HDTenEightyP/NetNews huggingface dataset:
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Total Carnage
Organization: University of Maryland, College Park
Date: Tue, 1 Sep 1992 03:39:11 GMT

In article <21209@optima.cs.arizona.edu> mcbride@cs.arizona.edu (Chris M. McBride) writes:
>
> Ok a question about Total Carnage. You say there is a key under each 
>jet? Or is there a potential for a key under each jet?

Well, it depends on where you are.  At the first airport, there is at least one
key under every stationary jet.  Every one.  Some jets have two.  The keys are
always visible, partially;  for some keys, only a corner is visible.
    The other airports vary.  Some jets have keys under them, some don't.  The
good news is that if you don't see a key, there probably isn't one under there.

   VGR
From: jdeitch@umiami.ir.miami.edu
Newsgroups: rec.games.video.arcade
Subject: Administravia : READ THIS ! IMPORTANT !
Date: 3 Sep 92 00:04:22 EDT
Organization: Univ of Miami IR

PLEASE READ :

All posts listed in the FAQ as originating from me are on hold.  I've gotten
a live email connection, but still have to call long distance to Miami in order
to access usenet.  Hopefully this will be resolved soon and I can resume posting
these things.  If you wish a copy of anything I am listed as posting or
keeping ... just email me and I'll get it out to you.

thanks,

- 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: Zoid@mindlink.bc.ca (Dave Kirsch)
Newsgroups: rec.games.video.arcade
Subject: Re: Street Fighter II -- Has a rip-off scheme??
Date: 3 Sep 92 18:01:11 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

In message <Bu0E4H.7Cq@usenet.ucs.indiana.edu>,
mdchaney@fractal.ucs.indiana.edu (M Darrin Chaney) writes:
> Compare Mortal Kombat and SF2.  SF2 looks hilarious in comparison.
> Probably the biggest difference was that the MK programmers were aware
> of some laws that the SF2 programmers weren't aware of: the laws of
> physics.  Now, granted, these games aren't made to be totally realistic,
> but on SF2, people can jump 10 feet into the air, and they're not bothered
> at all with gravity.  Instead, they go up with a linear motion, and
> come back down with linear motion.
> 
> When they do flips, they simply pick their feet up, flip, then put them
> back down.  When they turn to face the other direction, all they have
> to do is make a mirror image of themselves, no need to actually turn.
> It's just plain poor programming.  I would have expected it 7 or 8
> years ago, but now it looks out of place.

There's something you're not taking in account here:  playability.  There's a
line between realism and playability that's hard to get at.  If SF2 was
relalistic, it would be boring.  No fireballs, sonic booms, high jumps and
other moves.

I've designed and written video games myself, and I've played a lot of them.  I
find that ones I enjoy the most are not the ones that are totally realisitic.
Is Defender realistic?  No, but it was a very popular game.  Gravitar was
realistic (in terms of gravity) and was HARD as hell to play.  A lot of people
didn't like it.

I think Capcom did an excellent job with Street Fighter II (and the number of
people playing it reinforce that point).  It's fun, and that's the whole point.

> I love the guy with four arms, BTW.  I think his name was Scorpion.  Not
> someone you'd want to have pissed at you!

You call Mortal Kombat much more realistic when its got characters with four
arms?!  At least the characters in SF2 are human (except for maybe Blanka :).

> Capcom would be wise to beg some of these programmers to come and show them
> some stuff.  If the SF2 kids have any intelligence, they'll be heading for
> MK.

It think Capcom's programmers are doing a fine job already.  After all, they
INVENTED Street Fighter II.  Mortal Kombat is just a clone.

As for heading for MK, I don't know yet.  Learning to use a block button is
going to take some getting used to.
--
 /// Dave 'Zoid' Kirsch         | Surrey, BC |Internet:              __
 MIND LINK! Communications Corp.|   CANADA   |  zoid@mindlink.bc.ca  \/
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: MK vs. SFIICE part II
Date: 4 Sep 92 06:40:20 GMT


Continuation of Article 8556 of rec.games.video.arcade:
    Sorry, but I was making this when an accident occurred which sent my
post out unfinished.  If this seems a bit long, well it is, but this is
it (for now). 

    MOVEMENT.   MK has very fluid animation, the problem is, it's fluid ALL
THE TIME.  If you go forward, you take a full step forward.  In SFIICE, you
are given free reign to shuffle and dance to get into the correct position 
for whatever.  ONLY A COMPLETE MORON WOULD TAKE FULL STEPS ALL OF THE TIME
IN A FIGHT SITUATION!!!  Also in MK, do all of the characters have the same
jumping distance, or is it just my pregudiced imagination.

    And finally, another article talked about how the SFIICE characters don't
have intermediate frames for turning around.  MK has an abundance of frames
for a character turining around (you've got 'em so you might as well use 'em).
In SFIICE, each character DOES have an intermediate frame when turning
around.  It's just one frame where the character is facing towards the player.
You might be surprised at how many frames are in each character's moves.
Like Guile's Sonic Boom move shows three frames before the actual Sonic swirl
appears, but when you play it only seems like one frame.  A good way to see
these 'subliminal' frames is to join in when the player executes a move.
Try to see Guiles first frame of the Sonic Boom where his hands are outstretched
and full of energy (cool).
     This concludes today's lesson in the ways of Thai-Quan-Leap.  And don't
forget how to give someone a... BOOT TO THE HEAD (ow!).

>But then, you don't get a letter from Eugene Jarvis himself for being
>a dweeb. You people know who you are...
>
>Ice	ice@skynet.uucp		cpw@watserv1.waterloo.edu
>"D-d-d-don't shoot! You're b-b-b-busted."-NARC rap.

     I'm not Eugene Jarvis and whether you are a dweeb or not still remains to
be seen.  However, I would like to see the arguments from the MK side by someone
with more comments on the subject.

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Newsgroups: rec.games.video.arcade
From: David Brady <Brady_David@Tandem.Com>
Subject: Re: Total Carnage
X-Xxdate: Fri, 28 Aug 92 17:45:38 GMT
Organization: Tandem, Inc.
X-Useragent: Nuntius v1.1.1d7
Date: Fri, 28 Aug 1992 16:40:54 GMT

In article <1992Aug28.013801.3685@wam.umd.edu> VGR, vgriscep@wam.umd.edu
writes:
>Well, the machine I play has two shortcut warps.  Each of them is clearly
>label "SHORT CUT".  They are both before Orcus.  Oh, and I suppose the
>red-and-white warp that requires a password is a shortcut;  I have all
the
>passwords but I've never tried the far ones, so I don't know if the
number
>of "compensation" keys is enough.  (When you take a shortcut warp, it
says
>"10 bonus keys awarded for using warp" or something.  But the joke's on
>you, because you could have gotten twice as many if you hadn't taken the
>shortcut.)  Anyway, the red-and-white warp may or may not give you all
the
>keys you need.  It ought to;  otherwise what would be the point?  Maybe
some
>time I'll sacrifice $.50 to find out.
>
>  VGR

Speaking of passwords...

Some of the passwords that are given have a '?' in them.  How are these
passwords entered when you start the game?  (I don't recall seeing them
in the list of characters you can select from.)  Also, does anyone have
an opinion on the use-an-incorrect-password-and-die 'feature' in the game?
-----------------------------------
email: Brady_David@Tandem.Com

Remember, David Brady IS Lee Harvey!
From: rsaeba@tiamat.hacks.arizona.edu (A Wind Called Amnesia)
Newsgroups: rec.games.video.arcade
Subject: Re: World Heroes:  Partial Moves List
Date: 26 Aug 92 11:23:38 GMT
Reply-To: rsaeba@tiamat.hacks.arizona.edu
Distribution: world,local
Organization: UofA Hardware And Computing Knowledge Society
News-Software: VAX/VMS VNEWS 1.4-a4

In article <UeacMwu00Vog00xV4c@andrew.cmu.edu>, ep1d+@andrew.cmu.edu (Eric Thomas Pronko) writes...
>World Heroes for Neo-Geo
> 
>Ryu/Ken-like characters (Hanzo and Fuzzo?):
>fireball motion is ninja star
>hurricane kick motion seems to be spinning flying kick
>dragon punch motion (or something similar) seems to be "dragon punch"
> 
>Dragon:
>press punch rapidly:  hundred-hand punch
>press back, hold, forward + kick:  "dragon" kick
> 
>Janne:
>sonic boom motion:  fire-shot thingy
>crouch + forward:  sliding kick
>jump, press down + punch:  sword down-stab
sonic kick motion: long sword stretched half way across the screen 

> 
>Jenghis Carn:
>sonic boom motion: charging shoulder (fast one works great against most
>jumping attacks!!!)
>crouch + forward:  belly slide punch
forward + punch: Double head butt(like blanka)

> 
>Muscle Power:
>sonic boom motion: charging elbow (not anywhere near as effactive as
>Carn's charge)
>wow, power doesn't have a lot of moves
> 
>Brocken:
>fireball motion:  flaming bullet
>jump, forward + punch while still in the air:  flying attack
>press punch rapidly:  electric shock
>(occasionally when I try to to the bullet I get this diagonal energy
>thingy but I can't seem to figure out why this comes up instead.  Ideas?)
It depends on where your point the joystick..I believe you point it forward
for this, or maybe forward+Up.

> 
>Rasputin:
>fireball motion:  ...well, fireball. :)  (works while in the air
>too...diagonally towards ground.)
>he also has this move where his robe twirls and you can move him in
>either direction but I haven't figured that one out yet (did it once by
>mistake).  Ideas?
Hurricane kick I believe for the twirling robe

> 
>Anything I missed?  Let's compile the whole thing!!!!!!
> 
> 
>*****************************************************
>The meek will inherit the earth.  The guilty will be punished.  The
>check is in the mail.  Groove is in the heart.
>*****************************************************
>Eric "E" Pronko            |  "blah blah blah
>ep1d+@andrew.cmu.edu       |   blah blah blah
>punisher+@cmu.edu          |   blah blah blah"  -me
>*****************************************************
*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-*
| Christopher Lampe                  | "Do you really think it will work?"    |
| rsaeba@hacks.arizona.edu           | "It should work." - UA Hacks Motto     |
| 71361.2753@compuserve.com          |                                        |
*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-*
From: kacs3500@oswego.Oswego.edu
Newsgroups: rec.games.video.arcade
Subject: Mortal combat
Date: 1 Sep 92 19:48:50 GMT
Reply-To: kacs3500@oswego.Oswego.edu ()
Distribution: na
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY
Originator: kacs3500@gidney.oswego.edu

I haven't been logged-in because i was out of school.
Somebody anybody If you have a list of the moves to the game please send
them .
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Total Carnage
Organization: University of Maryland, College Park
Date: Tue, 1 Sep 1992 03:27:14 GMT

In article <1992Aug30.031334.17610@pdnfido.fidonet.org> breaker@pdnfido.fidonet.org (Guy Sisalli) writes:
>
>I've just started to get into this game. Is there REALLY a pleasure dome? I
>beleve it go's something like this:
>
>"Get the keys! Collecting 220 keys allows access to the pleasure domes at the
>end of the game. Keys also let you enter the bonus rounds"
>
>Or something to that effect. The way they word the second sentence and the
>beginnign of the third(which ARE correct) seem to hint of a little sarcasm. I
>initialy assumed that there was no pleasure dome, but...

No sarcasm.  There really is a Pleasure Dome.  (I never saw the Smash-TV
Pleasure Dome, so I can't compare the two. :-(  )  And I know of at least
one secret path.  I have heard talk of a second secret path.

>Also, Total Carnage was obviously designed by the same design group(from the 
>gameplay down to the "All Smash T.V. players may now leave the arcade" message
>just before level two). I'd like to know EXACTLY who designed these gems.
>They've got a great sense of humor!

You're gonna hate me for saying this....

Enter the Pleasure Dome and you will get a list of the credits, including
the voice(s).  Yes, these guys have a delightfully twisted sense of humor.
CAll me sick, but when I first played Total Carnage, it was so stupidly,
overtly, and gratuitously gory that I cracked up.  And considering the
ruthless censorship that applied to kids' TV shows today, I'm amazed that
such "awful" stuff made its way into an arcade. :-)

   VGR
From: mcbride@cs.arizona.edu (Chris M. McBride)
Newsgroups: rec.games.video.arcade
Subject: Re: why are arcade controls for lefties?!
Summary: They aren't
Date: 31 Aug 92 05:06:27 GMT
Organization: U of Arizona CS Dept, Tucson


   Joysticks are for lefties? Sheeez thats the first I have EVER heard
of that one, but don't tell the Lefties, they have this notion that
joysticks are fir Righties!!! 
 
   The dual buttons (thos is buttons on both sides) are few and far
between, they never really started making games like this, so they
never really started.
 
   Joystick controls are designed for right handed people. Mainly
because practically every living human being is right handed (ok I
know they aren't but I don't know the exact statistics) Anyways, I can
use either hand to control the joystick(I use both playing Pacman,
switching between hands) But I connot fire, and select between more
than one button with my left hand. It takes more control to push all
those buttons, than it is to move a joystick.
 
   One last thing, My best Arcade Partnet is Left Handed and he
usually uses the cross over method, although he has gotten pretty good
using both hands. 
 
Chris
From: jacobs@cs.utah.edu (Steven R Jacobs)
Newsgroups: rec.games.video.arcade
Subject: Re: Tempest Mastery
Date: 2 Sep 92 17:20:18 GMT
Article-I.D.: cells.JACOBS.92Sep2102018
Organization: University of Utah CS Dept
In-reply-to: clong@remus.rutgers.edu's message of 1 Sep 92 22:10:23 GMT

In article <Sep.1.18.10.22.1992.21221@remus.rutgers.edu> clong@remus.rutgers.edu (Chris Long) writes:

>My roommate bought a Tempest machine, and I've been playing a few
>games every now and then to bring back my wizardry.  My high score
>is currently 999,079 with the machine on medium difficultly (default),
>five men to start (default is three); I went from level 81 to level
>90 (the U-shaped level).  Anyone else out there playing Tempest
>still?

I'm still playing Tempest.  I've scored well over 1,000,000 several
times (although the machine wraps around to zero after 999,999).  Getting
as close to 999,999 without going over is an interesting challenge.  I
play with the standard defaults, medium difficulty and 3 men to start.
For a while, I played at maximum difficulty, 3 men to start, bonus after
60,000 points.  It is _really_ tough to get past the invisible levels
with that game.

I like to start at level 1 and see how far I can go without getting
killed, and how far I can go on the first game.  I can often get to
the invisible level on the first game, but I've never made it all the
way from 1 to 82 (much less 1 to 99).

The game gets easier after level 99 by changing so that each time you
get killed, a random board comes up.  That way you don't get stuck on
a difficult level like the "bowling alley" or the star, and lose all
your men.

>One important advanced strategy:  you can pass through fuseballs on
>the rim when they are on a crack.  Other than that, keep a few lanes
>clear and shoot fuseballs when it's safe.

Actually, I've found that you can pass through them when they are right
in the center of the lane if you move fast enough.  This is a "last resort"
kind of play however.  Usually I save my superzaps until the end so that
I don't have to worry about an army of marching fuseballs.

--
Steve Jacobs  ({bellcore,hplabs,uunet}!utah-cs!jacobs, jacobs@cs.utah.edu)
"Never teach a card counter to sing.  It wastes your time and gets the card
 counter barred."
Newsgroups: rec.games.video.arcade
From: testarne@plaything.media.mit.edu (Thad E. Starner)
Subject: Mortal Kombat-cheap GORO defeater
Organization: MIT Media Laboratory
Date: Thu, 3 Sep 1992 23:44:20 GMT

Hit the guy once....easy with most.  For instance, with Sub Zero just
slide as your first move.  Then  low punch high punch low high etc
He'll just sit there inching forward and blocking.  Time runs out and
you win on points.

Actually, alternating high low works against a lot of the computer players.
They just keep walking into it.  Adding a freeze or whatever after a few
iterations usually raps it up (yes, this is on Version 2).

						Thad

Newsgroups: rec.games.video.arcade
From: bovine@engin.umich.edu (Mitchell Rohde)
Subject: Re: That old show
Date: Fri, 28 Aug 92 11:21:11 EDT
Organization: University of Michigan Engineering, Ann Arbor

 Are you guys talking abou tthe old show "STARCADE"?

  It used to be two players answering questions... and if they
 answer it right, then they got to play the next video game first...

  they used to have all of these strange games... and the kids
 were given short times in which to rack up as many points as possible...
.

Newsgroups: rec.games.video.arcade
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Certain moves for Mortal Kombat?
Originator: shulick@navajo
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: Vallen Software
Date: Thu, 3 Sep 1992 02:52:06 GMT


Could someone e-mail me a list of special attacks/moves for Raiden, Scorpion,
Kano, and Sub-Zero?  Thanks.  I've figured a few, like Sub-Zero's ice attack,
but some other things like Raiden's teleport, I can't figure out.

-- 
Sam Hulick         \ [insert catchy quotation here]
shulick@indiana.edu \
(NeXT mail welcome) /
Newsgroups: rec.games.video.arcade
From: David Brady <Brady_David@Tandem.Com>
Subject: Re: Total Carnage
X-Xxdate: Wed, 2 Sep 92 19:00:56 GMT
Organization: Tandem, Inc.
X-Useragent: Nuntius v1.1.1d9
Date: Wed, 2 Sep 1992 17:56:02 GMT

In article <1992Sep1.033420.12005@wam.umd.edu> VGR, vgriscep@wam.umd.edu
writes:
>I take it this person has never used wildcards in DOS or UNIX.  ;-)
>
>As for dying:  tough doodads.  The idea isn't to guess the password. 
The idea
>is to play well, and *earn* the knowledge of a password.  UNfortunately,
the
>passwords do more harm than good, since they cost you keys.

I'm the original poster of the question and it STILL hasn't been
answered!  (BTW, I haven't used passwords on the game for a few weeks now
because of the 'keys' - but still am curious.)

The scenario: warp to an area which presents a password like "P?LD" or
whatever.  There isn't a warning ANYWHERE that the password won't work. 
Come back the next day - try to enter the given password - lose a life. 
Very confusing until you find out (through the net) that you need to EARN
the password - and I thought that making it to a certain area was enough
labor in most games.

So, how do you EARN a password.  Points?  Goals?  What?
-----------------------------------
email: Brady_David@Tandem.Com

Remember, David Brady IS Lee Harvey!
Newsgroups: rec.games.video.arcade,news.answers
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video.arcade
Subject: Atari Games' games (was Re: why are arcade controls for lefties?!)
Date: 1 Sep 1992 21:19:00 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <1992Sep1.134914.4022@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>Robert A. Jung writes:
>>P.S. Speaking of Atari Games, anyone know what their latest release is? I
>>havven't heard/seen anything since OFF THE WALL and STEEL TALONS (now a
>>wonderful Lynx adaptation, BTW).
>
>Weren't 'Hood, Relief Pitcher, and Road Riot 4WD all 
>post-Steel Talons?  (Not that any of them were that good...)

  I dunno, I like ROAD RIOT 4WD, though I think it came before TALONS (or
about the same time, anyway). I played RELIEF PITCHER once and promptly
forgot about it, and haven't seen 'HOOD yet.

                                                --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: vgriscep@wam.umd.edu (VGR (Craig Pell))
Newsgroups: rec.games.video.arcade
Subject: Re: Total Carnage
Date: 27 Aug 92 03:29:12 GMT
Organization: University of Maryland, College Park

In article <BtGrA9.Dx6@CAM.ORG> emru@CAM.ORG (Emru Townsend) writes:
>AAAAAAAAAAAAAARGH!!!  I can't take it anymore!  Does *anyone* know how to 
>get enough keys to get into the Pleasure Domes in Total Carnage?  A friend
>and I wasted ten bucks combined yesterday, going through every single warp
>we could find, collecting as many keys as possible... and we still came up
>with only 191!  Hell, I've gotten 196 playing by myself!  Is there *any*
>way to get those remaining 29 keys?

Well, let's see.  Like I said, look for keys behind every wall, behind
every tree, and under every stationary jeep.  And of course, under every
stationary plane.

You say you're taking every warp?  That's good.  Hmmm ... I certainly
hope you're not taking the shortcut warps!  You could easily miss out on 
30-40 keys that way.  

I can't make much of an assumption on how good you are.  But I have noticed
that a huge number of people are incapable of watching the whole screen at
once.  The result is they neglect 60% of all weapons/bombs/keys that
appear and disappear.  What I'm suggesting is that it could be you're
not playing well.
    But it's a lot more likely that you are playing well and the machine
has been given a setting such that no human being can pick up enough 
keys.  If anything, Smash-TV taught us that it *is* possible for the
Pleasure Dome to be 100% inaccessible on an individual machine.  :-(

Final note:  $10?  Shame!  Try starting at the beginning each time, for
practice.  I finished with less than $2.  With a good partner I can reach the 
General without continuing once.  If you practice, you *can* improve!
Just keep reminding yourself that the game *is* possible.  Williams
did *not* intend to force you to pump money, as games like Ataxx do.
Good luck.

  VGR

"Go away!  No visitors!  Back!  Just stop right there!  One more step and
you're finished, oo...!"   - Guardian of Eden, Dragon's Lair II: Time Warp
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Wed,  2 Sep 1992 14:08:02 -0400 
From: "Daniel S. Efran" <de0t+@andrew.cmu.edu>
Subject: Re: Assault

Great game!  (The arcade on my campus has one, but it's broken.  Argh.)

I'd like to see info on it too -- post don't email.

	---Daniel Efran
----------------------------------
An it harm none, do as you Will.
Practice random kindness and senseless acts of beauty.