HDTenEightyP/NetNews huggingface dataset:
From: mcganm@marcus.its.rpi.edu (Mark Robert Mcgann)
Newsgroups: rec.games.video.arcade
Subject: Re: SFII: Freezing the game without Guile's help
Keywords: sf2 freeze
Date: 10 Apr 92 18:45:14 GMT
Article-I.D.: rpi.cw5tdsc
Organization: Rensselaer Polytechnic Institute, Troy NY


     On a related topic I have reset the game with Chun Li once.  I was
fighting the Balrog and I did a spinning bird kick.  Chun Li did a hand stand
and all of the suddend the game reset itself.  I've never tried doing it
again.   I beleive I had just completed a lightning kick when I tried the
spinning bird kick, but I wasn't really paying attention so I can't be sure.

-Just thought I'd mention it
-Mark McGann
-mcganm@rpi.edu
Newsgroups: rec.games.video.arcade
From: CS19244361D@lust1.latrobe.edu.au (O'DONNELL,David)
Newsgroups: rec.games.video.arcade
Subject: Sf2,sorry,from Australia(Melbourne)
Date: 7 Apr 92 03:25:13 GMT
Organization: La Trobe University
X-News-Reader: VMS NEWS 1.20


This is a test mail
The message is coming from Australia
As all the previous messages I have read have been from the U.S.
I would appreciate it if someone would make a brief return.
Thankyou, Sardo Numspha!
"I will meditate and then destroy you!"
	
Newsgroups: rec.games.video.arcade
From: exuhag@exu.ericsson.se (James Hague)
Subject: Re: Arkanoid Clones (was: Re: Games to Zen out on: Robotron & more...)
Organization: Ericsson Network Systems, Richardson, TX
Date: Thu, 16 Apr 1992 18:54:01 GMT

In article <33065@darkstar.ucsc.edu> unknown@ucscb.UCSC.EDU (resU nwonknU ehT) writes:
>
>	I dunno, the Arkanoid clone that I have, Bouncing Bluster, is a really
>good game (although on the difficult side)..  It has many additions to the
>Arkanoid gameplay, just like Arkanoid was a step up from the Breakout
>(or Super Brickout.. heh) gameplay.  Bouncing Bluster is certainly much LESS
>of a step up, but a step up nonetheless..

Oh, I didn't mean to say that all the Arkanoid clones are
bad, just that there are lots of them.  Look through
and PC shareware catalog, they're coming out of
the woodwork.  Any game which is easy to program--Tetris
also comes to mind--is guaranteed to be cloned.  You
don't see lots of versions of Sinistar floating around...
--
James Hague   
exuhag@exu.ericsson.se
From: cs64saz@sdcc8.ucsd.edu (Joseph Jarboe)
Newsgroups: rec.games.video.arcade
Subject: Re: Xevious, any xevious players out there???
Summary: Xevious
Date: 11 Apr 92 20:29:08 GMT
Distribution: na

In article <1992Apr10.214852.21696@sequent.com>, georged@sequent.com (George Dolbier) writes:
> Looking for other people who still like to play this 1982 game.
> 

All I want to know is what the f*ck those little things do that come
to the sides of your ship and then leave.  Does anyone know the
programmer or design team?
From: Blastermaster@megard.sf-bay.org (Blastermaster)
Newsgroups: rec.games.video.arcade
Subject: SF2 Glitch Techniques.
Date: Sat, 04 Apr 92 13:05:01 PDT
Organization: The MegaRoad Anime BBS (415) 964-6315

I've seen them done and I've been wasted by them, yet I can't seem to do them!
I am of course referring to the many "glitch tricks" in the game. Can somone be
so kind as to tell me how to do these so that I may fight fire with fire?
The techniques I'm interested in are:
      Guile's Handcuffs and how to do the mighty throw and get out of the
handcuffs.
     How other characters can get out of the handcuffs(if at all).
     How Dhalsim turns invisible.
     Anyother tricks you know.
                                     -BlasterMaster


--  
Internet: Blastermaster@megard.sf-bay.org
    UUCP: ...!apple!tsoft!megard!Blastermaster
Newsgroups: rec.games.video.arcade
From: scott@athena.mit.edu (Scott D Bradburn)
Subject: Re: CYBERBALL
Organization: Massachusetts Institute of Technology
Date: Fri, 10 Apr 1992 20:48:07 GMT

In article <1992Apr10.181950.25346@ncsu.edu>, jpthrow@eos.ncsu.edu (JAMES PATRICK THROWER) writes:
|> 
|> I play SF2 and CE all the time.  I used to play Tournament Cyberball all the 
|> time.  What is everyones highest score?  I got 156 to 6 in a one player game 
|> i cant remember who it was against.  And on a two-player game we got 198 to 6
|> we had 2 chances to break 200 and blew it!  We were PISSED!!!  I also got
|> 1,250,000 on game breakers.  Has anyone ever finished it???  What happens?

Yeah, I was in the habit of nearly finishing it with a friend (Two player)
It just ends when you finish it, and won't let you put your name in either.
So we'd just get 1 play from finishing then suicide.

|>  
|> acmvef@gsusgi2.gsu.edu
|> 

Scott
From: mmoore%peruvian.utah.edu@cs.utah.edu (Michael Moore)
Newsgroups: rec.games.video.arcade
Subject: 50 cents vs. 25 cents
Date: 8 Apr 92 20:03:18 GMT
Article-I.D.: hellgate.1992Apr8.140319.5439
Reply-To: mmoore%peruvian.utah.edu@cs.utah.edu
Organization: University of Utah, CS Dept., Salt Lake City


	I think that the arcades you find in the malls are foolish.  You
know the ones that always make the new games cost 50 cents.  Here at the
university we have a nice environment where every new game that comes
in is always a quarter (the only exceptions being those games which you 
sit in).  

	I don't know about you folks, but I wouldn't be caught dead playing
Captain America or the X-Men for 50 cents.  Especially when I can play
them here for half the cost.  (of course with SFII - TCE now in, you won't
catch me playing much else).

	This little tidbit of opinion brought to you by :

 ----------------------------------------------------------------------
| Michael Moore (mmoore@peruvian.utah.edu)  Phone : (801) 359-6552     |
|          University of Utah, Computer Science Department             |
 ----------------------------------------------------------------------
From: wherndon@smiley.mitre.org (William Herndon)
Newsgroups: rec.games.video.arcade
Subject: Re: Best Video Arcade Game Theme Music
Date: 9 Apr 92 12:57:10 GMT
Article-I.D.: linus.1992Apr9.125710.23812
Distribution: rec
Organization: The MITRE Corporation, McLean, VA

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.)
>
...

    I think the best video game music of all time was the music used for
    Crystal Castles.  Of course, it happens to be a take-off on Beeth-
    oven's "Eroica" symphony...
        	        	       	       	       	       	       	       
                                                               - Max

  | William R. Herndon                   \   Information Security Center |
  | EMail: wherndon@smiley.mitre.org      \        The MITRE Corporation |
  | NeXTMail: bill@mephisto.gotham.com     \            ( 703 ) 883-6393 |
  |                                                                      |
  |          "When you're cool, the world bores you." - Calvin           |
From: "bernie wong" <bernie.wong@canrem.com>
Newsgroups: rec.games.video.arcade
Subject: sf2: (i think) i hear
Date: 12 Apr 92 15:28:37 EST
Reply-To: "bernie wong" <bernie.wong@canrem.com>
Distribution: rec
Organization: Canada Remote Systems

NQ>  First of all, I want to say that the description here is something that I
  >refuse to belive, but I either definitely heard it, or I suffered a bout of
  >temporary hallucination. No, I don't do drugs.
  >Here goes:

NQ> I was fooling around with Ryu and in the second matchup I was in Brazil
  >against Blanka. Within thirty seconds of round 1, the background music stopp
  >altogether, but all other sounds remained intact. I inched my head towards t
  >speakers to double-check, then shrugged it off and kept playing. About ten
  >seconds later, wedding music started playing--the stuff you hear after the
  >bride and groom are married and depart the chapel! Again, I inched my head
  >towards the speakers to make sure it was coming from the SF2 machine. It was
  >After the round ended, the machine went back to normal music. I've never hea
  >that music before...I have a feeling I never will again.

MY friend claims he heard this wedding music too, but we just dismissed
him as screwed.  Anyways, he's a Ryu player also -- but then again our
machine is quite f*cked.  The music occasionally goes, sometimes the
screen goes screwy after a sonic boom -- anything's possible with the
beat up one I play.  I assume that wedding stuff is just a bug.
---
  OLX 2.1 TD  If this were an actual tagline, it would be funny.
--
Canada Remote Systems  - Toronto, Ontario/Detroit, MI
World's Largest PCBOARD System - 416-629-7000/629-7044
Xref: sparky rec.games.video.arcade:4994 alt.games.sf2:142
From: robrod@csa.bu.edu (Roberto Rodriguez)
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: SF2: CE game finishes
Date: 7 Apr 92 02:37:53 GMT
Reply-To: robrod@csa.bu.edu
Followup-To: rec.games.video.arcade
Distribution: usa
Organization: Computer Science Department, Boston University, Boston, MA, USA


   After Playing SF2 CE for a few games now I have finished the game
with Zangief, Ryu, Ken, and Dhalsim on ONE quarter.  Has anyone done
it with Guile?

Just curious.

--Jazzman


Newsgroups: rec.games.video.arcade
From: s2842276@titan.ucc.umass.edu (Wanderer)
Subject: Re: SF][: chun li vs Vega
Organization: the Elves of Briton
Date: Thu, 16 Apr 1992 15:59:57 GMT

scott@athena.mit.edu (Scott D Bradburn) writes:
>ACPS7146@RyeVm.Ryerson.Ca (the Lurker) writes:
>Vega is highly susceptible to the Chun Li air throw, his jumping kicks don't
>keep her out of throw range usually.  Only if he's got a well timed kick and
>a head start in the air.

No Way! I'm a Vega player, as is my teammate (yeah we play in teams here a lot)
and we can arial throw Chun Li, *a lot*. Chun Li is by far the most susceptible
to Vega's little if ever used arial throw. The beauty is that the move happens
so fast the opponent is often left looking at the screnn going "huh?".

I love it...

*--*
the Elf

Vega/Guile/Blanka/Ryu/Chun Li master...

ps: I'm referring to the arial throw, not the off the wall back breaker..

Xref: sparky rec.games.video.arcade:5262 alt.games.sf2:325
From: tvp@gibdo.engr.washington.edu
Newsgroups: rec.games.video.arcade,alt.games.sf2
Subject: Re: Grammar??
Date: 14 Apr 92 22:27:59 GMT
Organization: clearer than blir

In article <willimsa.703280862@unix1.tcd.ie> willimsa@unix1.tcd.ie (Gavin Williams) writes:
>
>Maybe I'm missing something, but is there some reason why konami and/or
>sega now make games and don't bother to have someone proof read the spelling
>and grammar.  Sometimes the introductory texts are almost comical now!

You know, I've been translating and proofreading japanese texts for a
long while now (sometimes even game stuff when I'm lucky) and believe
it or not the screwups you see are often *after* a high-paid
professional native speaker has spiffed it up for them. Typically
d***heads who don't know English re-check what you turn in and screw
it up all over again. I've told them that Americans (dk about brits,
ozzies and others) find funny English really funny and that they're
just being laughed at, but they don't seem to care. They aren't
interested in giving us good English. I find it pretty hypocritical
after cries we should put the steering wheel on the other side of the
car (we should) when they refuse to provide understandable
instructions. Go figure.

-- Tad Perry   Internet:    tvp@gibdo.engr.washington.edu
               CompuServe:  70402,3020
               NIFTY-Serve: GBG01266
From: dcotton@smithers.lbl.gov (David Cotton [ El Cerrito High School ])
Newsgroups: rec.games.video.arcade
Subject: SF2 hand position
Date: 7 Apr 1992 23:21:27 GMT
Organization: Lawrence Berkeley Laboratory
Distribution: usa
Reply-To: dcotton@smithers.lbl.gov (David Cotton [ El Cerrito High School ])
NNTP-Posting-Host: 128.3.196.76

I've been trying to learn SF2 for a while now and have noted several different
ways of holding the joystick.  Could anyone please give feedback on the 
advantages of holding the joystick in a certain position?  I'm curious as
to what positions are easier to control, faster for pulling out moves, etc.
I realize there are probably better positions for different characters, but I'm
curious about all of them.

Thanks...
From: terence@hkov04.dec.com (Terence Lee @HKO)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2 will kill this group
Date: 7 Apr 92 01:50:56 GMT
Article-I.D.: shodha.6456
Reply-To: terence@hkov04.dec.com (Terence Lee @HKO)
Organization: Digital Equipment Corporation, Hong Kong


In article <4552@unccvax.uncc.edu>, jbhoward@ws74.unccvax.uncc.edu (James Bradley Howard) writes:
#From: jbhoward@ws74.unccvax.uncc.edu (James Bradley Howard)
#Subject: SF2 will kill this group
#Date: 6 Apr 92 21:47:27 GMT
#Organization: University of NC at Charlotte
#
#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.
#I'd say 90% of the SF2 postings are by people who never read
#this group anyway. (Of course, thats a blatant estimate, so sue me)
# 
#alt.sf2 cannot be to solution, simply because a lot of places
#don't get the alts.  People, this is one of the reason moderated
#newsgroups get started. 
# 
#From this point on, I'm making a point of replying via email 
#to each sf2 post I see, telling them to use the alt group. Sure
#it will waste time and money and effort, but someone has to
#clean this mess up.   Anyone who wants to join in the effort,
#feel free to go ahead.
# 
#jbhoward@mosaic.uncc.edu
#

    Whats your problem? This news group is rec.games.video.arcade and SF2 is
    a popular arcade game. So, tell me whats wrong with discussing an arcade
    game in this group?

    If you don't want to see SF2 postings, go make your own news group. Call it
        rec.games.video.arcade.unpopular.games.only
        rec.games.video.arcade.those.games.that.jbhoward.wants.to.discuss

--
================================================================================
Terence Lee          | terence%hkov04.dec@decwrl.dec.com
                     |  wizard%hkvs07.dec@decwrl.dec.com
=====================+==========================================================
Are you man enough to fight with me?
    Fierce Punch ... Fierce Punch ... Razor Kick ... Magic Throwwww ...
================================================================================
From: s923257@minyos.xx.rmit.oz.au (Ming Ean Chew)
Newsgroups: rec.games.video.arcade
Subject: Re: Basic SF2 assistance
Date: 6 Apr 92 08:01:55 GMT
Organization: RMIT Computer Centre, Melbourne Australia.

grinch@ac.dal.ca writes:

>Sorry if this question is too novice for your experienced ears, but could 
>someone tell me how to reliably execute Zangeif's spinning pile driver? 
>On a further note, if anyone has a convenient list of all moves for all 
>characters in plain old SF2 (no championship edition around here yet) 
>available I'd love to get a copy by E-mail...I note that I'm not the only one to
>have requested this, so I hope I'm not being a pain. I just found out about
>this newsgroup a few days ago.

Thanks in advance!          -Grinch-

	I also would like more info on the moves of the characters. Also if
	possible the special moves of Guile, such as the invisible throw, etc.
	Could you preferably POST the moves.

	Thanks
	Ming
From: willimsa@unix1.tcd.ie (Gavin Williams)
Newsgroups: rec.games.video.arcade
Subject: Re: SF2 is on this board to stay!
Date: 11 Apr 92 01:43:12 GMT
Organization: Trinity College, Dublin

>> 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.
>> 

>Hey...what do you mean by I should no put my complete post on one line?
>Please e-mail me and elaborate...also could you tell me how to post the same message on several differenct boards?....email me at 2frjflog@kuhub.cc.ukans.edu
>thanx in advance

When you posted your coment, yoiu put no returns in the line, so thewhole 
message was on one line, in the same way as you have 2 lines on one line in
your statement beginning please e-mail.

As to posting to more than one, when you post, it asks you
post to group.
so say alt.sfii,rec.games.cideo.arcade
then itll post to both groups.
Hope this helps

--
         ______________________________________________________________
	|  A.G. Williams          |        Plus qu'il n'en faut.       |    
	|  willimsa@unix1.tcd.ie  |                                    |
	|_________________________|____________________________________|
From: jstrachman@vax.clarku.edu
Newsgroups: rec.games.video.arcade
Subject: RE: CYBERBALL
Date: 8 Apr 92 17:25:36 GMT
Article-I.D.: vax.8APR92.17253660
Organization: Clark University

YEAH!  YEAAAAHHHHH!!!  CYBERBALL RULES!!!!!!
Newsgroups: rec.games.video.arcade
From: vgriscep@wam.umd.edu (VGR (Craig Pell))
Subject: Re: Xevious - where is the easter eggs?
Organization: University of Maryland, College Park
Distribution: na
Date: Thu, 16 Apr 1992 18:29:33 GMT

In article <GRIGSBY.92Apr16122739@occs.cs.oberlin.edu> grigsby@occs.cs.oberlin.edu (Spiral Death Trap) 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.

There are four in a diagonal row.

>   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 

It is completely possible to bring up all four, and destroy them!  OTOH there
is a later point in the game, where there *eight* citadels, and it is *not*
possible to destroy them all.

>   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.

It's the mouth of the pond.  And there is a third just below the tail of the
"phoenix" (or whatever) in the field --- *after* the second mothership!  Not
every "phoenix field" (that's what I like to call them;  if "Nazca lines" is
your preference, fine) has this.
    I should mention that while the citadels cause your bomb sights to blink
in red, the flags do not.  You have to be lucky with the flags.

>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.

I would prefer not to see a spoiler list of all the citadels.  It is very,
very reminiscent of the idiot magazines for Super Mario Bros.  The whole point
of the Xevious citadels is that you *can* find them all on your own.  Well,
maybe not every one;  who knows how many are out there?  But I will say that
they are usually either at the end of a "segment" (i.e. right before woods,
so that you can't get the same ones twice), or in a place where lots of stuff
is just about to appear and start shooting at you.  The citadels serve as a
tactical diversion.  And check for citadels in any and all blank spots on land.

   VGR


"Go away!  No visitors!  Back!  Just stop right there!  One more step and
you're finished, oo...!"   - Guardian of Eden, Dragon's Lair II: Time Warp
From: nqiy@vax5.cit.cornell.edu
Newsgroups: rec.games.video.arcade
Subject: SF2: (I think) I heard new music.
Date: 8 Apr 92 23:29:48 EST
Organization: Cornell University
Distribution: rec

Hi--

  First of all, I want to say that the description here is something that I
refuse to belive, but I either definitely heard it, or I suffered a bout of 
temporary hallucination. No, I don't do drugs.
Here goes:

 I was fooling around with Ryu and in the second matchup I was in Brazil
against Blanka. Within thirty seconds of round 1, the background music stopped
altogether, but all other sounds remained intact. I inched my head towards to
speakers to double-check, then shrugged it off and kept playing. About ten
seconds later, wedding music started playing--the stuff you hear after the
bride and groom are married and depart the chapel! Again, I inched my head
towards the speakers to make sure it was coming from the SF2 machine. It was.
After the round ended, the machine went back to normal music. I've never heard
that music before...I have a feeling I never will again. 

  I'm making no claim that I actually heard it, because when I reread this, I
don't believe it myself. At the very least I know I heard the background music
STOP. And no,
I'm not one those lonesome geeks who intentionally makes up these things to 
get attention on
the net. Devil's advocates will say I sure sound like one of them now-- not
good... I'm wondering if anyone has heard ANYTHING about
unusual music coming from SF2--that's all I want to know. And if you say it's 
crazy, fine. I think I'll believe anything now. I'm pretty confused.

  One more thing: Mature answers only, PLEASE? I'd like to get responses from
the people who do the FAQ lists and those who have close connection with CAPCOM
officials. I want answers like, "yes, I've heard it" or "No, I haven't been
told anything about it." Responses like "You're LYING you (*expletives*)" can be
directed towards your own /dev/null. Thanks.

-Brian Soriano