Game Alteration Passwords.


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