HDTenEightyP/NetNews huggingface dataset:
From: btribble@terapin.com (Bobby Tribble)
Newsgroups: rec.games.video.arcade
Subject: Re: Dragon's Lair II Master
Date: 25 Sep 92 21:43:26 PST
Organization: BBS

In article <Yky-S7A@engin.umich.edu>, atb@whomp.engin.umich.edu (Adrian
Bradley) writes:
>
>Other older games include Thayer's Quest (which I hear was unfinished before
it
>left the scene), and Cliff Hanger. Then there's always the series of shoot-em
>up American Laser Disk games like Mad Dog Macree and Space Ranger. That's all
>I know for now.
>

More than that! In fact, a couple of months ago I asked the group about LD
games and got some good responses. I saved the best parts of the thread...I can
post it, esp with the current talk about DL2 and misc LD stuff...well E-mail me
and if I get enough requests I'll post it, otherwise I'll e-mail it to you...

Bobby Tribble  |8')
-=-=-=-=-=-=-=-=-=-=-
btribble@terapin.com
Newsgroups: rec.games.video.arcade
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: Improvements for SFIICE to SFIII
Date: 30 Sep 92 05:19:09 GMT


     SFIII... it boggles the imagination.  Here's what I would like to see:

1) Improvements on the images like SFII to SFIICE but even more.  Afterall,
   this should be a new game.  Any characters carted over should look older,
   stronger, etc.  There will be new backgrounds of course, new bonus stages,
   and new endings.  They're going to need a good reason why in the world 
   these people (plus new ones) got together AGAIN.  I got it... 3rd annual
   Street Fighter World Championship (or maybe we need Galaxy Competition, nah
   maybe later).

2) Lots of new characters!  Yeah more people to learn, more strategies, more
   power!  And for the old characters, give them new or improved moves to do
   so people don't just skip over them because they think that they already
   know how to use them.

3) Fatalities would indeed be cool, but not necessary. Hmmm...
   RYU- DRP that burns a big gash in the opponent's chest
   KEN- DRP that knocks their heads off (ala Cage)
   HONDA- Super Sumo Belly Flop (sounds of bones being ground to a pulp)
   CHUN LI- Throw a bracelet to slice their head off
   BLANKA- Shocking bite.  Leaves a charred skeleton
   ZANGIEF- SPD that crushes their skulls
   GUILE- Super Sonic BOOM!  Blows their head off
   DHALSIM- Gets a voodoo doll.  Chest burster ala Alien
   BALROG- Jab flury. Body explodes ala First of the North Star(Hokuto no Ken)
   VEGA- Neatly slices the head off.  Holds it above his head on the claw
   SAGAT- Tiger UPPERCUT!  Punch penetrates the chest as body flies up w/punch 
   BISON- Torpedo impaler.  Flaming limbs everywhere.

4) Controls should be the same.  They're good as they are, and why change a
   good thing... unless you can make it even better.  I don't think a Special
   Move button should be added (imagine playing against someone that keeps 
   pressing the button to do a SPD - "NO! STAY AWAY... HRRR!! Chk!Chk!Chk!
   AAAAHHHHHHH!!!!" (Repeat as necessary).

5) Above all, keep the game balance like in SFIICE.  Minor changes should be
   made here and there, but keep it well balanced.  I.e.  fewer hits when
   Bison torpedos.
 
   Well, that's it for now.  I know this would be a lot of work and animation.
but if you want to stay on top, that's what it takes: quality, balance, and
fun.

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Newsgroups: rec.games.video.arcade,news.answers
From: punisher+@CMU.EDU (Eric Thomas Pronko)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat: A few questions.
Date: 4 Oct 92 16:22:38 GMT
	<1992Oct4.015750.632@gmuvax2.gmu.edu>
Distribution: na
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA

if you're playing against the computer an easy ("cheap?") way to win
is crouch block, they will walk up and do a low wimpy kick, then
(using sub zero) you hit them with a slide kick and then a foot sweep.

eric


*****************************************************
The meek will inherit the earth.  The guilty will be punished.  The check is in the mail.  Groove is in the heart.
*****************************************************
Eric "E" Pronko            |  "blah blah blah
ep1d+@andrew.cmu.edu       |   blah blah blah
punisher+@cmu.edu          |   blah blah blah"  -me
*****************************************************
From: gam@eniac.seas.upenn.edu (Glenn A Mulvaney)
Newsgroups: rec.games.video.arcade
Subject: Mortal Kombat
Date: 5 Oct 92 02:15:29 GMT
Organization: University of Pennsylvania


	Hey y'all.

	I've noticed something recently that I'd like to share.
	A coupla other people on this newsgroup noticed it as well.
	I want to stress it.

	*Many of the combos for MK do not work on the newer versions.
	I've seen the Scorpion hook-uppercut-ghostpunch combo done on the
	version that does not support Player vs. Player Mirror Match.
	This holds true for all of the other combos I'm aware of.  The 
	newer version makes your fighter wait until your opponent lands
	after an uppercut.
							
						Later, y'all,
							-gam
_______________________________________________________________________	
	"A big hello to all you intelligent life forms out there, and 
	to all you others, the secret is to RUB THE ROCKS TOGETHER, guys!"
				- "Hitchhiker's Guide to the Galaxy"
_______________________________________________________________________
From: dauria@csa.bu.edu (David DAuria)
Newsgroups: rec.games.video.arcade
Subject: Re: Starblade and DL2: Time Warp
Date: 27 Sep 92 00:50:41 GMT
Organization: Computer Science Department, Boston University, Boston, MA, USA

In article <some various dates and numbers would appear here if the news
program here wasn't screwed up.>
alumni106@camins.camosun.bc.ca (Max Sterling) writes:

>There are also a few scenes which I've heard about, but are utter 
>bullshit. The first one is that if you shake the machine enough, you get 
>a scene that shows a black wizard with black, flowing robes, whom we all 
>now know to be Mordroc. The other rumour says that there are 2 other 
>stages that can be accessed only by the screen that has the metal 
>"doorway" (for lack of a better word) that opens and closes with 
>electricity coming behind you. After you get through this part, there's 
>a lava geyser that you have to get past [there's a scream here when you 
>die that's an absolute classic, BTW. :-)] If the level's low enough, you 
>will see 2 extra "rooms" to the sides. The one on the left looks 
>somewhat like the lava monster stage would look like if viewed from the 
>side, and the the room on the right glows and eerie bluish-green. 
>Supposedly, if you move left or right here before the gate closes, you 
>can access these special screens, but you CANNOT. Except for these brief 
>glimpses, these levels ARE NOT on the disk.


Well I don't know about some of the other stuff,  but I do know that Bluth
at least did the animation for one of those rooms.  I remeber seeing this
on that old video game show starcade.  They were showing some scene from
dragon's lair and I remeber seeing dirk in the room that would normally
have the gates and electricity and dirk went off to the right 
to a mud lake(or it might have been a regular lake,  It's been quite 
some time)  and crossed it by jumping on some crates or something 
floating in the lake.  Of course I tried to go that way the next time I
played it.(Yeah I got killed once)  I would guess it was supposed to be
a totally separate room but Bluth probably thought it would be too confusing.
(Note:  this is not like the sheng long,  I saw it personally one time
on starcade.)

David D'Auria
dauria@csa.bu.edu
BTW I wonder if Bluth's studios still has all the animation for dragon's
lair,  including the unreleased stuff.
From: kyrouz@titan.ucc.umass.edu (Bill Kyrouz)
Subject: Kill file for...
Organization: University of Massachusetts, Amherst
Distribution: usa
Date: Thu, 1 Oct 1992 02:05:25 GMT


  Could someone please repost (or email me) an effective kill
file so I don't have to weed through most messages having anything
to do with SF II, SFIICE, Mortal Kombat, etc, ad infinitum ed nasueam.

    I think a really effective file would also take out any messages
with "guile" and other character names as well....  Thanks much!

  Bill
    >>  Wishing they would create rec.games.video.arcade.sf
From: empire@dorm.rutgers.edu (Michael Kraft)
Newsgroups: rec.games.video.arcade
Subject: MK and SFII moves, PLEASE
Date: 5 Oct 92 15:28:06 GMT
Organization: Rutgers College, Rutgers University


    Can someone please E-mail me with the complete listing of moves for SFII
and MK (all the moves)? I know people are probably getting tired of doing 
this, but I really need to get this. Thanks in advance.

		Please send to EMPIRE@DORM.RUTGERS.EDU

EMPIRE
From: bdm@druwa.ATT.COM (Brian Millham)
Newsgroups: rec.games.video.arcade
Subject: Re: Games that end (was:  DL)
Date: 28 Sep 92 19:17:54 GMT

in article <1992Sep27.022239.24128@wam.umd.edu>, dougo@wam.umd.edu (Douglas Bruce Olson) says:
> Nntp-Posting-Host: next03pg2.wam.umd.edu

> 	I could be wrong, but the games always seemed to get harder, to 
> get faster... somehow got tougher.

Do you mean Dragon's Lair?  If so, the game could be set for

Easy
Start Easy, after 9 consective scenes without dieing, get hard.
Same as above, except 6 scenes.
Always hard.

The game never gets faster, but you need to be faster, more accurate
with your timing.
--
Brian Millham     |Kitty      |Fletch |Dragon's Lair |Kick Man |New World
AT&T Bell Labs    |Ferrah     |Buddy  |Space Ace     |Sinistar |High Speed
Denver, Co.       |Dr. Pepper |       |              |         |
bdm@druwa.att.com |(ferrets)  |(cats) |(laser disc)  |(video)  |(pinball)
From: stimpy@genesis.nred.ma.us (dave doumani)
Newsgroups: rec.games.video.arcade
Subject: Re: Improvements for SFIICE to SFIII
Date: 30 Sep 92 00:41:35 GMT
Organization: Genesis Public Access Minix  +1 508 664 0149

In article <1992Sep30.060325.25941@cheshire.oxy.edu> dementia@cheshire.oxy.edu (Daniel Steven Reinker) writes:
>For SFIII, I would like to see a character with four arms. Jab to strong would
>vary in how many arms are used in the attack. Special moves could include
>a super-spinning lairet (sp?) much like Zangiefs but faster, a four-armed
>ariel throw, some kind of four-armed throw/slam, maybe a hold where two arms
>pin the opposing character while the other two pummel him/her.
>
>Also, for Dhalsim, I would like to see an uppercut where his arm stretched,
>much like a dragon punch, except he would stay on the ground.
>
>And they should come up with a lot more moves for Vega...as it is, he is a
>very limiting character.
>
>Hiz Lord Dementia
>-- 
>"You can't help that. We're all mad here."-The cheshire cat, Alice in WL
>
>"A mass hysteria/a megalomania/reveal Dementia/reveal"-Metallica                
>
I donno, Maybe Im asking for a flame but all you guys here sating how SFII and
SFII:CE should get changed into a MK wanna-be want to ruin a good game... I mean
dont get me wrong I LOVE MK and playit it ALL THE TIME, and I LOVE SFII:CE and
play that all the time, each for themselves... leave em alone and they will both
flourish
Newsgroups: rec.games.video.arcade
Subject: Re: Goro's pattern
From: rsaeba@tiamat.hacks.arizona.edu (A Wind Called Amnesia)
Date: 29 SEP 92 14:36:21    
Reply-To: rsaeba@tiamat.hacks.arizona.edu
Distribution: world,local
Organization: UofA Hardware And Computing Knowledge Society
News-Software: VAX/VMS VNEWS 1.4-a4  

Well, this is what I did to him and I beat him double flawless the first 
time I played against him......

Knock him down...now, as he is getting up, uppercut him...that's all it
takes..just continue to uppercut him as he gets up...of course, if
you mistime it, you get bashed rather bad.



*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-*
| Christopher Lampe                  | "Do you really think it will work?"    |
| rsaeba@hacks.arizona.edu           | "It should work." - UA Hacks Motto     |
| 71361.2753@compuserve.com          |                                        |
*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-*
Newsgroups: rec.games.video.arcade
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: The first video game (Was: First side-scrolling game.)
Originator: jecoleb@c00002-118dan.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Tue, 29 Sep 1992 05:09:55 GMT


Other notable early video games:

>A two-player (or one player versus the computer) race-car game with a
>steering wheel and gas pedal for each player, and a simple overhead
>view of a track to race around.  (This was the obvious ancestor of
>_Sprint_.)

Probably Indy 500 or 800.

>A motorcycle game: your cycle went left-to-right across the top of the
>screen, then right-to-left across the middle of the screen, then came
>out at the left edge of the bottom of the screen, and you had to pull
>back (?) on handlebars to make it jump over a bunch of busses.

Jump Cycle. 

>Both these games were by Atari, and both of them were black-and-white
>(and gray).  Anybody remember their names?  (I can't.)

There ya go. :)
-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Xref: sparky rec.games.video.arcade:7799 rec.games.video:19529
Organization: University of Illinois at Chicago
Date: Wednesday, 30 Sep 1992 11:56:35 CDT
From: <U55909@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: First side-scrolling game.
 <1992Sep28.153458.6402@monster.saic <BvDo89.5AA@ais.org>

Yeah right.  I also thought scramble was older 'cause it doesn't look as good
as Defender.  But yeah, it was out about '81-2, not really sure.  BTW, those
other guys reminded me of those B&W games from Atari,etc.  Better check those
out.

       ---Shawn---
       Atari 2600,5200   Nintendo   SNES      Vectrex     IBM compatible
       Colecovision      Sega       Genesis   Centipede   Apple II compat.
       Intellivision     Odyssey (no, i'm not kidding!)   and so on...yes I
                                                          am a nut.
From: dcha@flex.com (Doug Cha)
Newsgroups: rec.games.video.arcade
Subject: My god, no more Street Fighter talk??
Date: Sun, 27 Sep 92 09:46:45 HST
Organization: Flex Information Network [Hawaii] 808.531.3539

        Incredible..   is Street Fighter talk dead already?

        Or will there be a formidable absense, followed by a huge
        return to dominate this area again?

    +------------------------------+
    |  Doug Cha    dcha@flex.com    --------+            ..Neo-Jion..
    +- GE:D.Cha1   dougc@musubi.pubnet.com   --------+      .H.Q.
      ---------+   doug_cha-uhmanoa@uhplato.bitnet    --------+
                ------------------------------------------------------
Newsgroups: rec.games.video.arcade,rec.games.video
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: First side-scrolling game.
Originator: jecoleb@c00472-224wi.eos.ncsu.edu
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Mon, 28 Sep 1992 15:07:04 GMT


alumni106@camins.camosun.bc.ca (Max Sterling) writes:
>I write:
>> First game with a timed end, vs. computer: Starship I, Atari '77.
[...] 
>> Go for it, prove me wrong, check those dates.  I love it. ;)  The above, as

>OK, fine! I WILL prove you wrong! Starship I came out in 1976! :-) 
>Actually, I was VERY surprised when I saw it. Before then, I figured the 
>first VIDEO arcade game was Space Invaders in 1978. Mata ne.

Well, considering it's been almost a decade since I've SEEN a Starship I,
I went by the date from the r.g.v.a Killer List.  I think either date
gets the nod as being the first.

As for the first video arcade game -- Pong lives on. ;)
-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
From: odlin@reed.edu (Iain Odlin)
Newsgroups: rec.games.video.arcade
Subject: Re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 28 Sep 92 23:25:02 GMT
Article-I.D.: reed.1992Sep28.232502.18588
Organization: The Stuffed Animal Trauma Team  (We're Trained Professionals)


> {explanation of simulated stereo deleted}

  Thanks Max.  If this is what Bruce meant, then yeah, the SB has simulated
  stereo.  *However*, the SBPro, PAS-16 and the ever more vapour-ish Gravis
  Ultrasound are in real stereo.  Again, Bruce: listen, then speak.

-- 
 --------------------------------- Iain Odlin ---------------------------------
                  10 Crosby Street, Level 3, Portland ME 04103
                                 odlin@reed.edu
 ------ "His heart was in the right place, but his head was up his ass." ------
From: de0t+@andrew.cmu.edu (Daniel S. Efran)
Newsgroups: rec.games.video.arcade
Subject: Re: Warrior, Other Games possibly for sale
Date: 6 Oct 92 05:51:49 GMT
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.video.arcade: 4-Oct-92 Warrior, Other
Games possib.. Spiral Death Trap@OCCS.C (1999)

> I will soon have access to a Cinematronics "Warriors" upright.  Remember
> that cool game with two knights, viewed from overhead, bashing at
> each other with swords and trying to knock the other into a pit or
> otherwise bash their head in?  Yep, this is it.


OMIGOD, you mean somebody besides me remembers that
game, and even HAS one?  WOW!!!!

I used to play that back when I don't really remember 
anything else I did.  It was SO cool, except when you got
your sword stuck behind your head.

Wish I had enough $$ to buy it.

	---Daniel Efran
----------------------------------
An it harm none, do as you Will.
Practice random kindness and senseless acts of beauty.
Newsgroups: rec.games.video
From: tpehrson@javelin.sim.es.com (tim clinkenpeel)
Subject: Re: new Zelda III question
Reply-To: tpehrson@javelin.sim.es.com
Organization: Evans & Sutherland Computer Corporation
Date: Wed, 7 Oct 1992 00:40:52 GMT

ejo@kaja.gi.alaska.edu (Eric J. Olson) writes:

>At the beginning of Z3 when you're saving Zelda from the castle and
>taking her to Sanctuary, there's one room in the sewers with breakable
>walls on the left, that normally you could charge through or bomb to
>make a door.  Unfortunately, you can't have the boots at this point,
>and I haven't been able to find anything that gives me a bomb when it
>dies this early.  The map shows that there are passages behind the
>walls, presumably leading to another room.  Has anyone figured out how
>to get in there?  I really want to get there!

after all the trouble you go through, you think there'd be something
worthwhile beyond that 'secret portal', but, alas, it is nothing worth any
significant effort.  you can't break the walls the first time through; you
drop in later.

spoiler follows:
the 'entrance' is in the graveyard.
-- 
	       there is no religion when a man has  good curry
				       -
      tim clinkenpeel: aberrant analytical skeptical agnostic idealist.
		     -- i exclusively represent myself --
Newsgroups: rec.games.video
From: lthompsn@polari.online.com
Subject: Re: Road Rash!
Organization: Seattle Online Public Access Unix (206) 328-4944
Date: Mon, 5 Oct 1992 05:30:57 GMT

In article <1992Sep27.210156.19631@yang.earlham.edu> irac@yang.earlham.edu writes:
>I just purchased Road Rash for my sega. Its great! It is completely hilarious!
>Bailing out and crashing is really funny! I ride a motorcycle sometimes in
>real life and I am very corner shy but in Road Rash I really have a ball. Right
>now I am having a little trouble getting past the readwood forest on level 3. I
>have the $14000 Dollar red italian bike and I can almost do it but some nasty
>car always come up and smashes me into oblivion. 
>	My best move so far has been to jump over this huge number of bikes and
>bounce off the top of a car to sail on over several more bikes. This was just
>hilarious and I think I crashed immediately afterward from laughing so hard.
>	I also really enjoyed bashing the crud out of Biff. I think one race
>that I won I took his stick, knocked him off with it then, bashed him into a
>car and got smashed by it myself picked up my bike first and ran him over. For
>the last straw I zoomed by him again at 150 and knocked him off his bike. It
>was great. 
>	Anyway I blather on. Is Road Rash II out. I must purchase it!

Road Rash is a fantastic game, the sequel will be out in NOVEMBER.


-- 
+-------------------------------+--------------------------------------------+
|Lee Thompson                   | "Marvin?"                                  |
|lthompsn@polari.online.com     | "I'm all right... still very bad though."  |
|TSN: Mailbox: 21452 (Sierra 3) |                                            |
From: neilw@informix.com (Neil Williams)
Newsgroups: rec.games.video
Subject: Re: EGM ads: PRICES FOR GAMES NOT EVEN RELEASED
Date: 3 Oct 92 05:53:57 GMT
Organization: Informix Software, Inc.

In article <1992Oct2.171532.10520@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>In article <1992Oct2.002631.21863@informix.com> neilw@informix.com (Neil Williams) writes:
>>
>>In EGM of all places, they admitted that SF2 is 16-meg of code,
>>which is compressed to fit onto an 8-meg cart.
>>
>>Therefore, SF2 shouldn't cost more than any other 8-meg cart 
>>for hardware reasons, anyway.
>
>Take apart your cart, there is obviously 2 one meg chips on its board.

Yup, looks like I misread the EGM article.  I double-checked and they
do indeed say that there are two 1MB chips, or 16 megabits.

I'll pass on your invitation to dismantle my cart, though :-)

Sorry for any confusion!

--Neil
-- 
Neil Williams: neilw@informix.com

Seen on my last trip on United: "If you are seated in an exit row 
and can not (sic) read this card... please notify a crew member."
From: damatt01@starbase.spd.louisville.edu (David A. Mattingly)
Newsgroups: rec.games.video
Subject: ANNOUNCE: New VR Arcade System
Date: 28 Sep 92 14:06:25 GMT
Organization: University of Louisville


                             Press Release

                          September 24, 1992


Alternate Worlds Technology, a Kentucky-based company, is releasing
its new Virtual Reality arcade system -- the "Reality Rocket" -- for
sale in the USA.  The "Reality Rocket" premiered at the Kentucky
Kingdom during the Kentucky State Fair, August 20-30 1992, where it
received an over-whelming positive response from the public.

The "Reality Rocket" is a Virtual Reality (VR) arcade machine,
utilizing Body Position Tracking and Head Mounted Display (HMD)
technology to allow full immersion into Fantasy/Adventure
environments. VR is the hottest new arcade technology because it
allows the participants to actually become part of the game!

The "Reality Rocket" is modular in design. Arcade owners can use
this technology to load different adventures into the machine as
they are developed. In the current adventure, Wolfenstein-VR, the
hero (game player) explores a World War II castle filled with
secret passages, hidden treasures, and enemy soldiers in an effort
to assassinate Hitler.


Suggested Retail: $39,995

Distributors, developers, and operators contact Andrew Prell at:

                    Alternate Worlds Technology
                    6900 Greenmere Blvd
                    Prospect, KY 40059

                    (502) 495-7186 x7236
                    (502) 228-6364 fax

                    andrewp@well.sf.ca.us

                             or

                         David Mattingly

                 damatt01@ulkyvx.ct.louisville.edu