A horror game where players will wander in a mysterious dream world.

E3 2018: This ID@XBOX Montage Is Proof That Below Is Still Happening

Soccer has been shut down all across the land. With the help of a magical soccer ball, it's time to bring the sport back to life.

Speedgunner Ultra combines shoot 'em up action with platforming precision. 

A Metroidvania Shoot 'Em Up game from Super Mega Team and Team17.

Astronite is a black and white metroidvania style action-adventure.

Do Not Open is a first-person escape room survival horror game from Nox Noctis.

Take on an entire terrorist organization in this over-the-top sequel to the early '80s action game Elevator Action.

<h2>Overview</h2><figure data-align="right" data-size="small" data-img-src="https://www.giantbomb.com/a/uploads/original/0/2579/1658012-elvactr0002.png" data-ref-id="1300-1658012" data-ratio="0.725" data-width="320" data-embed-type="image" style="width: 320px"><a class="fluid-height" style="padding-bottom:72.5%" href="https://www.giantbomb.com/a/uploads/original/0/2579/1658012-elvactr0002.png" data-ref-id="1300-1658012"><img alt="No Caption Provided" src="https://www.giantbomb.com/a/uploads/original/0/2579/1658012-elvactr0002.png" srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1658012-elvactr0002.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a></figure><p>Elevator Action II (known outside of North America as <em>Elevator Action Returns</em>) is a 2D action platformer developed and released by <a href="/taito-corporation/3010-135/" data-ref-id="3010-135">Taito</a> for <a href="/arcade/3045-84/" data-ref-id="3045-84">arcades</a> (using <a href="/taito-f3-system/3015-9725/" data-ref-id="3015-9725">Taito F3 Package System</a> hardware) in 1994.</p><p>A sequel to the 1983 arcade game <a href="/elevator-action/3030-8179/" data-ref-id="3030-8179">Elevator Action</a>, Elevator Action II follows three members of a <a href="/counter-terrorists/3015-954/" data-ref-id="3015-954">special task force</a> as they disarm bombs in numerous facilities (planted by a <a href="/terrorists/3015-293/" data-ref-id="3015-293">terrorist</a> organization led by a mysterious red-suited man).</p><p>While much of the gameplay mechanics from the original return, Elevator Action II focuses on faster-paced combat on larger-scale levels (which are not necessarily vertical-scrolling). New features include two-player co-operative multiplayer, multiple playable characters (each with their own stats and unique weapons), sub-weapon and weapon upgrade systems, and character <a href="/health/3015-130/" data-ref-id="3015-130">vitality</a>.</p><p>The game was later ported to the <a href="/saturn/3045-42/" data-ref-id="3045-42">Sega Saturn</a> as <em>Elevator Action² Returns</em>. Released exclusively in Japan by <a href="/ving/3010-4561/" data-ref-id="3010-4561">Ving</a> on February 14, 1997, this version is notable for having the original <a href="/elevator-action/3030-8179/" data-ref-id="3030-8179">Elevator Action</a> as an unlockable. The game was also ported to the <a href="/playstation-2/3045-19/" data-ref-id="3045-19">PlayStation 2</a>, <a href="/xbox/3045-32/" data-ref-id="3045-32">Xbox</a>, and <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> in 2006 as part of the <a href="/taito-legends-2/3030-7781/" data-ref-id="3030-7781">Taito Legends 2</a> compilation.</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/2579/1563547-helicopter.png" data-ref-id="1300-1563547" data-size="small" data-ratio="0.72257053291536" data-width="638" data-embed-type="image" style="width: 638px"><a class="fluid-height" style="padding-bottom:72.3%" href="https://static.giantbomb.com/uploads/original/0/2579/1563547-helicopter.png" data-ref-id="1300-1563547"><img alt="Helicopter, coming though!" src="https://www.giantbomb.com/a/uploads/scale_small/0/2579/1563547-helicopter.png" srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1563547-helicopter.png 638w, https://www.giantbomb.com/a/uploads/scale_medium/0/2579/1563547-helicopter.png 480w, https://www.giantbomb.com/a/uploads/scale_small/0/2579/1563547-helicopter.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Helicopter, coming though!</figcaption></figure><p>Elevator Action Returns improves greatly on the formula established by it's predecessor, featuring much more intense gameplay and strategy when using elevators, as well as the inclusion of more intelligent enemies. While the game is still about going through buildings and retrieving information behind marked doors, the stages are more elaborate and there a vast amount of enemies to kill and weapons to pick up such as machine guns and bazookas. While the original Elevator Action only involved traversing the level vertically downwards, the game allows the player to move in all directions, often having to horizontally backtrack through a level in order to reach a new area.</p><h3>Characters</h3><figure data-align="right" data-size="small" data-img-src="https://www.giantbomb.com/a/uploads/original/0/2579/1676441-00000006.png" data-ref-id="1300-1676441" data-ratio="0.725" data-width="640" data-embed-type="image" style="width: 640px"><a class="fluid-height" style="padding-bottom:72.5%" href="https://www.giantbomb.com/a/uploads/original/0/2579/1676441-00000006.png" data-ref-id="1300-1676441"><img alt="Left-to-Right: Edie, Kart, Jad" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/scale_small/0/2579/1676441-00000006.png" data-srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1676441-00000006.png 640w, https://www.giantbomb.com/a/uploads/scale_medium/0/2579/1676441-00000006.png 480w, https://www.giantbomb.com/a/uploads/scale_small/0/2579/1676441-00000006.png 320w"><noscript><img alt="Left-to-Right: Edie, Kart, Jad" src="https://www.giantbomb.com/a/uploads/scale_small/0/2579/1676441-00000006.png" srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1676441-00000006.png 640w, https://www.giantbomb.com/a/uploads/scale_medium/0/2579/1676441-00000006.png 480w, https://www.giantbomb.com/a/uploads/scale_small/0/2579/1676441-00000006.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Left-to-Right: Edie, Kart, Jad</figcaption></figure><p>The game can be played by up to two players at a time, each playing one of the three main protagonists. Each playable character has their own unique weaponry (including sub-weapons and upgrades) and stats (including movement speed and health).</p><ul><li><strong>Kart Bradfield</strong> is the most agile member of the group, despite his weak weapon strength. Armed with a <a href="/glock-18/3055-1050/" data-ref-id="3055-1050">"Glog 18"</a>, his sub-weapon is a <a href="/grenade/3055-111/" data-ref-id="3055-111">hand grenade</a> that clears a wider area.</li></ul><ul><li><strong>Edie Burret</strong> is the fastest shooter of the group, despite her weak durability. Armed with a <a href="/beretta-m9/3055-940/" data-ref-id="3055-940">"Berltta M92F"</a>, her sub-weapon is an <a href="/incendiary-grenade/3055-2881/" data-ref-id="3055-2881">incendiary "fire bomb"</a> that leaves a pool of flame.</li></ul><ul><li><a href="/jad-the-taff/3005-4705/" data-ref-id="3005-4705"><strong>Jad the Taff</strong></a> is the most durable member of the group, despite his slow agility. Armed with a <a href="/desert-eagle/3055-90/" data-ref-id="3055-90">"Dessert Eagle"</a>, his sub-weapon is a <a href="/proximity-mines/3055-1309/" data-ref-id="3055-1309">proximity "sensor bomb"</a> that explodes when an enemy is nearby.</li></ul><h2>Soundtrack</h2><p>The soundtrack was composed by <a href="/yasuhisa-watanabe/3040-91843/" data-ref-id="3040-91843">Yasuhisa Watanabe</a> and published by <a href="/pony-canyon-inc/3010-926/" data-ref-id="3010-926">Pony Canyon</a> on July 21, 1995. The soundtrack features music from the game layered with a narrative and sound effects, such as the sounds of elevators and gunshots.</p><h3>Track Listing</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/2579/1676427-pccb_00186__front.jpg" data-ref-id="1300-1676427" data-size="small" data-ratio="1.0134529147982" data-width="446" data-embed-type="image" style="width: 446px"><a class="fluid-height" style="padding-bottom:101.3%" href="https://static.giantbomb.com/uploads/original/0/2579/1676427-pccb_00186__front.jpg" data-ref-id="1300-1676427"><img alt="Elevator Action -Returns-" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 631px) 100vw, 631px" data-width="631" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/original/0/2579/1676427-pccb_00186__front.jpg" data-srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1676427-pccb_00186__front.jpg 446w"><noscript><img alt="Elevator Action -Returns-" src="https://www.giantbomb.com/a/uploads/original/0/2579/1676427-pccb_00186__front.jpg" srcset="https://www.giantbomb.com/a/uploads/original/0/2579/1676427-pccb_00186__front.jpg 446w" sizes="(max-width: 631px) 100vw, 631px" data-width="631"></noscript></a><figcaption>Elevator Action -Returns-</figcaption></figure><p>Name: <i>Elevator Action -Returns- &lt;V.C.O. "Cinema" Mix&gt;</i></p><p>Total length: 43:14</p><ol><li>"Rush Action" - (2:45)</li><li>"D.E.F" - (0:39)</li><li>"Red After Image" - (4:21)</li><li>"System Down" - (4:21)</li><li>"Message From 1998" - (1:31)</li><li>"Feedback Romance" - (4:05)</li><li>"Colors of Nights" - (2:59)</li><li>"Side by Side" - (4:31)</li><li>"I Can Only Think In Job" - (3:37)</li><li>"Break Beat" - (1:07)</li><li>"Blow Up" - (3:36)</li><li>"Red Suit" - (2:17)</li><li>"Missing Link" - (1:42)</li><li>"Pre Production" - (2:10)</li><li>"Elevator Action '95" - (3:42)</li></ol>

The Jeff Gerstmann Home Game: Cool Spot, Ikari Warriors, Irritating Stick, and More!

The Jeff Gerstmann Home Game (07/29/2020) - Skater XL, Meme Run 2, American Truck SR, Elevator Action

An 3v3 multiplayer online battle arena game designed by Steve Feak and developed by Hidden Leaf Games.

A team-based first-person hero-shooter with mecha from the Mobile Suit Gundam series.

<h2>Overview</h2><p>Gundam Evolution is a <a href="/free-to-play/3015-1308/" data-ref-id="3015-1308">free-to-play</a> sci-fi <a href="/mech/3055-21/" data-ref-id="3055-21">mecha</a> first-person <a href="/hero-shooter/3015-9739/" data-ref-id="3015-9739">hero-shooter</a> developed and published by <a href="/bandai-namco-entertainment/3010-382/" data-ref-id="3010-382">Bandai Namco</a> for the <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> on September 21, 2022. It will be released for the <a href="/playstation-5/3045-176/" data-ref-id="3045-176">PlayStation 5</a>, <a href="/xbox-series-xs/3045-179/" data-ref-id="3045-179">Xbox Series X|S</a>, <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a>, and <a href="/xbox-one/3045-145/" data-ref-id="3045-145">Xbox One</a> on November 30, 2022.</p><p>It received a closed beta test period from July 15, 2021 to August 2, 2021.</p><h2>Units</h2><ul><li><strong>Pale Rider</strong> (RX-80PR, Mobile Suit Gundam Side Story: Missing Link)</li><li><a href="/rx-78-2-gundam/3055-3634/" data-ref-id="3055-3634"><strong>Gundam</strong></a> (RX-78-2, Mobile Suit Gundam)</li><li><strong><a href="/zaku/3055-3623/" data-ref-id="3055-3623">Zaku II</a> [Ranged]</strong> (MS-06, Mobile Suit Gundam)</li><li><strong>Gundam Barbatos</strong> (ASW-G-08, Mobile Suit Gundam: Iron-Blooded Orphans)</li><li><strong>Sazabi</strong> (MSN-04, Mobile Suit Gundam: Char's Counterattack)</li><li><strong>Methuss</strong> (MSA-005, Mobile Suit Zeta Gundam)</li><li><strong>GM Sniper II</strong> (RGM-79SP, Mobile Suit Gundam 0080: War in the Pocket)</li><li><strong>Asshimar</strong> (NRX-044, Mobile Suit Zeta Gundam)</li><li><strong>Dom Trooper</strong> (ZGMF-XX09T, Mobile Suit Gundam SEED Destiny)</li><li><strong>Turn A Gundam</strong> (WD-M01, Turn A Gundam)</li><li><strong>Guntank</strong> (RX-75, Mobile Suit Gundam)</li><li><strong>GM</strong> (RGM-79, Mobile Suit Gundam)</li><li><strong>Gundam Exia</strong> (GN-001, Mobile Suit Gundam 00)</li><li><strong>Marasui [UC]</strong> (RMS-108, Mobile Suit Gundam Unicorn)</li></ul><h3>Season One</h3><ul><li><strong>Mahiroo</strong> (G-838, Turn A Gundam)</li><li><strong>Zaku II [Melee]</strong> (MS-06, Mobile Suit Gundam)</li><li><a href="/rx-0-unicorn-gundam/3055-5624/" data-ref-id="3055-5624"><strong>Unicorn Gundam</strong></a> (RX-0, Mobile Suit Gundam Unicorn)</li></ul><h2>Game Modes</h2><ul><li>Point Capture</li><li>Domination</li><li>Destruction</li></ul><h2>External Links</h2><ul><li><a href="http://www.gundamevolution.com" data-target="true" target="_blank" rel="noopener nofollow">Gundam Evolution Official Site</a></li></ul>

Explore, scavenge, and craft a way to escape this deadly planet within eleven days.

The Outbound Ghost is a turn-based RPG about helping ghosts reach the afterlife.

Vayan is an arena combat game for up to four players with streamer/chat integration.

Fatshark brings the 4-player co-op of Vermintide to the Warhammer 40,000 universe with Darktide.

<h2>Overview</h2><p>Akurra is a puzzle game developed by Jason Newman and Craig Collver and published by Jason Newman for PC.</p><p>A free demo for the game was released February 1, 2020, and is available <a href="https://gojirra.itch.io/akurra" data-target="true" target="_blank" rel="noopener nofollow">here</a>.</p><h2>External Links</h2><ul><li><a href="https://www.akurra-game.com/" data-target="true" target="_blank" rel="noopener nofollow">Akurra Official Site</a></li></ul>

Arto is an action RPG where the goal is to bring color back to the world in various levels that each have their own art style.

Ascend: Hand of Kul is a brutal action game from the creators of Toy Soldiers.

<h2>Free-to-Play</h2><p>Ascend: Hand of Kul is the second game in Microsoft's decision to bring <a href="/free-to-play/3015-1308/" data-ref-id="3015-1308">free-to-play</a> games to the <a href="/xbox-360/3045-20/" data-ref-id="3045-20">Xbox 360</a>, the second game in this trend following <a href="/happy-wars/3030-37989/" data-ref-id="3030-37989">Happy Wars</a>.</p>

Chousenshi Densetsu: Assault from the Sea is a vertical-scrolling shooter based on a short-lived web comic.

<p><strong>Chōsenshi Densetsu: Assault from the Sea</strong> serves as a prequel to the webcomic Chousenshi Densetsu, about a band of legally-sanctioned <a href="/vigilante/3015-4826/" data-ref-id="3015-4826">vigilantes</a> fighting against criminals and supernatural forces, that consisted of a single story in 2006.</p><p>Notably, Assault from the Sea is the second attempt at a game based on the comic; <em>Chōsenshi Densetsu: Dynastie Rising</em> was an action game - also designed as a prequel - which had a demo release and a significant amount of advertisement before falling into <a href="/development-hell/3015-1339/" data-ref-id="3015-1339">Development Hell</a>.</p><h2>Plot</h2><p><a href="/c-dogg/3005-28863/" data-ref-id="3005-28863">C-Dogg</a> is tinkering in his garage, when Ace alerts him of strange creatures rising out of the <a href="/pacific-ocean/3035-2141/" data-ref-id="3035-2141">Pacific Ocean</a>. <a href="/the-s/3005-26569/" data-ref-id="3005-26569">The S </a>and <a href="/trina-baylock/3005-29130/" data-ref-id="3005-29130">Trina</a> run into them as they are on their way out to investigate; the four of them hop aboard C-Dogg's <a href="/hoverboard/3055-1746/" data-ref-id="3055-1746">hoverboards</a> and set out to stop the monsters.</p><h2>Gameplay</h2><p><em>Assault from the Sea</em> is a simplistic <a href="/vertical-scrolling/3015-1899/" data-ref-id="3015-1899">vertical-scrolling</a> shooter. Players are given a melee attack, two <a href="/projectiles/3015-3/" data-ref-id="3015-3">projectile</a> attacks (one standard, and one that hits a larger area but is less powerful), and a special attack.</p><p>Power-ups include <a href="/autofire/3015-7963/" data-ref-id="3015-7963">Autofire</a>, Spread Shot, Unlimited Special, and the ability to use Brandy the dog as an <a href="/option/3055-205/" data-ref-id="3055-205">Option</a>.</p><h2>Playable Characters</h2><ul><li>Ace</li><li><a href="/c-dogg/3005-28863/" data-ref-id="3005-28863">C-Dogg</a></li><li><a href="/the-s/3005-26569/" data-ref-id="3005-26569">The S</a></li><li><a href="/trina-baylock/3005-29130/" data-ref-id="3005-29130">Trina Baylock</a></li><li>Jerome (unlockable)</li><li><a href="/shady/3005-25335/" data-ref-id="3005-25335">Shady</a> (unlockable)</li></ul><h2>Japanese Version</h2><p>A version of the game is being developed for Japanese release with a changed story, sprites, and aesthetics, centering around a band of <a href="/pirates/3015-445/" data-ref-id="3015-445">pirates</a>, called Kaizoku Wonderland (海賊 WONDERLAND).</p>

Cricket 22 is a Cricket sports game on PC, PS4/5, Xbox One, and Xbox Series X/S

Dwarven Skykeep is a comedic fantasy strategy game about drunken dwarves building the tallest fortress imaginable. 

A horror-themed roguelike card game from the creator of Pony Island.

Point'n'Click, adventure game made entirely out of real paper.
Featuring music of Tomáš Dvořák (Floex).

<p dir="ltr">Papetura is a <a href="/point-and-click/3015-75/" data-ref-id="3015-75">point'n'click</a>, adventure game that takes place in a fantasy world where everything is made out of paper. Evil forces gather and aim to burn all the world with fire. Player takes the role of Pape and Tura - two inhabitants of said paper world. Pape is a shy humanoid and Tura - a paper kitty cat. Those two are on a quest of saving their paper world, from destruction.</p><p dir="ltr">What makes Papetura stands out, is the fact that the whole game world and every part of it - is made out of actual paper, that the sole developer, Tomasz Ostafin, craft and arranges by hands, manually. Then the scenes and characters, are being scanned, imported into the game engine, and finally - rigged and animated.</p><p dir="ltr">The gameplay, puzzles and riddles take great inspiration from the genre classics, such as <a href="/the-neverhood/3025-677/" data-ref-id="3025-677">The Neverhood</a>, <a href="/gobliiins/3030-8671/" data-ref-id="3030-8671">Gobliiins</a>, <a href="/samorost/3030-12860/" data-ref-id="3030-12860">Samorost </a>and <a href="/machinarium/3030-23648/" data-ref-id="3030-23648">Machinarium</a>.</p><p dir="ltr">The game, except some minor bits of interface, are completely text-less and the game communicates with the player entirely via sketches and gestures.</p><p dir="ltr">Another worth mentioning aspect, is the sound and music design, done by, legendary at this point, Tomas Dvorak (Floex) - music and audio composer responsible for audio design of cult classics such as <a href="/samorost/3030-12860/" data-ref-id="3030-12860">Samorost </a>trilogy and <a href="/machinarium/3030-23648/" data-ref-id="3030-23648">Machinarium</a>.</p><p dir="ltr">Papetura is being developed by one-person studio, <a href="/petums/3010-20112/" data-ref-id="3010-20112">Petums</a>, using <a href="/unity-engine/3015-5683/" data-ref-id="3015-5683">Unity </a>game engine.</p><p dir="ltr">As of 7 May, 2021, the game is released on Steam storefront with 'Very Positive/92%' user score.</p>

Romancing SaGa: Minstrel Song
Romancing SaGa: Minstrel Song Remastered

An RPG with eight characters whose stories are played sequentially (instead of simultaneously and together like other RPGs) and where one character's play will alter subsequent story and play.

<h2>Overview</h2><p>Romancing SaGa is a turn-based RPG and one of the many to be produced by Squaresoft for Nintendo platforms. Directed by <a href="/akitoshi-kawazu/3040-48599/" data-ref-id="3040-48599">Akitoshi Kawazu</a>, who also created 1988's <a href="/final-fantasy-ii/3030-2094/" data-ref-id="3030-2094">Final Fantasy II</a> for the Famicom, the <a href="/saga/3025-705/" data-ref-id="3025-705">SaGa</a> series was conceived as an off-beat sister series to Squaresoft's core <a href="/final-fantasy/3025-194/" data-ref-id="3025-194">Final Fantasy</a> franchise. The first three SaGa games were released for the Game Boy platform (known as Final Fantasy Legend overseas) before the introduction of the Super Famicom Romancing SaGa series, which also had three entries starting with this one.</p><p>Romancing SaGa, and the SaGa games to follow, would be best known for presenting multiple scenarios with distinct protagonists that the player can progress through in any order they wish.</p><p>The game was eventually released for three platforms: the Super Famicom, the Wonderswan, and the Playstation 2. The Super Famicom 1992 release was the original version. The Wonderswan version is just a port of the SFC version, only with minor additions like a new boss battle against Barbara. Both of these versions were not released outside Japan. The Playstation 2 version, however, was not only released in other regions, but is essentially a different game. In fact, the game was released as Romancing SaGa: Minstrel Song in Japan, the subtitle being dropped in other regions. Although it follows the same plot as its predecessors, Minstrel Song features new quests, abilities, characters, and vastly different gameplay mechanics.</p><h2>Story</h2><p>Some time before the beginning of the game, three dark gods (Death, Barbara and Saruin) wage a war against the high god Arol. They were unsuccessful, and all but Saruin were beaten. Instead, Arol locked him away with 10 gemstones, which are then scattered across the Earth. By the beginning of the game, however, the world becomes populated with monsters, and Saruin threatens to return.</p><p>This is essentially the only common story element that links the different characters of the game. Instead of one storyline, Romancing SaGa consists of eight separate characters, each with different introductions and stories before they all come together to tackle the same quests.</p><h2>Gameplay</h2><h3>Navigation</h3><p>Instead of being given a large overworld to explore, Romancing SaGa presents the player with an unexplorable world map with selectable locations they can explore. New locations are unlocked by talking to certain people, exploring other areas, or engaging in certain quests. Getting between other segments of the world map usually requires either passing through an area linking the two segments, or riding a boat between certain towns.</p><h3>Battle</h3><p>Romancing SaGa, much like other JRPGs of the time, employs a <a href="/turn-based/3015-192/" data-ref-id="3015-192"> traditional turn-based</a> system of combat. However, unlike other RPGs, battles are not triggered through random encounters, but by approaching them on the map. The difficulty of the battle depends on the direction in which the player approaches them; it is better to sneak up from the sides or back than to engage in a direct attack. The same holds true for the enemies, who can change the player's in-battle formation by approaching their party from the sides or back.</p><p>Formation plays an important role in battle, as it decides which characters can use which abilities. Bows, magic and certain abilities can be used from any position; spears can be used in the middle and front positions; and all other weapons and abilities can only be used from the front. Similarly, certain abilities can only hit certain rows of enemies. When all the characters in one row die, the next row moves up. The battle ends when all the combatants on one side die.</p><p>Unlike many other RPGs, battles do not end with players gaining experience toward level ups. Instead, each statistic levels up according to how that character fought. For example, heavy use of the bow will cause that character's bow proficiency to level up. Characters learn new abilities (and are able to use abilities more often) by leveling up the corresponding weapon. Magic is bought from certain shops in certain towns, but there are certain magic types that cannot coexist within the same character (ex: fire and water). Both spells and abilities draw from collective pools of points necessary to use the move, but only magic shows these points. However, unlike later games in the series, weapon levels are not tied to the characters, but to the weapons themselves, meaning that upgrading equipment results in the loss of all abilities tied to that specific weapon.</p><p>To use items in battle, each character must equip them individually. In addition to usual potions and MP restoring items (which, oddly enough, come specific to each type of magic), Romancing SaGa is the only SaGa game to feature summons, gained through a certain quest. Rather than behaving like an attack, the summons behave more like special characters, taking the place of the entire party for a given number of turns.</p><h3>Other gameplay mechanics</h3><p>The maximum amount of gold the player's party can carry at any given time is 9999 gold. However, upon selling an item that results in a gold count higher than 10000, the game gives them a jewel, equal to 10000 gold. Since the player stops gaining gold when they hit 9999, it is imperative to sell an item as soon as they hit this cap. This quirk only applies to the SFC and Wonderswan versions; jewels are not present in the PS2 remake.</p>

Arika's first adaptation of the Tetris series of falling-block puzzle games, focusing on breakneck high-level play using an advanced player grading system.

<h2>Overview</h2><p>Tetris: The Grand Master (often abbreviated to <em>TGM</em>) is a <a href="/falling-blocks/3015-4539/" data-ref-id="3015-4539">falling-block</a> puzzle game developed by <a href="/arika-co-ltd/3010-328/" data-ref-id="3010-328">Arika</a> and released by <a href="/capcom/3010-367/" data-ref-id="3010-367">Capcom</a> for <a href="/arcade/3045-84/" data-ref-id="3045-84">arcades</a> (using <a href="/playstation/3045-22/" data-ref-id="3045-22">PS1</a>-based <a href="/sony-zn-1/3015-11779/" data-ref-id="3015-11779">Sony ZN-2</a> hardware) in Japan in 1998.</p><p>Part of the <a href="/tetris/3025-291/" data-ref-id="3025-291">Tetris</a> series of puzzle games, The Grand Master builds on the traditional game formula with a focus on high-level play using a revamped gameplay engine and advanced player grading (known in promotional materials as the Grade Recognition System).</p><p>Gameplay-wise, it is based on some Japanese entries in the series, most prominently <a href="/sega/3010-62/" data-ref-id="3010-62">Sega</a>'s 1988 arcade game <a href="/tetris/3030-1896/" data-ref-id="3030-1896">Tetris</a>. Some features it introduces to the series include the Initial Rotation System, where pieces can be rotated before entering the playfield (during the game's "entry delay"), and the Temporary Landing System, which shows a "ghost" of how the piece will land when it drops on the current location. Along with a traditional "Endless" mode, it also includes a two-player Versus mode, which uses special "item blocks" that can grant special offensive or defensive <a href="/power-up/3015-700/" data-ref-id="3015-700">power-ups</a>.</p><p>The game later received <a href="/tetris-the-grand-master/3025-1378/" data-ref-id="3025-1378">multiple sequels</a> and will receive a digital re-release on the <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a> and <a href="/nintendo-switch/3045-157/" data-ref-id="3045-157">Nintendo Switch</a>, both as part of <a href="/hamster-corporation/3010-4703/" data-ref-id="3010-4703">HAMSTER's</a> <a href="/arcade-archives/3025-3081/" data-ref-id="3025-3081">Arcade Archives</a> series, on December 2022.</p><h2>Gameplay</h2><h3>Rotation</h3><p>TGM adopts Sega's simple yet effective rotation tables. With the exception of the red I-piece, every pieces are always kept level when rotated (i.e. aligned with the bottom of the bounding box); this helps ensure a piece can rotate cleanly on the surface of the stack, which is crucial when the game reaches the highest fall speeds.</p><p>One addition to the rotation system comes in the form of wallkicks: if the piece collides with something when rotating, the game tries to nudge the piece one cell to the right or one cell to the left (in that order) before failing to rotate. There are a few exceptions where wallkicks will not be applied:</p><ol><li>for I or O pieces.</li><li>for L/J/T pieces, if the center column of the piece will be blocked after rotation.</li><li>when using Initial Rotation (see below).</li></ol><h3>Game flow</h3><p>Like Sega Tetris, TGM features a brief <em>entry delay</em> before each piece appears that can be used to prepare the next move. By holding left or right during this period, the player can "warm up" or <em>charge</em> movement so the next piece will enter the playfield moving full speed. The player may also "pre-rotate" (or <em>Initial Rotate</em>) the piece once by holding the desired rotation button until the piece appears.</p><p>TGM maintains the quick piece movement speed afforded in Sega Tetris. After holding left/right for a brief, quarter-second delay, the piece continues moving at a rate of one unit per frame (or, <em>1 </em><i>G)</i>. Holding down to drop a piece also moves at the rate of 1G.</p><p>Another crucial feature inherited from Sega is <em>lock delay</em>. Whereas most other early Tetris games would lock pieces into place as soon as they touched the ground, Sega allowed a half-second delay before the piece locked. This allowed Sega Tetris to offer challenging yet playable 1G fall speeds, where other games shied away or relegated it to use as a kill-screen. TGM continues in these footsteps and pushes beyond into new frontiers -- 2G, 3G, 5G, and even 20G (i.e., max gravity or instant drop) fall speeds are achieved.</p><h3>Levels</h3><p>Unlike many other <em>Tetris</em> games, progress is not solely tied to the number of lines cleared. Instead, the level counter increases by one for every piece placed or line cleared. As a result, game speed can gradually change as the player continues to place pieces, even if they are not necessarily clearing lines. (In another nod to Sega Tetris, at one or two level checkpoints the speed will actually drop to give the player a short breather rather than relentlessly continue to speed up.)</p><p>At the end of each <em>section</em> of 100 lines, the player must clear a line to progress to the next. (i.e., if the player reaches the <em>level stop</em> at 99, the counter will not continue to increase until a line is cleared.)</p><p>At level 500, the fall speed plateaus at 20G. The player must continue to endure the restrictions of max gravity play and reach level 999 to complete the game.</p><h3>Time Attack</h3><p>Another divergence from typical Tetris norms is a shift in focus to speed rather than just score. While earning points does play a key role in achieving some of the game's main goals, it does not directly impact one's position on a machine's leaderboard - instead, a player's ranking is determined by a combination of grade (see more on Grades below) and how quickly they achieved it. Once players have filled the game's ranking with Grand Master performances, earning a high score becomes a matter of racing to complete the game the quickest</p><h3>Scoring</h3><p>Points are scored whenever lines are cleared. A few factors determine the value of the line clear:</p><ul><li>number of lines cleared - as usual, scoring four line clears (or tetrises) is the most lucrative, triple and double line clears are moderately valued, and single line clears earn a pittance.</li><li>current level - point values gradually and linearly increase throughout the game.</li><li>number of rows the piece was forced by holding down.</li><li>combo bonus for continuing to clear lines with consecutive pieces.</li><li><em>Bravo</em> bonus - 4x multiplier for performing a "perfect clear" removing all blocks from the playfield.</li></ul><p>However, as earning points alone is not the core focus of the game, so it's not strictly necessary to employ more complex scoring methods; playing quickly and making tetrises will earn a sufficient number of points to achieve endgame goals.</p><h3>Grades</h3><p>Another new feature is the Grade Recognition System. The player is awarded grades for passing certain score milestones or meeting other criteria. The player starts at grade 9 when the game begins and works their way up. The scale ranges from 9 to 1, S1 to S9, and finally the title of Grand Master (or GM). The player must meet various conditions throughout the game:</p><ul><li>achieve grade 1 and level 300 within 4 minutes 15 seconds.</li><li>achieve grade S4 and level 500 within 7 minutes 30 seconds.</li><li>earn at least 126,000 points and finish the game within 13 minutes 30 seconds.</li></ul>

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