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Game Play Modes

Modes are various different ways to fight. Different modes alter the game slightly by removing some features and adding others to change the style of game play

Tradional 2-D:
The basic fighting game. The basic rules describe this mode, so see the glossary

Danger Room 2-D:
Traditional 2-D with a twist. There are various objects in the room that cause damage to the fighters. For example, the outer edge may be on fire, explosions, water geysers, electric mines, psychic blasts, etc. These effects are random, but can do significant damage to both players. World Heroes had this type of stage.

Layered 2-D:
The gameplay in early Fatal Fury. There are two levels, foreground and background. Either play can switch their level at will. When the players are on different levels, only projectile attacks will connect, all other attacks will miss. This type of battle favors projectile users, but the transistion is fairly slow. When changing levels, the character is vulernable to any attack from either level. Also, they will land in the level they were hit from. Escaping characters can still be trapped in the corner.

Smash Brothers:
Gameplay is basically 2-D with some significant differences. For one, fighters damage meters are represented by a percentage. The higher the number gets, the farther blows send the character flying. It is possible to continue fighting with 300% damage. Fighters who are sitting out do not regenerate, but there are many items that can be collected. These items can be defensive, offensive, or just plain destructive. The item list is found RIGHT HERE . These weapons often do more damage than character specific moves do. All options are available. Destroying one fighter allows for the next to be brought in. Tagging is available. Characters who die, though basically they are ring-outed, can be absorbed by fighters. All fighters can perform double jumps, as well as any rising type attacks in mid-air, even if they normal cannot. Up to 4 can fight at once in this mode.

Traditional 3-D:
This type of game is like Tekken, Street Fighter Ex, or Plasma Sword. The characters and backgrounds are polygonal 3-D, but the field is infinite. All moves are available, and have height, width, and depth. Also, all fighters can side step, which is the 3-D version of the dodge. All variations of the 3-D fighter have sidestepping.

Ring 3-D: The same as Traditional 3-D except for one important detail. The field area is no longer infinite. In fact, it is possible to push fighters out of the ring to score a "Ring-Out" instant kill. This only defeats the current character and the next one appears in the center of the ring. Characters that absorb power from defeated fighters cannot do this to enemies that were defeated via ring-outs. This style appears in Virtua Fighter and Soul Caliber.

Walled 3-D: Like Ring 3-D, except there are no ring outs. A wall, making it possible to pin the enemy in a corner without escape surrounds the ring. Even though Ring-Out's are not possible, if the enemy is near the edge, they are penalized by reduced mobility. VF4 and Fighting Vipers use this style.

Environment 3-D: This combines the Ring and Walled 3-D styles. The environments are more realistic, with objects in the middle of the rings. Also, the edges are walled at some sections and open for ring-outs at others. Tekken 4 and Dead or Alive are the best examples of this mode.

Tiered 3-D: A traditional 3-D setup with mutliple levels. Although there are no ring-outs, it may be possible to drop the enemy down to their doom. However, some levels are close enough for players to climb up to higher levels and drop safely to lower ones. Ehrgiez used this type of game play.

Power Stone: This is basically Smash Brothers in 3-D. There are no ring-outs, but some areas will cause damage to your fighter. The items available in Smash Brothers are also usable here. The items list is RIGHT HERE . However, they are not quite as powerful. To make up for this, there are stage specific vehicles and stationary weapons, like cannons and hovercraft. Also, levels are more like adventures rather than straight up fighting. The stage starts with a fight, then switches to a more arcade-style phase, ending with a fight to the finish. One downside is that no fighter can block at all. Also, the one button assist specials are not useable, but Chain Hypers and Variable Counters are usable. There can be up to 4 teams fighting in this match. Here are some examples of the arcade sequences
  • Alexandra: Stay alive as the Tantalis Airship makes its get away
  • Capsule Corp: You are fighting and a caspule car race breaks out! The prize is healing.
  • Mako Reactor: Get out of the Reactor before it explodes
  • Pharaoh 90 Stage: Avoid the red, slimy Daimons as they rain down to get to the crash site
  • Sewers: Both combatants fall in the water for a little sewer surfing. Avoid logs and other junk.

    Item List
    Here is a list of sample items. There are infinitely many possibilities, so I will NOT list everything I can think of. At least not yet.

    Any Smash Brothers Weapon
    Any Power Stone Weapon
    Air Strike: A radio that calls in an air strike on your foes. Beam Saber: A Star-Warsesque light saber. Use to attack
    Bubble Shield: Gives one free hit from any non-fire source.
    Bunny Ears: Gives the wearer a +3 bonus to speed plus big jumping ability
    Cat Food: Throw at cat characters to stun them
    Megaman Buster: Gives the holder Megaman's gun. Hold to charge.
    Messatsu Symbol: Allows the holder to Shadow Slide
    Pot-roast: Pick up to heal.
    Pokeball: Throws a small red ball and a random Pokemon comes out and does ... something.
    Ryu's Headband: Allows the wearer to throw Hadoukens
    Screw Attack: When the holder jumps, s/he is surrounds with electricity.
    Three-Way Shotgun: Fires 3 energy blasts in a spread pattern


    Many, Many more items on the way