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Power Stone (video game)

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Power Stone is a 1999 arcade fighting game developed and published by Capcom , released on the Sega NAOMI arcade board and ported to the Dreamcast home console. It consists of battles in three-dimensional environments and contains objects that could be picked up and used. A sequel, Power Stone 2 , was released a year later, and manga and anime adaptations have also been made. Both games were later ported to the PlayStation Portable as Power Stone Collection in 2006, known in Japan as Power Stone Portable . Both are also set to be ported to Nintendo Switch , PlayStation 4 , Xbox One and Windows in 2025 as part of Capcom Fighting Collection 2 .

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52-440: Gameplay involves selecting a character and then proceeding to battle the other characters, one at a time, in various locales. The three-dimensional fighting includes the ability to use special attacks as well as to pick up and fight with such objects as tables, chairs, rocks and bombs. During battle, "Power Stones", resembling gems of different colors, appear in the arena. If a character collects three Power Stones, they transform into

104-498: A desert area stage, which is essentially the Pharaoh Walker boss stage, but without the boss. Though each player has their own set of default ground and air attacks, the character can execute more powerful fusion attacks after collecting three Power Stones and transforming. Power Stone 2 does not offer an opportunity to block, although tapping on the control pad just before an enemy attacks will cause you to dodge. Most of

156-401: A knockout . Yie Ar Kung-Fu established health meters as a standard feature in fighting games. Kung-Fu Master (1984), an arcade beat 'em up developed by Irem , uses a health meter to represent player health, with the bar depleting when taking damage. In addition to the player character having a health meter, the bosses also have health meters, which leads to the game temporarily becoming

208-580: A character with an attack; it can also indicate damage reduction to a character's health. AC is typically a representation of a character's physical defenses such as their ability to dodge attacks and their protective equipment. Armor class is a mechanic that can be used as part of health and combat game balancing . AC "is roughly equivalent to defensive dodging in war games". The health indicator can be represented in various ways. The most basic forms are fractions and health bars, as well as various icons such as hearts or shields. More recent games can use

260-430: A character's heartbeat. In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually have more health and armor. In many games, particularly role-playing video games, the player starts with a small number of health and defense points, but can increase them by gaining

312-479: A health meter) are restored when the character does not move. Halo: Combat Evolved (2001) is credited with popularizing the use of regeneration in first-person shooters . However, according to GamesRadar+ 's Jeff Dunn, regeneration in its current form was introduced in The Getaway (2002), as Halo: Combat Evolved only used shield regeneration. Arneson is also credited for the term "armor class" which

364-452: A leg is injured, the character can get a fracture , which will reduce their movement speed, and if their arm is injured, the character can drop their weapon. Health can also serve as a plot element. In Assassin's Creed , if the protagonist takes too much damage, thus departing from the "correct" route, the game ends and returns the player to the nearest checkpoint. In some games such as The Legend of Zelda and Monster Hunter , only

416-556: A lot of fun. Grab a friend and get Stone ." A Severed Head later said of the PSP version, "The games in Power Stone Collection may be a generation old, but after revisiting these two relatively underrated titles, you won't feel like you're playing outdated games. You'd be missing out on one of the best fighting series from Capcom since Street Fighter if you didn't give this one a whirl." Darren Jones of Retro Gamer gave

468-407: A more powerful version of themself. The character will then be able to use one of two super special attacks: generally a massive long-range power attack and a grab or close-range move. The powered-up mode only lasts until the power bar is fully drained, during which the special attack can be executed (which completely depletes the power bar) or other, lesser special moves can be executed (which only use

520-485: A nonlinear health bar, where earlier hits take off more damage than later ones, in order to make the game appear more exciting. The indicator can be combined with other elements of the game interface. Doom uses a character portrait located at the bottom of the screen as such an indicator, in addition to a numerical health percentage display. If the hero takes damage, his face will appear increasingly pained and blood-covered. The health point indicator can also be part of

572-476: A number of games do without such an indicator. In the Super Mario series, the player character initially only has one health point, and the character's appearance is used to signify the number of health points; if the character collects a Super Mushroom , they grow in size and gain an additional health point. In a number of first-person shooters , such as Call of Duty or Halo , the numerical value of

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624-519: A one-on-one fighting game during boss battles. Kung-Fu Master established health meters as a standard feature in side-scrolling action games such as beat 'em ups. Health meters also began being used to represent hit points in role-playing video games , starting with The Black Onyx (1984), developed by Bullet-Proof Software . This inspired the use of a health bar in Hydlide (1984), an action role-playing game by T&E Soft , which took it

676-559: A score of 34 out of 40 for the same console version, and 29 out of 40 for the PSP version. Also in Japan, Game Machine listed the arcade version in their May 1, 1999 issue as the eighteenth most-successful arcade game of the month. The game sold 200,000 copies. In the UK, Computer and Video Games gave the Dreamcast version a full 5-star rating, stating that "it's fantastic". Edge gave

728-931: A single one. Each stage is also littered with item boxes, which hold a random item that a player has acquired and unlocked in Adventure mode or created in the Item Shop. They may also contain Power Stones. Items are extremely diverse. Damaging items range from guns, flamethrowers, gigantic hammers , a wide assortment of swords , to bear traps, roller blades , and even a magazine that can be thrown. Non-damaging items include food that will replenish health, shields for defense, elixirs for invisibility , adhesive sprays to slow your opponents, and wings for extra jumps. Cards that can be used to mix items can also be found in Adventure mode. Furthermore, most stages also have their own collection of unique items and fixtures that

780-462: A small portion of power). Each match continues until the life bar of one of the two characters fighting is depleted. Set in the 19th century, strong believers of legends , myths and superstition search for fame, fortune and glory. One legend above all is sought after by many, a treasure which can make any dream come true. Believers from all over the world set out to search for this treasure, and are forced to fight against one another in pursuit of

832-581: A special "Item Shop", or combined to form new items. A remake of the two games was released for the PSP in 2006 under the name Power Stone Collection . This collection contains slightly updated versions of both games (Dreamcast versions) on one UMD . The PSP version of the original Power Stone included the four new characters introduced in Power Stone 2 . The arcade version is also set to be re-released in 2025 as part of Capcom Fighting Collection 2 . A lone Power Stone Manga from KC BomBom Comic

884-489: A step further with a regenerating health bar. Namco 's arcade action role-playing title Dragon Buster (1984) further popularized the use of a health bar in role-playing games. The 1982 Apple II platform game Crisis Mountain displays health as a number from 3 (full) to 0 (dead), and health gradually regenerates over time. In Hydlide (1984) and the Ys series, the character's health (represented as both hit points and

936-580: Is closer to losing their life". As examples of visualizing health loss, Rogers cited Arthur of Ghosts 'n Goblins , who loses a piece of armor with each sustained hit, as well as the cars in the Grand Theft Auto series, in which smoke begins to flow from the hood after the car takes a significant amount of damage. The use of health points simplifies the game development process (since developers do not need to create complex damage systems), allows computers to simplify calculations associated with

988-635: The Dreamcast . The Dreamcast served as a testing ground for successful arcade games . Power Stone 2 included some differences from the original, including new character voices, the removal of the existing combo system and a new, horizontal status bar. The game was ported to the PlayStation Portable as part of the Power Stone Collection in 2006. The arcade version is also set to be re-released in 2025 as part of Capcom Fighting Collection 2 . There are four different modes available for

1040-430: The tabletop role-playing game Dungeons & Dragons with Gary Gygax based on the latter's previous game Chainmail , Arneson felt that it was more interesting for players to manage small squads than a large army. This also allowed them to act out the role of each squad member. However, this approach had one drawback: according to the rules of Chainmail , the player rolls the dice during each battle, and depending on

1092-443: The "1-on-1" and "Arcade" modes; however, there is an additional inventory filled with items and money that the player has collected. These may then be taken to the game's "Item Shop", run by secret character Mel. The overall goal of the Item Shop is to allow players to gain access to new items; either by purchasing them, or by combining existing items in a 'mixing' process. This gives the game considerable additional longevity, as many of

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1144-416: The Dreamcast version in one review, "Fans of the first Power Stone game should definitely check out this sequel. While it's basically the "more-of-the-same" Power Stone engine of the first game, the extra characters, weapons, and play modes make Power Stone 2 a top offering in the Dreamcast action/fighting genre." In another review, The Freshman said, " Power Stone 2 is everything you've hoped for since

1196-428: The arcade DECO Cassette System , a scrolling action game based on the manga and anime series Astro Boy (1952–1968), has an energy bar that gradually depletes over time and some of which can be sacrificed for temporary invincibility. Punch-Out!! (1983), an arcade boxing game developed by Nintendo , has a stamina meter that replenishes every time the player successfully strikes the opponent and decreases if

1248-671: The best or most entertaining items are available only from the Item Shop. Power Stone 2 includes a VMU application called the Mini-Book. This can be used to inspect the player's item inventory, or trade items with another player. Additionally, a player may register up to five items in their inventory as "Handy Items". These may then appear to the player in Original mode, offering a tactical advantage. The Dreamcast version received "favorable" reviews according to video game review aggregator Metacritic . Matt Sammons of NextGen said of

1300-669: The character to survive several hits from an enemy. Some of the first home computer games to use hit points are Rogue (1980), in which health is represented by a fraction, and Dungeons of Daggorath (1982), which includes an audible heartbeat influenced by the player character 's condition. Action games also began moving away from one-hit deaths to health systems allowing players to take multiple hits, such as SNK 's arcade shoot 'em up game Ozma Wars (1979) numerically representing an energy supply that depletes when taking hits and Mattel 's Intellivision game Tron: Deadly Discs (1982) allowing players to take multiple hits at

1352-410: The character's health after a difficult battle. This system may allow the player to safely run through dangerous parts of the game without consequence. Tag team games often regenerate part of the health of a resting character. In some role-playing games, armor class (abbreviated AC ; also known as defense ) is a derived statistic that indicates how difficult it is to land a successful blow on

1404-463: The character's health points is hidden from the player. However, when the player character receives a large amount of damage, the game screen (or the part of the screen to which damage was dealt) is painted red, often including drops of blood, which simulates the effect of real-life injury. As health is restored, these effects gradually disappear. The term "hit points" was coined by Dungeons & Dragons co-creator Dave Arneson . While developing

1456-442: The character. In Dead Space , it is located on the main character's costume. In Trespasser , it is represented as a tattoo on the main character's chest. In Half-Life: Alyx , a VR game, the indicator is located on the back of the player's non-dominant hand, requiring the player to physically look at their tracked hand to check their health. The character's condition can be conveyed through sound. In Dungeons of Daggorath ,

1508-469: The cost of reducing maneuverability. Before the introduction of health meters, action video games typically used a lives system in which the player could only take damage once, but could continue the game at the expense of a life. The introduction of health meters granted players the right to make mistakes and allowed game developers to influence a game's difficulty by adjusting the damage an enemy character inflicts. Data East 's Flash Boy (1981) for

1560-493: The enemy. Players can often restore a character's health by using various items such as potions, food or first-aid kits. In role-playing video games, the player often can also restore a character's health by visiting a doctor or resting at an inn . A number of games incorporate a mechanic known as "life steal" or "life leech", which allows a character to restore health by siphoning it from an enemy. Methods for replenishing health differ from each other and are dependent on

1612-523: The frequency of the player character's audible heartbeat is dependent on how much damage has been received. Silent Hill uses a similar system, but transmits the heartbeat via vibrations from the DualShock controller. The player character's health point indicator often occupies a significant position in the game's heads-up display . In The Legend of Zelda , it occupies one third of the HUD. However,

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1664-427: The game's Japanese import, "An innovative and beautiful fighting game, Power Stone 2 will keep you entertained for hours. Just make sure to bring along a few friends." In Japan, Famitsu gave it a score of 31 out of 40. Also in Japan, Game Machine listed the arcade version in their June 15, 2000 issue as the seventeenth most-successful arcade game of the month. Mike "Major Mike" Weigand of GamePro said of

1716-417: The game's genre. In more dynamic action games , it is important to quickly restore a character's health, while role-playing games feature slower-paced methods of health restoration to achieve realism. A number of games incorporate a regeneration system that automatically replenishes health if the character does not take damage. This makes the game easier to play by giving the player the opportunity to restore

1768-427: The game, and makes it easier for the player to understand the game. However, more complex and realistic damage systems are used in a number of games. In Dwarf Fortress , instead of health points, dwarves have separate body parts, each of which can be damaged. The Fallout games use health points, but allow characters to inflict damage to different parts of the enemy's body, which affects gameplay. For example, if

1820-637: The game: Power Stone 2 offers five interactive 3-D stages to begin with, plus the two boss stages which players can also access in Original mode. All but the Original mode is played out like a storyline, where two battles are fought on the regular stages, followed by the Pharaoh Walker boss, then another battle, and ending with the Dr. Erode boss stage. Three extra stages may be unlocked for Original mode by meeting certain requirements in Arcade mode, as well as

1872-453: The health of a character or object. The game character can be a player character , a boss , or a mob . Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through

1924-537: The legendary Power Stone. There are 10 characters in the original Power Stone : The Dreamcast version of Power Stone received "favorable" reviews according to video game review aggregator GameRankings . However, Power Stone Collection received "average" reviews according to video game review aggregator Metacritic . Blake Fischer of NextGen said of the former console version, "Every Dreamcast owner should have this title. It's unique, it's fast, and most importantly, it's loads of fun. In Japan, Famitsu gave it

1976-484: The number rolled, the character either kills the enemy or is killed. Because players did not want to lose the characters they had become accustomed to, Arneson created a "hit point" system based on similar mechanics previously used in the wargames Don't Give Up the Ship and Ironclads . According to this system, each character has a certain number of hit points, which decreases with each blow dealt to them. This allows

2028-400: The player can use. For example, the submarine level comes with turrets , small planes to drop bombs, and icebergs to throw at opponents. Each level is also highly interactive, as players can use many of the stage elements themselves. All players can also gain extra height by jumping off a wall. An addition to Power Stone 2 is the "Adventure" mode. This mode is functionally identical to

2080-416: The player fails to dodge the opponent's blow; if the meter is fully depleted, the player character loses consciousness. Yie Ar Kung-Fu (1984), an arcade fighting game developed by Konami , replaced the point-scoring system of Karate Champ (1984) with a health meter system. Each fighter has a health meter, which depletes as they take hits; once a fighter's health meter is fully depleted, it leads to

2132-498: The player's health points are visible. This is done so that the player does not know how many blows still need to be delivered, which makes the game less predictable. Contrariwise, other games such as the Street Fighter series have both the player's and the opponent's health meters clearly visible, which allows the player to understand how successful their combat strategy is and how many remaining blows need to be inflicted on

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2184-403: The required number of experience points and raising the character's level. In game design , it is considered important to clearly show that the player's character (or other object that they control) is losing health. In his book Level Up!: The Guide to Great Video Game Design , game designer Scott Rogers wrote that "health should deplete in an obvious manner, because with every hit, a player

2236-490: The same PSP version 90%, saying, "The original Power Stone games were criminally ignored when first released, but now all you sinners have been given a second chance with this nigh-on perfect pair of conversions. The first (and best) game plays especially well on the PSP's luxurious screen and both games run at a terrific speed over a wi-fi connection. Pick up this great collection and redeem yourselves before it's too late." GameZone gave said PSP version 7.5 out of 10, saying it

2288-640: The same console version's Japanese import a score of nine out of ten, calling it "a jewel in Dreamcast's crown." Larry "Major Mike" Hryb of GamePro said of the game in one review, " Power Stone rocks. It's an entertaining spin on fighting games for fans and non-fans alike. It may lack the technique and depth of Soul Calibur [ sic ] and Marvel vs. Capcom , but for fun and exciting gameplay, it will be hard to beat." In another review, The D-Pad Destroyer said, "[For] Those of you looking for something new in your fighting games, look no further. Power Stone may not be hard-hitting kung fu action, but it's

2340-403: The same three dimensional combat system, but now allows up to four players to play simultaneously. There are new maps, some of which contain multiple areas and moving sections. The sequel also features an entirely new arsenal of weapons, from futuristic handguns to gigantic mallets, and magic wands to vehicles. Players can collect these items in a special "Adventure" mode; they can then be traded at

2392-480: The size of the playing field and offered four-player simultaneous action for some truly intense battles. Other than these minor issues, Power Stone shines brightly in a genre filled with so many ordinary titles." A sequel was released in 2000 called Power Stone 2 , which featured the original cast (minus the hidden characters Kraken and Valgas; Kraken would be added to the console ports as an unlockable character) as well as several new characters. The sequel features

2444-407: The stages are dynamic and will change as the battle progresses. For example, the airplane stage starts out on a warplane. After a set amount of time, the plane will fall apart, forcing all the players to battle while skydiving toward the ground. Shortly after, the players will fall onto a floating platform, where the remainder of the battle will be held. This, in essence, creates three sub-stages within

2496-477: The term "armor class" and simply replaced the term with "defense". Power Stone 2 Power Stone 2 ( パワーストーン 2 , Pawā Sutōn 2 ) is a multiplayer fighting game that built on the innovative gameplay introduced by its predecessor, Power Stone . Power Stone 2 allows up to four players to choose from multiple characters and utilize items such as tables, chairs, and rocks in battle. Power Stone 2 originated as an arcade game , like many others on

2548-417: The versus mode." Scott Alan Marriott later gave the U.S. version four stars out of five, saying, "The only real problem with Power Stone , aside from the emphasis on evading attacks by jumping around the room, is the lack of characters -- a total of ten are playable after unlocking the bosses, which seems too small a number compared to other fighting games. It also would have been great if the developers doubled

2600-582: Was "Fast, frantic, and highly entertaining gameplay – from the first Power Stone . Power Stone 2 isn't nearly as exciting. The sequel is worth playing, but know that this is not worth buying as a 'collection.' Buy it for the original if you love the original." Colin Williamson of AllGame gave the Japanese Dreamcast import a score of four-and-a-half stars out of five, saying that it was "fast, fluid, and an utter blast to play, especially in

2652-453: Was issued on March 15, 1999. An anime series adapting the events of the first game premiered in April 1999. Life bar Health is a video game or tabletop game quality that determines the maximum amount of damage or fatigue something takes before leaving the main game. In role-playing games , this typically takes the form of hit points ( HP ), a numerical attribute representing

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2704-548: Was used in Chainmail and then Dungeons & Dragons ; "although armor class might have been inspired by the rules in Don't Give Up the Ship! , there is not an explicit attribute with that name in the game's rules. [...] It seems more likely that Arneson's house rules for armor class never made it into the final published version of the wargame". However, many role-playing games that followed Dungeons & Dragons moved away from

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