Super Street Fighter II Turbo - PC Version
                ==========================================

                        Frequently Asked Questions
                        ==========================

    Compiled by Eurocom Developments Ltd.

    This is the OFFICIAL SSF2TPC FAQ.  It provides pointers/answers to the
    most Frequently Asked and easily answered questions about SSF2TPC that
    often get posted or e-mailed to us.
    
    All trademarks mentioned are acknowledged.

    This article is (C) Copyright 1995 by Eurocom Developments Ltd., 
    All rights reserved.  You are welcome to make copies and redistribute
    this article, as long as it is kept in its original form.

  CONTENTS:
  
  [1]. INTRODUCTION

      [1a] What is Super Street Fighter II Turbo?
      [1b] Who developed the game?
      [1c] Who published the game?
      [1d] Have Eurocom worked on other SF series games?
      [1e] Which version of the game is the PC version based on?
      [1f] What versions of the game are there?
      [1g] How do the versions differ?
      [1h] How do the difficulty levels relate to the arcade version?
      [1i] The game had problems on my system - why was it released?
      [1j] The game differs from the arcade - why was it released?
      [1k] What demo versions of the game have been released?
      [1l] Who would the developers like to thank?
      [1m] What's different from the arcade version?
      [1n] Non-US CD versions only - where's the CD music tracks?
      [1o] I've seen non-US CD versions on sale with a
           "special edition" sticker - what's different?
      [1p] Can you skip or speed up the presentation sequences?
      [1q] What do all the options do?
      [1r] What are the command-line options?
      [1s] Killing blocking characters on zero energy needs more
           than one hit.
      [1t] Can I redefine the actions of my pad buttons?
      [1u] Compressed Drives - Stacker, Doublespace, Drivespace etc.
      [1v] Swap File
      [1w] Windows 3.x and Windows 95
      [1x] Can I play the game under OS/2
      [1y] Installing takes a long time - what can I do?

  [2]. SOUND CARDS

      [2a] Why do I have to select a soundcard for sound effects
           and again for music?
      [2b] Why do I have to select a soundcard for CD music.
      [2c] Why is there no auto-detect for MIDI?
      [2d] I have a Gravis Ultrasound - any special tips?
      [2e] I have a Sound Galaxy Pro - any special tips?
      [2f] I have a Pro Audio Spectrum - any special tips?

  [3]. TACTICS

      [3a] Landing safely.
      [3b] Move list

  [4]. CHEATS AND SECRETS

      [4a] Are there any cheats?
      [4b] How can I play as the Super characters?
      [4c] How do I play as Akuma?
      [4d] How do I select a different colour for my character?
      [4e] How do you get to fight Akuma?
      [4f] How does Akuma differ from the arcade version?
      [4g] How do you get to see the credits?

  [5]. OTHER PROBLEMS

      [5a] Why do I have problems with the copy protection?
      [5b] Are there any patches available?
      [5c] Keyboard control isn't too good on my system - why?
      [5d] Why are some sound effects never used in the game?
      [5e] Why can you use only 1 4 or 6 button pad?
      [5f] Is there any way I can play with two 6 button controllers?
      [5g] The game seems to sometimes skip frames - why?
      [5h] Guile's sonic boom doesn't always animate right - why?
      [5i] Guile's flash kick doesn't always flash - why?
      [5j] Advice for low memory set-ups
      [5k] Advice for high memory set-ups
      [5l] Why is there such a long wait between bouts?

----------------------------------------------------------------------------
REVISION HISTORY

    23rd May 1995  Initial release of SSF2TPC.FAQ. Compiled by 
                   Eurocom Developments Ltd..

WHERE CAN I FIND THE FAQ?

    On the Internet, specifically in the Usenet newsgroups,
    look for it in alt.games.sf2, or alt.pc.games.action.

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

Part [1].  INTRODUCTION


-- [1a] ----------  What is Super Street Fighter II Turbo?

Super Street Fighter II Turbo is the latest in the Street Fighter series of
arcade games from Capcom.

There are many incarnations of the game on a variety of formats but Super
Street Fighter II Turbo is by far the most advanced of the range.

The main features of this version are the new characters (THawk, Cammy,
Feilong and Deejay plus the secret character/boss Akuma) and the Turbo bar.
This is charged up during gameplay to allow devastating Super Combo moves to
be performed on your opponent.


-- [1b] ----------  Who developed the game?

The game was developed by Eurocom Developments Ltd.. We have no other
connection to GameTek.


-- [1c] ----------  Who published the game?

The game was published by GameTek. They have no other connection to Eurocom.


-- [1d] ----------  Have Eurocom worked on other SF series games?

No.


-- [1e] ----------  Which version of the game is the PC version based on?

The PC version is based solely on the SSF2T arcade machine. If you see
features in any other versions of the SF series on any format
e.g. ARCADE/PC/3DO/SNES/GENESIS etc. then don't expect them to be present
or work the same in this version.


-- [1f] ----------  What versions of the game are there?

The game was released on two media formats - CD-ROM and Floppy Disk. The
differences between these versions are that the CD version was shipped
with CD Audio music while the floppy version was shipped with MIDI music.
The game itself is no different.
The 1.5 patch available for the CD version will provide a MIDI option.

The game was released in a number of territories namely

        US
        Europe excluding Germany
        Germany

The European version has also made its way to Australia and the Far East.

There are a number of demo versions available. These are detailed below.


-- [1g] ----------  How do the versions differ?

The German version has all blood removed from the game, since their laws do
not allow video games to portray blood. Installation language is German.

The European version has language support for French and English.

All demos are a cut down version of the final release. They incorporate one
level (USSR or Zangief's level) and two characters (Chun Li and Ryu).
Tournament mode, Super characters and Akuma are also unsupported in the demo.


-- [1h] ----------  How do the difficulty levels relate to the arcade version?

The arcade machine can be set internally to a difficulty level of 1 to 8.
However, there are 2 sets of 8 difficulty tables, that seem to be selected
on the territory the arcade machine is running in. In all, there are a total
of 12 unique difficulty tables (i.e. the last 4 of set 1 and the first 4 of
set 2 are the same), and so the PC version has a difficulty setting of
1 to 12 (i.e. you can select all possible difficulty settings).
This level affects how good the CPU players are, and how much damage the
CPU player does to you per hit among other things. On the arcade machine,
you have no control over this and no way of knowing what it is set to, so
you will need to experiment with the PC difficulty setting until you find
the level that "feels" like the setting you are used to.


-- [1i] ----------  The game had problems on my system - why was it released?

While we tested the game extensively on as many hardware combinations as
we could before release, due to the enormous diversity found on PC systems, 
it is simply not possible to check every combination. Once aware of these
problems, we provided via patches new versions of the soundcard set-up
program, soundcard drivers, CD drivers and DOS extender, to eliminate these
problems.


-- [1j] ----------  The game differs from the arcade - why was it released?

While we tested the game extensively before release, some bugs and
differences between the arcade and PC versions crept in during the conversion 
process. Due to the number of characters and number of moves they can
perform, testing all possible combinations is extremely difficult and time
consuming. Many of these problems were only spotted by expert SSF2T players, 
(we are not expert players, by the way, but are much better than we were!) and
once aware of these problems, we attempted to fix them via patches.


-- [1k] ----------  What demo versions of the game have been released?

A number of demo versions of Super Street Fighter II Turbo have appeared.

These are the Internet demo, the PC Format cover disk (also released on
PC Attack), and the demo that GameTek distributed to magazines at the recent
ECTS (Spring '95).

The Internet demo was released directly from Eurocom and can be patched to the
latest version to incorporate the latest bug fixes and updates.

The PC Format/PC Attack cover disk was released just before the Internet demo
and final release. It is not quite as advanced as the Internet demo, but is
the best available cover disk. The CD Format demo includes 3 CD Audio tracks.

The demo distributed at ECTS was a very early version which should not really
have been made available for general release. Many problems which may come up
in this version have no relation to either other demos or final release.


-- [1l] ----------  Who would the developers like to thank?

The many people who have e-mailed and posted comments, suggestions and
differences from the arcade version, and also those who have been very
helpful in running test patches/programs for us on problem hardware which we
are unable to obtain. We have tried to implement as many of these as possible 
via patches as fast as we could, and we think the game is much improved for
them. Once again, thanks to everyone who contributed.


-- [1m] ----------  What's different from the arcade version?

When developing SSF2TPC, we tried to convert the arcade version as faithfully 
as possible. However, due to the limitations of a PC, there are necessarily
some differences. These are :-

 i)     Screen Size -   Arcade  384 Wide * 240 High pixels
                        PC      320 Wide * 200 High pixels
        This makes the play area of the PC version slightly smaller than that
        of the arcade machine. For this reason the sprites appear to be larger.
        We decided at an early stage not to scale the sprites and backgrounds
        down to maintain the detail and quality of the graphics.
 ii)    Akuma Boss.
        The Akuma vs. Bison cut scene was implemented but with a few changes
        These are detailed elsewhere in this document.
 iii)   Statues on Bison's level do not break.
        The graphics were taken directly from the ROM image that makes up the
        arcade machine. However in the file that we had, the broken statues
        were missing. We did not have enough time to redraw these graphics,
        so this feature is missing. Barrels on Ken's level and Crates on
        Guile's level are fully breakable.
 iv)    Some background animations are missing.
        A few less noticeable background animations were left out of the game
        to maintain game speed and keep memory overheads reasonable. e.g.
        Birds on THawk's level.
 v)     Controller sequences for moves.
        All moves are implemented directly from the arcade source, so the
        controller combinations and timings are the same. However, due to the
        need for 2-button controller and keyboard support, and hardware
        limitations of some keyboards, moves that require all 3 punch/kick
        buttons to be pressed, now only need medium & hard punch/kick
        buttons to be pressed.
 vi)    Start button.
        Since the main controller would be the six button pad, and a start
        button would require 7 buttons, the start button was not implemented.
        In those instances where a start button is required (e.g. colour cheats
        on player select), two buttons will do the same.
 vii)   Vs. Mode.
        This was added to enable players to compete in their own tournaments 
        and also to play any characters on any level without having to 
        battle through the game each time.

8. The lose screen has been altered slightly after numerous
requests to allow speed up during the text printing section.

9. On the VS screen, if one player has the continue counter active, the screen
will not begin to load the next bout until the timer has completed. The reason
for this is that in the arcade, the timer would continue into the game. In the
PC version this was not done to maintain game speed by minimising the number
of unnecessary processes. The same problem occurs with high score entry for
the same reasons.


-- [1n] ----------  Non-US CD versions only - where's the CD music tracks?

The initial batch of the European CD version which was shipped to the UK,
France, Australia and Hong Kong, has the CD audio tracks missing, and so
no music can be heard in the game.

For those people who have already purchased SSF2T PC, a replacement audio CD
is available free of charge from GameTek. You merely use this CD instead of
the install CD when playing the game to get full CD Audio.

GameTek UK can be contacted on +44 (0)1753 553445.


-- [1o] ----------  I've seen non-US CD versions on sale with a
--      ---------- "special edition" sticker - what's different?

The only difference is this version contains the missing CD-audio tracks.


-- [1p] ----------  Can you skip or speed up the presentation sequences?

The speed ups on the between game screens have been ported directly from the
arcade machine.


-- [1q] ----------  What do all the options do?

 i)     Player one control
        Selects the control method for player one from
                Keyboard
                2 button joystick
                4 button joypad
                6 button joypad
 ii)    Calibrate Joystick/Redefine Keys Player One
        Depending upon the control method selected, this allows you to
        redefine the player keys or calibrate your game paddle.
 iii)   Player two control
        Selects the control method for player two from
                Keyboard
                2 button joystick
                4 button joypad
                6 button joypad
 iv)    Calibrate Joystick/Redefine Keys Player Two
        Depending upon the control method selected, this allows you to
        redefine the player keys or calibrate your game paddle.
 v)     Difficulty
        Selects the difficulty level of the game. There are 12 settings. The
        first 4 are very easy while 5 to 12 represent the 8 difficulty levels
        in the arcade machine.
        This setting controls the difficulty that the computer characters and
        players begin at, and how fast the difficulty level goes up. Please
        note that the game will increase the difficulty during play depending
        on how the player fares. (Continues step up the difficulty!)
 vi)    Time Limit
        This turns the time for rounds on or off.
 vii)   Background Animation
        This turns off the animation in the background e.g. the dancers on
        Deejay's level. This can help speed up a level.
 viii)  Parallax
        This turns off the parallax scrolling on the levels. e.g. the hills
        in Cammy's level. It will not turn of the parallax floor at the
        front of the levels. This can help speed up a level.
 ix)    Frame Lock
        This controls whether or not the game ties frame drawing to the
        vertical refresh. This can help prevent shearing on faster machines.
 x)     Music speed up
        Determines whether or not the music speedup plays when close to KO.
        On CD versions the game may pause when beginning the KO section
        of the music. This is due to the CD hardware and cannot be overcome.
        There are 3 options, ON, OFF, ALWAYS. ALWAYS will always use the stage
        KO music rather than the normal stage music.
 xi)    Sound FX Volume
        Select sound effect volume
 xii)   Music Volume
        Select music volume
 xiii)  Music Test
        Play the selected track
 xiv)   SFX Test
        Play the selected Sound Effect
 xv)    Auto Set-up
        Although mentioned in the manual, this option was removed prior to
        release.


-- [1r] ----------  What are the command-line options?

Super Street Fighter II Turbo now has a number of command line options. These
are:

    NOSFX   - Run Super Street Fighter II Turbo without Sound Effects
    NOMUSIC - Run Super Street Fighter II Turbo without Music
    NOSOUND - Run Super Street Fighter II Turbo without Sound Effects or Music

    CD Version only

    MIDI       - Run Super Street Fighter II Turbo without MIDI Music not
                 CD Audio
    NOCDINST   - Disable Mixer control
    NOCDSTATUS - Disable CD ROM status checking. This may speed up gameplay
                 on machines where the CD ROM is causing slowdown. This also
                 enables SONY CD ROM drives to correctly handle the CD Audio.

    USEAGE: SSF2T <option> at the command prompt where option is one of the
                           above options.


-- [1s] ----------  Killing blocking characters on zero energy needs more
--      ----------  than one hit.

Due to the differences in screen size between the PC version and the Arcade,
the energy bars also required resizing. This means that when an energy bar
appears to be at zero, it may actually be at 1 unit of energy. This means that
two hits would be required to kill the character since the character dies
when energy falls below zero.


-- [1t] ----------  Can I redefine the actions of my pad buttons?

This has now been implemented. It is available in patches 1.4 and upwards
using the file 'PAD.CFG'. Edit this file in any text editor to configure
the buttons for your 4 or 6 button pad. Full instructions can be found in
this file.


-- [1u] ----------  Compressed Drives 

Super Street Fighter II Turbo appears to work fine on compressed drives.
On drives with very small amounts of free space however, the swap file
system may run intro problems, as the DOS extender will not be expecting
to receive a disk-full error writing to the swap file once it has initially
created it succesfully. Although the effects of this may not be noticeable,
it is possible that Super Street Fighter II Turbo may crash or quit with an
out of memory error.


-- [1v] ----------  Swap File

Super Street Fighter II Turbo will analyse the free memory on your machine 
when it starts up. It will then create a swap file if needed to bring the 
total up to 16Mb. The swap file allows the game to run on systems which 
would otherwise have insufficient memory.


-- [1w] ----------  Windows 3.x and Windows 95

Super Street Fighter II Turbo does not currently run under Windows. This is
due to the DPMI manager that the game uses. Should the DPMI manager ever be
updated to remedy these problems, an appropriate patch will be released.

Windows 3.x users should quit to DOS before running Super Street Fighter II
Turbo.

Windows 95 users should use Shutdown - Restart computer in MS-DOS mode.


-- [1x] ----------  Can I play the game under OS/2

Super Street Fighter II Turbo has not been tested under OS/2. It may run or
it may suffer similar problems to running under Windows.

If you have problems, try running the game from a DOS bootup.


-- [1y] ----------  Installing takes a long time - what can I do?

Although you can't run the game under Windows/Windows 95, due to their
advanced file handling routines, the game can be installed very much
faster under these operating systems.

----------------------------------------------------------------------------
  
  [2]. SOUND CARDS


-- [2a] ----------  Why do I have to select a soundcard for sound effects
--      ----------  and again for music?

Some users have two sound cards in the same machine. This facility is mainly
for these users.


-- [2b] ----------  Why do I have to select a soundcard for CD music.

The CD-audio drivers are able to enable the CD-audio output line directly
on certain soundcards, as some soundcard drivers do not do this by default
after bootup, resulting in no CD-audio. For this reason, the music card
selection process is necessary.


-- [2c] ----------  Why is there no auto-detect for MIDI?

MIDI ports are generally in the 300 HEX address range on a PC. However, this
is also the place where many SCSI cards reside. Auto detection is thus not
used to avoid possible problems with SCSI cards.


-- [2d] ----------  I have a Gravis Ultrasound - any special tips?

For MIDI music on the floppy disk version of PC Super Street Fighter II Turbo
you must run LOADPATS.EXE before running the game.


-- [2e] ----------  I have a Sound Galaxy Pro - any special tips?

PC Super Street Fighter II Turbo does not directly support this card, but
sound effects and music can be used by selecting a Sound Blaster Pro in the
install program. You may see a warning when you try to run the game that
the settings are incorrect. Ignore this and you should get full sound.


-- [2f] ----------  I have a Pro Audio Spectrum - any special tips?

Please ensure that the drivers supplied with your cards are loaded before
trying to run the game. If you get an error message similar to the
following
        'specified driver is not loaded'
you need to load your drivers before running PC Super Street Fighter II Turbo.
See your sound card manual for full details.

Also ensure that Sound Blaster emulation is disabled when running
PC Super Street Fighter II Turbo. If the emulation mode is on the game may
crash or hang.

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

  [3]. TACTICS


-- [3a] ----------  Landing safely.

The manual claims that a throw move needs to be done to land safely from a
throw. This is incorrect. The player need only use a punch to land safely.


-- [3b] ----------  Move list

Rather than repeat the move list here we recommend that you download the
official SSF2T FAQ available on the Internet. The moves for the PC version
correspond to the moves for the arcade version.

The only difference is that moves which require 3 punches/kicks on the arcade
to activate, use medium + hard punch/kick on the PC. This was to remove some
of the keyboard problems discussed previously.

----------------------------------------------------------------------------
  
  [4]. CHEATS AND SECRETS


-- [4a] ----------  Are there any cheats?

There is a small set of cheats. It is up to you to find them.
There are cheats to recharge your energy and to kill either player
instantly. Happy hacking!


-- [4b] ----------  How can I play as the Super characters?

The feature to play as any of the 16 characters from Super Street Fighter II
is fully implemented. These are selected from the player select screen
in the following manner :-

First select your character with short jab, then use the moves from the
following list for the selected character :-

        RYU             RIGHT,  RIGHT,  RIGHT,  LEFT
        HONDA           UP,     UP,     UP,     DOWN,
        BLANKA          RIGHT,  LEFT,   LEFT,   LEFT,
        GUILE           UP,     DOWN,   DOWN,   DOWN,
        THAWK           RIGHT,  RIGHT,  LEFT,   LEFT,
        FEILONG         LEFT,   LEFT,   RIGHT,  RIGHT,
        BISON           RIGHT,  LEFT,   LEFT,   RIGHT,
        SAGGAT          UP,     DOWN,   DOWN,   UP,
        KEN             LEFT,   LEFT,   LEFT,   RIGHT,
        CHUNLI          DOWN,   DOWN,   DOWN,   UP,
        ZANGIEF         LEFT,   RIGHT,  RIGHT,  RIGHT,
        DHALSIM         DOWN,   UP,     UP,     UP,
        CAMMY           UP,     UP,     DOWN,   DOWN,
        DEEJAY          DOWN,   DOWN,   UP,     UP,
        BALROG          LEFT,   RIGHT,  RIGHT,  LEFT,
        VEGA            DOWN,   UP,     UP,     DOWN,

and finish with short jab.

You are now playing with the Super Street Fighter II character.


-- [4c] ----------  How do I play as Akuma?

To select Akuma as your character use the following on the player select
screen:

Goto RYU and wait for 4 Seconds
Goto GUILE, wait 4 Seconds
Goto THAWK, wait 4 Seconds
Goto CAMMY, wait 4 Seconds
Goto RYU, wait 4 Seconds
Short Jab

Ryu's face will become Akuma's shadow and you are now playing as Akuma.


-- [4d] ----------  How do I select a different colour for my character?

When selecting your character on the player select screen, you can choose one
of 8 different colours as follows :-

Each punch and kick button will give a separate colour when used as the
selector. This provides 6 of the 8 colours.
Press and hold any punch or kick button for the 7th colour.
Press and hold any 2 punch or kick buttons for the 8th colour.


-- [4e] ----------  How do you get to fight Akuma?

When playing Super Street Fighter II Turbo, under certain circumstances, Akuma
(the secret character) will come on when you are about to fight Bison. He will
then kill Bison, and you fight Akuma as the last character.


-- [4f] ----------  How does Akuma differ from the arcade version?

The PC version handles this in a slightly different way to the arcade machine.
In the arcade, the dead body of Bison will remain on screen throughout all
rounds. On the PC version, after the cut scene of Bison vs. Akuma, Bison will
no longer appear on screen. The main reason for this was to maintain game
speed and reduce memory overheads. If Bison had been left on screen, the
plotting of this extra sprite, together with the memory overhead would have
reduced game speed, and therefore playability.


-- [4g] ----------  How do you get to see the credits?

There are two ways to see the credits.

1 - Fight Akuma and win. The credits come up instead of the usual end
sequence.

2 - Win the game on one of the higher difficulty levels. The credits will
appear after the usual end sequence.


----------------------------------------------------------------------------
  
  [5]. OTHER PROBLEMS


-- [5a] ----------  Why do I have problems with the copy protection?

After the game was completed, the manual was changed at the last minute.
As the copy protection is based on the manual, the words on certain page
numbers are incorrect. This will be fixed from patch 1.5 onwards.


-- [5b] ----------  Are there any patches available?

There are a number of patches available for the game. The latest is 1.5.
We do not recommend using any patch with an earlier version.


-- [5c] ----------  Keyboard control isn't too good on my system - why?

Due to the nature of the PC keyboard, only a limited number of keypresses
can be recognised at any one time. This is further limited by the actual
layout of the keys. Certain combinations of keys will cause conflicts so
that if more than one key in a particular area is pressed, not all will
be recognised. The default key assignments were made with this in mind.
The best way is to experiment with combinations of your own until you find
a suitable set-up.


-- [5d] ----------  Why are some sound effects never used in the game?

All sound effects were converted from the arcade. However, since the arcade
machine was shipped in a number of areas, each of which had slight
differences, some of the sound effects will not be used in the PC version.
There are also a few sound effects that were purely for Tournament Mode
(the arcade link up system) which again are not used by the PC version.


-- [5e] ----------  Why can you use only one 4 or 6 button pad?

Due to the design of the PC hardware for handling game paddle inputs, there
are a limited number of signals that can be processed by the PC Game port.

To put this simply, there are 8 input bits from the gameport.
        2 Button joystick uses 4 of these input bits.
        4 Button joypad uses 6 of these input bits.
        6 Button joypad uses all 8 of these input bits.
This means that you can only have 2 two button joysticks or one 4 button
joypad or one 6 button joypad connected at any one time.


-- [5f] ----------  Is there any way I can play with two 6 button controllers?

Yes, use a true 6 button pad for one controller, and a 6 button
keyboard emulator pad for the other.


-- [5g] ----------  The game seems to sometimes skip frames - why?

In order that Super Street Fighter II Turbo could run on all machines at a
similar game speed, a timer system was used which runs at the rate of the
video refresh. This means on slower machines, where the game takes longer
than one video refresh cycle, the game will skip frames.

Without this system, the game becomes unplayable on low end PC's.

However, the system does have a couple of problems. On low end PC's due to
the frames that are skipped, certain animations look incomplete (see Guile's
sonic boom below).


-- [5h] ----------  Guile's sonic boom doesn't always animate right - why?

Guile's sonic boom is fully animated, but is one of the largest fireballs in
the game. For this reason, on slower machines the sonic boom may not appear
in full, since the machine is not fast enough to display all the graphics
data in one frame. This will lead to the impression that the boom is only
partially visible or fully visible but not spinning.


-- [5i] ----------  Guile's flash kick doesn't always flash - why?

Guile has two sets of animations for the flash kick. One has the flash and
one does not. The selection of which animation to use is random, so sometimes
his flash kick has no flash. Also the frame skipping previously described may
reduce the chance of actually seeing the flash kick.


-- [5j] ----------  Advice for low memory set-ups

If you have less than 4 MB of RAM, the game will not have enough memory
available to run, so it will use virtual memory on disk. This enables the game
to run on limited memory systems, but means a large drop in performance. The
less the game uses virtual memory the faster it will run.

- Remove memory resident programs e.g. disk caches.
- Remove memory managers - the game will run with only HIMEM.SYS installed.
- Try turning off Parallax and Animations to reduce the memory required.
- Try turning sound off by using one of the command line options. This will
  also help free up more memory.
- You might consider purchasing a memory upgrade - every MB of RAM you add
  will increase performance.


-- [5k] ----------  Advice for high memory set-ups

If you have enough RAM so that a swap file of 0K is required, allocate any
remaining RAM to a disk cache program, as this will speed up the loading
of files between stages.


-- [5l] ----------  Why is there such a long wait between bouts?

Between bouts, the game loads all data required for a particular level
and character selection. To reduce memory overheads no data is stored between
rounds.

This reduces the likelihood of unnecessary virtual memory usage and memory
fragmentation. This helps maintain the high speed of gameplay that Super
Street Fighter II Turbo offers.

We considered gameplay to far outweigh the slowdown that becomes possible
with loading large amounts of data between rounds.

The delay can be minimised through the use of a disk cache program.


<END>