Difference between revisions of "Uno10/Spikeout"
From Sega Retro
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for reference | for reference | ||
==Gameplay== | ==Gameplay== | ||
− | Spikeout is a fully 3D beat-'em-up | + | Spikeout is a fully 3D beat-'em-up, |
− | There's a constant time limit which | + | There's a constant time limit which can be replenished. |
The game takes place in huge and sprawling stages -- split into sections called '''Areas''', further split into little segments. Progressing through these "segments" are quite simple; beat up every enemy that appears within one of them. Once enough enemies have been defeated, the player then has to quickly "Break the Gate" -- locate a flashing barrier/baracade of some sort (i.e. a door), with the help of a red directional arrow (ala [[Crazy Taxi]]), to punch through to progress to the next segment -- within 30 seconds (in which doing so quickly enough will give you bonus points). Due to the non-linear nature of the levels, and the inclusion of multiple Gates in certain stages, it's possible to "choose your path" within each playthrough. | The game takes place in huge and sprawling stages -- split into sections called '''Areas''', further split into little segments. Progressing through these "segments" are quite simple; beat up every enemy that appears within one of them. Once enough enemies have been defeated, the player then has to quickly "Break the Gate" -- locate a flashing barrier/baracade of some sort (i.e. a door), with the help of a red directional arrow (ala [[Crazy Taxi]]), to punch through to progress to the next segment -- within 30 seconds (in which doing so quickly enough will give you bonus points). Due to the non-linear nature of the levels, and the inclusion of multiple Gates in certain stages, it's possible to "choose your path" within each playthrough. | ||
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* How fast you cleared the last 30-second "Break the Gate" in the Area | * How fast you cleared the last 30-second "Break the Gate" in the Area | ||
− | ===Mechanics | + | ===Mechanics=== |
+ | |||
+ | The '''Shift''' button/mechanic ({{Shift}}) is a peculiar gimmick, and may very well be the staple of the Spikeout series: It was introduced (presumably) solely in order 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. | ||
+ | |||
+ | Holding the Shift button allows you to constantly [[wiki:Strafing_(gaming)|strafe]], not only making for precise making it easy to avoid any incoming attacks from any direction. In addition, depending on the number and position of enemies -- on or off-screen -- at any given time, it is also possible to use it to, for example, to "target" or circle around a single or group of enemies. This therefore makes the Shift mechanic a sort-of hybrid between the "strafing" mechanic and a "lock-on" mechanic; constantly changing between each "mode". | ||
− | |||
* '''Beat''' ({{Beat}}) - | * '''Beat''' ({{Beat}}) - | ||
− | * '''Charge''' ({{Charge}}) - top-center corner. The four levels of Charge attacks are as follows: | + | * '''Charge''' ({{Charge}}) - from the "Charge Gauge" at the top-center corner. The four levels of Charge attacks are as follows: |
** (Level 1) - | ** (Level 1) - | ||
− | ** '''Knockdown Attack''' (Level 2) - | + | ** '''Knockdown Attack''' (Level 2) - Knocks the opponent vertically up in the air. |
− | ** (Level 3) - | + | ** '''Groggy Attack''' (Level 3) - , briefly making the opponent stunned/dizzy and leaving him open for any further attacks. This can also work on bosses. |
− | ** '''Supercharge Attack''' (Level 4) - | + | ** '''Supercharge Attack''' (Level 4) - A "finisher move" of sorts, |
* '''Jump''' ({{Jump}}) - | * '''Jump''' ({{Jump}}) - |
Revision as of 12:18, 16 September 2013
www.amusementvision.com/products/spikeout_dbo_fe/#operate
www.arcade-system.com/tests_html/spikeout.htm
www.amusementvision.com/products/slashout/
www.amusementvision.com/products/spikers_battle/howtoplay.html
for reference
Gameplay
Spikeout is a fully 3D beat-'em-up,
There's a constant time limit which can be replenished.
The game takes place in huge and sprawling stages -- split into sections called Areas, further split into little segments. Progressing through these "segments" are quite simple; beat up every enemy that appears within one of them. Once enough enemies have been defeated, the player then has to quickly "Break the Gate" -- locate a flashing barrier/baracade of some sort (i.e. a door), with the help of a red directional arrow (ala Crazy Taxi), to punch through to progress to the next segment -- within 30 seconds (in which doing so quickly enough will give you bonus points). Due to the non-linear nature of the levels, and the inclusion of multiple Gates in certain stages, it's possible to "choose your path" within each playthrough.
Each Area usually ends with a face-off with the "Bosses" -- signified by the brief, flashing "Here Comes the Boss" overlay -- whom, for the most part, act as mini-bosses. You may face up to three of these bosses (along with the current enemies in the Area). After sucessfully clearing an Area, the score results will appear, giving you extra bonus points (and health) for:
- The ammount of enemies you've defeated in the Area
- How fast you cleared the last 30-second "Break the Gate" in the Area
Mechanics
The Shift button/mechanic () is a peculiar gimmick, and may very well be the staple of the Spikeout series: It was introduced (presumably) solely in order 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.
Holding the Shift button allows you to constantly strafe, not only making for precise making it easy to avoid any incoming attacks from any direction. In addition, depending on the number and position of enemies -- on or off-screen -- at any given time, it is also possible to use it to, for example, to "target" or circle around a single or group of enemies. This therefore makes the Shift mechanic a sort-of hybrid between the "strafing" mechanic and a "lock-on" mechanic; constantly changing between each "mode".
- Beat () -
- Charge () - from the "Charge Gauge" at the top-center corner. The four levels of Charge attacks are as follows:
- (Level 1) -
- Knockdown Attack (Level 2) - Knocks the opponent vertically up in the air.
- Groggy Attack (Level 3) - , briefly making the opponent stunned/dizzy and leaving him open for any further attacks. This can also work on bosses.
- Supercharge Attack (Level 4) - A "finisher move" of sorts,
- Jump () -