
Fight'N Rage
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Original Soundtrack Gold Edition Available on Steam!Feb 15, 2023 - Community AnnouncementsFrom composer Gonzalo Varela... the Fight'N Rage Original Soundtrack lands on Steam! And in this case, it is the Gold Edition, which not only includes the two remastered classic official discs with the more than 40 tracks from the game... but also adds new orchestral arrangements and three full transcription books! =) Even though it is available at a very tempting price, there is also a special discount for those who already have the game in their libraries! ːfnr_coinːːfnr_coinːːfnr_coinː In order to get said discount you just need to access the Steam Bundle on this link! Enjoy! =)Minor update (220120)Jan 19, 2022 - Community AnnouncementsI just removed the damage penalty by player amount on insane and unfair difficulties. Most players even don't notice that, but when you play coop on insane or unfair difficulties, the characters endurance was way lower depends on how much players were involved, making that mode pretty unplayable, specially when you choose cpu partners.Against all odds ... Here comes a new Update! (211224)Dec 24, 2021 - Community AnnouncementsIt has been more than 4 years since Fight'N Rage has been released, that September 19, 2017 ... being totally honest, I did not thought that I would continue updating the game after so long, but here I am ... there are some things that I just wanted to include, and here is the listing: Statistics: As I always loved transparency, so, now it's possible to view game statistics (which were already being processed internally from the first version of the game!). So if you are interested in knowing how many times you have been destroyed, or how many times you have destroyed the game (among other things) ... you can now access that information! (To do so, you just have to enter to "Extras" section.) Collection of Achievements: Now it is possible to see the achievements of the game in the game itself, without having to look at them via the Steam interface. It seemed to me that this would help to give a feeling of completeness, and could eventually motivate players more in order to achieve all the achievements. =) Easy and better ways to apply mods: For those who enjoy making visual changes in the game (modifying character graphics and / or sounds), I adapted the game in such a way that could be much easier to apply new mods without altering the original files, and therefore ... avoid risks of corrupting the game by accident. Now the errors that it will throw when reading incorrect mods (in the new format) will be much more friendly and controlled, so that it is more understandable to work on them and test them without breaking things. At the end of this post, I will explain better how to add mods easily. I'm sure those who enjoy creating / applying their own mods will love it! =) Minimal various performance improvements: That's something pretty unavoidable when you were continuing working on your own framework. =) A new secret mo... ahem ... what am I saying ?: It would be very absurd that after having achieved an endgame and having bought characters 9, 16 and 17 you can access a new game mode, doing something as silly as stopping in the "Arcade Mode" option and hitting such a weird sequence as "back, back, forward, forward" twice, and then "back, forward" four times. I'm talking nonsense ... don't listen to me. =) Finally, I added new costumes for enemies: For some reason, it would be sad if having a 3 player mode where you can also select enemies, there are enemies that only have 2 suits ... or that the more enjoyable enemies to play as Diane have few suits available. Don't you think? Before I go on to explain how the easy way to apply mods works, I would like to dedicate some thoughts. Generally, from time to time, I like to take the opportunity to thank each and every one of you for continue supporting this game. For those of you who don't know yet, I'll tell you that I'm currently developing another game, which, to be honest, I have no idea if it's going to be a success... but it doesn't take away my sleep either ... I've wanted to try something lik...Minor Patch for store savedata file more often.Mar 2, 2021 - Community AnnouncementsI made a minor patch to store savedate more often now. Now, if you shut down the system or your pc crashes is much more probable that you keep your last advance and coins.Japanese language support! =)Sep 10, 2020 - Community AnnouncementsDue the launch of Fight'N Rage on consoles for Japanese audiences by EastAsiaSoft, it was possible to add the same translation to the PC version. =D I take this opportunity to thank the people of BlitWorks and EastAsiaSoft, for having worked together to bring us this translation, which I hope will allow to Japanese audiences enjoy the story of Fight'N Rage in a better way! =)And finally… Here comes a new update! =) [200725]Jul 25, 2020 - Community AnnouncementsIn this version there is a lot of improvements and even some new content that was made this last months. Some of the improvements comes from the fact that I’m currently working on new proyects that are using my framework. Here’s the list of new content: Added a new “Musical Gallery” at the Extras section, where you can unlock music themes while you play on other modes. Added a way to adjust screen brightness in the image adjustments. Added a little indicator that shows the control status below the SP circle, only visible when player has the speedrun data visible. Added some extra info in the “times by stage” pop-up in order to identify which characters are involved and the selected game-speed in the current run… so, for example, if you play as Gal and F.Norris on maximum speed, it tells “Times by Stage T2” (which means Gal + F.Norris + Turbo 2). The difficulty setting not needs to be pointed, because window color is directly related to that, so, that will be enough in order to cover all the information in a single screenshot. =) Here’s the list of improvements and fixes: Fixed some visual glitches during some transitions at some specifics videocards. Optimized the replay input files generated for provide support (now they take less time to be generated and are even more lightweight). Fixed a minor bug when you buy costumes, that shows an incorrect costume index on the confirmation pop-up title for some costumes. Fixed a bug that allows players to revive Raven in the raft battle if you throw him with you to the water just after killing him. Fixed a speed inconsistence on the survival mode elevator when you play on higher than 60hz frequencies. Fixed a border case that makes harder throw a weapon with Gal compared with other characters (you had to be a little more precise when pressed two buttons at same time). Adjusted some speed visual effects on higher frequencies to be consistent with 60hz. Fixed a slightly timing aesthetic detail when you win against a boss on higher than 60hz frequencies. Improvement some timing and effect details on the cutscene before first minotaur fight. Before finishing this post, I really like to leave some grateful words for you. It has been almost 3 years since Fight’N Rage was released, and since then a lot of cool things have happened as a result. Both I and my partner were grateful for all the acceptance that FnR has received. I always feel the need to emphasize that FnR came out without any marketing campaign behind, it was created under a sheet metal roof and in a rather precarious situation in many ways… it was you mainly who, spreading words, rating the game positively, made it possible to reach to more people, and that’s something that really makes me very happy, and today I can say with all conviction… which it was a key factor that helps me to keep moving forward in my life. I always had the idea that if something was really good, (and if it was in the right place… in this case, Steam) there would be no stri...Technical improvements on input detection and refresh rates! (191215)Dec 15, 2019 - Community AnnouncementsNow you can play with an alternative joystick detection! This patch was maded thanks to this project: https://github.com/gabomdq/SDL_GameControllerDB Wich is a great controller mapping database! In this version I also added support up to 500hz screen refresh rate (I think that the max in the market is 480hz (?)), and a lot of launch parameters too, here's the list: Input related params "-use_old_input" = Use old input reading architecture (in case you prefer it over the new one). "-disable_joysticks" = Disable all joystick detection (useful to use external joy mappers). "-allow_unknow_joysticks" = Try force compatibilty to detect unknow devices. "-disable_merged_dpad" = Disable the DPAD and Left Analog input union. Display related params "-display_fps" = Display frames per second. "-force_60hz" = Force display frequency to 60 frames per second. "-no_vsync" = Disable vsync (it can lead to screen tearing). "-window_x1" = Force Window Scale to 1x over pixel size. "-window_x2" = Force Window Scale to 2x over pixel size. "-window_x3" = Force Window Scale to 3x over pixel size. "-window_x4" = Force Window Scale to 4x over pixel size. Misc params "-no_sound" = Disable sound processing. "-disable_bug_support" = Disable the feedback window and crash report when game fails. I hope you found it useful, mainly if you had been trouble with any of your joysticks on previous versions! =) Minor update with some minor fixed glitches and some price adjustments too. (190614)Jun 14, 2019 - Community AnnouncementsI have updated the game due a glitch that was only happening on Cave stage at 60+ high refresh rates with F.Norris when you try to do an anti-air. Thanks Marco Rossi to reporting it via twitter! =) I have fixed another minor thing like windows start position on W10 scaled contexts (it was appearing slightly decentered). Additionally, I have adjusted some of the shop prices too. Those are the new prices: Cpu-Partners now costs 600 coins (instead of 1000). Easy Difficulty now costs 50 coins (instead of 100). Training Mode now costs 30 coins (instead of 100). That’s a pretty small update, but I think that can be cool anyway, because a lot of people are using high refresh rates monitors and it’s not good to have such glitches on it, and even, W10 scaled contexts are a more common setup lately because a lot of people are migrating to ultra HD screens, so, it looks pretty unprofessional if the window doesn’t appear centered on start. By the way… that’s it! No more no less! Thank you for your support! =) New update with 144hz support! (190525) Smoother than ever!May 25, 2019 - Community AnnouncementsLately I was interested in get a high refresh rate screen, in order to try adapt my games for refresh rates greater than 60hz, and yesterday, I had the opportunity to get a notebook with 144hz screen and I fallen in love with the great mobility smoothness that a 144hz screen can show… Fortunately I had some suspicions about that will be great, and some weeks ago, I was adapted the code in order to support such high rates… and, after some tweaks I got it done. =) I have made an update that mainly includes support for high screen refresh rates (such 75 or 144hz). This will make the game looks WAY smoother than before. If you have a high refresh rate screen, you will love it! Additionally, the game contains some minor technical improvements… for example, (that was from the previous silent update, btw) adding custom translation is easier now… just place translation files on a folder names “translations” and voila! The custom translations will be available from the game language menu (this is useful to people that would like to work on custom translations and want to test them in the game more easily). I hope you like this update and enjoy playing FnR in this new exciting way to enjoy games! New update fixed (190322)Mar 21, 2019 - Community AnnouncementsI have updated the game again, now old unknow joystick must work again! So, if you have a downgrade version, I reccomend to back to the normal version. =) You may need to reconfigure some devices at the settings menu, but now, joystick recognition must be better or equals than older versions!New minor update (190320) (better/more joystick support)Mar 20, 2019 - Community AnnouncementsConsidering that some users had problems with various joysticks (the amount of feedback that has come since I put the game in Humble Monthly is huge), I were working on improving compatibility with non-xinput joysticks. Luckily, with some dedication, I have been able to add support for all the joysticks that I had the opportunity to try... (Of course many must still be missing, but the compatibility should have improved substantially now). In addition, it is also possible to map the triggers (L2 and R2) as buttons (those who use Hori Fighting Commander, for example, can use the 3 buttons in line too! =). As you can see, the current improvements are more related to the internal architecture, above all. In other words, the game itself has no changes whatsoever (except for the control configuration screen that has the information a little better aligned now). I hope this improves substantially the experience of some players, who for various reasons, had to do strange maneuvers with external programs to use their joysticks. Thank you for all the support and willingness you have had when it came to notifying the gaps that my game has had in this regard. =)New Update!: Quick Save Feature! (181129)Nov 29, 2018 - Community AnnouncementsHey, finally, I decided to add a Quick Save Feature! After read a lot of your good suggestions, I started to think about HOW doing a Quick Save Feature without the disadvantages that I was afraid... and finally, I found a way to achieve that, so, I made it =). Thanks for all suggestions, it helps me a lot to figure what you really wanted... it's pretty sad that people who have only a few minutes to play can't play FnR properly... so... here it's! To be honest, I was worried about losing some dynamics or discourage players to restart a new game if I put a Quick Save feature... but in this way, I think it can fit pretty well. =) How to use it: -Just play Arcade Mode until you clear a section or get defeated. -Next time, start Arcade Mode again with same character(s) and difficulty, and the game will ask you for continue or restart. -Enjoy! Note: When you start to play, the game DELETES THE SESSION until you clear a section or lose all lives... so, if you leave the game by losing a live, without made any progress, you will not be able to continue from that point again. (Thanks "Winnie the Jiping" for such nice idea!) Note 2: In case you choose "restart" by mistake... don't worry, the Quick Save will not be overwritten... not until you beat a section... so, you can leave current game without any worries. In case you're interested to know, here's how it internally works: -The game will silently save the session every time you start a new section or get defeated. -If you start a game with same Characters and Difficulty (any order), you can continue from there. -Every save is determined by Current Difficulty and involved Characters and it is one internal slot per setup. -Every time you start a new game, after choosing characters and difficulty level, the game will internally search for an active slot with the current setup, then, if there's any, it ask you for continue or restart. -You can even get a "game over" and continue later (except for Unfair difficulty, which has no continues). -Once you beat the game, the quick save will be deleted automatically. -The Quick Save stores almost everything between sections (hackers will love it =P), except speed-run data, which can be active only on one-sitting sessions. -Due the way it works, you can even continue a cpu coop game, with a friend or "forever alone" mode... because the internal slot are based only on difficulty and characters involved. =) Btw... here's the list of changes. Improvements: -Added Quick Save Feature. Fixes: -Fixed a minor bug that can show the "new" mark on characters section when the player already get all. (Thanks again @AppleBerryKitty for pointing it on twitter!) If something doesn't work properly, just let me know via the forums or twitter, I will fix it as soon as possible. Thanks a lot for keep posting amazing reviews of my game... I can't believe that review ratings right now is "overwhelming positive"! That's by all of you! Thank you so much! I hope you enjoy this update, and l...Here comes a new Content! (New Update! (181111))Nov 11, 2018 - Community AnnouncementsHere's a list of changes. Don't worry about the main gameplay or Arcade Mode difficulty, there's no changes here, it plays as always. =) New Content: -Added new Survival Mode which is like an "Endless Elevator" mode. It allows you to unlock new costumes! -Added 2 more costumes for each protagonists that are related with the new Survival Mode ranks. Improvements: -Now Ricardo and F.Norris as CPU allies can escape from Judog grabs, just like Gal always does. (Thanks @AppleBerryKitty for pointing it on twitter!) -Now it's possible to select Game Speed on every game mode, included Training Mode too. Fixes: -Some minor translation fixes. -Minor visual detail fix on main menu. -Disabled repeated taunts from Whip Girls when player loses on Score Attack. If you found any problem, please let me know and I will fix as soon as possible. Thank you all for continuing support my game in various ways, buying it, making videos about it or talking about it! It always helps a lot for get more exposure! It's surprisingly cool to see how a lot of people discover this game even a year after its launch date!New update (180602)Jun 2, 2018 - Community AnnouncementsI have made some improvements and fixes in this version, however, don't worry, the gameplay and difficulty level is intact. =) Improvements: - I rewrote the TV effect, and now it looks way better and clean, specially when you use scanlines. - Now it's possible to use Turbo Speeds at Score Attack and Time Attack (wich make those modes optionally hardest, because time runs faster too). -Some minor translation errors were fixed. I hope you enjoy this update and specially I hope you like the new TV filter look. =)New Small Update (180324)Mar 24, 2018 - Community AnnouncementsI've added a new achievement when you got Rank S on Time Attack with all characters, and I've modified some time requeriment too. These are the new time requeriments for Rank S: Ricardo: 1:40 (because 2 minutes was too easy) F.Norris: 1:45 (because 2 minutes was pretty easy) Diane: 2:10 (because 2 minutes was extremely hard) I update the internal assembly info too... because the game was internally named "F.A.R.M" for some reason ^^U Well... that's all... as you can see, this is a pretty simple update! =) Cheers!New Small Update (180324)Mar 24, 2018 - Community AnnouncementsI've added a new achievement when you got Rank S on Time Attack with all characters, and I've modified some time requeriment too. These are the new time requeriments for Rank S: Ricardo: 1:40 (because 2 minutes was too easy) F.Norris: 1:45 (because 2 minutes was pretty easy) Diane: 2:10 (because 2 minutes was extremely hard) I update the internal assembly info too... because the game was internally named "F.A.R.M" for some reason ^^U Well... that's all... as you can see, this is a pretty simple update! =) Cheers!New Big Update! (Update #5)Mar 7, 2018 - Community AnnouncementsI have read all your posts here and I've been working on some of your requests and some other cool things... btw, here are the updates notes! =) Update Notes (180307) New Content: -Added a new Time Attack mode (as unlockable) which allows you to unlock new costumes! -Added 2 more costumes for each protagonist! (to be unlocked on Time Attack, of course!) -Added a new Stage Practice mode (as unlockable) where you can select all previously beaten stages with different settings and infinite lives! -Another thing that I've added, is a new... oh, wait... just... just look at last fixed issue instead. =) Gameplay Adjustments: -Now, cpu ninja enemies' will not cancel their rain kick into normal air kick. (Sometimes it looks weird when you play as Ricado and parry this attack.) -Score Attack Rank S requeriment for Gal was down from 55k to 52k, however, it was possible to do more than 55k, but I must admit that's something way too hard to achieve. -Now, you can't use continues on Unfair difficulty (they were pretty useless here, because you start with 0 extra lives, and now, if you want to practice a stage you can do via Stage Practice mode). -Cpu partners now waits 3 seconds instead of 1 second before starts to fight against General Tigar. -Now enemy defeat count only works for those enemies who were defeated at Arcade Mode and no other modes. Improvements: -Some small visual improvements on certain stages. -Now locked game modes show silhouettes on main menu. -Now "Stage Clear" effect starts with a cool zoom effect. Fixed Issues: -Fixed a very-interesting-to-resolve bug that was happened some times after first boss battle that don't let you choose one of the possible options. -Now enemies that are exploding by bike's explosion will not show 500 bonus points anymore (that was an error, because those 500 points were for "the bike", instead of player). -Some minor translation fixes. -Fixed unaligned rectangle at How to Play demo. -Fixed yellow energy bar minor bug at How to Play demo. -Now mashing special button after beating a stage at 3 players mode doesn't allows you to keep hitting the boss for hours. -Fixed a visual glitch in energy bar that was happened when you lose by timer while you were in hyper mode. -Guess what?... I've fixed a text error in tip 32 without having to do any text modification. =) I don't want to end this without sharing some words with you. First of all, I want to thank you all, because I already have recovered my investment in the FnR development! =) For me, there's only one word that can explain this success, and that word is "You". You have bought an unknow game from an unknow developer without any marketing campaing behind... even, some of you started to write reviews and make videos and articles about FnR here and there, sharing your thoughts and giving it much more exposure... now, I want you to know that without your good actions this game couldn't have been a success... that's why today, almost six months after its launch,...New Big Update! (Update #5)Mar 7, 2018 - Community AnnouncementsI have read all your posts here and I've been working on some of your requests and some other cool things... btw, here are the updates notes! =) Update Notes (180307) New Content: -Added a new Time Attack mode (as unlockable) which allows you to unlock new costumes! -Added 2 more costumes for each protagonist! (to be unlocked on Time Attack, of course!) -Added a new Stage Practice mode (as unlockable) where you can select all previously beaten stages with different settings and infinite lives! -Another thing that I've added, is a new... oh, wait... just... just look at last fixed issue instead. =) Gameplay Adjustments: -Now, cpu ninja enemies' will not cancel their rain kick into normal air kick. (Sometimes it looks weird when you play as Ricado and parry this attack.) -Score Attack Rank S requeriment for Gal was down from 55k to 52k, however, it was possible to do more than 55k, but I must admit that's something way too hard to achieve. -Now, you can't use continues on Unfair difficulty (they were pretty useless here, because you start with 0 extra lives, and now, if you want to practice a stage you can do via Stage Practice mode). -Cpu partners now waits 3 seconds instead of 1 second before starts to fight against General Tigar. -Now enemy defeat count only works for those enemies who were defeated at Arcade Mode and no other modes. Improvements: -Some small visual improvements on certain stages. -Now locked game modes show silhouettes on main menu. -Now "Stage Clear" effect starts with a cool zoom effect. Fixed Issues: -Fixed a very-interesting-to-resolve bug that was happened some times after first boss battle that don't let you choose one of the possible options. -Now enemies that are exploding by bike's explosion will not show 500 bonus points anymore (that was an error, because those 500 points were for "the bike", instead of player). -Some minor translation fixes. -Fixed unaligned rectangle at How to Play demo. -Fixed yellow energy bar minor bug at How to Play demo. -Now mashing special button after beating a stage at 3 players mode doesn't allows you to keep hitting the boss for hours. -Fixed a visual glitch in energy bar that was happened when you lose by timer while you were in hyper mode. -Guess what?... I've fixed a text error in tip 32 without having to do any text modification. =) I don't want to end this without sharing some words with you. First of all, I want to thank you all, because I already have recovered my investment in the FnR development! =) For me, there's only one word that can explain this success, and that word is "You". You have bought an unknow game from an unknow developer without any marketing campaing behind... even, some of you started to write reviews and make videos and articles about FnR here and there, sharing your thoughts and giving it much more exposure... now, I want you to know that without your good actions this game couldn't have been a success... that's why today, almost six months after its launch,...New Update! (Update #4)Nov 17, 2017 - Community AnnouncementsWhile I was seeying how a lot of people playing my game, and reading discussions I tought a lot of things about the gameplay itself. I noticed how some players try to play in the best possible way at high difficulties, while others just try to unlock all costumes and extras while playing more casually... as player, I like to play in the two ways too, it depends on how much compromise I want to have with certain games. I noticed that some players just can't finish the game on hardest settings, because they try to keep continuing in the last level (which is the hardest way to achieve it)... to be honest, I must admit that continuing in hardest levels is not a good option... maybe it can be fun on people like me who enjoy this type of "frustrating experiences" on this type of games, but not for every type of player. somewhere in the line, I was thinking about keep continues limited, but I think that will not solve the main problem... considering that usually those players who like challenges always aim to the 1cc. I hope with this update, more type of players can enjoy my game, and could have more motivation to try hardest settings too... while those who already aim for the 1cc run or want to play on insane and unfair difficulties, keep the same challenge as before. Thank you to all players around the world that support me buying this game, talking about it, and writing good reviews. This update is for you! Enjoy! =) Changes and improvements: -Added a new costume for each protagonists (all with new styles). You must do 1cc (one credit clear) in single player (any difficulty) in order to unlock those. (Note that if you already was achieve a 1cc, it must be on this version, old versions 1cc doesn't count due the game was not known which character you were used when you got the 1cc) (another reason to play! =) -Score Rank S costumes were modified to feel more unique. -Gal weapon attack is slighty better than before (less startup frames and smaller passive collisions). -Slighty incremented the attack power on some Gal's attacks. (Which means that needed Score for Rank S is higher now.) -Added more details on the floor of Runaway Path stage. -Added more details on the beach stage floor. -Now the "New" mark on extra section items dissapear at 0.5 seconds of viewing instead of 1 second. -Costume price is now 400 instead of 500 (because there are more costumes to get now). -Hard and Hardest maintain its previous difficulty but Continues are now by section (just like Normal), so, obtain all costumes will be more accesible. (By the way, Insane and Unfair still don't use section checkpoints, but beat the game on those difficulties is not needed in order to get all costumes.) -Pipe, sword and boomerang are slightly more powerful (now, it's a better idea to keep the weapons). -Now, stage title gadget change its color depending on the current difficulty. (I thought it simply looks cooler! =)New Update! (Update #4)Nov 17, 2017 - Community AnnouncementsWhile I was seeying how a lot of people playing my game, and reading discussions I tought a lot of things about the gameplay itself. I noticed how some players try to play in the best possible way at high difficulties, while others just try to unlock all costumes and extras while playing more casually... as player, I like to play in the two ways too, it depends on how much compromise I want to have with certain games. I noticed that some players just can't finish the game on hardest settings, because they try to keep continuing in the last level (which is the hardest way to achieve it)... to be honest, I must admit that continuing in hardest levels is not a good option... maybe it can be fun on people like me who enjoy this type of "frustrating experiences" on this type of games, but not for every type of player. somewhere in the line, I was thinking about keep continues limited, but I think that will not solve the main problem... considering that usually those players who like challenges always aim to the 1cc. I hope with this update, more type of players can enjoy my game, and could have more motivation to try hardest settings too... while those who already aim for the 1cc run or want to play on insane and unfair difficulties, keep the same challenge as before. Thank you to all players around the world that support me buying this game, talking about it, and writing good reviews. This update is for you! Enjoy! =) Changes and improvements: -Added a new costume for each protagonists (all with new styles). You must do 1cc (one credit clear) in single player (any difficulty) in order to unlock those. (Note that if you already was achieve a 1cc, it must be on this version, old versions 1cc doesn't count due the game was not known which character you were used when you got the 1cc) (another reason to play! =) -Score Rank S costumes were modified to feel more unique. -Gal weapon attack is slighty better than before (less startup frames and smaller passive collisions). -Slighty incremented the attack power on some Gal's attacks. (Which means that needed Score for Rank S is higher now.) -Added more details on the floor of Runaway Path stage. -Added more details on the beach stage floor. -Now the "New" mark on extra section items dissapear at 0.5 seconds of viewing instead of 1 second. -Costume price is now 400 instead of 500 (because there are more costumes to get now). -Hard and Hardest maintain its previous difficulty but Continues are now by section (just like Normal), so, obtain all costumes will be more accesible. (By the way, Insane and Unfair still don't use section checkpoints, but beat the game on those difficulties is not needed in order to get all costumes.) -Pipe, sword and boomerang are slightly more powerful (now, it's a better idea to keep the weapons). -Now, stage title gadget change its color depending on the current difficulty. (I thought it simply looks cooler! =)
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