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Mailing List Logs for ShadowRN

Message no. 1
From: Chris <chris_hayes@*******.COM>
Subject: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 11:41:23 -0700
Does anyone remember the Shadowrun Game for the Sega Genesis? I loved
it. I wish it could be updated. A Diablo style wouldn't be bad at all...

Christopher Hayes
"Who put their hoo-hoo dilly in your cha-cha?" - Cartman
Message no. 2
From: Shaun Gilroy <shaung@**********.NET>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 15:13:17 -0400
At 11:41 AM 9/29/98 -0700, you wrote:
> Does anyone remember the Shadowrun Game for the Sega Genesis? I loved
>it. I wish it could be updated. A Diablo style wouldn't be bad at all...

I liked the snes shadowrun better than the sega. The atmosphere was just a
little more ominous and dark (the interface *was* Diablo-style). But the
Genesis version went miles with the decking interface where the snes
version pretty-much dropped the ball.

>Christopher Hayes



(>)noysh the spoonë bard
-> jack of all trades, master of none. <-
Message no. 3
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 17:04:49 -0400
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At 03:13 PM 9/29/98 -0400, Christopher wrote:
>I liked the snes shadowrun better than the sega. The atmosphere was
just a
>little more ominous and dark (the interface *was* Diablo-style). But
the
>Genesis version went miles with the decking interface where the snes
>version pretty-much dropped the ball.

Dropped the ball? The way that the SNES Shadowrun simulated decking
was with a clone of the game Minesweeper. Not only that, but I seem to
recal that the placement of the mine^h^h^h^h IC wasn't even
particularly random, that they used the same handful of layouts over
and over again.

Then of course there's the number one complaint about the SNES
Shadowrun: the main character was a cyber-heavy sammy, decker, and
magically active, and by the end of the game, was kick-ass in all
three areas. Luckily FASA hasn't let any subsequent Shadowrun-related
products get away with that.

Even with all that, I have to say that I still do like the SNES
version. Kitsune the Fox-shifter NPC was cute.

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 4
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 16:52:26 -0400
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At 11:41 AM 9/29/98 -0700, you wrote:
> Does anyone remember the Shadowrun Game for the Sega Genesis? I
loved
>it. I wish it could be updated. A Diablo style wouldn't be bad at
all...

Yes. The Genesis Shadowrun game was much more faithful to SR then the
Super Nintendo Shadowrun game. Though the nintendo one had that really
cute fox shapeshifter NPC. I wish they'd come up with a better name
for her though, a fox shifter named Kitsune is a bit redundant for my
tastes.


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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 5
From: Shaun Gilroy <shaung@**********.NET>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 18:06:50 -0400
At 05:04 PM 9/29/98 -0400, you wrote:
>Then of course there's the number one complaint about the SNES
>Shadowrun: the main character was a cyber-heavy sammy, decker, and
>magically active, and by the end of the game, was kick-ass in all
>three areas. Luckily FASA hasn't let any subsequent Shadowrun-related
>products get away with that.
>
>Even with all that, I have to say that I still do like the SNES
>version. Kitsune the Fox-shifter NPC was cute.

Yeah, they did try to do everything didn't they? :)

But the snes game enticed several console gamers that I knew (who didn't
play pencil and paper RPGs) to ask if they could play Shadowrun in my
group. It brought in newbies (a phenomenon I have yet to understand).

The only people I knew of to play the Genesis game were people who already
played the pencil and paper game already.

(>)noysh the spoonë bard
-> jack of all trades, master of none. <-
Message no. 6
From: Royce Cetlin <rcetlin@*******.COM>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 19:30:16 PDT
Paul Gettle wrote:
>Then of course there's the number one complaint about the SNES
>Shadowrun: the main character was a cyber-heavy sammy, decker, and
>magically active, and by the end of the game, was kick-ass in all
>three areas. Luckily FASA hasn't let any subsequent Shadowrun-related
>products get away with that.
>

uhmmm, actually...We (in my group)have done that in the past. Foci and
spell locks (/quickening) do help.

Pathfinder

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Message no. 7
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Tue, 29 Sep 1998 22:46:05 -0400
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At 07:30 PM 9/29/98 -0700, Pathfinder wrote:
>Paul Gettle wrote:
>>Then of course there's the number one complaint about the SNES
>>Shadowrun: the main character was a cyber-heavy sammy, decker, and
>>magically active

>uhmmm, actually...We (in my group)have done that in the past. Foci
and
>spell locks (/quickening) do help.

Not in the same character, I hope? There's a difference to having a
couple of spells locked on and/or quickened onto the group's sammy,
and that sammy being "magically active". With the ammont of cyber that
was in the SNES game's PC by the end of the game, he should not have
been able to work magic at the powerlevel that he did.

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 8
From: "Ratinac, Rand (NSW)" <RRatinac@*****.REDCROSS.ORG.AU>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 12:53:23 +1000
> >Paul Gettle wrote:
> >>Then of course there's the number one complaint about the SNES
> >>Shadowrun: the main character was a cyber-heavy sammy, decker, and
> >>magically active
>
At 07:30 PM 9/29/98 -0700, Pathfinder wrote:
> >uhmmm, actually...We (in my group)have done that in the past. Foci
> and
> >spell locks (/quickening) do help.
>
> Not in the same character, I hope? There's a difference to having a
> couple of spells locked on and/or quickened onto the group's sammy,
> and that sammy being "magically active". With the ammont of cyber that
> was in the SNES game's PC by the end of the game, he should not have
> been able to work magic at the powerlevel that he did.
>
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)

Okay, okay. I've never seen the game, but obviously it wasn't exactly
true to Shadowrun. You have to consider though, that this game would NOT
have been aimed at Shadowrun roleplayers (otherwise, why make it a
computer game?), it would have been aimed at computer gamers. And the
thing about computer gamers is that they LIKE developing powerful
characters (at least most do). So you can't do that in a real SR game.
So what? It's just a bit of fun, not an attack on the fabric of SR. :)

*Doc' slowly munchkinises as he taps away at his computer game.*

Doc'

.sig Sauer
Message no. 9
From: "Christopher M. Coulter" <kamikaze@*********.EDU>
Subject: Re: Shadowrun Console Game:
Date: Mon, 28 Sep 1998 19:14:02 +0000
> Not in the same character, I hope? There's a difference to having a
> couple of spells locked on and/or quickened onto the group's sammy,
> and that sammy being "magically active". With the ammont of cyber that
> was in the SNES game's PC by the end of the game, he should not have
> been able to work magic at the powerlevel that he did.

Not wanting to defend Nintendo or whatever, but the games PC could
still the magic as powerful as he did. The problem that needed to be
handled better in that game was the drain. For every kick-butt spell
he did, he should have had some major drain that would've most likely
killed him.

-Christopher M. Coulter
Message no. 10
From: Erik Jameson <erikj@****.COM>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 13:15:31 -0400
At 07:14 PM 9/28/98 +0000, you wrote:

>Not wanting to defend Nintendo or whatever, but the games PC could
>still the magic as powerful as he did. The problem that needed to be
>handled better in that game was the drain. For every kick-butt spell
>he did, he should have had some major drain that would've most likely
>killed him.

Um, it's been awhile since I played the Sega version, but I seem to recall
they did model drain in an okay fashion. Not perfect, granted, but it was
there. I rarely if ever cast Fireballs because the drain was too high; I
stuck with Force 5 Manabolts and hammered away.

BTW, I thought the Matrix stuff wasn't too bad, all things considered.

Overall, not that bad of a game for the time and the technology.

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World
Message no. 11
From: "Adams, Kevin" <KAdams@***.COM>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 15:14:28 -0400
>Okay, okay. I've never seen the game, but obviously it wasn't exactly
>true to Shadowrun. You have to consider though, that this game would NOT
>have been aimed at Shadowrun roleplayers (otherwise, why make it a
>computer game?), it would have been aimed at computer gamers. And the
>thing about computer gamers is that they LIKE developing powerful

You also have to consider that this was really the only option unless you
wanted a game like Genestealer/SpaceHulk. Diablo hadn't hit the scene yet.
Or whats that other one i'm thinking of......Final Fantasy IV I think it
was.

-K-
Message no. 12
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 20:55:06 -0400
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At 07:14 PM 9/28/98 +0000, Christopher wrote:
>Not wanting to defend Nintendo or whatever, but the games PC could
>still the magic as powerful as he did. The problem that needed to be
>handled better in that game was the drain. For every kick-butt spell
>he did, he should have had some major drain that would've most likely
>killed him.

Exactly. At the essence level he was at, his magic attribute had to be
rather low. Low magic attribute means physical drain on even minor
league spells.

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 13
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 21:02:45 -0400
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At 12:53 PM 9/30/98 +1000, Doc' wrote:
>Okay, okay. I've never seen the game, but obviously it wasn't exactly
>true to Shadowrun. You have to consider though, that this game would
NOT
>have been aimed at Shadowrun roleplayers (otherwise, why make it a
>computer game?), it would have been aimed at computer gamers. And the
>thing about computer gamers is that they LIKE developing powerful
>characters (at least most do).

I'm just glad that the designers of the SR:TCG didn't follow similar
logic when they designed the mechanics for that game. :)

(Collectible Card Game Players like to be able to have powerful
attackers on the table in their games, we should let them augment
their Mage and Shaman Runner cards with the cyberware cards.)


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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 14
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 21:36:02 -0400
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At 01:15 PM 9/30/98 -0400, Erik wrote:
>Um, it's been awhile since I played the Sega version, but I seem to
recall
>they did model drain in an okay fashion.

That's because the SEGA version was an entirely different game than
the SNES version. Same title, but different games. Different
mechanics, different characters, different plot, different puzzles...
even a different perspective (SEGA's Shadowrun had a perspective like
the "Legend of Zelda" games, while SNES's Shadowrun had a perspective
like "Diablo")


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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 15
From: Mongoose <evamarie@**********.NET>
Subject: Re: Shadowrun Console Game:
Date: Wed, 30 Sep 1998 22:35:00 -0700
:I'm just glad that the designers of the SR:TCG didn't follow similar
:logic when they designed the mechanics for that game. :)
:
:(Collectible Card Game Players like to be able to have powerful
:attackers on the table in their games, we should let them augment
:their Mage and Shaman Runner cards with the cyberware cards.)


Collectable card buyers also like games with strong themes, varied
deck strategies, and a broad range of useful cards. I think they would
have been sadly mistaken NOT to put hard fast limits on most cards. The
specifics would be better discussed on the srtcg list, which I keep
meaning to join.

Mongoose

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