HDTenEightyP/NetNews huggingface dataset:
From: hyc@hanauma.jpl.nasa.gov (Howard Chu)
Subject: Re: Game configuration (was Re: Lynx vs. Game Gear?)
Organization: SAR Systems Development & Processing, JPL
Date: Wed, 16 Dec 1992 19:38:15 GMT

In article <1992Dec16.183544.19481@kong.gsfc.nasa.gov> Stephen Jonke <jonke@kong.gsfc.nasa.gov> writes:
>Actually, almost all arcade video games (probably all) have difficulty
>settings which are settable by the operator.  Thus for a true "arcade"
>experience you need difficulty options that are equivalent to the arcade
>settings options so that you can pick the one that matches the level you are
>use to playing on (which would require some experimentation unless you knew
>how the operators had set up the arcade game.)  Robotron for the Lynx has a
>difficulty level setting, however I don't know how it matches up with the
>arcade options.

It doesn't even come close. Williams' arcade games were always phenomenally
configurable, you could typically set the starting number of ships/men from
1-99, set the score required for first bonus guy from 1000-20000 in increments
of 1000, set the score required for additional bonus guys also in increments
of 1000, disable bonus guys completely, set game difficulty to one of 4 or 5
settings ("very conservative" to "very liberal"), etc. etc... I would love to
see home games that included all these options, but I've yet to encounter one.
-- 
  -- Howard Chu @ Jet Propulsion Laboratory, Pasadena, CA

All true wisdom is conveyed in one-line witticisms.
Newsgroups: rec.games.video
From: primus@netcom.com (Robert keng)
Subject: Re: Wing Commander
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Fri, 18 Dec 1992 03:10:44 GMT

gsnow@clark.edu (Gary Snow) writes:
: In article <liv3h2INN4hd@jethro.Corp.Sun.COM> driver8@night.Corp.Sun.COM writes:
: >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,
: 
: First of all SLOW DOWN, and then maneuver so you don't get hit by an asteroid.
: Speed up when you think you can handle it. The faster you go, the quicker it
: is to get through......keep checking your mission map to see where you are
: in relation to the edge of the asteroid belt.
:

		In the PC version, I just fly through it at 250 KPS and then
blast everything that even comes close to my ship. Just make sure you keep
the waypoint marker in sight..... (well, I don't know how the video game 
version is, so I can't say...). Unless the waypoint is in the dead center of the
astroid field, I just fly around it to save time....


primus
primus@netcom.com
 
Newsgroups: rec.games.video
From: andrewg@brtph346.BNR.CA 
Subject: Re: RE sega VS snes
Reply-To: andrewg@brtph346.BNR.CA 
Organization: Bell-Northern Research Ltd.
Date: Fri, 11 Dec 1992 17:38:21 GMT

In article <1992Dec10.193826.20458@uvmark.uucp>, davem@uvmark.uucp (Dave
Meeks) writes:
|>In article <1992Dec10.171855.18436@clark.edu> gsnow@clark.edu (Gary
Snow) writes:
|>>Well, this is straight from the video games FAQ, and jibs with several
|>>magazines, and SEGA and Nintendo themselves.
|>>
|>>           # of Colors    Number of Sprits    Size of Sprites
|>>          -------------  ------------------  -----------------
|>>SNES        256/32768           128              128 x 128
|>>Genesis      64/512              80               32 x 32
|>>
|>>Guess you better re-think your opinion.
|>
|>Let us restate that.   Though the SNES can HANDLE that many sprites (not
|>sprits), after about 3 it starts to slow down in most games. (Even the
|>infamous SFII and others.)  It isn't the capabilities of the graphics,
|>but rather the limitations of the processor that seems to be at question
|>here...
|>-- 
|>David T. Meeks            || "New shadows tugging at the corner of his eye
|>VMark Software, Inc.      ||  Jostling for attention as the sunlight flares
|>uvmark!davem@merk.com     ||  Through a curtains tear, shuffling its beams
|>davem%uvmark@merk.com     ||  As if in nervous anticipation of another day"
WHY did Nintendo put such a shitty CPU in the SNES. If it had a 68000 it would 
have been a great machine clearly superior to the Genesis. Instead, the 
Genesis has been saved by its speed (I have a Genesis BTW). The SNES reminds
me of a Postcript Controller I once worked on, it is a seriously flawed 
piece of hardware.

Andrew Grant
From: hleaves@gems.vcu.edu
Newsgroups: rec.games.video
Subject: Creating 2600 Emulator, where are specs?
Date: 16 Dec 92 14:18:29 -0400
Organization: Medical College of Virginia

Alright, I know this question has been asked 'n' million times but I have never
seen an answer. Where can I get a copy of the hardware/software specifications
for the Atari 2600? I assume that these are available as the system is no
longer in production. Why do I want them? Well, I'm interested in writing a 
2600 emulator program. Do you want to be able to run all your old atari games
on an IBM-PC? Tell me where to get the specs!

Thanks,
Hugh
-- 
*******************************************************************************
** Hugh L. Eaves                      ** Internet: hleaves@ruby.vcu.edu      **
** Medical College of Virginia        ** Bitnet: hleaves@vcuruby             **
** Department of Human Genetics       ** Voice: (804) 371-8754               **
***************** All non-incendiary communication welcome! *******************
Newsgroups: rec.games.video
From: bsim@pulsar (Ben Sim)
Subject: Shooters for SNES
Organization: Fannie Mae
Date: Thu, 17 Dec 1992 16:49:04 GMT


	Just my 2 cents worth on SNES shooters. When I first bought the  
SNES I bought Gradius III. What a disappointment!! The graphics are great,  
but talk about slowdown.
	Next I bought Axelay. Much better. I agree the game is hyped, but  
it is essentially a good shooter. I love the bosses and the multiple  
scrolling backgrounds and music, but contrary to EGM there is slowdown in  
portions of the game. Though, the slowdown is minimal compared to Gradius  
III. All in all, programming is improving on the SNES especially for  
shooters.
	Recently I bought Space Megaforce. What an awesome shooter. I've  
finished all 12 levels and must say that there is almost no slowdown. This  
game is intense. A great feature is unlimited continues. You're going to  
die alot in this game. If I were to pick one shooter, I would recommend  
Space Megaforce for the SNES. It's not a disappointment.
	I've read that Cybernator (Konami) is coming soon (like February).  
This shooter looks like a must-buy for shooter fans. Read the latest  
GamePro for details.

:) BeN 
Newsgroups: rec.games.video
From: marms@python.cs.unm.edu (Mike Arms)
Subject: Re: Zelda III darkworld piramid
Reply-To: sandia!marms@unmvax.unm.edu (Mike Arms)
Organization: Sandia National Laboratories
Date: Tue, 15 Dec 1992 21:28:44 GMT

berry@ssd.kodak.com (Mike Berry) writes:
>FIrst off, thanks to everyone who replied to my question about the bomb
>shop.  Boy doI feel stupid.  Anyway.

Get ready to have that embarrassed feeling again.  :-)

>I have blown up the craked wall and go the silver arrows.  Ther is another
>entrance to the left of this one in between the two statues.  Is this
>attainable or is it just a teaser.

Oh, it's definitely attainable.  In fact, you will find it all too
attainable.  :-)  When you jump into the top of the Pyramid and
fight Gannon, after a while he will do these ground-shaking jumps 
that cause a ring around the room to fall away.  Then when you are 
fighting him, there is a very high likelihood that you will get hit
and pushed over the edge.  Or you may decide to do it yourself in
order to run from the battle when you are weak.  When you fall down,
you land in a 2-room section that that "entrance" is part of.  Actually
it is not an entrance at all, but rather an exit from this area to 
back outside the pyramid.

-- 
Mike Arms
Editor of Encounter magazine
uucp:      ...{ucbvax | gatech}!unmvax!sandia!marms
InterNet:  unmvax.unm.edu!sandia!marms   or   sandia!marms@unmvax.unm.edu
From: peterco@eff.org (Peter Cohen)
Subject: Talk to me about Genesis RPG's
Originator: peterco@eff.org
Organization: The Electronic Frontier Foundation
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 17 Dec 1992 19:33:31 GMT


I have Shining in the Darkness now...with the exception of The Immortal,
this is the first RPG I have for the Genesis.  I must say, I'm somewhat
disappointed with it.  The interface is nice and the graphics are
beautiful, but I detest the play action and the annoying music.  I guess
I'm someone who would be more comfortable with an Ultima-style RPG than
this Dungeon Master-type of adventure.

Does anyone have any suggestions for a good RPG?
-- 
+-----------------+------------------------------------------------+
| Peter A. Cohen  |   No, I don't reflect my employer's opinions.  |
| peterco@eff.org | Heck!  My employer doesn't even know I'm here! |
+-----------------+------------------------------------------------+
Newsgroups: rec.games.video
From: grant@bluemoon.use.com (Grant DeLorean)
Subject: Re: Zelda III 'Good bee' and net
Organization: Blue Moon
Date: Tue, 15 Dec 92 18:34:16 GMT

sandro@ccwf.cc.utexas.edu (Sandro Sarang) writes:

>In article <1992Dec10.043116.1983@bluemoon.use.com> grant@bluemoon.use.com (Grant DeLorean) writes:
>>dcutter@oregon.uoregon.edu (dann cutter) writes:
>>
>>>Exactly how does the 'Good bee' help you. and what else can you catch or
>>>get with the net or shovel before the flute???
>>
>> The bee is good at anoying enemies. The shovel is useless for other 
>>than the flute, the only other place where you need one one is supplied.
>>The net is good for catching the good bee and some faeries...
>>\   Grant DeLorean  - IHMSA & NRA Life Member -  (grant@bluemoon.use.com)   /

>I think I saw the bee actually KILL weaker enemies when I used it once
>fighting a lot of enemies.  The shovel, I believe can be used to dig up a
>heart or a heartpiece in that West End digging game.  But you have to do
>it *before* you get the flute.  By the way, has anyone gotten more than
>eighteen hearts by the end of the game?

 You will be given a shovel for the game when you play, and I have
gotten 19.5 hearts...
-- 
\   Grant DeLorean  - IHMSA & NRA Life Member -  (grant@bluemoon.use.com)   /

        Good leaders being scarce, following yourself is allowed.

Newsgroups: rec.games.video
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: SNES: Zelda: Help needed in dungeon 3,4 & 7 in the dark world
Date: Fri, 18 Dec 92 03:38:01 EST
Organization: University of Michigan Engineering, Ann Arbor

In article <pronews.724663113@login.dkuug.dk> pronews@login.dkuug.dk (Michael Ugilt) writes:
>
>I got all the stuff but have some problems "finalizing" the game - anybody
>who like to share ideas with me?

>1. Dungeon 3: How to get in to the main entrance ?

Is this the one in the forest? If so, there isn't really a "main" entrance...
there are just many entrances scattered all over.

>2. Dungeon 4: Got the princess. How do I get her out ?

That ain't the princess, and you don't get her out. Do this:

Go to the top floor. You'll find, on the far right, a cracked floor surrounded
by wall. Drop a bomb, then pick it up and toss it over the wall onto the
cracked floor. It'll blow a hole in the floor. Now, if you go down to the
room where the boss is supposed to be, you'll find that light is shining
through the hole into that room.

Go get the ersatz princess, and bring her into that room. When she touches
the light, you'll know what to do.

>3. Dungeon 7: How to get up on the top to enter?
>		- Do I need to complete the rest before I go here?

In general, you really should complete these dungeons in order. But here's
how to get to Dungeon 7, Turtle Rock.

Climb to the top of the mountain in the Light World, then use the gate to
get into Dark World. Go to where Spectacle Rock is in Light World, and
mirror back. You've done this before, to get to the Tower of Hera. Jump
off the back side of Spectacle Rock, and head east, across a bridge. You'll
need to use the hammer to knock down some pegs. You'll come to three pegs
atop a rock at the very far eastern part of the mountain. Knock them down
in clockwise order (or was it counterclockwise?) starting with the lower
right one. A gate will appear, and it will take you to Turtle Rock. Use
the Quake medallion where appropriate.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
Newsgroups: rec.games.video
From: kennyy@bnr.ca (Kenny Yan)
Subject: Re:    ZELDA III HARD or EASY?
Reply-To: kennyy@bnr.ca (Kenny Yan)
Organization: Bell-Northern Research Ltd.
Date: Wed, 16 Dec 92 22:06:37 GMT

In article <92351.112529LAPBH@CUNYVM.BITNET>, Louis Pagan <LAPBH@CUNYVM.BITNET> writes:
|> 
|> 
|> 
|>  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

I think (have to stop that!) that many of us are just impatient.  Also it
might be that a lot more of us owns/rents ZELDA III than any other games.
Besides, that TOP SECRET thingie didn't give everything away.  (It might
as well have, though.  There are only a handful of tips missing from that
little booklet.)

To tell the truth, there's nothing that couldn't have been solved by either
a) exploring everywhere over and over, and
b) try using the sword, and
c) try pulling it.

Although there is that little porch on the 8th dungeon in the dark world
that I can't get to...(NO MAIL please...I want to solve it myself over X'mas.)

Kenny Yan
The above is not a BNR opinion/view/comment/press release.
From: ramsays@access.digex.com (Scott Ramsay)
Newsgroups: rec.games.video
Subject: Review: Streets of Rage 2
Date: 19 Dec 1992 04:20:17 GMT
Organization: Express Access Online Communications, Greenbelt, MD USA
Distribution: world
NNTP-Posting-Host: access.digex.com

  I just got Streets of Rage 2 today.  16 megs wow!  If you like the
first one, you love the second.  You can pick from four different players. 
Each player has differnt types of attacks.  There are a lot more moves
compared to the first game.  The special-cop-that-kills-all-enemy is gone
but each player has a special power.  These moves are really strong but
take a small amount of your life bar.  When your life bar is too low, you
won't be able to use them. (Each player has two different special attacks)
  
  The computer players are smarter and each enemy has a 'boss' type health
meter.  The current enemy your fighting bar is displayed.  There are some
guys that take longer to kill, I guess you call them mini-bosses.  But
there are sometimes more than one on a level.
 
  There are more pick up weapons.  Sword, bombs, pipe, etc.  You can throw
any weapon like the knife in the first SoR.

  The graphics are great.  The detail is better than the first.  The
background effects are better.  The drawings are better.  For example,
When doing a jump kick, the knife your holding does not dissapear.  It is
still shown in the hand.  And little details like when Blaze gets
slapped in the face.

  The sound is great.  (Am I saying great too much) There is one guy that
laughs at you every time he hits you with a knife.  The music is really
good.  The first-part of level one (yes, there are several parts on each
level) has a nice House type music.
  The beginning of level two has a great Techno style trak.  Its really
heavy-techno. It sounds great connected to my stereo. (loud)  They use the
stereo very well.  And it worth connecting the sound through the stereo
jack.  

  Well overall, This is a must buy cart! I think the game is a little bit
harder than the first.  I like the fact that they give only two continues.
(I like challenges)



----
  Scott Ramsay
  ramsays@access.digex.com
From: jens_alfke@gateway.qm.apple.com (Jens Alfke)
Newsgroups: rec.games.video
Subject: Re: Sonic 2 music
Date: 15 Dec 92 01:35:29 GMT
Organization: Apple Computer

In article <1992Dec11.135825.48168@uvmark.uucp> Filaman,
palmer@uvmark.uucp writes:
>In article <1992Dec10.144927.6160@desire.wright.edu>
demon@desire.wright.edu 
>(Stupendous Man) writes:
>>	Is it just me or does the Emerald Hills music sound like Paula Abdul's
>>"The way that you love me"?
>>
>>Brett
>
>Well, I had to pop in Sonic real quick and pull out my Paula Abdul CD,
but
>yeah... it's just you!

It actually sounds a lot like that wretched '70s hit "Just An
Old-Fashioned Love Song" (you know, "coming out in four-part
harmonyyyyyy...") Needless to say, I try to zip through the Emerald Hills
Zone as fast as my hi-tops will carry me. Yetch.

--Jens Alfke
From: petitc@nuge111.its.rpi.edu (Christopher Jon Petit)
Newsgroups: rec.games.video
Subject: Re: Home Video Games History
Date: 17 Dec 92 15:40:55 GMT
Article-I.D.: rpi.93m2vdf

koziarz@chinet.chi.il.us (Louis Koziarz) writes:

>>>(Note: I accept corrections/suggestions and will post another version Dec. 21)

>Will you include some information about the Magnavox (Phillips) 
>Odyssey series (Odyssey and Odyssey II)?   

  Certainly.  I've included some on Odyssey II and will add some about the
original.

-- 
Now on sale, in Aisle 5 of the Divine Supermarket---Lives, and Clues.  Buy
yours now and avoid the rush!  They make great Christmas gifts!
Cynicism is only realism projected into the future.
If your fondest wish is to fly, don't draw up plans for flippers.
Newsgroups: rec.games.video
From: nstehle@mari.acc-admin.stolaf.edu (Nathan W Stehle)
Subject: Re: More colors on Sega
Organization: St. Olaf College; Northfield, MN
Date: Tue, 15 Dec 1992 01:03:37 GMT

In article <1992Dec13.213000.12390@admiral.uucp> dave@admiral.uucp (Dave Litchman) writes:
>In article <71573@cup.portal.com> Gleeep@cup.portal.com (Dave - Silon) writes:
>>On the SNES, the colors may look good, but the (*&(#@$(*$#& slow downs
>>drive me nuts - I am so sick of them - especially in games like
>>Super R-Type.  Now you're playing with power.
>
>Super R-Type was an early game for the SNES, and wasn't programmed to take
>advantage of the co-processors in the unit. Now that developers have learned
>how to correctly program the SNES, slowdowns are no longer a factor.
>
>
Ha!  What about JMF 93?  And even the Genesis has slowdowns, but that's (like
a number of problems) due to how well the prgrammers work within a machine's
capabilities.

Nathan

Newsgroups: rec.games.video
From: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: "Secret" pack-in game for the TurboDuo
Organization: AT&T Bell Laboratories
Date: Tue, 15 Dec 1992 04:03:07 GMT

In article <104809@bu.edu>, shimkevi@acs.bu.edu (Sergey Shimkevich) writes:
> The latest VG&CE issue has the code that will allow you to access
> "Bomberman", the fourth game on the TurboDuo pack-in CD. Sorry, I was
> really in a hurry and didn't write it down.

Tell you what:  you post it and I'll get the GATES OF THUNDER level-select
cheat from EGM...
-- 
			    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
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: Warsong more questions
Date: 13 Dec 92 04:20:39 GMT
Distribution: rec
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Dec12.220144.16505@vax5.cit.cornell.edu> elgx@vax5.cit.cornell.edu writes:
>Is there any point in gaining levels once Garrett gets to King?
>does his abilities get any better? I guess this pertains to all the
>maximum classes, but I've only gotten there with Garrett.

King is the highest class Garrett can attain so there isn't much point in 
raising his levels. BTW, there is a "secret" class that is available to
Sabra, if you max out her levels as a Magic Knight.

>oh, and I'm at scenario 6(7?) the one where you have to rescue Bayard
>at the frontier post. If I kill Momus after Lance comes out, does that
>end the scenario? 

Yes it ends the scenario, so you should try to finish off Lance and his troops
before killing Momus. This way you get the max experience possible for the
scenario.

-Teh Kao
Newsgroups: rec.games.video
From: mphall@silver.ucs.indiana.edu (Michael Hall)
Subject: [Gameboy] _Star Wars_ review sought 
Summary: Is it any good? 
Organization: Indiana University
Date: Tue, 15 Dec 1992 20:22:42 GMT

	Has anyone played _Star Wars_ for the Gameboy?  I'd like to hear
comments on it.  It looks good, but I don't trust boxes, especially when
it comes to my beloved 'boy.

	Thanks,
	Mike
-- 
	    Michael Hall    mphall@silver.ucs.indiana.edu
	    "The overexamined life is not worth bearing."
Newsgroups: rec.games.video
From: ejd@cimage.com (Ed Driscoll)
Subject: Re: What is "Military Madness?"
Summary: Get it.
Organization: Cimage Corp., Ann Arbor, MI
Date: Fri, 18 Dec 92 16:13:40 GMT

In article <kspeicht.83.724598216@kilcom1.ucis.dal.ca> 
kspeicht@kilcom1.ucis.dal.ca (Kevin F. Speichts) writes:
  >You have 32 different levels.  16 normal ones and then 
  >you can switch sides and play the green side for 16 more (although there the 
  >same as the first 16 but now from the opposite approach).

I'm a huge MM fan, and this doesn't sound quite right.  There are 32 "normal"
levels: 16, and then a new "moon map" with 16 *more* levels, all playing
the blue side.  If you count the trick to play the green side (I just
tried it for the 1st time last night), that's a total of 64.

  >	Great strategy game,  I wish they would put out another.  Once you 
  >try it your hooked.

Couldn't agree more here.  This is absolutely *THE* TG-16 game to get, possibly
my all-time favorite video game.  It's worth owning a TG for this game ALONE.
I can't *believe* there hasn't been a sequel yet.  I'd like to see something
with the same mechanics, but with some more variation -- maybe even the
ability to create your own scenarios ala Ancient Art of War.

If you have any interest in an all-strategy military game (reflexes play
absolutely no part -- there are no action sequences and no bosses here),
run -- do not walk -- to pick this one up.

Can anyone out there compare the Genesis game Herzog Zwei (sp?) to 
Military Madness?  I read that it wasn't nearly as good, but some net
people are putting it on their Gen "must-have" list.

-- 
Ed Driscoll
Cimage Corp.
ejd@cimage.com