Assault with Intent of Murder
I hope you liked these MPlayer games. Feel free to submit yer own. Oh, the Statue Park
GS code is all over the place, so it's easy enough to find. To get the same character more
than once, put it on 4 player. Let's say you want you want 3 Helicopter Pilots. You put P4
on Helicopter Pilot, then change the # of Players to 3. You make P3 Helicopter Pilot.
Then change # of players to 2. Make P2 Helicopter Pilot. Then change the # of players
back to 4. And presto! Now you have 3 Helicopter Pilots. This page will be updated the
most of all my pages, because there are an unlimited number of games you can make up.
Eat a Peach,
© 1997 buckwheat-dc@bigfoot.com
Creator: Buckwheat
Level: Archives
Weapons: Power Weapons
Special: None
Players: P1, Biker(Mark)
P2, Siberian Special Forces(Police Officer)
P3, Civilian, the bald one(Victim)
P4, Opt. Siberian Guard(Police Officer)
Weapons Given: P1, Automatic Shotgun, or if really good, Shotgun
P2, Cougar Magnum
P3, Slap, Klobb
P4, Cougar Magnum
Story:Mark(Biker), once a very bright student, began to use crack when he was
15. Then he started cocaine, and amphetamine. He dropped out of school and became a
biker. On his 19th birthday, he paid a visit to his old High School principle, Mr. Sullivan
at school. With a present.
Plan: Weapons are gathered, and the Principle goes to an office and hangs out
there. Mark comes and attacks, and the Principle runs away. Mark can follow or not. The
Principle then can take out a Klobb. The Police come, and Mark has to either surrender
or fight. The cop(s) must kill Mark or at least get him to surrender. The Principle simply
has to survive, an' can help out the cops if he feels like it. Mark wins if he kills e'eryone
else, and vice-versa. This is loads of fun!
The Hunt For Castro
Creator: Buckwheat
Level: Bunker
Weapons: Automatics
Special: None
Players: P1, St. Petersburg Guard(Fedal Castro)
P2, Russian Soldier(Commando)
P3, Jungle Commando(Guard)
Weapons Given: P1, DD44
P2, PP7 and/or D5K
P3, D5K
Story: After many attempts at his demise, the American government hired
another commando to kill Fedal Castro, endin' much of the Communist power in Cuba.
The commando, William "Whiplash" Richardson, snuck into Castro's impregnable
Bunker near Matanzas, Cuba.
Plan: The Commando starts outside the Bunker, with his weapons and
no body armour. He must venture into the Bunker, find Castro, and kill 'im.
Then he must escape alive, out the door. He has one life. Fedal Castro starts where ever
his socialist heart desires, and must defend himself 'gainst the Commando. He also has
one life. The Guard walks 'round an' tries to kill the Commando. He has unlimited lives.
The Commando wins if Castro is killed, and Castro wins if the Commando's killed.
Terminator
Ahh, e'eryone knows this stupid game already.
Hostage Situation
Creator: Buckwheat
Level: Basement
Weapons: Remote Mines
Special: You Only Live Twice
Players: P1, Terrorist(Ditto)
P2, Russian Commandant(Hostage)
P3, Siberian Special Forces(Police Officer)
P4, Opt. Siberian Guard (Police Officer)
Weapons Given: P1, Remote Mines and any other gun except AR33
P2, Slap
P3, AR33
P4, AR33
Story: An Unknown terrorist from Iran has taken a Major R. McDowell of the
US Army hostage an' held for ransom to be paid to the Iranian government. Needless to
say, a SWAT Team has now surrounded the hostage situation.
Plan: The Terrorist gets only 5 Remote Mines, one gun of any type but the
AR33, body armour, and goes to one of the glass places with the hostage. The Iranian
places the mines all around, so they both will die if set off. The Police have them
surrounded, with guns drawn. They must make sure the hostage survives an' the Terrorist
dies or surrenders. The Terrorist must get the ransom, which is a SWAT Team member
to throw a single Remote Mine in, which will not be detonated. If the Terrorist
gets the ransom, he wins. If the hostage survives, the SWAT Team wins.
Cops n' Robbers
Creator:
DESTRUCTO
Level: Complex or Basement
Weapons: Golden Gun
Special: None
Players: P1, Anyone(Robber)
P2, Anyone(Police Officer)
P3, Anyone similar to P2(Another Cop)
P4, Opt. Anyone similar to P1(Another Robber)
Weapons Given: P1, Any but GG.
P2, Any but GG
P3, Any but GG
P4, Any but GG
Story: In Paris, a brand new, space-age museum has opened. It was just built, and
only has one exhibit. The Golden Gun. It is guarded, but not nearly enough. A thief has
broken in, an' his partner may break in as well. The Guards will have their hands
full.
Plan: One Police Officer stays in the room that holds the Golden Gun and
cannot leave, unless the Golden Gun gets stolen. The other Police Officer gets
to walk around anywhere. The Robbers must try to get the Golden Gun, and then they can
use it on the cops! The cops win if the robbers are killed and the robber(s) win if the cops
are killed!
Kill the Spy
Creator: Buckwheat
Level: Facility
Weapons: Grenades
Special: License to Kill
Players: P1, Bond
P2, Russian Soldier
P3, Russian Soldier
P4, Russian Soldier(Look at the bottom of the page to find out how)
Weapons Given: P1, DD44, KF7 Soviet and Grenades
P2, KF7 Soviet and Grenades
P3, KF7 Soviet and Grenades
P4, KF7 Soviet and Grenades
Story: The year is 1986 and the Cold War is still afire. British Agents 007 and
006 have penetrated a Chemical Weapons Production Facility in Arkangel, USSR. Bond
must rendezvous with 006, but first he must deal with the guards.
Plan: Bond gets his weapons an' goes into the vents. P2 goes into a random(with
his weapons) stall and waits fer Bond. P3 hangs 'round in the hallway under the
bathroom. P4 hangs around in the hallway with the Body Amour in the end. If yer P1, you
win if you make it to the Body Amour in that hallway. The Guards win if Bond is killed.
Guards have unlimited lives, and may each use 2 grenades per life.
Statue Fun
Creator: Buckwheat
Level: Statue Park(code at bottom of page)
Weapons: Grenade Launchers
Special: None
Players: P1, Bond
P2, Valentin
P3, 006
P4, St. Petersburg Guard
Weapons Given: P1, Grenade Launcher
P2, KF7 Soviet
P3, Grenade Launcher
P4, KF7 Soviet
Story: Beautiful Statue Park in the middle of St. Petersburg. Now, it's bein'
ripped apart by Grenade Launchers stolen from the nearby GRU Military Archives. 007
has arranged a meetin' with his ally, Valentin Zutofsky. But, alas, the Janus Syndicate
planted a bug on one of Valentin's men, and know they know of their plans. It is
rumoured that Janus himself will be there.
Plan: Valentin and 007 are on one team, an' St. Petersburg Guard and 006 are on
the other. 007 and 006 provide the heavy artillery on each team, and the other protects
them in short range fighting. When the other team is dead, the other team wins.
Scientist Slaughter
Creator: Buckwheat
Level: Facility
Weapons: Pistols
Special: Bond +10, Scientists -4
Players: P1, Bond
P2, Scientist 1
P3, Scientist 1
P4, Scientist 1
Weapons Given: P1, PP7
P2, DD44
P3, DD44
P4, DD44
Story: British Secret Service agent James Bond looked over his mission
assignment and was surprised to see 'Maximize scientist casualties'. Either M
made a mistake or it was Bond's lucky day. The latter was true.
Plan: Bond get Body Armour and his gun and goes into the bathroom. The
scientists all gather at the bottom of the stairs. Bond comes out, and chases them all the
way through the Security Area to the room with the Body Amour in it. Bond wins if he
kills all three scientists, and each scientist wins if he survives. Simple enough, but loads
of fun.
Jail Break Jimbo
Creator: Buckwheat
Level: Bunker
Weapons: Rockets
Special: P1 +4, P2 -10, P3 -4, P4 -4
Players: Bond
P2, Natalya
P3, Siberian Guard
P4, Siberian Special Forces(need GS code fer 4 players)
Weapons Given: P1, KF7 Soviet, Rocket Launcher later
P2, Slap
P3, KF7 Soviet
P4, KF7 Soviet
Story: In the underground radar station in Severnaya, now used by the Soviet government, British Agent 007 and former employee Natalya Simonova are bein' held in the small prison awaitin' execution. Bond ain't gonna stay there.
Plan: Bond gets his gun and goes to his cell, and Natalya goes to hers. Bond leaves his cell before takin' out his gun. Then, him and Natalya must escape the Bunker. The guards must kill them before they do so. P3 patrols in front of the cells. P4 can hang out wherever. If P1+P2 make it outside alive, the guards must give up, put their guns away, and walk out. Then Bond takes out a Rocket Launcher and that's that.
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