HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.video

In rec.games.video, bca44236@uxa.cso.uiuc.edu (Racter) writes:

> 
> Anyone out there in net-land who can tell me if this game is good or not. It
> seems to have a cool theme... but I've been burned on those "what I thought
> was a cool theme actually turned out to suck" summaries on the back of the
> box.  I've never played the original arcade game though, so please don'e give
> me a comparison.  Just answer the fundemental question:  "Was it fun?"
> 
> Thanx.

Oh man, now I might have to buy a Sega.  I have been waiting for
this game to come out for a long time.  The arcade game was
a riot.  The biggest reason it was good is that the game was
balanced so that a non-videogame person could still compete with
someone who had better general videogame skills.  This allowed
my girlfriend and I to play and we had a blast.  She even won
roughly half the games, and I can usually cream her at other games.

It is sort of a violent rugby game, but if you get too far ahead,
the other team gets a Troll, and he is very hard to stop.  It tends
to balance out the game.

I hope the port is good.

doug
From: victor@ucme.Berkeley.EDU (Victor Wang)
Subject: Re: SF2, for... NES?
Organization: University of California at Berkeley
Date: Sat, 12 Dec 1992 19:55:09 GMT

In article <1992Dec12.075919.16477@admiral.uucp> dave@admiral.uucp (Dave Litchman) writes:
>From the Jan '93 issue of GamePro, mail section:
>
>"...we called Capcom, and they informed us that they're working with a third-
>party NES licensee to license Street Fighter II for the 8-bit system."
>
>I have but one thing to say on this.
>
>BWAHAHAHAHAAA!!! Street Fighter II, on the NES? With its TWO button controller?
>Yeah, RIGHT!!! Why, that's almost as ludicrous as... well... SF2 for the 
>Genesis!
>
>
>-- 
>"Dammit Jim, I'm a free man, not a number!"
>----------------------------------------------------------------------
>"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore

Well, I don't know about this.  But in the EGM of Dec. issue said there is a
illegal Street Fighter II for NES and they showed a picture of it.  You only
can play Ryu, Chun-Li, Zangief, and Guile.  They background is sucked.

Andy
From: edquist@eng.umd.edu (Karl T. Edquist)
Newsgroups: rec.games.video
Subject: Re: John Madden '93 player names
Date: 13 Dec 92 16:41:31 GMT
Article-I.D.: eng.1992Dec13.164131.27415
Organization: College of Engineering, Maryversity von Uniland, College Park
Originator: edquist@valkyrie.eng.umd.edu


In article <92346.1238243IU6YVN@CMUVM.CSV.CMICH.EDU>, John Meixner <3IU6YVN@CMUVM.CSV.CMICH.EDU> writes:
>Has anyone compiled a list (full or partial) of the player names for JMF '93?
>
>And how are you supposed to figure out who some of the Madden Greats, etc.,
>are? Most are obvious, but some could be a couple of people, no?
>
>If such a list does not exist, I suggest we start one.
>
>John Meixner

Here's some on offense that I'm pretty sure about.

#21 - Cliff Branch (Raiders)
#16 - Joe Montana (49ers)
#34 - Walter Payton (Bears)
#44 - John Riggins (Redskins)
#80 - Jerry Rice (49ers) or Steve Largent (Seahawks). Probably Rice.
#87 - Dave Casper (Raiders)
#25 - Fred Biletnikof (sp?) (Raiders)
#89 - Mark Bavaro? (Giants)
#20 - Barry Sanders? (Lions)


Defense

#58 - Jack Lambert (Steelers)
#32 - Jack Tatum (Raiders)
#28 - Darrel Green (Redskins)
#59 - Jack Ham (Steelers)


I can't remember any other numbers right now.  Maybe someone can post all the numbers
and we can fill in the blanks.
From: phaedrus@halcyon.com (Mark Phaedrus)
Subject: Re: "Secret" pack-in game for the duo
Organization: The 23:00 News and Mail Service
Distribution: usa
Date: Sat, 19 Dec 1992 03:29:32 GMT

In article <102450@netnews.upenn.edu> din@gradient.cis.upenn.edu (Clarence Din) writes:
>I tried up, right, down, left and pressed II.  It worked!  Bomberman!
>Only problems: You can't save your game and only 1 or 2 people could
>play.  The HuCard Bomberman allowed up to 5 players.

     Funny, I can save the game just fine; at the "Game Over" screen, I
just choose "Save".  Is the memory in your TurboDuo formatted?  (The "5-Player
Battle" option is on the title screen too; I don't have a DuoTap so I can't
try it out, but I have no reason to believe it wouldn't work.)
-- 
\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
 \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
   \o\ for a copy of the Transformation Stories List.                       \o\
Newsgroups: rec.games.video
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: Home Video Games History
Organization: The Admiral's Unix System & The Grid BBS
Date: Fri, 18 Dec 1992 16:48:54 GMT

There's an error regarding the release dates of the three portable gaming
systems you mentioned, the Gameboy, the Lynx, and the Game Gear.

The Gameboy was indeed released first, but the Lynx came next, not the
Game Gear.

Also, you state that it took "a few years" for SF2 to come out on the SNES.
It was no more than one...


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.video
From: 212027648@vill.edu (DUCKSTER)
Subject: Re: [SNES] are your L / R buttons busting?
Summary:  SNES standard controller - possible problem?
News-Software: VAX/VMS VNEWS 1.4-b1  
Organization: Villanova University
Date: Thu, 17 Dec 1992 21:05:00 GMT

In article <BzDqnD.A62@javelin.sim.es.com>, tpehrson@javelin.sim.es.com writes...
>bwendt@nyx.cs.du.edu (Brian Wendt) writes:
> 
>>tpehrson@javelin.sim.es.com (tim clinkenpeel) writes:
> 
>>>my fine, standard ergonomic snes joypads have both suffered from SF2 playing
>>>with busted R (right) buttons.  although the button wraps partially down the
>>>side of the controller, a fast press seems 2 break something internally (have
>>>yet to take it apart and look, can't find my mini-phillips, suspect a plastic
>>>leg or spring).  the button still works but has that thoroughly defeated feel
>>>and throws me off.
> 
>>>this been happening to anyone else?  does that big-ass 'ascii pad' have the
>>>same problems?
> 
>>  Yes, my ascii-pad has this problem, and it was also caused by Street
>>Fighter II.  After failing to kill Bison on level 5 after about 2 million
>>matches, I was forced to through the controller on the floor.  I guess
>>the point of impact was the R button..
> 
>ahem, i'm talking about breakage from normal wear 'n' tear; not via excessive
>forse of by use of explosives.  nonetheless, someone else responded via e-mail
>that this has happened to all his controllers (ascii pad included) as well,
>all in the course of street-fighting.
> 
>perhaps we can sue capcom?
>-- 
>	       there is no religion when a man has  good curry
>				       -
>      tim clinkenpeel: aberrant analytical skeptical agnostic idealist.
>		     -- i exclusively represent myself --

	I too have had this problem with my controller (only after
its 10th or so trip through my dorm room wall due to some intense
SF2 competitions :-) ). However, it hasn't really affected gameplay. I'm
curious to find out what's busted in it,  but have been too lazy to open the
thing.

Newsgroups: rec.games.video
From: koziarz@chinet.chi.il.us (Louis Koziarz)
Subject: Re: Home Video Games History
Organization: Chinet - Public Access UNIX
Date: Thu, 17 Dec 1992 14:31:46 GMT

>>(Note: I accept corrections/suggestions and will post another version Dec. 21)

Will you include some information about the Magnavox (Phillips) 
Odyssey series (Odyssey and Odyssey II)?   

-- 
Louis Koziarz
koziarz@chinet.chi.il.us
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: SNES driving game clones
Date: 18 Dec 92 19:08:51 GMT
Article-I.D.: clark.1992Dec18.190851.15622
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Dec17.154329.5453@cimage.com> ejd@cimage.com (Ed Driscoll) writes:
>
>Some of the things that are different:
>
>- Top Gear has 32 tracks, 8 countries * 4 tracks each.  You can only
>go to the next country once you've got the password from the previous
>country (by finishing 5th or better in all 4 races).  F-Zero has
>15 tracks, 3 leagues * 5 tracks.  You can race in whichever league
>you want without having to "beat" any of the other leagues.

Do't forget, there are also 3 difficulty levels which change the way
you race each track, that adds up to 96 different scenarios.

>- F-Zero has a cool explosion scene if you manage to blow your vehicle
>up.  Top Gear has cool speech balloons that come up at appropriate
>times with different sayings ("Let's GO", "Get out of the way", 
>"Ha Ha loser", and my personal favorite -- "Eat dust sucker!").

Don't forget "What the Heck?!" and "Outta My Way!".....:-)

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Newsgroups: rec.games.video
From: kennyy@bnr.ca (Kenny Yan)
Subject: Re: Program in assembly...NOT! (was Re: Ca
Reply-To: kennyy@bnr.ca (Kenny Yan)
Organization: Bell-Northern Research Ltd.
Date: Thu, 17 Dec 92 16:22:07 GMT

In article <+km25t_@rpi.edu>, petitc@vccnw05.its.rpi.edu (Christopher Jon Petit) writes:
|> conty@cbnewsl.cb.att.com (E. Kontei) writes:
|> 
|> >Wrong premise.  The reason you have to code in assembly is that the given
|> >CPU is a piece of $#!T.  How else do you think they can pack in such
|> >impressive graphics hardware (scaling, rotation, LARGE sprites, etc.)
|> >and still charge less than $100 for it?
|> 
|>   Because they design the chips in-house and also the 65816 isn't 'state-of-the
|> -art' anymore so it's REAL cheap.  Also the 80386 is real cheap---does that
|> mean it also rots?
|> 

I shall refrain from saying anything here.  (hee hee)
Nope.
Not one thing.
Nada.  Nil.

|> >The typical CPU of a SNES or Genesis or TG-16 is slow and clumsy.  Thus,
|> >you can't get away with writing in an easy-to-code, (relatively)
|> >inefficient HLL the way you can in a PC or Mac.
|> 
|>   But, the C compilers for the PC have EXTENSIVE optimization options (ever
|> look at Borland C++).  If these were ported to these CPU's, then development
                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|> would be almost as good as assembly.
|> 

The problem is that most optimizations are intimately
tied to the CPU at hand, taking advantages of the number of registers, addressing
modes, instruction pre-fetches, etc., which inherently makes things totally
non-portable.  This is why I personally think that
MS-DOS has the best optimizing compilers in the world.  Nobody else seems to
be doing the same for the other processors as much (680n0, Rn000, PA-Risc, 65816,
...)

|> >And it gets worse if you try to code for a handheld.
|> 
|>   Agreed.  Handhelds:  Pay more for less.
|> 
|> -- 
|> Now on sale, in Aisle 5 of the Divine Supermarket---Lives, and Clues.  Buy
|> yours now and avoid the rush!  They make great Christmas gifts!
|> Cynicism is only realism projected into the future.
|> If your fondest wish is to fly, don't draw up plans for flippers.

Kenny Yan
The above is not a BNR opinion/view/comment/press release.
Newsgroups: rec.games.video
From: ychen@sp1.csrd.uiuc.edu (Yung-Chin Chen)
Subject: Re: SNES GAMES FOR SALE
Organization: /homes/ychen/.organization
Date: 16 Dec 92 12:11:20

In article <1992Dec16.074512.10907@galileo.cc.rochester.edu> sh002b@uhura.cc.rochester.edu (Red Dragon) writes:

>   I am selling POPULOUS.........................$37.00(includes shipping and
>   handling)

I do not mean to offend you but all our local stores are selling this game
with $29.99 for a while.
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video
Subject: Re: Home Video Games History
Date: 17 Dec 92 15:17:15 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

A few corrections:

The original home paddle games were developed before coin-op Pong in
the sixties.  Bushnell got his Pong idea from this games

I'm pretty sure the NES was out before 1986, either '84 or '85.  The 7800
was announced 1984, but never shipped until a couple years later (after the
NES was already popular).  I'd hardly call the NES graphics 'state of
the art'--they weren't even that great in 1984.  About the same as the
Colecovision, IMO.

The early 1980s are very muddled in the 'History'.  The 2600 peaked
in 1981-83 and was already in full-swing before the Colecovision was
released (1982?)  The Atari computers were also released (1980) before
the 2600-craze really got going.  There's also no mention of key 2600
games like Pac-Man or E.T. (the game that killed the 2600).

I think the Vectrex and Microvision (first cartridge-based handheld)
are omitted entirely.  Ditto for the Bally Personal Arcade (Astrocade)
and Odyssey 2).

The Lynx was released before the Game Gear.

After the crash (which deserves more mention than it was given--
video games are only just getting back to the levels of popularity
they had in 1983), the C-64 took off.  It was the primary gaming
system during the slow post-crash years.

--
James Hague   
exuhag@exu.ericsson.se
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: SNES: StarWars
Date: 19 Dec 92 20:08:24 GMT
Distribution: usa
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

jdpierc@netcom.com (Jerry D. Pierce) writes:


>Well, I have to admit that although I really like the graphics,
>music and sound effects for Super Star Wars, the game is driving
>me crazy.  

>Getting across the lava at the bottom of the sand crawler is
>nearly impossible!!  I've gotten to this point easily 20 or 30
>times with the most powerful blaster and nearly full health, 
>only to not make the jump across about 50% of the time.  

>I have discovered that if you sit and blast all of the
>"womprats" in the first stage until they stop coming, you
>usually get a bonus of 2 hearts and a blaster upgrade.  (With
>another blaster upgrade just a short distance away)

>The cartridge has come close to being bludgeoned 3 or 4 times
>already, and if I don't get past the lava boss pretty soon, I
>can't vouch for it's continued existence.  :-)

>Anybody got any hints/suggestions/codes for this beast?
>(I know about the sound test already, and how to get
>5 continues or a light saber)

	As for the Lava (What is lava doing in a sandcrawler!!!) don't 
use superjumps, and dont hesitate or those lava blasts will knock you down.

>Many thanks!

>    Jerry D. Pierce
>    jdpierc@netcom.com
From: ph2wgj@sdcc14.ucsd.edu (D.D.)
Newsgroups: rec.games.video
Subject: Re: Sega CD Color Problem
Date: 12 Dec 92 03:35:10 GMT
Organization: University of California, San Diego

In article <1gaeumINNlph@sdl.Warren.MENTORG.COM> garyg@Warren.MENTORG.COM writes:
>Though DVI technology is pretty impressive.  You should know that although
>decompression is fast, compression is complex, slow, and pricey (in terms of hardware).
>This keeps it out of the reach of us experimenters.
>
>Gary Gendel

Yep, I totally agree..
I mean with the $$ that you want to spend on DVI hardwares,
you can buy SNES, Genesis, Turbo Duo, NEO GEO..blah blah blah..:).
But come to think of it, did any one read that Hudson (or TTI for
now) had actually developed motion video compression of 111:1??
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Sega CD was:Re: Super Battletank, a very brief review
Date: 16 Dec 1992 01:53:41 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Dec15.222007.10072@admiral.uucp> dave@admiral.uucp (Dave Litchman) writes:
>Maybe Nintendo is making a good move, delaying their CD-ROM unit for a year.
>This way, all the CD developers can get the "Pretty to look at, but shit
>to play" games out of their system on the Sega CD, and produce quality for
>the Super CD from the start...

The "shit to play" games will be a temporary situation for the Sega CD, I hope.
So far Sega has been trying too hard in making games that will "show off" the
things that the Sega CD can do and not worrying about the actual game itself.
But now that they've used those games to impress enough people to buy the
systems, it's time for them to bring out some REAL games. The Sega CD game
situation should improve drastically by the next month when games such as
Wing Commander, Rise of the Dragon, Batman Returns, and Joe Montana come out.
Sega CD owners definitely have a reason to gripe about the poor CD games so
far; Sega better get those good games out FAST.

Delaying the SNES CD for a year was definitely a bad move IF the Sega CD
succeeds. That still remains to be seen. And your assumption that SNES CD
games will automatically be better because of being delayed has no basis at
all. What makes you think they'll be any better? 

-Teh Kao
Newsgroups: rec.games.video
From: daver@raker.cc.gatech.edu (David Rosenbaum)
Subject: Re: Joystick, is it worth?
Reply-To: daver@cc.gatech.edu
Organization: Georgia Tech College of Computing
Date: Sun, 20 Dec 1992 22:09:29 GMT

In article <1992Dec11.173847.12982@clark.edu> gsnow@clark.edu (Gary Snow)  
writes:
> In article <1g87snINNplp@master.cs.rose-hulman.edu>  
trottibw@nextwork.rose-hulman.edu writes:
> >In article <Bz21Ep.D9K@ulowell.ulowell.edu> nhuang@cs.ulowell.edu (Bill  
Huang)  
> >writes:
> >> Hi all you gurus, i am wondering if i get one joystick with $90, is
> >> it worht the price? i am sure it useful on the sf2, but how about the
> >> other games? also need opinions to get what kind of joystick, thank you!

I just got the Championship Joystick and I really like it, not
just for SFII but also for most of my other SNES games.  My thumb
thanks me, and I get finer control   Plus, it seems very solidly
built.  (I've destroyed the R buttons on about 5 SNES joypads by
now.  I keep returning them with no problem at Toys 'R Us, but the
ritual gets very old.)

DR
From: cirop02@elm.circa.ufl.edu (David Isaacson)
Newsgroups: rec.games.video
Subject: Re: Military Madness for TurboGrafix WANTED!
Date: 15 Dec 1992 12:52:49 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu

In article <1992Dec13.233151.14419@ultb.isc.rit.edu> clf3678@ultb.isc.rit.edu (C.L. Freemesser) writes:
|>The subject says it all!  I just picked up a brand-spankin' new 
|>TG-16, and am looking for the Military Madness card.  If you have one
|>you want to sell, LET ME KNOW!
|>

Totally Turbo is selling it and a bunch of other older games for $9.99
new.  Their number is 1800-368-0054. Doubt you'll find it used any
cheaper.


|> _______________________________________________________________________
|> || Chris Freemesser, RIT Comp.Eng.Tech.     I'd rather have a bottle ||
|> || "A professional college student" :^)     In front of me.....      ||
|> || Usenet: clf3678@ultb.rit.edu             .....than have a frontal ||
|> || GEnie: C.FREEMESSER                         L O B O T O M Y ! ! ! ||
|> -----------------------------------------------------------------------
-- 
David Isaacson		Unix:	  cirop02@elm.circa.ufl.edu
			VAX:	  Fraenhawk@maple.circa.ufl.edu
			Freenet:  ca574@cleveland.Freenet.Edu
Organization: Penn State University
Date: Tue, 15 Dec 1992 23:07:35 EST
From: <JPE1@psuvm.psu.edu>
Newsgroups: rec.games.video
Subject: Re: WHat are 'essential' carts for Genesis?
 <1992Dec15.211542.37230@uvmark.uucp> <1glu85INNpgl@aludra.usc.edu>

In article <1glu85INNpgl@aludra.usc.edu>, tehyang@aludra.usc.edu (Teh Kao Yang)
says:
>
>If you're a SF2 nut, then [that cart] would be more than enough to justify
 dumping
>your Genesis for a SNES.
>
     I have never understood why so many people talk about 'dumping' one system
in favor of another.  I understand that a decision must be made as to which
system to buy _first_ (or at all if you're only going to have one), but why
_dump_ a system?  SNES doesn't have Herzog Zwei, Road Rash, etc. - games that
I still play frequently on my Genesis.  Genesis doesn't have SFII or a good
version of Smash TV.  But I have BOTH systems, and thus ALL these games!
Perhaps I just don't tire of good games as fast as others, but, as others have
recently pointed out again (I think this was in the SNES vs. Sega thread),
with systems costing less than the price of two new games, there's really
not much reason not to have both (or more!) - then you get access to many
more games, old and new.  But people talk of switching back and forth between
systems as if one couldn't have more than one or as if it were a breach of
loyalty to have more than one.  I just don't understand...


-------------------------------------------------------------------------------
 John Emmer               "...reason has no dictatorial authority; its verdict
 Philosophy, Penn State    is always simply the agreement of free citizens..."
 JPE1@psuvm.psu.edu                       - Immanuel Kant, CPR, A738/B765
-------------- The Emmer Arcade: Amiga, Genesis, SNES, Vectrex ----------------
         (and potentially Turbo Duo and Sega CD and SNES CD and...and...)
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Wing Commander
Date: 18 Dec 92 19:23:25 GMT
Article-I.D.: clark.1992Dec18.192325.16135
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Dec18.031044.11910@netcom.com> primus@netcom.com (Robert keng) writes:
>gsnow@clark.edu (Gary Snow) writes:
>: In article <liv3h2INN4hd@jethro.Corp.Sun.COM> driver8@night.Corp.Sun.COM writes:
>: >I'd appreciate some tips on how to get through the asteriod belts when the fighting
>: >is over.  I'm fairly new with the game, and really can't figure it out.  
>: >
>: >All help would be appreciated,
>: 
>: First of all SLOW DOWN, and then maneuver so you don't get hit by an asteroid.
>: Speed up when you think you can handle it. The faster you go, the quicker it
>: is to get through......keep checking your mission map to see where you are
>: in relation to the edge of the asteroid belt.
>:
>
>		In the PC version, I just fly through it at 250 KPS and then
>blast everything that even comes close to my ship. Just make sure you keep
>the waypoint marker in sight..... (well, I don't know how the video game 
>version is, so I can't say...). Unless the waypoint is in the dead center
>of the astroid field, I just fly around it to save time....

I have found that the asteroids are a bit tougher in the video game version
versus the IBM version. Its hard to destroy an asteroid before it smacks
right into you, so its better just to maneuver around them.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Newsgroups: rec.games.video
From: lanes@spot.Colorado.EDU (LANE STEVEN LOREN)
Subject: Re: New Sega CD Games
Organization: University of Colorado, Boulder
Date: Sun, 13 Dec 1992 18:22:56 GMT

Well, I heard that quite a few new games will be out around the 15'th of
this month.  We'll have to wait and see.  I'll believe it when I see it.
By the way,
in one video game magazine wonder dog scored higher then sonic 2 on their
rating system.  They said the scenery and creatures are incredible,
each with their own specialized moves.  They said wonder dog himself has
a lot of different moves that look totally excellent.
We'll see if the hype matches up to the game.

C'mon SEGA!  Let's get the show on the roll!
Steve
From boulder, the snow filled city!

Newsgroups: rec.games.video
From: Stephen Jonke <jonke@kong.gsfc.nasa.gov>
Subject: WANTED: Missle Command (Atari 5200)
X-Xxmessage-Id: <A754BED0DF025C5D@joe.gsfc.nasa.gov>
X-Xxdate: Wed, 16 Dec 92 16:09:04 GMT
Organization: NASA Goddard Space Flight Center
X-Useragent: Nuntius v1.1.1d12
Date: Wed, 16 Dec 92 16:09:10 GMT

Subject says it all.  I'm looking for a copy of Missle Command for the Atari
5200 game system.  I'll also consider other games you might want to sell. 
Please email if you have one to sell.

Steve
------------------------
jonke@kong.gsfc.nasa.gov
------------------------
Newsgroups: rec.games.video