HDTenEightyP/NetNews huggingface dataset:
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: First review of Night Trap!
Date: 13 Nov 1992 18:05:49 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu
Summary: Sega CD game

I just bought Night Trap yesterday. The price was $49.99. It is a super price 
considering how the good the game is and that it comes on 2 CDs! The game is
unlike ANYTHING I have ever seen. You basically have to protect some girls from
bad guys in a house. 

There are 8 hidden cameras situated in and around the house. You switch 
around the cameras views to see what is going on in the house. There 
could be different things occurring simultaneously in different places. For
example I could be watching the girls sing and dance in the living room, then
I would switch to the hallway camera, and I would see aliens sneaking down the
hallway. There is around a 1-3 second pause when switching between the 
camera views, but that's not too bad. What is cool is how all the events are
synchronized in time. You really feel like that everything is happening in real
time. The full motion video is very smooth, has slight color problmes as people
have mentioned before, and is around 1/3 screen size. 

The downside of the game is that there really isn't much to do. All you 
basically do is activate traps when an alien walks by it, look around the
house for aliens, and keep tabs on the trap secret code. Pretty simplistic
play, but the game has been quite challenging so far. I can't get past the
2:43 mark before I am pulled from the mission. I think the key is to watch
all the scenes and listen to all the conversations.

Let's see... what else? All the sound from the game is digitized PCM sound,
no CD soundtracks. The sound quality is quite good. It's funny to see Dana
Plato, former Different Strokes star and criminal acting in a video
game. She's the star of this game, by the way. The game has a real B-movie
atmosphere: aliens going after scantily-clad girls. But there is nothing 
worse than a PG rating(shucks!)

Sorry that I couldn't post a more detailed review, but if you need any 
information just ask through email. I just want to say that this game is
a real trip, dudes! Get it!

-Teh Kao
Newsgroups: rec.games.video
From: hgm@ncsu.edu (Hal G. Meeks)
Subject: Re: Where can my ColecoVision be repaired?
Organization: North Carolina State University
Date: Tue, 10 Nov 1992 07:41:58 GMT

woodcock@crchh427.NoSubdomain.NoDomain (Gregg Woodcock) writes:

>In article <1689A9B0D.ALI00MHS@UNCCVM.UNCC.EDU>, ALI00MHS@UNCCVM.UNCC.EDU (Mark Sullivan) writes:
>|> In article <1992Nov9.041747.25298@leela.cs.orst.edu>
>|> sullivk@atlantis.CS.ORST.EDU (Kevin Sullivan) writes:
>|>  
>|> >
>|> >Dear Friends,
>|> >
>|> >Help!  My ColecoVision has broken and all I've got is a blank screen with
>|> >no audio.  Does anyone know where I could get it repaired?  If anyone has
>|> >a tip about who to contact I'd appreciate a note.  I'd hate to think I'll
>|> >never be able to boot up Ladybug or Zaxxon again.
>About 3-4 years ago I was flipping through one of those electronic bulk
>junkyard catalogs (I am 95% sure it was Damark) and I saw they had CV
>innards for sale for a reasonable price (~$15).  You got the whole board
>minus the RF modulator, I believe.  They were also selling BRAND NEW
>JOYSTICKS!  As I said, this was a limited supply and it was a few years
>ago.  If the company was not Damark, then all I can tell you was that the
>catalogue was the same size as the small ones Damark sends out.

The catalog was from American Design Components. They are a surplus mail
order house that evidentally got hold of a large number of colecovision/Adam
parts. My last catalog from them, about a year ago, still had a few
colecovision things in it. Worth digging up. 

--hal

--
hgm@ccvr1.cc.ncsu.edu	"The trick is -- find a name for it.
                         Then you can sell it. End of the Revolution."
Newsgroups: rec.games.video
From: mfolivo@sactoh0.sac.ca.us (Mark Newton-John)
Subject: SNES CD intro delayed
Keywords: Industry news article
Organization: Sacramento Public Access Unix
Date: Tue, 10 Nov 92 22:04:34 GMT

Here is some onformation from an industry newslatter about the
SNES CD intro delay.

First of the Month
Dealerscope Merchandising
October 1992
New In Japan
Mike Ueda

Nintendo Postpones CD-ROM intro

Nintendo President Hiroshi Yamauchi, in an address at a software
 exhibition in Tokyo, said the company will delay the introduction of
 CD-ROM products, originally set for January 1993, until the August
 of that year. Yamauchi believes thr market for CD-ROM has not
 matured sufficiently, and that the quality of CD-ROM games that have
 been so far developed is not very different from that of 16-bit
 games already available.

He also mentioned the development of the "Super FX"chip, created
 through a joint venture with British Technology company A&N.
 Yamauchi said game players featuring the chip, which produces 3-D
 effect on SNES, will be introduced in Japan in january at a price of
 approximately 10,000 yen. US and European introduction are scheduled
 for the first half of 1993



-- 
#############################################################
# Scaramento Public Access UNIX     sactoh0.SAC.CA.US       #  
#  (916) 649-0161, 722-6516 & 722-5068    E-Mail & USENET   #
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From: simon@ivem.ucsd.edu (Simon Lee)
Newsgroups: rec.games.video
Subject: Re: Does SNES ruin my TV?
Date: 5 Nov 92 01:45:02 GMT
Organization: University of California, San Diego
NNTP-Posting-Host: ivem.ucsd.edu

In article <1992Nov3.205957.572@spectrum.xerox.com> jarnold@spot.wrc.xerox.com (jeff arnold esc1-318) writes:
>
>Hi guys,
>	I was told that my SNES would ruin my TV.  Is that true?
>BTW, I've got a 27" SONY (NOT a projection TV).

It will if you leave them both on for a long time.  Otherwise, it has the same
effect on your TV as a VCR has on your TV.

-Simon
-- 
*   Simon Lee              *   Microscopy and Imaging Resource          *
*   simon@ivem.ucsd.edu    *   Intermediate Voltage Electron Microscopy *
*   sulee@ucsd.edu         *   UC San Diego, Dept. of Neuroscience      *
-------------------------------------------------------------------------
Newsgroups: rec.games.video
From: newark@cbnewsm.cb.att.com (antonio.cruz)
Subject: MAGICOM what is it
Organization: AT&T
Date: Thu, 12 Nov 1992 00:35:47 GMT

What is a SUPER NES MAGICOM?

Is this a Japanese version of the USA version's SUPER NES?

A guy is selling a unit with 40 tapes for $675.
Is this worth it.

It includes:

Super Star Wars
Super Double Dragon
X-Men
Madden '93
Ramn 1/2 ??????
Sonic Blast Man
Spiderman

Any information would be appreciated.
Thanks in advance.

++++
TONY
++++
ajc@hlwpd.att.com
From: tehyang@sal-sun90.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: turboduo availability
Date: 5 Nov 1992 19:10:35 -0800
Organization: University of Southern California, Los Angeles, CA
Distribution: rec
NNTP-Posting-Host: sal-sun90.usc.edu

In article <1992Nov4.4197.25657@dosgate> "david shadoff" <david.shadoff@canrem.com> writes:
>In message <1992Nov2.182433.29449@ee.gatech.edu>, lin@eecom.gatech.edu
>(Brian Lin) writes:
>
>>>TurboDuo's on sale.  Yours for only $299 clams. $_$  You can play PC-engine
>>>software (CDs, "cards" et al) in this thing, right?
>>                 ^^^^^^
>>I don't think you can, but....  Can someone varify this?  Thanks.
>
>Yes, but you need an adapter - at this time, it is known that at
>least one adapter doesn't work due to its physical shape, though.

I think that all adpaters on the market right now have not been designed with
the Tg-16 in mind, not the Turbo Duo. The Duo's card slot is slightly slanted,
and all the adapters I've seen are too bulky to fit in. It is possible that
they`ve modified the design of the slot just to prevent the use of adapters. 
Eventually some company might come out with an adpater that will fit the Duo.
For now a solution is to cut away a lot of plastic from the adapter, but I
haven't tried this and don't know if it will work. It's not really a big loss
not being able to play PCE Hucards anyway. Most of the good card games are
available for the TG16 as well. The best games are on CD and these are
certainly compaatible on both systems.

-Teh Kao
Newsgroups: rec.games.video
From: c60a-oe@danube.Berkeley.EDU (jian he)
Subject: Super Mario World For sael
Organization: University of California, at Berkeley
Distribution: usa
Date: Mon, 9 Nov 1992 19:37:54 GMT

As the title says, Super Mario World for sale
only $20. First come first serve. Also two SNES controllers for
sale $15 ach.
From: wookie@dino.qci.bioch.bcm.tmc.edu (Dave Wilson)
Newsgroups: rec.games.video
Subject: lost in kid chameleon...
Date: 8 Nov 1992 21:04:37 GMT
Organization: X-Ray Crystallography / Howard Hughes Medical Institute
Distribution: world
NNTP-Posting-Host: dino.qci.bioch.bcm.tmc.edu


can someone help me here - i've gotten to bloody swamp in kid chameleon &
have wasted ~50 lives without getting anywhere (this is one of those levels
that has the grinder that chases you...).  does anyone know the trick here
before i torch this machine???  thanks,  dave.
Newsgroups: rec.games.video
From: Stephen Jonke <jonke@kong.gsfc.nasa.gov>
Subject: Re: Sega CD Delay
X-Xxmessage-Id: <A729BEA4A9025C5D@joe.gsfc.nasa.gov>
X-Xxdate: Fri, 13 Nov 92 01:20:52 GMT
Organization: NASA Goddard Space Flight Center
X-Useragent: Nuntius v1.1.1d12
Date: Sat, 14 Nov 92 01:20:55 GMT

In article <1992Nov12.225308.24987@cbnewsl.cb.att.com> E. Kontei,
conty@cbnewsl.cb.att.com writes:
>I think it's 8 save games.  I hit it last night when I was playing DRAGON
>SLAYER.  I had 5 Ys savegames, and the high-score list from Gates of Thunder.
>I had two DS save games, and the game complained when I tried to save a
>third...

It's not dependent on number of things saved, but how much space they take up.
 Both Dragon Slayer and Y's require a lot of space for each saved game, but
the high scores in GoT take up very little space.  The question is how much
space does Y's saved games (or similar such as D.S.) actually take up and how
much space is available?

Incidentally, what does it do when there is no more space?  Does it give you
the option to delete somthing else, or are you screwed over (can't save that
game)?

Steve
------------------------
jonke@kong.gsfc.nasa.gov
------------------------
From: kazial@acsu.buffalo.edu (craig m kazial)
Newsgroups: rec.games.video
Subject: one more tidbit-SEGA CD
Date: 6 Nov 92 18:45:40 GMT
Organization: State University of New York at Buffalo/Comp Sci


	Does anyone *know* whether the Sega CD can function
	INDEPENDENTLY as an audio CD player - ie no Genesis
	hookup? Can it stand alone, hook up to your stereo 
	deal if you desired? Too bad no chance for detach/portability..
	ie, use it as a portable CD player..

	As well, are there any functions? (ie- skip, random, program..)
	I assume it is as good as any 8 times oversampling CD player
	in general... and when I speak of functions I mean physical
	switches/keys on the system itself.

	And yes, I know it plays audio and CD+G CDs...

		But can it do it alone and what functionality does
				it have alone 

		
	Thanks.

				Craig Kazial
				kazial@armstrong.cs.buffalo.edu


-----------------------------------------------------------------------------
'Violence inherent in the system.. help help, I'm being repressed!'
Internet: kazial@cs.buffalo.edu             -Monty Python (The Holy Grail)
UUCP    : kazial@sunybcs.uucp
Bitnet  : kazial@sunybcs.bitnet     kazial%cs.buffalo.edu@ubvm.bitnet
-----------------------------------------------------------------------------
Newsgroups: rec.games.video
From: cspas164@sus.edu.eur.nl (R.M. Hutjes)
Subject: [SNES] Gamecopier questions.. Expert needed.
Summary: SNES,game copier
Keywords: SNES,game copier
Organization: EUR
Date: Tue, 10 Nov 1992 10:37:50 GMT


Hi, I'v got some questions concerning the cart-copier for the SNES...
1) Is there anyone who built it ? Experiences ? Tips ? I'm gonna build one
   myself soon...
2) Since I live in Europe I have a different SNES than all US and Jap guys on 
   the net. Will that make any difference concerning the cart-copier ? Or is the
   cart-copier compatible for all three systems (Jap (SFC) / US / Europe) ?
3) Will the cart-copier also work if you use a converter with a cartridge ?
4) COULD ANYONE SEND ME THE FILE 'nescopy.zip' OR IS THERE A FTP-SITE WHERE I 
   CAN DOWNLOAD IT FROM ?
5) Is the design of the 'print' (the board where you have to put the chips on !)
   included in 'nescopy.zip'

Thanks for your time and effort,
Rob.
-=-
-- 
From Rob Hutjes, from Erasmus University in Rotterdam, Holland.
E-mail: cspas164@sus.eur.nl
From: fongj@ee470.ee.mcgill.ca ( chun kwai jay  fong)
Newsgroups: rec.games.video
Subject: PC Engine Super CD Rom question
Date: 12 Nov 92 17:17:51 GMT
Article-I.D.: sifon.1992Nov12.171751.860
Distribution: usa
Organization: EE Lab, McGill University EE Lab, Montreal

Hi there,

  I was wondering if you have to buy the new Super CD ROM card with the
Super CD Rom player?

  I own a PC Engine and am buying a SCD!  Do i also need to buy the SCD
system card???`

Jay
Newsgroups: rec.games.video
From: meekins@tortoise.cis.ohio-state.edu (Tim Meekins)
Subject: Re: Bigger SNES Games Coming?
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Fri, 6 Nov 1992 07:15:13 GMT

In article <etxansk.720960353@garbod20> etxansk@garbod20.ericsson.se (Anders Skelander) writes:
>v089l3s3@ubvmsd.cc.buffalo.edu (Jeremy B Horwitz) writes:
>
>>In article <1992Nov4.201545.4690@mksol.dseg.ti.com>, joel@dseg.ti.com writes...
>>> 
>>>In article 720865674@garbod20, etxansk@garbo.ericsson.se () writes:
>>>> I've been following the articles about non-copyable SNES games
>>>>using a new address line on the CPU bus. (At least they aren't
>>>>copyable with a Magicom.) 
>>>                 ^^^^^^^
>>> 
>>>Magicom? What's a Magicom? A big EPROM burner? I always thought this was
>>>a possibility, i.e., copying cartridges by using an EPROM burner, but
>>>didn't know there was a commercial implementation of it!
>>> 
>>>Joel Quejada
>>Query: Are they uncopyable, and also unhackable? In other words,
>>can they be edited to be copyable? 
>
> I think that the games are uncopyable because the current Super
>Magicom cartridge-to-disk copiers do not use address line A15
>during copy, so they'll skip 50% of the cartridge data. Old SNES
>games do not use this line, so SMc designers skipped it also.
>
> If the copier, perhaps an improved Super Magicom, uses line A15
>the games become copyable again and there's no need to hack them.
>
> What I was after, though, was if they (with this new address line)
>will produce some 32 Mbit games.
>
> Anders Skelander

here's a better explanation..

the 65816 CPU has 24-bit memory addressing. it is organized into 64k banks
of memory. So there are 256 bank of 64k each. On the Apple IIgs, which
also uses the 65816, the full memory is used in each bank as designed, but
SNES  instead only uses 32k of each bank, and simply ignoring the lower
32k addresses in each bank. This complicates the programming. So, Nintendo
has released a new cartridge ROM that uses all 64k. This new cartridge size
is now being used in almost all games under dvelopment now. The format
however, won't work on the current generation of cartridge copiers. So, you'll
have to wait for a new version of the Super Magicom to be released which
supports the new memory configuration.

-tim
From: stgpkdh@st.unocal.com (Kevin Hammel)
Newsgroups: rec.games.video
Subject: Re: SEGA CD Commercial
Date: 5 Nov 92 21:02:11 GMT
Organization: Unocal Corporation

In article <1992Nov5.173746.9237@megatek.com>, max@megatek.com (Max Elliot) writes:

|>     Frame Buffer:
|> 
|>        the video RAM from which the actual picture is drawn.
|>        It may have an arbitrary bit depth, and this determines
|>        the number of colors (or greyscales) that may be displayed
|>        AT ANY ONE TIME on the screen.
|> 
|>     CLUT or Color Lookup Table:
|> 
|>        A register of RGB values for the guns in the monitor which are
|>        accessed via values in the frame buffer. The number of bits in
|>        THIS table determines the TOTAL available colors, not the number
|>        displayable at any one time.
|> 
|>   Some architectures use a CLUT, some do not. (in which case the bit-depth
|>   of the frame buffer determines the TOTAL available colors and the number
|>   displayable at one time) There are also variations on both of these
|>   schemes. When discussing number of available colors etc. make mention
|>   of the architecture so that it is clear what is really being said.

Thank you for defining vocabulary!

The Genesis uses a Color Lookup Table.  This table has 64 registers, each of
which has 3 bits of red, green, and blue.  Thus 512 colors are available for
display, with 8 gray levels, and the Frame Buffer is 6 bits deep.

The problem is that data transfer off of the CD ROM is somewhat less than 200 K
bytes/second (I don't think  SEGA is using a double speed drive),
so the Genesis with its 3xx by 2xx screen (Not sure of exact resolution) will only
be able to fill the frame buffer around 3 times per second IF it is reading directly off
of the CD ROM, with NO compression, AND all  64 displayable colors are used.  This is
why tne number of colors/ size of screen is reduced for increased framerate, as fewer
colors or smaller screen means less data per frame, and more frames can be read in per
second.  SEGA has claimed that the machine will show 16 colors 3/4 screen at 15 fps.
That is all I wanted to say.
---------------------------------------------------------------------------
Kevin D. Hammel
Unocal Science & Technology Division     phone:  (714)693-6871
Anaheim, California, USA 92817-8076      E-Mail: kevin.hammel@st.unocal.com
--------------------------------------------------------------------------
The views expressed above are those of the author, NOT UNOCAL Corporation.
From: stsshol@st.unocal.COM (Herb Lam)
Newsgroups: rec.games.video
Subject: Re: Genesis: Sports Talk Football (also Super Play Action on SNES)
Date: 5 Nov 92 16:36:33 GMT
Article-I.D.: unocal.1992Nov5.163633.27439
Organization: Unocal Corporation

In article <1992Nov4.182641.6256@u.washington.edu> iho@cac.washington.edu writes:
>Here's an annoying discovery.  The Kansas City RB will fumble the ball
>every time (when he gets tackled) with a certain strong side pitch play.
>I've tried the same play with Buffalo and Seattle with no such problems.

I noticed that in Super Play Action Football on SNES, the computer knows
what offensive play I'm running because it will play a certain defense
if I run this play.  Well, I guess not necessarily know, but the program's
AI seems to pick a certain defensive scheme based on the offensive play I
have chosen.  For example, if I choose an off tackle run to the left, the 
computer almost always play a stack right defense.  I don't think they
(the programmers and/or designers) should have picked defensive plays
that way; it should be based more on what down it is, how many yards to
go, time remaining, etc.  Knowing what defensive play the computer will
choose against what play I'm running takes a bit out of the game.  I 
never run the off tackle play because more times than not I know I will
get stuffed because they (computer) are stacked up against me.

Any annoyances like this in JMF '92 or '93 or STF?
From: U28037@uicvm.uic.edu (Jason Kratz)
Newsgroups: rec.games.video
Subject: Atari 7800 power supply
Date: 13 Nov 92 08:00:57 GMT
Article-I.D.: uicvm.92318.020057U28037
Organization: University of Illinois at Chicago

Can someone please tell me if the 7800 uses a power supply like the 2600 (which
you can replace with something from Radio Shack) or does it use a power supply
with a special plug on the end?  I have the opportunity to pick up a 7800 for
$15 but it doesn't have a power supply so I need to know if I can get one
easily.

Thanks!

Jason
From: laird@think.com (Laird Popkin)
Newsgroups: rec.games.video
Subject: Re: Does SNES ruin my TV?
Date: 5 Nov 1992 19:02:22 GMT
Organization: Thinking Machines Corporation, Cambridge MA, USA
NNTP-Posting-Host: django.think.com

In article <1519@tecsun1.tec.army.mil> carleton@tecsun1.tec.army.mil (Daniel Carleton) writes:
>albertw@netcom.com (The Email Otaku) writes:
>
>>In article <1992Nov4.191838.648@mlb.semi.harris.com> luoni@jasper.mlb.semi.harris.com (Perry Luoni) writes:
>>>Make MADE IN THE USA THE WORLD STANDARD FOR EXCELLENCE.  Fight preditory trade.  We can
>>>win the trade war with your help.
>
>>Gee, now where am I going to find a US gaming system to go with that brand
>>new Zenith?  Do they have a CD-ROM player for a Coleco machine? ^_^
>
>	Well, Atari could release Jaguar and we could play a machine 
>crafted with pride in Taiwan(like Lynx) on a set that patriotically contributed
>to job creation in Mexico(Like Zenith TV's)!

As far as I know, all of the videogame companies do their manufacturing in
the Pacific Rim (e.g. machines in Taiwan, cartridges in China, etc.), the
same as almost all consumer electronics companies, and for the same reasons
-- cheap labor, low cost of doing business, and the availability of
suppliers who work cheap and are eager for business.

So the only economic difference between the companies is which one has
american management and engineering.  For what that's worth, Atari is the
only american videogame company.

>	P.S. China and Vietnam have renounced communist economic theory,
>Watch out!

Well, I wouldn't go that far, but they're heading towards capitolism.
It'll be interesting to see whether they can pull off economic freedom
while maintaining state control over politics.
-- 
- Laird Popkin, Thinking Machines

Connection Machine: Massively parallel supercomputer.  Also a cool black
cube with more blinking lights than you can shake a stick at.
Newsgroups: rec.games.video
Subject: Wanted: Super Double Dragon(SNES)..will trade
From: <SJSBH@CUNYVM.BITNET>
Date: Thursday, 12 Nov 1992 08:56:20 EST
Organization: City University of New York/ University Computer Center



    Would like to trade Alien Storm (Genesis-excellent condition, case,
 and instructions) and I will include $20.00 for Super Double Dragon
 (SNES).

  Thanks...Steve

  If you want to make other offers, please contact me.

Newsgroups: rec.games.video
From: ric@netcom.com (Richard A. Bretschneider)
Subject: Re: Game Boy w/Large Screen
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Thu, 12 Nov 1992 00:39:49 GMT

tclark@hptc.mentorg.com (0) writes:

>I recenntly was at a Toy's R US and saw a Game Boy demo booth that had
>a Game Boy hooked up to what appeared to be a 9 inch monochrome monitor
>(or possibly TV). Does anyone out there know how to do this? I thought
>the image quality was quite good and certainly helped the eye strain.

A year or two ago I remember an article in one of the game magazines
about a similar technology.  The device was called "Large Boy" and
was patched into a standard gameboy though an unorthodox array of
cables.  The device was, and I expect still is, used to provide 
magazine art of Gameboy displays, and as you have noticed is an
effective demo.  I've seen this technology used in a local store
(the videogame store in Valco, Cupertino CA) for demos too with
a ceiling mounted monitor and a podium mounted GB.

The downside...these things cost somewhere around $400 to build,
as they were basically built by hand - no mass production.

Just trying to help...

-- 
                 
               | The face of a child can say it all, 
Ric            | especially the mouth part of the face.
Bretschneider  |
AKA            | If God dwells inside us, like some people say, I sure
ric@netcom.com | hope he likes enchiladas, because that's what he's getting.