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F-Zero AX Arcade
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A single push-button labeled "Kick" causes the virtual player in possession to release the ball with the same force and direction in which he is currently running. (This button is duplicated on either side of the trackball for left or right-handed players.)
The Player 1 (red trackball) side contained two additional push-buttons for choosing between Single or Two-Player games.
Before each play, players are invited to select from a variety of formations, e.g. "Sweep" or "Draw". The formation selected is displayed on a seven-segment LED on the player's control panel.
Although the graphics are two-dimensional, the height of the ball can be determined by its growing larger while its shadow appears on the ground. Also on the side of the screen is the score and a clock which counts down to zero, the point where the current game ends.
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Enemy red cars attempt to ram the player's vehicle, causing one life to be lost. A button releases a smoke screen, at the cost of fuel, making the red cars unable to move for a short time if they run over the smoke screens. Boulders in the maze are deadly if collided with.
The player can temporarily stun the red cars with smoke screens, which depletes a portion of their fuel meter at the right of the screen.
The meter constantly depletes the longer the player takes in a level, and acts as a timer.As the game progresses, more red cars are added and become more aggressive.
The third level and every fourth after that is a bonus round, labelled "Challenging Stage", where red cars remain still.
The player has a radar beneath their fuel meter, which displays their current position on the map as well as the location of the flags and red cars.
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There is also a lever to make Metal Hawk ascend and descend in altitude; its controls are "reversed" like those of any real helicopter, meaning that pushing it up will cause it to descend in altitude and pushing down will cause it to ascend in altitude.
Metal Hawk, the protagonist of the game is sent on a mission to raid enemy territory and destroy military targets.
Assuming control of the titular attack helicopter, the player is tasked with scoring a certain number of points in each level before the countdown timer runs out.
Gameplay involves shooting down enemies and avoiding collision with either their projectiles or the ground below.
The Metal Hawk is equipped with a machine gun for destroying air-based enemies and air-to-surface missiles for destroying ground-based enemies. Enemies awards points when destroyed, and earning the required number of points will allow the player to progress to the next level.
An arrow icon will point in the direction of the nearest enemy. The Metal Hawk can change its altitude via a throttle lever attached to the arcade cabinet, allowing it to either rise higher into the air or lower towards the ground, which is used for destroying air and ground-based enemies.
The map rotates around the player, who remains in the center of the screen at all times, the game has 8 stages, you route them like you want, except for the first and the last one.
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Clown is a hero and the main boss of the game the evil clown boss Twisto in attempt to rescue the city of Centersville and the good citizens that got turned in evil zombie clones.
There are bonus stage in which the player is placed in a laboratory full of colored flasks and you have to broke them all before the time is up.
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The gameplay of the original Street Fighter III is based on Super Street Fighter II Turbo, but with several new abilities and features introduced. Players can now dash or retreat like in the Darkstalkers series, perform high jumps and do a quick standing after falling from an attack. The game also introduced "leap attacks", which are small jumping attacks used against crouching opponents. However, the player cannot block in the air like in the Street Fighter Alpha series.
The main new feature introduced in Street Fighter III is the inclusion of Super Arts. A Super Art in Street Fighter III is a powerful special move similar to a Super Combo in Super Turbo and the Alpha games. After selecting a character, the player will be prompted to select from one of three character-specific Super Arts to use in battle. Like the Super Combo gauge in the previous game, the player has a Super Art gauge which will fill out as the player performs regular and special moves against an opponent. The player can only perform a Super Art once the gauge is filled. Depending on the Super Art chosen by the player, the length of the Super Art gauge will vary, as well as the amount of filled Super Art gauges the player can stock up.
The other new feature is the ability to "parry" an opponent's attack. Parrying, or "blocking" which is the term used in the Japanese version, is the ability to evade an incoming attack without receiving damage. At the exact moment an opponent's attack is about to hit their character, the player can move the lever forward or down to step aside without receiving damage, leaving the opponent vulnerable for a counterattack. Additionally, this also allows the player to defend against special moves and even Super Arts without sustaining damage or filling up the stun gauge, which is what happens when a player blocks a special move with the regular defensive stance. However, parrying an attack requires precise timing.
With the exceptions of Ryu and Ken, the playable characters in New Generation are all new.
Alex, a wrestler whose parents died early and was raised by his mentor Tom, who taught him how to fight.
Dudley, a gentleman boxer.
Elena, a Kenyan princess, hoping to make new friends around the world.
Gill, a fantastical man who can control fire and ice and is president of the secret society, Illuminati.
Ibuki, a schoolgirl ninja who wants to have a normal life.
Necro, a man who was experimented on by the Illuminati.
Oro, an old hermit and a master of Senjutsu.
Sean, a young man from Brazil who loves basketball and wants to become Ken's pupil.
Yang, the twin brother of Yun, in this game he is selectable only as a "palette swap".
Yun, a young Chinese kung-fu martial artist and the twin brother of Yang.
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One level requires the player to time shots to drop apples on passing targets, other levels has straightforward shooting of moving targets in the shortest time or otherwise shoot only specific targets.
When a level ends, bonus points are adding for the time remaining. If the time runs out or the conditions for shooting specific targets are not met, then the game is over.
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The gameplay is a marked difference and improvement from its predecessor, as the characters look and move better around the court. Like a traditional basketball game, the centers come out to the middle of the court, and the referee institutes a jump ball to begin the game.
The goal for Double Dribble is for the player to have scored more points than the computer team before the time runs out. Doing so awarded the player with another minute of time, and the game continues. The longer the game is played, the more difficult it becomes. If the computer team has as many points or more as the player's team when time runs out, the game ends.
The controls are an 8-way joystick and three buttons: one to dribble the ball on offense, one to pass the ball on offense, and one to shoot the ball on offense. On defense, the dribble button becomes the steal button, the pass button becomes the switch button to switch players, and the shoot button becomes the jump button.
If the player is on offense, they must repeatedly hit the dribble button while moving the joystick in a certain direction in order to move the character with the ball. To pass the ball, the player moves the joystick in the direction of the character's teammate (indicated by an aura in the player's team's color) and press the pass button. To shoot the ball, the player must press and hold the shoot button until the character reaches the top of their jump, at which point the button must be released.
If the player controls a character in the lane and moving toward the basket and they hit the shot button, the screen changes to focus on the character attempting a dunk. The player must hold the button down until the character reaches the top of the jump and then release it. If the timing of the button's release is incorrect, the ball bounces high and far off the rim, and the player must rebound the ball.
Each character moves at slightly different speeds, and is capable of jumping to different heights, and at different speeds. Learning the differences between each character's movement is important to performing jump shots, dunks, and also get good at rebounds, which is important at later stages of the game.
If the player is on defense, the player can try to steal the ball from the computer by moving towards the ball and hitting the steal button. If done correctly, the player controlled character will steal the ball. The game then displays the message 'Nice steal!', and the player takes the offense role. There is a chance that while doing this that the player controlled character will foul the computer, who will then be sent to the free-throw line.
If the player needs to switch control to a different player on their team, they move the joystick towards the preferred character and press the pass button. Control is instantly switched to that character.
When a character on the opposing team takes a shot, and the player controlled character is near to them, pressing the shot button will cause the player character to jump and possibly block the shot. If a shot is missed, moving the player character beneath the shadow of the ball and pressing the shot button executes an attempt to rebound the basketball.
If the player character is fouled, he is sent to the free-throw line. Five characters will take their places on opposing sides of the lane, with the player character at the free-throw line. The player then has five seconds for each free throw attempt. A ring starts above the basket, and when the player presses and hold the shoot button, the ring descends towards the basket. The player must get the ring as close to the basket as possible in order to make the free throw.
Like a real NBA game, the game is divided into four quarters at 12 minutes per quarter. After the end of each quarter there is a challenge stage, which is a three-point shootout. In these stages, the player controls a character from their team attempting five three-point shots at each corner, each wing, and from the top of the key for a total of 25 shots. The player presses and holds the shoot button until the character reaches the top of his jump, and then releases it. Each successful shot adds 1 second to the player's time remaining for a total of 25 seconds, with an additional bonus of 1 minute if all shots succeed. Play then continues until the player runs out of time while having fewer points than the opposing team, or the score is tied.
The game's high-score table is unique, in that a player can get on the table by scoring a lot of points, shooting a high percentage either in-game or from the free-throw line, grabbing a lot of rebounds, dishing out assists, or by committing the fewest fouls.
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All tracks are littered with all sorts of obsracles: Speed bumps, rocks, cylindrical columns, and gaping pits.
The game has two Buttons, A for Jump and B for Punching.
The first level is a time trial and is pretty simple. You only get a few gaps here and a few pillars there, and if you do well enough at the end of it, you get more lives help you with the stages ahead.
The first real stage proper introduces red-shirted rivals that will attempt to punch to make you fall. If they’re lined, they flash yellow and attempt to approach you, if you’re not moving fast enough.
You can punch them before they punch you and you get a fair point bonus for doing so, as well as an end stage bonus for how many rivals you toppled, and you even get score if they topple over an obstacle during pursuit.
The game has a good variety of stages and there are even wireframe one. it's endless. If you lose you can continue by inserting more coins and press then jump button.
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The game's is set in a post-apocalyptic Earth. In some points of the game, ruins of the Statue of Liberty, Mount Rushmore and the Rapa Nui (famous Easter Island's statues) can be seen.
The player controls Vastar, a fighting flying robot that can shoot enemies with laser beams. Vastar is destroyed by enemy contact or strike but it is provided with a shield that must be activated to prevent attacks. When the shield's energy runs out, Vastar turns itself in an airship that still can shoot laser beams but it's defenseless against strikes. As the player reaches Vastar's base (as well if the player loses a life and restarts with another one), the shield's power is fully charged again and Vastar returns to its default form.
The game is endless.
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During a standard arcade battle, each team is given a resource meter of 6000 points; when a mobile suit is shot down, its cost is deducted from the meter, and the first team to hit 0 loses.
Each mobile suit costs 3000, 2500, 2000, or 1000 points, with higher cost machines being more powerful while cheaper machines are much weaker.
A few missions, particularly boss battles, eschew this in favor of making a single machine the target and having its defeat be the goal of the stage (the player's side still has a resource meter and will lose as normal if it's depleted).
Gameplay makes use of four primary buttons: Shoot, Melee, Jump, and Search. There are also three sub-commands used by pressing Shoot and Melee (Sub-Weapon), Shoot and Jump (Special Shooting) and Melee and Jump (Special Melee).
In addition to these, machines can have two different charge attacks, activated by holding the Shoot or Melee button until a meter on the ammunition display fills.
Extreme Vs. adds in two important gameplay changes. Extreme Action is the ability to dash-cancel one's attacks, allowing the player to string together larger and more damaging combos.
Extreme Burst is a super mode, similar to older games' Awakenings, activated by pressing Shoot, Melee, and Jump together when a meter at the bottom of the screen is filled. Several machines (primarily those piloted by the protagonists of each series) also have a super-powerful Burst Attack, executed by pressing Shoot, Melee, and Jump together while Extreme Burst is active. Full Boost will give Burst Attacks to every mobile suit in the game.
In this game the graphics engine was updated, now based on the console game, Gundam Versus, resulting in more detail, vibrant color palettes and lighting effects on mobile suits.
It also adds two new Bursts in the form of Linkage and Mobility to the existing Shooting, Fighting and Extended from Maxi Boost ON. Additionally, characters may also say something special when activating burst whilst locked on to a specific target similarly to Alliance vs ZAFT series.
The game would also see a large overhaul in its playable cast; with many "clone" variants such as Haman Karn's Acguy and Lunamaria Hawke's Impulse being cut.
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When you step in the direction your character is facing, you get a front-step. When you input it in the opposite direction, you get a back-step. Step distances are character dependent. You can cancel front-step at any point, even into guarding. Inputting 7, 8 or 9 on the ground will allow you to jump in that direction.
Inputting 1, 2 or 3 on the ground, then quickly up to 7, 8 or 9 will allow you to super jump. The start up is longer than then a regular jump, but you jump much higher. Inputting 7, 8 or 9 in the air will allow you to jump again in that direction.
Air Dash will allow you to move horizontally in the air for a character specific distance. After a certain amount of frames you can cancel this into any aerial action.
Throws: AD - Neutral throw, 4 or 6AD - Lever throw
All normal throws involve pressing A and D and the same time. On the ground, you can do a neutral throw with just A+D or a forward/back throw by adding the 4 or 6 direction to the throw input.
You can also air throw, but there is only one type of those. You can break throws in the air and ground with the same input as throw. You can follow up neutral throws, but the start up is slower and much easier to break. Forward and back throws are much faster and harder to break, but you cannot follow them up for combos.
After being hit in the air, you can tech by pressing A, B or C. If you hold a direction as well, you will tech in the direction that you specify. You have some invincibility to physical attacks during an air tech, but you can still be thrown.
After being blown towards a wall(standard 5E attacks will do this), you can tech off of the wall by holding any button as you make contact with the wall. Normally, you'll recovery forward off the wall after you tech, but if you hold down you can recovery downwards from the wall. You have some invincibility to physical attacks during a wall tech, but you can still be thrown.
When knocked down on the ground, you can hold any button before you hit the ground to ground tech. Holding 4 will make you tech backwards quite a bit. The later half of the back tech can be thrown, but you can special or homing cancel it. Forward or neutral tech do not make you move as much as a back tech, but you finish the tech very quickly. Unfortunately, you cannot cancel it at all.
Most combos in Arcana Heart involve going up in attack levels: A → B → C → E. By using the control stick with these buttons, you can create combos that are character dependent. If an attack whiffs half way in, the combo will end right there and you cannot cancel into the next move. Also, Extend Force allows you to make combos that would normally not be possible, to a certain extent.
Your D button is for Homing. Homing allows you to fly towards your opponent at high speeds. If you press D once you will automatically fly towards your opponent at a set speed. Pressing D again while moving towards you opponent will increase the speed that you move towards them, and allows you to change your trajectory if used with the control stick.
On the ground, if you hold 6D, you will get a ground dash, you cannot speed this up. On the ground or in the air, you can use 4D to move back a bit before moving towards the opponent, the "back dash" portion has a little bit of invincibility. On the ground you will move back a bit then dash on the ground like 6D. If you touch the opponent after homing, there will be a brief period of time before you can do anything, so be careful. You can guard though.
All character Supers and Arcana Supers take 1 bar from the Arcana Gauge. Most supers are preformed with a motion plus the A and B buttons at the same time. Many Supers are cancellable into Arcana Supers. For descriptions of each one, check the character move lists on this wiki as a reference.
Every character has an ultimate move, their Critical Heart. These attacks require 3 bars from your arcana gauge and do massive damage. Some critical hearts may have prerequisites such as using a move before hand. Also, some critical hearts are broken into parts and can be accessed for 1 bar. Every character has a different motion and set of conditions, so make sure you check out the character pages to learn your critical heart.
Clarice is a brown-haired human-looking woman who appears to be reaching physical age of between 30 and 40, dressed in a purple Rosenberg nun outfit. She also has dark purple wings spouting from her back.
She normally appears with her eyes closed. When her eyes are open, they are revealed to be red and demonic-looking. Her nails also grow longer when she opens her eyes.
Players that choose Clarice are looking for a mobile character that possesses good reach and quick normals.
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You, the sole survivor, have stolen a space shuttle and make your escape towards Paradise, a remote output 20 million light years away. You don't even know if it's real, but you prefer to take a chance that it is.
The game is controlled with an optical joystick and two buttons: fire and thrust and has 20 different waves.
The Attack Waves can be divided into nine basic types: Planetoid Waves, Robot Grid Waves, Saucerland Waves, Vampire Waves, Time Tunnel Waves, Outer Space Waves, Enduro Waves, Cat World Waves, and Mastermind Waves.The waves Armageddon and Paradise, each only occur once throughout the game. Then it loops endlessly.
The game lets you choose the beginning wave for your game. You can start on any of the first four waves:
Planetoids, Robot Grid, Saucerland, and Vampires. After you choose a beginning wave, the game begins.
You start with three lives, and you are awarded an extra life every 100,000 points. Each life is equivalent to three shields, and one shield is lost each time you run into a rock, planet, enemy or missile.
The shield indicator at the top of the screen lets you know how many shields you have left; the first collision takes away one-half of the shield indicator, the second takes away the rest of it and flashes an "ENERGY CRITICAL" warning and after the third hit the cockpit window shatters and a life is lost.
At the end of the game, you are given the option of beginning another game from the point where your first one had ended. If you insert another coin and press the start button before the 10-second timer expires, you can start playing right where you stopped,with the same score.
Bonus lives are awarded at the same scores on continued games, so by using this feature you can "buy" a high score, but only up to Wave 20, the continuation option is no longer available; this makes the high score on the game more meaningful.
Throughout the game various kinds of enemies appear in groups. These groups vary in numbers from two to ten, and the number of enemies in the next group is unpredictable.
Bonus points are always awarded for destroying an entire group, so you should always try to blast all the enemies in a group. This is true in all waves. The exact value of each of the group bonuses is explained in detail under each kind of wave below.
In addition to the group bonuses, a 100,000-point super-bonus is awarded for destroying all the groups in a Saucerland Wave, Cat World Wave, or Mastermind Wave.This feature is not included in the Vampire Wave.
Because of the group bonuses and super-bonuses, the best way to play is to try to blast every single nemesis you see.
This is particularly important when you consider that the continued-play option does not work after Wave 20; if you are "buying" a high score by restarting after every game, you will need to make the first 20 waves count as much as possible. Or else, you will get to Wave 20 with a lower score than other players.
Throughout the game, except in the Time Tunnel Waves, you must continue to battle all enemies who attack you in most other waves, including Robots, Androids, Es (which can restore your shields to full strength, if you blast them), Runaway Ships, Flying Saucers, Vampires, Space Cats, Deathriders, Masterminds, Destroyers, X-29 Fighters, Starcruisers, Destruktor Satellites, Space Robots, Space Cowboys and so on. The Time Tunnel Waves are the only peaceful waves where there are no enemies at all but you attempt to rescue stranded astronauts as you do throughout the entire game.
In Armageddon, you will battle almost all the enemies from all the other waves. When you make it to Paradise, there are no enemies at all in that wave, and you do not even score any points. You just fly through space and watch a show.
After the show is over, you are awarded 1,000,000 bonus points and three extra lives and then you are sent back to Wave 10.
The astronauts who can can rescue as you fly through space are worth 1000 points each, with the value increasing by 200 for each astronaut you catch without a miss, up to a maximum of 2000 points.
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You can also use this Gecko Code:
" 024E2F73 00004142
004E2FA3 00000001
004E2F9E 00000002 "
Speaking on the game, is the third installment of the series shares many common traits with its predecessor but adds others:
Starting with the division of matches between the first and second half; now the referee is more attentive to actions and calls much more fouls.
It is not uncommon for a foul committed in the early stages of a match to result in a direct red card. More generally, a very good proportion of fouls are punished severely.
Virtua Striker 2002, in reference to the upcoming World Cup in Japan and South Korea, greatly expands the gaming experience already established with the original version.
Not only has the number of available teams doubled, but now the lineups on the field reflect much more those of the real national teams thanks to numberings that can finally go above the number 11 (for example, France's goalkeeper Barthez, who traditionally wore the number 16 jersey, in these games prior to Virtua Striker 2002 had always worn the number 1, however with this chapter the transalpine extreme defender could wear his usual number).
In addition, players' names are displayed in a special rectangle at the bottom of the screen, although the only licensed ones are, once again, only those belonging to the Japanese national team.
Finally, an energy gauge has been introduced, which is consumed as a player remains on the field; when this gauge becomes empty, the fatigued player's movements will be less responsive and his plays less accurate.
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Improved Car Handling – Lets players have greater control of their car and feel even closer to all the action.
New Dynamic In-Game Camera – This new feature lets players experience the race with dynamic camera angles making the gameplay feel more natural.
New Graphics and Improved Lighting – These two features combined with the dynamic in-game camera deliver a bright, crisp and modern gameplay.
New Car Models and Damage Modelling – Players can challenge their friends with new cars and witness jaw-dropping crashes and damage to cars.
New Top 3 Race Highlights – This feature brings Daytona’s competitive game sprit to the front by letting players know their race position in relation to their competitors.
New Car Liveries – New liveries make all the cars look fresh attracting existing and new players.
Updated Live Player Camera – This improves the live overtake camera system, letting players show their race face and feel closer to the action!
While once billed as a numbered sequel, Daytona Championship USA is essentially an extension of the original arcade game, with updated graphics and sound and a more modern cabinet design.
Like the original game, there is only a choice of two cars ("manual" and "automatic") and the sole objective is to finish the race in first place.
Daytona Championship USA contains six tracks, three of which are brought forward from the original Daytona USA, and the other three being unique to this game. The selection is slightly misleading, however, as aesthetics aside, the new tracks have the same layout as the old ones (albeit mirrored in some cases), for instance:
Daytona International Speedway, despite the series first appearing with the license on location test in 1993, Daytona Championship USA is the first Daytona USA game to actually include the real-life Daytona International Speedway as a track.
This might have been intentional however, as the fictional Three-Seven Speedway uses the same layout, just with more varied and colourful scenery.
Seaside Street Galaxy, the statue of Jeffry from Virtua Fighter has been replaced with a higher polygon model of Akira.
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Four glaives can be in flight at one time and will return to Colwyn with a boomerang-type action.
The player must accomplish a task in each of the five games with eight levels of difficulty in each. All eight levels can be reached in one task based on the time spent performing that task. The total number of lethal characters on the screen at one time increases as the levels increase.
The planet Krull is threatened by the Beast. His army of Slayers has brought terror to the land. Colwyn must stop this terror and save the land and its people. On the day Colwyn is to wed the Princess Lyssa, the Slayers, army of the Beast, kidnap her to become the Beast's bride. Colwyn must reach the Black Fortress and reclaim his Princess. He who marries the Princess shall be king.
He must climb the mountain and collect the five individual blades of the glaive in order to assemble the weapon. The blade is picked up by touching Colwyn to the blade. Boulders are fatal and must be avoided. The weapon joystick is not utilized in this subgame. The player is awarded 1,000 points for each blade picked up. Points are also awarded for placing Colwyn in a dangerous position in front of one or more boulders.
During his travels to discover the Black Fortress, Colwyn comes upon an army of eight men that he befriends and recruits to help him in his quest to destroy the Beast so that Krull can be safe from his evil.
In the second subgame, Colwyn must save as many friends as possible while killing all of the Slayers. The friends are saved by touching them and the Slayers are destroyed by the glaive. The Slayers themselves and their spears must be avoided. The game begins with eight friends. The number of friends saved is the number of friends carried over into future subgames. The friends can eliminate the Slayers with hand-to-hand combat but can also be destroyed themselves. Receiving three blows either by hand-to-hand or by the Slayers spear is fatal to the friends. The subgame ends when there are no longer any friends to save and all of the Slayers have been eliminated. Avoid quicksand, as it slows Colwyn's attack. Each friend saved awards 1,000 points and 100 points for each Slayer the player eliminates.
After days of travel, Colwyn and his men have found the Black Fortress in the Iron Desert where many dangers await them. While attempting to lead his men through the dangerous narrow passageways that lead to the Fortress, Slayers materialize once again in a second attempt to stop Colwyn's struggle. In this third subgame, Colwyn must pick up all of his friends and deposit them safely into the hexagon while again combating the Slayers. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2. This subgame concludes when all of the friends have been delivered to the hexagon. The player is awarded 1,000 points for each friend delivered to the hexagon, 100 points for each Slayer he destroys and 100 points for each Slayer remaining when the last friend is delivered to the hexagon.
Colwyn must now attempt to release his friends from the hexagon. Once again Colwyn must call upon the power of the glaive. Release of his friends is accomplished by throwing the glaive at the front wall while it is black only. Any glaive striking the wall while it is not black will stick in the wall until the wall becomes black. The Slayers, of course, attempt to stop Colwyn's efforts. In his own attempt for survival, Colwyn must fight them off and avoid their spears. The subgame ends when the last black wall is broken through and the friends have escaped. The player is awarded 100 points for each Slayer he puts an end to, 100 points for each Slayer remaining when the friends are set free and 1,000 points for the first black wall destroyed, 2,000 points for the second, 3,000 points for the third and 4,000 points for the fourth.
In the fifth subgame, the player moves Colwyn towards the Princess in order to reach her. As he progresses, the Beast attempts to stop him by throwing fireballs at him. The fireballs must be avoided or destroyed by the glaive. If not destroyed, the fireballs will ricochet off of the walls. Destroying a fireball awards the player 100 points multiplied by the number of fireballs in flight. The Beast is momentarily stunned when hit with a glaive and awards the player 100 points. The Beast cannot be destroyed and the player must avoid touching him. When Colwyn reaches the Princess, his friends, following the pandemonium of the battle, appear and chase the Beast off, awarding 1000 points per friend.
Then the game loops.
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The game can be set up so that it can be played by up to two or three players simultaneously. In the two-player version of the game, the players are asked to select their characters at the character select screen, whereas the three-player version has each player already assigned with a corresponding character.
These three heroic strongmen that are playable are identified as the titular Combatribes, here are their profiles:
Berserker(who takes his name from postal Old Norse Vikings), the first vigilante with a blonde, spiky mullet-hairdo, and a blue outfit; he is endowed with the balance of an all-around fighter with both speed and strength.
Bullova(who takes his name from an Indian battle axe), the second vigilante with a black, short flattop-hairdo, and a yellow outfit; he is the strongest of the trio, but also has a lack of speed.
Blitz (short for "blitzkrieg"), the third vigilante with a brown, long ponytail-hairdo, and a red outfit; he has the most agile attacks, but lacks the strength of the other two characters.
The game is composed of six different stages (or "Acts" as they're referred within the game) set in unique locations, each featuring a themed gang. The majority of the stages are composed of a single playing field where the player must take on a set number of underlings before facing the gang's leader, similar to Renegade. Some stages break away from this formula by having more than one level. The gangs the player faces are in order: a biker gang in Times Square, circus performers in Coney Island, roller skaters in a dance club, a punk gang in a baseball stadium and a militia in a high-rise building.
The final stage is a boss rush against all the previous gangs while chasing a big crime boss in the harbor. After the gangs are defeated once again, the crime boss is killed by a female cyborg, Martha Splatterhead. Martha then engages the player in a final battle. If two or three players are present by the start of the final battle, an additional clone or two of Martha will appear to match the number of players. All Marthas must be defeated to complete the game.
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In Dark Awake, players collect various RPG-inspired items and can use them as they advance through each level.
There are a ton of different items the player can obtain, such as: healing potions, protection rings, magical scrolls, spears, hammers, defense shields, invisible cloaks, wind boots, death staffs, lucky coins, and life-absorption swords. You can pick one immediately after you pick your team/character.
The game now has 3 game modes :
Elimination. This the game mode classic one well known from the previous game, it resemble KOF 2000.
You pick 3 fighters then choose the order. With the first fighter that fight and two strikers (we are gonna call it like that for convenience). If the first character die, the second one enters in the fight and so on.
Single. The game plays more a like a classic 1vs1 fighting games, you can only pick one fighter and go through whole arcade mode with it, the item system is still active.
Tournament (the one in this video). You still pick 3 fighters like Elimination, but this time fights are separated in 1 vs 1 matches. After selecting team order, the first fighter in your team will fight versus the one in the opponent team and so on.
If you lose a match, the team member that won the previous matches will re-fight that match, with health bar unchanged. This will go on until you defeat the opponent team or you'll team lose. The Striker system and items are stll active in this mode.
Dark Awake is a four buttons game: A is Weak Attack, B is Medium Attack, C is Strong Attack, D is simple know has Attack Button and is different for every character.
Throws 4D or 6D, while near opponent,have a startup of 5 frames.there is a whiff animation, when you can't throw. Cannot be throw escaped by pressing a button, but it is possible to move out of range by backing up or jumping. Only Sandra and Zon can air throw. Nagar's throws are untechable.
Similar to the clash system in Guilty Gear, King of Fighters XII, or the old Art of Fighting games, weapon clashes are the act of cancelling out an attack with one of your own. Any attack, no matter how strong it is, can be used in a weapon clash, so long as it is clashable and the attack hitboxes overlap.
Normal moves are stopped during the clash, but they are registered as a hit, so it is possible to cancel into a special or super move if the properties allow.
Special moves and Mana Bursts will continue their full animation, even if there are no more hits left to clash. This can leave a player open to punishes.
Since most D attacks (the exception being Gerhardsen) do not clash, any attempt to clash one will result in a trade instead.
As it is impossible to air-dash, one cannot clash attacks in the air by dashing. Stopping an attack in the air must be performed with a weapon clash. The same also applies to attacks that hit below the knees.
Clashing in the air will allow you to perform another attack almost immediately after.
Sandra's Shield (A+D) can be used to safely air-clash and then punish her opponent with a throw.
Low attacks are most effectively stopped with another low, but they will clash with any other attack so long as the hitbox overlaps properly.
Officially known as "Sword Impact Reaction" (SIR), deflection (or "clashing") is a core aspect of Dark Awake gameplay and is often compared to the Parry System from Street Fighter III. While there are certainly similarities between the two, clashing and parrying differ in a number of ways.
Clash timing is generally more lenient than parry timing. You cannot clash during blockstun therefore it is impossible to "red parry" a move.
Most attacks in SF3 (with very few exceptions) can be parried, but many moves in Dark Awake cannot be clashed. This includes D attacks, attack throws, and a few supers.
Attacks occuring within 2 frames after a clash will not automatically clash, unlike a parry. This means that two attacks that hit you at the same time will connect. (The second hit anyway.)
Parries can be high, low, or performed in the air. Clashes are either performed during a dash or with a weapon attack. (A, B, or C)
There are 3 basic types of damage in Dark Awake: physical, magical, and mixed. Certain characters have normals that inflict mixed damage, rather than simply physical damage but for the most part, magic or mixed damage comes from special moves or Mana Bursts.
As you can see from the table, Troll and GerhardsenII have the highest physical defense, but they also have the weakest magical defense.
Fina and Zon are the exact opposite, with low physical and high magical defense. These specific types of damage resistance are very important in matchups, so it's a good idea to learn which characters are most affected by what.
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In the middle of field a Giraffe with an empty basket will move horizontally in straight line back and forward, on the two side of the field there are two referees, they also throw the ball on the field. Depending on where the ball lands, you have to choose the proper animal team member to catch it, and then throw it in the Giraffe basket.
The game is played with 3 buttons configuration, one for evey member of the team, from to left to right A,B and C.
You need to mash the player button to reach the ball, before you opponent do, after you catch it, you enter in a throw stance, then you to properly aim with the joystick and finally push the same button of the player selected and do a hoop.
The match consist in a 70 seconds set. After the set is over, the two referees will count which team made more made more baskets.
How many sets you need to play depends on the dip switches configuration, the game can also be configured as a ticket redemption.
The animals are very cartoony with a pleasant 2D style and cheerful, that makes the game really accessible for everyone.
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It plays with a 8-way joystick and two buttons, A button is used to Punch and B button is used to Jump. Moving the joystick forward lets you speed up, moving it back to brake.
During the stage several enemies will try to make you crash on the border of the course or make you miss a jump, with a special attentions to the punk gang ones, which are strong and harder to beat. There will be also several power ups to catch, those are divided in Turtles, Birds and a bonus Cheerleader.
There are 4 Turtles to catch:
The ones with a letter on it, give you 1000 points and the possibility to collect alphabet letters that compose the main title. It is a special power up (top of the screen), when completed you'll get a special buff that makes you stronger, able to one shot enemies and not consuming calories, you are not invulnerable tho.
Green ones gives you 1000 points and restore a little of your calories meter.
Yellow ones gives you 2000 points and restore a good chunk of your calories meter.
Pink ones gives you 8000 points and restore very little of your calories meter.
Beware, nearly close to end of the race a special black turtle appear on the screen, avoid it or you'll crash.
There are also 3 Birds to catch with a Jump:
Red ones stay on you for a while, granting you double points every time you eliminate a rival or catch a turtle.
Blue ones gives you two alphabet letters.
Yellow ones gives you 2000 points.
The last unique bonus is the Cheerleader, she will run along you in race and avoid obstacles, if you catcher her, she'll gives you 500 points but she will restore a lot of your calories meter.
Everytime you complete a race, you'll receive two score bonus, one based on how fast you complete the race and the other one based on how much calories meter you consumed.
The game is over when you calories meter is completely depleted, but you can insert a coin to continue.
The game has 15 stages which feels like more variations than proper stages, when you complete them all, the game will restart back to stage 1.
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For all her efforts, however, some Pooyans were kidnapped. The wolves come back to finish the job, and this time, Mama is prepared to take the wolves down and rescue her missing Pooyans.
The player controls Mama Pig, whose babies have been kidnapped by a pack of wolves and who must rescue them using a bow and arrow and slabs of meat.
Controls consist of a two-position up/down joystick, which moves an elevator in which Mama Pig rides and a button, which fires arrows and throws meat.
Each level consists of two rounds. In the first, wolves descend slowly from a high ledge using balloons, which the player must shoot in order to drop them to the ground.
Any wolves who reach the ground safely will climb up a set of ladders behind the elevator and try to eat Mama Pig if she moves in front of them. During the second round, the wolves start on the ground and inflate balloons in order to ascend to a cliff on which a boulder is resting so they can push it toward the edge. Airborne wolves throw rocks in both rounds, trying to hit Mama Pig.
In addition, the balloon carrying the last "boss" wolf of the second round must be shot several times in order to defeat him; if he reaches the cliff, the player must defeat additional enemies before facing the boss again.
A slab of meat occasionally appears at the top of the elevator's range of motion. Picking it up allows the player to throw it, distracting any wolves on/near its trajectory and causing them to let go of their balloons and crash to the ground for bonus points. Stray balloons and dropped fruits can also be shot for extra points.
After every second round, a bonus screen is played. The first such screen requires the player to defeat a group of wolves using only meat, while the second awards points for shooting fruits thrown by the wolves. These two screens alternate after each level.
The player loses one life if Mama Pig is hit by a rock, eaten by a wolf on the ladders (first round only), or crushed by the boulder if too many wolves reach the cliff and push it over the edge (second round only). When all lives are lost, the game ends.
When the game starts, "The Other Day I Met a Bear" can be heard during the opening scene (in which the wolves kidnap Mama's babies). The first stage theme bears a very slight resemblance to the main theme music from Frogger, another Konami arcade game.
The song is a part of the Desecration Rag (An operatic Nightmare) by Felix Arndt, the portion that mimics the beginning of Antonín Dvořák's Humoresque Opus 101 Number 7. After the second stage is cleared a second time, a part of "Oh! Susanna" can be heard.
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The player controls the character's weapon by swiping across the screen. Players can touch the bottom left or right side of the screen to dodge attacks or the bottom center of the screen to block attacks with a shield, which breaks if the player's shield stat depletes.
Finally, players may parry incoming attacks when performing an intercepting sword move by swiping in the opposite direction as the attack. Each of these three counters leaves the enemy stunned and vulnerable to be counterattacked for a short period of time.
Players may also use one special ability, which require time to recharge after use. Tapping the icon on the top left unleashes the Super Attack, which stuns the opponent temporarily, allowing the player to attack the enemy. Spells, are not present in this version of the game.
When the enemy becomes stunned and their chain is broken, the player is able to attack and deal damage to it.
Once consciousness is regained, the enemy will resume the assault. In this case, the player can no longer attack unless he/she performs a scratch which only deals 1/5 of the player's total damage.
In addition to combat, there is a role-playing component. Instead of experience points system, there are money as currency to levels up player's equipment, which consists of weapons, armor, shields and helmets. But you cannot level up them in mastery.
The game loops endlessly after you defeat the final boss (which is a walk in the park in this version), allowing you to win more tickets until you have coins to insert or money in a card to swipe. No paths to choose and there is only one ending.
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Struggling to react, the old government faction sent the order to a secret information organization ‘Igasei’ to initiate an assassination program called ‘Yatagarasu’ and eliminate the leaders of the coup d’etat.
Jyuzumaru is a serious, stern monk. By and large, he can pick up damage of some kind from a lot of seemingly random pokes, particularly if he has meter, and has a serviceable pressure game with proper use of his normals and specials.
He does falter a little in terms of range, if only because some of his more spacious moves take some time to start up and can be easily parried. Overall, though, he is a very strong character for a variety of playstyles.
The game is a 4 button just like KOF: A is Light Punch, B is Light Kick, C is Heavy Punch and D is Heavy Kick.
Throws are done by pressing LP+LK. Universal Overhead are done by pressing LP+HP (UOH for short) leave the ground on the 6th frame. (This means they are not immediately throw invincible.) This is NOT true for Hina and Shimo, for them it leaves the ground on the 4th frame.
Guard Meter and Instant Guard Crush (with HP+HK) it's the tiny blue bar beneath your Life bar is your Guard Meter. As you block attacks this will decrease. It will flash red as it gets close to being empty. If your guard meter is fully depleted, you cannot defend yourself for approximately 1.5 seconds. An opponent with good timing can score a full combo. The meter will return to full after your guard has been broken.
There are two Parry buttons, high parry and low parry.When you tap a parry button, a successful parry will register if an attack collides with you within a certain number of frames, and if that attack can be parried in that zone.
The amount of time that a parry attempt is active depends upon what direction you are pressing on the joystick.
"Omit Idle" + Reversal window. Yatagarasu's reversal window is 3 frames. If you input a special move during that window, the game will display “Omit Idle” and a number. The number indicates if your reversal input was early and by how many frames. In any of these cases, your reversal input is successful:
Omit Idle 0 = frame-perfect.
Omit Idle 1 = 1 frame early.
Omit Idle 2 = 2 frames early.
Omit Idle also appears any time you do any action within the reversal window after another action. As long as the 2nd action is not a normal, Omit Idle can appear.
After you select your character, you can choose from one of that character's two Super moves. No matter which super you select, you still have access to both supers. Selecting a super powers up that super by giving it an additional 20% damage. There are a few exceptions, however:
Azure's Shunjunrankujin (Super1) is normally 3 hits. When selected, this super gets an additional 2 hits.
Chadha's Gigadeath Pressure (Super1) is a grab super that does 18000 damage. It is input with two full circle motions (360s). When selected, you can do three or four full circle motions instead of two to increase the damage by 2000 each. In addition, you can also do five full circles if you have 2 full super bars (maximum meter).
Jet's L.G.J. (Super2) is a timer super that lasts about 6 seconds. When selected, the super timer lasts an additional 1.2 seconds or so.
Aja's Kongo Shingonso (Super2) is a timer super that lasts about 6 seconds. When selected, the super timer lasts about twice as long.
Kotaro's Star's Gift (Super2) causes a status effect on the opponent if it hits. It lasts about 2 seconds. When selected, the status effect lasts about 8 seconds. In addition, the status effect will also now work on block, in this case for about 2 seconds.
Directional Buffer. The special move buffer is 8 frames for all special moves except "charge" special moves. (After inputting the directions for a special move, you can leave the stick at neutral for 7 frames, press the button on the 8th frame, and the special move will still come out.)
The special move buffer for charge special moves is 9 frames.
"Red" combos, some moves can combo after an opponent backflips in the air from an air reset (such as Kou's and Jet's super1). When this happens, if the combo counter turns red, this means that the opponent could have parried that moves.
All characters have the same amount of life, 51600.
You can reduce the damage you take when you get hit by pressing buttons (similar to Melty Blood).
If you are getting hit by punch attacks you need to press a punch button, and vice versa. Button strength doesn’t matter, and negative edge inputs are accepted for damage reduction.
The following characters gain a wider hurtbox while crouching: Azure, Hanzo, Juzumaru, Hina, Shimo, Jet, Chadha. (The other characters do not.)
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The 8-way joystick is used to specify the direction of movement, pointing down to crouch and the different up directions to indicate angle of the shot.
At the start of the game, the player is given an option to practice in the target practice room, which is similar to a standard shooting gallery game with targets that don't fire back.
They then play through the main game, consisting of 8 stages to beat the game.
In the main game, the player faces human enemies who fire back at the player, often while taking cover behind objects/buildings and popping out from behind cover to fire at the player.
The game will loop endlessly after the 8th stage is completed. In stages 1 through 8, the object is to shoot a certain number of criminals and avoid shooting civilians. If the player is hit by an enemy or if the player shoots a civilian, the player will lose a life.
When all lives are lost, the game ends. Besides criminals and civilians, some objects in the backgrounds of the seven stages can be shot to earn extra points, such as amusement park rides and signs.
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At certain times in the match, before the ball is in play, players can use Units to purchase a special power-up that gives them an advantage including the ability to score outright.
Players start with 2 Units on each start/continue, and can purchase additional Units with real money, 3 Units for the first purchase, 4 Units for each additional purchase.
This system uses its own dedicated button (the C button) to bring up the menu, select a power-up, and use it. This system can be disabled by arcade operators.
Super Dash (1 Unit)
Super Sliding (1 Unit)
Over Run (2 Units)
Super Guard (2 Units)
Banana Shoot (3 Units)
Super Shoot (4 Units)
Hyper Shoot (6 Units)
Similar to the predecessor, regions of the game have a different assortment of teams. In addition to the standard teams, most games include a fantasy "MAX" team that serves as a powered-up final boss for both '93 versions.
You get more batteries also by doing different tasks: speeding up to go through a loop, beeping your horn at cows, stopping while a bridge gets into place, and so on.
Beware, before honking to something on the rail, reduce your speed to 0 Km/h (Stop) or you'll crash.
The game's controls includes a simple master controller lever that acts both as a throttle when pulled backward and a brake when pushed forward, as well as three buttons: Left, OK/Horn, and Right. The buttons are used primarily for the main menu, as well as for changing paths in junctions.
Players choose from one of six trains, split into two difficulties: Shoshinsha Course ("Beginner Course") and Pro Course. Each train has three stats associated with them: Maximum Speed, Handling, and Battery Usage. The Beginner Course trains are more forgiving with the battery usage, but they do not run the entire route.
Shoshinsha Course (Beginner Course):
JR Kyūshū Sonic 883 (2/3/2)
Narita Express (3/4/2)
Nankai Rapi:t (4/5/3)
Pro Course:
Nozomi (4/4/3)
Tsubasa (4/3/4)
500 Series Shinkansen (5/3/5)
The game only includes one route that splits into eight "courses", with players starting at Momo Mountain and then proceeding through the remaining courses (4 for Beginner, 7 for Pro) at random. The game tries to hide the randomness by having players choose between two paths at junctions (similar to similar to the Outrun and Darius series).
Aqua Port Course (Sea Side)
Bridgewater Bay Course (River & Bay)
Doboku City Course (Civic Center)
Flat Town Course (Bedtown)
Guruguru Hill Course (Hill)
Momo Mountain Course (Hill & Mountain)
Techno Sunshine Course (Metropolis)
Tobimas Lake Course (Country & Lake)
If the player makes their way through the route on a single credit, they can play an Extra Game where they run Doboku City with no stops between the start and the station at the end, and are graded based on time.
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The objective of Bosconian is to score as many points as possible by destroying enemy missiles and bases.
The player controls the Starfighter, a ship that can move in eight directions and fires both forward and backward simultaneously.
Throughout the game, the Starfighter stays affixed to the center of the screen as it moves. During each round, several green enemy bases, known as "base stars" appear, all of which must be destroyed in order to advance to the next round. The number of bases increases with each round.
Each base has six globe-like cannons arranged in a hexagon around a central core. To destroy a base, the player must either shoot the core or destroy all six cannons, the latter of which gives the player extra points.
In later levels, cores begin defending themselves by opening and closing while launching missiles. A radar display on the right-hand side of the screen shows where enemies are located relative to the player.The game also features a color-coded alert system with voice commands.
Additionally, the player must avoid or destroy stationary asteroids, mines, and a variety of enemy missiles and ships which attempt to collide with his or her ship.
Enemy bases will also occasionally launch a squadron of ships in formation attacks, destroying the leader causes all remaining enemies to disperse, but destroying all enemies in a formation scores extra bonus points.
A spy ship will also appear occasionally, which must be destroyed or the game's alert system will turn to red regardless of how long the player has taken.Throughout the game, a digitized voice alerts the player to various events, such as incoming enemies or an approaching spy ship.
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The Panthers can also jump to avoid pits and other various obstacles through the four areas of the game. Although are very different each other the enemies robot are always the same, with the small and weak ones disappearing in later stages. The also
Health is a energy counter which can be restored by defeating enemies, which sometimes drop orbs for this effect.
Once the panther's health reaches 100, rotating orbs surrounds the panther, which can then be used to shoot at enemies at a distance. Energy walls will stop your scrolling forward and they will extend to the sky every time, jump them is necessary to continue, later in the game laser beams and shocks will try to stop you to.
Mid area and of end it you collect power up orbs, the one before boss give you different special attacks in form and power.
At half of the area, orbs are always used only to stock a simple power basic attack power up, that like you kill special big enemies in one hit, those allow you to collect massive health energy.
Beware in this part of the area there are big orange enemy energy sphere, they will spawn indefinitely until you leave, it very easy to get your drain your hp, so it a risk-reward situation but the risk is higher that the reward.
The game is insanely hard, you need to learn how to manage energy to not get obliterated fast by enemies, but is difficult to do. Plus with the standard dip switches you can continue only in 2 areas, making the game almost impossible to complete. Thankfully it can be changed to allow continue to all 4 areas.
The game supports two players co-op.
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(S)kill is use to perform every characters special moves. The type of special move per- formed is determined by the direction of the joystick.
E is the Special button used for Neutral Anti-air, it makes a powerful anti-air attack against an aerial opponent's attack. Forward/Backward-Overhead: A mid-air attack that cannot be guarded by the opponent's guard. Down Sweep: A downward attack that can make the opponent fall down.
2/5LLL - All characters possess a 3 hit light attack auto combo that can start with 2L and 5L. The second move in the auto combo can be done manually with 6L and can chain into the 3rd hit of the auto combo.
2H - Generic low.
6H - Can be charged to gain one hit of super armor after the flash effect. Causes wallbounce in the corner on hit with the exception of Noko's which causes a ground bounce.
4E - Blowback/Knockback Attack. Forces crumple on counter hit which makes it an ideal punish starter.
5E - Universal Anti-air. Has upper body invincibility.
6E - Universal Overhead. Has lower body invincibility.
2E - Universal Sweep. Can low profile some moves.
3E - Chase Attack. Will only come out vs a downed opponent.
Directions with S/HS/ES - The special moves. Every character at least has 5S, 2S, and j.S, most characters have more. HS is heavy version, ES is EX version which costs half a bar.
5LH - Throw.
5LE - Offensive Skill. Takes one bar. Any move that is not an Ultra Skill can cancel into an Offensive Skill on block. Some moves like Lina's Giga Mines can even be cancelled on whiff! These are usually used as metered combo extensions only since they are unsafe on block. Combos that begin with a Unique Attack or throw almost always require an Offensive Skill to combo afterwards. Similar to Red Roman Cancels from Guilty Gear
j.5LE/8LE - Upward Offensive Skill. Typically used to combo after airborne opponents. Shares most of the properties of the grounded Offensive Skill.
4LE while blocking - Defensive Skill. A guard cancel attack. Basically an alpha counter. Costs one bar.
5HSE/2HSE - Ultra Skill. Every character has a standing and crouching version. Both versions go up to 2 different levels and Level 2 Ultra Skills can be performed by inputting the same command again before or during the superflash. Alternative inputs are LHS and LES.
LHE - Heat Up is the comeback mechanic in Blade Strangers. When your character is under 35% health, you gain access to Heat Up for the cost of 1 bar from the Skill Gauge.
Upon activation, your character gains one hit of super armor and the Skill Gauge turns into a red, slowly draining bar. During this time, all EX Skills cost only 1/3rd of the red bar and all Ultra Skills cost only 1/2 of the red bar. Note that regardless of how much bar is remaining, you will always be able to perform any EX, Level 1 Ultra, or Level 2 Ultra Skill so long as you are in the Heat Up state.
You can combo into Heat Up typically with the use of a launching EX Skill although some characters may have meterless Heat Up transitions. The optimal use of Heat Up in combos is usually to perform a short combo with 2 EX skills into a Level 2 Ultra Skill.
Blade Strangers uses a combo gauge system where attacks drain the gauge a preset amount. This includes normals, specials, and throws. The exception to this rule are attacks that require the Skill Guage (EX Skills, Ultra Skills, and Offensive Skill).
Combo damage scales based on the scaling value of the first move, with a minimum of 30%. For example, for a starter with 75% scaling. Additionally, each repetition penalty gives you 50% for that hit and an additional -10% combo scaling
In the world of Blade Strangers, every universe is one of many simulations being generated by an interdimensional network of servers. These simulations are overseen by the goddess Exiva and her Motes, a group of sentient computers, and protected by their champions, the Blade Strangers. A cybernetic being known as Lina appears and begins consuming the servers' data, wiping out whole worlds and defeating all of the Blade Strangers.
To protect the universe, the motes summon heroes from worlds Lina has not yet reached, altering their memories to make them believe they are participating in a fighting tournament. The one left standing will be named the new Blade Stranger to defeat Lina.
Aban Hawkins is from 1001 Spikes. Being constantly outdone by his father, Aban desperately wants his approval as someone in the field of research and archaeology, but he also can't stand him due to his stubbornness and attitude.
When he receives a letter from said father claiming that he died, as well as mocking and challenging him to search the lost ruins of Ukampa, Aban immediately springs into action just so he can find the treasure and rub it in his father's grave.
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The game uses rotary joystick controllers that allow the player to move forwards and backwards, and to strafe left and right.
One button fires the player character's weapon, while the other will allow them to rotate left and right when used with the joystick.
In each maze, there is a shop where the player character can buy and upgrade their weapons, even being able to regain health, increase their moving speed and purchase armor that will absorb a few hits.
The screen is divided into halves, with two players (player one is the blue screen on the right) being able to play on the same screen.
Up to four cabinets can be linked up, allowing eight players altogether. If less than eight players are available, the remaining characters are controlled by the computer.
Whenever one of the players is killed, their decapitated head is left on a playing field until they rejoin the action.
The game has 21 arenas/mazes, after that it loop infinitely.
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The game screen is split, top and bottom. It is a 3d view looking at your own player from behind. Player one sees themselves on the top screen and sees the opponent in the distance. The lower screen shows the game from the computer or player two point of view.
One to three balls shall materialize in the centre of the screen, and as one hovers towards your goalkeeper, he shall have to get in front of it, then kick it towards that other goalkeeper,who shall then have to save it if he can. If there is a tie the match enters over time and the player that scores first wins.
The amount of goals both players have scored will be displayed above both goals and if only one player is present, that second goalkeeper will be controlled by the CPU on one of three (player-selected) difficulty levels (Novice, Skilled and Expert).
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Then, you choose a character to play as. Players can take a picture of themselves using the NAM-CAM camera lens within a time limit, but you can disable it and the picture of the current character is instead used.
The game goal is to finish in 1st place in every race. If you get placed lower place, you lose and you must retry to unlock the next course by inserting a coin.
If players get 1st place, they can continue if they pay the game another token. If not, the game is over.
Mario Coins are coins the collatable of Mario Kart Arcade GP 2. Those are use to unlock prizes to save on their Mario Card. When you reach 4000 Mario Coins, you will unlock a neat feature, the possibility to race first-person perspective. This is done by pressing the VS Cancel button during a race.
The player can pick between fourteen characters all with different stats and divided in 4 classes:
Balanced, Strong Acceleration, Easy Control and High Speed.They all have two karts, but the second one needs to be unlocked and it changes the stats based on the class.
At start of every race player can get a rocket start, to do so you need to press the accelerator at right moment. If successful, the kart gets a small speed boost when the race starts.
Player can also use a Jumping technique which is performed by tapping the brake pedal and then drifting occurs, you can continue the drift by accelerating.
GP2 features unique items that are grouped into these different categories. Like locking-on, passing the item, dropping backward, and shooting forward.
Locking-on item are the offensive one that auto-lock and enemy when you are close to him. Passing items require the item to be thrown, much as a locking-on item. Afflicted players need to collide with other players to evade the hindering effects. Items that drop backward and items that shoot forward are identical to any other MK game.
Also unique to this game is a temporary shield that is produced while powersliding which protects players from items thrown at them by the other racers.
There are three engine difficulty levels: 50cc, 100cc, and 150cc from east to hard(Master), the game has 4 difficulty levels, and each one has two stages.
Each cup has 2 tracks, divided into 4 rounds. The first 2 rounds are the tracks in normal conditions, and the last 2 rounds the same tracks in different conditions(like weather).
After finishing all four races from each stage, a "challenge game" comes up, in which the player is not required to complete for winning the cup, a certain task for bonus Mario Coins but is not necessary; each of them requires the player to drive to a goal under a certain amount of time while under a certain condition, such as driving backwards through a field of banana peels.
Additional tracks and characters can be unlocked through play, with player data saved on a magnetic card.
There are 8 cups to win,each one form a different game world, when you win them all the game is tecnicaly over but you can still play and try Special Cups (Reverse mode).
Mario Kart Arcade GP 2, along with Mario Kart Arcade GP, featured a Internet Rankings system. It was run by Bandai Namco Entertainment Japan website, and a Mario Card was required to access it.
The cabinet can be link up to four players. After the players insert coins, the matchmaking starts looking for VS races. When players are found, the game starts.
This mode selection screen works like the single player one, but at end of it, every player votes for a course. After that, each player will be given 3 random items.
Players have have different colors over their characters head based off what number they are.
1 is Red.
2 is Orange.
3 is Green
4 is Blue
CPU is Dark Blue
If less than four players gather for a race then CPU drivers are added to make up four racers.
During the race, the bottom-left screen displays the player number and there is no speedometer in the bottom-right this time, it just shows the coin count. Also, the commentator says the player number before the character's name.
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The player travels through five time periods, rescuing stranded fellow pilots. The player must fight off droves of enemy craft while picking up parachuting friendly pilots.
Once 56 enemy craft are defeated, the player must defeat the mothership for the time period, when it is destroyed, any remaining enemy craft are also eliminated and the player time-travels to the next level.
There are five levels. In the first four levels, the common enemies and motherships can fire yellow bullets; these are similar to the white bullets fired by the player, except that they travel rather slowly.
In 1910, the biplanes can fire bombs in addition to the yellow bullets. The bombs, which resemble tin cans, are initially fired upward but accelerate downward, moving faster as they fall to the bottom of the screen. Their paths simulate gravity, following the parabolic trajectory of a thrown object, despite the fact that the player can fly downward indefinitely and never reach the "ground". This is the only time when "gravity" is present.
In 1940, planes are slimmer than the biplanes and blend in with the background, making them tougher to target. This level also features red-and-yellow bombers that fly horizontally across the screen and require multiple hits to destroy.
In 1970, The helicopters are smaller than the airplanes. They fire bullets as well as homing missiles. The missiles travel faster than the player but cannot make sharp turns. The player can destroy missiles by shooting them and avoid them by turning sharply.
In 1982/1983, The jets resemble the player's own craft. They are more aggressive, making it easier for the player to collide with them. They fire more homing missles than do the helicopters, meaning that there will typically be more missiles on the screen at any given time in 1982 than there were in 1970.
In 2001,the action shifts to outer space, where the enemies are flying saucers. These saucers fire fast-travelling circular bullets that blend in with the background. The asteroids on screen will not hurt the player but will serve to camouflage the enemies and their missiles. The saucers' bullets and missiles can all be shot and destroyed.
In all but the space levels, a parachuting pilot will occasionally appear. Collecting ("rescuing") this pilot will initially award 1000 points, and then increase by 1000 points for each consecutive rescue, up to a maximum of 5000. The award is reset to 1000 points upon losing a life or advancing a level.
Enemy "formations" appear in each level. These formations are heralded by a series of quick tones, and 2000 points are awarded if the entire formation is destroyed within approximately 3 seconds.
After the fifth level is finished, the game repeats infinitely. Extra lives are given at 10,000 points, and per 50,000 scored up to 960,000; thereafter, the game goes to "survival of the fittest" mode.
The game supports multiplayer, two players take turns each other, the goal is competing for high score.
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The people trembled with fear, with nobody to stand up for them, until one day, a brave young man received a divine revelation from God and was granted the mythical Fire Axe. His name is Roche.
Giving the people courage again, Roche embarks on a journey to the Castle of Algerine in order to defeat the demon overlord Argos and restore peace to the world.
Astyanax is set in a fantasy world populated by mythical creatures from Greek and Arab mythology.
The game consists of six stages: a forest, a cave, a lake, a lift, a castle and the final battle. Up to two players can play simultaneously with continues allowed at any moment.
The first player controls Roche (a blond-haired warrior in blue armor), while the second player controls an unnamed palette swap of Roche in red armor with black hair.
The controls consist of an eight-way joystick and three buttons for attacking, jumping or using a thunder attack that covers the whole screen. The player has four health points per life.
The player's main weapon is an axe, with a power gauge that fills automatically when the player is not swinging it. When the gauge is filled, the player's axe will be lit on fire, allowing for a stronger attack.
This allows the player a choice between faster weak swings or a slow strong one.
The player can obtain power-ups by destroying stone pillars such as crystals for points or red jewels for additional health.
There is also a blue arrowhead that increases the strength of the player's thunder attack by up to four levels (the player must have at least one arrowhead in stock to perform a thunder attack) and a shield that allows the player to block enemy attacks until it breaks.
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It now has a manual MAX Mode of its own and having a stock at full charge, thus no longer entering MAX Mode automatically via this method.
Also added is Quick Max Mode, which only in Extra Mode can be accessed on any connecting hit that does not count as a true grab/throw, cancelling the attack into a Max Mode activation without the power-up-pose startup (albeit with less hitstop frames for the hit that triggers it). This can effectively be used to extend various combos or push an offensive advantage in general.
The gauge charge is now much faster, along with the recovery from the charging animation.
Sidesteps/dodges are also faster on recovery.
The advantage carry-over for later members of a player's team no longer involves the power bar's length, but instead increases the threshold for the critical HP range (from low HP to near-half HP) to use normal DMs with no cost and/or to allow for SDMs/MAX DMs.
The HP bar will no longer flash for a while via a cooldown period if a free DM is used in critical HP range, preventing the player from spamming free DM's.
To make up for the stationary dodge's drawbacks compared to rolling in Advanced Mode, walking movement speed is slightly increased in Extra Mode.
A new and notable mode of play for this game is known as Ultimate Mode, where similar to the EX Grooves of Capcom vs. SNK 2, players are able to customize their gauge systems and the mechanics that go along with them, with it being able to select between Advanced or Extra (the gauge style, the method of dodging, and method of quick forward movement).
The roster consists of not only everyone from the original KOF '98, but also every character who was playable at least once in KOF '94, KOF '95, KOF '96 and KOF '97 (all canonical chapters of the Orochi Saga). Additionally, all alternate EX versions of certain characters are also available by holding the Start button over their portraits. Some of them also appear in the original game, while others are newly added solely to Ultimate Match.
To also differ more from the original game, EX characters now have both changed member select and order select portraits (not just the Orochi versions of the New Faces Team and Omega Rugal), but also now have their names highlighted in red.
SNK Playmore added the scenarios of the finals of KOF '96 ('96 Bosses Team and Goenitz) and KOF '97 (Awakened Orochi Team and Orochi), along with some new stages:
China Wall: In the first round, it's empty and it's morning; in second and third rounds, people are watching the fight in the background; and in the last rounds, it's sunset.
Hong Kong: In the first and second rounds, it's morning, with a few people watching the fight, inside and outside the train; in the third and fourth rounds, it is afternoon and there is a crowd watching the battle; and in the last round takes place at night, and people can be seen inside the train next to the characters. The battle takes place next to the train tracks.
Taiwan: In the 1st round, people are cheering and holding a flag with words in Chinese, besides a woman sitting at a table with a sun umbrella under sunny weather; in the 2nd round, the stage is empty and cloudy; from the 3rd round, the stage gets full again, with the same people from the 1st round and in the light of the sunset.
Saudi Arabia: In the 1st round, the weather is sunny; in the 2nd round, can be seen a sunset, and more sheikhs on the left and the right; from the 3rd round, it's already night and more sheikhs can be seen in the background, and bonfires on both sides.
Chinese Village: In the 1st round, people and pandas are cheering with the fight, holding posters with the game's name, and the weather is sunny; in 2nd round, the stage is empty and the sky is cloudy; from the 3rd round, it's already night and few people are in the stage.
Chinese Temple: In the first round, can be seen some people next to the river, and the weather is sunny; in the 2nd round, can be seen a sunset; from the 3rd round, the stage is empty and it's already night; also can be seen some lights coming from the temple.
Bousou — Orochi Iori & Orochi Leona: The bloody version of China Village and Saudi Arabia, like in the stages of KOF '97.
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Features a variety of target scenes, a total of 9 tantalizing scenes are possible depending on the players skill in shooting. Targets move and both players aim their guns at the screen and shoot.
It's can be adjustable with a a 'Skill Return' feature, which will return player's coin or token in obtaining a pre-set score.
The game it's endless, it'll keep going until you either run out of bullets or get bored and stop playing.
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Your oponent is trying to do the same. You can elbow your oponent to make them lose the ball then take the ball yourself and either throw it into the goal or run right up to the goal and put it in. Points are awarded for each goal that is made.
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The game has 6 stages with different theme, enemies and bosses at end of it. All of them act similar in that they toss out projectiles to slow you down and swing melee weapons to block you if you get close, and you need to drain their lifebar to bring their getaway vehicle down in a bunch of explosions. The last stage is a boss rush until you reach the final boss.
You also have a jump button which lifts your ride into the air, though you can only jump eight times to start. Picking up “J” spheres on the road add another jump to your collection.
In addition to the jumps, by turning the throttle handlebar again while riding, it gives the bike a short speed boost that generates propulsion rings; necessary if the levels are to be completed within the tight time limits the game imposes. Unlike the jumps, the bike has an unlimited number of speed boosts.
Gameplay is similar to that of Chase H.Q. mixed with Hang On but A.B Cop introduced an element new to the racing genre: the end-of-level boss.
The game is very challenging, but if you 1CC the game like a i did, at end after the ending cut scene you'll play an Extra Stage. In this stage there are no enemies, but you collect plush toys of previous bosses giving you extra bonus points.
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At the beginning of a level, planets appear and begin growing. They can be destroyed prior to their reaching full size and sprouting moons.
If you wipe out all the planets while they're still growing in size (before they acquire their moons), you're awarded the "perfect round" bonus, which varies from level to level.
Once a planet has moons, it is shielded until all its moons have been destroyed or launched at the player's ship, at which point the planet becomes enraged and charges the player.
After every three rounds comes a bonus stage, where your job is to pick up drifting astronauts while avoiding comet collisions.
Orbiting comets accelerate the longer they go without being shot. Comets increase in value by 100 points, to a maximum of 1000, until a comet leaves the screen or the level ends.
The game is endless.
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The has three button one for Punching/Shoting, one to DUCK to avoid thrown objects and JUMP to avoid rolling explosives.
If you duck close to an object/enemy press Duck button and then Punch button, you grab the item, press the punch button again to throw them away.
Punch + Jump, unleash a Kick while Jump + Duck unleash a Sweep.
The game has 9 levels mixed between a 3D beat em up and run and gun, with the final mision including both. The game has a 3D perspective, you walk through narrow corridors walking in a straight line through waves of enemies, until you reach the end of the level, some of them have boss fight at the end.
In Run and Gun levels you shoot enemies and collect AMMO belts to get a high score,you may find AMMO boxes with a different color to get special shoots, everything object in the environment is destroyable, destroying stuff rewards you points and end of the level.
In Beat Em Up levels you collect chainsaws with different colors for special powers, you punch or kill without any weapon, you collect AMMO belts here also. You walk from the back of the train carraige to the front, killing everyone who tries to stop you, including soldiers, ninja, strippers, wrestlers, bikers and so on.
Most of western arcade developers in the 90s are hateful coin eaters, this game makes no difference, although compared to many it is rather fair and enojable, but beware in some levels you are at train rooftop, if you fall you'll lose an entire life.
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Each match is a series of rounds in which the player must defeat their opponent in less than 30 seconds.
If a match ends before a fighter is knocked out, then the fighter with the greater amount of hit points left will be declared the round's winner. The player must win two rounds in order to defeat their opponent and proceed to the next battle.
If the third round ends in a tie, then the computer-controlled opponent will win by default or both players will lose. During the single-player mode, the player can continue after losing and fight against the opponent they lost the match with.
Likewise, a second player can interrupt a single-player match and challenge the other player to a match.
The game controls consist of an eight-directional joystick and depending on the cabinet: six attack buttons, three punch buttons and three kick buttons of differing speed and strength; or two mechatronic pads for punches and kicks that determined the strength level of the player's attacks. The player uses the joystick to move towards or away from an opponent, as well to jump, crouch and defend against an opponent's attacks. By using the attack buttons/pads in combination with the joystick, the player can perform a variety of attacks from standing, jumping or crouching positions. There were also three special techniques, performed by inputting a specific directional-based command and button combination.
These techniques were the Hadoken, the Shoryuken and the Tatsumaki Senpukyaku.
Unlike the subsequent Street Fighter sequels and other later fighting games, the specific commands for these special moves were not given in the arcade game's instruction card, which instead encouraged the player to discover these techniques on their own.
The player takes control of a Japanese martial artist named Ryu, who goes on a journey to prove his strength.
The second player takes control of Ryu's former training partner and rival Ken Masters, who challenges Ryu in the game's 2-player matches. Normally the player takes control of Ryu in the single-player mode, however, if the player controlling Ken defeats Ryu in a 2-player match, then the winning player will play the remainder of the game as Ken. The differences between the characters are mainly aesthetic, as both of them have the same moves and techniques.
The single-player mode consists of a series of battles against ten opponents from five different nations.
At the beginning of the game, the player can choose the country where their first match will take place, with available choices of Japan or the United States, as well as China or England, depending on the DIP switch setting.
The player will then proceed to fight against the nation's two representing opponents before proceeding to the next country. In addition to the regular battles, there also two types of bonus games in which players can compete for additional points, including table-breaking and brick-breaking bonus games. After defeating the initial eight, the player will travel to Thailand to fight against the final two opponents.
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The player starts in sector 1.0 and will finish this level after the player successfully goes between an allocated number of pylons, indicated at the top left side of the screen; the first requirement is 9 pylons and will gradually increase with each new sector. In sector 1.1., with the addition of having to complete the pylon requirement, a group of flying saucers, ranging from 1 to 4 (per group), fly in a pattern. The player must avoid these flying saucers by maneuvering out of their way or by shooting them down. In sector 1.3., a new type of robot spaceship (at least one) will fly erratically and attempt to crash into the player's space ship (due to the marvel of technology of that era, enemy ships that disappear from one side of the screen, will emerge on the other side of the screen). When a round is complete, the game loops, becoming more challenging in the process. Later sectors will gradually introduce more difficult challenges.
The game ends when the player loses all three lives by crashing into (or being crashed by, it seems sometimes) pylons or enemy space ships. Although there is no penalty in avoiding pylons altogether, the game will also end if the allocated amount of time (indicated by a long bar at the top center screen) runs out. The player may increase speed to move faster, which will present maneuverability challenges in itself. The overall score increases by distance traveled, pylons traveled through, and enemy spaceships shot down. The latest score and the high score are saved and shown in the main screen.
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Wrestle War gives you a lot of moves depending on the situation. If you punch or kick the opponent enough they will be stunned. From there you can perform an Irish whip which can lead to a drop kick or clothesline. Grappling forms the basis of combat and leads to plenty of secondary moves like a suplex, body slam, and special moves. You can even perform reversals and stomp them when they are on the ground. Every lock-up becomes a button mashing war with the loser at the winner’s mercy, very unfairly most of the time.
You go through a series of matches to win the Sega Wrestling Alliance championship belt by facing the following wrestlers, each possessing their own unique wrestling moves:
Mohawk Kid
Sledge Hammer (based on Bruiser Brody)
Mr. J (based on Jason Voorhees from the Friday the 13th movie series and the real life wrestler, Jason the Terrible)
Don Dambuster (based on Road Warrior Hawk)
Mad Dog/Nim Rod Falcon (based on Lucha libre star Mil Mascaras)
Titan Morgan (based on Hulk Hogan)
Buckskin Rogers (based on Stan Hansen)
Grand Kong (based on Abdullah the Butcher)
The game supports competive versus multiplayer.
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In order to proceed, the player must pass and stay ahead of at least 30 competing cars before time expires. Some opponents drive predictably, while others swerve across the road suddenly.
In the first round, the player has unlimited lives; collisions with other vehicles will return the player's car to the bottom of the current screen. In subsequent rounds, the player is limited to two lives (one on the screen playing and the other in reserve) and awarded an additional life (up to a total of four in reserve) for each completed round.
In addition to competing racers, an ambulance occasionally comes along from behind and overtakes the player - they must be avoided, as contact with them will cause the player to lose a life; the game will be over when all player lives are gone in addition to the time expired before reaching 30 passed cars.
The game is fast-pace(as the name implies) and very hard with all rounds be challenging, plus then game is endless.
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Instead, the player's ship can move forward and backward (in addition to left and right) to hunt enemies in an orientation that is vertical, but has some horizon-oriented tilt. This style of gameplay would be re-used in a later Konami shooter, Axelay.
Starting formations vary from stage to stage. In addition, the player can pick up a humanoid, upon which the screen will have a red tint.
While this happens, every enemy the player shoots will earn the player 200 more points than the previous enemy destroyed.
The original score for shooting an enemy while in humanoid mode depends on the stage.
You have also three Warps per stage, when you use it, your ship disappear and then reappear on the same point, it's crucial for dodging shot patterns especially on the more advanced waves/stages.
Every 100000 points you earn an extend. The game has 16 waves/stages in total, after that it loops with an always increasing difficulty, until you lose all the lives.
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Infiltrating the dictator's hideout (in an unnamed, clearly fictional island resembling Republic of Isthmus).
You start off flying a Jet-Pack over the ocean from a 3rd person perspective flying into the screen towards the island with the baddies coming towards you. You have a gun but can get icons to upgrade your gun. There are Hang-Gliders and a huge Helicopter to contend with as well before landing on the island and onto the next stage which the game then becomes a Beat -em-up. You view the action from the side as the game scrolls horizontally as you move from left to right. Baddies come at you from all sides and you kick or throw them. Baddies with guns will drop their weapons which you can collect and use before facing another boss who needs defeating to move on.
Other game styles played has you running into the screen from a 3rd person perspective shooting the baddies coming towards you. As well as various weapons, you can collect smart-bombs to kill all on screen. The last style of gameplay is a beat-em-up again with weapons but you must jump up various levels to get to the top. As the game progresses it mixes up each level with these game styles.
After you complete every stage, the game loops one time then it ends.
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- Added new playable character "Jokō" and strategist "Kakuka."
- Revamped animation of existing characters.
- Added button dash.
- Reintegrating Special Down into Hougeki combos, and reworked a few key features to reduce the complexity of the system.
-Added new stage and new BGM.
This is the standard layout for the game, with numericals representing directions (think of the number pad on your keyboard) and a four-button layout (with E and F being bound to A+B and B+C).
Basic Controls
A: A characters light hit move.
B: A characters medium hit move.
C: A characters heavy hit move.
D: Can be used to throw an opponent or to tech / break a throw.
E: If you have the macro for A+B assigned, then you can use this to access both buttons at the same time *optional binding
F: If you have the macro for B+C assigned, then you can use this to access both buttons at the same time *optional binding
66 - Run/Hop
44 - Backdash/Backhop
Tatics Bar Aka meter, it increases on hit or guard, as well as on special whiffs. The first player to land an attack on each round receives a bonus 1 bar. Can hold up to 4 bars.
EX Special Attack A+B: Uses up 1 tactics bar, they enable stronger special attacks. Many EX attacks are invulnerable, or give a hard knockdown.
Summon Strategist 236D: Uses up 1 tactics bar. Cannot be cancelled into. Mainly used during neutral game, for okizeme, and can even be used during Hougeki combos for extensions.
Ougi 2363214D: Uses up 3 tactics bars, performs a powerful super attack. All of them are fully invincible and guard crush on block to give a slight frame advantage. Note: The game will also register 2321D as an Ougi input.
Hiougi 236B+C: Uses up 4 tactics bars, only available during Hougeki combos. Cannot be cancelled into, must be performed raw.
Throw Techs. To tech a throw, press the D button.
Air Techs. Not all attacks will be guaranteed to knock you down. If you hold a button during hitstun, you will air tech. When you air tech, you will be invincible until 1 of 2 things happens.
-You press an air attack button.
-You land on the ground.
This causes a basic mindgame where you choose between doing an air attack, and just landing after an airtech. Likewise, the opponent will consider doing an anti air, or going for a mix-up.
Ground Techs. If you are hit with an attack that causes a soft knockdown, you can tech by pressing any button. Hold to tech works. If you want to tech immediately, you can simply hold A whenever you get hit. Note that if you were able to air tech but chose not to, you still have the option to ground tech.
Special Down. Any counter hit from a move with a Special Down attribute will result in a special type of hitstun. Until your opponent hits the ground, you can hit them with a short combo. Similar to other specials hitting the opponent in the air, they can air tech if they are too high at the end.
Hougeki Combo System. All characters have moves with the Hougeki attribute. The universal ones are 6B, 3B, 6C, and 3C. Some characters may have additional Hougeki attacks. When the opponent is counterhit with an attack with Hougeki attribute, the opponent will be put into the special Hougeki combo state. These are the strongest combos in the game.
Special Pursuit Chance. During a Hougeki combo, you can use a Special Pursuit Chance (bounces):
3B - Lift off: a short range but quick attack that launches on hit.
6B - Slam: a slow overhead attack that causes ground bounce.
6C - Blow away: a slow attack that causes wall bounce.
Some special attacks have identical pursuit chances to the above command normals, but they are all character specific. Whenever the opponent is falling, during Hougeki combo state, they can be comboed until they fully land on the ground. There is always a small ground bounce that happens when they fall initially. The larger the fall, the larger the bounce. This is a key point for timing combos visually as well as constructing new Hougeki routes.
I used Kakouton. Twin sister of Kakōen, this mighty warrior of Gi wields a giant sword known as the Hungry Wolf of the Seven Stars. Wholly dedicated in both body and soul to Sōsō's grand cause, she will not be satisfied until all who oppose Sōsō have been destroyed. Emotional and passionate, she can be somewhat simplistic and naive.
Kakouton has some of the best close range pressure in the game. Her long reaching 5A can be confirmed into 623A or 236A+B, and also combos into 236A on CH. Her 236 series pushes opponents outside of poke range, giving her some of the safest frame trap options in the cast, while also pushing opponents to the corner. Work your way up close, then use a mixture of 5A into throw, 5AA, or 236A to open your opponent up.
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The first loop is pretty easy with infinite ammunition and generous time, from the second loop the shit gets real. You now have counted bullets for each target, meaning that you cannot miss a single shot, so you need to think carefully every shot (you will feel the time pressure this time) and now the targets move faster.
So if you miss a single shot, you'll not have enough to complete the loop, after 2-3 loops the game gets very hard.
Aim for a great High Score and you'll enjoy this very simple, short, hardcore shooting gallery game.
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It plays like a normal baseball game, it controls with one joystick and 3 buttons, you can visually see the strike zone and you can aim with reticle to pitching/hitting.
When Pitching:
The analog stick decide which direction to pitch, If is a Manga character, the G(Gekitou) button open the special shoots menu, use the analog stick to select one, special shoots consume SP. You can move the stick until the ball is effectively launched to trick your opponent.
A button throws the balls or confirms your special shoot.
B button throws the ball back on one your bases(pick a direction with the joystick) to defend it.
When Batting:
The analog stick decide which to swing, If is a Manga character, the G(Gekitou) button open the special shoots menu, use the analog stick to select one, special shoots consume SP. You can move the stick until the very last movement for a more precise hit.
A button hits the ball with bat or confirms your special shoot.
B button to set the bat horizontally.
When Catching:
The analog stick controls the catcher and you can move it freely on the field.
The A is use to catch with a jump, dive etc. Manga character have unique animations.
B button is used select the catcher and with between them.
Start Button acts as a subistutions caller at anytime in the game.
When two Manga characters face each other a small cut-scene is shown, if they are from the same series it will have unique dialogues, otherwise they will present each other.
The game support multiplayer, two players can play versus, they can use cards to select their own created character.
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Each route must be finished withing 60" seconds and reaching the Check Point within this time grant you get an Extended play.
If you don't reach the Check Point you have the possibility to Continue, you'll restart form the last point you reached. If you never reached one you'll restart the race entirely.
Blomby Car uses an isometric perspective, so steering takes a little bit of time to get used to.
The game is hard, the camera and the huge car model don't help you, sometimes you'll need lightning fast reflexes to avoid obstacles or to do a simple turn.
The game be played with a Joystick and a Button to accelerate or a Steering Wheel (Optical sensor, Potentiometer) with a gear shift and a pedal.
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Kohtaro is the hero of the series. Due to the death of his longtime shikigami, Sazae, he has come back weaker than before. He still makes the mistake of calling out for Sazae and causes blunders for those around him. This is the story of his rise back from his loss. He has grown taller, and sadness and frustration have cast a shadow over him. But once an incident occurs, he takes action more passionately than before. He has gotten rid of his school uniform and appears in a cool new outfit chosen by Fumiko. He also works as a translator and interpreter.
Sayo is a shrine maiden that was resurrected when she was fused together with Kohtaro's shikigami, Sazae. She feels jealous (and guilty) watching Kohtaro disheartened due to the loss of his partner.
Her blunt attitude toward him has changed, and she now tries to be helpful - while rejecting him at the same time. Since her former shikigami, Yata, is a national treasure and cannot be leased out, she has gone out on her own. Since their battle potential is only half when alone, Kohtaro and Sayo travel together.
The game is played with an 8-way stick and 4 buttons:
A (Tap): Shot
A (Hold): Shikigami
B: Bomb
A+B (Simultaneous Tap): Hi-Tension Max
C (Hold): Shot
D: Hi-Tension Max
Since the shikigami button also acts as a shot button when tapped, immediately holding A will still make the player character fire a few shots before summoning their shikigami.
The arcade version of the game does not have C and D activated by default. Go in the service mode menu and activate C and D from there.
While the specific behaviors of each character's weapons can differ a lot, every character in the game (save for one exception concerning Munchausen) has a similar toolset at their disposal, with a shot, tension shot, shikigami and bombs.
When tapping the shot/shiki button or holding the dedicated shot button, the player character will fire a normal shot. Most of the shots have straightforward movement, but some have homing or adjustable angle properties.
When the player gets close to a hazard while using the shot, said shot will change into a powered up red-colored version. This is the tension shot.
Tension shots' additional damage can be useful in order to destroy enemies faster, and can be part of survival strategies. However the tension shot requires continuous grazing of a hazard to stay active, which also presents a risk.
Each playable character can choose between two types of shikigamis. Most of the characters have two variations on a similar weapon type, however some of them feature more pronounced differences between their two shikigami types.
The game's 5 stages are divided into two halves, each half having one stage portion and one boss. For instance, Stage 1 has 1-1 Stage, 1-1 Boss, 1-2 Stage, and 1-2 Boss. The ports' practice modes respectively refer to those 4 subdivisions as Area1, Boss1, Area2, and Boss2.
The first boss in a stage will be a mechanical boss with destructible parts, while the second boss will be a human character without destructible parts. Those character boss fights can also be preceded with short dialogues if the story segments have been activated.
5-1 and 5-2 are exceptions to the formula. 5-1 Boss features both a human boss and a mechanical boss back-to-back. 5-2 does not feature any stage portion and throws the player directly into a multi-part boss fight.
Each of the game's boss fights require the player to empty multiple life bars within the time limit. The time limit is a global per-boss one rather than per-life-bar. Additionally, there is no individual lifebar timeout and the only way to progress from a phase to another is to empty said lifebar.
New to Shikigami no Shiro 3 is the Hi-Tension Max. This novel mechanic works akin to a hyper mode and requires a bomb in stock to be triggered since it consumes one upon activation. The HTM will temporarily make the player be at maximum tension multiplier and get access to the tension shot regardless of their proximity with enemies or bullets. Any enemy destroyed or coin collected will therefore be at x8 multiplier for the duration of the HTM.
Additionally, when an enemy is killed during HTM, the amount of coins it spawns is being multiplied by x1.5 . Since the x8 tension multiplier also multiplies said amount of coins for shikigami kills, the player spawns 12 times the amount of coins in this scenario.
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