Eternal Fighter ZERO: Difference between revisions

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= Introduction =
= Introduction =
'''Eternal Fighter ZERO''' is a doujin 2D fighting game developed by ''Twilight Frontier''.  All the characters are taken from four dating sims/visual novels; MOON, ONE, Kanon, and AIR.  Behind the cute graphics lies a very solid fighting engine.
'''Eternal Fighter ZERO''' is a doujin 2D fighting game developed by ''Twilight Frontier''.  All the characters are taken from four dating sims/visual novels; MOON, ONE, Kanon, and AIR.  Behind the cute graphics lies a very solid fighting engine.


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= Game Versions =
= Game Versions =
'''Eternal Fighter ZERO'''
'''Eternal Fighter ZERO'''
:[[Image:efz-cover-02.png|left]][[Image:efz-cover.png|left]]
[[Image:efz-cover-02.png|left]][[Image:efz-cover.png|left]]


:EFZ version 1.x.  Released by ''Twilight Frontier'' in 2002.
EFZ version 1.x.  It was released by ''Twilight Frontier'' on December 2001, during Comic Market 61.


:Playable characters included 6 people from ''ONE'' (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from ''Kanon'' (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri).  UNKNOWN was used as the final boss.
There were 12 playable characters in this version, with 6 characters coming from ''ONE'' (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from ''Kanon'' (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri).  UNKNOWN from ''ONE'' was used as the final boss.


:Eternal Fighter ZERO was later released as Eternal Fighter ZERO –RENEWAL–.
Eternal Fighter ZERO was later released as Eternal Fighter ZERO –RENEWAL–.


:The latest version of this release is 1.20.<br clear="all" />
The latest version of this release is 1.20.
<br clear="all" />


'''Eternal Fighter ZERO –Blue Sky Edition–''' (EFZ:BSE)
'''Eternal Fighter ZERO –Blue Sky Edition–''' (EFZ:BSE)
:[[Image:efzbse-cover.png|left]]
[[Image:efzbse-cover.png|left]]
:EFZ version 2.x.  Released by ''Twilight Frontier'' on Comic Market 62 (August, 2002).


:Adds 3 more playable characters from ''AIR'' (Mizusu, Kano, and Minagi), adds UNKNOWN as a hidden playable character, and adds Kanna as the true final boss.
EFZ version 2.x.  Released by ''Twilight Frontier'' on August 2002, during Comic Market 62.


:A second edition of Eternal Fighter ZERO –Blue Sky Edition– was released after the Comic Market release.
This version added 3 new characters from ''AIR'' (Mizusu, Kano, and Minagi), and added UNKNOWN as a hidden playable character, bringing the total number of playable characters to 16.  Kanna from ''AIR'' was used as the true final boss.
The latest version of this release is 2.13.<br clear="all" />
 
A second edition of Eternal Fighter ZERO –Blue Sky Edition– was released after the Comic Market release.
 
The latest version of this release is 2.13.
<br clear="all" />


'''Eternal Fighter ZERO –Bad Moon Edition–''' (EFZ:BME)
'''Eternal Fighter ZERO –Bad Moon Edition–''' (EFZ:BME)
:[[Image:efzbme-cover.png|left]]
[[Image:efzbme-cover.png|left]]
:EFZ version 3.x.  Released by ''Twilight Frontier'' on Comic Market 65 (December, 2003).


:Adds 4 more playable characters (Ikumi from ''MOON'', Doppel Nanase from ''ONE'', Mishio and Kaori from ''Kanon'').  Physics become a bit floatier.  Air throws are introduced.  Defensive Position Gauge is moved to the HUD.
EFZ version 3.x.  Released by ''Twilight Frontier'' on August 2003, during Comic Market 64.


:The latest version of this release is 3.10.<br clear="all" />
This version added 4 more characters to the mix (Ikumi from ''MOON'', Doppel Nanase from ''ONE'', Mishio and Kaori from ''Kanon''), bringing the total to 20 characters.  Physics become a bit floatier.  Air throws are introduced.  Defensive Position Gauge is moved to the HUD.
 
The latest version of this release is 3.10.
<br clear="all" />


'''Eternal Fighter ZERO –Memorial–''' (EFZ:M)
'''Eternal Fighter ZERO –Memorial–''' (EFZ:M)
:[[Image:efzm-cover.png|left]]
[[Image:efzm-cover.png|left]]
:EFZ version 4.x.  Released by ''Twilight Frontier'' on October, 2005.


:Adds 3 more playable characters (Nayuki (awake) and Akiko from ''Kanon'', and Kanna from ''AIR'').  Defensive Position Gauge is moved back below the character.
EFZ version 4.x.  Released by ''Twilight Frontier'' on October 2005.


:Eternal Fighter ZERO –Memorial– was first released in ''Twilight Frontier'''s web page as an update patch for previous Eternal Fighter ZERO editionsA packaged, DVD release was later published.
This version added 2 more characters (Nayuki (awake) and Akiko from ''Kanon'') and made Kanna an officially playable character as well, bringing the total to 23 charactersDefensive Position Gauge is moved back below the character.


:The latest version of this release is 4.02.<br clear="all" />
''Eternal Fighter ZERO –Memorial–'' was first released in ''Twilight Frontier'''s web page as an update patch for previous Eternal Fighter ZERO editions.  A packaged, DVD release was later published.


= Game Options =
The latest version of this release is 4.02.
* The Configuration Program
<br clear="all" />
* Palette Editor
 
* Arcade
= Title Screen =
* VS Human
 
* VS CPU
The following choices are available to you from the title screen:
* Training
* '''Arcade''' — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
* Replay
* '''VS CPU''' — Play a match against a CPU opponent of your choosing.
* Options Mode
* '''VS Human''' — Play a match against a human opponent.
* Character Select Screen
* '''Practice''' — Train against a practice dummy of your choosing.
* Game Screen
* '''Replay''' — Watch or record your own matches.
* '''Options''' — Goes to the Options Screen to adjust the game's settings.
* '''Exit''' — Exits the game.
 
= Options Screen =
 
= Game Screen =
 
(picture goes here)
 
'''FPS'''
: Displays the number of frames per second the game is currently running at.  The normal value is 64.
 
'''Life Gauge (ライフゲージ)'''
: Displays the amount of remaining life for the players 1 and 2 respectively.  Once a player's life gauge is empty, they are "down" and the opponent's victory count will be incremented by 1.
 
'''Win Count (勝利カウント)'''
: Displays the number of rounds won.  Once a player's count reaches the number of wins required, that player wins the match.
 
'''RF Gauge (RFゲージ)'''
: Displays...
 
'''SP Gauge (SPゲージ)'''
: Displays the character's SP.  The number beside the gauge and the color of the gauge represent the number of SP Levels currently available to the player.  SP is gained by attacking or being attacked by the opponent, and is consumed by performing advanced moves, called Eterny Specials.  Therefore, you will not be able to perform those moves if you do not have sufficient SP.  Also, the maximum SP Level is 3.
 
'''... (受身不能時間)'''
: Displays...


= Game Mechanics =
= Game Mechanics =
* Guard (ガード)
 
* Jump (ジャンプ)
''All commands will be displayed using [[Numeric Notation]].
* Dash (ダッシュ)
 
* Backstep (バックステップ)
'''Guard (ガード)''' [Hold 4]
* Stepback (ステップバック)
: Guarding prevents an opponent's attack from connecting, which either cancels or greatly reduces the damage taken.  There are three types of guarding: standing guard, crouching guard, and air guard.  Whether a type of guard will prevent an attack depends on the opponent's attack.  However, one of the most fundamental rules regarding guarding is that an air guard will not block any normal attack of a grounded opponent.
* Throw (投げ)
 
* Air Recovery (空中復帰)
'''Jump (ジャンプ)''' [7 or 8 or 9]
* Instant Charge (インスタントチャージ)
: Causes the character to jump.  Double-jumping is possible.
* Flicker Instant Charge (フリッカーインスタントチャージ)
 
* Reinforce Attack (レインフォース必殺技)
'''Dash (ダッシュ) and Backstep (バックステップ)''' [66 and 44]
* Eterny Special (エタニースペシャル)
: A quick movement forward and backward, respectively.  This move ranges widely from the character running on the ground, hopping around, or flying in the sky, but in all cases you will be unable to guard while moving.  It is also possible to dash and backstep in midair, but the number of times it can be done differs from character to character.
* Recoil Guard (リコイルガード)
 
* Recoil Counter (リコイルカウンター)
'''Throw (投げ)''' [When next to the opponent, 4 or 6C]
* Recoil Armor (リコイルアーマー)
: Throws are good.
* Guard Attack (ガードアタック)
 
'''Air Throw (空中復帰)''' [When next to the opponent midair, 6C]
: There is no failure animation for air throws, and a strong attack will come out instead.
 
'''Air Recovery (空中復帰)''' [When in recoverable state, 4 or 6 + an attack button]
:
 
'''Instant Charge (インスタントチャージ)''' [During an attack animation, 22C]
:
 
'''Flicker Instant Charge (フリッカーインスタントチャージ)'''
:
 
'''Reinforce Attack (レインフォース必殺技)'''
:
 
'''Recoil Guard (リコイルガード)'''
:
'''Recoil Counter (リコイルカウンター)'''
:
 
'''Recoil Armor (リコイルアーマー)'''
:
 
'''Guard Attack (ガードアタック)'''
:
 
'''Eterny Special (エタニースペシャル)'''
:
 
'''Final Memory (ファイナルメモリー)'''
:


= The Characters =
= The Characters =
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* [[Tohno Minagi (EFZ)|Tohno Minagi]] (遠野美凪)
* [[Tohno Minagi (EFZ)|Tohno Minagi]] (遠野美凪)
* [[Kanna (EFZ)|Kanna]] (神奈備命)
* [[Kanna (EFZ)|Kanna]] (神奈備命)
= The Configuration Program =
= Palette Editor =


[[Category:Eternal Fighter ZERO]]
[[Category:Eternal Fighter ZERO]]

Revision as of 17:37, 16 August 2006

Efz-logo.jpg

Introduction

Eternal Fighter ZERO is a doujin 2D fighting game developed by Twilight Frontier. All the characters are taken from four dating sims/visual novels; MOON, ONE, Kanon, and AIR. Behind the cute graphics lies a very solid fighting engine.

As much as it is based off characters from dating sims and visual novels, most of the character's abilities and bits of the game's system are based off other fighting games, such as the Guilty Gear series and the King of Fighters series.

Game Versions

Eternal Fighter ZERO

Efz-cover-02.png
Efz-cover.png

EFZ version 1.x. It was released by Twilight Frontier on December 2001, during Comic Market 61.

There were 12 playable characters in this version, with 6 characters coming from ONE (Mizuka, Rumi, Akane, Misaki, Mayu, and Mio) and another 6 from Kanon (Ayu, Nayuki, Makoto, Shiori, Mai, and Sayuri). UNKNOWN from ONE was used as the final boss.

Eternal Fighter ZERO was later released as Eternal Fighter ZERO –RENEWAL–.

The latest version of this release is 1.20.

Eternal Fighter ZERO –Blue Sky Edition– (EFZ:BSE)

Efzbse-cover.png

EFZ version 2.x. Released by Twilight Frontier on August 2002, during Comic Market 62.

This version added 3 new characters from AIR (Mizusu, Kano, and Minagi), and added UNKNOWN as a hidden playable character, bringing the total number of playable characters to 16. Kanna from AIR was used as the true final boss.

A second edition of Eternal Fighter ZERO –Blue Sky Edition– was released after the Comic Market release.

The latest version of this release is 2.13.

Eternal Fighter ZERO –Bad Moon Edition– (EFZ:BME)

Efzbme-cover.png

EFZ version 3.x. Released by Twilight Frontier on August 2003, during Comic Market 64.

This version added 4 more characters to the mix (Ikumi from MOON, Doppel Nanase from ONE, Mishio and Kaori from Kanon), bringing the total to 20 characters. Physics become a bit floatier. Air throws are introduced. Defensive Position Gauge is moved to the HUD.

The latest version of this release is 3.10.

Eternal Fighter ZERO –Memorial– (EFZ:M)

Efzm-cover.png

EFZ version 4.x. Released by Twilight Frontier on October 2005.

This version added 2 more characters (Nayuki (awake) and Akiko from Kanon) and made Kanna an officially playable character as well, bringing the total to 23 characters. Defensive Position Gauge is moved back below the character.

Eternal Fighter ZERO –Memorial– was first released in Twilight Frontier's web page as an update patch for previous Eternal Fighter ZERO editions. A packaged, DVD release was later published.

The latest version of this release is 4.02.

Title Screen

The following choices are available to you from the title screen:

  • Arcade — Play 7 matches against random opponents, ending with a final match against either Kanna or UNKNOWN.
  • VS CPU — Play a match against a CPU opponent of your choosing.
  • VS Human — Play a match against a human opponent.
  • Practice — Train against a practice dummy of your choosing.
  • Replay — Watch or record your own matches.
  • Options — Goes to the Options Screen to adjust the game's settings.
  • Exit — Exits the game.

Options Screen

Game Screen

(picture goes here)

FPS

Displays the number of frames per second the game is currently running at. The normal value is 64.

Life Gauge (ライフゲージ)

Displays the amount of remaining life for the players 1 and 2 respectively. Once a player's life gauge is empty, they are "down" and the opponent's victory count will be incremented by 1.

Win Count (勝利カウント)

Displays the number of rounds won. Once a player's count reaches the number of wins required, that player wins the match.

RF Gauge (RFゲージ)

Displays...

SP Gauge (SPゲージ)

Displays the character's SP. The number beside the gauge and the color of the gauge represent the number of SP Levels currently available to the player. SP is gained by attacking or being attacked by the opponent, and is consumed by performing advanced moves, called Eterny Specials. Therefore, you will not be able to perform those moves if you do not have sufficient SP. Also, the maximum SP Level is 3.

... (受身不能時間)

Displays...

Game Mechanics

All commands will be displayed using Numeric Notation.

Guard (ガード) [Hold 4]

Guarding prevents an opponent's attack from connecting, which either cancels or greatly reduces the damage taken. There are three types of guarding: standing guard, crouching guard, and air guard. Whether a type of guard will prevent an attack depends on the opponent's attack. However, one of the most fundamental rules regarding guarding is that an air guard will not block any normal attack of a grounded opponent.

Jump (ジャンプ) [7 or 8 or 9]

Causes the character to jump. Double-jumping is possible.

Dash (ダッシュ) and Backstep (バックステップ) [66 and 44]

A quick movement forward and backward, respectively. This move ranges widely from the character running on the ground, hopping around, or flying in the sky, but in all cases you will be unable to guard while moving. It is also possible to dash and backstep in midair, but the number of times it can be done differs from character to character.

Throw (投げ) [When next to the opponent, 4 or 6C]

Throws are good.

Air Throw (空中復帰) [When next to the opponent midair, 6C]

There is no failure animation for air throws, and a strong attack will come out instead.

Air Recovery (空中復帰) [When in recoverable state, 4 or 6 + an attack button]

Instant Charge (インスタントチャージ) [During an attack animation, 22C]

Flicker Instant Charge (フリッカーインスタントチャージ)

Reinforce Attack (レインフォース必殺技)

Recoil Guard (リコイルガード)

Recoil Counter (リコイルカウンター)

Recoil Armor (リコイルアーマー)

Guard Attack (ガードアタック)

Eterny Special (エタニースペシャル)

Final Memory (ファイナルメモリー)

The Characters

MOON

ONE ~kagayaku kisetsu he~

Kanon

AIR

The Configuration Program

Palette Editor