Street Fighter Zero 3 playing modes
Posted: Sun Jul 01, 2001 12:30 pm
OK, now that beta 16 is available, it's probably time mention the extra modes in SFZ3, and whether or not it should be split for these modes.
The difficulty with these modes is that they are time released after some weeks of use. There are codes to speed this up (can be found at CPS-2 Shock, in the game list), but these require F3 to be used for resetting, which is not recorded in an inp. But it is stored in NVRAM, either by using the access codes beforehand, or by hex-editing sfz3jr1.nv (offset 0x75 should be set to 0x04 to activate all the extra codes). The codes also allow the selection of Juni, Juli, and M. Bison/Balrog.
<p>
Briefly looking at the extra modes (hold the listed keys after inserting a coin and push start):
<p>
Classic mode (LP+LK): Similar style to SF2 - no air recovery, no ground recovery, no missed throw animations, no taunts (except Dan), no air blocking, no super meter, no alpha counters, no guard meter and maybe some others I've missed.
<p>
Mazi mode / LO mode / Serious mode (MP+MK): moves do double damage as well as taking double damage, game over when you lose a round, although you still have to win two rounds per battle.
<p>
Saikyo mode / Strongest mode (HP+HK): attacks do a little bit less damage, really short guard power, no chaining normal moves into specail moves or super combos, twice as easy to become dizzy. There are some glaring bugs in this mode too...
<p>
Dramatic Battle (all kick buttons): Two on one, 1P controls one character, 2P takes the other (the other player is CPU controlled if only one player is playing). Six stages.
<p>
Survival mode (all punch buttons): One round battles, energy carries over from battle to battle. 27 stages.
<p>
Final Battle (LP+MK+HP): One stage, against Shin Vega.
<p>
Well, I've rambled on too much already. Let's discuss this.
--
bsr@hnpl.net
The difficulty with these modes is that they are time released after some weeks of use. There are codes to speed this up (can be found at CPS-2 Shock, in the game list), but these require F3 to be used for resetting, which is not recorded in an inp. But it is stored in NVRAM, either by using the access codes beforehand, or by hex-editing sfz3jr1.nv (offset 0x75 should be set to 0x04 to activate all the extra codes). The codes also allow the selection of Juni, Juli, and M. Bison/Balrog.
<p>
Briefly looking at the extra modes (hold the listed keys after inserting a coin and push start):
<p>
Classic mode (LP+LK): Similar style to SF2 - no air recovery, no ground recovery, no missed throw animations, no taunts (except Dan), no air blocking, no super meter, no alpha counters, no guard meter and maybe some others I've missed.
<p>
Mazi mode / LO mode / Serious mode (MP+MK): moves do double damage as well as taking double damage, game over when you lose a round, although you still have to win two rounds per battle.
<p>
Saikyo mode / Strongest mode (HP+HK): attacks do a little bit less damage, really short guard power, no chaining normal moves into specail moves or super combos, twice as easy to become dizzy. There are some glaring bugs in this mode too...
<p>
Dramatic Battle (all kick buttons): Two on one, 1P controls one character, 2P takes the other (the other player is CPU controlled if only one player is playing). Six stages.
<p>
Survival mode (all punch buttons): One round battles, energy carries over from battle to battle. 27 stages.
<p>
Final Battle (LP+MK+HP): One stage, against Shin Vega.
<p>
Well, I've rambled on too much already. Let's discuss this.
--
bsr@hnpl.net