2136 lines
93 KiB
Plaintext
2136 lines
93 KiB
Plaintext
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___ __ ____ ____ ____ ____ ______ ____ ___ __ ___
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/ _ ) / / / __ \ / __ \ / __ \ / __//_ __// __ \ / _ \ / |/ /
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/ _ | / /__ / /_/ // /_/ // /_/ /_\ \ / / / /_/ // _, / / /|_/ /
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/____/ /____/ \____/ \____//_____//___/ /_/ \____//_/ |_|/_/ /_/
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Complete Background History, Moves Reference, and Secrets Guide
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Including Programmer's Configuration Codes
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for ROM version 2.10
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>>> PLUS NEW 2.20 SPECIAL FEATURES <<<
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Compilation (c) by James Elkinton (zio@netcom.com)
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FAQ Revision c25 (Internet Revision 3 FINAL) - January 18, 1995
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Complete One-part 'via FTP' Version
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------------------------------------------------------------------------------
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NOTE: THIS GUIDE IS INTENDED FOR MACHINES WITH VERSION 2.10 ROMS INSTALLED.
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MANY MOVES AND DESCRIPTIONS IN THIS GUIDE ARE NOT AVAILABLE IN THE 1.x
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ROM RELEASES. ALSO, THERE ARE A FEW ITEMS (SPECIALLY MARKED) THAT
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ARE FOR 2.20 ROMS ONLY AND WILL FAIL SILENTLY ON 2.10 ROMS
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EVEN WITH THE EXTENSIVE RESEARCH THAT HAS BEEN DONE FOR THIS GUIDE,
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ERRORS MAY EXIST. THESE ERRORS WILL BE CORRECTED AS SOON AS REPORTS
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ARE RECEIVED AND THE INFORMATION IS CONFIRMED. HOWEVER, SINCE THE
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INFORMATION IN THIS FINAL GUIDE CAME FROM STRATA DOCUMENTS DIRECTLY,
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IT IS HIGHLY UNLIKELY THAT ANY ERRORS WILL EXIST.
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------------------------------------------------------------------------------
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This FAQ is also available via FTP thanks to the generosity of Andy Eddy of
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GamePro magazine. To access it, FTP to ftp.netcom.com and go to the
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pub/vi/vidgames/faqs directory. It'll be labeled quite obviously...I hope.
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I have also put it in my FTP directory: pub/zi/zio (same site)
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Also, you can always mail me directly at zio@netcom.com and I'll mail you a
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copy directly. However, this may take a few minutes....or a few days....
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depending on when I find your request. If you have problems with braindead
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or crap gateways that eat large mail, **let me know!**... this thing is 90K+
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in this form!!!
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------------------------------------------------------------------------------
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.-----------------.
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| C O N T E N T S |
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`-----------------'
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FAQ Revision History
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Story
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Definitions
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Fighter Moves Lists
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Hidden Agent Descriptions
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Trash Talk Codes and Programmer's Configuration Codes Explanations
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Area Strategies
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Big Head Characters
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Complete List of Trash Talk Message Codes
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Miscellaneous Stuff
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------------------------------------------------------------------------------
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.---------------.
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| H I S T O R Y |
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`---------------'
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C7 (IR1)
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First Internet Release
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C8 (IR1a)
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MAJOR corrections needed! <sigh> Had some codes mixed up, missed a whole
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section, etc. Whatta mess. I think I got this out in time to prevent
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many people from getting c7...
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C9
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Mainly an aesthetic rearrangement.
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C10
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This was going to be IR2, but just before I was ready to post...
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C11 (IR2)
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2 new BIG HEAD characters confirmed, Ratchet bug found like Wraith bug,
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and a few minor details corrected.
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C12-C19
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Another BIG HEAD, some aesthetic rearranging, and a vacation I decided to
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stick in there somewhere.... :)
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C20
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This was going to be IR3...but a day before I was ready to release it, I
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got mail from Richard Ditton (that's God as far as BLOODSTORM players are
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concerned...) saying to watch my mail...
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C21
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No mail....I added a few more touches to the FAQ, and was going to send it
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out, and suddenly...
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C22
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WHAM!! I get this binhexed (argh) pile from Richard Ditton...unpack it
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with no less than 7 binhex handlers to find one that interpreted it right,
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found none, took the best one of the bunch, cleaned it up, and found the
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COMPLETE Strata Bloodstorm Codes Reference in my hands (electronically,
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that is... I edited for days...
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C23
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And days.... (argh....too much stuff, and I'm creating a typeset version
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of this that needs to be 100% re-engineered. Aiiiieeeeeeee....!)
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C24 (IR3 - FINAL!)
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DONE! Finally!!! As far as I can see, I got everything in there!
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C25
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Oops... the 2-part format was a bit too big for some gateways, and I saw
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a typo, so I fixed it. :) I decided not to split the thing up, because it
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just became a living hell managing the complete version and the split parts.
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So, I just labeled the TOC, and sent it out. Also, like an idiot, I didn't
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paste in the Elements Concept documentation for the nice new formatted Trash
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Talk List section (D). Fixed. Also, in a moment of genius (?) I realized
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that the Joystick Representation could use a little something extra... like
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the buttons. :) Fixed. (Why the hell did I never do this before?!?)
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------------------------------------------------------------------------------
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The Story...
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The Mega War, fought centuries ago, left the earth in global ruins. The
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destructive nuclear horrors unleashed upon the planet and its population
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created uncountable amounts of death and devastation. In the wake of this
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sweeping havoc arose the planet itself to retaliate against the violence
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forced upon it. Polar shifts and massive earthquakes swallowed entire
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continents. From seething seas and walls of water arose angry volcanoes,
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spewing flame and death into the sky. Hungry fires, searing blizzards, and
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brutal storms ran rampant across the planet's surface for years, in an attempt
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to wash away the man-made horrors that it was forced to endure.
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At last the earth settled into a new pattern, starting to find some
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semblance of balance and peace. The global changes had left a much harsher
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planet, and the remaining life forms adapted slowly to the new environment.
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The Earth's land masses, altered by man-made weaponry and ended through
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elemental means, had evolved into ten isolated provinces. The remaining
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populations within these new provinces found life difficult at first, but
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slowly evolution and natural selection allowed the human race to adapt and
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once again gain control of their destiny. Some of the provinces had strong
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natural forces, exposed through the abrupt upheaval, and the resourceful
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post-humans began to master these new powers. Other provinces continued to
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develop through the use of science and technology, creating elaborate life
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support systems and protection against the harsh environments.
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As the years progressed, eight of the provinces began to communicate and
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trade together. An alliance was formed and a global quasi-government was
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established. The social structure evolved into a mixture of medieval
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practices, hybrid technology, and barbarism and barter.
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Centuries have passed and the present day Earth finds mankind again at the
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brink of savagery and destruction. Life is now a series of hardships,
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deceptions, and lies for the members of the Provincial Alliance. The frozen
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tundra of Polaria and the volcanic Scorch are very close to all out war,
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halted only by the desolate, radioactive Death Zone that separates them. The
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Death Zone, once a founding member of the Planet Alliance, has remained silent
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for almost two centuries, hiding behind the mysterious and deadly red mists
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that define its borders. Obsel, the desert province, has been taken over by
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desperate and brutal female terrorists. The Ebony Coast, known for its trade
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and bartering systems, is now led by a mysterious and greedy leader whom no
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one trusts, yet all must tolerate. The people of Cyberia, a land inhabitable
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only through technological means, have re-engineered their population, and are
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losing their humanity to the machine.
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With tensions running high, the Planet Alliance is beginning to falter and
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the provinces are no longer considered allies. And now the High Emperor, the
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one guiding force that all provinces had agreed to abide by, has been
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mysteriously and horribly murdered.
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The ancient Provincial Agreement declares that a new ruler must be chosen
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through combat between the rulers of each province. Each province will come
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prepared for battle with their own Gauntlet of Ascension, a gloved weapon that
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only those in power may don. These ancient gauntlets are treasured and
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revered by their people, for they are the foremost symbol of power and honor
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each province can have.
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But it is painfully clear that this tournament will not have the honor of
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previous BloodStorm contests. There have even been rumors that the combatants
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will bring back the Sunder Attack, a brutal combat move that separated the
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opponent's legs from his body without killing him. This horrible and
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humiliating maneuver has never been officially banned from the BloodStorm
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contest, yet it is so brutal and degrading that no honorable combatant has
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used it for centuries. However, these champions from radically different
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provinces are blind to the mysterious evil that surrounds the High Emperor's
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death, and instead only see their opportunity for personal gain, provincial
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expansion, or race domination and will do anything to achieve their goals.
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The BloodStorm is about to begin!
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=================
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BASIC DEFINITIONS
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=================
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JOYSTICK AND BUTTON REPRESENTATION : This is based on player facing opponent
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to the right, as usual.
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UP
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UPAWAY | UPFORWARD
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\ | / BACK ARM FRONT ARM
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\ | / (O) (O)
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\ | /
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\ | /
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\@/ BLOCK
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AWAY -------@O@------- FORWARD (O)
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/@\
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/ | \
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/ | \ BACK LEG FRONT LEG
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/ | \ (O) (O)
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/ | \
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DOWNAWAY | DOWNFORWARD
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DOWN
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CIRCULAR MOVES : Many special moves in BLOODSTORM involve circular moves not
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common in other fighting games. In order to differentiate
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between them, here are the definitions used in this guide:
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Quarter Circle : Curve from down to forward
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(down, downforward, forward)
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Reverse Quarter Circle : Curve from down to away
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(down, downaway, away)
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Upper Quarter Circle : Curve from up to forward
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(up, upforward, forward)
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Reverse Upper Quarter Circle : Curve from up to away
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(up, upaway, away)
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Half Circle : Curve from away to forward via down
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(away, downaway, down, downforward, forward)
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Reverse Half Circle : Curve from forward to away via down
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(forward, downforward, down, downaway, away)
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Upper Half Circle : Curve from away to forward via up
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(away, upaway, up, upforward, forward)
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Reverse Upper Half Circle : Curve from forward to away via up
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(forward, upforward, up, upaway, away)
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OTHER TERMS :
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rep <button> : Press a button fast and repeatedly.
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E.G. : rep FRONT LEG
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charge <direction/button> : Hold a direction or button for a certain length of
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time to 'charge it up' for use in a special move.
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hold <button> : Hold the specified button while doing the rest of
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the movements.
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===============
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UNIVERSAL MOVES
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===============
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These moves work exactly the same with all characters.
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GAUNTLET RELATED MOVES
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Throw Gauntlet : forward + BACK ARM + BACK LEG
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Pick Up Gauntlet : away + FRONT ARM
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Gauntlet Special Power : quarter circle, FRONT ARM
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THROWS
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Throw Enemy : Get close, forward + BACK LEG
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Throw Reversal : Spin joystick
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UPPERCUTS
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Backhand Uppercut : down + BACK ARM
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Gauntlet Uppercut : down + FRONT ARM
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TRIPS/SLIDES
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Z-Spin Trip : away + FRONT LEG
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Trip : down + FRONT LEG
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Slide Kick : down + BACK LEG
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HELLHOUND
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Home Province : Scorch Gender : M
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Gauntlet : The Phlogiston Height : 6 ' 0 ''
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Gauntlet Special Power : Flamethrower Weight : 224 lbs
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Passable Powers : Hellfire, Freeze Escape
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Special Death Move : CHAR DOG
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Life in the searingly hot Scorch Province is one of constant warfare. Located
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South of the Death Zone, Scorch is at the planet's equator strewn with
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volcanic activity. Over the years, the inhabitants of Scorch have developed
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an immunity to heat, and have the ability to store heat and release it at
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will. The Death Zone separates Scorch from Polaria, the frozen Province, and
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these two radically different races are consumed with hatred for each other.
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HELLHOUND is the fiercest fighter and most feared leader in the Scorch army,
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and has recently proclaimed himself as the official diplomat and spokesperson
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for the country. He has reluctantly agreed to a number of peace summits and
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trade conferences with the ritualistic Ice people, but has taken great
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pleasure in turning these talks into pure chaos and violence. HELLHOUND has
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sworn to lead his people to total domination over the Ice province.
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Hellfire : upper quarter circle
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Fireball : quarter circle, BACK ARM (may be done in air)
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Meteor : charge away, forward + FRONT ARM (may be done in air)
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Freeze Escape : Spin Joystick as you begin to freeze.
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Sunder: Scarlet Sunder : reverse quarter circle, FRONT ARM
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Decapitation: Boiling Point : quarter circle to reverse half circle,
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FRONT ARM
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CHAR DOG : close, two forward, reverse quarter circle, FRONT ARM + FRONT LEG
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Preq : MUST have Gauntlet
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FREON
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Home Province : Polaria Gender : M
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Gauntlet : The Geleed Height : 6 ' 2 ''
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Gauntlet Special Power : Ice-A-Rang Weight : 219 lbs
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Passable Powers : Ice Morph
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Special Death Move : BLOODY SLUSHY
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The fiercely cold Ice Province, Polaria, is North of the Death Zone. The
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people who inhabit this portion of the planet have become cold blooded and
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require no heat to survive. FREON is the sovereign ruler of the oppressed Ice
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people, and is convinced that he is destined to be the ruler of the entire
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planet. FREON's arrogant nature has demanded a great deal of pomp and
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circumstance in his life, and his subjects treat his wishes as Law. FREON has
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attempted many times to find his counterpart within Scorch, the Province that
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warms the south, to accept his offer of surrender and domination. However,
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his regal demeanor is lost on HELLHOUND, who has concluded all talks of
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subjugation with unpredictable chaos. This lack of respect for his nobility
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has pushed FREON to his limit. He will have respect from the barbaric Fire
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people if he has to destroy every last one of them.
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Ice Morph : three down
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Water Defend : three down, up
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Freeze : quarter circle, BACK ARM (may be guided, and may be done in air)
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Ice Shatter : uppercut (after freezing opponent)
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ShadowKick : reverse quarter circle, FRONT LEG
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Sunder: Brumal Sunder : reverse quarter circle, FRONT ARM
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Decapitation: Ice Pick : quarter circle to reverse half circle, FRONT ARM
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BLOODY SLUSHY : freeze, ice morph, up when directly underneath opponent.
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FALLOUT
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Home Province : Death Zone Gender : M
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Gauntlet : The Mephitic Fist Height : 5 ' 11 ''
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Gauntlet Special Power : Toxic Quills Weight : 205 lbs
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Passable Powers : E.R. Cannon
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Special Death Move : CRITICAL MASS
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The Death Zone is a desolate, radioactive wasteland that separates Polaria and
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Scorch. Little is known about the Death Zone, as those who enter its borders
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never return. Although a founding member of the Planet Alliance, the Death
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Zone has not been an active member for many centuries. When the call to the
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provinces went out announcing the BloodStorm Contest, the Death Zone was
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forgotten. As the contest day neared, a figure emerged from the toxic mists.
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FALLOUT, the most feared quasi-leader of the Death Zone, demanded his rightful
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place in the competition. Although his participation in the tournament is
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strongly protested by the rest of the Planet Alliance, FALLOUT is allowed to
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fight through a centuries-old document created at the inception of the
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Alliance.
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E.R. Cannon : hold block + upper quarter circle
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Slime Gun:
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1x hi charge away, forward + BACK ARM
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2x hi/hi charge away, forward + BACK ARM, two forward
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1x lo quarter circle, BACK ARM
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2x lo/lo quarter circle, BACK ARM, two away
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2x hi/lo charge away, forward + BACK ARM, quarter circle
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3x hi/hi/lo charge away, forward + BACK ARM, two forward,
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quarter circle
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4x hi/hi/lo/lo charge away, forward + BACK ARM, two forward,
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quarter circle, two away
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Slime From Above: in air: quarter circle, BACK ARM
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Air Slice : charge away, forward + FRONT ARM
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Back Flip : two away
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Shadow Boot : quarter circle, FRONT LEG
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Sunder: Toxic Sunder : reverse quarter circle, FRONT ARM
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Decapitation: Meltdown : charge down, up + FRONT ARM
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CRITICAL MASS : close, away + BACK ARM + FRONT ARM
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Preq : MUST have Back Arm
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MIRAGE
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Home Province : Obsel Gender : F
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Gauntlet : The Aniglav Height : 5 ' 8 ''
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Gauntlet Special Power : Grenade Launcher Weight : 120 lbs
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Passable Powers : Grenades, Land Mine
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Special Death Move : OBICULARIS BOMB
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MIRAGE is the militant leaser of Obsel, a harsh desert world where life has
|
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become a continuous battle for survival. For years the troubled race waged
|
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fierce civil wars, until finally the male population was dangerously reduced
|
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in numbers. The female population, horribly oppressed by their male
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counterparts, banded together and overthrew the weakened male-dominated
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government. MIRAGE is the direct descendant of the leader of the Great Female
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Uprising. She continues to uphold the new laws that enslave men by cutting
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off their feet at birth and raised in pens to be kept alive solely for
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reproduction and nourishment. MIRAGE has plans to lead her cannibalistic
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women warriors and their terrorist lifestyles into the outer reaches of the
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world, proving dominance over all men.
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Grenades : reverse quarter circle, BACK ARM
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Land Mine : down + BACK LEG + FRONT LEG
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Jump Kick : charge away, forward + BACK LEG
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Wall Jump : In air, pull joystick away from the wall.
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Rez In : quarter circle, FRONT LEG
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Rez Out : reverse quarter circle, FRONT LEG
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Sunder: Phagitic Sunder : charge away, forward + FRONT ARM
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Decapitation: Power Strafe : reverse quarter circle extended to upaway,
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FRONT ARM
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OBICULARIS BOMB : close, reverse quarter circle, forward + BACK ARM
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Preq : MUST have Back Arm
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TEMPEST
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Home Province : Nimbus Gender : F
|
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Gauntlet : The Windigo Height : 5 ' 9 ''
|
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Gauntlet Special Power : Windshift Weight : 114 lbs
|
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Passable Powers : Storm Shield
|
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Special Death Move : EXORCISM
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|
TEMPEST is the daughter of the now dead High Emperor. TEMPEST's ancestry was
|
|
controlled and crafted by the Royal Gene Matrix, to create the perfect human
|
|
specimen. Her genealogy has also allowed her to develop the ability to
|
|
control concentrated air masses at close range. Her early years were spent as
|
|
a pampered and catered Princess, until she was seduced by the handsome and
|
|
mysterious RAZOR. The Gene Matrix, violently opposed to the affair, convinced
|
|
TEMPEST that RAZOR had secret plans to usurp the Crown and destroy the Royal
|
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Family. TEMPEST, her heart broken and trust betrayed, vowed never to be a
|
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victim again. She has dedicated herself to mastering all forms of personal
|
|
combat and controlling her elemental powers. TEMPEST is a swirling mass of
|
|
emotions over the mysterious death of her father, the High Emperor. She does
|
|
not feel a tournament should be held until her father's death is avenged. Her
|
|
contempt for the other BloodStorm contestants is obvious, as she feels
|
|
strongly that she is the rightful heir to the throne.
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Storm Shield : hold block + forward, away, forward, away
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Tornado : quarter circle, BACK ARM (may be done in air)
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Flying Shadow : In air: down + FRONT LEG
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Thrust Kick : In air: two forward + BACK LEG
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Hand Spring Kick : Flail FRONT LEG after falling down
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|
|
Sunder: Mistral Sunder : reverse quarter circle, FRONT LEG + FRONT ARM
|
|
Decapitation: Headwinds : reverse quarter circle, FRONT ARM
|
|
|
|
EXORCISM : close, quarter circle, BACK LEG
|
|
Preq : MUST have Back Arm
|
|
|
|
|
|
|
|
RAZOR
|
|
|
|
Home Province : Ebony Harbor Gender : M
|
|
Gauntlet : The Natator Height : 6 ' 4 ''
|
|
Gauntlet Special Power : Vorpal Disc Weight : 240 lbs
|
|
Passable Powers : Optic Laser
|
|
Special Death Move : MEAT GRINDER
|
|
|
|
Years ago, the handsome and crafty RAZOR managed to seduce a young TEMPEST who
|
|
is the daughter of the Emperor. The torrid love affair ended in scandal,
|
|
however, when the Royal Gene Matrix accused RAZOR of plotting the deaths of
|
|
the Royal Family as a means to attain the Crown. During his first year of
|
|
torture in the Nimbus prisons, RAZOR was sold to TALON and taken back to
|
|
Cyberia. There TALON experimented on RAZOR, replacing his arms and eye with
|
|
cybernetic technology. Finally RAZOR managed a daring and desperate escape
|
|
from the Cyberian laboratories. His escape led him back to the dark and
|
|
gritty underground of Ebony Harbor, his home province. As the years went by,
|
|
RAZOR has managed to gain power by creating the underground Black Market
|
|
Network. The often shady trading and supply system has become an established
|
|
necessity for all of the Provinces on the planet, and RAZOR, the enigmatic and
|
|
hardened ruler of the Ebony Coast, has had dealings of many kinds with all of
|
|
the leaders of the various Provinces.
|
|
|
|
Optic Laser : hold block + two forward
|
|
Grapple Arm : quarter circle + BACK ARM
|
|
Maximillion : Flail BACK ARM
|
|
Flying Jab : up + BACK ARM
|
|
Close Shave : forward + BACK ARM
|
|
|
|
Sunder: Serous Sunder : reverse quarter circle, FRONT ARM
|
|
Decapitation: Over-Keel : quarter circle, away + FRONT ARM
|
|
|
|
MEAT GRINDER : close, forward away forward away forward, BACK ARM
|
|
Preq : MUST have Back Arm
|
|
|
|
|
|
|
|
TALON
|
|
|
|
Home Province : Cyberia Gender : M
|
|
Gauntlet : The Cyber Claw Height : 6 ' 9 ''
|
|
Gauntlet Special Power : Taser Weight : 350 lbs
|
|
Passable Powers : Cruise Missile
|
|
Special Death Move : THE VENTILATOR
|
|
|
|
Cyberia is the technological capital of the planet, and for decades all new
|
|
equipment and weaponry originated from there. Unfortunately, the pollution
|
|
from the hundreds of manufacturing plants caused a horrible disease that
|
|
destroyed cell tissue at an alarming rate. Having no medical experience, all
|
|
of the technological resources were turned internally to find a cure for this
|
|
affliction. The result is a race of cyborgs, who have replaced most of their
|
|
biologicals with cybernetics. TALON is the cold, unfeeling cyborg ruler of
|
|
the Cyberian Province. TALON's original bio-programming had him dedicated to
|
|
finding a cure for the techno-virus. This led him to other Provinces, where
|
|
he would kidnap healthy "bios" and perform unspeakable experiments in an
|
|
attempt to find a cure. Among TALON's victims was RAZOR, who is the only
|
|
survivor of these heartless tortures. Through his unfeeling and cruel
|
|
experiments, TALON has deduced that cyborg physiology is superior to that of
|
|
"bios", and that the Cyberian race must devote itself to converting the planet
|
|
to unfeeling, unthinking technobots. For this reason, the rulers of all of
|
|
the Provinces hate and fear TALON and what he will do if he gains the throne.
|
|
|
|
Cruise Missile : hold block + [two back, forward]
|
|
Hover Heli : quarter circle + BACK ARM
|
|
Flying Heli : up+<Hover Heli> (controllable)
|
|
Aerial Heli : upforward+<Hover Heli> (controllable)
|
|
Power Surge : quarter circle, FRONT LEG
|
|
|
|
Sunder: Cyber Sunder : reverse quarter circle, FRONT LEG
|
|
Decapitation: Cyber Scratch : reverse quarter circle, FRONT ARM
|
|
|
|
THE VENTILATOR : reverse quarter circle, forward + BACK ARM + BACK LEG
|
|
|
|
|
|
|
|
TREMOR
|
|
|
|
Home Province : Subterra Gender : M
|
|
Gauntlet : The Galan Mantle Height : 7 ' 1 ''
|
|
Gauntlet Special Power : Earth Blaster (see GSP) Weight : 426 lbs
|
|
Passable Powers : Earthquake
|
|
Special Death Move : AFTERSHOCK
|
|
|
|
TREMOR is the strongest and wisest of the long-lived Earthians, from the
|
|
Subterran Province. These creatures are few in number but have lived for
|
|
centuries, nurtured by the mystical elemental forces that protect Subterra.
|
|
For years the Earthians lived underground, oblivious to the destruction and
|
|
waste that pervaded the other areas of the planet. TREMOR was the first to
|
|
emerge from the mystical depths and become aware of the planetary strife and
|
|
destruction. He traveled across the globe, offering ecological solutions to
|
|
hunger, strife, and pollution. Unfortunately the rulers of the Provinces have
|
|
become jaded and suspicious, and no one would change their destructive ways.
|
|
TREMOR is completely frustrated by the blind resistance he has encountered,
|
|
and has started to feel that the only hope for the planet is to force his
|
|
changes upon the people of tthe world. TREMOR sees the BloodStorm contest as
|
|
a chance to destroy the sickness and disease and bring a much needed cure to
|
|
the planet.
|
|
|
|
Earthquake : charge away, forward + FRONT LEG
|
|
Shockwave : quarter circle, BACK LEG
|
|
Rolling Boulder : charge away, forward + BACK LEG
|
|
Avalanche : charge down, up + BACK LEG
|
|
Shadow Punch : charge away, forward + BACK ARM
|
|
|
|
GSP : Earth Blaster
|
|
Small Stone : quarter circle, FRONT ARM
|
|
Medium Rock : charge away 2 secs, quarter circle, FRONT ARM
|
|
Large Boulder : charge away 3+ secs, quarter circle, FRONT ARM
|
|
|
|
Sunder: Geo Sunder : charge away, forward + FRONT ARM
|
|
Decapitation: Crag Smasher : reverse quarter circle, FRONT ARM
|
|
|
|
AFTERSHOCK : close, three forward, BACK LEG
|
|
Preq : MUST have Front Arm
|
|
|
|
|
|
==============================================================================
|
|
|
|
.-----------------------------------.
|
|
| The Hidden Enemy Agents of Nekron |
|
|
| |
|
|
| R E V E A L E D ! |
|
|
`-----------------------------------'
|
|
|
|
This section explains the special requirements for getting to the eight
|
|
Secret Enemy Agents of Nekron hiding in BLOODSTORM. All of the Agents fight
|
|
very well, and are tougher to beat than the regular fighters. The good thing
|
|
is that even if you lose to them, you don't lose your game! (Except for Sin,
|
|
who is really not hidden, and comes up when you beat all of the regular
|
|
fighters).
|
|
|
|
When you have beaten all of the regular fighters, and all of the hidden
|
|
agents, you will get to see the credits, and at the end of the credits a code
|
|
is given to you. Write down the code and the fighter you used, and the
|
|
telephone number it gives. Ask for Leif, and give him the info.
|
|
|
|
You may appear in BLOODSTORM 2 - NEKRON STRIKES BACK!
|
|
|
|
Also, remember that you can only get to any of these hidden characters
|
|
when you are playing a one player game. OK, Here we GO!
|
|
|
|
|
|
======
|
|
SHADOW
|
|
======
|
|
|
|
Origination Screen : Any
|
|
Agent Location : The Shadows
|
|
Accessibility : Easy (depending on skill w/o block button)
|
|
|
|
Shadow is a special agent of Nekron, who has the ability to render
|
|
himself invisible. Through techno-elemental means, Shadow has the ability to
|
|
focus his mind, causing light to bend around his body, and become completely
|
|
invisible to the naked eye. No one is sure who Shadow is, where he came from,
|
|
or how he manifested his extraordinary abilities. The most popular theory is
|
|
that Shadow was once a particularly warped and powerful demon bounty hunter.
|
|
The demon was standing very near the spot where Nekron first appeared within
|
|
the pocket dimension after the Mega Bomb was detonated. It is most likely
|
|
that the bounty hunter's body was disintegrated by the blast, but it may be
|
|
that the mystical energies that created Nekron also were absorbed by the
|
|
powerful assassin. By sheer force of will, the demon was able to reassemble
|
|
his form, yet not enough to make himself visible. Nekron's new powers,
|
|
however, allowed him to see this wounded soldier, and trained him to control
|
|
and master his new found abilities. Shadow now waits within the shadows,
|
|
awaiting orders as to who to attack next.
|
|
|
|
Shadow can be found from any background. All you have to do is defeat
|
|
your opponent 2-0 (no round 3 allowed, folks....without using the Block button
|
|
in any match, and do the fatality on BOTH rounds. You are then transported to
|
|
The Shadow World to fight Shadow. Note that you cannot reach Shadow by
|
|
defeating a secret character in this way, unlike Blood.
|
|
|
|
Hint: Sending the opponent into the Toxic Marsh counts as a fatality, so be
|
|
sure to work this into your battle plan...
|
|
|
|
|
|
|
|
=====
|
|
GOLEM
|
|
=====
|
|
|
|
Origination Screen : Subterra
|
|
Agent Location : Golem's Lair (in Subterra)
|
|
Accessibility : Difficult
|
|
|
|
Golem was created from the rotting carcasses of the local demons
|
|
slaughtered by Nekron. Through the techno-magical powers Nekron gained
|
|
through high exposure to the Mega Bomb, he reconstructed and reanimated a
|
|
terrible and menacing creature from the victims of his experiments. This
|
|
single-minded monstrosity now stalks the limitless underground passageways
|
|
within Nekron's lair, seeking an exit that will allow Nekron safe physical
|
|
passage back to his home dimension.
|
|
|
|
In Subterra (the background with the cliffs on either side), there is a
|
|
spike hanging down from the ceiling, suspended over the cliff. If you can
|
|
knock down the spike, it falls into the pit. Then you just jump into the pit
|
|
and you will not get spiked, you will stand on top of the fallen spike and
|
|
enter through the door! To knock down the spike, you need to hit it twice
|
|
with either your gauntlet or a projectile. Simply jump into the air and do
|
|
the normal gauntlet throw move or whatever your projectile move is. Usually
|
|
your gauntlet will hit the spike and bounce back. Sometimes it misses and
|
|
falls...bad news. Remember, to pick up your gauntlet again go near it and do
|
|
AWAY+FA. Fireballs, ice freezes, slime shots, tornadoes and rocks work too
|
|
(maybe more?) so you don't have to necessarily take a chance of losing your
|
|
gauntlet (although the gauntlet is easier). Just remember to do them in the
|
|
air so they hit the spike.
|
|
|
|
Hint: It is FAR easier to hit the spike with a projectile if you can sunder
|
|
your opponent. If you can get their arms off as well, even better! (just
|
|
don't kill them in the process) Then, get them as close to the edge as you
|
|
can, jump, and throw the projectile at the spike. A very popular approach is
|
|
to fight someone who loses their arms easily - Razor loses arms with no
|
|
trouble! Do a simple waiting game, perform a two hit combo (like D+BA and
|
|
then standing FA) twice. This usually results in the loss of the back arm as
|
|
well as putting the opponent in danger of stun. Then do the sunder. (This
|
|
usually results in Razor losing not only his legs, but the front arm as well.
|
|
In otherwords, he's helpless!) Push him to the end, step back one step, jump,
|
|
throw your gauntlet, then go back, pick up HIS gauntlet, and throw it at the
|
|
spike. Jump over the mess and off the edge. Easy.)
|
|
|
|
|
|
|
|
========
|
|
DIMENTIA
|
|
========
|
|
|
|
Origination Screen : Obsel Desert
|
|
Agent Location : Triax
|
|
Accessibility : Easy
|
|
|
|
Dimentia is a demonic agent chosen and mind-bent by Nekron to do his
|
|
bidding. Her natural psi-powers, including her potent third eye blast,
|
|
combined with her superb fighting skills made her a perfect candidate for
|
|
Nekron's army. Dimentia has been the main instrument with which Nekron has
|
|
controlled events on Earth. Using her powerful psi-mind from within the
|
|
portal of Triax, Dimentia has subtly altered decisions and perceptions of key
|
|
events throughout the planet. These alterations have escalated tensions and
|
|
suspicions between the provinces to the boiling point, causing irrational
|
|
violence and a weakened alliance.
|
|
|
|
In the Obsel desert, on the ground, amidst all those symbols, there is a
|
|
circular figure with five lines in it, like dividing a pie into five even
|
|
wedges. Once the round begins, throw your gauntlet. You can jump and ditch
|
|
it away, even. You won't need it. Move to the circular figure, and do the
|
|
move to pick up the gauntlet (BACK+<FA>). The character will bend down and
|
|
touch the ground. When the character touches the circular figure, a portal is
|
|
activated and the character is transported to Triax, to fight Dimentia. The
|
|
portal isn't exactly on the circle. If you are facing right, stand EXACTLY on
|
|
the circle and hit the left line of the birthday cake (?). If you are facing
|
|
left, hit the circle.
|
|
|
|
Hint: Of course, you may want to fight the opponent for a while, to weaken it
|
|
enough that you can safely attempt the portal activation. However, the
|
|
procedure should be no problem...
|
|
|
|
|
|
=======
|
|
CRANIAC
|
|
=======
|
|
|
|
Origination Screen : Black Armada
|
|
Agent Location : Catwalk
|
|
Accessibility : Moderately Easy
|
|
|
|
When Nekron first tested his new power against the population of his
|
|
prison dimension, he destroyed half of the demonic race, including their
|
|
greatest leaders and toughest fighters. Nekron later used his
|
|
techno-elemental power to graft the brain of a demon stealth assassin, whose
|
|
body was destroyed beyond repair, to a techno-organic battle suit. The result
|
|
is Craniac, a maniacal and dangerous warrior assassin. Craniac's assignment
|
|
has been to subtly influence tensions and suspicions between Provinces by
|
|
damaging and poisoning goods and services within the Global Trade Network and
|
|
the Black Market Network.
|
|
|
|
Craniac is a robot creature with an exposed brain that has a metal jaw
|
|
attached to it. You get to him from the Black Armada background. (This
|
|
background is the one with a catwalk in the distance.) Getting to the back
|
|
platform is the key. Hold BLOCK and move UP two or three times to jump back to
|
|
the far away platform. Moving left or right makes you switch sides, down
|
|
keeps you still, and up or center makes you come right back to the front. To
|
|
get to Craniac, jump back to the platform three times and hold down each time
|
|
you get back there, in order to get as much time back there as possible. 5
|
|
seconds after returning from the third trip, a small Craniac will fly onto the
|
|
platform. While he is there (he doesn't stay very long), jump back there
|
|
again to be with him, holding down to wait there. The game will freeze and a
|
|
message will come up stating that you will fight Craniac! The background then
|
|
scales up and you fight full size!
|
|
|
|
Hint: Do NOT go back to the catwalk after the third trip UNTIL YOU SEE CRANIAC
|
|
ON THE CATWALK. Craniac MUST land on the catwalk before you. If you go
|
|
back a fourth time before Craniac lands, you will have to come to the
|
|
front and jump back again. Since Craniac does not stay very long on the
|
|
catwalk, it is very possible that he'll leave before you can retry, and
|
|
he will NOT come back that round.
|
|
|
|
|
|
|
|
======
|
|
WRAITH
|
|
======
|
|
|
|
|
|
Origination Screen : Scorch HQ
|
|
Agent Location : Southern Abyss
|
|
Accessibility : Very Easy (after victory at Scorch HQ, that is...)
|
|
|
|
Wraith is clever and devious, and even Nekron cannot completely trust
|
|
this unreadable assassin. Wraith was recruited from the small group of elite
|
|
demonic rulers that governed the pocket dimension. When it became painfully
|
|
obvious that Nekron would soon take control of their world, Wraith turned his
|
|
back on his people, and offered his services to Nekron. Although Wraith has
|
|
followed orders to the letter and has always been a loyal agent, his cold
|
|
silence and stealth-like demeanor give the impression that he has ulterior
|
|
motives all his own. Wraith monitors the ongoing tensions between the Fire
|
|
and Ice people, and in countless subtle ways has helped to escalate the bad
|
|
blood between races.
|
|
|
|
Wraith is found from the Scorch HQ background. You get to Wraith by
|
|
entering a 'trash talk' password (more on those in Appendix A) after you win a
|
|
match on this background.
|
|
|
|
The password is UP UP UP Block.
|
|
|
|
When you enter the correct password, WRAITH SUMMONED appears on the screen.
|
|
You will be taken to the Southern Abyss, a screen where you fight Wraith on a
|
|
wooden bridge over lava pits.
|
|
|
|
Hint: Do NOT enter a "Travel Code" after summoning Wraith, unless you like
|
|
the idea of fighting Wraith on the Character Selection Screen with a
|
|
10 second time limit instead of 90...
|
|
|
|
|
|
|
|
===
|
|
SIN
|
|
===
|
|
|
|
|
|
Origination Screen : After completing all 8 main battles
|
|
Agent Location : Chamber of Pain
|
|
Accessibility : n/a
|
|
|
|
Sin is the only agent to be virtually unchanged by Nekron's ascension to
|
|
power in her home dimension. Even before Nekron's arrival, Sin was doing what
|
|
she does now...killing. Sin is completely uninterested in politics or power,
|
|
and cares not who is giving the orders, as long as she has victims to torture
|
|
and kill. Rarely if ever leaving her cherished Chamber of Pain, Sin waits for
|
|
her daily ration of victims that will satisfy the blood lust within her.
|
|
Nekron, amused by this single-minded, cold-blooded killer, keeps Sin happy and
|
|
satisfied by giving her the weak and the traitorous from his kingdom to do
|
|
with as she pleases. It is said that no one will ever combat Nekron, for they
|
|
must face Sin first.
|
|
|
|
Sin isn't really hidden, but she is listed in the handbook as an Agent of
|
|
Nekron, and she is also on the Agent screen at the end of the game. When you
|
|
beat all of the regular eight fighters, you will fight Sin in the Chamber of
|
|
Pain. The Chamber of Pain has moving walls that slowly close in on you as you
|
|
fight. Sin has a whip that is very long, and she is VERY quick. She is
|
|
wearing a skimpy black leather outfit and a leather mask. Also, if the walls
|
|
get close enough together, spikes will shoot out of the walls and run you
|
|
through! Sin is not hurt, but YOU die. The clock is at about 20 when the
|
|
spikes come out.
|
|
|
|
|
|
|
|
=======
|
|
RATCHET
|
|
=======
|
|
|
|
|
|
Origination Screen : Nimbus
|
|
Agent Location : Eye of the Bloodstorm
|
|
Accessibility : Difficult
|
|
|
|
Ratchet is a mechanical construct designed by Nekron to be the perfect
|
|
killing machine. His artificial life force has been programmed with only
|
|
thoughts of death and destruction. Having the ability to think, but with
|
|
limited free will, Ratchet is jealous and hateful of the soft mortals that
|
|
surround him. He is fortunate that his programming calls for the eventual
|
|
destruction of all mankind, for that is what he longs to achieve. Although
|
|
completely loyal to Nekron and his schemes, Ratchet is secretly impatient and
|
|
longs for the day when he can execute his prime directive. Ratchet has been
|
|
stationed within the Eye of the Bloodstorm, a place where no mortal can
|
|
withstand for long.
|
|
|
|
On Nimbus, note the far left side of the platform...there is a line that
|
|
separates the small edge part from the rest of the platform. This is the key.
|
|
On the winning round, you must defeat the opponent so that either you or your
|
|
opponent stays fully to the left of the line, in the edge part. Then, you
|
|
enter a 'trash-talk' code.
|
|
|
|
The code is: while holding joystick left, ( 4 FRONT LEG , BLOCK )
|
|
|
|
When you do the code, the clouds will turn red - You have been teleported to
|
|
the Eye of the Bloodstorm and will fight Ratchet soon.
|
|
|
|
Hint: Do NOT enter a "Travel Code" after activating this teleportation,
|
|
unless you like the idea of fighting Ratchet on the Character
|
|
Selection Screen with a 10 second time limit instead of 90...
|
|
|
|
|
|
=====
|
|
BLOOD
|
|
=====
|
|
|
|
|
|
Origination Screen : Any
|
|
Agent Location : n/a - Agent teleports to your current screen
|
|
Accessibility : Easy (but variable, depending on skill w/perfect)
|
|
|
|
Blood was created as a result of an experiment performed by Nekron
|
|
to create a living robot with all organic components. The result is Blood, a
|
|
robot made completely from living tissues and organs grown and cultivated
|
|
within a laboratory. Because of the strange nature of these living organisms,
|
|
an inordinate amount of blood is needed to keep the creature functioning
|
|
properly. Blood has been programmed by Nekron to fight and kill and has no
|
|
mind of his own. He is the only special agent who can withstand a direct
|
|
transportation jump from Nekron's lair to anywhere on Earth.
|
|
|
|
Blood, like Shadow, can be found from any background. The difference is
|
|
Shadow takes you to his world, and Blood is fought on the background you are
|
|
currently on. To fight Blood, you need to have a perfect round, and then win
|
|
the match. Note that if you get a Perfect in the first round, Blood will not
|
|
appear until the match (win 2 out of 3) is over. If you do this, the dead
|
|
opponent explodes and Blood comes alive! He is all red and has a blob of
|
|
oozing blood for a head. He has Nekron's gauntlet, and therefore a very
|
|
extended reach. He also shoots fireballs, like Hellhound.
|
|
|
|
|
|
==============================================================================
|
|
|
|
THE BOSS:
|
|
|
|
===========
|
|
N E K R O N
|
|
===========
|
|
|
|
Location: Unistat
|
|
Height: 12' 0''
|
|
Weight: Unknown
|
|
Gauntlet: The Hand of Death
|
|
|
|
|
|
Unknown to any of the Provincial population exists a hidden land, cloaked
|
|
by technology and protected by a dark elemental force. NEKRON, the evil
|
|
entity who rules this hidden kingdom, is responsible for the death of the
|
|
Emperor and has forced the strife and tensions on the planet to the boiling
|
|
point.
|
|
|
|
Centuries ago, during the Mega War of the 30th century, NEKRON was the
|
|
techno-scientist who created the Mega Bomb. This device attempted to combine
|
|
technological weaponry with elemental forces, allowing its user complete
|
|
control over the planet. As NEKRON was making his final adjustments to his
|
|
creation, an allied attack bombed his laboratory and set off the Mega Bomb
|
|
prematurely. The power that was unleashed caused such destruction and
|
|
planetary upheaval that the human race was nearly destroyed. NEKRON, who was
|
|
at the epicenter of the blast, was somehow transported to a pocket dimension
|
|
that kept him alive. There the techno-elemental forces transformed him into a
|
|
bizarre and frightening creature of immense power.
|
|
|
|
Trapped in this pocket dimension for centuries, NEKRON has plotted for the
|
|
day when he will escape his hidden lair and rule the entire planet. NEKRON
|
|
has created ten mysterious agents that have helped him to orchestrate events
|
|
across the planet for centuries, causing tension and suspicion to build
|
|
between the various races. He plans to let the world's leaders kill each
|
|
other off in the BloodStorm contest, knowing that their petty hatreds and
|
|
personal desires will keep them from looking for the truth about the High Lord
|
|
Emperor's mysterious death. When the Provincial leaders at last destroy each
|
|
other, the winner will be spirited to NEKRON's hidden lair. NEKRON will
|
|
defeat the final world leader and the provinces will be left helpless before
|
|
his power. Then NEKRON can use the corpse of the dead champion as a gateway
|
|
that will allow NEKRON to re-enter the world and conquer the planet.
|
|
|
|
|
|
==============================================================================
|
|
|
|
.--------------------------------------------------------.
|
|
| Appendix A - Trash Talk and Special Programmer's Codes |
|
|
`--------------------------------------------------------'
|
|
|
|
YOU REALLY GEORGED THAT ROUND.
|
|
|
|
WAS YOUR JOYSTICK WORKING? I COULDN'T TELL...
|
|
|
|
MOST PATHETIC.
|
|
|
|
SORRY BUDDY, THIS IS A REAL FIGHTING GAME.
|
|
|
|
NO STYLE NO CLASS
|
|
|
|
GRONK YOU
|
|
|
|
EAT MY SHORTS
|
|
|
|
ROTFLMAO
|
|
|
|
MOST IMPRESSIVE ... NOT
|
|
|
|
As if it weren't enough to have all this nonsense happen in the arcade
|
|
between the players themselves, now it is possible to have the game itself
|
|
spew messages like these to the now-defeated opponent. However, this isn't
|
|
all that the feature does...hidden among all the possible messages are things
|
|
that actually DO something besides talk trash. These special codes are
|
|
explained here.
|
|
|
|
"But what is all this? How do I make it an integral part of my game?"
|
|
|
|
Well, if you have actually completed the game (in other words, gotten ALL
|
|
the goodies, defeated all the secret agents, got the end-credits, etc...),
|
|
then you have already done this in two places. When you battled at Scorch HQ,
|
|
in order to get to Wraith, you had to enter UP UP UP BLOCK after the battle.
|
|
When you battled at Nimbus, the code was LEFT+(4x FRONTLEG , BLOCK). These
|
|
are two very special parts of the set of Trash Talk codes...in that these only
|
|
work at these specific places. The rest of the trash talk codes work any time.
|
|
(or at least, we haven't found any other site-specific codes...if we do, this
|
|
will be updated)
|
|
|
|
For starters, let's get comfortable with four very simple codes:
|
|
UP UP BLOCK
|
|
LEFT LEFT BLOCK
|
|
RIGHT RIGHT BLOCK
|
|
DOWN DOWN BLOCK
|
|
|
|
In simpler terms, two hits of a direction, followed by block. The block
|
|
key is used as an ENTER key for all codes.
|
|
|
|
This cannot be stressed enough...ALL CODES MUST END WITH BLOCK.
|
|
|
|
Anyhow, the four example codes put up four different messages. I won't
|
|
mention them here...you can quite easily see them for yourself in the complete
|
|
Trash Talk codes section...they are in the [2 elements] section...the easy
|
|
ones. :) The reason I mentioned these easy codes is: If you ever make a
|
|
mistake, and a code does not result in something, IMMEDIATELY do one of these
|
|
codes. If you make too many mistakes, you will be locked out of the Trash
|
|
Talk system and will have to wait until the end of the next battle. If you
|
|
had one of the special codes that needed to be put in as the last code, it is
|
|
too late. Entering an easy code 2 or 3 times resets the mistake sensor and
|
|
lets you work with things for a while longer.
|
|
|
|
"Ok, so how about explaining the purpose of some of these Special Codes?"
|
|
|
|
|
|
Taxi Codes:
|
|
|
|
Have you ever thought...'Damn...if I could just get to the Obsel Desert,
|
|
I could get to Dimentia...but I'm four screens away from there, I only have
|
|
two fighters left, and I STILL need to get Shadow!! I'm screwed...'
|
|
|
|
How would you like to, in effect, wave your hand at the end of a battle
|
|
and yell, "YO! TAXI!!", and a taxi pulls up and takes you to Obsel Desert to
|
|
fight the next battle?
|
|
|
|
Now you can...with a special set of codes which we'll call the Taxi Codes
|
|
just for reference. Taxi Codes are all an easy-to-remember standard form, and
|
|
can take you to any of the 15 battle screens. Note that you cannot use the
|
|
travel code for Triax in order to immediately battle Dimentia. Rather, you
|
|
would combat the next fighter on your agenda there! Imagine...fight Tremor in
|
|
the Shadows, or Mirage on the CatWalk... But even more important, you can go
|
|
to the screens that contain the necessary elements to complete the game!
|
|
|
|
Example: You have 2 fighters left, and still need to defeat Wraith in order to
|
|
have completed all eight secret agent battles... but Scorch HQ is 4
|
|
screens away! You'll never make it!! Unless......YO! TAXI!! Enter
|
|
the code for Scorch HQ, and you are on your way via the express lane!
|
|
Now you have it made in the shade...
|
|
|
|
You can even do this in 2 player games - when you defeat your opponent,
|
|
you can select your favorite screen to do battle in. You can even play the
|
|
'Hometown Kid' style, and always pick your home screen. (Talon would always
|
|
pick Cyberia, Tempest would pick Nimbus, etc.) Add a whole new dimension of
|
|
fun to competitions.
|
|
|
|
"OK! Sounds great! Now what are the codes?"
|
|
|
|
My, my....impatient, are we? :-) Fine, Here is the code format.
|
|
|
|
The Taxi Codes have 4 parts to them:
|
|
2 or 3 RIGHT
|
|
UP or DOWN
|
|
An Attack Button
|
|
...and BLOCK to enter it. (of course)
|
|
|
|
So, a combination such as: RIGHT RIGHT DOWN BACKLEG BLOCK is a travel
|
|
code. In fact, this is the travel code for Subterra, the access point for
|
|
Golem.
|
|
|
|
All 15 Taxi Codes are on the next page. The codes are in list form, as
|
|
well as a handy chart format. Developing a good battle plan with your travel
|
|
sequence planned out is the key to an easier victory.
|
|
|
|
Example: Tempest has devised her battle plan as follows: First, take care
|
|
of the three secret agent battles that do not require the defeat of a fighter.
|
|
These are Craniac, Dimentia, and Golem. Also, achieving Blood via Golem is
|
|
not too hard, so try to work this sequence in as often as necessary. Then,
|
|
take Wraith and Ratchet in no particular order. Finally, get Shadow via the
|
|
Toxic Marsh. Sin follows soon thereafter. Take special note that Fallout
|
|
will make getting to Golem a pain due to an annoyance in the 2.1 programming,
|
|
and Mirage makes life in the Toxic Marsh far too annoying. Deal with these
|
|
annoyances elsewhere on the planet if possible.
|
|
|
|
|
|
And now...the Taxi Codes!
|
|
|
|
REGULAR SCREENS
|
|
R R
|
|
.------------------------. .------------------------.
|
|
| U BA: Black Armada | | U FA: Obsel Desert |
|
|
|------------------------| |------------------------|
|
|
| D BA: Nimbus | | D FA: Scorch HQ |
|
|
`------------------------' `------------------------'
|
|
.------------------------. .------------------------.
|
|
| U BL: Cyberia | | U FL: Toxic Marsh |
|
|
|------------------------| |------------------------|
|
|
| D BL: SubTerra | | D FL: Polaria |
|
|
`------------------------' `------------------------'
|
|
|
|
SECRET SCREENS
|
|
R R R
|
|
.------------------------. .------------------------.
|
|
| U BA: Catwalk | | U FA: Bloodstorm Eye |
|
|
|------------------------| |------------------------|
|
|
| D BA: Triax | | D FA: (Scorch HQ)* |
|
|
`------------------------' `------------------------'
|
|
.------------------------. .------------------------.
|
|
| U BL: Golem's Lair | | U FL: Chamber of Pain |
|
|
|------------------------| |------------------------|
|
|
| D BL: Southern Abyss | | D FL: The Shadows |
|
|
`------------------------' `------------------------'
|
|
|
|
Note: Scorch HQ is listed both as R R D FA and R R R D FA, because the only
|
|
the last two R's are noted in this case. There is no true location for
|
|
R R R D FA, since there are only 15 destinations, and they had to turn
|
|
one code off. (Ed.- I would have invented THE VOID - no background at
|
|
all...that would have been interesting! Or how about THE ARCADE...have
|
|
a bunch of generic (or maybe even STRATA) videogames, with players all
|
|
around, cheering wildly? Maybe in BLOODSTORM II...)
|
|
|
|
By alphabetical order of screens, with useful activities for completion noted:
|
|
|
|
STANDARD SCREENS:
|
|
Black Armada R R U BA Path to Craniac
|
|
Cyberia R R U BL Uppercut opponent into fans, otherwise useless.
|
|
Nimbus R R D BA Path to Ratchet
|
|
Obsel Desert R R U FA Path to Dimentia, repeatable
|
|
Polaria R R D FL Throw opponent on spikes, otherwise useless.
|
|
Scorch HQ R R D FA Path to Wraith
|
|
Subterra R R D BL Path to Golem, repeatable
|
|
Toxic Marsh R R U FL Send opponent into marsh, easy path to Shadow.
|
|
|
|
SECRET SCREENS:
|
|
Bloodstorm Eye R R R U FA
|
|
Catwalk R R R U BA
|
|
Chamber of Pain R R R U FL
|
|
Golem's Lair R R R U BL
|
|
Shadows R R R D FL
|
|
Southern Abyss R R R D BL
|
|
Triax R R R D BA
|
|
|
|
The seven secret screens are marked (useless) because they are totally devoid
|
|
of activities. What's more, many of the screens are of fixed width and
|
|
position. Whether this is of any interest depends on your intentions.
|
|
However, they will not help you in any way to complete the game.
|
|
|
|
|
|
Morph Codes:
|
|
|
|
Another scenario: You start a game, and....@*&^%#!!! You chose the wrong
|
|
character! You entered your password with all your powers (and if you have
|
|
defeated Nekron before, you have his gauntlet) but you are (for example) a
|
|
Tempest player, and you just accidentally selected Talon! Aiiiieeeeeee!
|
|
|
|
But wait! All is not lost. You struggle through the first battle using
|
|
Talon, then immediately after the battle go backstage and confer with some
|
|
fantastic makeup artists and trainers. PING! You are now Tempest!! Life is
|
|
wonderful again.
|
|
|
|
Sound crazy? Well, that's debatable, and besides....is it any more crazy
|
|
than yelling for a taxi? :-) It's here, and it can really save your a$$ets,
|
|
and the freaky part is: You can even morph to six of the special agents!!!
|
|
|
|
By now, you are surely familiar with the fact that every Special Agent is an
|
|
alteration of a regular fighter. This plays a vital role in remembering how
|
|
to work with the codes. Each Morph code consists of three parts:
|
|
|
|
Either Left/Right, or Right/Left
|
|
4 buttons in circular order
|
|
...and BLOCK to enter it (of course)
|
|
|
|
The circular order thing is very important. Note the positions of the attack
|
|
buttons. You must press each button in a circular pattern for each of the
|
|
codes. Example: BA FA FL BL, FA BA BL FL. Another very useful way to think
|
|
about this is by letters of the alphabet which the patterns resemble. If you
|
|
trace a line from the following points: BL BA FA FL . . . you will note that
|
|
it looks like the lowercase 'n'. I have called this the 'N' code in the list.
|
|
Reversing that list results in the same shape, just drawn in reverse. I
|
|
called this 'revN'. (Yes, I DID include the buttons for you too.... :-) )
|
|
|
|
Shape Buttons L R R L
|
|
(Secret Agents) (Regular Fighters)
|
|
------------------------------------------------------------------------------
|
|
N (BL BA FA FL) Sin Mirage
|
|
revN (FL FA BA BL) Golem Tremor
|
|
U (BA BL FL FA) -------- Freon
|
|
revU (FA FL BL BA) Ratchet Razor
|
|
D (BA FA FL BL) Craniac Talon
|
|
revD (BL FL FA BA) Dimentia Tempest
|
|
C (FA BA BL FL) -------- Hellhound
|
|
revC (FL BL BA FA) Wraith Fallout
|
|
|
|
Note that Blood (derivative of Hellhound) and Shadow (derivative of Freon) are
|
|
NOT available via this method, nor are Gargoyle/Chainsaw and Nekron.
|
|
|
|
Golem has become the local favorite to play....that horn-rush move has the
|
|
rolling ball beat hands down, being fully combo-able.
|
|
|
|
|
|
NEW: -STARTING- as a Secret Character WITHOUT using a Morph Code:
|
|
|
|
Yes, you can start the game with one of the REAL secret character entries
|
|
now! However, these codes are PASSWORD codes...you can't do this with your
|
|
own code. They are done like the Big Head Codes that are explained later.
|
|
|
|
Dementia h:UP + (<BL> <BL> <BL> <BA>+<BL>)
|
|
Golem h:UP + (<BA> <BA> <BA> <BA>+<BL>
|
|
Wraith h:UP + (<BL> <BL> <BL> <FA>)
|
|
Sin h:UP + (<FA> <FA> <FA> <FA>+<FL>)
|
|
Craniac h:UP + (<FL> <FL> <FL> <FA>+<FL>)
|
|
Ratchet h:UP + (<BA> <BA> <BA> <FL>)
|
|
|
|
Blood h:LEFT + (<FA> <BA> <BL> <FL>) <----- 2.20 ROM ONLY
|
|
Gargoyle h:RIGHT + (<BA> <BL> <FL> <FA>) <----- 2.20 ROM ONLY
|
|
Nekron 2x(top2, left2, right2, bottom2) <----- 2.20 ROM ONLY
|
|
|
|
I -know- that Nekron one is going to cause EVERYONE some problems! Hit the
|
|
top two buttons at the same time, then the left two buttons, then the right
|
|
two, then the bottom two, and repeat that sequence again. Each pair counts as
|
|
an element, and this is an 8 element code. Got it? I hope so. (All these
|
|
are 8 element codes, really. For an explanation on the elements concept, go
|
|
to the Trash Talk Compendium in the final section.)
|
|
|
|
Unfortunately, though, you can't be Shadow, even in the 2.20 ROM...but
|
|
Gargoyle? (aka Chainsaw) This should be interesting!
|
|
|
|
|
|
Gauntlet Codes:
|
|
|
|
Have you ever, for some strange reason, felt that the gauntlet your beloved
|
|
people gave you, well, to put it in the most polite way possible....sucks??
|
|
|
|
Now there is a way you can do something about it.....borrow someone elses
|
|
gauntlet! How? With a Gauntlet Code, of course. Simply walk backstage at
|
|
the end of a battle, deposit your gauntlet, and press the buttons of the
|
|
gauntlet you want. PING! A fresh new perspective on life! Tempest with a
|
|
Mephitic Fist Slime Gun, Freon with a Cyber Claw Taser.....the possibilities
|
|
are endless! And yes, if you are a secret character this works too! Simply
|
|
do the Gauntlet Code after the Morph Code. (If this is starting to look like
|
|
Design-A-Character to you, you are not alone. :-) )
|
|
|
|
All of the Fighter gauntlet codes start with FRONT ARM. The Secret Gauntlets
|
|
of Nekron and his Agents are both 'do stuff while holding BACK LEG' style.
|
|
|
|
Gauntlet codes, in alphabetical order by Owner name and by group:
|
|
------------------------------------------------------------------------------
|
|
Fallout's Gauntlet: <FA> DOWN LEFT RIGHT <FA> Block
|
|
Freon's Gauntlet: <FA> <BA> <BA> <BA> Block
|
|
Hellhound's Gauntlet: <FA> LEFT DOWN LEFT <BA> Block
|
|
Mirage's Gauntlet: <FA> RIGHT RIGHT LEFT LEFT <FA> Block
|
|
Razor's Gauntlet: <FA> RIGHT DOWN RIGHT <BL> Block
|
|
Talon's Gauntlet: <FA> RIGHT DOWN RIGHT <FA> Block
|
|
Tempest's Gauntlet: <FA> DOWN RIGHT LEFT <FL> Block
|
|
Tremor's Gauntlet: <FA> (hold <BA>) DOWN DOWN (release <BA>) Block
|
|
|
|
Agent's Gauntlet: (hold <BL>) DOWN DOWN <FL> (release <BL>) Block
|
|
Nekron's Gauntlet: (hold <BL>) UP DOWN <BA> (release <BL>) Block
|
|
------------------------------------------------------------------------------
|
|
|
|
For information on the names of the Gauntlet Special Powers for each gauntlet,
|
|
consult the Information Sheet of the owner of the Gauntlet.
|
|
|
|
|
|
------------------------------
|
|
Instant Power...just add code!
|
|
------------------------------
|
|
|
|
Have you ever walked up to a new machine and thought, "Damn...I have to
|
|
start ALL over again, and get all my powers....what a pain."
|
|
|
|
How does getting all powers in one battle sound?
|
|
|
|
That's right....ALL powers. All 8 powers, and all 3 secret upgrades.
|
|
|
|
Just remember this magic formula: U R D L D R U (Block)
|
|
|
|
This code at the end of any battle gives you everything you need. Then,
|
|
just enter the code for Nekron's Gauntlet, and you are ready to shred!!
|
|
|
|
|
|
VULGARITIES! (Hide the children! Alert the censors!!! :) )
|
|
|
|
The following three (rather difficult to do in my opinion, but I did them, and
|
|
yes, they work on 2.10 ROMS) Trash Talk Codes, all result in the word
|
|
VULGARITY displayed on the screen. However, listen closely...instead of the
|
|
>BONGGGG!!< sound you usually hear on a code, you hear the phrase listed
|
|
below:
|
|
|
|
Burn In Hell [L+(<BA+BL> <FA+FL>) rel, R:(<FL>), rel]
|
|
You Suck [U D L+(<FL>) rel R+(<FL>) rel]
|
|
Bitch [Hold R, add BL, press BA twice, rel BL, rel R]
|
|
|
|
See? I told you they were complex. :) I'll go through them step by step...
|
|
|
|
Burn In Hell: Hold L, and press BA and BL together, then release the buttons
|
|
(STILL HOLDING LEFT) then press FA and FL together.
|
|
Then, hold R and press FL. Release all, and press BLOCK.
|
|
|
|
You Suck: U, D, hold L and press FL, release everything, hold R and press
|
|
FL, release everything, BLOCK.
|
|
|
|
Bitch: The most difficult of them all, I'll break this down completely:
|
|
Hold R
|
|
Add BL to the hold
|
|
Press BA Twice
|
|
Let go of BL
|
|
Let go of R
|
|
BLOCK
|
|
|
|
If you make sure you do the holds and then release them in proper order,
|
|
you'll get it. Programmers may note it sort of looks like nested loops.
|
|
Think of it that way, and you're sure to get it right. I hope. :)
|
|
|
|
==============================================================================
|
|
|
|
.--------------------------------------.
|
|
| Appendix B - General Area Strategies |
|
|
`--------------------------------------'
|
|
|
|
General Strategies on Screens:
|
|
|
|
The special screens (where the secret agents are) are all totally useless
|
|
so we shall only concentrate on the standard eight areas.
|
|
|
|
BLACK ARMADA
|
|
( Taxi Code: R R U <BA> )
|
|
|
|
The main feature of this stage is the big catwalk in the background. It
|
|
can be used as a means of escape and repositionment. To go to the catwalk,
|
|
the move is: BLOCK+two UP. (It is best to hold block and just keep hitting UP
|
|
until it works) Once there, if you do nothing, you will immediately bounce
|
|
back. However, if you hold DOWN, you will stay there for a couple seconds.
|
|
If you move LEFT or RIGHT, you will jump in that direction and immediately
|
|
jump to front in that new position.
|
|
|
|
This screen is the access point for reaching Craniac. To reach him, you
|
|
must go to the catwalk three times, holding DOWN each time in order to stay
|
|
there as long as possible. You may move left or right back there as well, but
|
|
only after having held down to stay there for a while. After returning from
|
|
the third trip, WAIT! Craniac will appear on the catwalk 5 seconds later.
|
|
Then, go back to the catwalk immediately, holding DOWN again while you are
|
|
there. You will then battle Craniac on the catwalk. Remember, if you don't
|
|
succeed in defeating Craniac, return immediately to Black Armada via the Taxi
|
|
Code. Since getting to Craniac does not result in the death of a fighter, you
|
|
can return as often as needed until you have defeated Craniac. Once you have
|
|
defeated Craniac, however, the Black Armada screen is useless. Go on to
|
|
bigger and better things...
|
|
|
|
CYBERIA
|
|
( Taxi Code: R R U <BL> )
|
|
|
|
At first glance, this looks like a totally useless stage. In fact, if
|
|
you look at the big picture, it is. However, hidden in this stage is an
|
|
entertaining set of ceiling fans. Uppercut a stunned opponent into the
|
|
ceiling fans for some serious carnage. Unfortunately, as of version 2.1, this
|
|
no longer gives you full credit (head+arms). It now only gives you credit for
|
|
the head. Strata apparently thought it was giving the players easy stats.
|
|
They were right. :-) However, the bugs that they allowed to slip into 2.1
|
|
make for even more sickeningly effective stats-building opportunities...
|
|
|
|
NIMBUS
|
|
( Taxi Code: R R D <BA> )
|
|
|
|
Nimbus has only one purpose: pathway to Eye of the Bloodstorm, where
|
|
Ratchet is. To achieve this, you must make sure that on the winning round,
|
|
either you or your defeated opponent has fallen COMPLETELY to the left of the
|
|
line at the far left edge of the stage. Then, enter the following secret
|
|
code: While holding LEFT, press FL FL FL FL BLOCK. Ignore any double clicks
|
|
on the buttons...this is normal, and was apparently added to confuse us. The
|
|
clouds will turn red, and you will be transported to Eye of the Bloodstorm, to
|
|
face Ratchet. If you fail to defeat Ratchet, return here via the Taxi Code,
|
|
but be warned: you killed a fighter to get to Ratchet. Failing again may very
|
|
well ruin your chances of completing the game. When you have defeated
|
|
Ratchet, this screen becomes useless. Go on to bigger and better things.
|
|
Speaking of which...
|
|
|
|
OBSEL DESERT
|
|
( Taxi Code: R R U <FA> )
|
|
|
|
This screen is very dull. Or so it may seem. All it looks like is an
|
|
endlessly long platform in both directions. However, the writing is on the
|
|
wall...or in this case, the ground. Take note of the circle that is cut into
|
|
five wedges. If you are not carrying your gauntlet (HINT: get rid of it!!)
|
|
and do your pickup move so that you hit the circle, a portal appears, and you
|
|
take the portal to Triax, in order to fight Dimentia. If you fail to defeat
|
|
Dimentia, you can return to Obsel Desert via the Taxi Code and activate the
|
|
portal again. Even better, due to a bug in the programming, you can return
|
|
and redo this even after you have defeated Dimentia. Take advantage of this
|
|
and your stats can be stratospheric (or is that STRATA-spheric? <rimshot>) in
|
|
no time.
|
|
|
|
POLARIA
|
|
( Taxi Code: R R D <FL> )
|
|
|
|
Another useless screen with an entertaining diversion. On each side of
|
|
the screen there is a demon head with horns sticking out. You can stun your
|
|
opponent at the edge of the screen, get between your opponent and the end
|
|
wall, and throw your opponent backward into, and onto, the horns, complete with
|
|
screaming, twitching, and all that. Sound like fun? Maybe...except for the
|
|
fact that you get absolutely NO credit for this in the heads and arms stats.
|
|
Stay away from this stage if at all possible. (If it sends you here in the
|
|
first screen, try for Blood or Shadow...)
|
|
|
|
SCORCH HQ
|
|
( Taxi Code: R R D <FA> )
|
|
|
|
Another totally featureless screen, except that the path to Wraith starts
|
|
here. Defeat your opponent any way you like, then enter the following secret
|
|
code: UP UP UP BLOCK. You will battle Wraith in the lava pits of the Southern
|
|
Abyss soon. If you fail to defeat Wraith, you can return here via the Taxi code,
|
|
but just as with Nimbus and Ratchet, this stage requires killing a fighter, and
|
|
having to return too often can ruin your chances for completion. Once you have
|
|
defeated Wraith, this screen is totally useless. Go on to bigger and better
|
|
things.
|
|
|
|
SUBTERRA
|
|
( Taxi Code: R R D <BL> )
|
|
|
|
The first thing you will notice is that there is a nice long drop on the
|
|
sides with a nice large pointy stalagmite sticking up. Fall over the edge and
|
|
you are a kabob. Unless, of course, you activate the secret path to Golem.
|
|
To do this, note that there is also a stalactite hanging down from the
|
|
ceiling... Hit it with a projectile twice, and it falls. You can then jump
|
|
into the pit and you will land on the platform created by the knocked-down
|
|
stalactite, and go inside the passage to fight Golem. If you fail to defeat
|
|
Golem, return to Subterra via the Taxi Code and try again. Even better, like
|
|
Obsel, you can activate this secret again even after you have defeated Golem.
|
|
It is well known that Dimentia is easier to get stats from. However, Tempest
|
|
can dart back and forth with well timed jumping front-leg kicks and get Golem
|
|
stunned without being damaged herself, then go in for the easy kill, thereby
|
|
qualifying for Blood if she hadn't already. Since Golem is infinitely
|
|
accessible, it is just a matter of repeating the procedure until successful.
|
|
WARNING: If Fallout is your opponent in Subterra, then things get REALLY
|
|
annoying. It is IMPOSSIBLE to get a projectile past Fallout, unless he is
|
|
sundered with BOTH arms gone. (he has a 100% block with his front arm gauntlet
|
|
and we do not know why) This is a known bug in the programming.
|
|
|
|
TOXIC MARSH
|
|
( Taxi Code: R R U <FL> )
|
|
|
|
See platform. See slime. See fantastic opportunity. Drop a mine onto
|
|
the gap line in the middle of a bridge segment, and it disintegrates. Next
|
|
person there falls in and....ick. This is an easy round to get Shadow on. No
|
|
blocking necessary...just drop mines and wait for the stupid computer to fall
|
|
in. WARNING: If Mirage is your opponent, you could have big problems. Not
|
|
only does she have mines, she can teleport to the other side of you and send
|
|
you into the hole you OR she just made. Be EXTREMELY careful.
|
|
|
|
==============================================================================
|
|
|
|
.----------------------------------.
|
|
| Appendix C - Big Head Characters |
|
|
`----------------------------------'
|
|
|
|
Ok...unless you are totally clueless, you have seen how Strata has poked
|
|
fun at Midway's MORTAL KOMBAT games, and in many cases 'borrowed' ideas from
|
|
it. Pit screen from MK1, form of death on Polaria spikes just like Baraka's
|
|
StabLift fatality, Portals, and of course, let's not forget the Trash Talk
|
|
message: WHO CARES WHERE GORO IS?
|
|
|
|
Well, they've zapped Midway again, this time with an idea from NBA JAM:
|
|
|
|
Big Head Characters!!
|
|
|
|
From information given by a programmer on the Bloodstorm team, there are
|
|
18 Big Head characters. Each of the normal characters apparently have a
|
|
counterpart in the roster with a Big Head (in more ways than one?). Some
|
|
characters have multiple entries (see chart). You achieve a Big Head
|
|
character by inputting a special Character Select password after selecting a
|
|
character. It does not matter which character you select because the Big Head
|
|
Character password you enter does a special override of the character you
|
|
selected.
|
|
|
|
What I want to know, is that if this is true, why the hell are there
|
|
only 17 of the 18 Big Head characters listed in the master file? Oh well.
|
|
Here are the 17 that we know, and be warned: Some of them are VERY complex,
|
|
and show obviously why we never found them before!! Just be thankful I
|
|
transcribed all this stuff into an easy-to-read format!! The format I was
|
|
given was how the MACHINE thought of the moves...element by element. Very
|
|
informative, but IMPOSSIBLE to just look at and understand.
|
|
|
|
All have been FULLY VERIFIED on 2.10 ROMS
|
|
|
|
The [E] column is how many elements are contained in the password. This is
|
|
IMPORTANT, especially if it is less than 8! Any code with less than 8
|
|
elements that involves a held combination requires you to HOLD that last
|
|
element combination until the character appears This will be noted with an
|
|
asterisk (*) next to the number, as well in the special notes below.
|
|
|
|
Name [E] Derived from Password
|
|
------------------------------------------------------------------------------
|
|
ED7 8 Fallout 6x<BLK> 2x<FA>
|
|
SKULL 8 Fallout U L R D <BLK> <BA> <FA> <BLK>
|
|
NAGEL 7 Fallout <FA+FL> <BA+BL> U D U D <BLK>
|
|
TURBO 7 Fallout U D R L R L <BLK>
|
|
DR. POISON 7 Freon U D <BLK> <FA> <FL> <BL> <BA>
|
|
CHAINSAW 6* Hellhound <BLK>+[<BL> <BL> U] (keep holding <BLK>+U)
|
|
SENLEIB 8 Hellhound L L L L L L L <BLK> (that's 7 lefts...)
|
|
KELLEY 6* Mirage D D D D <BLK> hold:(<BA>+<FA>)
|
|
ORION 8 Razor <BA> <BL+addBA> <FA> <FL+addFA> <BLK> <BLK>
|
|
DALE 7 Razor <BLK> R L <BLK> U D <BLK>
|
|
CHRIS 7 Talon U D <BLK>+[<BL> <BA>]
|
|
BENJAMIN 7* Talon D D D D D <BLK+addFA> HOLD!
|
|
MR. MURDER 8 Talon <BLK>+[L L L L]
|
|
CHAINSAW JR. 7 Talon U D U D <BLK> U D
|
|
RADBO 6 Talon R R R R <BL> <FL>
|
|
QUEEN BEE 8 Tempest U U U <BA> U U U <FA>
|
|
LEIF 6* Tremor <BA> <FA> <BL> <BA+addFA> <BL+FL> HOLD!
|
|
------------------------------------------------------------------------------
|
|
|
|
Notes, in alphabetical character order:
|
|
|
|
BENJAMIN Head of: Benjamin Ditton
|
|
Fighter: TALON
|
|
Not complex, but requires a HOLD and an ADD on the last element
|
|
combination. 5 downs, Hold Block, add FA, and don't let go of
|
|
these two buttons until BENJAMIN appears.
|
|
|
|
CHAINSAW Head of: Scott Morrison
|
|
Fighter: HELLHOUND
|
|
This is a complex code that requires a HOLD on the last element
|
|
combination. The breakdown: While holding block, do BL BL U,
|
|
but DON'T LET GO OF UP! If you let go, it will put a 7th
|
|
release element in...bad news.
|
|
|
|
CHAINSAW JR. Head of: Scott Morrison
|
|
Fighter: TALON
|
|
Quite easy. U D U D, BLK, U D. No problem.
|
|
|
|
CHRIS Head of: Christopher Ditton
|
|
Fighter: TALON
|
|
Not hard, but needs to be done right. U, D, Hold block and hit
|
|
BL then BA (individually, not together!), and release block.
|
|
|
|
DALE Head of: Dale Kerkman
|
|
Fighter: RAZOR
|
|
Very very simple... :)
|
|
|
|
DR. POISON Head of: Ralph Melgosa
|
|
Fighter: FREON
|
|
Simple one...think U, D, BLK, rev:U
|
|
(see Morph Codes for explanation on rev patterns)
|
|
|
|
ED7 Head of: Kyle Johnson
|
|
Fighter: FALLOUT
|
|
Fairly easy here... 6 blocks, 2 FA's. No problem.
|
|
|
|
KELLEY Head of: Kelley Marwede
|
|
Fighter: MIRAGE
|
|
4 downs, block, and then hold BA and FA until KELLEY appears.
|
|
DO NOT let go of BA+FA, or it won't happen!
|
|
|
|
LEIF Head of: Leif Pran Marwede
|
|
Fighter: TREMOR
|
|
A complex code, involving holds, adds, and a held element
|
|
combination at the end. Whew! To break it down:
|
|
BA, FA, BL, then press and hold BA, add FA, release them.
|
|
Finally, press and hold BL+FL together until LEIF appears.
|
|
DON'T let go of BL+FL, or you have blown it.
|
|
|
|
MR. MURDER Head of: Alan Noon
|
|
Fighter: TALON
|
|
Hold block while doing the four lefts. You will notice that
|
|
when holding BLOCK, the joystick movements click TWICE - once
|
|
when activated, and once when let go, as they are individual
|
|
elements...but since the code ends on the 8th element with a
|
|
left, you really don't need to think about this code at all.
|
|
Just hold BLOCK, do a bunch of lefts, and it will change to
|
|
MR. MURDER easily enough...
|
|
|
|
NAGEL Head of: Bob Nagel
|
|
Fighter: FALLOUT
|
|
Not too hard, just note that the paired buttons must be hit at
|
|
EXACTLY the same time and let go EXACTLY together. Mess that
|
|
up, no NAGEL for you.
|
|
|
|
ORION Head of: Orion Derose
|
|
Fighter: RAZOR
|
|
A very complex one, involving additions to hold sequences. To
|
|
break it down: Press and release BA. Press and hold BL, add BA,
|
|
and release those two together. Press and release FA. Press
|
|
and hold FL, add FA, and release those two together. End it all
|
|
with 2 blocks.
|
|
|
|
QUEEN BEE Head of: Elaine Ditton
|
|
Fighter: TEMPEST
|
|
Easy. 3 up, BA, 3 up, FA. No problem.
|
|
|
|
RADBO Head of: Richard A. Ditton
|
|
Fighter: TALON
|
|
Utterly simple. 4 rights, BL, FL. No problem at all.
|
|
|
|
SENLEIB Head of: Senator Lieberman (Hello, Senator... :) )
|
|
Fighter: HELLHOUND
|
|
7 lefts and a block. Easy. Just don't do 8 lefts...
|
|
|
|
SKULL Head of: Luis Mangubat
|
|
Fighter: FALLOUT
|
|
Just do it. :) Nothing hard here...
|
|
|
|
TURBO Head of: Jeff Morrison
|
|
Fighter: FALLOUT
|
|
Again, just do it. U D, R L R L, block. Even easier.
|
|
|
|
|
|
NOTE: If you don't like any of the derivatives of the characters we have on
|
|
the list, you can always use a Morph Code (from Appendix A) and the Big
|
|
Head will be automatically transferred to your new torso. This only
|
|
works in one player games, though. In two player games the image
|
|
system is reset upon character selection.
|
|
|
|
==============================================================================
|
|
|
|
.--------------------------------------------.
|
|
| Appendix D - COMPLETE Trash Talk Code List |
|
|
`--------------------------------------------'
|
|
|
|
To truly understand the codes system of BLOODSTORM, the 'elements' concept
|
|
must first be examined.
|
|
|
|
Any time a joystick switch or button switch changes state (on or off), the
|
|
system scans to see what exactly is on at that time. If there is anything
|
|
on, this is noted by the system as an element. For example, pressing a
|
|
button signals a change, the system senses what is on, sees that it is that
|
|
one button, and puts that in its element list.
|
|
|
|
However, it is not always that simple.
|
|
|
|
Note some of the codes that you have done in the process of completing the
|
|
game, particularly the ones that have you hold something while you are doing
|
|
something else...these register more elements than you may think. Take the
|
|
following example of a password I once used for saving my character:
|
|
|
|
Format: L+[<BA> <BA>] <FA> <FL> <FA>
|
|
|
|
Process: While holding left, press BA twice, release L, then FA, FL, FA.
|
|
|
|
You might think of this as a 6 element code: L BA BA FA FL FA... It is
|
|
actually a full 8 elements. Here is the breakdown of how the system treats
|
|
the adds and releases of this password in its code handler:
|
|
|
|
METHOD ACTION STATUS
|
|
While holding left... ADD L L (1)
|
|
Press BA Twice... ADD BA L+BA (2)
|
|
REL BA L (3)
|
|
ADD BA L+BA (4)
|
|
REL BA L (5)
|
|
Release left... REL L ----- ---
|
|
Press FA... ADD FA FA (6)
|
|
REL FA ----- ---
|
|
Press FL... ADD FL FL (7)
|
|
REL FL ----- ---
|
|
Press FA. ADD FA FA (8)
|
|
REL FA ----- ---
|
|
|
|
Every change is noted, except for changes that result in no active switches.
|
|
This adds a greater need for being careful with codes, but also results in
|
|
extreme versatility in code construction. A truly sick combination code that
|
|
involves multiple add-ons and releases of certain buttons at certain times
|
|
makes for impossible-to-guess codes, as you have no doubt seen with a few of
|
|
the Big Head codes.
|
|
|
|
Most of the Trash Talk codes are simple, but a few are this complex style. I
|
|
have grouped the complex codes at the end, to bring their special nature to
|
|
the attention of the player.
|
|
|
|
Note: ALL Trash Talk Codes are completed with BLOCK at the end.
|
|
|
|
----------------------------------------------------
|
|
Simple Codes (No holds, adds or double-button stuff)
|
|
----------------------------------------------------
|
|
|
|
***** 2 elements
|
|
|
|
BLOODSTORM HANDBOOK UP,UP
|
|
SEND $2.00 AND SASE TO
|
|
STRATA HANDBOOK
|
|
4010 WINNETKA AVENUE
|
|
ROLLING MEADOWS IL 60008
|
|
|
|
PUT TRASH IN ITS PLACE DN,DN
|
|
|
|
WHO CONTROLS NEKRON LT,LT
|
|
|
|
PUCKER UP YOUR CHEEKS RT,RT
|
|
AND BLOW
|
|
|
|
RADEAD WILL GET YOU FL,FL
|
|
|
|
PRESS YOUR LIPS HERE FA,FA
|
|
|
|
I AM THE GREATEST BL,BL
|
|
BLOODSTORM CHAMPION
|
|
THAT EVER LIVED
|
|
|
|
EAT IT RAW BA,BA
|
|
|
|
|
|
***** 3 elements
|
|
|
|
IS THAT ALL YOU HAVE FOR ME? BL,BL,FA
|
|
|
|
NEXT TIME TRY OPENING BL,BL,BA
|
|
YOUR EYES
|
|
|
|
YOU AINT NOTHING BUT A PUNK! BL,BL,BL
|
|
|
|
SORRY BUDDY THIS IS A REAL BL,BL,FL
|
|
FIGHTING GAME
|
|
|
|
OH BY THE WAY YOU JUST FL,FL,FA
|
|
LOST...BAD
|
|
|
|
YOU REALLY GEORGED FL,FL,BA
|
|
THAT ROUND
|
|
|
|
WAS YOUR JOYSTICK WORKING... FL,FL,BL
|
|
I COULDNT TELL
|
|
|
|
|
|
***** 4 elements
|
|
|
|
SUSHI-X RULES THIS GAME! FA,BL,BA,FL
|
|
|
|
I AM GOING TO CRUMPLE YOU FL,FL,FA,BA
|
|
LIKE A PIECE OF PAPER
|
|
|
|
GET WITH IT, STRATA IS THE FL,FL,FA,BL
|
|
NEW KING OF FIGHTING GAMES
|
|
|
|
YOU ROT LIKE TEN YEARS OF TRASH FL,FL,FA,FL
|
|
|
|
I WILL GIVE YOU A HINT... FL,FL,FA,FA
|
|
THE BLOCK BUTTON IS THE
|
|
ONE IN THE CENTER
|
|
|
|
GO CRY SOMEWHERE ELSE... FL,FL,BA,BA
|
|
THIS IS A GAME FOR A MAN
|
|
|
|
I WOULD TRASH TALK YOU FL,FL,BA,BL
|
|
BUT YOU CANT HEAR ME
|
|
SINCE YOU ARE DEAD
|
|
|
|
MOST PATHETIC FL,FL,BA,FL
|
|
|
|
IT TAKES A BIG MAN TO RUN FL,FL,BA,FA
|
|
LIKE A LITTLE GIRL
|
|
|
|
I WILL BURY YOU FL,FA,BA,BL
|
|
EVERY TIME
|
|
|
|
YOU BARF BAG RT,DN,LT,UP
|
|
|
|
CHOKE CITY FA,FA,FL,FL
|
|
|
|
I AM A LION BA,RT,RT,BA
|
|
YOU ARE A MONKEY
|
|
|
|
YOUR TECHNIQUE IS WEAK BL,BA,FA,FL
|
|
|
|
EAT FIST FA,BL,FL,FA
|
|
|
|
YOU ARE TOAST FL,BA,FA,BL
|
|
|
|
ANDREW S. IS THE TKBSC PREZ LT,RT,BA,FA
|
|
|
|
GET OFF ME! BL,BL,FA,BA
|
|
|
|
ALL TOO EASY BL,BL,FA,BL
|
|
|
|
STEP OFF PUNK BL,BL,FA,FL
|
|
|
|
MOST IMPRESSIVE ... NOT BL,BL,FA,FA
|
|
|
|
IT IS USELESS TO RESIST ME BL,BL,BA,BA
|
|
|
|
GET BENT! BL,BL,BA,BL
|
|
|
|
WHILE YOURE DOWN THERE BL,BL,BA,FL
|
|
LICK MY SHOES DOG-BOY
|
|
|
|
FIRST TIME ON A BL,BL,BA,FA
|
|
FIGHTING GAME?
|
|
|
|
NEXT TIME TRY LOOKING AT BL,BL,FL,FL
|
|
THE SCREEN AND NOT YOUR HANDS
|
|
|
|
YEAH RIGHT...NEXT BL,BL,FL,FA
|
|
|
|
MAN, I BET THAT HURT! BL,BL,FL,BA
|
|
|
|
WE HAVE A WORD FOR DEFEAT BL,BL,FL,BL
|
|
AROUND HERE....HA!
|
|
|
|
OH...WAIT...LET ME FL,FL,FL,FL
|
|
REATTACH YOUR BRAIN
|
|
|
|
YOU SUCK! FL,FL,FL,FA
|
|
|
|
JUST DIE! FL,FL,FL,BA
|
|
|
|
YOU ROT! FL,FL,FL,BL
|
|
|
|
BLOODSTORM RULES LT,LT,UP,BL
|
|
|
|
NEKRON AWAITS LT,LT,DN,FA
|
|
|
|
BLOOD CAN BE ANYWHERE LT,RT,LT,BL
|
|
|
|
LEIF DID THIS FL,FL,FL,FA
|
|
|
|
ERROR ERROR ERROR ERROR RT,RT,RT,FA
|
|
ERROR ERROR ERROR ERROR
|
|
ERROR ERROR ERROR ERROR
|
|
|
|
WHO CARES WHERE GORO IS? DN,DN,DN,BA
|
|
|
|
BEATING YOU BLOODY IS COOL DN,DN,DN,FL
|
|
|
|
I AM WAY COOL AND YOU SUCK LT,LT,LT,FA
|
|
|
|
DONT TELL ANYONE DN,DN,UP,FA
|
|
THAT YOU SAW THIS MESSAGE
|
|
|
|
FIND THE CHAINSAW FAMILY DN,DN,DN,FA
|
|
|
|
DRUGS SUCK LT,DN,LT,FL
|
|
|
|
EAT MY SHORTS LT,DN,LT,FA
|
|
|
|
|
|
***** 5 elements
|
|
|
|
FIND THE BIGHEADS LT,DN,LT,LT,BA
|
|
|
|
EVIL HIDES IN THE CATWALKS LT,LT,LT,DN,UP
|
|
|
|
DONT FEED THE GONION DN,LT,RT,RT,FA
|
|
|
|
HI TRACEY BA,BA,BA,BA,BL
|
|
|
|
KISS MY BUTT CHEEKS RT,LT,DN,LT,BL
|
|
|
|
YOU ARE SUCH A TOTAL WUSS LT,LT,LT,LT,BA
|
|
|
|
DONT WIZZ ON THE DN,RT,LT,DN,FA
|
|
ELECTRIC FENCE
|
|
|
|
I LIKE IT WHEN YOU PLAY RT,RT,RT,LT,FA
|
|
WITH MY BUTTONS
|
|
|
|
ASSMUNCH RT,RT,UP,UP,FL
|
|
|
|
STOP CRYING AND BA,BL,BL,BL,BA
|
|
FIGHT ME AGAIN
|
|
|
|
YOU DONT KNOW SHIT ABOUT FL,FL,FL,BL,BL
|
|
THIS GAME...GO BUY EGM
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***** 6 elements
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ALAN BOB DALE RALPH SCOTT UP,DN,UP,DN,FA,FL
|
|
KYLE LEIF RICHARD
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FLICK YOU FL,FL,FL,BA,BA,BA
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***** 7 elements
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(Apparently, no 7 element codes exist...)
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***** 8 elements
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I TRASHED YOU DILWEED UP,LT,DN,RT,UP,LT,DN,RT
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WHAT A BUTTWIPE UP,RT,DN,LT,UP,RT,DN,LT
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HELLO SENATOR UP,BL,UP,BL,UP,BL,UP,BL
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I AM ONE BAD ASS MUTHUH UP,BL,UP,BL,DN,BL,DN,BL
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I LOVE IT WHEN YOU DIE UP,BL,UP,BL,RT,BL,RT,BL
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THIS IS A SECRET MESSAGE UP,BL,UP,BL,LT,BL,LT,BL
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THE JET PACK IS MISSING DN,BL,DN,BL,DN,BL,DN,BL
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FIND THE MACHINE GUN DN,BL,DN,BL,UP,BL,UP,BL
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I SPIT DOWN YOUR WINDPIPE LT,BL,LT,BL,LT,BL,LT,BL
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USE THE GAUNTLET OF NEKRON LT,BL,LT,BL,RT,BL,RT,BL
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FIND THE VULGARITIES LT,BL,LT,BL,UP,BL,UP,BL
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|
PLAY ALL NIGHT LT,BL,LT,BL,DN,BL,DN,BL
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I KICKED YOUR ASS RT,BL,RT,BL,RT,BL,RT,BL
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|
IF YOU CAN READ THIS RT,BL,RT,BL,LT,BL,LT,BL
|
|
YOU ARE TOO CLOSE
|
|
|
|
IS THAT A ROLL OF COINS IN RT,BL,RT,BL,UP,BL,UP,BL
|
|
YOUR POCKET OR ARE YOU
|
|
JUST HAPPY TO SEE ME
|
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YOU BEAT THE CRAP RT,BL,RT,BL,DN,BL,DN,BL
|
|
OUT OF HIM
|
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|
HE DESERVED IT UP,UP,UP,UP,BL,BL,BL,BL
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|
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JOHN CASSIDAY IS A SPAZZ BL,BL,BL,BL,UP,UP,UP,UP
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JERKWEED BL,BL,BL,BL,BA,BA,BA,BA
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BOOT LICKER BL,FL,BL,FL,BL,FL,BL,FL
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I FART IN YOUR BL,FA,BL,FA,BL,FA,BL,FA
|
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GENERAL DIRECTION
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GO PLAY POCKET POOL BL,BA,BL,BA,BL,BA,BL,BA
|
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TRY IT AGAIN LOSER BA,BA,BA,BA,BL,BL,BL,BL
|
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I SMELL A WUSS BL,BL,BL,BL,FA,FA,FA,FA
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FLONQ YOU BL,BL,BL,BL,FL,FL,FL,FL
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ROTFLMAO FL,FL,FL,FL,BL,BL,BL,BL
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HEY ZIT FOR BRAINS BA,FA,BA,FA,BA,FA,BA,FA
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WHAT A PUSS WAD BA,FL,BA,FL,BA,FL,BA,FL
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LICK MY WHIP FA,BA,FA,BA,FA,BA,FA,BA
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DO THE NASTY FA,BL,FA,BL,FA,BL,FA,BL
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STUPID PUNK FA,FL,FA,FL,FA,FL,FA,FL
|
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I AINT GOT TIME TO BLEED FL,BL,FL,BL,FL,BL,FL,BL
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|
UP YOURS FL,BA,FL,BA,FL,BA,FL,BA
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|
GRONK YOU FL,FA,FL,FA,FL,FA,FL,FA
|
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|
I AM THE UNDISPUTED RULER FL,FL,FL,FL,FL,FL,FL,FL
|
|
OF THE UNIVERSE
|
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|
JUST CHOP IT FA,FA,FA,FA,FA,FA,FA,FA
|
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LEIF STINKS BA,BA,BA,BA,BA,BA,BA,BA
|
|
AND THEN YOU DIE
|
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|
|
PRACTICE MAKES PERFECT BL,BL,BL,BL,BL,BL,BL,BL
|
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|
DIAL 911 BA,BA,BL,BL,FA,FA,FL,FL
|
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|
|
YOU WILL NEVER FL,FA,FA,FA,FA,FA,FA,FA
|
|
CHALLENGE ME AGAIN
|
|
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|
NO STYLE NO CLASS BL,BA,BA,BA,BA,BA,BA,BA
|
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|
|
YOU SHOW LITTLE PROMISE FA,FL,FL,FL,FL,FL,FL,FL
|
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|
|
I AM STILL BETTER THAN YOU BA,BL,BL,BL,BL,BL,BL,BL
|
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|
|
I WILL KNOCK YOU BACK BA,FA,FA,FA,FA,FA,FA,FA
|
|
INTO YOUR MOTHER
|
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|
|
MESS WITH THE BEST BA,FL,FL,FL,FL,FL,FL,FL
|
|
DIE LIKE THE REST
|
|
|
|
YOU WILL ALWAYS LOSE BL,FA,FA,FA,FA,FA,FA,FA
|
|
AND
|
|
I WILL ALWAYS WIN
|
|
|
|
MY GRANDMA COULD BEAT YOU BL,FL,FL,FL,FL,FL,FL,FL
|
|
|
|
IF YOU LIVE IN FEAR FA,BA,BA,BA,BA,BA,BA,BA
|
|
YOU WILL DIE IN PAIN
|
|
|
|
ONLY FOOLS MAKE FA,DN,DN,DN,DN,DN,DN,DN
|
|
WRONG DECISIONS
|
|
|
|
BEWARE THE STORM FA,BL,BL,BL,BL,BL,BL,BL
|
|
MY POWER REIGNS
|
|
|
|
NEVER ACCEPT DEFEAT FL,FA,FA,FA,FA,FA,FA,FA
|
|
|
|
USE YOUR HEAD OR FL,BA,BA,BA,BA,BA,BA,BA
|
|
YOU WILL BE DEAD
|
|
|
|
BLOODSTORM VERSION X.XX UP,DN,UP,DN,UP,DN,UP,DN
|
|
|
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|
|
------------------------------------------------
|
|
Complex Codes (hold this while doing this, etc.)
|
|
------------------------------------------------
|
|
|
|
RALPH MELGOSA IS DR POISON FA+[LT,LT,LT,FL] (8 elements)
|
|
|
|
ALAN NOON IS MR MURDER FL+[LT,LT,LT,LT] ''
|
|
|
|
YOU SUCK THE BIG ONE FL+[DN,DN,LT,LT] ''
|
|
|
|
RAD WAS HERE FL+[LT,LT,DN,RT] ''
|
|
|
|
WHAT IS BELOW SCORCH HQ BL+[RT,RT,RT,BA] ''
|
|
|
|
BITE ME FA+[UP,DN,UP,FL] ''
|
|
|
|
TOTALLY BITCHIN KILL DUDE BA+[LT,DN,LT,LT] ''
|
|
|
|
BEWARE OF THE SHADOWS BL+[UP UP BA] (7 elements)
|
|
|
|
SWEET DN,DN,LT,LT+addBL (5 elements)
|
|
(hold the second left and add BL before
|
|
pressing BLOCK. Do not let go of LT and
|
|
BL before pressing block, since it is not
|
|
necessary, and you might trigger a sixth
|
|
unwanted element.)
|
|
|
|
|
|
==============================================================================
|
|
|
|
.------------------------------------------------.
|
|
| Appendix E - Miscellaneous Notes and Reference |
|
|
`------------------------------------------------'
|
|
|
|
This area is for anything I couldn't categorize anywhere else, as well as for
|
|
other odds and ends of interest.
|
|
|
|
Passable Powers --> Upgrades
|
|
|
|
Fallout E.R. Cannon
|
|
Freon Ice Morph
|
|
Hellhound Hellfire
|
|
Freeze Escape
|
|
Mirage Mines --> Golem Smart Mines
|
|
Grenades --> Wraith Incendiary Bombs
|
|
Razor Optic Laser --> Ratchet Surgical Laser
|
|
Talon Cruise Missile
|
|
Tempest Storm Shield
|
|
Tremor Earthquake
|
|
|
|
|
|
=============================================================================
|
|
|
|
|
|
CREDITS
|
|
|
|
The original (informative, but fairly limited) list was supplied to me by a
|
|
Compuserve user who wishes to remain anonymous. Then I, and five others on
|
|
the net got together and went crazy, gathering everything we could get our
|
|
hands on, the result being this monstrosity. :-)
|
|
|
|
This group of six sickos are:
|
|
|
|
zio@netcom.com (That's me! :-) )
|
|
|
|
eric@parcplace.com (an operator at the arcade...VERY helpful :) )
|
|
|
|
gregory@Garg.Campbell.CA.US (One of my main associates at the arcade.
|
|
Got me hooked on Tremor.)
|
|
|
|
PicketFent@aol.com These three are responsible for more than half
|
|
dsulfrid@waco.tstc.edu of the Programmer's Codes in this FAQ. MEGA
|
|
ITECHNO@delphi.com (exists?) thanks! This would be nowhere near the utter
|
|
spammage it is without yaz!! Not only that,
|
|
it was PicketFent that went the extra mile or
|
|
twelve and got Richard Ditton's attention. :)
|
|
|
|
donald18@ix.netcom.com Submitted info on the Ratchet access bug
|
|
(works exactly like the Wraith access bug).
|
|
|
|
...and an uncountable number of other players at Galaktican, most of whose
|
|
names I can't recall (and don't have any EMail addresses) for finding the
|
|
occasional code here, a combo there, and for putting up with what has turned
|
|
out to be, as one player put it, "...the damn game with more secrets than
|
|
Watergate!"
|
|
|
|
And of course, a MAJOR thank you to STRATA and Incredible Technologies for
|
|
producing this game, to Galaktican Arcade in San Jose, CA for having one, and
|
|
to Andy Eddy (vidgames@netcom.com) of GamePro Magazine for giving this, and
|
|
many other FAQs, a home.
|
|
|
|
AND LAST, BUT CERTAINLY NOT IN ANY WAY LEAST...
|
|
|
|
An unbelievably big **THANK YOU** on behalf of all the BLOODSTORM players in
|
|
the world goes to Richard A. Ditton, who sent me the ENTIRE master list of
|
|
passcodes with which I was able to make this FAQ -finally- complete, with only
|
|
3 days to spare! (Galaktican pulled it. :( I won't even mention the pile that
|
|
they put in it's place...)
|
|
|
|
Enjoy the info!! Barring any mailbox jarring reports or error notifications,
|
|
this is, indeed, the final revision of this BLOODSTORM FAQ. Thanks to
|
|
everyone for making this an enjoyable, though maddening at times, project, and
|
|
let's keep a lookout for BLOODSTORM II - NEKRON STRIKES BACK! I can't wait!!
|
|
|
|
And PLEASE...if anyone has trouble deciphering any of the really weird stuff,
|
|
email me at the address below, and I'll try to mail you as detailed an
|
|
explanation as I can of whatever code or procedure is perplexing you. This
|
|
may be my last revision, but it isn't the last anyone will hear from me, and
|
|
I'll always support my products. How many software manufacturers can say
|
|
that, eh? :) :)
|
|
|
|
==============================================================================
|
|
|
|
This document is (c)1994,1995 James Elkinton (zio@netcom.com) and
|
|
may be distributed freely in part or in full as long it is unmodified
|
|
and credit is given to this FAQ and its author.
|
|
|
|
Comments and questions can be sent to the above E-Mail address.
|
|
|