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PSP/Vita, PC (Keyboard), PC (Controller)

Like most visual novels, the controls of Amnesia are simple; Cross button to confirm/advance text, Square button to skip text (by default this can only be done for text that has been read before, though there is an option to skip all) and Triangle button to open the menu, which gives you the option to save your game, load another file, view the parameters (detailed on the walkthrough page), change the settings (such as volume, text speed, and even skip speed), and return to the title screen. From the main menu, you can start a new game or load a save, as well as access the gallery, Memories, and Mini Games.

Heroine[edit | edit source]

The heroine (主人公 shujinkō?) of Amnesia, in keeping with the self-insert nature of the game, does not have a default name. The majority of her dialogue is based off of the choices that you make, and her past varies depending on the route. This gives you the opportunity to discover a new mystery in each route, usually pertaining to the chosen boy and his relation to the protagonist. However, a few details about the heroine remain the same throughout every route: she is eighteen years old, she is in her first year of university as a psychology major, and she works at the old-fashioned maid/butler cafe, "Meido no Hitsuji." In Japan, she has been given the fan nickname "Rose" due to a prominent rose motif in her design.

Though the details of the heroine's past vary throughout each route, every route starts the same way: a spirit with the appearance of a young boy somehow collides with her, causing her to lose her memory. The spirit, Orion, can only be seen or heard by the heroine, having formed a mental attachment to her that he theorizes is taking the place of her memory. He then takes on a supportive role, helping the heroine go about her daily life without raising suspicion and figure out who she can trust so that he may return to his world and she may regain her memory.

Additional content[edit | edit source]

Memories and voiced images[edit | edit source]

Memories are unlocked after obtaining the good end for each boy. Unique to the Vita and Steam releases of the game, they act as supplemental scenarios, taking place on a specified date during the route. You are given a limited number of choices that may alter the rest of the memory, but as it takes place outside of the main story, doesn't affect affection in any way. There also aren't any CGs here, but clearing them all (as well as the short stories, unlocked after completing all routes) earns you an achievement/trophy.

Also unique to the Vita/Steam release are voiced images. In the CG gallery, some images will be marked by a rose. Each of those images (as well as variations of those images) have five unique voice clips that can be discovered by touching certain points on the touch screen (this is done using a cursor on PlayStation TV and PC), such as the boy's hand or eyes. Once you've heard five unique voice clips in an image, you can move on to the next; finding all voice clips earns you an achievement/trophy. The specific locations of these voice clips are detailed here (though this page should only be viewed after clearing all routes due to spoilers).

Mini Games[edit | edit source]

The last feature added to the Vita/Steam releases of the game are mini games, specifically Rock Paper Scissors and Air Hockey. Instances of both can be seen in Shin's route, though they can only be played via the main menu. After choosing a game, you must choose an opponent; defeat all boys in a game to earn an achievement/trophy. Beat all boys in both games to earn a special CG, which can be viewed for another achievement/trophy. Generally, Shin and Toma can be considered the easiest, so one of the two should be the first opponent chosen in order to get a hang of the game. Ikki, Kent, and Ukyo have quicker reflexes.

In Rock Paper Scissors, you must choose a card as your opponent counts down to the match-up ("jan, ken, pon"). If the card you choose is superior to your opponent's, you must wack them with a hammer before they can guard. If it is inferior, you must guard before they can swing the hammer. Hitting your opponent before they can guard earns you a point, while failing to guard before your opponent hits you has the opponent earn a point. Obtain a higher score than your opponent before time runs out (represented by the bar at the top of the screen) to win the game.

Air Hockey isn't timed, instead ending when you or your opponent reaches 7 points. You earn a point by hitting the puck into your opponent's goal. If the puck comes at you quickly, try to trap it in a corner before retaliating, as this will give you a chance to shoot at your opponent's goal without all the added chaos of a high-speed volley.