HDTenEightyP/NetNews huggingface dataset:
From: kalex@quip.eecs.umich.edu (Ken Alexander)
Subject: Re: Mortal Kombat characters from movies??
Organization: University of Michigan EECS Dept., Ann Arbor
Date: Sat, 5 Sep 1992 05:27:34 GMT

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

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

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

Newsgroups: rec.games.video.arcade
From: donley@rtsg.mot.com (Clayton E. Donley)
Subject: Re: MORTAL KOMBAT MOVES (yes, the real ones)
Reply-To: donley@rtsg.mot.com
Organization: Motorola Inc., Cellular Infrastructure Group
Date: Tue, 8 Sep 1992 14:19:38 GMT

In article <Bu2Itw.KDE@usenet.ucs.indiana.edu>  
shulick@yankton.ucs.indiana.edu (Sam Hulick {Tarador}) writes:
> In article <1992Sep3.134125.2275@wheaton.wheaton.edu>  
jrundle@david.wheaton.edu (John Rundle) writes:
> >Raiden:       Electrocutes your victim causing his/her head to blow-up.
> >              My personnal fave character.
> >              Tap TWICE towards your victim and then THREE times away
> >              from him/her then hit the high punch.
> 
> Positive?  All times I tried it, Raiden just jittered around and the  
victim
> collapsed before there was even time to complete this sequence.

The best way I've found to do this is to walk right up to the victim,
hit forward once, then hit backwards 3 times (this will move him about 1  
or 2 places away from his victim).  After this, press high punch.  If you  
can't get the move to work correctly doing this, you are doing something  
wrong, as this is exactly how I've been doing it with no problem forever.
It will work with two times forward, but only once is necessary.

					--Clayton

--
--- "For $19.95 I'll send you the undying proof that you are not  ---
-------- nearly as gullible as you once thought you were..." --------
---------donley@rtsg.mot.com  or cdonley@pongnet.chi.il.us-----------
------Clayton Donley, Software Technician, Motorola -- X2-6684-------
--------------------------NeXT Mail Welcome--------------------------
From: ford@wpi.WPI.EDU (Matthew P Ford)
Newsgroups: rec.games.video.arcade
Subject: Switches for Mortal Kombat, help needed.
Date: 13 Sep 1992 02:25:02 GMT
Organization: Worcester Polytechnic Institute
Distribution: world
NNTP-Posting-Host: wpi.wpi.edu
Summary: How do you change the violence/blood levels??


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

Matt Ford
ford@wpi.wpi.edu
(.sig file deleted for your protection)
Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick {Tarador})
Subject: Re: Street Fighter II requests
Organization: Vallen Software
Date: Mon, 7 Sep 1992 02:56:45 GMT

In article <1992Sep07.003700.10380@ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>In article <1992Sep6.022252.1@camins.camosun.bc.ca> alumni106@camins.camosun.bc.ca writes:
>>Therefore, I'd like to propose a new group: "rec.games.video.sf2" 

And, of course, don't forget rec.games.video.mk! (Mortal Kombat)

-- 
Sam Hulick         \ [insert catchy quotation here]
shulick@indiana.edu \
(NeXT mail welcome) /
From: ingalz@cji.Eng.Sun.COM (Charles Ingalz [Contractor])
Newsgroups: rec.games.video.arcade
Subject: New "Super" SFIICE seen
Date: 9 Sep 1992 22:52:30 GMT
Organization: Sun Microsystems
Distribution: world
Reply-To: ingalz@cji.Eng.Sun.COM
NNTP-Posting-Host: cji

This game must be seen to be beleived! It adds even more twists to 
SF2CE.  I have only seen this game at the Keystone Entertainment Ctr.
in San Jose, CA @ Almaden & Blossom Hill Rd.

It is extreemly fast!!! (like 5-10X speed)

The characters can change during a round (ie. Blanka<-->Ryu) instantly!

Most special moves can be done while in midair. (Yes even fireballs)

I saw it with thine own eyes, no rumor/second hand BS.

Slow fireballs come out super slow. The fast ones- super fast!!!

Please note-
IT IS NOT SF III.

I have only tried a few games, and believe me this one's not for the timid.
If you blink your eye the round may already be over.  Go check it out. 
 
Hmmm? Maybe this is Capcom's quick and dirty answer to MK.  Poor excuse for
a new game though; it is fun to try out in any case.  The colors seemed
different too, but I couldn't tell for sure on the projection screen.

   -charles
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video.arcade
Subject: Re: Super PlayChoice
Date: 9 Sep 92 04:10:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep8.234924.11566@wam.umd.edu>, vgriscep@wam.umd.edu (VGR (Craig Pell)) writes...
>In article <Bu8G7v.HMJ@acsu.buffalo.edu> v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz) writes:
>>
>>I somehow doubt that you weren't smiling as you wrote that. Again,
>>agreed, that NES games are weak. Yet, they are equivalent to the pathetic
>>efforts such as Pac-Man and Space Invaders which permeated arcades 10
>>years ago. :) Actually... considering that you have the choice of
>>other games, why bother looking at it? Go and play Mortal Kombat if
>>you're looking for hi-tech.
> 
>Because I *was* interested in SMB 2 when it came out.  As someone mentioned,
>it was there before the NES version had been released.  I was doing really
>well on it, but no --- I had to pay a price just for being good. :-(
>Turned out the game was basically engineered as a counterpart to "Nintendo
>Power" and other such trash;  an 8-year-old came in, pointed out to me a
>bunch of inane, no-chance-of-player-legitimately-discovering tricks, and
>I became very disillusioned with the game.
> 
At least you had the chance to play it. That's my point
>>
>>"too low a quality for the arcade"? I guess you haven't played any
>>games like any football game released before John Elway Q-back,
>>which was graphically pathetic but played OK. How about games like
>>Ghosts and Goblins, 1942, and Side Arms - games by that crappy
>>company, Capcom? They stunk graphically, but led to successful
>>sequels like 1941, Ghouls'n'Ghosts and Forgotten Worlds. 
> 
>I meant the PlayChoice's games were "too low a quality," not every game
>ever ported to the NES!  What does Capcom have to do with it, anyway?
>I didn't know there *was* a Forgotten Worlds for the NES, and I've never
>seen Forgotten Worlds in a PlayChoice.  And for matter, I happen to think
>Forgotten Worlds is a really good game (though I'm no good at it :-)  ).
> 
My point - that the games in Playchoice aren't half as bad on average as
the aforementioned original games (1942, Side Arms and Gho'n'Gob). Yet,
just because the games (Gauntlet, Mario 2/3, etc) appear in a Nintendo
casing, you proclaim that they're shitty. As I said, there are millions
of people who love Mario 2 and 3. Myself included. So - if you're going
to criticize the Playchoice because of the time mechanism, as I said
before, I agree. Don't flame the games because the timer is bad.

(BTW: Even Combattribes has a timer built in, so that no matter how well
you do, you still get screwed every 10 minutes or less. That game
both sucks in play mechanics and in timer...) [This, FYI, is a 1990
or '91 arcade game by Technos Japan.)
From: ad28+@andrew.cmu.edu (Alfred Duncan)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat endings
Date: 6 Sep 92 17:14:04 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

I have been able to end the with five charaters. Here's a summary of
each ending.

JOHNNY CAGE:
	Learns the many values from the tornament and makes Mortal Kombat the
movie and its many sequels.

KANO:
	He and his Black Dragon tribe take over the tornament and it becomes
even more evil and treacherous than it was under Shang Tsung's rule.
When Kano dies so will the Tournament of the Sans.(the tornament they're
fighting in)

SUB-ZERO:
	He was hired by some of Shang Tsung's rich enemies to kill him. He
never really cared about the tornament. He retires and disappears back
into the shadows.

SCORPION:
	He was killed by Sub-Zero and was given a chance to live again in order
to avenge his death.(That explains the skull.) So he didn't care about
the tornament either. The price he paid is that he can never see his
wife and child again.

RAIDEN:(this is the best one)
	He says that he was never impressed with Shang Tsung's sorcery or
Goro's brute strength. He is utterly bored with his mortal competition,
so from now on only the gods will be in the tornament. These battles
between the gods eventually cause the destruction of the earth. Now
check this out. The last line of his ending after the destruction of the
earth bit reads: Have a nice day! 

I think I'll be able to end it with Liu Kang in a couple of days, but
for the life of me I can not figure out a damn thing to do against Goro
with Sonya.
From: jefft@athena.mit.edu (Jeff Tang)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat endings
Date: 7 Sep 92 01:05:17 GMT
Organization: Massachusetts Institute of Technology

In article <QeeXlQK00awHAD7kVF@andrew.cmu.edu> ad28+@andrew.cmu.edu (Alfred Duncan) writes:

   I think I'll be able to end it with Liu Kang in a couple of days, but
   for the life of me I can not figure out a damn thing to do against Goro
   with Sonya.


Liu Kang:  He restores the tournament to it's original runners, the Shaolin
temple.   

--
Jeff Tang
jefft@athena.mit.edu
Newsgroups: rec.games.video.arcade
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Mortal Combat Symmetry
Organization: University of Illinois at Urbana
Date: Thu, 10 Sep 1992 22:22:17 GMT

It seems that the mortal combat characters are all very similar in their
basic moves.  We assume that the designers did this so that no single
character would have an overwhelming advantage.  Their attempt at game
balance was applaudable, but how far did they take it?

It seems that some characters have more special moves than others.  That
would seem to give them an unfair advantage, since basic moves are all
very similar.

Everyone has some sort of missile they can fire.  Some fire the missiles
at waist level, some at head level.  In addition, each character has one
or two more special moves.  Shouldn't each character have exactly two
more special moves to ensure game balance?

Raiden:  Superman Slam, Teleport
Sonya:   Handstand leg throw, fly across the top of the screen punch
Johnny Cage:  Nut crunch, and warp kick
Kano:  Blanka Ball and ???
Sub Zero:  Slide kick and ???
Liu Kang:  Flying side kick and ???
Scorpion:  Teleport punch and ???

Is it possible that there are some undiscovered moves for MK?
Or do some characters only have two special moves?
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
Newsgroups: rec.games.video.arcade
From: bryce@sdf.lonestar.org (Bryce Hamm)
Subject: Help Wanted PLEASE read!
Organization: sdf Public Access UNIX, Dallas--unrestricted free shell access
Date: Tue, 8 Sep 1992 00:57:37 GMT

Does anyone know how much i would be looking at in
purchasing a DRAGON'S LAIR video game, i would like
the prices on Dragons's Lair 1&2 also if anyone know
how much SPACE ACE would cost, these are all laser
disc games, these are all from when i was a kid, i
have seen them once and a while at a couple arcades,
but they usually don't work! also is there another
Laser Disc game i am leaving out, (ANIMATED)

thank you for your time..
bryce@sdf.lonestar.org
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: Type-o positive
Date: 10 Sep 92 07:48:45 GMT


     For the longest time I tried to figure out the meaning of M. Bison's 
taunt, "Get lose, you can't compare with my powers."
            ^^^^
     When SFIICE came out it was corrected to "Get lost ..."
I know it's only a typo, but doesn't anyone proofread these things?  Or are
they too worried about game play and deadlines that coherent English is the
last thing on the programmers minds.
     Maybe I'm being picky but it seems to appear quite a bit.  E.g. MK ending
with Liu Kang, the typo of Shaolin.
     The worst offender is Capcom's Knights of the Round (King Arthur and
friends).  The text is just horrible and hardly understandable.  Picture it:

"Hohiro, we need to finish this American translation of KotR by tomorrow and
     we don't know any English.  (In comes Gomi the janitor) Gomi-san, do you
     know how to write in English?"
"I have only started classes last month, but-"
"Good enough.  Now translate this:  Arthur, through possession of Excalibur,
     has eliminated the evil over the land and has become king."
(Two months later, someone solves KotR and watches the end scene)
"Arthur possess Excalibur and laminates the evil on top land, change king"
 (something to that effect)

     If not too many Americans are producing games, maybe they can at 
least get jobs translating them (look at the credits to most home games, the
only american in there is the translater!).   Therefore, we have but one option,
the Japanese should learn better English or the Americans ...  okay two options,
Japanese learn English or the Americans learn better Japanese or just get...
okay, three, THREE options: Japanese/English, Americans/Japanese, or get a 
spelling/grammar checker.  (Thanks to Monty Python's Spanish Inquisition.  If
you don't know, don't ask, at least not in this group).


                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 

Newsgroups: rec.games.video.arcade
From: donley@rtsg.mot.com (Clayton E. Donley)
Subject: Re: Mortal Kombat moves
Keywords: raiden,finish
Reply-To: donley@rtsg.mot.com
Organization: Motorola Inc., Cellular Infrastructure Group
Date: Fri, 4 Sep 1992 21:54:04 GMT

In article <EedYIO600Vo9RMYwVw@andrew.cmu.edu>  writes:

> Raiden:
> lightning	= halfspin + lowpunch
> flying attack	= back, back, front
> teleport	= down, up
> fatality: lightning at close range blows your head off
> rumor: halfspin + block + highpunch

I'm 99.9% certain your rumor is wrong, as I've been doing it by
hitting three times forward then three times back and hitting
high punch, tho I've been told you can do it with one time forward
and three times back and hitting the high punch.  All of this while
standing somewhat close to the person who's head you wish to totally
demolish with electricity.

				--Clayton
--
--- "For $19.95 I'll send you the undying proof that you are not  ---
-------- nearly as gullible as you once thought you were..." --------
---------donley@rtsg.mot.com  or cdonley@pongnet.chi.il.us-----------
------Clayton Donley, Software Technician, Motorola -- X2-6684-------
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: SFII Zangief trick
Date: 10 Sep 92 09:52:13 GMT


     I don't know if this was ever mentioned, but for those of you that are
still playing the old SFII, Zangief can execute a rapid kick like Ryu/Ken.
Just hold down and hit short kick.  Immediately after that, start jamming
on the jab button.  Zangief should now be doing a rapid low short kick.
Not extremely useful, but entertaining.  I didn't see it in the FAQ so I 
thought I'd see if you knew.  Also I have no clue as to what versions it works 
in, but I just know I could do it.


                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 

Newsgroups: rec.games.video.arcade
From: aeg03@rrz.uni-koeln.de (Jan T. Kim)
Subject: Re: Attractive games (was: SF2? necessary?)
Reply-To: kim@vax.mpiz-koeln.mpg.dbp.de
Organization: Regional Computing Center, University of Cologne, F. R. Germany
Date: Thu, 10 Sep 92 16:10:04 GMT

In <1992Sep8.174517.13806@exu.ericsson.se> exuhag@exu.ericsson.se (James Hague) writes:

>A more interesting point in your message is the "rest of the arcade is
>empty" comment.  There sure don't seem to be many games which people really
>want to play these days.  A handful of fighting games.  A few driving games.
>Not much else...

That's exactly what I think too. There's a dozen or so  of  shoot
'em  up  games  that all look as if they were made using the same
"shootemup game construction kit". You have 3 smartbombs  or  so,
need to pick up items for fire power, and after a while some kind
of  big  boss  machine/plane/robot  appears  that   will   almost
invariably  shoot  YOU  up  to  make  you throw in more coins for
continues. When you're hit, you lose all or almost  all  of  your
fire  power  add-ons,  so  you're basically f*cked, especially in
higher stages. You spend a  considerable  amount  of  lives  (and
coins)  in  learning  where  to  expect  unfair  attacks, such as
enemies entering the scene from behind you. Finally,  there's  an
end  of  the  game where you have won, and the game is invariably
over, and any fool can play the game to the end if he has  enough
money.
Similar characteristics can be named  for  jump  and  run  games,
which in addition are frequently extremely poorly animated.
I used to love shoot 'em up  games  when  games  like  Bosconian,
Xevious,  and  Gyrodine  (Buzzard)  were around (BTW, does anyone
know of good Atari ST/PC/Amiga versions of one of these?).   They
have  no, or few unfair elements (e.g. in Bosconian you're always
in the middle of the  screen  so they never can get you  as  they
enter  from  outside  the screen), they don't have an end besides
your own limitations, and  it  was  really  skill  that  mattered
instead  of  throwing  in  coins  for  continues.   But the stuff
available nowadays is  utterly  boring.  The   last game I really
got into was called Arian Mission.
Fortunately, there are a few innovative games too, like  Assault,
Street  Fighter, and apparently Mortal Kombat, which hasn't shown
up in Germany yet.

Greetinx, Jan

 +- Jan Kim -- X.400:    S=kim;OU=vax;O=mpiz-koeln;P=mpg;A=dbp;C=de -+
 |             Internet: kim@vax.mpiz-koeln.mpg.dbp.de               |
 |                                                                   |
 *----=<  hierarchical systems are for files, not for humans  >=-----*
Newsgroups: rec.games.video.arcade
From: tex@r-node.gts.org (Terence Dulay)
Subject: Re: SF2? necessary?
Organization: Association for the Preservation of Incompetence
Date: Thu, 10 Sep 1992 22:17:03 GMT

In article <D1HTqB2w165w@flex.com> dcha@flex.com (Doug Cha) writes:
><IO20084@MAINE.MAINE.EDU> writes:
>
>> Well, the fact that a lot of the messages here are about Street Fighter II
>> stands to reason, since it's the most popular game ever.
>> (No, I don't have facts to back that up.  It's just that whenever I walk
>> into an arcade, there is at least 5 people clustered around SF:II, even
>> if the rest of the arcade is completely empty.)
>> So anyway, it pretty much adds up.
>
>
>That is without a doubt.  Everytime I'm walking around campus, there's 
>guys talking about STREET FIGHTER strategy.  I've never known so many 
>guys who bought a SNES machine Just to play SFII!  2 of my friends bought 
>SNES and SFII and don't plan to buy ANY other games (maybe CE if it comes 
>out).
>
>It's the most popular game ever!  (That's why my local arcades have a 
>minimum of 5 machines in each place!  And they're usually being played).
>
>+-----------------------------------------------------------------+
>|   "One man can't presume to judge mankind"  -Amuro Rey UC0093   |
>|     "Who's the Greatest Street Fighter in the World?"           |
>|-----------------------------------------------------------------|
>|  Doug Cha    dcha@flex.com    doug_cha-uhmanoa@uhplato.bitnet   |
>+------------+   GEnie Mail:  D.Cha1  +---------------------------+
>             +------------------------+
>


Speaking of arcades having 5+ Street Fighter II machines, don't you find it 
annoying when (this case I'm talking about an arcade that has 10 of them) only
three out of the ten machines are in use, you're playing against the computer
hoping to finish the game, and some scruffy-looking kid who hadn't showered for
a week decides to stick his quarter in YOUR machine and kick out off??
[like, fuck off guy, there are only SEVEN OTHER MACHINES here...]
-- 
Terence M. "Tex" Dulay
tex@eastern.com
tex@r-node.gts.org
Newsgroups: rec.games.video.arcade
From: bcasper@eos.ncsu.edu (Brian Casper)
Subject: Enhance your reading pleasure
Originator: bcasper@c00100-100lez.eos.ncsu.edu
Reply-To: bcasper@eos.ncsu.edu
Organization: North Carolina State University
Date: Thu, 10 Sep 1992 15:22:42 GMT


Here's the latest copy of my KILL file.  Enjoy.

/[Ss][Ff] *II/:j
/[Ss][Ff] *2/:j
/[Ss][Ff] *\]\[/:j
/[Ss]treet *[Ff]ighter/:j
/[Gg]uile/:j
/[Bb]lanka/:j
/[Dd]halsim/:j
/[Vv]ega/:j
/[Rr]yu/:j
/[Zz]angief/:j
/[Cc]hun *[Ll]i/:j
/[Ss]heng/:j
/[Mm]ortal *[Kk]ombat/:j
/[Mm][Kk]ombat/:j
/[Mm][Kk]/:j

-- 
-- 
Brian Casper                |   "I like to study psychologists.  It gives
bcasper@eos.ncsu.edu        |    good insight into what rats are thinking."
  Pinball Consultant        |     -  Dr. Oscar Wesler
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Women and Video Games
Organization: University of Maryland, College Park
Date: Fri, 11 Sep 1992 22:20:01 GMT

In article <1992Sep11.200652.4137@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>(I've also noticed that older games--when they can be found--seem to
>be more approachable.  Many newer games are completely overwhelming,
>while something like Pengo or Centipede is a lot less daunting.)
>
>For the record, the games I've seen that are _consistently_ popular
>with women are Tetris, Ms. Pac-Man, Galaga, Klax, and just about any
>driving game.

I would add Centipede and Crystal Castles.  I have heard theories that
the former is a favorite among women because they to blast the "icky
crawly things" (happily, there aren't many women like that anymore);
Crystal Castles, obviously, because of the cutesy characters.  Also,
both these games, being from Atari, have a classic Atari characteristic:
they start out very easy.  (Never mind that an equally prevalent classic
Atari characteristic is that what starts out easy gets hard very quickly;
best example is Dig Dug.)  A lot of these women --- 'specially those who
are bored while waiting for their 6-year-olds to finish TMNT --- are going
to be attracted to an easy game.  Guys too.  (Great.  I just called
Centipede and Crystal Castles the slot machines of video games.  :-|  )

   VGR