valis IV
.......*.. 1 8.0 Vasteel
......*... 2 7.0 Veigues Tactical Gladiator
...333.... 3 5.0 Victory Run
.......*.. 1 8.0 W-Ring
.....3.33. 3 7.7 World Class Baseball
* ......5..5 2 8.5 World Court Tennis
.......*.. 2 8.0 Xevious
.......2.7 4 9.5 Ys I & II
......36.. 3 7.7 Ys III
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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From news Wed Apr 1 12:17:47 1992
Path:uwm.edu!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!
ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (NINTENDO SNES, NES, GAMEBOY)
Message-ID: <44158@ucbvax.BERKELEY.EDU>
Date: 1 Apr 92 02:35:15 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 173
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
NINTENDO GAMEBOY
New Distribution Votes Rank Title
...*...... 1 4.0 Bases Loaded
...5.5.... 2 5.0 Batman
...5...5.. 2 6.0 Bill & Ted's Excellent Adventure
.*........ 1 2.0 Boulderdash
........*. 2 9.0 Boxxle
...*...... 1 4.0 Bubble Ghost
......36.. 3 7.7 Castlevania
.......*.. 1 8.0 Castlevania II
......*... 1 7.0 Chessmaster
.......*.. 1 8.0 Choplifter II
......*... 1 7.0 Crystal Quest
......*... 1 7.0 Daedalus Opus
.......55. 2 8.5 Dr. Mario
......*... 1 7.0 Dynablaster
..2.2.24.. 5 6.2 F-1 Race
....1.1022 11 8.1 Final Fantasy Legend
......33.3 3 8.3 Final Fantasy Legend II
.....222.2 4 7.8 Gargoyle's Quest
...2..2.22 4 7.5 Golf
.....55... 2 6.5 Ishido: Way Of The Stones
....5...5. 2 7.0 Kwirk
......*... 1 7.0 Lock 'N Chase
........*. 1 9.0 Matchmania
.3...3.3.. 3 5.3 Megaman
.....2242. 5 7.6 Metroid II
...222..22 5 6.8 Nemesis
.........* 1 10.0 Nemesis II
...*...... 1 4.0 Paperboy
........*. 1 9.0 Parodius
.2....2.42 5 7.4 Pipe Dream
...*...... 1 4.0 Play Action Football
........*. 1 9.0 Probotector
.....*.... 1 6.0 Puzzle Road
.......*.. 1 8.0 Puzznic
......55.. 2 7.5 Qix
...*...... 1 4.0 Quarth
..3..3.3.. 3 5.7 R-Type
....22.22. 4 7.0 Revenge Of The Gator
.*........ 1 2.0 Robocop II
........*. 1 9.0 Scrabble
....*..... 2 5.0 Shanghai
.......*.. 1 8.0 Side Pocket
.....5..5. 2 7.5 Skate Or Die
..*....... 1 3.0 Sneaky Snakes
....46.... 5 5.6 Solar Striker
.....0.224 13 9.0 Super Mario Land
........*. 1 9.0 Sword Of Hope
* ......*... 1 7.0 Tennis
....201031 19 7.6 Tetris
........*. 1 9.0 Yakuman
NINTENDO ENTERTAINMENT SYSTEM (NES) AND FAMICOM
New Distribution Votes Rank Title
.........* 1 10.0 A Boy And His Blob
.......*.. 1 8.0 Adventures Of Bayou Billy
......25.2 4 8.2 Adventures Of Little Nemo In Dreamland
...5...5.. 2 6.0 Alien Syndrome
..3...3.3. 3 6.3 Baseball Stars
....5.5... 2 6.0 Bases Loaded
....5...5. 2 7.0 Battle Of Olympus
....31.111 6 7.2 Blades Of Steel
...3..3.3. 3 6.7 Blaster Master
...*...... 2 4.0 Bubble Bobble
.......*.. 2 8.0 Castlevania
.....3.3.3 3 8.0 Contra
......225. 4 8.2 Crystalis
...5...5.. 2 6.0 Deja Vu
......55.. 2 7.5 Destiny Of An Emperor
....*..... 2 5.0 Double Dragon
...5.5.... 2 5.0 Double Dragon 2
.....28... 5 6.8 Dragon Warrior
1332...... 9 2.7 Duck Hunt
..5.....5. 2 6.0 Dungeon Magic
..*....... 2 3.0 Excite-Bike
.1.1..15.. 6 6.2 Faxanadu
..5..5.... 2 4.5 Fester's Quest
......1124 7 9.0 Final Fantasy
...2.26... 5 6.2 Gauntlet
..3..3.3.. 3 5.7 Gauntlet II
....*..... 2 5.0 Gradius
......*... 2 7.0 Gyruss
....*..... 1 5.0 Heavy Barrel
.......*.. 1 8.0 Iron Tank
...*...... 1 4.0 Ironsword
....*..... 1 5.0 Journey To Silius
..3....6.. 3 6.3 Legacy Of The Wizard
.....21124 10 8.5 Legend Of Zelda
...4..222. 5 6.4 Life Force
.*........ 1 2.0 Magic Johnson's Fast Break Basketball
.....55... 4 6.5 Magic Of Sheherazade
........*. 1 9.0 Maniac Mansion
.....*.... 2 6.0 Marble Madness
....2.222. 4 7.2 Metroid
.....*.... 2 6.0 Mike Tyson's Punch-Out
......*... 1 7.0 Ms. Pac-Man
.....5...5 2 8.0 Ninja Gaiden
.....5..5. 2 7.5 Ninja Gaiden 2
....*..... 1 5.0 Off-Road
.*........ 1 2.0 Pinball Quest
.....*.... 1 6.0 Pipe Dream
....5.5... 2 6.0 R.B.I. Baseball
....*..... 1 5.0 R.C. Pro-Am
....5.5... 2 6.0 Rolling Thunder
..5.....5. 2 6.0 Romance Of The Three Kingdoms
.....*.... 2 6.0 Rygar
...*...... 1 4.0 Skate Or Die
....*..... 1 5.0 Solomon's Key
...5..22.. 4 5.8 Solstice
* ...*...... 1 4.0 Star Trek: 25th Anniversary
......36.. 3 7.7 Star Tropics
.....63... 3 6.3 Street Fighter 2010
..3......6 3 7.7 Super C
0..011121. 17 6.4 Super Mario Brothers
......225. 4 8.2 Super Mario Brothers 2
...0...143 12 8.8 Super Mario Brothers 3
.....55... 2 6.5 Super Sprint
....2...26 5 8.8 Super Tecmo Bowl
....22222. 5 7.0 Tecmo Bowl
...22.42.. 5 6.2 Teenage Mutant Ninja Turtles
....3.6... 3 6.3 Teenage Mutant Ninja Turtles: The Arcade Game
.......*.. 1 8.0 Time Lord
55........ 2 1.5 Top Gun
.....25.2. 4 7.2 Willow
3....6.... 3 4.3 Xenophobe
......*... 2 7.0 Xevious
.....11.51 7 8.4 Zelda II: Adventures Of Link
SUPER NINTENDO ENTERTAINMENT SYSTEM AND SUPER FAMICOM
New Distribution Votes Rank Title
..0010230. 21 6.5 Actraiser
26....2... 5 2.8 D-Force
.11.32111. 10 5.6 Darius Twin
1.111.3... 6 4.5 Drakkhen
...0011032 24 8.0 F-Zero
.0.0.11121 17 7.7 Final Fantasy II
12....43.. 10 5.7 Final Fight
.1.13.1.1. 6 5.3 John Madden Football
....5..5.. 2 6.5 Lagoon
...2.1111. 11 6.5 Pilotwings
0...200020 11 6.7 Populous
.....2122. 7 7.6 Sim City
.0.0.10132 20 8.0 Super Castlevania IV
* ......*... 1 7.0 Super E.D.F.
..0.001320 21 7.6 Super Ghouls 'N Ghosts
.00.000223 33 8.5 Super Mario World
....4.4.2. 5 6.6 Super Off-Road
....3122.1 9 6.8 Super R-Type
5.5....... 2 2.0 Super R.P.M. Racing
........36 3 9.7 Super Smash T.V.
2....4.22. 5 6.0 Super Tennis
.0.0.1042. 17 7.2 U.N. Squadron
* .....*.... 1 6.0 Ultraman
.11311.... 6 4.0 Wanderers From Ys III
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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This article was published as:
"Game Size: The Forgotten Discipline"
PC Techniques, Vol. 6, no 3
Aug/Sept. 1995, page 93.
What appears here is the original manuscript, as submitted to Jeff
Duntemann. Any changes in the published version are due to Jeff's
expert editing.
Writing Smaller Games
copyright 1995 Diana Gruber
At a recent conference, I ran into a user of a shareware game who
was complaining that the game wouldn't run on his ancient 80286
computer. It was running too fast. The program, apparently, was
written years earlier to run on an XT, and performed badly on
anything faster. He was wondering if I had any suggestions on how
to fix it. I didn't, but I took the opportunity to recall the good
old days of game programming, when developers knew how to get the
most out of those old, primitive systems.
The thing that sticks in my mind the most about the early days
of game programming was how much attention we paid to the size
of a game. These days, all the emphasis is on speed. If a game
fits on ten floppy disks or a CD-ROM, it isn't a problem. We
can afford to be wasteful where size is concerned, as long as
we have adequate speed.
Do you remember when floppy disks were so expensive that games
had to fit single 360K disk? Disk space wasn't the only problem
back then. You couldn't count on a system having 640K bytes of
memory, or even 512K. To reach the widest audience, a game
had to run in 256K or less.
Programming to those types of minimal configurations is becoming
a lost art. Game programmers who remember how it was done still
have the necessary skills. We remember how to optimize for size.
But you don't see much written on the subject, because it is
no longer an issue like it used to be. Still, there is no reason
to be sloppy. Wasted space is wasted space. Even if you don't
need to optimize for size, it still pays to know how to do it.
And there are still occasions where optimizing for size is
important, for example when writing code for an embedded system
or an EPROM.
With this in mind, I am offering the following list of suggestions
for optimizing games for size.
Use C, not C++
C++ is a powerful language. While you can use it without a speed
degradation, you will most likely notice an increase in the size
of your program. When optimizing for size, use C, stripped down
to the bare minimum. Also, compare compilers. Some compilers
generate smaller code than others.
Check your compiler switches
Most compilers give you a choice between optimizing for speed and
optimizing for size. Choose optimizing for size, and be sure to
turn off the debugging information. Keep an eye on things like
stack size and heap size, and adjust as appropriate.
Be careful with overlays
The big problem with overlays is the number of disk accesses they can
generate. If these are not planned carefully, your program will
access the hard disk constantly, causing your program to run very
slowly. However, if used correctly, overlays can be a wonderful way
to keep a game running when RAM is low.
Use the medium memory model if possible
You want your data to default to near memory. You can fit a lot
of data in a 64K segment, especially if you make heavy use of globals
and reuseable arrays. If Windows Write can be written in medium
model, so can your game. The small model is also good, but it is usually
not practical to fit both code and data into 64K segments.
Use the smallest integral type
Don't use long integers when short integers will do. Don't use short
integers when bytes will do. This isn't terribly important where
individual variables are concerned, but pay careful attention to your
arrays.
Use globals
These days, programmers are taught to avoid globals for stylistic
reasons. However, they can actually be quite efficient, both in
terms of speed and size. There is a time and a place for everything.
If you are writing a program for a bank that 20 other programmers
are going to work on, you should avoid using globals. If you are
writing a game and you want to squeeze every drop of performance
out of it, use them liberally.
Use malloc() and free()
This is obvious. When an object, such as a bitmap or a sound effect,
is no longer in use, its space should be available for some other
object to use. A variation on this is to allocate all the free memory
at the beginning of your program, and control the use of it yourself.
Programmers often write functions called my_malloc() and my_free()
which simply keep track of pointers to this block of memory. However
you choose to manage memory, be careful about fragmenting it.
Reuseable arrays
Allocate an array of a few thousand bytes and use it over and over.
Temporary bitmaps, such as menu art, can go in there, along with
sound effects, masking maps, or whatever else comes and goes
frequently.
Write lots of small functions
Any time you do something more than twice, write another function
to handle it. The overhead of using many function calls can be
offset by the liberal use of global variables.
Don't use inline functions
Inline functions are the way to squeeze more speed out of a C++
program. In some cases, class functions default to inline. This
adds size to your program, because every occurrence of the function
call is expanded to the whole function at compile time.
Use macros sparingly
Do this for the same reason you avoid using inline functions. The
macro substitution happens at compile time, adding size to your
executable program. Don't avoid macros altogether, though. They can
greatly simplify your code, and add a speed boost as well. Just
be careful how you use them.
Don't use unrolled loops
Unrolled loops are a speed optimization, at the expense of program
size. If size is a concern, roll them back up. A compromise solution
is to use partial unrolling. For example, you can execute a
1000-iteration loop 500 times but include the code twice within the
loop.
Don't use compiled bitmaps
Compiled bitmaps are all the rage these days. Bitmap data is turned
into assembly language instructions. They are blazingly fast, but
add massive size overhead to the size of your program.
Use itoa() instead of sprintf()
There are very few times when you want formatted text output in a
game. Usually the score will contain integers, and maybe some
inventory or map coordinates also involve numbers. The sprintf()
function does a nice job of converting numbers to text, but it
also does a lot more. The unneeded code adds to the size of your
program. If possible, avoid it and use itoa(). Similarly, use atoi()
instead of sscanf().
Don't use floating point
This is a universal truth in games, and programmers will go to great
lengths to avoid floating point math, including writing their own
"fixed point" functions, which are integer simmulations of real number
functions. In general, integer solutions can be found to most
game design problems, usually without resorting to fixed point.
For example, to turn clock ticks into seconds, you need to multiply
by 18.2. This can be accomplished by multiplying by 182 and dividing
by 10.
Rewrite the startup code
While I have never done this, some game programmers do it routinely.
The function c0.asm can be optimized by stripping out the code you
don't need.
Compress your executable
There is a freeware program called LZEXE which allows you to store
your executable in a compressed format which is decompressed at load
time. This saves disk space, but not RAM. The program will expand
to fill up the same amount of RAM it required before the compression.
There are also commercial programs that do the same job.
Use repetitive music and brief sound effects
Music and sound effects will eat up huge chunks of space. Plan these
carefully. Trim them down to the bare minimum, and store them in
RAM in reuseable arrays.
Turn little files into big files
Files are stored on disks in allocation units. Typically, DOS will
alocate a unit of two 512-byte sectors on a floppy disk, or four
sectors on a hard disk. A tiny file will fill the entire allocation
unit, even if it is only a few bytes long. The rest of the
allocation unit is simply unused space. On average, 512 bytes of space is
wasted for each file on a floppy disk. That means if you have 10
files on a floppy disk, you have approximately 5K of wasted space. So
if you can combine your bitmaps or sound effects into larger binary
files, you will achieve a significant savings in disk space.
Use reuseable artwork
If your title screen and your credit screen use the same artwork, but
perhaps arranged differently, you can store it in a single file and
organize it at run time. If your title screen uses artwork from the
game, so much the better. Recycle those files as much as possible.
Strip the palette information out of PCX files
If you use the same color palette throughout the game, then you
don't need to store that information in a PCX file. The 256-color PCX
files have 768 bytes at the end which hold the palette information.
You can trim that off. If you have 10 PCX files all using the same
palette, this will save you more than 7K.
Use RLE bitmaps
Run Length Encoding (RLE) is a simple technique for compressing
bitmaps. It simply records the color, then the number of pixels of
that color, in a continuous pattern starting at one corner. Depending
on the artwork, this can save you considerable space both both in
terms of disk space and RAM. RLE's are also very efficient in terms
of speed. They can be displayed faster than an uncompressed bitmap,
but not as fast as a compiled bitmap.
Don't store text as graphics
If you have a page of text, for example opening credits or a storyline,
store it as character strings and display it using a bitmapped font.
Don't store it in a PCX file, which would be very wasteful.
Split your sprites
If you have two sprites that are almost identical, break them up.
For example, if you have a man with his hands up, and the same man
with his hands down, make the man one sprite, and the hands another
sprite. This will save quite a bit of sprite storage room, but
it causes a slight speed degradation (you turn one blit into two blits)
and it is also time-consuming and annoying to manipulate the artwork
that way. If you are at the end of the development cycle, and you
just need to squeeze a few more bytes out of your program, this is
a good place to do it.
As you can see, many of these tips are exactly the opposite of what
you would do if you were optimizing for speed. In actual practice,
game programmers tend to weigh their options and make decisions based
on both size and speed. These days, the equation is skewed heavily
toward speed, with size being a trivial factor in development
decisions. Still, it pays to know what you are trading away when you
make your tradeoff decisions. A good programmer will keep both size
and speed considerations in mind when designing and developing games.

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To appear in the Proceedings of the Computer Game Developer's Conference, 1997
Practical Collision Detection Lecture #177 Jonathan Blow
jon@bolt-action.com http://www.bolt-action.com
--- Target Audience ---
Programmers of realtime 3D applications who intend to implement sophisticated
collision detection schemes.
--- Abstract ---
Most modern 3D games require some form of collision detection. This paper
presents some basic brute force methods of collision detection between
polyhedra, successively refining the techniques until we are left with
a system that runs quickly. An implementation is examined in which
a game engine handles 32 players and hundreds of objects in realtime.
--- Modus Operandi ---
Over the past year, we have been experimenting with methods of collision
detection for use in games. The goal of this paper is to communicate the
experience we have gained. Being an exposition of "practice and experience",
this paper does not present any new work in that it does not plant a new
condominium tract amid the burgeoning fields of computer science. We hope
merely to provide observations and ideas that will be useful to others
exploring this subject. All the ideas presented here (and many more)
would be evident to anyone who sat down and experimented with collision
detection for a time. Our main goal is to save you some of that time.
This paper is constructed in a form that matches the evolution of our
collision detection system over time. In the first section we begin slowly,
taking small steps until a foundation is firmly established. We detail the
history of our progress, highlighting key discoveries. Finally, we speed
through some advanced concepts, and leave off with some jaded summaries of
the current state of collision detection research.
--- What Do You Want? ---
We wanted to make a game with "good collision detection", but we didn't
take much time to clarify to ourselves what precisely that meant. We knew
that we wanted objects to have the shapes of arbitrary polyhedra, and we
knew that we didn't want grossly inaccurate collision results: that is,
we never wanted to see objects bounce off empty space, and neither did we
want to see them interpenetrate.
--- A First Try ---
If two objects are sticking through each other, and they are both closed
polyhedra, then at least one face of one object will be penetrating at
least one face of the other object. If we can detect this case as soon
as it occurs, then "fix" the situation by moving the objects slightly so
that they no longer penetrate, then we should be done.
Therefore we decided that the logic governing object motion would proceed
in a loop like this:
while the game is running
foreach entity in the world
update(entity)
update(entity):
entity.old_position := entity.current_position
modify entity.current_position based on entity.velocity and other factors
if Colliding(entity) then entity.current_position := entity.old_position
Colliding(current_entity) -> bool:
foreach entity in the world
if entity != current_entity then
if Entities_Collide(current_entity, entity) then return true
return false
Entities_Collide(e1, e2) -> bool:
foreach polygon p1 in e1
foreach polygon p2 in e2
if polygons_intersect(p1, p2) then return true
return false
We have not defined _polygons_intersect_ here. Descriptions of how
to determine the intersections of two polygons can be found in [O94].
It is easier and faster to determine intersections of convex polygons
than nonconvex ones, so one may wish to compose one's models of convex
polygons (there are many good reasons to do this, most of which have to
do with graphics.)
When objects collided, we chose to move them back to their starting
positions, because if those were "safe" spots for the objects a moment ago,
they will probably still be safe. One alternative is to search through
space to find new positions for the objects, which is icky. But there
are complications in the method that we chose: for example, when an object
is moved back to its starting point, we must make sure that it is really
still safe; if not (because an object has moved into that space in the
meantime), we must move the offending object back to its own starting
position. The worse that can happen is that we have to revert every
object in the world to its starting point. For the most part, though,
the pseudocode above illustrates an extremely basic, extremely simple,
and extremely slow way of doing collision detection. Why is it so slow?
If we have two objects, each of which is composed of 100 polygons, then
when they collide, that loop body in Entities_Collide will be executed a
lot -- 1002 times in most cases. Finding whether two polygons intersect
is not the fastest operation known to man. On current-day computers,
doing it 10,000 times is far from instantaneous. And doing it 10,000
times for each pair of objects that may collide, updating the world many
times per second, becomes impossible. It's dreadfully slow, but it works
(with a few exceptions, which we'll talk about later). And something that
works is not a bad starting point.
--- The First Filters ---
One way to speed up a slow algorithm is to install "filters" which keep
the slow part from getting run when it doesn't need to, or which can come
up with an easy answer using inexpensive techniques. Immediately we put
into place two simple filters that most experienced programmers would take
as givens:
A) Segregation is Good
We divide the world into a regular grid that partitions objects into
smaller groups, with the goal of reducing the number of entity-entity
comparisons the system needs to make. Every time we move an object, we
compute which squares of the grid it overlaps. For our engine we chose
a two-dimensional grid, although it is a true 3D world, because the game
is played over a landscape and we do not expect many objects to be piled
on top of each other.
B) Bounding Spheres
Before doing the polyhedron-polyhedron check, we look at the distance
between the centers of the two objects. If they are further than the sum
of the two objects' radii, the objects cannot possibly interpenetrate.
To speed this up slightly, we can check the distance squared versus the
sum of the radii squared (this avoids a costly square root operation).
C) I Prefer Jersey
Actually, we originally had a third filter that ran before the bounding
sphere test, which looked at the Manhattan distance between the objects'
centers. This was not really worth the bother (It almost never saved any
execution time worth worrying about) so we deleted it.
--- Filling In the Gaps ---
The code discussed so far tests for interpenetration, but that might not
be adequate. I've never seen a realtime object simulator in which movement
wasn't discrete; that is to say, motion occurs by teleporting objects
from place to place. The illusion of smooth motion arises because the
distances by which the objects "jump" are very small. But the faster an
object is moving, the further it must jump during a fixed timestep. If an
object jumps far enough during one update, it could "miss" another object,
appearing to fly right through it (or part of one object could miss part
of another, causing strange things to happen). Our quick fix for this was
to create a "speedbox" around the object; the speedbox was a bounding box
that enclosed the full volume of space through which the object might pass
during one update. When testing for collisions we would use the speedbox's
shape instead of the object's actual shape. This violated our original
concern that collisions should be very accurate, but we waved our hands
and said that since the object was moving so quickly, nobody would see
what was going on anyway. See, games are cool because you can wimp out
like that, any time you want. The most drastic (and only theoretically
sound) alternative we know of is to represent shapes mathematically as
functions of their initial space occupancies, their velocities, and time,
and then solve huge sets of simultaneous equations to determine collision.
We do not expect this approach to be computationally feasible any time
this millennium. Divisiveness is Good
It's an ancient fact that, if two convex polyhedra do not intersect, one
can always find a dividing plane between them [Rab95]. Exploiting this
fact seemed like a good idea. We didn't want to limit our objects to
convex polyhedra, or have to express them as being composed of such.
But it is still true that, if objects are mostly convex, then you can
usually find a dividing plane between them (illustrated in figures 5-7).
So we wrote another filter called "plane divides entities", which would
heuristically try to find a dividing plane between two objects. And we
saw that it was good.
By this point we had built up a stack of "easy"-to-compute filters that
would happen before the final collision detection, which became known as the
"hard case". But the hard case was, so to speak, still too hard. And though
the filters were very helpful, there were cases when they just failed to
apply. When two objects got very close to each other in ways that left no
easily-found dividing plane between them, the game slowed down unacceptably.
We knew about BSP trees, so we cracked open some references and began writing
some new hard-case code. We will not attempt to explain BSP trees fully in
this paper. Instead, we refer the reader to [Chin95], [FV90], and [Wade95],
and provide a brief explanation for the sake of context. BSP trees consist
of a hierarchy of planes, where each plane divides a region of space into
two halfspaces. We can use them to describe a solid object by adopting the
convention that each separating plane of a leaf node describes a portion
of the object's surface, where one of the plane's halfspaces represents
the inside of the object, and the other represents space that is outside.
Binary tree organizations of n nodes can often allow search operations to
complete in O(log(n)) time, and the collision detection we are trying to
perform is fundamentally a search. Intuitively, if we use BSP trees well
when testing two objects for intersection, we should be able to handle a
"hard case" collision test in something like O(log(n)2) time, where n is
a typical number of polygons contained by an entity. We can employ BSP
trees to speed up collision detection by using their spatial-partitioning
properties to reject polygons early. If we are detecting a collision
between two entities A and B, and if we know that A lies entirely on one
side of some plane P that cuts through B, then we need only test A against
the parts of B that are on the same side of the plane as A. (In a sense,
this is a more sophisticated version of the Plane Divides Entities test,
where the dividing plane eliminates only part of an object, rather than
the whole thing.) BSP trees provide us with a myriad of such planes.
So if we recurse down the BSP tree of B, finding whether A's bounding
sphere intersects each separating plane (a very cheap operation in itself),
we can ignore many polygons of B that have no chance of colliding with A.
For each polygon of B that passes this filter, we will call a procedure
that compares it with every polygon in A. Some sample C++ source code to
do this is presented below:
struct Polyhedron {
List *faces; // All polygons contained in this object
Point center; // Center of the object
float radius; // Radius of its bounding sphere
BSP_Node *bsp_tree; // BSP tree representing this object
};
enum flag_value {
TOUCHES_POS_HALFSPACE = 0x1,
TOUCHES_NEG_HALFSPACE = 0x2,
SLICED = 0x3 // Touches both halfspaces
};
struct BSP_Node {
float a, b, c, d; // Coefficients of plane equation (ax + by + cz + d = 0)
List *polygons; // Polygons that are coplanar with said plane
BSP_Node *positive, *negative; // Contents of each halfspace
};
bool object_hits_world(BSP_Node *node, Polyhedron *solid) {
if (node == NULL) return false;
int status = classify(node, solid->center, solid->radius);
if (status == SLICED) {
if (test_solid_against_polygons(node->polygons, solid))
return true;
}
if (status & TOUCHES_NEG_HALFSPACE) {
if (object_hits_world(node->negative, solid)) return true;
}
if (status & TOUCHES_POS_HALFSPACE) {
if (object_hits_world(node->positive, solid)) return true;
}
return false;
}
int classify(BSP_Node *node, Point center, float radius) {
float distance = (center.x * node->a) + (center.y * node->b)
+ (center.z * node->c) + node->d;
int status = 0;
if (distance - radius <= 0.0) status |= TOUCHES_NEG_HALFSPACE;
if (distance + radius >= 0.0) status |= TOUCHES_POS_HALFSPACE;
return status;
}
bool test_solid_against_polygons(List *polygons, Polyhedron *solid) {
Polygon *face1, *face2; Foreach(polygons, face1, {
Foreach(solid->faces, face2, {
if (polygons_intersect(face1, face2)) return true;
});
});
return false;
}
We can go further than this: after selecting potentially colliding polygons
from B, rather than testing them against all of A, we can drop them down A's
BSP tree, eliminating collision tests with much of A. By the time we're done
with all that, we should end up performing relatively few polygon-polygon
intersection tests. In our implementation, we choose the smaller of two
potentially colliding objects as A, and the larger as B (judging by the
radii of their bounding spheres). The reasoning behind this was that the
smaller object was more likely to fit between the larger's partitioning
planes, thus reducing the number of polygons considered (see figure 8).
To facilitate the testing of individual polygons from B against A's BSP
tree, we chose to store a center point and bounding radius on each polygon
of each object model. This is a controversial choice as it increases
memory usage, and as a bounding sphere is a fairly pessimistic bounding
volume for a polygon.
--- Early Hit Detection ---
By now things were a lot faster than what we'd started with, but of
course we still wanted to make them faster. We figured that, say, if
you're moving toward a wall and you collide with it, and you're going at
a reasonable speed, you won't jump too far through the wall -- chances are
that some vertices from your object will actually end up inside the wall
(this is illustrated in figure 9.)
So we added a new test that classified the necessary vertices of each
object into the other object; if a vertex from A, for example, ends up on
the interior of B, you know that they have collided, without performing any
polygon intersection tests. Though this test is certainly not sufficient to
determine a collision (again, see the figure), it is faster than comparing
polygons. Eventually we took this test back out. It did speed up the
detection of a hit between two objects, but this had a negligible effect
on the speed of the game as a whole, for one simple reason: objects almost
never collide with each other. For example, suppose you throw a big rock
at your friend's face. The rock will travel toward your friend for some
time, with little computation being performed because of culling by the
early collision filters. But there will come a time when the rock is very
close to your friend, and if he's flinging out his arms in desperation to
(unsuccessfully) shield himself from the rock, it will be difficult to
find a simple dividing plane between your friend and the rock. Therefore,
there will be many update cycles during which the rock is close to your
friend, but hasn't hit him yet. After the rock hits your friend's head
(if he's not a total klutz he'll have at least managed to turn his face
away so that he will not require much plastic surgery), the rock will
bounce off and travel back in something like the opposite direction.
As you can see, there will be many update cycles during which the rock is
close to your friend but not hitting, and only one during which it hits
(figure 10). If the "miss" cycles are much more expensive than the
"hit" cycle, it doesn't matter how much faster the "hit" test becomes. This
is a basic principle of optimization that we failed initially to think about,
and so perhaps we deserve a few rocks ourselves.
--- Aha! ---
But then we did do something that sped up the general case, which was
to perform all those BSP tests substituting a bounding box shape for
A instead of its true shape. Only if some parts of B collide with A's
bounding box do we go and do the full test against A. This does not take
too much computation (relatively), and it speeds up the great majority of
the near-miss cases that occur in our particular game. Finally, we added a
simple "bounding box safety" test that ran before Plane Divides Entities,
which quickly checked to see whether the two objects' bounding boxes
overlapped. (This test is similar to the OBB testing discussed later in
this paper, but with only one bounding box per object.) Accuracy is a Virtue
We have presented a few ways of using bounding volumes and dividing planes,
but when using these one must be very careful not to be bitten by the evil
spectre of Numerical Roundoff Error. To illustrate this, we'll look at
the bounding sphere test. We might initially compute the bounding sphere
for some object like this:
longest_radius := 0.0
foreach vertex in the object
vertex_distance := distance from vertex to object's origin if
vertex_distance > longest_radius
then longest_radius := vertex_distance
When we perform this computation, we will end up with a number that is
somewhat close to the correct radius of the bounding sphere (though it
will usually not be exact, not even to the precision of whatever numerical
representation we are using, because error will accumulate through the
compound mathematical steps we perform to find 'vertex_distance'.
Let's say, for the sake of argument, that the bounding radius we compute
ends up being a little bit smaller than the right answer. You can see how,
if the bounding sphere is too small, a bounding sphere filter test could
decide that there is no collision, when in fact there should have been
(because the little bits of the object that are poking through the sphere
have collided).
It's much worse than that, though. To detect a collision between two
objects, we want them to be in the same coordinate system, which means we
have to push at least one of them through a transformation matrix. Unless
we are using very, very precise and picky math for representing the matrix
(game programmers generally won't, for reasons of speed and schedule)
then by the time a vertex has been transformed, all hell has broken loose
in terms of numerical accuracy (especially since the matrix isn't very
accurate to begin with -- think about all the operations you perform to
compose a matrix and you'll understand.) If this error ends up pushing the
vertex further away from the center of the object during transformation,
the discrepancy between conclusions reported by the bounding sphere filter
and by the hard case will grow accordingly.
Collision detectors that are supposed to work together but end up
contradicting each other are very bad, especially if you're trying to
maintain any kind of system invariants. For our system, we decided that
it must always be true, when the server is in the steady state, that no
objects interpenetrate. Yet if the bounding sphere test causes a collision
to be ignored, we might find two objects interpenetrating at the beginning
of an object update. This Is Bad. It still happens in our system; we
deal with it by calling an emergency routine that removes an object from
the world and then tries to put it back in an arbitrary place as close to
its last position as possible.
--- They Are Not For You ---
"What do you want?" can be a very difficult question to answer. In our case
it turned out that, back in the beginning when we asked ourselves what we
wanted, our answer was insufficient. All along while writing our collision
detection routines we assumed that we would be able to just plug in some
equation-solvers and have some really neat looking physics, rather than
the "reverse the object's velocity" kind of bouncing we had started with.
It turned out that, in order to maintain a physical simulation system in
which awful computational mistakes did not happen, we needed to be very
accurate about where and when collisions took place -- otherwise objects
would get stuck, or they would bounce themselves further into the object
they were supposed to be repelling, and then go flying off into outer
space at ten times the speed of light. Or worse. To find the exact time
of collision, we would perform a binary search in the time domain -- if
the timestep started at time t, and we found that objects A and B were
colliding at time (t+1), then we would backtrack them both to time (t+0.5)
and test them again. If they're still colliding, we go further backward
in time; otherwise we go forward again. We stop when we find the earliest
time at which A and B were still not colliding, down to a resolution of t
that we find personally satisfying. Once we find the collision time, we
compare A and B to find the closest features of each object to the other.
Each feature that we find to be close enough to the other object, we
consider to be colliding, and pass that information to the physics system.
--- Let's Rock ---
Now we'll examine the effectiveness of the various filters in a simple
game situation. The numbers were acquired in the following situation: the
author joins a game server and flies a hovertank, using it to drop a cargo
box onto the landscape. When the box hits the landscape, it disappears
and deploys a repair pad, appearing in its place. The repair pad pivots
and slides against the ground until it comes to rest. (Once the pad comes
to rest, it is marked as sleeping, which means that no collision detection
or physics routines will act on it until it is upset by an outside force.)
The hovertank then turns around and touches down on the repair pad (in
a concave area, such that there are no dividing planes), then takes off
again and flies away.
Object Type # of Polygons # of polygons
(before BSP cuts) (after BSP cuts)
------------------------------------------------------
hovertank 97 111
cargo box 12 12
repair pad 69 76
Here is a listing of collision tests, the number of times during the
sample run that they were effective (came up with a definitive answer about
the status of a collision), the percent of all cases for which they were
effective, and the average amount of time taken for one test (timings taken
from a Pentium 166 running Linux, program compiled with gcc -ggdb -O3 -m486).
# of definitive
Collision Test answers Average Running Time
---------------------------------------------------------------
bounding spheres 3800 tiny
bounding box safety 1911 26.13us
plane divides entities 93 231.94us
BSP hard case 842 450.98us
This diagram shows Plane Divides Entities to be a fairly ineffective,
yet expensive, test. This is true, though it did not appear that way
to us originally. Before we added Bounding Box Safety, PDE was much
more effective than shown above (though it was still just as expensive).
However, once it was added, Bounding Box Safety stole most of the easily
filterable collisions away from PDE. At present it looks like we will end
up junking PDE. Furthermore, if [Got96] is as good as they say, Bounding
Box Safety will get even faster.
Note the high percentage of the time that the system resorted to using the
BSP hard case; in some sense our test run is a pessimistic measurement
since during landing the hovertank becomes intertwined with the repair
pad, much more messily positioned than the average player is during the
majority of gameplay. Extrapolating from these performance numbers,
our system would slow down uncomfortably if all 32 players in a full game
decided to land on complex structures at once. However, we believe that
the system meets current needs.
The code for the collision detection algorithms themselves is not optimized;
we spent all our time dealing with the software engineering intricacies of
putting together a modern game. It seems likely that simple optimizations
could speed up each test by several times, though we feel it would be
more worthwhile to modify the algorithms.
--- Conclusions, Current Work, and Future Concepts ---
The use of easy filters and BSP trees has sped up our system drastically
beyond the simple brute force approach, but there is plenty room for further
drastic improvement. BSP trees require a fair amount of computation to
construct, and once built, they cannot easily be modified except in very
special cases. Because of this, BSP trees are not very useful for objects
that change shape. (They can be used for precomputed 3D mesh animations;
you just precompute one BSP tree per frame of animation. That whole
technique, however, has unappealing limitations.) Several researchers
have gone about creating high-performance collision detection systems.
Here we summarize a few such systems and provide our own comments.
Philip M. Hubbard describes an algorithm in [Hub96] that uses a hierarchy
of spheres to represent an object. This is appealing at first because
sphere-sphere intersection is very cheap. Hubbard engages in expensive
precomputation to find a good fit of spheres for a given object, which
makes the algorithm less attractive for simulating non-rigid bodies. Also,
many spheres are required to represent complex objects with reasonable
accuracy, and the memory required to store said spheres becomes large.
Finally, it does not seem that this algorithm will perform well for objects
that are tightly intertwined -- though the results presented in Hubbard's
paper are hard to interpret, as they are unclear at best.
[Pon] and [Lin] describe methods for detecting collisions by tracking
the closest sets of features between potentially colliding objects.
Such methods are appealing because they might scale up very well: if we
can isolate the features of an object which are candidates for collision,
and we can navigate the objects as they rotate to incrementally consider
new features, then we do not even need to transform most of an object's
geometry to test it for collision in common cases. These methods generally
involve building Voronoi diagrams for the shapes in question -- an expensive
procedure which again limits us to rigid bodies, and which is further
troublesome because numerical accuracy is a notorious problem in the
construction of a 3D Voronoi diagram.
More recently, [Got] et al propose using hierarchies of Oriented Bounding
Boxes (OBBs) and testing for intersection between these boxes using a quick
test based on a separating axis theorem (which is another way of saying
that there always exists a separating plane between two convex polyhedra).
The basic ideas bear similarity to Hubbard's, though the methods for
approximating shapes and testing intersections are completely different.
OBB-trees will generally fit a shape better than Hubbard's spheres for
a given number of subdivisions, but they require much more memory, so a
sphere-approximation system could use deeper trees within the same budget.
The performance figures that Gottschalk et al present are impressive,
though the examples they present in the paper include non-rigid objects and
they neglect to show performance numbers for recomputation of the OBB-trees.
--- Where do we go now? ---
Speaking for ourselves, it seems likely that in the next major revision
of our engine we will abandon BSP trees and instead use a hierarchy of
bounding volumes. Rather than require the bounding volumes to fit shapes
as closely as Gottschalk or Hubbard, we will probably use looser-fitting
volumes with correspondingly shallower trees. Each bounding volume would
contain a list of the features it encloses; once we had determined that
some set of leaf-node volumes between two objects intersect, we would
perform n2 collision detection between pairs of offending volumes (though
at this point n would be very small.) Both spheres and axis- aligned
bounding boxes are appealing candidates for such volumes, since they do
not necessitate the successive matrix operations required by OBBs.
Hierarchies of bounding volumes could be made to work quite well for dynamic
shapes; if a moving feature is allowed to stretch the bounding volume that
contains it, and if that stretching propagates itself up to the root of the
hierarchy, then a moving shape will always have a valid bounding hierarchy
which is quickly computable. (Continued validity would be assured so long
as we never allow a bounding volume to shrink past its original dimensions.)
The bounding hierarchy for a moving object might slowly degrade over time,
but subtrees of the bounding hierarchy could be incrementally recomputed
to maintain a tight fit at little computational cost.
Hierarchies which store shape features are also a natural fit to our needs,
since the data structure would be equally useful for determining collision
and finding closest feature sets, and in fact the procedute which tests
two objects for collision might return sets of closest features as an
incidental side-effect. This would be very nice compared to our current
closest-feature routine, which is very slow.
--- References ---
[Chin95] Norman Chin, "A Walk Through BSP Trees", Graphics Gems V,
Associated Press, 1995.
[FV90] J. Foley, A. van Dam, S. Feiner, and J. Hughes,
_Computer Graphics Principles and Practice_, 2nd Ed,
Addison-Wesley Systems Programming Series, 1990.
See especially section 12.6.4.
[Got96] S. Gottschalk, M. Lin and D. Manocha, "OBB-Tree:
A Hierarchical Structure for Rapid Interference Detection',
Siggraph '96.
[Hub96] Philip M. Hubbard, "Approximating Polyhedra with Spheres
for Time-Critical Collision Detection", ACM Transactions
on Graphics, Vol. 15, No.3, July 1996.
Available at http://siesta.cs.wustl.edu/~pmh/research.html.
[Lin] Ming C. Lin and Dinesh Manocha, "Efficient Contact
Determination Between Geometric Models". Available at
http://www.cs.unc.edu/~manocha/collision.html.
[O94] J. O'Rourke, "Computational Geometry in C", Cambridge
University Press, 1994. ISBN 0-521-44592-2 paperback,
ISBN 0-521-44034-3 hardback.
[Pon] Madhav K. Ponamgi, Dinesh Manocha, and Ming C. Lin,
"Incremental algorithms for collision detection between solid
models", Available at http://www.cs.unc.edu/~manocha/collision.html.
[Rab94] Rich Rabbitz, "Fast Collision Detection of Moving Convex
Polyhedra", Graphics Gems IV, AP Professional, 1994.
[Wade97] Bretton Wade, "BSP Tree Frequently Asked Questions".
Available at
http://rtfm.mit.edu/pub/usenet/news.answers/graphics/bsptree-faq
(non-authoritative copy).

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From stu1087 Mon Mar 1 19:38:27 1993
Return-Path: <stu1087>
Received: by discover.wright.edu (4.1/SMI-4.1)
id AA06397; Mon, 1 Mar 93 19:38:19 EST
Date: Mon, 1 Mar 93 19:38:19 EST
From: stu1087 (General Unix Account)
Message-Id: <9303020038.AA06397@discover.wright.edu>
To: jdeitch@gisatl.fidonet.org
Subject: additions to folklore list
Cc: stu1087@discover.wright.edu
Status: R
There are two games of concern here: Pac-man and Space Invaders Part II.
Pac-man: I was personally inundated with the rumor of the gold bars in Pac-man.
Several of my acquaintances had reported seeing them. Here are the facts:
- depending on whom you talked to, they appeared after 12, 15, or 24 keys.
- some machines had them, some did not. This explained why people had gone
really high and not seen the gold
- even the book "How to Master the Video Games" by Tom Hirschfeld describes
"... a series of gold and silver bars"
- the gold bars, worth 10,000 points each, were followed by two screwdrivers,
worth 25,000 points.
- a related rumor said that eating the eyes (enroute back to the pen following
the eating of a blue monster) was worth "a lot of points". This clearly
never panned out, though.
- one day I pressed a friend for what the gold bars looked like. She replied
"They're like .... striped". On a totally separate occasion, a somewhat
inarticulate maintenance man at King's Island amusement park near
Cincinnati, told me while in one of the video arcades "yah, afta the
gode bars, dere's dese pointy-like things. 25,000 points each." in an
apparent reference to the screwdrivers.
So as you can see, accepting that these gold bars are but a myth has been
quite difficult for me to swallow.
Space Invaders Part II: Made by Taito, lic. to Midway, there is a wonderful
"Rainbow Explosion" if a player manages to shoot a 10-point invader last.
This one is said to be true.
Michael E. Kotler
stu1087@discover.wright.edu

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I admit the last version was a little inaccurate with regards to the
Jupiter, however the more that contact me with extra information the
more definitative this FAQ will become. The FAQ has also become expanded
to cover some 32x/Mars information - though the main topic of the FAQ
will still be the Saturn. If somebody else is willing to start a
separate 32X/Mars FAQ I'll be glad to transfer the relevent information
to them. Changes are marked with a <**> next to them.
+-------- - -
|| ______ ____ ________ __ __ _____ ___ __
|| / / / \| || || || \ | \ | | |
| / /__/ / \ \__ __|| || || \ \ | \| |
\____ \| | | | | || || / | \ \ |
| / / /| || | | | | || |\ \ | |\ | |
\_____/ |__||__| |__| \______/|__| \__\|__| \___|
|
| Frequently Asked Questions ||
Version 1.15 ||
- - - ---------+
Maintained by pred@zikzak.apana.org.au
Since its getting closer to release, and other 32 bit machines now have
their own FAQ's -- why not cover one of the hottest of them all? the
Sega Saturn...
. What the heck is the Saturn?
. So what is this Jupiter I have heard of?
. Okay then, so what is the 32X?
. So what is the Mars being talked about?
. Who is supporting the Saturn/32X?
. How does Sega Channel fit into this?
. What titles are in production?
. Where/when will it be available?
. How much will it cost?
. Will the Saturn be compatible with the Genesis/SegaCD?
. What are the specifications for the Saturn?
. What are the specifications for the 32X?
. So which 32bit+ system should I choose?
. Acknowledgements
. Other
Q: What the heck is the Saturn?
A: The Saturn is the latest video game console that is currently in
production by Sega Enterprises. Development on the Saturn has been
continuing for approximately the last 6-12 months, for a release some
time later this year (1994).
Sega has provided the Saturn as the next step up in its range of
highly popular games consoles that began with the 8 bit Master
System, and most recently the 16 bit Genesis and Sega-CD. Each of
these systems has sold many millions of games and units across the
world, making Sega currently the second biggest, if not the biggest
video game manufacturer world-wide.
Saturn is aimed to provide a direct competition with new consoles
such as the 3DO, Atari Jaguar, and Commodore (now in liquidation)
CD32. It also aims to compete against other upcoming consoles such as
the Sony Playstation-X (or PS-X, also due late 1994), and eventually
against Sega's main rival, Nintendo. Nintendo, who in cooperation
with Silicon Graphics are to produce a 64 bit games console
containing much of the technology now implemented in SGI's Onyx
workstations for release in <**> mid 1995.
In technical terms, the Saturn will be a fully 32 bit console that
will offer specialised multi-media capabilities many times greater
than most computer systems at a much cheaper price. Sprite and
rendered graphics will be a natural function of the hardware, and
handled with ease. <**> Sega is also looking into the Saturn being
compatible with MPEG1 as standard if costs permit, allowing the
playing of movies on CD. Software that will be available ranges from
sports to highly frantic arcade games, or anything else you can dream
up. <**> Saturn is also aims to be one of the few consoles to
specifically plan and take into account the integration into online
interactive networks.
Q: So what is the Jupiter I have head of?
A: <**> (just about everything changed). In April it was announced by
many magazines that Sega would be releasing a Jupiter console, a
cartridge only, and slightly lesser version of the Saturn. Recently
plans for the Jupiter were shelved (if in fact we were going to see a
Jupiter at all), probably due to production costs which would have
pushed the machine past what Sega was aiming to sell it for. In order
to be able to release a cheaper system, their current plans are for
the 32X/Mars system.
Q: Okay then, so what is the 32X?
A: It is now official that the 32X is going to be the 'lesser' of Sega's
two new machines, for release at about the same time as the Saturn.
What the 32X will be is an add on for existing Genesis/Megadrive
owners, which when plugged into the general expansion port will
provide extra processing power and other enhancements to your old
machine.
32X will be cartridge only, and not expected to be upgradeable to
the Saturn (which was first planned with the Jupiter). The 32X will
also include only two specially designed processors, whereas the
Saturn will contain a predicted seven.
For those who own a SegaCD the 32X will take advantage of this to
provide 32X CD games. Basically if you have a SegaCD it will use the
extra capabilities of the machine, in addition to that of the Genesis
itself and 32X. Several of these 32X/CD games are already in
production. The reason for this seems to be so that Sega can boost
sales of the largely flailing SegaCD, while also cutting prices on
the 32X by not having to include a CD-drive. It is expected that
prices for the SegaCD will drop to increase sales for the 32X/CD
combination.
How did this come about? Most believe that Sega initially was at
work on a cartridge only machine, however due to the market pressure
of CD becoming standard, Sega was persuaded to integrate CD storage
into their machine. Rather than waste this technology, they opted to
use some of the technology in a cheaper, less powerful console.
<**> Q: So what is the Mars also talked about?
A: The Mars is simply a PAL version of the 32X for release in places
such as Australia, some parts of Asia, and Europe. Take the Genesis
and Megadrive as a similar situation, pretty much the same system,
but with a different name. It is expected that neither systems will
be compatible with each other, to prevent uncontrolled 'grey'
importing.
Q: Who is supporting the Saturn/32X?
A: The Saturn is essentially a product of Sega's own inguinuity, and
most of the machine as in fact designed and built by Sega singularly.
Apparently a British firm was involved in one or more of the chip
design, however most dedicated components such as main processor,
co-processor, etc were designed by Japanese firms (such as Hitachi).
These companies have nothing more to do with the Saturn than actual
chip design and production.
The other big news is that Microsoft have made a commitment to
Saturn by developing the software for the machine. It is expected
that this revolves around Microsoft's GUI Windows operating system,
though how active this becomes part of the system to the end-user is
unsure. Microsoft is also interesting in extending its market
interests by helping to develop the Sega Channel and its ultimate aim
of becoming the main player in a future global interactive network.
Major software developers keen on producing Saturn titles include
Sony, Bandia, Konami, <**> ID software (not as big, but everbody
will still be interested!), Namco, plus too many more to
mention here.
Q: How does the Sega channel fit into this?
A: Sega Channel is a venture undertaken by Sega to provide an expansive
and large online network for game players of Saturn, and possibly
other machines (though unlikely). <**> It seems unlikely that the 32X
will be SegaChannel compatible due to the speed of the internal bus.
The system is currently undergoing trials in the United States
and Japan to investigate its viability. When in place the Sega
Channel which operate much like your standard cable television
provider, except rather than offering programs it offers games and
other services. Some of these services include the possibility of
online shopping, a gamers database, game related message facilities,
and probably more to be announced.
The main aim of the Sega Channel however is to provide games on
demand. For an monthly access fee of $20-$30 (plus the possibility of
online charges), subscribers are continously sent game data for a
game of their choice to their Saturn or possibly 32X. Playing a Sega
Channel game would be similar to the game being in the player's own
machine, except the game is erased from memory after the game is
completed. Such a network also allows the exciting possibility of
country-wide (or even worldwide) games with many different players.
Q: What titles are in production?
A: Here is a list of the more popular known titles that are in
production at the present time <**> FOR THE SATURN. Approximately 40
other titles will be going into production in the next few months, so
this is just a small sample.
* Virtua Racing Deluxe (Sega) - An _exact_ (everything) conversion of the
extremely popular arcade driving game. Saturn can easily replicate
what the arcade machine (called Model 1 by Sega) does, so that may
give you a further indication of the Saturn's capabilities. Virtua
Racing includes multiple viewpoints, multiple courses and will allow
the linking of machines for multi-player races. <**> A 32X
version is also planned.
* Virtua Soccer (Sega) - A polygon/texture-mapped sports game including
multi camera views, different teams plus multi-player support. <**>
This maybe become an officially licensed Soccer game for the World
Cup.
* <**> Virtua Fighter (Sega) - Another _exact_ conversion of the popular
arcade fighting game using polygon created fighters. SF2 like game
with multiple characters and moves plus a number of different endings.
* Daytona Racing (Sega) - Another driving/racing game which is based on
production cars. Includes Goudrad shaded graphics, truly three
dimensional tracks, multiple courses plus many different car options.
This uses a newer board (Model 2) to Virtua Racing & Fighting, and
what what you will see from this game is coming up to par on what the
Saturn can do near its best.
Screen shots of all these titles have been witnessed.
Q: How much will it cost?
A: While costs of these machines have yet to be exactly formalised,
estimates put the Saturn at $450US and the 32X at $150US. This is
expected to include at least one software title, possibly Virtua
Racing or a new Sonic title ;)
Software is expected to be in the region of $70-$100. How this
will vary between the Saturn and 32X is unknown.
Q: When/Where will it be available?
A: The Saturn will first be released in Japan in November this year.
<**> United States release is expected to in early 1995, and
definitely "before the release of Project Reality" according to Sega.
European/Australian/Canada/elsewhere release is likely to be in about
June-July next year.
<**> United States release of the 32X is expected to be in
mid-November, or at least before Christmas. It is not expected that
the 32X will even be released in Japan, due to the Genesis' relative
lack of popularity. Europe/Australia/Canada/elsewhere release of 32X
is likely to be in December-January at the end of the year.
No dates have really been finalised or confirmed for either machines.
Q: Will the Saturn be compatible with the Genesis or SegaCD?
A: No. The Saturn will not be able to play Genesis or SegaCD software,
and there are no plans for an optional plug-in convertor. Very
initially the plan was to remain backward compatible with these
machines, however this plan was soon shelved.
<**> Q: Will the Saturn be compatible with the 32X?
A: It is pretty unlikely that this will be the case. While the 32X
implements some Saturn technology, the wide technological difference
between the two means this is not really possible (or probably
desirable). 32X relies on Genesis capabilities that the Saturn simply
doesn't include, so the answer is basically no.
Q: What are the specifications of the Saturn?
A: Here is what Sega will let on currently:
PROCESSOR: Twin Hitachi SH2 32 bit RISC Chip
- Clock speed of 27Mhz
CO-PROCESSORS: Hitachi SH1 CISC
24 bit DSP
Motorola 68000
Video processor
- 900,000 polygons/sec display
- Gouraud shading
- texture mapping
- five levels of hardware scrolling
- sprite rotation, scaling, etc
- four hardware sprite planes
- two sprite manipulation planes
VIDEO: - 16.8 million colours
- 720x576 (?) resolution
- MPEG decompression/playback
- 16:9 (wide screen) compatible
MEMORY: 2 megabytes main RAM
1.54 megabytes VRAM
540 kilobytes audio RAM
540 kilobytes CD-ROM cache
AUDIO: 16 bit 68000
- 32 PCM channels (pulse-code modulation)
- 8 FM channels
- 44.1khz sampling rate
I/O: High speed transfer port
- Sega Channel compatible
- Multi-link compatible (link two or more Saturn machines)
PAL or NTSC RF signal (depending on location)
SVHS output
HDTV output
RGB output (?)
Analog control pad input/output
STORAGE: CD-ROM
- 320kb/sec
- Audio CD, CD&G, Karokee CD, MPEG-1 compatible
Cartridge (no longer certain)
- System upgradable
<**> Q: What are the specifications of the 32X?
A: This is even less known that that of the Saturn at the present time.
What is believed at present is the following:
PROCESSOR: Twin Hitachi 32 bit RISC processors
- clock speed of 23 MHZ
- 40 MIPS
CO-PROCESSOR(s): Existing Genesis 68000, SegaCD and other chips
Video processor
- 50,000 polygons/sec
- texture mapping
- scaling and rotation
VIDEO: - 32,768 colours on screen
- (Genesis resolution?)
- Overlaying over existing Genesis/SegaCD video
MEMORY: 512k (4 mbit) additional RAM to Genesis/SegaCD memory
AUDIO: Stereo PCM chip
- audio mixing with Genesis sound
- additional 2 channels (therefore 14 all together?)
I/O: ???
STORAGE: CD-ROM if you have a SegaCD
- speed same as SegaCD
- compatible with audio CD, CD&G, SegaCD
Cartridge
- compatible with Genesis
Q: So which 32 bit system is the more powerful?
A: At the present, without a working model to benchmark it is a little
hard to tell which system really is the most powerful. Even when a
working model is demonstrated, due to highly different architecture,
comparing simply specifications will not really give you an
indication of which system is the most powerful. Depending on the
type of software and complexity, this will vary between systems.
For computer addicts, a rough indication is that Saturn in raw
processing power is likely to be as powerful as a 486dx33 - though of
course with specialised capability to manipulate graphics, many times
more efficiency.
Q: So which 32 bit+ system should I choose?
A: That is a question which ultimately has to be left up to the
individual player. However, the Saturn/32X offers a system which
is supported by one the biggest video game companies, that being
Sega -- meaning a wealth of software and retail support.
For more mature players (that is open to interprutation) the
Saturn may not provide enough mature titles to make a purchase
worthwhile. While it will provide a lot more variety than some might
otherwise be used to with the Genesis and Sega-CD machines, Sega
has really aimed these machines at the younger/family market.
Bang for buck, the Saturn offers a lot more power than equivelent
machines at pretty much equal price. What may ultimately be the
difference to many is price of software -- while some companies are
now selling latest releases at $50-$70, it is expected that Saturn
releases could be in the region of $70-$100.
ACKNOWLEDGEMENTS
* Myself :) (pred@zikzak.apana.org.au)
* Kelly Bradley (hbradley@ponder.csci.unt.edu)
* David Aldride (as440@freenet.carleton.ca)
* Others who have help add information to this FAQ
* YOUR name could be here if you can provide some more/updated information!
OTHER
.: Please do not ask for me to send you a personal copy via email --
this FAQ will be posted _once_ monthly (and probably in between for
updates). Permission is granted to post this FAQ freely by other users
as long as it remains in its original form and without modification.
.: Just a short plug for my console magazine - Frontier magazine is a
fairly new magazine (3 issues so far) that aims to provide a more
complete and more intellectual coverage of consoles _only_. If you
liked this FAQ, you will probably find Frontier equally as interesting,
check out the magazine at
ftp.digex.net in pub/access/spatton/frontier_magazine/
-- end FAQ --

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From news Wed Apr 1 12:17:53 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (SEGA GENESIS, GAME GEAR)
Message-ID: <44159@ucbvax.BERKELEY.EDU>
Date: 1 Apr 92 02:36:51 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 177
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
SEGA GAME GEAR
New Distribution Votes Rank Title
.......*.. 1 8.0 Berlin Wall
...2...7.. 4 7.0 Castle Of Illusion Starring Mickey Mouse
......*... 1 7.0 Clutch Hitter
...126.... 8 5.5 Columns
....5..5.. 2 6.5 Devilish
.....5.5.. 2 7.0 Dragon Crystal
.....*.... 1 6.0 Factory Panic
2...2..22. 4 5.8 G-Loc
.....*.... 1 6.0 Galaga '91
......3.6. 3 8.3 Joe Montana Football
.......*.. 1 8.0 Junction
......*... 2 7.0 Ninja Gaiden
......36.. 3 7.7 Shinobi
......33.3 3 8.3 Slider
.......262 5 9.0 Sonic The Hedgehog
......*... 1 7.0 Space Harrier
......6.3. 3 7.7 Super Monaco G.P.
.....*.... 1 6.0 Woody Pop
SEGA GENESIS AND MEGADRIVE
New Distribution Votes Rank Title
......55.. 2 7.5 688 Attack Sub
..110130.. 12 5.6 Afterburner II
..42..4... 5 4.8 Air Buster
..11131... 6 5.2 Air Diver
..2.422... 5 5.2 Alex Kidd In The Enchanted Castle
.1..1512.. 10 6.0 Alien Storm
00231000.. 31 4.1 Altered Beast
....24..4. 5 7.0 Arcus Odyssey
....2242.. 5 6.6 Arnold Palmer Tournament Golf
..2222.... 4 4.5 Arrow Flash
* ......*... 1 7.0 Atomic Robo-Kid
..1..241.. 13 6.3 Batman
...*...... 1 4.0 Battle Squadron
*......... 1 1.0 Battlemaster
* *......... 1 1.0 Beast Wrestler
* ....*..... 1 5.0 Budokan
....5.5... 2 6.0 Burning Force
0.0.000222 34 8.2 Castle Of Illusion Starring Mickey Mouse
.....63... 3 6.3 Centurion: Defender Of Rome
....01410. 11 7.0 Columns
...22.6... 5 6.0 Crackdown
.....*.... 1 6.0 Crossfire
..0..2400. 11 6.6 Cyberball
22.1.11... 7 3.3 D.J. Boy
..*....... 1 3.0 Dangerous Seed
.......55. 2 8.5 Decap Attack
.....*.... 1 6.0 Devil Hunter Yoko
........63 8 9.4 Devil's Crush
......63.. 3 7.3 Dinoland
...133.1.. 6 5.7 Dynamite Duke
....3.51.. 8 6.4 E-Swat
.....252.. 4 7.0 El Viento
......*... 1 7.0 Elemental Master
.....01420 12 8.1 F-22 Interceptor Advanced Tactical Fighter
3..3.3.... 3 3.7 Faery Tale Adventure, The
.22222.... 10 4.0 Fantasia
2..222.... 4 4.0 Fatal Labyrinth
....2.42.2 5 7.4 Fatal Rewind
.2.44..... 5 4.0 Final Zone
......171. 7 8.0 Fire Shark
11.1111..1 7 5.0 Flicky
..0.0520.. 12 6.1 Forgotten Worlds
.......*.. 1 8.0 Fushigi No Umi No Nadia
..0.011140 17 7.7 Gaiares
.....6.22. 10 7.0 Gain Ground
...1233... 9 5.9 Ghostbusters
....011130 23 7.7 Ghouls N' Ghosts
....01242. 20 7.7 Golden Axe
...0.0105. 12 7.9 Golden Axe II
...0.05010 12 7.3 Granada
.....*.... 1 6.0 Hardball!
...5.5.... 2 5.0 Heavy Unit
....3.3.11 8 6.9 Hellfire
...1010302 16 7.6 Herzog Zwei
...122.2.2 9 6.9 Immortal, The
.....*.... 2 6.0 Insector-X
..22.2.2.. 4 5.2 James Pond II: Codename: Robocod
2...26.... 5 4.8 James Pond: Underwater Agent
.......*.. 1 8.0 Joe Montana Football
..1..1214. 9 7.4 Joe Montana II Sports Talk Football
......135. 20 8.3 John Madden Football
.......135 21 9.4 John Madden Football '92
.5...5.... 2 4.0 Junction
.....26..1 9 7.1 Klax
....02411. 15 7.1 Lakers Vs. Celtics And The N.B.A. Playoffs
...27..... 4 4.8 Last Battle
....3.33.. 3 6.7 M-1 Abrahams Battle Tank Simulator
......125. 7 8.4 M.U.S.H.A.
.....36... 3 6.7 Mario Lemieux Hockey
.........* 1 10.0 Marvel Land
1...1.123. 8 7.0 Master Of Monsters
...24.4... 5 5.6 Mercs
..1.214... 7 5.7 Michael Jackson's Moonwalker
.....333.. 6 7.0 Midnight Resistance
...1..1232 9 8.2 Might And Magic: Gates To Another World
.....*.... 1 6.0 Mike Ditka Power Football
...4.24... 5 5.6 Mystic Defender
......1.17 20 9.6 N.H.L. Hockey
...1.1113. 6 7.2 Outrun
......*... 1 7.0 P.G.A. Tour Golf
..3.3.3... 3 5.0 Pat Riley Basketball
......2341 10 8.4 Phantasy Star II
....3..33. 3 7.3 Phantasy Star III
.....1331. 6 7.5 Phelios
..1.01212. 13 6.7 Pit-Fighter
..00.0331. 18 7.1 Populous
.....02311 23 8.2 Quackshot Starring Donald Duck
..22.42... 5 5.2 R.B.I. Baseball 3
..1..1311. 6 6.7 Raiden Trad
....531... 8 5.6 Rambo III
....002211 21 7.8 Revenge Of Shinobi
.......*.. 1 8.0 Rings Of Power
..00..0133 28 8.7 Road Rash
.......*.. 1 8.0 Roadblasters
.....25.2. 4 7.2 Sagaia
....55.... 2 5.5 Shadow Blasters
...001132. 13 7.2 Shadow Dancer: The Secret Of Shinobi
.242.2.... 5 3.6 Shadow Of The Beast
.1...1.51. 6 6.8 Shining In The Darkness
..33.3.... 3 4.3 Shove It!
* ......*... 1 7.0 Slaughtersport
.....00143 64 9.1 Sonic The Hedgehog
.11.141... 7 5.0 Space Harrier II
...011141. 19 7.2 Spiderman
...1...3.5 6 8.3 Star Control
.0...0321. 11 7.1 Starflight
.....*.... 1 6.0 Stormlord
...*...... 1 4.0 Street Smart
.....0.251 24 8.8 Streets Of Rage
....012400 22 7.3 Strider
....216... 8 6.4 Super Hang-On
.0.0..2420 19 7.6 Super Monaco G.P.
.222.4.... 5 4.2 Super Thunderblade
3121.1.... 8 2.6 Sword Of Sodan
..2...62.. 5 6.4 Sword Of Vermillion
..22.22... 4 5.0 Target Earth
..0.11321. 18 6.9 Thunder Force II
..0.011310 27 7.6 Thunder Force III
0.0.003011 24 7.2 Toejam & Earl
....11611. 10 7.0 Tommy Lasorda Baseball
.....2.8.. 5 7.6 Trouble Shooter
...1.242.. 9 6.7 Truxton
.....55... 2 6.5 Twin Cobra
5....5.... 2 3.5 Ultimate Qix
.2.4..4... 5 4.8 Valis III
....5.5... 2 6.0 Vapor Trail
* ..*....... 1 3.0 Wanderers From Ys III
* ........*. 1 9.0 Warsong
..22222... 5 5.0 Whip Rush
........*. 1 9.0 Wings Of Wor
...*...... 1 4.0 Wonderboy III
..2.22.2.. 4 5.5 World Championship Soccer
...55..... 2 4.5 Wrestle War
.....*.... 1 6.0 Zany Golf
.......*.. 1 8.0 Zero Wing
.....3..6. 3 8.0 Zoom!
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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The Sports Page
Copyright (c) 1994, Tommy Van Hook
All rights reserved
Welcome to yet another edition of the Sunlight Through The
Shadows Sports Page! It's a strange world out there in sports,
so let's all pretend to understand it, shall we?
By the time you read this, it will more than likely be 1995. Do
you ever wonder if there is going to be Major League Baseball in
1995? Well, you are not the only one. There are approximately
800 ball players wondering the same thing. The owners have put
off implementing the salary cap for one week, in order to
continue negotiations with the Players' Union. It looks like the
two sides are at least starting to talk with one another. It's a
good thing that some progress was being made. The prevalent
rumor was that the Clinton Administration was going to ask former
President Jimmy Carter to mediate if talks continued to stall.
Anyway, on to the sweaty jocks in the NFL locker rooms.
It's almost playoff time. Suddenly, the Dallas Cowboys don't
look like the "sure thing" that they once were. It looks like
the San Francisco 49ers have much more drive/hunger than the
'Boys. It's a good thing too. I, for one, was getting sick of
the Buffalo Bills (already eliminated from the playoffs) and the
Dallas Cowboys playing the final game of the season. However, I
didn't get my wish for the playoffs. While the Oilers eliminated
themselves with a poor record, my request to form a team from the
centerfolds of Playboy's past was nixed by the Commissioner's
office. The explanation that I was given was that the team MUST
wear something besides shoulder-pads.
The other night, I went to watch a basketball game at Reunion
arena. The game was between the Los Angeles Lakers and the
Dallas Mavericks. At this game, I saw Jesus Christ...and he was
wearing a Lakers uniform. Nick Van Exel shot the lights out of
the arena that night, raining three-pointers from everywhere on
the floor. If you ever had doubts about the second coming of
Christ, Nick Van Exel will put those doubts to rest. At the same
game, Mavericks forward Roy Tarpley was suspended for arguing
with coach Dick Motta. The incident was really strange. Tarpley
had turned the ball over a bit too much for Motta's liking.
Motta pulled Tarpley out of the game, and Roy commented that the
move was "bullshit." Motta promptly told Tarpley to "sit your
ass down at the end of the bench and shut up." Tarpley continued
the argument in the locker room at the half, and Motta suspended
him on the spot. What does this say for the Dallas Mavericks,
Roy Tarpley, and Dick Motta? The Dallas Mavericks showed great
poise as a team by ignoring what had happened between Motta and
Tarpley, while Roy Tarpley showed us why he should never have
been reinstated in the NBA. And Dick Motta proved to the Dallas
Mavericks, it's fans and the media that he is the ONLY coach of
the Dallas Mavericks. Bravo for Dick Motta.
Boxing-On-Ice (Hockey) is still in a state of limbo. Not being a
big fan of this game, I personally could care less. However,
there are people out there that adore this sport. Of course, if
I wanted violence in my life, I would date a Dominatrix.
Speaking of violence, the word is out that the doctors have
cleared Evander Holyfield to come back and fight again.
Holyfield was forced to retire with a heart condition that could
have killed him. While I admire Evander's drive/desire to fight
again, I think this moron needs to have his brain checked out to
see if he is fit enough to think.
Well, here's to hoping that we can get a nationally sanctioned
Female Mud Wrestling League going in the near future. The only
question that I have is: What group of people should we target
as a potential audience?? (grin)
Till next month....


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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Tile-Based Games FAQ version 1.2 =
= by Greg Taylor -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
File : tilefaq.12
Home site: x2ftp.oulu.fi : pub/msdos/programming/docs
Version : 1.2
Released : 4-20-95
Tilefaq 1.2 Copyright 1995 Greg Taylor. All rights reserved.
Appendix I Copyright 1995 Chris Palmer. All rights reserved.
This document is freely redistributable provided that is
distributed in its entirety, with this copyright notice
included verbatim. There are no restrictions on works
derived from this document.
-------------------------
- I : Introduction... -
-------------------------
There has been a fair response to my initial release of this file
and there have been many requests for additional information, all of
which I will cover in this version.
This FAQ emphasizes on the style of graphics similar to those used
in U6 and U7 by Origin. Many of the techniques presented are aimed
at systems with limited memory and/or speed like PCs with a 640K barrier;
but this document also includes alternative methods and suggestions
on how to code for less restrictive systems. This is just a brief,
but hopefully complete overview of one method to achieving the
Tile-based style. There are other methods and I'd like to hear about
them, because much of this FAQ has been pieced together from various
implementations of the 'Tile' graphics style.
---------------------------------
- II : Multiple layered maps. -
---------------------------------
This is an essential section to master because of the possibilities
that stem from having more than one layer of map. Almost all of your
traditional effects can be more easily implemented with a multi-layer
map as compared to a single layered one.
One of the key considerations when doing a multi-layer map is the
speed of your drawing routines. Since you may be drawing each tile
several times, the speed at which that routine performs is vital to
producing a fast game. These should be coded in Assembly if possible
or if in a higher level language, should be optimized as well as
possible.
A 'SEE-THRU' tile placement routine is another important tool that
is a major part of Tile-games. I would separate my place-tile routine
into two independent routines, one with 0 pixels 'SEE-THRU' and the
other which doesn't. This allows you to place tiles that don't have
the need for the SEE-THRU option to be drawn faster.
-----------------------------------
- II i : SEE-THRU Tile routines -
-----------------------------------
For those who do not have a SEE-THRU routine written and are wondering
how you write one, here's a brief overview. Basically, when you are
copying your tile over, copy only the non-zero pixels to the screen
(it doesn't -have- to be zero, it can be any of the palette values, but
zero has become a sort of standard). And when you draw your tiles,
color the areas which you would like to be seen thru, with the zero
color. Thus allowing you to lay one tile over another, without
destroying all of the image beneath.
A SEE-THRU routine is slower due to the check for the zero value,
so it should only be used when necessary.
Another 'SEE-THRU' sort of technique I've seen used is what the programmer
termed a 'SEE-FORTH' routine. In this one he checked the destination
pixel and only put the pixel color where there wasn't already a pixel there
(ie the pixel location had a value of 0). This routine is not as useful
in tile games, but it is a possibility that I've seen used, so I thought
I'd mention it.
---------------------------------
- II ii : The Multiple Layers -
---------------------------------
I use a three-layer map and it works fairly well for all of the things
I do in my tile games. A fourth layer can provide even more effects
and a two layer map is possible as well, but I find three to be the
optimum number.
I split the layers up as such...(these will be referenced to throughout
the remainder of this text)
Layer Name - The types of tiles used in each layer...
BASE : Grass, Dirt, Brick, Stone, Doors, Water...
FRINGE : Trees, Rocks, Tables...
OBJECT : Swords, Booty, People, Monsters, Keys...
A sample map variable declaration with three layers might be...(C code)
#define SIZE 128
typedef struct {
unsigned char base[SIZE][SIZE];
unsigned char frng[SIZE][SIZE];
unsigned char obj[SIZE][SIZE];
} maptype;
Or perhaps...(to address the layers numerically) (C code)
typedef unsigned char maptype[3][SIZE][SIZE];
These are drawn on the screen in the order as listed above. The BASE
layer is drawn first, without the use of your SEE-THRU routine (Since
it's the base). Then you draw the FRINGE over the BASE using your
SEE-THRU routine.
The FRINGE layer is about the most useful tool in producing powerful
graphics easily. A FRINGE tile might be a tree, with zero-values every
where around the tree. Then you could place the tree on any of the
BASE tiles. This allows you to have one tree drawing, but it can be
a 'tree-on-grass' or a 'tree-on-dirt' or even a strange 'tree-in-the-
water'.
Other possible FRINGE tiles are transitions. These are like going
>from grass-to-dirt or dirt-to-stone. The FRINGE layer allows you to
draw one set of transitions, for example grass, and then use those
to do all of your grass-to-?? transitions. This is a nice use of the
FRINGE layer to save you from drawing endless tiles.
Tables and other non-pick-up-able objects are perfect for FRINGE, this
way they can be placed on any BASE tile you like. The possible uses of
this layer of map are enormous.
After drawing both of the other layers, draw your OBJECT layer. This
layer is where you store things that move or can be picked up, etc.
including monsters, keys, townspeople... This makes it easy to pick
up and put down objects without destroying other parts of your map.
---------------------------------------------------------
- III : Walkability - restricting character movement. -
---------------------------------------------------------
I usually assign an attribute I call the 'walkability' to my BASE tiles.
This provides a fast, easy, way to check whether you can/cannot move
to a certain space, and it also helps you to control other special
occurrences with a relative level of ease.
At each position in my map arrays, I have a byte (unsigned char) value
which serves as both the tile-index and the walkability value. I use
a set of 128 tiles, and split them up as such...
0-127
0-63 : Normal, walkable tiles, dirt, grass etc.
64-127 : Normal, unwalkable tiles, walls, etc.
128-255
128-191 : Special tiles, group 1
192-255 : Special tiles, group 2
When I'm drawing the screen, I simply use the REM (or MOD) statement or
equivalent to get the proper value, by MODing the number by 128. This
gives a value from 0-127, which is the actual tile-index number. When it
comes to checking if that tile is 'walkable', you then would divide the
number by 64, yielding a value of 0, 1, 2, or 3...
0 : Walking is OK
1 : Walking is not OK
2 : Special thing happens when they step here - group 1
3 : Special thing happens when they step here - group 2
The first two values are simply understood, but the special values might
need some explaining...This allows you to program in special occurrences
that happen when that space is walked on. When it hit's a special square
for instance, you would check through the special spots list for the x,y
coords of the spot that triggered the special occurrence and the level map
that it is on. This allows an easy way to throw cool stuff into your
game with little work. Why it is split into two groups is so that you
need not search ALL of your specials for that particular map at once,
searching for the effects of that one.
You will note that the WA (Walkability) value of 3 represents the section
of tiles which are unwalkable normally (like walls etc.) These can make
for excellent 'secret' walls and so forth.
The walkability setting can also be stored as a separate element of your
map structure, to increase speed, at the expense of memory. Having it
as a separate element allows you to include many more than 4 settings
to the rating, allowing for 'level exits' and so forth without having
to resort to listing them as 'specials'. The method I list above with
the byte being split into the various categories is the most general
compromise between, ease, speed, and memory, I have come up with; but on
systems where memory is not much of a constraint, having walkability stored
in a seperate element of the map structure is usually a better way to go.
More mention is made to the 'Walkability' values later in the text.
----------------------------------
- VI : Disappearing Roof Tiles -
----------------------------------
This effect can be done using my multi-layer method by simply sectioning
off a few of your base tiles (say 48-63 for example) as 'FLOOR' types.
These would have another tile in memory as well as their normal tile,
for when those floors are covered. In general, all of the FLOOR types
will be covered most of the time. When drawing your screen and come
upon a tile that is a FLOOR tile, then you'd check to see if the player
was standing on a tile of that type... If not, draw -only- the alternate
'ROOF' tile which corresponds to that FLOOR tile. If the player -is-
standing on a FLOOR tile of that type, draw the BASE, FRINGE and OBJECT
layers normally. This way you can have only the roofs where the player
is, disappear when they enter a building. (also see Appendix I)
------------------------------------------------
- V : Tilted effects, using the FRINGE Layer -
------------------------------------------------
I like the 'tilted' look in my tile projects, it gives a bit more of a
realistic flavor. If you have the memory, the best way to achieve this
effect is to set aside a 4th layer to your map, called the TILT layer
or something (it can also be used for ROOF file management if you like,
think about it :) ). But since most people don't have the memory for
four map layers in memory, I'll discuss the memory-deficient method.
Just draw the main portion of your tilted walls as your BASE layer
tiles, then use the FRINGE layer to hold the extra bits that tilt off of
the tile. You would have to do a special check to see if the FRINGE
layer tile in question is a tilt-result or a normal FRINGE tile, because
of the order of drawing. If it's a tilt-result, then you would want to
draw the OBJECT layer and the PLAYER before drawing the tilt-result
tile; and if not you'd follow the normal order of BASE-FRINGE-OBJ.
This is where the 4th TILT layer makes like easier, for those who have
the memory to use for it. It allows you to skip this check and just
draw in the normal order, since your normal FRINGE and tilt-results
are already split up...
------------------------------------------------
- VI : General comments on the OBJECT layer. -
------------------------------------------------
The OBJECT layer in my projects is an array the same as the other layers
of the map, of unsigned characters (or bytes). These have a value of
0 to 255, by the variable size. I find this to be enough objects to
cover my needs. Each number would be an index to a particular object,
0 meaning there's no object in that map-space. I split the byte up into
various object categories...for example 1-127 would be monsters and towns
people, 128-255 for inanimate objects...whatever. Anyway, I like to have
an 'intelligence' (much like walkability) assigned to various groups of
objects.
These are usually broken into groups of 16, for the ease of the math to
get the values...Below is an example break down of 'Intelligence' of
objects (more info on this style of attribute, see the 'Walkability'
section)...
INT Index : What behavior is exhibited by the Object...
0 0-15 : Townspeople...wander aimlessly...
1 16-31 : Townspeople/Monsters who are afraid of the character.
2 32-47 : Docile Monsters, wander aimlessly until attacked, at
which point their INT is switched to...3...
3 48-63 : Same Docile Monster pictures, but now they're mad!
4-5 64-95 : Normal monsters, they charge at a slow pace...
6 96-111 : Baddie monsters, they charge right at you..
7 112-127 : Projectile firing monsters...
8 128-143 : Keys, and other door-opening things.
9 144-159 : Weapon objects...
10 160-175 : Armor and the like...
11 176-191 : Cash, and other booty.
12-13 192-223 : Normal, plain objects, like books and candles.
14 224-239 : Some other Obj category...
15 240-255 : Objs that hold other objs...bags, chests, backpacks.
The above is just a sample chart of how you might choose to lay out
your OBJECTS to get the most efficient use of the INT value. I like
using an Intelligence to keep track of behavior of OBJECTS. Thus in
order to do the proper things for each OBJECT I would simple have to
check that object's INT and then do what I need to do for that OBJ.
It's helpful...understand? I hope so.
Many large projects will find that 255 just isn't enough objects, in
these cases, you'd be best advised to move to an array of unsigned
short variables (short ints...16bits) this allows for a value from
0 to 65535. That should be enough objects for any game I've ever
played!
------------------------------------------
- VII : Multiple OBJECTs on one space. -
------------------------------------------
The question was raised when I was discussing my methods with another
programmer, how do you handle multiple OBJECTs in one space? I never
really thought much about it before and just restricted OBJs to one
per space. The simplest method I came up with is special INT (see above
section) values for OBJs that hold other objects. These are things
like bags, backpacks, treasure chests, etc. In the example above
this is category 15, Indexes 240-255. The objects would have a picture
assigned to them as normal, but they would each have an independent
array of other OBJECTS that they hold. Each of them could have a
certain max set by your particular array structures. This way, when
you pick up those objects, -all- of the object list gets added to your
inventory. When there is a chest or bag on the ground you could also
drop a number of OBJs there and have them be filed off to the independent
array for that bag or chest.
This method is a good way to incorporate a way to have multiple objects
in one map space, without having a huge amount of additional map layers.
It's relatively speedy, and still memory efficient. Please note that
the maximum number of bags and other such mult-OBJ-objects, are limited
in number by the number of array structures that you assign to them, so
never include more than the number that you can handle on one map.
Often times the above method is too restrictive or doesn't match the play
style of the game. The alternate method is a bit more complicated and
requires a knowledge of the use of 'linked-lists'. If you aren't familiar
with linked-lists, pick up nearly any intro-book for your programming
language of choice and look up linked-lists on the index...you should find
it. Assuming a knowledge of linked-lists, I'll continue.
Change your object layer to an array of list pointers. Then as you place
objects in a map-location, add a node to the list at that location. When
objects are removed, remove the node. This will allow for an unlimited
(well, memory limited) number of objects on any particular map-location.
--------------------
- VIII : Cool FX -
--------------------
This section discusses some random cool effects I've come across, that
are relatively simple to implement and can really improve the 'look and
feel' of the game.
One such effect that I like doing rotating palettes. This is good for
flowing water in streams and smoking chimneys. You just run a rotating
palette which will change certain colors in a certain order which
produces good FX without much added programming time...
Also another cool effect is to animate your tiles, this can be done by
an array of pictures instead of just one being assigned to a tile; and
then incrementing thru the array during your playloop. For example you
might have a section of your FRINGE layer be animated tiles, one of which
is a 'fire'. This would rotate thru say...4 frames of a fire burning and
smoking etc....providing a nice effect for the player. Animating people/
monsters is also a nice addition for a better effect.
For those who are confident with palette manipulation routines, another
good effect can be achieved by lightening and darkening the palette. For
instance, a player is in a cave, with only a torch providing the light,
you could set up your palette so that as the tiles get further from the
light source (the torch) the darker they are drawn. A good way to do this
is to make a palette of say...64 colors and then have 4 copies of that
palette to make up your 256 color palette. A simple shift by 64 will
lighten or darken a whole tile.
Another way to achieve this same effect, but staying with a single palette
of 256 colors, is to create several 'reference-palette's. Sort through
your palette and create a cross-referenced palette for each darkness
level you want. Take each color on the palette and darken it the desired
ammount, then search the palette for the best match and keep that color's
index as the cross-reference value. These reference palettes can all be
calculated beforehand and stored to disk, so no real run-time slowdown is
introduced. When drawing a 'shaded-tile' (might be one of your settings in
your DrawTile routine along with SEE-THRU) check the appropriate darkness
cross-reference palette for each pixel value and draw the cross-referenced
value to the screen. This method is superior to the above method in that
it allows for much more dramatic shades and colors, but it's drawback
is that it's slower (do to the checking for -what- shade to make each
square, the actual drawing of a shaded square is just slightly slower).
Either of the above methods are good ways to do shadows and passing clouds
overhead etc. As alluded to in the example, they also provide a great way
to create a 'torch-light' effect, where the tiles fade to black as they
get further from the light source. You could also fade to a light grey for
a good 'fog' effect. If you are implementing a limited-display as described
in Appendix I of this document, you may want to combine the two algorythms
into one, to improve efficiency.
------------------------------------------------
- IX : Smooth Loading of new map sections... -
------------------------------------------------
This question comes up a lot. My way of dealing with it is splitting
my map into a LOT of little sections within my map-file. I load nine
sections of that map into memory at one time....
The Map Chunks in Memory.
/-------+-------+-------\
| | | |
| | | |
| | | |
+-------+-------+-------+
| | Where | |
| | Player| |
| | Is... | |
+-------+-------+-------+
| | | |
| | | |
| | | |
\-------+-------+-------/
Then when the player moves into a new section of the map, shift six
sections of map over in memory, then load in the three new sections.
This makes for smooth scrolling with no edges, without extremely long
load times.
Your on-disk map can be incredibly large, in fact, the only limit is the
ammount of disk space you have (or variable addressing, that is, if you
exceed a 4gig x 4gig map :), the in-memory map is only a little window of
that, then the displayed map is yet another subset window in that. On
standard memory limit systems (like dos, 640k barrier) you can set your
in-memory map to a fixed size. But when you have access to variable
ammounts of memory, it's usually best to adjust to the available memory.
Thus calculating the dimensions of your in-memory map to conform with
the memory available. This way if a user has a lot of memory, they can
benefit with load times occuring less often. This method pleases the
player with more memory (loads less often) but is a bit of a headache
to code; the variable size mapsegmenting is tricky.
-----------------------------------------
- IX : Portability and Speed vs. Size -
-----------------------------------------
This section is more of a discussion on programming style and suggestions
concerning that, but mention of it here may be useful for many tile-coders.
When coding any project, it is generally a good idea to keep that code
as 'portable' as possible. This loosely put means that you code using
'standard' functions and routines, and try to avoid using system or
compiler specifics in your code. I've run up against this head-on just
lately as I bought a new compiler which is 32-bit (as apposed to the
16-bit compiler I used before), and had to go through my code and completely
revise it to work under the new system. One of the main problems was my
use of the type 'int' (integer, I code in C mostly), which is 16-bit
on some systems, but 32-bit on others. To solve portability problems I've
now gone to rarely, if ever, using 'int' but in it's stead use 'short'
(a short integer, 16-bits) and 'long' (a long integer 32-bits), which are
the same under all of the compilers I use.
Also, many languages allow you to split your code into seperate chunks or
in the more formal circles known as 'units' or 'packages'. I split my
code two ways: one section is my standard library of game functions (my
fxlib) and the other section is the code for whatever game I'm working on.
This way I can save myself the trouble of cut-and-pasting code and some
of the problems that come with that, and just stick with my standard library
for those functions.
Along the lines of system specifics and segmentation of code, it is usally
best to stuff any system-dependent code off in one library or unit, so
that you only need to recode that one unit when porting the code to another
compiler/system. Examples of system-specific code are : graphics,
controller (mouse, keyboard, joystick), timing and of course assembly
(another porting problem I had...).
With some extra effort spent learning about portability, you can prevent
a *lot* of wasted time later revising code...
SIZE versus SPEED, the endless struggle. Though computers are getting faster
and have more memory, size and speed are still at odds and a balance must be
struck between them. There are many ways of going about coding various
parts of a game, each of which has varying size (memory used) and speed (how
fast they go). What each programmer must decide is what memory they must
sacrifice in order to gain added speed, or what speed they must sacrifice
to shrink the ammount of memory used. The methods described in this file
have been devised to generally strike a pretty good balance between size and
speed, though you can go either way with them, tuning them for smaller size
or tuning them for faster exicution. You'll have to use your own descretion
on what balance you want to strike, but I think that the methods in this
faq are pretty close to the optimal 'middle-ground'.
-------------------------------------------
- X : Last Minute Ideas...and thoughts. -
-------------------------------------------
Well I guess that's it for this version of the FAQ. It's not really
laid out in the Standard Question/Answer method, but it is in reasonable
categories to assist you in finding the info you want. Keep in mind
that this is just a summary of my method of Tiley-games, and thus there
are other (probably better) methods out there. My methods are
continuously growing and shifting, due to questions people ask me or
effects I see in other games, so if you've got any ideas I might be
interested in hearing them.
I've received some requests for some of my finished games using this
method...unfortunately, like so many programmers, I have not finished
a single Tile-RPG game. I always get a new idea for a better way to
do things half-way thru and start fresh...going nowhere. But thru the
hordes of half-projects I've developed a method that works well. I've
also been requested to put together a demo of my methods. I will likely
do such, but currently I'm very busy. When I do write up some sample
code, I'll post it at x2ftp.oulu.fi as well.
I do have one Shareware game currently on the market, it uses a small
offshoot of my tile-method; not nearly as complicated as the method
presented in this file. My current project(s) include directing a
multi-continental (literally) game project which will be implementing
a form of Genetic Algorhythms (Alife simulations) and the other is a
tile-based strategy wargame (with no name yet). This game (when I get
it finished) will demonstrate several of the methods discussed in this
document, amoung them : a 3-layer map, palette rotation for cool fx,
a single directional tilt, and other neat tile-stuffs.
I hope this FAQ gives a good enough summary of basic Tile-Game concepts
to get you started/finished with your programming projects. Have fun!
I can be reached for questions/comments/additions/etc. via email at :
gtaylor@oboe.aix.calpoly.edu
The latest version of this FAQ can be found at :
x2ftp.oulu.fi pub/msdos/programming/docs/tilefaq.*
May you code for many days and never have a bug. -=GT=-
----------------------------------------
- APPENDIX I : Limiting the display -
----------------------------------------
A common problem to most tile based games is "what can the player see?".
For example, in a dungeon setting you must be very careful to limit
what is shown to the player or else there is just no point including
secret doors.
Map: Display:
************* ********* [ assume that S is a secret
*...*.......* ===> *.......* door and most likely looks
*...S.......* S.......* like the rest of the walls ]
************* *********
I've come up with my method of choice which anyone is free to dispute
with me or to offer up a better solution. This algorith is O(n) with
a moderate constant (that is, the algorithm looks at each square only
once and doesn't have a particularily large or small overhead).
You need one extra piece of information in your map (which hasn't
been discussed in the tileFAQ) which is opaqueness of each square.
That is you need to be able to get a value of:
1 = You cannot see through this square. This does not mean that
the square is never visible just that things "behind" it won't
be visible.
0 = You can see through this square.
It does not matter how you store this information. Where this algorithm
came from I defined all my objects to have many attributes one of which
was opaqueness.
[ Editor's Note (GT) - I would implement the opaque values as a attribute
of each tile, thus keeping an array of opaque values (say ...
opaq[MAXTILES]) which is indexed by the same index as the tiles. So
in checking the opaque attribute, you wouls simple have to take the
tile value (say ... 0..255) from the map position in question, and use
that value to index the opaque array.
For multiple layered maps you can just use the opaqueness of the base
tiles and ignore any of the higher levels. However, to offer yourself
more variety in the effects, you could balance 1, 2, perhaps 3. It's
also important to note that even when checking three values (BASE,
FRINGE, OBJECT) of opaque attriibutes, if any of them are non-opaque,
then the whole tile is non-opaque. ]
I'll be using a standard coordinate system where the map is located
on a cartesian plane and i'll be using (x,y) as a normal notation.
I'm assuming that the player is at position (o_x, o_y) and that you
want to draw the map with the player in the center of the square
and with a radius of DELTA (that means that you want to draw DELTA*2+1
by DELTA*2+1 tiles).
For any pedantic readers: define the radius of a square as being
the length of any orthogonal vector from the origin to the square.
Throughout the remainder of this explanation i'll include the
"pedantic people" comments in square brackets. If you don't care,
then don't read the information in square brackets.
For the non-pedantic readers, we'll build successively larger squares
starting with the squares one space from the origin.
For any given point (x,y) we will approximate whether or not it is
viewable by finding one or two points that lie on the previous square
[Let R = radius of the square containing (x,y), find (x1,y1), (x2,y2)
which lie on the square of radius R-1] between (x,y) and the origin.
It turns out that the statement "one or two" points is easiest to
implement if we always have two points. For any point which lies in
a horizontal, vertical or diagonal line from the origin we will simply
use the same point twice.
The one last thing that we need is a sign function (not sine). For
those who don't happen to know what that is
|u|
sign(u) = -------, for all non-zero u, let sign(0) = 0.
u
[ Editor's Note (GT) - The strictly defined formula as stated above is
not the best way to implement it in a program, because divides are
a slow operation. You can reach the sign value of an integer-based
data-type by a simple bitshift by n-1 bits (e.g. for an 16-bit
integer, shift it right by 15 to get the sign bit). Or you could
also implement a sign function by the following code (C) :
if (u>0) sign=1;
else if (u < 0) sign=-1;
else sign = 0; ]
To restate, assume that we have origin (o_x, o_y) and point (x,y).
Let (i, j) = (x - o_x, y - o_y) [be the vector from (o_x, o_y) to (i,j)]
We can then easily calculate the two points as:
point_1 = (-1 * sign (i) + x, -1 * sign (j) + y)
{ (x,-1 * sign (j) + y) IF |j| > |i|
point_2 = { (-1 * sign (i) + x, y) IF |j| < |i|
{ point_1 IF |j| = |i|
[ point_1 is in the diagonal direction from (x,y) to (o_x,o_y) and
point_2 is in the horizontal/vertical direction from (x,y) to (o_x, o_y).
Pretty easy to prove that that statement is true and from that you
can convincingly assert that this provides an good O(n) determination
of which squares are blocked from view.
Notice that the definition of sign(0)=0 means that point_2 collapses to
point_1 if j = 0 or i = 0 which is why i've decided to always use two
points. Well, that and the use of the constant 2 in the algorith,
see the comments after the algorithm. ]
>From the calculation of those two points it because almost criminally
easy to decide which tiles can be seen and which cannot.
Let opaque be an array DELTA*2+1 by DELTA*2+1 which undefined value
(ie: you don't have to initialize it). Remember that DELTA is the number
of tiles in any direction [radius of the display] that we will be drawing.
Here's the pseudo-code of how to do it:
{ cheat and do the case of delta=0 so that we don't have to worry
about any kind of special case }
middle = DELTA+1 { This is the middle of the display }
opaque[middle][middle] = 0 { delta=0 wasn't so hard :-) }
FOR delta = 1 TO DELTA DO
FOR each (x,y) that lie on the square of radius delta
Calculate the two points as described above, call them
p1_x, p1_y, p2_x, p2_x.
Make sure that (p1_x,p1_y) and (p2_x,p2_y) are on the map.
IF Opaque[p1_x - o_x + middle][p1_y - o_y + middle] +
Opaque[p2_x - o_x + middle][p2_y - o_y + middle] >= 2 I
THEN
{ You can't see this square }
Opaque[x - o_x + middle][y - o_y + middle] = 1 II
ELSE
Opaque[x - o_x + middle][y - o_y + middle] = ??? III
{ You might want to draw the tile now if you can }
ENDIF
ENDFOR
ENDFOR
That looks a lot more complicated than it really is. The hardest part
in implementing that loop is the "FOR each (x,y) that ..." line.
If you are a little creative you can do that easily enough.
On line I and II the constants 2 and 1 are used to give the algorithm a
little flexibility. By setting the opaqueness of unviewable squares to 1
and requiring that both "blocking" squares to be opaque (the value 2) the
algorithm will allow for looking "around" minor obstacles. To make the
routine much more strict you could use a value of 2 on line II which
will often give more realistic displays but (IMHO) less playable
results.
If you would like a more detailed explanation of the derivation of the
two points or something a pretty close to an actual C implementation
(I have my first attempt at writing this appendix which was far too
formal but did have some code with it) you can send me an email and
politely ask me to forward it to you or if you have a web browser
(mosaic, netscape, lynx) you could find both documents at
http://noether.math.uwaterloo.ca/~crpalmer/
Any questions/comments/criticisms can be directed to me via email at:
crpalmer@undergrad.math.uwaterloo.ca
/=====================================================================\
| Revision History... |
|---------------------------------------------------------------------|
| 1.0 : Initial Release - Basic info on my method for Tiley-games. |
|---------------------------------------------------------------------|
| 1.1 : Added clarifications, especially a more in depth look at |
| memory structures. Added several new methods to the list. |
|---------------------------------------------------------------------|
| 1.2 : Touched it up a bit, added porting/size/speed and Appendix I. |
\=====================================================================/
Thanks to Gabor Torok and Scott Host, who's methods have influenced those
in this document (as well as countless tile-based games which I've examined).

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From uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
Thu Mar 5 08:54:59 CST 1992
Article: 28179 of rec.games.video
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: ABOUT THE VIDEO GAME RATINGS REPORT (last modified Feb 1, 1992)
Message-ID: <44053@ucbvax.BERKELEY.EDU>
Date: 2 Mar 92 23:07:51 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 64
ABOUT THE VIDEO GAME RATINGS REPORT
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
The vote distribution uses a single character to represent the
percentage of votes for each ranking. The following characters codes
can appear:
`.' no votes cast `3' 30-39% of the votes `7' 70-79% of the votes
`0' 1-9% of the votes `4' 40-49% of the votes `8' 80-89% of the votes
`1' 10-19% of the votes `5' 50-59% of the votes `9' 90-99% of the votes
`2' 20-29% of the votes `6' 60-69% of the votes `*' 100% of the votes
To have your votes tallied in the list, send mail to the video game
ratings server (the address is given below). In your letter, any line
beginning with the word `vote' will be considered a vote. All other
lines are ignored. Votes must be of the form:
vote rating system-code video-game-title
where `rating' is an integer between 1 and 10, `system-code' is a
two-letter code describing the system, and `video-game-title' is
everything else on the line after `system-code'. Valid system codes
include:
Al Atari Lynx
Gb Nintendo Game Boy
Gg Sega Game Gear
Ne Nintendo Entertainment System (NES) or Famicom
Ng SNK Neo Geo
Sn Super Nintendo Entertainment System (SNES) or Super Famicom
Sg Sega Genesis or Mega Drive
Tg NEC Turbografx-16, Turboexpress, or PC-Engine
Case is not considered in video game titles or system codes. Valid votes
might be
vote 10 Sg John Madden Football '92
vote 10 sn super mario world
NO HUMAN WILL EVER SEE YOUR BALLOTS, AND YOU WILL NOT RECEIVE AN
ACKNOWLEDGEMENT OF YOUR VOTES. ALSO, THE VIDEO GAME RATINGS SERVER
WILL SILENTLY IGNORE ALL INVALID VOTES.
To make things easy, the `Reply-to' field of this posting is set to
point to the video game ratings server. If you are using the `rn'
newsreader, simply hit `r' to send in your votes.
The source code for this system and much of this text for this ratings
report was provided by Chuck Musciano. John Leo originally adapted
this system for video games, and Eric Ng (the current video game
ratings report administrator) has since made many more modifications.
Thanks for participating in the rec.games.video ratings poll.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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From news Wed Mar 4 22:55:46 1992
Path: uwm.edu!rpi!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (ATARI LYNX)
Message-ID: <44054@ucbvax.BERKELEY.EDU>
Date: 2 Mar 92 23:17:53 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 56
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
ATARI LYNX
New Distribution Votes Rank Title
....10251. 18 7.4 A.P.B.
....01.15. 12 8.0 Awesome Golf
...12241.. 10 6.2 Bill & Ted's Excellent Adventure
..0..250.. 11 6.5 Blockout
...0003110 23 7.2 Blue Lightning
.0011130.. 32 5.6 California Games
......0133 24 9.0 Checkered Flag
0....02023 27 8.3 Chip's Challenge
..0102130. 20 6.4 Electrocop
....144... 7 6.3 Fidelity Ultimate Chess Challenge
0....15100 19 6.9 Gates Of Zendocon
0..1221... 17 5.2 Gauntlet III
11.11111.. 7 4.7 Hard Drivin'
....3.33.. 3 6.7 Ishido: Way Of The Stones
....001231 29 8.4 Klax
.....4312. 10 7.1 Ms. Pac-Man
...102300. 12 6.3 Ninja Gaiden
.....63... 6 6.3 Pac-Land
...12210.. 11 5.7 Paperboy
.....512.. 7 6.7 Qix
....12320. 17 6.9 Rampage
.....14110 17 7.5 Roadblasters
121311.... 9 3.4 Robo-Squash
......1232 18 8.6 Robotron 2084
.....54... 7 6.4 Rygar
.....02222 24 8.4 S.T.U.N. Runner
.....04210 12 7.8 Scrapyard Dog
....2.1123 9 8.1 Shanghai
....003211 26 7.8 Todd's Adventures In Slime World
121.121... 8 4.0 Tournament Cyberball
..1331.... 6 4.5 Turbo Sub
...2.221.. 7 6.0 Viking Child
....000222 32 8.3 Warbirds
...0.14120 20 7.5 Xenophobe
.....161.. 6 7.0 Xybots
..01.11131 19 7.6 Zarlor Mercenary
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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@@ -0,0 +1,115 @@
From news Wed Mar 4 22:55:57 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (NEC TURBOGRAFX-16, TURBOEXPRESS)
Message-ID: <44055@ucbvax.BERKELEY.EDU>
Date: 2 Mar 92 23:18:37 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 103
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
NEC TURBOGRAFX-16, TURBOEXPRESS, AND PC-ENGINE
New Distribution Votes Rank Title
........*. 1 9.0 1943
* .....*.... 1 6.0 Addams Family, The
.......55. 2 8.5 Aero Blasters
......*... 1 7.0 Afterburner II
.....126.. 8 7.5 Alien Crush
.......55. 2 8.5 Andre' Panza Kick Boxing
...*...... 1 4.0 Batman
.....6.3.. 3 6.7 Battle Royale
...1...531 10 8.1 Blazing Lazers
.....27... 4 6.8 Bloody Wolf
.2......7. 4 7.2 Bomberman
.....1250. 12 7.5 Bonk's Adventure
.....2..7. 4 8.2 Bonk's Revenge
....1142.. 7 6.9 Cadash
.......*.. 1 8.0 China Warrior
........*. 1 9.0 Columns
......55.. 2 7.5 Cyber-Core
........*. 2 9.0 Dead Moon
* ..*....... 1 3.0 Deep Blue
......1.35 6 9.2 Devil's Crush
...25.2... 4 5.2 Double Dungeon
........*. 2 9.0 Download 2
........*. 1 9.0 Dragon Saber
......6..3 3 8.0 Dragon Spirit
.....522.. 8 6.8 Dungeon Explorer
* ......*... 1 7.0 Exile
..2.222... 4 5.2 Fantasy Zone
* ....*..... 1 5.0 Fighting Street
....252... 4 6.0 Final Lap Twin
........*. 1 9.0 Final Soldier
* ....55.... 2 5.5 Final Zone II
....1.33.2 9 7.8 Galaga '90
.........* 1 10.0 Gradius
....*..... 1 5.0 J.J. & Jeff
* ......*... 1 7.0 Jack Nicklaus Golf
.1413.1... 10 4.0 Keith Courage In The Alpha Zones
.....333.. 6 7.0 Klax
.......*.. 2 8.0 Last Alert
...2.2321. 10 6.6 Legendary Axe
....1.35.. 8 7.2 Legendary Axe II
..1....161 8 8.2 Military Madness
........*. 1 9.0 Monster Lair
...22..22. 4 6.5 Moto-Roader
* .........* 1 10.0 Neutopia
.....2..52 4 8.5 Ninja Spirit
.....55... 2 6.5 Ordyne
........*. 1 9.0 Outrun
...5.5.... 4 5.0 Pac-Land
.......*.. 1 8.0 Parasol Stars
.......*.. 1 8.0 Power Drift
* .....*.... 1 6.0 Power Golf
.....333.. 3 7.0 Psychosis
....12.211 7 7.4 R-Type
.......*.. 1 8.0 Raiden
* ......55.. 2 7.5 Ranma 1/2
......*... 2 7.0 Rayxanber II
* ......*... 1 7.0 Road Spirits
........*. 1 9.0 Salamander
......*... 1 7.0 Sci
.....55... 2 6.5 Sidearms
........*. 2 9.0 Silent Debuggers
.....55... 4 6.5 Sinistron
.....*.... 2 6.0 Sonic Spike V'ball
.....55... 2 6.5 Space Harrier
......63.. 3 7.3 Splatterhouse
* ........*. 1 9.0 Spriggan
.......55. 2 8.5 Super Darius
.2....26.. 5 6.6 Super Star Soldier
......*... 1 7.0 Super Volleyball
.....63... 3 6.3 T.V. Sports Football
* .......*.. 1 8.0 T.V. Sports Hockey
* ......*... 1 7.0 Talespin
.........* 1 10.0 Time Cruise II
.......*.. 1 8.0 Twin Hawk Custom
* ......*... 2 7.0 Valis II
* .......*.. 1 8.0 Vasteel
* ......*... 1 7.0 Veigues Tactical Gladiator
...333.... 3 5.0 Victory Run
.......*.. 1 8.0 W-Ring
.....5.5.. 2 7.0 World Class Baseball
.......*.. 1 8.0 Xevious
* .......3.6 3 9.3 Ys I & II
* ......36.. 3 7.7 Ys III
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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@@ -0,0 +1,181 @@
From news Wed Mar 4 22:56:03 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (NINTENDO SNES, NES, GAMEBOY)
Message-ID: <44056@ucbvax.BERKELEY.EDU>
Date: 2 Mar 92 23:19:35 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 169
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
NINTENDO GAMEBOY
New Distribution Votes Rank Title
* ...*...... 1 4.0 Bases Loaded
* .....*.... 1 6.0 Batman
* .......*.. 1 8.0 Bill & Ted's Excellent Adventure
* .*........ 1 2.0 Boulderdash
* ........*. 1 9.0 Boxxle
* ...*...... 1 4.0 Bubble Ghost
* ......55.. 2 7.5 Castlevania
* .......*.. 1 8.0 Castlevania II
* ......*... 1 7.0 Chessmaster
* .......*.. 1 8.0 Choplifter II
......*... 1 7.0 Crystal Quest
* ......*... 1 7.0 Daedalus Opus
* .......*.. 1 8.0 Dr. Mario
* ......*... 1 7.0 Dynablaster
..2.2.22.. 4 5.8 F-1 Race
....1.2123 9 8.3 Final Fantasy Legend
* .......5.5 2 9.0 Final Fantasy Legend II
.....222.2 4 7.8 Gargoyle's Quest
...3....33 3 7.7 Golf
* .....55... 2 6.5 Ishido: Way Of The Stones
* ....*..... 1 5.0 Kwirk
* ......*... 1 7.0 Lock 'N Chase
* ........*. 1 9.0 Matchmania
.5.....5.. 2 5.0 Megaman
.....3.33. 3 7.7 Metroid II
* ....5....5 2 7.5 Nemesis
* .........* 1 10.0 Nemesis II
* ...*...... 1 4.0 Paperboy
* ........*. 1 9.0 Parodius
.2....2.22 4 7.0 Pipe Dream
* ...*...... 1 4.0 Play Action Football
* ........*. 1 9.0 Probotector
* .....*.... 1 6.0 Puzzle Road
* .......*.. 1 8.0 Puzznic
* ......*... 1 7.0 Qix
* ...*...... 1 4.0 Quarth
..5....5.. 2 5.5 R-Type
.....3.33. 3 7.7 Revenge Of The Gator
.*........ 1 2.0 Robocop II
* ........*. 1 9.0 Scrabble
....*..... 1 5.0 Shanghai
* .......*.. 1 8.0 Side Pocket
.....5..5. 2 7.5 Skate Or Die
* ..*....... 1 3.0 Sneaky Snakes
....36.... 3 5.7 Solar Striker
.....1.225 10 9.0 Super Mario Land
* ........*. 1 9.0 Sword Of Hope
....201031 16 7.5 Tetris
* ........*. 1 9.0 Yakuman
NINTENDO ENTERTAINMENT SYSTEM (NES) AND FAMICOM
New Distribution Votes Rank Title
* .........* 1 10.0 A Boy And His Blob
.......*.. 1 8.0 Adventures Of Bayou Billy
......25.2 4 8.2 Adventures Of Little Nemo In Dreamland
...5...5.. 2 6.0 Alien Syndrome
..5.....5. 2 6.0 Baseball Stars
....5.5... 2 6.0 Bases Loaded
* ........*. 1 9.0 Battle Of Olympus
....31.111 6 7.2 Blades Of Steel
...3..3.3. 3 6.7 Blaster Master
...*...... 2 4.0 Bubble Bobble
* .......*.. 2 8.0 Castlevania
.....5...5 2 8.0 Contra
.......36. 3 8.7 Crystalis
* .......*.. 1 8.0 Deja Vu
......55.. 2 7.5 Destiny Of An Emperor
* ....*..... 2 5.0 Double Dragon
.....*.... 1 6.0 Double Dragon 2
.....36... 3 6.7 Dragon Warrior
1332...... 9 2.7 Duck Hunt
........*. 1 9.0 Dungeon Magic
..*....... 2 3.0 Excite-Bike
.2.2..24.. 5 5.8 Faxanadu
..5..5.... 2 4.5 Fester's Quest
......22.6 5 9.0 Final Fantasy
...2..7... 4 6.2 Gauntlet
..5....5.. 2 5.5 Gauntlet II
* ....*..... 2 5.0 Gradius
* ......*... 2 7.0 Gyruss
....*..... 1 5.0 Heavy Barrel
.......*.. 1 8.0 Iron Tank
...*...... 1 4.0 Ironsword
* ....*..... 1 5.0 Journey To Silius
..3....6.. 3 6.3 Legacy Of The Wizard
.....21.24 9 8.6 Legend Of Zelda
...5..2.2. 4 6.0 Life Force
.*........ 1 2.0 Magic Johnson's Fast Break Basketball
.....36... 3 6.7 Magic Of Sheherazade
........*. 1 9.0 Maniac Mansion
* .....*.... 2 6.0 Marble Madness
......333. 3 8.0 Metroid
.....*.... 2 6.0 Mike Tyson's Punch-Out
......*... 1 7.0 Ms. Pac-Man
.....5...5 2 8.0 Ninja Gaiden
.....5..5. 2 7.5 Ninja Gaiden 2
....*..... 1 5.0 Off-Road
.*........ 1 2.0 Pinball Quest
.....*.... 1 6.0 Pipe Dream
......*... 1 7.0 R.B.I. Baseball
....*..... 1 5.0 R.C. Pro-Am
....5.5... 2 6.0 Rolling Thunder
* ........*. 1 9.0 Romance Of The Three Kingdoms
* .....*.... 2 6.0 Rygar
...*...... 1 4.0 Skate Or Die
....*..... 1 5.0 Solomon's Key
...5..22.. 4 5.8 Solstice
......36.. 3 7.7 Star Tropics
* .....*.... 2 6.0 Street Fighter 2010
..5......5 2 6.5 Super C
0..011121. 17 6.4 Super Mario Brothers
......225. 4 8.2 Super Mario Brothers 2
...0...143 12 8.8 Super Mario Brothers 3
.....55... 2 6.5 Super Sprint
....2...25 4 8.5 Super Tecmo Bowl
....222.2. 4 6.8 Tecmo Bowl
...22.22.. 4 6.0 Teenage Mutant Ninja Turtles
....3.6... 3 6.3 Teenage Mutant Ninja Turtles: The Arcade Game
.......*.. 1 8.0 Time Lord
55........ 2 1.5 Top Gun
.....33.3. 3 7.3 Willow
* .....*.... 2 6.0 Xenophobe
......*... 2 7.0 Xevious
.....1..61 6 8.7 Zelda II: Adventures Of Link
SUPER NINTENDO ENTERTAINMENT SYSTEM AND SUPER FAMICOM
New Distribution Votes Rank Title
..102.220. 17 6.2 Actraiser
25....2... 4 3.0 D-Force
.11.22.11. 8 5.5 Darius Twin
3.3...3... 3 3.7 Drakkhen
....111122 17 7.9 F-Zero
.0.0.01222 14 7.6 Final Fantasy II
12....14.. 7 5.1 Final Fight
.2..4.2.2. 5 5.6 John Madden Football
* .......*.. 1 8.0 Lagoon
...2.2212. 9 6.7 Pilotwings
1...211.21 8 6.5 Populous
.....2222. 4 7.5 Sim City
.0.0.20041 15 7.5 Super Castlevania IV
..0.00133. 16 7.5 Super Ghouls 'N Ghosts
.00.000123 27 8.4 Super Mario World
....5.5... 2 6.0 Super Off-Road
....2.42.2 5 7.4 Super R-Type
5.5....... 2 2.0 Super R.P.M. Racing
* .........* 1 10.0 Super Smash T.V.
2....4.22. 5 6.0 Super Tennis
.0.0.1033. 13 7.2 U.N. Squadron
.224.2.... 5 3.8 Wanderers From Ys III
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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From news Wed Mar 4 22:56:10 1992
Path: uwm.edu!linac!att!ucbvax!plitvice.berkeley.edu!erc
From: erc@plitvice.berkeley.edu (Eric Ng)
Newsgroups: rec.games.video
Subject: VIDEO GAME RATINGS REPORT (SEGA GENESIS, GAME GEAR)
Message-ID: <44057@ucbvax.BERKELEY.EDU>
Date: 2 Mar 92 23:20:25 GMT
Sender: nobody@ucbvax.BERKELEY.EDU
Reply-To: video@irss.njit.edu
Organization: University of California at Berkeley
Lines: 171
For information on the list format and on submitting your ratings,
consult the article entitled `ABOUT THE VIDEO GAME RATINGS REPORT' in
the newsgroup rec.games.video.
VIDEO GAME RATINGS REPORT
SEGA GAME GEAR
New Distribution Votes Rank Title
* .......*.. 1 8.0 Berlin Wall
...3...6.. 3 6.7 Castle Of Illusion Starring Mickey Mouse
......*... 1 7.0 Clutch Hitter
...125.... 7 5.4 Columns
....5..5.. 2 6.5 Devilish
.......*.. 1 8.0 Dragon Crystal
* .....*.... 1 6.0 Factory Panic
....3..33. 3 7.3 G-Loc
* .....*.... 1 6.0 Galaga '91
......5.5. 2 8.0 Joe Montana Football
* .......*.. 1 8.0 Junction
......*... 2 7.0 Ninja Gaiden
* ......55.. 2 7.5 Shinobi
......55.. 2 7.5 Slider
.......262 5 9.0 Sonic The Hedgehog
* ......*... 1 7.0 Space Harrier
......5.5. 2 8.0 Super Monaco G.P.
* .....*.... 1 6.0 Woody Pop
SEGA GENESIS AND MEGADRIVE
New Distribution Votes Rank Title
* .......*.. 1 8.0 688 Attack Sub
..110130.. 12 5.6 Afterburner II
..42..4... 5 4.8 Air Buster
...2.52... 4 5.8 Air Diver
..2.422... 5 5.2 Alex Kidd In The Enchanted Castle
.1..14.2.. 7 5.9 Alien Storm
00231010.. 27 4.2 Altered Beast
.....5..5. 4 7.5 Arcus Odyssey
....2242.. 5 6.6 Arnold Palmer Tournament Golf
..2222.... 4 4.5 Arrow Flash
..1..241.. 13 6.3 Batman
...*...... 1 4.0 Battle Squadron
*......... 1 1.0 Battlemaster
....5.5... 2 6.0 Burning Force
0....00322 28 8.5 Castle Of Illusion Starring Mickey Mouse
* .....63... 3 6.3 Centurion: Defender Of Rome
....01410. 11 7.0 Columns
...22.6... 5 6.0 Crackdown
.....*.... 1 6.0 Crossfire
..1..341.. 9 6.3 Cyberball
22.1.11... 7 3.3 D.J. Boy
* ..*....... 1 3.0 Dangerous Seed
* .......55. 2 8.5 Decap Attack
.....*.... 1 6.0 Devil Hunter Yoko
........63 8 9.4 Devil's Crush
......55.. 2 7.5 Dinoland
...133.1.. 6 5.7 Dynamite Duke
....3.51.. 8 6.4 E-Swat
.....252.. 4 7.0 El Viento
......*... 1 7.0 Elemental Master
.....1242. 9 7.8 F-22 Interceptor Advanced Tactical Fighter
5..5...... 2 2.5 Faery Tale Adventure, The
.12222.... 9 4.2 Fantasia
2..222.... 4 4.0 Fatal Labyrinth
......55.. 2 7.5 Fatal Rewind
.2.52..... 4 3.8 Final Zone
......161. 6 8.0 Fire Shark
.2.2222... 5 4.8 Flicky
..0.0520.. 12 6.1 Forgotten Worlds
.......*.. 1 8.0 Fushigi No Umi No Nadia
..0.011140 16 7.7 Gaiares
.....6.22. 10 7.0 Gain Ground
...1214... 7 5.9 Ghostbusters
....011120 21 7.8 Ghouls N' Ghosts
....01142. 19 7.7 Golden Axe
.....12.7. 10 8.3 Golden Axe II
.....05010 11 7.6 Granada
* .....*.... 1 6.0 Hardball!
...5.5.... 2 5.0 Heavy Unit
....2.4.22 5 7.6 Hellfire
...0010302 14 7.6 Herzog Zwei
...112.2.2 8 7.1 Immortal, The
.....*.... 2 6.0 Insector-X
...5...5.. 2 6.0 James Pond II: Codename: Robocod
2...26.... 5 4.8 James Pond: Underwater Agent
* .......*.. 1 8.0 Joe Montana Football
..1..1213. 8 7.2 Joe Montana II Sports Talk Football
......116. 16 8.4 John Madden Football
.......134 17 9.3 John Madden Football '92
.5...5.... 2 4.0 Junction
.....35..1 6 7.2 Klax
....01511. 14 7.1 Lakers Vs. Celtics And The N.B.A. Playoffs
...36..... 3 4.7 Last Battle
* .......*.. 1 8.0 M-1 Abrahams Battle Tank Simulator
......116. 6 8.5 M.U.S.H.A.
.....36... 3 6.7 Mario Lemieux Hockey
.........* 1 10.0 Marvel Land
......135. 6 8.3 Master Of Monsters
...22.5... 4 5.8 Mercs
..1.214... 7 5.7 Michael Jackson's Moonwalker
.....244.. 5 7.2 Midnight Resistance
...1..1132 8 8.2 Might And Magic: Gates To Another World
.....*.... 1 6.0 Mike Ditka Power Football
...4.24... 5 5.6 Mystic Defender
......0.18 16 9.7 N.H.L. Hockey
...1.1113. 6 7.2 Outrun
* ......*... 1 7.0 P.G.A. Tour Golf
..3.3.3... 3 5.0 Pat Riley Basketball
......2341 10 8.4 Phantasy Star II
* ....3..33. 3 7.3 Phantasy Star III
......442. 5 7.8 Phelios
..1.01202. 12 6.6 Pit-Fighter
..00.0331. 15 7.1 Populous
......2311 21 8.3 Quackshot Starring Donald Duck
..22.42... 5 5.2 R.B.I. Baseball 3
..2...422. 5 6.8 Raiden Trad
....531... 8 5.6 Rambo III
.....13311 20 8.0 Revenge Of Shinobi
* .......*.. 1 8.0 Rings Of Power
..00..0133 23 8.7 Road Rash
* .......*.. 1 8.0 Roadblasters
.....25.2. 4 7.2 Sagaia
....55.... 2 5.5 Shadow Blasters
...000131. 11 7.2 Shadow Dancer: The Secret Of Shinobi
.252...... 4 3.0 Shadow Of The Beast
.1...1.51. 6 6.8 Shining In The Darkness
..33.3.... 3 4.3 Shove It!
.....00143 56 9.1 Sonic The Hedgehog
.11.141... 7 5.0 Space Harrier II
...011041. 17 7.1 Spiderman
* ...3...3.3 3 7.3 Star Control
.1...1221. 7 6.7 Starflight
.....*.... 1 6.0 Stormlord
...*...... 1 4.0 Street Smart
.......251 18 8.9 Streets Of Rage
....022400 20 7.4 Strider
....216... 8 6.4 Super Hang-On
.0.0..2420 19 7.6 Super Monaco G.P.
..22.5.... 4 4.8 Super Thunderblade
4.21.1.... 7 2.7 Sword Of Sodan
* ......55.. 2 7.5 Sword Of Vermillion
..22.22... 4 5.0 Target Earth
..0.11321. 18 6.9 Thunder Force II
..0.001420 24 7.8 Thunder Force III
0...0.4012 18 7.6 Toejam & Earl
....11611. 10 7.0 Tommy Lasorda Baseball
.....2.8.. 5 7.6 Trouble Shooter
...1.242.. 9 6.7 Truxton
.....55... 2 6.5 Twin Cobra
5....5.... 2 3.5 Ultimate Qix
.2.4..4... 5 4.8 Valis III
....5.5... 2 6.0 Vapor Trail
..22222... 5 5.0 Whip Rush
* ........*. 1 9.0 Wings Of Wor
* ...*...... 1 4.0 Wonderboy III
..2.22.2.. 4 5.5 World Championship Soccer
...55..... 2 4.5 Wrestle War
* .....*.... 1 6.0 Zany Golf
.......*.. 1 8.0 Zero Wing
.....3..6. 3 8.0 Zoom!
In this report, video games have been rated on a scale of 1 to 10,
with 10 being the best and 1 being the worst. For each video game,
the total number of votes, the average rating, and the vote
distribution are shown. New video games are indicated by an `*'
before their entry.
Mail votes to video@irss.njit.edu or ...!uunet!irss.njit.edu!video; if
you have any questions, mail them to video-request@irss.njit.edu or
...!uunet!irss.njit.edu!video-request.
--
eric ng erc@zabriskie.berkeley.edu ...!ucbvax!zabriskie!erc

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Wizardry 7 character editor written by: Huy Nguyen
6826 Roos
Houston, TX 77074
Here it is! after much sleepness nights and trial and error testing,
this is the final version of the Wizardry 7 character editor. It allows
modification of all the vital stats as well as inventory editing.
The command-line invocation of the program is: "w7edit filespec character"
where "w7edit" is the name of the program, "filespec" is the filespec of
the Wizardry 7 savefile, and "character" is the name of the character to
edit. Within the program, these commands are valid:
1) save - saves the current savefile to disk; it replaces the file which
was initially loaded
2) quit - exit without saving; all changes will be lost
3) items - changes to the screen that allows inventory editing
4) stats - changes to the screen that allows editing of vital stats
5) to edit another character, enter the character name preceded by the ~ sign;
NOTE: the editor assumes the the character name is unique; if the
character name is not unique (i.e. - there is a similar substring
in the savefile), then you may be editing the wrong part of the
file (and hosing up your savefile)
In the stats editing screen, enter the number corresponding to the statistics
to modify; then, enter the new value for the statistics; I don't suggest that
you push the statistics beyond the maximum specified in the play guide since
I don't know the effect of such a high statistics; this means don't give
yourself 255 strength or 255 sword skill;
In the inventory editing screen, enter the number corresponding to the
slot that you want to give yourself a new item, and then enter the number
corresponding to the new item; you can also modify the count/charge of an
item by entering the appropriate number; after you give yourself a new
item, load the savefile into Wizardry 7; as soon as you load the new
savefile, immediately drop the new item, and then pick it up again; this
will will restore all the attributes to the item (so a sword looks like
a sword and not a dagger); after this, you have to assay the item in order
to recognize it; the only thing this doesn't do is set the count/charge of
an item (if an item has magical power or can be merged); you have to set this
via the count/charge stat in the character editor; if you don't set the
count/charge for an item, it will be set to 0 by the editor; for magical
items (potions, magical weapons, etc.), if the count/charge is 0, then
you will have infinte charge on that item; if you give yourself a healing
potion and leave the count at 0, that potion will last forever; if you give
yourself a magical item/weapon and the count/charge is 0, then that
item/weapon will have infinite charge; if an item is not magical
(you can usually identify this by the identify spell), and you give it a
nonzero count/charge, you will get strange results; that is, you can
give yourself 10 halberds but this is not normal since you cannot merge
2 halberds to get 2 halberds; again, I don't know the effect of something
like this, so experiment at your own risk.
DISCLAIMER: while this program has been throroughly tested, I cannot
guarantee it to be 100% error free; use of this program is
at your own risk (this means make a backup of your savefile
before you modify it).
This program is public domain so you may use and distribute it without
any registration fee; however, this file must always be distributed with
the .EXE; while I do not require you to register this program, if you
are feeling generous and/or want to reward all my hard work, you may
send a little fee to the above address; it may help "persuade" me to
work on editors for other games.


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Warlords II frequently asked questions list:
The questions answered in this FAQ are:
1) Where can I download scenarios from?
2) Do I need the Scenario Builder to use new scenarios?
3) Where do I get patches?
4) How can I edit random maps?
---------
1) Where can I download scenarios from?
wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/warlords_II
lupan.byu.edu: /site/ibmstuff/Games/Warlords_II
www site - http://werple/apana.org.au/~elee/index.hmtl
The www site tends to be faster and is less likely to be busy.
(Of course, the quickest way to get lots of nice scenarios is to buy
the scenario builder, since it comes with about two dozen.)
2) Do I need the Scenario Builder to use new scenarios?
No. All you need is the 1.11 patch.
3) Where do I get patches?
The sites mentioned in question 1 (lupan and wuarchive) have them.
4) How can I edit random maps?
Let's say I want to create a random scenario called "Sample":
(Any other name would do - but no more than *7* characters)
i) Run WARSCEN. <Load> STAMP (say). <Save As> Sample. <Quit>.
(Any other scenario should do instead of STAMP.)
ii) Run WARLORD2. Choose <Random Map>, and select desired options -
even a different terrain set. You can exit as soon as you get to
choose who is Human etc, but you will probably want to look at
the map first. Go ahead and look. If you don't like it - generate
another one. It doesn't matter whether you leave everyone as Human
or not at this stage. <Quit>. You don't need to save the game.
iii) At the DOS prompt:
From the Warlord2 subdirectory type:
COPY ..\RANDOM\RANDOM.* ..\SAMPLE\SAMPLE.*
(I'm sure you can figure out the corresponding commands from other
directories.)
iv) Run WARSCEN. The "Sample" scenario now appears. <Load> it. It is now
the random map. When you save, the information on the number of cities
and ruins should be updated. Note that a different terrain set may look
a bit odd when you first load it - just move around a bit and it should
look OK. Change what you like, and remember to save often.
That's it! One edited random scenario.
SSG _explicitly_ say not to use DOS commands to play with the files.
They do this for a reason. If it stuffs up, don't blame them.
Be careful - it is quite possible to create problems. You probably
should back up any saved games, in case you need to reinstall.

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*** WILLY BEAMISH HINTS FROM SIERRA ON-LINE, OFCOURSE FIXED BY [RYGAR] ***
Carbuncle School
~~~~~~~~~~~~~~~~
Problem:
How do I get out of class?
Hint:
Eventually, Ms. Glass will fall asleep, then you can sneak out
of class. Don't try to leave before she conks out, and make sure
she doesn't find out you have a frog in your backpack. If Ms.
Glass catches you for either of these offenses, you will get
sent to the principal's office.
Problem:
How do I get by Coach Beltz?
Hint:
You can make a hall pass that will fool Coach Beltz from the
items inside Willy's desk. Combine the white crayon with the
piece of wood and show it to Coach Beltz when he asks you for
it.
Problem:
How do I avoid getting beat up by Spider?
Hint:
To avoid getting mauled by Spider in the bathroom, choose the
dialog response 2 when he asks you to give him something from
your backpack. Then give him your Game Buddy.
Problem:
I've been sent to Principal Frick's office! What do I do?
Hint:
The first time you get sent to Principal Frick's office choose
dialog response 1. Then give him back his toupee. Try not to get
in trouble again, if you are sent to Principal Frick's office
too many times you will end up in military school.
The Beamish House
~~~~~~~~~~~~~~~~~
Problem:
Who is this Ghost Beamish character?
Hint:
Ghost Beamish is the spirit of Willy's Grandfather. He provides
Willy with helpful information and guidance throughout the game.
Ghost Beamish provides the first warning that something foul is
afoot in the fair city of Frumpton. Most of the time it is a
good idea to listen to what Ghost Beamish has to tell you.
Problem:
Help! I keep getting sent to military school!
Hint:
When you get a warning from Gordon or Sheila to do something,
you have a short amount of time to do it before the trouble
meter begins to climb into the danger zone. If Willy ignores his
parents or misbehaves too frequently he will get sent to
military school. Promptly doing what you are told and common
sense will keep you out of trouble for the most part.
Problem:
What do I do about the mail?
Hint:
You are better off leaving your report card in the mail slot. If
you get caught trying to hide Willy's report card from Gordon
and Sheila, military school will be the inevitable result.
Problem:
What do I do if I cut my thumb?
Hint:
If you cut your thumb while slicing veggies in the kitchen, you
need to go to the upstairs bathroom and use the first-aid kit in
the cupboard. Make sure that you put both iodine and band-aid on
it. If you don't take care of the cut it will become infected
and you won't be able to win the Nintari Championships.
Problem:
How can I get my Nintari Key away from Tiffany?
Hint:
There are two ways to get the Nintari Key away from Tiffany. You
can either take her diary and blackmail her with it in her
bedroom or you can drop Horny on her when she is in the bathtub
after dinner on day 1. Make sure that you practice Nintari at
least once or you can't win the championships at the end of the
game.
Problem:
How do I get away from the baby-sitter from hell?
Hint:
Once the baby sitter from hell goes batty, you only have a short
amount of time to act. Go upstairs to the bathroom and get
Tiffany's hairspray out of the cupboard. Then spray the bat with
the hairspray; this will give you more time to complete the
puzzle. Next, go to Brianna's room and take the mouse away from
the cat. After you have the mouse, go back downstairs to the
living room and jump behind the sofa. Place the mouse on the
coffee table and when Alicia-bat pounces on it, use the vacuum
cleaner to suck her up.
Problem:
What should I do with Duffy?
Hint:
You need to feed Duffy whenever he is hungry and walk him
regularly. If you don't take good enough care of Duffy, he will
get you into trouble. If you neglect him he will run away and
the game is over.
Problem:
How do I deal with Brianna?
Hint:
If you play with Brianna on the swings in the back yard, choose
the second dialog response when she asks you to push her higher.
If you send her into orbit you may as well pack your bags for
military school. Picking Brianna up when she falls off her bed
after dinner on the first day will make your trouble meter go
down.
Problem:
What do I have to do to get some money?
Hint:
There are two ways for Willy to earn money at the Beamish Home.
The first chance is to mow the lawn after dinner on day 1. The
second opportunity is to wash the Grange Rover after breakfast
on day 2.
Willy's Neighborhood
~~~~~~~~~~~~~~~~~~~~
Problem:
What do I in the tree fort on day 2?
Hint:
Tree Fort Headquarters is where Willy likes to hang out with his
friends, Dana and Perry. On day 2 you need to make sure that you
get the Biffo Man comic book from the tree fort. You can also
trade Perry for the Mickey Morris baseball card if you have
Tiffany's diary, but this is not crucial to solving the game.
Problem:
How about the tree fort after Day 2?
Hint:
After day 2 you can convince Dana to enter Gigi in the Tootsweet
frog jump if you give her a T-shirt from the OK T-shirt Kiosk in
Olde Towne. On day 3 you can get a jar of fire ants in the tree
fort.
Problem:
What do I do at Sloeffer Park?
Hint:
Sloeffer park is the perfect place for Horny to get in a little
jumping practice. If you really want to see Horny leap, buy a
can of Slam Dunk from the vendor in the park and give him a
swig. You should also check out what happens when you feed Horny
the flies and the fire ants.
Olde Towne
~~~~~~~~~~
Problem:
I can't get past the Bully in the Slice of Life Pizza rest room!
Hint:
A little skullduggery is called for here. Take the "No Smoking"
sign off the wall near the sink and throw it in the trash can.
When Spider comes in, give him the Biffo Man comic book you got
at the tree fort. Spider will have a real blast with it.
Problem:
What do I do at the OK T-shirt Kiosk?
Hint:
If you bought a photo in the Slice of Life pizzeria and did your
chores at home, you will be able to purchase a T-shirt here.
Slide the kiosk vendor 5 bucks and the photo and you'll be the
proud owner of a shirt guaranteed to last 1,000 washings.
Problem:
How do I get to West Frumpton?
Hint:
You can't take the ferry to west Frumpton until day 3 because
Gus has run it aground on a sand bar. Once the ferry is
operational, you can pay for your fare with a ferry token from
the Harry Humpford Memorial Fountain or trade the Mickey Morris
baseball card for a ride.
Problem:
I'm at the fountain. What can I do here?
Hint:
You can find a ferry token to pay for your passage to West
Frumpton in the fountain. Make sure that you only take one. The
local gendarmes don't take kindly to people messing in the
fountain.
East Frumpton/Humpford Mansion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Problem:
How do I get to the Humpford Mansion?
Hint:
You need to win the frog jump on day four before you can get to
the Humpford Mansion. One of the prizes you will win is a
jet-ski which you can then ride to Humpford Mansion.
Problem:
How do I get past Arthur the parrot?
Hint:
Arthur is a very sensitive and repressed bird, so you must be
careful not to ruffle his feathers. Try the following dialog
responses: 1, 2, 1, 2.
Problem:
Can I do anything with this suit of armor?
Hint:
The suit of armor is precariously balanced and will crash to the
ground noisily if you don't cushion its fall. Get the quilted
tablecloth from the dining room and place it near the feet of
the suit of armor before knocking it over. Take the helmet and
the piece of paper you find inside the armor.
Problem:
What do I do in the Humpford Mansion dining room?
Hint:
Leona and Louis are just in the next room so you need to move
quickly and quietly. Grab the brass chalice on the table and set
it on the floor. Then, pull the tablecloth off. Take the chalice
with you when you leave. If you want to check up on Louis and
Leona in the Big Game Room you can use the magnifying class to
get a closer look. Don't go in there - you'll get caught.
Problem:
How do I save the frogs?
Hint:
First, you need to throw the brass chalice from the dining room
at Chef Childish to distract her. Sneak over behind the large
cauldron. After you reach the cauldron, grab the saucepan and
dump the sauteed butter just behind Chef Childish. Scoot the
cauldron closer to her. Go back to the entrance to the kitchen
where you started and jump onto the frog conveyor. When the
conveyor brings you around, this will startle Chef Childish and
she'll fall into the cauldron and start yelling. Stifle her
screams by stuffing her head in the helmet from the suit of
armor. As soon as Chef Childish is taken care of, release the
frogs by pressing the stop button on the conveyor control panel.
Then get the heck out of there. You will still get caught by
Louis and Leona, but the frogs you just rescued will repay the
favor by saving you.
Plumber's Union/Golden Bowl
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Problem:
How do I get inside the Plumbers' Union?
Hint:
You can't get inside Local 409 until day 4 but you can listen to
Louis Stoole address the plumbers rally on day 3. On day 4 you
can sneak into Louis Stoole's office by climbing through the
window.
Problem:
What do I do in Louis Stoole's office?
Hint:
After you are in his office for a short time, Louis will come
crashing through the door. Pick up the plunger near the desk and
throw it at Louis' face. This will only hold him for a short
time. Pick up the security pass to Humpford Sludgeworks on the
desk and make a break for it.
Problem:
How do I handle the Cripes Gang outside the Golden Bowl?
Hint:
Except for throwing you the wrench, Ray isn't going to help you
here. Take the smoke bomb the Japanese tourists gave to you on
the ferry and throw it at the Cripes. Then use the monkey wrench
to open the fire hydrant and spray them with water. After you've
doused the gang, run to Tootsweet where you will again find the
Japanese tourists.
Problem:
How do I get in the Golden Bowl Bar?
Hint:
Ray's astrology fetish can be used to help you get in the Golden
Bowl, but you have to win the frog jump contest first. You need
the radio/tape recorder from the jet-ski you won at the frog
jump to help you solve this puzzle. After you get the tape deck
from the jet-ski, go to the phone booth outside the plumbers'
union. Put the phone receiver on top of the radio/tape recorder.
Press record and dial 432-7446 to tape the phone conversation
with Alyssa. Then call the Golden Bowl and ask for Ray. When he
gets on the line, play the recording. When you return to the
Golden Bowl, Ray will be inside on the phone and you can get in.
Problem:
What do I do inside the Golden Bowl?
Hint:
Poor Burt doesn't have a lottery ticket. Give him the one from
the machine next to the OK T-shirt Kiosk. He'll let you stay and
watch the drawing. Take a nudie calendar from the pile on top of
the bar before you leave the bar.
Tootsweet/Frog Jump Contest
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Problem:
Where do I get an entry blank for the Frog Jump Contest?
Hint:
You can pick up an entry blank for the Frog Jump at the booth
outside of the Tootsweet Building on day 3.
Problem:
Can the Japanese tourists help me against the Cripes Gang?
Hint:
If you make it to Tootsweet while being chased by the Cripes,
talk to the Japanese tourists. They will come to your aid.
Choose dialog response #1.
Problem:
How can I win the Tootsweet Frog Jump Contest?
Hint:
Horny can't beat Turbofrog head to head in the jumping contest
so you have to stack the odds in your favor a bit. Place the jar
of flies near Turbofrog, he will eat them and fall asleep. Don't
feed the flies directly to Turbo or give Horny the Slam dunk
Cola. Both of theses actions will get you disqualified. If Gigi
is at the contest, Horny will jump better.
Problem:
How do I escape the Tootsweet security guard?
Hint:
You need to combine the Nintari Key with the GI Jim dog tags and
hypnotize the guard. The correct hypnotic phrase can be found
inside Dr. Jeckle's ad inside Willy's Meed Notebooklet, included
with your game.
Humpford Sludgeworks
~~~~~~~~~~~~~~~~~~~~
Problem:
How can I get by the striking Plumbers?
Hint:
Being the red-blooded blue-collar men that they are, you can
easily get their attention with the nudie calendar from the
Golden Bowl Bar.
Problem:
How do I get into the sludgeworks?
Hint:
To get inside the sludgeworks, you need to give the guard at the
gate the security pass you got from Louis Stoole's office in the
Plumber's Union. The guard will still sound the alarm after you
get inside, so don't waste any time.
Problem:
How do I operate the bridge?
Hint:
You will need the plans for the sludgeworks you got from inside
the suit of armor at the Humpford Mansion to solve this puzzle.
The correct color code sequence to activate the bridge control
lever is listed in the margin of the map. Enter the four part
code from the map: you'll know you have it right when the small
light over the control lever turns green. After you've entered
the correct code, wait until the guards start to cross the
bridge, then throw the lever.
Problem:
What do I do in the Duct Control Center?
Hint:
Time is of the essence, if you don't hurry you'll buy the farm.
Type "AIR" into the control panel, then wait for the guards to
appear. When they do, press the enter button on the control
panel to blow them off the catwalk. Then type "TRAM" and press
enter to go to the Tub Tray Tram Room.
Problem:
How can I escape from Stanley in the Tub Tray Tram Room?
Hint:
Stay in the middle of the tramwalk until Stanley throws his hat
at you. Make sure you duck when he tries to hit you. When
Stanley's hat lands at the end of the conveyor, go pick it up.
Throw it at him from the end of the tram - don't run back to the
middle. When Stanley's body gets plunged, run back to the middle
of the conveyor and jump on the piston that's sticking up on the
left side of the tramwalk.
Problem:
Help! I keep getting lost in the Tub Tray Tram Tunnels!
Hint:
The blueprints from the Humpford Mansion are a map of the Tub
Tray Tram Tunnels. The toilet icon near the center of the map is
where you want to end up. When you jump into the tram you will
automatically be taken to Grand Junction, then you need to use
the map. From Grand Junction go forward to Conjunction Junction,
then take a RIGHT. When you reach Compunction Junction take a
LEFT and go straight through Malfunction Junction, continuing
until you reach Petticoat Junction. Take a LEFT at Petticoat
Junction. This will lead you to the final climactic
confrontation with your arch-enemies Leona and Louis at the Hot
Sludge Vat.
Problem:
How do I rescue Gordon?
Hint:
You finally get to use the yo-yo Willy has being carrying. Drop
the yo-yo on Willy. Leona and Louis will start running towards
you on the rim of the Hot Sludge Vat. When they stop to laugh,
throw the yo-yo at them. This will knock them into the goop. Be
sure to flush the main colitis valve after you knock them in.
Fixed By RYGAR! NINTARI RULEZ

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THE ADVENTURES OF WILLY BEAMISH
INTRODUCTION
The first thing the player should know about WILLY BEAMISH is that
although it appears to be a child's game, it is more for the adult who wants
to regress. While a youngster may enjoy the graphics and humorous situations,
some of the puzzles may be beyond his ability to solve. However, it still
could make for an enjoyable shared experience, allowing the kid to play as
much as possible while the adult helps him over the rough spots.
The game begins in Carbuncle Elementary school on the last day of the
school year, and during the non interactive opening Willy is seen dozing off
in the assembly hall while Principal Frick makes his farewell address. Horny,
Willy's pet frog, jumps out of his backpack and steals Frick's toupee, causing
Willy to be sent to Ms. Glass's last day of after school detention.
There are two goals in the game, one which is evident from the start, and
the other one becomes apparent as the game progresses. Willy wants to compete
in the National Nintari Championship, and needs $2,500 to enter. It becomes
clear very soon that his father won't be able to scrape up the cash, so
Willy's only chance is to enter Horny in the Tootsweet Frog Jump Contest and
win 1st or 2nd prize.
Meanwhile, the player is privy to the plot developing behind the scenes
thanks to a series of "intermissions." Leona Frumpton, owner of the Tootsweet
company, and Louis Stoole, president of Plumber's Union Local 409, have joined
together to take over Frumpton. For reasons unknown at first, Louis has gotten
his plumbers to go on strike, causing toilets to back up all over the city,
and Leona hires a spokesman for Tootsweet to "take the heat."
The game can be lost in several ways: Willy can get into too much trouble
(as indicated by the Troublemeter) and be sent to Cadet School for the summer
or he can lose the Frog Jump contest and be unable to compete in the Nintari
Championships. A wrong move can get him sent to the hospital, or he can fail
to stop the big plot and Frumpton will be sludged.
There are multiple paths to victory, and I'll try to detail the ones I
found. It isn't necessary to solve every puzzle, and Willy can even get in
a reasonable amount of trouble without losing the game. At several points the
player must make a moral decision which may affect how a puzzle is solved, and
it may also endanger Willy's trouble rating. How Willy acts is in the hands
of the player, and I may not have discovered all the options available nor all
the consequences that result.
One thing the player might want to do in order to get his money's worth
is to always use the Look feature (magnifying glass) to survey each screen in
the game. There are many funny descriptions to be read whenever the icon is
positioned over an object and is transparent.
CARBUNCLE ELEMENTARY SCHOOL (PRELUDE)
Willy is sitting in Ms. Glass's afternoon detention class, a result of the
mischief caused in assembly earlier. He discovers that his report card is on
its way to his house, and the "C" he received in Music Appreciation won't make
his father very likely to give him the $2,500 to enter the Nintari contest.
So, should he try to go home early and intercept the mail or just face the
consequences when Dad sees his grade?
His first chance to escape detention comes when Horny makes an unexpected
outburst and Ms. Glass asks him for an explanation. "Oh, that was just my
frog, Horny" will be taken as an insult, and Willy is then sent to see Mr.
Frick. The player still has the principal's toupee that Horny took during
assembly, and the only safe way out of this situation is not to get smart and
to return the hairpiece. Willy could try to hold the toupee as a bargaining
chip to improve his grade in Music Appreciation, but that won't work. After
this, Willy returns to detention and can choose to stay or try and sneak out.
"Musta been something I ate" will earn Willy a trip to see the new school
nurse, who is rather well-endowed. From here, he can persist in feigning his
illness which will result in being sent to the hospital, or stop the charade
and return to class. Choose number three, "Nothing, Ms. Glass" and Willy just
continues to sit in detention.
Now, the "old prune" asks Willy and his classmates, Chubby and Carmine,
to write a composition on how they plan to spend their summer vacation. A good
student would stay put and do the assignment, but a chance to escape early
presents itself shortly afterwards as the teacher dozes off at her desk.
Carmine and Chubby begin a spitball fight, and Willy may choose to sneak out
of the classroom. The hall is guarded by Coach Beltz, so if the player wants
to get by he will need a hall pass - or a reasonable facsimile.
If the player behaves and sits through detention, Ms. Glass awakens and
the students read their compositions before being sent home. Willy's piece is,
of course, about his ambition to practice for and compete in the all-important
video game challenge. Of course, playing it safe this way means the boy will
have no chance to intercept the incriminating report card from the mail box.
To forge the pass to freedom, click open Willy's desk, then use the white
crayon on the wooden block. Put the pass in Willy's backpack, wait for the
teacher to doze off, then sneak out into the hall. Either click on the door
to the restroom or the front door of the school, and the alert coach will stop
the player and ask where he's headed. Any of the three choices will get him
sent to the restroom, either by his own choosing or by Beltz's order to wash
his hands after doing some mandatory pushups. If he had tried to write the
pass using the other crayon in his desk, Beltz would have detected the blatant
forgery and sent Willy to Frick's office.
In the bathroom, Willy has his first encounter with Spider, the bully.
This is the price he pays for sneaking out early, and some quick thinking is
required in order to avoid making a permanent impression in the wall. There
is no "wrong" answer here, although if Willy answers "None of your business"
or doesn't give the bully his hand-held Game Buddy he'll have to make a detour
to the nurse's office and then return to class. He can then try to sneak out
again, which will either result in success or a trip to Frick's office.
Eventually, Willy either gets out of class before detention ends, or he
stays until it is too late to get his report card. After a short graphic
scene, Willy glides home on his skateboard and arrives at his front porch.
School's out, now let the fun begin!
WILLIE'S HOME - FRIDAY AFTERNOON (DAY ONE)
If Willy got out of detention early, he has a moral choice to make. He
can take the report card that he sees in the mail slot, and he then has the
choice of whether to hide it from his father or to show it to him at supper.
The first choice will really tick Dad off, probably sending Willie to cadet
school, the second will elevate the Troublemeter a few notches. It's best for
him just to leave it alone, even if he went to the trouble of getting home
early to have the option. Seeing it and not taking may actually have the
effect of keeping the trouble level down, resisting temptation and all.
Since he is home, he really should check in with Mom (referred to by the
game informally as Sheila). Failure to do so will elevate the Troublemeter,
and the player will also miss out on some other fun stuff. As Willy approaches
the front door for whatever reason, the ghost of his Grandpa appears and warns
him that something weird is going on in Frumpton. Ghost Beamish also appears
from time to time throughout the game, serving as Willy's conscience.
Inside, Willy greets his faithful canine companion, Duffy. He really
should take every opportunity to be kind to his pet, otherwise Duffy will make
trouble for him. If Willy neglects him enough times, he runs away, is caught
by the dogcatcher and the game is over. Other things the dog might do if not
given enough attention is digging in the back yard or chewing up something,
both of which won't be good for Willy. The player should start off right by
taking the dog for a walk, pacifying the pooch.
Willy can listen to the messages on the answering machine in the foyer,
two of which deal with him. I'm not certain if this erases them so that Dad
doesn't hear them, but they are humorous and the player may want to play them
back. Entering the kitchen, he is greeted by Sheila, and if he leaves right
away he won't have to deal with his kid sister Brianna nor will he be asked to
help cut veggies for supper. Duffy is here, and if the player clicks on him
he can eavesdrop on the dog's thoughts and gauge how he feels about his
master.
If Willy stays in the kitchen and either waits a few minutes or clicks on
Mom or Brianna to talk, he'll have another choice to make. He can make his
mother happy and keep his sister's noise level down by agreeing to push her on
the swings, or refuse and help slice carrots for the evening meal. Pushing
Brianna on the swings presents Willy with another temptation, as she keeps
asking him to push her higher. Save the game here and keep pushing the little
brat in order to watch a humorous scene, which may satisfy Willy's mischievous
nature, but will also end the game.
After either refusing to play with Brianna or after pushing her on the
swings, Willy has to wield a ginsu knife to julienne the vegetables. Despite
his mother's warning, the knife slips and cuts Willy's thumb. This could be
a major catastrophe for the aspiring video champ, so he should treat it right
away. The bathroom is through the door in the top center of the upstairs
screen, and the player can easily find the medicine cabinet using the TAB key.
Click on the "Germ Away" then the band-aid, and disaster will be averted with
a minimum amount of pain.
While upstairs, there are a few things Willy can do, but he should be sure
to return to the dining room by 6:00 (click on Willy to get the inventory and
time screen) so he won't be late for dinner. If he goes to the attic he can
play with Dad's model railroad set, and Ghost Beamish will warn him to be very
careful with the expensive set. It is possible to wreck it, thus elevating the
Troublemeter again.
Willy might also go into big sister Tiffany's room and add 30 pounds to
her scale, and watch the results sometime later in the game. Her diary can be
used as a solution to two of the puzzles in the game, but when Willy picks it
up Ghost Beamish will appear to appeal to his conscience. The puzzles can be
solved other ways, but using the diary can be funnier.
Everyone gets together for supper in the dining room, and after Sheila
breaks up the kids' bickering, she reminds them to keep mum about Gordon's
surprise party to celebrate his 40th birthday and anticipated promotion to
vice-president. Surely this is the way Willy will get the money to go to the
championships, and Tiffany will get a new car, and the whole family will be
happy! Unfortunately, Dad tells them that he was fired, and that the budget
will be real tight for a while.
A short while later, Dad asks where the mail is, and now Willy is going
to feel the heat. How much heat depends on how he handled the report card.
If he took the card, Grandpa will appear and urge him to show it to Gordon,
and if he doesn't do so Brianna will squeal on him resulting in Cadet school.
No matter what else happens, the one certainty is that Dad will take the key
to his Nintari and tell Tiffany to keep it for a week, and she is only too
glad to oblige. If Willy doesn't recover it, he won't get the practice he
needs to win the championship - assuming he gets the money to make it there.
The evening news with Stan Lather comes on next, and the family learns
that the Frumpton Plumber's Union, led by Louis Stoole, has gone on strike.
During the next few days of the game, signs of this work stoppage will become
apparent in the tap water, park fountain, and river. After hearing this, Dad
is even more depressed, and Sheila tries to cheer him up by serving dessert.
Tonight's special is chocolate mousse, sweetened with that modern miracle
Tootsweet - made from recycled sludge and containing only two calories per
serving.
Duffy can't resist this treat, and Willy must decide whether to slip some
to his dog and risk Mom's wrath, or to turn a deaf ear to Duffy. He'll get
into trouble either way, if he gives the dog a treat he'll do better than if
Duffy jumps up and serves himself. Either way, Sheila orders him to get the
mutt out of the room, and as soon as Willy exits the screen the player gets
the first behind-the-scene look at Leona Humpford and Louis Stoole.
Together in a hot tub, they laugh about the Plumber's strike, and Leona
tells of her plan to hire a fall guy to take the heat. At this point, that's
all the player finds out, and the story returns to Willy after supper.
Willy has a chance to earn a couple bucks here, and he may need it to help
him win the frog jump contest. Dad is in the living room, if Willy talks to
him he will be asked to cut the grass, and he should agree, for which he will
receive $2.00. After this chore, Willy's next goal is to recover his Nintari
key from Tiffany. At about this time, Sheila should call for him, asking him
to take a bottle of conditioner to sister Tiffany in the bathroom.
Returning upstairs, Willy may have a chance to actually lower his trouble
rating. Entering Brianna's bedroom, he may see his little sister fallen on the
floor "Willie, I've fallen and I can't get up!" Assist her into bed and the
player actually gets to watch the Troublemeter go down.
Inside the bathroom, Willy sees Tiffany in the bathtub. The Nintari key
is sitting by the sink, but if Willy reaches for it his sister will eject him
from the bathroom forcibly. If he either throws the conditioner to her or
starts to talk to her, he will enter a dialogue where he can ask for the key,
but he'll find that it's not that easy. Now he has two options to get the key
back, he can terrorize her by using Horny on her or he can offer her the diary
if he took it from her bedroom. Either option should allow Willy to recover
his key, mission accomplished!
Willy should still have some time before his 8:00 pm bedtime to hone up
on his Nintari skills. In his bedroom, he can use the key on the game, and the
"Monster Squad" non-interactive sequence follows. If he cut his thumb earlier
and treated it properly he should do well, otherwise it will begin to throb
and remind him to tend to it. Have him take the jar of flies from the shelf in
his room, it will be very helpful during the contest on Monday.
Willy's had a busy day, and if he's still going it means he hasn't gotten
into too much trouble. He should have $2.00 from mowing the lawn, his Nintari
key and perhaps Tiffany's diary if he didn't use it to recover the key. Time
to turn in and prepare for another fun day tomorrow.
WILLIE'S HOME, TREE FORT, PIZZA PARLOR - DAY TWO (SATURDAY)
The first day of summer vacation, and Willy has to start setting things
up for Monday's Frog Jump contest. If he hasn't recovered the Nintari key by
now, I'm not certain it's possible. If he didn't mow the lawn on Friday
afternoon, he can do it this morning. First, he goes down to join the family
at breakfast.
As soon as he sits down, Brianna "requests" some Honey-Roasted Kookie
Klowns for her breakfast, and Willy can serve her or take the consequences.
Duffy is next, asking his master for a morning meal. Finally, Willy returns
to the table where Dad is busy looking through the paper for a job. He finds
an unbelievable opportunity for employment with the Tootsweet company, and he
calls Leona right away. This is just the fall guy Ms. Humpford is looking for,
and he gets an interview for the next day - what luck!
The Saturday morning cartoons are on the dining room television, and a
commercial on the Magnabox television should come on next, advertising the
competition to be held Monday afternoon. Willy also gets a look at Horny's
competition, the Amazing Turbofrog! It doesn't look like his Horny is any
match for that monster, as Brianna is quick to point out. There are a few ways
Willy can better his frog's chances, but as long as he is able to place second
the game is won.
Dad's attention is drawn to the tube next by a commercial for Tootsweet,
as he is going to apply for their public relations position on Sunday. Now
Willy asks for his allowance, and Gordon will give him $5.00 to wash the
Grange Rover. This cash combined with the $2.00 from mowing the lawn will make
winning the Frog Jump contest easier, but isn't necessary to finish the game.
After Willy washes the car (or not), he should go and meet the gang who are
lounging in the neighborhood tree fort. His friends, Perry and Dana are here,
and so is Dana's girl frog Gigi. Gigi can help Horny win the contest if Willy
can convince Dana to enter her, but this requires some finesse on the boy's
part. As Willy enters, Dana returns a "Biffo-Man" comic book she borrowed from
him. If he wants to survive the trip to the Pizza Parlor he should take it
before the gang goes there.
Willy should talk to Perry first, and if he still has Tiffany's diary
Perry will suddenly discover a rare Mickey Morris baseball card in his pack of
gum. Willy wants this card, and he may trade the diary for it, but this will
not go well with Dana.
Horny suddenly takes notice of Gigi, and the gang is astonished by how the
lusty boy frog jumps after Dana's pet. The conversation turns to the contest,
and although Dana states that her frog is simply for show, if Willy isn't too
chauvinistic she will say she'll consider entering Gigi. Now she suggests they
use her coupon to have some pizza at the Slice 'o Life pizza place, and
exiting the tree fort takes the player directly there.
Things go smoothly once at the parlor for a few minutes for Willy and the
gang as they dig into their free pizza. A photographer stops by and offers to
take a picture of the threesome for a dollar, and if Willy did his chores he
should have enough to pop for it. A little later, the food has an undesired
side effect on Willy, and his friends have a laugh as he tries to avoid the
blame for the following incident.
Not as amused is the Spiderman, who immediately calls Willy out. Now
Willy feels another attack coming, and he'd better get to the bathroom quickly
by telling the bully, "Lemme go... I'm warning ya." In the bathroom a painter
is working, and informs Willy that he poured turpentine into the toilet in the
far stall. He put up a "No Smoking" sign, and Willy should immediately take
it and put it in the trash.
In comes Spider, and this time if Willy doesn't give the proper item to
the extortionist he will suffer some major damage, ending the game. Hopefully,
he picked up the "Biffo-Man" comic from the tree fort, and it just happens to
be Spider's favorite - I suppose he likes the pictures. After Willy gives this
to the punk, the rest of this scene is non-interactive, just watch the action
as Willy suggests Spider peruse the pulp in the turpentine-loaded toilet.
Back in the tree fort, the conversation turns to practicing frog-jumping.
Leaving this scene takes the gang to the park, where Willy can gauge Horny's
ability against Turbofrog's 25-foot record. Putting the amphibian down on the
mark then giving him a push, Willy notices to his dismay that at best Horny
can only do 15-20 feet, even with Gigi there to inspire him.
Two things can be discovered here, one that will boost Horny to great new
heights, and the other reveals a way to cripple the competition. The vendor
here sells the famed "Slam-Dunk" cola for a buck, and Willy should have enough
to buy a bottle, and get a timely message about recycling as well. Giving
Horny a dose of this will cause him to jump well over the mark, but in keeping
with the theme of a "kid's game" the player will find out much later that to
use this method during the contest will lead to disaster. However, it is a
funny scene to watch, and it doesn't hurt to do it now.
The other thing Willy can discover that he will be able to do during the
contest is that frogs take leisurely naps after a good meal. Willy can give
Horny some of the flies from the jar in his room, and the frog will promptly
fall asleep. Ah, if he slips this to Turbofrog during the Frog Jump it may put
him out of commission!
It's about time for Willy to say so long to his friends and head home.
When he watched the contest commercial this morning, he discovered that he
must go to the west side of town tomorrow to get an entry blank for the
contest. First, he must survive the evening with (insert appropriate organ
music) The Babysitter from HELL!
Before going home, Willy should return to Olde Towne. If he bought the
photo of he and his chums, and if he has $5.00 from washing the Grange Rover,
he can have a T-shirt made at the stand near the fountain. Click on the photo
and give it to the vendor, who will transfer it to the shirt. Willy should
check out the lottery machine next to the vendor's stand, and pick up the
ticket he finds when he looks in the slot. This item is crucial, but won't be
used until much later in the game.
As he heads home, Willy sees Tiffany's first driving lesson with boyfriend
Cliff. It will probably be her last one, at least in that car, as she has a
little trouble with the proper use of the clutch. Oh, well, it's nice to see
that Willy isn't the only one of the Beamish children to get in hot water!
ALICIA, THE BABYSITTER FROM HELL - DAY TWO (SATURDAY EVENING)
Dealing with Spider at the Slice 'o Life Pizzeria was (excuse the term)
child's play compared to Willy's next challenge. Shortly after arriving home,
his parents should introduce him to Alicia, who is going to watch the children
while they attend a barbecue. Sure, she's ugly, thinks Willy, but he probably
hasn't met a sitter he couldn't handle.
Shortly afterwards, Alicia calls the children to the dinner table, where
the meal is that old quick and easy to make, nutritious dish - macaroni and
cheese. Despite the Kraft commercials with the little girl spokesperson, I
don't believe it's any more popular with the kids than before. Willy and his
sister are no exception, and promptly express their displeasure with the menu.
Alicia, an imaginative type, encourages the children to look again at their
meal, and this time it's moving - WORMS!
Willy and Brianna simultaneously expectorate the cuisine on poor Alicia,
and in a startling transformation she turns into a large, frightening bat! I
don't know how much she charges for her services, but I might know some folks
who would like to hire this child-snatching sitter... Willy, brave soul that
he is, tells Brianna to hide, then dashes out of the room himself.
Wherever he goes, Alicia flies right behind him, and if he stays still too
long he'll be carried away. First, to slow the demon down, Willy should run
to the bathroom and get the can of Aqua-Jet hairspray from the cabinet. If the
player takes time to look at the label, he'll see this is industrial-strength
stuff! Now change the cursor to cross-hairs, then aim the spray near the
ceiling. After Alicia flies into the cloud, she'll be slowed down, but Willy
still must find a way to capture her.
Next stop is Brianna's bedroom, where Willy will find a mouse in the chair
cushion. After grabbing that, he should dash downstairs to the living room,
click on the vacuum cleaner and dive behind the couch. If he looks at the
device that he was to use to vacuum Duffy's shedding hairs, he'll note that
it can suck up a three-pound object from up to eight feet away! If he can only
get the old bat to sit still long enough....
Willy should now throw the poor rodent from Brianna's room onto the living
room endtable. Alicia should descend upon it to consume for an appetizer, and
Willy should switch to the cross-hair indicator to target her. Click the
button, and that sitter's history. Exhausted, the next scene shows the hero
safe in bed with Gordon and Sheila telling him it was just a nightmare...
WEST FRUMPTON, THE CRIPES GANG - DAY THREE (SUNDAY)
Sunday, day of rest, day for the family to relax... not this Sunday! For
Gordon, its the start of a whole new career, for Willy its another challenge
on the way to the Tootsweet Frog Jump contest. He must get to the Tootsweet
Plant in West Frumpton by 5:00 to get an entry blank for the contest. There
are two problems he must overcome - first, to get passage on the ferry that
crosses the Dumpling River, and second, the gang of thugs that comes out as
night approaches. But, he shouldn't be over there long enough for them to
show, should he?
If Willy traded Tiffany's diary to Perry for the Mickey Morris baseball
card, he has the means to board the ferry. If his morals prevented him from
giving his sister's secrets away, he can still find tokens for the ferry. If
he had the T-shirt made from the photo, he has the means to really make an
impression on Dana, so she will enter Gigi in the contest and assure that
Horny makes lustful leaps.
The water is looking kinda strange today as Willy brushes his teeth, thanks
to the plumbers all being on strike. Downstairs, there is no sit-down family
breakfast this morning, as Gordon left early for his interview at Tootsweet.
Sheila and Tiffany are in the dining room "discussing" yesterday's driving
lesson, and after this exchange Willy leaves the room. The player witnesses
another behind-the-scenes sequence, this time it's Gordon's interview with
Leona Humpford. Has he got what it takes for the job? Well, that's not really
important, he does qualify as the perfect fall guy.
Willy now goes to Olde Towne, and if he heads towards the fountain he sees
that Tiffany has had a make-over, standing next to Cliff. Well, it's probably
just a statement she's making to protest her mother's unfair treatment, or
something like that. In the fountain are two ferry tokens, but the policeman
nearby will only tolerate him taking one. It doesn't matter, because the ferry
trip will be one-way at any rate, stranding Willy in West Frumpton.
As Willy tries to board the ferry, Gus stops him and asks for a token.
If Willy got the baseball card from Perry, he can give this to Gus in lieu of
a token, otherwise he can pay the fare with the token he found in the
fountain. As the ferry crosses the Dumpling River, a non interactive sequence
follows where Willy assists a group of Japanese tourists by taking their
photograph. The woman keeps misinterpreting his comments, and at this point it
will do no harm. In gratitude for his services, the grandfather gives Willy a
genuine ninja shuriken and a smoke bomb. I never found a use for the ninja
star, but the smoke bomb will help deal with the Cripes gang shortly.
In West Frumpton, Willy may go to four locations. The Sludeworks can't
be entered yet, as picketing plumbers block that path. Plumber's Union 409 is
where Willy may listen to Louis Stoole address the assembled strikers, but he
can't do anything else here today. The Golden Bowl Tavern will be his last
stop over here today, but first he must go to the Tootsweet Plant in order to
get the contest entry blank.
After getting an entry form, Willy may return to the ferry to find that
Gus is stranded on a sludge bar, and the player is stuck in West Frumpton.
This is very bad, as this neighborhood gets dangerous as night approaches.
Maybe Willy can get into the tavern and call his parents? No, it won't be that
easy (of course).
When Willy tries to enter the Golden Bowl tavern, he'll be stopped by Ray,
a formidable looking bouncer. Using the Look icon on Ray will give the player
a clue on how to get him out of the way, but it won't work today. Instead,
Willy should try to enter the bar two or three more times, and after Ray turns
him away for the third time the Cripes gang should arrive on the scene.
If Willy doesn't do something fast, the thugs will inflict some serious
damage. Despite his appearance, Ray will be no help whatsoever, as the powers
that guide his life have deemed that a gang fight is not in his future today.
Since the bouncer chooses to hide behind his astrological convictions, Willy
is left to handle the Cripes armed with the monkey wrench which is the only
help Ray offers him.
Thanks to the Japanese tourists he befriended on the ferry, Willy has the
means to delay the inevitable attack. He should click on the smoke bomb, then
change the cursor to cross-hairs and throw the bomb at the thugs. Immediately
afterwards he must use the wrench on the fire hydrant next to him, and then
exit this scene while the gang is held at bay.
Now Willy has to run back to the Tootsweet Plant, where he finds the
Oriental tourists posing for a photograph. The street gang is close behind,
and Willy should try and get the family to help. Despite the language barrier,
he should choose the first response "They're gonna clobber me!" This is
misinterpreted by the woman as a robbery attempt, and the grandfather orders
the family to take action. Yes, this is no simple mild-mannered group of
Japanese vacationers, they are actually Ninja tourists!
During the following non interactive sequence, the transformed family
proceeds to, well, kick tail! After posing for a photograph over the bodies
of the vanquished Cripe gang, Willy and his foreign friends have dinner, then
he is escorted home in the family's limo. He should have just enough time to
get into bed for a much-needed rest. Tomorrow will be the final day of the
story, and the player should have everything necessary to win the game.
TOOTSWEET FROG JUMP CONTEST - DAY FOUR (MONDAY MORNING)
Willy awakens on the big day, and after the frog jump contest things are
going to move really fast. After looking at the water in the bathroom sink,
Willy wisely decides to skip his oral hygiene this morning. As he sees the
family assembled in the dining room, it appears they have foregone their
morning showers and such as well. Although in Tiffany's case, it's pretty hard
to tell the difference. Sheila tries to call Gordon's attention to the water
situation, but he's preoccupied with getting himself ready for his first day
at his new job.
Dad does pay attention when Willy points out Tiffany's "new look," but Mom
passes it off as just a temporary phase. Well, with the family in such chaos,
Willy is free to slip out unnoticed. As he exits the dining room, the player
sees another scene of Leona Humpford, surveying the city of Frumpton which is
rapidly being overcome by sludge. Without sludge being channeled to the city
Sludgeworks, how will Leona's Tootsweet Plant continue to produce? Doesn't
this worry her in the least? Why did she sabotage her own livelihood? Tune
in later for more...
Willy's gotta make tracks to West Frumpton in time for the contest, but
as he steps out onto the front stoop he walks right into the middle of
Gordon's first news conference with Stan Lather. The reporter is pressing
Willy's dad for an explanation of the sludge crisis, and Gordon is totally at
a loss for words. The scene switches again to Leona in her mansion, watching
Gordon on her wide-screen television take the heat, just as she planned.
Before taking the ferry across to West Frumpton, Willy should stop at the
tree fort if he has the custom T-shirt he had made with the gang's photograph.
Giving this to Dana should ensure that she enters Gigi in the contest, and
this will make Horny much more likely to win.
Today, the ferry rides are free, and as Willy rides across Stan Lather
pops up once again. This time he's here to interview Hans and his Amazing
Turbofrog, and Hans is quite confident that his frog is unbeatable. When the
ferry reaches the other side, Willy may go straight to the competition at the
Tootsweet Plant, or go to the Plumber's Union to pick up an important item
that will be needed near the end of the game. I went to the Union first, as
after the Frog Jump Contest time becomes a crucial factor.
Willy should go to the window on the left side of the main door and sneak
in through the window. The moment he approaches the desk, Louis Stoole bursts
in to nab the kid. Willy should grab the security pass lying on the desk,
then throw the plunger standing next to him at Louis. With the union president
temporarily disabled, Willy dashes out the door and may now go to the contest.
There seemed to be a small logical bug in this scene where Willy must give
his entry blank to the judge. If he does it immediately, the contest never
seems to start. Willy should wait until the judge warns him that he only has
five minutes, then give the entry blank to him.
While he waits for the judge, he can set things up to tilt the scales in
his favor. If he's played his cards right with Dana, she should be there with
Gigi, otherwise Willy will have a slightly more difficult time in the contest.
If he has the flies in the jar, he can really fix Turbofrog by giving them to
him. The wonder frog will get drowsy and take a nap, then Willy should wait
for the judge to ask for his entry form.
After Willy turns in his entry blank, a long sequence should begin which
leads up to the contest. The player just watches as Leona makes her speech and
Coach Beltz fires the starter pistol, then he should save the game just before
the contest action sequence.
If Gigi is in the contest and Turbofrog is temporarily out of commission
it's pretty easy for Horny to win first place. The player should watch the
Jump-o-meter, the red bar on the left side of the screen, and click on the
jump icon at the right when the indicator is near the top. As long as Horny
wins at least second place, the game will continue.
If Willy has the bottle of "Slam-Dunk" cola from the park vendor, he could
have given Horny a dose just before the contest. His frog would have easily
out-jumped the competition, but would quickly have been disqualified after a
test showed the cola in his system. This, I suppose, was meant to be a moral
statement to the kids about drugs and sports.
Leona intends to have a frog leg dinner, and immediately after the contest
her security forces begin rounding up the contestants. Willy's frog escapes
and hops into the Tootsweet building, and Willy should follow him. Hopping
past security, Horny enters the elevator with Willy close behind. As he passes
by Leona's office, he hears his father talking to his new boss in her office.
He stops to listen, and discovers that Gordon is expressing his doubts about
the Tootsweet cover-up and the sludge problem.
Willy probably is feeling pretty proud of his dad's moral stand, but an
alert security guard suddenly nabs him. Barney Fifth, the overzealous guard
who aspires to become a *real* cop, drags Willy off to his office. As he
questions the boy, he receives a call from Leona who is ordering that the
frogs all be rounded up and brought to Humpford mansion. Willy spots Horny on
the security monitor just as the champ is captured, and he tries to get Barney
to let him go. No chance of that happening, however, as the guard prepares to
call the Frumpton police.
The player should have the Nintari key from his sister, and this is the
real purpose for it. Willy should combine it with his "G.I. Jim" dogtag chain,
then use his newly created hypnotic charm on Barney. Now, a list of phrases
comes on the screen, and the player should look in Willy's notebook (which was
part of the very sparse game documentation) for the ad he clipped out and find
the proper one mentioned there. Choosing the correct phrase will zap Barney
into a temporary trance, and Willy can make good his escape.
No time to lose now! Horny has been taken to Humpford mansion for Leona's
dinner, and Willy must get there quickly to save him. On the way out of the
Tootsweet building, Willy once again encounters Stan Lather, who congratulates
him on his first (or second) place win and tries to give him his $25,000 (or
$2,500) check. So now Willy can go to the Nintari championships, but he's more
concerned with finding his frog at the moment. As part of his prize package
Willy received a Yamasaki Jet-Ski scooter (along with a year's supply of Diet
Slam-Dunk cola and a T-shirt!), and now he can cross the sludged Dumpling
River to Leona's mansion.
HUMPFORD MANSION - DAY FOUR (MONDAY AFTERNOON)
Willy's new scooter is parked at the end of the ferry dock on the Dumpling
river, and he can use it now to get to Leona's mansion to rescue Horny. It is
also equipped with an AM/FM radio/cassette recorder which is essential a bit
later in the game. Right now, Willy should click on the East Frumpton exit,
then Humpford Mansion. If he detoured home, he would find that the family is
preparing the surprise party for Gordon's 40th birthday. If Willy doesn't get
moving, however, Dad won't make it home at all...
After he rides to Leona's mansion, Willy sneaks past her chauffeur and
general purpose body-busting thug, Stanley. Inside, Willy meets her pet parrot
Arthur. Arthur was left to Leona's tender mercies when her husband Harry died,
and the mistreated creature longs for someone to talk to. Actually, this is
just the writer's ingenious device to get the player to listen to the whole
plot, but if Willy doesn't hear Arthur's story the bird will alert Leona and
Louis. Willy must talk to the bird and get the entire story, not making any
wisecracks along the way.
Harry Humpford, the inventor of Tootsweet, died and left the factory to
Leona. Leona's ambition is to own all of West Frumpton and turn it into a
sleazy tourist attraction called (what else?) Frumpton World. Harry's will
has a clause that states if the Tootsweet operation stops, Leona will inherit
the Sludgeworks and all of the West Frumpton real estate. That's where Louis
Stoole comes in - with his plumbers on strike, the sludge stops flowing, the
Sludgeworks shuts down, and no more Tootsweet is manufactured. Oh, isn't that
just such a devious plot?
Ok, now that's very interesting, but the top priority for Willy is to
rescue Horny. There's a suit of armor in the hallway, but if Willy disturbs
it now it will make a horrid clatter as it falls. He should sneak into the
dining room, where he can see Leona and Louis playing horsy in the living
room. Taking a closer look with the Look icon, he hears Stan Lather (that guy
shows up all over this game!) doing a special report. Gordon comes clean,
exposing the dirty plan, or as much as he knows of it, then announces his
resignation. Way to go, Dad! Now back to the rescue...
Willy needs to pull the old "jerk the tablecloth off the table" trick
without making a noise. There are two objects on the table that he can take,
a bronze chalice and a dish cover. He can't take both without disturbing the
villains' play, but he must take one so his tablecloth trick will work. Willie
should take the chalice and put it in his backpack, then take the tablecloth
and do the same. Voila! It worked! (I could never do it, myself).
Now, he should sneak off screen to the left and use the tablecloth on the
floor next to the suit of armor. Then pull the object sticking out of the tin
suit, causing the entire thing to fall quietly on the floor. He takes the
helmet, and should discover something else in the suit. This is the plan for
the Air Tram inside the Sludgeworks, which also has the code to activate a
drawbridge control that Willy will use to elude the security guards.
Willy now should reenter the dining room and exit to the right, where he
witnesses a ghastly sight. Cook Julia Childish is honing her knives here to
prepare the dinner, and the captured frogs are hanging from the carousel! The
first thing Willy should do is distract the cook by taking the bronze chalice
and throwing it at the lower right corner of the screen. Next, he should sneak
around behind the counter, take the pan of grease and pour it on the right
side of the cook pot. This will allow him to push the pot right behind Julia,
which sets up a trap for her to fall into.
Quickly, he returns to the kitchen entrance then clicks on the carousel,
which causes him to jump onto it. He is carried quickly around where he jumps
off in front of the cook, startling her and causing her to fall backwards into
the pot. Now, he should take the helmet and put it over Julia's head to stifle
her screams, then push the right button on the carousel control box, which
will release all the poor frogs.
Horny jumps into Willy's backpack, and now he can make his escape. Well,
almost... Leona and Louis grab him as he leaves the kitchen, and he is put
into a chest, hands and feet bound. Things look grim for him as the chest is
thrown to the bottom of the Humpford pool, and Willy floats out, silent
witness to the villains discussing their next move. Leona sends Stanley to
pick up Gordon, who must be silenced "permanently" before Leona's plans are
ruined. How is Willy going rescue Dad, when he's turning blue himself?
In timely fashion, Horny, Gigi, and Turbofrog appear on the scene and pull
the plug on the pool, showing their gratitude for Willy's daring rescue. As
Leona watches, they all swim out through the drain and surface in the murky
Dumpling River. Now, the scene shifts to Gordon, who gets into the limo driven
by Stanley. From this point on, Willy has a limited time to find and rescue
his Dad before he gets sludged.
GOLDEN BOWL TAVERN, HUMPFORD SLUDGEWORKS - DAY FOUR (ENDGAME)
With Horny safe again, Willy must find a way to stop Leona Humpford's
diabolical scheme - to sludge Gordon, shut down the Tootsweet Plant and level
West Frumpton to build Humpford World. Where is Gordon? Well, most likely
he's somewhere in the Humpford Sludgeworks, but Willy can't get past Louis's
striking plumbers yet.
After escaping Humpford's Mansion, Willie is on his new Jet-Ski on the
Dumpling River. He should head back to West Frumpton, then use the Look icon
to examine his new toy. He'll see the new AM/FM radio/cassette player, and
this is the key to getting past Ray at the Golden Bowl Tavern. Click on it and
put it in Willy's inventory. If he hasn't done so already, he should go to the
T-shirt booth in Olde Towne and examine the Lottery machine next to it to get
the Frumpton Bucks Lottery ticket that he finds in the slot.
Next, Willy should go to the Plumber's Union 409 where he'll need to use
the phone that was out of order on Sunday. While here he should also get the
security pass out of Louis Stoole's office if he hasn't already (refer back to
the first part of the TOOTSWEET FROG JUMP CONTEST). Inside the booth, he can
take the radio out of his backpack and set it on the phone. After he takes the
telephone receiver and sets it on the radio, he should press the record button
then dial 432-SIGN (432-7446) to record Alyssa's Astrological Hotline.
If the player looked at Ray on Sunday when he went to West Frumpton, the
description noted the bouncer's obsession with astrology. Willy hits the
record button again to stop the tape, then calls the Golden Bowl (342-3403).
Burt will answer, but Willy will convince him to bring Ray to the phone. Now
Willy hits the playback button, and the big guy is hooked. Before the tape
runs out, Willy should go to the bar and enter.
Ray should still be on the phone, having a conversation with a taped
astrologer (go figure!), while the rest of the plumbers in the bar eagerly
await the winning numbers to be drawn for the 40 million dollar Frumpton Bucks
lottery. Burt forgot to buy a ticket, and is in a rather bad mood. If Willy
wants to stay here, he should give the ticket he found in Olde Towne to the
bartender to get on his good side.
Burt gives him a complimentary free non-alcoholic drink in gratitude, and
allows Willy to stay for the big televised drawing. As could only happen in
a fictional game, Burt wins the jackpot and Willy is temporarily forgotten in
the ensuing mayhem. Ghost Beamish makes another appearance, urging Willy to
DO something! He should grab the Plumber's nudie pin-up calendar from the bar
before the dust settles and the police show.
Now, this is the ticket to get past the striking plumbers at the gates to
the Sludgeworks. Willy should approach them and give them the calendar, and
they will quickly be too bust ogling Miss October to notice him. Next, Willy
should try to enter the Sludgeworks, and he will be stopped by the security
guard at the gate. Using the security pass will allow him to pass, but the
guard will call Ms. Humpford to tell her of the intrusion. She immediately has
him sound the alarm, and sends her goon Stanley to the site to capture Willy.
The player should now save the game, as the upcoming endgame contains a
series of action sequences that can be very difficult. Willy should look at
the plan he found in the suit of armor from Humpford mansion and note the four
colors written at the side. They should read - Burnt Sienna, Mauve,
Chartreuse, Mauve. In simpler English this is Brown, Violet, Green, Violet.
As soon as Willy enters the first room, he should go _immediately_ to the
control panel in the center while the security guards tell their joke. Open
the cover to reveal the power switch and turn it on. Then the player should
click the colored buttons to the right - Bottom, Top, Middle, Top. If the
sequence was entered properly, the light above the control lever should turn
green. The security guards should be on the extended bridge, almost to the
platform where Willy is. He should have barely enough time to push the lever
to the right, which retracts the bridge and dumps the guards into the sludge.
There's no time to admire the results, Willy should head across the bridge
to the exit on the right side of the screen. As he reaches the exit, Stanley
enters from the opposite side, and Willy will enter another action sequence.
This time it's a disposal unit of some sort, and Willy should head for the
control panel at the left side of the screen.
A keyboard and a switch should appear, and the player should turn the
switch on. No time to look at the plans now, but five codes may be entered on
the keyboard:
FART - Obvious, isn't it?
FARM - This will send Willy through the plant to be turned into a 50 lb.
sack of Tootsweet, ending the game.
AIR - This should be used if the security guards get too close. It will
blow them down a tube, but they'll return pretty quickly!
RAFT - This code sends Willy down a chute that exits into the river
outside the plant, then he must reenter the Sludgeworks and start
all over again.
TRAM - This is what the player should key in (remember the "Enter")
Entering TRAM sends Willy down a tube which deposits him on a conveyor
belt. He runs in place, staying in position, until Stanley appears once again.
The goon throws his hat at Willy, who must avoid it by clicking on a spot near
the middle of the belt (an arrow will appear at the right spot). The hat lands
at the end of the belt, after rupturing a steam pipe above. Willy retrieves
the hat, changes the cursor to cross-hairs then flings it back at his pursuer.
Stanley is knocked out cold, and travels down the conveyor belt where the
player sees him recycled into a 300 lb. sack of Tootsweet. Now a plunger will
rise to Willy's right, which he should jump onto, and from there he jumps into
the Sludgeworks Tub Tray Tram.
If the player has survived these sequences, the Tram should take him to
Grand Junction, and now he should save the game again. The control in front
of Willy will determine which way the Tram turns at each junction, and once
again he should consult the plans. The proper way to navigate the tunnels in
order to reach the giant toilet is: Straight to Conjunction Junction, right to
Compunction Junction, left to Malfunction Junction, straight to Petticoat
Junction, then left to the final showdown. Wrong turns can take Willy to some
funny places, the player may want to try it and see.
The Tram comes to a stop by the sludge vat (shaped amazingly like a
gigantic toilet) where Willy sees his Dad suspended over the bowl on a long
rope. Leona and Louis stand nearby, watching as Gordon is slowly lowered into
the sludge. If Willy fails to stop the two, Dad will be sludged as well as
Frumpton, although the player may want to let this part play out just to watch
the touching father and son farewell scene at the end.
Grandpa Beamish appears again to inform Willy of the obvious - his Dad
will be history if he doesn't act quickly! This is where the Dunkin' Promaster
Elite Model 42 yo-yo is finally used. As soon as the dialogue finishes and the
player regains control of the cursor, click on the yo-yo in Willy's inventory,
use it on him, then switch to the cross-hair cursor. Leona and Louis will
begin walking around the rim of the vat towards Willy, pausing to laugh at the
boy for a few seconds. Target the cursor on them now, and let the yo-yo fly!
The duo are knocked into the vat of sludge, and now Willy must jump over
to the handle to flush them out. The player sees a final appeal from Leona for
someone to save her, then the vat empties. The remainder of the game consists
of a non interactive sequence, as the Dumpling River clears and everyone gives
Willy well-deserved congratulations. He continues on to win the Nintari
Championship, and the game closes with a scene of Horny, Gigi and their new
family of little frogs. I suppose someone will continue to keep Frumpton slim
and trim by turning sludge into Tootsweet, but that's another story.
THE ADVENTURES OF WILLY BEAMISH is published by Dynamix, Inc. and distributed
by Sierra On-Line, Inc. Fixed by [RYGAR]
This walkthru is NO-copyright (NC) 1991 by Venger. All rights reversed.

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Most Common Problems
Wing Commander III : Heart of the Tiger
Version 2.0
2-1-95
Written, compiled and updated by :
Anthony L. Sommers
Assistant Project Leader
Wing Commander III QA Team
----------------------------------------------------------------------
This has been provided as a supplement to the Wing Commander III
documentation. It details a number of the most common questions
asked and their solutions.
It is recommended that the Playguide, Install/Troubleshooting Guide AND
the README.TXT file on the CD are also read in addition to this file.
This file will be updated continuously and can be found on our BBS
(512-331-8559) or on the Internet (ftp.ea.com /pub/patches/wc3help.txt).
----------------------------------------------------------------------
[INDEX]
0.0 Making a BOOT DISK for Wing Commander III
1.0 Movies pausing (starting and stopping)
2.0 Long load times
3.0 The "DOTS"
3.1 You see "Loading Wing Commander III ......." and it returns
you immediately back to the CD-ROM drive prompt
3.2 Lockups at the fourth or sixth dot
4.0 Error messages
4.1 This error may be the result of a bad CD-ROM read...
4.2 A processor exception has occured.
Your system may be unstable at this point.
4.3 Critical error on file : ..\..\data\movies\origin_s.mve or
Critical error on file : ..\..\data\movies\opening.mve
4.4 Exception 13 happened :)
4.5 CVMManager::getPtr () failed
4.6 Write failed on file : SWAPFILE.$$$
4.7 Malloc () failed
4.8 Non system disk or disk error
Replace and strike a key when ready
4.9 Invalid drive specification
5.0 Lockups
5.1 Lockups after the fourth or sixth dot
5.2 Lockups During opening movie, [ESC] takes you further into
the game
5.3 Lockup at the joystick calibration screen
6.0 Reboots
7.0 Gameplay
7.1 Movies are of "poor quality"
7.2 No descriptions of possible actions (Attend Briefing, etc.)
7.3 TAB and ~ (afterburners) do not work in spaceflight
7.4 Installation program rates machine slower than normal
7.5 Crackling sounds in SVGA
7.5.1 Cirrus Logic GD-542x
7.5.2 Orchid Kelvin 64
8.0 Specific Hardware
8.1 Control (keyboard, mouse, joystick)
8.1.1 Flightstick Pro support
8.1.2 Thrustmaster and Logitech Wingman support
8.1.3 WING3.ADV compiler errors
8.1.4 Programmable keyboards
8.2 Video cards
8.2.1 Diamond Viper VLB
8.2.2 Matrox PCI
8.2.3 Hercules Graphite
8.2.4 Compaq QVision
8.3 Sound cards
8.3.1 Mozart by Oak Technologies
8.3.2 Media Chips MAD 16
8.3.3 Media Magic 16 (ISP16 and MAGICS20)
8.4 Miscellaneous (CPUs, hard drives, SCSI host adapters, etc.)
8.4.1 Cyrix 486 processors
8.4.2 AMD processors
9.0 Patches
9.1 WC3JOY.DLL, the joystick patch
10.0 Problem CD-ROM drivers and their updates
11.0 Acknowledgements
----------------------------------------------------------------------
[0.0] Making a BOOT DISK for Wing Commander III
Almost all problems can be solved by making a boot disk for Wing
Commander III. Regardless of the total amount of RAM and/or conventional
memory, processor speed/power, etc., the boot disk will set up your
computer specifically to run Wing Commander III. Expanded Memory
Managers (EMM386, QEMM386, 386MAX, NETROOM, etc.) are not needed and if
configured incorrectly, will often conflict with our own protected mode
memory manager.
To make a boot disk for Wing Commander III, please use the following
instructions :
1) Place a blank disk in drive A:
2) Type C: and press [ENTER]
3) Type FORMAT A: /S and press [ENTER]
4) Type A: and press [ENTER]
5) Type COPY C:\CONFIG.SYS and press [ENTER]
6) Type COPY C:\AUTOEXEC.BAT and press [ENTER]
7) Type EDIT A:\CONFIG.SYS and press [ENTER]
8) Different computers have different sound cards, CD-ROM drives, etc.
Therefore, after the first 5 initial lines, we cannot list out the
exact lines needed. However, the original lines from your hard disk
CONFIG.SYS will be there, and you can try to make sure lines of the
CONFIG.SYS on the boot disk read somewhat like the following :
DEVICE=C:\DOS\HIMEM.SYS
DOS=LOW
FILES=25
BUFFERS=99
SHELL=C:\DOS\COMMAND.COM C:\DOS\ /P
DEVICE=C:\<path>\<possible sound card drivers>
DEVICE=C:\<path>\<CD-ROM drivers>
DEVICE=C:\<path>\<possible mouse driver>
Lines to make sure you want to remove from the CONFIG.SYS of the
boot disk :
DEVICE=C:\DOS\EMM386.EXE ...
DEVICE=C:\WINDOWS\IFSHLP.SYS
DEVICE=C:\DOS\SMARTDRV.EXE ...
9) After you are finished with the CONFIG.SYS, press [ALT-F], then [X],
then [Y]. You should return to the A: prompt.
10) Type EDIT A:\AUTOEXEC.BAT and press [ENTER]
11) Similiar to CONFIG.SYS, since different computers have different
sound cards, CD-ROM drives, etc., we cannot list out the exact lines
needed for the AUTOEXEC.BAT file. However, the original lines from
your hard disk AUTOEXEC.BAT will be there, and you can try to make
sure lines of the AUTOEXEC.BAT on the boot disk read somewhat like
the following :
@ECHO OFF
PROMPT $p$g
PATH C:\DOS
C:\<path>\MSCDEX.EXE ...
<possible soundcard lines (SET BLASTER=, SET SOUND=, etc.)>
<possible mouse driver line (C:\DOS\MOUSE or C:\MOUSE\MOUSE)>
Lines to make sure you want to remove from the AUTOEXEC.BAT of the
boot disk :
C:\DOS\SHARE.EXE ...
C:\DOS\SMARTDRV.EXE ...
12) After you are finished with the CONFIG.SYS, press [ALT-F], then [X],
then [Y]. You should return to the A: prompt.
13) Reboot your computer with the new boot disk. You may now try to
install/run the game!
----------------------------------------------------------------------
[1.0] Movies pausing (starting and stopping)
The movies pause because data cannot be transferred from the CD-ROM
drive to our game at a sustained rate. The following may be attempted to
help alleviate movie pausing :
1) Play the movies in VGA. There is roughly 4 times as much data in
SVGA to display to the screen than in VGA. Run the installation with
WC3 -I and make sure Movie Video Mode is VGA. You may also go to
the Main Terminal, under Controls/Graphics Modes/Movies and click on
the box next to VGA.
2) Make sure your CD-ROM driver is up to date. You will need to contact
your CD-ROM drive manufacturer to see if you have the latest
version. You can check the list of problem CD-ROM drivers at the end
of this file to see if your driver needs to be updated.
3) We test the speed of your machine and rate it according to the time
it takes for certain actions to be completed (see README.TXT for
more information). The benchmarks for your system are accurate. You
must make sure you rate at least :
0-25 for CPU Speed. Lower score = Faster processor
0-12 for Video Card Speed. Lower score = Faster video card
300+ for CD-ROM drive transfer rate. Higher rate = Faster CD-ROM
If you do not meet any of the above requirements, you probably will
experience movie pausing, even in VGA.
NOTE : If the installation program specifically detects that a
particular component is too slow, you will see a message that will
let you know. There may not be anything that can be done about the
movie pausing if you encounter one of these messages.
----------------------------------------------------------------------
[2.0] Long load times
If you are experiencing long load times (in excess of approximately 2
minutes), the following are suggested to help make the transition from
gameflow to spaceflight a little shorter :
1) Check to see if you are using disk compression. If so, there may not
be anything else that can be done. (Of course, suggestions 2-6 may
be attempted, but may have no effect...)
2) The disk utilities listed below (with the exception of SCANDISK) are
shipped with DOS 6.0 and above (SCANDISK is shipped with DOS 6.2 and
above). Consult your DOS manual for more in-depth instructions on
how to use them.
It is recommended that before you play, you do the following for
drive C: and the savegame drive (if it differs from drive C:) :
CHKDSK C:
or better,
SCANDISK C:
CHKDSK and SCANDISK check and repair hard disk file damage. If any
damage is found, you will want to remove the C:\WC3 directory and
the savegame directory (if it is different) with :
DEL C:\WC3
RD C:\WC3
and repair any damage found according to the instructions in your
DOS manual.
2) Severely fragmented hard drives are a top cause of long load times.
You will then need to run a defragmentation utility doing a "full
optimize" for the savegame drive. For example :
DEFRAG C: /F
4) If enough disk space is available, try copying all 42 MB to the HD.
Try lower settings if less disk space is available.
5) In the CONFIG.SYS of your boot disk, use BUFFERS=99. Each buffer
uses 532 bytes of conventional memory, so this will use
approximately 50K.
6) If you have enough memory, you may try to squeeze in a 100K
SMARTDrive cache. After SMARTDRV.EXE, specify the savegame drive
letter. It is DEFINITELY NOT HELPFUL to have an amount lower than
100K, this will increase load times. For example :
C:\DOS\SMARTDRV.EXE C 100
*7) More RAM will definitely shorten load times.
----------------------------------------------------------------------
[3.0] The "DOTS"
The "dots" signify the progress of the initialization phases of the
game. Here are some things to check :
1) Set up a BOOT DISK! :)
2) Make sure your VESA driver is current and up to date. Try "UNIVBE",
or playing in VGA with "WC3 -V".
3) Make sure you have a 100% compatible mouse driver. Attempt to REM
out your mouse line and see if the problems persist.
4) You have a clean hard disk with at least 25MB of free space (50MB
if you are using disk compression).
5) Check sound card settings and compatibility. Try disabling your
sound card to see if that allows you to get into the game.
6) Make sure your CPU is 100% Intel compatible.
[3.1] You see "Loading Wing Commander III ......." and it returns
you immediately back to the CD-ROM drive prompt
Edit the AUTOEXEC.BAT file of your boot disk and type REM at the
beginning of your mouse driver line. You are not using a 100% compatible
mouse driver. Please refer to the Install Guide for more information in
obtaining a 100% compatible mouse driver.
[3.2] Lockups at the fourth or sixth dot
Run the installation program with WC3 -I and select NONE for "Setup
Music Card" and "Setup Digital FX Card". If you can now get into the
game, either your sound card is not set up correctly or your sound card
is not 100% compatible with the selection you are trying to choose.
Please verify your sound card settings and try again.
We do know of a few problem sound cards that may lockup. (See section
8.3 below.)
----------------------------------------------------------------------
[4.0] Error messages
[4.1] This error may be the result of a bad CD-ROM read...
Don't panic, you don't necessarily have a bad CD. Simply make sure
you're using a boot disk, and try again. If you cannot solve the problem
with a boot disk, see if your error message ABOVE the "This error..." is
listed anywhere in the Install/Troubleshooting guide, the README.TXT
file, or this help file. You may want to try exchanging the CDs at the
place of purchase to see if a new CD actually solves your problem.
[4.2] A processor exception has occured.
Your system may be unstable at this point.
1) Make sure the line DEVICE=C:\DOS\HIMEM.SYS is in your CONFIG.SYS.
2) If you have the following :
Hardware : Mitsumi CD-ROM model FX001/FX001D
CONFIG.SYS : DEVICE=C:\<path>\MTMCDAE.SYS /D:MSCD001 <parameters>
HOW to solve :
Use the MTMCDAS.SYS driver found in the same directory. If
this driver is not in the directory, look on the disks that came
with the CD-ROM.
DEVICE=C:\<path>\MTMCDAS.SYS /D:MSCD001 <parameters>
As an alternate solution, you may try /T:S on the MTMCDAE.SYS
line. Use this if the customer does not have MTMCDAS.SYS on
his/her hard drive.
DEVICE=C:\<path>\MTMCDAE.SYS /D:MSCD001 /T:S <parameters>
Mitsumi BBS 408-970-0761
Sales 516-752-7730
Tech Support 408-970-9699/9730
3) Make sure you're using a 100% Intel compatible processor. Other
processors may not be compatible with our game.
[4.3] Critical error on file : ..\..\data\movies\origin_s.mve or
Critical error on file : ..\..\data\movies\opening.mve
after several seconds of viewing the introduction.
1) If you have the following :
Hardware : Phillips LMS 206 CD-ROM drive
CONFIG.SYS : DEVICE=C:\<path>\DD260.SYS /D:MVCD001 ...
How to solve :
Try adding the "/F:5" parameter to the end of the line. You may
alternately try "/F:1". This will attempt to clear a conflict
between the CD-ROM interface and the soundcard.
DEVICE=C:\<path>\DD260.SYS /D:MVCD001 /F:5 ...
2) If you have the following :
Hardware : Mitsumi 4x IDE CD-ROM drive and an enhanced IDE hard
drive
CONFIG.SYS : DEVICE=C:\MTM\MTMCDAI.SYS /D:MTMIDE01 /P:170,15
How to solve :
There seems to be an incompatibility with our game, certain
motherboards and this setup. We are currently researching this.
There is no solution at this time.
3) You may want to verify that you have the latest CD-ROM driver for
your CD-ROM drive. See section 1.0 for more information.
[4.4] Exception 13 happened :)
Make a boot disk and retry. Also please review section 6.0 which
discusses reboots. The same possible solutions apply to the Exception 13
error messages.
[4.5] CVMManager::GetPtr () Requested: 397984, Available: 379932
Hardware : Generally 8 MB machines
CONFIG.SYS : DEVICE=C:\DOS\EMM386.EXE 7168 RAM
DEVICE=C:\<CD-ROM Driver> /M:<Large number>
AUTOEXEC.BAT : C:\DOS\SMARTDRV.EXE <Large number>
C:\DOS\MSCDEX.EXE /E /M:<Large number>
Why this occurs :
You will find this error code on mission J003 on disc 3.
Basically, you have just barely enough extended memory to run
the game, but not enough to load the mission data.
HOW to solve :
You will have to load all drivers possible into conventional, and
try not to use as little extended memory as possible.
1) REM out EMM386.EXE and DOS=UMB. This will load all drivers
into conventional memory, freeing upper memory.
2) On the CD-ROM driver line in the CONFIG.SYS, remove the switch
or lower the amount of CD-ROM buffers allocated (if this is
what the /M switch for that particular driver does).
3) REM out SMARTDRV.EXE from the AUTOEXEC.BAT file.
4) Remove the /E switch from the MSCDEX.EXE line and lower the
buffers from the number specified after the /M: to 5.
5) Use DOS=LOW in the CONFIG.SYS of your boot disk.
6) 99.9% of the time, 1-5 work just fine. If 1-5 have no effect,
as a last resort, re-run the installation program and disable
sound for that particular mission.
[4.6] Write failed on file : SWAPFILE.$$$
Hardware : Badly fragmented hard drives
Things to try :
1) Make sure you have enough free space on the drive you're trying
to run the game on. You should have at least 25 MB of
uncompressed space. If the hard drive is compressed, the size
should move up to 50 MB.
2) Make sure there are NO lost allocation units, cross-
linked/truncated files, bad sectors, etc. Use SCANDISK or CHKDSK
to check for the presence of file damage and repair accordingly.
3) DEFRAG completely with "DEFRAG C: /F"
For a more detailed explanation of using CHKDSK, SCANDISK and
DEFRAG, refer to section 2.0, "Long load times," or your DOS manual.
[4.7] Malloc () failed
This error may occur if you MANUALLY flew toward the way point. ALL (not
most, not some, ALL) nav points should allow you to auto-pilot to the
next nav allowing you to complete the nav area task. This may involve
killing fighters, linking with transports, mining jump buoys, etc. For
example :
If the you must escort transports, the you MUST auto-pilot link with
the transport by flying within 500 units of the transport to
establish the link. The auto-pilot light will then light up, and
auto-piloting is possible. PRESS "A" to autopilot to the next nav-
point.
[4.8] Non system disk or disk error
Replace and strike a key when ready
This is a DOS error which means that the boot disk that you created for
the game does not have the DOS system files on it. You will need to :
1) Restart your computer with the boot disk out of the A: drive. Go to
the DOS prompt (exit Windows).
2) Type C: and press [ENTER]
3) Place the boot disk in drive A:
4) Type SYS A: and press [ENTER]
5) Reboot your computer with the disk in the drive after the SYSTEM
TRANSFERRED message.
[4.9] Invalid drive specification
Your CD-ROM drive has not loaded properly or the drive letter has
changed. When MSCDEX loads, it will tell you the drive letter of your
CD-ROM drive :
DRIVE D:= MSCD001
----------------------------------------------------------------------
[5.0] Lockups
Make a boot disk and retry.
[5.1] Lockups after the fourth or sixth dot
See section 3.2.
[5.2] Lockups During opening movie, [ESC] takes you further into
the game
You have chosen the incorrect sound card settings or have an IRQ or DMA
conflict with your sound card and another device in your system. Verify
your sound card settings are "conflict free" and re-run the installation
program.
See the Install Guide for more information.
If you have an SB16 and you are sure your sound card settings are
correct <this may not work for everyone>, but you may want to try to
set the low and high DMA to the same channel in the boot disk's
AUTOEXEC.BAT :
SET BLASTER=A220 I5 D1 H5 P330 T6
SET SOUND=C:\SB16
C:\SB16\SBCONFIG /S or C:\SB16\DIAGNOSE /S
SBCONFIG and DIAGNOSE will dynamically set the IRQ and DMA of your
sound card according to the settings in the SET BLASTER line. Refer to
your SB16 User's Guide for more information.
[5.3] Lockup at the joystick calibration screen
We are unsure why this happens, but with a bit of troubleshooting, we
should be able to find the cause :
1) Make sure you have only one joystick port active. If you do not, you
may have a joystick port conflict. Resolve and retry.
2) Remove the joystick completely, and see if you can get into the
game's installation program. Plug in the joystick after the game has
been installed and calibrate from within the game.
3) Try another joystick.
4) If you have more than one joystick port, disable the current
joystick port and the second joystick port and retry.
5) Try the Wing Commander III Joystick Patch (section 9.1).
6) Disable all open joystick ports and try using a speed adjustable
gamecard.
----------------------------------------------------------------------
[6.0] Reboots
Reboots normally occur when going after Flint, during Behemoth mission,
planet ascension, switching CDs, or (R)eplaying a mission after you have
died or ejected.
The most common cause of a reboot is a video card with the S3 chipset.
There is a problem reinitializing the video mode when going from mission
to mission or from mission to movie to mission (as opposed to from
mission to gameflow to mission).
The video cards reboot if in SVGA when this occurs. We are currently
researching this, but a solution at this time is to go into installation
program with WC3 -I and set the Spaceflight Video Mode to VGA. If you
want to play in SVGA that is fine, but you must manually switch to SVGA
with ALT-3 or ALT-4. The mission MUST LOAD UP in VGA.
Some other possibilities :
1) If you have the following :
Hardware : BUSLogic 542S SCSI Host Adapter
HOW to solve :
You will need to use EMM386.EXE and possibly exclude DC00-DFFF.
The address range is used by the host adapter and may conflict
with Wing III. You must consult your documentation for specific
information on which range to exclude. For example :
DEVICE=C:\DOS\EMM386.EXE RAM X=DC00-DFFF
BusLogic BBS 408-492-1984
Tech Support FAX 408-492-1542
Tech Support 408-492-9090
Tech Support 408-988-7338
2) If you have the following :
Hardware : PAS 16 and a SCSI CD-ROM Drive connected to the PAS 16
CONFIG.SYS : DEVICE=C:\<path>\TSLCDR.SYS /D:MVCD001 /R
HOW to solve :
You will need to download 316.EXE or 318S-MV.EXE from the
MediaVision BBS to upgrade TSLCDR.SYS to version 3.16 or 3.18.
316.EXE should be sufficient. 318S-MV.EXE is only needed if you
have a Sony 55S or a Sanyo 94S CD-ROM drive.
316.EXE contains :
MSCDEX EXE 25,377 02-12-93 6:00a
README DOC 1,344 10-04-93 4:04p
TSLCDR SYS 35,201 04-26-94 3:36p
318S-MV.EXE contains :
MSCDEX EXE 25,377 02-12-93 6:00a
TSLCDR SYS 35,425 11-11-94 10:53a
README DOC 1,372 12-06-94 4:50p
NOTE : MSCDEX.EXE included in this executable is version 2.21.
Version 2.23 is a requirement for the game. If you do not already
have Version 2.23 (it is shipped w/ DOS 6.2 and up), you will need
to contact Microsoft for the latest version.
Media Vision BBS 510-770-0968 14400bps
BBS 510-770-0527
General 800-684-6699
Tech Support 800-638-2807
----------------------------------------------------------------------
[7.0] Gameplay
[7.1] Movies are of "poor quality"
If "streaks" are seen, either your gamma correction or monitor
brightness is TOO high. Adjust the brightness of your monitor and/or
gamma correction so that "Origin Presents" and "A Chris Roberts Game"
fades to complete darkness. This should lessen the "streak"ing effect.
[7.2] No descriptions of possible actions (Attend Briefing, etc.)
A 100% Microsoft compatible mouse driver must be installed in order to
get gameflow descriptions (ie. Talk to Hobbes, Attend Briefing, etc.)
[7.3] TAB and ~ (afterburners) do not work in spaceflight
The use of afterburners (TAB or ~) or slide (CAPS LOCK and /) will not
work when mouse flight is enabled. You will have to double-click the
right mouse button to afterburn, or use a joystick or the keyboard. The
control type can be changed in the Spaceflight Options Menu (ALT-O).
[7.4] Installation program rates machine slower than normal
If CPU Speed is rating slower than normal, make sure that both internal
and external CPU caches are enabled. Also, check to see that the turbo
button is on. Our benchmark scale applies to Intel microprocessors.
Other processors tested may show a result slower than their Intel
counterparts. Contact the microprocessor manufacturer for a more
detailed explanation.
[7.5] Crackling sounds in SVGA
In SVGA, you hear crackling/static/popping sounds from the sound card.
First, make sure you do not an IRQ or DMA conflict.
[7.5.1] Cirrus Logic GD-542x
If the you have the Cirrus Logic GD-542x video card, you may download
542XVGA.EXE from the Cirrus Logic BBS. It upgrades the video BIOS to
1.41.
Cirrus Logic BBS 510-440-9080
General 510-623-8300
[7.5.2] Orchid Kelvin 64
If you have the Orchid Kelvin 64 there is currently no solution for this
problem. We are in contact with Orchid working on a solution.
Orchid Technology BBS 510-683-0327
General 510-683-0300
Sales 800-767-2443
Tech Support 510-683-0323
----------------------------------------------------------------------
[8.0] Specific Hardware
There are several hardware specific issues that need to be addressed
as follows.
[8.1] Control (keyboard, mouse, joystick)
It is very important that 100% Microsoft-compatible mouse drivers are
used. It has been noted that non-100% Microsoft-compatible mouse drivers
will cause lockups during game initialization or during the movies.
There is no mention how the Flightstick Pro or Thrustmaster FCS Mark I
is supported in the documentation for the game. They are supported as
follows :
[8.1.1] Flightstick Pro support
Coolie Hat UP F1 (Forward View, Toggle Cockpit On/Off)
Coolie Hat LEFT F2 (Left View, Pan Left -it DOES pan)
Coolie Hat RIGHT F3 (Right View, Pan Right -it DOES pan)
Coolie Hat DOWN F4 (Rear/Turret View)
Trigger FIRE Guns
Left TOP Button Joystick Button 2
Middle TOP Button "Y" - Lock target and Match Speed
Right TOP Button Fire Missiles
[8.1.2] Thrustmaster (w/o the Mark II) and Logitech Wingman support
Hat NOT SUPPORTED
Trigger FIRE Guns
TOP Thumb Button Joystick Button 2
BOTTOM Thumb Button Fire Missiles
Pinky Button "Y" - Lock target and Match Speed
[8.1.3] WING3.ADV compiler errors
HOW to solve :
Edit the WING3.ADV file and remove the ( and ) (open and close
parentheses) from the lines w/ LALT and LCTL. Recompile, and it
should work fine.
The corrections to the file are listed below :
REM WING COMMANDER THREE by ORIGIN SYSTEMS
REM Written and Tested November 1994
REM ****************************************************************
REM Base Switch Settings
REM Black Hat switch = Digital
REM Red Switch = Digital
REM Game Settings: Regular Joystick if FCS is plugged into WCS
REM
GAME 1 70 REM DIGITAL CONTINUOUS 70 MS Delay
BTN UB ENT REM WEAPON FIRE
BTN MB TAB REM AFTERBURNERS
BTN LB Y REM TARGET AND MATCH SPEED
BTN HU F1 REM FRONT VIEW/COCKPIT TOGGLE
BTN HR F3 REM RIGHT VIEW
BTN HD F2 REM REAR VIEW
BTN HL F4 REM LEFT VIEW
BTN 1 /U S REM SHIELDS VDU
/M G REM TOGGLE GUNS
/D LALT W REM "WHAT'S YOUR STATUS"
BTN 2 /U D REM DAMAGE VDU
/M M REM CONFIGURE MISSILE
/D LALT A REM "ATTACK MY TARGET"
BTN 3 /U P REM POWER VDU
/M L REM LOCK TARGET
/D LALT B REM "BREAK AND ATTACK"
BTN 4 /U ] REM INCREASE CURRENT POWER SYSTEM 5%
/M T REM NEXT TARGET
/D LALT T REM RANDOM TAUNT
BTN 5 /U [ REM DECREASE CURRENT POWER SYSTEM 5%
/M a REM AUTOPILOT
/D W REM FULL MISSILES
BTN 6 /U LCTL ] REM TOGGLE LOCK CURRENT SYSTEM
/M E REM DROP DECOY
/D F REM FULL GUNS
RKR UP | REM NULL FUNCTION
RKR DN | REM NULL FUNCTION
THR 30 1 = - \ \ \ \ REM THROTTLE CHARACTERS
BTN MT /P /N BSP /R = REM THROTTLE CONTROL FROM IDLE TO OFF
[8.1.3] Programmable keyboards
Turn OFF the program function. (Usually FUNCTION-SUSPEND MACRO or
something similar. Also, REM out any lines that may install a
programmable keyboard device driver.
[8.2] Video cards
Our game is having a problem with the following video cards :
[8.2.1] Cirrus Logic
Crackling sounds in SVGA. See section 7.5.1.
[8.2.1] Diamond Viper VLB
The VPRMODE VESA program seems to cause random pixels and screen
trash. This appears to only be with the VLB version of the card in
SVGA. We are in contact with Diamond. For now, you will need to
play in VGA with WC3 -V.
[8.2.2] Matrox PCI
The Matrox PCI Windows Accelerator card seems to score poorly for
during video card testing (a rating of 43, when 12 is needed to play
the game). You will need to select VGA for Spaceflight and Movies, and
on some machines, the movies appear to run smoothly, on others pausing
is unavoidable. Contact Matrox for more information.
[8.2.3] Hercules Graphite
To use the HERCULES Graphite video card, the following line in
AUTOEXEC.BAT is needed :
C:\HERCULES\VESA C:\HERCULES\HG_OLD1.CRT
[8.2.4] Compaq Qvision
We are working with Compaq on a solution for the screen trash problems
in SVGA with the Compaq Qvision. For now, you must play in VGA (WC3 -V).
Compaq Computer Systems BBS 713-378-1418 14400bps
Compaq General 713-370-0670
Compaq ....................T/S 800-888-5858
[8.3] Sound cards
[8.3.1] Mozart by Oak Technologies
The MOZART sound card (created by Oak Technologies) seems to lock up
after the "fourth" or "sixth" dot. We are currently working with Oak
Technologies on a solution. There is no work-around for this problem at
this time, you will have to play the game with NO SOUND. You can
recognize a Mozart sound card by spotting the following lines in the
configuration files :
CONFIG.SYS : DEVICE=C:\MZT\MZTINIT.SYS /A220 /I5 /D1 /G /V7
AUTOEXEC.BAT : SET BLASTER=A220 I5 D1 T4
SET SOUND=C:\MZT
[8.3.2] Media Chips MAD 16
The Media Clips MAD 16 sound card must be configured as a Sound Blaster
Pro. You must add a parameter which is not normally found on the M16INIT
line (/C). You can recognize a MAD 16 by spotting the following lines in
the configuration files :
CONFIG.SYS : DEVICE=C:\MAD16\CDSETUP.SYS /T:S /P:340 /I:5
AUTOEXEC.BAT : SET MAD16=C:\MAD16
SET BLASTER=A220 I5 D1 T4
C:\MAD16\M16INIT /B /C
[8.3.3] Media Magic 16 (ISP16 and MAGICS20)
Media Magic 16 sound cards (MAGICS20 and ISP16) work great with the
game, but in the installation program, should be set as Sound Blaster
Pro. Sound Blaster/Compatibles will cause lockups. The following lines
will appear in AUTOEXEC.BAT if the customer has any of these cards :
AUTOEXEC.BAT : SET BLASTER=A220 I5 D1 T4
SET ISP16=C:\ISP16
C:\ISP16\ISPINIT /B
AUTOEXEC.BAT : SET BLASTER=A220 I5 D1 T4
SET SOUND16=C:\MAGICS20
C:\MAGICS20\SNDINIT /B
AUTOEXEC.BAT : SET BLASTER=A220 I5 D1 T4
SET SOUND16=C:\DIAMOND
C:\DIAMOND\SNDINIT /B
[8.4] Miscellaneous (CPUs, hard drives, SCSI host adapters, etc.)
[8.4.1] Cyrix 486 processors (DLC, SRX2, DRX2, DX, DX2)
If configured incorrectly, these have been found to cause random lockups
and Exception 13s. We are working together with Cyrix, and the most
common problem we have found is the processor is being used in an
incompatible motherboard.
[8.4.2] AMD processors
The AMD microprocessors seem to function adequately.
[9.0] Patches
Only one patch is available at this time for Wing Commander III.
[9.1] WC3JOY.DLL, the joystick patch
This patch is for users who are experiencing problems with joystick
calibration (lockups, bad calibration, etc.) See the README.TXT of the
patch file for more information on how to install and use the patch.
To remove the patch, type DEL C:\WC3\WC3JOY.DLL and press [ENTER].
----------------------------------------------------------------------
[10.0] Problem CD-ROM drivers and their updates
If you are experiencing problems with Wing Commander III (bad CD reads,
movie pausing, etc.) make sure your CD-ROM driver is up to date. The
following is a list of CD-ROM drivers we tested the game with and we
know that work with the game and their locations.
* NOTE : These may not be the latest CD-ROM drivers. You will need a
driver of this version or later.
+ This is a location where you can find the driver. It is not the
original source for the driver.
Driver Name Driver Driver Filename Driver Location
Version Date to DL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ASPICD.SYS 3.13 6-10-94 N/A Adaptec
BBS 408-945-7727
TECH 408-945-2550
+ Creative Labs
BBS 405-742-6660
TECH 405-742-6622
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CDMKE.SYS 4.04 12-3-93 N/A + Reveal
BBS 818-704-6321
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD260.SYS 1.42 MediaVision
BBS 510-770-0968
TECH 510-252-4315
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
MTMCDAE.SYS 1.17 7-14-93 CDAE.EXE or Mitsumi
or FX116.EXE BBS 408-970-0761
MTMCDAS.SYS 1.16 TECH 408-970-9699
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SBCD.SYS 4.19 4-30-94 CD-DOS.EXE Creative
BBS 405-742-6660
TECH 405-742-6622
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SLCD.SYS 1.73a 173A.EXE Sony
BBS 408-955-5107
SLCD173.EXE MediaVision
BBS 510-770-0968
TECH 510-252-4315
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TSLCDR.SYS 3.16 4-26-94 316.EXE MediaVision
BBS 510-770-0968
TECH 510-252-4315
----------------------------------------------------------------------
[11.0] Acknowledgements
I would like to express thanks to the following people :
PS : James Flores, Kay Gilmore, Andrew Hofmann, Bill LaCoste,
Jeremy Mappus, Chico Marvici, Donna Mehnert, John Moreland,
Reece Thornton, Todd Wachhaus, Marie Williams
PD : Frank Savage, Jason Yenawine
all of QA, Customer Service, and the Wing III Development Team.
----------------------------------------------------------------------
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Compiled by Colonel Aubrey "SwiftHeart" Chen & Colonel Klaus "Gremlin"
Weidner of TCN.
----------------------------------------------------------------------
WC3 Mission Tree
----------------
CD1 Orsini-4
/ \
/ \
Tamayo Tamayo-2___
\ / \
\ / |
Locanda-2 |
/ \ |
/ \ |
CD2 Blackmane Blackmane-3 |
\ / \|
\ / |
Ariel |
/ \ |
/ Delius-1 |
| / | |
Caliban | Delius-2_ |
| | | \|
\ | Delius-3_ |
\ |/ \|
Torgo |
| |
CD3 Torgo-2 |
| |
Loki-3 |
/ \ |
/ (stranded) |
| |
Alcor-4___________ |
| \|
CD4 Freya |
| |
Freya-3___________ |
| \|
Hyperion__________ |
| \|
Kilrah-1__________ |
| \|
| Proxima
| |
| Sol
Kilrah-2__________ |
| \|
Kilrah-3__________ |
| \|
Kilrah-4 |
/ \ |
/ \ |
(win) (lose2) (lose1)
(win) : Kilrathi surrenders. Fly home to Earth in shuttle.
(lose1): Ejection seat picked up by Thrakhath. Confederation defeated.
(lose2): No pick-up by Thrakhath.
Note: The numbers represent the deciding missions in that series.
WC3 Mission Analysis
--------------------
Guideline:
Mission designation: Mission name
Wingman Ship (default) (Kills, Cumulative)
Mission content
Note: (Kills, Cumulative) Only includes direct winning path
ORSINI A001: Simple Patrol
Hobbes only *Hellcat (4,4)
2 Darket at Nav 1
2 Darket at Nav 3
ORSINI A002: Simple Patrol 2
No Flash/Flint Arrow/*Hellcat/Thunderbolt (5,9)
2 Darket at Nav 2
1 Transport, 2 Darket at Nav 3
ORSINI A003: Escort Medical Cargo Transport
No Flash/Flint *Arrow/Hellcat/Thunderbolt (10,19)
2 Darket, 1 Dralthi --> Nav 2
1 Corvette, 2 Darket at Nav 2
2 Darket + 2 Darket at Nav 3
ORSINI A004: Escort Civilian Transport, Skipper Missile
No Flash *Arrow/Hellcat/Thunderbolt (13,32)
4 Darket + 2 Dralthi at Nav 1
2 Dralthi, 1 Corvette + (1 Skipper) --> Nav 2
2 Darket + 2 Darket at Nav 3
(2 Corvette, 2 Dralthi --> Victory, if you failed to protect the
transport.)
TAMAYO B001: Defend Victory
Maniac *Arrow (14,46)
2 Darket, 1 Paktahn +
2 Darket, 1 Paktahn +
2 Darket, 2 Paktahn +
2 Dralthi, 2 Paktahn at Victory (Weasel, Mitchel)
Note: Weasel bites the dust real quick.
TAMAYO B002: Destroy Enemy Transports
Hobbes&Flint Arrow/Hellcat/*Thunderbolt/Longbow/*Excalibur (17,63)
1 Corvette, 4 Vaktoth + 4 Darket + 4 Dralthi at Nav 1
4 Transport at Nav 2
SIMULATOR B003: Duel Flash
None *Arrow (0,63)
1 Flash
Note: +1 under Ace in killscore.
TAMAYO C001: Same as TAMAYO B001.
TAMAYO C002: Same as B002, except,
4 Dralthi at Nav 3
2 Transport, 4 Vaktoth at Nav 4
TAMAYO C003: Same as TAMAYO B003.
LOCANDA D001: Eliminate All Enemy Presence
All Arrow/*Hellcat/Thunderbolt (30,93)
2 Vaktoth + 4 Dralthi --> Nav 2
3 Darket + 4 Strakha at Nav 2
1 Destroyer, 4 Dralthi + 2 Dralthi + 2 Dralthi + 2 Dralthi at Nav 3
1 Fireclaw, 5 Darket at Nav 4
LOCANDA D002: Destroy Biomissiles
No Cobra/Flint Arrow/Hellcat/*Thunderbolt (9,102)
8 Strakha (2 at all times), 1 Destroyer, 1 Biomissile +
(2 Biomissile) at Nav 1
LOCANDA D003: Go After Flint? (optional)
None Ship you flew in LOCANDA D002 (33,135)
1 Scout, 2 Vaktoth (R)
1 Corvette, 3 Dralthi + 4 Darket + 4 Dralthi (R)
4 Darket + 3 Dralthi (R)
1 Cruiser, 4 Darket + 4 Darket + 2 Vaktoth (Flint is here) (R)
Note: (R) denotes random encounters. They can appear at any Nav
point and are not restricted to the order listed above.
BLACKMANE E001: Defend Blackmane Base
All Arrow/*Hellcat/Thunderbolt (16,151)
4 Dralthi + 4 Darket + 4 Darket + 1 Bloodmist, 3 Paktahn at Base
BLACKMANE E002: Escort Supply Transports
All Arrow/Hellcat/*Thunderbolt (12,163)
4 Dralthi at Nav 1
4 Strakha + 4 Strakha at Nav 2 (captured Terran transports)
Note: Beware of the captured transports. If you get too close to
them, their detonations will damage your fighters severely.
BLACKMANE E003: Escort Weapons Transports
All Arrow/Hellcat/*Thunderbolt (16,179)
2 Sorthak + 2 Sorthak at Nav 1
4 Strakha + 4 Strakha --> Nav 2
2 Vaktoth + 2 Vaktoth at Nav2 (Asteroids)
BLACKMANE F001: Assist Evacuation, Escort Convoy
All Arrow/*Hellcat/Thunderbolt
1 Carrier, 8 Dralthi (2 at all times) at Nav 1
BLACKMANE F002: Assist Evacuation 2, Escort Convoy (Pulsar)
All Arrow/Hellcat/*Thunderbolt
4 Strakha at Nav 2
3 Dralthi (x3) at Nav 3
BLACKMANE F003: Final Evacuation Assistance?
All Arrow/Hellcat/*Thunderbolt
3 Strakha --> Nav 1
4 Strakha + 4 Strakha at Nav 1 (Asteroids, captured Terran
transports)
Note: Beware of the captured transports. If you get too close to
them, their detonations will damage your fighters severely.
ARIEL G001: Clear All Nav Points
All Arrow/Hellcat/Thunderbolt/*Longbow (25,204)
1 Corvette, 2 Transport, 2 Strakha + 2 Strakha at Nav 1
4 Strakha at Nav 2
1 Carrier, 4 Darket + 4 Dralthi + 4 Darket + 1 Vaktoth at Nav 3
ARIEL G002: Ambush Enemy Convoy (Nebula)
All *Thunderbolt/Longbow (34,238)
1 Destroyer, 1 Transport, 4 Vaktoth + 4 Vaktoth + 4 Darket at Nav 1
1 Corvette, 1 Transport, 4 Darket at Nav 2
1 Destroyer, 1 Transport, 4 Vaktoth + 4 Vaktoth + 4 Darket at Nav 3
ARIEL G003: Escort Victory to Jump Point
All Arrow/Hellcat/*Thunderbolt/Longbow (18,256)
2 Paktahn, 2 Darket --> Nav 1
1 Carrier, 2 Strakha + 2 Darket + 2 Darket + 2 Darket at Nav 1
1 Corvette, 4 Strakha + (1 Skipper) at Nav 2
CALIBAN H001: Defend Destroyers
All Arrow/*Hellcat/Thunderbolt/Longbow (7,263)
2 Vaktoth, (1 Destroyer, Sheffield never loses the battle)
at Nav 1
1 Destroyer, 2 Vaktoth + 2 Vaktoth at Nav 2
CALIBAN H002: Destroy Enemy Convoy (Nebula)
All Arrow/Hellcat/*Thunderbolt/Longbow (18,281)
4 Darket at Nav 1
6 Dralthi + 4 Vaktoth at Nav 2
2 Corvette, 1 Destroyer, 1 Scout at Nav 3
CALIBAN H003: Escort Victory 2 (Nebula)
All Arrow/*Hellcat (29,310)
1 Corvette, 4 Darket --> Nav 1
1 Corvette, 4 Darket --> Nav 1
4 Dralthi + 1 Corvette, 2 Dralthi + 4 Vaktoth + 2 Vaktoth,
2 Darket + 4 Darket at Nav 1
DELIUS I001: Search & Destroy, Eliminate Enemy Base (Asteroids)
All *Arrow/Hellcat/Thunderbolt/Longbow
4 Vaktoth, 1 Asteroid Base + 2 Vaktoth (joins battle after 3rd
Vaktoth is dispatched) at Nav 1
3 Dralthi + 3 Dralthi at Nav 2
2 Dralthi + 2 Darket at Nav 3
4 Vaktoth at Nav 4
DELIUS I002: Destroy Inbound Enemy Ships (Asteroids)
All Thunderbolt/*Longbow
1 Corvette, 4 Dralthi at Nav 1
4 Darket at Nav 2
1 Destroyer, 2 Dralthi + 1 Corvette, 2 Vaktoth + 2 Vaktoth,
1 Sorthak + 4 Dralthi at Nav 3
Note: Ejection => end credit.
DELIUS I003: Victory vs. Enemy Base (Asteroids)
All *Arrow/Hellcat
2 Darket --> Nav 1
2 Darket --> Nav 1
2 Dralthi, (1 Asteroid Base, if you could beat Victory's CS
Missiles to it)
TORGO J001: Clear System for Behemoth
Flint *Arrow (28,338)
2 Strakha, 2 Paktahn at Nav 1
2 Vaktoth, 2 Paktahn (x5) at Nav 2 (Flash, Primate)
2 Strakha, 2 Paktahn at Nav 3 (Vagabond, Styg)
TORGO J002: Mine Jump Points
All Thunderbolt/*Longbow (16,354)
2 Vaktoth, 2 Paktahn at Nav 1 (Asteroids)
2 Vaktoth, 2 Paktahn at Nav 2
2 Vaktoth, 2 Paktahn at Nav 3
2 Vaktoth, 2 Paktahn at Nav 4
TORGO J003: Disable Tankers (Asteroids)
All Arrow/*Hellcat (6,360)
3 Tanker (disable), 2 Asteroid + 2 Asteroid + 2 Asteroid at Nav 1
LOKI K001: Sweep Loki VI Environ
All Arrow/*Hellcat (34,394)
1 Corvette, 4 Darket + 1 Corvette, 4 Vaktoth at Nav 1
6 Dralthi + 4 Dralthi (joins battle after a certain period of time)
at Nav 2
6 Vaktoth + 4 Darket + 4 Strakha at Nav 3
LOKI K002, KA02: Cover Behemoth
All Arrow/*Hellcat (12,406)
4 Paktahn at Victory
2 Corvettes + 4 Strakha + 2 Paktahn at Victory
LOKI K003 (--> Kilrah): Defend Behemoth (unwinnable)
All Arrow/*Hellcat (3,409)
n Paktahn at Behemoth
Note: Killscore depends on how many Paktahns you can dispatch in
approx. 1 min 20 sec.
LOKI K03A (--> Kilrah): Intermission (plot advancement)
None Ship you flew in KILRAH K003 (0,409)
1 Destroyer, 1 Thrakhath at Victory
LOKI K004 (--> Kilrah): Accept Thrakhath's Challenge?
None Ship you flew in KILRAH K004 (0,409)
1 Destroyer, 1 Thrakhath at Victory
Note: Fight Thrakhath, return to Victory => end credits.
Fight Thrakhath, unable to return to Victory => stranded.
Ignore Thrakhath, return to Victory => ALCOR L001.
Cannot eject.
ALCOR L001: Defend Victory, Clear All Nav Points
Hobbes *Arrow (50,459)
3 Corvette + 1 Corvette, 4 Vaktoth + 8 Darket at Nav 1 (Sheffield)
2 Vaktoth, 4 Paktahn + 6 Dralthi + 6 Dralthi + 4 Paktahn at Nav 2
4 Strakha at Nav 3
4 Vaktoth at Nav 4
2 Sorthak + 2 Sorthak at Victory (Primate, Ragtop, Coventry)
Note: Drinking excessively before flying is a crime.
ALCOR L002: Clear Asteroid Field of Enemy Presence (Asteroids)
All *Arrow/Thunderbolt/Longbow (38,497)
3 Corvette, 1 Destroyer + 1 Corvette, 6 Darket at Nav 1
4 Asteroid + 4 Strakha + 4 Strakha at Nav 2
1 Destroyer, 4 Paktahn + 6 Darket + 4 Dralthi at Nav 3
ALCOR L003: Go After Hobbes? (optional)
None *Hellcat
1 Hobbes at Nav 1
1 Stalker, 2 Strakha + 3 Paktahn (Vaquero, Primate)
Note: Vaquero dies. +3 under Ace in killscore for dispatching Hobbes
and Stalker.
ALCOR L004, LG04: Extract Scientist from Prison
None *Excalibur (16,513)
6 Darket at Nav 1 (space)
6 Ekapshi, 4 Ground Object at Landing Zone (planet surface)
4 Ekapshi, 4 Tank, 3 Ground Object at Nav 1
5 Ground Object at Nav 3
FREYA M001: Suppress Freya Space Defenses
Vaquero/Maniac/Flash/Flint All/*Longbow (26,539)
1 Destroyer, 2 Darket + 4 Darket at Nav 1
2 Corvette, 4 Dralthi at Nav 2
1 Carrier, 4 Dralthi + 4 Darket + 4 Dralthi at Nav 3
FREYA M002, MG02: Destroy Shield Generator
None *Excalibur (20,559)
4 Dralthi --> Nav 1 (space)
4 Ekapshi at Landing Zone (planet)
4 Ekapshi, 15 Ground Object --> Shield Generator
4 Ekapshi, 5 Ground Object, 1 Shield Generator at Shield
Generator
2 Dralthi at Exit Point (space)
2 Dralthi --> Victory
FREYA M003 (Loviatar): Destroy Inbounds at Jump Point
No Hobbes/Cobra All/*Thunderbolt (21,580)
3 Dralthi + 1 Corvette, 2 Darket + 3 Darket + 3 Darket +
3 Vaktoth + 2 Vaktoth, 1 Darket + 3 Darket at Nav 1
HYPERION N001: Deliver Prototype T-Bomb
None *Excalibur (14,594)
4 Dralthi --> Entry Point (space)
2 Ekapshi at Landing Zone (planet)
2 Ekapshi --> Fault Line
2 Ekapshi, 1 Fault Line at Fault Line
4 Dralthi --> Victory
HYPERION N002: Escort Cap Ships, Destroy Enemy Fleet
No Hobbes/Cobra Arrow/*Hellcat/Excalibur (21,615)
1 Destroyer, 2 Darket + 2 Darket + 2 Dralthi + 2 Dralthi at Nav 1
(Sheffield)
1 Carrier, 2 Dralthi + 2 Dralthi + 2 Paktahn + 2 Vaktoth at Nav 2
(Conventry)
1 Cruiser, 2 Paktahn at Nav 3 (Ajax)
HYPERION N003 (Freya): Defend Jump Point to Kilrah
No Hobbes/Cobra All/*Excalibur (20,635)
1 Destroyer, 4 Darket + 4 Darket + 2 Dralthi at Nav 1
4 Darket at Nav 2
1 Cruiser, 4 Darket at Nav 3 (Asteroids)
KILRAH P001: Jump Into Kilrah Home System
0-3 Wingmen from All except Hobbes/Cobra *Excalibur (35,670)
2 Sorthak at Jump Point
2 Corvette, 4 Darket + 4 Dralthi at Nav 1
2 Corvette, 4 Dralthi + 6 Strakha at Nav 2
1 Destroyer, 4 Darket + 6 Darket at Nav 3
Note: At least one wingman dies. Killscore no longer accessible.
KILRAH P002: T-Bomb Base
Surviving members from KILRAH P001 *Excalibur (33,703)
2 Corvette, 4 Darket + 4 Dralthi at Nav 1
2 Corvette, 4 Vaktoth + 6 Strakha at Nav 2
1 Destroyer, 4 Sorthak + 6 Darket at Nav 3
Note: At least one wingman dies.
KILRAH P003, PG03: T-Bomb Kilrah
Surviving member from KILRAH P002 *Excalibur (38,741)
1 Destroyer, 4 Paktahn + 4 Dralthi at Nav 1
1 Destroyer, 4 Dralthi + 6 Strakha at Nav 2
At Nav 3:
-> 1 Destroyer, 3 Darket + 6 Darket (no wingman)
-> n Stalker, 3 Darket + 6 Darket (wingman)
At Entry:
-> 1 Prince Thrakhath, (1 Hobbes), 2 Paktahn + 4 Darket (cloaked
at Nav 3)
-> (1 Hobbes), 4 Paktahn, 4n Sorthak (not cloaked at
Nav 3)
On Kilrah surface: (Kilrah-4)
-> 9 Ground Object, 1 Fault Line (in Trench)
-> 2n Epakshi, 9 Ground Object, 1 Fault Line (out of Trench)
Note: When out of Trench, cloak for your own safety.
PROXIMA R001: Defend Jump Point (unwinnable)
Flint Arrow/Hellcat/Thunderbolt/Longbow/*Excalibur
4 Darket + 4 Dralthi + 4 Vaktoth + 1 Corvette, 3 Strakha +
1 Corvette, 3 Strakha + 1 Carrier, 4 Dralthi at Victory
Note: Victory jumps out approx. 5 mins into the battle, stay close
to it. Ejection => back on Victory.
SOL-EARTH ORBIT R002: Defend Earth (unwinnable)
None Arrow/Hellcat/Thunderbolt/Longbow/*Excalibur
4 Paktahn + 4 Paktahn + 4 Vaktoth + 1 Corvette, 3 Strakha +
1 Corvette, 3 Strakha + 1 Dreadnought, 4 Dralthi...(infinity)
at Nav 1 (Sheffield, Coventry)
Note: infinity = combinations of 4 Paktahn/1 Corvette, 3 Strakha/
4 Vaktoth. Sheffield and Coventry explodes really fast.)
Additional notes:
1) <Alt>-<v> to get mission designations.
2) The following are not included in killscore:
a) Missiles (Bio/Skipper),
b) Turrets,
c) Fighters parked in carriers,
d) Ejected pilots,
e) Ground objects,
f) Disabled tankers,
g) Shield generator,
h) Fault lines.
3) Later presence of Sheffield, Coventry, and Ajax depends upon
your success in the earlier missions. If they were destroyed
in the early stages of the game, they would be absent in the
later actions.
4) The number of waves of enemy fighters covering the cap ships
may depend upon how fast you destroy the mother ships.
5) Victory's killboard is unstable.
Comments, questions, corrections? Please let us know. Thank you. :)
------------------------------------------------------------------------------
/*\-\/*\-\ Any of you ever Colonel Aubrey "SwiftHeart" Chen
(********) ) wondered how long the of TCS CV-40 Victory
\******/ / Human-Kilrathi swifthrt@access.mbnet.mb.ca
\****/ / conflict would've "Currently, it's Flint-3, Rachel-1."
\/_/ lasted if we WCers were to band together? :)

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From: s924105@yallara.cs.rmit.OZ.AU (Cameron Silver)
Subject: Weak Flippers
Date: 26 Jul 93 05:16:51 GMT
I have a few suggestions for the cause of weak flippers, some may have been
mentioned before and if so, I'm sorry...
o Bad EOS switch that doesn't let all of the power through to energize the
flipper.
o 'Expanded' flipper coil. As the coil gets old, or fried, it expands, putting
more friction on the shaft. Coils should always be replaced if a new sleve
doesn't slide in easily.
o 'Mushroomed' shaft. From the constant pounding on the coil-stop, the end of
the shaft mushrooms out. This causes friction between the shaft, and sleve.
o Weak return spring. If the return spring doesn't pull the shuft all the way
back to the resting position; then when the coil is energized, the shaft
only moves a bit, resulting in a weak flip/kick.
o EOS being activated too early causing the 50v to cut out too soon.
o Bad transistor on the driver board that doesn't 'open' as much as it should.
o Flipper rubber that is put on so badly that is rubs against the playfield.
(Yes, I have seen it!)
o Any slak in the linkage assembley. Sometimes the link wears out around the
pivot points.
o Steap playfield makes it seem like the flippers are weak.
o Misaligned flippers can make it seem like the flippers are weak.
That's about all I can think of now, I hope it puts your little minds at ease!
--
Cameron Silver - Flippers make the world go 'round.
I can be found at s924105@yallara.cs.rmit.oz.au

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Complete Walkthru for DREAMWEB
The door number of Ryan's flat - 5106.
You begin in Eden's flat.
Look around, and find your wallet on the desk. Pick this up.
Go to the right and examine the microwave. Open it and move the
key to your inventory.
Go into living room and examine Network Cartridge labled Sartain Industries.
Put it into your inventory for later.
Walk to the lift, use the controls next to the doors
Walk into the lift.
Use the control box.
Walk through Eden's garage and examine the car - do not leave
the room - you won't be able to get back in yet.
Take the screwdriver and the wrench from the garage.
Leave the room and walk off to the left.
On the travel screen select "Ryan's Flat"
Walk to your front door.
Examine the keypad that is to the left of the door.
Use keypad.
Enter your number 5106.
Go into the bedroom.
Pick up the knife from the bed.
Pick up the red Network cartridge close to the machine - if you
examine it you will find that it is marked "Important!"
Examine the network interface by the window.
Open it and place the cartridge inside.
Examine the Network monitor.
Use it.
When it has initialised type "LIST" and press ENTER.
Type "LOGON RYAN"
When it ask for a password, just hit enter, this will work for Ryan, Beckett,
and Louis....Thanks to Randall Flagg of RAZOR 1911....
Type "LIST CARTRIDGE"
Type "READ PRIVATE"
You will be given the door numbers for Eden's and Louis's.
Note down the numbers.
Leave your flat and go to the lift.
Use the lift control.
Go to Louis' flat.
Here you will be mugged as you enter the building. You can no
longer leave until you find some suitable footwear.
Walk to Louis' door.
Examine and then Use the keypad.
Enter the number - 5238
Walk into the room. Go and talk to Louis.
Open the cupboard by the monitor (the drink machine is on top of
it).
Move the red pool hall card into your inventory. Examine it
(click right button).
You now have access to the pool hall.
Look in the toilet and pickup both trainers on the floor.
Use each trainer to place them on your feet - you can now leave
Louis's.
Open your inventory.
Press the right button when over the wallet.
Open it and remove the card. Put this in your inventory.
Leave Louis.
Go to the street and leave.
Select "Sparky's bar"
Enter the bar.
Walk to the seat in front of Sparky.
Examine and Use the seat.
Talk to Sparky.
Examine the card reader on the bar.
Use the card reader with the credit card.
Examine the credit card (right button on the card in your opened
inventory)
Use the card and you will see your balance.
Talk to the man sat next to you. He'll tell you about the Hotel.
Leave the bar.
Go to the pool hall.
Walk into the lift and use the controls there.
Talk to the man behind the bat. He will help you.
In the pool hall head left until you can go no further.
Use the keypad and enter the number - 5222.
In the office use the card reader with your credit card.
Take the gun from the desk.
Leave the location by going to the lift and using the controls.
Walk through the alley and back out into the street.
Go to the Hotel on the travel screen.
Talk to the receptionist.
Use the card reader with your credit card.
Take the key from the desk (this is very hard to spot but it
must be taken - it appears in front of the receptionist).
Go to the lift. Use the pad on the wall.
Enter the lift, use the control with your room key.
Walk out of the lift and go left.
Go down and examine the firepoint.
Open it and remove the axe.
You may go into your room if you wish, but you don't need to.
(it is to the right).
Go back into the lift and use the controls with the knife from
your flat.
Examine the wire and use it with the knife.
Examine the handle and Use it.
Once on top of the lift examine the doors and Use them with the
axe.
In combat, open your inventory and use axe when the game allows
you to.
After the guard misfires (CLICK comes up) use gun.
Walk past the pool into the room to the left.
Walk down and examine the gun in your inventory.
Select "Use gun" when the game lets you.
In the Dreamweb talk to the monk.
Find the door that will let you out (first on in right hand
corridor at bottom of map).
Use the door.
In the Dreamweb room use the plinth with the key.
Ryan will find himself in a skip in an alley.
Walk to the right.
Walk down.
Go home and enter your bedroom.
Use the Network monitor.
LIST NEWSNET
READ TVSPECIAL
EXIT
You will now know about the general.
Leave your flat.
Go to the TV studio.
Walk right as far as you can and then walk down until you come
to the sign painted on the floor.
Go left and when you come to the barrier use the gun in your
inventory.
Examine the controls behind the window by the barrier.
Use the controls.
Walk left and then up into the TV studio.
Pick up Magazine off of the Reception Desk and drop it.
Pick up Key for Storeroom.
In the TV studio go left and then down into the storeroom and use key.
Examine the fusebox.
Use the fusebox with the screwdriver.
Take the fuse (this is very small and is on the fusebox).
Leave the room and go left twice and then up.
Use the ladder.
Walk to the winch control. Examine it and open it.
Remove the blown fuse and put in the new fuse.
Use the winch control.
You will then enter the Dreamweb - remember to speak to the
keeper.
In the Dreamweb you must locate a crystal before you can leave,
it is at the bottom of the map in the centre.
You find yourself outside Sparky's.
Go back to Eden's. Open her door using the keypad to its right.
Enter the number - 2865
Go to the lift and use the controls.
You will now find that Eden is in the bath.
Walk to Eden's bedroom.
Examine the diary on the bed and use it.
You will be given information on Sartain Industries' address.
Leave Eden's flat.
Go to your flat and view Sartain Network Cartridge you picked up
at Eden's.
Put cartridge into the interface.
Logon as Ryan on Network and List Cartridge.
Read Meeting and then read Code for the Sartain Industries Keypad--7833
Go to Sartain Industries on the travel screen.
Walk into the building and open your inventory - use the gun.
Go left and enter the lift.
Use the controls.
Once in combat open your inventory.
Examine and then use the crystal.
Walk down and then in the small door to the right.
Examine the briefcase.
Open it and take the papers from inside.
Examine the papers - you now know where to find Underwood and
Chapel.
Go up the stairs and onto the roof.
Go left onto the helipad.
Use the gun to explode the helicopter.
Dream number 3 takes place here
You find yourself in the car park.
Find the van with the tarpaulin in it. Take the wire cutters.
Go to the Chapel's house.
Use the wall to climb over it and look around - you find
a blue Network Cartridge with info on the Church.
Go back to your flat, put in the new Cartridge and logon as Beckett. Just
hit enter for Password, then List Cartridge...Read BREIF.
Go to the church.
Use the wrench on the chain on the gate.
The chain breaks and Ryan pushes open the gate.
You find the big doors at the front of the church locked, so
leave here for now.
Go to the Underwood's boathouse.
Examine the pipe in the water and use it with a cup or bottle.
Pick up the railing that is on the sand.
Walk right and you will find yourself by the boathouse.
If you use the balcony the security system will be activated and
will kill you.
Examine the metal plate in the top left of this location.
Use metal plate - Ryan brushes the sand off to reveal an
electrical junction box.
Use metal plate with railing - Ryan opens the junction box.
Use the junction box with the cup (or bottle) and the security
system will be destroyed.
You can now use the hole in the balcony to climb up.
Use the hole in the window to enter the boathouse.
Shoot Underwood after you have talked to her.
Dream number 4 takes place here.
You wake up further along the beach.
Go to the church and you will find the doors are now open.
Pick up Hand
Walk down until you come to the altar
Pick up and drop the cloth and 2 candlesticks from the Alter.
Examine the hole in the alter, use hand with hole.
Examine the altar and Use it.
Examine the hole in the floor and use it.
Use the tomb - Ryan pulls back the lid to reveal two crystals, a
dagger and a rock.
Take all of these items.
In the jar by the tomb lid is another crystal.
Place the crystals in the stone design on the floor.
The exit will open up.
In the first section of corridor your way is blocked by a stone
door.
At the top of the corridor is a statue - use this.
Just hit the crystal, this was cracked by----RAZOR 1911-----
The door will now be open
The door to the bottom left has a triangular hole in it - a key
hole.
Go up and find the trolley.
There are rocks scattered around collect them all (there are 8
of them)
Put rocks in trolley.
Use the trolley - Ryan gives it a big push and it flies off the
screen.
The screen shakes - there is a crash, and a wheel bounces back
along the corridor.
The door is now open, walk down and you will find the priest.
The priest has already changed from human form into something
else, you find his remains.
Where the priest was is a hole into the outside.
This leads to the subway.
Get down onto the track by using the ramp at the top of the
screen.
Walk upwards until you see a hole in the left hand tunnel wall.
Walk to this and you will find the Madman's lair. As you explore
he will appear and attempt to kill you.
Fight and kill the Madman by luring him underneath a passing
subway train.
Ryan is then whisked off into the Dreamweb where the keeper
speaks to him.
Ryan wakes up in the real world to the sound of sirens.
He is then shot by the waiting police.
The credits scroll up....
ZEUS/RAZOR 1911

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Compiled by Jim Hoxsey (jjhoxsey@vela.acs.oakland.edu).
Special thanks to Mark Phaedrus (phaedrus@milton.u.washington.edu).
"Whirlwind" and "Million Plus" are registered trademarks of Williams
Electronic Games, Inc. (C) 1990 Chicago, IL.
NOTE: These rules are compiled from hours on end of continuous play of
"Whirlwind" and are as accurate as possible to the author's best
knowledge. If there are any discrepancies, please notify the author.
OBJECT OF THE GAME
To move the storm to your area by hitting various direction
targets. Lock two balls, and start Multiball by locking a third
and/or hitting the 3-toll ramp.
STARTING THE GAME
One to four players can play. New players can enter the game
by inserting coins and pressing Start until the end of the first
ball; after that, pressing Start aborts the current game for all
players and begins a new one.
PLUNGER SKILL SHOT
Shoot the ball from the plunger to hit one or more of the
"FEEL THE POWER" drop targets. 100K for "POWER", 200K for "THE"
and 300K for "FEEL". Hitting more than one target will add their
values together.
SO YOU MESSED UP...
A ball that is launched and doesn't hit a single playfield
target will be re-served. NOTE: This only happens on the FIRST
time a ball is served for a player. This does not apply after a
ball is locked or the ball ends up in the plunger lane by bouncing
over the wall.
MOVING THE STORM
Scattered about the playfield are eight(8) targets. Two of
each: NE (Northeast), NW (Northwest), SE (Southeast), and SW
(Southwest). These are easily noted by either the letters on them
or color: NE/Red, NW/Yellow, SE/Orange, and SW/Green. A target is
spotted for the player when he launches his 'first' ball of each
ball. The targets the player must hit are lit on the compass at
the center of the playfield. Once all these targets are hit, lock
will lite.
After locking ball 1, the player must hit different targets to
lite lock 2. After locking ball 2, Multiball will lite.
The set of targets for the first Multiball can be hit in any
order. From the second time on, only one direction can be hit at
a time. Only when both of those targets are hit, will another
direction lite.
SKYWAY TOLLS
Skyway Tolls are collected throughout the game. The number
collected and how are:
Skyway Ramp -- 1 or 2, depending on status of the "2 Tolls"
lite.
Cup -- 1.
3-Toll Ramp -- Of course, 3.
At the end of a ball, the player will recieve 2K for each
Skyway Toll collected. No more than 99 Skyway Tolls can be
collected. If 99 Skyway Tolls are collected, then the player has
their "SKYWAY PAID FOR" and receive 200K (Plus a neat little tune)
each time a ramp is hit.
SKYWAY RAMP(Right)
This ramp is used to advance Skyway Tolls and lock balls. Its
entrance can be either open(down) or closed(up).
When open, the ball will be returned to the left inlane, and
either one or two Skyway Tolls will be collected. Going through
the left inlane or going up the ramp will briefly lite 2 tolls.
The Tornado Drop Target's value will also increase briefly. The
point value of this ramp also increases with each successful run.
It starts at 50K and increases by 10K each time up to a maximum of
100K.
When closed, the ball will land in a cup and be ejected toward
the upper right flipper. One Skyway Toll will be collected for
entering the cup.
The ramp's current status depends on a number of things.
Entering the Super Cellar Door (either lit or not lit) will toggle
its status, unless Multiball of either flavor is in progress, in
which case it will remain closed.
In a one player game, the ramp will be open while regular lock
is lit. In a two or more player game, the ramp will be open or
closed while regular lock is lit depending on how many balls are
physically locked to the number that the current player is trying
to lock. If the number that are physically locked is greater than
the number that the player is trying to get to, then the ramp will
be closed. Otherwise, it will be open.
If Multiball of either flavor is lit, the ramp will be closed.
The ramp will be open at the beginning of a player's turn,
unless one of the above rules applies to keep it closed.
3-TOLL RAMP(Left)
This ramp is used to collect 3 Skyway Tolls, spot a target (if
lock isn't lit or Multiball isn't in progress), lite the Super
Cellar Door, collect Million and/or Million Plus, and start
Multiball. Its value starts at 50K and increases by 10K each time
up to a maximum of 100K. This ramp returns the ball to a point
somewhere near the lower SE target, usually on the right spinning
platter.
SUPER CELLAR DOOR(Yellow light)
This amazing little device is quite useful. To lite the door
temporarily, the ball must traverse the right inlane. To lite it
permanently (until entered), the 3-Toll Ramp must be hit.
Depending on the difficulty level of your machine, this may or
may not be lit at the beginning of a ball.
The awards that can be lit are labeled on the backglass just
below the score display. The value can be changed using the
spinner located to the right of the Skyway Ramp.
Entering this target will toggle the status of the Skyway
Ramp, unless lock is lit (or will be lit by the Super Cellar Door)
in which case it remains closed. Also, one Cellar Visit will be
awarded.
The seven awards are:
"LO PRESSURE JETS ALL AT MAXIMUM" -- Will increase the point
value of the Lo Pressure Jets to 5K (flashing).
"SUPER DOOR SCORE 500,000" -- Increases the player's score by
500K.
"EXTRA BALL IS LIT" -- Lites the extra ball target. Only lit
until collected or ball is lost.
"DROP TARGET AT MAXIMUM" -- Sets the value of the "FEEL THE
POWER" drop targets to 100K.
"QUICK MULTIBALL IS LIT" -- Lites Quick Multiball.
"MILLION IS LIT" -- Lites the Million shot.
"HI PRESSURE JETS ALL AT MAXIMUM" -- Will increase the point
value of the Hi Pressure Jets to 5K (flashing).
The Super Cellar Door is disabled during Quick Multiball or
Multiball.
When all seven values are collected, all values will flash,
and the Super Cellar Door will lite. Entering the Super Cellar
Door at this point awards MEGA DOOR BONUS. MEGA DOOR BONUS awards
all seven values AGAIN as well as 2,000,000 points and lites ONE
Special. NOTE: Extra Ball can only be collected from the Super
Cellar Door about four times before it will no longer be
collectable (it will automatically lite the box on the backglass).
Also, Special can only be collected approximately twice. These
values may differ on your machine, depending on difficulty setting.
Once the MEGA DOOR BONUS is collected, the Super Cellar Door
will award nothing until the current ball has been lost.
THE CELLAR DOOR(Red light)
This device is similar to the Super Cellar Door, but will not
award anything except a Cellar Visit. Cellar Visits are worth 5K
each and are cumulative through the entire game. The point value
is awarded at the end of each ball. This is where the ball will
come out if the ball enters it or the Super Cellar Door.
It is also used to start Cellar Multiball. Cellar Multiball
is only possible if Multiball was started, and no Million Plus was
awarded. A player normally has 15 seconds after two balls are lost
on Multiball to collect Cellar Multiball. Cellar Multiball is
basically Multiball with only two balls. When the red light is
flashing, enter the Cellar Door. A ball will be ejected to the
plunger lane. Launch this and the 2nd ball will be ejected from
the Cellar. Normal Multiball rules apply. Either the Super Cellar
Door or the Cellar Door may be entered to start Cellar Multiball.
"FEEL THE POWER" DROP TARGET
These three drop targets are used for the Skill Shot.
Dropping all three of these targets awards the drop value. It
starts at 50K and increases to 100K in increments of 10K. Sweeping
(hitting all three simutaneously) is 100K + current drop value.
The drop value can be set to 100K immediately by using the Super
Cellar Door.
TORNADO DROP TARGET
This drop target's value varies, depending on trips up the
Skyway Ramp and the time between them. The initial value of this
target varies depending on the difficulty setting. The values are
50K, 75K, 100K, 150K, LITE QUICK MULTIBALL, and EXTRA BALL. Each
trip up the Skyway Ramp lites the next highest value all the way to
LITE QUICK MULTIBALL. Point values can be collected more than
once, but Quick Multiball can only be collected once each time it
is lit. See EXTRA BALLS to see how to lite the EXTRA BALL target.
After a certain point, LITE QUICK MULTIBALL can no longer be
lit.
LO/HI PRESSURE JETS
These bumpers are like any other jet bumpers on most Williams
games. Their point value is advanced by the platter in front of
the center Hi Pressure Jet. Hitting this target will advance one
jet bumper. The values are:
Unlit -- 1,000
Lit -- 3,000
Flashing -- 5,000
When all bumpers are flashing, the platter is worth 100K. The
bumpers can also be maxed out with the Super Cellar Door.
THE FAN AND SPINNING DISKS
What makes Whirlwind what it is. They usually are operational at
the same times. When a lock of any flavor is lit, or when a Multiball
of either kind is in progress. The fan does nothing to game play, but
the disks will wreak havoc with the ball(s) in play. This sometimes
produces quite interesting results, as well as frustrating ones....
QUICK MULTIBALL
Quick Multiball can be lit from either the Tornado Drop Target or
the Super Cellar Door. It is started by locking a ball in the cup
under the Skyway Ramp when Quick Multiball is lit. If none or one
ball is physically locked, then a normal Quick Multiball is started:
A ball is ejected into the plunger lane. When a playfield target
is struck, the ball in the cup will be ejected. Unlimited Million is
lit. This continues until one ball is lost. Direction targets can
still be hit during Quick Multiball. The 3-Toll Ramp will award
1,000,000, 3 Skyway Tolls, and spot a direction target (if any need be
spotted).
If two balls are physically locked, then normal Multiball will be
started, except 1,000,000 will be awarded in addition to each Million
Plus collected.
After a certain point, Quick Multiball can no longer be lit from
the Tornado Drop Target.
LOCKING A BALL
This will vary between one and two player games. In general, a
player must 'lock' two balls before they can start Multiball. In a
two or more player game, if a player does lock two balls, then fails
to start Multiball, another player may 'steal' those balls with a
Quick Multiball. Basically, before a player can play Multiball, there
must be two balls physically locked. Physically locked balls are
those that are sitting in the lock lane on the left hand side of the
machine.
Locking a ball will advance the Bonus Multiplier. The Bonus
Multiplier will multiply the Skyway Tolls value at the end of a ball.
The values are 2X, 3X, 4X, 5X, 6X+Lite Extra Ball, and 6X+Lite
Special. The bonus multiplier will not exceed 6X. A player cannot
'loose' the multiplier value if another player steals their locked
ball(s).
"FEEL THE POWER" MULTIBALL
Multiball is started by locking two balls and then releasing them
with a third. They can be released two ways, by hitting the 3-Toll
Ramp (which will award 1,000,000 and three tolls), or locking a ball
in the cup. The latter will only work up to a point, then Multiball
must be started by hitting the 3-Toll Ramp.
Once more than one ball is in play, Million Plus will be lit.
Hitting the 3-Toll Ramp will score 2,000,000. This will increase by
1,000,000 each time to a maximum of 10,000,000. If at least one
Million Plus is collected before loosing two balls, normal play will
resume. Otherwise, Cellar Multiball will lite. See CELLAR DOOR(Red
light) for details.
3-WAY COMBO
Going between the Lo Pressure Jets to the upper right flipper,
around the Hi Pressure Jets and back to the upper right flipper again
and finally up the 3-Toll Ramp scores a 3-Way Combo (plus an awesome
siren). The 3-Way Combo will score only 250K, as well as the points
that the 3-Toll Ramp is currently worth. All these targets must be
hit in order, with no other targets in between (except the neccessary
direction targets and the spinner).
EXTRA BALLS
Extra Balls can be obtained only by hitting the Tornado Drop
Target when Extra Ball is lit. There are three ways to lite Extra
Ball:
Skyway Tolls -- Depending on the setting of your machine, this
can be from 5 Skyway Tolls to 50. Also, the number of 'stops' that
will lite it can vary. For instance these can be 8, 35, 50, and 75.
Or 35 and 50. Use the Instant Info feature to find out how many are
needed. A tone will sound to let you know that Extra Ball is lit.
Will remain lit until collected or remainder of game.
Super Cellar Door -- Can only be collected a finite number of
times, usually four: two from hitting it while lit and two from the
Mega Door Bonus. No tone will sound to let you know it is lit. This
will remain lit until collected or current ball is lost.
Locking the 5th ball -- Once and only once. Will remain lit
until collected or remainder of the game.
SPECIALS
Specials can be collected only from the outlanes. There are only
two ways to lite Special:
Mega Door Bonus -- Will only happen 1 or two times. Depending on
the difficulty settings. Will only remain lit until collected or
current ball is lost.
Locking the 6th ball -- Once and only once. A tone will let you
know it is lit. Will remain list until collected or end of game.
If only one Special lite is lit, the lit lane will toggle between
left and right each time a slingshot it hit.
DIFFICULTY SETTINGS
Oddly enough, I could not find anyways to determine the setting.
Most features are set individually. You'll have to discover these for
yourself.
5-BALL MACHINES
I've never seen one of these since 1980. I have no idea what
options are changed if set for five balls.
MECHANICAL FAILURES
I currently only know of one mechanical failure that the machine
can compensate for immediately. This is the Skyway Ramp. If it is
left open (down) and will not rise, Multiball and Quick-Multiball can
still be started. If the CPU sees three balls in the lock lane, it
will start Multiball. This can, of course, wreak havoc in
multi-player games. %)
The Skyway Ramp will only award one Skyway Toll during Multiball
of either type, or when the ramp should be closed during regular play.
You will notice sometimes that the 2 Toll lamp will not lite when the
ball enters the left inlane. This means that the ramp should be
closed (raised).
Written by Jim Hoxsey (jjhoxsey@vela.acs.oakland.edu)

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Quick Take of Whitewater
========================
This Quick Take was written by Kevin Martin, <sigma@rahul.net>.
This file may be freely re-distributed in any manner at any time, provided
that it is not altered beyond typographical corrections. Any other kind of
re-distribution requires my permission. I reserve no other rights and make
no warranties or guarantees.
Whitewater was designed and built by Williams Electronics, Inc.
A common abbreviation for Whitewater is "WW" - however, this conflicts
with the same abbrevation for Whirlwind, so be careful.
Goals
-----
Visit Hazards to advance your Raft down the Whitewater rapids to visit Wet
Willie's. Start special rounds by riding the Whirlpool. Sneak into Bigfoot's
Cave. Ride the Waterfall in Multiball. Explore all features of the game to
complete the Vacation Planner and collect the wizard bonus!
Cabinet
-------
Whitewater is mostly decorated in white. The sides of the cabinet feature
a greatly exaggerated Bigfoot holding onto a mountain, playing with the
waterfall. The backglass features art from Youssi - a nicely drawn and
detailed drawing of whitewater rafting - in which, regrettably, the only
raft passenger not wearing a life-preserver vest is the young female.
Whitewater also features a backlit waterfall on top of the cabinet head,
which lights up to simulate slowly falling water.
Playfield
---------
There are 3 flippers in Whitewater: 2 normal flippers at the bottom, and
a normal-size flipper mounted on the raised mini-playfield. The upper
flipper can shoot Bigfoot Bluff, a short ramp leading to a plastic
whirlpool, or Insanity Falls, a steep ramp which goes through many up-down
oscillations before returning to the left inlane.
The Spine Chiller is a ramp which leads from the lower to the upper
playfield, generally shootable only from the right flipper. Just to the
left of this ramp is the Boulder Garden shot, which leads around the back of
the game, underneath the upper playfield, to the Jet Bumpers in the lower
right. The reverse of this shot is called Boomerang Bend. Just to the
right of the Spine Chiller ramp is a saucer called No Way Out, which kicks
balls to the upper playfield, and can also lock them for Multiball. To the
right of No Way Out is a small ramp called Disaster Drop, which carries the
ball underneath the Spine Chiller ramp and drops it at the entrance to the
Boulder Garden shot.
All of these named shots are Hazards - flashing Hazards must be collected
in order to advance your Raft, which increases the Jackpot value and makes
progress towards Wet Willie's (a mode in which all Hazards are 10M, and then
the flashing light moves around and is worth 100M).
Whirlpool awards are collected at Bigfoot Bluff, which is relit by Insanity
Falls. These awards are mostly timed rounds or quick multiballs, and are
almost entirely exclusive of one another.
Whitewater has a kickback in the left outlane, called the Bounceback. It
is not nearly as dangerous an area as on some other games, most notably
High Speed II or Lethal Weapon 3.
Other things to shoot for include the Lost Mine kickout above the left
inlane, the R-I-V-E-R targets along the left side of the playfield (these
advance the bonus multiplier, and letters can also be spotted by a steerable
light on the inlanes), the Relight Bounceback targets facing left in the
middle of the playfield, the two Hotfoot targets facing down and to the
left above the right flipper (hitting these enough times starts a brief
Jackpot mode), and various Combo Shots.
Notables
--------
Whitewater features a small furry replica of Bigfoot on the upper playfield.
He turns his head a full 360 degrees at various times, and is part of the
diverter on the Bigfoot Bluff. He isn't nearly as obvious as, say, Rudy
on Funhouse, though, and it's likely that the simulated waterfall on top
of the cabinet head attracts more gimmick-oriented players than this furry
doll does.
On newer ROMs (at least L-1), Whitewater will briefly explain the Vacation
Bonus every second time through the attract mode sequence.
There is a dedicated, difficult-to-hit Extra Ball target immediately above
the right inlane. Depending on how the machine is set up, this may be one
of the most difficult Extra Ball targets ever.
The manual plunger on Whitewater pretty much requires that the player
plunge carefully, rather than launch the ball at full speed (this will
send it down the Spine Chiller ramp, and straight towards the drain - and
on the newest ROMs, this counts as a real drain!).
The Whirlpool awards include a quick multiball, a hurry-up mode, lighting
an Extra Ball, advancing the Raft for free, a random award, and a timed
mode of 5X Playfield Values.
Miscellaneous
-------------
This game was designed by Dennis Nordman, who, I believe, has not
designed a game since, oddly enough, Blackwater 100. The design is very
solid and coherent, and the theme and implementation seem to have wide
appeal. With the exception of the careful work required to reach the
Vacation Bonus, however, experienced players may tire of the game more
quickly than some other machines.
One notable maintenance problem in Whitewater is the upper flipper. Worse
yet, the upper playfield is not hinged, and major exploratory surgery is
required to fix problems in the upper flipper and the opto switches hidden
underneath the playfield and the large plastic pieces in the game. For
most of these switches, failures lead to very strange or unacceptable
behavior.
I believe Whitewater is a fairly successful earner, probably well enough
to justify the added cost and difficulty of maintenance.
=======================================================================
Direct comments, corrections, etc, to <sigma@rahul.net>.
And visit the Pinball Archive! ftp.rahul.net:/pub/sigma/pinball
The Pinball Archive features these other files related to Whitewater:
- a Rules Sheet: "Rules/whitewater"
- a Tips Sheet: "Tips/whitewater.tips"

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CompuServe
and the
GAMERS Forum
Present a live, on-line conference with Chris Roberts, game designer/director
for Origin. Chris will join us tonight (Monday, November 26, 1990) to discuss
his big hit game Wing Commander.
Hosted by: Jeff Horrocks 72247,1462, Flight Simulators Section Leader.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[EDITOR: The scene: Several members are in the CONference room and awaiting the
arrival of tonights guest. Some friendly bantering going on.]
(Jeff Horrocks/HOST) Don, Have you been using Wing Commander?
(Don R.) Seen it a little, yes. Actually I sell it, that's why I'm here.
(Jeff Horrocks/HOST) Oh Really? Is it selling?
(Don R.) Yes, very well. It's one of my top selling progs. I expect the Secret
Mission disk in 2 weeks, right?
(Jeff Horrocks/HOST) Riiiiiiight.
(The Sierra Pest!) Is this the room for the Chris Roberts CON?
(Jeff Horrocks/HOST) Yes, Chris Roberts will join us tonight at 10 PM.
(Jeff Horrocks/HOST) Don, How many copies do you sell a week (or a day?)? Just
curious.
(Don R.) Maybe 2 to 4 copies a day, that's pretty good, althouh Kings Quest 5
is selling at about 6 a day, and some of my Genesis titles sell as many as 50 a
day.
(Jeff Horrocks/HOST) Don, Yes it is good. Where is your store?
(Don R.) NY Electronics Boutique
(Jeff Horrocks/HOST) Welcome everyone that's just tuned in! We're expecting
Chris Roberts any time now.
(The Sierra Pest!) Hope he didn't get hit by a Kilrathi on the way :)
(Don R.) haha
(RoboCop/Sierra Pro!) WELCOME Mr. ROBERTS!!!!!
(Don R.) Welcome Chris.
(The Sierra Pest!) Hi Chris!
(Tsunami) Hi Chris!
(Jon Oakes) I think Drakhheth mu.. CHRIS IS HERE??!
(RoboCop/Sierra Pro!) Just testing you all <g> Cruel huh?
[EDITOR: RoboCop is always good for a little controversy. This time he's played
a little hoax on us.]
(Jon Oakes) Hi Chri...uh, Robocop, Shame, Shame, Shame!
(Tsunami) Robo, That was terrible! <g>
(Mike "Maj. Relayer") Full Guns on him!
(RoboCop/Sierra Pro!) I'm bullet-proof Mike!
(Jeff Horrocks/HOST) Hehe. Robo is an evil one. He had me looking over _my_
shoulder!
(RoboCop/Sierra Pro!) Anxious bunch here tonite Jeff!
(Jon Oakes) Your mother looks like Drakkheth!!!!
(Jeff Horrocks/HOST) Welcome everyone that just got in! We're expecting Chris
Roberts any minute now. Here he is now.
(Origin Systems) Yes indeed!
(Tsunami) Hi Chris!
(Jeff Horrocks/HOST) Welcome!
(The Sierra Pest!) Hi Chris!
(Don R.) 'lo chris
(RoboCop/Sierra Pro!) I see him!! Welcome Chris!
(Jon Oakes) YO! Mega Game designer stud!
(Origin Systems) Hi folks!
(The Sierra Pest!) <Standing on seat to see over crowd>
(Jeff Horrocks/HOST) Are you ready Chris?
(Origin Systems) Not really, but think we can "wing" it.
(Tsunami/Ass't SysOp) <groan>
(Don R.) boooooo!!!
(Jeff Horrocks/HOST) Okay, Here we go. Tonights CONference will be run under
PROCEDURES AND ETIQUETTE FOR FORMAL CONFERENCES. Sometimes our meetings are
strictly informal, there are no special rules, and participants generally talk
when they please. However, for more formal meetings, some rules must be
established to keep the CON running smoothly and give all a chance to
participate. Please wait for your turn to speak. This CON will be held in
three parts: To start off, our guest speaker will make some opening remarks or
comments. During this time, all CON attendees must remain quiet. When the
guest is finished, I will ask for a show of hands of people who wish to ask a
question. The HOST will then invite you, in order, to ask one question and one
follow up question. After one pass thru the question queue, I will ask for
another round of questions. After a couple of rounds of questions we'll throw
the CONnference open for a free-for-all to finish up. Thanks for your attention
to that awful but necessary stuff.
(Jeff Horrocks/HOST) Tonights guest is Chris Roberts the Designer, Director,
Co-Producer, and Co-Engineer for the megahit 3-D Space Combat Simulator, Wing
Commander. Chris, first of all, thank you very much for taking the time to be
with us tonight here in GAMERS! Also congratulations! We've all been having a
great time with WC, and it's been our *HOT* Topic for the past month. Do you
want to make some opening remarks? <OVER>
(Origin Systems) Sure give me a moment to compose... While I'm doing that let
me introduce you all to Greg Malone who is handling the keyboard tonight.
(Jeff Horrocks/HOST) Hello and Welcome to Greg Malone AND Chris Roberts!
(Origin Systems) So, anyway. To answer your question, I was out to achieve the
goal of creating the feel of a movie in a computer game. In attempting to do
so, I also wanted the player to associate closely with the lead character so
the player would feel like he was the star of the movie (game). Seems we
accomplished that to some degree. One more thing With Wing Commander 2, I want
to put even further emphasis on the story and characters now that we know what
works and now that we've got the basic system down. Of course, I know we'll
talk more about WC2 here in a few.
(Jeff Horrocks/HOST) Thanks very much. Boy you really started some mouths
watering already!
(Jeff Horrocks/HOST) We'll start tonight off with a question from Jon Oakes.
Jon, you have the floor for one question and a follow up.
(Jon Oakes) First off. Thanks Chris for a FANTASTIC GAME! But I'm dying of
anticipation. When will The Secret Missions Disk be sent out?
(Origin Systems) Glad you asked! We actually signed off on the Secret Missions
today (yeah!) which means that they will be shipping by the end of the week.
That means all those who have ordered it direct from Origin will get theirs
quickly and retail stores will get theirs a week or so later, though retail
will be selling the Secret Missions for $29.95 as opposed to the $19.95 for
direct.
(Jon Oakes) Can you give me any teasers as to what the plot will be like for
the Secret Missions?? I've heard about THE KITTIES SECRET WEAPON and such. Any
tidbits?
(Origin Systems) You've actually got the gist of it. Yes, there has been a
distress call from the Goddard Colony in the Deneb sector, and there is indeed
evidence of a new Kilrathi weapon! The Tiger's Claw is dispatched on a daring
secret mission to penetrate behind Kilrathi lines and destroy the new weapon.
(Mike "Maj. Relayer") Chris, Is it true that some missions get easier after you
try them a few times?
(Origin Systems) No, it may *seem* that way, but you're just getting better.
(Mike "Maj. Relayer") Can all of the new WC2's features be accessed on a 286
machine?
(Origin Systems) Yes, but if you don't have expanded memory you won't get the
camera replay or the digitized voices (referring to WC2, *not* Secret Missions,
of course).
(RoboCop/Sierra Pro!) I have a couple of questions. First, will there be
tail-gunners in WC2?
(Origin Systems) Yes, one of the ships you will fly is a Broadsword bomber, and
it will have two gunnery positions. This will prove helpful on some of the
specially designed bombing runs that will be integral to killing capital ships.
(RoboCop/Sierra Pro!) NEAT!!! You've been at Origin for about 1 1/2 years. Now
that games are jumping into a VGA standard, have you considered working for
other companies with more VGA related programming tech. like Accolade, Access,
Sierra, Etc.? (I appologize, I hope that didn't sound like I was saying Origin
didn't do well with VGA.)
(Origin Systems) I've actually been with Origin for 3 years. And I'd rather
push the VGA standard with Origin because we TOO are trying to set new
standards in graphics technology. You're witnessing the first fruits of this
and we are actually working on stuff that even blows Wing Commander away! (g)
(Jeff Horrocks/HOST) Thanks Robocop. Now the next question goes to The Sierra
Pest! Take it away PEST!
(The Sierra Pest!) Will there be a CD-ROM Version of WC2?
(Origin Systems) We're certainly are looking into it. WC2 *may* make it onto
CD ROM, but by late 91 and into 92, we'll definitely be there.
(Jeff Horrocks/HOST) Thanks Sierra Pest. Next question is from Brian Esch. Go
ahead Brian!
(BRIAN ESCH) Thank you for many *hours* of entertainment. We were disappointed
in the memory problems. When is wc2 to be relesaed. thank you for an
excellent game!
(Origin Systems) I'm glad you've had a good time. Sorry about any memory
inconveniences or problems, but when you write a game that pushes the PC to and
beyond its limits you run the risk of problems such as these. There are so many
hardware variations out there.
(Jeff Horrocks/HOST) Next we go to Eric Anderson. Go ahead Eric.
(eric H. anderson) Chris, Just a couple questions. First, does WC have Disk
Caching built in?
(Origin Systems) Yes. If you have the expanded memory, WC uses that to cache
graphics.
(eric H. anderson) Thats what I figured. Do some of the messages that the other
pilots give you get out of sequence or is it my imagination?
(Origin Systems) Not that I know of. The wingmen will act on their own
initiative sometimes which might give you the impression they've spoken out of
turn.
(eric H. anderson) Not what I meant. What I mean is the gossip they give you in
the bar. It seems out of sequence at times.
(Origin Systems) Still, no, it shouldn't be out of sequence.
(Jeff Horrocks/HOST) Next up is Fabian Gonell, you're on Fabian!
(Fabian Gonell) Good evening. Have you considered a sequel to WC or WC2. With
the player on the side of the Kilrathi?
(Origin Systems) We've considered such a scenario, although for WC2 you will
still be fighting for the Confederation. But, you may be interested to know
that in WC2 the situation does occur where one Kilrathi colony rebels against
the Kilrathi Empire and it requests human assistance and the rebels send their
fighters to fight *alongside* you against the Empire.
(Fabian Gonell) Any chance of multi-player WC thruogh modem connections?
(Origin Systems) Yes, we are considering it as an add-on disk to possibly WC2.
(Jeff Horrocks/HOST) Outstanding answer! Okay the floor goes to Quinne Bass, Go
ahead and ask Quinne!
(QUINNE BASS) First of all, congratulations on the GOOD GAME. When will all
these goodies for WC2 be available?
(Origin Systems) Fall 91 is the plan. Correction, WC2 will be available in late
Spring. Any add-on disks will probably follow in the Fall.
(QUINNE BASS) Will ther be a scenario in which someone from the federation
turns... dare I use the word "traitor"???
(Origin Systems) Okay, who have you been talking to????
(QUINNE BASS) Just a <wicked> guess. That's what u get when u play 23 hrs with
no sleep.
(Origin Systems) Actually, that IS one of the pivotal plot elements in WC2.
(Jeff Horrocks/HOST) Too close to the bone there Quinne. I guess we better
move along to Eric Schiffli, You're on Eric S.
(Eric Schiffli) Has the reported problem with the joysticks been resolved?
(Origin Systems) Sorry for any joystick problems out there. In WC, I wanted
the program to be able to auto-detect and center all joysticks. Unfortunately,
due to the million hardware configurations we missed a couple, but have made
fixes for them.
(Eric Schiffli) Also, I hope you haven't finished the setup for WC2 because I
think being able to pick your own ships after a certain time would be a nice
perk before you retire. Even Captain Kirk can fly what he pleases. Perhaps
this could be on a follow-up disk? Maybe also armament options,too.
(Origin Systems) Good questions. Since you are supposed to be in the military
you fly what you are assigned to, but in WC2 you will be given different
weapons payloads for specific missions. I'll give your suggestion some more
thought, thanks. Perhaps we can do that on a follow up disk, such as the
Secret Missions disk gives you the added ability to select any of the original
40 missions to fly at will.
(Jeff Horrocks/HOST) Thanks for the great questions AND answers! That finishes
the first round of questions. Before we go ahead with the next round, I wanna
take a minute to say Congratulations to Tsunami a fellow GAMERS Staffer who's
moved UP the ladder to Assistant SysOp. This is the first CONference I've seen
Tsunami in since his 'promotion' so Tsunami, Congratulations, and you have the
floor to ask a question!
(eric H. anderson) Congrats, Tsunami
(BRIAN ESCH) good jog T!
(Tsunami/Ass't SysOp) Thanks. First, I want to thank Chris and Greg for my
recent visit with Origin and the Spookhouse! Chris, could you talk about some
of the game ideas you have for using the WING COMMANDER technology *other* than
in WING COMMANDER sequels?
(Origin Systems) The main project I'm working on for Fall 91 will have a
combination of WC graphics technology and 3D polygon (using shading and texture
mapping) to depict *terrain*. This will give another dimension of realism to
the experience.
(Tsunami/Ass't SysOp) What kind of game will that be? A ground vehicle
simulator? Or something completely different?
(Origin Systems) Hmmmm, could be. But can't discuss details yet since we're
still working on the technology aspects and I believe the technology has to fit
the game. (ie. If it works well for a ground vehicle simulator, that's what
we'll do.)
(Tsunami/Ass't SysOp) Thanks! Sorry I'm so nosey.
(Jeff Horrocks/HOST) Next question is from Jon Oakes. You're on Jon.
(Jon Oakes) Thanks. Chris, What does one have to do to "BE" a Chris Roberts?
(Besides have Mr. & Mrs. Roberts for parents.) I mean, what school and
experience do you have. In essence, how did you LEARN to do a game like WING
COMMANDER?
(Origin Systems) I've been in the computer game industry since 1982 (in the
U.K.). I taught myself how to program and have always had a love for films and
computer games. Besides all this you need a clear vision of the game you're
trying to create. And you've gotta stick with that vision and not compromise
it.
(Jon Oakes) You said you plan to emphasize the characters and plot in WC2.
Does that mean that you'll get in trouble for blowing up your Wingman? I
thought that was the most inconsistent thing in an otherwise great game!
(Origin Systems) Yes, definitely. Unless its Maniac, of course (grin).
(Jon Oakes) Ya! Nuke Maniac!
(Jeff Horrocks/HOST) Next comes Eric Schiffli, Take it away Eric.
(Eric Schiffli) I think I've found a strange bug. I went out on the run where
you have to make a recon of a cat ship. My winggman was killed, and when I was
debriefed he reappeared just long enough to help then went back to his coffin.
What's up?
(Origin Systems) Are you sure he died, and didn't just break off and go home?
(Eric Schiffli) He died. I may have killed him myself! (I get out of hand
sometimes). I remember the funeral after the mission.
(Origin Systems) I don't know of any such situation.
(Eric Schiffli) Speaking of getting out of hand, is there any way to destroy
the Tiger Claw yourself?
(Origin Systems) Yes, point your guns at it and shoot for a long time.
(Jeff Horrocks/HOST) Whew! Okay Brian Esch, Let loose with another blast!
(BRIAN ESCH) Can you use the combined victories of WC1 in WC2?
(Origin Systems) In WC2, you will transfer over your WC character (including
his Secret Missions data) but, due to circumstances beyond your control you
will be disgraced, cashiered, and demoted to the equivalent of Coast Guard at
the start of the game <the plot thickens> <g>.
(BRIAN ESCH) Chris, thanks again for an inspired game. How are the joystick
fixes available?
(Origin Systems) If you think you have a joystick problem call Origin Customer
Service at 512-328-0282. There is a software fix available for some. (Also
you can communicate via CompuServe).
(Jeff Horrocks/HOST) Next up is Mike Barrs, Take it Mike!
(Mike Barrs) Do you research a game like WC, read sci-fi, watch movies or just
think it up from scratch?
(Origin Systems) Good question Mike. I watch a lot of movies, read a lot of
books, and play a lot of games. And I put a lot of serious research into flight
dynamics to make sure the flight sim seemed right.
(Mike Barrs) You did great, thanks!
(Jeff Horrocks/HOST) Next up is Thomas Rice. Go on Thomas.
(Thomas Rice) I have a 286 AST Premium and I cannot load WC at all ;( .?!?
(Origin Systems) Sorry about the problem with the 286 AST. I don't wanna brush
you off, but call Customer Service for a fix.
(Jeff Horrocks/HOST) Chris can't do much about that here and now Thomas. You
should call their customer support. But at the same time I would mention that I
haven't gotten an answer to my customer support question over on GAMPUB Forum
for at least five days.
(Thomas Rice) Ok, Thanks.
(eric H. anderson) Chris, great game. In your opinion which is the better sound
board, AdLib or Sound Blaster?
(Origin Systems) Sound Blaster is better since it also offers digitized voices
which we are going to be using in the future.
(Jeff Horrocks/HOST) I'll jump in line to take a turn with a question. Are you
considering making the choice of picture for a pilot user selectable, maybe
even offer a woman pilot? over
(Origin Systems) Yes, but the problem with that is that your character will
appear in many scenes and will need multiple graphics files to accomodate the
variation of characters.
(Jeff Horrocks/HOST) One more, what's been your best selling game?
(Origin Systems) THIS ONE! <G>
(Jeff Horrocks/HOST) One or two more questions, then we wrap this up. Thanks
for staying so long guys!
(BRIAN ESCH) Is there a problem with sound degradationas as the game
progresses? I have a Sound Blaster and 2 meg.
(Origin Systems) I don't think so, are you experiencing it regularly?
(BRIAN ESCH) Yes.
(Jeff Horrocks/HOST) Brian, take it up with customer service. They can help the
most. Jon, A last question from you?
(Origin Systems) Good answer. Thanks Brian.
(Jon Oakes) Any chance of a mission construction set? And also how do I apply
to be a beta tester for WC2?
(Origin Systems) Another possible add-on disk for WC2. Secondly, if you live in
Austin Texas you might be able to get a job as a beta tester.
(Jon Oakes) Heh, maybe I'll commute from California!
(Jeff Horrocks/HOST) So you don't use any outside testers?
(Origin Systems) No, not usually. We have a large QA staff for testing (15
people).
(Jeff Horrocks/HOST) It seems like it. We haven't had any widespread problems
other than joystick stuff. Hmmm, lets see... Who's idea is the orchestra at the
startup? And can you say something about Origin FX which you worked on?
(Origin Systems) I guess I'm responsible for the Origin FX and orchestra stuff.
Origin FX is our new core graphics and sound system that will be driving our
new releases in the future.
(Jeff Horrocks/HOST) Very neat touch. I like the orchestra bit. I have a Sound
Blaster, will the people really talk if I have enough expanded memory, like
500k? I see their lips move very realistically.
(Origin Systems) Yes, in WC2 the speech will be used during flight simulation
only due to lack of disk space, but on the CD ROM version the characters will
speak everywhere in the game.
(Jeff Horrocks/HOST) How do you 'research flight dynamics'?
(Origin Systems) Well 4 years of physics in the UK and a high interest in WW 1
and 2 air combat, plus flying radio controlled aircraft.
(Jeff Horrocks/HOST) Is message speed 1 the fastest and 5 the slowest?
(Origin Systems) Yes.
(Jeff Horrocks/HOST) Thanks very much! I hereby declare the formal CONference
over! Thanks VERY VERY much Greg Malone and Chris Roberts for making this a
fabulously successful CONference! I invite everyone to stick around for a
minute or two of informal chatter.
<LIGHTS COMING UP>
<CURTAIN COMING DOWN>
(Origin Systems) Thanks for having us. Enjoyed it! Scorch the furballs! OVER
AND OUT!
(Jeff Horrocks/HOST) What a hoppin' CON! I haven't been in one like that in a
long time! I still have four or five good questions!
(Tsunami/Ass't SysOp) I gotta run too! Great job Jeff! Good questions all!
(Jon Oakes) That was definitely a classic.
(Jeff Horrocks/HOST) Great member participation. See you all around.
[EDITOR: As the CON winds down, most of the attendees have left the room now.]
(BRIAN ESCH) Origin has not been forthcoming in its forum support, has it?
(Jeff Horrocks/HOST) Yes, I think that's their reputation. I'm sorry we
couldn't hit them on that point either.
(BRIAN ESCH) Really.
(Jeff Horrocks/HOST) But it's not Chris' fault that the product isn't
supported. I have had a question in to them for days and no answer. But they
did just switch CIS reps only a few weeks ago.
(BRIAN ESCH) Did you succeed in WC?
(Jeff Horrocks/HOST) Not yet.
(BRIAN ESCH) How far did you get?
(Jeff Horrocks/HOST) I'm hung up on a mission where I have to save a Ralari
from being blown up.
(BRIAN ESCH) You can't win that one. Just move on.
(Jeff Horrocks/HOST) I just might, but the next one's no peach either. I'm not
enjoying it as much now as I was earlier because of the difficult missions.
Also I have worked a long time trying to get the dang expanded memory thing to
work with my hardware.
(BRIAN ESCH) I know, move on anyway. Jeff, you should have held Origin
accountable for the hardware stuff, pal.
(Jeff Horrocks/HOST) Lets blast them later. I'll join in. But, realize Chris is
just a designer, and customer support is a different ballpark.
(BRIAN ESCH) Gothcha. Then why did he sign on as Origin?
(Jeff Horrocks/HOST) Because it's Origins CIS account he was using, and he does
work for them. But he's a designer/director, not customer support liason. I
am with you, I want answers for my problems too. But reaming Chris wasn't gonna
get us anywhere. We got a telephone number from him. Maybe we should hit that.
(BRIAN ESCH) I have certain answers.
(Jeff Horrocks/HOST) Go ahead.
(BRIAN ESCH) I called their support line. It helped. Like your memory for
instance what are files and buffers set at?
(Jeff Horrocks/HOST) I have tried both defaults (none specified) and 25.
(BRIAN ESCH) That won't work. Try setting files=5 and buffers=5 makes a *big*
diff.
(Jeff Horrocks/HOST) Will do. Will try it right now. I should dash off. Great
chatting with you. Thanks for coming!
<END OF TRANSCRIPT>

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From: musjndx@gsusgi2.gsu.edu (Jonathan N. Deitch)
Subject: Williams ROM Revisions (Updated as of PAPA-5)
Date: 6 Feb 1995 21:05:28 -0500
Game # Game Name CPU Sound Music/Speech CPU Type
-----------------------------------------------------------------------
523 Grand Lizard 4 1 1 11
532 Sorcerer 1 1 2 9
535 Space Shuttle 7 3 1 & 2 9
540 Comet 4 1 1 9
541 High Speed 4 2 1 11
542 Road Kings 2 1 1 11
549 Pinbot 3 1 1 11A
552 Space Station 5 1 1 11B
553 Taxi 4 1 1 11B
554 F-14 Tomcat 1 1 1 11A
555 Millionaire 3 1 1 11A
556 Fire! 2 1 1 11A
557 Big Guns 8/A 1 1 11A/11B
559 Swords of Fury 2 1 1 11B
563 Black Knight 2000 4 1 2 11B
564 Cyclone 5 1 1 11B
566 Banzai Run 3 1 1 11B
567 JokerZ 6 1 2 11B
568 Earthshaker 3 1 1 11B
571 Diner 4 1 11C
573 Police Force 4 1 2(U4)/1(U19,20) 11B
574 Whirlwind 3 1 1 11B
575 Bad Cats 5 1 1 11B
576 Roller Games 2 3 11C
1916 Strike Zone 6 1 9
1918 Alley Cats 7 1 11
1919 Tic Tac Strike 2 1 11A
1920 Gold Mine 3 1 11B
1921 Top Dawg 1 1 11B
1922 Shuffle Inn 2 1 11B
2001 Truck Stop 2 1 6803
2003 Game Show 4 1 2(U4)/1(U19,20) 11C
2006 Atlantis 3 1 6803
2008 Transporter 3 1 1 11B
2009 Mousin' Around 4 1 1 11B
2011 Elvira 4 1 1 11B
2014 Pool Sharks 7 2 11C
2015 Radical! 1 1 11C
2016 Dr. Dude 2 1 11C
2016 Dr. Dude P-8 1 WPC
10001 Shuffle Inn Deluxe 2 1 11B
10002 Strike Master 4 1 WPC
10005 Strike Master Jr. 4 1 WPC
20001 Harley Davidson 3 1 WPC
20003 Gilligan's Island 8 1 WPC
20004 Party Zone 3 (F-4) 1 WPC
20006 Doctor Who 2 1 WPC
20009 Bugs Bunny B'day Bash 2 1 WPC
20013 Black Rose 4 1 WPC
20017 The Addams Family 5 1 WPC
20018 Creature/Black Lagoon 4 1 WPC
20020 Judge Dredd 7 3 WPC
50001 Dracula 1 1 WPC
50002 The Machine 7 1 WPC
50003 Funhouse 9 2 WPC
50004 HSII : The Getaway 5 1 WPC
50005 Fish Tales 5 1 WPC
50007 Riverboat Gambler 3 2(U4)/1(U19,20) 11C
50012 Hurricane 2 1 WPC
50013 Terminator 2 8 3 WPC
50017 Indiana Jones 7 3 WPC (DCS)
50018 White Water 5 1 WPC
50020 Twilight Zone 9 (H-8) 2 WPC
50022 Popeye 5 1 WPC (DCS)
50023 Star Trek TNG 7 1 WPC (DCS)
50024 Road Show 4 2 WPC-2 (DCS)
50028 Demolition Man 4 1 WPC (DCS)
50029 Flintstones 5 1 WPC-2 (DCS)
50030 Dirty Harry 2 1 WPC-2 (DCS)
50031 World Cup USA '94 3 1 WPC-2 (DCS)
50032 The Shadow 2 1 WPC-2 (DCS)
50036 Corvette 2 1 WPC-2 (DCS)
50038 The Addams Family Gold 3 1 WPC
60001 Slugfest 1 1 WPC
60017 Hotshots 1 1 WPC

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Since this documentation is a "how to win" guide for Windwalker, so if
you want to enjoy this game to the fullest extent, you should really stop
reading this. However all you want is the fighting actions and to see the end
fast, or just getting stuck, this will definitely help.
The first thing you should do in windwalker is training, get yourself familiar
with the various moves [especially the ranges and recover time (ie. time to
recover from the attack movement) of all the attack forms that you have] and
the enemies of course.
This is a pseudo map of the realm: (realtive position only)
retired
assasin house thief hide isle of Death
out
Medicine Man
House
Imperial Palace
2nd shrine
2nd village
Monastary
1st shrine explorer's
home
1st village
Medicine man
house
Section 1: ( getting started )
After "vigorous" training, you can venture forth into the "Real World", the
first thing you should do is to find some thiefs or assasin and kill them for
money and food. Use the money to buy incense, food ( if necessary ). Then
go to the shrine to the north of the village(1st village) and talk to the
monk about incense, he will blessed your incense. Then read the scroll in the
holy shrine. This scroll will tell you how to use the incense.
Note :
1. When you burn the incense, you will be prompted for the "prayer" to chant
these prayers are recorded in the scroll in the shrine.
They are :
Heal my Body, Restore my Honor, Empower my spirit, Exorcise(fireball)
their function are self explanatory, and they required blessed incense.
2. If you are having trouble beating up the thief and assasin, here is an easy
way to "go about it". First, when you see an enemy and then save the game,
after you engage him, and the combat isn't going your way, press <q> and run
away. This will get you back to the "overhead" screen. Choose recall game and
do the fight again until you win.
3. You will see a blind man in front of the store, give him the money he asked
you and ask him about his shoe, buy this shoe, it will come in use later.
Section 2: (after you feel ready to leave the 1st village, ie. you can take on
tougher foes.)
Get a boat near the shore and sail east of the holy shrine(1st shrine) until
you find the island with a house on it, this is the explorer's house. Go
inside and get the map in the cabinet, this is the best map available in the
game.(you will also find a scroll that is a clue to solve the game but it's
not important because you have me). After that go to the monastary(mark as
a walled circular building in the explorer map). Speak to the older monk
inside, he will ask you if you want to join their brotherhood. You will
of course join them ( because they will give you the Staff and Robe ).
Note.
1. In order to join the monks, you 'll have to follow the way of life for one
day and observer the vow of silence. This mean following the older monk
the whole day. After that you are tested in combat against yourself, if
you win, you will get the staff and robe
2. There are scrolls on the second story of the monastary, the one about
Nubia is essential in winning the game. But read them all anyway.
3. If you happen to see another boat in the sea hail it. If it is the fisher-
man, ask him about buying supplies and buy 4 striped turtle shells.
(the shell is about 10 bucks each)
4. If you happen to pass an island where the Heron bird is resting (standing)
on, disembark and run into the Heron, this will gives you some heron feath-
ers.
Section 3: ( getting magical talisman )
There are four magical talisman in this game, each one requires a
special item and a striped turtle shell for the Shaman ( living in a cave
on the Northwest corner of the Isle of Dead. [approach the island from
the northwest corner] ) to make. Here are the list and where to find them
Talisman Items required Comments
(beside the shell)
Invisibility Blind man's shoe buy it from the blind man.
Mantra is : unseen presence
WaterWalk water beetle manibles While invisible attack a Water beetle
The beetles can be found in water in
the Isle of Dead or a cavern Northeast
of the Imperial Palace.
Mantra is : the solid path
Invulenbility Sea dragon's scale While invisible and water walking, at-
tack a sea dragon. The dragons can be
found in the water of the Isle of Dead
Mantra is : the armored one
Levitation Heron's feather Heron's feather
Mantra is : on the wing
After obtaining the require item and a striped turtle, go to the shaman and
ask him about "things" and then the name of the talisman.
Note. while on the Isle of Dead, and it happens to be full moon, go to the
cavern which is just southwest of the Shaman's cave where the tree of
Immortality grows, there the normal Panda guarding the tree will reveal
his true form as the God of Luck, he will give you the peach seed that
is required to win the game.
After you get the Invulenbility talisman, you have pretty much finished
the game, because when you use it, you won't take damage from any
combat and the talisman only drain your spirit at a slow rate and the
money from the defeated foes can be use to purchase incense by the
truck load and replenish your loss spirit. You can literally start a
massacre of the Warlord's allies.
Section 4: (knocking off your arch-enemies , the warlord and the alchemist)
Once you have the invulenbility talisman, walk into the palace with your monk
robe on. Go to the building in the back. March up (kill any foolish guards who
happened to be in your way (or maybe you just hate his face)) the stairs and
meet the warlord. With the talisman, this should be no problem.
On any night of a new moon ( preferably the 1st night), go inside the palace
(this can be done before obtaining the talisman but you should had the monk
robe on to pass through the guards at the front door, unless you go inside the
palace from the secret entrance from the cave where the water beetles are), go
to the building in the lower right corner. Copy the scroll on the table and
go upstairs to the astral gate ( you 'll see the alchemist waiting outside the
gate doing absolutely nothing.) wait until it is midnight ( you can actually
sleep there), when the alchemist go in the astral gate, cast an "exorcise"
(fireball) at the gate. (this will sealed up the gate and trap the alchemist
within. After that you will have to go back to the two shrines and save it
from the spirit the Alchemist brought from the Astral Plane. All you have to
do is cast an "exorcise"(fireball) at the pocessed priest(monk) in the shrine
Note. Be careful while casting the exorcise, it takes a lot of spirit. You
need a full spirit to cast it.
Section 5: ( to save the emperor )
Assuming you have kicked the Warlord and the Alchemist, you 'll have to save
the Empreror who is now imprisoned and drugged. You 'll have to make an
antidote to free the emperor from the "Fu Ma Ren" drug. You 'll have to
get a copy of the Alchemist scroll to the medicine man in the SW corner of
the realm and he will informed you that he has no knowledge of making the
antidote and refer you to the 2nd medicine man hiding in the cave just NE of
the Imperial Palace and give you a letter of introduction. Go to this 2nd
medicine man and he 'll give you a key (which open the cabinet in his house)
and ask you to fetch a copy of the scroll found in the cabinet. This scroll
will tell you the 5 ingredients needed for the antidote. They are:
Rhino horn - in the Warlord's cabinet in his room ( get the keys from the
concubines)
Jasimine flower - From the Nubian Princess living in the bottom left corner
of the Warlord's house ( back building in the Palace )
The Princess doesn't speak English, so when you are talk-
ing to her, first say "Salah"(hello), then "dohnteh"(tea)
and then "pluumfir"(flower the Jasmine flower)
Seed from the tree of Immortality - from The Isle of Death ( see above
Gold - given by the explorer when you go to rescue him in the Thief's hideout
Jade - found underneath the throne in the throne room ( central building in
palace )
Once you have all five of these ingredients, go back to the cave with a copy
of the scroll from the 2nd medicine man's cabinet. The second medicine man
will then leave the cave and go back to his house to make the antidote,
follow him to his place and wait until he is finished to the Antidote.
Once you have the antidote, go to the jail ( SW corner of Palace, and use
invisibility to avoid the Jailer ). Go to the 3rd cell ( counting from
left to right ) and open the door with the key the Warlord had dropped
when he fled. There you will see the emperor and once you give him the
antidote and he 'll recover and Moebiuse will elevate you to the level
of "Windwalker" and End game
PS :
There is a lot of interesting feature in Windwalker, for example
if you talk to the Nubian Princess while she is bathing, your honor will
got deducted, and you can actually go through the Astral gate into the
Astral Plane, etc... Try them out, it's fun
If anyone of you manage to explore the entire Astral Plane, tell
me about it.
I have included my own savegame in this solution for those who just want to
see the ending, all you have to do is load it and talk to the emperor and give
hime the antidote. The filename is end.zip ( character name is Crusader )
PPS :
Here are the titles of different levels in the doc. check in level
advancement:
mongoose, badger, boar, wolf, lion, bear
barracude, manta, octopus, shark, dolphin, whale
raven, owl, heron, falcon, condor, phoenix
viper, cobra, crocodile, python, hydra, dragon
Windwalker

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Rules to Bally WORLD CUP SOCCER
v 1.0
by Greg Dunlap
gdd@rci.ripco.com
-----------------------------------
Special thanks to Bowen Kerins for clearing up a lot of questions,
making corrections and being an all around swell guy!
These rules are probably pretty stable at this point as the game comes
close to going into production.
PLAYFIELD LAYOUT
----------------
This is sort of left to right
Left Outlane - Has a kickback which is relit by hitting Light
Kickback Target.
Left Inlane - Has a rollover which lights the Light Magna-Save
target.
Magna-Save - Ah yes! The return of the Magna-Save. But not quite
the same implementation as in Black Knight or Jungle Lord or the
other 70s Williams two-levels. The Magna-Save is just above the tip
of the left flipper, and is set to save a STDM drain. By punching an
extra button at the left, you activate the Magna-Save which sucks
the ball into place above your flipper so you can catch it. At least
thats the theory.
Slingshots - The return of the standard slingshot, no more of this
trapezoid shaped junk like Demo Man or ST:TNG.
Light Kickback Target - This is lit by rolling through the right
inlane. Hitting it lights the kickback.
Left Spiral - This is your standard spiral. When a city is lit, it
scores the city and sends the ball all the way around and shooting
out the other side. Otherwise a one-way gate drops down and the
ball falls into the rollovers / pop bumpers.
Left Ramp - This ramp normally shoots the ball around in a loop and
back to the right flipper. If you hit a second consecutive ramp shot,
a diverter closes and sends the ball over to the left flipper. The left
side of the ramp holds the locking mechanism, implemented here in
excellent fashion. If lock is lit, the ball always goes to the left ramp
lock area from either ramp. I should also note that around the spot
where the ramp is about to curve back towards the right flipper,
there is a little hole so that if you don't shoot your ball strongly
enough, your ball will fall down into the pop bumpers without
scoring the ramp. The ramps are used to lock balls, collect tickets,
relight jackpots, and for points during Ultra Ramps.
Striker Targets - Striker is this little dog who is the mascot of
World Cup Soccer and he has three standup targets on the
game. One on each side of the left ramp, and one in front of the jet
bumpers at the upper right. Hitting a dog target lights a letter in
the word "STRIKER." When you light all seven letters, you get 10M
and the Striker Scoop is lit.
Light Free Kick - This is a saucer. Falling in it lights the Free Kick
standup target.
Tackles - This is a row of three standup targets (think about Cousin
It / Superdog and you get the idea.) Hitting one of them when lit scores
10M.
Assist - Another saucer, at the upper left, just in front of the goal.
When the ball falls into the Assist saucer your goal gets lit (or
nothing changes if its already lit) and you can shoot the ball
straight in by punching a flipper. Pretty great.
Star Rollovers - There are four rollovers (yes rollovers!) leading towards
the goal. Light a rollover by rollingover it. Light all four and goal is lit.
GOAL! - This is really great. At the upper left corner of the
playfield there's this wide hole (picture ST:TNG's Neutral Zone if it
was as wide as all three targets.) In front of it is this plastic goalie
who moves back and forth. You shoot the ball past the goalie and
into the goal. Its tougher than it sounds - he's good! When you hit
the goal the machine yells "GOAL!" and there's a great animation
and the crowd cheers! Hitting the goal when its not lit will score the
Striker Scoop award when you haven't collected a Striker award yet. 4 lit
Goals lights a TV award.
There are also a couple of modes which run along a theme of hitting
the goalie, which I find really amusing. Goal also serves as the
multiball jackpot.
Striker Scoop - This is a small little scoop in the back middle of the
playfield, to the right of the goal. Hitting it when lit serves up a
seemingly random Striker Award. This also serves as the Extra Ball
shot.
Jet Bumpers / Rollover Lanes - Three bumpers and two lanes.
Lighting both lanes lights the left spiral to collect a city. Jet
Bumpers are pretty standard three-in-a-triangle-shape. During
normal play, the jets are worth 1OOK a pop and add one thousand
fans for each pop. At 25,OOO fans, the jet value becomes 1M / pop
for the rest of the ball.
Soccer Ball - Theres this great big half-a-soccer ball which spins at
super speed when the goal is lit and during multiball. The thing is,
the ball is made of RUBBER! This causes A) much bounciness on the
upper part of the playfield and B) some pretty extreme spins on the
ball.
Free Kick Target - When lit from one of the Free Kick saucers, this
target awards 10M. It stands right in front of the spinning soccer
ball.
TV Award / Final Draw scoop - When lit for TV award, this gives out
a TV Award. There are currently four TV Awards. Also serves to start
multiball when lit for Final Draw.
Right Ramp - Same as left ramp, except this ramp always feeds the
left flipper and there are two holes which can drop your ball to the
bumpers instead of just one. Serves same purposes as left ramp.
Light Free Kick saucer - There is another Light Free Kick Saucer to
the right of the right ramp. See above.
Light Magna-Save target - When lit, hitting this target lights the
Magna-Save. This target is lit by rolling through the left inlane.
Right Inlane - Rolling through this inlane lights the Light Kickback
target.
Right Outlane - There is a special light here, which is lit at the end of
multiball (see MULTIBALL below.)
Plunger / Skill Shot - First off, this game has a real plunger. You
remember...you pull it back and it springs the ball out? The skill
shot is like one of those loops on roller coasters. You shoot the ball
up the loop, and it falls into one of three dividers which each have a
light. When you start they are all flashing. Falling in one of the
flashing ones the first time scores 5M. Then only two are flashing.
Hitting another flashing one scores 10M. When you hit the last
flashing one you spot a city for 30M!
RULES
-----
GOALS - For some reason, hitting goals is the funnest thing in the
world. You start each ball with the goal lit (at least you do on the
machine I play.) Shooting a goal scores 10M, adds 5M to fun with bonus and
starts an "Ultra" round. There's some great sounds here. When the goalie
blocks a kick you get "What a great save!!!" The voice reminds me a lot of
the voice in Banzai Run. You relight the goal by lighting four stars on
the playfield. There are two ways to light a star: A) Hitting the dog
target in front of the pop bumpers (called the "Header" target) lights an
unlit star B) By rolling over them! Yes, first the return of Magna-Save,
now the return of rollovers! What a great game. After each goal, you are
awarded an "Ultra" mode. There are four Ultra modes (explained below) and
each one lasts for the length of your ball or until you score 30M on the
mode, at which time you are given a 10M bonus and the mode ends. The
modes you currently have lit are indicated by four lightning bolt-shaped
lights on the right side of the playfield.
These modes do not add to your score during the normal game, they
are only used for fun with bonus.
Utlra Ramps - About what it says. Shoot ramps for 5M per
ramp.
Utlra Spinner - Ditto, to the tune of 1M a spin.
Ultra Jets - This is a pop bumper bonus. Pop bumpers are
upped to 2M a pop.
Utlra Goalie - Nail the goalie! One of two Hit the Goalie modes,
these are completely hilarious. Hitting the goalie scores 5Ma shot.
TV AWARDS - Shooting four goals lights the TV award. Hitting the
TV Award scoop awards it. Currently there are four TV Awards. A TV Award
is a timed mode (these were 20 or 25 seconds) for bonus scoring. Simply
starting any TV Award is worth a cool 25M. They are awarded in order as
opposed to randomly.
Big Goal Round - Shoot three goals within the time limit for 15M,
15M and 30M.
Extra Ball Round - Extra Ball lit for 20 seconds. If you hit the
extra ball, then the Striker scoop is worth 50M for the rest of the time
limit.
Hit The Goalie! - Same as above except timed. Hitting the
goalie is worth 10M, shooting the goal raises the goalie value by
10M. Still totally great.
Where's Striker - Shoot any of the dog targets to try and find
Striker. First hit scores low points, second scores medium points, third
finds Striker and scores big points. I still haven't gotten this yet so I
can't be more specific.
STRIKER AWARDS - Htting a Striker dog target scores 1M and adds a letter
to the words "STRIKER." Spelling the word Striker awards 10M and lights
the Striker scoop. It is also lit at the start of the game. The first
Striker award may be collected freom the goal if the goal is not lit.
Shooting the Striker scoop gives out a random award. The ones I've seen
are set forth below.
Extra Ball - Guess.
Multiball - Starts multiball at rank 15 (see below.)
20 million - Another toughie.
Super Free Kick - Makes the free kick target worth 10M + 5M
per consecutive hit for a certain amount of time.
Penalty Kick - Gives you a shot at the goal with the goalie not
moving and leaning out of the way. hit the goal for 30M.
Three Cities - Gives you your next three cities (see below.)
Unlimited Kickback - Kickback lit for the rest of the ball!
Three Goals - Adds three goals to your total, complete with three
Ultra rounds too.
MULTIBALL - OK, there are four spots with flashing arrows
labeled "BUILD" in front of them - left spiral, left ramp, right
ramp and Striker scoop. There is also a big soccer ball painted on
the playfield with the words Strength, Stamina, Skill, Speed and Spirit on
it. Shooting a build shot lights one of the words on the ball on the
playfield. When you light all five, lock and multiball are lit. Shoot a
ramp to lock the ball, shoot the Final Draw scoop to start multiball. Now
when you start multiball you are given a team to play, based on your rank.
Your rank is determined as follows - Every two shots to a lit goal
advances you 1 rank, and if you lock a ball before starting multiball you
advance 4 ranks (since multiball is lit as soon as lock is lit.) You beat
a team by shooting the goal (this is your jackpot,) and then get to play
the next team by shooting a ramp (relighting jackpot.) There are fifteen
teams, with the following ranks and jackpot values:
#15 USA 20M
#14 Russia 20M
#13 South Korea 25M
#12 Saudi Arabia 30M
#11 Morocco 35M
#10 Austria 40M
#9 Canada 45M
#8 Holland 50M
#7 Italy 55M
#6 Great Britain 60M
#5 Sweden 65M
#4 Spain 70M
#3 Australia 75M
#2 France 100M
#1 Germany 250M
If you drain before hitting a jackpot, shooting a ramp or the Final Draw
scoop will restart multiball where you left off. If you start Multiball
again, you are advanced two ranks. For your match against #1 ranked
Germany, the Special is lit on the right outlane, the jackpot is worth
250M and after you hit it, the ramps and goal are lit as Victory Laps
worth 50M a piece! After five laps, the Victory Laps swirch off between
left ramp and goal. One more thing, the Assist saucer works during
multiball, but best of all, its programmed not to miss.
CITIES - There are eight cities on the World cup tour - Chicago,
Dallas, Boston, New York / New Jersey, Orlando, Washington DC, San
Francisco, Detroit and LA. There are three different ways to collect
cities.
1) Left Spiral - Shooting both ramps or lighting both rollovers
lights the left spiral with a yellow arrow labeled "TRAVEL."
Shooting the spiral at this time awards your next city. Actullly,
scoring the spiral doesn't award the city, setting off the spinner
does. And you CAN score it backwards! I have had two cities lit,
shot the spinner for the first one, and when the ball didn't make it
all the way up it fell back down and lit the second one!
2) Striker Award - There is a Striker award which gives you
your next three cities.
3) Skill Shot - Hitting all three flashing lights awards your
next city.
Chicago, Dallas and Boston are worth 10M. New york, Orlando and Washington
are worth 15M. San Francisco, Detroit and LA are worth 20M. Travelling to
any city also lights the Tackle target, worth 10M when hit. Several cities
have modes associated with them, as
outlined below.
Boston - Boston Tea Party Mode - A hurry up. Starts at 40M
and counts down to 10M. Shoot spinner to collect.
Washington D.C. - Extra Ball - Lights Extra Ball
L.A. - World Cup Final - After travelling to L.A., shoot the
Final Draw hole to start the Final Match against Germany! This is really
great. 5 ball timed multiball against Germany for 45 seconds. You plunge
the balls yourself (manual plunger remember) and goals are worth 75M.
Every once in a while Germany will score a goal. If you end the 45 seconds
with more goals than Germany you get a bonus of 500M!!!! Yowza! If you end
in a tie, overtime is started and the first team to score a goal wins.
BUY-IN - You can buy an extra ball for 1 credit up to three times.
When you buy in, all four ultra modes begin lit! There are separate
high score tables for x number of buy-ins, but I haven't sorted them
out yet. Hell, I haven't even sorted out the ones for ST:TNG yet.
BONUS - Bonus is awarded as outlined below
5M per goal
Ultra Modes are scored however you did.
5M per city.
STRATEGIES / TIPS
------------------
My strategy these days comes down to two things - Cities and Extra
Balls. The two kind of go together. First off Cities. Getting all the
cities takes you to the final round, potentially worth endless points.
Anything more than five goals against Germany will pretty much guarantee a
win, and 5 goals + a win gains you 875M! WHOAH! So get good at that left
spinner shot. Also get good at the right ramp, since you can't light
TRAVEL without it (unless you go to the rollovers.)
There are also lots of opportunities for extra balls - three so
far, and none of them is that tough. You're gonna need them so pick them
up ASAP.
The final thing is if you've ever wanted a game on which to
practice slap saves and/or outlane nudging, this is it. About 7 of 10
balls are lost down the middle, making constant slap saves a neccessity.
And the outlanes are nice and bouncy, perfect for practicing getting down
just the right push to save a ball. BTW bangbacks are possible from the
left, but they're not easy. Rumor has it the biff bars are getting raised
in the production version too, which will make it even tougher. I can't
see how you would bang back from the right - there's way too much hardware
over there and you would hurt your hand way too badly.
And thats about the size of it. I think the reason I like this game so
much is its lack of gadgets / new technology. Its sort of a step back
from the more recent pins. A real plunger, Magna-Save, and
rollovers. Think about this, when was the last time you played a
WMS pin WITHOUT an upper flipper?? Well, okay I forgot about
Indiana Jones, but I never played it very much. This freaked me out
the first few times, every time I hit a spiral I was looking for
another combo shot from an upper flipper. Also, since the game's
modes are only secondary really, you spend more time planning out
your game and really PLAYING as opposed to Piano -> Slot -> Piano
ad infinitum. Most of all, the game is challenging and yet still fun
as all hell, I'm sure it will be a big earner for Williams, kudos for
everyone on the design team.

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A short note before I begin... like it says below, I have
NEVER played this game (welllll, once, to kill time, and I had
no idea what I was doing.) This list is exactly as I originally
released it almost 2 months ago.
__ __ _______ _______ __ ______
| |_| | _ | _ | | | _ |
| | | | | | | |_| | | | | | |
| | | | | | | _ || | | | | |
| | |_| | | | | |____| |_| | World Heroes 2
|__,_,__|_______|__| |__|_______|______| release0 93f25
__ __ _______ _______ _______ _______ _______ ______
| | | | ____| _ | _ | ____| _____| |____ \
| |_| | |_ | |_| | | | | |_ | |_____ ___| |
| _ | _| | _ || | | | _| |____ | / ___/
| | | | |____| | | | |_| | |____ ____| | | |____
|__| |__|_______|__| |__|_______|_______|_______| |_______|
- At the time of writing this, I have NEVER touched this game, not
that I don't want to, just never did (probably because I got caught
up in Fighter's History.)
- I don't have a move listing for the original WH (didn't play that
game either!)
- The moves were copied out of the June issue of the Japanese arcade
gaming magazine "Gamest". So if any movements are inaccurate, it's
not my fault, save typos.
- Dots (".") subscripting any joystick positions indicate "charges",
hold the joystick in that position for a moment. Moves may also be
charged on adjacent diagonals.
- {Braced} words indicate my attempt at translating names into an
English form.
- [Bracketed] words indicate English translations obtained from
elsewhere (most likely a NeoGeo console.)
- <however-you'd-refer-to-these> indicate straight Katakana readings
as I couldn't figure out it's English origin.
- And finally, as always, assume right facing.
_ Kim Dragon: Martial Arts _ Korea _________________________________
| | O B Dragon Kick |
| O | |
|--------------------------------------------------------------------|
| Tap A repeatedly HyakuRekken {100 hand fury} |
|--------------------------------------------------------------------|
| Hit A & B at same time YokoCho^Keri |
| {Leaping double side kick} |
|____________________________________________________________________|
_ Hanzou: Iga Ninja _ Japan ________________________________________
| | -O A Rekko^zan |
| O [Lightning Slash] |
|--------------------------------------------------------------------|
| -O / \ A Ko^RyuHa |
| O O [Dragon Wave] |
|--------------------------------------------------------------------|
| \ | / O- B |
| O O O |
|--------------------------------------------------------------------|
| | -O | -O A Double Rekko^zan |
| O O |
|--------------------------------------------------------------------|
| | \ -O B Leg Lariott (?) |
| O O |
|____________________________________________________________________|
_ Muscle Power: Wrestler _ USA _____________________________________
| O-. -O A Muscle Bomber |
|--------------------------------------------------------------------|
| Spin joystick once A Tornado Breaker |
|--------------------------------------------------------------------|
| Spin joystick once B Giant Swing (?) |
|--------------------------------------------------------------------|
| Press A B C at same time Giant Swing (magazine printed |
| 'ditto' marks.) |
|--------------------------------------------------------------------|
| | \ -O O B Cho {extreme} Drop Kick |
| O O / |
|____________________________________________________________________|
_ Gengis Carn: Marauder _ Mongolia _________________________________
| O-. -O A [Tiger Mash] |
|--------------------------------------------------------------------|
| | O A Mongolian Dynamite |
| O. | |
|____________________________________________________________________|
_ Janne: Swordsperson _ France _____________________________________
| O-. -O A Aura Bird |
|--------------------------------------------------------------------|
| | O B Flash Sword |
| O. | |
|--------------------------------------------------------------------|
| O-. -O B Justice Sword |
|____________________________________________________________________|
_ Rasputin: Sorcerer _ Russia ______________________________________
| | \ -O A Fireball |
| O O |
|--------------------------------------------------------------------|
| O- / | \ -O A Tiger Ball |
| O O O |
|--------------------------------------------------------------------|
| | / -O B Axle Spin |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | \ -O A Mid-air Fireball |
| O O |
|--------------------------------------------------------------------|
| | \ -O B Kossak(sp?) Dance |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | / O- B Mid-air Axle Spin |
| O O |
|____________________________________________________________________|
_ Fuuma: Fuuma Ninja _ Japan _______________________________________
| | -O A Reppu^zan |
| O [Cyclone Slash] |
|--------------------------------------------------------------------|
| -O / \ A EnRyuHa |
| O O [Dragon Flame] |
|--------------------------------------------------------------------|
| \ | / O- B |
| O O O |
|--------------------------------------------------------------------|
| | -O | -O A Double Reppu^zan |
| O O |
|--------------------------------------------------------------------|
| (mid-air) | \ -O B Aerial EnRyuHa |
| O O |
|____________________________________________________________________|
_ Brocken: Military Officer _ Germany ______________________________
| \ -O A Grenade Launcher |
| O |
|--------------------------------------------------------------------|
| | -O \ A Hurricane Arm |
| O O |
|--------------------------------------------------------------------|
| Tap A repeatedly Spark Thunder |
|--------------------------------------------------------------------|
| \ -O B German Missile |
| O |
|--------------------------------------------------------------------|
| (mid-air) \ B Mid-air flying spin kick |
| O |
|--------------------------------------------------------------------|
| (mid-air) Hit A B at same time Flying Attack |
|____________________________________________________________________|
_ Shura: Muay Thai _ Thailand ______________________________________
| O-. -O A Dash Upper |
|--------------------------------------------------------------------|
| O-. -O B Dash <sutore^to> |
|--------------------------------------------------------------------|
| Hit A B at same time Dash Nige {escape} Punch |
|--------------------------------------------------------------------|
| | O B MaKu^TobiShitsuKeri |
| O | {Flying Knee Kick} |
|--------------------------------------------------------------------|
| / O B Ku^ChuNiDanMawashiKeri |
| O. / [Airborne Twirl Kick] |
|____________________________________________________________________|
_ Ryoko: Judo Queen _ Japan ________________________________________
| | -O \ A BoSatsuSho |
| O O [Hand of God] |
|--------------------------------------------------------------------|
| O- / | \ -O A NiDan Seoi Nage |
| O O O {Two step Shoulder Throw} |
|--------------------------------------------------------------------|
| -O \ | / O- -O B Ku^ChuHaNiDanNage |
| O O O [Airborne Body Bounce] |
|--------------------------------------------------------------------|
| Tap Joystick twice (?) Dash |
|--------------------------------------------------------------------|
| Dash A Dash Punch |
|--------------------------------------------------------------------|
| Dash B Dash Kick |
|--------------------------------------------------------------------|
| Hit A B at same time Dash Jump Kick |
|____________________________________________________________________|
_ Capt. Kidd: Pirate _ Seven Seas __________________________________
| O-. -O A Shark Knuckle |
|--------------------------------------------------------------------|
| | O A Shark Upper |
| O. | |
|--------------------------------------------------------------------|
| O-. -O B Spiral Kick |
|--------------------------------------------------------------------|
| Hit A B C at same time Kime <po^su> |
|--------------------------------------------------------------------|
| Hit A B at same time Hyper <yakuza> Kick |
|--------------------------------------------------------------------|
| | \ -O A Pirate Ship |
| O O |
|____________________________________________________________________|
_ Mudman: Spirit Warrior _ New Guinnea _____________________________
| \ -O A Mud Attack |
| O |
|--------------------------------------------------------------------|
| | O- A Mudcutter |
| O |
|--------------------------------------------------------------------|
| | O A Mud Gyro |
| O | |
|--------------------------------------------------------------------|
| Hit A B C at same time Dance |
|____________________________________________________________________|
_ Erik: Viking _ Norway ____________________________________________
| | O A Thor Hammer |
| O. | |
|--------------------------------------------------------------------|
| O- \ B Aegyr's Halberd |
| O |
|--------------------------------------------------------------------|
| O- / | \ -O A Blizzard Press |
| O O O |
|--------------------------------------------------------------------|
| O-. -O A Longhorn |
|____________________________________________________________________|
_ J.Maximum: Quarterback _ USA _____________________________________
| | \ -O A <a^mondo> Shot |
| O O [Pigskin Thunderspirit] |
|--------------------------------------------------------------------|
| | \ -O B Under <a^mondo> |
| O O [Penetration Point] |
|--------------------------------------------------------------------|
| -O -O A Shoulder Charging |
|--------------------------------------------------------------------|
| | O A Head Crush |
| O | |
|--------------------------------------------------------------------|
| -O | \ A Lightning Tackle |
| O O |
|____________________________________________________________________|
corrections are appreciated
--
Galen Komatsu ! Apple //e ! XTC
ar592@cleveland.freenet.edu ! Sega Mega Drive ! Sakai Noriko
gkomatsu@hawaii.edu ! Classic Atari ! Checkers

48
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<HTML>
<TITLE>T E X T F I L E S</TITLE>
<BODY BGCOLOR="#000000" TEXT="#00FF00" LINK="#00FF00" ALINK="#00AA00" VLINK="#00AA00">
<H1>Textfile Writing Groups</H1>
<P>
It was natural that groups of close friends, working together to write textfiles
on whatever subjects they considered their own, would start considering
themselves a sort of rock and roll band, or maybe a gang. To this end, Textfile
"Groups" starting making appearances early in the 1980's, and of course it's
gotten completely out of hand.
<P>
Some groups had members that never actually met each other; they did all their
work online and might be many many miles apart, or even in different countries.
Some groups were open to anyone who wanted to be a member, and some were finite
and refused to expand or contract. And then there's the cDc.
<P>
<TABLE WIDTH=100%>
<TD BGCOLOR=#00FF00><FONT COLOR=#000000><B>Filename</B><BR></FONT></TD>
<TD BGCOLOR=#00DD00><FONT COLOR=#000000><B>Size</B><BR></FONT></TD>
<TD BGCOLOR=#00AA00><FONT COLOR=#000000><B>Description of the Textfile</B><BR></TD></TR>
<tab indent=60 id=T><br>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/9X.1">9X</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>9X </B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/ANARCHYINC.1">ANARCHYINC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Anarchy Incorporated</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/BANANAREPUBLIC.1">BANANAREPUBLIC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Banana Republic BBS Collection (From New Zealand)</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/BAR.1">BAR</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Bad Ass Retards</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/BLACKCIRCLE.1">BLACKCIRCLE</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Black Circle Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/BUZZ.1">BUZZ</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Buzz Brothers</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/CDC.1">CDC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Cult of the Dead Cow Library</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/CHINA.1">CHINA</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The CHiNA Colleciton</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/DAMAGEINC.1">DAMAGEINC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Damage, Incorporated</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/FISH.1">FISH</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Folks In Santa Hats</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/METALCOMMUNICATIONS.1">METALCOMMUNICATIONS</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Neon Knights and Metal Communications</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/OCTOTHORPE.1">OCTOTHORPE</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Octothorpe Productions, the official Works BBS Group</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/OMNIPOTENT.1">OMNIPOTENT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Omnipotent, Inc.</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/PHAIT.1">PHAIT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Phreaks, Hackers and Anarchists Instigating Turmoil</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/PHONELOSERS.1">PHONELOSERS</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Phone Losers of America</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/PPH.1">PPH</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Phido Phreaks</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/PPP.1">PPP</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Phucked Phreak Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/SHAWN.1">SHAWN</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Shawn Da Lay Boy Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/TWAT.1">TWAT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Winner ANSI Team</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/VIDEOVINDICATOR.1">VIDEOVINDICATOR</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Works of the Video Vindicator</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="groups/ZAN.1">ZAN</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Zhit Access Nation</B></TD></TR>
<TR><TD>&nbsp;</TD></TR>
</TABLE><P><TABLE WIDTH=100%><TR><TD ALIGN=RIGHT><SMALL>There are 21 directories.</SMALL></TABLE></BODY>
</HTML>
<P>If you wish to have the entire directory conveniently archived and compressed into one file, please download
either <A HREF="http://archives.textfiles.com/groups.tar.gz"><B>groups.tar.gz</B></A> (5997902 bytes) or <A HREF="http://archives.textfiles.com/groups.zip"><B>groups.zip</B></A> (6854272 bytes) instead of all the files separately. <P>

View File

@@ -0,0 +1,48 @@
<HTML>
<TITLE>T E X T F I L E S</TITLE>
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#000000" ALINK="#004400" VLINK="#004400">
<H1>Textfile Writing Groups</H1>
<P>
It was natural that groups of close friends, working together to write textfiles
on whatever subjects they considered their own, would start considering
themselves a sort of rock and roll band, or maybe a gang. To this end, Textfile
"Groups" starting making appearances early in the 1980's, and of course it's
gotten completely out of hand.
<P>
Some groups had members that never actually met each other; they did all their
work online and might be many many miles apart, or even in different countries.
Some groups were open to anyone who wanted to be a member, and some were finite
and refused to expand or contract. And then there's the cDc.
<P>
<TABLE WIDTH=100%>
<TD BGCOLOR=#000000><FONT COLOR=#FFFFFF><B>Filename</B><BR></FONT></TD>
<TD BGCOLOR=#002200><FONT COLOR=#FFFFFF><B>Size</B><BR></FONT></TD>
<TD BGCOLOR=#004400><FONT COLOR=#FFFFFF><B>Description of the Textfile</B><BR></TD></TR>
<tab indent=60 id=T><br>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="9X/.windex.html">9X</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>9X </B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="ANARCHYINC/.windex.html">ANARCHYINC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Anarchy Incorporated</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="BANANAREPUBLIC/.windex.html">BANANAREPUBLIC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Banana Republic BBS Collection (From New Zealand)</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="BAR/.windex.html">BAR</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Bad Ass Retards</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="BLACKCIRCLE/.windex.html">BLACKCIRCLE</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Black Circle Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="BUZZ/.windex.html">BUZZ</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Buzz Brothers</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="CDC/.windex.html">CDC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Cult of the Dead Cow Library</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="CHINA/.windex.html">CHINA</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The CHiNA Colleciton</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="DAMAGEINC/.windex.html">DAMAGEINC</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Damage, Incorporated</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="FISH/.windex.html">FISH</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Folks In Santa Hats</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="METALCOMMUNICATIONS/.windex.html">METALCOMMUNICATIONS</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Neon Knights and Metal Communications</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="OCTOTHORPE/.windex.html">OCTOTHORPE</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Octothorpe Productions, the official Works BBS Group</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="OMNIPOTENT/.windex.html">OMNIPOTENT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Omnipotent, Inc.</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="PHAIT/.windex.html">PHAIT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Phreaks, Hackers and Anarchists Instigating Turmoil</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="PHONELOSERS/.windex.html">PHONELOSERS</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Phone Losers of America</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="PPH/.windex.html">PPH</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Phido Phreaks</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="PPP/.windex.html">PPP</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Phucked Phreak Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="SHAWN/.windex.html">SHAWN</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Shawn Da Lay Boy Productions</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="TWAT/.windex.html">TWAT</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Winner ANSI Team</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="VIDEOVINDICATOR/.windex.html">VIDEOVINDICATOR</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>The Works of the Video Vindicator</B></TD></TR>
<TR VALIGN=TOP><TD VALIGN=TOP><B><A HREF="ZAN/.windex.html">ZAN</A></B><TAB TO=T><TD WIDTH=20></TD><TD><B>Zhit Access Nation</B></TD></TR>
<TR><TD>&nbsp;</TD></TR>
</TABLE><P><TABLE WIDTH=100%><TR><TD ALIGN=RIGHT><SMALL>There are 21 directories.</SMALL></TABLE></BODY>
</HTML>
<P>If you wish to have the entire directory conveniently archived and compressed into one file, please download
either <A HREF="http://archives.textfiles.com/groups.tar.gz"><B>groups.tar.gz</B></A> (5997902 bytes) or <A HREF="http://archives.textfiles.com/groups.zip"><B>groups.zip</B></A> (6854272 bytes) instead of all the files separately. <P>

39
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@@ -0,0 +1,39 @@
<HTML>
<TITLE>T E X T F I L E S</TITLE>
<BODY BGCOLOR="#000000" TEXT="#00FF00" LINK="#00FF00" ALINK="#00AA00" VLINK="#00AA00">
<H1>Groups: 9X</H1>
<P>
9X seems to have been a late-blooming group with a strong lean for
code and carrier scanning and pirate radio. Most of the files in this directory
are transcriptions from a pirate radio text, and others are documentation for
code scanning programs. The warning at the beginning of most of the files is
precious.
<P>
<TABLE WIDTH=100%>
<TD BGCOLOR=#00FF00><FONT COLOR=#000000><B>Filename</B></FONT>
<TD BGCOLOR=#00DD00><FONT COLOR=#000000><B>Size</B></FONT>
<TD BGCOLOR=#00AA00><FONT COLOR=#000000><B>Description of the Textfile</B></TR>
<tab indent=60 id=T><br>
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x.info">9x.info</A> <tab to=T><TD> 1315<BR><TD> Introduction file for the 9x Group
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x.nfo">9x.nfo</A> <tab to=T><TD> 2084<BR><TD> 9X: The Information File
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x.tex">9x.tex</A> <tab to=T><TD> 39559<BR><TD> 9X: Complete Documentation of ROLM Phonemail Systems, by Substance 1995
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_888.txt">9x_888.txt</A> <tab to=T><TD> 4565<BR><TD> 9X: How to get 888's, by Substance, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_altel.txt">9x_altel.txt</A> <tab to=T><TD> 7475<BR><TD> 9X: How to Hack AllTel Mobile's Voicemail
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_bbox.txt">9x_bbox.txt</A> <tab to=T><TD> 22718<BR><TD> 9X: Introduction to Blue Boxing, by Lineman, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_cell.txt">9x_cell.txt</A> <tab to=T><TD> 10127<BR><TD> 9X: Flygu's Cellular Phreaking Guide for 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_hp3.txt">9x_hp3.txt</A> <tab to=T><TD> 18064<BR><TD> 9X: Hacking the HP3000/MPE Platform, by OneThought
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_style.txt">9x_style.txt</A> <tab to=T><TD> 5842<BR><TD> 9X: Internet Hacking Versus Local Hacking by Grampa Elite
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_swbtd.txt">9x_swbtd.txt</A> <tab to=T><TD> 18635<BR><TD> 9X: A Listing of Southwestern Bell Lineman Work Codes by Dave S.O.B. 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_tf223.txt">9x_tf223.txt</A> <tab to=T><TD> 5891<BR><TD> 9X: Scan of 1-800 Numbers, by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_tf280.txt">9x_tf280.txt</A> <tab to=T><TD> 5732<BR><TD> 9X: Scan of 1-800-280 by Substance, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_tf465.txt">9x_tf465.txt</A> <tab to=T><TD> 5822<BR><TD> 9X: Scan of 1-800-465 by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/9x_tf546.txt">9x_tf546.txt</A> <tab to=T><TD> 9880<BR><TD> 9X: Scan of 1-800-546 by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/busted.9x">busted.9x</A> <tab to=T><TD> 8876<BR><TD> 9X: What if I get Busted? (For Pirate Radio)
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/file_id.diz">file_id.diz</A> <tab to=T><TD> 265<BR><TD> 9X: Info File
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/fordcred.9x">fordcred.9x</A> <tab to=T><TD> 4820<BR><TD> A Brief Introduction To Ford Creditnet by Schizo Man and Substance of 9x
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/rolm_2.txt">rolm_2.txt</A> <tab to=T><TD> 14726<BR><TD> 9X: ROLM Phonemail Revisited, by Khelbin
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/rolmpm.hlp">rolmpm.hlp</A> <tab to=T><TD> 33540<BR><TD> Some information on ROLM Phonemail Systems, by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9X/securid.9x">securid.9x</A> <tab to=T><TD> 3602<BR><TD> SecurID Information by Schizo Man of 9x
</TABLE><P><TABLE WIDTH=100%><TR><TD ALIGN=RIGHT><SMALL>There are 20 files for a total of 223,538 bytes.</SMALL></TABLE></BODY>
</HTML>

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@@ -0,0 +1,39 @@
<HTML>
<TITLE>T E X T F I L E S</TITLE>
<BODY BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#000000" ALINK="#004400" VLINK="#004400">
<H1>Groups: 9X</H1>
<P>
9X seems to have been a late-blooming group with a strong lean for
code and carrier scanning and pirate radio. Most of the files in this directory
are transcriptions from a pirate radio text, and others are documentation for
code scanning programs. The warning at the beginning of most of the files is
precious.
<P>
<TABLE WIDTH=100%>
<TD BGCOLOR=#000000><FONT COLOR=#FFFFFF><B>Filename</B></FONT>
<TD BGCOLOR=#002200><FONT COLOR=#FFFFFF><B>Size</B></FONT>
<TD BGCOLOR=#004400><FONT COLOR=#FFFFFF><B>Description of the Textfile</B></TR>
<tab indent=60 id=T><br>
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x.info">9x.info</A> <tab to=T><TD> 1315<BR><TD> Introduction file for the 9x Group
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x.nfo">9x.nfo</A> <tab to=T><TD> 2084<BR><TD> 9X: The Information File
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x.tex">9x.tex</A> <tab to=T><TD> 39559<BR><TD> 9X: Complete Documentation of ROLM Phonemail Systems, by Substance 1995
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_888.txt">9x_888.txt</A> <tab to=T><TD> 4565<BR><TD> 9X: How to get 888's, by Substance, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_altel.txt">9x_altel.txt</A> <tab to=T><TD> 7475<BR><TD> 9X: How to Hack AllTel Mobile's Voicemail
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_bbox.txt">9x_bbox.txt</A> <tab to=T><TD> 22718<BR><TD> 9X: Introduction to Blue Boxing, by Lineman, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_cell.txt">9x_cell.txt</A> <tab to=T><TD> 10127<BR><TD> 9X: Flygu's Cellular Phreaking Guide for 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_hp3.txt">9x_hp3.txt</A> <tab to=T><TD> 18064<BR><TD> 9X: Hacking the HP3000/MPE Platform, by OneThought
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_style.txt">9x_style.txt</A> <tab to=T><TD> 5842<BR><TD> 9X: Internet Hacking Versus Local Hacking by Grampa Elite
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_swbtd.txt">9x_swbtd.txt</A> <tab to=T><TD> 18635<BR><TD> 9X: A Listing of Southwestern Bell Lineman Work Codes by Dave S.O.B. 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_tf223.txt">9x_tf223.txt</A> <tab to=T><TD> 5891<BR><TD> 9X: Scan of 1-800 Numbers, by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_tf280.txt">9x_tf280.txt</A> <tab to=T><TD> 5732<BR><TD> 9X: Scan of 1-800-280 by Substance, 1996
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_tf465.txt">9x_tf465.txt</A> <tab to=T><TD> 5822<BR><TD> 9X: Scan of 1-800-465 by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="9x_tf546.txt">9x_tf546.txt</A> <tab to=T><TD> 9880<BR><TD> 9X: Scan of 1-800-546 by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="busted.9x">busted.9x</A> <tab to=T><TD> 8876<BR><TD> 9X: What if I get Busted? (For Pirate Radio)
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="file_id.diz">file_id.diz</A> <tab to=T><TD> 265<BR><TD> 9X: Info File
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="fordcred.9x">fordcred.9x</A> <tab to=T><TD> 4820<BR><TD> A Brief Introduction To Ford Creditnet by Schizo Man and Substance of 9x
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="rolm_2.txt">rolm_2.txt</A> <tab to=T><TD> 14726<BR><TD> 9X: ROLM Phonemail Revisited, by Khelbin
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="rolmpm.hlp">rolmpm.hlp</A> <tab to=T><TD> 33540<BR><TD> Some information on ROLM Phonemail Systems, by Substance
<TR VALIGN=TOP><TD ALIGN=TOP><A HREF="securid.9x">securid.9x</A> <tab to=T><TD> 3602<BR><TD> SecurID Information by Schizo Man of 9x
</TABLE><P><TABLE WIDTH=100%><TR><TD ALIGN=RIGHT><SMALL>There are 20 files for a total of 223,538 bytes.</SMALL></TABLE></BODY>
</HTML>

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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
<20> 9x <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
<20> 9x is Substance, Schizo Man and Delinquent Dialer, Firebug <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
޳9x is a new group, devoted to exploiting Nynex and spreading HP in the 90's<><73>
޳We do not only release material on hacking the phone company but general HP<48><50>
޳as well. We have no loader, just the old skewl tfile. Loaders just take up<75><70>
޳space and take more time to xfer. To find out more about joining, you can <20><>
޳email us or check out #9x on irc. Later. <20><>
޳ - Substance - Schizo Man - Deliquent Dialer - Firebug <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
<20> Remeber: Real hackers dont rollerblader <20>
Substance: jcattell@linux.cowland.com Schizo Man: schizo@infosoc.com
Delinquent Dialer: deldial@nosoc.mil Firebug: firebug@shell.globalone.net
VMB (8oo)365-4467

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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
<20> .<2E><><EFBFBD> 9x <20><><EFBFBD>. <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
<20> 9x is Substance, Disease, Schizo Man, Grampa Elite, Firebug and Dave_SOB <20>
<20> Juice, Lineman, Soren, Ren0, Ser, Leper Messiah, TMM, Flygu, fbphreak <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
޳9x is a new group, devoted to exploiting Nynex and spreading HP in the 90's<><73>
޳We do not only release material on hacking the phone company but general HP<48><50>
޳as well. We have no loader, just the old skewl tfile. Loaders just take up<75><70>
޳space and take more time to xfer. To find out more about joining, you can <20><>
޳ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> email us or check out #9x on irc. Later. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
[Substance: jcat@scooby.pubnix.org ] [Schizo Man: (jail)schizo@infosoc.com]
[Grampa Elite mdrom@mindvox.com ] [Firebug: firebug@shell.globalone.net]
[Soren: nitro@ici.net ] [Ren0: kawl P&H in Limbo ]
[Ser: unknown ] [Disease: email substance ]
[Dave_SOB: mp010328@interramp.com ] [LordofPain (flygu): no stable email ]
[Leper_m: rambozo@unix0.loclnet.com] [Pioneer: cellular@primenet.com ]
[Juice: juice@omega.net ] [TMM: an399010@anon.penet.fi ]
[Lineman: willh@vrlab.uccb.ns.ca ] [fbphreak: ? ]
Support boards:
The Mob: (888)992-5678
Linoleum: (8oo)86o-6394
P&H in Limbo: (416)748-1161
Web Page(s):
http://www.itribe.net/~nomad/9x (Nomads email: nomad@itribe.net)
http://www.ici.net/cust_pages/twiz

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STATION ID - 7047/3.12
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
<20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20><><EFBFBD> <20><><EFBFBD><EFBFBD> <20>
<20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20> <20>
<20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
<20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
<20><> <20> <20><> <20> <20><> <20> <20> <20>
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
<20><> <20> <20><> <20> <20><> <20> <20>
<20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
For work, Home, or your favorite 911 backdoor
Written by Substance sometime in 96
Simple way to get an 888 (toll free) number setup to any valid number
Intro:
I know there was a file already written on getting 800's by Tesla. This
isnt a hell of a lot different, just somewhat easier.
888's are the new toll free numbers for 1996. And since it is a new
exchange, there is a HUGE number of 888 #'s available. If you would like
to get an 888 ringing on any number follow these few easy steps and if you
do it right, you'll either A) Get the new 888 # on the phone B) Have to wait
a few days (if the ladies a bitch).
Now I cant gaurante that these are going to be risk free. But from my
expierences with ATnT, they will never really investigate it. I had an 800
ringing in on my home voice line for over 4 months, and after it went down,
I never heard a thing from ATnT. Also, if you are setting a toll free
number up to a free internet provider, or a LD BBS, then no one is going to
know you did it anyway. Just dont tell the sysop unless you know he wont
bug out.
If you set your 888 up and sound believable to the op, chances are,
your new 888 number will last more then 2 months. If you give it to alot
of people, and the 888 is in use all the time, expect it to go down within
the week. A few times ive taken over a VMB system, setup tons of boxes (for
fellow hp ppl) then setup a 888 to the local VMB number. Then i give
every hp person im friends with a box. But they usually only last a week
or 2. Its not advisible. Also 888's to Defcon, Escape.com and 911
backdoors last a VERY short period of time. Dont even waste your time.
How to set them up:
------------------
To get the 888 number setup you'll need the following information 1st:
(hint: its a good idea to get a valid company name, address and zip
when you are setting them up. If the company is big enough
they might just pay the 888 bill and not notice :)
1) Valid Company Name
2) Your fake name
3) Valid Company Address (Street Address, City, ST, Zip)
4) The number you want the 888 to ring in on
5) (sometimes) a VMB to leave you a msg at
Call up (800)222-0400, wait to hear the "Welcome to ATnT msg"
Hit 1 then 3
It is a good idea to setup toll free #'s Monday morning, you will get
quickest setup time. When the op comes on (sometimes you'll have to wait a
few minz) Tell her you want a READYLINE 888. Say you know all about it, (to
avoid the prices bullshit). Say you need it expidieted. (Which means do
it on the double) Give her the company name, your fake name, address,
city/st/zip. She'll say hang on, ill try and get you a number. When she
returns, she will either say
1> "Here is your new 888 number Joe Blow"
2> "Our systems are down now, can i call you back with your # later?"
If she says 1 then your in luck, ask her when it will be up. Say thanx and
bye.
If she says 2 say 'Yes no problem, but i am out of town at the
moment" Give her your VMB # (and box #) tell her she can call you there.
(To leave a msg on your VMB you have to explain exactly how to leave a msg,
dont just say 516-334-3421 box 28, say 516-334-3421 hit # then 28 #.)
It is a good idea to ask what her name, # and extn is (for further abuse,
or incase the 888 doesnt go up for some reason).
its az ez az that
9x Production

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STATION ID - 7091/6.411
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
Ok. This is everything you need to know in hacking Alltel Mobile's
VoiceMail. The default password on all their boxes is 9999.
Here are the dox, word for word. Enjoy!
by Leper_m
-----------------------------------------------------------------------------
Features
-=Basic=-
Accessing your mailbox
Changing your security code
Recording your name
Recording a personal greeting
Playing a message
Recovering deleted messages
Playback mode options
-=Enhanced=-
All of the Basic Features plus...
Setting up your greeting schedule
Replying to a message
Redirecting a message
Recording and sending a message
Creating a broadcast list
Personal greeting schedule
At a glance
VOICEMAIL SET UP Press
To change your security code 8 2 3
To record your name response 2 3 3
To record your personal greeting 2 2 3
To edit a greeting in your schedule 2 2 7
To activate your greeting schedule 2 2 8
To change your playback mode 8 8 3
SENDING AND RECEIVING MESSAGES
To play a message 1
To save and play the next message 2
To reply to a message 3
To redirect a message 7
To create and send a message 3
Accessing your VoiceMail
1. Access your VoiceMail
From a cellular phone press
# 9 9 Send.
From a landline phone dial your
cellular phone number, which will
automatically transfer to your voice
mail and press # when greeting begins.
2. Enter your security code.
Creating/Changing your security code
1. Access your VoiceMail.
2. Press 8 for Personal Options.
3. Press 2 3 to change your security code.
* Note: Your security code can contain 1 to 7 digits.
Recording your name
1. Access your VoiceMail.
2. Press 2 for your Greeting Menu.
3. Press 3 3 to record your name.
4. Record your name, finish by pressing #.
Options
Press 3 1 to play your name.
Press 3 3 to erase and re-record your name.
Recording a personal greeting
1. Access your VoiceMail
2. Press 2 for Greeting Menu.
3. Press 2 1 to play your greeting.
4. Press 2 3 to record your greeting,
record your greeting, finish by pressing #.
Playing a message
1. Access your VoiceMail.
2. Press 1 to play your messages.
3. Message will play.
Options
Press 1 to keep this message
as new and play the next.
Press 2 to save and play the
next message.
Press 3 to reply to a message.
Press 4 4 to replay a message.
Press 5 to erase a message.
Press 7 to redirect the message.
Press 8 8 3 from the main
menu to choose a playback mode.*
Continue to press 8 3 until the
desired playback mode is selected.
* Note: The system has three playback modes:
normal, automatic, and simplified.
Recovering deleted messages
To recover a message that has been deleted: **
Press * 1 to go to the main menu,
Press * 4 to recover all deleted messages.
** Note: Deleted messages can only be recovered
before you exit the mailbox.
Replying to a message
From the Play Menu:
1. Press 3 during or after a message.
2. Record your reply finish by pressing #.
3. Press 3 to continue recording a voice message.
Press 5 to erase a message.
Press 7 to select a special delivery option.
4. Press 9 to address the message.
If sent from a subscriber's mailbox,
the reply with be automatic. If not, enter
the mailbox number.
Redirecting a message
From the Play Menu:
1. Press 7 during or after a message.
2. Press 3 to continue recording a
voice message.
Press 5 to erase a voice comment.
Press 7 to select a special delivery
option.
Press 8 to play the original message.
3. Press 9 to address the redirected message.
Enter:
a. mailbox number
b. broadcast list number.
Recording and sending a message
1. Access your VoiceMail.
2. Press 3 to record a message.
3. Record your message finish by
pressing #.
Press 3 to continue recording a
voice message.
Press 4 4 to review the
recorded message.
Press 5 to erase a message.
Press 7 to select a special
delivery option.
Press 1 to mark a message urgent.
Press 2 to mark a message confidential.
Press 3 to select notification of non-delivery.
Press 4 for future delivery.
Press 5 to delete special delivery tags.
4. Press 9 to address a message.
Enter:
mailbox number
broadcast list
0 + last name - 0 + first name
Creating or editing a broadcast list
1. Access your VoiceMail.
2. Press 6 to access your broadcast list.
3. Press 3 to create or edit a broadcast list.
4. Enter a one- or two-digit broadcast
list number. If new list, select any one-
or two- digit number. If editing, enter
the one- or two- digit number assigned.
5. Enter all of the destinations.
Press # after each destination entry.
(destinations can be mailbox
number or broadcast list numbers.)
6. Press 7 3 to record a name for
your broadcast list.
7. Press # when finished.
Setting up your greeting schedule.
1. Press 2 from main menu.
2. Press 2 6 to select your active greeting.
3. Enter the greeting number you want active.
4. Press 2 7 to edit a greeting.
5. Enter the greeting number to be edited.
Press 1 to play the current greeting.
Press 3 to record a greeting.
Press 5 to erase the greeting.
Press 7 to change the time
interval for this greeting.
Press 8 to review the time interval
for greeting.
6. Press 2 8 to activate/deactivate
your greeting schedule.
Message waiting notification
1. Press 8 for Personal Options menu.
2. Press 6 for Notification Options.
3. Press 1 to play notification telephone number.
Options
Press 6 to enable/disable
message notification.
AT ANY TIME DURING A MESSAGE PRESS
To rewind by 6 seconds 4
To rewind to the beginning of a message 4 4
To fast forward by 6 seconds 6
To fast forward to the end 6 6
of the message
To replay the date and time stamp 8 8
To stop and function #
To return to the main menu * 1
-----------------------------------------------------------------------------
Good luck hacking.
-- Leper Messiah

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STATION ID - 7047/3.12
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*
[9x] [9x]
[9x] I N T R O D U C T I O N [9x]
[9x] T O [9x]
[9x] B L U E B O X I N G [9x]
[9x] B Y [9x]
[9x] L I N E M A N, 1 9 9 6 [9x]
[9x] [9x]
*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*[9x]*
Intro
-----------------
Y0, this is an intro to blue boxing in the 90's. I don't claim
to be an expert, or an authority on the topic of international or regional
signalling, just someone interested. The information provided in this
file is not illegal. Almost all of it is publicly available.
*** NOTICE ***
This is not meant to be a comprehensive guide to C5, R1 or any
other form of signalling. Treat it as an introduction. There is alot
of information I have not included, because a) It would confusing,
and b) It's not important. Id like to stress that alot of my examples
have been OVER SIMPLIFIED for convetion. I have included a list of refrences
that you should probably check-out if your interested. This info is/was
publicly available at most quality Librarys. Fr3e inph0 4 aLl.
As with all things of a suspicious nature, you will eventually get
caught. How long you go without getting caught depends on skill, precaution,
and luck.
Generally, Wut iZ Signalling
-----------------
Signalling is the term used to describe how telecommunication
networks communicate with each other. There are many types of signalling,
including DC Pulsing (like on a rotary-fone) and even DTMF. Dialing
a phone number is actually a form of signalling called subscriber line
signalling.
Telephone networks communicate via special "lines", connecting each other
up, called Trunks. Information about a call, and in some cases the
conversation, is passed through a trunk line to the called network. The
called end gathers the signalling information, manipulates some hardware,
and voila- a call is made. If the called line is busy etc.. then the
called end signals back to the called system, and the caller get a busy
signal.
Thats way over simplified, (and somewhat incorrect) but I'll explain more as
I go. Until then, here is an analogy. :)
Trunk lines are like Bridges (the kind you drive over). Instead of running
many small bridges to various locations, one large bridge is built in a
convienient spot. Even though there is only one bridge, it's big and handles
lots of traffic, effectivley connecting two sections of town. :)
The one signalling system I will discuss is: CCITT5. It is still possible
to use other systems (Like R1), but most people wont be able to find them.
CCITT5 (C5) is an international Signalling system. It was designed for
handeling international calls going over the trans-atlantic cables. Its
still widley used in many South American, Carribean, Asian and poorer
countrys. Slowly, it's dying out.
C5 is a standard protocal set by the ITU (International Telecommunications
Union), formerly known as the CCITT. (International Telegraph and Telephone
Consulative Committee). They set communication standards and publish lots of
documentation about the aforementioned as well as various other
communications related topics.
More about Signalling
-----------------
As is with most things, its kind of neccesary to understand a bit about
the system you will be (ab)using. In the following sections, I'll describe
Trunk Lines, terminal and transit networks, line signalling, and
interregister signalling.
Trunk Lines
-----------------
A trunk line is a circut that connects two (2) networks together. You
may already be familiar with the trunk lines running between CO's.
For C5, however, the trunk lines will be the ones that connect transit
(international) networks to terminal (national) networks in distant countrys.
For our C5 purposes, an International trunk will look like this:
__________ __________
| OUTGOING |=>====>====> FORWARD >====>====>==| INCOMING |
| EXCHANGE | | EXCHANGE |
|__________|==<====<=== BACKWARD =<====<====<=|__________|
(Caller) (Reciever)
Signals sent in the forward direction go from the callers
end to the recipiants end, and the opposite goes for the backward
direction.
For C5 this is not compleatly acurate. In reality it's not the outgoing
exchange the sends the C5 signalling info to the incoming exchange; its
really an international "gateway" at the transit (national) exchange that
sends the C5 info to the incoming transit exchange. Go see the refrences if
you really care.
Signals really just audio noises (like beeps) that represent certain
"commands" (line signalling) and "parameters" (interregister singalling)
to be issued to the routing/switching equipment. The signalling
hardware picks these signals up by looking for characteristic energy levels.
At the end of this file (amongst the other tables) you will find a list
of singals, and their frequencys.
The trunk lines not only transmit signalling information, they also
transmit your conversation. So, when you make a call over one of these
trunks you have access to more than a friendly voice. :) I once wondered
why in the hell anyone would ever do such a stupid thing, but the answer
is simple. With the volume of traffic going overseas, and the cost of
the cable, equipment, boats, crew and design, the profit for using a single
line to handle both signalling and voice eaisly outweighs the amount of
"potential" loss due to fraud or bad connections. No one really cares.
If your wondering how your going to find a C5 trunk and access it for
free, then stop. Its really simple. Home Country Directs take care of it
for you. You just dial an 800/888 that's connected to another country.
Ive included an older list of HCD's accessable from Canada at the end
of this file.
Some terms you should know:
Terminal -- National
Transit -- International
Line Signalling
-----------------
This really only applies to C5, because R1 uses 2600Hz to sequentially
determine the state of line conditions.
Line signalling issues commands/responses that mess with the actual
connection of the line. Answer, Busy-Flash, Clear Forward and Clear Back
are all Line Signals. Though you only need to know about Clear Forward
for now, I'll give you a brief definition of the above.
Answer: This is a signal sent in the backward direction to indicate
that a connection has been established to the called party
and appropriate action (like billing) should begin.
Busy: This a signal sent in the backward direction to indicate
that the called party's line is not available. This doesn't
always mean the line is busy, it just means you can't talk
to them right yet.
Clear Forward: This is a signal, sent in the forward direction to tell
the incoming exchange to kill the current interregister
connection. Its pretty much the same thing as hanging up.
Sort of. :) (See clear backward)
Clear Backward: This is a signal, sent in the backward direction, to tell
the outgoing exchange to clear the current interregister
connection (disconnect the call from the [inter]national
network). To you, its almost useless.
Proceed-to-send: A signal sent in response to a seize, by the incoming
exchange, indicating that it is ready to recieve
interregister (routing) information.
Release Guard: A signal sent in the backward direction indicating
that the circut is free at the incoming end.
Seize: A signal sent in the forward direction to prepare the
incoming exchange for a call.
There are alot of other line signalls, but you'll have to look at the
refrences for those. The big ones to pay attention to now are Seize,
Release Guard, Clear Forward and Proceed-to-send.
To best describe the operation of line signalling, I'll use an example
of a call from John Smith in Albany, NY to a Johan Smitelly in Greece.
> = forward direction
< = backward direction
J.Smith: Dials Greece --+ Call is routed from the US to Greece.
|
|
|
1. >US: SEIZE
2. <GR: PROCEED-TO-SEND
3. >US: KP1-XXXXXXX-ST (Interregister, more later)
4. <GR: "Ring-Ring"
5. <GR: ANSWER
|
|
|
"Worst pot i've ever smoked!, Damn yank!!"
(Greece Hangs Up)
|
6. <GR: CLEAR BACKWARD
7. >US: CLEAR FORWARD
1. US takes hold of a line
2. Greece says Okay, where to?
3. US says "Terminal call, XXXXXXXX, go"
4. Ring
5. Greece says - "Hey! America, start billing your subscriber."
6. Greece tells america to let go of their circut.
7. America says let go of yours.
The call is over.
And thats pretty much it. After the clear forward the whole process
starts over again.
As a blue boxer, you must: Terminate your current call (with a Clear Forward)
Take control of a circut (With a Siezure)
Send your NEW routing info (KPX-XXXXXXXX-ST)
The incoming exchange will respond with all of the appropriate tones, because
it thinks your signalling equipment.
And this brings me into interregister signalling.
Interregister Signalling
-----------------
You learned how to take control of a line (with Line Signalling), but
you still don't know how to do anything with that line. Thats where
Interregister signalling comes into play. Interregister signalling is the
process of actually routing your call (telling it where to go). The cool
thing is that you can make your call go ANYWHERE (theoretically),
give yourself a higher priority then a regular caller, and gain access to
numbers that you can't get to through the regular telephone network.
Here are a few terms you will need to know:
KP1: Indicates the beggining of a terminal (national) routing.
KP2: Indicates the beggining of a transit (international) routing.
ST: Indicates the end of a routing.
I'll start with terminal calls.
A terminal call is one that is inside of the national network that owns the
trunk line. It's kind of like a local call, but fuck the regional boundries.
The format for a typical terminal call is:
KP1 - XXXXXXX - ST
Pretty easy. Just like R1. :)
Transit calls are formated a little diffrent because they obviously need
more information. The format for a typical transit call is:
KP2 - Country Code - Discriminating Digit - XXXXXXX - ST
The Discriminating Digit specifies what kind of caller you are
(or in some cases your language).
There are other routing formats, depending on what you want to do. Here
are some examples, just so it'll all sink in.
* Note:
F> = Forward direction (You send it)
R< = Backward direction (You hear it)
All examples start after a call has been placed to a C5 Exchange
in whatever country.
. Type of Call: Terminal, Automatic
Number to call: 506-674-7575
R< "Hello?"
F> CLEAR FORWARD
R< RELEASAE GUARD
F> SEIZE
R< PROCEED-TO-SEND
F> KP1-506-674-7575-ST
. Type of Call: Transit, Automatic
Number to Call: 44-602-86125
R< "Ci?"
F> CLEAR FORWARD
R< RELEASE GUARD
F> SIEZE
R< PROCEED-TO-SEND
F> KP2-44-10-602-86125-ST
. Type of Call: Terminal, Semi-automatic
Number to Call: English Code11(Inward) Operator
R<"Snakes Crack House, Snake speaking."
F>CLEAR FORWARD
R<RELEASE GUARD
F>SIEZE
R<PROCEED-TO-SEND
F>KP1-2-Code11-ST
There's enough there for you to work with. Enj0y. Other than a few
technical details, you should now know enough to get started on your own.
If you want more information, check out the refrences. Check out the
next session if you want to avoid alot of hassle.
Q & A session
-----------------
It would be really nice if everything were as easy as sending a never-changing
series of tones down a line. In the real world things don't work quite as
easily. The line signalling codes a VERY picky and need to be sent at
exactly the right time, with the proper delays in between signals.
This section will just run through alot of common problems and their
solutions.
Q. Where can I get a blue box?
A. Go download Scavenger Dialer, By Scavenger
ftp: ftp.fc.net/phrack
or
Write your own
or
Build a hardware bluebox (The Jolly Box)
Q. How do I know if the number Im calling goes through a C5 trunk?
A. Usually if you listen, you will hear wierd beeps before the phone
rings, when the person answers the phone, or after the called party
hangs up. These noises are actually signals being sent in the
reverse direction.
Q. Why can't I just blast tones, and how do I find the freq's??
A. The breaking-freq's of Blue boxing are alot like k0d3z to wAReZ k1dz.
Trading is a good way to get them, but you can also scan them. Typically
the timings will be:
Clear Forward | Seize
Length: 150ms + 150ms
|
Delay: 10ms |
When scanning, just adjust your timings by about 10 ms. The lengths
of Clear Forward, Delay, and Seize are all variable.
Q. I'm positive I'm sending the right tones with the right freqs.
Why isn't anything working?
A. Sound quality is a big issue too. The tones are picked up by energy level,
which means that they are volume sensitive. To much volume, to much
energy. To little volume, not enough energy. It wouldn't be a problem
if you could send tones DIRECTLY to the incoming exchange, but the call
is really routed through 2 national networks (outgoing and incoming)
over a potentially crappy multiplexed wire, and through a middle
transit international exchange. Sometimes the connections are so poor
you just have to hang-up (this is rare). Remember that the countrys
you are calling are only setup this way because it's affordable.
For instance- Iceland has mechanical switching equipment handling a certain
Canada-Iceland trunk. If you send signals quick enough, you'll actually
knock their equipment out of whack, and shut down the trunk until someone
manually puts the thing back on track. :) Just an example of the kind of
conditions you can expect.
If your playing the tones into a phone, make sure your phone has excellent
recpetion (Nortern Telecoms Harmony's are perfect), and use a small,
high-quality earphone.
If you pump the tones into the wire, make sure you get rid of any noise.
Q. I hear the release guard, but I can't sieze. Whats wrong?
A. You probably got your volume screwed, the timings wrong, or your
tones arn't pure enough.
Q. I only use Cellular. Can I still box?
A. It IS possible to box over a cell phone. Ive never done it myself, but
I know someone who has gotten it to work (after considerable effort)
Q. Why can't I call my pals back in the US?
A. Routing is an interesting problem. Not every trunk is allowed to route
everywhere. Sometimes you can only call certain countrys, and sometimes
you can't call any (other than terminal). Some require a routing code,
some don't. If you can dial transit calls to a limited number of countrys,
start playing with mutliple siezures.
Q. What are multiple Seizures?
A. You call one country, box to another, sieze the new country, call
another, etc... It's like finding a path through various countrys
to make it to your destination.
Q. Damn AT&T. Filtering my line. I'm gonna sue, but until then, what?
A. If your tones are being filtered by your telco, then add some noise.
You'll need find that small window that makes your tones valid enough
to signal, yet bogus enough to pass the filters. There are many
methods to doing this.
. Add side tones
. Dont use
. Constantly adjust your volume (to generate a warbeling effect).
Q. I have a big hack comming up, and I really DON'T want to get caught.
How can I maximize my chances of success via the Blue box?
A. The answer to that is politics. :) Go through countrys that are
on not-so-friendly terms with eachother. If the "attacked" country
cant find out where the call came from because the country that handled
the call refuses to cooperate, what can they do?
Tables and Charts
-----------------
Here's all of the info you need.
CCITT system 5 Line Signals
Signal Frequency(Hz)
--------------+--------------
Seizure 2400 *
Clear Forward 2600 + 2400 *
Clear Backward 2600
Proceed-to-Send 2600
Release guard 2400 + 2600
* Signals relevant to this
file. There are more
signals, but you can look
them up yourself if your
really interested.
CCITT syste 5 Interregister MF Signals
Signal Frequency(Hz)
------------+--------------
KP1 (term) 1100 + 1700
KP2 (trans) 1300 + 1700
Digit 1 700 + 900
2 700 + 1100
3 900 + 1100
4 700 + 1300
5 900 + 1300
6 1100 + 1300
7 700 + 1500
8 900 + 1500
9 1100 + 1500
0 1300 + 1500
Code11 700 + 1700
Code12 900 + 1700
ST (end) 1500 + 1700
List of Home Country Directs
-------------------------------
Australia Direct 800-682-2878
Austria Direct 800-624-0043
Belgium Direct 800-472-0032
Belize Direct 800-235-1154
Bermuda Direct 800-232-2067
Brazil Direct 800-344-1055
British VI Direct 800-248-6585
Cayman Direct 800-852-3653
Chile Direct 800-552-0056
China Direct 800-532-4462
Costa Rica Direct 800-252-5114
Denmark Direct 800-762-0045
El Salvador Direct 800-422-2425
Finland Direct 800-232-0358
France Direct 800-537-2623
Germany Direct 800-292-0049
Greece Direct 800-443-5527
Guam Direct 800-367-4826
HK Direct 800-992-2323
Hungary Direct 800-352-9469
Indonesia Direct 800-242-4757
Ireland Direct 800-562-6262
Italy Direct 800-543-7662
Japan Direct 800-543-0051
Korea Direct 800-822-8256
Macau Direct 800-622-2821
Malasia Direct 800-772-7369
Netherlands Direct 800-432-0031
Norway Direct 800-292-0047
New Zealand Direct 800-248-0064
Portugal Direct 800-822-2776
Panama Direct 800-872-6106
Philippines Direct 800-336-7445
Singapore Direct 800-822-6588
Spain Direct 800-247-7246
Sweden Direct 800-345-0046
Taiwan Direct 800-626-0979
Thailand Direct 800-342-0066
Turkey Direct 800-828-2646
UK Direct 800-445-5667
Uruguay Direct 800-245-8411
Yugoslavia Direct 800-367-9841 / 9842
* Thanks to the Phone Company for bringing
us this file
Conclusion
------------
I hope I've answered some of the more common question relating to signalling.
My intent was to provide an introduction to signalling. If you found this
file useful, please pass it along. If you think it sucks, write a better
one.
-LineMan
Greets go out to:
All 9X members -- W3rD up!
Cartel Members -- R0q 0n, b-ware the Delta
Scavenger -- You have the best dialer in t0wn.
Substance -- Ewe n33d some hash.
SL -- Good luck...
Sl0ppy -- ph3aR the GPk ph0Rc3z
QwiK -- Yo. B??36, <letorp>
Virus -- I got a job :)
Bspline -- Hi
TelcoNigga -- Wassup
The Kansas Crew -- Y0, I will visit!@#
BlackHeart -- Get a k0mpUd3r.
WildMan -- Java!@
"He who claims to know everything, knows the least of
all; for he is not aware of that which he does not know."

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STATION ID - 7091/6.411
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
Flygu's (flygu=lordofpain) Cellular Phreaking Guide For 96'
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
about flygu: well flyGu, is just my IRC nick, i am Lord Of Pain from
San Diego <whatsup 619>..i wrote dis cause Substance wanted
me to write something cool about cellular for his group 9x.
dis file will be released as a 9x release. thank you very much.
disclaimer: read this for learning. knowledge is power over those whom
opress our mind and soul. however, do not get arrested for
doing this. if you are gonna go down, go down as a fighter for
free thinking and our pathetic species. they want us to go down
for shit like this, so watch yourself.
thankx to: most thanx to the old school 619 people. they were around
and ran boards and supported the scene. (cj, bones, kludge,
doctor disector, mrfab, ,dr.who, g, tck, tem, iron reeper).
special thanx to : Vigilante,digitalorgasm,coolddude,mrfab,
bobdobbs,satan,emp,diabolus,sliver,and everyone else in 619.
thanx guys
NOW FOR THE MANUAL. . Cellular Phreaking Manual By FlyGU (lordofpain)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Cellular phones are great tools for any hacker/phreaker.
They can NOT be traced, they are mobile, and you can easily modify them.
Although CID for cellz is in the making (i am sure) al you have to do is
modify the cell over and over, and you wont get caught.
Before I teach you how to modify a cell phone. Let me teach you
the basics of how it works. Cellular companies have stations which
have honeycomb like structures called cells. Each cell is capable of
having certain number of calls and usually handles an area. The phone
sends its into to the tower, and it gets acess so it can place the call.
The phone actually sends and recieves at the same time. So there are 2
channels involved. If you know one, you know the other because they are
45 appart. (simple math, if you gonna be a phreaker/hacker you can atleast
figure this out. :} )...
ESN- electronic serial number
MIN- mobile identification number
NAM- numeric assignment module
FOVC- forward voice channel
FOCC- forward control channel
ROVC- reverse voice channel
RECC- reverse control channel
Your phone also has software in it. IT has a chip with actuall
sofware written to control its functions. Each make and brand name has a
different software. Software can be modified to your advantage. You will
learn more about this leater in this text.
Now that you know how it works you should know "how not to get
caught". Basically if you are doing a major hacking project, change
your physical location and the esn.min pair every 2 hours or so. If you
just call some LD boardz, then you can change it like ATLEAST once a day.
This is because of 3 simple things. The 1st is that the cellular company
has clonning detection. For example you are 20 miles away from the actuall
owner of a cellular phone. If he makes a call, then you make a call within
5 minutes a clonning flag goes off, because they know where you are located!
and since there is no way for him to get to where you are in 5 minutes a
security flag goes off on his account. Second reason is that they know
approximately what area you are in when you use the phone, so if they want
to catch you thell use directional antena and catch you. Thats
why if you move around alot and change pairs alot they cant catch you! and
third reason is the owner of the phone might get charged for your calls, so
switch pairs around so that you dont ruin someones life! (have morals in all
that you do, your morals dont have to be what society wants them to be, just
set them for yourself.)
The company that makes the cell puts a permanet ESN on your phone
which is not made to be changed. It is permanently burned into a chip. Your
phone also has software thats in it. Its kinda like a cellular operation
system. Each type and brand of phone has different software. All phones
allow you to change the NAM and other features. So here lets assume you
already got a pair you want to put into the phone (ill teach you how to
snag pairs later in this manual). There are several ways you can do that.
On some phones you can make a cable and use software on your computer to
change the esn.min pair. This software is readily available to you on
the internet. There is a second way which is 100% better then the first.
You can burn new software into your phone that will alow you to change the
ESN and store it at a different location. You can make this software if
get the original software (you gonna have to read the chip, then work
your way to the origian software) and add some minor adjustments to it.
If you do not have programming skills you can go to your web browser and
go to www.l0pht.com and go to drwho's radiophone (its in archives) and
you will find what you need there. So now you that you have that, can
now change the esn, and you can change the min. Thats it! you just now
clonned a cellular phone. But dont think that is it, hundreds of other
fun things you can do with your cellular phone.
Ok. You now have a phone that allows you to change the ESN and the
NAM. But what fucking good is that gonna do you if you cant get (snarf) the
ESN.MIN pair. There are alot of ways to get pairs i will present some
methods to you that already work and at the end of this manual i will
include some ideas you can try that no one else has tried before.
Method 1
_____________________________________________________________________________
the simplest way is this. tzanger wrote this little segment on irc the other
day so method one is his
three components make the hardware:
comparator, PLL and XOR gate. take the discriminator's output from the
scanner tuned on ROVC and feed it to the op amp, tune the PLL for 10khz and
run its output and the incoming datastream thrugh the xor. dats it, after
you do this you should have a bunch of ddi info. SIMPLE!
______________________________________________________________________________
Method 2
_____________________________________________________________________________
There is software available that you can use with your modified
scanner to recieve pairs using your computer. look for it on the net.
i suggest trying all the web search engines. i have seen that stuff on
alot of pages i visited...i used tzanger's text that he wrote it in a way
that you guys can easily understand.
____________________________________________________________________________
Thats it. Its that simple. This works very easily, your scanner picks up the
RECC (reverse channels where the pairs are transmitted) then you just convert
them to readable format. simple!
But clonning is not all you can do with your cellular phone.
You can monitor other calls with your cellular phone also. The only
problem is handoffs. They occur because a person moves out of range from
a cell, and a handoff occurs. He gets transported to another cell.
But this can also be easily conquered. If you have a Motorola all you have
to do is put it into test mode, and unmute the audio, and go to a channel
and listen! So your cellular phone can also be a tracking and spying device.
The posibilities are unlimmited. have lots of cellular phun!
---experimental ideaz for your hungry mind to munch on----------------
i have personally seen with my own eyes a cellular phone pick up the
channel where ESN.MIN's are transmited (yes i heard it, the transmition
of the pairs makes the most annoying noise i have ever heard. hehehe).
so now all you gotz to do is convert them and store them.. i believe
that someday someone will create a phone that can do that. you can also
convert somehow (think hard, i wont give you this one) and store in
your computer.......i even heard rumors that someone had a phone that
works like this: you put the number you want to call, push send, then
the phone snarfs a pair, and uses it just for that one call! i also
heard rumors of phones having 1000 esn.min's in them, and they use them
up slowly. I AM NOT SURE IF THESE RUMORS ARE TRUE, THEY CAN BE LIES..
but we can make them true. cause H/P is all about learning and trying.
__________________________________________________________________________
# end. i made this manual short and complete. i am lazy. if you want to learn
more i suggest asking someone who cares because i do not. i wrote this to
help those who are motivated enough to get off there ass and learn more.
_____________________________________________________________________________
_
|*|
Author: flygu (a.k.a Lord Of Pain) |*|
_______|*|
/*12345678#\ <---- :-)
|__________|
| |
FLYGU thinks that OKI | 1 2 3 |
is da SHITZ! | 4 5 6 |
| 7 8 9 | <--------- hail da oki!
| * 0 # |
|RclStoAlMe|
btw: did i forget to |Snd Cl End|
say that oki's rule! |-+oki900__|
|__________| <---oki900. da best phone!
find me on IRC as flygu, or on a BBS as Lord Of Pain..talk to me if you wish
______________________________________________________________________________

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STATION ID - 7047/3.12
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
Author : OneThought
Subject: Hacking the HP3000/MPE Platform
There have been several write ups written in the past about the
MPE operating system and how to hack it. To me many of these are
out of date with the times or havent gone into certin aspects of
the MPE-iX OS. To start this off i am going to shatter the myth
right now that the MPE is a out of date operating system and is
"not worth hacking" a phrase i have heard more then once now a
days. The HP3000/MPE OS is still ideal for a small work place of
10-15 terminals, several of these servers networked together creates
a powerful accounting and work system , Infact the MPE OSes latest
version was released in 1995 (MPE-iX 5.0) and is already being picked
up by several companies. Right now you are asking yourself "Why should
i hack a HP3000?". Besides being a fun system to navigate around, in
many cases HP3000s have some very good information inside of them.
Credit Card #s, Employees personal information, Payroll files are
all kept on HP3000s.
#Finding a HP3000.#
When it comes down to finding a HP3000 your options are limited.
Your best luck will definetly be scanning business exchanges, However
you may also find a few inside the network information system of some
unix boxes on the net. You will know when you have found one by the
MPE XL: Prompt on older MPEs,MPE/iX, or MPE/V. If you are unsure of
one being a HP3000 simply type some random letters at the prompt and
press enter. If it is truely a HP3000 you will get the message
"EXPECTED HELLO COMMAND".
#Getting inside.#
If you are attempting to hack a unsecured HP3000 then factory
defauts will suffice most of the time. The following is a list
of default accounts and some password protected accounts.
ADVMAIL.HPOFFICE
MGR.HPDESK
MGR.ROBLLE
MGR.VESOFT
MGR.WORD
MGR.INTX3
MGR.CAROLIAN
MGR.XLSERVER
MGR.CONV
MGR.HPP187
MGR.HPP189
MGR.HPP189
MGR.HPP196
MGR.HPOFFICE
MGR.CCC
MGR.RJE
MGR.SYS Acct password: LOTUS
MGR.ITF3000
MGR.SECURITY
MGR.HPWORD
MGR.TELESUP Acct password: HPONLY User Password: MGR
MGR.COGNOS
MGR.HPONLY
MGR.NETBASE
MGR.CNAS
MGR.REGO
MAIL.NETBASE
MAIL.MAIL
MAIL.TELESUP
MAIL.HPOFFICE
MAILMAN.HPOFFICE
OPERATOR.SUPPORT
OPERATOR.SYS
OPERATOR.COGNOS
OPERATOR.SYSTEM
OPERATOR.DISC
FIELD.HP
FIELD.HPUNSUP
FIELD.HPWORD
FIELD.SERVICE Acct password: HPWORD
FIELD.SUPPORT,PUB
FIELD.HPP187
MANAGER.SYS
MANAGER.COGNOS
MANAGER.HPOFFICE
MANAGER.ITF3000
MANAGER.SECURITY
MANAGER.TCH
SYS.TELESP
WP.HPOFFICE
SPOOLMAN.HPOFFICE
RSBCMON.SYS
PCUSER.SYS
Use the following default accounts listed above to login as
souch.
:HELLO MGR.SYS,PUB
Login Command: HELLO
Username : MGR
Account name : SYS
Group Name : PUB
When trying account and user names sometimes you will get the
message "ACCOUNT EXISTS, USERNAME DOES NOT". This means that you
have enterd a valid account but not a valid user name. The same
goes for "ACCOUNT/USERNAME EXIST BUT NOT IN HOME GROUP". Here
you must include a valid group name with the login account name
and user name.
*Note The group name is not required to be typed at the login prompt
most of the time.
#Barriers that will stand in the way of gaining access to a HP3000.#
Terminal password. Sometimes you will log in on a default account
and then recieve the prompt
TERMINAL PASSWORD:
The terminal password is a eight bit alpha password that is not
a normal feature of HP3000s, But some system administrators request
it being on a new system. The only way to get by this is a brute
force attack, or going out and doing some field work i.e trashing
at the companys location,social engineering, etc etc.
Another problem you may run across is a terminal that will not
accept logins from certin accounts. When running into this you will
need to find another account that can login on that terminal.
Case in point:
CONNECT 9600/ARQ/V32/LAPM/V42BIS
MPE XL:HELLO OPERATOR.SYS
HP3000 RELEASE: B.40.00 USER VERSION: B.40.00
FRI, JUN 28, 1996, 6:11 PM
MPE/iX HP31900 B.30.45 Copyright Hewlett-Packard 1987.
All Rights Reserved.
YOU ARE AT A TERMINAL THAT
YOU ARE NOT ALLOWED TO USE
SO NOW I LOG YOU OFF.
END OF PROGRAM
CPU=1. CONNECT=1. FRI, JUN 28, 1996, 6:11 PM.
NO CARRIER
Something else you may run into is closed sessions. This means that
at that time the system cannot create a new session for a number of
reasons, Maximum of users are already signed on or logins are not allowed
at that time. The best thing to do when running into that is to try again
every few hours till you are allowed to start a new session.
Case in point:
CONNECT 9600/ARQ/V32/LAPM/V42BIS
MPE XL: HELLO MGR.RJE
CAN'T START A NEW SESSION (CIERR 970)
NO CARRIER
The last thing i will cover when it comes to barriers on HP3000s
is the VESOFT add on. I will not go into this in depth but just give
you a rough over view. First off to identify a system running VESOFT
you will have MPE/V: as your prompt. There will be no default accounts
on this system, if you get in by other means it will be extremly
restrictive and secure. Your best hope here is to give up.
The first thing that you will want to do once inside is find out what
access (if any) that you have. This is done by doing a LISTACCT.
Case in point:
:LISTACCT
********************
ACCOUNT: <What ever acct you are>
DISC SPACE: 0(SECTORS) PASSWORD: **
CPU TIME : 2(SECONDS) LOC ATTR: $00000000
CONNECT TIME: 2(MINUTES) SECURITY--READ : ANY
DISC LIMIT: UNLIMITED WRITE : ANY
CPU LIMIT : UNLIMITED APPEND : ANY
CONNECT LIMIT: UNLIMITED LOCK : ANY
MAX PRI : 150 EXECUTE : ANY
GRP UFID : $055E0002 $0AC53AD3 $0055A7BE $2C052855 $04A775F1
USER UFID: $00000000 $00000000 $00000000 $00000000 $00000000
CAP: AM,ND,SF,BA,IA
Most of this is self explanitory. The imprtant part to look at
is the CAP: section. Here is the capeability list needed to understand
what access you have.
Abrev. Capeability.
SM System Manager
AM Account Manager
AL Account Librarian
GL Group Librarian
DI Diagnostician
OP System Supervisor
NA Network Administrator
NM Node Manager
SF Permanent Files
ND Access to nonsharable I/O devices
UV Use Volumes
CV Create Volumes
CS Use Communications Subsystem
PS Programmatic Sessions
LG User Logging
PH Process Handling
DS Extra Data Segments
MR Multiple RINs
PM Privilaged mode
IA Interactive Access
BA Local Batch Access
Now compare the chart i have just included with what ever
account you have. This will dictate what privilaged commands
you may be able to execute as i will describe later in this file.
#Making yourself an account#
Making yourself an account requires SM or AM access. On some ocasions
you will not be able to make an account with AM access if the System
Manager has modified your account. You will be able to give your new
account equal access as the one you are on when making it.
Case in point:
:NEWUSER <User id> <Group Id> <Password>
The same can also be said for the following commands..
:NEWGROUP <Group ID> *Creates a new group, very noticeable
:PURGEUSER <User ID> *Delites a user
:PURGEGROUP <Group ID> *Delites a group.
#Time to look around.#
You now have hopefully created a new account and know what access
you have. Now it is time to check the system out. First you will need
to know how to use the help file, as HPs may differ from version
to version. Type HELP <item you need help with> and it will bring
up other words to look at or a section of the help file. Do NOT type
HELP as the entire MPE manuel will be scrolled on the screen, Taking
aproximetly 18 minutes to be fully scrolled.
To find out how big this system is and what devices are available
type..
:SHOWDEV
LDEV AVAIL OWNERSHIP VOLID DEN ASSOCIATION
1 DISC N/A
2 DISC N/A
3 DISC N/A
4 DISC N/A
5 AVAIL
6 SPOOLED SPOOLER OUT
7 AVAIL
8 AVAIL
9 AVAIL
10 A AVAIL
11 AVAIL
12 AVAIL
13 AVAIL
14 AVAIL
15 AVAIL
16 AVAIL
17 AVAIL
18 AVAIL
19 AVAIL
20 A UNAVAIL #S8886: 8 FILES
21 A AVAIL
33 SPOOLED SPOOLER OUT
40 SPOOLED SPOOLER OUT
103 J AVAIL
104 J AVAIL
105 J AVAIL
106 J AVAIL
107 J AVAIL
108 J AVAIL
109 J AVAIL
110 J AVAIL
111 J AVAIL
112 J AVAIL
113 J AVAIL
114 J AVAIL
115 J AVAIL
116 J UNAVAIL #S10041: 8 FILES
117 J AVAIL
This will give you a reference for downloading which i will cover
later.
#Navigating commands around groups and files#
LISTF @ Lists every file in your current group
Case in point:
:LISTF @
FILENAME
ABORTEST ACCTJOBS AIFKUF ALOCATEJ ANSTART ANSTAT
ANSTOP ANUTIL ASOCTBL ATCUT000 ATCUTIL AUTOHIST
BACKUP BDLABEL BDLT BDMO BDREPORT BDXM
BRW BRWACCSD BRWAPPD BRWC000 BRWCOMP BRWCONV
BRWD3000 BRWDL000 BRWDLIST BRWDUSER BRWEMPTY BRWEXEC
BRWEXECO BRWF000 BRWGEND BRWJ000 BRWL000 BRWLIST
BRWM000 BRWSD BRWSDEXT BRWSETUP BRWSTART BRWSTOA
BRWSTRM BRWXL BUILDINT BULDACCT CATALOG CATTUTIL
CCMSGCAT CDCAT CDMGR CDMGRSKT CDSERVER CDSRVSKT
CDSTARTJ CDSTOPJ CEUDCS CHRDEF01 CHRDEF02 CHRDEF03
CHRDEF04 CHRDEF06 CHRDEF51 CHRDEF56 CHRDEF61 CHRDEF66
CI CICAT CICATERR CKINST CLS1 CMSTORE
COB74XL COB74XLG COB74XLK COB85XL COB85XLG COB85XLK
COBCAT COBCNTL COBEDIT COBMAC COBOL COBOL85
COBOLII COBUDC COMMA
LISTF @.@ Lists all the files in every group on your account.
LISTF @.@.@ Lists ALL files in every group on the system
*If you are in a rush for time dont use the above command.
LISTF @.<Group ID>.<Acct ID>, -1 Lists a specific users files.
LISTF @.@.@,2 Lists all files on system with group and account name.
DSCOPY <fname>.<group id>.<acct id> to <fname>.<group id>.<acct id>
^ Copies files from one account to another.
PURGE <fname>.<group id>.<acct id> Delites a file.
RENAME <old file>.<group>.<Acct>,<New file>.<Group>.<acct>
^ Renames a file.
RUN <File name>.<Group ID>.<Acct ID> Runs a file.
EDITOR <Filename>
Case in point:
:EDITOR <Whatever file here>
HP32201A.09.00 EDIT/3000 FRI, JUL 5, 1996, 5:01 AM
(C) HEWLETT-PACKARD CO. 1993
/
/END
:
Just type "END" to leave the editor.
To download use :DOWNLOAD <device>,<file>
*Refer back to SHOWDEV to figure out which device to use on the system.
#Other useful and not so useful commands#
SHOWCATALOG = This command will show commands unique to that system.
Case in point:
:SHOWCATALOG
SYSUDC5.UDC.SYS
SPENTRY SYSTEM
EDIT SYSTEM
COBOLII SYSTEM
ED SYSTEM
KSAM SYSTEM
COBEDIT SYSTEM
SJ SYSTEM
FORMSPEC SYSTEM
ENTRY SYSTEM
SO SYSTEM
SM SYSTEM
FREE5 SYSTEM
SH SYSTEM
L SYSTEM
QUAD SYSTEM
MPEX SYSTEM
MPEXLOGON SYSTEM
QEDITOR SYSTEM
GOD SYSTEM
JOBMASTER SYSTEM
SJ SYSTEM
SJJ SYSTEM
SJS SYSTEM
QUIZ SYSTEM
QUIZR SYSTEM
CONVRPO SYSTEM
QUICK SYSTEM
COGHELP SYSTEM
PHINIT12 SYSTEM
PHSRVN SYSTEM
PHSRVS12 SYSTEM
PHSRVS SYSTEM
CVRPO12E SYSTEM
SETPOWERHOUSE SYSTEM
RESETPOWERHOUSE SYSTEM
PHRUNPROG SYSTEM
PHRUNINTERBASE SYSTEM
GBAK SYSTEM
GCSU SYSTEM
GDEF SYSTEM
GDSCSERVER SYSTEM
GDSRSERVER SYSTEM
GDSLOCKPRINT SYSTEM
GDSRELAY SYSTEM
GFIX SYSTEM
GLTJ SYSTEM
GPRE SYSTEM
GRST SYSTEM
GSEC SYSTEM
GSTAT SYSTEM
ISCINSTALL SYSTEM
QLI SYSTEM
SETINTERBASE SYSTEM
RESETINTERBASE SYSTEM
PLISTF SYSTEM
FINDDIR SYSTEM
FINDFILE SYSTEM
LISTDIR SYSTEM
DISCUSE SYSTEM
SH SYSTEM
HPMPETOHFS SYSTEM
HPLISTFCLEANUP SYSTEM
HPPARSEFEQ SYSTEM
REPORT = Lists CPU allocation, disk allocation, disk volume, and
connect time for your group.
Case in point:
:REPORT
ACCOUNT FILESPACE-SECTORS CPU-SECONDS CONNECT-MINUTES
/GROUP COUNT LIMIT COUNT LIMIT COUNT LIMIT
RJE 0 ** 2 ** 2 **
/PUB 0 ** 2 ** 2 **
SHOWJOB = Lists all users and their group information along
with their session number and the availability to accept messages in
the form of QUIET for not being able to accept messages.
Case in point:
:SHOWJOB
JOBNUM STATE IPRI JIN JLIST INTRODUCED JOB NAME
#J11627 EXEC 10S LP FRI 1:11A GLPOSTJ,MGR.HPFAS
#J11625 EXEC 10S LP FRI 1:11A ARPOSTJ,MGR.HPFAS
#S9651 EXEC 302 302 FRI 1:19A LDEV220,PRINT.SPI
#S9650 EXEC 221 221 FRI 1:18A LDEV221,FORM1.SPI
#J11626 EXEC 10S LP FRI 1:11A APPOSTJ,MGR.HPFAS
#S9725 EXEC 116 16 FRI 9:30P MGR.RJE
#S8886 EXEC 20 20 FRI 10:20A CONSOLE,OPERATOR.SYS
#J11628 EXEC 10S LP FRI 1:11A MAXSTART,MGR.HPFAS
#S9652 EXEC 117 117 FRI 1:45A SPIM1.SPI
#S9656 EXEC 213 213 FRI 6:59A MIS,MGR.HPFAS
#S9701 EXEC 202 202 FRI 12:53P PRINT1.SPI
#S9721 EXEC 214 214 FRI 4:56P MSPENCE.SPI
#S923 EXEC 211 211 FRI 7:39P SUPV.SPI
13 JOBS:
0 INTRO
0 WAIT; INCL 0 DEFERRED
13 EXEC; INCL 9 SESSIONS
0 SUSP
JOBFENCE= 7; JLIMIT= 8; SLIMIT= 30
CURRENT: 6/28/96 21:44
JOBNUM STATE IPRI JIN JLIST SCHEDULED-INTRO JOB NAME
#J11607 SCHED 8 10S LP 6/28/96 22:15 FOBACKUP,MGR.SPI
#J11602 SCHED 8 10S LP 6/28/96 23:27 PSI0560J,MGR.SPI
#J11603 SCHED 8 10S LP 6/28/96 23:30 CPMNT2AJ,MGR.SPI
#J11605 SCHED 8 10S LP 6/28/96 23:35 PSI0560J,MGR.SPI
#J11608 SCHED 8 10S LP 6/29/96 0:30 SPIOFF,MGR.SPI
#J11639 SCHED 8 10S LP 6/29/96 5:00 PSI0890,MGR.SPI
#J11642 SCHED 8 10S LP 6/29/96 7:00 SLHCHCKJ,MGR.SPI
#J11866 SCHED 8 10S LP 6/29/96 16:00 UOMCHCKJ,MGR.SPI
#J10694 SCHED 8 10S LP 6/29/96 17:00 CAPCHCKJ,MGR.SPI
#J11885 SCHED 8 10S LP 6/29/96 18:00 NEWPRCEJ,MGR.SPI
#J11886 SCHED 8 10S LP 6/29/96 19:30 ORDERSJ,MGR.SPI
#J11636 SCHED 1 10S LP 6/30/96 4:00 VENDLIST,MGR.HPFAS
#J11892 SCHED 1 10S LP 6/30/96 4:00 VENDLIST,MGR.HPFAS
#J10720 SCHED 8 10S LP 7/ 1/96 0:00 WEEKINV,MGR.SPI
#J6568 SCHED 8 10S LP 7/ 1/96 6:30 DOWNTBJ,MGR.SPI
#J11884 SCHED 1 10S LP 7/ 1/96 17:15 BPOSTAR,MGR.HPFAS
#J11889 SCHED 1 10S LP 7/ 1/96 20:00 BPOSTAP,MGR.HPFAS
#J11890 SCHED 1 10S LP 7/ 1/96 20:10 BPOSTGL,MGR.HPFAS
#J11891 SCHED 1 10S LP 7/ 5/96 20:15 AUDITRPJ,MGR.HPFAS
19 SCHEDULED JOB(S)
Commands that you wont want to use..
SHOWTIME Shows the current time.
TELLOP <message> Messages Operator.
SETMSG ON/OFF Sets your availability to recieve messages.
TELL <Job>,<User>.<acct>; Message Sends a message to someone signed on.
#Logging off#
To log off just type BYE or EXIT at the prompt. You will then recieve
this logoff message..
:BYE
CPU=43. Connect=33. SAT, JUN 29, 1996, 1:03 AM.
NO CARRIER
#Conclusion#
I hope this file will spawn possible intrest once again in HP3000s
and the MPE Platform. HP will continue to support the MPE platform
for a very long time and with the extensive business software and
porting of unix to MPE systems you should expect to see these systems
for a few more decades. Greets to Black IC for his VESOFT write up
and to The Underground Consortium for their Hewlet Packard support.

View File

@@ -0,0 +1,100 @@
STATION ID - 7091/6.411
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
9x is Substance, Schizo Man, Grampa Elite, and Firebug
The Distro Sites
Another Way of Life (518)
The Phantom Tollbooth (718)
-----------------------------------------------------------------------------
- Internet Hacking vs. Local Hacking -
- Writin in 1996 by Grampa Elite -
Here we go, i will try to as unbiased or whatever as possible because
I know some people prefer nethacking to localhacking or visa versa, so i'll
try to bring out the good and bad points of both areas of hacking. If you
think i missed something or forgot to add something important let me know.
3587198561297862709856787112157-LOCAL HACKING-7125612876512874512745217845149
Local hacking apposed to nethacking is considerably easier for
instance, local systems arent usually that secure and probobly have some
default accounts with the default passwords still running. I have gotten
into many a local system using default login/password's. Or you can use a
cn/a to find out there address and go trashing wherever the system is at to
possibly find some valid login's. Or you can find there voice line and do
some social engineering which you can also do with systems on the internet.
For instance do some homework on who works there and find out when he leaves
and comes to work at whatever place it is another plus is to find out what
his voice sounds like, i can do just about anybodys voice except women's.
Then you call when he's not there and give them some bullshit story, and
don't try that line that zero cool gave that one guy working at gibson or
whatever the hell that company was in the movie hackers, because it aint
gunna happen.
But before you start breaking into systems you have to find them.
You can accomplish this by either scanning your whole area code or by doing
more social engineering and getting the dialup that way. But before you
start scanning your whole ac you better find out if you have unlimited
calling or if it has a limit and after that you pay a certain ammount per
call. A way to defeat this is to either get a unlimited calling thing for
your line, or hack your local switch (which is also local usually)and change
your line using rc commands or what have you. Local hacking other than x.25
is what you want if you want to get into companys and shit instead of i-net
providers. You can also get to other systems by hacking locally, say you
hack into some sort of unix and you checkout there /etc/uucp/Systems file if
they have it and then you can CU to those systems or you can CU to some ld
bbs, its also good for a diverter which you will need when you hack locally
because it is alot more risky hacking locally if you dont have alot of
diverters or bounce it through some ld carriers or pbx's or whatever. It is
alot easier for people to trace you or fuck they could be running ani and you
could get busted or worse. In other words be carefull about what you are
doing, and who you are doing it to, this applies to all hacking, no matter
where or when there are some things you just don't do.
3587198561297862709856787112-INTERNET HACKING-7125612876512874512745217342845
Internet hacking is fun also because there are tons of systems out
there waiting to be broken into unlike local hacking where if you live in a
small city there aren't many systems. Although internet hacking isn't as
easy as local hacking because some systems have firewalls and have all there
bugs patched there are more ways to break into systems than local
hacking. Some people consider irc haxoring to be internet hacking, i don't.
Just because you have a script that you didnt even write that sends you
people's passwd files or adds your address to there .rhosts file doesnt mean
your a hacker (sorry had to get that out of my system, blah). Anyways, all
the exploits writin usually are for linux it seems so you are kind of
restricted to hacking linux unless you can find some way old version of SunOS
or if you find an Ultrix or sumthin stoopit. There is a program out there to
scan ip's but i havent used it yet so i don't know if its any good or what.
And of course there is the famous iP spoofing, whichis defeated if the system
you are attacking has a properly setup firewall or a secure router or what
have you. Some systems don't have there firewalls correctly installed so
they have some false sense of security until you break in. Although i-net
hacking isn't as risky as local hacking you can be traced no matter what you
think, you can be traced. And once they get your info your sunk because you
were probobly over state lines when they traced you and so they'll call in
the FBI which is not cool.
So make your own decision try both to see which one you like the best
or the one you think works the most with you, one has more systems and the
other is easier to hack, one has mostly small systems and the other has
mostly corporations and businesses.
-----------------------------------------------------------------------------

View File

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STATION ID - 7091/6.411
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
9x is Substance, Schizo Man, Grampa Elite, Firebug, and Dave
The Distro Sites
Another Way of Life (518)
The Phantom Tollbooth (718)
-----------------------------------------------------------------------------
- A listing of South Western Bell Lineman Work Codes -
- Written by: Dave S.O.B. -
I. Introduction
Have you ever wanted to bullshit a telco. employee but you either
don't have the proper acronym or code that would help convince them? Well
here is, practicly, complete listing of all of the Disposition Codes that I
found on a trash run. Hope they come in hand for ya.
II. Table of Contens
I. Introduction
II. Table of Contens
III. Disposition Codes
III. Dispostion Codes
[The following is an exact word for word type up]
Dispostion Code 01XX - Station Set, Buisness Services:
This code applies to all troules located in TELCO-provided station set
equipment, including the mounting cord and handset cord, when used for OCS
classes of service.
Disposition Code 02XX - Other Station Equipment, OSC Buisness Services
(or Public Services):
This code applies to all troubles in station equipment (other than station
sets) including switchboards, PBX systems, switching equipment on the
customer premises, etc. and to Public Services (COIN) station equipment.
Dispostion Code 03XX - Station Wiring
0310 Premise Termination: Coin/Coinless
0370 Network Termination: Other
0371 Protector: Applies when trouble is located in a protective interface
0373 Network Interface: Applies when trouble is located in network interface
0375 Network Terminating Wire: Applies when trouble is located in the wire
between the protector/cable termination and the network interface of
demarcation
0378 Side Wall - Jumper missing
0379 Side Wall - Jumper wrong
0380 Drop Other
0381 Aerial-Paired: Applies to trouble located in one-pair aerial drop
service wire
0382 Aerial-Multiple: Applies to trouble located in multiple-paired aerial
drop service wire
0383 Buried Drop - Repaired Initial Dispatch: Applies to trouble located in
buried drop and total repaired on first dispatch
0384 Buried Drop - Temporary Places, No Recon: Applies to trouble located in
buried drop and a subsequent visit is not needed for drop retermination
0385 Buried Drop - Temporary Placed, Recon Required: Applies to trouble
located in buried drop and a subsequent visit is needed for drop
placement and recon.
0386 Drop, Left In: Applies to trouble located in a drop terminated to the
cable pair at a location other than that of the subscriber's
0387 Drop Reversed
0388 Buried Drop - Drop Not Buried: Applies when temporary drop is removed
and newly placed buried drop is reconned
0389 Temporary Drop Not Buried - Repaired: Applies to trouble located in the
temporary drop and it is repaired
0390 Network Miscellaneous Apparatus
Disposition Code 04XX - Outside Plant
0401 Pair Transferred - Defective Pair Left: Applies when service is restored
by transferring the customer's service to a different cable pair and the
original defect is not corrected.
0402 Pair Cut Dead To The Field: Applies when service is restored by removing
faulted conductor bridge tap which has affected the custmoer's service
and the original defect is not corrected
0403 Pair Transposed: Applies when conductors are transposed between two or
more points to restore customer service and the original defect is not
corrected
0404 Defective Section/Temporary Drop Placed: Applies when trouble is located
and a drop is placed as a temporary cable between terminals.
0405 Defective Pair - Encapsulated Plant: Applies when trouble is
encapsulated plant and pair is not fixed
0407 Pair Transferred - No Defective Pair Left: Applies when service is
restored by transferring the customer's service to a different cable pair
(usually for record purposes) and no defective pair is involved (i.e.,
pair left off cable transfer, telephone numer assigned on wrong pair).
0410 Cable Other: Applies when the trouble is fixed in the cable facility not
listed elsewhere
0411 Sheath: Applies when damaged cable sheath or turnplate must be repaired
to clear a trouble report
0412 Cut Cable: Applies when a cable has been cut or damaged and must be
repaired to clear trouble reports
0413 Wet Cable: Applies when a cable has gotten wet and must be dried and/or
cutaround to clear trouble reports
0416 Conductor: Applies when trouble is located in cable conductors, such as
defective insulation, etc.
0420 Closure/Splice Case: Applies when trouble is located in cable closures
and splice cases
0421 Temporary Closure: Applies to trouble located in temporary type closures
0423 Encapsulated: Applies to a trouble located within an encapsulated splice
or closure. Includes troubles resulting from a defect in material,
workmanship during construction, or maintenance activites of an
encapsulated splice
0426 Ready Access Splice Case: Applies to trouble found in a ready access
type splice case
0430 Terminal - Other: Applies to trouble found in a terminal not otherwise
listed
0431 Ready Access Terminal, All: Applies to trouble found in ready access
type terminals in aerial or buried plant
0433 Fixed Count Terminal, All: Applies when trouble is located in fixed
count terminal in aerial or buried plant
0436 Cross Box, RAI/SAI: Applies when trouble is located in a serving area
interface or FX box
0440 Wire/Dual Plant - Other: Applies when trouble is located in wire or dual
wire plant not elsewhere listed
0442 Open/Rural Wire: Applies when trouble is located in wire for
distribution, i.e., open wire, c-rurual wire, and d-underground wire
0470 Pair Gain System: Applies when trouble is located in the Remote Terminal
of the pair gain system
0471 Repeater Failure: Applies when trouble is located in the repeater of a
Pair Gain System
0472 Battery Failure: Applies when trouble is located in the battery of a
Pair Gain System
0473 Common Circuit Pack: Applies when trouble is located in the common
circuit pack of a Pair Gain System
0474 Channel Unit Exchange: Applies when trouble is located in the channel
unit (exchange type)
0475 Channel Unit Special: Applies when trouble is located in the channel
unit (special type)
0476 Routing: Applies when trouble is with the routing
0477 Rectifier Failure: Applies when trouble is caused by rectifier failure
0478 Wiring: Applies when trouble is caused by the wiring
0470 Commercial Power Failure: Applies when trouble is caused because of
commercial power failure
0480 Cable Miscellaneous/Other
0481 Pole/Guy/Anchor/Trench: Applies when a trouble is the result of a pole,
guy, anchor, route signs, or trench associated with outside plant
0483 Fiber Optics - All: Applies when a trouble is the result of conditions
associated with fiber optics
Disposition Code 05XX - Central Office
0511 Common Equipment
0512 Linkage/Network/Grid
0513 Line Equipment
0514 Billing Equipment
0515 Trunk
0516 Public Service Trunk
0520 Translations - Other
0521 Generic Work Error
0522 Generic Program Error
0523 Parameter - Work Error
0524 Parameter - Document Error
0525 Line - Work Error
0526 Line - Document Error
0527 Network - Work Error
0528 Network - Document Error
0530 Intercept or Disconect Document Error
0531 MDF Cross-Connection Missing
0532 MDF Cross-Connection Broken
0533 MDF Cross-Connection Work Error
0534 MDF Cross-Connection Document Error
0535 Other Cross-Connection Work Error
0536 Other Cross-Connection Document Error
0537 Billing Cross-Connection Work Error
0538 Billing Cross-Connection Document Error
0539 Intercept or Disconnect Work Error
0540 Other Frame
0541 Defective or operated protector
0542 Missing Protection Device
0543 Reversing Device
0544 Terminal - Wire Clipping
0545 Terminal Connection
0546 Test Cord
0550 Other Power
0551 DC Power Equipment
0552 AC Power Equipment
0553 Ringer Plant
0554 Standy Emergency Power
0560 Miscellaneous Equipment - Other
0561 Radio System
0562 Line Testing Equipment
0563 Concentrator
0564 Range Extender - Applies when a report is the result of a defective
range extender
0565 Carrier System
0566 Automatic Message Acconting Recording Center
0580 Pair Gain System/RSS Other
0583 Common Circuit Pack
0584 Channel Unit Exchange
0585 Channel Unit Special
0586 Carrier Unit Replaced (AML/SLC-1)
0587 Power
0588 Wiring
Disposition 06XX - Costumer Action
0600 Customer Action: Applies when a trouble report results from customer
error or misuse of features in conection with custom calling service
Disposition 07XX - Test OK
0701 MC Retest Ok
0708 SCC Test Ok
0711 Test OK (Maintenance Center Use Only)
0715 Customer Cancel Original (CSB Use Only)
0717 Lead Test Ok
0720 Link Retest Ok
0730 Test OK TAN (Technician Use)
0747 Test OK (Front End Closeout)
0750 CSB Retest OK
Disposition Code 08XX - Found OK - In
0800 Found OK - In
Disposition Code 09XX - Found Ok - Out
0901 Found OK - Out, Non-Cable: Applies when trouble condition is determined
to be FOK between the serving terminal and the customer's side of the
protector/network interface
0910 Found Ok - Out, Cable: Applies when trouble condition is determined to
be FOK between the serving terminal and the field side of the central
office
Disposition Code 10XX - Referred Out
1001 Referred Out: Applies when trouble reports are referred to other
Maintenance Centers, agencies or departments not normally involved in
the trouble clearing effort
Disposition Code 12XX - Customer Provided Equipment
120X Voice Messaging Service
1201 Voice Messaging Service 0 All
121X Maintenance Contract (Inline/Inline Plus)
1210 Cord: Customer has maintance contract and a defective mouting cord was
replaced
1211 Loaner Set Provided: Applies to those customers with an inline+
agreement, in which a loaner set is provided, or when the customer
chooses to buy the replacement set
1212 Inline Only - Set Troble: Applies to customer with a maintenance
agreement for IW only and the trouble is located in the set/equipment.
This code includes, but is not limited to receiver off hook, unplugged
sets, defective sets
1213 Non-Standard IW (Customer Repair): Applies when the customer has an
agreemen for standard IW maintenance; however, the trouble is located
in non-standard IW and the customer will repair. NO CHARGE
1214 Inside Wire: Applies to customers with an IW maintenance agreement and
the technician repairs the IW. NO CHARGE
1215 Non-Standard IW (Telco Replaced): Applies when the customer has a
maintenace contract for standard IW maintance; however, the trouble is
located in non-standard IW and the technician will repair. PREMISES
WORK CHARGE IS APPLICABLE
1217 No Access - Field Use: Applies on second no acces, no trouble is found
at the customer premise
1218 Inline/Inline Plus - Telco Fix Exceptions: Wire repair due to acts of
God, such as floods, earthquake, riot, gross negligence, willfull
damage/vandalism. Also wire that does not meet SWBT installation practice
technical standards, or is not in satisfactory condition
1219 Inline/Inline Plus - Customer Fix - Exceptions (See 1218 for exceptions)
122X CPE - Other (No Maintenance Contract)
1220 Radio Suppressor (Inline Customer): Applies when a radio suppressor is
placed to resolve the trouble
1221 Calling Party Hold: Applies when the trouble condition is a result of
calling party hold. NO CHARGE
1222 Set/Equipment: Applies when then trouble condition is determined by the
technician to be caused by the customer telephone set/equipment. No
maintenance agreement. A MAINTENANCE OF SERVICE CHARGE WILL APPLY
1223 CPE (IW/CPE) No Dispatch: Applies when trouble is tested, but is
determined to be in CPE via conversation with the customer and/or related tests. No repair dispatch is made. NO CHARGE
1225 Receiver Off Hook: Applies when trouble is tested when canot be located
in Telco facilities and the trouble report or service condition can be
attributed to a receiver off hook. MSC WILL APPLT
1226 Set Unplugged: Applies when trouble is tested which canot be located in
Telco facilities and the trouble report or service difficulty can be
attributed to unplugged CPE. MSG WILL APPLY
1227 Public Extension (SEMI): Applies when trouble is tested which cannot be
located in TELCO facilities and the trouble report or service condition
can be attributed to semi-public extension. Semi-pulic extension is
defined as a CPE instrument used as an extension on Telco provided coin
service. MSC WILL APPLY
1228 Private Coin Service: Applies when trouble is tested which cannot be
located in Telco facilities and the trouble report or service condition
can be attributed to private coin service. Private coin service is
defined as a coin instrument and associated wire provided by a non-Telco
1229 Cable Facilities (Not Telco Maintained): Applies when trouble is tested
which cannot be located in Telco facilities and the trouble report or
service condition can be attributed to CPE cable facility. MSC WILL APPLY
123X Intexchange Carrier
1231 Intexchange Carrier: Applies when trouble is tested which cannot be
located in Telco facilities or equipment and the services are provided
by an IC
124X Unauthorized CPE/Usage/Tariff Violation
1241 Dispatched trouble reports involving CPE that were installed under
Contract I/M services, and are within the warranty time period, should
be closed to disposition code 12410 Contract I/M services, CPE. The
disposition code 122X should not be used under these circumstances. NO
REPAIR CHARGE (MSR or RSC) or TIME SENSITIVE CHARGES APPLY
1242 Dispatched trouble reports involving inside wire within the warranty time
period of the Contract I/M Services contract between SWT/SWBT should be
closed to the appropriate disposition code 121X. Inside wire troubles
reported by Non-Inline and Non-Contract I/M Services customers should
continue to be closed to the appropriate disposition code 126X and
normal charges should apply.
Disposition 12XX - Customer Provided Equipment
126X Time Senstive Work/Isolation/No Maintenance Contract
1261 Inside Wire - Telco Repair: Applies when trouble is tested which cannot
be located in Telco facilities and a trouble report or service condition
is attributed to the IW. The technician repairs the IW for an ADDITIONAL
CHARGE to the custoemer. (Time Sensitive - Repair Rates).
1262 Inside Wire - SNI Not Available Cust Fix (Non-Inline): Applies when
trouble is tested which cannot be located in Telco Facilities and the
trouble report is isolated to the customer's side of the protector. The
technician installs a Network Interface but does not repair the trouble
1263 Inside Wire - SNI Abailable - Cust Fix (Non-Inline): Applies when trouble
is tested which cannot be located in Telco facilities and a trouble
report or service condition is in attributed to the CPE. A Network
Interface is in place and the customer does the repair
1264 No Authorization/Customer Repair: Applies when trouble is tested which
cannot be located in Telco facilities and a trouble repor or serivce
condition can be attributed to CPIW. Premise access is obtained and
customer/customer's agent is unable to authorize repair charge.
1265 Military Facility: Apllies when trouble is isolated to I/W maintaned by
military maintenance personnel.
1266 NA for Non-Inline (Field Use)
1267 CPE - No Access Subscriber Follow-up (MC USE ONLY): Applies when trouble
cannot be located in Telco facilities and a trouble report or service
condition is attributed to the CPE. The technician does not have access
to the customer's premise, but a network interface is present.
1268 Warranty: Applies when trouble is tested which cannot be located in
Telco facilities but repair work is preformed by the technician within
30 days of previous IW repair preformed by Telco. (Proof of warranty is
the costumer's responsibility). A SERVICE CHARGE IS NOT APPLICABLE
127X Administrative Reports - Do Not Bill
1275 Predictor/Scan/CPR: Applies when a trouble condition is detected by SCAN/
PREDICTOR or Calling Party Report, a dispatch is made and no work is
preformed. The trouble condition is attributed to the CPE. (A SERVICE
CHARGE IS NOT APPLICABLE)
128X CSB Use Only
1281 Front End Close Out (Custoner Service Bureau Only): Apples when a
trouble report is determined to be caused by the CSB. The CSB will close
out this report with this disposition code.
Disposition Code 129X MOOSA (Maintance Center Use Only)
1291 MOOSA Error Corrections
Disposition Code 13XX
1301 Other Departments - Telco
1302 Non Telco
1303 Wrong Number Reported
1325 Service Order Worked - Link
1326 Service Order Cancel/Delay
1327 Service Order Changes
Disposition Code 20XX - Air Pressure
2010 Transducer
2011 Contactor
2012 Pressure Plug
2013 Air Flow Sensor
2014 Pipe
2015 Manifold or Tubing
2016 Dryers
2017 Air Bottles
2018 Fittings
Disposition Code 30XX - Cable Location
3010 Patrols and Inspections
3011 Facility Located
3012 No Facilities In Area
-----------------------------------------------------------------------------

View File

@@ -0,0 +1,120 @@
STATION ID - 7091/6.411
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
Scanned by Substance
D = Different Terminal Emulation
NC = No connect
[100 Carriers out of 10,000 Numbers]
(800)-
o7-May-96 o1:o2:25 223-5151 C: 96oo
o7-May-96 21:44:23 223-6175 C: 144o JMHC Communications Novell (nopass!)
o8-May-96 23:26:14 223-6932 C: 144o WestVaco Computer system. USERID?
o9-May-96 o1:o3:48 223-7213 C: 144o No password but cant read it
o9-May-96 o1:1o:57 223-1864 C: 144o D
o9-May-96 o1:29:37 223-4951 C: 144o D
o9-May-96 o2:oo:42 223-9879 C: 96oo AIX unix (login: root, passwd: (none))
o9-May-96 o2:13:11 223-8844 C: 144o
o9-May-96 o4:o7:o4 223-8438 C: 144o
o9-May-96 o4:49:43 223-4735 C: 24oo
o9-May-96 o4:55:41 223-o894 C: 24oo
o9-May-96 o5:o1:o6 223-3646 C: 48oo D - Logon
o9-May-96 o5:4o:48 223-o5o2 C: 144o (e,7,1) Enter logical unit (lu 2) pw:
o9-May-96 o5:49:35 223-7515 C: -NC-
o9-May-96 o6:31:17 223-577o C: -NC-
o9-May-96 o6:34:16 223-4232 C: 96oo Shlumberger Industries Electrical BBS
o9-May-96 o6:5o:37 223-9918 C: 144o Enter Password: (3x)
o9-May-96 o7:o7:11 223-75o2 C: 24oo
o9-May-96 23:12:4o 223-3o47 C: 144o D
1o-May-96 oo:15:48 223-6393 C: 144o AIX unix (login: root, n/p) different
1o-May-96 oo:56:36 223-9o1o C: 144o DECServer (psupen) (DIALOUT w/pw :<)
1o-May-96 o1:22:17 223-1785 C: 96oo D
1o-May-96 o2:34:23 223-9976 C: 144o *** INTERLYNX 4ooR, Enter Device Type
1o-May-96 o3:o2:33 223-88o7 C: 144o D - Logon
1o-May-96 o3:o8:56 223-565o C: 144o
1o-May-96 o3:16:44 223-3656 C: 96oo Says 'Hello' echos *'s. then axs denied
1o-May-96 o4:19:44 223-2769 C: 144o D
1o-May-96 o5:32:44 223-2863 C: 24oo (e,7,1) (23) PLEASE SIGN-ON
1o-May-96 o5:42:34 223-464o C: 24oo
1o-May-96 22:53:46 223-5486 C: 144o Gives CCCC's
11-May-96 o1:39:36 223-51o5 C: 144o The College Board Connection
Please Enter User ID?
*** Invalid Logon, Retry
11-May-96 o3:27:o1 223-745o C: 144o
11-May-96 o3:58:1o 223-7585 C: 24oo Immediate Disconnect
11-May-96 o4:oo:2o 223-4871 C: 144o NetWare CONNECT - no Services available
11-May-96 o6:41:3o 223-5617 C: 24oo Immediate Disconnect
11-May-96 o7:14:24 223-8395 C: 96oo Enter login id: password:
... Attempting Login ...
Failed
12-May-96 o2:49:46 223-677o C: 144o (e,7,1) D
12-May-96 o3:o6:3o 223-9979 C: 144o Ricwel Medical Evaluating. (logon+pw)
12-May-96 o3:12:55 223-31oo C: 144o
13-May-96 o1:o8:48 223-9559 C: 24oo D - Says {oPTSMOM D}A224
13-May-96 o1:19:34 223-6522 C: 144o 3 #'s (with beep)
13-May-96 o1:39:21 223-7o44 C: 24oo
13-May-96 o4:o4:39 223-9o31 C: 24oo
13-May-96 o4:o5:o5 223-6738 C: 96oo D
13-May-96 o5:o6:53 223-2516 C: 96oo HP:UX unix
13-May-96 o6:26:42 223-3o69 C: 144o
13-May-96 o6:3o:26 223-6381 C: 96oo San Jose Netblazer
13-May-96 o6:38:42 223-3995 C: 144o
14-May-96 oo:27:36 223-2227 C: 144o VNU Info. Network (DECServer)
14-May-96 oo:48:43 223-5241 C: 144o unix
14-May-96 o1:52:oo 223-2251 C: 96oo Enter Password: [3x]
14-May-96 o2:35:41 223-24o6 C: 24oo (e,7,1) unix
14-May-96 o2:58:2o 223-1373 C: 144o Immediate Disconnect
14-May-96 o3:o4:45 223-5115 C: 144o Login > Enter Passcode
14-May-96 o4:o7:o6 223-5194 C: 144o User Name? Password Command? (admin/admin)
User Name: admin / Password: admin
says Command? 2 times, if you dont enter a valid command
on the second time, disconnect. dunno
14-May-96 o4:4o:39 223-9849 C: 144o D - Logon
14-May-96 o5:45:28 223-o336 C: 144o (e,7,1) D - lE4:liqzev
14-May-96 22:47:42 223-7477 C: 144o NC
14-May-96 23:1o:43 223-7981 C: 96oo
14-May-96 23:19:49 223-2683 C: 144o
14-May-96 23:23:o3 223-4191 C: 24oo
14-May-96 23:26:36 223-5163 C: 144o BBS - Enter submitter ID?
14-May-96 23:29:54 223-9168 C: 96oo ENTER CLASS/ENTER PASSWORD/UNASSIGNED
14-May-96 23:38:12 223-8315 C: 144o
14-May-96 23:44:o4 223-9881 C: 96oo NC
14-May-96 23:59:19 223-7891 C: 144o
15-May-96 o1:18:56 223-456o C: 96oo OLYMPIA AOS/VS
15-May-96 o1:3o:12 223-5441 C: 144o
15-May-96 o1:46:54 223-6276 C: 144o
15-May-96 o3:31:31 223-9671 C: 144o On <CR> disconnect
15-May-96 o4:58:o5 223-2188 C: 144o DECServer (some truck company/no modem)
15-May-96 o6:13:54 223-6459 C: 144o
15-May-96 o6:23:o5 223-4366 C: 96oo D
15-May-96 o6:45:57 223-o62o C: 144o ShivaLanRover (no defaults) UserId?
15-May-96 o7:16:o5 223-3312 C: 24oo OK + disconnect
15-May-96 o7:2o:46 223-4785 C: 24oo ENTER USERID >un< not in CP directory
15-May-96 23:13:o2 223-83o2 C: 96oo D - Logon
15-May-96 23:58:36 223-8894 C: 144o
16-May-96 oo:11:24 223-748o C: 24oo Immediate Disconnect
16-May-96 o1:3o:17 223-73o2 C: 96oo
16-May-96 o2:2o:o8 223-74o7 C: 144o NETWORK ACCESS PASSWORD: / HANGING UP
16-May-96 o3:48:17 223-1o78 C: 96oo Nonpassworded PCAnywhere
16-May-96 o3:59:36 223-6582 C: 144o D - Logon
16-May-96 o4:o4:14 223-3939 C: 96oo
16-May-96 o4:36:39 223-8279 C: 12oo (e,7,1) gives init strings
16-May-96 o4:52:o7 223-o795 C: 96oo USERID?
16-May-96 o5:21:o8 223-o9o4 C: 96oo D
16-May-96 o5:4o:o3 223-o43o C: 24oo
16-May-96 o6:o6:19 223-3141 C: 144o BBS
17-May-96 00:53:54 223-6752 C: 96oo (smjunix) unix
17-May-96 oo:56:52 223-5618 C: 144o D - Logon
17-May-96 oo:57:14 223-1151 C: 144o NetWare CONNECT - no services at this time
17-May-96 o1:45:o1 223-6656 C: 144o Immediate Disconnect
17-May-96 o3:18:43 223-3589 C: 96oo Bigtime D

View File

@@ -0,0 +1,109 @@
STATION ID - 7047/3.12
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
Scanned by TMM with ToneLoc
All systems Verified by Substance
27-Jun-96 02:26:14 1-800-280-8415 C: BUSY KF#d2|K
26-Jun-96 18:19:22 1-800-280-2150 C: NC
27-Jun-96 02:41:33 1-800-280-8075 C: NC
27-Jun-96 03:42:10 1-800-280-3004 C: NC Operator Code:
27-Jun-96 07:10:53 1-800-280-7241 C: NC
27-Jun-96 09:17:04 1-800-280-2338 C: NC
27-Jun-96 13:26:55 1-800-280-0307 C: NC Farm Fresh Store Systems Menu
28-Jun-96 10:44:56 1-800-280-1287 C: NC
28-Jun-96 11:55:34 1-800-280-8783 C: NC @ Userid:
29-Jun-96 03:32:56 1-800-280-4912 C: NC
29-Jun-96 08:06:03 1-800-280-7672 C: NC term tipe
29-Jun-96 10:22:16 1-800-280-3555 C: NC pcanywhere
27-Jun-96 04:31:17 1-800-280-4137 C: 12oo D
28-Jun-96 10:20:34 1-800-280-1392 C: 12oo (e,7,1) *retransmit* *bye*
29-Jun-96 06:53:15 1-800-280-9076 C: 12oo D
27-Jun-96 08:21:20 1-800-280-9552 C: 24oo unix (with Dialup pw)
28-Jun-96 03:52:14 1-800-280-2481 C: 24oo
28-Jun-96 05:39:04 1-800-280-4262 C: 24oo Store not authorized for Stor-Link
28-Jun-96 06:34:03 1-800-280-2087 C: 24oo
28-Jun-96 08:31:30 1-800-280-1614 C: 24oo QuickMail(tm)
29-Jun-96 13:38:00 1-800-280-3518 C: 24oo D
29-Jun-96 15:32:35 1-800-280-6226 C: 24oo (*) 3174 CONTROL UNIT EMULATOR - V7.05
28-Jun-96 16:49:32 1-800-280-2535 C: 24oo Immediate Disconnect
26-Jun-96 17:17:19 1-800-280-2865 C: 96oo D - Logon
26-Jun-96 19:14:59 1-800-280-4068 C: 96oo $7
26-Jun-96 19:45:12 1-800-280-5229 C: 96oo $7
27-Jun-96 00:56:03 1-800-280-4066 C: 96oo (e,7,1) (*) S.D.M.S. O/P Dealer Master
27-Jun-96 01:57:06 1-800-280-3286 C: 96oo Perle Model 3i - V 02.00G (passwd)
29-Jun-96 03:05:03 1-800-280-6790 C: 96oo
27-Jun-96 06:47:25 1-800-280-0520 C: 96oo (e,7,1) unix
27-Jun-96 16:23:47 1-800-280-5261 C: 96oo
28-Jun-96 05:09:02 1-800-280-6993 C: 96oo ! WERD ! look at this shit
28-Jun-96 08:26:52 1-800-280-4276 C: 96oo
28-Jun-96 16:14:38 1-800-280-4469 C: 96oo term tipe/ then VM/CMS os
28-Jun-96 17:42:57 1-800-280-1710 C: 96oo (unilink) SCO UNIX System V/386
29-Jun-96 05:35:56 1-800-280-5526 C: 96oo Gives Zmodem recieve string
29-Jun-96 06:14:09 1-800-280-2963 C: 96oo ZZLOGIN over and over
26-Jun-96 17:53:11 1-800-280-1491 C: 144o Pad ID: N4.1 - Port: 41 / user name:
26-Jun-96 18:40:02 1-800-280-4674 C: 144o Enter password: (PCanywhere)
26-Jun-96 19:59:50 1-800-280-7925 C: 144o
26-Jun-96 20:02:08 1-800-280-8148 C: 144o
26-Jun-96 20:17:32 1-800-280-5751 C: 144o PASSWORD / PASSWORD INCORRECT
27-Jun-96 00:31:45 1-800-280-4736 C: 144o Ascend2 Pipeline / System Password:
27-Jun-96 01:45:48 1-800-280-6317 C: 144o D (g's)
27-Jun-96 02:37:28 1-800-280-6220 C: 144o unix
27-Jun-96 02:57:29 1-800-280-4383 C: 144o Dial-IN-Access / milliblazer login:
27-Jun-96 04:27:37 1-800-280-1509 C: 144o USERID: Password:
27-Jun-96 04:45:26 1-800-280-0691 C: 144o PCAnywhere Landfill Dept.
27-Jun-96 04:56:13 1-800-280-1796 C: 144o What system do you wish to use?
27-Jun-96 05:21:43 1-800-280-2216 C: 144o 3 #'s
27-Jun-96 05:31:50 1-800-280-4780 C: 144o D - 
27-Jun-96 05:40:28 1-800-280-5169 C: 144o
27-Jun-96 09:44:29 1-800-280-1640 C: 144o Wildcat! v4 (no new users)
27-Jun-96 13:16:06 1-800-280-7773 C: 144o login:
27-Jun-96 15:10:32 1-800-280-9305 C: 144o
27-Jun-96 16:39:51 1-800-280-6843 C: 144o unix
27-Jun-96 18:10:17 1-800-280-6687 C: 144o
27-Jun-96 18:40:13 1-800-280-6098 C: 144o D
27-Jun-96 19:10:38 1-800-280-4172 C: 144o
27-Jun-96 20:14:58 1-800-280-5196 C: 144o
27-Jun-96 20:41:26 1-800-280-0569 C: 144o
27-Jun-96 21:36:15 1-800-280-1087 C: 144o
27-Jun-96 22:19:54 1-800-280-7028 C: 144o
27-Jun-96 23:31:53 1-800-280-2646 C: 144o (e,7,1) Clubhouse login:
28-Jun-96 02:23:42 1-800-280-4334 C: 144o Service Selector on port NY_PORT-01.
28-Jun-96 03:01:10 1-800-280-3367 C: 144o Renex Connect, Enter service code
28-Jun-96 03:12:33 1-800-280-2690 C: 144o
28-Jun-96 03:40:49 1-800-280-0928 C: 144o
28-Jun-96 05:48:42 1-800-280-0736 C: 144o @ Userid: (no defaults)
28-Jun-96 06:08:58 1-800-280-3419 C: 144o
28-Jun-96 06:55:21 1-800-280-7332 C: 144o connected to the pcANYWHERE computer.
28-Jun-96 08:57:54 1-800-280-8156 C: 144o ICA
28-Jun-96 15:54:26 1-800-280-7297 C: 144o
28-Jun-96 16:56:15 1-800-280-9214 C: 144o (stripe) SCO Open Server
28-Jun-96 18:13:05 1-800-280-1644 C: 144o Genlink BBS (running WildCat)
28-Jun-96 23:54:30 1-800-280-9370 C: 144o (e,7,1) ID= (type SYSTEM) PagerID
From what i can gather about the system above u can page ppl via modem
29-Jun-96 01:45:23 1-800-280-8654 C: 144o (fire.x10sion.com) unix
29-Jun-96 02:08:51 1-800-280-2039 C: 144o PLEASE ENTER YOUR PASSWORD =======>
29-Jun-96 05:21:29 1-800-280-7328 C: 144o
29-Jun-96 07:35:08 1-800-280-7294 C: 144o
29-Jun-96 07:41:02 1-800-280-6928 C: 144o
29-Jun-96 09:19:15 1-800-280-5092 C: 144o USLink Dial-Up Service Username:
29-Jun-96 09:55:50 1-800-280-2972 C: 144o OEI Milwaukee Div/Loc name
29-Jun-96 10:51:12 1-800-280-0811 C: 144o Enter password:
29-Jun-96 13:30:08 1-800-280-5363 C: 144o (e,7,1) dfmp1 login:
29-Jun-96 14:27:28 1-800-280-5014 C: 144o Starting SecurID Authentication...
29-Jun-96 15:30:26 1-800-280-8740 C: 144o
29-Jun-96 15:53:40 1-800-280-4426 C: 144o Dial-IN-Access / milliblazer login:

View File

@@ -0,0 +1,119 @@
115 carriers
Scanned by Substance with THC 4.2o (beta)
Exchange 800 465
17-May-96 o4:22:36 456-o977 C: 24oo DSS::5B7 SELECT DESTINATION (no help)
17-May-96 o4:34:22 456-9179 C: 96oo (e,7,1) Type the key of your terminal
17-May-96 o4:49:o5 456-6449 C: 144o NC
17-May-96 o5:o5:38 456-o974 C: 24oo ENTER USER ID! -> INVALID ENTRY
17-May-96 o5:11:48 456-4o32 C: 3oo
17-May-96 o5:15:o6 456-5495 C: 96oo US Govt System (see below)
STATION ID - ca/57.9
Official US Government system for authorized use only. Do not discuss, enter,
transfer, process, or transmit classified/sensitive national security
information of greater sensitivity than that for which this system is
authorized. Use of this system constitutes consent to security testing and
monitoring. Unauthorized use could result in criminal prosecution.
USERID: ROOT
Password:
login incorrect
Conversation ended.
17-May-96 o5:22:51 456-2628 C: o3oo
17-May-96 o6:o6:32 456-5o73 C: 144o
17-May-96 o7:o2:1o 456-584o C: 144o Please press [Enter] Enter Password
24-May-96 oo:o9:41 456-8937 C: 144o nlogin: <?>
24-May-96 o2:o1:34 456-5o66 C: 24oo
24-May-96 o2:o8:59 456-9685 C: 144o LanRover (Root) <kinda lame>
24-May-96 o2:46:29 456-5734 C: 144o
24-May-96 o2:47:45 456-1826 C: 144o
24-May-96 o2:57:29 456-5593 C: 144o PCAnywhere (no password)
24-May-96 o3:53:5o 456-o3o7 C: 24oo Immediate Disconnect
24-May-96 o4:o3:55 456-3272 C: 144o Starts out in PPP mode
24-May-96 o4:58:o1 456-7o33 C: 144o D - LEEGin Leather Products
24-May-96 o5:1o:33 456-36o6 C: 96oo Enter PASSCODE:
24-May-96 o6:29:52 456-8415 C: 144o
26-May-96 23:51:58 456-4713 C: 144o r2host v3.0 User ID:
27-May-96 oo:o2:o4 456-9891 C: 144o NationsBank in Charlotte NC (BBS)
27-May-96 oo:14:38 456-485o C: 144o
27-May-96 oo:3o:o5 456-6315 C: 144o
27-May-96 o1:21:26 456-8483 C: 24oo
27-May-96 o1:35:55 456-3936 C: 96oo Puts ewe in some type of line editor
27-May-96 o2:26:26 456-6834 C: 144o
27-May-96 o2:43:28 456-7272 C: 144o Immediate Disconnect
27-May-96 o3:o7:o7 456-52o1 C: 144o (ebc) SCO OpenServer unix
27-May-96 o3:26:54 456-5482 C: 144o Authorized Users Only (VAX/VMS)
27-May-96 o3:28:57 456-9625 C: 24oo
27-May-96 o3:51:56 456-6912 C: 144o PLEASE ENTER YOUR PASSWORD>>
27-May-96 o3:58:oo 456-9824 C: 96oo Initial Login: Initial Password:
27-May-96 o4:53:34 456-3418 C: 12oo Immediate Disconnect
27-May-96 o6:52:14 456-o674 C: 96oo
27-May-96 o8:28:44 456-2676 C: 144o D
27-May-96 23:21:oo 456-2626 C: 144o says 'ATLAS PTL FE391 1 577' + waits
27-May-96 23:32:52 456-219o C: 24oo Immediate Disconnect
28-May-96 oo:13:19 456-7595 C: 24oo Initial Login: Initial Password:
28-May-96 oo:46:o4 456-o818 C: 3oo
28-May-96 o1:o5:14 456-5179 C: 144o (e,7,1) Authorized Users only (unix)
28-May-96 o1:42:19 456-4114 C: 3oo
28-May-96 o3:o7:5o 456-6872 C: 144o
28-May-96 22:29:35 456-1263 C: 3oo
28-May-96 22:31:35 456-94o8 C: 96oo New England Health Associates (no pw!)
28-May-96 23:o4:o9 456-817o C: 144o (e,7,1???) unknown
28-May-96 23:46:o7 456-9394 C: 144o unix? login/pw 3x
29-May-96 oo:o9:o4 456-o326 C: 24oo (e,7,1) ?
3o-May-96 o1:13:22 456-947o C: 144o unix (3 tries)
3o-May-96 o2:12:o7 456-3467 C: 144o (jetset) TeleBits Netblazer
3o-May-96 o3:26:48 456-8765 C: 144o Waits 3 seconds + Disconnect
3o-May-96 o4:36:o6 456-9167 C: 24oo Weird G's
3o-May-96 o5:22:o6 456-58o2 C: 24oo "<<<<< Connected to STNET"
3o-May-96 o5:42:57 456-8552 C: 144o D - just eyedles
3o-May-96 o6:o2:5o 456-5491 C: 144o D - lotsa }'s
o2-Jun-96 o1:13:25 456-7876 C: NC
o2-Jun-96 o1:19:4o 456-6171 C: 144o
o2-Jun-96 o1:41:58 456-8432 C: 96oo Crown BBS system (Retail F.A.C.T.S)
o2-Jun-96 o2:o9:o7 456-83o1 C: 24oo D - spades
o2-Jun-96 o2:28:28 456-6934 C: 144o DECServer with passwd (3 #'s)
o2-Jun-96 o2:42:42 456-9675 C: 12oo
o2-Jun-96 o2:46:24 456-521o C: 24oo Financial info systems (company id:)
o2-Jun-96 o3:24:1o 456-2177 C: 144o (e,7,1) unix
o2-Jun-96 o3:49:18 456-5517 C: 144o
o2-Jun-96 o3:5o:49 456-1853 C: 24oo (e,7,1) unix
o2-Jun-96 o4:o3:24 456-6192 C: 24oo (e,7,1) User ID: Password
o2-Jun-96 o4:51:39 456-4717 C: 144o Novell Network (drops u right to dos)
o2-Jun-96 o5:32:17 456-4818 C: NC
o2-Jun-96 o6:22:17 456-o882 C: 144o LanRover (Root no pw)
o2-Jun-96 o7:18:4o 456-o566 C: 24oo
o2-Jun-96 o7:19:57 456-6864 C: 144o
o2-Jun-96 o8:15:38 456-3o53 C: 24oo (e,7,1) IBM Global Network
o4-Jun-96 22:28:o6 456-4973 C: 24oo
o4-Jun-96 22:29:17 456-46o3 C: 144o Username: enter PASSCODE:
o4-Jun-96 22:56:53 456-o88o C: 144o MACNet Lanrover (root)
o4-Jun-96 23:o5:51 456-4257 C: 96oo
o4-Jun-96 23:22:16 456-9382 C: 144o unix
o5-Jun-96 oo:o4:15 456-oo54 C: 144o ENTER ID: (unauth. users will be shot)
o5-Jun-96 oo:12:53 456-4o59 C: 24oo (generic) unix
o5-Jun-96 o1:24:17 456-7259 C: 96oo D
o5-Jun-96 o1:37:o2 456-579o C: 96oo PGXPRES Logon: Password: (x25 in begin)
o5-Jun-96 o2:o8:28 456-6414 C: 24oo Pioneer Financial Services
o5-Jun-96 o2:21:53 456-7435 C: 24oo Immediate Disconnect
o5-Jun-96 o2:54:57 456-4389 C: 144o @ Userid: Password: (different)
o5-Jun-96 o3:21:3o 456-8484 C: 144o No password PCAnywhere
o5-Jun-96 o3:37:34 456-1136 C: 24oo D
o5-Jun-96 o4:27:17 456-2o46 C: 12oo
o5-Jun-96 o4:42:58 456-93o4 C: 144o
o5-Jun-96 o5:o1:49 456-6245 C: 144o Pad ID: username
o5-Jun-96 o5:17:26 456-3659 C: 144o D
o5-Jun-96 o5:2o:45 456-8661 C: 24oo
o5-Jun-96 o5:5o:38 456-9347 C: 96oo
o5-Jun-96 o7:o2:58 456-9825 C: 144o
o7-Jun-96 oo:3o:47 456-3664 C: 144o D - weird, exchanging PC parameters
o7-Jun-96 o1:23:56 456-1925 C: 144o
o7-Jun-96 o2:11:15 456-7748 C: 96oo Unpw'd Novell (PCanyware)
o7-Jun-96 o2:14:45 456-54o5 C: 144o Immediate Disconnect
o7-Jun-96 o2:15:o7 456-3842 C: 24oo Immediate Disconnect
o7-Jun-96 o2:44:29 456-3743 C: 144o
o7-Jun-96 o3:26:19 456-o789 C: 96oo (avfgate) unix

View File

@@ -0,0 +1,185 @@
STATION ID - 7047/3.12
9x Datakit Network
FOR OFFICIAL USE ONLY
This is a 9x system, restricted to authorized persons and for
official 9x business only. Anyone using this system, network or data
is subject to being monitored at any time for system administration and
for identifying unauthorized users or system misuse. Anyone using this
system expressly consents to such monitoring and is advised that any
evidence of criminal activity revealed through such monitoring may be
provided to law enforcement for prosecution.
----------------------------------------------------
Scanned by TMM - an399o1o@anon.penet.fi
ALL systems verified by Substance - jcat@acmenet.net
----------------------------------------------------
Key -
NC - No Connection
BUSY - Duh
VO - Voice
OP - Operator
D - Different Terminal Emulation
Notes: [From what eye can see the US Sprint PAD is used specificly for
Sprint systems. It doesnt allow any connections to other systems.
If you try a nynex system (622 xxxx) it gives the usual Refused msg]
[When you see a TELENET (SprintNet x.25) system that says (WATS)
it means you cannot connect to any public nua. The ones that say
public allow you to connect to anything that isnt reverse charge
blocked]
[To access the PCAnywhere (n/p'ed systems) you need to have the
special software. without it, it is bullshit ]
* For a copy of the software email jcat@acmenet.net and ill send it *
15-Mar-96 14:oo:47 1-8oo-546-4471 C: NC
15-Mar-96 21:25:o9 1-8oo-546-1969 C: NC
15-Mar-96 22:o5:56 1-8oo-546-3319 C: NC
16-Mar-96 14:o6:12 1-8oo-546-5694 C: NC
21-Mar-96 o9:14:o2 1-8oo-546-6o45 C: NC
24-Mar-96 22:39:39 1-8oo-546-6111 C: NC
26-Mar-96 o7:57:39 1-8oo-546-8453 C: NC
26-Mar-96 14:5o:34 1-8oo-546-6212 C: NC
21-Mar-96 o9:o6:32 1-8oo-546-8478 C: BUSY
15-Mar-96 15:34:5o 1-8oo-546-3ooo C: o3oo
15-Mar-96 o9:o8:18 1-8oo-546-5395 C: 12oo Immediate Disconnect
15-Mar-96 1o:11:35 1-8oo-546-3946 C: 12oo (e,7,1) Enter Pager id + return
15-Mar-96 17:46:27 1-8oo-546-46o6 C: 12oo (e,7,1) ROLM CBX Model 40
26-Mar-96 13:15:55 1-8oo-546-3o25 C: 12oo
26-Mar-96 18:47:57 1-8oo-546-92o7 C: 12oo Immediate Disconnect
15-Mar-96 o7:43:37 1-8oo-546-oo46 C: 24oo (e,7,1) Public Access PAD (x.25)
15-Mar-96 13:o4:24 1-8oo-546-o859 C: 24oo (e,7,1) TELENET dialup (local conns)
16-Mar-96 13:36:35 1-8oo-546-6852 C: 24oo (e,7,1) TELENET (WATS not permitted)
21-Mar-96 12:12:45 1-8oo-546-o589 C: 24oo (e,7,1) TELENET (WATSnotpermitted)
21-Mar-96 14:51:5o 1-8oo-546-oo22 C: 24oo (e,7,1) TELENET 212 95oo1.11 (NO wats)
24-Mar-96 23:o8:29 1-8oo-546-1ooo C: 24oo (e,7,1) Telenet (AC+NUM req)
26-Mar-96 21:51:31 1-8oo-546-4856 C: 24oo (e,7,1) TELENET 212 950 (WATS)
15-Mar-96 19:26:21 1-8oo-546-8612 C: 24oo D - Seems to wait for special term
16-Mar-96 23:o6:26 1-8oo-546-9oo6 C: 24oo PR NEWSWIRE SUN UNIX login:
24-Mar-96 18:o2:o8 1-8oo-546-9oo7 C: 24oo PR NEWSWIRE SUN UNIX
24-Mar-96 19:48:47 1-8oo-546-1737 C: 24oo Almost immediate disconnect
26-Mar-96 11:19:57 1-8oo-546-4oo3 C: 24oo Immediate Disconnect
26-Mar-96 15:13:2o 1-8oo-546-5323 C: 24oo
26-Mar-96 21:17:47 1-8oo-546-o993 C: 24oo
15-Mar-96 16:4o:48 1-8oo-546-7469 C: 96oo
16-Mar-96 19:59:39 1-8oo-546-4991 C: 96oo (e,7,1) Enter Connect Password
16-Mar-96 2o:44:44 1-8oo-546-1o22 C: 96oo HP3000/HELLO FIELD.SUPPORT,PUB (no pw)
16-Mar-96 21:35:o2 1-8oo-546-9936 C: 96oo
21-Mar-96 1o:1o:55 1-8oo-546-5597 C: 96oo Term Type + SolutionLink
21-Mar-96 14:22:54 1-8oo-546-7o72 C: 96oo
21-Mar-96 19:38:58 1-8oo-546-5562 C: 96oo 3174 CONTROL UNIT EMULATOR
24-Mar-96 2o:35:4o 1-8oo-546-6o74 C: 96oo (lion) SCO System V/386 Main line
26-Mar-96 o9:34:12 1-8oo-546-55o3 C: 96oo D - Logon
26-Mar-96 19:47:21 1-8oo-546-o498 C: 96oo D - Logon
27-Mar-96 1o:59:55 1-8oo-546-7799 C: 96oo TACO BELL - VM/ESA
15-Mar-96 o7:46:29 1-8oo-546-6792 C: 144o
15-Mar-96 o7:55:31 1-8oo-546-9997 C: 144o Immediate Disconnect
15-Mar-96 o8:1o:41 1-8oo-546-264o C: 144o D 
15-Mar-96 o9:57:o8 1-8oo-546-5668 C: 144o D
15-Mar-96 1o:22:13 1-8oo-546-8371 C: 144o US Sprint 212 9oo91.2o
15-Mar-96 1o:43:22 1-8oo-546-4o2o C: 144o
15-Mar-96 1o:5o:13 1-8oo-546-o651 C: 144o Enter service code -
15-Mar-96 11:o6:24 1-8oo-546-4468 C: 144o D -    UPI1 
15-Mar-96 12:26:49 1-8oo-546-4489 C: 144o US Sprint 2o1 9ooo8.53
15-Mar-96 12:3o:42 1-8oo-546-7343 C: 144o (pagamb) unix U.S. Bankruptcy Court
15-Mar-96 13:o7:38 1-8oo-546-oo96 C: 144o TELENET 816 86o5.34 (noWATS)
15-Mar-96 14:27:52 1-8oo-546-5383 C: 144o
15-Mar-96 15:o4:14 1-8oo-546-5831 C: 144o US Sprint 215 9oo82.o6 (1 try)
15-Mar-96 15:12:22 1-8oo-546-8452 C: 144o (e,7,1) IBM AiX unix
15-Mar-96 17:11:42 1-8oo-546-8o2o C: 144o Defender 5ooo. Enter ID:
15-Mar-96 17:49:2o 1-8oo-546-4534 C: 144o D
15-Mar-96 18:31:2o 1-8oo-546-o64o C: 144o Enter service code -
15-Mar-96 19:15:43 1-8oo-546-5285 C: 144o D
15-Mar-96 19:44:o9 1-8oo-546-2355 C: 144o
15-Mar-96 19:5o:o8 1-8oo-546-5685 C: 144o D
15-Mar-96 2o:14:o1 1-8oo-546-5o48 C: 144o D - Logon
15-Mar-96 21:o1:59 1-8oo-546-8892 C: 144o D
15-Mar-96 21:44:24 1-8oo-546-42o9 C: 144o
16-Mar-96 12:o8:19 1-8oo-546-2163 C: 144o D - one spade
16-Mar-96 12:19:15 1-8oo-546-5472 C: 144o ShivaLanRover (login: root) (diff)
16-Mar-96 12:28:39 1-8oo-546-o617 C: 144o Enter service code -
16-Mar-96 12:39:53 1-8oo-546-5681 C: 144o
16-Mar-96 13:o7:59 1-8oo-546-2112 C: 144o
16-Mar-96 13:26:41 1-8oo-546-3445 C: 144o pppdev2 login:
16-Mar-96 13:51:16 1-8oo-546-459o C: 144o TeleChart 2ooo Database: + <click>
16-Mar-96 14:23:16 1-8oo-546-3664 C: 144o ShivaLanRover / @ Userid:
16-Mar-96 14:27:56 1-8oo-546-4543 C: 144o D
16-Mar-96 14:28:44 1-8oo-546-7864 C: 144o Sprint-ip username: / password:
16-Mar-96 14:32:56 1-8oo-546-9o91 C: 144o (e,7,1) HARBOR TOOL /Destination:
16-Mar-96 15:3o:58 1-8oo-546-489o C: 144o (e,7,1) TELENET 415 47oo4.2o(noWATS)
16-Mar-96 17:o5:57 1-8oo-546-1317 C: 144o (e,7,1) TELENET 2o1 6oo3.2o (public)
16-Mar-96 18:oo:55 1-8oo-546-3553 C: 144o ECOLAB BBS (#671o2913)
16-Mar-96 18:41:41 1-8oo-546-5121 C: 144o FirstClass System. Public BBS
16-Mar-96 2o:25:36 1-8oo-546-7243 C: 144o (e,7,1) D
16-Mar-96 21:o1:35 1-8oo-546-4859 C: 144o
16-Mar-96 22:1o:oo 1-8oo-546-6481 C: 144o D - Logon
16-Mar-96 22:4o:47 1-8oo-546-4318 C: 144o D
16-Mar-96 22:42:15 1-8oo-546-2571 C: 144o
16-Mar-96 22:54:47 1-8oo-546-242o C: 144o Enter PASSCODE:
16-Mar-96 23:24:4o 1-8oo-546-1276 C: 144o PCAnywhere (no pw)
16-Mar-96 23:37:24 1-8oo-546-8o33 C: 144o D - Logon
17-Mar-96 oo:21:19 1-8oo-546-6257 C: 144o (e,7,1) TELENET 2o2 44o4.16
19-Mar-96 16:53:29 1-8oo-546-6o19 C: 144o Hangs up after a minute or so
21-Mar-96 o7:48:53 1-8oo-546-o641 C: 144o Enter service code -
21-Mar-96 o8:o9:54 1-8oo-546-2331 C: 144o
21-Mar-96 o8:38:19 1-8oo-546-22o3 C: 144o ShivaLanRover (@ Userid:) (Lgn: ROOT)
21-Mar-96 o9:43:o3 1-8oo-546-7313 C: 144o Annex username:
21-Mar-96 11:25:17 1-8oo-546-365o C: 144o (e,7,1) TELENET 415 6ooo5.36(noWATS)
21-Mar-96 12:o4:57 1-8oo-546-6371 C: 144o 4 #'s
21-Mar-96 12:17:o9 1-8oo-546-5692 C: 144o D
21-Mar-96 12:46:47 1-8oo-546-oo14 C: 144o (e,7,1) TELENET 813 1401 *Public*
21-Mar-96 13:17:o1 1-8oo-546-o529 C: 144o (e,7,1) Enter service code -
21-Mar-96 14:2o:2o 1-8oo-546-7865 C: 144o Sprint-ip username: password:
21-Mar-96 15:o4:42 1-8oo-546-145o C: 144o
21-Mar-96 15:25:17 1-8oo-546-5288 C: 144o Annex username:
21-Mar-96 15:3o:o6 1-8oo-546-6318 C: 144o D - Logon
21-Mar-96 17:17:35 1-8oo-546-4573 C: 144o
21-Mar-96 2o:o2:54 1-8oo-546-oo86 C: 144o (e,7,1) TELENET 2o2 4oo5.72
24-Mar-96 17:33:28 1-8oo-546-9o46 C: 144o
24-Mar-96 17:58:o3 1-8oo-546-454o C: 144o D
24-Mar-96 18:2o:o4 1-8oo-546-1642 C: 144o Sprint-ip username: password:
24-Mar-96 19:o5:29 1-8oo-546-o612 C: 144o Enter service code -
24-Mar-96 19:36:41 1-8oo-546-3315 C: 144o Lanrover (login: root) -McLeod_8235-
24-Mar-96 2o:26:33 1-8oo-546-4497 C: 144o D (sucks)
24-Mar-96 21:39:12 1-8oo-546-665o C: 144o
24-Mar-96 22:52:43 1-8oo-546-4o59 C: 144o US Sprint 212 9ooo3.o4
26-Mar-96 o8:42:34 1-8oo-546-5915 C: 144o D same as 4350
26-Mar-96 o8:56:26 1-8oo-546-435o C: 144o D
26-Mar-96 1o:o6:29 1-8oo-546-5646 C: 144o says Enter password: but D
26-Mar-96 1o:55:4o 1-8oo-546-o637 C: 144o Enter service code -
26-Mar-96 12:1o:31 1-8oo-546-5767 C: 144o (e,7,1) TELENET 816 6ooo5.44
26-Mar-96 14:29:16 1-8oo-546-o79o C: 144o
26-Mar-96 14:45:o4 1-8oo-546-4293 C: 144o D
26-Mar-96 17:59:1o 1-8oo-546-42o3 C: 144o
26-Mar-96 18:22:17 1-8oo-546-994o C: 144o
26-Mar-96 18:27:31 1-8oo-546-8789 C: 144o D - Logon
26-Mar-96 18:29:38 1-8oo-546-5574 C: 144o ShivaLanRover (no defaults)
26-Mar-96 18:35:56 1-8oo-546-6o53 C: 144o
26-Mar-96 18:39:41 1-8oo-546-1313 C: 144o
26-Mar-96 19:24:12 1-8oo-546-5689 C: 144o D
26-Mar-96 19:33:37 1-8oo-546-5661 C: 144o D
26-Mar-96 2o:44:56 1-8oo-546-4897 C: 144o
26-Mar-96 21:o3:38 1-8oo-546-o639 C: 144o Enter service code -
26-Mar-96 21:4o:25 1-8oo-546-8328 C: 144o Spencer Fane Britt/ Workstation Name:
26-Mar-96 21:44:52 1-8oo-546-89o9 C: 144o
26-Mar-96 21:54:58 1-8oo-546-3414 C: 144o Enter password: (PCAnwhere)
The password to this system is 'PASSWORD' (whoa. hard one)
27-Mar-96 o8:o7:42 1-8oo-546-43o6 C: 144o Vanguard Industries / modem login96:
27-Mar-96 o9:o9:59 1-8oo-546-1735 C: 144o Enter service code -
27-Mar-96 o9:27:21 1-8oo-546-25oo C: 144o (e,7,1) TELENET 2o2 892o5.11 (WATS)
27-Mar-96 o9:34:24 1-8oo-546-7338 C: 144o
27-Mar-96 1o:o4:31 1-8oo-546-o16o C: 144o (www) Linux 1.1.85.
27-Mar-96 1o:13:17 1-8oo-546-7587 C: 144o HP3000 (mpe xl)
27-Mar-96 11:14:16 1-8oo-546-2723 C: 144o 3 #'s
16-Mar-96 19:12:29 1-8oo-546-7861 C: 288o Sprint-ip username:password:
------------------------------------[ EOPH ]--------------------------------

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@@ -0,0 +1,176 @@
PIRATE RADIO SURVIVAL GUIDE
Note: this chapter is from the book "Pirate Radio Survival Guide" written by; Nemesis of
Radio Doomsday, and Captain Eddy of The Radio Airplane. If you like this book and would
like to support their efforts, you may send a donation of your choice to either Nemesis or
Capt. Eddy at PO Box 452, Wellsville NY 14895.
Please note that some chapters refer to illistrations or drawings, these could not be included in
this BBS version of the book. If you would like the illistrations or have other questions you
may inquire at the above adddress.
WHAT IF I GET BUSTED??
What if that dreaded day comes when you are faced with owning up to your pirate activities?
Well this chapter was almost left out of this book for two reasons. First, this is a book telling
you how to become a pirate and not a book on legal defense. And second, there are so many
schools of thought relating to how you should act almost no one agrees on the best method.
However, we will take a short section of this book and at least discuss the different
perspectives as well as what you might expect in case of a bust. No matter what you decide to
do in this case, there are a few things that are universally true in any situation:
1. It is no fun being busted, but remember: it is not the end of the world and
you will live through it.
2. It is almost always a good idea to hire a lawyer, this will not guarantee you
will win. However if you try to defend yourself, it is likely that you will lose.
In this book we discuss how the FCC monitors pirates, and how a close in direction finding
vehicle works. After you have been the victim of this process, you are likely to be served with
something called a "NOTICE OF APPARENT LIABILITY". This is the way the FCC tells
you that they believe that you have violated the Commissions Rules, and they are holding you
responsible. This is usually accompanied by a forfieture which is set by the FCC. If you
ignore this notice, the FCC lawyers may take you to court. However, the FCC has never
taken anyone to court for this and it is rumored that the Dept. of Justice told the FCC that
they will not waste time and resources on such cases.
In the past, the FCC has sent pirate stations a letter through their mail drop. This letter
usually quotes the Commissions Rules, tells you that you are breaking the law and orders you
to immediately cease operation and respond to their letter in writing within a certain period of
time. Do not confuse this with a Notice of apparent liability; it is a scare tactic. It is sent
because they are not able, can't afford, or don't have time to find you. If you recieve one of
these letters you have not been busted. It may be wise to try to understand why you have
suddenly captured the attention of the FCC, are you causing someone interferance, has your
neighbor called them? Are you broadcasting in HAM bands? Are you on the air too often?
You may not find the answer and there may not even be one.
Let's explore what has been reported by pirates who have been busted. Most say that they
have been broadcasting, go off the air and suddenly men from the FCC show up and ask to
inspect the station. Those who cooperate say the FCC inspects the equipment and asks a few
questions about the pirate station. The story now begins to vary a little; some say the FCC
photographed the equipment, recorded serial numbers, and left without futher comment.
Others say the FCC immediately confiscated all equipment. Some say that they were ordered
to read a prepared statement on the air saying they have been shut down by the FCC. Some
were handed a Notice of Apparent Liability with a fine, others received them in the mail a few
days later.
And to complicate things even further, some pirates say the FCC didn't show up until at least
a week after their last broadcast, and some say the FCC never showed up at all they just
received a notice in the mail.
About the only thing that can be concluded from this information is that the FCC is
unpredictable and it seems that their behavior and actions may vary widely. These variatons
are likely linked to the year that the bust occured (the FCC seems less forgiving now than in
the past), the location of the pirate, and the personality of the field operator.We do know that
a Pirate may be fined $1,000 to $100,000 and receive up to one year in jail. I have found no
evidence that any one has gone to jail for operating a pirate station. We also know that the
FCC is notorious for violating a persons civil rights by announcing guilt of a pirate even
before a trial, and performing illegal search and seizures. This is when a good lawyer can be
very valuable.
Let's discuss how some pirates have responed to "the knock" and what their outcome has
been. Some pirates believe that if the FCC has no search warrant you should not let them onto
your property; simply say you dont know what they are talking about and invite them to leave.
This has usually resulted in the FCC immediately leaving. In some cases the pirate recieved a
"Notice" in the mail a few days later and ,in others, nothing further happened and the pirate
wisely stopped operating, at least for a while. According to the law enforcement authorities I
have interviewed, without a search warrant the FCC can only enter your property with your
permission. However I have also found evidence that the FCC is enpowered by the Federal
Government to search whenever and whatever they want, although past experiences have
shown that they have not forcably searched private property without a search warrant. The
law enforcement officers did say that if they do have a warrant, they will likely be
accompanied by police or federal marshals and you would be wise to allow them to perform
the search without resistance. This could avoid complicating your situation with an arrest
charge for obstructing justice and resisting arrest. They went on to advise that you have a
right to silence and you should use it; don't tell them anything, don't offer any information
and don't talk to anyone except your lawyer. Anything you say could be taken out of context
and used in court against you. A warrant only gives them the right to search your property; no
one can make you talk. They also advise to video tape the search or at least turn on a tape
recorder and record as much as you can. If your rights are violated or the search is performed
improperly, the tape could help to prove this in court. Any information and evidence that is
obtained in an illegal or unconstitutional search will not be accepted into court, this would
include your transmitter and anything else they find. No evidence, No case.
Other pirates believe that you should cooperate as much as possible and hope the FCC will
give you a break for being cooperative. So far all of the pirates I have talked to who have done
this have ended up paying a fine in the end. However, sometimes it may be best to handle
things peacefully and just pay your fine and get on with your life. Pirates have been sucessful
in the past at convincing the FCC to reduce their fines because they have proven that they are
not financially able to pay, some have arranged monthly payments, and some have gone to
court and had everything dropped. But we must remember, there have been others who were
not as lucky.
Many people will say that the FCC has no right to enforce their regulations. They say that the
whole idea of the FCC is unconstitutional and unfair. They argue that the FCC can't bust them
because they have no right to tell them they can't use the airwaves, after all they belong to the
people, and what about free speech!? Well, all of that may be true and it is nice for speeches,
but if you think the FCC cannot bust you and fine you for being a pirate, think again.
Although it may not be fair, the world is not a fair place and they WILL bust you and they
WILL fine you. It is not what we want to believe but it is fact, and we have to live with it (or
around it).
How you decide to deal with an FCC bust is totaly up to you, it seems that no one has come
up with the perfect solution. This chapter in no way should replace good legal advise, it is
only intended to provide you with information and different points of view. What you do with
it is up to you.
GOOD LUCK.

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