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)
doing a finishing move 50,000
Total Domination, or Quick Kill, 20,000
or both in same round
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
always 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. 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
(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.
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. 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 nearby.
///4.6 Final Battle///
After conquering all seven territories with one character, 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
conqer 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 during the seventh match, you must
re-conquer the 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 the 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 up to 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.
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 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 VERSION 2.3:
1) Twice 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. It happened once while I was watching a friend play Armadon,
and
once while I was playing Blizzard. Not to complain, but it was kind of
weird...
2) When Chaos' "signature entrance" FoFury cloud appears 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 screenfull 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 onscreen to cheer your succes.
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 Recipie 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=green&brown
Territory, worshiper's clothing color: red
Alternate worshiper's clothing color: orange
Sauron
1=yellow&purple 1+2=light yellow&blue 1+3=light 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=light 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 cheezy!"?
Well,
PR has it's own cheeze alert! If you do something that the _game_
thinks
is too cheezy, it will flash a "No Cheeze" sign. Whis 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
Attempt to use the same basic move more than five times in a combo
Teleporting in, doing a combo, then teleporting out
Repeated Inferno Flashes with Diablo [sometimes]
Sauron's air 1+2, (hop jump) air 1+2 in a combo
Sauron's air 3+4, (hop jump) air 3+4 in a combo
Two of Talon's low 3s chained together in a combo
Two of Talon's low 4s in a combo (version 2.3 only)
Vertigo's Come Slither followed by a Voodoo Spell
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 chaining
two
of them together 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,
keep
3+4 held down all the time, from before the bonus 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 onscreen 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 onscreen at a
time (except after winning the Final Battle). There are always at
least
three tribespeople onscreen 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 onscreen, 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:
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% damge 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 human vs human 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's 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
///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 decsive, 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
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 jda...@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.
///6.7 Free Play!///
When you have to pay for your game, putting less than 1 credit in a PR
machine makes the sound of a cricket chirp, and putting 1 credit in
makes
a pterodactyl cry. But you'll know that a PR 2.3 machine has been set
to
"free play" if the words DEMO ONLY appear near the top of the screen.
Free
play mode is a great opportunity to practice your combos! Player vs.
player battles work as usual, but you can't lose to the CPU. All CPU
opponents will fight as if they were the first enemy on a normal
difficulty setting; what's more, you can't lose energy! No matter how
many
times the CPU bites you, you'll get a TOTAL DOMINATION with every
match
(and you can still enter your score at the end like usual)! I'm pretty
sure this wasn't the case for the free play setting on version 1.7;
can
anyone confirm?
///6.8 PR version///
To check the version of PR you have, push up on the left joystick
and
pull down on the right simultaneously, during the title screen. The
"production version" is 1.7. If you have a beta version, bug your
arcade
owner to get it updated! The "Hot New Version 2" that Atari has made
a
spiffy Blizzard sign for is 2.3, and has "Version 2.3" on the title
screen
in big letters made of bones. It has many features that will turn
various
players on or off, depending...
Not-so-brief list of version 2.3 changes:
-demo mode intro text has letters made of bones instead of black
letters
-one new fatality for each character added
-eating humans adds much more energy to your health meter
-100% health bug from 1.7 fixed
-gameplay speed changed
Diablo, Sauron, most leaping attacks, most projectiles sped up
Armadon, Blizzard, Talon slowed down
-Simultaneous attack collisions tuned: "sweet spots" removed,
quick->fierce->power->quick "round robin" priority system added
-little SF2-style "Christmas Lights" added; they flash with every
strike,
blocked or not
-gone are the faint "blue shields" that used to appear when blocking
attacks
-generally, damage to heart & brain meters decreased, but block-damage
to
heart increased
-block-damage usually won't kill you
-all leaping attacks can now be blocked
-if you're on the ground, projectiles don't knock you down anymore
-combo names, Total Domination, Quick Kill features added
-Sudden Death lasts for 30 seconds instead of 20
-hop jumps can now be used vs the CPU
-CPU's "AI" patterns changed; many old tricks no longer work, but some
new
tricks do
-"fatality"/"no fatality" music added; other music enriched w/more
percussion
-a previous high score drops to 2nd when beaten
-In free play mode, the words "DEMO ONLY" appear & CPU can't hurt you
-Armadon's Spinning Death and Mega Charge don't go under projectiles
anymore
-Armadon can volley his victim after the Mega Charge
-Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser
don't last as long
-Chaos' Battering Ram makes an annoying new sound
-Chaos' Cannonball finishing move can kill enemies on any stage
-Chaos & Sauron can do their Earthquake moves in the air
-Diablo's Torch combos more easily
-Talon's low 4 is cheezey to use twice in a combo
-Talon can attack (or be attacked) as he rebounds from the Brain
Basher
-Talon's Pounce & Flip does no block-damage
-Talon's Shredder fatality made gorier
-Vertigo has a new teleport, and can do both old & new teleports in
the
air
///6.9 NEW UPGRADE is not coming...? :-(///
Another update for Primal Rage was scheduled for Jan '95. It was
supposed
to add a boss charcter; the December '94 issue of GamePro magazine had
a
tantalizing silhouette of who the new Rage boss might have been. He
looked
like a horned dracolich [animate dragon skeleton], with three claws on
each limb and three spines on the end of his tail. GamePro's sources
mentioned rumors that the boss would have been capable of flight and
possessed an energy-siphoning power. But, alas...
John Bailon, Southern Hills Golfland (H20O...@aol.com) writes:
>FYI, Atari/TWI decided to scrap the second update PR that was slated for
release early this year. It seems that too many operators complained
that
the 2.3 update actually made their collections worse and went back to
the
original version 1.
riesen...@agames.com adds:
>Sorry, bub, no new upgrades.
>The Final Battle is also the reason that there will not be another
graphic upgrade: The "boss" that was supposed to appear during Final
Battle was viewed as not-enough-bang-for-the-buck. Here at Time
Warner
Interactive, we've been too busy working on the sequel...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++ 7. PR is out for home systems! **NEW INFO**+++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
dle...@micro.ti.com (Dmitri Lenna) passes on some very interesting
information from Intelligent Gamer Online:
>[Ed. We contacted Tracy Egan at Time Warner Interactive regarding Primal
Rage and T-MEK, and here's what we learned for you: coding of some
Primal
Rage translations began when the arcade games were still in their
first
(1.x) revisions, but the programmers went back and retroactively added
features to the 1.7 code to improve it. As a result, several of the
versions (namely the Genesis and handheld games) will be "hybrids,"
drawing features from 1.7 and 2.3 where appropriate. The SNES and
next-generation versions, on the other hand, will all use Primal Rage
version 2.3 code, as we were told that those systems would better be
able
to handle it.
Primal Rage Update
In response to reader inquiries on the subject of Primal Rage (see the
IG
Online E-mailbag for issue seven) home translations, here's the latest
information straight from Time Warner Interactive:
Arcade: 32MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities)
per God, Easter Eggs, no new stuff
///August 25, 1995 Releases///
Game Boy: 0.25 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4
special moves (1 fatality) per God, no Easter Eggs, no new stuff
Game Gear: 0.5 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4
special moves (1 fatality) per God, no Easter Eggs, no new stuff
SNES: 3 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per
God, Easter Eggs, no new stuff
Genesis: 3 MB, 7 Gods, people, 70+ moves, 8-9 special moves (2
fatalities)
per God, Easter Eggs, no new stuff
PC CD-ROM: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities) per God, Easter Eggs, new stuff
///Shipping November 14th///
Jaguar: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities)
per God, Easter Eggs, new stuff
3DO: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per
God, Easter Eggs, new stuff
PSX: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per
God, Easter Eggs, new stuff
Saturn: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities)
per God, Easter Eggs, new stuff
32X: 4 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per
God, Easter Eggs, new stuff
Mac CD: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3
fatalities)
per God, Easter Eggs, new stuff
New Stuff: 3-D Cinematic Opening Sequence, New Animated End-Game
Sequences, New Play Options. (Most platforms will offer new home-play
features such as dino tug-of-war and 4-on-4 play.)
Easter Eggs: Look for arcade favorites plus new cheat modes.
On a side note if I may.. the Megs refers to MegaBytes; video game
companies for some reason or another use MegaBits. Video game
magazines
have will the SNES and Genesis versions listed at 24 megs, and the 32X
at
32 megs. GB will be 1Meg and GGear will be 2. As for the CDROMs, I
don't
imagine those are exact, but as an old high school physics teacher
used to
say "Close enough for Governement work" :).
-a few more notes about the SNES version, which I now have: overall,
it is
a good translation of arcade PR 2.3. All basic moves, special moves, &
fatalities are there, but Chaos' Golden Shower and Churl fatalities
have
been censored. When you do the censored fatalities, Chaos just stands
there and a censor sign (the No Cheeze meter without the cheeze)
appears.
Unfortunately, some moves (especially fatalities) are hard to do
on
standard SNES control pads or a Capcom joystick; the C&L
arcade-quality
joystick reportedly works much better. On the down side, SNES PR has
no
combo names, increased knockback (so that a few arcade combos don't
work),
and you can only reconfigure the buttons to one of twelve pre-set
options,
instead of being able to assign any basic attack to any button. BTW
the
instruction manual incorrectly says you must be at least difficulty
level
7 to reach the Bonus Round/Final Battle. You actually have to play at
difficulty level 10 (the factory default) or higher to reach the Bonus
Round/Final Battle.