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Game board: Core Sphere (light blue) surrounded by center coins (gold) which are in turn surrounded by border coins (dark blue)

The Sphere Break minigame is a bit like Sudoku, as the game has a numerical grid that has to be dealt with using a set of rules. The mechanics of the minigame are purely mathematical, relying on sums and multiplications; the aim is to create the most multiples of a "core number" by combining numbers of the 16 coins on the board.

Game elements[edit]

Core Spheres[edit]

Name Number of Turns Time Limit Quota Difficulty Availability
Practice Core Sphere 15 60 sec 20 * Always
Shades Core Sphere 15 60 sec 20 ** Chapters 2-5
Punk Core Sphere 20 45 sec 80 **** Chapters 2-5
Gigolo Core Sphere 15 60 sec 30 *** Chapters 3-5
Dream Shop Core Sphere 20 45 sec 50 *** Chapters 3-5
Shoopuf Core Sphere 20 45 sec 50 *** Chapter 5
Pet Core Sphere 15 30 sec 50 *** Chapter 5
Gagazet Core Sphere 30 60 sec 100 *** Chapter 5
Shinra Core Sphere 20 30 sec 100 ***** Chapter 5
Macalaina Core Sphere 30 45 sec 80 ***** Chapter 5
Mi'ihen Core Sphere 30 20 sec 150 ***** Chapter 5
Bevelle Core Sphere 30 30 sec 200 ***** Chapter 5
Marvelous Core Sphere 30 30 sec 300 ***** Chapter 5

Coins[edit]

Coins.

Coins are numbered from 1–9 and possess several different attributes that can help you in the main game or in the Sphere Break minigame itself (free magic item, free potions, echo, more coins, quota multipliers, etc.).

Entry coins[edit]

You will be playing against the dealer (owner of the Core Sphere), and must select four coins to bet. They will be your entry coins and will be placed in the center. During the game, every time the dealer rolls a number on the Core Sphere, you have to pick at least one entry coin to start your turn.

Coin Name Entry Number Trait Obtained
Adamantoise Coin 3 Item Dig - Western or Southern Expanses.
Ahriman Coin 6 Coin Count Echo Given x5 when entering the Minigame

Win - Practice Core Sphere or Easy Core Spheres.

Angra Mainyu Coin 3 Quota x4 Win - Marvelous Core Sphere.
Arachnid Coin 1 - Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Auron Coin 9 Quota x4 Win - Bevelle Core Sphere.
Azi Dahaka Coin 7 Rare Item Win - Marrrvelous Core Sphere,

Dig - Central Expanse.

Behemoth Coin 7 Quota x2 Dig - Western or Southern Expanses.
Bird Coin 5 - Given x5 when entering the Minigame,

Win - Practice Core Sphere or Easy Core Spheres.

Blade Coin 3 Coin Count Echo Dig - Western or Southern Expanses.
Bomb Coin 1 Coin Count Echo Dig - Eastern or Northern Expanses.
Cactuar Coin 2 Coin Dig - Eastern or Northern Expanses.
Chimera Coin 2 Item Dig - Western or Southern Expanses.
Chocobo Coin 6 Coin Win - Marrrvelous Core Sphere,

Dig - Central Expanse.

Coeurl Coin 5 Coin Count 2 Dig - Western or Southern Expanses.
Coyote Coin 3 Coin Dig - Western or Southern Expanses,

Win - Practice Core Sphere or Easy Core Spheres, Given x5 when entering the Minigame.

Creeper Coin 3 Coin Count 2 Dig - Eastern or Northern Expanses.
Daeva Coin 9 Quota x2 Dig - Western or Southern Expanses.
Defender Coin 8 Multiplier Echo Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Dinctus Coin 1 Coin Count:2 Dig - Central Expanse.
Dragon Coin 9 Gil x2 Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Drake Coin 4 Coin Count Echo Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Eater Coin 3 Rare Coin Dig - Central Expanse.
Elemental Coin 9 - Win - Punk Core Sphere,

Dig - Western or Southern Expanses.

Evrae Coin 2 Quota x3 Dig - Central Expanse.
Flan Coin 2 Item Dig - Western or Southern Expanses,

Win - Practice Core Sphere or Easy Core Spheres, Given x5 when entering the Minigame.

Fungus Coin 3 Coin Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Gel Coin 3 - Win - Marrrvelous Core Sphere,

Dig - Central Expanse.

Georapella Coin 2 Quota x4 The boy on the Kilika island base (Accessible by speaking to the cameraman in chapters 1/3/5)
Guardian Coin 4 Quota x3 Win - Marrrvelous Core Sphere.
Haizhe Coin 5 Coin Dig - Central Expanse
Helm Coin 1 - Dig - Western or Southern Expanses,

Win - Practice Core Sphere or Easy Core Spheres, Given x5 when entering the Minigame.

Hermit Coin 3 Coin Count:2 Dig - Central Expanse.
Iron Giant Coin 6 Multiplier Echo Dig - Western or Southern Expanses.
Jumbo Cactuar Coin 5 Rare Item Win - Marrrvelous Core Sphere.
Kimahri Coin 9 Coin Count Echo Win - Bevelle Core Sphere.
Kukulcan Coin 8 - Dig - Western or Southern Expanses.
Lulu Coin 9 Rare Coin Win - Bevelle Core Sphere.
Magic Urn Coin 5 Gil x2 Dig - Eastern or Northern Expanses.
Malboro Coin 3 Multiplier Echo Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Ochu Coin 7 Gil x2 Dig - Western or Southern Expanses.
Ogre Coin 4 Coin Dig - Western or Southern Expanses.
Omega Weapon Coin 7 Quota x3 Dig - Central Expanse.
Paine Coin 9 Multiplier Echo Win - Bevelle Core Sphere.
Pairika Coin 7 Coin Count Echo Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Phantom Coin 7 Coin Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Piranha Coin 6 Multiplier Echo Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Purpurea Coin 5 - Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Reptile Coin 3 - Given x5 when entering the Minigame,

Win - Practice Core Sphere or Easy Core Spheres.

Rikku Coin 9 Coin Count Echo Win - Bevelle Core Sphere.
Ruminant Coin 1 Item Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Sahagin Coin 2 Coin Count Echo Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Seymour Coin 9 Rare Item Win - Marrrvelous Core Sphere.
Stalwart Coin 4 Multiplier Echo Dig - Eastern or Northern Expanses.
Tentacles Coin 3 Coin Count Echo Dig - Central Expanse.
Tomb Coin 1 - Win - Punk Core Sphere,

Dig - Western or Southern Expanses.

Tonberry Coin 4 Quota x2 Win - Shinra Core Sphere,

Dig - Eastern or Northern Expanses.

Ultima Weapon Coin 9 Quota x2 Dig - Central Expanse.
Wakka Coin 9 Rare Item Win - Bevelle Core Sphere.
Wasp Coin 2 Item Given x5 when entering the Minigame,

Win - Practice Core Sphere or Easy Core Spheres.

Worm Coin 2 Coin Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Yuna Coin 9 Coin Count Echo Win - Bevelle Core Sphere.
Zu Coin 3 Item Win - Win - Dream Shop Core Sphere,

Dig - Western or Southern Expanses.

Zurvan Coin 5 - Given x5 when entering the Minigame,

Win - Practice Core Sphere or Easy Core Spheres.

???? Coin 9 Quota x5 Win - Bevelle Core Sphere.

Border coins[edit]

At each turn, 0–12 coins surround the center coins and the Core Sphere. You use them to make a Core Break. At each turn, any coin not used in a Core Break is increased in value by one. If it had a value of 9 before, it is removed from play as they cannot be a value of 10. Coins used in a Core Break are also removed. Empty spaces are filled (or not) randomly, with a new coin valued from 1–9.

Core Break[edit]

A Core Break happens when you select coins that, added to each other, form a sum that is a multiple of the number rolled by the Core Sphere. You have to obtain a Core Break in a set limit of time or you lose the game. A Core Break ends a turn in the game.

Coin traits[edit]

Echo Bonus[edit]

Game mechanics[edit]

  1. Like a dice, the dealer makes his Core Sphere produce a number from 1–9 for a set number of turns, i.e. 20 turns.
  2. For each turn, you have to use at least one of your center coins, which, on the tournament of Final Fantasy X-2, are preset 1, 2, 3 and 5 with multiplier echo.
  3. Each turn has a set time limit from (60 seconds, 30 seconds, etc.) and you have to produce a multiple of the Core Sphere within it. If you fail, you lose the game and also lose the center coins you bet.
  4. Each game has a "quota", i.e. a set number of coins that needs to be used in the games set umber of turns. If all turns are used and you did not complete your quota, you lose the game and also lose the center coins you bet.

By using the multipliers and other coin attributes, you can beat dealers with very difficult Core Spheres. The current champion Shinra has a quota of 100 coins that have to be obtained in just 15 turns with a time limit per turn of 45 seconds.

A sample game[edit]

A very easy game with low quota, lots of turns and large time limit per turn.

  • Quota: 30 coins
  • Turns: 20 turns
  • Time limit per turn: 60 seconds
Turn 1

For the first turn, the dealer rolls out a number from 1–9, i.e. 7.

In your first turn, you need to find a multiple of 7 by adding the center coins (1, 2, 3, and 5 with multiplier echo) and the 0–12 border coins (randomly set). Here you could just use center coins (2+5), but this is not to your advantage because center coins do not add any coins to the quota of 30 coins you have to use before your 20 turns are complete. You have to pick one center coin, for instance 2, bringing the sum to 2.

Now you look at the border coins and try to get as many border coins as you can to make a multiple of the Core Sphere's 7. Since you already picked a 2 the maximum sum of the border coins you can pick has to be either 5, 12, 19, etc. to yield a multiple of 7, such as 7, 14, 21, etc.

If you pick three border coins: 8, 8 and 3, making your total sum 21 (2+8+8+3), you'll obtain a successful turn, i.e. a Sphere Break. Your quota is now equal to three coins and your multiplier is 3, because you closed the turn with 21 which is 3×7. The multiplier is important, because one of your center coins has the multiplier echo attribute and will help augment your quota in the next turn.

Turn 2

On the second turn, the Core Sphere rolls a 1, which is good for the dealer and bad for you.

Faced with a 1 from the Core Sphere, you are forced to pick only center coins, as any number you pick will be a multiple of 1 and you have to start by picking a center coin. This means you will not get any extra coins to add to your quota this turn.

As noted above, any center coin (1 ,2, 3 or 5) will end the turn. To be clever, you would use the multiplier echo to your advantage here and pick the 3 center coin. This will make your multiplier for his second turn to be equal 3, which is what 3×1 amounts to. Note that the turn ends with the same multiplier as the last turn: 3. This means you have a multiplier echo.

The turn ends with a quota of 3 (no border coins were added) and a multiplier echo of 1.

Turn 3

For the third turn, the Core Sphere rolls a 2.

You want to pick your mandatory center coin to be odd, because any coin that is even will end your turn. For instance, you might pick 1.

For the border coins, you can now keep on picking odd coins, but to take advantage of the multiplier echo, you need to stop when your sum totals 6, which is 3×2 and gives you another multiplier echo. You might pick a 5 border coin, making your sum equal 6 (1+5) and making another multiplier echo.

The turn ends with a quota of 4 plus the echo bonus of 2 multiplied by your quota on this turn, which is 2×1, giving you a total quota of 6 and a new multiplier echo of 2.

Turns 4–20

The game proceeds until either all 20 turns are completed or the quota of 30 coins is fulfilled. If you fulfill your quota before the end of 20 turns, you win the game and all the prizes yielded by the border coin attributes.