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Tapparan yleisömäärä

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Timo Vesala

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Dec 10, 1999, 3:00:00 AM12/10/99
to
Mistähän johtuu etteivät tomperelaiset kirveskannattajat suuntaa
kulkuaan hakametsään menestyksestä(ja hyvistä kotipeleistä) huolimatta.
Ka. on 5384, mikä on todella vähän kun ottaa huomioon että Ipalla on
huonoista kotimatseista huolimatta 5115. Eikös Tapparan budjetoitu
yleisömäärä ollut 5800? Heikosti kautensa aloittaneella
IFK:lla(budjetoitu 6500) ka. on 6699 mikä on 200 enemmän kuin viime
vuonna. Lippujen hinnoissakaan ei pitäisi olla tapparalaisilla
valittamista, ainakaan verrattuna ifkin lippuihin. Eikä menestystäkään
ole liiemmin tullut viime vuoisina, joten mikä mättää? Ehkä kunnon
nyrkkitappelu saisi jengin liikkeelle ;-)


Antti-Jussi Vuori

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Dec 10, 1999, 3:00:00 AM12/10/99
to
Ei Tepsin pelejekään käydä katsomassa sankoin joukoin. Ehkä yleisö
ajattelee, että oma joukkue voittaa kuitenkin ja säästää rahansa Jokeri- ja
Hifk-peleihin?
A-J

Timo Vesala <timo....@sonera.fi> wrote in message
news:385154A6...@sonera.fi...

Mäkinen Ville

unread,
Dec 11, 1999, 3:00:00 AM12/11/99
to
Timo Vesala <timo....@sonera.fi> wrote:
: Mistähän johtuu etteivät tomperelaiset kirveskannattajat suuntaa

: kulkuaan hakametsään menestyksestä(ja hyvistä kotipeleistä) huolimatta.
: Ka. on 5384, mikä on todella vähän kun ottaa huomioon että Ipalla on
: huonoista kotimatseista huolimatta 5115. Eikös Tapparan budjetoitu
: yleisömäärä ollut 5800? Heikosti kautensa aloittaneella
: IFK:lla(budjetoitu 6500) ka. on 6699 mikä on 200 enemmän kuin viime
: vuonna. Lippujen hinnoissakaan ei pitäisi olla tapparalaisilla
: valittamista, ainakaan verrattuna ifkin lippuihin. Eikä menestystäkään
: ole liiemmin tullut viime vuoisina, joten mikä mättää? Ehkä kunnon
: nyrkkitappelu saisi jengin liikkeelle ;-)


Osan selittää se, että Tapparalla on ollut syksyn aikana vain kaksi
lauantaipeliä Ilveksen lukematonta määrää vastaan. Ainakin Tampereella
lauantaisin käy paljon enemmän jengiä kuin arkipeleissä. Tapparalla
toinen lauantaipeli oli liigajumbo Pelicansia vastaan, ja heti hallissa
oli yli 6000 katsojaa. Toinen oli sitten loppuunmyyty paikallispeli.
Onneks keväällä kirvesrinnoilla on sitten jo paljon enemmän
lauantaipelejä.

Muna

unread,
Dec 11, 1999, 3:00:00 AM12/11/99
to

Timo Vesala kirjoitti viestissä <385154A6...@sonera.fi>...

>Mistähän johtuu etteivät tomperelaiset kirveskannattajat suuntaa
>kulkuaan hakametsään menestyksestä(ja hyvistä kotipeleistä) huolimatta.
>Ka. on 5384, mikä on todella vähän kun ottaa huomioon että Ipalla on
>huonoista kotimatseista huolimatta 5115. Eikös Tapparan budjetoitu
>yleisömäärä ollut 5800? Heikosti kautensa aloittaneella
>IFK:lla(budjetoitu 6500) ka. on 6699 mikä on 200 enemmän kuin viime
>vuonna. Lippujen hinnoissakaan ei pitäisi olla tapparalaisilla
>valittamista, ainakaan verrattuna ifkin lippuihin. Eikä menestystäkään
>ole liiemmin tullut viime vuoisina, joten mikä mättää? Ehkä kunnon
>nyrkkitappelu saisi jengin liikkeelle ;-)
> EA Graphics Editor
------------------

Version 0.7.8, 09/30/99

Copyright (c) 1998-1999 by TASsoft, All Rights Reserved
Written by Brien Smith (br...@TASsoft.com) & Tim Tschirner
(t...@TASsoft.com)


Overview
--------
The EA Graphics Editor is a general purpose graphics viewer and editor,
its intended use is to view and edit Electronic Arts graphic files.
It was primarily written for the NBA Live Series, but it will work
with a lot of files from the NHL Hockey, FIFA Soccer, Need For Speed
and Triple Play Series, too.

The complete EA Graphics Editor package consists of the following files:

README.TXT - The file you're just reading
EAGRAPH.EXE - EA Graphics Editor, 32-bit Version
(for use under Windows 95/98 and Windows NT)
EAGRAPH.HLP - The Windows Help Files for the EA Graphics Editor
EAGRAPH.CNT

This program is Freeware, so spread it ;-) But, please, leave the
archives contact. Also, NONE of the included files may be changed
in any way. You can always download the latest version from the
EA Graphics Editor Home at the NBA Live Series Center:

http://www.nba-live.com/eagraph


Beta Notes
----------
Please note that this is a Beta release, so it is very likely that there
are bugs and some things will not work as intended. While EAGraph is
capable of viewing a wide variety of Electronic Arts graphic files, there
may be a few file types that are not recognizable yet. Future versions of
EAGraph will likely include the ability to view and edit more file types.
It is also likely that some files of currently known file types are not
displayed correctly and/or don't work at all.

This Beta Version will only work until October 31, 1999. Please keep
checking the EAGraph Home at http://www.nba-live.com/eagraph for
updated versions.


Installation
------------
To install, copy EAGRAPH.EXE, EAGRAPH.CNT and EAGRAPH.HLP to any
directory of your choice, that's about it.


Usage
-----
First of all, we'd like to say the following:

!! Use at your own risk. Use of this product may corrupt !!
!! your data files, so please make backups of ALL files. !!

Also, please note that most of our tests have been done with files of
the NBA Live Series.

Please consult the EA Graphics Editor Help file for in-depth instructions
on all things you can do with EAGraph.


Misbehavior, Bugs, Suggestions
------------------------------
Since there is no such thing as a program without bugs, it's likely
that there are some bugs and that some things don't work as they're
supposed. Also, keep in mind that this is a BETA Version.

Please send ALL bug reports and suggestions to eag...@nba-live.com,
but please read the FAQ List in the EAGraph Help File first to see if
your question is already covered.

We will read all reports, but don't expect any answers on them.
Also, before sending ANY FILES, ask us for permission first.


Known Problems
--------------
a) The palette workbench can not currently save transparency information
back to a fsh file. I you want to edit transparency do the following.

1. convert your import file to a 32 bpp bitmap (uses menu Colors |
Color depth)
2. open the 32 bpp bitmap
3. use the transparency editor (button bar) to to edit the bitmap.
a. push the start to set the whole image transparency to none
b. click areas of the image and set the transparency and color
settings you desire.
c. be sure to push the up-arrow to update the image, and
the diskette to save the image changes
d. exit the transparency editor
4. save the bitmap to file
5. open and view the target image
6. import the 32bpp bitmap using the Import Wizard

b) The palette workbench does not work properly for fsh files that
are TRUE COLOR (15,16,24, & 32 bits per pixel) and are compressed.
Attempting to edit these files results in a Windows API Kernel32.dll
error.

c) Some import problems still persist when using the Import Wizard
in the EAGE 7+ series. The Import Wizard is free of error in the
EAGE 6+ series.


Version History
---------------
Version 0.7.8, 09/30/99
- fixed the Bug where exiting the zoom view using the
zoom-resize button would draw a line from the upper
left corner (0,0) of the unzoomed picture to the point
pressed on the zoom-resize button (approx 300, 300)
- fixed the Bug where it was impossible to exit the zoom
view by right clicking the zoom tool when using the zoom
tool on the zoomview. Every time the user would exit, the
click even would trigger a zoom again.
- fixed a bug where a selected area of a picture was lost the
next time the image recieved focus
- the user toolbar configuration is now saved
- greatly improved the Colorizer tool

Version 0.7.7, 08/31/99
- added a Zoom Tool and Zoom View
Only a limited set of editing features are available
under the Zoom View:
a. The zoom view is activated by pressing the zoom
tool (magnifying glass) and clicking on an image.
The picture will be zoomed to 8X magnification.
b. Editing tools available during zoom editing are:
Pen, ellipse, rectangle, line, and fill
c. User selections are also allowed but only for
rectangular selections. As soon as the mouse is
released the selection region is copied to the
clipboard. The user may then reposition the
selected area as needed. Click outside of the
selection rectangle to paste permanantly. Press
Undo to discard paste.
d. The small button in the lower right of the zoom
window allows zoom in (left click mouse) or zoom out
(right click mouse). The same may be accomplished
by using the zoom tool during zoom mode.
- added the ability to read the ICO graphic file format
- added a view menu item so that the various tool bars could
be added or removed to the user's liking
- added background effects under the Effects menu.
Included are gradient and plasma effects.

Version 0.7.6, 07/31/99
- removed the automatic tips in the TreeView
- fixed an import problem that may have lead to incorrect
palette information and a garbled import appearance

Version 0.7.5, 06/28/99
- added a graphic search utility
(Usage: Right click on the listview and a search dialog
will appear. You may search for any combination of letters
that will appear in the graphic name. If an item is found,
it will be aligned in the top of the list view. If there
are too few items to fill the list view after the found
item, the found graphic will appear somewhere in the current
listing)
- fixed palette problems that caused some imported graphics
to have garbled jersey numbers or green tinted graphics

Version 0.7.4, 05/31/99
- nothing new, just to extend the beta period

Version 0.7.3, 05/17/99
- Added support for new palette type (44) that is used in
the Tiger Woods PGA series
- Added support for saving 8-bit pak style fsh files. These
files have only the pixel section compressed
- Repaired a bug where using the palette workbench for true
color fsh files caused a memory access error or
'kernel32.dll' error. There still seem to be some memory
access problems here
- Fixed bug where the global palette (!pal) was ignored and
pictures appeared garbled (i.e., random palette). The NHL99
Faces99.viv still shows the second face incorrectly. This
is NOT presently believed to be a bug with the way the EAGE
reads the picture
- Fixed bug where some pictures did not appear in the game
after using the Import Wizard. Jersey numbers were
reported as missing in the game.
- Added offset support under the FSH save dialog. The X
and Y values allow the user to offset the image to the
right (X) and down (Y) by entering values greater than
zero

Version 0.7.2, 04/29/99
- added the ability to read RLE compressed TGA files in 8,
16, 24 and 32 bpp. This compatability was added primarily
to support the file preview function in the Import Wizard,
which would previously crash if the user attempted to view
a compressed TGA file
- added a transparency editor for non-SHPI (i.e., bmp, png,
tga, etc.) files. The editor is accessed from the button
bar
- corrected a small bug that caused some 8 bpp file imports
to have palette errors (garbled or green tinted appearance).
This only appeared when the target image was 8 bpp, and only
affects some EA FSH types.
Special Thanks to Beta Testers who help ID this problem:
Gavin Dellbridge
Jorge Ortega
- changed the menu item "Colors | Color Reduction" to
"Color Depth". Now all images (not just fsh files) can
be converted to 4, 8, 16, 24 and 32 bit per pixel depth.
All edit tools apply to these depths but Effects are still
specific to 8 and 24 bpp.
- added specifier in the statusbar to further designate true
color FSH types. After the RGB designation will appear one
of four numbers: 120 = 16 bit (RRRRRGGGGGXBBBBB);
125 = 32 bit; 126 = 16 bit (XRRRRRGGGGBBBBB); 127 = 24 bit.
- added 'Auto-Convert PNG to 32 Bpp' option to the options
dialog. When checked, this option will convert a 24 bpp image
with Alpha channel to a 32 bit image. This 32 bit image is
now suitable for converting to a true color FSH file with
full transparency import.
- added the ability to import a 24 bit per pixel (with
Alpha Channel) PNG file into a 16 or 24 bit FSH file
(also with transparency)
- added the ability to save a PNG file with alpha channel
to a 16 or 24 bit fsh file (also with transparency)
NOTE: converting a 24 bit alpha PNG to a 16 bit FSH MAY
yield undesirable results IF the PNG uses opacity rather
than strict transparency.
- added the ability to import a 24 bit per pixel (with Alpha
Channel) TGA file into a 16 or 24 bit fsh file (also with
transparency)
- added the ability to import a TGA file with alpha channel
to a 16 or 24 bit fsh file (also with transparency)
NOTE: converting a 24 bit alpha PNG to a 16 bit FSH MAY
yield undesirable results IF the PNG uses opacity rather
than strict transparency.
- added a transparency group box to the fsh save dialog:
'None' sets all alpha values to 255 in true color images,
'Use Source' uses the alpha values present in the source
file (recommended for PNG imports)
- added READ ONLY file detection for the Import Wizard and
the Palette Workbench. Previously imports on READ ONLY
attributed files gave no error message.
- added READ ONLY removal option
- Extended the Palette Workbench to include True Color FSH
files. For true color files, the palette workbench can
edit an image's opacity for both non-compressed and
compressed SHPI files

Version 0.7.1, 04/12/99
- fixed a bug in the ImportWizard where some file types
were not correctly imported and showed up with garbled
blue and purple colors
- fixed a problem where a wrong icon was displayed for
EAGraph

Version 0.7.0, 04/05/99
- added support for more EA File Types
- better support for already supported EA File Types
- incorporated many new file formats into the Import Wizard:
bmp, fsh, gif, jpg, pcx, png and tga
The Import file may be of ANY format (8 to 32 bits per
pixel) and the Import Wizard now recognizes and allows
import to nearly any FSH format (8 to 32 Bits per pixel;
a number of palette types)
EAGraph 'registers' these formats so that they are viewable
from the file browser ('add file to list') in ImpWiz. This
means that you get to preview all files as you browse for
them
- added support for the TGA file format (read only) so that
you can view game shots saved using the F12 key
(the current TGA object only reads non-compressed TGA images,
but EA does not use compressed TGA in any of their games)
- added read-only support for Adobe TIFF files
(non-compressed)
- added support for the file formats Windows MetaFile and
Windows Extended MetaFile
EAGraph reads and writes WMF/EMF except that writing this
format does not yield a true vector graphic but a bitamp in
a metafile shell (not recommended though)
- fixed bug where opening and then closing a picture child
using the 'x' button on the child prevented the picture from
being opened again from the Most Recently Used List
- fixed Most Recently Used list problem where the list was only
accessible when no other files were open
- added a SHPI object to reduce memory leaks and program
instability for most file types
- Import Wizard will now transfer transparency chunk
information
from PNG files. This means that FSH files can be created with
opacity settings from an external editor. Any PNG file that
contains a tRNS chunk will work.
- fixed a bug that sometimes included a 20 color palette in
24 bit images 'Saved as BMP'. Although EAGraph would
successfully read these images other programs could not.
- fixed a bug where the Picture Child canvas could not be
unlocked and therefore wasted system resources while EAGraph
was running
- added a number of special effects including a convolve tool,
flip horizontal, flip vertical, rotate to any angle,
contrast,
brightness, and embossing
- added a number of Colors features including count colors
used,
a color replacer, palette save and import functions, color
reduction, Grayscale, and negative colorizer
- added a number of paint tools including draw, line, circle,
rectangle, etc.
- added a text tool to add text to images
- added a selection tool to select rectangular regions for cut,
copy, paste, paste as new, paste as selection, etc.
- added a wand tool to select odd shaped graphics components
for
cut, copy, paste, etc.
- added a free select tool to cut, copy, and paste odd shapes
- added the ability to resize and resample the current picture
child canvas
- added 16,24,and 32 bit per pixel options in the 'Save As FSH'
function
- added a dialog to save the palette in multiple formats in the
Palette Workbench
- added a number of tips to the main status bar which are
visible when the mouse cursor passes over buttons or other
objects
- added an Option Dialog where several preferences can be set
- added support for Triple Play 2000 graphic Files
- added a Windows Help File
- added a File Associations Dialog to allow various graphic
file extensions to be associated with EAGraph
- lots of small bug fixes and cosmetic changes

Version 0.6.2, 03/30/99
- nothing new, just to extend the beta period
(progress on V0.7.0 is coming along very well and
it will be released pretty soon)

Version 0.6.1, 01/30/99
- added ability to save in PCX Format
- increased building speed of TAR Archives

Version 0.6.0, 12/10/98
- completely rewrote the Import Guardian. It is now
called Import Wizard and always available (not just with
open files) and will work correctly with the files who
it had problems with before
- added the option to save as an uncompressed file to
the 'Extract File' Option
- added File Type indicator to main window caption.
There are eleven possibilities :
<SHPI>; <BIGF>; <COFB>; <LZSS/SHPI>; <HUFF/SHPI>; <PAK>;
<Bitmap>; <JPEG>; <Gif>; <PNG>; <PCX>
- fixed Bug where filename remained in caption bar after file
was closed
- added 'checkerboard' background for better detection
of transparency to the Palette Workbench Preview function

Version 0.5.7, 11/29/98
- added JPEG dialog to allow the user to control
compression factor
- added ability to save to PNG
- added PNG dialog with several PNG save features

Version 0.5.6, 10/28/98
- fixed the problems with the Import Guardian where
files were not imported correctly though the Import
Guardian claimed all was successful
(this was a problem involving different file handling
under NT and Windows 95/98)
- fixed a problem in the Import Guardian where the wrong
file was handled when the user cancelled or did go
back in the dialog

Version 0.5.5, 09/30/98
- extended the beta period to November 1998.
- Compression Manager Removed!
- LZSS Compression added as an option when
saving individual files
- Import Guardian now automatically handles
compression. It also compresses to COFB files
- Added PNG read support (still can not save to
PNG) NOTE: PNG read does not currently support
transparency but will in the near future
- Added PCX read (16 and 256 color only) support.
Not likely to add PCX write support due to
declining popularity of PCX format.
- New Program Icon compliments of Angelo Mauceri

Version 0.5.4, 08/31/98
- nothing new, just to extend the beta period
(we're both still swamped with work but are
making good progress on V0.6.0)

Version 0.5.3, 08/05/98
- added user notification when trying to import a
file into a C0FB File
(this is the reason for the infamous "I/O Error 87"
We're already working on support for this operation,
it'll hopefully make it to the next release)

Version 0.5.2, 07/28/98
- nothing new, just to extend the beta period
(we're both swamped with work but will get rid
of the known bugs as soon as possible)

Version 0.5.1, 06/27/98
- greatly improved Compression Algorithm

Version 0.5.0, 06/13/98
- added ability to extract C0FB subfiles
- added palette identifier to status bar
- added the ability to save palettes in EA FSH format from
the Palette WorkBench
- added support for palette type (P45) _RGB16
- improved handling for palette type RG_B16
- added better FSH Save Dialog Box with enhanced features
- fixed small bug in 'Save to FSH' function that causes
the FSH header to have incorrect file size data
- added feature to compression manager that allows to
build Multi-Pic Shape file
- fixed a bug in the Compression Manager that corrupted
files that were larger than 65536 bytes before
compression (Compression Manager now accepts files
up to 16 Meg)
- fixed bug in the compression algorithm that occasionally
flagged a premature end of file
- the ListView now never losses focus when a picture child
is loaded
- added ability to navigate the ListView with arrow keys
- added icons to the ListView to graphically designate
the type of file loaded
- fixed a bug that prevented viewing palettes for some LZ
compressed files
- added support (View only) for 32 Bpp fsh files

Version 0.4.4, 05/24/98
- added Hex View Option
- added four-letter descriptor when saving to FSH
file
- added support for *.ALL Files (read only)
- added support for BGRA and older RGB (3 byte)
palettes
- fixed a bug that occasionally locked up the
app upon closing files
- fixed a bug when the *.FSH Extension was always
added when extracting a file
- sped up the TreeView rebuild when closing a file

Version 0.4.3, 05/18/98
- added Drag'N'Drop Support
- fixed Small color select bug in the Palette Workbench
- fixed Compression Manager bug where files that were
added to a TAR were unrecognized in the game
- added support for C0FB TAR Files (read only)

Version 0.4.2, 05/10/98
- fixed a bug in the Compression Manager where
it would create duplicate files
- fixed a bug in the Compression Manager where
it would report a drive as being empty

Version 0.4.1, 05/07/98
- fixed the opacity bug in the Import Guardian
- added a Close File Menu Entry and Button
- improved File Handling under Windows NT
- added EAGRAPH.INI File which holds Window Size, Position
and State
- added Most Recently Used Files List

Version 0.3.0, 05/05/98
- fixed the opacity bug in the Palette Workbench
- fixed a bug with saving fsh files which didn't work
right on Windows 95 systems and cause black images
(it seems Windows 95 and Windows NT calculate some
things differently)

Version 0.2.0, 05/02/98
- fixed a bug in the save to FSH problem where the FSH
header was saved with false information and caused
a "Read Beyond End Of File" Error
- added an undo button on the Palette Workbench form
- fixed a bug where File Extensions were not automatically
added when saving

Version 0.1.0, 04/30/98
- first public beta


Acknowledgements
----------------
- Toni Wilen and JoyPad for their useful information
- The people at EAC (you know who you are)
- FB for giving us something to fill our free time with
- our families for always being there
- All our supporters, we couldn't have done this without you


Legal Information
-----------------
Please note that neither the authors nor TASsoft are affiliated with
Electronic Arts in ANY way.
By using EA Graphics Editor (EAGraph), you accept the following
statements:

1. Use of EAGraph may violate licensing agreements between you and
Electronic Arts
2. Regarding the use of EAGraph, the following acts MAY be deemed illegal
in a court of law:
a. The distribution of any graphic supplied with an Electronic Arts
product to any 3rd Party.
b. The display of any graphic as supplied by Electronic Arts in any
other form than was intended, including Internet Web Pages or other
electronic media.

NO WARRANTIES. TASsoft expressly disclaims any warranty for this SOFTWARE
PRODUCT. The SOFTWARE PRODUCT and any related documentation is provided
"as is" without warranty of any kind, either expressed or implied,
including, without limitation, the implied warranties or merchantability,
fitness for a particular purpose, or noninfringement. The entire risk
arising out of use or performance of the SOFTWARE PRODUCT remains with
the user.

NBA Live, NHL Hockey, FIFA Soccer, Need For Speed, Triple Play, Electronic
Arts and EA Sports are registered trademarks of Electronic Arts, Inc.

Windows 95, Windows 98 and Windows NT are registered trademarks of
Microsoft Corporation

Delphi and Borland are registered trademarks of Inprise Corporation

GIF is a registered trademark of Compuserve, Inc.

JPEG is a registered trademark of the Joint Photographic Experts Group

All other not specifically mentioned trademarks are registered
trademarks of their respective owners and hereby acknowledged.


Sami Leino

unread,
Dec 12, 1999, 3:00:00 AM12/12/99
to
Timo Vesala <timo....@sonera.fi> wrote:
> Mistähän johtuu etteivät tomperelaiset kirveskannattajat suuntaa
> kulkuaan hakametsään menestyksestä(ja hyvistä kotipeleistä) huolimatta.
> Ka. on 5384, mikä on todella vähän kun ottaa huomioon että Ipalla on
> huonoista kotimatseista huolimatta 5115.

Eräät ovat veikkailleet tämän johtuneen (ainakin alkukaudella) siitä, että
runkopelaajat olivat ulkomaalaisia, eikä heitä mennä katsomaan yhtä runsas-
lukuisin joukoin kuin kotikylän poikia. Jos yleisömäärät ovat vieläkin
olleet alhaisia (en ole viime aikojen tilastoja nähnyt), niin tämä teoria
ei pitäne paikkaansa.

Kaupungilla Tapparan menestyksen kyllä huomaa. Kolmen viimeisen vuoden
aikana Tapparan fanituotteita kantavia henkilöhahmoja ei löytänyt kirveellä-
kään, mutta nyt niitä tulee vastaan harva se päivä.

--


----------------------------------------------------------------------
---- Sami Leino E-mail: sl...@loveboat.com ---
---- Kalevan Puistotie 21 B 44 GSM: (050) 518 5037 ---
---- 33500 Tampere ---------------- ---
--------------------------| A500 Forever |----------------------------
----------------

Teemu Pieniniemi

unread,
Dec 12, 1999, 3:00:00 AM12/12/99
to

Antti-Jussi Vuori <antti...@uta.fi> kirjoitti
viestissä:82rshv$n4u$1...@baker.cc.tut.fi...

> Ei Tepsin pelejekään käydä katsomassa sankoin joukoin. Ehkä yleisö
> ajattelee, että oma joukkue voittaa kuitenkin ja säästää rahansa Jokeri-
ja
> Hifk-peleihin?
> A-J

Tepsin keskiarvo on 7621 ja muistaakseni budjetoitu oli 7500.

tee...@netti.fi

Hyörinen Markku

unread,
Dec 12, 1999, 3:00:00 AM12/12/99
to
Sami Leino <sl5...@uta.fi> wrote:
: Kaupungilla Tapparan menestyksen kyllä huomaa. Kolmen viimeisen vuoden
: aikana Tapparan fanituotteita kantavia henkilöhahmoja ei löytänyt kirveellä-
: kään, mutta nyt niitä tulee vastaan harva se päivä.

-- -- -- -- --

Jos tuollain on etsitty, en ihmettele ettei kukaan ole julkisesti
tunnustanut tapparalaisuutta. Mutta onneksi nyt "nollatoleranssin"
aikaan tamperelaisetkin voivat astua ulos kaapeistaan. :-)

T:Markku H.
" Hire the left-handed, it's fun to |
watch them write " | email: h15...@cc.tut.fi


Antti-Jussi Vuori

unread,
Dec 13, 1999, 3:00:00 AM12/13/99
to
"Tepsin keskiarvo on 7621 ja muistaakseni budjetoitu oli 7500".

Tarkoitin lähinnä sitä, että harvoin Tepsin peleissä on yli 9000 ihmistä,
mikä olisi alueen asukasmäärään nähden täysin mahdollista.

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