The Fallen Angels Arcade

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Published on ● Video Link: https://www.youtube.com/watch?v=8ekI6MxhMag



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"The earthquake that struck the city at 7:13 A.M. on February 10, 2000, measured 7 on the richter scale.

The veneer of peace that had been maintained in the city's streets by total information control suddenly vanished, and the computer-controlled concrete jungle stopped functioning.

A major shift in the Earth's crust had severed the city from its surrounding landform, leaving it an island with virtually no outside contact. Money-crazed inhabitants soon lashed out for the city's remaining but useless vestiges of power, preaching salvation while hiding their wicked motives.

Sex, crime and drugs ruled the streets, as the city began to decay. Ironically, they called the wretched remains of their city "Eden- the last paradise".

It is now a decade later. The year is 2010."

Novel in that the fighting system is more rigidly based on realistic fighting than most other games.Projectile attacks, for example, are limited to 3 characters, and even then based on real weapons; Cool (feather concealed darts), Harry (wrist rockets), Trigger (dual guns).

The game featured eight playable characters: Cool, Harry Ness, Yuiren, Yuiran, Tarō, Torao Onigawara, Ruccio Roche and Haiji Mibu. The boss characters are Trigger and Carlos.

The game styling was also unique in that special moves resulted in combos with a blue-illuminated ghosting effect, and though fighting on a singular plane, characters moved more visually in 3- dimensions, such as limbs coming closer to screen during rotating attacks.

The Fallen Angels will be comfortably familiar to anyone who's played The King of Fighters, as it borrows many of its basic gameplay elements.Each character has a power meter which fills as attacks are performed or damage is taken. This power meter can also be boosted by holding HP+HK.
The character will stand in place, summoning his/her strength until the meter is full, the buttons are released, or the character is interrupted by an opponent's attack.

Once full, the power meter allows the player to perform a super move. Super moves are generally either autocombos or enhanced versions of special moves.
However, the player must act quickly, as the power meter depletes much like it does in the first Darkstalkers and early King of Fighters games. Once a super move has been performed or the power meter runs dry, it must be recharged.

Once your character is sufficiently weak, their life bar will flash red as both a warning of their impending demise and a reminder that super moves can be performed at the player's whim.
Your power meter can still be charged, and it's possible to perform a super move with both your life bar flashing and your power meter full.

Players can block incoming attacks, but not forever. Each character has a guard gauge that depletes whenever they block attacks. Otherwise, the gauge will fill to its maximum value of 99. The guard gauge encourages the player to be aggressive, as pounding the opponent with punches and kicks will eventually damage them whether or not these attacks are blocked.
Once the gauge is emptied, the opponent will be forced to drop their guard, briefly making them vulnerable.

After this happens, the guard gauge will return to its maximum value of 99 and that character can once again block attacks.
This system is similar to the one used in Street Fighter Alpha 3, except players aren't punished with a smaller gauge after having their guard broken by a persistent opponent. It returns to its maximum value after the player's guard is dropped.

Fans have found extra material hidden in the character & beta dumps of the game, adding evidence to the belief the game was released pre-completion, this includes sprite images of 4 characters.

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