HDTenEightyP/NetNews huggingface dataset:
From: Corby.E.Page@dartmouth.edu (Corby E. Page)
Newsgroups: rec.games.video
Subject: Re: Street Fighter 2 racist ???
Date: 15 Oct 92 18:05:30 GMT
Organization: Dartmouth College, Hanover, NH
X-Posted-From: InterNews1.0a5@newshost.dartmouth.edu

In article <farant.1w3u@terapin.com>
farant@terapin.com (Faran Thomason) writes:

> The most grotesque seems to be
> Dhalsim, with skulls around his neck and Blanka who is probobly the worst. In
> fact the Brazil scenerey is probobly the most offensive. There anglo's on the
> side lines taking pictures while there darker skinned people in a hut who
> resemble monkeys!!!

Soon we will have a wave of postings from wild-eyed Street Fighter II
fanatics who desperately profer rationalizations for why Street Fighter
II isn't racist. But you are absolutely correct -- the representations
of Dhalsim and Blanka (we don't even find out until the end that Blanka
was once human) are inexcusably derogatory, and these representations
usually encourage racist comments from white fratboys up here who play
the game.

I play Street Fighter II and enjoy it. And the game does have a large
cross-cultural appeal (I play mostly with Asian and Black students up
here). But that doesn't change the fact that the representations in SF
II are demeaning and uncivilized. The representions may even reflect
more on US society than Capcom -- if Capcom felt that realistic,
anti-racist representations of characters would cause the game to sell
better in the US, they would have put them in.

corby
Newsgroups: rec.games.video
From: clee@pdx061.intel.com (Chan Lee)
Subject: Final Fight for SNES for trade 
Organization: Intel Corp., Hillsboro, Oregon
Date: Wed, 14 Oct 1992 23:24:58 GMT

Interested in Romance of Three Kingdoms, Zelda III
but open to suggestions.

Chan


Newsgroups: rec.games.video
From: wiwiriya@rodan.acs.syr.edu (Wirta Wiriyan)
Subject: Dragon Quest V Review (SFC)
Originator: wiwiriya@rodan.acs.syr.edu
Organization: Syracuse University, Syracuse, NY
Distribution: na
Date: Wed, 14 Oct 92 13:30:11 EDT

Dragon Quest is equivalent to Dragon Warrior in USA.

Dragon Quest V
===============

For those of you who played DQ4, the game mechanics is similar, but with major
changes.

For those of you who haven't played DQ4, I guess you'll have to wait until the
American version comes out :)

Game Story (for what I understand :)) :
=======================================

You started out at as a baby. Your father, Papas, was going to give you a name.
He came out with ridiculous names. Then, your mother said "(your name)". Papas
thought about it and considered it a good name. Hence, your history began.

At the age of 6 (either 6 or 16), you travelled with your father on an 
adventure. As the story builds, you began to notice that your father was on
some sort of a mission.

That's about it. I won't go too far or I'll spoil the game for you. Overall,
it's almost similar to FF4 (or FF2 in USA). The story unfolds as you progress
further (unlike the traditional go-and-slay-the-trouble-maker).


Game mechanics :
================
1. You can't create additional characters like in DQ3.  
2. DQ4 has AI for the combat system. The bad thing about it is that the
   computer won't let you choose the options for your other NPCs. In DQ2, you
   can still control the princess and the other guy. But, in DQ4, you won't
   have the choice. What you have is the ability to choose a combat strategy,
   for example, Offensive Spells; Defensive Spells, etc. 
   In DQ5, however, now there is an option to manually select combat options
   plus the AI system also.
3. The biggest change is the ability to add monsters to your party! Yes, slimes
   and all. Currently, I have 5 monsters in my party. There is a place to 
   'store' these monsters (free of charge). There is a maximum of 8 in your
   party (including yourself).
4. The storage service is now free, instead of chargin 10% like in DQ3.
5. Spells now have graphical effects. For example, a fire spell will have 
   flames spewing from the ground.
6. Weapons too have graphical effects. Boomerangs can fly through the entire
   ranks of enemies. Their sound effects are different for each type of weapon.
7. Overall graphics and music are better.

That's all I can think of right now. Email me if you have specific questions.


Wirta Wiriyan
wiwiriya@mailbox.syr.edu
From: antoniou@buitc.bu.edu (George Antoniou)
Newsgroups: rec.games.video
Subject: FOR SALE : TURBO GRAPHIX MACHINE
Date: 14 Oct 92 20:05:31 GMT
Organization: Boston University, Boston, MA, USA
Originator: antoniou@buitc.bu.edu


 o TG16 base unit 
 o Controller
 o Joystick Controller
 o 4-6 games (Hu card)

 $150  or best reasonable offer... hmmm.

 for more info please email  --> antoniou@buitc.bu.edu

 Nearly brand NEW,  used only a couple of times.

 
giorgios

[antoniou@buitc.bu.edu]
From: jonke@kong.gsfc.nasa.gov (Stephen Jonke)
Newsgroups: rec.games.video
Subject: Re: NHLPA '93
Date: 13 Oct 92 20:10:27 GMT
Distribution: usa
Organization: NASA GSFC

In article <ldl6n3INNi35@cronkite>, nate@ghidrah.Central.Sun.COM (Nate McConnell FE/SSE Grand Rapids, MI) writes:
> 
> 
> Anyone know how to do the signature moves?  I can't find anything about it in 
> the book but it talks about it on the game case.
> 
> thanks,
> nate
> 
> 

Well, I don't know what they mean by "signature moves", but yesterday I did
something I had never seen before -- I pressed the B button in an attempt
to block a pass with my hockey stick, but the puck was up in the air,
moving slow and close to the body of the player, so instead he reached up
with his hand and knocked it down in front of himself and then had control
of the puck.

Steve
Newsgroups: rec.games.video
Subject: Super Double Dragon(SNES)-any good? Other comments..
From: <SJSBH@CUNYVM.BITNET>
Date: Wednesday, 14 Oct 1992 14:14:20 EDT
Organization: City University of New York/ University Computer Center

  Has anyone played Super Double Dragon, and if so, any opinions. My sons
have enjoyed all the Double Dragon series (except the Genesis nuclear bomb).
Hopefully, it is not in the same league as TMNT IV, meaning 60+ dollars for
30 minutes of enjoyment, then dust collecting.
  Nowadays, it seems to be almost a necessity to rent games first, then buy.
Good graphics, short levels, and difficulty set to an all time ease seem to
be the new standard. I have noticed this on the SNES, Genesis, and TG-16. I
own and play all of them. My opinions, of course....

 Steve..

Xref: sparky rec.games.video:20040 misc.forsale:28161
Newsgroups: rec.games.video,misc.forsale
Subject: GENESIS GAMES FOR SALE!!!
From: Louis Pagan <LAPBH@CUNYVM.BITNET>
Date: Thursday, 8 Oct 1992 09:14:18 EDT
Organization: City University of New York/ University Computer Center


I WOULD LIKE TO SELL THE FOLLOWING GAMES:

                                       CONDITION
COLUMNS                                  GOOD
DESERT STRIKE                            MINK(EXCELLENT)
GOLDEN AXE                               GOOD
LAKERS VS CELTICS                        GOOD
MARBLE MADNESS                           MINK
MARVELLAND                               MINK
MIGHT & MAGIC                            GOOD
MS PACMAN                                MINK
NHL HOCKEY                               MINK
QUACKSHOT                                MINK
ROAD RASH                                MINK
SHADOW DANCER                            MINK
SPIDERMAN (MD) W/ENGLISH MANUAL          MINK
STREETS OF RAGE                          MINK
TOEJAM & EARL                            MINK
TOMMY LASORDA                            MINK
WINGS OF WOR                             MINK

MAKE ME A OFFER!!!

THANX.





-------
 _______________________________________________________________________
                                                                       
      00       THE CUNY/CO BUDGET  (212) 794-5466    I                 
      /\                                              WANNA            
   /\/ ^\/\    ON INTERNET: LAPBH@CUNYVM.CUNY.EDU      BE              
   \/\ ~/\/    ON BITNET:   LAPBH@CUNYVM                BURIED         
      \/                                                 WITH MY       
    ///\\\     HAPPY HALLOWEEN, SHADOW                    "LYNX"       
_______________________________________________________________________
From: splin@cauchy.usc.edu (Sen-Pin Lin)
Newsgroups: rec.games.video
Subject: SNES TOP GEAR FOR SALE/TRADE
Date: 12 Oct 1992 10:57:23 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: usa
NNTP-Posting-Host: cauchy.usc.edu

Hi, I have this game for sale/trade. It's a 1 or 2 players driving
(racing?) game. I am asking $40 if you want to buy, or trade for a
non-shooting/fighting game.

Ben
 
Newsgroups: rec.games.video
From: evermic@prism.cs.orst.edu (M.BiSON)
Subject: Re: Sega or Genesis (Give me a break)
Organization: Oregon State University, Computer Science Dept
Distribution: orst
Date: Sun, 11 Oct 1992 06:55:10 GMT

In <1992Oct9.204358.15982@lsil.com> louisc@lsil.com (Louis Chui) writes:


>+>
>+>Well, then I imagine that they both will be delayed.....
>+>
>+>Gary
>+>
>+>-- 
>+>-----
>+>Gary Snow
>+>uunet!clark!gsnow  or  gsnow@clark.edu



>I have no idea why Out of this World for the SNES should be
>delayed, since a lot of people had been playing pirated version
>for quite a while already. ????

>Louis Chui
>louisc@lsil.com

And it is a disapointment too.... at least too everyone who has
played the amiga and ibm versions.  

-/X\.BiSON
From: bill@tredysvr.Tredydev.Unisys.COM (Bill Jordan)
Newsgroups: rec.games.video
Subject: Re: SF2 comming to Genesis!
Date: 8 Oct 92 14:18:30 GMT
Organization: UNISYS Corp. Tredyffrin, PA

In article <1992Oct7.221438.2521@clark.edu> gsnow@clark.edu (Gary Snow) writes:
>
>Unless Sega actually modifies the games system itself, I doubt they will be
>releasing a controler with more than 3 player action buttons. The Genesis
>console just doesn't have the pinouts to support them.

According to Mega Game magazine (I think that's the one. If anyone REALLY
cares, I'll look up an issue), Sega reports that the console will support
additional buttons, and that they could support a six, eight, or even
ten button controller. This would appear to agree with what the person
who posted the operation of the Genesis controller stated (about additional
capabilities of the controller micro not being used).

billj.
bill@tredysvr.tredydev.unisys.com
Newsgroups: rec.games.video
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Dragon's Lair and pattern based games (Was: Video Game Renaissance)
Organization: University of Maryland, College Park
Date: Sat, 17 Oct 1992 01:44:55 GMT

In article <1992Oct15.142333.22860@kong.gsfc.nasa.gov> jonke@kong.gsfc.nasa.gov (Stephen Jonke) writes:
>> 
>> I agree with you, except Dragon's Lair absolutely is not like that.  It is
>> a pattern, but have you forgotten that the rooms are in (mostly) random order?
>> You often have no way to know what room is coming next.
>
>No, I didn't remember that (it's been a long time!)  I guess I remembered all
>the copy cat games that came out more vividly and they were definitely
>completely without randomness.  However, mixing up the rooms doesn't really
>prevent the game from being a single dimensional affair.  There's no room
>for your own techniques and strategies, you're just pushed along and must
>react exactly the same way in any given room.

You have to look at it from a different perspective.

I noticed people playing the game with many different strategies.  You can't
change the moves, but you can change how you approach them.  The challenge is
inside your brain, not in the sprites (as it were).  Some people grab the top
of the joystick.  Some keep two hands hovered over the joystick.  Some people
watch only Dirk.  Some people look for flashes, or any moving objects.  Some
people listen closely, and use audible cues as well as visual cues.  Some 
people rely more on their own internal timing (i.e. memorization) than on
the cues (which is a mistake IMHO).  The game is different each time you play,
because *you* are slightly different each time you play.  No one is so perfect
and robotic that he/she can repeat his/her exact actions to the millisecond.

I might also point out that in Bluth games, many, many moves have more than 
one correct solution.  For instance, in the crumbling-ceiling room, the
first move can be back or right.  Stuff like that.  That is an option;  the
move you choose is important, because it determines how ready you will be for
the next move.  (Obviously, two forwards are easier than back-forward.)  So
that is playing strategy.

   VGR
From: tominatr@ac.dal.ca
Newsgroups: rec.games.video
Subject: SNES Super Adventure Island for sale
Date: 16 Oct 92 22:50:16 -0300
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

For Sale:

Super Adventure Island for SNES ........ $35 obo

Make an offer if you don't like the price.

       - Tom N.
From: carleton@tecsun1.tec.army.mil (Daniel Carleton)
Newsgroups: rec.games.video
Subject: Re: SNES: NCAA Basketball
Keywords: NCAA
Date: 12 Oct 92 00:34:09 GMT
Organization: U.S. Army Topographic Engineering Center, Ft. Belvoir, VA.

sully@bnr.ca (Tim Sullivan P215) writes:

>In article <1992Oct9.133008.19787@lmpsbbs.comm.mot.com>, denton@ssd.comm.mot.com (Perry Denton) writes:
>|> My only gripe so far would be with the difficulty level on conference
>|> play.
>|> I'm new to this game (5 games played so far), but I slaughtered 
>|> NC State 
>|> using North Carolina 100-40.  Maybe NC State had a poor team last 
>|> year.

>NC State wasn't spectacular last year, but they were alright.  They
>definitely didn't have ANY trouble with the Tar Heels last year though!!
>:)

>This game doesn't have individual players' names or stats does it?
>I think it's probably against NCAA rules, except for those players that
>have since left the college ranks.  Are any of the players
>'recognizable' or are they just generic b-ballers?

	There is a message to the effect of "Team names and statistics liscenced
by the NCAA".  In the game, names are used.  When I asked someone from my
old school, Mississipi State (They were calling for alumni donations), they
said that one of thier best players was Kimball last year.  He is listed in
the game as having one of the best records, averaging around 16 points per game.
Other MSU players are Maltz, Segal, Lengal, and Holland, in case these names
are familiar to anyone.  I am going to give a list of carolina's video heros
to a Tar Heels fan I know for verification.
From: asoto@dacapo.urbana.mcd.mot.com (Anthony Soto)
Newsgroups: rec.games.video
Subject: SFII codes
Date: 13 Oct 92 15:36:39 GMT
Organization: Motorola Computer Group, Urbana Design Center

I've been waiting patiently for the FAQ to reappear, but it hasn't. So could 
someone please send me the code to play same character vs. same character on
the SNES version of SFII?
					Tony
Newsgroups: rec.games.video
From: evermic@prism.cs.orst.edu (M.BiSON)
Subject: Re: Save game in progress with Super Magic Drive
Organization: Oregon State University, Computer Science Dept
Distribution: orst
Date: Fri, 09 Oct 1992 20:29:30 GMT

In <BvtwsD.4A8@acsu.buffalo.edu> v089l3s3@ubvmsb.cc.buffalo.edu (Jeremy B Horwitz) writes:

>In article <1992Oct08.200511.2697@microsoft.com>, v-paulk@microsoft.com (Paul Kearns) writes...
>>I just bought a Super Magic Drive for my Genesis and think it's really
>>cool.  Unfortunately, the docs are all in Japanese (or something).  Since
>>the menu itself is in English, I've been able to figure out how to do
>>_almost_ everything possible.
>> 
>>*EXCEPT* for saving a game in-progress.  Everything I've read and heard
>>says that the SMD can save a game in progress, but I haven't yet been able
>>to do it.  If anyone knows how, or can read the documentation for me,
>>please let me know.
>> 
>Also, if anyone figures this out for the Super Magicom, post it or Email it..

>-> Jer

All yah do is save tha game inside the adventure game like normal.
(This is a not a real-time save option, it mearly takes care of games
with battery-backed ram) So now the saved game is inside thee 256k of
SRAM inside the magicom or magic drive.  There should be an option 
to save the SRAM to disk.. Use it!  You then have to load the game
you were playing back in for play.  Or you can turn everything off
and do wahtever.  The 256 k of SRAM is battery backed so it will survive
until you load anohter diffffernt game that uses the sram or
you load an sram file over it.  I have a MGH so thats what I'm going
by but I think they are simular.  

-MIC
.

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 21:13:10 EST

In message <1aojfiINNfc7#aludra.usc.edu>, tehyang@aludra.usc.edu
(Teh Kao Yang) writes:

>Can anyone suggest an easy way to reverse the bit order? Is there an UNIX
>command that can accomplish this? Or is it necessary to write your own
>program? Or is there a program available out there that already does this?
>Any info would be appreciated.

Well, since you asked nicely, here's a short 'C' program I wrote and
use - I use Borland's Turbo C/C++, but it shouldn't be too hard to
compile for another system.  This program assumes MGD2 format (ie.
byte-stream, non-blocked).

Email me for code clarifications/explanations beyond what is commented
(no sense wasting bandwidth).

/*                                                                */
/*  Program to invert left <--> right bits of all bytes in a file */
/*                                                                */
/*  Useful (?) for TurboGrafx-16 <--> PC-Engine software          */
/*                                                                */


#include <stdio.h>

void main (int argc, char *argv[])
{
    FILE *fpin, *fpout;
    int fileinv(FILE *, FILE *);
    char *prog = argv[0];

    if (argc != 3) {
        printf ("Usage: INVERT filein fileout");
        exit(2);
    }

    if ((fpin = fopen (argv[1], "rb")) == NULL) {
        printf (stderr, "%s: can't open %s", prog, argv[1]);
    }

    if ((fpout = fopen (argv[2], "wb")) == NULL) {
        printf (stderr, "%s: can't open %s", prog, argv[2]);
    }

    fileinv(fpin, fpout);

    fclose(fpin);
    fclose(fpout);
}

int fileinv(FILE *ifp, FILE *ofp)
{
    int c;
    int invert(int);

    while ((c = getc(ifp)) != EOF) {
        c = invert(c);
        putc(c, ofp);
    }
    return (0);
}

int invert(int charin)
{
    unsigned char a, b;
    register int d, i;

    a = (unsigned char) (charin);
    b = a;
    d = 0;

    for (i=7; i>=0; i--) {
        b = a>>1;

        if ((b*2) != a)
            d = d + (1 << i);

        a = b;
    }
    return (d);
}

 - Dave
 
 /===================================================================\
|    David Shadoff       |  Usenet:  david.shadoff@canrem.com         |
 \===================================================================/
---
  DeLuxe 1.21 #7291  It's a small world, but I wouldn't wanna paint it.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.video
From: egp41980@uxa.cso.uiuc.edu (M)
Subject: Re: Joysticks' Lament (was Re: Awesome New Controller!)
Organization: University of Illinois at Urbana
Date: Tue, 13 Oct 1992 04:25:19 GMT


>	The last system that came with a stick I liked was the 2600,  immediately
>starting with intellevision, things seem to have gotted worse!  
>The pads make a lot of sense for portables, but I think for the most part the
>choice was based on economics.  The pads are extremely simple, mechanicly
>speaking.  They are also more compact and easier to fit in the box with the 
>game system.  The SNES brings up a new reason for pads.  There are too many 
>buttons to put on a hand-held stick.  The NES and Genesis have a selection
>of joysticks available that are hand-held, but the SNES must have a tabletop
>unit for all the buttons to be easily accessable.

My personal all time favorite stick was the Arcade Power Stick for the Genesis.
This baby weighed in at a couple of pounds, and was very durable (lived through
2 years of dorm use without any problems).  You did have to hold it in your lap
but you could rest it in such a manner that you still had good reach on
the buttons with one hand while the hand that held the stick kept the pad int
place.  Why don't the make a joystick like this for the SNES, with a six
button layout instead of a three, using heavy materials so the stick won't
go flying when you need to make sudden movements.


-- 
===============================================================================
\  Emery Puskas                                     egp41980@uxa.cso.uiuc.edu/
  \"On second thought, let's not go to Camelot, 'tis a silly place."       /
 /*************************************************************************\
From: bm074@cleveland.Freenet.Edu (David S Fung)
Newsgroups: rec.games.video
Subject: MGH Problem/Questions?
Date: 16 Oct 1992 03:15:10 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Have anybody have this problem when try to backup some games.
The Screen first show Checking...
then it go back to the menu without load on a floppy.
And when i go to check the IC cart command
it show no rom and no sram!
But moment ago i saw it saw rom:8 and sram:no.

Do i do something wrong?
What do the SRAM command for?
and what the DRAM command?

Help!!!!
Newsgroups: rec.games.video
From: tpordon@nyx.cs.du.edu (Tony Pordon)
Subject: Interested in Die Hard's "Game Fan" info?
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Wed, 7 Oct 92 23:06:05 GMT

Hi, all.  I don't know if anybody has posted about Die Hard's new game mag,
"Game Fan".  If not, just ask, and I will.



--

Ja mata...
Newsgroups: rec.games.video
Subject: Re: More Grist for the SNES Mill
From: demon@desire.wright.edu (Stupendous Man)
Date: 7 Oct 92 16:55:38 EST
Organization: Demonic Possesions, Inc.

In article <13028@cis.rand.org>, mattock@rand.org (Michael Mattock) writes:
> 
> In the October 14th issue of "The Super Famicom"  they show pictures of a
> cartridge and a memory diagram for a cart that allows you to run MSX on the
> SFC.  The memory diagram showed that MSX Basic was included in the ROM.  It
> was not clear to me whether this was just a cart that allowed you to just run
> MSX Basic or one that would allow you to run *any* MSX software.
> 
> (For the curious, MSX was a software/hardware standard for home computers in
> Japan, and a *lot* of games were produced in this format.)

	Wow!  What next, a VIC-20 cart?!
:\

Brett
_______________________________________________________________________________
Proconsul Computer Consulting                                        CHA-CHING!
Better, Cheaper, Faster					       (Pick any two :)
Disclaimer:								   NOT!
Xref: sparky rec.games.video:20126 alt.games.lynx:817