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Players quickly discovered the first major secret: pressing on the title screen unlocked "Kai's Revenge Mode."
In late 1997, just months before Eidos Interactive would publish Fighting Force on the PlayStation, a small internal team at Core Design—tasked with a controversial port of the arcade-style brawler—created a regional test build. This was not the final European or North American release. This was , a forgotten NTSC-U prototype internally code-named Juego (Spanish for "game").
Juego contained a level cut from every official release: . It was level 0.5, wedged between the streets and the factory.
If a player managed to reach the final boss—Dr. Zeng, now a grotesque cyborg fused with a supercomputer—using Jade and without continuing, the game diverged completely.
Players quickly discovered the first major secret: pressing on the title screen unlocked "Kai's Revenge Mode."
In late 1997, just months before Eidos Interactive would publish Fighting Force on the PlayStation, a small internal team at Core Design—tasked with a controversial port of the arcade-style brawler—created a regional test build. This was not the final European or North American release. This was , a forgotten NTSC-U prototype internally code-named Juego (Spanish for "game"). Juego Fighting Force -NTSC-U- -SLUS-00433-
Juego contained a level cut from every official release: . It was level 0.5, wedged between the streets and the factory. Players quickly discovered the first major secret: pressing
If a player managed to reach the final boss—Dr. Zeng, now a grotesque cyborg fused with a supercomputer—using Jade and without continuing, the game diverged completely. the game diverged completely.