HDTenEightyP/NetNews huggingface dataset:
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Re: Hyper Fighting
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 5 Jan 93 22:31:30 GMT

In article <1992Dec31.162933.46007@kuhub.cc.ukans.edu> lerner@kuhub.cc.ukans.edu writes:
>In article <C04J7t.8HL@ux1.cso.uiuc.edu>, loverde@ux1.cso.uiuc.edu (AstralWolf) writes:

[stuff deleted]

>
>Balrog-   No new moves, but some new things:  his turnaround punch can
>          be charged for longer, and takes off like half your life
>          when fully charged.  Also, the charging straight punches hit
>          crouching opponents.

I haven't noticed any difference in the turn-around punch's damage, no
matter how long it's charged.  But here's a new twist: Balrog is invunerable
while "turned around".  This is especially useful for smacking Ryu/Ken
_through_ one of their fireballs. 

>
>-Michael Lerner
>
>
---
Tom Cannon
From: zenman@cco.caltech.edu (William Zen)
Newsgroups: alt.games.sf2
Subject: SNES SF2 -- Codes for Bosses? Action Replay? etc.
Date: 8 Jan 1993 08:48:45 GMT
Organization: California Institute of Technology, Pasadena
Distribution: world
NNTP-Posting-Host: punisher.caltech.edu

Hello all,

 	I've recently just started reading this newsgroup again and
I've been seeing a bunch of stuff about SNES SF2 having codes to
play the bosses or have some gadget that one can use to alter it
to do so.  Hmm...could someone please tell me the fact and fiction
involved.  It'll be real nice to be able to play the bosses...game
is getting boring with the regular 8 at home.

Thanks in advance.


Newsgroups: alt.games.sf2
From: ronaldm@rgm.com (Ronald Mendoza)
Subject: PAR Codes:SF2
Organization: RGM *nix - Sacramento, CA
Date: Fri, 8 Jan 1993 16:36:17 GMT

I just picked up a fairly new magazine called Game Fan, and they listed some
Pro Action Replay codes for Street Fighter II.  (SNES of course)  Now, I don't
have a PAR, so I can't vouch for these, but perhaps someone who does have one
can put them to the test.  Better yet, if someone knows how to interpret PAR
codes, (i.e. which location and what data value to change), PLEASE let me know.

Here we go:

Chun Li vs Sagat
 7E0E D10A & 7E0C B200
E. Honda vs (strange color) Blanka
 7E0C B200
Guile vs M. Bison
 7E0E D108
(strange color) Chun Li vs Sagat
 7E0E D10A & 7E0C 1635
Ken vs Vega
 7E0E D109
Guile vs Balrog
 7E0E D10B
(strange color) Guile vs Zangief
 7E0C 1635
Guile vs Vega
 7E0E D109
Vega vs Sagat
 7E0C D109 & 7E0E D10A
Vega vs Balrog
 7E0E D109 & 7E0E D108
Fast Fireballs
 7E0C B909
Turbo
 7E0C 6030
Quick Dragon Punch
 7E0E 3249
No Stars
 7E0C 8900
No Special Moves
 7E0C B201
Invisible
 7E0C 1645
Ryu Red Fireballs
 7E04 B300
Auto Flask Kick
 7E0D 9904
Auto Dragon Punch
 7E0D 9608
Blanka Electricity Roll
 7E0C 2030

-Ron (ronaldm@rgm.com)
From: johnjohn@cco.caltech.edu (John White)
Newsgroups: alt.games.sf2
Subject: Throw ranges (was: How to counter-throw)
Date: 5 Jan 93 23:31:52 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: scratchy.caltech.edu
Originator: johnjohn@scratchy

In article <C04FLG.8I6@news.cso.uiuc.edu> el27166@uxa.cso.uiuc.edu (This  
Space for Rent) writes:
>So, there's really only two things to consider:  the range at which you
>are able to throw, and the time at which you are able to throw.  You
>probably know the range, if you play with throws at all.  And you certainly
>must know the timing, if you've played the game at all.  So just put the
>two together.  Only throw when your opponent is in range, and you are able
>to throw.  In any other case, sit in defensive crouch. your opponent can't
>hurt you.  And remember not to tap the buttons before your opponent is
>in range, or before you're ABLE to throw.  If you do, you'll mess up your
>counter-throw.  

This brings a question to my mind about throw ranges.  My impression (and  
now, my "feeling") is that the other person pressing a button made an  
attack, which would bring a part of the other warrior into the throw range.   
But is this effect limited to the arms for some fighters?  Or to certain  
parts of the attack that vary from fighter to fighter?  It seems that some  
fighters (say, Zangief) have an easier time of throwing out of a kick or  
throwing someone out of certain parts of the attack...

John White
Newsgroups: alt.games.sf2
From: 2261as@gmuvax2.gmu.edu (Ilphay)
Subject: Re: How to counter-throw
Organization: George Mason University, Fairfax, Va.
Date: Wed, 6 Jan 1993 19:02:24 GMT

>
>If you are playing Blanka and tapping the button to throw, you might be
>starting the electricity, instead of getting the throw.
>

Agreed, electricity takes a long time.  One persone I know when Bison
does his scissor kick, just takes the hit then bites right then and
there(I don't know who gets the better end).  As for the cheezpedo,
I'd suggest trying to time it more.  (the computer doesn't
seem to have a problem with biting)

>I find Bison's torpedo/throw the hardest tick for me to counter throw
>because it messes up my timing.  Is this one scenario in which I SHOULD
>tap the buttons like an idiot?  I would like to think that it takes skill
>to counter it, as it takes skill to counter the other ticks, but hey,
>whatever works, right?

I believe this is one scenerio where you should take a look
at what's going on.  If Bison is going to come out of the 
cheezpedo within throw range, then by all means throw, if not
c'est la guerre.

Newsgroups: alt.games.sf2
From: prock@teetot.acusd.edu (The Prock)
Newsgroups: alt.games.sf2
Subject: Ken's uppercut combo
Date: 6 Jan 93 03:08:33 GMT
Distribution: usa
Organization: usd


Well I have been playing a little too much of this silly game
lately and I have come up with a question.

Recently there was talk on the group about Ken's 4-hit DP combo.
I am left with some questions though.

Question #1

	On which characters have people been able to use this 
	combo on?
	I have only hit Zangief and Sagat with all four hits.
	Has anyone hit other characters with this in a non
	combat situation?  
	It seems to me that the 4-hit combo is purely an
	accademic matter since I have only used it in atual
	person-person combat a handfull of times.
	(Addmittedly my eyes gleam at those times)     

Question #2

	Given that under most circumstances the DP combo will
	only hit three times which would be more prudent to
	use, read does more damage:
	jumping fierce/standing fierce/fierce uppercut,  or...
	jumping fierce/fierce uppercut

	Both will hit three times against most opponents.

	I would guess that the fierce/fierce/fierce uppercut
	(the first of the two) would do more damage because
	all the hits happen sooner and I think the two fierce
	hits and one uppercut would do more damage than two
	uppercut hits and one fierce.


Now let's not bring in any DP combo's that are not 3-hit and
guarenteed to hit three times against all characters.

This is an important question to me because it directly relates
to how I play the game.  Not any random experimenting that I might
be doing on any given day.

Also as a passing note I have addopted Sagat's Roundhouse/short/Tiger Knee
as my favorite combo to do.  So much damage and so easy to do,
what more could you ask for.

Andrew Prock
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: SF2*ibm*: black belt edition available (was re:sf2eng.lzh?
Date: 9 Jan 93 23:39:30 CST
Organization: University of Kansas Academic Computing Services

> 
> 	I found this while browsing thru wuarchive.  Has anybody tested 
> this version?  Does anyone know how to un-lzh it on vax or unix?
> 	Where can I found sf2new2.zip?  Thanks for the time.

Sf2eng.lhz is an illegal hack of sf2ibm.zip(which also happens to be illegal
due to copyright infringement, but he did the work).  It is very similar
to the hacks in the arcade.
there are 8 characters to choose from, 4 are ryu clones, and 4 are guile
clones.  each clone does variations, for instance scarlet(guile num.4)
has a wierd razor kick that uses the first instant sonic boom animation.

sf2-184.lzh is equivelent to sf2new2.zip.
all this is for ibms only of course.

the 2 files are on wuarchive.wustl.edu under pub/MSDOS_UPLOADS/games
and lzh(or lhz, whatever) is under mirrors3/archive.umich.edu/msdos/compression
/lzh  (or something recognizably similar).


> 
> 
>     [][][][]   [] [][] []    []  ***********************************************
>    []     []  [] [] [] [][]  []  *  EVAN CHAN  V060P9RR@UBVMS.CC.BUFFALO.EDU   *
>   [][][][][] [] [][][] [] [] []  *  LAMBDA PHI EPSILON------SPANKY             *
>  []       [][] []   [] []  [][]  *  "Here'sMr.BustaRhymewitdaSCENARIO" TCQuest *
> [][][][][][]  []    [] []    []  *  "BUUUDDDYYYBUUUDDDDYYY" Raiden (MK)        *
>                                  ***********************************************
-- 

Later...

/----------------\
| Doug McClendon   \
| DMC@Planet.Pinball \-----\
| epasls@kuhub.cc.ukans.edu \
| C.C.=Perfection            \---\
| Pain=Happiness=Sadness=Pleasure \--------\
| "Give up on life, life's given up on you" \
|      -Keith James, 1992|                  | 
\-------------------------------------------/
Newsgroups: alt.games.sf2
From: daw@jhunix.hcf.jhu.edu (Dave Webb)
Subject: NES + 19 games.. STILL AVAILABLE..
Organization: HAC - Johns Hopkins University, Baltimore
Distribution: na
Date: Tue, 5 Jan 1993 21:42:57 GMT

*I would like to have this sold by the end of the week*
* BEST OFFER AS OF 1/5 is $170.00 *
* If you want to get in on this... NOW is the TIME! *

Thanx... and now back to the original post...

FOR SALE!
	Nintendo Entertainment System
		-Base Unit
		-2 Controllers
		-12+ issues of Nintendo Power Magazine
		-Tip sheet with passwords, etc.
		-The following games (includes box and instructions:
	-Mario Bros. , Super Mario Bros. , Ninja Gaiden , Ninja Gaiden II
	-Tennis , Kung-Fu , Baseball , Castlevania , Castlevania III 
	-Top Gun , Excitebike , Magic Johnsons Fastbreak , Goonies II
	-Platoon , X-Men , 10 yard Fight , John Elways Quarterback
	-RBI Baseball , Jeopardy

Note: ALL items are in MINT condition 

PRICE:  * BEST REASONABLE OFFER * 

					Thanx,
						Dave Webb
NOTE!!
	BEST CURRENT OFFER IS $170.00 plus shipping and handling


Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Z
Organization: University of Illinois at Urbana
Date: Wed, 13 Jan 1993 05:00:00 GMT

mhen@nodisk.webo.dg.com (Mat Hen) writes:

>Well, you probably know this already.  In CE, there are no sure ways
>for Z to stop Honda's torpedos.  In HF, Z can stop Honda's
>torpedos with crouching jabs.  I'm not sure how to stop honda's new flying
>move with Z though.  May be the double lariat will do it?  Anybody
>knows how?

I just block and SPD.  Honda is momentarily immobile after that move.
Even if Honda misses entirely, you can still SPD if he's within range.
It's silly for Hondas to do this move on Zangief.  Honda's supposed to
try and keep Zangief away.

Judicious use of the various speed torpedos and hundred hand slap will
be more effective.  Beware when doing the slow one, though.  You'll stop
short of Zangief and he may SPD you before you can get your HHS going.

>Mat Hen		


-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
If you have nothing good to say, sit down, shut up, and post to USENET.
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: SFII: TCE HyperFighting (did I miss anything? >:)
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: Sat, 9 Jan 93 21:53:26 GMT


mjb@srl03.cacs.usl.edu (Matthew Brumley) writes (in partial):
 
>     I got a chance to play it a coupla days ago, and figured out/guessed most
>of the moves, but I was kinda puzzled...
>
>What about Sagat (in those nifty white shorts)?  I couldn't discern any diff.
>in the Knee or the Uppercut (except for what I think was just the faster speed
>of the game).  He still can't interrupt a Fierce attack with his Uppercut (now
>THAT would have been a nice change), and the standard moves (charging,
>spinning and other things) don't work with him...  Any hints?  More damage on
>the Uppercut, perhaps?  hehehe  (I was even trying aerial throws, holding down
>buttons, and tapping 'em Chun Li or Honda-style)
 
His Tiger Uppercut hits limbs better, his Standing Short is a pain and his
jumping Fierce/Roundhouse's are a bitch.  As a certain person would say it,
Sagat's an asshole. :)
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Capcom address?
Organization: University of Tasmania, Australia.
Date: Wed, 6 Jan 1993 04:05:48 GMT

dust@cs.UAlberta.CA (Dust Jason Norman) writes:

>	Hi!  Could someone out there please post Capcom's address.
>		Thanks,
>			Brian


------------------------ included article follows ------------------------

From: ctam@nodisk.webo.dg.com (Chi Hang Tam)
Date: 24 Sep 92 16:28:05 GMT

Here's Capcom's address that I got earlier from soc.culture.japan:

>
>Capcom is based in Osaka, Japan.  I don't have the address with me.  They
>have one American staff programmer that I know of, a real nice guy named
>Scott Maxwell, who I met in Sunnyvale, Ca. at the local Golfland, USA
>which has a large arcade.  You might right a letter to him, in English
>and ask him to forward it to their marketing department.  Capcom also
>has an office in Sunnyvale or Santa Clara CA.  The number is 408-727-0400.

Another message that I got:
> 
>Capcom,
>1-4-12 Otedori,
>Chuo-Ku, Osaka 540
> 
>Tel.:(81-6)946-6622
> 
>President: Kenzo Tsujimoto.


--
Tim Morris

Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Hyper Fighting
Organization: Indiana University
Date: Wed, 6 Jan 1993 09:20:59 GMT

In <C04J7t.8HL@ux1.cso.uiuc.edu> loverde@ux1.cso.uiuc.edu (AstralWolf) writes:

>     Well, I finally played this version the other day and was quite impressed.
>The funky neon tights are perfect for Zangief, and Vega finally has a suit
>that doesn't make him look like a pansy...  

>     I don't know if I saw all the new moves..and definitely can't perform em
>all.  Let's see I've seen hurricanes in the air, Blanka's upward ball, 
>Honda's funky new belly flop (could make him dangerous), Dhalsim's teleport,
>Vega's super extended roll, and I think there were a few more...

>     Is it just me or does it seem that when Dhalsim does a drill from high in
>the air he is much slower than when he does it near the ground?  I heard
>Bison can do a flaming drill type move...

I played this game for only about 30 minutes and I noticed that they changed
Dhalsim's dives so that it's the same speed as the SF2 classic.  Geez, c'mon!
Why are they watering down DHALSIM??  What about Ryu for crying out loud??
I was disappointed and the shear slowness of the dives.  It seemed to me that
they were much slower regardless.  I did see Ryu's bluish-suit, but when I 
walked up to the arcade to play, the guy died and I didn't see any more Ryus
play the game.  Is his HK still as powerful as before??  What about the damage
of the DP's??  Or more importantly, did they water down his fireball speed??
Probably not because he's Ryu, I guess.  

>     Anyway, just curious about what other funky new moves are out there...
>Blanka and Honda's are just like the razor motion, and to hurricane in the 
>air just jump and hurricane...how does Chun toss a fireball?  Just
>curious....

I heard it was yoga flame motion, but I'm not sure.
-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Good 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.
Distribution: usa
Date: Wed, 6 Jan 93 13:34:36 GMT


bodom@silver.ucs.indiana.edu writes (in partial):
 
>Ok, but I still haven't figured out how to stop Vega jab nonsense with
>Zangief. It's killing me and I'm getting very discouraged.  Vega will jab and
>then he is out of range for the SPD and if I try anything else (like jumping),
>I WILL get stabbed again since it is so quick?  Have you ever encountered this
>situation and what do you do to counter it?
 
If you have more energy than him, definetely play defensive.  His jabs won't
hurt your block and you can counter/positive trade his Roll (Woof Woof) and
Wall Jump (Woof Woof or Jump + Up Fierce).  And of course if he ever gets close
enough to throw... :)
 
On the other hand, if you managed to find yourself on the losing end, you
should try anticipate, trade, and play very random.  Vega's hit are very weak
compared  Zangiefs so you can afford to screw up.  If a Vega does something
dumb like just Jab at you, crouching Jabs will counter, crouching Roundhouse
will counter/ positive trade if close enough and crouching Fierce from afar
will counter/positive trade.
 
BTW, a good fake with Zangief is crouching Foward to whatever, especially
against opponents that tend to counter after you miss with a Roundhouse.
--
John Nishinaga - jnishina@nyx.cs.du.edu
Newsgroups: alt.games.sf2
From: mjb@srl07.cacs.usl.edu (Matthew Brumley)
Subject: Balrog
Organization: University of SW Louisiana
Date: Mon, 11 Jan 1993 17:19:00 GMT


So...  What exactly is the deal with Balrog's Haymaker?  I've heard a bunch of
rumors (many involving some kinda counter that indicates how much damage it
will do) which I have been unable to confirm (it isn't that hard to hold down
3 buttons), and I'm wondering what's up.  

All I know is :
a) I did the Haymaker quickly (about 1-2 seconds charging time) during the
   early part of the round, and it did less than a Fierce punch.
b) I held down the buttons for about 15-20 clock ticks and no mysterious 
   counter appeared.
c) I held down the buttons for a few clock ticks and (my opponent still 
   having a little more than a throw's worth of vitality left) finished 'im
   off in one shot with it.

What I assume from this is the obvious...  da longer I holds down da buttonz,
da more damigg I takes off.
However, that's not good enough.  >:)  Any idea on what the correlation b/w
the charge time and the power of this punch is?

Also, the charge time for his Charging punches seems to be in the 1.5-2 second
range!  Still, the fact that he can hit a crouching opponent MORE than makes 
up for this setback (IMHO, of course).

Thanks


Ryules
Newsgroups: alt.games.sf2,rec.games.video
From: n9282081@henson.cc.wwu.edu (Rob Ketcherside)
Subject: Game Genie on SNES
Organization: Western Washington University
Date: Thu, 7 Jan 1993 08:14:43 GMT


Hi, I've got a question:  Does anyone know any does for teh Game Genie
when use don Street Fighter 2 on the SNES?  If you do, please e-mail me!!
My friend has it, and I wanna play the bosses (or do anythng!! All we know
how to do is alter the tiem clock!)
 
 
Thanks

Robert Ketcherside
n9282081@henson.cc.wwu.edu



   "Anime isn't just a hobby, it's a personal problem"
          -"Mister Ray" Irish

Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: SFII classic - Ryu's better than Ken!
Organization: University of Illinois at Urbana
Date: Thu, 7 Jan 1993 06:42:18 GMT

Aside from the obvious kick throw difference in SFII classic, can anyone
tell the difference between Ken and Ryu?

I'll venture to say that Ryu is better than Ken.  To prove it, here's what
you do.  Go play 2 players on a SFII-classic machine with a friend.  Trade
hits until you are tied in energy.

1) Have Ken jab continuously over Ryu's head so that Ryu assumes the defensive
crouch stance as time runs out.  Then, after Ken has assumed his 'tie stance',
roundhouse sweep Ken using Ryu.  Ken gets knocked down.

2) Now reverse the positions.  Ryu jabs over Ken's head.  When Ryu assumes
his tie stance, Ken cannot footsweep him!  Ryu is invulnerable in his tie
stance, and Ken is not!  That's the difference!

Another fun trick for those of you who are good at the magic throw:
Have Ken jab over Guile's head so that Guile assumes the defensive crouch
stance.  Then, after time runs out and Ken assumes the defensive crouch
stance, magic throw him!  It works!  I've done it consistently many times.
However, I've NEVER magic thrown Ryu out of his tie stance, only Ken.
With a 90% success rate on Ken and a 0% success rate on Ryu, you've got
to be suspscious.

Also, if you are really good at the magic throw, you can freeze your
opponent and freeze Guile and let the time run out.  Then magic throw
your opponent out of it whenever you like.

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
If you have nothing good to say, sit down, shut up, and post to USENET.
Newsgroups: alt.games.sf2
From: inkblot@leland.Stanford.EDU (Thomas Calvin Cannon)
Subject: Which "Handedness" is better? (was Re: Newbie Question)
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 6 Jan 93 20:51:25 GMT

In article <C0FEw3.DIx@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) 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

[stuff deleted]

>
>Well, I just give a little wiggle, just like trying to recover from a stun
>quickly.  The computer can break out of them quickly because it's the computer.
>However, I broke out of noogie ONCE without taking any damage.  Maybe a bug,
>or glitch.  No way would you be able to break out of a hold quickly like the
>computer, because you have to wiggle the joystick VERY fast (probably not 
>humanly possible) and you must also anticipate very quickly that you are being
>held, so you know when to wiggle the joystick VERY fast.
>

This is also the way to recover from stars quickly (just wiggle the 
joystick LEFT and RIGHT....UP, DOWN, and BUTTON presses don't help)

Which brings up an interesting point....all other things being equal, does
a left handed player have a slight advantage over a right handed player?
As a leftie, I can nearly always get out of stars in a little over 1 (one)
second.  Birdies take longer for some reason.  I can get out of holds
pretty quickly as well.  Any thoughts??

>-- 
>Brian T Odom
>
>"We are all manufacturers -- some make good, others make trouble, and still
>others make excuses."
---
Tom Cannon


Newsgroups: alt.games.sf2
From: wizard@agora.rain.com (Chris Ward)
Subject: Re: SNES SF2 : same character matches.
Organization: Open Communications Forum
Distribution: na
Date: Thu, 7 Jan 1993 23:09:03 GMT

To do the character match up, it's this
Down, Right Button, Up, Left Button, Y, B
(has to be done when the capcom screen is on)
From: ar903@cleveland.Freenet.Edu (Robert Taylor)
Newsgroups: alt.games.sf2
Subject: More teleport
Date: 10 Jan 1993 08:06:05 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ar903@cleveland.Freenet.Edu (Robert Taylor)
NNTP-Posting-Host: slc10.ins.cwru.edu


I was able to do Dhalsim's teleport using the DP motion and Two Punches
and a kick, after I did that I tried different combinations and it
doesn't have to be three punches or kicks it can any three buttons.
(Not including 1p and 2p buttons ;))

-- 
french hawk
ar903@cleveland.freenet.edu
International Snack Professionals
702-594-7322
From: Ti.Nguyen%p156.f156.n2605.z1@hourgls.fidonet.org (Ti Nguyen)
Newsgroups: alt.games.sf2
Subject: please help me unzip sf2i
Date: 5 Jan 93 20:57:52 GMT

Hey Zans If you give me a copy of that game I can probably figure it out
Call me at 919-855-3305


 * Origin: (1:2605/156.156)