HDTenEightyP/NetNews huggingface dataset:
From: jng53092@uxa.cso.uiuc.edu (Jon Gad)
Subject: Re: Battletech game centers--where located?
Keywords: Trying to find one
Organization: University of Illinois at Urbana
Date: Sun, 12 Apr 1992 19:49:57 GMT

cs00bd@unccvax.uncc.edu (brian daniels) writes:



>Does anyone have a list of the Battletech game centers in
>the U.S.?  Just saw their setup on 'Beyond 2000'--looks
>seriously cool.  If you've got one nearby please drop
>me a line!


>Thanks,
>Brian


As far as I know, the only one is the one in Chicago.  (Where FASA is based)
It's possibly one of the only reasons I can think of for living there like I
do... ;)   

Still, I've also heard that New York and Milwaukee have been considered for new
ones, but I don't know how far along they are on that.

(By the way, if you DO ever go there, never...Never...NEVER take a Thor against
an experienced player.  It's got this missle pack on the left shoulder that'll
blow up and kill you if the enemy knows where to hit it.  1 shot and BOOM!!)

Anyone else out there ever been there?


Jon Gad (jng53092@uxa.cso.uiuc.edu)
From: EMUELLER@MCOPN2.dseg.ti.com (Ed. Mueller)
Newsgroups: rec.games.video.arcade
Subject: SFII:CE  Dhalsim Impressions
Date: 10 Apr 92 20:45:59 GMT


After playing Dhalsim on SFII:CE for a short time, I've formed some general
impressions, most of which are bad.  Forget kicking ANYONE out of the air
anymore;  it doesn't work.  I played a beginner Blanka person today who
would jump in with fierce kick (like Guile).  Any time I tried a standing short
or forward kick, I got hit instead of him.  Same is true for Ryu, Ken, etc.
This is insane.  All Blanka has to do is jump kick, then press electricity
buttons as fast as possible to shock me when he lands.  Only defense seems
to be jump back and punch/kick down, with limited effectiveness.  The only
way I was able to win was the old slide+noogie+repeat combo which still works
in CE, but not against an experienced player.

I'm disappointed.  I was hoping for a toned-down, more realistic Guile for CE,
but to no avail.  Guile is pretty much the same.  Dhalsim was hurt significantly
because his kicks were given a much lower priority.  So, anyone can get close
to Dhalsim (except perhaps Zangief) and wipe him out because Dhalsim has
almost no close fighting ability (ticking works too well against him).

In general, the game favors the attacked player too much.  It is more difficult
to press an attack in CE.  I've tried spinning it with both head and feet and
always get knocked out of the sky or counter thrown/bitten/etc.  Hopefully,
other Dhalsim players out there will develop new techniques and share them,
or he'll be abandoned.

I welcome other comments/rebuttals.

- Ed. Mueller
emueller@mcopn2.dseg.ti.com

Disclaimer:  The views presented above do not represent those of my employer.
Newsgroups: rec.games.video.arcade
From: scott@athena.mit.edu (Scott D Bradburn)
Subject: Re: CYBERBALL
Organization: Massachusetts Institute of Technology
Date: Sat, 11 Apr 1992 06:15:28 GMT

In article <92101.204051U14540@uicvm.uic.edu>, <U14540@uicvm.uic.edu> writes:
|> In article <1992Apr9.222842.18198@athena.mit.edu>, scott@athena.mit.edu (Scott D
|> Bradburn) says:
|> >
|> >In article <1992Apr9.030333.28879@acsu.buffalo.edu>, jadahlin@acsu.buffalo.edu
|> >(sm00sh) writes:
|> >
|> >[abridged]
|> >
|> >|> ugh! it really pisses me off when my (human)
|> >|> opponent will let the clock run out if he is up by 1 point with 2 minutes
|> >left
|> >|> in the game... to me that means that he is scared to try...
|> >
|> >Ever seen a real football game?  That's what timeouts are for.  Running the
|> >clock
|> >is called 'strategy.'
|> 
|> It's not strategy.Its cheap unless you are playing for money. Only losers run
|> out the clock because they afraid of throwing interceptions. It doesn't
|> matter to me anyways because no one can ever beat me.
|> 
|> 

That's what your timeouts are used for, if you squander them at useless times
don't start crying when the other player wants to think to select his plays when
time as time is running out.

Scott
Xref: sparky rec.games.video.arcade:5010 alt.games.sf2:153
From: jstrachman@vax.clarku.edu
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: RE: SF2: CE game finishes
Date: 9 Apr 92 02:35:01 GMT
Article-I.D.: vax.9APR92.02350181
Organization: Clark University

In a previous article, robrod@csa.bu.edu (Roberto Rodriguez) wrote:
> 
>   After Playing SF2 CE for a few games now I have finished the game
>with Zangief, Ryu, Ken, and Dhalsim on ONE quarter.  Has anyone done
>it with Guile?
> 
>Just curious.
> 
>--Jazzman

Yup.  Guile's ex-wife (?) (wife?) shows up with his daughter and stops him 
from killing Bison.  It turns out Bison had killed a friend of Guile's and
Guile wanted revenge.  Guile decides not to lower himself to Bison's level
and goes off with his wife and kid and then it turns out the whole thing was
a dream.  Cheezy, eh?

			Zephyr
Newsgroups: rec.games.video.arcade
From: sinister.stairs@um.cc.umich.edu (Sinister Stairs)
Subject: Re: Vega moves
Date: Mon, 13 Apr 92 15:51:18 EDT
Organization: The Church of Suicidal

In article <92104.110211BPS106@psuvm.psu.edu> BPS106@psuvm.psu.edu (Brian
Surratt) writes:

>Could someone post a list of moves for Vega?  SF2:TCEfinally hit my town and
>is constantly swamped with people.  I can't get a chance to learn the moves for
> Vega.  Also, pardon my stupidity, but is Vega male or female?

I'm just about done with the all-new SF2CE moves list.  I just need to
re-confirm a few moves, and I will post it in the next couple of days.

When SF2 was in the designing stage, Vega was originally female.  They ended
up deciding to make him male, but didn't bother changing his looks too much,
that's why his transvestite look and girly-voice.



+-------------------+-----------------------+---------------------------------+
| UU   UU  MMM  MMM | The University of     |                Jonathan H. Fine |
| UU   UU  MMMMMMMM | Michigan, Ann Arbor   |       a.k.a. Shadowjack on MUDS |
| UU   UU  MM MM MM |                       | sinister.stairs@um.cc.umich.edu |
| UUUUUUU  MM    MM | "GO FUCKING BLUE!"    |           jfine@engin.umich.edu |
+-------------------+-----------------------+---------------------------------+
Organization: HAM - Hackers Against MUDs
X-Subliminal-Message: IBM/370 assembler is your friend.
Date: Monday, 13 Apr 1992 12:42:05 EDT
From: <MVS104@psuvm.psu.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: Racism?: Ryu vs. Ken.
 <1992Apr7.185137.21642@cis.ohio-state.edu>
 <1992Apr9.191515.21023@m.cs.uiuc.edu>

Just my opinion...
I play Ryu all the time; he's my favorite character. Although I suppose
Ken is virtually the same, I play Ryu instead because he's got the only
ending with any dignity at all. Ken's is awful.

Martin Schulte
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Best Video Arcade Game Theme Music
Originator: vgriscep@next02cville.wam.umd.edu
Organization: University of Maryland, College Park
Distribution: rec
Date: Thu, 9 Apr 1992 21:35:35 GMT

Best music in a game:

1. Assault
2. Space Ace
3. Ballblazer (not a coin-op)
4. Gyruss
5. Phoenix  (already been given several nominations)
6. Vanguard (yeah, I know it's stolen from "Flash Gordon")
7. Pitfall II
8. Dragon's Lair
9. Tetris (i.e., coin-operated, by Atari)
10. Xevious

    VGR


"Go away!  No visitors!  Back!  Just stop right there!  One more step and
you're finished, oo...!"   - Guardian of Eden, Dragon's Lair II: Time Warp
From: 2frjflog@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: RE: What did(n't) they do to Blanka?
Date: 13 Apr 92 20:58:29 CDT
Organization: University of Kansas Academic Computing Services

In article <1992Apr12.160548.7210@cs.mcgill.ca>, samurai@uriel.cs.mcgill.ca (Darcy Brockbank) writes:
> 
> Well? I played Blanka, and beside the annoying "roar" after the
> Blanka Ball, there didn't seem to be anything else new...
> 
> - db
> 

Woah....db...what are ya saying man.  Blanka has become one of the most 
powerful new characters.  Several notable changes are.

1) Electricity can be activated through any of three punch buttons

2) Electricy has three speeds (Jab:slow, Strong:medium, Feirce: Super-fast)

3) His electricity is activated 3X as fast. (with jab...3 rapid (yes 3) simple
   presses activate electricity.

4) His bite takes off over twice the amount of damage it did before.

5) Depending on how you move the joystick....His bite quickens and slows 
   (their is a pattern I have developed to make his bite very quick)

6) Some people say that you can stop his roll in mid flight...but I don't
   believe it.

7) His stupid double flip (fierce punch) has been eliminated.

8) His Blanka ball charges in almost half the time.

9) I can roll consecutively for an entire round.

10) If someone is jumping towards you....your electricity can be charged while
    they are in the air leaving them helpless.

11) His feirce roll is a little quicker

THAT is all that I am aware of...try it out and let me know what ya think..
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Newsgroups: rec.games.video.arcade
Subject: SF2CE: How to see the alternative colors when you want to
Date: 16 Apr 92 22:35:17 GMT
Article-I.D.: bronze.1992Apr16.173525.21127
Organization: Indiana University


If you want to see the other character's alternative colors, do the following:

Move the select box on the character that you want.  If you want the 
alternative color, push the appropriate START button (1P if you on the left 
side, 2P if you are on the right side).  If you want the regular colors, then
push any one of the six buttons.  I am so sick of hearing, "I haven't seen
<choose you character>'s other colors".  This should be common knowledge 
by now.

char.		colors		alt. colors
Ken		red 		navy bluish purple
Ryu		white		dark gray 
Dhalsim 	yellow		purple plum skin w/pink stripes & orange shorts
Guile		green		brown camouflage
Vega		blue/red	green/yellow with yellowish skin
Honda		blue 		blue stripes w/pinkish red "shorts"
Chun Li		blue		pinkish red
M. Bison	red/blue	green w/orange legs
Zangief		red		army green 
Balrog		blue		yellow w/orange gloves
Sagat		blue/red	red/green shorts
Blanka		yellow		ice blue skin
-- 
Brian T Odom
From: cowgilc@prism.cs.orst.edu (Clayton Cowgill)
Newsgroups: rec.games.video.arcade
Subject: Re: ROM Image Archive?
Date: 12 Apr 92 18:39:21 GMT
Distribution: usa
Organization: Oregon State University, Computer Science Dept

In <1992Apr10.194939.7020@doug.cae.wisc.edu> sether@cae.wisc.edu (Steven Sether) writes:
>I would think that many people in this group would be upset over something like
>that.  Their are people on this group that have connections with the old gaming
>world, and would not be very happy with you if you did this.  (even with old 
>games.)  Personnally, I really don't care what you do, but just be warned.
> 
>-It's dificuly working in groups when you're omnipotant
>--Q

Well, so far the only responses I've had have been positive. I really don't 
think there'll be any problem-- you pretty much have to own the hardware to
use the ROMs. All we're doing is help keep those older games still up and
running a while longer.

If anyone (designer, programmer, company, etc...) had a specific machine that
they didn't want images kept for, I guess it wouldn't be hard to remove it...

Thanks for the input. (Any other comments, anyone?)

						-Clay



##################===============------------===============##################
Clayton Cowgill                                 cowgilc@prism.cs.orst.edu  
Head Consultant                                 Lab: (503) 737-2435 
Oregon State University CS Dept.                Home: (503) 754-2806
Corvallis, OR 97330                             Office: (503) 737-4466
From: ulysses@carina.unm.edu (Nick Lopez)
Newsgroups: rec.games.video.arcade
Subject: Re: SFII TCE
Date: 8 Apr 92 20:28:46 GMT
Article-I.D.: lynx.warjc8m
Organization: University of New Mexico, Albuquerque

In article <1992Apr8.021326.18502@gmuvax2.gmu.edu> 2795ag@gmuvax2.gmu.edu ( ) writes:
>
>If ANY player hits him early, Bison will take damage before he even goes
>into the dive.  otherwise:
>
>Yoga fire, sonic boom, or fireball  WILL  stop Bison's dive
>dragon punch SHOULD stop ...
>Razorkick WILL stop...

These three are right, though you have to time the razor kick more precisely

>spike kick WILL NOT stop bison

This is wrong. The spike (I assume this is CHun Li) wil get him most of the 
time.

>tiger punch (sagat) SHOULD stop...

Yep...

>double lariat MIGHT stop

The double lariat does stop it, and with a minimum of difficulty. (You have 
to make sure the moev comes out before he hits you) More fun though, is to
block and ZCSPD him as he lands. the trade is only slightly in your favor,
so do it right. Just as a side note, one use I ve found for the lariat:
Get close to ryu/ken/Dhalsim. When and if he chucks a fireball, double lariat
and move towards him. His arms (face, in Dhalsim's case) get smacked.

>thousand feets kick, 100 hands MIGHT stop ..

I am 90% sure the hands DON'T work. But I think the feet do. If the hands do
work they work only some of the time.

>electricution WILL NOT stop bison
>bodyball SHOULD NOT stop...
>headram SHOULD NOT stop
>tiger uppercut MIGHT stop...

True * 4
>
>now, anytime I say it WILL or WILL not stop Bison's dive, that means
>I've SEEN it stop him.(data gathered from SF2 standard machine)
>if I say SHOULD of MIGHT or SHOULD NOT, I haven't seen them but, I
>believe the tendancy will be what I described.
>I have not yet had a chance to play SF2:CE, so I have to guess.
>I assume VEGA can't jump off the fence anymore, but I beleive it MIGHT
>stop Bison.
>
Actually, Vega can throw Bison out of the dive, but it takes FEROCIOUS timing

>otherwise, "ever hear of jumping or blocking?"
>


-- 
       Nick Lopez                     |   "What softens the heart of a man,
       ulysses@carina.unm.edu         |    Shipwrecked in storms dire,
       Emperor Blue Striped Penguin   |    Tried like another Ulysses. . ."
       (505) 294 8688       (voice)   |                -James Joyce
From: 2frjflog@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: Re: CYBERBALL
Date: 12 Apr 92 16:37:34 CDT
Organization: University of Kansas Academic Computing Services

> In article <92098.182749U14540@uicvm.uic.edu>, <U14540@uicvm.uic.edu> says:
>>
>>You guys really make me laugh. Street fighter TCE blows chunks. I can't
>>see what all the interest is in the game. If anyone out there plays real
>>games such as cyberball then let me know.
> 
 Finally, somebody out there who knows how to have fun and knows the real game> of stategy. I agree with you about SF2. I like the game and all but there are 
so many damn rules in it. Besides, SF2 is all a matter of match ups. Like if 
you take one character, you can't beat another guy unless you take this guy or
that guy. And if you throw somebody, everybody spazzes out and they cry cheap 
or tick. But with cyberball, there's no tick or anything. If you mess up then 
usually you have yourself to blame not the other guy because he did this or 
that. And there's no way to cheat in the game. Except if the other guy runs outthe clock when he's winning but that only happens to begginers. I hope nobody 
flames me for this but I guess there's goin to be some loser out there who's 
going to tell me how great SF2 is and how it has a lot of stategy. If anybody out there want a good game of Cyberball 1 (original Cyberball) and are in the 
Chicagoland area, call me up and we'll play a real game of stategy.

(*****************************************************************************)

Lighten up...this is not intended as a flame.  Nor does it make me a loser for
saying it.  There seems to be alot more to SF2 than you think.  It is
the most realistic one on one fight simulator to ever come out.  Not 
realistic in the sense up to par with today (ie..fireballs).  What I mean is 
that SF2 is like a game of chess, there is no luck involved.  You last as
long as your ability.  It is not designed to eat quarters as is every other 
game.  In the beginning it is hard...if you get better you can play for 30
minutes on a quarter.  The game is consistent.  There are cheap tricks and
there are cheap counters..but really none of it is cheap...after all
a Fight is a Fight.  I might also add that it is the most interactive 
game around, along with the most popular.
From: unknown@ucscb.UCSC.EDU (resU nwonknU ehT)
Newsgroups: rec.games.video.arcade
Subject: Arkanoid Clones (was:Re: Games to Zen out on: Robotron & more...)
Date: 16 Apr 92 11:22:09 GMT
Article-I.D.: darkstar.33065
Organization: University of California, Santa Cruz; Open Access Computing


In article <1992Apr15.181347.29318@exu.ericsson.se> exuhag@exu.ericsson.se (James Hague) writes:
}[The dumbest Arkanoid clone has got to be Woody Pop, in which
}you are--get this--a log.]

	I dunno, the Arkanoid clone that I have, Bouncing Bluster, is a really
good game (although on the difficult side)..  It has many additions to the
Arkanoid gameplay, just like Arkanoid was a step up from the Breakout
(or Super Brickout.. heh) gameplay.  Bouncing Bluster is certainly much LESS
of a step up, but a step up nonetheless..

	I haven't seen the tons of clones you're talking about though.
-- 
/unknown@ucscb.ucsc.edu GS SIMM mem card & trackball WANTED  Apple II Forever!\
\Mail me:Get INFOCOM GAMES RERELEASED,ULT VI GS done,for UNIX GS&CHEAP CD info/
Newsgroups: rec.games.video.arcade
From: samurai@uriel.cs.mcgill.ca (Darcy Brockbank)
Subject: Proper name for Chun Li's throw (SFII)
Organization: SOCS, McGill University, Montreal, Canada
Date: Sat, 11 Apr 1992 17:46:28 GMT


I just had a look at the gifs someone posted for SFII.

Chun Li's throw is an Aikido move! It's called "Iriminage" 
(means "Entering Technique" or "Entering Throw"... it's been
too long since I took Aikido.)

Or it looks like one anyway (she does have the wrong foot forward).

- db

--
---- my opinions are my own, not my employer's ---
"You fill in the mortar, I build the wall." "...a secret stigma, 
weeping willow, a diminished carnival of sorts." "Who might leave you
where I left off? A perfect circle of acquaintances and friends."
"I can't see myself at thirty I don't buy a lack of thirty
Caught like flies wishing for tomorrow's jewlery" - M. Stipe
From: rjv21207@uxa.cso.uiuc.edu (Randy Vose)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 6 Apr 92 23:54:51 GMT
Article-I.D.: ux1.1992Apr6.235451.22493
Distribution: rec
Organization: University of Illinois at Urbana

Arcade music--- ahhh.. who could forget it?

Someone mentioned the album "Pac-Man Fever" by Buckner & Garcia back some years
ago.  The songs dealt with Pac-Man, Asteroids, Mouse Trap, Frogger, Centipede,
Donkey Kong, Defender, and Berzerk.  There may have been one more song, but
I don't remember right off hand. Too bad we didn't have CDs back then...I've
just about played my cassette to death!

My personal arcade music favs:  Space Ace, Mappy, Gyruss, and Out Run.
Even some of the pinball games these days have pretty catchy soundtracks.
William's "Gilligan's Island" and "EarthShaker!" are pretty good...

Adding to the confusion...

Randy Vose

University of Illinois
Urbana/Champaign
vose@ibma0.cs.uiuc.edu
From: lpeters@eos.ncsu.edu
Newsgroups: rec.games.video.arcade
Subject: Re: SFII TCE
Date: 9 Apr 92 19:30:50 GMT
Reply-To: lpeters@eos.ncsu.edu
Organization: Project EOS - North Carolina State University

In article <1992Apr8.042858.28620@leland.Stanford.EDU>
wanderer@leland.Stanford.EDU 
(Anthony William Cannon) writes:

>In article <1992Apr8.021326.18502@gmuvax2.gmu.edu>
2795ag@gmuvax2.gmu.edu ( ) writes:
>>In article <1992Mar25.060329.21822@cco.caltech.edu>
julius@cco.caltech.edu (julius yang) writes:
>>
>[stuff deleted]
>>If ANY player hits him early, Bison will take damage before he even
goes
>>into the dive.  otherwise:
>>
>>Yoga fire, sonic boom, or fireball  WILL  stop Bison's dive
>>dragon punch SHOULD stop ...
>>Razorkick WILL stop...
>>spike kick WILL NOT stop bison
>
>  wrong-o.  Sorry. I've spiked bison out of the flame more than once
>
>[the rest deleted]
>
>-- wanderer

In the Champion Edition?  I haven't see the spike hop work yet.
Newsgroups: rec.games.video.arcade
From: steveh@franklin.cc.utas.edu.au (Steve Howell)
Subject: Wanted. Gaplus Schematics...
Organization: University of Tasmania, Australia.
Date: Mon, 6 Apr 1992 14:38:35 GMT



	I am about to aquire Gaplus to the collection of game boards I have,
however the guy selling it to me claims there is problem with the Audio.


	If someone has a schematic for this platform, and would be willing  
to send me a copy,then that would guarentee an easy repair on my behalf.


Thanks

Steve H
From: vinlai@cbnewsb.cb.att.com (vincent.lai)
Newsgroups: rec.games.video.arcade
Subject: T2 Quirk in Final Scene ?
Date: 6 Apr 92 13:54:12 GMT
Article-I.D.: cbfsb.1992Apr6.135412.12678
Organization: AT&T

The other day when I was playing T2, I started by joining somebody 
who was in the middle of the final scene.  I plunked one quarter for
the right station, and found out that I had almost 375 shotgun shells
to start out with (?!?!).  I thought I would get only about 25/30, but
it was great to have that many (they did run out rather quickly), and
I also found that the way to quicken the pace is to split the T1000's
head open.  Do it often enough, and you'll get the chance to nab that
M-17 grenade launcher much sooner.

Anybody else experience.  Also I would appreciate more pointers on T2.
I've read the articles on Cyberdyne Systems, but other than that, I've
seen nothing else :-(

--------------------------------------------------------------------
"Quick!  What's the number for 911?" - Al Bundy

Vincent Lai
vlai@attmail.com
vinlai@cbnewsb.att.com
smst71!vinlai@somerset.att.com
--------------------------------------------------------------------
From: mdchaney@bronze.ucs.indiana.edu (M Darrin Chaney)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Keywords: splunge!
Date: 10 Apr 92 19:59:23 GMT
Article-I.D.: bronze.1992Apr10.195923.24416
Distribution: rec
Organization: Indiana University

In article <1992Apr10.191602.12698@cis.ohio-state.edu> friedman@teak.cis.ohio-state.edu (Mark "Crimson" Friedman) writes:
>In article <1992Apr9.154035.11295@exu.ericsson.se> exuhag@exu.ericsson.se (James Hague) writes:
>] I have nothing against background music, but I object to the popular
>] notion that it is required of all games.
>
>"Outrun" had the cool feature of selecting which music you wanted to
>hear, or none at all.  At the start of the game they made the wheel
>act as if it were the tuning knob on your radio!  That was a nice
>touch.  *Any* personalization in games is cool...

Yeah, but God forbid a positive comment about Sega would appear in this
group.

The Genesis version of HangOn let's you choose from about 4 songs, all
of which are really nice.  Like Outrun, each one has a different tempo,
and mood, associated with it.  The right song can really intensify a
game.

	Darrin
-- 

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

"It's a marvel of vegetable containment..."
Newsgroups: rec.games.video.arcade