HDTenEightyP/NetNews huggingface dataset:
From: 2frjflog@kuhub.cc.ukans.edu
Newsgroups: rec.games.video.arcade
Subject: SF2 PART III - CHUN-LI'S QUEST
Date: 13 Apr 92 01:57:04 CDT
Organization: University of Kansas Academic Computing Services

In article <1992Apr12.164646.39278@kuhub.cc.ukans.edu>, 2frjflog@kuhub.cc.ukans.edu writes:
>> 
>>   (alot of good stuff deleted here)
>> 
>>Well that is my story.  It was great sex, but my wife knows something is 
>>wrong, ever since I make her wear studded bras and spandex panties.  Please,>>>if any of you masters think that you can last 456 rounds against Bison, and 
>>then masturbate in public and handle Anal noogies please contact me.  I have
>>to save that dame, and have her do another me-me-ya-fuck to my face. Please I
>>am desperate.  Please contact me.
>>
>>-"chun-liless CHRIS LYMAN".....2frjflog@kuhub.cc.ukans.edu"
>>
>>
>>'Oh where have you gone my beauty"....I shall weep forever more....
>> 
>>
> In article <00958E7F.3EA3CA00@Msu.oscs.montana.edu>, icsjp170@Msu.oscs.montana.edu writes:
> 
>    Well dude, here's the story, I can get to the 455th round, but then 
> something odd happens.
>     Bison pulls this Semi-automatic weapon out from underneath the large 
> decorative bell and lays waste to Poor Chun for 30 seconds of nonstop 
> continuous autofire.  I've tried everything, the helicopter kick, jumping off
> the wall in hopes to
> surprise him and throw him before his reactions can tell him to point the 
> gun a different direction but, nuttin works.  I noticed Chun has 2 bracelets
> Do you suppose she's supposed to throw one to stop the gun and the other to 
> break the screen?
>     Ah well, back to pumpin quarters into the machine!
> Later all, and if ya figure out how to block that machine gun, I think we 
>might have a chance!
> 
> Phantom
> 
 Hm....well, Well after I read your response to my tragic tale..I went back and
 played.  I'll be darned if you aren't right...in the 455th round Bison
 does get this mean looking UZI.  I cried when he kept pumping CHUNCHUN's 
 heaving breasts choc-full-o-lead.  However after obliterating me the
 first round...I found a strategy that won the next round:
 
 In the begginning of the round back up all the way to the corner.  Immediatley
 jump in the air, and Bison will shoot up at a 45 degree angle at you. The 
 first volley will miss you so you have a second to react.  When you hit the 
 ground after the initial jump...jump towards him as if you were doing
 the HEAD STOMP.  You will step on the first bullet, and likewise the other
 bullets.  So basically you will be walking on bullets as you approach him.
 The cool part of this is...the bullets are being deflected of of your
 Adamantium boots and back into his chest and genitals.  MEGA DAMAGE.
 Well I won that round but I jumped to late, in the second round, and he
 nailed me where it counts...my poor lover yelled Ohhhhh....instead of
 Ahh.....when she slumped over.  I think it killed her and my child she was
 carrying.  Anyway try that and let me know if The bracelet/Sheng Long is true.
 I suspect it is because my sex goddess would not lie.
 
 LONG LIVE LI.................
 2frjflog@kuhub.cc.ukans.edu
From: 910680p@ace.acadiau.ca (JOHN PERRIN)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 6 Apr 92 12:24:14 GMT
Distribution: rec
Organization: Acadia University

In article <GRIGSBY.92Apr5181905@occs.cs.oberlin.edu> grigsby@occs.cs.oberlin.edu (Spiral Death Trap) writes:


>Almost all games now have background music of some kind, mostly awful.
>However, this is not always the case: some have actual musical validity, and
>are fun to listen to if you can hear them over the nervous cheering of
>the SF2 crowd.  Here are some of my nominations:
>(Note: Laser disc games don't count, although with the advent of heavy
> sampling, the distinction becomes less obvious.)

>-Marble Madness
> Bucked the trend of boring rock 4/4 themes by sounding like incidental 
> movie music.  The vacuum cleaners still crack me up, as does the acid
> puddle theme (love those bassoons) and the orchestration at the beginning
> of the aerial race.  This may be my favorite.

>-Moon Patrol
> Simple, bouncy, effective.  I still find myself humming this.

>-Super Mario Brothers
> It's not good enough, however, to make me forgive Nintendo for all the 
> atrocious variants on this style that they churned out several years ago.
> Good half-time shuffle-bounce pseudo-jazz with unfortunate percussion.
> Just plain infectious.

>-Buster Bros.
> Some of those themes were _insane_!  I'm still kicking myself for not taping
> it while it was around: anyone seen a machine near them?  A sleeper.

FANTASY 2000
COUNTY FAIR MALL 
NEW MINAS . NOVA SCOTIA
>-Phoenix
> It takes sheer chutzpah to pirate "Fur Elise".  Wow.

>This is not an official poll: feel free to post your opinions.  There are
>many games I've never been able to hear the music on due to inadequate
>volume.

>Soon to come: Worst Theme Music.  Possible nominees: Magic Sword, TMNT II,
>D.D. Crew, and more!

># grigsby@occs.cs.oberlin.edu (Spiral Death Trap)
># "Someone's been sleeping in _my_ porridge!" -Harkness kitchen graffiti
Newsgroups: rec.games.video.arcade
From: tlwatts@uokmax.ecn.uoknor.edu (...thomas...)
Subject: Re: SF2 - Dragon Punch
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK
Distribution: usa
Date: Tue, 14 Apr 1992 00:52:04 GMT

fhuang@eniac.seas.upenn.edu (->  `BOGUEMAN'  <-) writes:



>Could someone please tell me how to get a DRAGON PUNCH from a crouching
>position? A friend of mine was telling me about it, but we don't know
>how to do it? Illumination please, anybody?



>-bogueman
 
okay...to do the crouching dragon punch ... well, you must crouch first.
then do a double fireball, don't push the button to throw, just move the
joystick quickly from defensive crouch to forward twice.  On the second
time push your punch (whichever one you choose) as if you would throw a 
fireball...voila! crouching dragon punch!


Doogan

Newsgroups: rec.games.video.arcade
From: st1el@rosie.uh.edu (Jensen, Douglas J.)
Subject: Re: SFII TCE
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Wed, 8 Apr 1992 05:58:00 GMT

In article <1992Apr8.045444.24648@athena.mit.edu>, scott@athena.mit.edu (Scott D Bradburn) writes...

[stuff deleted]

>Bison's torpedo, and how to stop it:  Don't give him a chance to set it up!
>If you're playing an idiot, he'll do it at times when you can counter it.
>A smart person won't.  It can be used as a jump-attack defense, especially
>against Ken, Ryu, and Guile.  A smart person, after knocking an opponent down
>does it as the player is standing up.  When their opponent is standing the
>flame is already halfway through their opponent so it *can't* be countered
>only blocked.  You'll take 2-3 small chunks off for this.  The worst part

One observation : if Bison does the flame-spin thingy, and you look like you're
about to be hit : JUMP or TAKE THE HIT.  If Bison hits you 4 or more times with
the flame, it takes off less energy (on the average) to just take the hit.

I think so, anyway.

---Doug
From: philb@cats.ucsc.edu (Philip Brown)
Newsgroups: rec.games.video.arcade
Subject: Re: Roadblasters
Date: 13 Apr 92 06:39:41 GMT


ja1r+@andrew.cmu.edu (Jeffrey Wayne Alexander) writes:
>> THe usual generic tips apply first and foremost...
>> 
>> Don't take your foot off the gas unles you REALLY REALLY have to
>> (and you never do :-)

>     Ohhhhhh yes you do!  Don't pass by fuel globes.  It's better to
>slow down and catch them all than it is to breeze by and hit most of
>them, hoping to make up the lost fuel with speed.

>Jeff Alexander              | "INTRUDER!  INTRU>gnignignignignig<" *POW*
>ja1r@andrew.cmu.edu (ARPA)  | Totallll carnage!  I *LOVE* IT!
>ja1r%andrew@CMCCVB (BITNET) | Never cheat a Zarlor Mercenary.

Funny.. I don't usually have a problem getting them... ;-)

-- 
"If you're going to get uptight, you may |philb@cats.ucsc.edu
as well go do Karate!"                   |philb@soda.berkeley.edu
Anonymous T'ai Chi instructor            |
From: samurai@uriel.cs.mcgill.ca (Darcy Brockbank)
Newsgroups: rec.games.video.arcade
Subject: Re: RE: What did(n't) they do to Blanka?
Date: 14 Apr 92 18:51:35 GMT
Organization: SOCS, McGill University, Montreal, Canada

In article <1992Apr13.205830.39324@kuhub.cc.ukans.edu>  
2frjflog@kuhub.cc.ukans.edu writes:
> In article <1992Apr12.160548.7210@cs.mcgill.ca>, samurai@uriel.cs.mcgill.ca  
(Darcy Brockbank) writes:
> > 
> > Well? I played Blanka, and beside the annoying "roar" after the
> > Blanka Ball, there didn't seem to be anything else new...
> > 
> > - db
> > 
> 
> Woah....db...what are ya saying man.  Blanka has become one of the most 
> powerful new characters.  Several notable changes are.

Well, I only tried it one time. I went back, and here's what I saw.

> 5) Depending on how you move the joystick....His bite quickens and slows 
>    (their is a pattern I have developed to make his bite very quick)

I just use back and forth.

> 6) Some people say that you can stop his roll in mid flight...but I don't
>    believe it.

I don't know about this. However, this happened to me twice: I did the
ball, and instead of hitting my opponent, as both he and I expected, I
came out of the ball short. We both sat there crouched, and surprised for
a couple of seconds until I started kicking him :-). It just kinda stunned
our rections, because we were expecting Blanka to hit with the roll.

I can't say I did it on purpose though, so I'm still not sure about it.

> 7) His stupid double flip (fierce punch) has been eliminated.

Yay!

> 9) I can roll consecutively for an entire round.

Hmmm. I could do this before. Just start charging as soon as you start
rolling.

- db

--
---- my opinions are my own, not my employer's ---
"You fill in the mortar, I build the wall." "...a secret stigma, 
weeping willow, a diminished carnival of sorts." "Who might leave you
where I left off? A perfect circle of acquaintances and friends."
"I can't see myself at thirty I don't buy a lack of thirty
Caught like flies wishing for tomorrow's jewlery" - M. Stipe
From: lpeters@eos.ncsu.edu (LAMONT  PETERS)
Newsgroups: rec.games.video.arcade
Subject: Re: Zangief Sucks in SFII:TCE!!!!
Date: 10 Apr 92 18:49:02 GMT
Reply-To: lpeters@eos.ncsu.edu (LAMONT  PETERS)
Organization: Project EOS - North Carolina State University

In aritcle <92100.094610U21952@uicvm.uic.edu> George `Wooster' Wu 
<U21952@uicvm.uic.edu> writes:

>bodom@silver.ucs.indiana.edu (Roy Smith) says:
>
>>4)oh big doodie! They give him a moving lariat.....so now when I move in
>> closer I can be swept
>
>    I personally thought it won the awards for the dumbest "enhancement" made
>to the old SFII  characters in the CE. And it moves SOOOO slow that you could
>harldy press an attack with it, and a simple kick will bring it down. WOW to
>Capcom for this powerful move.

That's what I though until I used Ken and his Double Lariat moved in 
and smacked my head as I threw a fireball at him.  Also the moving 
Double Lariat will allow you to defend against air attacks a little 
better, will it not?  Just a thought.

lpeters@eos.ncsu.edu
From: bb2j+@andrew.cmu.edu (Brian O. Bozarth)
Newsgroups: rec.games.video.arcade
Subject: TCE moves wanted
Date: 10 Apr 92 19:30:33 GMT
Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA

Anybody who has a compilied list of the new moves in TCE..especially for
Vega (how do you control the dive stuff after you get off the razor kick
move) and Bison..send me one via email or post it to the bboard.

Brian
Newsgroups: rec.games.video.arcade
From: sc5a+@andrew.cmu.edu (Samuel Samho Chang)
Newsgroups: rec.games.video.arcade
Subject: SF2: No GIFS ???
Date: 13 Apr 92 22:03:30 GMT
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Hi, I noticed the gifs that I sent to Wuarchive are gone.
I guess the people over there don't like them, huh?

So, any suggestions for where I should send the gifs to?
ps, good thing I still have them in my account.

Thanx, Sam.
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 13 Apr 92 14:07:26 GMT
Distribution: rec
Organization: Ericsson Network Systems, Richardson, TX

jdeitch@umiami.ir.miami.edu writes:
>
>There can be only one candidate for catchy/annoying themes :
>
>Dink dink dink dink.  Dink dink dink dink.  Dink dink dink dink dink.
>Dink dink dink dink dink dink dink dink dink dink dink dink dink.
>
>Namely, (of course), Frogger.

Thanks a whole lot.  Guess what music will be going through
my head all day.

Actually, I always liked the Frogger music.  Not necessarily
the one mentioned above, but that there were a bunch of different
songs of varying lengths.  (And if you raced through the
levels, you could get "ahead" of the music and the game would
be silent.)

--
James Hague   
exuhag@exu.ericsson.se
Xref: sparky rec.games.video.arcade:5340 alt.games.sf2:368
Organization: University of Illinois at Chicago
Date: Tuesday, 7 Apr 1992 18:27:48 CDT
From: <U14540@uicvm.uic.edu>
Newsgroups: rec.games.video.arcade
Subject: CYBERBALL

You guys really make me laugh. Street fighter TCE blows chunks. I can't
see what all the interest is in the game. If anyone out there plays real
games such as cyberball then let me know.
From: tvp@gibdo.engr.washington.edu
Newsgroups: rec.games.video.arcade
Subject: Re: Xevious - where is the easter eggs?
Date: 16 Apr 92 18:49:48 GMT
Distribution: na
Organization: clearer than blir

In article <GRIGSBY.92Apr16122739@occs.cs.oberlin.edu> grigsby@occs.cs.oberlin.edu (Spiral Death Trap) writes:
>
>In article <1992Apr16.145033.20876@cbnewse.cb.att.com> ofoz@cbnewse.cb.att.com (steven.s.ozdemir) writes:
>
>   Right before the second mothership, a triangle of green is formed in the
>   middle of the screen by several roads.  I know of at least one silo and
>   possibly up to three in that triangle.
>
>   I find it hard to raise that silo and kill it before it scrolls off the
>   screen.....does anybody else have the same problem.  Also, I've heard of 
>   flags in Xevious that are similar to the hidden silos.  Do the flags give 
>   you any advantage, other than causing a bunch of groupies to congregate 
>   around you?????
>
>Yep, run over them for an extra life!  There's one on the trailing edge of
>the first horizontal river (I think the first...it's been a while.)  Like
>the silos it is invisible and unusable until bombed, when it pops up.
>I just stay up on the screen and bomb across (it's towards the left usually
>so I start there) until I hit it.  There's another one in the first sea, on
>line with the inlet to the big pond-- either there or the end of the pier
>when you're leaving the water, I don't remember which.  They are placed
>randomly on the horizontal axis but always on the same line.
>
>Our local library used to have an old issue of JoyStik (remember it?) which
>had all these locations, of which there were several more.  WIsh I could
>get to it...it showed all the hidden silos and stuff. // g

Hey, I remember that article!! I helped write it. I even played the
games in the pictures. I have that article I think (actually probably
all issues) and can dig it up for information if anyone's interested.
I could probably post it cause the copyright owner's don't seem to
care anymore anyway. (The publishers were a sad bunch actually...
Wouldn't've known a video game from a hole in the ground without their
editors and then they pulled the plug on the thing as soon as one of
their businessmen buddies said at lunch: "I heard video games were
dying out.")  I always wanted to know if they refunded subscribers
who'd gotten the shaft, but I seriously doubt they did. BTW, I worked
freelance for them so complain directly if you had a problem.

-- Tad Perry   Internet:    tvp@gibdo.engr.washington.edu
               CompuServe:  70402,3020
               NIFTY-Serve: GBG01266
From: chiriu@cco.caltech.edu (Michael Edwin Ichiriu)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2 : TCE and the Cheesepedo.
Date: 14 Apr 92 12:08:36 GMT
Organization: California Institute of Technology, Pasadena

bodom@silver.ucs.indiana.edu (Brian Odom) writes:

>Another idea:
>Can some Zangief master confirm this?  I had an interesting thought.  As you're
>blocking the cheesepedo, try a double lariat.  You're still blocking (the 
>lariat requires NO joystick movement) so I think it can work, unlike trying
>to do a crouching uppercut.

Well, I don't know if this will work for Zangief, but I've noticed that if
you start blocking Bison's drill, no matter what you do to the joystick you
continue blocking.  You don't need to hold the joystick in a blocking position,
so if you're playing Guile or Blanka you can charge for the whip kick or
Blanka ball while he's going through you.  No idea if that means the double
lariat idea will work or not.
From: tlhayes@uokmax.ecn.uoknor.edu (Zatar)
Newsgroups: rec.games.video.arcade
Subject: Bison's Torpedo (SFII: TCE)
Summary: Stopping the tick
Keywords: Bison SFII Vega
Date: 12 Apr 92 17:09:37 GMT
Article-I.D.: uokmax.1992Apr12.170937.30908
Organization: Braxana High Council


Everyone says that this move is really easy to stop, mostly just jumping
up and kicking him on the way down.  Well, I can do this, but if he ever
knocks me down once, he just does the thing before I even have a chance to
get up, knocks me into the back wall, throws me as soon as he is done, and
starts it again before I even get up.  I can throw him when he comes out
about 1/6 of the time, and I am usually playing Vega, who I would imagine
to be fast at throwing.  So I can beat Bison, but only if he never knocks
me down.  I wish you could start the backflip defense when getting hit - I
always try it, but even if I get it off in time, the slower torpedos will
hit me on the last roll.  So, anyway, is there some easier way to keep him
from throwing me after the torpedo?  This would help a lot.  As it is, the
only way I can beat Bison every time is go back to someone who can throw
fireballs.  Thanks.
					Zatar
					tlhayes@uokmax.ecn.uoknor.edu
From: willimsa@unix1.tcd.ie (Gavin Williams)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2 is on this board to stay!
Date: 8 Apr 92 22:33:22 GMT
Organization: Trinity College, Dublin

In <1992Apr8.033605.39125@kuhub.cc.ukans.edu> 2frjflog@kuhub.cc.ukans.edu writes:

>In article <axolotl.702619305@syzygy>, axolotl@socs.uts.edu.au (Iain Sinclair) writes:
>> jbhoward@ws74.unccvax.uncc.edu (James Bradley Howard) writes:
>>  >Street Fighter 2 has totally clogged this newsgroup.  Contrary
>>  >to what some people have said, even the super "parsing" kill
>>  >files have little or no effect in filtering out all that garbage.
>> 

>YOU will kill this group.  Go post on rec.I am the king of the world.egomaniacs.  That is where you belong,  If I want to post anything I want about an arcade game I will do it here.  If it happens to be sf2 than I will do it in both places.  And when you get your little crusade of 'responding to every single post' up and running I will tell you to go to hell, as I did when you sent me the last message. Get a life.  

You're right and you're wrong.  Maybe the original posting should go to both 
r.g.v.a and the dedicated group, and then you might suggest that followups
could go to the dedicated group
BTW, when posting, try not todo your complete post on one line.

--
         ______________________________________________________________
	|  A.G. Williams          |        Plus qu'il n'en faut.       |    
	|  willimsa@unix1.tcd.ie  |                                    |
	|_________________________|____________________________________|
Organization: Arizona State University
Date: Thursday, 16 Apr 1992 17:42:19 MST
From: <AUJDW@ASUACAD.BITNET>
Newsgroups: rec.games.video.arcade
Subject: >>>> Sheng Long Moves List <<<<

After much experimenting with Sheng Long on SF2 CE, I have found some moves.

Sheng Long has a devastating move like Guiles Shield Kick, but has a longer
range than guiles kick.

You pull down on the joystick, and as you move the stick up, you hit the
fierce button.

Please Respond if you know of any other cool moves for this character.

T1000
Newsgroups: rec.games.video.arcade
From: wanderer@leland.Stanford.EDU (Anthony William Cannon)
Subject: Re: SFII TCE
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 8 Apr 92 04:28:58 GMT

In article <1992Apr8.021326.18502@gmuvax2.gmu.edu> 2795ag@gmuvax2.gmu.edu ( ) writes:
>In article <1992Mar25.060329.21822@cco.caltech.edu> julius@cco.caltech.edu (julius yang) writes:
>
[stuff deleted]
>If ANY player hits him early, Bison will take damage before he even goes
>into the dive.  otherwise:
>
>Yoga fire, sonic boom, or fireball  WILL  stop Bison's dive
>dragon punch SHOULD stop ...
>Razorkick WILL stop...
>spike kick WILL NOT stop bison

  wrong-o.  Sorry. I've spiked bison out of the flame more than once

[the rest deleted]

-- wanderer
From: jdeitch@umiami.ir.miami.edu
Newsgroups: rec.games.video.arcade
Subject: Wanted : FTP site for Cheats Sheet
Date: 15 Apr 92 14:41:44 EDT
Organization: Univ of Miami IR
Summary: FTP site needed
Reply-To: jdeitch@umiami.miami.edu
Followup-To: rec.games.video.arcade

I need an ftp site for the Arcade Games Cheats Sheet.

I'm getting flooded (worse than Chicago) with requests for copies of this thing
and would like to put it up for anonymous ftp.

My requirements are this :

I be able to log in to update it and delete the old version

Anonymous ftpers *not* be able to write or delete (ie:read-only).

Space needed is about 150 to 250 kilobytes.

Can anyone help ?

thanks,

- Jonathan 
-------------------------------------------------------------------------------
Internet : jdeitch@umiami.miami.edu | Go Braves !! | "I hate it when I can't
---------------------------------------------------| trust my own technology !" 
"Thrills!  Chills!  Magic!  Prizes!"  -- Hurricane |    -- Geordi LaForge

Gene Roddenberry, Isaac Asimov, Jim Henson, Dr Seuss, Mel Blanc ... Sigh ... 
Newsgroups: rec.games.video.arcade
From: steveh@franklin.cc.utas.edu.au (Steve Howell)
Subject: Wanted: Original Game Board Schematics and Manuals
Organization: University of Tasmania, Australia.
Date: Tue, 7 Apr 1992 13:37:11 GMT



	I am interested in buying original company game board shematics
and manuals, as my collection is basically all photocopies....


If you have any you may wish to sell drop me a line.


Steve H

Newsgroups: rec.games.video.arcade
From: chiriu@cco.caltech.edu (Michael Edwin Ichiriu)
Subject: Re: SF2: RYU/KEN ???
Organization: California Institute of Technology, Pasadena
Date: Fri, 17 Apr 1992 12:11:39 GMT

scott@athena.mit.edu (Scott D Bradburn) writes:

>Simple answer:  They both come out at the same speed.  It all depends on how
>fast you can twirl the joystick.  Both dragonpunches are "retroactive."  meaning
>as soon as it is initiated, you're invulnerable and any kick that was halfway
>into your body, about to hit, no longer hits, and the kicker gets a dragon
>sized whole in his foot.

>Ken can do more dragon punches in rapid succession.  Doing two or three rapid
>jab dragon punches with ken will often get an unsuspecting person to stick out
>an arm for you to punch.  Vega is the only one fast enough to walk in and
>throw while Ken does a DP series, and even he has trouble.  Zangief can SPD
>out of pure reach though.  Don't do anything on the ground, within range of
>that move.

Not necessarily.  If any Ken is stupid enough to keep doing the move over
and over some intelligent player is going to space himself so he can walk
in while Ken is coming down from his dragon punch and throw him.  Actually,
its quite easy.  Its just like walking in when Ken's done a dragon punch
and missed.

>Scott
Newsgroups: rec.games.video.arcade