CLOWN ARENA: A place where fans can
imitate their favorite fighter with relative safety. Before
battle can commence in this broken down
former sports stadium, they must dress up as one of their
favorite fighters, or even some other character that they just
like, and just play fight. No money
to be made, no experience to be won, no death to be inflicted,
just plain fun. Then the clear, ringing announcement of
"CLOWN FIGHT" is called out over the P.A. system and the play
fight begins. After one minute, strike points are tallied and the
one with the most hits wins the match. One great fact of safety
is that The Police don't even care to
come here.
When a fan imitates a fighter, then most
special maneuvers will be inept. Even
though the joystick/button can
initiate the moves of the fighter, the ability to engage the
effect will either be nullified or a very weak version of the
original. After all, fans aren't experienced fighters and don't
know the ways of combat.
Each fan, along with the arsenal of light
punches, kicks, and foam ball & bat
type special attacks is equipped with an easy to pull off
finishing maneuver. These maneuvers
consist of stuff like pulling off the opponent's costume or
throwing pies into the beaten fan's face. After all, killing
fans can be done in the real battle areas. Where as, these are
just fun and harmless little maneuvers.
PLEASE NOTE: Young children should be allowed to play
only this version of the game.
ALSO NOTE: No gore modes are
allowed during a clown fight. If a
player has paid for gore during a
regular game session, then they will just have to wait for the
real battles to resume.
THE TRAINING GROUNDS:
Accessible by either entering a
joystick/button combo during
non-play time (time when no one is
actually paying to play the game) or waiting for the machine to
show this arena, these visual shots (which will be completely
pre-recorded on CD Rom) show many of
the fighters showing off special maneuvers
to a select audience in quick five to ten second shots.
Backgrounds can vary from weight lifting rooms or outdoor scenes
to fight designed garages. This arena can not be accessed during
play.
BACKGROUND VISUALS: I intend
on having most of the ROM chips
storing information about the fighters and leave the rest of it
to required programming and CD Rom.
As far as the background is concerned,
a single-360 degree photograph will be
used with the machine making three
electronically zoomed images of it,
moving the shot as smoothly as possible when needed. All scenery
shots will be stored on CD Rom, down loading the image needed
onto RAM during the character
selection screen. This process can free up much needed
ROM space for fighter specs instead of
taking up meg's for every background dot to be in use.
MUSIC SCORE: For the same
reasons as with the background visuals,
I intend on having all music played straight off of
CD Rom. Not only does it save on
limited ROM space, I actually believe
that it will sound better.
While going with a game music
soundtrack is probably more cost effective, I'd prefer to
have real bands playing real music for
each stage. Maybe even a visual of some sort on screen of the
band, weather on some T.V. screen in the
background, on a poster, or in some sort of semi-transparent
hologram form during a concert scene (after all, it is the
future), available for all or most background scenes.
HIGH SCORES SCREEN: This
display, available during non-play time,
can show the high achievements of all-time (saved to a hard
disk), the achievements of the day (lost when power is shut off),
top score of the day, and the names of each achiever and their
character.
When a high score or achievement is made, a special
screen asking for the player to insert
his (her) name will appear right before the &34;game over&34;
screen does. There should be enough spaces for at least sixteen
letters.
THE CIRCLE OF CROWDED BORDERS:
While the use of CD Rom would be nice
here, I believe the requirements needed for this crown exceed the
limits of snapshop tech. here. The crown has to have some sort of
interaction with the fighters. They must cheer and boo with the
action. They must appear to be a lively crowd. If a fighter gets
pushed into them, they must push the fighter back into the arena.
If a thrown knife should miss the
opponent and hit an audience member, there should be a commotion
of audience and medical staff around
the fallen victim. When the match is over, they should appear
excited for the winner and begin dispersing from the scene before
The Police show up to go for a little
murder spree of their own. If something massive should happen,
like The NoonDay Express come
borrowing through that old grassy plot of
land during a fight, (Oh, and by the way, it is legal to pin
the opponent down on the train tracks and "accidentally" have
their life "cut" short by train wheels) the crowd should part to
make way.
DREAMLAND: It is rumored
amongst some realms that there are certain character types
capable of sending themselves and their opponents into a
different reality for a moment. Places talked about are a
dungeon like place where a 1970's
dance floor from Hell creates the only light in the otherwise
cold and dank place and unseen voices singing out: "Hey, Hey,
Hey. Good Bye!!!" Other rumors persist about
a weird pinball world where a huge
silver ball threatens to smash the fighters as they fight. Yet,
other even stranger rumors exist, like
a free-fall fight. However, since only
delusional fighters in the midst of battle, with eyewitness fans
surrounding them, these strange lands are considered symptoms of
battle fatigue and nothing more. But, then again, the
Fightoids aren't talking.
THE BATTLE LANDSCAPES: (More to come.)