Gup Shup Forum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Gundam: Battle Assault (series)

Go down

Gundam: Battle Assault (series) Empty Gundam: Battle Assault (series)

Post  msistarted 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.


hotels Greece
chattanooga tn homes for sale with views

msistarted

Posts : 440
Join date : 2010-10-22

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum