HDTenEightyP/NetNews huggingface dataset:
From: JPE1@psuvm.psu.edu
Newsgroups: rec.games.video
Subject: [Genesis] Turbo Touch 360: First Impressions
Date: 23 Nov 92 19:54:44 GMT
Organization: Penn State University


     Well, I must be on the right mailing lists somewhere, no only did I get
the TTI promotional pack with video etc without ever requesting it, but today
I opened my mailbox to find it stuffed with a FREE Turbo Touch 360 controller
for my Genesis.  This is the new pad-style controller with the "revolutionary"
"touch-sensor" plate instead of the traditional little rocker pad.  Triax has
deemed me worthy of being a "goodwill ambassador" for their product, and they
hope that I share it with all my friends etc and tell everyone how great I
think it is.  Well, let me preface my actual reactions with the warning that
I'm one of those people that just HATES pad-style controllers.  I have joy-
sticks for every system that I own, and refuse to play any other way.  (I've
always dreaded the day that damn Intellivision thingy introduced these most
aggravating of inventions...)  However, I figured, being on the forefront of
a "revolution", and having been selected to be a "pioneer" owner, I might as
well use the controller a bit and tell people what I thought.
     What I thought: Yuck.  I tried out the controller on a shooter (FireShark)
beat-em-up (Streets of Rage) and sports title (NHL Hockey) and also tried out
each with the regular Genesis pad.  In each case, I found the Turbo Touch
_much_ harder to control, and even found that it made my thumb hurt _more_ than
the regular Genesis pad.  The Genesis pad is at least constructed so that you
don't actually have to move your thumb, just rotate it on the center of the
pad, and I found this much more intuitive than pushing my thumb all over the
damn Turbo thingy trying to get my on-screen counterpart to go the way I want-
ed.  (Too bad I can't send in the "Money Back Guarantee" they sent along in
case my scores didn't improve!)
     I will add that the promotional materials that arrived with the pad
suggest that one needs to use it for a while to adapt to the "new technology",
but I must say that my thumb already hurts (I played each game for less than
two minutes with each controller) and my Power Stick is looking mighty attrrac-
tive right now...
     Does anyone have a Genesis or SNES game they'd like to trade for this
thing?


-------------------------------------------------------------------------------
 John Emmer               "...reason has no dictatorial authority; its verdict
 Philosophy, Penn State    is always simply the agreement of free citizens..."
 JPE1@psuvm.psu.edu                       - Immanuel Kant, CPR, A738/B765
-------------- The Emmer Arcade: Amiga, Genesis, SNES, Vectrex ----------------
Newsgroups: rec.games.video
From: rnava@regan.next.nd.edu (roberto nava)
Subject: Re:  Malfunctioning SEGA CD's   (was Re: SEGA CD EMERGENCY)
Keywords: SEGA's quality control problems
Organization: University of Notre Dame
Distribution: all
Date: Wed, 18 Nov 1992 02:31:54 GMT

In article <9822@blue.cis.pitt.edu.UUCP> cjfst4@cis.pitt.edu (Chad  
Freeman) writes:
> Even if you find one, itmay not work.
> 
> We've had two dead units in two days.
> 
> Of course, Sega has been real nice and is sending a new unit FedEx free  
of
> charge.
> 
> For anyone interested, we bought the Sega CD at EB (on reserve).  The  
first
> unit was DOA, the second unit powered up but the disc tray would not  
open.
> We're guessing that the units were either a) damaged in shipping from  
Sega
> or b) damaged in distribution to EB.  Anyway, the store has had 4  
returns
> out of 7 units shipped.  Hopefully things will be cleared up soon...
> 
> 
> --
> Chad Freeman 					mail: cjfst4+@pitt.edu
> 			The end.


     In an earlier post, I stated that I also had problems with my SEGA  
CD.  I had the same problem that Chad had with his second unit.  Power on,  
no SEGA logo, and the disc tray wouldn't open.  But rather than wait until  
today to receive a replacement unit from SEGA via Airbourne Express, I  
took it back to SEARS last Friday and exchanged it for the last one they  
had.  While I was on the phone with a SEGA representative dicussing my CD  
problems,  I asked him if he had any other similar complaints.  He said,  
"I haven't heard of any," but as soon as I had explained to him my problem  
,he told me that my CD was screwed right off the bat like he had heard it  
beforehand. This isn't the first time SEGA has done me wrong.  When I  
bought my Genesis about a month ago in anticipation of the SEGA CD,  the  
unit would not play in color!  It would turn on, and it would let me play  
for about five minutes then instantly go into Black and White mode.  Does  
SEGA think quality control simply means that if you get any sort of  
picture when the unit's on, then it's okay?  C'mon SEGA clean up your act!

-Rob
From: jal15@po.CWRU.Edu (Jason A. Lyons)
Newsgroups: rec.games.video
Subject: SFII
Date: 20 Nov 1992 04:18:29 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: jal15@po.CWRU.Edu (Jason A. Lyons)
NNTP-Posting-Host: slc5.ins.cwru.edu


Are there any SFII gifs out there??

FTP sites, network, anything??

Any help would be greatly appreciated.  Thanx.

..........................Jay.....................................
Newsgroups: rec.games.video
From: bauer@inmet.camb.inmet.com (Doug Bauer)
Subject: Cobra Command [GEN-CD] first impressions
Organization: Intermetrics Inc, Cambridge MA
Distribution: na
Date: Sun, 15 Nov 1992 22:51:35 GMT

First impressions of Cobra Command (Genesis CD, Wolfteam).

First off, I've never played or seen the arcade version of
Cobra Command.  Keeping that in mind...

The object is to blow up terrorist helicopters, planes, trucks,
tanks, ships, and bases.  This is done in various venues -- along the
streets of New York city, the Grand Canyon, the ocean, Easter 
Island (!), Rome, the Desert, the jungle, and a couple enemy
fortresses.

The game is a bit like those laserdisc arcade games, but with
artists' graphics for the backgrounds -- the view scrolls by
the same way each time you play.  The main action for the player
is to aim the machine guns or missiles of your copter with the
crosshair at the target which is locked in by the computer.
Then, on occasion, you must "pilot" the copter my pressing
in a specified direction at the right time to avoid crashing
into an obstacle.  

There are two difficulty levels -- on normal, the target to hit
next is bracketed for your convenience, and there is an arrow
indicating when and in which direction you must maneuver your
copter.  On advanced, you do not have the benefit of the
former, and need to follow verbal commands for the latter
("Go right!" etc.).

You have unlimited bullets and missiles as far as I can tell.
The advantage of the machine gun is that you can spray with
multiple shots, but the gun heats up and stops firing briefly
if you do this for an extended period.

Ok, on to the goodies...

Graphics -- the backgrounds are very well done -- it's like
watching one of those japanese animations from liquid MTV if you've
seen that.  My one gripe is that the frame rate isn't the
greatest -- about 3 per second.  Not bad, but not great.

Sound -- Sound effects are good, and the music I've heard
has been fine.  I haven't gotten too far yet though.  Good
speech ("hold it steady!...  Let's take New York!... Etc. very
clear.


Controls -- basically all you do is move the crosshair around.
Simple enough.  You can configure the rate at which this moves.

Overall -- highs:  beautiful graphics, heart-pounding action
(you really have to be quick when you're playing new areas you
aren't familiar with), good sound effects, long game (lots to
see and it's not easy!), nice intro.
           lows:  kinda slow frame rate, one-dimensional
action (same every time).

Personally, I like the game a lot (it's a keeper for me).

Feel free to ask questions about the game.

---
Doug Bauer              Intermetrics, Inc.
bauer@inmet.com         Cambridge, MA
From: conty@cbnewsl.cb.att.com (E. Kontei)
Newsgroups: rec.games.video
Subject: Re: Cobra Command [GEN-CD] first impressions
Date: 15 Nov 92 23:22:43 GMT
Organization: AT&T Bell Laboratories

In article <1992Nov15.225135.10791@inmet.camb.inmet.com>, bauer@inmet.camb.inmet.com (Doug Bauer) writes:
> First impressions of Cobra Command (Genesis CD, Wolfteam).
> 
> First off, I've never played or seen the arcade version of
> Cobra Command.  Keeping that in mind...

It was a laserdisc game.  Anime-style footage specifically created for the
game, and gameplay just like the Genesis game.

I wonder if they kept the intro sequence from the arcade 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
Newsgroups: rec.games.video
From: hoanga@vccnorthd.its.rpi.edu (Alain Hoang)
Subject: Re: Turbo Grafx games for sale
Reply-To: hoanga@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Mon, 23 Nov 1992 00:43:24 GMT


In article <w08muB2w165w@bluemoon.use.com>, ml@bluemoon.use.com (Mark Lefebvre) writes:
|> Ys Book I & II  (CD game)
|> --
|> ml@bluemoon.rn.com
|> 

	I would like to buy your Ys Book I & II CD.  I would be offering 20 
dollars (all I have) to buy it.  If the price sounds right please respond
to this E-mail address
hoanga@rpi.edu.

Thank you
Newsgroups: rec.games.video
From: "david shadoff" <david.shadoff@canrem.com>
Subject: sega cd the early day
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 20 Nov 92 20:01:30 EST

In message <1e9pnoINN15q#sal-sun60.usc.edu>, tehyang@sal-sun60.usc.edu
(Teh Kao Yang) writes:

>>Oops!  I left out one point I wanted to make.  While the SegaCD is technically
>>superior right now for full motion video, improvements in compression
>>algorithims will narrow that gap and when both systems start to push the 64
>>color barrier, the SegaCD will have no where to go, but the Duo will keep on
>>going up to 256 colors

>Oops! Look like you forgot one important thing, Steve! What's going to be doing
>the compression in a Turbo Duo? It has no internal CPU. Looks like the Sega CD
>wins in this category, with its 12.5 MHZ 68000 CPU.

Oops!  Without a CPU, the TurboDuo would just be a piece of plastic.
Its CPU is a 16MHz 65802 (or, well, close enough...).  The CD-ROM
section doesn't brag about having its own internal CPU, but this
doesn't mean intelligent electronics (of some sort) is not in there.

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Don't wanna be first, I just wanna last.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: todd@cleo.abt.com (Todd Nix)
Subject: Re: SNES: Super Star Wars. Get 99 lives.
Organization: Alternative Broadcast Technology
Date: Mon, 23 Nov 1992 14:06:47 GMT

In <SS.92Nov22143453@wpi.WPI.EDU> ss@wpi.WPI.EDU (Scott Streeter) writes:
>Here is a hint for Super Star Wars. Found it in Nintendo Power.
>Get 99 extra lives.

I did this. It worked. I managed to get all the way through to the
last level: "Trench Battle". I can not figure out what the hell is
going on in this level. The view is from the inside of the X-Wing
cockpit. You have a targeting readout that shows how far you are
from the exhaust port target. There are a ton of Tie-fighters that
fly up towards you, release a bomb, then turn and fly away. The 
photon torpedos for the exhaust port do nothing against the Tie
fighters, so you are left to use this lame laser weapon. It has
no rapid fire and the aimming mechanism is extremely jerky. I managed
to get 3/4 of the way down the trench before dying once. Usually
I make it only 1/2 way or worse before my shields run out. I haven't
figured out any patterns nor any way to avoid the bombs.

Anybody have any trench tips?

Other than the frustration of not being able to finish the last level,
I have to say that Star Wars on the SNES is one of the most impressive
home video games I've ever come across, amazing graphics and sound effects,
plus great animation. I was playing on the easiest of three levels, and
I still managed to use up about 40-50 lives getting to the last level.
Highly reccommended.

-- 
Todd Nix                                                           todd@abt.com
 Movement1981-1982Power,Corruption,andLiesLowLifeBrotherhoodSubstanceTechnique
Newsgroups: rec.games.video
From: ter5424@ritvax.isc.rit.edu (T-Dub - SGP '92)
Subject: Re: sega CD forsale (U.S. version)
Reply-To: ter5424@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Tue, 17 Nov 1992 06:11:48 GMT

In article <1992Nov16.182103.10318@clark.edu>, gsnow@clark.edu (Gary Snow) writes:
>In article <Bxs40q.8Jz@news.udel.edu> hobond@brahms.udel.edu (hobond@brahms.udel.edu) writes:
>>I have two brand new sega CD (U.S version) forsale at $300 each.  No
>>waiting and you can get it now, no tax or shipping charge.  $300 will be
>>the total price for this awsome CD-ROM for the Genesis.  Inlcude games,
>>Sherlock Homles, Golden AXE, Columns, Streets of rage,  Sole-fece,
>>Revenge of shinobi.  Two grahphic CDs.  
>>email me for further detail.
>
>You're selling those for more then it would cost me to just walk into
>the local Toys-R-Us and pick one up.....also you should be warned
>that UseNet is not for commercial purposes, so if you are advertising
>those two systems in a commercial sense, please stop.
>
>Gary
>
>-- 
>-----
>Gary Snow
>uunet!clark!gsnow  or  gsnow@clark.edu

I have not been lucky enough to see a Sega CD unit in the store.  How much
*would* it cost you to walk into Toys-R-Us and pick one up?

Theron E. Ross
From: c60b-4gi@web-4a.berkeley.edu (Alex Di Ricco)
Newsgroups: rec.games.video
Subject: Re: SEGA CD OPINION
Date: 23 Nov 1992 19:59:38 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: web-4a.berkeley.edu

In article <1992Nov23.183356.105583@lexmark.com> songer@lexmark.com (Christopher Songer) writes:
>"Jarrod J. Siket" <jsai+@andrew.cmu.edu> writes:
>>
>>I gice SEGA CD **** four stars, and think its really just THE EARLY DAYS.
>>
>     Yes, but at $400, (assuming you need a Genesis) with lame bundled games 
>and insipid sales in Japan, will it ever be anything but THE EARLY DAYS? 
>My wife and I will be getting a CD game system, but it may be the Duo 
>even though the Sega has all that extra graphics hardware. The Duo shows 
>stronger software support and a greater base in Japan to draw from. 
>
>-Chris

I think the Sega CD will probably do well.  Someone I know who owns a small
store says she gets about 300 calls a day asking about the Sega CD.  Also,
stores around here have been selling out their supplies of Sega CD's in 1-2
days. 

As far as the Duo's greater base in Japan is concerned, it will
only help the Duo if it is brought over here in the first place.  NEC never
used the wide selection of games for the PC Engine to their advantage for
the Turbo, and the Turbo pretty much died.  Hopefully, TTI has learned
their lesson.

Alex Di Ricco
c60b-4gi@WEB.berkeley.edu
adr@ocf.berkeley.edu
From: manga@twics.co.jp
Newsgroups: rec.games.video
Subject: Adapters for Japanese games     
Date: 16 Nov 92 23:47:17 GMT
Organization: TWICS, Tokyo, Japan


Since my company, Manga-chan, is selling Japanese game cartridges, I 
thought it would be a good idea to carry adapters for the various systems
as well.  Does anyone have the name, address, phone, or other contact
information for any manufacturers of adapters?

Please email responses to (manga@oldcolo.com).

Also, if you would like to get on our mailing lists, please send a 
request to the above address.  Let me know what systems you are interested
in!

I will summarize the information on adapters and post it to the net.

Thanks,
-bret
Newsgroups: rec.games.video
From: hgm@ncsu.edu (Hal G. Meeks)
Subject: Re: Genesis Color upgrade paths....
Organization: North Carolina State University
Date: Thu, 19 Nov 1992 13:52:38 GMT

dave@admiral.uucp (Dave Litchman) writes:

>In article <1992Nov17.181254.21312@nrc.com> Edison Carter <ec@nrc.com> writes:
>>Heres a thought...what would be involved in upgrading the Sega's color
>>abilities...I mean, would it be possible, to add a special cartridge
>>upgrade in the cart slot to provide the Genesis with more colors?? Then
>>have the software on the CD-ROM.....Just brain stormin'...is it
>>possible??? Or are the lines that are passed to the cart slot..JUST
>>ROM/DATA lines??

>Not possible. Video output is a hardware item. Cartidges are software. 

There is a gadget for the Amiga called DCTV. It connects to the analog RGB
port and parallel port, and has a composite video out. Using a combination
of software and hardware, it manages to produce a very nice pseudo-18bit
display.

I don't see why something like this couldn't be done for the Genesis. The
big gotcha is that it would probably put an increased demand on the
Genesis's CPU, which would limit the amount of stuff you can move around on
the screen. But for quarter screen moving video coming off the MegaCD, it
could be a real boon. 

--hal




--hal

--
hgm@ncsu.edu           "Office Buildings are our Pyramids."
From: bm562@cleveland.Freenet.Edu (Richard L. Trionfo)
Newsgroups: rec.games.video
Subject: Bulls vs. Blazers release date?
Date: 22 Nov 1992 02:04:59 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


   I was in a Software Etc.  a week ago and saw that EA was 
delaying Bulls/Blazers to December 1.  If anyone knows if this is
the final date or will they update it with next year's playoffs
and maybe a few Olympic teams.
                  Rich
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: Joe Montana For Sega CD
Date: 19 Nov 1992 23:10:54 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1ehcb4INNpc5@agate.berkeley.edu> c60b-4gi@e260-1b.berkeley.edu (Alex Di Ricco) writes:
>I haven't played either of them, but from pictures I've seen, the Montana
>for the CD will have a Madden-style perspective, while the Montana for
>the cartridge has a direct overhead view.  Also, I read in a local newspaper
>a while ago that Montana was shooting scenes for the CD version - they said

Another thing.. if you look at the screen shot, it looks like that the field
would scale and rotate! I think it's very likely that scaling would be used
on the individual players too! This would make it a much better version than
the cartridge.

-Teh Kao
Newsgroups: rec.games.video
From: gfm@hal.gnu.ai.mit.edu (George Francis McBay)
Subject: Re: TG16-- new games
Organization: /etc/organization
Date: Wed, 18 Nov 1992 17:30:03 GMT

In article <1992Nov10.232414.3765@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (E. Kontei) writes:
>LORDS OF THE RISING SUN.  A CD-ROM adaptation of the Microprose(?) strategy

	Actually Lords of the Rising Sun is a Cinemaware (Wings, LotRS,
It came from the Desert, the TV Sports line, etc) original.


Newsgroups: rec.games.video,rec.games.video.arcade
From: axolotl@socs.uts.edu.au (Iain Sinclair)
Subject: Re: NeoGeo: More on Art of Fighting
Reply-To: axolotl@socs.uts.edu.au
Organization: University of Technology, Sydney
Date: 23 Nov 92 00:32:07 GMT

gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu) writes:
 >	John:	fireball --  "Gaas-faiya!" (?????)
 >		helicopter move --  ??

Sounds like "Los vas!" and "ninja power!" respectively.  Gawd knows. ^_^

 >-  Does the Haow-Ken mastery Bonus Round determine if you can/can't
 >  do the move?  i.e.  Does mastery mean you can do it period, or just
 >  more likely to do that than a regular spirit ball.

You can't do it unless you explicitly "learn" it there, unless you are
in 2-player mode, whereupon you can do it any time.

 >   I noticed one of the intermissions (en route to John I think)
 >  "I must use the Haow-Ken" is said.  Does this change if you don't
 >  master the move?  (I usually pick mastery as my first bonus.)

No.

--
 Iain Sinclair    axolotl@socs.uts.edu.au
From: geoff@pmafire.inel.gov (Geoff Allen)
Date: Mon, 23 Nov 92 16:20:23 GMT
Organization: Roller Coaster fanatic with no hope for a cure
Subject: Re: Parasol Stars (TG-16)
Summary: 
Followup-To: 
Organization: Roller Coaster fanatic with no hope for a cure
Keywords: 

geoff@pmafire.inel.gov (Geoff Allen) writes:
>
>I agree that Parasol Start for $10 is a terrific deal.
                      ^^^^^
This should, of course, be ``Stars.''

Monday.... Ugh....

Geoff

-- 
Geoff Allen          \  [If it weren't for kids,] we'd all live in a
uunet!pmafire!geoff   \  quiet house, without Big Bird or Mickey Mouse,
geoff@pmafire.inel.gov \  or Kool-Aid on the couch.  Thank God for kids.
                        \             -- The Oak Ridge Boys
From: cjfst4@cis.pitt.edu (Chad Freeman)
Newsgroups: rec.games.video
Subject: Re: SEGA CD EMERGENCY
Date: 18 Nov 92 21:18:26 GMT
Reply-To: cjfst4+@pitt.edu
Organization: University of Pittsburgh at Johnstown
X-Newsreader: TIN [version 1.1 PL7]

The 'rattling' you hear is a metal shield around a ribbon cable inside the
unit.  Well, that's one of the sounds, anyway... you can see it through the
grill on the bottom.


--
Chad Freeman 					mail: cjfst4+@pitt.edu
			The end.
Newsgroups: rec.games.video