Duality: Difference between revisions

No edit summary
 
(16 intermediate revisions by 3 users not shown)
Line 1: Line 1:
'''Duality''' is a [[minigame]] in [[Grand Theft Auto: San Andreas]]. The game is available in [[Arcade Games|arcade game]] machines scattered throughout interiors of buildings [[State of San Andreas|San Andreas]].
[[File:Duality-GTASA-menu.jpg|thumb|250px|right|The menu of Duality in GTA San Andreas.]]
'''Duality''' is a [[minigame]] in [[Grand Theft Auto: San Andreas]], available in the form of one of the game's four [[Arcade Games|arcade games]]. Duality arcade machines are scattered throughout interiors of buildings [[San Andreas in GTA III Era|San Andreas]], including bars, [[nightclub|nightclubs]], [[24/7|24/7's]] and [[Madd Dogg's Crib]].


== Description ==
== Description ==
The core mechanics of Duality in similar to [[wp:Asteroids (video game)|Asteroids]] in which the player must control a ship in a 2-D space while obstacles approach the ship; the ship is capable of firing ammunition and activating its rocket boaster for propulsion, both at the cost of energy represented by a green bar (which will refill after a short time without use), while also featuring a red bar to indicate the ship's health.
The core mechanics of Duality in similar to [[:wp:Asteroids (video game)|Asteroids]] in which the player must control a ship in a 2-D space while obstacles approach the ship; the ship is capable of firing ammunition and activating its rocket boaster for propulsion, both at the cost of energy represented by a green bar (which will refill after a short time without use), while also featuring a red bar to indicate the ship's health.


As opposed to simply destroying approaching objects, gameplay in Duality is centered around the concept of attaining "Black" (negative) or "White" (positive) points, represented by small and large spheres colored black and white that the player's ship may encounter:
As opposed to simply destroying approaching objects, gameplay in Duality is centered around the concept of attaining "Black" (negative) or "White" (positive) points, represented by small and large spheres colored black and white that the player's ship may encounter:


* The large spheres have their own gravitational pull that affect movement of the player's ship; white spheres pull the player away while black ones pull the player towards them. If the ship touched a large black sphere, the ship's health will deplete and eventually result in the ship exploding, ending the game. The player may shoot any large sphere destroying a black one will award the player 10 "white" points while destroying a white one will award the player with 10 "black" points.
* Larger spheres have their own gravitational force that affect movement of the player's ship; white spheres pull the player away while black ones pull the player towards them. If the ship touches a large black sphere, the ship's health will deplete and eventually result in the ship exploding, ending the game; in contrast, any chance contact with the white sphere will replenish the ship's health. The player may shoot any large sphere for points — destroying a black sphere will award the player 10 "white" points while destroying a white one will award the player with 10 "black" points.


* The smaller spheres are actually indestructible pickups that replenish the ship's energy bar, but their effect on the player's score varies between black and white. Contact with a white sphere will award the player 5 "white" points, while black ones award the player 5 "black" points.
* Smaller spheres are actually indestructible pickups that replenish the ship's energy bar, but their effect on the player's score varies between black and white. Contact with a white sphere will award the player 5 "white" points, while black ones award the player 5 "black" points.


Regardless of whether the player has a black or white score, the player will lose one (black or white) point for each bullet shot, thus requiring the player employ some degree of precision to maintain their score count.
If the player has a white score, the player will lose one white point for each bullet shot, thus requiring the player employ some degree of precision to maintain their score count.


With these rules in mind, the player can choose to aim for a high "white" score or a high "black" score, each presenting slightly different challenges to the player. It is also for this reason that the game keeps tabs for both the 10 highest "white" scores and the 10 highest "black" scores, the only minigame in the GTA series to have two hi-score lists.
With these rules in mind, the player can choose to aim for a high "white" score or a high "black" score, each presenting slightly different challenges to the player; gameplay prioritizing white high scores tend to be easier as there is no significant penalty to destroy black spheres, gameplay prioritizing black high scores however discourage destruction of black spheres but impose no score penalty firing ammunition. It is also for this reason that the game keeps tabs for both the 10 highest "white" scores and the 10 highest "black" scores, the only minigame in the GTA series to have two hi-score lists.


[[Category:Arcade Games]]
== Gallery ==
[[Category:Minigames]]
<gallery width="auto" perrow="2" style="font-size:95%; padding:0;text-align:left" widths="200">
File:Duality-GTASA-gameplay.jpg|Gameplay.
File:Duality-GTASA-cabinet.jpg|The arcade cabinet.
</gallery>
 
[[Category:Arcade games in GTA San Andreas]]

Latest revision as of 18:52, 19 November 2012

The menu of Duality in GTA San Andreas.

Duality is a minigame in Grand Theft Auto: San Andreas, available in the form of one of the game's four arcade games. Duality arcade machines are scattered throughout interiors of buildings San Andreas, including bars, nightclubs, 24/7's and Madd Dogg's Crib.

Description

The core mechanics of Duality in similar to Asteroids in which the player must control a ship in a 2-D space while obstacles approach the ship; the ship is capable of firing ammunition and activating its rocket boaster for propulsion, both at the cost of energy represented by a green bar (which will refill after a short time without use), while also featuring a red bar to indicate the ship's health.

As opposed to simply destroying approaching objects, gameplay in Duality is centered around the concept of attaining "Black" (negative) or "White" (positive) points, represented by small and large spheres colored black and white that the player's ship may encounter:

  • Larger spheres have their own gravitational force that affect movement of the player's ship; white spheres pull the player away while black ones pull the player towards them. If the ship touches a large black sphere, the ship's health will deplete and eventually result in the ship exploding, ending the game; in contrast, any chance contact with the white sphere will replenish the ship's health. The player may shoot any large sphere for points — destroying a black sphere will award the player 10 "white" points while destroying a white one will award the player with 10 "black" points.
  • Smaller spheres are actually indestructible pickups that replenish the ship's energy bar, but their effect on the player's score varies between black and white. Contact with a white sphere will award the player 5 "white" points, while black ones award the player 5 "black" points.

If the player has a white score, the player will lose one white point for each bullet shot, thus requiring the player employ some degree of precision to maintain their score count.

With these rules in mind, the player can choose to aim for a high "white" score or a high "black" score, each presenting slightly different challenges to the player; gameplay prioritizing white high scores tend to be easier as there is no significant penalty to destroy black spheres, gameplay prioritizing black high scores however discourage destruction of black spheres but impose no score penalty firing ammunition. It is also for this reason that the game keeps tabs for both the 10 highest "white" scores and the 10 highest "black" scores, the only minigame in the GTA series to have two hi-score lists.

Gallery