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18,31 €
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Tuotteen kuvaus
Käytetty Playstation 1 game
Missing box and instructions Game from USA, needs an american NTSC-console.
Cannot be played on an european console.
Soul Blade was created prior to the introduction of the "8-Way Run", which allowed the player to move their character in a complete range on the Y-axis. The characters can sidestep on either side by double-tapping up or down. The jump maneuver (which in Soulcalibur is more like a hop) moves the player higher into the air, even allowing it to pass above the opponent (much like in Tekken). One of the most notable gameplay aspects is the "Weapon Gauge". This bar was found under the character's lifebar and was comparable to the equipped weapons' resistance. Each time the player blocked an attack, the bar would deplete. If the bar was totally emptied, the character would lose his/her weapon and be forced to end the match unarmed. Though this is an original idea, unfortunately the unarmed move-lists are the same for every character. Another feature that was removed from Soulcalibur's engine is when two character strike at the same time, "locking" their weapons. In those situations, those who pressed the right button would have the advantage. This aspect behaves similarly to rock-paper-scissors.
Character moves retain a feel of Namco's Tekken series. Each character has in his or her arsenal one or two unblockable attacks, balanced however because of its slow execution. Also, each character is capable of performing one or two Critical Edge attacks, which consisted of a long series of linked hits, which usually ended in a strong high attack. These moves require the input of a special combination of two parts: they're activated by pressing "A+B+K" together, and if it connects, the player has the chance of extending the combo with a character-specific sequence, which must be input during the attack. This attack depletes 1/3 of the Weapon Gauge when used.
Soul Blade used an "aggressive block" maneuver (called the "Guard Impact") that would allow players to intercept incoming attacks and push them back, resulting in a momentary opportunity for a free counterattack. Opponents, however, were also able to return a Guard Impact after receiving a Guard Impact (allowing for stalemate clashes until one opponent missed the subsequent timing). This gameplay feature would be expanded in future Soul series games.
To achieve a ring out (which is a forcible maneuver that ejects the opponent from the arena and gains an automatic victory for the round), the player must be knocked outside the ring by an enemy; the player can't deliberately get a ring out by hopping out of the ring.
Missing box and instructions Game from USA, needs an american NTSC-console.
Cannot be played on an european console.
Soul Blade was created prior to the introduction of the "8-Way Run", which allowed the player to move their character in a complete range on the Y-axis. The characters can sidestep on either side by double-tapping up or down. The jump maneuver (which in Soulcalibur is more like a hop) moves the player higher into the air, even allowing it to pass above the opponent (much like in Tekken). One of the most notable gameplay aspects is the "Weapon Gauge". This bar was found under the character's lifebar and was comparable to the equipped weapons' resistance. Each time the player blocked an attack, the bar would deplete. If the bar was totally emptied, the character would lose his/her weapon and be forced to end the match unarmed. Though this is an original idea, unfortunately the unarmed move-lists are the same for every character. Another feature that was removed from Soulcalibur's engine is when two character strike at the same time, "locking" their weapons. In those situations, those who pressed the right button would have the advantage. This aspect behaves similarly to rock-paper-scissors.
Character moves retain a feel of Namco's Tekken series. Each character has in his or her arsenal one or two unblockable attacks, balanced however because of its slow execution. Also, each character is capable of performing one or two Critical Edge attacks, which consisted of a long series of linked hits, which usually ended in a strong high attack. These moves require the input of a special combination of two parts: they're activated by pressing "A+B+K" together, and if it connects, the player has the chance of extending the combo with a character-specific sequence, which must be input during the attack. This attack depletes 1/3 of the Weapon Gauge when used.
Soul Blade used an "aggressive block" maneuver (called the "Guard Impact") that would allow players to intercept incoming attacks and push them back, resulting in a momentary opportunity for a free counterattack. Opponents, however, were also able to return a Guard Impact after receiving a Guard Impact (allowing for stalemate clashes until one opponent missed the subsequent timing). This gameplay feature would be expanded in future Soul series games.
To achieve a ring out (which is a forcible maneuver that ejects the opponent from the arena and gains an automatic victory for the round), the player must be knocked outside the ring by an enemy; the player can't deliberately get a ring out by hopping out of the ring.
Kunto
B: Hyvä kunto
Artikkelin numero
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Tuotetiedot | |
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Valmistajan tuotenumero | 000000000934 |
18,31 €
18,31 €
Muutama jäljellä
Ti, 6 touko - pe, 9 touko
Turvallinen maksu
14 päivää avoin osto
Myyjä ja toimittaja
Retrospelbutiken.se
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