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Custom Robo Arena (Nintendo DS)

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Custom Robo Arena (Nintendo DS)

Postby spiritofcat » Mon Apr 16, 2007 5:30 am

This game just came out for DS.

It is a little bit like Pokemon, except it has robots instead of monsters, the combat is real-time 3d action with guns and bombs etc, and you only get to have one robot at a time but you get to buy different weapons etc for it.

At least one of the robots in it transforms into a plane when it jumps, so its almost transformers! Enough so to maybe keep you amused until the actual Transformers game comes out.

Anyone else played it or got anything to say about it?
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Postby Autobobby1 » Mon Apr 16, 2007 10:16 am

Weapon: Gattling Gun
I own it. The RPG storyline isn't that good, but the combat is great. It also has WiFi battles.
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Re: Custom Robo Arena (Nintendo DS)

Postby PerfectVision » Sat May 07, 2022 6:06 am

It is not that coherent because only some characters look like robot,it is more like fighting toys...Which is also coherent.

This game absolutely requires a guide,the original is in french:

There are 5 purposes:

BOMBER:slow on the ground and in the air but flies the longest to destroy the ground
PHANTOM:the fastest on the ground and always able to attack through walls
SMASHER:cover less the ground and more the sky
MINER:the best aerial mobility,trap the ennemy by flying around
KAMIKAZE:fast on the ground,the fastest in the air for close range attack,doesn't hesitate self K.O

"B against P against S against M against K"
And they are hard counters,there's no safe build.I suspect the K style is ignored but it is not less functional than the others,the adventure's battles are unable to tame it.

3 characters per purpose,they constitute a different range apropriated to the arena,the mobile walls matter for the phantoms and smashers,high jumper on collumn(parthenon:jump and press a direction after),the crazy baboon has the highest endurance and a shorter K.O:that's useful in the 2 minuscule ones where damages are inevitable,2 others ruin ground deplacement:they allow some miner duel:"A againts M againts L"

2 medium dashes and the magnum:that's the best anti flight,pike-quick,acrobat,wall,"rush+dash+x" is possible,Carlyle-feather,straight G,acrobat,the highest range is (acro+dash)X 2,the standard K gives you range and a reset:K.O yourself after the target,Shadow-booster,rapid P.The wolfen-wide cannot fly but hops to be a phantom,geotrap,"high jump+wave+dash",good acceleration on ground and fast reload of the Vlaser,logically:his weapon should be on back,his bomb in the mouth and drone on belly.The crazy baboon-booster flies longer without instant landing,improve it with the smash bomb,"high jump+dash+reflection+smash",the fall of meteor is kind of spamable.The small characters can fly a bit with the booster and shoot their drones far,their short altitude allows to prepare the charge bomb until they land,Robin "hunterZX",twin fang,double wave,Rook,gravity,throwing P.Or they don't jump at all and need the stabilizer:the pink doll(not a little girl and size is not related to age),halo,gemini P,diving,Bit,3way,red tomahawk,umbrella.The most original drone are the mines,they are usable with 3 short dashes or long jumps,use the first one before the first propulsion,Mantis-feather,catch,double C,satelitte H,Anne-wide,phoenix,standard,beast,Luna-wide,meteorstorm,burrow D,spider G,bad acceleration:prepare the slide from far,this equipement works on the tempest-quick as a bomber,his rush and acceleration+bomb help against smashers.The high jump boot is for bombers:Komousso,"(dash+trio H)X x" and "straight G+thunder",his rush has an invisible range,the gigantron reloads the glider faster than Luna,"coakroches H or freeze+glider",the freeze at closer range and you jump backward after.

The bomb is the first or second attack,the weapon is the last,soulboost when you're sure to hit which may be after K.O at worse.

The aerial throwing P's and the Shadow's propulsions require a rapid double tap,the rapid P if you're sure to hit.

F.A.Q

"the doll doesn't needs more than her weapon and rush against the bit,the hard counter(the rush doesn't go through the umbrella)"
Yes,the "diving+gemini P" seems useful only against M and K.The long range tomahawk is not needed against Anne while we're at it.

"Pike and Shadow can't use the same equipement"
That's because the second enhances the boots effect:the quick jump is too effective.

"Shadow is balanced according to the description"
They are talking about a "air/ground" balance and you're gonna need both because of the long landing lag:he flies only if he can reach.

"is the needle good ?"
Small and cannot slide,the infinite range is useless except if you compare it to the fall of meteor and Vlaser that are bigger as well,the faster reload is not transcendant.

"the advantage of the ground boots ?"
Ze-ro,and the feathers can give a faster landing,a small jump is something you ressearch in the character and not the boots,just press the button more rapidly.

"Carlyle is totally disfunctional if you don't know what to do,all of them but he's the worst case"
In theory:customization allows small changes like the homing star instead of the glider or the scorpion instead of the 3way which is just inferior,the reality is that every characters has a best equipement with no strong variation.There's a boundary between strategic depth and crypticness.
EXEMPLE OF CUSTOMISATION:the ray 01 doesn't enhance the boots effects,so you can use him like the pike,his rush is better than the javelin (the presumed speed bonus is false),his propulsions aren't furtive which make him easier to see consequently:that's the trade but the pike is still the best anyway.The tempest variant has a good sprint with a BAD acceleration (the ray's tradition),a faster raid is not useful either.Apollon's rush is a faster jump,not that useful but the best of the alternatives i would say.All the melee weapons are concurrents including the needle and the blade,the magnum is the very best despite the long reload.Maybe it was supposed to be with the manichaean parts?The bodies and boots are always better,the illegal luna over the komousso as well.

"What about the mirror fights?"
The sprinters will need to jump,note that the aerial use of the weapon can be an option out of three,not the aerial version from the ground.The kamikazes must abandon it.

"UNIMPORTANT:what is the highest damage?"
Catch+boost+rush from the rock hound,the mantis equipement doesn't fit him and the baboon is better.
Also an initiation to soulboost chains,it's the easiest like all the short range characters except Rook (Robin bypasses the walls before rush).The kamikazes are pretty much condemned to do it after K.O which is not a true chain.The miners use their aerial weapons when they are sure to hit,boost before jump but it's not granted:any instant of freedom may end with a emergency,panicky boost even against the mantis who catches first.
The tempest:eventual bomb or rush,flight+mines,bomb,flight+weapon.No particular occasion to boost offensively,maybe accept to use it defensively.

Now the biggest incentive to come here is the perspective of a sequel:i heard of SYNAPTIC DRIVE,i don't know where it's at,i can already tell them to make the game less cryptic.Another one is GIGABASH,it looks more different.
EDIT:it got released and it is simpler than the RTS-brawler or duellist that is C.R.
The casting is defined by the optimal range:Pipijuras and Gigaman are the most coward,heu,i mean careful,Gorogong and Wooley are the most braindead,heu,i mean the most courageous,Rohanna and Thundatross are for medium range,in between.I vaguely suspect that you can choose characters of the same style depending of the match up:Wooley against long range and Gorogong against close range mirror,that or he has no argument over him,Skorax against close range(the superior speed to evade),Pipijuras against medium and Gigaman for long range mirror fight(anti projectile air dive but still coward),it's probable.
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