HDTenEightyP/NetNews huggingface dataset:
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: Top Ten Most Laughable Games
Date: 26 Jul 1992 11:19:53 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <Bs09E9.32H@sti.com> coyote@sti.com (Ron Lussier) writes:
>In article <rauser.712139788@sfu.ca> rauser@fraser.sfu.ca (Richard John Rauser) writes:
>>     Posted for net consumption (is that a clever pun or what?) here
>>is my top ten list of the most pathetic, laughable, idiotic ideas for
>>games which unfortunately became reality.
>>                :
>>     10. Kung Food (Lynx): How can anyone take seriously a game where
>>you fight food in a fridge? It might be a very fun game for all I know...
>>but is stupidity the price you have to pay for originality? How about an
>>unoriginal game instead, one that won't make you giggle at the concept?

  Nah. KUNG FOOD gets high points for "silly storyline", but that doesn't
necessarily make it "pathethic". If the play action is good, who cares about
the background storyline involved? (Then again, I'm the guy who cracks up at
DOUBLE DRAGON's "twin brothers" who don't look alike, and any game with a
"rescue the kidnapped girlfriend" storyline)

  Now, you want a laughably pathethic game on the Lynx, try VIKING CHILD...

>Mr. Rauser, are you a Republican?  In any case, I would not want to live on
>Rauser-world, where games must *not* be giggled at, and concepts must be
>serious.

  Being Republican would be the least of his problems.  B-)

>As a side note, am I right in assuming that the Lynx is the best machine for
>people like me, who really don't like kick-and-punch games, but who *love*
>puzzle games?  I think games like Crystal Mines, Chip's Challenge, and Slime
>World are fantastic.

  If you like Yet Another Shooter or Yet Another Fight game, the Lynx will
not appeal to you. Sometimes I really think that the machine would have sold
better if Atari pandered to the base instincts of the folks with
eight-year-old mentalities out there (like Mr. Rauser above  B-) and just
released three dozen shooters and side-scrolling-beat-up-ethnic-minorities-
and-fight-the-boss-at-the-end-of-the-level titles with the machine...

  Naah!  B-)  The Lynx isn't really an intensely puzzle-oriented game system,
but it does have a pretty diverse selection to choose from.

                                                --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."
Newsgroups: rec.games.video
From: songer@lexmark.com (Christopher Songer)
Subject: Re: Video Game Market Share
Organization: Lexington, KY
Date: Tue, 28 Jul 1992 17:24:46 GMT

In article <DRAND.92Jul27172900@spinner.osf.org> drand@spinner.osf.org (Douglas Rand) writes:
>In article <1992Jul27.151415.8767@usenet.ins.cwru.edu> br342@cleveland.Freenet.Edu (David J. Weber) writes:
>
>      From the August issue of Corporate Computing.  U.S. 16-bit
>   hardware/software market share.
>
>   Hardware:
>   Sega (61%)       Nintendo (29.5%)      NEC (9.5%)
>
>   Software:
>   Sega (63.8%)     Nintendo (24.5%)      NEC (11.7%)
>
>      Go ahead and make your own conclusions from this.
>
>Care to include the size of the sample pool and how they were chosen?
>
It would also be nice to find out if this is total or just for 1992.
If the numbers are total then Nintendo is doing great! Sega was to the 
market a year before they were and the SNES has not even been out a
year yet.

If on the other hand the numbers are for 1992, then they are doing
quite poorly. Ah well, just goes to show how useless statistics
often are.

-Chris

Newsgroups: rec.games.video
From: aa676@cleveland.Freenet.Edu (Chris C. Skaryd)
Subject: No-mind-o Hints
Reply-To: aa676@cleveland.Freenet.Edu (Chris C. Skaryd)
Organization: My House - Hell Hole, Ohio
Date: Sat, 25 Jul 92 22:18:21 GMT


Could some one help me out with Super Mario 1  <yeah I know it's old,
but I just got a Nintendo>  How do you continue after you completley
die? What's the continue?  Up-A-Start?  

Same thing for Arkanoid for Nintendo. Is there a way to continue after
you kill your three Vaus's off?

PLEASE!!!!  Reply by E-mail I never read this group.

-- 
  aa676@po.CWRU.Edu  | 
  (Chris C. Skaryd)  |      An honest politician is one who, when
  Gilthanas The_Fez  |              bought, stays bought.
  -------------------+
Newsgroups: rec.games.video
From: dru@meaddata.com (Dru Henke)
Subject: Re: A Gripe about SNES SF2(dragon punch)
	<rauser.712438511@sfu.ca>
Organization: Mead Data Central, Dayton OH
Date: Thu, 30 Jul 1992 13:40:49 GMT
Distribution: na

In article <rauser.712438511@sfu.ca>,
   rauser@fraser.sfu.ca (Richard John Rauser) writes:

rauser> JMoylan@cup.portal.com (John Thomas Moylan) writes:

>I have a hint on the DP:
>  I have found that when I merely push down, yes straight down, and then
>fierce pubch key(while holding pad donw), I can ALWAYS DP...

rauser>    This isn't a dragon punch, you fool, it's a crouching fierce.

Geez, don't you think this is a little harsh?  The guy was only trying to
help.  No wonder you've made it into so many KILL files.

rauser>    Sheesh...there oughta be a law against newbies posting "tips".

Sheesh...there oughta be a law against assholes posting.

--
Dru Henke                         Good leaders being scarce,
dru@meaddata.com                  following yourself is allowed.
Newsgroups: rec.games.video
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Subject: Re: I've Been to the Mountain!
Organization: NASA Goddard Space Flight Center
Distribution: usa
Date: Wed, 29 Jul 92 14:48:16 GMT

In article <1992Jul28.161351.15287@noose.ecn.purdue.edu>, brackney@author.ecn.purdue.edu (Larry J Brackney) writes:
> 
> 
>    Smash TV plays badly on the Genesis.  As I recall, you can rotate
> the gun with two of the buttons.
> 

Have you played it on the Genesis?  I'm curious, because this type of control
works suprisingly well on the Lynx version of Robotron.  However, in that
game, you are always rapid firing which makes it easy to control (you can
toggle firing on and off, but in practice I never need to do that.)  However
in Smash TV, since you have weapons which have limited ammo, you really
couldn't use this approach.  But on the other hand, you have a third button
which could be used to actually fire and the other two to rotate your aim.
If they set it up so that it is configurable, I think it should work pretty
well.  This wouldn't be ideal, obviously, but using an SNES control pad
to simulate two joysticks isn't exactly ideal either!

Steve
Xref: sparky rec.games.video.arcade:6768 rec.games.video:15659
From: chris@ncmicro.lonestar.org (Chris Arps)
Newsgroups: rec.games.video.arcade,reg.games.sf2,rec.games.video
Subject: SNES SFII Code
Date: 22 Jul 92 16:50:05 GMT
Organization: NC Microproducts, Inc.

This has been posted before, but since so many people are asking for it,
here goes.  The code below will allow you to play the same character
against each other, as well as change the color of the players to
CE colors.  It will NOT allow you to play as a boss character.

Down-R Button-Up-L button-Y-B-X-A

This needs to be executed when you start the game and the Capcom screen shows
up.  You need to do it as the music starts and before the logo finishes fading
in.  If done correctly, you will hear an audible signal and the Street
Fighter II logo screen will come up with a blue background instead of
black.  It works fine on my American copy I got at Babbages.

-- 
Chris Arps  ***BUY MARTIAN************ *New Music*SONIC YOUTH*SUICIDAL TEND*
NC/Scientific Software, Music,         *GARY NEUMAN*K. SCHULZE*PETER HAMILL*
Animation, 4 Dogs,1 Birds,1 cat        *Old Music*SPIRIT*MMANN*VDGG*HENDRIX*
NC Microproducts, 2323 N Central Ste 380, Richardson TX 75080 214-234-6655*
Newsgroups: rec.games.video.arcade
From: bovine@engin.umich.edu (Mitchell Rohde)
Subject: Space Invaders
Date: Thu, 23 Jul 92 01:59:33 EDT
Organization: University of Michigan Engineering, Ann Arbor

  Thank you to everyone for the replies!! I am happy that not
 everyone spends there days playing street-ninja fighter 15 or
 whatever....

  A question for you guys, though... I am trying to troubleshoot
 a set of SPACE INVADERS boards...

  Essentially, I am getting garbage on teh screen.

  I am in the process of obtaining a schematic.

  Do any of you guys know of common problems with the invaders game?

  Are there any good strategies ( other than common ones ) to
 looking at this particular animal?

                      mitch
  bovine@CAEN.engin.umich.edu

Newsgroups: rec.games.video.arcade
From: jrbell@aurora.cc.monash.edu.au (Jason Bell)
Subject: Re: Captain Commando!
Organization: Monash University
X-Newsreader: Tin 1.1 PL4
Date: Fri, 24 Jul 1992 06:40:05 GMT

st1el@jane.uh.edu (Jensen, Douglas J.) writes:
: I was wondering if anyone had any hints for how to trounce the Boss at the
: end of level 4...  The monster-thingy which the scientist "creates" and runs
: off after he gets the axe.  The combination of the barrels and the monster
: just overpowers my poor Ginzu...
: 
: Thanks!
: 
: ---Doug
: 

One of the easiest ways to kill off Monster is to bring the blue "freezer"
robot in from the previous screen. It is possible to continuously freeze the
monster if you can time it correctly. A previous poster said you should be
able you get past monster and only lose one life... HAH! He's not that hard.
Even without the robot you should be able to get through without losing a
life, if you use the low charge attack. Don't try charging him from straight
on, cos he can slap you easily. The idea is to charge from the top or bottom.
Captain Commando can also use his flame attack well.

-Jason
Newsgroups: rec.games.video.arcade
From: kak1@cypress31.cray.com (Kevin Kramer)
Subject: Lyrics in songs (was Re: B-Rap Boys)
Originator: kak1@cypress31
Organization: Cray Research, Inc.
Date: 31 Jul 92 12:19:36 CDT


In article <92073011223@genesis.nred.ma.us>, nugget@genesis.nred.ma.us (Ralph Barbagallo) writes:
> In article <btribble.0ydm@terapin.com> btribble@terapin.com (Bobby Tribble) writes:
> >I don't know if that's the exact name of the arcade (B-Rap Boys, that is) but I
> >just remembered about it...It's made by Kaneko, responsible for DJ-Boy. (Hm,
> >they seem to like making games about how Japanese must view American culture :)
> >Anyway, the sound was turned pretty low, but I put my ear next to the speaker
> >and listened...the music has lyrics! (Hm, DJ Boy was supposed to have the voice
> >of Wolfman Jack, wasn't it?) Well anyway, I don't remember any game that had
> >music with lyrics going along with it...just trying to start a thread...:)
> >
> >Bobby Tribble  |8')
> >
>      Didn't Twin Cobra (or Twin Eagle..whatever the name was) have lyrics
> in its soundtrack?  I remember playing it at the movie theater and I could
> hear voices (no, I'm not a psychopath!)...hehe  Also, TMNT: Turtles in Time
> has lyrics (albeit bad ones) in the title track. (I hate the TMNT rock band!)
> 

This isn't a game in the arcade, but the only game I have played with lyrics
in the music is "It Came From the Desert" for the TG16 CDROM player.
It suprised me when it started singing, and I realized that I have never 
heard a game that had lyrics before.  Pretty cool game by the way.

Kevin
From: steveh@franklin.cc.utas.edu.au (Steve Howell)
Subject: Any Arcade System Designers out there?
Organization: University of Tasmania, Australia.
Date: Thu, 30 Jul 1992 23:10:05 GMT



	Hello Net'ers..

After getting back into my collection of Arcade Platforms, and having a few
thorts whilst setting the Parsec Advance option on my Gaplus board.. i developed
a few idea's on designing my own system.

Of course, this would be far from simple. And i would have to have an excellent plot for a game before i would consider any of my hardware options.


I was curious, are they any readers who have been directly or even remotely
involved in any part of the design stage of a arcade gaming system?

If so, could i ask you a few questions concerning the design of whatever
systems you were involved in.

If maybe in a matter months we finish a jamma compatible prototype, our local
arcade'e will pop it into a table-top and give it the rounds for us..

anyway....

Thanks 
Steve H
From: craiga@csd4.csd.uwm.edu (Craig R Albrechtson)
Newsgroups: rec.games.video.arcade
Subject: Re: Terminator 2 Help
Keywords: T2
Date: 28 Jul 92 17:31:23 GMT
Article-I.D.: uwm.1992Jul28.173123.22166
Organization: Cyberdyne Systems

In article <27JUL199215021419@jane.uh.edu> vpaf5@jane.uh.edu( Kal) writes:
>Thanks to whoever posted the T2 hints a while back. Very useful; but I need
>MORE!!
>Last week, my girl n me took a roll of quarters and headed to the video 
>arcade (we do strange things together, my girlfriend and I...) and kept 
>feeding it quarters til we got to a stage we couldn't master.
>I think this is the last stage in the game (I hope it is.) It is where the
>bad liquid terminator is trying to kill the boy, with the molten metal
>boiling in the background. This reflects the end of the T2 movie, if I
>remember correctly.
>How do we kill the terminator here? We keep shooting at him but he keeps 
>coming back. Every once in a while we tear him apart and start pushing
>him back towards the flowing metal but he always keeps coming back.
>Is there a trick to this? What comes next in the game, if anything?
>It's a very nice game but this part if *very* frustrating. We musta spent 
>five bucks on this stage alone.
>HELP!!!
>
>
Me and my best friend play this game all the time and here is how
we finish the game.

First on average we usually collect as many shells as we can during the 
phase where you are supposed to freeze the T-1000.  We usually spend 
a couple of quarters just collecting shells while we ignore the T-1000
We usually collect 200 shells a piece.

During the final screen you have to first shoot the T-1000 so he takes 
his attention off John Connor and faces you.  So when he is facing you 
the best bet is to shoot him in the face until his head splits in half.

After you split his head in half he will reappear a little more back 
but still facing you.  Shoot him with the shells so he gets back next
to the edge.

At this point the grenade launcher should fall on either the left or right
sides of the screen.  You should shoot the launcher so one of you gets
it and then shoot the T-1000 with the grenade launcher and that should
do the trick.


-- 
************************************************************************
* Craig Reese Albrechtson (Slider) * University of Wisconsin Milwaukee *
* The usual meanless disclaimers apply * craiga@csd4.csd.uwm.edu       *
************************************************************************
Newsgroups: rec.games.video.arcade
From: steveh@franklin.cc.utas.edu.au (Steve Howell)
Subject: Hardware Cheat List
Organization: University of Tasmania, Australia.
Date: Thu, 30 Jul 1992 23:22:48 GMT



	Over the years with my tinkering with game boards, i have accumulated
a list of hardware cheats.. like immortal ability on Xevious, high speed
blast'em out fireing style on space invaders, the defaulting of your name
as top score on power up with various boards, constant double firing ability on gaplus, removal of irrating or distracting stars or sounds on various boards...... etc etc..

I was thinking about doccumenting and posting such a list to the group.
The mods are simple.. as simple as polling a pin on an IC with either a high
or a low... the number of things are unreal... in multiprcessor systems, which
most early games are.. you can halt or interrupt certain procedures, fake
sprite collisions, mute sprite collision and so on...

anyway... if it goes well, maybe we can get a few others to contribute as well..


Steve H
From: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: rec.games.video.arcade
Subject: Re: B-Rap Boys
Date: 30 Jul 92 12:45:35 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <btribble.0ydm@terapin.com> btribble@terapin.com (Bobby Tribble) writes:
>I don't know if that's the exact name of the arcade (B-Rap Boys, that is) but I
>just remembered about it...It's made by Kaneko, responsible for DJ-Boy. (Hm,
>they seem to like making games about how Japanese must view American culture :)
>Anyway, the sound was turned pretty low, but I put my ear next to the speaker
>and listened...the music has lyrics! (Hm, DJ Boy was supposed to have the voice
>of Wolfman Jack, wasn't it?) Well anyway, I don't remember any game that had
>music with lyrics going along with it...just trying to start a thread...:)
>
>Bobby Tribble  |8')
>
     Didn't Twin Cobra (or Twin Eagle..whatever the name was) have lyrics
in its soundtrack?  I remember playing it at the movie theater and I could
hear voices (no, I'm not a psychopath!)...hehe  Also, TMNT: Turtles in Time
has lyrics (albeit bad ones) in the title track. (I hate the TMNT rock band!)

 _____________________________________________________________________
(                              (                                      ) 
 )  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: btribble@terapin.com (Bobby Tribble)
Newsgroups: rec.games.video.arcade
Subject: B-Rap Boys
Date: 29 Jul 92 17:47:01 PST
Organization: BBS

I don't know if that's the exact name of the arcade (B-Rap Boys, that is) but I
just remembered about it...It's made by Kaneko, responsible for DJ-Boy. (Hm,
they seem to like making games about how Japanese must view American culture :)
Anyway, the sound was turned pretty low, but I put my ear next to the speaker
and listened...the music has lyrics! (Hm, DJ Boy was supposed to have the voice
of Wolfman Jack, wasn't it?) Well anyway, I don't remember any game that had
music with lyrics going along with it...just trying to start a thread...:)

Bobby Tribble  |8')
Newsgroups: rec.games.video.arcade
From: bhostetl@silver.ucs.indiana.edu (Brian Hostetler)
Subject: Re: Asteroids Deluxe WANTED
Organization: Indiana University
Date: Tue, 28 Jul 1992 15:14:08 GMT

In article <521.47.uupcb@gate.micromed.com> shawn.mccullar@gate.micromed.com (Shawn Mccullar) writes:
>I'm looking for  a circuit board for the game  ASTEROIDS DELUXE. If you
>have (or know  where to get) such an animal,  please let me know (Along
>with an asking price, if possible). I've got a friend who has the game,
>but the board is blown, and no replacement can be found..

	I've seen 3 for sale here in Bloomington, but for $250 I
imagine they are selling the whole thing.  BTW, is $250 a decent price
for the whole machine?

-- 
-brian
*bhostetl@ucs.indiana.edu 	  |	"Stop and breathe, close my eyes
 bhostetl@iubacs.bitnet   	  | and smell and listen...  no more cotton
 bhostetl@silver.ucs.indiana.edu  | candy, no more band concerts..."
Newsgroups: rec.games.video.arcade
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Gaplus
Organization: University of Tasmania, Australia.
Date: Thu, 23 Jul 1992 14:35:30 GMT

Does anyone remember this Galaga-like game?  I used to love it.  I remember
if you shot a certain alien, then crashed your ship into the first diving
alien, that all your remaining ships turned into sleek black deathmonoughts.
(I hope I have that right, it's been a while).

Did anyone catch the shooting star that sometimes appeared on Stage 01?
What was it for?

Oh yeah, did anything cool happen after the Stages where the bad guys
turned into bricks when hit?  I usually got toasted around there...

Cool game!

--
Tim Morris
From: victim@eskimo.celestial.com (Tony Garton)
Newsgroups: rec.games.video.arcade
Subject: Re: Repairing machines
Date: 23 Jul 92 06:11:49 GMT
Organization: =>ESKIMO NORTH (206) 367-3837 SEATTLE, WA.<=


I service a 4-store chain, and yes I have access to lots of old Jamma
and pre-Jamma boards.  I might be able to make a deal.  If someone posts
a video servicing question, I'm sure me or someone else here can answer
it.  Alt.games.sf2 is ALL street fighter 2 junkies, this group does have
a life of it's own.
Newsgroups: rec.games.video.arcade
From: el27166@uxa.cso.uiuc.edu (Lex Luthor)
Subject: Re: New game: Mortal Kombat
Organization: University of Illinois at Urbana
Distribution: usa
Date: Mon, 27 Jul 1992 12:44:01 GMT

Mortal Kombat -

Graphics - Pit-Fighter like graphics.  Digitized along with some animation
 for special power moves.  Very nice, although still choppy.  Reminds me
 of old b/w film footage where the people move too fast.

 The background is not digitized, but is still very nice computer graphics.
 Look for Santa Claus to fly across the sky on some screens.  The screen
 background changes after every fight, so you won't get too bored with it.

 I love the special death sequences.  When I die, I want to see my body
 a) fall into a spiked pit
 b) electrocuted until the head explodes
 c) have its heart pulled out
 d) and head separated in at least 2 or 3 different ways

Game Play - I haven't gotten the knack of the special moves yet.  They
 seem to be a very large part of winning the game.

 Aside from the special moves, all of the different characters' basic
 moves are very similar.  That means learning one character isn't too
 different from learning another, aside from special moves.

 vs. the computer - The computer likes to get up close and do the hand
 to hand combat with ya.  If you get too far away, you'll get barraged
 with missile/special attacks.  I find the hand to hand combat awkward.
 It's hard to get an effective attack in after you block.  The variety
 of basic moves is very limited.

 vs. human opponents - Special moves and learning them are the whole game
 now!  I feel that once you've learned all the moves, each battle will
 wind up being a slaughter.  It's easy to destroy someone into oblivion
 without any hope for your opponent.  The basic problem is that you can
 attack your opponent whenever they're not blocking.  This means that
 you've just sent them into the air with an uppercut--- you shoot a
 fireball or freeze attack, or some other special attack which hits them
 before they can recover from the uppercut.  Today was the first day I
 played the game.  I almost have the timing down so that if I freeze
 someone with sub-zero, I can keep them in a freeze.  It's worse than
 auto-stun combos in SFII because they're easier to do.  The implications
 of this stupidity in design will become apparent when people learn the
 moves and how to use them.

-- 
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