HDTenEightyP/NetNews huggingface dataset:
From: Corby.E.Page@dartmouth.edu (Corby E. Page)
Newsgroups: alt.games.sf2,rec.games.video
Subject: Re: SNES SF2 CODES
Date: 18 Aug 92 18:43:13 GMT
Organization: Dartmouth College, Hanover, NH

In article <1992Aug18.133846.29721@leland.Stanford.EDU>
cheng@leland.Stanford.EDU (Cheng-hao Patrick Song) writes:

> Another cousin of mine told me that he saw a person finish the game as Chun-
> Li with one quarter in Korea. According to my cousin, Chun-Li took her
> clothes off. Does anybody know if this is true or not?

Yes, I frequent a gay bar in Vermont which has one of these machines.
It seems to be identical to the other SF2 classic machines, except that
the text is almost entirely in Japanese (it must be an import), and if
you finish the game on one credit the character you use takes their
clothes off. I personally think Ryu is the cutest, although some of my
friends who are size queens think Zangief is to DIE for! Blanka is just
bizarre. For those of you who think there is no difference between Ryu
and Ken... well, in this version there sure is ("Pee Wee" Ken is a
sorry sight!). As for Guile... suffice it to say that he has those
tatoos all over.

corby
corby@dartmouth.edu
From: gkomatsu@uhunix.uhcc.Hawaii.Edu (Galen Tatsuo Komatsu)
Newsgroups: alt.games.sf2
Subject: Re: Translations (was Re: Edmund Honda, combinations)
Date: 17 Aug 92 10:49:03 GMT
Organization: University of Hawaii

In article <16147@ucdavis.ucdavis.edu> ackahn@quesadilla.ucdavis.edu (Andy Kahn) writes:
>Thanks goodness it really IS "Sho Ryu Ken" for the dragon punch.  I was
>  beginning to doubt myself since all the lamers keep saying, 
>  "All you can" or "All you ken". :-)

	If there's one at your local "SFII Battle Central" ("Arcade" for any
who didn't understand... =^)  Try checking out the original Street Fighter.
(Or the PCEngine/TG16 Fighting Street disc.)  The voices are pronounced
rather "unnaturally" and somewhat easier to hear the "Shoryuken" "Hadouken"
(dunno about the Tatsumakisenpukyaku though.)

	I remember months back when my friend got the FS disc for his TG16
we were laughing over the voice in the game.  It spoke with a really weird
accent ("All Laight!" for example), I figured it was a Japanese person's
voice, yet the pronounciation for the three moves still sounded strange.

--
         Galen Komatsu           !     Apple//e     !      XTC
gkomatsu@uhunix.uhcc.hawaii.edu  !  Sega MegaDrive  !  Sakai Noriko
  ar592@cleveland.freenet.edu    !    Atari 7800    !    Checkers
Xref: sparky alt.games.sf2:2101 rec.games.video:17230 rec.games.video.arcade:6989 misc.forsale:24071 us.forsale.misc:25
From: greg@gregs.smd.tandem.com (Greg Stewart)
Newsgroups: alt.games.sf2,rec.games.video,rec.games.video.arcade,misc.forsale,us.forsale.misc
Subject: SNES SFII Joystick Interest Poll
Date: 19 Aug 92 22:33:35 GMT
Reply-To: greg@gregs.smd.tandem.com
Followup-To: alt.games.sf2
Distribution: usa
Organization: Tandem Computers Incorporated

I am taking an interest poll for a new Street Fighter II joystick for the 
Super Nintendo, handcrafted by fellow Usenetters.

Like you, we grew tired of waiting for Capcom, so we built our own joysticks. 
We were concerned that Capcom would use cheap components and a 
plastic case, so we used the real arcade joystick and Cherry buttons, and 
mounted them in the arcade layout in a beefy wooden case with a solid 
angled playfield like the real thing.  We designed our own version of
the controller electronics.  This joystick lets you execute moves 
with ease that are very difficult with the SNES controller pad.

We'd like to know if any of our fellow Usenetters would like to 
get one too.  If we get enough interest (at least 100), we'll start cranking
them out.  First availability would be as early as three weeks from now
for $79.95 plus tax and shipping.

Please indicate your interest by e-mail to

  greg@gregs.smd.tandem.com

If we were to offer an optional Turbo feature for easy rapid-fire punches, 
how much would that feature be worth to you?

Thanks for your feedback!

Note: this venture is NOT affiliated with my employer in any way.

-- 
Greg Stewart
greg@gregs.smd.tandem.com
Newsgroups: alt.games.sf2
From: alex@laurel.ipac.caltech.edu (Alex Werner)
Subject: Re: Which special attacks work in the bonus stages?
Organization: California Institute of Technology
Date: Wed, 19 Aug 1992 00:13:16 GMT

In article <1992Aug18.211835.126662@rrz.uni-koeln.de> aeg03@rrz.uni-koeln.de (Jan T. Kim) writes:
>
>I'd be especially interested if the following is possible:
>* a Bison torpedo through the car
>* a Blanka ball
>* a Vega screaming eagle
>* a Zangief pile driver (smashing the car perfectly in one move?!)
>* repeated Chun Li headstomps
>* Guile or Vega surplexing a barrel
It is possible to do at least one move of the "charge back" variety,
that being guile's sonic boom. What you do is do a crouching roundhouse
and charge back _while_ it's doing the double hit, then immediately throw
a sonic boom. Not _too_ nifty though. It may, with split second timing,
be possible to do the same thing with blankas double hit flip attack
and his ball, or other similar things, but I've never seen it done.

My best time on the car bonus stage with ken is 16 seconds left, which
I do by repeated triple jab uppercuts. My best time with guile is 8, I
believe. I've gotten over 30 left on the last bonus stage with ken, ryu,
guile and zangief...

a fun thing to do on the car bonus stage is stand on top of the car
with zangief and grab and spinning pile drive people who are on the ground...
also, do the spinning clothesline and walk off the side of the car.

I've heard rumors that zangief can spinning pile drive a barrel, but
then, rumors are rumors...
another way you might be able to do charge-back moves is to get hit and
or stunned and charge while you're down, but that's just a thought...
hmmm


>
>Note: I'm not looking for the most effective  ways  of  finishing
>the  bonus  stages,  and  I  know  that  there are some easy ways
>(Blankas electricity, Hondas and Chun Li's lightning attacks...).
>I'm just looking for spectacular or weird effects.
>
>Greetinx, Jan
>
> +- Jan Kim -- X.400:    S=kim;OU=vax;O=mpiz-koeln;P=mpg;A=dbp;C=de -+
> |             Internet: kim@vax.mpiz-koeln.mpg.dbp.de               |
> |                                                                   |
> *----=<  hierarchical systems are for files, not for humans  >=-----*


Newsgroups: alt.games.sf2
From: mcguirk@enuxhb.eas.asu.edu (Dan McGuirk)
Subject: FAQ: Is there an archive?
Organization: Arizona State University, Tempe
Date: Thu, 20 Aug 1992 05:37:36 GMT

Sorry to ask what must be a very frequently asked question, but I
don't believe there is a FAQ list for this newsgroup, and I was asked
to find some SF2 information by an Internet-deficient friend.

Is there an archive of all the various strategy guides for the
different versions of SF2?  And is there one dfefinitive (orjust
predominant) strategy guide?

Please reply by mail, since I'm sure everyone on the group already
knows the answers to these questions.  Thanks a lot.
--
Dan McGuirk                                      mcguirk@enuxhb.eas.asu.edu
Newsgroups: alt.games.sf2
From: alex@leo.ipac.caltech.edu (Alex Werner)
Subject: High score
Organization: California Institute of Technology
Date: Fri, 21 Aug 1992 16:29:27 GMT

What is your streetfighter II high score? (I'm talking about playing only
against the computer with no continues, of course, since scores are 
unlimited otherwise...)
I just scored 1,109,100 with Guile this week 
(in the arcade, not the SNES, and not CE)
From: rjking@acsu.buffalo.edu (Randall J. King)
Newsgroups: alt.games.sf2
Subject: Re: SNES SF2 codes
Date: 20 Aug 92 19:36:43 GMT
Organization: UB

c60c-2am@web-2d.berkeley.edu (Peter Yung) writes:

>Could someone please send me the joypad and button sequence to get into
>the pseudo CE mode for SNES SF2?  Thanks in advance.

>Peter


If you mean the ability to play the same player (ie Ryu vs. Ryu) do this 
sequence while the Capcom screen is on:

		Down, R-button, Up, L-Button, Y, B

I believe EGM said to follow up with X,A but it isn't necessary.  You will know
if you are successful because it will make a noise like when you select a 
character and the background will be blue.

If there are other codes (ie to play bosses) PLEASE E-Mail me!

Later....
signing off from the satelite of love.....           ___   _____  ___
	                                    |\  /|  |   \    |   /   \   |  / 
rjking@acsu.buffalo.edu                     | \/ |   \       |       /   | /
v050qrq3@cc.buffalo.edu	                    |    |    \      |    --<    |<
                                            |    |     \     |       \   | \
push the button Frank...                    |    |  \___|    |   \___/   |  \ 
Newsgroups: alt.games.sf2
From: terence@hkov04.dec.com (Terence Lee @HKO)
Subject: Yet another special edition SF2CE machine.
Reply-To: terence@hkov04.dec.com (Terence Lee @HKO)
Organization: Digital Equipment Corporation, Hong Kong
Date: Thu, 13 Aug 1992 05:56:22 GMT



    Yet another special edition SF2CE machine has arrived HK.

    1) The speed of the machine is the same as the Black Belt version.

    2) Special missile attack (fireball, sonic boom etc ...).
       a) When fired with jab punch, the missile is so slow that it looks
          like that it will never leave the screen. And you can walk pass
          your own missle without being hurt.
       b) When fired with strong punch, the missile goes up diagonally with
          normal speed.
       c) When fired with fierce punch, the missile is as fast as what you
          see in the FINISH-THE-GAME-WITH-ONE-CREDIT super high speed ending.

    3) All the characters can execute their special moves while they are in
       the air. Now, Blanka really can furball on top of the screen. And it
       is fun to see Ryu to keep jumping backward and fireball in the air
       until he finally jumps out of the screen.

    4) This is the unfair part. For those characters who have aerial throw
       (Vega, Chun Li and Guile). They can aerial throw their opponent while
       their opponent is on the ground. All they need to do is to jump and hit
       the punch button while they are right above their opponent.

--
================================================================================
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 ...
================================================================================

Newsgroups: alt.games.sf2
From: jwilbur@iat.holonet.net (Jay Wilbur)
Subject: Re: SNES SFII Joystick Interest Poll
Organization: HoloNet (BBS: 510-704-1058)
Distribution: usa
Date: Thu, 20 Aug 1992 20:02:16 GMT

Sorry about the null post.  I'm still getting used to this UI from hell.

We imported two Apollo Pro Joysticks from Japan and love them.  You'll
never really have control over your SFII characters with those gamepads. 
If you're a serious SFII player...get a joystick!


-- 
/-------------------------------------------------------------------------\
| Jay Wilbur  | jwilbur@orac.holonet.net | CIS: 72600,1333 |   Fidonet    |
| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
\-------------------------------------------------------------------------/
Newsgroups: alt.games.sf2
From: jwilbur@iat.holonet.net (Jay Wilbur)
Subject: Re: SNES SFII Joystick Interest Poll
Organization: HoloNet (BBS: 510-704-1058)
Distribution: usa
Date: Thu, 20 Aug 1992 14:06:38 GMT

greg@gregs.smd.tandem.com (Greg Stewart) writes:
: I am taking an interest poll for a new Street Fighter II joystick for the 
: Super Nintendo, handcrafted by fellow Usenetters.
: 
: Like you, we grew tired of waiting for Capcom, so we built our own joysticks. 
: We were concerned that Capcom would use cheap components and a 
: plastic case, so we used the real arcade joystick and Cherry buttons, and 
: mounted them in the arcade layout in a beefy wooden case with a solid 
: angled playfield like the real thing.  We designed our own version of
: the controller electronics.  This joystick lets you execute moves 
: with ease that are very difficult with the SNES controller pad.
: 
: We'd like to know if any of our fellow Usenetters would like to 
: get one too.  If we get enough interest (at least 100), we'll start cranking
: them out.  First availability would be as early as three weeks from now
: for $79.95 plus tax and shipping.
: 
: Please indicate your interest by e-mail to
: 
:   greg@gregs.smd.tandem.com
: 
: If we were to offer an optional Turbo feature for easy rapid-fire punches, 
: how much would that feature be worth to you?
: 
: Thanks for your feedback!
: 
: Note: this venture is NOT affiliated with my employer in any way.
: 
: -- 
: Greg Stewart
: greg@gregs.smd.tandem.com
: 
-- 
/-------------------------------------------------------------------------\
| Jay Wilbur  | jwilbur@orac.holonet.net | CIS: 72600,1333 |   Fidonet    |
| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
\-------------------------------------------------------------------------/
Newsgroups: alt.games.gb
From: mwd@gath.cray.com (Mark Dalton)
Subject: Sector prefs and Methane breathing.
Summary: Is there a correlation between sector types and methane
Originator: mwd@gath
Keywords: methane, sector types
Organization: Cray Research, Inc.
Date: 13 Aug 92 23:19:57 CDT

	What I am wondering is there any correlation between 
sector types or sector combinations and the preffered planet
atmosphere of Methane.
	In the last 2 games I have played I have been a Methane
breather.  I would preffer not to be.  Is there anything in the
code that increases my chance of being a Methane-Breather??

Any help would be appreciated.
Also does anyone have any comments (beyond the FAQ) about
races designed or ship designs.

Thanks!

Mark

Mark Dalton
Cray Research, Inc.
mwd@cray.com


-- 
Mark Dalton
CCN Helpdesk
mwd@carina.cray.com
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: alt.games.gb
Subject: Re: Sector prefs and Methane breathing.
Keywords: methane, sector types
Date: 14 Aug 92 16:44:07 GMT
Organization: Universal Export Ltd, Regent's Park, London

Mark Dalton writes:
>	What I am wondering is there any correlation between 
>sector types or sector combinations and the preffered planet
>atmosphere of Methane.

Nope.  Atmosphere is purely a function of planet type, which in turn
is a function of the temperature of the planet, which is a function of
the star's heat and the distance from it.

All forest, earth, desert, and water planets have the same chance --
33% -- of being methane.  If you really want a different atmosphere,
be an iceballer or airlesser; they have either no atmosphere or a
sulpherous one.  (Iceballs and airless are not good starting planets,
so don't take that last line too seriously.)  Jove races get either
methane, or more likely hydrogen.

-Leonard
Newsgroups: alt.games.gb
From: sbaker@eng.auburn.edu (Samuel Baker)
Subject: GB server
Organization: Auburn University Engineering
Date: Wed, 19 Aug 1992 11:43:07 GMT

Hello,
	Just downloaded the server and FINALLY got it running.  I had to
change operating systems and change to ANSI C (vs. K & R) but it works now.
I have a question which is directed to Garrett or any other knowlegable
GB type person.  How do you specify the distances of stars in the GB makeuniv?
I see many games where the diety will post an average star distance.
	Also, the server wouldn't compile with the racegen, something about
redefinition of the atoi() function.  I couldn't find the error immediatly,
so I just axed out the part of the Makefile that includes racegen, and I hand
enter the races w/ enrol.  Any one have a quick fix?  If not, any data out there on the way the racial parameters vary from race type to race type (1-9) when using enrol?
	Thanks, mabey I can host a game soon.  Any comments appreciated.

Link Baker
aka Leprosy, etc ...

Xref: sparky alt.games.gb:1047 news.answers:2568
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: alt.games.gb
Subject: GB 5.1
Date: 15 Aug 92 22:00:53 EDT

OK, GB has now been fully ANSI-fied. However, pooh is going to be down
Wednesday thru Sunday while Caltech upgrades their unix-cluster. So
it wont be for at least a week before I can start a new game. After Sunday
I will make an announcement.

-Garrett

Newsgroups: alt.games.gb
From: hassink@cs.UAlberta.CA (Hassink Brian John)
Subject: Newbie, Would like info
Organization: University of Alberta, Edmonton, Canada
Date: Thu, 20 Aug 1992 18:36:44 GMT

Hello,
   I'm new to Galactic Bloodshed, but am very interested in it.
Does there exist some sort of user's manual to introduce newbies
to the basics? From what I've read, there are some similarities
to Empire (Please don't start a Flame war over the superiority of
GB to Empire). Anyway, where can I get a command-line based client?

Thanks for any help.
Brian
hassink@cs.ualberta.ca
Newsgroups: alt.games.gb
From: moss_r@summer.chem.su.oz.au (Richard Moss)
Subject: New games around ???
Followup-To: alt.games.gb
Organization: Sydney University
Date: Thu, 20 Aug 1992 02:33:27 GMT


Hi,

just wondering what games are starting up ?  Garrett and Feep both
mentioned starting games - has that happened yet ?

thanks

Alien


-------------------------------------------------------------------

        	Richard Moss                                    O     .  ..
        	Department of Theoretical Chemistry            <#>___o....
        	University of Sydney                           /| //...
        	Australia                                     / \\/../
        	moss_r@summer.chem.su.oz.au                  o  //. /
              . .                                       //. /
     o   . o  .  ..                                    ^^  /
      \   / . ..  .                                       /
       \ / . ....   __                                   /
       <O>  .. .   /   \                                /
        #||. .    /     \                            __/ 
       //_|      /       \            Ski Oz!    ___/   
         ||  .  /         \_____________________/
         ||    /              
         ^^ 

-------------------------------------------------------------------
Newsgroups: alt.games.gb
From: hwloidl@risc.uni-linz.ac.at (Hans Wolfgang Loidl)
Subject: GB test game
Organization: RISC, J.K. University of Linz, Austria
Date: Tue, 18 Aug 1992 09:35:36 GMT

Dear GBers!

To test the GB server I have recently installed on our machine
I am currently running a very small test game (only 5 players,
2 guests). The server seems to be stable now.

So, if you want to have a look at the game try
Host:  melmac.risc.uni-linz.ac.at
Port:  2010
Accounts: guest0 guest0    or
          guest1 guest1

Newbies are welcome. 

-- 

                                    Hans Wolfgang Loidl
                                 hwloidl@risc.uni-linz.ac.at

----------------------------------------------------------------------------
| RISC-Linz                                                                |
| Research Institute for Symbolic Computation                              |
| Johannes Kepler University                                               |
| Linz, Austria, Europe                                                    |
----------------------------------------------------------------------------
From: jwoolsey@gfx.engga.uwo.ca (John J. Woolsey)
Subject: Re: Stale socks.
Organization: University of Western Ontario, London
Date: Fri, 14 Aug 1992 23:21:52 GMT

In article <36733@sdcc12.ucsd.edu> cfodor@sdcc13.ucsd.edu (Hi.) writes:
>In article <22178@venera.isi.edu> rlewis@venera.isi.edu (Roger Lewis) writes:
>>
>>I think my problem with limiting resources is that I don't want
>>resources any rarer at the beginning of the game than they are
>>now.  *Perhaps* there is a surplus of res later in the game,
>>but I feel that the amount of res at the beginning of the game
>>(the first 35 updates or so) is just perfect.
>
>I do agree, I meant to mention that this only happened *after*
>update 40 or so.  Thus the ideas for making developed planets 
>somehow cost more to upkeep.
>
>I know most of the new players are limited to their homeworlds
>and can't field much of anything.  Usually they are desparate
>to scrape together enough to defend themselves much less go
>on the offensive.  It really doesn't take all that many ships...
>it takes skill to kill the newbies... not even skill, more like
>knowledge.  For experienced players, it seems to me that it would 
>take lots of ships and lots of time.  I really wouldn't know, I've 
>never attacked any experienced players directly.  Usually skirmishes 
>and then some sort of truce.  For the newbies, they build a few
>cruisers, and attempt to attack someone.  After a few updates
>the cruisers are dead/dying/out of destruct.  They can't support
>the attack or build more forces and they end up frustrated and 
>defenseless.

I have found newbies make really good allies. You design your race and fighting
style to take one kind of stance, and then you find a newbie. Basically you
handle the majority of the offensive, and then let them hit the ground, or
do what-ever they do best. Basically you can almost tell a newbie what to do
and they will do it. As long as you make sure they prosper which is in your
best interests you will find that they will fit well into your battle plans.
You will find that experienced players have their own ideas, and often no
matter how much you help them they will not nessissarily work as willfully with
you. Newbies also in such an alliance can see what you are doing, and really
quickly they either learn or ask questions about how to play. They then are
better GB players, and learn better how to defend their systems and the like.


>
>I think the funnest situations I've been in were ones where I was
>forced to work with other people to attain a common goal.  Not where
>I wrote macros to build/launch ships.
There are few situations that were more fun then giving you a cargo ship with
an Xtal, and 200 destruct, and asking you to land me the destruct on a jovian,
and keep the cargo ship as payment for the deed. It is so deceptive, and so
much fun :-) The other good one was giving you missiles to attack the systems
while pretending to be neutral in a war over a neutral system :-) worked wonders
with both you and my newbie ally.

>
>Chris Fodor aka Feepness
From: cfodor@sdcc13.ucsd.edu (Hi.)
Newsgroups: alt.games.gb
Subject: Re: Stale socks.
Date: 16 Aug 92 00:07:55 GMT
Organization: University of California, San Diego

Hey can somebody help me with racegen? (The one that
comes from scam with GB.shar.Z)  I'm trying to set
up to run a game, but I can't get racegen to work.

A segmentation fault occurs somewhere inside the
Dialogue routine when Dialogue ("Hit return", 0) is
called.    

I seem to remember something about there being problems
with racegen awhile ago.  But I of course ignored it
since I wasn't immediately interested.

All help appreciated, and we may have a blitz or longer
game up soon.

Of course, this would be under Feepness rules.

Feepness

Send game info to holly@atlas.sdsu.edu.  Send personal stuff
to cfodor.
--------------------------------------------------------------
Chris Fodor      cfodor@UCSD.edu or holly@atlas.sdsu.edu
Disclaimer:  I am leading a double life at two separate schools.
--------------------------------------------------------------