Tokusatsu Eiyuden – VI. Game’s A.I. Description and Difficulty

VI.GAME’S A.I. DESCRIPTION AND DIFFICULTY

01.Overview

The game focuses on real difficulty and a pattern called Perfect Play A.I.,something that is present in top notch fighting games,as well as the games this document has listed,the new Ninja Gaiden trilogy,Devil May Cry 1,3,4 and Falcom’s Ys games.

The enemies are designed to make the players experience a genuine challenge out of them,while the bosses and the fights against the character’s A.I.’s give the players the rush needed for these kinds of fights.That of course varies with the difficulties,as the normal difficulty gives all of this,the more advanced players would like to tackle on higher difficulties where the enemies become more visceral with almost impregnable defence that the player has to break to attack,or attack at the right time.

02.Difficulty

As the game belongs to the action genre,it has the option of a selectable difficulty for the player to choose.As such the options the player is presented may not be very flexible,but aren’t quite limited.For that to be understood there must be an explanation of the difficulties that are present in the game.The difficulties are :

Just Passing By : It’s the equivelant of the ”Very Easy” difficulty setting,where it’s a handicapped version of the normal settings,reducing the enemies to a measly 50% of life and dealing just 50% of the original attacking power,while being extremely docile and mostly use just one attack out of the moveset availiable.It’s for those who just started with the genre and wish to learn about it.

Trainee : It’s the equivelant of the ”Easy” difficulty setting,with the enemies being a bit docile and having just 90% of their original health and attacking power and they don’t resort in advanced techniques.It’s for those familiar with the genre but never had any previous experience.

Human : It’s the equivelant of the ”Normal” difficulty setting,the average and standard difficulty of the game.The A.I. of the game acts like a normal human player that knows the game for the most part,using basic knowledge of the combat mechanics and the enemies have normal 100% stats and the bosses are a bit tough.It is recommended for those with a bit of experience.

Veteran : It’s the equivelant of the ”Hard” difficulty setting.The enemies and bosses A.I. acts like an experienced player of the game,using all sorts of advanced tricks while being a tad more hostile than normal and the bosses are tough.It is a recommended challenge for the first timers and newcomers and a training mode for the veterans of the genre.

Hero : It’s the equivelant of the ”Very Hard” difficulty setting.It is the height of the human-like A.I.,acting like a high level tournament player,very rarely making mistakes and using all sorts of techniques with relative ease,while being much more hostile than normal and identifying the invincibillity frames of all moves and backing away from the player when he or she uses them.Finally they always alternate between tactics that are incorporated,giving the illusion of thought and anticipation.It’s from this difficulty that the enemies use all of their arsenal of moves and techniques flawlessly to pressure the player and present a genuine but hard challenge.

Super Hero : It’s like the Hero difficulty but enemies and bosses get a boost in stats,mainly having 150% of the original health and 150% of the original attacking power and being even more hostile.

Legendary Super Hero : It’s an extremely souped up Super Hero difficulty,with the opponents all having double stats[instead of the normal 100%,they have 200%],the reaction speed is highly raised and the A.I never makes mistakes while pulling off techniques,combos or any other moves,a stark contrast to previous difficulties,where the opponent could make mistakes,albeit much less with the increase of each difficulty.The enemies are also highly aggressive and hostile while all enemies and bosses,even those that are playable characters can gain new moves.

Depending on the difficulty set for the story mode,it will take a different amount of time as the level of tactics employed is equal to the level of difficulty,becoming more complex the harder the setting is.For the sake of this document,the estimated and ideal time for the player to finish the game would be about 20 hours,presumably a bit more.By completing the game,the player has pretty much unlocked all the basic stuff needed for the enjoyment of a simple single-player or multi-player game.Players that are collectors,will find more challenges,such as trophies for completing certain tasks in the game,outfits and other collectables for the game,clocking about 80 hours.Lastly,for the players that want to fight in tournaments or want to challenge themselves in much higher difficulties,the hours can potentially the previous expactations,depending on the player’s mood and perhaps other factors as well,such as the frequency of tournaments being held,either official or unofficial.

03.Enemies and Enemy Types

The enemies outlined here will be detailed to great extend,down to the looks and sounds of the enemies up to a point apart from the A.I. behaviours.

a.)Grunts :

The most standard enemies of the game as well the fodder enemy.They are dangerous only if they go in packs.They look like males or females in black latex with a stripe across their torso as well as eye goggles.They don’t have voices but they do metallic sounds for almost every action.They are never armed.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Punch Combo (light to medium damage,close range) : The attack is a 4 hit punch combo that’s initiated when the enemies are in close range with the characters.It’s the most common attack of the grunts.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Kick Combo (light to medium damage,close range) : The attack is a 4 hit kick combo that’s initiated when the enemies are in close range with the characters.It’s the most common attack of the grunts.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Punch and Kick mix combo (medium to heavy damage,close range) : It’s a 4 hit combo that’s randomly mixing hits from the two combos above.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Dive Kick (medium damage,all ranges) : The attack is a dive kick that’s initiated either when the enemy is up in the air or when the enemy is very far away from the character,where the Grunt runs and jumps in the air following it with the Dive Kick.It has Major Stun properties and cannot be interrupted.

– Dash Punch (medium damage,medium to long range) : The attack is a dashing punch that starts with the Grunt dashing when in a fair distance from the characters and dishing out a punch.It has Major Stun properties and cannot be interrupted normally.

– *SPECIAL* Self Destruct (medium to heavy damage,all ranges) : This attack is initiated when the Grunt is down to 30% of his or her health and starts by the enemy flashing with a crimson red aura and starts charging towards the character attempting to grab him or her.If the grab is successful the Grunt will explode in cinematic fashion and the character will receive heavy damage,up to 30% of the total health.It is done from the Hero difficulty and up.

b.)Shockers :

The upgrades of the Grunts,the Shockers often prefer to go in small teams of either two or have one fight and the other tag in by attacking the player with a surprise attack when least expected.They are pretty good and more aggressive than the Grunts prefering effective teamwork rather than packing on the heroes.They can be deadly if more than two teams are ganging up on the heroes.They look like males or females in black steel armour with a double golden stripe across their torso and a helmet with a monovisor.They don’t have voices,resorting to just grunting in weird metalic voices as well as having metallic sounds for almost every action.These Shockers don’t come armed,but they can pick up weapons from another dead Shocker.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Punch Combo (medium damage,close range) : The attack is a 4 hit punch combo that’s initiated when the enemies are in close range with the characters.It’s the most common attack of the grunts.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Kick Combo (medium damage,close range) : The attack is a 4 hit kick combo that’s initiated when the enemies are in close range with the characters.It’s the most common attack of the grunts.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Punch and Kick mix combo (medium to heavy damage,close range) : It’s a 4 hit combo that’s randomly mixing hits from the two combos above.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Dive Kick (medium to heavy damage,all ranges) : The attack is a dive kick that’s initiated either when the enemy is up in the air or when the enemy is very far away from the character,where the Shocker runs and jumps in the air following it with the Dive Kick.It has Major Stun properties and cannot be interrupted.

– Dash Punch (medium to heavy damage,medium to long range) : The attack is a dashing punch that starts with the Shocker dashing when in a fair distance from the characters and dishing out a punch.It has Major Stun properties and cannot be interrupted normally.

– *SPECIAL* Hivemind Sacrifice (heavy damage,all ranges) : This attack is initiated when the Shocker is down to 20% of his or her health and another Shocker is part of the team only.It starts with the enemy flashing in a crimson red aura,charging towards the character attempting to grab him or her.If the grab is successful the Shocker will hold the character until the second appears and attacks both of them resulting in the Shocker being destroyed and the player receiving heavy damage,ranging from 35% up to 50% of the total health.It is done from the Hero difficulty and up.

c.)Shockers with guns :

They are Shockers but with guns of various types,often being the second part of a team,staying back and providing support for the Shocker that attacks from close range.These Shockers come armed and they can pick up weapons from another dead Shocker.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Shotgun combo (light to medium damage,close range) : This attack is initiated only for defence against close range attacks.When the players close in on a Shocker with guns,the Shocker will pull out a shotgun and start shooting until it empties and then reloads it by flipping it and repeats the process two to four times.It has Major Stun properties and can be interrupted,blocked,deflected and parried.

– Gun Kata combo (medium damage,close to medium range) : This attack is initiated from close range only if the Shocker still has an ally,otherwise it can be initiated from either medium or close range for a combination of attacking and defending purposes.The Gun Kata combo is a long string of different stylish gun moves while the shocker moves in certain strategic positions that enable him or her to pinpoint the line of offence and defence and make the player’s life a living hell.It has Regular Stun properties and can be interrupted,blocked,deflected and parried though the last two can be deflected and parried back to the player as well.

– Gun-Fu combo (medium damage,close range) : This attack is initiated from close range only and only if there aren’t any other team members.The Gun-Fu combo is a series of tricky melee attacks that focus on irregular movements that when hitting will always fire a couple of rounds for additional damage.It has Regular Stun properties and can be interrupted,blocked,deflected and parried though the last two can be deflected and parried back to the player as well.

– Missile Launcher (medium to heavy damage,long range) : The attack consists of the Shocker pulling a rocket launcher and firing a single heat-seeking missile that will follow the player for a bit.It has Major Stun properties and can be interrupted and deflected.

– Machine Gun (medium damage,long range) : The attack consists of the Shocker pulling a machine gun and start shooting the player.It has Regular Stun properties and can be interrupted and blocked.

– Snipping Shot (heavy damage,long range) : The attack consists of the Shocker pulling a sniper riffle and snipping the player,usually from an off-camera angle.It has Major Stun properties and can be interrupted.

– *SPECIAL* Laser Cannon (heavy damage,all ranges) : This attack is initiated when the Shocker with guns is down to 30% of his or her health and starts by the enemy flashing with a crimson red aura.The Shocker will pull out a laser cannon,shooting an endless stream of energy that can sear anything in it’s path,repeating the process two to four times.Should the character get hit,it will result in a major stun and the remaining shots will surely hit,resulting in heavy damage,up to 40% of the total health.Each shot takes away 10% of the total health and can only be avoided.It is done from the Hero difficulty and up.

d.)Shockers with tonfas :

They are Shockers but with tonfas,often being the first part of a team charging straight in for the kill with long and speedy combos.These Shockers come armed and they can pick up weapons from another dead Shocker.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Tonfa 1st Kata combo (medium damage,close range) : The attack is a basic 4 hit combo that’s initiated when the enemies are in close range with the characters.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Tonfa 2nd Kata combo (medium damage,close range) : The attack is a basic 6 hit combo that’s initiated when the enemies are in close range with the characters.The Shockers initiate it when they reach 80% of their health.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Tonfa 3rd Kata combo (medium damage,medium to close range) : The attack is a basic 8 hit combo that’s initiated when the enemies are in close range with the characters.The Shockers initiate it when they reach 75% of their health.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Tonfa 4rth Kata combo (medium to heavy damage,medium close range) : The attack is an 8 hit combo that’s a mix between tonfa attacks and kicks with the last two attacks being two kicks that one of them launches the player in the air.It’s initiated when the enemies are in close range with the characters.The Shockers initiate it when they reach 70% of their health.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Tonfa 5th Kata combo (medium to heavy damage,close range) : The attack is a follow of Tonfa 4rth Kata combo,where the Shocker jumps,following the player and immediately start a 4 hit combo that ends with the Shocker slamming the character to the ground.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– *SPECIAL* Tonfa Kyukyokuu Kata combo (heavy damage,all ranges) : This attack is initiated when the Shocker with tonfas is down to 30% of his or her health and starts by the enemy flashing with a crimson red aura.The Shocker will pull out blades out of their tonfas and start rushing towards the character and stabs him or her.Should the character get hit,it will result in a major stun and the rest of the attacks will be initiated in a lightning fast stream of attacks,resulting in heavy damage,up to 45% of the total health.It is done from the Hero difficulty and up.

e.)GioTroopers :

The penultimate middle class enemies,easily at mid-boss levels in terms of stats and A.I.,the GioTroopers are a fusion of the Grunts and the Shockers without the bad stuff.They are extremely aggressive and even more competent,with tactics that can change on the fly so that the player cannot guess their next move,not to mention they can instantly pair with any other Grunt,Shocker or GioTrooper to form a team or teams.If paired with another GioTrooper they resort to using usually just effective teamwork,but if they are paired with anyone else below them,they instantly become the leaders of the group and the group’s stats,morale,aggressiveness and tactics gain a massive boost,almost making the fight equal to that of a boss fight.They appear as male or female soldier clad in metallic,futuristic armour with a more human helmet but with three eyes,two normal and a mechanical eye on the helmet forehead for extra visual prowess.They produce some light metallic sounds and actually have voices even having quotes but they are in an incomprehensible language,possibly a muffled one,when giving out orders or taunt.These GioTroopers don’t come armed,but they can pick up weapons from another dead GioTrooper or worse,produce their own mid-combo or mid-action.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Martial Arts 1st Kata Ground Combo (medium to heavy damage,close range) : The attack is a 6 hit mixed martial arts combo that’s initiated when the enemies are in close range with the characters.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Martial Arts 2nd Kata Ground Combo (medium to heavy damage,medium to close range) : The attack is a 6 hit mixed martial arts combo that’s initiated when the enemies are in close or medium range with the characters and is the most used attack of these enemies.The attack doesn’t have a set pattern of attacks,instead the attacks are mixed every time randomly resulting in a total of 46656 possible results.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Martial Arts 3rd Kata Rising Combo (medium to heavy damage,close range) : The attack is an 8 hit mixed martial arts combo that’s initiated when the enemies are in close range with the characters and has launching or rising launcher properties.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Martial Arts 4rth Kata Aerial Combo (medium to heavy damage,close range) : The attack is a 4 hit mixed martial arts aerial combo that’s initiated immediately after a launcher or rising launcher.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Martial Arts 5th Kata Dashing Combo (medium to heavy damage,all ranges) : The attack is a 6 hit mixed martial arts combo that’s initiated from all ranges.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– Martial Arts 6th Kata Cancel Combo (heavy damage,all ranges) : This attack is practically a cancel mid-combo that enables the GioTrooper to switch movesets and restart a combo for additional damage.The change can happen at any time during any combo but not before the two final hits.It has Regular Stun properties and can be Auto-Parried and then Perfect Impacted.It can also be interrupted by long range attacks.

– *SPECIAL* Martial Arts 7nth Kata Ultimate Combo (heavy damage,all ranges) : This attack is initiated when the Shocker is down to 40% of his or her health.It starts with the enemy flashing in a crimson red aura,charging towards the character attempting to hit him or her,no matter where the GioTrooper is.If the first hit connects,then a cinematic beatdown ensues with the enemy trampling the character in every possible way and the player receives heavy damage about 50% of the total health.It is done from the Hero difficulty and up.

f.)GioTroopers with double firearms :

Giotroopers with a wide variety of firearms.Like the GioTroopers,they can also produce other weapons mid-combo,namely melee weapons,or throw the weapons at the player’s characters to stun him or her while changing movesets,even reverting back to the traditional hand-to-hand combat style.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

– Double Shotgun combo (medium damage,close range) : This attack is initiated only for defence against close range attacks.When the players close in on a Shocker with guns,the Shocker will pull out two shotguns and starts shooting with one of them first,reloads with one hand while shooting with the other hand and repeats the process two to four times.It has Major Stun properties and can be interrupted and blocked.

g.)GioTroopers with dual wielding weapons:

Giotroopers with melee weapons,namely twin katars,twin katanas,twin chackrams,twin nunchackus,twin sais and twin giant shurikens.Like the GioTroopers,they can also produce other weapons mid-combo,namely firearms,or throw the weapons at the player’s characters to stun him or her while changing movesets,even reverting back to the traditional hand-to-hand combat style.They are middle class enemies,being approximately if not exactly the same height and weight as the heroes and thus they can be juggled.All of the game’s stuns are possible on this type of enemy.

h.)HeavyMechs :

i.)Hardnuts :

j.)RyuKo :

k.)Rejected Mutant :

l.)Cybrid Mech :

Describe the A.I. of the computerized opponent(s), if any. It is sometimes helpful to write a “walkthrough” of the game to further enhance the reader’s ability to visualize the game.

04.A.I. Opponents

Sho Arma / DanGuyver :

Sho Arma / Blade :

Ky Medio :

Adol Krycener / Zeo Red :

Yuna Tendo / Zeo Blue :

Folka Kiske / Wild Wing :

Ryuna Elwyn / Zeo Pink :

Leo Cristin / Space Rider-1 :

Lily Malheur / Zeo White :

John Morris / Makaizer :

Reika Hono / Zeo Yellow :

Jin :

Maya Bright / Zeo Black :

Axel Zombolt / ArGain :

Stephanie Renard / Palada :

Ayane Ayame / Mera :

Aya Dizzy / Karin :

Ryuuga :

Characters — List and describe the characters in the game, if any. Tell something about their personalities and capabilities, and how they act in the game. Who does the player play?

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