Article View: comp.sys.ibm.pc.games.action
Article #5736PR FAQ 7/7
From: vctr1... Vctr113062
Date: Wed, 13 Sep 1995 00:00
Date: Wed, 13 Sep 1995 00:00
351 lines
16107 bytes
16107 bytes
///6.7 Free Play!///
When you have to pay for your game, putting less than 1 credit in a PR
machine makes the sound of a cricket chirp, and putting 1 credit in makes
a pterodactyl cry. But you'll know that a PR 2.3 machine has been set to
"free play" if the words DEMO ONLY appear near the top of the screen. Free
play mode is a great opportunity to practice your combos! Player vs.
player battles work as usual, but you can't lose to the CPU. All CPU
opponents will fight as if they were the first enemy on a normal
difficulty setting; what's more, you can't lose energy! No matter how many
times the CPU bites you, you'll get a TOTAL DOMINATION with every match
(and you can still enter your score at the end like usual)! I'm pretty
sure this wasn't the case for the free play setting on version 1.7; can
anyone confirm?
///6.8 PR version///
To check the version of PR you have, push up on the left joystick and
pull down on the right simultaneously, during the title screen. The
"production version" is 1.7. If you have a beta version, bug your arcade
owner to get it updated! The "Hot New Version 2" that Atari has made a
spiffy Blizzard sign for is 2.3, and has "Version 2.3" on the title screen
in big letters made of bones. It has many features that will turn various
players on or off, depending...
Not-so-brief list of version 2.3 changes:
-demo mode intro text has letters made of bones instead of black letters
-one new fatality for each character added
-eating humans adds much more energy to your health meter
-100% health bug from 1.7 fixed
-gameplay speed changed
Diablo, Sauron, most leaping attacks, most projectiles sped up
Armadon, Blizzard, Talon slowed down
-Simultaneous attack collisions tuned: "sweet spots" removed,
quick->fierce->power->quick "round robin" priority system added
-little SF2-style "Christmas Lights" added; they flash with every strike,
blocked or not
-gone are the faint "blue shields" that used to appear when blocking
attacks
-generally, damage to heart & brain meters decreased, but block-damage to
heart increased
-block-damage usually won't kill you
-all leaping attacks can now be blocked
-if you're on the ground, projectiles don't knock you down anymore
-combo names, Total Domination, Quick Kill features added
-Sudden Death lasts for 30 seconds instead of 20
-hop jumps can now be used vs the CPU
-CPU's "AI" patterns changed; many old tricks no longer work, but some new
tricks do
-"fatality"/"no fatality" music added; other music enriched w/more
percussion
-a previous high score drops to 2nd when beaten
-In free play mode, the words "DEMO ONLY" appear & CPU can't hurt you
-Armadon's Spinning Death and Mega Charge don't go under projectiles
anymore
-Armadon can volley his victim after the Mega Charge
-Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser
don't last as long
-Chaos' Battering Ram makes an annoying new sound
-Chaos' Cannonball finishing move can kill enemies on any stage
-Chaos & Sauron can do their Earthquake moves in the air
-Diablo's Torch combos more easily
-Talon's low 4 is cheezey to use twice in a combo
-Talon can attack (or be attacked) as he rebounds from the Brain Basher
-Talon's Pounce & Flip does no block-damage
-Talon's Shredder fatality made gorier
-Vertigo has a new teleport, and can do both old & new teleports in the
air
///6.9 NEW UPGRADE is not coming...? :-(///
Another update for Primal Rage was scheduled for Jan '95. It was supposed
to add a boss charcter; the December '94 issue of GamePro magazine had a
tantalizing silhouette of who the new Rage boss might have been. He looked
like a horned dracolich [animate dragon skeleton], with three claws on
each limb and three spines on the end of his tail. GamePro's sources
mentioned rumors that the boss would have been capable of flight and
possessed an energy-siphoning power. But, alas...
John Bailon, Southern Hills Golfland (H20O...@aol.com) writes:
>FYI, Atari/TWI decided to scrap the second update PR that was slated for
release early this year. It seems that too many operators complained that
the 2.3 update actually made their collections worse and went back to the
original version 1.
riesen...@agames.com adds:
>Sorry, bub, no new upgrades.
>The Final Battle is also the reason that there will not be another
graphic upgrade: The "boss" that was supposed to appear during Final
Battle was viewed as not-enough-bang-for-the-buck. Here at Time Warner
Interactive, we've been too busy working on the sequel...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++ 7. PR Coming to Home Systems! **NEW INFO**+++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
dle...@micro.ti.com (Dmitri Lenna) passes on some very interesting
information from Intelligent Gamer Online:
>[Ed. We contacted Tracy Egan at Time Warner Interactive regarding Primal
Rage and T-MEK, and here's what we learned for you: coding of some Primal
Rage translations began when the arcade games were still in their first
(1.x) revisions, but the programmers went back and retroactively added
features to the 1.7 code to improve it. As a result, several of the
versions (namely the Genesis and handheld games) will be "hybrids,"
drawing features from 1.7 and 2.3 where appropriate. We'll be receiving a
chart soon which will list specifically which features have made the cut,
and we'll share that list when we have it. The SNES and next-generation
versions, on the other hand, will all use Primal Rage version 2.3 code, as
we were told that those systems would better be able to handle it.
Primal Rage Update
In response to reader inquiries on the subject of Primal Rage (see the IG
Online E-mailbag for issue seven) home translations, here's the latest
information straight from Time Warner Interactive:
Arcade: 32MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per God, Easter Eggs, no new stuff
///August 25, 1995 Releases///
Game Boy: 0.25 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4
special moves (1 fatality) per God, no Easter Eggs, no new stuff
Game Gear: 0.5 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4
special moves (1 fatality) per God, no Easter Eggs, no new stuff
SNES: 3 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, no new stuff
Genesis: 3 MB, 7 Gods, people, 70+ moves, 8-9 special moves (2 fatalities)
per God, Easter Eggs, no new stuff
PC CD-ROM: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities) per God, Easter Eggs, new stuff
///Shipping November 14th///
Jaguar: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per God, Easter Eggs, new stuff
3DO: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
PSX: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
Saturn: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per God, Easter Eggs, new stuff
32X: 4 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
Mac CD: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per God, Easter Eggs, new stuff
New Stuff: 3-D Cinematic Opening Sequence, New Animated End-Game
Sequences, New Play Options. (Most platforms will offer new home-play
features such as dino tug-of-war and 4-on-4 play.)
Easter Eggs: Look for arcade favorites plus new cheat modes.
On a side note if I may.. the Megs refers to MegaBytes; video game
companies for some reason or another use MegaBits. Video game magazines
have will the SNES and Genesis versions listed at 24 megs, and the 32X at
32 megs. GB will be 1Meg and GGear will be 2. As for the CDROMs, I don't
imagine those are exact, but as an old high school physics teacher used to
say "Close enough for Governement work" :).
-a few more notes about the SNES version, which I now have: overall, it is
a good translation of arcade PR 2.3. All basic moves, special moves, &
fatalities are there, except that Chaos' Golden Show and Churl fatalities
have been censored. Unfortunately, some moves (especially fatalities) are
hard to do on standard SNES control pads or a Capcom joystick; the C&L
arcade-quality joystick reportedly works much better. On the down side,
SNES PR has no combo names, increased knockback (so that a few arcade
combos don't work), and you can only reconfigure the buttons to one of
twelve pre-set options, instead of being able to assign any basic attack
to any button. BTW the instruction manual incorrectly says you must be at
least difficulty level 7 to reach the Bonus Round/Final Battle. You
actually have to play at difficulty level 10 (the factory default) or
higher to reach the Bonus Round/Final Battle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++ 8. The Latest and Greatest++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
///8.1 How to get this FAQ///
I post the FAQ to rec.games.video.arcade every once in a while, usually
whenever I've updated it or someone requests a repost. Since PR is coming
out for various home systems, I'll post it to rec.games.video.nintendo,
rec.games.video.sega, and comp.sys.ibm.pc.games.action. Come November,
I'll start posting it to rec.video.games.atari as well.
1) By ftp
Type the following commands to get the latest version of this FAQ
:-)
> ftp ftp.netcom.com
> Login:- anonymous
> Password:- [Your e-mail address, e.g. eqr5m...@clstr.unl.ac.uk]
> cd pub/vidgames/faqs
> hash
> get [filename]
> quit
2) By e-mail
If you want this guide by e-mail then send me (Victar, vctr1...@aol.com)
your e-mail address and I'll e-mail you a copy. If you're a fellow AOL
user then I can send the entire thing to you as an attached file (in ASCII
DOS, unless you specify some other WordPerfect compatible format);
otherwise, it'll show up in several parts.
3) By WWW
Sorry, Casey Barton's WWW Primal Rage page, formerly
http://csclub.uwaterloo.ca/u/cebarton/primal/primal-rage.html
appears to be gone. If all else fails, I might create my own page, though
if that happens it'll take a while.
///8.2 Send me e-mail and nobody gets hurt! ^_^///
If you find any additional information, corrections, confirmations, or
combos, please e-mail 'em to me at vctr1...@aol.com! I'm sometimes
sluggish with the replies but I do read 'em all, I promise!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++ 9. Credits++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PRIMAL RAGE 2.3 FAQ COMPILED/EDITED BY EVAN GRIDLEY
BASED ON PRIMAL RAGE 1.7 FAQ v1.3 BY ZARGON AND PERICOM
UPDATED BY VICTAR
Extra Special Thanks to UNDERMIND (imf...@prism.gatech.edu) for
proofreading
the v1.7 moves since he owns a few arcades of his own! Go visit Mardi
Gras
Games!
Special Thanks to the following people who contributed towards the making
of
this FAQ :-)
Zargon a.k.a. Master Lao ................................PR 1.7 FAQ
Editorship
Pericom (eqr5m...@clustr.unl.north-london.ac.uk)....PR 1.7 FAQ
Editorship
Baron Von Riesenberger (Production Coordinator Team Rage).....Initial
Moves, Combos
Tony Cannon (wand...@leland.stanford.edu)..........A Whole Slew of
Stuffs
Luis Vigo.......................................................Other
Moves
Chris Caniano (v096...@ubvms.cc.buffalo.edu)..................Other
Moves
Jason Hunt (jason...@nitelog.com)..................All Endings and
Moves
Todd "hawk"Bauman...............................................Other
Moves
Raymundo E Arras (rar...@mason1.gmu.edu).......................Other
Moves
Rob Williams (Ray's manager at Timeout)........................Other
Moves
James Belcher (WILD...@aol.com)..............................Other
Moves
Dave Nguyen (st93...@dunx1.ocs.drexel.edu)....................Other
Moves
Boingo Lover (boi...@netcom.com)...............................Other
Moves
John F (jo...@triton.unm.edu)..................................Other
Moves
James Melki (jme...@mcc.mott.edu)..............................Other
Moves
Doug McClendon (d...@falcon.cc.ukans.edu)....................Text and
Moves
Salvatore D. Tepedino
(step...@ic.sunysb.edu).................Corrections
Christopher Alan Moon
(mo...@niko.unl.edu)......................Corrections
Tung-Feng-Lai
(gre...@Garg.Campbell.CA.US)....................Corrections
dug@lugaru.com..................................................Correction
s
IZZY4PA@MVS.OAC.UCLA.EDU........................................Correction
s
Evan John Gridley (ej...@cornell.edu)(hey, that's me!)......Info and
Combos
Victar (vctr1...@aol.com) [yeah, me & what Armie? :)]...PR 2.3 FAQ
Editorship
Sceadeau
(MSA...@ritvax.isc.rit.edu)...............................Combos
Jin Im
(m-...@ux4.cso.uiuc.edu).....................................Combos
Paul Hurlbut
(gen...@pipeline.com)..................................Combos
Kurt Van Thomme
(krv...@acad.drake.edu).............................Combos
Douglas William Cole
(do...@cw-u02.umd.umich.edu)......................Info
Chris McCullough
(25...@ef.gc.maricopa.edu)...........................Info
John Bailon, Southern Hills Golfland (H20O...@aol.com)...Info
Eric Ching
(er...@parcplace.com)................................Suggestions
Bernard Ryan......................................Miscellaneous
Information
Casey Barton (ceba...@napier.uwaterloo.ca)..Making a WWW page of this
FAQ
Andy Eddy (vidg...@netcom.com).................Keeping this FAQ
somewhere
Ben Hayek
(bha...@ux4.cso.uiuc.edu).......................................Combos &
Corrections
*Donger (bc8...@bingsuns.cc.binghamton.edu).....................Combos
Shane Knighton (sknighto@acs5).........................Confirmations
Jason Davis (jda...@iglou.com)...........................Confirmations &
Combos
Carnage (sc...@inbox.wash.inmet.com)...............PR home release dates
Frank Kuan (ku...@agames.com).........................Simultaneous Attack
Collisions
Crunchy T. Frog (igwn...@umiami.ir.miami.edu)...........Confirmations &
Combos
Todd Sinclair (todd.s...@castles.com)........................Combos &
Strategies
Dmitheon (len...@nuge115.its.rpi.edu)...........................Combos &
Info
Antichrist
lordelren@aol.com...........................................Confirmations,
Info
Patrick Joseph Coffman (ur...@mcl.ucsb.edu)..............Combos
Jeff Fairman (sa3...@odin.mda.uth.tmc.edu).................Corrections
Chris Tang (TA...@agames.com)....................................Info &
Combos
Matt (FARN...@udavxb.oca.udayton.edu).................Combos
JKnight (jkn...@csra.net).....................................Corrections
& Combos
Adrian Bradley (a...@engin.umich.edu).............................Combos
master young (d8y...@sbcc.cc.ca.us)............................Combos
44699@ef.gc.maricopa.edu...............................................Com
bos
Intelligent Gamer
Online..........................................................Info
Mr A J Collier (SIB...@upe.ac.za)....................................Info,
Combos
Sir Galahad (er...@imap1.asu.edu).................................Combos
John Fisher, Steve Reisenberger, & the guys at GamePro.....writin' a
kickin' PR Guide!
GamePro again.................................publishing all the new
fatalities in a magazine article!
and anyone else I've forgotten! (sorry! :)
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From: vctr1...@aol.com (Vctr113062) Subject: PR FAQ 7/7 Date: 1995/09/13 Message-ID: <437qk1$jg@newsbf02.news.aol.com> X-Deja-AN: 110053909 sender: ro...@newsbf02.news.aol.com organization: America Online, Inc. (1-800-827-6364) reply-to: vctr1...@aol.com (Vctr113062) newsgroups: comp.sys.ibm.pc.games.action MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit