Gameplay
The objective is to defeat the enemy army. There are two ways to
defeat an opponent: destroy every one of the opponent's units on the
map or capture the opponent's headquarters.
[2] However, some maps have specific objectives, such as capturing a certain number of cities to claim victory.
[2] The available modes of play include "Field Training" which is a tutorial mode,
[2] a campaign mode
[2]
which carries the game's storyline, the "War Room" which is a
collection of maps on which the player strives for high scores, as well
as multiplayer modes and a map design mode. The "Campaign" and "War
Room" modes both help to rank the player up (from Rank #100 to Rank #1)
and to earn coins to unlock COs and maps in the "Battle Maps" shop.
[2]
The modes also gives the player a rank for effort after winning a
battle on that map, which assesses by the speed, power and technique in
that battle, speed being the number of days spent trying to win the
battle, power being how many enemy units you defeated, and technique is
the number of your units that survived (in percentage).
[edit] Battle system
The battles of
Advance Wars are
turn-based
in nature. Two to four armies, each headed by a commanding officer,
take turns building and commanding units on grid-based maps.
[2]
Screenshot of
Advance Wars
All units are limited in the types of units they can attack.
[2] What dictates a unit’s ability to attack different targets are its primary and secondary weapons. For example, the
Mech unit has a
bazooka that can only be fired at land vehicles, but are more powerful for that purpose than their secondary weapons,
machine guns, which Mechs can use against other Mechs,
Infantry, and
helicopters.
The amount of damage done to the enemy in combat is proportional to the number of
hit points
the attacker has. The majority of the weapons have a limited supply of
ammunition. Units with secondary weapons will resort to these when
their primary weapon's ammunition runs out.
[edit] Terrain
The terrain on a map affects unit movement, vision, and the defense attribute of units stationed in the terrain.
[2] The different types of terrain include:
Roads,
Plains,
Woods,
Bases,
HQs,
Ports,
Cities,
Airports, the
Sea,
Reefs,
Shoals,
Rivers and
Mountains.
Weather conditions can also affect vision and movement of ground units.
Fog of war may also be enabled, whereby a player's vision depends on the individual units' lines of sight, which varies from unit to unit.
There are 18 different types of military units in
Advance Wars.
Each unit has a set amount of attack power, vision range in Fog of war,
movement range and type, and fuel supply, and some units have two
weapons which can be used against different types of enemy units. There
are both direct and indirect attack units, as well as transport units.
All the units are either infantry, vehicles, ships or air units. Units
have specific strengths and weaknesses.
[2]
[edit] Multiplayer
In Multiplayer mode, players can compete against the AI or against
other human players. Multiplayer matches feature a variety of settings
that can be changed pre-battle. Multiplayer comes in two forms: Versus
mode and Link mode. In Versus mode, only one GBA system is used, which
every participant in the game uses. One person will take their turn,
then pass the system to the next person. Link mode is the same game as
Versus mode gameplay-wise, but multiple consoles are used, one for each
person.
[2] It can be played with just one game pak or with one game pak per player.
[edit] Commanding officers
Armies are led by Commanding Officers who control units. All COs
except Andy provide units with special advantages and/or disadvantages,
such as extra firepower or a shorter unit range. COs also have a Power
Meter which fills up by defeating enemy units or when on the receiving
end of a brutal offensive attack. When the meter is full, a CO can
unleash his or her CO Power, which gives a temporary positive effect to
friendly units and/or a negative effect to enemy units.
[2] For example, Nell gives a Critical Strike bonus and Olaf makes it snow, disadvantaging his opponent.
The story of the
Advance Wars begins in the "Field Training"
tutorial mode, with the nation of Orange Star in a war against the
neighbouring nation of Blue Moon, with Olaf as the Blue Moon Army
commanding officer
(CO). Olaf suddenly ordered an invasion of the Orange Star nation, and
is in battle with the Orange Star Army. The campaign continues the
story that started in the tutorial. Nell, the
de facto leader of the Orange Star COs, gives the player the duty of a tactical adviser for the Orange Star Army.
[3]
The player follows the war effort through all four countries, with
its own COs, over the course of the game. Starting with having only one
choice of a CO to advise, Andy, the player will have a choice of two
more Orange Star COs, Max and Sami, to advise as the story progresses,
each with their own advantages and disadvantages. Depending on which CO
is chosen by the player to advise, there are times when a mission is
split into a choice of two or three, where the maps and dialog could be
different. After completing that mission, the story paths could split
up, depending on which CO was chosen in that previous mission, with the
story differing from the other path, eventually leading back to the
main path. After winning a battle against Green Earth, Andy gets
mysteriously accused by Green Earth's CO, Eagle, of committing a
treacherous act of aggression against Green Earth.
[4]
After defeating the Blue Moon troops that invaded the Orange Star
country, the Orange Star Army then invade the Blue Moon country,
defeating their troops. The Blue Moon COs, Olaf and Grit, are revealed
to be COs whom both used to work for the Orange Star Army, but switched
to Blue Moon. When the Orange Star Army's intention was to just pass
through the other two countries, Green Earth and Yellow Comet, the
countries' COs like Kanbei of the Yellow Comet assume a threat of an
invasion and declare battles against the Orange Star Army in their land.
[5]
Later on, Green Earth CO Drake tells Eagle that the Orange Star Army
didn't attack Green Earth, saying that "This entire conflict has been
orchestrated from the beginning." Meanwhile, COs Sonja of Yellow Comet
and Grit try to discover the person who is really behind the attacks.
When Eagle meets Sami and Andy again, Eagle again accuses Andy of
attacking Green Earth, to which Sami defends Andy, and Eagle is
eventually convinced that it wasn't Andy. This explains why the three
nations have been declaring battles against Orange Star, as they
thought Andy attacked them first.
[6]
When Eagle meets Sonja, Sonja also tells Eagle that Andy wasn't
behind the attacks, saying it was someone else, and goes with her to
see what she discovered. It is revealed that the enigmatic Black Hole
Army, under the command of Sturm, is the true enemy. Using a CO
doppelganger clone of Andy, Sturm stirred up war among the four countries in order to confuse, weaken, and eventually conquer them.
[7]
Once this is revealed, the four countries unite to drive Black Hole out
of their land, the Cosmo Land with COs automatically chosen depending
on the paths the player took during the game.
[edit] Development
Advance Wars was first announced in January 2001, when
Nintendo France gave new
Game Boy Advance screenshots exclusively to French gaming sites, which included screenshots of this game, titled
Game Boy Wars Advance.
[8] At the time, very little information was given.
[9] It was developed by
Intelligent Systems, and eventually published by
Nintendo.
[10] Four player mode was confirmed before
E3 2001 and with it a US release date of September 10.
[11] The Japanese version, titled
Game Boy Wars Advance, was originally scheduled for an October 12, 2001 release, a month after the North American version.
[12] However, due to the events of the
September 11 attacks,
Nintendo canceled the originally scheduled Japanese release of the
game. It was eventually released in a two-in-one compilation in
2004 with its sequel,
Game Boy Wars Advance 2.
[13]
Development of
Advance Wars began alongside the
Game Boy Advance launch titles;
however, because Nintendo was so busy with them, they requested that
Intelligent Systems assist in the development. Director Makoto Shimojo
commented that the early stages of development often feature
Intelligent Systems coming up with unique
game mechanics
for it, and upon presenting to Nintendo, typically being told that it
was "too sophisticated" or "not balanced for a general audience". At
which point, they began working on adjustments. The game was designed
with the Game Boy Advance's young children audience, giving the game a
"pop design", with bright colors, rounded characters, and
comedy.
Shimojo commented that in spite of this, the majority of purchasers
were teenage boys. In order to cope with bringing a strategy game to a
handheld with a younger audience, Shimojo and his team made the game
featuring "waves of excitement"; he compared this to how long films
will introduce calm periods in order to have good
pacing.
Shimojo discussed how various developers introduced elements from their
favorite genres into the game. He gave examples which included a
developer who was a fan of
shooters
designing the movement system to work in a way that allows players to
control their units "down to the perfect centimetre", as well as a
developer who was a fan of
rhythm games
adding a rhythm to how the units move. Intelligent Systems also
attempted to cater to those who had a more serious interest in the
weapons and the
costume designs.
As a result, they followed real history in developing these aspects,
though making deformed versions of these weapons rather than
duplications. The story and setting of the game were designed to not be
gritty and serious, but to still be sophisticated.
[10]
In order to ensure that the game was balanced, the designers had to
play through maps several times to ensure that they were not
unbalanced. However, Shimojo commented that once he became more astute
at the game, it became hard for him to judge what it would be like for
a
novice
to play, though he comments that his goal is to ensure that the
difficulty level is right enough to allow the largest number of people
to play it. Afterward, his comments are sent off to other staff members
so he can be sure that he got it right. From then on, the game is sent
to Nintendo's
debugging
team, who will then provide insight on the balance to the development
team, who makes adjustments accordingly. Shimojo commented that the
balance checking basically went on until someone said "Stop it, stop
it, we really have to launch it now". He attributes this work to why
Advance Wars
is so highly revered. In designing maps, he comments that it is
impossible to please everyone, explaining that some people prefer maps
where they start out weak and grow stronger, while others prefer to
start out strong and tear through their opponent. His goal was to
ensure that there were enough maps that people could say "Here we go,
here’s one of my maps. This is what I was waiting for".
[10]
The mechanic of unlocking maps was introduced into the game as a means
of getting gamers to play the game for longer. However, in an interview
discussing why the feature was removed in the future title
Advance Wars: Days of Ruin,
a developer commented that it prevented people who were too busy to
spend the time unlocking levels, and that there were better ways to
keep players interested.
[14]
Advance Wars was originally intended to remain exclusive to Japan, like the previous entries in the
series,
which were kept in Japan due to Nintendo feeling that consumers would
not be interested in turn-based games, or in such complicated games. In
order to alleviate this, the developers made the mechanics easy to
understand, adding in an in depth tutorial that didn't require players
to read the manual. When Nintendo's US marketing division played the
game, they found it to be great, wondering why they couldn't sell it in
the US. Designer Kentaro Nishimura commented that "
Advance Wars' success shifted Nintendo’s attitude over western tastes." He added that if it weren't for
Advance Wars,
Fire Emblem, a game that he also designed, would never have been released outside of Japan.
[10]
Characters
-
Andy
The Mario of the Advance Wars series, Andy is good all-around and
excels in repairing units.
-
Drake
A Green Earth CO with a penchant for naval units and overeating.
-
Eagle
Eagle is a Green Earth CO who specializes in air units. While his air
units are not the strongest (Kanbei takes the cake for that one),
Eagles aircraft burn less fuel and ammunition. Despite his calm
demeanor, he often argues with Jess. Eagle is good friends with Drake.
-
Grit
A Blue Moon CO specializing in indirect attacks.
-
Hachi
Owner of the Advance Wars store.
-
Kanbei
A Yellow Comet CO with increased firepower, defense, and unit costs.
Into honor and the samurai code. Father of Sonja.
-
Max
An Orange Star CO who excels in direct combat, but suffers in ranged attacks.
-
Nell
If Orange Star were in Metal Gear Solid, she would be the Mother of the
Special Forces.
-
Olaf
Olaf is commander-in-chief of the Blue Moon forces whose strength lies
in snow combat. Rumored by some to be Santa Claus. He is well known for
his arrogance and incredible dislike of his subordinate, Grit. Despite
Colin's almost fanatical worship of Olaf, he seems to care little.
-
Sami
An Orange Star CO who specializes in infantry units.
-
Sonja
A Yellow Comet CO who specializes in Fog of War situations.
-
Sturm
Some might call him an evil alien robot with a kickass CO power, but
others just call him Sturm.