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    FAQ/Move List by JCarr

    Version: 1.0 | Updated: 07/11/96 | Printable Version | Search This Guide

    From: "John T. Carr III" <jtc11@columbia.edu>
    Newsgroups: rec.games.video.sony
    Subject: CRITICOM FAQ v.1.0
    Date: Thu, 11 Jul 1996 11:50:13 -0400
    
    CRITICOM FAQ v 1.0
    
    Written by John T. Carr III (c) 1996. The name CRITCOM and 
    the characters (c) Kronos corp. All opinions expressed 
    within, unless otherwise stated, are the author's own and do 
    not necessarily reflect those of Vic Tokai, Kronos Corp, or 
    the Chosen Ones. Permission is given to reproduce this FAQ 
    on the net (or one Printed copy for home use) provided that 
    this header is included. Failure to comply will bring a 
    Nezom battalion to your doorstep.
    
                       *****   C O N T E N T S   *****
    
    1. Why this FAQ
    2. Story
    3. Game Mechanics
    4. Characters and Moves
    5. Weird Stuff and Extras
    6. Reviews and Views
    
    ***************
    1. Why this FAQ
    ***************
    
    Believe it or not, there are a lot of people out there who 
    *like* this game.  And the people who hate it, I've found, 
    tend to fall into one of two camps: the "It isn't better 
    than Tekken/Toshinden" crowd and the "What's up with these 
    moves?!" crowd.  This FAQ is for both camps - as well as 
    for those who like the game.
    
    I'm not saying that CRITICOM is easy. If ever there was a 
    fighter for which the acronym 'RTFM' fits, it's CRITCOM. The 
    move patterns don't fit under any of the big 5 entirely. The 
    results of actions your opponent makes means you *do* have 
    to think when you play this game. You can't just cheese your 
    way through it (and incidentally, despite what a certain 
    popular game magazine says, you can't always lure your 
    opponent to the edge and watch him/her fall off. Maybe in 
    Level 1, but not after that).
    
    Doing the research for this was a labor of love. It had to 
    be, because the Road TO THE RELIC is a bastard and a half. 
    But, it holds surprises for the inventive. Or did you 
    *really* think that each character only had no more than 
    four moves per level?
    
    Immediate thanks for this FAQ go to Jim Kapostas, anime 
    music video meister extraordinaire, for getting me the game 
    as a Christmas present, and to Craig A. Jensen of 
    rec.games.video.sony, whose review in the midst of all the 
    "THIS GAME SUCKS!!!" posts intrigued me enough about the 
    game to give it a second look. Comments and criticisms are 
    welcome, and if it inspires someone else to go at the Chosen 
    Ones, I'll be happy.
    
    Still looking for:
    -----------------
    Get-up moves
    Secret codes
    Verification on SID's groundshaker
    
    ********
    2. Story
    ********
    
            "The Nezom and Zerai clans annointed themselves as the 
    "Chosen Ones" -- a self-proclamation spurred by the 
    acquisition of an ancient relic which bestowed great powers 
    upon its possesors, but not the wisdom to wield that power. 
    Led by their emperor, the Chosen Ones purged all resistance, 
    annihilating entire races. The planet Hyperia fell into the 
    War Era.
    
            In the end, the Chosen Ones achieved compliance, if not 
    obedience. The years of ruthless supremacy took its toll on 
    the Emperor. In his old age, the dying Emperor passed on the 
    relic to its new heirs. A new age of peace and prosperity is 
    about to begin...
    
            ... or so it seemed..."
                                             - from the opening
    
    Two flashes of light, and suddenly the relic is gone - its 
    protectors lying on the floor. 
    
    The Chosen Ones, fearful that news should leak of the 
    events, quickly replaced the relic with a replica and began 
    taking steps to finding and reacquiring their source of 
    power. Both Delara Zerai and Sonork Nezom, heirs to the 
    throne, went on seperate quests: Delara, to regain her 
    honor, as she was one of the guardians of the relic when it 
    was stolen; and Sonork to prove his fitness to rule, given 
    his brother's untimely passing. The Chosen Ones also hired a 
    soldier-of-fortune, Dayton Trent, to pursue the relic.
    
    However, rumors spread of the existance of the Relic. Rumors 
    which, in certain ears, inspired thoughts of lost pride, 
    power unimaginable -- and a chance for revenge.
    
    *****************
    3. Game Mechanics
    *****************
    Each bout is one fall. You win by either knocking your 
    opponent out, knocking him out of the arena, or having the 
    most energy left when time runs out. The severity 
    of this "critical combat" (get it?) is mitigated by your 
    character's having two life bars. You know you're on your 
    second life bar when the gold circle by yours disappears.
    
    After you've defeated all your opponents (including a mirror 
    image of yourself), you face the next higher-level version 
    of yourself. Triumph, and you get the password for that 
    version of yourself as well as more moves and better 
    defensive armor. It is this progressive nature of the 
    gameplay that makes Criticom unique: your character improves 
    and learns new things. Lest we forget, so do your opponents. 
    Take Sonork for example. As combat progresses, he replaces 
    one arm with a wicked scythe; by Level 3, he is almost 
    totally cyborged - testimony to his willingness to do 
    anything to win.  And, at the end of your Level 3 battles, 
    you face the thief who stole the relic - who is none other 
    than...
    
    Button Configuration
    --------------------
    (Config. 1 (Default), with character facing right:)
    
        _____              _____
       /     \------------/     \         L1: Dodge right
      :   U   :   SONY   :   T   :        L2: Dodge left
      : B   F : --    -- : S   O :        R1: Special (1)
      :   D   :----------:   X   :        R2: Special (2)
       \_____/            \_____/         Select:
                                          Start:
    
       U - Up              S - Square: Jab (1)\ Menu Select
       B - Back            X - Cross: Jab (2)\ Menu Select
       F - Forward         T - Triangle: Kick (1)\Menu Select
       D - Down            O - Circle: Kick (2)\ Menu Select
    
    Option Screens
    --------------
    TITLE SCREEN: Select TOURNAMENT, 2-PLAYER, or OPTIONS by 
    moving the cursor with the direction pad and pressing S, X, 
    T, O, or START.
    
    CHARACTER SELECT: Pressing the direction pad will circle the 
    clansmen around, with their data appearing in the window 
    above their standing form. Pressing S, X, T, or O will 
    select the character in front. In tournament mode, the 
    computer will pick your opponent. In 2-player mode, pressing 
    Start after selecting the characters will start the game.
    Pressing select will move you to the Options screen. 
    Pressing select and start together will reset the game and 
    move you to the title screen.
    
    OPTIONS SCREEN: Move up and down the various options with 
    the direction pad. Moving right or left at an option toggles 
    the various choices:
    
       TIMER: 99 or 00 (infinity)
       MUSIC VOLUME: 0-9 (9 is default)
       SFX VOLUME: 0-9 (9 is default)
       BUTTON CONFIGURATION: P1 AND P2
         There are four different configs; I humbly suggest you
         stick with Config.1 while learning the game.
       LOAD/SAVE: Moves to the LOAD/SAVE screen.
       EXIT: Takes you back to either main title or character
             select.
    
    LOAD/SAVE SCREEN: This is where you enter in passwords to 
    fight with your warrior at a higher level (and get more 
    nifty moves). Conversely, you can load in data saved on your 
    memory card here or save an existing game as well. If you 
    try to enter in a password during the course of a game, the 
    computer will ask you if you wish to quit that particular 
    game before it does the power-up.
    
    NB: You cannot enter the access code given at the end of 
    game here. That's for Criticom II, which has been announced
    as an upcoming title by Vic Tokai at the 1996 E3.
    
    
    Basic Moves and Strategy
    ------------------------
    First and foremost, it cannot be stressed enough that 
    Criticom is a true-space 3D fighting game. What this means 
    is, if you flub an attack and go sailing past you opponent, 
    you will not automatically swivel to face him\her. In other 
    words, *you*have*to*aim*your*attacks*. Nothing is more 
    frustrating than catching your opponent unawares, knocking 
    him down, and then flubbing the pounce because you didn't 
    take into account where he landed when you knocked him down. 
    By the same token, however, few things are more satisfying 
    than blasting an obnoxious opponent in the back a few times.
    
    You also have to be a bit more aware of where you are in 
    relation to the edge of the arena (mostly because it's 
    circular) than in other polygonal games. Wheras most players 
    find this frustrating and\or cheesy, I think it mirrors real 
    life: if you're fighting someone at the edge of a cliff, 
    you're going to try and knock them off the cliff if they 
    give you half the chance. A good example of this principle 
    is in Toshiden with Fo's and Sofia's stages. So, having a 
    good grasp of the fighting fundamentals - more so than the 
    combos - is more important in becoming a good player at this 
    game (which is a radical idea for fighting games these days 
    :) ). Or, as a friend of mine put it after managing to throw 
    me off the edge after being beaten down to his final 
    flashing lifebar (he was S.I.D., I was Exene), "It's a lot 
    like playing 9-ball. It doesn't matter if you have a run on 
    1-8 if you make a mistake and your opponent sinks the 9."
    
    1.  S + X - Strong Jab
        T + O - Strong Kick\ Roundhouse
    
        For most characters a kneeling roundhouse results in a 
        knockdown if it connects.
    
    2.  Charge: Double tap and hold F
        Retreat: Double tap and hold B
    
        Retreats can also do damage if, like Delara, your 
        character backlflips to get out of the way.
    
    3.  Use L1 and L2 to roll right and left, respectively. A 
        good way to avoid projectiles, though it can leave you 
        open if you do it too much.
    
    4.  U - Jump
        D - Crouch
    
        Some projectiles can be thrown from the air; others can 
        be ducked or jumped.
    
    5.  Guards: a standing guard will block any standing or air 
        attacks, while a low guard will block low attacks and 
        ground projectiles. Learn your oppenent's combos so 
        you'll know how to block them, as they mix both high and 
        low attacks. If you take too many hits in succession, 
        your character will get dizzy. Hit right and left on the 
        directional pad repeatedly to bring him out of it 
        quickly.
    
    6.  While your character will get up after three seconds 
        when he falls, tapping the directional buttons will 
        bring him up faster. Tapping U or D will bring him up 
        where he fell; tapping B or F will bring him up in that 
        direction (this can cause damage with Demonica and other 
        characters.)
    
        When your opponent is down, pressing U and X will make 
        your character leap in the air and land on your 
        opponent, usually weapons first.  This is true even from 
        far away, but be warned - the farther the pounce, the 
        more time your opponent has to recover and dodge out of  
        the way\ counterattack.  Some characters have "down" 
        attacks - i.e. when knocked down, hitting that sequence 
        will make them get up quick and fight, often surprising 
        your opponent. 
    
    7.  Throws: when close to your opponent tap forward, hold 
        and press R1 and R2 simultaneously. You can't throw 
        someone if you're behind them or to the side. 
    
        Learn how to throw. Trust me, it's worth it.
    
    8.  Chain, but aim: you can chain combos in this game by 
        entering in the combo for one just as the first is 
        ending (Delara, Dayton and Exene seem to be able to do 
        this the easiest.)  YOu can also tack on single moves to 
        the end of combos. Be warned, though: if you lock 
        yourself into *too* long a combo, or don't aim your 
        attack by tapping the directional button, you can leave 
        yourself wide open.
    
    
    ***********************
    4. Characters and Moves
    ***********************
    
    DAYTON TRENT
    ------------
    "Oh yeah!"
    
            Dayton's motto: "If it exists, I'll find it."  His fast 
    wit and a "trust no one" attitude perpetuated this career as 
    a soldier of fortune/ investigator.  The Chosen Ones hired 
    Dayton to find the Relic.  His motive is to retire on the 
    sale of the Relic to the highest bidder and perhaps take up 
    fishing.
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Flying Uppercut                                      LVL 1
    
    Hold R2 + F                   Leap upward with screw upper
                                  cut.
    
    -----------------------------------------------------------
    Triple Slash                                         LVL 1
    
    Hold R1 + F                   Three slashes with knife.
    
    -----------------------------------------------------------
    Lazer Blast                                          LVL 1
    
     |  \  -o + S                 Blast from hand laser.
     o   o 
    
    -----------------------------------------------------------
    Roll Slash                                            LVL 1
    
    Hold R2 + S                   Roll forward + low slash
    
    -----------------------------------------------------------
    Punch Kick Slide Combo                                LVL 1
    
    Hold R1 + S, X                J(1) + K(3) + Slide
    
    -----------------------------------------------------------
    Triple Punch Kick Combo                               LVL 1
    
    Hold R1 + S, O                J(1), J(2), J(3) + K(3)
    
    -----------------------------------------------------------
    Strong Punch Kick Combo                               LVL 1
    
    Hold R1 + O, X                P(3) twice + standing round-
                                  house
    
    -----------------------------------------------------------
    Multi-slash Double Kick Combo                         LVL 1
    
    Hold R1 + F + S               Multi-slash + J(2) + J(3)
    
    -----------------------------------------------------------
    Triple Punch Slide Combo                              LVL 1
    
    Hold R1 + X, X                Kneeling J(1), J(2), J(3) +
                                  slide
    
    -----------------------------------------------------------
    Double Punch Combo                                    LVL 1
    
    Hold R1 + X, O                P(3) twice + kneeling K(1)
    
    -----------------------------------------------------------
    Low Triple Punch Combo                                LVL 1
    
    Hold R1 + X, S                Kneeling P(1), P(2), P(3)
    
    -----------------------------------------------------------
    Roll Slash Uppercut Combo                             LVL 1
    
    Hold R2 + S, T                Roll Slash + Flying Uppercut
    
    -----------------------------------------------------------
    Roll Slash Triple Slash Combo                         LVL 1
    
    Hold R2 + S, S                Roll Slash + Triple Slash
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Slide                                                 LVL 2
    
    Hold R2 + D                   Slide forward
    
    -----------------------------------------------------------
    Slide Multi-slash Combo                               LVL 2
    
    Hold R2 + D + X               Slide + Triple Slash
    
    -----------------------------------------------------------
    Aerial Blast                                          LVL 2
    
     |  \  -o + T                 Shoot into air
     o   o
    
    NB: Can also be done while jumping; in-air Aerial Blast is
        air-to-ground.
    
    -----------------------------------------------------------
    Jumping Lazer                                         LVL 2
    
    Jump, |  \  -o + S            In air, shoot directly in 
          o   o                   front.
    
    -----------------------------------------------------------
    Slide Lazer Combo                                     LVL 2
    
    Hold R2 + D + S               Slide, jump back, Lazer blast
    
    -----------------------------------------------------------
    Slide Uppercut Combo                                  LVL 2
    
    Hold R2 + D + T               Slide + Flying Uppercut
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Rapid Lazer                                           LVL 3
    
     | \  -o + R1                 Five quick bursts from Lazer
     o  o
    
    -----------------------------------------------------------
    Roll Slash Rapid Lazer Combo                          LVL 3
    
    Hold R2 + S, T, T             Roll forward, Triple slash,
                                  side roll, Rapid Lazer
    
    -----------------------------------------------------------
    Roll Slash Slide Combo                                LVL 3
    
    Hold R2 + S, X                Roll slash + slide
    
    -----------------------------------------------------------
    Punch Kick Combo                                      LVL 3
    
    Hold R1 + S, S                2 punches and Kick
    
    ___________________________________________________________
    
    
    
    DELARA ZERAI
    ------------
    "It's my destiny!"
    
            Delara is from the Zerai clan. Zeraians' ideology 
    rejects technology in all forms.  They view that skill and 
    honor weave the very fabric of a true warrior.  While 
    defending the Relic from the thief, her Nezom counterpart 
    was killed.  Now she seeks vengeance on the one who stole 
    the Relic and her destiny.
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Flying Uppercut                                       LVL 1
    
    Hold R1 + F                   Jumping Uppercut
    
    -----------------------------------------------------------
    Roll Slash                                            LVL 1
    
    Hold R1 + D                   Roll forward, low slash
    
    -----------------------------------------------------------
    Roll Slide Combo                                      LVL 1
    
    Hold R1 + D + X               Roll Slash + Low K(3)
    
    -----------------------------------------------------------
    Roll Slice Combo                                      LVL 1
    
    Hold R1 + D + S
    
    -----------------------------------------------------------
    Roll Slash Uppercut Combo                             LVL 1
    
    Hold R1 + D + T
    
    -----------------------------------------------------------
    3-hit Blade Kick Combo                                LVL 1
    
    Hold R1 + T, S
    
    -----------------------------------------------------------
    3-hit Low Swing Combo                                 LVL 1
    
    Hold R1 + X, S
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Tri-slice                                             LVL 2
    
    Hold R1 + S
    
    -----------------------------------------------------------
    Dragon Wave                                           LVL 2
    
     | \ -o + S
     o  o
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    -----------------------------------------------------------
    Multi-slice combo (UNVERIFIED)                        LVL 3
    
    Hold R1 + S + X
    
    -----------------------------------------------------------
    Air-wave Blast                                        LVL 3
    
     | \  -o + T
     o  o
    
    -----------------------------------------------------------
    Ground Wave Blast                                     LVL 3
    
     | \  -o + X
     o  o
    
    -----------------------------------------------------------
    Slide Ground Wave Combo                               LVL 3
    
    Hold R1 + X, X
    
    ___________________________________________________________
    
    
    
    DEMONICA
    --------
    "Heeee hee hee hee heee!"
    
            Demonica comes from an alternate Dimension and her 
    desire for the Relic is speculative.  Her intentions may be 
    to bring the Relic into her own realm for some diabolical 
    purpose.  Demonica has an ancient stone similar to the Relic 
    in her own dimension.  She knows that in obtaining a second 
    stone, her evil will be supreme and darkness will spread to 
    the ends of the universe.
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
      Fireball                                            LVL 1
       |  \ -o  +  S               Shoots fireball
       o   o
     -----------------------------------------------------------
     Claw Charge                                          LVL 1
     Hold R1 + F                   Lunges forward, claws extend-
                                   ed; multiple hits.
    ------------------------------------------------------------
    Claw Fireball Combo                                  LVL 1
    Hold R1 + F + S               Claw charge followed by 
                                  fireball
    -----------------------------------------------------------
    Claw Charge Punch Combo                               LVL 1
     Hold R1 + F + O
    ------------------------------------------------------------
    Triple Fireball                                      LVL 1
     |  \ -o  +  S  + X           Fireball, then sidestep, then
                                  second fireball, then side-
                                  step, then third fireball
    ------------------------------------------------------------
    Triple Kick Combo                                    LVL 1
    Hold R1 + S, S
    ------------------------------------------------------------
    Triple Kick Combo (2)                                LVL 1
    Hold R1 + X, X
    ------------------------------------------------------------
    Triple Punch Combo                                   LVL 1
    Hold R1 + S, X
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Worm Wave                                             LVL 2
    
     |  \ -o + O
     o   o
    
    -----------------------------------------------------------
    Triple Wave                                           LVL 2
    
      |  \ -o  + T  + O
      o   o
    
    -----------------------------------------------------------
    Hurricane                                             LVL 2
    
    Hold R2 + F
    
    -----------------------------------------------------------
    Claw Charge Worm Wave Combo                           LVL 2
     Hold R1 + F + X
    -----------------------------------------------------------
    Hurricane Kick Combo                                  LVL 2
     Hold R2 + F + X
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Tumble charge                                         LVL 3
    
     Hold R1 + O                   Forward flip kick, knockdown
                                   if connects.
    -----------------------------------------------------------
     Upwards Fireball                                     LVL 3
    
      |  \ -o  +  T                Wormblast sent skyward; if
      o   o                        done while jumping, it be-
                                   comes a tri-directional 
                                   blast.
     ----------------------------------------------------------
     Rapid Fireballs                                      LVL 3
      |  \ -o  +  R1               Five fireballs in rapid
      o   o                        succession.
     ----------------------------------------------------------
     Alternating Fireball                                 LVL 3
      |  \ -o  +  R2               Fireball, wormblast, fire-
      o   o                        ball, wormblast
     ----------------------------------------------------------
     Flip Kick Bouncing Fireball Combo                    LVL 3
     R1 + D + X                    Flip kick followed by worm-
                                   blast.
     __________________________________________________________
    
    
    SGT. EXENE DULAIT
    -----------------
    "Who's your daddy?"
    
            Exene grew up on a planet scarred by constant wars. She 
    was raised in the military, but after witnessing mass de-
    struction of entire cities, she left her planet dismayed by 
    the senseless loss of lives.  In her travels, Exene learned 
    of an ancient Relic that possessed great mystical powers.  
    She now seeks the Relic with the hope of using it to stop 
    the wars on her beloved planet.
    
    Outfits:
    
    
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Roundhouse Slap                                       LVL 1
    
    Hold R2 + F                   Spins around, hitting with
                                  tonfu.
    
    -----------------------------------------------------------
    Rapid Stick                                           LVL 1
    
    Hold R1 + F                   Wades forwards, tonfu flying.
    
    -----------------------------------------------------------
    Tazer Blast                                           LVL 1
    
    | \ -o + S                    Pulse blast 
    o  o
    
    -----------------------------------------------------------
    Roundhouse Blast Combo                                LVL 1
    
    Hold R2 + T + F               Roundhouse w/ Tazer
    
    -----------------------------------------------------------
    3-hit Punch Combo                                     LVL 1
    
    Hold R1 + S, S                Standing punch, kneeling
                                  mid- punch, kneeling strong
                                  punch.
    
    -----------------------------------------------------------
    Swing Backflip Combo                                  LVL 1
    
    Hold R1 + F + T               See title.
    
    -----------------------------------------------------------
    Rapid Stick Backflip Roundhouse Combo                 LVL 1
    
    Hold R1 + F + S               Rapid stick to backflip to
                                  standing roundhouse kick.
    
    -----------------------------------------------------------
    Roundhouse Kick Combo                                 LVL 1
    
    Hold R2 + S + F               Roundhouse slap, high round-
                                  house kick to low roundhouse
                                  kick.
    
    -----------------------------------------------------------
    Get Up Slash                                          LVL 1
    
    R1 + D                        (After being knocked down)
                                  roll forward, kneeling rapid
                                  stick
    
    -----------------------------------------------------------
    Get Up Slash Swing Combo                              LVL 1
    
    R1 + D + S                    (After being knocked down)
                                  roll forward, kneeling rapid
                                  stick, kneeling strong punch
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Tumble Jab                                            LVL 2
    
    Hold R1 + T                   Forward somersault w/ rapid
                                  stick
    
    -----------------------------------------------------------
    Tumble Low Jab                                        LVL 2
    
    Hold R2 + T                   Forward somersault w/ low
                                  slash
    
    -----------------------------------------------------------
    Electro Blast                                         LVL 2
    
    | \ -o + R2                   Large blast; longer range
    o  o                          than tazer
    
    -----------------------------------------------------------
    Kick Slide Combo                                      LVL 2
    
    Hold R1 + S, X                Mid-kick and slide kick
    
    -----------------------------------------------------------
    Rapid Stick Slide Combo                               LVL 2
    
    Hold R1 + F + X               Rapid stick plus slide
    
    -----------------------------------------------------------
    Swing Backflip Electro Combo                          LVL 2
    
    R1 + F + S                    Low strong punch, backflip,
                                  and Electro blast
    
    -----------------------------------------------------------
    Slide                                                 LVL 2
    
    Hold R1 + X                   Slide forward
    
    -----------------------------------------------------------
    Rapid Stick Backflip Tazer Combo                      LVL 2
    
    Hold R1 + F + T               Rapid Stick, retreating back-
                                  flip, tazer blast
    
    -----------------------------------------------------------
    Roundhouse Tazer Backflip                             LVL 2
    
    Hold R2 + F + T               See title.
    
    -----------------------------------------------------------
    Get Up Slash, Backflip Electro Combo                  LVL 2
    
    R1 + D + T                    (After being knocked down)
                                  roll forward, low slash, 
                                  backflip w/ Electro blast
    
    -----------------------------------------------------------
    Get Up Slash Slide Combo
    
    R1 + D + X                    (After being knocked down)
                                  roll forward, low slash, 
                                  slide kick
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Taser Rush                                            LVL 3
    
    | \ -o + R1                   Multiple Taser blasts
    o  o 
    
    -----------------------------------------------------------
    Power Charge Uppercut                                 LVL 3
    
    Hold R1, O, S, T              Low electrified charge for-
                                  ward ending in uppercut w/sky
                                  backflip
    
    ___________________________________________________________
    
    
    
    GORM
    ----
    [Editor's note: Still waiting for Dorlonese/English 
    dictionary, thus no quote.]
    
            Gorm comes from a dying race called the Dorlons.  The 
    number of Dorlons that still remain are unknown.  They are a 
    peaceful race whose culture was forged by one prophecy.  It 
    is their belief that the ancient Relic was the birth stone of 
    their race.  It was prophesied that some day a champion will 
    acquire the Relic and return it to its rightful home.
    
    Outfits:
    
    
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Low Jab                                               LVL 1
    
    Hold R1 + X
    
    -----------------------------------------------------------
    Power Blade                                           LVL 1
    
     |  \ -o  +  X
     o   o
    
    -----------------------------------------------------------
    Tri-slice                                             LVL 1
    
    Hold R1 + S
    
    -----------------------------------------------------------
    3-hit Slide Kick Combo                                LVL 1
    
    Hold R1 + S, O
    
    -----------------------------------------------------------
    3-hit Punch Kick Combo                                LVL 1
    
    Hold R1 + S, T
    
    -----------------------------------------------------------
    4-hit Blade Combo                                     LVL 1
    
    Hold R1 + S, X
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + O, S
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Dual Edge Blow                                        LVL 2
    
     |  \ -o  + S
     o   o
    
    -----------------------------------------------------------
    Charge Jab                                            LVL 2
    
    Hold R1 + D
    
    -----------------------------------------------------------
    Charge Multi-Jab                                      LVL 2
    
    Hold R1 + D + X
    
    -----------------------------------------------------------
    Charge Low Jab Hard Punch Combo                       LVL 2
    
    Hold R1 + D + O
    
    -----------------------------------------------------------
    Triple Low Jab Combo                                  LVL 2
    
    Hold R1 + X, X
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Body Torpedo                                          LVL 3
    
    R1 + F
    
    -----------------------------------------------------------
                                                          LVL 3
    
    Hold R1 + F + X
    
    -----------------------------------------------------------
                                                          LVL 3
    
    Hold R1 + F + S
    
    ___________________________________________________________
    
    
    
    S.I.D.
    ------
    [machine roar]
    
            Product of a twisted experiment, the Sentient Inte-
    rated Droids wander the wilderness with one goal: destroy 
    all carbon based life forms.
    
    Outfits:
    
    
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Missile                                               LVL 1
    
     |  \ -o  +  S
     o   o
    
    -----------------------------------------------------------
    Double Side Kick                                      LVL 1
    
    Hold R2 + F
    
    -----------------------------------------------------------
    4-hit Jab Combo                                       LVL 1
    
    Hold R1 + T, S
    
    -----------------------------------------------------------
    4-hit Jab Kick Combo                                  LVL 1
    
    Hold R1 + S, O
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Aerial Missile                                        LVL 2
    
     |  \  -o  +  T
     o   o
    
    -----------------------------------------------------------
    Charge Slash                                          LVL 2
    
    Hold R1 + F
    
    -----------------------------------------------------------
    Ground Wave                                           LVL 2
    
     |  \  -o  +  X
     o   o
    
    -----------------------------------------------------------
    Slash Combo                                           LVL 2
    
    Hold R1 + S, S
    
    -----------------------------------------------------------
    Charge Slash Leg Sweep Combo                          LVL 2
    
    Hold R1 + O, O
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Rapid Fire Missile                                    LVL 3
    
     |  \  -o  +  R1
     o   o
    
    -----------------------------------------------------------
    Air Roll Charge                                       LVL 3
    
    Hold R1 + X
    
    ___________________________________________________________
    
    
    
    SONORK NEZOM
    ------------
    "That didn't hurt!"
    
            Sonork's brother was destined to become the Emperor.  
    However his brother was wounded in the attempt to protect 
    the Relic.  Seeing an opportunity to become the leader of 
    the Chosen Ones, Sonork killed his brother.  Despite his 
    lack of physical strength and combat skill, Sonork proved 
    that he will go to extreme lengths to wield the ultimate 
    power.
    
    Outfits:
    
    
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Power Slide                                           LVL 1
    
    Hold R2 + F
    
    -----------------------------------------------------------
    Roundhouse                                            LVL 1
    
    Hold R1 + F
    
    -----------------------------------------------------------
    Punch Kick Combo                                      LVL 1
    
    Hold R1 + S, S
    
    -----------------------------------------------------------
    Slide Punch Kick Combo                                LVL 1
    
    Hold R2 + F + S
    
    -----------------------------------------------------------
    Roundhouse Uppercut Combo                             LVL 1
    
    Hold R1 + F + S
    
    -----------------------------------------------------------
    Triple Punch Combo                                    LVL 1
    
    Hold R1 + S, X
    
    -----------------------------------------------------------
    Triple Uppercut Combo                                 LVL 1
    
    Hold R1 + X, X
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Plasma sickle                                         LVL 2
    
     |  \  -o  +  R2
     o   o
    
    -----------------------------------------------------------
    Ground Plasma Sickle                                  LVL 2
    
     |  \  -o  +  X
     o   o
    
    -----------------------------------------------------------
    slide slash Kick Combo                                LVL 2
    
    Hold R2 + F + X
    
    -----------------------------------------------------------
    Triple Kick Combo                                     LVL 2
    
    Hold R1 + O, O
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Rapid fire Sickle                                     LVL 3
    
     |  \  -o  +  R1
     o   o
    
    -----------------------------------------------------------
    Aerial Blast                                          LVL 3
    
     |  \  -o  +  T
     o   o
    
    -----------------------------------------------------------
    Single shot                                           LVL 3
    
     |  \  -o  +  S
     o   o
    
    -----------------------------------------------------------
    Triple Punch Rapid Fire Combo                         LVL 3
    
    Hold R1 + S, O, S
    
    -----------------------------------------------------------
    Tricky Slide Rapid Fire Combo                         LVL 3
    
    Hold R1 + X, S, T
    
    ___________________________________________________________
    
    
    
    YENJI
    -----
    "Hmph!"
    
    Yenji was young when she witnessed the death of her family 
    during the War Era.  She and other survivors hid in caves to 
    evade capture.  Fueled by hate, she trained diligently both 
    physically and mentally knowing that her time for vengeance 
    would be at hand. Rumors of the stolen Relic prompted Yenji 
    to leave her dwelling.  If she can find and destroy the 
    Relic, the reign of the Chosen Ones will be at a complete 
    end.
    
    Outfits:
    
    
    
    
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
     L E V E L   1   M O V E S   
    -=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*=-=1=-=*
    Claw Charge                                           LVL 1
    
    Hold R1 + F
    
    -----------------------------------------------------------
    Lightning Kick                                        LVL 1
    
    Hold R1 + S, S
    
    -----------------------------------------------------------
    Roll Jab                                              LVL 1
    
    Hold R1 + D
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + S
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + X
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + O
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + S, X
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + X, X
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + X, S
    
    -----------------------------------------------------------
                                                          LVL 1
    
    Hold R1 + D + T
    
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
     L E V E L   2   M O V E S
    -=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*=-=2=-=*
    Giant Shuriken                                        LVL 2
    
     |  \  -o  +  S
     o   o
    
    NB: Can also be done in air
    -----------------------------------------------------------
    Multi-cut                                             LVL 2
    
    Hold R1 + T
    
    -----------------------------------------------------------
                                                          LVL 2
    
    Hold R1 + F + S
    
    -----------------------------------------------------------
                                                          LVL 2
    
    Hold R1 + T, S
    
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
     L E V E L   3   M O V E S
    -=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*=-=3=-=*
    Ground dash                                           LVL 3
    
    Hold R1 + S + D
    
    -----------------------------------------------------------
    Tri-Shuriken                                          LVL 3
    
     |  \  -o  +  R1
     o   o
    
    ___________________________________________________________
    
    *************************
    5. Weird Stuff and Extras
    *************************
    1) CD Tracks
       ---------
       Track 1: Data Track
       Track 2: Delara's Theme
       Track 3: Gorm's Theme
       Track 4: Yenji's Theme
       Track 5: S.I.D.'s Theme
       Track 6: Dayton's Theme
       Track 7: Demonica's Theme
       Track 8: Sonork's Theme
       Track 9: Exene's Theme
       Track 10: Character Selection Screen
       Track 11: Title Screen
       Track 12: Emperor's Theme
       Track 13: Closing Credits
    
    2) Weird Criticom Facts
       --------------------
       S.I.D. can only be thrown by Yenji, who leaps over him 
       and knocks him over. No one else's throw works against 
       him - not even Demonica's!
    
       When S.I.D. wins, be it player or computer, there is no
       vocal recognition of that fact (i.e. "Player 1 triumphs."
    
       All demo fights are Exene Vs someone else. If you have 
       data loaded in from a memory card, the levels of the demo 
       characters will change accordingly. LVL 3 settings on 
       both P1 and P2 make for some interesting viewing.
    
       Track #13 is the end theme, true, but the audio during 
       the end credits is redbooked (i.e., the program does not 
       read track #13 to play the music). Does this mean that 
       track #13 is just for show? Or is it similar to track #12 
       in Battle Arena Toshinden, which is played only when a 
       certain condition is filled?  And, if so, what condition?
    
       Sprite collision detection (that which keeps the polygons 
       from melding into the same space at the same time) is 
       turned off at the instant one character's life end. This 
       makes for some pretty interesting victory poses at 
       times...
    
       Slip Slidin' Away: When you retreat with Delara, if you 
       hold D as she backflips, she'll keep sliding backwards in 
       the crouch position until she eventually slides off the 
       side...
    
    3) Passwords and Access Codes
       --------------------------
       Name          LVL 2          LVL3          ACCESS
       ----          -----          ----          ------
       DAYTON        SIER           ETER          DIRAT
       DELARA        PHAN           KING          DCINO
       DEMONICA      GONE           WORL          DANAR
       EXENE         SPHE           WING          ESCIN
       GORM          CHAM           MARV          GODNE
       S.I.D.        ODTH           BATM          SOBRU
       SONORK        PLAY           CHRO          SSISE
       YENJI         SPID           STAR          YAHAM
    
    4) View the Endings
       ----------------
       To see the ending for your favorite character, enter  
       the LOAD/SAVE screen and at that character's name enter 
       TTAM. You'll then see that character's ending movie, 
       his/her access code, and the end credits.
    
    5) On the Emperor
       --------------
       Your final opponent is none other than the Emperor 
       himself.  Fearing that his successors did not have the 
       ruthlessness needed to rule, he stole the Relic and used 
       its mystic powers to regain his youth and strength.  He's 
       smart, fast, ruthless and has most (if not all) of both 
       Delara and Sonork's moves. And from all empirical 
       evidence, he can't be thrown.
    
       Oh, one last thing: your fight with the Emperor is un-
       timed. Either he dies or you do.
    
       Good luck; you'll *need* it.
    
    ********************
    6. Reviews and views
    ********************
    
    From:  jlee@clyde.ics.uci.edu (Orion Pax)
    Date:         1995/12/02
    Newsgroups:   rec.games.video.sony
    <BR>
    
    Look for the grabs, secret moves that get added each level, 
    and codes. :)
    
    Date:         1996/01/20
    Newsgroups:   rec.games.video.sony
    <BR>
    Hi, I would like to just make some corrections to your 
    excellent review of Criticom.  Don't want people to 
    get even more skewed views of what the game is like. :)
    
    PETER BOTT (peter.bott@swcbbs.com) wrote:
    [snip]
    : ***  Sound:  8.0  ***
    
    : i *really* liked the sound fx in this one.  it's standard  
    : kick/punch/hit fx, and the music is decent, but not 
    groundbreaking. 
    
    : what i really liked were the in-game taunts and screams.  
    each fighter  : features his/her unique taunt set.   while 
    you're fighting, your 
    
    Thanks.  It was initially my idea when I suggested 
    Criticom didn't do the StreetFigher-ish sound effects that 
    get real repetitive.  At least somebody liked it. :) 
    
    : ***  Gameplay:  4.0  ***
    
    : grab a thesaurus and look up bad.  see all those words?  
    well that  : basically sums up the game engine here.  allow 
    me to explain :)
    
    : each fighter features 4 attack buttons: light punch, hard 
    punch, light  : kick, hard kick.  2 roll buttons, you either 
    roll to the left or to the  : right.  2 special moves 
    buttons, to do a special move, you hold in one  : of the R 
    buttons and do a simple move with the d-pad, it's too easy.
    
    No, actually there's 3 different attacks per limb.  Light, 
    medium, hard. It's one, the other, and both buttons to do 
    these different ones.  There's also a short-jump attack 
    besides the normal jump-attack; similiar to Tekken's short 
    hop attack.  Grabs and ground slams are pretty fun too. 
    There's a large variety of moves too besides hold the button 
    and d-pad motion.  Some are Tekken-ish, some Street-Fighter 
    II-ish, some WeaponLord-ish, whatnot.  Guess it's too many 
    combat systems combined, huh? :)
    
    : the main problem here is that the standard attack buttons 
    only do ONE  : thing despite whatever way you're holding the 
    d-pad.  the only  : variation you'll get on an attack is if 
    you're holding down, that way  : you can do a crouch attack.  
    becuz of this, the standard attack moves  : are very VERY 
    limited, and this is what in the end, kills the  : 
    possiblity for any sort of combo system.
    
    There's built in pre-programmed combos, besides the ones you 
    can do yourself since the moves sorta "cache" as you do 
    them.  You just have to find these moves.
    
    : as well.  i believe you can be leveled up three times(each 
    time you  : level up, your character's graphics change 
    slightly), and i'm not sure  : so bored after leveling up 
    one of my characters once, that i couldn't  : stand to play 
    it through again, let alone 2 more times. 
    
    Try TTAM. :)
    
    Date:         1995/12/25
    Newsgroups:   rec.games.video.sony
    <BR>
    Try FE** somewhere and see what it does.  There's still 
    other hidden codes.  Stop and think about it and you won't 
    spend hours trying out the right combination for the codes. 
    ;)
    
    From jensen@math.cornell.eduTue Mar 26 10:30:06 1996
    Date: 25 MAR 1996 16:49:36 GMT 
    From: "Craig A. Jensen" <jensen@math.cornell.edu>
    Newsgroups: rec.games.video.sony
    Subject: Re: CFD: Criticom 
    
    In article <4j64ai$pnm@larry.rice.edu>, xethair@rice.edu 
    says...
    >
    >Hey, I know most people didn't like criticom, but I 
    remember at least  >one  >person who said it really was 
    good, once the characters were all up  >levels. Is there 
    anyone who would give the game a positive review? How  
    >about a comparison with zero divide?
    
    Ok, I'll bite.  It is currently at a friend's house, but I 
    think I can  remember the relevant details.
    
    **Graphics: 8/10.  It has extremely good graphics.  There's 
    very little  polygonal flickering (much less than Tekken).  
    (For the Zero Divide  comparison, ZD has much less 
    flickering than either Criticom or Tekken.)
    
    Although each character doesn't have an extremely large 
    number of  polygons, they still look nice.  Also, you need 
    to recall that they have  different graphics for each 
    character.
    
    Arenas are essentially 3D floors with 2D stuff pasted to the  
    sides/horizons, if I recall.  Some of the arenas had 
    sides/horizons that  looked more 3Dish than 2Dish, though, 
    if I recall correctly.
    
    The characters were colorful and exotic.  The backgrounds, 
    while lacking  the clean elegance of TSDs, were creative and 
    attention-getting.   Overall, the game looked very nice.
    
    The graphics had some glitches that were annoying.  First 
    off, when you  did a throw you would often partially meld 
    into the other person while  the throw was being performed.  
    This looked wierd but had no other  effects.  The other 
    glitch was that when you died, collision detection  for the 
    characters was turned off.  Hence when your character killed 
    the  other character, you would move right through him as he 
    fell to the  ground.  This obviously didn't really effect 
    the game, as it happened  after the match was over.
    
    The game had tons of very good FMV.  If you are a big fan of 
    FMV, this  could very easily change the graphics score of 
    8/10 to one of 9/10.   There is introductory FMV and closing 
    FMV for each character.  Also,  while the final credits are 
    rolling, there's some very nice sketches that  they show.
    
    **Sound: 5/10.  They did an average job on this.  Sound 
    effects were  sparse and sometimes repetitive.  Characters 
    did sometimes say things.   The music is ok, but sometimes a 
    little too attention getting (i.e.,  Sonork's "galactic 
    empire" music.)  Overall, they did a standard job on  this.
    
    **Difficulty: Easy.  I think this is where the game ran into 
    problems.   See my comments under gameplay for more details.
    
    **CD access: Fast and unobtrusive.
    
    **Gameplay: 7/10.  This one is really tricky to rate.  It 
    could vary very  easily from person to person, and you 
    should probably look at 7/10 more  as an averaging of what 
    different people would rate it.
    
    The main problem that people have with the game is that it 
    doesn't really  play like a fighting game.  Its actual 
    playing style has more in common  with a simple mech game or 
    shooter or perhaps Double Dragon.
    
    Combos are extremely easy to enter.  Most don't involve more 
    than a few  button pushes, and the most difficult joystick 
    motion in the manual is a  QCF one.  (A couple of moves not 
    listed in the manual require HCF  motions, but again it's no 
    big deal.)  You *will* get them the first time  you try, and 
    mastering the controls will never be a difficult part of the  
    game.  In other words, entering special moves isn't much 
    trickier than it  would be for Double Dragon or Golden Axe 
    or some similar game.
    
    Most combos also have a rather quick recovery time.  Some 
    had an  effective "warm up time" as they started with weak 
    moves that were easily  cancelled.  This could be resolved 
    by starting the combo a step away from  the other guy.  What 
    this ended out meaning is that you didn't want to go  head 
    to head against characters who had combos which started with 
    high  priority moves and had small recovery time, as they 
    could just do the  combo over and over again.
    
    Throws could be performed if you were close to the other 
    person, even if  he was at an angle to you due to rolling.
    
    Then there were projectiles/shots.  Almost all of the 
    characters got  significant shots later on in the game.  I 
    mean, *really* significant  shots that were very powerful.  
    Some characters (e.g., Yenji, Demonica)  also got shots with 
    small recovery times.  The characters that ended out  
    shooting characters weren't the ones you expected based on 
    their level 1  powers.
    
    The shooting characters could spend a lot of time just 
    firing away.  A  sample strategy might be:  Sit there firing 
    until they get close to you.  Then throw them.  With some 
    characters, it was pretty difficult to go  against this.
    
    Once someone was down, you could pounce on them, although 
    you usually  didn't want to.  It was usually better to shoot 
    at them.  If you an  attack that shot a stream of bolts, you 
    could just keep firing away so  that they'd eat quite a few 
    when they got up.
    
    Also, many people had shots that would travel on the ground.  
    If you  timed it correctly, you could RO soeone who fell 
    down.  This is because  the ground shot would cause them to 
    "bounce" away from you if you timed  it right.  That way, 
    you could fire several times and just bounce them  out of 
    the arena.
    
     *So what am I trying to get to with all of this?  My friend 
    called this  "remedial Street Fighter."  It is a fun game, 
    but was not really meant to  appeal to die-hard fighting 
    game fans.  The moves are too easy to pull  off and it is 
    too easy to cheese someone.  But you do get to advance  
    through three levels of characted, which was pretty fun.  
    The Double  Dragon analogy also holds here:  Easy moves, and 
    you can progress through  levels.
    
    If you have friends who don't really like fighting games, 
    they will  probably like Criticom.  It would be a good "beer 
    and pretzels" game.  I  am surprised people on the net were 
    so harsh on it, as I think it was  immediately evident that 
    Criticom wasn't trying to be anything more than  it was:  An 
    easy-to-learn game with good graphics and causal gameplay.
    
    **Summary:  Criticom is a toned-down fighting game with good 
    graphics.  I  will never know for sure, but this is what I 
    think it's designers  intended it to be.  It will proably 
    appeal to people who aren't really  into fighting games.  If 
    you are a fan of fighting games and would just  relax a 
    little, you'd probably also like to play it as a "beer and  
    pretzels" game.  If this is how you look at the game, they 
    did a *very*  good job.
    
    
    
    ****************John T. Carr III**<jtc11@columbia.edu>*********************
    +  o__       @__     + "I am the wind to fill your sail
    |  _.>/)_    _.>/)_  |  I am the cross to take your nail
    + (_) \(_)  (_) \(_) +  A singer of these ageless times
    |        <*>         |  With kitchen prose and gutter rhymes." - J. Tull
    *************************Power--Courage--Faith*****************************