HDTenEightyP/NetNews huggingface dataset:
From: wong@cs.widener.edu (Ho-Wei Wong)
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: GB games forsale
Date: 28 Sep 1992 13:08:45 -0400
Organization: Widener University CS Department, Chester PA
NNTP-Posting-Host: lisa.cs.widener.edu

I have few game boy games that I want to sale.      
Final fantasy I    $22  (shipping include)
25 games in one    $70  (email for game list)
15 games in one    $60  (email for game list)

wong@cs.widener.edu

Newsgroups: rec.games.video.arcade
From: tjg2946@ritvax.isc.rit.edu
Subject: re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Tue, 29 Sep 1992 22:30:39 GMT

> Incorrect about that vector bashing.
> 
>       I have this demo made 2 year ago call VectorDemo.  AWESOME vector
> graphics and it could run on a 286/12!  Someone tell me how to upload this
> stuff or look for 'VectDemo' somewhere.  It's foreign (from Norway).
> 
>       BTW, SF2 is only 4 meg big for the SNES.  And that inc
ludes graphics
> and stuff.  If you are talking about the Super Duper VGA stuff, that includes
> a lot of ram on the VGA board.  Let say you are using the 800x600 graphics,
> you have 512k of memory for the board.  That could easily take care of the
> background picture and some animations.  Plus CAPCOM can just do what
> Dynamix do for Willy Beamish.  Load hundreds of screenful of animation.
> And only for a room!  WIlly walks and jump on seat and start eating WHILE
> his mom and sisters eats and dog begs AND father enter in the room AND
> the TV rages on AND FINALLY the conversation windows is included.  A f
inal
> example why it can be done on a 386 (which just about every gamers have
> these day), is three words:  Wing Commander II.  

(that was my reply)... now, Remember SF2 on the SNES compromise of only
1/2 of the TV screen and its resolution is compareable to a regular VGA 
(with more colors of course), so, it can be done.  Hey, I can get someone
to write up the game itself on the IBM!  (Forget about asking him to write
a shareware version....)
Newsgroups: rec.games.video.arcade
Subject: Re: KEN KOMBOS
From: dehaney4905@mtroyal.ab.ca
Date: 4 Oct 92 23:17:19 MDT
Organization: Mount Royal College, Calgary, Alberta

In article <1992Oct4.010937.29054@gmuvax2.gmu.edu>, 2261as@gmuvax2.gmu.edu ( ) writes:
> In article <CTAM.92Sep23172701@nodisk.webo.dg.com> ctam@nodisk.webo.dg.com (Chi Hang Tam) writes:
>>>>>>> On 21 Sep 92 16:19:44 CDT, epasls@kuhub.cc.ukans.edu said:

[Stuff deleted]

>>You called those things combos and those are the only combos you
>>know/can do?  What kind of Ken master are you?  Please......
>>
> Yeah! You call those combos?  What about:
> jump-fierce, fierce, DP (triple?,best I ever got was double)
> 

With Ken a triple DP is impressive.. I don't think there's a quadruple,
but using fierce and a triple, I've managed to hit an opponent 4 times
in 'seemingly one' DP. Is this a matter of timming? (I've only done this about
twice.. hitting an opponent with a fierce quickly followed by a triple DP).
It seemed that even after I threw the firece they still couldn't block.

     :              ,&&&&..         ,,$$$$$$$$$,           +   .*######        
    :        +     &&:..  ''       ;$'      '$$$:         /*.*.*.######+@###   
    %        :      ''&&&&&..      $:        $$$:       //*.*.*&*######+@##    
   .%        %            '&&&,    $     ,,,,,$$:      //######&#######+@##    
   %.       ,%.    |       ,&&.    ;$,,''   '$$:'     //#######&       +@#     
   .%.     ,%:.    &.     ,&&...    $'       ,::  ___/(________________________
    ''%%%%%:''      '&&&&&&&..'     |       ,$'    Dehaney4905@MtRoyal.Ab.Ca
                      ~~~~~~'
Xref: sparky rec.games.video.arcade:7807 rec.games.video:19539
From: ucjtrjf@ucl.ac.uk (Jonny Farringdon)
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: First side-scrolling game.
Date: 30 Sep 92 17:59:01 GMT
Organization: Bloomsbury Computing Consortium



Side-Scrolling .....   ahhhh  takes me back     ...

1981  ..  Writing a scramble / caverns game for the old
Comodore PET.  Side-scrolling achieved there, as in so many 
others (your fave 70's comp here) by printing a <DEL> chr
down the right hand side of the screen, or in the PET's case,
poke'ing the DEL there  ;-)      


Happy days.  J.  ucjtrjf@ucl.ac.uk
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: NEOGEO: Art of Fighting
Date: 29 Sep 92 20:04:59 GMT

Art of Fighting.  Well, I've only played this a few times but here are
my first impressions:

Combine Fatal Fury and World Heroes -> AoF!  Right now, I'm putting this
in the SFII clone category (I consider MK a game of the 1-on-1 fighting
genre).

New stuff we haven't seen / Differences:
1. 1-Player game takes you through simple plot scenes between fights. 
   They're pretty cheesy but it's something different.
2. One nice feature is that your face puffs up if you take too many head
   shots.  This is one thing I'd like to see, like scorch marks from
   being flamed or clawed or etc.
3. Zoom in and out as opponents go back and forth.  Some people may think its
   cool stuff, I think it's just an attempt to show off NeoGeo hardware that
   just doesn't impress me.
4. 'KI' bar (?) - A second bar under your health one.  If it's green, you
   can pretty much do all of your special moves to full effect.  When it
   gets low your special moves are at about touch-range effectiveness.
   You can taunt your opponents (D) and bring their bar down.  You can
   charge your own bar too.  I'm not quite sure how I did it.  Try holding
   down C, or that and A.  I think this is a pretty interesting concept
   and whether this is good or not is still too early for me to judge.
   "Now go or I shall haf to taunt you a secon' time!"

More of my opinions:
   Well, the characters seem pretty diverse, and you die, it'll tell you how
to do a special move when it asks you to continue.  When I was playing,
I was fighting this military guy with a jet in the background and his 
fellow GI's cheering in the background...hmm I've seen this somewhere bfore...
It seems like everyone in this game always uses power attacks - there's
no quick-moves-for-some-light-damage stuff.  It's like the opposite of 
World Heroes' jump-attack-low kick/punch x 5-strong attack-for-mega-damage 
pushing-them-into-the-wall-of-pain(Death Match) move.  One thing I couldn't
figure out was NeoGeo's little explaination card that says: "Press A while
holding C" or "Press C while Holding A"... it didn't seem to make a difference
in my attacks.

   Well, these are my first impressions.  Since these aren't as high as the
the ones I had for MK or SFII(CE), this won't last is long as either the former
or the latter.  It seems like SNK just keeps trying to copy the good games
with few new ones of its own.  Keep doing stuff like King of the Monsters II
or... or... well, see what I mean.

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^!
From: gam@eniac.seas.upenn.edu (Glenn A Mulvaney)
Newsgroups: rec.games.video.arcade
Subject: SFII/CE & Mortal Kombat & BattleTech Center
Date: 27 Sep 92 23:06:06 GMT
Organization: University of Pennsylvania


Jeez!  I don't think it's necessary to fight over "Who will reign in the end?"
I play SFII/CE and Mortal Kombat avidly. . .and it really never occurred to me
to wonder which would triumph in the end.  Sure, SFII/CE has a lot more 
fight combination and more moves, and that's why I play it.  MK has those 
outstanding graphics and irresistable gore, and that's why I play it.  
Mutual coexistance, y'all.  No big deal.  

Anyway, all you MK fans:
	Here's a neat little combo I witnessed firsthand. Using Scorpion, 
        nail your opponent with a hook.  When successful, do the standard
    	uppercut. . .then REALLY QUICKLY do the Ghost Punch.  With a little
	luck, you'll ghost punch the poor slob while he's (she's) still on
        his (her) way down from your uppercut.  Nasty damage.

A postScript concerning the BattleTech Center:
	I travelled to Milwaukee this August for Gen Con/Origins '92 (if ya
        don't know, jes let it drop. . .) We took an extra day to travel to
	Chicago (north pier) for the BattleTech Center.  It is absolutely 
	incredible.  When we finally got to play, well, that was kinda 
	disappointing.  Eight minutes into our simulation, the damned thing
        bombed!  Also, many of the buttons and controls in my cockpit were
        faulty.  Just like any other video game, buttons and joysticks get
        worn out from constant (ab)use.  They offered to give use another
        free game. . .but we had to catch a bus.  The manager wrote me a free
	pass good till December (if someone definitely knows they're going
	before December's out, E-mail me you're U.S. Mail address. . .you can
	have it.  I'll send it to the first person who responds to this, so
	you're probably already too late.)
	
	I found out that shortly after Gen Con ended, the Center was going to
	close to completely re-vamp hardware and software.  (Version 2) I saw
	a demo tape of the new generation at Gen Con, AND IT IS ABSOLUTELY
	OUTSTANDING.  If you're ever headed out there, make a point to stop in
	North Pier Mall.

	Oh, about other BTech Centers:
	Sure, there's more of them.  There's definitely one (possibly two) in
	Japan.  :-)

	(This is the first article I've posted.  I've been reading y'all for
	about a week.  If I'm doin' somethin' wrong, set me straight.  I've
	seen that y'all aren't quiet about those types of things.)

	Also:  
		Much appreciation to Epals for posting an apology for his
		(rather controversial) "get a life" message.  
	
						-gam
		
	__________________________________________________________________
	gam@eniac.upenn.seas.edu	"Well, at least it gets you out in
					 the open air..." -Matthias, from
					 		   Life of Brian.
	__________________________________________________________________

				
Xref: sparky rec.games.video.arcade:7730 rec.games.video:19423
From: mdelaney@informix.com (Unix Dude)
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: First side-scrolling game.
Date: 28 Sep 92 21:01:15 GMT
Organization: Informix Software, Inc.

In <1992Sep27.221847.29875@ncsu.edu> jecoleb@eos.ncsu.edu (have clue, will travel) writes:

>First game with an end, 2 players:  Pong.  Hardly counts as a REAL game, though.
>                                              :-P
>Go for it, prove me wrong, check those dates.  I love it. ;)  The above, as
>always, is from my memory alone, which has sieve-like qualities at times.

The first game with an end was "Computer Space" by Nutting Associates
that came out around 1970!  It was based on Steve Russel's 1962
version of "Space War".  Many wouldn't have heard of it because it was
a major flop... Bill Nutting put it, "We blew the whole coin-op
industry's mind.  Back then, it was all electromechanical-rifle games,
periscopes, airplane shoot'em-ups and pinball.  No one had heard of
video."

The above was referenced from "Video Invaders" by Steve Bloom (NY,
Arco Publishing, 1982).  Sorry for being long winded, but you did ask
us to prove you wrong... :-)

					- Mark
-- 
Mark A. Delaney                  mdelaney@informix.com
                                 [pyramid|uucp]!infmx!mdelaney
#include <disclaimer>            (415) 926-6369
From: darweesh@acsu.buffalo.edu (michael j darweesh)
Newsgroups: rec.games.video.arcade
Subject: Re: When Mk Falls, SF2 Will Reign
Date: 28 Sep 92 20:54:27 GMT
Organization: UB

>Awww, what's wrong, can't handle MK?  Gimme a break.  MK is no more complex
>than SF2.  NO move in MK is too complex to pull off, it just takes practice,
>like any game.  For instance, Raiden's lightning is exactly like Ryu's
>fireball.  quarterspin + lowpunch.  Oh god, how complex!  I hate SFII because
>the idiot managers in our arcade place have kicked the skill level all the way
>up and it's just no fun that way at all, when Blanka immediately corners you
>and rips you to shreds without letting you get a single move in.  I'm WAITING
>for them to kick up the skill level on MK.  I've already won the game twice
>with skill level at "medium."

Just like you say...with a little more practice, you'll get good (at SFII I 
mean). Blanka is easy even on the hardest skill level...and it only
took me $1 to figure out the computer Blanka patterns.

As for MK, I'm a pretty good Scorpion player. I do find that the machine
gets _much_ harder after a good outing against the computer. I wish
the difficulty would be more consistent. I'll get to the mirror match
on one credit, then I'll almost loose to the first computer character
after quiting and starting over...SFII does that, but not quite as vicious.

Personally, I don't mind MK, but SF still is my fave...

-Mike
Newsgroups: rec.games.video.arcade
From: eric@telebit.com (Eric Smith)
Subject: Re: Getting things straight
X-Disclaimer: Everything I write is false.
Organization: Telebit Corporation
Date: 29 Sep 92 15:14:38

>>On 29 Sep 92 02:28:00 GMT, mcbride@cs.arizona.edu (Chris M. McBride) said:
> Space Wars has been recognized as the first Computer Game(in graphics)
> and was developed at MIT on a pdp 8. For the first decade of the

It was a PDP-1.  It has been ported or rewritten for most of the other DEC
machines since then, including the PDP-6 and PDP-8.
Newsgroups: rec.games.video.arcade,rec.games.video
From: robert@monster.saic.com (Robert W Mangum II)
Subject: Re: First side-scrolling game.
Reply-To: robert@monster.saic.com (Robert W Mangum II)
Organization: SAIC, McLean, VA
Date: Mon, 28 Sep 92 15:34:58 GMT

In article <92271.232929JPE1@psuvm.psu.edu> <JPE1@psuvm.psu.edu> writes:
>     It's not exactly puch-kick, but Jungle Hunt is the first side-scrolling
>game that I remember (or at least according to the timeline provided by my
>less-than-adequate memory...).  Man, did I put a lot of quarters in that one...


If you're just looking for the first side scroller, I think it is Scramble.

Robert Mangum
From: carleton@tecsun1.etl.army.mil (Daniel Carleton)
Newsgroups: rec.games.video.arcade
Subject: Re: First first-person video game
Date: 2 Oct 92 18:24:34 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

malak@grebyn.com (Michael Malak) writes:

>In article <ewu1.717953812@husc10> ewu1@husc10.harvard.edu (Elwin Wu) writes:
>>
>>	While we are on the subject of early video games, does anyone
>>remember what the earliest first-person video game was???  I'm not 
>>sure I would count Night Driver as a first person video game (just
>>as I wouldn't count Pole Position as first-person).  Does anybody
>>remember a vector game called Tail Gunner???

>Yes, it was one of my favorite games.  As was Starfire, which was
>probably discontinued because it contained so many ships from Star Wars.
>I don't remember whether or not Starfire was true first person perspective,
>but it was raster, and quite similar to Star Raiders for the Atari
>8-bit.

>Now that I think about it, the only thing first-person perspective about
>Tail Gunner (if it's the one I'm thinking about, which it may very well
>not be) was the trench.  The ships just floated across the screen as if
>the trench wasn't there.

That's not tail gunner.  In tail gunner, there was only a starfield backdrop,
and the enemies would rotate in 3-d as they flew towards you.  I forget the
name of the game you mentioned, but I played it quite a bit too.
>Ah, then there was Battlezone, which was of course true first person
>perspective.
Newsgroups: rec.games.video.arcade
From: brehob@plantain.cps.msu.edu (Mark W Brehob)
Subject: Re: The Next Steet Fighter
Organization: Michigan State University
Date: Wed, 30 Sep 92 03:38:37 GMT

mrburges@eos.ncsu.edu  writes
> 
>    For the next SF to have the lasting effects that SFII and CE have had
> on the gaming market, it is going to have to incorporate many new ideas.
> The writers and programmers better think long and hard before coming out
> with SFIII. If they don't, it will just be another sequal(or should that
> be threequel). 
> 	
 
> Other things Capcom should note:
> 
>    Look at the rival fighting games like Mortal Kombat, or the new one  
by
> NEO-GEO(sorry don't remember the name). MK has some VERY good aspects  
that
> a fighting game should have. For instance, the fatals. Putting a guy to
> his death is what makes this game. Personally I don't like the digitized
> graphics all that much, probably because no game has done them justice.
> Digitized graphics just take up too much memory for them to be as smooth
> as SFII. 
> 
>    The animation for SFIII should still be animated(bitmapped), but even  
more 
> detailed. Also the special moves(whatever thay may be), should be more  
animated.
> For instance: Imagine that when Ken does his DP a flaming dragon  
envelops
> his body and carries him upwards, as he knocks the shit out of you. Or  
they 
> could just animate the fierce specials, to cut down on programming time.
>   Add some kind of fatality to each character, like MK. I know that  
Capcom
> will probably not go to the gore extremes like MK does, but some added  
gore
> would be nice :).
> 
>   Controls....much could be debated here, but I dont think you can beat  
the
> current set up for SFII. The only thing I can think of would be a  
'SPECIAL
> MOVE' button. This may be useful if a guy had a weapon(ex. Guile Gun ),  
or
> if you could pick up weapons on certain screens. Maybe you could pick up  
the 
> pieces of the signs and statues you break while fighting an opponent?  
Endless 
> possibilities here.
> 
>   Most of all Capcom should take their time. When SFIII comes out I
> want to be AMAZED by the graphics, play control, sound, and the NEW
> characters. 
> 
>    Put all these aspects in the next SF, and you'll be waiting in line  
for 
> hours to play the mother of all fighting games!!  

Maybe I'm getting too old, but I have found the gore in MK to be to  
well... tasteless.  SFII is outstanding, and I truely enjoy it.  The  
changes I would like to see in SFIII would be all new Chars, better  
graphics, and a few 'cool' options.  Picking up weapons, or the like could  
be fun.  Each screen should have some differnces.  This could involve
stairs, or some other terain thing.  Maybe weapons, or maybe 'Karma  
zones?' where one goes to charge up special powers.  However I would not  
like to see too much more gore.  MK is to 'nasty' for me, I don'w want  
SFII to fallow this route.
Brehob 
Newsgroups: rec.games.video.arcade
From: conty@cbnewsl.cb.att.com (OtakuRoach)
Subject: Re: Virtuality (was Re: BattleTech Center)
Organization: AT&T Bell Laboratories
Date: Tue, 29 Sep 1992 04:32:10 GMT

In article <1992Sep29.002958.10902@wam.umd.edu>, vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
> In article <1992Sep28.190135.26088@cbnewsl.cb.att.com> conty@cbnewsl.cb.att.com (OtakuRoach) writes:
> >
> >With what the BATTLETECH CENTER, VIRTUALITY, and the arcade,
> >that corner of the North Pier is turning into the place to be
> >as far as arcade entertainment is concerned.
> 
> 'scuse me, but rather than treat the 'net like e-mail :-) , could you
> tell the rest of us just where this is that you're talking about?

<sigh>  Sorry I wasn't clear.

North Pier "mall", Chicago, Illinois, United States of America, Earth, Sol
System, Milky Way Galaxy.  Call 411 (or 312-555-1212 if out of state) for
the phone number.
-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpl.att.com
		    Disclaimer: You're not dealing with AT&T
Newsgroups: rec.games.video.arcade
From: kennehra@craft.camp.clarkson.edu (Rich"TheMan"Kennehan)
Subject: Re: A 386 mathcing SFIIs graphics, etc. * LAUGH *
Organization: Clarkson University
Date: Mon, 5 Oct 1992 21:29:29 GMT



20 meg?  It takes 20 meg on an IBM to match 2 meg on a super nintendo??
Street Fighter 2 on the SNES is 16 megabit = 2 meg on an IBM.  IBM
needs a video card that can handle sprites...BADLY!!!  

- Rich
  kennehra@logic.camp.clarkson.edu

Newsgroups: rec.games.video.arcade
From: drudetb@infonode.ingr.com (Ted B. Drude)
Subject: WANTED: Reactor
Organization: Intergraph Corporation, Huntsville, AL.
Date: Wed, 30 Sep 1992 18:50:24 GMT

Does anyone know where I can find a working (or even broken) Reactor ?
(by Bally or by Williams...I can't remember which one of them did it
right now.) It was considered a weird game when it was first introduced,
so I imagine they're rare.  

Also if anyone knows of a good arcade auction/sales place in Nashville, 
Birmingham, Atlanta, or the surrounding areas,  I'd like to find out
about them.  

Thanks, 

- Ted Drude (drudetb@infonode.ingr.com)
Newsgroups: rec.games.video.arcade
From: sichen@morse.uwaterloo.ca (Simon Chen)
Subject: Re: <None>
Organization: University of Waterloo
Date: Thu, 1 Oct 1992 14:53:44 GMT

In article <1992Sep29.221204.12680@ultb.isc.rit.edu> tjg2946@ritvax.isc.rit.edu writes:
>That is totally incorrect...
>> [blab blab that says that MK is better than SF2:CE!!!!]
>> [...but so is the amount of fun in game play.]
>
>	When is the last game of MK have you ran out of time in?  In SF2,
>you usually run out of time.  Just like comparing gold/silver checkers
>to wooden chess.  Naturally Chess is better.  Just like SF2.  Comeon!  
>CAPCOM!  Get that SF3 out of that factory NOW!
>
What does running out of time have to do with being a good game ?

Any two idiots can make the SF2:CE run out of time my just doing fireballs..

And regarding the checkers and chess... I'll take the gold and silver checkers
please.. I can sell them for more money... 8)

See ya later... 8)
From: hoguej@helium.gas.uug.arizona.edu (justin c hogue )
Newsgroups: rec.games.video.arcade
Subject: Re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 28 Sep 92 04:52:06 GMT
Organization: University of Arizona, Tucson, AZ

In article <1992Sep28.001913.9096@mercury.unt.edu> west@ponder.csci.unt.edu (Bruce West) writes:
>
>     All I can say is: not a chance in hell.  IBM animation is poor at best.
>Let's assume you have the super duppur newest sound blaster (ie. psuedo-stereo)
>,you have the best SVGA super dupper graphics card, and all the bell and 
>whistles.
>    First, it would be VERY limiting for a game to be marketed for 386
>SVGA graphics machines.  But let's assume they did.  The lack of IBM sprites,
>and counting out pageflipping as WAY to slow for SF, we are left with some
>form of vector graphics.  And since the 386, or the 486 for that matter, with
>out any forms of graphics coprocessors, would have no chance of doing vectors
>at the speeds necessary.
>
>    MAYBE, with LOTS of RAM, you could load the WHOLE damn thing (for the two
>characters) into memory, do some funky mapping, and get it going.  But that
>is a prayer to say the least.

  This is not meant to be as rude as it sounds, but do you know shit about
computers?  I mean, any of the recent releases and demos I've seen would show
that, with the right programming, any frame rate can be produced.  I've
seen demo's which claim a 70 frame/sec framerate (albeit polygon).  SFII
contarty to popular belief, does not require alot of processor speed, but 
graphics speed (maybe that's redundant).  I really wish I could offer better
proof, as I don't know enough about machine organization yet to show how
it could be done.  I still think, that after seeing Ultima 7 and wing commander
II, a fast enough frame rate can be pulled off.  Please E-mail flames to me,
unless they say something usefull and, by the way, if someone proves me wrong,
I am perfectly willing to admit it.
--Jowfus
Xref: sparky rec.games.video.arcade:7653 rec.games.video:19289