HDTenEightyP/NetNews huggingface dataset:
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: A big surprise in Sonic 2
Date: 10 Sep 1992 23:41:52 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <BuDGKM.EEI@acsu.buffalo.edu> v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz) writes:
>Tell me more about the game - does this mode only happen in
>the 2-pl mode? And, what's the way they cut off part of the
>screen for each player -- or is that the point, that they
>don't cut off part of the screen, they just do a 
>
>     OO   or   O
>               O
>
>type thing where one full screen is on top of another, or on
>the side of the other?... 

The split screen is only in 2 player mode. You have an upper screen and lower
screen, with Sonic in the upper one and Tails in the lower one. Each seperate
screen is not cut off in any way. However, since the screen is cut in 2 the
normal dimensions are kind of screwed up with the horizontal length being too
long, everything in the split screens end up looking "flattened." Looks kind of
weird, but I guess they had to do it to compensate for the change in screen
dimensions.

>
>Is the game worth buying -- yes, it's an early copy, but does
>it look like it's a major upgrade to the original, or what?
>Also - how many levels, etc, are in the final version -- and
>how's the music?..

This is kind of hard to answer. So far the only "major upgrade" I've seen
is the split screen interlaced mode. Otherwise the game plays pretty much
the same. The graphics in the normal mode actually don't look as good to me
as Sonic 1! I think the choice of colors was not as good and everything looks
too "dark" to me. The music also didn't sound as catchy as the original Sonic.
I can't remember exactly but I think there are around 20 levels. However since
this is not the final version, all I said above could be changed and improved.

-Tehkao
From: yaadmin@levels.unisa.edu.au
Newsgroups: rec.games.video
Subject: [Game Boy] Using Nicad Recharhable Batteries...
Date: 7 Sep 92 09:15:04 +0930
Organization: University of South Australia

What's the (supposed) problem with using nicad rechargables in Game Boys?

The manual says not to use them, and previous posters have mentioned that they
cannot be used. However, I have been using rechargables in mine with no
apparent ill-effects, so what gives?  Is it just a ploy to get people to
buy Nintendo's own rechargable battery pack (which probably contains
nicads anyway)?

Any responses welcome...


=============================================================================
 Robert Lacina,
 University of South Australia, Adelaide, S.A.     yaadmin@levels.unisa.edu.au
=============================================================================
DISCLAIMER: Insert your favourite disclaimer here ->[] Please write legibly.
Newsgroups: rec.games.video
From: ehrhart@rchland.vnet.ibm.com (Jeffrey Ehrhart)
Subject: Re: (genesis) Castle of Illusion help needed
Date: Mon, 14 Sep 1992 14:19:09 GMT
Distribution: na
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

In article <2AB234AA.14634@news.service.uci.edu>, eabu233@orion.oac.uci.edu (Danete Powell) writes:
|> Does anyone know how to get past the alien boss after the storm level?
|> Is there any pattern to how many times the alien jumps before shooting out?
|> I couldn't find one.  Are there any hiding places, I tried the corner of 
|> the screen and it didn't work.  Any help is appreciated!
  I think you are talking about those green jumping things.  What I do is
get over to the far left, and wait to hear the "sprong" noise when each one
is first released.  Now, as you see it come down begin your jump and it will
hit the ground, bounce up, and you will be coming down right on its head.  It
takes some practice and timing, but it's the easiest way I know.  This method
works for the first 4 creatures, the last one get thrown way over to the left
where you are, so you have to jump straight up.
  As for when the creature shoots, I think it has to do with proximity to
Mickey, just like the jack-in-the-box from the second level.

Good luck....
-- 
Jeff Ehrhart
From: "david shadoff" <david.shadoff@canrem.com>
Newsgroups: rec.games.video
Subject: old games for today (
Date: 5 Sep 92 15:57:27 EST
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In message <laat5uINN4hp#aludra.usc.edu>, rjung@aludra.usc.edu
(Robert A. Jung) writes:

>  Here's an incomplete list of where you can buy "classic" video games for
>today's home consoles. This list is hardly complete, but enough for a lot
>of people to know where to get some of their faves. Note that finding some of
>these titles may be a bit tough, but they're out there...

>ASTEROIDS  Nintendo Gameboy
>   Atari Lynx, coming soon (on SUPER ASTEROIDS/MISSILE COMMAND)
>CENTIPEDE  Nintendo Gameboy
>DEFENDER Atari Lynx, coming soon (on DEFENDER/STARGATE/DEFENDER II)
>JOUST          Nintendo Entertainment System
>   Atari Lynx, coming soon (from Shadowsoft)
>MISSILE COMMAND        Nintendo Gameboy
>   Atari Lynx, coming soon (on SUPER ASTEROIDS/MISSILE COMMAND)
>MS. PAC-MAN    Sega Genesis
>   Atari Lynx
>PAC-MAN                Nintendo Entertainment System
>   Nintendo Gameboy
>   Sega Game Gear
>ROBOTRON: 2084       Atari Lynx
>XEVIOUS                Nintendo Entertainment System

Don't forget XEVIOUS on the PC-Engine, SPACE INVADERS on the
Megadrive and PC-Engine, GALAGA (1988 version) on the PC-Engine
(AND TurboGrafx), SideArms and R-Type on the PC-Engine (AND
TurboGrafx) - well, they may not be that old, but they're still
classics to me).

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Good manners and bad breath get you nowhere.
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
From: savoia@sw.stratus.com (Rick Savoia)
Newsgroups: rec.games.video
Subject: [Gameboy]  FFL:  AUUGHHHH!!!!
Date: 11 Sep 92 13:51:14 GMT
Organization: Stratus Computer, Inc.



I hate this!  I hate this!  I hate this! I hate this!

I've gotten to the very end, battled the Creator and 
been beaten every time.  I used the Door to go back 
to the first floor and pick up some other weapons and 
exchange a character or two to try to make my party
more powerful.  Now I'm finding that I can't use
the Door or my mutant's teleport to get back to the
creator level!  Every time I try, I go back to the 
23rd floor, and fall down the pitfall to the first
floor again.  Do I have to fight my way back up the 
23 floors to get back to the creator?  Or am I doomed
to either never finish the game or start it all over
again????????

Tell me and I'll promise I won't post on this game again!
(Well, unless I get stuck again!)


Rick
========================================================
Rick Savoia                     |	This
savoia@watts.sqa.stratus.com    |	Space
rsavoia@beirut.sqa.stratus.com  |	For
Rick_Savoia@vos.stratus.com     |	Rent
========================================================
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: cd rom game market
Date: 15 Sep 92 16:21:52 GMT
Article-I.D.: clark.1992Sep15.162152.3427
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Sep14.220616.5084@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (OtakuRoach) writes:
>> 
>> Who told you a CD ROM is "UNCOPYABLE"......whoever did doesn't know what they
>> are talking about.
>
>Agreed.  However, copying a CD-ROM is mighty impractical... unless you have
>access to enough writable media to store the hundreds of megabytes each
>CD-ROM game can use.

The key words there are "can use".  Most CD ROM games available only use the
first 100-200 meg of a CD ROM.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Newsgroups: rec.games.video
From: "david shadoff" <david.shadoff@canrem.com>
Subject: why are game copiers
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 12 Sep 92 18:02:30 EST

In message <1992Sep7.190712.16023#polari>, lthompsn@polari.online.com
writes:

>Furthermore "piracy" is an incorrect term.  Piracy refers to theft and then
>selling it.    Most "pirates" just play the games they copy, after a week or
>two they either delete it or throw it on a floppy and go on to the next "ware".

>In conclusion "piracy" is blamed for poor sales from poor software.

There was a joke several years ago among a circle of my friends - we had
devised THE perfect copy protection scheme: make something so BAD, so
useless, so worthless, that nobody would WANT to copy it.   :-)

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  You can't have everything; where would you put it?
--
Canada Remote Systems  - Toronto, Ontario, Canadas
World's Largest PCBOARD System - 416-629-7000/629-7044
From: conty@cbnewsl.cb.att.com (OtakuRoach)
Subject: Re: A proposal for splitting up this newsgroup
Organization: AT&T Bell Laboratories
Date: Wed, 9 Sep 1992 20:35:25 GMT

In article <+vsn=#_.bskendig@netcom.com>, bskendig@netcom.com (Brian Kendig) writes:
> How's this for a breakdown of subgroups?  Remove rec.games.video and
> alt.lynx (and maybe even rec.games.vectrex?), and in their place put:
> 
>   rec.games.video.nintendo	(NES, SNES, Gameboy)
>   rec.games.video.sega		(Genesis, Master System, Game Gear)
>   rec.games.video.atari		(2600, 5200, 7800, Lynx)
>   rec.games.video.misc		(Vectrex, Neo-Geo, TG-16, &c.)

BAD idea, and here's why:

> And we wouldn't have to worry about a newsgroup suddenly becoming
> passe' when new systems come out, because Atari, Sega, and Nintendo
> are currently the Big Three of video games,
      ^^^^^^^^^
> and they'll be around for a long time.

May I borrow your crystal ball next week?  B-)
See how I marked "currently" above.

I'd rather have keywords on postings and a killfile, or separate newsgroups
by topic as opposed to game system:
rec.games.video.hints			Easter Eggs, game tactics, etc.
rec.games.video.info			Product announcements, lists,
					reviews, FAQs (Moderated)
rec.games.video.marketplace		Buying/selling games
rec.games.video.misc			Discussions not covered above,
					and follow-ups to articles
					in r.g.v.i.

rec.games.video is to be rmgrouped as previously suggested.
If you want to create platform-specific groups, use the alt. hierarchy.

[How to create new groups?]

Ask in news.groups.
-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpl.att.com
		    Disclaimer: You're not dealing with AT&T
From: sef@kithrup.com
Newsgroups: rec.games.video
Subject: Re: What a vicious gaming market!
Date: 12 Sep 1992 14:15:34 -0700
Organization: UUNET Communications
NNTP-Posting-Host: ftp.uu.net

In article <1992Sep12.092639.2465@ee.ubc.ca> vtrinh@ee.ubc.ca (TRINH VINCENT LONG C) writes:
>>Given that the Genesis uses a 68000, why didn't Sega advertise it as
>>a 32-bit system?  That's always confused me...
>The 68000 has a 32-bit architecture, ie the internal registers are 32
>bits long, but its data bus is only 16 bits long.  So you really can't
>call it a 32-bit system.

The 65816 has an 8-bit data bus.  But Nintendo calls its SNES a 16-bit system.

Now, I realize that the ALU on the 68000 is only 16-bits wide also, but the
ALU on the 65816 is only 8-bits wide.
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video
Subject: Re: Old games for today (was Re: Old games
Date: 4 Sep 1992 20:06:48 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <1992Sep4.181650.27076@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>baffoni@aludra.usc.edu (Juxtaposer) writes:
>>	Hey, I normally stick to ST/TT games, but I'd buy a Lynx in a New York 
>>minute if they came out with Sinistar (with sampled sounds - Gotta luv that 
>>"RUN RUN RUN" :)

  Ooooooh yeah!

>The big problem would be the 49-way joystick of the coin-op.  Sinistar on
>the Atari 2600 really suffers because you can only point your ship in
>eight directions (actually, it suffers in many other ways as well :-)

  WHEN was SINISTAR ever done for the 2600??? Are you sure there's not a typo
here? (Actually, I don't know of any conversions of SINISTAR, period)

>Sinistar is one of those games that I absolutely cannot see playing with
>a joypad.

  It's been a long while, but how about using the joypad to rotate/thrust
(ala ASTEROIDS), and buttons to fire and drop bombs? I'd settle for a not-
perfect-but-fairly-close version of SINISTAR than with nothing at all.

                                                --R.J.
                                                B-)

//////////////////////////////////////|\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   Send whatevers to rjung@usc.edu    |      If it has pixels, I'm for it.
--------------------------------------+------------------------------Lynx up!
"You weren't chosen because you are the best pilot in the Air Force. You were
    chosen because you are the class clown and frankly, you're expendable."
From: jmgst26+@pitt.edu (Joseph M Goodwin)
Newsgroups: rec.games.video
Subject: Help with Castlevania IV
Date: 10 Sep 92 20:43:04 GMT
Organization: University of Pittsburgh
Originator: jmgst26@pmax1.cis.pitt.edu

In level three, near the end (I believe, 'cause time is beginning to run out),
there is a hook you have to grab to swing yourself up to a single block,
or further on a block of three.  To further describe it, there is a viper 
above there.  No matter what length of chain I use, I can't swing Simon's
body high enough to land on either block.  Is there a trick to this?
Once I bounced off the green ball that spins around the platform and almost
landed (by chance) on the single block, but there has to be a better way.

HELP!

Mike

Newsgroups: rec.games.video
From: etxansk@garbo.ericsson.se
Subject: Re: What a vicious gaming market!
Originator: etxansk@garbod20
Organization: Ericsson
Date: Mon, 14 Sep 1992 13:25:00 GMT

stgpkdh@st.unocal.com (Kevin Hammel) writes:

>vtrinh@ee.ubc.ca writes:

>> [stuff deleted]
>
> It is interesting to note that the 65816 has an 8 BIT data bus, 16 bits
> internal, but Nintendo calls the SNES "16 bit".
>
>The same logic can be used to call the Genesis "32 bit".

 But the SNES' graphics hardware uses a 16-bit bus to access data, and
so does the Genesis' graphics chips. This part seems important for a
console system's operation speed in most games.

 Anders Skelander
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video
Subject: Re: * MAJOR QUESTION! *
Date: 7 Sep 92 18:20:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

>>Fact: Nintendo's first country-protected game, TMNT4
>>(at least the Japanese one, I haven't heard about the
>>US one), will not play on US systems. The proof that
>>such technology (ie: System "Detection") existed earlier
>>was the release of Super Adventure Island, which had
>>Master Higgins appear upside down on SFC systems and
>>right side up on SNES [at least on the US version]
>>during the opening of the game, with rotation. ...
>>Fact: A language switch exists for the Genesis already.
>>Using Thunder Storm FX on the M-CD with the language
>>switch turned to English boots TSFX as Cobra Command.
>>CAN ANYONE DEVELOP A MEGA-CD SWITCH and/or a SNES/SFC SWITCH?
> 
>The incompatibility between European/US SNES is machine-based.
>The incompatibility between Japanese/US SF/SNES game-based.
>The incompatibility between _new_ Japanese/US MD/Genesis is machine-based.

>If the CD _disk_ is put in a "wrong" MD/Genesis, and you get around the drive/
>core problem, you get game-based lockout.  (There's no example of a CD that
>actually won't run because of this, but Jeremy's Thunder Storm example shows
>that the possibility exists.)

True. This example, however, seems to indicate that Sega will take a similar
route as they did on cartridge before - putting both versions on a cart, and
then simply allowing the machine to detect which is which. I doubt that
Sega will copy protect further, because it's unnecessary - people who have
the Japanese system will now "only" play Japanese games. You're right, tho,
the possibility exists.

>If the CD disk is put in the wrong drive, well, we don't know this one, since
>there's only one kind of disk and one kind of drive on the market....

We have conclusive reports that basically verify what Sega said... that US
games will display a "play in US only" on a Japanese system. There's no
reason to suspect they're bluffing. Luckily, EGM did print a diagram showing
the lockout chip, so someone should be able to alter it. 

>SF/SNES game-based incompatibility: Nobody knows.  We need someone to actually
>open the two machines up and look....

My point exactly.

>Genesis machine-based incompatibility: The language switch will solve the
>problem for the CD drive/core.  To solve the problem for Populous, etc., use a
>Game Action Replay.  

Can this work with Japanese games unplayable on US systems? Like TFIV, etc?

MY question -- WHY DOESN'T SOMEONE FIGURE IT OUT? In all cases except the
Mega-CD, we have examples of the problem carts... Why not just sit down and
do it..

->Jer
Newsgroups: rec.games.video,alt.games.lynx
From: buxton@whitewater.chem.wisc.edu (Eric Buxton)
Subject: Re: (was Re: Old games) NOW :WE WANT SINISTAR
Organization: Physical Sciences Lab, UW-Madison
Date: Sat, 5 Sep 92 04:26:07 GMT

> 
>   It's been a long while, but how about using the joypad to  
rotate/thrust
> (ala ASTEROIDS), and buttons to fire and drop bombs? I'd settle for a  
not-
> perfect-but-fairly-close version of SINISTAR than with nothing at all.
> 
>                                                 --R.J.
>                                                 B-)
> 
> 
Hear, Hear!!!  Who can we get in contact with to make SINISTAR??
If it were done with all of the original sounds, I, too, would rush out an  
buy it!
From: sef@kithrup.com
Newsgroups: rec.games.video
Subject: Re: What a vicious gaming market!
Date: 12 Sep 1992 00:48:40 -0700
Organization: UUNET Communications
NNTP-Posting-Host: ftp.uu.net

In article <1992Sep11.150254.4061@desire.wright.edu> demon@desire.wright.edu (Stupendous Man) writes:
>> want it to happen again.  However, I've read that Hudson Soft is closest
>> to producing a 32-bit system.  
>	Announcing a 32 bit system and delivering one are two different things. 

Given that the Genesis uses a 68000, why didn't Sega advertise it as
a 32-bit system?  That's always confused me...

Newsgroups: rec.games.video,alt.games.lynx
From: hyc@hanauma.jpl.nasa.gov (Howard Chu)
Subject: Re: More Assorted Lynx stuff
Organization: SAR Systems Development & Processing, JPL
Date: Sun, 13 Sep 1992 23:14:33 GMT

In article <18uappINNpn2@aludra.usc.edu> rjung@aludra.usc.edu (Robert A. Jung) writes:
>Well, hiked down to the Glendale Atari Faire today, hoping to see some new
>Lynx games in action. Didn't get that, unfortunately, but I managed to snag
>some Lynx/Jaguar news that might be of interest to various people here...
>
>Personal high points:
>  * Getting in for free. Yeah, it's only $6, but what the hey.
>  * 4-player WARBIRDS, 4-player and 5-player SLIME WORLD. Now THIS is one big
>      reason I love the Lynx.  (Howard, you sneaky little so-and-so...)

Heh, just call me Mr. Slime. (Nothing like a few well-placed mega-bombs
to start an adventure, I must say....  }-)  Besides, at least you didn't have
to suffer the terrible fate of landing on mud while being chased by another
slime-shooter...

>MIDIMAZE ON THE LYNX. Yes, Atari does know that people want to see a version
>of Midimaze/Faceball 2000 on the Lynx machines. Some people in Atari Corp.
>have been actively pushing for it, but with little result so far. With Atari
>abandoning their exclusively-arcade-game-conversions focus, though, there is
>a good chance that this might change.

Wouldn't it be cool if such a game were made with a ComLynx to MIDI adapter,
making it compatible with the ST version... Actually, I think what MIDIMAZE
needs now is to support both MIDI and RS232. Then you could play on clusters
of STs in geographically remote locations. (E.g., cluster of 4 STs linked by
MIDI, plus modem on one connecting to another cluster of STs somewhere else...
Doesn't seem like much chance to get 16 players into one game any other way.)

Of course, if I ever get on the ball and get this KA9Q socket library going,
all of that could be done transparently thru TCP/IP...
-- 
  -- Howard Chu @ Jet Propulsion Laboratory, Pasadena, CA
 ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ::To the owner of the blue Mazda, license 742-XLT, your headlights are on...::
 ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
From: poret_jc@jhunix.hcf.jhu.edu (Jay C Poret)
Newsgroups: rec.games.video
Subject: Atari 2600 joysticks wanted
Date: 6 Sep 92 23:41:19 GMT
Distribution: usa
Organization: HAC - Johns Hopkins University, Baltimore

Dudes,
I posted a request for a friend of mine who was interested in buying
some old Atari 2600 equipment.  My machine crashed that day and the
person message about buying Atari 2600 stuff was lost.  I need to know
your address again so I can give you my firends address.  He is very
interested in buying a couple of joysticks, and maybe some games.

Thanks,

Jay Poret
From: din@gradient.cis.upenn.edu (Clarence Din)
Newsgroups: rec.games.video
Subject: TG-16 Games for sale
Date: 14 Sep 92 21:37:05 GMT
Distribution: usa
Organization: University of Pennsylvania

Turbografx-16 Hu-cards and CD's for sale or trade:
-------------------------------------------------

Dungeon Explorer	$12
Super Star Soldier	$18
Final Zone (CD)		$30
Y's Book 1 and 2 (CD)	$25
Fighting Street	(CD)	$25

All five for $100!!!  Or, make me an offer!

Shipping is included in the above prices.
Most notably, I would like "It Came From the Desert" for trade,
but people wanting the package deal get top priority.
---------------------------------------------------------------------------
Clarence K. Din
Programmer/Analyst II, Language Analysis Center, University of Pennsylvania
din@gradient.cis.upenn.edu
---------------------------------------------------------------------------
  "I have my toys (D-50 w/M-EX, SR-16, TG-16 with CD-ROM, SNES, Genesis,
   HP48SX) and you don't!  Nyah!!!"
Newsgroups: rec.games.video
From: "louis ghinis" <louis.ghinis@canrem.com>
Subject: cd rom
Reply-To: "louis ghinis" <louis.ghinis@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 15 Sep 92 18:05:04 EST

Addressed to Gary Snow:  About the cd rom not being copyable well does
any person have access to a cd read write drive?  I think i read an ads
about it a long time ago in the magazine what was the price oh $15000
now what type of person would dish out $15 grand to be able to copy cd
discs that person would be crazy.  Since the consumer world has no
access to the cd read write drives (meaning they can be sold at a
consumer price which it doesn't exist on the face of this earth) thus
how can they copy the game?  Thus if someone tried to do something
illegal copying a game they won't be able to and that is what I am
trying to implying that everyone will buy the games thus the game will
be at a affordable price so they can sell a lot.

  Louis
--
Canada Remote Systems  - Toronto, Ontario, Canadas
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: mv1e+@andrew.cmu.edu (Michael J. Viola)
Newsgroups: rec.games.video
Subject: Snes Contra 3
Date: 10 Sep 92 00:41:01 GMT
Organization: Junior, IM - MCS/CIT Track, Carnegie Mellon, Pittsburgh, PA


Looking for this game. If anyone is willing to sell it