HDTenEightyP/NetNews huggingface dataset:
From: chil@fraser.sfu.ca (Keith Lim)
Subject: Re: MK: Character Endings
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Fri, 6 Nov 1992 07:02:48 GMT

Brandon Chin <bj+@CMU.EDU> writes:

>Out of curiosity, does anyone know the endings for the characters in
>Mortal Kombat?  I don't hang around the arcade that often, but when I
>do, there's usually no one there that will finish the game.  I've seen
>it only twice and I don't remember which character it was.  Anyway, it
>sounds like there's a lot of people who are really good at this game
>(which I am not), so can you gurus (not Goro's) possibly assume the role
>of storyteller and lay down the tales you know?

This is something I'd like to know too.

I only know Sub-Zero's ending.

SPOILER:

Ok, I don't have it memorised or anything, but it goes something like:

After winning the tournament, Sub-Zero disappears back into the shadows
from which he came. His only goal in the tournament was to assasinate
Shang Tsung. He was paid a large amount of money by one of Tsung's
enemies. Now, Sub-Zero will collect his fortune and retire from his
dangerous job.

-- 
 Keith_Lim@sfu.ca   Simon Fraser University, Burnaby B.C., V5A 1S6, Canada
 ** Hon Cog Sci ** Min Psyc ** Senate ** URC ** FARSIDE ** LEAD ** CCCS **
No, my opinions do *NOT* reflect those of SFU or of any of the above bodies.

"We've got these chains that hang around our necks; people want to strangle
 us with them before we take our first breath."          --Barenaked Ladies
Newsgroups: rec.games.video.arcade
From: Alexander M. Rosenberg <alexr@apple.com>
Subject: MK Configuration Options
X-Useragent: Nuntius v1.1.1d12
Date: Wed, 11 Nov 1992 23:13:01 GMT
X-Xxdate: Wed, 11 Nov 92 23:14:30 GMT
X-Xxmessage-Id: <A726D3D651020C7C@mtdew.apple.com>
Organization: Hackers Anonymous

I just bought Mortal Kombat and installed it in our "Competetive Video
Analysis Lab" here.

I must say that after having spent so much time playing it in arcades in
my "copius" spare time, I was hoping that the manual would tell me something
new or useful.

Possible settings:
1.) Dipswitch or Software control of pricing
2.) Country - USA, Germany, France (language? haven't tried this yet)
3.) Violence On/Off
4.) Blood On/Off
5.) Low Blows On/Off
6.) Attract Sounds
7.) Comic Book Offer
8.) Game Difficulty (Very Easy-Very Hard, Default Medium)
9.) Winning Streak Reset Counter

Audit Information:
1.) Hours Unit has been on
2.) Hours for 1 player games
3.) Hours for 2 player games
4.) Total Plays
5.) 1 player continues taken
6.) 2 player continues taken
7.) Highest Battle Reached (can be huge with two player games)
8.) Winning Streak Reset Count
9.) Burn-In loops completed
10.) Cage use count
11.) Kano use count
12.) Raiden use count
13.) Liu Kang use count
14.) Sub-zero use count
15.) Scorpion use count
16.) Sonya use count

The manual also mentions a count of "Error Traps", but my unit
(Version 3.0 8/31/92) has:

1.) Goro Wins
2.) Goro Loss
3.) Shang Tseng Defeated
4.) Reptile Appearances
5.) Reptile Battles
6.) Edmacs

and doesn't have the "Error Traps" counter.

I haven't experimented with the violence/blood off options or the
country settings, but I will this evening.

Note that I found two problems. 1.) The Software pricing option resets to
the Dipswitch settings every time you enter "Test" mode (which is where you
configure the game), and this is annoying because I want "Free Play."
2.) The Switch test screen often has visual glitches. (The picture of the
controls/buttons is often drawn wrong, with overlapping or missing items.)
---------------------------------------------------------------------------
-  Alexander M. Rosenberg  - INTERNET: alexr@apple.com      - Yoyodyne    -
-  330 Waverley St., Apt B - UUCP:ucbvax!apple!alexr        - Propulsion  -
-  Palo Alto, CA 94301     -                                - Systems     -
-  (415) 329-8463          - Nobody is my employer so       - :-)         -
-  (408) 974-3110          - nobody cares what I say.       -             -
Organization: University of Illinois at Chicago
Date: Thu, 12 Nov 1992 15:45:50 CST
From: <U21187@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: give me Asteroids or give me death
 <1992Nov3.010522.4727@ultb.isc.rit.edu>
 <1992Nov7.070419.17976@ariel.ec.usf.edu>

In article <1992Nov7.070419.17976@ariel.ec.usf.edu>, boneham@sunburn.ec.usf.edu.
(Kevin Boneham (CH)) says:
>I'm glad all of you enjoy these newer video games, but I don't think you can
>top the original Asteroids game for endless hours of quarter-eating fun.

Millipede!

- John

(Asteroids is way cool too! martial arts games bore me to tears though.)
Newsgroups: rec.games.video.arcade
Subject: SFII Moves and Stuff
From: onda@ab.wvnet.edu
Date: 7 Nov 92 00:02:28 -0500
Organization: Alderson-Broaddus College



		Hello out there in Vax land i was
	wondering if someone could send me a list of 
	SFIICE moves.  I have been on for a while and
	have not seen any posted, but if I missed them
	sorry.  Also there are two MK games in my area
	and was wondering if anyone has info as to where
	any could be located.  By the way i am in Philippi 
	WV and the closest one to me would be in Morgantown
	a small 45 minute ride so any help would be greatly 
	appreciated.  Mucho Grandes in advance.

	Jason, Most infamous man in Phillipi.
Newsgroups: rec.games.video.arcade
From: lensbs@rs6307.ecs.rpi.edu (Sean Erik Lensborn)
Subject: Re: REPOST: MK Moves (new, improved, and corrected fully :)
Keywords: 
  For Sonya's sonic rings just hold the low punch and wiggle the joystick
Reply-To: lensbs@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Sun, 8 Nov 1992 21:29:58 GMT

back and forth.  this way one can shoot out these rings repeatedly and
rapidly.

- sean :)


-- 
lensbs@rpi.edu                           |"New way what's this about a new
"I disagree with what you say, but I     | way" "Don't you laugh damn you,
will defend to the death your right      | don't you you laugh"
to say it."  -Voltaire                   |   -A Clockwork Orange
From: shulick@shoshone.ucs.indiana.edu (Sam Hulick)
Newsgroups: rec.games.video.arcade
Subject: Re: "so, a creature for my amusement" game?
Date: 10 Nov 92 01:11:01 GMT
Distribution: usa
Organization: Vallen Software

In article <zippy.721342280@berry.cs.brandeis.edu> zippy@cs.brandeis.edu (Patrick Tufts) writes:
>What's the vector game from the very early 80s or late 70s where a
>one-eyed alien says
>
>	So, a creature for my amusement.  Prepare for battle!

Space Fury.

-- 
Sam Hulick          | "You can't discover new oceans unless you have the
shulick@indiana.edu | courage to lose sight of the shore."  --Anon.
(NeXTmail welcome)  |
From: mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney)
Newsgroups: rec.games.video.arcade
Subject: Re: mortal kombat for IBM PC
Date: 12 Nov 92 17:11:37 GMT
Organization: Indiana University, Bloomington

In article <5601@krafla.rhi.hi.is> karlth@rhi.hi.is (Karl Thoroddsen) writes:
>shulick@navajo.ucs.indiana.edu (Sam Hulick) writes:
>
>>You're kidding, right?  Do you honestly think a *PC* could handle Mortal
>>Kombat?  Do you know how absolutely CPU-demanding MK is?  The only
>>computers or game systems that could handle Mortal Kombat would be SNES
>>(MAYBE) or the Amiga 3000 or 4000.
>
>MK isn't very difficult to write, you have essentially two large shapechanging 
>bitmaps jumping around the screen that's it.  A job a 386-25 could easily 
>handle.  

The hardest part for a PC would be the multi-layer backgrounds.  That does take
a bit more power to keep them up to date as the players move.

The graphics look really nice, but they're just 256 color pictures, like a
GIF file.  They did have to do some serious image processing to fit the two
players and the background into the colormap, and it looks really nice, but
it's simple digitized video.

Still, I think they did a wonderful job both graphically and sound-wise.
It's especially easy to miss the sounds (or take them for granted).  As for
the graphics, watch someone play SFII (CE), then watch MK.  You'll be even
more astounded.

An Amiga would be more up to the task (with the hardware bit-blitting) but
a 386-25 or 33 could easily handle a stripped down version of the game.  A
SoundBlaster card could deal with the sound, and most VGA cards have a hires
256 color mode.  The only part that couldn't be easily implemented would be
the multi-layer background.

You'd need plenty of memory, also, to hold all positions of the players.  I'm
not going to estimate, but I could imagine 16MB being bare minimum.

	Darrin
-- 

mdchaney@iubacs mdchaney@bronze.ucs.indiana.edu mdchaney@rose.ucs.indiana.edu

"I want- I need- to live, to see it all..."
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri,  6 Nov 1992 11:02:30 -0500 
From: "Andrew B. Potratz" <ap2a+@andrew.cmu.edu>
Subject: Re: REPOST: MK moves
	<keatesm.720980980@cs.man.ac.uk>

keatesm@cs.man.ac.uk (Martin Keates(MSC RJH)) writes:
> >Liu Kang:     Does a double-kick thingy and uppercuts.(not real impressive)
> 
> If you're too far away, you can do this move and miss your opponent! You
> then seem to get a bit more time to do it properly.

One of my favorites is:

Fatality spinkick from far away, which brings you close to them.

Then you can fireball them FOUR times and they wont fall down (I think
because after a fatality is done, the code doesnt check for when to
make them fall down).

Then you still have time to do ANOTHER fatality spinkick :)

Actually, you can shoot him 5 times before he falls down, but you wont
be able to do the second fatality.

-Drew
From: mscb+@andrew.cmu.edu (Matthew Asher Simon)
Newsgroups: rec.games.video.arcade
Subject: Re: MK: Teleport Discovered!
Date: 11 Nov 92 20:47:56 GMT
Organization: Freshman, IM - MCS/CIT Track, Carnegie Mellon, Pittsburgh, PA


<OK guys, here it is: THE method for doing Scorpion's TELEPORT! No, <this 
<is NOT a bug, nor is it bullshit. I saw a guy do it THREE TIMES with NO 
<problem whatsoever. He also went through the method with me. In order <to 
<do the teleport, all you have to do is:

<-O \  |  / O- high punch.
    O O O

<If you're on the right side of the screen, simply reverse the left/right 

Since when is that news the telport is an old move 
Newsgroups: rec.games.video.arcade
From: chewy@sage.cc.purdue.edu (Chewy)
Subject: Video game annoyances
Organization: Hitlers allies
Date: Fri, 6 Nov 1992 01:39:55 GMT

You guys say you have a hard time in an arcade because,
you hate the demo mode where the machines make a lot of noise.
You should try working at one like I did.  I agree The Simpsons
is one of the most annoying games in the world to listen to 
for hours on end on a boring day.  Others are Neo Geo's
Ninja Warriors(I am not sure if that name is right or not),
but their "Ya Ya Ya Ya Ya" every time they throw a star is
enough to drive a person nuts.  Circus Hirise, and Barnyard
Babies also are very annoying, but the most annoying game ever
I would have to say is the pinball game, "The Machine"

-Matt
From: Zio zZz <zio@Garg.Campbell.CA.US>
Newsgroups: rec.games.video.arcade
Subject: Re: MK: Rom test+ reptile/sheng long
Date: Sun, 08 Nov 92 02:58:57 PST
Distribution: us
Organization: The Land of Garg

psarrisd@woods.ulowell.edu writes:

> In article <empire.41.721108852@dorm.rutgers.edu>, empire@dorm.rutgers.edu (M
> > Besides doing something in the game, is there another way to view the rom 
> > test? Like pulling the plug out and putting it back in or something like 
> > that?
> 
> Uh, turning the game on and off will give you the ROM test, although I'm not
> sure if this is what you're looking for-
> 
> If you're looking for the options of the game, you'd have to flick a switch
> inside of the machine (at least ours have switches, I don't know if they're 
> all like that).  
> 
> To comment on a previous poster, I can't blame you for thinking that Reptile
> is a Sheng Long.  I'd probably think the same thing, except I did actually se
> it, not a word of mouth sort of thing.  It was not just a color bug.
> 
> If I only had proof!!  I'll find out sooner or later what to do!!  (I've been
> trying desperately to get the 2xflawless+fatality on pit... I've done it on
> two other machines which don't have the reptile stats... DOE!!!)         
> 

Could someone post the actual register/dataspace to look in to find the 
Reptiles Audits?  That way I can finally bring all of my data to the 
operators over here and we can begin a serious search.  Face it guys, you 
got an entire arcade completely goofy about this mess, and when I show up 
with the hard copies soon, and if we find any hard evidence, it is going 
to be madness!  I also need any and all Hardware Revision numbers that 
you can give me, and their Ability/NonAbility to have a Reptile.  Thanks. 



-- 
zio@Garg.Campbell.CA.US (Zio zZz)
The Land of Garg BBS -- +1 408 378-5108
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: most annoying attract modes
Date: 5 Nov 92 19:33:31 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.

Here's something I've been wanting to post for a while, and
a discussion in rec.games.pinball spurred me on.

It is common for games to have sound in their attract modes,
so even in an empty arcade you can hear all sorts of game
noises.  Some of these can _really_ get on your nerves when
they are loud and repeated over and over again every minute
or so.  They're especially bad when within earshot of a game
you can last a while on.  Anyway, my nominations for most
annoying attract modes:

   The Simpsons:  "WAAAAHHH!  WAAAAAAAHHH!  WAAAAHHHH!"
   Sly Spy:  "Golden gun!"  (Actually, it sounds like
      "Golden java!" to me).  This one is right next to
      a Joust II machine I play occasionally.
   Cabal:  the laughing skull is maddening
   Mad Dog McCree:  no comment

Any additions?  All in good fun, no flames intended.

--
James Hague   
exuhag@exu.ericsson.se
Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Re: MK: Reptile, Ryu bullshit
Organization: Vallen Software
Date: Sat, 7 Nov 1992 17:04:21 GMT

In article <1992Nov7.152558.14093@gmuvax2.gmu.edu> 2261as@gmuvax2.gmu.edu ( ) writes:
>SIMPLE!  You have to use one credit, get FLAWLESS VICTORY against
>everybody, then Ryu comes out and says "You must defeat Reptile
>to stand a chance."
>What I want to know is:  How do you get Sonya to throw her
>headband at the opponent and kill him instantly?

Are you saying that the Reptile stuff is bullshit?  Get a life.

-- 
Sam Hulick          | "You can't discover new oceans unless you have the
shulick@indiana.edu | courage to lose sight of the shore."  --Anon.
(NeXTmail welcome)  |
Newsgroups: rec.games.video.arcade
From: kmuelle1@ih-nxt01.cso.uiuc.edu (Karl Paul Mueller)
Subject: Re: MK: Reptile
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: University of Illinois at Urbana
Date: Fri, 6 Nov 1992 17:12:10 GMT
Keywords: MK

In article <keatesm.720980220@cs.man.ac.uk> keatesm@cs.man.ac.uk (Martin  
Keates(MSC RJH)) writes:
> kmuelle1@ux4.cso.uiuc.edu (Karl Mueller) writes:
> 
> >    We had the earlier version of this game at our arcade (no vs. and  
all
> >kinds of combos [uppercuts were fast, etc.]).  Sometimes, for no  
apparent
> >reason, a green guy who looked like scorpion WOULD jump on the screen,
> >(can't remember if he did anything), and get back off.  I have not seen
> >this since we have had the new version.. any explanations would be  
appreciated.
> >kmuelle1@uiuc.edu
> 
> I suppose this would count as a "Reptile appearance" as opposed to a  
"Reptile
> battle" which both appear on the game diagnostics part of the menu.
> After hearing about the reptile battle we managed to persuade the  
attendent
> to show us the diagnostics (Sub-zero was the most chosen character, with
> Raiden a close second BTW) and it had "Reptile appearances: 0. Reptile
> battles: 1." - which didn't seem to make much sense until I read this  
post.
> 
> Oh, and just to make it clear, it was on the 4th stage (the first on the
> bridge) and Reptile appeared after getting a double flawless and a  
fatality.
> One thing I didn't mention before was that it was the first one player
> fight that Kano had, the previous battle had been a two player one (that
> Kano joined in for).
> Ideas that I've had: getting no flawless victories, getting no  
fatalities,
> getting _all_ flawless victories, getting all fatalities or some  
combination
> of these before the pit screen might be what is required. Certainly when
> Kano played he had definitely not had any flawless victories or  
fatalities
> because it was the first battle he had played.
> 
> Oh, and a hint for doing the fatalities: do the moves _slowly_, I  
normally
> play Sub-zero and I can get his fatality _every_ time,
> forward-down-forward-punch, with about half a second between each move.
> 
> Martin.

   It's wierd.. but the green guy (reptile it seems) just jumped off the  
screen after jumping on...  But what you say could work (it did for SF II  
special endings after all)..  But anybody who gets it please e-mail me and  
I will start to make a list of possible things to try.
P.S.  I do fatality moves very quickly and they work fine (99%).   
Sub-zero's included.

Karl
kmuelle1@uiuc.edu
From: emru@CAM.ORG (Emru Townsend)
Newsgroups: rec.games.video.arcade
Subject: Re: Crusty old men (or women). . .
Keywords: Can *you* trust, Bill Clinton. (Dan "potatohead" Quayle)
Date: 6 Nov 92 20:01:54 GMT
Organization: MegaCorp Central Complex

In article <96173@netnews.upenn.edu> gam@lambada.seas.upenn.edu (Call me Glenn) writes:
>> When I was young, we didn't have Super Mario Bros, we had Donkey Kong.
>
>Oh yea?  When I was young, we only had an *Atari*, and the only game we
>had was *Combat*, and only one joystick worked, and all twenty-four of
>us had to take TURNS. . .   :-)
>
>gam@eniac.seas.upenn.edu
>
>PS: And we *LIKED* it!   :-)
>
>No flames please.  Just good clean fun at the expense of the old days.

Heck, when I was young, we didn't have an Atari.  We played on a friend's
home PONG machine, in black and white.

(The year after, I used my first computer - a dumb terminal without a screen,
just a thermal paper roll, and a 110-baud acoustic-coupler modem.)

Heck, these were all binary devices.  When I was REAL young, we had to make
the ones ourselves, out of the bits of zeroes.

-- 
Emru Townsend     BIX: switch     emru@cam.org     Fido: 1:167/133
When you aren't looking at it, this .sig is in Spanish.
Newsgroups: rec.games.video.arcade
From: mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney)
Subject: Re: long sig
Organization: Indiana University, Bloomington
Date: Mon, 9 Nov 1992 16:56:03 GMT

In article <Eeynypi00VAw4Ga3xm@andrew.cmu.edu> Eric Thomas Pronko <punisher+@CMU.EDU> writes:
>I'M SORRY ALREADY!
>
>the .sig will not be seen by any of you any more...
>
>although personally i find it more annoying when someone quotes an
>entire article and then doesn't write a damn thing...

As if the length of the .sig weren't bad enough, you had more blank lines at
the bottom than my entire .sig takes up.

Secondly, your post equating Reptile and Sheng-Long was silly.  Why not post
about something that you are familiar with.  In addition to having eye
witnesses, we also have people who have noticed new "Reptile" entries in the
accounting information screens.

Get a life.

	Darrin
-- 

mdchaney@iubacs mdchaney@bronze.ucs.indiana.edu mdchaney@rose.ucs.indiana.edu

"I want- I need- to live, to see it all..."
From: gc2n+@andrew.cmu.edu (Greg K Chung)
Newsgroups: rec.games.video.arcade
Subject: MK Thoughts
Date: 10 Nov 92 05:12:31 GMT
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA


Some general notes of interest about MK:

1)  Liu Kang fatality:  you just about to have to be on the exact
other side to MISS the fatality.  And once you do it, but miss, you
get the fatality points even if you just stand there.

2)  To play SubZero effectively, you have to be aggressive all the
time.  A defensive SubZero is basically a lose.  On the other hand,
Sonya is best when on the defensive.  

3)  Maybe this has already been mentioned, but I found a fun way to
whomp Shang Tsung with Kano.  Jump kick immediately to push him back
and prevent him from shooting fireballs.  Then do the spin-ball
immediately.  Then do it immediately three more times.  Got my double
flawless in 30 seconds.  8-)  

Greg
Newsgroups: rec.games.video.arcade
Subject: Mortal Combat Moves List
From: cwhi2@cs.aukuni.ac.nz (Craig Dean          Whitmore       )
Date: Thu, 5 Nov 1992 19:17:43 GMT
Organization: Computer Science Dept. University of Auckland

Can someone please post me this moves list posted a while ago.  We have MK in
Auckland now and I want to play it but I nned the moves list quickly.  If
someone could post it today quickly to me it would be helpfull.

Craig Whitmore


-- 
----------------------------------------------------------------------------
|Craig Whitmore      Auckland   | ????????????????????????                 |
|Auckland University New Zealand|              ?????????????????           |
----------------------------------------------------------------------------
Newsgroups: rec.games.video.arcade
From: 2261as@gmuvax2.gmu.edu ( )
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
Organization: George Mason University, Fairfax, Va.
Date: Sat, 7 Nov 1992 16:02:10 GMT

In article <1992Oct29.121328.5289@desire.wright.edu> kmetz@desire.wright.edu writes:
>In article <rauser.720174571@sfu.ca>, rauser@fraser.sfu.ca (Richard John Rauser) writes:
>> 
>>   Okay, in one corner we have a Guile master who is too ethical to
>> freeze, magic throw, or handcuff. In the other corner we have one of those
>> rare, elusive, mysterious Dhalsim masters. The machine is SF2 Classic
>> (or perhaps the Super NES). 
>
>  On a Classic SF2 game, Guile is the hands-down winner.  His razor kick 
>does far too much damage, and Dhalsim's moves are too restricted.  
>My friend and I often play SF2TE, and this is one of our favorite matches.
>Richard (my friend) is a little better than me, in general, and knows
>Dhalsim inside and out, as I know Guile.  On a consistent basis, I beat
>him 5 out of every 7 matches.  On the classic version, Dhalsim is too
>restricted to make it even a contest.
>
>Kevin                            "I will show you fear in a handful of dust."
>Kmetz@desire.wright.edu                   -  T.S. Elliot

Hold on.  I've been Guile-ing for over a year and a half.  I'm
certain I understand Guile's limits.  And I've always understood
that Guile v. Dhalsim was an EVEN match-up in SF2:classic.
On the SNES, Guile's too powerful against ANYBODY there's almost
no way he can lose unless someone unplugs the player's controller.
On CE, it's entirely different.  Everyone who feels "one with Guile"
knows how seriously his power's been tuned down.  And I've seen
for myself how Dhalsim's been tuned up.  Now Guile is a medium range
fighter with a few combos to help at close range.  Dhal is a less
effective long range fighter and much more effective at close and
medium ranges.(Range meaning distance from opponent in this equation)
Of course, different players' styles figure in greatly, but keep in
mind that Dhal's only real strength in the classic version was to
keep the opponent far away.  In CE, Dhal can perform effective attacks
at almost any range.  Guile was a decent long range fighter in the 
classic, but his real strength was at medium and close range.  Now
that he's slower, his moves are weaker and everyone else (except
the bosses obviously) have been tuned up, Guile now has to become
obscured among the ranks of the average character.

	I grow old, I grow old
	I shal wear the bottom of my trousers rolled

	shall I part my hair behind, do I dare eat a peach
	I shal wear white flannel trousers and walk along the beach
	I hear the mermaids singing each to each

	I do not thing they will sing to me.
	--more T.S. Eliot