HDTenEightyP/NetNews huggingface dataset:
From: eric@geoblue.gcn.uoknor.edu (Eric Pyle)
Subject: Re: Super Megadrive?
Organization: Geosciences Computing Network, University of Oklahoma, Norman, OK
Date: Wed, 12 Aug 1992 18:01:47 GMT

In article <1992Aug11.000650.1@vax1.umkc.edu> eputnam@vax1.umkc.edu writes:
>
>I saw a remark about a special combined Genisis and CD-ROM drive in a single 
>case.  I can't remember what name it was given, but I think that this might
>be the beast.  It was a very nice looking case (quite small and nicely shaped).
>
>
	It is called the WonderMega and I think I read that the
	sound is juiced up to make the bass and other things
	sound better than the Mega CD. I read something about it
	in EGM. They have a lot of short articles on it. I think
	it comes with the game called Wonder Dog. Looks neat.

						Eric


Newsgroups: rec.games.video
From: atoenne@mpii02000.cs.uni-sb.de (Andreas Toenne)
Subject: Re: [GENESIS] Krusty's Fun House & Space Mutants
Organization: Max-Planck-Institut f"ur Informatik
Date: Thu, 20 Aug 1992 07:42:02 GMT

In article <1992Aug19.174620.999@r-node.gts.org>, singh@r-node.gts.org (Rajendra Singh) writes:
|> Does anyone have any of the above two games?  I am thinking of buying
|> them, would you recommend them?

I can comment on Krusty's Fun House from second hand experience only.
Our local video-games magazines call this came ' the most awfull game '
since its story is of very bad taste. I think it is not very much fun
driving animals into killermachines. Like I think Splatterhouse (out for
Genesis) is crap. If you liked the killing scenes in the Gremlins movie then
you are ready for this kind of 'game'.

	Andreas
-- 

	Andreas Toenne			Voice: 	x49 681 5846272
	Max-Planck-Institut		Office:	x49 681 302 5363
	fuer Informatik			e-mail:	atoenne@mpi-sb.mpg.de

	Im Stadtwald
	6600 Saarbruecken, Germany
From: tehkao@ocf.berkeley.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: SNES
Date: 13 Aug 1992 22:38:01 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: locusts.berkeley.edu
Keywords: More SNES

In article <1992Aug13.140233.20513@athena.mit.edu> standish@athena.mit.edu (Mark S Farrar) writes:
>	I posted a request for really impressive graphics on
>	the SNES and I got NO takers!  Obviously game play is
>	important also.  SFII really looks nice and game play
>	is great, but the graphics get somewhat distorted when 
>	there are rapid moves.  I'd like a game with little slow
>	down and fluid graphics that's fun.  

Isn't SF2 impressive enough for you? Gee, what else can you ask
for? Net consensus is that this is the most awesome game for the SNES.

Well, sarcasm aside, I'd recommend Contra 3 or Actraiser for really nice
SNES graphics.

-Teh Kao
From: ami-tox@cup.portal.com (Enrico Ami-tox gilberti)
Newsgroups: rec.games.video
Subject: Magic Drive 4 SALE
Date: Tue, 18 Aug 92 17:13:17 PDT
Organization: The Portal System (TM)
Distribution: usa

I have one SUPER MAGIC DRIVE with 8meg including a disk drive/cable  $300.  
leave info to get in touch with you if you want it.
Newsgroups: rec.games.video
From: bill@snoopy (Bill Poitras)
Subject: [SNES] SFII : missing moves?
Reply-To: bill@msi.com
Organization: Molecular Simulations, Inc.
X-Newsreader: Tin 1.1 PL5
Date: Tue, 18 Aug 1992 19:26:42 GMT


Has anyone noticed that some moves are missing from certain characters:

E. Honda:
- You can't grab your opponent and hit thier head with your knee.  You do a
  bear hug instead.
- You can't do a jumping karate chop.  You just do a swat.

--
+-----------------+-------------------------------+-------------------------+
| Bill Poitras    | Molecular Simulations Inc.    | Tel (408)522-9229       |
| (bill)          | Sunnyvale, CA USA             |                         | 
|                 | FAX (408)732-0831             | bill@msi.com            |
+-----------------+-------------------------------+-------------------------+

Newsgroups: rec.games.video
From: marshall@force.ssd.lmsc.lockheed.com (Bob Marshall)
Subject: NES For Sale
Reply-To: marshall@force.ssd.lmsc.lockheed.com
Organization: LMSC, Sunnyvale, California
Date: Fri, 14 Aug 92 15:23:08 GMT

I have the following NES system for sale :

NES base system
Two controllers
NES Max controller
Light gun
Super Mario Bros./Duck Hunt

Asking $45. I'll pay for shipping in the U.S.

I also have Solar Jetman and Lolo III for sale, $10 each.

Bob Marshall
marshall@force.ssd.lmsc.lockheed.com

=============================================================================
Bob Marshall                     \\     "It ain't age
Lockheed Missiles & Space Co.     \\     That makes me look this way
Sunnyvale, CA                      \\    It ain't the years, boys,
marshall@force.ssd.lmsc.lockheed.com\\   It's the miles"
"I tell the truth 'cept when I lie"  \\     - Chris LeDoux
=============================================================================
From: demon@desire.wright.edu (Stupendous Man)
Newsgroups: rec.games.video
Subject: Re: [GENESIS] Krusty's Fun House & Space Mutants
Date: 20 Aug 92 19:16:41 GMT
Organization: Demonic Possesions, Inc.

In article <1992Aug20.074202.26690@rhrk.uni-kl.de>, atoenne@mpii02000.cs.uni-sb.de (Andreas Toenne) writes:
> In article <1992Aug19.174620.999@r-node.gts.org>, singh@r-node.gts.org (Rajendra Singh) writes:
> |> Does anyone have any of the above two games?  I am thinking of buying
> |> them, would you recommend them?
> 
> I can comment on Krusty's Fun House from second hand experience only.
> Our local video-games magazines call this came ' the most awfull game '
> since its story is of very bad taste. I think it is not very much fun
> driving animals into killermachines. Like I think Splatterhouse (out for
> Genesis) is crap. If you liked the killing scenes in the Gremlins movie then
> you are ready for this kind of 'game'.

	No, Krusty is not politically correct.  All the more reason to buy it
:).

	Would it make you feel better if instead of rats they were imaginary
animals?

	BTW-I love killing scenes, the smell of napalm in the morning, and I
can tell the difference between real life and a @#(%%# game!

Brett                                                      
_______________________________________________________________________________
Proconsul Computer Consulting                                        CHA-CHING!
Better, Cheaper, Faster					       (Pick any two :)
Disclaimer:								   NOT!
From: drdowns@bach.udel.edu (David R. Downs)
Newsgroups: rec.games.video
Subject: Game Gear Master Converter -->  I love it.
Summary: If you like the SMS games get one.
Date: 18 Aug 92 02:23:20 GMT
Organization: University of Delaware


  I had been thinking about getting the Master Gear Converter since I first
  heard about it (here in r.g.v), but I was uneasy with the "works with some
  (or most - depending on who you listened to) Master System games".

  Well, I got one the other day and it works with "most" of the cartridges.
  That is, not 3-D, shooting (with light gun), and 2 player (simultanious)
  games; what you would expect.

  So, for a few bucks my GG games went from 5 to 25, not bad.

  Conclusion:  All games "run" on the GG (even the 3-D, kinda cool looking and
	       even playable), but some are hard to "play" due to small words, 
	       sprites, etc.  Worth the money though.
  
  Please avoid flames about 8 bits, memory, etc. I will ignore them anyway.  
  I know all about it, I keep up with the news too.  I just like the SMS and 
  its games and felt anyone else who does and has a GG and might be debating 
  the Master Gear Converter might enjoy a review.  (The first I have seen
  covering over 20 SMS cart compatibilies.  Send mail if you want a list of
  the games I tested).

David



-- 
E-mail: drdowns@brahms.udel.edu   | U  | 316 Pencader D  | H  | David R. Downs
          downs@cis.udel.edu      | of | Newark DE 19717 | om | RD 2 Box 173 B
       downs@freezer.cns.udel.edu |  D | (302) 837-1189  |  e | Milton DE 19968
Computer & Information Science ** My opinions don't reflect those of the U of D
From: jens_alfke@gateway.qm.apple.com (Jens Alfke)
Newsgroups: rec.games.video
Subject: Re: Why are game copiers illegal
Date: 20 Aug 92 01:40:39 GMT
     <1992Aug15.211135.4173@hellgate.utah.edu>
     <1992Aug16.041941.7783@griffin.itc.gu.edu.au>
Organization: Apple Computer
X-Useragent: Nuntius v1.1b2

In article <1992Aug15.235607.24776@doug.cae.wisc.edu> Joel Kolstad,
kolstad@cae.wisc.edu writes:
>Too bad we never did get to the answer of "Why are
>game copiers illegal in the U.S.?" thread.

Seems simple to me: their only purpose is violating copyright laws. The
same reason that it's illegal to sell unauthorized cable/satellite TV
decoders.

I haven't been reading this group long enough to know if this is a
controversial position. In the circles I frequent it's generally taken
for granted that software piracy is legally and ethically wrong, and that
it has a negative effect on the quality and quantity of software
developed.

If I think a game is good enough to spend time playing, I think it's
worth spending $40 or $50 for. Sonic is certainly worth more than I paid
for it.

--Jens Alfke
  Apple Computer
Newsgroups: rec.games.video
From: conty@cbnewsl.cb.att.com (Vampire Hunter C)
Subject: Re: Why are game copiers illegal
Organization: AT&T Bell Laboratories
Date: Fri, 21 Aug 1992 23:01:51 GMT

In article <1992Aug21.135940.27537@zip.eecs.umich.edu>, grover@emunix.emich.edu (Grover Thomas) writes:
> 
> Now let's think a minute:  what about VCRs or computer softwares like
> Copy II+ and Copy II PC?  

These are not INHERENTLY illegal.  Copying a rented movie or making a copy
of your friend's original copy of PacMan is.

> My understanding is that anyone has the right to make archives of
> softwares (and perhaps otehr material), so this should also apply
> to video games.

ONE archival copy.  I suppose you could stretch this to include videogame
cartridges.

> Please note that I am not condoning piracy, but these kind of erratic
> laws really bother m.  Why should it be OK to copy my Apple software,
> but not OK to copy my nintendo software?

I would think that it should be legal to make ARCHIVAL copies.  Of course,
the friendly lawyers of Yentendo will do anything on their power to prevent
you from doing so, and will sue your a** off if they catch you.


Question:  does anyone know for SURE if game copiers are illegal in the US?
Please cite your references.  None of "the guy at the store told me"
or "this friend of a friend of mine" stuff.
-- 
			    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: nugget@genesis.nred.ma.us (Ralph Barbagallo)
Newsgroups: rec.games.video
Subject: Re: SNES SF2: Your General Config?
Date: 16 Aug 92 16:27:02 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <schiu.14ri@terapin.com> schiu@terapin.com (Steven Chiu) writes:
>L. Punch - Y
>M. Punch - X
>H. Punch - R
>
>L. Kick  - L
>M. Kick  - B
>H. Kick  - A
>
>I usually switch SHORT with FOWARD (Buttons L & B). It seems almost impossible
>to use the L buttons. Say if I use E. Honda, I'm more likely to use the FOWARD
>kick more than SHORT, so I would replace SHORT as the L button. This resembles
>the arcade's setting a bit. From SHORT to ROUNDHOUSE and from JAB to FIERCE.
>Ya know?
>

NO way... I use this config

L punch - R
M punch - X
H punch - Y

L kick  - L
M kick  - A
H kick  - B

  Since I never use the short punch/kick I put them on the L and R buttons.
It's easier to use the normal buttons for frequently used moves.
 _____________________________________________________________________
(                              (                                      ) 
 )  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: machala@delphi.hc.ti.com (Chuck Machala )
Newsgroups: rec.games.video
Subject: Re: [SNES] SFII : missing moves?
Date: 19 Aug 92 14:45:32 GMT
Organization: Texas Instruments

bill@snoopy (Bill Poitras) writes:


>Has anyone noticed that some moves are missing from certain characters:

>E. Honda:
>- You can't grab your opponent and hit thier head with your knee.  You do a
>  bear hug instead.
>- You can't do a jumping karate chop.  You just do a swat.

Honda can do both of these moves. I should know, my son just beat my head in
last night with Honda's knee. Not sure how he does it, I believe a medium 
punch button and back arrow or some such like that. 
On a different note, I usually play Ken and I still cannot intentionally do
the dragon punch. I tried last night for about 15 minutes to get one off and
couldn't do it. The instructions say right arrow, down arrow, right-down arrow
and any punch button. This makes it impossible to do in a fluid motion.
Is this correct. I need tips on how to get the dragon punch (and the hurricane
kick, for that matter) off. 
--
                                 ROMANES
                                 EUNT 
                                 DOMUS
Chuck Machala - Semiconductor Process and Design Center - Texas Instruments
From: swindalj@venus.ycc.yale.edu
Newsgroups: rec.games.video
Subject: Out of This World for SNES?
Date: 21 Aug 92 13:30:59 GMT
Organization: Yale Computer Center (YCC)

Does anyone know what the deal is with Out of This World
for the SNES?  When is it due to be released?  I thought it
was supposed to be out in May or June.

Secondly, does anyone know the release date for Prince of
Persia, also for the SNES?
From: demon@desire.wright.edu (Stupendous Man)
Newsgroups: rec.games.video
Subject: Re: Who's #1?
Date: 19 Aug 92 18:58:10 GMT
Article-I.D.: desire.1992Aug19.135810.3619
Organization: Demonic Possesions, Inc.

In article <1992Aug18.190006.177437@lexmark.com>, songer@lexmark.com (Christopher Songer) writes:
> demon@desire.wright.edu (Stupendous Man) writes:
>>	Here's the facts [1]:
>>
>>	Hardware market share (16 bit machines):
>>
>>	SEGA:		61%
>>	Nintendo:	29.5%
>>	NEC:		9.5%
>>
>>	Software market share (for 16 bit machines):
>>
>>	SEGA:		63.8%
>>	Nintendo:	24.5%
>>	NEC:		11.7%
>>
>>[1] From Corporate Computing, August, 1992.  Page 136.
> 
> I've read this before and I still have the same question:
> Is this total market share or just for July, or for 1992 or
> what? If it is for July or 1992, Nintendo is getting hosed. 
> If it is total they are doing very well since Sega was to 
> market so much earlier than they were.

	It's the sum total as of press time.  Probably about May, 1992.

	I can't agree with your conclusions, though.  With such a huge base of
8-bit players, Nintendo should have had a much larger market share.  They've
missed just about every opportunity to become the 16-bit leader.  They are
always playing catch-up to SEGA and this will be their ultimate "downfall" in
the 16 bit world.  (Downfall in the sense of not being the dominate game
machine.)

	SEGA will improve their position this Christmas as they release their
CD player, while Nintendo can only promise one "next year".

Brett                                                      
_______________________________________________________________________________
Proconsul Computer Consulting                                        CHA-CHING!
Better, Cheaper, Faster					       (Pick any two :)
Disclaimer:								   NOT!
From: "lawrence kwan" <lawrence.kwan@canrem.com>
Newsgroups: rec.games.video
Subject: mario paint movies!
Date: 19 Aug 92 23:52:00 EST
Reply-To: "lawrence kwan" <lawrence.kwan@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In article<92227.134823JMH131#psuvm.psu.edu>(JMH131@psuvm.psu.edu):

>I am thinking of getting Mario Paint to do animated movies, and I am
>wondering if anyone else has tried it out there with any success.  I
>realize that the game can only do 9 animated frames at a time, and I'm
>wondering if there is anyway you can be sure that your VCR won't
>record choppy video in between each 9-frame animated sequence you
>record.  Any one have any advice or knowledge on the subject?
>--John.

The program is a bit different from how John described it.
It has something similar to the "multi-frame cel" feature in some PC-
based animation software such as Animator Pro.  You first create a "cel"
or a sprite. There is a option of a 4 / 6 / 9 -frames cel (the size of
each cel would be the screen divided by the no. of frames). Examples
would be walking or flying motion of a cartoon figure.  Then, the frames
are played back as an infinite loop at a speed you set (? 13 settings)
on top of any background you have created.

In addition, you can move the cel/sprite around along a "path" you set.
Using the mouse, a "path" is drawn out; both the position and the
velocity of the movement would be memorized when the mouse button is
kept pressed.  A total of 100 "points" on the path are allowed.  These
"points" are not equivalent to frames; as no matter how fast the cel/
sprite moves, the motion is very fluid with no gaps detectable.  You
are also allowed to stay in one spot for as long as you like.
When you play back, the cel/sprite would move along the path on top of
any background; you still have control over the frame speed of the
cel.

A typical animation easily done by Mario Paint would be a figure walking
or flying across the screen.  But if you are planning to do Walt Disney
type animation, it would be quite difficult if not impossible.

Nice features on Mario Paint included a music synthesizer; an enlarged
"fat bit" symbol editor (allowing you to edit/create your own symbol or
font); battery save.

However, it is still quite limited in function especially drawing/
editing tools. Apart from using the undo function, it is difficult to
edit the drawing.  There is only one font with 2 sizes.

But as a drawing program for kids, it is simple, well written and, most
important of all, fun to use.

--
Lawrence
lawrence.kwan@canrem.com
--
---
  DeLuxe 1.25 #12199  
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: kdarling@garfield.catt.ncsu.edu (Kevin Darling)
Subject: Re: Snes CD drive(?)
Organization: North Carolina State University
Date: Fri, 14 Aug 1992 10:54:17 GMT

dcutter@oregon.uoregon.edu (dann cutter) writes:
> I have talked with Origin game systems (the makers of Ultima) and they are
> currently in house developing u7 for the SNES. But, they have said it would
> probably be on cd-rom... 

American Laser Games also just announced that Nintendo is considering
licensing all five of ALG's current arcade games.  These include Mad Dog
McCree, Who Shot Johnny Rock?, Space Pirates, Gallagher's Gallery and
Mad Dog II: The Lost Gold.  All use live stunt people filmed on sets.

> Now is there a cd drive for the super nintendo,
> and if so when is it available? How much? etc... thanks; email or post
 
The original Jan '92 announcement of the SNES Compact Disc Accessory unit
(composed of a System Cartridge and a CD Drive) said that it would come out
in the US, Canada and Japan in January, 1993.  Initial production is slated
to be 300,000 units per month, and predicted MSRP will be $200.

The System Cartridge consists of "RAM, ROM and a Nintendo custom real-time
gfx coprocessor unit which makes full-screen, full-motion display possible."
From: rogata@is-next.umd.edu (Richard Scott Ogata)
Newsgroups: rec.games.video
Subject: Re: Starflight question :(
Date: 19 Aug 92 14:18:37 GMT
Organization: Comp. Sci. Ctr., Univ. of MD, College Park, MD 20742

In article <l94fg9INN58j@cronkite> nate@ghidrah.Central.Sun.COM writes:
>
>I asked a question about this game a couple of days ago.  I got ZERO responses to it.
>Thanks for all your help!
>
>nate

	Wow, I thought I'd seen it all, but this takes the cake.  Guess none
of us can expect to get paid THIS week, huh?
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Fri, 14 Aug 1992 17:13:38 -0400 
From: Alan Keith Chen <ac4a+@andrew.cmu.edu>
Subject: Zelda: Please Help..


I cannot open the door for the boss(5th crystal), there's a switch in
the middle of the room but I cannot keep the door open, I manage to get
a rock from the floor above, but can't move it close enough to the
switch. Any idea. Thanks.
From: penfold@dworkin.ccs.northeastern.edu (Karl J von Lauderman)
Newsgroups: rec.games.video
Subject: Re: Why walk throughs?
Date: 16 Aug 92 19:17:29 GMT
Organization: College of Computer Science, Northeastern University
Originator: penfold@sun3140h.ccs.northeastern.edu

In article <1992Aug15.190440.3993@kong.gsfc.nasa.gov> jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
>In article <1992Aug15.161604.19009@exu.ericsson.se>, exuhag@exu.ericsson.se (James Hague) writes:
>> 
>> puzzles.  But they have reached the point there they are almost a hilarious
>> parody of the whole gaming industry--with every game having "top secret"
>> cheats ...
>
>Even games that arguable are not "puzzle" games (as you define puzzle -- I
>don't think it's fair to lump a game like Chip's Challenge in with the
>group you call this, however) have those annoying secrets.  For instance,
>Street Fighter 2.  Now there's a game that is genuinely fun to play if both
>participants know what all the "secret" moves are, but isn't so fun if you
>don't know them and someone else does.  So, why didn't they just tell you
>what all the moves were up front???!!!??
>
>The only reason games like this have "secrets" is so that they can print
>what they are in video game magazines.  This increases sales of video game
>mags where the game companies place ads so that their sales increase as
>well, and around she goes....

	I don't know about that. It has been my theory that the reason for
secret codes (NOT level passwords, but secret button combos like Sonic's
debug mode and Konami's code for every NES game they made) is so that the
game makers can test the higher levels of the games without having to 
take the time to master them.  Then employees pass on the codes to their 
friends, they spread around, and end up printed in game mags. Note that 
most codes are sent in by readers, rather than being inside info known only
to the mag's editors.
	At least, I'm sure that codes were _originally_ invented for the game
makers. Now it seems that they put in codes for reasons I couldn't guess.
One obvious example is the SNES SFII player-vs.-same-character code. This is
obviously of no benefit to the game designers for debugging purposes, and
should be a feature selectable from a menu or options screen.  But my point
is that I'm sure game codes originally did, and often still do, have a valid 
purpose.

.-  .--        .-     Karl J. von Laudermann               | "Ah, those figmen.
|  /    __  __ |      penfold@dworkin.ccs.northeastern.edu | Happy as rats, 
|    \    \/   |  ___ -------------------------------------+ they are.  They
|     \        |      tap-dance not, neither do they fart." - Greensleeves
Newsgroups: rec.games.video,comp.sys.amiga.advocacy