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There are a total of 5 endings. An achievement is received if all 45 maps are completed in 54 battles or less.
There are a total of 5 endings. An achievement is received if all 45 maps are completed in 54 battles or less.


=== White Moon A.I. (will sort to new heading later) ===
Some notable observations and behaviour 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".
* The A.I. has weak intelligence over 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.
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Revision as of 08:11, 27 September 2021

Game Boy Wars 3
GBW3 boxart.jpg
The game's boxart
Basic info
Developer Hudson Soft
Publisher Nintendo
System Game Boy Color
Ratings
North America: N/A
Europe: N/A
Australia: N/A
Japan: Unknown
Release Dates
North America: N/A
Europe: N/A
Australia: N/A
Japan: August 30, 2001
Game Boy Wars 3 Guide on StrategyWiki

Game Boy Wars 3 was released in Japan for the Game Boy Color in August 2001, and was the final Nintendo Wars game to be released in Japan exclusively.

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/units from the Wars Net Center.

Additions and Improvements

File:Gameboywars3.png
Map screen from Game Boy Wars 3

GBW3 featured another round of upgrades from the previous Game Boy Wars games, including improvements to the Map Design mode, and Unit Information window, as well as a new order-issuing interface.

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

Following the series, Game Boy Wars 3 is the first game in the franchise that gives a proper tutorial mode before advancing to the Campaign Mode or Standard Mode. Each level teaches the player about the different mechanics, tips and tricks included in the game.

The mode is rather short and an achievement is earned for finishing the last lesson.

Campaign Mode

The game's Campaign Mode is unique in the series, though it parallels the 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

Any surviving units from previous maps can be redeployed through any producing building, allowing them to join the current battle. This can be done by going to the Unit List (first choice on the menu), selecting a unit marked in the lower-right corner with a Kanji and selecting the first choice (Arrangement), and finally choosing the property where it shall be deployed from.

The property used for Arrangement is unable to do any more for the remainder of the turn, which means that the player can only Arrange as many units as there are available properties (Near the Main Base).

Arranged units have the advantage of retaining experience amounts from previous battles, while also having their HP, Ammo, and Fuel restored whenever a map is cleared.

However, there is a limit to only 50 Units in the whole Campaign; If more units are to be created, previous units must be deleted before they are deployed in the Unit Screen.

Unit Ranking

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:

  • Every unit starts at Rank D when created.
  • 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 property capture gives 1 EXP.
  • Each constructed property by the Constructor gives 1 EXP.
  • Each developed property by the Constructor gives 1 EXP.
  • Each supply give by a Logistic Unit gives 1 EXP.
  • Each property destroyed by a unit gives 1 EXP.
  • A unit gains promotion when all the collected EXP reaches 100 for each rank respectively.

There are no indicators in-game to display the amount of EXP for each unit and therefore must be manually calculated by the player.

Unit Promotion

A unit is able to promote once it reaches S Rank, and will be able to do so the next time it waits for Arrangement. A Promoted unit cannot be demoted, and it is therefore a permanent change.

Most of the time, a unit that is Promoted is better, though promotion may require a change in strategy due to key changes in the unit, which at times may make the base form more desirable. For example, the submarine has better range in its base form.

By promoting a unit, the experience amount of the unit will reset, resulting in the unit returning to D Rank.

This only works in the Campaign, as it is the only mode which allows us to use the Arrangement system, i.e; the only way to promote a unit.

Endings

GBW3 Endings Chart.png

The Campaign mode has multiple endings which are achieved based on various factors:

  • Map sequence
  • Time taken to beat a map

There are a total of 5 endings. An achievement is received if all 45 maps are completed in 54 battles or less.

White Moon A.I. (will sort to new heading later)

Some notable observations and behaviour 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".
  • The A.I. has weak intelligence over 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.

See also

Games
Famicom Wars*
Game Boy Wars*
Advance Wars
Battalion Wars*
Cancelled games