HDTenEightyP/NetNews huggingface dataset:
From: chedberg@hamp.hampshire.edu
Subject: re: Nausicaa and Proteus
Organization: Hampshire College
Date: Mon, 27 Jul 1992 14:06:40 GMT

On the subject of Nausicaa, does _anyone_ know when they're releasing the
new book? I'm dyin' and weepin' every time I see an issue of Animage!
					-Chris Hedberg
From: jwp@panix.com (JongWoo Park)
Newsgroups: rec.arts.manga
Subject: Re: Birdy the Mighty
Date: 25 Jul 92 04:10:21 GMT
Organization: PANIX Public Access Unix, NYC

In <711914604snx@izumi.DIALix.oz.au> michael@izumi.DIALix.oz.au (Michael Studte) writes:

[ some stuffs about the manga in title bar deleted ]

>BTW. The first "episode" has the word "Chapt.40" at the top. I hope
>that doesn't mean it's not the first part?? It starts off (after the
>cover pic) with xxxxx (haven't figured their names out yet) floating
>over some splintering wood wearing a black dress. (Is this part 1?)

I am afraid it's not.  Chapter 1 of AMG starts with a girl popping out of
a mirror.  Also the title page is the third one which has "Chapt. 1" in
English.  In compilation book, the first 4 pages are in color, and it's 
nice.  The coloring job is a notch above usual American comic book affair.
BTW, FC very often runs a series from middle, and AMG is yet another
such case.  
Try to get the compilation book, if you can. 
-------
Jongwoo Park                                           jwp@panix.com
Xref: sparky rec.arts.manga:532 alt.manga:2134
From: pearl@remus.rutgers.edu (Starbuck)
Newsgroups: rec.arts.manga,alt.manga
Subject: Re: Why *Two* Manga Lists???
Date: 27 Jul 92 22:28:40 GMT
Followup-To: rec.arts.manga
Organization: the Worlds Welfare Work Association, Rutgers Anime division

In article <rec.arts.manga.9207272146.AA29229@darwin.sura.net> AR402004@BROWNVM.brown.edu (Steven Feldman) writes:


>      I'm new to these lists, and I have a question: what is the
> difference between the alt-manga and rec-arts-manga mailing lists?

Because, before the newsgroup rec.arts.manga was created, there was a
newsgroup called alt.manga.  Unlike rec.arts.manga, alt.manga had a
much narrower focus.  

Because the alt newsgroup is not "official" and was not propogated
everywhere, a gateway was set up much like the anime-l gateway to
propogate the traffic to interested users.  When rec.arts.manga was
created, a similar mailing list was created for the new newsgroup.

As for the difference between the two, if it is posted to alt.manga it
will go out on that mailing list, and if it is posted to
rec.arts.manga, it will be sent on that mailing list.

The alt.manga group seems to be used for alternative and fan manga
discussions.  Several Silent Mobius gifs were posted there recently.

If you are interested in manga, then you should probably subscribe to
both mailing lists.  Alt.manga will probably die one of these days,
but until then, enjoy it!

Steve
---
Stephen Pearl (Starbuck)    Work: (908)932-3465   Home: (908)566-6842
UUCP:  rutgers!remus.rutgers.edu!pearl  Internet: pearl@remus.rutgers.edu
FidoNet: Stephen.Pearl@f619.n2605.z1.fidonet.org (or 1:2605/619)
GEnie: S.PEARL6                    CI$: >internet:pearl@remus.rutgers.edu  
US MAIL:  359 Lloyd Rd, Aberdeen, NJ 07747-1826           
QUOTES: "What is Starbuck-ing?" -Adultress 19
        "Works for me!" -Rick Hunter (The Cop, not the Robotech Defender)
From: hsuc@ecf.toronto.edu (HSU CHIEN-LANG)
Newsgroups: rec.arts.manga
Subject: Angel Beat...
Date: 25 Jul 92 00:03:46 GMT
Organization: University of Toronto, Engineering Computing Facility

In article <711914604snx@izumi.DIALix.oz.au> michael@izumi.DIALix.oz.au (Michael Studte) writes:
>
>Also, does anyone know who the artist is for Angel Beat? Great artwork
>(well, I like it).
>
	I believe the author is Ichiru Yasuhara. Actually, Th author's 
	name is listed at back of the FC.

	K.

-- 
-----------------------------------------------------------------------
  Oscar K.Y. Hsu |   University of Toronto    | hsuc@ecf.toronto.edu
  (416) 778-9459 | Dept. of Civil Engineering | city.boys@canrem.com
-----------------------------------------------------------------------
From: pearl@remus.rutgers.edu (Starbuck)
Newsgroups: rec.arts.manga
Subject: Re: Nausicaa video, in original japanese, for sale
Date: 30 Jul 92 00:17:47 GMT
Organization: the Worlds Welfare Work Association, Rutgers Anime division

In article <Jul.29.11.11.30.1992.27595@andromeda.rutgers.edu> pluck@andromeda.rutgers.edu (Thomas Pluck) writes:

> I have a copy of the Nausicaa Movie, in japanese, for sale. It is in US VHS
> format, and comes with a summary sheet, since the plot is slightly different
> from the comics. I am asking $25 postpaid. Foreign postage may be extra... I'll
> have to check at the post office. 
> ---Tom Pluck   [pluck@andromeda.rutgers.edu]



I do hope that this is an original video (Either the original
videotape or laser disc) as selling a copy of the film is piracy and a
violation of Federal law.  If it is a *copy* and you purchased this at
a convention or comic shop, then you got screwed but it is just as
illegal to resell it.  I doubt from the price that it is an original
but I'd love you to prove me wrong.

Steve
---
Stephen Pearl (Starbuck)    Work: (908)932-3465   Home: (908)566-6842
UUCP:  rutgers!remus.rutgers.edu!pearl  Internet: pearl@remus.rutgers.edu
FidoNet: Stephen.Pearl@f619.n2605.z1.fidonet.org (or 1:2605/619)
GEnie: S.PEARL6                    CI$: >internet:pearl@remus.rutgers.edu  
US MAIL:  359 Lloyd Rd, Aberdeen, NJ 07747-1826           
QUOTES: "What is Starbuck-ing?" -Adultress 19
        "Works for me!" -Rick Hunter (The Cop, not the Robotech Defender)
From: ph111-dz@violet.berkeley.edu (david mou)
Newsgroups: rec.arts.manga
Subject: AMG on FC (was Re: Birdy the Mighty)
Date: 24 Jul 1992 19:14:37 GMT
Organization: studio 3x3, a.b.
NNTP-Posting-Host: violet.berkeley.edu

In article <711914604snx@izumi.DIALix.oz.au> michael@izumi.DIALix.oz.au (Michael Studte) writes:
>
>Also, I'm very happy to finally see Ah My Goddess appear in FC (as of
>issue 561, 18th July). For those of you looking for a GREAT poster, get
>this issue. It contains an A2 (four-times foolscap, for those of you
>who don't know what A2/3/4 is) size glossy colour poster of AMG. Now I
>can finally use the recently-posted translations. (since I can't read
>chinese characters...)
>
>BTW. The first "episode" has the word "Chapt.40" at the top. I hope
>that doesn't mean it's not the first part?? It starts off (after the
>cover pic) with xxxxx (haven't figured their names out yet) floating
>over some splintering wood wearing a black dress. (Is this part 1?)
>

Oh oh, FC is pulling the same trick on the readers again.  If you find AMG 
to be the first story in FC then chances are it's going to be a limited 
series (like Taiho Shichauzo before).  Also, since FC is a more aesthetic
oriented magazine, you can pretty much forget about story continuity as well.
The English Chapter. 40 means chapter 40, which is already in the middle of 
vol.6.  Which means if Hiroshi ever translates that far, it'll take him another
month of sleepless nights.  Which also means if I attempt to translate that 
far, half the protons in the universe would have to decay first.

Ch. 40 is about a robot duel between Keiichi's sister, Megumi, and Belldandy's
sister, Skuld.  The girl flying in a black dress is Belldandy.  She's in the
process of putting the temple (which they live in) back together after this 
tremendous battle between Belldandy and Ultimate Destroyer Program (... well,
that's a long story).  I would find this story very hard to make sense if I 
start at Ch.40, and I wonder how much longer it's going to run in FC before
it gets pulled.  BTW FC is a weekly where as Afternoon is a monthly, so things
will catch up very quickly anyways.  But hey! .... nice legs.

>Also, does anyone know who the artist is for Angel Beat? Great artwork
>(well, I like it).
>

Don't know who the guy is, but Angel Beat almost remind me of Video Girl.  
Would have picked it up if the artist is a bit more liberal with his 
characters.  ^_^



-- 
                                                                         o
    davmou@ocf.berkeley.edu  ph111-dz@violet.berkeley.edu   studio 3x3  ^ ^

                    So much to do.... and so little will.
From: jtwong@phad.hsc.usc.edu (Johnny T. K. Wong)
Newsgroups: rec.arts.manga
Subject: Intron Number
Date: 21 Jul 1992 18:13:55 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: world
NNTP-Posting-Host: phad.hsc.usc.edu

Hello All,

	Stephen Ryner requested ISBN number for Intron Depot.
Here it is  ISBN4-87892-011-4 C0079.  I don't know if you need the last set 
of numbers.
	Hope this helps.
			Johnny
From: ms0a@ns1.cc.lehigh.edu (Michiyo Shinoda)
Newsgroups: rec.arts.manga
Subject: Re: Word definitions: "hentai" vs. "sukebe"
Date: 29 Jul 92 20:41:17 GMT
Organization: Lehigh University

>In article <4602@hoffman.cc.sophia.ac.jp>, t_yamasi@hoffman.cc.sophia.ac.jp (Yam
>ashiki Tsuyoshi) writes:

>Yep.  You could call your friend sukebe while calling him hentai
>is an insult.
>--

I agree.  :>  ...

may
-- 
                    ==============================
                                IBM
                           Iddy Biddy May
                    ==============================
From: lala@cau1.crc.canon.co.jp (Hiroshi Matsuoka)
Newsgroups: rec.arts.manga
Subject: Re: FSS...
Date: 21 Jul 92 07:08:54 GMT
Organization: Canon Research Center, Canon Inc., Kanagawa, JAPAN

Well.. I thought too easyly. I called at the KADOKAWA's dep. to know
whose name I tolk yesterday. 
But another man ,may be his boss, caught phone. 

He said:
It's difficult to say "YES" only on telephone. We need more information
about the network(who read them, how/who handle the network, what's the
purpose, etc.).  Please send us those info by mail ro fax.
Then We'll judge your request.
--

I'm trying to get a good answer, now. 
Sorry for my ambiguous info.
-- 
  LaLa@Canon Research Center in Morinosato-Atsugi
Newsgroups: rec.arts.int-fiction
From: Jerome Chan <yjc@po.cwru.edu>
Subject: Re: Do we need Text?
Organization: Alethea, The Twilight World!
X-Useragent: Nuntius v1.1
Date: Sun, 26 Jul 92 01:41:19 GMT

In article <1992Jul26.003442.25988@rice.edu> Adam Justin Thornton,
adam@owlnet.rice.edu writes:
>I would postulate that text is necessary, simply because the subleties of
>text input allow a great deal more precision than a simple
point-'n'-click
>menu; sure, it would be possible to design a mouse-driven non-textual
interface
>that let you do as much as a text interface, but it would be so
obnoxious and
>have so many levels that a good text parser would be much easier to use.

Perhaps an intelligent icon based interface? If you wanted to look inside
a box, you could double click on the box and a list of legal operations
on the box would appear in a dialog, based on the situation and you could
then choose what you wanted to do. For movement, we could have a list of
possible exits. The present location of the player could be described in
ether text or a picture. Disregarding programming complexity and speed,
would this interface provide almost as much flexibility as a text-based
one?

---
 The Evil Tofu

"No Lah! Sure or not one? Dunno leh! Nebber Mind! Like that one!
Terriblur Lah!"
From: barger@aristotle.ils.nwu.edu (Jorn &)
Newsgroups: rec.arts.int-fiction
Subject: Different purposes for IF?
Date: 28 Jul 92 17:58:22 GMT
Article-I.D.: ils.1992Jul28.175822.19884
Organization: The Institute for the Learning Sciences
X-Newsreader: Tin 1.1 PL4

gilberte@media.mit.edu (Gilberte Houbart) writes:
: 
: ps: I'm interested in interactive storytelling but for a different
: purpose than games.

Do tell...?
Newsgroups: rec.arts.int-fiction
From: gilberte@media.mit.edu (Gilberte Houbart)
Subject: Re: Different purposes for IF?
Organization: M.I.T. Media Laboratory
	<1992Jul28.175822.19884@ils.nwu.edu>
Date: Thu, 30 Jul 1992 20:55:25 GMT

To answer your question about my previous posting: I said I was
interested in storytelling for a different purpose than games because
I'm trying to see what I can learn from in order to apply this to news
stories and may be invent a new way of reporting news.

My reserch goal right now is to present in an interactive hypermedia
based system different perspectives on a same topic. In other words I
would have different interviews of different persons having
conflicting/overlapping opinions about one topic. The problem then is
how does the viewer navigate in this context once s/he is in control,
how can s/he get involved and interested, follow a thread in a
meaningful way without getting lost, how these real stories relate to
fiction stories...etc

I am looking right now into systems developed for decision making
where people attending a meeting can use interactive computer tools in
order to describe an opinion, justify it with arguments or explain how
it relates to another statement generated by another person attending
the meeting. The point is that this means representing different
opinions and how they relate.

I can't tell much more because I'm still in the early stages of this
project but I could keep you posted whenever I have some results.

I should add that this is not meant to replace a "normal" linear news
magazine because I believe that most of the people are not likely to
increase the time they spend reading their newspaper or magazines and
there is a time cost in interaction.  However this might be useful for
analysts or in an educational environment (being less passive might
motivate and catch more the attention of the viewer, specially a high
school student!) or just for people at home who would watch it as they
would a documentary (they would be ready to sit down and *play* around).

And thank you for your interest!

Gilberte
Newsgroups: rec.arts.int-fiction
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Subject: Re: Do we need Text?
Organization: Milo's Meadow
Date: Sun, 26 Jul 1992 00:34:42 GMT

In article <1992Jul25.053840.26181@usenet.ins.cwru.edu> yjc@po.cwru.edu (Jerome Chan) writes:
>
>  Do we really need text to create a good interactive adventure game? Has
>anyone come across a non-text input based interactive adventure?
>
>  Just Curious.

I would postulate that text is necessary, simply because the subleties of
text input allow a great deal more precision than a simple point-'n'-click
menu; sure, it would be possible to design a mouse-driven non-textual interface
that let you do as much as a text interface, but it would be so obnoxious and
have so many levels that a good text parser would be much easier to use.

The closest I've seen to a useful non-text interface is Star Trek; even that
fell far short, IMHO, of a late-model Infocom parser.

I just bought LTOI2 today; it's a lot of fun so far, although _Sherlock_ seems
pretty arbitrary.  I'm having fun with Border Zone, and Plundered Hearts and 
Nord & Bert both look pretty neat.  The rest I've played and (exept for Sea-
stalker) loved.

Adam
-- 
"Man is conceivied in sin and born in corruption and he passeth from the
 stink of the didie to the stench of the shroud.  There is _always_
 something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
If Rice shared my opinions I wouldn't have this disclaimer | 64,928
Newsgroups: rec.arts.int-fiction
From: gilberte@media.mit.edu (Gilberte Houbart)
Subject: Re: Do we need Text?
Organization: M.I.T. Media Laboratory
	<1992Jul26.014119.27487@usenet.ins.cwru.edu>
Date: Sun, 26 Jul 1992 21:53:02 GMT


I'm not really an expert in game playing and may be I don't get what
the real question is here but what about Spaceship Warlock which comes
on a CD-ROM for the Mac? It's completely mouse driven and has more the
feeling of a movie rather than the feeling of a book. The text input
is really limited to some very short answers (like when you get into a
cab and ask for a destination) which in fact turns out to be the real
limitation but because you can't really meet anyone in this world
since you can't really communicate not because of the user interface
problem per se (you just click on the door of the cab to get into it).

This problem will only be solved with knowledge based systems where
you'll be able to communicate with self aware characters. There is
some research exploring that with some promising results.

Gilberte

ps: I'm interested in interactive storytelling but for a different
purpose than games.
Newsgroups: rec.arts.int-fiction
From: ctuel@zeus.calpoly.edu (Cliff Tuel)
Subject: Re: Zork 6, LGOP2...
Organization: Cal Poly, San Luis Obispo
Date: Mon, 27 Jul 1992 04:32:30 GMT

eric@telebit.com (Eric Smith) said...
|So where they get Zork 6 for a new game is beyond me.  Maybe they just want
|to skip some numbers from the last numbered title (Zork 3).

Maybe it's like the first 3 Star Wars movies starting at episode 4.  2:-)


-- 
Cliff Tuel                   __o o__ 
HP/Apollo System Admin       \( v )/       YELLO & ART OF NOISE mailing lists:
Cal Poly, San Luis Obispo     /___\      Yello-request@polyslo.CSc.CalPoly.edu
ctuel@nike.CalPoly.edu         ^ ^         AoN-request@polyslo.CSc.CalPoly.edu
Newsgroups: rec.arts.int-fiction
From: Jerome Chan <yjc@po.cwru.edu>
Subject: Do we need Text?
Organization: Alethea, The Twilight World!
X-Useragent: Nuntius v1.1
Date: Sat, 25 Jul 92 05:38:40 GMT

  Do we really need text to create a good interactive adventure game? Has
anyone come across a non-text input based interactive adventure?

  Just Curious.

---
 The Evil Tofu

"No Lah! Sure or not one? Dunno leh! Nebber Mind! Like that one!
Terriblur Lah!"
Newsgroups: rec.arts.int-fiction
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Subject: Re: Do we need Text?
Organization: Milo's Meadow
Date: Sun, 26 Jul 1992 20:45:01 GMT

In article <1992Jul26.014119.27487@usenet.ins.cwru.edu> Jerome Chan <yjc@po.cwru.edu> writes:

>Perhaps an intelligent icon based interface? If you wanted to look inside
>a box, you could double click on the box and a list of legal operations
>on the box would appear in a dialog, based on the situation and you could
>then choose what you wanted to do. For movement, we could have a list of
>possible exits. The present location of the player could be described in
>ether text or a picture. Disregarding programming complexity and speed,
>would this interface provide almost as much flexibility as a text-based
>one?

Yeah, but if you're going to go to this much trouble, why not do it like 
Legend, and allow a "click-on-compass-rose" movement and a "click-on-word-
list" pseudo-parser (with, perhaps, added things like a picture of a bag
for inventory), but also allow text input with it?

Also, why _should_ you be given a list of what you can do with the box?  Part
of the puzzle should be figuring out what do do with it, and if you're
restricted to six choices than the puzzle will seem (whether it is or not)
a lot more restricted.

Adam
-- 
"Man is conceivied in sin and born in corruption and he passeth from the
 stink of the didie to the stench of the shroud.  There is _always_
 something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
If Rice shared my opinions I wouldn't have this disclaimer | 64,928
Newsgroups: rec.arts.int-fiction
From: ashes@jaguar.math.oxy.edu. (Brandon Joseph Rickman)
Subject: Hitchhiker's Guide: curious question
Keywords: Infocom
Organization: Occidental College, Los Angeles, CA.  USA
Distribution: usa
Date: Sun, 26 Jul 1992 03:34:45 GMT

My copy of the game (and the to-remain-unnamed computer that I used to play it  
on) are in storage at the moment, but I had a curious question about  
Hitchhiker's Guide that someone might know the answer to.

Early in the game there is a long text passage detailing how "careless remarks  
cost lives." (the careless remark just happened to be some unparsable command  
from earlier in the game)  This causes the war between the G'gvunts and the  
Vl'hurgs (sp) whom you later meet in the War Chamber, etc.

What I want to know is... If you were to play a "perfect game", i.e. never have  
a typo or enter an unparsable command, what does the game do to compensate for  
the lack of a "careless remark"?  What phrase causes the war, when do you get  
the lengthy passage about careless words costing lives?

If anybody has an answer, or would be willing to try and find out, respond to  
this post.

ashes@jaguar.oxy.edu
Newsgroups: rec.arts.int-fiction
From: thoni@ida.liu.se (Thomas Nilsson)
Subject: Re: Do we need Text?
Organization: CIS Dept, Univ of Linkoping, Sweden
Date: Mon, 27 Jul 1992 18:35:28 GMT

neilg@fraser.sfu.ca (Neil K. Guy) writes:

> Of course, if we're on the topic of games with a non-text interface,
>does anyone remember the Deja Vu, Uninvited and Deja Vu II series of
>games that ICOM Simulations put out for the Mac a few years back?

> They were a reasonably good implementation of a non-text interface,
>IMHO. 

I also liked their version of point-and-click user interface much
better than e.g. that in Leisure Suit Larry. Mainly because you don't
mix type of input and there is no question about if the game expects a
typed command in this situation. You've only got the choices listed.
Of course this made the puzzles somewhat resticted, yes, but still I
think they managed to create some interesting games.


> Anyone know what happened to that series? They stopped after
>producing four or five games. Not enough money in it? I'd like to see
>colour games using the same basic interface - could look good!

The series was also available for the Amiga at least (in color!).

--
Little languages go a long way...
----------------------------------------------------------------------
Thomas Nilsson				Phone Int.: (+46) 13 12 11 67
Stenbrotsgatan 57			Phone Nat.: 013 - 12 11 67
S-582 47  LINKOPING			Email:	thoni@softlab.se
SWEDEN						Thomas_Nilsson@augs.se
----------------------------------------------------------------------
Newsgroups: rec.arts.int-fiction
From: mrs@netcom.com (Morgan Schweers)
Subject: LTOI2, info please!
Date: Sun, 26 Jul 92 09:06:43 GMT
Organization: McAfee Associates

Greetings,
    I rarely tend to go to computer game stores, so if anyone could give
a list of what's in Lost Treasures of Infocom II, I'd appreciate it...

    (I'm especially looking for A Mind Forever Voyaging and Trinity.)

    Thanks!

                                                   --  Morgan Schweers
Newsgroups: rec.arts.int-fiction
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Subject: Zork 6, LGOP2...
Organization: Milo's Meadow
Date: Sat, 25 Jul 1992 04:15:00 GMT

I'll believe Z6 is for the "Mature Infocom Audience" when I see it.  At least
Babbage's lets you return stuff.

And LGOP2 was far inferior to, at least, the first three LSL games; those
had plots, puzzles, and a little challenge (especially Leisure Suit Larry I,
which, lest we forget ws based on the original all-text Softporn Adventure).

Steve Meretzsky used to have talent.  I hope that he either a) does something
RIGHT with Zork 6 (6?? 6?? What happened to 4 and 5, or are those Beyond and
Zero, respectively? (Beyond was kinda lame, Zero WAY cool)) or b) stops
putting his name on stuff he should be well able to tell is crap.  (Of course
I don't know if he actually has anything to do w/Z6, just that he's the only
ex-Infocommie I've seen with a lot of current releases.)

Adam
-- 
"Man is conceivied in sin and born in corruption and he passeth from the
 stink of the didie to the stench of the shroud.  There is _always_
 something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
If Rice shared my opinions I wouldn't have this disclaimer | 64,928
Newsgroups: rec.arts.int-fiction