HDTenEightyP/NetNews huggingface dataset:
From: mrburges@eos.ncsu.edu (MICHAEL RANDLE BURGESS)
Subject: Re: Improvements for SFIICE to SFIII
Originator: mrburges@c00374-247dan.eos.ncsu.edu
Reply-To: mrburges@eos.ncsu.edu (MICHAEL RANDLE BURGESS)
Organization: North Carolina State University, Project Eos
Date: Wed, 30 Sep 1992 19:15:33 GMT


>I donno, Maybe Im asking for a flame but all you guys here sating how SFII and
>SFII:CE should get changed into a MK wanna-be want to ruin a good game... I
>mean
>dont get me wrong I LOVE MK and playit it ALL THE TIME, and I LOVE SFII:CE and
>play that all the time, each for themselves... leave em alone and they will
>both
>flourish

Yea, but why not encorporate what makes both games so appealing into one
SUPER game? Not that we want to make SF into MK. They both are good 
by themselves. But if SFIII is going to be a smash hit Capcom better
look and learn from MK.

Mike B.
NCSU
Newsgroups: rec.games.video.arcade
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: People who want moves lists
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Sat, 3 Oct 92 14:52:43 GMT

In article <1992Oct2.021133.2377@athena.mit.edu> jimhsu@athena.mit.edu (Jimmy M.D. Hsu) writes:
>Since there are so many people crying out for moves list, why
>not have someone keep a list and email anyone who posts such
>a request?  I seem to recall someone earlier whining about how
>they asked kindly (even begged) for a list and never got a copy.
>
>This would be a very nice thing to do.  I don't have the list,
>and I don't want it, but someone else could take up this service.
>
>If everyone who has a list emailed the person who asked, that
>would not be so nice, either.  So, *one* person be the movekeeper!

Read the FAQ.  I currently hold the list for SFII classic (willbe
adding moves for the TCE soon).  There is also a TCE list available
too, refer to said FAQ.  Anyone who wants mine, e-mail to address
below.  I also post it to here & alt.games.sf2 _extremely_
infrequently, maybe I will do it again soon.
(Note - my mailer has a nervous breakdown when attempting to deal with
UUCP and occaisonally bitnet addresses.  If you mail me a request and
don't hear back, its cause I cant reach you.  I'll post it eventually,
for those in this situation.  Later...
__
 ____________________________    ________________________________
 \ Axl                      /_/\_\ "Forever trusting who we are /
 / j_herlih@oz.plymouth.edu \-\/-/  And nothing else matters"   \           
 ----------------------------    --------------------------------
From: marine@ils.nwu.edu (Colette Marine)
Newsgroups: rec.games.video.arcade
Subject: Re: The first video game (Was: First side-scrolling game.)
Date: 2 Oct 92 04:24:28 GMT
Organization: The Institute for the Learning Sciences

***** Posting from a friend's account *****

In article <1992Oct1.003018.1837@pacdata.uucp> jimh@pacdata.uucp (Jim Harkins) writes:
>Funny nobody has mentioned this game.  Right next to pong in my arcade was
>a 1 or 2 player game.  Each player got a rocket that started at the bottom,
>and above were asteroids that went from the left side of the screen to the
>right, and from the right to the left.  They didn't bounce, each direction
>was independant.  The idea was to get your ship to the top of the screen
>without being hit by a rock.
>
>So, does anybody else remember this?  And do any of you want to guess my age?

I think I do...you could only move your ship up (maybe down, too) or wait in
place.  And as you went up the screen, the sound effects went:

doo   doo   doo   doo   doo doo doodooditdoo

What was this game called?

Jared D. Brame
(who yesterday got to play Space Ace for the first time in four years)
From: wa2cs252@troi.cc.rochester.edu (Guardian)
Newsgroups: rec.games.video.arcade
Subject: Re: Mortal Kombat
Date: 29 Sep 92 18:39:05 GMT
Organization: University of Rochester (Rochester, NY)

I am pretty decent player using Jonny Cage, but I do have a little trouble in
beating my friends who use Raiden. Does anybody have any good suggestions?
Does anybody have any good combos? Does anybody in my area what to get together
and play a little MK or SFII:CE.

-Dave
Newsgroups: rec.games.video.arcade
From: mrburges@eos.ncsu.edu 
Subject: The Next Steet Fighter
Originator: mrburges@c00466-224wi.eos.ncsu.edu
Reply-To: mrburges@eos.ncsu.edu 
Organization: North Carolina State University, Project Eos
Date: Tue, 29 Sep 1992 20:11:50 GMT


   For the next SF to have the lasting effects that SFII and CE have had
on the gaming market, it is going to have to incorporate many new ideas.
The writers and programmers better think long and hard before coming out
with SFIII. If they don't, it will just be another sequal(or should that
be threequel). 
	
   Anyway, they(Capcom) are going to have to do one of the following:

1) Create all new characters, based on the ones that currently exist.
or
2) Keep the 'old' characters, but add 12 more to choose from.

Having 24 characters to choose from may sound like alot, but I think if
they did this it would become the mother of all fighting games!

Other things Capcom should note:

   Look at the rival fighting games like Mortal Kombat, or the new one by
NEO-GEO(sorry don't remember the name). MK has some VERY good aspects that
a fighting game should have. For instance, the fatals. Putting a guy to
his death is what makes this game. Personally I don't like the digitized
graphics all that much, probably because no game has done them justice.
Digitized graphics just take up too much memory for them to be as smooth
as SFII. 

   The animation for SFIII should still be animated(bitmapped), but even more 
detailed. Also the special moves(whatever thay may be), should be more animated.
For instance: Imagine that when Ken does his DP a flaming dragon envelops
his body and carries him upwards, as he knocks the shit out of you. Or they 
could just animate the fierce specials, to cut down on programming time.
  Add some kind of fatality to each character, like MK. I know that Capcom
will probably not go to the gore extremes like MK does, but some added gore
would be nice :).

  Controls....much could be debated here, but I dont think you can beat the
current set up for SFII. The only thing I can think of would be a 'SPECIAL
MOVE' button. This may be useful if a guy had a weapon(ex. Guile Gun ), or
if you could pick up weapons on certain screens. Maybe you could pick up the 
pieces of the signs and statues you break while fighting an opponent? Endless 
possibilities here.

  Most of all Capcom should take their time. When SFIII comes out I
want to be AMAZED by the graphics, play control, sound, and the NEW
characters. 

   Put all these aspects in the next SF, and you'll be waiting in line for 
hours to play the mother of all fighting games!!
From: ant@galadriel.bt.co.uk (Antony Espindola)
Newsgroups: rec.games.video.arcade
Subject: Re: A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 29 Sep 92 08:32:44 GMT
Organization: Data and Business Comms, BT Labs, Martlesham, Ipswich, UK.

From article <1992Sep27.235643.1@camins.camosun.bc.ca>, by alumni106@camins.camosun.bc.ca (Max Sterling):
> In article <1992Sep28.024748.2649@news.unomaha.edu>, bryker@cwis.unomaha.edu (Barrett T. Ryker) writes:
> 
>> Hmmmm.  Obviously you have not seen graphics demos such as "Vectdemo",
>> It's the codeing that makes it look soooooo good.  Why do games ported
>> from the amiga suck?  Not because the IBM can't handle the graphics,
>> but because there is such a rush to get a game done, and they are poorly
>> coded (there are exceptions to IBM-AMIGA graphics, but nothing that is 
>> in SF2).
> 
> I could say the same thing about Amiga games ported from the IBM (eg. 
> ANY Origin game, particularly the Ultima series, Microprose games, 
> Civilization, etc). It would be nice if more Eurodemo programmers would 
> make games for both systems. At least that way, you know they're going 
> to put in A LOT of effort to make the thing GOOD (and most likely A LOT 
> more playable than the stuff they have now).
> 

Just thought I'd add some comments tp this debate...
Being a programmer, more of games than demos, it is very hard to
program a very fast and neat looking whizzy games simply because you
have to stick to the rules. That is to say that, particularly with the
amiga and the ST, there are so many different versions of machine (and
even more so with PCs) that you cannot simply bash the hell out of the
processor doing neat tricks with overscan etc, because you cannot
garuntee that it will work with 100% of machines.
This comes into effect more so in the games industry because rules
HAVE to be stuck to. They (the games programmers) also relay on vast
libraries of routines which they can use and update for their current
project(s). This seems to have the effect of programming abilities
being cushioned by the boss(es) who wants the games written by
using the libraries.
Timing is also very crittical, as any demo programmer knows...just one
clock cycle out and the whole thing dumps!!!
The SFII games would be nice, but I personally don't think that you
can move those size sprites around AND read a 8 direction + 6 button
joystick times two AND scroll screens AND map moves out etc.
These sort of machines (ST/Amiga/PC) just aren't capable of doing it.
Sure, you could do it on a 60Mhz 486 with fuck-loads of RAM, but what
would it look like on Joe Public's 8 Mhz 8086 ???

Anybody else want to add/subtract/destroy/flame to my comments ??
[please keep it serious, none of this WELL, I COULD/ I'VE SEEN
bullshit - it's not big or clever !]

Antony.
From: lonewolf@ersys.edmonton.ab.ca (Benoy Koshy)
Newsgroups: rec.games.video.arcade
Subject: Re: When Mk Falls, SF2 Will Reign
Date: Sun, 27 Sep 92 23:47:28 MDT
Organization: Edmonton Remote Systems #2, Edmonton, AB, Canada

epasls@kuhub.cc.ukans.edu writes:

- If you keep it up, people will grow sick of fighting games, and that will
- be the day I dread. Leave the street fighting to Capcom, as god intended.
- And keep in mind I don't hate this game, it was good-intentioned, it just 
- relied too much on its blatant violence. SF2 needs no candy-coating.
- 
- 	I leave you with these words of wisdom. From what this Vax contains,
- there are a hell of a lot more people out there who play SF than Mk,
- no offense. So when you suddenly realize that MK lost its flair, don't say
- I didn't warn you. About 5000 or more SF2 players can't be wrong.
 
5000?!  There's probably 5000 in my city alone, if not more...
 
I agree, my friend and I started to learn Mortal combat, but when someone 
was teaching us the game and said 'well, do to this move, you just have 
to push up twice, once left, and then twice down and then hit 4 buttons
at once' we said 'SCREW THAT!' and went to good old simple but elegant 
SF2.  Funny that SF2 is simple and elegant now that we are used to it, MK 
is waaaaay over complicated...

Ben Koshy/Lone Wolf              lonewolf@ersys.edmonton.ab.ca
President of B.A.K.A.            Banzai Anime Klub of Alberta
 __________|________________________________________________
|_|_|_|_|_|||______________________________________________/
 ~   ~   -'|   "Sailor Moon Action!" - Sailor Moon
Xref: sparky rec.games.video.arcade:7827 rec.games.video:19583
From: dougo@wam.umd.edu (Douglas Bruce Olson)
Newsgroups: rec.games.video.arcade,rec.games.video
Subject: Re: Space War [was First side-scrolling game]
Date: 1 Oct 92 12:36:11 GMT
Organization: University of Maryland, College Park


	Space War was also mentioned in Steven Levy's "Hackers"

"
Newsgroups: rec.games.video.arcade
From: jadorety@eos.ncsu.edu (JAMES ALLEN DORETY)
Subject: re:  A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Originator: jadorety@c00062-100lez.eos.ncsu.edu
Reply-To: jadorety@eos.ncsu.edu (JAMES ALLEN DORETY)
Organization: North Carolina State University, Project Eos
Date: Mon, 28 Sep 1992 21:32:04 GMT


The discussion about why SFII IBM won't come out is great, but the fact remains
I have a copy of the Beta. It will not unzip unlessed pkfixed and then doesn't
work. the NFO file said there were only 3 buttons: punch, kick, and throw. I 
don't know if they were going to fix that. It was made BY CAPCOM. The directory
Included files for all characters.
That's the facts folks. I only wish my copy hadn't gotten messed up, since I
haven't seen it since.  BTW, here is a thought for you.  If they didn't do the
paralax scrolling, The game would be plenty fast on a 386. The graphics would
be good enough, the sound could actually be better (gotta love that SBlaster).
Who cares if it doesn't look as pretty if it plays the same? The graphics on
SFII aren't anything to write home about anyway?
-- 
------------------------------------------------------------
Jim Dorety -----------> jadorety@eos.ncsu.edu
AKA ------------------> Gnor - Evil God of Sex and Excess...
From: hoguej@helium.gas.uug.arizona.edu (justin c hogue )
Newsgroups: rec.games.video.arcade
Subject: Re: SFIICE: Super chip
Date: 27 Sep 92 17:51:50 GMT
Organization: University of Arizona, Tucson, AZ

In article <22845@optima.cs.arizona.edu> maestas@cs.arizona.edu (Mark Maestas) writes:
>
>     Well, we're getting the Unofficial modification chip here at the Tucson
>Gulf'n' Stuff.  Could someone please post or e-mail me the differences
>between SFIICE and the modified version.  More specifically, I want to know
>what new stuff Vega, Balrog, Bison, Honda, and Zangief can do, but anything
>you have would be most appreciated.  

  Mark and I saw this last night in Tucson, and here';s my thoughts on the
new chip enhancer
--The speed is really fun.  In fact, the speed of the real sfII:ce is 
  dissapointing in comparison.
--The character balance we all know and love is gone.  Even if you jump
   BEFORE Ryu/Ken throws a fireball, they can still uppercut you, not to
   mention some people can jump and uppercut you while you tryto kick 
   them out of the air.

  Zangief need not touch the ground to do the SPD, only they have to be on 
 the ground.  Any and all special moves can be done in the air.  Fierce
fireballs/sonicbooms/yogafires go down, strong goes up, jab goes unbelievable
slow, and causes a serious problem, esp. if you jab throw.  
  If you play it try this,  Last night Mark threw a jab fireball, followed it
to his enemy, and when it hit him(the enemy was unconcious) he did a triple
uppercut--nasty combo that hurt like hell.  The same thing can be done with
guiles jab sonic boom, follow up with the feirce-fierce-sonic boom combo.
  Honestly, it was only neat.  I wish the speed on the real game was the same,
but the rest I can do without.
--Jowfus
From: alumni106@camins.camosun.bc.ca (Max Sterling)
Newsgroups: rec.games.video.arcade
Subject: Re: Yes, it's called the "fast" version of CE SFII
Date: 6 Oct 92 08:23:51 GMT
Organization: Camosun College

In article <1ai8keINNeve@gap.caltech.edu>, michaelw@cco.caltech.edu (Michael Wong) writes:
> 	There's a whole slew of these "fast" CE SFII in Los Angeles

> right now.  Basically, one cannot tell the difference between these
> new machines; it looks just like a regular CE game.  However, when you

I beg to differ. On the machines we have up here, it says "accelerator" 
during the demo, so you CAN tell the difference between the two.

> actually take on the "old" CE versions.  Zangrief and Dhalsim are just
> extremely vicious now; they move so quickly!  Here are some other
> observations:

Not really. With Chun Li, it's easier to take them out than before.

> 	Chun-li can initiate her lightning-kick using the fierce button--
> in the air

So THAT'S how you do it! OK, I got it a few times just by fluke.

> 	Ken/Ryu's fierce fireballs are just about as fast as Sagat's
> "tigers/yigers"; they fly torwards your opponent's legs or head, which
> ever you prefer

Nope, they're faster. Unless he's on the other side of the screen, you 
haven't got a hope in hell of dodging them. Chun Li could do it if 
you're about a half screen apart, but just barely.

> 	a video glitch makes Blanka blink into Ryu the entire round; it is
> cool seeing a Blue and Brown Ryu, you know!

I haven't seen this one yet, but it sounds neat. So when you do the 
ball, does Ryu curl up and throw himself at your character, or does he 
just have the same moves as if you chose Ryu in the first place?

> 	What else?  All aerial throws can be performed as long as you appear
> above your opponent's head 

My favourite technique. >:-) I managed to get to fight #8 with this, 4 
farther than my previous best. Unfortunately, Ken slaughtered me. :-/

> 	Basically, this "fast" version is just CE, only much faster and
> no-holds-barred when fighting in the air!  Anybody else have other
> comments?

Ya, you missed one of Blanka's new "techniques". He's able to turn into 
Ryu temporarily to do an uppercut, and then he turns back into Blanka 
again. Other than that, it seems to check out fine. Mata ne.

                                            -=]> Max <[=-

+-----------------------------------------------------------------------------+
|Kup- "This reminds me of the time when my   +-> Kup- "You ever SEEN a Regulan|
|      my platoon was stranded on Regulan IV;|         Metal Monger, lad?"    |
|      there we were, only SEVEN HUNDRED of  |   Hot Rod- "Uh, no,..."        |
|      US, against THREE WHOLE REGULAN METAL |   Kup- "TRUST me! We were      |
|      Mongers!"                             |         outnumbered!           |
|Hot Rod- "Seven HUNDRED of YOU? Against     +--------------------------------+
|          THREE of THEM? Aw, come on, Kup!"-+ alumni106@camins.camosun.bc.ca |
+-----------------------------------------------------------------------------+
From: 737ochs@gw.wmich.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Dream Arcades (Re: First side-scrolling ga
Date: 2 Oct 92 01:22:51 EST
Organization: Western Michigan University

In article <btribble.1ptg@terapin.com>, btribble@terapin.com (Bobby Tribble) writes:
> In article <1992Oct1.181001.5066@exu.ericsson.se>, exuhag@exu.ericsson.se
> (James Hague) writes:
>>jecoleb@eos.ncsu.edu (have clue, will travel) writes:
>>>
>>>---------------------------------------------------------------
>>>Games That Are A Must    Games I Mention For Nostalgia's Sake
>>>---------------------------------------------------------------
>>>Bosconian (Bally/Midway)   Zookeeper (Taito)
>>>                         Quartet (Sega)
>>>                         Vanguard (Centuri)   
>>>                         Three Stooges (Mylstar)
>>                           ^^^^^^^^^^^^^
>>
>>My goodness, I didn't think anyone remembered!  Never
>>heard of Quartet, though.
>>
> 
> Never heard of Quartet? Not even the Sega Master System game? Hm... "Get the
> key to open the door! Open the door!" I never played it, but remember hearing
> that over and over...I think it was quartet 2...
> 
> As for Three Stooges, I've never seen it in person, but remember it always
> being in the background of What's Happening (the TV show, I think it was that
> one) and I always wondered what the HECK it would be like... Too bad I was a
> little kid and not into vidgames back then like I am now...I missed a lot of
> great games (sigh)

Well, almost correct, What's Happening Now!, What's Happening was in the 70's
when we had PONG and Space Invaders(see posts about side scrolling games ;^)
It had 3 joysticks I seem to remember, You could play Moe, Larry or Curley
It seems like you were trying to find your potential brides and rescue them
You had to throw pies and stuff, I've only seen it once or twice, and only
played it as much as that(once or twice) a LONG time ago, so the memory is
kinda fuzzy. Oh yea, it seems like it came out from Mylstar, the successor
to D Gottlieb(maker of all the fine pinballs and Q*Bert) Mylstar was the maker
of MACH 3,(see laser disk thread)

Fred Ochs
Newsgroups: rec.games.video.arcade
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: My god, no more Street Fighter talk??
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Mon, 28 Sep 92 02:25:11 GMT

In article <mowRRB7w165w@flex.com> dcha@flex.com (Doug Cha) writes:
>        Incredible..   is Street Fighter talk dead already?
>
>        Or will there be a formidable absense, followed by a huge
>        return to dominate this area again?

*knock knock*  Hello, McFly??

SFII posts are here in mass quantities, as usual.  Where have you
been?  Do try to get out more. :)

-Axl
From: cjm9321@hertz.njit.edu (The InfoMan)
Newsgroups: rec.games.video.arcade
Subject: Re: MK: Scorpion's fire
Date: 29 Sep 92 21:18:00 GMT
Article-I.D.: njitgw.1992Sep29.211800.22875
Organization: New Jersey Institute of Technology, Newark, N.J.

In article <1992Sep24.155130.1@emu.insted.unimelb.edu.au> s342055@emu.insted.unimelb.edu.au writes:
>Hi,
>I was watching a guy play Scorpion on Mortal Kombat when he was up to
>the stage when the words "FINISH HIM" flashed on, Scorpion pulls off
>his mask and fireballs the enemy with flames coming out of his mouth.
>Anyone have any idea how you can do this?  When Scorpion reveals his
>face it's a pretty ugly face like a skeleton.  

	That is his death move.
	You stand back about an inch and hold block then push up twice.

	Scorpion is dead. Sub-Zero killed him (I think, it's somewhere
in the game) That is why Cage (?) doesn't do any damage when he hits him
in the balls.



-- 
M A D E   .   . .---. .---.    \  Buy U.S.A. products,  /    xxxxx ==========
  I N     |   |  \    |___|    <     It's YOUR job.     >    xxxxx ========== 
 T H E    |   |    \  |   |    <  Christopher J. Massa  >    ================
-------   `---' `---' '   `    / cjm9321@hertz.njit.edu \    ================
From: ant@galadriel.bt.co.uk (Antony Espindola)
Newsgroups: rec.games.video.arcade
Subject: Re: A 386 mathcing SFIIs graphics, etc.  * LAUGH *
Date: 29 Sep 92 16:00:26 GMT
Organization: Data and Business Comms, BT Labs, Martlesham, Ipswich, UK.

From article <1992Sep29.083244.26343@galadriel.bt.co.uk>, by ant@galadriel.bt.co.uk (Antony Espindola):
> These sort of machines (ST/Amiga/PC) just aren't capable of doing it.
> Sure, you could do it on a 60Mhz 486 with fuck-loads of RAM, but what
> would it look like on Joe Public's 8 Mhz 8086 ???
> 

Let me expand a bit more on what I meant here.....
To take the arcade machine of, say, SFII, and try to get something
that looks the same means that the game play will suffer.
OTOH, to produce a game that plays the same will not have the good
graphics.... we must remember that arcade machines are dedicated
hardware and contain plenty of custom chips for scrolling, number
crunching, joystick read etc., in fact, I would go as far to presume
to say that about 80% of the actual program is hardware (ie. only game
maps/sprites etc are software - the rest is handled by hardware). This
obviously means that the awesomely fast hardware only concentrates on
one job and does that job well.
To try and do this ALL in software is a mean feat....sure, it has been
done on machines and some games are great but they aren't exactly
arcade quality are they???
I (personally) don't even think that the consoles (Sega MD, Nintendo
SNES etc.) are that brilliant; possibly with the exception of the Neo
Geo !!

To summarise, you must remember that arcade machines are dedicated to
doing a particular job and they do it well. Unless you have exactly
the same hardware/software, it will never be the same ???

Comments please......

Antony.