~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
               ______        __                  __ 
              |   __ \.----.|__|.--------.---.-.|  |
              |    __/|   _||  ||        |  _  ||  |
              |___|   |__|  |__||__|__|__|___._||__|
                    ______
                   |   __ \.---.-.-----.-----.        ____
          ___      |      <|  _  |  _  |  -__|     .-~. /_"-._
         `-._~-.   |___|__||___._|___  |_____|    / /_ "~o\  :Y
             \  \                |_____|         / : \~x.  ` ')
              ]  Y                              /  |  Y< ~-.__j
             /   !  Primal Rage 2.3 FAQ    _.--~T : l  l<  /.-~
            /   /   11/21/95       ____.--~ .   ` l /~\ \<|Y
           /   /    v 2.4  .-~~"        /| .    ',-~\ \L|
          /   /             /     .^   \ Y~Y \.^>/l_   "--'
         /   Y           .-"(  .  l__  j_j l_/ /~_.-~    .
        Y    l          /    \  )    ~~~." / `/"~ / \.__/l_
        |     \     _.-"      ~-{__     l  :  l._Z~-.___.--~
        |      ~---~           /   ~~"---\_  ' __[>
        l  .                _.^   ___     _>-y~
         \  \     .      .-~   .-~   ~>--"  /
          \  ~---"            /     ./  _.-'
           "-.,_____.,_  _.--~\     _.-~
                       ~~     (   _}       -Row
                               `. ~(
                                 )  \
                                /,`--'~\--'~\
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
by Evan Gridley (ejg1@cornell.edu), updated and maintained by Victar (vctr113062@aol.com)

ADAPTED FROM THE PRIMAL RAGE 1.7 FAQ 
BY   ZARGON  a.k.a.  MASTER LAO  (YU8954@NOVA.GMI.EDU)  
AND  PERICOM  (EQR5MALIKI@CLUSTR.NORTH-LONDON.AC.UK) 
PROOFREAD BY  UNDERMIND  (imfacyc@prism.gatech.edu)  
       owner of Mardi Gras Games            

This file is Copyright © 1994 (barely...) and 1995. All rights reserved.
Distribution of this file, in whole or in part is permitted, provided that it
isn't modified in any form and that proper credit is given to the authors.

Atari and Primal Rage are trademarks of Atari TWI. All copyrights are owned
by their respective owners, no infringement intended.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++What's New++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Changes from Primal Rage 2.3 FAQ v2.31
       Combos added, all Diablo's named combos FOUND!
       No combo names in Genesis PR either, & Genesis cheat doesn't work :-(
       Block high/low list covers all basic & special moves
       Whoops! 2 air hits + Air Throw is impossible!
       Move descriptions modified (Inferno Flash *is* blockable in ver 2.3!)
       Additions to No-Cheeze section
       Blizzard, Talon, & Vertigo in Dragon magazine #223!
       Get this FAQ from Game Zero's WWW site!

Changes from Primal Rage 2.3 FAQ v2.2
       Combos added, all Sauron's named combos FOUND!
      SNES/Genesis cheats added to PR for home systems
       Corrections to high/low blocking section
       Additions to No-Cheeze section
       Post-mortem Combos added to Combos section
      Combo minimum hit mistakes fixed (TRAIN WRECK takes only 7 hits!)
      Other minor corrections

Changes from Primal Rage 2.3 FAQ v2.1
     Whoops! Pterodactyls worth only 1% health
     Combos added, *all* combo names found!

Changes from Primal Rage 2.3 FAQ v2.0
     Combos added, all Talon's named combos FOUND!
     Combo key revamped
     Info tidbits added to some move descriptions (PR Guide again)
     No Cheeze meter correction, notes added
     New Info added to Eat a Worshiper (w/help from the PR Guide)
     Info added to PR for home systems (I got SNES PR!!!)
     Trivialities (Jason Leong in Sauron's ending :)

Changes from Primal Rage 2.3 FAQ v1.9
     Vertigo's moves modified 
     Combos added (new combo names!)
     Moves that "trigger" combo names added where known
     Lots of PR for home systems info added 
     Minor stuff (Talon's flexible tail is creative license! :)

Changes from Primal Rage 2.3 FAQ v1.8
     Many combos added 
     Lightning combos marked, percentiles and min. required hits added where
known
     Talon's Pounce & Flip, Frantic Fury corrected 
     Talon's Run description modified
     New Final Battle Bug added
     Free Play info added
     Quick/Fierce vs. High/Low mistake in "Normal Moves" section fixed
     Special moves that extend combos marked with a "^"
     All tabs replaced with spaces
     Teeny little things

Changes from Primal Rage 2.3 FAQ v1.71
     Combos added 
     Barney Armadon color mistake fixed
     Anti-CPU strategies added
     Buffer your hop jumps, even in combos! 
     Jumping, Final Battle sections moved
     Minor stuff

Changes from Primal Rage 2.3 FAQ v1.6
     Combos added (streakers confirmed :)
     ASCII fixed *again*, esp. in moves section
     NEW UPGRADE is not coming...? :-(
     misc. minor stuff

Changes from Primal Rage 2.3 FAQ v1.5
     Combos added
     Simultaneous Attack Collisions added
     Infernal & Gut Buster moves fixed
     Some move descriptions modified (esp. Cannonball, Inferno Flash)
     Raining Cows (and Bricks & Ice Balls!) confirmed
     New Final Battle battle bug added
     Note to Combos section added (& "streakers"?)
     PR coming to home systems!!!
     Cross-up corner trap added
     More boss/upgrade rumors added
     More streamlining & misc stuff

Changes from Primal Rage 2.3 FAQ v1.0
     Storyline (from the GamePro PR Arcade Players Guide!)
     Meet the Critters (with statistics swiped from the Guide!)
     All 3rd fatalities confirmed
     Blizzard's Mega Punch descriptions corrected, many move descriptions
elaborated
     Combos added
     Colors section elaborated
     Ballistic section elaborated (guess what source!)
     Scoring info added! (love that Guide!)
     More ASCII streamlining & touch-ups
     Ending pictures better described (still more thanx to the Guide!)
     Misc. trivial stuff

Changes from Primal Rage 2.3 FAQ v0.9
     More info on all 3rd fatalities added
     Info on Final Battle added
     Raining Cows added to Secrets 
     New colors added
     Combo section updated a little
     Moves also described in simplified code
     Total Domination, Quick Kill, Scoring info added
     CPU AI patterns added
     Several other misc. things added
     ASCII touch-ups & streamlining
     spell-checker, proofreading, minor corrections

Changes from FAQ (v1.3) for Primal Rage 1.7
     FAQ Updated for 2.3 Chips!
     Atari pack-in Chip info -- from the source!
     Combination Names!
     New Fatality Names!
     0.6 more PR!!! (???)
     Old combo listings removed/changed

Additions from FAQ (v 1.12):
     Even more accurate moves list!
     NEW CHIP INFO!!!

Additions from FAQ (v 1.0):
     Sauron's Flesh Eating is there...oops!
     Armadon's Leaping Uppercut correction
     Primal Rage is on the Web!  (see Latest and Greatest)

Additions from FAQ (v .93):
     Chaos' Golden Shower and both Vertigo's fatalities have been confirmed
     Armadon's Meditation and Sauron's Flesh Eating fatalities!
     Combos like mad...multiple hits in the air explained
     Some minor corrections (Chaos, Diablo)

Additions from FAQ (v .9):
     Letter system is back to match the template on the game
     Clock and Counter changed to Toward and Away, respectively
     Volleyball secret on Sauron's stage!
     Corrections (Armadon, Diablo)
     Talon's Jugular Bite FOUND!
     More combos, endings
     Jumping section

Additions from FAQ (v .86):
     The minimum movements needed have been checked!
     Corrections for many of the characters!
     Joystick visuals added to Special Moves section
     Tabs are fixed!!!
     Slide for Talon and the apes added to the Normal Moves section
     More descriptions
     A couple more combos
     Endings!

Additions from FAQ (v .82):
     New Headings
     What's New section
     New Intro
     Combos section
     Offense and Defense Section
     New moves, fatalities, and how to chomp on humans!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ Table of Contents+++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1.  Introduction  (What is Primal Rage)
  1.1 Storyline
  1.2 Meet the Critters
  1.3 PR chars in Dragon magazine!
2.  Moves List  (What can they do? The basic, funky, and wacky stuff)
  2.1  Normal Moves
  2.2  Special Moves
  2.3  Jumping
  2.4  Combos
3.  Brain Gauge  (duh...what's that?)
4.  Offense and Defense  (attack!  uh, run away!)
  4.1  Offense
  4.2  Defense
     4.2.1 Blocking
     4.2.2 Cross-up attacks
     4.2.3 Avoiding Projectiles
  4.3  Simultaneous Attack Collisions
  4.4 Total Domination, Quick Kill & Scoring
  4.5 CPU AI patterns
  4.6 Final Battle
5.  Endings  (Spoilers here)
6.  Misc stuff  (That's cheeze! No, it's not! and other stuff)
  6.1  Colors!
  6.2  Cheeze alert!
  6.3  Eat a worshiper!
  6.4  Going ballistic
  6.5  Sudden Death & the Clock
  6.6  Secrets
     6.6.1  Volleyball
     6.6.2  Bowling
     6.6.3  Raining Cows 'n' stuff!
  6.7  Free Play!
  6.8  PR Version
  6.9  NEW UPGRADE is not coming...? :-(
7.  PR is out for home systems!!!!
8.  Latest and Greatest (where and how to get updated versions of this FAQ)
  8.1  Send me e-mail! (Confirmations? Corrections? Combos? Mail 'em! :)
9.  Credits (who we "borrowed" stuff from and famous people)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ 1.  Introduction+++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

*************************************************
In the future civilization dies in the cataclysms.  
The Draconians were born from the death of old Earth.  
Who will rule the new Urth?
*************************************************

Fighting games have recently swamped the arcades. They range from really bad
animation and graphics to just a plain old copy of another game. Primal Rage
changes that by having excellent graphics and unique characters. But you say,
"Who made this? Those dudes that made Asteroids?" Yup, that's them. They have
released two games in 1994 and Primal Rage is one of them! Using what's
called "Stop-Motion Animation," the graphics are intense. You are given seven
characters to choose from, ranging from prehistoric dinosaurs to giant apes
and mythological creatures. Atari has put a lot of work into it. Two years
worth! The special moves system is also new and different (see Special
Moves). Primal Rage debuted at the 1994 CES in Chicago, and was voted
"Showstopper" by Game Pro Magazine.

Go see for yourself!

///1.1 Storyline///

     Before there were humans, gods walked the earth. They embodied the
essence of Hunger, Survival, Life, Death, Insanity, Decay, Good, and Evil.
They fought countless battles up through the Mesozoic Wars. Then Balsafas, an
archmage from a parallel dimension, anticipated the threat that Earth's gods
posed. He was not powerful enough to kill the gods, so instead he banished
one to a rocky tomb within the moon. This disrupted the fragile balance
between the gods; pandemonium ensued, and a great explosion threw clouds of
volcanic dust into the atmosphere. The dinosaurs died out, and the surviving
gods went into suspended animation.
     Now, the impact of a huge meteor strikes the Earth. Its destructive
force wipes out civilization, rearranges the continents, and frees the
imprisioned gods. Get ready to rumble...

///1.2 Meet the Critters///

ARMADON, God of Life 
a.k.a. "Tank Boy"
Based on: Triceratops, Ankylosaurus, Stegasaurus
Height: 17 feet
Length: 27 feet
Weight: 2.25 tons
Domain: the Hollows, a big underground chamber filled with stalactites and
stalagmites. There are numerous cave openings with worshipers living in them.

A big guy with lots of horns and spikes, Armadon is a slow mover and poor
jumper but has some of the game's easier combos, which are quite damaging for
their length. I have no idea how to get an Armadon combo with more than 9
hits. Unlike the other reptiles, Armie doesn't really "bite" but rather
attacks with the horn on his face. Probably the easiest character to use
against the CPU, because of his strength & high priority basic attacks. His
original name was "Spike" (perhaps that was before the game designers saw
"The Land Before Time"... ^_^)

BLIZZARD, God of Good
a.k.a. "Fahrenheit -451"
Based on: Gorilla/King Kong
Height: 20 feet
Weight: 1.8 tons
Domain: the Cliff, an icy and mountainous area. There's a temple in the
mountainside to the right. The big mountain in the background has the faint
pattern of an ape face.

Blizzard is a big ape with powers of elemental cold and semi-invulnerable
rushing punches (sort of a de-evolved cross between Sub-Zero & Balrog :). His
freezing abilities are excellent for setting up killer combos, and his air
throw is good for cheezing the CPU. He can jump really high, too, but lacks a
Leaping Attack. Blizzard's recorded combos run up to 16+ hits, especially if
his multi-hit Punching Bag move is involved.

CHAOS, God of Decay
a.k.a. "Bodily Function Man"
Based on: gorilla/Son of Kong 
Height: 17 feet
Weight: 1.1 tons
Domain: the Ruins, a strip of land near the wreckage of what was once a
metropolis. A river flows in the background, and a beached yacht lies to the
left.

Similar to Blizzard but smaller, faster, and with slightly less jumping
power, Chaos is an ape prone to disgusting bodily functions. His flatulent
projectile is good for setting up combos, and his air Ground Shaker is great
for cheezing the CPU. By interrupting his 1+2 with a low 4, he can string
together combos up to 12+ hits in the corner. Though the entire PR gang is
quite vocal, Chaos is the only one who ever speaks a word - if he loses a
battle, he cries "No!" as he collapses.
    Chaos bears no relation whatsoever to that diamond-lovin' "Martial
Champions" babe.

DIABLO, God of Evil
a.k.a. "EXTRA Toasty"
Based on: Allosaur (a relative of T-rex)
Height: 17 feet
Length: 29 feet
Weight: 1.2 tons
Domain: The Inferno, a rocky volcanic island created by a geothermic upheaval
ten times as great as that which made the Hawaiian islands. Pyramids and
stone sculptures lie among the active   volcanoes and lava.

A striped, bipedal fire-breathing reptile with a big mouth and useless tiny
foreclaws, quick on his feet and an excellent jumper. Instead of a throw, he
has a teleport with unblockable fire. Diablo's in-close game is very weak
(Chaos can even hit him out of Quick Attacks done within range!), but the
speed, power and versatility of his long range attacks make him a good
distance fighter. His combos top out at around 10 hits, unless one buffers in
hop jumps. 
    Diablo bears no relation whatsoever to that spandex-coated Marvel dweeb.

SAURON, god of Hunger
a.k.a. "Ray, the Ugly Shapechanger on Steroids"
Based on: Tyrannosaurus Rex
Height: 20 feet
Length: 27 feet
Weight: 2.5 tons
Domain: the Cove, a sandy beach next to the ocean. A decaying Parthenon-like
temple lies in the background surf.

Sauron is similar to Diablo but larger; he's the biggest critter in the game,
and consequently the biggest combo target. Both Diablo and Sauron walk
differently than real Allosaurs/Tyrannosaurs, which most likely held their
heads and upper boddies lower to the ground. He is somewhat slow (yet
presumably faster than real T-rexes ever were), a medium jumper, and dishes
out major damage. His air-throw and air Earthquake Stomp are excellent for
cheezing the CPU. Doing combos above 8 hits is almost impossible unless you
buffer in an extra jump.
   (The Ring, the Ring, WHERE IS THE RING?!?!?)

TALON, God of Survival
a.k.a. "The Little Bastard"
Based on: Deinonychus (a relative of Velociraptor)
Height: 16 feet
Length: 30 feet
Weight: 0.9 tons
Domain: the Strip, a grassy stretch of land dotted with trees. The number 49
is faintly visible in the ground at center screen. A waterfall splashes off
to the right.

The smallest and fastest critter in the game, Talon is a striped raptor with
a feathered crest running along the back of his neck. His teeth are visible
only on the front half of his mouth, and he has a large upraised claw on the
second toe of each foot. (Deinonychi normally kept this claw cocked so as not
to interfere with moving about, but brought it down to slash at their prey's
belly). His size makes him a frustratingly small target; he can even duck
completely underneath most projectiles. That combined with his excellent
jumping ability makes up for his lack of a projectile move. As further
compensation, he also has the only special moves in the game with auto-hits:
his two-hit Jugular Bite, and three-hit Pounce & Flip.
     Talon is the only critter who flips during his jumps, and the only
reptile who can attack with his front claws. He cannot attack with his tail,
which incidentally is much more flexible than the rigid, balancing-pole tails
of real Deinonychi. His speed and high-priority air attacks make him one of
the easiest characters to use vs. human or CPU opponents. His biggest
weaknesses are probably his short range and the low damage rating of
virtually all his attacks (on version 2.3, at least). Thanks to his
combo-extending Slasher move, Talon can get 12-hit combos on big characters
with relative ease. It's hard to do more than 10 hits on small characters.
15-hit combos are possible if a big opponent is cornered.
     Talon bears no relation whatsoever to that cyborg loser from Bloodstorm,
or that gal hawk-warrior from "The Aniverse", or that cat-wizard from "Marvel
3099", or...

VERTIGO, Goddess of Insanity
a.k.a. "I am Woman, Hear Me Hiss"
Based on: king cobra, Sellosaurus (mistakenly named "Efraasia")
Height: 18 feet
Length: 48 feet
Weight: 1.3 tons
Domain: the Tomb, a grassy knoll with Stonehenge-style rock structures.
Images of Vertigo's petrified enemies are visible in the leftmost stones. A
full moon is in the sky.

The only female PR critter, Vertigo has a body shaped somewhat like that of a
Sellosaurus (a young Sellosaurus was once mistakenly called "Efraasia", hence
the word in GamePro's articles & PR Strategy Guide). Like Sellosaurus, she is
a lightly built with legs longer than her forearms, and has a long neck &
tail. Unlike Sellosaurus, she has only two fingers on her front hands
(Sellosaurus had five) and the head & hood of a king cobra. Her hood is
outlined with small spikes, and has white markings on its back resembling a
long-toothed skull. Her original name was "Cobrasaur," but that was too
obvious. ^_^ She spits venom and hisses instead of crying out.
     Vertigo can't jump much higher than Armadon; she's only a little faster
than him on the ground, and *painfully* slow in the air unless she uses a
long jump or hop jump. Vertigo is the weakest PR character in terms of damage
per attack, but her attacks possesses the longest reach, and that combined
with her Come Slither special move lets her do combos up to 14+ hits on any
opponent, in or out of the corner. She can cast spells, too; her teleports
and unblockable "Voodoo Spell" help make up for her lack of a regular throw
or leaping attack. Unlike the rest of the PR gang, she cannot kick with her
hind legs. Her lack of any basic or special anti-air move outside of some
jumping attacks is a significant liability. 
      Vertigo bears no relation whatsoever to that loopy count from "Batman
Adventures," or that mutantess from the X-Men cartoon...

????, God of Death?
a.k.a. "Property of Golde Axe III"
Based on: Advanced Dungeons & Dragons dracolich?
Height: ?
Length: ?
Weight: ?
Domain: Dinosaur Graveyard [of the Final Battle]? This area is littered with
mounds of dinosaur bones, including a couple big skeletons propped up to the
left. The ground has bright red cracks in it, and there's a huge, swirling
vortex in the sky.

There was going to be another PR upgrade that reportedly would add a
dragon-skeleton boss capable of flight & with an energy-siphoning power.
Alack, it seems that the upgrade plans were scrapped, and the boss shall live
only in our imaginations... :-/

///1.3 PR characters in Dragon magazine!///

Dragon magazine issue #223 has an article about putting Primal Rage
characters in a fantasy role-playing game scenario! It has detailed Advanced
Dungeons & Dragons statistics for Blizzard, Talon, & Vertigo. The folks at
TSR seem to think that Armadon is the God of Good, Blizzard the God of
Survival, and Talon the God of Death. I disagree, for reasons briefly
explained in my transcript of the article - feel free to e-mail me
(vctr113062@aol.com) for a copy!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++++++ 2.  Move list++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

///2.1  Normal Moves///

Primal Rage has four buttons arranged in a square, and a joystick.  The first
vertical column of buttons are "Quick" attacks.  The second are "Fierce."
 The upper horizontal row of buttons are "High" attacks, and the bottom row
are "Low" attacks. Both High buttons or both Low buttons pressed together are
an extra-damaging "Power" attack, just like the AB and CD attacks in Samurai
Shodown. The High Quick button also functions as the "start" button.

In addition to ASCII representations, the buttons will be referred to as
1=High Quick, 2=High Fierce, 3=Low Quick, 4=Low Fierce. A "+" signifies that
two buttons are pressed together; for example, "1+2" indicates that both the
High Quick and the High Fierce buttons are pressed at the same time.

Player 1 side joystick and button configuration:

      Up-Away  Up   Up-Toward              Strong
              (UA)  (U)   (UT)            ___|___
                O    O    O                    |       |
                 \   |   /                   Quick  Fierce

Away (A) O--         --O Toward (T)       O       O

                 /   |   \                     O       O
                O    O    O
    Down-Away  Down  Down-Toward
      (DA)     (D)      (DT)

"Standing" means that the character is standing normally during the move
(joystick is neutral); "low" or "crouching" means that the character is
crouching during the move (joystick is held down).

Key:
O = button pressed
. = button not pressed
U = Up
T = Toward
A = Away
D = Down
Full = Do a full circle
  Toward = full circle clockwise when facing right  (T-D-A-U)
  Away = full circle counterclockwise when facing right  (T-U-A-D)
  (think of a wheel rolling "away" or "toward" you're opponent)

A hyphen (-) represents a fluid motion, in which you roll the joystick.
For example:
      D-T       is       |  \  --O      which is Sub-Zero's (MK) freeze
motion
                            O   O          or Ken's (SF2) fireball motion.

[roll your joystick from the Down position to the Toward position]

Note: many special moves let you get away with either tapping or rolling the
joystick, but most fatalities specifically require one or the other.

All characters:
O . = Quick Bite   . O = Chomp   O O = Big Chomp
. .                          . .                     . .

[or, 1=quick bite, 2=chomp, 1+2=big chomp]

. . = Quick Tail   . . = Tail    . . = Big Tail
O .                     . O           O O

[3=quick tail, 4=tail, 3+4=big tail]

Move specific to Talon and the Apes (Chaos and Blizzard):
     |      . .   = Slide
    O   O O
[crouching 3+4. BTW the apes' "slide kick" is reminiscent of Cammy's
crouching Roundhouse or Nakoruru's crouching CD]

Talon also has a short slide which is:
       |    . .
      O   . O
[crouching 4]

///2.2 Special Moves///

   We'll be classifying special moves into eight types:  Projectiles, Leaping
Attacks, Unblockables, Stomps, Teleports, Anti-air, Anti-projectile and
"generic" attacks.  Projectiles & Teleports are self-explanatory, and
"generic attacks" are basically "special" punches or kicks.  The rest require
some explanation.  Leaping Attacks are specially guided jumping attacks which
must be blocked high. Leaping Attacks are too slow to be combo'd after basic
attacks, although you can still interrupt basic attacks with them, and some
Leaping Attacks can be followed up with more hits. Stomps are attacks in
which the character stomps the ground and tries to shake up his opponent.
 These must be avoided by blocking low or jumping, or else they'll toss the
opponent up into the air for a beating!  
     Unblockables are special moves which cannot be blocked, such as throws.
Attempting an Unblockable move on a character in block-stun will causes a
cheeze warning - see Misc. Info for more on cheezey stuff! If you do a
ground-based throw when your opponent is an invalid target (in the air, in
block-stun, still getting up from a knockdown, or too far away), your
character will go through a "missed throw" animation during which you may get
pounded. "Missed throw" animations can be used as taunts by the creative! ^_^
One Unblockable move, Vertigo's Voodoo Spell, is not a throw. You can always
jump to avoid Unblockables, but if your opponent wasn't trying to use an
Unblockable move on you after all, he can retaliate with an anti-air move!
     Anti-air moves work especially well against airborne opponents
(particularly since you cannot block in the air), but can also hit opponents
on the ground. Anti-air moves aren't necessarily 100% invulnerable to all air
attacks, so be careful! In general, your character's exposed back or
hindquarters are a vulnerable target, and most special moves leave a
character vulnerable to a low 3+4 or similar attacks. Anti-projectile moves
are useful for bypassing a projectile and attacking the enemy at the same
time. Leaping Attacks technically fall into this category (if executed with
*extremely* swift timing) but for practical purposes they're given their own
class. Throws that hit and a few other moves render you temporarily immune to
projectiles, but have an extremely short attacking range (and if you're that
close a smart opponent isn't likely to toss projectiles anyway). The other
anti-projectile moves usually have a limited or very specific invulnerability
area/period and attacking range; if you mis-time the move you'll run into the
projectile, and if the enemy's too near or far, you won't hit him and may be
susceptible to counterattack. 

   The Primal Rage special move system works opposite the standard; to do a
special move, you press _and hold down_ the appropriate buttons, then execute
the joystick motion. Unlike certain Killer Instinct shadow moves, you do not
have to let go of the buttons to complete the special move. You'd better do
so anyway, though, unless you like to stand still forever - you can't move or
block while holding down the buttons for special moves, except Talon's "Run".
Some moves can only be done in this way (Diablo's Torch, Armadon's Iron
Maiden, and others) but...

   Despite Primal Rage's attempt to revolutionize the "special move" system,
the new version 2.3 upgrade allows you to execute moves either through the
proprietary PR style or through "traditional" style button/joystick motion.
 Probably due to a lot of "I can't do the moves" (read the cabinet next
time...!) from new players.  So much for "onward and upward."

   The upgrade contains new programming which allows you to execute joystick
motions, _then_ press the requisite buttons.  In a few situations this has
caused accidental special moves, but in general it does make the special
moves more forgiving.  (tho' some would consider this bad... "oh, no, now
_anyone_ can freeze my butt?" :)

  All Special Moves listed work on a 2.3 machine (see Misc Stuff), and have
been personally confirmed by yours truly (yes, even Armdon's Meditation! I
can actually do it now! :). Note that the arcade manager can set a GORE/NO
GORE switch. In NO GORE mode, all the blood is turned off, all fatalities are
disabled, and you cannot eat people; they'll just bounce into the air. Major
bummer...

  ^  indicates 'Combo Starter and/or Extender'   
    All special moves can interrupt basic attacks, and most special moves
will end a combo. The "^" marks special moves that can be followed up with
ground or volley hits. A few special moves, such as Armadon's Iron Maiden,
are too slow and require too much recovery time to be part of a combo at all.

  *  indicates 'Finishing Move'
     NOTE1: These can be done from ANYWHERE but don't stand too close or
you'll hit your opponent while trying to hold down the buttons! For those
'two-part' fatalities such as Vertigo's Petrify, hold the first two buttons
while you do the first set of joystick movements, then press the remaining
buttons WHILE STILL holding the first two buttons, and finish the remaining
joystick movements. 
    NOTE2: you _must_ do the fatalities _quickly_ or they won't work. Do not
pause between the halves of a two-part fatality. If you mess up, you can
typically re-enter the fatality at least once more before time runs out, so
keep trying and don't give up!
    Easy enough? ^_^

  ** indicates 'Chomp a human for more life.' Chomp a Human moves can hit
opponents for a little damage.

///ARMADON///   (The Hollows)
_________________________________________________
| Bed-o'-Nails:  Armadon balls up like a porcupine with spikes sticking out;
keep holding the buttons to make it last longer. Projectiles will pass
harmlessly over him. Easier to use in combos on Talon and/or on home versions
of PR. Anti-air.
|
|Hold 2+3; move joystick D, U
|
|     . O        |  O                        
|     O .       O  |
|_________________________________________________
|  Iron Maiden:  Jumps into the air and turns his back downward and lands on
opponent [the most damaging single move of the game]! Used to be unblockable
on ver 1.7, but not 2.3. Leaping Attack (cannot be combo'd).
|
|Hold 2+3; move joystick A-U-T
|
|     . O            O   O   O             
|     O .        O--  \  |  /  --O
|_________________________________________________
| ^ Mega Charge (a.k.a. "Rushing Uppercut"):  Takes five steps and then does
an uppercut with his horn. On version 2.3, Armadon can volley his opponent
after the move hits. Anti-air; used to be anti-projectile on version 1.7, but
not in version 2.3.
|
|Hold 1+3; move joystick A-D-T
|
|     O .        O--  /  |  \  --O           
|     O .            O   O   O
|_________________________________________________
|  The Gut Gouger:  Impales and tosses the opponent with his horn.
Unblockable (throw).
|
|Hold 1+2+3; move joystick T, A
|
|     O O       --O    O--                  
|     O .
|_________________________________________________
|  Hornication Uppercut:  Shoryuken! ^_^ Armadon does a jumping nose spike.
Anti-air.
|
|Hold 1+2+3; move joystick DT-T-UT
|
|     O O        \  --O   O                  
|     O .           O      /
|_________________________________________________
|  Spinning Death:  Gets into a ball and spins across the screen. Used to be
anti-projectile on version 1.7, but not on version 2.3. Anti-air.
|
|Hold 1+4; move joystick A, T-D (or just circle joystick toward)
|
|     O .        O--  --O  \     |             
|     . O                       O  O
|_________________________________________________
|  Flying Spikes:  Armadon shoots spikes from his tail.  Projectile.
|
|Hold 2+4; move joystick A-U
|
|     . O            O   O                   
|     . O        O--  \  |
|_________________________________________________
|  *Gut Fling:  Armadon digs his horn & beak into the opponent and slings
their blood 'n' guts around. Fatality.
|
|Hold 1+2+3; move joystick D, D, D, D, U
|
|     O O       |  |  |  |  O               
|     O .        OOOO  |
|_________________________________________________
|  *Meditation:  Armadon curls up and creates electricity that zaps your
opponent. Fatality.
|
|Hold all buttons; tap joystick T, D, A, T, T 
|
|     O O        --O   |   O--  --O  --O     
|     O O                O
|_________________________________________________
|  *The Impaler:  Armadon curls up and shoots several spikes up into the air;
they fall on his opponent, skewering him. Fatality. Version 2.3 only. 
|
Hold all buttons; tap joystick D, A, U, D. (Sometimes the move happens if you
do other things, but this is the fully confirmed, most reliable method.)

|     O O       |  O-- O  |                 
|     O O      O        |   O
|_________________________________________________
|  **Chomp a human: Armadon brings his tail over his head and uses it to
snatch a sacrifice, proving that he's not purely herbivorous.
|
|Hold all buttons; move joystick U-T
|
|     O O        O   O                       
|     O O        |  /  --O
|_________________________________________________

///BLIZZARD/// (The Cliff)
_________________________________________________
|  Mega Punch (Short): Gives your opponent a big bash to the head. This one
has a brief wind-up, short range, and little recovery time. It's quick enough
to use after a low 3+4. Anti-air & anti-projectile (also immune to all
Earthquake attacks).
|
|Hold 1+3; move joystick A, T
|
|     O .        O--   --O                   
|     O .
|_________________________________________________
|  Mega Punch (Quick):  This punch has the fastest wind-up, medium range, and
the longest recovery time. It can be used after the low 3+4. Anti-air.
Anti-projectile against very fast projectiles only (also immune to all
Earthquake attacks).
|
|Hold all buttons; move joystick A, T
|
|     O O        O--   --O                   
|     O O
|_________________________________________________
|  Mega Punch (Long):   This has the same wind-up and recovery time as the
Short Mega Punch, and the longest range. In version 1.7, it did more damage
than the other two Mega Punches. Anti-air & anti-projectile (also immune to
all Earthquake attacks).
|
|Hold 2+4; move joystick A, T
|
|     . O        O--   --O              
|     . O
|_________________________________________________
|  Mega Punch (Fake): Blizzard winds up for a Long Mega Punch but doesn't
actually punch! Does not hit or damage opponent (duh :). Projectiles or
attacks to his upper body will pass harmlessly through him during the windup,
just like all other Mega Punches.
|
|Hold 1+3; move joystick D, U
|
|     O .        |  O                       
|     O .       O  |
|_________________________________________________
| ^ Freeze Breath (a.k.a. "Cold Breath"): Chill your opponent out Sub-Zero
style, immobilizing him for a brief time. Then follow the Freeze Breath up
with any combo that does not involve the Ice Geyser (or else you'll get a No
Cheeze meter). On version 2.3, getting frozen doesn't last as long but does
inflict slightly more damage than the Ice Geyser. Projectile. 
|
|Hold 1+2+4; move joystick A, T
|
|     OO        O--   --O                   
|     . O
|_________________________________________________
| ^ Ice Geyser:   Blizzard creates a column of ice, inflicting a little
damage and freezing the opponent as per his Freeze Breath. Follow it up with
any combo that does not involve the Freeze Breath (or else you'll get a No
Cheeze meter). Victim must be close and either in the air or not blocking.
Does not last as long on version 2.3. Anti-air.
|
|Hold 1+2+4; move joystick D, U
|
|     O O        |  O                        
|     .  O        O  |
|_________________________________________________
| ^ Punching Bag: Grab and stun your opponent until he shakes out of it. Hit
button 1 four or five times to beat the enemy up, then before his brain meter
regenerates and he escapes your grasp, tap another button to deliver the wind
up punch. 2=low arc, 3= medium arc, 4= high arc. The Punching Bag can be
followed up with various attacks. It is the punches, not the grab, that hurt
the opponent and count as combo hits. This is a very weak move in and of
itself. Multi-hit move. Unblockable (throw).

NOTE: On the arcade version, the Punching Bag can theoretically score
unlimited hits. This is because it won't end until the opponent replenishes
his brain meter by quickly shaking the joystick back & forth. However,
shaking out of it is pretty easy to do. On home versions, the Punching Bag
will automatically end after 20+ punches (30+ if the victim was stunned by a
freeze move just before the Punching Bag).
|
|Hold 1+4; move joystick T-D-A-U

|     O .        Full                        
|     . O        Toward
|_________________________________________________
|  Air Throw:    Grab opponent in the air.  Useful in combos too. On arcade
version 2.3 only, Blizzard can air-throw some opponents (Blizzard, Chaos,
Diablo, Sauron) when they are standing on the ground, unless they do a
special move. Unblockable (throw).
|
|Tap 2+3 when in the air directly above opponent
|
|     . O
|     O .
|_________________________________________________
|  Throw: Blizzard appears to do a hop-jump backward and air-throw his
opponent, even though this is a ground-based move. Unblockable (throw).
|
|Hold 2+3; move joystick A-U-T
|
|     . O             O   O   O              
|     O .        O--   \  |  /   --O
|_________________________________________________
|  *Brain Bash:  Blizzard pounds opponent into the ground and punches his
brain out! Sheeva who? ^_^ Fatality.
|
|Hold 1+2+4; move joystick D, D-A-U-T
|
|     O O        |  +  Full                        
|     .  O        O     Toward
|_________________________________________________
|  *To-Da-Moon:  Blizzard does the punching bag, winds up, and knocks
opponent into the background! Fatality.
|
|Hold all buttons; move joystick D, D, D, D, U
|
|     O O        |  |  |  |  O               
|     O O       OOOO  |
|_________________________________________________
|  *Redemption:  Sends opponent's soul to heaven, leaving only the bones.
Fatality. Version 2.3 only. 
|
Hold all buttons; tap joystick D, T, U, D, U

|     O O        | --O  O |  O               
|     O O       O        |  O |
|_________________________________________________
|  **Chomp a human: Blizzard scrapes his hand along the ground, grabs a
worshiper, gobbles him/her, and spits out the bones.
|
|Hold all buttons; roll joystick A-U-T-D
|
|     O O        Full                         
|     O O        Toward
|_________________________________________________

///CHAOS/// (The Ruins)
_________________________________________________
|  Grab-'n'-Throw: Grabs opponent by the neck and tosses him across the
screen. Unblockable (throw).
|
|Hold 2+4; move joystick T, A
|
|     . O        --O   O--              
|     . O
|_________________________________________________
| ^ Power Puke (Slow): Chaos pukes a blob of green vomit. If the opponent is
far away, Chaos can follow the Slow Power Puke up with a Battering Ram that
doesn't hit, but does bring him close enough to do some more damage.
Otherwise, he can follow it up with the Flying Butt Slam or a long jump + air
attacks. Projectile.
|
|Hold 2+3; move joystick U-T
|
|     . O       O   O                        
|     O .        |  /  --O
|_________________________________________________
|  Power Puke (Fast): This move is much easier to finish combos with than the
Slow Power Puke. Projectile.
|
|Hold 1+4; move joystick U-T
|
|     O .       O   O                        
|     . O        |  /  --O
|_________________________________________________
|  Fart of Fury: Chaos sticks his butt in the air and farts a poisonous,
slow-moving green cloud. Projectiles pass over him as he does so. If the
cloud makes contact, it does no damage and won't count as a combo hit, yet it
will stun the opponent until he shakes out of it. Unlike other projectiles,
the FoFury will disappear after slowly traveling a single screen length.
Projectile (cannot be combo'd).
|
|Hold 2+3; move joystick T-U-A
|
|     . O                O O O                
|     O .        --O  /    |    \  O--
|_________________________________________________
| ^ Ground Shaker (a.k.a. "Ground Pound," "Ground Smash"): Chaos jumps and
lands creating an earthquake. Can be followed up with various attacks. Stomp.
Unlike Sauron's Earthquake, it tends to throw Chaos' opponent away from him.
Given precise timing, enemy projectiles will pass over his head as he slams
the ground. Can be done in the air on version 2.3 only.
|
|Hold 2+3; move joystick A, AU, AD
|
|     . O             O     /                  
|     O .        O--   \  O
|_________________________________________________
| ^ Flying Butt Slam:  Jumps and lands on opponent with his butt. Hold
joystick toward or away to determine which way he bounces off. Can be combo'd
after a Slow Power Puke from far away, but little else. Can be followed up
with attack sequences like low 3, 2, 1+2 etc. if it hits. Used to be
unblockable on ver 1.7, but not 2.3. Leaping Attack.
|
||Hold 2+4; move joystick D-T-U-UT-DT
|
|     . O        |  \  --O  O  O  O  --O  \   
|     . O        O   O     /   |  /               O
|_________________________________________________
| ^ Battering Ram:  Chaos puts his shoulder out and charges. He can volley
his opponent if it hits. Anti-air.
|
|Hold 1+3; move joystick T, T
|
|     O .        --O  --O                    
|     O .
|_________________________________________________
|  *Golden Shower:  Chaos raises a leg and urinates on the opponent; all
that's left are the bones. Fatality.
|
|Hold 1+3 and move joystick D, D; then hold all buttons and move joystick A,
T, A, T
|
|     O .    |  |        then O O   O--  --O  O--  --O    
|     O .   O O              O O
|_________________________________________________
|  *Cannonball: Chaos does a cannonball into the water [lethally poisoning
the water supply ^_^]. Fatality. On version 1.7, this only works on stages
with water in the background [Chaos' Ruins, Sauron's Cove, & Talon's Strip].
On version 2.3, this move will work on any stage; if there's no water in the
background, you won't see Chaos go for a swim, but you will hear the
"fatality music" and your opponent will be dead/flickering in the final
battle. 
|
|Hold all buttons; move joystick AD, UT-DT-AD
|
|     O O           /  O  --O  \    |    /        
|     O O         O  /            O O O
|_________________________________________________
|  *The Churl: Chaos does an extremely slow Power Puke and walks off the edge
of the screen, emerging on the other side to suck the puke back in! [This
presumably grosses his opponent to death ^_^]. Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick T, T, T, A, A, A. 

|     O O        --O --O --O O-- O-- O--      
|     O O                
|_________________________________________________
|  **Chomp a human: Chaos scrapes his hand along the ground, grabs a
worshiper, gobbles him/her, and spits out the bones.
|
|Hold all buttons; move joystick T-D-A
|
|     O O        --O  \    |    /  O--           
|     O O                O O O
|_________________________________________________


///DIABLO/// (The Inferno)
_________________________________________________
|  ^ Fireball (Slow): Diablo spits a fireball that travels across the screen.
Can be followed up with the Pulverizer if the the opponent is far away, or a
long jump with air attacks if the opponent is far away and in the corner.
Projectile.
|
|Hold 2+4; move joystick D-T
|
|     . O        |  \  --O                   
|     . O       O   O
|_________________________________________________
|  Fireball (Fast): This move is easier to use in combos than the Slow
Fireball. Projectile.
|
|Hold 1+3; move joystick D-T
|
|     O .        |  \  --O                    
|     O .       O   O
|_________________________________________________
| ^ Torch:  A short-range, very damaging flame blast from Diablo's mouth. The
flame must burn for a moment before it can hit his opponent; hold the buttons
down for the Torch to last up to five seconds (if you release the buttons
immediately, Diablo's mouth opens but no flames come out - a "Fake Torch"
taunt! :). Enemy projectiles pass harmlessly through him. On the arcade
version only, he is also immune to Armadon's Iron Maiden. The Torch will stun
Diablo's victim for a short time. The Torch is too slow to be combo'd after a
hit, but it can be followed up with various attacks.
|
|Hold 1+3; move joystick U-T
|
|     O .        O   O                        
|     O .        |  /  --O
|_________________________________________________
| ^ Hot Foot:  Diablo lowers his head and spits a fiery blast that goes about
half-way across the screen at his opponent's feet, knocking him down. This
move can hit a jumping opponent the moment he touches the ground. If Diablo's
victim is cornered then the Hot Foot can be followed up with a low 1, which
will bounce him in the air for two more volley hits. Anti-projectile.

Note: It is easier to volley opponents after the Hot Foot on home versions of
PR. Some opponents (Armadon, Talon) are more easily volleyed than others.
Vertigo cannot be volleyed after the Hot Foot.
|
|Hold 2+4; move joystick UA, DT
|
|     . O       O    \                       
|     . O         \    O
|_________________________________________________
| ^ Mega Lunge:   Diablo ducks, charges, and throws his head up. On the
arcade version, Diablo can follow up the Mega Lunge on a cornered victim with
volley hits. On home versions, the victim does not have to be in the corner
to get volleyed. Anti-air & anti-projectile.
|
|Hold 1+4; move joystick D-T
|
|     O .        |  \  --O                
|     . O        O  O
|_________________________________________________
|  The Pulverizer:  Leap into the air and stomp on your opponent a few times
(but only hits once). Recovery time after a missed landing is virtually nil.
Used to be Unblockable on ver 1.7, but not 2.3. Leaping Attack; can be
combo'd with a Slow Fireball from far away, but little else. 
|
|Hold 1+4; move joystick U-T-D
|
|     O .        O   O       \    |           
|     . O        |  /   --O    O O
|_________________________________________________
| ^ Inferno Flash:  Diablo teleports in a flash of fire. If the opponent is
nearby and in the open, Diablo will reappear on his other side. If the
opponent is nearby and in the corner, Diablo will reappear on the same side.
If the opponent is far away, Diablo may reappear in the same place. The fire
during his disappearance (not his reappearance) is a short-range attack that
will not only damage Diablo's enemy, but also stun him for a short time. Can
be followed up with various attacks if the victim is cornered. Teleport; used
to be Unblockable on version 1.7, but not version 2.3.
|
|Hold 2+3+4; move joystick U
|
|     . O        O                            
|    O O        |
|_________________________________________________
|  *Incinerator:  Diablo rears back and blows a HUGE blast of fire that burns
the flesh off the bones! Fatality.
|
|Hold all buttons; move joystick UA-D-DT
|
|     O O        O   O--   /  |  \            
|     O O          \       O   O   O
|_________________________________________________
|  *Fireball:  Diablo blasts a big fireball that roasts your opponent!
Fatality.
|
|Hold 2+3+4; move joystick T, T, T
|
|     .  O        --O  --O  --O                
|    O O
|_________________________________________________
|  *Infernal: Diablo stomps on the ground and sends his opponent down a fiery
fissure, to hell. Fatality. Version 2.3 only.
|
Hold 1+3+4; tap joystick U, D, U, D, D

|     O .         O  |  O  |   |                   
|     O O        |  O  |  O O
|_________________________________________________
|  **Chomp a human: Diablo dips his head down and chews up a worshiper.
|
|hold all buttons; move joystick D, U, D
|
|     O O        |   O  |                      
|     O O       O   |  O
|_________________________________________________

///SAURON/// (The Cove)
_________________________________________________
|  Primal Scream:  Sauron roars and creates a short-range shield around
himself; does heavy damage to brain meter. Projectiles pass harmlessly
through him. Anti-air.
|
|Hold 1+3; move joystick D, U
|
|     O .        |  O                       
|     O .       O  |
|_________________________________________________
| ^ Earthquake Stomp:  Jump on the ground to send your opponent flying toward
you, then volley him. Stomp. It used to be unblockable in version 1.7, but
not in version 2.3. Can be done in the air on version 2.3 only. 
|
|Hold 1+2+4; move joystick U, D
|
|    O O       O  |                         U, D
|     . O        |   O
|_________________________________________________
|  The Cranium Crusher: Shoryuken! ^_^ Sauron leaps head-first into the air.
Leaves you vulnerable if you miss. Anti-air.
|
|Hold 1+4; move joystick D, U
|
|     O .        |  O                         
|     .  O      O  |
|_________________________________________________
|  Leaping Bone Bash: Pounce on your opponent and bite off some of his flesh.
Used to be unblockable on ver 1.7, but not 2.3. Leaping Attack (cannot be
combo'd).
|
|Hold 2+3; move joystick D, U, D
|
|     . O        |  O  |                      
|     O .       O  |  O
|_________________________________________________
|^ Stun Roar: Fireball-like rings of sound fired from his mouth; does heavy
damage to brain meter. If Sauron's opponent is cornered a medium distance
away, the Stun Roar can be followed up with a standing 2 or a hop jump + air
hits. Projectile.
|
|Hold 1+3; move joystick A, T
|
|     O .        O--  --O
|     O .
|_________________________________________________
|  Air Throw: Grab opponent in the air. Useful in combos too. On arcade
version 2.3, Sauron can air-throw some opponents (Blizzard, Chaos, Diablo,
Sauron) when they are standing on the ground, unless they do a special move.
Unblockable (throw).
|
|Tap 2+4 when in the air directly above opponent
|
|     . O
|     . O
|_________________________________________________
|  Neck Throw: Sauron bites your opponent in the neck and tosses them across
the screen.  Unblockable (throw).
|
|Hold 2+4; move joystick T, A
|
|     . O        --O  O--                     
|     . O
|_________________________________________________
|  *Carnage: Grab your opponent by the throat and shake him up. Fatality.
|
|Hold all buttons; move joystick A, T, A, T, A
|
|     O O        O--  --O  O--  --O  O--      
|     O O
|_________________________________________________
|  *Flesh Eating:  Sauron walks over to his fallen opponent and tears into
them, eating each piece as he rips it off. Fatality.
|
|Hold 1+3 and move joystick D, D; then hold all buttons and move joystick U,
U (Sometimes the fatality happens if you do other things, but this is the
fully confirmed, most reliable method.)
|
|     O .          |  |    then  O O    O O      
|     O .         O O           O O     |  |
|_________________________________________________
|  *Grape Crusher: Sauron jumps onto opponent as if he were doing an
Earthquake Stomp, squishing them flat! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick U, D, U, D, D

|     O O       O  |  O  |   |
|     O O        |  O  |  O O
|_________________________________________________
|  **Chomp a human: Sauron dips his head down and chews up a worshiper.
|
|Hold all buttons and move joystick D, D, U
|
|     O O       |  |   O                      
|     O O      O O  |
|_________________________________________________

///TALON/// (The Strip)
_________________________________________________
| ^ Brain Basher: Talon flips in the air and lands on the opponent's head
(Bison who? :). Hold joystick toward or away to determine which way Talon
flips off. On version 2.3, Talon can follow the Brain Basher up with extra
attacks as he rebounds. Used to be unblockable on ver 1.7, but not 2.3.
Leaping Attack.
|
|Hold 2+3; move joystick A-U-T
|
|     . O            O   O   O                
|     O .        O--  \  |  /  --O
|_________________________________________________
|  Pounce & Flip: Talon runs forward, steps three times on his opponent, and
flips off [does no block-damage in version 2.3]. 3-hit move. Anti-projectile.
|
|Hold 2+3; move joystick T-D-DT
|
|     . O        --O  |  \  
|     O .              O   O
|_________________________________________________
|  Frantic Fury: Talon becomes a blur of claws and creeps toward opponent.
Keep holding the buttons to make it continue longer. Anti-air.
|
|Hold 1+4; move joystick D-T
|
|     O .         |  \  --O          
|     . O        O   O   
|_________________________________________________
| ^ The Slasher (a.k.a. "Double Slash"): Two fierce slashes, but only hits
once. Most projectiles pass harmlessly through him. This move can be followed
up with various attacks. Anti-air.
|
|Hold 1+3+4; move joystick D-T
|
|     O .        |  \  --O                 
|     O O     O   O
|_________________________________________________
|  The Face Ripper: Talon jumps on the opponent and bites his face several
times, although this move counts as only one combo hit. Blanka who? ^_^
Unblockable (throw).
|
|Hold 2+4; move joystick D-T
|
|     . O        |  \  --O                
|     . O       O   O
|_________________________________________________
|  Jugular Bite: Talon jumps onto opponent and chomps his neck. 2-hit move.
|
|     NOTE:  Talon's opponent must be in a hit-reaction, i.e. this move can
only be used within a combo that connects (see combos section for combos with
Jugular Bite). Otherwise, Talon goes into his "missed throw" animation...
|
|Hold 2+4; move joystick A, T
|
|     . O        O--  --O               
|     . O
|_________________________________________________
|  Run Forward/Back:  Talon can run toward or away very fast. This is good
for dodging (can outrun Battering Ram and Mega Punch) and cornering (run into
them when they're knocked down). Talon can only block high while he is
running away, and cannot block at all when he is running toward. Does not hit
or damage opponent, of course.
|
|Hold 1+3; hold joystick T or A
|
|     O .        --O  or  O--             
|     O .
|_________________________________________________
|  *Heart Wrenching:  Talon walks up to the opponent, cuts him open with his
lower claws, rips his heart out, and eats it. Fatality.
|
|Hold 1+3+4; move joystick T-D-A-U
|
|     O .        Full                         T-D-A-U
|     O O        Toward
|_________________________________________________
|  *Shredder:  Talon does a Frantic Fury; blood flies everywhere. Fatality.
On version 1.7, the opponent just falls down like usual. On version 2.3, the
opponent remains standing, horribly mangled.
|
|Hold 1+4; move joystick T-D-A-U
|
|     O .        Full                         T-D-A-U
|     . O        Toward
|_________________________________________________
|  *Stampede:  Talon whistles, and a stampede of similarly colored baby
Talons shred the fallen opponent with mini-Frantic Furies. If the victim is
in the corner, blood will spontaneously erupt from his chest before the li'l
ones reach him! Fatality. Version 2.3 only.
|
Hold all buttons; tap joystick T, A, U, D

|     O O        --O O--  O |                   
|     O O                      |  O
|_________________________________________________
|  **Chomp a human: Talon scoops up a worshiper in his front claws and
devours him.
|
|hold all buttons; move joystick T-D
|
|     O O        --O  \     |                   
|     O O                O  O
|_________________________________________________

///VERTIGO/// (The Tomb)
_________________________________________________
|  Venom Spit (Slow): Vertigo spits purple acid across the screen.
Projectile.
|
|Hold 1+3; move joystick T, T
|
|     O .        --O  --O               
|     O .
|_________________________________________________
|  Venom Spit (Fast): This move is much easier to use in combos than the Slow
Venom Spit. Projectile.
|
|Hold 2+4; move joystick T, T
|
|     . O        --O  --O                     
|     . O
|_________________________________________________
| ^ Voodoo Spell: Vertigo emits short-range hypnosis rings that do no damage
but stun her opponent until he shakes out of it, setting him up for any combo
that does *not* involve the Come Slither. This move counts as a combo hit and
cannot be blocked, yet can be avoided by jumping. Don't use Voodoo Spell on
an opponent dragged in close by the Come Slither, or you'll get a No Cheeze
meter! Unblockable.
|
|Hold 2+3; move joystick A, A
|
|     . O        O--  O--                   
|     O .
|_________________________________________________
|  Ground Teleport:  Rolls up in a ball and reappears _on the ground_ next to
opponent; choose which side by holding the joystick toward or away after
doing the move. Does not hit or damage opponent. Teleport. Can be done in the
air on version 2.3 only.
|
|Hold 2+4; move joystick D, D 
|
|     . O        |   |                         
|     . O       O  O
|_________________________________________________
|  Air Teleport: Rolls up in a ball and reappears _in the air_ next to
opponent; choose which side by holding the joystick toward or away after
doing the move. Does not hit or damage opponent. Can be done while on the
ground or in the air. Teleport. Version 2.3 only.
|
|Hold 2+4; move joystick D, U
|
|     . O        |  O                       
|     . O       O  |
|_________________________________________________
| ^ Come Slither (a.k.a. "Ankle Drag"): Vertigo lashes her tail at her
opponent's feet and drags him over for some beating ("Get over here!" :).
This move counts as a combo hit, yet inflicts no damage. It stuns your
opponent for a short time, unless he/she was already stunned by the Voodoo
Spell - in which case your combo will end and your opponent will probably
hurt you before you recover. Projectiles will pass through Vertigo if the
Come Slither connects, but hit her if it does not connect. Anti-projectile.
|
|Hold 1+3; move joystick A, A
|
|     O .        O--  O--                     
|     O .
|_________________________________________________
|  Scorpion Sting: Whips her tail across the screen, and a blade shoots out
too.
|
|Hold 2+3; tap joystick T, T
|
|     . O        --O  --O                     
|     O .
|_________________________________________________
|  *Petrify: Vertigo does a Voodoo Spell that turns her opponent into stone,
and then she Scorpion Stings him to bits. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick T,
T
|
|     . O        O-- O--  O--     then    O O      --O  --O    
|     . O                                           O O
|_________________________________________________
|  *Shrink and Eat: Vertigo does a Voodoo Spell that shrinks her opponent.
She then eats him like a worshiper. Fatality.
|
|Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap joystick D,
U
|
|     . O        O-- O--  O--     then    O O       |  O    
|     . O                                          O O       O  |
|_________________________________________________
|  *La Vache Qui Rit ["The cow that smiles/laughs"]: Vertigo turns the
opponent into a cow that moos, runs away, and gets butchered by McDonald's.
^_^ Fatality. Version 2.3 only.
|
Hold all buttons and tap joystick A, A, A, D, T

|     O O        O-- O-- O--  |  --O
|     O O                           O
|_________________________________________________
|  **Chomp a human: Vertigo bends her neck down, lifts a worshipper high up,
and swallows him whole like a snake eating mice.
|
Hold all buttons; move joystick D-T-U
|
|     O O        |  \  --O   O  O             D-T-U
|     O O        O   O      /   |
|_________________________________________________

///2.3  Jumping///

   All characters can do three types of jumps in Primal Rage. First, to do a
standard jump, just press up or diagonally up like any other fighting game.
Pretty easy, eh? The second type of jump is the long jump. To do a long jump,
tap down, then do a "normal" jump immediately afterward (D, UT or D, UA or D,
U). This jump will be higher and faster than the standard jump, and it will
go much farther. No more characters whose only jump is a drifter... The third
type of jump is the most difficult, and most surprising jump in any game. It
is a "hop jump" (a.k.a. "tiger jump") and you do it by pushing the direction
you want to jump (T or A), then down, then do the standard jump (i.e. T, D,
UT, or A, D, UA).  Additionally, the hop jump can now be done straight up,
just tap forward (or backward), down, and straight up (T or A, D, U)!  Unlike
version 1.7, Primal Rage version 2.3 lets you execute hop jumps versus the
computer, and the computer can use them against you, too!
     For even more excitement, you can buffer in hop jumps so that they
interrupt your power attacks! Chris Tang (TANG@agames.com) writes:

>There are extremely effective techniques that utilize this move.  My
favorite is jumping in with one or two hits, following up with two or three
ground attacks which end in a power.  While the power comes out, I buffer in
the motion for the hop jump- F, D, U.  As soon as my power makes collision,
my hop jump will send me straight up into the air, where I can launch an
attack to catch a low-blocking opponent off-guard.  Also, this technique can
be used for hit-and-run blocked combos by using the backwards hop-jump
instead. This style of play is fast, frantic, and aggressive.  It's also a
lot of fun.

///2.4  Combos *** NEW INFO! ***///

   Yes, you too can do devastating combos in PR. You can even volleyball your
opponent in the air! Combos are easy to execute. PR has a fully orthogonal
interrupt-driven combo system. That means the "rules" for combos are [from
GamePro's PR Guide]:

1. There are three "levels" of attacks: quick/fierce, power, & special moves
2. Any special move can interrupt any quick, fierce, or power attack
3. Any power attack can interrupt any quick or fierce attack

NOTE1: All characters can start a combo by stringing most quick attacks
together (example: Talon's 3, 3, 3, 3 combo), and it is occasionally possible
to string fierce attacks together (Chaos' low 4, low 4, or Diablo's 2, 2
corner volley on an airborne opponent). It is more common to interrupt an
in-close fierce/power basic attack with the standard version of the same
attack. Some characters can interrupt a stronger basic attack with a weaker
one. Blizzard & Chaos can interrupt their 1+2 with a low 4, and Talon can
interrupt his 3+4 with a low 1, etc.

NOTE2: Not all quick attacks can necessarily be combo'd into all fierce
attacks, though many can. Some fierce attacks can be combo'd with quick
attacks only if the enemy is very close. As an example: low 1, low 1, low 4
works great for Talon but not for Armadon. In a very few cases, a power
attack will interrupt a quick attack but will still be too slow to combo
(Talon's low 1, 3+4 will not combo).

     Basic and special moves can both be "buffered" into a combo. In a combo
that alternates between bites and tail attacks, you must tap the buttons
quickly. In a combo that chains bites together or chains tail attacks
together, you must tap the buttons even more quickly. Combo hits can be done
at any time - whenever you hit an opponent, you can tack on another hit,
unless the knockback pushes your opponent too far away. EVEN IN THE AIR! You
can do a maximum of two attacks in the air (and possibly follow up with
Chaos' air Ground Shaker or Sauron's air Earthquake). Air hits make great
combo starters or enders! Each character has certain air combos that are
easier to use, because they have better range, are harder to counter, or are
less likely to knock the opponent too far back. Here are some of the easier
air combo starters:

Armadon: air 4, air 3+4; also air 2, air 1+2
Blizzard, Chaos: air 4, air 3+4; also air 2, air 1+2
Diablo, Sauron: air 4, air 3+4; also air 4, air 1+2
Talon: air 4, air 1+2; also air 2, air 1+2
Vertigo: air 3, air 3+4; also air 4, air 3+4

Note that if your air hit(s) strike your opponent too high, you might not be
able to extend the combo with ground hits. Hitting too high doesn't occur as
frequently as in games like SF2, though, especially if you use a long/hop
jump, get two air hits, or fight a small opponent.

Special attacks can be used to end any combination, or prolong it!  Many
special moves such as Blizzard's Ice Geyser have a greater range when used
within combos, and every character has at least one special move that can be
followed up with more hits or volleys. Note that any given combo cannot have
more than five of the same basic attack, one low 3+4, and one of any given
special move (slow and fast projectiles are considered different special
moves).

Are your combos still too short? Extend them by using two jumps! Just buffer
a hop-jump into your air hits, and you can score another couple air hits
followed by the rest of your combo! Sauron's 8-hit THE SECRET OF THE COW
combo is an example of this: air 4, air 3+4, (hop jump) air 4, air 1+2, 1, 2,
1+2, Primal Scream. 

And there's a bonus (three, actually)! Be forewarned that if you get a No
Cheeze meter, then your combo will end and the cheezy move you did won't
count as a combo hit or inflict damage. 

Thunder claps with lightning will happen if you do at least 4 hits _and_ a
minimum of 35% damage. To find out how many hits & how much damage your combo
did, just look at the left or right side of the screen, depending on whether
you're on the one-player or two-player side. [When the CPU does combos on
you, its side will display the number of hits in the combo but not the damage
rating, and the CPU never gets lightning or combo names.]

If you haven't seen it, the thunder and lightning are incredible.  Especially
when you're not expecting it (but I guess you are now. =)  In v2.3, you get
as many claps as you got hits! (in 1.7 you could only get 10!) [Notes:
Vertigo can get one clap of lightning in version 2.3 if she uses a teleport
in any combo. PR for the IBM PC only bequeaths one clap of lightning no
matter how many hits your combo had.] Due to the decreased damages for
attacks in v2.3, lightning is less often seen, but IT IS THERE!  Finding
combos that do more than 35% damage is harder now than ever, though!
     Unfortunately, it isn't any easier to get lightning during the Final
Battle. Even though attacks on a dead/flickering opponent will do extra
damage [see Final Battle section], the damage percentiles calculated to
determine lightning & displayed on the side of the screen will reflect how
much damage the combo would have done, if your opponent were alive & healthy.
    Don't despair if you can't get a thunderbolt 'n' lightning (very very
frightening(ly!)) combo; there is another reward for using special moves in
combos! If you use certain moves in a combination, a "name" for the combo
will be printed out in the top center of the screen! Note that you don't get
combo names in PR arcade version 1.7, or PR for the SNES/Genesis/Game
Boy/Game Gear. Arcade version 2.3 and PR for the IBM PC do have combo names,
though!
   All of the named combos have three 'levels'. The named combos are usually
activated by one or more special moves, though a few are triggered by certain
basic moves or some combination of basic + special moves. There is also a
minimum hit requirement. For example, if you use Sauron's Neck Throw in a
combo which hits at least 4 times, you'll see "CRUNCHY." If the combo hits at
least 6 times, you'll see "EXTRA CRUNCHY." If the combo hits at least 7 times
you'll see "TAKE A BITE OUTTA CRIME!" So the combo naming scheme goes
something like that - the first level is "[NAME]", the second level is
usually "SUPER [NAME]" or some modifier, and the third level is a weird
variation on the first two, with an exclamation "!" or question "?" mark at
the end (one has "...").
     On both versions, "streakers" or naked worshipers (Nudalities!!! :) will
dash across the screen if Vertigo does a 5-hit or higher combo ending in the
Come Slither, or Armadon does a 5-hit or higher combo ending with the
Hornication Uppercut. No one has been able to eat these guys, and not for
lack of trying, so perhaps it isn't possible to chomp them.

///Post-Mortem Combos///

PR lets you finish your combos even if your opponent runs out of health in
the middle of 'em. "Post-mortem" combos occur when the opponent is defeated
before the last hit of the combo takes place. If you finish your second
victory with a post-mortem combo, you'll still have the usual chance to do a
fatality.
     There are two exceptions: first, post-mortem combos cannot be done
during the Final Battle. Second, the instant that one critter is defeated,
all projectiles will no longer touch either player for what's left of the
round. This makes it easier to do fatalites, since a late projectile won't
hit your victim by accident and mess up your attempt. A side effect, however,
is that post-mortem combos ending with a projectile don't entirely work; the
projectile will pass harmlessly through your opponent. In order to get combo
names that are tied into projectiles, the entire combo must hit while your
enemy is still healthy enough to take it.


Key:
(1) (2)   Numbers are for which buttons are being pressed.
(3) (4)

   air - hit the buttons while you are jumping 
   low - hit the buttons while crouching
   in-close - denotes a very close, standing basic attack, usually with
special animation & extra damage; e.g. Blizzard's in-close 2 is a more
damaging headbutt instead of a punch
   whiff - move does not actually hit opponent
   [cross-up]- victim must be hit behind his center of mass when combo starts
(easiest to do when you just dodged his Leaping Attack by jumping straight
up)
   [deep] - victim must be close by/hit deep when combo starts
   [medium] - victim must be medium distance away when combo starts (may be
very precise)
   [far] - victim must be far away when combo starts
   [very far] - victim must be on the other side of the screen when combo
starts
   [corner] - victim must be in the corner when combo starts
   [corner cross-up glitch] - victim must be crossed up, in the corner, _and_
recovering from a Leaping Attack. In the arcade version only, this produces a
freak situation with zero knockback; you can string up to five crouching
quick attacks in a row for extra-long combos.
   [arcade] - combo may not work on home versions, due to increased knockback
   [cheezey] - combo will earn a No Cheeze meter
   (A, B, C, D, S, T, or V) - combo works best on character(s) whose initial
is listed. Other characters tend to be too small or get knocked too far back.
   * - combo is known to earn lightning
   x% - ver. 2.3 damage percentiles are added where known, assuming that the
attacker hasn't gone ballistic in a two-player game (see section 6.4, "Going
Ballistic").

   Combo names are listed both with combos and separately.  Thanks to Sir
Galahad's search of the text file of PR for the personal computer, we now
have _all_ combo names! :-) If the triggering special move(s) and/or minimum
number of required hits for a combo name is known, it'll be listed. {Curly
brackets} around a trigger means that it must be executed in that precise
sequence. Combo names with the same trigger are grouped together, from
shortest to longest. If the trigger move or minimum hit requirement of a
combo name is unknown or uncertain, the name will be followed with "??".
We're still looking for triggers/sample combos for certain names, minimum hit
requirements, and many damage percentiles! Corrections or additions are quite
welcome.

///ARMADON/// 

     PINCUSHION COMBO {Mega Charge, Bed-o'-Nails} (4)
     SUPER PINCUSHION COMBO (7)
     VENTILATION! (9)
     DIVEBOMBER {Hornication Uppercut} (5)
     SUPER DIVEBOMBER (6)
     ATOMIC BOMB COMBO! (7)
     DEATH DART COMBO {Flying Spikes} (5)
     SUPER DEATH DART COMBO (6)
     BULLSEYE! (7)
     GUT BUSTER {Gut Gouger} (5)
     SUPER GUT BUSTER (6)
     MAJOR INTESTINAL TRAUMA! (7)
     STEAMROLLER COMBO {Mega Charge, Spinning Death} (5)
     SUPER STEAMROLLER COMBO (7)
     ROLLING THUNDER!
     FREIGHT TRAIN {Mega Charge, Hornication Uppercut} (5)
     TRAIN WRECK (7)
     THE DERAILER!

3 Hit:    air 1, 1, Gut Gouger or Hornication Uppercut
4 Hit:   [deep (T)] low 4, low 3+4, Mega Charge, Bed-o'-Nails = PINCUSHION
COMBO (28%)
*4 Hit: air 1+2, 2, 1+2, Gut Gouger = 36%
*4 Hit: 3+4, Mega Charge, low 2, Hornication Uppercut = 36%
5 Hit:   2, 3+4, Mega Charge, 4, Spinning Death = STEAMROLLER COMBO
5 Hit:    air 2, air 1+2, 2, 1+2, Flying Spikes = DEATH DART COMBO
*5 Hit:  air 2, air 1+2, 2, 1+2, Hornication Uppercut = DIVEBOMBER (36%)
*5 Hit:  air 2, air 1+2, 2, 1+2, Gut Gouger = GUT BUSTER (37%)
6 Hit:    low 1, low 1, low 3+4, Mega Charge, 2, Flying Spikes  = SUPER DEATH
DART COMBO
6 Hit:    low 1, low 1, low 3+4, Mega Charge, 2, Hornication Uppercut =
FREIGHT TRAIN (33%)
*6 Hit:  air 2, air 1+2, low 1, low 2, low 1+2, Hornication Uppercut = SUPER
DIVEBOMBER (38%)
*6 Hit:  air 2, air 1+2, 2, 2, 1+2, Gut Gouger = SUPER GUT BUSTER (43%)
*7 Hit:  [cross-up, arcade (A, T)] air 2, air 1+2, low 1, low 1, low 1, low
1+2, Hornication Uppercut = ATOMIC BOMB COMBO! (38%)
*7 Hit:  [cross-up, arcade (A, T)] air 2, air 1+2, low 1, low 1, low 1, low
1+2, Gut Gouger = MAJOR INTESTINAL TRAUMA! (40%)
*8 Hit:  air 2, air 1+2, low 1, low 1, low 3+4, Mega Charge, 2, Flying Spikes
= BULLSEYE! (40%)
*8 Hit:  air 4, air 3+4, low 1, low 1, low 3+4, Mega Charge, 2, Hornication
Uppercut = TRAIN WRECK (42%)
*8 Hit:  [cross-up (S, T)] air 2, air 1+2, 1, 2, 1+2, Mega Charge, low 2,
Bed-o'-Nails = SUPER PINCUSHION COMBO (44%)
*9 Hit:  [cross-up, arcade (T)] air 2, air 1+2, low 1, low 1, low 1, low 3+4,
Mega Charge, low 2, Bed-o'-Nails = VENTILATION! (42%)
*9 Hit:  [cross-up, arcade (A, T)] air 2, air 1+2, low 1, low 1, low 1, low
3+4, Mega Charge, 4, Spinning Death = SUPER STEAMROLLER COMBO (43%)
*9 Hit:  [(B, D, S)] air 2, air l+2, l, 1, 2, 1+2, Mega Charge, 3,
Hornication Uppercut = TRAIN WRECK

///BLIZZARD///

      JACK HAMMER {air 3+4, 4, 3+4} (4)
      SUPER JACK HAMMER (6)
      I'VE FALLEN, AND I CAN'T GET UP! (11)
      COME FLY WITH ME {low 3+4, Ice Geyser, Air Throw} (6)
      IT'S THE ONLY WAY TO FLY (7)
      BOOM SHAKALAKA! (9)
      BLIZZARD'S BRUISER COMBO {Ice Geyser, 1+2, low 3+4} (4)
      BLIZZARD'S BONE BREAKER (7)
      DOES IT HURT? (10)
      LIGHTNING JAB COMBO {Punching Bag} (7)
      SUPER LIGHTNING JAB COMBO (18)
      UNLEASH THE POWER OF RAGE! (50??)
      MIDNIGHT SLAM {Punching Bag, Air Throw} (7)
      SUPER MIDNIGHT SLAM (18)
      BE KIND TO ANIMALS! (50??)
      CRUSHED ICE {two air 3+4s, two 1+2's, low 3+4} (8)
      CRYSTAL CRASHER (9)
      HAVE AN ICY TASTE OF TANG!

    *note* Mega Punch combos are iffy sometimes -- you need to pick which of
the 3 MPs to use depending on range, whether the opponent is "bouncing up"
from being hit out of a special move, etc.

3 Hit:   low 4, low 3+4, Mega Punch
3 Hit:   air 3+4, low 1, low 3+4
4 Hit:   low 1, low 1, low 3+4, Short Mega Punch
4 Hit:   air 3+4, 1, low 4, low 3+4
4 Hit:   air 3+4, low 3, low 3+4, Mega Punch
4 Hit:   Ice Geyser, 1+2, low 4, low 3+4 = BLIZZARD'S BRUISER COMBO (22%)
4 Hit:   air 4, air 3+4, 4, 3+4 = JACK HAMMER (32%)
5 Hit:   air 4, air 1+2, low 4, low 3+4, Mega Punch
6 Hit:   Freeze Breath, air 4, air 3+4, 4, 3+4, Quick Mega Punch = SUPER JACK
HAMMER
6 Hit:   low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) Air Throw =
COME FLY WITH ME (34%)
6 Hit:   [corner (A)] low 4, low 3+4, low 4, 1+2, Ice Geyser, (jump toward)
Air Throw = COME FLY WITH ME (34%)
7 Hit:   Freeze Breath, 5-hit Punching Bag, (jump toward) Air Throw =
MIDNIGHT SLAM 
7 Hit:   Ice Geyser, low 4, 1+2, low 4, 1+2, low 4, low 3+4 = BLIZZARD'S BONE
BREAKER (32%)
*7 Hit:  low 4, 1+2, low 4, low 3+4, Ice Geyser, (jump toward) air 3+4, Air
Throw = IT'S THE ONLY WAY TO FLY (38%)
8 Hit:   air 3+4, 1, Ice Geyser, air 3+4, 1, 1, low 3+4, Long Mega Punch 
*8 Hit: air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward) air 3+4,
low 3+4 = CRUSHED ICE (45%)
8+ Hit: Freeze Breath, Punching Bag, (jump toward) air 2, 1+2 = LIGHTNING JAB
COMBO
*9 Hit:  low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice Geyser, air 3+4, Air
Throw  = BOOM SHAKALAKA! (46%)
*10 Hit: low 4, 1+2, Ice Geyser, (jump toward) air 4, air 3+4, 1, 2, 1+2, low
4, low 3+4 = DOES IT HURT? (44%)
*11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, Ice Geyser,
(jump toward) air 1+2, Air Throw = CRYSTAL CRASHER (57%)
*11 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, Ice Geyser, (jump toward)
air 4, air 3+4, 4, 3+4 = I'VE FALLEN, AND I CAN'T GET UP! (58%)
*Many Hit:  air 4, air 3+4, low 4, 1+2, Ice Geyser, Punching Bag, (walk
toward) 1+2, Long Mega Punch = SUPER LIGHTNING JAB COMBO
*16 Hit: air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, Ice Geyser, 5-hit
Punching Bag, (jump toward) air 1+2, air Throw = MIDNIGHT SLAM (68%)
*26 Hit: 25-hit Punching Bag, (jump toward) Air Throw = SUPER MIDNIGHT SLAM
(35%)
*50 Hit: air 4, air 3+4, 2, 1+2, low 4, Ice Geyser, air 4, air 3+4, 1, 1+2,
39-hit Punching Bag, (jump toward) Air Throw = BE KIND TO ANIMALS!
*50 Hit: air 4, air 3+4, low 4, 1+2, low 4, Ice Geyser, air 4, air 3+4, 2,
1+2, 39-hit Punching Bag, (jump toward) air 3+4 = UNLEASH THE POWER OF RAGE!

///CHAOS///

     NON-DAIRY COMBO {Grab 'n' Throw} (3)
     SUPER NON-DAIRY COMBO (4)
     TOFU! (5)
     SEWER SPEWER {Fast Power Puke} (3)
     SUPER SEWER SPEWER (4)
     WAKE UP AND SMELL THE CHAOS! (5)
     LUNCH LAUNCHER {Slow Power Puke, Fast Power Puke} (3)
     SUPER LUNCH LAUNCHER (4)
     CHUNKY CREAM CORN COMBO! (5)
     HURLER COMBO {Slow Power Puke} (3)
     HYPER HURLER COMBO (4)
     TASTES BETTER COMING UP! (6)
     WACKY COMBO {low 3+4, Battering Ram} (4)
     SUPER WACKY COMBO (7)
     THE CADELINA SPECIAL! (10)
     THE SPINNER {two 1+2s} (5)
     SUPER SPINNER (6)
     DEVASTATOR! (7)
     THE BOUNCER {??}
     SUPER BOUNCER
     MASTER OF DISASTER!
     THE SPANKY {??}
     SUPER SPANKY
     THE FLYSWATTER!

3 Hit:    [far] Slow Power Puke, (whiff Battering Ram) 1, Fast Power Puke =
LUNCH LAUNCHER (13%)
3 Hit:    Ground Shaker, Battering Ram, 1+2
3 Hit:    [far] Slow Power Puke, Flying Butt Slam, low 4 = HURLER COMBO
3 Hit:    low 4, low 3+4, Slow Power Puke = HURLER COMBO (19%)
3 Hit:    2, 1+2, Fast Power Puke = SEWER SPEWER (21%)
3 Hit:    2, 1+2, Grab-'n'-Throw = NON-DAIRY COMBO (26%)
4 Hit:    [far] Slow Power Puke, (whiff Battering Ram) 4, 1, Fast Power Puke
= SUPER LUNCH LAUNCHER (18%)
4 Hit:    low 1, low 1, low 3+4, Battering Ram = WACKY COMBO (19%)
4 Hit:    1, 2, 1+2, Slow Power Puke = HYPER HURLER COMBO (22%)
4 Hit:   air 4, air 3+4, 1, Fast Power Puke = SUPER SEWER SPEWER (24%)
4 Hit:   air 4, air 3+4, in-close 2, Grab-'n'-Throw = SUPER NON-DAIRY COMBO
(31%)
5 Hit:   [far] Slow Power Puke, (whiff Battering Ram) 1, 2, 1+2, Fast Power
Puke = CHUNKY CREAM CORN COMBO! (25%)
5 Hit:   [far] Slow Power Puke, Flying Butt Slam, low 3, 1, Fast Power Puke =
CHUNKY CREAM CORN COMBO! (25%) 
5 Hit:    air 4, air 3+4, 4, 1, Fast Power Puke = WAKE UP AND SMELL THE
CHAOS! (28%)
*5 Hit:    1+2, low 4, 1+2, low 4, low 3+4 = THE SPINNER (35%)
*5 Hit:  air 4, air 3+4, 2, 1+2, Grab-'n'-Throw = TOFU! (37%)
6 Hit:    [corner, far] Slow Power Puke, (long jump toward) air 4, air 3+4,
low 1, low 1, low 3+4 = TASTES BETTER COMING UP! (29%)
6 Hit:       air 4, air 3+4, 1, 2, 1+2, Slow Power Puke = TASTES BETTER
COMING UP! (32%)
*6 Hit:     air 4, air 3+4, 2, 1+2, low 4, 1+2 = SUPER SPINNER (39%)
*7 Hit:     air 4, air 1+2, (jump again) air 3+4, Ground Shaker, Battering
Ram, low 2, 1+2 = ?
*8 Hit:   air 4, air 3+4, low 1, low 1, low 3+4, Battering Ram, low 2, low
1+2 = SUPER WACKY COMBO (37%)
*9 Hit:   [corner cross-up glitch, arcade (A, T)] air 4, air 3+4, low 1, low
1, low 1, low 1, low 1, low 3+4, Battering Ram = SUPER WACKY COMBO
*9 Hit:   air 4, air 3+4, low 4, 1+2, low 4, 1+2, low 4, low 3+4, low 4 =
DEVASTATOR!
*10 Hit: [corner] air 4, air 3+4, 1, 2, 1+2, low 4, low 3+4, Battering Ram,
low 2, low 1+2 = THE CADELINA SPECIAL! (48%)
*12 Hit:  air 4, air 3+4, 1 (or in-close 2), 2, 1+2, 1, low 3+4, Battering
Ram, low 1, low 1, (long jump toward) air 2, air 1+2 =THE CADELINA SPECIAL!
                
///DIABLO///

     BURN, BABY, BURN {Torch, Inferno Flash, Hot Foot} (3)
     DISCO INFERNO (6)
     PYROMANIAC! (10)
     FLAMING FACE COMBO {Slow Fireball} (4)
     SUPER FLAMING FACE COMBO (5)
     WARM IT UP, DIABLO! (6)
     BURNING EYEBALL COMBO {Fast Fireball} (4)
     MELTING EYEBALL COMBO (5)
     FLAMING BALL OF DOOM! (7)
     DOUBLE FIREBALL {Slow Fireball, Fast Fireball} (4)
     DOUBLE FIREBALL DELUXE (5)
     GREAT BALLS OF FIRE! (7)
     HEADACHE {Mega Lunge} (4)
     MIGRAINE (6)
     SKULL SPLITTER! (8)
     ORIGINAL RECIPE COMBO {Torch, Hot Foot} (4)
     EXTRA CRISPY COMBO (6)
     YOU WANT FRIES WITH THAT COMBO? (9)
     AFTERBURNER {Inferno Flash} (5)
     SUPER AFTERBURNER (6) 
     SPONTANEOUS COMBUSTION! (8)

3 Hit:   [corner, medium] Slow Fireball, 3+4, Fast Fireball = 22%
3 Hit:   [corner, deep] Torch, Inferno Flash, Hot Foot = BURN, BABY, BURN
(36%)
4 Hit:   1, 2, 1+2, Mega Lunge = HEADACHE
4 Hit:   3, 2, 1+2, Slow Fireball = FLAMING FACE COMBO (25%)
4 Hit:   3, 2, 1+2, Fast Fireball = BURNING EYEBALL COMBO (25%)
4 Hit:   [corner, medium (A, B, C, D, S, T)] Slow Fireball, 2, 3+4, Fast
Fireball = DOUBLE FIREBALL (27%)
*4 Hit: Torch, 3, 2, 1+2 = 35%
*4 Hit: Torch, 2, 1+2, Hot Foot = ORIGINAL RECIPE COMBO (42%)
5 Hit:    air 4, air 3+4, 2, 1+2, Slow Fireball = SUPER FLAMING FACE COMBO
5 Hit:   [deep] low 3, low 3, 2, 1+2, Inferno Flash = AFTERBURNER
5 Hit:   low 3, low 3, 2, low 3+4, Fast Fireball = MELTING EYEBALL COMBO
(25%)
5 Hit:   [corner, very far] Slow Fireball (long jump toward) air 4, air 3+4,
1+2, Fast Fireball = DOUBLE FIREBALL DELUXE (29%)
6 Hit:   [deep] air 4, air 3+4, low 3, 2, 1+2, Inferno Flash = SUPER
AFTERBURNER
*6 Hit: Torch, low 3, low 3, 2, 1+2, Hot Foot = EXTRA CRISPY COMBO (42%)
*6 Hit: [corner, (A, B, C, D, S, T)] Torch, Inferno Flash, Hot Foot, low 1,
1+2, in-close 2 = DISCO INFERNO (49%)
*6 hit: [corner] Torch, 1+2, Inferno Flash, 2, 1+2, Hot Foot = DISCO INFERNO
(51%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Slow Fireball = WARM IT UP, DIABLO!
(36%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Fast Fireball = FLAMING BALL OF DOOM!
(36%)
*7 Hit: air 4, air 3+4, low 3, low 3, 2, low 3+4, Mega Lunge = MIGRAINE (36%)
*7 Hit: [corner, very far] Slow Fireball, (long jump toward) air 4, air 3+4,
1, low 2, 1+2, Fast Fireball = GREAT BALLS OF FIRE! (37%)
*8 Hit: [corner cross-up glitch, arcade (A, T)] Torch, low 3, low 3, low 3,
low 3, low 3, in-close 3+4, Hot Foot = EXTRA CRISPY COMBO
*8 Hit: [corner] air 4, air 3+4, low 1, 1+2, Inferno Flash, low 1, 1+2, Slow
Fireball = SPONTANEOUS COMBUSTION!
*8 Hit: [corner] Torch, low 1, 2, 1+2, Inferno Flash, low 1, low 1, low 1 =
SPONTANEOUS COMBUSTION! (45%)
*9 Hit: [corner] air 4, air 3+4, low 3, low 3, 2, 1+2, Mega Lunge, 2, 2 =
SKULL SPLITTER! (42%)
*9 Hit: [corner cross-up glitch, arcade (A)] Torch, in-close 4, low 3, low 3,
low 3, low 3, low 3, in-close 3+4, Hot Foot = YOU WANT FRIES WITH THAT COMBO?
(45%)
*9 Hit: [corner (A, B, C, D, S, T)] Torch, 1, 1, 2, 1+2, Hot Foot, low 1, 2,
1+2 = YOU WANT FRIES WITH THAT COMBO? (51%)
*10 Hit: [corner cross-up glitch, arcade (A)] Torch, low 3, low 3, low 3, low
3, low 3, in-close 3+4, Inferno Flash, 1+2, Hot Foot = PYROMANIAC! (51%)
*10 Hit: [corner] Torch, low 3, 2, 1+2, Inferno Flash, low 1, low 1, 2, 1+2,
Hot Foot = PYROMANIAC! (58%)
*15 Hit: [corner] Torch, (hop jump up) air 4, air 1+2, in-close 3, 1+2, (hop
jump up) air 4, air 3+4, 3, 1+2, Inferno Flash, low 1, low 3+4, Mega Lunge,
2, 1+2 = SPONTANEOUS COMBUSTION!

///SAURON///

     THE STOMPER {Earthquake Stomp} (4)
     THE SUPER STOMPER (5)
     YOUR DRIVING DAYS ARE OVER, PUNK! (6)
     THE SAURON SLAM {Earthquake Stomp, Air Throw} (4)
     EARTHQUAKE SHAKER (5)
     HAVE A NICE DAY! (6)
     UP, UP, AND AWAY {Earthquake Stomp, Cranium Crusher} (4)
     BUMP, SET, CRUSH (5)
     IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (6)
     CRUNCHY {Neck Throw} (4)
     EXTRA CRUNCHY (6)
     TAKE A BITE OUTTA CRIME! (7)
     EAR SPLITTER {Primal Scream} (4)
     SUPER EAR SPLITTER (6)
     THE SECRET OF THE COW! (7)
     ROARING TERROR {Stun Roar} (4)
     SUPER ROARING TERROR (6)
     IN YO' FACE DISGRACE! (8)
     ROCKET LAUNCHER {Cranium Crusher} (4)
     SUPER ROCKET LAUNCHER (6)
     THANK YOU FOR FLYING SAURON AIRLINES! (8)

3 Hit:  air Earthquake Stomp, 4, Cranium Crusher
4 Hit:  3, 2, 1+2, Stun Roar = ROARING TERROR (23%)
4 Hit:  1, 2, 1+2, Neck Throw = CRUNCHY
4 Hit:  [medium] Stun Roar, 2, 1+2, Neck Throw = CRUNCHY
4 Hit:  low 1, low 1, low 3+4, Cranium Crusher =  ROCKET LAUNCHER (25%)
4 Hit:  3, 2, 1+2, Primal Scream = EAR SPLITTER (28%)
4 Hit:  air 4, air 1+2, air Earthquake Stomp, 1+2 = THE STOMPER
4 Hit:  air 3+4, air Earthquake Stomp, (jump again) air 3, Air Throw = THE
SAURON SLAM (32%)
*4 Hit: air 3+4, air Earthquake Stomp, in-close 1+2, Cranium Crusher = UP,
UP, AND AWAY (38%)
5 Hit:  air 4, air 3+4, air Earthquake Stomp, low 2, low 1+2 = THE SUPER
STOMPER
*5 Hit:  air 1+2, (jump again) air 4, air Earthquake Stomp, (jump again) air
3, Air Throw = EARTHQUAKE SHAKER (37%)
*5 Hit:  air 4, air 3+4, air Earthquake Stomp, in-close 1+2, Cranium Crusher
= BUMP, SET, CRUSH (40%)
*6 Hit: [corner] air 4, air 3+4, (jump up) air 4, air 1+2, 1, 1 = 35%
*6 Hit: [deep] air 4, (jump again) air 4, air 3+4, air Earthquake Stomp, 1, 4
= YOUR DRIVING DAYS ARE OVER, PUNK!
*6 Hit: air 4, air 3+4, low 3, 2, low 3+4, Primal Scream = SUPER EAR SPLITTER
(37%)
*6 Hit: air 4, air 1+2, (jump again) air 4, air Earthquake Stomp, 1, Cranium
Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (39%)
*6 Hit: air 3+4, 3, 3, 2, 1+2, Neck Throw = EXTRA CRUNCHY (40%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Stun Roar = SUPER ROARING TERROR (37%)
*7 Hit: [deep] air 4, air 3+4, low 3, low 3, 2, low 3+4, Primal Scream = THE
SECRET OF THE COW! (39%)
*7 Hit: air 4, air 3+4, 3, 3, 2, 1+2, Neck Throw = TAKE A BITE OUTTA CRIME!
(41%)
*7 Hit: air 4, air 3+4, 3, 3, 2, low 3+4, Cranium Crusher = SUPER ROCKET
LAUNCHER (41%)
*7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp,
(jump again) air 3, Air Throw = HAVE A NICE DAY! (44%)
*7 Hit: air 4, air 3+4, (jump again) air 4, air 1+2, air Earthquake Stomp, 1,
Cranium Crusher = IT'S A BEAUTIFUL DAY IN THE NEIGHBORHOOD! (44%) 
*8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2, 1+2,
Stun Roar = IN YO' FACE DISGRACE! (38%)
*8 Hit: [deep, arcade (D, S, T, V)] air 4, air 3+4, low 3, low 3, 3, 2, low
3+4, Cranium Crusher = THANK YOU FOR FLYING SAURON AIRLINES! (41%)
*8 Hit:  air 4, air 3+4, (hop jump) air 4, air 1+2, 1, 2, 1+2, Primal Scream
= THE SECRET OF THE COW!

///TALON///

     YUMMY {Face Ripper} (4)
     DELICIOUS (5)
     TALON'S FACE RIPPER IS MMM-MMM GOOD! (7)
     THE SKULL SLICER {Brain Basher} (4)
     SUPER SKULL SLICER (5)
     FULL FRONTAL LOBOTOMY! (9)
     THROAT POPPER COMBO {Jugular Bite} (5)
     SUPER THROAT POPPER COMBO (7)
     GO FOR THE JUGULAR! (8)
     SLIDER {two low 4s} (5)
     SUPER SLIDER (7)
     SLIDE, SLIDE, SLIPPIDY SLIDE... (11)
     ELEGANT {Pounce & Flip} (6)
     GLORIOUS (7)
     WARP FACTOR NINE! (9)

3 Hit:   air 1+2, 1, 1+2
4 Hit:   [corner, arcade] 3, 3, 3, 3 = 16%
4 Hit:   [deep, arcade] air 3+4, low 4, 1+2, Face Ripper = YUMMY
4 Hit:   [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low 1
= THE SKULL SLICER (21%)
5 Hit:   1, low 4, 1+2, Jugular Bite = THROAT POPPER COMBO
5 Hit:   air 1+2, low 1, low 1, low 4, low 3+4 = 25%
5 Hit:   [corner] Brain Basher, (hold joystick toward) air 1+2, low 1, low 1,
low 3+4 = SUPER SKULL SLICER (25%)
5 Hit:   [cheezey (A, B, D, S, V)] low 4, 3+4, Slasher, low 1, low 1, low 4 =
SLIDER (26%)
6 Hit:   air 1+2, 2, 1+2, Pounce & Flip = ELEGANT
6 Hit:   [deep, arcade] low 1, low 1, Slasher, low 1, low 4, Face Ripper =
DELICIOUS
7 Hit:   [cheezey (A, B, D, S, V)] low 1, low 1, low 4, 3+4, Slasher, low 1,
low 1, low 4 = SUPER SLIDER
7 Hit:   [deep, arcade] low 1, low 1, Slasher, low 1, low 4, 1+2, Face Ripper
= TALON'S FACE RIPPER IS MMM-MMM GOOD! (31%)
7 Hit:   air 4, air 1+2, 1, low 4, 1+2, Jugular Bite = SUPER THROAT POPPER
COMBO
8 Hit:   low 1, low 1, Slasher, low 1, low 4, 1+2, Jugular Bite = GO FOR THE
JUGULAR! (32%)
8 Hit:    low 1, low 1, Slasher, low 1, low 4, Pounce & Flip = GLORIOUS
*9 Hit:  low 1, low 1, Slasher, low 1, low 4, 1+2, low 1, low 3+4, Frantic
Fury
*9 Hit:  [(B, D, S, V)] low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low
4, 3+4 = 35%
*9 Hit:  [cross-up, arcade (A, T)] air 1+2, low 1, low 1, Slasher, low 1, low
1, low 1, low 4, low 3+4 = 35%
*9 Hit:  Brain Basher, air 4, low 1, Slasher, low 1, low 1, low 4, low 3+4,
Frantic Fury = FULL FRONTAL LOBOTOMY!
*10 Hit: air 2, air 1+2, low 1, low 1, Slasher, low 1, low 1, low 4, low 3+4,
Frantic Fury = 40%
*12 Hit: [deep] air 4, air 1+2, 1, low 4, 1+2, Slasher, 1, 2, 1+2, Pounce &
Flip = WARP FACTOR NINE! (44%)
*12 Hit: [cheezey, corner (B, D, S, V)] air 4, air 1+2, low 1, low 1, low 2,
3+4, Slasher, low 1, low 1, low 4, 3+4, low 1, low 4 = SLIDE, SLIDE, SLIPPIDY
SLIDE... (46%)
*15 Hit: [corner (B, D, S, V)] Brain Basher, (hold joystick toward) air 2,
air 1+2, low 1, low 1, low 2, 3+4, Slasher, low 1, low 1, low 4, 3+4, Pounce
& Flip = FULL FRONTAL LOBOTOMY! (56%)

///VERTIGO///

     THE SPITTER {Slow Venom Spit} (5)
     THE SUPER SPITTER (6)
     HERE'S LOOKIN' AT YOU, KID! (8)
     BLINDER {Fast Venom Spit} (5)
     SUPER BLINDER (7)
     YOU'LL PUT YOUR EYE OUT! (11)
     STREAKER COMBO {Come Slither, Scorpion Sting} (7)
     SUPER STREAKER COMBO (10)
     THE PEEPLES PUNISHER! (13) [named after a PR programmer]
     THE WHIP {??}
     SUPER WHIP
     CRACK THAT WHIP!

3 Hit:   low 3, low 3+4, Scorpion Sting
4 Hit:   air 3+4, 2, 1+2, Scorpion Sting
5 Hit:   Come Slither, 1, 2, 1+2, Scorpion Sting
5 Hit:   low 1, low 1, low 2, low 3+4, Scorpion Sting = 25%
5 Hit:   air 3, air 3+4, 2, 1+2, Scorpion Sting
5 Hit:   low 1, low 1, low 1+2, Come Slither, Slow Venom Spit = THE SPITTER
6 Hit:   2, 1+2, Come Slither, 2, 1+2, Scorpion Sting
7 Hit:   air 4, air 3+4, Voodoo Spell, 1, 1, 1+2, Fast Venom Spit = SUPER
BLINDER (28%)
7 Hit:   3+4, Come Slither, (walk toward) low 1, low 1, low 2, low 3+4,
Scorpion Sting = STREAKER COMBO
7 Hit:   low 1, low 1, low 1+2, Come Slither, 2, 1+2, Fast Venom Spit =
BLINDER
7 Hit:   [deep, arcade] low 1, low 1, low 1, low 2, low 1+2, Come Slither,
Slow Venom Spit = THE SUPER SPITTER
8 Hit:  Voodoo Spell, (hop jump toward) air 4, air 3+4, low 1, low 1, low 2,
low 3+4, Scorpion Sting
9 Hit:   low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air 4,
air 3+4, 1, Slow Venom Spit = HERE'S LOOKIN' AT YOU, KID!
*10 Hit: air 4, air 3+4, 1, 2, 1+2, Come Slither, 1, 2, 1+2, Fast Venom Spit
= SUPER BLINDER
*11 Hit: low 1, low 1, low 2, low 1+2, Come Slither, (hop jump toward) air 4,
air 3+4, 1, 1, 1+2, Fast Venom Spit = YOU'LL PUT YOUR EYE OUT! (38%)
*12 Hit: air 4, air 3+4, low 1, low 1, low 2, low 1+2, Come Slither, (walk
toward) low 1, low 1, low 2, low 1+2, Scorpion Sting = SUPER STREAKER COMBO
*13 Hit: [deep] air 3, low 1, low 1, low 2, low 1+2, Come Slither, (hop jump
toward) air 4, air 3+4, low 1, low 1, low 2, low 3+4, Scorpion Sting = THE
PEEPLES PUNISHER! (50%)
*14 Hit: air 4, air 3+4, low 1, 1, 2, 1+2, Come Slither, (hop jump toward)
air 4, air 3+4, low 1, 1, 2, 1+2, Scorpion Sting = THE PEEPLES PUNISHER!

These are only some of the combos possible.  There are probably millions
more! Try combining different parts from different combos to get a new one! 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ 3.  Brain Gauge+++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Under your health bar (the big artery extending from your heart) is your
Brain Gauge.  Each time you take or block a hit, your brain gauge goes down.
If your brain gauge ever reaches "empty" when you get hit (_not_ while
blocking), electricity will loudly crackle around your brain and you will
become stunned.  Although you can't get stunned while blocking, you can still
be taken to "empty" brain, allowing a quick stun with few successful hits
thereafter.

   Brain power regenerates quickly; as long as you don't get hit for a while
you will soon be fine.  However, if you _do_ become stunned, shake the
joystick left and right (nothing else will help!) to regain your brain
faster. Once it reaches "full" again you will return to normal. This also
works for "auto stuns" from certain special moves: Blizzard's Punching Bag,
Chaos' FoFury, and Vertigo's Voodoo Spell.
     Note that if a character's brain meter is emptied during a combo, he'll
become dizzy when the combo is completed. If his brain meter is emptied with
a hit or combo that knocks him down, he'll be dizzy when he gets back up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++++ 4.  Offense and Defense++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

///4.1  Offense///

   Mix it up! Using attacks that require the opponent to block low and high
alternately can be very disturbing (not to mention frustrating!), so know
which attacks must be blocked high and which low! Same goes for being on
defense - see that section for more details. The old "Leaping Attacks" can
now be blocked with standing blocks (just press away!), although your
recovery time from the block is seriously long, so the only bad result of
doing a Leaping Attack is being vulnerable in the air (though you do also
land close to your opponent, so if you're a distance fighter...). The
exception is Talon's Brain Basher - it's possible for an opponent like
Armadon to block it and then uppercut him with a low 1+2.
   Remember that on version 2.3, all blocked basic attacks and nearly all
blocked special attacks _do damage_ to your opponent. Unlike most other
games, this damage is indeed significant, and will tip any close match. Block
damage can be used to beat reclusive opponents, human or CPU, if you can
sustain an assault for long enough. Just do "dink" damage for the entire
round, and when the clock runs out and the other guy has no health left...

///4.2  Defense///

4.2.1 Blocking

   Blocking in Primal Rage starts off simple:  to block a high attack, pull
directly away from your opponent on the joystick.  To block a low attack,
pull down and away on the joystick. Don't touch or hold down the buttons
while doing this, or you won't be blocking! If you get hit once, and someone
starts to unleash a combo, you can't block it. That's why it's called a
combo! So, the moral of the story is... don't get hit! ^_^ On the other hand,
sometimes a human player or even the CPU will accidentally pause in the
middle of a combo, unintentionally ending it early and giving you a chance to
block their next attack.

   New in version 2.3 is block damage.  Well, not entirely new, but now all
blocked basic attacks & almost all blocked special attacks do significant
"tick" damage to the blocker's heart meter, and slight damage to the brain
gauge. However, you can't usually die from taking block damage, no matter how
little health you have left! So turtle up when you're running on empty!
[Note: there seems to be an unintentional exception: if the block damage of a
move precisely equals the amount of health left, then blocking it can be
fatal. This has been seen many times with block damage from basic attacks
like Vertigo's low 3+4, and special attacks like Armadon's Iron Maiden.]

Block these attacks high. Many involve a descending overhead strike. Note
that all Leaping Attacks must be blocked high.

1) Armadon's low 3 and Iron Maiden
2) Blizzard's 3+4
3) Chaos' 4, 3+4, and Flying Butt Slam
4) Diablo's Pulverizer
5) Sauron's Leaping Bone Bash
6) Talon's standing 1+2 and Brain Basher
7) All air attacks, of course. Be extra careful on combo'd air attacks - you
have to block both hits high!

Block these low; most of them involve a strike to the feet. Note that
Earthquakes and everyone's low 3+4 must always be blocked low:

1) Armadon's low 4 and low 3+4
2) Blizzard's low 3, low 4, and low 3+4
3) Chaos' low 3, low 4, low 3+4, and Ground Shaker
4) Diablo's low 3, low 4, low 3+4, and Hot Foot
5) Sauron's low 3, low 4, low 3+4, and Earthquake Stomp
6) Talon's low 4 and low 3+4
7) Vertigo's low 3+4 and Come Slither

All basic or special moves not on either list can be blocked high or low
(except Unblockable special moves, which cannot be blocked at all). I checked
on my SNES! ^_^

4.2.2 Cross-up Attacks

     Beware cross-up air attacks, which hit you so far behind that you must
push the joystick forward to block! Each character has a center of mass
located at about the abdomen. If an attack hits you in front of your center
of mass, you can defend normally. If it hits behind your center of mass, you
must hold your joystick in the opposite direction instead. The 2.3 CPU Talon
likes to do cross-up air 1+2s on you as you're getting up from a knockdown!
When buffering a special air attack into air cross-up hits, do the move in
the direction you're facing when airborne. Do special moves the ordinary way
when buffering them into ground hits, cross-up or not.
     Armadon's Spinning Death is another example. If Armie times it precisely
as you get up, he'll be spinning behind your center of mass - you must hold
the joystick in the opposite direction you'd otherwise hold it, or you will
get hurt. The 2.3 CPU Armadon does this every once in a while. 
     There is a particular arcade version only cross-up corner-trap that can
get you a No Cheeze meter! Take Vertigo vs player (or CPU) Armadon. Armadon
does the Iron Maiden when Vertigo is standing in the right-hand corner.
Vertigo jumps up to avoid the attack, and comes down directly above Armadon,
who is recovering from his special move. Facing away from the corner [left],
she bites him with lots of low 1s. The low 1s hit Armadon behind his center
of mass, so the knockback sends him back toward the corner, right into
Vertie's jaws! If Vertie tries to use more than five 1s in a single combo
she'll get a No Cheeze meter, which is the only thing that keeps this trap
from turning into a an infinite combo.

4.2.3 Avoiding Projectiles

Jumping to avoid projectiles can be hazardous to your health. If you take off
with a long jump or Leaping Attack as soon as your opponent begins to fire,
you might be able to score a hit, but then again you might not clear the
projectile and/or jump straight into an anti-air attack. All characters seem
to be more vulnerable to projectiles underneath them if they do a jumping
High Attacks (jumping Low Attacks are safer). For example, if Vertigo does a
jumping quick bite, rendering her body horizontal way above Blizzard's Freeze
Breath, she'll get frozen anyway. So, what do you do when you opponent
think's he's Ryu? Four other possible options...

a)  Some parts of some moves are invulnerable to some attacks (sometimes :).
Moves such as Chaos' FoFury, Diablo's Torch, Sauron's Primal Scream, &
Talon's Slasher will allow projectiles to pass through or over your character
without hitting you. Teleports will let you avoid the projectile completely.
And then there's all the anti-projectile moves other than Leaping Attacks...

b)  Depending on who you are, you can just fire a projectile to cancel your
 opponent's projectile.  Some projectiles pass through some other
projectiles, though, so be warned!

c)  If your projectile doesn't cancel the opponent's projectile and you still
have some time, you can fire another projectile. The second projectile will
cancel your opponent's projectile! Diablo vs. Chaos is a good example. This
hasn't been tested on everyone, so it might not work for some!

d) Some characters are can duck underneath some projectiles when they crouch,
or block low. For example, Vertigo can duck completely under Blizzard's
Freeze Breath if you hold the joystick straight down (not down&back), while
Diablo & others can duck completely underneath Sauron's Stun Roar if they
crouch or block low. On the other hand, no one can duck underneath Chaos'
Power Puke. Some characters' basic attacks (such as Vertigo's crouching
bites, or Talon's low claw attacks and slide kicks) can hit a nearby
projectile thrower without trading damage.

///4.3 Simultaneous Attack Collisions///

kuan@agames.com (Frank Kuan): writes:
Here's an interesting bit if info about version 2.3.
When SIMULTANEOUS collisions occur between normal (quick, fierce) and power
(two button), it follows this general formula:

1. quick wins over fierce
2. fierce beats power
3. power beats quick.

There are a few exceptions. An air attack done during a quick hop attack has
less priority than any other attack. On version 1.7, it was more
streetfighter'ish in the sense that any normal attack may have a "sweet spot"
where at the right range and timing, it would always beat anything else.
Version 2.3 was tuned so that "sweet spots" on normal and power attacks were
removed, so that simultaneous collisions would occur more often and it would
follow the arbitration rules of above. 

The beauty of the 3 rules of arbitration is that it GUARANTEES the usefulness
of every single normal/power attack in the game. It's like
rock/papers/scissors. If Talon uses air high power too much, you KNOW you can
beat him with any fierce attack. 

///4.4 Total Domination, Quick Kill, & Scoring///

4.4.1 Total Domination

In version 2.3, winning a "perfect" battle (i.e. without losing *any* health,
not even block-damage) is acknowledged as a "TOTAL DOMINATION." These are not
always as hard to get as one might think, especially in certain matches vs
the CPU (try repeatedly using Sauron's air 3, Air Throw on CPU Diablo).

4.4.2 Quick Kill

A normal PR round lasts for 60 seconds. On version 2.3, vanquishing your
opponent in the first 10 seconds of the round merits a "QUICK KILL" award.
This is *much* harder to get than a TOTAL DOMINATION, though not impossible
(try swiftly & repeatedly using Diablo's standing 1+2 on CPU Armadon, or
stunning CPU Blizzard with five of Vertigo's standing 3+4s, teleporting next
to him, and finishing him off with a lethal combo). 

4.4.3 Scoring

     PR has a scoring system just like most other video games out there. When
the arcade game is in demo mode, you can bring up the high score screen
anytime by hold the joysticks toward one another. Hold the joysticks away
from each other to bring up the credits screen.
     If you beat the top score then you get to enter up to 15 letters, and
the character you played will crouch atop a shadowy hill (facing right if you
used the 1-player side, or left if you used the 2-player side) whenever the
scores are displayed. You have plenty of time to enter your name, since the
countdown begins with 20 seconds and renews to 15 seconds every time you
enter a letter, until it runs out or you enter the "end" square.
     If your score is worthy of a 2nd through 10th place slot, then you just
get to enter three letters. On version 1.7, your name would be completely
eliminated from the roster if it were bumped off the top slot. On version
2.3, the name in the top slot name is merely bumped to second place by a
higher score, and then only its first three letters are visible.
     Note that the operator can allow only certain letter combinations in the
Full Name entry, if he wishes. The PR Censor has a default setting to Strict,
and if you enter a censored word it will be replaced by a string of j's
(except for the first letter).
     Unfortunately, you cannot see your score on the game screen during your
battles. In between battles, when the game shows you what area you have just
conquered, your score is represented by the "number of worshipers" in the
lower right-hand corner. The scores in the chart below are for version 1.7,
though I doubt they've been changed much for version 2.3...

action                                    Worshipers/Points Awarded

each continue                                                  1
every 1% damage inflicted on opponent          100
first four hits in a single combo                        1,000 per hit
fifth and successive hits in a single combo        2,000 per hit 
     (maximum 20,000 per combo)
eating one of your opponent's followers           10,000
     (except during Bonus Round)
opponent eats one of your followers                -10,000
you eat one of your own followers                  -40,000
     (except during the Bonus Round)
doing a finishing move                                     50,000
Total Domination, or Quick Kill,                     20,000
     or both in same round
world domination                                             100,000
winning the game                                             200,000
bonus for winning with less than 10 continues  1,000,000
bonus for winning without continuing              5,000,000 
     (these last three bonuses aren't cumulative)

///4.5 CPU AI patterns///

     The CPU AI in version 2.3 has been almost completely overhauled. From
the second battle on up, the CPU tends to use all its special moves more
(except fatalities, which it never does), more elaborate combos, and cannot
be as easily suckered with a constant barrage of attacks as before. But in
addition to its new strengths, the CPU has also gained new weaknesses.
Generally, you can win by anticipating and retaliating against the CPU's
tendency to jump and/or use special moves. Here are some very brief
weaknesses to exploit, if you want to rule the new Urth...

CPU Armadon

     Use anti-air moves or Armadon/Blizzard/Chaos/Talon's low 1+2 to hit CPU
Armadon out of the air when he jumps, which is very often. Block and
retaliate against his Mega Charge. He's also a sucker for Armadon's Mega
Charge, Diablo's Mega Lunge, and Chaos/Sauron's air Earthquake. Vertigo can
go for a low 1+2, Fast Venom Spit combo, or bite him out of the air with her
low 2 if she's far enough away, then do a Venom Spit as he gets up. He'll
probably either do the Iron Maiden or jump with a 4; she can wait until after
he swings his tail, knock him down with another bite, and repeat. Use her
air-to-air teleport to escape his corner-traps.
     Want to practice your ground combos? Knock Armie down and crouch next to
him. Wait for him to get up and try his tail-over-the-head attack. Then nail
him with a combo that begins with a low 1. Your low 1 is faster than his
attack; you'll hit him out of it and work him over! If you slip up and attack
too early, he'll just block your attempted combo, which is not as much fun.
^_^
     Want to practice your air combos? Knock Armie down and toss a projectile
at him just as he gets up. If the projectile hits him, he'll often do the
Iron Maiden; jump straight up and pound him with a combo on the way down.
     Armadon always starts his turn in the Final Battle with an off-screen
wail; then he leaps in with the Iron Maiden. 

CPU Blizzard

     Armadon and Vertigo can repeatedly swat him with their standing 3+4 from
far enough away; Blizzard can repeatedly use the Short Mega Punch followed by
low 1s; Blizzard and Sauron can Air Throw him if he doesn't Ice Geyser them
first. Diablo and Sauron can chomp him with their standing 2 when he's just
within their range; Chaos and Sauron can use their air Earthquakes; Talon can
get him with combos starting with a low 4 from a short distance away.
Characters with projectiles can knock him down and toss a projectile so that
it is in the middle of the screen (not quite about to hit him) when he gets
up. He'll long jump over it and do a combo ending in a Mega Punch. Block the
combo and retaliate with one of your own. Everyone can long jump or hop jump
back in the hope of suckering Blizzard into a Mega Punch, duck/block the
move, knock him down, and repeat.
     Blizzard always starts his round in the Final Battle with the Freeze
Breath from off screen; then he jumps in.

CPU Chaos

     He almost always follows up his Power Puke or FoFury with either the
Battering Ram or the Flying Butt Slam. Block/dodge the moves and retaliate.
Armadon can jump in on him with air 4, air 3+4. Blizzard and Sauron can
repeatedly air throw him even if he's on the ground. Chaos and Sauron can
fall back on their air Earthquakes. Diablo can long-jump in with air 3+4s; if
he leaps from the right distance, Chaos will jump into the attack, especially
if Chaos is just getting up from a knockdown. Talon can nail him by
long-jumping in with combos that start with air 2, air 1+2. Vertigo can
teleport to the ground on his opposite side and nail him with a combo that
starts with a low 1.
     Chaos always starts the Final Battle with the FoFury from off-screen
(block or long jump away to avoid it); then he leaps in with the Flying Butt
Slam.

CPU Diablo

     He tends to jump in response to your jumps. Leap toward him with your
air 3 or air 4 until you knock him down; then as he gets up, jump toward him
with an air throw or air combo, and he'll probably jump into it. The key is
not to do the air attack until after he jumps. Hang back when he starts going
crazy with out-of-range attacks, though, because he's about to leap forward
with his high-priority air 1+2. When you're getting up from a knockdown, he
likes to try a three-hit cross-up combo followed by the Pulverizer. Block the
combo, then jump and hit him out of the air.
     Diablo always starts the Final Battle with a roar from off screen (his
voice is more hoarse than Sauron's - probably a side effect of all that
smoking :); then he teleports in, appearing a short distance away.

CPU Sauron

     He likes to use his air Earthquake Stomp followed up with his standing
1+2 a lot. When he goes for the Earthquake, long jump toward him (avoiding
the stomp) and combo him. He'll try walk up to you and bite you, too; wait
until he's in range and scratch him with low 1s.
     Sauron always starts the Final Battle with a roar from off screen. Then
he jumps straight down from above with an Earthquake Stomp, but this
particular earthquake won't damage you and he won't follow it up with his
standing 1+2. 

CPU Talon

     He has the most vicious of all the overhauled CPU AI's. He'll fall for
Armadon's Iron Maiden, Chaos' & Sauron's air Earthquakes, or Diablo's air 3+4
a lot. Blizzard can tick block-damage off him with combos involving the Fake
Mega Punch. Talon can target his alter ego's backside with the air 1+2.
Everyone can hop jump toward him and make him block some air attack(s). He'll
frequently respond with his Slasher or a slide kick + Frantic Fury combo; low
block and quickly retaliate.
     Talon always starts the Final Battle with a yowl from off screen, then
jumps in with the Brain Basher. 

CPU Vertigo

     Like Diablo, she tends to jump in response to your jumps. If you jump
toward her with a high priority air attack(s) (such as Vertigo's 3+4, the
other lizards' 1+2, or the apes' 2 or 4) then she'll most likely leap into
it. This way, you can stun her with repeated combos like Armadon's air 1+2,
1+2; Sauron's air 1+2, Primal Scream; Talon's air 4, air 1+2; Vertigo's air
4, air 3+4. Again, the key is not to attack until after she leaves the
ground. If her jumping bites hit you instead, then you probably either jumped
from the wrong distance or attacked too soon. She's vulnerable to combos
starting with a low 1 whenever she uses her ground-to-ground teleport, and
she almost never uses air teleports except in response to certain special
attacks, such as projectiles.
     Vertigo always starts the Final Battle with a hiss from off screen, then
teleports in, appearing on the ground a short distance away.

///4.6  Final Battle///

     After using one character to conquer all seven territories, the last of
which must be won from the CPU, you are awarded "WORLD DOMINATION." If a
second player joins in during the first six matches, beating him will conqer
the territory and ruler you otherwise would have fought, even if the second
player didn't use that character. If that's the case, though, then you lose
the opportunity to do a fatality on the ruler you didn't fight. If a second
player joins in while you are fighting for your seventh territory, you must
re-conquer the entire world after beating him. If you join in during any
match and beat the other player, you must conquer all the other territories
afterward, even if he conquered some of them and you're using the same
character as he did. You'll also have to re-conquer the world if you lose a
match and continue on the other side, or with a different character (changing
your character's color won't make a difference though :).
     After winning WORLD DOMINATION, you arrive at a stage where you have to
fight all seven characters again in one big round, with the clock turned off.
This is called the "Final Battle." It takes place on a special "Dinosaur
Graveyard" stage. There are no worshipers or pterodactyls moving about in the
background. If you die during the Final Battle then you can continue from the
precise point at which you left off [the continue countdown is 15 seconds
instead of the usual 10], but you cannot change characters and if a second
player joins in the Final Battle ends (see Final Battle Bugs in version 2.3).
       Fortunately, there are three ways to make the Final Battle easier. The
first is to do fatalities on as many opponents as you can (remember that you
can't do a fatality on an opponent if your second win is a "time over"
victory, or if you don't fight him because a second player has joined in).
Dead enemies will flicker like ghosts in the Final Battle, and every attack
you do to them will inflict extra damage. Regardless of whether a given enemy
is solid or flickering, the instant you exhaust his health meter he will
collapse and revert to bones, which become part of the background. Unlike
normal rounds, you can't finish a big combo if your opponent expires in the
middle of it. When an enemy dies, you stand still and will remain frozen
until you hear the voice of your next foe.
     The second advantage is to know each CPU foes' signature entrance,
anticipate it, and dodge or retaliate (signature entrances are described in
section 4.5, "CPU AI PATTERNS"). There are two ways to tell which opponent
you'll fight next. One is to watch for the name under the enemy's health
meter, which appears just as the battle starts. The other is to listen for
the enemy's voice (or projectile sound, for the apes). Each PR character has
a unique voice for their wordless battle cries/screams of pain.
     Your third advantage is that before arriving at this stage, you have a
chance to acquire more than 100% total strength. The game will say "NOW YOU
MUST REPLENISH YOUR HEALTH BEFORE THE FINAL BATTLE," and a 20-second bonus
round commences. It takes place on the background of the last enemy you beat,
and all you do is eat worshipers and pterodactyls for more strength. It is
possible to obtain a maximum of 100% extra health, which will appear in a
green life meter after your red life meter has been exhausted. You can eat
both people & pterodactyls in the bonus round by doing each character's 'Eat
a worshiper' move, or use a normal bite to eat just the pterodactyls. The
humans are much more nutritious than the pterodactyls, which give you a mere
1% health each. Even if you can't find anything to eat, 18% extra health
automatically trickles into your reserve life bar. If the NO GORE switch has
been set for PR, you won't be able to eat people during the Bonus Round;
instead, you automatically get 50% extra health.

A little phrase pops up during this mini-round:

     Armadon - TO GIVE YOU STRENGTH FOR THE FINAL CONFRONTATION, YOUR TRIBE
SACRIFICES ITSELF TO YOU.
     Blizzard - NOW, DINE ON A FINE FEAST OF FOLLOWERS.
     Chaos - CHOW DOWN, IT'S A PAGAN PICNIC.
     Diablo - FEASTING FRENZY!
     Sauron - EAT OF YOUR TRIBE THAT YOU MIGHT REMAIN IMMORTAL.
     Talon - CHEW UP AS MANY HUMANS AS YOU CAN.
     Vertigo - SWALLOW THE TINY HUMANS WHOLE.

FINAL BATTLE BUG in VERSION 1.7:

     At the mini-round, do NOT get 100% health. If you do, in the Final
Battle, when you lose your first 100% of health, you will NOT get the health
you earned in the mini-round. Your game will be over.

FINAL BATTLE BUGS in VERSION 2.3:

1) Several times now, I've seen a second entire *red* life meter appear after
the first red life meter was used up, but before the green life meter was
started. Not to complain, but it was kind of weird... 

2) When Chaos' "signature entrance" FoFury cloud appears a short distance
behind you, do not hold the joystick toward it (i.e. don't back into it while
trying to block). The game will freeze, display a screenfull of
incomprehensible numbers along with the words "press three times to
continue," and reset when you tap the buttons. It's happened to me on several
occasions with different characters, and this time I *am* complaining. A
simple way to avoid this glitch is to long jump away from the FoFury when it
appears, avoiding it and Chaos' Flying Butt Slam.

3) It is possible for a second player to join in during the Final Battle on
version 2.3. You'll fight your match on the dinosaur graveyard stage, and the
winner will get to re-conquer the world. Unfortunately, the game will crash
if/when you make it back to the Final Battle again. When this happened to me,
halfway through the Final Battle I heard Sauron's roar but the game reset
before he could show up.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++++++++++ 5. Endings+++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After you defeat all seven opponents during the Final Battle, the following
words appear:

          [char name] CONQUERS
          CONGRATULATIONS 
          YOU ARE RULER 
          OF THE NEW URTH 

Your entire tribe of worshipers runs onscreen to cheer your succes. Then
comes a couple paragraphs of text about your character, followed by a
captioned picture. If your score is worthy of a place on the roster, you get
to enter your initials or full name and glimpse your score on the
king-of-the-hill demo screen.

///ARMADON///

     For over a million years, Armadon had lived peacefully in his cave
beneath the Earth's crust, telepathically linked to the biomass. The
Cataclysms and the battles for supremacy over the changing planet tortured
him. So he rose up to settle things once and for all.
     Now that the threat has past, he settles down into the ground to enjoy
some well deserved rest. The land is scarred but calm. At least for now...

Followed by a picture of Armadon in a cave. His worshipers have built some
dwellings into the cave's walls; three women are climbing up various ladders.
Armadon sits in the middle of the cave meditating, with his eyes closed. His
body is outlined with electricity. 

Picture Caption:  THE MEDITATION OF ARMADON

///BLIZZARD///

      Blizzard is a noble god, the essence of the animal spirit. Frozen for a
millennia at the heart of an immense glacier in the Himalayas, Blizzard was
released when the Urth met the great meteor. He lived high in the mountains,
descending only when threatened. With his animal power and age-old wisdom, he
was unstoppable.
      With no threats remaining, he returns to his mountain retreat. One day,
though, a new force will invade his land from across the endless ocean...

This text is followed by a picture depicting Blizzard sitting in an
ice-covered chair. He is calmly looks ahead, chin in hand. A man and two
women bow to him; a third woman leans against his throne.

Picture Caption:  BLIZZARD'S SOLITUDE

///CHAOS///

     Chaos was the mightiest witch doctor on the first continent. His
greatest wish was to control the evolution of humanity. In his quest for
power, he cast a mighty spell which backfired and turned him into a
disgusting beast, forced to wallow in his own excrement for eons. During the
Cataclysm, Chaos praised Throshti, God of Carrion, for release. However, to
restore his greatness, he had to defeat all of his enemies.
     Now, his task completed, he regains control of his life and leads his
tribe to greatness. One day, though, his people will be threatened and he
will have to pursue power again...

Followed by a picture of the human Chaos standing in an archway barely
illuminated by four burning torches. His left hand is on the back of an
almost completely nude woman, who hugs his side. A ghost-like figure of his
ape form is in the background darkness.

Picture Caption:  CHAOS' REDEMPTION

///DIABLO///

     Diablo is evil in its purest form. He was released from his fiery
prison, deep within the Urth, drawn by the pain and torment caused in the
great Cataclysms. Now that he has conquered the planet, he lives to torture
it. With none left to oppose him, he begins to burn the entire planet,
sparing only the cruel and vicious. He turns the world into a living hell.
     For centuries he will revel in the inferno he has created, until at last
his rule is challenged by a traveler from across the great sea...

Followed by a picture of Diablo standing near a bloodstained gallows with
skeletons hanging from it. Two worshipers, a man and a woman, are at his
feet. They are apparently fighting for his enjoyment, each using a single
bone as a weapon. Bloody, crucified skeletons surround the de facto arena.
And you thought Shao Kahn was bad... ^_^

Picture Caption:  DIABLO'S HELL

///SAURON///

     Sauron is the god of Hunger. When released from his sleep of ages by the
catastrophe, he soon realized that he must devour human flesh to remain
immortal. The hungry hordes of humanity worshiped him, but lived in dread
fear of his presence. Many humans soon sought refuge with other rulers of the
planet. Sauron had no choice but to defeat the others in order to feast on
their followers. Now that he has devoured most of the land, he sets off in
quest of new lands and new meals...

This text is followed by a awesomely sick picture. It depicts Sauron standing
on the beach next to humongous piles of eaten bodies. Faint images of faraway
carrion birds fly above his banquet. A dead body hangs from Sauron's teeth.
In the foreground is a mostly eaten, fleshless body, and Jason Leong (a PR
creator/artist :) with his skull broken open and brains spilling out (the
brains are censored from the picture in the PR Players Guide!). The sky is
dark red-orange from a brilliant setting sun. There are no living worshipers.

Picture Caption:  THE FEAST OF SAURON

///TALON///

      For eons, Talon was a great chief of a raptor clan on a hidden South
Pacific island. When the great meteor rearranged the continents, Talon's
island was brought in contact with the mainland. Wanting to ensure the safety
of his wives and children, he set off to eliminate all dangers of the clans
welfare.
      Now raptors live a life of luxury, and humans are kept as cattle or
hunted as sport while raptors lounge about in the sunshine. His clan is
completely safe and Talon will be happy until the newcomers arrive...

Followed by a picture of Talon and two smaller raptors without crests
reclining human-style on a grassy hill, under a budding tree. The lounging
raptors are overlooking a wooden cattle-style pen containing at least six
worshipers, male and female, two of whom are running from a raptor with a big
net. Outside the pen, two more men flee across the plains from another pair
of raptors.

Picture Caption:  TALON'S DREAM

///VERTIGO///

      Long ago a sorceress named Vertigo appeared from another dimension.
Then in a great magical battle during the Mesozoic Wars, Vertigo was banished
to the moon by the arch mage Balsa Fas. The meteor crash, however, has
weakened the old shields enough for her to return and enslave the planet once
again.
     Reveling in her victory, Vertigo has enslaved hordes of humans, having
them build her an insane palace in multiple dimensions. Few minds can endure
the torture, but there are plenty of humans. One day while practicing her
arcane arts, she discovers a land where she is not queen...

Followed by a picture of a forward-facing Vertigo looking up and hissing in
the middle of some purple swirls. She is standing at a 45-degree angle with
her left foot upraised. She is covered with horizontal stripes (!), and her
hood is framed with jagged points. A man and a woman in the foreground are
covering their ears. In the background are three Escher-style stairways with
tired-looking humans walking up or down them.

Picture Caption:  THE PALACE OF VERTIGO

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++ 6.  Misc stuff++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

///6.1  Colors!!!///

 In version 2.3, all characters come in four colors. You choose your color
when you select your character. Pick your character by holding down either
button 2, button 3, button 4 or no other buttons as you press button 1. 1 is
the Original Recipe color; 1+2 is the old alternate color; 1+3 and 1+4 are
new colors. The CPU is always the Original Recipie or old alternate color.
Should you and another player choose the same character with the same color,
then the one who chose the color in dispute first gets to keep it. The late
chooser is stuck with the Original Recipe color unless that was the color in
dispute, in which case he's stuck with the old alternate color.
     Each character also has a particular color for their conquered
territory/worshipers' clothing. In a character vs same character match, the
other set of worshipers have a slightly different clothing color.

Armadon  
1=ochre&brown 1+2=green&olive 1+3=purple ("Barney Armadon" :) 1+4=yellow
Territory, worshiper's clothing color: neon green
Alternate worshiper's clothing color: olive

Blizzard  
1=dark blue&brown 1+2=cyan&gray 1+3=green&gray 1+4=silver&white
Territory, worshiper's clothing color: blue
Alternate worshiper's clothing color: dark blue

Chaos 
1=pink&grey 1+2=lilac&grey 1+3=green&pink 1+4=green&purple
Territory, worshiper's clothing color: yellow
Alternate worshiper's clothing color: dark yellow

Diablo 
1=red&black 1+2=orange&red 1+3=green&red 1+4=dark olive&brown
Territory, worshiper's clothing color: red
Alternate worshiper's clothing color: orange

Sauron 
1=yellow&purple 1+2=fluorescent yellow&blue 1+3=fluorescent yellow&cinnamon
1+4=purple&black ("Barney the King")
Territory, worshiper's clothing color: purple
Alternate worshiper's clothing color: dark purple

Talon 
1=orange 1+2=orange-yellow 1+3=lilac ("Son of Barney") 1+4=white 
(Talon always has black stripes and white crest/underbelly/feet.)
Territory, worshiper's clothing color: white
Alternate worshiper's clothing color: gray

Vertigo 
1=blue&cyan 1+2=green&aquamarine 1+3=green&yellow 1+4=green&purple ("Bride of
Barney")
Territory, worshiper's clothing color: aqua
Alternate worshiper's clothing color: light green

///6.2  Cheeze Alert///

Are you sick and tired of your opponent yelling, "That's cheezy!"? Well, PR
has it's own cheeze alert! If you do something that the _game_ thinks is too
cheezy, it will flash a "No Cheeze" sign. When this happens the victim will
not be hurt or stunned by the cheeze, and if the cheezey move was part of a
combo, it does not count as a combo hit and the cheezey combo ends. This
feature was added as a conscious attempt to prevent the inescapable traps
that have been known to plague other fighting games. No sign, no cheeze. End
of argument. =)

Known Cheeze Alerts:
   Attempted throw or unblockable attack immediately after a blocked attack
(while opponent is trapped in "block-stun")
   Attempt to use same special move twice in a combo (slow/fast projectiles
are considered to be two different special moves)
   Attempt to use the same basic move more than five times in a combo
   Two low 3+4s in a combo 
   Both Blizzard's Freeze Breath and Ice Geyser in a combo
   Three of Blizzard's 1+2s in a combo
   Three of Chaos' 1+2s in a combo
   Two of Diablo's air 1+2s in a combo
   Two of Diablo's air 3+4s in a combo
   Two of Sauron's air 1+2s in a combo
   Two of Sauron's air 3+4s in a combo 
   Two of Talon's low 3s in a combo
   Two of Talon's low 4s in a combo (version 2.3 only)
   Vertigo's Come Slither followed by a Voodoo Spell
   Vertigo teleporting in, doing a combo, then teleporting out

Note: On version 1.7, one could string Talon's low 4s together in a combo by
doing a low 4, interrupting it with the Run Backwards move, immediately doing
another low 4, and so on. Since Talon's low 4 has a long range and relatively
little knockback, one could string five of them together at any time for a
nasty combo (in comparison, most other Fierce attacks will knock the enemy
out of range after one to three hits). The version 2.3 programmers fixed this
trap by making two of Talon's low 4s in a combo cheezey. Even so, Talon's
SLIDER combo names require two low 4s in a combo, so to get the SLIDER names
you must also get a No Cheeze meter! Talon's low 3 is presumably similar; it
has so little knockback that it would be too easy to string five of them
together anytime, so chaining two of them together was officially made
cheezey.

///6.3  Eat a Worshiper/// 

   Eating people is fun and easy! In version 2.3, worshipers taste better and
are more filling!  They now give significant energy bonuses, so chow down.
Each character has a special move JUST TO EAT PEOPLE, and they're all
different. See the moves section to find out how. Ordinary bites will just
knock humans into the air, and you can't eat 'em unless they're on the
ground. It does take a moment to eat, so be careful - if your opponent isn't
distracted or stunned, he may bop you and send your dinner flying! During a
normal match, your worshipers will run into the foreground (where you can eat
them!) whenever you do a combo or get dizzy. The best way to eat your
opponent's followers is to get him dizzy, wait for his followers to rush
forward, trip him with your low 3+4, and combo the attack into your Chomp a
Human special move. You can also eat your own worshipers after doing a combo
that knocks your opponent down, but remember that eating your own tribe will
cost you points!

If you're having trouble pursuing & accidentally bopping your dinner, keep
3+4 held down all the time, from before the bonus round starts. Your
character can walk back and forth with these buttons held down. When you're
in the right position to eat your dinner, hold down 1+2 as well (even if you
do a standing bite by accident, it probably won't disturb the humans) and
then move the joystick. You can eat pterodactyls only during the Bonus Round,
by using either the Chomp a Human move or any High Attack.

There are six different tribespeople, three men and three women:

Appearance                                  Name          %Health on rev 1.7,
and rev 2.3

pterodactyls (Bonus Round only)  --                 1%, 1%
woman with short black hair         Jeanette        3%, 10%
woman with long blond hair         Tracy            4%, 12%
woman with long black hair          Renee           4%, 12%
bald man with spear                      Jason            6%, 13%
muscular man with short hair        Ron              8%, 16%
fat man with dreadlocks                Rob              12%, 21%

The number of worshipers you see onscreen is a representation of the total
number of worshipers/points you've accumulated divided by 50,000, fractions
rounded down, maximum of ten of your followers onscreen at a time (except
after winning the Final Battle). There are always at least three tribespeople
onscreen at the start of a round, even if they were all eaten last round. The
higher your score is, the greater the probability of having meatier
worshipers onscreen, which is especially helpful during the Bonus Round
before the Final Battle.

Some characters eat worshipers faster than others.  Blizzard, for example,
takes his time chomping on a human & spits out the bones, while Talon just
stuffs 'em in his mouth.

Fastest eaters:  Diablo, Sauron, Talon
Medium eaters: Armadon, Vertigo
Slowest eaters:  Blizzard, Chaos

In addition to being eaten, your worshipers have different reactions to
various things during a fight:

     You move around --> Tribe runs back and forth, following you
     You get hit --> Tribe is sad
     You hit your opponent --> Tribe cheers
     Do a combo that has three or more hits, <35% damge and doesn't end in a
special move --> Crowd cheers: YIP! YIP! or ALRIGHT!
     Do a combo that does <35% damage and ends in a special move --> Crowd
cheers: YYEECCHH! or YYEEAAHH! or EEEWWW!
     Do Blizzard's Air Throw, Chaos' FoFury or Ground Shaker, Sauron's Air
Throw or Earthquake Stomp --> Both tribes fall down, then get back up
     Win a round --> Crowd cheers, does victory dances
     Lose a round --> Crowd is dejected; women weep, men stomp their feet
     Win a match --> Your tribe chases enemy tribe away
     You get dizzy --> Tribe members run forward and pray to you for help
     You do a combo --> As many tribe members as hits in your combo (up to
maximum of all your tribe present) run forward and worship your power
     Armadon does 5+ hit combo ending in Hornication Uppercut, or Vertigo
does 5+ hit combo ending in Come Slither --> Naked, inedible worshipers dash
across the screen
     Hit a tribesperson --> Person goes flying
     Eat a pterodactyl (Bonus Round only) --> Pterodactyl cries Ah-RAW! and
disappears in a tiny spatter of blood
     Eat a tribesperson --> Crowd goes EEEWWW. Victim screams AIEEEEEE!
(female) or UAAAAGH! (male). Tastes like chicken! ^_^

///6.4  Going ballistic///

This feature occurs only in human vs human matches. On version 1.7 &
presumably 2.3 as well, each character goes ballistic if he/she

1) Has 50% less health than the opponent
2) Has less than 30% health left
3) The character gets hit out of a special move, tripped by a low 3+4 or
certain special moves, thrown, or hit out of the air (i.e. gets knocked down)

The wounded character's brain meter crackles as if telegraphing a stun, but
when they get up they start flickering (the character's constantly switches
between the current color and the Original Recipe, or else the Original
Recipe and the old alternate) and go into the ballistic state. The character
announces this state with a brief, recycled piece of animation during which
they can't hurt or be hurt by their opponent (like the "full POW meter"
animations in Samurai Shodown II). In the ballistic state, all your attacks
do significantly more damage. You can tell if you are in that state if your
character is flickering and has one of these words under your character's
name.

     Armadon - SAMADHI [Bed-o'-Nails animation]
     Blizzard - ZEN [Ice Geyser animation]
     Chaos - INSANE [Power Puke animation]
     Diablo - STEAMED [Incinerator fatality animation]
     Sauron - RAMPAGING [Primal Scream animation]
     Talon - BERSERK [Frantic Fury animation]
     Vertigo - RABID [hood flare from victory animation]

On version 1.7 and probably 2.3 as well, going ballistic has the following
effects:

1) your attacks do 40% more damage than usual [fractions are rounded down]
2) you receive 15% less damage from any attack
3) you take zero block-damage
4) you have no combo regulation (combos are normally regulated so that after
a certain number of hits, each successive hit does only so much damage)
5) you can stay ballistic for 20 clock ticks at the most

In tug-of-war mode (where both dinos share one big lifebar, currently
available on only PR for the IBM PC) it is possible, albeit unlikely, for
both players be ballistic at the same time.

///6.5 Sudden Death & the Clock///

   A PR match is best two out of three rounds. Round one is "First Blood,"
round two is "Vengeance", and round three [if there is one] is "Domination."
Each of these rounds begins when the announcer says "RAGE!" and lasts for up
to sixty seconds. The last ten seconds are accompanied by shrill cricket
chirps, as a reminder that you're running out of time. If the two of you
still have health left by the end of the round, you'll both be knocked down.
Then the one with the most energy will get back up; the other guy will stay
flat on his back. This is a "time over" victory, which is announced with the
words "[char name] WINS." You'll also see "[char name] WINS" when either
character gains his first victory, time over or not. 
     A "decisive" victory, in which you completely exhaust your opponent's
health meter, will fry his brain meter and explode his heart meter. If your
first victory is decsive, he'll keel over in an "I lost" animated sequence.
If your second win is a decisive victory, then he'll be stunned for a few
moments while you can try a fatality. Should you not do the the fatality
correctly, or hit him with any move by accident, he'll keel over again. In
any case, you'll see the words "[char name] CONQUERS." Note that if your
second victory is a time over win, you won't have the opportunity to perform
a fatality. Your current victories are represented near your life meter with
a little claw-symbol.
     A draw in PR is announced with the words "DEAD EVEN" and does not count
as a win for either contestant. If the third round ends without a clear
winner [both characters have zero wins, or one win each], you both get
knocked down and go immediately into a "Sudden Death" round as you get up.
This round lasts for only 30 seconds [20 seconds on version 1.7] and has a
meteor shower thrown in.  Both players begin with a full bar of health. As
the round progresses, each players' health automatically decreases at a
steady rate and both fight as usual until one loses. Whoever wins the Sudden
Death round wins the match, and has the usual opportunity to perform a
fatality on the loser.
     Since both characters' energy bars are empty by the end of the 30
seconds, neither character can get a "time over" victory during Sudden Death.
If Sudden Death ends in a draw, then both opponents lose and you lose your
credit. During the continue countdown, instead of one victorious critter &
one unconscious critter, you'll see both contestants lying unconscious, side
by side.

///6.6  Secrets - Volleyball, Bowling, Raining Cows 'n' Stuff///

6.6.1  Volleyball

When you and an opponent are on Sauron's stage, have one player do a combo on
the other.  Once you do this, worshipers will run out and start bowing. Have
one player who is close to the worshiper hit him. The worshiper should bounce
over to the other player.  Before the worshiper lands, have the other player
hit the worshiper back. After bouncing the worshiper back and forth ten
times, a judge on a high chair and a net will pop up and the round clock
stop. You and your opponent can now play volleyball with a helpless human!
Once a player reaches a score of three, you resume fighting. You can eat the
"ball" too. With Vertigo, I ate the ball twice when I hit quick bite! I lost
the point because of that!

6.6.2  Bowling

On any stage, have two Armadon players continuously execute the Spinning
Death on each other.  After three Spinning Death collisions, the players bowl
two frames! Ten worshipers will get into a bowling pin formation and let you
roll over them with the Spinning Death.

6.6.3 Raining Cows 'n' Stuff! [confirmed by jdavis@iglou.com (Jason Davis)]

Mentioned in the "Primal Rage Arcade Player's Guide" by the guys at GamePro.
Play as Chaos in his home stage (the Ruins). Arrange for a Sudden Death round
to take place (see below). If you do a FoFury so that the green cloud is in
the air as the Sudden Death begins, the sky will rain cows instead of
meteors. If you don't do an FoFury on Chaos' stage, the sky will rain bricks.
If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls.

///6.7 Free Play!///

When you have to pay for your game, putting less than 1 credit in a PR
machine makes the sound of a cricket chirp, and putting 1 credit in makes a
pterodactyl cry. But you'll know that a PR 2.3 machine has been set to "free
play" if the words DEMO ONLY appear near the top of the screen. Free play
mode is a great opportunity to practice your combos! Player vs. player
battles work as usual, but you can't lose to the CPU. All CPU opponents will
fight as if they were the first enemy on a normal difficulty setting; what's
more, you can't lose energy! No matter how many times the CPU bites you,
you'll get a TOTAL DOMINATION with every match (and you can still enter your
score at the end like usual)! I'm pretty sure this wasn't the case for the
free play setting on version 1.7; can anyone confirm?

///6.8  PR version///

To check the version of PR you have, push up on the left joystick and pull
down on the right simultaneously, during the title screen. The "production
version" is 1.7. If you have a beta version, bug your arcade owner to get it
updated! The "Hot New Version 2" that Atari has made a spiffy Blizzard sign
for is 2.3, and has "Version 2.3" on the title screen in big letters made of
bones. It has many features that will turn various players on or off,
depending...

Not-so-brief list of version 2.3 changes:

-demo mode intro text has letters made of bones instead of black letters
-one new fatality for each character added
-eating humans adds much more energy to your health meter
-100% health bug from ver 1.7 fixed
-gameplay speed changed
     Diablo, Sauron, most leaping attacks, most projectiles sped up
     Armadon, Blizzard, Talon slowed down
-Simultaneous attack collisions tuned: "sweet spots" removed,
quick->fierce->power->quick "round robin" priority system added
-little SF2-style "Christmas Lights" added; they flash with every strike,
blocked or not
-gone are the faint "blue shields" that used to appear when blocking attacks
-generally, damage to heart & brain meters decreased, but block-damage to
heart increased 
-block-damage usually won't kill you
-all leaping attacks can now be blocked 
-if you're on the ground, projectiles don't knock you down anymore
-combo names, Total Domination, Quick Kill features added
-Sudden Death lasts for 30 seconds instead of 20
-hop jumps can now be used vs the CPU
-CPU's "AI" patterns changed; many old tricks no longer work, but some new
tricks do
-"fatality"/"no fatality" music added; other music enriched w/more percussion
-a previous high score drops to 2nd when beaten
-In free play mode, the words "DEMO ONLY" appear & CPU can't hurt you 
-Armadon's Spinning Death and Mega Charge don't go under projectiles anymore
-Armadon can volley his victim after the Mega Charge
-Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser don't
last as long
-Chaos' Battering Ram makes an annoying new sound
-Chaos' Cannonball finishing move can kill enemies on any stage 
-Chaos & Sauron can do their Earthquake moves in the air
-Diablo's Torch combos more easily
-Talon's low 4 is cheezey to use twice in a combo
-Talon can attack (or be attacked) as he rebounds from the Brain Basher
-Talon's Pounce & Flip does no block-damage
-Talon's Shredder fatality made gorier
-Vertigo has a new teleport, and can do both old & new teleports in the air

///6.9 NEW UPGRADE is not coming...? :-(///

Another update for Primal Rage was scheduled for Jan '95. It was supposed to
add a boss charcter; the December '94 issue of GamePro magazine had a
tantalizing silhouette of who the new Rage boss might have been. He looked
like a horned dracolich [animate dragon skeleton], with three claws on each
limb and three spines on the end of his tail. GamePro's sources mentioned
rumors that the boss would have been capable of flight and possessed an
energy-siphoning power. But, alas...

John Bailon, Southern Hills Golfland (H20ORSNO@aol.com) writes:
>FYI, Atari/TWI decided to scrap the second update PR that was slated for
release early this year.  It seems that too many operators complained that
the 2.3 update actually made their collections worse and went back to the
original version 1. 

riesenberger@agames.com adds: 
>Sorry, bub, no new upgrades.  
>The Final Battle is also the reason that there will not be another graphic
upgrade:  The "boss" that was supposed to appear during Final Battle was
viewed as not-enough-bang-for-the-buck.  Here at Time Warner Interactive,
we've been too busy working on the sequel...


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++ 7.  PR is out for home systems! **NEW INFO**+++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

dlenna@micro.ti.com (Dmitri Lenna) passes on some very interesting
information from Intelligent Gamer Online:

>[Ed. We contacted Tracy Egan at Time Warner Interactive regarding Primal
Rage and T-MEK, and here's what we learned for you: coding of some Primal
Rage translations began when the arcade games were still in their first (1.x)
revisions, but the programmers went back and retroactively added features to
the 1.7 code to improve it. As a result, several of the versions (namely the
Genesis and handheld games) will be "hybrids," drawing features from 1.7 and
2.3 where appropriate. The SNES and next-generation versions, on the other
hand, will all use Primal Rage version 2.3 code, as we were told that those
systems would better be able to handle it.

                               Primal Rage Update

In response to reader inquiries on the subject of Primal Rage (see the IG
Online E-mailbag for issue seven) home translations, here's the latest
information straight from Time Warner Interactive:

Arcade: 32MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, no new stuff

///August 25, 1995 Releases///

Game Boy: 0.25 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4 special
moves (1 fatality) per God, no combo names, no Easter Eggs, no new stuff
Game Gear: 0.5 MB, 6 Gods (Vertigo is gone), no people, 16 moves, 4 special
moves (1 fatality) per God, no combo names, no Easter Eggs, no new stuff
SNES: 3 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, no combo names, Easter Eggs, no new stuff
Genesis: 3 MB, 7 Gods, people, 70+ moves, 8-9 special moves (2 fatalities)
per God, no combo names, Easter Eggs, no new stuff
PC CD-ROM: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities)
per God, combo names, Easter Eggs, new stuff

///Shipping November 14th///

Jaguar: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
3DO: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
PSX: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
Saturn: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff
32X: 4 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per God,
Easter Eggs, new stuff
Mac CD: 250 MB, 7 Gods, people, 70+ moves, 9 special moves (3 fatalities) per
God, Easter Eggs, new stuff

New Stuff: 3-D Cinematic Opening Sequence, New Animated End-Game Sequences,
New Play Options. (PR for the IBM PC offers tug-of-war, where both critters
share one big life bar, and elimination play modes).

Easter Eggs: Look for arcade favorites plus new cheat modes.

  On a side note if I may.. the Megs refers to MegaBytes; video game
companies for some reason or another use MegaBits. Video game magazines have
will the SNES and Genesis versions listed at 24 megs, and the 32X  at 32
megs. GB will be 1Meg and GGear will be 2. As for the CDROMs, I  don't
imagine those are exact, but as an old high school physics teacher used to
say "Close enough for Governement work" :).

-a few more notes about the SNES version, which I now have: overall, it is a
good translation of arcade PR 2.3. All basic moves, special moves, &
fatalities are there, but Chaos' Golden Shower and Churl fatalities have been
censored. When you do the Golden Shower, Chaos just stands there and a censor
sign (the No Cheeze meter without the cheeze) appears. When you do the Churl,
Chaos pukes but doesn't suck the puke back in.
     Unfortunately, some moves (especially fatalities) are hard to do on
standard SNES control pads or a Capcom joystick; the C&L arcade-quality
joystick reportedly works much better. On the down side, SNES PR has no combo
names, increased knockback (so that a few arcade combos don't work), and you
can only reconfigure the buttons to one of twelve pre-set options, instead of
being able to assign any basic attack to any button. BTW the instruction
manual incorrectly says you must be at least difficulty level 7 to reach the
Bonus Round/Final Battle. You actually have to play at difficulty level 10
(the factory default) or higher to reach the Bonus Round/Final Battle.

///SNES & Genesis Cheat Menus///

Courtesy of GamePro's "Primal Rage Official Player's Guide" for SNES,
Genesis, GB & GG, written by John Fisher with Allan McGraw! To access the
cheat menus on SNES PR, press the following sequence on the control pad at
the Start/Options screen:

L, L, L, R, R, L, L, R, R, R, L, R

They list the same cheat code for the Genesis, but I couldn't make it work
after repeated tries. :-( The SNES code works fine, though.

///The SNES Cheat Menu///

   1 Hit Wins - one hit kills your opponent
   Invulnerability - your character doesn't suffer damage when attacked
   Freeplay - you get unlimited continues
   Silent Turbo Mode - You can play the game at turbo speed, but without
sound

///The Genesis Cheat Menu///

   Freeplay - you get unlimited continues
   No Damage - you don't suffer damage when attacked
   No Dizzy Damage - you don't suffer dizzy damage when attacked
   1 Hit Kill - one hit kills your opponent
   Disable Countdown - the end-of-round countdown is eliminated
   Disable Pause - the pause message is erased when you pause the game
   Soak Test - demo mode; the CPU repeatedly fights itself
   Start at Feast Round: the game starts at the Bonus/Feast Round, just
before the Final Battle

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
++++++++++++ 8.  The Latest and Greatest++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

///8.1 How to get this FAQ///

1) From the newsgroups

I'll post the FAQ to rec.games.video.arcade, rec.games.video.nintendo,
rec.games.video.sega, and comp.sys.ibm.pc.games.action every once in a while,
usually whenever I've updated it. Whenever someone requests a repost, I
repost the FAQ to the newsgroup on which the request was made. I'll start
posting it to rec.video.games.atari when PR for the Jaguar comes out.

2)  By ftp

Type the following commands to get the latest version of this FAQ :-)

> ftp ftp.netcom.com
> Login:- anonymous
> Password:- [Your e-mail address, e.g. eqr5maliki@clstr.unl.ac.uk]
> cd pub/vidgames/faqs
> hash
> get [filename]
> quit

if you can't get into netcom by ftp, use their e-mail server.. it used to be 
quite fast : ftp-request@netcom.com

3)  By WWW

Check out the ProPage area in Game Zero Magazine's new World Wide Web site!
They've got many other video game FAQs in addition to this one.

 http://www.gamezero.com/team-0

4)  By e-mail

If you want this guide by e-mail then send me (Victar, vctr113062@aol.com)
your e-mail address and I'll e-mail you a copy. If you're a fellow AOL user
then I can send the entire thing to you as an attached file (in ASCII DOS,
unless you specify some other WordPerfect compatible format); otherwise,
it'll show up in several parts. 

Other PR documents you can find from these sources:

The PR condensed movelist (squeezing all joystick moves onto four pages)
The PR for Game Boy/Game Gear movelist (missing Diablo's fatality)
The PR for IBM PC FAQ (includes all moves for the keyboard)

///8.2  Send me e-mail and nobody gets hurt! ^_^///

If you find any additional information, corrections, confirmations, or
combos, please e-mail 'em to me at vctr113062@aol.com! I'm sometimes sluggish
with the replies but I do read 'em all, I promise!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++ 9.  Credits++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PRIMAL RAGE 2.3 FAQ COMPILED/EDITED BY EVAN GRIDLEY
BASED ON PRIMAL RAGE 1.7 FAQ v1.3 BY ZARGON AND PERICOM
UPDATED BY VICTAR

Extra Special Thanks to UNDERMIND (imfacyc@prism.gatech.edu) for proofreading
the v1.7 moves since he owns a few arcades of his own!  Go visit Mardi Gras
Games!

Special Thanks to the following people who contributed towards the making of
this FAQ :-)

Zargon a.k.a. Master Lao ................................PR 1.7 FAQ
Editorship
Pericom (eqr5maliki@clustr.unl.north-london.ac.uk)....PR 1.7 FAQ Editorship
Baron Von Riesenberger (Production Coordinator Team Rage).....Initial Moves,
Combos
Tony Cannon  (wanderer@leland.stanford.edu)..........A Whole Slew of Stuffs
Luis Vigo.......................................................Other Moves
Chris Caniano  (v096mhqb@ubvms.cc.buffalo.edu)..................Other Moves
Jason Hunt  (jason.hunt@nitelog.com)..................All Endings and Moves
Todd "hawk"Bauman...............................................Other Moves
Raymundo E Arras  (rarras@mason1.gmu.edu).......................Other Moves
Rob Williams  (Ray's manager at Timeout)........................Other Moves
James Belcher  (WILDGAMER@aol.com)..............................Other Moves
Dave Nguyen  (st93prpw@dunx1.ocs.drexel.edu)....................Other Moves
Boingo Lover  (boingo@netcom.com)...............................Other Moves
John F  (johnf@triton.unm.edu)..................................Other Moves
James Melki  (jmelki@mcc.mott.edu)..............................Other Moves
Doug McClendon  (dmc@falcon.cc.ukans.edu)....................Text and Moves
Salvatore D. Tepedino  (stepedin@ic.sunysb.edu).................Corrections
Christopher Alan Moon  (moon@niko.unl.edu)......................Corrections
Tung-Feng-Lai  (gregory@Garg.Campbell.CA.US)....................Corrections
dug@lugaru.com..................................................Corrections
IZZY4PA@MVS.OAC.UCLA.EDU........................................Corrections
Evan John Gridley  (ejg1@cornell.edu)(hey, that's me!)......Info and Combos
Victar (vctr113062@aol.com) [yeah, me & what Armie? :)]...PR 2.3 FAQ
Editorship
Sceadeau  (MSA7064@ritvax.isc.rit.edu)...............................Combos
Jin Im  (m-yim@ux4.cso.uiuc.edu).....................................Combos
Paul Hurlbut  (genius@pipeline.com)..................................Combos
Kurt Van Thomme  (krv002@acad.drake.edu).............................Combos
Douglas William Cole (dougc@cw-u02.umd.umich.edu)......................Info
Chris McCullough  (25096@ef.gc.maricopa.edu)...........................Info
John Bailon, Southern Hills Golfland (H20ORSNO@aol.com)...Info
Eric Ching  (eric@parcplace.com)................................Suggestions
Bernard Ryan......................................Miscellaneous Information
Casey Barton  (cebarton@napier.uwaterloo.ca)..Making a WWW page of this FAQ
Andy Eddy  (vidgames@netcom.com).................Keeping this FAQ somewhere
Ben Hayek
(bhayek@ux4.cso.uiuc.edu).......................................Combos &
Corrections
Donger (bc80115@bingsuns.cc.binghamton.edu).....................Combos 
Shane Knighton (sknighto@acs5).........................Confirmations
Jason Davis (jdavis@iglou.com)...........................Confirmations &
Combos
Carnage (scott@inbox.wash.inmet.com)...............PR home release dates
Frank Kuan (kuan@agames.com).........................Simultaneous Attack
Collisions
Crunchy T. Frog (igwnxl0r@umiami.ir.miami.edu)...........Confirmations &
Combos
Todd Sinclair (todd.sinclair@castles.com)........................Combos &
Strategies
Dmitheon (lennad@nuge115.its.rpi.edu)...........................Combos & Info
Antichrist
lordelren@aol.com...........................................Confirmations,
Info
Patrick Joseph Coffman (urmom@mcl.ucsb.edu)..............Combos
Jeff Fairman (sa39041@odin.mda.uth.tmc.edu).................Corrections
Chris Tang (TANG@agames.com)....................................Info & Combos
Matt (FARNEYMP@udavxb.oca.udayton.edu).................Combos
JKnight (jknight@csra.net).....................................Corrections &
Combos
Adrian Bradley (atb@engin.umich.edu).............................Combos
master young (d8young@sbcc.cc.ca.us)............................Combos
44699@ef.gc.maricopa.edu...............................................Combos
Intelligent Gamer
Online..........................................................Info
Mr A J Collier (SIBAJC@upe.ac.za)....................................Info,
Combos
Sir Galahad (ermac@imap1.asu.edu).................Combos & Combo names
Todd Sinclair (ace@community.net)..................Info
CWilson784 (CWilson784@aol.com).................lotsa Combos
chuckd7664@aol.com..........................................Combos
John Fisher, Steve Reisenberger, & the guys at GamePro.....writin' a kickin'
PR Guide!
John Fisher with Allan McGraw................writin' a bitin' PR for home
systems Guide!
GamePro again.................................publishing all the new
fatalities in a magazine article!

and anyone else I've forgotten!  (sorry! :)


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