The winner is the player who most fulfills this objective, which is either to collect the most of a small object (such as pencils in the House, or pudding in the Town) or to have collected a single large object at the end of the game (such as a Ginkgo leaf in the House or a ghost in the Town). Control of the katamari is identical to the regular game, and the objectives are similar. Battle modeĪs in the original game, there is a two-player competitive mode, wherein the opposing players each control their own katamari. This feature was omitted from the American version due to copyright issues. In the Japanese and PAL version of the game each player’s gamepad is depicted on-screen, illustrating how each player is currently manipulating the dual-analog sticks. Similar to the single-player version of the stage, the snowman is completed as soon as the two players collide however, because the bottom half is also being rolled by someone, players are not limited to forming the snowman in the middle of the area. In the Snowman level, which has no time limit, this method of play is eschewed in favor of a more traditional one: each player rolls one half of the snowman. Any stage in the game can be completed in solo or cooperative mode however, in cooperative mode, some extra time is usually added to the game clock to compensate for the difficulty in coordinating the players. Players must work together to effectively maneuver the ball. In addition to the standard, single-player mode, this game features a two-player cooperative gameplay option, in which each player controls half of the katamari. The appearance of presents may differ depending on the character that wears them. Additionally, two Royal Presents can now be worn: one on the head or face, and one on the body. We Love Katamari allows the player to switch to the cousins in the 1-player game as well. In the previous game, finding the prince’s cousins only unlocked them for use in 2-player mode. Many levels have both a “big as possible” and a “fast as possible” objective, and some even have three similar objectives of increasing difficulty or size. The sequel adds many new objectives, including: making the katamari as large as possible with a limited number of objects, collecting objects for their monetary value, rolling a sumo wrestler over food items to gain body mass (and then into his opponent to win the match), pushing a snowball around to create the head of an enormous snowman, and a number of “fast as possible” time attack challenges. If the planet has already been created, the katamari can replace it or be shattered into “stardust”. Once the level is successfully completed, the katamari is launched into space and becomes a planet, satellite, or other celestial object. As more items accumulate, the katamari’s power grows, allowing it to pick up “vaulting boxes, pencils, erasers, postcards, ramen, robots, cows, sheep, this girl, that boy, moms and dads, bicycles, motorbikes, homes, buildings, rainbows, clouds, islands, hopes and dreams”. Initially, the katamari can only pick up smaller items like loose change and discarded pencils. The gameplay follows the same core mechanic: To gather material, the Prince pushes around his katamari, a magical, highly adhesive ball capable of grabbing anything smaller than itself. Constellation data can be loaded from Katamari Damacy to help with this task. Upon fulfilling each fan’s request, the Katamari is given to the king, which he uses to create a new planet in the cosmos, this continues until there are enough planets in the cosmos to roll up the sun using the Earth as a katamari. The objective of the game is to have the Prince fulfill each fan’s request, which will make more fans (stages) appear until the whole game is mobbed with fans. The Prince receives a request from a fan at the start of the game. Since the release of the original game, the King of All Cosmos and his son the Prince have acquired a fan base. The concept for this game is as idiosyncratic as its predecessor.
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