HDTenEightyP/NetNews huggingface dataset:
Newsgroups: alt.games.sf2
Subject: E.Honda Strategy Guide Wanted - also, is Honda's 100 hands move ticking?
From: chan4@husc10.harvard.edu (Derek Chan)
Date: 10 Nov 92 00:29:48 EST
Organization: Harvard University Science Center

I posted earlier asking about an E. Honda Strategy Guide.  I know I saw one, but
never captured it because I never played Honda.  However, the time has come to
learn a new character, and Honda's the man!

By the way, I beat some Vega player who kept ticking me (slash, slash, throw...)
by using 100 hands and moving toward him with my hands going.  Needless to say, I beat him 10 times in a row and he got pissed, saying that the 100 hands
was not able to be blocked (he would take a little damage and then a lot as
actual hits connected.  He was blocking high.  I think that he needed to block low.  I think he was, but he claims that at some point he automatically ends up
blocking high and gets nailed in the feet.).  Is this ticking (C'mon, if Honda
doesn't use his hands, it's like Ken and Ryu not using their dragon punch :))?
Thanks.

Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: New bugs for classic SF2?
Organization: University of Illinois at Urbana
Date: Sat, 7 Nov 1992 07:39:26 GMT
Keywords: SF2 Classic, Guile, Blanka, Dhalsim, Chun-Li, BUGS

daglad@warren1a.its.rpi.edu (Danny Daglas) writes:

>On the SF2 Classic Edition:

>Here's a Guile bug that I call the Guile "yoyo": (this works for sure!)

>Do the handcuffs.. then to charge up for the magic throw, hold diagonally
>downward to charge for the razor kick as well as the sonic boom.  Then
>do the magic throw but thrust the joystick to the opposite corner:
>(assume the opponent is frozen on Guile's right side)

>                   o
>   /  - (charge)  /  {to execute magic throw} -  | {a split second after throw}
>  o                                              o

Guile is full of weird bugs, ain't he?

>(pull the joystick down IMMEDIATELY after the throw.  This will cause guile
>to throw the opponent out of the handcuffs and snap the opponent back into
>the same stupid handcuffs position (unfortunately, no damage is done).

>With blanka, I was trying the "slow ball, fast ball" bug (but failed).
>After executing the fast ball, I tapped the fierce many times, and executed
>a "super" charging, blanka electric aura.  It stunned the opponent in a
>strange "Guile handcuff" position while blanka's electricity was super fast.
>It looked pretty cool.  The stunned opponent was at the other end of the
>screen too.

What do you mean?  Did you freeze your opponent using Blanka?  Is this
something special, or just regular fierce electricity?

>A friend of mine says that you can shut the machine off and on with Chun-Li
>as well as Guile and Dhalsim.  But I don't know about that.  But this guy
>is a very reliable source.

I've done this on accident, and seen others reset the game on accident using
Chun Li and Blanka.  I don't know about Dhalsim.  Guile's, we all know about:
Roundhouse razor while doing the fierce throw.  I don't know how to reset
using Chun Li or Blanka.  I have also had the game freeze when someone
entered the game.  Again, I don't know why it happened.  (This is all on
Classic.  I haven't encountered any bugs in CE... just 'features' :).

>FINALLY!!!! I was practicing magic throw against the computer Dhalsim.  When
>I SAW GUILE DO THE THROW MOTION, Dahlsim did a foward standing kick and
>before finishing the move, jumped into the air, TOTALLY AVOIDING THE MAGIC
>THROW!  It was really wierd.  I thought it was pretty cool.

Gee, I'd like to learn that move... how to get OUT of the magic throw :).

>(Remember, this was all done on the Classic SF2.)

Also, has anyone tried the magic throw, Guile freeze, and opponent freeze
motions using other characters with charge moves (Chun Li, Blanka, E. Honda)?
Any results?  The joysticks are too terrible for experimentation here :(

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
Newsgroups: alt.games.sf2
From: LIPSCOJA@ctrvax.vanderbilt.edu (Andy Lipscomb)
Subject: Chun Li and Bbalrog?
Organization: Vanderbilt University 
Date: Wed, 11 Nov 1992 16:30:32 GMT
X-News-Reader: VMS NEWS 1.21

> And to the guy who said that he plays Chun Li and Balrog, Awsome those are my
> two favorite characters but I can't figure out why those two.  They have two
> totally different fighting styles.  Sorry I got Off topic but I wonder if
> anyone could answer that.

As that guy, my thoughts are:
*Both are relatively easy to learn.
*They have good long-range (even if non-projectile) attacks (Balrog's fierce,
Chun Li's low roundhouse).
*The extreme difference in their abilities make them a good pair to know
(nothing like Chun Li to zap an annoying Vega, or like Balrog to deal with an
annoying Blanka) (note to would-be Guile-advocate flamers: heard it!)


Andy Lipscomb
lipscoja@ctrvax.vanderbilt.edu (Bitnet: lipscoja@vuctrvax)
Don't blame me, I voted Libertarian.
From: mjk31124@uxa.cso.uiuc.edu (the Weasel...)
Subject: Re: Honda is AWESOME
Organization: University of Illinois at Urbana
Date: Mon, 9 Nov 1992 01:31:59 GMT

alee3@mach1.wlu.ca (allan lee 9207 U) writes:


*Lots of stuff deleted*

>p.s.   I have *not* been able to get between Sagat's fire with the Torp.

Correction:  Those who told me I could not torpedo Sagat's high tigreballs
are correct.  I usually torpedoed close to him and hit before his tigers
did.  Which led me to believe it could be done.  My mistake.  However his
low tigerballs are another matter.  When playing the computer Sagat, he will
usually tiger high then low... in some sort of pattern.  When he has me 
pegged against the wall with his tigers, I block and charge.  When he releases
a low tiger... torpedo... you should pass right over his low tiger and hit 
Sagat for some points.  You should also vary his torpedos in speed... for 
some odd reason Honda sometimes does more damage to a blocking Sagat with a 
slow torpedo...

BTW:  This is also on Classic... CE sucks cause they took away the range on
Blanka's double headbutt... and Honda REALLY sucks... (IMHO)

---Mike
mjk31124@uxa.cso.uiuc.edu
Newsgroups: alt.games.sf2
Subject: RE: Help with Dhlasim vs Balrog and Vega (SNES)
From: aleung@uwpg02.uwinnipeg.ca
Date: 8 NOV 92 14:44:22 CST
Organization: University of Winnipeg

None of your Fxxxxxx business.
Newsgroups: alt.games.sf2
From: lhuynh@sloth.Reed.Edu (Falcon Feather)
Subject: dhalsim.ce
Organization: Reed College, Portland, OR
Date: Tue, 10 Nov 1992 08:55:34 GMT
Reply-To: lhuynh@reed.edu


From  
reed!batcomputer!munnari.oz.au!uunet!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu 
!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!cleveland.Freenet.Edu!cb123 Wed Aug  
19 20:41:20 PDT 1992
Article: 2109 of alt.games.sf2
From: chewy@sage.cc.purdue.edu (Chewy)
Subject: Classic SF2
Organization: Hitlers allies
Date: Sat, 7 Nov 1992 23:26:20 GMT

I posted once before, and no one replied.  Could someone
out there that knows the secret moves on SF2 classic
or knows somewhere that I can get them it would
be appreciated greatly.  Thanks.

-Matt                  ...chewy@sage.cc.purdue.edu...  
Newsgroups: alt.games.sf2
From: west@ponder.csci.unt.edu (Bruce West)
Subject: Re: Ken/Ryu stuff
Organization: University of North Texas, Denton
Date: Fri, 6 Nov 1992 06:18:35 GMT

In article <BxA0yw.sB@news.cso.uiuc.edu> mlm@mrcnext.cso.uiuc.edu (Michael McCool) writes:
>Which is unfortunate, because once you hit a lot of character limitations, only
>the really versatile ones survive.  (Guile, Ken, I don't count Bison because
>they DESIGNED him to beat everyone, and I can't stand people who play him.)

   Give me a break!  I'm soooo tired of hearing this crap, cheesepedo, etc.
Designed him to beat everyone?  How braindead are you?  ANY half decent
Ken/Guile/etc can beat the hell out of Bison.  Besides the fact that he can't
get out of corners.
   Fireballs easily elliminate his torpedo.  His head stomp is easy to
counter.  Bison sucks unless his moves are *well placed*.  Which, by definition,
mean it takes a good player to be effective with him.  Bison is simply a
very powerful character for beginniners since his moves are easy to learn.
But to be consistently succesful with him is tough to say the least.



Ciao.....


                                                     - Jason
btw: dont respond by mail, cause its forwarded out of my account :(
 but I'll respond here.
Newsgroups: alt.games.sf2
Subject: RE: SNES SF2 modify.
From: aleung@uwpg02.uwinnipeg.ca
Date: 5 NOV 92 19:01:03 CST
Organization: University of Winnipeg

I am modifying another new version. If you want this version, Email me.
Alan.
From: jungersdavej@bvc.edu
Newsgroups: alt.games.sf2
Subject: guile handcuffs????please
Date: 10 Nov 92 16:34:08 CDT
Organization: Buena Vista College, Storm Lake, IA



		I  am pretty good at sf2 and would like to know how to use 
the guile handcuffs
brian
From: maestas@cs.arizona.edu (Mark Maestas)
Newsgroups: alt.games.sf2
Subject: Re: Chun Li's helicopter kick
Date: 11 Nov 92 06:43:54 GMT
Organization: U of Arizona CS Dept, Tucson

In article <1689B14471.ST21482@VM.CC.LATECH.EDU> ST21482@VM.CC.LATECH.EDU writes:
>for your information, ole french'e it's the kick button, not punch.  That's why
>it is called a helicopter kick.  If it was a punch, then it would be called a
>helicopter punch.  Also, here is another interesting little tidbit that i
>figured you like.  You can be invulnerable for at least half a second when
>executing the helicopter kick (the time when she beginsher spin).
> 
>If anyone else knew about this trick, let me know.
> 
>Gamesmaster

Uh yup yup yup yup.  In SFII Classic, you can avoid a fireball by waiting
till the last second before executing the kick.  In SFIICE, it's a good way
to 'dodge' a Speedball if you have good reflexes.  Wait until it's about to
hit you then helicopter kick.  He bounces off and pow.

                                Mark "Terminator" Maestas 
                                maestas@cs.arizona.edu
 "Hasta la vista, baby." - [8^! 
Newsgroups: alt.games.sf2
From: chewy@sage.cc.purdue.edu (Chewy)
Subject: MGD2
Organization: Hitlers allies
Date: Fri, 6 Nov 1992 03:05:27 GMT

Sam I read your mail on the MGD2, I have one also.  I do not
have the sf2 with the handcuffs though.  If you could Mail
me this it would be appreciated, because I lost your address.
thanks in advance.
-Matt                     ...chewy@sage.cc.purdue.edu...
Newsgroups: alt.games.sf2
From: west@ponder.csci.unt.edu (Bruce West)
Subject: Could we please get some CE strat guides!  Not the old stuff.
Organization: University of North Texas, Denton
Date: Wed, 11 Nov 1992 10:06:56 GMT

    There has been many strat guides posted lately, all but one of which were
for SFII Classic.  ie. all but useless for SFIICE.  The Combos are different,
the strategy is different, the priorities are different, and the boses are
involved also.
   How about an official usenet SFIICE strategy guide for all the characters.
The game has been around for *so* long now there has got to be some good
ones.  But, now that i think about it, there are still people arguing about
if there is a triple dp or not ;)  Anyway, let's get some RECENT strat
guides going up here.

Thanks a mil, in advance. (I'm ith'n for a new character)

Ciao....


                                                  - Jason
From: dxp6591@ritvax.isc.rit.edu
Newsgroups: alt.games.sf2
Subject: RE: SNES SF2 modify.
Date: 9 Nov 92 22:39:19 GMT
Reply-To: dxp6591@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology


 Hi I am from Winnipeg. I am at Rochester Institute of Technology in
New York for Applied Computer Technology that is my major. so anyway.
Bit is the smallest element of data representation. Bit is zero or one as 
write like 010010. A bit is not a character or letter. A byte is a character
or letter is represented by a string of 8 bits. 00000001 is byte or 8 bits.
There are 256 ways to combine the 1s and 0s if you have 8 places to mix them
with . For example....

00000001
00000010
00000100
00001000
00010000
001000000
01000000
10000000
00000011
00000110

If you still don't understand . I will explain more example and details.
  
                                          Daylin Pillay
From: mhen@nodisk.webo.dg.com (Mat Hen)
Newsgroups: alt.games.sf2
Subject: Re: SNES Blackbelt edition +
Date: 9 Nov 92 18:35:55 GMT
Organization: NSDD, Data General Corp.

>>>>> On 9 Nov 92 10:11:30 GMT, btdcs207@csd.uwe.ac.uk (DOC) said:

> (Cue tv comercial like music)

> Are you bored with your snes sf2 ?
> Are you bored playing the same old ways ?

> Well don't be, cause Blackbelt edition plus is here for your super nes.

> Yep, if you have an action replay, I can give you a code that allows you
> to run sf2 at Blackbelt edition speeds !, but there is a + too.

> This plus is, that everyone can now do magic throws !! Not just guile, but
> everyone !!
> Plus, it isnt just magic throws !!, how does a magic SPD sound to you !

> Believe me, it is great to see, when Zangief spins into the air holding 
> nobody, and suddenly your opponent falls to the floor with one huge energy
> loss !

> Or see the shock when you walk THROUGH your opponent, do not turn around
> but still hit them !!!

> Yes, all this is available for you, from me, for free !!

> But seriously, you have to have the cartridge version of sf2 to do it though,
> and being as I have it on disk, I am a bit naffed off.  So I was wondering
> if anyone would know how to convert an ACTION REPLAY code into a hex
> modification that I could make to my disk version.

> If anyone wants this code, then contact me.  And if anyone wants to help me
> out, contact me !

> Be hearing from ya.


> Scott
>  


Could you please post the code?  I think a lot of people would be
interested.  Thanks.

--
------

Mat Hen
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: guides
Date: 5 Nov 92 07:54:02 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc10.ins.cwru.edu


I'm looking for stragety guides for all players (bosses too).
If you have any please email me.

FRENCH HAWK
ar903@cleveland.freenet.edu
##
--
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Blanka freezes Vega
Date: 5 Nov 92 23:58:20 CST
Organization: University of Kansas Academic Computing Services

In article <rbassadi.1.0@cs1.uct.ac.za>, rbassadi@cs1.uct.ac.za (R BASSADIEN) writes:
> Here's what happend:
> 
> I was playing Blanka V$ computer Vega (Champion Edition).
> I Can't remember what combo I was buzy executing (I never needed to before),
> but I found myself doing the shock thang when I saw the Vega dude frozen.
> Well not exactly - He was shivering? Abnormally shocking?
> The point is he couldn't do anything.
> He was not loosing power.
> He was on the ground.
> He was not close to me. (on the other side of the screen)
> He was in the animation frame you see when you beat him buy time or when
> he doesn't finish a bonus stage.
> I had all my power - he never hit me that round.
> He stayed 'frozen'as long as I shocked (I could have waited until time up).
> I stopped shocking after a _long_ while to see what would happend and
> when I did the game continued normally. (I get to kick his ass)
> 
> I tried to repeat the situation but was unsuccessfull all times.
> I've run out of theory's on how it was done so, from one Blanka master to 
> others -
>           IF YOU HAVE ANY INFORMATION PLEASE POST TO THIS NEWSGROUP
>               (I bet the are many who would like to know more)
> Thanx, 
>    Aceman - alias Doc - alias Xon - alias Blank magic.
> 
> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
>  Email : Rbassadi@cs1.uct.ac.za
> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


This trick was posted many months ago as the earth shaker.
if you want to do it consistantly then
do a slow ball immediately after round starts
and while balling start jamming on the punch buttons so that
you shock immediately after the ball is executed, this will
get the effect of freezing vega and shaking the screen.










OA
Newsgroups: alt.games.sf2
Subject: SF2 clones...
From: 9125092l@lux.latrobe.edu.au (David Moon )
Date: Fri, 6 Nov 1992 09:43:28 GMT
Organization: La Trobe University

Well...i finally managed to get the sf2ibm (korean) one, and ran
it successfully. However when i ran it with sf2ibm2.exe stuffs,
it did give different fireball speeds etc, but it also did crash
alot!!

Another problem, where are the rest of the VFi*.zip files?
Why is there only vfi1.zip at ulowell??

dave
From: petitc@nuge115.its.rpi.edu (Christopher Jon Petit)
Newsgroups: alt.games.sf2
Subject: SF2:  RPG.  Suggestions Wanted
Date: 10 Nov 92 19:27:08 GMT
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.


  I'm gonna try to write a Role-Playing Game with the combat mechanics of SF2.
  I'd like suggestions for what to add as far as features, character control,
etc.

  Note:  The graphics will be SIMPLE, since I'm not gonna make it 18 Megs
long to look nice.

-- 
Trust:  A very precious social commodity, due both to high value and terrible
scarcity.
MATWDTM:  Mothers Against Teenagers Who Drink Too Much (failed name for MADD)
Newsgroups: alt.games.sf2
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: How the hell could this be cheap?????
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Fri, 13 Nov 92 13:32:11 GMT

In article <1992Nov12.185109.4003@athena.mit.edu> scott@athena.mit.edu (Scott D Bradburn) writes:
[trimmed]
>
>Things I have heard called cheap:
>Fireball/dragon punch.
>Fireball cornering.
>Making an opponent block, then throwing them. (ticking)
>Hitting an opponent with a weak attack then throwing them.
>Combos.  (It's not fair to do that much damage without being able to block)
>Any use of a throw in a fight on an opponent who isn't stunned.
>

ARGH!...Yes, the last one I hear frequently.  It is so damn
ridiculous.  Being able to throw, and trow well when needed I think is
a major skill that helps in the game.  Now, I don't do the jab jab
throw stuff (just doesn't appeal to me as effective), but I _Will_
throw a non-stunned opponent frequently...heh, I don't even usually
throw when stunned. I find a DP, hurricane kick, rolling claw to be
Alot more evvective. :)  They may cry foul at throwing when not
stunned, but if an opponent gets too close to me, they will fly,
guaranteed...*grin*
	O well, I just felt like spouting off some thoughts before
StatsI. :)  Laters...

-Axl @)-->---
"There can be only one"

Newsgroups: alt.games.sf2
From: mjb@srl02.cacs.usl.edu (Matthew Brumley)
Subject: Fallen Ryu vs. Bison's Torpedo
Organization: University of SW Louisiana
Date: Thu, 12 Nov 1992 02:13:46 GMT


I haven't been able to find anyone (around here or a few popular arcades in 
Houston) who can show me how to Dragon Punch Bison's Torpedo if one is done 
while I am getting up...  Basically what I was wondering is: at what frame of
animation does the Dragon Punch need to be done so that it comes out in time
to catch Bison (no matter what stage of the torp he is in (coming at me; pixels
away; already over me; passing me up; already gone <-- I can do this one ok 
>:).  I also have the same problem with fireballs/sonic-booms/etc, if they are
done at a certain time (if they intersect with me as I'm entering my fighting
stance).  I've done it using the popular jiggling method (just wiggle the 
joystick and tap jab until it comes out), but it's too inconsistent.

So, my question is, what is -THE- way to do it?  
(With Ryu...  with Ken, I can occaisionally get it.  Certainly more often than 
 when I use Ryu)
btw:  And NOWHERE in this post did I say it was cheesy (what a silly word), or
      whatever!  I happen to think the move's neat, but I'm wondering how to
      counter this particular aspect of it.  >:)


Ryules (I should feel ashamed!  Having played SFII(&CE) all this time and STILL
        I haven't gotten it!)
Newsgroups: alt.games.sf2
From: chewy@sage.cc.purdue.edu (Chewy)
Subject: Classic SF2
Organization: Hitlers allies
Date: Thu, 5 Nov 1992 22:02:17 GMT

Can someone out there mail me the cheat moves for classic
sf2.  The moves like Guile's handcuffs and Freeze, and
all the others you know of.  thanks in advance.

-Matt                  ...chewy@sage.cc.purdue.edu...

Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Why Bison is cheesy.
Organization: Indiana University
Date: Tue, 10 Nov 1992 14:59:07 GMT

In <1992Nov10.060203.23437@murdoch.acc.Virginia.EDU> blg8t@fulton.seas.Virginia.EDU (The Evil Iggy/Guile) writes:


>I am a zealous Ken player.  I live by the red suit.  Ken is
>the most fun character to play because is you hit someone 
>with a 4-hit combo, they are stunned and hit them with it
>again and the game is over.  I also like playing Ryu
>because of his super-fast fireball.  But Ken is much
>faster then Ryu and I find that after playing Ken I cannot 
>play Ryu very well because of the timing difference.  With
>Ken I can do a turn-around uppercut whereas with Ryu he just
>looks in the opposite direction and eats the neck-kick.

>I must agreee with the person earlier that the easy combos
>with Ryu are easier bacuse of the fireball speed, but if
>you can buffer your moves with Ken then it is the same thing.

>With Ryu 3 fierce moves stuns an opponent.  It takes Ken four.
>This messes me up sometimes because I stun someone with a combo
>with Ryu and I blow a chance to finish the game because I am used
>to a stun requiring 4 hits.

>Another tactic with Ken is the Hurricane Vacuum.  Sice Ryu
>knocks you on your ass if you eat a hurricane kick it doesnt
>apply to him, but with ken if you walk right up to your
>opponents face and do a hurricane you can get them into the
>vacuum and they eat each kick twice resulting in a stun.
>This is fun.  Add this with a 4-hit DP combo and they can kiss
>their quarter goodbye.

>Some combo hints:
>----------------

>jump fierce, short foot, uppercut.  This can be bufferd also.

>By pulling stick into crouch position after the fierce punch
>and move the stick to [0-] position as you are striking the 
>short button then doing an uppercut motion and hitting the 
>appropriate punch button.  This is my personal favorite.
>People don't expect uppercuts coming from leg moves.


>ENJOY!!!

>--

>Guile@Virginia.Edu     {Ken was taken}

What does this have to do with Bison's cheesiness?
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Sf2:CE at UIC
Organization: University of Tasmania, Australia.
Date: Fri, 6 Nov 1992 11:54:19 GMT

>> Now here is the ground based 4 hit combo the way I do it:
  
>>fierce , -0 , \  , | + fierce , \  , -0 + fierce
>>               0   0             0
>>        |                                       |
>>        -------- this sequence buffered ---------

>If your opponent is right next to Ken, then you will THROW the damn
>opponent with the first standing fierce.  If you do not throw him, then
>you will get Ken's straight forward fierce punch.

No, a throw requires a joystick direction, and Ken's close-range punch
is the "high five" uppercut (a-la Guile).

I still don't see how it works.  The sequence marked "buffered" in X-Man's
diagram is itself the crouching fierce interrupted by fierce DP combo.
So he's apparently buffering a combo which itself includes buffering.

--
Tim Morris

Newsgroups: alt.games.sf2
From: seeyoula@next10pg2.wam.umd.edu (Tin-Chuk Kam)
Subject: Re: violent fighter
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Fri, 6 Nov 1992 19:18:46 GMT

Can someone who have all the files for violent fighter, sticker fighter
sf2ibm etc place them again in ftp.ulowell.edu or wuarchive.wustl.edu
I think many people will appreciate that.
Thanks.
Newsgroups: alt.games.sf2