Appraising the Art of Combat pt.9
Saturday, January 22, 2011 at 11:30PM
Richard Terrell (KirbyKid) in Combat, Emergence, Mechanics, Zelda

If you've been following this series up until now you deserve a pat on the back. Also, you've probably noticed that I've mentioned The Legend of Zelda: Spirit Tracks battle more than once. Like Super Mario Galaxy 2, Metroid: Other M, and Professor Layton there are some games that I really enjoy, but fail to blog about in a timely manner. Spirit Tracks is one of those games. It's beyond fantastic, and the multiplayer battle mode is neat as well. Though I beat the game in early 2010, I've continued to play the Spirit Tracks battle ever since. See video below. 



The fact is, Spirit Tracks battle is the perfect game to represent the different aspects of combat discussed in this series. It can be played 1v1, 3-for-all, and 4-for-all. If you add some house rules you can even play teams, 2v2. It has phases, interplay barriers, and depth, yet it does it all with comparitively few complexities. Fewer complexities (game rules) means new players can become competitive within a few games. Fewer complexities also means I can list the most of the rules/intricacies within a single blog post. So here they are:



 Here are some extra facts for fun. 


 In part 10, we're defining "metagame" and looking at the metagame of Spirit Tracks Battle. 

Article originally appeared on Critical-Gaming Network (
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