Uno10/Spikeout

From Sega Retro

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

In-game screenshot of the first level, Diesel Town.

Spikeout is a fully 3D beat-'em-up,  START  switches between the mini-map

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/barricade 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/Area -- 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 very much acts as a "choose-your-path" system.

Each Area usually ends in 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 successfully clearing an Area, the score results will appear, giving you extra bonus points (and health) for:

  • The amount of enemies you've defeated in the Area
  • How fast you cleared the last 30-second "Break the Gate" in the Area

Controls/Mechanics

The control scheme to Spikeout. The four buttons are (from left to right) Shift, Beat, Charge and Jump.

The Shift button/mechanic (Shift) is a 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 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. However, in addition to this, you are also able to "target" or circle around a single or group of enemies once you're close enough to them. This therefore makes the Shift mechanic a sort-of hybrid between the "strafing" mechanic and a "lock-on" mechanic; constantly shuffling between each via it's "enemy position" algorithm.

Attacking is accomplished by two distinct methods that can be strung together: The Beat button (Beat), and the Charge button (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) - A jab at the opponent's abdomen, briefly making them "stunned" and open for any further attacks. This can also work on bosses.
  • Supercharge Attack (Level 4) - A "finisher move" of sorts,

Jump (Jump)