HDTenEightyP/NetNews huggingface dataset:
From: weed@sweetpea.jsc.nasa.gov (daniel weed)
Subject: RE nescopy.zip INFO NOT NEEDED
Organization: McDonnell Douglas Space Systems Company
Date: Thu, 15 Oct 1992 15:36:58 GMT


-- 
Cancel my request for info in ZIP files and for nescopy -
I've found the info I needed.  Thanks anyway.
--Dan

------------------------------------------------------------------
Daniel Weed                             weed@sweetpea.jsc.nasa.gov
McDonnell Douglas Space Systems Co. - Houston
          "My comments are my own, not my employer's"
From: set@cis.ksu.edu (Toaster Man)
Newsgroups: rec.games.video
Subject: MGH manufactor info needed. for (HK or koera)
Date: 7 Oct 92 19:49:37 GMT
Article-I.D.: cygnus.set.718487390
Distribution: world
Organization: Kansas State University, Dept. of Computing and Information Sciences
NNTP-Posting-Host: cygnus.cis.ksu.edu

Hi.  I have been following the mgh copiers info. I need some info on were to 
get one in Hong kong or Koera.  I heard that the manu is makko toys.
anyinfo #'s or address please contact me via email.

thanks
st.
Newsgroups: rec.games.video
From: king@rtsg.mot.com (Steven King, Software Archaeologist)
Subject: Re: Genesis Shooters
Reply-To: king@rtsg.mot.com
Organization: Motorola Inc., Cellular Infrastructure Group
Date: Sat, 10 Oct 1992 16:22:41 GMT

oliveira@bbn.com (John Oliveira) publicly declared:
>Steven King (king@rtsg.mot.com) writes:
>> The reason is, they've all got too much crap flying around the screen
>> that's completely irrelevant to gameplay.  
>
>What!! To much crap on the screen is irrelevant? Since when?
>This is what makes the game challenge, the more enemies on the screen brings
>out the game . It makes it harder and more of a challenge.
>What do you prefer, one ship that you controll with 2 or 3 enemies to shoot at?
>That would suck! Its like shooting your ship at the air, that would be boring.
>I like a shooting game which has a lot of enemies on the screen, with loud
>explosion, nice graphics and background music.

I think you misunderstood my comments.  Give me enemies.  Give me LOTS
of enemies.  Give me lots of enemies and a fast ship and I'll be as
happy as a tortilla in bean dip.  BUT, if you obscure the enemies by
covering them with the fancy graphics of a full-screen explosion, or if
they're indistinguishable from the 13-level parallax scrolling
background, you won't get my quarter more than twice.  I like to know
what kills me *BEFORE* I die.  I don't like looking at the remains of
my blasted ship and asking, "What the hell hit me?"

Graphics can add a lot to a game.  They can also detract a lot from
one, too.  I haven't seen a decent shoot-em-up in a few years, and I
attribute a lot of that to screens that are so cluttered and flashy
that I can't tell the enemies from the glitz.  And *THAT* is poor
design IMHO.

(Of course, the arcades around here are very heavy on the chop-socky
games at the moment.  I don't see too many new shoot-em-ups, so I'm
sure there are some good ones I've missed.  I hope!)

Gyruss and R-Type are two of my all-time favorite shoot-em-ups.  Both
have reasonably good graphics, but they don't obscure the important
objects on the screen.  Both have good sound, too, and Gyruss holds the
all time record for Coolest Background Music On An Arcade Game.  (As an
aside, ever hear the Atari 2600 version of Gyruss?  I didn't think it
was possible to be *that* off-key!  But I digress.)  Another excellent
game is Twin Eagle.  Sweet graphics, and explosions that look digitized
from the movies.  Lots of stuff in the background, too.  The secret is,
it doesn't obscure the the foreground objects.

-- 
-------------------------------------------------------+-----------------------
Never let anyone know you're good at something you     |      Steven King
dislike.  You'll find yourself doing it forever.       |   Motorola Cellular
                                                       |   king@rtsg.mot.com
Xref: sparky rec.games.video:20111 alt.games.lynx:815
From: dave@mystie.webo.dg.com (Dave Kopper)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: Some video game ideas
Date: 8 Oct 92 12:46:03 GMT
Organization: Data General Corp.
X-Useragent: Nuntius v1.1.1d11
X-Xxdate: Thu, 8 Oct 92 13:52:26 GMT

In article <1992Oct6.230742.19078@dartvax.dartmouth.edu> Bruce K.
Johnson, Bruce.K.Johnson@dartmouth.edu writes:
>Have any of you heard about BATTLECARS (or some thing like that)?  I've
>heard that this is a new game under development from an outside
>company.  Evidently it sounds real similar to the above proposed
>multi-player Battlezone type game; except that one drives a car that
>can be built at the beginning of each round.  A player can customize
>his car with armor, weapons, engines, suspension, etc. and then duke it
>out against other players and computers.  I'm psyched to see it come
>out -- some time near or after Christmas...

What you described sounds a LOT like the role playing game Car Wars
(except for the build your car at the end of a round part). Are you sure
this
is an upcomming Lynx game? (It'd be great if it was....)

Dave Kopper
dave@mystie.webo.dg.com
From: evermic@prism.cs.orst.edu (M.BiSON)
Newsgroups: rec.games.video
Subject: Street Fighter II - coming for amiga..serious.
Date: 8 Oct 92 04:10:40 GMT
Distribution: usa
Organization: Oregon State University, Computer Science Dept

According to Amiga Format (and possibly other euro-mags) Steetfighter
II for the amiga should be out near chrismtas, possibly early 93.  
Now I am a big fan of the amiga family of computers, but how the hell
are they going to do it with 1 or maybe 2 buttons?  I know the joyport
could probably handle more, but the standard for games so far has been 
1 or sometimes 2 buttons.  Oh, and guess which well-known and
respected company is going to do the conversion?!  Yep, US Gold...haha..
This well be intersting....

-MIC
Newsgroups: rec.games.video
From: Alex.Milosevich@bbs.actrix.gen.nz
Subject: Re: Turbo Duo Review
Organization: Actrix Information Exchange
Date: Sat, 10 Oct 1992 17:14:23 GMT

In article <1992Oct8.204650.2729@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
> In article <1992Oct8.200112.5693@noose.ecn.purdue.edu> brackney@author.ecn.purdue.edu (Larry J Brackney) writes:
> >   Another point of interest are the choice of turbopad connectors.  TTI
> >has opted to use PC-Engine connectors rather than the oversized TG-16
> >connector format.  The upshot?  If you want to use a turbotap and other
> >controllers with the Duo, you use Duo taps and controllers, or PC-Engine
> >stuff.  The old TG16 peripherals will NOT work without a converter cable.
> >(Sold seperately of course! ;-) )  I found this to be an odd decision on
> >TTI's part.
> 
> Hm.  Probably makes it easier to port over anything that uses a special
> controller.  Forgotten Worlds, for instance.  Or maybe SFII/FSII?

I think its more likely to be so as it can fit in the same basic mold as
the PC Engine Duo, when NEC fully reworked the PC Engine into that
infamously more hefty TG16, they decided they would go with a stronger
connector.  If the duo is using the same circuit layout (with just minor
changes maybe for the Composite Video maybe?) then it would be impossible
to mount a full size din socket where originally made for a mini din .

TTI Solution?  Leave it as a minidin socket - Incidentally whichever size
joypad connector, the TG16 should have no troubles having a 6 button joypad
made for it, the 5 player adaptor... Think about it!

Newsgroups: rec.games.video
From: greco@sparc9.cs.uiuc.edu (Steven Greco)
Subject: SNES: Mario, where is Torpedo Ted?
Organization: University of Illinois at Urbana-Champaign
Date: Mon, 12 Oct 1992 01:18:32 GMT

I've finished just about everything on Super Marioworld including the
special level after the star world and killing Bowser.  In the end credits
after killing Bowser it shows a character named "Torpedo Ted".  I have never
seen this character in all the times that I've played.  Anyone know where he
might pop up?
From: kak1@cypress31.cray.com (Kevin Kramer)
Newsgroups: rec.games.video
Subject: Re: TG16 & Sega Stuff for Sale
Date: 12 Oct 92 18:17:04 GMT
Organization: Cray Research, Inc.
Originator: kak1@cypress31


In article <1992Oct10.131530.17363@cronkite.ocis.temple.edu>, edr@bigboy (Edr) writes:
> I have some TG-16 and Sega paraphanalia for sale:
>  
> TG-16 Card Games:
>   Dragon Spirit - $10
>   Bonks Adventure - $10
>   Side Arms - $10
>   Takin' it to the Hoop - $10
>   Sinistron - $10
>  
> TG-16 CD-Rom Games
>   Final Zone II - $15
>   Valis II - $15
>   Legion (PC Engine) - $15
>  
> Sega Stuff
>   Master System Power Converter for the Genesis
>   -Play Sega Master System Games on your Genesis
>   -Comes with Master System Compatible Joystick & Shanghai game
>   -Price for whole thing is $20
>   Phantasy Star I for the Master System - $15
>  
> E-mail me if any of you are interested.
> 
> 
> --
> 
> 
> Edward F. Rishel
> terishel@queen.drexel.mcs.edu
>   or
> edr@bigboy.cis.temple.edu


I cannot email this person, it always bounces.  Are you out there?
I am very interested in the TG16 CDs.

Kevin

Kevin.Kramer@cray.com
From: rjc@cogsci.ed.ac.uk (Richard Caley)
Newsgroups: rec.games.video
Subject: SNES cheats
Date: 15 Oct 92 16:36:08 GMT
Distribution: rec
Organization: Human Communication Research Center



[Boring post...]

Is there a list of cheats/trapdoors/easter eggs for SNES games out
there somewhere?

--
rjc@cogsci.ed.ac.uk			_O_
					 |<
Newsgroups: rec.games.video
From: denton@ssd.comm.mot.com (Perry Denton)
Subject: Re: [SNES:Clinkenreview> RAMPART
Organization: Motorola LMPS
Date: Fri, 16 Oct 1992 13:29:05 GMT
Keywords: nn

In article <1992Oct15.222848.14569@javelin.sim.es.com> tpehrson@javelin.sim.es.com writes:
>
>>In article <1992Oct14.234043.2894@javelin.sim.es.com> clinkenpeel wrote:
>>>it a little more challenging to aim.  finally, super mode allows you to trade
>>>three cannons in for either a super cannon,which is really only useful in the
>>>versus mode, or a one-time propaganda dropping balloon, which i failed to see
>>>the point of.  
>
>denton@ssd.comm.mot.com (Perry Denton) writes:
>>The one-time propaganda dropping balloon allows you to have a cannon with
>>an essentially zero reload time (For those unfamiliar with the game, the
>>balloon allows you to gain control of an enemies cannon). In about 10 seconds,
>>you can take out about 5 cannons surrounding you.  Basically, as the enemy
>>you have to first kill your own cannon that has been "possessed" before
>>attacking the opponent. 
>
>i don't fully understand -- please enlighten me so i can update my review.
>would you position the balloon over an enemy ship?  how long is the enemy
>'possessed' for?  one round?  does the possessed enemy fire at his former
>friends automatically, or is just like having another cannon?  elaborate, son.
>thanks.

Let me try again.  I should add a clarifier that I have only played the
IBM version (not SNES) but that it appears to be identical in play.

My above explanation deals only with two-player cannon-to-cannon warfare.
I would only use the propaganda balloon when the other player "nests" cannons.
When the opposing player build a nest of cannons, say 3-by-3, you promptly
uses a "propaganda balloon" which I think randomly chooses an opponents
cannon to become yours, for ONE round.  If you're lucky and it chooses one
of the cannons in that 3-by-3 nest, you have plenty of time to wipe out
EVERY cannon of the enemy (read: big points, massive destruction).  This
is due to the zero reload time (since firing on a target next to you). As the
other player, you only have to have this done to you once before realizing
that you must destroy the possessed cannon (This, of course, wastes time
where you can be working on destroying the other player)

Now add this to the fact that you can (again randomly) also get lucky enough
to possess the "super cannon".  With a possessed "super cannon", you've 
essentially won the game with the amount of damage that can be done in one
round.  This leads to strategies of not even choosing the super cannon.

Oops, I haven't answered one of your questions.  The possessed enemy cannon
acts just like any of your regular cannons and will fire at where your target
is pointed.  Only difference is that the possessed cannon, being deep in the
enemy territory, will get off more than ten times your normal cannons.

Hope this helps,
Perry
-- 
Perry Denton
Motorola, Inc.
Schaumburg, Illinois
Internet: denton@ssd.comm.mot.com       Phone: (708) 576-4479
From: jenkinch@ucs.orst.edu (Charley Jenkins)
Newsgroups: rec.games.video
Subject: Genesis Spoilers List *Location*
Date: 15 Oct 92 18:34:46 GMT
Organization: University Computing Services - Oregon State University



Can someone e-mail the location or a list of sega genesis spoilers.

Thanks in Advance!

Charley Jenkins

jenkinch@ucs.orst.edu
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Where is nescopy.zip?
Date: 14 Oct 92 23:32:25 GMT
Article-I.D.: clark.1992Oct14.233225.11380
Organization: Clark College, Vancouver, Wa.  USA

In article <138908@lll-winken.LLNL.GOV> frerking@rafael.llnl.gov (Chris Frerking) writes:
>
>If anyone has the file nescopy.zip which was mentioned in the recent FAQ,
>would you please send it to me? Does anyone know where I can get this via
>anonymous FTP? (I tried archie - it is not listed)

I just tried archie, and it is listed:

|/usr2/misc/gsnow|archie -s nescopy
 
Host wuarchive.wustl.edu
 
    Location: /pub/MSDOS_UPLOADS
           FILE -rw-r--r--      48915  Oct  1 16:13  nescopy.zip

Gary



-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: gsnow@clark.edu (Gary Snow)
Newsgroups: rec.games.video
Subject: Re: Sega CD
Date: 16 Oct 92 17:19:15 GMT
Article-I.D.: clark.1992Oct16.171915.19925
Organization: Clark College, Vancouver, Wa.  USA

In article <1bl7dqINNqgh@aludra.usc.edu> tehyang@aludra.usc.edu (Teh Kao Yang) writes:
>In article <1992Oct15.184340.22930@eff.org> peterco@eff.org (Peter Cohen) writes:
>>There's talk about Nintendo's unit being Philips CD-I compatible.  If this
>>is the case, Nintendo might have some hot stuff on it's hands.  But right
>>now, that toy is still vaporware.  The Sega CD is slated for a November
>>release.
>
>Didn't the Philips CD unit totally bomb? Has anyone acutally bought one of
>those things? I'm wondering why Nintendo is even bothering to make their
>system compatible with it. 

There are some truely AWSOME CD-I disks out there, and I think its a good
idea to have the capability to use CD-I disks. The Format itself is good
Philips just didn't market it correctly. I think adding the ability to
use CD-I disk on the Nintendo CD system would really get some great stuff
going in CD-I.

>If Sega had any brains, they'll market the Sega-CD as a multi-media system.
>If the Sega-CD catches on, it'll probably become THE multi-media CD standard 
>in the industry. Sony is probably betting on this happening, that's why
>they've joined forces with Sega.  Then Nintendo will have to make theirs 
>Sega-CD compatible :)

I don't think there will be enough time between the release of the Sega-CD,
and the Nintendo-CD for Sega to get that kind of foothold in the market that
Nintendo would have to copy their format to keep everyone happy.....won't
happen.

Gary


-- 
-----
Gary Snow
uunet!clark!gsnow  or  gsnow@clark.edu
From: michael.norman@f452.n711.z3.fido.zeta.org.au (Michael Norman)
Newsgroups: rec.games.video
Subject: SFII question (from EGM)
Date: 11 Oct 92 11:03:00 GMT
Organization: Fidonet. Gate admin is fido@socs.uts.edu.au

Original to: rjking@acsu.buffalo.edu
 > A month or so ago I saw that EGM had a way to fight Ryu vs.
 > Computer Ryu.
 > I believe it had Ken v. Ken too.  Does anyone know what they
 > were?

As I recall it went something like this

        Play Guile up to RYU (poss. not lose a round)
        Let Ryu slaughter you perfect twice
        Then challenge again on player2 (instead of player1)
        But do not press start until 2 seconds

And there you will have it ... this did not work 100% but pretty close ...
there may be something else involved, but I have not read this EGM thing.

Anyway hope this helps

Later,
Reaper.  
 
---
 * Origin: Hallucination BBS (+61-2-484-8531) MNP5 V.32 V.42bis (3:711/452)
From: irac@yang.earlham.edu
Newsgroups: rec.games.video
Subject: Road Rash II, Card extension, Spiderman questions
Date: 8 Oct 92 18:02:11 GMT
Organization: Earlham College, Richmond, Indiana

I called Electronic Arts today and went through their phone answering loop
machine a little pressing buttons and stuff and I found out that Road Rash II
is shipping in December. Hmmm thats a little ways off. Maybe I can get it for
Christmass. 

On a different tangent- What kind of items can I buy to plug into the extension
card on my Sega Genesis? What is the extension card thing? Is it a 'slot', a
bus access thing? 

And another differnent rug, Does anyone know how to kill the sandman on
Spiderman? I can sit on top of him and pummel him forever but he never dies.
Does the solution have something to do with the fire hydrant?

-ira

/{E-mail for questions about it all to IRAC@yang.earlham.edu}?
/{You mail me.. I ask you questions. Eat a lollipop Mary.   }?
Newsgroups: rec.games.video
From: "david shadoff" <david.shadoff@canrem.com>
Subject: header files in tg-16
Reply-To: "david shadoff" <david.shadoff@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 8 Oct 92 21:13:09 EST

In message <1992Oct5.013400.13019#tamsun.tamu.edu>,
y0l8009@tamsun.tamu.edu (Yoshih Lee) writes:

>Problem: the pinouts are different, I know that the d0-d7 data lines were
>reversed, that's no problem.  Unfortunately, I have been made aware that
>there are these "header files" in the American carts which somehow prevent
>them from working on the Japanese systems.  It's been said that these
>"header files" can be bypassed/stripped/removed, but I have no idea of
>how to go about constructing a circuit neccessary to act as a "filter".
>If possible, can someone please explain what exactly are these "header files",
>and how to deal with them?  I've considered calling up Turbo Technologies,
>but am afraid that they'll give me something akin to Sega's "we're-gonna-make-
>as-much-money-as-possible-we're-gonna-make-our-hardware/software-COUNTRY-
>specific/hostile-so-what-you're-doing-is-illegal" position.

Turbo Technologies more likely than not, either (a) won't understand
the question, or (b) won't be able to do anything for you, except
consider creating a new product.

As for a filter, don't bother trying to create a piece of hardware to
circumvent the protection; it doesn't always occur at the same place.
A better choice (if you can manage it), would be to 'confuse' the card
into thinking that it has the piece of hardware that the code is
checking for.  I'm not really sure what it is, though - it seems to
read in a value from a chip register, and do a couple of logical
bit-operations on it with contents of another memory location (perhaps
an interrupt vector).  I hand-disassembled the first 20 or so bytes,
using the 65816 instruction set.  I realize it's not exact, but it's
close enough.

Sorry if I got too technical there; I tend to assume sometimes that
others can swallow my entire explanations.  I recently wrote an
addendum to the FAQ (which already explained how to alter this code).
The good news is, the FAQ info is more complete than I first thought.
The bad news is, you would need a MGD2 or similar device, a PC, and
Norton Utilities or a similar disk editor to take advantage of this
information.

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  Yesterday's news is tomorrow's fish & chip paper.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
From: etheredg@iugate.ucs.indiana.edu (Wil Etheredge)
Newsgroups: rec.games.video
Subject: ** Sega Genesis & Games - For Sale **
Date: 13 Oct 92 17:19:17 GMT
Article-I.D.: lib102b_.etheredg-131092121854
Followup-To: rec.games.video
Organization: Indiana University

For Sale:   Sega Genesis - (Package Deal)
		w/ Two Control Pads

	& 12 Games for Sale!

		Golden Axe
		Ghouls and Ghosts
		Tommy L. Baseball
		Altered Beast
		Columns
		Budokan
		Populas
		Pat Riley Basketball
		Laker Celtic Basketball
		Cyberball
		Joe Montana Football
		Phantasy Star II

Whole Package: $275 or OBO
Plus Shipping.

Thanks,

 --------------------------------------------------------------------------
(  \\  /\  //             (    Mailing Address:                           
)
 )  \\//\\// il Etheredge  )       Vax -  etheredg@aqua.ucs.indiana.edu   (
(    \/  \/               (        Unix - etheredg@silver.ucs.indiana.edu 
)
 --------------------------------------------------------------------------
From: eaeg160@orion.oac.uci.edu (Tse-Hung Wu)
Subject: Gameboy and Games for sale
Newsgroups: rec.games.video
Organization: University of California, Irvine
Date: 14 Oct 92 06:09:17 GMT
Distribution: usa

Gameboy and 8 games for sale

Gameboy itself is $50, brand new with original box and warranty

Games:  Gargoyle Quest, Spiderman, Missionary Force, etc...


Make best offer, most under $10

eaeg160@orion.oac.uci.edu (Andy Tse-Hung Wu)
From: hellmer@tang.megatek.com (Mike Hellmer CAE account)
Newsgroups: rec.games.video
Subject: GENESIS Games for Sale
Date: 9 Oct 92 00:27:15 GMT
Organization: Megatek Corporation, San Diego, California


I have the following games for sale.

ALL GAMES ARE NEW AND IN THEIR ORIGINAL FACTORY SHRINK WRAP. (This is the 
remaining inventory of Micro Marketplace.)

I will pay shipping on all orders shipped to the 48 states. I will ship 
anywhere else, but I may ask for a couple dollars more.

Drop me a line if interested.

Mike Hellmer
hellmer@megatek.com


Genesis Games                              PRICE
_________________________________________ ______
David Robinson's Supreme Court ..........  39.00
Jordan vs. Bird .........................  34.00
Pit-Fighter .............................  42.00

-- 
Mike
Newsgroups: rec.games.video
From: kak1@cypress31.cray.com (Kevin Kramer)
Subject: Re: Help with Turbo-Grafx 16 Games
Originator: kak1@cypress31
Organization: Cray Research, Inc.
Date: 8 Oct 92 09:04:35 CDT


In article <Bvrxup.GK@news.orst.edu>, brett@oce.orst.edu (Brett Barksdale) writes:
>  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!
> 

I would have to suggest Military Madness as one of the best.  The general
consensus is that it is one of the funner military type games for any system.
Also, Blazing Lazers is one of the more fun shooters that I have played.
And if you have the CD player you have to get Y's book I & II, one of the
most fun adventure games around (and theres two games in one).
Valis III is a pretty fun CD game as well, but very VERY hard, expect to
get a little frustrated.

Kevin