★Although the game has obviously developed in the direction of orthodox ARPG since this game, it remains true to its roots. The core idea of ??the game is still "rhythm", and mastering this is very important for those who are new to this series. For players, games are important. The game was previously called a "music game", but strictly speaking the game only contains the basic "rhythm" in music, so for tone-deaf students, it basically does not constitute a good game. There are obstacles. Players who are finishing this series for the first time can quickly get started as long as they patiently persist through the possible discomfort stage at the beginning. Therefore, in theory, PATAPON is suitable for every player, and every PSP player has no reason to miss this excellent heterogeneous ARPG game.
★The game is mainly composed of two parts: one part is where players make various pre-war preparations at the stronghold (Hideout) and enter the wireless network to fight/battle online with other players; the other part is the main combat part , the battle scene generally scrolls horizontally from left to right as the team advances, until the level is broken through/the BOSS is defeated and the end point on the far right is reached.
★At the stronghold, you can upgrade, dismantle, replace, and purchase weapons and armor, equip heroes, change careers, set skills, set team personality, and conduct online battles, etc.
★To advance the game, you need to perform various 4-beat combinations of the four buttons △○X□ on the basis of a fixed rhythm to control the 1 hero, 3 deputies and A flag bearer issues different commands at the same time to carry out actions such as moving forward, attacking, and avoiding.
CommandRhythm
★Battle is to issue commands to the team through fixed 4-beat button input (4-beatscommand). After successfully inputting the command according to the rhythm, the team will respond according to different Instructions to take appropriate action. The four buttons △○ 1 Onward: □□□○PATAPATAPATAPON
2 Attack: ○○□○PONPONPATAPON
3 Defense (Defend): △△□○CHAKACHAKAPATAPON
4 Charge: ○○△△PONPONCHAKACHAKA
5 Retreat: ○□○□PONPATAPONPATA
6 Jump: XX△△DONDONCHAKACHAKA
7 Purify/increase Fever tank (Party): □○X△PATAPONDONCHAKA
8 Pray (Summon): XXXXXDONDONDONDON
9 Pause ( Pause): □○□○PATAPONPATAPON
10 Stepback: △□△□CHAKAPATACHAKAPATA
The basic eight commands in this battle will appear at the bottom of the screen at any time , which greatly facilitates players
* Some specific attacks can only be used after charging and then attacking (such as the cavalry hero's strong sprint after charging), and you can also receive defense commands after charging. , the charged defense at this time can prevent more powerful attacks
* In addition to avoiding ground attacks, the jump command in this game can also pull the switch above the iron door in some scenes, thus Continue to move forward
*The purification command is to eliminate various adverse additional effects (burning, freezing, poisoning, etc.); and when entering the FEVER state and having a miracle on your body, this command has the ability to accumulate Fever slots (SummonEnergy) effect, after the Fever gauge is full, it will be in a golden shining state. Only at this time can the prayer command be used smoothly
*The pause command, as the name suggests, can be paused during the battle, which is also an advantage for this series. A first of its kind (the battles in the previous two games could not be paused, which seemed inhumane). This command needs to be passed through the first level of the training ground and can only be obtained at the end of the level. In addition, this command can only be used in single player mode
It will be easier to complete the first training mission later, which is this note...
*Back The command can only be used when multiplayer is online, and the effect is the backward version of the forward command (I forget the specific level where I got it)
★You can use the familiar broadcast gymnastics or eye exercises The rhythm in is understood as the rhythm required for the game in combat. 8 beats constitute one section, and then each section is composed of 4 or 8 sections. The rhythm in the game also consists of 8 beats forming a segment, and then the segment is repeated without interruption until the end of the battle. The first 4 beats of the 8 beats are the command input beats, and the last 4 beats are the waiting stage, and then continue to repeat.
Of course, if you don’t click correctly in the middle, it’s like missing a beat during a chorus. You can find the right time to insert it by yourself, and then start typing again from the first beat...
*This work has a harmony The difference between the first two games in the series: after the first 4 shots that require input of instructions are completed, pressing the buttons for the next 4 shots will not destroy the continuity. __ believes that this strictly speaking increases the difficulty for players. , because it is not convenient for players to adapt to the battlefield situation (the first two games can be canceled by inserting commands in the last 4 beats). For example, when fighting a BOSS, you are in the middle of a continuous attack command, and suddenly you see the BOSS making preparations for an attack. However, if you wait until the next 4 beats before inputting the "back" or "jump" command, it may be too late. Avoid, but since you cannot immediately input the corresponding avoidance command by canceling the previous action 4 beats after the previous one, you may not be able to avoid (or cannot completely avoid) the BOSS's attack.
★After entering the battle scene, the rhythm will continue to sound. There are two specific criteria for judging the rhythm point: the crisp drum beat and the flashing edge line of the picture. You can use these two clues as a reference to judge the timing to input commands to accurately match the rhythm. There are three ways to judge whether the rhythm is accurate: whether the edge line of the screen flashes white. If the white light flashes, the rhythm is accurate, and vice versa; listen to whether the background drum sound of the game is crisp after inputting the keys. If it is crisp and loud, the rhythm is correct, and vice versa. It is not closed; listen to the scream of the villain after pressing the button. The sound can be divided into three types. The scream that is full of vitality means that the rhythm is closed, the scream that is smooth means that the rhythm is not completely closed, and the scream that is low means that it is not closed at all. Rhythm.
★Fever state: When the 4-beat keys in the third section are all accurately input, it will enter the Fever state. If you have not been able to input accurately by the third paragraph, the number of COMBO combos will only be accumulated continuously. From which paragraph you successfully input accurately, you will enter the Fever state from that paragraph. The basic idea for the smooth progress of the game is to maintain the Fever state from beginning to end, because only in the Fever state can the team's various values ??reach the highest value. At the same time, the special abilities of various professions, including heroes, can only be in this state. Talent can be brought out. In addition, when you have a miracle on your body, the Fever Gauge will continue to accumulate while inputting commands (the "Purify" command can accumulate quickly). When the accumulation is slow, you can successfully input the "Pray" command to summon a miracle.
★Whether the rhythm is on or off can be roughly divided into three types: completely on-beat (on-beat), not completely on-beat (edge-beat), and not at all on-beat (off-beat). You can make a basic judgment by listening to the background drum sound effects and shouts after inputting the command (the three types of shouts can be referred to above). Before entering the Fever state, one off-beat will cause the combo count to be broken, at least to maintain Only edge-beat can maintain the combo count, and the Fever state can only be entered after the command input starting from the third paragraph is completely on-beat. After entering the Fever state, one off-beat input will not immediately cause the combo to break. After the first off-beat input, a "skull" sign will appear next to the Fever sign, which indicates a warning. The player's combo count will be broken if there is an off-beat input in the next command input. Only when entering the fever state and maintaining 4-beat on-beat input can the character's functions (such as the hero's special skills) be used. Even if the full 4-beat edge-beat input is input, the fever state will be maintained, but it cannot Use your hero’s special skills and more.