The player can obtain pins by defeating enemies; by buying them from shops or as Quest Items; by receiving them as rewards for various game events such as defeating certain enemies, meeting Reaper Objectives, or completing side quests; and by evolving other pins (see below).
Pins are carried in their own inventory, which is separate from the Item inventory. This inventory can be accessed from the phone menu. The Pin inventory is divided into two sections: Mastered, which contains mastered pins, and Stockpile, which contains unmastered pins.
The Mastered section has one slot for every pin, with 304 slots total, and multiple copies of a mastered pin are stored in the same slot, up to 99 of one pin. The Stockpile section can only hold 200 pins, and multiple copies of an unmastered pin are not stored in the same slot. If at any point the player obtains more than 200 pins, the next time the pin inventory is accessed the message "Your stockpile is full! You can only hold 200 pins in your pile. Discard xx more pins from your stockpile folder or your decks." will appear and the player is forced to discard at least xx more pins before being allowed to leave.
Note: the player actually has space to hold up to 256 unmastered pins, so long as the player does not access the Pin Menu after obtaining over 200 pins. (Testing is required at this point to see whether the player simply stops receiving pins when they have more than 256 pins, or if pins start being overwritten if that number is surpassed, or if the "total" is increased to accommodate all extra pins until the player finally enters the Pin Menu and goes back down to 200).
Pins can also be equipped in one of four decks to be used for combat or in the game Tin Pin Slammer. Equipped pins disappear from the Stockpile. The deck size starts at 2 and can increase up to 6 slots as Neku acquires more (S) Extra Slot swags.
If Neku begins combat with an empty deck, he cannot attack, and if he begins a game of Tin Pin Slammer with an empty deck, he is given the pin Tin Pin Fire to play, only for the duration of the match. Pins cannot be moved to or from decks during combat, including between reductions of a chain, or during Tin Pin matches, as the phone menu is not accessible during this time.
Only pins equipped in the deck can be used in combat. Pins enable Neku to perform a variety of offensive or defensive combat functions or affect the power or usage of other pins. There are also pins that have no use in combat or have purely detrimental effects.
The ability that each pin gives Neku in battle is called a psych. When controlling Neku in battle, the player makes use of various types of stylus actions. Each pin is activated by a specific stylus action. If there are multiple pins that are activated with the same stylus action, the ones furthest to the left in the deck take priority in activation. This feature can also be affected by the use of subslots, available with (B) Sub-slots; if the L or R buttons are pressed when a pin is selected in the inventory, that pin can then only be used while that button is being held down in combat.
Pins can be arranged on the screen during battle by pausing the game using the Start button and dragging the pins around the screen; they go back to their default positions by pausing the game and pressing Select.
Fully mastered pins can be exchanged for Quest items and pins much like normal items, by trading them to the shopkeeper. Payment along with exchange for yen are the only ways to dispose of pins.
Exchange for yen is done by dragging pins to the trashcan icon in the pin inventory. The amount of yen received equals the value of the pin, shown in the pin description. Exchanging pins with a 0 yen value results in the error message "You can't cash in this pin! It's worth more than all the yen in the world." Exchange and payment are the only ways to dispose of pins, and exchange is the only way to dispose of unmastered pins.
Main article: Tin Pin Slammer
Pins are integral to playing the minigame Tin Pin Slammer, which the player is required to participate in on a few instances to proceed the story.
Pins also accumulate PP (Pin Points). When a pin accumulates enough PP, it will level up and increase in power, giving greater effectiveness against enemies in battle.
When a pin reaches a certain level it will either evolve or become mastered. A pin's maximum level is given in its pin description; some pins can evolve before they reach that mastered level.
If a pin is mastered, its level will be shown as a star, it will move to the Mastered section of the Pin inventory from the Stockpile, and it will be usable in situations such as shop quests which require mastered pins.
A pin evolves if, by the time it reaches the correct level for evolution, the correct PP type is dominant. Some pins can evolve into different pins, depending on which PP type is dominant, and some pins cannot evolve at all. If a pin evolves, it disappears completely, and a new pin appears according to the evolution rules described in the pin list and the evolution chart. The new pin will be at level 1 and have zero PP accumulated.
Each pin has an identification number, which ranges from 1 to 304.
Main article: Class
Each pin has a different class, which is one of the following: A, B, C, Reaper, Angel, or --. Pin classes restrict deck configuration.
Each pin has a Brand, or else is considered Unbranded. Pins of the top three most popular brands in the current District will get attack bonuses, and pins of the least popular brand suffer penalties to attack. Any pin whose attack is affected will be marked by arrows in the screen at the start of a battle or each reduction in a chain. The attack bonus is applied according to the formula given in Damage.
When the highest level is reached, the pin becomes mastered, or may evolve with the correct type of PP (see Evolution above). Some pins, with the correct type of PP, can evolve before reaching their maximum levels.
Pin can only be used for a certain time or number of uses until they need to recharge. Not all pins recharge.
Boot is the amount of time the pin takes after the start of a battle or the first reduction in a chain before it can be used.
Reboot is the amount of time the pin takes after being used up completely before it can again be used. If a pin has -- reboot time, the pin cannot be used again once its Limit has been used up.
The amount of yen obtained from exchanging this pin for cash. Pins with 0 yen value can't be exchanged for cash.
Growth Speed and Growth BonusEdit
Tin Pin Edit
- The pins available to Neku are not all the pins that exist in the game world, as Shiki and Beat use pins that are not available to Neku. The pins they use are Groove Pawn and Respect, respectively.
- The Player Pin cannot be used for combat or Tin Pin Slammer. Instead, it serves as a tool outside battle, allowing the player to scan the minds of passersby and engage in battles.