HDTenEightyP/NetNews huggingface dataset:
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video
Subject: Re: Stripped Down Game Copier
Date: 17 Aug 92 13:35:22 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX

Greg Alt writes:
>
>Ok, now I know how 2k cartridges work for the 2600, but how do the 
>bank-switched ones work?  Do they use the A11 pin and the Read pin to
>select a bank?  That would probably make 00 be the signal to not read
>anything, with 01,10,11 selecting a bank.  That would explain the 6k
>limit.

There's not any kind of bank-switching standard--it is not something
actually supported by the 2600 hardware.  Different manufacturers
handled it in different ways.  Also be aware that there are a bunch
of games with RAM in the cartridges as well.

>Anyway, the reason why I want to read and fake cartridges is that I want
>to be able to read a cartridge, disassemble it, modify it, and play it.  

Bleah.  Disassembling 2600 games would not be fun.

>The other project I might attempt is to write an emulator on a 386 PC.  
>Emulating a 6507 should be easy, and much of the hardware graphics 
>support looks easy, I'm just not completely sure how all of the hardware
>graphics registers fit together in the grand scheme of things...

Heh, heh, here we go again.  Go ahead, you shouldn't have any problems.
Should be a piece of cake :-)  

--
James Hague   
exuhag@exu.ericsson.se
Newsgroups: rec.games.video
From: bp664@cleveland.Freenet.Edu (Grover Thomas)
Subject: Re: Why walk throughs?
Reply-To: bp664@cleveland.Freenet.Edu (Grover Thomas)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Mon, 17 Aug 92 09:48:19 GMT


In a previous article, rjung@aludra.usc.edu (Robert A. Jung) says:

>  The thing is, nowadays players EXPECT secret codes in their games, and the
>designers feel obligated to put them in. Is that silly or what? It makes the
>whole thing kind of stupid -- why not forget the codes, and choose "invincible
>play" as an option from an easily-accessible menu?

But you see, that way you don't get the psychological, ego-boosting
effect of doing something "illegal" with the game, even though 90%
of all the other players in the world also know about your "cheat"
codes, too.
-- 
 __                                                                   __
(__) Grover Thomas            InterNet: grover@emunix.emich.edu      (__)
(__)                               or   bp664@Cleveland.Freenet.edu  (__)
From: tominatr@ac.dal.ca
Newsgroups: rec.games.video
Subject: Ulraman for Super Famicom ---- $25 for sale!
Date: 14 Aug 92 13:27:50 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

Ultraman for Super Famicom ........ $25

      - Tom N.
Newsgroups: rec.games.video
From: lewine@mirage.rtp.dg.com (Eric Lewine)
Subject: NES and MANY games for SALE
Date: Thu, 13 Aug 92 13:24:00 GMT
Distribution: usa
Organization: Data General Corporation, Research Triangle Park, NC

I have an NES system and many games for sale.  All games are priced
at $15 because I don't have time to rate them and I haven't even
played some of them (I'm babysitting the system).  I tried to categorize
the games but there may be some errors.  If you're interested in a title
but don't know about it, I can play it and let you know what it's like.
Most games are 1 or 2 players even if it's not specified.  I just marked
the ones I'm sure of.

NES system w/ 2 controllers and cables:      $55 (includes shipping)

All games:                                   $15 each (includes shipping)

SPECIAL DEALS:
--------------
Buy the system and I'll throw in a free game of your choice.
Buy 5 games for $65.

---------------------------------------

Reply to:

Eric Lewine
lewine@dg-rtp.dg.com

or
at work, 919-248-6376
at home, 919-493-4592

---------------------------------------

Here's the list of games:

Sports
------
Double Dribble  - 1 or 2 players basketball
Ice Hockey      - 1 or 2 players
Hoops           - 1, 2 players (or 2 on same team) 2-on-2 basketball
 
Armed Forces-type shooters
--------------------------
Metal Gear
Thundercade
Commando
Cobra Command
Guerrila War
Iron Tank
1943
Operation Wolf - based on arcade game
Skyshark
Jackal - 1, 2 or 2 at the same time
 
Run, jump and shoot type
------------------------
Code Name: Viper
Contra - 1, 2 or 2 at same time: this is a good one IMO
Ikari Warriors
Ikari Warriors II - I think both of these are 1, 2 or two at the same time
Bionic Commando
Batman - 1 or 2 players
Heavy Barrel
Platoon
Indiana Jones and the Temple of Doom
Rescue: The Embassy Mission
Rush'n Attack
The Adventures of Bayou Billy
Megaman 2
Strider
 
Ninja type fighting games
-------------------------
Bad Dudes - based on arcade game
Teenage Mutant Ninja Turtles - based on arcade game
P.O.W.
Ninja Gaiden
Double Dragon - based on arcade game
 
Miscellaneous: racing, adventure, strategy, ...
-----------------------------------------------
Marble Madness        - 1 or 2 players based on arcade game
Paperboy              - 1 or 2 players based on arcade game (my fiancee loves
                        this one)
Gunsmoke
Cobra Triangle        - this is a unique boat racing/obstacle course game that's
                        pretty fun
Guardian Legend
Silent Service        - sub commander strategy game (pretty good if you like
                        that sort of thing
Defender of the Crown - War strategy game based in Middle Ages
Skate or Die          - skateboarding based on the arcade game
R.C. Pro Am           - good car racing game 1 or 2 players
Shadowgate            - dungeons and dragons type
Road Warrior
Elevator Action       - based on arcade game
Breakthru
Blaster Master
Xref: sparky rec.games.video:17105 comp.sys.amiga.advocacy:21676
From: daveh@cbmvax.commodore.com (Dave Haynie)
Newsgroups: rec.games.video,comp.sys.amiga.advocacy
Subject: Re: Video Games Superior on Consoles
Date: 17 Aug 92 22:41:34 GMT
Reply-To: daveh@cbmvax.commodore.com (Dave Haynie)
Organization: Commodore, West Chester, PA

In article <1992Aug16.010845.1514@utstat.uucp> philip@utstat.uucp (Philip McDunnough) writes:

>The SNES CD-based addon will be available January 1993 in both the US and
>Canada. The 14MHz 65816 chip is available now.

Yeah, right.  Who would bother to make a 14MHz 65816 chip?  SNES is SNES -- 
Nintendo might offer add-ons, but they're not going to force add-ons, that
would just as likely drive all video gamers over to Sega or NEC as it would
attract folks to the SNES.  A CD-I add-on would require a 680x0 CPU, not a
silly 6502 on steroids.  Finally, a 14MHz 65816 would need something like
40ns memory to work.  No one's going to spring for cache-quality SRAM in a
game machine, you need cheap-ass DRAM in any games machine.  Are you claiming
you have actually seen a 14MHz 65816?  Made by who?  GTE made all the '816s
for the Apple IIGeeWhiz.  They could make 'em run up to 4MHz, though the 
specs written by the Western Design Center folks who did the actual design
called out timings for up to 8MHz, but no one actually built any that fast.
C= has a CMOS 6502 variation that can go up to 10MHz in theory, but no one's
used it that fast because the memory requirements are impractical, the ancient
bus interface of this critter is just too inefficient.  For the same money
you could get a faster modern CPU that works fine with standard DRAM.

-- 
Dave Haynie Commodore-Amiga (Amiga 3000) "The Crew That Never Rests"
   {uunet|pyramid|rutgers}!cbmvax!daveh      BIX: hazy
	"Work like a horse, drink like a fish"	- Psychefunkapus
 
Xref: sparky rec.games.video:17110 comp.sys.amiga.advocacy:21693
From: devaughn@skat.usc.edu (Clarence A. De Vaughn)
Newsgroups: rec.games.video
Subject: Re: [GENESIS] Krusty's Fun House & Space Mutants
Date: 21 Aug 1992 10:13:44 -0700
Organization: USC (yeah, you know me!)
Distribution: usa
NNTP-Posting-Host: skat.usc.edu

Yo Netters,

Flame me if you dare. #^(  (That's me with my Terminator glasses on)

> Joel Kolstad writes:
>>  Stupendous Man
>>  No, Krusty is not politically correct. Would it make you feel
>>  better if instead of rats they were imaginary animals?
>
> No, no.  At best, they have to be neo-Nazi gay bashing ultra rich aliens
> from some other planet.

As a card carrying ultra bleeding heart liberal REPUBLICAN (Yes, I
didn't believe a G-DAMN word Bush said last  night. And we all know 
Quayle, I doubt if could recognize if name was misspelled.), I must
object to this last statement. I think the author should have written
   "At best, they have to  be Neo-nazi, gay-bashing, ultra-rich,
  aliens from some other planet."

All ultra bleeding heart liberal REPUBLICANS believe in delimiters
between words, except in the case of ultra bleeding heart liberal
REPUBLICANS. 

>>	BTW-I love killing scenes, the smell of napalm in the morning, and I
>>can tell the difference between real life and a @#(%%# game!

Welcome to Los Angeles.
From: brackney@author.ecn.purdue.edu (Larry J Brackney)
Newsgroups: rec.games.video
Subject: King of the Monsters Review
Keywords: SNES
Date: 19 Aug 92 20:39:25 GMT
Organization: Purdue University Engineering Computer Network


   I got my copy of King of the Monsters for the Super Famicom the other
day, and I thought I'd throw together a short review for those who are
interested...


   King of the Monsters is a new wrestling/beat 'em up game for the Super
Famicom.  Originally developed by SNK for the Neo Geo, the Super Fami
version is quite faithful in many respects, and falls short in only a
few areas.

   KOTM pits two monsters against one another in a wrestling match of
gigantic proportions.  Instead of fighting in a ring, however, your
battlefield is a city straight out of a Godzilla flick.  Tanks and jets
periodically attack the monsters.  (They make convenient weapons to
hurl at your opponent too!)  Bonus points are awarded at the end of
the round for not only defeating your opponent, but causing property
damage as well as destroying tanks, planes and boats.

   The moves available to each monster are somewhat limited.  Standard
punches and kicks are there along with charging attacks, piledrivers,
backbreakers, and throws.  Each monster also has a special attach which
must be charged up before use.  Collecting power pellets which appear
whenever you really nail the enemy allow you to improve your special
attack too.

   As mentioned previously, KOTM is a port from the Neo Geo.  On the
whole it compares nicely.  Unfortunately, only four monsters are
available in the SF version (Geon, Beetle Mania, Rocky, and Astro
Guy).  Also, the two player cooperative mode is missing.  The two
missing monsters are not a terrible shortcoming, but having only
a two player versus mode is a major failing IMO.  Perhaps the SNES
is not up to the task?  

   On the whole, KOTM makes for a nice diversion.  It doesn't add
anything new to the genre, and appears a bit dull when compared
with a game like SF2, but if you are a fan of the Neo Geo game (as
I am), it does make an economical alternative to buying a Neo Geo.

   The numbers:

   Graphics: 8  - Colorful.  Some detail is missing.
   Sound: 9     - Nicely digitized monster screams!
   Music: 6     - Nothing special.  I demand more from the SNES.
   Control: 9   - The monsters handle well.  (As nicely as the original)
   Value: 7/6   - 7 if you're a fan - it's a pretty good port
                  6 if you're just looking for a fighting game, SF2 is better.

   Total: 7.8/7.6 - Just a bit above average.


   King of the Monsters - Takara
   Available in Japan now, in the U.S. in September or November

--
/  Larry J. Brackney      | E-Mail: brackney@mn.ecn.purdue.edu              \ 
|-------------------------| S-Mail: 3116 Hilltop Dr.  W. Lafayette IN  47906 |
|  Mechanical Engineering | Phone : (317)-463-1602 (Home)                    |
\  Purdue University      |         (317)-494-6552 (Office)                 /
From: pjb@ersys.edmonton.ab.ca (Paul Bolle)
Newsgroups: rec.games.video
Subject: Re: Pitfighter
Keywords: Pitfighter
Date: Sat, 15 Aug 92 23:24:36 MDT
Organization: Edmonton Remote Systems #2, Edmonton, AB, Canada

standish@athena.mit.edu (Mark S Farrar) writes:

- 
- 	I'm really interested in getting a Pitfighter cart.
- 	I can get either the Genesis or the SNES version.
- 	The Genesis cart is slighty cheaper, but I'm really
- 	interested in the one with better graphics and play.
- 
- 	So, the question is: Is one of these translations 
- 	clearly superior to the other or are they equivalent?
- 
- 	Thnaks for any help!
- 
- 	Mark S. Farrar
- 	standish@athena.mit.edu

        If you get the Genesis version, and find any cheats, please lemme 
know.
Thanx...

Paul Bolle              pjb@ersys.edmonton.ab.ca
Edmonton Remote Systems:  Celebrating 10 years of service to Northern Alberta
From: das9674@usl.edu (Stephenson Daniel A)
Subject: Re: Video Games Superior on Consoles
Organization: University of Southwestern Louisiana
Date: Sat, 15 Aug 1992 02:21:34 GMT

Phil, when are the 14Mhz 65816CPU SNES CD-I due to arrive in stores?
I stopped by Toys R Us tonight, and did not see any.

--
*Dan Stephenson   das9674@usl.edu 
*"It reminds me of something Cally said. 'He who trusts cannot be
*betrayed, only mistaken.' It was a saying of her people.... Cally is
*dead. So are most of her people." -Avon, from _Rescue_ (Blakes 7)
From: jbautista@kean.ucs.mun.ca
Newsgroups: rec.games.video
Subject: Canadian Lynx Prices : -(
Date: 22 Aug 92 22:27:25 GMT
Organization: Memorial University. St.John's Nfld, Canada



Hi all!

   Being an Atari fan from way back, I decided to buy a Lynx while on 
vacation in Toronto (despite the fact that you couldn't buy games for 
it here in Newfoundland at the time). Anyway, I phoned Atari of Canada and 
requested a price list so I could order games by mail. Much to my 
dismay ALL the current Lynx games had a list price of $49.99(CAN), except 
Batman Returns which was retailing for $55.00(CAN)! At a Compucentre 
in Montreal, all the Lynx games were indeed $49.99-ditto at the local 
Multitech outlet. Can someone explain why there exists such a huge 
difference between the American and Canadian prices? I've seen 
Robotron for $49 bucks in Toronto, and now I've read that one can find 
it for under $20.00(US) south of the border.


                                            Thanx,
                                            JcB

P.S. I'm new at this so if there's anything screwy with this post, 
blame it on the lousy instructions I have.
Newsgroups: rec.games.video
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video
Subject: Re: Why walk throughs?
Date: 16 Aug 1992 13:32:45 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <1992Aug16.191729.1112@random.ccs.northeastern.edu> penfold@dworkin.ccs.northeastern.edu (Karl J von Lauderman) writes:
>It has been my theory that the reason for
>secret codes (NOT level passwords, but secret button combos like Sonic's
>debug mode and Konami's code for every NES game they made) is so that the
>game makers can test the higher levels of the games without having to 
>take the time to master them.

  Makes sense, of course. That would explain all of the level-select codes,
and the invincibility codes, and whathave you -- to make the game easier to
play. You can also note that very few games have "useless" codes, like change
the game colors but have no effect on gameplay itself.

>Then employees pass on the codes to their 
>friends, they spread around, and end up printed in game mags.

  The silly thing in my book is that the game designers keep these codes in --
DELIBERATELY. How hard would it to finish testing of SUPER NINJA SALAMANDERS
IV, then spend five minutes and disable the "invincibility" code?

  The thing is, nowadays players EXPECT secret codes in their games, and the
designers feel obligated to put them in. Is that silly or what? It makes the
whole thing kind of stupid -- why not forget the codes, and choose "invincible
play" as an option from an easily-accessible menu? Maybe someday someone will
market a video game with no "game" at all, but lots of codes for players to
discover...

  (All of a sudden I'm thinking of the old Activision computer game, HACKER.
Wonder why?...)

                                                --R.J.
                                                B-)

//////////////////////////////////////|\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
   Send whatevers to rjung@usc.edu    |      If it has pixels, I'm for it.
--------------------------------------+------------------------------Lynx up!
"You weren't chosen because you are the best pilot in the Air Force. You were
    chosen because you are the class clown and frankly, you're expendable."
From: "david shadoff" <david.shadoff@canrem.com>
Newsgroups: rec.games.video
Subject: what hardware to buy
Date: 12 Aug 92 21:28:20 EST
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In message <1992Aug10.125713.28147#bas-a.bcc.ac.uk>, ucjtrjf@ucl.ac.uk
(Jonny Farringdon) writes:

>As far as i can tell, the Hong Kong price for game consoles is
>1/2 to 1/3rd the UK price, and the TV systems are compatable.

Just make sure that you EXPLICITLY state PAL - tourists are usually
from NTSC-based places.

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Yesterday's news is tomorrow's fish & chip paper.
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: grover@emunix.emich.edu (Grover Thomas)
Subject: Re: Why are game copiers illegal
Organization: Eastern Michigan University
Date: Fri, 21 Aug 1992 13:59:40 GMT

>>Too bad we never did get to the answer of "Why are
>>game copiers illegal in the U.S.?" thread.
>
>Seems simple to me: their only purpose is violating copyright laws. The
>same reason that it's illegal to sell unauthorized cable/satellite TV
>decoders.

Now let's think a minute:  wat about VCRs o computer softwares lik
Copy II+ and Copy II PC?  

My understanding is that anyone has the right to ake archives of
softwares (and perhaps otehr material), so this should also apply
to video games.

Please note that I am not condoning piracy, but these kind of erratic
laws really bother m.  Why should it be OK to copy my Apple software,
but not OK to copy my nintendo software?
-- 
()()()  Grover Thomas   ()()()
Newsgroups: rec.games.video
From: rrheaume@emr1.emr.ca (Roberta Rheaume (CPB))
Subject: SNES - Castlevania IV
Organization: CPCS, Energy Mines & Resources, Canada
Date: Fri, 14 Aug 1992 13:06:43 GMT

Has anyone else noticed that when there are alot of sprites on the screen 
Simon can't move and then loses some life?  Also there is some slow down.  I 
haven't played a game where there is no slowdown.  It is 
very disconcerting.  Does SF2 have any slowdown?  I am thinking of buying 
the cart.

Thanks for the info,

rrheaume@emr1.emr.ca
"Waiting for the Nintendo Holodeck"
From: "david shadoff" <david.shadoff@canrem.com>
Newsgroups: rec.games.video
Subject: genesis game genie is
Date: 22 Aug 92 17:47:24 EST
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In message <1992Aug18.184652.19795#aero.org>, dlc@aero.org (Kilroy)
writes:

>The Game Genie for Genesis finally hit the shelves in Southern
>California last weekend. I got mine for $59.99 at Babbages, and the
>local ElBo also had some for the same price. Unlike the NES version,
>this product is licensed by Sega.

>Codes for over 100 games are included in the accompanying book.
>Quarterly code updates can be ordered for $3.50 + 1.50 S/H. The
>Genesis Game Genie allows up to five codes to be used simultaneously,
>but some effects require two or more codes.

Hey... great news.  Any idea on what 'codes' really translate into
in bits and bytes ?  I imagine that an address and a piece of data
must be specified.  If one has a Multi-Game Hunter or similar
apparatus, one could 'store' a game unaltered, and 'store' it again
later with the code invoked - and compare the two files for the net
difference.  Of course, the upshot of this would be an understanding
of how to enhance the game-playing experience with the disk-based
systems.

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Now the angels wanna wear my red shoes.
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
From: carleton@tecsun1.etl.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: (GENESIS) D&D:Warriors of the Eternal Sun - HELP (Possible Spoiler)
Date: 20 Aug 92 23:19:58 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

scottb@netcom.com (L'etat des mortes) writes:


>Has anyone managed to find any allies in this game?  I have some ideas but
>need to get my characters up a level or two before I try.

>HINTS (NOT SPOILERS) apprieciated


>I'm at the point where the citizens are getting to the point of revolt.
>Unless I find some help soon, I think I'm in trouble...

>    

>Here's what I've found...

>(Possible Spoiler for some)

>








>Passage Under the Cathedral (Hardly "extensive")
>Few guard towers (within the castle) hold some interest
>Storage room accessed from the Kitchen
>The Crypt (in the castle)       
>Small camp just northwest of the castle
>Caves to the extreme Northwest and passage to the Swamp
>Cave behind the waterfall (to the north)
>  dungeon beyond this cave  
>  and land up-top the mesa after the dungeon...

>Where are the allies?

>Scott

>scottb@netcom.com

Someone else posted the allies.  Even if you find them, there is a big risk of
getting shut out of the city.  In the swamp, there is a pool that resurrects
you charachters and a tree that heals.  If you get shut out of town, this
is the place to replenish.  Avoid talking to the duke when the townspeople
start to turn nasty, he will banish you(This happened to me, and I had to resort
to
using the swamp's facilities.)
, >
From: ric@netcom.com (Richard A. Bretschneider)
Newsgroups: rec.games.video
Subject: SNES Final Fantasy II Help!
Summary: The Four Elemental Fiends.
Date: 19 Aug 92 17:08:01 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

Ok, I usually don't ask for help on these things, but this 
stumbling block has been plaguing me for a week.  

I'm in the robot, fought my way to the encounter with the 
four elemental fiends, which apparently come at you one 
after the other, but usually get my heads handed to me by 
the second or third one.  

Is there some key here?  Is there an connection to the types
of magic/weapons I use against the various element types? 
I've tried a lot of combinations, water against the fire guy...
fire against the fire guy...etc, to no particular avail.

What's the catch?  Any advice from successful warrior parties
will be much appreciated, I'll sing your praises over the 
vanquished foes.  

-- 
                 |"I tried to tell you in the night,
Ric Bretschneider| That with a girl like you I could give guided tours.
      AKA        | You tried to tell me in the day,
  ric@netcom.com | That your leading exports were textiles and iron ore."
Newsgroups: rec.games.video.arcade,sci.electronics