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* ''VideoGame/{{Sacrifights}}'' has you summoning and killing demon bosses in order to eat their parts and grow stronger, with the end goal being to grow strong enough to kill [[{{Satan}} the Ancient One]] by the time he comes to take you to Hell.

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* ''VideoGame/{{Sacrifights}}'' has you summoning and killing demon bosses in order to eat their parts and grow stronger, with the end goal being to grow strong enough to kill [[{{Satan}} the Ancient One]] by the time he comes to take you to Hell. Losing a fight to one of these demons makes you lose a day, and you cannot afford to lose too many days.

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* ''VideoGame/{{Sacrifights}}'' has you summoning and killing demon bosses in order to eat their parts and grow stronger, with the end goal being to grow strong enough to kill [[{{Satan}} the Ancient One]] by the time he comes to take you to Hell.


* In ''VideoGame/YuGiOhCapsuleMonsterColiseum'', the whole game is Yugi facing off against his friends, rivals, and enemies. There are segments where you can buy monsters and save, but the majority of your time will be spent in battle.

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* In ''VideoGame/YuGiOhCapsuleMonsterColiseum'', ''VideoGame/YuGiOhDarkDuelStories'', ''VideoGame/YuGiOhDungeonDiceMonsters'', and ''VideoGame/YuGiOhForbiddenMemories'', the whole game is Yugi or the Player Avatar facing off against his friends, rivals, and enemies. There are segments where you can buy monsters and save, but the majority of your time will be spent in battle.

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* ''Street Smart'', other than being bosses-only, was a beat-'em-up in every way that mattered. It was a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P). Each had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the heroes and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long, especially in the later rounds) would cost one life. Each city had a preset first and second opponent, the second starting if both heroes started the match and running in if the second hero jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the heroes couldn't get up again. Most notably, it was not actually possible for the heroes to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.

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* ''Street Smart'', other than being bosses-only, was a beat-'em-up in every way that mattered. It was a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P). Each had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the heroes and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long, especially in the later rounds) would cost one life. Each city had a preset first and second opponent, the second starting if both heroes started the match and running in if the second hero jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the heroes couldn't get up again.had no extra lives. Most notably, it was not actually possible for the heroes to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.


* ''Street Smart'', other than being bosses-only, was a beat-'em-up in every way that mattered. It was a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P). Each had had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the heroes and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long, especially in the later rounds) would cost one life. Each city had a preset first and second opponent, the second starting if both heroes started the match and running in if the second hero jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the heroes couldn't get up again. Most notably, it was not actually possible for the heroes to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.

to:

* ''Street Smart'', other than being bosses-only, was a beat-'em-up in every way that mattered. It was a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P). Each had had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the heroes and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long, especially in the later rounds) would cost one life. Each city had a preset first and second opponent, the second starting if both heroes started the match and running in if the second hero jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the heroes couldn't get up again. Most notably, it was not actually possible for the heroes to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.


* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible for the player to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.

to:

* Other than being bosses-only, ''Street Smart'', other than being bosses-only, was a beat-'em-up in every way that mattered. It was a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. (2P). Each hero had had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players heroes and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) long, especially in the later rounds) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once both heroes started the match and running in if the second player hero jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players heroes couldn't get up again. Most notably, it was not actually possible for the player heroes to be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.


* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible to lose a fight. Running out of lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.

to:

* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible for the player to lose a fight. Running out of be defeated. Losing all lives simply brought up the continue countdown, and if the player continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.


* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome'', was a fantasy fighting tournament with a total of nine stages, each in its own unique arena (it also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was a selectable character unlike the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.

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* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome'', was a fantasy fighting tournament with a total of nine stages, each in its own unique arena (it also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was a normal selectable character unlike the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.


* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome'', was a fantasy fighting tournament with a total of nine stages, each in its own unique arena (it also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was not an unselectable boss like the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.

to:

* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome'', was a fantasy fighting tournament with a total of nine stages, each in its own unique arena (it also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was not an unselectable boss like a selectable character unlike the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.


* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome''. Either one or two players faced a total of nine opponents in various arenas (and also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was not an unselectable boss like the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.

to:

* ''Death Brade'' (a.k.a. ''Mutant Fighter''), the spiritual sequel to ''Hippodrome''. Either one or two players faced ''Hippodrome'', was a fantasy fighting tournament with a total of nine opponents stages, each in various arenas (and its own unique arena (it also had a one-off versus mode). Playing with two players would cause the opponent to appear twice ''except'' for the Golem, Hydra, Demon, and Archmage (very unusual in the Golem's case because it was not an unselectable boss like the other three). Running out of energy ''or'' time resulted in defeat, but if the player continued, all damage to the enemy remained (and the clock was fully reset), so this was more a wrestling-centric beat-'em-up than a fighting game.


* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible to lose a fight. Running out of lives simply brought up the continue countdown, and if the player continued all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.

to:

* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible to lose a fight. Running out of lives simply brought up the continue countdown, and if the player continued continued, all damage to the opponent remained. Only running out of tokens or will could end the quest for the championship.


* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible to lose a fight. Running out of lives simply brought up the continue countdown, and if the player continued all damage to the opponent remained. Only running out of money or will could end the quest for the championship.

to:

* Other than being bosses-only, ''Street Smart'', a multi-city fighting tournament starring generic street brawlers Karate Man (1P) and Crusher (2P), was a beat-'em-up in every way that mattered. Each hero had three punches and a throw dished out by the same punch button, three kicks delivered by the same kick button, and a (largely useless) jump, all of which looked somewhat different but functioned exactly the same. Both the players and opponents could walk in 8 directions, with the opponents having a considerable speed advantage. Each credit bought a certain number of lives; losing all energy (which usually didn't take very long) would cost one life. Each city had a preset first and second opponent, the second starting if two players were playing at once and running in if the second player jumped in during the match. The opponents had no energy meters but would flash red when they were nearly beaten. They took a ''massive'' pounding before giving out but unlike the players couldn't get up again. Most notably, it was not actually possible to lose a fight. Running out of lives simply brought up the continue countdown, and if the player continued all damage to the opponent remained. Only running out of money tokens or will could end the quest for the championship.


* ''Pit Fighter'' was a 10-stage fighting tournament where up to three players could compete at once and were always matched up against an equal number of opponents. The players had very short health bars and (except for a brief elimination fight near the end) never recovered any health, but could continue as many times as they wanted. Since the opponents never recovered any health either, this theoretically meant that anyone could get through the entire game, provided they were willing to spend...[[BribingYourWayToVictory and spend]]...[[CrackIsCheaper and spend]].

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* ''Pit Fighter'' was a 10-stage fighting tournament where up to three players could compete at once and were always matched up against an equal number of opponents. The players had very short health bars and (except for a brief elimination fight near the end) never recovered any health, but could continue as many times as they wanted. Since the opponents never recovered any health either, this theoretically meant that anyone could get through the entire game, game...provided they were willing to spend...[[BribingYourWayToVictory and spend]]...[[CrackIsCheaper and spend]].


* ''VideoGame/PowerStone 2''. The first, second and fourth stages are 4-man battle royals which continue until two of the combatants are defeated; the third (Pharaoh Walker) and fifth (Dr. Erode) stages are standard boss fights.

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* ''VideoGame/PowerStone 2''. The first, second second, and fourth stages are 4-man battle royals which continue until two of the combatants are defeated; the third (Pharaoh Walker) and fifth (Dr. Erode) stages are standard boss fights.

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