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''Digimon Rumble Arena'' (''Digimon Tamers: Battle Evolution'' in Japan) was released for UsefulNotes/PlayStation as a tie-in to the then-ongoing ''Anime/DigimonTamers'' anime series, and so the stylistic influence of ''Tamers'' is the most prevalent in the game. Despite that, all three then-current series of ''Digimon'' were near-equally represented. Most playable characters have access to one evolutionary form, almost uniformly the character's final form (Wormmon being the exception). The Japanese version's soundtrack consisted of remixes of tracks from the anime, all of which were cut and replaced in the translated version. It sold rather well.

''Digimon Rumble Arena 2'' (''Digimon Battle Chronicle'' in Japan) was a multiplatform release for the UsefulNotes/PlayStation2, [[UsefulNotes/NintendoGameCube GameCube]], and UsefulNotes/XBox. The game's scope was expanded to include characters from ''Anime/DigimonFrontier''. However, the game's focus was clearly on the characters of ''Anime/DigimonAdventure'', with all eight main Digimon playable; every other series represented got just two representative Digimon at best. For most playable characters, two EvolutionaryLevels are now available. Being that it was released at a time with no ongoing ''Digimon'' anime series to support it, it was much less of a commercial success than its predecessor.

See also ''Videogame/DigimonBattleSpirit'', which is pretty much the same thing for UsefulNotes/GameBoyAdvance and UsefulNotes/WonderSwan.

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''Digimon Rumble Arena'' (''Digimon Tamers: Battle Evolution'' in Japan) was released for UsefulNotes/PlayStation Platform/PlayStation as a tie-in to the then-ongoing ''Anime/DigimonTamers'' anime series, and so the stylistic influence of ''Tamers'' is the most prevalent in the game. Despite that, all three then-current series of ''Digimon'' were near-equally represented. Most playable characters have access to one evolutionary form, almost uniformly the character's final form (Wormmon being the exception). The Japanese version's soundtrack consisted of remixes of tracks from the anime, all of which were cut and replaced in the translated version. It sold rather well.

''Digimon Rumble Arena 2'' (''Digimon Battle Chronicle'' in Japan) was a multiplatform release for the UsefulNotes/PlayStation2, [[UsefulNotes/NintendoGameCube Platform/PlayStation2, [[Platform/NintendoGameCube GameCube]], and UsefulNotes/XBox.Platform/{{Xbox}}. The game's scope was expanded to include characters from ''Anime/DigimonFrontier''. However, the game's focus was clearly on the characters of ''Anime/DigimonAdventure'', with all eight main Digimon playable; every other series represented got just two representative Digimon at best. For most playable characters, two EvolutionaryLevels are now available. Being that it was released at a time with no ongoing ''Digimon'' anime series to support it, it was much less of a commercial success than its predecessor.

See also ''Videogame/DigimonBattleSpirit'', ''VideoGame/DigimonBattleSpirit'', which is pretty much the same thing for UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance and UsefulNotes/WonderSwan.
Platform/WonderSwan.
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''Digimon Rumble Arena'' is a series of 2.5D {{Platform Fighter}}s centered around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in th-e west; the Japanese names are significantly different from each other.

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''Digimon Rumble Arena'' is a series of 2.5D {{Platform Fighter}}s centered around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in th-e the west; the Japanese names are significantly different from each other.
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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: Even without considering evolved forms as separate characters, both games have a rather sizable cast.
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''Digimon Rumble Arena'' is a series of 2.5D {{Fighting Game}}s centred around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in the west; the Japanese names are significantly different from each other.

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''Digimon Rumble Arena'' is a series of 2.5D {{Fighting Game}}s centred {{Platform Fighter}}s centered around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in the th-e west; the Japanese names are significantly different from each other.



** AI players tend to freak out when you're in the air, preferring to wait for you to get on the ground unless you're in their immediate vicinity. This can be abused greatly for both respite and offense. Reapermon in particular almost never jumps in his own stage, allowing human players to bypass [[SNKBoss most of the stunlocks he's most famous for]] by just staying in the air, where his attacks can't reach you.

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** AI players tend to freak out when you're in the air, preferring to wait for you to get on the ground unless you're in their immediate vicinity. This can be abused greatly for both respite and offense. Reapermon in particular almost never jumps in his own stage, allowing human players to bypass [[SNKBoss most of the stunlocks stun-locks he's most famous for]] by just staying in the air, where his attacks can't reach you.

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* AmazingTechnicolorBattlefield: The arena where you fight Reapermon in the first game certainly applies.
* AmericanKirbyIsHardcore: While the American cover has a gritty color-scheme and features Guilmon and V-mon fighting each other, the Japanese one uses the anime's artstyle and features a variety of smiling human and Digimon characters either running towards the viewer or otherwise posing heroically.



* AmazingTechnicolorBattlefield: The arena where you fight Reapermon in the first game certainly applies.

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I played a great deal of this game back in the day and there were some glaring omissions.


''Digimon Rumble Arena'' is a series of 2.5D {{Fighting Game}}s centred around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in the west; the Japanese names are significantly different from each other

to:

''Digimon Rumble Arena'' is a series of 2.5D {{Fighting Game}}s centred around the ''Franchise/{{Digimon}}'' franchise, and are among the few Digimon games which are tied into any of the anime series. The series plays not unlike ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''VideoGame/DigimonWorldDS'' and [[VideoGame/DigimonWorldDawnDusk its]] [[VideoGame/DigimonStoryCyberSleuth sequels]], it's only really a series in the west; the Japanese names are significantly different from each other
other.



**Palmon also can damage opponents passively during grabs via her thorny hands and the unlockable virus versions of the main cast can drain digivolution energy from opponents.



** The second game allows you to unlock "Black" versions of Agumon, Gabumon and Guilmon. Their moves have different properties compared to the originals.

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** The second game allows you to unlock "Black" versions of Agumon, Gabumon and Guilmon. Their moves have different properties compared to the originals.originals and their grabs can drain digivolution energy from the victim.
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* AwesomeButImpractical:
** Reapermon's Skull Dance in the first game. It's the exact same move the boss used against you so many times to stunlock you into oblivion. However, that's exactly what's wrong with it. The move was thought out to be used in Reapermon's arena, since it's a series of hits that extend over a large distance. Using this move carelessly in basically any other stage will end with you colliding face-first into a stage hazard, or even down a pit, especially considering that it's a one-button combo: you cannot cancel it until it's done.
** Sakuyamon in general is able to deal high amounts of damage when used well, and especially with her special (which completely ignores guards and freezes any enemy within its area of effect). She even has a regular attack that can hit behind her, for all that is worth. However, she is also incredibly awkward to use. Her pipe foxes are both hard to navigate, and leave her open for any sort of interruption if they miss. Her Izuna has an awkward angle to it, requiring you to almost be point-blank for it to hit, and it also has a heavy wind-up time that opens her up for attacks. Finally, her special requires some very specific setup to be effective. Namely, the enemy should ideally be stunned or otherwise incapacitated and unable to punish the exceedingly long wind-up, pushed against a corner to maximize the amount of damage, and currently not in the air, since the enemy-freezing capabilities of the mandala that would theoretically offset the heavy wind-up only works if the opponent is firmly standing on the ground within the special's aoe (or if they happen to land within the aoe). This inherent awkwardness to use is perhaps the main reason why Renamon has arguably the best attacks from the rookie roster: her fox-leaf arrowheads have infinite range and do very decent damage at mid-to-close range, and her kohenkyo can be used for great effect to place the enemy in front of an unavoidable stage hazard.
** Seraphimon's special is also a very high-damaging, nigh-unavoidable attack, and it definitely does not hurt that he himself is a very decent fighter overall. The big problem with it? You have to be basically smelling your opponent's breath for it to work. The actual attack you proc when using his special is a weak kick with almost no range. If the kick connects, then Seraphimon will stun the opponent and proceed to rain lightning bolts directly on them. If it doesn't, though, then that's it: you lose your special gauge to a very unimpressive knee-jerk.
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--> '''Reapermon:'' I lost?! IMPOSSIBLE!!
--> '''Reapermon:'' No! It can't be! I can't lose!


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--> '''Reapermon:''' *EvilLaugh* You weakling!
--> '''Reapermon:''' *EvilLaugh* You'll never be a match for me!
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* PaletteSwap: The first game has Imperialdramon Paladin Mode - a white version of the regular Fighter Mode. The two share almost all moves.

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* PaletteSwap: The first game has Imperialdramon Paladin Mode - Mode, a white version of the regular Fighter Mode. The two share almost all moves. Same goes for Wargreymon and Black Wargreymon.



** ''Digimon Rumble Arena'': Reapermon, [=BlackWarGreymon=], Omnimon, Impmon and Imperialdramon Paladin Mode. Under certain circumstances, all the evolved forms can also be unlocked as fighters independent of their base forms.

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** ''Digimon Rumble Arena'': Reapermon, [=BlackWarGreymon=], Omnimon, Impmon and Imperialdramon Paladin Mode. Under certain circumstances, all the evolved forms can also be unlocked as fighters independent of their base forms.forms, but limited to versus modes only.



--> Reapermon: No way! How could I lose!?

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--> Reapermon: '''Reapermon:'' No way! How could I lose!?



--> Reapermon: [[LeaningOnTheFourthWall Disappointed? Come back anytime!]]
--> Reapermon: *EvilLaugh* Back down to where you belong.

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--> Reapermon: '''Reapermon:''' [[LeaningOnTheFourthWall Disappointed? Come back anytime!]]
--> Reapermon: '''Reapermon:''' *EvilLaugh* Back down to where you belong.
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* FinalBoss: Reapermon (Jp: Gokumon), from Rumble Arena, is an interesting case. Examining his information in broader Digimon canon reveals that he's a further evolution of [[Anime/DigimonAdventure Diablomon]], which explains why he's A) [[SNKBoss so damn tough]], and B) why his boss arena has those chains of Kuramon eyes circling around.

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* FinalBoss: Reapermon (Jp: Gokumon), from Rumble Arena, is an interesting case. Examining his information in broader Digimon canon reveals that he's a further an alternative evolution of [[Anime/DigimonAdventure Diablomon]], Keramon]], which explains why he's A) [[SNKBoss so damn tough]], and B) why his boss arena has those chains of Kuramon Keramon eyes circling around.

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