HDTenEightyP/NetNews huggingface dataset:
From: shimkevi@buchmf.bu.edu (Sergey Shimkevich)
Newsgroups: rec.games.video
Subject: Re: Street Fighter 2 racist ???
Date: 15 Oct 92 23:24:58 GMT
Article-I.D.: bu.98797
Organization: Boston University Chemistry Department

Hmm, wasn't it the same person who started the "sexism in video games" thread a
year ago?

//////////////////////////////////////////////////////////////////////////////
// Ryan: What is it to you, demon?       //// Sergei Shimkevich             //
// Lune: It is Sir, Demon to you, worm!  //// shimkevi@buchmf.bu.edu        //
// -Phantasy Star III                    //// shimkevich@A1.tch.harvard.edu //
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: SNES: NCAA Basketball
Date: 11 Oct 92 00:16:46 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

denton@ssd.comm.mot.com (Perry Denton) writes:

>My only gripe so far would be with the difficulty level on conference play.
>I'm new to this game (5 games played so far), but I slaughtered NC State 
>using North Carolina 100-40.  Maybe NC State had a poor team last year.
>I'm waiting to play this with a friend to see what 2 player competition
>will be like.  I don't see any way to choose difficult levels or time
>of periods during conference season play, but for an individual game there
>are 3 levels of difficulty, so I assume for seasonal play your playing the
>most difficult level.

	I thought it was easy too, until the Georgia Bulldogs obliterated 
me to ruin my winning streak.  I believe that difficulty must be random based
on the quality of the teams.  By the way, who had the best NCAA record last 
year?
From: btribble@terapin.com (Bobby Tribble)
Newsgroups: rec.games.video
Subject: Re: Out of this World
Date: 13 Oct 92 17:37:45 PST
Organization: BBS

In article <Bw2G7A.2H8@acsu.buffalo.edu>, v130r92d@ubvmsb.cc.buffalo.edu (Mark
R Miller) writes:
>
>Also anybody know when Sonic II is due out?

Sonic 2sday in November...Which tuesday is that? I forgot...either the 17th or
24th. This is a worldwide release date, it will be released simultaneously in
the US and Japan.

What I want to know is, when is the Sega-CD version of Sonic due out? I've
heard mid-93, but I hope it's earlier than that. I want to get the CD version,
not cart version.

Bobby Tribble  |8')
-=-=-=-=-=-=-=-=-=-=-
btribble@terapin.com
Newsgroups: rec.games.video
From: xc04@casbah.acns.nwu.edu (Xi Chu)
Subject: [MD] Newzenland story CODES!?
Organization: Northwestern University, Evanston Illinois.
Date: Fri, 16 Oct 1992 22:12:45 GMT


Just read a tip for this game: During DEMO (when and where?), rotate either
pad to either direction, 9 lives is there for you to grab.  I cannot work this
out in my sys. I had a US machine with Jap MD cart. I don't see any demo
action at start.


Thanks for any help.



Newsgroups: rec.games.video
From: ggiles@cie.uoregon.edu (Gregg Giles)
Newsgroups: rec.games.video
Subject: Re: Sega CD
Date: 17 Oct 92 00:21:46 GMT
Article-I.D.: nntp.1992Oct17.002146.1590
Organization: University of Oregon Campus Information Exchange

In article <1992Oct15.184340.22930@eff.org> peterco@eff.org (Peter Cohen) writes:
>
>The Sega CD is slated for a November
>release.

   The unit was unveiled Oct. 15th (yesterday) in New York. As for availability,
as Sega.

-- 
--------------------------------------------------------------------------------
Gregg Giles (Dynamix, Inc.)            Willy Beamish Team (MSDOS CDROM, Sega-CD)
All opinions expressed are my own.      Net: ggiles@cie.uoregon.edu, BIX: ggiles
>>  "Illusions are painfully shattered, right where discovery starts."  -Rush <<
Newsgroups: rec.games.video
From: c60a-oe@danube.Berkeley.EDU (jian he)
Subject: Code for playing bosses
Organization: University of California, at Berkeley
Distribution: usa
Date: Wed, 14 Oct 1992 21:18:57 GMT

Someone told me that he had seen someone done it! Unfortunately, the guy
who knows how to do it won't tell. If anyone out there knows such trick,
let us know!
From: joem@hplsla.hp.com (Joe Megaw)
Newsgroups: rec.games.video
Subject: Re: SNES Zelda III, where are those 20 hearts?
Date: 12 Oct 92 23:23:55 GMT
Article-I.D.: hplsla.7280149
Organization: HP Lake Stevens, WA


Several people have responded via e-mail with a list of all 24 pieces.
I was missing the one from the digging game.  It took me 30-40 tries,
but I finally got the piece out of that game.  Here's a copy of the
list in case your stumped on something else.

 - Joe

---------
Originaly posted by revans@uspi2.Prime.COM (Robbin Evans)

1)  In the race below the town in the light world
2)  In Blind's house in the light world town, must bomb in basement
3)  In hole at west end of the light world town, must jump into hole
       from above and then bomb to find heart in chest
4)  In swamp in light world after draining water from the swamp
5)  In cave with old man in the desert
6)  On ledge above desert to left of palace -- exit palace on left side
7)  Under pile of rocks to the west of Sanctuary -- dash against pile
8)  On island near Zora -- must get flippers from Zora first
9)  On mountain in the light world up from Mountain Sanctuary -- jump
       down from top onto right ledge
10) On top of mountain in light world, must set mirror in dark world
       (same place as setting mirror to get to third palace)
11) Under a bush in the light world forest -- exit via stump
12) On lower right ledge of pyramid in dark world
13) In cave to NE of desert in light world (slightly below library) -- 
       must set mirror in dark world in ring of bushes
14) In treasure chest house in dark world village
15) In hole near equivalent of blacksmith's house in dark world -- must
       pound all stakes into the ground
16) In cave/tree near woodcutter's house in light world once mist has 
       lifted and tree isn't being cut -- dash against tree
17) In cave near Death Mountain in dark world (near forest) -- sign says
       must have cape; also need hookshot
18) Under large stone in desert in light world (to right of palace) --
       must set mirror in dark world
19) In cave above graveyard in light world -- must have 2nd power glove
       and set mirror in dark world
20) On island near happiness pond in light world -- must set mirror in
       dark world
21) On island near Turtle Rock in light world -- must have hookshot and
       go via dark world to top of mountain on east side and then set
       mirror
22) In the left head next to the swamp palace (number 6) in the dark
       world 
23) In the treasure field in the dark world -- dig until get 28-30
       holes dug and a 1/4 heart is found
24) Near the 7th palace in the dark world -- on the ledge outside of
       the room where the big chest is found -- set a mirror to reach
       a ledge in the light world that can't otherwise be reached
From: 00bkpenticuf@bsu-ucs.uucp
Newsgroups: rec.games.video
Subject: Re: SNES SF2 BOSSES CODES!!!!!!
Date: 7 Oct 92 23:38:22 GMT

In article <Bvrs1I.AxL@acsu.buffalo.edu>, rjking@acsu.buffalo.edu (Randall J. King) writes:
> Now that I got your attention.  I posted a question a few days ago about
> play a computer player vs the same real player (which I got thanks!).
> However I also got about a billion mail messages asking me if I knew the
> 'bosses' code.  I want to let it be known to all that read this:
> 
> THERE IS NO BOSSES CODE AT THIS TIME.  IT HAS NOT BEEN RELEASED.
> 
> It is still debatable whether Capcom even put this in the code for the 
> cartridge.  They would make ALOT more money if they released another one,
> or some kind of an adaptor with the codes on it for the current cartridge.
> 
> I am putting together a FAQ's for SNES SF2 to post in a couple of days.
> There is only the player vs. player code and a few other tricks known now.
> Thos of you who have had the same response as I will understand the necessity
> of wasting this bandwidth.

What are these "few other tricks known"?


Brandon Kyle
Newsgroups: rec.games.video
From: jjhoxsey@vela.acs.oakland.edu (Major Lee Obvious)
Subject: *** Wizards & Warriors III help wanted ***
Organization: ACME Acres Looniversity Public Relations.
Date: Mon, 12 Oct 1992 20:22:02 GMT

	Has anyone else played this game?  If so, have you found the
three-headed dragon that hold the (I believe) final jewel?
	Any and all discussion would be appreciated about this game.
	Thanks!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
"Even I must take a break from | jjhoxsey@vela.acs.oakland.edu (Kuros)
 wackiness occasionally."      |
               Gogo Dodo       | The IRC Silly Knight (w/rubber chicken)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video
Subject: Re: 32bit Graphics for SNES.....
Date: 8 Oct 92 15:29:19 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              The opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

Andrew Fox writes:
>
>
>The man behind the chip is Jez San, he of Starglider fame. 

This is good news.  This guy really knows how to write games, so
hopefully the contraption will be shipped with a great title.

>Those who have seen the chip claim that the polygon handling is comparable to that of
>games such as Namco's 'StarBlade' and certainly better than that of any existing home
>games system.

As long as the game itself is a lot better than StarBlade--it looks
cool but is completely awful.  It is more a novelty than anything
else.

--
James Hague   
exuhag@exu.ericsson.se
Newsgroups: rec.games.video
From: grover@emunix.emich.edu (Grover Thomas)
Subject: Re: Sega or Genesis (Give me a break)
Organization: Eastern Michigan University
Date: Thu, 8 Oct 1992 05:26:40 GMT

In article <1992Oct5.205941.10521@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>
>Actually I hear that "Out Of This World" has been delayed indefinately,
>and has been removed from dealer price lists.


From what I've heard,  the death of a close friend has caused some grief
for Bill Heineman, so production of all versions will probably be delayed
indefinately.
-- 
 __                                                                        __
(__)  Grover Thomas                   InterNet:  grover@emunix.emich.edu  (__)
(__)                                                                      (__)
(__)    "Verbosity leads to unclear, inarticulate things" -Dan Quayle     (__)
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: [GEN] Phan Star III Question
Date: 15 Oct 1992 10:53:54 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Oct15.162837.21536@eng.umd.edu> dskim@eng.umd.edu (Daeshik Kim) writes:
>>  The best by far has to be the new Dungeons and Dragons game!!
>
>	You got to be kidding!
>
>	I'm willing to sell my D&D if I can get $25+ out of that junk.
>	And I hope I'm the last one fooled by this kinda posting.

I think the original poster was saying that it had the best combat system,
not that it was the best RPG game.

I still think that although the game is very short and not really a good
value for your money, it has one of the best interfaces and play system
of any RPG.

-Tehkao
From: brackney@author.ecn.purdue.edu (Larry J Brackney)
Newsgroups: rec.games.video
Subject: Re: Turbo Duo Review
Date: 8 Oct 92 23:32:14 GMT
Organization: Purdue University Engineering Computer Network

In article <1992Oct8.204650.2729@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
>In article <1992Oct8.200112.5693@noose.ecn.purdue.edu> brackney@author.ecn.purdue.edu (Larry J Brackney) writes:
>>   Another point of interest are the choice of turbopad connectors.  TTI
>>has opted to use PC-Engine connectors rather than the oversized TG-16
>>connector format.  The upshot?  If you want to use a turbotap and other
>>controllers with the Duo, you use Duo taps and controllers, or PC-Engine
>>stuff.  The old TG16 peripherals will NOT work without a converter cable.
>>(Sold seperately of course! ;-) )  I found this to be an odd decision on
>>TTI's part.
>
>Hm.  Probably makes it easier to port over anything that uses a special
>controller.  Forgotten Worlds, for instance.  Or maybe SFII/FSII?
>
>Is there a reverse converter cable available, so I can use a Duo (or PCE)
>controller on an older-style TG-16?

   As far as I can tell from the documentation on the subject (an errata
sheet of all things), the connectors go both ways.  So, you TG16 owners
might want to look into them for use w/ PC-Engine controllers.
Unfortunately, the connectors are NOT available yet.  We'll know for sure
when they are...

   - larry

--
/  Larry J. Brackney      | E-Mail: brackney@mn.ecn.purdue.edu              \ 
|-------------------------| S-Mail: 3116 Hilltop Dr.  W. Lafayette IN  47906 |
|  Mechanical Engineering | Phone : (317)-463-1602 (Home)                    |
\  Purdue University      |         (317)-494-6552 (Office)                 /
Xref: sparky rec.games.video:20156 alt.games.lynx:822
From: hennessy@acsu.buffalo.edu (DOG BASEBALL!!!)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: Prince of Persia
Date: 10 Oct 92 06:15:36 GMT
Organization: Ministry of Information, Lower Volta.


	So, the question we've all been waiting for... when's it coming out on
the Lynx?


-- 
   /I\          Fuck 'em if they can't take a joke.
  /(*)\         hennessy@acsu.buffalo.edu                 
 /IIIII\        "Leave EVERYTHING to ME!" - Powdered Toast Man       
/IIIIIII\       Happiness is a warm gun.
Newsgroups: rec.games.video
From: dlvk1@cbnewsf.cb.att.com (david.l.van kampen)
Subject: Darryl Liang's Email Address
Keywords: Darryl Liang, email, Nintendo Sale
Organization: AT&T
Distribution: usa
Date: Wed, 7 Oct 1992 13:58:55 GMT

HELP!

 Due to a system problem on my end I lost Darryl's email address.  He is
 in Houston, TX but I no longer have his email address.  We were just
 about to close a deal on the Nintendo he had for sale.  If someone could 
 mail me his email address or tell me how to get it I would greatly
 appreciate it.  Thanks!

 -Dave
From: tominatr@ac.dal.ca
Newsgroups: rec.games.video
Subject: SNES Super Double Dragon wanted
Date: 15 Oct 92 20:16:00 GMT
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

WANTED:

Super Double Dragon for SNES.

This might be a bit early, but you never know.

        - Tom N.
Newsgroups: rec.games.video
From: jarnis@mits.mdata.fi (Jarno Kokko)
Subject: Re: John Madden '93
Organization: Microdata Oy, Helsinki, Finland
Date: Fri, 9 Oct 1992 15:48:35 GMT

In article <1992Oct7.200059.3792@vax.muskingum.edu> ed_medeiros@vax.muskingum.edu writes:
>If you haven't heard by now, John Madden '93 will be coming out late Nov. early
>Dec..  Or at least that is what EA told me last night when I ordered it.  It
>will contain all 28 NFL city teams plus 8 of the greatest teams in football
>history.  Such as '78 Pittsburgh, '76 Oakland, '85 Chicago, and '84 San
>Francisco.  That is what was listed.  It will also contain the "No Huddle"
>offense and the QB clock stopping play, probably spiking the football.  That is
>all I know.  Does anyone else have any information???

This all is true. It's simply the best US Football game so far. (At least
on SNES...)

I have a BETA version on SMagicom. There is no bugs/non-working features
visible, so I doubt that it differs a lot from the final release version.


Newsgroups: rec.games.video
From: woodcock@crchh427.NoSubdomain.NoDomain (Gregg Woodcock)
Subject: Re: Joysticks' Lament (was Re: Awesome New Controller!)
Reply-To: bn202@cleveland.freenet.edu
Organization: Bell-Northern Research, Richardson, Texas
Date: Tue, 13 Oct 1992 14:01:01 GMT

In article <ygzzhzn@rpi.edu>, petitc@vccnw02.its.rpi.edu (Christopher Jon Petit) writes:
|> In article <Bw150z.J7E@news.cso.uiuc.edu>, egp41980@uxa.cso.uiuc.edu (M) writes:
|> |> jknife@desire.wright.edu writes:
|> |> 
|> |> 
|> |> I tried this pad at CES too, and I have to say that while regular control
|> |> pads begin to hurt my thumb after 20 minutes of play this one did after
|> |> I used it for about a minute. This and a couple of other "nifty" new
|> |> controllers I saw at CES (including that one where you just twist a stick
|> |> around in one hand, no base) seemed based more on gimmicks than on sound 
|> |> ideas for new controllers.
|> |> 
|> 
|>   Could someone please tell me WHEN joysticks faded out as the norm for game
|> machines?
|> 
|>   Is it because the joypads are more durable, or because game manufacturers
|> are getting greedy (though I think having joystick controllers, which must be
|> bought every so often would be better for this), or something else?

My personal theory is that game machine designers were trying to come up
with a better way to have more than one button.  Intellevision, Atari
5200, and Colecovision had more than 1 button and the controllers were
not easy to get used to using all the buttons effectively.  After only a few
hours I could very effectively use the NES joypad and buttons even though
I did have *massive* thumb fatigue which went away after I sued Nintendo
for $1 million for pain and suffering (after playing 1 week straight with
only food and sleep breaks).  I think they were also trying to combat the
destructive overexerting forces which many excited video jocks torqued
their joysticks into the trash with.  OK le's see a show of hand of
anybody who broke a joystick in half in a rough game...

 |
 _O_
  A |
  M     (boy do I do bad stick people)
-- 
THANX...Gregg   bn202@cleveland.freenet.edu   woodcock@sdf.lonestar.org
ESN 444   day 214.684.7380   night 214.530.2495   *I buy used Vectrex stuff!*
From: irac@yang.earlham.edu
Newsgroups: rec.games.video
Subject: Chips-Plexer debouncer in controller was Re: SF2
Date: 9 Oct 92 04:51:53 GMT
Distribution: usa
Organization: Earlham College, Richmond, Indiana

In article <BvtqG8.3n4@mentor.cc.purdue.edu>, rusbasan@expert.cc.purdue.edu (Bob Rusbasan) writes:
> In article <7054@blue.cis.pitt.edu.UUCP> djmst19+@pitt.edu (David J Madura) writes:
>>In article <Bvs4Kn.CJu@mentor.cc.purdue.edu> rusbasan@expert.cc.purdue.edu (Bob Rusbasan) writes:
>>>Incidentally, people have pointed out that the SNES doesn't appear

Lotsa stuff deleted.

> *does*, so obviously it's not as simple as that.  I also noted that
> Sega has stated the Genesis could support ten buttons or more.
> 

Sigs knocked.

Yeah.. I will add my vote of confidence to a Genesis controller. I wanted to
get the pinout for the device to I opened mine up. I found a nice little chip
in there doing some work. I unfortunately didn't write down what kind it was
but I expect it does some plexing and some debouncing. Please correct me if I
am way outa the park. 

-ira

/{E-mail for questions about it all to IRAC@yang.earlham.edu}?
/{You mail me.. I ask you questions. Eat a lollipop Mary.   }?
From: elton@cbnewsb.cb.att.com (elton.huang)
Newsgroups: rec.games.video
Subject: How does Superscope work ?
Date: 9 Oct 92 18:41:48 GMT
Organization: AT&T


Dear Netters,

How in the world does Superscope or the duck gun of NES work to decide
where the gun is pointing to ?

Thanks in advance and e-mail would be appreciated.

Elton
Newsgroups: rec.games.video
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Subject: Re: Out of This World: IBM vs SNES
Organization: University of Texas at San Antonio
Date: Wed, 14 Oct 1992 01:30:17 GMT

In article <1992Oct13.194443.21571@jupiter.sun.csd.unb.ca> awalsh@mta.ca writes:

>So, what's the dif? Anyone know?

I haven't seen the SNES version, but I can guarantee one very important
difference, and that's in consideration of the sound.  For the SNES, we
have 8 voices (8-bit) to use (of which, if they did a generic port, only
four are used, but Idunno :).  For the IBM, you've gotta waste CPU time
combining 4 streams of 8-bit data into one to get your output through
your sound card.  This results in: Extremely quieter sound, and only
6-bit quality (ever listened to the original NES's digitized audio?).
I used to have the IBM version, and whenever the sound effects conflicted,
they sounded AWFUL!  Also, whenever the on-screen vectors were even a LITTLE
large, the slowdown was too noticable (if they were small, there was no
prob :).

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts

Newsgroups: rec.games.video
From: davem@uvmark.uucp (Dave Meeks)
Subject: Re: Sega or Genesis (final response)
Date: Wed, 07 Oct 92 00:43:18 GMT
Organization: Vmark Software, Inc.

In article <ld3oskINNf5d@news.bbn.com> oliveira@bbn.com (John Oliveira) writes:
>
>> >In article <1992Oct05.162453.67788@uvmark.uucp>, davem@uvmark.uucp (Dave Meeks) writes:
>
>> True, not all games suffer from slowdown.  But, even some of their best, like
>> SFII, do suffer from slowdown.  It is there biggest problem so far.  
>> 
>> -- 
> 
>I'm sorry but I haven't experience any slowdown with SFII!
>We play this game all the time and I yet to see any slowdowns.
>The only slowdown that I've seen so far is th slow-motion when you loose
>the fight, this is the same as the Arcade version.
>
>John
>

Then you are lucky.  The slowdown I have experienced with SFII does not happen
all that often, and is for the most part not a problem, but it does occur
at times.  A friend of mine and I were playing one day at his house and 
both noticed it.  We mentioned that we thought we had seen it before, but
weren't sure, but we both noticed it pretty clearly.  In fact, it got him
killed :-).   Definetely not as bad as most of their early games, and not
even so bad that it is a negative aspect (it only happens rarely), but it
still happens.


-- 
David T. Meeks                    ||" We are jigsaw pieces, aligned on the 
VMark Software, Inc.              ||  perimeter edge, 
uvmark!davem@merk.com             ||  interlocked through a missing piece"
davem%uvmark@merk.com             ||" ...This world is totally Fugazi"
From: chris@ncmicro.lonestar.org (Chris Arps)
Newsgroups: rec.games.video
Subject: SNES Smash TV Warp Code!
Date: 13 Oct 92 18:36:47 GMT
Organization: NC Microproducts, Inc.

Just got this one from GamePro.  To warp to the bosses or
the start of each level enter:

right,right,up,down,R-button,L-button

at the 1-player/2-player select screen.
If you here a bingo (see-ya) then you got it.
-- 
Chris Arps  ***BUY MARTIAN************ *New Music*SONIC YOUTH*SUICIDAL TEND*
NC/Scientific Software, Music,         *GARY NEUMAN*K. SCHULZE*PETER HAMILL*
Animation, 4 Dogs,2 Birds,1 cat        *Old Music*SPIRIT*MMANN*VDGG*HENDRIX*
NC Microproducts, 2323 N Central Ste 380, Richardson TX 75080 214-234-6655*
Newsgroups: rec.games.video
From: kevin@howdy.cc.columbia.edu (Kevin Harris)
Subject: SMB 1, SMB 3, and SML Spoilers Request
Followup-To: poster
Organization: Columbia University
Date: Thu, 8 Oct 1992 20:10:25 GMT

Hola Y'all,

As the "Subject:" line says, I'm looking for the lists of spoilers
that circulated about two years ago in this very newsgroup for

	NES Super Mario Brothers (the original)
	NES Super Mario Brothers 3
and 
	Super Mario Land (GameBoy)

I realize that these are old and comparitively low - tech games, but
hey, that's the kinda guy I am. Also, I *did* look on the most recent
copy of the FAQ (on ftp.uu.net) before posting this request, but it
really didn't help much.

Any spoilers lists or pointers to where I can go and get them would be
greatly appreciated (I'm planning on a sloooooow weekend, can you
tell?) Also, since I'm not a regular reader of r.g.v could you please
e-mail any responses to kevin@howdy.cc.columbia.edu. Merci buckets.

ADVthanksANCE

kevin
Newsgroups: rec.games.video