The World Ends With You

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The World Ends With You
The World Ends With You


The World Ends with You -Solo Remix-, the remaster of The World Ends with You, has several different changes to the game.

Technical Changelog[]

Aesthetics[]

  • Most graphics have been improved. Pin sprites are improved, but item sprites are not.
  • All music is full-length. Music placement has been changed in various areas and scenes
  • Stockpiled pins of the same name can be sold in bulk so long as they have not gained any PP (the restriction ensures that players can't accidentally sell a pin they are leveling up).
  • When browsing threads in a shop, character icons will appear beside the BRV requirement, indicating which characters meet it.
  • Purple quest items are indicated with the word QUEST in cyan text.
  • Red (one-of-a-kind) quest items are indicated with the word QUEST in yellow text.
  • If Twitter integration is enabled, thoughts with player-input hashtags will appear during scanning. (This feature has been removed in version iOS 1.2.0 and Android 1.0.0.)
  • Graphical icons replace the lettered icons beside psych names.
  • WEWY Promo Coat, WEWY Promo Tee, and WEWY Promo Tote have been renamed to TWEWY Promo Coat, TWEWY Promo Teeand TWEWY Promo Tote.
  • The company splash screens as the game starts up may be skipped.
  • Cutscenes may be skipped once the main game has been completed.
  • Autosaving occurs every time you enter a new area, finish a conversation, access the phone menu, and after pressing OK on the battle results screen.
You seem down

The Composer smiling in only the Remix versions.

DeadDeal

The "deaD"/"deaL" sign.

  • During a cutscene, a sign in Udagawa read "deaD". This was inexplicably changed in the Remix versions of the games, where it now reads "deaL". However, the developers of the Remix ports forgot to change it in the ending as well where it now reads "deaD" as in the original DS version, although they did fix an error in the DS version where another camera angle was inconsistent with the red posters.

Tin Pin Slammer[]

  • Hands are auto-activated.
  • Buttons for the other three whammies are on the left side of the screen. There is no way for left-handed players to switch positioning to the other side.
  • Rapidly tapping a KO'd pin will not cause it to recover faster.
  • There are four new maps: Teleporter, Pin Gym, Slider and The Aerie

Connectivity[]

  • Solo Remix cannot connect to the original game.
  • Solo Remix for iOS cannot connect to Solo Remix for Android.
  • Mingle PP cannot be obtained via aliens or other DS units. It may only be obtained by connecting to another person with Solo Remix in mingle mode and wireless Tin Pin Slam.
    • Since update 1.1.0 mingle PP are given for TinPin Practice, and doesn`t require any type of connection.
  • There are eight items (CD tracks) that may only be obtained after connecting to another person and receiving his or her friend card. One CD track is given per friend card. 

Battle System[]

  • Combat occurs in a single zone with a single HP bar.
  • Sub-slots are activated via a button on the lower-left corner of the screen. There is no way for left-handed players to switch the button to the other side.
  • While partners have an individual DEF stat, this DEF gets added to Neku's DEF.
  • Partners are activated using a gesture. They are now Partner Pins, having a gauge and boot/reboot times, and are invulnerable.
    • Shiki activates with the touch (T) command. Touch an enemy to acquire a target, and Shiki will approach and attack.
    • Joshua activates with the slash (S) command. Slash down to attack an area. Joshua is the only partner with a manual-targeting attack: he may miss if the enemy moves away or if the slash is inaccurate. The hitbox is at the tail end of the slash.
    • Beat activates with the drag (D) command. Drag on an empty space, and Beat will skate towards that area, automatically acquire a target, and attack.
  • The Cross Combo (CC) system replaces the puck. When an enemy has been hit by Neku or his partner, a successive hit from the other character will deal 110% damage for the first hit. Landing additional cross combo hits in quick succession raises this multiplier by +5% with each successful combo. The maximum multiplier is thought to be 2.0. CCs also increase sync rate:
    • Normal hit: 2% for Neku and his partner
    • Blazing hit: 3% for Neku, 2.5% for his partner
    • The timing for blazing hits is affected by starting sync rate (see below), much like how sync rate in the original game affected puck timing.
    • CC hits slow down the battle momentarily. During this time, the enemy will flash and be invulnerable. Psychs are still processed at full speed, so fast, multi-hit psychs such as Entanglement or Lightning Arrester will not connect all of their hits.
    • CC hits are the only hits that deal full damage to Taboo Noise. They also neutralize any immunities an enemy may have, so this is one way to defeat the immunity frogs that appear on Another Day.
  • Pin drops that end a battle or reduction do not add time.

Fusions[]

  • All pigs are immune to fusions.
  • Fusion stars no longer exist. Instead, sync rate now determines fusion level, with 100% representing one level of fusion.
    • Starting sync rate is capped at 100% before item bonuses.
    • Using a fusion will reduce sync rate to 0%. Leftover sync is not kept.
    • The sync rate at the end of a battle, along with damage taken, determines the new starting sync rate. Ending a battle with a fusion will cause starting sync rate to be 0%.
    • A regular partner hit increases sync rate by 0.3%. Regular hits from Neku do not increase sync rate.
  • When activating a fusion, the player will enter a timed card minigame. Good performance results in higher fusion damage and additional drop rate stars.
    • Extra damage is shown with an on-screen fusion multiplier that starts at 1.0X. This multiplier increases for each correct card chosen, as well as completing a round with no errors.
    • Extra drop rate stars are equal to the fusion level times the fusion multiplier, rounded down. These drop rate stars are added to the total drop rate.
  • Partners have various fusion minigames:
    • Shiki must match a zener card at the 12 o'clock position with two identical cards that are momentarily revealed.
      • There are 4 possible shapes: circle, cross, star, waves. The difficulty setting does not change this amount.
      • There are 4 cards to choose from in the first round, 5 in the second round, and 6 in the third and all subsequent rounds.
      • Consider how each of the cards are placed in a clock-shaped configuration. The two identical cards are never placed beside each other.
      • The iPhone/iPad touch screen is capacitive, so it is possible to touch two cards at the same time with two fingers.
      • Shiki has the least powerful fusions. It is more difficult to increase her fusion multiplier than the other partners, and her base multipliers are low.
    • Joshua must order a set of numbered cards from 1 to 3.
      • The number of cards per round are 3, 3, 4, 3, 5, then the cycle repeats.
      • For the rounds with 4 and 5 cards, the extra cards are mirrored numbers, which should be avoided.
      • Joshua alternates between easy and hard rounds, so he can consistently get a high fusion multiplier without too many errors.
    • Beat must remove suit cards one at a time. The other cards will move inward. If two identical cards are touching each other, they will remove themselves. Multiple pairs at once may be removed this way, in a chain reaction, if the removal of one pair creates another.
      • There are no rounds in his minigame, so there is no penalty for an error other than lost time.
      • As the fusion multiplier increases, the cards will bobble further up and down.
      • Beat can achieve the highest fusion multipliers, though a bit of luck is needed to do so.
  • Base multipliers have been reduced in order to compensate for the fusion multiplier. To calculate total damage, they are multiplied by the sum of both characters' ATK, then the fusion multiplier, then the difficulty multiplier.
Fusion base multipliers
Lv. 1 Lv. 2 Lv. 3
Shiki 3.2 6.4 9.6
Joshua 2.4 8 24
Beat 4.8 9.6 16

Difficulty[]

Main article: Difficulty
  • Damage multipliers have been changed. Attacks deal more damage to compensate for the lack of the puck.
    • Easy: 3.75
    • Normal: 1.25
    • Hard: 0.9375
    • Ultimate: 0.625

SOS[]

  • The SOS condition is 0-25% HP instead of 0% of a character's HP bar.
  • Effects that induce SOS remove 75% HP instead of a character's HP bar. This is considered a nerf, as a player now only has 25% HP to work with instead of 50% HP.
  • Squirrel Leisure becomes an unlikely HP recovery pin. It is the only Healing pin that can heal and maintain SOS as long as it is used under 15% HP.

Pins and Psychs[]

  • The fusion pin can no longer instantly activate by pressing on it before a battle begins.
  • Pins can no longer be physically repositioned.
    • Irregular Note pins will still move around. However, they will be reset to the original positions at the start of every battle.It is impossible to manually surround an enemy with Irregular Note.
  • All pins that used the microphone to activate now require shaking the device to activate. This is a nerf because it is a slower activation method.
  • As the puck no longer exists, Cure Drink and Healing pins will always heal their expected amount of HP unless a Cure Boost pin is in the deck.
  • The Eden set pins (Holy Field) work differently.
    • They no longer work when the set is incomplete.
    • All CC hits by Neku and his partner are blazing.
    • Neku has the equivalent of CC Faster Sync 4 and CC hits deal triple damage. CC hits will deal between 330% and 600% damage, depending on the CC multiplier, and raise sync rate by 7%.
    • After Neku lands a CC hit, he will have a glowing invincibility shield around him that lasts for 4 seconds. Additional CC hits will refresh the shield.
  • Lightning Arrester has been significantly buffed.
    • Electric Warning deals 3 hits/use instead of 1.
    • Thunder Rook deals 5 hits/use instead of 2.
    • Lightning Rook deals 9 hits/use instead of 4. It is now the most powerful offensive pin in the game, even over the Darklit Planets.
  • All Lightning Bolt pins deal 2 hits/use. This buffs Tin Pin Artist and King Arthur, which only dealt 1 hit/use.
  • Over the Top and Turbo affect the partner.
  • Thunderbolt's programming error has been fixed. Dumping all uses on one target will result in all of them hitting.
  • Most unique pins from Pig Noise are now available for purchase in shops, allowing them to be repurchased if accidentally sold. Stopper Spark is the only pin not to receive this treatment.
  • Love Me Tether is now an event reward on Shiki's 4th Day, being received after the "loose button" scene.
    • The Pig on Day 6 of Shiki's week meanwhile no longer drops Love Me Tether, instead dropping Eyes Full of Hope.

Items[]

Numerous items have been added, removed, or replaced. Many others have had their descriptions updated to reflect changes in the game (i.e. "Phone Menu" is renamed "Home Menu" and all references to using the stylus now specify using your finger) while others still have had their affects or stats altered in some way. The books, CDs, and partner stickers are the most heavily affected, but thread abilities and food were also subject to changes.

Stickers[]

Stickers for Neku's partners were changed in many cases to reflect their new mechanics. Icons for the original stickers were used for the new ones. In addition to the below lists, descriptions for all DEF Boost stickers and (S) Fusion Boost Joshua were altered to reflect gameplay changes.

Old Sticker New Sticker
(S) ESP Cards (S) Shiki
(S) Safe Landing Shiki (S) Quick Boot Shiki
(S) Backlash (S) Combo Plus
(S) Block Shiki (S) Gauge Extender Shiki
(S) Jump (S) Hyperdrive Shiki
(S) High & Low Cards (S) Joshua
(S) Safe Landing Joshua (S) Quick Boot Joshua
(S) Phone Camera (S) Heavy Hitter
(S) Sidestep (S) Gauge Extender Joshua
(S) Levitate (S) Levitate (Remix)
(S) Suit Cards (S) Beat
(S) Safe Landing Beat (S) Quick Boot Beat
(S) Air Cancel (S) Power Combos
(S) Block Beat (S) Gauge Extender Beat
(S) Air Time (S) Hyperdrive Beat

CDs[]

  • The 6 CD items from the original Japanese version that were replaced in the NA/EU version (tracks 3, 7, 11, 12, 14, and 15) have been restored to the original songs from the JP version, receiving the same CD numbers they had originally. The descriptions used for the English version tracks are now used for these returning tracks.
    • The 6 tracks that replaced the above tracks still appear in the game under new track numbers (tracks 36, 38, 43, 44, 47, and 50, respectively) and now have new descriptions.
  • An additional 20 new CDs have been added to the main portion of the game, consisting of remixes, alternative versions of existing tracks, and outright new tracks. Together with the 6 returning tracks, this brings the total number of CDs from 34 to 60.
    • This includes the 8 CDs that were initially granted via Mingling with friends, but in later updates were sold in shops after unlocking the Secret Ending.
  • Coco's Secret Reaper Shop sells an additional 9 "Extra CDs" for real world currency.

Thread Abilities[]

  • All abilities that affected the combo map, the puck, or fusion stars have been replaced or modified. Below are tables of all the changes.
Old Ability New Ability
All-around Upgrade 2 Lasting Fusion 2 (see below)
Beat: Air Combo A Beat: Lasting Fusion 3
Beat: Air Combo B/C/D Beat: Drop Kick 1/2/3
Beat: Ground Combo A/B Beat: Lasting Fusion 1/2
Combo Branch +1/+2 Lasting Fusion 1/2
Combo Map Upgrade 1 Lasting Fusion Z
Combo Map Upgrade 2 Sync Charge Z
Combo Panel +1/+2 Sync Charge 1/2
Combo Panel -1 Sync Charge 3
Faster Puck 1/2 CC Faster Sync 1/2
Fusion ★ +1/+2/+3 Sync Start +20%/+40%/+60%
Hold That Puck 1/2/3 Loose CCs 1/2/3
Jinxed Hold That Puck Jinxed Loose CCs
Joshua: Air Combo A/B/C Joshua: Drop Kick 1/2/3
Joshua: Ground Combo A/B/C Joshua: Lasting Fusion 1/2/3
Puck Power 1/2/3 CC Boost 1/2/3
Shiki: Air Combo A/B Shiki: Drop Kick 2/3
Shiki: Ground Combo A/B/C Shiki: Lasting Fusion 1/2/3
Shiki: Ground Combo D Shiki: Drop Kick 1
Show Combo Map Longer Lasting Fusion 3
Slower Puck 1/2 CC Slower Sync 1/2


New Ability Effect
All-around Upgrade II While the ability still appears in the game, it's description and effect are now mostly the same as Lasting Fusion II (see below), with the only key difference being that this ability will still work when worn by Neku.
  • When one considers that the original ability combined Hit Keeper II with Show Combo Map Longer, this new version is a significant downgrade. Notably, threads that previously held the Show Combo Map Longer ability now outperform ones with this ability, as they now possess Lasting Fusion III. The only redeeming aspect the ability has is being usable by Neku, allowing it to be stacked with Lasting Fusion abilities of his partners and boosting all partners at once.
CC Boost All: +5% damage/level for CC hits. Unlike Puck Power, this ability will only affect the equipped character. The added damage does not effect the growth rate of the CC multiplier.
  • Puck Power, which was the most powerful non-SOS ability in the game, has been nerfed to a former shell of itself. Look at the updated Eden set if you want super powerful CC hits. (Note that CC Boost will stack with the Holy Field effect to give 1.5% damage/level).
CC Faster Sync All: +1.0% sync/level for CC hits. Unlike Faster Puck, this ability will only affect the equipped character.
  • Threads with CC Faster Sync 2 are still gamebreaking when stacked. Fusions will be obtained rapidly, though both characters will need to use three equip slots (Purple Sneaks/Citrus Shorts/Heart Pochette or Biker Gloves) to reach level 6.
CC Slower Sync All: -1.0% sync/level for CC hits. Only affects the equipped character.
Drop Kick Partner: +1 drop rate star/level. This is added after the chain multiplier.
Lasting Fusion Partner: +1 second/level to the fusion timer.
  • Lasting Fusion Z is equivalent to Lasting Fusion 3, but also reduces sync accumulation (equivalent to a theoretical Sync Charge -1).
Loose CCs All: the timing window of blazing and normal CC hits is more relaxed.

Jinxed: Equivalent to the level III version, but Neku stops receiving PP.

Sync Charge Partner: +0.5% sync/level for both regular and CC hits.
  • Sync Charge 3 is better than CC Faster Sync 1 with the limitation of being limited to Neku's partners.
  • Sync Charge Z is equivalent to Sync Charge 3, but reduces the fusion timer by 1 second (equivalent to a theoretical Lasting Fusion -1).
Sync Start Partner: boosts starting sync rate by the listed percentage. The amount is added directly to the starting sync when battle commences regardless of what the amount is. If the added percentage would exceed the character's maximum due to limited Fusion level, the extra sync is not added.
  • It is possible for all partners to begin a battle with a level 2 Fusion ready. In the DS version (outside of Japan), only Beat could do this. (In the Japanese version Fusions cost 25% more Fusion Stars, moving the level 2 cost to 10 stars instead of 8)

Food Changes[]

  • The pharmaceutical foods, ATK Capsules, DEF Medicine, and HP Tablets, are now digested in 6 Bytes instead of 8 Bytes (HP Tablets), and 16 Bytes (DEF Medicine/ATK Capsules).
  • All sync boosting food items now grant 100% sync when digested instead of their original amounts, leaving Sync Bar as the only one to remain completely unchanged. Furthermore, all character preferences have been set to neutral and the descriptions updated accordingly. Additionally, Cola and OJ are now 5 bytes to digest instead of 2 and 3 respectively, while Bouillabaisse and Insta-noodles have respectively decreased from 5 to 3 and from 6 to 5.
    • The first change is likely due to the relative ease of increasing sync in battle compared to the original game, making sync cheaper to collect. The second seems designed to eliminate likeability as a factor in determining the relative values of the items, allowing them to be priced according to other factors. The lattermost changes are likely to ensure that the more expensive items retain some advantage over the cheaper ones other than their initial sync boosts.
    • In reflection of these changes, the descriptions for these items were changed such that "approximately" no longer being listed before initial sync boost and the digestion effect is now described "you will attain 100% sync" instead of listing how much sync is bestowed.
  • Coco Atarashi sells the new food item Gourmet Rice Ball in exchange for real world currency.

Partner Battle Dialogue Change[]

In the Nintendo DS version of The World Ends With You, partners will say certain quotes after getting the Light Puck. These have been removed in Solo Remix as the Puck is absent. Along with the removal of certain Battle Dialogue, some Battle Dialogue has been added

Quotes Removed[]

  • "Any Last Words?" Neku
  • "Be careful!" Neku
  • "Quit Hoggin'!" Beat
  • "Thanks..." Joshua
  • "This is Nothing..." Joshua
  • "I got this!" Neku
  • "I got it!" Neku
  • "Got it!" Shiki
  • "Yeah!" Shiki
  • "Good One!" Beat
  • "Good One, Man!" Beat
  • "What The Hell?!" Beat
  • "You Alright?" Beat
  • "Watch it!" Neku
  • "Smile!" Joshua
  • "I'm diggin' it!" Beat
  • "What a rush!" Shiki
  • "Now we're talking!" Joshua

Quotes Added[]

  • "How's my aim?" Joshua
  • "I don't think so!" Beat
  • "Here it comes!" Shiki

Boss battle changes[]

Many boss battles were changed due to the lack of a second screen. Some of these changes were more extreme than others.

Vespertilio Canor/Pteropus Canor[]

  • The second screen still exists, but can only be reached by using the Partner Pin. For Shiki, she must complete a full combo on the invulnerable boss to reach the second screen. Beat need only be brought into close proximity. Partners cannot be sent to the second screen if the lights are on.
  • In both battles, the partner must clear the bats off the wires as in the original version. Gameplay returns to Neku once both wires are cleared or the partner pin runs out of uses.
    • It is not possible to recall the partner by any other means, so if you're unable to clear both wires the partner pin will be depleted when gameplay returns to Neku.

Cornix Canor/Ovis Cantus[]

  • Both bosses see minimal alterations outside of the second screen's removal. All combat now takes place exclusively on one screen.

Leo Cantus/Sho Minamimoto (Enemy)[]

  • As before, battle starts with facing Taboo Noise while Sho remains out of reach.
  • After joining the battle, Sho will attack the player together with the Taboo Noise. As before, he will teleport away from any attacks that involve touching him directly.
    • On occasion, he will transform the Taboo Noise into black spheres which roll to another area of the screen. The spheres are invulnerable.
  • After changing to Leo Cantus, the battle is fought similar to before, only with no Taboo Noise to defeat. Sho seems to change back after a certain amount of time elapses.
    • He also seems to enter Leo Cantus mode after his yellow HP gauge is depleted. At this point he may also fight alongside Taboo Noise.

Koki Kariya (Enemy)/Uzuki Yashiro (Enemy)[]

  • At first the two will attack using tag team tactics. As their health depletes, they will begin attacking together.
  • When fighting them individually, they will occasionally swap with their shadows despite there not being a second screen. Shadows are still vulnerable to positive psychs. (This applies to all reaper enemies as well, including Reaper Beat.)
  • It now appears that the duo's HP is the sum of their respective HPs. Previously it appears that it was just Kariya's HP alone for the double team fight.

Koki Kariya (Berserk)/Uzuki Yashiro (Berserk)[]

  • As with the previous fight, they begin the battle using tag team tactics and only switch to doubling up on Neku once their HP is depleted a certain amount.
  • No light puck is utilized. It is unclear what triggers their fusion attack, but it might be simply an automatic trigger when their HP is depleted below a certain level.
    • As a result of the changes, it is possible to defeat them without permitting any opportunity for them to use their fusion, particularly if the player uses their own fusion to end the battle.

Tigris Cantus[]

  • As before, the battle advances through a number of phases.
  • In the first phase, the boss appears as a phantom on the screen. As before, casting taboo noise into the white zone will damage and render her vulnerable while regular noise will heal her.
  • In the second phase, the background gives the impression of a midair battle. Neku and Beat must attack the boss while avoiding the attacks from her clones. Occasionally she'll swap places with a clone.
  • The third phase once again sees Neku's pins being stolen. Only Beat can be used to attack. Standing on the boss's shadow will destroy her clones, preventing attacks, while damage will be taken if she crosses Neku's shadow.
  • After Rhyme's pin is retrieved, the battle proceeds in much the same way as in the original. Cross combos are disabled during this phase.

Megumi Kitaniji (Enemy)[]

  • Shiki now functions similarly to her partner pin mode. She is invulnerable and will only appear right before attacking.
    • As a result, it is no longer possible to miss pin drops or collect fewer PP due to landing the final blow on Shiki, a point of occasional frustration in the DS version.
  • Time stopping appears to now be restricted to after the boss's health have been sufficiently depleted.

Anguis Cantus[]

  • The snake head remains on the bottom screen for most of the battle.
  • The bubble attack, instead of moving Neku in front of the boss's mouth, now takes him to the "top screen". Once there, the boss will begin charging a powerful beam attack. If Neku escapes, he can attack the boss while the technique is charging. Combat returns to the bottom screen after the attack is completed.

Draco Cantus[]

  • Instead of giving Neku a permanent puck with steadily increasing multipliers each time he triggers a partner, activating a partner (now done by using their Partner Pin activation method), instead deploys that characters strongest Fusion level. No mini-game is played for higher multipliers though.
    • Due to the Absence of the Stride Battle Cross System, the game will momentarily pause the fight automatically to show you which partners are to be activated.
  • The move where Draco Cantus would launch swords of light from the top screen now works differently. Instead of launching the attack at random while saying "Let the light save you," the technique is activated in a brief cut scene showing the top screen whenever Neku gets caught in a bubble, pausing the action as it does. After the scene, the bubble will slowly move Neku towards the impaled sword (which always lands in the same spot towards the bottom of the area), resulting in extreme damage if Neku fails to escape before the sword detonates.

Achievements[]

Main article: Achievements'Solo Remix is connected to both Game Center and Google Play Games, and as such, comes with its own set of unlockable achievements. There are 20 in total.