Gummi Blocks: Difference between revisions

m
Line 8: Line 8:
== Travel ==
== Travel ==


In the Original Kingdom Hearts, gummi travel was simple. the ship would move foward on it's own, and you could control up, down, left and right. The ability to brake was also included, but merely slowed the ship instead of a full stop. Numerous enemy ships would appear, and upon their destruction would leave a Gummi block or a blueprint for that enemy ship. The meters included in flight would consist of armor( substituting HP) and Power(substituting Mp). Certain blocks added additional meters, such as shield(From the Shield and Shield-2 blocks) and turbo(from the Haste and Haste-2 blocks) On the garage menu, you could create your own ship, with a block limit almost impossible to reach. Blocks could also be turned and colored for use.
In the Original Kingdom Hearts, gummi travel was simple. the ship would move forward on it's own, and you could control up, down, left and right. The ability to brake was also included, but merely slowed the ship instead of a full stop. Numerous enemy ships would appear, and upon their destruction would leave a Gummi block or a blueprint for that enemy ship. The meters included in flight would consist of armor( substituting HP) and Power(substituting Mp). Certain blocks added additional meters, such as shield(From the Shield and Shield-2 blocks) and turbo(from the Haste and Haste-2 blocks) On the garage menu, you could create your own ship, with a block limit almost impossible to reach. Blocks could also be turned and colored for use.


While Gummi travel did not appear in Kingdom hearts: COM, it appeared in a different form in Kingdom Hearts 2. Although the System was more complicated, the concept became that of a mini-game. A path would have to be traversed once to get to a world, and then that world would become availible without the use of Gummi travel. However, each track has 3 missions with set goals and a score system, which acted as a side game that did not affect the story. Blocks would be awarded as prizes for score, and rarely dropped by a ship, which also included Nobody ships.The most notable features are the ability to urn the ship around during flight, the Overdrive feature, the concept of in-flight bosses, and the addition of Teeny ships, smaller ships that can fly along side you.While the game allowed for the customization of ships, completed blueprints were awarded for flight, based off of the Highwind, Invincible, and the Falcon, all airships of the Final Fantasy series. Bonus ships included the Tonberry, Moogle, Chocobo, Cactuar, Cat Saith and Fenrir, all modeled and named after characters or enemies in the Final Fantasy series.
While Gummi travel did not appear in Kingdom hearts: COM, it appeared in a different form in Kingdom Hearts 2. Although the System was more complicated, the concept became that of a mini-game. A path would have to be traversed once to get to a world, and then that world would become available without the use of Gummi travel. However, each track has 3 missions with set goals and a score system, which acted as a side game that did not affect the story. Blocks would be awarded as prizes for score, and rarely dropped by a ship, which also included Nobody ships.The most notable features are the ability to urn the ship around during flight, the Overdrive feature, the concept of in-flight bosses, and the addition of Teeny ships, smaller ships that can fly along side you.While the game allowed for the customization of ships, completed blueprints were awarded for flight, based off of the Highwind, Invincible, and the Falcon, all airships of the Final Fantasy series. Bonus ships included the Tonberry, Moogle, Chocobo, Cactuar, Cat Saith and Fenrir, all modeled and named after characters or enemies in the Final Fantasy series.