ROM Hacks: Game Boy Wars 3 PAL-style balancing

Started by RHDNBot, January 19, 2018, 01:21:46 AM

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Update By: MKnightDH

Game Boy Wars 3 is Hudson's heavily overshadowed effort at innovative gameplay for the Nintendo Wars series. To make things vibrant in contrast to Famicom Wars and Game Boy Wars 1/2/Turbo, Hudson provided stronger unit variety and more active mechanics. However, creativity often comes at a price of streamlining, and Game Boy Wars 3 had proven itself no such exception to that rule.

The PALBal hack aims to bring structure to innovation, involving PAL-style balancing that does its best to understand how balance issues happened and work off of that, while providing its own creative touches here and there in an attempt to add depth without interfering with general gameplay. Also helping is that the ideas that already provided vanilla GBW3 with surprising player phase friendliness despite one of its big issues are significantly better emphasized.

GBW3 may be interesting from uniqueness in its own right, but even those who have already played it can expect this to be worth a look.

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Prince Valmont

What's the difference between PAL-Style and NTSC-style balancing?
I'm not familiar with this.


Quote from: Prince Valmont on January 19, 2018, 11:13:30 AM
What's the difference between PAL-Style and NTSC-style balancing?
I'm not familiar with this.
Basically PAL-style balancing is done to improve the game, ideally without breaking intention.

May I point out real quick that the Work Car (the bulldozer) has only 5 Materials (the primary "weapon") in vanilla GBW3. PALBal increases that to 8 for a key reason: encouraging expansion. Expansion being rewarded is the way to discourage camping while making sure offense is only rewarded by flow rather than being impossible to blunt. The Work Car having better endurance in property development makes obtaining Gold easier, reducing the difficulty in buying units for sieging Bazooka soldiers which in turn punishes the Bazooka spam. What stops Work Car spam itself? Simple: it lacks any offensive power beyond an auxiliary MG, so Work Car spam is from the player asking to have their mainstay force ultimately flanked. Thus the Work Car has to be used well and yet its usage is more standardized to set up a happy medium that doesn't have too much offense's problem of removing any halfway valid point to thinking, or too much defense's lack of interaction issue.

Oh, and by the way, yes, GBW3 already has a map editor that allows row and height to each be anywhere from 20 to 50 tiles. If you want to make a competitive map with it, be sure to pay close attention to how many Factories each side gets easily, and also consider ideas like fighting over path split locations to help feed flanking and attacks on supply lines. That could help things along.


Yeah, explain it to us. Try not to do a long post for once.

Then he'll have to explain affinity play in a long diatribe.


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