HDTenEightyP/NetNews huggingface dataset:
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Newsgroups: rec.games.video.arcade
Subject: Re: Super PlayChoice
Date: 8 Sep 92 23:49:24 GMT
Organization: University of Maryland, College Park

In article <Bu8G7v.HMJ@acsu.buffalo.edu> v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz) writes:
>
>I somehow doubt that you weren't smiling as you wrote that. Again,
>agreed, that NES games are weak. Yet, they are equivalent to the pathetic
>efforts such as Pac-Man and Space Invaders which permeated arcades 10
>years ago. :) Actually... considering that you have the choice of
>other games, why bother looking at it? Go and play Mortal Kombat if
>you're looking for hi-tech.

Because I *was* interested in SMB 2 when it came out.  As someone mentioned,
it was there before the NES version had been released.  I was doing really
well on it, but no --- I had to pay a price just for being good. :-(
Turned out the game was basically engineered as a counterpart to "Nintendo
Power" and other such trash;  an 8-year-old came in, pointed out to me a
bunch of inane, no-chance-of-player-legitimately-discovering tricks, and
I became very disillusioned with the game.

>
>"too low a quality for the arcade"? I guess you haven't played any
>games like any football game released before John Elway Q-back,
>which was graphically pathetic but played OK. How about games like
>Ghosts and Goblins, 1942, and Side Arms - games by that crappy
>company, Capcom? They stunk graphically, but led to successful
>sequels like 1941, Ghouls'n'Ghosts and Forgotten Worlds. 

I meant the PlayChoice's games were "too low a quality," not every game
ever ported to the NES!  What does Capcom have to do with it, anyway?
I didn't know there *was* a Forgotten Worlds for the NES, and I've never
seen Forgotten Worlds in a PlayChoice.  And for matter, I happen to think
Forgotten Worlds is a really good game (though I'm no good at it :-)  ).

   VGR
From: ep1d+@andrew.cmu.edu (Eric Thomas Pronko)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: SF2 violence???
Date: 10 Sep 92 07:11:01 GMT
Article-I.D.: andrew.gefqK5m00awXMM2VQg
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA

From the Carnegie Mellon _Tartan_, 8 Sep 1992, Crime and Incident Report:

"9/3 ASSAULT, 9:10 p.m.  A Carnegie Mellon student was assaulted in the
Skibo game room during a game of "Street Fighter."  He was attacked by
his gaming opponent and another person after an argument about the game
and the use of 'cheat moves.'"

hehehe
sad isn't it?

eric

*****************************************************
The meek will inherit the earth.  The guilty will be punished.  The
check is in the mail.  Groove is in the heart.
*****************************************************
Eric "E" Pronko            |  "blah blah blah
ep1d+@andrew.cmu.edu       |   blah blah blah
punisher+@cmu.edu          |   blah blah blah"  -me
*****************************************************
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat characters from movies??
From: Eric Thomas Pronko <ep1d+@andrew.cmu.edu>
Date: Sat,  5 Sep 1992 20:11:38 -0400 
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.video.arcade: 5-Sep-92 Re: Mortal Kombat
character.. Ken Alexander@quip.eecs. (705)

> In article <Bu2qFr.48D@usenet.ucs.indiana.edu>
> shulick@yankton.ucs.indiana.edu writes:
> >
> >Is it just me, or does Kano look really really familiar?  And isn't
> Raiden from
> >"Big Trouble in Little China?"  Sonya is also quite familiar-looking.  Someone
> >said she play(s/ed) in a movie under the name "China <something>."

> You can test this by finishing the game, writing down the actors' names
> from the credits, and reading the backs of all of the video boxes of
> the martial arts section in your local video store.  :-)  :-)

> A few things that I remember are:  
>    Johnny Cage, SubZero, and Scorpion are all the same actor.
>    Liu Kang and Shen Tsung are the same actor.
>    Goro is a clay model (obviously).


something i remember...(dunno if it's significant)...raiden and cage had
the same last name...

eric
Newsgroups: rec.games.video.arcade
From: jacobs@cs.utah.edu (Steven R Jacobs)
Subject: Re: Tempest Easter Egg
In-reply-to: clong@remus.rutgers.edu's message of 4 Sep 92 18:36:45 GMT
Organization: University of Utah CS Dept
	<Sep.4.03.32.31.1992.12521@remus.rutgers.edu>
	<Sep.4.14.36.44.1992.27148@remus.rutgers.edu>
Date: 7 Sep 92 21:30:47

In article <Sep.4.14.36.44.1992.27148@remus.rutgers.edu> clong@remus.rutgers.edu (Chris Long) writes:
> In article <Sep.4.03.32.31.1992.12521@remus.rutgers.edu>, Chris Long writes:
>
>> Do you know about the Easter egg that lets you play while the shooting
>> stars (that appear after you finish a level) are in the background?
>> I just discovered how to do this about a week ago; it looks especially
>> nice on the invisible levels, since you get all the colors (as opposed
>> to just green on the green levels, etc.).

I had this happen to me once a long time ago -- pretty freaky.

> The way to do it is to run into a shot as you're going down the tube,
> and run into it right before the bottom.  You can do it in a two player
> game and both players will have the shooting stars until one player
> finishes their level.  This is clearly much easier to do if you put
> the game in demo mode, since you only have to hit one of the start
> buttons to go zooming down the tube.  It's simplest (very simple, in
> fact) to do the trick on level 1.

I'll have to give that a try.
--
Steve Jacobs  ({bellcore,hplabs,uunet}!utah-cs!jacobs, jacobs@cs.utah.edu)
"Be afraid.  Be very afraid.  I have K-10 offsuit...."
Newsgroups: rec.games.video.arcade
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Street Fighter II -- Has a rip-off scheme??
Organization: University of Tasmania, Australia.
Date: Sat, 5 Sep 1992 11:47:07 GMT

>> I think the work involved in making the computer characters behave 
>> intelligently was too much for Capcom, so they added things like instant
>> reactions, machine-gun jabs and zero-charge power moves to maintain a
>> sufficient level of difficulty.  (Of course what it does do is piss you
>> off).  But what else could they do?

>I don't know about that Zero-charge power move. I don't play Sf2 against 
>the COMPUTER too much, but I've never had it pull off a Sonic Boom or 
>something without charging... 

Then you're one of the lucky few.  Computer Guile can Sonic Boom so fast
that the guy yelling "Sonic Boom" doesn't even pause, and Computer Guile
can walk towards you, stand for the briefest instant, then Razor Kick.
No human can do that.  How many human Blanka's can ball three times in
a row on Classic edition?

>That's how I learned about being able to 
>charge while doing something else, or waiting for the round to open... I 
>was playing against a computer blanka, and he opened up by IMMEDIATLY 
>balling into me.. I was pissed off until I found out it could be done by 
>me too.

Every character starts a round "charged".

--
Tim Morris
Newsgroups: rec.games.video.arcade
From: bbs-garfield@jwt.UUCP (David Eison)
Subject: Re: SF2? necessary?
Reply-To: bbs-garfield@jwt.UUCP
Organization: The Matrix
Date: Mon, 14 Sep 1992 21:19:30 GMT

dcha@flex.com (Doug Cha) writes:

> Actually, I used to feel that way (whenever someone ever challenged me, I'd g
> pissed and think about kicking his ass for real).   But after you learn to be
> up on the computer EVERYTIME, you get so bored that you WANT people to join a
> challenge you.
> 
> Nowadays, I join in on people even if there are open machines, just because
> challenging is soo much more fun (even if I lose 3 times in a row).

I agree that it's more fun to play against humans.  But in arcades with 
empty street fighters, I ALWAYS ask before joining in on a one-player 
game.  Often I offer to play a character that hasn't died yet just to be 
fair, since I'm pretty good with about half the fighters.  But the other 
side of it is, I often end up in arcades with 4 or 5 street fighters, and 
no one to play.. I have been known to beg innocent by-standers to play.. 
<G>

---
David Eison - Garfield           bbs-garfield@jwt.uucp
I'm not writing a message.  These words are just here to take up space.
Newsgroups: rec.games.video.arcade
From: marine@ils.nwu.edu (Colette Marine)
Subject: Re: Switches for Mortal Kombat, help needed.
Organization: The Institute for the Learning Sciences
Date: Sun, 13 Sep 1992 07:06:49 GMT

***** Posting from a friend's account *****

In article <18u8puINNsd3@bigboote.WPI.EDU> ford@wpi.WPI.EDU (Matthew P Ford) writes:
>
>Hi anyone reading this.  I got a tiny problem I need some help with.
>As everyone who's seen the game knows, Mortal Kombat's best quality
>is the 'goriness' of the game.  Back home where I first saw the game,
>I was drawn to it hearing Scorpion shout "Git over here!!" over the
>crowd.  However, when I found a game here at school, there seems to 
>be a problem with either the settings of the game or the game itself.
>I heard a while back on this group that there was a way to change the level
>of bloodiness of the game....more blood, sound, screams and such.  Now,
>I got the owner of the local arcade to open up the machine and go inside,
>but in the config menu, we couldn't find where to set this.  That's still
>assuming it's possible.  Can anyone out there shed some light on this??
>They just put a large screen tv on top of the game to let everyone else
>watch, but I would like to see more blood and guts in the game.  Soooo....
>I hope someone out there knows a bit more about the guts of the game itself
>so I can get ours upgraded. *grin*  Thanx in advance and hope to hear from
>somebody via email or post soon.
>

I had heard about that idea (re. different levels of goriness) here, too.
So, I checked the MK machine at the arcade where I work, and I didn't find
anything at all...just the usual difficulty settings and bookkeeping stuff.
Maybe there are actually different versions of the game and the blood 'n 
guts level is fixed for each version.

To whoever mentioned this before, do you remember _specific_ differences in
goriness?

Jared D. Brame
From: v094lrtr@ubvmsb.cc.buffalo.edu (Brent Fiene)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Combat Symmetry
Date: 11 Sep 92 13:07:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <BuDvH6.4MM@news.cso.uiuc.edu>, el27166@uxa.cso.uiuc.edu (This Space for Rent) writes...
>It seems that the mortal combat characters are all very similar in their
>basic moves.  We assume that the designers did this so that no single
>character would have an overwhelming advantage.  Their attempt at game
>balance was applaudable, but how far did they take it?
> 
>It seems that some characters have more special moves than others.  That
>would seem to give them an unfair advantage, since basic moves are all
>
all characters have 3 moves + fatality
> 
>Everyone has some sort of missile they can fire.  Some fire the missiles
>at waist level, some at head level.  In addition, each character has one
>or two more special moves.  Shouldn't each character have exactly two
>more special moves to ensure game balance?
> 
>Raiden:  Superman Slam, Teleport

also has lightning type missile

>Sonya:   Handstand leg throw, fly across the top of the screen punch
>Johnny Cage:  Nut crunch, and warp kick
>Kano:  Blanka Ball and ???

headbut and something else

>Sub Zero:  Slide kick and ???

freeze missile and something else

>Liu Kang:  Flying side kick and ???

fireball and something else

>Scorpion:  Teleport punch and ???
> 
come 'er move with grappling type blade thingy

>Is it possible that there are some undiscovered moves for MK?
>Or do some characters only have two special moves?

i think everyone but scorpion has 3 moves plus fatality except scorp

>-- 
>Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
>"Nobody told me there'd be .sigs like these."
>-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
>NO CARRIER

-rone leah
Newsgroups: rec.games.video.arcade
From: rhett@max.u.washington.edu
Subject: Re: Why do people like MORTAL KOMBAT? (was Re: Street Fighter II...)
Organization: 
Date: Wed, 9 Sep 1992 20:45:48 GMT

In article <aVuNqB4w165w@flex.com>, dcha@flex.com (Doug Cha) writes:
> rjung@aludra.usc.edu (Robert A. Jung) writes:
> 
> Put it this way:  They are all Street Fighter clones..  with all the time 
> these companies had to improve on a 'great' game like SFII, its 
> surprising that all they could come up with were stupid clones like WORLD 
> HEROES, and this Mortal Combat game.  I've only play MK once, and didn't 
> care for it..  

      I guess it was too easy for you...you mastered it so thoroughly
      after one game that there just wasn't any challenge left...
> 
> Just like someone said, SFII is great because of the strategy involved.  
> You have to outguess your opponent, vary your attacks, and know what 
> counterattacks work. 
> 
> The point about being able to play well with 'basic' moves is very true.  
> I beat about 75% of the people I play w/o using Ryu's dragon punch!  I 
> fireball, fireball, and if they jump I just use a High Roundhouse to 
> knock them down.  It's not necessary (although it helps).

      This is hilarious...ROUNDHOUSE won't work on a jumping opponent
      who uses a 'basic' move -- FIERCE PUNCH on the way down because
      your foot will get beat by the PUNCH...
      I *LOVE* playing guys like you, who try to cut it with lame 'basic'
      moves, because I can do combos on you all day and never even
      break a sweat. Dragon Punch is mandatory when you play with the
      big boys.
> 
> ---------------------------------
> "Ryu is boss"
> Doug Cha     dcha@flex.com
From: jrennie@terapin.com (Jimmy Rennie)
Newsgroups: rec.games.video.arcade
Subject: Re: Enhance your reading pleasure
Date: 10 Sep 92 20:14:57 PST
Organization: BBS

shove it up your as*
Newsgroups: rec.games.video.arcade
From: aglaizel@descartes.uwaterloo.ca (Ari Glaizel)
Subject: Re: Super PlayChoice
Organization: University of Waterloo
Date: Sun, 13 Sep 1992 16:55:20 GMT

In article <Raq--c=@engin.umich.edu>, bovine@engin.umich.edu (Mitchell Rohde) writes:
> 
>   Did you just say that you think Pac Man, Space Invaders, and Ghosts
>  and Goblins rank with the shitty nintendo games in those playchoice 
>  dung heaps?
> 
>   PLEASE... is this flame bait or what?
> 
>  Let's just say that these games were ORIGINAL.. something
>  Nintendo and the other crappy systems lack....
> 
>  They also played well... something the Nintendo and other crappy
>  systems LACK!
> 
>  I could keep going on....
> .

   I do agree with you in the sense that a fair (no flames please! :-) ) games for Nintendo are a little unoriginal. They seem to follow a run-jump-beat-the-boss-go-to-the-next-level-style or a hop-in-yer-spaceship-and-blow-everyone-to-bits.

   In Nintendo's defense though (in my opinion) how much room is there left for originality in the marketplace???? Everyone talks about how ORIGINAL the first video games were (early 80's). Well OF COURSE they were original, there was nothing to compare them against. Right now we're in a market where all the basic genres of video games have been defined. Now, the game developers are operating within these boundaries. It's a lot like literature, if anyone took any English courses in Late High School or earl





y university, they would have learned (that  it is a known fact) that all forms of literature came from or imitated something else. Video Games are at that point right now, and companies (like Nintendo) are operating within such boundaries, trying to make the best of things with the resources and potential at hand.

   Any opinions??
Newsgroups: rec.games.video.arcade
From: "bernie wong" <bernie.wong@canrem.com>
Subject: mortal kombat
Reply-To: "bernie wong" <bernie.wong@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 13 Sep 92 00:17:50 EST

I just popped into the local arcade today and I noticed a neato looking
arcade game that used digitized pictures and look like a more detailed
copy of SF2.  I didn't take much care towards it and moved on to the now
empty SF2 machines to play by myself since everyone else left for the
digitized game.  Little did I know that that game was the now popular
Mortal Kombat game.

It looked cool!  But I didn't take much care to look at it closer.
Could someone tell a former SF2 fanatic how good Mortal Kombat is?  How
different and same is it to SF2?  Anyone want to tell me which one (in
their opinion of course) is better?


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Jason Wong
Calling from Markham, Ontario CANADA.  It's not cold though!  :-)
INTERNET: bernie.wong@canrem.com


 * OLX 2.1 TD * One computer is lying.  Spock
--
Canada Remote Systems  - Toronto, Ontario, Canadas
World's Largest PCBOARD System - 416-629-7000/629-7044
From: dcha@flex.com (Doug Cha)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2? necessary?
Date: Wed, 09 Sep 92 19:50:31 HST
Organization: Flex Information Network [Hawaii] 808.531.3539

exuhag@exu.ericsson.se (James Hague) writes:

> Doug Cha writes:
> >
> >It's the most popular game ever!  (That's why my local arcades have a 
> >minimum of 5 machines in each place!  And they're usually being played).
> 
> I'm not knocking SFII, but around 1982 it used to be the norm to have
> more than one machine in many arcades.  In Wildwood NJ, I can remember
> a bunch of arcades with 10 Tempest machines all in a row, 5 or 6 Robotrons,
> 3 Qix, 3 Defender, 2 Donkey Kong, etc.  At the time, video games were
> considered entertainment for everybody, not just a dedicated throng of
> fans.
> 
> --
> James Hague   
> exuhag@exu.ericsson.se


But you forget that in 1982, there weren't nearly as many games to choose 
from in the market.  There are so many games out today, that a huge 
warehouse couldn't hold 1 of each game currently out.

With the wide choice of games available, it's no wonder why arcade owners 
opt to have 5-10 SFII machines when they could get a variety.
 
And video games are still considered Entertainment.  It's just SFII 
that's a national obsession.

+-----------------------------------------------------------------+
|   "One man can't presume to judge mankind"  -Amuro Rey UC0093   |
|     "Who's the Greatest Street Fighter in the World?"           |
|-----------------------------------------------------------------|
|  Doug Cha    dcha@flex.com    doug_cha-uhmanoa@uhplato.bitnet   |
+------------+   GEnie Mail:  D.Cha1  +---------------------------+
             +------------------------+
From: mmwang@adobe.com (Michael Wang)
Newsgroups: rec.games.video.arcade
Subject: Re: Women and Video Games
Date: 14 Sep 92 19:44:27 GMT
Distribution: na
Organization: Adobe Systems Incorporated

In article <BuGA08.8B0@news.cso.uiuc.edu> jng53092@uxa.cso.uiuc.edu (Jon Gad) writes:
>Which brings up another question.  What SFII chars do females prefer, anyway?
>I've only seen Chun and Vega myself.  What's everyone else got to say on the 
>matter?

Well, I'm not female, but I've seen them play Chun Li, Blanka, Ryu/Ken,
Guile, Zangief (and she could even do the 360!) and Sagat. Chun Li
does seem to be the most popular at the places I visit, though Ryu/Ken
is a close second.

-- 
Michael Wang
mmwang@mv.us.adobe.com
Newsgroups: rec.games.video.arcade
From: craig.stodolenak <craig.stodolenak@mixcom.mixcom.com>
Subject: Re: Switches for Mortal Kombat, help needed.
Organization: Milwaukee Internet Xchange BBS, Milwaukee, WI U.S.A.
Distribution: usa
Date: Tue, 15 Sep 1992 12:25:02 GMT

>In article <18u8puINNsd3@bigboote.WPI.EDU> ford@wpi.WPI.EDU (Matthew P Ford) writes:
>> [ question on how to change the violence level in MK ]

>I had heard about that idea (re. different levels of goriness) here, too.
>So, I checked the MK machine at the arcade where I work, and I didn't find
>anything at all...just the usual difficulty settings and bookkeeping stuff.
>Maybe there are actually different versions of the game and the blood 'n 
>guts level is fixed for each version.

>To whoever mentioned this before, do you remember _specific_ differences in
>goriness?

There are various sub-menus that can be accessed from the setup menu.
One of these is the DIP-switch menu.  sw 1, bank 1 changes the violence
level.  If for some reason your v1 ROM motherboard won't accept the
switch change, there's a jumper that needs to be set to allow it.

No, I don't know the jumper; when I saw it performed the operator had to
call another site to see how they did it.

When the violence is set to "on", user-performed fatalities are permitted
(yeah!), and one level in particular has a spiked floor to fall onto if
you lose.  As for other goriness, I didn't really notice any.

-- 
Craig L. Stodolenak, Technopagan -- archon@mixcom.com
Newsgroups: rec.games.video.arcade
From: bbs-garfield@jwt.UUCP (David Eison)
Subject: Re: Street Fighter II -- Has a rip-off scheme??
Reply-To: bbs-garfield@jwt.UUCP
Organization: The Matrix
Date: Fri, 4 Sep 1992 21:14:56 GMT

u895174@bruny.cc.utas.edu.au (Tim Morris) writes:

> I think the work involved in making the computer characters behave 
> intelligently was too much for Capcom, so they added things like instant
> reactions, machine-gun jabs and zero-charge power moves to maintain a
> sufficient level of difficulty.  (Of course what it does do is piss you
> off).  But what else could they do?

I don't know about that Zero-charge power move. I don't play Sf2 against 
the COMPUTER too much, but I've never had it pull off a Sonic Boom or 
something without charging... That's how I learned about being able to 
charge while doing something else, or waiting for the round to open... I 
was playing against a computer blanka, and he opened up by IMMEDIATLY 
balling into me.. I was pissed off until I found out it could be done by 
me too, so I happily did it to him several times, over and over and 
over... <G> (Low level: It killed him.  YEAH! <G>)  But I still can't 
beat Blanka without Blanka... :(

---
David Eison - Garfield           bbs-garfield@jwt.uucp
I'm not writing a message.  These words are just here to take up space.
From: ehsiung@terapin.com (Ernie Hsiung)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat glitches
Date: 6 Sep 92 08:25:11 PST
Organization: BBS

In article <1992Sep6.064829.26787@zip.eecs.umich.edu>,
kalex@quip.eecs.umich.edu (Ken Alexander) writes:
>In article <ehsiung.1d6s@terapin.com> ehsiung@terapin.com (Ernie Hsiung)
writes:
>
>>
>>        By the way, I kinda wish Williams would put in the names of the
actors
>>who portrayed the 7 names.. [or 6, becuase Scorpion and Sub-Zero just might
be
>>the same character.]
>
>They do.  You just have to get to the end to see those names.
>All of the actors come out at the end, just like at the end of a play,
>and it tells their names.
>[Scorpion and SubZero ARE the same character: the guy who plays Cage.]
>
        [Damn. I don't know how to quote a portion of this message only.]

        Really? I know about Scorpion and Sub-Zero really being Johnny Cage..
but I didn't see the actors actual name when people finished the game with both
Scorpion and Kano.. maybe it's me..
Newsgroups: rec.games.video.arcade