HDTenEightyP/NetNews huggingface dataset:
From: IO92652@MAINE.MAINE.EDU (Chris Munn)
Newsgroups: rec.games.video
Subject: Sega CD
Date: 15 Oct 92 00:41:23 GMT
Organization: University of Maine System

I was thinking of buying the Sega CD unit (well actually gettting it
for Christmas), and I was wondering if it would be worth getting, or
should I wait for Nintendo's version.  If anyone possess it, or knows
someone who does, could you please give me your thoughts on this matter.


                                          thanks in advance,
                                                Chris
/CHRIS MUNN                      | "AMERICAN BEER IS LIKE MAKING    \
|IO92652@MAINE.MAINE.EDU         |  LOVE IN A CANOE. IT'S F***'IN   |
|12-D SMITH, 5702 ALLEN VILLAGE, |  CLOSE TO WATER." - MONTY PYTHON |
|ORONO, ME 04469-5702            |                                  |
\                                                                   /
From: irac@yang.earlham.edu
Newsgroups: rec.games.video
Subject: Whats Thunder Force About?
Date: 8 Oct 92 20:01:50 GMT
Organization: Earlham College, Richmond, Indiana

Could some person tell me what the Thunder Force games are about?


Thanks.

-Ira
Newsgroups: rec.games.video,alt.games.lynx
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Subject: Re: Review-o-rama (was Re: Sega - Ads?)
Organization: NASA GSFC
Date: Wed, 7 Oct 92 20:07:54 GMT

In article <1au962INNphe@phakt.usc.edu>, tehyang@phakt.usc.edu (Teh Kao Yang) writes:
> 
> 
> I guess I'll throw in my $0.02 about this idea that graphics and sound are
> not important to make a video game good.  I am really glad that people like
> Mr. Hague didn't have that much say in the evolution of video games over the
> years (no offense, Mr. Hague :)). We would still be playing with pong and
> Atari 2600s.

Using Pong in comparison to modern games as an example is an
oversimplification.  However, think of it this way -- would Pong
really have been a better game if the graphics were modern?  Well,
it would have slightly more visual interest, but that wouldn't make
any real difference in the game itself (which is fine).  Now what if
you improved the graphics AND used a zoomed in scrolling view to get
even more detail (for now presume that it's a one player game)?  Now
that really would make it worse as the game would be pointlessly more
difficult to play.  Think of that when you look at the scrolling in
most baseball games, video pinball games, SNES Rampart, etc.  Here the
"good graphics" (which they really aren't -- all video games have terrible
graphics, except for a few games I've seen on a Macintosh - Prince of
Persia, Lunatic Fringe, etc.) have made the game play worse.

> I think video games are much more than pure tests of reflexes
> and hand-eye coordination. If that were so, there would be no need for fancy
> graphics or sound at all.

True, better games aren't just tests of hand-eye coordination.  Fancy graphics
will not change a game which is all hand-eye coordination (or more commonly
just memorization) from being all hand-eye coordination.  It's the game
design that matters.  The game design needs to open up the possibility of
different player styles, strategies, techniques, etc.  Most games these days
only allow you to use one or a few approachs -- the ones that are preplotted
out for you.  A great game has a great concept behind it, with or without
fancy graphics.

Of course, good graphics/sound can enhance game play if it's used properly.
Take the "Clunk" sound in the the Lynx version of Klax which audibly indicates
that the paddle is stacked to the limit.  That effect not only sounds great
but serves a useful purpose.  On the other hand, the zoomed in good looking
graphics of almost all baseball games detracts from game play.

Steve
Newsgroups: rec.games.video
From: ericee@halcyon.com (Eric Engvall)
Subject: No SNES SFII Boss Code: Proof?
Organization: The 23:00 News and Mail Service +1 206 382 MAIL (382-6245)
X-Newsreader: Tin 1.1 PL4
Date: Sun, 11 Oct 1992 08:11:51 GMT

  I've looked through the SNES SFII rom images and have found nothing to
suggest a boss code. In fact, the way some of the text tables are laid
out suggest there is no suprises at all left. If there is intrest, and
no legal objections, I'll post the text from the rom images. 

    eric


Newsgroups: rec.games.video,alt.games.lynx
From: dmerrill@cdc.hp.com (David Merrill)
Subject: Re: STREET FIGHTER II
Date: Thu, 8 Oct 1992 20:25:09 GMT
Organization: HP California Design Center, Santa Clara, CA
X-Newsreader: TIN [version 1.1 PL6]

jason yip (ccyip@napier.uwaterloo.ca) wrote:
> In article <1992Oct7.122720.14936@pool.info.sunyit.edu> ujpc@pool.info.sunyit.edu (John Cannistra) writes:
> >     I have been level7 with the following people :
> >                        Chun LI
> >                        Ken and RYU
> >                        Blanka
> >
> >     Has anybody used the other four to beat Mr. Bison , if so
> >     how did you do it. I think its pretty hard with the other
> >     four especially Zangief.
> >
> 
>       This is easy, just follow these steps :
> 
>   1.  Play the 99-secord-per-round game.
>   2.  Block when Bison attacks, do not try to counter-attack him,
>       until you are pushed to stay in the corner.
>   3.  When time is less than 30sec, he will try to cheesepeedo you,
>       now you can attack him by, e.g, fireball, dragon punch, 
>       spinning punch, Blanka's jump kick...etc.
>   4.  The round ends and you win
>       (Although most of the time you cannot KO him)
> 
>      
>   By using this, I can always beat Bison with any character.
>   Hope this is useful to you too.
> 
> 
>   J
> 
> 

Gosh, I didn't know that there was a SFII for the Lynx!
--
dave

-------------------------------------------------------------------------------
Visualize whirled peas   |The ideas expressed herein are completely fictitious.
-------------------------|Any similarity to any actual opinion, living
dave merrill             |or dead, is entirely coincidental.
dmerrill@cdc.hp.com      ------------------------------------------------------
-------------------------------------------------------------------------------
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: rec.games.video
Subject: Re: Dragon's Lair and pattern based games (Was: Video Game Renaissance)
Date: 15 Oct 92 14:23:33 GMT
Organization: NASA GSFC

In article <1992Oct14.233706.12675@wam.umd.edu>, vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
> 
> I agree with you, except Dragon's Lair absolutely is not like that.  It is
> a pattern, but have you forgotten that the rooms are in (mostly) random order?
> You often have no way to know what room is coming next.

No, I didn't remember that (it's been a long time!)  I guess I remembered all
the copy cat games that came out more vividly and they were definitely
completely without randomness.  However, mixing up the rooms doesn't really
prevent the game from being a single dimensional affair.  There's no room
for your own techniques and strategies, you're just pushed along and must
react exactly the same way in any given room.

Steve
From: andru@concerto.lcs.mit.edu (Andrew Myers)
Subject: Re: Sonic Time Trials! (and mini FAQ)
Organization: MIT Laboratory for Computer Science
Date: Sat, 17 Oct 1992 05:15:03 GMT

In article <CMM.0.88.719134843.gkomatsu@uhunix.uhcc.Hawaii.Edu> gkomatsu@UHUNIX.UHCC.HAWAII.EDU (Galen Tatsuo Komatsu) writes:

>   _____Invincibility_and_Character_Change___________
>	a.k.a "Sonic Debug Mode"  At the title screen, enter <SUPER_
>   SECRET_SONIC_CODE>, but press C after each press on the directional
>   pad.  A chime will signal proper entry.  Now press and hold A + C +
>   Start until Green Hill Act 1 fades in.  If there is a series of
>   hexadecimal codes on the Score line, it worked.

On my Genesis, it seems to be a little simpler. You don't need to
press C among the directional presses. If you press A + C + Start,
you go to Green Hill 1. If you just press A + Start, you go to
the level selections. In either case, if you are holding down A + Start
when the level starts, you get Debug Mode.

By the way, does anyone know how to get across the big gap at the
beginning of Labyrinth 1, so the upper path can be taken? It seems
that a speedup monitor is called for, but there is none...

Andrew
From: ss@bigwpi.WPI.EDU (Scott Streeter)
Newsgroups: rec.games.video
Subject: Re: Out of this World
Date: 13 Oct 92 18:22:43 GMT
Organization: Worcester Polytechnic Institute, Worcester, MA 01609-2280
NNTP-Posting-Host: bigwpi.wpi.edu
In-reply-to: gsnow@clark.edu's message of 13 Oct 92 17:41:18 GMT

>
>Does anybody Out there know if out of this world is out or when it is comming
>out for the Super Nintendo?

gsnow> Its been delayed, probably won't be out until late November, or
gsnow> possibly December.....for sure by Christmas.

Too bad. There was an article on it in the last Nintendo Power. Looks
good.

--
 Scott Streeter                             Keeper of the Star Wars Archive
 ss@wpi.wpi.edu                             wpi.wpi.edu        130.215.24.1
From: sssines@bluemoon.rn.com (Shawn Eric Sines)
Newsgroups: rec.games.video
Subject: TI-994/a Yunnels of Doom Tape
Date: 12 Oct 92 06:29:45 GMT
Organization: Blue Moon BBS ((614) 868-998[024])

Oh.. That was supposed to be tunnels..*sigh*
Anyway.. does anyone have any idea where I can find a copy of the cassette 
tape(yes cassette:) for this game, it wasone of my favorite D&D type games 
when I was growing up.. I just cannot find the tape after having the TI in 
storage for so many years..

                                Thanks, E-mail response please

All responses to... 
 sssines@bluemoon
or 
sssines@bluemoon.rn.com.
From: daq@hpfcso.FC.HP.COM (Doug Quarnstrom)
Date: Thu, 8 Oct 1992 21:49:39 GMT
Subject: Re: SNES Co-processor add-on
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: rec.games.video

In rec.games.video, daq@hpfcso.FC.HP.COM (Doug Quarnstrom) writes:

> In rec.games.video, 00dabye@bsu-ucs.uucp writes:
> 
> > 
> > Since the SNES already runs at a slow speed 6 - 12 MHz (I don't remember the
> > specifications exactly), changing the speed dramatically would greatly affect
> > the existing games not set up for the faster speed and thus reducing the
> > playability.
> 
> This depends entirely on whether this was planned by Nintendo.
> Assume that they tell developers beforehand that they are going to
> provide a collision detection coprocessor in the future.  Maybe
> it is interrupt driven and they provided a reference spec for it.
> This would allow game companies to design for it, and would allow
> Nintendo to gouge some extra bucks out of people who want the machine
> to be faster.  It almost makes sense, since it would allow them to
> sell the basic unit cheaper (cheaper processor), and entry price
> is pretty critical in this market.  Once they have the coprocessor
> interface set, they can introduce new products to get more money
> from the consumer without driving up the base price.  It MAY
> be true.  I hope so, because then I would be confident about the
> potential future of the platform.

First, I guess I should point out that I am not sure that the
architecture I suggest above would be that useful for ganeral
video games.  Not being a game programmer, I am unable to 
know.

Second, it occurs to me that I DID read somewhere in a magazine
recently that Nintendo IS planning to introduce an accelerator
for 3D graphics so that they can do 3D games.  This is much 
different, because games would have to be written to use it,
and it would probably have no effect on games in existence.

 doug
Newsgroups: rec.games.video
From: denton@ssd.comm.mot.com (Perry Denton)
Subject: Re: [SNES:Clinkenreview> RAMPART
Organization: Motorola LMPS
Date: Thu, 15 Oct 1992 13:27:32 GMT
Keywords: n

In article <1992Oct14.234043.2894@javelin.sim.es.com> tpehrson@javelin.sim.es.com writes:
>it a little more challenging to aim.  finally, super mode allows you to trade
>three cannons in for either a super cannon, which is really only useful in the
>versus mode, or a one-time propaganda dropping balloon, which i failed to see
>the point of.  
>
The one-time propaganda dropping balloon allows you to have a cannon with
an essentially zero reload time (For those unfamiliar with the game, the
balloon allows you to gain control of an enemies cannon).  In about 10 seconds,
you can take out about 5 cannons surrounding you.  Basically, as the enemy
you have to first kill your own cannon that has been "possessed" before
attacking the opponent. 

See the point?

Perry
-- 
Perry Denton
Motorola, Inc.
Schaumburg, Illinois
Internet: denton@ssd.comm.mot.com       Phone: (708) 576-4479
From: btribble@terapin.com (Bobby Tribble)
Newsgroups: rec.games.video
Subject: Re: Whats Thunder Force About?
Date: 9 Oct 92 15:59:55 PST
Organization: BBS

In article <1992Oct8.150150.19814@yang.earlham.edu>, irac@yang.earlham.edu
writes:
>Could some person tell me what the Thunder Force games are about?
>

Oh, I dunno, about 8 megabits...




















Oh, you mean what kind of game the series is?  Shooter.

If you don't know what that is, you are a spaceship and you fly around to avoid
enemies whilest shooting them with your mega-weapons. Thunder Force series is
mainly side-scrolling, but Thunder Force 2 had an overhead level every other
level.

For Genesis:
Thunder Force 2-4

SNES has Thunder Spirits (right?)

and what is Thunder Force 1?  Read the FAQ.

Bobby Tribble  |8')
-=-=-=-=-=-=-=-=-=-=-
btribble@terapin.com
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: Joysticks' Lament (was Re: Awesome New Controller!)
Date: 13 Oct 92 03:30:06 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

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 the CES too, and I have to say that while regular control
>|> pads begin to hurt my thumb after about 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 the 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 gaming
>machines?

>  Is it because the joypads are more durable, or because the 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?

	The last system that came with a stick I liked was the 2600,  immediately
starting with intellevision, things seem to have gotted worse!  
The pads make a lot of sense for portables, but I think for the most part the
choice was based on economics.  The pads are extremely simple, mechanicly
speaking.  They are also more compact and easier to fit in the box with the 
game system.  The SNES brings up a new reason for pads.  There are too many 
buttons to put on a hand-held stick.  The NES and Genesis have a selection
of joysticks available that are hand-held, but the SNES must have a tabletop
unit for all the buttons to be easily accessable.
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Sega CD
Date: 16 Oct 92 17:23:59 GMT
Article-I.D.: clark.1992Oct16.172359.20034
Organization: Clark College, Vancouver, Wa.  USA

In article <1bmo5qINNhi4@early-bird.think.com> laird@think.com (Laird Popkin) writes:
>
>The other format that I think could do well, is CD-I.  It's not selling
>well right now, but Phillips is gearing up to promote CD-I as the
>replacement for videotape (I believe) once the JPEG decompression chips are
>available in large enough quantities.  Supposedly they've already got deals
>going with Blockbuster video to stock movies on CD-ROM.  Given the
>advantages of the media (CD-ROMs cost much less to produce than videotape,
>allow interactivity, special effects, and intelligence, are more compact to
>ship and stock, and are more durable.  The big drawback to CD-I (like the
>consoles and CDTV) is that it requires customers to buy a specific,
>dedicated unit.  But if Phillips can get CD-I units with JPEG chips selling
>for $500 or so, with hundreds of movies released on CD-I CD-ROM for a low
>price (I would guess at $10 each), with wide distribution, it could do
>quite well as a digital movie player that happens to run some games and
>educational titles.

I don't think you'll see $10 for a disk. There are other things like licensing
and royalties that you have to pay to film companies, its not just the cost
of the disc itself.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: mizera@arcturus.amasd.anatcp.rockwell.com (Ellen Mizera)
Newsgroups: rec.games.video
Subject: Gameboy questions
Date: 8 Oct 92 18:27:06 GMT
Organization: Rockwell International

Hi. My Gameboy screen has lost some lines along
one side of the screen - is there any way to fix it?

Is there a Gameboy FAQ or archive site?

Thanks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BEWARE: incredibly boring, business-like .sig ahead...

Ellen Mizera Seim
Rockwell International
Anaheim, California
(714)762-2665
mizera@arcturus.amasd.anatcp.rockwell.com
...genisco!arcturus!mizera
...dhw68k!arcturus!mizera
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.video
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: SNES games for sale ONLY!
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Sat, 10 Oct 92 04:31:55 GMT


I have the following SNES games, only for sale:

Drakkhen		31
Wanderers from Y's 3   $26
SNES Play Action       $31
Final Fantasy 2	 	$36
Contra 3		$31
Pit Fighter		$31
Final Fight		$26
Gradius 3		$26
Pilot Wings		$26
Super Bases Loaded	$26
Lagoon			$26
Super Soccer		$31
Super Adventure Island
(Super Famicon)		$31

First come, First served.  You pay shipping.

Ja mata...


						-Tony
--
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
   I have gone out into the world to find myself. |   | |   =`) =`) =`) =`) =`)
          Should I get back before I return,      |  ~      [insert insult here]
          please hold me until I get here.        |  \___/  ('= ('= ('= ('= ('=
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: rec.games.video
Subject: Scaling chip in carts (Was: Pilotwings/Super Magicom)
Date: 16 Oct 92 20:25:27 GMT
Organization: NASA GSFC

In article <etxansk.719218545@garbod20>, etxansk@garbo.ericsson.se writes:
> 
> jarnis@mits.mdata.fi (Jarno Kokko) writes:
> 
> >> [stuff deleted]
> >>
> >Pilotwings uses the scaling chip up to the limits, and a second one
> >is included to the cart so they can pull all the stunts the game
> >requires. The DSP chip inside the pilotwings cart is EXACTLY the same
> >as inside the SNES itself. Two chips = twice the power :-)
> 
>  Wait a minute, is the SNES scaling chip a DSP? I thought different
> types of hardware designs were used for manipulating graphics and sound
> respectively. I always believed that DSPs process sound and in certain
> cases decompress video using their internal memory as a buffer.
> 
>  Perhaps there is a DSP _and_ an additional scaling chip in the Pilotwings
> cart?
> 

Regardless of which approach above is the one used, isn't this a rather
wasteful way of doing things?  Pilotwings was one of the first SNES games,
why didn't they include the scaling chip (or whatever) in the SNES itself?
That would reduce the cost of cartridges quite a bit I'd think (or
increase Nintendo and the game manufacturers profits.)

Steve
From: farant@terapin.com (Faran Thomason)
Newsgroups: rec.games.video
Subject: Re: SuperMagicom 16mbits
Date: 14 Oct 92 10:23:17 PST
Organization: BBS

What is a super Magicom ??
Newsgroups: rec.games.video
From: tarjan@athena.mit.edu (Edward K Walters)
Subject: Soul Blazer, SFII
Keywords: SNES,SFII,Soul Blazer
Organization: Massachusetts Institute of Technology
Date: Thu, 8 Oct 1992 14:17:11 GMT

Ho all!

I've been mucking around in Soul Blazer, the new Epix RPG on the SNES, and I
had a question or two.  The game package comes with a display of the locations
of the six sections and what items are contained with each.  Currently I am
equipped with the highest power items (Soul Blade, Soul Armor, and Phoenix)
and have fought Deathtoll several times (yet to beat him), but there are
a number of items from the list that I can't find.  For example:

1st Area: Magic Bell?, Pass?
4th Area:  One of those magic emblems ( I think F - not the one you get from
 the snail.)
5th Area:  Another magic emblem...
6th Area:  Super Bracelet?

I also haven't been able to find the second most powerful sword, the one in
between the Spirit Sword and the Soul Blade.  Where the hell are these?

Hmph.

Also, just out of curiosity,
In the first world, we have that gem there where the angel(?) says 'Come
back when you have a sword that can defeat metal.'  Well, I come back with the
Zantetsu Sword (Japanese: Against Iron?) and nothing new happens.  Am I missing 
something?

And, as a final question, how in the world do you do the Spinning Pile Driver
with Zangief on SFII with the weenie SNES controller?  I just can't seem to get 
it to work.  Do you need to spin around before you grab your opponent? 
Which direction do you spin -CW or CCW(if your opponent is to the right of you)? 
Which punch button do you use?

Ah well.
-Ed

"Rob the women, pillage the village and rape the cattle!"
	-Unknown


 

Newsgroups: rec.games.video