New Concept Modes.


Copyright Jerod Underwood Park 1997
All rights reserved

ADVANCED PLAYER'S PROGRESSIVE MODE (Saving Card): In normal player's mode, each player deposits their credit(s) for one session of play. Once they are defeated (and quarterless), the game ends. Not so in the advanced mode. And all that is needed to engage this mode is a card that kind of resembles a credit card, only with the magnetic strip placed in a unique position. And on this card, along with some official looking decorations identifying it as a "Street Mortality Saving Card", there will be a simple code saved on the strip that identifies to the machine the "Fighter In Training", experience and money earned. The way the card works is when the player inserts the coinage, they go to the "Choose Your Fighter" screen. And, instead of choosing a fighter, they can (as instructed on screen) slip the playing card into the Card Reader (which works kind of like an ATM machine). Their "Fighter In Training" is automatically chosen with all stats initiated. The goal of this version of combat is not only to win the fight, but to gain experience and money, not otherwise useful in the normal mode. And another useful difference from the normal mode is if the player loses, their fighter is not considered dead, but is resurrected by their medical staff, (at a cost of experience points, of course) for the next time the player plays the game. Also, when a fighter passes certain set experience figures, they gain new maneuvers. Some easy to engage, others requiring button sequences. All in all, a never ending challenge for the player who is interested in maneuver gathering. As for the value of each fight? It is determined by what kind of fight it is. If it's an advanced vs. normal or advanced vs. computer type, than it will depend on which normal character is the opponent. Their values are pre-set. On the other hand, if it is advanced vs. advanced, then the value will be calculated by the machine using the two experience values of the fighters. For example: If player one has a mere beginners level of only 285 and player two has a powerhouse accumulation of 28,485, then player two stands to earn an extremely low amount of experience points, or lose an little, whereas player one's exp. could shoot through the roof, or literally bury the fighter in the cemetery. Or, if both players have similar levels, the balance of gaining or losing experience points will have a similar tally.
If the card is blank, then when the player(s) insert the saving card into the progress reading port, the character selection screen will stay posted on the visual area and the player can select any character listed. When game play is finished, the card will be returned with all information of the character saved on it.
A fighter's experience points and status start off with a pre-determined amount before the player gets a chance to increase (or decrease) those figures.
In advanced mode, the only way of killing off a fighter beyond the point of resurrection is to cause their experience points to drop below 0. And once the fighter is dead, the card reverts to its blank state, ready for a new "Fighter In Training" to be created on it.
Once the session is over and the Game Over screen is displayed, the Card Reader will return the Playing Card, much like an ATM does at the end of the transaction.

Cards can either be purchased via mail from the parent company that makes the arcade or participating arcades or businesses.

And I must give credit where credit is due. I got the idea for this type of mode from an old Commodore 64 game called Mail Order Monsters. I think it is a great idea to be able to build up a character without limits (at least I never found any, Experience wise) and keep it for more than a few minutes, hours, whatever.

GORE MODE: A feature which can be turned on or off internally by the game's owner, is a more violent mode which displays more blood and guts and all that wonderfully gory stuff. But, to engage it, the player has to be willing to pay the price for it. Officially, twice the figure of credits that the game's owner wants for a normal game. Is it worth it? Only the sick players who dish out the big bucks will know for sure.
And please note, when "Gore Mode" is accessible, it will be listed as so in a couple of spots during the demo mode and when listing how many credits have been deposited.
PLEASE ALSO NOTE: This mode is not for young children or for those who are easily sickened by messy violence.

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Copyright Jerod Underwood Park 1997
All rights reserved