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# Rockin' Android Rockin' Android is an American-based independent company that specializes in licensing, localizing and publishing indie Japanese (or doujin) games in English. The company was founded in September 2008 by Enrique Galvez. Company Goal. ""We look for games that have familiarity to players outside Japan, easy to pick up and play but addictive." -Enrique Galvez" Formation. From the 1980s to 1990s, Japanese animation saw a surge in popularity in the west. During this boom, Enrique Galvez owned a business, Banzai Anime, in Los Angeles, California. Thanks to the boom, in the late 1990s his business transformed from a small firm to a large retail operation by the renting out and selling many anime videos. This successful business allowed Galvez to make 3-4 business trips to Japan every year, it was at this time Galvez developed a hobby for playing doujin video games, even though they were not a part of his business. For five years, Galvez planned to start a new company after noticing the increase of game quality by Japanese developers and wondering how they would fare in the western markets. Three years, into his planning, he attended Comiket in 2007 and bought many doujin games, one of them being SUGURI. Galvez was impressed by the quality of the games and at that night, he penned the idea for Rockin' Android. In the next year, at October, Galvez used his business contacts and called friends of friends to search for a doujin circle to make a licensing deal with. It was here that he met and chose Orange_Juice for their first licensing deal, citing Orange_Juice's pedigree and dedication to fans as the reason they were chosen. With only a handful of employees, Rockin Android localized and released "SUGURI Perfect Edition" to western markets on June 30th, 2009.
Rockin' Android
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# Roles
Roles
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# Roost
Roost
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# Roost (achievement) Roost is a Steam achievement in
Roost (achievement)
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# Roost (hyper difficulty)
Roost (hyper difficulty)
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# Roost Boost
Roost Boost
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# Ropochi
Ropochi
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# Rose Dice __NOEDITSECTION__ Rose Dice is a dice cosmetic that was first introduced during the Chocolate for the Sweet Gods event. The dice is seasonal as it has only been made available during events. Current Unlock Methods. No current unlock method. (Seasonal Unlock)
Rose Dice
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# Ruffshroom
Ruffshroom
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# Ruffshroom/Info Ruffshroom is one of the twelve non-playable monster units featured in Bounty Hunt Mode. It was added to the game alongside the permanent addition of Bounty Hunt Mode during the Bounty Hungers event. NPC Overview. Ruffshroom appears in Bounty Hunt Mode as a monster that can be fought in Bounty Battles. Ruffshroom is classified as an easy bounty, granting 2 fame upon KO.
Ruffshroom/Info
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# Ruffshroom/Poses
Ruffshroom/Poses
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# Ruffshroom/Trivia
Ruffshroom/Trivia
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# Rush
Rush
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# SUGURI the Best SUGURI the Best was composed by DEKU and consists of 13 arranged "Best of" tracks from the . It was released as a CD album in Japan during Comiket 81, on December 31st, 2011. Later, it was released in digital format on Melonbooks on January 6th, 2012. Eventually, the album saw a release through western outlets though the iTunes Store and Amazon on December 28th, 2016 and on Steam, coinciding with the release of Acceleration of SUGURI 2, on March 7th, 2018. Additional Bonus. It was announced on June 21st, 2018 that anyone who purchased "SUGURI the Best" would have additional BGM options to select in their battles in "Acceleration of SUGURI 2". Owners of the soundtrack will be able to choose the following tracks before matches:
SUGURI the Best
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# Safe Journey
Safe Journey
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# Saint Eyes
Saint Eyes
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# Saki
Saki
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# Saki's Bakery
Saki's Bakery
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# Saki's Cookie Saki's Cookie is a collectible Boost card that can be acquired from the Base Pack. Effect. When used, the player heals 1 HP. Strategy. Saki's Cookie is a cheap and reliable healing option for just about any character. While it only heals 1 HP, it costs 0 stars and can be played from the start of the game. Characters with low base HP recover a much larger fraction of their HP compared to characters with a higher HP stat, making it more useful for characters like or . Characters that also have high DEF like and benefit the most from this card due to the survivability 1 HP provides. These two factors make Saki's Cookie an excellent card for . She can use it on the first turn to get early and can use it later to heal herself, preventing KOs and the loss of . Characters with very high DEF like also enjoy having this card available, as it effectively gives them one more battle that they can survive. The difference between being at 1 HP and 2 HP in a battle is often a life or death difference for these characters due to their low EVD, or inability to dodge at all in case. has a similar use for Saki's Cookie, allowing her to recover her HP up back up above 2 to make herself much harder to KO in combat thanks to her passive. In general, the more max HP a character has, the less useful Saki's Cookie becomes for them. Characters with high HP but low DEF like and tend to prefer or due to the increased healing they provide. Offensive characters that rely on picking players off like or may not want to have Saki's Cookie in the deck, as it can help opponents survive their assault. Evasive characters with a dodge or die playstyle like or rarely take enough damage without being KO'd outright to make the healing worth it. Their decks usually contain cards that boost their EVD like instead to prevent the damage from happening in the first place. Saki's Cookie is also a useless card for Kiriko, as her passive prevents healing and opponents can use it to heal themselves out of range of .
Saki's Cookie
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# Saki's Cookie (achievement) Saki's Cookie is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 2.
Saki's Cookie (achievement)
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# Saki/Cosmetics <tabber> </tabber>
Saki/Cosmetics
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# Saki/Hyper Effect. Saki's Hyper is Big Bang Bell. When used, a preview of the card's range will be shown to the player, and the player will be prompted to confirm their trap placement. If No is selected, the card will not be used and the player will return to card selection. If Yes is selected, this Trap card is set on the player's current panel. When this card is triggered, it will deal damage to the affected unit as well as all non-KO'd units within a 2-panel radius. The amount of damage is equal to 2 plus an additional 1 damage for every 2 chapters that have passed since it was set. If any unit is KO'd by this effect, half of their stars are given to the player. This can also affect the user. Strategy. Big Bang Bell is one of the best trap cards in the game, dealing massive punishment to opponents and potentially high gain for the player, all for the low price of 0 stars. The player also has the added bonus of being immune to the trap themselves as they will simply regain their own stars. As a result of this, the Hyper is relatively safe to drop on any panel, and the player should prioritize placing it as soon as possible to allow the damage output to grow. The Hyper is also potentially the most damaging card in the game with theoretically infinite damage output. As a trap, the Big Bang Bell has a variety of uses, and similar to has the advantage of creating unease and uncertainty among opponents as any trap set by Saki could be her Hyper. As to be expected, one of the most popular ways the Hyper is generally at it's best when set on an opponent's panel as not only can it deny an opponent from attempting to win the game, but it can also stop both Wins and Star Norma by KOing the opponent. In contrast, it may be smarter to leave Big Bang Bell on a lesser-traveled path to catch opponents by surprise in the late game. It is best to let the bell gain damage and then influence players to take the path where the trap is by placing more traps on the opposing pathway. Field events like can quickly make opponents forget about the Hyper's location if it was set randomly, and cards like can quickly make the trap's location confusing. Big Bang Bell also works well in decks with considering that both take time to charge. This occasionally leads to players stepping on well-charged Big Bang Bells thinking they are well-charged Piggy Banks, especially if the player set the Hyper on their own . The Hyper is not without its disadvantages though. As a trap card, Big Bang Bell is directly countered by and , as well as indirectly countered by if the opponent gets the card. Like all traps, the Hyper is also opponent-reliant, making it rather unreliable, and while this can make the Hyper extremely strong, it will be for naught if the opponent misses it. The player will also not be able to start using the Hyper until Norma 3, which gives the Hyper a late start unless is used. Some opponents will also purposely head toward their panel as quickly as possible if they believe the player set Big Bang Bell on it. By doing this, they will activate it before its damage output becomes lethal, thus countering its star loss effect.
Saki/Hyper
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# Saki/Info Saki is one of the playable characters in . She was added to the game in alongside . She originates from the game SUGURI, in which she is one of the bosses. Passives. None. Overview. Saki is a relatively balanced character with a neutral attack and defense stats. With her below average health stats and lack of defensive buffs, she should spend her time avoiding confrontations with other players or panels and instead focus on acquiring stars and preserving health. If combat should occur, however, her slightly increased evasion stat can help her avoid weaker attacks but is not a guaranteed method for survival. Similar to , most of Saki's strength comes from her Hyper and as a result, the player should focus on reaching Norma level 3 and landing on either or panels to secure a Hyper and the stars necessary to level up. The main downside to Saki is that while she is not weak in the traditional sense, her survivability is generally not very good. Without any defense boost and only a slightly increased evasion stat, she does not have the evasion power of or the added preservation of to support her low health stat. Saki's other disadvantage is her reliance on her Hyper card. If the player is unable to draw Saki's Hyper, they will likely be unable to stop an opponent with more stars. +Extremely powerful Hyper that deters opponents and can severely set them back +Hyper pushes Saki further into the lead with guaranteed stars +Low Recovery -Low survivability -Relatively easy to bully -Hyper is opponent-reliant for gains -Hyper reliant
Saki/Info
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# Saki/Mode Changes Co-op In Co-op mode, Saki's stats and passive do not change. Saki's Hyper, Big Bang Bell, has a slightly different effect in Co-op. This trap is visible to allies, can only be triggered by enemies, and will only deal damage to enemies. The Hyper otherwise functions similarly to its Normal mode counterpart. Bounty Hunt Saki's passive and Hyper are unchanged in Bounty Hunt mode. Saki's base stats give her 36 starting stars and a markup of +10% at shops.
Saki/Mode Changes
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# Saki/Strategy Playstyle. Saki's hyper can be very potent. Therefore, it is recommended to go for panels until she has it. panels should naturally still be given high priority, as Saki can't always depend on her Hyper to generate stars. She would do well to include in her deck cards that supplement her defense, due to lackluster stats.
Saki/Strategy
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# Saki/Trivia
Saki/Trivia
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# Saki/Unlocks
Saki/Unlocks
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# Saki/Voice Lines Voice Lines. <tabber> </tabber>
Saki/Voice Lines
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# Saki (Sweet Maker)
Saki (Sweet Maker)
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# Saki (Sweet Maker)/Cosmetics
Saki (Sweet Maker)/Cosmetics
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# Saki (Sweet Maker)/Hyper Effect. Saki (Sweet Maker)'s Hyper is Sweet Maker's Magic. When used in a battle, the player heals HP equal to the number of in their hand, and gains ATK equal to 2x the number of Sweets type cards in their hand. In addition, the player will discard all Sweets type cards in their hand.
Saki (Sweet Maker)/Hyper
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# Saki (Sweet Maker)/Info Saki (Sweet Maker) is one of the playable characters in . She was added to the game in , alongside and .
Saki (Sweet Maker)/Info
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# Saki (Sweet Maker)/Mode Changes Co-op Saki (Sweet Maker)'s stats, passive, and Hyper are unchanged in Co-op mode. Bounty Hunt Saki (Sweet Maker)'s passive and Hyper are unchanged in Bounty Hunt mode. Saki (Sweet Maker)'s base stats give her 40 starting stars and a price adjustment of 0% at shops.
Saki (Sweet Maker)/Mode Changes
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# Saki (Sweet Maker)/Strategy
Saki (Sweet Maker)/Strategy
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# Saki (Sweet Maker)/Unlocks
Saki (Sweet Maker)/Unlocks
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# Saki (Sweet Maker)/Voice Lines Voice Lines. <tabber> </tabber>
Saki (Sweet Maker)/Voice Lines
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# Saki Summer Costume
Saki Summer Costume
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# Sakis Cookie (achievement)
Sakis Cookie (achievement)
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# Sakura Dice __NOEDITSECTION__ Sakura Dice is a dice cosmetic that was first introduced during the School Crashers event. The dice is seasonal as it has only been made available during events. Current Unlock Methods. No current unlock method. (Seasonal Unlock)
Sakura Dice
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# Sakura Smackdown Sakura Smackdown is the 27th board in . It is set in an unknown location original to the game. Sakura Smackdown is a map that separates combat and star-collector characters thanks to its divided path. The inner path sports only panels, so any combat panels are completely avoidable in this map if traversing on the outer route. It is featured in the campaigns during Crossed Christmases Episode 4 and Wanderers Episode 3. Strategy. Sakura Smackdown is a mid-sized board with a very balanced layout, allowing both attackers and collectors to have a chance at winning without any major issue. The home panels are very accessible from any side, only disadvantage being the panels close to them. All players should note that when is active, the panels in the middle will transform into panels, which will logically heal more than if gone to a panel. Attack characters will most likely be in the inner circle which can wear down their HP quickly, so anyone with an average attack stat or with use of offensive Cards can take them down. Character Synergy. Sakura Smackdown does not have an obvious disadvantage to any character. While the inner path is dangerous for any character with a weak HP or DEF stat, they can completely avoid it.
Sakura Smackdown
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# Sakura Smackdown CO Sakura Smackdown CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Sakura Smackdown field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
Sakura Smackdown CO
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# Sandcastle Dice __NOEDITSECTION__ Sandcastle Dice is a dice cosmetic that was first introduced during the Beach Party event in 2018. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
Sandcastle Dice
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# Sandwich Thieves
Sandwich Thieves
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# Santa's Job
Santa's Job
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# Santa's Job (Co-op)
Santa's Job (Co-op)
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# Santa's Little Menace Santa's Little Menace is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 19.
Santa's Little Menace
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# Santa's Workshop Santa's Workshop is a playable field in Santa's Workshop has its own unique music theme. At the start of a match in any mode, the game plays "Final Stage 2" <sm2>Blue Sky Basketball.ogg</sm2>. The music lasts until it is changed by another action (usually a player achieving Norma). It is featured in the campaigns during Crossed Christmases Final Episode.
Santa's Workshop
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# Santa's Workshop CO Santa's Workshop CO is a playable Co-op field in 100% Orange Juice. The field layout is based on the normal Santa's Workshop field, with significant adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
Santa's Workshop CO
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# Santa Hats Santa Hats are a pack of character accessories located in the in-game shop that were first introduced during the Christmas Event (2014). The accessory is non-seasonal, meaning it can be unlocked at any time of the year. Update History. Update history for this accessory does not include each time Santa Hats were added for new characters, as they are added the moment a new character is released.
Santa Hats
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# Santa Scramble Overview. "There's little time until Christmas, and the children want a snow castle... a big one! Only you can help make it happen! Witness the exciting new event storyline with story by Hono and ending illustration by artist Mo! Can and combine their powers with the to save the children's Christmas? " Rule Changes. <tabber> The main objective of the Santa Scramble event is gathering Snow to build a Castle. The snow is gathered by walking on snowy panels, KOing other players or initiating a Snowball Showdown. Every 6 turns, players will be sent to the Castle Building screen. In here, players click parts they want to place at the bottom then place them in the frame above. Each part requires 5 Snow on the 1st round, 10 Snow on the 2nd round, 15 Snow on the 3rd round, and 20 Snow on the final round. Placement of parts during the Castle Building session does not consume snow. Players can choose to stop whenever in case they don't want to add any more parts to the castle. After 24 chapters, the game ends, and the player with the most placed parts indicated by the Mini Castle will be the winner. If there's a tie, the winner will be decided by normal means (Highest level wins, then highest score (stars and wins)). To initiate a Snowball Showdown, press the "Throw" button, which costs 10 Snow. Any player that is 3 to 4 panels radius away from the attacker can be chosen as the target, while players 1 panel radius near the attacker and players 1 panel radius near the target will become their respective ally. While in battle, the person that chose the Throw option will go first. When attacking, the player will need to guess to what panel the target will move, while when defending the player will try to avoid the incoming snowball by clicking in an adjacent panel to move. Take note that they can stand still by clicking on the currently standing panel. If the throw misses or there's more than 1 player on one side, the sides will switch and the attacker will become defender and viceversa. Hitting a player with a snowball will give half their Snow to the attacker. These battles last until all players on one side are hit or 3 rounds of attack and defense have passed. After a battle, players cannot be fought again for 2 Chapters and will have the Chilly effect indicated by a symbol floating around them. New cards have been added to assist in the Snowball Showdown battles. They're listed as Battle Cards, however they're only usable during the Snowball Showdown game. 2 random cards from each player's decks are replaced by both of these new cards, giving 4 of each of these cards are added per game, giving the deck a total of 48. </tabber> Event Rewards. <tabber> This event features a global counter on the main menu of the game where the total goal increases daily. The counter increases as players build castles, with the goal being 2000 castles built per day. New items were unlocked for all players with each daily goal reached. Daily goals stopped being refreshed and the event campaign completed on December 25th, upon reaching the final goal of 10000 castles built total. This event introduced the currency, which was originally unique to this event but became obtainable in later events. Christmas Wreaths are earned at the end of online games during this event, with the amount earned being randomly chosen from 35, 36, 37 or 40 regardless of the player's performance. As of Version 1.31.4, were discontinued and converted to , and s and from previous events became purchasable with wreaths. </tabber>
Santa Scramble
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# Santa Scramble/Story [ Return to Top ]
Santa Scramble/Story
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# Santa Scramble (2019 Rerun) Overview. "There's little time until Christmas, and the children want a snow castle... a big one! Only you can help make it happen! Witness the exciting new event storyline with story by Hono and ending illustration by artist Mo! Can and combine their powers with the to save the children's Christmas? " Rule Changes. <tabber> The main objective of the Santa Scramble event is gathering Snow to build a Castle. The snow is gathered by walking on snowy panels, KOing other players or initiating a Snowball Showdown. Every 6 turns, players will be sent to the Castle Building screen. In here, players click parts they want to place at the bottom then place them in the frame above. Each part requires 5 Snow on the 1st round, 10 Snow on the 2nd round, 15 Snow on the 3rd round, and 20 Snow on the final round. Placement of parts during the Castle Building session does not consume snow. Players can choose to stop whenever in case they don't want to add any more parts to the castle. After 24 chapters, the game ends, and the player with the most placed parts indicated by the Mini Castle will be the winner. If there's a tie, the winner will be decided by normal means (Highest level wins, then highest score (stars and wins)). To initiate a Snowball Showdown, press the "Throw" button, which costs 10 Snow. Any player that is 3 to 4 panels radius away from the attacker can be chosen as the target, while players 1 panel radius near the attacker and players 1 panel radius near the target will become their respective ally. While in battle, the person that chose the Throw option will go first. When attacking, the player will need to guess to what panel the target will move, while when defending the player will try to avoid the incoming snowball by clicking in an adjacent panel to move. Take note that they can stand still by clicking on the currently standing panel. If the throw misses or there's more than 1 player left alive on one side, the sides will switch and the attacker will become defender and viceversa. Hitting a player with a snowball will give half their Snow to the attacker. These battles last until all players on one side are hit or 3 rounds of attack and defence have passed. After a battle, players cannot be fought again for 2 Chapters and will have the Chilly effect indicated by a symbol floating around them. New cards have been added to assist in the Snowball Showdown battles. They're listed as Battle Cards, however they're only usable during the Snowball Showdown game. 2 random cards from each player's decks are replaced by both of these new cards, giving 4 of each of these cards are added per game, giving the deck a total of 48. </tabber> Event Rewards. All drops can be earned in both single and multiplayer, but multiplayer is advised. <tabber> This event features a global counter on the main menu of the game where the total goal increases daily. The counter increases as players build castles, with the goal being 1000 castles built per day. New items were unlocked for all players with each daily goal reached. Daily goals stopped being refreshed and the event campaign completed on November 27th, upon reaching the final goal of 5000 castles built total. Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased. </tabber>
Santa Scramble (2019 Rerun)
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# Santa Scramble (2021 Rerun) Overview. "There's little time until Christmas, and the children want a snow castle... a big one! Only you can help make it happen! Witness the exciting new event storyline with story by Hono and ending illustration by artist Mo! Can and combine their powers with the to save the children's Christmas? " Rule Changes. <tabber> The main objective of the Santa Scramble event is gathering Snow to build a Castle. The snow is gathered by walking on snowy panels, KOing other players or initiating a Snowball Showdown. Every 6 turns, players will be sent to the Castle Building screen. In here, players click parts they want to place at the bottom then place them in the frame above. Each part requires 5 Snow on the 1st round, 10 Snow on the 2nd round, 15 Snow on the 3rd round, and 20 Snow on the final round. Placement of parts during the Castle Building session does not consume snow. Players can choose to stop whenever in case they don't want to add any more parts to the castle. After 24 chapters, the game ends, and the player with the most placed parts indicated by the Mini Castle will be the winner. If there's a tie, the winner will be decided by normal means (Highest level wins, then highest score (stars and wins)). To initiate a Snowball Showdown, press the "Throw" button, which costs 10 Snow. Any player that is 3 to 4 panels radius away from the attacker can be chosen as the target, while players 1 panel radius near the attacker and players 1 panel radius near the target will become their respective ally. While in battle, the person that chose the Throw option will go first. When attacking, the player will need to guess to what panel the target will move, while when defending the player will try to avoid the incoming snowball by clicking in an adjacent panel to move. Take note that they can stand still by clicking on the currently standing panel. If the throw misses or there's more than 1 player left alive on one side, the sides will switch and the attacker will become defender and viceversa. Hitting a player with a snowball will give half their Snow to the attacker. These battles last until all players on one side are hit or 3 rounds of attack and defence have passed. After a battle, players cannot start another snowball fight for 2 Chapters and will have the Chilly effect indicated by a symbol floating around them. New cards have been added to assist in the Snowball Showdown battles. They're listed as Battle Cards, however they're only usable during the Snowball Showdown game. 2 random cards from each player's decks are replaced by both of these new cards, giving 4 of each of these cards are added per game, giving the deck a total of 48. </tabber> Event Rewards. All event rewards may only be earned by playing online games in Xmas mode. Unlike most online rewards, the player is not required to play with other human players, but is required to play in a lobby. <tabber> This event features a global counter on the main menu of the game. The counter increases as players build castles (by completing online games in Xmas mode); once a certain amount of castles are built, new items are unlocked for all players. There are numerous tiers of rewards, with each goal being activated at the start of a different day. Goals remain active until completed. It is possible to obtain all unlocked rewards from the global counter for as long as the event is active. are earned at the end of online games in Xmas mode during this event. The amount of wreaths earned depends on the rank the player finished in: 1st place gives 45, 2nd place gives 38, 3rd place gives 40 and 4th place gives 37. That ending in 3rd place earns a player more wreaths than ending in 2nd is likely due to an error. Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased. </tabber>
Santa Scramble (2021 Rerun)
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# Santa Scramble Costumes Santa Scramble Costumes are a set of individual character accessories that were first introduced during the Santa Scramble event in 2018. The accessory is seasonal as it has only been made available during events, and there is currently no means to unlock it. Current Unlock Methods. This accessory's unlock methods vary between characters. Group 1 - Alte, Flying Castle, Fernet, Kai, Kyoko, Marc, Nanako, Peat, and Syura Group 2 - Aru, Aru (Scramble), Arthur, and Nico<br> Group 3 - Marc (Pilot) and Fernet (Noble) Other Information. Past Unlock Methods (Group 1). From December 2018 until March 2022, Santa Scramble Costumes were available for purchase in the in-game shop using seasonal currency. The accessory could technically be purchased at any time during the year, but the currency used to purchase it could only be obtained during .
Santa Scramble Costumes
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# Savage Talons
Savage Talons
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# Savage Talons (achievement) Savage Talons is a Steam achievement in
Savage Talons (achievement)
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# Say Our Name Say Our Name is a Steam achievement in It is one of 6 achievements included within DLC 20.
Say Our Name
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# Scarred Land Scarred Land is a playable field in It is featured in the campaigns during Wanderers Final Episode.
Scarred Land
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# Scary Solicitation Scary Solicitation is a 3-star event card. When activated, each of the user's opponents draw card until they reach their maximum hand size. For each card an opponent draws, they lose 15 stars. If an opponent's hand is full or over capacity, they are unaffected by this card. Strategic Info. Scary Solicitation has a similar effect to , as both cards fill up the player's hands. The lost stars can be used to deny star normas to multiple opponents. Characters who have hyper cards or passive abilities that scale with the number of cards in their opponent's hand can use Scary Solicitation as a way to power themselves up. The pair of can both make use of Scary Solicitation, using it to force opponents to draw and fill their hands for massive boosts. Although expensive to do, also makes good use of this card in order to make reverse as many cards as possible. It pairs well with , circumventing it's high cost and making it more likely to be played. Unfortunately, Scary Solicitation is a very situational card with a high star cost. Its 30 star cost makes it very difficult to use to the player's advantage, since the user will very likely lose more stars than their opponents and not draw any cards. When it is impactful, it still provides opponents with a huge boost to card advantage. It is easily rendered useless by opponents who hang on to their cards. Even combat type characters who have the stars to spend on it cannot gain much advantage since the cards gained by the opponents can be used to defend themselves, and defeating opponents usually cost them more stars. and are effectively countered by this card, and should never add it to their decks.
Scary Solicitation
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# School Crashers Overview. "In one of many potential OJ parallel universes, , , , & are enjoying their school life at Ebimanyou Private Academy. That is, until an accident leaves their teacher, , as a talking head! Will they be able to get NoName's body parts back from the that roam the school before they get expelled?!" Rule Changes. <tabber> The School Crashers event features a new game mechanic with the addition of the Playground! field event. This addition is a unique field event that sets several panels across the board, activates once every 3 chapters, and landing upon one triggers a minigame for the player to play. The panels can appear on any panel with exception of panels and when active negate the effect of the panel they are on top of. Thus if a player lands on an panel with a minigame panel over it, no encounter with a NPC will occur before or after the minigame begins. There are a total of 4 possible minigames triggered by these panel and each game uses special cards that grant the player an effect or reward upon completion. All minigames feature special punishment and reward cards for the player. In all scenarios with cards, if the player succeeds, the final card taken will be the effect the player receives. Match 2 is a relatively straight forward minigame. When the player enters the minigame, they will be presented with 8-12 facedown cards. The player begins by rolling a single dice. The player will be shown the amount of cards rolled. So if the player rolls a six, they will be shown 6 cards, likewise if they roll 1, they will only be shown one of the cards. The player then has 3 attempts to match all the pairs. If the player successfully turns over a pair of matching cards, they will be able to continue turing over more pairs. If the player fails, the most recent pair of mismatched cards will flip back over, and 1 attempt will be used up. If the player succeeds, they will receive the effect of the last pair they matched. If the player fails after 3 attempts, they will receive a random card effect, which can either work for or against the player depending on the cards available. Track the Card is a classic card minigame similar to Match 2. When the player enters the minigame, they will be presented with 4-6 cards. The cards are shown face up for roughly 2 seconds and then flipped face down. The cards then scramble at a steadily increasing speed for around 6 seconds. The player will then need to pick a single card from the resorted cards, and they will receive the effect of whichever card they draw. The player's performance in this game is purely based on skill of the player's eyes, as the last second of the game is the most difficult to keep track of. No matter the amount of cards, the game is challenging, as more cards results in more distractions from the player's card, and less cards results in the cards moving more since there are less of them. Spin the Wheel is another minigame that plays exactly like it sounds. When the player enters the minigame, they will be presented with a wheel that features 4-8 card effects listed on it. The player will have 10 seconds total to stop the wheel or the game will automatically stop it. The effect under the leaf when the wheel stops will be the one the player receives. Wheels come in 3 different speeds that determine when the player's click will register relative to the pointer leaf at the top of the wheel. The player should try to recognize the speed in the first 5 seconds of spinning and then use the proper action based on it (The rules apply for all wheel sizes) Whack a Poppo is based off of "whack-a-mole" where the player must use mallet on dressed in the while avoiding and . Each Poppo is worth 100 points. If the player strikes an Alte, they will lose half of their points and if a player strikes a Tomomo, they will lose 1/4 of their total points. The higher the player scores, the more likely they are to receive a better effect, however, they may still receive a bad effect. Like all minigames, there is no guarantee that the part will drop. The player must score a minimum of 2300 points (lowered from 2600), have Dapper Poppo on the left, and make no mistakes to get the part. </tabber> Event Rewards. <tabber> The event goal is progressed by acquiring NoName's body parts from panels. There are six NoName parts in total, with two of them being acquired automatically (the head and the left arm). After collecting all six parts, rewards are received upon returning to the main menu. Bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/6 in the event pop-up). </tabber>
School Crashers
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# School Crashers/Story [ Return to Top ]
School Crashers/Story
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# School Crashers (2020 Rerun) School Crashers (2020 Rerun) is a rerun of the original School Crashers event that ran in 2018. The rerun offers an updated experience, with a selection of new cosmetics, new minigames that can be played on Playground panels, and new effects that can be earned from those panels. NoName parts are also more common than they were in the original event. The rerun will run from February 10th, 2020 - March 10th, 2020. Overview. "In one of many potential OJ parallel universes, , , , & are enjoying their school life at Ebimanyou Private Academy. That is, until an accident leaves their teacher, , as a talking head! Will they be able to get NoName's body parts back from the that roam the school before they get expelled?!" Rule Changes. <tabber> The School Crashers event once again primarily involves use of the Playground! field event. This is a unique field event that sets several panels across the board, which will trigger a minigame for any players who land on one. For the duration of this event, the Playground! event causes Minigame panels to spawn every 3 chapters instead of every 5. The panels can appear on any panel with exception of panels and when active negate the effect of the panel they are on top of. Thus if a player lands on an panel with a minigame panel over it, no encounter with a NPC will occur before or after the minigame begins. There are a total of 6 possible minigames triggered by these panel and each game uses special cards that grant the player an effect or reward upon completion. Note that unlike the original School Crashers, the Playground! field event must be enabled in order for Minigame panels to spawn. NoName parts cannot be earned otherwise. Since this field event cannot be enabled in Co-op Mode, NoName parts can only be earned from Normal Mode. Bonus Items received as random drops can still be earned from Co-op Mode games, however. The goal of these minigames is to collect the four missing parts of body which are dispersed amongst different minigames. NoName's parts can be found in any minigame. This includes 4 parts: His right arm, his torso, his left leg, and his right leg. If any part is present in a minigame (besides Whack a Poppo and Poppo March), NoName's head will appear on the wheel panel, card, or balloon to signify such. In the two mentioned mini-games, the player has a random chance to receive the part after winning the mini-game. The specific part that the player will receive is random. The parts can be found in both singleplayer (with the exception of campaign) and online games. It should also be noted that when one player gets the part, the other players will NOT get the part as well. Each player must win the part in their own minigame. The probability of a part appearing increases the more games are played without collecting a piece, and resets after a piece is collected. If the player is using single player they should NOT press shift or control, as a penalty will be applied to the increase in probability. It should also be noted that if the player leaves mid-game (either due to quitting or lost connection) after winning one of NoName's parts, they will still keep the part without having to finish the game. All minigames feature special punishment and reward cards for the player. In all scenarios with cards, if the player succeeds, the final card taken will be the effect the player receives. The Drop Stars, Draw 2 Cards, and Joker effects are new to the rerun. *Heal: Heal 2 HP (only up to full HP). *Stars: Receive stars equal to 6 multiplied by your level (up to level 3). *Win: Gain 1 Win. *Hyper: Receive a random Hyper card (this can be any Hyper card in the game, barring co-op role Hypers and Hypers that can't be held in the hand). *Dice: Gain 1 stack of Poppo Dice: You roll two dice for all your actions (similar to ). *Draw: Draw 2 cards from the top of the deck. *Joker: Gain 1 stack of Poppo Joker: Cards can be played for no cost. *NoName: Receive an unowned NoName part (this effect can only appear if the player hasn't earned all four parts). *Discard: One random card from your hand is discarded. *Skip: Gain 1 stack of Poppo Stop: Miss next turn (same effect as ). *Reverse: Gain 1 stack of Poppo Reverse: Walk in the reverse direction on the board (same effect as field event). *Drop: Lose stars equal to 6 multiplied by your level. *Battle: Battle an enemy (same effect as landing on an panel). *Bomb: A bomb is set on your current panel (same type of bomb as those in the field event). *Warp: Teleport to any Warp or Warp Move panel (same effect as landing on a panel). *Damage: Take 2 damage. *Frostwalk: Gain 1 stack of Poppo Frostwalker: Turns panels the player walks over (including the panel they stop on) into panels. Bad Effects. Match 2 is a relatively straight forward minigame. When the player enters the minigame, they will be presented with 8-12 facedown cards. The player begins by rolling a single dice. The player will be shown the amount of cards rolled. So if the player rolls a six, they will be shown 6 cards, likewise if they roll 1, they will only be shown one of the cards. The player then has 3 attempts to match all the pairs. If the player successfully turns over a pair of matching cards, they will be able to continue turing over more pairs. If the player fails, the most recent pair of mismatched cards will flip back over, and 1 attempt will be used up. If the player succeeds, they will receive the effect of the last pair they matched. If the player fails after 3 attempts, they will receive a random card effect, which can either work for or against the player depending on the cards available. Track the Card is a classic card minigame similar to Match 2. When the player enters the minigame, they will be presented with 4-6 cards. The cards are shown face up for roughly 2 seconds and then flipped face down. The cards then scramble at a steadily increasing speed for around 6 seconds. The player will then need to pick a single card from the resorted cards, and they will receive the effect of whichever card they draw. The player's performance in this game is purely based on skill of the player's eyes, as the last second of the game is the most difficult to keep track of. No matter the amount of cards, the game is challenging, as more cards results in more distractions from the player's card, and less cards results in the cards moving more since there are less of them. Spin the Wheel is another minigame that plays exactly like it sounds. When the player enters the minigame, they will be presented with a wheel that features 4-8 card effects listed on it. The player will have 10 seconds total to stop the wheel or the game will automatically stop it. The effect under the leaf when the wheel stops will be the one the player receives. Wheels come in 3 different speeds that determine when the player's click will register relative to the pointer leaf at the top of the wheel. The player should try to recognize the speed in the first 5 seconds of spinning and then use the proper action based on it (The rules apply for all wheel sizes) Whack a Poppo is based off of "whack-a-mole" where the player must use mallet on dressed in the while avoiding and . Each Poppo is worth 100 points. If the player strikes an Alte, they will lose half of their points and if a player strikes a Tomomo, they will lose 1/4 of their total points. The higher the player scores, the more likely they are to receive a better effect, however, they may still receive a bad effect. Like all minigames, there is no guarantee that the part will drop. The player must score a minimum of 2300 points (lowered from 2600), have Dapper Poppo on the left, and make no mistakes to get the part. Poppo Shooting is a dart-throwing game, new to the rerun, where balloons must be shot with darts. Darts are shot from a fixed position on the player's sprite. Balloons with symbols signifying the bonus they give will float up, and 3 balloons with the same symbol must be popped to get the bonus. The player only has 6 darts to throw in order to accomplish this. If all darts are thrown, or time runs out without popping three balloons with matching symbol, the player will receive a negative effect. Poppo March is a minigame new to the rerun featuring many different Poppos with various cosmetics equipped. Three certain types of Poppos will be shown at the start of the minigame, and the goal is to click on the Poppos with the right costumes as they march past. The player only has 3 clicks to accomplish this with. The higher the player scores, the more likely they are to receive a better effect. </tabber> Event Rewards. <tabber> The event goal is progressed by acquiring NoName's body parts from panels. There are six NoName parts in total, with two of them being acquired automatically (the head and the left arm). After collecting all six parts, rewards are received upon returning to the main menu. Bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/6 in the event pop-up). </tabber>
School Crashers (2020 Rerun)
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# School Crashers (2022 Rerun) School Crashers (2022 Rerun) is a rerun of the original School Crashers event that ran in 2018. The rerun offers an updated experience, with a selection of new cosmetics and new minigames that can be played on Playground panels. In addition, the School Crashers ruleset now has its own dedicated game mode named School Crashers Mode, rather than replacing the field event. The rerun will run from February 21st, 2022 - March 21st, 2022. Overview. "In one of many potential OJ parallel universes, , , , & are enjoying their school life at Ebimanyou Private Academy. That is, until an accident leaves their teacher, , as a talking head! Will they be able to get NoName's body parts back from the that roam the school before they get expelled?!" Rule Changes. <tabber> The School Crashers event once again primarily involves use of the Playground! field event. This is a unique field event that sets several panels across the board, which will trigger a minigame for any players who land on one. The panels can appear on any panel with exception of panels and when active negate the effect of the panel they are on top of. Thus if a player lands on an panel with a minigame panel over it, no encounter with a NPC will occur before or after the minigame begins. There are a total of 9 possible minigames triggered by these panel and each game uses special cards that grant the player an effect or reward upon completion. The event also introduces School Crashers Mode, a new game mode which is identical to Normal Mode except with the addition of having the Playground! field event innately enabled (not taking up a Field Event slot). In School Crashers Mode, Minigame panels will appear every 3 chapters, while the Playground! field event in other modes enables Minigame panels to appear every 5 chapters. The goal of these minigames is to collect the four missing parts of body which are dispersed amongst different minigames. NoName's parts can be found in any minigame. This includes 4 parts: His right arm, his torso, his left leg, and his right leg. In the Match 2, Track the Card, Spin the Wheel, and Poppo Shooting minigames, NoName's head can appear as a possible target during the minigame which will grant a NoName part if the player gets it. In the Whack a Poppo, Poppo March, Saki's Bakery, Peek-a-Shroom, and Marc's Flight Training minigames, the NoName part can be earned as a random reward after winning the minigame. The specific part that the player will receive is random, but it will always be one the player does not yet own. NoName parts will stop appearing as possible rewards for the player after they have earned all four. The parts can be found from any minigame panel, including those found outside of School Crashers Mode, as well as from both singleplayer and online games. It should also be noted that when one player gets the part, the other players will NOT get the part as well. Each player must win the part in their own minigame. The probability of a part appearing increases the more matches are finished without collecting a piece, and resets after a piece is collected. If the player is using single player they should NOT press shift or control, as a penalty will be applied to the increase in probability. Upon winning a NoName part, it instantly counts towards event progress, meaning that finishing the match is not required in order to save any earned NoName parts. In addition, a maximum of one NoName part can be earned per player per match. All minigames feature special punishment and reward cards for the player. In all scenarios with cards, if the player succeeds, the final card taken will be the effect the player receives. *Heal: Heal 2 HP (only up to full HP). *Stars: Receive stars equal to 6 multiplied by your level (up to level 3). *Win: Gain 1 Win. *Hyper: Receive a random Hyper card (this can be any Hyper card in the game, barring co-op role Hypers and Hypers that can't be held in the hand). *Dice: Gain 1 stack of Poppo Dice: You roll two dice for all your actions (similar to ). *Draw: Draw 2 cards from the top of the deck. *Joker: Gain 1 stack of Poppo Joker: Cards can be played for no cost. *NoName: Receive an unowned NoName part (this effect can only appear if the player hasn't earned all four parts). *Reverse: Gain 1 stack of Poppo Reverse: Walk in the reverse direction on the board (same effect as field event). *Battle: Battle an enemy (same effect as landing on an panel). *Bomb: A bomb is set on your current panel (same type of bomb as those in the field event). *Warp: Teleport to any Warp or Warp Move panel (same effect as landing on a panel). *Frostwalk: Gain 1 stack of Poppo Frostwalker: Turns panels the player walks over (including the panel they stop on) into panels. *Discard: One random card from your hand is discarded. *Skip: Gain 1 stack of Poppo Stop: Miss next turn (same effect as ). *Drop: Lose stars equal to 6 multiplied by your level. *Damage: Take 2 damage. Bad Effects. Match 2 is a relatively straight forward minigame. When the player enters the minigame, they will be presented with 8-12 facedown cards. The player begins by rolling a single dice. The player will be shown the amount of cards rolled. So if the player rolls a six, they will be shown 6 cards, likewise if they roll 1, they will only be shown one of the cards. The player then has 3 attempts to match all the pairs. If the player successfully turns over a pair of matching cards, they will be able to continue turing over more pairs. If the player fails, the most recent pair of mismatched cards will flip back over, and 1 attempt will be used up. If the player succeeds, they will receive the effect of the last pair they matched. If the player fails after 3 attempts, they will receive a random card effect, which can either work for or against the player depending on the cards available. Track the Card is a classic card minigame similar to Match 2. When the player enters the minigame, they will be presented with 4-6 cards. The cards are shown face up for roughly 2 seconds and then flipped face down. The cards then scramble at a steadily increasing speed for around 6 seconds. The player will then need to pick a single card from the resorted cards, and they will receive the effect of whichever card they draw. The player's performance in this game is purely based on skill of the player's eyes, as the last second of the game is the most difficult to keep track of. No matter the amount of cards, the game is challenging, as more cards results in more distractions from the player's card, and less cards results in the cards moving more since there are less of them. Spin the Wheel is another minigame that plays exactly like it sounds. When the player enters the minigame, they will be presented with a wheel that features 4-8 card effects listed on it. The player will have 10 seconds total to stop the wheel or the game will automatically stop it. The effect under the leaf when the wheel stops will be the one the player receives. Wheels come in 3 different speeds that determine when the player's click will register relative to the pointer leaf at the top of the wheel. The player should try to recognize the speed in the first 5 seconds of spinning and then use the proper action based on it (The rules apply for all wheel sizes) Whack a Poppo is based off of "whack-a-mole" where the player must use mallet on dressed in the while avoiding and . Each Poppo is worth 100 points. If the player strikes an Alte, they will lose half of their points and if a player strikes a Tomomo, they will lose 1/4 of their total points. The higher the player scores, the more likely they are to receive a better effect; however, they may still receive a bad effect. Like all minigames, there is no guarantee that the part will drop. The player must score a minimum of 2300 points (lowered from 2600), have Dapper Poppo on the left, and make no mistakes to get the part. Poppo Shooting is a dart-throwing game where balloons must be shot with darts. Darts are shot from a fixed position on the player's sprite. Balloons with symbols signifying the bonus they give will float up, and 3 balloons with the same symbol must be popped to get the bonus. The player only has 6 darts to throw in order to accomplish this. If all darts are thrown, or time runs out without popping three balloons with matching symbol, the player will receive a negative effect. Poppo March is a minigame featuring many different Poppos with various cosmetics equipped. Three certain types of Poppos will be shown at the start of the minigame, and the goal is to click on the Poppos with the right costumes as they march past. The player only has 3 clicks to accomplish this with. The higher the player scores, the more likely they are to receive a better effect. Saki's Bakery is a straightforward minigame, new to the rerun, where must collect sweets falling from above while avoiding any bombs. Left-clicking moves Saki left, while right-clicking moves Saki right. The player is given 3 lives. There are 3 objects of note in this minigame. They are: The game will end after enough objects on the screen have fallen. If the player controlling Saki loses all 3 lives, the game ends there. Finishing the game with extra lives will award 50 points for each life, up to 150 extra points. The higher the player scores, the more likely they are to receive a better effect. Peek-a-Shroom is a memory minigame, new to the rerun, featuring mushrooms from the event. Mushrooms will slide across the screen in 3 rounds. For each round, the player is then tasked to click the mushroom images in the order they appeared on screen. Each round gets harder, with the hardest being the final (Round 3). The rounds are as follows: If the player incorrectly orders a mushroom, they will lower the possible score and forfeit that round. The player also loses the round if time runs out before all mushrooms are ordered. The higher the player scores, the more likely they are to receive a good effect. Marc's Flight Training is a simulated computer flying minigame, new to the rerun, where the player must fly a plane to the end of a map while avoiding obstacles. The obstacles are two colors of walls, which the player avoids touching by controlling the plane on screen, using their mouse as an analog stick (visualized by the red dot in the center). Score is accumulated over time by flying through the course. The player is given 3 lives, and 1 life will be lost for any obstacle that is flown into. Although the player does not get a score bonus at the end for any remaining lives, losing a life temporarily halts score gain for a short while, consequently affecting the final score. Once the end of the course is reached, or all 3 lives are lost, the minigame ends. The higher the player scores, the more likely they are to receive a good effect. </tabber> Event Rewards. <tabber> The event goal is progressed by acquiring NoName's body parts from panels. There are six NoName parts in total, with two of them being acquired automatically (the head and the left arm). After collecting all six parts, rewards are received upon returning to the main menu. Bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/8 in the event pop-up). </tabber>
School Crashers (2022 Rerun)
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# School Crashers Event
School Crashers Event
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# School Outfit The School Outfit color is a Unit Color cosmetic that was first introduced during the School Crashers event in 2018. Colors for additional characters were added to the set during the School Crashers (2020 Rerun) and School Crashers (2022 Rerun) events. The color is seasonal as there is no means to unlock it outside of an event. Unlock Method. No current unlock method. (Seasonal Unlock)
School Outfit
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# Scissors Homemark __NOEDITSECTION__ Scissors Homemark is a homemark that was first introduced with the release of the Alicianrone & Teotoratta Character Pack DLC in 2020. The homemark is non-seasonal, meaning it can be unlocked at any time of the year, as long as the player owns the DLC.
Scissors Homemark
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# Scramble!! for an Xmas Miracle! Introduction. Released with Version 1.23, the 2017 Christmas Event, Scramble!! for an Xmas Miracle!, brought the return of and s from the previous year's event. The event also introduced a new board, a new extra campaign episode, and various new Christmas-themed cosmetics. Candy Canes or entire Christmas costumes could be obtained by chance from presents given out during matches. Christmas costumes were also added for , , , and , and later and . Unlike the previous events, the 2017 Christmas event introduced the concept of a seasonal campaign story. Aru greets the player and allows the player to pick and open a present. However, it is revealed that Waruda has already stolen the presents. Aru asks for help from Rein and the player to find her presents and to also deliver them. The full story can be viewed here. This event was the first one to start the trend of event campaigns, as well as specially titled events (as opposed to the generic names for events before). Scramble!! for an Xmas Miracle! is a seasonal event that ran from December 20, 2017 - January 15th, 2018. The event had a rerun in 2018, and a second rerun in 2020. Gift Presents! The overall goal of the first part of the event is to deliver 15 presents. These presents can be given to other players by selecting the "Gift" option during matches. Each press of the "Gift" button advances the player's gifting count by 1. At the end of matches, the gifted presents will award oranges, Christmas costumes, or event themed accessories to all players in the match. 6 Presents are given to all players initially, and 3 additional presents can be earned after completing new event only challenges, indicated by the icon. Completing the first part of the event will unlock the Waruda Christmas Party episode in the Campaign. This section of the campaign will enable the player to unlock the new reindeer outfit and other dice. Event Rewards. <tabber> After achieving the event goal, the campaign episode Waruda Christmas Party will be unlocked, found in the "Extra" section in singleplayer mode. Beating this campaign episode is the final step necessary to complete the event. In this event, random drops are obtained from any presents you received during the match, as opposed to having a random chance to get a drop after a match. Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased. </tabber>
Scramble!! for an Xmas Miracle!
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# Scramble!! for an Xmas Miracle!/Story [ Return to Top ]
Scramble!! for an Xmas Miracle!/Story
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# Scramble!! for an Xmas Miracle! - Returns Introduction. Released with Version 1.29.3, Scramble!! for an Xmas Miracle! - Returns is the first of two Christmas events that took place in 2018. It is referred to as a "rerun" of the event from last year, Scramble!! for an Xmas Miracle!, and is essentially the same experience, but with a smaller overarching goal and event period than the original. However, there were a small selection of new cosmetics added for the rerun, as well as s for the new characters added since last Christmas event; namely , , , , and . The season campaign is the same as last year's. Aru greets the player and allows the player to pick and open a present. However, it is revealed that Waruda has already stolen the presents. Aru asks for help from Rein and the player to find her presents and to also deliver them. The full story can be viewed here. Scramble!! for an Xmas Miracle! - Returns ran from December 4, 2018 - December 12, 2018. Gift Presents! This year, for the first part of the event, the player only needs to deliver 5 presents instead of 15. These presents can be given to other players by selecting the "Gift" option during matches. Each press of the "Gift" button advances the player's gifting count by 1. At the end of matches, the gifted presents will award oranges, Christmas costumes, or event themed accessories to all players in the match. 6 Presents are given to all players initially, and 3 additional presents can be earned after completing event only challenges, indicated by the icon. Completing the first part of the event will unlock the Waruda Christmas Party episode in the Campaign. This section of the campaign will enable the player to unlock the reindeer outfit and other dice. After completion of the campaign, 5 new cosmetics become available to be received as possible rewards from presents. Players who completed the campaign during last year's event must still complete this year's for these cosmetics to become available. Event Rewards. <tabber> After achieving the event goal, the campaign episode Waruda Christmas Party will be unlocked, found in the "Extra" section in singleplayer mode. Beating this campaign episode is the final step necessary to complete the event. In this event, random drops are obtained from any presents you received during the match, as opposed to having a random chance to get a drop after a match. Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased. </tabber>
Scramble!! for an Xmas Miracle! - Returns
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# Scramble!! for an Xmas Miracle! - Returns (2020 Rerun) Introduction. Scramble!! for an Xmas Miracle! - Returns (2020 Rerun) is the second rerun of the original Scramble!! for an Xmas Miracle! event that ran in 2017. The event is mostly identical to the original, but with a smaller overarching goal than the original, along with a small selection of new cosmetics added for the rerun. The season campaign is the same as last year's. Aru greets the player and allows the player to pick and open a present. However, it is revealed that Waruda has already stolen the presents. Aru asks for help from Rein and the player to find her presents and to also deliver them. The full story can be viewed here. The rerun ran from November 25th, 2020 - December 24th, 2020. Gift Presents! This year, for the first part of the event, the player only needs to deliver 10 presents instead of 15. These presents can be given to other players by selecting the "Gift" option during matches. Each press of the "Gift" button advances the player's gifting count by 1. At the end of matches, the gifted presents will award oranges, Christmas costumes, or event themed accessories to all players in the match. 1 Present is given to all players initially, and 5 additional presents can be earned after completing event only challenges, indicated by the icon. Completing the first part of the event will unlock the board and Waruda Christmas Party episode in the Campaign. This second part of the event will enable the player to unlock the reindeer outfit and other campaign-related rewards, and to unlock bonus items through Presents. Event Rewards. <tabber> After achieving the event goal, the campaign episode Waruda Christmas Party will be unlocked, found in the "Extra" section in singleplayer mode. Beating this campaign episode is the final step necessary to complete the event. In this event, random drops are obtained from any presents you received during the match, as opposed to having a random chance to get a drop after a match. The number of presents you received will determine the number of random drops you get (one drop per present). After completing the event goal, bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/9 in the event pop-up after unlocking the Christmas 2017 Event ending cutscene). Bonus items will only drop from presents after the player has already completed the event goal and unlocked the Christmas 2017 Event ending cutscene. Presents can also contain items that aren't bonus items. These items can be found in presents at any time, regardless of whether the event has been completed yet. , a currency that replaced following this event's 2018 rerun, are earned at the end of online games during this event. The amount of wreaths earned is randomly chosen from 37, 38, 40 or 45 regardless of the player's performance. Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased. </tabber>
Scramble!! for an Xmas Miracle! - Returns (2020 Rerun)
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# Scrambled Delta Field
Scrambled Delta Field
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# Scrambled Eve Scrambled Eve is a collectible Event card that can be acquired from the Acceleration Pack. Effect. Upon use, all cards currently held by players are returned to the Center Deck, and the deck is immediately shuffled. In addition, each player gains a number of stacks of the Lost Presents stock effect equal to the number of cards the player discarded. At 3 chapters following the use of Scrambled Eve, each player will draw cards equal to their number of stacks of Lost Presents, and all stacks of Lost Presents will be consumed. Strategy. Scrambled Eve is the most reliable way to empty one or more players' hands, although just for 3 chapters. It can be used to get rid of troublesome gift cards and prevent opponents from playing event, battle, or boost cards against the player until they can draw more. In a pinch, it can even be used to stop an opponent like or from laying their traps on the player's home base. can use Scrambled Eve to empty her opponents' hands in order to get more value out of , although she will have to draw it after Scrambled Eve is played. Scrambled Eve also gives an easy way to get back regardless of the other cards in her hand. For everyone else, it is important consider that Scrambled Eve can cause the player's hyper card to be shuffled into the deck where any player can draw it. Offensive characters with poor hypers like or are not particularly bothered by other characters having their hypers and can take advantage of the lack of cards to attack their opponents. Although he cannot play it himself, loves having his cards taken away and benefits from his opponents being unable to play battle cards against him. The most obvious drawback to Scrambled Eve is that it causes the player to lose any cards that they were holding. Any character that relies on having a full hand will be heavily set back by a Scrambled Eve. This includes characters like and who like to hoard hyper cards, characters like or that hold cards for passive boosts, and characters like who want cards in general to keep their options open. Even characters that benefit from this card can be harmed if it is played at a bad time, causing them to shuffle powerful cards like and into the deck for anyone to draw. As every player will eventually draw as many cards as they returned from this effect, it can also be considered as a slightly altered and costly version of .
Scrambled Eve
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# Scrambled Eve (Bounty Hunt)
Scrambled Eve (Bounty Hunt)
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# Screech
Screech
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# Seagull
Seagull
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# Seagull/Cosmetics
Seagull/Cosmetics
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# Seagull/Hyper Effect. Seagull's Hyper is Jonathan Rush. When used, the player will be prompted to target a non-KO'd opponent. Upon doing so, the player will move to the target's current panel and initiate a battle with them. The target will gain -1 DEF for the duration of the battle. After the battle, the player's turn ends. This effect does not count as a warp for the purposes of effects that trigger on warp. Strategy. Jonathan Rush allows the player to attack any player regardless of how far away they may be. As a result, a viable usage of this card is to pick off enemies with low HP. It is advised to combo this card with another attack-boosting card if dealing with characters with a high EVD stat. Another use of this card is to move to a more advantageous position on the board, such as near the player's home.
Seagull/Hyper
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# Seagull/Info Seagull , also known as Jonathan , is one of the playable NPC characters in . Overview. Sporting a lower recovery stat, lower HP pool, and lower defensive options, Seagull is an overall tricky character to play as. As such the best way to play Seagull is to be far away from others. Much like an actual seagull, Jonathan must wait for an opportune time to attack. With only a +1 to attack, Seagull is not meant for wins. Rather it is best to gather stars and draw cards until one manages to get their hyper. Seagull's hyper, , is his strongest tool and as such the game should be played around obtaining this hyper and waiting for a player with a lot of stars to enter a low health threshold. Luckily, Jonathan's passive is perfect for this play style, as players attempting to steal your stars only get a measly 1/4 of your stars allowing Seagull to make a getaway without losing too much from retaliation. It is recommended to bring a few battle cards such as in order to help secure a strategic kill. This is imperative as many characters like have a high evasion stat. Owing to his minuscule health pool and terrible defensive stats, Encounter and Boss panels should be avoided at all costs, especially the latter as an encounter with the boss is almost certain death. + Low recovery + Positive attack stat + Strong hyper + Passive helps cover for Cons - Bad health stat - Bad defensive options - Hyper reliant
Seagull/Info
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# Seagull/Mode Changes Co-op In Co-op mode, Seagull's REC stat is increased from 4 to 5, due to his base ATK of +1. Seagull's passive does not visibly change; however, part of Seagull's passive does not function: Seagull's Hyper, Jonathan Rush, does not visibly change in Co-op, but has a slightly different effect. The Hyper can only target enemies and not players, but otherwise functions the same as in Normal mode. Bounty Hunt Seagull's passive and Hyper are unchanged in Bounty Hunt mode. Seagull's base stats give him 42 starting stars and a discount of -5% at shops.
Seagull/Mode Changes
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# Seagull/Strategy Tips. Seagull is best played as an opportunist rather than a bully. Even the meekest characters are capable of deadly retaliation if they survive due to Seagull's bad defense, evasion, and health pool. Because of this, he will want to obtain his hyper early and often to ensure he can get a kill. Seagull's weak defensive stats make him susceptible to bullying. Offensive characters such as or can take advantage of this, but even weaker characters can take him out if his HP is low.
Seagull/Strategy
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# Seagull/Trivia
Seagull/Trivia
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# Seagull/Unlocks
Seagull/Unlocks
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# Seagull (Co-op)
Seagull (Co-op)
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# Seagull (Enemy) Seagull , enemy variant, is one of the NPC enemies on boards in 100% Orange Juice. NPC Overview. Infamous for its attack rolls, Seagull (Enemy) is potentially the most dangerous of all the panel units due to its +1 ATK. Despite its reputation, it is not uncommon for Seagull to be instantly KO'd before it gets a chance to attack thanks to its -1 DEF and EVD stats. Seagull (Enemy) can be fought when landing on panels, or traps, or on the board in Kai Episode 1. Special variants can be fought on panels when fighting .
Seagull (Enemy)
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# Seagull Friend
Seagull Friend
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# Seagull Master
Seagull Master
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# Sealed Archive Sealed Archive is a playable field in , and is one of the 11 stages available from the start of ’s release on Steam. It is featured in the campaigns during Crossed Christmases Episode 5, Old Guardians Episode 4, and Struggle of the Cyborg.
Sealed Archive
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# Sealed Archive CO Sealed Archive CO is a playable Co-op field in 100% Orange Juice. The field layout is based on the normal Sealed Archive field, with significant adjustments for Co-op mode. The board can be played on Normal difficulty only.
Sealed Archive CO
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# Sealed Guardian Sealed Guardian is a 5-star event card that reduces the HP of all units to 1. Strategic Info. Due to Sealed Guardian's high level requirement and star cost, it would be best not to directly use this card at full price unless the player is desperate for wins or as a last resort. Sealed Guardian is generally best used when combined with another card to reduce the star cost. , while luck-based, can enable this card to be played at level one for only ten stars. can also be used to greatly decrease the star cost of Sealed Guardian. can benefit from the effects of this card, as it allows her to easily snipe off opponents with her passive or . Another very effective user of Sealed Guardian is . Sealed Guardian will put her opponents in their most fragile state while receives a massive power boost from her passive and , allowing her to pick up easy wins. Perhaps one of the most effective uses of this card is combining it with 's hyper , which will allow her to KO all units and gain 100 stars. If a cost-reducing card is not used, the price of Sealed Guardian can far outweigh its benefits. The massive 50 star cost makes it a huge gamble for any character to play, as failing to secure a KO will severely impact their progress towards star normas. Even worse, the player is at dire risk of being KO'd themselves from any counterattack. Characters with a negative ATK stat like are particularly at risk due to the increased chance of their opponents dodging their attacks and KOing them. For the rest of the cast, positioning is extremely important can make or break a Sealed Guardian activation for them. Being in front of another character can spell certain doom for the player if they are not good at evading attacks.
Sealed Guardian
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# Sealed Memories Sealed Memories is a 1-star trap card that reverses all cards in the victim's hand for three turns. The victim's opponents will have full view of their hand while they themselves will be unable to see their hand for the duration. This includes any cards drawn after the effect is triggered. Strategic Info. Sealed Memories is effective card for hindering opponents from using their cards, or to simply warn of what cards they may have in their possession. The scouting utility of Sealed Memories makes it a great card for . If the opponent does not have any problematic cards, can easily catch up to and attack their target using their smoke passive or . Most terrifying of all is , whose passive triggers off of the cards reversed by Sealed Memories, giving her +1 to all her combat stats for each card in the victim's hand. can play this card alongside , , or in order to more easily catch opponents once they trigger the trap. While Sealed Memories does provide the user with information, it is still a very low impact trap in the hands of most characters. Characters like or can benefit a little from knowing their opponents cards, but will generally be unable to make plays with said knowledge. In general, if the character is unable to capitalize on the confusion caused by Sealed Memories, then they are usually better off running other traps.
Sealed Memories
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# Second Wing
Second Wing
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# Second Wing (RPC)
Second Wing (RPC)
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# Seeking Kyupita Seeking Kyupita is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 2.
Seeking Kyupita
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# Self-Destruct
Self-Destruct
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# Self-Destruct (Co-op)
Self-Destruct (Co-op)
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# Self Destruction
Self Destruction
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# Serene Hush Serene Hush is a collectible Event card that can be acquired from the Pudding Pack. Effect. When used, no battles can take place for 1 chapter. This includes and panel battles. Strategy. Serene Hush offers players a turn without having to worry about bosses or opponents smashing their HP and taking their hard-earned stars. Serene Hush is extremely useful during or , as players cannot trigger the panels while it is active. This allows more passive characters to go a turn without worrying about taking damage from combat and can deny more offensive characters some wins. Since the card prevents players from challenging opponents that they pass, Serene Hush can be an effective tool for players to get their opponents in front of them. From there, the player can seize the initiative in combat the next turn or keep the player from attacking them by staying behind them. Just about any character that plays cards can benefit from Serene Hush, but passive players tend to get the most use out of it. Although aggressive characters like or can benefit from the card if played on their terms, it can also be used by their opponents to escape their attacks. Serene Hush can also cause characters with hypers that provide a multi-turn combat advantage to lose a valuable turn of their boost, such as and his hyper, , or when she has high Hardened Scales stacks. is perhaps the character most harmed by this card, as she depends on gaining wins from battles in order to achieve norma and win. Co-op Strategy. In co-op mode, Serene Hush can be extremely useful, as it can be used to negate dangerous, potentially game-ending, boss cards such as , or . Activating the card before the boss activates these cards will effectively nullify the damage that could be done to the player and their allies. Furthermore, this card can be used to buy the player's team precious time during the Terror event (which spawns additional panels throughout the board), by providing protection to the living characters and another opportunity for recovering players. This can prove especially effective in Hyper difficulty, where bosses have the ability to spam dangerous high-level event cards that trigger battles early on. Consequently, the card has a rather high deck point cost, since under the right circumstance it can save a team from complete defeat, and thus players must decide carefully how many copies of the card they can feasibly pack.
Serene Hush
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# Serious Battle Serious Battle is a collectible Battle card that can be acquired from the Pudding Pack. Strategy. Serious Battle neutralizes all roll bonuses for both characters, making an effective tool for dealing with opponents possessing high base stats. Offensive characters like and can be stopped dead in their tracks by playing this card, negating their offensive power and forcing them to rely solely on die rolls for the battle. Serious Battle can also be used to punch through the defenses of tanks and evasive characters, like and respectively, who rely on high base stats to reduce and negate incoming damage. The best abusers of Serious Battle are characters who have mostly negative stat modifiers, as it increases those stats in addition to the problems it causes for opponents. , , and especially can all use Serious Battle to give themselves a fighting chance against characters that would otherwise obliterate or ignore them. This could also be used as a substitute to . The flaw of Serious Battle is that, despite giving many characters a large advantage, the results of the battle will still come down to a die roll. The battle can easily still go in the favor of the opponent if they roll well or the player rolls poorly. Since the effects of Serious Battle extends to battle cards, characters like who have stat-boosting battle cards as their Hyper can find their Hypers countered by this card. Characters that depend on a particular stat, like or , should never bring Serious Battle, as it can negate that advantage at the most inopportune times. In addition, characters with generally good stats across the board like or will also suffer if Serious Battle is played against them. and are perhaps worst off by Serious Battle being in the game. It negates their naturally good defensive stats as well as the boosts from and , forcing them into dangerous situations and wasting a Hyper card.
Serious Battle
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# Serious Fire Support Serious Fire Support is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 24. Strategy. If you have Suguri (46 Billion Years), you can theoretically get this twice as fast with her ability, though you may need extra draws of the card since you would be more likely to finish off opponents. Otherwise, stalling will help, and bringing Serene Hush can help prevent people from finishing weakened units in battle.
Serious Fire Support
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# Sham
Sham