Copyright Jerod Underwood Park 1997
All rights reserved
Based upon the kind of hits delivered and thrown, all the
fighters will have their limits that they can take and give
before tiring. And when a fighter tires, it will show. For
example: a fighter continues to receive blows around the head and
face. Their vision may blur and their
hearing may start to ring. Their balance may start to waiver, or
their concentration on the fight itself may start to drift.
Powerful blows to the legs may force the fighter to hobble. A lot
of hits to the arms and hands may make a fighter's hit
effectiveness with that hand weak. Blows to the spinal cord or
back of the neck could KO a weakened fighter completely. And body
blows will always make a fighter feel down. After all, shattered
rib cages never do a body good.
All this information will be registered in a
graphics form up in the left corner of
both players stations in
semi-transparent form. It will show exactly what is in a weakened
state and what is ready. And since one player can't see what the
other's fighter physical state is, it can make bluffs a much
easier trick to pull off. Just make your fighter "appear"
ready for the hospital, and when the fool comes in with a
finishing maneuver, (leaving their defenses down) give that
idiot a blow that they may never recover from.
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Copyright Jerod Underwood Park 1997
All rights reserved