Fate Unlimited Codes on RetroArch

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Prefer an PS2 Version better, but since it had newer features and translated, I decide to wait for it, for now.

About the Game:

Fate/unlimited codes (フェイト/アンリミテッドコード?) is a fighting game planned by Cavia, developed by Eighting and published by Capcom. It is based on the visual novel Fate/stay night.

The game is based on the events of Fate/stay night, the story is told from the playing character point of view.

Fate/Unlimited Codes uses a two-layered health meter in a similar vein to Soul Calibur in certain circumstances.

Each character has a three segmented meter that is filled by damaging the opponent. Meter is carried between rounds, requiring players to carefully manage theirs. The meter can be expended to activate different systems, with each requiring differing amounts of meter. By expending 60% of the meter, Reflect Guard can be used to parry the opponent's attack, allowing the player to continue attacking and regain meter if it's successful. By expending 25% of the meter while blocking, the player can push the opponent away. Supers and Guard Cancels require a full segment of meter. Guard Cancels are activated while blocking, and allows the player to do a non-damaging attack that pushes the opponent away. When a segment of the meter is filled it can be activated for different effects depending on the situation. If activated while in neutral stance or when knocked down, the opponent is knocked away, and the player regains health. If activated to cancel an attack during a combo, the opponent isn't knocked away, allowing for extended combos. Activating the meter will slowly drain it, during which Reflect Guard is free. Expending two segments of meter while blocking or during hitsun will activate Burst, which pushes the opponent away. Burst cannot be used while the meter is activated. By activating the meter when it's full, the player can use a character's unique ability. For example, Saber’s ability unveils her sword and increases the hitstun on her attacks.

The Holy Grail also serves as a gameplay element. It is gradually filled when either player takes damage. The player who fills the Grail will be granted Holy Grail Max, which indicates they can claim the Grail and perform a Grail Super by expending their entire meter. Grail Super always deals damage equal to half of the opponent’s total health. Archer doesn’t have a Grail Super, with his unique ability acting as his replacement. Bazett’s Grail Super requires two Fragarach orbs to be deployed, with one orb available in stock. Some characters have their Grail Super changed when using it against certain characters. For example, if Shirou uses his Grail Super against Kirei, a reenactment of Shirou’s final attack against Kirei from the Fate route is used instead of Nine Lives Blade Works. The Grail resets between rounds.

Survival Mode is an unlockable game mode that requires a player to get through a hundred matches. Health is carried over from previous matches. Endless Survival Mode is the same as the standard game except it lasts until the player loses.

In the Playstation Portable version, there are a series of mini-games called Extra Missions. With the exception of Zero Lancer, each character has a mini-game unique to them. For example, Caster's Extra Mission plays similiar to Gradius.

It was released for the arcades in Japan on June 11, 2008 and for the PlayStation 2 in Japan on December 18. An enhanced port for the PlayStation Portable was released via download from the PlayStation Store on June 18, 2009, followed by a digital release in North America and Europe on September 3 and September 10, 2009 respectively.

On May 30, 2012, it was reported that due to an expiring digital license, Capcom USA was discontinuing the game for sale on the PlayStation Store in that region as of June 12 of that year.







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