_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ FIGHTING VIPERS -- PEPSIMAN FAQ Ver 1.0 09/28/2006 For Sega Saturn (JP) by Hurricane Higashi Posted at www.GameFAQs.com _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ This document is Copyright 2006 Brian Birdstone (Hurricane Higashi) This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Fighting Vipers is (c) SEGA Enterprises, LTD. 1995, 1996 Pepsiman is property of Pepsi Co, LTD. Japan _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ **This document was compiled with & written specifically for the Japan domestic Saturn release of Fighting Vipers (GS-9101)** _/_/_/ CONTENTS _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ Introduction Who Is Pepsiman? The Pepsi Challenge Command Notation - Directional - Buttons - Notation Command List - Strikes - Jumping - Throws - Opponent Down - Back To Opponent - Dashing - Situational - Notes Evaluation Did You Know? Additional: Game Specifics - Version Select - Unlockables - Options Plus - Training Mode - Playback Mode Closing _/_/_/ INTRODUCTION _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ Hello and welcome to my Pepsiman FAQ. The purpose of this FAQ is to document the command list for the Fighting Vipers exclusive character, Pepsiman, for which there is no existing notation in-game or otherwise. It's apparent that AM2 simply doesn't like to issue move lists for its special characters, as this lack of info is also the case with the others that appear in this game, as well the whole pile of them featured in Fighters Megamix. Firstly I'd like take this opportunity to clear up any confusion concerning Pepsiman, Fighting Vipers, and Fighters Megamix. You see, it's a common misconception that Pepsiman appears in the Japanese version of Fighters Megamix. It's also fairly common for people to enquire about him appearing in various other territorial releases of the two said games. Well for the record I'd like to clarify that PEPSIMAN ONLY APPEARS IN THE JAPAN DOMESTIC RELEASE OF FIGHTING VIPERS. He's an exclusive character to this particular game, and DOES NOT appear any other version of Vipers or Megamix. Sorry if that just broke your heart, but it's the truth. The reasoning for Pepsiman being cut from the outside territorial releases of Fighting Vipers was copyright based. He's the property of Pepsi Co. Japan, and as such is/was not licensed for use outside of Japan. And it's a shame really. Even though few outside of Japan would've known who he was, it always sucks to have things cut out of a game, especially when it's a whole character, and a good one at that. Although he may not have sold more copies of Fighting Vipers, he would definitely have sold more Pepsi ^_^ As a fan of Pepsiman, I can honestly say that this game is worth buying just for him alone. Although this game isn't themed as heavily toward him as the Playstation's 'Pepsiman' game is, it's a lot more fun to kick ass with him than it is to simply run down the street collecting Pepsi cans -- plus Fighting Vipers has no annoying pepsi-holic fat guy throwing out silly Janglish catch phrases like "Pepsi for TV Game". From a 3D fighting game standpoint, Fighting Vipers plays a little slow, but is graphically superior to Fighters Megamix and a bit more beginner friendly than most AM2 titles. Traditionally I'm a Virtua Fighter guy, but Vipers can be a fun game once you get by the lame character design and start appreciating the nuances of the gameplay. Anyway... _/_/_/ WHO IS PEPSIMAN? _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ At the time of this game's release, Pepsiman was becoming popular in Japan as Pepsi's new computer-generated mascot. Pepsi was blitzing the media with countless Pepsiman advertisements and campaigns, and his appearance in Fighting Vipers was just another effort to gain Pepsiman more exposure. I suppose Pepsiman's inclusion in this game was also an effort on Sega's part to sell more copies seeing as Fighting Vipers wasn't exactly the arcade cash cow that other AM2 titles tend to be. In general, Pepsiman is a comedic superhero that rescues people in need of refreshment. To my knowledge, the only super powers in his arsenal are that of running fast, "thirst quenching" through the dispersion of Pepsi, and a keen sense of finding those in need of immediate refreshment. And as this game illustrates, he's apparently quite a good fighter when he has to be, seeing as he's easily one of the more dominant characters to play. If you want more general information on Pepsiman, then just enter his name into a search engine, I'm sure you'll come up with something. _/_/_/ THE PEPSI CHALLENGE _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ To unlock Pepsiman as a playable character, you need only to start a game in Arcade Mode using any character, then at any point in your progression through the game, simply let go of the controller and allow the CPU beat you down. If you're taking a beating, he'll save you by entering the match as a challenger before you lose, no matter what round or stage it is. Defeat him and he becomes a playable character. However, note that he'll only do this once; beating him unlocks Pepsiman and disables the Pepsiman challenge. After doing so, to choose Pepsiman as your character, he'll be located off to the extreme left/right of the "Player Select" screen. Also after unlocking him, you'll gain the "Pepsiman Reset" option in the "Options Plus" menu. Selecting this option resets the Pepsiman code, meaning that he'll revert back to being a hidden character, and will challenge you again may you ever be on the receiving end of a beat down and require immediate refreshment. Pepsiman challenging can be quite handy, actually. You see, Pepsiman isn't very hard to beat due to his bad AI, and he'll challenge whenever you're taking a beating. Also, when he challenges, he replaces whoever you were fighting. So, say you're having trouble beating the boss, B.M.. Just get to B.M. and allow him to have his way with you. Pepsiman will save you by intervening, and you then return the favor by mopping the floor with him. The credits roll, and you've cleared the game without having to beat B.M.. _/_/_/ COMMAND NOTATION _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ For this document I'll be using a slightly modified version of the standard AM2 style text move notation, which consists of standard ASCII (numerical) directional inputs along with standardized command & button notation, as opposed to the more popular "QCF" 2D fighter style notation. Personally I find the aesthetics of the ASCII form to be messy and unpleasing to the eye, but once you familiarize yourself with the notation, its simplicity and clarity are hard to duplicate otherwise. In short, yeah I know it looks kinda ugly, but it's the clearest way to represent these types of commands in text form. _/_/_/ DIRECTIONAL _/_/_/_/_/_/ The directional inputs are noted in a standard numerical keypad formation running from 1-9, with 5 being the neutral joystick position. For the notation it's always assumed that you're in the default 1P character position, on the left of the screen facing to the right. This makes 6 "forward", 4 "back", 8 "up", and 2 "down". Below is a visual representation for added clarity. Keypad Joystick 7 8 9 7 8 9 4 5 6 \ | / 1 2 3 4 - 5 - 6 / | \ 1 2 3 _/_/_/ BUTTONS _/_/_/_/_/_/ Also the arcade button configuration goes in a G-P-K progression, but for whatever reason, AM2 likes to list commands in a P-K-G progression; for example, K+G, P+G, and P+K+G. For the purpose of clarity I'll be listing everything in a G-P-K progression. If you're used to reading it the other way then this may cause confusion at first, but ultimately I find G-P-K makes more sense. Anyway, the game's 3 buttons are as follows: G = Guard button P = Punch button K = Kick button _/_/_/ NOTATION _/_/_/_/_/_/ === + === A plus placed between buttons or directional commands means that the inputs are entered simultaneously. So "G+P" is Guard and Punch at the same time, "6+P" is 6 (forward) and Punch at the same time. === _ === An underscore placed before an input means that the input must be held for a duration. So for instance, "_8+P" would mean that the joystick must be held in the 8 (up) position for a duration while pressing P (punch) at the same time -- entering a quick 8+P wouldn't work. Likewise, "2+G+K_2+K" would mean that after entering 2 + Guard + Kick, the following Kick command has to be entered with the joystick held in the 2 position. === - === I've decided that, again for clarity's sake, I'll be adding a hyphen between all quick/tap succession button inputs. Normally these rapid commands would be noted with no dividing breaks (for example "PPP"), but I find it looks a lot cleaner with the breaks once you get into the longer command strings. An example would be "P-P-P-K-P-6+G+K-K-P", which would alternately appear as a bit of an eyesore "PPPKP6+G+KKP". Also note that I will not be using the breaks between directional inputs (for example "46+P"), only between button inputs. ===== ... ===== This placed at the end of a command means that the particular move is the beginning of another attack series, and can be continued on from in one big chain. You'll find that Pepsiman is the king of this, having multiple chains involving Raxel's "Motor Crew" and Tokio's "Reactor" series. ==== <> ==== These parentheses will follow "..." and contain either "Motor Crew" or "Reactor", noting that the move is a point that begins the noted attack series. ============ Motor Crew ============ This is a spinning backfist move borrowed from Raxel. It's an integral part of Pepsiman's arsenal seeing as he has the ability to cancel it into either a knockdown hit (2+G+K), or follow it with 6+G+K, which then allows him to either chain into the Reactor series -or- loop back into Motor Crew. In short, if you cancel Motor Crew with 6+G+K, it allows you to follow with K-P, putting you back at Motor Crew again, resulting in the possibility of looping 6+G+K-K-P -> 6+G+K-K-P infinitely... or just until you get bored and decide to finish with 2+G+K or a Reactor series. I've marked the occurrences of this move with "<>" to note where the stupidity in each the attack series starts. ========= Reactor ========= This is a versatile attack series borrowed from Tokio. There are a couple differences though, namely the fact that Pepsiman's K-P-K ends in an overhead kick whereas Tokio's doesn't. This is his heaviest hitting series and should definitely be exploited in corners and near the walls. I've highlighted the Reactor series in the move list. Also please note that "P... (Reactor)" always signifies that from this point the Reactor chain continues from P, *not* that you can follow the P with Reactor's initial K. An example of this would be "3+K-P-6+G+K-P... ". The 6+G+K counts as the initial K of Reactor, so from there you're following it with P and continuing on from there. ====== *AB* ====== This placed beside a particular command notes that it's an "Armor Break" move. When executed you'll flash white for an instant. Connecting with one of these moves is the only way to break your opponent's armor besides a heavy match ending KO blast. Once a portion of your opponent's armor meter is flashing dark green, connecting an Armor Break move to that portion will shatter it and they'll start taking more damage. ====== *GA* ====== This placed beside a particular command notes that it's a "Guard Attack" move. Again, when executed you'll flash white for an instant, but a line vortex will briefly appear as well. Basically this is a semi-invincible move that both guards and attacks at the same time. It is possible to be knocked out of a Guard Attack, but for the most part it will bust through any attack that started before it, including another Guard Attack. It's a given that your Guard Attack also doubles as an Armor Break. ==== () ==== Anything in the Command List appearing in these parenthesis is just a small note I've made either right there or in the "Notes" section at the bottom of the Command List. _/_/_/ COMMAND LIST _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ NAME: Pepsiman AGE: ? SEX: Male HEIGHT: ? WEIGHT: ? SPECIALTY: Quench One's Thirst == COLORS == == WIN POSES == 1P = Silver (regular) A/C = Thumbs Up 2P = Silver (brighter) B = Thirst Quench ("psshhaaaa") _/_/_/ STRIKES _/_/_/_/_/_/ P P-P P-P-P P-P-P-P P-P-P-P-P P-P-K *GA* P-P-P-K P-P-P-K-P <> P-P-P-K-P-2+G+K P-P-P-K-P-6+G+K P-P-P-K-P-6+G+K-P... P-P-P-K-P-6+G+K-K P-P-P-K-P-6+G+K-K-P... P-K P-K-K P-K-K-K P-K_2+K 4+P 2+P 3+P _3+P 6+P 6+P-P 6+P-P-P 6+P-K 6+P-K-P <> 6+P-K-P-2+G+K 6+P-K-P-6+G+K 6+P-K-P-6+G+K-P... 6+P-K-P-6+G+K-K 6+P-K-P-6+G+K-K-P... K K-K K-K-P <> K-K-P-2+G+K K-K-P-6+G+K K-K-P-6+G+K-P... K-K-P-6+G+K-K K-K-P-6+G+K-K-P... == Reactor == K-P K-P-P K-P-P-P K-P-P-P-K K-P-P-P-4+K K-P-P-P-2+K K-P-P-P-2+K-K K-P-K K-P-P-K K-P-P-4+K ============= 2+K 4+K *GA* 3+K 3+K-P <> 3+K-P-2+G+K 3+K-P-6+G+K 3+K-P-6+G+K-P... 3+K-P-6+G+K-K 3+K-P-6+G+K-K-P... G+K G+K-K G+K-K-K G+K-2+K 2+G+K 2+G+K-P... 2+G+K-K 2+G+K-K-K 2+G+K_2+K 2+G+K_2+K-K 6+G+K *AB* 6+G+K-236+K 6+G+K-236+K-41236+K 62+G+P+K 62+G+P+K-K _G+82-K (i) _/_/_/ JUMPING _/_/_/_/_/_/ 8+P 9+P _8+P _9+P _7+P 8K 9K 7+K 8+K 9+K _8+K _9+K _7+K 82+K While jumping, P While jumping, K While jumping, 2+K While jumping, 4+K While jumping, 6+K While decending, K While decending, 2+K _/_/_/ THROWS _/_/_/_/_/_/ G+P 64+G+P 64+G+P+K Opponent facing away, G+P Opponent facing away, G+P+K (ii) Opponent's back near wall, G+P Jumping at opponent, 2+G+P+K (iii) Meeting opponent mid-air, 4+G+P+K _/_/_/ OPPONENT DOWN _/_/_/_/_/_/ 8+P 2+K-K-K _/_/_/ BACK TO OPPONENT _/_/_/_/_/_/ P... (iv) P-K 2+P K K-P... 2+K 8+K _/_/_/ DASHING _/_/_/_/_/_/ P K 9+P 2+K *AB* 9+K G+P *AB* G+P+K _/_/_/ SITUATIONAL _/_/_/_/_/_/ Back near wall, 1+K Jump to wall, 8+P (goes to top rope) From top rope, 8+P *AB* From top rope, 2+G+P+K (v) _/_/_/ NOTES _/_/_/_/_/_/_/ (i) Although AM2 would display this command as "_8+G _2+K", it's fairly misleading and simply doesn't work like that. Basically you just want to be holding the G button, then quickly enter 82-K, releasing the G button before pressing K. The proper result is an Axe Kick. Other than the fact that it hits overhead, this move has no special properties -- it's not a Guard Cancel and can't be chained into anything else; it's just an overhead Axe Kick with a strange command. However, it does solid damage for a single strike. (ii) Can somebody PLEASE tell me what this move is about?! Honey has the same silly move as well. It doesn't do any damage, can't be chained into anything, and doesn't leave you in a position of any notable advantage. I realize it's probably a joke move/taunt, but I can't find any info on it at all. If any genius Honey players out there have anything different to say about it, I'd love to hear it. (iii) You can perform this aerial Leg Scissor command at any point during a jump, however missing with it results in Pepsiman falling on his ass and taking a small amount of damage. It's a high risk move, but it does a fair amount of damage when you connect with it. Basically you want to be about a character's distance away, and then jump at your opponent, doing the command at the peak of your jump. This throw also grabs crouching opponents. (iv) As with most characters, this single turning punch can be followed by most moves or attack series. However, like Tokio, Pepsiman can't follow this punch with a command series starting with K due to his back-to-back canned P-K combo. This just means you're locked out from following the P with Reactor or his K-K-P series. (v) This is Pepsiman's same aerial Leg Scissor throw as before, but for some reason he's allowed to execute it from the top rope. If you allow him to turn and leap from the top rope automatically, the leap itself will home in on your target and the move will act as it would during a regular jump, requiring a bit of timing to connect, but being a fairly high percentage attack. However, inputting this command at any point during his climb up or top rope set up results in him cancelling straight into the move and dropping straight down. Of course, doing so drops the move's success rate right down to zero unless the opponent is right up against the wall under you. _/_/_/ EVALUATION _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ I read in a FAQ somewhere that Pepsiman plays similarly to Rent-A-Hero from Fighters Megamix. Well, that's totally untrue. I have both games and there's really no similarity between the two at all. If you're curious as to how Pepsiman plays, it's fairly accurate to say that he plays like a mix between Tokio & Raxel. Not that he's a complete clone of either, it's just that he shares some of their better moves & attack series, which makes him feel similar in play style. However, I suppose it's best to say that Pepsiman is the "Dural" of Fighting Vipers, borrowing an assortment of moves from various Vipers characters. As far as fighting goes, Pepsiman is a complete bastard. He has a more versatile version of Tokio's "Reactor" series, the incredibly cheap ability to cancel his "Motor Crew" backfist into some purely sick combos, as well as the added bonus of having unbreakable armor. Add that to the fact that he has an assortment of the more effective moves in the game, and Pepsiman turns out to be easily the most versatile, if not the best character in the game, save Mahler. The CPU doesn't make use of his abilities even on the hardest difficulty setting, but he's a very easy character for a player to abuse. Striking is Pepsiman's thing, and he can absolutely destroy opponents in the corners or near walls by making use of his ridiculous juggle combos. Concerning singular moves, I suppose his 6+P is one of his better moves due to the fact that it hits middle breaking low guards and has a nice set of follow up options, but it's kinda slow with low priority. For that reason 3+K is better; a little faster, longer range, higher priority, and with the same middle hit property and Motor Crew options. Pepsiman can also up-end opponents with a low strike from his 2+G+K, and then proceed to pummel them with his numerous attack options from there. This works great as a low counter seeing as it has solid range and can be followed with Reactor. For that matter, I also suppose his standard K-K combo deserves mention as well since it eventually gets him to Motor Crew after the initial high and mid strikes, which of course leads into Reactor - essential for keeping devastating wall juggles going. Throwing isn't really one of Pepsiman's strengths, as his options in this department are fairly rudimentary -- he's definitely more of a finesse striker type than a power type. However, his aerial Leg Scissor grab is quite cool to use. If you time it properly, you can leap at a standing or crouching opponent and snag them. The risk/reward factor is pretty high though; miss and you fall on your ass directly in front of them. But I suppose it could be good if you used it sparingly and set it up properly with the occasional jump-in attack every now & then. Just a thought. As for combos -- Pepsiman IS a combo. After you familiarize yourself with the flow of his attack possibilities, it's hard not to keep abusing his many cancels from Motor Crew. Study his move list, understand how evil you can get on a fool with Motor Crew cancels, and remember that one of the stronger Reactor finishes is K-P-P-4+K. It'll all come naturally... very little imagination required. Now by no means am I a Fighting Vipers expert or anything. There could very well be additional moves for Pepsiman that I've missed, but to my knowledge, this is all he's got. Lacking the ambition to dive any deeper into this game, it's hard for me to tell if there's anything more about him to know. If you happen to find any other moves, or wish to contribute some strategy notes or something, then by all means do. _/_/_/ DID YOU KNOW? _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ Fact 1: Pepsiman's appears in this game is his original form, Silver with a red stripe down the middle. However, you might be familiar with his newer Blue appearance which Pepsi had changed him to when they switched to their new logo and blue can in 1999. Fact 2: The Pepsiman theme song is done by 'James and Gang' and is available for download in a few different remixes. The game 'Pepsiman' for Playstation also features a few unique remixes. Fact 3: If you were alive in North America during the early 90's then you probably remember the pop culture catch phrase "I've fallen and I can't get up!". It was a phenomenon brought about by an unintentionally humorous Medic Alert commercial depicting an elderly lady in need of medical assistance. Now apparently this commercial caught some overseas fame as well, because the default BGM in Training Mode features a sample of the catch phrase from the commercial. Fact 4: You can select the BGM track in Training Mode. At the "CPU Type Select" menu you can cycle through the different BGMs by using the L/R buttons. This means you can choose not to listen to the "I've fallen and I can't get up!" song over & over, making extended training sessions a bit more bearable. Fact 5: After marking "OK" for Honey's entire Command List in Training Mode, you'll gain the option to play with her ring name changed to "Candy" as it appears in the NA & EU versions of the game. To do this (after completing her list, of course), at the "Player Select" screen, choose Honey while holding the Z button. Honey looks & plays no differently as "Candy", her name is just announced and displayed as such. Fact 6: There's an "omake" (bonus) file on the GD-ROM, just throw the disc into your computer to view it. If you don't read Japanese, it's basically just a collection of AM2 production shout-outs & thanks, as well as some additional game information (such as Facts 4 & 5) which I've already written into this document. Fact 7: Clearing the Arcade Mode with the difficulty set to anything below "Normal" will not register a clear time record, and you will not be prompted to enter your name. _/_/_/ ADDITIONAL: GAME SPECIFICS _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ While writing this I almost let it turn into a full blown Fighting Vipers FAQ, but being sickened by how much time it was sucking up, I decided to just cut it short and revert back to my original intention of a dedicated Pepsiman FAQ. Perhaps I may change the format in some future revision or something, but for now I'll just tag the additional information I compiled onto the end in this "additional" section. _/_/_/ VERSION SELECT _/_/_/_/_/_/ At the "Player Select" screen, pressing R will bring you to the Mode Options where you have a choice of Original, Arrange, or Hyper. The "Arrange" version is a specially balanced remix for Saturn, "Fighting Vipers 1.5" if you will. From what I can tell, the biggest difference is the inclusion of additional moves for the characters. Although they don't have the full move envelopes of their Fighters Megamix selves, they're pretty damn close, and it makes a noticeable difference. For example, Honey gains two throws (46+G+P & 62+G+P) and a high Armor Break combo (PPP6+K), all of which she's sorely in need of otherwise. The "Hyper" version is basically the same thing as the Arrange, only with two additional features that are geared more toward Vs play; the "Sidestep" and "Hyper Break". The Sidestep addition makes the game play like a more modern 3D fighter and needless to say, simply makes the game play better. The Hyper Break sheds your character's armor in exchange for a what can only be described as a "Hyper Rush" mode which allows you to cancel attacks like crazy -- basically a "crazy combo" mode. However, this Hyper Rush effect only lasts for one round per match, and of course, you take more damage with no armor. Also note that when playing Hyper, you don't get credit for your Time Record when clearing the Arcade Mode. ARRANGE Version Features - Additional "Fighting Vipers 1.5" character moves - Increased Air Recovery distances - "Over Wall" KO finishes (characters can get sent over the wall) - "Wall Hang" KO finishes (characters can get draped over the wall) - Pepsiman-esque display makeover HYPER Version Features - Additional "Fighting Vipers 1.5" character moves - Increased Air Recovery distances - "Over Wall" KO finishes (characters can get sent over the wall) - "Wall Hang" KO finishes (characters can get draped over the wall) - Pepsiman-esque display makeover (red) - Sidestep (6+G+P+K/4+G+P+K) - Hyper Break (4+P+K) _/_/_/ UNLOCKABLES _/_/_/_/_/_/ - Defeat Pepsiman and he becomes a playable character. (all game modes) - Clear the Arcade Mode once on any difficulty and you'll unlock Mahler. (all game modes) - Clear the Arcade Mode once on "Normal" difficulty or higher using Honey and you'll unlock "Aloha" Honey. (Vs, Training, and Team Battle) - Clear the Arcade Mode once on "Hard" difficulty or higher using Honey and you'll unlock "Fuku" Honey. (Vs, Training, and Team Battle) - Clear the Arcade Mode once on "Very Hard" difficulty and you'll unlock B.M.. (Vs, Training, and Team Battle) - Clear the Arcade Mode once playing the "Arrange" version and you'll unlock Kumachan. (all game modes) - Clear the Arcade Mode once with Pandachan (2P Kumachan) on any difficulty setting and she'll replace B.M. in the final scene of the intro movie. - Clear the Arcade Mode once or unlock Pepsiman and you'll receive the Options Plus menu. ========================== Aloha Honey & Fuku Honey ========================== There's actually a difference between these two alternate versions of Honey aside from their appearance. "Aloha" Honey is a legitimate alternate version of Honey, having a different Armor Break move using her ukulele (66+P) that has more range than her regular "Cat Slap" move. Because of this she counts as a special character and has no Command List to view in Training Mode. It should also be noted that Aloha Honey doesn't gain the additional moves granted to regular Honey when playing the Arrange and Hyper versions of the game. On the other hand, "Fuku" Honey is simply an alternate schoolgirl uniform choice for regular Honey, and as such she does have a Command List to view in Training Mode, and also gains the extra moves when playing the Arrange and Hyper game versions. =========== Pandachan =========== Kumachan has two colors to choose from, the normal 1P default brown bear with the cowboy hat, or the 2P Panda bear with the beach ball. Both are identical characters save for their appearance, and here in Fighting Vipers both display the name Kumachan when being played. However, in Fighters Megamix, selecting Kumachan's 2P color displays the name "Pandachan", so I suppose this makes Pandachan count as a legitimate individual character, not just an affectionate tag given to Kumachan's 2P color. Officially Kumachan is a teddy bear who is neither male nor female, but for for whatever reason players have dubbed Kumachan as being male and Pandachan as being female. _/_/_/ OPTIONS PLUS _/_/_/_/_/_/ ======= Stage ======= Choose at which stage (1-9) the Arcade Mode will begin. Note that starting at any stage besides the default 1st Stage (Bahn) results in no Time Record being kept for clearing Arcade Mode. =========== No Damage =========== Toggles player damage on/off. Enabling this feature prevents you from posting a valid Time Record in Arcade Mode. ================ Pepsiman Reset ================ Resets the Pepsiman code, re-locking him as a hidden character and allowing him to rescue you from your thirst again. ========== Portrait ========== A collection of the character portraits displayed when you clear Arcade Mode. When you first unlock it there's a small basic collection to view, but each time you clear Arcade Mode with a character, their individual portrait collection is added. ===== BGM ===== Toggles the Background Music on/off. ========= Bighead ========= Toggles "bighead" on/off. Please note that this is more than your typical, cliche "bighead mode". It's more like a "Fighting Viper Kids" mode, as the characters take on a chibi/SD form rather than simply having their head enlarged. It's a feature of this game that's little known and fairly underrated. That is, considering that people actually paid money for "Virtua Fighter Kids" as a separate title. I'm not sure when exactly this feature unlocks, but it eventually does. =========== Wall Disp =========== Toggles the "wall display" on/off. It just makes the walls invisible. The point, please? This one also unlocks eventually, but the exact method to do so is a mystery to me. _/_/_/ TRAINING MODE _/_/_/_/_/_/ This is just a quick overview of the available Training Mode options. ================= CPU Type Select ================= Type A = Stand Type B = Crouch Type C = Guard High Type D = Guard Low Type E = Jump Type F = Advance Type G = Retreat Type H = Jump into back-to-back position Type I = Guard everything Type J = Air Recovery Type K = 1-hit Guard ======= Notes ======= - You can view move demonstrations in the Command List by highlighting a specific move and then pressing A, or C, or Start. Press B to exit the Command List. - You can select the BGM in Training Mode by pressing L/R at the "CPU Type Select" menu. - Although Mauler and "Fuku" Honey have available Command Lists, the other special characters (Pepsiman, Kumachan, Aloha Honey, and B.M.) don't. - Choosing the Arrange or Hyper version setting disables the Command Lists for all characters, special or otherwise. _/_/_/ PLAYBACK MODE _/_/_/_/_/_/ Assuming you have enough free backup RAM, you can record fights to memory. The way it works is that you can only save one round at a time. During the round's replay, press the L or R trigger buttons to toggle on/off the "save" function. If the replay ends with it toggled on, you'll be presented with a green screen that asks: Will you record this replay? > Record in system RAM > Record in Cartridge RAM (*with a RAM cart inserted) > Don't record If you have a RAM cart inserted, the "Playback Data" select feature becomes available in the Options menu. You can toggle between "Manual Save" and "Auto Save"; the latter being faster because the green prompt screen doesn't interrupt, but it saves every single round unless you tell it not to. This is done by cancelling the "save" action during the replay by pressing the L or R buttons. HOWEVER... One thing that's fairly disappointing is the fact that the Match Recording / Playback is... imperfect. It seems that the engine occasionally has trouble reproducing the info that the record file is telling it to display, so you quite often end up seeing different action than what you originally recorded. For instance, I once roasted B.M. with a 100% juggle combo, bouncing him off the wall as he repeatedly tried to recover and counter mid-air. The round lasted only a few seconds. So when I go back to watch the saved replay, I see myself knock him against the wall, only he manages to recover before my follow up arrives, and then we just stand there face-to-face until the time runs out... =============================== Playback Mode's Camera Select =============================== A = overhead view X = low view L = rotate left B = exit replay Y = normal view R = rotate right C = none Z = high view ==================================== Playback Mode's Exhibition Matches ==================================== Kokokarashita wa nikenno hitotachi no (Picky vs Bahn) replay data ga haittemasu (Honey vs Bahn) KO notokini upper nadode ukasuto (Sanman vs Bahn) saikou no nagekyara wa Kumachan yo (Kumachan vs Sanman) Pepsiman doushi no oasobi data (Pepsiman vs Pepsiman) Bahn to Sanman no majimena shiai (Bahn vs Sanman) What this translates to is: From here we have replay data of opposing players. Left hanging on a KO upper float. Awesome Kumachan throws. Pepsiman bros' play data. Bahn and Sanman's serious game. _/_/_/ CLOSING _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ Well at this time I don't have a lot of thanks to throw around seeing as I did this all myself, but I guess I should thank Sega/AM2 for including Pepsiman in this game so that I could play him and have something to write about. I should also thank anybody who's reading this because it means all the work I put into it was worth something outside my own personal enjoyment. I mean, I can't be the only Pepsiman fan out there... I should also mention that the legal copyright header which I simply cut & pasted appears courtesy of GameFAQs.com, and that I thank them for hosting my work. Again, if you have any comments or things you wish to add, feel free to contact me: Hurricane Higashi . Have fun, drink Pepsi! _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_ - END -