Gundam: Battle Assault (series)

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Gundam: Battle Assault (series)

Post  msistarted on Wed Jan 05, 2011 2:04 am

Gundam: Battle Assault is a series of fighting games released for the PlayStation, PlayStation 2 and Game Boy Advance. The series was developed by Bandai in co-operation with Japanese developer Natsume[1] (who also made New Mobile Report Gundam Wing: Endless Duel). It featured mobile suits from several eras of the Gundam metaverse and some non-traditional fighting game elements.
Contents
[hide]

* 1 Gundam: The Battle Master
o 1.1 Overview
o 1.2 Gameplay
* 2 Gundam: Battle Assault
o 2.1 Overview
o 2.2 Gameplay Changes
o 2.3 Changes for the US Version
* 3 Gundam: Battle Assault 2
* 4 Gundam Seed: Battle Assault
* 5 Battle Assault 3 featuring Gundam Seed
* 6 References
* 7 Trivia
* 8 Links
* 9 See also

[edit] Gundam: The Battle Master
Gundam: The Battle Master
Gundam - The Battle Master Coverart.png
Developer(s) Bandai, Natsume
Publisher(s) Bandai
Platform(s) PlayStation
Release date(s)

* JP 1997-06-20

Genre(s) Versus Fighting
Mode(s) Single player, multiplayer
Media 1 CD-ROM
[edit] Overview

Gundam: The Battle Master was the first game in the series, released for the PlayStation in 1997. It featured large multi-jointed sprites and 2-screen high stages (This graphical style would be retained for the next two games). It included the following mobile suits from the Universal Century era:

Playable

* FA-010S Full Armor Enhanced ZZ Gundam
* MS-06F Zaku II
* MSM-03C Hygogg
* MSN-02 Zeong
* MSN-04 Sazabi
* NZ-000 Quin Mantha
* PMX-003 The O
* RX-78-2 Gundam
* RX-78GP02A Gundam Physallis
* RX-93 Nu Gundam

Bosses (Non-Playable)

* MA-08 Big Zam
* AMX-002 (AMA-X2) Neue Ziel
* Psyco Gundam Mark III

[edit] Gameplay

The Battle Master featured gameplay unlike most fighting games (including its pseudo-prequel Gundam Wing: Endless Duel which was a more traditional fighting game):

* Mobile suit movement was realistically slow.

* Repeated damage to a specific body part on an enemy will result in that part's armor breaking.

* The most distinguishing feature is the lack of a health bar. Instead, a mobile suit had a temperature bar that would fill up as it gets hit. When the bar is full, the mobile suit overheats and is knocked down. When a mobile suit overheats three times, it is knocked out and loses the fight.

* The standard punch and kick buttons were complemented by a shoot button (for firing beam rifles or machine guns), a weapon button (beam sabers, heat hawks, etc.) and a thrust button that allowed the mobile suit to fly indefinitely.

* Projectiles were unblockable.

* Special moves were limited. A mobile suit would have a rapid fire version of the shoot button and one or two unique moves. All special moves drained a bar below the temperature bar that could only be filled by connecting with melee attacks.

* A mobile suit could dodge into the background to avoid attacks. Some mobile suits, however, cannot dodge but instead can erect a beam barrier that can block projectiles. The barrier can be held indefinitely unless hit by a melee attack.

* Bosses were massive and filled up nearly half the screen. They could not be knocked back by any attack unless they overheat.


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