MindArms (version 0.7.6) - Victory Battle (Chain)
ziodyne44 ziodyne44
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 Published On Mar 30, 2024

Download the game here: https://diced.jp/~tryef/
Original upload date: 19 January 2024
Description completed in 23 June 2024

Originally released around the early 2000s by Tryef Studio (with development starting as early as 2002), MindArms is a rather obscure doujin fighting game with several interesting mechanics. The latest update of this game, version 0.7.6 (dated August 2011), is what remains of the game at the time of this video's publication, as (according to a blog post) Tryef was busy in their job as a section manager. Which is a bit of a shame, as this airdasher has some pretty interesting mechanics.

The game has two meter systems - Mind Points (MP) recovers automatically over time and is primarily used for special moves, whereas Voltage Points (VP) is primarily used for EX special moves (50% or higher VP needed, uses up 20%), super attacks (80% or higher VP needed, uses ½ of current VP), and Voltage Burst (VB), a special state only accessible if you have at least 60% VP (done by pressing 22D). Under this temporary state (which could be slightly extended by attacking or getting hit by the opponent), MP increases over time and you regain health when you deal damage. After exiting VB, your VP will decrease to roughly 2/3rd of the maximum amount of VP obtained under this state.

More importantly, you can switch into two different fighting styles by pressing D. The defensive state is the default state, automatically recovering MP while increasing VP slightly when attacked (and also limiting maximum VP by 75%). The offensive state is active based on how much MP you have, as it decreases over time and automatically returns to the defensive state upon depletion. Under this state, your VP increases slightly when an attack hits and your maximum VP also increases by 100% (although it too decreases back to 75% once you return to the defensive state.

Other notable gameplay mechanics include a parry in the form of the Just Defense mechanic. Blocking an attack within 10 frames before the attack hits will grant you half a second of both invincibility and your opponent freezing - perfect for a reversal, a punish counter combo, or a Just Defense Counter (press D after successfully parrying), the latter of which uses up a large amount of MP. There’s also the down gauge - it decreases if you get attacked, and if fully depleted you will be knocked down and blown away. I’d personally find this annoying to deal with, though, as this means that my combo won’t work.

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