Super bar code wars
The electronic game console that the super bar code wars (Super Barcode Wars) was released in 1992 by BANDAI. A development type of "the LSI bar code wars."
This game cooperated with comics bonbon" whereas bar code Butler cooperated with "monthly kolo kolo comics" in a competing plane of bar code Butler of the EPOCH release and published comics called "supermarket bar code Warriors" (Kaito Yamato, a slope is called it already) serially. In addition, as well as bar code Butler, the additional card pack of various character things such as Dragon Ball Z, SD Gundam, the super surprised man was released, too.
Table of contents
Specifications
I work with four size AA batteries. The reading mechanism called "a multiscanning system" is adopted unlike bar code Butler in a slit (reading device). When the system is such that I convert it into battle data by putting a card through "the multiscanning reader" in the upper main body, and a card input indicator turns it on, I put it through the scanning leader in front of an aspect of the bar code to input. Data are displayed with sound effects when input definitely, but a Miss lamp turns on at the same time as a buzzer sounds when it is not input definitely. The reading of the multiscanning system is considerably vague, and it understands only bar code unlike a slit of bar code Butler. In addition, the card form printed matter (business cards) except the bar code can read it unlike bar code Butler fixed at one ability level from one bar code, too. In addition, numerical value changes by speed through the card, and numerical value appears even if I do the all through different card such as returning the card which I put to half. But numerical value to appear is really constant numerical value, and ability may change even if I read the same thing. In the case of exclusive bar code, this law does not apply to it. There was the thing that the whole was painted black down in the exclusive bar code. The design that only one color of black shows it to human eyes, but the reading device distinguishes a black part and a white part.
The ability has HP (vitality), AP (offensive ability), DR (fielding average), four of the SR (hit rate). HP performs a card and can revive it by pushing the defense key, and it is a defeat when numerical value becomes 0. DR and 0-100% of SR are expressed in (I carve with 10%), and the attack does not come off the damage if it is DR 100% without receiving it if it is 100% of SR. In addition, DR and the SR go up and down during a battle.
Four polyvinyl chloride doll tops, exclusive card 62 pieces, blank card of the blank paper are attached to the main body other than one piece of game board, instruction manual, technique guide. About a doll and the card, in the case of SD Gundam lateral biography Saint plane soldier story package, in the case of a doll, a dragon ball package, a doll is attached with the card of the dragon ball with a card of SD Gundam.
Screen
Game contents are displayed by a monochrome screen in the center.
- Player indicator
- It is shown in participating players now in "D" "C" "B" "A". Halfpace.
- Card input indicator
- When a card can input; "IN →" and lighting. In the upper section left.
- ウィナーインジケータ
- When somebody works as the winner, I turn on with "WIN". Right under card input indicator.
- Multi-indicator
- I display locomotive faculty with a number by number of the rounds, game 3 by number of sheets that input a card, game 2 by game 1. The upper part center.
- Improvement lamp
- When a player was improved by game 3, I turn on with "LEVEL improves". Upper section top right corner.
- Game over lamp
- I turn on with "GAME OVER" when I do game over. Right under improvement lamp.
- Damage indicator
- When I give damage and receive it, I turn on with "DAMAGE". The center.
- Battle imitation
- During a battle, sound effects come out with blinking. Right under damage indicator.
- HP indicator
- I display current offensive ability and vitality with a number in turn. Central right and left.
- Offensive ability gauge
- I display power when I attacked it by a graph between MAX from 0. Right under HP indicator.
- Defense indicator
- I display pitcher's earned run average beside DR indication in %. Right and left of the lower berth.
- Hit power indicator
- I display a hit rate beside SR indication in %. Right under defense indicator.
- Charge lamp
- When fielding average, a hit rate, vitality were restored, I turn on with "CHARGE". The lower berth center.
- Miss lamp
- When I performed an error of time when an attack and recovery failed and card input, I display it with "MISS". Right under charge lamp.
Operation method
Under a screen, there is "a mode key" choosing power switch, the switch which chooses volume among ON and OFF, a game mode. There are fielding average, a hit rate, recovery of the vitality and "a defense key" to use when I escape "the offence key" which specifications "battle key" doing it uses for an attack at the time of determination of fashion, a battle start each a screen aside, and it is "a battle key" "offence key" "a defense key" with right and left the center a bottom the first top. We have recovery for the battle with the key in an attack with a lower key, and a battle is started by pushing the central key. I make quantity of bigger damage and recovery by pushing the key timely and can let DR and SR go up and down.
Game mode
There are three kinds of game modes in super bar code wars. Precedence, the batting in the second half of the inning are decided automatically.
An offensive ability gauge begins to change by pushing the offence key and stops the offense by pushing the offence key again. I can lower defense and the hit rate of the partner when I succeed in turning off an attack meter with the maximum. HP indicator begins to move the follower-proof like roulette by pushing the defense key, but it stops by pushing it again, and vitality, defense, the recovery quantity of the hit rate are fixed only at the numerical share that thereby appeared. With offence key, a defense key, it stops without permission in a given period of time even if I do not push it all the time, but probability of this case MISS is high.
Game 1
It is for two play. By a multiscanning system, the exclusive card of accessories converts only this mode into battle data by not using it, and reading various letters, numbers, designs, カードダス such as the general bar code or business card and faces it. I cut the bar code which I want to input, and put the center of the bar code together, and stick from the edge to the place of approximately 5mm to the thing which cut the blank card of the attached blank paper and a white cardboard to the size of the blank card, and the general bar code uses it.
All ability is not set and can start it first because player B inputs equally after player A input 1-5 pieces of cards. MISS becomes handled to input more than six pieces. In addition, the reading plays only by button operation afterwards only first. Player B is moving second by the first move first player A. Moving second is replaced with the first move once. I win if I zero HP of the partner. When become 0 at the both same time; a draw. Because there is not reading in the middle, only this mode performs the recovery in DEFFENCE key simple substance.
Game 2
It is for two play. The mode which faces it in round restrictions with a same basics ability level using an exclusive card and an attached exclusive card. It is unusable other than an exclusive card with game 3. I cut exclusive cards except two pieces of blank cards well and distribute three pieces of cards, and the left card does it in tailfirst on the mountain. Each player chooses a distributed card only as once among one piece three pieces and, before a game start, returns it to the mountain and can exchange it by pulling the same number of sheets from the mountain.
Ability decided from a beginning is set. The precedent player inputs one piece into selection of one piece, once from the holdings card which there are three pieces. But there is only one piece of exception. I return the card which I have finished inputting to the mountain and I pull it newly from the mountain and do an always card on hand in three pieces of states. There is a thing that offense and defense perform which after a thing giving one's ability by the kind of the card immediately, a thing, input to lower the ability of the enemy immediately or can choose. Random determines which becomes the first move every 1 turn. I win if I zero HP of the partner. When become 0 at the both same time; a draw. It is nine rounds system, and the player that there is much HP which stays when there is not an end becomes the winner, and, as for the same case, it is a draw. The operation after the card input refers to the clause of the exclusive card.
Game 3
1-4 business. I use the exclusive card and board of accessories. Only a share of the locomotive faculty that I put one's top to the start trout in the circumference and am decided random by player card input can advance first. In brief, it is the game of the sugoroku form and handles an event written to the trout which stopped. But the goal trout does not exist. There is a trout permitting getting into to the internal circumference, but cannot get if I do not have a specific item card after having had ability above a certain level even if it stops here. Only the enemy who is stronger than circumference exists in the internal circumference, and the strongest enemy becomes the boss in that. I win the championship if I beat a boss. Ability rises little by little if I beat an enemy, but I am reset all if I lose and come back to the initial value. In addition, it is judged to be a defeat when both oneself and enemy become HP0 unlike other modes at the same time. There is the choice evading on the occasion of an enemy appearance, but involves risk attacked once with being defenseless if I fail.
You can be to the original trout even if you lose in the circumference, but must come back to the start trout when you lose in the internal circumference. The play order is fixed in A → B → C → D. The mode of the board game type to perform full-scale R.P.G. using a board, an exclusive card, a doll top.
Exclusive card
The following kinds are to the attached exclusive card.
- Player card
- The common card which the ability is low with the B mode, but is usable in anything. A card to use with one's turn with the C mode first by all means.
- Item card
- I restore one's HP,DR,SR for a mention after input in B mode, both C modes immediately. There is the card becoming the condition of the getting into to the internal circumference in C mode in this.
- Friend character card
- I reduce HP,DR,SR of the enemy for a mention after input in B mode, both C modes immediately. It is in particular important because I never attack it if I let you zero the SR of the enemy with the C mode.
- Attack card
- The general purpose high card which restores DR,SR for mention if I push attack, DEFFENCE that I add the offensive ability for mention if I push ATTACK after input in B mode, both C modes. Even if HP has a mention, I cannot recover.
- Superior dragon
- Only one piece can double offensive ability by an existing exception card. I cannot read it before attack card input.
- Enemy character card
- It is the same as an attack card with the B mode. I fight at the time of an appearance with the C mode (I appear only at circumference). Various from less than player to the thing which is equal to an enemy plane soldier with the strong thing with the thing that the strength is weak.
- Friend airplane soldier card
- The attack card which is powerful in all of B mode, the C mode. I am usable only in the internal circumference with the C mode.
- Enemy plane soldier card
- The enemy character card which appears only in the internal circumference with very powerful attack card, the C mode with the B mode. 非常に能力が高く、弱いものでも敵キャラカード最強級。 中でもボスは飛び抜けて強い。
This article is taken from the Japanese Wikipedia Super bar code wars
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