HDTenEightyP/NetNews huggingface dataset:
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: Re: My god, no more Street Fighter talk??
Date: 28 Sep 92 02:33:56 GMT
Organization: U of Arizona CS Dept, Tucson

In article <mowRRB7w165w@flex.com> dcha@flex.com (Doug Cha) writes:
>
>        Incredible..   is Street Fighter talk dead already?
>
>        Or will there be a formidable absense, followed by a huge
>        return to dominate this area again?
>
The calm before the storm (SFIII). 

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 

Newsgroups: rec.games.video.arcade
From: mrburges@eos.ncsu.edu 
Subject: Re: Improvements for SFIICE to SFIII
Originator: mrburges@c00374-247dan.eos.ncsu.edu
Reply-To: mrburges@eos.ncsu.edu 
Organization: North Carolina State University, Project Eos
Date: Wed, 30 Sep 1992 19:11:30 GMT


>4) Controls should be the same.  They're good as they are, and why change a
>   good thing... unless you can make it even better.  I don't think a Special
>   Move button should be added (imagine playing against someone that keeps 
>   pressing the button to do a SPD - "NO! STAY AWAY... HRRR!! Chk!Chk!Chk!
>   AAAAHHHHHHH!!!!" (Repeat as necessary).

Then have the 'SPECIAL MOVE' button take off energy from the character
each time he presses it! This would eliminate the tickers. 
The more vital you have the more the CPU would take off. The
less you have the less it would take off. This way I could be use
offensively but with MAJOR damage. Use it as a last resort(if you are
about to die) and it may pay off. After all the game was made for you
to use your fighting skills and abilities, not to rely on weapons.(although
they would add a new demension to the game :).

Mike B.
NCSU
From: carleton@tecsun1.etl.army.mil (Daniel Carleton)
Newsgroups: rec.games.video.arcade
Subject: Re: First side-scrolling game.
Date: 29 Sep 92 04:53:28 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

bskendig@netcom.com (Brian Kendig) writes:

>jecoleb@eos.ncsu.edu writes:
>>Well, the first one with major commercial IMPACT would have to be
>>the infamous Double Dragon.  That one spawned a whole hellacious genre
>>of smack-em-around games, as well as 2 (3 now, with Silent Dragon?)
>sequels.

>Yeah, and all these games have the same crucial flaw: you can't attack
>up or down on the screen, only left and right.  Which means that if
>you want to beat an enemy, you walk slightly above or below him and
>get as close to him as you can, and keep punching or kicking, and
>eventually he'll walk right into your attack.  :)

	I saw a game that didn't have this flaw, I think it was Ikari III;
instead of just guns, you could punch and kick in any direction.  I seem to
remember it being quite difficult to control.  I would regard Double Dragon
as a different genra from games like Kung Fu warrior, strider, kicker, etc..,
because the up-down movement changes play quite a bit, and because such games
rely less on jumping/timing skills emphisized in the Kung-fu/strider style games


Newsgroups: rec.games.video.arcade
From: rob@occs.cs.oberlin.edu (Rob Chauncey)
Subject: Books on Arcade Games
Organization: Oberlin College Computer Science
Distribution: rec.games.video.arcade
Date: Thu, 1 Oct 1992 16:31:34 GMT
X-Posted-From: occs.cs.oberlin.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Does anyone know of any books on arcade game hardware, programming,
etc?  I am not looking for spoiler guides, "How to win at Kick & Run",
or whatever, but stuff on HOW THEY WORK, and how people make them
work.  Thanks a lot to anyone who responds...

--
+---------------------------------------+
|Rob Chauncey - - - - - - - - - - - - - |
|rob@occs.cs.oberlin.edu- - - - - - - - |
+---------------------------------------+
Newsgroups: rec.games.video.arcade
From: dougo@wam.umd.edu (Douglas Bruce Olson)
Subject: Re: Games that end (was:  DL)
Organization: University of Maryland, College Park
Date: Sun, 27 Sep 1992 02:22:39 GMT



	Pong:


	Yeah, but that was a player against player deal. Dragon's Lair was
you vs the computer. Moi different deal. I was actually thinking about it
and I couldn't come up with too many video games where you played
by yourself and something stopped. There was an end point to it all.
	I could be wrong, but the games always seemed to get harder, to 
get faster... somehow got tougher.
From: berkman@giane.cs.umass.edu (Neil Berkman)
Newsgroups: rec.games.video.arcade
Subject: WANTED:  Tempest machine
Keywords: Atari, Tempest, wanted
Date: 2 Oct 92 18:02:00 GMT
Followup-To: berkman@cs.umass.edu
Organization: University of Massachusetts, Amherst

I would like to buy a Tempest machine.  I would also like any advice on how
to find one and how much I should expect to pay.  Thanks.

Neil
Newsgroups: rec.games.video.arcade
From: petitc@nuge102.its.rpi.edu (Christopher Jon Petit)
Subject: Re: When Mk Falls, SF2 Will Reign
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Tue, 6 Oct 1992 15:19:39 GMT

In article <BvpCqq.Lt0@watserv1.uwaterloo.ca>, sichen@bode.uwaterloo.ca (Simon Chen) writes:
|> In article <1992Oct5.194547.553@whscdp.whs.edu> stdnt163@whscdp.whs.edu writes:
|> >In article <1992Sep26.181926.43376@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.edu writes:
|> >> 
|> >	Here, here (sp?)!! I played MK once, and aside from the really cool
|> >gore and graphics, it wasn't that great at all.  Long live SFII!
|> >	-message from the Phantom Sonic Fart
|> 
|> 	People who are used to SF2 tend to suck at MK until they get used to 
|> that block button.  Since you've only played it once, you probably sucked at
|> it.  Therefore, I believe your opinion to be biased and thus, irrelavent.

  Well, I played MK for about $3 worth (.25/game), and think it's cool.  Not
quite the same 'feel' as SF2, and I'll admit, I really suck at it (Block button?
What a Concept).  But, it's fun---just that I guess SF2 was my first 'love' so
to speak :&)

  To wit...

         Mortal Kombat        Street Fighter 2: Championship Edition


Graphics:       9                              8
Sound:          8                              7
Game Balance:   6                              7
Variety:        7                              8
Playability:    8                              8

  In other words---each game has strengths and weaknesses, but both are good
games and good fun, once you're used to them.  I imagine MK users have just as
hard a time adjusting to SF2 (no Block Button).


-- 
Trust:  A very precious social commodity, due both to high value and terrible
scarcity.
MATWDTM:  Mothers Against Teenagers Who Drink Too Much (failed name for MADD)




Newsgroups: rec.games.video.arcade
From: cosc17wj@Rosie.UH.EDU (Periscope)
Subject: Re: Mortal Kombat basics
Reply-To: cosc17wj@Rosie.UH.EDU
Organization: University of Houston
Date: Wed, 7 Oct 1992 03:55:07 GMT

On Liu Kang's fatality:

Distance doesn't matter, just hold the BLOCK button and rotate the joystick
towards your opponent.  You can do two flips if you are at the end of the 
screen (called RUN DMC version :).

-Scope
Organization: University of Maine System
Date: Sunday, 27 Sep 1992 19:59:07 EDT
From: <IO20084@MAINE.MAINE.EDU>
Newsgroups: rec.games.video.arcade
Subject: Re: More Dull Kombat and Reflexes
Distribution: na

Actually, I knew someone who played Street Fighter II, who did just
that.  He used Ryu, and he would just sit there and wait for you
to attack him (execptions- Bison and Blanka).  He would block and
then do whatever seemed best, DP, throw, hit, whatever.  Nobody
could beat him consistenly(sp?).




Chuck
Newsgroups: rec.games.video.arcade
From: bskendig@netcom.com (Brian Kendig)
Subject: Re: The first video game (Was: First side-scrolling game.)
Date: Tue, 29 Sep 92 04:03:48 GMT
Organization: Starfleet Headquarters: San Francisco

Other notable early video games:

A two-player (or one player versus the computer) race-car game with a
steering wheel and gas pedal for each player, and a simple overhead
view of a track to race around.  (This was the obvious ancestor of
_Sprint_.)

A motorcycle game: your cycle went left-to-right across the top of the
screen, then right-to-left across the middle of the screen, then came
out at the left edge of the bottom of the screen, and you had to pull
back (?) on handlebars to make it jump over a bunch of busses.

Both these games were by Atari, and both of them were black-and-white
(and gray).  Anybody remember their names?  (I can't.)

     << Brian >>

-- 
_/_/_/       Brian Kendig  Macintosh Jedi           Live never to be ashamed
 _/_/   Starfleet Captain  Oracle Employee         if anything you do or say
  _/  Intrepid Adventurer  Saturn SL2 Owner    is published around the world
      bskendig@netcom.com  Wizard of Frobozz    -- even if what is published
    Princeton '92! BSE/CS  Writer/Actor/Singer                   is not true.
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat:  A few questions.
Date: 29 Sep 1992 19:17:30 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, shulick@navajo.ucs.indiana.edu (Sam Hulick) says:

>
>Mmm, doesn't sound right.  You can't repeatedly uppercut, from what I know.  I
>DO know, however, that you can keep leg-sweeping Raiden over and over again,
>and he'll never get on his feet.  (hold  O--  & hit low kick)
>
	Playing the ocmputer yesterday, on an unknown version machine, I
did that for 7 fights.  (yes, I got called cheap by the people watching,
but hey, it's acomputer, what's it matter?)  The machine actualyl
disabled my foot sweep.~r  I was playing Sonya.

>From what I've done/observed, they seem the same.
>
	Apparently, from watching closely, the high punch uppercut does
seem to go a little bit higher.. it might do a little more damage, but
not much.

Newsgroups: rec.games.video.arcade
From: biswick@ms.uky.edu (Chad Hall)
Subject: Re: BattleTech Center adress & phone #
Date: Mon, 5 Oct 1992 18:31:19 GMT
Organization: University Of Kentucky, Dept. of Math Sciences

jng53092@uxa.cso.uiuc.edu (Jon Gad) writes:

>susren@mentor.cc.purdue.edu (Susren) writes:

>[Info Deleted] 
  [n' stuff too]


>Ok, here's the real story.  I was at the Battletech Center booth (attached to
>FASA's, natch) at Gencon last summer.  And according to the information they 
>had there (including brochures and video tapes) there are currently THREE
>Battletech Centers. 

>Chicago (Open for about 2 years now)
>Tokyo (Opened in April-May of '92)
>Yokohama (Scheluled to open in late August of 1992)

>They also said that plans were in the works for at least one more in the States,but no specific location had yet been chosen.  I'd lay my money on California
>somewhere, but that's only speculation on my part.  In any case, RIGHT NOW, 
>there are only the ones in Chicago and Japan.

>Jon Gad
>jng53092@uxa.cso.uiuc.edu


  I was at GenCon the year they introduced it, and they had plans to network
them all, so you can have lance on lance or batallions if you so desire.
When this will become a reality is far beyond me, I'm just going on what I
heard from the guys at the booth 3 years ago.

 Yes, plans were to have one in california and New York area too, so keep
yer eyes open for them when they spring up. (as if they won't flood the 
advertising market when they're done...)

Biswick.
Newsgroups: rec.games.video.arcade
From: bulls@cwis.unomaha.edu (Richie J. Anderson)
Subject: Re: MK Soy vs Rai
Organization: University of Nebraska at Omaha
Date: Tue, 29 Sep 1992 14:50:05 GMT


     	You really can't do this against another person 
	all they have to do is block it and uppercut 
	her.
Newsgroups: rec.games.video.arcade
From: rob@occs.cs.oberlin.edu (Rob Chauncey)
Subject: Gladiator & Kick 'n' Run
Organization: Oberlin College Computer Science
Distribution: rec.games.video.arcade
Date: Tue, 6 Oct 1992 03:06:38 GMT
X-Posted-From: occs.cs.oberlin.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Has anyone seen a Gladiator or Kick 'n' Run machine lately?  I went to
Cleveland arcades in hopes of finding some older machines like these,
but alas, no luck.  I did find a "Hero Fighter" game (basically a 1942
clone with LOTS of flak flying at the plane - relatively awesome)...
Let me know, esp. in this area...

--
+---------------------------------------+
|Rob Chauncey - - - - - - - - - - - - - |
|rob@occs.cs.oberlin.edu- - - - - - - - |
+---------------------------------------+
From: ewu1@husc10.harvard.edu (Elwin Wu)
Newsgroups: rec.games.video.arcade
Subject: First first-person video game
Date: 1 Oct 92 15:36:52 GMT


	While we are on the subject of early video games, does anyone
remember what the earliest first-person video game was???  I'm not 
sure I would count Night Driver as a first person video game (just
as I wouldn't count Pole Position as first-person).  Does anybody
remember a vector game called Tail Gunner???
From: sjs28257@uxa.cso.uiuc.edu (Steve Stelter)
Subject: Re: Absence of a statue?
Organization: University of Illinois at Urbana
Date: Wed, 7 Oct 1992 02:24:28 GMT

nawrocki@stipple.seas.upenn.edu (Don "Paulbear" Nawrocki) writes:

>Just a quick question for all you MK players out there....

>In the arena background...The dark one with the statues of all the
>fighters in it, one seems to be missing...There are statues of
>everyone except for Scorpion (sub-zero is represented)...I was just
>wondering if there was some reason for this "story-wise" in the game,
>or if it was just done for asthetics....

Two big reasons that I can think of:                     

1.  Since there are seven player characters in the game, having a statue
    for each one of them would mean placing three on one side of Goro and
    four on the other (or vice versa), thus ruining the wonderful symmetry
    of the background.

2.  Sub-Zero and Scorpion look exactly alike except for their wardrobe
    color, so statues of the two characters would look almost identical
    anyway.


                                       --Steve Stelter
                                         sjs28257@uxa.cso.uiuc.edu
Newsgroups: rec.games.video.arcade
Subject: World Heros
From: cwhi2@cs.aukuni.ac.nz (Craig Dean          Whitmore       )
Date: Tue, 6 Oct 1992 01:51:55 GMT
Organization: Computer Science Dept. University of Auckland

I have being playing the NEO-GEO game World Heros (I think thats what it it
called). I know some of the moves but i need a list of all the moves availible
for all the players.  If anyone can help me please, can they post me the moves
list.

Thank You.


-- 
----------------------------------------------------------------------------
|Craig Whitmore      Auckland   | ????????????????????????                 |
|Auckland University New Zealand|              ?????????????????           |
----------------------------------------------------------------------------
Newsgroups: rec.games.video.arcade
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Space Ace (Re: The first video game (Was: First side-scrolling game.))
Originator: jecoleb@c00508-119rd.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Fri, 2 Oct 1992 23:52:36 GMT


vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
>I write:
>>Space Ace.  Someone actually PLAYED Space Ace.  Time to call Guinness.

>Ha.  Yet another someone who doesn't like Space Ace because he couldn't
>play it.  Maybe I'll contribute to the Hopelessly Lacking in Taste Fund.

Heh. I *tried* playing it back in my wayward youth, as I was a Dragon's
Lair fan.  I gave it a fair shot, I swear I did.

The gameplay wasn't too difficult, as it's all a combination of reflex
speed and memorization.  

The artwork, as far as technical merit goes, was quality work.

What drove me away SCREAMING was the plot.

		         --j. coleburn, ncsu
			 --"Kimmmmmmeeeeeeee!  *BLEEEEAAARRGGHH...*"
-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Newsgroups: rec.games.video.arcade
From: helen@pulua.hcc.hawaii.edu (Helen Rapozo)
Subject: Re: HELP on "light" guns.
Organization: Honolulu Community College
Date: Fri, 2 Oct 1992 02:35:22 GMT

In article <3341@carroll1.cc.edu> mars@carroll1.cc.edu (Sean Tyler Mars) writes:
>
>	I have a question for anyone who knows anything about how a 
>light gun works for a nintendo game.  I am doing a senior project and
>I would like to use a "gun" for my application.  I would like to know
>where I could possibly find information on how this actually works.
>
>	I would really like to use the gun on a PC screen or if I have to
>I would use a Mac. 
>
>	Any help would be really appreciated.
>-Sean T. Mars
>mars@carroll1.cc.edu
>-Thanks
***********
From my experince with the Nintendo system is that when you press
the trigger of the gun, the target(s) will blink.  This blink is
what the light sensor in the gun will try to detect. 

Hope this helps.


Honolulu Community College            cs_rapozo@hccadb.hcc.hawaii.edu
874 Dillingham Blvd.                  helen@pulua.hcc.hawaii.edu
Honolulu, HI 96817                    rapozo@uhunix.uhcc.hawaii.edu
Ph#: (808) 845-9202
Newsgroups: rec.games.video.arcade,rec.games.video
From: dhavill@rucs2.sunlab.cs.runet.edu (Adrian Havill)
Subject: Re: First side-scrolling game.
Organization: Radford University
Date: Mon, 28 Sep 92 16:41:17 GMT

In article <92271.232929JPE1@psuvm.psu.edu> <JPE1@psuvm.psu.edu> writes:
>     It's not exactly puch-kick, but Jungle Hunt is the first side-scrolling
>game that I remember (or at least according to the timeline provided by my
>less-than-adequate memory...).  Man, did I put a lot of quarters in that one...

What about Scrambler?
-- 
+-------------------------------------------+ Adrian David Havill
| "I have no meaningful quotes." -- me.     | dhavill@rucs2.sunlab.cs.runet.edu
+-------------------------------------------+ my opinions are not RU's
Newsgroups: rec.games.video.arcade
From: dementia@cheshire.oxy.edu (Daniel Steven Reinker)
Subject: Re: Improvements for SFIICE to SFIII
Organization: Occidental College, Los Angeles, CA 90041 USA.
Date: Wed, 30 Sep 1992 06:03:25 GMT

For SFIII, I would like to see a character with four arms. Jab to strong would
vary in how many arms are used in the attack. Special moves could include
a super-spinning lairet (sp?) much like Zangiefs but faster, a four-armed
ariel throw, some kind of four-armed throw/slam, maybe a hold where two arms
pin the opposing character while the other two pummel him/her.

Also, for Dhalsim, I would like to see an uppercut where his arm stretched,
much like a dragon punch, except he would stay on the ground.

And they should come up with a lot more moves for Vega...as it is, he is a
very limiting character.

Hiz Lord Dementia
-- 
"You can't help that. We're all mad here."-The cheshire cat, Alice in WL

"A mass hysteria/a megalomania/reveal Dementia/reveal"-Metallica                
Newsgroups: rec.games.video.arcade
From: atb@whomp.engin.umich.edu (Adrian Bradley)
Subject: Re: The Next Steet Fighter
Date: Tue, 06 Oct 92 16:46:29 EDT
Organization: University of Michigan Engineering, Ann Arbor
Originator: atb@whomp.engin.umich.edu


In article <1992Oct5.215827.1@camins.camosun.bc.ca>, alumni106@camins.camosun.bc.ca (Max Sterling) writes:
> In article <B-2-HBA@engin.umich.edu>, atb@whomp.engin.umich.edu (Adrian Bradley) writes:
> 
> > Other characters to fill in the spaces would be those two kids that
> > fight in front of that skyscraper with the SFII logo. 
> 
> Check out those characters and compare them with the characters in the 
> game. Don't they look VAGUELY familiar? As far as I can tell, they're 
> Ken and Balrog.
> 

I'll have to check it out when I see an open SFII machine and have no money. :)

> > Gotta get to work - any other ideas, or should we leave this to alt.games.sf2?
> 
> Well, if you do, you're going to kill off a great deal of input. Lots of 
> people STILL don't have alt groups, believe it or not. Mata ne.
> 
>                                                   -=]> Max <[=-

In that case, I'll ask another question for you SFII buffs that don't have
access to alt.games.sf2: What aspects about the game drew you to become either
"SFII addicts," or one who plays the game a lot? For me, I got hooked when
I learned to DP and started beating on average joes, plus practice at home w/
the SNES SF2, plus watching and learning combos from Master Ken players (I
prefer Ryu myself despite the differences between him and Ken). I decided to
give a speech about being addicted to SFII and would like any experiences that
I can read as a part of the presentation. 

C-yall...

==AD

PS Ken masters: Fireball/Fierce/DP if you want, but you must defeat Sheng Long
to stand a chance. dB-)

Newsgroups: rec.games.video.arcade
From: ian@gomez.Jpl.Nasa.Gov (H. Ian Novack)
Subject: Re: WANTED: Reactor
Organization: Earth Observation Data Systems Grp, JPL
Date: Wed, 30 Sep 1992 19:27:31 GMT

In article <1992Sep30.185024.18469@infonode.ingr.com> drudetb@infonode.ingr.com (Ted B. Drude) writes:
>Does anyone know where I can find a working (or even broken) Reactor ?
>(by Bally or by Williams...I can't remember which one of them did it

Actually, it was made by Gottlieb.

|-Ian Novack (Particle Man)----------------------------ian@gomez.jpl.nasa.gov-|
| "Good people are boring.  Only the evil have style." Jet Propulsion Lab     |
|    -- David Lynch, cinema [europe], 8/92             Pasadena, CA           |
Disclaimer:"Everybody is entitled to an opinion, and yours is wrong." D. Barry|
Xref: sparky rec.games.video.arcade:7683 rec.games.video:19324
Organization: Penn State University
Date: Sun, 27 Sep 1992 23:29:29 EDT
From: <JPE1@psuvm.psu.edu>
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: First side-scrolling game.
 <1992Sep26.213842.25736@blaze.cs.jhu.edu>

     It's not exactly puch-kick, but Jungle Hunt is the first side-scrolling
game that I remember (or at least according to the timeline provided by my
less-than-adequate memory...).  Man, did I put a lot of quarters in that one...


-------------------------------------------------------------------------------
 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 ----------------
Newsgroups: rec.games.video.arcade