Armored Core: Master of Arena is FromSoftware’s PlayStation mech combat sim, the third and final entry in the original Armored Core trilogy after Armored Core and Armored Core: Project Phantasma. It reached Japan in February 1999, with this USA release following via publisher Agetec in March 2000, and features mecha character designs by Macross designer Shoji Kawamori. You play a survivor of the destruction of Isaac City, joining the mercenary group Raven’s Nest to track down the pilot responsible while climbing the game’s arena rankings toward the truth behind the attack.
How to Play
The heart of the game is customizing your own Armored Core — swapping its head, core, arms, legs, generator, boosters, and weapons — then fighting through 19 missions and climbing a ladder of over 100 ranked opponents across 10 arenas. Players who import a save from Armored Core or Project Phantasma keep their accumulated credits and legacy weapons; starting a new pilot means building up from scratch. Default PlayStation controls, unchanged from the earlier games in the trilogy:
- Arrow keys — D-pad: move forward/back, turn left/right
- Z — Square: fire your active weapon
- S — Triangle: switch active weapon
- C — Circle: swing the laser blade (melee)
- X — Cross: boost — hold to hover, hold while moving to dash
- Shoulder buttons — L1/R1 strafe sideways, L2/R2 adjust the camera
- Enter — Start: pause
Tips
- Watch your load: every part you equip adds weight against your legs’ carry capacity, and going over it slows your AC down and burns through energy faster — a lean loadout often outperforms a heavily armed one.
- Energy weapons draw from your generator’s EN gauge, which recharges over time, while kinetic weapons burn finite ammo instead; picking the right trade-off for your build is a core part of arena strategy.
- If you have a save from Armored Core or Project Phantasma, import it before starting — it carries over your credits and unlocks legacy weapons a fresh pilot can’t access.

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