Terms and Key Words.


Copyright Jerod Underwood Park 1997
All rights reserved


Mail Order Monsters: Maneuver gathering: Maneuver Theft: Mechanix Devices: Medical staff: Millionaires: Money: Multi-level ground: Music Score: Non-play time: Ordinary humanoid: Party Central (Crossroad Slums): Player: Player's station: Pre-programmed strategies: Progress recording ports: Psyche bombs: PTQ's: Punch: RAM: Real bands playing real music: Ringing sound: ROM: Surgery implants: Some person's moped: Special maneuvers: Stamina: Steroids: Stolen: Street Grunge: Street Mortality Saving Card: Test round: The abandoned building basement: The arcade owner: The Artificial Comparison engine: The broken down former sports stadium: The Circle of Crowded Borders: The Compiler engine: The data base: The dungeon: The free-fall fight: The Government: The hollowed out volcano: The Interface: The left/right view points: The NoonDay Express: The old oil refinery: The player's challenge range: The plot of grassy land in an old city: The Police: The Rules: The spectator camera: The Training Grounds: The Untouchables: The weird pinball world: Throwing knife: Training Ground Code: T.V. screen, a poster, or a semi-transparent hologram: Twenty years of hard labor: Vengeance Moves: Vengeance Finishing Moves: Virtual fighting experience: Virtual Helmet: Wagering: Written history:

This part of the listing takes you to part 1 of this list.

3-D Fighter Terminal: A single-360 degree photograph: Acid assault: Advanced Player's Progressive Mode (Saving Card): Ancient warriors: Artificial Intelligence/Player: Artificial Intelligence Vs. Player: Automatic defensive reflex: Background Visuals: Blurred vision: Business men: Caller Maneuvers: CD Rom: Choose Your Fighter screen: Clown Arena: Commodore 64: Concrete world: Controls: Credit(s): Crossroad Slums (Party Central): Damage Infliction: Death sentence: Demo mode: Dreamland: Electronically zoomed images: Experience points: Fighter In Training: Fightoid/Fighter interaction Process: Fightoids: Finishing Maneuvers: Fire Light Industries: First person perspective: Freak show stars: Full Cast or Daily Special: Game Alteration Passwords: Game music soundtrack: Gore Mode: Graphics fighter condition form: Hard drive: High rise condo's and office buildings: High Scores Screen: High society people: Human border: Joystick/button combo: Kinetic energy: Kick: Kiddie Finish Maneuver: Low life:


Mail Order Monsters:
An old 1980's computer game for the Commodore 64. Other than the mention of it in a credit, it serves no purpose to the game.

Maneuver gathering:
For use in Advanced Mode with a saving card. This term is used to describe a fighter whose experience points keep accumulating enough to pass the pre-set point boundaries that qualify that fighter for new maneuvers. Thus giving him (her) an even stronger attack arsenal.

Maneuver Theft:
The act of imitating one of the opponents special attacks during a match. This maneuver can only be mastered by a few fighters.

Mechanix Devices:
Technological devices used to reconstruct damaged bones and severed muscles. Though expensive to buy, they are quite popular among street fighters due to the added strength and endurance that they provide.

Medical staff:
The people that try to make sure that when a fight is over, that the fighter they're hired to keep alive, do. After all, the Fightoids pay big bucks to prepare their fighters for the arena. And permanent death is too expensive.

Millionaires:
The high society Fightoids who live and work up in the skyscrapers. The people who fund the street fights for their own leisure.

Money:
Fighters earn money for each fight they partake in. This money is used for both enhancements for future battling and for personal use.

Multi-level ground:
Many of the battle arenas have situations where the flooring is un-even or has tables in it. Situations like this give advantages for more powerful air assaults and better defence set-ups.

Music Score:
The background music of each stage and scene.

Non-play time:
The time when no one is playing the game. The time that demo, storyboard, and glitz screens are appearing on the screen.

Ordinary humanoid:
The normal run-of-the-mill human fighter with little more than training, talent, working out, or technical/chemical enhancements to help them through the tournament.

Party Central (Crossroad Slums):
A place where Street Mortality occurs. This particular battle ground is in the heart of the city with a high population density and old buildings. So named due to the party atmosphere that occurs after a fight.

Player:
The person playing the game. He (She) plays through a Fightoid.

Player's station:
The place where player one or two go to use the joystick and buttons to play the game. A portion of the screen will wrap around to give each player a personal view perspective, encased within a rectangular box.

Pre-programmed strategies:
The original set of fighting instructions that the machine uses for both assisting and opposing the human opponent. These sets of instructions are programmed in by the programmer at the time of the games design.

Progress recording ports:
Card slots that work like an ATM's card reader. It accepts the saving card at the beginning of the session and returns the card with all information correctly saved at the end of the session.

Psyche bombs:
A form of exploding attack. Like a grenade, only it start's out as kinetic energy and gathers a gaseous explosive nature contained within it's bio-electro shape.

PTQ's:
An enhancement bio-drug that redesigns the DNA structure to a more aggressive regeneration process. Meaning that healing occurs at a speedy pace and replaced body tissues become hard as leather.

Punch:
A forceful assault done with any part of the clenched hand.

RAM:
Random Access Memory. It is used by the machine to down load CD Rom images and data for a temporary amount of time. Also used for character sprites and information used by the machine, when needed.

Real bands playing real music:
An option which I consider a better alternative to game music soundtrack. Actual music composed by actual bands recorded and played straight off of CD Rom.

Ringing sound:
A condition that can momentarily happen when a fighter gets hit a lot. The audio that comes out of the player's station to simulate a dazed sense of realism. This sound will replace all other sounds for a couple of seconds.

ROM:
Read Only Memory. Computer chips which contain the data of all the fighter characters and information on how to interface with the hard drive and CD Roms and all other necessary information.

Surgery implants:
The devices which make it possible for the Fightoids to interact with their fighters during the fight.

Some person's moped:
A weapon of rather interesting proportions. Actually, some fan's mode of transportation that they used to come to the fight. Unfortunately, they used rather poor judgement of parking the thing: right in the reach of a strong fighter.

Special maneuvers:
The kind of attacks that go beyond the basic punch or kick. The ones that involve joystick/button combos. Like having the ability to hurl kinetic energy or psyche bombs at the opponent.

Stamina:
The resistance force that stands against the of the dying. Every time the fighter gets hit or is engaged in a calling maneuver, the stamina of the fighter (represented by a bar located on the "graphic fighter condition form") goes down.

Steroids:
A form of drug that increases muscle tone and strength.

Stolen:
It's meaning here represents the act of imitating one of the opponents special attacks during a match. It's called maneuver theft.

Street Grunge:
A classification given by the Fightoids used to represent the class of people who are less than wealthy. Fighters included.

Street Mortality Saving Card:
A credit card sized piece of plastic and magnetic media used to save games in advanced mode.

Test round:
The round where the machine judges the player's fighting abilities to determine what strategies make the best challenge. It's usually during the first fight.

The abandoned building basement:
A place where Street Mortality occurs. This arena has no spectators in it. Only four cement walls with fair lighting conditions coming from a couple of light bulbs and natural light radiating through several dirty windows against one wall. Rusty nails embedded into the walls present a danger here.

The arcade owner:
The person who owns, manages, and maintains the machine.

The Artificial Comparison engine:
The process the machine uses to judges the player's fighting abilities to best challenge the player.

The broken down former sports stadium:
The place where Clown Fights occur. A large, open arena with no surprises and no police. The place where fans can play fight as a character of their choice.

The Circle of Crowded Borders:
The ring of people that are present at most battle arenas. In this way, there are actual boundaries to the battle zones.

The Compiler engine:
The process the machine uses to copy fighting {rithems} that may not have existed in it's original, pre-programed data base.

The data base:
The source information that the machine uses to both operate the opponent and to assist the player. There are two data bases (assuming that the automatic custom level has been set by the arcade owner) that the machine uses to control the fighters. One is the pre-programmed data that the programmers inserted into it during the creation process. Second is the data that the compiler engine has gathered.

The dungeon:
This is a dreamland place where battles are rumored to occur. This arena is has extremely poor lighting with only a disco-type floor using flashing colored lights to illuminate the room. The four walls, although pitch black in color, have extendable silver spikes which pulse in and out to the beat of the music. And seeing the opponent can be hard to impossible at times.

The free-fall fight:
This is a dreamland place where battles are rumored to occur. There are no floor or walls to contend with. Just the Earth a few thousand feet below and the spell casting opponent in front. Being in mid-air, the fighter tends to avoid kicking and any special foot used attacks for some reason. And the further danger of going splat within a minute doesn't help the situation at all.

The Government:
The official people who rule over the land. Unfortunately, the majority of those that they rule over are either very poor (Street Grunge), or very anti-government (Fightoids). So, The Government is suffering from complete bankruptcy.

The hollowed out volcano:
A place where Street Mortality occurs. This is an experimental place that Fire Light Industries owns and is rumored to have been performing experiments. The dangers here are expected to be brutal.

The Interface:
The way that Fightoids are able to link-up with their fighters through a computer interface & VR Helmet for the Fightoid and surgical implants for the fighter.

The left/right view points:
The first person perspective that players 1 and 2 get during game play. Each view is different due to each fighter's standing point being different. A portion of the screen will wrap around to each station, encased within a rectangular box.

The NoonDay Express:
The name of the train that sometimes comes roaring through that plot of grassy land on those train tracks during a fight. And they aren't about to stop just because of some fighters are on the tracks.

The old oil refinery:
A place where Street Mortality occurs. This place is littered with old oil drums and metal pipes. And the old tanks that still stand can work for good coverage.

The player's challenge range:
The measurement of the player's fighting skill with the controls and knowledge of the character's abilities.

The plot of grassy land in an old city:
A place where Street Mortality occurs. At this arena, there is a well used train track and fencing along the perimeter. Although, the ground is soft and green.

The Police:
The law enforcement agency which has laws against the blood sport known as Street Mortality. Law states that any participant is to be put to death on-the-spot and any spectators in the vicinity will have a minimum of twenty years hard labor in a prison camp. Officer's at location have the authority to act as judge, jury, and executioner.

The Rules:
Officially, Street Mortality has no rules. Un-officially, it's the fighter's call.

The spectator camera:
The view available in the middle portion of the screen. A third person viewpoint from a person broadcasting the images via a hand held camera.

The Training Grounds:
Places where the fighters can practice their special maneuvers. These screens are available either during non-play or by entering a code during non-play.

The Untouchables:
The high society Fightoids who live and work up in the skyscrapers. The people who fund the street fights for their own leisure. So named due to their high influence over the law and other powers that be.

The weird pinball world:
This is a place where Street Mortality is rumored to occur. This strange land takes on the appearance of the inside of a pinball game. Besides the opponent, the main danger here is a speeding silver ball that appears to be in play. Unfortunately, the silver sphere is about twelve feet tall and more weight than can be handled. Lighting is fair, and there are a few places to hide and mount an attack from.

Throwing knife:
A weapon that is either obtainable on the battle grounds or from a fan.

Training Ground Code:
The code used to see a fighter in training. Usable during non-play time.

T.V. screen, a poster, or a semi-transparent hologram:
The way that the music bands who perform songs for the game's scenes should be visible.

Twenty years of hard labor:
The verdict handed down from The Government to The Police used to put a stop on the lethal sport known as Street Mortality. This verdict is swiftly carried out against all spectators who are at the scene of the sport.

Vengeance Moves:
Attacks of such a vicious nature that they are reserved for characters who have a past grudge against their opponents.

Vengeance Finishing Moves:
Finishing assaults of such a vicious nature that they are reserved for characters who have a past grudge against their opponents. These moves engage automatically at the end of the fight.

Virtual fighting experience:
The sensations that a Fightoid gets through the VR Helmet link-up of actually being in the fight without any of the injury.

Virtual Helmet:
The device that the Fightoid wears to get a realistic sensation. It also links up the thoughts of the Fightoid with that of the fighter through the fighter's surgical implants.

Wagering:
The bets that the Fightoids put on their fighter's victory. In advanced mode, some of this money spills over into the fighter's salary.

Written history:
This starts at the earliest recorded plot of information ever written by ancient man. It is believed that the ancient warriors lived and died long before this time.

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Copyright Jerod Underwood Park 1997
All rights reserved