HDTenEightyP/NetNews huggingface dataset:
Organization: Penn State University
Date: Wed, 12 Aug 1992 13:19:02 EDT
From: <JMH131@psuvm.psu.edu>
Newsgroups: rec.games.video
Subject: REVIEW: Ultima Exodus (NES)

  After playing this game through for the second time, I thought I would make
 up a little review for you who haven't played it and you who have.  This is
 a classic RPG video game that still stands out among the newer releases for
 the NES, even though it was the first REAL RPG for the system.  There's lots
 of stats, a good variety of monsters, rather good sound, a number of
 entertaining dungeons and towns and locations that cover two continents.
 Plenty of food for the imagination here.  I especially liked the frigid,
 snow-covered mountains of the continent of Ambrosia.  Some of the music is
 very good, such as the Ambrosia theme or A Lord British Welcome.  Some gets
 monotonous, though.  Mainly the Battle theme and the Dungeon theme.
  Not too many weak points in the game, but I will mention them here:  flicker
 when too many characters are lined up on a battle screen (I didn't mind this,
 though), the building up of stats via gold takes forever, you have the ability
 to use only one weapon per combat (you can't switch from a long-range to a
 short-range weapon or vice versa), supposedly stronger weapons don't do much
 more than the weaker ones and cost a good deal (the Silver Bow costs 6600!; I
 just stuck to the regular bow--after all, the strongest weapon and armor is
 free), healing is a pain using spells (simpler when you just LIVE in the
 dungeons like I do).
  The weak points were numbered, but the strong points are innumerable.  This
 is a really fun game if you don't play it constantly and once you have all of
 the dungeons mapped.  I chose a different party of four the second time round,
 and found that, even though they didn't have much in the way of spells and
 they were all only human, they did a better job of making it through Exodus
 castle than my first group of 2 strong spellcasters and 2 strong fighters!
 That's rather interesting.
  If someone asked me what my definition of RPG video game was, I would have
 to respond with Ultima Exodus, because it fits the bill simply and clearly
 as being just that, and its not elaborate like Final Fantasy or as
 complicated as its sequel, Quest of the Avatar, but it sure is a lot of fun!
 If you like RPG's, and you've never played this one yet, it's a must!

 --John
 "Only the brave venture beyond this point!"  (Castle Guard from Ultima Exodus)
Newsgroups: rec.games.video
From: bill@snoopy (Bill Poitras)
Subject: Re: SFII/SNES Play Champion Edition!
Reply-To: bill@msi.com
Organization: Molecular Simulations, Inc.
X-Newsreader: Tin 1.1 PL5
Date: Tue, 18 Aug 1992 19:23:51 GMT

SHADOW (LAPBH@CUNYVM.BITNET) wrote:
: 
: Turn on your SNES and wait for the Capcom logo to appear.Now
: press Down,Botton R,Up,Botton L,Botton Y,andBotton B.If the
: code worked, you'll hear a chime.Also note that the title screen
: will appear in blue,just like the arcade champion edition's title
: screen.When you begin the game,both players will be able to use the
: same character!This makes possible the baddest grudge matches ever,
: such as Guile vs. Guile and Blanka vs. Blanka.Finally,you'll notice
: that the fighters show off their true-to-form Champion Edition Colors.
: The only thing missing from this code is the ability to play as a boss
: character.

Not exactly.  When you play the computer, you only fight 11 times.  You
never get to fight your own character.  What a bummer.  The only use for
CE mode for one player is to change your color and play the other color
opponents.  Big deal.

--
+-----------------+-------------------------------+-------------------------+
| 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: gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu)
Subject: Re: [SNES] SFII : missing moves?
Organization: University of Hawaii
Date: Sat, 22 Aug 1992 06:35:47 GMT

In article <BtAqMq.JH7@iat.holonet.net> jwilbur@iat.holonet.net (Jay Wilbur) writes:
>The dragon punch is very hard with those crappy little gamepads.  It's
>very easy with a joystick.  We imported two Apollo Pro Joysticks from
>Japan and just love them.  If you want to get control over your SFII
>characters, you need to toss those gamepads out and get a joystick.

	I'd say just work at it, you'll be able to pull them off at will
in some time.  My friends can do it at will, and one of 'em can literally
'hop' across the screen doing jab dragon punches.  And me?  Well, I can't
do DPs, of course I don't play Ken/Ryu much either (and I still can't do it
even after my friend built a joystick.)
	Main problem I have (with the control pad) is doing any left-right
or down-up motions, so unless I have a joystick I can't do much with Guile,
or do Honda & Blanka's "missile" moves.

	Dhalsim and Chun Li are my characters. (and I have still yet to
use the Spinning Bird Kick in battle...)

	...and replying to that other thread, my usual setup is

	   weak punch                 weak kick
              (jab)                    (short)
              __
             |  |                 strong kick
           __|  |__                  (roundhouse)
          |        |        strong punch        medium kick
          |__    __|           (fierce)            (forward)
             |  |                    medium punch
             |__|                       (strong)

	works ok for me, but I've been meaning to change it for a while.
Put the punches where the kicks are and vise versa (to make slow fireballs
easier).  And exchanging the strong buttons with the weak buttons (hard
to to rapid jabs & kicks with the L & R buttons).

--
         Galen Komatsu           !     Apple//e     !      XTC
gkomatsu@uhunix.uhcc.hawaii.edu  !  Sega MegaDrive  !  Sakai Noriko
  ar592@cleveland.freenet.edu    !    Atari 7800    !    Checkers
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: rec.games.video
Subject: SEGA Genesis for sale or tade
Date: 18 Aug 92 01:38:22 GMT
Organization: Universal Exports


  I have a SEGA Genesis system bought it February, it is in mint condition,
I have the extra controller Sonic the Hedge Hog and StarFlight. I would like
to sell it for $130 (I paid $180 + $20 for StarFlight) _or_ and this is 
preferable trade it for a Super Nintendo System & Street Fighter II.

---
Noah White
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Newsgroups: rec.games.video
Subject: Re: Why walk throughs?
Date: 16 Aug 92 23:10:08 GMT
Organization: University of Maryland, College Park

In article <1992Aug16.191729.1112@random.ccs.northeastern.edu> penfold@dworkin.ccs.northeastern.edu (Karl J von Lauderman) writes:
>>
>>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 

Agreed.  I do that myself when I'm progrmaming video games.
But what lame-brained programmer *leaves* his debugging code in??
(An exception might be the coin-operated Smash-TV;  in early versions
of the program, players sometimes accidentally trip a "warp" which is
obviously not an official part of the game.  Since the vast majority
of the machines have unfinished code, I can believe that some debugging
stuff was inadvertently left in.)

  VGR

"Quadrun!  Quadrun!  Quadrun!"
Newsgroups: rec.games.video,rec.games.video.arcade
From: shewchun@boomer.waterloo.edu (Dave Shewchun)
Subject: Re: Klax in the arcade -- Question
Organization: University of Waterloo
Distribution: na
Date: Fri, 14 Aug 1992 03:35:09 GMT

In article <1992Aug12.185617.4936@gw.wmich.edu> 31ochs@gw.wmich.edu writes:
>
>Well, in the arcade version(and maybe the Amiga version too) if you need, say,
>25000 points in the Points Round, and get one move that will give you 60,000,
>it will subtract the 25000 from it, and put the rest of it in the bonus it
>adds for all the tiles and empty slots and stuff.

The important point here being that any points you get over the required
amount, you get twice.  You get them once when you actually score them,
and again as bonus.  This makes completing a Points Round with a high
scoring move very important.

>Also one trick, if you don't know about it, is to get a row setup like this
>b-blue r-red g-green y-yellow w-white
>
>r g   w
>r g   w
>b b   b
>r g y w
>r g y w
>
>it doesn't matter what color is in each column, as long as you keep all
>one color except for the horizontal in the 3rd row.
>When you drop another b over the y in the above diagram, it will clear
>out the one horizontal row, and all the others above them will fall. This
>creates a vertical 4-tile Klax, and will give you at least 60,000 points
>depending on the number of horizontal-tile Klax you get, and the number
>of vertical row Klaxes you get. This a very quick way to score points,
>especially on the points waves.
>

This is, of course, only one of many possible high scoring arrangements.
Why only three columns though?  There's no reason not to go for four
columns.  On the lower waves you need to use the same color for two of
the columns though, because there isn't enough different colors. Also, 
those two center yellows might as well be blues, so that you get yet
another 3-tile horizontal.  Back when Klax first appeared someone posted
a long tutorial which contained this arrangement, along with many others.
I think it called this one a "Klax Stax".  I find it's a fairly easy one
to make, and even if you can't complete a full one you still get a fair
number of points.  Actually, I was never able to make any of the really
high scoring arrangements in the tutorial.  However, a full "Klax Stax"
is worth around 250000.  Just doing those alone, along with a warp, I
managed a high score at the arcade above 2 million.

-Dave (shewchun@boomer.uwaterloo.ca)
Newsgroups: rec.games.video
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Looking for Odyssey2 or people who know about it
Keywords: magnavox odyssey2 
Organization: University of Maryland, College Park
Date: Tue, 18 Aug 1992 02:38:30 GMT

In article <1992Aug17.100337.6306@hellgate.utah.edu> sean%fuggles.utah.edu@cs.utah.edu (Sean Igo) writes:
>
>Through a bad attack of videogame nostalgia, I've started trying to find
>an old Odyssey2 system...my best friend back in junior high had one, and I
>
>a) does anyone have one for sale for less than the going rate of $220
>   for Intellivision? If you want to sell one, email me and we'll haggle.

:-)

I don't have any extras that work, but check large flea markets.  Eventually
one will show up.  They cost $5-$30.  Make sure you have all the pieces.

>   the same problem. The power supplies (11.5 VAC (!?)) work, but the power 
>   never makes it as far as the console switch. My friend and I tore one 
>   apart, the $0.75 one, and we weren't hardware-literate enough to get it 
>   running. Is this power problem a common O2 thing, perhaps even a planned

I don't know if this is the same problem, but I got the machine working
simply by replacing the power cord and plug with a brand new 12 VAC.

>c) I can tell some of the machines use a weird RF connector and some use the
>   ordinary RCA plug. Does the RCA kind use the same old RF box as the Atari
>   and just about everything else?

Some do, some don't.  I guess it just depends on the model.  Obviously, it
behooves you to get an Odyssey2 with the Atari-style switchbox.  If the
Odyssey uses that kind, then just about any switchbox will work with it.

  VGR
From: marc@minster.york.ac.uk
Newsgroups: rec.games.video
Subject: Lynx Gauntlet III Level select
Date: 20 Aug 92 10:10:33 GMT
Organization: Department of Computer Science, University of York, England


Sometime last week I was told that you could select your starting level
from the character selection screen by using the up/down buttons of the
joy-pad. I've just got round to trying this and , suprise suprise, it 
dosent work !. Is there a way of selecting levels in this game ?, if
there isnt I can see muself tiring of the game very quickly.
From: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Newsgroups: rec.games.video
Subject: Re: Help needed SNES Zelda
Date: 20 Aug 92 17:58:27 GMT
Reply-To: rodal@reznor.cmw.ltn.dec.com (A Software Hooligan)
Organization: Digital Equipment Corporation



>   Help!  I'm in the dark world, 2nd palace (the flooded one), and
>   I can't seem to figure out how to kill the final monster.  He has
>   bubbles around him and every so often they fly away from his body.
>   I've tried just about every weapon I own, and nothing hurts him.
>   Thanks for your help.
>
>   -Mary
>


In order to kill that "thing" you have to use that fancy hook thingy that
you got out of the big chest (You do have it, right?) (you couldn't
have gotten there without it if I remember rightly) Anyway.

Get away from the little bubble bastard :-) use the Hook shot to 
"GRAB" one of those bubbles. As the hookshot "lets go" of the bubble
thingy, Kill the bubble thingy with your sword. Repeat until you
strip all the bubble things away from the beast, then be ready to run
fast because it gets really pissed off when you kill all its childern.
I think you just use your sword at this point, and be carefull, because
it moves REALLY FAST.



	Dave
From: barryl@visix.com (Barry Libenson)
Newsgroups: rec.games.video
Subject: [SNES] Sim City
Date: 19 Aug 92 16:19:42 GMT
Reply-To: barryl@visix.com (Barry Libenson)
Organization: Visix Software Inc., Reston, VA

I just became familiar with the game Sim City under MS/Windows.  Can
anyone tell me how close the SNES version is to the Windows release?
Does it have all the graphs and mapping features?  How is the performance
and animation?

Thanks,
Barry
Newsgroups: rec.games.video
From: galt%peruvian.utah.edu@cs.utah.edu (Greg Alt)
Subject: Need help on E.T. for atarai 2600
Date: 17 Aug 92 02:57:02 MDT
Followup-To: rec.games.video
Organization: University of Utah CS Dept

Does anyone have docs for the E.T. cartridge for the atari 2600?
I bought it used and can't figure out what the point is, what
those goofy symbols (arrows, face, etc.) at the top of the screen
mean, etc...  

I have discovered how to get out of holes, how to run fast, and
I have found an important piece of something (part of a phone to
"phone home"?)  It also seems that those little black dots are
good, but I'm not sure what for.

Any help would be appreciated...  Thanks...
-
sig?
-
From: "david shadoff" <david.shadoff@canrem.com>
Newsgroups: rec.games.video
Subject: help needed on md/gen
Date: 12 Aug 92 21:28:19 EST
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In message <15vrtaINN8ec#darkstar.UCSC.EDU>, anamr@cats.ucsc.edu (Ana
M Rodriguez) writes:

>Is the mother board on the Sonic Genesis Rev very different from the
>original Genesis?  Specifically the jumpers work the same way as on the
>older Genesis, right?

I can't say yes or no - since I still haven't seen the inside of a
newer one.  But, those particular jumpers only supplied a logic high or
low to pin 25 of a custom chip anyway, so (even if it isn't an
identical solution) it can still be done.

>Anyway, a friend of mine customized my Genesis with 74HC74 chip to switch
>language modes.  All I do to switch is, power on holding the Reset button.
>Pretty slick...

Sounds cool.  Maybe even simple enough to describe the exact wiring
to the rest of us ?

 - 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/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
Xref: sparky rec.games.video:17237 comp.sys.amiga.advocacy:21935
From: gblock@csd4.csd.uwm.edu (Gregory R Block)
Newsgroups: rec.games.video,comp.sys.amiga.advocacy
Subject: Re: Video Games Superior on Consoles
Date: 19 Aug 92 23:30:22 GMT
Article-I.D.: uwm.1992Aug19.233022.15340
Organization: University of Wisconsin - Milwaukee

stc7@cunixb.cc.columbia.edu (Steven T Chiang) writes:
: 	Is this fact, or is it a guess?  If you know of such a beast,
: then it may be the reason.

Trust me:  Such a beast can be easily done.  The SNES almost GIVES it
to you.

: 	Perhaps.  On the otherhand, doesn't the Genesis have custom
: hardware?  (I don't know, so I' won't say)  But basically the custom
: hardware on the SNES handles Graphics and Sound.  I would expect the
: Genesis to have similiar hardware, or it shouldn't be considered a
: game machine.  :)  Oh, and the SNES has hardware multiply and divide.

Honestly, I don't believe it has the same "level" of custom hardware.
The SNES's custom graphics and sound is well above the capabilities of
the Genesis's.  Not to say that the output is better or worse, but
function-wise, it's in there.  ;)

: 	At any rate, the SNES hardware doesn't do collision detects,
: it doesn't calculate where the objects should be, or the rate at which
: they move, the game logic, etc. etc.  (all of the factors that make a
: game a game)  So I wouldn't say it is due to the hardware. 

That's not true, obviously.  The hardware in the SNES can do quite a
few things, it makes up for the processor being somewhat limited and
slow.

Greg

--
(: (: (: (: Have you overdosed on smileys today?  Why NOT!?! :) :) :) :) :)
(:	  "Flesh-pressing:  It's not just for politics anymore."         :)
(:	gblock@csd4.csd.uwm.edu			Gregory R. Block         :)
(: (: (: (: (: (: (: (: (: (: (: (: (:) :) :) :) :) :) :) :) :) :) :) :) :)
Newsgroups: rec.games.video
From: wdm@world.std.com (Wayne D Michael)
Subject: Re: SNES - Castlevania IV
Organization: The World, via PC Pursuit from Fullerton CA
Date: Sat, 15 Aug 1992 18:29:45 GMT

rrheaume@emr1.emr.ca (Roberta Rheaume (CPB)) writes:

>Has anyone else noticed that when there are alot of sprites on the screen 
>Simon can't move and then loses some life?  Also there is some slow down.  I 
>haven't played a game where there is no slowdown.  It is 
>very disconcerting.  Does SF2 have any slowdown?  I am thinking of buying 
>the cart.

Yes, I noticed  some very minor slow down in the game, but not the
other things you mentioned. The slowdown usually occurs when you try
and run thru an area and the baddies start to add up. Perhaps you
should try killing more of them before you get to that point?

In my opinion, Castlevania IV is the best game of its genre on the SNES.

Sf2 also has some minor slow downs, as did the arcade version.

>Thanks for the info,

>rrheaume@emr1.emr.ca
>"Waiting for the Nintendo Holodeck"
-- 
Wayne Michael
wdm@world.std.com
Newsgroups: rec.games.video
From: oprktmx@gsusgi2.gsu.edu (Kevin Mitchell)
Subject: SNES: Super Mario World: Bowser
Organization: Georgia State University
Date: Wed, 12 Aug 1992 21:25:43 GMT

I have just gotten an SNES about a week ago and only have SMW.
We have finished the game minus the red switch and complete the
@#$%$#@ final board with Bowser.  This may be a FAQ but how the
!@#$!@# do you finish the game before the entire system ends up
going out the window. Thank you for any help you may provide.


Kevin Mitchell
oprktmx@gsusgi2.gsu.edu

Newsgroups: rec.games.video
From: conty@cbnewsl.cb.att.com (Conty-kun)
Subject: TG16: Some Turbo Duo CD-ROM info
Organization: AT&T Bell Laboratories
Date: Thu, 20 Aug 1992 23:15:39 GMT


The following information has been culled from various sources, including
TTI publications, NEC spokepersons, and computer catalogs.  I hadn't seen
any of this here before, so I'm posting it.

- The SCSI interface for the Turbo Duo is supposed to come out in March or so.

- The CD-ROM drive will be able to play CDs and CD+Gs as well as CD-ROMs.
  Output will be through the stereo RCA jacks in the back of the unit.

- The specs for the drive will be similar to those of NEC's CDR-37.
  According to my MacConnection catalog, the CDR-37 has a 64K RAM cache,
  an average access time of 450 ms, and can upload 150 K per second.
-- 
			    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
Newsgroups: rec.games.video
From: jdpierc@mirkwood.hayward.ca.us (Jerry D. Pierce)
Subject: Super Mario: Sorceror woes
Organization: Bellerophon Consulting
Distribution: usa
Date: Sat, 22 Aug 1992 07:17:03 GMT


Anyone have any pointers, hints or down-right "how-to's"
regarding how to get past the first (is there more than one?)
sorceror in one of the castles?  He keeps zapping me!!  

Any assistance would be greatly appreciated!

   Jerry


-- 
=========================================================================
"Ah, that would be the fate WORSE than the fate worse than death.  That
 must be _pretty_ bad." - BlackAdder
=========================================================================
From: ami-tox@cup.portal.com (Enrico Ami-tox gilberti)
Newsgroups: rec.games.video
Subject: WANTED: NEO GEO GOLD SYSTEM !!!
Date: Sat, 15 Aug 92 08:08:11 PDT
Organization: The Portal System (TM)
Distribution: usa

 Looking for a used Neo Geo Gold system !  Anyone interested in selling let
 me know.
  
    thanx
Newsgroups: rec.games.video
From: kolstad@cae.wisc.edu (Joel Kolstad)
Subject: Re: [GENESIS] Krusty's Fun House & Space Mutants
Organization: U of Wisconsin-Madison College of Engineering
Date: 21 Aug 92 19:50:33 CDT

In article <btribble.184e@terapin.com> btribble@terapin.com (Bobby Tribble) writes:
>I agree on the Krusty thing- the game is geared towards younger kids to
>"kabonk" defenseless animals to death in a cartoonlike way...teaching that
>death is trivial especially is animals (I've never played the game, tho')

IT'S A GAME!  IT'S A GAME!  IT'S A GAME!

Damn.  I watched a hell of a lot of coyotes die at the hands of a certain
Road Runner when I was a kid, and -- guess what! -- I don't go around killing
coyotes, nor would I support anyone killing them just for the hell of it!

Trust me.  An average SIX year old has already figured out the difference
between a GAME and REALITY.  Too bad some of us regress when we get older...

>A comedian (Bobby Slaton, I think) said (paraphrasing)...I like to see all the
>scary movies like Holoween, Texas Chainsaw...it's harmless if you know it's
>just a movie, but what scares me is the sicko sitting next to me taking notes,
>like it's a documentary...

He's probably writing a movie review.  (Siskel or Ebert both do look a little
strange, you know. :-) )

Really, you don't think that banning movies, books, art, etc. that deal with
blood and guts is going to stop the Jeffrey Dahmers of the world, do you?

						---Joel Kolstad

P.S. -- Would you get upset if I told you that one of my cats goes around
killing (and eating) mice in our backyard?  He kills these "defenseless"
animals by biting them in the neck.  I'm _GLAD_ my cat eats up some of these
mice!