HDTenEightyP/NetNews huggingface dataset:
From: rjung@phakt.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: Re: Street fighter III, what's it like?
Date: 15 Nov 92 03:18:00 GMT
Article-I.D.: phakt.1e67p8INNq4c
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: phakt.usc.edu

In article <BxqIKy.n39@CAM.ORG> gelinas@CAM.ORG (Daniel Gelinas) writes:
>Many people have been talking about street fighter 3 around here(montreal)
>but I have yet to see the game.  I've heard that you guys in the states 
>have it.  If this is true, how is it different from sfII champion?

  There is *NO* official game called "Street Fighter III" from Capcom.

>What are the new moves(I really would like that).  I hear that you can shoot
>fireballs in the air and direct them in different ways.

  That's an illegally-modified version of SF2, which some folks have taken to
calling "SF2 Black Belt Edition". Capcom is not too happy about it, though,
and have threatened to sue somebody, as soon as they can find out who to sue.
The "Black Belt Edition" seems to be pretty prolific, tho.

  Actually, SF2 hacks seem to be pretty popular nowadays. I saw one the other
day where (a) the game seemed 30% faster than normal, and (b) all projectile
attacks (fireballs, yoga fire, etc.) slowly dropped downward as they flew
across the screen. Sure threw my game off...

                                                --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: ckalin@csd4.csd.uwm.edu (Christopher Allen Kalin)
Newsgroups: rec.games.video.arcade
Subject: Re: MK Cameo Appearances (was: Re: When I was young...)
Date: 20 Nov 1992 14:50:04 GMT
Organization: Computing Services Division, University of Wisconsin - Milwaukee
NNTP-Posting-Host: 129.89.7.4

In article <BxFsB1.7L7@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>I've also seen a witch and a kite!!   I like these little hidden secrets!!

Also, I've seen Peter Pan and his little group fly past now and then. (It's
the group of five bodies in flowing nightdresses.)

Chris Kalin

Newsgroups: rec.games.video.arcade
From: petitc@vccsouth10.its.rpi.edu (Christopher Jon Petit)
Subject: World Heros:  Moves List Wanted
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Mon, 23 Nov 1992 03:30:39 GMT


I'd like the complete moves list for World Heroes and Art of Fighting.

Also, can you play the other six characters in Art of Fighting, or only Ryo and
Robert?

-- 
Dreams are the only thing/That keep me aloft/Ephemeral, unreal and not likely
to ever happen/They are still the most beautiful things to me/In this dreary
, grey thing that we all call life./Is life a gift?/I think not/I see it as
a cruel joke/We were thrown out/Will we ever be worthy to get back in?
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Pengo
Organization: University of Maryland, College Park
Date: Sun, 22 Nov 1992 01:38:12 GMT

In article <1992Nov18.214350.14446@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>>
>>Pengo was a Sega/Gremlin game back in '82.  Most of the true CLASSIC Sega
>>games had the Gremlin connection (Zaxxon, Frogger, Astro Blaster, Space
>>Firebird).
>>The cute-game nature of Pengo should have SCREAMED "Sega" at you, from the
>>cutesy crap they've put out on their own

Am I crazy, or didn't Alien Syndrome contain a "hidden" Pengo in it somewhere?

      | $000C35FA                  <>-----=------------------------=----=----<>
 VGR  | (1812 Overture)            | "The size of the brain is no measure of  |
      | I GIVE UP                  | its capacity."   - Mr. Jonathan Frisby   |
      | YOU MUST BE A  VIDEO WHIZ  <>-----=---------=------------------------<>
From: shimkevi@buchmf.bu.edu (Sergey Shimkevich)
Newsgroups: rec.games.video.arcade
Subject: Re: SF,FF,AoF,WH,MK characters!
Date: 20 Nov 92 00:06:27 GMT
Organization: Boston University Chemistry Department

In article <8f2wxLm00VpBAGMkQH@andrew.cmu.edu> cj24+@andrew.cmu.edu (Curtis B. Jackson) writes:

>Janne:the elven type character female who is the main character of the
>story.....in RECORDS OF LODOSS WAR (sp?)

Joan D'Ark (historical figure). I fail to see any resemblance to Deedlit.

>Jengis Carn: a mutated Attila the Hun

Chingiz Khan, obviously.

>Rasputin????

Historical figure.

//////////////////////////////////////////////////////////////////////////////
// Ryan: What is it to you, demon?       //// Sergei Shimkevich             //
// Lune: It is Sir, Demon to you, worm!  //// shimkevi@buchmf.bu.edu        //
// -Phantasy Star III                    //// shimkevich@A1.tch.harvard.edu //
Organization: University of Illinois at Chicago
Date: Thursday, 19 Nov 1992 13:19:36 CST
From: <U59985@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: Pengo
Distribution: na
 <1eep24INNo1u@gambier.rick.cs.ubc.ca>

Currenly avaible for the Sega Master System. Who still owns one of those! :)
And I think also available for the Game Gear. Maybe Game Boy too. I think the w
hatchamacallit's were just called Blobs. You had to squish them between blocks
of ice or break the ice blocks that they are stored in.

Thomas
Newsgroups: rec.games.video.arcade
From: axolotl@socs.uts.edu.au (Iain Sinclair)
Subject: Re: Reminescing...
Reply-To: axolotl@socs.uts.edu.au
Organization: University of Technology, Sydney
Date: 21 Nov 92 04:53:59 GMT

exuhag@exu.ericsson.se (James Hague) writes:
 >SF was a color vector game--I remember hearing that it was the first.  
 >And I can't remember if Mukor talks (I know that he rules all galaxies 
 >though :-)

"Hmm, Earth slime is weak!"

I liked Blasteroids.  The endings on the easy & medium levels were neat.
The hard levels were a real challenge.  The design, in terms of animation,
playability, variety, etc. was very good.  It's probably the best possible
variation on the theme.. Congratulations to Ed Rotberg, I suppose. :-)


--
 Iain Sinclair    axolotl@socs.uts.edu.au
Newsgroups: rec.games.video.arcade
From: hlsw_ltd@uhura.cc.rochester.edu (Dave Hollinsworth)
Subject: Re: Reminescing...
Organization: University of Rochester (Rochester, NY)
Date: Fri, 20 Nov 92 05:02:46 GMT

In article <92324.131115U59985@uicvm.uic.edu> U59985@uicvm.uic.edu writes:
>Q*Bert:Only thing missing was the thump when you fell off the edge.

Actually, that reminds me of something I've always wanted to know about Q*Bert.
On all of the machines that I played, whenever Coily jumped off the edge of
the pyramid, the machine would make this very loud *CLICK* noise.  It didn't
sound like it was coming from the speakers.  What was that noise?  (Was it
similar to the knocker on pinball machines that goes THWACK whenever you win
a free credit?)

And on a similar vein...we've now got lists going of "hard" games, "cutesie"
games, "most addictive music" games, "reminisce" games.  Here's one that (IMHO)
fits all four:

Kidniki:  Radical Ninja.

Sega, I think.  Anyone seen one lately?  (There's one at Rocky Point Park in
Rhode Island, along with a Joust, a Spy Hunter, a Paperboy (heh heh), a
Super Zaxxon, and many other "classics", as well as a good crop of older
pinball machines.  Plug plug.  :-)  )

-- 
********  Dave Hollinsworth  *******  hlsw_ltd@uhura.cc.rochester.edu  ********
*   "From Hell's heart, I stab at thee!" - Khan Noonian Singh, Star Trek II   *
************  DISCLAIMER:  They're my opinions.  Are they yours?  *************
Newsgroups: rec.games.video.arcade
From: zuniga@loligo.cc.fsu.edu (Ralph Zuniga (FREAC/CAR))
Subject: MAGIC SWORD
Organization: Florida State University Computing Center
Date: Sat, 21 Nov 92 01:07:37 GMT

Does anyone have any tips/strategies on how to get to the upper levels
of Magic Sword (Capcom U.S.A.)?? It took me $4.00 to get to level 24
(I know, I suck). I saw one guy get to level 28 on $.75. He quit afterwards
since he told me that he had already finished the game on a previous outing (and after seeing
the way he played, I believed him). This guy had a thief with a three bomb

attack as his partner amd he was kicking ass. Contrary to what the game
tells you at the beginning, that the Knight is your most powerful ally. Which
is the best ally?? The Knight? How about the Lizard Man?? I just want to enjoy
more of the game on less money (sucks that you only get one man). Anyone have
any suggestions?? Any comments would be appreciated. Thank you.
From: hwtx@vax5.cit.cornell.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Reminescing...
Date: 19 Nov 92 11:30:54 EST
Distribution: rec
Organization: Cornell University

In article <1ecle9INNo3@pith.uoregon.edu>,
seth@inferno.uoregon.edu (Seth Scott) writes: 
> Here are some of the games that I remember, and enjoyed-- let's see if anyone
> knows about them:
> 
 
> Gladiator-- Used to win this one my freshman year in high school.  As I look
>    back, it was rather cheesy, but the War God at the end was _such_ an 
>    intense fight, wasn't it?

I'd have to agree, but I never was able to finish off the War God.  (The one
who you would kill, only to come back as a skeleton, right?)  What happened
then?

Also, I'd like to dig up another real oldy.  Does anyone remember an
Atari game called Dragon Spirit?  It was a shoot the airborne enemies, and
bomb the land enemies, (sometimes at the same time) kind of game.  I still
can't believe how advanced it was for the time it came out.  There was just 
so much detail, and the music really rocked!

Does anyone remember what the head nasty was at the end of the desert level?
Did anyone ever finish it?  Does anyone know if there are one of these around?
Does anyone know what I'm talking about?

Thanks a bunch...

						Norm Schaeffer
						hwtx@cornella.cit.cornell.edu

Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Reminescing...
Organization: University of Maryland, College Park
Date: Sun, 22 Nov 1992 23:00:01 GMT

In article <1992Nov22.024544.20944@ncsu.edu> jecoleb@eos.ncsu.edu writes:
>
>(And is it just me, or is the Aladdin's Castle chain notable for (a) lousy
>pinball selection and (b) even more lousy pinball maintenance?)

I fear it is not your imagination.

      | $000C35FA                  <>-----=------------------------=----=----<>
 VGR  | (1812 Overture)            | "The size of the brain is no measure of  |
      | I GIVE UP                  | its capacity."   - Mr. Jonathan Frisby   |
      | YOU MUST BE A  VIDEO WHIZ  <>-----=---------=------------------------<>
Newsgroups: rec.games.video.arcade
From: borgen@stud.cs.uit.no (Borge Noest)
Subject: Re: Reminescing...
Organization: University of Tromsoe, Norway
Date: Sun, 22 Nov 1992 21:03:37 GMT

In article <1992Nov19.112200.4102@news.Hawaii.Edu> gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu) writes:
>	Donkey Kong 3     (loved this one!)

Please! Describe this one to me. I love DKjr and like DK.

>	Lode Runner (NOT the computer game!)

Hm. What's this like? Close to the computer game?

>	Bagman

Are we talking about the 3-screen sideways scrolling game set in a mine?

>         Galen Komatsu           !     Apple//e     !      XTC
-- 
|/// borgen@stud.cs.uit.no (Boerge Noest) | Amiga B2000			 \\\|
|//  Box 218, 9001 Tromsoe, Norway	  | Remember to :-) when needed	  \\|
|/   The worlds northernmost university	  | Life is worth living.	   \|
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: vignl00@DMI.USherb.CA (LOIS VIGNEAULT)
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
Organization: Universite de Sherbrooke -- Dept. d'Informatique
Date: Sat, 21 Nov 1992 18:27:27 GMT

I feel that Blanka can easely beat Balrog by using eletricity!

Max
Newsgroups: rec.games.video.arcade
From: 910427m@ace.acadiau.ca (JASON MATTHEW MCDONALD)
Subject: Re: Sega's Virtua Racing
Organization: Acadia University
Date: Fri, 20 Nov 1992 14:04:40 GMT

In article <1992Nov20.003843.16542@grebyn.com> malak@grebyn.com (Michael Malak) writes:
>Newsgroups: rec.games.video.arcade
>Path: dragon.acadiau.ca!nstn.ns.ca!news.cs.indiana.edu!spool.mu.edu!wupost!uunet!grebyn!daily!malak
>From: malak@grebyn.com (Michael Malak)
>Subject: Re: Sega's Virtua Racing
>Message-ID: <1992Nov20.003843.16542@grebyn.com>
>Organization: Grebyn Timesharing
>References: <axolotl.722058670@dragon> <1992Nov18.062342.25252@news2.cis.umn.edu>
>Date: Fri, 20 Nov 1992 00:38:43 GMT
>Lines: 6
>I haven't had time yet to go check out Sega's Virtua Racing.  From the
>ad in Replay magazine, I couldn't tell whether or not your own car was
>visible on the screen.  If it is, then it is not true first person
>perspective and should not be called virtual reality (actually, anything
>that is not stereoscopic should not be called virtual reality).
>

You can switch from four different views, 1 in the cockpit and the other 
three show the car from different distances.  I don't think Sega claimed it 
to be VR(Virtual Reality), they just consider it VR(Virtual Racing).  Just 
as a sidenote, this game is really incredible.  I didn't really get the 
experience of taking corners, but the pressure plates did make it more 
realistic.  The sound is simply amazing, but the most incredible thing is 
the smoothness of everything.  All the background motion  in the game does 
not hinter the transition from the four views.  It handles well too:)
     ______________________________________________________________
   /|    ________________    ________ |   Jason "Toast" McDonald   |
  | |       /  ___  ___ ____    /     |   910427m@ace.acadiau.ca   |
  | |      /  /  / /__//___    /      |   Acadia University,       |
  | |     /  /__/ /  / ___/   /       |   Wolfville, Nova Scotia   |
  | |--------------------------------------------------------------|
  |/______________________________________________________________/
                                              (c) sigfiles inc.
From: pearl@gandalf.rutgers.edu (Starbuck)
Newsgroups: rec.games.video
Subject: Re: TurboDuo
Date: 16 Nov 92 16:30:49 GMT
Organization: the Worlds Welfare Work Association, Rutgers Anime division

In article <101997@bu.edu> dauria@csa.bu.edu (David DAuria) writes:

 > In article <1992Nov15.002138.8304@kong.gsfc.nasa.gov > jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
 >  >packed with the Duo.)  However, you should also consider that the Duo to
 >  >Mac/PC interface will only work with the Duo.  For me that's more important.
 > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 > 
 > Well Actually somebody asked the same question on Prodigy to Victor Ireland
 > (He happens to work for working design, a third party company that does games
 > for the turbo)  According to Mr. Ireland,  the scsi adapter will infact work
 > with the regular turbo-cd and the turbo-duo.  It seems it overrides the bios
 > in the duo anyways so it does infact work.
 > 
 > David D'Auria
 > dauria@csa.bu.edu

If this is true, then it is great news indeed!

I couldn't wait for the duo and purchased the TG16 unit in August.

Steve
---
Stephen Pearl (Starbuck)    Work: (908)932-3465   Home: (908)566-6842
UUCP:  rutgers!remus.rutgers.edu!pearl  Internet: pearl@remus.rutgers.edu
FidoNet: Stephen.Pearl@f619.n2605.z1.fidonet.org (or 1:2605/619)
GEnie: S.PEARL6                    CI$:  >internet:pearl@remus.rutgers.edu  
US MAIL:  359 Lloyd Rd, Aberdeen, NJ 07747-1826           
QUOTES: "What is Starbuck-ing?" -Adultress 19
        "Works for me!" -Rick Hunter (The Cop, not the Robotech Defender)
From: outcast@ccwf.cc.utexas.edu (Mark Mavromatis)
Newsgroups: rec.games.video
Subject: Re: Cobra Command [GEN-CD] first impressions
Keywords: COBRA COMMAND SEGA CD CD-ROM
Date: 22 Nov 92 00:46:13 GMT
Organization: The University of Texas at Austin, Austin TX

In article <1992Nov17.045715.28505@seas.gwu.edu> hesprich@seas.gwu.edu (David G. Hesprich) writes:
>The opening sequence is intact from the arcade version as far as I can tell,
>in fact the entire game seems to be true to the arcade version.  I'll have to
>say that the previously stated estimate of 3 frames per second is a bit off...
>it's not THAT jerkey, more than smooth enough, I thought.  (there is a reduced
>frame rate and a cut of palette colors from the arcade version, but IMHO it
>doesn't affect gameplay and it is still a VERY impressive and fun game.
>Especially if you like it in the arcade)
>

I thought that the translation was FAR from true. The truth is that the 
original game Cobra Command was a Laserdisc with a cartoon playing. Sega's
version uses 320*200 resolution with 64 colors and is far from a cartoon. The
graphics are fuzzy and dithered everywhere. I believe the exact frame rate was
about 6 frames/second. I played the Japanese version (Thunderstorm FX) at
Gametronix in Houston and was appalled at the quality of the game. If that's
all that the Genesis CD is capable of, I can see why Nintendo decided to wait
and just release a 32-bit player because of the similarity between cart and CD
games.

What I have not seen in Sega CD is true scaling and rotation. Cobra Command's
rotation and scaling seems to be like Sonic's bonus world software-emulated
rotation. The scaling is jerky and I have yet to see a game take good       
advantage of this feature. Why can't they just release a flight sim (like
Pilotwings) that just shows what the thing can do. I also checked out the
Mega CD intro, but the rotation and scaling is still jerky.
From: cjl1@quads.uchicago.edu (Cal Lott)
Newsgroups: rec.games.video
Subject: Re: [SNES] - stuff
Date: 23 Nov 92 03:25:14 GMT
Reply-To: cjl1@midway.uchicago.edu
Organization: University of Chicago Computing Organizations

In article <1992Nov10.021936.16105@oz.plymouth.edu> j_herlih@oz.plymouth.edu (Axl) writes:
>1.
>	Ok, a few things.  SNES SFII.  Me, Ryu...computer, Vega (at
>level 3..don't laugh :/ )  I get thumped routinely, and would like to
>know how to beat the sofar unbeatable Vega.
>
>-Axl @)-->---

	One (wimpy) strategy that I used effectively with Ken was to fireball
the living !?@$&?! out of him. Be sure to use the jab fireball-- it will pace
him if he tries to backflip out of danger and nail him at the end of the move.

	Fireballs work particularly well when Vega is near the end of his
rope, and tries to use the forward tumble & claw attack.

	When Vega uses his fence maneuver, throw a Dragon Punch. If you can't
do that, then jump back and kick. He should miss you. If you cut it really
close, you can sometimes hit him as he comes down.

	Good luck! Vega is the hardest of the four bosses for me to beat
consistently.

						-Cal
-- 
----------------------------------------------------------------------
Cal Lott          "I don't live in Chicago, I just go to school here."
Email me, baby!   cjl1@midway.uchicago.edu   CA_CL@gsbacd.uchicago.edu
----------------------------------------------------------------------
From: tehyang@sal-sun64.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: SEGA CD: Full Review [Horwitz]
Date: 22 Nov 1992 19:12:45 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: sal-sun64.usc.edu

In article <Bxzysz.9w6@acsu.buffalo.edu> v089l3s3@ubvmsd.cc.buffalo.edu (Jeremy B Horwitz) writes:
>	Releases have been few and far between for the system in Japan, despite SegaUs
>claims of support from over 20 licensee companies.  Another 
>interesting point is that Sega has opted to produce games like Streets of Rage 2
>and the Japanese RPG Land Stalker in 16 Megabit cartridge format rather than 
>release them at a lower price on CD. While these games could have dramatically 
>increased sales of both the Japanese and American systems, Sega has decided 
>against an obviously reasonable move. Why? I can think of two reasons: Either 
>Sega has given up (in Japan) on trying to give people a good reason to buy their
>CD system, or they are trying desperately to release a 16-Meg cartridge like 
>Street Fighter II.

I think that Sega is in a difficult situation regarding to which system to 
release the popular games on. If they release the games on Mega-CD, the people
who don't have Sega-CD will either be left out or be forced to buy one. This 
may increase Sega-CD sales but it may also make a lot of people angry. i.e."why
should I spend 2XX dollars just to be able to play that game? I already own a
Genesis!"  I think their current policy of strong support of cartridge games
is the correct one. The Genesis base console still has a lot of potential. The
CD system will take time to gain acceptance, and they should not force people
to switch to it too quickly. As the CD system matures and people begin to 
appreciate its power they will begin to buy it. After a certain point when
there is not a great discrepancy between the number of Genesis and Sega-CD
owners then Sega could concentrate fully on CD game development. I believe that
this is the same route taken by NEC with the PCE CDROM.

>title should have been replaced by its newer sequel. Sega earns a failing grade 
>for giving kids a Christmas present which comes free with "a $350 value", the
>same Christmas presents they got last year and the year before.
>

I wonder why no one is griping about TTI including games like Y's, Bonk, and
Ninja Spirit in the Duo package? All of these games are old and most Turbo
owners would have one or more of these games already. Instead everyone is
saying how Sega has included a bunch of "old" games in their Sega CD 
package. The Sega CD includes 2 new games: Sherlock Holmes and Sol-Feace, and
the Duo only comes with one: Gates of Thunder. It could be that most Duo
buyers are not previous TG-16 owners and thus would not own any of the old
games but most Sega CD buyers already own Genesis systems. Gee, I just 
answered my own question! :)

-Teh Kao
Newsgroups: rec.games.video
Subject: Re: [Gameboy, GameGear, Lynx]: Do you Nicads on your handheld?
From: djwillkomm@miavx1.acs.muohio.edu
Date: 18 Nov 92 10:43:43 -0500
Organization: Miami University Academic Computer Service"

In article <1ebcvqINNhfp@transfer.stratus.com>, savoia@sw.stratus.com (Rick Savoia) writes:
> In article <1992Nov17.130305.1294@nlm.nih.gov>, sandro@lhc.nlm.nih.gov (Michael D'Alessandro) writes:
>> 
>> I'm interested to find out if people use rechargeable Nicads in their
>> Gameboys/GameGears/Lynxes and if so, what brand they use.
>> 
>> Can using Nicads in a handheld damage the machine?  I just bought a
>> TTI TurboExpress and its manual expressly warns against using Nicads
>> and I was wondering why...
>> 
>> Michael
> 
> I'd be interested in hearing experiences on this too.  
> Anyone out there use them on the Gameboy?
> 

	I've used them on a GameBoy and they work fine.  They even lasted
a good amount of time before having to recharge again.

Dave
Newsgroups: rec.games.video
From: jmilhoan@magnus.acs.ohio-state.edu (JT)
Subject: Just bought Genesis... ftp/faq needed!!!!
Organization: The Ohio State University
Date: Tue, 24 Nov 1992 04:04:03 GMT

I know, I know... enough talk about Sonic (1), but I just broke down and finally bought a Genesis.  I just scanned back as far as I could for any articles containing "ftp" anywhere, but none turned up.

If anyone could fill me in on any ftp sites with ANY Genesis info, I would greatly appreciate it.

Thanks,
JT
From: SJSBH@CUNYVM.BITNET
Newsgroups: rec.games.video
Subject: San Diego Video Games Stores-Help
Date: 16 Nov 92 15:01:25 GMT
Organization: City University of New York/ University Computer Center


    I would appreciate it if anyone can direct me to some good video
 games stores in the San Diego area, specifically near the San Diego
 Marina, by the Marriott and New Hyatt hotels. I will be going there
 in the near future. (eg. Toys 'R Us, EB, Software Etc., Babbages, any
 Japanese games stores, etc.)
 Please include as much address and location info as possible, for I am
 not familiar with the area.

 E-mail would be better, so as not to clog up the net.

 Thanks much....Steve