How To Make: 2D Fighter 
				
			
			
				
					
						
							| Column A | Column B | 
						
							| New | Mix | 
						
							| Old | Drive | 
						
							| Retro | Direction | 
						
							| Complete | Wave | 
						
							| Mega | Madness | 
						
							| Funky | Mission | 
						
							| Tasty | Climb | 
						
							| Devilish | Effect | 
						
							| Sweet | Challenger | 
						
							| Strong | Battle | 
						
							| Extreme | Frontier | 
						
							| Freaky | Machine | 
						
							| Trippy | Drift | 
						
							| Great | Ambition | 
						
							| Super | Motion | 
						
							| Unending | Impact | 
						
							| False | Direction | 
					
				 
			
			Name: Choosing a name for your 2D Fighter is 
				simple. The thing to remember here is that your fighting game is going to be 
				the first game of a series. What this means is that, although 
				your first game might enjoy some success, the sequels will be the money makers. 
				This is normal. Purchasers of 2D Fighters look for franchises, 
				games that have been around a while, so be sure to pick a name that will lend 
				itself well to sequels/spinoffs.
			 
			Example: 1st game: Jungle Blasters. 2nd game: Jungle 
					Blasters II: Extreme Flavor
			 
			Knowing this, you could simply call your first game the 2nd in 
				the series, and start rumors of the first one being great, guaranteeing you at 
				least moderate success with your 'first' game.
			 
			Note: It is preferable to give your sequel(s) a two-word 
				nickname, to differentiate it from others in your series, rather than simply 2, 
				3, 4, etc. If you are having difficulty with this step, I have made a list of 
				acceptable names to get you started. All you have to do is look at the chart on 
				the right and pick one word from Column A and one from Column B. Remember, 
				there are thousands of combinations to use. Be creative!
			 
			Character/Level Design: At minimum your 
				game needs 8 playable characters, and of those at least one of those 
				should be female, and of those at least one should be as 'hot' as 
				your hardware will allow. Remember, the game will target pre-teen adult males. 
				There's a reason they're called 'Joysticks'.
			 
			The characters themselves must be from different 
				areas/regions  the city/country/world/apartment/whatever the level 
				design.
			 
			Levels: Each character should have his/her own level. The 
				level should not only represent where the character is from, but should remind 
				the player, at least a little, of the character who 'owns' the level.
			
			 
			Moves: Each character in your game should have at least 
				one super-human move that they can perform while screaming something at the 
				same time. It can be the name of the move, a taunt, a grunt, really anything is 
				appropriate.  Coming up with names for moves can be difficult. I will help 
				you start by giving you a list of words to choose from. Pick one from Column C 
				and one from Column D, yadda yadda...
				
					
						| Column C | Column D | 
					
						| Rising | Cutter | 
					
						| Spinning | Buster | 
					
						| Leaping | Uppercut | 
					
						| Flash | Punch | 
					
						| Hyper | Kick | 
					
						| Massive | Headbutt | 
					
						| Tornado | Blaster | 
					
						| Lighting | Elbow | 
					
						| Hard | Fist | 
					
						| Death | Throw | 
					
						| Brutal | Crusher | 
					
						| Killer | Mangler | 
					
						| Maiming | Blade | 
					
						| Crackling | Spirit | 
					
						| Vibrating | Drill | 
					
						| Boring | Flame | 
					
						| Dizzy | Disaster | 
					
						| Rock-Hard | Catastrophe | 
					
						| Mauling | Knuckle | 
					
						| Burning | Bomb | 
					
						| Shaking | Flip | 
				
			 
			 
			Music/Sound: The music played in a stage should 
				remind the players of the character that 'owns' the stage. For this reason, 
				popular music is a poor choice unless one of the following are true:
			 
			1. Members of the band(s) are in the game
			
			2. You don't want anyone to play your game in 2 years when the 
				songs aren't popular any more.
			 
			Other than that, remember that punches and kicks should sound 
				like flesh getting pounded.
			 
			Story: Believe it or not, all fighting games 
				have a story. All these characters have to be fighting for a reason, right? One 
				ot the main things you have to remember about the story is that no one 
					cares about the story. Go ahead and try to remember the story 
				behind Street Fighter II or Killer Instinct. If you're 
				like 90%* of the game playing public, you won't be able to remember 
				much, if anything about the story. The story, flimsy as it may be, is 
				there to justify why the characters are beating each other senseless, and 
				that's about it.
			 
			Example:
			
			 
			Super Dorm Battle: Deluxe 
			
			 
			Someone left something in the back of the fridge, and it's 
					turned... EVIL. Now the 8 roommates must decide who gets to fight the entity 
					known simply as The Aluminumator. 
			
			 
			There you have it. If you follow these guidelines, you will have 
				a guaranteed best-seller on your hands.
			 
			
			
			*I made that number up. It's actually closer to 100%.