--------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGP00027 Date: 12/12/97 From: KANO VUONG Time: 07:12pm \/To: JONATHAN FINGAS (Read 0 times) Subj: Re: stuff JF> SI> The thing is that the $35 games are very, very, JF> SI> good. Like Crash 2, JF> SI> Gameday '98, Intelligent Qube, PaRappa, and Bushido Blade. With Sony' JF> SI> classics you can get Tomb Raider, Jet Moto, Crash, JF> SI> Resident Evil, and Tekken JF> SI> 2 are only $20! Now those aren't flops. You just have JF> SI> to shop smart. It's JF> SI> the same way with N64. You have to shop smart. JF> JF> You do have a bit of a point. Sony is able to price some games as low as JF> $35, because they know people will be buying them like gangbusters. Of JF> course, the problem is that multi-CD games like G-Police or Final Fantasy V JF> will still be more expensive. JF> FF7 was so cheap for a rpg. I got it for 49.99. I remember when Suikoden was 69.99. --- Renegade v10-05 Exp * Origin: White Noise -- 610.399.9174 -- West Chester, Pa (1:2626/308) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGP00028 Date: 12/07/97 From: KANO VUONG Time: 04:23pm \/To: VINCE WOO (Read 0 times) Subj: Re: N64 VW> SS> Does Capcom have any plans for releasing Mega Man X4 on PC? My Then VW> SS> how come mega man x was release on the pc and not the other two? I VW> SS> love the x series. It had a more better storyline than the mega man VW> VW> I thought that Mega Man X and X3 was on PC? VW> VW> SS> series... friend wants it and can't get a PSX cuz he got a N64. Ohh VW> SS> well! N64 should have a mega man game coming next year I hope! VW> VW> Capcom doesn't want to make games for N64 right? VW> Aren't they making a streetfighter game for N64? --- Renegade v10-05 Exp * Origin: White Noise -- 610.399.9174 -- West Chester, Pa (1:2626/308) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGP00029 Date: 12/07/97 From: KANO VUONG Time: 04:25pm \/To: STEVE IGREJAS (Read 0 times) Subj: Re: FF7 Help SI> KV> Hi, does anyone know how to get through Yuffie(however it's SI> KV> spelled)'s subquest in Wutei? I got to point where she drops the SI> KV> cage on you but after getting out I have no clue where to go or do. SI> SI> After you escape, look for a really tall building in the upper most SI> left of the main town screen (the screen when you first enter the town). G SI> up there. A new screen will be displayed with an odd thing will a bell to SI> the left, a building to the right, and the giant building in the center. G SI> to the left and climb the stairs and ring the gong. I think you press O. SI> The a door will open within the gate area (gate surround the whole bell thi SI> and has an opening before the stairs which is kinda hard to see because of SI> the camera angle). Go through the door and you'll notice the Dio (the guy SI> who tried sleeping with Tifa) has kidnapped Yuffie for his wife. And he ha SI> another gal that you'll reconize. SI> Thanks! Long live PSX! --- Renegade v10-05 Exp * Origin: White Noise -- 610.399.9174 -- West Chester, Pa (1:2626/308) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00000 Date: 12/20/97 From: BARRY LAWS, JR. Time: 10:56am \/To: KANO VUONG (Read 0 times) Subj: Re: N64 *** Is it me, or did Kano Vuong mumble this to Vince Woo? *** KV> Aren't they making a streetfighter game for N64? I think Capcom will be making SF3 for the N64, and maybe even SF EX Plus Alpha. I wonder if we'll end up seeing a new Final Fight game on either PSX, Saturn, or N64. --- Telegard v3.02 * Origin: The Steiner Line BBS 910-626-7985 (1:3648/6) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00001 Date: 12/20/97 From: JOE LERCH Time: 06:44am \/To: JONATHAN FINGAS (Read 0 times) Subj: Game sound quality Jonathan Fingas wrote in a message to Joe Lerch: JF> But that's digital sound that's scaring them, not the music; I JF> imagine that in Resident Evil, it's mostly ambient. Oh, and by the JF> way, you might want to check out the PC version of the game JF> (provided you've got a good 3D card). Obviously, not much has JF> changed game-wise (unless you haven't played the Director's Cut), JF> but the graphics are improved, and you can probably play it in JF> Surround Sound if you've got the right speakers. Thanks for the suggestion, but no thanks, I will stick with the PSX version, that may not be technically as "good" but it beats the PC version hands down in our situation because the PSX is designed for family entertainment. If I played the games by myself, all alone, in a room with my head 12 inches away from the screen, I would probably prefer the PC version, but in our household, we like to have the entire family join in and that makes the family entertainment system the best choice for us. Of course having "backseat drivers" and/or cheerleaders can be added distractions at times Yes, I could spend thousands of dollars for a PC that would be bigger and better for us than just using the home entertainment system, but playing games, or using a computer isn't my family's main priority in life. As a matter of fact, buying expensive things for the computer are not very high on the priority list at our house, and we don't do pirated software . JF> I think I subscribe to the "so long as it's fun" category. Sure, JF> high poly counts will accentuate the experience, but that doesn't JF> mean squat if the game itself is a bit dull. JF> As for sound technology, I'd agree that it does help with the JF> experience; however, it's not exactly critical. PC users know that JF> all too well; up until recently (with MMX, and PCI sound cards), JF> Surround Sound would be a drain on the computer. That's one area JF> where the Playstation has had the PC licked; it hardly puts a dent JF> in the performance. I still prefer going to movie theaters, even though these days you can actually get better quality sound and video on your home entertainment system. I think it has something to do with sharing the experience with many other people that makes going to the theater better experience for me. However, I can say that a really good movie is good regardless of where I view it, once drawn into the story it is really hard to think about other things, the same is of gameplay, if you really enjoy a game, you don't worry so much about the technical aspects of the hardware you are playing it on. JF> That's what I've thought. A game should be so good that you don't JF> think "wow, the sound is great" as you head 200 MPH at the Indy 500; JF> you'll be too busy going 200 MPH at the Indy 500. That is exactly how we feel, if you have time to analyse every detail to "tell" your friends, then you really are not enjoying the game as much as you would like to have people think. Of course it may be is easier to describe hardware and technical quality of the game to others than the feelings you may have experienced while playing a game, especially if you are playing alone. joe --- timEd/2 1.10 * Origin: After Hours BBS (717)865-2636 USR DS 16.8 (1:270/315) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00002 Date: 12/18/97 From: MICHAEL LEE Time: 03:54am \/To: ALL (Read 0 times) Subj: A problem My friend has a very serious problem with video games, he can't keep his ands off them. My friend is getting poor grades in school because he keeps playing video games. Anybody have any solutions for my friend? I tell my friend to stop playing, renting, and buying games but he's like 20 years old. I cant ontorol him --- Maximus 2.02 * Origin: The United Front BBS (718-886-6797) (1:278/523) --- PCBoard (R) v15.3/M 10 --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00003 Date: 12/17/97 From: TROY H. CHEEK Time: 10:31pm \/To: STEVE IGREJAS (Read 0 times) Subj: Re: PlayStation Game Console Sells More 22:31:0812/17/97 Concerning _PlayStation Game Console Sells More Than One Million Las_, Steve Igrejas said to Troy H. Cheek in VID_GAME: SI> Where do you get your information. From online magazines, articles sent to me by helpful friends, and the occasional newspaper story. The article in the post you're replying to came from, I think, the Silicon Times Report (STReport). SI> I would also like to know how many N64s were sold so far or the expected SI> amount tota by the end of the year. Same with PSX. I'm afraid I don't have access to that kind of information. If I come across an article that contains that information, I'll be sure to post it, though. ... The sun really makes my day. --- JetMail 0.99beta22 * Origin: When Starlings Mate - Benton, TN (1:362/708.4) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00004 Date: 12/19/97 From: TROY H. CHEEK Time: 07:47pm \/To: ALL (Read 0 times) Subj: 43/47 Jaguar Explorer Online 43/47 JAGUAR EXPLORER ONLINE Having said that, the following things are debatable regarding fairness. I'm not saying they are patently unfair, I'm just saying that their fairness is debatable: - The Silent BFG trick (see section 4D). - 'Sitting on' or 'guarding' the BFG when you are playing deathmatch 2.0, and picking it up again every time it reappears. - Having a BFG left over from a previous level when there is no BFG available to the other players on the current level. In the last two examples, four-player deathmatch tends to cancel out any advantages to those techniques. The remaining three players usually coordinate and attempt to bring down the king of the hill in these situations. 4B. What is the best way to defend against the BFG in a deathmatch? AVOID THE DIRECT HIT, AND GET OUT OF THE CONE OF DAMAGE. (Duh.) This requires, of course, that you know where the cone of damage actually is. That, in turn, requires that you know where your attacker is and in what direction he fired the weapon. That, in turn, requires that you know the weapon was even fired at all. Which, in turn, may be difficult against a player who has mastered the Silent BFG trick (See section 4D). It still helps if you are playing the game with a stereo sound card and headphones. This allows you to hear how far away and in which direction your opponents are. If you think in three dimensions, the sounds you hear in the game will give you a great tactical advantage. You must understand completely how the weapon works before any avoidance technique would be meaningful. So if you skipped ahead to this section, go back and read the gory details. With all that said, here are a few ideas. These are just things to try, not necessarily good things in all cases. - Run past the attacking player so that you end up behind him. This assumes that he is still facing the same direction as his damage cone. You will be completely safe if you're on the opposite side of his cone. This can backfire if you're not careful. You could end up three feet from him and inside his cone when the green ball detonates, and soak up some rays. Twenty of them, to be exact. That SPF 60 sun block won't help, either. - If you think you're about 1000 units away from the attacker, and you don't think he's running towards you too fast, you can try running away, and hope that the traces will be too thinned out to damage you seriously. - You can duck behind a nearby wall or a solid column. If you can see your attacker, simply move so the column is between you and him. Wait for the blast to detonate and die down, then step out from the column and place some ordnance in his face. This technique works well on Doom II's 'Circle of Death' level (11). - If you are very close to him, you can attempt to frag him before his shot gets off. When he pulls the trigger, there is a slight pause while the weapon warms up where you can still stop him dead in his tracks. There is nothing more exhilarating than hearing his BFG spinning up, then the sound of his scream as your super shotgun removes his face. Muahahahaha... - If you are involved in a turning, running, spinning melee in an open area, keep it up. Learn how to circle-strafe (use a combination of mouse and keyboard controls to turn, run, and strafe all at the same time). If you keep your attacker running in circles, his cone of damage will hardly ever be pointing at you. He will eventually run out of ammo, or you will frag him with conventional firepower. This technique works well in the main courtyard of Doom II's 'Citadel' level (19). In this kind of melee, it is nearly impossible to keep track of the cone (for either you or your attacker), so you are really taking a gamble that the turning fight will be to your advantage. But the exhilaration of winning that kind of fight is one of the best rushes you can get. - If you are well armed and very healthy, you can judge whether or not you can survive a blast area hit at your current distance. Then take advantage of the fact that he's trying to keep you in his sight. He's got a moment or two where he must leave himself exposed while he tries to soak you with his traces. Pepper him with rockets or plasma. Grit your teeth and take the blast area hit, but keep on him. Just don't get too close. - Anything else that takes advantage of the particular quirks of the weapon. Remember that you can use your knowledge of BFG attacking techniques to your advantage, like the example above. 4C. What is the best way to attack with the BFG in a deathmatch? KEEP YOUR TARGETS IN THE CONE OF DAMAGE. (Sha, nice try.) This requires, of course, that you know where the cone of damage actually is. So if you looked here first, go back and check out the rest of this FAQ for details. Anyway, here's some ideas. Not necessarily comprehensive: - The best universally accepted method is to shoot a wall or solid column that is very close to you. In this situation, your cone of damage roughly equals the visible targets on the screen. This is because you don't have much time to move around before detonation. Your targets don't have much time, either (You will notice that all of the 'defense' tips in this FAQ assume having time to react). Because we already know two things: 1) The direct hit is difficult to achieve, 2) The location of the detonation does not matter, there is no reason to try shooting the green ball at your targets. Your goal is to get the green ball to detonate as quickly as possible after you decide upon your targets. Just make sure you're facing your targets when you fire. If you have to rotate away from the direction of fire in order to see your targets, your cone of damage may not hit them. ... catfish@wingnet.net or http://www.wingnet.net/~catfish >250 hits! --- JetMail 0.99beta22 * Origin: When Starlings Mate - Benton, TN (1:362/708.4) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00005 Date: 12/19/97 From: TROY H. CHEEK Time: 07:47pm \/To: ALL (Read 0 times) Subj: 44/47 Jaguar Explorer Online 44/47 JAGUAR EXPLORER ONLINE - The next best thing is to use the strafe feature heavily. Don't rotate, just keep strafing and keep your targets in sight while you wait for the detonation. This also keeps your cone of damage roughly lined up with your view, allowing you to use your view as a reference. If your targets are trying to run behind you to get behind your damage cone, running backwards while strafing may also help. - Combine the two previous attack methods: Shoot a nearby wall, then strafe toward your targets. This takes advantage of the pause that happens after detonation. You have a few heartbeats before the traces are calculated, so use this time to strafe your targets into view. The best example would be at a 90 degree hallway intersection: Shoot the wall at the corner, then strafe out into the hall. This is really just a shortened version of the level one strafe trick, except you don't have to wait for detonation. - "Everything I need to know, I learned at Top Gun." Avoid turning fights. See the related item under the defense techniques, above. - "Keep your friends close, but keep your enemies closer." Really. The closer you are, the more traces will hit their faces. Don't even bother firing if your opponents are more than 1000 units away: you will either miss, or do very little damage. - Don't be afraid to use it in close quarters. You might think the BFG is designed for open-area use, but it actually works best when things get cramped. The 'shoot the wall' trick really mulches 'em in a narrow hallway. - Keep it loaded, then use it liberally. Find lots of ammo for it. Use a backpack to double your ammo capacity. Then shoot it off whenever you get the urge. For instance, every time you enter a new room or open a door. - Set up pre-timed shots that take advantage of its long warm-up time. Like this: pull the trigger, *then* open the door. Or pull the trigger, *then* drop off the ledge into the room with your target. - Shoot the green ball at a very distant wall (such as outdoors or down a long hallway), then run into the room where your target is. He may not know you even fired, or he may think it already detonated. Either way, you can just stand there. When the ball eventually detonates, your target will simply see himself crumble to the ground, realizing too late that you were standing still because you were keeping your traces on him. See section 4E for an example of this. - Use 'combo' moves. Use the above 'distant wall' technique, but switch to a conventional weapon as you run into the room. Your traces still work, even if you have switched weapons. Blast 'em with both the BFG traces and something else at the same time. Special thanks to Dan Christensen for this suggestion. - Bait your prey. Use the above 'distant wall' technique, but switch to the pistol and fire it while running into the room. They will hear your pistol and attempt to get very close to frag you. If timed correctly, they will be right in your face at detonation time. Splat city. 4D. What is the Silent BFG trick? Defending yourself against the BFG pretty much depends on your ability to know precisely when it is being used against you. If you are fortunate enough to play deathmatch with a stereo sound card and headphones, you know that sound cues are vital to playing well in deathmatch. In many cases, the only way a potential victim knows the green ball is in the air is by the distinctive sound the weapon makes when fired. The headphones can give him directional cues as to its origin, and therefore point the way towards a proper escape. So if you wish to get the drop on someone, wouldn't it be great if you could put a silencer on that weapon? Well you can. A limitation in Doom's sound code allows you to silence the firing sound of the BFG. Regardless of the 'Number of Sound FX to Mix' that you chose in Doom's setup program, your character can actually only utter one sound at a time. This includes all weapons firing. If you cause your character to grunt, i.e., you jump off of a ledge or press the space bar on a blank wall, you have a brief period while the grunting sound is being played in which you can pull the trigger and no sound will be emitted from the weapon. Your grunt makes a little noise, but it's relatively quiet and is sometimes ignored by your opponents. While it works well in theory, in practice the trick is hard to perform. It also may be a little unfair. As with all secrets, it definitely makes the game unfair if you don't share this information with your opponents. As of this writing, there seems to be a small handful of players on the Doom newsgroups who use this trick. The first person to submit this trick to the author of this document was John Fedor. Interesting anecdote: When reviewing a draft copy of this FAQ, American McGee at id Software informed us that they have been using the Silent BFG trick in their deathmatch games since day one. 4E. What is the Level One Strafe trick? The level one strafe trick is not a deathmatch technique per se, but it's a demonstration of the BFG behavior that educates many folks on how the BFG really works. The act of performing this trick tends to open one's eyes to the amazing possibilities of the weapon. It also proves some points made in this FAQ. Doug Bora first pointed this demo out to our particular group. Credit for the original version of this demo goes to John Ripley of the UK. The full deathmatch demo file PETALK2.ZIP is the first example of this specific action. This file should be available at: ftp://{INS site}/lmps/doom2/1.9/petalk2.zip where {INS site} = any DOOM ftp site, eg. ftp.cdrom.com/pub/idgames Since that time, this has been repeated by many folks on the Doom newsgroups. ... The tagline you have reached has been disconnected. --- JetMail 0.99beta22 * Origin: When Starlings Mate - Benton, TN (1:362/708.4) --------------- FIDO MESSAGE AREA==> TOPIC: 170 VIDEO GAMES Ref: EGQ00006 Date: 12/19/97 From: TROY H. CHEEK Time: 07:47pm \/To: ALL (Read 0 times) Subj: 45/47 Jaguar Explorer Online 45/47 JAGUAR EXPLORER ONLINE How to do this: - Set up a deathmatch game with Doom II, starting on level one, no monsters, deathmatch 2.0, ultra violence skill level. - Player one (Green) will most likely appear on the ledge with the chainsaw, BFG, rocket launcher, and super shotgun. Tell him to move so that he is within view of that first entrance room, standing on the ledge where he can see down the brightly lit hallway from his perch above the brown room. Tell him to sit tight right there. He is frag bait for this demonstration. - Player two (whoever) will stroll into the brown room and pick up the BFG behind the column. Wave to the nice guinea pig waiting patiently on the platform above. (Hi Phil. Hi Ralph.) - Player two strolls down the brightly lit hallway to the intersection where he can see the other dark room, way down the long hallway. You can just make out the plasma gun sitting on that podium in there. - While facing the plasma gun from the intersection in the bright hallway, fire the BFG. When the shot actually leaves the barrel of the gun and begins traveling toward the plasma gun, strafe quickly back toward the intersection where you can see Greenie standing on the ledge in the first brown room. - If you reached that hallway intersection in time (before the green ball detonated in the plasma gun room) you will be rewarded with seeing the frag bait get fragged. Well, at least damaged. Maybe fragged. - One extra credit point to anyone who guessed that you don't have to be facing Green Boy to kill him. You just have to make it to that intersection in time. You could be turned completely away from him, he will still be hit by the traces. You can prove this by running straight to the intersection rather than strafing to it. This demonstration proves the following: - You don't have to be anywhere near, or even facing the detonation point to damage your targets. You only have to move to a position where your cone of traces is on them. - The cone of traces always points the same direction regardless of which direction you turn. - You do not have to face your targets in order to hit them. - You can fire the BFG in a totally different area than where you want your targets to be damaged. Players who perform this stunt successfully the first time are usually amazed that it actually works. This is also a good practice for using similar moves in real deathmatches.