HDTenEightyP/NetNews huggingface dataset:
From: grover@emunix.emich.edu (Grover Thomas)
Subject: Archon (was: Re: Review-o-rama) 
Organization: Eastern Michigan University
Date: Thu, 15 Oct 1992 04:53:33 GMT

In article <Oct.13.10.06.58.1992.11460@andromeda.rutgers.edu> dshaffer@andromeda.rutgers.edu (Donald A Shaffer) writes:

>   Oh yes, does anyone besides me think that the shift time spell in that was 
>pretty useless(wow, you shifted time, gee, now I'll have to use mine)

Well, the Time Shift was certainly the least useful of the spells.  It
usually only did you some good if you manage to capture all three of
the middle "magic dots" (top, center, and middle) and you needed to
keep the squares from changing over to the other player's colors within
the next few turns (to strengthen your claim on those three spots).
-- 
 __                                                                        __
(__)  Grover Thomas                   InterNet:  grover@emunix.emich.edu  (__
(__) "As a matter of policy, we do not rule our opinions in or out"       (__)
(__)                                                         --Dan Quayle (__)
Newsgroups: rec.games.video
From: palmer@uvmark.uucp (Filaman)
Subject: Re: SF2 FAQ   finally! :)
Date: Thu, 15 Oct 92 20:19:34 GMT
Organization: Vmark Software, Inc.

In article <1992Oct14.222532.12316@analog.com> gordon.cheung@analog.com writes:
>    Sorry to add to the SF2 traffic. But the cheapest
>SF2 cart I've seen was $60 at Lechmere. It was one of
>the weekend sale type of stuff. I got a rain check for
>it but I decided to wait for SF2CE (if it'll ever come 
>out) I am only guessing that it'll come out some time 
>soon. Now, if you can find proof that Lechmere had it
>for $60, may be you can convince Electronic Boutique
>to practice their price matching claim....

Lechmere sold SF2 for 59.95 as a special for one week. Their normal
price is $69.95 (still $5 less than EB).
-- 
 _____   _   _       __    _    _    __    _    _     Palmer Chappelle
| ____) | | | |     /  \  |  \/  |  /  \  |  \ | |    VMark Software, Inc.
| __)   | | | |__  | || | | |\/| | | || | | |\\| |    uvmark%palmer@merk.com
|_|     |_| |____) |_||_| |_|  |_| |_||_| |_| \ _|    USRSA Certified Stringer
Xref: sparky rec.games.video:20133 rec.games.video.arcade:8029
From: syped@orca.alaska.edu
Subject: rating of Lynx Games?...
Organization: University of Alaska
Date: Sat, 10 Oct 1992 22:00:55 GMT

Hello, all!
Would anybody give me a rating of Lynx Games?
Xref: sparky rec.games.video:20046 alt.games.lynx:807
From: ttak@ellis.uchicago.edu (toki  takeuchi)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Bad GameBoy LCD screen.  etco
Date: 8 Oct 92 04:14:38 GMT
Reply-To: ttak@midway.uchicago.edu
Organization: University of Chicago Computing Organizations

I got a Japanese GameBoy when it first was released in Japan.
I don't play it too often, but everytime I do turn it on,
a vertical column of pixels on the LCD screen is disappearing
from both sides.  Therefore, it's a bit hard to play games,
especially Tennis and Baseball.

How can I get this problem fixed?  Should I clean the contacts?
Would Nintendo of America fix a Japanese product for me?

I know of another person who's suffering from the same problem,
except it is a GameBoy bought in the U.S. of A.

Thanks.

Kenji Takeuchi (please respond direct to ttak@midway.uchicago.edu)

Game Man, Walk Boy...
s
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: rec.games.video
Subject: Re: When is GENESIS going to have wrestling???
Date: 6 Oct 92 17:41:21 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149


  The Japanese version of Wrestle War is quite good.  If you are looking for
a Genesis wrestling game now, I suggest picking it up if it isn't too expensive
(it shouldn't be...it's only 4 megs and it's like 2 years old or so..).  The
perspective changing is not distractive at all...in fact, it's quite innovative.
Much better than the standard 3/4 view stuff we've been seeing latley.  
  When you are defending your title, Wrestle War will really give you a workout
with the buttons, I tell ya!  Although it doesn't have much variety (in moves
etc.), it plays well..and has a decent 2 player mode (and Tournament).  Check
it out. 

 _____________________________________________________________________
(                              (                                      ) 
 )  Ralph A. Barbagallo III     ) Co-Editor of                       (   
(         -----                (                M I N D  S T O R M    )     
 ) nugget@genesis.nred.ma.us    )                                    (   
(                              (  THE Newsletter for high-end gamers! )  
 ---------------------------------------------------------------------
 MindStorm-9474 Fallson Ct., Blue Ash, OH  45242   (ed. Aaron Buckner)
From: rogata@is-next.umd.edu (Richard Scott Ogata)
Newsgroups: rec.games.video
Subject: Re: Video Game Renaissance
Date: 13 Oct 92 17:36:49 GMT
Organization: Comp. Sci. Ctr., Univ. of MD, College Park, MD 20742

In article <1992Oct13.161330.101565@lexmark.com> songer@lexmark.com (Christopher Songer) writes:
>I have high hopes for CD ROM systems. The problems seem rooted in the 16 bit
>systems. The 16 bit systems require more storage for sound and graphics, yet
>do not offer greater media capacities.
>
>The issue seems to be this: If you have 8 Mbits to put a game in, a 16bit
>system will have a short game with better graphics and sound. An 8bit system
>will have ugly graphics and tinny sounds and long game play.
>
>Hopefully, CDROMs will increase the storage capacity and allow the 16 bit systems
>not to sacrifice game length for flash.
>
>Anyway,
>-Chris

	I think storage requirements are only half the problem.  I think the
amount of work necessary to generate the highly detailed graphics found in 
today's video games account for a huge amount of the development time.  
Increasing the amount of storage available to the development team will not
reduce the amount of time the artists need to render everything in the game
in excruciating detail, and increasing the length of the game will only 
exascerbate the problem.  I think that what we'll see largely in the CD ROM
market are games with more sound and animation, but not much else.  
	Sonic II is a good example.  From what I hear, the only differences 
between the cart and CD versions will be animated intermissions and 
better music.  Given all the space the developers had to work with, they 
could have made the CD version have hundreds of levels and given people a 
real incentive to buy the CD drive.  I think the development time is 
the limiting factor.  
	I admit that the developers for current systems are probably often 
pressed for space, but I think that the amount they are coming up short is
probably measureed in 100s of K and not 100s of megs.  After all, how much 
storage do the largest arcade machines use?  12 meg?  And I'm sure the 
development lifecycle for an arcade game is longer in person hours than 
that of most home games.

Rich
From: bbeagan@gmr.com (Brian D. Beagan CT/90)
Newsgroups: rec.games.video
Subject: Re: looking for  tg-16 accessories
Date: 15 Oct 92 16:38:24 GMT
Reply-To: bbeagan@gmr.com
Organization: EDS


In article 1@rapnet.sanders.lockheed.com, ostrouch@rapnet.sanders.lockheed.com () writes:
>--------------Looking for tg-16 accessories------
>Turbo tap with extra controller
>turbobooster or tb-plus
>cd-rom 
>Games ect, all ive got is basic system and serveral games and want to upgrade
>please e-mail or followup here


Tried to e-mail you, but its bouncing.  I see that you have a line on the turbobooster, but if that doesn't pan out, I have a tb-plus I'll part with for $15 (I'll pay S&H).  I think I have the instructions and box at the 'rents house - I'll look if you're interested.  Mail me at bbeagan@cmsa.gmr.com or follow-up if interested.  You won't need the tb-plus or the tb if you get the cd-rom, though.
From: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Newsgroups: rec.games.video
Subject: Re: news of Zelda IV ?
Date: 8 Oct 92 19:52:57 GMT
Reply-To: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Organization: Digital Equipment Corporation


>Zelda III is great, definitively the best game I've ever played.
>Is there any news for Zleda IV ?
>
>I would imagine Zelda I and II (of NES of course) would be nice too. 
>Could any kind so give some review ? I also am puzzled that I couldn't
>find any of Zelda I and II in Toys'R'Us and haven't tried other 
>stores.
>
>Thanks,
>
>Elton


Ok, Toys R Us didn't have it because they must a been sold out,
they carry it, you can be sure of that, (maybe in a different
area than the SNES stuff, ask someone)


Anyway,
	Zelda I is the better of the two (I vs. II). The graphics
are worse on that one, but that game play and balance of the game
are much better thought out in Zelda I then in II. Zelda I has
an above the action viewpoint, zelda II has a from the side viewpoint.
I much prefer being above the action. But those things aren't nearly
as important to me as this fundemental piece of info.


Zelda 1 let you wonder around anywhere, allowing you to "go places,
you aren't supposed to be, and dieing because of it." This gave
the game for of a foggy effect, allowing you to get deep inside
a dungeon and get "MURDERED". Finally getting frustrated and deciding
to "go search for something that will help" and OFTEN FINDING IT!

This multi-path-to-victory is one of the greatest things I liked about
zelda I.

Zelda II on the other hand had roadblocks (figurativly and literly)

Where you could only enter one castle, and until you defeated that
castle (or found a bit of treasure) you couldn't advance to the next
level. This meant that sometimes you could get stuck, and until
you could find that ONE thing or beat that ONE monster you couldn't
do ANYTHING INTERESTING AT ALL. This sucked. When this happened
in zelda1 you could go exploring places you overlooked before
AND USUALLY FIND SOMETHING USEFULL.

Zelda 2 also had experiance points, which seems like a neat idea on the surface.
Replaying zelda 2 one finds oneself entering dungeons, killing the
five big monsters near the door, getting a couple hundred/thousand experiance
points, exiting the dungeon and reentering again. THIS IS JUST BORING,
and I found you would have to kill about 100 monsters to get that next level.

KILLING 100 MONSTERS WHILE NOT EXPLORING IS BORING.......

I like zelda2 but I would miss zelda 1 far more than zelda 2 had a choice....


	Both are good games though, and I suggest you get 1 then 2 in that
	order




		Dave
From: daq@hpfcso.FC.HP.COM (Doug Quarnstrom)
Date: Thu, 8 Oct 1992 21:37:07 GMT
Subject: Re: SNES Co-processor add-on
Organization: Hewlett-Packard, Fort Collins, CO, USA
Newsgroups: rec.games.video

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.

doug
Xref: sparky rec.games.video:20139 alt.games.lynx:819
Newsgroups: rec.games.video,alt.games.lynx
Subject: Prince of Persia
From: djwillkomm@miavx1.acs.muohio.edu
Date: 9 Oct 92 14:47:02 -0500
Organization: Miami University Academic Computer Service"

In article <1992Oct8.150146.24933@kong.gsfc.nasa.gov>, jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
> Prince of Persia is even more limited, although
> i've only played a demo of it -- none the less you get to play the first two
> levels and I get the idea.  At first you gawk at the graphics and animation,
> but before long you realize the game is really pretty dull.  Just goes to
> show that great graphics will get you a lot of attention, but have very
> little to do with how good a game is in the long term.

	I personally LOVED Prince of Persia, graphics, gameplay and all...and I
played the 8-bit Apple ][ version!  I believe no one can deny that the
animation in Prince of Persia are among the most fluid ever in a video game.
And as for gameplay, I found it to be entertaining because each level was
actually a puzzle one had to solve in order to get to the floor tile which
opened the door to the next level.  And playing a demo, you missed some of the
most interesting plot twists that come later in the game.  My only gripe as to
gameplay is that swordfighting was too simple and too easy to master.

	All in all, IMHO, I feel Prince of Persia is one of the finest games
I've played.  Maybe you'll want to give it a chance if you get a full copy of
it.


	Diamond Dave

Newsgroups: rec.games.video,rec.games.video.arcade
From: gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu)
Subject: Re: First game ...
Organization: University of Hawaii
Date: Wed, 7 Oct 1992 07:19:51 GMT

In article <1992Oct5.132450.25420@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>Walter Dao writes:
>>the very first platform game is :
>>* LODE RUNNER * 

>No, DONKEY KONG preceded this.  You could jump, climb, ladders, etc., that's
>basically the same mechanics as LODE RUNNER.  BUT, another game of this
>type preceded it--at least in that you could climb ladders and walk around
>on various platforms--and that was SPACE PANIC (Universal, ca. 1980).  It
>was also the first digging game.

	After I posted my earlier reply to that post (W.Dao's) I pondered
another question, a rather obscure one.  Let this one walk your mind for
a while?
	This mainly concerns Lode Runner.  As far as I can figure, DK and
SP doesn't fall into this group.  What's the first game which you could
"use"/"enlist" your enemies to progress in the game?

	Some Examples of this "type" of game:
Lode Runner you could use the Bungeling Guards as "bridges" to cross 
	some hole, or bury them so they can "bring" you some gold stashed
	at the higher regions of the screen.
Galaga, have the enemy capture a ship then reclaim it for twice the
	firepower.  (Or in Gaplus(?) you could capture other bugs for
	loads of firepower, I think, never played this one.)
Some ("side scrolling") fighting games:  pick up an enemy and use
	HIM as a weapon!
Zero Wing: similiar to previous.

	Lode Runner and Galaga/Gaplus are the best examples.

	These don't count:  killing enemies for powerups, and killing
enemies for _points_.

	If we can't come up with the _first_ one, then how about coming
up with titles of those that fit this "type"?


--
         Galen Komatsu           !     Apple//e     !      XTC
gkomatsu@uhunix.uhcc.hawaii.edu  !  Sega MegaDrive  !  Sakai Noriko
  ar592@cleveland.freenet.edu    !    Atari 7800    !    Checkers
From: tehyang@phakt.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: Turboduo review forthcoming
Date: 7 Oct 1992 11:35:17 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: phakt.usc.edu

I'm a new owner of a PCE Duo, and having never played a PCE or Turbo
game before, I've made quite a remarkable discovery.

So far the only games I've played on it are Valis 3, Super Darius, and
Fighting Street. I've noticed that the graphics when displayed on my
composite monitor actually looks much better than my Genesis displayed
on the same monitor. The colors seem more intense and vivid when compared
to the Genesis. Overall the PCE graphics looks brighter and more colorful.
In fact, I thought it even looked better than the SNES in composite.
I don't know if this is becasue the Duo's composite video output is much
better(amplified?) than the Genesis' output, or just because the PCE has
better graphics capabilities. I suspect it's the former. When I use my
Genesis' video output the graphics look dull and lifeless. It improves a
little when I switch to RGB, but it still doesn't look as good as the PCE's
video output. Perhaps it's because my monitor sucks; I have seen the Genesis
look much better on my friend's monitor. 

I was wondering if anyone else has experienced this? I mean, using the PCE
and Genesis' video outputs on the same TV or monitor and compared.

-Teh Kao
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Thu,  8 Oct 1992 00:43:33 -0400 
From: Chinarut Ruangchotvit <chinman+@CMU.EDU>
Subject: Re: 32bit Graphics for SNES.....
Distribution: world

> Provisionally entitled 'Super FX', this is a 32bit RISC graphics chip
> capable of truly spectacular graphics. The chip simply fits into the rom
> cartridge and costs about 
> 8 dollars.

> The chip provides the SNES with incredibly fast polygon drawing and
> sprite scaling.
> It also allows texture mapping onto any of the surfaces it is
> responsible for drawing.

That's interesting...weren't all these capabilities rumored to be
included in their CD-ROM which is now a ways off?  It's as if it's
another one on Big N's scam to make even more money when they could have
released the chip as an add on to your SNES.  To actually have a 32-bit
RISC chip in each cartridge at a cost of $8 to the consumer is certainly
a stunt and a half for them to pull off.

--
Chinarut Ruangchotvit
<cr2p+@andrew.cmu.edu>
<chinman+@cmu.edu>

	"Learning that we're only immortal - for a limited time"
							-Rush, Dreamline
Newsgroups: rec.games.video,alt.games.lynx
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: More new stuff
Organization: The Admiral's Unix System & The Grid BBS
Date: Wed, 07 Oct 1992 19:37:04 GMT

In article <BvJwDq.J5L@acsu.buffalo.edu> v089l3s3@ubvmsd.cc.buffalo.edu (Jeremy B Horwitz) writes:
>
>BTW: How can anyone trust reviews by a "company" whose job is to sell
>the games good or bad?

True, but then again, how can you trust reviews by a magazine whose advertising
revenue comes from the companies whose games they review?


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.video,alt.games.lynx
From: loverde@ux1.cso.uiuc.edu (AstralWolf)
Subject: Re: STREET FIGHTER II
Organization: University of Illinois at Urbana
Date: Wed, 14 Oct 1992 12:25:03 GMT

     Bison can be beaten with any of the characters, and not too difficult
either assuming you can block well.  (Or else you get scissored to death)
Here's a brief description of how I usually do it (vs lvl 7 computer):

Ryu/Ken:  DP him when he jumps in off the start, and jumping roundhouse
	when he is getting up.  Usually hits him.  Then block, wait for
	him to do the long jump in, and DP again.  Repeat until dead

Honda:	Belly flop and toss him.  That's all I ever do.  The belly flop has
	high priority over his arial attacks, and whenever you belly flop 
	and land close and he blocked, toss him.  If you toss him in the
	corner either keep flopping, or hundred hand as he gets up.

Blanka:	Ball him to death.  Ball off the start.  Then start your ball the
	second you see him moving to get up and it usually hits, else
	block, and await another balling opportunity...

Guile:	Razor kicks work well if you start em early.  Then do the jumping
	kick at him thing as he gets up.  Similar to Ken/Ryu.  Also,
	if you block in the corner til 20 seconds left, he will go torpedo
	crazy and you can sling a boom his way (or fireball with Ken/Ryu/
	Dhalsim)

Chunli: Hmm can't remember very well.  I think you do a lot of arial forward
	kicks, try to land a combo as he gets up.

Zangief:Sigh this is difficult.  Off hand I can't remember how I beat Bison with
	him.  It's been a while.  Will repost this one later.

Dhalsim:Yawn do the dhalsim thing and bore him to death.  Block yourself into
	the left corner, and block.  Whenever he head stomp, nail him with
	a timed fierce punch as he lands.  Then when he goes into torpedo
	mode, yoga FIRE.....

     All of this is oversimplified, as all of the techniques require timeing, 
and that is something no stategy guide can teach you.  Experiment.  He is
extremely patternistic (sigh as are all computer opponents), and can be beaten
by anticipation of his next move.  My next goal is to be able to
go through each character in succession solving the game on lvl 7 with one
credit.  (Honda and Zangief are my only stumbling blocks right now)

						-- Jim

-- 
   /|        /              / |      /       /  /-/  Can be reached on the
  / |  /--/ --- |/-/ /-\|  |  |  ^  /  /-\  |  |/    Astral Planes known as:
 /--|  \-\   |  |   |   |  |  | /| /  |  |  |  |       loverde@ux1.cso.uiuc.edu
/   | \--/  /  /    \--/| /   |/ |/   \-/  /   /       jvl45017@uxa.cso.uiuc.edu
From: Mike_Benna@mindlink.bc.ca (Mike Benna)
Newsgroups: rec.games.video
Subject: Want to trade my NEW Genesis for an old Genesis
Date: 8 Oct 92 19:06:48 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

I'm in need of one of the older Sega Genesis systems which has the 9-pin
"EXT" connector on the back, and anything bought in the last year or so is
their new model which does not have the "EXT" connector on the back.  Sega
removed it and nobody noticed because there aren't any games which make use
of the connector, but us software development types have other uses for it :)

I'm willing to trade a brand new console (I opened the package just the other
night), plus a brand new copy of "Winter Challenge" for the Genesis, for a
working older console which has the "EXT" connector.  I'll even pick up/drop
off, as long as we can test both units (mine and yours), so we can each see
they work correctly.

This offer is restricted to the Vancouver, B.C. area, and unfortunately I
can't limit the message distribution on my posts, so please, no offers from
outside the lower mainland here.

Please email me soon if you're interested, I'd like to get this taken care of
in the next few days.

Thanks in advance.

--
     ---> Mike Benna, Vancouver, B.C., Canada
          MindSpan Technologies Corp. - Video Game Design and Development
internet: Mike_Benna@mindlink.bc.ca

Xref: sparky rec.games.video:20064 alt.games.lynx:810
From: 2ftuclay@kuhub.cc.ukans.edu
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: Bad GameBoy LCD screen.  etco
Date: 8 Oct 92 17:00:36 CDT
Organization: University of Kansas Academic Computing Services

In article <1992Oct8.041438.25158@midway.uchicago.edu>, ttak@ellis.uchicago.edu (toki  takeuchi) writes:
> I got a Japanese GameBoy when it first was released in Japan.
> I don't play it too often, but everytime I do turn it on,
> a vertical column of pixels on the LCD screen is disappearing
> from both sides.  Therefore, it's a bit hard to play games,
> especially Tennis and Baseball.
> 
> How can I get this problem fixed?  Should I clean the contacts?

Junk it and buy a Lynx. ;-)



Newsgroups: rec.games.video
From: dhong@wam.umd.edu (Sze Yuen Hong)
Subject: Smash TV (SNES) for sale/trade
Organization: University of Maryland, College Park
Distribution: na
Date: Tue, 13 Oct 1992 02:21:44 GMT


SNES Smash TV for sale : $32 + shipping.
Or Smash TV + $10 to trade for NCAA Basketball.
Or Smash TV + $7  to trade for Super Mario Cart
Or Smash TV for your Top Gear.

Thanks,
Sze Hong
dhong@wam.umd.edu
Newsgroups: rec.games.video