BATTLE ARENA TOSHINDEN 3 PS1
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BATTLE ARENA TOSHINDEN 3 PS1 - SCES-00700
Battle Arena Toshinden 3 for PlayStation is a 3D weapons-based fighting game and sequel of Battle Arena Toshinden 2. Toshinden 3 is the first of the main series not to be ported to other platforms. It is also the only game in the series that has game play differences between the Japanese version and subsequent U.S. and European releases.
Whereas Toshinden 2 was largely built upon the first game, Toshinden 3 radically changes the series' gameplay. The arenas are now enclosed, allowing players to launch opponents into the walls and ceilings in order to juggle them with further attacks. The combo system has also been reworked, with every character possessing a preset list of combos. As well as the 14 starting fighters, the game also adds 18 unlockable fighters bringing the total to 32, though most of them are largely mirror images of the original 14's fighting styles.
Toshinden 3's Arcade Mode is much different from the previous two. The opponents that the player faces depend on their selected character. If the player chooses one of the 14 starting fighters or "Heroes", then the computer-controlled opponents will eventually be Organization members while choosing an Organization member will have the player facing off against the "Heroes" themselves. Nagisa and Vermilion serve as the first bosses to their opponents' sides while the specific playing character's sub-boss soon appears next. After that, Sho arrives as the third boss (doubling as the final boss for any Organization member) and once he's defeated, the player will then face off against the Organization leader Abel, who serves as the "final" boss of the game.
The U.S. and European releases of Toshinden 3 feature several game play differences from the original Japanese release including:
Blocking high or low is automatic; pressing back blocks both block high and low attacks. In the Japanese version one had to press back and down to block low attacks.
When hit by a reversal attack, all characters fly the full length of the arena. In the Japanese version, A.I. opponents fly the full length of the arena, but how far the player character flies is determined by his or her weight.
Practice and Survival modes were added.
A bug regarding the direction a character flies when hit by attacks that send them flying across the arena, when they were facing away from their attacker, was fixed.
The forward distance a character moves while being hurt from Vermillion's over drive was decreased to match the backward distance, to prevent them slowly moving toward Vermillion during the move.
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