HDTenEightyP/NetNews huggingface dataset:
From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Re: Fatal Fury
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Mon, 27 Jul 1992 03:08:32 GMT

cullhane@medusa.itc.gu.edu.au (Cullhane Gibbs) writes:

>Greetings,

>	A couple of hardened Street Fighter 2 friends and I rented
>	Fatal Fury on the Neo Geo for the weekend I thought it was 
>	fantastic, not at all worthy of some of the criticism it's 
>	received on this board. Some aspects of the game we felt were
>	better than Street Fighter 2 - most notably the sound. It

    You can't be serious! Fatal Fury is a complete joke. I've played it
several times and have never been able to warm up to it at all.

1. First of all, you only have three characters to choose from, who
are identical except for their clothing! Why not some variety in the
characters you can play? I mean, if SNK is going to rip off SF2, at least
do it well!
   
2. The gameplay and controls are very sluggish and unresponsive, and the
so-called "special moves" seem to be totally random. It's not even clear
which button is supposed to do what. 
 
3. Also, Fatal Fury has a pseudo 3d play field, allowing your character to
move closer to or farther from the background/foreground. Now while this
may sound clever, it's nothing short of annoying and detracts from the already
horrible gameplay. Your opponent will be beating the crap out of you and
suddenly you realize he's moved into the background and your blows aren't  
even touching him! Go after him and he jumps back into the foreground...on 
and on...yech. 
  
4. Finally, the sound is nothing short of annoying. It's so damn loud and
cluttered and NOISY. And the horrible rip off voice taken straight from SF2
which screams out "ROUND ONE!!! F I G H T!!!" is so overdone it makes me laugh
every time I hear it. Sorry, but Fatal Fury is a real turkey. The only people
I ever see playing it are those who are waiting for a turn at SF2.


--
Richard J. Rauser       "Sonic 2!"
rauser@sfu.ca                -what Guile says
WNI 
 
Newsgroups: rec.games.video
From: xepo@csd4.csd.uwm.edu (Scott R Violet)
Subject: Re: Awesome video games?...
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Tue, 21 Jul 1992 17:54:08 GMT

In article <1992Jul21.101615.23431@news.Hawaii.Edu> gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu) writes:
>    You haven't PLAYED untill you've played Millipede on the Atari 2600!
>
>	The action is just NEVER ENDING.  Well, maybe it's a little slow
>at the beginning, but at the higher levels...
>
>	I can't think of a SINGLE game I've ever played on ANY system
>that can match Millipede.  Say what you want, but I even feel that this
>game leaves Street Fighter II on the SFC/SNES in the dust in terms of
>action.  (Of course I can't pummel my friends in Milipede as with SFII. =^)
>Not bad for a system that's nearly a decade & a half old!

As far as Millipede being the harriest game around I was have to say
that I have seen much harder ones, both of which on the Amiga.  The
first is a totally awesome killer game by the name of Xenon
Megablasters, when I say this game is hard I mean it!  I could get
absolutely no where what whith all of the stuff that is constantly
flying down at you.  As for graphics, jeeze, talk about amazing!  And
then sound, better hook it up to the stereo and be prepared to blast
it.
	The second incredibly hard game is dum dum .... BLOOD MONEY.
In my opinion another killer game!!!!  When I say this game is hard, I
mean it.  It took at least 6 months to finally beat at, and it took me
over an hour on one game to do it.  Deffinately another killer game,
with an awesome start up sequence!
	Just a few thoughts,


-- 

		-Scott Violet (xepo@csd4.csd.uwm.edu)
Newsgroups: rec.games.video
From: bbs.ryu23@tsoft.sf-bay.org (Chieh Chou)
Subject: Re: US Games in Japan (Genesis)
Organization: The TSoft BBS and Public Access Unix, +1 415 969 8238
Date: Fri, 24 Jul 1992 01:44:19 GMT

achiang@sedona.intel.com (Albert Chiang) writes:
> 
> P.S. I saw SF2 at Software Etc. Although it was great (I didn't play), I can'
> help but to predict that the fad will die and this cart will just be another
> cart. Soon, even SF2 die hards will be waiting for another cartridge.  
> -- 
> Albert Chiang                       |       Hate is Contagious....      |
> achiang@sedona.intel.com            |       So is a Smile   :)          | 



         And your point is... ?  Of course this game will
         die out, you make it sound like this cart was the
         end all be all of the SFC.  


--
Chieh Chou (bbs.ryu23@tsoft.sf-bay.org)
From: penfold@dworkin.ccs.northeastern.edu (Karl J. von Laudermann)
Newsgroups: rec.games.video
Subject: Re: GENESIS -- Games with great sounds?
Date: 24 Jul 92 17:14:32 GMT
Organization: College of Computer Science, Northeastern University
Originator: penfold@dworkin.ccs.northeastern.edu

In article <2881@isgtec.isgtec.com> ken@isgtec.com (Ken Newman) writes:
>In article <54691@mentor.cc.purdue.edu> linet2@mentor.cc.purdue.edu (Lord Eugster) writes:
>> I recently had a chance to play Master of Monsters, and the sound simply ROCKS!
>> I was just wondering if anyone else found any games for the Genesis with
>> noteworthy to awesome music and sound effects?
>
>The best ones in my collection for music/fx are 
>	- Revenge of Shinobi
>	- Streets of Rage
>

	I think some of the best Genesis music can be found in Whip Rush
and Turrican. I often hook them up to my stereo when I play.

.-  .--        .-      Karl J. von Laudermann               |  O O   O -   O O
|  /    __  __ |       penfold@dworkin.ccs.northeastern.edu | `---' `---' `--u'
|    \    \/   |  ___  -------------------------------------+------------------
|     \        |       "It is not I who am crazy; it is I who am MAD!" - Ren H.
Newsgroups: rec.games.video
From: tclark@hptc.mentorg.com (Tony Clark)
Subject: Battle Toads for Game Boy
Originator: tclark@hptc
Date: Tue, 28 Jul 1992 17:15:40 GMT
Reply-To: tclark@mentorg.com
Organization: Parties R Us
Keywords: 
Followup-To: 


Does anyone have any Cheats for Battle Toads? It si a fun game but I 
get real tired of starting over from the beginning every time I get
wiped out. Are there any secret button pushes etc...?

Also can anyone out there give me a quick comparison of the GB
Final Fantasy carts? I have played Legend and finished. While it was fun
it seemed pretty predictable. I have been following the posts on the
Adventure cart and it sounds more interesting. Does it play differently
than Legend?

Thanks for the info...


-- 
TC                             
    "When the going gets tough 
     the weird turn pro"  H.S. Thompson
From: davidc@nsq.uucp (davidc)
Newsgroups: rec.games.video
Subject: Konami's Axelay for SNES
Date: 26 Jul 92 10:37:38 GMT
Reply-To: davidc@nsq.uucp (davidc)
Organization: FlatCat Inc.

As this group is the only one carried by our site that is remotely close,
please excuse me if it's the wrong classification...
----
Okay... I finally picked up Axelay from Konami for the SuperFamicon.

WOW. What a game. The tunes are really nice. Has anyone found a way to
bring up a SOUND MENU? I'd really like to hear the tracks clearly without
any SFX overtop...

And a couple of hints for those that play:

Wanna CHEAT? Hehehe. Okay...  At the menu, press on the pad left or right.
It will allow you to start at ANY level! 

How about this? Press the START button in the actual game. It'll pause.
Now, press the X button. It'll pop up MUTEKI!! where your extra men are.
Guess what? MUTEKI means INVINCIBLE! 8^) Enjoy!

If anyone knows anything that might be helpful, please don't hesitate to
drop me a message... Thanks!
-------------------------------------------------------------------------
 "In order to be united, the people need an enemy" -- Sun Tsu, c. 300 BC.
Dave Carlton - davidc@nsq.UUCP | ...uunet!mnetor!lsuc!comspec!nsq!davidc
From: bluecow+@pitt.edu (Tobish E Smith)
Newsgroups: rec.games.video
Subject: Lynx cartridge pinouts?
Date: 28 Jul 92 20:51:32 GMT
Organization: University of Pittsburgh

We're bored.  We're electrical engineers.  We have a couple of really
lousy Lynx cartridges (Gauntlet III, Gates of Zendocon).  So, we're
going to try a bit of experimenting, and see what happens when we poke
around with one of these cartridges.  While this might prove to be fun,
it might also prove to be very short-lived if we don't know which pins
do what:  "Hey, wow, Bob, Gauntlet was kind of green when it fried, 
Gates of Zendocon was more yellowish..."  So we're hoping that someone
out there in netland might know which pins do what on these little guys.
If you do, please please please drop us a line before we get too 
impatient and just hook up 5V to any ol' pin.

Thanks in advance,
Tob

Newsgroups: rec.games.video
From: kaufman@eecs.nwu.edu (Michael L. Kaufman)
Subject: Re: Lynx vs. Game Gear
Organization: EECS Department, Northwestern University
Date: Thu, 30 Jul 1992 05:23:37 GMT

I am by no means an expert, by I have to cast a vote for the Lynx. 

About two weeks ago I purchased a Game Gear. I picked it chiefly because I love
Sonic on the Genesis and I wanted to play it on a portable system. I played it
for about an hour and then returned the system.  All of the things that I liked
so much about the game were missing from the portable system. In the regular
system, an important part of the game was to grab as many rings as you could so
that you could get some of them back when something hit you. On the GG, if 
something hit you, you just lost all your rings every time.  There were many
things missing from the game (for another thing, it was way to easy, and I am
not great at these games). Most of the missing things seemed to be comprimises
because of the weak processor. The other problem was that while the store 
where I got the GG had about 20-30 games, I couldn't find any that I
particularly wanted.

So I took it back and got a Lynx. My first problem was limiting myself to only
a few games. I finally settled on Robotron, Klax, Chip's Chalange, and Rampart.
I had happy with all of them. They are all fun, and they all move faster then I
do. I am very happy with the system, and I can't wait for Lemmings to come out.

JMHO.

Michael




-- 
Michael Kaufman | I've seen things you people wouldn't believe. Attack ships on
 kaufman        | fire off the shoulder of Orion. I watched C-beams glitter in
  @eecs.nwu.edu | the dark near the Tannhauser gate. All those moments will be
                | lost in time - like tears in rain. Time to die.     Roy Batty
From: Emery@cup.portal.com (Marcus T Emery)
Newsgroups: rec.games.video
Subject: Multi-Game Hunter -a month later.....
Date: Thu, 30 Jul 92 11:19:48 PDT
Organization: The Portal System (TM)
Distribution: world

For those who read Ho-bond Wong and my original postings about the 
Multi-Game Hunter, here is an update:

A month later, my MGH is still working flawlessly.  The new EPROM I got,
DOS 1.0, ROM 1.3 has no "COPY" command!  On the Genesis, I can use "LOAD
to RAM" then "SAVE to disk" as a subtitute, but there's no such function
on the SNES.  

The heat-up problem still persists and causes disk drive errors after 1/2
hour, no matter which power adapter I use (10V 850A, 9V 1.2A, 9V 650A). 
I took care of this by cutting a hole on top of the rear right corner of
the drive and installed a small 12V fan on top.  The fan draws power from
the disk drive's power supply board.  If you don't want to do this, just
unplug the power adapter after you're done loading a game and ready to
play.  

The MGH will read 1.6M formatted disk just fine.  I ran Super Magicom's
Golden Fighter (12Mbits) on it with no problem.  

I believe there are at least 4 more MGH owners who are active on this net.
So far they have reported to me that their MGHs are also still working fine.
Newsgroups: rec.games.video
From: sikorski@phoenix.Princeton.EDU (Edward Sikorski)
Subject: Powersticks![Genesis]
Originator: news@ernie.Princeton.EDU
Organization: Princeton University
Date: Wed, 22 Jul 1992 11:13:31 GMT


Well its 'bout time, Sega! 
Let me explain:

Oh, several months ago, my pal and I tried to acquire Sega Powersticks
for our Genesis consoles. (we each had bought one, after playing with
the lousy joy-pad). But none could be found. Every time we tried to play
two=player games, the other had to bring along his powerstick!  

To make it worse no one had any in stock. And when someone on the Net
posted where to get one, it was gone! Well, until a week ago! Finally,
Toys'R Us received 40-50 units and it was good! 

I recommend to anyone that buys a Genesis, get a Powerstick, unless
something better comes along. Like that new Sega Genesis Gun! Who
has the scoop on it and how much$$$?

Reply or yack to:

sikorski@phoenix.princeton.edu
------------------------------------
These are my views...want some?
------------------------------------
From: mjbrown@lonestar.utsa.edu (Marc J. Brown)
Newsgroups: rec.games.video
Subject: Re: Thoughts on SNES SFII
Date: 23 Jul 92 22:16:45 GMT
Article-I.D.: ringer.1992Jul23.221645.11373
Organization: University of Texas at San Antonio

In article <1992Jul23.074337.20558@cco.caltech.edu> echuang@cco.caltech.edu (Ernest Y. Chuang) writes:

>- Chun Li can't seem to do more than one stomp kick at a time in the
>  SNES version (at least very often).  In the arcade version, pretty
>  much as long as part of your opponent was under your foot when you
>  were about to land, you would do another stomp.  In the SNES, your
>  foot will tend to pass through the opponent (even straight through
>  the middle of his body) on a second stomp.

I don't quite follow you here.  I have no problems using Chun Li's foot
stomp.  I quite often nail them three times before I finally get away.
I have NEVER "passed through" them, and in fact, I often nail their feet
if they stick them out.  However, I have not seen the SNES version, and
it's altogether possible that Capcom accidentally modified the code a bit
and overlooked their error (though you'll agree with me when I say that it's
quite improbable).

 _ __ ___ ____ _____ _____________ __ _ ___ ___ _ _  _  _  _  _  _
///_//__//___//____//_______  _   \\// \\ //   \V/ )/ )/ )/ )/ )/ )  //  //  //
mjbrown@lonestar.utsa.edu  / // /) )/ _ \V/ _  // (/ // _  // (/ / \X/ \X/ \X/
"You fat, bloated BAKA!!" (_/(_/(_/(_/ \_)\_)\_)\___/(_/ \_)\___/ of Megawatts
Xref: sparky rec.games.video:15670 alt.games.lynx:284
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.video,alt.games.lynx
Subject: Re: Vindicators home video game?
Date: 22 Jul 1992 19:23:52 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <btribble.0ube@terapin.com> btribble@terapin.com (Bobby Tribble) writes:
>In article <9207201412.AA26925@picasso.ocis.temple.edu>, rhoenes@PICASSO.OCIS.TEMPLE.EDU (Richard Hoenes) writes:
>>Was the arcade game Vindicators ever made into a home video game on any
>>system? (or anything reasonably like Vindicatiors)
>
>Vindicators was made for the NES, and has been "coming soon" for the Lynx for
>years. I don't know what's holding it up.

  A few rumors:

  Rumor #1 is that the original programmer of the Lynx version of VINDICATORS
quit after being nearly done with the job. Atari hired someone else to finish
the job, but somehow he mucked up; he had to start all over, hence the delay.

  Rumor #2 says that Lynx VINDICATORS was almost done, but then the only
copy of the source code was lost/stolen/destroyed. Hence the delay.

  Take grains of salt as needed.

                                                --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: mohrc@jacobs.CS.ORST.EDU
Newsgroups: rec.games.mud
Subject: Re: If a Mu* is down, Dont panic so quickly
Date: 27 Jul 92 07:02:30 GMT
Organization: Computer Science Outreach Services - Oregon State University

In article <fortony.712124914@murphy> fortony@sonne.cso.uiuc.edu writes:
>mohrc@jacobs.CS.ORST.EDU writes:
>
>>I REALLY dont think that the "GOD" wants 5,000 letters asking why the mud
>>is down. For that reason alot of gods dont post their address's. If it is
>>posted here at least it wont be posted 5,000 times (i would hope).
>
>Read the newusers group very carefully.  Every article in rec.games.mud
>is replicated several orders of magnitude more than 5,000 times on the
>network.  Remember, over 3 million people use USENET.
>
would YOU rather get 1,000 stupid letters or see it 1 time on usenet?
I am well aware what a posting goes through seeing as i am/have set up
our news server. My point is sorta that i get useful mail that i WANT
to see but cluttered with tons of stupid mail repeatedly is a major 
pain. Also a mass delete will not work since its possible I could delete
something important.


>-- 
>a b c d e f g h i j k l m n o p q r s t u v w x y z
>Felix Sebastian Ortony	fortony@murphy.gis.uiuc.edu
From: damon@netcom.com (Damon Skaggs)
Newsgroups: rec.games.mud
Subject: Anyone know what happened to DragonFire?
Date: 23 Jul 92 06:22:17 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)


The subject kinda says it all.  Haven't been able to connect for
several days now...

Damon
damon@netcom.com
From: ckukkone@jarthur.claremont.edu (CK3)
Newsgroups: rec.games.mud
Subject: LIST OF MUDS
Date: 28 Jul 92 15:47:42 GMT
Distribution: usa
Organization: Harvey Mudd College, Claremont, CA 91711


Could someone please send a few telnet and email address where I can start
to play a MUD game....I have never played one before and would 
prefer to start out on an easy one.  Thanks.
From: emru@CAM.ORG (Emru Townsend)
Newsgroups: rec.games.mud
Subject: How to MUD
Date: 31 Jul 92 01:44:45 GMT
Organization: Communications Accessibles Montreal, QC CANADA

Hi, I'm interested in trying out a Mud system, but don't know where or
how.  Any pointers?

=========================================================================
Emru Townsend             | "Never let a  | /  ___            _    \\  //
Fido: 1:167/133 1:167/165 | computer know | \   |  | | |\  | | |    \\// 
emru@cam.org  BIX: switch | you're in a   |  \  |  | | | | | | |    //\\ 
(514) 932-7145/939-4382   | hurry."       |  /  |  |_| |_| | |_|   //  \\
=========================================================================
From: JimGonz@cup.portal.com (James Peter Gonzales)
Newsgroups: rec.games.mud
Subject: Re: client files
Date: Fri, 24 Jul 92 21:01:32 PDT
Organization: The Portal System (TM)

files ending in .Z can be uncompressed with the program UNCOMPRESS found on
unix and most other wide used systems.

seeing as how the file also has .tar as an extension, you will also need the
program TAR.

You would first uncompress tintin.v2.tar.Z then tar -xf tintin.v2.tar

JimGonz@cup.portal.com
JimGonz@boss.math.uic.edu
JimGonz@aol.com
Organization: Penn State University
Date: Fri, 24 Jul 1992 15:50:10 EDT
From: <AXP900@psuvm.psu.edu>
Newsgroups: rec.games.mud
Subject: MUD sites?

Hello, guys & gals - I'm new to the mud scene and wish to find a mud that cater
s to my tastes.  Is there a list of sites anywhere for ftp or such.  Alternatel
y, could people email me their fave sites with a quick description of each?
Are there any with a cyberpunk flavor?

Thanks much,
Lance Miller
Newsgroups: rec.games.mud,rec.games.mud.diku
From: gse9k@holmes.acc.Virginia.EDU (Scott Evans)
Subject: Re: Coding Questions
Reply-To: thrash@virginia.edu (Scott Evans)
Organization: or lack thereof
Date: Tue, 21 Jul 1992 15:59:46 GMT

Mike Pflugfelder writes:
>Ok, I just want to know something before I post some coding questions.
>I normally ask the people on the diku-list any problems that I might
>have, and normally, it something that I can't figure out, or something
>that I don't have time to figure out, I get multiple flames, and complaints
>that I'm asking more C questions than DIKU questions.  Do you mind this?


I can't recall seeing any of the questions you've asked, but it does
seem that people _do_ mind "newbie" questions.  I don't mean questions
that you would know if you knew C, I mean questions about stuff that
isn't intuitive in diku.  Everyone seems to think that if you don't
figure it all out yourself, you must be a lousy programmer.  

My assumption was: there's a newsgroup.  a whole mess of people have
figured this out before.  therefore, i should ask them and see what
they have to say about something, and then maybe post a summary of
the responses I got, and maybe everyone can learn something.
As it turns out, it doesn't always work that way.  But I've found that
if you phrase your questions properly and try and figure out the C
stuff on your own, some people can be very helpful.

And btw, I'd like to thank everyone that has helped me out so far.



scott
Newsgroups: rec.games.mud
From: mjr@hussar.dco.dec.com (Marcus J. "will do TCP/IP for food" Ranum)
Subject: Re: Object Representation in MUDs
Organization: Digital Equipment Corporation, Washington ULTRIX Resource Center
Date: Fri, 24 Jul 1992 19:39:35 GMT

>Also, LPmud leaks memory. The driver needs a thorough overhaul.

	If you can run it on a SPARC or Sun3 or DEC RISC machine, try
zapping it with 'mprof'. That should help one find a lot of leaks.
Note than in UnterMUD since profiling results on UberMUD (am I the only
person who profiles MUDs?) indicated that memory allocation used a very
small amount of time, I developed a simple temporary storage allocator
that solved most of the potential for memory leaks. After Unter was
up for a long time, I did actually find one leak that was getting called
every so often.

	It's an interesting performance issue to consider that if you
use a trivial temporary memory allocator and it prevents your server
from bloating and spewing, the cost of the trivial allocator is completely
lost in the performance gain (rather removal of performance loss) of
not paging one's brains out.

>>  UberMUD
>>  does not do classes, but it does pretty much all the rest (implementation
>>  details differ, so it's a rather different server, principles are similar).
>>
>I have only looked slightly at MUSH code and I don't know how much more
>creative freedom Uber gives. But to compare MUSH to a full programming 
>language such as LPC is like stating that as long as it is Turing complete it
>is as usefull to a programmer as any other language. 

	Uber looks a lot like a mixture of C and DbaseII. It's not even
in the ballpark of MUSH, being a full blown language, with stuff like
real functions, typed variables, multiple references to unique objects
in the name space, ability to pass functions as parameters, etc, etc.

>> My advice to anyone contemplating a disk
>> based MUD is to consider that determining that an attribute or object
>> does not exist is every bit as important as determining it does.
>>
>We had a similar problem in LPmud with determining if a function existed in a
>program or not, ending up in long searches for nonexistant functions. 
>Linus Tolke of Lysator (and SvenskMud) came up with a neat solution as
>all strings are shared and stored in a hashtable and functionnames are strings,
>so if the functionname is not in the string hashtable it is not in any
>program so no search is needed.

	This is an interesting technique - basically a nonexistence cache
of sorts. I've been idly musing over whether or not to fix MUSH's problems
with how they do attribute mapping, by implementing something like this
but with a virtualized nonexistence cache. Not sure if it'd be worth it.
It's really hard to tell with some MUD servers where they are losing their
performance, and since nobody ever publishes profiling results you get
these odd situations where people conclude "XYZ is the problem!!" and
slap a hash table on XYZ, only to make things a little slower because
of memory fragmentation.

	A basic grounding in computer science helps, but I'm handicapped
there being a lowly ex psychology major.  :-P

mjr.