HDTenEightyP/NetNews huggingface dataset:
From: r16a@jupiter.sun.csd.unb.ca (EARLE)
Subject: Dream Tournament 2d Rd Results/ 3d Rd Lineup
Organization: University of New Brunswick
Distribution: rec.games.video.arcade
Date: Sat, 14 Nov 1992 00:23:39 GMT

APHORIEL/KINSMAN PRESENTS:

THE SF2/MK/WH DREAM TOURNAMENT 2ND ROUND RESULTS
AND 3RD ROUND LINE UP!

First Things First:

-I am know working from someone else's account.  For this round, mail
 votes to r16a@jupiter.sun.CSD.unb.ca .

-No draws this round, so no need to vote for byes!

RESULTS:

MATCH 1: RYU vs KEN
RYU wins, 9 votes to 2.
("Skill and patience over berserker fury.")

MATCH 2: DRAGON vs SHANG TSUNG
SHANG TSUNG wins, 8 votes to 3.
("Shang Tsung wins EASY. Dragon pulled a bad draw.")

MATCH 3: JANNE vs GORO
JANNE wins, 9 votes to 2.
("Once she's sliced all Goro's arms off, she can bitch-slap him
  (it?) to death.")

MATCH 4: DHALSIM vs SAGAT
DHALSIM wins, 7 votes to 4.
("Long range attacks beat all.")

MATCH 5: GUILE vs RAIDEN
GUILE wins, 6 votes to 5. 
("Teleport->Flash Kicked; Torpedo->Flash Kick again; 
  Lightning->Sonic Boom-Backhand")

MATCH 6: VEGA vs E.HONDA
VEGA wins, 7 votes to 4.
("Blubber chunks on a spear.")

MATCH 7: RASPUTIN vs SUB-ZERO
SUB-ZERO wins, 7 votes to 4.
("I wanna see if Rasputin really does have a spine.")

MATCH 8: CHUN LI vs KANO
CHUN LI wins, 10 votes to 1.
("I never liked Kano much either.")

3RD ROUND LINEUP!

MATCH 1: RYU (SF2) vs SHANG TSUNG (MK)

He must defeat Shang Tsung to stand a chance...

MATCH 2: JANNE (WH) vs DHALSIM (SF2)

Janne: Bah! First I fight a swamp troll, then I fight a four-armed
half-dragon! When do I get to fight a real man? Oh well, who's next?

Organizer: It's this guy who can stretch his rubber arms seven feet or so..

Janne: Aw, *damn* it...

MATCH 3: GUILE (SF2) vs VEGA (SF2)

The Air Force Guy vs The Air Borne Guy..

MATCH 4: SUB-ZERO (MK) vs CHUN LI (SF2)

The character nearly everybody swears by in MK versus the character half of
everybody swears by in SF2...


Remember, send mail for this round to r16a@jupiter.sun.CSD.unb.ca .
Votes get picked up next Friday evening.

-Aphoriel/Kinsman

             Operatoras are standing by:)

     Later, (or earlier, depending on your time zone :)
			-Roger
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: Re: most annoying attract modes
Date: 10 Nov 92 14:20:48 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.

In article 15150@rtsg.mot.com, king@rtsg.mot.com (Steven King, Software Archaeologist) writes:
>
>Does anyone else have a problem playing on silent machines?  I find
>that if I've gotten good at a particular machine, I can't play it at
>all if the sound breaks.

Last year I played a Sinistar machine with mostly-destroyed sound
(Sinstar shouted "MGGGPPPHH!  MMRRRRPPPHHH!") and it *really* detracted
from the game.  I think many games now have the opposite problem,
especially home games:  they constantly play annoying music which
doesn't even fit the game that well and I would dearly love to be
able to turn it off.  Constant music is too much unless it is
*perfect*.

--
James Hague   
exuhag@exu.ericsson.se
Xref: sparky rec.games.video.arcade:8870 comp.sys.amiga.games:15263
From: karlth@rhi.hi.is (Karl Thoroddsen)
Newsgroups: rec.games.video.arcade,comp.sys.amiga.games
Subject: Re: mortal kombat for IBM PC
Date: 12 Nov 92 09:42:22 GMT
Followup-To: rec.games.video.arcade

In <BxL0KG.B8x@usenet.ucs.indiana.edu> shulick@navajo.ucs.indiana.edu (Sam Hulick) writes:

>You're kidding, right?  Do you honestly think a *PC* could handle Mortal
>Kombat?  Do you know how absolutely CPU-demanding MK is?  The only
>computers or game systems that could handle Mortal Kombat would be SNES
>(MAYBE) or the Amiga 3000 or 4000.

MK isn't very difficult to write, you have essentially two large shapechanging 
bitmaps jumping around the screen that's it.  A job a 386-25 could easily 
handle.  
  
-- 

\ Internet: karlth@rhi.hi.is             \ Karl Thoroddsen University Of Iceland
 \ Respect...            , Peter Ustinov  \ Department Of Computer Science
Newsgroups: rec.games.video.arcade
From: cs401005@scs.carleton.ca (jeff brinskelle)
Subject: Hit The Ice (the ultimate video game)
Organization: School of Computer Science, Carleton University, Ottawa, Canada
Date: Thu, 12 Nov 1992 01:52:48 GMT


	My friends and I have been hooked on    "Hit The Ice"   ever since last March, playing it around 10 time (quarters)/week.  
 
	-Are there any contests around on it?

	-Any hints on beating the computer?  The only thing we do, is  be good at defence, then hit him when both forwards are together, steal the puck and try to get a good percentage shot off.

We are really good against everyone else, it just seems that the more goals you get ahead, the higher the level the computer plays at.  Could this be true?
Newsgroups: rec.games.video.arcade
From: foregone@stein.u.washington.edu (Ah so Grasshopper!)
Subject: Re: Hot Circuits
Organization: University of Washington, Seattle
Distribution: usa
Date: Wed, 11 Nov 1992 08:21:44 GMT

In article <1992Nov8.051844.12300@wam.umd.edu> vgriscep@wam.umd.edu (VGR (Craig Pell)) writes:
>In article <1992Nov3.054240.21945@u.washington.edu> foregone@stein.u.washington.edu (Ah so Grasshopper!) writes:


[ stuff about exhibit deleted]
>>
>>I also saw Robotron:2084 and World Series in the back under repair...:(
>
>What, *no* laserdisc games at all?  Some history collage.
>
>  VGR

Dragon's Lair was also in the back...sorry, I forgot...:) Unfortunately,
they still can't get it working so the cabinet is out there in between
Pong and **Computer Space** (this looks like a cool game...joystick, fire
and thrust button...doesn't work either though :(    )

I found out that Hot Circuits will be leaving the Pacific Science Center
around mid-January. It will be going to another science center, possibly
OMSI in Portland OR.



Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri, 13 Nov 1992 14:02:17 -0500 
From: "Curtis B. Jackson" <cj24+@andrew.cmu.edu>
Subject: MK cameo appearances

I have seen PETER PAN AND WENDY and the rest of his crew flying on the
pit stage.
From: 2ftuclay@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: Re: most annoying attract modes
Date: 6 Nov 92 07:12:42 GMT
Article-I.D.: kuhub.1992Nov6.011243.44455
Organization: University of Kansas Academic Computing Services

In article <2l==#mA@engin.umich.edu>, atb@whomp.engin.umich.edu (Adrian Bradley) writes:
> 
> In article <1992Nov5.193331.12233@exu.ericsson.se>, exuhag@exu.ericsson.se (James Hague) writes:
>> Here's something I've been wanting to post for a while, and
>> a discussion in rec.games.pinball spurred me on.
>> 
>> It is common for games to have sound in their attract modes,
>> so even in an empty arcade you can hear all sorts of game
>> noises.  Some of these can _really_ get on your nerves when
>> they are loud and repeated over and over again every minute
>> or so.  They're especially bad when within earshot of a game
>> you can last a while on.  Anyway, my nominations for most
>> annoying attract modes:
>> 
>>    The Simpsons:  "WAAAAHHH!  WAAAAAAAHHH!  WAAAAHHHH!"
>>    Sly Spy:  "Golden gun!"  (Actually, it sounds like
>>       "Golden java!" to me).  This one is right next to
>>       a Joust II machine I play occasionally.
>>    Cabal:  the laughing skull is maddening
>>    Mad Dog McCree:  no comment
>> 
>> Any additions?  All in good fun, no flames intended.
>> 
> 
> In SFIICE when they choose Ryu vs. Ryu:
> 
> Hadoken-Hadoken-hadoken-hadoken-hadoken-hadoken-hadoken-hadoken-hadoken-hadoken
> (as both Ryus hurl endless fireballs at each other)
> 
> However, when they do the Ken vs. Guile attract mode, I usually come running
> when I hear <smack> Shaaaaarrrrr-ryu-ken... 
> 
> ==Adrian

Teenage mutant ninja turtles...teenage mutant ninja turtles...

Aiiiiieeeeeee!
Organization: Freshman, Art, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri,  6 Nov 1992 09:09:30 -0500 
From: Michael Alfonso Visconti <mv2a+@andrew.cmu.edu>
Subject: Re: Holoseum

Well I seem to be in the vast minority here but I happen tolike the
game.  Yes I think it is better than time traveler although the 3D
effects are not taken advantage of real well.  The only move that really
shows it off is Prof. Chen's double leg sweep.  Dompayagen seems to be
the easiest character to win with because his lightening kicks are easy
to get off.  It is often possible to defeat an opponent with just the
kicks (meaning that you don't have to touch the joystick) just by timing
them to go off when your opponent stands up.  Professor Chen has some
cool moves, particularly the drunken monkey and lightening charge.  Jack
Garrison has some of the most powerful moves and they are fairly easy to
get off but II just don't like playing with him.  Dave seems to only
have his kakato otoshi as a devestating move but if it isn't blocked
either time it is REALLY devestating.  However now to the shortcomings. 
The computer often announces your special moves which is a pain since
your opponent gets to hear them (in vs. mode) but then you get to hear
his so it kind of cancels out.  While the victory messages are spoken
instead of printed sometimes the music renders them inaudible.  Also
since you always face the character from the one side (ie you cannot get
behind them) and the playing field is so short there isn't a lot of
movement.  nobody has any really impossible moves (freeze rays,
stretching arms, etc.) so it does seem a little more like martial
artists of different styles just battling it out.  

    best combo so far: Dompayagen -open with quick lightening kicks
follow by jumping attack, uppercut and leg sweep.  if this comes off the
other guy is usually pretty well damaged and you can keep doing the
jumping attack followed by the uppercut and leg sweep until he dies
(usually) OR greet him with fierce lightening kicks when he is standing
up.

 if you have any other strategies or insights drop a note.

              -Mike
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri,  6 Nov 1992 23:01:57 -0500 
From: Eric Thomas Pronko <punisher+@CMU.EDU>
Subject: long sig

I'M SORRY ALREADY!

the .sig will not be seen by any of you any more...

although personally i find it more annoying when someone quotes an
entire article and then doesn't write a damn thing...

eric


Newsgroups: rec.games.video.arcade
From: derich@netcom.com (Scott A. Steinbrink)
Subject: SEGA GENESIS HELP! Sonic, Krusty & Klax
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Tue, 10 Nov 1992 14:21:19 GMT


 jUSt need some help on Sega GENESIS's games:

	1) Is there a hint/cheat file around the net for the following
	   games:

		RBI BASEBALL 4
		Sonic the Hedgehog
		Krusty's Super Fun House
		Klax

	2) Since I'm deaf, I cannot hear the ring when I hit UP-DOWN-LEFT-RIGHT
	   then hit A/B & START at the Sonic Hedgehog screen to enter the
	   "STAGE SELECT" -- how can I tell if I had succeeded?

       3) I'm stuck at the last stage in Stage 1 - I can't find the second
         block, nor am able to jump to the next ledge.....
         ( This is in Krusty's Fun House)

- Scotty

-- 

Scott Allen Steinbrink
 
NetCom: Derich@netcom.com
America Online: Derichman
Bitnet: 11sstein%gallua.bitnet@cunyvm.cuny.edu 
InterCon: tissue@intercon.com
From: rettigca@ucbeh.san.uc.edu
Newsgroups: rec.games.video.arcade
Subject: Boxing game question and MK easy fatalities
Date: 11 Nov 92 03:47:23 EST
Distribution: world
Organization: Univ. of Cincinnati

Fatalities for Kano and Sub Zero will work under the tap method. Example for
Kano you can get right next to the opponent and tap away, tap down, tap toward,
tap punch. For Sub Zero (and this works every time) get right next to opponent
and tap toward, tap down, tap toward, tap high punch.

Also has anyone seen a game where you punch a pad to knock someone on a
computer screen down? I saw this at Six Flags in Chicago but I cannot remember
the name of the game nor the manufacturer. All I know is you get to run up and
punch this pad down and the on screen character would react to the punch.


Newsgroups: rec.games.video.arcade
From: malak@grebyn.com (Michael Malak)
Subject: Re: Zen out on music
Keywords: music, meditation
Organization: Grebyn Timesharing
Date: Fri, 13 Nov 1992 03:44:13 GMT

In article <1992Nov11.171324.26489@ncsu.edu> jecoleb@eos.ncsu.edu writes:
>
>Honorable mentions:  Toobin' has a nice soundtrack, LifeForce was a trip
>(yes, I know, it was the 'first' stereo game), Moon Patrol was simplistic
>but catchy, Bubble Bobble was overly cute but the music grew on you...

You didn't mention Spy Hunter and Gyruss.  The _only_ reason to play
those simplistic games was to listen to the soundtrack.
From: zippy@cs.brandeis.edu (Patrick Tufts)
Newsgroups: rec.games.video.arcade
Subject: "so, a creature for my amusement" game?
Summary: name of vector game
Date: 9 Nov 92 20:51:20 GMT
Article-I.D.: berry.zippy.721342280
Distribution: usa
Organization: Brandeis University

What's the vector game from the very early 80s or late 70s where a
one-eyed alien says

	So, a creature for my amusement.  Prepare for battle!

The stressed syllables remind me of Peter Lorre's dialog.  With
stress, it sounds like

	SO, a CREAture for MY AMUSEment.  PrePARE for BATTLE!

--Pat
Newsgroups: rec.games.video.arcade,alt.games.sf2
From: "Brian Odom" <bodom@blueberry.ucs.indiana.edu>
Subject: Re: Guile vs. Dhalsim (Classic)...who wins?
Organization: Computer Science, Indiana University
Date: Wed, 11 Nov 1992 11:20:36 -0500

2261as@gmuvax2.gmu.edu ( ) writes:

>In article <1992Oct29.121328.5289@desire.wright.edu> kmetz@desire.wright.edu writes:
>>In article <rauser.720174571@sfu.ca>, rauser@fraser.sfu.ca (Richard John Rauser) writes:
>>> 
>>>   Okay, in one corner we have a Guile master who is too ethical to
>>> freeze, magic throw, or handcuff. In the other corner we have one of those
>>> rare, elusive, mysterious Dhalsim masters. The machine is SF2 Classic
>>> (or perhaps the Super NES). 
>>
>>  On a Classic SF2 game, Guile is the hands-down winner.  His razor kick 
>>does far too much damage, and Dhalsim's moves are too restricted.  
>>My friend and I often play SF2TE, and this is one of our favorite matches.
>>Richard (my friend) is a little better than me, in general, and knows
>>Dhalsim inside and out, as I know Guile.  On a consistent basis, I beat
>>him 5 out of every 7 matches.  On the classic version, Dhalsim is too
>>restricted to make it even a contest.
>>
>>Kevin                            "I will show you fear in a handful of dust."
>>Kmetz@desire.wright.edu                   -  T.S. Elliot

>Hold on.  I've been Guile-ing for over a year and a half.  I'm
>certain I understand Guile's limits.  And I've always understood
>that Guile v. Dhalsim was an EVEN match-up in SF2:classic.
			      ^^^^
HA!  Don't you let me hit you with one of Guile's jabs!   :)

>On the SNES, Guile's too powerful against ANYBODY there's almost
>no way he can lose unless someone unplugs the player's controller.
>On CE, it's entirely different.  Everyone who feels "one with Guile"
>knows how seriously his power's been tuned down.  And I've seen
>for myself how Dhalsim's been tuned up.  Now Guile is a medium range
>fighter with a few combos to help at close range.  Dhal is a less
>effective long range fighter and much more effective at close and
>medium ranges.(Range meaning distance from opponent in this equation)
>Of course, different players' styles figure in greatly, but keep in
>mind that Dhal's only real strength in the classic version was to
>keep the opponent far away.  In CE, Dhal can perform effective attacks
>at almost any range.  Guile was a decent long range fighter in the 
>classic, but his real strength was at medium and close range.  Now
>that he's slower, his moves are weaker and everyone else (except
>the bosses obviously) have been tuned up, Guile now has to become
>obscured among the ranks of the average character.

I feel the same way.  The matchup of Guile vs. Dhalsim on CE is much more
fair.  Dhalsim has been tuned up while Guile has been tuned down.  
On classic I used to beat most Guile's, but then word came out about the
jab "super death blow" maneuver.  Dhalsim, on classic, has absolutely NO
chance of beating a cheap Guile.  With the jab auto-stun, Dhalsim dies
every time. 

I don't feel that Guile has become obscured among the ranks of the average
character.  I still feel that he is powerful, just not as overpowering as
before.
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: rec.games.video.arcade
Subject: MK fatalities/stragties
Date: 10 Nov 1992 07:11:32 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc4.ins.cwru.edu


I went to my local arcade today and after I beat the first guy
I went to do my fatality (I was Sub-Zero), It didn't work, so I 
thought ok, maybe I just messed (I can usually do it 95% of the time)
up,so after win the next 6 matches I stilled could not do my fatality
and after I finished playing I asked an attendant why I couldn't do
it, he said they took out all of the fatalities and the pit scene
when you uppercut your opponent off the ledge.
What I want to know is there a way to "edit" this without actully
going inside the machine??

I've also found that this will ALMOST always win a match (not including
Goro or Shang Tsung):
1) jumping low punch
2) leg sweep (even if punch is blocked)
3) repeat

I've gotten to Goro doing nothing but this technique...

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
Organization: University of Illinois at Chicago
Date: Monday, 9 Nov 1992 12:19:02 CST
From: <U55909@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade
Subject: Re: Crusty old men (or women). . .

You guys had had Colecovision? Atari? Pong? -GASP- Rocks? Hands? Heck, I was
NEVER young! I was born an adult with no hands in a rock-free environment, and
I LOVED it! You kids nowadays! Frumperdackernicker! Whippersnappers! :-)
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: "live" attract modes (was Re: most annoying attract modes)
Date: 9 Nov 92 18:18:03 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.

Phil Scopes writes:
>
>As far as Gorf, the voice only begged you to "insert coin" if you moved the
>joystick while in attract mode.  Also, there was a game called Wizzard of
>War that did the same thing.  I'd do anything to find that machine.  It was
>always one of my favorites.

Most pinball games will make some kind of noise if you flip or press start
during attract mode.  It's also nice that there is a limit on this sort
of thing so some kid can't press start over and over and over...

I used to like the Williams games that would let you select the high
score table by pressing a button; I'm sure that Stargate and Sinistar
allowed this.  High score charts are pointless these days anyway.

--
James Hague   
exuhag@exu.ericsson.se
From: kmiyake@village.rutgers.edu (Keith Miyake)
Newsgroups: rec.games.video.arcade
Subject: Rampart bug!
Keywords: rampart
Date: 11 Nov 92 16:04:45 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


I was playing Rampart yesterday and got killed by a bug.

I surrounded a castle and a couple of tanks, heard the closing sound,
then went on to do other things.

When the end of the round came, the game defeated me.  It only filled in
about half the interior.  The castle was half colored.

On the border of the fill there was a single tank blocking a corridor
(of width 1) above the castle.

Anyone see this bug before?



I want my quarter back.

Keith
-- 
kmiyake@cs.rutgers.edu
From: kmuelle1@ih-nxt01.cso.uiuc.edu (Karl Paul Mueller)
Newsgroups: rec.games.video.arcade
Subject: re:MK Reptile
Keywords: MK
Date: 9 Nov 92 19:00:52 GMT
Article-I.D.: news.BxGq5J.454
Reply-To: shulick@navajo.ucs.indiana.edu
Organization: University of Illinois at Urbana

In article <8eyfBGG00VB=8I0eMg@andrew.cmu.edu>  writes:
> can you say sheng long?????

    Sheng long was a great way of sucking in people who don't know what  
the fuck they're talking about.  But I was there, and one the EARLIER  
version of the game (I haven't seen it on today's version) there was a  
green scorpion player who jumped in between the two guys.  This is not  
some stupid "Scorpion's second fatality" bullshit.  I have no idea if they  
kept it in this version tho...
kmuelle1@uiuc.edu
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri,  6 Nov 1992 13:02:58 -0500 
From: Eric Thomas Pronko <punisher+@CMU.EDU>
Subject: Re: MK: Reptile
	<keatesm.720980220@cs.man.ac.uk>

can you say sheng long?????

       ______                                      ______
      /     /\         ...pump it up...           /\     \
     /     /  \                                  /  \     \
    /     /    \         ...with the            /    \_____\
   /     /     /                               /     /     /
  /     /     /___       InFlAtAbLe           /     /   __/___
 /     /     /   /\       VoLkSwAgOn         /     /   /\     \
/_____/     /   /  \                        /     /___/  \     \
\     \     \  /    \          eric         \     \  /    \_____\
 \     \     \/     /           "e"          \     \/     /     /
  \     \          /___        pronko         \          /   __/___
   \     \        /   /\                       \        /   /\     \
    \     \      /   /  \   punisher+@cmu.edu   \      /___/  \     \
     \     \     \  /    \                       \     \  /    \_____\
      \     \     \/     /  "the guilt 'e' will   \     \/     /     /
       \     \          /     be punished..."      \          /     /
        \     \        /    -pronko/punisher        \        /     /
         \     \      /                              \      /     /
          \     \    /    "life's a bitch,            \    /     /
           \     \  /       and time a whore..."       \  /     /
            \_____\/           -i, napoleon             \/_____/
From: ejd@cimage.com (Ed Driscoll)
Newsgroups: rec.games.video.arcade
Subject: Re: most annoying attract modes
Date: 9 Nov 92 20:48:47 GMT
Article-I.D.: cimage.1992Nov9.204847.3682
Organization: Cimage Corp., Ann Arbor, MI

In article <BxB9Ay.41I@news.cso.uiuc.edu> 
sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
  >
  >Didn't Gorf have a computer voice begging you to insert money into it?
  >
  >
  >                      --Steve Stelter
  >                        sjs28257@uxa.cso.uiuc.edu

Well, if my Gorf and my memory are functioning correctly, it only talks
when you touch the joystick in attract mode.  Otherwise you just hear
the normal game sounds (laser fire, etc.) in attract mode, and that can
be turned off with a DIP switch.  I never really thought it was that
annoying (in fact, I used to leave it on, at low volume, in the living room).

I seem to recall that Berzerk did talk in attract mode: "Coin detected in 
pocket."  Again, far from annoying, I actually liked it!

My vote for most annoying (someone already mentioned this one):
"Body blow! Body blow! Body blow!  Uppercut!  Knock-'im-out!"

-- 
Ed Driscoll
Cimage Corp.
ejd@cimage.com