Difference between revisions of "Uno10/Spikeout"

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whatever
 
  
 
http://www.arcade-system.com/tests_html/spikeout.htm <br>
 
http://ja.wikipedia.org/wiki/%E3%82%B9%E3%83%91%E3%82%A4%E3%82%AF%E3%82%A2%E3%82%A6%E3%83%88 <br>
 
http://www.youtube.com/watch?v=h6gz72k4siw&t=56s <br>
 
http://flyers.arcade-museum.com/?page=flyer&db=videodb&id=1054&image=2 (people can join in a session of spikeout at any time, apparently)
 
http://archive.videogamesdaily.com/features/sega_av_interview_july04.asp <br>
 
http://archive.videogamesdaily.com/features/sega_toshihiro_nagoshi_iv_nov05_p1.asp <br>
 
http://archive.videogamesdaily.com/news/200401/021.asp <br>
 
https://web.archive.org/web/20001006213755/http://www.sega.co.jp/sega_e/arcade_singapore/spike/home.html <br>
 
https://web.archive.org/web/19991001112938/http://www.sega.co.jp/sega/arcade/arcade/spike/char.html <br>
 
https://web.archive.org/web/19991001210544/http://www.sega.co.jp/sega/arcade/arcade/spike/story.html <br>
 
 
^ for reference ^
 
 
 
articles/vids that might need to be translated for more info:
 
 
http://www.amusementvision.com/products/spikeout_dbo_fe/<br>
 
http://www.amusementvision.com/products/slashout/ <br>
 
http://www.amusementvision.com/products/spikers_battle/howtoplay.html <br>
 
http://www.youtube.com/watch?v=HxYh0vUyKi8&t=2m53s (note: recovery mechanic exclusive to spikers battle)<br>
 
 
 
probably translate these as well?
 
 
http://www.geocities.jp/wazaichiman/spike/spiketop.html <br>
 
http://www.geocities.co.jp/Playtown-Dice/7222/yougo.html <br>
 
 
 
http://blog.goo.ne.jp/spike-slash/e/a49b849a21e2a497fc5dcc9dfef144de
 
 
 
TO-DO: see if the actual, original spikeout (and not the naomi spinoffs) was planned for a dreamcast port & was even shown in tgs at all, to backup the statements made by kikizo & other game sites of such a port ever existing: http://assemblergames.com/l/threads/looking-for-info-on-a-rumored-dreamcast-spikeout-port.59749/
 
 
==Plot==
 
 
==Controls/Mechanics==
 
(see in Controls/Mechanics for more info on "Special Attacks")
 
 
 
 
: ''Note: This section uses Spikeout-specific gameplay terms that were revealed/properly named in supplemental material for later installments of the series.''
 
 
[[File:Spikeout_controlscheme.gif|thumbnail|right|The control scheme to Spikeout.  The four buttons are (from left to right) Shift, Beat, Charge and Jump.]]
 
 
Spikeout prides itself in being "easy to learn, difficult to master" -- beginners can pick up and play from the get-go, while more of the intricacies hidden deep within the game's fighting engine can only be discovered via experimentation and hours of investment. Furthermore, although all of the selectable characters have their different styles, they all share these universal controls, essentially making them all behave the same -- even if certain properties, such as their style-varying attacks' [[wikt:Appendix:Glossary_of_fighting_games#Hit_Box|hitboxes]] and animations, do not.
 
 
The '''joystick''' controls basic movement -- double tapping
 
 
The '''Shift''' button/mechanic ({{Shift}}) is a rather peculiar gimmick, and may very well be the staple of the Spikeout series: It was presumably introduced in an attempt to resolve the issue of crowd control in a third dimensional plane, and is a feature never before seen in any 3D beat-'em-up preceding it, and would not be replicated in any game after it.
 
 
By holding down the {{Shift}} button, you are put in "Shift mode", allowing you to constantly [[wikipedia:Strafing_(gaming)|strafe]] -- letting go of {{Shift}} puts you out of it.  This mode of movement not only makes for precise movement, but it also makes avoiding any incoming attacks from any direction easy; thereby making {{Shift}} the main method of defense in the game.  However, whilst in Shift mode, your character is also able to automatically "target" a single or group of enemies once you get close enough to them -- though your movement isn't at all restricted when "locked-on".  Because of this, the Shift mechanic essentially acts as a hybrid between "strafing" and "locking-on".
 
 
Attacking is accomplished by two distinct methods that can be strung together: The '''Beat''' button ({{Beat}}), and the '''Charge''' button ({{Charge}}), with an additional "third" button, '''Jump''' ({{Jump}}), which, in addition to it's prime self-explanatory function, can be used to produce jumping attacks (see below).
 
 
The first method of attacking, the {{Beat}} button, is the usual "punching" mechanic -- hitting any enemy in close proximity to "your" fists (or feet, depending on the selected character). Tapping the button repeatedly will result in a small, strung "combo"-ish move that ends in a concentrated blow.
 
 
On the top center of the screen is the Charge bar, tying into the {{Charge}} button/mechanic -- the secondary method of attacking in the game. Charge attacks can be performed at any time, given that any other move/attack (Beat or otherwise) isn't already in motion once the {{Charge}} button is released.  However, you cannot indefinitely hold {{Charge}} -- after reaching Level 4, the Charge bar will quickly count down from 10 before the Charge is neutered.  There are four different "levels" of Charge attacks you can perform, and the selection is dependent on which point the "Charge bar" lands on/overlaps over from the "Charge Gauge" at the top-center corner.  The four levels of Charge attacks are as follows:
 
* '''Normal Attack''' (Level 1) - A weaker version of the regular Beat move that cannot be "strung" into a move. Performed by simply tapping {{Charge}}.
 
* '''Knockdown Attack'''/'''Lift Attack''' (Level 2) - Knocks the opponent vertically up in the air.  Good for mid-air followups on ground.
 
* '''Groggy Attack'''/'''Stun Attack''' (Level 3) - A jab at the opponent's abdomen, briefly making them "[[wikt:Appendix:Glossary_of_fighting_games#Stun|stunned]]" and open for any further attacks.  This can also work on bosses.
 
* '''Supercharge Attack''' (Level 4) - A "finisher move" of sorts, it initiates a somewhat slow, yet highly-powerful and concentrated blow which sends the opponent hurling.
 
 
You are also able to perform button combinations with the three main buttons:
 
* '''Sweep Attack''' ({{Beat}}+{{Charge}})
 
* '''Jump Attack''' ({{Charge}}+{{Jump}})
 
* '''Homing Attack''' {{Beat}}+{{Jump}}
 
 
 
 
Beat + Charge [while running] - Dash Attack
 
 
 
 
Jump, Beat [while holding an enemy from behind] - Jump Throw
 
 
 
Getting close to an enemy
 
 
 
Pressing {{Beat}}, {{Charge}} and {{Jump}} together will initiate the '''Special Attack''' ('''Super Attack''' in oversea versions)
 
 
B + C + J [while holding an enemy] - Super Throw
 
 
===Taunts/Commands===
 
Due to the multiplayer elements of Spikeout,
 
 
===Playable Characters (Team Spike)===
 
 
{{sections
 
| screenwidths=&nbsp;
 
| section1name=Spike
 
| section1image=Spikeout_Spike.png
 
| section1desc='''Nationality''': American<br>'''Age''': 27<br>'''Height''': 185 cm
 
 
| section2name=White
 
| section2image=Spikeout_White.png
 
| section2desc='''Nationality''': American<br>'''Age''': 25<br>'''Height''': 185 cm
 
 
| section3name=Linda
 
| section3image=Spikeout_Linda.png
 
| section3desc='''Nationality''': American<br>'''Age''': 23<br>'''Height''': 172 cm
 
 
| section4name=Tenshin
 
| section4image=Spikeout_Tenshin.png
 
| section4desc='''Nationality''': Japanese<br>'''Age''': 28<br>'''Height''': 193 cm
 
}}
 
 
===Stages===
 
{{sections
 
| screenwidths=&nbsp;
 
| section1name=Diesel Town (Stage 1)
 
| section1image=
 
| section1desc=
 
 
| section2name=Astro Mall (Stage 2)
 
| section2image=
 
| section2desc=
 
 
| section3name=Imperial Opera (Stage 3)
 
| section3image=
 
| section3desc=
 
 
}}
 

Latest revision as of 07:59, 12 January 2019