It will also work in Mugen 1.0 because it can read the stagevar(info.name) trigger. So all you do is add a changestate at the top of your 190 intro state. Here is an example :
Spoiler, click to toggle visibilty
;Slam Masters intro For Player 1
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 1
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9300
;Slam Masters intros for Player 2
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 2
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9301
;Slam Masters intro for Player 3
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9302
;Slam Masters intro for Player 4
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9303
This will cover both team sides players 1-4. Next you just code the intros like you normally would any other intro, but give yourself enough time for both events to play out. For example in the Slam Masters intros both players intros are playing at the same time for 1000 ticks. Player 1 sprites all play in the first 500 ticks and then delete. The next 500 ticks are for player 2 sprites to play. I usually put the extra stage intro sprites into my screenpacks FightFX file, but you can also put the extra sprites into your characters. Here is an example of the intro code for all players.
Spoiler, click to toggle visibilty
;--------------------------------------
;Slam Masters go first intro
[Statedef 9300]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1
[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1
[State 9300, blackness Background]
type = explod
anim = F89155
trigger1 = time = 0
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 492
[State 9300, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 0
value = S8300,0 ;Add this music to your characters SND.
channel = 3
[State 9300, StopIntroMusic]
type = PlaySnd
trigger1 = time = 499
value = S355,0 ;Add this music to your characters SND.
channel = 3
[State 9300, background]
type = explod
anim = F89065
trigger1 = time = 0
ID = 889775
;pos = 10,0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = -2
removetime = 492
[State 9300, lasers Purple 1]
type = explod
anim = F89072
trigger1 = time = 0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, lasers Red 1]
type = explod
anim = F89073
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 40
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 185
[State 9300, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 225
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 85
[State 9300, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 310
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 150
[State 9300, forground]
type = explod
anim = F89066
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 30
removetime = 492
[State 9300, Walk]
type = Explod
trigger1 = Time = 80
;ID = 88507
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9300, Emote]
type = Explod
trigger1 = Time = 310
;ID = 88508
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9300, background mist]
type = explod
anim = F89071
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 380
[State 9300, forground mist]
type = explod
anim = F89070
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 20
removetime = 380
[State 9300, crowd]
type = PlaySnd
trigger1 = time = 240
value = F36,0
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 80,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 30,46
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = -92,19
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 30,20
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 190,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 492
value = 9800 ;Invisible
[State 9300, blackness]
type = explod
anim = F89138
trigger1 = time = 473
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1
[State 9300, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters go second intro
[Statedef 9301]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1
[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1
[State 9301, blackness background]
type = explod
anim = F89155
trigger1 = time = 500
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 500
[State 9301, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 500
value = S8300,0 ;Add this music to your characters SND.
channel = 3
[State 9301, StopIntroMusic]
type = PlaySnd
trigger1 = time = 999
value = S355,0 ;Add this music to your characters SND.
channel = 3
[State 9301, background]
type = explod
anim = F89065
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -2
removetime = 500
[State 9301, lasers red 1]
type = explod
anim = F89072
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500
[State 9301, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -1
removetime = 500
[State 9301, lasers black 1]
type = explod
anim = F89073
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500
[State 9301, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 540
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 185
[State 9301, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 725
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 85
[State 9301, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 810
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 150
[State 9301, forground]
type = explod
anim = F89066
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 30
removetime = 500
[State 9301, Walk]
type = Explod
trigger1 = Time = 580
;ID =
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9301, Emote]
type = Explod
trigger1 = Time = 810
;ID =
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9301, background mist]
type = explod
anim = F89071
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 380
[State 9301, forground mist]
type = explod
anim = F89070
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 20
removetime = 380
[State 9301, crowd]
type = PlaySnd
trigger1 = time = 740
value = F36,0
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 305,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 255,46
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = 130,19
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 265,20
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 415,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, blackness]
type = explod
anim = F89138
trigger1 = time = 973
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1
[State 9301, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters go first intro Partner
[Statedef 9302]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
[State 9302, Walk]
type = Explod
trigger1 = Time = 80
;ID = 9302
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9302, Emote]
type = Explod
trigger1 = Time = 310
;ID = 9302
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9302, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters Simultanious Partner intro
[Statedef 9303]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9303, Walk]
type = Explod
trigger1 = Time = 580
;ID = 889776
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9303, Emote]
type = Explod
trigger1 = Time = 810
;ID = 889777
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9303, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
As you can see it's not complicated but it will take a very long time to set all this up, so it's probably best done in a smaller full game like I'm doing.