![]() ![]() Here, Nishiki arrives to tell you the Dojima Family is on their way to the Kazama Family office. Then, you learn Makoto is being held at Shibaura. Kazama’s ultimate goal was to thwart Dojima by setting up Sera as the Tojo Clan’s successor instead. If Makimura wakes up, the Nikkyo Consortium will take the Empty Lot. Then, Shibusawa is out to eliminate the Kazama family as a show of strength. Here, Sera explains what happened to Makimura. Enter this area by heading to the southern waypoint. Then, Nishiki and Kiryu discuss how to find Makoto. ![]() Here, Shibusawa plans to eliminate anyone with ties to the Kazama clan, to prevent future uprisings. Then, another scene shows the Dojima Family HQ. Instead of going with them, Majima vows to take down the Dojima clan. Sera insists she should be moved from the hospital. Three in the Black: Hit all three darts in the inner section of the Bull's Eye.Makoto’s surgery has gone well.Hat Trick: Hit all three darts in the Bull's Eye.White Horse: Claim three sections in one turn.Three in a Bed: Hit all three darts in the same section of a double or triple zone.High Ton: Score 151-179 points in a round.Low Ton: Score 101-149 points in a round.Unlike the other two modes, there are no special rules. If a player claims all sections and has a higher score, they will win by default.Ĭount-up is a simple mode where the objective is to achieve a high score. The player with a higher score at the end of a game will win. Once claimed, the opposing player (if there is one) can strike that section three times to remove it from play. In this mode, hitting the inner part of the Bull's Eye will double progress gained as well as score. The double and triple rings multiply progress towards claiming in addition to points score when claimed. To score, a player must first claim a section by hitting it three times. The dartboard has seven sections active: numbers 15-20 and the Bull's Eye. If the amount a player scores takes their score below 0, the score will return to its value at the start of the round and their turn will end. Against an opponent, if neither player reaches 0, the winner is determined by whose score is lower. The objective of this mode is to start at any of the four given scores and reach 0. Rather than adding to the score, hitting the dartboard will decrease it instead. The 01 mode has four variations available: 301, 501, 701, and 901. For the dart to be thrown exactly where the reticle is targeting, the bar must be stopped in the sweet spot, the size of which increases with the quality of the darts used. ![]() There is now a reticle to target the dartboard along with a gauge where a bar moves up and down with a "sweet spot" in the center of the gauge. Targeting is very similar to the first version, but the throwing process is changed. The style of gameplay used in Dragon Engine games ( Yakuza 6 onward). For an ideal throw, the arm must be pulled back halfway and released quickly. If the arm is not pulled back in a straight line, the dart may fly in a different direction. The character's arm must be moved around to aim at the dartboard, after which it must be pulled back and released to throw the dart. The style of gameplay used in non- Dragon Engine games ( Yakuza 3 through Yakuza Kiwami). ![]()
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