HDTenEightyP/NetNews huggingface dataset:
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Game review slants (was Re: More new stuff)
Date: 9 Oct 92 03:38:57 GMT
Article-I.D.: aludra.1b4g3hINNs9t
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <1992Oct9.050807.7377@grebyn.com> rich@grebyn.com (Richard Lawrence) writes:
>>>[Long-forgotten talk about Die Hard's new magazine deleted]
>>>
>>>BTW: How can anyone trust reviews by a "company" whose job is to sell
>>>the games good or bad?
>>
>>True, but then again, how can you trust reviews by a magazine whose
>>advertising revenue comes from the companies whose games they review?
>
>There is such a thing as journalistic integrity. I've been reviewing for
>Strategy Plus for over a year now, and Brian has never asked me to
>change or changed himself any of my reviews signficantly, even if they
>deadpanned the game.

  You've got a wonderful thing there, Richard. I hope you can keep it going
for a long while.

  All personal IMO, but there is a lot of pressure on publishers nowadays to
avoid offending ad-buying customers. My own observation is that if you're
writing in a field that's big enough to blow off a customer and not worry
about how it impacts the bottom line, "journalistic integrity" is more
prevalent. In a smaller field, ad money is much harder to come by, so anything
that may be deemed offensive to a company is either curtailed or totally
censured.

  Example: MACWORLD can get away with blowing off bad products without mercy
most of the time, since they've got enough ad revenue to make up the loss of
one irate manufacturer. I'm not sure if they could blow off Microsoft easily,
but with most other companies, they can be totally frank.

  In contrast, your video-game magazines are working with a much smaller pool
of advertisers. Can you, as an editor-publisher watching the bottom line, dare
to cheese off Sega, Nintendo, Konami, or or Electronic Arts? Journalistic
integrity is a nice idea, but it won't bring in the money you need to feed the
family. Especially given the audience level of a video-game magazine; do kids
want a thick magazine chock full of lots of cool pictures and words, or a thin
rag that maintains an objective view?

  Just personal IMO, of course. But I do think that an advertiser-free
enviroment is the best place to get the closest thing to an objective view.

                                                --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: 129.179.180.81 (K. Chu)
Newsgroups: rec.games.video
Subject: SNES Soul blazer for sale
Date: 16 Oct 92 15:15:41 GMT
Followup-To: rec.games.video

Soul Blazer for super  NES (Retail price $65)

ask for $35 + shipping and handling 


Zelda 3 for Super nes (retail Price $45)

ask for $30 + shipping and handling


email address: King_Chu@zap.ems.cdc.com
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Newsgroups: rec.games.video
Subject: Imagic's "Fathom" for the 2600
Date: 14 Oct 92 03:08:12 GMT
Organization: University of Maryland, College Park

Has anyone ever managed to pass Level 2 on Imagic's "Fathom" for the Atari
2600?  I have not been able to find that third star.

   VGR
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: SNES Co-processor add-on
Date: 7 Oct 92 16:17:01 GMT
Article-I.D.: clark.1992Oct7.161701.22373
Organization: Clark College, Vancouver, Wa.  USA

In article <1992Oct7.125241.16197@mintaka.lcs.mit.edu> gfm@hal.gnu.ai.mit.edu (George Francis McBay) writes:
>
>Maybe I'm ignorant, but I just cannot see how adding a fast Floating
>Point coprocessor would help game software on the SNES much.  Do SNES games
>make use of lots of floating point numbers?

Speeding up floating point operations will invariably speed up graphics
handling......but I guess this is all for not, because I read that this new
chip is actually a 32bit RISC graphics accelerator to be added to cartridges
for very little money. Expect to see some of the first of these carts from
Nintendo this Christmas.

Gary

-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
Newsgroups: rec.games.video,alt.games.lynx
From: jrbell@lindblat.cc.monash.edu.au (Mr JR Bell)
Subject: Re: More new stuff
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 15 Oct 1992 02:38:10 GMT

Richard Lawrence (rich@grebyn.com) wrote:
: In article <1992Oct9.123617.16814@eecs.nwu.edu> kaufman@eecs.nwu.edu (Michael L. Kaufman) writes:
: >rich@grebyn.com (Richard Lawrence) writes:
: >>There is such a thing as journalistic integrity. 
: >
: >Isn't this an oxymoron? :-)
: 
: Baha, I get it, a joke! Humor, humor!
: 
: Why is it that anyone associate with some organized event/entity is
: automatically transformed into evil incarnate, not to be trusted, scum
: of the earth? 

Yeah I know Mr. Kaufman is one funny dude. Especially for a self-appointed 
policeman. What an idiot.

Mat.

[Why did you mail me twice when I wasn't going to even read the first one?]
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Newsgroups: rec.games.video
Subject: Re: Pilotwings/Super Magicom
Date: 15 Oct 92 22:17:44 GMT
Organization: University of Texas at San Antonio

In article <1992Oct15.213047.17256@tandem.com> David Brady <Brady_David@Tandem.Com> writes:
>
>If Pilotwings needed two to do what it does - I'm not too impressed with
>the power of the chip.   As far as I can tell the game scaled at most 3
>objects - the plane/hang glider/rocket belt guy, the ground, and 3 to 4
>easily animated targets  (which might count for a few more objects
>depending on how they were implemented).

Actually, I've studied the scaling a little, and here's what I've observed:
The SNES can only control 1 object at a time.  In mode7, this 1 object
just happens to be very large :).  In PilotWings, the other things that
seem to scale (the target dots) do not; they have fixed sizes in memory
to simulate scaling.  In F-Zero, watch the cars as they get closer and
farther away... is that scaling?  No, it's jumpy; the cars have fixed
sizes in memory, so the only thing scaling/rotating is the ground.
Simulated scaling is like checker-animation...especially with the SNES,
where ROM limitations are inexcusably strict.

PS: Don't yell at me if I happen to be a little off :)

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts
From: tehyang@aludra.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: Re: REVIEW: A Bunch of Mega-CD Titles
Date: 16 Oct 92 01:49:32 GMT
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <r4d0qf4@zola.esd.sgi.com> portuesi@tweezers.esd.sgi.com (Michael Portuesi) writes:
>
>In article <1992Oct7.183225.6967@polari>, lthompsn@polari.online.com writes:
>
>[ ...I condensed his review of several Mega-CD titles... ]
>
>So out of five titles for the Mega-CD, only one of them is
>original to the platform and worth buying/playing?
>
>Boy, I can't wait until I can get my hot hands on a Genesis
>CD unit...

The Mega(Sega) CD, like any other new game system, takes time to mature and 
gain a repectable library of games. This is probably more true when the 
system is more advanced and powerful. The Mega CD is probably the most 
sophisticated piece of gaming hardware out right now(except maybe Neo-Geo)
so the programmers are still exploring its capabilities. CD games with their
higher storage capacities probably take longer to develop as well. The
Mega CD itself has been out for only 10 months or so, and its number and 
quality of games still have a ways to go. I think that Sega may have released 
the Mega-CD a bit prematurely, without preparing any really good games for it.

However Sega of America seemed to have done a better job in preparing the
Sega-CD for the U.S. release.  So far the announced list of games to be
released with the Sega-CD seem quite impressive. No one knows how good they
are at this point, but we'll all find out in a couple of weeks.  

Anyway, I'm still keeping my fingers crossed for SF2:CE on the Mega-CD...

-Tehkao
Newsgroups: rec.games.video
From: dhavill@rucs2.sunlab.cs.runet.edu (Adrian Havill)
Subject: Re: SNES Co-processor add-on
Organization: Radford University
Date: Fri, 9 Oct 92 14:09:40 GMT

In article <1992Oct7.161701.22373@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>Speeding up floating point operations will invariably speed up graphics
>handling......but I guess this is all for not, because I read that this new
>chip is actually a 32bit RISC graphics accelerator to be added to cartridges
>for very little money. Expect to see some of the first of these carts from
>Nintendo this Christmas.

True, but usually only for geometric type graphics: i.e. AutoCAD and the
like. The bitmap/sprite architecture that video games use seldom use floating
point. Neither the 68000 or the 68516 (whatever that overgrown 6502 is
called ;) ) have floating point capability in microcode. The stuff that DOES
require trig and the like (circular motion, rotations, etc) are usually left
to the on-board video/sprite/display coprocessor or are stored as
pre-compiled coordinate constants in an array.

There are always exceptions, of course... but even the big bad NEO GEO with a
12.5 Mhz 68000 would be prone to slowdown if it tried to move 380 sprites in
circular patterns via trig! (And it IS prone to slowdown-- try playing Blue's
Journey with two simultaneous players; most of the slowdown, like the early
SNES games--are due to bad programming rather than system limitations)
-- 
******************************  -----            | ``   |  |  ------/       /
* Picard/Riker for President *    |              |      |  |     | /    \  /
* Vote Federation Party:     *    |    -------   |\     |  |     |        /
* The choice for the future. *    |              | \      /      |       /
Newsgroups: rec.games.video
From: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Subject: Re: Using a SNES US machine in the UK
Reply-To: stc7@cunixb.cc.columbia.edu (Steven T Chiang)
Organization: Columbia University
Date: Wed, 14 Oct 1992 21:09:12 GMT

In article <1992Oct14.132627.11249@comp.lancs.ac.uk> jonathan@comp.lancs.ac.uk (Mr J J Trevor) writes:
>
>I have recently got a SNES from the US for use here in the UK and have
>solved the problem of the power supply and (at some cost) got a
>multiout to SCART cable on mail-order now (since both my monitor and TV have
>scart inputs). The normal NTSC signal from the other output (not the
>multiout) obviously does not work on a UK tv.

[ other stuff deleted... ]

(I sent mail to him directly as well.)

	This is a BAD idea.  The UK SNES uses a different protection
chip than the US and Japanese versions.  So UK carts will only work
with the UK machines...  Unless you have a supply of US games, I would
just stick to the UK version.

Steven Chiang                  Order - DreamGrafix:  The ONLY 16/256/3200
stc7@cunixb.cc.columbia.edu       color paint program for the Apple IIGS.
America On_Line:  DWS Steve
Genie:  S.Chiang4              Apple IIGS Forever!
From: sf1x+@andrew.cmu.edu (Shinya Fujimoto)
Newsgroups: rec.games.video
Subject: Re: Dragon Quest V Review (SFC)
Date: 17 Oct 92 02:23:13 GMT
Distribution: na
Organization: Carnegie Mellon, Pittsburgh, PA

I've been playing DQ5 for the past two weeks, and it's just great?  I hadn't mu had much time to play recently but I'm finally about level25.  How are you all doing (who are playing) ?

.
.
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Out of this World
Date: 13 Oct 92 17:41:18 GMT
Article-I.D.: clark.1992Oct13.174118.5563
Organization: Clark College, Vancouver, Wa.  USA

In article <Bw2G7A.2H8@acsu.buffalo.edu> v130r92d@ubvmsb.cc.buffalo.edu (Mark R Miller) writes:
>
>Does anybody Out there know if out of this world is out or when it is comming
>out for the Super Nintendo?

Its been delayed, probably won't be out until late November, or possibly
December.....for sure by Christmas.

>Also anybody know when Sonic II is due out?

November 26th or 28th (can quite remember which). Better reserve a copy
wherever you buy your carts, it will disappear fast.

Gary
-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: splin@cauchy.usc.edu (Sen-Pin Lin)
Newsgroups: rec.games.video
Subject: Re: John Madden '93
Date: 13 Oct 1992 11:14:20 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: cauchy.usc.edu

stsshol@st.unocal.COM (Herb Lam) writes:

>In article <1992Oct13.144353.17612@prime.mdata.fi> jarnis@mits.mdata.fi (Jarno Kokko) writes:

>>I have it for SNES. I played some buggy version of super play action football,
>>and I wasn't too impressed...

>I have super play action football but have never played any version of
>John Madden Football.  Can anyone who has played both give a comparison?

>I agree with Jarno that there are some bugs in super play action, like
>how the computer can block a long pass no matter where the defensive
>player is as long as he is in line with the ball (this means he can block
>it even though he's 15 yards in front of the receiver).  But all in all,
>though its graphics isn't great, super play action is an enjoyable 
>football game, especially playing a whole season.  I just wish I can
>play defense better or find someone to play against.

>Herb

Well, it's just a game and, it's a computer program. Do you expect it to
be bug-free? I never expect my program to be bug-free;-)
Seriously though, it sounds strange to me that you saw the defensive
player blocked a pass 15 yards in front of the receiver. You can barely
see more than 15 (or 20?) yards of the field on the screen, and your
receiver is supposed to stand near the middle of the screen. How can you
see the blocker who is 15 yards away?
I agree that there are something not realistic, though. For example, I can
block a field goal or punt on a regular basis, this makes me win the game
most of the time.

I have played this game as well as JM (the original, not '93). JM is more
like a coaching game, once you make a correct decision, the execution is
very simple. So if I play S.F., I win all the way just by using a passing
game. Is JM '93 very different from the original one? Could Jarno please
give us a review? Thanks.

Ben
From: v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz)
Newsgroups: rec.games.video
Subject: Re: No SNES SFII Boss Code: Proof?
Date: 11 Oct 92 15:20:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Oct11.081151.334@nwnexus.WA.COM>, ericee@halcyon.com (Eric Engvall) writes...
> 
>  I've looked through the SNES SFII rom images and have found nothing to
>suggest a boss code. In fact, the way some of the text tables are laid
>out suggest there is no suprises at all left. If there is intrest, and
>no legal objections, I'll post the text from the rom images. 
> 
>    eric
Post the ROM images! Post the ROM images!

And tell us all how to decompress them to edit our
favorite sayings into the mouths of the World Warriors!

-> Jer
Newsgroups: rec.games.video
From: brett@oce.orst.edu (Brett Barksdale)
Subject: Help with Turbo-Grafx 16 Games
Organization: Oregon State University, College of Oceanography
Date: Wed, 7 Oct 1992 23:13:33 GMT

 I am looking for suggestions for some of the best/better TurboGrafx16 games
that people out there have played. I would welcome any and all email sugges-
tions. Thanks in advance!

-- 
------------------------------------------------------------------------------
                     "Just waiting for the nuts..."
             Brett Barksdale        brett@porky.oce.orst.edu
------------------------------------------------------------------------------
From: francis@tortoise.cis.ohio-state.edu (RD Francis)
Newsgroups: rec.games.video
Subject: GENESIS:  need RPGs w/ battery/password save
Date: 12 Oct 92 16:29:41 GMT
Article-I.D.: cis.1992Oct12.162941.4571
Organization: The Ohio State University Dept. of Computer and Info. Science

My wife and I want to purchase a Genesis; however, before we do, we'd
like to have some idea how many games of the type we enjoy are
available.  Generally, our favorite games are RPGs, or RPG-style
action/adventure games.  Games such as Might and Magic and Kings
Bounty are the sort of thing we're looking for; as well as games like
Crystalis on the NES (where combat and exploration take place in
"real-time" on an overhead view of your surroundings).  We rarely have
hours of time to devote to a game; thus, games with a battery or
password save feature are ideal for us.

Could some Genesis fan send us the names (and descriptions, if
possible) of some saveable RPG-style Genesis games?  E-mail replies
are strongly preferred; I rarely have time to catch up on news
anymore.

Thanks in advance,

RDF

-- 
R David Francis                         (Alternate addresses): rdf+@osu.edu
                                                            osu-cis!francis
B:If you can't believe what you read in a comic book, what can you believe?
R:Oh, Bullwinkle!           B:It's enough to destroy a young moose's faith.
Newsgroups: rec.games.video
From: songer@lexmark.com (Christopher Songer)
Subject: Re: Video Game Renaissance
X-Disclaimer: These views are the poster's and not necessarily those of Lexmark
Organization: Lexington, KY
Date: Tue, 13 Oct 1992 16:13:30 GMT

tehyang@aludra.usc.edu (Teh Kao Yang) writes:
>[...]
>I guess somehow video games have involved into having this "disposable"
>characteristic. Play it a few times, throw it away, and get a new one.  I
>guess this could be a strategy for the video game companies to make more
>money. [... Why do people keep buying them? ...]
>

My wife and I have quit buying games. We Rent. We solved Warriors of the Eternal 
Sun in three days, Wonder Boy in Monster Land in two days, Joe && Mac in two 
days, Turtles in Time in 40 minutes ...

Games for both the SNES and Genesis are just too short. The last RPG we bought 
which we thought was sufficiently long was Dragon Warrior III for the NES.
I have high hopes for CD ROM systems. The problems seem rooted in the 16 bit
systems. The 16 bit systems require more storage for sound and graphics, yet
do not offer greater media capacities.

The issue seems to be this: If you have 8 Mbits to put a game in, a 16bit
system will have a short game with better graphics and sound. An 8bit system
will have ugly graphics and tinny sounds and long game play.

Hopefully, CDROMs will increase the storage capacity and allow the 16 bit systems
not to sacrifice game length for flash.

Anyway,
-Chris

Newsgroups: rec.games.video
From: petitc@vccnw02.its.rpi.edu (Christopher Jon Petit)
Subject: Joysticks' Lament (was Re: Awesome New Controller!)
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Mon, 12 Oct 1992 23:09:26 GMT

In article <Bw150z.J7E@news.cso.uiuc.edu>, egp41980@uxa.cso.uiuc.edu (M) writes:
|> jknife@desire.wright.edu writes:
|> 
|> 
|> I tried this pad at the CES too, and I have to say that while regular control
|> pads begin to hurt my thumb after about 20 minutes of play this one did after
|> I used it for about a minute. This and a couple of other "nifty" new        
|> controllers I saw at the CES (including that one where you just twist a stick
|> around in one hand, no base) seemed based more on gimmicks than on sound 
|> ideas for new controllers.
|> 

  Could someone please tell me WHEN joysticks faded out as the norm for gaming
machines?

  Is it because the joypads are more durable, or because the game manufacturers
are getting greedy (though I think having joystick controllers, which must be
bought every so often would be better for this), or something else?

-- 
Trust:  A very precious social commodity, due both to high value and terrible
scarcity.
MATWDTM:  Mothers Against Teenagers Who Drink Too Much (failed name for MADD)
From: kc2x+@andrew.cmu.edu (Kwan-Ju Chen)
Newsgroups: rec.games.video
Subject: SuperMagicom 16mbits
Date: 13 Oct 92 15:05:24 GMT
Organization: Junior, IM - H&SS Track, Carnegie Mellon, Pittsburgh, PA


SuperMagicom 16mbits
2 months old


$380 include COD shipping
From: thollowe@oucsace.cs.ohiou.edu (Tom Hollowell)
Newsgroups: rec.games.video
Subject: NHL Hockey for Trade only.
Keywords: Looking for something fun or challenging
Date: 8 Oct 92 13:13:51 GMT
Organization: Ohio University C.S. Dept, Athens

I am looking to trade my NHL hockey, since I now have the NHLPA '93.
(No since getting both, they are almost twins.)

I will consider any type of games, but in particular, I am looking for 
side scrollers (TJ&E, Kid Chameleon, James Pond II, Robocod) or
RPG type games.  


Thanks for any offers.

-- 
"My uniform is leather, and my power is my age.
I'm getting it together to break out of this cage"
                  "Flaming Youth", KISS
Tom Hollowell Ohio University, Athens
From: antoniou@buitc.bu.edu (George Antoniou)
Newsgroups: rec.games.video
Subject: For Sale: Turbo Graphix Machine
Date: 8 Oct 92 13:37:14 GMT
Organization: Boston University, Boston, MA, USA
Originator: antoniou@buitc.bu.edu


 o TG16 base unit 
 o Controller
 o Joystick Controller
 o 4-6 games (Hu card)

 $150 

 for more info please email  --> antoniou@buitc.bu.edu

 Nearly brand NEW,  used only a couple of times.

 
giorgios

[antoniou@buitc.bu.edu]
From: tehyang@sal-sun92.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.video
Subject: PCE->Tg16 adapter: how much does it cost?
Date: 13 Oct 1992 18:48:05 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: sal-sun92.usc.edu

Does anyone know what's the going retail price for
these things? I asked one store and they said it was $25. Pretty expensive
for an adpater, I thought.

-Teh Kao
Newsgroups: rec.games.video,alt.games.lynx
From: rich@grebyn.com (Richard Lawrence)
Subject: Re: Review-o-rama (was Re: Sega - Ads?)
Organization: Grebyn Timesharing
Date: Thu, 8 Oct 1992 02:17:07 GMT

In article <1992Oct7.054957.9832@eecs.nwu.edu> kaufman@eecs.nwu.edu (Michael L. Kaufman) writes:
>rich@grebyn.com (Richard Lawrence) writes:
>>I just don't think it's necessary to rate the individual aspects, because 
>>enjoyment of the game is the measure of its success. 
>
>But what does it hurt? I can see how it would help to have all the pieces of
>information, but how would it hurt? For example, lets say you have a game that

Because I feel too many people get wrapped up in the individual
categories instead of viewing the game as a whole. If a game has a
graphics of 7, "playability" of 9, and sound of 2, many people will turn
it down just because of that one 2 category, even if it's an incredible
game. I'd rather (as I do) mention in my reviews "the sound is terrible,
but that doesn't change the fact that this is a great game".
-- 
Rich Lawrence, Synoptics Systems Engineer  DOD#9630  rich@grebyn.com
     '92 Seca II "Yuri"  CI$:71101,2272  GEnie:R.LAWRENCE14
 "Garth, marriage is punishment for shoplifting in some countries."
Newsgroups: rec.games.video