HDTenEightyP/NetNews huggingface dataset:
From: jer@salad.visus.com (Jerry Jantz)
Newsgroups: rec.games.video.arcade
Subject: ...help with conversion...
Date: 11 Sep 92 15:58:47 GMT
Reply-To: Jer@visus.com
Organization: Visual Understanding Systems, Pgh PA

I just bought my first v. game....donkey kong for $50....but what I really want  
is a Galaga....question:can DK be converted to a Galaga, and if so is it  
relativly inexpensive and/or easy? any help would be greatly appriciated..

and if possible, mail me as I don't have alot of time to read newsgroups

thanx

jer
From: IO20084@MAINE.MAINE.EDU
Newsgroups: rec.games.video.arcade
Subject: Re: SF2? necessary?
Date: 8 Sep 92 15:15:28 GMT
Organization: University of Maine System

Well, the fact that a lot of the messages here are about Street Fighter II
stands to reason, since it's the most popular game ever.
(No, I don't have facts to back that up.  It's just that whenever I walk
into an arcade, there is at least 5 people clustered around SF:II, even
if the rest of the arcade is completely empty.)
So anyway, it pretty much adds up.
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: SF2 violence???
Organization: University of Illinois at Urbana
Date: Thu, 10 Sep 1992 22:00:55 GMT

ep1d+@andrew.cmu.edu (Eric Thomas Pronko) writes:

>From the Carnegie Mellon _Tartan_, 8 Sep 1992, Crime and Incident Report:

>"9/3 ASSAULT, 9:10 p.m.  A Carnegie Mellon student was assaulted in the
>Skibo game room during a game of "Street Fighter."  He was attacked by
>his gaming opponent and another person after an argument about the game
>and the use of 'cheat moves.'"

How do you explain that to the officer?  "Ummm... he wasn't playing fair in
the game, officer!"

>hehehe
>sad isn't it?

Yep.

>eric

>*****************************************************
>The meek will inherit the earth.  The guilty will be punished.  The
>check is in the mail.  Groove is in the heart.
>*****************************************************
>Eric "E" Pronko            |  "blah blah blah
>ep1d+@andrew.cmu.edu       |   blah blah blah
>punisher+@cmu.edu          |   blah blah blah"  -me
>*****************************************************
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
"Nobody told me there'd be .sigs like these."
-=-=-=-=-=-=-=-=-=-=-=-&{&gp% +/)@ooooooo
NO CARRIER
Newsgroups: rec.games.video.arcade
From: funky@nevada.edu (MATTHEW KAPHAN)
Subject: Re: Mortal Kombat glitches
Organization: University of Nevada System Computing Services
Date: Sun, 6 Sep 1992 02:33:43 GMT

Newsgroups: rec.games.video.arcade
Subject: Re: MORTAL KOMBAT MOVES (yes, the real ones)
Summary: 
Expires: 
Followup-To: 
Distribution: 
Organization: University of Nevada System Computing Services
Keywords: 

In article <1992Sep5.051624.21332@zip.eecs.umich.edu> kalex@quip.eecs.umich.edu (Ken Alexander) writes:
>In article <Bu2Itw.KDE@usenet.ucs.indiana.edu> shulick@yankton.ucs.indiana.edu (Sam Hulick {Tarador}) writes:
>>In article <1992Sep3.134125.2275@wheaton.wheaton.edu> jrundle@david.wheaton.edu (John Rundle) writes:

[snip, snip]

>
>>>Raiden:       Electrocutes your victim causing his/her head to blow-up.
>>>              Tap TWICE towards your victim and then THREE times away
>>>              from him/her then hit the high punch.
>>
>>Positive?  All times I tried it, Raiden just jittered around and the victim
>>collapsed before there was even time to complete this sequence.
>
>This is the ONE move that I have NEVER been able to get to work, 
>using this advice or the "fireball with block and highpunch" or
>any other.  Has anyone been able to do this move repeatedly?
>

 I've been been able to do this move repeatedly.  It's best if you do it
semi-slow.  There is a certain timing that needs to be followed.  
 
Just tap forward twice, back 3 times, and then hit high punch.  If you keep
it up you'll eventually do it.
 
-Matthew
From: jmk9313@hertz.njit.edu (Jason Kaminski)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat (DO BATTLE!)
Date: 15 Sep 92 20:43:51 GMT
Organization: New Jersey Institute of Technology, Newark, N.J.

Derek Lee writes:

>>That's strange.  Most people I've talked to agree that maybe Mortal
>>Kombat is a better game than SFII, but let's face MK is just a
>>clone of SFII.  It's the same game with better graphics and gorier
>>moves.

>	Hmmmm.....MK is just a clone of SFII. It's the same game with 
>better graphics and gorier moves.  
>
>       Well, I'm basically a clone of the original poster Jason Kaminski,
>but with a different name and genetic makeup! :)

        Derek, the analogy doesn't work, because unlike Mortal Kombat you are
NOT better than the original.

        - Jason Kaminski
	KANO WINS!
From: hogue@cs.arizona.edu (Justin C. Hogue)
Newsgroups: rec.games.video.arcade
Subject: Zangief and the awesome defenses
Date: 14 Sep 92 00:23:34 GMT
Distribution: usa


  Concerning some mail I got about my guide and, concerning the fact
I forgot the address to respond to, here is my answer to the question,
"What do I do with Zangief to avoid the Fireball-Uppercut and other
similar defenses?"

Ahhhh--The fireball-uppercut crap.  Against Ryu-Ken you can deny them ev
possibility of that by using the lariat to make fireballs pass through you.
if you are close when you do this, you should be able to continue walking 
forward using the lariat and hit Ryu-ken.  If far away, and they chase you,
run back--95% of the time they can't catch you before you finish (and,
if they swing a kick at you and miss, throw them!).  Also, if you know
they will kick you out of the air, hit fierce VERY early--you will trade
shots and you will do same or more damage than him.  If he is going to 
uppercut you, don't swing.  Let him whiff a uppercut, making him throw bait 
once he hits the ground.
  Guile, on the upperhand, requires the patience of a monk.  Unless far away
the lariat is a really bad Idea, so just block them.  If Guile (human player)
uses alot of forwards to hold you off, roundhouse his foot--you will hit
him or trade shots (and do more damage).  While he's down, get on top of
him and let him have it.  As far as the Sonic boom-forward kick thing goes,
you must use alot of patience and use his patterns against him (see my guide
).  I wish there was a strategy that worked, but all I can say is if you
have to jump a sonic boom, use a fierce punch, as it swings really low and
may hit guild before he gets one of his nasty defenses off.  The computer
is really easy--avoid sonic booms until he comes at you, and driver him
when he walks into range--he will fall for it EVERY time (even on the 
highest setting.)  
  A really nasty problem I have here is a guy who has gone pro with sagat.
No real difinitive strategies on that yet, as we usually trade wins.
I'll get back to you on that later.

--Jowfus

  As for Jab throw, I only know of a few really awesome combo-throw 
moves, and a post i saw has some really great ones (that require some
tricky positioning, but should kill you enemy outright).
 * Jump towards them, Forward kick in the air, crouch forward kick, 'driver
 * Any Two middle attacks can be followed by a 'driver (experiment)
 * Belly dive, followed by two crouching forwards, and a throw.  Hard
   to do, as your knees must hit the enemy, so that you land on the other
    side of them.  This is very similar to what was on the post.
Sorry if these aren't very good, as most of the places with good competition
here are full of crybabies that are abhored when you do anything besides what
they expect.  Oh, well, I still beat them all the time. :->
From: dcha@flex.com (Doug Cha)
Newsgroups: rec.games.video.arcade
Subject: Re: Street Fighter II -- Has a rip-off scheme??
Date: Sun, 06 Sep 92 08:14:46 HST
Organization: Flex Information Network [Hawaii] 808.531.3539

bbs-garfield@jwt.UUCP (David Eison) writes:

> u895174@bruny.cc.utas.edu.au (Tim Morris) writes:
> 
> > I think the work involved in making the computer characters behave 
> > intelligently was too much for Capcom, so they added things like instant
> > reactions, machine-gun jabs and zero-charge power moves to maintain a
> > sufficient level of difficulty.  (Of course what it does do is piss you
> > off).  But what else could they do?
> 
> I don't know about that Zero-charge power move. I don't play Sf2 against 
> the COMPUTER too much, but I've never had it pull off a Sonic Boom or 
> something without charging... That's how I learned about being able to 
> charge while doing something else, or waiting for the round to open... I 
> was playing against a computer blanka, and he opened up by IMMEDIATLY 
> balling into me.. I was pissed off until I found out it could be done by 
> me too, so I happily did it to him several times, over and over and 
> over... <G> (Low level: It killed him.  YEAH! <G>)  But I still can't 
> beat Blanka without Blanka... :(
> 
 
The computer does do alot of "Amazing" things (esp the old SFII) but 
nothing that you can't beat the hell outta.  The worst ones include (on 
CE) Ken's short kick that'll hit you like 7 times without moving you 
until you get stars; (actually everyone's short/jab's are damned fast); 
Guile's standing Razor (which I heard can be done???).

What's the big deal if the computer cheats?  He sucks anyways..  

-------------------
Doug Cha
dcha@flex.com
From: ad28+@andrew.cmu.edu (Alfred Duncan)
Newsgroups: rec.games.video.arcade
Subject: Re: MORTAL KOMBAT MOVES (yes, the real ones)
Date: 6 Sep 92 17:23:40 GMT
	<Bu2Itw.KDE@usenet.ucs.indiana.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

Raiden and Sonya's death moves work for me and everyone else here when
we do them that way. Maybe you're doing them to quickly. Another way to
do Sub-Zero's fatality is to do a dragonpunch motion. A quarter circle
from forward to duck and a quarter circle back to forward. Real easy to
do because if you miss the first time you can get a couple more chances
in.
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.video.arcade
Date: Fri, 11 Sep 1992 21:11:53 -0400 
From: Eric Thomas Pronko <punisher+@CMU.EDU>
Subject: Re: Mortal Combat Symmetry
	<BuF0Fy.HIF@acsu.buffalo.edu>

boy you haven't watched the game much

> >Sonya:   Handstand leg throw, fly across the top of the screen punch
also has sonic shooting type thingy

> >Johnny Cage:  Nut crunch, and warp kick
also has green missile type thing

> >Kano:  Blanka Ball and ???

> headbut and something else
spinning blue energy knife

> >Sub Zero:  Slide kick and ???

> freeze missile and something else
no

> >Liu Kang:  Flying side kick and ???

> fireball and something else
no

> >Scorpion:  Teleport punch and ???
> > 
> come 'er move with grappling type blade thingy
agreed

> i think everyone but scorpion has 3 moves plus fatality except scorp
redundant

not to be picky

eric
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: rec.games.video.arcade
Subject: Re: Champion edition for snes SFII
Date: 8 Sep 92 03:53:58 GMT
Organization: U of Arizona CS Dept, Tucson

In article <21659@optima.cs.arizona.edu> hogue@cs.arizona.edu (Justin C. Hogue) writes:
>For those wondering how to play the champion edition rules (same char vs.
>same char, with arcade 2nd player character), at the CAPCOM symbol,
>press....
>down-left-up-right-x-a
>Any questions post or email maestas@cs.arizona.edu, unless it's a flamer,
>mail to me
>
>Justin hogue     hogue@cs.arizona.edu

NO!  NOW YOU TOO CAN BE ENLIGHTENED IN THE WAY OF TAI-KWAN-LEAP.
BOOT TO THE HEAD! 
 The code is "Down, R-button, Up, L-Button, Y, B"
"Now grasshopper, go prepare lunch for the other students." - Kung Fu '91

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Newsgroups: rec.games.video.arcade
From: adzhoss@deja-vu.aiss.uiuc.edu (Dutch)
Subject: Robotron -- I need info
Organization: University of Illinois at Urbana-Champaign
Date: Wed, 9 Sep 1992 19:55:05 GMT

I have just been given the resopnsibility of fixing and its mine, a very 
used Robotron.  I am in need of the specs and schematics on it.

I would like some one that has a Robotron to drop me a note (and I know 
who you are -- thanks to the VAPS) so I could get a copy of the specs and 
schematics.

BTW what other games could be played on the Robotron base by dropping in
a new game board?

Thanks for your time and consideration.
-- 
+--------------------------------------------------------------------+
|  adzhoss@deja-vu.aiss.uiuc.edu  |                                  |
|  University of Illinois         |  I speak for my employeer, NOT.  |
+--------------------------------------------------------------------+
Newsgroups: rec.games.video.arcade
From: cheesmna@HYDRA.ROSE-HULMAN.EDU (Norman Allen Cheesman)
Subject: Re: Mortal Kombat Bug Observed
Reply-To: cheesmna@HYDRA.ROSE-HULMAN.EDU
Organization: Rose-Hulman Institute of Technology
Date: Mon, 14 Sep 1992 00:31:50 GMT

In article <1992Sep13.233609.4001@engr.latech.edu>, ramos@engr.latech.edu (Sheng Long) writes:
>In article 13123@zip.eecs.umich.edu, kalex@quip.eecs.umich.edu (Ken Alexander) writes:
>> Sometimes, it is possible to continue to do supermoves against an opponent
>> until they are dead, and blocking will have no effect.  Once I was up 
>> against a wall and Raiden just continually superman-slammed until I died,
>> even though I was blocking.  A similar thing happened with Sonya: she kept on
>> leg-throwing me until I died, and there was nothing I could do because
>> blocking was ineffective and it wouldn't let me do any other moves.
>
>AhAhAhAH! Whoever said there is no TICKING in Mortal Kombat (in opposition to SF2)  will have to reconsider that. This seems to be worse than *any* SF2 tick I ever heard of.
>
>
Favorite tick of a little turd around here used to be to use SubZero and keep
iceball-uppercut-iceball-uppercut.  Especially effective against Raiden.  The
god boy reforms and can be frozen halfway through his materialization.  Yea
he'll be frozen and have no upper torso.  *sigh*

The Sonya tick is pretty tough to get out of too.  I've used it a couple times
(esp. on afore mentioned turd :) but I don't really care to.  The round just
ends too fast.  Hmmm...anybody else get sick of how fast the round can end?
From: freund@sakura.cs.ucdavis.edu (Jason Freund)
Newsgroups: rec.games.video.arcade
Subject: X-MEN:  Preventing face-grabs.
Keywords: X-MEN
Date: 11 Sep 92 00:14:07 GMT
Organization: Department of Computer Science, University of California, Davis


	SUbject line says it all.  I might have been able to finish the
game on 2 quarters with NC, but my arcade has it set to the hardest level.
(whine, whine, whine...)

	Anyway, the only thing I can't do is kill Wendigo, Blob, and
the guy who throws fire on the ground.  I've tried lots of strategies:
kick'm high, kick'em low, whatever -- and they always manage to grab
my face and throw me 3-4 times -- which is usually enough to kill me.

	Actually, I can handle the guy who throws fire on the ground.
If you wait for him to attack first before you jumpkick him, he won't
grab you.  I'm pretty sure it's safe to do it that way.  The others
won't work like that.  The blob doesn't attack from far enough away to
use that strategy.

	Any strategies for the other 2?  While I'm posting... What do you
other NC players do about the part where about 12 Red bazooka robots all
come out at once and start firing?  Do you just waste a nuke or hide up
in the top left corner where they have to walk over to you or do you
just duke it out?


--------------------!ereh kcab deppart m'I--!!PLEH--------------///----------
Jason Freund           jasonf@wayfarer.EBay.Sun.COMdu          ///
2033 F Street #311     916-758-0272                        \\\/// Amiga 3000 
Davis, CA 95616        Engineering Computer Science         \XX/
From: conty@cbnewsl.cb.att.com (OtakuRoach)
Newsgroups: rec.games.video.arcade
Subject: Re: Women and Video Games
Date: 11 Sep 92 21:55:54 GMT
Organization: AT&T Bell Laboratories

In article <1992Sep11.200652.4137@exu.ericsson.se>, exuhag@exu.ericsson.se (James Hague) writes:
> 
> For the record, the games I've seen that are _consistently_ popular
> with women are Tetris, Ms. Pac-Man, Galaga, Klax, and just about any
> driving game.

Add Millipede to that list.

-- 
			    E n r i q u e  C o n t y
			The Incredible Man-with-no-Life
			      jester@ihlpl.att.com
		    Disclaimer: You're not dealing with AT&T
Newsgroups: rec.games.video.arcade
From: chuckr@cserver.plexus.com (Chuck Reisdorf)
Subject: Wanted: "Defender" game PCBs or entire game.
Keywords: defender, arcade
Organization: Plexus Corp. -- Neenah Wisconsin
Date: Thu, 10 Sep 1992 14:01:28 GMT

 Does anyone know where I can get the arcade game "DEFENDER"?.
I would be willing to buy the game PCBs for the right price, or if you are in the 
immediate area (WI) I would be willing to buy the entire unit.

Please e-mail response.       

Chuck Reisdorf
From: 9109214g@lux.latrobe.edu.au (Gyre)
Newsgroups: rec.games.video.arcade
Subject: Re: MKombat vs. SFIICE
Date: 7 Sep 92 01:23:16 GMT
Organization: La Trobe University

In article <keeEpiS00VQoMLg8sO@andrew.cmu.edu> ja1r+@andrew.cmu.edu (Jeffrey Wayne Alexander) writes:
>
>From: kalex@quip.eecs.umich.edu (Ken Alexander)
>>Get a grip.  Apart from their special moves, which are equally as 
>>"unrealistic" as SF2's, every single MK character has exactly the 
>>same moves.  Not a momentous programming achievement, considering
>>that they also saved programming by digitizing actors rather than
>>animating from scratch.
>
>     Okay, this is being real picky now:  they saved development time,
>not programming time or load.  It's faster and easier to take pictures
>than it is to draw.
>
>     What I'm trying to do is dispell a possible myth that animating
>these highly-detailed, realistic, digitized images is somehow harder
>than doing the same with hand-drawn-and-recorded pixmaps.  It's not.
>In fact, it's precisely the same feat: copying a rectangular array of
>pixels from one part of memory to another.  And you don't need
>particularly high resolution or dozens of bit-planes (i.e. millions of
>colors on the screen at the same time) to make a digitized image look
>very, very realistic to the casual observer -- proper dithering and
>blending of colors, along with the relative novelty of digitized
>images in video games (and its lousy implementation elsewhere, like
>Pit Fighter and Road Riot 4WD, IMHO), are enough to hide the flaws
>that make these characters far from photographic quality.  This isn't
>cutting-edge technology.  It's trickle-down.  But it IS only a game. :)
>
>
>Jeff Alexander              | "INTRUDER!  INTRU>gnignignignignig<" *POW*
>ja1r@andrew.cmu.edu (ARPA)  | Totallll carnage!  I *LOVE* IT!
>ja1r%andrew@CMCCVB (BITNET) | Was Sub-Zero.  Now, plain zero.

Blah-Blah-Blah...Who fucking cares!!!
All these tech terms....why can't we just enjoy playing the damn game
and stop all these useless debates about which is better?
BTW, this is not a flame, just me letting off some steam from the frus-
tration of reading all this mindless debates.

--------------------------------------------------
|  Derek Teoh  aKa  Gyre.                        |
|  Email    : 9109214g@lux.latrobe.edu.au        |
|  Internet : 9109214g%lure@lux.latrobe.edu.au   |
--------------------------------------------------
From: hogue@cs.arizona.edu (Justin C. Hogue)
Newsgroups: rec.games.video.arcade
Subject: Champion edition for snes SFII
Date: 6 Sep 92 09:14:06 GMT

For those wondering how to play the champion edition rules (same char vs.
same char, with arcade 2nd player character), at the CAPCOM symbol,
press....
down-left-up-right-x-a
Any questions post or email maestas@cs.arizona.edu, unless it's a flamer,
mail to me

Justin hogue     hogue@cs.arizona.edu
Organization: University of Maine System
Date: Thursday, 10 Sep 1992 14:59:09 EDT
From: <IO20084@MAINE.MAINE.EDU>
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat (DO BATTLE!)

That's strange.  Most people I've talked to agree that maybe Mortal
Kombat is a better game than SFII, but let's face MK is just a
clone of SFII.  It's the same game with better graphics and gorier
moves.



Chuck
From: carleton@tecsun1.etl.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: HELP D&D for Genesis questions!!
Date: 15 Sep 92 16:20:06 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

343VTQ2@CMUVM.CSV.CMICH.EDU (William Grant) writes:

>FILE: 343VTQ2  NETPOST  A                 VM/SP CONVERSATIONAL MONITOR SYSTEM
>PAGE 00001


>Organization: Central Michigan University
>Date: Monday, 14 Sep 1992 16:05:42 EDT
>From: William Grant <343VTQ2@CMUVM.CSV.CMICH.EDU>
>Message-ID: <92258.160542343VTQ2@CMUVM.CSV.CMICH.EDU>
>Newsgroups: rec.games.video
>Subject: HELP!! Genesis D&D questions!!
>Ok,  so I'm not one of the guys who can finish the game without help.  I have
>a few questions for those of you who can though!!

>Spoilers below:  BEWARE!!!!!















>1) In the beastman caves,  what's the deal??  I've fought a million or so
>trogs,  and even the think that kills party members in one bight,  only to
>get out into an unmappable swamp with (seemingly) no other exit but back
>through the caves.  I've fought the lizardmen,  and even touched the tree that
>heals you,  but haven't found another exit.  What's the catch??

	Have you found the lizarman villiage?  There are no other exits.
The map of the swamp is in the lizardman camp, but I think you need to search
around the huts to find it and other useful items.  When you get back home
through the same cave, talk to the wizard, he will tell you more.  BTW there
is a useful pool in the north of the swamp, it ressurects your dead.

>2) How do you get into the other caves?? I'm talking about the cave with
>the stone giant in the north east,  that has the secret door that is
>being blocked.  What's the deal there.   Also the other cave on the far east
>side where the voice yells at you. and you can barely get into the door.
>How do you get through this???

	The secret door can be opened after getting stuff from the lizardmen
and consulting the wizard.  The last cave takes a special item to get into;
you will get this later.

>3) What's this supposed Monster in the dungeon of the Castle??  The Warrior?

	All I found was a giant rat.

>4) Back to the beastman caves,  what's the refference to the rocks there??
>Something about a great force or something???

	You can push through some of the rocks if you have ogre gauntlets.
There are some of these in the castle.

>5) Can you *Clear* the cave behind the waterfall like you can the beastman
>cave???  If so,  how long does this take???
	You can't 'clear' any cave, monsters return immediately after you leave
or go up a level.  There is a passage to the top of the mesa that the waterfall
cascades over, but there is little of interest up there.  This cave is a good
place for building experience levels.