Re: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Pedro Quaresma


There are heaps of RPGs that I've started, got to the last
dungeon/level/something, then gave up. Can't tell you why. When I try to
finish one of those games again, I usually start from the beginning.

So my record is most probably awarded to Ultima VII: The Black Gate. Took
me 15 months to finish, due to the Pick here to enter riddle and to the
fact that I had no internet at the time.

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Jim Leonard  
 
  [EMAIL PROTECTED]   
 
   
 
   
 
  08/11/01 01:59   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]  
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: Re: [SWCollect] Killer Games (was 
Soccer Games (was shock))
   
 



Chris Newman wrote:

 Yeah, I use a simple question for my benchmark: What game did you keep
installed
 on your HD long after you've finished it just to show it off? For me it
was WC1
 (and WC 2 even more so).

The only game that has survived almost as long as my personal computer
career has is Hack.  Not Nethack, just regular old Hack.  I played it
from 1986 to 1990 on floppies and when I got a hard drive in 1991 I
installed it and never took it off.  It's still on my 1GHz Athlon (my
main machine).  I play it about twice a year, but I still play it.  And
I've only won it once.

Here's a thought:  What's the game you've played the longest and NOT
finished?  It took me 13 years (I am not making this up), on and off, to
finish Tass Times in Tonetown.
--
http://www.MobyGames.com/
The world's most comprehensive gaming database project.



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http://www.salvador-caetano.pt
http://www.globalshop.pt




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RE: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Pedro Quaresma


Of course, I forgot the RPGs that have no ending. Sometimes I dig up my old
Darklands saves and go for some more rides. But the next time I play it
I'll start from the beginning... once again!

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Hugh Falk  
 
  [EMAIL PROTECTED]
 
   
 
   
 
  08/11/01 20:24   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: RE: [SWCollect] Killer Games (was 
Soccer Games (was shock))
   
 



Ha...well some games don't end...like Telengard...I still play that.


Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, November 07, 2001 9:00 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Killer Games (was Soccer Games (was shock))


Chris Newman wrote:

 Yeah, I use a simple question for my benchmark: What game did you keep
installed
 on your HD long after you've finished it just to show it off? For me it
was WC1
 (and WC 2 even more so).

The only game that has survived almost as long as my personal computer
career has is Hack.  Not Nethack, just regular old Hack.  I played it
from 1986 to 1990 on floppies and when I got a hard drive in 1991 I
installed it and never took it off.  It's still on my 1GHz Athlon (my
main machine).  I play it about twice a year, but I still play it.  And
I've only won it once.

Here's a thought:  What's the game you've played the longest and NOT
finished?  It took me 13 years (I am not making this up), on and off, to
finish Tass Times in Tonetown.
--
http://www.MobyGames.com/
The world's most comprehensive gaming database project.



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http://www.salvador-caetano.pt
http://www.globalshop.pt




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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Pedro Quaresma


I was just kidding Jim :) Of course Moby Games is reliable: Catacomb Abyss
was finished in Nov.1991, but released only in 1992, so Moby Games is, as
usual, right! :)

Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Jim Leonard  
 
  [EMAIL PROTECTED]   
 
   
 
   
 
  08/11/01 22:24   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]  
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: Re: [SWCollect] Soccer games 
(was:Shock)   
   
 



Pedro Quaresma wrote:

 OK, found it. Catacomb 3D is from 1991 hmmm, MobyGames mentions it as
 being 1992 (but we know that MobyGames is highly unreliable ;) )

Please send me proof of that so I can change the date.  A readme file or
something?  I just need proof.
--
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http://www.salvador-caetano.pt
http://www.globalshop.pt




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Re: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Lee K. Seitz

Jim Leonard boldly stated:

I was a fan of Stunt Driver (Spectrum Holobyte) over Stunts because the
stunts were more flexible in the track editor (wants a completely banked
track?  No problem)

You can do completely banked tracks in Stunts.  The only time it
flattens out is right before a stunt (jump, loop-de-loop, tube, etc.)
or switch the direction of the bank.

 and because you could also customize the gameworld
physics (friction, gravity, etc.) and also you could design your own
car!

Okay, you can't do this in Stunts without hacking the files.  Although
I've seen information on how to modify the car characteristics.

  It also had a faster 3D engine, digitized sound through the
speaker, and multiplayer support.  Again, if someone can tell me why
Stunts was so much more popular over Stunt Driver, please do so :-P

I can't find Stunt Driver in MobyGames.  Does the box have black and
white stripes on the front?  I bought that game used and wasn't
impressed with it at all.  Unfortunately, I don't remember why any
more.  It may have been a speed issue.  (As in, it ran too fast on my
machine.)  I haven't tried Stunts on my current 700MHz machine, but it
ran fine on my 133MHz one.

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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Lee K. Seitz

Karl Kuras boldly stated:

I went to CGE99.  He worked on XBOX?

Yep.  One fun fact he mentioned was that the 2600 had 15 micron
circuits.  The Xbox has .015 micron circuits.  How far we've come! 8)

-- 
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Re: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Chris Newman

Isn't Hack the genesis of Rogue? Wasn't Hack on the PDPs of the world throughout the
seventies, and was ported to PCs, and finally to a commerical game from Epyx?

As for the wizard's password I've been searching for an answer (lightly) on and off
for years. If you press Contol-P in Rogue a prompt appears: Wizard's Password: .
No matter what you type a message is displayed, Hmm, were you ever as smart as Ken
Arnold? I wonder if this is a red herring or a real password?

Jim Leonard wrote:

 Chris Newman wrote:
 
  What about Rogue? I've been playing that one for years.

 (Hack is a rogue-like game.)

  BTW, does anyone know the Wizard's Password for Rogue? And who the heck is Ken
  Arnold?

 Ken Arnold:
 http://www.mobygames.com/developer/sheet/view/developerId=493/
 --
 http://www.MobyGames.com/
 The world's most comprehensive gaming database project.

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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Pedro Quaresma


How _far_ we've come? The Atari 2600 had 15 bugs, the XBox has 15.000.000
bugs. Let's say how low we've fallen, instead :)
!
Pedro R. Quaresma
[EMAIL PROTECTED] / [EMAIL PROTECTED]
So long, and thanks for all the fish


   
 
   
 
   
 
   
 
   
 
   
 
   
 
  Lee K. Seitz   
 
  [EMAIL PROTECTED] 
 
   
 
   
 
  09/11/01 12:26   
 
   
 
  Solicita-se resposta a   
 
  swcollect  Para: [EMAIL PROTECTED]  
 
  A/C: 
 
  Ref: 
 
  cc:  
 
Assunto: Re: [SWCollect] Soccer games 
(was:Shock)   
   
 



Karl Kuras boldly stated:

I went to CGE99.  He worked on XBOX?

Yep.  One fun fact he mentioned was that the 2600 had 15 micron
circuits.  The Xbox has .015 micron circuits.  How far we've come! 8)

--
Lee K. Seitz  *  [EMAIL PROTECTED]  *  http://home.hiwaay.net/~lkseitz/
   Wanted:  Vintage Pac-M*n necktie
   (The asterisk is to keep from mucking up people's Usenet search
results.  Replace it with an a, if you didn't know.)

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Novo Avensis. Sempre um passo à frente!
http://www.toyota.pt




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RE: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Hugh Falk

Yes, actually I had found these yesterday :-)  Thanks though.

Unfortunately, the DOS version doesn't seem to work for me. All I get is a
message:  Diskette/version out of phase

I found an interesting game called RogueQuest...but it's not the same :-(

What I really want is the cracked version for the STcan't find it
anywhere :-(((

Hugh

-Original Message-
From: Lee K. Seitz [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 7:19 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Killer Games (was Soccer Games (was shock))


Hugh Falk boldly stated:

Can you point me to one of these Roguelike game sites?

Don't you know how to use search engines? 8)

http://www.win.tue.nl/~kroisos/roguelike.html
http://www.hut.fi/~eye/roguelike/
http://www.skoardy.demon.co.uk/rlnews/

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RE: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Hugh Falk

It's the other way around.  Check out this graphic:

http://www.hut.fi/~eye/roguelike/RogueTree2.gif


Wow, I don't know about the password.  Please let me know if you find out.


Hugh

-Original Message-
From: Chris Newman [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 7:47 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Killer Games (was Soccer Games (was shock))


Isn't Hack the genesis of Rogue? Wasn't Hack on the PDPs of the world
throughout the
seventies, and was ported to PCs, and finally to a commerical game from
Epyx?

As for the wizard's password I've been searching for an answer (lightly) on
and off
for years. If you press Contol-P in Rogue a prompt appears: Wizard's
Password: .
No matter what you type a message is displayed, Hmm, were you ever as smart
as Ken
Arnold? I wonder if this is a red herring or a real password?

Jim Leonard wrote:

 Chris Newman wrote:
 
  What about Rogue? I've been playing that one for years.

 (Hack is a rogue-like game.)

  BTW, does anyone know the Wizard's Password for Rogue? And who the heck
is Ken
  Arnold?

 Ken Arnold:
 http://www.mobygames.com/developer/sheet/view/developerId=493/
 --
 http://www.MobyGames.com/
 The world's most comprehensive gaming database project.

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Re: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Lee K. Seitz

Jim Leonard boldly stated:

It's not a red herring; old versions of Hack allowed you to specify
Wizard mode on the command line.  What does Wizard mode give you?

Pros:  
- Start with a wand of wishing; can wish 3 times for up to 3 of
something except more wands of wishing
- You're invincible

Cons:  
- You can win the game but nothing is written to the high score table
when you win, making Wizard mode a practice mode only

I've been playing Hack/Nethack/Rogue/Moria on and off for ten years
now.  I never managed to win a game until I downloaded iRogue for my
Palm (http://roguelike-palm.sourceforge.net/iRogue/).  And then, I
think it was largely luck that I managed to do it.  The nice thing
about iRogue is it lets you enter Wizard mode without a password.

-- 
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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Jim Leonard

Karl Kuras wrote:
 
 From: Pedro Quaresma [EMAIL PROTECTED]
  There is an English version of Ambermoon, in the very least in .adf files
  (can these be converted to floppies readable by the real Amiga? No idea)
 
 You can convert the floppies, BUT it's very tricky.  The Amiga used an 800k
 floppy format that PC's can't read.  I've heard rumors of a program that
 allows you to read and write to Amiga disks on a PC (haven't actually seen
 it, try XT-Powers site for that) or you can get a Catweasel card which lets
 you read virtually every Disk format ever made on a PC.

Disk2FDI DOES exist, and guess what:  It's hosted by me at
oldskool.org.  It was written by a good friend of mine, Vincent Joquin,
who is a genius.

Central Point Option Board also allows you to read any format but the
software is a decade old and doesn't recognize protected Amiga formats.

Now, this is reading only.  You cannot WRITE to an Amiga disk at all on
an IBM no matter what you have (except maybe a catweasel).  This is
because the IBM floppy controller can *read* everything but cannot
*write* everything, which made uncopyable copy protection possible on
the IBM.  (Disks with such protection *had* to be cracked if you wanted
to make a working copy).
-- 
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The world's most comprehensive gaming database project.

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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Jim Leonard

Pedro Quaresma wrote:
 
 I was just kidding Jim :) Of course Moby Games is reliable: Catacomb Abyss
 was finished in Nov.1991, but released only in 1992, so Moby Games is, as
 usual, right! :)

That's still quite useful -- I'm going to add it to Versions info. 
Thanks!
-- 
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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Jim Leonard

Lee K. Seitz wrote:
 
 - Brand loyalty (although Sega is out of the picture unless they decide
 to advertise a $50 Dreamcast)
 
 Yes, but Microsoft doesn't have any brand loyalty built up.  Or was
 that your point?

Yes.  :)  Nintendo has extremely high brand loyalty.

 - Supply (which we all know hurt PS2 tremendously last xmas)
 
 I don't think supply will be a problem for PS2 this year, just Xbox
 and GameCube.  Or, again, was that your point?

Yes again.  :)  GameCube will have less of a problem, but Xbox is
already preordered into January.
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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Yes, you can use component cables.

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 3:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


Hugh Falk wrote:

 Madden 2001 was 640 x 480 @ 60 fps at launch.  I'm sure others did as
well.

Does PS2 have a progressive output function?  Like 480p through
component, or a VGA connector?
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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Sure...but it is still sadly lacking in texture memory.  It is it's biggest
drawback technologically.

Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 3:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


Hugh Falk wrote:

 There is a huge learning curve when dealing with the PS2.  However, once
 you've learned it...it's like any other system.  The second generation of
 games will be very impressive.  I don't think the PS2 is going away for
 several years.  The only really bad aspect of programming the PS2 is the
 very limited texture memory...this will always be a problem.

Doesn't it support compressed textures?  I could've sworn it did...
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Re: [SWCollect] Killer Games (was Soccer Games (was shock))

2001-11-09 Thread Lee K. Seitz

Hugh Falk boldly stated:

Is there a version [of Rogue] for Pocket PC  I haven't
investigated yet...I'll have to!

Since I don't own one, I don't know.  But let me know what you find
out.

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Re: [SWCollect] New disk lifetime

2001-11-09 Thread Jim Leonard

Lee K. Seitz wrote:
 
 Here's an odd question for you.  In the past couple of months, I've
 picked up two shrinkwrapped boxes of ten DS, DD 5.25 disks.  (Does
 anyone know if you can still buy these new (not NOS) anywhere?)  I
 figure these are just going to get harder to find, so I better stock
 up now.

The best place to stock up on old floppies are schools that are throwing
them out.  I picked up close to 1000 so I'll be fine forever ;-)  You
can still get these new but the manufacturer is selling you NOS
because they haven't sold any for half a decade.  You have to
special-order them in bulk from 3M or something.
 
 Anyway, here's my question.  I know disks with data written to them
 will eventually develop errors simply from age.  Is there any reason

There was a long thread about this 8 months ago or so -- my experience
is that older disks actually retain their data better because of the
larger media size and less data crammed onto that media.

 unused, sealed disks would become unusable?  I mean, after a few
 thousand years, they might loose their magnetic charge, but what
 about, say, the next 100 years?

I honestly haven't seen this.  I cracked open a Ulysses (Sierra, 1982,
IBM PC) and it worked great.  (Much groaning could be heard on this list
after I cracked the wrap ;-)
 
 And I just know there's someone (Jim?) on this list that's got a few
 hundred blank 5.25 DD disks saved up for preservation efforts, right?

Whoa, that's uncanny!  How could you ever guess that?  ;-)
-- 
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The world's most comprehensive gaming database project.

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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Jim Leonard

Hugh Falk wrote:
 
 Yes, you can use component cables.

Then I stand corrected, unless the PS2 only supports interlaced output. 
If so, your 640x480 image was getting output as 640x240 :-(

The texture memory (4 MB, that's it?!) is indeed a joke.  Geez, even the
Dreamcast has 8mb.
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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Karl Kuras

From: Jim Leonard [EMAIL PROTECTED]
 The texture memory (4 MB, that's it?!) is indeed a joke.  Geez, even the
 Dreamcast has 8mb.

And while speaking of PS2 weaknesses, what's the deal with only 2 controller
ports?

Karl Kuras
Visit Our House the online comic strip
http://ourhouse.trantornator.com


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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Yeah, a bit lame, but nothing a multi-tap doesn't fix.  That's the type of
cost cutting feature I can agree with.  That makes perfect sense and keeps
the cost down.  Texture memory on the other hand is not a place to skimp.
It can be worked around, but again it makes the programmers job more
difficult.

Hugh

-Original Message-
From: Karl Kuras [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 5:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


From: Jim Leonard [EMAIL PROTECTED]
 The texture memory (4 MB, that's it?!) is indeed a joke.  Geez, even the
 Dreamcast has 8mb.

And while speaking of PS2 weaknesses, what's the deal with only 2 controller
ports?

Karl Kuras
Visit Our House the online comic strip
http://ourhouse.trantornator.com


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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Well then we'll just disagree.  I think of it like toll roads...let the
people who use it pay for it.  Don't charge everyone more if they're not
going to use it.  It helps keep the cost of the base system down and will
help sell more systems.  Personally, I bought my multitap with my PS2
because I know I'll use it.

Hugh

-Original Message-
From: Karl Kuras [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 6:48 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


From: Hugh Falk [EMAIL PROTECTED]
 Yeah, a bit lame, but nothing a multi-tap doesn't fix.  That's the type of
 cost cutting feature I can agree with.  That makes perfect sense and keeps
 the cost down.  Texture memory on the other hand is not a place to skimp.
 It can be worked around, but again it makes the programmers job more
 difficult.

I have to disagree... the multitap is like any other peripherial, they won't
be purchased by enough people to warrant the additional cost of including
supporting code in a wide variety of games.  PSX had a multitap and I can't
recall any games that used it after the first wave of releases.  And SNES
had one too, but only game I recall using it was Bomberman (granted, that
was enough to warrant the purchase).  Peripherals have almost always failed
on consoles.

Karl Kuras
Visit Our House the online comic strip
http://ourhouse.trantornator.com


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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Tens of millions of dollars (depending on how many of the platform sell):

1)  Each unit would cost more to produce...not much more, but say $2 per
unit...multiply this by 20 million units and it ads up.
2)  It causes even more money loss because people then aren't buying
multitaps.  This is a way for hardware manufacturers to actually make some
profit on hardware (instead of software only).

Hugh

-Original Message-
From: Lee K. Seitz [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 10:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


Hugh Falk boldly stated:

I agree with more esoteric peripherals...but not a multi-tap.  If you have
an 4-player game concept, you will support it without doubt.  Multitap
support is easy and multitaps are plentiful (relatively).

Only if there is a standard multi-tap method.  As I recall, the Sega
Gensis ended up with two multi-tap standards.  [Pause]  Ah, here
we go (http://www.alienbill.com/vgames/multiplayer.html).  Okay, so it
seems it's actually EA's fault for introducint their own multi-tap
system before Sega themselves did.

And really, I have to ask, just how much cost does two controller
ports add to a console?

--
Lee K. Seitz  *  [EMAIL PROTECTED]  *  http://home.hiwaay.net/~lkseitz/
   Wanted:  Vintage Pac-M*n necktie
   (The asterisk is to keep from mucking up people's Usenet search
results.  Replace it with an a, if you didn't know.)

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Re: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Karl Kuras

But how many multitaps really sell?  I have yet to meet (other then you)
someone who bought one (but don't know a single N64 owner who didn't have at
least 3 or 4 controllers... working ones!)  It can't be more then maybe 3-5%
of the console owning population.

Karl Kuras
Visit Our House the online comic strip!
http://ourhouse.trantornator.com

- Original Message -
From: Hugh Falk [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 09, 2001 10:34 PM
Subject: RE: [SWCollect] Soccer games (was:Shock)


 Tens of millions of dollars (depending on how many of the platform sell):

 1)  Each unit would cost more to produce...not much more, but say $2 per
 unit...multiply this by 20 million units and it ads up.
 2)  It causes even more money loss because people then aren't buying
 multitaps.  This is a way for hardware manufacturers to actually make some
 profit on hardware (instead of software only).

 Hugh

 -Original Message-
 From: Lee K. Seitz [mailto:[EMAIL PROTECTED]]
 Sent: Friday, November 09, 2001 10:20 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [SWCollect] Soccer games (was:Shock)


 Hugh Falk boldly stated:
 
 I agree with more esoteric peripherals...but not a multi-tap.  If you
have
 an 4-player game concept, you will support it without doubt.  Multitap
 support is easy and multitaps are plentiful (relatively).

 Only if there is a standard multi-tap method.  As I recall, the Sega
 Gensis ended up with two multi-tap standards.  [Pause]  Ah, here
 we go (http://www.alienbill.com/vgames/multiplayer.html).  Okay, so it
 seems it's actually EA's fault for introducint their own multi-tap
 system before Sega themselves did.

 And really, I have to ask, just how much cost does two controller
 ports add to a console?

 --
 Lee K. Seitz  *  [EMAIL PROTECTED]  *  http://home.hiwaay.net/~lkseitz/
Wanted:  Vintage Pac-M*n necktie
(The asterisk is to keep from mucking up people's Usenet search
 results.  Replace it with an a, if you didn't know.)

 --
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RE: [SWCollect] Soccer games (was:Shock)

2001-11-09 Thread Hugh Falk

Sorry don't have the answer to that one...you'd have to check with Sony.  My
guess would be more like 10%...but even saying 5% of the Playstations out
there is still about 4 million units...a very significant number.

Hugh

-Original Message-
From: Karl Kuras [mailto:[EMAIL PROTECTED]]
Sent: Friday, November 09, 2001 10:32 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Soccer games (was:Shock)


But how many multitaps really sell?  I have yet to meet (other then you)
someone who bought one (but don't know a single N64 owner who didn't have at
least 3 or 4 controllers... working ones!)  It can't be more then maybe 3-5%
of the console owning population.

Karl Kuras
Visit Our House the online comic strip!
http://ourhouse.trantornator.com

- Original Message -
From: Hugh Falk [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 09, 2001 10:34 PM
Subject: RE: [SWCollect] Soccer games (was:Shock)


 Tens of millions of dollars (depending on how many of the platform sell):

 1)  Each unit would cost more to produce...not much more, but say $2 per
 unit...multiply this by 20 million units and it ads up.
 2)  It causes even more money loss because people then aren't buying
 multitaps.  This is a way for hardware manufacturers to actually make some
 profit on hardware (instead of software only).

 Hugh

 -Original Message-
 From: Lee K. Seitz [mailto:[EMAIL PROTECTED]]
 Sent: Friday, November 09, 2001 10:20 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [SWCollect] Soccer games (was:Shock)


 Hugh Falk boldly stated:
 
 I agree with more esoteric peripherals...but not a multi-tap.  If you
have
 an 4-player game concept, you will support it without doubt.  Multitap
 support is easy and multitaps are plentiful (relatively).

 Only if there is a standard multi-tap method.  As I recall, the Sega
 Gensis ended up with two multi-tap standards.  [Pause]  Ah, here
 we go (http://www.alienbill.com/vgames/multiplayer.html).  Okay, so it
 seems it's actually EA's fault for introducint their own multi-tap
 system before Sega themselves did.

 And really, I have to ask, just how much cost does two controller
 ports add to a console?

 --
 Lee K. Seitz  *  [EMAIL PROTECTED]  *  http://home.hiwaay.net/~lkseitz/
Wanted:  Vintage Pac-M*n necktie
(The asterisk is to keep from mucking up people's Usenet search
 results.  Replace it with an a, if you didn't know.)

 --
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