HDTenEightyP/NetNews huggingface dataset:
From: epasls@kuhub.cc.ukans.edu
Newsgroups: rec.games.video
Subject: Re: Latest EGM
Date: 13 Dec 92 00:55:24 CST
Organization: University of Kansas Academic Computing Services


>>Some interesting tidbits I gleamed from the latest EGM:
>>
>>There seems to be a bit more Nintendo bashing than usual, mostly on the
>>vaporware SNES CD. Seems like Sony has dumped plans on working with Nintendo
>>and put their CDROM development on hold. 

Egm used as basis for speculation is laughable.

>>
>>There were subtle "hints" throughout the issue of a Genesis version of Street
>>Fighter 2 coming soon, but they didn't directly mention it.
>>

sf2ce will be out for sega cd.I didnt get that from egm,
egm got it from me(people like me)

>>The comic from TTI was pathetic. Now I've lost all respect for that company.
>>Have they sunk that low just to promote the Turbo Duo? Are they that desperate?
>>Do they think that we're all morons?
>>
>>New Sega CD game: Sherlock Holmes 2! Looks really good.
-- 
The only reason I posted is because I want to barf whenever anybody
uses egm as more than just bs.
Egm isnt a real mag.  Theyre writers and editors are continually influenced
by having to kiss ass all the time.(nintendo, capcom etc...)
for instance, they said not to play the 'bogus' sf2 machines. they only
said that because they want to kiss capcoms ass so that they get a
little tidbit of info about sf3 a week before the other mags.  If they
had any integrity they would have had an article unbiased about the 
chips.  Remember when 'q-man' called us use-netters 'dweebs' but then
lifted our rumor that blankas ball could stop mid-roll in sf2ce(before
it was released) and used it in his collumn.


Later...

/----------------------------------------------------------------\
|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu                |
|    RYU=de stud boy                                             |
|    Guile=de style boy                                          |
|    Vega=cheese                                                 |
|    Cindy Crawford=GODDESS                                      |
|    Pain=Happiness=Sadness=Pleasure                             |
|                   War is Peace                                 |
|                Freedom is Slavery                              |
|               Ignorance is Strength                            |  
|    And remember-"Big Brother is Watching you."                 |
\----------------------------------------------------------------/
From: silly123@milton.u.washington.edu (Celia Nilson)
Newsgroups: rec.games.video
Subject: Re: Apollo joystick(was Re: Joystick, is it worth?)
Date: 17 Dec 92 05:52:54 GMT
Article-I.D.: u.1992Dec17.055254.18125
Organization: University of Washington, Seattle

In article <1gehstINN6be@usenet.INS.CWRU.Edu> bm074@cleveland.Freenet.Edu (David S Fung) writes:
>
>Shih-ta> I think the Apollo is the only multi-system joystick out there
>Shih-ta> right now.
>
>In fact there is a couple of them(but most of them is in the Asian Country)
>
>There is one i saw in EGM about 3 or 4 month ago. Call something"JoJo"


>Stick. have anybody use it. It suppose also compatiable with different
>system. And its about 70-80$. It suppose have turbo button and you can control
>individually.
>
>.
>Dave.



What about Fighting Stick??? License by SFC

I got it from hongkong and it only costs me US 50.00.
it works great!!

C.N
Newsgroups: rec.games.video
From: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: DUO: Thanks for the Bomberman Tip!
Organization: AT&T Bell Laboratories
Date: Wed, 16 Dec 1992 16:07:16 GMT

In article <1992Dec16.145922.29315@noose.ecn.purdue.edu>, brackney@author.ecn.purdue.edu (Larry J Brackney) writes:
>    My thanks to the folks who brought the Duo Bomberman easteregg to my
> attention, and posted the code.

Agreed!  Now:  how about posting some sort of guide to the game?

I'm in Level 6-4 already, but would like to know more about the game...

-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpm.att.com
		    Disclaimer: You're not dealing with AT&T
Organization: City University of New York/ University Computer Center
Date: Wednesday, 16 Dec 1992 11:25:29 EST
From: Louis Pagan <LAPBH@CUNYVM.BITNET>
Newsgroups: rec.games.video
Subject:    ZELDA III HARD or EASY?




 I don't get it!"THIS GAME IS SUPPOSE TO BE EASY", more than 1000000+/-
 B^) post asking for help in this game alone. For me it's the first
 time that something like this happens in this group and I'm no talking
 about Dragon Warrior for the NES or Might & Magic for the Genesis,
 I'm talking about ZELDA III an "EASY" game that comes with TOP SECRECTS
 and MAPS.



 Would you guys explain to me what makes this game "SO DIFFICULT" for
 a lot people out there?


 Louis

-------
 _______________________________________________________________________
                                                                       
      00       CUNY/CO BUDGET  (212) 794-5466       I "L"ove           
      /\                                               "Y"ou, but      
   /\/ ^\/\    ON INTERNET: LAPBH@CUNYVM.CUNY.EDU       "N"o           
   \/\ ~/\/    ON BITNET:   LAPBH@CUNYVM               se"X"           
      \/                                        My baby told me        
    ///\\\     ****** ATARI/\LYNX ******        last night 8^)         
_______________________________________________________________________
From: john@becca.rain.com (john meissen)
Newsgroups: rec.games.video
Subject: Lynx spoilers wanted
Date: 14 Dec 92 01:12:22 GMT
Reply-To: john@becca.rain.com
Organization: Washington Valley Software

I used to have a list of the level codes for Chip's Challenge and level maps/
door combinations for ElectroCop, but I seem to have lost them.

Does anyone have something they can email me?

 John Meissen  | john@becca.rain.com 
               | ..!{uunet,qiclab,intelhf,bucket}!m2xenix!becca!john
--------------------------------------------------------------------
  Whether it happened or not, you heard it first on Usenet!
From: driver8@night.Corp.Sun.COM (Albert Handa)
Newsgroups: rec.games.video
Subject: Wing Commander
Date: 16 Dec 1992 20:14:26 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: driver8@night.Corp.Sun.COM
NNTP-Posting-Host: night.corp.sun.com

I'd appreciate some tips on how to get through the asteriod belts when the fighting
is over.  I'm fairly new with the game, and really can't figure it out.  

All help would be appreciated,

Al
From: naiman-jeffrey@cs.yale.edu (Jeffrey Naiman)
Newsgroups: rec.games.video
Subject: Re: essential games for the turbo
Date: 18 Dec 1992 18:46:37 -0500
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
Distribution: na
NNTP-Posting-Host: zoo-gw.cs.yale.edu

In article <1992Dec17.191235.19443@noose.ecn.purdue.edu> brackney@author.ecn.purdue.edu (Larry J Brackney) writes:
>In article <1go576INN39d@rave.larc.nasa.gov> was@afe11.larc.nasa.gov (Washito Sasamoto) writes:
>>now that the tg-16 has dropped to an almost unbelievable low price
>>and many of us are considering getting our very own would somebody
>>care to post a list of must haves for it like those for the snes
>>and genesis?  a separate list for hucards and cds would be nice.
>>thankx in advance.
>
>  Here are some of my favorites...
>
>Hucards:          CD:
> Bomberman         Gate of Thunder
> Galaga '90        Shadow of the Beast 
> Motoroader        Spriggan
> Devil's Crush     Ys 1&2
> Time Cruise       Ranma 1/2 (the original)
>
>   - larry
>
>--
>/  Larry J. Brackney      | E-Mail: brackney@mn.ecn.purdue.edu              \ 
>|-------------------------| S-Mail: 3116 Hilltop Dr.  W. Lafayette IN  47906 |
>|  Mechanical Engineering | Phone : (317)-463-1602 (Home)                    |
>\  Purdue University      |         (317)-494-6552 (Office)                 /

Add:

Military Madness (AWESOME!)
Blazing lasers (a classic shooter)
Super Star Soldier (another classic shooter)


- Jeff Naiman
Newsgroups: rec.games.video
From: cj@eno.esd.sgi.com (C.J. Silverio)
Subject: Re: Help with Sonic...or is there a FAQ (GENESIS)
Reply-To: cj@sgi.com
Organization: SGI TechPubs
Date: Wed, 16 Dec 92 07:07:01 GMT


In article <1992Dec13.033205.10413@daffy.cs.wisc.edu>, hague@cat27.cs.wisc.edu writes:
|Just before you get to Robotnik, there is a Invulnerability
|hidden at the top of a really tall tree. If you can get it,
|beating up the baddie gets easier.
|There is a small trick to getting the Invulnerability though.

Yeah, I've seen this, but I can't seem to get it.  Which
annoys me, because I think know how to get every single other
possible ring/item on that first zone.

So... any hints?  And *is* there a FAQ for Sonic I?  I'd love
to know how to do level-select, so I can practice the end of
the 3rd Labyrinth level a bit.

---
C J Silverio	cj@sgi.com	ceej@well.sf.ca.us
Newsgroups: rec.games.video
From: denton@ssd.comm.mot.com (Perry Denton)
Subject: Re: WHat are 'essential' carts for Genesis?
Organization: Motorola LMPS
Date: Wed, 16 Dec 1992 07:58:05 GMT
Keywords: n

In article <BzBptw.9K8@acsu.buffalo.edu> v089l3s3@ubvmsd.cc.buffalo.edu (JER HORWITZ) writes:
>In article <BzBFsw.L9r@python.cs.unm.edu>, sandia!marms@unmvax.unm.edu (Mike Arms) writes...
>>Streets of Rage - best beat 'em up game for Genesis (SoR2 is twice as
>>  big and may be better when it is released)
>
>Name the competition, really. I agree with the comments, but I wouldn't
>recommend buying SoR as an essential considering the light difficulty
>level. The best things: The special "gun" attacks and the music.
>
"light" difficulty?  I haven't beaten the game yet, I must suck.  But I 
haven't tried the game in any level but DIFFICULT.   Plus this game is
twice the fun with two people.  I'd recommend this game heartily.  This
and the original Golden Axe.  (The only platform games with any replay
value are those with 2 players).

>>Castle of Illusion - great platform game
>
>Hardly recommendable for an adult.

I wouldn't recommend this one either.  Wait and see if the two player 
version is any good.

>
>>NHLPA Hockey '93 (or NHL Hockey if you want to save a little money)
>
>Agree! Agree! Agree!

This and Madden and Bull Vs Whoever.

>>Toe Jam And Earl - a cool game with lots of humor
>
>Hardly. It has humor, but this is not an essential buy and it's really
>pretty stupid. It might be one of those, "either like it or hate it"
>games but I really hated it.

I consider this the only perfect Genesis game.  Two player simultaneous,
RPG Strategy, Great graphics, great sounds, lots of weapons, lots of enemies,
random environment.  Next to perfect would include Klax and Road Rash.

>>Jer, I strongly disagree with your recommendation of Afterburner II.
>>I found this to be a fairly poor game.  No need to a recommend poor game 
>>even if it is the best in the sparsely represented 3-D front-shooter genre.
>> 
>I don't recommend poor games regardless of genre. The game is fast moving
>and generally quite fun -- if you don't like that sort of game, then
>ignore it.

I'll agree in recommending Afterburner, esp at a price of $20-30.

Perry
-- 
Perry Denton
Motorola, Inc.
Schaumburg, Illinois
Internet: denton@ssd.comm.mot.com       Phone: (708) 576-4479
Newsgroups: rec.games.video,alt.games.lynx
From: David Brady <Brady_David@Tandem.Com>
Subject: Game Difficulty (Was:Re: Lynx vs. Game Gear?)
X-Xxdate: Wed, 16 Dec 92 19:12:49 GMT
Organization: Tandem, Inc.
X-Useragent: Nuntius v1.1.1d15
Date: Wed, 16 Dec 1992 19:10:50 GMT

In article <BzBquK.Lz4@python.cs.unm.edu> Mike Arms, marms@python.cs.unm.edu
writes:
>But I do find that Lynx games are predominantly non-configurable
>and either do not have any difficulty level selection, or the base
>difficulty level is too hard for players of low skill that still 
>want to be able to enjoy a game.

I've enjoyed the conversation on this subject and I'd like to add a few of my
own ideas:

Well, Mike seems to go for the 'user' point of view on games.  He, the 'user'
of the game, wants to be able to configure the game and make it easier for
another 'user' of the game - his 6 year old son.  Nothing wrong with this
viewpoint at all.

There is another side to this - the 'author' point of view.  The 'author' of
the game has a distinct vision of what it should be like (discounting, of
course, games put together by large groups).  She/he has definite ideas on how
hard their game should be.  Asking them to change it would be like (follow me
here) asking a writer to only use short words in their stories.  Nothing wrong
with this viewpoint either.

As a whole, I enjoy games written from the 'author' point of view better than
those written for the 'user'.  Using the 'writer' analogy above - it is like
reading a good, but challenging, book.  But then again, I'm 27 and have good
enough reflexes/brain power to tackle most any 'author's' vision of a game.

This still doesn't take into account marketing pressures to make an 'author's'
vision more acceptable to the overall game market.  Does a game require an
'easy' setting for children to be a big seller?  Can some games (like Stun
Runner, Batman Returns) get by without it because it holds truer to the
'author's' vision and, therefore, appeal to people like me?  Does the
additional time required to produce a configurable game vs. a non-configurable
game cost too much?  (It certainly costs additional time to make a game
configurable - I know because I've written action games as excercises in
programming and had to make the very same decisions.  Some games are fairly
easy to tone down, others are not.)

Perhaps a single game can't/shouldn't be aimed at the whole video game audience
- much like we have in the board game market - Chute's and Ladder's for the
young ones and war games for the older players.  The problem here is that the
'authors' of games, for the most part, don't like playing children's games....

Oh well - glean what you will from the above.
--
email: Brady_David@Tandem.Com
(Note: This message is from me, not my employer.  React accordingly.)

Always remember -  David Brady IS Lee Harvey!
From: fongj@ee470.ee.mcgill.ca ( chun kwai jay  fong)
Newsgroups: rec.games.video
Subject: PC Engine's: Red Alert CD:  H E L P !!!
Date: 12 Dec 92 02:59:58 GMT
Organization: EE Lab, McGill University EE Lab, Montreal

Hi there,

  I'm playing this game called Red Alert.  You're a commando type dude named
Guy Kazama. 

  Anyways I'm stuck on this level (probably the last) where you are in a sewer
fighting all these bats and guards.  The boss for that level is a giant 
snake/serpent!

  I can't for the life of me kill him!!!  I've tried for over 3 hours!!!

  Please, please, please, any help will be much appreciated!

Jay

p.s.  You can email me at the above address.
.
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: SNES: battleclash
Date: 17 Dec 92 05:15:55 GMT
Distribution: usa
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

berry@ssd.kodak.com (Mike Berry) writes:




>Does anybody out there have or have played battleclash.
>I have the superscope, but I hate the games that came with it.
>And now Im looking for something touse the scope with.
>So what do you think, is it worth buying/renting/smashing etc etc


>mike


>berry@ssd.kodak.com
I haven't played Battle Clash, But I got X-Zone and really enojoy it.  
X-Zone uses an on-screen cursor so that you don't need the sight on the
superscope and can shoot from the hip.  It also uses the rapid fire setting,
which you will need if you intend to win.  Most of the game levels are like
Operation Wolf, but with robots rather than gunmen.  The first level has you
skydiving; the view is straight down at the ground, with robot baddies flying
up to launch missiles at you or fire machine guns at you.  Your weapon has 
guided missiles as well as rapid fire.  The on-screen sight will mark targets
with a '+', then if you let up on the fire button, guided missiles will be 
fired at the designated targets. You cant' use this against incoming missiles,
and it prevents you from firing for a fraction of a second.
	BTW I am also interested in battleclash, but haven't heard enough to 
feel confident in getting it.
Newsgroups: rec.games.video
From: andrewg@brtph346.BNR.CA 
Subject: Super Battletank, a very brief review 
Reply-To: andrewg@brtph346.BNR.CA 
Organization: Bell-Northern Research Ltd.
Date: Mon, 14 Dec 1992 22:30:25 GMT

Note this is a review of the Genesis version but I doubt that the
SNES version is any better. 

In brief:
This game very nice graphics and sound. However it is to easy. I am
a lousy video game player and I got halfway through the game the
first evening I had it (that was yesterday). Apart from that, the
game play lacks something. One problem is, not enough targets.
The SNES version looked prettier but the SEGA version was pretty 
enough.

In short this game is like one of the CD games just released, Visually
and aurally impressive but with little substance. Who needs to buy a
CD-ROM systems when games like that come in cartridge form. When are
they going to get some decent games for the CD-ROM, so far the pack-ins
look like the most playable games. 

Some good new games for the Genesis would be nice too. My all time 
favourite is Road Rash. I thought Sonic and Might and Magic were good too.
I will probably buy Might and Magic 3 when it comes out, but not Sonic 2
or Road Rash 2. Good as they are, they are not different enough for me to
spend another $50. I also have JMF92 and F-22 which are both pretty good
instead of just pretty. Nothing beats Road Rash though.

Andrew D. Grant   
my own opinions etc. etc.

Newsgroups: rec.games.video
From: grant@bluemoon.use.com (Grant DeLorean)
Subject: Re: Cloak & Dagger
Organization: Blue Moon
Date: Tue, 15 Dec 92 18:18:15 GMT

Kevin Polcovich <KAP118@psuvm.psu.edu> writes:

>Does anyone know if Atari released the game Cloak and Dagger for I
>guess the 7800. I am talking about the one that was shown in the
>movie Cloak and Dagger. I figured Atari wouldn't just make one proto
>for the movie and that's it. Just wondering if any copies got out.
>   I would appreciate any replys. Thanks. Kevin

 I don't know about a 7800 version (there was a version for the 2600
or the 5200...)... The arcade version was a decent game though.
Vaguely Bezerkish, but good.
-- 
\   Grant DeLorean  - IHMSA & NRA Life Member -  (grant@bluemoon.use.com)   /

        Good leaders being scarce, following yourself is allowed.
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: Jaguar and 64-bit stuff
Date: 17 Dec 92 19:20:19 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

hyc@hanauma.jpl.nasa.gov (Howard Chu) writes:

>In article <1992Dec16.003058.15608@news.media.mit.edu> testarne@liverpool.media.mit.edu (Thad E Starner) writes:
>>	One offshoot of this is that the improved processor speed might help
>>the quality of the games.  The designers can prototype in higher level languages
>>and still might be able to make the speed requirements when transferring down.  
>You really mean, the improved processor speed might allow programmers to
>add complexity to their games. Doesn't directly bear on whether the games'
>quality gets improved, eh? All the bells and whistles in the world won't
>make a dumb game better, no matter how fast they run...
	Yeah, but it makes games like Hard Drivin', Race Drivin', Steel Talons,
F22, etc. have a higher frame rate.  Most complaints about thes polygon based
games have to do with choppyness, which is the result of the Genesis or 
SNES having a processor which isn't up to the job.  The Jaguar won't really
benifit for platform, RPG, 2-d shooters, etc, but it will for any simulation
type game.  PC's tend to have polygon based simulators because they lack the
sprite-animation and scrolling hardware for arcadish games, but have the CPU
power for simulation.  If the Jag has a 3-d graphics engine, it could be
the ultimate home simulator.  Unfortunately, I think simulators are probably
less popular than platform and shooter games, though that may be due to
the choppy simulation provided by current game machines.
>-- 
>  -- Howard Chu @ Jet Propulsion Laboratory, Pasadena, CA

>All true wisdom is conveyed in one-line witticisms.
From: anamr@cats.ucsc.edu (Ana M Rodriguez)
Newsgroups: rec.games.video
Subject: Re: sega stuff
Date: 20 Dec 1992 06:42:11 GMT
Organization: University of California, Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


lanes@spot.Colorado.EDU (LANE STEVEN LOREN) writes:

>Well, it seems that no one here has any clue as to what blast processing
>really is.  
>I don't know either.  It must be a "blast" compared to the slow snes
>processor.  They gave the name blast to it because it is close to 3 times
>as fast as the super nintendo.
>Anyone else have an explanation???!!

>Is Star Trek the Next Generation coming to the sega cd???

Blast Processing??  Sounds to me like something Sega Japan thought up.  Like,
Sonic the Hedgehog, was a Japanese concept.  Super Sonic didn't stick, good
thing too!

I hope we get a ST:NG game for the Sega soon... 
Newsgroups: rec.games.video
From: justin@lkba (Justin Blische)
Subject: SNES: Game Genie, Prince of Persia,and Death Vally Rally
Reply-To: uunet!lkba!justin
Organization: LKB Associates, Inc.
Date: Tue, 15 Dec 1992 02:06:01 GMT

1) Is the Game genie for the Snes any good?(the codes)
Also Do they have any good codes for:( give examples )
SF2
Prince of persia
Death vally rally
Legend of zelda 3
F-0
pillot wings


2)Is prince of persia any good? Is it relly bloody(spikes,gards,traps).


3)Is Death Vally Rally any good?I here that it is faster than sonic thehedge  
hog?

Thanks



                                         Justin



Newsgroups: rec.games.video
From: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: Creating 2600 Emulator, where are specs?
Organization: AT&T Bell Laboratories
Date: Fri, 18 Dec 1992 20:15:36 GMT

In article <torovn4@zola.esd.sgi.com>, portuesi@tweezers.esd.sgi.com (Michael Portuesi) writes:
> 
> Writing an Atari 2600 emulator on any contemporary piece
> of computing hardware is next to impossible unless you are
> an incredibly experienced real-time programmer - and even
> then, it would be incredibly difficult.
> 
> All Atari 2600 games drive the display hardware directly,
> as the television scans the display.  Unless you duplicate
> all of the timing relationships in the hardware -- and
> GUARANTEE that things will happen with microsecond
> acuracy -- it won't work.  This includes things like
> emulating its sound and sprite hardware.

Hmm.  I think we CAN get microsecond accuracy.  Remember, the 2600 had
a very primitive instruction set, running at 1MHz.  Today's computers
have much comprehensive instruction sets, usually running at 25 MHz
or more.

How abou this: a translator to "compile" the 6502 assembly language
into the apropriate assembler instructions for the target machine.
Then all you have to do is an emulator that maps the appropriate memory
locations into actions.  Video RAM is from $xxx to $yyy, sound is at
$zzz, and so on.  You only need three registers (A, X, and Y), and can use
the computer's other registers to keep any status variables you need.
This is all off the top of my head.

It may very well be doable, but why bother finding out?  :-)  You might
as well re-write the game itself to run on the computer.  Easier to do,
and you get better graphics and sound!
-- 
			    E n r i q u e  C o n t y
			       Master of Science!
			      jester@ihlpm.att.com
		    Disclaimer: You're not dealing with AT&T
Newsgroups: rec.games.video