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Judgment: Arcade Requirements and Strategies

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Judgment: Arcade Requirements and Strategies Judgment's arcade requirements range from playing a cabinet once to beating a specific opponent or score. Check the target before starting: several games don't require a full clear. First, check your version. The original PS4 release has Puyo Puyo and office pinball. The remaster on PS5, Xbox Series and PC replaces those with Virtua Fighter 2 and Out Run. The requirements below separate those versions. Where everything is Club SEGA on Nakamichi Street has Fantasy Zone, Fighting Vipers, Virtua Fighter 5 Final Showdown, and either Puyo Puyo or Virtua Fighter 2. Club SEGA at Theater Square has Kamuro of the Dead, Motor Raid, Space Harrier, UFO Catcher and darts. The office has pinball or Out Run. The Gamer Life achievement only asks you to play the arcade games. KamuroGo asks for the specific results below. You still need the scores, wins, and character clears for KamuroGo. Fighting Vipers Target: defeat Bahn, Tokio, Raxel, Sanman, Picky, Grace and Honey. You don't need to beat the final boss after Honey for this checklist. Continues are allowed, so a loss doesn't mean throwing away the whole run. Stay with the same attempt and retry the opponent giving you trouble. Grace has a useful shortcut: jump forward toward the opponent, then use the downward attack with the combined Punch + Kick + Guard input. On the default PlayStation setup, that's the combination assigned to L2. Check the cabinet controls if you've remapped anything. When it connects, she catches the opponent with her legs and throws them. This is especially useful against opponents who keep grabbing you at close range. Don't stand directly in front of Honey repeatedly pressing the same ordinary punch. Create a little space, approach with the jumping throw, and repeat after the opponent recovers. If a move keeps getting blocked, change the timing rather than feeding the AI the same opening. You have unlimited retries here, so use them to learn the one fight you're on. Virtua Fighter 5 Final Showdown Targets: clear the stages including Dural, earn 30 match wins overall, and win a match with each of the 19 selectable characters. For the character checklist, one round is not enough. Win the full two-round match, wait for the game to register the victory, then quit or change characters. Expand the character challenge in KamuroGo to check who is missing. El Blaze and Vanessa are accessible choices for the full arcade clear. Their repeated standing kick strings work well against much of the early AI. That doesn't make the Dural fight automatic. Against Dural, back away to encourage an attack, let it miss, then punish the recovery. Keep your own back away from the edge. A ring-out can save a difficult fight, but it works both ways, and charging without regard for position is an easy way to lose. The important catch is the bonus stage. You only get one attempt against Dural in that arcade run. If you lose there, you need another run to reach the bonus fight again. Finish this clear with a character you can control, then use the early matches to clean up the roster and total wins. Virtua Fighter 2, remaster only Targets: play as all ten characters and clear the arcade stages, including the Dural bonus stage. The roster requirement here is playing as the characters, unlike VF5's separate win-with-everyone requirement. There are VF2 and VF2.1 cabinets. If the original version is giving you grief, try 2.1. Jeffry's combined Punch + Kick + Guard attack is a useful starting point. It's a lunging hip attack that can knock opponents down and push them toward the edge. Use the input shown in the cabinet's controls rather than assuming your normal combat controls apply. Repeat it with enough spacing to catch the opponent as they approach or stand. If they start punishing it, back off and use low kicks rather than stubbornly repeating the same attack while trapped. Ring positioning matters more than a long combo list for this approach. Dural is another one-attempt bonus fight. A loss means reaching that stage again. This tactic can simplify the run, but it isn't an invincibility button, especially when the opponent has you cornered. Fantasy Zone Target: 50,000 points in one game. Your first job in each area is destroying the enemy generators shown on the radar. Once those are gone, the boss appears. Keep moving and use rapid fire instead of tapping every individual shot. Collect the dropped money and use the shop balloons. Better movement makes it much easier to reposition around projectiles and survive long enough to score. Leave coins behind if reaching them is likely to get you hit. The ship faces the direction you move. Before attacking a generator, line up so you're firing toward it rather than drifting past with your weapon pointing away. Clear space around yourself, attack, then move before the next wave traps you. You don't need a complete arcade clear. Once you have passed 50,000, let the game finish and check the KamuroGo entry. Space Harrier Target: 2,000,000 points in one game. Use rapid fire and keep a steady moving pattern rather than sitting in the center of the screen. Enemy shots come toward your position, so changing position before they arrive is more valuable than desperately chasing every target with the cursor. Watch the scenery as carefully as the enemies. Large obstacles can end an otherwise good run because you focused entirely on firing. Wide, controlled movement gives you more reaction time than abrupt sweeps from edge to edge. The early bosses supply a large part of the score. Surviving through the first two stages and their bosses is normally enough to reach the target. Concentrate on getting there cleanly instead of trying to complete the entire game. Kamuro of the Dead Targets: clear all six stages, kill 500 zombies, and land 777 headshots. Zombie Apocalypse Survivor separately requires 50 pickups collected during the game. The headshot target is hits, not 777 separate headshot kills. Tough enemies and bosses can take several shots to the head, making them useful progress while you work on the clear. Aim at the head before you start spraying, reload during quiet transitions, and prioritize enemies about to attack. When a special enemy has a visible attack windup, interrupting that attack is worth more than finishing an ordinary zombie standing farther back. Shoot the boxes and other breakable containers you pass. Collect the items they reveal instead of assuming destroying the container is the entire requirement. The pickup trophy takes repeat play, so keep doing this during every stage attempt. Unlocked stages can be selected again. You do not need to repeat all six from the beginning every time you want to practice one awkward section or finish the counters. Clear the stages, inspect the remaining totals, then replay a comfortable section while deliberately aiming for heads and pickups. Motor Raid Targets: finish all three races in Championship mode and finish all five available courses in Practice mode. First place is not required for those completion entries. Reaching the end before time expires is enough. This is a useful distinction if you're about to restart a perfectly good third-place run. Use attacks when another rider is close enough to interfere with you, and use the charged boost on a stretch where you can keep control. A boost straight into a barrier loses the advantage you were trying to gain. After the Championship requirement is checked, switch modes. Championship progress doesn't replace the separate Practice course list. Run through each of the five ordinary practice planets and check them off. The hidden sixth planet isn't required. UFO Catcher Target: collect 15 prizes. They do not have to be 15 different toys. Pick a prize near the side of the machine so its position is easier to judge from both camera angles. Set the horizontal position first, then use the side view to judge depth before committing the second movement. Aim for a stable grip around the toy's center rather than catching the very end of a limb. If it shifts without dropping, judge its new position instead of repeating the previous coordinates blindly. Ask the attendant to reset the layout when the remaining prizes are awkward. Once you find a toy and position you can win consistently, repeating that setup is perfectly valid for the counter. Puyo Puyo, PS4 only Targets: 30 total wins and defeat all ten rivals. The 30 wins are cumulative. The difficult part is keeping a single run alive long enough for the late opponents to enter the pool. Witch appears late and Rulue becomes available around level 25. Reaching that point doesn't mean Rulue is guaranteed to be the next opponent, so keep playing until she actually appears and you beat her. You cannot face the character you selected. Suketoudara, the red fish, is a useful choice for the long run because it removes him from the opponent pool. Later, pick somebody else and beat him to finish his checklist entry. If you're new to the game, learn the difference between a match and a chain. Four connected puyos of one color disappear. A chain happens when that disappearance makes another group fall into a match. Consecutive chains send much more pressure than several unrelated small clears. A manageable approach is building a tall reserve in the right-hand columns while leaving space on the left to trigger clears. Try to keep groups of three matching colors within that stack so one well-placed piece can start a cascade. Dropping everything randomly can sometimes work, but it also produces dead boards with no useful trigger. Watch the next pieces, keep the spawn column clear, and trigger a smaller chain when incoming garbage would otherwise bury you. A huge theoretical chain is no help if you lose before setting it off. There is still randomness here, so treat a failed late run as a retry, not proof that the checklist is broken. Office pinball, PS4 only Targets: play ten games and beat 500 points. Use the opening skill shot for an early score boost, then work on the table's letter targets to advance the year and earn bonuses. Try to return the ball toward targets deliberately instead of pressing both flippers every time it comes near the bottom. The score and play-count tasks are separate. Once you have the score, finish any remaining games normally. Merely opening and immediately closing the machine is not the same as playing a game. Out Run, remaster only Targets: score 2,000,000 points and complete ten plays. The machine becomes usable once the story has opened side cases. Accelerate in low gear, shift into high as you build speed, and ease off before bends rather than crashing through them at full throttle. Avoid roadside obstacles in particular: flipping the car wastes far more time than briefly slowing down. The first checkpoint is usually enough for the score target. You don't need to master every route. When the road branches, the left routes are generally the gentler option. For the ten plays, let each game reach its full Game Over and return to the attract screen. Starting and immediately quitting doesn't count. You can start the next attempt from the cabinet without exiting back into the office every time. Check KamuroGo after each cabinet. Confirm the Dural clears, character requirements, and individual Practice courses before moving on.

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