429 lines
20 KiB
Groff
429 lines
20 KiB
Groff
Article 5152 of alt.zines:
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Path: news.cic.net!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!agate!darkstar.UCSC.EDU!news.hal.COM!decwrl!tribune.usask.ca!skyfox.usask.ca!skripj
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From: skripj@skyfox.usask.ca
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Newsgroups: alt.zines
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Subject: _The Green Screen Scene 'Zine_, Vol.1 No.1
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Date: 21 AUG 94 23:57:58 GMT
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Organization: University of Saskatchewan
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Lines: 415
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Message-ID: <21AUG94.23575847@skyfox.usask.ca>
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NNTP-Posting-Host: sask.usask.ca
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_________________
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/ /__________/ /|
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/________________/ |
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| ############## |]|
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| ## -------- ## | | The
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| ##| |## |)| Green
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| ##| |## | | Screen
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| ##|________|## | | Scene
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| ############# | | 'Zine
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| ## () | |
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| ##**## () A | |
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| ## B | |
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| /> /> \\\\| / Vol.1
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| </ </ \\\\|/ No. 1
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\________________/ August 1994
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============================================
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Written and published by Jack Skrip.
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Copyright 1994 by Jack Skrip.
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============================================
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OPTIONS
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START:
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Greetings, Green-Screen Gazers!
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LEVEL ONE:
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Mano-a-Mano: Fighting Sims for the GameBoy
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LEVEL TWO:
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The First Official TGSSZ Reader Survey
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GAME OVER:
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Not-quite-the-last Word
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The Last Word: Unpaid Apolitical Announcements
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**********
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START
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Greetings, Green-Screen Gazers!
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Welcome to issue #1 of _The Green Screen Scene 'Zine_, a new e-zine
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devoted solely to that little green sprout of handheld videogame systems, the
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Nintendo GameBoy. The focus of TGSSZ is games. Each issue will contain
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comprehensive, in-depth coverage of a selection of GameBoy games usually chosen
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according to theme of some sort; in addition to description and evaluation of
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each game, I'll also include tips, tricks, passwords, Game Genie codes, and
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numerical ratings from other sources whenever possible. As well, I also plan
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on doing "walk-through"-style features on some individual games, such as Final
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Fantasy Legend. If there is enough of a demand, I will also add an occaisional
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piece on peripheral devices for the GameBoy, such as lighting systems or the
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Super GameBoy.
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TGSSZ is NOT a news-gossip-rumors 'zine, and I will NOT be focusing
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only on what's newest to the marketplace; there are many magazines and e-zines
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that handle that stuff, and there will no doubt be many more. No, I won't pass
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up the chance to review a new cart like The Mighty Morphin' Power Rangers or
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Mortal Kombat II, but my ultimate goal is to provide a comprehensive player's/-
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buyer's guide to the entire catalogue of GameBoy games -- or, at least, as much
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of it as I can get my hands on!
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Right now, TGSSZ is a "one-man show"; I'll be writing and publishing
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the 'zine on my own in my (rapidly-vanishing) spare time. If TGSSZ catches
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on, maybe I'll be able to enlarge it and take outside submissions, but right
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now I'd rather not solicit articles for a 'zine that might not last long enough
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to print them. Although I'm not yet taking submissions, I do want to hear from
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TGSSZ's readers. I would like this to be sort of an "interactive 'zine" in
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that I want you to tell me what kind of games you'd like to read about.
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Shooters? Tetris clones? RPGs? Comic book adaptations?
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Let me know!!!
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Also, if you have questions about games you're playing right now,
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send them to me, and I'll try to answer them in either a "Letters" column or a
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game feature.
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_The Green Screen Scene 'Zine_ will be published electronically once
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a month. Ideally, each issue will come out during the first week of the month,
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but there may be a few "temporal glitches" (such as this issue) until I get
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everything sorted out. By next issue, I hope to have my distribution methods
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in place and will provide some brief instructions on where TGSSZ can be found.
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'Til then, I'l be waiting to hear from you.
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Enjoy!
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Yours Truly,
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Jack the skRipper
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**********
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LEVEL ONE
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Mano-a-Mano: Fighting Sims for the GameBoy
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These days, when gamers talk one-on-one fighting sims, the conversation
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is usually dominated big-time by Street Fighter 2 and Mortal Kombat. Unfor-
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tunately, GameBoy players are usually left out of these conversations, since we
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seem to have gotten the shitty end of the joystick with respect to these titles
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-- NO port of SF2 and a seriously gimpy version of MK.
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However, those of us who have been loyal to the Little Green Sprout
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since its appearance back in 1989 know that the GameBoy has, in fact, a
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suprisingly large catalogue of fighting sims. Unfortunately, a lot of them
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kinda stink, but this is only because today's gamers have become too used to
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basking in the odor (and color) of blood, sweat, and tears given off by the
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Big Two I mentioned earlier. The standards set by SF2 and MK have resulted in a
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contemporary norm of expectation that most older fighting sims just can't live
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up to; as well, some gamers insist that the true realm of the fighting sim is,
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and should be, the arcade machine and the high-powered home console -- not lowly
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handhelds. But GameBoy programmers have been trying hard to prove them wrong,
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with mixed results.
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So, this month I invite you all to slip into the fighting togs of your
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choice and accompany me on a rough-and-tumble tour of the GameBoy Fighting Sim
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Hall of Fame and Shame. The only requirements are effective head-and-groin gear
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and an open mind -- we're heading into some serious nostalgia!
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First, a quick description of the ground we'll be covering: Fighting
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games for the GameBoy fall neatly into two categories according to style of
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play: 1) One-on-one fighting sims (i.e. Mortal Kombat and WWF Superstars) and
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2) side-scrolling action/adventures in which the player's primary means of
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survival is hand-to-hand combat (i.e. the Double Dragon series and Sumo
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Fighter). The focus of this collection of reviews is a narrow slice of the
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first category; I'll be looking at one-on-one fighting sims which specifically
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involve a mixture of martial arts fighting styles. Categories like wrestling
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sims and boxing sims will be covered in future issues. As well, I'll be
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presenting the games chronologically, beginning with the first GameBoy one-on-
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one martial arts fighting sim to receive international distribution and ending
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with the GameBoy port of what is probably the world's most notorious game in
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the category -- at least until September.
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Fist of the North Star
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(Electro Brain)
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Although both are based on the incredibly popular Japanese manga/anime,
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this game doesn't resemble its NES couterpart at all. In fact, it should have
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been called "Fist of the Worry-Dolls," since most of the characters look like
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those little faceless stick-people made out of matches and string. If only the
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game looked as good as its title screen! This game promises much more than it
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delivers, since two of its three fighting modes are only available through a
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two-player gamelink. What remains is a tournament-style fighting game which,
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while graphically archaic, manages to offer a few intriguing features. You
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choose to play as one of eleven fighters, and you must beat all ten of the
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others to win. All fighters have a basic arsenal of punches and kicks, and
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most can deliver flying kicks (two characters are too large to get off the
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ground); as well, most fighters possess a special attack, usually some sort of
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psychic projectile, charged and fired by holding and releasing the "A" button.
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One of the niftiest features of the game is the password system; your
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character's abilities and experience increase with each successful fight, and
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the password allows you to restore those abilities each time you play. As well,
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you can input a password that powers up, say, Kenshiro, but choose to play as
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a different character. You can even use the passwords to include "experienced"
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characters in the two-player "Team" mode. Fist of the North Star is not as
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visually impressive as contemporary fighting sims, but worth looking at since it
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represents the beginning of the GameBoy fighting sim lineage. *48*
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Passwords/Codes:
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XKP 72QN VHR JGU5 GameBoy guides and mags have been incorrectly calling
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this a "Level 5" password; it actually sets Kaioh (the
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game's "bad guy") at Level 3, with all other characters
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at Level 1.
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FWH GCE9 380 40AB This one sets Kaioh at Level 4, which is as high as he
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can get.
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OKL TZ8S FPG CY9I This one sets Kenshiro (the "good guy") at Level 2.
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To advance a character to his highest level more rapidly, each time you advance
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in level, restart the game with the password INSTEAD of continuing.
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Pit Fighter
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(Atari/Tengen)
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Now THIS is a relic! Does anyone remember this game? It was an arcade
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smash hit (pun intended) and started the whole "digitized photo" craze that led
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to Mortal Kombat. As well, it's a remnant of a time when Atari and Nintendo
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were actually on speaking terms -- yes, Pit Fighter is a Tengen product. It's
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even available for the Lynx (oh boy). Take my advice and rush out and buy this
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one just for it's nostalgia value. As far as play value goes, well . . . when
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you buy it, buy it cheap. Believe it or not, the game has fewer options than
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Fist of the North Star! You choose from one of three characters to play, and
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you fight five other players through ten regluar matches and five Grudge matches
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before facing "Ultimate" in the Championship Match. Granted, the three players-
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characters have more moves available than in Fist of the North Star; each
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character has a Super Power move, plus you can pick up your opponents and toss
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them. However, the play control is very touchy, and the computer-controlled
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opponents are fast and ruthless. The digitized stuff is a two-edged sword. The
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voices are kind of cool, though they get repetitive; the digitized characters
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are about the same quality as those in Mortal Kombat (not necessarily a good
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thing), but the light-colored arena makes them look smudgy. The biggest downer
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is that Pit Fighter may well be the only one-on-one fighting sim that does NOT
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have a two-player gamelink option! *52*
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Fighting Simulator: Flying Warriors 2-in-1
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(Culture Brain)
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This game follows very closely the playstyle, control, and overall feel
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of Culture Brain's Flying Dragon: The Secret Scroll and Flying Warriors. If
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you like those games, particularly the latter, and like the combat system
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Culture Brain created for them, you will love this one. It is actually two
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games in one. In the fighting sim portion, you have the chance to answer that
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often-asked question, "If you put a boxer and a karate expert in a ring
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together, who will win?" You choose from one of eight fighters, each
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representing a different style of fighting from kung-fu to wrestling, and
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battle your way through a long, increasingly difficult series of matches. You
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can play one- or two-round matches, single-fight or tournament play, and you can
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also set the difficulty level and play-control style. Players have a wide range
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of offensive and defensive moves which vary according to the character's
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fighting style, and the fighters are fairly large and well-animated. The combat
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system itself takes a while to explain; basically, you either like it or you
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don't. I happen to like it -- a lot! In addition to the fighting sim, the cart
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also contains a surprisingly long and involved side-scrolling action game which
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is a sort of sequel to Flying Warriors. This, plus the two-player gamelink
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option, make the cart a great bargain. *88*
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Game Genie codes:
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0F7-24E-E66 Start with 15 lives (change first two digits to change
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number of lives)
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008-D7E-19E Infinite lives
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3D7-3CE-19A Almost infinite energy
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Raging Fighter
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(Konami)
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This game came as a major surprise to me, first because it beat Mortal
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Kombat to the portable market and, second, because it came from Konami; if
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anything was going to "scoop" MK, I figured it would be a SF2 port from Capcom.
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NOT! However, what wasn't surprising was the high-quality of the game, since
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that is what exactly what gamers have come to expect from Konami. Raging
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Fighter has all (if not more) of the fun of Mortal Kombat, but none of its
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problems. You have a wide choice of fighters with large selections of moves,
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including secret combinations for you to find. The play control is complex, but
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not frustrating (although blocking could have been explained better in the
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manual), and the combinations work EVERY TIME. The characters are large and
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beautifully drawn, not smudgy digital graphics; there's even a bit of "sweat
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spray" that gorehounds (like myself) can pretend is blood. One of the cart's
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biggest pluses is the selection of options. Instead of one big tournament, you
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have three different modes of play: Tournament Mode is a series of best-of-
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three fights against all of the fighters; Story Mode is an endurance test in
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which you must take three characters against the remaining four, culminating
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in a mirror-match. In Practice Mode, you can hone your skills against the
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fighter of your choice in Fighting Mode or Training Mode (in which your opponent
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will defend, but not attack). You can also vary the level of difficulty and
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choose whether or not to give each match a time limit. Add an impressive
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soundtrack and a two-player gamelink option, and you get the best GameBoy
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fighting sim to date. *96*
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Passwords/Codes:
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UUDDLRLRBA Enter the famous "Konami Code" at the screen to
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access the ability to play against the same fighter.
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Here are some secret moves not listed in the manual; they are described as if
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your opponent is on your right. If you find more, let me know!
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Tao DLRB Sweep/Punch Combination
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Vandal RDRB Somersault_Punch
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Aska RDRB Backfist/Elbow-Strike Combination
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Bulk DLRB Roaring Charge
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Myabi CloseRB Sometimes she pulls off what looks like a Tiger Push
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Fireball at very close range, but I'm not sure this is
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a true "Special Attack."
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Ruoh RRRA Headbutt (all Ruoh's moves also apply to Shades)
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RDRA Flying Knee
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Also, if the distance is just right, Myabi, Ruoh, and Shades can throw
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opponents at close range by holding down R and pressing B.
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Game Genie codes:
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009-1FB-A22 Infinite time
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004-E0B-E6D
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+ 007-1AE-3B7 Infinite energy
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3E1-F2A-4CA
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+ 041-F3A-E62
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+ 771-F4A-3BA Expert level: Go to "Options" screen; set highest
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difficulty, then press "left" three times; exit; try
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to survive!
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Mortal Kombat
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(Acclaim)
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There really is little more to say about this game that hasn't already
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been said. It was probably the most eagerly awaited arcade translation of 1993
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and the biggest disappointment. Of the various ports of the game, the GameBoy
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version is unquestionably the worst, mainly a result of complex, unresponsive
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play control. The digitized graphics are better than those of Pit Fighter
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(which isn't saying much), mainly because of the different backgrounds, the
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apparent use of more frames of animation per move, and the variety of moves per
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character. However, the screen does, at times, look like a badly tuned
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television, and special moves aren't any good if they don't work consistently.
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Don't even TRY comparing this game to the arcade or console versions; it's an
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"apples to oranges" situation. But even in the "apples to apples" context of
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GameBoy fighting sims, Mortal Kombat has quite a few worms. *60*
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Passwords/Codes:
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I don't yet have a complete and accurate list of moves for the MK crew, but here
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are some to test (T=Toward AY=Away; BL=Block). I can't guarantee the accuracy,
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so please let me know what works and what doesn't:
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Kano Knife AY,T,B
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Cannonball T,DN,A (add BL to spin in place)
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HIGH KICK D,T,T,A
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Sonya Ring Toss AY,AY,B
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Flight T,AY,AY,T
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Scissor Grab D,HB
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KISS OF FIRE AY,AY,T,BL
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Rayden Lightning Throw AY,T,B
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Teleport DN,T,A
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Superman AY,AY,AY,T
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ELECTROLITE AT,T,D,HB
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Scorpion Van Dam Spear AY,AY,B
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Teleport T,DN,A
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SKULL FLAME T,T,T,BL
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Sub-Zero Freeze AY,T,A
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Slide T,DN,B
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SLIDING PUNCH T,D,T,B
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Liu Kang Fireball AY,AY,B
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Flying Kick T,T,A
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SUMMACUT T,T,AY,B
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Goro Every once in a while, I can get him to turn invisible and
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hurl his opponent across the screen, but I have no idea how
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I'm doing it. If anyone has any moves for Goro, please let
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me know!
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Game Genie Codes
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00C-B5E-3BE Infinite time
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005-94C-B31 Player 1 is invincible
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0A0-14B-F72 10 continues (change first two digits to change number
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of continues)
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002-96D-B31 Infinite continues
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FF9-AFC-6EE Punches do more damage
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FF9-BFC-E6F Knees do more damage
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FF9-A7C-E60 Uppercuts do more damage
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FF9-CFC-E6F Kicks to stomach do more damage
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FF9-B7C-6E3 Kicks to face do more damage
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FFA-17C-E6F Shoulder throws do more damage
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C68-35F-24E Play as Goro
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A Parting Shot:
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Just a final general comment on one-on-one fighting sims. Nearly every
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game in this particular category, no matter what the system, is at its best
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when played in a two-player mode. No matter how advanced the system, human
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interaction is better than pummelling a CPU. Computers get predictable, but
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humans can still be surprising now and then! Unfortunately, the GameBoy, like
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all handheld portables, is biased toward one-player use. Sure you can GameLink,
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but let's face it: It's annoying. All those cables, the added expense of
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multiple GameBoys and multiple cartridges . . . . However, the new Super GameBoy
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may present an opportunity to get around this. Unfortunately, Nintendo
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apparently chose to waste chip-space on a draw program instead of trying for a
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built-in two-player option of some sort. Perhaps software companies can take
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advantage of this technology and add a new dimension to GameBoy fighting sims:
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Two-player competition on the Super GameBoy.
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Any opinions? Drop me a note!
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**********
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LEVEL TWO
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The First Official TGSSZ Reader Survey
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I'm always interested in people's opinions of the GameBoy system, games,
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and peripherals. One of the neat things about the GameBoy is that, with all the
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stuff available for it, it's possible for each of us to create our own personal
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GameBoy package to suit our needs and preferences. From time to time, I'll be
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asking you about your experiences with the GameBoy -- and this is one of those
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times! Please take a moment to answer these questions and send your responses
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to me.
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1) Overall, what GameBoy game do you play the most?
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2) What GameBoy game have you been playing most recently?
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3) What game tip do you most desperately need?
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4) Do you use a lighting system?
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5) Do you often play your GameBoy in total or near-total darkness
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(with a lighting system, of course)?
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**********
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GAME OVER
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Not-quite-the-last Words
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Well, that's it for issue #1. I hope you found it both enjoyable and
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useful. The contents for next issue are a bit up in the air right now. If I
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have time, I'll publish a walk-through to Final Fantasy Legend, since I noticed
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quite a few people asking questions about the game on rec.games.video.nintendo.
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That would like result in a late issue, probably mid-September. If I can't get
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the FFL piece together, I'll run a feature on classic-style shooters. Help me
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decide . . . if you have FFL questions, send them to me; if I get enough of
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them, I'll run the walk-through.
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The Last Words: Unpaid Apolitical Announcements
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The Game Genie mailing list and ENCRYPT
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The list of Game Genie codes I provide for any given game will NOT be
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comprehensive; I will list the codes I find most useful or interesting. For
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the latest codes and news about the Game Genie, as well as info on accessing
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the Game Genie code-server, subscribe to the Game Genie mailing list and read
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ENCRYPT, the official Game Genie e-zine. Unfortunately, I don't have the
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current subscription instructions onhand, and I don't want to risk burying the
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wrong person in unwanted mail. I'll obtain the correct address for the next
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issue of TGSSZ; until then, keep an eye on rec.games.video.nintendo.
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The GameBoy mailing list and archive
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If you're reading this, you probably have both Internet access and a
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GameBoy. If you do, then you just gotta subscribe to the GameBoy mailing list!
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The list definitely needs more traffic, and all those GameBoy-specific requests
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on rec.games.video.nintendo should definitely be sent to the list as well, so
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they can reach an audience of GameBoy-users who are most likely going to be
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able to answer them! Through the GameBoy mailing list, you can also obtain
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information on accessing the GameBoy archive, an excellent source of a variety
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of GameBoy info. Subscribe today . . . or, better yet, subscribe NOW! Contact
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gameboy@cuckoo.hpl.hp.com for further instructions (I hope).
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