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FOR MIGUEL.

WE WILL ROLL DATA TOGETHER ONE DAY.

INDEX
INTRO! ___________________ 04 LET'S BEAT'EM

UP! ________ 06 INSERT COIN! _____________

10 PRESS START! _____________ 14 NEXT

STAGE! ______________ 26 THE BOSS!

________________ 30 GAME OVER!

_______________ 32

INTRO!
“Snakes, we kidnapped a chick. You want her back,
you know where to go. We'll be waiting ... ”- Dead
End Gang, Vendetta (Crime Fighters 2)
One goal to follow. It 1. Golden Ax
could be any motivation: 2. Cadillacs and
your protégé was Dinosaurs 3. The
kidnapped, the crime boss Simpsons
wants to take over the 4. X-men
city, take revenge on
5. Turtles in Time
someone who harmed
you. A single method: hit 6. Streets of Rage
everything until you reach 7. Captain Commando
that goal! 8. Double Dragon II
9. Final Fight
In the 80s / 90s arcades
10. Battletoads
(arcades here in Brazil,
and in Rio de Janeiro as The premise and
far as I know) were taken mechanics are very
over by a very fun and simple: phase after
challenging game genre: phase, floods of enemies
the Beat'em Ups, or of various types, colors
brawling games games). and sizes (sometimes
Just to name a few, I repeated, but with
found a list of the top 10 different colors) gets in
games of the genre (I the way of the players
lacked Vendetta - until the end of the game.
Crime Fighters 2): At the end of

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each stage, a powerful boss (often on purpose to force
players to buy more and more chips) awaits them for a
terrific clash. In these hand-to-hand combat games,
the player's skill and strategy were fundamental to
collecting the most points.

Beat'em up games were (and still are) part of my life.


This game is a small tribute to them. With it, you will
be able to analogically emulate your favorite games,
either through the same stages, expanding or creating
new ones, and even create your own games of the
genre, with your own motivations and pro tagonists
and of course, many enemies to lower your arm!

Take your tokens (paper and metal), your dice, some


friends and when enemies start to appear through the
stages: it's time for BEAT'EM UP!

LET'S
BEAT'EM UP!
“Rise from your grave!” - Zeus, Altered Beast
unmistakable:
• Focus on
hand-to-hand
The beat'em up games combat,
have their origins in the with additional
80s, despite the martial melee weapons and
arts genre or just plain possibly some
beating starting a little weapon. fire, but
earlier and opening the predominantly fight
field for this new genre. It head-to-head; • Usually
is interesting to note that has a more urban
the beat'em up genre is theme, using scenarios
different from the other
such as streets, alleys,
fighting games, and has a
and
series of characteristics
that make it unique and other urban spaces;

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• Scenarios in two dimensions, with phase “scrolling”
generally summarized for forward and backward
movement (although some have more “3d”
movement, especially the most recent ones;
• They have simple gameplay and the constant
presence of cooperative modes of two to four
players • Hordes of enemies at each stage, ending
with a boss or “Boss.”
That said, the objective of the game is to emulate
these aspects, and to add narrative actions
characteristic of role-playing games to create an
experience more unique and richer than just hitting
repeated enemies (not that it’s not fun, on the contrary
it’s a lot of fun!)

Ah yes, I’m assuming you reader know what a


role-playing game or RPG is If you don't know how to
research, I would rather develop more text to make the
game as complete as possible than teaching
something that Google, Wikipedia or a friend of yours
can teach you!

ANSWERING THE THREE


KEY QUESTIONS
Jared Sorenson, an excellent game designer from
abroad, did the great favor of developing this
methodology that I like very much and that works
beautifully when developing RPG games (or even any
game I would say). Basically the three questions (and
my answers to them) are:

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What is your game about?
In a word: Porrada. Quite simply. The players'
characters compete and at the same time collaborate
with each other to see who hits more enemies (aka
scoring more points) and reach the end of the game
reaching their motivation / goal. Perhaps another
pregnant element at the heart of the game is nostalgia;
to relive a time when playing video games was
simple, but at the same time challenging and above
all fun.

How does your game do this (or "how does your game make it
happen")?
With a simple, fast and dynamic system that
stimulates competition and focuses on the number of
defeated enemies. The terms are kept in English to
revive and provide immersion of the genre. There are
technological elements that also recreate, albeit
analogically, some mechanics of beat'em ups games.
Quick decision making and without the need to
pre-program; almost like putting a chip in and starting
playing right away.

What behaviors does your game reward (or "how do you


make it fun")?
The more enemies you defeat, the stronger you
become. The creation of the phases and the motivation
of the characters is conceived collectively. You can
withdraw coins or money from your own wallet and win
new chips (markers that offer some in-game benefits).
The group of characters
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of the players cooperate for the same purpose, but
compete with each other to see who hits the most.
Bosses are worth more points!

So basically if you like the old games in which your


only concern is to move forward and hit the punch
button as quickly as possible, and you want a short
game ideal for quick sessions, events or one-shots this
game is for you!
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INSERT
COIN!
"MAAAGGGIIIEEE !!!" - The Simpsons
of the character such as
Creating a character in "former boxer", "grouchy
Beat'em Up! RPG is very mechanic" or "people's
simple and consists of a hero". It serves to label
few small steps that are the character and make
explained below: it easier to remember
him during the game, in
NAME (NAME) addition to providing tips
on how to interpret or
It is the name of the see him.
character of the
character. Usually in QUOTE
games of the genre the (QUOTE)
names are simple or
stereotypical, being just a A phrase that the
name without a surname. character speaks
frequently or that set
CONCEPT some way. It can be
(CONCEPT) something simple and
subjective like
A description with some “Cowabanga!” or "I'm the
physical or best at what I do".
emotional characteristic

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TEAM (TIME)
If your group has a name like “the Cobras” or
“Warriors” you write it down in this field. You may also
want to label the name of the game or something like
that.

MOTIVATION
It is the ideal that unites them. The driving force that
makes them move and chase a long road full of
ill-fought opponents. It is the motto of the game itself,
and it is defined collectively. Some examples would be
"Rescuing my girlfriend who was kidnapped by the
Black Warriors" or "Three warriors on a mission to
rescue Yuria and avenge her losses caused by Death
Adder".

TRAITS (FEATURES)
One of the biggest standards in RPG games is that
players' characters have some set of attributes that
measure their capabilities. In video games of the
beat'em up genre, there are some attributes that are
recurring and iconic. Analyzing some of the most
famous games and correlating them, some
characteristics were in evidence. They are:

Power
The power of struggle. The hand-to-hand combat
ability. Physical strength and ability. Trait Power
measures all of this and within the RPG game it
serves to do the main thing: to lower the

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arm in the enemies (or the leg, head butt or whatever
with combination of physical attacks). Any other more
physical action, such as jumping, lifting or throwing
something is subject to the character's Power.

Speed
Trait Speed ​is used not only for running, swimming
and other types of movement, but also to define the
order of action (who acts first in combat). It measures
how fast, agile or
skillful your character is. Within meetings, Trait Speed
​serves to define who reaches and picks up an item
first.

Skill
Power is the main trait used in encounters. Butif
whatthe character has a stage where he drives a car
or flies an airplane? How does he shoot with a
firearm? He uses
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of his Trait Yours for any skill or test outside of combat.
Even in combat, this Trait can be useful to explore the
scenario in search of Power-Ups (energy, extra points,
weapons, etc.).
The character does not attack that turn, and performs a
Skill check; if successful, draw a card from the stack of
Power-Ups. But beware: an “ally” can test Speed ​and
catch it before you do!
Stamina (Energy) Do you
know that energy bar that causes distress when it
decreases and turns red? Yeah, Trait Stamina
measures that. It also measures your ability to resist
certain effects that may appear on the scene
(tiredness, poisons, dizziness,
holding your breath underwater, etc.) or even resisting
fighting. It is literally your HP or energy bar! Player
characters start with ten points to distribute between
the four Traits. None can be below one, this being the
minimum and five the maximum value for each Trait.

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PRESS
START!
"Cowabanga!" - Turtles in Time
simple and fun gameplay.
As stated earlier, one of So the least I can do is try
the biggest features of to emulate that for the
beat'em up games is its analog medium. The rules
in Beat'em UP! RPGs are Waror purchased at
pretty simple; well, at least any stationery store);
i think. Read everything • Player Tokens
carefully, press start right (colored or printed
away and start playing! from the markers
provided with
WHAT DO I this book);
NEED TO PLAY? • Enemy Tokens
You will need a small list (colored or printed
of things that from the bookmarks
will have their functions provided with
explained throughout this book);
the text: • Coin Tokens
• Six-sided (provided with this
dice (dice book;can

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be replaced by coins);
• Power-Up Cards (provided with this book);
• Character file (provided with this book);
• Stage Cards (provided with this book or you can
also use post-its or pieces of paper with a good
size to hold some markers and things written),
• Pencils and eraser,
• Food and drinks,
• Good friends.

BASIC MECHANICS OF RESOLUTION


Beat'em UP! RPG uses simple six-sided dice,
commonly known as d6. You will need some data per
player; the ideal is five for each. The master may need
a little more. Ah yes, the master. He exists in this game
and is conveniently called Boss (if you like to make
things more nationalistic even with all the terms in
English). We will talk about his role later on; in fact, we
will have a whole chapter just for him that conveniently
stays at the end.

Basically, when you want to perform a test you take a


number of six-sided dice equivalent to the value of your
Trait. If you get a four, five or six on the die, you are
successful. If the value is one, two or three is a failure.
That never changes, exactly to make the whole thing
easy to understand. For example: Mustapha who
drives a

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cadillac in the desert. Mustapha's player, Dudu, then
takes a number of six-sided dice equivalent to his Trait
Skill value, which is three. He rolls and gets two, three
and five, succeeding and passing the test. He or the
Boss then narrates or describes how he performed his
action. In case of failure, one or the other would
describe how and why it went wrong.

Encounters
During the exploration of a Stage (or phase), a meeting
must take place at some point. And 99% of the time,
this encounter falls into physical aggression (remember
that this game is about that). The Boss then separates
some Enemy Tokens from the Stage for the encounter,
which will represent the enemies that appear in packs
on the "game screen". Then, everyone takes a Trait
Speed ​test to see who starts. The Boss rolls an
amount of data equal to the number of Enemy Tokens
he has at the moment. Whoever gets the most success
starts.

From here, in order, each one will declare their action


in combat. As a player, you can do the following:

Hitting (Power)
The most obvious option is to drop your arm over the
opponents who got in the way. Each Enemy Token will
have a degree of difficulty to be defeated. Example:
Boss places four markers; two with value 1 and two
with value 2. To defeat the first two I need a success,
that is,

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a result equal to greater than four in an amount of
data equivalent to my Power value. The other two, on
the other hand, need two successes to fall. Let's say
your character has a Power value equal to four, and in
the roll you have obtained 4, 5, 2 and 6. With your
three successes (4, 5 and 6) you can eliminate the
two Enemy Tokens with value 1 and still reduce the
value of one of the remaining ones from 2 to 1. Then
you (or the Boss) describe how the action went.

Boss, on the other hand, rolls an amount of dice to


attack according to the amount of Enemy Tokens to
move to each player. Example: Boss moves two
Enemy Tokens to Dudu's Mustapha character. This
means that he always rolls two dice to attack him. In
the event of a success by the Boss, the player's
character receives a hit and loses a Stamina point.

This sequential logic is repeated until all the markers


have run out or the players have lost all of their
Stamina (ie: Game Over). For each defeated
opponent, the player keeps his marker with him. They
will be relevant for counting points at the end of the
phase. A player can also at any time spend an Enemy
Token to become a Power-Up Card, representing that
that enemy “drops” something when he is defeated.

Searching for a Power-Up (Skill)


In a scenario, there are usually small details,
furniture or objects that can be explored to find

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weapons, food, or items, here collectively called
Power-Ups. Whenever he wants, a player can
relinquish his attack that turn and explore the scene in
search of a Power-Up. He then performed a Skill roll
and if successful he finds a Power-Up (actively turning
over a card from the stack). But that doesn't mean he
got the Power-Up yet.

Get a Power-Up (Speed)


So did you notice that your ally just found a bazooka
that “fell” from the opponent he just beaten? Or did he
find that roast chicken smart behind a steaming barrel?
If you want, your character can run and try to be faster
to get the item before him! For this, all interested
parties carry out a Speed ​test. Whoever is most
successful takes the Power-Up Card for themselves!
Of course, this can lead to discussions or nicknames
like "fominha" or "big eye".

Avoiding combat (Stamina)


Sometimes your energy is low, flashing red and death
is imminent. At these times it is best to stay away,
resisting the temptation to get into combat and risk
being beaten. For this, you can perform a Stamina
move and if successful, your character will be spinning
or running back and forth, avoiding fighting. But at
some point this tired and you have to get back to
action (after all the genre is not called beat'em up for
nothing), and you can only do

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this a number of times equal to its value in the Trait Stamina.

To simplify and make life easier for everyone involved,


follow the step by step encounter:
1. Boss determines the amount of Enemy Tokens
for the encounter. They are taken from the Stage's
total markers; 2. Everyone performs a Speed ​test to
determine the order of action, determined by the
number of successes achieved. The master rolls an
amount of dice equivalent to the number of markers
he currently has; 3. During their turn, each player
can: hit (performing a test with Trait Power), look for
a Power-Up (performing a test with Trait Skill), get a
Power-Up (performing a test with Trait Speed ) or
avoiding combat (performing a test with Trait
Stamina);
4. Define the consequences of actions
through narratives, either yours or the
Boss's;
5. Repeat the process from step 2 until all Enemy
Tokens are depleted or the Trait Stamina value
of the players reaches zero.

POWER-UPS (INCREMENT)
During the “side-scrolling” of beat'em up games, that
is, as you advance and “open” the screen, and the
scenario is revealed, between combat and another (or
even during one of them) you can find some objects
that help your character to complete his goal. They
are bladed weapons

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or firearms,
eaten and
drank like
roasted
chickens, hot
dogs, donuts,
soft drinks
and coffees,
or items of
the most
varied
(sunglasses,
jewelry,
money, etc.)
that give
some benefit
to the
characters of
the players.
These items
are the
Power-Ups.

Whenever a
character
finds a
Power-Up
(after a
successful
Skill check)
and takes it (a successful
Speed ​check) the player
draws a card from the
Power-Up card stack.
The types of Power-Up
and its benefits are:

Weapons
Weapons of all types and
sizes; all have a value
that gives one bonus die
in their Trait Power plays
(or Skillif

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a firearm). This value can vary from one to three.
When performing a Power or Skill check, add an
amount of data equivalent to the weapon's value.

If your character suffers damage, he must recover the


weapon with a successful Speed ​check, but the
weapon's value drops by one point. When you receive
a number of hits equivalent to the weapon's value, it
"disappears" (it becomes unusable, the ammunition or
any other description that you or the Boss wants to
elaborate ends). Example: Billy, a character in Ra fael,
has just acquired a katana sword, with a value of 2.
This means that instead of rolling three dice, which is
the value of his Trait Power, he starts rolling five dice.
After good swords eventually Billy gets hit and the gun
falls to the ground, forcing him to make a Speed ​check
to get it back. He passes the test, but it returns with a
decreased value in one point, in case 1. If he receives
another hit, the katana sword is rendered useless (that
is, “disappears” from the scene).

Food
In beat'em up
games there is a
plethora
of foods along the
way found
in the most
unusual places
possible, such as,
behind
trash cans, inside
barrels and chests, when defeating
an opponent (who walks
with a basket of fruits
in the back pocket of

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jeans isn't it?). When a Power-Up Card contains food,
it recovers an equal number of Trait Stamina points. If
you recover more energy than you have, the surplus
is lost and cannot be passed on to another player.

Miscelaneous
Any other item that does not fall into the two categories
above. They also have a value, which is converted to
points. If a player has a nice idea of ​how to use that
item in game, and the Boss agrees, create with him
any rules that are relevant at the time. Of course, Boss
is not always nice or open to suggestions (especially
for the weirdest ones).

Each Stage can have a certain number of Power-Up


Cards if the Boss wants it. If so, the number of times
players can use Power-Ups is marked on the Stage
Card (see chapter Next Stage).

SPECIAL ATTACKS
In addition to the normal actions in combat, players'
characters can still resort to a special type of minutes
that. It does more damage and generally has some
effect or effects that affect opponents in a devastated
manner. During character construction, the player
creates a Special Attack for his character by adding
someeffect

22
for each Skill point he has. Some of the possible
effects and their mechanical considerations are:
• +3 attack data;
• An automatic success;
• An effect lasting 1 turn (stunned, poisoned,
blind, etc.);
• Makes it easier to hit the target;
• Reduces some Trait of the target by one point for
1 turn (Stage Boss only).
Although powerful, Special Attacks come with a price:
they cost one Stamina point to use. This means that
you take “damage” to activate it and you cannot bring
your Stamina down below one in this way (that is, you
cannot die using this move, although it happens more
easily if you use this feature many times.

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COIN TOKENS (MARKERS SHEET)
in ancient pinball machines and arcades, tothe game
starthad to buy a plug. This represented
extra lives or opportunity to try again from where you
left off on stage.

in Beat'em uP! RPG every player the game starts with a


Coin Token plus one for every five years of age that he
has (rounded down) Example: Daniel is 28
years old, so he starts the game with 1 + 5 (28 divided
by 5) = 6 Coin Tokens !

During the game, you can spend a Coin Token to


obtain the following effects:
• Recover all Stamina if it has zeroed;
• Roll a test again (gets the best roll);
• Ignore all hits during a turn.
• Coin Tokens spent do not return, but players
can win ar new Coin Tokens in the following
ways:
• Defeating a certain number of opponents (that is,
accumulating a specific value of markers), when
passing Stage;
• Bargaining with other players (give me a token there!);
• Withinterpretations, narratives and contributions
meaningful and funto the game;

24
• Buying with real money (at the end of the
session, please return the money). The value of each
Coin Token is at the discretion of the group or the Boss (in
my day it was fifty cents).
At any time during the game, if one of the characters
is left out of the meetings because he died and reset
his chips, another Player can assign a Coin Token to
the unfortunate person to enjoy all the benefits of the
marker. Thisnot always
gift isfree; this habit can become a bargain or can be
motivated by interest.

25

NEXT
STAGE! ​ "I'm bad!"

- Bad Dudes vs. Dragon Ninja


Goldenmedievalscenarios
Phase after phase, Axor the Battleto ads vs
players play their way Double Dragon
through hordes of futuristic).
henchmen of dubious
quality and effectiveness. STAGE CARDS
They pass throughcities
During the creation of
decayed, smelly streets,
characters, the players
strangely empty shopings, together with the one who
go up and down plays the role of the Boss,
elevators, enter bars define what type of game
crowded with people, they will have, which may
drive huge cars in the be an adaptation of
desert, flying motorcycles someone they know, or
in sewage channels and even the creation of a
in so many other places totally new one. . Then
(depending on the theme you get the Stage cards
of finida collectively at the that contain some relevant
beginning the type of information for creating
scenario can and should the stages. They are:
change, such as the

26
Stage
A short title that defines the name of the stage. It can
be a place like “The City”, “The Back Alley”, “The
Museum” or a concept or phrase like “Tides of
Revenge”, “Show Time!” or another. It is important
that the place or term is adapted to the theme created
for the session.

Description
Some keywords or short description of elements and
characteristics to give more “color” and “body” to the
Stage. Things like: “streets with neon sign stores”,
“rubble and dirt everywhere”, among others.

Power-Up's (Increments)
Here the Boss sets if he wants the amount of
Power-Ups for the phase. Simply paint (preferably with
a pen or fill the entire field) the squares that will not be
used, to total the number of objects (Power-Up Cards)
in this phase. It can be good to have something around
the number of players less or more one (it can vary
according to the degree of danger that you are trying to
impress on the stage).

Enemies (Enemies)
The number of enemies (represented by the Enemy
Tokens) are placed here very visible for all players to
see (and understand the problem that lies ahead).
The amount of Enemy Tokens that the Boss has to
distribute among all Sta ges is equal to the number of
Players times five plus one per Stage
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(example: 5 players times 5 equal to twenty-five. If
there are six Stages, it gives a total thirty-one Enemy
Tokens in the game).

Stage Boss
Every video game in the beat'em up genre has at the
end of each stage an opponent that stands out, for
being stronger, more resistant and faster than all the
henchmen that appeared
along the way . In the same way that the Stage is
defined with a title and a short description, do the
same with the Stage Boss, who is literally the stage
leader.

Unlike the enemies of the Stage, Boss Stage has a


character file (Character File) containing the same
Traits as the Players, but different from them is not
limited to the maximum value of five points. The Stage
Boss can have any value you want, and generally a
good part of the points are allocated to Stamina. The
Player who gives the last blow and finishes the Stage
Boss wins twice the points on the Stage turn!

STAGE TURN
When the stage is finished, that is, all Enemy Tokens
have been removed and the Stage Boss has been
won, Players can make a number of choices:
• They are entitled to narrate what happens
between one Stage and another, speaking a
phrase or statement for each Enemy Token you
have accumulated, thus contributing to the story
and adding interesting details (this does not
invalidate the marker);

28
• If the narrative contribution is interesting or fun
(at the discretion of the Boss and the other
Players) the player can win a Coin Token;
• Counts the points awarded by Enemy Tokens, in
a one-to-one ratio. If you put five markers
together, he wins a Coin Token.
• If you wish, you can spend Coin Tokens during
the turn to increase a Trait, respecting the
maximum limit. This is called Level Up!
• You can spend a Coin Token to pull a Power-Up
Card and start the next Stage with it (if it is a
weapon or a varied item; if it is eaten, its
effects take effect immediately).
In addition to these choices, as a rule, every Player
recovers all Stamina points lost, and starts the phase
with full energy. As an optional rule, Boss can request
that everyone take a Stamina test to recover that lost
Stamina. Each success recovers one to one.

One of the most pertinent options is the aspect of the


collective narrative at the turn. Here the game
developed by the group begins to take shape, and the
consequences of their actions begin to impact the
scenario. The Boss can also take the opportunity to
“fish” some insights into the game's course, and adapt
the challenges to the expectations of the Players. This
phrase spoken through an Enemy Token can
represent a moment of rest, the path faced until the
next Stage or even some dialogue between the Stage
Boss and the Players. Use your imagination and have
fun!

29

THE
BOSS! ​ “Welcome to

your doom!” - Hades, Altered Beast


is actively against Players;
The role of the master in after all, the goal is to
conventional RPG's is not make them spend money!
to be against the players, That is why beat'em up
it is to be the moderator, games in arcades were so
judge and provide pain for difficult (it was not an
constant and successive impression; it was
challenges suited to them. practically impossible to
In Beat'em Up! RPG, Boss “zero” a game of the
genre without help). Boss a competitive game;
will also act as a judge just makeclear
and moderator here, but to the players
his word ( that pointand everything
mainly on mechanical will
issues) is paramount. go well;
To be a good Beat'em • Describe the
Up Boss! RPG just environments. Ifuse
follow some tips: the maximum
visual andfeatures
• Don't be afraid to auditorythat get put
“weigh your hand”. away (if you can
This is

30
think
ofother
sensory
approaches that
reinforce the theme
of the game go
ahead);
• Describe
characters
supportingin
a simple way. Be
more specific on
Stage Boss; each
boss must be
remarkable in some
way;
• I play games of the
genre. Remembering
is living, and it
helps a lot tofor
fishideas and
insights to add to
your
table game;
• Listen to the narrative
and what the
players have to say.
Everyone should
have fun, but
remember the first
tip.
31

GAME
OVER!
“You ain't leave this town alive!” - Faust, Vendetta (Crime Fighters 2)
Fighters 2). The genre
Two events triggered my has always appealed to
desire to develop this me immensely, and the
game: when I met a band's songs somehow
chiptune punk band called brought me back to that
Anamanaguchi (which nostalgic time in my
became the everyday teens when I spent hours
and chips in the arcades
soundtrack for a few
of life. The recent contact
months) and when I
with Game Design
played it again after a
theories, the movement of
long time the beat'em up
the Brazilian independent
game called Vendetta (in
“RPGistic” scene were
the original Crime
also significant to
strengthen and stimulate understood, respected
this desire. and supported my
decision; love you most of
I can only thank my wife all. Eduardo Oliveira,
and son who during that brother and companion of
week of development at adventures,
RPGe nesis 2012 barely
saw me, but they

32
who always tries to get into my projects, my tables and
my madness; obrigado por fazer parte da minha vida.
Aos novos companheiros de jornada RPGística: Allef,
Wallace, Redboxers (Pop, Dan, Neme), Retropunkers
(Guilherme, Fer nando, John Bogéa), Seculares
(Rocha, Tiago Marinho), Coisi nhas Verdes (Tiago
Junges), Paragônicos (Pedro e Franciolli) e tantos
outros. Ao Ricardo Tavares e os jogadores
sonhadores de Portugal pela iniciativa da RPGenesis.
Esse é só o primeiro de muitos jogos que produzirei.
Aos meus alunos da Oficina de Produção de Jogos
por acreditarem em mim e dizerem que contribuí de
alguma maneira positiva em suas vidas. A todos das
redes sociais, eventos, grupos e todos os que rolam
dados e contam história por esse B'razil... quer dizer,
Brasil afora! Muito obrigado!

DM

MINHAS REFERÊNCIAS
Categorizei as referências e gostos que de alguma
maneira influenciaram o desenvolvimento desse
projeto:

Top 5 beat'em ups do DM


• Vendetta
• Bad Dudes vs. Dragon Ninja
• Cadillacs and Dinosaurs
• Captain Commando
• Battletoads vs. Double Dragon

33
Top 5 músicas do DM
• Anamanaguchi
• 8-Bit Weapon
• Horse the Band
• Mega Driver
• Trilhas sonoras de beat'em ups
Top 5 RPG's do DM
• 3:16 Carnificina entre as Estrelas
• The Shotgun Diaries
• Savage Worlds
• Fiasco
• Polaris
Top 5 sites do DM
• http://en.wikipedia.org/wiki/Beat_'em_up •
http://www.racketboy.com/retro/beatemups/beat
em
ups-101-all-you-need-to-know-about-brawlers •
http://www.indie-rpgs.com/forge/index.php •
http://jogadorsonhador.podbean.com/
• http://www.garagemrpg.com.br/

34
GAME OVER
35
INSERT COIN!
Um objetivo a seguir. Pode ser qualquer motivação: sua protegida foi
seqüestrada, o chefe do crime quer dominar a cidade, se vingar de alguém
que lhe prejudicou. Um único método: bater em todo mundo até cumprir esse
objetivo!

Pegue suas fichas (de papel e de metal), seus dados, alguns amigos e
quando os inimigos começarem a surgir através das fases: é hora de
BEAT'EM UP!

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