翻訳と辞書
Words near each other
・ Live at Angkor Wat
・ Live at Apollo
・ Live at Arena Zagreb
・ Live at Austin City Limits
・ Live at Austin City Limits Festival
・ Live at AVO Session Basel
・ Live at B.B. King Blues Club
・ Live At BB King Blues Club
・ Live at Bearsville Theater
・ Live at Bell's
・ Live at Benaroya Hall
・ Live at Benaroya Hall with the Seattle Symphony
・ Live a Little (Pernice Brothers album)
・ Live a Little (song)
・ Live a Little, Love a Little
Live A Live
・ Live Acoustic
・ Live Acoustic (Sarah McLachlan EP)
・ Live Acoustic (The Auteurs EP)
・ Live Acoustic (VersaEmerge EP)
・ Live Acoustic America
・ Live Acoustic at the Jam House
・ Live Across America
・ Live action
・ Live Action (disambiguation)
・ Live Action (organization)
・ Live Action at ROCK ALL, Oslo
・ Live action role-playing game
・ Live Action Set
・ Live After Deaf


Dictionary Lists
翻訳と辞書 辞書検索 [ 開発暫定版 ]
スポンサード リンク

Live A Live : ウィキペディア英語版
Live A Live

is a role-playing video game developed by Square (now Square Enix) for the Super Famicom released in Japan on September 2, 1994. It was never released outside Japan, but it has been unofficially translated into English.
''Live A Lives story begins with a series of seven seemingly unrelated chapters that can be played in any order, based on popular genres such as Western, science fiction, and mecha. Each chapter has its own plot, setting, and characters. Although the basic gameplay is the same throughout the game, every chapter has its own unique gimmick, such as the stealth elements in the ninja chapter. After the first seven chapters are completed, two final, sequential chapters take place, linking the previous chapters into an overarching plot and resolving the story.
==Gameplay==

''Live A Live'' contains the basic elements of a role-playing video game. The characters explore dungeons, towns, or similar areas, fight enemies, and gain experience points to level up. However, the game does some things that are unusual for the genre, such as eschewing magic points and money as a stat, and automatically restoring the characters' health between battles.
The game's turn-based tactics-like battles take place on a 7x7 square grid, in which the character and enemies may move freely and use typical RPG commands. Certain attacks can change the grid's tiles into elemental areas, which damage those not resistant to them. Enemies receive a turn after the player moves or completes an action – however, some actions take longer to execute than others. Each character and enemy has unique abilities with different strengths, range, and charge time. While there is no limit to the use of a specific skill, a more powerful skill may have a greater charge time, allowing the enemy multiple turns to attack. Using multiple characters allows for a wide variety of strategies to be employed. Characters can be inflicted with status ailments, and certain items, attacks, and skills can raise or lower a character or enemy's stats while in battle. When a character's hit points reach zero, they collapse and are unable to move, but can be revived by using a healing item or spell. However, if they are hit when in the knocked-out state, they permanently disappear from battle. Certain enemies may be linked to a single leader; when the leader is destroyed, they will "break down" and disappear.
Each chapter contains some variations on the standard formula. ''Contact'', the prehistoric chapter, is told without a single line of dialogue, as the cavemen had not yet developed language. Items are created by combining raw materials such as sticks and rocks. Pogo, the protagonist of the chapter, has a strong sense of smell and uses it to track monsters and solve other puzzles. ''Inheritance'', the kung-fu chapter, allows the player to choose between three different pupils, all with different abilities, and train them. The chosen pupil fights alongside the master at the end of the chapter and takes his place in the final chapter. ''Secret Orders'', the ninja chapter, employs stealth game elements. The chapter is open-ended, allowing the player to complete it in a variety of ways. The player can strive to kill all one hundred humans in the chapter, or avoid killing any of them. ''Wandering'', the cowboy chapter, involves the player gathering supplies, using them to make traps, and assigning them to the different townsfolk to set up. For every trap set, the difficulty of the final battle decreases. The modern day chapter, ''The Strongest'', resembles a fighting game, consisting only of bouts against martial arts masters. The player can fight the masters in any order and learn their abilities by being hit with them. In ''Flow'', the near-future chapter, the protagonist is able to read minds, which opens up more dialogue and is sometimes needed to progress through the plot. The player can upgrade items to make new, often better ones. ''Mechanical Heart'', the sci-fi chapter, is purely story-driven, with no battles other than the final boss and an optional arcade game.
''King of Demons'', the hidden medieval fantasy chapter, plays the most like a traditional RPG, being the first chapter to employ random battles. The final chapter is the most open-ended, allowing the player to choose any combination of protagonists and search for weapons and items to prepare for the final battle.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Live A Live」の詳細全文を読む



スポンサード リンク
翻訳と辞書 : 翻訳のためのインターネットリソース

Copyright(C) kotoba.ne.jp 1997-2016. All Rights Reserved.