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* PaletteSwap: 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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* PaletteSwap: The first game has Imperialdramon Paladin Mode - a white version of the regular Fighter Mode. The two share almost all moves.
**
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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* BroughtBackToNormal: In the second game, losing a life reverts you back to an inferior form. Diaboromon's ultimate move "System Crash" forces every opponent back into their base forms.

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* BroughtBackToNormal: BroughtDownToNormal: In the second game, losing a life reverts you back to an inferior form. Diaboromon's ultimate move "System Crash" forces every opponent back into their base forms.


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* PaletteSwap: 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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* BroughtBackToNormal: In the second game, losing a life reverts you back to an inferior form. Diaboromon's ultimate move "System Crash" forces every opponent back into their base forms.


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* InterfaceScrew: [=MaloMyotismon's=] ultimate move does no damage, but temporarily scrambles all opponents' controls and cannot be avoided.
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* OldSaveBonus: In the first ''DigimonBattleSpirit'' game, after clearing the game with one character, a six-letter code sometimes appears, which you can use in the first ''Rumble Arena'' game to unlock characters.

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* OldSaveBonus: In the first ''DigimonBattleSpirit'' ''VideoGame/DigimonBattleSpirit'' game, after clearing the game with one character, a six-letter code sometimes appears, which you can use in the first ''Rumble Arena'' game to unlock characters.
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* ArtificialStupidity: Most of the difficulty of the game can be negated completely by exploiting the AI. Problem is, you can exploit the AI a little too easily. To note:
** 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.
** The first reaction of the COM characters upon seeing some finishers at mid-to-close range is to block first, then wait for an opening and counter. Even if the finisher itself only hits once and they could have canceled or avoided it. Even if the finisher breaks guards. This is especially egregious with [=(Black)WarGreymon's=]; if they can't physically reach you with any of their attacks, they will patiently wait until the big ball of fire invariably incinerates their faces away.
** The AI has no concept of multi-blows and is prone to spontaneously stop guarding in the middle of one. While you can exploit this with any Digimon with a multi-hit attack, Reapermon's Skull Dance is most effective, since you can trick the AI into receiving all but three of the blows. His Skull Dance is 12 hits long.
** The COM prioritizes evolution over any other action, provided they're in the ground. Problem is, doing so makes them lose any I-frames they may have, allowing a canny player to greet their evolved form with just about any attack that wouldn't have hit should they have waited out a little. While it's fine and all with simple kicks and punches, if you can get a special attack on their collision area during their invincibility while they have a full meter, they will still trigger their evolution as soon as they can, and they will get hit by your attack as soon as that finishes, without any chance to block. This can lead them to take a whole finisher in the face.
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* MythologyGag: Reapermon and his arena make more sense if you're familiar with the ''Diaboromon Strikes Back'' movie of ''Adventure 02''.
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* MirrorMatch: In the first game, you can pit the same Digimon against one another by holding the Select button at the player-choice screen. [[GuideDangIt Neither the game nor the manual indicate this]].
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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 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 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 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 ''DigimonWorldDS'' and [[DigimonWorldDawnDusk its 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 ''DigimonWorldDS'' ''VideoGame/DigimonWorldDS'' and [[DigimonWorldDawnDusk [[VideoGame/DigimonWorldDawnDusk its 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'' (''Digimon Tamers: Battle Evolution'' in Japan) was released for 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 PlayStation2, [[UsefulNotes/NintendoGameCube GameCube]], and {{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.

to:

''Digimon Rumble Arena'' (''Digimon Tamers: Battle Evolution'' in Japan) was released for PlayStation 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 PlayStation2, UsefulNotes/PlayStation2, [[UsefulNotes/NintendoGameCube GameCube]], and {{Xbox}}.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.



* DifficultButAwesome : The [=WarGreymons=]. Knowing how to effectively use Great tornado and Black tornado are the first step to effectively use them but mastering that allows you to jump around the field in seconds, travel through the screen faster than anyone on the cast and a good dodging/attacking/combo tool in general. Its just that good.

to:

* DifficultButAwesome : The [=WarGreymons=]. Knowing how to effectively use Great tornado Tornado and Black tornado Tornado are the first step to effectively use them but mastering that allows you to jump around the field in seconds, travel through the screen faster than anyone on the cast and a good dodging/attacking/combo tool in general. Its It's just that good.



* GrappleMove: Everyone can throw, naturally, but Duskmon in the second game is notible that his grab hurts the enemy before he bothers to throw them. Of course, given he has [[BladeBelowTheShoulder blades instead of hands]], it's to be expected...

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* GrappleMove: Everyone can throw, naturally, but Duskmon in the second game is notible notable that his grab hurts the enemy before he bothers to throw them. Of course, given he has [[BladeBelowTheShoulder blades instead of hands]], it's to be expected...
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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 ''SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''DigimonWorldDS'' and [[DigimonWorldDawnDusk its 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 ''SuperSmashBros'', ''VideoGame/SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''DigimonWorldDS'' and [[DigimonWorldDawnDusk its sequels]], it's only really a series in the west; the Japanese names are significantly different from each other
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* GrappleMove: Everyone can throw, naturally, but Duskmon in the second game is notible that his grab hurts the enemy before he bothers to throw them. Of course, given he has [[BladeBelowTheShoulder blades instead of hands]], it's to be expected...
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*** This is mostly averted in the second game- though the bosses are difficult, part of the challenge comes from the arena itself, whereas Reapermon's arena is the ''only'' one in the first game to have no powerups or hazards at all.

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*** This is mostly averted in the second game- though the bosses are difficult, part of the challenge comes from the Chaos Wasteland arena itself, whereas Reapermon's arena is the ''only'' one in the first game to have no powerups or hazards at all.
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--> Reapermon: Disappointed? Come back anytime!

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--> Reapermon: [[LeaningOnTheFourthWall Disappointed? Come back anytime!anytime!]]

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



*** This is mostly averted in the second game- though the bosses are difficult, part of the challenge comes from the arena itself, whereas Reapermon's arena is the ''only'' one in his game to have no powerups or hazards at all.

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*** This is mostly averted in the second game- though the bosses are difficult, part of the challenge comes from the arena itself, whereas Reapermon's arena is the ''only'' one in his the first game to have no powerups or hazards at all.all.
* ThisCannotBe: Reapermon, on defeat.
--> Reapermon: No way! How could I lose!?
* TrashTalk: Most of the characters just say something along the lines of "I won!" in victory, but Reapermon? He insults you every time.
--> Reapermon: Disappointed? Come back anytime!
--> Reapermon: *EvilLaugh* Back down to where you belong.

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* ElementalPowers / ElementalRockPaperScissors: The first game divided all playable Digimon between elements, pretty much completely disregarding established canon in the process with respect to the choice of elements and elected affiliation.

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* ElementalPowers / ElementalRockPaperScissors: The first game divided all playable Digimon between elements, pretty much completely disregarding established canon in the process with respect to the choice of elements and elected affiliation. Some characters, like Omnimon, have attacks that use different elements.



* GameBreaker: Omnimon in Digimon Allstars. Who thought giving someone a homing multi-hit attack was a good idea?

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* GameBreaker: Omnimon GoombaStomp: ''Everyone'' can do this in Digimon Allstars. Who thought giving someone a homing multi-hit attack was a good idea?the second game, and the higher they start the stomp from, the more damage it does.


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*** This is mostly averted in the second game- though the bosses are difficult, part of the challenge comes from the arena itself, whereas Reapermon's arena is the ''only'' one in his game to have no powerups or hazards at all.
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* GameBreaker: Omnimon in Digimon Allstars. Who thought giving someone a homing multi-hit attack was a good idea?
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''Digimon Rumble Arena 2'' (''Digimon Battle Chronicle'' in Japan) was a multiplatform release for the PlayStation2, GameCube and {{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.

to:

''Digimon Rumble Arena 2'' (''Digimon Battle Chronicle'' in Japan) was a multiplatform release for the PlayStation2, GameCube [[UsefulNotes/NintendoGameCube GameCube]], and {{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.
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* RankInflation: Inverted. Rumble Arena 2 features a Rookie > Champion > Ultimate evolution ladder and the entire cast of the 1st season amongst other franchise favorites. To prevent characters who had Mega stages from skewing gameplay, Megas take the place and function of Ultimates on their evolution ladders. Some evolutions, such as Greymon > [=WarGreymon=] and Garurumon > [=MetalGarurumon=] were popular with the fans because they were considered to have a better thematic flow than the ones presented in the cartoons.

to:

* RankInflation: Inverted. Rumble Arena 2 features a Rookie > Champion > Ultimate evolution ladder and the entire cast of the 1st season amongst other franchise favorites. To prevent characters who had Mega stages from skewing gameplay, Megas take the place and function of Ultimates on their evolution ladders. Some evolutions, such as Greymon > [=WarGreymon=] and Garurumon > [=MetalGarurumon=] were popular with the fans because they were considered to have a better thematic flow than the ones presented in the cartoons.Anime.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/e18721f607f62dbf48d08e85528be585.jpg]]
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* MarthDebutedInSmashBros: Imperialdramon Paladin mode is an unlockable character in the first one. In the Japanese version, he had Debuted earlier in the same year in the second and final 02 movie, but that movie wasn't released in America until 2005, long after this game. Players were left confused as to what significance this white Imperialdramon had, and had no idea about his connection to Omnimon.
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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 [[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 evolution of [[DigimonAdventure [[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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* MarthDebutedInSmashBros: Imperialdramon Paladin mode is an unlockable character in the first one. In the Japanese version, he had Debuted earlier in the same year in the second and final 02 movie, but that movie wasn't released in America until 2005, long after this game. Players were left confused as to what significance this white Imperialdramon had, and had no idea about his connection to Omnimon.
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See also ''DigimonBattleSpirit'', which is pretty much the same thing for GameBoyAdvance and WonderSwan.

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See also ''DigimonBattleSpirit'', ''Videogame/DigimonBattleSpirit'', which is pretty much the same thing for GameBoyAdvance UsefulNotes/GameBoyAdvance and WonderSwan.
UsefulNotes/WonderSwan.
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* OldSaveBonus: In the first ''DigimonBattleSpirit'' game, after clearing the game with one character, a six-letter code sometimes appears, which you can use in the first ''Rumble Arena'' game to unlock characters.
Is there an issue? Send a MessageReason:
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* DifficultButAwesome : The wargreymon's. Knowing how to effectively use Great tornado and Black tornado are the first step to effectively use them but mastering that allows you to jump around the field in seconds, travel through the screen faster than anyone on the cast and a good dodging/attacking/combo tool in general. Its just that good.

to:

* DifficultButAwesome : The wargreymon's.[=WarGreymons=]. Knowing how to effectively use Great tornado and Black tornado are the first step to effectively use them but mastering that allows you to jump around the field in seconds, travel through the screen faster than anyone on the cast and a good dodging/attacking/combo tool in general. Its just that good.



* RankInflation: Inverted. Rumble Arena 2 features a Rookie > Champion > Ultimate evolution ladder and the entire cast of the 1st season amongst other franchise favorites. To prevent characters who had Mega stages from skewing gameplay, Megas take the place and function of Ultimates on their evolution ladders. Some evolutions, such as Greymon > WarGreymon and Garurumon > MetalGarurumon were popular with the fans because they were considered to have a better thematic flow than the ones presented in the cartoons.

to:

* RankInflation: Inverted. Rumble Arena 2 features a Rookie > Champion > Ultimate evolution ladder and the entire cast of the 1st season amongst other franchise favorites. To prevent characters who had Mega stages from skewing gameplay, Megas take the place and function of Ultimates on their evolution ladders. Some evolutions, such as Greymon > WarGreymon [=WarGreymon=] and Garurumon > MetalGarurumon [=MetalGarurumon=] were popular with the fans because they were considered to have a better thematic flow than the ones presented in the cartoons.
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** LethalJokeCharacter: Despite his goofy moves and lack of evolved forms, he is definitely not weaker than the rest of the cast and even has a few advantages that make him a very annoying opponent in more than one way.

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** ''Digimon Rumble Arena'': Reapermon, [=BlackWarGreymon=], 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.


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** Even on lower difficulties, Reapermon has an annoying habit of chaining a Grim Slasher into a either a Brimstone Burner or his throw attack, leaving your digimon confused roughly 90% of the time regardless of it's level.
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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 [[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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''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 ''SuperSmashBros'', except it retains the traditional fighting game health bar. Similar to the situation with the western renaming of ''DigimonWorldDS'' and [[DigimonWorldDawnDusk its sequels]], it's only really a series in the west; the Japanese names are significantly different from each other

''Digimon Rumble Arena'' (''Digimon Tamers: Battle Evolution'' in Japan) was released for 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 PlayStation2, GameCube and {{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 ''DigimonBattleSpirit'', which is pretty much the same thing for GameBoyAdvance and WonderSwan.

!!Ready? TROPE!
* DifficultButAwesome : The wargreymon's. Knowing how to effectively use Great tornado and Black tornado are the first step to effectively use them but mastering that allows you to jump around the field in seconds, travel through the screen faster than anyone on the cast and a good dodging/attacking/combo tool in general. Its just that good.
* ElementalPowers / ElementalRockPaperScissors: The first game divided all playable Digimon between elements, pretty much completely disregarding established canon in the process with respect to the choice of elements and elected affiliation.
** PlayingWithFire: Agumon, Veemon, Guilmon, [=BlackWarGreymon=], Omnimon, Reapermon, Imperialdramon Paladin Mode
** MakingASplash: Gabumon, Gatomon, Impmon
** GreenThumb: Patamon, Wormmon, Renamon, Terriermon
* JokeCharacter: Neemon in the second game.
* LoadsAndLoadsOfCharacters: Even without considering evolved forms as separate characters, both games have a rather sizable cast.
* MascotFighter: For the anime.
* RankInflation: Inverted. Rumble Arena 2 features a Rookie > Champion > Ultimate evolution ladder and the entire cast of the 1st season amongst other franchise favorites. To prevent characters who had Mega stages from skewing gameplay, Megas take the place and function of Ultimates on their evolution ladders. Some evolutions, such as Greymon > WarGreymon and Garurumon > MetalGarurumon were popular with the fans because they were considered to have a better thematic flow than the ones presented in the cartoons.
* {{Secret Character}}s:
** ''Digimon Rumble Arena'': Reapermon, [=BlackWarGreymon=], Impmon and Imperialdramon Paladin Mode. Under certain circumstances, all the evolved forms can also be unlocked as fighters independent of their base forms.
** ''Digimon Rumble Arena 2'': [=BlackAgumon=], [=BlackGabumon=], [=BlackGuilmon=], Duskmon, Diaboromon, [=MaloMyotismon=], Omnimon, and Neemon.
* SNKBoss: Reapermon from the first game is a particular offender, as he can spam his Grim Slasher Special multiple times in a row, destroy your guard almost instantly, has better guard than the rest of the cast, and has ridiculous amount of damage done from his attacks.
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