HDTenEightyP/NetNews huggingface dataset:
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: Re: SF2 comming to Genesis!
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Thu, 8 Oct 92 04:20:11 GMT

In article <1992Oct7.221438.2521@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>In article <z+tzp#k@rpi.edu> petitc@rpi.edu writes:
>>
>>  Ok.  Say that Genesis does have SF2.  How will the controls work?  There
>>are after all only 3 buttons in the Genesis controller.  WIll they sell a
>>special controller with the package (making it even more expensive)?  I don't
>>think the adaptation can be that good---just for that reason.
>>
>>  Ok, Ok, so there are 5 buttons.  Still, the two 'other' buttons (Start and
>>Reset) are needed to modify options inside the game.
>
>Unless Sega actually modifies the games system itself, I doubt they will be
>releasing a controler with more than 3 player action buttons. The Genesis
>console just doesn't have the pinouts to support them.
>
>Gary
>

BUT, the number of pinouts don't necessarily dictate the number of buttons/
control functions.  The SNES controller carries only 7 external pin connectors,
yet the controllers utilize 8 buttons + joypad.  I'm not too sure of the
pinout configs for either system's controllers, but I know that pins can carry
multiple signals to the console.  Also, I remember hearing from someone AND
reading somewhere that the Genesis can handle a controller with 12 (?) buttons.

PLUS, with a 4-player adapter in the works for the Genesis, a 6-bbutton 
controller would be a definite possibility.  Of course, Sega would have to
make the extra controllers the pack-in with SF2, OR sell the controller
as a separate upgrade to the Genesis, pre-SF2 sales (Including this new
controller in all new Genesis/Core Systems).  Perhaps there will be an
option in SF2 to choose between "normal" and "special" control; if "normal"
is selected, it may be like a World Heroes-type configuration (longer
button press makes for stronger hit), although it would have to be

	   	Jab	   Short	Fierce
		(A)	    (B)		 (C)
	      Strong 	  Forward     Roundhouse

...Of course, most of this is all speculation anyway. =`)  I just wish that
They would be releasing SF2 on CD, and not cart.  I have heard from Die Hard
that there will be SF2:CE on CD, but I have no real reason to believe this.
They say that Sega has confirmed it.  If this is true, expect to see it splashed all over next month's EGM =`)

BTW, Die hard also said that Capcom would be doing Final Fight way back
when it was a rumor.  However, all of the newer Japanese magazines say
that Sega will be doing it.  Now Die Hard says that it is a Capcom/Sega
job.  Who's right?  Who knows!


 
--

Ja mata...
From: seanmcd@ac.dal.ca
Newsgroups: rec.games.video
Subject: Sega Din cable & cheap Radio Shack alternative
Date: 9 Oct 92 21:47:14 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

I was trying to get ahold of a DIN cable from Sega for the A/V port on the
Genesis, since I couldn't use my new machine without it. However, they
informed Radio Shack (who was going to order the cable for me) that you
can use one of their standard cables, which is much cheaper. For those
who are interested, it's part # 42-2394a, a "5 pin european plug to 4
phono jacks". You use two of the phono jacks for your audio and video.
Works great! Less money!
From: stsshol@st.unocal.COM (Herb Lam)
Newsgroups: rec.games.video
Subject: Re: John Madden '93
Date: 13 Oct 92 15:43:59 GMT
Article-I.D.: unocal.1992Oct13.154359.18052
Organization: Unocal Corporation

In article <1992Oct13.144353.17612@prime.mdata.fi> jarnis@mits.mdata.fi (Jarno Kokko) writes:
>In article <1b4ikfINN4r8@cauchy.usc.edu> splin@cauchy.usc.edu (Sen-Pin Lin) writes:
>>>This all is true. It's simply the best US Football game so far. (At least
>>>on SNES...)
>>
>>I don't think so. Have you played super play action football yet? (Since you
>>are talking about SNES. Not sure JM '93 is for SNES though, I think it's for
>>Genesis)
>>
>>Ben
>>
>>
>>
>
>I have it for SNES. I played some buggy version of super play action football,
>and I wasn't too impressed...

I have super play action football but have never played any version of
John Madden Football.  Can anyone who has played both give a comparison?

I agree with Jarno that there are some bugs in super play action, like
how the computer can block a long pass no matter where the defensive
player is as long as he is in line with the ball (this means he can block
it even though he's 15 yards in front of the receiver).  But all in all,
though its graphics isn't great, super play action is an enjoyable 
football game, especially playing a whole season.  I just wish I can
play defense better or find someone to play against.

Herb
Newsgroups: rec.games.video
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Dragon's Lair and pattern based games (Was: Video Game Renaissance)
Organization: University of Maryland, College Park
Date: Wed, 14 Oct 1992 23:37:06 GMT

In article <1992Oct14.174058.5938@kong.gsfc.nasa.gov> jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
>
>You've completely missed the point!  It has absolutely nothing to do with
>games that allow you to continue with additional quarters.  It has EVERYTHING
>to do with games that are pattern based.  Dragon's Lair is the most totally
>and completely pattern based game possible -- there's no freedom to do
>even the slightest thing different.  Games like Thunder Force 1/2/3/4 or
>Super R-Type, or Super Mario Brothers, or whatever may not seem so strictly
>pattern based, but they are.  There's basically no randomness in the game
>(SMB had extremely slight amounts of randomness, but it's basically
>irrelavent.)  Pattern based games are played almost entirely by automatic
>reactions built up by playing the games over and over and over (since they
>are exactly the same each time.)  Dragon's Lair et. al. are the most extreme
>cases of this.

I agree with you, except Dragon's Lair absolutely is not like that.  It is
a pattern, but have you forgotten that the rooms are in (mostly) random order?
You often have no way to know what room is coming next.  So I'll name some
rooms where if you don't have sufficient reflexes, you're dead:

1.  The dark horseman.  On the difficult settings, Dirk must avoid the 
    lightning at the start.

2.  The crumbling room, with the pool in the center.  On harder settings, you
    don't have that initial pause where Dirk wanders in.

3.  The collapsing stairs, with the pit full of purple tentacle-things.  Same
    as above;  on harder settings, the initial 1-2 seconds is cut.

4.  The rods that rotate in a horizontal plane, one on each side of a walkway;
    thorns follow.  On harder settings, you get just one chance to go past
    those swinging rods.

Since you don't know when these rooms may appear, I'd say you need to have
fast reflexes, or all the memorization in the world won't help you.

If you want a perfect example of a patterned game that is exactly the same
each time you play, look to Cliff Hanger.  No variation whatsoever.

As for modern games, the typical beat-'em-up scroller is a lot more patterned
than Dragon's Lair.  At least Dragon's Lair occasionally did you the service
of mirroring some rooms;  in TMNT everything is the same.  Dragon's Lair's
rooms were in mixed order;  TMNT is the same sequence each time.  Would it be
so hard to program the enemies to do something different each time?  But then,
people would be frightened off, by a game that might offer --- gasp --- a
challenge.  My point here is that Dragon's Lair is *not* the most totally
and completely pattern-based game possible.  Cliff Hanger is.

(Be aware, also, that I am heavily biased since Don Bluth is IMHO one of the 
greatest animators of all time.  No modern game's "pretty graphics" can
compare with the awesome animation of Bluth.)

   VGR
From: ekrimen@wet.UUCP (Ed Krimen)
Newsgroups: rec.games.video
Subject: Re: New System from A??? is Amazing
Keywords: new system console
Date: 10 Oct 92 06:18:17 GMT
Organization: Wetware Diversions, San Francisco

In article <1992Oct09.124813.34016@bas-a.bcc.ac.uk> ucjtrjf@ucl.ac.uk (Jonny Farringdon) writes:
>
>``I've seen the new system that's being develpoed
>by A???? and it is realy amazing''
>
>SNES games programmer to me the other day. I think
>the A???? was Amstrad, but it just possible could 
>have been Atari. His view was that compared to the

Did you meet him in person?  Why didn't he use the company name? 

-- 
   |||    Ed Krimen
   |||    ekrimen@wet.uucp   Contributing Editor, Atari Explorer Online
  / | \   E.KRIMEN (GEnie)            Vice-President, ABACUS User Group
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Fri,  9 Oct 1992 00:51:49 -0400 
From: Chinarut Ruangchotvit <chinman+@CMU.EDU>
Subject: Re: 32bit Graphics for SNES.....
	<qrgjrus@zola.esd.sgi.com>

> Of course, the real thing to watch about this super-duper
> graphics chip is how much software really does use it,
> and how much people are willing to pay for the games.
> 
> One can only look at the Mattel Power Glove, and NES
> Super Scope to see fine, fine hardware with lots of
> potential turn into a big flop due to minimal software
> support.
> 
> Secondly, I'm not sure people are going to want to pay the
> price for game cartridges which incorporate this chip.
> Reminds me of the NEO-GEO.
> 
> Still, I'll be curious to see it when it comes out.

It's true the devices like ROB (that was a joke), U-Force, the
PowerGlove, and the Super Scope 6 have never really made it that big.
But I suppose if this chip is as spectacular as it is...consumers will
readily see how striking the graphics are and what the game is capable
of doing.  There are a good number of people who look at the box of a game,
and get just because it "looks" cool.  Also, these games also have no
dependability on external devices, so it's not a matter of someone
paying extra for hardware and worrying about it going obsolete.  If it
even proves to be successful, it may seem that upgrades can apparently
be made through cartridges, with a limit, of course.

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

	"Learning that we're only immortal - for a limited time"
							-Rush, Dreamline
Newsgroups: rec.games.video
From: etxansk@garbod20.ericsson.se (Anders Skelander)
Subject: Re: Super Mario Kart + MGH/SMC
Organization: Ericsson
Date: Thu, 15 Oct 1992 10:04:26 GMT

jarnis@mits.mdata.fi (Jarno Kokko) writes:

>> [stuff deleted]
>>
>>Note: If you plug the Mario Kart into a Magicom, it won't even play.
>>At all.
>>Any ideas on this?
>
>It checks the battery backed ram size. if you play a game plugged
>on the top of a Magicom, it still uses magicom's battery ram.

 If that check is done in software, some cunning guy would be able
to remove the check - crack the game - and deliver a stand alone
disk version.

>>
>>>There is also another protection:
>>>ROM is differently configured than in ANY other SNES game - usually
>>>the game ROM is in blocks (32K empty, 32K rom) but this is in 64K rom,
>>>64K rom, 64K rom etc.etc... and no known copier can copy this kind
>>>of game. There is also a little code protection - It just verifies
>>>that you have 4K of battery backed ram(as in the orig.cart) and not
>>>32K as in all copier systems. This can be hacked away.
>>
>>I'm not a real technical freak -- Is there a way to respool the
>>32k into 64k blocks?... 
>>
>>Thanks!
>>-> Jer
>
>Not really. not without modifying the hardwware of the copiers. 
>as I said, copier manufacturers must modify their hardware to 
>make copying of mario kart possible

 Do you mean that data above address $7FFF in each 64K chunk in
Mario Kart isn't copied? Do the copiers only use 15 bits to 
access each chunk, or is it a limit in the copy software?

 Anders Skelander
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video
Subject: Re: sf2 (fs2) for pce - y
Date: 10 Oct 92 01:04:00 GMT
Distribution: rec
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Oct9.4197.24434@dosgate>, "david shadoff" <david.shadoff@canrem.com> writes...

>>So, that's it. 20meg HUCARD.
> 
>This makes sense, but also doesn't.  I doubt they could get 20Megs
>on a Hucard, sell it for 9800yen, and still make money.  SuperCD
>is an exceedingly viable medium in Japan, and soon here (not to
>mention, you could really use it to help sell CD-ROM units, if
>it's a good translation).  Fighting Street was on CD-ROM, so this
>would be a logical next step.  Also, I can't honestly take seriously
>comments made by a company which ostensibly imports goods, with
>little value added.  Sorry, but that's how I feel about these
>kinds of companies.
> 
> 
You just go and believe whatever you want. When it comes out on a 20
meg HUcard in February, and the CEO of TTI's only real third party
company just happens to have said it, you can chalk it up to
coincidence. 

Two other points: They don't say # of megs when they refer to CDs. Also,
this is the second time NEC Avenue has tried to better a competitor who
outdid them with an early release. The first was Strider, for the Super
Grafx, which was never released. They wanted to better Sega by adding
2 megs, making a perfect translation at 10 megs. The SG failed, and
they ditched the completed game and are now converting it for the
SCD.

-> Jer
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Newsgroups: rec.games.video
Subject: Re: SF2 (FS2) for PCE - Yes.
Date: 7 Oct 92 19:19:31 GMT
Article-I.D.: blaze.1992Oct7.191931.2760
Organization: Johns Hopkins University CS Dept.

In article <BvrL03.62B@acsu.buffalo.edu> v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz) writes:
>It has been confirmed by a reliable source within the
>NEC/TTI establishment that Fighting Street II will
>be released for the PC Engine. Victor Ireland, of
>Working Designs, Inc., producer and translator
>of the US Versions of Cadash and Cosmic Fantasy II,
>among others, posted today on the Prodigy service
>that the game will be released in February at
>a cost of 9800 Yen, equivalent to the cost of
>the SFC SF2 translation. It will be (no joke)
>20 Megs, the largest ever for a home system
>(save Neo-Geo).

You mean it's _not_ a CD game?  Yech.  CD would make a _lot_ more sense....
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
From: bill@tredysvr.Tredydev.Unisys.COM (Bill Jordan)
Newsgroups: rec.games.video
Subject: Re: SF2 comming to Genesis!
Date: 7 Oct 92 16:11:07 GMT
Organization: UNISYS Corp. Tredyffrin, PA

In article <1992Oct6.004157.16325@cs.mcgill.ca> gateway@cs.mcgill.ca (Peter SIAMIDIS) writes:
> As previously stated, I was told the above FACT by a Sega rep at their 
>booth at a local computer show. IE, straight from the horses mouth. He also
>told me that they bought the rights to the game, and they would be
>producing it themselves. I assumed he wasn't lying to me so I posted what I
>learned here.

Well, although this is (potentially) very good news for Genesis owners,
I believe we must continue to assume that it is just rumor until
Sega makes a formal anouncement which Capcom will confirm.

I am sure Sega is actively pursuing such a deal. But, until they have
a deal, it is certainly in there best intrest to remain vague while
hinting at the possibility of SFII on Genesis. Especially with
Christmas coming up, I'm sure they would like people to believe that
SFII will eventually be available for Genesis when choosing a
system.

>
> In the future, please scan all news articles to make sure your question
>hasn't been already answered. Network bandwidth is expensive.

Yea, right. And all articles appear simultaneously at all sights.
When you post such emotionally charged news without attribution, you
have to expect a few challenges. 

billj.
bill@tredysvr.tredydev.unisys.com
From: portuesi@tweezers.esd.sgi.com (Michael Portuesi)
Newsgroups: rec.games.video
Subject: Re: REVIEW: A Bunch of Mega-CD Titles
Date: 15 Oct 92 16:52:03 GMT
Organization: Silicon Graphics, Inc.  Mountain View, CA


In article <1992Oct7.183225.6967@polari>, lthompsn@polari.online.com writes:

[ ...I condensed his review of several Mega-CD titles... ]

> THUNDER STORM FX (Cobra Command, Renovation 12/92)
> The game is *COMPLETE* which IS a first for LD-to-home.
> If you liked the arcade game, this is for you.
>
> PRINCE OF PERSIA
> 
> I played the IBM version.    I think ULTIMATELY i like
> the IBM version better mostly due to controls.
>
> HEAVY NOVA
> 
> The cart sucked and so does the CD>
> 
> ERNEST EVANS
> 
> What a *BAD* game, if you've thought about buying
> the US-release (cart) think again.
> 
> SOL-FEACE
> 
> It's ok, but Thunderforce 4 is *MUCH* better.




So out of five titles for the Mega-CD, only one of them is
original to the platform and worth buying/playing?

Boy, I can't wait until I can get my hot hands on a Genesis
CD unit...

--
Michael Portuesi   Silicon Graphics, Inc.   portuesi@sgi.com
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: rec.games.video
Subject: Re: [Genesis] A Klax question
Date: 8 Oct 92 18:03:06 GMT
Organization: NASA GSFC

In article <1992Oct7.221102.18018@random.ccs.northeastern.edu>, penfold@ccs.northeastern.edu (Karl J von Lauderman) writes:
> 
> 
> 	I've owned a copy of Klax for Genesis for about a week now, and one
> thing bugs me: is there actually a difference between playing with the 
> "difficulty ramping" set to off and leaving it on? According to the 
> instructions, the game does not get harder/faster with it off, but it 
> obviously does get faster, or at least the tiles come more frequently. Am I
> misunderstanding the purpose of this option?

It doesn't stop it from getting faster, what it does is turn off the feature
that makes the game get more difficult (faster, closer together tiles) the
longer you play the game.  Yes it makes a big difference, but you probably
looking only at speed and not at the overall difficulty.  That is one nice
thing about the Genesis version - with difficulty ramping off it's a lot
easier then most versions of Klax and that's good for beginners.  After
you've gotten decent at the game you'll probably want to turn it on as
ramping on adds another element to the game -- you need to finish rounds
quickly in order to keep the difficultly down.

Steve


> 
> 	Also, does anyone know when Rampart is coming out for Genesis? 
> According to Tengen ads, it should have been out in August.
> 
> 	Thanks in advance to any answers to either question.
> 
> .-  .--        .-     Karl J. von Laudermann               | Disclaimer: The
> |  /    __  __ |      penfold@dworkin.ccs.northeastern.edu | views and opinions
> |    \    \/   |  ___ -------------------------------------+ expressed herein
> |     \        |      are mine, and yours too. You just may not realize it.
> 
> 
Newsgroups: rec.games.video,alt.games.lynx
From: jrbell@lindblat.cc.monash.edu.au (Mr JR Bell)
Subject: Re: STREET FIGHTER II
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Tue, 13 Oct 1992 06:18:53 GMT

John Cannistra (ujpc@pool.info.sunyit.edu) wrote:
: 
:      I have been level7 with the following people :
:                         Chun LI
:                         Ken and RYU
:                         Blanka
: 
:      Has anybody used the other four to beat Mr. Bison , if so
:      how did you do it. I think its pretty hard with the other
:      four especially Zangief.

The really "sad" thing is that there are times when Zangers is the only
one we can beat Bison with on Level 7.

We normally use the medium kick and the light punch.

Mat.

P.S. How do you beat him with Chunners ;-)
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Sega or Genesis (Give me a break)
Date: 7 Oct 92 15:55:17 GMT
Article-I.D.: clark.1992Oct7.155517.21575
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Oct07.003050.33872@uvmark.uucp> davem@uvmark.uucp (Dave Meeks) writes:
>In article <1992Oct6.160350.13415@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>>In article <btribble.1rqs@terapin.com> btribble@terapin.com (Bobby Tribble) writes:
>>>In article <1992Oct5.205941.10521@clark.edu>, gsnow@clark.edu (Gary Snow)
>>>>
>>>>Actually I hear that "Out Of This World" has been delayed indefinately,
>>>>and has been removed from dealer price lists.
>>>
>>>For what platform, SNES or Sega-CD? And, of course, where did you hear it from?
>>>(Is OOTW already out for the SNES? Hm, oh well...)
>>
>>Actually is was a friend of mine at Software, Etc. He even brought out the
>>dealer price list and showed me. It listed OOTW as a deletion from the list,
>>with a short littel explanation.....can't remember if it was for SNES or
>>SEGA though.
>>
>>Gary
>
>Just as a guess, I would venture to think it would be the SNES version, as
>that was due out sometime soon, while the Sega version (CD) wasn't due out
>until the beginning of next year.  But, it is just a guess...

Well, then I imagine that they both will be delayed.....

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Xref: sparky rec.games.video:20267 alt.games.lynx:838
From: rjung@phakt.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: [GENESIS]  Slime World
Date: 12 Oct 1992 22:59:22 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: phakt.usc.edu
Keywords: GENESIS

In article <1992Oct12.210656.18827@ryn.mro4.dec.com> ski@msbcs.enet.dec.com (John Szczypinski) writes:
>    Just rented this game last night.  When I first turned it on and saw
>    the preview I simply went "Oh no, this looks like a dog."  But it only
>    took about 5 minutes of play to get me hooked.
>        :
>    Based on the six hours of play time I had last night I'd give Slime World
>    a thumbs up.

  Don't forget, the original SLIME WORLD is on the Atari Lynx as an *EIGHT*
player game. You think two-players competitive is a blast? You ain't seen
nothing yet...

                                                --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."
Organization: Junior, IM - H&SS Track, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Wed,  7 Oct 1992 15:06:18 -0400 
From: Kwan-Ju Chen <kc2x+@andrew.cmu.edu>
Subject: CoreGrafx + CDROM

CoreGrafx + CDROM(System 2.0)
Download 2 (CD)
HellFire (CD)
J.B. Harold Murder Club (CD)
Last Alert (CD)
Final Zone (CD)
R-Type(HuCard)
Atomic Kid (HuCard)
KlAX (HuCard)

$390 include shipping

Newsgroups: rec.games.video
From: palmer@uvmark.uucp (Filaman)
Subject: Genesis Games For Sale
Date: Sun, 11 Oct 92 21:37:34 GMT
Distribution: usa
Organization: VMark Software, Inc.


I have ONE game left for sale:

  Strider          -  $25

  John Madden '92  -  SOLD
  NHL Hockey       -  SOLD
  Thunderforce III -  SOLD
  Ghouls & Ghosts  -  SOLD
  Altered Beast    -  SOLD

Please add $2 for shipping.  No counter offers please.

-- 
 _____   _   _       __    _    _    __    _    _     Palmer Chappelle
| ____) | | | |     /  \  |  \/  |  /  \  |  \ | |    VMark Software, Inc.
| __)   | | | |__  | || | | |\/| | | || | | |\\| |    uvmark%palmer@merk.com
|_|     |_| |____) |_||_| |_|  |_| |_||_| |_| \ _|    USRSA Certified Stringer