Editing Kingdom Hearts Chain of Memories

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'''Tetsuya Nomura''': "Though for some we had to change the title you'll notice it isn't that much different than the original.. I thought that "Chain of Memories" had more style and it matched the general outline of the story too"</ref> after hearing how children wished to play ''Kingdom Hearts'' on the Game Boy Advance.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; What was the reason you decided to develop this installment for the GBA? /  
'''Tetsuya Nomura''': "Though for some we had to change the title you'll notice it isn't that much different than the original.. I thought that "Chain of Memories" had more style and it matched the general outline of the story too"</ref> after hearing how children wished to play ''Kingdom Hearts'' on the Game Boy Advance.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; What was the reason you decided to develop this installment for the GBA? /  
'''Tetsuya Nomura''': Soon after the release of the previous installment, I was told that I should make a KH for GBA. But at the time I was skeptical of the idea of seeing KH in 2D and said "Can't do it". Then as I began to think about what I could work on next, I began to hear "Our kid wants to play KH on GBA" alot more frequently. That kind of real voice that was saying that "Kids want to play" got me seriously considering it.</ref> The development and programming of the title was mainly handled by Jupiter, who added things to the game based on specifications from Nomura’s team. Pre-rendered videos featured in the game were also made possible by the company AM3, who created software to compress video files for use on a smaller cartridge.
'''Tetsuya Nomura''': Soon after the release of the previous installment, I was told that I should make a KH for GBA. But at the time I was skeptical of the idea of seeing KH in 2D and said "Can't do it". Then as I began to think about what I could work on next, I began to hear "Our kid wants to play KH on GBA" alot more frequently. That kind of real voice that was saying that "Kids want to play" got me seriously considering it.</ref> The development and programming of the title was mainly handled by Jupiter, who added things to the game based on specifications from Nomura’s team. Pre-rendered videos featured in the game were also made possible by the company AM3, who created software to compress video files for use on a smaller cartridge.
[[File:Concept Art KHCOM.png|thumb|right|Design sketch of how ''Chain of Memories'' combat was first visualised.]]
[[File:KHCOM Concept Sketch.png|thumb|right|Design sketch of how ''Chain of Memories'' combat was first visualised.]]


The gameplay of the game was envisioned by Nomura as a means to explain why Sora was not as powerful in the then-upcoming ''Kingdom Hearts II'' and cards were used to explain his jumbled-up memories and abilities. Initially this card-based gameplay began as a more traditional card game before the team began to add more and more action elements resembling the first title.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Yuichi Kanemori''': "When we started development, it was just a card game that had taken on the series aesthetic and story."</ref> Originally battles were initiated by selecting enemies with a cursor, but this was changed to allowing the player to attack them and begin battle in a 2D environment instead which made the action easier for the team to make.  
The gameplay of the game was envisioned by Nomura as a means to explain why Sora was not as powerful in the then-upcoming ''Kingdom Hearts II'' and cards were used to explain his jumbled-up memories and abilities. Initially this card-based gameplay began as a more traditional card game before the team began to add more and more action elements resembling the first title.<ref> '''''Kingdom Hearts Chain of Memories Ultimania'''''; '''Yuichi Kanemori''': "When we started development, it was just a card game that had taken on the series aesthetic and story."</ref> Originally battles were initiated by selecting enemies with a cursor, but this was changed to allowing the player to attack them and begin battle in a 2D environment instead which made the action easier for the team to make.  
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If the total strength of the cards used in the combo add up to a specific amount, and are of the correct type however, Sora can utilise powerful abilities known as [[Sleight]]s. These can be learned after leveling up or obtained from boss fights and chests. These powerful abilities can be ones he previously utilised in ''Kingdom Hearts'' such as [[Sonic Blade]], [[Strike Raid]] and [[Ars Arcanum]]. Though additional sleights new to the series were also added, such as [[Fire Raid]] or [[Lethal Frame]].
If the total strength of the cards used in the combo add up to a specific amount, and are of the correct type however, Sora can utilise powerful abilities known as [[Sleight]]s. These can be learned after leveling up or obtained from boss fights and chests. These powerful abilities can be ones he previously utilised in ''Kingdom Hearts'' such as [[Sonic Blade]], [[Strike Raid]] and [[Ars Arcanum]]. Though additional sleights new to the series were also added, such as [[Fire Raid]] or [[Lethal Frame]].
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[[File:KHCOM Deck.png|thumb|right|A deck showcasing each type of card.]]
====Card types====
====Card types====
[[File:Review Decks KHCOM.png|thumb|right|A deck showcasing each type of card.]]
*[[Attack Card]]s - The most common way to attack, as the name suggests. These are depicted by different types of [[Keyblades]] and have red borders.
*[[Attack Card]]s - The most common way to attack, as the name suggests. These are depicted by different types of [[Keyblades]] and have red borders.
*[[Magic Card]]s - Unleashes magic spells, such as [[Fire]], [[Ice]], [[Thunder]], [[Cure]], and [[Gravity]]. These have blue borders.
*[[Magic Card]]s - Unleashes magic spells, such as [[Fire]], [[Ice]], [[Thunder]], [[Cure]], and [[Gravity]]. These have blue borders.
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====Map Cards====
====Map Cards====
[[File:Room Synthesis KHCOM.png|thumb|right|Sora synthesising a room]]
{{Main|Map Cards}}
{{Main|Map Cards}}
In order to traverse the rooms within each world, the player must use map cards to create them. These cards are generally obtained after a battle and have a value from 0 to 9. When approaching a door to another room, the player must use a map card that meets a specific number value or type. The cards used to create rooms will have effects on both the enemies encountered, and the layout of the room itself. These effects can range from decreasing the value of enemy cards, increasing the likelihood of [[Friend Card]]s appearing or creating a [[Save Point]]. Much like cards used in battle, map cards have differently coloured borders denoting their effects, red affects enemies, green affects the player and blue creates rooms free from enemy encounters.
In order to traverse the rooms within each world, the player must use map cards to create them. These cards are generally obtained after a battle and have a value from 0 to 9. When approaching a door to another room, the player must use a map card that meets a specific number value or type. The cards used to create rooms will have effects on both the enemies encountered, and the layout of the room itself. These effects can range from decreasing the value of enemy cards, increasing the likelihood of [[Friend Card]]s appearing or creating a [[Save Point]]. Much like cards used in battle, map cards have differently coloured borders denoting their effects, red affects enemies, green affects the player and blue creates rooms free from enemy encounters.
[[File:KHCOM Room Synthesis.png|thumb|center|Sora synthesising a room]]


=== Reverse/Rebirth mode ===
=== Reverse/Rebirth mode ===

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