~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ______ __ __ | __ \.----.|__|.--------.---.-.| | | __/| _|| || | _ || | |___| |__| |__||__|__|__|___._||__| ______ | __ \.---.-.-----.-----. ____ ___ | <| _ | _ | -__| .-~. /_"-._ `-._~-. |___|__||___._|___ |_____| / /_ "~o\ :Y \ \ |_____| / : \~x. ` ') ] Y / | Y< ~-.__j / ! Primal Rage 2.3 FAQ _.--~T : l l< /.-~ / / 05/15/'96 ____.--~ . ` l /~\ \<|Y / / v 2.7 .-~~" /| . ',-~\ \L| / / / .^ \ Y~Y \.^>/l_ "--' / Y .-"( . l__ j_j l_/ /~_.-~ . Y l / \ ) ~~~." / `/"~ / \.__/l_ | \ _.-" ~-{__ l : l._Z~-.___.--~ | ~---~ / ~~"---\_ ' __[> l . _.^ ___ _>-y~ \ \ . .-~ .-~ ~>--" / \ ~---" / ./ _.-' "-.,_____.,_ _.--~\ _.-~ ~~ ( _} -Row `. ~( ) \ /,`--'~\--'~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ by Evan Gridley (ejg1@cornell.edu), updated & maintained by Victar (vctr113062@aol.com) ADAPTED FROM THE PRIMAL RAGE 1.7 FAQ BY ZARGON a.k.a. MASTER LAO (YU8954@NOVA.GMI.EDU) AND PERICOM (EQR5MALIKI@CLUSTR.NORTH-LONDON.AC.UK) PROOFREAD BY UNDERMIND (imfacyc@prism.gatech.edu) owner of Mardi Gras Games This file is Copyright © 1994 (barely...) 1995, & 1996. All rights reserved. Distribution of this file, in whole or in part is permitted, provided that it isn't modified in any form and that proper credit is given to the authors. Atari and Primal Rage are trademarks of Atari TWI. All copyrights are owned by their respective owners, no infringement intended. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++++What's New++++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Changes from Primal Rage 2.3 FAQ v2.6 Updates to PR for home versions section (no Mac PR :-() Chaos' FoFury corrected (it's really 2+3, D-T-U-A) Final word on Chaos' BOUNCER named combos PSX PR *does* have combo names! ^_^ PR action figures are here!! ("Meet the Critters" updated :) PR card game rules added Where to order the PR music soundtrack!!! PR pulled from the store shelves?!? Changes from Primal Rage 2.3 FAQ v2.5 Chart added to Jumping section *Major* updates to PR for home versions section!!! PR action figures are coming! Changes from Primal Rage 2.3 FAQ v2.4 Combos added, all Armadon's, Blizzard's, & Vertigo's named combos FOUND! Move descriptions modified (Blizzard's Punching Bag *not* infinite) List of strong -> weak interruptible attacks added to Combos Cheat menus elaborated, Genesis cheat code FOUND! Notes added to PR for home versions section PR for 32-bit systems release date pushed back to 2/16/96 :-( Exact Game Zero WWW site for this FAQ! Minor corrections Changes from Primal Rage 2.3 FAQ v2.31 Combos added, all Diablo's named combos FOUND! No combo names in Genesis PR either, & Genesis cheat doesn't work :-( Block high/low lists cover all basic & special moves Whoops! 2 air hits + Air Throw is impossible! Move descriptions modified (Inferno Flash *is* blockable in ver 2.3!) Additions to No-Cheeze section Blizzard, Talon, & Vertigo in Dragon magazine #223! Get this FAQ from Game Zero's WWW site! Changes from Primal Rage 2.3 FAQ v2.2 Combos added, all Sauron's named combos FOUND! SNES/Genesis cheats added to PR for home systems Corrections to high/low blocking section Additions to No-Cheeze section Post-mortem Combos added to Combos section Combo minimum hit mistakes fixed (TRAIN WRECK takes only 7 hits!) Other minor corrections Changes from Primal Rage 2.3 FAQ v2.1 Whoops! Pterodactyls worth only 1% health Combos added, *all* combo names found! Changes from Primal Rage 2.3 FAQ v2.0 Combos added, all Talon's named combos FOUND! Combo key revamped Info tidbits added to some move descriptions (PR Guide again) No Cheeze meter correction, notes added New Info added to Eat a Worshiper (w/help from the PR Guide) Info added to PR for home systems (I got SNES PR!!!) Trivialities (Jason Leong in Sauron's ending :) Changes from Primal Rage 2.3 FAQ v1.9 Vertigo's moves modified Combos added (new combo names!) Moves that "trigger" combo names added where known Lots of PR for home systems info added Minor stuff (Talon's flexible tail is creative license! :) Changes from Primal Rage 2.3 FAQ v1.8 Many combos added Lightning combos marked, percentiles and min. required hits added where known Talon's Pounce & Flip, Frantic Fury corrected Talon's Run description modified New Final Battle Bug added Free Play info added Quick/Fierce vs. High/Low mistake in "Normal Moves" section fixed Special moves that extend combos marked with a "^" All tabs replaced with spaces Teeny little things Changes from Primal Rage 2.3 FAQ v1.71 Combos added Barney Armadon color mistake fixed Anti-CPU strategies added Buffer your hop jumps, even in combos! Jumping, Final Battle sections moved Minor stuff Changes from Primal Rage 2.3 FAQ v1.6 Combos added (streakers confirmed :) ASCII fixed *again*, esp. in moves section NEW UPGRADE is not coming...? :-( misc. minor stuff Changes from Primal Rage 2.3 FAQ v1.5 Combos added Simultaneous Attack Collisions added Infernal & Gut Buster moves fixed Some move descriptions modified (esp. Cannonball, Inferno Flash) Raining Cows (and Bricks & Ice Balls!) confirmed New Final Battle bug added Note to Combos section added (& "streakers"?) PR coming to home systems!!! Cross-up corner trap added More boss/upgrade rumors added More streamlining & misc stuff Changes from Primal Rage 2.3 FAQ v1.0 Storyline (from the GamePro PR Arcade Players Guide!) Meet the Critters (with statistics swiped from the Guide!) All 3rd fatalities confirmed Blizzard's Mega Punch descriptions corrected, many move descriptions elaborated Combos added Colors section elaborated Ballistic section elaborated (guess what source!) Scoring info added! (love that Guide!) More ASCII streamlining & touch-ups Ending pictures better described (still more thanx to the Guide!) Misc. trivial stuff Changes from Primal Rage 2.3 FAQ v0.9 More info on all 3rd fatalities added Info on Final Battle added Raining Cows added to Secrets New colors added Combo section updated a little Moves also described in simplified code Total Domination, Quick Kill, Scoring info added CPU AI patterns added Several other misc. things added ASCII touch-ups & streamlining spell-checker, proofreading, minor corrections Changes from FAQ (v1.3) for Primal Rage 1.7 FAQ Updated for 2.3 Chips! Atari pack-in Chip info -- from the source! Combination Names! New Fatality Names! 0.6 more PR!!! (???) Old combo listings removed/changed Additions from FAQ (v 1.12): Even more accurate moves list! NEW CHIP INFO!!! Additions from FAQ (v 1.0): Sauron's Flesh Eating is there...oops! Armadon's Leaping Uppercut correction Primal Rage is on the Web! (see Latest and Greatest) Additions from FAQ (v .93): Chaos' Golden Shower and both Vertigo's fatalities have been confirmed Armadon's Meditation and Sauron's Flesh Eating fatalities! Combos like mad...multiple hits in the air explained Some minor corrections (Chaos, Diablo) Additions from FAQ (v .9): Letter system is back to match the template on the game Clock and Counter changed to Toward and Away, respectively Volleyball secret on Sauron's stage! Corrections (Armadon, Diablo) Talon's Jugular Bite FOUND! More combos, endings Jumping section Additions from FAQ (v .86): The minimum movements needed have been checked! Corrections for many of the characters! Joystick visuals added to Special Moves section Tabs are fixed!!! Slide for Talon and the apes added to the Normal Moves section More descriptions A couple more combos Endings! Additions from FAQ (v .82): New Headings What's New section New Intro Combos section Offense and Defense Section New moves, fatalities, and how to chomp on humans! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++ Table of Contents+++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Introduction (What is Primal Rage) 1.1 Storyline 1.2 Meet the Critters 2. Moves List (What can they do? The basic, funky, and wacky stuff) 2.1 Normal Moves 2.2 Special Moves 2.3 Jumping 2.4 Combos 3. Brain Gauge (duh...what's that?) 4. Offense and Defense (attack! uh, run away!) 4.1 Offense 4.2 Defense 4.2.1 Blocking 4.2.2 Cross-up attacks 4.2.3 Avoiding Projectiles 4.3 Simultaneous Attack Collisions 4.4 Total Domination, Quick Kill & Scoring 4.5 CPU AI patterns 4.6 Final Battle 5. Endings (Spoilers here) 6. Misc stuff (That's cheeze! No, it's not! and other stuff) 6.1 Colors! 6.2 Cheeze alert! 6.3 Eat a worshiper! 6.4 Going ballistic 6.5 Sudden Death & the Clock 6.6 Secrets 6.6.1 Volleyball 6.6.2 Bowling 6.6.3 Raining Cows 'n' stuff! 6.7 Free Play! 6.8 PR Version 6.9 NEW UPGRADE is not coming. :-( 7. PR is out for home systems!!!! 7.1 PR is coming to eleven home systems! Quick List. 7.2 Brief descriptions of PR for various systems 7.2.1 Game Boy/Game Gear PR 7.2.2 SNES PR 7.2.3 Genesis PR 7.2.4 IBM PC CD-ROM PR 7.2.5 32X PR 7.2.6 3DO PR 7.2.7 Jaguar CD PR 7.2.8 PSX PR 7.2.9 Saturn PR 7.3 SNES, Genesis, 32X cheat codes & menus 7.4 PR pulled from the store shelves?!? 8. Beyond the Game (Merchandising! :) 8.1 PR chars in Dragon magazine! 8.2 PR action figures! 8.3 PR cards & cardgame rules 8.4 PR soundtrack is out!!! 9. Latest and Greatest (where and how to get updated versions of this FAQ) 9.1 Send me e-mail! (Confirmations? Corrections? Combos? Mail 'em! :) 10. Credits (who we "borrowed" stuff from and famous people) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++ 1. Introduction+++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ************************************************* In the future civilization dies in the cataclysms. The Draconians were born from the death of old Earth. Who will rule the new Urth? ************************************************* Fighting games have recently swamped the arcades. They range from really bad animation and graphics to just a plain old copy of another game. Primal Rage changes that by having excellent graphics and unique characters. But you say, "Who made this? Those dudes that made Asteroids?" Yup, that's them. They have released two games in 1994 and Primal Rage is one of them! Using what's called "Stop-Motion Animation," the graphics are intense. You are given seven characters to choose from, ranging from prehistoric dinosaurs to giant apes and mythological creatures. Atari has put a lot of work into it. Two years worth! The special moves system is also new and different (see Special Moves). Primal Rage debuted at the 1994 CES in Chicago, and was voted "Showstopper" by Game Pro Magazine. Go see for yourself! ///1.1 Storyline/// Before there were humans, gods walked the earth. They embodied the essence of Hunger, Survival, Life, Death, Insanity, Decay, Good, and Evil. They fought countless battles up through the Mesozoic Wars. Then Balsafas, an archmage from a parallel dimension, anticipated the threat that Earth's gods posed. He was not powerful enough to kill the gods, so instead he banished one to a rocky tomb within the moon. This disrupted the fragile balance between the gods; pandemonium ensued, and a great explosion threw clouds of volcanic dust into the atmosphere. The dinosaurs died out, and the surviving gods went into suspended animation. Now, the impact of a huge meteor strikes the Earth. Its destructive force wipes out civilization, rearranges the continents, and frees the imprisoned gods. Get ready to rumble... ///1.2 Meet the Critters/// ARMADON, God of Life a.k.a. "The Protector of the Ecosystem," "Tank Boy" Based on: Triceratops, Ankylosaurus, Stegosaurus Height: 17 feet Length: 27 feet Weight: 2.25 tons Rage Factor: +121% Consumption Rate: 570 lbs. per day Domain: the Hollows, a big underground chamber filled with stalactites and stalagmites. There are numerous cave openings with worshipers living in them. A big guy with lots of horns and spikes, Armadon is a slow mover and poor jumper but has some of the game's easier combos, which are quite damaging for their length. His combos run up to a maximum of 9-10 hits. Unlike the other reptiles, Armie doesn't really "bite" but rather attacks with the horn on his face. Probably the easiest character to use against the CPU, because of his strength & high priority basic attacks. His original name was "Spike" (perhaps that was before the game designers saw "The Land Before Time"... ^_^) [from action figure Primal Profile]: "Guardian of the delicate and fragile ecological balance, Armadon was the last of the dino-beasts to emerge from his subterranean confines. Connected with Earth's lifeforce and energy flow, Armadon ascended to save the planet from the dino-beasts who want ultimate control over it. Ironically the battle for power raging among the beasts has caused a nearly irreversible terminal imbalance on the planet they are fighting to rule. Unable to tolerate the titans' destruction of the planet, Armadon's mission is to put an end to the battle for supremacy and the immense devastation caused by it." BLIZZARD, God of Good a.k.a. "The Noble Protector of Evolution," "Fahrenheit -451" Based on: Gorilla/King Kong Height: 20 feet Weight: 1.8 tons Rage Factor: +153% Consumption Rate: 715 lbs. per day Domain: the Cliff, an icy and mountainous area. There's a temple in the mountainside to the right. The big mountain in the background has the faint pattern of an ape face. Blizzard is a big ape with powers of elemental cold and semi-invulnerable rushing punches (sort of a de-evolved cross between Sub-Zero & Balrog :). His freezing abilities are excellent for setting up killer combos, and his air throw is good for cheezing the CPU. He can jump really high, too, but lacks a Leaping Attack. Blizzard's recorded combos run up to 14 hits, more if his multi-hit Punching Bag special move is involved. [from action figure Primal Profile]: "In order for life to continue its natural progression, a delicate balance must be struck. This is the atmosphere that Blizzard has fought for millions of years to maintain. Enraged by the massive destruction he saw when he emerged from his primal slumber, Blizzard has embarked on a relentless execution mission. As guardian of natural evolution, Blizzard is determined to return Urth to its former state. As leader of the Virtuous Beasts (Armadon, Blizzard, Sauron, & Talon) Blizzard battles to return the balance to the Urth, even if it means destroying each and every dino-beast in the process!" CHAOS, God of Decay a.k.a. "The Mighty Techno-Witch Doctor," "Bodily Function Man" Based on: gorilla/Son of Kong Height: 17 feet Weight: 1.1 tons Rage Factor: 181.4% Consumption Rate: <634 lbs. per day Domain: the Ruins, a strip of land near the wreckage of what was once a metropolis. A river flows in the background, and a beached yacht lies to the left. Similar to Blizzard but smaller, faster, and with slightly less jumping power, Chaos is an ape prone to disgusting bodily functions. His flatulent projectile is good for setting up combos, and his air Ground Shaker is great for cheezing the CPU. By interrupting his 1+2 with a low 4, he can string together combos up to 12+ hits in the corner. Though the entire PR gang is quite vocal, Chaos is the only one who ever speaks a word - if he loses a battle, he cries "No!" as he collapses. Chaos bears no relation whatsoever to that diamond-lovin' "Martial Champions" babe. [from action figure Primal Profile]: "In his quest for control and domination over the world, Chaos has become his own worst nightmare. Right after the Cataclysms, he existed as a renegade scientist who wanted to take control of the new Urth. But his desire to dictate the process of human evolution proved to be his undoing when he conducted a genetic experiment that went horribly wrong. Instead, he was turned into a hideously disgusting beast." DIABLO, God of Evil a.k.a. "The Evil Flame Thrower," "EXTRA Toasty" Based on: Allosaurus (a relative of T-rex) Height: 17 feet Length: 29 feet Weight: 1.2 tons Rage Factor: +155.9% Consumption Rate: <525 lbs. per day Domain: The Inferno, a rocky volcanic island created by a geothermic upheaval ten times as great as that which made the Hawaiian islands. Pyramids and stone sculptures lie among the active volcanoes and lava. A striped, bipedal fire-breathing reptile with a big mouth and useless tiny foreclaws, quick on his feet and an excellent jumper. Instead of a throw, he has a teleport with unblockable fire. Diablo's in-close game is very weak (Chaos can even hit him out of Quick Attacks done within range!), but the speed, power and versatility of his long range attacks make him a good distance fighter. His combos top out at around 10 hits, unless one buffers in hop jumps. Diablo bears no relation whatsoever to that spandex-coated Marvel dweeb. [from action figure Primal Profile]: "Now that Diablo, leader of the Destructive Dinos (Chaos, Diablo, & Vertigo), has been released from his fiery prison deep within the Urth, he seeks to turn the world into a raging inferno. Determined to pursue his vision for Urth as a dominion of evil, Diablo thrives on inflicting immense pain and agony on his enemies. His followers and foes alike believe that Diablo is evil incarnate. Annihilation of all other dino-beasts is essential for Diablo to continue his reign of terror and carry out his gruesome vision for Urth." SAURON, god of Hunger a.k.a. "The Carnivorous King of Hunger," "Ray, the Ugly Shape-changer on Steroids" Based on: Tyrannosaurus Rex Height: 20 feet Length: 27 feet Weight: 2.5 tons Rage Factor: +149.6% Consumption Rate: 780 lbs. per day Domain: the Cove, a sandy beach next to the ocean. A decaying Parthenon-like temple lies in the background surf. Sauron is similar to Diablo but larger; he's the biggest critter in the game, and consequently the biggest combo target. Both Diablo and Sauron walk differently than real Allosaurs/Tyrannosaurs, which most likely held their heads and upper bodies lower to the ground. He is somewhat slow (yet presumably faster than real T-rexes ever were), a medium jumper, and dishes out major damage. His air-throw and air Earthquake Stomp are excellent for cheezing the CPU. Doing combos above 8 hits is almost impossible unless you buffer in an extra jump. (The Ring, the Ring, WHERE IS THE RING?!?!?) [from action figure Primal Profile]: "For some dino-beasts, immortality comes at a price. For Sauron, the cost is nothing less than an insatiable appetite. From his first appearance on the new Urth, one of the Virtuous Beasts, attracted many believers. All of Urth is the battlefield for Sauron, as he towers into war after war, in his quest for domination! Waging war with the primal titans is what Sauron lives for, for in their defeat is tomorrow's lunch." TALON, God of Survival a.k.a. "The Protector of the Innocent," "The Little Bastard" Based on: Deinonychus (a relative of Velociraptor) Height: 16 feet Length: 30 feet Weight: 0.9 tons Rage Factor: +109.77% Consumption Rate: 408 lbs. per day Domain: the Strip, a grassy stretch of land dotted with trees. The number 49 is faintly visible in the ground at center screen. A waterfall splashes off to the right. The smallest and fastest critter in the game, Talon is a striped raptor with a feathered crest running along the back of his neck. His teeth are visible only on the front half of his mouth, and he has a large upraised claw on the second toe of each foot. (Deinonychi normally kept this claw cocked so as not to interfere with moving about, but brought it down to slash at their prey's belly). His size makes him a frustratingly small target; he can even duck completely underneath most projectiles. That combined with his excellent jumping ability makes up for his lack of a projectile move. As further compensation, he also has the only special moves in the game with auto-hits: his two-hit Jugular Bite, and three-hit Pounce & Flip. Talon is the only critter who flips during his jumps, and the only reptile who can attack with his front claws. He cannot attack with his tail, which incidentally is much more flexible than the rigid, balancing-pole tails of real Deinonychi. His speed and high-priority air attacks make him one of the easiest characters to use vs. human or CPU opponents. His biggest weaknesses are probably his short range and the low damage rating of virtually all his attacks (on version 2.3, at least). Thanks to his combo-extending Slasher move, Talon can get 12-hit combos on big characters with relative ease. It's hard to do more than 10 hits on small characters. 15-hit combos are possible if a big opponent is cornered. Talon bears no relation whatsoever to that cyborg loser from Bloodstorm, or that gal hawk-warrior from "The Aniverse", or that cat-wizard from "Marvel 3099", or... [from action figure Primal Profile]: "Talon is in his most vicious state when it comes to the defense of his raptor clan. Before the Cataclysms, Talon's home was peaceful and harmonious; but now Talon and his followers have been thrust into an unfamiliar life of power struggles, battling between tribes and dino-beasts." VERTIGO, Goddess of Insanity a.k.a. "The Mesmerizing Sorceress," "I am Woman, Hear Me Hiss" Based on: king cobra, Sellosaurus (mistakenly named "Efraasia") Height: 18 feet Length: 48 feet Weight: 1.3 tons Rage Factor: +120.37% Consumption Rate: 597 lbs. per day Domain: the Tomb, a grassy knoll with Stonehenge-style rock structures. Images of Vertigo's petrified enemies are visible in the leftmost stones. A full moon is in the sky. The only female PR critter, Vertigo has a body shaped somewhat like that of a Sellosaurus (a young Sellosaurus was once mistakenly called "Efraasia", hence the word in GamePro's articles & PR Strategy Guide). Like Sellosaurus, she is a lightly built with legs longer than her forearms, and has a long neck & tail. Unlike Sellosaurus, she has only two fingers on her front hands (Sellosaurus had five) and the head & hood of a king cobra. Her hood is outlined with small spikes, and has white markings on its back resembling a long-toothed skull. Her original name was "Cobrasaur," but that was too obvious. ^_^ She spits venom and hisses instead of crying out. Vertigo can't jump much higher than Armadon; she's only a little faster than him on the ground, and *painfully* slow in the air unless she uses a long jump or hop jump. Vertigo is the weakest PR character in terms of damage per attack, but her attacks possesses the longest reach, and that combined with her Come Slither special move lets her do combos up to 14 hits on any opponent, in or out of the corner. She can cast spells, too; her teleports and unblockable "Voodoo Spell" help make up for her lack of a regular throw or leaping attack. Unlike the rest of the PR gang, she cannot kick with her hind legs. Her lack of any basic or special anti-air move outside of some jumping attacks is a significant liability. Vertigo bears no relation whatsoever to that loopy count from "Batman Adventures," or that mutantess from the X-Men cartoon... [from action figure Primal Profile]: "Total insanity governs Vertigo's every action. With her mesmerizing powers of mind control and mastery of the unknown, she has attained mythical proportions among her followers. Vertigo's followers are loyal and their devotion is complete, fanatical and blind. She believes the defeat of all other dino-beasts can only be accomplished by utilizing her sorcery and the power of her devout followers... if she doesn't destroy their minds first." ????, God of Death? a.k.a. "Property of Golden Axe III" Based on: Advanced Dungeons & Dragons dracolich? Height: ? Length: ? Weight: ? Domain: Dinosaur Graveyard [of the Final Battle]? This area is littered with mounds of dinosaur bones, including a couple big skeletons propped up to the left. The ground has bright red cracks in it, and there's a huge, swirling vortex in the sky. There was going to be another PR upgrade that reportedly would add a dragon-skeleton boss capable of flight & with an energy-siphoning power. Alack, the upgrade plans were scrapped, and the boss shall live only in our imaginations... :-/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ++++++++++++++++ 2. Move list++++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///2.1 Normal Moves/// Primal Rage has four buttons arranged in a square, and a joystick. The first vertical column of buttons are "Quick" attacks. The second are "Fierce." The upper horizontal row of buttons are "High" attacks, and the bottom row are "Low" attacks. Both High buttons or both Low buttons pressed together are an extra-damaging "Power" attack, just like the AB and CD attacks in Samurai Shodown. The High Quick button also functions as the "start" button. In addition to ASCII representations, the buttons will be referred to as 1=High Quick, 2=High Fierce, 3=Low Quick, 4=Low Fierce. A "+" signifies that two buttons are pressed together; for example, "1+2" indicates that both the High Quick and the High Fierce buttons are pressed at the same time. Player 1 side joystick and button configuration: Up-Away Up Up-Toward Strong (UA) (U) (UT) ___|___ O O O | | \ | / Quick Fierce Away (A) O-- --O Toward (T) O O / | \ O O O O O Down-Away Down Down-Toward (DA) (D) (DT) "Standing" means that the character is standing normally during the move (joystick is neutral); "low" or "crouching" means that the character is crouching during the move (joystick is held down). Key: O = button pressed . = button not pressed U = Up T = Toward A = Away D = Down UT = Up & Toward UA = Up & Away DT = Down & Toward DA = Down & Away Full = Do a full circle Toward = full circle clockwise when facing right (T-D-A-U) Away = full circle counterclockwise when facing right (T-U-A-D) (think of a wheel rolling "away" or "toward" you're opponent) A hyphen (-) represents a fluid motion, in which you roll the joystick. For example: D-T is | \ --O which is Sub-Zero's (MK) freeze motion O O or Ken's (SF2) fireball motion. A comma (,) means that you just tap the joystick. For example: D, U is | O which is Guile's (SF2) flash kick motion O | Note: many special moves let you get away with either tapping or rolling the joystick, but most fatalities specifically require one or the other. All characters: O . = Quick Bite . O = Chomp O O = Big Chomp . . . . . . [or, 1=quick bite, 2=chomp, 1+2=big chomp] . . = Quick Tail . . = Tail . . = Big Tail O . . O O O [3=quick tail, 4=tail, 3+4=big tail] Move specific to Talon and the Apes (Chaos and Blizzard): | . . = Slide O O O [crouching 3+4. BTW the apes' "slide kick" is reminiscent of Cammy's crouching Roundhouse or Nakoruru's crouching CD] Talon also has a short slide which is: | . . O . O [crouching 4] ///2.2 Special Moves/// We'll be classifying special moves into eight types: Projectiles, Leaping Attacks, Unblockables, Stomps, Teleports, Anti-air, Anti-projectile and "generic" attacks. Projectiles & Teleports are self-explanatory, and "generic attacks" are basically "special" punches or kicks. The rest require some explanation. Leaping Attacks are specially guided jumping attacks which must be blocked high. Leaping Attacks are too slow to be combo'd after basic attacks, although you can still interrupt basic attacks with them, and some Leaping Attacks can be followed up with more hits. Stomps are attacks in which the character stomps the ground and tries to shake up his opponent. These must be avoided by blocking low or jumping, or else they'll toss the opponent up into the air for a beating! Unblockables are special moves which cannot be blocked, such as throws. Attempting an Unblockable move on a character in block-stun will causes a cheeze warning - see Misc. Info for more on cheezey stuff! If you do a ground-based throw when your opponent is an invalid target (in the air, in block-stun, still getting up from a knockdown, or too far away), your character will go through a "missed throw" animation during which you may get pounded. "Missed throw" animations can be used as taunts by the creative! ^_^ One Unblockable move, Vertigo's Voodoo Spell, is not a throw. You can always jump to avoid Unblockables, but if your opponent wasn't trying to use an Unblockable move on you after all, he can retaliate with an anti-air move! Anti-air moves work especially well against airborne opponents (particularly since you cannot block in the air), but can also hit opponents on the ground. Anti-air moves aren't necessarily 100% invulnerable to all air attacks, so be careful! In general, your character's exposed back or hindquarters are a vulnerable target, and most special moves leave a character vulnerable to a low 3+4 or similar attacks. Anti-projectile moves are useful for bypassing a projectile and attacking the enemy at the same time. Leaping Attacks technically fall into this category (if executed with *extremely* swift timing) but for practical purposes they're given their own class. Throws that hit and a few other moves render you temporarily immune to projectiles, but have an extremely short attacking range (and if you're that close a smart opponent isn't likely to toss projectiles anyway). The other anti-projectile moves usually have a limited or very specific invulnerability area/period and attacking range; if you mis-time the move you'll run into the projectile, and if the enemy's too near or far, you won't hit him and may be susceptible to counterattack. The Primal Rage special move system works opposite the standard; to do a special move, you press _and hold down_ the appropriate buttons, then execute the joystick motion. Unlike certain Killer Instinct shadow moves, you do not have to let go of the buttons to complete the special move. You'd better do so anyway, though, unless you like to stand still forever - you can't move or block while holding down the buttons for special moves, except Talon's "Run". Despite Primal Rage's attempt to revolutionize the "special move" system, the new version 2.3 upgrade allows you to execute moves either through the proprietary PR style or through "traditional" style button/joystick motion. Probably due to a lot of "I can't do the moves" (read the cabinet next time...!) from new players. So much for "onward and upward." The version 2.3 upgrade contains new programming which allows you to execute joystick motions, _then_ press the requisite buttons. Even 360 degree moves like Blizzard's Punching Bag can be done the traditional way, provided that you move joystick so quickly that Blizzard doesn't jump by accident. In a few situations this has caused unintentional special moves, but in general it does make the special moves more forgiving. (tho' some would consider this bad... "oh, no, now _anyone_ can freeze my butt?" :) All Special Moves listed work on a Primal Rage version 2.3 arcade machine, SNES PR, or IBM PC PR with a four-button game pad. They also work on Genesis PR, except that version 2.3 only moves & fatalities are not in that version. Game Boy/Game Gear PR have their own movelist separate from this FAQ (we still don't know Diablo's fatality on the GB/GG). If IBM PC PR is played with the keyboard or two-button game pad, then the moves are different; see the PR for PC FAQ for more information. These moves have been personally confirmed by yours truly (yes, even Armadon's Meditation! I can actually do it now! :). Note that the arcade manager can set a GORE/NO GORE switch. In NO GORE mode, all the blood is turned off, all fatalities are disabled, and you cannot eat people; they'll just bounce into the air. Major bummer... ^ indicates 'Combo Starter and/or Extender.' Marks special moves that can be followed up with ground or volley hits. All special moves can interrupt basic attacks, the overwhelming majority of special moves can be combo'd after a basic attack, and most special moves will end a combo. A few special moves, such as Armadon's Iron Maiden, are too slow and require too much recovery time to be part of a combo at all. * indicates 'Finishing Move' NOTE1: These can be done from ANYWHERE but don't stand too close or you'll hit your opponent while trying to hold down the buttons! For those 'two-part' fatalities such as Vertigo's Petrify, hold the first two buttons while you do the first set of joystick movements, then press the remaining buttons WHILE STILL holding the first two buttons, and finish the remaining joystick movements. NOTE2: you _must_ do the fatalities _quickly_ or they won't work. Do not pause between the halves of a two-part fatality. If you mess up, you can typically re-enter the fatality at least once more before time runs out, so keep trying and don't give up! Easy enough? ^_^ ** indicates 'Chomp a human for more life.' Chomp a Human moves can hit opponents for a little damage. ///ARMADON/// (The Hollows) _________________________________________________ | Bed-o'-Nails: Armadon balls up like a porcupine with spikes sticking out; keep holding the buttons to make it last longer. Projectiles will pass harmlessly over him. Easier to use in combos on Talon and/or on home versions of PR. Anti-air. | |Hold 2+3; move joystick D, U | | . O | O | O . O | |_________________________________________________ | Iron Maiden: Jumps into the air and turns his back downward and lands on opponent [the most damaging single move of the game]! Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack (cannot be combo'd). | |Hold 2+3; move joystick A-U-T | | . O O O O | O . O-- \ | / --O |_________________________________________________ | ^ Mega Charge (a.k.a. "Rushing Uppercut"): Takes five steps and then does an uppercut with his horn. On version 2.3, Armadon can volley his opponent after the move hits. Anti-air; used to be anti-projectile on version 1.7, but not in version 2.3. | |Hold 1+3; move joystick A-D-T | | O . O-- / | \ --O | O . O O O |_________________________________________________ | The Gut Gouger: Impales and tosses the opponent with his horn. Unblockable (throw). | |Hold 1+2+3; move joystick T, A | | O O --O O-- | O . |_________________________________________________ | Hornication Uppercut: Shouryuken! Armadon does a jumping nose spike. Anti-air. | |Hold 1+2+3; move joystick DT-T-UT | | O O \ --O O | O . O / |_________________________________________________ | Spinning Death: Gets into a ball and spins across the screen. Used to be anti-projectile on version 1.7, but not on version 2.3. Anti-air. | |Hold 1+4; move joystick A, T-D (or just circle joystick toward) | | O . O-- --O \ | | . O O O |_________________________________________________ | ^ Flying Spikes: Armadon shoots spikes from his tail. If Armadon's opponent is cornered a medium distance away, the Flying Spikes can be followed up with a standing 2, 1+2, etc. Projectile. | |Hold 2+4; move joystick A-U | | . O O O | . O O-- \ | |_________________________________________________ | *Gut Fling: Armadon digs his horn & beak into the opponent, slinging the blood 'n' guts around. Fatality. | |Hold 1+2+3; move joystick D, D, D, D, U | | O O | | | | O | O . OOOO | |_________________________________________________ | *Meditation: Armadon curls up and creates electricity that zaps his opponent. Fatality. | |Hold all buttons; tap joystick T, D, A, T, T | | O O --O | O-- --O --O | O O O |_________________________________________________ | *The Impaler: Armadon curls up and shoots several spikes up into the air; they fall on his opponent, skewering him. Fatality. Version 2.3 only. | Hold all buttons; tap joystick D, A, U, D. (Sometimes the move happens if you do other things, but this is the fully confirmed, most reliable method.) | O O | O-- O | | O O O | O |_________________________________________________ | **Chomp a human: Armadon brings his tail over his head and uses it to snatch a sacrifice, proving that he's not purely herbivorous. | |Hold all buttons; move joystick U-T | | O O O O | O O | / --O |_________________________________________________ ///BLIZZARD/// (The Cliff) _________________________________________________ | Mega Punch (Short): Gives your opponent a big bash to the head. Projectiles or attacks to his upper body will pass harmlessly through him during the windup, just like all other Mega Punches. The Short Mega Punch has a brief wind-up, short range, and little recovery time. It's quick enough to use after a low 3+4. Anti-air & anti-projectile (also immune to all Earthquake attacks). | |Hold 1+3; move joystick A, T | | O . O-- --O | O . |_________________________________________________ | Mega Punch (Quick): This punch has the fastest wind-up, medium range, and the longest recovery time. It can be used after the low 3+4. Anti-air. Anti-projectile against very fast projectiles only (also immune to all Earthquake attacks). | |Hold all buttons; move joystick A, T | | O O O-- --O | O O |_________________________________________________ | Mega Punch (Long): This has the same wind-up and recovery time as the Short Mega Punch, and the longest range. In version 1.7, it did more damage than the other two Mega Punches. Anti-air & anti-projectile (also immune to all Earthquake attacks). | |Hold 2+4; move joystick A, T | | . O O-- --O | . O |_________________________________________________ | Mega Punch (Fake): Blizzard winds up for a Long Mega Punch but doesn't actually punch! Does not hit or damage opponent (duh :). | |Hold 1+3; move joystick D, U | | O . | O | O . O | |_________________________________________________ | ^ Freeze Breath (a.k.a. "Cold Breath"): Chill your opponent out Sub-Zero style, immobilizing him for a brief time, and hit him with a combo before he thaws. Don't use both the Freeze Breath and the Ice Geyser in a combo, or you'll get a No Cheeze meter! The Freeze Breath is slower and more difficult to combo after basic attacks than the Ice Geyser, but does inflict slightly more damage. On version 2.3, enemies don't stay frozen for as long. Projectile. | |Hold 1+2+4; move joystick A, T | | OO O-- --O | . O |_________________________________________________ | ^ Ice Geyser: Blizzard creates a vertical column of ice, inflicting a little damage and freezing the opponent as per his Freeze Breath. Don't use both the Ice Geyser and the Freeze Breath in a combo, or you'll get a No Cheeze meter! Victim must be close and either in the air or not blocking. Enemies don't stay frozen for as long on version 2.3. Anti-air. | |Hold 1+2+4; move joystick D, U | | O O | O | . O O | |_________________________________________________ | ^ Punching Bag: Grab and stun your opponent until he shakes out of it (by rapidly moving his joystick back and forth). Quickly hit button 1 several times to beat him up, then before his brain meter regenerates and he escapes your grasp, tap another button to deliver the wind up punch: 2=low arc, 3=medium arc, 4=high arc. The Punching Bag can be followed up with various volley attacks. It is the punches, not the grab, that hurt the opponent and count as combo hits. This is a fairly weak move in and of itself. Multi-hit move. Unblockable (throw). NOTE: Even if the victim does not actively shake out of the Punching Bag, his brain meter slowly regenerates anyway, and once it's full the Punching Bag comes to an end. Shaking out of the Punching Bag is pretty easy to do. On an actively resisting second player or the CPU, one can typically get 5-7 hits out of this move (not counting follow-up attacks). On a passive second player, I've gotten up to 43 hits with my own finger power, and an absolute maximum of 48 hits using the turbo setting on my SNES joystick. | |Hold 1+4; move joystick T-D-A-U | O . Full | . O Toward |_________________________________________________ | Air Throw: Grab opponent in the air. Useful in combos too. On arcade version 2.3 only, Blizzard can air-throw some opponents (Blizzard, Chaos, Diablo, Sauron) when they are standing on the ground, unless they do a special move. Unblockable (throw). | |Tap 2+3 when in the air directly above opponent | | . O | O . |_________________________________________________ | Throw: Blizzard appears to do a hop-jump backward and air-throw his opponent, even though this is a ground-based move. Unblockable (throw). | |Hold 2+3; move joystick A-U-T | | . O O O O | O . O-- \ | / --O |_________________________________________________ | *Brain Bash: Blizzard pounds opponent into the ground and punches his brain out! Sheeva who? ^_^ Fatality. | |Hold 1+2+4; move joystick D, D-A-U-T | | O O | + Full | . O O Toward |_________________________________________________ | *To-Da-Moon: Blizzard does the punching bag, winds up, and knocks opponent into the background! Fatality. | |Hold all buttons; move joystick D, D, D, D, U | | O O | | | | O | O O OOOO | |_________________________________________________ | *Redemption: Sends opponent's soul to heaven, leaving only the bones. Fatality. Version 2.3 only. | Hold all buttons; tap joystick D, T, U, D, U | O O | --O O | O | O O O | O | |_________________________________________________ | **Chomp a human: Blizzard scrapes his hand along the ground, grabs a worshiper, gobbles him/her, and spits out the bones. | |Hold all buttons; roll joystick A-U-T-D | | O O Full | O O Toward |_________________________________________________ ///CHAOS/// (The Ruins) _________________________________________________ | Grab-'n'-Throw: Grabs opponent by the neck and tosses him across the screen. Unblockable (throw). | |Hold 2+4; move joystick T, A | | . O --O O-- | . O |_________________________________________________ | ^ Power Puke (Slow): Chaos pukes a blob of green vomit. If the opponent is far away, Chaos can follow the Slow Power Puke up with a Battering Ram that doesn't hit, but does bring him close enough to combo in some more damage. Alternatively, he can follow up the far Slow Power Puke with the Flying Butt Slam or a long jump + air combo. Projectile. | |Hold 2+3; move joystick U-T | | . O O O | O . | / --O |_________________________________________________ | Power Puke (Fast): This move is much easier to finish combos with than the Slow Power Puke. Projectile. | |Hold 1+4; move joystick U-T | | O . O O | . O | / --O |_________________________________________________ | Fart of Fury: Chaos sticks his butt in the air and farts a poisonous, slow-moving green cloud. Projectiles pass over him as he does so. If the cloud makes contact, it does no damage and won't count as a combo hit, yet it will stun the opponent until he shakes out of it (by rapidly moving his joystick back and forth). Unlike other projectiles, the FoFury will disappear after traveling a single screen length. Projectile (cannot be combo'd). | |Hold 2+3; move joystick D-T-U-A | | . O | O O O | O . O --O / | \ O-- |_________________________________________________ | ^ Ground Shaker (a.k.a. "Ground Pound," "Ground Smash"): Chaos jumps and lands creating an earthquake. Can be followed up with various volley attacks. Stomp. Unlike Sauron's Earthquake, it tends to throw Chaos' opponent away from him on the arcade version. Given precise timing, enemy projectiles will pass over his head as he slams the ground. Can be done in the air on version 2.3 only. | |Hold 2+3; move joystick A, AU, AD | | . O O / | O . O-- \ O |_________________________________________________ | ^ Flying Butt Slam: Jumps and lands on opponent with his butt. Hold joystick toward or away to determine which way he bounces off. Can be combo'd after a Slow Power Puke from far away, but little else. Can be followed up with low-hitting attack turned into a combo, such as low 3, 2, 1+2 etc. if it hits. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack. | ||Hold 2+4; move joystick D-T-U-UT-DT | | . O | \ --O O O O --O \ | . O O O / | / O |_________________________________________________ | ^ Battering Ram: Chaos puts his shoulder out and charges. He can usually volley his opponent if it hits. Anti-air. | |Hold 1+3; move joystick T, T | | O . --O --O | O . |_________________________________________________ | *Golden Shower: Chaos raises a leg and urinates on the opponent; all that's left are the bones. Fatality. | |Hold 1+3 and move joystick D, D; then hold all buttons and move joystick A, T, A, T | | O . | | then O O O-- --O O-- --O | O . O O O O |_________________________________________________ | *Cannonball: Chaos does a cannonball into the water [lethally poisoning the water supply ^_^]. Fatality. On version 1.7, this only works on stages with water in the background [Chaos' Ruins, Sauron's Cove, & Talon's Strip]. On version 2.3, this move will work on any stage; if there's no water in the background, you won't see Chaos go for a swim, but you will hear the "fatality music" and your opponent will be dead/flickering in the final battle. | |Hold all buttons; move joystick AD, UT-DT-AD | | O O / O --O \ | / | O O O / O O O |_________________________________________________ | *The Churl: Chaos does an extremely slow Power Puke and walks off the edge of the screen, emerging on the other side to suck the puke back in! [This presumably grosses his opponent to death ^_^]. Fatality. Version 2.3 only. | Hold all buttons; tap joystick T, T, T, A, A, A. | O O --O --O --O O-- O-- O-- | O O |_________________________________________________ | **Chomp a human: Chaos scrapes his hand along the ground, grabs a worshiper, gobbles him/her, and spits out the bones. | |Hold all buttons; move joystick T-D-A | | O O --O \ | / O-- | O O O O O |_________________________________________________ ///DIABLO/// (The Inferno) _________________________________________________ | ^ Fireball (Slow): Diablo spits a fireball that travels across the screen. Can be followed up with the Pulverizer if the opponent is far away, certain basic attacks if the opponent is medium distance away and in the corner, or a long jump with air attacks if the opponent is an entire screen length away and in the corner. Projectile. | |Hold 2+4; move joystick D-T | | . O | \ --O | . O O O |_________________________________________________ | Fireball (Fast): This move is easier to finish combos with than the Slow Fireball. Projectile. | |Hold 1+3; move joystick D-T | | O . | \ --O | O . O O |_________________________________________________ | ^ Torch: A short-range, very damaging flame blast from Diablo's mouth. The flame must burn for a moment before it can hit his opponent; hold the buttons down for the Torch to last up to five seconds (if you release the buttons immediately, Diablo's mouth opens but no flames come out - a "Fake Torch" taunt! :). Enemy projectiles pass harmlessly through him. On the arcade version only, he is also immune to Armadon's Iron Maiden. The Torch will stun Diablo's victim for a short time. The Torch is too slow to be combo'd after a hit, but it can be followed up with various attacks. | |Hold 1+3; move joystick U-T | | O . O O | O . | / --O |_________________________________________________ | ^ Hot Foot: Diablo lowers his head and spits a fiery blast that goes about half-way across the screen at his opponent's feet, knocking him down. If Diablo's victim is cornered then the Hot Foot can be followed up with a low 1, which will bounce him in the air for two more volley hits. Anti-projectile. Note: It is easier to volley opponents after the Hot Foot on home versions of PR. Some opponents (Armadon, Talon) are more easily volleyed than others. Vertigo cannot be volleyed after the Hot Foot. | |Hold 2+4; move joystick UA, DT | | . O O \ | . O \ O |_________________________________________________ | ^ Mega Lunge: Diablo ducks, charges, and throws his head up. On the arcade version, Diablo can follow up the Mega Lunge victim with volley hits if the victim is cornered. On home versions, the victim does not have to be in the corner to get volleyed. Anti-air & anti-projectile. | |Hold 1+4; move joystick D-T | | O . | \ --O | . O O O |_________________________________________________ | The Pulverizer: Leap into the air and stomp on your opponent a few times (but only hits once). Recovery time after a missed landing is virtually nil. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack; can be combo'd with a Slow Fireball from far away, but little else. | |Hold 1+4; move joystick U-T-D | | O . O O \ | | . O | / --O O O |_________________________________________________ | ^ Inferno Flash: Diablo teleports in a flash of fire. If the opponent is nearby and in the open, Diablo will reappear on his other side. If the opponent is nearby and in the corner, Diablo will reappear on the same side. If the opponent is far away, Diablo may reappear in the same place. The fire during Diablo's disappearance (not his reappearance) is a short-range attack that will damage the enemy and stun him for a short time. Can be followed up with various attacks if the victim is cornered. Teleport; used to be Unblockable on version 1.7, but not version 2.3. | |Hold 2+3+4; move joystick U | | . O O | O O | |_________________________________________________ | *Incinerator: Diablo rears back and blows a HUGE blast of fire that burns the flesh off the bones! Fatality. | |Hold all buttons; move joystick UA-D-DT | | O O O O-- / | \ | O O \ O O O |_________________________________________________ | *Fireball: Diablo blasts a big fireball that roasts your opponent! Fatality. | |Hold 2+3+4; move joystick T, T, T | | . O --O --O --O | O O |_________________________________________________ | *Infernal: Diablo stomps on the ground and sends his opponent down a fiery fissure, to hell. Fatality. Version 2.3 only. | Hold 1+3+4; tap joystick U, D, U, D, D | O . O | O | | | O O | O | O O |_________________________________________________ | **Chomp a human: Diablo dips his head down and chews up a worshiper. | |hold all buttons; move joystick D, U, D | | O O | O | | O O O | O |_________________________________________________ ///SAURON/// (The Cove) _________________________________________________ | Primal Scream: Sauron roars and creates a short-range shield around himself; does heavy damage to brain meter. Projectiles pass harmlessly through him. Anti-air. | |Hold 1+3; move joystick D, U | | O . | O | O . O | |_________________________________________________ | ^ Earthquake Stomp: Jump on the ground to send your opponent flying toward you, then volley him. Stomp. It used to be Unblockable in version 1.7, but not in version 2.3. Can be done in the air on version 2.3 only. | |Hold 1+2+4; move joystick U, D | | O O O | U, D | . O | O |_________________________________________________ | The Cranium Crusher: Shouryuken! ^_^ Sauron leaps head-first into the air. Leaves you vulnerable if you miss. Anti-air. | |Hold 1+4; move joystick D, U | | O . | O | . O O | |_________________________________________________ | Leaping Bone Bash: Pounce on your opponent and bite off some of his flesh. Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack (cannot be combo'd). | |Hold 2+3; move joystick D, U, D | | . O | O | | O . O | O |_________________________________________________ | ^ Stun Roar: Fireball-like rings of sound fired from his mouth; does heavy damage to brain meter. If Sauron's opponent is cornered a medium distance away, the Stun Roar can be followed up with a standing 2 or a hop jump + air hits. Projectile. | |Hold 1+3; move joystick A, T | | O . O-- --O | O . |_________________________________________________ | Air Throw: Grab opponent in the air. Useful in combos too. On arcade version 2.3, Sauron can air-throw some opponents (Blizzard, Chaos, Diablo, Sauron) when they are standing on the ground, unless they do a special move. Unblockable (throw). | |Tap 2+4 when in the air directly above opponent | | . O | . O |_________________________________________________ | Neck Throw: Sauron bites his opponent in the neck and tosses them across the screen. Unblockable (throw). | |Hold 2+4; move joystick T, A | | . O --O O-- | . O |_________________________________________________ | *Carnage: Grab your opponent by the throat and shake him up. Fatality. | |Hold all buttons; move joystick A, T, A, T, A | | O O O-- --O O-- --O O-- | O O |_________________________________________________ | *Flesh Eating: Sauron walks over to his fallen opponent and tears into him, eating each piece as he rips it off. Fatality. | |Hold 1+3 and move joystick D, D; then hold all buttons and move joystick U, U (Sometimes the fatality happens if you do other things, but this is the fully confirmed, most reliable method.) | | O . | | then O O O O | O . O O O O | | |_________________________________________________ | *Grape Crusher: Sauron jumps onto the opponent as if doing an Earthquake Stomp, squishing him flat! Fatality. Version 2.3 only. | Hold all buttons; tap joystick U, D, U, D, D | O O O | O | | | O O | O | O O |_________________________________________________ | **Chomp a human: Sauron dips his head down and chews up a worshiper. | |Hold all buttons and move joystick D, D, U | | O O | | O | O O O O | |_________________________________________________ ///TALON/// (The Strip) _________________________________________________ | ^ Brain Basher: Talon flips in the air and lands on the opponent's head (Bison who? :). Hold joystick toward or away to determine which way Talon flips off. On version 2.3, Talon can follow the Brain Basher up with extra attacks as he rebounds. Used to be unblockable on ver 1.7, but not 2.3. Leaping Attack. | |Hold 2+3; move joystick A-U-T | | . O O O O | O . O-- \ | / --O |_________________________________________________ | Pounce & Flip: Talon runs forward, steps three times on his opponent, and flips off [does no block-damage in version 2.3]. 3-hit move. Anti-projectile. | |Hold 2+3; move joystick T-D-DT | | . O --O | \ | O . O O |_________________________________________________ | Frantic Fury: Talon becomes a blur of claws and creeps toward opponent. Keep holding the buttons to make it continue longer. Anti-air. | |Hold 1+4; move joystick D-T | | O . | \ --O | . O O O |_________________________________________________ | ^ The Slasher (a.k.a. "Double Slash"): Two fierce slashes, but only hits once. Most projectiles pass harmlessly through him. This move can be followed up with various attacks. Anti-air. | |Hold 1+3+4; move joystick D-T | | O . | \ --O | O O O O |_________________________________________________ | The Face Ripper: Talon jumps on the opponent and bites his face several times, although this move counts as only one combo hit. Blanka who? ^_^ Unblockable (throw). | |Hold 2+4; move joystick D-T | | . O | \ --O | . O O O |_________________________________________________ | Jugular Bite: Talon jumps onto opponent and chomps his neck. 2-hit move. | | NOTE: Talon's opponent must be in a hit-reaction, i.e. this move can only be used within a combo that connects (see combos section for combos with Jugular Bite). Otherwise, Talon goes into his "missed throw" animation... | |Hold 2+4; move joystick A, T | | . O O-- --O | . O |_________________________________________________ | Run Forward/Back: Talon can run toward or away very fast. This is good for dodging (can outrun Battering Ram and Mega Punch). Another use is to knock down your enemy, then Run into him, and you can push him into the corner. Talon can only block high while he is running away, and cannot block at all when he is running toward. Does not hit or damage opponent, of course. | |Hold 1+3; hold joystick T or A | | O . --O or O-- | O . |_________________________________________________ | *Heart Wrenching: Talon walks up to the opponent, cuts him open with his lower claws, rips his heart out, and eats it. Fatality. | |Hold 1+3+4; move joystick T-D-A-U | | O . Full T-D-A-U | O O Toward |_________________________________________________ | *Shredder: Talon does a Frantic Fury; blood flies everywhere. Fatality. On version 1.7, the opponent just falls down like usual. On version 2.3, the opponent remains standing, horribly mangled. | |Hold 1+4; move joystick T-D-A-U | | O . Full T-D-A-U | . O Toward |_________________________________________________ | *Stampede: Talon whistles, and a stampede of similarly colored baby Talons shred the fallen opponent with mini-Frantic Furies. If the victim is in the corner, blood will spontaneously erupt from his chest before the li'l ones reach him! Fatality. Version 2.3 only. | Hold all buttons; tap joystick T, A, U, D | O O --O O-- O | | O O | O |_________________________________________________ | **Chomp a human: Talon scoops up a worshiper in his front claws and devours him. | Hold all buttons; move joystick T-D | | O O --O \ | | O O O O |_________________________________________________ ///VERTIGO/// (The Tomb) _________________________________________________ | Venom Spit (Slow): Vertigo spits purple acid across the screen. Projectile. | |Hold 1+3; move joystick T, T | | O . --O --O | O . |_________________________________________________ | Venom Spit (Fast): This move is much easier to use in combos than the Slow Venom Spit. Projectile. | |Hold 2+4; move joystick T, T | | . O --O --O | . O |_________________________________________________ | ^ Voodoo Spell: Vertigo emits short-range hypnosis rings that do no damage but stun her opponent until he shakes out of it (by rapidly moving his joystick back and forth), setting him up for a short combo. This move counts as a combo hit and cannot be blocked, yet can be avoided by jumping. Don't use both the Voodoo Spell and the Come Slither in a combo, or you'll get a No Cheeze meter! Unblockable. | |Hold 2+3; move joystick A, A | | . O O-- O-- | O . |_________________________________________________ | ^ Come Slither (a.k.a. "Ankle Drag"): Get over here! Vertigo lashes her tail at her opponent's feet and drags him over for some beating. This move counts as a combo hit, yet inflicts no damage. It stuns your opponent for a short time, unless he/she was already stunned by the Voodoo Spell - in which case your opponent remains wide awake and will probably hurt you before you recover. Projectiles will pass through Vertigo if the Come Slither connects, but hit her if it does not connect. Don't use both the Come Slither and the Voodoo Spell in a combo, or you'll get a No Cheeze meter! Anti-projectile. | |Hold 1+3; move joystick A, A | | O . O-- O-- | O . |_________________________________________________ | Scorpion Sting: Whips her tail across the screen, and a blade shoots out too. | |Hold 2+3; tap joystick T, T | | . O --O --O | O . |_________________________________________________ | Ground Teleport: Rolls up in a ball and reappears _on the ground_ next to opponent; choose which side by holding the joystick toward or away after doing the move. Does not hit or damage opponent. Teleport. Can be done in the air on version 2.3 only. | |Hold 2+4; move joystick D, D | | . O | | | . O O O |_________________________________________________ | Air Teleport: Rolls up in a ball and reappears _in the air_ next to opponent; choose which side by holding the joystick toward or away after doing the move. Does not hit or damage opponent. Can be done while on the ground or in the air. Teleport. Version 2.3 only. | |Hold 2+4; move joystick D, U | | . O | O | . O O | |_________________________________________________ | *Petrify: Vertigo does a Voodoo Spell that turns her opponent into stone, and then she Scorpion Stings him to bits. Fatality. | |Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick T, T | | . O O-- O-- O-- then O O --O --O | . O O O |_________________________________________________ | *Shrink and Eat: Vertigo does a Voodoo Spell that shrinks her opponent. She then eats him like a worshiper. Fatality. | |Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick D, U | | . O O-- O-- O-- then O O | O | . O O O O | |_________________________________________________ | *La Vache Qui Rit ["The cow that smiles/laughs"]: Vertigo turns the opponent into a cow that moos, runs away, and gets butchered by McDonald's. ^_^ Fatality. Version 2.3 only. | Hold all buttons and tap joystick A, A, A, D, T | O O O-- O-- O-- | --O | O O O |_________________________________________________ | **Chomp a human: Vertigo bends her neck down, lifts a worshiper high up, and swallows him whole like a snake eating mice. | Hold all buttons; move joystick D-T-U | | O O | \ --O O O D-T-U | O O O O / | |_________________________________________________ ///2.3 Jumping/// All characters can do three types of jumps in Primal Rage. First, to do a standard jump, just press up or diagonally up like any other fighting game. Pretty easy, eh? The second type of jump is the long jump. To do a long jump, tap down, then do a "normal" jump immediately afterward This jump will be higher and faster than the standard jump, and it will go much farther. No more characters whose only jump is a drifter... The third type of jump is the most difficult, and most surprising jump in any game. A "hop jump" (a.k.a. "tiger jump") is the shortest possible jump and *extremely* fast! You do a hop jump by pushing the joystick in the direction you want to jump, then down, then do the standard jump (either tapping or rolling the joystick will work). Additionally, the hop jump can now be done straight up, just tap toward (or away), down, and straight up! Unlike version 1.7, Primal Rage version 2.3 lets you execute hop jumps versus the computer, and the computer can use them against you, too! Here's a chart to summarize the three different jumps: Jump Type | Toward | Away | Up ________________________________ normal jump | UT | UA | U long jump | D, UT | D, UA | D, U hop jump | T, D, UT | A, D, UA | T or A, D, U For even more excitement, you can buffer in hop jumps so that they interrupt your power attacks! Chris Tang (TANG@agames.com) writes: >There are extremely effective techniques that utilize this move. My favorite is jumping in with one or two hits, following up with two or three ground attacks which end in a power. While the power comes out, I buffer in the motion for the hop jump- F, D, U. As soon as my power makes collision, my hop jump will send me straight up into the air, where I can launch an attack to catch a low-blocking opponent off-guard. Also, this technique can be used for hit-and-run blocked combos by using the backwards hop-jump instead. This style of play is fast, frantic, and aggressive. It's also a lot of fun. Note: Long jumps & hop jumps are not in Game Boy/Game Gear PR. They should be in every other version, though. ///2.4 Combos/// Yes, you too can do devastating combos in PR. You can even volleyball your opponent in the air! Combos are easy to execute. PR has a fully orthogonal interrupt-driven combo system. That means the "rules" for combos are [from GamePro's PR Guide]: 1. There are three "levels" of attacks: quick/fierce, power, & special moves 2. Any special move can interrupt any quick, fierce, or power attack 3. Any power attack can interrupt any quick or fierce attack NOTE1: Not all quick attacks can necessarily be combo'd into all fierce attacks, though many can. Some fierce attacks can be combo'd with quick attacks only if the enemy is very close. As an example: low 1, low 1, low 4 works great for Talon but not for Armadon. In a very few cases, a power attack will interrupt a quick attack but will still be too slow to combo (Talon's low 1, 3+4 will not combo). NOTE2: All characters can start a combo by stringing most of their quick attacks together (example: Talon's 3, 3, 3, 3 combo), and it is occasionally possible to string fierce attacks together (Armadon's in-close 2, 2, 2). Each character has a few stronger basic attacks that can be interrupted with basic attacks of equal or weaker strength. Most of these happen to be in-close attacks. Here's a list of examples I've found in the arcade and on my PC (note: some of these work better on certain opponents, or combo'd after air hits). Armadon: in-close 2, 2, 2 | in-close 4, 2 | in-close 3+4, low 1 Blizzard, Chaos: in-close 2, 1 | in-close 1+2, 1 | 1+2, low 4 | low 3+4, low 4 Diablo, Sauron: low 2, low 1 | in-close 4, 3 | in-close 3+4, 3 Talon: in-close 2, 3 | 4, low 1 | 3+4, low 1 Vertigo: in-close 1+2, 1 | in-close 4, low 4 | in-close 3+4, low 4 Basic and special moves can both be "buffered" into a combo. In a combo that alternates between bites and tail attacks, you must tap the buttons quickly. In a combo that chains bites together or chains tail attacks together, you must tap the buttons even more quickly. Combo hits can be done at any time - whenever you hit an opponent, you can tack on another hit, unless the knockback pushes your opponent too far away. EVEN IN THE AIR! You can do a maximum of two attacks in the air (and possibly follow up with Chaos' air Ground Shaker or Sauron's air Earthquake). Air hits make great combo starters or enders! Each character has certain air combos that are easier to use, because they have better range, are harder to counter, or are less likely to knock the opponent too far back. Here are some of the easier air combo starters: Armadon: air 4, air 3+4 | air 2, air 1+2 Blizzard, Chaos: air 4, air 3+4 | air 4, air 1+2 Diablo, Sauron: air 4, air 3+4 | air 4, air 1+2 Talon: air 4, air 1+2 | air 2, air 1+2 Vertigo: air 3, air 3+4 | air 4, air 3+4 Note that if your air hit(s) strike your opponent too high, you might not be able to extend the combo with ground hits. Hitting too high doesn't occur as frequently as in games like SF2, though, especially if you use a long/hop jump, get two air hits, or fight a small opponent. Special attacks can be used to end any combination, or prolong it! Many special moves such as Blizzard's Ice Geyser have a greater range when used within combos, and every character has at least one special move that can be followed up with more hits or volleys. Note that any given combo cannot have more than five of the same basic attack, one low 3+4, and one of any given special move (slow and fast projectiles are considered different special moves). Are your combos still too short? Extend them by using two jumps! Just buffer a hop-jump into your air hits, and you can score another couple air hits followed by the rest of your combo! Sauron's 8-hit THE SECRET OF THE COW combo is an example of this: air 4, air 3+4, (hop jump) air 4, air 1+2, 1, 2, 1+2, Primal Scream. And there's a bonus (three, actually)! Be forewarned that if you get a No Cheeze meter, then your combo will end and the cheezey move you did won't count as a combo hit or inflict damage. Thunder claps with lightning will happen if you do at least 4 hits _and_ a minimum of 35% damage. To find out how many hits & how much damage your combo did, just look at the left or right side of the screen, depending on whether you're on the one-player or two-player side. [When the CPU does combos on you, its side will display the number of hits in the combo but not the damage rating, and the CPU never gets lightning or combo names.] If you haven't seen it, the thunder and lightning are incredible. Especially when you're not expecting it (but I guess you are now. =) In v2.3, you get as many claps as you got hits! (in 1.7 you could only get 10!) [Notes: Vertigo can get one clap of lightning in version 2.3 if she uses a teleport in any combo. PR for the IBM PC only bequeaths one clap of lightning no matter how many hits your combo had.] Due to the decreased damages for attacks in v2.3, lightning is less often seen, but IT IS THERE! Finding combos that do more than 35% damage is harder now than ever, though! Unfortunately, it isn't any easier to get lightning during the Final Battle. Even though attacks on a dead/flickering opponent will do extra damage [see Final Battle section], the damage percentiles calculated to determine lightning & displayed on the side of the screen will reflect how much damage the combo would have done, if your opponent were alive & healthy. Don't despair if you can't get a thunderbolt 'n' lightning (very very frightening(ly!)) combo; there is another reward for using special moves in combos! If you use certain moves in a combination, a "name" for the combo will be printed out in the top center of the screen! Unfortunately, only the arcade version 2.3, PR for the IBM personal computer, and PR for the Sony Playstation are known to have combo names. There are no combo names in PR arcade version 1.7, or PR for the SNES, Genesis, Game Boy, Game Gear, 32X, Jaguar CD, or (probably not 3DO PR either, but I've yet to confirm that). All of the named combos have three 'levels.' The named combos are usually activated by one or more special moves, though a few are triggered by certain basic moves or some combination of basic + special moves. There is also a minimum hit requirement, which can be anywhere from 3 to 50 hits for a given combo name. For example, if you use Sauron's Neck Throw in a combo which hits at least 4 times, you'll see "CRUNCHY." If the combo hits at least 6 times, you'll see "EXTRA CRUNCHY." If the combo hits at least 7 times you'll see "TAKE A BITE OUTTA CRIME!" So the combo naming scheme goes something like that - the first level is "[NAME]", the second level is usually "SUPER [NAME]" or some modifier, and the third level is a weird variation on the first two, with an exclamation "!" or question "?" mark at the end (one has "..."). On both versions, "streakers" or naked worshipers (Nudalities!!! :) will dash across the screen if Vertigo does a 5-hit or higher combo ending in the Come Slither, or Armadon does a 5-hit or higher combo ending with the Hornication Uppercut. No one has been able to eat these guys, and not for lack of trying, so perhaps it isn't possible to chomp them. ///Post-Mortem Combos/// PR lets you finish your combos even if your opponent runs out of health in the middle of 'em. "Post-mortem" combos occur when the opponent is defeated before the last hit of the combo takes place. If you finish your second victory with a post-mortem combo, you'll still have the usual chance to do a fatality. There are two exceptions: first, post-mortem combos cannot be done during the Final Battle. Second, the instant that one critter is defeated, all projectiles will no longer touch either player for what's left of the round. This makes it easier to do fatalities, since a late projectile won't hit your victim by accident and mess up your attempt. A side effect, however, is that post-mortem combos ending with a projectile don't entirely work; the projectile will pass harmlessly through your opponent. In order to get combo names that are tied into projectile finishes, the entire combo must hit while your enemy is still healthy enough to take it. Key: (1) (2) Numbers are for which buttons are being pressed. (3) (4) air - hit the buttons while you are jumping low - hit the buttons while crouching in-close - denotes a very close-range basic attack, usually with special animation & extra damage; e.g. Blizzard's in-close 2 is a more damaging headbutt instead of a punch whiff - move does not actually hit opponent [corner] - victim must be in the corner when combo starts [corner cross-up glitch] - Armadon or Talon must be the victim, and they must be crossed up, in the corner, _and_ recovering from a Leaping Attack. In the arcade version only, this produces a freak situation with zero knockback; you can string up to five crouching quick attacks in a row for extra-long combos. This glitch doesn't seem to work when I play as Armadon. [cross-up]- victim must be hit behind his center of mass when combo starts (easiest to do when you just dodged his Leaping Attack by jumping straight up) [deep] - victim must be close by/hit deep when combo starts [medium] - victim must be medium distance away when combo starts (may be very precise) [far] - victim must be far away when combo starts [very far] - victim must be on the other side of the screen when combo starts [arcade] - combo may not work on home versions, due to increased knockback [cheezey] - combo will earn a No Cheeze meter (A, B, C, D, S, T, or V) - combo works best on character(s) whose initial is listed. Other characters tend to be too small or get knocked too far back. * - combo is known to earn lightning x% - ver. 2.3 damage percentiles are added where known, assuming that the attacker hasn't gone ballistic in a two-player game (see section 6.4, "Going Ballistic"). Combo names are listed both with combos and separately. Thanks to Sir Galahad's search of the text file of PR for the IBM PC, we now have _all_ combo names, and yours truly has personally devised & done a combo to earn each name! :-) The triggering move(s) of a combo names are listed in {curly brackets}. Minimum hit requirements are listed in (parentheses). Combo names with the same trigger are grouped together, from shortest to longest. Corrections or additions are quite welcome. ///ARMADON/// PINCUSHION COMBO {Mega Charge, Bed-o'-Nails} (4) SUPER PINCUSHION COMBO (7) VENTILATION! (9) DIVEBOMBER {Hornication Uppercut} (5) SUPER DIVEBOMBER (6) ATOMIC BOMB COMBO! (7) DEATH DART COMBO {Flying Spikes} (5) SUPER DEATH DART COMBO (6) BULLSEYE! (7) GUT BUSTER {Gut Gouger} (5) SUPER GUT BUSTER (6) MAJOR INTESTINAL TRAUMA! (7) STEAMROLLER COMBO {Mega Charge, Spinning Death} (5) SUPER STEAMROLLER COMBO (7) ROLLING THUNDER! (10) FREIGHT TRAIN {Mega Charge, Hornication Uppercut} (5) TRAIN WRECK (7) THE DERAILER! (10) 3 Hit: air 1, 1, Gut Gouger or Hornication Uppercut 4 Hit: [deep (T)] low 4, low 3+4, Mega Charge, Bed-o'-Nails = PINCUSHION COMBO (28%) *4 Hit: air 1+2, 2, 1+2, Gut Gouger = 36% *4 Hit: 3+4, Mega Charge, low 2, Hornication Uppercut = 36% 5 Hit: 2, 3+4, Mega Charge, 4, Spinning Death = STEAMROLLER COMBO 5 Hit: [corner, medium] Flying Spikes, 2, 3+4, Mega Charge, low 2 = DEATH DART COMBO (31%) *5 Hit: air 2, air 1+2, 2, 1+2, Hornication Uppercut = DIVEBOMBER (36%) *5 Hit: air 2, air 1+2, 2, 1+2, Gut Gouger = GUT BUSTER (37%) 6 Hit: low 1, low 1, low 3+4, Mega Charge, 2, Flying Spikes = SUPER DEATH DART COMBO 6 Hit: low 1, low 1, low 3+4, Mega Charge, 2, Hornication Uppercut = FREIGHT TRAIN (33%) *6 Hit: air 2, air 1+2, low 1, low 2, low 1+2, Hornication Uppercut = SUPER DIVEBOMBER (38%) *6 Hit: air 2, air 1+2, in-close 2, 2, 1+2, Gut Gouger = SUPER GUT BUSTER (43%) *7 Hit: [cross-up, arcade (A, T)] air 2, air 1+2, low 1, low 1, low 1, low 1+2, Hornication Uppercut = ATOMIC BOMB COMBO! (38%) *7 Hit: [deep (A, D, S, T, V)] air 2, air 1+2, 1, 1, 2, 1+2, Gut Gouger = MAJOR INTESTINAL TRAUMA! (40%) *8 Hit: air 2, air 1+2, low 1, low 1, low 3+4, Mega Charge, 2, Flying Spikes = BULLSEYE! (40%) *8 Hit: air 4, air 3+4, low 1, low 1, low 3+4, Mega Charge, 2, Hornication Uppercut = TRAIN WRECK (42%) *8 Hit: air 2, air 1+2, low 1, low 1, low 3+4, Mega Charge, 4, Spinning Death = SUPER STEAMROLLER COMBO (42%) *8 Hit: [cross-up (S, T)] air 2, air 1+2, 1, 2, 1+2, Mega Charge, low 2, Bed-o'-Nails = SUPER PINCUSHION COMBO (44%) *9 Hit: [cross-up (T)] air 2, air 1+2, low 1, low 1, low 1, low 3+4, Mega Charge, low 2, Bed-o'-Nails = VENTILATION! (42%) *10 Hit: [corner, deep (V)] air 2, air 1+2, low 1, low 1, low 1, low 2, low 3+4, Mega Charge, 1, Spinning Death = ROLLING THUNDER! (45%) *10 Hit: [corner, deep (V)] air 2, air 1+2, low 1, low 1, low 1, low 2, low 3+4, Mega Charge, 3, Hornication Uppercut = THE DERAILER! (46%) ///BLIZZARD/// JACK HAMMER {air 3+4, 4, 3+4 in that sequence} (4) SUPER JACK HAMMER (6) I'VE FALLEN, AND I CAN'T GET UP! (11) BLIZZARD'S BRUISER COMBO {Ice Geyser, 1+2, low 3+4} (4) BLIZZARD'S BONE BREAKER (7) DOES IT HURT? (10) COME FLY WITH ME {low 3+4, Ice Geyser, Air Throw} (6) IT'S THE ONLY WAY TO FLY (7) BOOM SHAKALAKA! (9) LIGHTNING JAB COMBO {Punching Bag} (7) SUPER LIGHTNING JAB COMBO (18) UNLEASH THE POWER OF RAGE! (50) MIDNIGHT SLAM {Punching Bag, Air Throw} (7) SUPER MIDNIGHT SLAM (18) BE KIND TO ANIMALS! (50) CRUSHED ICE {two air 3+4s, two 1+2's, low 3+4} (8) CRYSTAL CRASHER (9) HAVE AN ICY TASTE OF TANG! (14) *note* Mega Punch combos are iffy sometimes - you need to pick which of the 3 MPs to use depending on range, whether the opponent is "bouncing up" from being hit out of a special move, etc. 3 Hit: low 4, low 3+4, Mega Punch 3 Hit: air 3+4, low 1, low 3+4 4 Hit: low 1, low 1, low 3+4, Short Mega Punch 4 Hit: air 3+4, 1, low 4, low 3+4 4 Hit: air 3+4, low 3, low 3+4, Mega Punch 4 Hit: Ice Geyser, 1+2, low 4, low 3+4 = BLIZZARD'S BRUISER COMBO (22%) 4 Hit: air 4, air 3+4, 4, 3+4 = JACK HAMMER (32%) 5 Hit: air 4, air 1+2, low 4, low 3+4, Mega Punch 6 Hit: Freeze Breath, air 4, air 3+4, 4, 3+4, Quick Mega Punch = SUPER JACK HAMMER 6 Hit: low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) Air Throw = COME FLY WITH ME (34%) 6 Hit: [corner (A, B, C, V)] low 4, low 3+4, low 4, 1+2, Ice Geyser, (jump toward) Air Throw = COME FLY WITH ME (34%) 7 Hit: Freeze Breath, 5-hit Punching Bag, (jump toward) Air Throw = MIDNIGHT SLAM 7 Hit: Ice Geyser, low 4, 1+2, low 4, 1+2, low 4, low 3+4 = BLIZZARD'S BONE BREAKER (32%) *7 Hit: low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) air 3+4, Air Throw = IT'S THE ONLY WAY TO FLY (38%) 8 Hit: Freeze Breath, 5-hit Punching Bag, (jump toward) air 2, 1+2 = LIGHTNING JAB COMBO 8 Hit: air 3+4, 1, Ice Geyser, air 3+4, 1, 1, low 3+4, Long Mega Punch *8 Hit: [deep] air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward) air 3+4, low 3+4 = CRUSHED ICE (45%) *9 Hit: low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice Geyser, air 3+4, Air Throw = BOOM SHAKALAKA! (46%) *10 Hit: low 4, 1+2, Ice Geyser, (jump toward) air 4, air 3+4, 1, 2, 1+2, low 4, low 3+4 = DOES IT HURT? (44%) *11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) air 3+4, Air Throw = CRYSTAL CRASHER (57%) *11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward) air 4, air 3+4, 4, 3+4 = I'VE FALLEN, AND I CAN'T GET UP! (58%) *14 Hit: [corner (A, B, C, V)] air 4, air 3+4, 3, 2, 1+2, low 4, 1+2, Ice Geyser, (jump toward) air 4, air 3+4, low 1, low 1, low 3+4, low 4 = HAVE AN ICY TASTE OF TANG! (66%) *14 hit: [corner (A, B, C, V)] air 4, air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, air 4, air 3+4, low 4, low 3+4, low 4, 4, 4 (73%) *16 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, Ice Geyser, 5-hit Punching Bag, (jump toward) air 1+2, Air Throw = MIDNIGHT SLAM (68%) *18 Hit: air 4, air 3+4, low 4, 1+2, Ice Geyser, 11-hit Punching Bag, (walk toward) 1+2, Long Mega Punch = SUPER LIGHTNING JAB COMBO *26 Hit: 25-hit Punching Bag, (jump toward) Air Throw = SUPER MIDNIGHT SLAM (35%) *50 Hit: air 4, air 3+4, 2, 1+2, low 4, Ice Geyser, air 4, air 3+4, 1, 1+2, 39-hit Punching Bag, (jump toward) Air Throw = BE KIND TO ANIMALS! *50 Hit: air 4, air 3+4, low 4, 1+2, low 4, Ice Geyser, air 4, air 3+4, 2, 1+2, 39-hit Punching Bag, (jump toward) air 3+4 = UNLEASH THE POWER OF RAGE! *52 Hit: air 4, air 3+4, 3, 2, 1+2, low 4, 1+2, Ice Geyser, 43-hit Punching Bag, (walk toward) 4 = UNLEASH THE POWER OF RAGE! ///CHAOS/// NON-DAIRY COMBO {Grab 'n' Throw} (3) SUPER NON-DAIRY COMBO (4) TOFU! (5) SEWER SPEWER {Fast Power Puke} (3) SUPER SEWER SPEWER (4) WAKE UP AND SMELL THE CHAOS! (5) LUNCH LAUNCHER {Slow Power Puke, Fast Power Puke} (3) SUPER LUNCH LAUNCHER (4) CHUNKY CREAM CORN COMBO! (5) HURLER COMBO {Slow Power Puke} (3) HYPER HURLER COMBO (4) TASTES BETTER COMING UP! (6) WACKY COMBO {low 3+4, Battering Ram} (4) SUPER WACKY COMBO (7) THE CADELINA SPECIAL! (10) THE SPINNER {two 1+2s} (5) SUPER SPINNER (6) DEVASTATOR! (7) THE SPANKY {two air 1+2s} (5) SUPER SPANKY (6) THE FLYSWATTER! (7) THE BOUNCER {air Ground Shaker} SUPER BOUNCER MASTER OF DISASTER! Note: I talked with a PR programmer about Chaos' BOUNCER combo names. It seems that some glitch prevents the BOUNCER names from appearing when one does a combo involving Chaos' air Ground Shaker (believe me, I've tried). The BOUNCER names exist only in the game's text files. :-( 3 Hit: [far] Slow Power Puke, (whiff Battering Ram) 1, Fast Power Puke = LUNCH LAUNCHER (13%) 3 Hit: Ground Shaker, Battering Ram, 1+2 3 Hit: [far] Slow Power Puke, Flying Butt Slam, low 4 = HURLER COMBO 3 Hit: low 4, low 3+4, Slow Power Puke = HURLER COMBO (19%) 3 Hit: 2, 1+2, Fast Power Puke = SEWER SPEWER (21%) 3 Hit: 2, 1+2, Grab-'n'-Throw = NON-DAIRY COMBO (26%) 4 Hit: [far] Slow Power Puke, (whiff Battering Ram) 4, 1, Fast Power Puke = SUPER LUNCH LAUNCHER (18%) 4 Hit: low 1, low 1, low 3+4, Battering Ram = WACKY COMBO (19%) 4 Hit: 1, 2, 1+2, Slow Power Puke = HYPER HURLER COMBO (22%) 4 Hit: air 4, air 3+4, 1, Fast Power Puke = SUPER SEWER SPEWER (24%) 4 Hit: air 4, air 3+4, in-close 2, Grab-'n'-Throw = SUPER NON-DAIRY COMBO (31%) 5 Hit: [far] Slow Power Puke, (whiff Battering Ram) 1, 2, 1+2, Fast Power Puke = CHUNKY CREAM CORN COMBO! (25%) 5 Hit: [far] Slow Power Puke, Flying Butt Slam, low 3, 1, Fast Power Puke = CHUNKY CREAM CORN COMBO! (25%) 5 Hit: air 3, air 1+2, Ground Shaker, (jump toward) air 3, air 1+2 = THE SPANKY (27%) 5 Hit: air 4, air 3+4, 4, 1, Fast Power Puke = WAKE UP AND SMELL THE CHAOS! (28%) *5 Hit: 1+2, low 4, 1+2, low 4, low 3+4 = THE SPINNER (35%) *5 Hit: air 4, air 3+4, 2, 1+2, Grab-'n'-Throw = TOFU! (37%) *5 Hit: [deep] air 1+2, in-close 1+2, Battering Ram, in-close 1+2, (jump toward) air 1+2 = THE SPANKY (39%) 6 Hit: [corner, far] Slow Power Puke, (long jump toward) air 4, air 3+4, low 1, low 1, low 3+4 = TASTES BETTER COMING UP! (29%) 6 Hit: air 4, air 3+4, 1, 2, 1+2, Slow Power Puke = TASTES BETTER COMING UP! (32%) *6 Hit: [deep] air 1+2, 3, 3+4, Battering Ram, in-close 2, (jump toward) air 1+2 = SUPER SPANKY (38%) *6 Hit: air 4, air 3+4, 2, 1+2, low 4, 1+2 = SUPER SPINNER (39%) *7 Hit: air 4, air 1+2, (jump again) air 3+4, Ground Shaker, Battering Ram, low 2, 1+2 = ? *8 Hit: air 4, air 3+4, low 1, low 1, low 3+4, Battering Ram, low 2, low 1+2 = SUPER WACKY COMBO (37%) *8 Hit: air 4, air 1+2, in-close 1, 2, 1+2, Battering Ram, in-close 2, (jump toward) air 1+2 = THE FLYSWATTER! (39%) *9 Hit: [corner cross-up glitch, arcade (A, T)] air 4, air 3+4, low 1, low 1, low 1, low 1, low 1, low 3+4, Battering Ram = SUPER WACKY COMBO *9 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, low 4 = DEVASTATOR! *10 Hit: [corner] air 4, air 3+4, 1, 2, 1+2, low 4, low 3+4, Battering Ram, low 2, low 1+2 = THE CADELINA SPECIAL! (48%) ///DIABLO/// BURN, BABY, BURN {Torch, Inferno Flash, Hot Foot} (3) DISCO INFERNO (6) PYROMANIAC! (10) FLAMING FACE COMBO {Slow Fireball} (4) SUPER FLAMING FACE COMBO (5) WARM IT UP, DIABLO! (6) BURNING EYEBALL COMBO {Fast Fireball} (4) MELTING EYEBALL COMBO (5) FLAMING BALL OF DOOM! (7) DOUBLE FIREBALL {Slow Fireball, Fast Fireball} (4) DOUBLE FIREBALL DELUXE (5) GREAT BALLS OF FIRE! (7) HEADACHE {Mega Lunge} (4) MIGRAINE (6) SKULL SPLITTER! (8) ORIGINAL RECIPE COMBO {Torch, Hot Foot} (4) EXTRA CRISPY COMBO (6) YOU WANT FRIES WITH THAT COMBO? (9) AFTERBURNER {Inferno Flash} (5) SUPER AFTERBURNER (6) SPONTANEOUS COMBUSTION! (8) 3 Hit: [corner, medium] Slow Fireball, 3+4, Fast Fireball = 22% 3 Hit: [corner, deep] Torch, Inferno Flash, Hot Foot = BURN, BABY, BURN (36%) 4 Hit: 1, 2, 1+2, Mega Lunge = HEADACHE 4 Hit: 3, 2, 1+2, Slow Fireball = FLAMING FACE COMBO (25%) 4 Hit: 3, 2, 1+2, Fast Fireball = BURNING EYEBALL COMBO (25%) 4 Hit: [corner, medium (A, B, C, D, S, T)] Slow Fireball, 2, 3+4, Fast Fireball = DOUBLE FIREBALL (27%) *4 Hit: Torch, 3, 2, 1+2 = 35% *4 Hit: Torch, 2, 1+2, Hot Foot = ORIGINAL RECIPE COMBO (42%) 5 Hit: air 4, air 3+4, 2, 1+2, Slow Fireball = SUPER FLAMING FACE COMBO 5 Hit: [deep] low 3, low 3, 2, 1+2, Inferno Flash = AFTERBURNER 5 Hit: low 3, low 3, 2, low 3+4, Fast Fireball = MELTING EYEBALL COMBO (25%) 5 Hit: [corner, very far] Slow Fireball (long jump toward) air 4, air 3+4, 1+2, Fast Fireball = DOUBLE FIREBALL DELUXE (29%) 6 Hit: [deep] air 4, air 3+4, low 3, 2, 1+2, Inferno Flash = SUPER AFTERBURNER *6 Hit: Torch, low 3, low 3, 2, 1+2, Hot Foot = EXTRA CRISPY COMBO (42%) *6 Hit: [corner, (A, B, C, D, S, T)] Torch, Inferno Flash, Hot Foot, low 1, 1+2, in-close 2 = DISCO INFERNO (49%) *6 hit: [corner] Torch, 1+2, Inferno Flash, 2, 1+2, Hot Foot = DISCO INFERNO (51%) *7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Slow Fireball = WARM IT UP, DIABLO! (36%) *7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Fast Fireball = FLAMING BALL OF DOOM! (36%) *7 Hit: air 4, air 3+4, low 3, low 3, 2, low 3+4, Mega Lunge = MIGRAINE (36%) *7 Hit: [corner, very far] Slow Fireball, (long jump toward) air 4, air 3+4, 1, low 2, 1+2, Fast Fireball = GREAT BALLS OF FIRE! (37%) *8 Hit: [corner] air 4, air 3+4, low 1, 1+2, Inferno Flash, low 1, 1+2, Slow Fireball = SPONTANEOUS COMBUSTION! *8 Hit: [corner] Torch, low 1, 2, 1+2, Inferno Flash, low 1, low 1, low 1 = SPONTANEOUS COMBUSTION! (45%) *9 Hit: [corner] air 4, air 3+4, low 3, low 3, 2, 1+2, Mega Lunge, 2, 2 = SKULL SPLITTER! (42%) *9 Hit: [corner cross-up glitch, arcade (A)] Torch, in-close 4, low 3, low 3, low 3, low 3, low 3, in-close 3+4, Hot Foot = YOU WANT FRIES WITH THAT COMBO? (45%) *9 Hit: [corner (A, B, C, D, S, T)] Torch, 1, 1, 2, 1+2, Hot Foot, low 1, 2, 1+2 = YOU WANT FRIES WITH THAT COMBO? (51%) *10 Hit: [corner cross-up glitch, arcade (A)] Torch, low 3, low 3, low 3, low 3, low 3, in-close 3+4, Inferno Flash, 1+2, Hot Foot = PYROMANIAC! (51%) *10 Hit: [corner] Torch, low 3, 2, 1+2, Inferno Flash, low 1, low 1, 2, 1+2, Hot Foot = PYROMANIAC! (58%) *15 Hit: [corner] Torch, (hop jump up) air 4, air 1+2, in-close 3, 1+2, (hop jump up) air 4, air 3+4, 3, 1+2, Inferno Flash, low 1, low 3+4, Mega Lunge, 2, 1+2 = SPONTANEOUS COMBUSTION! ///SAURON/// THE STOMPER {Earthquake Stomp} (4) THE SUPER STOMPER (5) YOUR DRIVING DAYS ARE OVER, PUNK! (6) THE SAURON SLAM {Earthquake Stomp, Air Throw} (4) EARTHQUAKE SHAKER (5) HAVE A NICE DAY! (6) UP, UP, AND AWAY {Earthquake Stomp, Cranium Crusher} (4) BUMP, SET, CRUSH (5) IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (6) CRUNCHY {Neck Throw} (4) EXTRA CRUNCHY (6) TAKE A BITE OUTTA CRIME! (7) EAR SPLITTER {Primal Scream} (4) SUPER EAR SPLITTER (6) THE SECRET OF THE COW! (7) ROARING TERROR {Stun Roar} (4) SUPER ROARING TERROR (6) IN YO' FACE DISGRACE! (8) ROCKET LAUNCHER {Cranium Crusher} (4) SUPER ROCKET LAUNCHER (6) THANK YOU FOR FLYING SAURON AIRLINES! (8) 3 Hit: air Earthquake Stomp, 4, Cranium Crusher 4 Hit: 3, 2, 1+2, Stun Roar = ROARING TERROR (23%) 4 Hit: 1, 2, 1+2, Neck Throw = CRUNCHY 4 Hit: [medium] Stun Roar, 2, 1+2, Neck Throw = CRUNCHY 4 Hit: low 1, low 1, low 3+4, Cranium Crusher = ROCKET LAUNCHER (25%) 4 Hit: 3, 2, 1+2, Primal Scream = EAR SPLITTER (28%) 4 Hit: air 4, air 1+2, air Earthquake Stomp, 1+2 = THE STOMPER 4 Hit: air 3+4, air Earthquake Stomp, (jump again) air 3, Air Throw = THE SAURON SLAM (32%) *4 Hit: air 3+4, air Earthquake Stomp, in-close 1+2, Cranium Crusher = UP, UP, AND AWAY (38%) 5 Hit: air 4, air 3+4, air Earthquake Stomp, low 2, low 1+2 = THE SUPER STOMPER *5 Hit: air 1+2, (jump again) air 4, air Earthquake Stomp, (jump again) air 3, Air Throw = EARTHQUAKE SHAKER (37%) *5 Hit: air 4, air 3+4, air Earthquake Stomp, in-close 1+2, Cranium Crusher = BUMP, SET, CRUSH (40%) *6 Hit: [corner] air 4, air 3+4, (jump up) air 4, air 1+2, 1, 1 = 35% *6 Hit: [deep] air 4, (jump again) air 4, air 3+4, air Earthquake Stomp, 1, 4 = YOUR DRIVING DAYS ARE OVER, PUNK! *6 Hit: air 4, air 3+4, low 3, 2, low 3+4, Primal Scream = SUPER EAR SPLITTER (37%) *6 Hit: air 4, air 1+2, (jump again) air 4, air Earthquake Stomp, 1, Cranium Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (39%) *6 Hit: air 3+4, 3, 3, 2, 1+2, Neck Throw = EXTRA CRUNCHY (40%) *7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Stun Roar = SUPER ROARING TERROR (37%) *7 Hit: [deep] air 4, air 3+4, low 3, low 3, 2, low 3+4, Primal Scream = THE SECRET OF THE COW! (39%) *7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Neck Throw = TAKE A BITE OUTTA CRIME! (41%) *7 Hit: air 4, air 3+4, 3, 3, 2, low 3+4, Cranium Crusher = SUPER ROCKET LAUNCHER (41%) *7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp, (jump again) air 3, Air Throw = HAVE A NICE DAY! (44%) *7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp, 1, Cranium Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (44%) *8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2, 1+2, Stun Roar = IN YO' FACE DISGRACE! (38%) *8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2, low 3+4, Cranium Crusher = THANK YOU FOR FLYING SAURON AIRLINES! (41%) *8 Hit: air 4, air 3+4, (hop jump) air 4, air 1+2, 1, 2, 1+2, Primal Scream = THE SECRET OF THE COW! ///TALON/// YUMMY {Face Ripper} (4) DELICIOUS (5) TALON'S FACE RIPPER IS MMM-MMM GOOD! (7) THE SKULL SLICER {Brain Basher} (4) SUPER SKULL SLICER (5) FULL FRONTAL LOBOTOMY! (9) THROAT POPPER COMBO {Jugular Bite} (5) SUPER THROAT POPPER COMBO (7) GO FOR THE JUGULAR! (8) SLIDER {two low 4s} (5) SUPER SLIDER (7) SLIDE, SLIDE, SLIPPIDY SLIDE... (11) ELEGANT {Pounce & Flip} (6) GLORIOUS (7) WARP FACTOR NINE! (9) 3 Hit: air 1+2, 1, 1+2 4 Hit: [corner, arcade] 3, 3, 3, 3 = 16% 4 Hit: [deep, arcade] air 3+4, low 4, 1+2, Face Ripper = YUMMY 4 Hit: [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low 1 = THE SKULL SLICER (21%) 5 Hit: 1, low 4, 1+2, Jugular Bite = THROAT POPPER COMBO 5 Hit: air 1+2, low 1, low 1, low 4, low 3+4 = 25% 5 Hit: [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low 1, low 3+4 = SUPER SKULL SLICER (25%) 5 Hit: [cheezey (A, B, D, S, V)] low 4, 3+4, Slasher, low 1, low 1, low 4 = SLIDER (26%) 6 Hit: air 1+2, 2, 1+2, Pounce & Flip = ELEGANT 6 Hit: [deep, arcade] low 1, low 1, Slasher, low 1, low 4, Face Ripper = DELICIOUS 7 Hit: [cheezey (A, B, D, S, V)] low 1, low 1, low 4, 3+4, Slasher, low 1, low 1, low 4 = SUPER SLIDER 7 Hit: [deep, arcade] low 1, low 1, Slasher, low 1, low 4, 1+2, Face Ripper = TALON'S FACE RIPPER IS MMM-MMM GOOD! (31%) 7 Hit: air 4, air 1+2, 1, low 4, 1+2, Jugular Bite = SUPER THROAT POPPER COMBO 8 Hit: low 1, low 1, Slasher, low 1, low 4, 1+2, Jugular Bite = GO FOR THE JUGULAR! (32%) 8 Hit: low 1, low 1, Slasher, low 1, low 4, Pounce & Flip = GLORIOUS *9 Hit: [(B, D, S, V)] low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low 4, 3+4 = 35% *9 Hit: [cross-up] air 1+2, low 1, low 1, Slasher, low 1, low 1, low 1, low 4, low 3+4 = 35% *9 Hit: Brain Basher, air 4, low 1, Slasher, low 1, low 1, low 4, low 3+4, Frantic Fury = FULL FRONTAL LOBOTOMY! *10 Hit: air 2, air 1+2, low 1, low 1, Slasher, low 1, low 1, low 4, low 3+4, Frantic Fury = 40% *12 Hit: [deep] air 4, air 1+2, 1, low 4, 1+2, Slasher, 1, 2, 1+2, Pounce & Flip = WARP FACTOR NINE! (44%) *12 Hit: [cheezey, corner (B, D, S, V)] air 4, air 1+2, low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low 4, 3+4, low 1, low 4 = SLIDE, SLIDE, SLIPPIDY SLIDE... (46%) *15 Hit: [corner (B, D, S, V)] Brain Basher, (hold joystick toward) air 2, air 1+2, low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low 4, 3+4, Pounce & Flip = FULL FRONTAL LOBOTOMY! (56%) ///VERTIGO/// THE SPITTER {Slow Venom Spit} (5) SUPER SPITTER (6) HERE'S LOOKIN' AT YOU, KID! (8) THE WHIP {air 4, 3+4, Scorpion Sting} (5) SUPER WHIP COMBO (7) CRACK THAT WHIP! (9) BLINDER {Fast Venom Spit} (5) SUPER BLINDER (7) YOU'LL PUT YOUR EYE OUT! (11) STREAKER COMBO {Come Slither, Scorpion Sting} (7) SUPER STREAKER COMBO (10) THE PEEPLES PUNISHER! (13) [named after a PR programmer] 3 Hit: low 3, low 3+4, Scorpion Sting 4 Hit: air 3+4, 2, 1+2, Scorpion Sting 5 Hit: Voodoo Spell, 1, 2, 1+2, Fast Venom Spit = BLINDER (18%) 5 Hit: Come Slither, 1, 2, 1+2, Scorpion Sting 5 Hit: low 1, low 1, low 2, low 3+4, Scorpion Sting = 25% 5 Hit: air 3, air 3+4, 2, 1+2, Scorpion Sting 5 Hit: low 1, low 1, low 1+2, Come Slither, Slow Venom Spit = THE SPITTER 5 Hit: air 4, air 3+4, 4, 3+4, Scorpion Sting = THE WHIP (32%) 6 Hit: low 1, low 1, low 2, low 1+2, Come Slither, Slow Venom Spit = SUPER SPITTER 6 Hit: 2, 1+2, Come Slither, 2, 1+2, Scorpion Sting 7 Hit: [deep, arcade] low 1, low 1, low 1, low 2, low 1+2, Come Slither, Slow Venom Spit = SUPER SPITTER 7 Hit: air 4, air 3+4, Voodoo Spell, 1, 1, 1+2, Fast Venom Spit = SUPER BLINDER (28%) 7 Hit: [medium] 3+4, Come Slither, (walk toward) low 1, low 1, low 2, low 3+4, Scorpion Sting = STREAKER COMBO *7 Hit: air 4, air 3+4, 4, 3+4, Come Slither, 1+2, Scorpion Sting = SUPER WHIP COMBO (36%) 8 Hit: Voodoo Spell, (hop jump toward) air 4, air 3+4, low 1, low 1, low 2, low 3+4, Scorpion Sting 9 Hit: low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air 4, air 3+4, 1, Slow Venom Spit = HERE'S LOOKIN' AT YOU, KID! *9 Hit: air 4, air 3+4, 4, 3+4, Come Slither, (walk toward) 1, 1, 2, Scorpion Sting = CRACK THAT WHIP! (35%) *10 Hit: air 4, air 3+4, 1, 2, 1+2, Come Slither, 1, 2, 1+2, Fast Venom Spit = SUPER BLINDER *11 Hit: low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air 4, air 3+4, 1, 1, 1+2, Fast Venom Spit = YOU'LL PUT YOUR EYE OUT! (38%) *12 Hit: air 4, air 3+4, low 1, low 1, low 2, low 1+2, Come Slither, (walk toward) low 1, low 1, low 2, low 1+2, Scorpion Sting = SUPER STREAKER COMBO *13 Hit: [deep] air 3, low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air 4, air 3+4, low 1, low 1, low 2, low 3+4, Scorpion Sting = THE PEEPLES PUNISHER! (50%) *14 Hit: air 4, air 3+4, low 1, 1, 2, 1+2, Come Slither, (hop jump toward) air 4, air 3+4, low 1, 1, 2, 1+2, Scorpion Sting = THE PEEPLES PUNISHER! These are only some of the combos possible. There are probably millions more! Try combining different parts from different combos to get a new one! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++ 3. Brain Gauge+++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Under your health bar (the big artery extending from your heart) is your Brain Gauge. Each time you take or block a hit, your brain gauge goes down. If your brain gauge ever reaches "empty" when you get hit (_not_ while blocking), electricity will loudly crackle around your brain and you will become stunned. Although you can't get stunned while blocking, you can still be taken to "empty" brain, allowing a quick stun with few successful hits thereafter. Brain power regenerates quickly; as long as you don't get hit for a while you will soon be fine. However, if you _do_ become stunned, shake the joystick left and right (nothing else will help!) to regain your brain faster. Once it reaches "full" again you will return to normal. This also works for "auto stuns" from certain special moves: Blizzard's Punching Bag, Chaos' FoFury, and Vertigo's Voodoo Spell. Auto stuns from other special moves (Blizzard's Freeze Breath and Ice Geyser, Diablo's Inferno Flash and Torch, Vertigo's Come Slither) last for only a short while whether you try to shake out of it or not. Note that if a character's brain meter is emptied during a combo, he'll become dizzy when the combo is completed. If his brain meter is emptied with a hit or combo that knocks him down, he'll be dizzy when he gets back up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ++++++++++++++ 4. Offense and Defense++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///4.1 Offense/// Mix it up! Using attacks that require the opponent to block low and high alternately can be very disturbing (not to mention frustrating!), so know which attacks must be blocked high and which low! Same goes for being on defense - see that section for more details. Stomps can be blocked low on version 2.3. The old "Leaping Attacks" can now be blocked with standing blocks (just press away!), although your recovery time from the block is seriously long, so the only bad result of doing a Leaping Attack is being vulnerable in the air (though you do also land close to your opponent, so if you're a distance fighter...). The exception is Talon's Brain Basher - it's possible for an opponent like Armadon to block it and then uppercut him with a low 1+2. Remember that on version 2.3, all blocked basic attacks and nearly all blocked special attacks _do damage_ to your opponent. Unlike most other games, this damage is indeed significant, and will tip any close match. Block damage can be used to beat reclusive opponents, human or CPU, if you can sustain an assault for long enough. Just do "dink" damage for the entire round, and when the clock runs out and the other guy has no health left... ///4.2 Defense/// 4.2.1 Blocking Blocking in Primal Rage starts off simple: to block a high attack, pull directly away from your opponent on the joystick. To block a low attack, pull down and away on the joystick. Don't touch or hold down the buttons while doing this, or you won't be blocking! If you get hit once, and someone starts to unleash a combo, you can't block it. That's why it's called a combo! So, the moral of the story is... don't get hit! ^_^ On the other hand, sometimes a human player or even the CPU will accidentally pause in the middle of a combo, unintentionally ending it early and giving you a chance to block their next attack. New in version 2.3 is block damage. Well, not entirely new, but now all blocked basic attacks & almost all blocked special attacks do significant "tick" damage to the blocker's heart meter, and slight damage to the brain gauge. However, you can't usually die from taking block damage, no matter how little health you have left! So turtle up when you're running on empty! [Note: there seems to be an unintentional exception: if the block damage of a move precisely equals the amount of health left, then blocking it can be fatal. This has been seen many times with block damage from basic attacks like Vertigo's low 3+4, and special attacks like Armadon's Iron Maiden.] Block these attacks high. Many involve a descending overhead strike. Note that all Leaping Attacks must be blocked high. 1) Armadon's low 3 and Iron Maiden 2) Blizzard's 3+4 3) Chaos' 4, 3+4, and Flying Butt Slam 4) Diablo's Pulverizer 5) Sauron's Leaping Bone Bash 6) Talon's 1+2 and Brain Basher 7) All air attacks, of course. Be extra careful on combo'd air attacks - you have to block both hits high! Block these low; most of them involve a strike to the feet. Note that Earthquakes and everyone's low 3+4 must always be blocked low: 1) Armadon's low 4 and low 3+4 2) Blizzard's low 3, low 4, and low 3+4 3) Chaos' low 3, low 4, low 3+4, and Ground Shaker 4) Diablo's low 3, low 4, low 3+4, and Hot Foot 5) Sauron's low 3, low 4, low 3+4, and Earthquake Stomp 6) Talon's low 4 and low 3+4 7) Vertigo's low 3+4 and Come Slither All basic & special moves not on either list can be blocked high or low (except Unblockable special moves, which cannot be blocked at all). I checked on my SNES! ^_^ 4.2.2 Cross-up Attacks Beware cross-up air attacks, which hit you so far behind that you must push the joystick forward to block! Each character has a center of mass located at about the abdomen. If an attack hits you in front of your center of mass, you can defend normally. If it hits behind your center of mass, you must hold your joystick in the opposite direction instead. The 2.3 CPU Talon likes to do cross-up air 1+2s on you as you're getting up from a knockdown! When buffering a special air attack into air cross-up hits, do the move in the direction you're facing when airborne. Do special moves the ordinary way when buffering them into ground hits, cross-up or not. Armadon's Spinning Death is another example. If Armie times it precisely as you get up, he'll be spinning behind your center of mass - you must hold the joystick in the opposite direction you'd otherwise hold it, or you will get hurt. The 2.3 CPU Armadon does this every once in a while. There is a particular arcade version only cross-up corner-trap that can get you a No Cheeze meter! Take Vertigo vs player (or CPU) Armadon. Armadon does the Iron Maiden when Vertigo is standing in the right-hand corner. Vertigo jumps up to avoid the attack, and comes down directly above Armadon, who is recovering from his special move. Facing away from the corner [left], she bites him with lots of low 1s. The low 1s hit Armadon behind his center of mass, so the knockback sends him back toward the corner, right into Vertie's jaws! If Vertie tries to use more than five 1s in a single combo she'll get a No Cheeze meter, which is the only thing that keeps this trap from turning into a an infinite combo. 4.2.3 Avoiding Projectiles Jumping to avoid projectiles can be hazardous to your health. If you take off with a long jump or Leaping Attack as soon as your opponent begins to fire, you might be able to score a hit, but then again you might not clear the projectile and/or jump straight into an anti-air attack. All characters seem to be more vulnerable to projectiles underneath them if they do a jumping High Attacks (jumping Low Attacks are safer). For example, if Vertigo does a jumping quick bite, rendering her body horizontal way above Blizzard's Freeze Breath, she'll get frozen anyway. So, what do you do when you opponent think's he's Ryu? Four other possible options... a) Some parts of some moves are invulnerable to some attacks (sometimes :). Moves such as Chaos' FoFury, Diablo's Torch, Sauron's Primal Scream, & Talon's Slasher will allow projectiles to pass through or over your character without hitting you. Teleports will let you avoid the projectile completely. And then there's all the anti-projectile moves other than Leaping Attacks... b) Depending on who you are, you can just fire a projectile to cancel your opponent's projectile. Some projectiles pass through some other projectiles, though, so be warned! c) If your projectile doesn't cancel the opponent's projectile and you still have some time, you can fire another projectile. The second projectile will cancel your opponent's projectile! Diablo vs. Chaos is a good example. This hasn't been tested on everyone, so it might not work for some! d) Some characters are can duck underneath some projectiles when they crouch, or block low. For example, Vertigo can duck completely under Blizzard's Freeze Breath if you hold the joystick straight down (not down&back), while Diablo & others can duck completely underneath Sauron's Stun Roar if they crouch or block low. On the other hand, no one can duck underneath Chaos' Power Puke. Some characters' basic attacks (such as Vertigo's crouching bites, or Talon's low claw attacks and slide kicks) can hit a nearby projectile thrower without trading damage. ///4.3 Simultaneous Attack Collisions/// kuan@agames.com (Frank Kuan): writes: Here's an interesting bit if info about version 2.3. When SIMULTANEOUS collisions occur between normal (quick, fierce) and power (two button), it follows this general formula: 1. quick wins over fierce 2. fierce beats power 3. power beats quick. There are a few exceptions. An air attack done during a quick hop attack has less priority than any other attack. On version 1.7, it was more streetfighter'ish in the sense that any normal attack may have a "sweet spot" where at the right range and timing, it would always beat anything else. Version 2.3 was tuned so that "sweet spots" on normal and power attacks were removed, so that simultaneous collisions would occur more often and it would follow the arbitration rules of above. The beauty of the 3 rules of arbitration is that it GUARANTEES the usefulness of every single normal/power attack in the game. It's like rock/papers/scissors. If Talon uses air high power too much, you KNOW you can beat him with any fierce attack. ///4.4 Total Domination, Quick Kill, & Scoring/// 4.4.1 Total Domination In version 2.3, winning a "perfect" battle (i.e. without losing *any* health, not even block-damage) is acknowledged as a "TOTAL DOMINATION." These are not always as hard to get as one might think, especially in certain matches vs the CPU (try repeatedly using Sauron's air 3, Air Throw on CPU Diablo). 4.4.2 Quick Kill A normal PR round lasts for 60 seconds. On version 2.3, vanquishing your opponent in the first 10 seconds of the round merits a "QUICK KILL" award. This is *much* harder to get than a TOTAL DOMINATION, though not impossible (try swiftly & repeatedly using Diablo's standing 1+2 on CPU Armadon, or stunning CPU Blizzard with five of Vertigo's standing 3+4s, teleporting next to him, and finishing him off with a lethal combo). 4.4.3 Scoring PR has a scoring system just like most other video games out there. When the arcade game is in demo mode, you can bring up the high score screen anytime by hold the joysticks toward one another. Hold the joysticks away from each other to bring up the credits screen. If you beat the top score then you get to enter up to 15 letters, and the character you played will crouch atop a shadowy hill (facing right if you used the 1-player side, or left if you used the 2-player side) whenever the scores are displayed. You have plenty of time to enter your name, since the countdown begins with 20 seconds and renews to 15 seconds every time you enter a letter, until it runs out or you enter the "end" square. If your score is worthy of a 2nd through 10th place slot, then you just get to enter three letters. On version 1.7, your name would be completely eliminated from the roster if it were bumped off the top slot. On version 2.3, the name in the top slot name is merely bumped to second place by a higher score, and then only its first three letters are visible. Note that the operator can allow only certain letter combinations in the Full Name entry, if he wishes. The PR Censor has a default setting to Strict, and if you enter a censored word it will be replaced by a string of j's (except for the first letter). Unfortunately, you cannot see your score on the game screen during your battles. In between battles, when the game shows you what area you have just conquered, your score is represented by the "number of worshipers" in the lower right-hand corner. The scores in the chart below are for version 1.7, though I doubt they've been changed much for version 2.3... Action Worshipers/Points Awarded each continue 1 every 1% damage inflicted on opponent 100 first four hits in a single combo 1,000 per hit fifth and successive hits in a single combo 2,000 per hit (maximum 20,000 per combo) eating one of your opponent's followers 10,000 (except during Bonus Round) opponent eats one of your followers -10,000 you eat one of your own followers -40,000 (except during the Bonus Round) Total Domination, or Quick Kill, 20,000 or both in same round doing a finishing move 50,000 world domination 100,000 winning the game 200,000 bonus for winning with less than 10 continues 1,000,000 bonus for winning without continuing 5,000,000 (these last three bonuses aren't cumulative) ///4.5 CPU AI patterns/// The CPU AI in version 2.3 has been almost completely overhauled. From the second battle on up, the CPU tends to use all its special moves more (except fatalities, which it never does), more elaborate combos, and cannot be as easily suckered with a constant barrage of attacks as before. But in addition to its new strengths, the CPU has also gained new weaknesses. Generally, you can win by anticipating and retaliating against the CPU's tendency to jump and/or use special moves. Here are some very brief weaknesses to exploit, if you want to rule the new Urth... CPU Armadon Use anti-air moves or Armadon/Blizzard/Chaos/Talon's low 1+2 to hit CPU Armadon out of the air when he jumps, which is very often. Block and retaliate against his Mega Charge. He's also a sucker for Armadon's Mega Charge, Diablo's Mega Lunge, and Chaos/Sauron's air Earthquake. Vertigo can go for a low 1+2, Fast Venom Spit combo, or bite him out of the air with her low 2 if she's far enough away, then do a Venom Spit as he gets up. He'll probably either do the Iron Maiden or jump with a 4; she can wait until after he swings his tail, knock him down with another bite, and repeat. Use her air-to-air teleport to escape his corner-traps. Want to practice your ground combos? Knock Armie down and crouch next to him. Wait for him to get up and try his tail-over-the-head attack. Then nail him with a combo that begins with a low 1. Your low 1 is faster than his attack; you'll hit him out of it and work him over! If you slip up and attack too early, he'll just block your attempted combo, which is not as much fun. ^_^ Want to practice your air combos? Knock Armie down and toss a projectile at him just as he gets up. If the projectile hits him, he'll often do the Iron Maiden; jump straight up and pound him with a combo on the way down. Armadon always starts his turn in the Final Battle with an off-screen wail; then he leaps in with the Iron Maiden. CPU Blizzard Armadon and Vertigo can repeatedly swat him with their standing 3+4 from far enough away; Blizzard can repeatedly use the Short Mega Punch followed by low 1s; Blizzard and Sauron can Air Throw him if he doesn't Ice Geyser them first. Diablo and Sauron can chomp him with their standing 2 when he's just within their range; Chaos and Sauron can use their air Earthquakes; Talon can get him with combos starting with a low 4 from a short distance away. On home versions, Talon can do a low 4 out of range; when Blizzard retaliates with an out-of-range Ice Geyser, Talon can close in with the real attack. Characters with projectiles can knock Blizzard down and toss a projectile so that it is in the middle of the screen (not quite about to hit him) when he gets up. He'll long jump over it and do a combo ending in a Mega Punch. Block the combo and retaliate with one of your own. Everyone can long jump or hop jump back in the hope of suckering Blizzard into a Mega Punch, duck/block the move, knock him down, and repeat. Blizzard always starts his round in the Final Battle with the Freeze Breath from off screen; then he jumps in. CPU Chaos He almost always follows up his Power Puke or FoFury with either the Battering Ram or the Flying Butt Slam. Block/dodge the moves and retaliate. Armadon can jump in on him with air 4, air 3+4. Blizzard and Sauron can repeatedly air throw him even if he's on the ground. Chaos and Sauron can fall back on their air Earthquakes. Diablo can long-jump in with air 3+4s; if he leaps from the right distance, Chaos will jump into the attack, especially if Chaos is just getting up from a knockdown. Talon can nail him by long-jumping in with combos that start with air 2, air 1+2. Vertigo can teleport to the ground on his opposite side and nail him with a combo that starts with a low 1. Chaos always starts the Final Battle with the FoFury from off-screen (block or long jump away to avoid it); then he leaps in with the Flying Butt Slam. CPU Diablo He tends to jump in response to your jumps. Leap toward him with your air 3 or air 4 until you knock him down; then as he gets up, jump toward him with an air throw or air combo, and he'll probably jump into it. The key is not to do the air attack until after he jumps. Hang back when he starts going crazy with out-of-range attacks, though, because he's about to leap forward with his high-priority air 1+2. When you're getting up from a knockdown, he likes to try a three-hit cross-up combo followed by the Pulverizer. Block the combo, then jump and hit him out of the air. Diablo always starts the Final Battle with a roar from off screen (his voice is more hoarse than Sauron's - probably a side effect of all that smoking :); then he teleports in, appearing a short distance away. CPU Sauron He likes to use his air Earthquake Stomp followed up with his standing 1+2 a lot. When he goes for the Earthquake, long jump toward him (avoiding the stomp) and combo him. He'll try walk up to you and bite you, too; wait until he's in range and scratch him with low 1s. Sauron always starts the Final Battle with a roar from off screen. Then he jumps straight down from above with an Earthquake Stomp, but this particular earthquake won't damage you and he won't follow it up with his standing 1+2. CPU Talon He has the most vicious of all the overhauled CPU AI's. He'll fall for Armadon's Iron Maiden, Chaos' & Sauron's air Earthquakes, or Diablo's air 3+4 a lot. Blizzard can tick block-damage off him with combos involving the Fake Mega Punch. Talon can target his alter ego's backside with the air 1+2. Everyone can hop jump toward him and make him block some air attack(s). He'll frequently respond with his Slasher or a slide kick + Frantic Fury combo; low block and quickly retaliate. Talon always starts the Final Battle with a yowl from off screen, then jumps in with the Brain Basher. CPU Vertigo Like Diablo, she tends to jump in response to your jumps. If you jump toward her with a high priority air attack(s) (such as Vertigo's 3+4, the other lizards' 1+2, or the apes' 2 or 4) then she'll most likely leap into it. This way, you can stun her with repeated combos like Armadon's air 1+2, 1+2; Sauron's air 1+2, Primal Scream; Talon's air 4, air 1+2; Vertigo's air 4, air 3+4. Again, the key is not to attack until after she leaves the ground. If her jumping bites hit you instead, then you probably either jumped from the wrong distance or attacked too soon. She's vulnerable to combos starting with a low 1 whenever she uses her ground-to-ground teleport, and she almost never uses air teleports except in response to certain special attacks, such as projectiles. Vertigo always starts the Final Battle with a hiss from off screen, then teleports in, appearing on the ground a short distance away. ///4.6 Final Battle/// After using one character to conquer all seven territories, the last of which must be won from the CPU, you are awarded "WORLD DOMINATION." If a second player joins in during the first six matches, beating him will conquer the territory and ruler you otherwise would have fought, even if the second player didn't use that character. If that's the case, though, then you lose the opportunity to do a fatality on the ruler you didn't fight. If a second player joins in while you are fighting for your seventh territory, you must re-conquer the entire world after beating him. If you join in during any match and beat the other player, you must conquer all the other territories afterward, even if he conquered some of them and you're using the same character as he did. You'll also have to re-conquer the world if you lose a match and continue on the other side, or with a different character (changing your character's color won't make a difference though :). After winning WORLD DOMINATION, you arrive at a stage where you have to fight all seven characters again in one big round, with the clock turned off. This is called the "Final Battle." It takes place on a special "Dinosaur Graveyard" stage. There are no worshipers or pterodactyls moving about in the background. If you die during the Final Battle then you can continue from the precise point at which you left off [the continue countdown is 15 seconds instead of the usual 10], but you cannot change characters and if a second player joins in the Final Battle ends (see Final Battle Bugs in version 2.3). Fortunately, there are three ways to make the Final Battle easier. The first is to do fatalities on as many opponents as you can (remember that you can't do a fatality on an opponent if your second win is a "time over" victory, or if you don't fight him because a second player has joined in). Dead enemies will flicker like ghosts in the Final Battle, and every attack you do to them will inflict extra damage. Regardless of whether a given enemy is solid or flickering, the instant you exhaust his health meter he will collapse and revert to bones, which become part of the background. Unlike normal rounds, you can't finish a big combo if your opponent expires in the middle of it. When an enemy dies, you stand still and will remain frozen until you hear the voice of your next foe. The second advantage is to know each CPU foes' signature entrance, anticipate it, and dodge or retaliate (signature entrances are described in section 4.5, "CPU AI PATTERNS"). There are two ways to tell which opponent you'll fight next. One is to watch for the name under the enemy's health meter, which appears just as the battle starts. The other is to listen for the enemy's voice (or projectile sound, for the apes). Each PR character has a unique voice for their wordless battle cries/screams of pain. Your third advantage is that before arriving at this stage, you have a chance to acquire more than 100% total strength. The game will say "NOW YOU MUST REPLENISH YOUR HEALTH BEFORE THE FINAL BATTLE," and a 20-second bonus round commences. It takes place on the background of the last enemy you beat, and all you do is eat worshipers and pterodactyls for more strength. It is possible to obtain a maximum of 100% extra health, which will appear in a green life meter after your red life meter has been exhausted. You can eat both people & pterodactyls in the bonus round by doing each character's 'Eat a worshiper' move, or use a normal bite to eat just the pterodactyls. The humans are much more nutritious than the pterodactyls, which give you a mere 1% health each. Even if you can't find anything to eat, 18% extra health automatically trickles into your reserve life bar. If the NO GORE switch has been set for PR, you won't be able to eat people during the Bonus Round; instead, you automatically get 50% extra health. A little phrase pops up during this mini-round: Armadon - TO GIVE YOU STRENGTH FOR THE FINAL CONFRONTATION, YOUR TRIBE SACRIFICES ITSELF TO YOU. Blizzard - NOW, DINE ON A FINE FEAST OF FOLLOWERS. Chaos - CHOW DOWN, IT'S A PAGAN PICNIC. Diablo - FEASTING FRENZY! Sauron - EAT OF YOUR TRIBE THAT YOU MIGHT REMAIN IMMORTAL. Talon - CHEW UP AS MANY HUMANS AS YOU CAN. Vertigo - SWALLOW THE TINY HUMANS WHOLE. FINAL BATTLE BUG in ARCADE VERSION 1.7: At the mini-round, do NOT get 100% health. If you do, in the Final Battle, when you lose your first 100% of health, you will NOT get the health you earned in the mini-round. Your game will be over. FINAL BATTLE BUGS in ARCADE VERSION 2.3: 1) Several times now, I've seen a second entire *red* life meter appear after the first red life meter was used up, but before the green life meter was started. Not to complain, but it was kind of weird... 2) When Chaos' "signature entrance" FoFury cloud appears a short distance behind you, do not hold the joystick toward it (i.e. don't back into it while trying to block). The game will freeze, display a screenful of incomprehensible numbers along with the words "press three times to continue," and reset when you tap the buttons. It's happened to me on several occasions with different characters, and this time I *am* complaining. A simple way to avoid this glitch is to long jump away from the FoFury when it appears, avoiding it and Chaos' Flying Butt Slam. 3) It is possible for a second player to join in during the Final Battle on version 2.3. You'll fight your match on the dinosaur graveyard stage, and the winner will get to re-conquer the world. Unfortunately, the game will crash if/when you make it back to the Final Battle again. When this happened to me, halfway through the Final Battle I heard Sauron's roar but the game reset before he could show up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ++++++++++++++++++++ 5. Endings+++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After you defeat all seven opponents during the Final Battle, the following words appear: [char name] CONQUERS CONGRATULATIONS YOU ARE RULER OF THE NEW URTH Your entire tribe of worshipers runs on screen to cheer your success. Then comes a couple paragraphs of text about your character, followed by a captioned picture. If your score is worthy of a place on the roster, you get to enter your initials or full name and glimpse your score on the king-of-the-hill demo screen. ///ARMADON/// For over a million years, Armadon had lived peacefully in his cave beneath the Earth's crust, telepathically linked to the biomass. The Cataclysms and the battles for supremacy over the changing planet tortured him. So he rose up to settle things once and for all. Now that the threat has past, he settles down into the ground to enjoy some well deserved rest. The land is scarred but calm. At least for now... Followed by a picture of Armadon in a cave. His worshipers have built some dwellings into the cave's walls; three women are climbing up various ladders. Armadon sits in the middle of the cave meditating, with his eyes closed. His body is outlined with electricity. Picture Caption: THE MEDITATION OF ARMADON ///BLIZZARD/// Blizzard is a noble god, the essence of the animal spirit. Frozen for a millennia at the heart of an immense glacier in the Himalayas, Blizzard was released when the Urth met the great meteor. He lived high in the mountains, descending only when threatened. With his animal power and age-old wisdom, he was unstoppable. With no threats remaining, he returns to his mountain retreat. One day, though, a new force will invade his land from across the endless ocean... This text is followed by a picture depicting Blizzard sitting in an ice-covered chair. He is calmly looks ahead, chin in hand. A man and two women bow to him; a third woman leans against his throne. Picture Caption: BLIZZARD'S SOLITUDE ///CHAOS/// Chaos was the mightiest witch doctor on the first continent. His greatest wish was to control the evolution of humanity. In his quest for power, he cast a mighty spell which backfired and turned him into a disgusting beast, forced to wallow in his own excrement for eons. During the Cataclysm, Chaos praised Throshti, God of Carrion, for release. However, to restore his greatness, he had to defeat all of his enemies. Now, his task completed, he regains control of his life and leads his tribe to greatness. One day, though, his people will be threatened and he will have to pursue power again... Followed by a picture of the human Chaos standing in an archway barely illuminated by four burning torches. His left hand is on the back of an almost completely nude woman, who hugs his side. A ghost-like figure of his ape form is in the background darkness. Picture Caption: CHAOS' REDEMPTION ///DIABLO/// Diablo is evil in its purest form. He was released from his fiery prison, deep within the Urth, drawn by the pain and torment caused in the great Cataclysms. Now that he has conquered the planet, he lives to torture it. With none left to oppose him, he begins to burn the entire planet, sparing only the cruel and vicious. He turns the world into a living hell. For centuries he will revel in the inferno he has created, until at last his rule is challenged by a traveler from across the great sea... Followed by a picture of Diablo standing near a bloodstained gallows with skeletons hanging from it. Two worshipers, a man and a woman, are at his feet. They are apparently fighting for his enjoyment, each using a single bone as a weapon. Bloody, crucified skeletons surround the de facto arena. And you thought Shao Kahn was bad... ^_^ Picture Caption: DIABLO'S HELL ///SAURON/// Sauron is the god of Hunger. When released from his sleep of ages by the catastrophe, he soon realized that he must devour human flesh to remain immortal. The hungry hordes of humanity worshiped him, but lived in dread fear of his presence. Many humans soon sought refuge with other rulers of the planet. Sauron had no choice but to defeat the others in order to feast on their followers. Now that he has devoured most of the land, he sets off in quest of new lands and new meals... This text is followed by a awesomely sick picture. It depicts Sauron standing on the beach next to humongous piles of eaten bodies. Faint images of faraway carrion birds fly above his banquet. A dead body hangs from Sauron's teeth. In the foreground is a mostly eaten, fleshless body, and Jason Leong (a PR creator/artist :) with his skull broken open and brains spilling out (the brains are censored from the picture in the PR Players Guide!). The sky is dark red-orange from a brilliant setting sun. There are no living worshipers. Picture Caption: THE FEAST OF SAURON ///TALON/// For eons, Talon was a great chief of a raptor clan on a hidden South Pacific island. When the great meteor rearranged the continents, Talon's island was brought in contact with the mainland. Wanting to ensure the safety of his wives and children, he set off to eliminate all dangers of the clans welfare. Now raptors live a life of luxury, and humans are kept as cattle or hunted as sport while raptors lounge about in the sunshine. His clan is completely safe and Talon will be happy until the newcomers arrive... Followed by a picture of Talon and two smaller raptors without crests reclining human-style on a grassy hill, under a budding tree. The lounging raptors are overlooking a wooden cattle-style pen containing at least six worshipers, male and female, two of whom are running from a raptor with a big net. Outside the pen, two more men flee across the plains from another pair of raptors. Picture Caption: TALON'S DREAM ///VERTIGO/// Long ago a sorceress named Vertigo appeared from another dimension. Then in a great magical battle during the Mesozoic Wars, Vertigo was banished to the moon by the arch mage Balsa Fas. The meteor crash, however, has weakened the old shields enough for her to return and enslave the planet once again. Reveling in her victory, Vertigo has enslaved hordes of humans, having them build her an insane palace in multiple dimensions. Few minds can endure the torture, but there are plenty of humans. One day while practicing her arcane arts, she discovers a land where she is not queen... Followed by a picture of a forward-facing Vertigo looking up and hissing in the middle of some purple swirls. She is standing at a 45-degree angle with her left foot upraised. She is covered with horizontal stripes (!), and her hood is framed with jagged points. A man and a woman in the foreground are covering their ears. In the background are three Escher-style stairways with tired-looking humans walking up or down them. Picture Caption: THE PALACE OF VERTIGO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++ 6. Misc stuff++++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///6.1 Colors!!!/// In version 2.3, all characters come in four colors. You choose your color when you select your character. Pick your character by holding down either button 2, button 3, button 4 or no other buttons as you press button 1. 1 is the Original Recipe color; 1+2 is the old alternate color; 1+3 and 1+4 are new colors. The CPU is always the Original Recipe or old alternate color. Should you and another player choose the same character with the same color, then the one who chose the color in dispute first gets to keep it. The late chooser is stuck with the Original Recipe color unless that was the color in dispute, in which case he's stuck with the old alternate color. Each character also has a particular color for their conquered territory/worshipers' clothing. In a character vs same character match, the other set of worshipers have a slightly different clothing color. Armadon 1=ochre&brown 1+2=green&olive 1+3=purple ("Barney Armadon" :) 1+4=yellow Territory, worshiper's clothing color: neon green Alternate worshiper's clothing color: olive Blizzard 1=dark blue&brown 1+2=cyan&gray 1+3=green&gray 1+4=silver&white Territory, worshiper's clothing color: blue Alternate worshiper's clothing color: dark blue Chaos 1=pink&grey 1+2=lilac&grey 1+3=green&pink 1+4=green&purple Territory, worshiper's clothing color: yellow Alternate worshiper's clothing color: dark yellow Diablo 1=red&black 1+2=orange&red 1+3=green&red 1+4=dark olive&brown Territory, worshiper's clothing color: red Alternate worshiper's clothing color: orange Sauron 1=yellow&purple 1+2=fluorescent yellow&blue 1+3=fluorescent yellow&cinnamon 1+4=purple&black ("Barney the King") Territory, worshiper's clothing color: purple Alternate worshiper's clothing color: dark purple Talon 1=orange 1+2=orange-yellow 1+3=lilac ("Son of Barney") 1+4=white (Talon always has black stripes and white crest/underbelly/feet.) Territory, worshiper's clothing color: white Alternate worshiper's clothing color: gray Vertigo 1=blue&cyan 1+2=green&aquamarine 1+3=green&yellow 1+4=green&purple ("Bride of Barney") Territory, worshiper's clothing color: aqua Alternate worshiper's clothing color: light green ///6.2 Cheeze Alert/// Are you sick and tired of your opponent yelling, "That's cheezey!"? Well, PR has it's own cheeze alert! If you do something that the _game_ thinks is too cheezey, it will flash a "No Cheeze" sign. When this happens the victim will not be hurt or stunned by the cheeze, and if the cheezey move was part of a combo, it does not count as a combo hit and the cheezey combo ends. This feature was added as a conscious attempt to prevent the inescapable traps that have been known to plague other fighting games. No sign, no cheeze. End of argument. =) Known Cheeze Alerts: Attempted throw or unblockable attack immediately after a blocked attack (while opponent is trapped in "block-stun") Attempt to use same special move twice in a combo (slow & fast projectiles are considered to be two different special moves) Attempt to use the same basic move more than five times in a combo Two low 3+4s in a combo Both Blizzard's Freeze Breath and Ice Geyser in a combo Three of Blizzard's 1+2s in a combo Three of Chaos' 1+2s in a combo Two of Diablo's air 1+2s in a combo Two of Diablo's air 3+4s in a combo Two of Sauron's air 1+2s in a combo Two of Sauron's air 3+4s in a combo Two of Talon's low 3s in a combo Two of Talon's low 4s in a combo (version 2.3 only) Both Vertigo's Come Slither and Voodoo Spell in a combo Vertigo teleporting in, doing a combo, then teleporting out Note: On version 1.7, one could string Talon's low 4s together in a combo by doing a low 4, interrupting it with the Run Backwards move, immediately doing another low 4, and so on. Since Talon's low 4 has a long range and relatively little knockback, one could string five of them together at any time for a nasty combo (in comparison, most other Fierce attacks will knock the enemy out of range after one to three hits). The version 2.3 programmers fixed this trap by making two of Talon's low 4s in a combo cheezey. Even so, Talon's SLIDER combo names require two low 4s in a combo, so to get the SLIDER names you must also get a No Cheeze meter! Talon's low 3 is presumably similar; it has so little knockback that it would be too easy to string five of them together anytime, so two of them in a combo was officially made cheezey. ///6.3 Eat a Worshiper/// Eating people is fun and easy! In version 2.3, worshipers taste better and are more filling! They now give significant energy bonuses, so chow down. Each character has a special move JUST TO EAT PEOPLE, and they're all different. See the moves section to find out how. Ordinary bites will just knock humans into the air, and you can't eat 'em unless they're on the ground. It does take a moment to eat, so be careful - if your opponent isn't distracted or stunned, he may bop you and send your dinner flying! During a normal match, your worshipers will run into the foreground (where you can eat them!) whenever you do a combo or get dizzy. The best way to eat your opponent's followers is to get him dizzy, wait for his followers to rush forward, trip him with your low 3+4, and combo the attack into your Chomp a Human special move. You can also eat your own worshipers after doing a combo that knocks your opponent down, but remember that eating your own tribe will cost you points! If you're having trouble pursuing & accidentally bopping your dinner during the Bonus Round, keep 3+4 held down all the time, from before the round starts. Your character can walk back and forth with these buttons held down. When you're in the right position to eat your dinner, hold down 1+2 as well (even if you do a standing bite by accident, it probably won't disturb the humans) and then move the joystick. You can eat pterodactyls only during the Bonus Round, by using either the Chomp a Human move or any High Attack. There are six different tribespeople, three men and three women: Appearance Name %Health on rev 1.7, and rev 2.3 pterodactyls (Bonus Round only) -- 1%, 1% woman with short black hair Jeanette 3%, 10% woman with long blond hair Tracy 4%, 12% woman with long black hair Renee 4%, 12% bald man with spear Jason 6%, 13% muscular man with short hair Ron 8%, 16% fat man with dreadlocks Rob 12%, 21% The number of worshipers you see on screen is a representation of the total number of worshipers/points you've accumulated divided by 50,000, fractions rounded down, maximum of ten of your followers on screen at a time (except after winning the Final Battle). There are always at least three tribespeople on screen at the start of a round, even if they were all eaten last round. The higher your score is, the greater the probability of having meatier worshipers on screen, which is especially helpful during the Bonus Round before the Final Battle. Some characters eat worshipers faster than others. Blizzard, for example, takes his time chomping on a human & spits out the bones, while Talon just stuffs 'em in his mouth. Fastest eaters: Diablo, Sauron, Talon Medium eaters: Armadon, Vertigo Slowest eaters: Blizzard, Chaos In addition to being eaten, your worshipers have different reactions to various things during a fight. Even if they all get eaten during a match, you'll still hear the cheers 'n' stuff from their off-screen comrades. You move around --> Tribe runs back and forth, following you You get hit --> Tribe is sad You hit your opponent --> Tribe cheers Do a combo that has three or more hits, <35% damage and doesn't end in a special move --> Crowd cheers: YIP! YIP! or ALRIGHT! Do a combo that does <35% damage and ends in a special move --> Crowd cheers: YYEECCHH! or YYEEAAHH! or EEEWWW! Do Blizzard's Air Throw, Chaos' FoFury or Ground Shaker, Sauron's Air Throw or Earthquake Stomp --> Both tribes fall down, then get back up Win a round --> Crowd cheers, does victory dances Lose a round --> Crowd is dejected; women weep, men stomp their feet Win a match --> Your tribe chases enemy tribe away You get dizzy --> Tribe members run forward and pray to you for help You do a combo --> As many tribe members as hits in your combo (up to maximum of all your tribe present) run forward and worship your power Armadon does 5+ hit combo ending in Hornication Uppercut, or Vertigo does 5+ hit combo ending in Come Slither --> Naked, inedible worshipers dash across the screen Hit a tribesperson --> Person goes flying Eat a pterodactyl (Bonus Round only) --> Pterodactyl cries Ah-RAW! and disappears in a tiny spatter of blood Eat a tribesperson --> Crowd goes EEEWWW. Victim screams AIEEEEEE! (female) or UAAAAGH! (male). Tastes like chicken! ^_^ ///6.4 Going ballistic/// This feature occurs only in player vs. player matches. On version 1.7 & presumably 2.3 as well, each character goes ballistic if he/she 1) Has 50% less health than the opponent 2) Has less than 30% health left 3) The character gets hit out of a special move, tripped by a low 3+4 or certain special moves, thrown, or hit out of the air (i.e. gets knocked down) The wounded character's brain meter crackles as if telegraphing a stun, but when they get up they start flickering (the character constantly switches between the current color and the Original Recipe, or else the Original Recipe and the old alternate) and go into the ballistic state. The character announces this state with a brief, recycled piece of animation during which they can't hurt or be hurt by their opponent (like the "full POW meter" animations in Samurai Shodown II). In the ballistic state, all your attacks do significantly more damage. You can tell if you are in that state if your character is flickering and has one of these words under your character's name. Armadon - SAMADHI [Bed-o'-Nails animation] Blizzard - ZEN [Ice Geyser animation] Chaos - INSANE [Power Puke animation] Diablo - STEAMED [Incinerator fatality animation] Sauron - RAMPAGING [Primal Scream animation] Talon - BERSERK [Frantic Fury animation] Vertigo - RABID [hood flare from victory animation] On version 1.7 and probably 2.3 as well, going ballistic has the following effects: 1) your attacks do 40% more damage than usual [fractions are rounded down] 2) you receive 15% less damage from any attack 3) you take zero block-damage 4) you have no combo regulation (combos are normally regulated so that after a certain number of hits, each successive hit does only so much damage) 5) you can stay ballistic for 20 clock ticks at the most In tug-of-war mode (where both dinos share one big lifebar, available on PR for the IBM PC, Jaguar, 3DO, & PSX) it is possible, albeit unlikely, for both players be ballistic at the same time. ///6.5 Sudden Death & the Clock/// A PR match is best two out of three rounds. Round one is "First Blood," round two is "Vengeance", and round three [if there is one] is "Domination." Each of these rounds begins when the announcer says "RAGE!" and lasts for up to sixty seconds. The last ten seconds are accompanied by shrill cricket chirps, as a reminder that you're running out of time. If the two of you still have health left by the end of the round, you'll both be knocked down. Then the one with the most energy will get back up; the other guy will stay flat on his back. This is a "time over" victory, which is announced with the words "[char name] WINS." You'll also see "[char name] WINS" when either character gains his first victory, time over or not. A "decisive" victory, in which you completely exhaust your opponent's health meter, will fry his brain meter and explode his heart meter. If your first victory is decisive, he'll keel over in an "I lost" animated sequence. If your second win is a decisive victory, then he'll be stunned for a few moments while you can try a fatality. Should you not do the fatality correctly, or hit him with any move by accident, he'll keel over again. In any case, you'll see the words "[char name] CONQUERS." Note that if your second victory is a time over win, you won't have the opportunity to perform a fatality. Your current victories are represented near your life meter with a little claw-symbol. A draw in PR is announced with the words "DEAD EVEN" and does not count as a win for either contestant. If the third round ends without a clear winner [both characters have zero wins, or one win each], you both get knocked down and go immediately into a "Sudden Death" round as you get up. This round lasts for only 30 seconds [20 seconds on version 1.7] and has a meteor shower thrown in. Both players begin with a full bar of health. As the round progresses, each players' health automatically decreases at a steady rate and both fight as usual until one loses. Whoever wins the Sudden Death round wins the match, and has the usual opportunity to perform a fatality on the loser. Since both characters' energy bars are empty by the end of the 30 seconds, neither character can get a "time over" victory during Sudden Death. If Sudden Death ends in a draw, then both opponents lose and you lose your credit. During the continue countdown, instead of one victorious critter & one unconscious critter, you'll see both contestants lying unconscious, side by side. ///6.6 Secrets - Volleyball, Bowling, Raining Cows 'n' Stuff/// 6.6.1 Volleyball When you and an opponent are on Sauron's stage, have one player do a combo on the other. Once you do this, worshipers will run out and start bowing. Have one player who is close to the worshiper hit him. The worshiper should bounce over to the other player. Before the worshiper lands, have the other player hit the worshiper back. After bouncing the worshiper back and forth ten times, a judge on a high chair and a net will pop up and the round clock stop. You and your opponent can now play volleyball with a helpless human! Once a player reaches a score of three, you resume fighting. You can eat the "ball" too. With Vertigo, I ate the ball twice when I hit quick bite! I lost the point because of that! 6.6.2 Bowling On any stage, have two Armadon players continuously execute the Spinning Death on each other. After three Spinning Death collisions, the players bowl two frames! Ten worshipers will get into a bowling pin formation and let you roll over them with the Spinning Death. 6.6.3 Raining Cows 'n' Stuff! [confirmed by jdavis@iglou.com (Jason Davis)] Mentioned in the "Primal Rage Arcade Player's Guide" by the guys at GamePro. Play as Chaos in his home stage (the Ruins). Arrange for a Sudden Death round to take place (see below). If you do a FoFury so that the green cloud is in the air as the Sudden Death begins, the sky will rain cows instead of meteors. If you don't do an FoFury on Chaos' stage, the sky will rain bricks. If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls. This feature doesn't seem to be in SNES PR (which is also missing the standard meteor shower during Sudden Death). ///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 what version of PR your arcade has, 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 ver 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 -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 -all Leaping Attacks can be blocked -all Stomps can be blocked and/or done in the air -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 -Diablo's Torch combos more easily -Diablo's Inferno Flash can be blocked -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 character; 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 (H20ORSNO@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. riesenberger@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 is out for home systems! **NEW INFO**+++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///7.1 PR is coming to eleven home systems! Quick List./// dlenna@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. 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 (updated by yours truly): Arcade: 32MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, combo names, Easter Eggs ///Current Releases (available from your local store)/// Game Boy: 0.25 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4 special moves (1 fatality) per God, no combo names, 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 combo names, no Easter Eggs, no new stuff SNES: 3 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, no combo names, Easter Eggs, no new stuff Genesis: 3 MB, 7 Gods, people, 70+ moves, 8-9 special moves (2 fatalities) per God, no combo names, Easter Eggs, no new stuff IBM PC CD-ROM: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, combo names, Easter Eggs, new play modes Jaguar CD: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, no combo names, Easter Eggs, new play modes 3DO: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, no combo names, Easter Eggs, new animated sequences, new play modes PSX: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, combo names, Easter Eggs, new animated sequences, new play modes 32X: 4 MB, 7 Gods, people, 70+ moves, 8-9 special moves (2 fatalities) per God, no combo names, Easter Eggs, no new stuff ///Forthcoming Releases/// Saturn PR's release date was pushed all the way back to May '96 - how long can they keep us waiting? The Electronic Gaming Monthly 2 "Fighting Games Special" issue (number 23) devotes a couple pages to the forthcoming Saturn PR, complete with game-screen pictures, so I presume the game IS going to be out... eventually. Rumor has it that plans for Mac CD PR have been scrapped. If I learn different, I'll be sure to let y'all know. :-( Saturn: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God, new animated sequences, Easter Eggs New Stuff: 3-D Cinematic Opening Sequence, New Animated End-Game Sequences, New Play Options. 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 1 Meg 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 Government work" :). ///7.2 Brief descriptions of PR for various systems/// I've had hands-on experience with only the arcade, SNES, Genesis, and IBM PC versions of PR. All the information I have on the other versions is gathered from magazines, newsgroups, e-mail from helpful PR fans, etc. 7.2.1 Game Boy/Game Gear PR A great deal has been lost in the translation, including many moves & fatalities, combo names, and poor Vertigo. The remaining special moves are done differently than in the arcade. Consult the PR for Game Boy/Game Gear movelist to find out how. We've finally found Diablo's fatality, and do let me know if any of the other moves are incorrect! Most of the moves are from published PR guidebooks, but the guides aren't always right (they got Diablo's fatality and a few others wrong). 7.2.2 SNES PR Overall, PR for the Super Nintendo is a good translation of arcade PR 2.3. All basic moves, special moves, & fatalities are there, but Chaos' Golden Shower fatality is censored. When you do the Golden Shower, Chaos just stands there and a censor sign (the No Cheeze meter without the cheeze) appears. When you do Chaos' Churl... peter.bott@swcbbs.com (PETER BOTT) writes: >i've seen chaos suck the churl in, and i've seen it go by him or not even reach him too. it all depends on where chaos is on the screen when he does the fatality. Unfortunately, some moves (especially fatalities) are hard to do on standard SNES control pads. A Capcom joystick works OK; C&L arcade-quality joystick is reportedly the best kind. SNES PR's other disadvantages include the lack of 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. There is a sound test mode you can access anytime, and a cheat menu you can access with a code. 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. 7.2.3 Genesis PR This cart is quite inferior to the SNES version, and the PC version tops 'em both. Genesis PR's graphics and sound are of course poorer. The characters lack all the new moves and fatalities that were added to arcade version 2.3. There are no combo names. Worst of all, many more arcade combos are missing for no good reason. Sauron cannot chain two 1s together, Talon cannot chain a low 1 into a low 4, etc. It isn't a question of knockback; the combos simply don't work. There is a "Training Mode" play option, where you can fight one match against the CPU opponent of your choice; big whoop. There is also a cheat menu you can access with a code. Genesis PR does have one advantage over SNES PR. Unlike SNES PR, Genesis PR lets you reconfigure your controller as you please, and assign any basic attack to any controller button. 7.2.4 PR for the IBM PC CD-ROM IMHO, this is possibly the best translation out there. It easily surpasses the SNES/Genesis/GB/GG versions. The graphics are excellent. The music & sound effects have been completely redone, and are OK - though on my sound card, some of the background music can hardly be recognized as the tunes from the arcade. Best of all, there are combo names! At this time, the only home-system translations known to have combo names are PR for the IBM PC and Sony Playstation. In IBM PC PR, special moves are done differently on the keyboard/2-button joystick than in the arcade. If you use a four-button joystick, all special moves are the same as in the arcade. I recommend getting a Gravis four-button PC joystick, which is amazingly cheap ($25 or less). With the Gravis joystick in hand, the gameplay control is quite satisfactory; I can do my 14+ hit combos just fine. You can reconfigure your keyboard/joystick controls as you please. There is some load time off the CD before the start a match (or in the Final Battle/elimination play modes, when a new dino jumps in). It isn't very long (20 seconds max?), unless you used the "small install" option to squeeze PR onto your PC. There's a shorter pause when the game loads fatalities. During the actual gameplay, load time is almost nonexistent. There's a brief pause when you first eat a human, but not much else. PR for the IBM PC offers two new play modes: tug-of-war, where both critters share one big life bar (like the Death Match mode of World Heroes :), and elimination, where each player picks several dinos. There is no new animation for the intro/ending sequences, though. There are few glitches. One of the more noticeable is that Vertigo's low 3+4 has almost zero range, even though her tail covers half the screen(???). For more info on PR for the PC (including all keyboard moves), consult the PR for IBM PC FAQ. 7.2.5 32X PR Like Genesis PR, 32X PR is a translation of the earlier arcade version 1.7. That means all the new moves & fatalities added in version 2.3 aren't there. No combo names, either. :-( There is a cheat menu, and you don't need a code to access it. 7.2.6 3DO PR PR for the 3DO has brand-new animated intro (and ending???) sequences, plus the option of tug-of-war and endurance play modes. There are no combo names. The character animation is reportedly quite well-done, although the sprites are a little smaller than the PSX version. There seems to be at least one bug: anstey@sun.soe.clarkson.edu (Charles Anstey) writes: >I was playing as Vertigo against the computer and performed a fatality against Chaos. When I got to the final battle, I had to fight Chaos first. This is where the bug is. The first time, I got hit at the start with his FoFury cloud and I disappeared from the screen, not teleporting, and never came back. Chaos just kept jumping and attacking where I used to be but he never hit me and I couldn't do anything. RESET. The second time, I was able to avoid the starting fart cloud, but 10 seconds later I did the Voodoo Spell and then I just disappeared. Chaos again continued attacking where I used to be, but I was gone permanently. RESET. It seems that if you are playing Vertigo (I haven't tried any others yet), and do a fatality on Chaos, and have to fight him first in the final battle, Vertigo will disappear and never reappear for no apparent reason. 7.2.7 Jaguar CD PR Jaguar CD PR reportedly has somewhat smoother animation than PSX PR, the trade-off being that Jaguar PR has smaller sprites. Elimination (both players pick several dinos) and tug-of-war (both players share one big lifebar) play modes are included. There is no new intro/ending animation. No combo names, either. The combo system is reportedly altered (read: "screwed up"); some arcade combos don't work on the Jaguar, and vice-versa. When playing this game, don't confuse the numbers on the Jaguar joypad with the numbers we use to describe the moves. In this FAQ, numbers refer to the different attack buttons. Like all CD translations, Jaguar CD PR has a certain amount of load time. 7.2.8 PSX PR PR for the Sony Playstation has brand-new animated intro and ending sequences, plus the option of tug-of-war play mode (where both dinos share one big lifebar). This just in - PSX PR does indeed have combo names!!! At this time, the only home-system translations known to have combo names are PR for the IBM PC and Sony Playstation. The character sprites are very large, about 90% of arcade size, though some animation frames are reportedly missing. Here's a brief description of the new animated intro. Gameboy@ix.netcom.com (William Longworth) writes: >There is a sequence showing a comet striking an asteroid, which sends a hail of meteors down on the Earth. The meteors smash into buildings and generally wreck the joint. There is then a sequence showing Sauron and Talon squaring off in the rubble of a burning city (near a strangely well-preserved auto). There is no fighting, just edging around each other. The whole thing concludes with a blurry still and a cut to the arcade title screen. Most of the effects are badly done in the intro, and the characters look like the victims of bad morph targets or really clumsy skeletal deformation. They look better standing still than moving. 7.2.9 Saturn PR I haven't seen it on the store shelves yet, but according to the EGM2 preview it'll have new cinematic sequences & endings. There's even a picture or two or Armadon in the hollows, and Chaos beating his chest. The Easter Eggs (bowling, volleyball, skydiving cows) will also be in there, and the chars will have all their version 2.3 moves. /// 7.3 SNES, Genesis, 32X Cheat Codes & menus/// The SNES cheat code is courtesy of GamePro's "Primal Rage Official Player's Guide" for SNES, Genesis, GB & GG, written by John Fisher with Allan McGraw! I've tested this code on my SNES, and it works. To access the cheat menu on SNES PR, press the following sequence on the control pad at the Start/Options screen (L = Left, R = Right): L, L, L, R, R, L, L, R, R, R, L, R A "Cheats" option will appear. Selecting it brings up the following menu: ///The SNES Cheat Menu/// Plr 1 1 Hit Wins - one hit kills player 2 (all player 1's attacks inflict 100% damage, even special moves that don't normally hurt his opponent) Plr 2 1 Hit Wins Plr 1 Invulnerability - player 1 doesn't suffer health damage when attacked (unless the 1 Hit Wins cheat is activated for player 2) Plr 2 Invulnerability Freeplay - you get unlimited continues Silent Turbo Mode - you can play the game at turbo speed, but without sound ______ The Primal Rage Official Player's Guide incorrectly implies that the SNES cheat code works on PR for the Sega Genesis. The true Genesis cheat code has been published in the January 1996 issue of GamePro magazine. I've tested this code on my Genesis, and it works. To access the "Extra Options" cheat menu on Genesis PR, press the following sequence on the control pad at the Start/Options screen (L = Left, R = Right, U = Up): L, U, R, R, U, L, R, R, L, L, U According to the March '96 issue of GamePro, you can gain access to the "Extra Options" cheat menu on 32X PR simply by putting the curser on "Start" at the Start/Options screen. The Genesis & 32X cheat menus are almost exactly the same. The only difference is the 32X cheat menu doesn't have the "Okay, Right?" option, which doesn't seem to do anything in Genesis PR anyway. ///The Genesis/32X Cheat Menu/// Freeplay - you get unlimited continues No Damage to PL1 - player 1 doesn't suffer health damage when attacked No Damage to PL2 No Dizzy Damage to PL1 - player 1 doesn't suffer dizzy damage when attacked No Dizzy Damage to PL2 One Hit Kills PL1 - one hit kills player 1 One Hit Kills PL2 One Hit Dizzies PL1 - one hit makes player 1 dizzy One Hit Dizzies PL2 Disable Countdown - the end-of-battle countdown is eliminated Disable PAUSED Message - the pause message is erased when you pause the game Soak Test - in demo mode, the CPU repeatedly fights whole matches against itself Start at Feast Round - the game starts at the Bonus/Feast Round, just before the Final Battle Play Bowling Game - take a wild guess. ^_^ Okay Right? - I don't think this does anything(?) It isn't in the 32X cheat menu. Disable Extra Options - takes away the Extra Options menu until you re-enter the cheat code DONE! - Takes you back to Start/Options screen ///7.4 PR pulled from the store shelves?!?/// The June '96 issue of GamePro confirms what has been disbelievingly shunted about the net: one outraged mother managed to get Primal Rage pulled from store shelves across the country. Ellie Rovella of Gilbert, Arizona became incensed when her 11-year-old son bought and played Genesis PR, using GamePro's strategy guide to execute Chaos' Golden Shower fatality (in which Chaos kills his opponent with his acidic urine). Rovella was so outraged she not only returned the game, but also launched a grass-roots campaign with the following results: Target has removed Primal Rage from 22 stores, and Best Buy has pulled it from 251 stores all over the country. Rovella has established an 800-number to spread the word and protested to several US senators. GamePro ProNews writes: "Time Warner Interactive, maker of the game, points out some key facts in its response to the boycott. First, it maintains that Rovella never contacted TWI directly and instead immediately took her fight to the media. When contacted by unhappy consumers, TWI tries to satisfy them and often reimburses them, but Rovella never gave TWI a chance to plead its case. Second, the game has been played by millions of gamers at home and in arcades since 1994, and this is the first major complaint TWI has heard; if Primal Rage is so offensive, why hasn't anyone protested before? Third, the game was rated by the Entertainment Software Ratings Board (ESRB) as being appropriate for teens [age 13 and up], a fact prominently displayed on the packaging (along with a graphic description of the game's violent action). By the ESRB's standard, her son was to young to be playing the game." Let me also remind y'all that SNES PR specifically censored Chaos' Golden Shower fatality, though as far as I know Rovella got _all_ types of PR pulled from the store shelves. :-( I think Derek Dinges' letter to the editor of the Mesa, Arizona _Tribune_ puts it best: "If I want to purchase such a game, it should be up to me. I am an adult, and I should not be inconvenienced just because one woman feels the subject matter of the game is inappropriate... If Ms. Rovella wants to discourage her son from buying certain games... then she needs to take that up with her son. Otherwise leave me and my constitutional rights alone." I encourage y'all to rally your pens to Primal Rage's defense. Write your senator or your retailer, and let them know what you think. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ++++++ 8. Beyond the Game (Merchandising! :)++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///8.1 PR characters in Dragon magazine!/// Dragon magazine issue #223 has an article about putting Primal Rage characters in a fantasy role-playing game scenario! It has detailed Advanced Dungeons & Dragons statistics for Blizzard, Talon, & Vertigo. The folks at TSR seem to think that Armadon is the God of Good, Blizzard the God of Survival, and Talon the God of Death. I disagree, for reasons briefly explained in my transcript of the article - feel free to e-mail me (vctr113062@aol.com) for a copy! ///8.2 PR action figures/// From the Feb/March '96 issue of "Tomart's Action Figure Digest": "Primal Rage, the hit arcade and home video game from Time Warner Interactive, enters a third dimension with the unveiling of the action figure line from Playmates at Toy Fair '96. Many of the creatures' fighting features have been captured in the figures' actions so that kids can act out the battle for survival with their favorite living, breathing, prehistoric characters. With more than a million units of the game in circulation, there will be plenty of recognition for the brand... and it looks like another good year for dinosaurs even if kids know nothing about the game." Well, the generous folks at TWI sent me free samples of the Sauron, Talon, & Vertigo action figures (thanks so much!!!). They were so cool I had to complete my collection w/Armadon, Blizzard, Chaos & Diablo when they hit the shelves. I found 'em for sale at Kay-Bee Toy & Hobby, and a little cheaper at Toys R Us. The figures were selling out amazingly fast, especially the reptiles; I had to drive all the way across town to find Diablo. I have the Primal Rage Basic Assortment set of seven figures. Each is about six inches tall, and intended for ages 4 and up (some accessories are small and can be a choking hazard for very young children). They are vividly painted, mostly in their default colors. All of them have jointed shoulders & hips, and some extra moveable joints. They're composed of reasonably durable plastic (Chaos/Vertigo are partly rubber). Each critter is individually numbered, comes with accessories (claw-shaped dino overshoes or the like, a worshiper, two Rage cards, a rendition of their background on cardboard), and has a special "Primal Power." The storyline for these critters has been tweaked just a tiiiiiny bit; for example, the rapacious Sauron is now a Virtuous Beast (just be sure to keep those steakburgers comin'!) See section 1.2, "Meet the Critters" for action figure stats and storylines. Here's a quick take on the toys themselves (I tested all their special features, too! :). -Armadon is light tan with a sparse few deep brown stripes; his eyes are green with round pupils. He has moveable joints at the shoulders, hips, tail base, and neck. For accessories, he has a Spiked Tail Mace, Armored Horn, and worshiper. Special features: pull back Armie's left arm to make his Bed-o'-Nails spikes extend from his back; push forward his tail to launch his spring-loaded tail spikes. Do watch out; the spikes really will fly across the room! Armie is a Virtuous Beast (good guy). -Blizzard is white-furred with blue skin and a soft tuft of white hair; his eyes are yellow with round pupils. He has moveable joints at the shoulders, elbows, hips, tail base, and neck. For accessories, he has Ice Pulverizers and a worshiper. Special features: rotate the wheel on his back or pull and release his arms to make him swing his Pulverizing Mega Punch. Blizzard is the leader of the Virtuous Beasts (good guys). -Chaos is pink-furred with grey skin and a soft tuft of pink hair; his eyes are yellow with round pupils. He has moveable joints at the shoulders, elbows, waist, and hips. For accessories, he has a Shaman Staff, Skull Pounder, and worshiper. Special features: hold Chaos' head underwater and squeeze his body to fill him up; then aim his face and squeeze again for his Churl attack. He can spit water only a few feet. Since he's designed to squirt water, his head and midsection are soft rubber instead of hard plastic. (No, the figure does not have a Golden Shower feature - get yer mind outta the gutter! :) Chaos is a Destructive Dino (bad guy). -Diablo is deep red with black stripes; his eyes are brown with slitted pupils. He has moveable joints at the jaw, shoulders, hips, and tail base. You have to "plug in" his tail, a task that requires strong hands. ^_^ For accessories, he has Pulverizer Claws, Blistering Lava Rocks, and a worshiper. Special features: pull his right arm to make his jaws open and shut. Load the Lava Rock (fireball) into Diablo's mouth, then pull his right arm to make him launch his Fireball Attack. Diablo is leader of the Destructive Dinos (bad guys). Diablo is the only PR action figure whose special feature wouldn't work for me. The lava rocks wouldn't fit in the launcher within his mouth, and the launch mechanism itself didn't seem to be working. I don't know whether it's a defect in my particular figure, an oversight in the figure design, or merely my innate clumsiness. Diablo's mouth will still go chomp-chomp-chomp when I pull his arm. -Sauron looks the most like his arcade counterpart. He's deep yellow with royal purple stripes; his eyes are yellow with slitted pupils. He has moveable joints at the jaw, shoulders, hips, and tail base. You have to "plug in" his tail, a task that requires strong hands. ^_^ For accessories, he has Clip-on Carnage Chewing Jaws, Earthquake Stomping Claws, and a worshiper. Special features: pull on his right arm to make his jaws open and shut, in the Bone Bash attack. Sauron is a Virtuous Beast (good guy). -Talon is deep orange with white crest, underbelly, and feet. He has a pattern of hollow black diamonds outlined with white striping his back, tail, and legs; the second half of his tail is all black. His eyes are red with slitted pupils. He has moveable joints at the shoulders, hips, and tail base. You have to "plug in" his tail, a task that requires strong hands. ^_^ For accessories, he has Ripper Wrist Claws, Frantic Fury Foot Claws, and a worshiper. Special features: pull up on his arms until they lock, then push his one of his legs back to make him whip down his arms in the Slasher Attack. Talon is a Virtuous Beast (good guy). -Vertigo is deep blue with green tinges and aqua stripes/splotches. Her eyes are purple with slitted pupils. She has moveable joints at the jaw, shoulders, hips, and tail base. You have to "plug in" her tail, a task that requires strong hands. ^_^ For accessories, she has the Voodoo Spell Staff, Scorpion Sting Tail, and a worshiper. Special features: put her head underwater and squeeze her body to fill her up. Then point her head and squeeze her again for her Venom Spit. Vertie can squirt water farther than Chaos can (up to a yard or more)! Since she's designed to squirt water, her head and midsection are soft rubber instead of hard plastic. Vertie is a Destructive Dino (bad gal). The Feb '96 issue of "Lee's Action Figure News & Toy Review" suggests that a special set of larger PR action figures is coming soon: "The Super Rage assortment will contain both good and bad dino-beasts, and will be done in a larger 9" format. Figures will include: Primal Rage Sauron, Diablo, Blizzard, and Talon. "Each Super Rage figure will be individually numbered and come on a blister card, with Exclusive Primal Rage Collector Game Card Starter Packs, accessories and Mini-Loyal Follower Action Figure (for Mmmm... good dino dinin')." For more on Playmates' PR toys, check out their World Wide Web site at http://www.playmatestoys.com/pages/primal/primal.htm ///8.3 PR cards & cardgame rules/// There were a few PR cards in an issue of Game Players magazine from at least a year ago; good luck finding it. They had a picture of each character's head on the front and a few moves on the back (some of them incorrect). The pictures are the most fascinating thing about them; they're not typical game-screen or action-figure shots. Though the critters are colored like the action figures, they're more detailed; for example, you can see each individual feather in Talon's crest. Now, about the PR card game. The PR action figures each come with two Rage cards, one of the figure's char, one of a randomly selected other char. The cards each have a picture of the critter with some text describing him/her on the front. Each PR critter has two cards devoted to him/her, with slightly different pictures and identical text. Players can collect these cards and use them to play the Rage! game, by the following rules: 1) The game can be played by two or more players. 2) Shuffle and deal all of the cards face down in front of each player. Begin with the player to the left of the dealer. 3) Each player takes the top card on their pile, turns it face up and adds it to a pile in the middle of the players. 4) If a matched pair of characters appears, the first player to shout "RAGE!" takes the pile of cards in the middle and places these cards at the bottom of the pile in front of them. 5) If two players shout "RAGE!" at the same time, the players must face off in head to head battle where they play each other. The first player to shout "RAGE!" dominates and takes both piles of cards. 6) A player who shouts "RAGE!" when there is no match, places all their cards face up in the pile in the middle of the players. 7) The game is over when the other players are out of cards, and the last player who has collected all the cards dominates the new "Urth." If anyone out there wants to trade Primal Rage/Mortal Kombat/Street Fighter cards, please do e-mail me at vctr113062@aol.com! ^_^ ///8.4 PR soundtrack is out!!!/// You probably won't find it on store shelves, but you can mail-order a CD soundtrack of remixed PR music from Rage On Records! "All the Rage" is one of my favorite music CDS (along with my Killer Instinct, Mortal Kombat, and Tekken soundtracks ^_^). The soundtrack is produced by Jeanne Parson (creator of all music and sound effects for arcade PR!) and Lisa Jaime. Since many PR background music themes are fairly short, they've been extended/mixed with additional melody, percussion, instruments, and occasionally lyrics. For example, Talon's song has a violin melody above the drumbeat rhythm of his usual background music. In addition to the background tunes of the seven chars, there are three brand-new songs, for a total of ten hits. The PR soundtrack costs $15; shipping may be extra if you live outside the USA. Checks should be made out to Rage On Records and sent to Rage On Records P.O. Box 56382 Hayward, CA 94545 You can e-mail Rage On Records at RageOnRecs@aol.com. I'd suggest doing so before sending your order, if only to be sure they still have "All the Rage" in stock! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ++++++++++++ 9. The Latest and Greatest++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ///9.1 How to get this FAQ/// 1) From the newsgroups I post the FAQ to comp.sys.ibm.pc.games.action, rec.games.video.3do, rec.games.video.arcade, rec.games.video.atari, rec.games.video.nintendo, rec.games.video.sega, and rec.games.video.sony whenever I've updated it. When someone requests a repost, I repost the FAQ to the newsgroup on which the request was made. 2) 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. eqr5maliki@clstr.unl.ac.uk] > cd pub/vidgames/faqs > hash > get [filename] > quit if you can't get into netcom by ftp, use their e-mail server.. it used to be quite fast : ftp-request@netcom.com 3) By WWW Check out the ProPage area in Game Zero Magazine's new World Wide Web site! They've got many other video game FAQs in addition to this one. http://www.gamezero.com/team-0/pro_page/faq/primal_rage.html 4) By e-mail If you want this guide by e-mail then send me (Victar, vctr113062@aol.com) your e-mail address and I'll e-mail you a copy. I'll attach it as a file in ASCII text unless you specify some other WordPerfect compatible format. Other PR documents you can find from these sources: The PR condensed movelist (squeezing all joystick moves onto four pages) The PR for Game Boy/Game Gear movelist (now with Diablo's fatality!) The PR for IBM PC FAQ (includes all moves for the keyboard) ///9.2 Send me e-mail and nobody gets hurt! ^_^/// If you find any additional information, corrections, confirmations, or combos (especially Chaos' BOUNCER combos! :), please e-mail 'em to me at vctr113062@aol.com. I'm sometimes sluggish with the replies, but I do read all my e-mail, I promise! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +++++++++++++++++ 10. 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 (imfacyc@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 (eqr5maliki@clustr.unl.north-london.ac.uk)....PR 1.7 FAQ Editorship Baron Von Riesenberger (Production Coordinator Team Rage).....Initial Moves, Combos Tony Cannon (wanderer@leland.stanford.edu)..........A Whole Slew of Stuffs Luis Vigo.......................................................Other Moves Chris Caniano (v096mhqb@ubvms.cc.buffalo.edu)..................Other Moves Jason Hunt (jason.hunt@nitelog.com)..................All Endings and Moves Todd "hawk"Bauman...............................................Other Moves Raymundo E Arras (rarras@mason1.gmu.edu).......................Other Moves Rob Williams (Ray's manager at Timeout)........................Other Moves James Belcher (WILDGAMER@aol.com)..............................Other Moves Dave Nguyen (st93prpw@dunx1.ocs.drexel.edu)....................Other Moves Boingo Lover (boingo@netcom.com)...............................Other Moves John F (johnf@triton.unm.edu)..................................Other Moves James Melki (jmelki@mcc.mott.edu)..............................Other Moves Doug McClendon (dmc@falcon.cc.ukans.edu)....................Text and Moves Salvatore D. Tepedino (stepedin@ic.sunysb.edu).................Corrections Christopher Alan Moon (moon@niko.unl.edu)......................Corrections Tung-Feng-Lai (gregory@Garg.Campbell.CA.US)....................Corrections dug@lugaru.com..................................................Correction s IZZY4PA@MVS.OAC.UCLA.EDU........................................Correction s Evan John Gridley (ejg1@cornell.edu)(hey, that's me!)......Info and Combos Victar (vctr113062@aol.com) [yeah, me & what Armie? :)]...PR 2.3 FAQ Editorship Sceadeau (MSA7064@ritvax.isc.rit.edu)...............................Combos Jin Im (m-yim@ux4.cso.uiuc.edu).....................................Combos Paul Hurlbut (genius@pipeline.com)..................................Combos Kurt Van Thomme (krv002@acad.drake.edu).............................Combos Douglas William Cole (dougc@cw-u02.umd.umich.edu)......................Info Chris McCullough (25096@ef.gc.maricopa.edu)...........................Info John Bailon, Southern Hills Golfland (H20ORSNO@aol.com)...Info Eric Ching (eric@parcplace.com)................................Suggestions Bernard Ryan......................................Miscellaneous Information Casey Barton (cebarton@napier.uwaterloo.ca)..Making a WWW page of this FAQ Andy Eddy (vidgames@netcom.com).................Keeping this FAQ somewhere Ben Hayek (bhayek@ux4.cso.uiuc.edu).......................................Combos & Corrections Donger (bc80115@bingsuns.cc.binghamton.edu).....................Combos Shane Knighton (sknighto@acs5).........................Confirmations Jason Davis (jdavis@iglou.com)...........................Confirmations & Combos Carnage (scott@inbox.wash.inmet.com)...............PR home release dates Frank Kuan (kuan@agames.com).........................Simultaneous Attack Collisions Crunchy T. Frog (igwnxl0r@umiami.ir.miami.edu)...........Confirmations & Combos Todd Sinclair (todd.sinclair@castles.com)........................Combos & Strategies Dmitheon (lennad@nuge115.its.rpi.edu)...........................Combos & Info Antichrist lordelren@aol.com...........................................Confirmations, Info Patrick Joseph Coffman (urmom@mcl.ucsb.edu)..............Combos Jeff Fairman (sa39041@odin.mda.uth.tmc.edu).................Corrections Chris Tang (TANG@agames.com)....................................Info & Combos Matt (FARNEYMP@udavxb.oca.udayton.edu).................Combos JKnight (jknight@csra.net).....................................Corrections & Combos Adrian Bradley (atb@engin.umich.edu).............................Combos master young (d8young@sbcc.cc.ca.us)............................Combos 44699@ef.gc.maricopa.edu...............................................Com bos Intelligent Gamer Online..........................................................Info Mr A J Collier (SIBAJC@upe.ac.za)....................................Info, Combos Sir Galahad (ermac@imap1.asu.edu).................Combos & Combo names Todd Sinclair (ace@community.net)..................Info cwh.......................................................lotsa Combos!!! chuckd7664@aol.com..........................................Combos Rajesh Nanda (s001rhn@alpha.wright.edu)...........Combos Michelle Ringer (s005mlr@desire.wright.edu).......Combos Peter Bott (peter.bott@swcbbs.com).....................SNES, PSX PR info "Tomart's Action Figure Digest" magazine.............action figure info Charles Anstey (anstey@sun.soe.clarkson.edu)......3DO PR info Scott Fitzpatrick (sfitz@oico.com)........................3DO PR info Adam Houkal (ahoukal@rs6000.cmp.ilstu.edu).....PSX PR info William Longworth (Gameboy@ix.netcom.com)...PSX, Jaguar PR info Il Oh (il@teleport.com).........................................Jaguar PR info Josh Andler (richie@primenet.com).......................32X PR info Andrew Stefanski (stefansk@evansville.edu)..........Jaguar PR info Brian Wayne Johnson (brian.wayne.johnson@mwcs.mb.ca)...GB/GG PR info Chun Tham (ctham@gpu.srv.ualberta.ca)................3DO PR info Raptor (rganuza@luna.cas.usf.edu)..................move correction, PR soundtrack info Cool Daddy D (derryl@agames.com)......sending me action figures!!! :-) :-) :-) Rage On Records (RageOnRecs@aol.com)...sellin' a rockin' PR soundtrack! John Fisher, Steve Reisenberger, & the guys at GamePro.....writin' a kickin' PR Guide! John Fisher with Allan McGraw................writin' a bitin' PR for home systems Guide! GamePro again.......................publishing all the new fatalities & cheat codes in their magazine! and anyone else I've forgotten! (sorry! :) *************************END of DOCUMENT****************************************************