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FIGHTING VIPERS -- PEPSIMAN FAQ                            Ver 1.0 09/28/2006
For Sega Saturn (JP)

by Hurricane Higashi <[email protected]>

Posted at www.GameFAQs.com

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

This document is Copyright 2006 Brian Birdstone (Hurricane Higashi)

This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide
on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.

Fighting Vipers is (c) SEGA Enterprises, LTD. 1995, 1996
Pepsiman is property of Pepsi Co, LTD. Japan

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

**This document was compiled with & written specifically for the Japan
  domestic Saturn release of Fighting Vipers (GS-9101)**


_/_/_/  CONTENTS  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

Introduction
Who Is Pepsiman?
The Pepsi Challenge
Command Notation
 - Directional
 - Buttons
 - Notation
Command List
 - Strikes
 - Jumping
 - Throws
 - Opponent Down
 - Back To Opponent
 - Dashing
 - Situational
 - Notes
Evaluation
Did You Know?
Additional: Game Specifics
 - Version Select
 - Unlockables
 - Options Plus
 - Training Mode
 - Playback Mode
Closing



_/_/_/  INTRODUCTION  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

Hello and welcome to my Pepsiman FAQ. The purpose of this FAQ is to document
the command list for the Fighting Vipers exclusive character, Pepsiman, for
which there is no existing notation in-game or otherwise. It's apparent that
AM2 simply doesn't like to issue move lists for its special characters, as
this lack of info is also the case with the others that appear in this game,
as well the whole pile of them featured in Fighters Megamix.

Firstly I'd like take this opportunity to clear up any confusion concerning
Pepsiman, Fighting Vipers, and Fighters Megamix. You see, it's a common
misconception that Pepsiman appears in the Japanese version of Fighters
Megamix. It's also fairly common for people to enquire about him appearing in
various other territorial releases of the two said games. Well for the record
I'd like to clarify that PEPSIMAN ONLY APPEARS IN THE JAPAN DOMESTIC RELEASE
OF FIGHTING VIPERS. He's an exclusive character to this particular game, and
DOES NOT appear any other version of Vipers or Megamix. Sorry if that just
broke your heart, but it's the truth.

The reasoning for Pepsiman being cut from the outside territorial releases
of Fighting Vipers was copyright based. He's the property of Pepsi Co. Japan,
and as such is/was not licensed for use outside of Japan. And it's a shame
really. Even though few outside of Japan would've known who he was, it always
sucks to have things cut out of a game, especially when it's a whole
character, and a good one at that. Although he may not have sold more copies
of Fighting Vipers, he would definitely have sold more Pepsi ^_^

As a fan of Pepsiman, I can honestly say that this game is worth buying just
for him alone. Although this game isn't themed as heavily toward him as the
Playstation's 'Pepsiman' game is, it's a lot more fun to kick ass with him
than it is to simply run down the street collecting Pepsi cans -- plus
Fighting Vipers has no annoying pepsi-holic fat guy throwing out silly
Janglish catch phrases like "Pepsi for TV Game".

From a 3D fighting game standpoint, Fighting Vipers plays a little slow,
but is graphically superior to Fighters Megamix and a bit more beginner
friendly than most AM2 titles. Traditionally I'm a Virtua Fighter guy, but
Vipers can be a fun game once you get by the lame character design and start
appreciating the nuances of the gameplay.

Anyway...



_/_/_/  WHO IS PEPSIMAN?  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

At the time of this game's release, Pepsiman was becoming popular in Japan as
Pepsi's new computer-generated mascot. Pepsi was blitzing the media with
countless Pepsiman advertisements and campaigns, and his appearance in
Fighting Vipers was just another effort to gain Pepsiman more exposure. I
suppose Pepsiman's inclusion in this game was also an effort on Sega's part
to sell more copies seeing as Fighting Vipers wasn't exactly the arcade cash
cow that other AM2 titles tend to be.

In general, Pepsiman is a comedic superhero that rescues people in need of
refreshment. To my knowledge, the only super powers in his arsenal are that
of running fast, "thirst quenching" through the dispersion of Pepsi, and a
keen sense of finding those in need of immediate refreshment. And as this
game illustrates, he's apparently quite a good fighter when he has to be,
seeing as he's easily one of the more dominant characters to play.

If you want more general information on Pepsiman, then just enter his name
into a search engine, I'm sure you'll come up with something.



_/_/_/  THE PEPSI CHALLENGE  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

To unlock Pepsiman as a playable character, you need only to start a game in
Arcade Mode using any character, then at any point in your progression
through the game, simply let go of the controller and allow the CPU beat you
down. If you're taking a beating, he'll save you by entering the match as a
challenger before you lose, no matter what round or stage it is. Defeat him
and he becomes a playable character. However, note that he'll only do this
once; beating him unlocks Pepsiman and disables the Pepsiman challenge.

After doing so, to choose Pepsiman as your character, he'll be located off to
the extreme left/right of the "Player Select" screen.

Also after unlocking him, you'll gain the "Pepsiman Reset" option in the
"Options Plus" menu. Selecting this option resets the Pepsiman code, meaning
that he'll revert back to being a hidden character, and will challenge you
again may you ever be on the receiving end of a beat down and require
immediate refreshment.

Pepsiman challenging can be quite handy, actually. You see, Pepsiman isn't
very hard to beat due to his bad AI, and he'll challenge whenever you're
taking a beating. Also, when he challenges, he replaces whoever you were
fighting. So, say you're having trouble beating the boss, B.M.. Just get to
B.M. and allow him to have his way with you. Pepsiman will save you by
intervening, and you then return the favor by mopping the floor with him. The
credits roll, and you've cleared the game without having to beat B.M..



_/_/_/  COMMAND NOTATION  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

For this document I'll be using a slightly modified version of the standard
AM2 style text move notation, which consists of standard ASCII (numerical)
directional inputs along with standardized command & button notation, as
opposed to the more popular "QCF" 2D fighter style notation. Personally I
find the aesthetics of the ASCII form to be messy and unpleasing to the eye,
but once you familiarize yourself with the notation, its simplicity and
clarity are hard to duplicate otherwise. In short, yeah I know it looks kinda
ugly, but it's the clearest way to represent these types of commands in text
form.


_/_/_/ DIRECTIONAL _/_/_/_/_/_/

The directional inputs are noted in a standard numerical keypad formation
running from 1-9, with 5 being the neutral joystick position. For the
notation it's always assumed that you're in the default 1P character
position, on the left of the screen facing to the right. This makes 6
"forward", 4 "back", 8 "up", and 2 "down". Below is a visual representation
for added clarity.

  Keypad       Joystick

   7 8 9        7  8  9
   4 5 6         \ | /
   1 2 3       4 - 5 - 6
                 / | \
                1  2  3


_/_/_/ BUTTONS _/_/_/_/_/_/

Also the arcade button configuration goes in a G-P-K progression, but for
whatever reason, AM2 likes to list commands in a P-K-G progression; for
example, K+G, P+G, and P+K+G. For the purpose of clarity I'll be listing
everything in a G-P-K progression. If you're used to reading it the other way
then this may cause confusion at first, but ultimately I find G-P-K makes
more sense. Anyway, the game's 3 buttons are as follows:

G = Guard button
P = Punch button
K = Kick button


_/_/_/ NOTATION _/_/_/_/_/_/

===
 +
===
A plus placed between buttons or directional commands means that the inputs
are entered simultaneously. So "G+P" is Guard and Punch at the same time,
"6+P" is 6 (forward) and Punch at the same time.

===
 _
===
An underscore placed before an input means that the input must be held for a
duration. So for instance, "_8+P" would mean that the joystick must be held
in the 8 (up) position for a duration while pressing P (punch) at the same
time -- entering a quick 8+P wouldn't work. Likewise, "2+G+K_2+K" would mean
that after entering 2 + Guard + Kick, the following Kick command has to be
entered with the joystick held in the 2 position.

===
 -
===
I've decided that, again for clarity's sake, I'll be adding a hyphen between
all quick/tap succession button inputs. Normally these rapid commands would
be noted with no dividing breaks (for example "PPP"), but I find it looks a
lot cleaner with the breaks once you get into the longer command strings. An
example would be "P-P-P-K-P-6+G+K-K-P", which would alternately appear as a
bit of an eyesore "PPPKP6+G+KKP". Also note that I will not be using the
breaks between directional inputs (for example "46+P"), only between button
inputs.

=====
 ...
=====
This placed at the end of a command means that the particular move is the
beginning of another attack series, and can be continued on from in one big
chain. You'll find that Pepsiman is the king of this, having multiple chains
involving Raxel's "Motor Crew" and Tokio's "Reactor" series.

====
 <>
====
These parentheses will follow "..." and contain either "Motor Crew" or
"Reactor", noting that the move is a point that begins the noted attack
series.

============
 Motor Crew
============
This is a spinning backfist move borrowed from Raxel. It's an integral part
of Pepsiman's arsenal seeing as he has the ability to cancel it into either
a knockdown hit (2+G+K), or follow it with 6+G+K, which then allows him to
either chain into the Reactor series -or- loop back into Motor Crew. In
short, if you cancel Motor Crew with 6+G+K, it allows you to follow with K-P,
putting you back at Motor Crew again, resulting in the possibility of looping
6+G+K-K-P -> 6+G+K-K-P infinitely... or just until you get bored and decide
to finish with 2+G+K or a Reactor series.

I've marked the occurrences of this move with "<<Motor Crew>>" to note where
the stupidity in each the attack series starts.

=========
 Reactor
=========
This is a versatile attack series borrowed from Tokio. There are a couple
differences though, namely the fact that Pepsiman's K-P-K ends in an overhead
kick whereas Tokio's doesn't. This is his heaviest hitting series and should
definitely be exploited in corners and near the walls.

I've highlighted the Reactor series in the move list. Also please note that
"P... (Reactor)" always signifies that from this point the Reactor chain
continues from P, *not* that you can follow the P with Reactor's initial K.
An example of this would be "3+K-P-6+G+K-P... <Reactor>". The 6+G+K counts
as the initial K of Reactor, so from there you're following it with P and
continuing on from there.

======
 *AB*
======
This placed beside a particular command notes that it's an "Armor Break"
move. When executed you'll flash white for an instant. Connecting with one of
these moves is the only way to break your opponent's armor besides a heavy
match ending KO blast. Once a portion of your opponent's armor meter is
flashing dark green, connecting an Armor Break move to that portion will
shatter it and they'll start taking more damage.

======
 *GA*
======
This placed beside a particular command notes that it's a "Guard Attack"
move. Again, when executed you'll flash white for an instant, but a line
vortex will briefly appear as well. Basically this is a semi-invincible move
that both guards and attacks at the same time. It is possible to be knocked
out of a Guard Attack, but for the most part it will bust through any attack
that started before it, including another Guard Attack. It's a given that
your Guard Attack also doubles as an Armor Break.

====
 ()
====
Anything in the Command List appearing in these parenthesis is just a small
note I've made either right there or in the "Notes" section at the bottom of
the Command List.



_/_/_/  COMMAND LIST  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

NAME: Pepsiman
AGE: ?
SEX: Male
HEIGHT: ?
WEIGHT: ?
SPECIALTY: Quench One's Thirst


== COLORS ==                == WIN POSES ==
1P = Silver (regular)       A/C = Thumbs Up
2P = Silver (brighter)        B = Thirst Quench ("psshhaaaa")


_/_/_/ STRIKES _/_/_/_/_/_/

P
P-P
P-P-P
P-P-P-P
P-P-P-P-P

P-P-K  *GA*
P-P-P-K
P-P-P-K-P <<Motor Crew>>
P-P-P-K-P-2+G+K
P-P-P-K-P-6+G+K
P-P-P-K-P-6+G+K-P... <Reactor>
P-P-P-K-P-6+G+K-K
P-P-P-K-P-6+G+K-K-P... <Motor Crew>

P-K
P-K-K
P-K-K-K
P-K_2+K

4+P
2+P
3+P
_3+P

6+P
6+P-P
6+P-P-P
6+P-K
6+P-K-P <<Motor Crew>>
6+P-K-P-2+G+K
6+P-K-P-6+G+K
6+P-K-P-6+G+K-P... <Reactor>
6+P-K-P-6+G+K-K
6+P-K-P-6+G+K-K-P... <Motor Crew>

K
K-K
K-K-P <<Motor Crew>>
K-K-P-2+G+K
K-K-P-6+G+K
K-K-P-6+G+K-P... <Reactor>
K-K-P-6+G+K-K
K-K-P-6+G+K-K-P... <Motor Crew>

== Reactor ==
K-P
K-P-P
K-P-P-P
K-P-P-P-K
K-P-P-P-4+K
K-P-P-P-2+K
K-P-P-P-2+K-K
K-P-K
K-P-P-K
K-P-P-4+K
=============

2+K
4+K  *GA*

3+K
3+K-P <<Motor Crew>>
3+K-P-2+G+K
3+K-P-6+G+K
3+K-P-6+G+K-P... <Reactor>
3+K-P-6+G+K-K
3+K-P-6+G+K-K-P... <Motor Crew>

G+K
G+K-K
G+K-K-K
G+K-2+K

2+G+K
2+G+K-P... <Reactor>
2+G+K-K
2+G+K-K-K
2+G+K_2+K
2+G+K_2+K-K

6+G+K  *AB*
6+G+K-236+K
6+G+K-236+K-41236+K

62+G+P+K
62+G+P+K-K

_G+82-K (i)


_/_/_/ JUMPING _/_/_/_/_/_/

8+P
9+P
_8+P
_9+P
_7+P

8K
9K
7+K
8+K
9+K
_8+K
_9+K
_7+K
82+K

While jumping, P
While jumping, K
While jumping, 2+K
While jumping, 4+K
While jumping, 6+K
While decending, K
While decending, 2+K


_/_/_/ THROWS _/_/_/_/_/_/

G+P
64+G+P
64+G+P+K
Opponent facing away, G+P
Opponent facing away, G+P+K  (ii)
Opponent's back near wall, G+P
Jumping at opponent, 2+G+P+K (iii)
Meeting opponent mid-air, 4+G+P+K


_/_/_/ OPPONENT DOWN _/_/_/_/_/_/

8+P
2+K-K-K


_/_/_/ BACK TO OPPONENT _/_/_/_/_/_/

P...  (iv)
P-K
2+P

K
K-P... <Reactor>
2+K
8+K


_/_/_/ DASHING _/_/_/_/_/_/

P
K
9+P
2+K  *AB*
9+K
G+P  *AB*
G+P+K


_/_/_/ SITUATIONAL _/_/_/_/_/_/

Back near wall, 1+K
Jump to wall, 8+P  (goes to top rope)
From top rope, 8+P  *AB*
From top rope, 2+G+P+K (v)


_/_/_/ NOTES _/_/_/_/_/_/_/

(i) Although AM2 would display this command as "_8+G _2+K", it's fairly
misleading and simply doesn't work like that. Basically you just want to be
holding the G button, then quickly enter 82-K, releasing the G button before
pressing K. The proper result is an Axe Kick. Other than the fact that it
hits overhead, this move has no special properties -- it's not a Guard Cancel
and can't be chained into anything else; it's just an overhead Axe Kick with
a strange command. However, it does solid damage for a single strike.

(ii) Can somebody PLEASE tell me what this move is about?! Honey has the same
silly move as well. It doesn't do any damage, can't be chained into anything,
and doesn't leave you in a position of any notable advantage. I realize it's
probably a joke move/taunt, but I can't find any info on it at all. If any
genius Honey players out there have anything different to say about it, I'd
love to hear it.

(iii) You can perform this aerial Leg Scissor command at any point during a
jump, however missing with it results in Pepsiman falling on his ass and
taking a small amount of damage. It's a high risk move, but it does a fair
amount of damage when you connect with it. Basically you want to be about a
character's distance away, and then jump at your opponent, doing the command
at the peak of your jump. This throw also grabs crouching opponents.

(iv) As with most characters, this single turning punch can be followed by
most moves or attack series. However, like Tokio, Pepsiman can't follow this
punch with a command series starting with K due to his back-to-back canned
P-K combo. This just means you're locked out from following the P with
Reactor or his K-K-P series.

(v) This is Pepsiman's same aerial Leg Scissor throw as before, but for some
reason he's allowed to execute it from the top rope. If you allow him to turn
and leap from the top rope automatically, the leap itself will home in on
your target and the move will act as it would during a regular jump,
requiring a bit of timing to connect, but being a fairly high percentage
attack. However, inputting this command at any point during his climb up or
top rope set up results in him cancelling straight into the move and dropping
straight down. Of course, doing so drops the move's success rate right down
to zero unless the opponent is right up against the wall under you.



_/_/_/  EVALUATION  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

I read in a FAQ somewhere that Pepsiman plays similarly to Rent-A-Hero from
Fighters Megamix. Well, that's totally untrue. I have both games and there's
really no similarity between the two at all. If you're curious as to how
Pepsiman plays, it's fairly accurate to say that he plays like a mix between
Tokio & Raxel. Not that he's a complete clone of either, it's just that he
shares some of their better moves & attack series, which makes him feel
similar in play style. However, I suppose it's best to say that Pepsiman is
the "Dural" of Fighting Vipers, borrowing an assortment of moves from various
Vipers characters.

As far as fighting goes, Pepsiman is a complete bastard. He has a more
versatile version of Tokio's "Reactor" series, the incredibly cheap ability
to cancel his "Motor Crew" backfist into some purely sick combos, as well as
the added bonus of having unbreakable armor. Add that to the fact that he has
an assortment of the more effective moves in the game, and Pepsiman turns out
to be easily the most versatile, if not the best character in the game, save
Mahler. The CPU doesn't make use of his abilities even on the hardest
difficulty setting, but he's a very easy character for a player to abuse.

Striking is Pepsiman's thing, and he can absolutely destroy opponents in the
corners or near walls by making use of his ridiculous juggle combos.
Concerning singular moves, I suppose his 6+P is one of his better moves due
to the fact that it hits middle breaking low guards and has a nice set of
follow up options, but it's kinda slow with low priority. For that reason 3+K
is better; a little faster, longer range, higher priority, and with the same
middle hit property and Motor Crew options. Pepsiman can also up-end
opponents with a low strike from his 2+G+K, and then proceed to pummel them
with his numerous attack options from there. This works great as a low
counter seeing as it has solid range and can be followed with Reactor. For
that matter, I also suppose his standard K-K combo deserves mention as well
since it eventually gets him to Motor Crew after the initial high and mid
strikes, which of course leads into Reactor - essential for keeping
devastating wall juggles going.

Throwing isn't really one of Pepsiman's strengths, as his options in this
department are fairly rudimentary -- he's definitely more of a finesse
striker type than a power type. However, his aerial Leg Scissor grab is quite
cool to use. If you time it properly, you can leap at a standing or crouching
opponent and snag them. The risk/reward factor is pretty high though; miss
and you fall on your ass directly in front of them. But I suppose it could be
good if you used it sparingly and set it up properly with the occasional
jump-in attack every now & then. Just a thought.

As for combos -- Pepsiman IS a combo. After you familiarize yourself with the
flow of his attack possibilities, it's hard not to keep abusing his many
cancels from Motor Crew. Study his move list, understand how evil you can get
on a fool with Motor Crew cancels, and remember that one of the stronger
Reactor finishes is K-P-P-4+K. It'll all come naturally... very little
imagination required.

Now by no means am I a Fighting Vipers expert or anything. There could very
well be additional moves for Pepsiman that I've missed, but to my knowledge,
this is all he's got. Lacking the ambition to dive any deeper into this game,
it's hard for me to tell if there's anything more about him to know. If you
happen to find any other moves, or wish to contribute some strategy notes or
something, then by all means do.



_/_/_/  DID YOU KNOW?  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

Fact 1: Pepsiman's appears in this game is his original form, Silver with a
        red stripe down the middle. However, you might be familiar with his
        newer Blue appearance which Pepsi had changed him to when they
        switched to their new logo and blue can in 1999.

Fact 2: The Pepsiman theme song is done by 'James and Gang' and is available
        for download in a few different remixes. The game 'Pepsiman' for
        Playstation also features a few unique remixes.

Fact 3: If you were alive in North America during the early 90's then you
        probably remember the pop culture catch phrase "I've fallen and I
        can't get up!". It was a phenomenon brought about by an
        unintentionally humorous Medic Alert commercial depicting an elderly
        lady in need of medical assistance. Now apparently this commercial
        caught some overseas fame as well, because the default BGM in
        Training Mode features a sample of the catch phrase from the
        commercial.

Fact 4: You can select the BGM track in Training Mode. At the "CPU Type
        Select" menu you can cycle through the different BGMs by using the
        L/R buttons. This means you can choose not to listen to the "I've
        fallen and I can't get up!" song over & over, making extended
        training sessions a bit more bearable.

Fact 5: After marking "OK" for Honey's entire Command List in Training Mode,
        you'll gain the option to play with her ring name changed to "Candy"
        as it appears in the NA & EU versions of the game. To do this (after
        completing her list, of course), at the "Player Select" screen,
        choose Honey while holding the Z button. Honey looks & plays no
        differently as "Candy", her name is just announced and displayed as
        such.

Fact 6: There's an "omake" (bonus) file on the GD-ROM, just throw the disc
        into your computer to view it. If you don't read Japanese, it's
        basically just a collection of AM2 production shout-outs & thanks, as
        well as some additional game information (such as Facts 4 & 5) which
        I've already written into this document.

Fact 7: Clearing the Arcade Mode with the difficulty set to anything below
        "Normal" will not register a clear time record, and you will not be
        prompted to enter your name.



_/_/_/  ADDITIONAL: GAME SPECIFICS  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

While writing this I almost let it turn into a full blown Fighting Vipers
FAQ, but being sickened by how much time it was sucking up, I decided to just
cut it short and revert back to my original intention of a dedicated Pepsiman
FAQ. Perhaps I may change the format in some future revision or something,
but for now I'll just tag the additional information I compiled onto the end
in this "additional" section.


_/_/_/ VERSION SELECT _/_/_/_/_/_/

At the "Player Select" screen, pressing R will bring you to the Mode Options
where you have a choice of Original, Arrange, or Hyper.

The "Arrange" version is a specially balanced remix for Saturn, "Fighting
Vipers 1.5" if you will. From what I can tell, the biggest difference is the
inclusion of additional moves for the characters. Although they don't have
the full move envelopes of their Fighters Megamix selves, they're pretty
damn close, and it makes a noticeable difference. For example, Honey gains
two throws (46+G+P & 62+G+P) and a high Armor Break combo (PPP6+K), all of
which she's sorely in need of otherwise.

The "Hyper" version is basically the same thing as the Arrange, only with two
additional features that are geared more toward Vs play; the "Sidestep" and
"Hyper Break". The Sidestep addition makes the game play like a more modern
3D fighter and needless to say, simply makes the game play better. The Hyper
Break sheds your character's armor in exchange for a what can only be
described as a "Hyper Rush" mode which allows you to cancel attacks like
crazy -- basically a "crazy combo" mode. However, this Hyper Rush effect only
lasts for one round per match, and of course, you take more damage with no
armor.

Also note that when playing Hyper, you don't get credit for your Time Record
when clearing the Arcade Mode.


ARRANGE Version Features
  - Additional "Fighting Vipers 1.5" character moves
  - Increased Air Recovery distances
  - "Over Wall" KO finishes (characters can get sent over the wall)
  - "Wall Hang" KO finishes (characters can get draped over the wall)
  - Pepsiman-esque display makeover

HYPER Version Features
  - Additional "Fighting Vipers 1.5" character moves
  - Increased Air Recovery distances
  - "Over Wall" KO finishes (characters can get sent over the wall)
  - "Wall Hang" KO finishes (characters can get draped over the wall)
  - Pepsiman-esque display makeover (red)
  - Sidestep (6+G+P+K/4+G+P+K)
  - Hyper Break (4+P+K)


_/_/_/ UNLOCKABLES _/_/_/_/_/_/

- Defeat Pepsiman and he becomes a playable character. (all game modes)

- Clear the Arcade Mode once on any difficulty and you'll unlock Mahler.
  (all game modes)

- Clear the Arcade Mode once on "Normal" difficulty or higher using Honey
  and you'll unlock "Aloha" Honey. (Vs, Training, and Team Battle)

- Clear the Arcade Mode once on "Hard" difficulty or higher using Honey and
  you'll unlock "Fuku" Honey. (Vs, Training, and Team Battle)

- Clear the Arcade Mode once on "Very Hard" difficulty and you'll unlock
  B.M.. (Vs, Training, and Team Battle)

- Clear the Arcade Mode once playing the "Arrange" version and you'll
  unlock Kumachan. (all game modes)

- Clear the Arcade Mode once with Pandachan (2P Kumachan) on any difficulty
  setting and she'll replace B.M. in the final scene of the intro movie.

- Clear the Arcade Mode once or unlock Pepsiman and you'll receive the
  Options Plus menu.

==========================
 Aloha Honey & Fuku Honey
==========================
There's actually a difference between these two alternate versions of Honey
aside from their appearance. "Aloha" Honey is a legitimate alternate version
of Honey, having a different Armor Break move using her ukulele (66+P) that
has more range than her regular "Cat Slap" move. Because of this she counts
as a special character and has no Command List to view in Training Mode. It
should also be noted that Aloha Honey doesn't gain the additional moves
granted to regular Honey when playing the Arrange and Hyper versions of the
game.

On the other hand, "Fuku" Honey is simply an alternate schoolgirl uniform
choice for regular Honey, and as such she does have a Command List to view
in Training Mode, and also gains the extra moves when playing the Arrange
and Hyper game versions.

===========
 Pandachan
===========
Kumachan has two colors to choose from, the normal 1P default brown bear
with the cowboy hat, or the 2P Panda bear with the beach ball. Both are
identical characters save for their appearance, and here in Fighting Vipers
both display the name Kumachan when being played. However, in Fighters
Megamix, selecting Kumachan's 2P color displays the name "Pandachan", so I
suppose this makes Pandachan count as a legitimate individual character, not
just an affectionate tag given to Kumachan's 2P color.

Officially Kumachan is a teddy bear who is neither male nor female, but for
for whatever reason players have dubbed Kumachan as being male and Pandachan
as being female.


_/_/_/ OPTIONS PLUS _/_/_/_/_/_/

=======
 Stage
=======
Choose at which stage (1-9) the Arcade Mode will begin. Note that starting at
any stage besides the default 1st Stage (Bahn) results in no Time Record
being kept for clearing Arcade Mode.

===========
 No Damage
===========
Toggles player damage on/off. Enabling this feature prevents you from posting
a valid Time Record in Arcade Mode.

================
 Pepsiman Reset
================
Resets the Pepsiman code, re-locking him as a hidden character and allowing
him to rescue you from your thirst again.

==========
 Portrait
==========
A collection of the character portraits displayed when you clear Arcade Mode.
When you first unlock it there's a small basic collection to view, but each
time you clear Arcade Mode with a character, their individual portrait
collection is added.

=====
 BGM
=====
Toggles the Background Music on/off.

=========
 Bighead
=========
Toggles "bighead" on/off. Please note that this is more than your typical,
cliche "bighead mode". It's more like a "Fighting Viper Kids" mode, as the
characters take on a chibi/SD form rather than simply having their head
enlarged. It's a feature of this game that's little known and fairly
underrated. That is, considering that people actually paid money for "Virtua
Fighter Kids" as a separate title. I'm not sure when exactly this feature
unlocks, but it eventually does.

===========
 Wall Disp
===========
Toggles the "wall display" on/off. It just makes the walls invisible. The
point, please? This one also unlocks eventually, but the exact method to do
so is a mystery to me.


_/_/_/ TRAINING MODE _/_/_/_/_/_/

This is just a quick overview of the available Training Mode options.

=================
 CPU Type Select
=================
Type A = Stand
Type B = Crouch
Type C = Guard High
Type D = Guard Low
Type E = Jump
Type F = Advance
Type G = Retreat
Type H = Jump into back-to-back position
Type I = Guard everything
Type J = Air Recovery
Type K = 1-hit Guard

=======
 Notes
=======
- You can view move demonstrations in the Command List by highlighting a
  specific move and then pressing A, or C, or Start. Press B to exit the
  Command List.

- You can select the BGM in Training Mode by pressing L/R at the "CPU Type
  Select" menu.

- Although Mauler and "Fuku" Honey have available Command Lists, the other
  special characters (Pepsiman, Kumachan, Aloha Honey, and B.M.) don't.

- Choosing the Arrange or Hyper version setting disables the Command Lists
  for all characters, special or otherwise.


_/_/_/ PLAYBACK MODE _/_/_/_/_/_/

Assuming you have enough free backup RAM, you can record fights to memory.
The way it works is that you can only save one round at a time. During the
round's replay, press the L or R trigger buttons to toggle on/off the "save"
function. If the replay ends with it toggled on, you'll be presented with a
green screen that asks:

 Will you record this replay?

 > Record in system RAM
 > Record in Cartridge RAM  (*with a RAM cart inserted)
 > Don't record

If you have a RAM cart inserted, the "Playback Data" select feature becomes
available in the Options menu. You can toggle between "Manual Save" and
"Auto Save"; the latter being faster because the green prompt screen doesn't
interrupt, but it saves every single round unless you tell it not to. This is
done by cancelling the "save" action during the replay by pressing the L or R
buttons.

HOWEVER... One thing that's fairly disappointing is the fact that the Match
Recording / Playback is... imperfect. It seems that the engine occasionally
has trouble reproducing the info that the record file is telling it to
display, so you quite often end up seeing different action than what you
originally recorded.

For instance, I once roasted B.M. with a 100% juggle combo, bouncing him off
the wall as he repeatedly tried to recover and counter mid-air. The round
lasted only a few seconds. So when I go back to watch the saved replay, I see
myself knock him against the wall, only he manages to recover before my
follow up arrives, and then we just stand there face-to-face until the time
runs out...

===============================
 Playback Mode's Camera Select
===============================
A = overhead view    X = low view      L = rotate left
B = exit replay      Y = normal view   R = rotate right
C = none             Z = high view

====================================
 Playback Mode's Exhibition Matches
====================================
Kokokarashita wa nikenno hitotachi no  (Picky vs Bahn)
replay data ga haittemasu              (Honey vs Bahn)
KO notokini upper nadode ukasuto       (Sanman vs Bahn)
saikou no nagekyara wa Kumachan yo     (Kumachan vs Sanman)
Pepsiman doushi no oasobi data         (Pepsiman vs Pepsiman)
Bahn to Sanman no majimena shiai       (Bahn vs Sanman)

What this translates to is:

From here we have replay data of opposing players.
Left hanging on a KO upper float.
Awesome Kumachan throws.
Pepsiman bros' play data.
Bahn and Sanman's serious game.



_/_/_/  CLOSING  _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

Well at this time I don't have a lot of thanks to throw around seeing as I
did this all myself, but I guess I should thank Sega/AM2 for including
Pepsiman in this game so that I could play him and have something to write
about. I should also thank anybody who's reading this because it means all
the work I put into it was worth something outside my own personal enjoyment.
I mean, I can't be the only Pepsiman fan out there...

I should also mention that the legal copyright header which I simply cut &
pasted appears courtesy of GameFAQs.com, and that I thank them for hosting
my work.

Again, if you have any comments or things you wish to add, feel free to
contact me: Hurricane Higashi <[email protected]>.

Have fun, drink Pepsi!

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

- END -