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== Video Games ==
* Quick or Quicken in the ''[[Final Fantasy]]'' series. (Specifically ''[[Final Fantasy V|V]]'', ''[[Final Fantasy VI|VI]]'' and the ''[[Final Fantasy Tactics|Tactics]]'' [[Final Fantasy Tactics Advance|sub]][[Final Fantasy Tactics a 2A2|series]].) Also Doublecast, which is [[Exactly What It Says on the Tin]].
** Bonus points for a Doublecast that includes Quick in V.
** ''[[Final Fantasy X]]'', due to a shift to a modified turn-based system, has Haste actually give extra turns.
** ''[[Final Fantasy Tactics Advance]]'' and ''[[Final Fantasy Tactics a 2A2]]'' has Quicken and Smile. Both of these abilities lets the target go immediately, regardless of whose turn was next. For example, if your Warrior just took his turn, you could make him go again. A2 has enemies in the bonus sidequests [[Fake Difficulty|take multiple turns before your party even gets a chance to take their first turn]].
*** And ''Tactics'' had 'Stop'. If it lands, the target stops. Then there's 'Don't Act' and 'Don't Move'; powerful abilities when your two possible things to do on a turn are either move or act. [[Video Game Cruelty Potential]] exists where you have these ALL stacked on an enemy. Especially as spamming them tends to create XP.
** [[Limit Break|Limit Breaks]] in ''[[Final Fantasy VII]]'' and ''[[Final Fantasy VIII|VIII]]'' will cause the affected character to ''immediately'' queue their turn upon activation. Saving your limit break is a good way to avoid enemy super attacks.
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*** Of course if the combo does fail, you're stuck with triple-digit cost, meaning your opponents have all the time they need while you're stuck unable to fight back.
* ''[[Dragon Quest Monsters]]'' has "Focus," which allows its user to perform two actions the following turn. It only counts for the monster that uses it, however.
* Goombella in ''[[Paper Mario: theThe Thousand -Year Door]]'' learns Rally Wink, which allows Mario to perform two actions. Since he gets to take them one right after, this is somewhat more useful. To a lesser extent, there's also the Double Dip and Triple Dip badges, which allow you multiple actions... but only when using items.
** Macho Grubba, boss of chapter 3, can also gain the ability to attack twice.
* Eagle from ''[[Advance Wars]]'', has the Super CO Power (just CO Power in the first) "Lightning Strike" once he builds up enough power, to let all non-infantry units move again, essentially gaining two turns. In the first game, it also renders such units weaker, and in ''Black Hole Rising'' and ''Dual Strike'' makes them stronger. Also, in ''Dual Strike'', his regular CO Power "Lightning Drive" does what "Lightning Strike" did in the first game.
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** It's not so much a gamebreaker as you might thing - that formation offers no other offensive or defensive bonusses; all of a sudden, you realize just how much you rely on protection from your formation!
* Avalon Hill's [[World War II]] game ''Third Reich'': The player with the most BRPs (resource points) moved first every turn. By careful restriction of BRP expenditures, a player could arrange to move last in one turn and first the next turn, thus moving twice in a row. This allowed the player to perform a devastating blitzkrieg attack like the ones the Nazis used during the [[Real Life]] invasions of Poland, France and the Soviet Union.
* A Jupiter Djinni in ''[[Golden Sun|Golden Sun: The Lost Age]]'' and ''[[Golden Sun: Dark Dawn]]'' lets a character act twice in one turn. The [[Final Boss]] in the series and every [[Bonus Boss]] can also take 2 or 3 turns at once.
* The ''Frozen'' status in ''[[Digimon World 3]]'' acts as this. It's similar to paralysis in ''[[Pokémon]]'', but with the frustration turned [[Up to Eleven]], as it is next to impossible to move when you're frozen.
** An official version also occurs normally in battle if one digimon's speed is obscenely higher than the other's. The result is that the first digimon is so fast that it can attack twice for each time the other one attacks once.
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