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Editing Game Boy Wars 3
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|developer=Hudson Soft | |developer=Hudson Soft | ||
|system=Game Boy Color | |system=Game Boy Color | ||
|JPrating=Unknown | |||
|JPrelease=August 30, 2001 | |JPrelease=August 30, 2001 | ||
}} | }} | ||
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The development was started by [[Intelligent Systems]], and was referred to as ''Game Boy Wars Pocket Tactics'' while under their control. The title ''Game Boy Wars 3'' was adopted once development was passed to [[Hudson Soft]]. | The development was started by [[Intelligent Systems]], and was referred to as ''Game Boy Wars Pocket Tactics'' while under their control. The title ''Game Boy Wars 3'' was adopted once development was passed to [[Hudson Soft]]. | ||
Game Boy Wars 3 also included [[Mobile System GB]] support while it was available. Using the service, it was possible to download new maps designed by gaming magazine editor(s), as well as mercenaries/[[unit]]s from the [[Wars Net Center]]. | |||
== Additions and Improvements == | == Additions and Improvements == | ||
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The game is also unique in the series, due to an element of real-time strategy being included - the player must manage two resources, funds and "materials". In order to manufacture additional units, the player must obtain sufficient amounts of both resources. | The game is also unique in the series, due to an element of real-time strategy being included - the player must manage two resources, funds and "materials". In order to manufacture additional units, the player must obtain sufficient amounts of both resources. | ||
== Beginner/Training Mode == | == Beginner/Training Mode == | ||
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== Campaign Mode == | == Campaign Mode == | ||
The game's Campaign Mode is unique in the series in that the player can redeploy units that have survived previous battles, and this results in the unit being able to be deployed at no material cost. This is part of the so-called "Arrangement" system. Unlike other games in the series, the Campaign Mode has multiple endings. | The game's Campaign Mode is unique in the series, though it parallels the [https://fireemblemwiki.org Fire Emblem] games to an extent, in that the player can redeploy units that have survived previous battles, and this results in the unit being able to be deployed at no material cost. This is part of the so-called "Arrangement" system. Unlike other games in the series, the Campaign Mode has multiple endings. | ||
=== Arrangement System === | === Arrangement System === | ||
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=== Unit Ranking === | === Unit Ranking === | ||
Similar to the ranking system from [[Super Famicom Wars]], after a unit | Similar to the ranking system from [[Super Famicom Wars]], after a unit defeats multiple enemies it Ranks Up, giving it more Firepower and Defence each rank. | ||
'''Some Important Points:''' | '''Some Important Points:''' | ||
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* Each unit HP damaged gives 3 EXP, each unit HP lost (by a friendly unit) gives 1 EXP. | * Each unit HP damaged gives 3 EXP, each unit HP lost (by a friendly unit) gives 1 EXP. | ||
* Each movement space for a transport unit (with loaded unit) gives 1 EXP. | * Each movement space for a transport unit (with loaded unit) gives 1 EXP. | ||
* Each property capture | * Each property capture gives 1 EXP. | ||
* Each constructed property by the Constructor gives 1 EXP. | * Each constructed property by the Constructor gives 1 EXP. | ||
* Each developed property by the Constructor gives 1 EXP. | * Each developed property by the Constructor gives 1 EXP. | ||
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Some notable observations and behavior of the AI include: | Some notable observations and behavior of the AI include: | ||
*There is a small chance the enemy will surrender if you gain tactical advantage, the chance decreases for every Zone you advance. Refusing to accept the enemy's surrender will prompt the message: "You are a monster". | * There is a small chance the enemy will surrender if you gain tactical advantage, the chance decreases for every Zone you advance. Refusing to accept the enemy's surrender will prompt the message: "You are a monster". | ||
* | * The A.I. has weak intelligence over creating and managing Air and Sea units, making it easy to beat in maps that include such units, unless pre-deployed. | ||
* | * The A.I. always prioritizes critical hits over tactical movement, this can be manipulated to bait certain units. | ||
{{clear}} | {{clear}} | ||
==See also== | ==See also== | ||
*[[Staff of Game Boy Wars 3]] | *[[Staff of Game Boy Wars 3]] |