Tilt-Based Movement:
Instead of directly controlling the character, you tilt the environment using the PSP's shoulder buttons (L and R). Pressing both makes the character jump, creating an indirect and "liquid" control system.
Blob Manipulation:
Your character is a squishy, rolling blob that can:
Grow by consuming fruit.
Split into multiple, smaller versions of itself.
Recombine with a press of a button.
Physics-Based Platforming:
The game's movement is bouncy and organic, relying on momentum, curved surfaces, and gravity rather than precision jumps or speed.
"Crushing" Between Dimensions:
The defining mechanic is the ability to shift between 3D and 2D perspectives. With the press of a button, the 3D world is “crushed” into a 2D plane along one of four directions (front, side, top, etc.). This allows you to:
Cross gaps that would be impassable in 3D.
Flatten objects to make platforms.
Reposition yourself in ways that would otherwise be impossible.
Perspective-Based Puzzles:
The game forces you to think not just in 3D or 2D—but consider how changing perspective transforms space. Many puzzles rely on finding the right viewpoint before crushing.
Exploration & Collectables:
The goal of each level is to collect enough marbles and reach the exit. Optional collectibles (like "memories") add optional challenges.
Limited "Crush" Use:
Some levels restrict how often or in what direction you can shift perspectives, adding complexity.
2x2 Block Matching:
You control falling 2×2 blocks made up of two colors. The goal is to Align same-colored squares to form 2×2 (or larger) squares. These matches aren’t cleared immediately.
Time Line Mechanic:
A vertical "Time Line" sweeps across the screen in rhythm with the background music.
It clears matched blocks when it passes over them.
This introduces a rhythmic, tempo-based layer to the game, as you must time placements to maximize clearing efficiency.
Combo and Chain Reactions:
Clearing multiple squares or triggering chain reactions yields high scores and combo bonuses.
Increasing Speed & Complexity:
As you progress, the speed of falling blocks and the tempo of the music changes, creating a rising sense of pressure and urgency.
Rhythm-Based Command System:
You control an army of tribal eyeball creatures (the Patapons) by drumming commands using a sequence of button presses tied to different beats. Each beat combo is tied to a specific four-beat rhythm you must time precisely.
Fever Mode:
Keeping a perfect rhythm without missing commands triggers Fever Mode, enhancing your army's strength and unlocking special attacks or effects. Maintaining this is key to victory.
Army Building & Customization:
Between missions, you can:
Create and upgrade Patapons by combining resources (e.g., meat, stone, wood).
Equip them with weapons, armor, and classes (Tatepon = melee, Yumipon = archers, etc.).
Mission-Based Progression:
Levels vary from battles against monsters or rival tribes, to hunting missions for resources and boss fights that require timing and strategic unit composition.
Grid-Based Tactical Battles:
Battles take place on isometric grids where you move characters across tiles and perform actions each turn:
Units have movement ranges, attack ranges, and special abilities.
Positioning is critical—attacks from behind deal more damage, and flanking can be used to your advantage.
Skill & Equipment Customization:
Characters equip skills via stones that can be slotted in limited grids.
You can fuse skills together to make stronger ones.
Equipment affects stats and class traits.
Burning Aura System:
When a character attacks, a glowing “Burning Aura” appears behind the target; if another ally moves into that spot and attacks next turn, the aura boosts their damage—encouraging coordinated strikes and forward momentum.
Unified Guard:
If multiple allies are near the target of an enemy attack, they may guard together, reducing incoming damage—rewarding tight formations.
Third-Person Shooting with "Style" Combos:
You play from a Third-person perspective, clearing levels filled with enemies, using a variety of weapons while chaining together stylish kills to rack up combo points.
Dive, flip, and roll in slow motion while firing dual pistols.
Perform environmental kills like smashing enemies with pinball machines or gas canisters.
Style Meter & Combo Scoring:
The game rewards you for creativity and flair:
Chaining stylish moves without getting hit builds your combo meter.
Higher combos earn you better ranks and more unlocks.
Short, Score-Based Missions:
Levels are fast and replayable, designed for score-chasing, with bonus objectives for completionists.
Turn-Based Tactical Combat:
Battles unfold on a grid-based map, where players take turns moving units, capturing territory, and engaging enemies. Units include infantry, tanks, aircraft, naval ships, and support vehicles. Terrain affects movement speed, line of sight, and defense bonuses.
Fog of War:
Visibility is limited by terrain and unit placement, adding a layer of reconnaissance and surprise to each match.
Resource Management:
Capturing cities and facilities generates Command Points, which are used to: Deploy new units, Repair damaged ones, and Activate special abilities via commanding officers (COs).
Commanding Officers (Commanders):
You can choose a commander, each with unique passive buffs and a once-per-battle special ability, similar to Advance Wars. These abilities can change the tide of battle—such as increased unit range or extra movement.
Campaign & Mission Objectives:
The single-player campaign includes a variety of missions beyond simple annihilation—such as holding positions, rescuing units, or reaching objectives within turn limits.
3D Fighting System:
Fights play out in 1v1 3D arenas with movement, combos, blocks, parries, and grapples.
Fighting Styles:
Choose from five base styles: Boxing, Wrestling, Kickboxing, Kung Fu, & Jeet Kune Do. You can blend styles to create hybrid combos.
Story Mode with Team Management:
You lead a team of three fighters in an underground circuit, recruiting and training fighters over time. Each team member gains experience and stats, with an RPG-style progression system.
The “Con” Mechanic:
The game is built around betting on fights. By throwing fights, you can manipulate odds & increase payouts on comback wins. This creates a risk-reward loop where "fixing fights" can earn money but also draw suspicion from your team or opponents.
Earnings Affect Progression:
Money is used for training, gear, and recruiting better fighters. Winning with style and managing bets effectively is key to climbing the ranks.
Real-Time Action-RPG Combat System:
You directly control the protagonist to chain together sword combos, dodge and block enemy attacks, & cast Chi Techs.
Bugei Scroll Combo System:
The game’s primary mechanic is its highly customizable martial arts combo system: The player collects scrolls containing various sword techniques, which can be swapped and combined to create new martial combos.
Chi Arts (Magic Attacks):
Complementing physical combat are elemental Chi techniques (Fire, Water, Earth, etc.) which can be used mid-combo in exchange for Chi Energy.
Equipment & Weapon Styles:
Gear affects both stats and appearance. You also collect different sword types with varying range, speed, and combo compatibility.
30-Second Time Limit:
Every main mission in the game gives you just 30 seconds to level up, gather gear, reach the boss, and save the world.
Multiple Game Modes (Each a Parody of a Genre):
The full game features several campaign modes, each mimicking a different genre:
Hero 30 – Classic JRPG parody (main story).
Evil Lord 30 – RTS-lite with summon-based defense gameplay.
Princess 30 – Top-down shooter where you escort the princess.
Knight 30 – Action defense game where you protect a sage for 30 seconds.
Hero 300/3 – Extra modes that challenge you with longer or tighter time limits.
Replay-Focused Structure:
Levels are short and meant to be replayed for better times, secrets, or alternate paths.