HDTenEightyP/NetNews huggingface dataset:
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video
Subject: Sega Scam and All System News
Date: 9 Nov 92 03:15:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Funny... Sega tells us all that Sonic 2 will be released
worldwide on Sonic Tuesday (11/24). I read through the latest
Megadrive Beep and Famicom Tsushin. Sega will release Sonic 2
in JAPAN on 11/21, as said in both their own advertisement
and in the release list date pages.
Anyone want to find out why Sega lied to us?

Also - Major new titles for each system follow below with dates.

Famicom: Megaman 5, F-1 Sensation (Konami).
         (12/92)    (1993)
Super Fami: Fist of the North Star 6 (11/20), Volleyball Twin by
Tonkin House (makers of Super Tennis) (11/27), Assault Suits Valken
by Masiya/NCS (11/27), Wizardry V (11/92), Final Fantasy V (12/6),
Tiny Toon Adventures (12/18), Alien V. Predator (12/25), Golden
Fighter Fist of Flying Warriors Hyper Version (Early 12), 
Combatribes (Late 12), Rushing Beat (2) Run (Late 12), Ranma 1/2 pt.2
(12/93), Elnard (1/93), Breath of Fire (Capcom) (1/93), Batman Returns
(Late Feb 93), Ogre Battle (2/93), 2020 Baseball (2/93), Fatal Fury
(11/27), NFL Football (2/93). 
PC Engine: Snatcher 10/23, Gradius II 12/18, Super Darius II (maybe
mid-12), Motoroader MC 12/92, notably missing SF2.
Mega Drive: Afterburner 3 11/20, Ninja Gaiden 11/20, Ninja Aleste 
11/20, Sonic 2 11/21, Gauntlet 11/92, G-Loc 12/11, Final Fight 
12/11, Super Shinobi 2 12/11, Road Blaster FX 12/92, Streets of
Rage (Bare Knuckles) 2 1/14/93, SONIC CD 3/93, Ys IV to follow.
GameBoy: Konami Ice Hockey 11/27, GB Bonk's Adventure 11/27,
Dungeon Land (Enix) mid-12, Mega Man 3 12/92, R-Type II 12/92,
Battle Toads (Future).
Castlevania 3 (1/93)             
Gamegear: Batman Returns 10/23, In the Wake of Vampire (Castlevania
Clone) 10/23, Sonic 2 11/21, Streets of Rage 11/27, GG Shinobi 2
(11/27), Mickey Mouse 2 1/24/93, GP Rider (future).
Neo Geo: ONLY 2. Viewpoint 11/6, Art of Fighting 11/20 (cost 28000
yen, $230.)

- Jer
From: x90smith397@gw.wmich.edu
Newsgroups: rec.games.video
Subject: [GEN] recommend a Hockey game please.
Date: 11 Nov 92 20:53:06 EST
Organization: Western Michigan University

I was wondering in somebody could recommend which hockey game i should
get for my Sega Genesis NHLPA or Mario Lemieux Hockey. Also has anyone
seen Phantasy Star 3 for the Sega yet? I cant find it anywhere

Eric

Newsgroups: rec.games.video
From: "tony camara" <tony.camara@canrem.com>
Subject: our wedding
Reply-To: "tony camara" <tony.camara@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 5 Nov 92 02:06:57 EST

I'm looking for a title called our wedding . Anyone ever heard of it ?
Im looking for anything with specific themes
ex:weddings,parties,christmas,baptizms etc. I'm running an amiga 1000
with 1.5 megs. Any help would be great thanks.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
From: ss@wpi.WPI.EDU (Scott Streeter)
Newsgroups: rec.games.video
Subject: Re: Sega Scam and All System News
Date: 10 Nov 92 07:41:26
Organization: Worcester Polytechnic Institute, Worcester, MA 01609-2280
NNTP-Posting-Host: wpi.wpi.edu
In-reply-to: gsnow@clark.edu's message of 9 Nov 92 22:16:39 GMT


>Funny... Sega tells us all that Sonic 2 will be released worldwide on
>Sonic Tuesday (11/24). I read through the latest Megadrive Beep and
>Famicom Tsushin. Sega will release Sonic 2 in JAPAN on 11/21, as said
>in both their own advertisement and in the release list date pages.
>Anyone want to find out why Sega lied to us?
>

Geez. A game date release inconsistancy. Like this is the first time
thats ever happened...

--
 Scott Streeter                             Visit the Star Wars Archive at
 ss@wpi.wpi.edu                             wpi.wpi.edu       130.215.24.1
Newsgroups: rec.games.video
From: grover@emunix.emich.edu (Grover Thomas)
Subject: Re: Soulblazer help needed
Summary: Harp string in the "basement" level of Magridd Castle
Organization: Eastern Michigan University
Date: Fri, 13 Nov 1992 21:59:44 GMT

In article <rrheaume.94@emr1.emr.ca> rrheaume@emr1.emr.ca (Roberta Rheaume (CPB)) writes:
>I rented this cart and practically finished it in one full day's play.  Not 
>very hard.  Anyone else have any thoughts on this game?

It was fun, but I thought (for the money) it was too "scripted," in that
you pretty much have to follow a set progression of events.  There's really
no random way to play the game.

>However, I am stuck in the Magridd Castle area and can't find 
>the harp string.  I found all the treasure chests in the torture chamber and 
>the basements.  I have one Monster Lair left in the basement.  Can anyone 
>tell me how to find the harp string?

Search all the piles of bones, even the ones that are not monsters.
(Hint: The bones you want will be on the upper wall, under one of those
stone-head-fireball-shooting things.)
-- 
 __                                                                        __
(__)  Grover Thomas                   InterNet:  grover@emunix.emich.edu  (__)
(__)                                                                      (__)
(__)    Stupid Dan Quayle quote deleted, now that he's out of a job :-)   (__)
From: stdnt171@whscdp.whs.edu
Newsgroups: rec.games.video
Subject: Re: Zelda III
Date: 9 Nov 92 13:58:04 CST
Organization: Washington HS, Milwaukee, WI

In article <1dltfcINNqgr@bnsgd245.bnr.co.uk>, daves@tcom.stc.co.uk (Dave Stewart) writes:
>Help !! 

	I should be able to.  I've beaten it twice.

>I'm stuck in Zelda III. I've got to the dungeon stage in the first castle
>in the Dark World and can't get past the last stairwell with the little red 
>bobbing
>things in it. How do I kill these buggers? I don't have the hammer and thought
>maybe
>I have to smack them on the head with that or something but I haven't been
>able to 
>find it.
>

	You've got the answer right answer.  You need to find the main treasure
chest in that dungeon and get the hammer.  Then bop those little things on the
head and walk right past.  I can't remember off hand where the main treasure
chest is but I believe you may have to blow open a wall with a bomb to get to
it.

>Also (possible related) how do you get down the hole next to the Blacksmiths 
>house,

	Again, the hammer is the answer.  bop those stakes into the ground and
walk over them.

>and wheres the bird the flute boy wants you to get.
>

	In the middle of the town.  It's that weather vane thing.  The bird is
really handy because he can carry you to cetain locations in the light world so
you don't have to walk all the way.

>Thanks in advance
>

You're welcome right now.

-- 
---------------------=THE JESSTER: MASTER SMART ASS-TER=----------------------
-=	Pick a quote, any quote:                                            =-
-="There's a giant sea monster attacking the cape!... Do you have any tartar=-
-=	sauce?" -Wild Cat                                                   =- 
-="Tatsu-Maki-Sen-Pu-Kyaku" -Ryu                                            =-
-="I say you are the messiah, Lord, and I aughta know, I've followed a few."=-
-=	-John Cleese                                                        =-
-="...True love prevails over all.  She got hit by a truck."                =-
-=	-5 guys called Anthrax                                              =-
-="This is a country, where tobacco kills 400,000 people a year so they ban =-
-=	artificial sweeteners... because a rat died!" -George Carlin        =-
-=Complaint of the week:                                                    =-
------=I am offended by your opinions.  They're too different from mine=------
From: drmcclin@uncc.edu (David R McClintock)
Newsgroups: rec.games.video
Subject: Super MArio World
Date: 6 Nov 92 14:20:08 GMT
Article-I.D.: unccsun.BxAt5K.96G
Reply-To: drmcclin@uncc.edu
Organization: University of NC at Charlotte

WEll I finally found all 96 exits on SMW. I never knew there was a point in doing it
before I read about it on here. I solved it a week after I bought my system and went
back looking for missed worlds but never realized there was a "point" in doing so. It
brought new life to the game (because I had quit playing it with no object left). I had
solved it by finding only 54 exits or so and had a great time find the other 42 exits.
My only gripe about it was when you finally get the 96 exits it doesn't tell you right
away. You have to quit (reset) and start again to see the star by the 96. IT should
at least pop-up a small window and tell you that you have reached 96 exits!! A little
congradulations would be nice. I guess they thought the star was enough, oh well I
wish Sonic had something like this.


                    
   +-------------------------------------------------------------------+
   >                                                                   <
   >  Dave McClintock  -->    Internet: drmcclin@mosaic.uncc.edu       <
   >                                                                   <
   >                                                                   <
   > "Don't know, Don't care!"                                         <
   >                                                                   <
   >                                                                   <
   > Question: "What will I do when I graduate this spring             <
   >           and lose my account to the SUN SPARC workstations       <
   >           and internet???                                         <
   >                                                                   <
   > Answer: " ..........die a slow and painful death ....   :(  "     <
   +-------------------------------------------------------------------+
From: rpc@wpi.WPI.EDU (Robert P Chauvin)
Newsgroups: rec.games.video
Subject: NES Double Dragon II
Date: 5 Nov 1992 19:45:30 GMT
Organization: Worcester Polytechnic Institute
Distribution: world
NNTP-Posting-Host: wpi.wpi.edu


Does any one have the continue code for DDII?  The one I have doesn't
work (unless I'm doing something wrong).  Is there a code for DDI?
From: hnrscancel@kuhub.cc.ukans.edu
Newsgroups: rec.games.video
Subject: GAMES!!!Games for sale CHEAP!SNES!
Date: 5 Nov 92 01:49:55 CST
Organization: University of Kansas Academic Computing Services

The following games are for sale-
For $30
Super Ghouls n Ghosts
Actraiser
UN squadron 
F-Zero
Mario World
FOR $40
Super Smash TV
Castlevania 4
Contra 3
Super Adventure Island

All games are without box or instructions but are in perfect condition and
include dust covers. Write soon because I am selling whatevers not gone after a
week. Games will be sent c.o.d. for about $3 shipping. MARK
From: 2ftzaxioms@kuhub.cc.ukans.edu
Newsgroups: rec.games.video
Subject: GameBoy games for Sell
Date: 9 Nov 92 21:32:43 CST
Organization: University of Kansas Academic Computing Services

I am posting this for a friend. He has a cartridge of 24 games for gameboy and
considers selling it. Any interested party please make an offer.Some of the
games are Doctor Mario, Super Mario Land, Bowling, Mahjong, Shanghai, F1 Racing
and some shooting games(Japanese version).
Newsgroups: rec.games.video
From: sgccmjw@citec.oz.au (Mark Wilton 23313)
Subject: Wanted hints for ultima 5
Organization: CITEC
Date: Fri, 6 Nov 1992 02:30:25 GMT
Summary: Wanted - how to complete unltima 5
Keywords: ultima 5

Could somebody please post some hints (read spoilers)
on how to complete ultima 5 , I now have 6 so I want to finish 5 first


Thanks


-- 
          __________________________________________________
          |o |Mark Wilton        - Centre for Information|o |      / /
          |o |sgccmjw@citecuc.citec.oz.au     Technology |o |  \ \/ /
     _____|o_|                      Brisbane  Australia  |o_|_  \/\/     
     |\   |o_|___________________________________________|__| \
     | \_______________________________________________________\ Amiga
     \ |    on []  off                                         | ForeveR
      \|_______________________________________________________|
"Informatics isn't a terminal disease it's a Software Engineering Degree"
----------------------------------------------------------------------------- 
Newsgroups: rec.games.video
From: "david shadoff" <david.shadoff@canrem.com>
Subject: copier weirdness
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 12 Nov 92 21:49:39 EST

In message <BxIKJn.zA@acsu.buffalo.edu>, v089l3s3@ubvmsb.cc.buffalo.edu
(Jeremy B Horwitz) writes:

>My query for the masters (especially you Swedes): Is the problem
>(if there is one) related to the Adventure Island cart's check
>for the system type?

Yikes... you better at least say, "and Finns", or you may offend Jarno.

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Good manners and bad breath get you nowhere.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
From: macleosd@newton.ccs.tuns.ca (Scott Donald Macleod)
Newsgroups: rec.games.video
Subject: Atari LYNX for sale
Date: 12 Nov 92 19:32:16 GMT
Distribution: na
Organization: Technical University of Nova Scotia, Halifax, N.S.

FOR SALE

Atari LYNX (Original)
with:
       Blue Lightning
       Electrocop
       Ninja Gaiden
       Robo Squash

       Asking $100. I will pay shipping cgharges.

       Thanks,
       Scott MacLeod

       macleosd@newton.ccs.tuns.ca
       macleosd@watt.ccs.tuns.ca
From: hank@longus.north.de (Derk Haendel)
Newsgroups: rec.games.video
Subject: Sonic
Date: 11 Nov 92 13:33:02 GMT
Reply-To: hank@longus.north.de
Organization: Priv. Atari UUCP-Point 2887 Elsfleth
X-Software: HERMES GUS 1.03 Rev. Apr 14 1992

Hi!

A friend of mine has problems with SONIC on the Mega Drive. He got stuck
in the Labyrinth-Zone 3. He couldn't get the monster.

Can someone mail me a solution for Sonic or give me a hint?

Thanx   HANK

-- 
hank@longus.north.de
Derk Haendel, Ostpreussenstrasse 17, 2887 Elsfleth, Tel. 04404 - 3294
Newsgroups: rec.games.video
From: brackney@author.ecn.purdue.edu (Larry J Brackney)
Subject: Re: SNES Rampart - How do you slay the Kraken?
Keywords: SNES, Rampart
Organization: Purdue University Engineering Computer Network
Date: Mon, 9 Nov 1992 14:59:47 GMT

In article <74109@hydra.gatech.EDU> gt3134b@prism.gatech.EDU (BAKER,WILLIAM JOHN JR) writes:
>I'm having a devil of a time trying to get past the
>Kraken level in super rampart.  I've tried different
>strategies, but none seem to work.
>
>Anybody out there know how to kill the damn thing?!??

*Argghh Matey!  There be spoilers here!*

   The best way I've found to waste the Kraken is to take advantage of one
of the computer's serious weaknesses.  Take only one fort at a time.  After
you have claimed a fort, spend the rest of your building time dropping "decoy"
wall sections either near the center of the island, or near forts which have
already been used and bombed out.

    The Kraken will spend a lot of time destroying these worthless walls,
and if you drop enough of them, he may not even scratch your current fort.
In the meantime, you'll have to be content with Nickel & Dimeing him with
your lone cannon.  If you draw enough of his fire, you'll finish him before
you've used up all the forts.

   Remember, once he's worked over a fort, it's a loss.  Those boulders
make rebuilding a fort nearly impossible, so don't waste your time.

   Hope that helps!

   - larry

--
/  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: bca44236@uxa.cso.uiuc.edu (Racter)
Newsgroups: rec.games.video
Subject: Madden '93 for Sega
Date: 12 Nov 92 23:51:32 GMT
Article-I.D.: news.BxMnLx.1vA
Organization: University of Illinois at Urbana


I'm interested to know if anybody out there has seen a copy of JM '93
for Sega, or even better, has it.  I can't rely on the Waldensoft around
here in Urbana, as their newest titles are still Greendog and Super
Monocco GP II.  Any help would be appreciated. Thanx.

Racter -- OUT!
Newsgroups: rec.games.video
From: egp41980@uxa.cso.uiuc.edu (M)
Subject: Re: SNES games for sale
Organization: University of Illinois at Urbana
Distribution: na
Date: Tue, 10 Nov 1992 05:47:55 GMT
Keywords: buy now

They're all gone, no more offers please.


-- 
===============================================================================
\  Emery Puskas                                     egp41980@uxa.cso.uiuc.edu/
  \"On second thought, let's not go to Camelot, 'tis a silly place."       /
 /*************************************************************************\
Xref: sparky rec.games.video:21933 rec.video:13317
From: U59985@uicvm.uic.edu
Newsgroups: rec.games.video,rec.video
Subject: Re: Does SNES ruin my TV?
Date: 10 Nov 92 17:47:14 GMT
Article-I.D.: uicvm.92315.114714U59985
 <1992Nov4.212346.16414@mnemosyne.cs.du.edu>
 <1992Nov5.220132.23084@wam.umd.edu> <1992Nov09.222422.7907@truevision.com>
Organization: University of Illinois at Chicago

I've read all the articles on your problem and it still sort of confuses me. It
 is very rare for a video game to damage a TV the way yours was damaged. Most t
ube TV's are fairly resistent to this sort of damage. In fact, the new Sony XBR
2 even have a special "video game" picture setting. It enhances certain colors
to make game look better.

The only warning I've ever heard of concerning video games are for rear project
ion TV's. The instruction manual for NHL Hockey (EA) specifically states to not
 play that game on a rear projection TV. I guess all the blue/white ice eventua
lly burns in to the screen. I've seen several other games carry this warning al
so. Other than that I haven't heard much about video games damaging a regular t
ube TV. I would have thought you had speakers too close to your set. The damage
 you describe sounds like it could have been caused by that.

Sorry I can't be of more help.

Thomas

When I say video games, I mean all modern video games. Not those old pong type
games or anything like that.
Newsgroups: rec.games.video
From: dhess@Xenon.Stanford.EDU (Drew William Hess)
Subject: Re: NHLPA question
Keywords: bug?,
Organization: CS Department, Stanford University, California, USA
Date:  8 Nov 92 22:48:59 GMT

mgleason@cse.unl.edu (Mike Gleason) writes:

>It looks like the programmers of the game never anticipated a player would
>have > 63 shots on goal, so they decided to use only 6 bit numbers (so a
>number could be represented from 0 to 63). 

Not true.  I have the 63 shots problem too, but only for certain players.
It's not just my first line, either.  Two guys on my first line are stuck
at 63 shots on goal, but I have several others who have over 80 (and whose
numbers are updated correctly after each game).

Just a strange bug.

>--
>--mg                                                      mgleason@cse.unl.edu

-dwh-
dhess@cs.stanford.edu
From: mgleason@cse.unl.edu (Mike Gleason)
Newsgroups: rec.games.video
Subject: Re: NHLPA question
Date: 8 Nov 1992 21:52:21 GMT
Organization: NCEMRSoft
Distribution: world
NNTP-Posting-Host: cse.unl.edu
Keywords: bug?,

oco44953@uxa.cso.uiuc.edu (Odonnell C. Olympia ) writes:

>Something else:  The entire front line of Sc1 (Roenick, Larmer and Goulet)
>also each had 63 SOG listed, going into the finals.  The other players' SOG
>listings were all going up as they should.  But these three players stayed at 63
>all the way to the end.

It looks like the programmers of the game never anticipated a player would
have > 63 shots on goal, so they decided to use only 6 bit numbers (so a
number could be represented from 0 to 63).  I've also noticed this on
NES Tecmo Superbowl, where you can only rush for 4095 (2^12 - 1) yards and have
only 127 (2^7 - 1) touchdown passes.

Still, I'm disappointed that the game saves so little in the battery backup.
I sure would like to be able to save lines for all 24 teams.
--
--mg                                                      mgleason@cse.unl.edu
Newsgroups: rec.games.video
From: tpehrson@javelin.sim.es.com (tim clinkenpeel)
Subject: Re: SNES Rampart - How do you slay the Kraken?
Keywords: SNES, Rampart
Reply-To: tpehrson@javelin.sim.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Mon, 9 Nov 1992 19:41:29 GMT

another thing to remember about the kraken is that he always appears in the
same spots.  after a few times you should have no problem remembering where
he'll pop up next and thus be able to maximize the number of hits per round.

-- 
	       there is no religion when a man has  good curry
				       -
      tim clinkenpeel: aberrant analytical skeptical agnostic idealist.
		     -- i exclusively represent myself --
From: rcaf@troi.cc.rochester.edu (Richard Caffelle)
Newsgroups: rec.games.video
Subject: Toys R Us pricing
Date: 12 Nov 92 15:41:41 GMT
Organization: University of Rochester (Rochester, NY)

I was in Toys R Us the other day and saw Phantasy Star 2 for the 
Genesis with a price tag of 69.99! I only own a SNES, so I don't
know much about Genesis games, but isn't this an old game and one
of the most outrageous prices for a game this old? 

rich
Newsgroups: rec.games.video
From: max@megatek.com (Max Elliot)
Subject: Re: SEGA CD Commercial
Organization: Megatek Corporation, San Diego, California
Date: Thu, 5 Nov 1992 17:37:46 GMT

>>long time or requires special hardware.  The principal enemy of colorful
>>animations off of the CD ROM is data transfer rate, not the limited color palette.
> 
> I'm not flaming, but you really don't know what you are talking about.
> The rate at which data is transfered has nothing to do with the number of
> colors available or the number visible.  It is dependent on the number of bits

  That's true...

> used for color information.  The 9 bits give the Genesis 512 colors to choose
> from, using the 9 bits for RG and B gives 64 colors visible at a time.
> The data transfer rate of CDROM only affects how much delay is visible in
> between screens.
> 
> The mac uses 24 bits (8 per RGB component) to display "True Color" or
> 16+million colors at a time.  If the display system can only handle 8 bit data
> then only 256 colors/gray scale can be displayed.  The reason it only shows
> 256 gray colors in 24 bit mode is because it only needs 8 bits to encode gray
> levels (since the RGB components are all the same values).  This saves space,
> not to mention the fact that the eye isn't very sensitive to more than 256
> levels of gray.
> 
> -- 
> *   Simon Lee              *   Microscopy and Imaging Resource          *

  Man! maybe it's you who don't know what you're talking about. Let's just
  make a few definitions first:

    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.
  I hate statements like:

   " The MAC has 16million+ colors! "

  Yeah? Which mac? What do you mean? Are these all silmultaneously
  displayable? If I am running concurrent applications in different
  windows, who gets the CLUT, or, how is the color map divided or
  shared?

  Sorry, I'm just tired of nebulous drivel about colors on systems.
-Max