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Custom Robo Arena

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Custom Robo Arena
North American box art
DeveloperNoise
PublisherNintendo
DirectorKoji Kenjo
ProducerKensuke Tanabe
DesignersGoro Iwasaki
Hidekazu Masaki
Hironobu Susuda
ProgrammerKeisuke Shiho
ArtistYoshiharu Sakakibara
WriterKoji Kenjo
ComposersTakayuki Nakamura
Shingo Yasumoto
Kenji Nagashima
Tsubasa Waga
SeriesCustom Robo
PlatformNintendo DS
Release
  • JP: October 19, 2006
  • NA: March 19, 2007
  • EU: May 25, 2007
  • AU: September 20, 2007
GenreAction role-playing
ModesSingle-player, multiplayer

Custom Robo Arena, known in Japan as Gekitō Custom Robo (激闘!カスタムロボ, Gekitō! Kasutamu Robo; "Custom Robo Rumble!"), is an action role-playing game released for the Nintendo DS. It is the fifth game in Custom Robo series. The game was released October 2006 in Japan.

Custom Robo Arena is the only game in the Custom Robo series that received a global release, which released in North America, Europe, and Australia in 2007. It is the only game released for the Nintendo DS to feature a two-player mode with the Nintendo Wi-Fi Connection including voice chat, Multi-Card play, and DS Download Play. Custom Robo Arena uses a "Rivals" list.

Plot

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The game starts with the story about a player-named male character whose father has just moved into the town of Midheart to work at NeoBrain, a robo research company. Upon arrival, the protagonist meets robo-battlers Liv and Dennis, and joins them.

Liv's interest in the robo-enhancing Soulboost will take the protagonist's team to Mt. Zephyr, where Stark will turn the protagonist away at the top. The protagonist then goes on police duty with police cadet Duncan. After an ambush with a rogue commander and a criminal, Dennis and Duncan become too weak to fight, and the protagonist is their last hope. Later, after the protagonist has defeated the criminal, the protagonist's team will return to Mt. Zephyr, having been given a note from Kris. Because of this, Stark will teach the protagonist the Soulboost.

Later, a tournament at the robocenter will allow the protagonist to compete in the Robo Cup shortly after. The protagonist's team boards a ship headed for Encephalon Isle, where the Robo Cup is to take place. The President of NeoBrain makes a statement that the preliminaries will take place on the way. This raises questions by contestants about what happens to the losers.

They arrive at Encephalon Isle. The night before the tournament, however, Liv exhibits strange behavior, walking to the nearby laboratory by herself. She quickly snaps out of it, but she is entirely confused as to how she got out there on her own. The protagonist takes her back to the hotel.

The next day's tournament starts well, with various battles taking place according to the plan. The security Robos placed around the forest go haywire. Liv and the protagonist's father go missing half-way in as the security Robos take out commanders in the tournament. A NeoBrain employee reveals himself as Scythe, leader of the Greybaum Syndicate, an international terrorist organization that intends to use Robo technology to control the world.

Upon infiltrating the nearby Research Facility, it is learned that the President ultimately regrets his decision, and he helps the protagonist. The protagonist's father is also recovered. With Dennis, the two search for Liv in the underground fortress. The protagonist reunites with Liv's brother Eddy, though Eddy is soon injured by Scythe's Katana after gloating over his victory with an autonomous decoy.

They find Liv, but too late, as she is already 'diving' into Hadron, the most powerful illegal Robo ever created. The protagonist attacks Hadron, taking it down once. Hadron revitalizes itself with Scythe's energy, gaining his personality and dreams, then defeats the protagonist in a robo battle. Dennis and the protagonist's father manage to free Liv, although Hadron still functions. Every character on the protagonist's team is too weak to fight Hadron, and all seems hopeless. Then, all of the competitors in the Robo Cup that survived the security Robos walk in from behind, wanting to help. Liv, being drained of mental energy, cannot help. Instead, all of the competitors lend their mental energy to Liv, who then transfers it to the protagonist. Upon defeat, Hadron explodes. The haywire security Robos disengage, and the organization behind the disruption is shut down, but NeoBrain is left in pieces due to this event.

In the epilogue, the protagonist learns that Lambda Inc., teaming up with NeoBrain, has offered to host the Robo Cup again, but this time with "no strings attached". The protagonist becomes a Robo Cup champion, and sets their sights on joining the Police Force, and winning the Great Robo Cup. It is implied that the protagonist eventually enters the International Police Corps.

Gameplay

[edit]

Battles begin with the opponent's robo customization being shown. protagonists then may make adjustments to their robo, such as changing parts, polishing, and altering the diorama. This can also be done outside of a battle, in the portable garage.

Battles begin with the protagonist's custom robo cube being launched out of a "Robo-Cannon" (controlled with the D-pad). There are six sides of the cube on which the robo can land.

The objective of the battle is to reduce the opponent's energy points from 1000 to 0 by using the protagonist's guns, bombs, pods, and dash attacks. There are two third-person views in battle and five different control schemes.

If the protagonist repeatedly loses the same battle, the game offers the option of a health handicap, which goes up to 75%. Each victory increases the protagonist's Soulboost meter and when it is full, Soulboost can be used. Soulboost makes the robo stronger and tougher for about 21 seconds, afterward making the robo weaker for a short time.

Reception

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The game received "average" reviews according to video game review aggregator Metacritic.[1] In Japan, Famitsu gave it a score of three eights and one seven, for a total of 31 out of 40.[5]

Other appearances in media

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Ray Mk III appeared as an Assist Trophy in the Wii video game Super Smash Bros. Brawl.[13] He also appears as a Trophy and a Sticker in the same game.[citation needed] Ray Mk III also appears as a Spirit and a Mii Fighter Costume in Super Smash Bros. Ultimate.[14][citation needed]

References

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from Grokipedia
Custom Robo Arena is a science fiction action role-playing video game developed by Noise and published by Nintendo for the Nintendo DS handheld console.[1][2] Released in Japan as Gekitō! Custom Robo on October 19, 2006, it launched in North America on March 19, 2007, followed by Europe on May 25, 2007, and Australia on September 20, 2007.[1] The game is the sixth installment in the Custom Robo series, following titles such as the original 1999 Nintendo 64 game and the 2004 GameCube release.[3] In Custom Robo Arena, players control a high school student who joins a Custom Robo team at a new school, aiming to compete in the prestigious Robo Cup tournament to become the top Robo commander.[2] The narrative involves building relationships with teammates—one friendly and supportive, the other energetic and mischievous—while uncovering personal secrets, such as a sidekick's connection to her missing brother.[2] Gameplay blends top-down RPG exploration in a school and town overworld with intense, arena-based battles where players pilot customizable miniature robots known as Robos.[1][2] Core mechanics revolve around collecting and assembling Robo parts, including bodies, limbs, weapons like guns and bombs, and special poses, all manipulated via the DS stylus for intuitive customization.[1] Battles occur in enclosed arenas with obstacles, emphasizing strategy, dodging, and resource management as players deplete opponents' health through direct combat or environmental interactions.[2] A unique post-battle feature requires "polishing" the Robo using the stylus to maintain performance, adding a maintenance layer to the experience.[1][2] The game supports both single-player progression through story missions and multiplayer modes, including local wireless play and online battles for up to two players via Nintendo Wi-Fi Connection, which was noted for its speed and reliability at launch.[1] Players can also engage in single-card download battles for accessibility.[1] The title features diverse dioramas, such as steampunk-themed environments, enhancing arena variety and visual appeal.[1] While building on the series' robot-fighting foundation from earlier entries like the GameCube version, Custom Robo Arena adapts controls for the DS without analog stick support, focusing on touch-based interactions.[1]

Development and Release

Development

Custom Robo Arena was developed by Noise Inc. following the 2004 release of Custom Robo: Battle Revolution on GameCube. The project was directed by Koji Kenjo, who also contributed to the scenario, and produced by Kensuke Tanabe under Nintendo's supervision.[4] This marked a significant evolution in the franchise, as Arena became the first and only title in the Custom Robo series to achieve a global release across North America, Europe, and Australia, expanding beyond the Japan- or region-limited distributions of prior entries. Arena was the last mainline Custom Robo game developed, marking the end of the series' active production phase. The development team leveraged the Nintendo DS hardware to enhance interactivity, utilizing the dual-screen design where battles unfold on the top screen while the bottom touch screen facilitates detailed Robo customization, allowing players to swap parts like bodies, guns, bombs, pods, and legs.[5] Touch controls were integrated for activating special boosts during combat, complementing traditional button inputs for fluid melee-style robot battles in holographic arenas.[6][7] Additionally, the game introduced online multiplayer support through the Nintendo Wi-Fi Connection, enabling ranked battles, voice chat, and global tournaments—a series first that aimed to foster a competitive community.[8]

Release

Custom Robo Arena was first released in Japan on October 19, 2006, under the title Gekitō! Custom Robo.[9] It was published worldwide by Nintendo.[10] The game launched in North America on March 19, 2007, followed by Europe on May 25, 2007, and Australia on September 20, 2007.[11][12] Initial packaging and marketing materials highlighted the game's customizable robot battles in holographic arenas, leveraging the Nintendo DS's portability for on-the-go multiplayer via local wireless or download play.[6][13] Post-launch support included access to the Nintendo Wi-Fi Connection for online multiplayer battles and voice chat, which remained available until the service's global discontinuation on May 20, 2014.[14][15]

Gameplay

Combat Mechanics

Battles in Custom Robo Arena take place within enclosed three-dimensional arenas displayed primarily on the Nintendo DS's top screen, with the bottom screen dedicated to gauges and menus. These arenas feature obstacles and boundaries that influence movement and strategy, such as low walls and environmental elements that can block or redirect attacks. The primary objective is to deplete the opponent's energy from an initial 1000 points to zero through a combination of direct and indirect assaults, with successful hits also contributing to filling a personal gauge for special abilities.[16][17][18] The core combat revolves around four primary attack types equipped on each customizable Robo: the Gun for ranged projectiles, which can often be charged by holding the fire button to increase power and range; the Bomb for short-range explosive deployments that create area-denial zones or direct blasts; the Pod, a deployable drone that provides ongoing support fire or homing attacks from a fixed position; and the Dash, a melee tackle that allows for close-quarters lunges to close distances quickly or follow up on stuns. Each attack consumes a limited resource or has cooldowns inherent to the parts used, encouraging tactical switching between offense and evasion to avoid counterattacks. Hitting opponents typically applies stun effects, varying by weapon type, which briefly halts their movement and sets up combos, while accumulated damage leads to knockdowns that leave the target vulnerable.[19][18][2] A key feature is the Soulboost mechanic, a temporary power-up mode activated by tapping the touch screen once the gauge—filled through landing successful hits—is full. This enhancement doubles the Robo's attack and defense stats, increases speed, and enables brief invulnerability during activation, lasting approximately 10-15 seconds before entering an "exhaust" phase where the Robo accumulates dirt that reduces performance until cleaned. Soulboost serves as a high-risk, high-reward tool, ideal for turning the tide in prolonged exchanges or interrupting enemy momentum.[18][20] Players can select from five distinct control schemes to suit preferences, all utilizing the D-pad or face buttons for movement and attacks, with options like Key Config A assigning Jump to A, Gun to B, Attack (Dash) to X, Bomb to R, and Pod to L. Some schemes incorporate stylus input for aiming or alternative movement, though button-based controls dominate for precision in fast-paced fights. Two camera perspectives are available—first-person for immersive targeting and third-person for broader situational awareness—toggled via the Select button, allowing dynamic adjustments during battle.[18][21] To promote balanced multiplayer, a health handicap system applies automatically after repeated losses against the same opponent, reducing their starting energy by 25%, 50%, or up to 75% in subsequent matches to aid recovery and prevent frustration. This feature resets upon victory, ensuring fair progression without altering core mechanics.[22]

Customization

In Custom Robo Arena, players build and modify their robos using five interchangeable part types, allowing for personalized strategies tailored to different arenas and opponents. The body serves as the core chassis, determining the robo's overall size, base speed, health (endurance), defense against attacks, and aerial mobility, such as the number of jumps or air dashes available. Guns define the primary ranged weapon, influencing fire rate, ammunition capacity (typically up to 10 rounds before recharge), range, homing ability, and special effects like stunning or multi-shot patterns. Bombs provide explosive secondary attacks limited to four uses, varying in blast radius, trajectory (ground or air), duration, and knockdown force to control space or trap foes. Pods act as deployable support units, capped at three launches, with options for homing projectiles, area denial, or aerial coverage that complement gun and bomb tactics. Legs govern ground and air mobility, including dash power, jump height, turning speed, and vulnerability during movement, enabling styles from agile evasion to stable positioning.[23][24] Over 200 parts are available across these categories, categorized by rarity levels including normal (standard performance), illegal (enhanced but riskier options with unique behaviors), and special (rare, high-impact variants). Players obtain parts through story mode progression, which unlocks basic and mission-specific pieces; purchasing from district shops like those in Midhart, Central, or the underground market; or earning them as rewards from challenging battles in official tournaments or illicit underground arenas. These parts can be freely mixed and matched to create hybrid strategies, such as pairing a lightweight, high-speed body and agile legs with a long-range homing gun for sniper setups, or combining heavy-defense bodies with area-control bombs and pods for defensive brawling, emphasizing balance between offense, mobility, and sustainability.[24][25][24] The customization interface leverages the Nintendo DS's dual screens for intuitive editing: the top screen renders a rotatable 3D model of the assembled robo, updating in real-time to visualize size, color schemes, and part integrations, while the bottom screen lists available parts by category, previews selected components' stats (like attack power, speed ratings, and effect descriptions), and displays overall robo performance metrics such as total endurance or charge shot capacity. This setup facilitates experimentation without entering battles, with quick swaps possible mid-tournament for adaptation.[24][26] A key pre-battle mechanic is the Robo-Cannon launch, where players aim and fire their robo's cube form into the arena using the D-pad, selecting from six possible landing orientations to gain an initial positioning advantage, such as facing the opponent directly or behind cover for ambush setups. This adds a layer of tactical depth to customization choices, as part combinations like enhanced legs can capitalize on favorable launches for immediate dashes or jumps.[26]

Modes

Custom Robo Arena offers a variety of gameplay modes centered around robot battles in holosseums, emphasizing both solo progression and competitive play. The primary single-player experience is the story mode, an action RPG where players navigate the futuristic town of Midheart as a high school student aspiring to become a top robo commander. This mode involves exploring the town, participating in school and regional tournaments, and completing missions assigned by various characters, such as capturing criminals or testing new parts, which advance the narrative and unlock new areas and equipment. The campaign typically lasts 20-30 hours, depending on the extent of customization and optional content explored.[1][8] Complementing the story, Free Battle mode provides a practice arena for solo players to hone their skills against AI opponents. Accessible via the Robocenter in Midheart, this mode allows selection of custom rules, such as time limits or handicaps, and various holosseums with environmental hazards like breakable obstacles or hazardous terrain. It supports the use of fully customized robos, enabling experimentation with different part combinations without story constraints.[8] Multiplayer modes focus on head-to-head battles, supporting both local and online play for two players. Local options include Multi-Card Play, requiring separate game cartridges for full customization access, and DS Download Play, which allows a second player to join using only the host's cartridge but with limited robo options. Online battles were facilitated through the Nintendo Wi-Fi Connection, featuring ranked matchmaking, random opponent selection, and voice chat for friend matches, though the service was discontinued on May 20, 2014, rendering online features defunct.[5][8][27][28] A key feature across modes, particularly in multiplayer, is the Rivals list, which records defeated opponents' profiles, including their robo configurations and battle statistics, for easy rematches and performance comparisons. This system encourages ongoing rivalries, allowing players to add friends or random foes post-battle and track progress in both local and online contexts.[27][29]

Story and Characters

Plot

Custom Robo Arena is set in a near-future world where customizable robots known as robos are employed both as tools for competitive sports in holographic arenas called holosseums and for security purposes by law enforcement agencies.[30] The story follows a young protagonist who relocates to the town of Midheart with their family, whose connections to the NeoBrain research firm— a key developer of advanced robo technology—play a pivotal role in the unfolding events.[30] Upon arriving and enrolling at Midheart High School, the protagonist discovers the local passion for robo battles and joins the school's robo club, Team Numero Uno, marking the beginning of their journey in the competitive scene.[30] As the narrative progresses, the protagonist participates in escalating tournaments, culminating in the prestigious Robo Cup competition, where they face off against skilled rivals and build alliances within the club.[30] Parallel to these sporting endeavors, a darker threat emerges from the Greybaum Syndicate, a criminal organization plotting to exploit an advanced prototype robo called Hadron for global domination by disrupting major events and security systems.[30] The story weaves in investigations that reveal the syndicate's infiltration of legitimate institutions, including ties to NeoBrain, forcing the protagonist to confront syndicate operatives in intense battles while uncovering personal connections, such as their father's involvement in cutting-edge robo research.[30] The climax intensifies with direct confrontations against the syndicate's leaders and their illicit robos, highlighting the ethical dilemmas of technology's dual potential for empowerment and destruction.[30] Ultimately, the protagonist's triumphs in the Robo Cup and against the syndicate lead to an invitation to join the International Police Corps, symbolizing recognition of their growth from novice battler to guardian of robo ethics.[30] Throughout the over 50 missions, the plot blends exploration of Midheart and beyond, character-driven dialogues that foster relationships, and strategic robo combats, emphasizing themes of friendship, healthy rivalry, and the responsible use of innovative technology.[30]

Characters

The protagonist of Custom Robo Arena is a customizable male character whose name is chosen by the player, depicted as a new student at Midheart High School and an aspiring robo battler who joins the school's Robo Club to hone his skills.[30] He begins his journey with the Ray Mk II robo provided by his father and demonstrates intelligence and tactical prowess in battles, forming the central figure around whom the cast revolves.[31] His relationships with allies drive much of the character interactions, as he collaborates with club members to compete in tournaments and uncover threats.[30] Key allies include Liv Trainer, an energetic member of the Robo Club who favors speedy robos and supports the protagonist by sharing parts like the Flame Gun, often acting as a motivational force within the team.[30] Dennis Hatcher serves as a tech-savvy friend and teammate, initially using a weaker Mantis robo but growing into a strategic battler who aids in research and battles alongside the protagonist.[30] These bonds are deepened through club activities and dialogues, highlighting themes of friendship and teamwork.[30] Antagonists are primarily associated with the Greybaum syndicate, led by figures like Scythe (an alias for Dr. Mars), who orchestrates illegal robo activities and poses a major threat to the protagonists' world.[30] The powerful Hadron robo, controlled by syndicate members, mirrors the protagonist's techniques and represents a climactic challenge tied to Greybaum's ambitions.[30] Rival battlers, such as those encountered in club and tournament settings, add competitive tension, though specific figures like Mark and Julia contribute to ongoing rivalries without dominating the narrative.[30] Supporting characters include the protagonist's father, Edvin Geary, a researcher at NeoBrain who supplies initial equipment like the garage and Ray Mk II, providing familial motivation.[30] The Robo Club advisor, Mr. Stubbs, guides the team with his own Borane robo and offers battle advice, while tournament officials such as Tanya Sheldon (who awards the Commander's Band) and Serene Poplar (a skilled battler teaching advanced techniques like Soulboost) facilitate progression and skill development.[30] Additional supporters like the protagonist's mother, Melissa Geary, and sister, Tamara Geary (who uses a Comet robo), appear in family contexts, reinforcing personal stakes.[30] Character development occurs primarily through side quests, such as grudge battles and robo maintenance tasks, and extensive dialogues that reveal personalities, backstories, and evolving relationships, with the game relying on text-only presentation for dialogue.[30]

Reception

Critical Reception

Custom Robo Arena received mixed or average reviews upon release, earning a Metacritic aggregate score of 74/100 based on 22 critic reviews.[32] Japanese magazine Famitsu awarded it a score of 31 out of 40, consisting of three 8s and one 7. Critics often praised the game's innovative utilization of the Nintendo DS's dual-screen and touch controls, which enabled intuitive robot manipulation and added dynamism to battles.[33] The depth of customization was frequently highlighted as addictive, offering players extensive options for parts and strategies that encouraged replayability and personalization.[27] For fans of the series, the narrative mode provided an engaging progression through story-driven tournaments and character interactions.[1] However, several reviewers pointed out shortcomings, including repetitive battle structures that could feel formulaic over time despite the variety in arenas.[17] Newcomers faced a steep learning curve due to the complex mechanics of part selection and combat tactics, which demanded familiarity with the series' systems.[34] Graphics were commonly described as underwhelming, with the 2D overworld appearing dated and lacking polish compared to contemporaries, while the sound design suffered from an repetitive soundtrack.[2] Specific outlets reflected this balance: IGN rated the game 7/10, commending the multiplayer mode's fast-paced fun and Wi-Fi integration that fostered competitive play.[15] Eurogamer gave it 5/10, criticizing its lack of fresh innovation beyond the core formula.[2] In contrast, Nintendo World Report scored it 8.5/10, praising its accessibility for both solo and online experiences.[1]

Commercial Performance and Legacy

Custom Robo Arena achieved modest commercial success upon its release. In Japan, the game sold approximately 124,000 units, while global sales reached around 133,000 copies according to estimates.[11] These figures positioned it as a niche title within Nintendo's portfolio, falling short of the blockbuster performance seen from contemporaneous DS releases such as New Super Mario Bros. and Pokémon Diamond and Pearl, which dominated the market during the console's peak popularity in the mid-2000s. As the final mainline entry in the Custom Robo series, the game has garnered retrospective appreciation for its innovative blend of action RPG elements and robot customization, contributing to its enduring cult following despite limited initial sales.[33] Its influence extended to the DS robot battle genre, paving the way for similar titles that emphasized modular mech combat and multiplayer arenas. The discontinuation of Nintendo's Wi-Fi Connection service in May 2014 rendered the game's online features obsolete, ending support for its robust multiplayer mode and spurring community interest in preservation efforts through emulation.[14]

References

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