HDTenEightyP/NetNews huggingface dataset:
From: victor@ucme.Berkeley.EDU (Victor Wang)
Subject: Re: RUMOR: SFII 'Q' version
Organization: University of California at Berkeley
Date: Sun, 27 Dec 1992 03:21:12 GMT

In article <1992Dec25.211811.45904@kuhub.cc.ukans.edu> epasls@kuhub.cc.ukans.edu writes:
>X-Relay-Version: VMS News - V6.1B5 17/9/92 VAX/VMS V5.5-1; site kuhub.cc.ukans.edu
>X-Date: 25 Dec 92 20:31:07 GMT
>X-Sender: news@sdcc12.ucsd.edu
>X-Keywords: new version, new characters, new moves
>X-Nntp-Posting-Host: sdcc13.ucsd.edu
>Lines: 42
>
>
>I apologize for posting this here instead of alt.games.sfii, but I don't
>have access to that newsgroup. So it ends up here... 
>
>Also, I should state that this is only a RUMOR.  It's according to a friend
>of mine who says he met one of the people involved in producing the game.
>However, he does have some credibility (in my eyes, at least), since he 
>informed me of the new SFIICE 'Turbo' version about 3-4 months before it was 
>released, and he correctly stated that its features would include the speed 
>increase, and that Chun li would have a fireball).  Actually, the above and the below were both told to me at the same time, so the following information is 
>actually a few months old.
>
>Anyway, according to my friend, there will be <sigh> yet ANOTHER new version 
>of SFII coming out. This one will offer major improvements over the previous 
>versions.  He said that this one is being tentitively referred to as the 'Q' 
>version.  Here are the specifics:
>
>*  The speed will be increased another 10% (possibly more).
>
>*  Four new characters will be introduced that have not been in any previous
>   versions.  Specifically, two of these will be women (he said they look
>   better than Chun li, btw).
>
>*  Though he didn't say so, I would assume that the presence of new
>   characters implies some new background scenes, and perhaps another bonus
>   round.
>
>*  There will be new moves for all the other characters. (but this goes
>   without saying, right? :) )
>
>He also said that he had seen the preliminary character designs for the new 
>characters, and had talked to the designer (programmer?, I don't remember) 
>to get the above info.  There may have been more, but it's been 3-4 months 
>since he told me all of this, so I could have missed a thing or two.
>
>That's about it!  Happy holidays!
>
>BTW, if this has already been mentioned before, I apologize for the 
>redundancy.
>
>Dominic Lobbia
>dlobbia@sdcc13.ucsd.edu

Well, I think I have seen such talk in EGM before.  I'm not sure if the EGM 
said "they hope the developer to make new four characters", or "there will be
four new characters in Turbo edition".  Anyway, I have heard it before.  About
the 'Q' edition I thought the 'Turbo' edition is supposed to be the 'Q' edition.The 'Q' thing is something which would make the sound more 3-D and make the
sounds better than ever.  I think I have seen the newest GamePro magazine said
the 'Turbo' edition is going to be the added the 'Q' sound.

Andy

Can someone clearify the confusion here?

Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Turbo SF2CE
Organization: University of Tasmania, Australia.
Date: Mon, 28 Dec 1992 13:24:05 GMT

>[Capcom's "Hyper Fight" TCE]
>Also, I noticed that Honda's new move can hit multiple times, but I
>can only get Blanka's to hit once.  Am I doing something wrong?

Blanka's normal (horizontal) ball can only hit once, so it makes sense
that the vertical ball can only hit once as well (although it looks
like vertical ball/electricity could be a combo, can someone verify
that?)

>One other thing I noticed:  you can't hit Zangief's feet during his
>new lariat.

I don't see the point of the new lariat... it's fast and looks cool, but 
it does no extra damage, lasts for a shorter time and moves left and right
slower.  I didn't realise his feet were protected though - have to try it.

>OK, so I'm sloppy, but one last thing:  How EXACTLY do you do the
>teleport?  I can do it consistently with a DP with all three kicks,
>but Doug swears that it can be done with one button, and I've seen it
>not move (I mean he dissappears, then reappears right where he was).

Quoted verbatim from the front panel of our machine:

  "Lightly, medium, then heavy simultaneously".

Our buttons are labelled light, medium and heavy.  Go figure!

--
Tim Morris

Newsgroups: alt.games.sf2
From: dust@cs.UAlberta.CA (Dust Jason Norman)
Subject: Re: Turbo CE - "Secret message" [fact]
Organization: University of Alberta, Edmonton, Canada
Date: Thu, 24 Dec 1992 23:41:56 GMT

epasls@kuhub.cc.ukans.edu writes:

>In article <1992Dec22.124912.1956@mercury.unt.edu>, jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
>>     Let me specify the version of turbo I'm talking about:
>> 
>> Player button changes characters on the fly.  Sagat can put multiple missles
>> on screen.  Chun throws fireballs and lightning kicks at same time.  HKs
>> fly across screen at mach 10.  That should be enough.


>>     Sagat has some sort of reset on this version - so I was forced to stop
>> practicing my parymid of death.  I constantly would reset the game, everytime
>> seeing a cool message (and losing money).  I eventually got this out of it...
>> 

>I havent done the reset on ours.

>> 
>>     "This game to played in blah blah blah blah.  Not to be played in the
>>      United States, Canada, Japan, or ?????.  blah blah blah.
>> 
>>      Any people violating this will be prosecuted to the fullest extent 
>>      of the law blah blah.  Copyright infrindment blah blah. Fines blah blah.
>>      Jail term blah blah. "
>> 

>Your a stupid fuck, this message is on ALL sf2's.  Just find a normal
>one and turn it off and an and compare the messages word for word.
>You obviously didn't even quote correctly, bbecause the us versions
>will say 'only to be played in us, canada, ...' and the japanese versions
>(never seen one) would say 'only to be played in japan,...' maybbe in
>japanese.  Also, if this was illegal, do you think the hackers would
>have deliberately inserted a warning messages.

I have seen this same message on a sf2 up here in Alberta, Canada and it
definitly says "Not to be played in the United States, Canada..."
		~~~
brian

NO email please! 
This is NOT my account!
Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Turbo CE - "Secret message" [fact]
Organization: University of North Texas, Denton
Date: Tue, 22 Dec 1992 12:49:12 GMT

    Let me specify the version of turbo I'm talking about:

Player button changes characters on the fly.  Sagat can put multiple missles
on screen.  Chun throws fireballs and lightning kicks at same time.  HKs
fly across screen at mach 10.  That should be enough.


What happened:

    Sagat has some sort of reset on this version - so I was forced to stop
practicing my parymid of death.  I constantly would reset the game, everytime
seeing a cool message (and losing money).  I eventually got this out of it...


    "This game to played in blah blah blah blah.  Not to be played in the
     United States, Canada, Japan, or ?????.  blah blah blah.

     Any people violating this will be prosecuted to the fullest extent 
     of the law blah blah.  Copyright infrindment blah blah. Fines blah blah.
     Jail term blah blah. "

But, it did make it VERY clearn the chip was highly illegal around here and
not meant to be here in anyway.  Seems to me like some Capcom engineer/janitor
had the smarts to EPROMM burn copys of all the throw away chips to make himself
some money.

    I must say I did make a $50 off the store owner for noticing this - after
I notified him of my strong objections and moral necessity to fry his ass ;)
Anyway, go out and screw your local convience store owner - you have him
dead to rights.

Ciao...


                                                              - Jason

Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Street fighter losers
Organization: University of Illinois at Urbana
Date: Sun, 3 Jan 1993 05:02:09 GMT

Noel.Bakh@dartmouth.edu (Noel Bakh) writes:

>All you fuckers don't know how to play and you write to this thing
>thinking you do. If you want to learn how to play come to
>Doughnut Deli in Cerritos, CA and I'll show you. Fuckin game is dead
>and the
>crazy one is so fucked up it's so stupid. Later.

Ooooh. Doughnut Deli. Sounds like a breeding ground for SF2 masters, huh? :)

>Noel Bakh 
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu
From: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
Newsgroups: alt.games.sf2
Subject: Damage Explanation
Date: 26 Dec 92 03:54:51 GMT
Reply-To: Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub)
X-Posting-Software: UniBoard 1.10a S/N 202921

>>>>> On 13 Dec 92 00:33:28 CST, epasls@kuhub.cc.ukans.edu said:

In article <1992Dec13.003328.45598@kuhub.cc.ukans.edu>
epasls@kuhub.cc.ukans.edu writes:

> Each pixel is not the same,  Pixels towards the end represent
> more strength then pixels towards the center.  Say there are
> 100 pixels(dont know exactly, sorom a certain point but will take more at
the beginning.

What, are you guys kidding? The damage is based on a percentage of strength r
remaining, with aminimum damage amount done. Needless to say, this is only fo
the special damage moves. Normalmoves have standard quantities of damage per
hit Also, damage done by a move depends on what theperson hit is doing and
their location relative to the attacker at the time of contact.

Note: No animals were killed in creating this sig :p

Xref: sparky alt.games.sf2:6202 rec.games.video.arcade:9885 rec.games.video:26308
From: mortene@Lise.Unit.NO (Morten Eriksen)
Newsgroups: alt.games.sf2,rec.games.video.arcade,rec.games.video
Subject: Re: Definitive SNES/SFII/GG Question
Date: 2 Jan 93 21:35:38 GMT
Organization: Norwegian Institute of Technology

In article <C08oCE.3sK@undergrad.math.waterloo.edu>, cebarton@napier.uwaterloo.ca (Casey Barton) writes:
 > Won Y. Kim writes:
 > >Every once in a while, I hear something called a "action reply cart" for the
 > >SNES which is supposed to allow modifications of internal game parameters,
 > >for titles like SFII (I gues its sort of like a Game Genie) 
 > >
 > 
 >    Just an aside - but a British company used to sell an "Action Replay"
 > cart for the C-64. As I recall, it was a copy-protection-hacker/disk-drive
 > accelerator. Anyone know if it's the same company?
 > -- 
 >       Casey Barton (Mr.)   cebarton@descartes.waterloo.edu   (519)725-6861

The name of the company making "Action Replay"-cartridges (for both C64 and the
Amiga) is Datel. Don't know about them SNES ones, though.

Morten
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Good (and bad) of ticking[please read]
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Fri, 1 Jan 93 03:33:35 GMT


dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes (in partial):
 
>It seems while you take a chance by standing up to this sort of bullying, you
>also take a chance by letting them bully you...the first is a more immediate
>danger, but the latter creates a more long-term endangerment, because they
>have established control, that only gets harder to deal with the longer you
>give in.  They just keep pushing you, and often times someone ends up getting
>hurt anyways, even if you don't do anything to piss them off...like you said,
>some people are just looking for a fight.  If something's gonna happen, I'd
>rather face it then and there, then allow people to casually intimidate and
>threaten me simply because they can get away with it.
 
I agree with you there.  However, I think it's better not to get in that
situation in the first place.  Like I said before, don't cheap strangers and
watch your mouth. This isn't some ancient Chinese secret either, just basic
common sense about dealing with other people.
 
If the shit hits the fan, you should deal with it then and there.  Then again,
I'm not so sure if I'd be so willing to stand up to seven Philipino gangbangers
wielding metal pipes.  More reason to go to arcades you know about! :)
--
John Nishinaga - jnishina@nyx.cs.du.edu
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Newbie Question
Date: 2 Jan 93 10:48:47 CST
Organization: University of Kansas Academic Computing Services

In article <n7PFf-BJ4@lopez.marquette.MI.US>, fizban@lopez.marquette.MI.US (Jason Hamari,Sauna) writes:
> In <b3a=Bl#@engin.umich.edu> positron@engin.umich.edu (Jonathan Scott Haas) writes:
> 
>>Question from someone who's new to SF2:
> 
>>How do you break a hold? Whenever I am playing
>>my friends, neither they nor I can escape holds
>>like Honda's Bear Hug or Dhalsim's Noogies. But
>>the computer seems to break out of them quite
>>easily. What's the trick?

hitting all the buttons and moving the joystick from side to side
works fine for me.  You know how the computer gets out so quick?  Some
guy here did that the other day.  Most of the time, a grab move (not
throw) literaly would not touch him!
> 
> Mu$t be level 7.  They are pretty bad when you get caught in a nugie or any
> "grab + damage" move.  Of cour$e, your hold move$ are u$ele$$.
> 
> 
> ($ure wi$h that key would work.)
> --
>              "Hey, I think you dropped your pocket."
> WHAT?!?  Well, yes, apparently so, according to the information.
>                 fizban@lopez.marquette.Mi.US

-Michael Lerner
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Turbo SF2CE
Date: 28 Dec 92 00:54:59 CST
Organization: University of Kansas Academic Computing Services

Well, I was playing the Capcom turbo version today, and Sagat seems to
be the best.  He probably isn't, but it's just the first day I've
played it.  Anyway, I seem to notice some subtle differences in the
special moves.  It seems that Capcom tried to make the game easier,
because I can now walk forward, wait, do a fireball, and I will get a
Dragon Punch.  I think you could have a little delay on the normal
machine, but now it just totally throws off my timing!  Lost a match
by walking in and sonic-booming instead of walking in and throwing:-(.
Also, I noticed that Honda's new move can hit multiple times, but I
can only get Blanka's to hit once.  Am I doing something wrong?
One other thing I noticed:  you can't hit Zangief's feet during his
new lariat.
OK, so I'm sloppy, but one last thing:  How EXACTLY do you do the
teleport?  I can do it consistently with a DP with all three kicks,
but Doug swears that it can be done with one button, and I've seen it
not move (I hean he dissappears, then reappears right where he was).

-Michael Lerner
Newsgroups: alt.games.sf2
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Good (and bad) of ticking[please read]
Date: 31 Dec 92 03:24:07 CST
Organization: University of Kansas Academic Computing Services

In article <C043IA.HBx@news.cso.uiuc.edu>, cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
> I'm confused....
> 
> epasls@kuhub.cc.ukans.edu writes:
> ^^^^^^^^^^^^^^^^^^^^^^^^^
>>In article <1992Dec29.165407.45953@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.e
> du writes:						 ^^^^^^^^^^^^^^^^^^^^^^^
> ^^
> 

> Who's who??
> 



Maybe you should read the whole fucking article before you post!
(Just read the text below)



>>Who the fuck posted this.  at least 3 people have access to this
>>account and none of them suck that bad at sf2 that that would work on them.
> 

>>Later...
> 
>>/--------------------------------------------------\
>>|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
>>|    Cindy Crawford=GODDESS                        |
>>|    Pain=Happiness=Sadness=Pleasure               |
>>|    And remember-"Big Brother is Watching you."   |
>>\--------------------------------------------------/
> -- 
>  Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
>  			| Internet: c-wang@uiuc.edu			
-- 

Hey Kenneth, Think before you talk, I mean POST that is.


Later...

/--------------------------------------------------\
|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
|    Cindy Crawford=GODDESS                        |
|    Pain=Happiness=Sadness=Pleasure               |
|    And remember-"Big Brother is Watching you."   |
\--------------------------------------------------/
From: lerner@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Roundhouse sweep buffered into a HK
Date: 30 Dec 92 23:32:09 CST
Organization: University of Kansas Academic Computing Services

I keep getting what appears to be a roundhouse sweep buffered to a HK.
Is there any use for this?  If I hit with the roundhouse, the HK won't
hit, and if I don't, the other person isn't standing up.  Is this just
another useless piece of information?

-Michael Lerner
Newsgroups: alt.games.sf2,rec.games.video
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: WANTED: SNES SF2
Date: Wed, 30 Dec 92 19:29:38 EST
Organization: University of Michigan Engineering, Ann Arbor

I am looking for a used copy of SF2 for the SNES.
I don't need the box, and I don't need the manual.
If you've got an old copy you'd like to sell, e-mail
me.

On a different note, someone once mailed me a huge
file on SF2, listing all the moves, and giving 
detailed advice for every possible matchup. I
appreciate it, but I seem to have lost it. Could
whoever it was please remail it? Thanks.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
Newsgroups: alt.games.sf2
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Good (and bad) of ticking[please read]
Organization: University of Illinois at Urbana
Date: Fri, 1 Jan 1993 05:02:41 GMT

epasls@kuhub.cc.ukans.edu writes:

>In article <C043IA.HBx@news.cso.uiuc.edu>, cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:
>> I'm confused....
>> 
>> epasls@kuhub.cc.ukans.edu writes:
>> ^^^^^^^^^^^^^^^^^^^^^^^^^
>>>In article <1992Dec29.165407.45953@kuhub.cc.ukans.edu>, epasls@kuhub.cc.ukans.e
>> du writes:						 ^^^^^^^^^^^^^^^^^^^^^^^
>> ^^
>> 

>> Who's who??
>> 



>Maybe you should read the whole fucking article before you post!
>(Just read the text below)



>>>Who the fuck posted this.  at least 3 people have access to this
>>>account and none of them suck that bad at sf2 that that would work on them.
>> 

>>>Later...
>> 
>>>/--------------------------------------------------\
>>>|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
>>>|    Cindy Crawford=GODDESS                        |
>>>|    Pain=Happiness=Sadness=Pleasure               |
>>>|    And remember-"Big Brother is Watching you."   |
>>>\--------------------------------------------------/
>> -- 
>>  Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
>>  			| Internet: c-wang@uiuc.edu			
>-- 

>Hey Kenneth, Think before you talk, I mean POST that is.

Excuuuuuse me! Jeez.


>Later...

>/--------------------------------------------------\
>|    DMC@Planet.Pinball=epasls@kuhub.cc.ukans.edu  |
>|    Cindy Crawford=GODDESS                        |
>|    Pain=Happiness=Sadness=Pleasure               |
>|    And remember-"Big Brother is Watching you."   |
>\--------------------------------------------------/
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: Re: Damage Explanation
Date: 26 Dec 1992 08:13:03 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ar903@cleveland.Freenet.Edu (Robert Taylor)
NNTP-Posting-Host: slc4.ins.cwru.edu


In a previous article, victor@ucme.Berkeley.EDU (Victor Wang) says:

>In article <108@jptcs.COM> Jarett.Weintraub%bbs@jptcs.com (Jarett Weintraub) writes:
>>>>>>> On 13 Dec 92 00:33:28 CST, epasls@kuhub.cc.ukans.edu said:
>>
>>In article <1992Dec13.003328.45598@kuhub.cc.ukans.edu>
>>epasls@kuhub.cc.ukans.edu writes:
>>
>>> Each pixel is not the same,  Pixels towards the end represent
>>> more strength then pixels towards the center.  Say there are
>>> 100 pixels(dont know exactly, sorom a certain point but will take more at
>>the beginning.
>>
>>What, are you guys kidding? The damage is based on a percentage of strength r
>>remaining, with aminimum damage amount done. Needless to say, this is only fo
>>the special damage moves. Normalmoves have standard quantities of damage per
>>hit Also, damage done by a move depends on what theperson hit is doing and
>>their location relative to the attacker at the time of contact.
>>
>>Note: No animals were killed in creating this sig :p
>>
>
>Well, I do have a question.  If the damage is really determine by "percendage",
>(percendage is a important word) then I don't think you would ever kill your
>oppenent.  Let's let the Fierce to be 20% of damage, after the first hit, your
>opponent will have 80% left.  The second hit will take off the 20% of the 
>rest 80% then the opponent will have more than 60% left.  If keep going this
>way, how can you kill the opponent?  Well, I thought of this because there was
>one guy who mentioned the GamePro Magazine had the strage for all fighters and
>included the percentage of every moves.  I checked the magazine.  For Ken, 
>his throw is 25%.(that's the magazine says) but when I tried to throw my       
>opponent on SNES, surely my opponent got killed after four throws.  Some thing
>interested me is that when I finished the third throw, there wasn't 25% of
>full energy left.  I would say there was only 15% left.  Hmm...  I think there
>is some problems.
>
>Andy
>
>

If ken's throw does 25%, then four throws should NOT kill the opponet, but
should dring their vitality to 0, thus he can still take a stand move
and not lose.  Sure you've taken off 100% of his life bar, so that means
he can still survive but just can't with stand any non-blocked stand
move or a blocked special move, or a throw.





-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re:Good (and bad) of ticking[please read]
Date: 29 Dec 92 16:54:02 CST
Organization: University of Kansas Academic Computing Services



	There are two kinds of ticks. 

	You can do a whole bunch of little hits to dizzy your opponents,
but you can also do a bunch of ticks that are unavoidable.  You can corner
the opponent, do a flying knee, and walk towards and throw him, it works 99.9 
percent of the time. You can also do a hurricane over your opponent and throw 
him when you land. It's less definite to work but the odds are good.

	As to the ethics of ticking, of course, an arcade can't enforce the
hazy line between skill and cheapness. But it is a universal code with SF2
that if you are cheap, no one will play you, and they will give you dirty 
looks. But cheap is hard to define. Things that can be done, throws in block, 
that type of thing, things that block won't help are cheap. But usually, you
can't tell cheap unless you see it. I could see twenty people watch Chun Li
do a sequence of throws and not complain. But one short-kick,short-kick,throw,
and they will be all over that guy. There's cheap, there's ticking, and there's
cheap ticking. I'd like to be rid of it altogether, but nagannadewit. I've seen fistfights over ticks. People take SF2 seriously. It's more than a game now.  All I can say is watch the short kicks and throws, because it makes people mad, and if someone can't beat you in SF2, they can beat you for real.
Newsgroups: alt.games.sf2