***No History From Help Menu

***No Context Sensitive Help In Dialogs

***Mouse constrained in the game window area in Asteroids and Tempest.
This does not happen all the time.  Sometimes when switching to other programs, 
from those two games, mouse pointer will be locked in the the game window area.



07/09/93                                                              Page 1
--------------------------------------------------------------------------------
      Title
Description
Title AS Adjusted Constants screen truncated on the left.

-------------------- ACTIVE - 05/19/93 - A-TWEST ------------------------
ENVIRONMENT:  Compaq 386, DOS 3.31  Monalisa TIGA VGA Large Fonts.

File Location;  \\t-kliu2\arcdisk PW arcade


STEPS:

1.  Install Arcade from the above source location.

2.  Set the monalisa display to Large Fonts VIA the Windows Setup Icon.

3.  Lauch Asteroids.

4.  Press F9.


RESULT:

The Adjusted Constants Dialog is displayed with the screen truncated on the
left.  The Display as X check box can not be checked making this option
unavailable.  This does *not* happen in Small Font mode for the Monalisa
display.
-------------------- ACTIVE - 05/25/93 - T-KLIU -------------------------


Title TMP: Level: Level #99 is radom shape every time

-------------------- ACTIVE - 06/03/93 - T-KLIU -------------------------
Level 99 is a rndom shpae every time.  Every time when player dies or wins in
level 99, a new shape starts at random.  Some spikes will not occurs at this
level at random, also.
.
-------------------- ACTIVE - 06/08/93 - T-KLIU -------------------------
This was not noted in the spec.

This is more detailed description of this level:

Level 99 is always a random shape.  Once you clear it OR YOU DIE, the shape
changes randomly to one of the 16 possibilities.  Sometimes, you will NOT get
any spikes in the shape at the beginning, even though it's one of the last 13
shapes.  This happens randomly about 1 every 6 hyperspace jumps the shape you
get has no spikes at the beginning.  If level 99 looks like a circle, square
or plus, it might start with spikes anyway even though those shapes never did
before.  NOTE ABOUT DYING ON LEVEL 99:  When you die, the shape changes
randomly, but it remembers what percentage through the level you were, so if
you die just before the end, you may get a different shape to continue the
level on, but you'll still be almost finished that level.  ALSO...  it
preserves the length of each spike in the shape to the new shape, and tries
to match as closely as it can the look of the last shape --- what I mean is,
if you have 3 long spikes and 7 short ones and then you die, the new shape
you get will have 3 long spikes and 7 short ones arranged in the same order
as closely as possible --- it won't always be exact because different levels
have different numbers of sections to their shape, but it tries.


This is assigned to the committee.
.
-------------------- ACTIVE - 06/09/93 - T-KLIU -------------------------


Title TMP: Score: Wrapps around at 999,999

-------------------- ACTIVE - 06/03/93 - T-KLIU -------------------------
There is a score wrapping on this game which was not in the spec.

There score wraps around at 999,999 1,000,000 wraps to 0.
.
-------------------- ACTIVE - 06/09/93 - T-KLIU -------------------------


Title MC: GP fault running MC

-------------------- ACTIVE - 06/17/93 - T-KLIU -------------------------
To repro:
1) Start MC

Notice the General protection failure at
WST 48024.DRV at 0003:0416.

DR Watson Log is recorded as the following:

Start Dr. Watson 0.80 - Thu Jun 10 11:36:40 1993

Start Dr. Watson 0.80 - Thu Jun 10 11:39:23 1993
****************************************************************************
Dr. Watson 0.80 Failure Report - Thu Jun 10 11:39:36 1993
MC had a 'Exceed Segment Bounds (Read)' fault at DISPLAY 3:03dd
$tag$MC$Exceed Segment Bounds (Read)$DISPLAY 3:03dd$cmp     ax, es:[di]$Thu
Jun 10 11:39:36 1993

CPU Registers (regs)
ax=0000  bx=6900  cx=027f  dx=0000  si=0780  di=7800
ip=03dd  sp=58e4  bp=58f6  O- D- I+ S- Z- A+ P+ C-
cs = 01ff  807a8ce0:04ff Code Ex/R
ss = 1e17  80908000:7a7f Data R/W
ds = 08ef  809b5000:77ff Data R/W
es = 08ef  809b5000:77ff Data R/W

CPU 32 bit Registers (32bit)
eax = 00000000  ebx = 00006900  ecx = 0000027f  edx = 00000000
esi = 00000780  edi = 00007800  ebp = 000058f6  esp = 800158d4
fs = 0000         0:0000 Null Ptr
gs = 0000         0:0000 Null Ptr
eflag = 00000202

System Info (info)
Windows version 3.10
Retail build
Windows Build 3.1
Username bradhi
Organization Microsoft Corporation
System Free Space 14625344
Stack base 15104, top 20828, lowest 19890, size 5724
System resources:  USER: 87% free, seg 07a7  GDI: 78% free, seg 05ff
LargestFree 31494144, MaxPagesAvail 7689, MaxPagesLockable 1723
TotalLinear 8892, TotalUnlockedPages 1730, FreePages 1006
TotalPages 2374, FreeLinearSpace 7691, SwapFilePages 2048
Page Size 4096
5 tasks executing.
WinFlags -
  Math coprocessor
  80486
  Enhanced mode
  Protect mode

Stack Dump (stack)
Stack Frame 0 is DISPLAY 3:03dd               ss:bp 1e17:58f6
01ff:03d5  8b c8                 mov	cx, ax
01ff:03d7  58                    pop	ax
01ff:03d8  8a 56 0a              mov	dl, [bp+0a]
01ff:03db  e3 1b                 jcxz	short 03f8
(DISPLAY:3:03dd)
01ff:03dd  26 3b 05              cmp	ax, es:[di]
01ff:03e0  75 16                 jnz	short 03f8
01ff:03e2  26 3a 55 02           cmp	dl, es:[di+02]
01ff:03e6  75 10                 jnz	short 03f8

System Tasks (tasks)
Task  CLIPSRV, Handle 202f, Flags 0001, Info   19968 10-01-92  2:11
  FileName C:\WINDOWS\CLIPSRV.EXE
Task DRWATSON, Handle 1eff, Flags 0001, Info   26864 10-01-92  2:11
  FileName C:\WINDOWS\DRWATSON.EXE
Task  PROGMAN, Handle 0637, Flags 0001, Info  115312 10-01-92  2:11
  FileName C:\WINDOWS\PROGMAN.EXE
Task   NETDDE, Handle 11ff, Flags 0001, Info   81920 10-01-92  2:11
  FileName C:\WINDOWS\NETDDE.EXE
Task       MC, Handle 1e9f, Flags 0001, Info  161024 06-09-93 19:12
  FileName C:\GAMES\VECTOR\MC.EXE

1> Running Missle Command with the 24bit NEC
2> video driver.
.


Title MC: F9: Clicking Help close the dialog

-------------------- ACTIVE - 06/17/93 - T-KLIU -------------------------
To repro:
1) Start MC.
2) Bring up F9 dialog.
3) Click Help button.

Notice that the help window activates, but the control dialog is closed.

Expected outcome:
F9 dialog should be opened when activating Help window.
.
-------------------- ACTIVE - 06/23/93 - T-KLIU -------------------------


Title MC:AST: Score: High Score is not displayed correctly.

-------------------- ACTIVE - 06/21/93 - T-KLIU -------------------------
The high score displays in the top center of the screen only shows the high
score in the current lauch of the MC program but not the altimate high score
ever played.

To repro:
1) start MC.
2) Play a game (In the game playing, notice that the high score display in
the top center of the screen started as 0 even if there is already high score
registered in the high score screen display in the demo) and get score up to
about 3,000.
3) Do not quit the program, start another game.
Notice that now the high score number displayed in the center top has changed
to the score from the last game, even if the score is lower than the high
score on the high score screen display.
Summary:  Right Now the high scroe display in the top center will only
register the high score from the game plays of the current launching of the
MC program.  After quitting and relaunch the program, the altimate high score
will only be registered in the High Score screen display, but the high score
in top center will be turned back to 0 and start record the high score of all
games in the next program launch.

Expected outcome:
The high score display in the top center of the screen should always display
the altimate high score registered in the High Score screen display.
.
-------------------- ACTIVE - 06/21/93 - T-KLIU -------------------------
Same issue in Asteroids version 60021.
.
-------------------- ACTIVE - 06/23/93 - T-KLIU -------------------------


Title AST:  High score registering screen displays radom lines.

-------------------- ACTIVE - 06/21/93 - T-KLIU -------------------------
When the high score screen shows up to have user entering the their initials,
the screen have funny radom lines on crossing the screen and the letters.
After the initial registers, the funny lines remain on the recorded initials.
.
A screen print is saved under ASTbug1.bmp
.
--------------- ASSIGNED to ACTIVE - 06/23/93 - T-KLIU ------------------


Title AST: Levels: New level should not begin whenever ship dies

-------------------- ACTIVE - 06/21/93 - T-KLIU -------------------------
In the PC version, when ever the ship gets destroyed by any enemy object, a
new wave of rock starts as a new level.

Expected outcome:

When a ship gets destroyed, a new ship is placed in the same level with the
same asteroids.  The only time a level advances is when all asteroids and the
last saucer are cleared.
.
--------------- ASSIGNED to ACTIVE - 06/23/93 - T-KLIU ------------------


Title MC: Missile&Smart Bomb: # in each level should be fixed.

-------------------- ACTIVE - 06/24/93 - T-KLIU -------------------------
In the arcade number, there are fixed number of smart bombs and enemy
missiles on each level.  In the PC version, those counts varies in different
game plays.

Please verify section 16.11 for detail information on the correct number of
missiles and smart bombs on level 5 to 12.  However, for the first 4 levels,
we have a new count for the number of enemy missiles.
Here is the correct number of enemy missiles on first 4 levels:

Level          # missiles			
1	        12		
2		15			
3		18			
4		12		

For the levels higher than 12, we will have committee to decide if we are
going further investigate or to keep what we have in the current game.
.
-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------
We will not worry about levels higher than 12 for now, since no super user
has been able to notice any difference.
.


Title AST: HyperSpace: There is also explsion upon re-entry

-------------------- ACTIVE - 06/25/93 - T-KLIU -------------------------
In the arcade game, hyperspace will sometime destroy a ship upon re-entry
even if the ship did not have collision with any enemy objects or being shot
by saucers.  The chance that this will happen is 1:4.
.
-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------


Title TMP: Fuseball:  Destruction graphic needs additional feature

-------------------- ACTIVE - 06/28/93 - T-KLIU -------------------------
When fuseball is destroyed hole by a blaster, it just disappear on the
screen.

Suggestion:
In the arcade version, it has a destruction graphic which is text that
displays the points awarded for destroying the fuseball.  If the fuseball is
destroyed by the superzapper, then the points are displayed in the hole and
16 points of pixiles is displayed as the destruction graphic effect.

Please view spec 9.4.4 and tape 1  05:23:22 for details.
.
-------------------- ACTIVE - 06/28/93 - T-KLIU -------------------------


Title AST: Small Saucer:  Firing accuracy should be less

-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------
Right now the small saucer firing is too accurate.  Please make a change so
that the chance for small saucer hitting the space ship is 1:7 if the space
ship is not moving.  We also decided that this 1:7 rate remains through out
the game.
.
-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------


Title CP: Config: Cursor not dissappearing on Win Pro Video Board

-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------
In the pc version, the cursor remains on the screen during game play.

Expected Outcome:  Cursor should dissappear during game play.
.
-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------
-------------------- ACTIVE - 06/30/93 - T-KLIU -------------------------
Dima, if it is easier, we can fix this after you arrive at MS.
.


Title AST: Score: New scoring conditions

-------------------- ACTIVE - 07/01/93 - T-KLIU -------------------------
In the PC version, the score adds up when saucers collide into asteroids, or
when This should not be the case.

A quick summary of the scoring conditions:
The only time it should score is:
  When ship missile hits Asteroids or Saucers.
  When ship collides into Asteroids or Saucers.

Score does NOT add up when
  Saucer collides into asteroids  (that is bug right now)
  Saucer missile hits asteroids   (this bug has been fixed)
.


Title CP: Last remaining cp body segment on screen should be fast

-------------------- ACTIVE - 07/02/93 - T-KLIU -------------------------
In each level, when snake gun clear all the cp body segments and leaving only
1 cp body segment on the screen, this one segment will start travel at the
faster cp speed even if it was traveling at a lower speed before.  At
anytime, if there is only one cp body segment left, that segment will always
travel at the faster cp speed.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title ALL: Esc key should activate Cancel button in all dialogs

-------------------- ACTIVE - 07/02/93 - T-KLIU -------------------------
In the current version, Esc key will not activate Cancel button in any
dialogs.

Expected outcome:  Esc key should activate Cancel button in any dialog as
standard Windows feature.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title CP: Hangs in Monochrome VGA mode

-------------------- ACTIVE - 07/02/93 - T-KLIU -------------------------
To repro:

1) Make sure the system is using VGA MONO mode.
2) Start CP
3) Click OK at the Quick Help.

Notice that system hangs.

Suggestion:  If we are not supporting VGA mono, it will be great to have a
video detecting function.  Instead of crashing the system, the program should
have a message saying can't run under the curret video driver and exit out of
the program.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------
This also should be noted in help.


Title CP: Snake Gun Position: should be the same place at return

-------------------- ACTIVE - 07/02/93 - T-KLIU -------------------------
To repro:
1) Start a CP game.
2) Place the snake gun on the lower left of the house of pain area.
3) Press Alt-Tab to go to a different program.
4) In the different program, move mouse pointer to the upper right corner of
the screen.
5) Press Alt-Tab switching back to CP.
6) Press F3 to continue.

Notice that the snake gun position is now on the far upper right corner of
the house of pain area.

Expected outcome:  When returning to the centipede program from other
applications, the snake gun should remain at the same place as upon leaving
the centipede program.  This is more critical in CP than other games such as
MC.  Possibly this will be also critical in BattleZone.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title Generic: Sound: Not available till F2 play game.

-------------------- ACTIVE - 07/05/93 - T-KLIU -------------------------
If the Sound Bits is installed and running in the background, sound option
will be greyed at the program startup even if the correct sound driver and
sound card is available.

To repro:
1) Install Sound Bits and it sound running in the background.
2) Start any game.
3) Goto Option menu.
   Notice that sound option is greyed.
4) Press F2:Enter to start a new game.
5) Goto Sound under Options menu.
   Notice that sound option under Option menu is not greyed.  It is now
   available for selection.

Suggestion:  If there are correct sound card and sound drivers installed,
Sound selection under Option Menu should be available for selection.   A
possible fix could be checking for sound resource when ever Option menu is
selected.  Right now it seems to check for sound resource only at the program
startup and new game startup.
.


Title CP: Leaving Partial Centepede at the top of screen

-------------------- ACTIVE - 07/05/93 - T-KLIU -------------------------
To repro:
1) Start CP
2) Notice that sometimes partial duplicated centipede body segment immages
will be left on top of the screen while the complete body segments travels
down the screen.

Expected outcome:
The duplicated centipede body on the top of the screen should be erased
during the update of the screen.
,


Title CP: Scores 900 points when captured by spider

-------------------- ACTIVE - 07/05/93 - T-KLIU -------------------------
When the snake gun is captured by the spider, the snake gun dies and the
score is added up for 900 points.

Expected outcome: Socre should not add up when the snake gun is captured by
the spider.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title AST: Game not saving new Control setting upon restart.2

-------------------- ACTIVE - 07/05/93 - T-KLIU -------------------------
To repro:
1) Start AST.
2) Press ALT: O: C for Controls Dialog.
3) Change settings for Firing Button and HyperSpace button.
4) Play a game and verify that those buttons are changed.
5) Quit the program and restart.
6) Play a new game.
Notice that the hyperspace button and the firing button are now back to the
default setting.

Expected outcome: The change of the new hyperspace and firing button should
be still in effect upon restart of the program.  The new setting should be
saved just like Rotate Right, Rotate Left, and Thrust buttons.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title CP: Auto firing can occur

-------------------- ACTIVE - 07/07/93 - T-KLIU -------------------------
To repro:

1) Start CP game.
2) Hold down firing button.
3) Press F9
4) Release fire button.
5) Click OK or Cancel then press F3 to continue

Notice that snake gun is left firing without pressing firing button.

This should not occur.
.
-------------------- ACTIVE - 07/08/93 - T-KLIU -------------------------


Title CP: Snake Gun:Moving through Single Centipede with out dying

-------------------- ACTIVE - 07/07/93 - T-KLIU -------------------------
To repro:
1) Start a CP game.
2) Kill centipede until only single segment of CP left on screen.
3) When it entere the house of pain area, quickly jerk the snake gun through
the cp.

Notice that usually snake gun passes right through with out dying.

Expected outcome:  Snake gun should not be able to pass through CP.  Snake
gun should die under such condition.
.