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 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)
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)
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)
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)
- A guard attack is an attack that protects the character from getting hit as if the character is guarding. They allow characters to guard incoming attacks with another attack: the guard attack will guard the incoming hit and continue its animation after a short stun. Just like guarding, no damage is taken from normal attacks, a small guard damage is taken from special moves, and the same guard visual effect and sound are shown.
- Guard attacks do not have their guard property on all their animation, so using them properly requires timing.
Eterny Special (エタニースペシャル)
- An Eterny Special is a special move that requires SP gauge to be executed. There are three levels of Eterny Specials; level 1 is the weakest and level 3 is the strongest. The stronger an Eterny Special, the more SP gauge it consumes. In most cases, the level of an Eterny Special is determined by the button used to enter its command.
- Level 1: weak attack button. Consumes one level of SP gauge.
- Level 2: medium attack button. Consumes two levels of SP gauge.
- Level 3: strong attack button. Consumes three levels of SP gauge.
- Some Eterny Specials are level 1 no matter what button is used. On these cases, the button determines the Eterny Special's behavior and/or effect.
- Eterny Specials have a time stop and flash effect that is common in fighting games. The flash effect will change with the level of the Eterny Special.
Final Memory (ファイナルメモリー)
- A Final Memory is a character's last resort move. They require 3 levels of SP gauge and the character's life gauge should be at 33% or less (flashing red). The time stop and flash of a Final Memory are the same as a level 3 Eterny Special.
- Final Memories are also called hidden supers because their commands were not shown in the user's manual. They were printed for the first time in the Eternal Fighter ZERO –Memorial– manual.
The Characters
MOON
- Amasawa Ikumi (天沢郁未)
ONE ~kagayaku kisetsu he~
- Nagamori Mizuka (長森瑞佳)
- Nanase Rumi (七瀬留美)
- Satomura Akane (里村茜)
- Kawana Misaki (川名みさき)
- Shiina Mayu (椎名繭)
- Kouzuki Mio (上月澪)
- Doppel Nanase (ドッペル七瀬)
- UNKNOWN (みずか)
Kanon
- Tsukimiya Ayu (月宮あゆ)
- Minase Nayuki (水瀬名雪)
- Sawatari Makoto (沢渡真琴)
- Misaka Shiori (美坂栞)
- Kawasumi Mai (川澄舞)
- Kurata Sayuri (倉田佐祐理)
- Misaka Kaori (美坂香里)
- Amano Mishio (天野美汐)
- Minase Nayuki (awake) (水瀬名雪(起))
- Minase Akiko (水瀬秋子)
AIR
- Kamio Misuzu (神尾観鈴)
- Kirishima Kano (霧島佳乃)
- Tohno Minagi (遠野美凪)
- Kanna (神奈備命)