HDTenEightyP/NetNews huggingface dataset:
From: primus@netcom.com (Robert keng)
Subject: Re: What is "Military Madness?"
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Fri, 18 Dec 1992 03:02:15 GMT

kspeicht@kilcom1.ucis.dal.ca (Kevin F. Speichts) writes:
: In article <1992Dec16.164927.26647@pslu1.psl.wisc.edu> buxton@whitewater.chem.wisc.edu (buxton) writes:
: >From: buxton@whitewater.chem.wisc.edu (buxton)
: >Subject: What is "Military Madness?"
: >Date: Wed, 16 Dec 92 16:49:27 GMT
: 
: >I have seen a lot of postings from people who really like Military  
: >Madness.  I am thinking of buying a TG-16 and so I would like to know if  
: >this is a game that I should get.  Could someone please give a short  
: >description of this game?
: >Thanks
: >Eric
: 
: 	It's a Military strategy game as complex as chess but with much more 
: depth (and fun).  It's based on the Hex game type sytem.  You have different 
: unit types, infantry, tanks, artillary, anti-aircraft, and aircraft 
: weapons all with different movement rates and abilitys. 
: 
: 	It's based (pardon the pun) on the Moon and the story line is 
: wrapped around it.  You have 32 different levels.  16 normal ones and then 
: you can switch sides and play the green side for 16 more (although there the 
: same as the first 16 but now from the opposite approach).  You win a level 
: by defeating all opposing units or capturing the enemys prison camp (ala 
: capture the flag).
: 
: 	Great strategy game,  I wish they would put out another.  Once you 
: try it your hooked.
: 
:

Ditto! Great game! where's the sequel?

Oh yeah, there are 32 levels total, 16 normal, and 16 hard (based on the same
terrain map as the first 16 levels, but this time, the circumstances are MUCH
different, requiring more planning and much different strategy...) You can play
on the other side ala an easter egg (correct me if I'm wrong...) and that would
then extend the playability of the game by adding 32 more levels. neat ending!

		Ever tried Vasteel? A bit different, as there are more arcade
elements in it, but nevertheless, just as enjoyable (plus you play with the
cool jazz beat of the CD in the background....) You fight with Mechs instead
(and yes, you can control the mechs in an arcade style fight!) of infantry/
mechanized units/airplanes....


primus
primus@netcom.com

Newsgroups: rec.games.video,alt.games.video.classic
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: WANTED: Atari 7800!!!
Organization: University of Maryland, College Park
Date: Tue, 15 Dec 1992 00:49:32 GMT

In article <92348.234657U28037@uicvm.uic.edu> Jason Kratz <U28037@uicvm.uic.edu> writes:
>>
>>>One of the few places left that's still selling new Atari 7800s is
>>>Telegames USA.  They were getting $39.95 for them this summer,  but their
>>>price may have gone up to $49.95.   Their order line is (214) 227-7694.
>>
>>You may also want to try Best Electronics.  Their prices are usually pretty
>>reasonable.  The number is (408)243-6950.
>
>I don't know if you were the one who gave me the number for Best
>Electronics before but the time that I tried that number (to buy a 7800
>poweri supply) it turned out to be Best Electrical Contractors - not
>Best Electronics.  Are you sure about that number?

I don't know, either, if I ever gave you the number before, but I can assure
you this number is correct.  I've called them myself a number of times.  Note
that, at least where I live, there is a chain of appliance/hardware/electronics
stores called BEST.  They are not at all related to the Best Electronics
mentioned above.  It sounds to me like somebody looked in the phone book under
B, and found the BEST Stores Electrical Repair Center or something.  Best
Electronics is just one place.  One very good place.  (The catalog costs
around $3.50, but if you're any kind of Atarian, it's worth it.)
-- 
      | $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: jssong@miavx1.acs.muohio.edu
Newsgroups: rec.games.video
Subject: RE: Wing Commander
Date: 18 Dec 92 10:51:10 GMT
Organization: Miami University Academic Computer Service"

Wait.  If the SNES version is anything like the IBM version then DO NOT 
SLOW DOWN!!!.  Just kick on the afts and nothing i repeat nothing will hit 
you.  Okay once in a blue blue moon will you get hit but other then that 
you'll be fine.  It has been awhile since I last played WC or WCII on the 
IBM but trust me--just kick on the afts and pretend like you are avoiding 
the asteroids.

							Later,
								Jae Song
Newsgroups: rec.games.video,alt.games.lynx
From: runehy@dhhalden.no (RUNE HYLDMO)
Subject: Re: How Much Will the Jaguar Cost?
Organization: Ostfold College
Date: Mon, 14 Dec 1992 10:52:26 GMT

In article <GJAMES.208@HUSKY1.STMARYS.CA> GJAMES@HUSKY1.STMARYS.CA (GJames) writes:
>From: GJAMES@HUSKY1.STMARYS.CA (GJames)
>Subject: Re: How Much Will the Jaguar Cost?
>Date: Thu, 10 Dec 1992 12:51:21 GMT
>In article <rauser.723936595@sfu.ca> rauser@fraser.sfu.ca (Richard John 
Rauser) writes:
>
I HOPE Atari doesn't try and compete in the "multi media" circus, citing 
Neo Geo, Commodore CDTV (don t dear mentioning that piece of junk, ) and 
TurboDuo as its competitors!>>The result could be a $400.00+ price tag...and 
Atari can kiss me goodbye as a potential owner. So, the question is, 
HOW MUCH WILL JAG COST? I'd buy one if they were>>around $200-$250, probably 
no more than that. And who says it will be cartridge based?

Greets 

Rune Hyldmo

 


Newsgroups: rec.games.video
From: dave@admiral.uucp (Dave Litchman)
Subject: SF2, for... NES?
Organization: The Admiral's Unix System & The Grid BBS
Date: Sat, 12 Dec 1992 07:59:19 GMT

From the Jan '93 issue of GamePro, mail section:

"...we called Capcom, and they informed us that they're working with a third-
party NES licensee to license Street Fighter II for the 8-bit system."

I have but one thing to say on this.

BWAHAHAHAHAAA!!! Street Fighter II, on the NES? With its TWO button controller?
Yeah, RIGHT!!! Why, that's almost as ludicrous as... well... SF2 for the 
Genesis!


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video
Subject: Re: Program in assembly...NOT! (was Re: Ca
Date: 16 Dec 92 20:37:58 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX
X-Disclaimer: This article was posted by a user at Ericsson.
              Any opinions expressed are strictly those of the
              user and not necessarily those of Ericsson.

You can't use logic in an assembly vs. HLL debate when it comes to
games.  IMO most of the best games in terms of originality, playability,
and overal execution were written in assembly language.  Sinistar
is probablly my all time favorite and its assembly language source is
the size of a Sears catalog.  Defender, Robotron, Joust, Asteroids,
all the Synapse games, 2600 Adventure (and every other 2600 game), 
etc.--all written entirely in assembly language.  If anything, it seems 
that the since advent of high-level languages in the  game field, overall 
game quality has decreased.  I'm not saying there is a cause and effect 
relationship, but it is interesting to think about.

--
James Hague   
exuhag@exu.ericsson.se
From: bzandrew@amiganet.chi.il.us (Bill Zandrew)
Newsgroups: rec.games.video
Subject: Re: Atari 2600 specs, machine language
Date: 16 Dec 92 01:40:10 CST
Organization: Amiga Network Information Systems

In article <Byz0oH.HLF@ux1.cso.uiuc.edu>, parrinel@ux1.cso.uiuc.edu (Chris
Parrinello) writes:
>
>Since I'm a computer engineering major I've been very curious lately 
>about how the Atari 2600 works so much so that I've been toying 
>with the idea of builing an interface with a IBM PC compatible to
>design my own cartridges... of course I ran into a problem...
>
>I don't have any specs on the cartridge port or any specs on how to
>program the Atari 2600. Does anybody have any ideas on where or how 
>I could obtain such information? I would be willing to pay $$$ for Xerox
>if somebody has a copy or $$ for the information itself.
>
>Also I have a few other questions pertaining to the Atari games:
>
>1) Is there anywhere I can buy joysticks that would work with the Atari?
>The last pair I had just died.
>
>2) Does anybody have the solutions to Earthworld or know how to get
>the "secret signature" in Raiders of the Lost Ark?
>
>
>Thanks in advance for any information... if there is a request I could
>post the results of my search on the newsgroup...
>
>Thanks again!
>
>
>Chris Parrinello                    | One slip, and down the hole we fall
>lcdata@uiuc.edu                     | It seems to take no time at all
>cap40944@uxa.cso.uiuc.edu           | A momentary lapse of reason
>parrinel@ux1.cso.uiuc.edu           | That binds a life for life
>------------------------------------| A small regret, you won't forget
>"Awake on the Verge of Insanity"    | There'll be no sleep in here tonight
>------------------------------------| "One Slip", _aMLoR_, Pink Floyd     
I have many types of Atari joysticks that I would sell rangin from $3-10.  Let
me know if you are interested.
Newsgroups: rec.games.video
From: prwr001@netcom.com (Robert W. Row)
Subject: UN Squadron end [poss spoilers]
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sun, 13 Dec 1992 20:48:59 GMT

How do you beat the second plane at the end? (The pink one.)
I can get there with a shield, and down one hit. I can destroy 
the fins, and open it so the pistons are showing. I am using 
a Tiger Shark. By that point I usually have 4 Pheonix, 10 falcon, 
50 ceiling, 10 gunpods and a mega crush. If I need the million 
dollar plane, how should I get the money? Any info would be 
appreciated.
Rick
Newsgroups: rec.games.video
From: kunstler@dpw.com (Jeff Kunstler)
Subject: Looking for a review of Out of This World (SNES)
Internet:  kunstler@dpw.com
Date: Mon, 14 Dec 1992 17:32:57 +0000



  Has anyone played "Out of This World" for SNES?  If anyone has, I would
  appreciate it if you would post a review.


					Thanks,

					Jeff Kunstler
From: tzs@carson.u.washington.edu (Tim Smith)
Newsgroups: rec.games.video
Subject: Re: Program in assembly...NOT! (was Re: Ca
Date: 17 Dec 92 06:24:47 GMT
Article-I.D.: u.1992Dec17.062447.18900
Organization: University of Washington School of Law, Class of '95

petitc@vccnw05.its.rpi.edu (Christopher Jon Petit) writes:
>  But, the C compilers for the PC have EXTENSIVE optimization options (ever
>look at Borland C++).

I've found that to get the Borland compilers to produce acceptable output
for what I do on the PC (BIOS ROMs), I have to do quite a bit of adjusting of
my source code.  I compile, look at the assembly output, note places where
it could have done better, and guess how I can change my source code so that
the compiler will notice.  By iterating this a couple of times, I can get
C code that compiles to pretty much what I would have written by hand
in assembly language.

If the code I was writing did not have to be portable in source form (it
also goes into device drivers for various systems), it is not at all clear
that it is faster to use the compiler rather than just write the thing in
assembly!

How do modern games work?  My game writing experience is ancient
(Intellivision), but back then, we had an operating system in the
machine that handled most of the grunge work.  For example, if you
wanted to have a sprite start at certain position and move in a 
certain direction at a certain speed, cycling through a series of
pictures, you just gave the OS a list of the pictures and the
coordinates and the velocity.  The OS dealt with loading the
sprite-position and sprite-picture registers at the appropriate
rate.  The OS also maintained a dispatch table for each sprite that
contained a routine pointer for each other sprite and the background.
If you cared about interactions between two sprites, or a sprite and
the background, you put a pointer to your handler for that interaction
in the dispatch tables for the sprites.  When the hardware reported
a collision, the OS would call your handler.  You could also specify
dispatch routines for controller input.  The hardware implemented a
cool trick that made scrolling require almost no data movement 7/8
of the time, and the other 1/8 was the easy case.

Given this OS and hardware support, a lot of most games consisted of
relatively short routines that weren't too complicated.  The hard
part about writing games was not the coding -- it was getting gameplay
to feel write, balancing your power against enemy power, making things
look good graphically, and stuff like that.  I don't think having to
write this in assembly really slowed us down at all.

Can anyone out there who programs for modern systems post something
describing how it's done now?  Is there an operating system to handle
all the grunge work?  If you were given the complete spec for a modern
game, like Street Fighter II or Super Mario World, and all the graphics
design was already done, and all the sounds were designed, and all the
gameplay issues had been solved -- all you had to do was write the code --
how much work would actually be involved?

--Tim Smith
From: sef@Kithrup.COM (Sean Eric Fagan)
Newsgroups: rec.games.video
Subject: Re: Program in assembly...NOT! (was Re: Ca
Date: 19 Dec 1992 16:31:50 -0800
Organization: UUNET Communications
NNTP-Posting-Host: ftp.uu.net

In article <1992Dec18.143924.2530@exu.ericsson.se> exuhag@exu.ericsson.se writes:
>On the 6502 you can access the bottom 256 bytes of memory
>with very short and fast instructions, so it has often been said that they
>are the equivalent of 256 registers.  I assume this is true on the 65186
>as well.

Yes, although it works with the first 64k of memory.

Newsgroups: rec.games.video
From: tzcf1@isuvax.iastate.edu
Subject: NEED HELP WITH RGB!
Reply-To: tzcf1@isuvax.iastate.edu
Organization: Iowa State University, Ames, Iowa
Date: Sat, 12 Dec 1992 04:55:33 GMT

I want to purchase an RGB moniter for my snes and genesis.  
The one I am looking at is a magnovox professional rgb moniter
that is supposed to work exactly like the commodore 1084s.  
EGM says that you need custom cables from redmond to connect it..
but the magnavox has a/v connections built in.. whereas the commodore
does not.

My question is, will the connection directly to the built in a/v jacks
on the magavox look any different that connecting the genesis/snes
to the 23 pin rgb jack via custom cables?

ANY HELP WOULD BE APPRECIATED

Jesse
tzcf1@isuvax.bitnet
From: garyg@Warren.MENTORG.COM (Gary Gendel)
Newsgroups: rec.games.video
Subject: Re: Home Video Games History
Date: 17 Dec 1992 13:30:20 GMT
Organization: Mentor Graphics, IC Group
Distribution: world
Reply-To: garyg@Warren.MENTORG.COM
NNTP-Posting-Host: garyg.warren.mentorg.com

About the time that the Atari 2600 came out, RCA introduced the Studio I.  This was
based on the RCA FRED microprocessor (Fun, Recreation, and Educational Device), the
forerunner of the 1800 family of microprocessors.  The Studio I was soon followed by
the Studio II which allowed games to be downloaded from a cassette recorder.  This
originated the phrase "game-tape" that is used to describe todays ROM cartridges.
The big change came in 1978 when the Studio II became the VIP hobby computer,
which allowed users to build their own games using the CHIP-8 game interpreter.
Each of these products had a small but loyal group of users, complete with
user sponsered newletters.  It should be noted that the VIP offered a 4-voice stereo
music generator (expandable to 16 voices), a BASIC interpreter, color graphics.  The
basic system (which sold for $100 US) was capable of capturing audio and playing it
back.  The next in the series, the VIP II, died a quick death with only 2 units
made, quickly followed by the demise of RCA itself.

The brainchild behind this system was Joe Weisbecker, who built the original FRED
system in his garage out of simple components.  This 8-bit microcontroller could
have been available before the Intel 4004, but RCA management didn't recognize
FRED's potential until the 8008 hit the streets.  Joe retired from RCA just prior to
the GE takeover.

Gary Gendel
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: CFRCDMDG
Date: 14 Dec 1992 00:07:32 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <memo.807417@cix.compulink.co.uk> hallan@cix.compulink.co.uk writes:
>,how do we tell we're not throwing away money on cak? Well, the Mega
>CD-ROM games are all ISO 9660, so just pop them in a strandard CD-ROM
>drive, and total them up. If you have any Mega CD games not on the
>list total them up and sent them to my EMail, and I'll post a list
>from time to time. To start it off:
>Heavy Nova(Jap) - 1.98 Megs
>Thunder Storm FX(Jap) - 242 Megs
>Wonder Dog(Jap) - 7.82 Megs

I'm sorry but I just can't figure out what you're trying to say in your
article. It sounds interesting, but could you please explain more clearly
what you're trying to start here?

It seems like you are implying that by measuring the amount of storage on
the Mega CD games, you can determine whether the game is just a "crappy"
conversion of a cartridge game. Well let me just say that this idea is totally
incorrect, since most CD games contain very little actual computer data. The
reason Thunder Storm has that much megs is because most of it is picture data.

-Teh Kao
From: criess@mrj.com (Chuck Riess)
Newsgroups: rec.games.video
Subject: Where do you get SNES Space MegaForce?
Date: 13 Dec 1992 14:28:06 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu



Hello,

I hear a lot of people say how great the SNES shooter "Space MegaForce" is.
But where do you get one.  I haven't seen any at Babbages or the other
usual places. Is this a mail order only type of game? Does anyone
have any information on purchasing one?  Does anyone have one to sell?

Thanks

-- Chuck (criess@turtle.mrj.com)
From: berger@chaos.cs.brandeis.edu (David Berger)
Subject: WHat are 'essential' carts for Genesis?
Organization: Brandeis University
Date: Tue, 15 Dec 1992 08:07:58 GMT

I just got a sega Genesis.  WHat are the essential carts to own,
and could you tell me a bit about them.  WHat should they cost
new?


-- 

					David
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Genesis Questions
Date: 16 Dec 92 18:59:23 GMT
Article-I.D.: clark.1992Dec16.185923.22179
Organization: Clark College, Vancouver, Wa.  USA

In article <9212160425.AA78175@acs1.acs.ucalgary.ca> jkung@acs.ucalgary.ca (Jimmy Kung) writes:
>
>- I have an Atari ST w/ SC1224 Analog RGB Monitor, how do I go
>about connecting the Genesis to this?  It uses a 13 pin system.
>I have the pin-outs from the FAQ for the Genesis, but I don't
>know about the SC1224, anyone familiar with this one?  Is there a
>cable for sale that I might be able to buy?  (I'm not the
>greatest at electronics, shaky hand syndrome...)

The pinouts for the monitor are in the back of the manual.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: Super Monaco GP II - # players?
Date: 17 Dec 1992 16:43:32 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Dec17.192323.3113@cronkite.ocis.temple.edu> rhoenes@picasso.ocis.temple.edu (Richard Hoenes) writes:
>
>I had heard that Super Monaco Grand Prix II for Genesis was going
>to be a two-player, race against your friend game, but now that
>it's out I heard that it's only a one player game. Which is it?

It's only one player. I don't know where you could have gotten the info that
it's 2 players. Maybe you're confusing it with Road Rash 2 or Lotus Turbo
Challenge which are 2 player simultaneous.

-Teh Kao
From: hm002b@uhura.cc.rochester.edu (Primus Sucks!)
Newsgroups: rec.games.video
Subject: Re: Sewer Shark * For Sale
Keywords: Sewer Shark, For Sale, Sega CD
Date: 21 Dec 92 01:35:20 GMT
Organization: University of Rochester (Rochester, NY)

In article <1h361cINNbe5@gaia.ucs.orst.edu> jenkinch@ucs.orst.edu (Charley Jenkins) writes:
>Hello,
>
>I finished Sewer Shark this weekend and would like to sell it to get money
>for more games.
>
>I found this game to be very exciting having good graphics and
>excellent sound effects and music.  
>
>Cost $38 and I'll pay for shipping!
>
>Interested?  Please E-Mail me!
>
>Charley Jenkins
>
>jenkinch@ucs.orst.edu
So what happens at the end of the game anything cool?
PS
Newsgroups: rec.games.video
Subject: Help Needed on Ys!!!!!
From: chan4@husc11.harvard.edu (Derek Chan)
Date: 18 Dec 92 00:32:35 EST
Organization: Harvard University Science Center

Hi all!

I've been playing Ys on my TurboDuo, and I'm on level 21.  I just killed
this boss which....









SPOILERS 





SPOILERS
^L
^L




















^L
^L

YOU'VE BEEN WARNED!!!!!'


^L

...this boss with 2 heads and spinning thingys around them.  I am now
at this door behind the boss room.  Now what?!!!!


ARRRRRRGGGGGH

-- 

 ______________________________________________________________________________
|                                                                              |
| Derek V. Chan                                          Harvard University    |
Newsgroups: rec.games.video
From: lennad@bray1b.its.rpi.edu (Dmitri Lenna)
Subject: Re: Mailorder
Reply-To: lennad@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Fri, 18 Dec 1992 21:48:26 GMT

  Interesting.  I've dealt with Gametronix without getting a catalog, and
  they've been quite nice. They got me Devil Crash MD last in time for
  Christmas last year .. and I placed the order on the 20th and used the
  2 day delivery option. A friend of mine did the same with another company
   ( forget which one) but he placed the order 2 days before mine, and
  used the same 2 day delivery option but didn't get it until after 
  christmas. I might just have been lucky, but I don't think so.
   Oh.. I ended up playing $65 for the game which came with a converter.
  I could have got it for $55 without the converter if I choose so.
  Oh.. another tid bit,.. i ordered some anime from them too.. they're
  prices are a little higher there. if any of it helps, your welcome.


    - Dmitri "Dmitheon" Lenna
      Shinma-Buma of Anime Wars Crisis
From: bbeagan@cmsa.gmr.com (Brian D. Beagan CT/90)
Newsgroups: rec.games.video
Subject: Bomberman question
Date: 18 Dec 92 14:20:11 GMT
Reply-To: bbeagan@gmr.com
Organization: EDS

Well I've never played bomberman, but I think I got the jist of the game play.  However, I remember another game from video game history that seemed to have the same premise (run around, drop bombs in a grid and try to blow the other people up with the ensuing explosions that spread out horizontally and vertically in the grid).  I think it was an arcade game but can't remember for sure.  This is driving me CRAZY... does anyone remember anything like this?