Copyright Jerod Underwood Park 1997
All rights reserved
A trend that has become popular amongst arcade machines
lately is the act of having button sequence codes that can be
entered at certain times during game play that have a minor to
major effect to the way the game is played. The same trend should
occur here.
Depending on the particular code, different types have
different appropriate times in which they can be entered. Some
happen during character selection. Others get entered during
automated scenes. And still others can be entered without ever
depositing a quarter in the machine.
- FULL CAST or DAILY SPECIAL:
- This code, it is possible for the
player to use either the normal mode
of all cast available or to have a limited number to
choose from. Selection of the limited
number will be randomly selected by the machine at the time of
the codes entry. If two players are in the game at the same time
during this mode, then both players will only be able to select
from the same chosen daily combatants. Every battle afterwards
will consist of the randomly chosen cast until both players are
out of the game. (Same thing if only one player is in play.) Code
is invalid if either player is using a
saving card. Code can be entered
during the fightoid's walk-in scene by
either player.
- TRAINING GROUND CODE:
- Accessible during demo mode (when
no one is currently playing), this code allows spectators to
witness a special move being practiced by a randomly chosen
character on their training ground of choice. This gives future
players the insight of what a
character is capable of doing, thus giving the player a goal for
trying out controller tricks.
- CALLER MANEUVER DISABLE:
- Even up the odds against a caller equipped fighter by cutting
off their access to the ancient ones. A message will inform the
opponent that the maneuver has been deactivated when they try to
call up an ancient one.
- ANTI-DREAMER COMPOUND:
- If the opponent has the ability to use either
Dreamland attacks or False Vision
assaults, beef your character up on this stuff before the fight
by entering this code. Don't be surprised when your human
opponent wonders what their doing wrong.
- SNITCH CODE:
- By entering this code, you plant a couple of spies into the
audience. And they relay, via a speech bubble, (in a graphical
form, to boot) the direction of the
joystick and buttons currently being
pressed by your human opponent. Talk about having an upper hand.
- MANEUVER ROULETTE:
- This code randomly gives player's
access to every character's special attack routines during a
fight. Only catch is, which character's maneuvers and for how
long they stick are completely random. This means that you'll
have access to one character's assaults for three seconds. Then,
without a warning, access to another's assaults for about ten
seconds. And, just like in a Maneuver
Theft situation, to use any of the attacks, their original
joystick/button combo must be entered.
- SMELLUS FUNNI:
- This code replaces various people in the viewer's ring with
skunks. And, when a fighter gets too close, they get skunked.
Besides being a distraction to the fighter's {train} of thought,
this stuff could very well be blinding to a fighter if hit in the
face.
- RING OF FIRE:
- Just where did this angry crowd come from, anyway? Through
this code, the ring is filled with gun toting citizens who are
just a little too trigger happy. Both fighters are in risk of
losing stamina due to gun shot wounds
inflicted by stray bullets. It's unknown why any
player would want to invoke this code.
- ANTI-THEFT DEVICE:
- Keep your maneuvers to yourself when dealing with a thief. By
requesting this code, your opponent loses the ability to copy one
of your attacks during the fight. After all, what may work good
for you can also kill you.
- HOW THE WILD, WILD, WEST GOT INVOLVED:
- Strange code that more resembles a
Dreamland assault than an effect. At
start of fight, both players start out
in a desert landscape. Cactus and tumbleweeds take effect here by
blocking the vision of both the opponent and the projectile
attacks needed to attack them. Even stranger is the fact that
each fighter is not allowed to advance towards their opponent,
only make an assault via projectile attacks. Worse, if either the
tumbleweeds or the cactus get hit, they absorb the attack. But,
the tumbleweeds will burn up and the cactus will explode,
shooting out water and sharp needles in all directions. The good
news is, once one of the fighters is hit by a projectile or the
timer runs out of time at twenty seconds, then the regular battle
commences in the usual backdrop without a second lost for the
real combat. Only difference is, any damage received and
stamina lost during the desert
shootout resides in the real battle.
- DEVASTATION:
- By using this code, the player
volunteer's to cut their stamina level by half at the start of
the fight.
- BLIND MAN FIGHTING:
- This one puts a short circuit in the visual relay system of
both fighters. For short bursts of time, (1/4 to two seconds at a
time) both first person perspectives
of both players goes black. Although
fighters can still be controlled during this time and artificial
intelligence will help compensate during these periods, it will
still be a harder fight to win.
- SOUND KILLER:
- An effective mute code during the match. Just for those times
when the player actually wants to hear
their heart beating.
- IT'S HANDI-MAN TO THE RESCUE:
- Just to make the battle harder, enter this code to give both
fighter's a bum limb for the entire match.
- ARTIFICIAL INTELLIGENCE? WE DON'T NEED NO STINKIN' ARTIFICIAL
INTELLIGENCE:
- Why not? Let's just give them poor fighters a couple of
frontal lobotomies before the fight. Why, that oughta make them
just about a couple of remote controlled robots for the match-up.
After all, us Fightoids deserve to
have complete control. This code disables all AI interaction
assistance from the machine (during a two
player game only).
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Copyright Jerod Underwood Park 1997
All rights reserved