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.
Click here to return to the first
terms page.
Click here to return to the story page.
Copyright Jerod Underwood Park 1997
All rights reserved