Now that *RockMiyabi
's contest is over, I can post this safely. I'd just like to thank the judges and My Rabid Obsession With Detail for allowing me to win first place. : )
Bigass description below.
System: Sega Saturn (the original Hyerblade was to have a Saturn port)
D-pad: Move in corresponding direction
A Button: Jump
B Button: Punch (tap), strong punch (press), slash (if you have the right gauntlet), use powerup
C Button: Ram (must have built up speed before executing)
X Button: Pass (direction is determined by D-Pad), receive (if not holding the ball; player will be notified in advance), pick up ball (if it was dropped), steal ball (from opponent, if they have the ball; otherwise, player will grab the other and be able to attack and/or throw them), pick up injured teammate (second press sets them down)
Y, Z Buttons: Cycle through players (Y is left, Z is right; determined by order players are placed onto team)
Left and Right Shoulder Buttons: Drift (i.e., quick turn)
Pressing C then X will pin the target. (Never do this for more than a few seconds)
Pressing B and C simultaneously when a certain meter is filled (more on that later) will execute a special attack.
If a character can fly, press A twice to launch into air.
When you have to catch the ball, press the button as soon as youre prompted to. If youre too late, itll hit you instead.
There is an option to configure controls.
It is advised to keep moving while on the walls or ceiling. Most of the time you wont have to skate onto those areas, but in the event that you do, do not let go of the D-pad or jump. Youll fall. Due to the crowds and lack of gravitational regulators in most stadiums, you cannot stick to the walls or ceiling. Well, a few characters might be able to.
You can move and attack/pass/jump. You can also attack/pass while jumping (this tactic is useful for headshots)
When you stop on the ground, you will still glide forward a bit. (How far depends on your speed) Attacking will slightly move you in the direction of the attack.
Note on the Special Gauge:
[The directions for activating it are detailed above.] The Special Gauge is slowly filled by injuring opponents or scoring. When its full, you can perform a special attack. Some stadiums may penalize you for this, however, so keep that in mind.
Have the highest score by the end of the game. If all the players on a team are eliminated, victory goes to the opposing team UNLESS the annihilated team had more points.
In alternate games, simply take out all the enemy players. (Thanks to the brutality of Hyperblade, score only games are rare.)
Pass the ball (it is made of material heavy enough to injure other players when thrown at them) into the enemys goal. Victory is more easily achieved by taking the opposing team out of commission
oints exist more for
acifist games or to win even if everyone on one team has been eliminated.
Both teams are comprised of five robots. The style of gauntlets depends on the team: one set has two short claws (yellow), the other one long blade (purple). Players are categorized by speed, weight, power, and grip. One star is slowest/lightest/weakest/worst balance, five stars is fastest/heaviest/strongest/greatest balance. Two stars is fair, three stars is average, and four stars is good.
Lighter players are thrown farther from attacks, but do not have to skate as quickly to remain on a wall or the ceiling (and can turn more sharply). Heavier players are harder to knock away, but must skate faster to remain on a wall or the ceiling (and cant turn worth a rats ass).
Weaker players cannot pass great distances or badly injure opponents with the ball or attacks, but decrease the risk of hurting their own teammates. Stronger players pass farther and have a better chance of hurting opponents whether by throwing or punching/slashingthe same applies to their teammates.
Faster players can remain on the walls/ceiling more easily. Slower players have difficulty remaining on the walls/ceiling.
Grip denotes balance. Players with low grip lose their balance more easily and frequently; those with high grip rarely, if ever, lose their balance, and are tougher to knock over.
For example: Megaman Speed ***, Weight **, Power ***, Grip ***.
If a player is finished off with a special attack for two rounds in a row (provided it wasnt by Splashwoman or Enker), theyre out of commission for the rest of the game.
These are mandatory rules for every stadium, though how lenient they are depends.
Players may not deliberately kill each other (i.e., decapitate, critically damage vital areas, etc.). In the event of manslaughter, the responsible player will be permanently removed from the game. (Note: This only seems to apply to [no-playable] organic players. Robots are considered ideal players for their resilience. Also, you cant actually kill players. Sorry.)
It is not advised to pin down opponents for long periods of time. Not only can they attack you while pinned, you can be run over. Some stadiums allow this, some dont. Like all changes to rules, you will be warned of this.
Robots with the ability to do so are forbidden from stopping or slowing down time for more than thirty seconds. This is because the radius for such abilities tends to be large and harmful to machinery (clocks, traps, etc.) and the repair costs can reach into the millions.
Also, water-based robots may not flood the arena. Among other things, it may result in drowning, mass electrocution (if traps short-circuit), shattering of glass via pressure
Acid is banned from all stadiums, for obvious reasons. (It can badly damage stadiums, kill other players, bring harm to user
Use of nerve gas is forbidden. This counts as TERRORISM, you know
High/exotic explosives are banned from all stadiums, regardless of size (of stadium).
Warping is not allowed. Thats just cheating.
Weapons are only allowed if they are built into the robots body and do not violate any other rules. (So no Z-Sabre for Zero.)
Yashichi: A bumper outfitted with four rapidly spinning blades. Most are immobile, but some arent. Avoid them.
Drone: A floating Mechaniloid that randomly targets players; to avoid it, get out of its crosshairs. Gray drones shoot bullets; gold, electricity; green, lasers. Size is directly proportional to power. (Some special attacks can stall or destroy drones; attacking with gauntlet is not advised)
Laser hurdle: Two poles with a laser running from opposite points; touching it is a very bad idea. On the bright side, they serve as lights in the event of a blackout (all right, I should be mauled for that pun
Charged Drone: An electrified drone that hovers at ground level, as opposed to the regular drones that hover in the air. Running into it will fry you. Avoid.
The lights: Oh yes, the lights become traps the moment their shades are broken. (Skate over them one too many times) They will promptly become, as one (un)fortunate player put it, Gods giant death toasters.
Some stadiums allow these, some dont.
Energy pellets: Restore energy. Small ones restore 5 units; large ones, 10.
Weapon energy: Increases Special Gauge. Same values as energy pellets.
Charger: Electrifies ball; whoever catches it will be fried. (So dont pass to your teammates)
Speed Boost: Makes you faster. When it wears off, however, youll be tired and slower for a bit.
Power Boost: Same effect and after-effect as above, but for strength instead of speed.
Super Scope: Fires homing rocket at chosen target.
Screw Attack: Surrounds you with plasma when you jump; shred through drones or other players. (Metroid reference)
(Note that all events are fixed in story mode.)
Blackout: Lights go out and, until emergency lights are activated, visibility is highly limited.
Replacements are lost: Only in-between rounds. The team will be notified of this.
Berserk Mechaniloid: Hey, they malfunction every now and then. A large Mechaniloid bursts into the field; the game is halted to fend it off. Afterwards, the game resumes. Since these attacks are unpredictable, players are not penalized for falling through the gaping holes left behind (lost balls must be retrieved). (To fight it, look for its weak spot and either pound/slash away or throw the ball at it. Workers may subdue it before you do.)
Explosion: Quite simply, something goes boom. The game is immediately abandoned until whatever blew up can be fixed.
Rounds (of which there are three) can last 3, 5, or 7 minutes. Any goals/injuries accomplished after the buzzer are nil. Full games are made of five sets of rounds.
If a player is badly injured and cannot return for another round, a new player will take their place. If there are no replacements available, the game carries on anyway; if players are eliminated after that, the team is advised to forfeit. Should everyone on a team be taken out, victory for the overall game is granted to the survivors. (Replacements must be called in before this happens, if a battered team plans on winning.)
The health bar (vertically aligned) of your player is displayed in the upper left-hand corner. Once it reaches zero, youre boned. (Health bars of everyone else are displayed horizontally over their heads) Next to it are any powerups you may be holding. In the center of the top of the screen in the time. In the bottom left-hand corner is a translucent map, showing you where everything is (green dots denote teammates, the blue dot you, red dots your enemies, gray dots traps, green and red lines your and your opponents goals respectively). The Special Gauge is in the upper right-hand corner, aligned vertically.
Story Mode: One of the primary modes. Megaman and his friends are tricked into participating in a Hyper Blade tournament, while Zero and his goons are more or less forced to (Wily is very interested in the large monetary prize). The ending depends on how well you perform (how many players make it to the end, goals scored, etc.); accomplishing certain criteria will strengthen your chances of getting the better endings (like eliminating certain players for good). You are prompted to save after every game. Certain characters and all stadiums are unlockable in this mode.
Season Mode: Play through five games (you are allowed to save after each) with whatever players you choose for both sides. Random events occur in this mode (ex: blackout, sudden loss of player/replacement, etc.).
Time Trial: See how quickly you can win a round (no time limit). Records are kept.
Survival: See how long you can last. Game will not end until all players of one team (replacements are optional) have been eliminated. Records are kept.
Training: Self-explanatory. A.I. and conditions are adjustable. You may use any characters or stadiums you have unlocked; in fact, it is highly recommended that you use this mode to test out new characters and stadiums.
Arcade: Play through three games of increasing difficulty (and a random enemy team). Dont cry if you get whipped
Target Mode: Simply put, break all the targets on the field in a set amount of time. Layout is unique for every character. All fields have traps you should avoid.
Event Mode: Complete certain tasks, like finishing a round in a certain amount of time, eliminating a certain player, etc.
Records: View them. Brag about them. Rub them all over your fecking face.
Options: Configure controls, BGM and SE test, name and age change, regional settings.
(Bracketed characters are available from onset.) SA = Special Attack.
[Megaman] - Speed ***, Weight **, Power ***, Grip ***. SA: Charged Buster Shot.
[Cutman] Speed ***, Weight **, Power **, Grip ***. SA: Big Fecking Scissors. (Tosses out two large, homing scissors)
[Brain Bot] Speed **, Weight **, Power *, Grip **. SA: Temporarily deactivate all traps.
[Tornadoman] Speed ***, Weight **, Power ***, Grip **. SA: Tornado Blow (everyone should get outta the way)
[Aerial] Speed ****, Weight **, Power ***, Grip *. SA: Dive Bomb (grabs opponent, flies high and then slams them into ground)
Protoman Speed ***, Weight **, Power ****, Grip **. SA: Big Bang (fires a giant Buster shot at expense of health)
Roll Speed ****, Weight *, Power ***, Grip **. SA: Grabs opponent and kicks them a long distance away, DBZ-style.
Gutsman Speed *, Weight *****, Power *****, Grip ***. SA: Back Breaker. Self-explanatory.
Iceman Speed ***, Weight **, Power *, Grip *****. SA: Ice Slasher. (Temporarily freezes target.)
Fireman Speed ***, Weight ***, Power ***, Grip ***. SA: Fire Storm. (Forms shields around Fireman and his teammates.)
Elecman Speed ****, Weight ***, Power ****, Grip **. SA: Elec Beam. (Electrifies opponents [warning: takes out lights])
Bombman Speed **, Weight ****, Power ****, Grip ***. SA: Hyper Bomb (sends off many bombs in several directions)
Timeman Speed ***, Weight **, Power ***, Grip **. SA: Time Slow (lasts for 25 seconds).
Oilman Speed *****, Weight ***, Power *, Grip ***. SA: Oil Slide (fires globs of oil for enemies to slip on)
Splashwoman Speed ***, Weight **, Power ****, Grip **. SA: Trident (gores her target on it
Magmaman Speed **, Weight ****, Power ****, Grip **. SA: Magma Bazooka (shoots three fireballs)
Hornetman Speed **, Weight *****, Power ***, Grip *****. SA: Wicker Hell (sends out homing Mechaniloids)
Jewelman Speed ****, Weight **, Power ***, Grip ***. SA: Solar Flare (temporarily blinds opponents)
Plugman Speed **, Weight ****, Power ***, Grip ****. SA: Gigavolt (sends electricity coursing through ground)
Galaxyman Speed *****, Weight *, Power **, Grip *. SA: Black Hole (all opponents are temporarily pinned)
[Zero] Speed ***, Weight ***, Power ****, Grip ***. SA: Grabs target, beats the shite out of them, and kicks em away
[Cantata] Speed ****, Weight **, Power ****, Grip ***. SA: Laser shot (fires ten homing lasers, two for each opponent)
[Gyroman] Speed ***, Weight *, Power ***, Grip *. SA: Gyro Attack (like Cantatas, minus the homing ability)
[Magnetman] Speed ***, Weight ***, Power ***, Grip ***. SA: Magnet Missile (homing shot; pins down opponent)
[Stoneman] Speed ***, Weight *****, Power *****, Grip ***. SA: Power Stone (see Firemans SA)
Quickman Speed *****, Weight **, Power ***, Grip **. SA: Overwhelm (Hones in and rapidly strikes opponent from many angles)
Geminiman Speed ***, Weight ***, Power ***, Grip ****. SA: Double Vision (creates a clone of himself)
Topman Speed *****, Weight **, Power **, Grip *****. SA: Top Spin (spins wildly around stage, breaking traps)
Snakeman Speed ****, Weight ****, Power ***, Grip ***. SA: Grabs target, spins them around, then releases them. I.e., robot darts.
Pharaohman Speed ***, Weight ***, Power ****, Grip **. SA: Pharaoh Shot (homing plasma ball with a large blast radius)
Flashman Speed **, Weight **, Power ****, Grip ***. SA: Flash Stopper (stops time for 15 seconds)
Yamatoman Speed **, Weight ****, Power ****, Grip ***. SA: Yamato Spear (jumps and fires many spears into ground over a large radius)
Freezeman Speed ****, Weight ***, Power ****, Grip *****. SA: Freeze Cracker (see Icemans SA; lasts slightly longer)
Astroman Speed ***, Weight ****, Power **, Grip *. SA: Astro Void (See Galaxymans SA)
Clownman Speed *****, Weight **, Power ****, Grip ***. SA: Bash (kicks target into ceiling/floor)
Turboman Speed ****, Weight ****, Power ****, Grip *** SA: Transform (into a car. Functions like Topmans SA)
Mercury Speed ***, Weight ****, Power ***, Grip *. SA: Grab Buster (swipe enemy powerups and give them to teammates)
Pirateman Speed **, Weight ****, Power **, Grip ***. SA: Mines (fires bubbles that remain on field and act as mines)
Enker Speed ***, Weight **, Power ***, Grip ***. SA: Spear (gores opponent, instant KO)
Voltman Speed **, Weight ****, Power *****, Grip **. SA: Ground Shot (see Plugmans SA)
Story Mode unlocks: Protoman, Roll, Gustman, Elecman, Fireman, Iceman, Bombman, Timeman, Oilman, Topman, Snakeman, Freezeman, Astroman, Turboman
Time Trial unlocks: Pirateman (7 min 30 sec), Enker (7 min) Magmaman(6 min 30 sec), Hornetman(6 min), Jewelman(4 min 30 sec), Yamatoman (4 min), Clownman (4 30 sec min), Splashwoman (3 min)
Survival Mode unlocks: Galaxyman (5 min), Plugman (one playthrough), Quickman (7 min), Pharaohman (8 min), Geminiman (9 min), Flashman (10 min), Mercury (11 min), Voltman (12 min), Enker (15 min)
Mars Stadium (available from start) small, no traps, powerups
Southern Cross Stadium (available from start) medium, no traps, powerups
Adrastea Stadium medium, traps (small amount), powerups
Eastern Amalthea Stadium small, traps (moderate amount), no powerups
Harpalyke Stadium large, no traps, no powerups
Epimetheus Stadium large, traps (great amount), powerups
Helene Stadium small, traps (great amount), no powerups
Jarnsaxa Stadium large, traps (great amount), no powerups
ESRB Rating: T for Teens (Violence, Mild language)
Release Date: June 17, 1998
Multiplayer: Yes (Two Players)