
        B  A  T  T  L  E     S  C  H  O  O  L  S  :

    F  I  G  H  T  E  R  '  S     M  A  R  A  T  H  O  N

                  V e r s i o n   1 . 0

--------------
-INTRODUCTION-
--------------
A year has passed from the last interscholastic deathmatch marathon. In 
this year, 10 different schools are competiting against each other for 
the ultimate prize! Who will be the winner? All the schools have their 
very own intriguing personalities, all entering the race to represent 
their schools for different reasons. Are you ready to beat the crap out 
of your opponent and win the race?

-------
-INDEX-
-------
1. Introduction - Up there
2. Index - Over here
3. Roster - Below here
4. Controls - Down there
5. Gameplay - Below Controls
6. Modes of Play - Below Gameplay
7. Credits - At the bottom

--------
-ROSTER-
--------

City High: 
Saburo Nakahara, DJ MVP, Nick Trojan, Joseph Yanno, Kazunori Isomura

Shore High: 
Jeff Winfree, Yasuichi Mizuhashi, Alexander Zanjukyo, Megan Mizuhiro, 
Lisa Arbakan

Hilltop High: 
Ralph H. Clark, Alex Taretta, George Finnan, Albida Manson, Anthony 
'Arcade' Robinson

Rocky High: Fjall, Wing Fai Lau, Mirage, Billy Bob Fred, Pokey Jon

Metro High: 
D.R. XII, Joji Tokiwa, Tsugumi Yamada, Carla Brennan, Ulysses Jean Howser

Prison High: 
Thumbs, J Prime, Machiko Onizuka, Igor Stepovichs, Aki Kazenzu

Very High: 
Joseph Millian, Harumi Aozora, Parlay, Kam Fai Lau, Niji Jinrai

Queens High (female only): 
Chiyo Hirayama, Ursula Savolainen, Genevive Halcyon, Mizuho Wada, Nadia 
Bint Hassan

Kings High (male only): 
Sook Hyun Park, Katsuteru Komehana, Muhammad Tariq, Kamal Weld Hassan, 
The Jock

Gangster High: 
"Viper" Vern, Oda Kobayashi, Gordo, Shing Chen, Siren Sin

----------
-CONTROLS-
----------
PlayStation 2 only!

-Basic controls-
Directional pad/Left analog stick: Movement
X: Jump
Square: Attack
Square in air: Attack in air
Triangle: Special move 1
O: Special move 2 (if applicable)
L1+Triangle: Special move 3 (if applicable)
L1+O: Special move 4 (if applicable)
Right analog stick: Guard
R1: Sprint
Start: Pause/Options
Select: Map/Progress bar toggle
--
-Weapons/Items-
Square near weapon/item: Pick up weapon/item
Square with weapon: Attack with weapon
Square with weapon in air: Attack with weapon in air
Square with item: Use item (keep on pressing Square to continue using 
item until depleted)
L1+Square with weapon/item: Toss weapon/item
L1+Square with weapon/item in air: Toss weapon/item diagonally downwards
R1+Square: Drop weapon/item
--
-Advanced controls-
L1+Square: Throw
Square while sprinting: Shoulder ram
X while lying on ground: Frog hop recovery
Square while lying on ground: Wake-up attack
Square while sprinting with weapon: Weapon-based attack
--
-Camera controls-
L2: Pan screen to left
R2: Pan screen to right
L2+R2: Recenters screen

----------
-GAMEPLAY-
----------

                    T H E  S T A T S


Life: 
Life is very crucial, especially in the event of the lifebar being 
depleted, the character gets KOed and cannot run anymore. There are life 
recovery items which can replenish your health gradually when you use it. 
Life is deducted if you got hit, or if you are falling down from a great 
distance. You cannot revive from a KO. The defense stat determines how 
much damage you'll take when you're hit.

Stamina: 
Stamina is the key to how long you'll be able to go at normal speeds. A 
lot of moves spend stamina, so think twice about doing anything that 
requires stamina when it's low. If your stamina bar is depleted, you'll 
run at half speed and every move that requires stamina will be disabled 
unless you can find a stamina recovery item or stand idle, even though 
the latter is obviously slower. The stamina stat determines how much 
stamina your character has.

Running:
Normally you'll jog for the duration of the marathon, which slowly chips 
away your stamina. However if you hold R1 with a direction, you'll start 
sprinting until you release the button (pressing R1 while idle does 
nothing to you and your stamina). Sprinting expends x1.5 more stamina 
than normal, so keep an eye on your stamina bar. Obviously you sprint 
faster if your speed stat is higher.

Jump:
Jumping only takes off 0.5% of stamina. With a good jmping stat, you can 
reach a branch of the road that isn't normally accessible to other people 
with poorer jumping stat. It also helps in evading certain moves as well. 
Jump distance is not enhanced by running, nor is the height.


                   M I S C .  G A M E P L A Y  F E A T U R E S

Normal attacks:
Press Square for a straight punch. After that you can continue pressing 
Square to continue the attacks. The fifth hit will always be the 
finisher which knocks the opponent down.
So, Square->Square->Square->Square->Square (finisher). You can also 
connect special moves while executing a combo, eg. 
Square->Square->Square->O. You can connect all special moves after the 
first hit, but only mid and long range attacks can connect after the 
second hit to the fourth hit. You cannot connect any special moves after 
the fifth hit. Special moves which are too slow cannot be connected from 
either, regardless of its range.

Special moves:
Special moves take off a whopping 3.5% of stamina, highest in any move. 
The stamina expended is always the same regardless of what the move does. 
Most special moves involve attacking others, but some can be status 
enhancing moves as well. Depending on the character, one can have 1-4 
special moves.

Weapons/Items:
There's two types of weapons: Extension and Projectiles.
Extensions are weapons that can be used for a set number of times. Other 
than serving as a normal attacking weapon, you can also throw or drop 
the weapon.
Projectiles are weapons that can only be thrown. You cannot attack by 
pressing only Square while holding projectile weapons.
Both types of weapons will reduce speed and jump depending on the weapon. 
Running while holding a weapon expends x2 more stamina than normal, but 
if you jog with a weapon the stamina expenditure will be normal.
Example of extension weapon: Baseball bat, knife
Example of projectile weapon: Crate, garbage can lid
For items, they are usually for recovering from status ailments gradually 
(by pressing Square while holding the weapon) and can't be used for 
attacking other than throwing them away. There is a point where you can 
use up the item and it'll be considered as a projectile weapon. Items do 
not slow you down, but you'll need to be idle to use the item.
Example of item: Milk, beer

Shoulder ram:
While running, you can press Square to execute a knockdown attack in the 
form of a shoulder ram. It's effective against groups of enemies, but 
it's a bit slow to recover and it takes 2% of stamina in addition to the 
stamina lost when sprinting. It does deal decent damage though.

Frog hop recovery:
By pressing X while lying on the ground, you'll hop up to stand straight 
instead of crawling up normally. It doesn't do any damage at all, and it 
spends only 0.5% of stamina. Recovers the fastest.

Wake-up attack:
By pressing Square while lying on the ground, you'll wake up while 
executing a sweep attack. It's about as fast as the frog hop recovery, 
but it takes 2% of stamina away. Sweeps down surrounding enemies and 
deals okay damage.

Weapon-based attack:
Press Square while sprinting with a weapon (not item!), and you'll 
execute a unique weapon-based attack depending on the weapon. Regardless 
of the weapon, you'll still lose 3% in addition to the stamina you lost 
when running with a weapon. If the weapon itself does not have a special 
weapon-based attack, your character will only do a normal dash attack 
with the weapon.

Guarding:
By moving the right analog stick (at any direction), you'll guard any 
attack that's coming your way. Instead of dealing full damage to your 
lifebar only, 1/4th of the damage goes to the stamina bar while the 
lifebar gets 1/4th of the damage. Guarding only works when your character 
isn't moving.

Throws:
Throws take away 1% of stamina. They throw the opponent backwards 
regardless of the direction you're facing. They deal poor damage, has 
short range and cannot be comboed into.

Determining the results:
Normally the first one to reach the finish line is first. However in 
this game there is another rule where the last survivor also gets first. 
The first one to get KOed will get 10th (last), the next one will get 
9th, and so on.

Fighting restrictions:
The only rule is that fighting is prohibited in school (first screen), 
and if you managed to do so (any attack or special move), you'll 
automatically get dragged back to the starting line by an official while 
the others are running. You won't hurt anybody by attacking in school 
either.

---------------
-Modes of Play-
--------------

1. National Championship: Choose a school and its character. Use him/her 
to race with all other schools in the nation! 1 player only.

2. National League: Choose a school and take its 10 students under 
National League mode in hopes of being #1 among nine other schools! 18 
matches, 9 home and 9 away. Also uses 'form' and 'injury,' whereas 
'form' is affected by the student's mood and the stamina left from the 
last match, and 'injury' is able to prevent a student from participating. 
1 season only. 2-8 players OK.

3. Creation Mode: Create your dream marathon team with this mode! 
Starting with only 6 generic students you're pitted against other high 
schools in a league format! You can win points to recruit other students 
by winning a race! You can also lose points as well (0 points will mean 
game over). 'Form' and 'injury' are also used here. Infinite seasons. 1 
player only.

4. Street Fighting Mode: Choose a character and take him/her in good old 
side-scrolling beat em up action! 2 players OK.

5. Legend of the Streets Mode: Hidden story mode where you race with an 
opponent one on one in his/her stage! 1 player only.

6. Practice Mode: Choose a character and practice his/her moves etc.

7. Match Mode:
   - Single Race: Choose a course and a character, and race with a max 
   of 9 other competitors. 2-8 players OK.
   - Relay Race: Choose a course and choose your team of 4 runners, 
   against 3 other teams. 2-8 players OK, and many possible player-team 
   combinations!
   - Deathmatch: Choose a stage and a character, and fight with 1-7 
   opponents! 2-8 players OK, team fight option avaliable.

8. Options Mode:
   - View Replay: Watches saved replays.
   - Options: Audio/video and other normal options stuff you find in 
   other games' options.
   - Credits: Credits.

--------------------------------
-Detailed Explaination of Modes-
--------------------------------

-National Championship-
You will have to choose a school, then a character. Afterwards, you will 
be facing a random school at first, at their home court. This goes on 
for 7 more times, until your school meets up with their rivals. Basically 
rivals are like final bosses: Their runners have x1.5 for their stats, 
rounded down. This gives you an unfair advantage, but remember that they 
are also prone to get assaulted by enemies, and there are 8 other guys 
who are willing to beat him/her up. The item and weapon drop rate is 
also much higher in a rival school's home court.

Each race will have 10 racers, one from each school. Do note that rival 
runners do show up in all your races, but their stat bonuses only shows 
up in their home court.

Here are the rivalries:

Schools                         Reason/Backstory

City High - Metro High          These two schools are longtime rivals, 
                                kind of like the university rivalry or 
                                professional sport rivalries. Of course, 
                                both schools have a long history to 
                                trace back, which gives the students 
                                pride and a higher willingness to win.

Gangster High - Prison High     Delinquents versus criminals, this is 
                                one of the bigger rivalries at recent 
                                times, since Prison High is established 
                                5 years ago. Basically, Gangster High 
                                could not hold the number of bad students 
                                who just started flooding in. So they 
                                started Prison High, and shipped the 
                                worst punch of students there. The 
                                students of Prison High hates Gangster 
                                High for regarding them as Second Class 
                                Citizens.

Rocky High - Shore High         While not as historic as the City and 
                                Metro High rivalry, it is the second 
                                longest rivalry. Both schools do have a 
                                rather friendly relationship, with some 
                                student exchanges that happen frequently. 
                                However, the exchange students (that can 
                                only last for a year in the new school) 
                                are not eligeable for their new school's 
                                interscholastic sports.

Kings High - Queens High        Both schools are trying hard to merge 
                                together as a co-ed school, but it takes 
                                time and effort, and both schools are 
                                basically not at the same page. Even 
                                though their campuses are basically next 
                                to each other, a joint school still can't 
                                be formed due to some Kings High students 
                                trying to pester good looking students 
                                from Queens High.

Hilltop High - Very High        While Hilltop High has its own street 
                                racing gangs, Very High students think 
                                of them as 'scrubs' as the real speed 
                                comes to airplanes and jets. This is not 
                                an official rivalry, just one by the 
                                students, like Gangster and Prison High.

After beating your rival, the interscholastic marathon champion award 
will be given to you by the NSSA (National Scholastic Sports Association). 
A ceremony will take place and you are the winner!

Beating this mode will unlock the National League Mode.


-National League-
For the National League Mode, you play as your school's coach, but you 
also get to choose who will represent your school in the races.

Basically, this mode is a bit different as you will have 5 runners 
represent your school, and 5 from the other school. You will be choosing 
the 5 runners representing your school, but you are only able to control 
only one runner. You can have some teamwork here as well, by making 
strategies on how a CPU runner should act and can even micromanage on 
where they should act. Teamwork gives your runners a great boost in the 
chances of winning the race!

Unlike the Championship Mode, you will start with a team of 10 runners 
instead of 5. The other 5 runners will be randomly generated generic 
runners, but their stats and number of specials are randomly generated. 
If they have special moves, then those will be randomly chosen from a 
lot as well.

The rivalry factor also comes into play here as well. If you are at your 
home court against your rival, all your runners will have x1.2 boost in 
their stats. However, if you are visiting your rival, they will have a 
x1.5 bonus to their stats (it's not a typo).

Since you play in a league mode, you will be playing 18 matches (9 home 
and 9 away). For each game you win, you get 3 points. This might sound 
simple at the surface, but for each game, you must have at least 2 
runners from your school to get top 3. The game is won by deciding the 
distribution the top 3 runners. First place runners will receive 3 points, 
second will receive 2, and third place will get 1. If your school has 
more points than the rival school, then you are awarded 3 points. If 
it is a tie (i.e. one 1st place vs one second and third place), you get 
1 point. If you lose, you get zero points. So basically, if your runner 
gets first place, you are at least guaranteed for one point.

During the season, your runners may be in form or not. The runners have 
these extra stats for the season:

Form: A gauge of how good their form is. This is in %.
Morale: Tells you how 'pumped' your runner is. Ranges from Crap (worst), 
then Poor, then Okay, then Good, then Super (highest). The morale is 
dependant on how the runner's mood is and how he/she performed during 
the last (few) races.

If your character is above 90% form, then they start with a 100% stamina 
bar. However, if their form is below 90%, their stamina will start at 
the % their form is shown. For example, if somebody has 75% form, they 
will start at 75% stamina. If a runner has below 50% form, they will be 
injured and will not be able to race until their form goes over 75% 
(usually just the time from one game to next). If they get KOed in a 
race, their form will be at 30% and it will take two games for them to 
recover normally (see more on injuries).

Morale basically determines the likeliness of doing the 'right things' 
if they are controlled by the CPU. This means their likeliness of doing 
a sprint, and giving a damn about jumping or hitting an opponent. 
Obviously runners with high morale are more likely to do the right stuff, 
but low morale runners are just less likely to do the right stuff, and 
might lose the race for you. High morale also increases the effectiveness 
of the runner's stamina by a slight degree, and they do actually run 
faster and hit harder, but to a slight degree again. Runners with low 
morale takes their stamina effectiveness down, and they don't run as fast 
or hit as hard as usual. This eliminates the problem of you choosing to 
control over the guy with low morale over a bunch of guys with high 
morales.

Morale modifier:
Crap - 5% less effective stamina, damage and speed
Poor - 3% less effective stamina, damage and speed
Okay - Nothing
Good - 3% more effective stamina, damage and speed
Super - 5% more effective stamina, damage and speed

If the runner wins a race, or did better than their last race, their 
morale will go up, or vice versa if they did poor. It might not be 
noticeable. Or you might see some guy whose morale jumps from Okay to 
Super in a race. It depends on the situation and how the runner reacts.

More morale stuff, if the runner's morale is continually low, you can 
try giving him/her a pep talk. The pep talk works at a 50% chance to 
take their morale back to Okay, but if you fail, the runner will have a 
lower morale and you can't give a pep talk for two games straight.

Injuries do happen, and most of the time they happen if they get KOed. 
As said above, the runner will be out for two games if they got KOed. 
However, the runner may not recover in time for the game, it depends on 
his/her own regenerative power, which is generated randomly every time 
you play a new National League mode game.

Serious injuries do happen. This is very likely if your character's 
stamina is below 40% and he/she gets KOed (basically the latter part of a 
race). The doctor dude (yes, the game does say "Doctor Dude") will 
perform a checkup on your runner after the race, and will say how many 
games the runner will be out for. This ranges from two games to the 
remaining season.

You might find yourself with the unfortunate event of an "off the game" 
type of injury. For example, Hilltop High runners are slightly more 
prone to being hit by a car. Off the game injuries do happen, and they 
cannot be prevented.

In the even more unopportune event of having less than 5 runners being 
able to enter the race, the game will field a random runner for your 
school, but his/her stats are below average and they can't perform 
special moves. They are only in your roster IF you have less than 5 
runners that can race.

If you finish the season at the top spot of the league, you will be 
awarded by the NSSA for the achievement!

For 2 to 8 players, the players can choose which school they would like 
to control at the start of the game. It is possible for a max of 5 
players to play as the same school! However, the decision making is given 
to the the first player (choosing order, strategy etc.).

Beating the National League mode unlocks the Creation Mode.

-Creation Mode-
Slightly different from the National League mode, you are in charge of a 
generic high school (that you can name) and will lead it to victoly as 
you get 6 generic students with generic stats (*** for all stats) and one 
special move (which is a dashing punch). Unlike the National League mode, 
you start off in the offseason, which takes 12 turns/weeks.

Then how are you supposed to win? Well the generic runners' stats will 
actually increase depending on the training you gave them. During the 
offseason (in between scholastic years), you can give them a thing to 
train for a week. This lasts for 12 weeks (3 months).

The things to train:

Training                      Effect
SHEN WOO PUNCH!!!!!!11        Increases attack experience by SHEN WOO 
                              PUNCH!!!!!!!!!11ing at a sandbag for 
                              multiple times.
BRIAN'S TACKLE!!!!!!11        Increases defense experience by getting 
                              owned by Brian Battler. Multiple times.
OTOSAN'S MACH 100 POWER!!11   Increases speed experience by racing with 
                              Chiyo Otosan (Chiyo ChiChi) and getting 
                              chiyowned by his mach 100edness.
ALEX LOUIS ARMSTRONG'S SUPER  Increases stamina experience by running 
HUG!!!!!!!11                  away from Alex Louis Armstrong, who really 
                              really wants to hug you (include shiny 
                              effects here). Don't worry, you will get 
                              hugged sooner or later.
TAMA-CHAN'S GLIDING           Increases jumping experience by trying to 
LESSONS!!!!!!11               glide like Tama-chan while it shows you 
                              on how to glide (which you can't).
MR. T'S HELLUVA TOUGH TRIP!11 This comes out randomly, with a 10% chance 
                              of appearing. Basically, if your character 
                              goes with this, Mr. T will drag the poor 
                              foo away for two weeks and show him/her 
                              how he/she should drink their milk and pity 
                              the poor foos who aren't tough enough. 
                              Increases experiences on all your runner's 
                              stats.

Depending on the runner's luck and knowledge and such, he/she will gain 
enough experience to raise a stat point of what they're training in. 
Usually it takes about four to five weeks to get a point increase, but 
if the runner has the stuff, they can learn it with less time. Note 
that since they do increase a stat, they will have one stat decrease by 
a *. The good news is that you can choose to drop which stat by one *, 
making it easier for you to build your favorite character.

When the season starts, you can try and recruit new teammates. These 
teammates are also generic, so you need to train them as well.

Like the National League mode, you put out 5 runners in the race. A 
season is the same as the National League mode, where you have 20 matches 
since you are competiting with 10 other schools. The injuries, form and 
morale are also shown in this mode as well. However, the rivalry thing 
is not existant since you are starting out a brand new school.

Anyhow, after a race, you notice that your runner gets experience points 
for their stats, depending on what they did in the race. Of course, their 
experience gets considerably less if they get KOed halfway. Along with 
the stat experiences comes special move experiences. Basically you gain 
some experience (not much) from each race, and if you reach 100 points, 
you can choose to buy a special move, borrowed from other characters. 
Note that your first special move does not cost you any stats, since your 
runner starts with 15 stat points total and only 1 special move. 
Anything after that will cost a stat point, where you can choose to 
deduct from which category. Note that you can do this anytime. Also, if 
you got your second special, you can just take it away for an extra 
stat point. You can continue to store special move experience even if it 
reaches 100, the experience will go all the way until 400.

Like the National League mode, if you won the season, the NSSA will give 
you an award for the season. Then your school will enter the offseason, 
where you can continue honing your team.

Do note that the runners will only stay in your team for 4 years, since 
after their 4th year they would be graduating. Also note that for the 
first year (and for recruiting students), all your runners will be given 
a random year, ranging from freshman to senior.

If you beat the Creation mode after a two-peat (two champions in a row), 
the Street Fighting Mode will be unlocked.

-Street Fighting Mode-
This mode does not necessarily involve schools, since you are now 
choosing a character instead of a specific school. Choose your character 
and he/she will immediately spawn in the school your character belongs, 
as the first stage. If there are two players, both players will spawn 
at the 1P's character stage. The first stage will be easy as it serves 
as a practice stage. The enemies are easy to beat, and the final boss 
(another participant from the same school) will not give you a tough 
time. Note that the minibosses, if you happen to meet the requirements, 
will also appear as well.

As you progress through the stages, the enemies will become tougher, and 
have higher spawn rates. The final boss also gets considerably tougher. 
It all ends at stage 5, the rival school of your character's school (or 
1P's school). However, the fifth stage features 2 final bosses instead 
of one.

Each player will start with 5 lives, and 5 continues. Stamina is not 
included in this mode.

If you beat this mode, the Legend of the Streets Mode will be unlocked. 
If you happen to beat this mode without any continues, you will be 
awarded 10000 points when you start the next Legend of the Streets Mode.

-Legend of the Streets Mode-
At the start, you will create your own runner, unaffiliated with any 
schools in the league (i.e. you run solo). This allows you to customize 
many different stuffs for your runner, such as name and appearances. 
You can even throw in a special note (which does nothing) if you want.

Then goes to the next page of your character's creation. Basically you 
are given 17 points, and you can distribute it any way you like to each 
stat, with a cap of 5. You can also designate a point or two to special 
moves as well.

If you decide to designate a point to a special move, you will be taken 
to the special moves selection screen where you can choose which special 
move to give to your new character.

When all is done, you will be taken to the course selection screen. This 
screen allows you to choose from 10 different courses (the schools) and 
once you choose a course, you can take on one of the 5 runners from that 
school.

Choosing a specific character to race again will take you to the dialog 
screen, which can be found at the character sheets.

For each win you receive, you will receive a base of 2000 points. If you 
lose you will get no points. The distance between you and your opponent 
(when you race him/her) will be transferred into extra points - each 
meter you gain from your opponent upon reaching the finish line is 
counted as 1 point. You do not lose points if you are behind your 
opponent when he/she reaches the finish line.

In the racing screen, you will get a timer on the top left corner, which 
is basically the same as racing games, on how well you performed. Under 
the timer, you can see a +/- 0m counter. That is the distance counter, if 
you are in front of your opponent you see + Xm (where X is the distance 
between you and your opponent), and if you're behind you see - Xm instead.

Just like in the other modes, there are enemies, and items scattered 
around the stage. Stage specific details are also included as well, and 
that means midbosses. Of course, you can beat up your opponent!

After beating all the opponents in a stage, a secret character will come 
out and challenge you. These secret characters are stage specific:

City High - Batsu Power
Gangster High - Emmy
Hilltop High - Penguin
Kings High - Iori E
Queens High - Cinerith
Metro High - Apathy Wind
Prison High - TGH
Rocky High - BlueBird
Shore High - CDC
Very High - Butt-man

After beating the secret characters, they can be unlocked for Creation 
mode as a random recruit for your school, and you can also use them for 
versus modes as well (choose from Orochinagi High). The secret characters 
will give you 4000 base points!

You must be wondering how the points factor into this. At the course 
selection screen, there is an 'Upgrade Store' where you will be able to 
buy other hidden characters, namely KOF High 1 and 2, and the three 
extra characters from Boss High. KOF High characters will require 15000 
points, and Boss High characters require 20000 points. They can only be 
played in versus modes however (choose from KOF High 1, 2 and Boss High).

In the 'Upgrade Store' you will also have access to change your runner's 
stats. However, the changes aren't for free, you need 40000 points for 
being able to change your stats for once. You will need 40000 points for 
each time you want to change your stats.

Also available in the store is an option to make the LotS mode harder. 
It costs 20000 points, and the opponents will become tougher and faster, 
and they also hit harder. Ditto for the enemies scattered in the stage 
as well. If you manage to win, the opponents will give you 5000 points 
while the secret characters will give you 8000. This is a one-time offer 
however, and you cannot make the game any harder.

Other options in the store include:
No enemies - 10000 points: This turns on the "No Enemies" option in 
Single Race and Relay Race.
Rain effect - 25000 points: This allows you to race against any opponent 
in the LotS mode, under rainy conditions. The stage will become more 
slippery, and sprinting is not recommended. Winning against the opponent 
in normal mode will natch you 3000 points, while secret characters will 
give you 5000 points. In hard mode, winning against normal characters 
will give you 6000 points, while secret characters will give you 9000. 
But you MUST beat them without the rain effect first, and challenge him 
or her again for the rain stage.
Higher drop rate - 10000 points: Enemies have a 10% increased chance to 
drop their weapons or items, in all modes. You can turn it on or off in 
the main options screen.
Higher spawn rate - 5000 points: More enemies appear in a certain area. 
You can turn it on or off in the main options screen.

If you manage to beat everybody in the Legend of the Streets Mode (normal 
and hard difficulty), you will be awarded...nothing! You've truely beaten 
the game.

-Match Mode: Single Race-
A max of 8 players can play in this game. Choose your runner, and then 
choose the stage. You can choose on the maximum number of total runners 
in that stage (max of 10), and whether you want enemies in the screen 
or not. However it is an unlockable feature, so it's not available 
immediately.

Otherwise, this is basically the same as a single race in the other modes.

-Match Mode: Relay Race-
You must choose in teams for this one, basically choosing 5 characters 
for your own team. There can be duplicate characters, but the same team
cannot choose the same character twice. There can be a maximum of 10 
teams, and two to five players can choose to be in the same team.

After choosing your team members, you then choose on the order they 
appear in. The first one is the one who will start the race. Then if 
there are more than one player in your team, you will have to choose 
which character to control (each player will control at least one 
character).

In the race, the first runner will step into the starting lane with a 
metal rod. You must not lose the metal rod. The metal rod is the relay 
stick, which you need to pass to your next relay by attacking him/her. 
Losing the relay stick also means losing the match. You can only pick up 
your own relay stick, but not the others'. Enemies cannot use your relay 
stick either.

-Match Mode: Deathmatch-
This mode is basically getting into an arena and beating the crap out of 
each other. You can choose to go one on one, or if you want, fight in 
teams (with any combination you'd like).

In the match, random items and weapons will be dropped from the sky. If 
a character is KOed, he/she cannot be revived and will be done from the 
match.

The last team/player standing will become the winner of the deathmatch.

---------
-Credits-
---------

Many thanks to the following participants of this IAQ:
Apathy Wind, Emmy, Batsu Power, TGH, Butt-Man, CDC, Bluebird, Tard/ES, 
Cinerith

And also to these:
People who are actually interested in the IAQ. This also goes out to you, 
the reader as well.

As of writing, I am done with my university life and is moving on to the 
next stage of my life. Alas, this IAQ has been dragged on for too long. 
I have decided to end it all here, in this horribly butchered version 
where much of the hard work or great ideas come into waste. Cinerith just 
told me yesterday that this project took one and a half year. Time sure 
flies by pretty fast.

I planned to have the original IAQ with 15 schools, and 10 members each. 
Eventually it dropped to 10 schools, then 5 members per school. The 
secret characters are also butchered as well - Boss High's total crew are 
not even complete (3 out of 10, and Wyler is in the team). Even worse, 
the Secret High hasn't even started (it features Mr. T, Dubya, me, and 
a whole lot of crazy stuff). There was discussion about having a final 
boss and his/her own stage, but instead I put a rival system, since it 
made slightly more sense and does not take as much work.

A lot of this has to be blamed with my lack of motivation with this IAQ. 
I basically left it in the backburner for god knows how long, visiting it 
once in a while to show people that it's alive. I'm not even sure whether 
ONF2-R will be like this, but I promise you that it's getting there 
somehow and I will try to finish it sometime soon.

As of writing, 40-45% of the sheets are formatted in the right way. 
I am working to make the formatting issue complete in a few days.

A lot of the credit goes to Apathy Wind and Emmy, for providing a lot of 
entries and help to make this IAQ worth more than it would normally be. 
Your help is highly appreciated.

Ah, I have to bow out now. Hopefully I will be back with more than 
enough energy and creative juices to make a full fledged IAQ which does 
not look horribly butchered and stuffed into a combination of Word and 
txt files.

- Penguin, December 20th 2004