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Tobal 2

Discussion in 'General' started by kimheng, Mar 9, 2004.

  1. kimheng

    kimheng Well-Known Member

    Hi

    I don't really play Tobal 2 but I hear it is the most technical and the deepest fighting game.......
    Are there any VF players here who have played tobal 2?

    I really want to know which of these 2 games are the most technical?

    any help or opinions are welcom!
    thanks! /versus/images/graemlins/grin.gif
     
  2. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I played Tobal 2 a lot, and it was (and still is) an awesome game. But I wouldn't say it was the most deepest and technical fighter out there. However, it certainly did innovate in some areas.

    The attack system was based on hit levels. So rather than a button for punch or kick, you had buttons for High, Mid and Low. There was also a button for Guard and Jump, which could also be used with the attack buttons for different types of attacks. All throws were done with G+M and low throws (which every character had) were done with d+G+M. Throws were actually grapples which I'll explain next. The other unique thing about the attack system was the use of just-frame attacks. Every character had them, and were quite important particularly in combos.

    One of the biggest innovations Tobal 2 made was the unique grapple and escape system. Basically, all throws had execution time and would lead into a grapple once it connected (think of Goh's tsukame). Once you've grabbed the opponent you have a number of options: you can drag them around (good for RO), attack high or low, or attempt a throw. Of course, the opponent could guard/escape any of these options with the correct input.

    Throw escapes required just-frame input, and each throw had it's own unique timing, although there was kind of a "general feel" towards when each throw could be escaped. Some throw escapes could actually turn into a throw reversal. By that I mean after you escape the throw, you end up grappling the opponent, and the guessing game is now on them! Between two good players, you could have continuous exchange of throw escapes/reversals which was pretty refreshing in a traditional fighting game. We see this kind of grappling now with Goh's tsukame and Brad's neck catch, but in limited ways.

    Tobal 2 also featured stop animations, where circular attacking limbs, when blocked, would stop instead of continuing the animation. You also had guaranteed counter attacks as well, but this was nothing new for 3d fighting games. Stop animations were later seen in VF3tb.

    Air combos were also fairly innovating and really fun to do in Tobal 2. Traditionally you'd expect that after a high launching attack, you'd want to hit as high as possible to maximise the combo, right? Well, that's not quite the way it works in Tobal 2. For air combos, timing is crucial. Without the right timing for your hits, your combo will just fail. The timing I'm talking about is actually determined by the type of float. For example, if you launch them in such a way that they're flipping head over heels, you would want to time your hit so that it connected when their body was vertical with their head pointed towards the ground. It's analogous to spinning a basketball on your finger -- to keep it spinning, you hit it in the direction of travel. And so the same principle applies in Tobal 2. When you time your hits correctly (accounting for the exe times of your attacks and their hit levels too!) you can maximise the length and damage of your combo. It's quite satisifying landing a big damaging combo with your character.

    As you can probably see, the learning curve with combos was essentially spent on learning the timings for each particular combo. You just needed to know your combos for the various character weights and that's about it. That's pretty standard in fighting games now, even back then.

    The game had a character of its own, and is still fun to play today IMHO. If you ever get a chance to pick it up and get into it, especially if you have like-minded friends, I'm sure you won't regret it. Again, I wouldn't say it was the deepest or most technical fighting game ever made, but in terms of 3d fighting games, I still rate it as my 2nd favourite! /versus/images/graemlins/smile.gif
     
  3. kimheng

    kimheng Well-Known Member

    Thank you for your explanations,Mike! /versus/images/graemlins/smile.gif

    It makes me interested by this game
    I had Tobal 2 but I never care about it,maybe it's time for me to find out an another technical gameplay /versus/images/graemlins/smirk.gif
     
  4. ONISTOMPA

    ONISTOMPA Well-Known Member

    It's a shame they canceled the franchise. I think the same team that produced it also developped Kakuto Chojin but that game was nowhere near Tobal's level. Fighing engine wise I'm not sure but I think Tobal was the first actual ''3D'' fighting game. Definitly one of my favorite old school games.
     
  5. sixtwo

    sixtwo Well-Known Member

    Kakuto Chojin was made by Dream Factory yes, but not by the same team that made Tobal 2. I'm fairly certain that Ehrgeiz is the only true successor to Tobal 2, but they changed the game play significantly at that point. That team went on to form a company called Anchor, who you might know from the WWE Raw series of wrestling games on the XBOX.

    Anchor actually made an arcade fighting game for Sega called Toy Fighter that was never released.

    The Raw team, incidentally, was recently laid off due to the lackluster performance of the title. They were replaced by the company that made Tao Feng - no, I'm not joking.
     
  6. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    sixtwo said:

    I'm fairly certain that Ehrgeiz is the only true successor to Tobal 2, but they changed the game play significantly at that point.

    [/ QUOTE ]

    I'm not sure that I agree that the gameplay was changed "significantly".. care to elaborate? In my mind, the necessary changes they made were to make the game a little more accessible to the average arcade goer. But, IMO, the underlying gameplay was still true to the Tobal system more or less. Both games were, in general, highly underrated.
     
  7. sixtwo

    sixtwo Well-Known Member

    This is fair, so I'll try to rephrase this. Tobal 2 was a fairly traditional 1-on-1 fighting game in that the focus was squarely on the other player and the direct damage you could inflict on them with your physical attacks - all on one plane. Ehrgeiz was in many regards the same, save for the introduction of a larger focus on environmental/object interaction and multi-tiered environments - almost in the vein of Capcom's Powerstone. That part of the game just never struck my fancy.

    Tobal 2 however, is very dear to me.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Ah ok, I would have to agree with that. The fact that the default movement in Ehrgeiz was a run, rather than the traditional walk, was probably the reason for this. One of the painful memories I have of Ehrgeiz was watching two new players running around like headless chickens while I waited for my turn. Again, I think that design decision was geared toward the casual gamer with a focus on instant and easy action.

    But if you had two players who knew what they were doing, the game play was near identical to Tobal 2 with the close-in fighting.
     
  9. ONISTOMPA

    ONISTOMPA Well-Known Member

    Both games were, in general, highly underrated.


    I don't know about Ehrgeiz but I remember Tobal 2 getting rave reviews. The thing that hurt it the most imo was the character design, although made by Toriyama, it just wasn't a universe that you could easily jump into like VF, Tekken and Soul Blade. Those games sorta reminded you of old kung fu flicks and you easily got drawn into them. Whereas Tobal looked like a DBZ rip off meets random kids game. It just didn't really catch on with the public. It's funny when you see franchises like Bloody Roar getting sequels after sequels while Tobal is forgotten and gone. That game really had potential.
     
  10. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    A few other awesome things about Tobal 2:

    The RPG mode, which let you unlock all the new characters found in the dungeons (and was a kind of deep game in itself).

    The music in Tobal 1 & 2 was great.

    Tobal 2 is the only game I know besides the PS2 VFs to include replays of expert players on the disc.

    The training mode was really nice for it's day, and it taught you how to do strings and the Just Frames (Tobal 2 actually invented "Just Frame"s as far as I know). It had little lights for the High, Mid and Low buttons, 2 sets of each. One was to show when you pressed the buttons, the other showed you your options from there. For example, if you pushed the High button, and your character made a punch, the High button "pushed" light would come on, next you'd probably see 2 or 3 of the "string" lights come on, indicating that this character has a "High-High" and "High-Low" string. So next you try "High-Low", and notice after your Low, the Mid "string" light flashes very briefly, this is the correct timing for a "Just Frame".

    This is a feature I think VF's training mode should have, it teaches you the moves instinctively, and the proper timing for everything (IE while people can read the command for Wolf's "Shining Wizard" in Command Training, the game doesn't teach you the proper timing).

    The game also had a 10 minute or so video that showed you the ins & outs of basic game play, with voiceovers!

    Tobal 2 also had the first edit-able characters I know of in a fighting game. You could alter the color of all the Key parts of the characters & save them as the defaults. The colors were altered by using sliding bars to control Red, Blue and Green; you could create your own colors!

    The fighting system was definately ahead of it's time, I think it also had Recovery (like Ukemi).

    Anyway, great game. I will agree that the ultimate downfall (for me) of the game was the light-hearted Toriyama character designs. While some were really cool (Green, Ill), in the end it kept me from feeling too serious about the game (combined with the fact that some of the animations also reflected this "cuteness", see: Hom, Oliems).

    Spotlite
     
  11. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Spotlite put together this highlight reel of the replays found on the Tobal 2 disc for anyone curious to see some gameplay and combos. Check it out:

    Tobal 2 Replay Highlights (Quicktime format, 18.8MB)
     
  12. Hamme

    Hamme Well-Known Member

    very impressive for a game be4 it's time. Thx to Myke and spotlite for raving it, and now, I'll have to check it out myself.
     
  13. MK23

    MK23 Active Member

    Some stuff that I remember from Tobal 2:

    I thought one of the coolest thing with Tobal was when you grab the big Demon/Alien guy by the tail. You can do a giant swing him by the tail or, if he reverses you, he can swing you around instead. That and all the other throw reversal animation are all really cool.

    The front throw system, like Myke described before, if much like Goh's tsukami (or the other way around). You drag them around just like in tsukami. But there's also an element like Vanessa's arm hold where you can choose to hit them in the head or kick their shin. You him them in the head enough, they'll wobble around kinda like before you do the fatalities in Mortal Kombat. If you kick them in the shin enough, they'll hop around on one leg. Both sets up for combo or guessing game follow up. The side throw/back throw doesn't allow you to move around but they do allow you chose between doing a throw move or a strike move.

    You can move around in full 3D and if you dash back too many times (or randomly), you'll stumble and fall flat on your butt.

    Someone already mentioned this in the FT thread, but Kage's new DP air combo looks just like the old man's combo from Tobal.

    Doctor from Tobal 2 is the first character that I know of that has the boxer sway move like that of Steve and Brad.

    If I remember correctly, i's also the only game I know of that allows you to fight using Chocobo /versus/images/graemlins/laugh.gif
     
  14. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    Thanks Spotlite and Myke for sharing the video. /versus/images/graemlins/laugh.gif

    I played the first Tobal to DEATH. I even unlocked Toriyama's robot by defeating the dungeon mode.

    I really wished they ported Tobal 2 domestically. I remember at the time it was highly unlikely because they didn't feel like translating the quest mode.I only got to play it a few times at a friends house.
     
  15. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    yeah, so many things were copied from this game.

    If you watch the clip, you can see Gren doing a Flamingo (with 3D movement that looks just like Hwaorang), a mount system, just tons of things that wouldn't be implemented until much later, or at all.

    Spotlite
     
  16. ONISTOMPA

    ONISTOMPA Well-Known Member

    I'm not sure but didn't Tekken 3 and Tobal 2 come out at the same time ?
     
  17. sixtwo

    sixtwo Well-Known Member

    [ QUOTE ]
    I'm not sure but didn't Tekken 3 and Tobal 2 come out at the same time ?

    [/ QUOTE ]

    This is always hotly debated. As the two games exhibit many of the same features, people are always trying to determine who stole ideas from who. Tobal 2's official Japanese release date was April 25, 1997. Tekken 3's release is generically referred to as Summer 1997. It's doubtful that any design changes were made in between Tobal 2's release and that of Tekken 3's.

    However, the Tobal 2 team was said to be comprised of ex-AM2 and ex-Namco employees, so it's safe to assume that the team brought along alot of ideas from the development of both VF and Tekken. IMO, none of this detracts from the quality of any series involved.
     
  18. ONISTOMPA

    ONISTOMPA Well-Known Member

    IMO, none of this detracts from the quality of any series involved.

    You're absolutely right, and thanks for the info. ''ex-AM2 and ex-Namco employees'' !!? No wonder the game was so solid, now if only Toriyama wasn't drunk !
     

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