Gaming
 

Beat

From The World Ends With You

Name Daisukenojo "Beat" Bito
Age 15
Main Attack Style Suit Cards (D-Pad or A B X Y Buttons)
Partners Rhyme in the first chapter, Neku in the third chapter
Classification Player in the first and third Chapter, Harrier Reaper in the second Chapter
Nicknames Skulls, Freshmeat, Rottenmeat, Delinquent Reaper, Skater-Brain, Yellow

Daisukenojo Bito (尾藤 大輔之丞 Bitō Daisukenojō?), nicknamed Beat (ビイト Biito?), is Neku's third partner in the Reapers' Game.

Contents

[edit] Main Information

[edit] Game Manual Decription

Beat

"Hot-blooded and hard-headed, Beat is the polar opposite of Neku—even if they are the same age. Still, despite his emotional outbursts, he has a big heart. He's always ready to throw down and ollie into combat on his board, with Rhyme right there beside him."

[edit] Personality

Beat tries his best to act tough, but he's really a softie underneath. He gets embarrassed whenever people realize this. He is also highly embarrassed by his real name, which reflects his soft nature. At the same time, Beat is very loud and impulsive, and tends to come to conclusions without reason. He's a little dense and can't pick-up complicated insults to him immediately, but eventually figures things out. Nevertheless, he's a big-hearted person who would do anything for his friends.

[edit] Battle Style

According to the Japanese game manual, Beat uses Respect, a neutral-damage Shockwave-type pin, to attack using his skateboard. He attacks one-on-one with a targeted enemy, and he can jump in order to evade. While his ground combo attacks do more damage, his air attack can hit both ground and air targets while evading enemy ground attacks. He may obtain later the ability Air cancel.

[edit] Suit Cards

Beat's cards are generally considered the most complicated of the three partners. In order to gain stars with Beat, the player must successfully line up pairs of the same suit in consecutive rows, before executing them. Each ending on the combo tree will lead to one of a pair of cards. After gaining that pair, it will appear at the top of the screen, along with a red arrow signifying where the next pair of cards will be placed. There are four unique suits; a red heart [♥], a green club [♣], a blue spade [♠] and a yellow diamond [♦], based on the suits of an ordinary deck of playing cards.

For example: The first two cards are a [♥] and a [♦]. It will appear at the top of the screen like this: [♥][♦] And an arrow will appear where you must place the next set of cards. The | denotes where the arrow is. [♥]|[♦]


This means that the next set of cards will appear in between the current cards. Note that this arrow is random.

Therefore if you choose a new set, for example, [♦][♣], will result in the combo looking like this as a possibility:

[♥][♦][♣]|[♦]

You keep going until you choose to activate the combo. This is done by choosing the skull icon from the end of a random branch of the combo map. From this point, each pair of cards with the same suit will earn you one fusion star. That is to say, when two cards of the same suit are next to each other, each pair will turn into one fusion star. Cards that have no pairs will simply disappear.

For example:

[♣][♣][♦][♥][♦][♦]

When activated, will get you 2 fusion stars; one for the pair of Clubs and one for the rightmost two Diamonds. The middle two will be discounted and disappear.

Please also note the flames that appear on the top right and top left of the screen. Over time, they move toward the center of the screen, and act as a timer measuring how physically long you can make the string of cards. When cards touch these flames, they are burnt and disappear, causing heavy damage to Beat. This only serves to make Beat's combos even more stressful than they already are.

[edit] Combos

Combos are also possible, in order to gain bonus stars from otherwise useless cards.

For example:

[♠][♦][♥][♣][♣][♥][♦][♠] When activated, will turn into:

[♠][♦][♥][♥][♦][♠] and give you one point. In addition, any new pairs formed (such as the [♥][♥]) will net 3 stars. And if another pair is formed from the use of a 3 star pair such as:

[♠][♦][♦][♠], you get six more fusion stars.

[♠][♠] When another pair is made as a result of that fusion star, you get ten fusion stars. Any other values are irrelevant* (see below) as getting four pairs in this manner would result in the level 3 fusion being accessible. (only sixteen stars a required and 1+3+6+10=20)


  • However, it is possible to use a level 3 fusion as soon as the first four combos "collapse" and count towards stars, before the fifth combo gets counted in. In this way it is possible to do two level 3 fusions one after another.


This mechanic can also be used when you have some stars already:

e.g. Say you have 3 stars (with 4 being required for 1st fusion).

You manage to combo a [♥][♣][♣][♥]

The [♣][♣] will count towards your stars first, followed by a short delay before the two [♥] cards count.

If you manage to activate the level 1 fusion BEFORE the second part of the combo counts in, you will perform a fusion, and end up with 3 stars (from the [♥][♥]) AFTER the fusion.

If you activate the fusion AFTER both phases of the combo have completed, you will have zero stars after the fusion, as stated before.

[edit] Fusions

  • Level 1: Beat and Neku randomly teleport around the screen inflicting damage.
    • Beat: "Pick it up, Phones!"
    • Neku: "I'm there!"
  • Level 2: Chains form across the screen, Beat and Neku ride the chains and gain speed until the end of the fusion.
    • Beat: "The beat is on!"
    • Neku: "Bring it!"
  • Level 3: Beat and Neku surf a wave that consumes enemies.
    • Beat: "Let's start it up!"
    • Neku: "No, let's end it!"

[edit] Pin Deck

In Another Day, Beat's pin deck is shown during a Tin Pin Match against him. As you can only fight him once, there is no rematch and only one of his decks is known.


Deck #1:

Pin #1: Tin Pin Fire | Weight: 5, Spin: 4, KO Length: 4, Stinger x 3, Bomber x 4, Hammer x 5, Hand x 1

Pin #2: Tin Pin Fire | Weight: 5, Spin: 4, KO Length: 4, Stinger x 3, Bomber x 4, Hammer x 5, Hand x 1

[edit] Story

Spoiler warning: Plot and/or ending details follow.

After constant fights with his parents, mainly because of the marks at school, Beat (Daisukenojo Bito) left his home. Shortly after that, his sister, Rhyme, followed him and when she found him, she was about to be hit by a car. Beat tried to save her, but they were both hit by the car and had died. As a result, they became partners in the Reapers' Game, and he notices that her sister remembers him no more. In this first day they don't reach 104 as the mission said, but as Neku and Shiki made it to complete the mission their timers disappear as well. They also meet Harrier Reaper Uzuki Yashiro, who supposedly tries to trick them somehow, much like what happens to Neku and Shiki the second day.

At the second day Beat and Rhyme meet Neku and Shiki. When Beat tries to scan them he sees he can't, so he jumps to the conclusion that they are also Reapers. After some explanations and a patch up (and also calling Neku "Phones" for first time in the game) Beat proposes to work the four together, but when an angry Neku says that he doesn't trust him or Rhyme, Beat gets mad and goes away with his sister.

At the third day Beat and Rhyme meet Shiki and Neku again, and inform them about memes. After that they discover that the "Master of A-East" is a little golden Noise bat, and when it appears after Neku and Shiki destroy Vespertilio Canor they kill it, thus completing the mission, but on the last seconds. After this Neku agrees to work with them, seeing they are not enemies.

At the fourth day Shiki, Neku, Rhyme and Beat wait for the mission at 104. The mission seems to be a piece of cake, just a ten minute walk to Towa Records, so Beat starts a race team against team in which he ends being the only one truly participating. When he and Rhyme reach Cadoi City he says to stop in order to let their friends catch up. When the four are together again Beat runs to Towa Records, where Kariya and Uzuki have set a trap for the players. Rhyme is erased by after being caught in the Noise trap in order to protect Beat from it, echoing Beat and Rhyme's death from the previous car accident with the roles reversed. Mr. Hanekoma suddenly appears, saving Beat (as without a partner he only had 7 minutes to live) replacing Rhyme with a pin made from Rhyme's data, which Beat partners with. Then Mr. H. takes him to his café, where Beat is imprinted in order to make him learn about how to use the pin, though Beat is still unable to use it (supposedly Noise Pins can only be used by Reapers).

In the 6th day Beat runs away from WildKat to ask the Reapers about why he can't use the pin. He meets Uzuki and Kariya in the last day, being Kariya presumably who tells him the answers Beat is seeking. This leads him to becoming a Reaper, and is assigned by the Conductor to defeat Neku and Joshua during the 2nd week, though this being rule-breaking. While Beat makes several attempts, he never accomplishes this for various reasons and leaves them be after his attempts. As a Reaper, Beat's costume does not change but he does grow the traditional skeletal wings that all Reapers possess. He also learns more about the UG, Reaper Sports (not too well in this case) and how to become the Composer.

During the 3rd week, Neku's entry fee was the necessity of other players, which meant that he would be quickly erased (being that a player without a partner cannot erase Noise). Feeling that this was a cheap rule to add to the game, Beat renounces his Reaper status and forms a pact with Neku. However, in the begining of the second day Beat learns that during his time as a Reaper, he earned zero points and he will die in roughly six days, as a Reaper's life span is based on the number of Players they erase. He is also taken his entry fee (he becomes a player again as a result of his treason) which is Rhyme, the noise he managed to summon when he became a Reaper, so he forgets about the plan he and Neku made of trying to reach the Shibuya River and face the Composer.

The two players are given the mission of tracking and defeating the Game Master Mitsuki Konishi, which Beat wants to end quickly to recover Rhyme. They start seeking, but in the third day they are offered Beat's entry fee back by Uzuki Yashiro and later by Koki Kariya (who are really being used by the Iron Maiden to stall for time). In that days we discover about Beat's past and reasons for becoming a Reaper. When they get the pin they see it's just a fake, and Kariya apologizes and gives them a new keypin.

In the fifth day the duo, looking for the Game Master in Udagawa, notice the people in the RG and the Reapers saying the same things (as a result of the Conductor's plan to "fix" Shibuya). They also get a photo of the first day in which Mr. Hanekoma appears doing something strange in Udagawa (he was repairing the Taboo refinery sigil Minamimoto needed to come back). Then they are forced to fight possessed versions of Uzuki and Kariya. In the sixth day they go to Cat Street, where they find WildKat has suffered an attack and they get a keypin for the Shibuya River. Then in the way to the River they meet Sho Minamimoto, who has been transformed into a Taboo form of himself. After a fight with him in which they can't do him nothing the day ends.

In the last day Beat is starting to fade away, but before that happens completely the partners go to the Shibuya River. When they reach it they meet Sho again, and the Game Master finally appears in Beat's shadow. The GM is erased then and Beat gets Rhyme back, but before disappearing she tells Beat that her sister didn't hold Beat dear, as her memories of him where in fact Beat's entry fee. After the fight the boys meet Shiki again, and see Sho unconscious under a junk pile. The three kids find the Conductor, and Shiki is forced to fight her friends. Beat protects Neku from an attack and is left unconscious along with Shiki. When he and the girl wake up they follow the path to reach the Composer's throne and fight with Neku for last time against the Conductor. That's when Beat says Neku that he is his partner no me more- but his friend. After the fights, and though Beat doesn't become the Composer as he planned, the game ends and Beat gets his desire of Rhyme being a human again fulfilled.

Before he entered the Reapers' Game, he was much like Neku, uncaring and pushing his sister away from him, because he didn't like being pitied by his little sisters.. With the discovery that Rhyme has lost her memories, he lies that his dream was to become the best skateboarder in the world, as truly he has no dreams.

At the end of the game, he is seen meeting Neku in front of the Hachiko, with Rhyme by his side.

[edit] Name

The kanji of Beat's Japanese name, Dai-suke-no-jo Bi-tou, literally translate to big, help, of, help, end, (flower). He seems to find his name embarrassing, and tries to keep people from speaking it, freaking out and/or getting angry whenever anyone does.

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