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