HDTenEightyP/NetNews huggingface dataset:
From: laird@think.com (Laird Popkin)
Newsgroups: rec.games.video
Subject: Re: cd rom game market
Date: 14 Sep 1992 19:10:24 GMT
Organization: Thinking Machines Corporation, Cambridge MA, USA
Distribution: rec
NNTP-Posting-Host: django.think.com

In article <1992Sep14.165052.26836@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>In article <1992Sep13.4197.23197@dosgate> "louis ghinis" <louis.ghinis@canrem.com> writes:
>>
>>Another great thing about cd rom games  is their uncopyable and no one
>>can copy these games.  Thus the software companies will keep the cost
>>lower since their profits aren't affected by the pirates.
>
>Who told you a CD ROM is "UNCOPYABLE"......whoever did doesn't know what they
>are talking about.

While you are right that CD-ROMs can in fact be copied, the original poster
is also right, in that, practically speaking, CD-ROMs are uncopiable.
Right now, if you want to copy a CD-ROM you can copy it onto a hard drive
(costing a few thousand dollars, and lord only knows how to connect it to a
videogame console without making any software changes) or, if you have a
$15K+ CD-ROM writer, you can copy a CD-ROM onto a $50 CD-ROM compatible
WORM cartridge.  While you could do either of these things, it's cheaper
and much easier to simply buy another copy of the game.

>
>Gary
>
>-- 
>-----
>Gary Snow
>uunet!clark!gsnow  or  gsnow@clark.edu


-- 
- 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
From: spiff@netcom.com (Mark Schumann)
Subject: Super Nintendo + games for sale
Date: Fri, 11 Sep 92 15:41:23 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Distribution: usa

For Sale: Super Nintendo, 2 Controllers, all cables, 
Super Mario, Final Fantasy II, F-Zero.  Converted to
run both American and Japanese games.  $200.00.

Respond by email to this address.
-- 
-------------------------------------------------------------------------------
- 	Mark Schumann			-	If the Video Toaster and the  -
- 	spiff@netcom.com		-	talking toaster from Red      -
- (used to be spiff@cats.ucsc.edu)	-	Dwarf got in a fight, who     -
-  Conqueror of the Cosmos and the 	-	would win?		      -
- 	Endpoint of History		-				      -
-------------------------------------------------------------------------------
From: dschmidt@wissel.GBA.NYU.EDU (David S. Schmidt)
Newsgroups: rec.games.video
Subject: Magicom
Date: 11 Sep 92 21:14:47 GMT
Organization: NYU Stern School of Business


If anyone has information on where to get a Magicom, please reply
via E-mail.

Thanks
Newsgroups: rec.games.video
From: css3415@rigel.tamu.edu (SUVANNUNT, CHARLES S)
Subject: Looking for Mega-CD and Super-CD games
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Wed, 9 Sep 1992 00:00:00 GMT

I've just got Mega-CD and would like to know if anyone would 
like to sell or trade Mega-CD games with me.  I have the following 
games:

Earnest Evans
Heavy Nova
Funky Horror Band
Lunar:  The Silver Star

1st three games are for sell at $35 (Die Hard are selling them at 79.99).
CD-Rom games has lots of Animations and digitized voices.  If anyone would
like to see what these games are like, you could send me a blank tape plus
$1.50-2.00 shipping to:
	Charles Suvannunt
	P.O. Box 7227
	College Station, Tx 77844-7227
	(409) 847-1788

I'm also looking for PC Engine's Super CD games.  If anyone has any
for sell, please reply.  Thank you much.

Charles Suvannunt

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video
Date: Fri, 11 Sep 1992 13:56:23 -0400 
From: Chinarut Ruangchotvit <chinman+@CMU.EDU>
Subject: Re: Slowdown on street fodder 2

daq@hpfcso.FC.HP.COM (Doug Quarnstrom) writes:
> I was playing street fodder 2 the other day, and there
> is a place where the machine slowdown really screws me
> up.  When Ken is launching the Hya Do Ken balls at
> me, I usually jump over them, but sometimes the machine
> will decide to slow WAY down and screw up my timing.
> This has cost me a few matches.
> 
> By the way...I am having trouble getting past Sagit on level
> 5 (or 4 for that matter) with Guile.  Any particular hints?
> 
> doug

I noticed you cross-posted this to rec.games.arcade too...so did you
mean the SNES version was suffering from it?  I've haven't seen any
slowdown other than the "slowdown" apparent in the arcade version as
well!  Whether it was necessary to be simulated on the SNES, hmm...

--
Chinarut Ruangchotvit
<cr2p+@andrew.cmu.edu>
<chinman+@cmu.edu>

	"Learning that we're only immortal - for a limited time"
							-Rush, Dreamline
From: ega015@comp.lancs.ac.uk (Robert Edge)
Newsgroups: rec.games.video
Subject: Lynx game to trade
Date: 10 Sep 92 16:19:00 GMT
Organization: Department of Computing at Lancaster University, UK.

Well the title says it all really.
I've a copy of Warbirds i'd like to trade.

-------------------------------------------+--------------------------------
"People say i don't pray for my enemies    |     Robert Edge.
 I do.                                     |     ega015@comp.lancs.ac.uk
 I pray they go to hell."                  |     ega015@cent1.lancs.ac.uk
 Marshall Law.                             |
-------------------------------------------+--------------------------------
From: din@gradient.cis.upenn.edu (Clarence Din)
Newsgroups: rec.games.video
Subject: TG-16 info in VG&E!!!
Date: 15 Sep 92 21:24:09 GMT
Organization: University of Pennsylvania

In the latest issue of VG&E, the new Duo is shown with TTI's RAM
backup unit to be hooked up to the Duo's game controller port.
In other words, the TurboPad connects to the RAM unit, which
connects to the Duo a la daisy chain.  Does this mean the Duo
doesn't include memory backup for games like the TG-CD ROM does?
---------------------------------------------------------------------------
Clarence K. Din
Programmer/Analyst II, Language Analysis Center, University of Pennsylvania
din@gradient.cis.upenn.edu
---------------------------------------------------------------------------
  "I have my toys (D-50 w/M-EX, SR-16, TG-16 with CD-ROM, SNES, Genesis,
   HP48SX) and you don't!  Nyah!!!"
From: david.shadoff@canrem.com (david shadoff)
Newsgroups: rec.games.video
Subject: evidence that modifyi
Date: 15 Sep 92 01:59:06 GMT
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

In message <1992Sep9.191105.10816@hellgate.utah.edu>,
galt%peruvian.utah.edu@cs.utah.edu (Greg Alt) writes:

>>Okay, I promise tomorrow I'll bring in the license agreement from a game
>>cartridge and post it here. (I expect it to contain most of the same
>>stuff.) All this arguing is fun, but it IS nice to check occasionally
>>with the real world...

>Just because they write something on the box doesn't mean I have to follow
>it.  Besides, most cartridges I own were bought second hand.  I can't imagine
>how I could be busted for violating a contract that I have never seen.
>If I violate copyright laws (which allow for fair use), it is illegal. If
>I violate shrinkwrap licenses, it depends on the mood of the judge.

You got that right.

>It is my understanding that shrink-wrap licenses are enforced sometimes,
>and aren't enforced other times, depending on how reasonable it is.  Now
>would someone like to explain to me why it is unethical to modify a
>cartridge, even if I own it and don't distribute the modified program?

No, I wouldn't - because I don't believe it is.  Would somebody just
TRY to find a shrink-wrap license agreement for a game ?  They don't
exist.  Just because computer software regularly contains them doesn't
mean that all forms of software sold do.  To wit: computer software is
DESIGNED to copy itself onto your hard drive, in order to INSTALL it.
The license agreement is designed so that transfer of the original disks
without de-installation from the hard drive breaks the licensing
agreement.  Games are sold as if they were pieces of hardware.  Until
recently, only hardware junkies could extract the information from these
things.  Contrary to the PC case, people do not by definition have means
by which to copy them simply by owning a system to play them.  So,
a license agreement would in large measure be: (a) unnecessary, (b)
not understood by the purchasing party (rendering it useless), (c)
a waste of legal fees.  What makes it unenforceable is the fact that
you (in general) have no means by which to return the cartridge if you
were to return it based on not agreeing with the license agreement (I
dare you to try and return a cartridge on this basis).

 - 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, Canadas
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: CONSOLE PROTECTION SCHEMES
Organization: Johns Hopkins University CS Dept.
Date: Tue, 8 Sep 1992 17:52:42 GMT

In article <1992Sep8.150123.3049@csdvax.csd.unsw.edu.au> u8939683@csdvax.csd.unsw.edu.au writes:
>The Austalian Snes has both protection schemes discussed on this 
>conference.
>First the console checks the cart and the cart checks the console.
>The Australian console will not run any overseas game.
>And an Australian cart will not work on any overseas console.

No it doesn't, at least not if it works the way you describe it.

The reason the Australian game won't work on an overseas console is because
the overseas console checks the game too, not because the game checks the
console.  If the game checked the console you would not be able to use the
adapter you described.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
Newsgroups: rec.games.video
From: louis@netcom.com (Louis Chui)
Subject: Re: cd rom game market
Date: Tue, 15 Sep 92 18:03:42 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Distribution: rec

In article <1992Sep15.161943.3223@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>In article <Sep.14.18.01.14.1992.28729@remus.rutgers.edu> pearl@remus.rutgers.edu (Starbuck) writes:
>>In article <1992Sep14.165052.26836@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>>
>>> Who told you a CD ROM is "UNCOPYABLE"......whoever did doesn't know what they
>>> are talking about.
>>
>>Well then how about "very hard to copy"..
>>
>>Please insert disk #781...
>
>Not really necessary with the advent of cheap $30 120meg 3.5 inch optical
>disks.....not to mention the 5.25 inch variety....:-)
>

BTW, how cheap is the optical drive? Is the format compatible with;
let's say the TG16 CDROM or the Mega CD?

>Gary
>
>-- 
>-----
>Gary Snow
>uunet!clark!gsnow  or  gsnow@clark.edu


-- 
Louis Chui 
Internet address: louis@netcom.COM   ( home )
                  louisc@lsil.com    ( work )
Newsgroups: rec.games.video
From: rjc@cogsci.ed.ac.uk (Richard Caley)
Newsgroups: rec.games.video
Subject: Re: sega/snes (Becoming a developer)
Date: 14 Sep 92 20:55:03 GMT
Organization: Human Communication Research Center
In-reply-to: exuhag@exu.ericsson.se's message of 14 Sep 92 13:34:25 GMT

In article <1992Sep14.133425.19399@exu.ericsson.se>, James Hague (jh) writes:

Teh Kao Yang writes:

tky> I called up Sega asking about becoming a developer, and they told me that
tky> they only sell the developers kit to companies. 

So, become a company.

jh> I think the reason Sega only sells to companies is that writing a
jh> professional quality game takes a _tremendous_ effort.

I suspect they don't trust individuals to keep to whatever horrendous
non-disclosure agreement they will make you sign. 

--
rjc@cogsci.ed.ac.uk			_O_
					 |<
Newsgroups: rec.games.video
From: buxton@offroad.chem.wisc.edu (Eric Buxton)
Subject: 7800 connection difficulties
Organization: Physical Sciences Lab, UW-Madison
Date: Tue, 15 Sep 92 20:39:23 GMT

I just got a new 7800, and when trying to hook it up, I got a lot of  
interference on channel 2 even though there is no channel 2 in our area.   
The channel 3 option does not seem to work, although there is a channel 3  
in our area.  What am I doint wrong???
Newsgroups: rec.games.video.arcade
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: more street fodder
Organization: University of Tasmania, Australia.
Date: Sat, 12 Sep 1992 08:11:30 GMT


>By the way...I am having trouble getting past Sagit on level
>5 (or 4 for that matter) with Guile.  Any particular hints?

Crouch block and use Forward sweep to keep Sagat back.  If he
jumps in, razor kick.  If he starts throwing fireballs, jump in
and aerial Fierce, standing Fierce.  He's toast.

--
Tim Morris
From: jimhsu@athena.mit.edu (Jimmy M.D. Hsu)
Newsgroups: rec.games.video.arcade
Subject: Mortal Kombat Bug Observed
Date: 13 Sep 92 13:14:44 GMT
Organization: Massachusetts Institute of Technology

Someone posted earlier about seeing glitches
in Mortal Kombat.  I observed one too:
After Computer Sonya got knocked down (by
Raiden, I think), she got up and her legs
were more than one body width in front of
her torso!  In other words, you could draw
a vertical line that splits her torso and
her legs!  She walked around and fought
like normal for a while, but then I think
she got knocked down or beaten and it was
corrected.  It was really amusing to see
her walk and fire rings and go dizzy and
stuff.  I think she even attempted a leg
throw, with her legs waaaaayyyyy out in
front.

Anybody else observe any astonishing bugs?

P.S.  Her torso remained in the same
relative position, horizontally.  In other
words, you could draw a *horizontal* line
that split the two halves of her body, also.

It looked like a magician did one of those
"saw the woman in half" tricks, but forgot
to reattach the legs!

  @   <------- Torso
 (_L
  ~ |\
    / )    <-- Legs
    ~ ~

YIKES!  This is even creepy.  Maybe this
is intentional in the spirit of Blood and
Guts and ENDLESS GORE!?!?!!!!

--
James AMDEE
From: jaa@po.CWRU.Edu (Joseph A. Ambrose)
Newsgroups: rec.games.video.arcade
Subject: MK has the worst TICKS
Date: 14 Sep 1992 09:05:06 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: thor.ins.cwru.edu


There are a few things i dont like about this game.
I mean I love playing it, but there are some shitty
moves one can do.

With raiden, if timed properly, you can continually
smash someone with the "torpedo" when you hit them into 
the corner(there is no way out of this, trust me).

With any character.... if you get someone in the corner
and you uppercut them , you can keep them off the ground
with consecutive uppercuts until they die. The opponent
cannot get out of this because they are in the air falling.

As mentioned before ther is the Sonya leg crab repetition.

Being in the corner.... when you hit someone into the air in 
the corner there are many nasty UNCOUNTERABLE combos that you
can do that will take  off ALOT of energy.

Basic combos.... EX.  Liu Kang=uppercut then fly kick
                      Raiden= uppercut then torpedo
                      Cage= you get the picture

There are too many ways to do lots of damage on this
game. Even blocking ANY move causes a loss of energy.

I'm sorry, just felt like complaining.
-- 
Newsgroups: rec.games.video.arcade
From: west@ponder.csci.unt.edu (Bruce West)
Subject: MK v. SFIICE
Organization: University of North Texas, Denton
Date: Wed, 9 Sep 1992 00:02:25 GMT

    I have played SFII for a long long time and can hang with the best of them.
But I must say MK is better for several reasons:

Graphics:  I played SF after playing MK for a while now.  The SF graphics seem
           reaaly poor now -- and the characters look VERY small to me.  On
           the plus side SF seems much easier and slower now -- its like I have
           more time to think while someone jumps in on me.

Playability:
           The block button concept of MK is excellent, once you get used to it.
           MK is much more realistic.  And TICKS are near impossible.  For those
           of you who say "its so easy to throw" I really don't understand.
           Inside special moves will always stop someone's throw -- if well 
           timed.  As will sweeps and almost anthing else.  It's all a matter
           of timing and guessing just like in SF -- but its much harder to set
           up a "take damage -- or block and get thrown" situation in MK then
           in SF.

Combos:
           No good combos?  With Sub-Zero I can throw -- freeze before he stands           until he's dead.  I'm just wondering when everyone down here will
           fingure out a crouch block will stop this.  As for 3 move combos,
           have you guys not played the computer at a high level?  Raiden can
           hit you in the air, fireball you, and fly into you all before you
           land -- now THAT's a combo.

   Anyway, I only started playing MK because it is a quarter to continue -- where
  SF is 50 cents to continue down here (can you fucking believe that?).  But
I must say the characters ARE different -- having different hieghts -- crouching
at different levels -- jumping higher or lower -- etc etc.  Although close in
they appear to be the same so far.  One nice "detail" as someone was talking 
about....That "nut grab" move DOESNT work on the girl!  Now THAT is detail.

   Anyway, keep on playing -- it's a cool game and makes SF easy as pie.  I
just keep finding myself trying hit block when I play SF :(  oh well.

Ciao...
From: jdeitch@umiami.ir.miami.edu
Newsgroups: rec.games.video.arcade
Subject: Administravia : READ THIS !!
Date: 10 Sep 92 18:27:47 EDT
Organization: Univ of Miami IR

This is an update to my internet status ...

I'm now live and running on the internet for email.  Usenet should come soon.

As soon as my Fido gateway gates in RGVA, then all my postings in the FAQ will
continue as will service on the pinouts/switches archive and the cheat sheet.

thanks a bunch !

PS : If you want anything email, go ahead and send to me ... I'll get to it
     within a few days ....

- Jonathan 
-------------------------------------------------------------------------------
Internet : jdeitch@umiami.miami.edu | Go Braves !! | "I hate it when I can't
---------------------------------------------------| trust my own technology !" 
"Thrills!  Chills!  Magic!  Prizes!"  -- Hurricane |    -- Geordi LaForge

*** Please note, Sep 1st I change to : jdeitch@gisatl.fidonet.org !!!

Gene Roddenberry, Isaac Asimov, Jim Henson, Dr Seuss, Mel Blanc ... Sigh ...
From: ramos@engr.latech.edu (Sheng Long)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat Bug Observed
Date: 13 Sep 92 23:36:09 GMT
Reply-To: ramos@engr.latech.edu
Organization: KKK Inc.

In article 13123@zip.eecs.umich.edu, kalex@quip.eecs.umich.edu (Ken Alexander) writes:
> Sometimes, it is possible to continue to do supermoves against an opponent
> until they are dead, and blocking will have no effect.  Once I was up 
> against a wall and Raiden just continually superman-slammed until I died,
> even though I was blocking.  A similar thing happened with Sonya: she kept on
> leg-throwing me until I died, and there was nothing I could do because
> blocking was ineffective and it wouldn't let me do any other moves.

AhAhAhAH! Whoever said there is no TICKING in Mortal Kombat (in opposition to SF2)  will have to reconsider that. This seems to be worse than *any* SF2 tick I ever heard of.
Newsgroups: rec.games.video.arcade
From: alumni106@camins.camosun.bc.ca
Subject: Re: sf2 gamers
Organization: Camosun College
Date: Sat, 12 Sep 1992 04:10:03 GMT

In article <BuF0JJ.HLG@acsu.buffalo.edu>, v094lrtr@ubvmsb.cc.buffalo.edu (Brent Fiene) writes:
> nothing personal, but MK does not have its own newsgroup yet, but sf2
> does. the group is alt.games.sf2. please keep all sf2 questions there
> because i am getting real sick of seeing that game clutter up this
> board too.

No shit, Sherlock! Has it ever occurred to you that people here might 
not GET alt.games.sf2? I, for one, don't get ANY alt groups, and I'm 
sure I'm not the only one. It's for this reason that I proposed that we 
make a rec.games.video.sf2 message base so that more people would be 
able to post to it and free up rec.games.video.* for other stuff, but it 
wasn't too enthusiastically received. If you don't like SF2, don't just 
whine about it, make a kill file. Then you'd never have to see any SF2 
messages again. TTYL.

                                                  -=]> Max <[=-

+-----------------------------------------------------------------------------+
|Kup- "This reminds me of the time when my   +-> Kup- "You ever SEEN a Regulan|
|      my platoon was stranded on Regulan IV;|         Metal Monger, lad?"    |
|      there we were, only SEVEN HUNDRED of  |   Hot Rod- "Uh, no,..."        |
|      US, against THREE WHOLE REGULAN METAL |   Kup- "TRUST me! We were      |
|      Mongers!"                             |         outnumbered!           |
|Hot Rod- "Seven HUNDRED of YOU? Against     +--------------------------------+
|          THREE of THEM? Aw, come on, Kup!"-+ alumni106@camins.camosun.bc.ca |
+-----------------------------------------------------------------------------+
From: skchin@chimi.engr.ucdavis.edu (Mystic)
Newsgroups: rec.games.video.arcade
Subject: Re: Women and Video Games
Date: 12 Sep 92 17:23:27 GMT
Organization: College of Engineering - University of California - Davis

In article <BuGA08.8B0@news.cso.uiuc.edu> jng53092@uxa.cso.uiuc.edu (Jon Gad) writes:
>
>I'd forgotten about Tetris.  The one down at the Union is right next to the
>Mortal Kombat (where more and more of my quarters are going) and it DOES 
>seem that 40-50% of the players are female.

I haven't seen that many female Mortal Kombat players around here (in
San Francisco).  Most of them are male.  I don't see myself playing Mortal
Kombat anytime in the near future, but it IS amusing to watch other people
play.  :)  Males tend to master these games more quickly than females. 

>Not really.  I kinda figured that there'd be an exception to every rule.
>On the other hand, I can only remember seeing a female play SFII(CE) 
>twice.  Both times they were tag-teaming with an SO. (that is, He plays the
>first round, She plays the second, and if neccesary, He plays the third)
>In both cases the character being played was Chun Li, though one of them DID
>switch to Vega for the next match.

Yes, there are a lot of women who play second rounds.  BUT, there are also
those that can play on their own, and even defeat other male challengers. 

>Which brings up another question.  What SFII chars do females prefer, anyway?
>I've only seen Chun and Vega myself.  What's everyone else got to say on the 
>matter?

I am under the impression that many females begin with Chun Li because she
is easy to learn.  But there are also those that use Ken/Ryu and Guile. 
I haven't seen a female Vega player.  I have noticed that males seldomly
choose Chun Li. 



-- 
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  Mystic  skchin@tomatillo.engr.ucdavis.edu  University of California Davis
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Newsgroups: rec.games.video.arcade