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One BLANK Memory Card (15 Memory  Card  blocks)  per character.  
The Memory Card can be inserted into either Memory Card slot 1 or 2 
of the PlayStation game console.

Important:   FIGHTER  MAKER  requires  all  15  blocks  to save edited
character moves, profiles, and logic data.  Before you start using the
Character Edit  feature, it's recommended that you have a blank Memory
Card for each character that you will edit.

                    Gameplay Controls ------(Default)
Page - 4

 START Button - Display Main Menu at Title Screen.
                Pause/resume game action.
                In VS mode, press once for slow motion.
                Press again to pause.

 SELECT Button - Display   in-game  menu  to  check  attacks,   change
                 settings and camera angles, or end game.

 Directional Buttons - (U) -Move character to background (away from
                       (D) -Move character to foreground (toward you)
                       (L) -Move character to the left
                       (R) -Move character to the right
                       Activate  a  variety  of  attack  sequences  by
                       combining  the  Directional Buttons with Attack
                       buttons ((X), (S), (T)).

 (X) Button - Confirm menu selections.
              Low-level (leg) attacks.

 (S) Button - Mid-level (body) attacks.

 (T) Button - Upper-level (head) attacks.

 (C) Button - Cancel menu selections.

 R1 Button - Guard.

 R1 + (D) - Defend against low-level attacks.

 R1 + (S) - Throw.

 Note:  You can reconfigure the gameplay controls in Option Mode.  See
       page 11.

- Page - 5

                           Character Edit Controls 

 START Button - Display the  Controller bar  while creating movements.
                See page 23 for information about the Controller Bar.

 SELECT Button - Switch between the  throwing character and the thrown
                 character when creating throwing movements.

 Directional Buttons - Move cursor.

 (X) Button - Confirm menu selections.

 (T) Button - Display  menu  for  adjusting  camera  perspective  when
              viewing a character.

 (S) Button - Hide menus for unobstructed view of character.

 (C) Button - Cancel menu selections.

 L1 Button (hold) + (L)/(R) - Cycle through a  pose  frame by frame in
                              Pose Editor.

 L2 Button - Redo last action in Pose Editor.

 R1 Button (hold) - Display a ring around the  selected portion of the
                    body in  Pose Editor,  indicating the direction in
                    which it will be moved.

 R2 Button - Undo last action in Pose Editor.

- Page - 6

Playing Fighting Games----------------------

 Game Screen -----------
 - Player 1 on the left.
 - Player 2 on the right.
 - Stamina Gauges at top for each player.
 - Time left in round between the Stamina Gauges.
 - Rounds Won counter under the players Stamina Gauges.

 Game Rules ----------
 - When a character takes damage, his/her stamina gauge falls.

 - The first character to deplete his/her stamina gauge loses, and the
   other character wins the round.

 - You must win two rounds against the CPU,  or three rounds against a
   human opponent, to win the match.

 - If you're  playing with a time limit and time expires before either
   opponent  wins,  the  opponent  with  more stamina remain
                            Fighter Maker
                         (X) = X Button
                         (C) = Circle Button
                         (S) = Square Button
                         (T) = Triangle Button

                     (U) = Direction Button Up
                     (D) = Direction Button Down
                     (L) = Direction Button Left
                     (R) = Direction Button Right

            (H?) = HOLD the button. ? indicates the normal
               qualifier. e.g. (HD) means HOLD the DOWN
             Directional Button; (HR) HOLD the (R) Button

        (R)(R) = When you see two in a row, that means to TAP
               the buttons in the direction indicated.


This  manual is by request from all of you who hounded Dave for it.  I
suppose  that  is  one  reason  I  don't  include my email addy in the
manuals.  I get enough email each day as it is, and don't want to deal
with hundreds of requests, so I'll let Dave handle them.  :) It's Much
easier getting one email from him.

Also,  bare with me in this manual; there are a lot of odd symbols and
stuff  through  out.  Please keep in mind that there is only so much a
person can do with ASCII text files.

- Page - 1

                          Table Of Contents
Create and Fight! ..............2     Hit .........................43
                                      Throws ......................44
CHAPTER 1: BASICS                     Win/Lose Poses ..............44
Setting Up .....................2     Basic .......................44
Controller .....................3   Using Logic ...................47
Playing Fighting Games .........6     The Idea Behind LOGIC .......47
Using Fighting Commands ........7     Creating LOGIC ..............47
Selecting Game Modes ...........9     Release Time ................49
Configuring Options ...........10   Applying LOGIC ................50
                                      Testing .....................50
CHAPTER 2: EDIT MODE                Test Mode .....................51
Edit Mode Menu Options ........12     Test Options ................51
Creating Motion ...............16
  Patterns Make The Moves .....16   CHAPTER 3: Tutorial
  The Motion Menu .............17   Introduction ..................53
  Creating a Motion in              Tips for Creating Characters ..55
  Three Steps .................18   Basic Movements ...............56
Motion Editing Screens ........22   Hits ..........................58
  Edit Screen .................22   Set Hits ......................60
  Management Window ...........24   Throws ........................62
  Camera Window ...............27   Use Your Imagination! .........68
Using the Pose Editor .........29
Using the Config Option .......33
  Command .....................33
  Hit .........................34
Assigning a Name ..............40
When Your Motion
Editing Is Complete ...........40
Creating Combos ...............41
Guidelines ....................43
  When You Begin Creating .....43

- Page - 2

                          BASIC INFORMATION
Create And Fight----------------
FIGHTER  MAKER  lets you create an unlimited number of custom fighters
to battle in your own 3D fighting game.  Assemble dozens of sequences,
including  punches,  kicks,  throws  and blocks, to create hundreds of
unique fighting moves.  Pit your ultimate warrng in the
   winner of that round.

 - A draw game occurs when both fighters' stamina runs out at the same
   time (a double KO), or both fighters have the same amount of
   stamina when time runs out.

Note:   You  can  adjust  the  time  and number of rounds per match in
Option Mode.  See page 10.

- Page - 7

Using Fighting Commands-----------------------
These  commands  are  used  for  characters facing right.  Reverse the
left/right Directional buttons when your character is facing left.

 (U) -Move character to background (away from you)
 (D) -Move character to foreground (toward you)
 (L) -Move character to the left
 (R) -Move character to the right

 (HD) = HOLD the DOWN Directional Button, etc.
 (R)(R) = When you see two in a row,  that means to TAP the buttons in
          the direction indicated.

 Attacks -------
 (T) - Upper-level attack
       Attack an opponent's head.

 (S) - Mid-level attack
       Attack an opponent's body in mid-section.

 (X) - Low-level attack
       Attack an opponent's legs and knees.

 Guards and Blocks -----------------
 R1 - Upper and mid-level guard
      Block an opponent's  upper- or mid-level attack.  Cannot be used
      to block low-level attacks or a throwing sequence.

 R1 + (HD) - Low-level guard
             Block  an  opponent's  low-level  attack.  Also, use this
             combination  to  evade  upper-level  attacks  and  normal

 Throws ------
 R1 + (S) - Throw
            Toss  an  opponent.   Throws are successful only when your
            character is close to an opponent.

- Page - 8

 Dashes ------
 (R)(R) - Forward dash

 (L)(L) - Backward dash
 Tap  the  left  or  right Directional Button twice quickly.  Use this
 tactic to  dive  into  your  opponent's  chest,  or  to run toward an
 opponent or retreat rapidly.

 (U)(U) - Background dash

 (D)(D) - Foreground dash
 Tap the up or down Directional Button twice quickly.  Use this tactic
 to  avoid  an  opponent's  attack,  or  to  circle  around  behind an

 Defense -------
If  your  character  is  attacked and knocked to the ground, go on the
defensive by pressing the R1, (T), (S), or (X) button before landing.

Note:   See  page  66 for information about downward attacks on fallen

 Resetting During Gameplay -------------------------
To  reset  the  game  to  the  Title Screen during gameplay, press the
SELECT, START, L1, L2, R1, and R2 buttons simultaneously.

- Page - 9

Selecting Game Modes--------------------
Press  the  START button at the Title screen to display the Main Menu.
Use  the  Directional  buttons to select a game mode and its following
options, and press the (X) button to confirm.

 Normal Mode -----------
Battle  against  the  computer.   Select your character and a fighting
style:  NORMAL uses the data originally programmed for that character;
CUSTOM uses another character's data or edited data.  If you are using
an  edited character, insert a Memory Card with that character's data.
Select  CONTROLLER  to  control  the  character  yourself,  or  CPU to
instruct  the  computer  to  play both characters in CPU Random or CPU

 VS Mode -------
Battle a friend for fighter supremacy.  Select your characters and the
data  for  their  movements  (as  in  Normal  Mode).  If the battle is
between   two  edited  characters,  insert  a  Memory  Card  for  each

 Option ------
Adjust various game settings. See the following page for details.

 Edit Mode ---------
Create  new  character  profiles  and edit your character's movements.
See Chapter 2 for instructions.

- Page - 10

Configuring Options-------------------
Use  the  Main  Menu's OPTION feature to adjust various game settings.
On  the  Option  Menu, use the Directional buttons to select items and
press the (X) button to confirm.

DIFFICULTY - Set your  CPU opponent's  skill  level  for  Normal  Mode
             battles. Choices range from easy to hard.

TIME - Set  the  time  limit  for  each round.  Choices range from  15
       seconds to infinite (no time limit).

NORMAL/VS ROUNDS - Set the number of rounds per match for  Normal Mode
                   battles and VS Mode battles.

1P/2P LIFE - Set the  value of each  fighter's  Stamina Gauge.  If you
             choose  [infinite],  the  character  will  not suffer any

CHARACTER SELECT - Set to  ON for  the option of selecting a different
                   character between matches.

- Page - 11

HYPER MODE - Set to  ON to minimize character movements  made after an
             attack   sequence.    This  makes  it  easier  to  launch
             continuous, rapid attacks.

BUTTON CONFIGURATION - Change  the  controller button  assignments for
                       gameplay.   On  the  Configuration menu, choose
                       from  four  pre-set configurations.  Or, choose
                       CUSTOM,  highlight  a button, and then select a
                       move to map to that button.  Moves include:

                       U (upper-level attack)
                       M (mid-level attack)
                       L (low-level attack)
                       G (guard)

BGM/SE VOLUME - Set  the  volume  for  background  music  and/or sound

BGM/SE TEST - Test background music and/or sound effects.

EXIT - Return to the Main Menu.

- Page - 12

                              EDIT MODE
Edit Mode Menu Options----------------------
Select  EDIT  MODE  from  the Main Menu when you want to create unique
characters.  You can choose from 20 character models, supply the model
you  select  with  various types of movements, create action sequences
for it, and write the character's profile (vital statistics).

You also use EDIT MODE to create CPU logic.

Select  options with the Directional buttons, and press the (X) button
to confirm.

Important:   The  NEW,  LOAD  and SAVE options from the Edit Mode Menu
affect all data for the current character.

 New ---
Create   a   brand-new  character  from  scratch,  without  using  any
previously  selected data.  When you select YES, all current character
data  (if  any)  is  erased  from  the  screen.   After selecting NEW,
continue  by  making PROFILE and BODY selections (as described on page

Note:   You  can  restore  default data by loading it from the FIGHTER
MAKER  CD-ROM,  and  restore  original  data  (if previously saved) by
loading it from a Memory Card.

- Page - 13

 Load ----
Upload all existing data from a Memory Card for a character previously
saved to that card.  When the data loads, the model will change to the
one  saved on the card.  You can use a Memory Card in either slot 1 or
slot  2  to load saved data.  You can also load existing data from the
FIGHTER MAKER CD-ROM to use with creating a new character.

Hint:   If  you're  new  to  the  process, try loading sample fighting
styles  from  your FIGHTER MAKER CD-ROM, and then editing the existing

 Save ----
Save  the character data you've assembled onto a Memory Card.  You can
save  movements,  profiles,  and  CPU  logic.   If you're saving a new
character,  use a blank Memory Card.  If you're saving additional data
for  a previously created character, you can save to the same card you
loaded  the  data  from.   The Memory Card can be inserted into either
slot 1 or 2.

Note:   One  blank  Memory  Card  will  hold  complete  data  for  one
character.   The  amount of blocks used depends on the data saved, but
will never exceed 15 blocks, the maximum capacity of a Memory Card.

- Page - 14

 Profile -------
To  give  your  character  an  identity,  create  information  in nine
categories.   Select NEW to erase any current data and give yourself a
blank  slate; LOAD to upload existing data; SAVE to save the displayed
data; and EDIT to change existing data or input original information.

On  the  Profile  list, use the Directional Buttons to select, the (X)
button  to  confirm, and the (C) button to cancel.  On the Edit letter
grid,  use  the  Directional buttons to select characters, and use the
buttons shown at the bottom to operate the screen.

Note:  You can input Profile Data for your character at the beginning,
end or anytime during the creation process.

 Body ----
Select  a  body  for  your  character.   Press  the Directional button
(L)/(R) to see all 20 model selections.  The models differ in physique
and  height,  and  these  characteristics  will affect the beauty of a
sequence  and  the  hit  points gained.  Think about the sequences you
want  to  create, and choose the best body to effectively use and show
off those moves.

Important: You must select a body before you can create motions.

 Motion ------
Create the movements and sequences to make up the character's fighting
style.   This  feature  is  explained  in  its  own section, "Creating
Motion," beginning on page 16.

 Logic -----
Use  LOGIC  to program the movements the CPU will use when controlling
your  character.   For  instructions,  see  the section "Using Logic,"
beginning on page 47.

- Page - 15

 Test ----
Test  your  characters  by operating them in real time.  The "Testing"
section begins on page 50.

Adjust  the  settings for Test Mode.  This feature is explained in the
"Test Options" section on page 51.

- Page - 16

Creating Motion---------------
A  character's performance depends on how effective his or her motions

Motion  is the heart of FIGHTER MAKER.  Movements are "drawn" by a 3-D
polygon  engine,  allowing  you  to  create  any  sequences you like -
ranging  from  idling  to  furious  attacks  to  the pose assumed by a
character  at  the  moment of victory or defeat.  Use FIGHTER MAKER to
bring to life the moves that exist in your imagination.

 Patterns Make The Moves -----------------------
For  the simplest movement, create at least two patterns:  a beginning
pose  and  an  end pose.  FIGHTER MAKER will automatically compute the
transitional movements between the two.

- Page - 17

 The Motion Menu ---------------
Motion Types - The four main motion types you can create and edit.

Motion Settings - The settings you apply to the motion you're editing.

Patterns - This  dual figure  shows the number of  patterns  for  your
           model.  To the left of the slash:  number of patterns used;
           to the right of the slash:  number of patterns available.

Directional Coordinates - These  coordinates  represent  the  parts of
                          your model will move: X is horizontal (right
                          or  left on screen);  Y is vertical  (up and
                          down). Z is forward/backward (toward or away
                          from you).  When you change the  perspective
                          (see  page 27),  you can verify  the model's
                          direction with these coordinates.

- Page - 18

 Creating A Motion In Three Steps --------------------------------
1. Select a Motion Type.
 There  are  four main types of motions, listed in the Motion Menu and
 described in the table below. It's best to start with a BASIC motion.
 Press   the   Directional   button  (U)/(D)  to  scroll  through  the

 - You must select BODY before you can create motions.
 - You must create a motion before you can use TEST.
 - You must create a HIT or THROW motion in order to use LOGIC.

 Basic Type     Description

 Hit            Edit punch and  kick attacks that are activated by the
                Attack  buttons  ((X),  (S),  (T)).   You can create a
                maximum  of  457 Hit patterns and 40 Hit sequences for
                each character.

 Throw          Edit basic  throws and command throws,  and create the
                movements  of  the  character  under  attack.  You can
                create  a  maximum  of  295 Throw patterns and 6 Throw

 Win/Lose       Edit your  character's winning and losing poses at the
                moment  of  victory  or  defeat.   Only motions can be
                created, there are no Win/Lose attacks.  A total of 76
                patterns  are  available  for the creation of Win/Lose

 Basic          Edit  character  motions  that  are  not   related  to
                attacks.   These  include running, standing, guarding,
                turning, rolling and so on - 21 moves in all.  You can
                create up to 166 patterns.

- Page - 19

2. Select A Setting For Your Motion Type.
 Press the  Directional  button (R)  to activate the right side of the
 Motion  Menu.  Here  you  can  select  a  setting  - NEW, LOAD, SAVE,
 CONVERT,  or any  of  a  number  of sequences - for the motion you're
 editing.  Press the Directional buttons (D)/(U) to scroll through the
 selections (they do not all appear on the screen at the same time).

 Remember: Use the sample data on the CD-ROM as a reference.

- Page - 20

Setting      Description

 New          Clears all  previous data for the type of motion you are
              editing,  so  you  can  start with  a  blank slate.  For
              example,  when you select NEW from the Throw menu,  only
              Throw  data  is  cleared.  None of  the  other  data  is
              affected for the character you are editing.

 Load         Upload data from the  CD-ROM  or a  Memory Card  for the
              type of motion you are editing. Example, then you select
              LOAD  from  the  Throw menu,  only  Throw  data  will be
              loaded.  None  of the  other data  is  affected  for the
              character you are editing.

 Save         Saves data to a  Memory Card  for the type of motion you
              are  editing.  Example,  when you  select SAVE  from the
              Throw menu, only Throw data will be saved.

 Covert       Make  automatic  adjustments  to use  the movements of a
              different  character  model.   When you load  the  moves
              designed for  one  body type onto a different body type,
              the  movements are automatically adjusted to fit the new
              body  type.   Keep  in  mind  that you may  need to make
              further adjustments if the bodies differ greatly in size
              or  height.   For  example,  to stop a shorter character
              from floating above the ground you may need to tweak the
              hit area.

 Sequence     Use a  pre-set motion sequence already supplied with the
              model  you're using.  These are  identified by names and
              numbers. Once you select a sequence, you can edit it for
              your current character.

- Page - 21

3. Use A Sequence
 When you select a pre-set motion sequence, you can custom edit it for
 your character,  or  apply  it  intact  as  one  of  your character's
 movements.  A  small  Sequence Menu appears with EDIT, COPY and PASTE

 Option    Description

 Edit      Customize the sequence for your current character.

 Copy      Copy  sequence data  to a  temporary buffer,  preparing for
           Paste action.

 Paste     Paste  copied  sequence   data  as  one  of  the  character
           movements.   This  option will use the last sequence copied
           to the temporary buffer (see above).

- Page - 22

Motion Editing Screens

 Edit Screen
 Sequence Number - Top left on the screen.
 Edit Buttons - Top of the screen.
 Name & Command - Located under the Edit Buttons bar.
 Time - Is seen in the bottom right corner.

 Sequence  Number - Each sequence is numbered.  When you create combos
                    (see page 41),  you'll also see  the number of the
                     sequence the combo is linked to.

 Edit Buttons - Select  these  buttons to customize the movement:  use
                MOTION  to  create the movement; use CONFIG to set the
                command  to  launch the movement, and amount of damage
                inflicted;   use  NAME  to  create  a  label  for  the
                movement.   (For  more  on  MOTION,  see  the sections
                starting  on  page  16;  for  CONFIG, see page 33; for
                NAME, see page 40.)

 Name - Displays the motion's name.

 Command - Displays  the  motion's  command,  set with the CONFIG edit
           button (above).

 Time - How long (in seconds) the motion runs.

- Page - 23

 Controller Bar - Press the  START  button to  display  (or hide)  the
                  Controller  bar,  which  you  can use to control the
                  flow  of  the  motion.   Select [)] to play, [|)] to
                  play  in  slow  motion, [||] to pause, and [||)] and
                  [(||]  to  scroll.  Select [|(] or [)|] to return to
                  the   beginning   or  end  position.   Use  COPY  to
                  duplicate a pattern.

                  Note:   Once  a  pattern is copied, you can paste it
                  into  the  Management window (see page 24), and edit
                  it in the Pose screen (see page 24).

 {*Hope you folks can make out the VCR style buttons in there - iflab}

 Shadows - The blue and red shadows that appear behind the model as it
           plays  through a  motion,  indicate  the  movements  of the
           previous pattern.

- Page - 24

 Management Window - This window appears when you select MOTION on the
                     Edit screen.  Use  it  to handle the patterns and
                     poses that make up a movement.

 P (Pose) - The numbers and  figures in the far left columns represent
            movement  patterns.  Select a  pattern and  press the  (X)
            button  to edit its  Position and  Pose settings  from the
            windows that appear.

 Position Settings - Use  the  Position  window  options  to  set  the
                     posture of the model at the  beginning and end of
                     a motion.

- Page - 25

 Option     Description

 Stand      The character will stand at the beginning of the motion.

 Crouch     The character will crouch at the beginning of the motion.

 Faceup     The character will lie  face-up  at  the  beginning of the

 Facedown   The character will lie  face-down  at the beginning of the

 Combo      Set a combo (see page 41 for information).

 Insert     Insert a new pattern.  Use this to increase the  number of
            patterns in the motion.

 Copy       Duplicate a selected pattern.  You can use a  PASTE option
            from another  window or menu  to add the copied pattern to
            the same or another movement.

 Pose Settings - Use the Pose window options to set the models pose
                 for each pattern.

- Page - 26
 Option     Description

 Edit       Switch  to  the  Pose Editor  (see  the section  Using The
            Editor, starting on page 29).

 Insert     Insert a new  pattern.  Use this to increase the number of
            patterns in the motion.

 Cut        Delete a selected pattern.

 Copy       Duplicate a selected pattern. You can use the PASTE option
            to  add  the  pattern  to the  same movement or to another

 Paste      Paste  the last  pattern copied into the current movement.
            In addition to  entire poses,  you can paste separate body
            parts, such as heads, hands, arms and so on.

 Reverse    Flip  the pose of the selected pattern  180 degrees to the
            left or right.

 F (Frame) - Use the  F  column  in the  Management window  to set the
             number  of  frames (and the amount of time) that will run
             until the model switches to the next pattern.  One  frame
             lasts for 1/60 second,  so a  30-frame pose  will run for
             0.5 seconds.  When you increase the number of frames, the
             model moves more slowly;  when you decrease it, the model
             moves more rapidly.

- Page - 27

 W  (Wave)  - Set  the  wave curve to adjust the speed of the selected
              body  part:   01  is normal speed; 02 speeds up the body
              part  during  the second half of the motion; 03 slows it

 Z, X and R - Use  these coordinates to set the model's range from its
              initial  position  during  the motion.  Z is forward and
              back (toward or away from you when viewed head-on); X is
              horizontally  to  the  left  and right; R is the turning
              angle  from  0 (straight forward), and rotates the model
              around a central axis.

              Note:   The  'shadow"  left  behind  as  you  adjust the
              coordinates   shows   the   original  position  of  your

 Camera Window - Press the  (T) button anytime while creating a motion
                 to  display  the  Camera  window.   Select  from  its
                 options  to  display  your  model  in  the  following
                 perspectives:    FRONT,  BACK,  RIGHT,  LEFT,  ABOVE,
                 CUSTOM 1, 2 or 3, and AUTO 1, 2 or 3.

 Custom (1,2,3) - Make your own adjustments to the camera perspective,
                  using the settings in the Custom Window.

 Auto (1,2,3) - Automatically rotate the model in 3-D

- Page - 28

 Custom Settings    Description

 R (Rotation)       Rotate the camera perspective in 5-degree
                    increments. The purple cursor in the window is the
                    camera position.

 D (Distance)       Adjust the camera's distance from the model,
                    ranging from 500cm (closest) to 1500cm (farthest

 H (Height)         Adjust the camera's height, ranging from 75cm
                    (lowest) to 1500cm (highest).

- Page - 29

Using The Pose Editor---------------------
Select  the EDIT option in the Pose window (see page 25) to access the
Pose  Editor.   By  using  its options you can move body parts such as
hands and feet, choose the shape of the model's wrists, and create the
model's pose.  By combining poses you create the motions, which become
sequences when activated.

 Body ----
Move  the  model's  body  parts.   When you adjust certain body parts,
nearby connected parts may also move.  Try different selections to see
what happens.

Use  BODY,  HAND, ANKLE and TOES to move several body parts as a unit.
The cursor coordinates will change as you adjust the body part group.

- Page - 30

Check  the  position  of  the  coordinates  as  a  clue  to  how  your
adjustments will affect the model's movements.

Move  individual  body parts (BASE, HIP, CHEST, HEAD, SHOULDER, ELBOW,
HAND THIGH, KNEE, FOOT) to fine-tune poses and make corrections.  Keep
adjusting the body part until you're happy with the result.

Be sure to check the angles of the X, Y, and Z axes.

- Page - 31

 Fix Point ---------
Select  the body parts that will remain fixed when you move the model.
You  can  immobilize  the  hands,  ankles  and  toes,  but  you cannot
immobilize  the  ankle  and  toes  of  the  same leg at the same time.
Immobilization  takes  effect  only when you move the entire body, the
hips or the chest.

 Adjust ------
Adjust  the  position  of  the model's hips, hands, ankles and toes to
match  body parts in a previous pattern.  When you select HIP, the hip
position of the model you are currently editing will be matched to the
hip position in the previous pattern.

 Wrist -----
Choose the model's left and right wrist positions.

- Page - 32

 Pattern Numbers ---------------
While creating a model's pose, you can check the movements one pattern
at  a  time by holding down the L1 button and pressing the Directional
buttons  (R)/(L).   The  number  in the top right corner indicates the
pattern  you are creating.  Edit the pose of the current pattern while
comparing it with poses in previous and subsequent patterns.

 Body Part Rotations -------------------
Hold  the  R1  button  while moving  body  parts in the Pose Editor to
display  a ring around the model.  The ring indicates the direction in
which  body parts are facing and can be rotated.  The flashing portion
of the ring is displayed on the character's position.

 Undo And Redo -------------
When working in the Pose Editor you'll see the UNDO and REDO gauges at
the bottom left of the screen.  The gauges increase or decrease as you
work,  to  a  maximum  of 5 (steps).  UNDO returns you to the previous
step;  REDO  enables  you  to move one step past the last UNDO.  These
features  are useful when you want to do something over.  To use UNDO,
press the R2 button; for REDO, press the L2 button.

- Page - 33

Using The Config Option-----------------------
After  creating  and  saving a sequence, you can use the CONFIG option
from the Edit screen (see page 22) to configure the button command for
launching the sequence, and set the amount of damage the sequence will
cause to an unwary opponent.

 Command -------
Set  the  button commands that will activate a sequence during a game.
Use  any of the Command strings shown in the table below.  The minimum
setting  is an Attack button; the maximum is two Directional buttons +
an  Attack  button.   Any  Attack button + R1 (G) can be used only for
throwing sequences.

 Command String       Description

 (R)                  Tap the right Directional button once.

 (R) (R)              Tap the right Directional button twice quickly.

 (HR)                 Hold down the right Directional button.

 (R) (HR)             Tap the right Directional button once,  release,
                      then press it again and hold it down.

 (R) (T)              Tap the right Directional button, then press the
                      (T) button.

 (R) (R) (T)          Tap the right Directional button twice, then
                      press the (T) button.

 (S)                  Press the (S) button.

 (S) R1(G)            Press the (S) and R1 buttons simultaneously.

 (D) (HR) (X) R1(G)   Press and release the down Directional button.
                      Immediately   press   the  (X)  and  R1  buttons
                      simultaneously,  while  holding  down  the right
                      Directional button.
- Page - 34

 Hit ---
This mode allows you to fine tune the previously created hit sequence.
You  must complete the movements for a sequence before you set the HIT
option.   If  you  correct a movement after setting HIT, you must also
correct HIT.

 Frame -----
Set  the  time (frame number) when the damage will occur.  Increase or
decrease  the  number  of  frames  by pressing the Directional buttons
(L)/(R).  Make sure the values match the first moment of impact, since
the  movements  of a sequence will be displayed according to the frame
numbers.  If you select NONE, no damage will be inflicted.

 Hit Length ----------
Set the number of frames during which the hit point will be displayed,
starting  with  the  moment when damage is inflicted (set with FRAMES,
above).  The longer the setting, the easier it is for your sequence to
contain a hit.

Hint:   Activate Camera and check your movements carefully to find the
frame number best suited for the moment of impact.

 Open ----
Set  the freeze time (elapsed time from the end of the period in which
damage  was  inflicted  to the moment you can input the next command).
If you set OPEN to AUTO, freeze time will be calculated automatically.

 Damage ------
Set  a value for the damage inflicted on your opponent when a sequence
contains  a  hit.  The maximum value is 100.  The higher the value is,
the more powerful your sequence will be.

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 Size ----
Set  the  hit  point  for  your sequence.  The higher the value (cubic
volume  of  the  ball),  the more likely your sequence is to contain a
hit.  The ball colors are explained in the table below.

 Ball Color        Yellow               Red                  Blue
              (Prior to Damage)  (Damage in Progress)   (After Damage)

 Hit Point           No                 Yes                   No

 Throw Point         No                 No                    Yes
 Position (X, Y, Z)

Fine-tune  the  position of the hit point (ball) that you set in BODY.
X  is the horizontal position; Y is vertical; Z is screen depth (close
or farther away from you).

Hint: Use POSITION in conjunction with CAMERA (see page 27).

 Delay -----
After  you  set  COMBO  (see  page 41), use DELAY to set the number of
frames  during  which  command  input  for  the  next sequence will be

Note: You cannot make changes to a sequence if COMBO has not been set.

 Homing ------
Set  the homing capability (zeroing in on the opponent's position) for
a  sequence.   The  settings  range  from  REAL TIME to SLOW, becoming
progressively slower.  If you select NONE, no homing will take place.

- Page - 36

 Hit Action ----------
Set  your  opponent's  reaction  (staggering  or  falling)  when  your
sequence  contains  a  hit.   Choose  from  21 patterns (see the table

 Opponent Pattern    Description

 Upper               Reaction to a frontal, upper-level attack.  Upper
                     body bends backward.

 Upper-left          Reaction to an upper-level attack from the  left.
                     Upper body bends to the right.

 Upper-right         Reaction to an upper-level attack from the right.
                     Victim's body bends to the left.

 Mid-center          Reaction  to  a  frontal,  mid-level attack.  The
                     victim holds head and collapses temporarily.

 Mid-upper           Reaction to a mid-level attack from above. Victim
                     falls to knees.

 Mid-lower           Reaction to a mid-level attack from below, to the
                     chin area. Victim's body bends backward deeply.

 Mid-left            Reaction  to  a  mid-level  attack from the left.
                     Victim's body bends to the right.

 Mid-right           Reaction  to  a  mid-level attack from the right.
                     Victim's body bends to the left.

 Lower-center        Reaction  to a frontal lower-level attack. Victim
                     loses balance and pitches forward slightly.

 Lower-back          Reaction  to a  lower-level attack from the rear.
                     Victim loses balance and falls backward.

- Page - 37

 Lower-left          Reaction  to  a lower-level attack from the left.
                     Victim's  right leg  leaves the ground and victim
                     staggers slightly.

 Lower-right         Reaction to a  lower-level attack from the right.
                     Victim's  left  leg  leaves the ground and victim
                     staggers slightly.

 Fall down           Victim clutches stomach, staggers violently,  and
                     falls down hard on face.

 Slam                Victim  is  knocked  down  to  the  ground,  then
                     bounces and falls on back.

 Blow Away A         Victim  is  thrown  a  distance to the rear, then
                     falls on back.

 Blow Away B         Victim  is thrown  farther  than in  Blow Away A,
                     then falls on face after spinning one turn.

 Trip left           Victim  is knocked off feet by an attack from the
                     lower left, hangs in air and then falls on back.

 Trip left           Victim  is knocked off feet by an attack from the
                     lower right, hangs in air and then falls on back.

 Float               Victim falls  on  back after hanging in air.  You
                     can set the height and descent coordinates.

- Page - 38

 Stagger-A           Victim  staggers  while  falling  backward,  then
                     freezes while staggering.

 Stagger-B           Victim  staggers  while  falling  forward,   then
                     freezes while staggering.

 Behind ------
The  reaction  to  a hit in the back.  Use this to set your opponent's
reaction  when a hit in the back occurs during a sequence, in addition
to his/her reaction when the sequence contains a hit.

 Counter -------
Set  your  opponent's  reaction  when  your  sequence counters his/her
attack,  in  addition  to  the  opponent's  reaction when the sequence
contains a hit.

 B-Counter ---------
Set your opponent's reaction when your sequence counter his/her attack
and  the  opponent's  back  is to you, in addition to his/her reaction
when the sequence contains a hit.

 Guard -----
Determine whether opponent can block a particular sequence.

 ABLE - Block possible; ABLE is sufficient for standard sequences.

 UNABLE - Character can be hit and sustain damage, even while GUARD is

 UPPER - GUARD  possible,  but subsequently  opponent's UPPER GUARD is
         forcibly disabled.

- Page - 39

 MID - Move  can be blocked,  but subsequently opponent's MID GUARD is
       forcibly disabled.

 UPPER-MID - Move can be  blocked,  but  subsequently  all  opponent's
             GUARDS are forcibly disabled.

 SE Hit ------
Set the Sound Effect that will play when a sequence contains a hit.

 Counter SE ----------
Set  the  sound  effect  that  will  play  when  a sequence contains a

 SE Frame 1 ----------
Set  the  frame  number in which sound effects play when a sequence is
used, regardless of whether or not a hit is made.

 SE 1 ----
Set the type of sound effect that will play in SE FRAME 1.

 SE Frame 2 ----------
Set  the frame number that will generate the second sound effect, when
you need two types of sound effects.

 SE 2 ----
Set the type of sound effect that will play in SE FRAME 2.

The following settings apply to throws only.

 Frame 1 -------
Set the frame number in which damage occurs.

 Frame 2 -------
It is possible for one sequence to inflict damage twice. You can set a
frame number for the second occurence of damage.

- Page - 40

 Body ----
Set the target for HIT EFFECTS.

 Position (X, Y, Z) ------------------
Fine-tune the target for HIT EFFECTS.

 Smoke Start -----------
Set  the  location  from  which  smoke  will  emanate  when a sequence
contains a hit.

 Smoke Frame -----------
Set the frame number in which the smoke effect will be produced.

Assigning A Name----------------
Use  the  Name button on the Edit screen to devise a name for a motion
you've  created.   On  the Name Input window, enter the name you want.
Use the (C) button to edit any mistakes or erase the current name.

When Your Motion Editing Is Complete

 Store Changes -------------
Save the data for your created movement, including settings and names.

Hint:   It's  a  good  idea  to SAVE continuously while editing so you
don't lose valuable work.

 Discard Changes ---------------
End  without  saving  your  data  for  created movements, settings, or

 Cancel ------
Return to editing.

- Page - 41

Creating Combos---------------
You  create  combos  by  linking  two  or more sequences together in a
sequence  "string." You can also link one sequence separately to three
different sequences (COMBO 1, COMBO 2, COMBO 3).

 When creating combos, remember:
 - All sequences that are linkable will be highlighted when selected.
 - Any sequence that is not highlighted cannot be linked.
 - Important  Note!   The  sequence  you  link  will  occur  after the
   sequence  you link it to.  Linking sequence B to sequence A creates
   a combo. It also means that sequence B occurs after sequence A.

The following is a step-by-step walk-through on how to create combos.

1. First, create a sequence.
Creating a combo involves linking two or three sequences.  In order to
create a combo, you must already have at least one sequence.

2. Make the sequence a combo.
Next,  create  a  new  sequence.  Open the Management window (see page
24).   Move the cursor to the pose for the first pattern and press the
(X) button to bring up the menu.  Select COMBO from the menu.  You are
now ready to create a combo.

- Page - 42

3. Select the sequence and frame.
You  must  indicate  a  sequence that you want the current sequence to
link  to.   The  first  number  under  the COMBO heading indicates the
sequence  number  you are linking to.  The second number indicates the
frame number within the selected sequence.

Using  the  picture  to the right as an example, you'll see that we've
linked our current sequence to sequence #1.  Also notice we've set the
frame number for sequence #1 to the last frame in that sequence.  Once
you've  input  the  numbers for your selected sequence and frame, your
combo is finished.

4. Create A Motion For The Sequence
Now  all  you need to do is create a motion for your new sequence, the
same  way  you  would  for  any sequence.  Create a motion that blends
smoothly with the other sequence(s) it is linked to.

- Repeat steps 1 through 3  when linking more than two sequences.  For
  example,  let's say you have sequences A and B, and you want to link
  them into a three-hit combo ending with sequence C.  Edit sequence B
  and  link  it  to  sequence  A using steps 1 through 3.  Then create
  sequence  C  and  link it to sequence B by repeating the same steps.
  The  end  result  is  a three-hit combo starting with sequence A and
  ending with C.

- You can also  use one  sequence to create three  completely separate
  combos.   Say  you've created a sequence we will call D, and you now
  want  to  create  three  different  two-hit combos using it.  Assume
  sequences  A, B, and C already exist.  To link sequence D to each of
  these  separately,  do the following:  Under COMBO 1 select sequence
  A,  under  COMBO  2  select  sequence  B,  and  under COMBO 3 select
  sequence C.  You now have three different two-hit combos ending with
  sequence D.

- Page - 43

 Combos of Combos ----------------
In  order  to  chain-link  combos  for  a  maximum of seven continuous
sequences,  you  must link the first sequence in one combo to the last
sequence  in  another  combo.   As  before,  use  steps 1 through 3 to
accomplish this.

FIGHTER  MAKER  has four main types of motions:  Hit, Throw, Win/Lose,
and Basic.  The basic operations you perform when editing are the same
for  all  motions.   And,  depending on the type of motion, you may be
able to add several features.

This section offers guidelines to follow when editing motions.

 When You Begin Creating 
- For Hit, Throw, Win/Lose and Basic with the registration number  P1,
  position  the  model  with  its  feet on the ground.  It must not be
  floating in the air or buried.

- The  height  (vertical coordinates) of a model with the registration
  number P1 becomes the basis of all movements, and affects CONVERT as

 Hit ---
- When  you  edit  punching  sequences, use all the features.  For one
  sequence  you  will  need  to make settings for all BODY options and
  edit all items (such as names and so on).

- You can also make settings for combos.

- It  is  possible  to create up to  40 punching sequences, if pattern
  memory allows.

- Page - 44

 Throws ------
- You  need to make settings for commands and hits, and edit all items
  (names, etc.), just as you did for punches.

- You must edit the motions of the character being thrown, in addition
  to those of  the  thrower.   Use the SELECT button to toggle between

- You cannot set COMBO for throwing sequences.

- You can create up to six throwing sequences.

 Win/Lose Poses --------------
- Edit  the  movements  of  poses at the moment of victory and defeat.
  Defeat  poses  are movements used in arbitrated defeats when time is
  up and in losses in Normal Mode.

- There is one winning pose and one losing pose.

- You don't need to edit settings or names.

 Basic -----
- Here  you  edit  motions that are not related to attacks.  You don't
  need to edit settings or names.

- If  you  do  not  edit  basic motions,  your character will not move
  properly or at all.

- Page - 45

 . Basic Motion       Description

 Standing           The most basic and  important  posture;  standing

 Standing Guard     Stance assumed when you press the GUARD button.

 Crouching Guard    Squatting;  stance  assumed  during   lower-level

 High Guard Impact  Movement of the  victim of an  upper-level attack
                    during standing guard.

 Mid Guard Impact   Movement of the  victim  of  a  mid-level  attack
                    during standing guard.

 Low Guard Impact   Movement of the  victim of a  lower-level  attack
                    during crouching guard.

 Throw Miss         Movement occurring when a throw fails.

 Turn Around        Movement of a character who whirls around because
                    an enemy is behind.

 (Move) Forward     One step forward.

 (Move) Backward    One step backward.

 (Move) Background  One step to the left.

 (Move) Foreground  One step to the right.

 (Dash) Forward     Fast move forward.

 (Dash) Backward    Fast move backward.

 (Dash) Background  Fast movement to the left.

- Page - 46

 (Dash) Foreground  Fast movement to the right.

 Down (Face Up)     Movement of a character falling on back.

 Down (Face Down)   Movement of a character falling on face.

 Running            Running forward.

 Drop Roll (Background)  Evasion  to  the  left  when a  character has
                         fallen or is on the defensive.

 Drop Roll (Foreground)  Evasion to  the  right  when a  character has
                         fallen or is on the defensive.

- Page - 47
                                  Using Logic

 The Idea Behind Logic ---------------------
LOGIC  is  an  operation during which you establish (in TEST mode, for
instance),  through a logical process, the movements that will be used
in  a battle between CPU-controlled opponents.  Set these movements in
order  to program the actions that would take place under a variety of

 Opponent's      Distance From Your         Action       Odds
 Posture         Character To Opponent

 Standing        Close range                Punch        30%

                 Normal range               Retreat

                 Far range                  Guard
 Creating Logic --------------
 New  - Create new Logic data. Selecting this option clears all current
        Logic data (if any) that you've selected up to this point.

 Load - Load in Logic data from a Memory Card or the CD-ROM. Selecting
        this option replaces all current Logic data (if any) that
        you've selected up to this point.

 Save - Save the LOGIC data you have created onto a Memory card.
        Selecting this option saves all current Logic data.

 Edit - Edit LOGIC data.

 Test - Test LOGIC. This is the same feature as TEST mode for MOTION.

- Page - 48

1. Select The Opponent's Posture
Decide  which  action to take in response to 32 types of posture.  For
instance,  if an enemy executes a move below 22 frames, then CPU Logic
will  counter  in  accordance  to  its  assigned  response(s) for that

2. Select The Distance Between Your Character And the Opponent.
"Close"  means  that the distance is 120cm or less; "Normal," 120cm to
220cm; and "Far," 220cm or more.

3. Set The Action.
For  each  of  the  32  enemy postures, you can assign three different
patterns.   The percentage you assign to a particular response pattern
determines the frequency at which that pattern will be initiated.  The
three percentages should amount to 100%.  Actions that may be selected

4. Determine The Frame In Which An Action Will Be Initiated.
Set the frame number in which the action will be initiated in response
to an opponent's posture.  For example, if you set the action to PUNCH
and FRAME to 001, your character will throw a punch in response to the
opponent's  action  after  one frame.  If you set it to 010, the punch
will be thrown in response to the opponent's action after 10 frames.

- Page - 49

5. Set Multiple Sequences
New  set  the  next  action.   After setting the first action, you can
select  the  second action by pressing the Directional button (D).  Do
the  second  setting  in  the same way you did the first one.  keep in
mind  that  the  instant the first frame count has ended (first action
has begun), the second frame count will begin.

6. Set The Next Action
In some instances there may be one or more sequence names listed along
with  the  five basic actions (BASIC, HIT, THROW, RANDOM, NONE).  This
occurs  when  the  prior action is the first sequence in a combo.  See
"Applying LOGIC" on page 50 for information about combo generation.

 Release Time ------------
Release  time  is  the frame number in which the previous action ends.
When  release  time  reads 040, and you set it to 040, the next attack
will  be  launched  immediately  after  the  previous action ends.  If
release  time  reads  040 and you set the frame for the next action to
001, that action will not take place. You should set FRAME to a number
larger  than  release time, unless you have set a combo sequence.  The
setting  of a frame number for a combo sequence is done differently to
allow for delay.

- Page - 50

Applying Logic--------------
Set LOGIC for the time when a combo will occur:

- When a combo is generated.

- When  you select the second action (and all subsequent actions), you
  may  see  the  name  of  a  sequence displayed along with the action
  (BASIC,  HIT,  THROW,  RANDOM,  NONE).   This happens when the first
  action-sequence  is  the  start/beginning  of a combo.  The sequence
  name that appears is the next sequence in that combo.

Determine  the  frame in which a combo will be generated, allowing for

- When  you  select  a combo sequence, you will see DELAY displayed in
  the  FRAME  window  (see  page  35 for information about DELAY).  To
  insert a delay into a combo, enter a value consistent with the value
  of  DELAY.  For example, if the numbers shown are 018 and 030, enter
  a value between 018 and 030.

 Testing -------
As  you  go  through these steps, you are creating LOGIC data for your
character.  Verify the movements using TEST MODE.

Note:   Set the movements of the player's character and the opponent's
character to CPU LOGIC.

- Page - 51

Test Mode---------
In this mode, you test the character you're editing by operating it in
real time.  You don't need to save your data to the Memory Card.

- Opponent (Player 2) Select a character.

- Set the movement control for Player 1's character. Under CONTROLLER,
  Controller  1 moves the character.  Under RANDOM, it moves randomly.
  Under LOGIC, it moves in accordance with CPU LOGIC.

- Set the movement environment for Player 2's character. If you select
  LOGIC for both Player 1 and Player 2, you cannot select CPU LOGIC.

- Select  a  stage.  If you choose  "Ocean Floor," movements slow down
  because this is an underwater arena.  You cannot select CPU LOGIC.

- Once these settings have been made, you can run TEST mode, or return
  to the EDIT screen.

 Test Options ------------
Using  the  test  options, you can add several displays to the screen.
Press  the  SELECT  Button  while in Test Mode to access test options.
Once  they  appear  on screen, select SETTINGS to access the following

- Page - 52

 Hit Area - Displays  the ball that represents the hit point (see page
            35  for  details).   When  this  ball  hits your opponent,
            he/she  suffers  damage.   The  location  where opponent's
            sequence  contains  a  hit lights up.  The yellow, red and
            blue  bars  on  the  image  of a body represent body parts
            affected  by  the  sequence  (upper,  middle,  and  lower,

 Command - Displays the player's button input from the controller.

 Height - Displays the height of a character (in centimeters)  when an
          opponent's sequence has knocked that character into the air.

 Logic - Displays  the  current  conditions  under which  CPU LOGIC is

 Direction - An  arrow  on the  ground shows  the direction in which a
             character is facing.

Note:   You  can  also access these settings in Normal and VS Modes by
pressing  the  SELECT  button  and  then  selecting  SETTINGS,  or  by
selecting the SETTINGS option from the Edit Mode screen.

- Page - 53

In  this  chapter  you  will find out how to create character motions,
basic  operations, hit sequences, and throwing sequences in the proper
order.   If  you'd like to create sequences but don't know what to do,
this is the chapter to read.

 Basic -----
Basic  movements  form  the basis for all movements.  Take the time to
construct  them  carefully.   This chapter will show you how to create
natural, life like basic movements.

 Hit ---
The  hit  sequence is an indispensable aspect of fighting games.  This
is  the  most  versatile  sequence,  so  feel  free to create your own
variations.   Try  your  hand at creating different types of punches -
punches that disable or crush your opponent.

- Page - 54

 Throw -----
The creation of throwing sequences, these can be very easy to perform,
but  also  complicated to create.  You need to calculate the movements
of  the  character  being  thrown  as  well  as those of the character
performing the throw.

 Other Sequences ---------------
With a little ingenuity, you'll be able to create downward attacks and
crouching  dashes, which you normally wouldn't be able to do using the
features of FIGHTER MAKER.  We'll show you how.

- Page - 55

Tips For Creating Characters----------------------------
What  will  probably  give  you  the  most trouble in the beginning is
creating  movements.   Once you gain some experience, the process will
be easier, but here are a few tips.

- Use The Beginning And The Ending Of A Movement To Create The
  Transitional Phases.
 You  don't  need  to  create movements one at a time.  Create the key
 poses, and  then  create the transitional poses so that the movements
 flow smoothly.

- Page - 56

- Parts Cause Partial Damage To Movements.
 The  movements you create may flow smoothly, but they won't seem life
 like if  all  body parts are moving in the same way.  Make a point of
 creating life like movements by, for instance, ensuring that the arms
 don't move until a little while after the mid-section does.

- Check Samples!
 Refer  to  the sample data; it will help you create movements.  Check
 the  sample   movements   carefully,   and  "borrow"  the  sequences.
 Remodelling  a  sample  will  help  you  get  used  to the process of
 creating movements.

- It's Easy To Create A Powerful Character.
 It's  easy to make a character more powerful by increasing the amount
 of damage  inflicted, or setting an easy input command for a sequence
 that is  extremely  damaging.   The  hard part is creating a balanced

Basic Movements---------------
- Give Yourself Enough Time To Do These Properly.
 You  must  create  basic  movements properly, or you'll have a lot of
 trouble when  you  proceed  to  the  creation of punching or throwing
 sequences.  Immediately before any sequence is activated, a character
 is  engaged  in  basic movement - standing, squatting, etc.  Remember
 that  when  you're correcting a basic movement after you've created a
 sequence, you'll need to adjust every movement in that sequence.

- Don't Use To Many Patterns.
 Don't  try  to make too many increases in the number of patterns in a
 basic movement.   There  are  only  166 patterns that can be used for
 basic  movements  (as  opposed  to  three  times  that  for  punching
 attacks).  If  you create movements that are overly elaborate, you'll
 run out of patterns.

- Page - 57

- Decide On The Basic Poses.
 First,  decide on the basic poses.  Create your poses by manipulating
 the model with BODY in the Pose Editor. When you've completed a pose,
 go back  to  the  Management Window, copy your pattern, and paste the
 entire pattern into the next pattern.

- Create The Next Pose.
 Now,  create  the  next pattern.  Using BODY in the Pose Editor, move
 the entire body slightly upward. Since, in this posture, the feet are
 off the  ground,  move the left and right legs downward.  Once you've
 fine-tuned the movements of the arms and legs, you'll be finished.

- Reuse The Poses.
 Once you've created the basic STANDING movement, you can reuse it any
 number  of  times.  Capitalize on the movements you have created. For
 instance,  if  you're working on a squatting movement, copy the upper
 body  movement  from  the standing character, paste, and then work on
 the lower body.

- Page - 58

 Hits ----

- Create A Basic Mid-level Attack.
 After  you  have created the basic movements, edit a punching attack.
 To create  a  punching  attack,  you  must  first  complete the basic
 STANDING movements.   If  you  make  major  changes  to  the STANDING
 movement, you will need to readjust all the movements in the punching
 attack.  Before  you start creating a punching attack, edit the basic
 STANDING movement.

- Create The Onset, Impact, And Return from A Sequence.
 Generally,#ÿÿÿ,rting out.
If  you  set  it  to  SLOW,  you  should  be  able to use the sequence

Note:   If  you set HOMING to REAL TIME for a basic sequence, it won't
look natural.

 Hit Action, B-Counter ---------------------
Basic  sequences are difficult to use if your opponent falls down each
time  he's  hit.  We suggest MID-CENTER, UPPER.  When coming in with a
counter, try setting this to STAGGER or similar.

Note:   You're overdoing it if your opponent gets knocked off his feet
every time he's hit with a basic sequence.

- Page - 62

 Guard -----
This is a basic sequence, so by all means, use the ABLE setting.  Most
characters  need  only  one type of guard-disabling sequence.  In that
case,  the  level  of  difficulty is normally raised by, for instance,
increasing the number of frames.

 SE --
Choose the sound effect settings that you prefer.  Normally, SE HIT is
set  so  that the sound of a hit is heard, and SE 1, so that the sound
of  something  flying  through  the  air  is  heard.  If you use these
settings,  arrange for the sound effects to play several frames before
damage occurs.

- It's Important To Fix The Images Of A Throwing Sequence.
 You need to fix the images in a throwing sequence more than you would
 those of  a punching sequence, when you create the movements.  Unless
 you  fix  the images of the movements of the thrower and the reaction
 of the  character  being  thrown,  you'll  have  a  hard time crating

- Create The Movements Of The Thrower And The Character Being Thrown.
 As mentioned above, for throws, you need to create movements both for
 the character  making  the  throw and the character being thrown.  It
 takes twice  as much work to create one of these sequences as it does
 for other  types  of  movements.   Also,  you  must  synchronize  the
 movements of both characters.

- Page - 63

 Movements Of The Thrower ------------------------
When  you  create the motions for a throw, create the key pose, as you
would  for  a basic movement or a punching sequence.  Then fill in the
transitional phases so that the movement flows smoothly.

 Movements Of The Character Being Thrown --------
You  need  to  match  the movements of the character being thrown with
those  of the thrower.  Jot down the coordinates for the throwers body
parts before you begin.

- Page - 64
  Jot  down  the  coordinates  of  the  thrower's movements, and then
  decide on the movements of the character being thrown.
- Fine-Tune The Movements.
 Once  you've  created  a pose, fine-tune the positions of the thrower
 and the  character  being thrown in the MANAGEMENT window.  To switch
 between the  thrower and the character being thrown, press the SELECT
 Button. Then move the X, Z, and R coordinates.  Make your adjustments
 while verifying the coordinates, checking all perspectives.

- Momentum Is Crucial For Throws.
 Inconsistencies between the positions of the thrower and those of the
 character being thrown shouldn't be overly distracting during a game.
 If you create a movement with momentum, slight inconsistencies should
 not   be  noticeable.   There  is  no  need  to  obsess  over  a  1cm

- Page - 65

- Adjust Frame Coordinates.
 When you've finished creating poses for the thrower and the character
 being thrown,  do the final fine-tuning of the two models' movements.
 Make corrections  by  increasing  the  number of patterns to make the
 movements faster or slower, or by adding WAVE to sharpen them. If you
 correct patterns on either the thrower or the character being thrown,
 make  sure that  you apply the same corrections to the other model to
 maintain synchronization.

- Set Commands.
 Determine  the  commands used to activate the throw.  Please not that
 combinations of the Directional buttons, mid-level attacks, and GUARD
 can only  activate  commands for throws.  You cannot set diagonals or
 input more than three Directional buttons.

- Set Hits.
 You can set up to two frames in which one throw inflicts damage.  Set
 the amount of damage you wish to inflict in the frame in which damage
 will be activated.

- Page - 66

              The Difference Between Frame 1 And Frame 2

  In the preceding section we said that you could inflict damage with
  a  throw in two stages.  Input your settings,  keeping in mind that
  Frame 1 is the first stage, and Frame 2 the second stage.

                           Smoke Generation

  You can produce smoke only on the ground or at the hip coordinates.
  Use the SMOKE FRAME option to set the frame in which you would like
  the smoke activated.  Use the  SMOKE START to set it to THROW (you)
  or ENEMY (person being thrown).

- Establish Settings For Hits
 Finally,  establish other settings, one by one.  Set the frame number
 in which  damage  will be inflicted (also sets the amount of damage),
 the position  of  the  thrower  or  the character thrown that will be
 effected, and the timing for the smoke effect. You can achieve a good
 balance by  setting  the amount of damage at slightly more than twice
 that of a punching sequence.

- Set Hits.
  Create A Downward Attack.
 In  FIGHTER  MAKER,  there  is  no  downward  attack (an attack on an
 opponent who's  on the ground) common to all characters.  But you can
 edit downward attacks yourself. We'll give you some tips here.  There
 are two  types  of downward attacks.  You can jump and land on top of
 your opponent, or you can use a downward thrust.

- Page - 67

  If You Make Contact, You Will Inflict Damage.
 In  FIGHTER  MAKER,  the  normal  hit  point  is  applied  to  fallen
 opponents.   Therefore,   there  is  no  attack  specifically  termed
 "downward attack." If you make a downward hit on an opponent, you can
 call it  a  downward attack, no matter what kind of sequence is being

  Downward Attacks (Downward Thrusts, Trampling, Etc.)
 When an attacker launches a direct downward attack, the sequence will
 be activated even if the opponent has not fallen.  To avoid launching
 such an attack in error, set commands that are somewhat complex.

              The attack will take place whether or not
                your opponent is down, so be careful.

- Page - 68

  Downward Trampling Attack.
 Due to the nature of the game, it is difficult to adjust the settings
so  that  your  character  lands  directly on top of an opponent after
making  a  jump.   You  can  set  HOMING  to  REAL  TIME,  which  will
automatically  synchronize the X coordinates of the location where you
land  to  the  opponent's  position,  to  a certain extent.  Preset an
appropriate  flight  distance,  since you cannot set the Z coordinates
(flight  distance)  to  an  automatic  homing  setting.  The hit point
setting should be on the generous side.

       This will take effect even if your opponent is standing.
      The balance will be better if you set a longer DELAY time.

Use Your Imagination

 Provocative Pose ----------------
The  key  to a pose that provokes an opponent is to set a small amount
of damage (equivalent to a standing punch).

 Crouching Dash --------------
All  you need to do is set damage for a punching sequence to NONE, set
POSTURE to LOW, and edit a sequence that shifts the Z coordinates.

 Just For Fun ------------
For  throwing  sequences,  you can also set your opponent's movements.
Using   this   capability,  gain  experience  by  creating  irrelevant
movements like scratching you backside.

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