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_ __ _ _ _ __ _ _
| |/ /| |_| | =================================================== | |/ /| |_| |
| / | _ | SECTION 7 [MIN] | / | _ |
| \ \ | | | | WALKTHROUGH: MINI-GAMES | \ \ | | | |
|_|\_\|_| |_| =================================================== |_|\_\|_| |_|
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===============================================================================
[MIN:CB] Mini-games: Command Board
===============================================================================
HOW TO PLAY: Select Command Board from the Pause menu while you are at a save
point, or while you are in outer space between worlds.
The Command Board is the most fully developed mini-game in Birth By Sleep. You
can play it any time for free, earning a few new Commands and also leveling up
the Commands you already have.
The basic idea of the game is pretty similar to Monopoly. On your turn, you
roll a die and move around a board. When you land on an empty square, you can
buy it with BP (the equivalent of Monopoly money) and a card (more on that
later). Then, anyone who lands on your square later in the game will have to
pay you a BP tax. You also get a big BP bonus for touching each of four
checkpoint squares and then returning to the start. To win, you must return to
the start with total BP above some threshold chosen at the beginning of the
game. This total includes BP you spend buying squares, so there's no reason to
hold back on buying.
Now, as I mentioned above, this game also has cards. You start off with five
cards, and you will get more each time you pass either a checkpoint or the
start square after going through all four checkpoints. Remember you have to
spend one card (of your choosing) to buy any square you land on. They have
another use as well though. On your turn, you can also just play cards for a
set bonus. Here is the list of options:
STUN (1 Attack Card): A player of your choosing loses their next turn.
CHANGE DIRECTION (2 Attack Cards): Allows you to go any direction you want
this turn. While you can turn normally when you reach an intersection, you
cannot normally go back the way you came. This option changes that.
DOUBLE RENT (3 Attack Cards): For the next five turns, anyone who lands on
one of your squares must pay you double.
DICE x2 (1 Magic Card): This turn, you will roll two dice instead of one when
deciding how far to move.
DICE x3 (2 Magic Cards): This turn, you will roll three dice instead of one
when deciding how far to move.
BP GUARD (1 Crown Card): The next time you would be penalized BP (e.g. for
landing on an opponent's square), you won't have to.
CONFUSE (2 Crown Cards): For the next three turns, opponents will not get to
choose their direction when they hit intersections. Instead, it will be
chosen randomly.
BP MAGNET (1 Attack Card, 1 Magic Card, 1 Crown Card): You gain 100 BP for
each square owned by an opponent.
JOKER CHANCE (1 Joker Card): Randomly get one of the above bonuses. There is
also a chance you will be given a free square.
GOLDEN CHANCE (3 Joker Cards): Randomly get one of the above bonuses. There
is also a chance you will be given a free group of squares.
Joker cards are special cards that can only be gotten from passing checkpoints
or the start square (i.e. you will never start with them). They cannot be used
for buying squares, but they do give the best bonuses in this list above.
So, the main question then is: how do rewards work? Well, if you look at your
cards, you will see that each one corresponds to one of your Deck Commands.
When you use a card to buy a square, you will gain experience for that command.
There are also certain empty squares that have a yellow mark on them. For these
squares, there is a command pre-supplied. So if you buy the square, you will
not need to prove your own card. Instead, you will be given its command for
free when the game ends. There are a few commands in BBS that are most easily
obtained by buying these special squares in the Command Board.
Okay, get all that? If so, you are finally ready to play the Command Board!
Here are some additional tips for whenever you want to do more reading:
- There are a total of six Command Boards, each with a different layout and
with different rewards. You can unlock the first five by progressing
through the game, and you can unlock the sixth by winning on each of the
other boards.
- When you start a Command Board, you can choose the BP goal from several
options. I recommend going low. There are lots of Command Boards to play.
No need to spend tons of time on just one, unless you really want to.
- Wondering what commands can be won off the Command Board? See the maps
below. I mark each special square with a number and then list below which
commands can go with that number. Note that there is a separate (usually
much smaller) list of special squares if you play the Command Board from
the Mirage Arena instead from the menu. Aside from that, playing in the
Mirage Arena is better though since it gets you Arena Medals and increases
your Arena Level.
- If you just want to win, the key is to go around to the checkpoints (marked
* in the maps below) and back to the start square (marked B in the maps
below) as quickly as possible. The DICE x2 and STUN moves can both help a
lot for this. In particular, if you start near a checkpoint, use a DICE x2
on your first turn. You will pass the checkpoint and get your card back
right away. When you return to the start square after touching each
checkpoint, your cards will be filled up to five.
- Some black squares (marked ~ in the maps below) cannot be bought and just
take away BP when you land on them. Usually there is a P square near them.
If you walk on one of these, it will follow under you when you walk on ~
squares, keeping you safe. The P squares also have numbers on them. Every
time it moves, the number goes down. If you bring it down to 0, you get a
bonus.
- Each board also has special squares (marked S in the maps below), landing
on which will give you a bonus unique to the world. After completing Disney
Town, the special squares will sometimes be either CAPTAIN JUSTICE or
CAPTAIN DARK. Captain Justice will give you a small BP bonus each turn for
several turns, and Captain Dark will give you a small BP penalty each turn
for several turns. He will also choose to buy squares on your behalf,
possibly forcing you to sell other squares to pay for it! If you walk past
someone with Captain Justice or Captain Dark, you will steal the bonus (for
better or for worse).
- If you purchase two or more squares adjacent to each other, each with a
card of the same type (e.g. magic cards), then they will form a chain and
their value will increase by 10%. Not too important, but if you get the
chance, it's a nice bonus to take.
Well, that's pretty much all I can think of for now. Have fun!
--KEYBLADE BOARD---------------------------------------------------------------
BP Goal: 5000, 10000, 15000
Vs: Terra, Aqua, or Ven (whichever two you are not playing as)
+---+---+---+---+
| ~ | ~ | P | X |
+---+---+---+ +---+---+---+---+
| 1 | . | 2 | | ~ | | . |
+---+---+---+ +---+ +---+---+---+---+---+---+---+
| . | | . |=======| 3 | | B | . | 5 | * | P | S | X |
+---+---+---+ +---+ +---+---+---+---+---+---+---+
| X | . | S | | . | | . | | ~ | | ~ |
+---+---+---+ +---+---+---+---+ +---+---+---+
| X | . | . | 4 | | ~ | ~ | ~ |
+---+---+---+---+ +---+---+---+
SPECIAL. Keyblade Rider: Teleport to a square of your choice.
1. RAGNAROK (Becomes ZERO GRAVITY after Ragnarok is obtained)
2. CURE or MAGNET
3. POISON BLADE or STRIKE RAID
4. BLIZZARD or AERO
5. SLOW or CONFUSE
Arena reward 4. ZERO GRAVITY
--ROYAL BOARD------------------------------------------------------------------
BP: 6000, 14000, 22000
Vs: Cinderella
+---+ +---+
| X |===============| S |
+---+---+---+---+---+---+ +---+
| X | P | ~ | 3 | ~ | P | | . |
+---+---+---+---+---+---+---+ +---+
| . | . | | ~ | | ~ | | . |
+---+---+---+ +---+---+---+ +---+
| 1 | 2 | | ~ | S | ~ | | . |
+---+---+---+ +---+---+---+ +---+---+---+ +---+
| . | . | | | P | ~ | ~ | | 4 |
+---+---+ | +---+---+---+---+ +---+
| . | | | . | 5 | | ~ | | . |
+---+---+---+---+---+---+---+---+---+---+ +---+---+---+
| X | . | . | * | . | . | B | . | . | | ~ | . | . |
+---+---+---+---+---+---+---+---+---+ +---+---+---+
SPECIAL. Bibbidi-bobbidi-boo: Get BP equal to a die roll multiplied by 300.
1. WISH BLADE for Aqua, STUN BLADE for everyone else
2. CHARGE BARRIER for Aqua, CHARGE GUARD for everyone else (Disappears after
Charge Barrier / Charge Guard is obtained)
3. METEOR SHOWER (Becomes FIRE DASH after Meteor Shower is obtained)
4. BLACKOUT OR STOP
5. FIRE or THUNDER
Arena reward: NONE
--SPACESHIP BOARD--------------------------------------------------------------
BP Goal: 10000, 16000, 25000
Vs: Experiment 626, Captain Gantu
+---+---+---+ +---+---+---+---+---+
| 1 | . | . | | . | . | . | 2 | X |
+---+---+---+---+---+---+---+---+---+---+ +---+---+
| . | . | | . | S | . | | . |=======| S | 6 |
+---+---+ +---+---+---+ +---+---+ +---+---+
| . | | | . | . | |
+---+ +---+---+---+ +---+---+ |
| . | | ~ | 3 | X | | . | |
+---+---+---+---+---+---+---+---+---+ |
| X | P | ~ | ~ | | P | ~ | ~ | B | |
+---+---+---+---+---+---+---+---+---+ |
| . | | ~ | 4 | ~ | | . | |
+---+ +---+---+---+ +---+---+ |
| . | | | . | . | |
+---+---+ +---+---+---+ +---+---+ +---+---+
| . | S | | * | . | . | | . |=======| . | 7 |
+---+---+---+---+---+---+---+---+---+---+ +---+---+
| . | . | . | | 5 | S | . | . | X |
+---+---+---+ +---+---+---+---+---+
SPECIAL. Electric Spark: At the end of each turn, you will steal 100 BP from
all characters within 3 squares of you. The electric spark lasts
through four of your turns.
1. FIRAGA
2. BURNING SNIPE or BLACKOUT
3. LIGHTNING RAY (Becomes ZERO GRAVIGA after Lightning Ray is obtained)
4. THUNDAGA or SONIC BLADE
5. THUNDARA or AERORA
6. MAGNET CRASH (Disappears after Magnet Crash is obtained)
7. LIMIT STORM for Terra, MINIMIZE for everyone else (Becomes MINIMIZE for
Terra as well after Limit Storm is obtained)
Arena reward 3. ZERO GRAVIGA
--TOWN BOARD-------------------------------------------------------------------
BP Goal: 6000, 14000, 22000
Vs: Minnie and Captain Justice (Captain Dark for Terra)
+---+---+---+
| 3 | 4 | 5 |
+---+---+---+---+---+
| . | X | | . | . |
+---+---+ +---+---+
| . | | . |
+---+---+---+---+---+---+---+
| . | 2 | ~ | ~ | P | . | S |
+---+---+---+---+---+---+---+
| . | | 6 |
+---+---+---+---+---+---+---+---+---+
| . | . | P | ~ | ~ | ~ | ~ | X | . |
+---+---+---+---+---+---+---+---+---+
| S | | . |
+---+---+---+---+---+---+---+---+---+
| 1 | . | . | . | B | . | . | . | . |
+---+---+---+---+---+---+---+---+---+
| P | | | | S |
+---+ | | +---+
| ~ | | | | . |
+---+---+---+ +---+---+---+
| ~ | S | X | | X | 7 | . |
+---+---+---+ +---+---+---+
| . | | . |
+---+---+---+---+---+
| . | . | * | . | . |
+---+---+---+---+---+
SPECIAL. Fantasia: Get 300 BP plus 300 for each panel you own.
1. BIND STRIKE (Becomes CONFUSE STRIKE after Bind Strike is obtained)
2. BLIZZARD
3. BLIZZAGA
4. FREEZE (Becomes FREEZE RAID after Freeze is obtained)
5. BLIZZARD BLADE (Disappears after Blizzard Blade is obtained)
6. CURE or ZERO GRAVIRA
7. BIND or BLACKOUT or STOPRA
Arena reward 4. FREEZE RAID
--HONEY POT BOARD--------------------------------------------------------------
BP Goal: 5000, 10000, 15000
Vs: Winnie the Pooh and Tigger
+---+---+---+---+---+---+---+---+
| ~ | ~ | ~ | P | . | . | S | X |
+---+---+---+---+---+---+---+---+
| ~ | | ~ |
+---+---+---+---+---+ +---+---+
| ~ | X | 1 | 2 | 3 | | ~ | ~ |
+---+---+---+---+---+---+---+---+
| . | | 4 | P | ~ |
+---+---+ +---+---+---+---+
| . | . | | ~ | . |
+---+---+ +---+---+
| S | | . |
+---+ +---+
| . |=======================| . |
+---+ +---+
| . | | S |
+---+---+ +---+---+
| X | * | | . | X |
+---+---+---+---+---+---+---+---+
| . | . | . | B | . | . |
+---+---+---+---+---+---+
SPECIAL. Honey Paradise: Honey pots drop on the stage, one on you, and a few
elsewhere. Honey pots give +100BP when you touch them unless they
have bees, in which case they give -100BP.
1. FIRA or FIRE BLITZ
2. SOUL RELEASE for Terra, CONFUSE STRIKE for everyone else (Becomes CONFUSE
STRIKE for Terra as well after Soul Release is obtained)
3. THUNDER ROLL for Ven, THUNDARA for everyone else (Becomes THUNDARA after
for Ven as well after Thunder Roll is obtained)
4. DETONATE SQUARE or ZERO GRAVIRA
Arena reward 3. THUNDARA
--SECRET BOARD-----------------------------------------------------------------
This board is not unlocked by playing through the story. Instead, you need to
play on each of the other five boards and win.
BP Goal: 20000, 35000, 50000
Vs: Terra, Aqua, or Ven (whichever two you are not playing as)
+---+---+---+---+---+---+---+---+
| ~ | ~ | ~ | ~ | . | ~ | ~ | ~ |
+---+---+---+---+---+---+---+---+
| P | | | ~ |
+---+---+---+ +---+ +---+
| ~ | P | X | | 1 | | ~ |
+---+---+---+---+---+---+---+ +---+
| ~ | | X | . | . | S | | ~ |
+---+ +---+---+---+---+ +---+
| ~ | | . | | | ~ |
+---+ +---+ | +---+ +---+---+---+
| ~ | | . | | | P | | . | . | X |
+---+ +---+---+ +---+ +---+---+---+---+---+---+
| . |---| 2 | S |-------| * |---| 3 | . | . | . | | . |
+---+ +---+---+ +---+ +---+---+---+---+---+---+
| ~ | | | 4 | | . | . |
+---+ +---+ +---+ +---+---+
| ~ | | 5 | | | . |
+---+---+---+---+---+---+---+---+ +---+ +---+---+
| ~ | ~ | ~ | ~ | ~ | P | . | 6 |---| S |---| 7 | . |
+---+---+---+---+---+---+---+---+ +---+ +---+---+
| . | | | . |
+---+---+ +---+ +---+---+
| . | . | | 8 | | . | . |
+---+---+---+---+---+---+---+---+---+---+
| . | | . | . | . | . | . | | 9 | . |
+---+---+---+---+---+---+---+---+---+---+
| X | . | . | | . | 0 | | . |
+---+---+---+ +---+---+---+---+
| . | . | B |
+---+---+---+
SPECIAL. Keyblade Rider: Teleport to a square of your choice
1. LIGHTNING RAY (THUNDER BLITZ after Lightning Ray is obtained)
2. MAGNEGA
3. ZERO GRAVIGA (MAGNEGA after Zero Graviga is obtained)
4. CURA (Disappears? after Cura is obtained)
5. SONIC BLADE (Disappears after Sonic Blade is obtained)
6. CRACKER FIRAGA (Disappears after Cracker Firaga is obtained)
7. AEROGA
8. THUNDAGA
9. FINAL BREAK (Disappears after Final Break is obtained)
0. FIRE BLITZ
Arena reward 1. AERIAL SLAM
Arena reward 2. THUNDARA
Arena reward 3. MAGNERA
Arena reward 4. CURA
Arena reward 5. FINAL BREAK
Arena reward 6. FIRE BLITZ
Arena reward 7. AERORA
Arena reward 8. THUNDARA
Arena reward 9. CONFUSE STRIKE
Arena reward 0. FIRE DASH
===============================================================================
[MIN:RR] Mini-games: Rumble Racing
===============================================================================
HOW TO PLAY: Talk to Chip or Dale at the Speedway in Disney Town.
Rumble Racing is like a simplified version of Mario Kart. Press X to
accelerate, O to attack nearby racers (Terra and Ven do a spin attack while
Aqua shoots arrows), Triangle to pop up a shield to temporarily protect you
from other racers, and Square to break. If you push Square and a direction, you
can make a sharp turn.
Your main goal here is to follow the course going through as many booster rings
as possible, and avoiding as many tornados as possible. There are one or two
shortcuts in each course that can be reached only with booster rings - these
are very handy and I will mention exactly where they are below.
First though, here are some general tips to keep in mind:
- The game cheats massively to help the racers who are behind. If you are
playing Rumble Racing in Disney Town (as opposed to the Mirage Arena), your
goal is to come in first place. This basically means only the last part of
the final lap really matters much. For the rest, relax and enjoy yourself.
- If you are playing in the Mirage Arena, your goal is to beat certain times,
but you should still make a point of changing the number of racers to 2.
Less opponents means less people who will knock you off-course.
- If you start pushing X right as soon as "Go" appears at the beginning of
the race, you will start with a speed boost. Not too important, but always
handy.
- If you see "Danger" or "Locked On" at the bottom of your screen, press
Triangle to defend yourself.
- If you have locked on to a target in front of you, press O to attack it.
Do NOT do this if the target is itself attacking (i.e., it's spinning in a
scary sort of way). You can still get hit even while you're attacking.
- Scattered throughout the courses are Shields. If you pick these up, you
will be immune to other racers and even to tornados. These are very useful,
especially at the end of each race.
- In the journal, you will see times listed for two different numbers of
laps for each course. The number of laps is fixed in Disney Town, but you
will fill up those extra entries when you compete in the Mirage Arena.
Anyway, there are three courses altogether and winning one course unlocks the
next. Here are some tips for each individual course:
+-ROUND 1: COUNTRY COURSE-----------------------------------------------------+
| |
| Reward: HI-POTION |
| |
| The first booster ring you will see after the start propels you up onto a |
| shortcut that skips the very slow southernmost part of the course. |
| |
+-ROUND 2: DISNEY CIRCUIT-----------------------------------------------------+
| |
| Reward: AERORA |
| |
| This course starts off the same as the previous one, which means you can |
| use the shortcut. After this though, you will go off in a new direction. |
| |
| The next booster ring will shoot you towards another booster ring that is |
| floating in the sky. If you aim well, you should be able to go through |
| both. Not too important, but fun. The next booster ring is the one that |
| actually matters. It is on the right side of the track and it will propel |
| you up onto a ledge. Slow down and do a sharp right turn for another |
| shortcut. If you do it correctly, you will go straight into another |
| booster as you land, and then a little ways on, you will find a Shield |
| inside the tunnel. If you do all that right, you should have a comfortable |
| lead at the end of each lap. |
| |
+-ROUND 3: GRAND CIRCUIT------------------------------------------------------+
| |
| Reward: WINNING MEDALLION KEYBLADE |
| |
| The only real shortcut here is after the final tunnel. It will propel you |
| up to a little canyon similar to the previous two courses. When you get |
| out, you will be right next to a whirlwind though, so do a sharp turn back |
| onto the course, and be ready to evade. The other booster rings are also |
| useful though, and be sure to pick up any shields you can. There are a |
| couple nasty tornados here and the other racers are always going to be |
| jockeying for position. |
| |
+-----------------------------------------------------------------------------+
If you win a course multiple times, you will get a HI-POTION for each victory
after the first.
===============================================================================
[MIN:RI] Mini-games: Rhythmic Ice-cream
===============================================================================
HOW TO PLAY: Talk to Dewey (the blue Duck) on Main Street in Disney Town.
This is the most difficult mini-game to have ever appeared in a Kingdom Hearts
game, so it will probably take you a lot of practice to get it down perfectly.
It's really fun though, and it's very satisfying in the end.
Huey, Dewey and Louie will clap out a rhythm, and then you need to repeat it.
In theory, all you need to do is go to a duck when the circle surrounding him
is about to disappear and then press O. You will get a "Good" or "Excellent"
message if you time it right. Otherwise, you will get a "Bad" message. The
problem is things get crazy-fast in the later rounds. To have a chance, you
will probably need to also rely on the beat in the background music, and also
old-fashioned memorization to know where you should be in advance.
Good notes give you 20 points, Excellent notes give you 40 points, and while
you have a combo of 20+, these points are doubled. In practice, this means the
key to success is to build a long combo, which means avoiding any Bad notes.
The bonus for getting an Excellent over Good is nice, but it isn't that
important. You also get points for having a high tower at the end, and for
repeated notes (where you need to mash the O button), but these are minor, and
not worth worrying about.
Altogether, there are six rounds. For the most part, you need to get the
highest possible grade ("Fantastic") in one round to unlock the next. For each
round, I will list the approximate score needed for Fantastic, any additional
rewards you can get, and the exact list of notes you will have to play. If I
write L,U, or R, that means you need to play a note in the left, up, or right
positions. If one of these letters is followed by a *, then it is a repeated
note, and you should just mash O until you have to stop. Finally, I also list
.'s, which indicate pauses. LL would mean two notes immediately after each
other, whereas L...L would give you some time in between.
Good luck and have fun!
+-ROUND 1: IT'S A SMALL WORLD (BEGINNER)--------------------------------------+
| |
| Score Requirement for Fantastic: about 1050 |
| Reward for winning once: Unlock Desert Paradise (Beginner) |
| Reward for winning again: None |
| |
| Notes: L...L...L...L, R...R...R...R, L...L...L...L, U*, R...R...R...RR, |
| R...U...L, L...U...R.R.R, R...L...U.U.U |
| |
+-ROUND 2: DESERT PARADISE (BEGINNER)-----------------------------------------+
| |
| Score Requirement for Fantastic: about 1100 |
| Reward for winning once: Unlock It's A Small World (Master) |
| Reward for winning again: None |
| |
| Notes: U...U...L...R, R...L...U...U, U*, L...L...U.U.U, U.U.U...R...R, |
| R*L*, U*, L...L...RRR, R...U...LLL.L |
| |
+-ROUND 3: IT'S A SMALL WORLD (MASTER)----------------------------------------+
| |
| Score Requirement for Fantastic: about 1100 |
| Reward for winning once: BLIZZARA, Unlock Desert Paradise (Master) |
| Reward for winning again: ETHER |
| |
| Score Requirement: about 2000 |
| Notes: L.L.L...L.U.R, U...U...U*, R.R.RRR.U.U.UUU, L.L.L...L.R.U, |
| R..RR.R.L.UU, RRR.RRR.UUUUU, U...U.R.L.U, R*L*, L.U.R.RRR, |
| L.L.L.L.R.L.U |
| |
+-ROUND 4: DESERT PARADISE (MASTER)-------------------------------------------+
| |
| Score Requirement for Fantastic: about 2000 |
| Reward for winning once: ICE BLAST COMMAND STYLE, Unlock It's A Small World |
| and Desert Paradise (Special) |
| Reward for winning again: HI-POTION |
| |
| Score Requirement: about 2000, Reward: Ice Blast |
| Notes: LL..LL.R*, L..LL.U.U..UU, R.R.R, U*LL.RR.U, L*R..U..R, UU.R, L.R.LU, |
| L.L.RLR, U*, LLL.U.R.L*R*U*, U.U, L.UU.R, RRRL*, R.U.LLU* |
| |
+-ROUND 5: IT'S A SMALL WORLD (SPECIAL)---------------------------------------+
| |
| Score Requirement: about 1500 |
| Reward for winning once: ELIXIR |
| Reward for winning again: MEGA-ETHER |
| Notes: U..L*R.U, L.UUR.U.L..R.UU, LL.U..RR.U.L, R*L*U*U, L*UR*UU, |
| LUR.RUL...L.UR, LL..L.R.U.L, L.R.L.U.U* |
| |
| If you win this round multiple times, you will get a Mega-Potion each time |
| after the first. |
| |
+-ROUND 6: DESERT PARADISE (SPECIAL)------------------------------------------+
| |
| Score Requirement: about 2300 |
| Reward for winning once: CHAOS CRYSTAL |
| Reward for winning again: MEGA-POTION |
| Notes: U*LRU, L..RLU, L*UR.LR...U, L.R.ULRU, L..U.L.RL*R*...L.U, LU.LR*, |
| URUL*, LULRLULRU*, R.LUU, R.L.U*, LRLU*R.L.R.L, L*RR, U*L.RU...U, |
| LL.URRUU*U |
| |
| This is by far the hardest round, and the reward isn't great, so there's no |
| need to get the Fantastic rank if you don't want. In the sequence |
| LRLU*R.L.R.L, hit the top duck once as soon as the repeated note starts, |
| then deal with the two bottom ducks, then go back to the top duck. The one |
| hit is needed or you will lose your combo. |
+-----------------------------------------------------------------------------+
===============================================================================
[MIN:FS] Mini-games: Fruit Scatter
===============================================================================
HOW TO PLAY: Talk to Horace in the Fruit Scatter area of Disney Town.
This game is a pretty mindless (and annoying) variant of volleyball. Fruits
will be shot out into the playing field, and you want to hit them past the
opponents into their goal. Square and O are both normal attacks, and Triangle
is a spike attack that lets you hit fruits into the air, and then down onto the
opponents' side of the court. For the most part, all you can do is mash these
buttons and hope for the best.
I can give you a few general tips though:
- Spikes generally aim directly for the opponent. If you hit a big fruit into
them, you might stun them, and if you hit a bunch of bananas into them, it
will leave banana obstacles all over their side.
- If you have a clear shot at the goal and just want to score, O and Square
are better choices.
- Getting hit directly by a large fruit will stun you. Do your best to hit it
first. Similarly, walking over a banana will make you fall over. Try not to
do this.
- The purple fruits are bunches of grapes that will shatter on impact. Each
individual grape will then be worth a whole point, so pay special attention
to these.
- Pay attention to where the goals are. If they are high in the air, shooting
a fruit skittering along the ground is not too helpful. Wait until you have
a shot.
- Sometimes one or more nets will appear in the middle of the court, and
these will bounce fruits back. Do NOT keep hitting fruits into the nets
if they are there. If the nets are low, focus on Spikes to get over them.
if they are high and are blocking off a whole side of the court, forget
about that side and focus on the other one.
There are three rounds altogether, and winning one round unlocks the next.
+------------------------------------+
| ROUND 1: Vs two Bruiser Unversed |
| Reward for winning: LETTER BALLOON |
+------------------------------------+
| ROUND 2: Vs Chip and Dale |
| Reward for winning: MAGNERA |
+------------------------------------+
| ROUND 3: Vs Captain Justice |
| Reward for winning: CHAOS SNAKE |
+------------------------------------+
If you win a round more than once, you will get a LETTER BALLOON for each
subsequent win. In Aqua's story, there is also one additional round you have to
do at the start vs three Shoe Gazer Unversed.
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