Talk:Sphere Break
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[edit] Regarding the move of this article to wikibooks
Hi Renmiri, I appreciate your contribution to this article, but by moving this article to Wikibooks, you've effectively destroyed the wikilinks to and from this article. If we were to follow your reasoning for moving this article, wouldn't we have to migrate other articles such as Tetra Master, Triple Triad, and Blitzball, which have equal if not greater detail? If you must move the article to wikibooks, at least keep a stub here. Flooch 06:29, 6 March 2006 (UTC)
- I like your enthusiasm and I love Sphere Break but Wikipedia is not the place for details on it. See my comments on your talk page for details Renmiri 03:38, 9 March 2006 (UTC)
[edit] A sample game
The information here was originally to appear in the article -- as wikipedia is not a strategy guide I've decided to keep it here for the time being. Quota: 30 coins; turns: 20 turns; time limit per turn: 60 seconds.
[edit] Turn 1
For the first turn, the Core Sphere produces a 8.
The player needs to find a multiple of 8 by adding the center coins (1,2,3, and 7) and the available Border Coins. The player could just use Center Coins (1+7) but this is not to the player's advantage because Center Coins do not contribute to his quota. The player has to pick one Center Coin, so let's pick 2.
The players picks 2 from the available center coins.
The current sum is now 2. Now the player looks at the Border Coins and tries to get as many Border Coins he can.
The player picks three Border Coins: 9, 7 and 6, making his total sum = 2 + 9 + 7 + 6 = 24 and obtains a successful turn, i.e., a "Core Break." His quota is now three coins, and his Multiplier Echo is 3 because he closed the turn with 24 which is 3 * 8. The multiplier is important because one of his center coins has the Multiplier Echo attribute and will help augment the player's quota in his next turn.
[edit] Turn 2
On the second turn the Core Sphere rolls a 1.
This is good for the dealer and bad for the player. Faced with a 1 from the Core Sphere, the player is forced to pick only Center Coins, as any number he picks will be a multiple of 1 and he has to start by picking a Center Coin. This means he will not get any extra coins to add to his quota this turn.
A clever player would use the "multiplier echo" to his advantage here and pick the 3 Center Coin. This will make his multiplier for his second turn to be equal 3 which is what 3 * 1 amounts to.
Note that the turn ends with the same multiplier as the last turn: 3. This means the player has a Multiplier Echo.
The turn ends with a quota of three coins (no Border Coins were added) and a Multiplier Echo of 1.
[edit] Turn 3
For the third turn the Core Sphere rolls a 2.
A clever player would pick his mandatory Center Coin to be odd because any coin that is even will end his turn.
Our player picks 1.
For the Border Coins, our player can now keep on picking odd coins, but to take advantage of the Multiplier Echo he needs to stop when his sum totals 6 which is 3 * 2 and gives him another Multiplier Echo.
Our player picks a 5 Border Coin, making his sum equal 1+5 = 6 and achieving another Multiplier Echo. The turn ends with a quota of four, plus the Multiplier Echo bonus of 2x his quota on this turn, giving him a total quota of six coins and a new Multiplier Echo of 2.
[edit] Turns 4-20
The game proceeds until either all twenty turns are completed or the quota of 30 coins is fulfilled. If the player fulfills his quota before the end of 20 turns he wins the game and all the prizes yielded by the Border Coin attributes. -->