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Katamari (Video Game)
Roll up the world!

"My, Earth really is full of things."

One of the most well-known oddball video games, this item-collecting Puzzle Game franchise was created with one idea at the core: series creator Keita Takahashi wanted to bring silly, colorful, and simple fun back into gaming at a time when the industry trend was to be mature and serious. And the games certainly live up to this idea, the horrified screams of the countless people you're rolling up to eventually ignite into a star notwithstanding.

In September of 2012, a short-lived webcomic based on the series was launched on ShiftyLook, which was later made available in a physical paperback collection.

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    Games in the Katamari series 
  • Katamari Damacy (PlayStation 2, 2004)
  • We ♡ Katamarinote  (PlayStation 2, 2005)
    • We ♥ Katamari REROLL + Royal Reverie (2023)
  • Me & My Katamarinote  (PlayStation Portable, 2005): A pleasant Earth vacation for the royal family goes sour when the King once again causes unnecessary destruction, this time destroying an entire island full of animals with a tornado. As usual, he sends the Prince out to roll up new Katamaris to form into new islands for the now-homeless wildlife. The first game in the series to not feature any involvement from Keita Takahashi.
  • Katamari Damacy Mobile (Mobile devices, 2007): A port of the original game for the Mitsubishi P904i. It received mixed reviews due to imprecise tilt controls.
  • Beautiful Katamari (Xbox 360, 2007)
  • Rolling with Katamari (Mobile devices, 2008): A top-down, isometric, pixel-art game using the basic premise of the first game but with a more mobile-friendly design. It used simple direction controls due to a fixed-angle camera and had a choppy frame-rate. No longer available.
  • I Love Katamari (Mobile devices, 2008): A smaller Katamari experience designed for phones, with the Katamari being controlled with tilting instead of analog sticks. No longer available for download as of 2015.
  • Katamari Forevernote  (PlayStation 3, 2009)
  • Korogashi Puzzle Katamari Damacy (DSiWare, 2009): A falling block puzzle game akin to ''Columns. It was released exclusively in Japan.
  • Katamari Damacy Online ~Roll it! Prince!~ (PC Online, 2009): An online multiplayer game exclusive to South Korea, developed by Blue Bird Studio, a division of Windysoft/JUNEiNTER. It closed services in 2012.
  • Katamari Amore (Mobile devices, 2011): A freemium game where the King requests that the Prince bring him interesting Earthly objects by rolling them up in Katamaris. Also no longer available as of 2015.
  • Touch My Katamari (PlayStation Vita, 2011): The King becomes distraught after overhearing a family discuss his decreasing coolness, so he recruits the Prince and his cousins to roll up Katamaris for him to eat so he can get back in shape. In addition to supporting the Vita's front touchscreen for touch rolling, the back touchscreen can be used to squash and stretch the Katamari for various purposes.
  • Tap My Katamari (Mobile devices, 2016): A spinoff title that takes the form of an Idle Game. The player taps to roll the katamari and collect money, which is used to purchase upgrades. Cousins will automatically push the katamari, while special abilities can be activated to roll faster or earn extra coins for a short time. Once the Prince is reaches level 600, the katamari can be turned into a start to earn Star Tokens and reset to the start of the game. Star Tokens and Candy, which can be purchased or earned through normal gameplay, can be used for permanent upgrades like Special Cousins and Presents which allow faster completion and make getting to higher stages easier. No longer available as of 2019.
  • Amazing Katamari Damacy (Mobile devices, 2017): Another spinoff title, this time converting the Katamari formula into an Endless Running Game. The Prince rolls the katamari forward automatically and is moved left and right to collect objects and avoid obstacles. Cousins give short term effects like invincibility and shrinking to collect coins. Collecting Rainbow items allows the player to fire rockets that can collect rubies and coins, which can be used to upgrade Cousins or continue after failing.
  • Katamari Damacy Rolling LIVE (Apple Arcade, 2025): The first new non-spinoff title in the franchise in 14 years, this game showcases the King taking up livestreaming in order to reach a wider fanbase on Earth. The subject of these livestreams? The Prince rolling katamaris for fans, of course. Utilizes the newer artstyle of the Reroll titles, and plays most like those titles with no new rolling gimmicks unlike Forever or Touch.
  • Once Upon a KATAMARI (2025)

The series contains examples of:

    The series in general 
  • Aerith and Bob: The Cousins' names. The monikers of the Prince's vast extended family include real given names (Daisy, Johnson, Marcy), names that are simply words that describe the cousin (Ichigo, Shy, Dangle), and completely made-up names (Foomin, Pokkle, Drooby).
  • And Your Reward Is Clothes: Presents, which you can equip in all sorts of combinations. In a nice touch, most presents look different depending on which character/cousin you're playing as. The cousins themselves count as well, seeing as they all play the same.
  • Amazing Technicolor Population: Ironically, given how brightly he dresses, the King has grey skin. Cousin Opeo, meanwhile, has blue skin. The colorful clothes everyone wears also invokes this, mainly since that's the easiest way to tell most of them apart aside from shape.
  • Anti Poop-Socking: Starting with We ♥ Katamari, the King will tell the player to "play in moderation" to avoid getting bored. The credits song also tells the player to stop playing and go outside.
  • Art Evolution:
    • The Hoshino Family's appearances in Katamari Damacy cutscenes are based on the blocky 3D models human characters have in gameplay, while We ♥ Katamari's cutscenes would instead feature rounder-looking people.
    • The models of the cousins for Reroll have round edges and happier facial expressions, keeping them more in-line with Keita Takahashi's current art style.
  • The Artifact: The Hoshino family play a major role in Katamari Damacy's story, and serve as hosts to several postgame stages in We ♥ Katamari. However, they would become Demoted to Extra as early as the third game, reduced down to simple stage cameos and other small appearences without any dialogue. Despite this, they are still more prominently featured in promotional material such as the opening movies of Katamari Forever and Once Upon a Katamari, along with the ShiftyLook comics as icons of the series despite their drastically reduced role.
  • Artistic License – Geography: When rolling up the world, placement of real-world locations is... fairly arbitrary. (For example, Easter Island is right off the coast of India, while the White House is directly adjacent to Hollywood.) - Oddly, this does have an explanation. The games take place in the fictional "Sunflower Continent", which is located in the middle of the Pacific Ocean, and contains replicas of many famous landmarks and locations. The real versions of these locations are visible in their proper spots when hitting global scale in Beautiful Katamari and Katamari Forever.
  • Ass Shove: Referenced in the thermometer item description: "Used to measure your temperature. Put this in your mouth, armpit, or..." Doesn’t take a genius to figure out where he was going with that sentence.
  • Bizarre Alien Biology: Some of the Prince's cousins have some pretty wonky biology, from Velvet being able to tuck in her legs and float at will, to Drive apparently being a sentient car (complete with wheel), to Nai-Nai having a box-shaped body and containing an entire universe within her.
  • Black Bead Eyes: The Prince and his cousins.
  • Body Horror: In the original game, Touch My Katamari, and the Reroll designs, cousin Opeo has a gaping hole in his stomach.
  • Camp Straight: The King. He dresses flamboyantly, and his Japanese dialogue is written to give him a feminine speech pattern, which you can hear it in his voice when he sings "A Song for the King of Kings" at the end of We ♥ Katamari. That said, he's Happily Married to the Queen of All Cosmos.
  • Cartoon Creature: No one knows what the Royal Family and Cosmic Cousins are, even though they do look humanoid they are vastly different from the game's humans and have some rather abnormal biology.
  • Charged Attack: The aptly-named Charge N' Roll technique, done by revving up the Katamari by jiggling the control sticks. Use it carefully, however— it's all too easy to slam into a much larger object and lose items off your katamari.
  • Cloudcuckooland: Earth is a odd place in the Katamari universe. Nobody will notice your Katamari until it grows big enough, and even then, the inhabitants of each level really like odd arrangements of their items.
  • Collection Sidequest: One of the underlying goals of each game is to roll up at least one of every single distinct object in the game. Considering how many are unique and/or hidden in extremely obscure locations, this is much harder than it sounds.
  • Company Cameo: In earlier games, the Namco logo is the save menu, with "na" representing file 1, "m" representing file 2, "co" representing file 3, and the ® symbol representing the "New Game" option. This was done away with after the formation of Bandai Namco Entertainment and their logo at the time making it awkward to continue, but once they made an alternate logo with both "Bandai" and "Namco" on the same row, Once Upon a Katamari brought it back with "BAN" representing file 1, "DAI" representing file 2, "NAM" representing file 3, and "CO" representing the "New Game" option.
  • Convection, Schmonvection: The Prince doesn't seem to mind rolling around Katamaris that are on fire, and at one point the entire solar system is rolled into the Sun without any harm.
  • Cosmic Horror Story: The series' story certainly skirts around the concept but you play as an alien entity who annihilates half the planet (Including some living people) with a sticky growing ball of destruction after the stars vanish by the actions of your father, a planet sized god of 'All Cosmos'. The silly tone is the only reason the Prince, let alone the King, isn't an Eldritch Abomination.
  • Chuck Cunningham Syndrome: A Kaiju-inspired beast named Mogran appears in the Make the Moon stage of the original game. The next game would replace him with a mechanical doppelganger named Mecha Mogran. Oddly, while Mecha Mogran became a staple character to encounter in the series once you reached landmass size, the original Mogran never reappeared.
  • Destructive Saviour: The Prince restores the night sky at the cost of property and eventually continental damage. Fortunately for him, everything goes back to normal by the time he returns to a level.
  • Diminishing Returns for Balance: The bigger the katamari gets, the less smaller objects will contribute to its size when rolled up (to the point that items that could add 5 cm single-handedly will eventually not even be enough to add an extra millimeter.) Eventually the smaller objects disappear completely, both for this trope and to save on memory.
  • Did You Just Punch Out Cthulhu?: You can roll up a kraken, several giant-sized superheroes, angels, mermaids, and the King and Queen themselves.
  • A Dog Named "Dog": In the English version, some of the "named" items are the same as their generic names, e.g. a pigeon named Pigeon, a bar of chocolate named Chocolate, etc.
  • Easter Egg: Holding the control sticks away from each other horizontally during a stage will cause your character to stand in place, flapping their arms while making a silly face.
  • Ermine Cape Effect: The King wears his fashionably ridiculous outfit at all times.
  • Excuse Plot: The plot of most games boils down to "the King breaks something, put the blame on the Prince, and orders him to fix it by rolling up Katamaris".
  • Foe-Tossing Charge: Mobile items that are just barely big enough for you to pick up will go flying the first time you hit them before you can roll them up. Combine a large number of such items with a charged roll and you can send an entire line of creatures/humans flying.
  • Fungus Humongous: Mushrooms of all sizes can be rolled up, the largest covering a quarter of an island. There's also the Space Mushroom, a Baby Planet-sized mushroom that floats through space.
  • Gameplay and Story Segregation: Supposedly you're on Earth with the addition of the fictional Sunflower Continent. However, the first two games in the series seem to point away from this outside of the credits of the first and a bonus level on the second. The largest level in Katamari Damacy ends with the prince inside of a bounded, bowl-shaped ocean while We ♥ Katamari's has you literally rolling over the surface of the whole world without any of the traditional continents in sight. Also, the Sunflower Continent doesn't show up in either games' Roll Up Countries stages. Beautiful Katamari was the first to finally put the two together, with the Sunflower Continent somewhere south of Japan.
  • Genre-Busting: The series' gameplay is vaguely close to a 3D puzzle-platformer — but not many puzzle-platformers focus on collecting things and gaining mass to roll things up, but even then the ability to jump wasn't introduced until Katamari Forever (And even then, the ability to jump has been removed as of Katamari Damacy Rolling LIVE), so it's largely in its own genre.
  • Gimmick Level: Quite a few stages have goals a bit different from "get as large as possible" or "get large as quickly as possible." In the first game, this mostly consists of rolling up items of a specific type to make a constellation (e.g. birds for Cygnus or twins/pairs of objects for Gemini), but there are others, like having to make a katamari as close to the target goal with no HUD measurement, forcing you to estimate the size, or the infamous Taurus and Ursa Major levels, which end as soon as you roll up a cow or bear (or even cow and bear-themed objects) with the goal being to roll up the biggest one possible. Subsequent installments add more. For example, We ♥ Katamari has stages with the goals "get as large as possible by picking up a limited number of objects", and "make a snowman with no time limit and no metric for success or failure."
  • God: The King himself, of course, considering he apparently rules over the entire universe. The ikebana level of We ♥ Katamari, however, features a lady holding a gold and a silver axe in the lake, which the game refers to as "God". She was renamed to "Lady" in Touch My Katamari and "Goddess" in Once Upon a Katamari.
  • Golden Snitch: The first game alone abruptly goes from a minimum of 30m in the second-to-last level to 300m in the final level, which severely skews your combined diameter records. Some future games have even larger versions of this, with Katamari Forever having one so ridiculous that an achievement requires you to reach 2,000,000 kilometers in size.
  • Happily Married: The King and Queen of All Cosmos. They're frequently shown dancing together in the intros.
  • Happy Ending Override: The plot of most games in the series is kickstarted by the stars being destroyed somehow, no matter how many times they've been remade in previous games. The Prince really has his work cut out for him.
  • Heroic Mime: The Prince and his Cousins never speak up during gameplay, though some shriek if you pick them up in single player. In We ♥ Katamari and all games afterward, most Cousins' roll-up chattering consists of repeating their names or parts of them over and over again. In cutscenes and in conversations with the King, neither the Prince nor the Cousins are heard speaking, but the King sometimes responds to them, making it clear that they can speak — it's just that the player can't hear it.
  • Hiroshima as a Unit of Measure: "Y: Your katamari is as big as X of these."note 
    • In the first few games, you're shown this at the end of the level if you didn't fail it. You can reroll which item it compares your katamari to, too. This is based on volume, which doesn't show up anywhere else in the game.
    • Starting with the mobile games, you're shown this whenever your katamari goes up a size tier; you don't get to reroll it, since you're still playing. The size comparison is changed, too; it's now based on the katamari's diameter, dividing the current diameter by the minimum needed to roll the item up.
  • Hollywood Atlas: Once you get big enough to roll out into the world in later games, you'll notice that countries are represented by stereotypical trappings and tourist locales. In the original games' credits, you can roll up the entire world as well.
  • It Runs in the Family: The Prince's large collection of cousins, who combine all sorts of strange shapes and behaviors in addition to rolling Katamari themselves. Inasmuch as a group like this can have a normal one, it's suggested that the Queen Of All Cosmos is the "sane" one.
  • It's a Wonderful Failure: Getting a game over in later titles will lead to a scene where the King punishes the failing character rather violently. At least things are back to normal when you retry the stage.
  • King of All Cosmos: The King of All Cosmos is naturally the Trope Namer, and he fits the definition by being quite the casual, attention-loving showoff despite having the whole universe in his hands.
  • Leitmotif: Many items have distinct sounds associated with rolling them up (and some have sounds for crashing into them before you're large enough to collect them). After a short time playing, you'll come to recognize when you've rolled up a particular item by sound alone.
  • Level One Music Represents: "Katamari on the Rocks" is possibly the best-known song of the franchise, appearing in all games either in original form or as a Recurring Riff in other songs.
  • Living Statue: It's amazing how many of the inanimate objects can move — and flee in terror when you try to roll them up.
  • Looming Silhouette of Rage: The King at the game over screen in most titles, should you fail an objective.
  • Love Hurts: "Tough love" indeed. In any game, your father will mock you angrily for failing the level.
  • Meaningful Name: Several of the cousins have these, like the strawberry-shaped Ichigo, soup-bowl-headed Miso, cheerful and innocent June...
  • Mix-and-Match Critters: The Cowbear, a gigantic cow-and-bear hybrid and thus the best object to pick up in any game with a cow/bear level.
  • Mushroom Man: One of the Prince's second cousins, Kinoko, looks like a mushroom with arms and legs but no face.
  • Naked People Are Funny: Lalala, the only cousin who never wears any clothes.
  • Nerf: After Katamari Forever, the physics of the katamari itself were made very different; the katamari is now akin to a rubber ball, whereas beforehand it was more like a bowling ball or a boulder. More importantly, the katamari now needs to be much bigger than the objects it's collecting; before the change, it just needed to be "bigger". The nerf is especially obvious when switching from the remasters (which use the old physics) to Once Upon a KATAMARI.
  • No Antagonist: None of the games have any villains; the only real problem is replacing whatever the King destroyed in the game.
  • NPC Round-Up Mission: Starting with "Katamari Damacy" and continuing into the others, every stage except the credits has at least one cousin to be rounded up — or, rather, rolled up. They can be found amusing themselves in different ways, such as swimming, riding animals, raiding the refrigerator, or rolling around objects Katamari-style. This environmental storytelling, paired with the King's commentary after they're picked up, provides each one with a nice bit of characterization. Unlike other collection items, all located cousins can be found idly roaming around (such as on the Space Mushroom in the first game) with the optional reward of swapping one in as the new player character.
  • Painting the Medium: The King of All Cosmos loves doing this with his dialogue boxes.
  • Parental Bonus: The items and their animations are often rather... interesting. The descriptions of the items you've rolled up in the Collection screen are notably absurd. The King's descriptions for all the countries you roll up in the Comet level in We ♥ Katamari in particular have jokes that would go over even adults' heads.
  • Playable Menu: The save game select screen uses the in-game controls, and while the Level/Character/Operation select systems (Select Meadow, Space Mushroom, etc.) do not, they are playable in their own way.
  • Pokémon Speak: A lot of the Cousins' dialogue when being rolled up falls under this. Naturally, this becomes Lost in Translation for the Cousins who went through name changes between regions.
  • Police Are Useless: The cops will do absolutely nothing as you roll up animals and citizens right in front of them. And when your katamari is finally big enough to roll them up, they'll start shooting at you — the only attack in the game that does no damage to your katamari.
  • Puzzle-Platformer: At smaller sizes, the levels have ramps, bridges, and vertically-moving platforms (all built out of the same "ordinary" objects as the rest of the environment) that the player must carefully navigate to get to certain secret items. The classification becomes more obvious with the introduction of the ability to jump in Katamari Forever.
  • Randomly Drops: There are some items that only occasionally appear on select levels, making 100% Completion something only for the truly dedicated.
  • Recurring Riff:
    • The famous riff from "Katamari on the Rocks" reappears in many other songs on the soundtrack.
    • Most if not all of the lyrical songs in the games include some variation on the Japanese verb "katamaru" (which describes the game's featured action).
  • Retraux: No matter if the games are made for the PlayStation 2 or PlayStation 5, the series' 3D graphics involve blocky 3D models with low-res, pixelated textures. The only exceptions are that the 3D King in Touch My Katamari was as detailed as the PlayStation Vita could handle, and the cousins' redone models that made their debut in the REROLL titles.
  • Royal "We": The King always speaks like this.
  • Running Gag: Most games have a cousin who looks like The Prince aside from one particularly glaring difference.
  • "Running Out of Time" Warning: On every stage, the King of all Cosmos will give you a 1 minute warning, followed by an alarm for the final 30 seconds.
  • Sandbox Mode: One of the rewards you can unlock for certain achievements is "Eternal Mode", where you can roll your katamari for as long as you want, without a time limit.
  • Say It with Hearts: The King does this quite a lot, as does the title of We ♥ Katamari.
  • School Setting Simulation: Multiple levels take place in schools, with the goal of rolling up things like stationery, school supplies, and students. You can travel the entire school and go from classroom to classroom, and the planet comes out looking like school-related objects, such as a backpack.
  • Sci-Fi Writers Have No Sense of Scale: The size of the stars are way smaller than they'd actually be, the smallest (from a minimum requirement standpoint) being 10 cm in diameter and the largest being 30 m. For reference, your average neutron star (the smallest possible star) is about 20 km. Also the 200-300 m range is when you start rolling up islands and even entire continents, when 300 m is just shy of three football fields in length in real life (this last one can be justified with game balance, as the final level as-is already single-handedly overshadows all your other accomplishments in the total diameter records combined, and making the diameter scale up to kilometers would just exacerbate the problem.
  • Second Place Is for Losers: In a more generalized gameplay example, you can pass levels by meeting the bare minimum requirements the King of All Cosmos lays out for you, but unless you really go the extra mile and get an exceptional score, he'll be quick to mock, berate, complain about or downplay your efforts on the results screen.
  • Sentai: Jumboman, in all colors and sizes. Royal Cousin Kuro also loves Sentai, and is known for striking poses.
  • Shooting Superman: Cops will shoot at your mountain-sized katamari to no effect.
  • Shout-Out:
    • In one level, a Venus flytrap can be seen sticking out of a duct stuck in the ground, referencing the Piranha Plants from the Mario series.
    • Another special object from the same game, the Pipe Organ, has the King comment "Tangerine Dream!" when you roll it up.
  • Sickeningly Sweet: "This is the happiest game I've ever played."
  • Snowballing Threat: You are this. Also of course, literally true as your Katamari grows and grows.
  • Soundtrack Dissonance: Any relaxing, soothing background music becomes this as your Katamari becomes large enough to start absorbing people and buildings.
  • Spectacular Spinning: How the Charge & Roll technique, well, charges up.
  • Sugar Bowl: The minimalist art style, with its low-poly models and bright colors, lends itself to this. Never mind that most of the levels are designed around cute and humorous situations.
  • There Are No Adults: Excluding Queen, Papa, Roboking and a certain other character.
  • Tiered by Size: The basic gameplay of the game revolves around rolling up objects to grow the size of the katamari:
    • At the end of As Large As Possible levels, your katamari will be judged on its size. Reactions go from tiered ranges of disappointed to shocked, with the latter usually being given by a katamari around twice as larger then expected.
    • Larger objects are a different tier from smaller ones. Once you're big enough, smaller objects will be removed from the level.
  • Timed Mission: After the tutorial level, each level has a strict time limit.
  • Ultraman Copy: The Jumbomen, giant alien superheroes who are often spotted in stages when your katamari is at landmass size. The most commonly seen one is red and white, though others appear in blue, yellow, and purple. They also seem to be heavily marketed in-universe, as Jumboman action figures and Jumboman branded merch are among the many collectable objects scattered through levels.
  • Unstable Equilibrium: In the multiplayer modes, whoever builds their katamari even slightly bigger has the immediate advantage. Both players are capable of a charge attack to knock stuff off the other katamari, but the bigger one can throw his weight around much easier. After enough of a size gap, the bigger player can actually suck up the other player into his katamari as if he were an object. The smaller guy can technically break free after a while, but the game is as good as lost at this point.
  • Unusually Uninteresting Sight:
    • Why is it that no one notices a giant clump of rubbish rolling around until it's big enough to "collect" them? Or winged whales balancing on top of skyscrapers, grand pianos abandoned in the middle of the road, circles of dancing squid in the street, wrestling superheroes, volcano Gods, Buddhas, dancing vending machines, an elephant with afro'd musicians playing jazz on top of it, a hot air balloon dropping things, circles of dancing dead squid in the street, or a parking garage spinning on its own turntable?
    • Only one of the Hoshinos (the son) notices the King of All Cosmos while they're flying to Top Shell Island. He's understandably surprised, and everyone else thinks he's crazy.
  • Verbal Tic: In the English version, the King always speaks in the Royal "We", and has a habit of sticking weird adjectives into his sentences.
  • Video Game Cruelty Potential: It's surprisingly soothing to hear living beings scream upon being rolled up. And nothing can quite beat the sadistic glee of rolling up something that was smacking you around mere minutes earlier (especially if it actively chased after your Katamari and knocked several precious objects out of it, repeatedly).
  • Vocal Dissonance: The King has a rather campy voice that you wouldn't expect to come from somebody with such an intimidating face.
  • Wholesome Crossdresser: None of the male cousins even blink at wearing a bikini. On the flip side, none of the girls ever mind wearing a mustache, or any of the other presents that one might associate with one gender over another.
  • Would Hurt a Child: The newer the game, the worse the King treats his son when he loses.
  • You Break It, You Profit: Certain levels are scored by the monetary value of rolled-up objects instead of total size.
  • Your Size May Vary: While the Prince's height is given as 5cm, he and the other cousins can appear in various places in various sizes. Lampshaded in-game via their roll-up profiles, which never specify their exact height. The King's roll-up profile states that he can change his size whenever he pleases, "depending on (his) mood and atmospheric conditions," so presumably the Prince and the Cousins also have that ability.

    Me & My Katamari 
  • Gospel Choirs Are Just Better: The closing theme is the gospel-inspired "Shine! Mr. Sunshine".
  • Mundane Made Awesome: The King's "Royal Puff" technique to turn a katamari into an island, which is literally him blowing the katamari off his hand to fall into the ocean.
  • Royal "We": Taken to its limit, where (in a loading screen) the King breaks the fourth wall and says that the game should've been called "Us and Our Katamari".
  • Shout-Out
    • Rolling up the Super Submarine will cause the King to comment "Sky of blue and sea of green..."
    • Redoing the Whale stage has the King say "It ain't heavy, it's your katamari!", referencing the Bobby Scott and Bob Russel song He Ain't Heavy, He's My Brother.
  • Visual Innuendo: Oak Town includes a woman floating on her back in the swimming pool with two melons perched on her chest.

    Touch My Katamari 
  • Downloadable Content: The extra levels are free downloads, and after downloading them, you have to find "Fan Damacys" in the game to unlock them; alternatively, you can buy Fan Damacys with real money to unlock the levels early. You can also purchase music, which isn't required to clear the game.
  • Extreme Omnivore: The King tasks you with rolling up Katamaris for him to eat to trim the fat off of the royal belly. Naturally, this means that he'll eat Katamaris made out of whatever junk you find lying around and somehow create a star (tastefully mind you, no Toilet Humour involved here) in the process of doing so.
  • Put on a Bus: Out of all the many Cousins, only a handful made it here, only one found in each level.note  The King's official Twitter explained the others were on vacation.
  • Shout-Out:
    • One of the DLC stages is "We Love Pac-Man", and has the player roll around a classic Pac-Man maze inside a more modern Pac-Man maze, rolling up dots, fruit, and ghosts.
    • In a couple of DLC stages, a character referred to as an "Anime Store Manager" can be found. His appearance bears a striking resemblance to Animate's mascot Meito Anisawa, best known for his appearance in Lucky Star.
    • A few of the DLC stages also feature Toro the Cat and his friends.
  • The Slacker: Goro the Slacker starts out as this, naturally, but immediately decides to turn his life around after seeing the King turn into a depressed slob on the news.

    Katamari Damacy Rolling LIVE 
  • Animation Evolution: Starting with this game, Cousins would have unique sets of animations besides their Idle Animations, even if their body shapes didn't make them 100% mandatory. For example, Daisy now walks/runs on all fours rather than just standing on all four for her idle animation, and Hans now tips his head down to see what's in front of him.
  • Anti-Frustration Features: Unlike the "Just Size" levels of the console games, "The Price MUST Be Exact! Or..." tells you your current Katamari's price. Until it exceeds $250.
  • Clickbait Gag: Due to the game's live streaming theme, the game's level names are styled after clickbait YouTube video titles. For example, the levels where you have to roll up as much as you can, instead of being called "As Large As Possible", they're named "You Won't BELIEVE this Katamari!", and the majority of level previews are based on clickbait video thumbnails depicting close-ups of shocked faces.
  • Developer's Foresight:
    • Newcomer cousin Phil projects the image of your final katamari at the top of the screen at the conclusion of every stage. If you're playing as Phil, Cameron projects the results instead. However, in the case that both Phil and Cameron are unable to fill the role (for example, playing as Cameron and having Phil be present from having been rolled up in the stage), Can-Can serves as the projector.
    • On the level "Found THIS Scrubbing the Bathtub!", you're supposed to wash off your Katamari by dipping it in water, but rolling up soaps and sponges also helps clean it up.
    • On the level "How to Catch TONS of Crabs", neither hermit nor horseshoe crabs add to the crab counter, since neither is a true crab. The King points this out, although he thinks horseshoe crabs are "probably" crabs.
  • Would Hurt a Child: Averted, as the King does not physically punish him whatsoever for losing, and even offers encouragement to him in certain cases, telling him that he believes in him.

Oh! I feel it. I feel the Cosmos.

Alternative Title(s): Me And My Katamari, Touch My Katamari, Katamari Damacy Rolling Live

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