HDTenEightyP/NetNews huggingface dataset:
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: Video Game Renaissance
Date: 12 Oct 1992 22:18:44 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Oct8.200657.21934@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>I can see that many people are starting to get apathetic.  All the
>blind hype, months in advance, for games which turn out to be ho-hum
>or downright awful is leaving a bad taste in many peoples' mouths.
>Yet it keeps happening over and over again, with EGM loudly proclaiming
>how some hot new title is THE game to get.  And that game is promptly
>forgotten two weeks after being released.

Sad but true. Video games these days have very short life-spans. They
look nice to attract people to buy it but once they "finish" the game it
is forgotten. Of course once in a while a "classic" game is released like
Street Fighter 2 or Tetris, but those are too few and too far in between.
I guess somehow video games have involved into having this "disposable"
characteristic. Play it a few times, throw it away, and get a new one.  I
guess this could be a strategy for the video game companies to make more
money.  If they were to make games that could keep you interested longer,
they'd sell a lot fewer games! I'm trying to think of a comparison with some
other consumer good... maybe novels?  Movies?  Athletic shoes?
What I don't understand is why people keep shelling out $50+ for games that 
only last for less than a week.  If people keep buying these types of games,
then the companies will keep making them.   

>Other the other hand, it is still a minority of people getting tired
>of this sort of thing.  Batman Returns ended up being one of the
>biggest games for the Lynx.  Yet the fun but non-trend-following
>Robotron 2084 ended up being dropped from many stores or sold at
>a tremendous discount.

Yes, I feel really bad for the programmers of the game. They tried to do
something different but just couldn't get enough consumer support. I hope
they keep trying and keep bringing out more classic games.  BTW, I don't
have a Lynx, but if someone would program Bosconian for it I'll buy one
this instant. :)

-Tehkao
From: rjc@cogsci.ed.ac.uk (Richard Caley)
Newsgroups: rec.games.video
Subject: Re: SF2 comming to Genesis!
Date: 8 Oct 92 17:35:11 GMT
	<z+tzp#k@rpi.edu> <1992Oct7.221438.2521@clark.edu>
Organization: Human Communication Research Center
In-reply-to: gsnow@clark.edu's message of 7 Oct 92 22:14:38 GMT

In article <1992Oct7.221438.2521@clark.edu>, Gary Snow (gs) writes:

gs> Unless Sega actually modifies the games system itself, I doubt they will be
gs> releasing a controler with more than 3 player action buttons. The Genesis
gs> console just doesn't have the pinouts to support them.

Others have mentioned multiplexing. There are also other connections
available on the console (one on the right, one on the back) which
could be used. Finally, the cartridge itself could have a conector for
specialised controlers.

--
rjc@cogsci.ed.ac.uk			_O_
					 |<
Newsgroups: rec.games.video
From: sjpark@leland.stanford.edu (Sang Ju Park)
Subject: SFC adn Genesis Carts for Sale
Organization: DSG, Stanford University
Date: Mon, 12 Oct 92 16:51:41 GMT

Hello netters.
 
I still have the following SFC and Genesis games for sale. 
 
Price includes 2nd day shipping within US.  Make me an offer
if you want any of these and don't think the price is right.
All carts are in excellent condition except as noted and include
box and instruction.         

Please send all inquiries to sjpark@leland.stanford.edu.

 
SFC:    Street Fighter II ($55 : Japanese Version, works on SNES)

Genesis:
        The Immortal                     ($35)
        John Madden FB '92               ($33)
        Starflight                       ($28)
        Rings of Power                   ($25)
        Might and Magic II               ($25 : No instruction mannual)
        Centurion: Defender Of Rome      ($20)
        
        
--- Sang Ju Park


Newsgroups: rec.games.video
From: c60a-oe@danube.Berkeley.EDU (jian he)
Subject: How video games are created
Organization: University of California, at Berkeley
Distribution: usa
Date: Tue, 13 Oct 1992 20:48:45 GMT

I am always wonder how video games such as the SNES, GENSIS, etc., are
created. 
Do the programmers use a computer to program the codes first and then
transfer them to a cartridge? If yes, what machine do they use, and what
kind of program do they use. Do they use languages like C, Pascal, or just
machine languages?
If anyone has any info, let me know.



Newsgroups: rec.games.video
From: hennessy@acsu.buffalo.edu (DOG BASEBALL!!!)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: STREET FIGHTER II
Date: 14 Oct 92 18:00:39 GMT
Organization: Ministry of Information, Lower Volta.


	alt.games.lynx
	alt.games.sf2

	what is the common denominator?
	and you can't read ALT groups?

	please everyone edit your Newsgroups line.. if we in alt.games.lynx
wanted to read sf posts, we'd go to a different group..

- Just ticked because fucking SFII has more posts than lynx stuff in the lynx
group...  


-- 
   /I\          Fuck 'em if they can't take a joke.
  /(*)\         hennessy@acsu.buffalo.edu                 
 /IIIII\        "Leave EVERYTHING to ME!" - Powdered Toast Man       
/IIIIIII\       Happiness is a warm gun.
From: ucjtrjf@ucl.ac.uk (Jonny Farringdon)
Newsgroups: rec.games.video
Subject: New System from A??? is Amazing
Summary: the new system from A??? is realy amazing
Keywords: new system console
Date: 9 Oct 92 12:48:13 GMT
Organization: Bloomsbury Computing Consortium


``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
SNES this new system was amazing. He'd seen a pre-
production model, and thought the'd be ready sometime
in the new year (missing christmas seems an odd
marketing ploy).

No i don't know who he was, met him by chance.
No, i don't know how to get in touch with him
again  ;-(
However, there was no doubt that he worked in the
industary.

Is this news, or very old hat? Whatever, it should 
be the start fo some interesting threds in the coming
months.  J.  ucjtrjf@ucl.ac.uk
Newsgroups: rec.games.video
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: Re: World Heroes questions, anyone?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Fri, 9 Oct 92 19:43:07 GMT

To do the Flash Sword with Janne, hold down to charge, then up + B.
Jenghis Carn (actual name):  Shuukudai (Yes, I know this is not it, Yes,
I know this is Japanese for "homework", but it sounds like it, right? =`) )
...0- to charge, -0 + A
Mongolian Dynamite:  down to charge, up + A

Brocken:  Wave Thingey:  Down, Forward, Offensive Crouch + A

Any more questions?  

BTW, I own World Heroes...I think it's much better than the SNES SF2,
because of memory problems.  just MHO...

P.S.  No, you're not the only one who uses Balrog on TCE...he's one of my
favorites, and one of my best.

P.P.S.  Am I the only one to use J. Carn and Rasputin??  
	Dragon's still my favorite. =`)


Ja mata...


						-Tony
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

   | |      \   I have gone out into the world to find myself.  /      | |
     ~~	      \   Should I get back before I return, please   /       ~~
  \___/		\         hold me until I get here.         /         \___/  
		  \_______________________________________/

     "I've had this ice-cream bar since I was a child...[sniff]...people
	always trying to take it from me!  [sob]   Why don't they just
	leave me...ALOOOOONE?!?!?!?!?!"
					-Ren
     "Hmmm... No, sir; I don't like it!"
					-Anonymous Horse
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
From: irac@yang.earlham.edu
Newsgroups: rec.games.video
Subject: Time Pilot 84- Is there anything like it for Sega
Date: 9 Oct 92 05:29:17 GMT
Organization: Earlham College, Richmond, Indiana

Anyone remember Time Pilot or Time Pilot 84? I loved those games. If you feel
similarly send some Email to me.-- 

-ira

/{E-mail for questions about it all to IRAC@yang.earlham.edu}?
/{You mail me.. I ask you questions. Eat a lollipop Mary.   }?
From: conty@cbnewsl.cb.att.com (E. Kontei)
Newsgroups: rec.games.video
Subject: Turbo Duo SCSI info? (was Re: Sega CD)
Date: 16 Oct 92 15:56:00 GMT
Organization: AT&T Bell Laboratories

In article <SS.92Oct16075608@wpi.WPI.EDU>, ss@wpi.WPI.EDU (Scott Streeter) writes:
> 
> The Turbo-Duo unit is made along these lines. I got a brochure in the
> mail yesterday, and the CD-ROM will connect to either IBM PC, or MAC's
> with the proper adapter (sold seperately of course).

Does the brochure give any details?  Post them!!
-- 
			    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: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: rec.games.video
Subject: Re: Dragon's Lair and pattern based games (Was: Video Game Renaissance)
Date: 14 Oct 92 17:40:58 GMT
Organization: NASA GSFC

In article <1992Oct14.025859.4474@wam.umd.edu>, vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
> 
> It makes me sick that someone could feel a sense of accomplishment from 
> winning a game with $30 in quarters.  That is no accomplishment.  Yeah, I
> know, it makes money.  So does slave labor.  So does Jimmy Swaggart.
> 

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.

Take a game like Robotron 2084 in comparison.  Here's a game in which you can
never predict what the situation will be.  The waves involve the same
enemies each time, but there locations are random and in every level there
are at least some enemies which move in randomly influenced ways (the non
random ones generally move based upon where you are and with different
techniques of getting at you or the "humans", thus though they aren't random,
it isn't completely static either.)  The end result being that doing well at
the game involves not only quick reactions, but planning what direction you
want to move, prioritizing the order in which you want to attack things,
setting short term and long term goals, thinking about what you'll do if
you don't achieve a particular goal, adapting to the situation, etc.  Most
importantly, the same appraoch won't work twice in a row because of the
randomness, so you need to think on your feet.

Robotron is a multilevel challenge that is not only more challenging, but
also more fun and has longer lastability for all the reasons explained
above.  Unfortunately, game manufacters find they can make an equal amount
of money putting out pattern based games that will make a quick buck and are
inexpensive to produce.  Since the games make basically the same amount of
money and are cheaper to produce, they entail less risk (this is one reason
why CD-ROM games will probably never be as "long" as most people would like
-- that would increase the production costs to the point of being too risky.)

Steve
Newsgroups: rec.games.video
From: pacheco@bert.eecs.uic.edu (Mario Pacheco)
Subject: Super Contra III for sale....
Keywords: Contra III
Organization: University of Illinois at Chicago
Date: Fri, 9 Oct 1992 00:27:57 GMT

Well the header says it all. Looking to sell Super Contra III for the SNES.
Make me an offer..... obviously reply directly.....
 
Mario Pacheco
Organization: Junior, Social & Decision Sciences, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Thu,  8 Oct 1992 08:37:23 -0400 
From: Aymerik Renard <ar73+@andrew.cmu.edu>
Subject: Re: 32bit Graphics for SNES.....
	<AeovlpO00awIAAXrck@andrew.cmu.edu>

>> Provisionally entitled 'Super FX', this is a 32bit RISC graphics chip
>> capable of truly spectacular graphics. The chip simply fits into the rom
>> cartridge and costs about 
>> 8 dollars.
> 
>That's interesting...weren't all these capabilities rumored to be
>included in their CD-ROM which is now a ways off?  It's as if it's
>another one on Big N's scam to make even more money when they could have
>released the chip as an add on to your SNES.  To actually have a 32-bit
>RISC chip in each cartridge at a cost of $8 to the consumer is certainly
>a stunt and a half for them to pull off.
> 
>--
>Chinarut Ruangchotvit

    A 32 bit RISC schip for $8 does seem pretty cheap, BUT, there's a
large difference between the manufacturing cost of the chip and the
price to the consumer. If the chip does half as much as it's supposed
to, they'll probably shoot for upwards of $100.


___________________________________________________________________________
Aymerik Y. C. Renard               Internet:ar73+@andrew.cmu.edu
Carnegie Mellon University         Bitnet:ar73+%andrew.cmu.edu@CARNEGIE 
Pittsburgh, Pennsylvania           UUCP:...!harvard!andrew.cmu.edu!ar73
USA                                AT&Tnet: (412) 268-8354 
******* Why Choose the Lesser Evil? Vote Cthulhu in '92. *********
Newsgroups: rec.games.video,alt.games.lynx
From: rich@grebyn.com (Richard Lawrence)
Subject: Re: More new stuff
Organization: Grebyn Timesharing
Date: Fri, 9 Oct 1992 05:08:07 GMT

>>BTW: How can anyone trust reviews by a "company" whose job is to sell
>>the games good or bad?
>
>True, but then again, how can you trust reviews by a magazine whose advertising
>revenue comes from the companies whose games they review?
>

There is such a thing as journalistic integrity. I've been reviewing for
Strategy Plus for over a year now, and Brian has never asked me to
change or changed himself any of my reviews signficantly, even if they
deadpanned the game. A good example was "Mantis", which I reviewed and
should be in the next issue. I basically thought it stunk considering
the price, and that's exactly what he's going to print.
>

-- 
Rich Lawrence, Synoptics Systems Engineer  DOD#9630  rich@grebyn.com
     '92 Seca II "Yuri"  CI$:71101,2272  GEnie:R.LAWRENCE14
 "Garth, marriage is punishment for shoplifting in some countries."
Newsgroups: rec.games.video
From: gordon.cheung@analog.com
Subject: Re: SF2 FAQ   finally! :)
Originator: gordon@apollo
Organization: Analog Devices, Inc.
Date: Wed, 14 Oct 1992 22:25:32 GMT

    Sorry to add to the SF2 traffic. But the cheapest
SF2 cart I've seen was $60 at Lechmere. It was one of
the weekend sale type of stuff. I got a rain check for
it but I decided to wait for SF2CE (if it'll ever come 
out) I am only guessing that it'll come out some time 
soon. Now, if you can find proof that Lechmere had it
for $60, may be you can convince Electronic Boutique
to practice their price matching claim....
-- 
****************************************************************************
 Gordon Cheung  INTERNET: gordon.cheung@analog.com
      7E         UUNET   : uunet!analog.com!gordon.cheung
      7X          MAIL    : 3 Technology Way,Analog Devices.Norwood,MA 02062
Newsgroups: rec.games.video
From: ostrouch@rapnet.sanders.lockheed.com
Subject: Re: TG16 games forsale
Organization: Lockheed Sanders, Inc.
Date: Wed, 14 Oct 92 16:23:07 GMT

In article <1bd8v2INNfjr@introl.introl.com>, pete@introl.com (Pete Ikusz) writes:
> In article <1bd8boINNfgj@introl.introl.com> pete@introl.com (Pete Ikusz) writes:
>>
>>Forsale:
>>	Turbo Grafx-16 games:
>>	Neutopia	$12
>>	Cadash		$25
>>	Legendary Axe	$12
>>	Blazing Lasers	$12
> Forgot to add the Turbo Booster	$10
> -Pete
> -- 
> -------------------------------------------------------
> Pete Ikusz	Introl Corporation	pete@introl.com
Pete i've been having trouble using reply.  My mail isnt getting through
so i sent a reply e-mail and here in the posting.
Im interested in just the turbo booster, if you've got orginal box and 
instructions consider it sold.
Please e=mail me or followup here.
Mike ostrouch~~~~~~~~MY sons A video JUNKIE~~~~~~~~~~~~
From: v999rwnh@ubvmsd.cc.buffalo.edu (Ting C Cheng)
Newsgroups: rec.games.video,rec.games.video.arcade
Subject: Re: First side-scrolling game.
Date: 12 Oct 92 04:44:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep30.182248.18119@blaze.cs.jhu.edu>, arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes...
>[Why is this topic splitting into only r.g.v and r.g.v.a?]
> 
>In article <1992Sep30.134552.13099@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>>   First forced-horizontal-scrolling-to-the-right game:  Scramble (1981).
>>      (There may have been an earlier forced-vertical-scrolling
>>      game, but I can't remember the name.  Pleiades?)  Scramble
>>      is the direct ancestor of the Gradius-style shooter.  Scramble
>>      is actually more interesting in that it has fuel, bombs, and
>>      non-pattern based play.  The sequel to Scramble was Super Cobra.
>>      Vanguard was an early variant.
> 
>Pleiades was a game that looked sort of like a Phoenix sequel.  It did have
>vertical scrolling, but only in the docking stage.
> 
>Caverns of Mars was a scrolling home game that was out really early for the
>Atari 8 bit computers.  (What date it is, though, I don't know.)
>--
>"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)
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Fri, 16 Oct 1992 03:31:04 -0400 
From: Chinarut Ruangchotvit <chinman+@CMU.EDU>
Subject: Re: Sega CD - The Countdown Begins

> Well, it was just released on the Dow Jones bboard that Sega's announced
> the release date of the CD-ROM drive.......Two weeks from now. Also,
> They've cooked up an alliance with Sony, the details of which will be
> explained later.. <hmmmmmmmm... What about Sony and Nintendo, whatever
> happened to that?!>

Here's what I saw on the dow-jones.corp.sony group...

Sounds cool to me!

>   REDMOND, Wash. -DJ- Nintendo of America said its parent, Nintendo Co.
> Ltd., and Sony Corp. (SNE) have signed an agreement under which Sony
> will manufacture and market a new game system combining Nintendo's Super
> NES home video game system with a CD-ROM drive.   
> 
>   The system will allow play of Super NES cartridge games and CD-based
> software.   
> 
>   Nintendo said it plans to manufacture and market a compact disc accessory
> for the Super NES that will use the CD-ROM XA format. All software will
> be fully compatible across the Super NES CD-ROM system and the Sony game
> system.   
> 
>   The Nintendo CD-ROM system is tentatively scheduled to be launched
> in the U.S. and Japan in August 1993.   
> 
>   Under the agreement, Nintendo and Sony each plan to license third-party
> companies to develop, manufacture and sell disc software, with Nintendo
> being the contact for all licensing activity.   
> 
>   Sony Electronic Publishing Co., a division of Sony USA, said it plans
> to develop software for the new platform. Sony Imagesoft, a Sony Electronic
> Publishing subsidiary, will begin planning for the new Nintendo CD-ROM
> platform, the company said.    
>     8:52 AM

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

	"Learning that we're only immortal - for a limited time"
							-Rush, Dreamline
From: v-paulk@microsoft.com (Paul Kearns)
Subject: Save game in progress with Super Magic Drive
Date: 08 Oct 92 20:05:11 GMT
Organization: Microsoft Corp.

I just bought a Super Magic Drive for my Genesis and think it's really
cool.  Unfortunately, the docs are all in Japanese (or something).  Since
the menu itself is in English, I've been able to figure out how to do
_almost_ everything possible.

*EXCEPT* for saving a game in-progress.  Everything I've read and heard
says that the SMD can save a game in progress, but I haven't yet been able
to do it.  If anyone knows how, or can read the documentation for me,
please let me know.

Thanks very much.
Paul Kearns
v-paulk@microsoft.com
From: songer@lexmark.com (Christopher Songer)
Newsgroups: rec.games.video
Subject: Re: 32bit Graphics for SNES.....
Date: 9 Oct 92 21:04:20 GMT
Organization: Lexington, KY
X-Disclaimer: These views are the poster's and not necessarily those of Lexmark

In article <qrgjrus@zola.esd.sgi.com> portuesi@tweezers.esd.sgi.com (Michael Portuesi) writes:
>
>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.
>

Ceratinly true. In general I think Nintendo has done the right thing with
this chip. If they were to offer it as an add on to the SNES developers
would probably not use it since they would be limiting their market. Since
the chip will be included in the carts, the developer doesn't have to worry
about the market. Of course the price is still an issue, but if the games
are really that good....

-Chris
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video
Subject: Re: Save game in progress with Super Magic Drive
Date: 9 Oct 92 00:45:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Oct08.200511.2697@microsoft.com>, v-paulk@microsoft.com (Paul Kearns) writes...
>I just bought a Super Magic Drive for my Genesis and think it's really
>cool.  Unfortunately, the docs are all in Japanese (or something).  Since
>the menu itself is in English, I've been able to figure out how to do
>_almost_ everything possible.
> 
>*EXCEPT* for saving a game in-progress.  Everything I've read and heard
>says that the SMD can save a game in progress, but I haven't yet been able
>to do it.  If anyone knows how, or can read the documentation for me,
>please let me know.
> 
Also, if anyone figures this out for the Super Magicom, post it or Email it..

-> Jer
From: din@gradient.cis.upenn.edu (Clarence Din)
Newsgroups: rec.games.video
Subject: Re: Help with Turbo-Grafx 16 Games
Date: 8 Oct 92 13:57:24 GMT
Organization: University of Pennsylvania

In article <Bvrxup.GK@news.orst.edu> brett@oce.orst.edu (Brett Barksdale) writes:
>
> I am looking for suggestions for some of the best/better TurboGrafx16 games
>that people out there have played. I would welcome any and all email sugges-
>tions. Thanks in advance!

Pomping World (CD)  aka Buster Brothers
Super Darius
Ninja Spirit
---------------------------------------------------------------------------
Clarence K. Din
Programmer/Analyst II, Language Analysis Center, University of Pennsylvania
din@gradient.cis.upenn.edu
---------------------------------------------------------------------------
  "I have my toys (D-50 with M-EX, SR-16, TG-16 with CD-ROM, SNES, HP48SX)
   and you don't!  Nyah!!!"