Date: Fri, 22 Jan 1999 20:37:13 +1100 =================== SPIKEOUT MINIFAQ =================== Ver 1.00 Contact me at sarunoko@hotmail.com Notes : The game was released early November in Japan. I don't even know if it was for beta testing either. As far as I know the version is 1.00. Earlier beta testing games were called 'SPIKE - Temporary Title'. The Japanese version may be different to Overseas so my translations may not be 100% accurate for those others. I play on the Sega Astro unit dual linked (2 players max). All work (C) 1998 J.Sharples - Don't distribute if money is made in the transaction. Feel free to use it as long as you give me notification. The game costs me 50 Yen a pop. This would work out to be about 40 cents. Game time can range from 3 to about 30 mins depending on how good you are. Average would be about 10 mins? Sorry, I don't live in Japan any longer so I'm waiting for a local release. Contents ========= 1. Overview 2. Controls 3. Combo'ing 4. Characters 5. Enemies 6. Weapons 7. Items 8. Levels 9. Bosses 10. Tips & Tricks 11. Secret Items 12. Bugs 13. Credits 14. Version History Overview ========= Spikeout is AM2's newest multi-player fighting game from Sega. It features a Model 3 Step 2 game featuring a maximum of 4 players at once using the parallel connection method so popular with the Sega Astro unit. Sega seem to have gone out of their way to make this the king of beat-em-ups and I don't think they've failed. * A 3D Beat-em-up? Well as you'd expect from SEGA, basically anything they do nowadays is in 3D so why not make a beat-em-up? Why indeed seeing as they're usually not the most popular genre and prone to groans from the crowd at an announcements from CAPCOM. However, after playing SPIKEOUT you soon realise that SEGA has done something right. * What's so special? Well it's in 3D. Another is that because the game is limited to one player per machine there is no restriction of movement as there are in most of this genre. Restriction as in both having to be in the same screen simultaneously. It plays more like Virtua Fighter than Final Fight, the ability to only beat one guy up at a time for one thing. SEGA have gone out of their way to make the characters look as good as possible and the enemies don't look half bad too. * Yeah, but it's STILL a beat-em-up Okay sure it is but you have the ability to link up 4 machines and have 4 players fighting at once, just two is pretty mind blowing by itself. Even if you hate the genre you'll probably like this. Of course it's got all the traits of a beat-em-up. A whole host of lame-ass names and next to no story. Well there IS no story as a matter of fact. Controls ======== ( ) (B) (C) (J) | (S) | Joystick (360 degree movement) (S) "Shift" Pressing this will enable you to 'circle' opponents while always facing them, think of it as a 'strafe'. (B) "Hit" Duh. Pressing more than twice will start your punching combo. You will not finish your combo if you stop hitting punch after the first 4-5 hits. You cannot interrupt your combo once started. (C) "Charge/Kick". Press three times in succession for the kick combo. Holding down will start your charge. You have 4 charge points: (1) Normal punch (2) Knockdown punch (3) 'Dizzy' punch (sends opponents into state of confusion (4) All-out smash. Your opponents fly across the screen, can cause a 'domino effect' if they fly into others. (J) "Jump". The height of your jump is determined by how long you hold the button for. DASH : Tap joystick twice in any direction (B) + (C) : 'Knockdown hit' (called 'Low Kick' in Japanese) - Will effectively knock down any opponents (ex. most bosses). Press again for 2 hit combo. Able to hit more than one opponent at once so can be used to 'sweep' away enemies. + DASH: A slightly stronger hit, the enemy moves further. (C) + (J) : 'Jumping Knockdown hit' - The move is the same as (B) + (C) although you cannot press it twice. It is slightly more powerful and is always performed airborne. + DASH: Generally a jump kick. Not very strong though sends them packing. (B) + (J) : 'Overhead'. Slams their head into the ground. (B) + (C) + (J) : Super Move. Clears out all enemies within 360 radius but uses up one of your 'Special Attack' items. During this time you are invincible. Also note that you can cancel a bosses throw if you press this during the preparation time (ie when he hoists you up or something a rather). 'Tsukamu' - Grappling: Walk up to an enemy, if you're close enough you'll grab him/her. While Grappling - (B) : Uppercut/Knee. Able to press once more. A third will be a head butt/strong knee and terminate the grab. + DIRECTION: Throw. (C): Rotate around the opponent ie holding them from behind. + DIRECTION: Throw. + (J): Jump with your pal. While airborne it is advisable to throw, otherwise you'll end up looking quite the fool (Note: Sometimes you'll push the lever/button too late or in a direction impossible (like directly behind you, these too will result in a 'no throw'). The direction you push is the direction you'll throw. (B) + (C) + (J): A 'special attack' throw, generally you spin around with your opponent several times, knocking down anyone close enough. Ends with the enemy in a spinning mess several meters away. (B) + (C) + (J) when holding the enemy from behind: Essentially the same but the starting animation is slightly different. (B) + (C) + (J) when holding your partner. You both swing around and make a nice mess of things. Also note, for the four characters the moves differ slightly but the outcome is for the most part the same. In the character section I'll go through in a bit more depth of how they differ. The explanation at the beginning of the game is MORE than ample and explains most of this anyway. Combo'ing ========== The SPIKEOUT fighting engine is flexible. It's a lot like Virtua Fighter 3tb in where you can pound your enemy with so many hits before they return to earth. It is not impossible to score 20-30 hits on one enemy (with two people that is) even after they're dead which is fairly pointless but fun all the same. Standard Combo: (B) x 5 Punch/Kick Combo: (B) x 3, (C) x 3 Punch/Charge Combo: While Charging - (B) x 3, Release Charge. NOTE: If DASH is written before (C) + (J) is not meant to be just tapped, they must (the (J) button anyway) be held down for a certain amount of time. There is no need to press (J) a second time either but it's easier to write it that way. It's up to you when you want to put the second kick in though you may want to do it as quickly as possible to ensure a connection on the latter. When you get experienced you'll probably hold jump down first then pop the kicks in later. If you're not linking this into a combo (ie just running up to the scum) you pretty much have to time the jump and the kicks separately to ensure the second contact. Throw Combo's: It is to note that Tenshin cannot perform these easily and thus he is put at a terrible disadvantage. The 'Throwing Attack' finish is vital for a single player game. Setup 1: (B) x 2, Grapple (the first two punches send them into a 'buffer' where you can walk up to them without them hitting you). (C), (J) + Throw. Setup 2: (B) x 2, Grapple, (B) x 2, (C), (J) + Throw. (Linda can grab after 3 hits) It is IMPERITIVE not to move the joystick in any directions when punching right after the grapple otherwise you'll throw them. This is particularly annoying when you're doing this to an opponent who is too heavy to throw normally. These are standard. Of course it will depend on your character whether or not you can actually pull them off. Spike and White will but Linda and Tenshin probably won't. The amount of combo's you can create are fairly limitless and each character has his/her own variations. I don't play Linda and Tenshin much so my knowledge is not so complete. Picking opponents off the ground can be done by any move which starts low (very low, like ground level) and finish high. Examples of this are White's (C) + (J) x 2 or Spikes knockdown (B) + (C). These only really work at the end of a combo when the enemy has JUST been knocked down. After your enemy is dead, any successive hits will result in flames spouting from your enemy. About the maximum amount of hits you can get is about 16 - 17. This is ONLY possible once you've pinned your enemy against a wall. If you've ever gotten more with just one player please tell me. Characters ========== SPIKE :- The main character. The dude is by far THE coolest (IMHO) and I suppose they put the most work into his face seeing as the game shares his name. He has an annoying brat which he carries on his back. The kid doesn't seem to do anything but 'help' you by fighting imaginary boogey men, 'mimicking' you. If someone knows what his purpose is please e-mail. He also pops off when Spike gets hit or he gets ready to throw someone. Spike's standard combo sends the enemy packing so there is no chance to link it in unless you DASH up to them. Other combo's can be performed with relative ease and he's the 'all round guy' if you know what I mean. [Best] - (B) + (C) x 2, (B) + (C), DASH, (C) + (J) x 2, (B) + (J) Others: (B) + (J), (B) + (C), (B) x 2, (B) + (J) (B) x 3, (C) x 3, (B) + (C), (B) + (J) WHITE :- Well they use dumb-ass names for the punching bags so why not the characters too? Well White is white for one thing. His face looks like it came out of a meat compressor and he wears unusually baggy pants. White's standard combo will finish with the enemy in the air very close so any follow up is easy to pull off. I think that he's probably the best character to use because of this fact and he's fairly fast too. [Best] - (B) x 5, Charge(2), DASH, (C) + (J) x 2 Others: While Charging - (B) x 3, (B) + (C) x 2, (B) + (J) LINDA :- The 'babe' obviously. Walks like a slut too. Don't be fooled though since she's the second strongest and doesn't hardly use her arms. It's all legs. As with Tenshin, Linda is not able to turn (B) x 2 into a throwing attack therefore I suggest that you use only with two or more players. [Best] - (B) x 5, (C) + (J) x 2 Others: Sorry TENSHIN :- The guy from Japan. His standard combo ends with the enemy in a spin and his (B) + (C) is amazingly strong. His standard combo cannot be interrupted after the first two hits so remember this, there is quite some delay. [Best] - (B) x 5, DASH, (B) x 3, (C) x 3 Others: (B) x 5, DASH, (B) + (C) x 2, (B) + (J) Enemies ======== For the most part, as long as you don't plough into groups of these guys they generally stand around in a kind of order and rarely attack you in more than groups of four or five. All can be knocked down with the (B) + (C) or (C) + (J) attacks or your standard combo/ punch/kick combo. When two or more players are active they seem to 'pick' an enemy and stick with them unless the other physically punches or walks in front them. The different types you will encounter are so many that it's not worth listing. The clothing often suiting your environment. But, they all fight similarly and all have the ability to pick up and use weapons. My personal favourite is the retro 70's dude with the Afro, classic. Weapons ======== The game has weapons literally coming out of it's ass. Looks like you can pick it up? Chances are you can. From planks of wood on park benches to mail boxes SEGA haven't missed a thing. However the bigger (and heavier) the object looks, that's how it's going to behave so these shouldn't be taken seriously and thrown away when the fighting gets rough. There's no substitute for your bare fists. Picking up: Down + (B) + (C) (over a weapon) to pick it up. Note that this takes preference over your (B) + (C) attack so be warned when using it near a weapon. If there's two or more then you rotate your choice each time you press (B) + (C). Throwing: (B) + (C) (when no enemy is in the immediate vicinity). Some items like spanners will crash into your opponents 'soft spot', resulting in a dizzy state. Backswing: Heavier items like doors and sledge hammers have a backwards swing which is helpful for getting rid of enemies behind you. Just press Back + (B) or (C) and knock em away. It may be possible to hit enemies while they're on the ground with some (but only one time) weapons. Experiment. Most weapons have the same attack regardless of pressing (B) or (C) however there are some exceptions like the plank of wood from the benches. Pressing (B) gives you one strong overhead hit while (C) hits them twice. Special Items: Sledge Hammer- Slow and hard. When hit upon the ground it creates a ringing noise in the enemies closest to you (probably to make up for the fact it's god damn slow) temporarily disabling them. Swords- You can use one or two. Take my advice and use both or chuck it. Flamethrower - You can't hurt your friends with this.. (I don't think anyway) Doors/Gates - Yeah, pick em up and give them a go. These things are great for the inexperienced when facing bosses because they simply cannot reach you before you wap them. Items ===== Can just be lying around or dropped from enemies once they've been killed. Life up: Big (1/9 energy) Small (1/18) Red+ Green type (1/2 energy) Special Attack: In a lightning shape with 'Special Attack' written above it. You can hold up to 5 of these. Your special attack will use up one of these. When attacking most bosses at least one normal enemy will definitely drop a Large Energy so don't give up! Levels ====== The game is fairly linear in this respect. Each 'area' of the stage is divided by gates. After beating a boss you will always have to hit open a gate somewhere. You will relieve compensation energy depending on how many guys you beat up and a little extra for the boss (remember this in a two or more player situation). Killing the boss before the regulars will result in a mass panic and they try to run away, so give em a beating before you break the gate. The order goes: AUTO CITY - ASTRO MALL - IMPERIAL OPERA Bosses ====== !! - Since I'm waiting for a local release to finish writing down the bosses names someone please e-mail me them so I can finish this section - !! After knocking down a boss they go into a period of invulnerability like you do. What is interesting to note is that during this time they almost never attack. Stick close and use the throw combo if you're in a jam. Bosses cannot, cannot be knocked down with your standard combo's, overheads whatever. The ONLY way to get em on the ground is to use Charge(2) or (4). Corner or link the Charge into your combo is probably easiest. Only after scoring five successive hits on a boss will they 'bounce' on the ground enabling you to 'pick' them up. SINGLE PLAYER BOSS BASHING - The easiest way I've found to beat bosses is to use the (S)hift quite a bit. When the boss is flashing you cannot use any attack on him/her. What I do most of the time is come in with (B) x 2 then jump throw. It's probably the easiest way to win. When faced with two or more though it is tempting to throw one into the other however I don't recommend it as they both get up at the same time which means they can surround you. MULTIPLAYER BOSS BASHING - With two or more players it's easiest to take turns (providing there are no other strangling guys left behind) because of the 'Selective AI' so while he's focused on your buddy, kick him in the back some. CORNERING - When running away bosses will definitely follow you. However you do get quite a generous head start. As the name suggests, cornering is where you run straight into a... corner. Use the radar. When the boss gets close simply strafe to the left or right while the boss will do his dashing jumpkick/whatever. It's during this where he becomes totally vulnerable. Not only does he have recovery time but he's facing the wall no doubt feeling quite the idiot. Here is the perfect opportunity to get high hit combo's. Charge(2) and begin. [AUTO CITY] Noran & Douglas : About the only hard thing about these guys is the fact that there are two of them. Best bet is throw the normal enemies into them until they're all dead. Try getting hits in after they've performed their 'special' though this technique can be said of most. If Douglas grabs you use your special attack to get out of this. Use the throwing combo (Punch-Punch, Grapple) for a quick result. Victor : Get rid of most of the followers by running all the way to the end of the 'T' junction. Be careful when using your throw combo because if you're too slow with the grapple you'll get thrown yourself. If he starts his boxing punches be sure to counter this with your special otherwise be prepared to lose a lot of energy. Justin & Elliot : If you're not 100% confident then grab the bent metal gate near the exit gate. Don't worry, they won't be able to reach you. Otherwise after knocking them down stick close so as to get in the quick punch after they stop flashing. Curtis : This guy's stupidly easy. Get rid of the pesky normal enemies and then just use your standard combo since if you get grabbed you can simply shake out of it. Throw some crates at him for good measure. Hewy, Duey & Loui : These guys are pretty hard if they surround you. Therefore I suggest you try to draw them out separately. This is done by waiting for the 'Here comes the Boss' message, run to the very opposite side of the large structure in the centre. This building seems to obstruct their brains so strafe. As soon as they're in your direct line of sight they'll charge but they won't always be stuck in a group of three. Avoid throwing if you're inexperienced because they're too heavy to throw. What is good about them is that they behave like normal enemies. Ie they don't have an invulnerable period. If you're in a jam just use (B) + (C) x 2 as soon as they recover. Randolf : When this guy appears he brings quite a few people along with him. Run back up the ramp and wait. He shouldn't follow (If the game is not set on V.Hard) but the others will. It's fairly easy to just sit back and Charge(4) when anyone comes close or jump-throw them into each other. When Randolf is by himself watch out for his flying roll. His spinning fists can be a bastard if he traps you against a wall but is easy to see coming. DON'T corner as he can change direction almost immediately and you're sure to get kicked. If you're not a good player stay close after knocking him down. Generally he'll do his spinning fist move. He's quite vulnerable afterwards so do what you feel like. As with most bosses the throw combo is the quickest however being the last boss and all, he seems to be able to flash immediately after your first two hits making grappling a little difficult. I suggest stay back and wait for an opening. Don't worry, you'll get full energy after this. [ASTRO MALL] Kingoro : Firstly get rid of the annoying sword wielding men. Their hack'n'slash combo will drain you of about 1/4 energy. Even more annoying the last hit will always knock you down when you're in throwing preparations (holding someone else from behind). Stick close while he's flashing because he won't attack. Lenny : Too easy, he stays back until most of the army men are dead. You got nothing to worry about if you stick close. He's a perfect candidate for cornering. Oswald : Wanna cheat? Just punch. Otherwise throw his ass. Wang : Second hardest boss of the level. He stays back and strafe frequently. His combo is quite damaging and has eight or so protectors. In two player mode you can use the 'sticky AI' bug. Have one player move to the right side of the room before entering the sliding doors. In one player mode retreat to the sliding door part and hope that Wang is not first in line. It is easy to beat players in the small gaps between the two doors. After Wang's spinning kick he is quite vulnerable. Easiest way is to stick close after he's down and usually he'll do his spinning kick. Just make a few steps backwards and wait until he's in the recovery mode. Duke : I can't tell if he's wearing a t-shirt or got numbers tattooed to his back. He's bulky and stout. During his 'hands up' spin his is INVUNERABLE. Even when throwing someone else into him. Use the shelves as a barrier between you and the crowd to reduce the number you have to fight at one time. If you stick close after he's knocked down generally he'll try his 'Karate Kata' or Gay spin. either way he's vulnerable afterwards. - Sorry.. once I get proper names I'll finish this. Also note this is going on the STANDARD route. This means not using the secret entrance on the first level, or going into the supermarket on the second. Tips & Tricks ============ I suppose this is the only section you really need to read considering the rest is so straight-forward. In a ONE PLAYER situation:- USE YOUR HEAD! - Remember that just about the only reason you will sustain damage from the usual enemies is that they will simply overwhelm you. Often circling you and forcing you to use a 'special attack' though this is better than the alternative. You can sustain a large amount of damage even by your ordinary goon squad if they gang up on you. It's important to note that many of the enemies won't all come rushing up to your ass at one time so if you were to not run head first into a group but rather stay back and pick them off one by one your chances for survival go up quite some percentage. THROW BABY! - In most cases though (contrary to the above statement) you are surrounded by a group of about three guys thus there are two ways of dealing with this. First is tap (B) twice, walk up to grapple. Rotate around and jump-throw him/her into the crowd. Not only does this get rid of the immediate threat but gives you ample time to get into a more favourable position. Also when you are in the process of throwing you become more or less invulnerable to attacks from others. LOW KICK ATTACK - When surrounded you need to get them on the ground quickly. Setting up for the throw is not always possible without sustaining damage. Instead your (B) + (C) will quickly solve this and it has the ability to hit more than one opponent at the same time. GET RID OF THEM FIRST - What's more annoying than Jay Leno? Well in this case it's a worthless enemy with next to no energy left but he's still there, and STILL annoying. What's not a good idea is to change your focus too often. You will fair much better if you can kill a guy completely and get him out of the way than have twenty something 'next-to-dead's' pounding your ass. While it's understandable most guys cannot be killed with your standard combo, or even a more advanced in some cases but try. For example, with White, his (B) x 5 won't usually finish them but a (B) x 5 + (C)harge 2 will. Alternatively (B)x5 then (C) + (J) or (B) + (C) x 2. RUN AWAY! - Sure you may look like a coward but it's possibly the best technique for separating enemies and thus giving yourself a better chance of survival. Granted it's not always possible to do this but it definitely beats dying. A small group will usually follow but the rest will stay behind. It is important to note that most people I've studied tend to die from not the Boss itself but from the guys who come out with the boss. Most cases the Boss cannot move too quickly anyway (or chooses not to) so my advice is run, pick some off, then run some more. CAMERA ANGLES - What's worse than not being able to see what you're doing? Not much. Try not to get into positions where you cannot see because you've used (S) too much. Rectify this by taking a short stroll until you're happy with the results. MIND CHANGING - Not only do you look like a fool but trying to use a 'Low Kick' while still in your standard combo is not only impossible but cutting any move short ends up in quite some lag time where your opponents would be more than happy to take advantage of. If you start something off then finish it! Even if it's not the best choice. Some exceptions to this are the fact that the last hit of your standard combo CAN be redirected. If an enemy dies on you before you finish in most cases you end up hitting air which can be very frustrating. TURN BEFORE YOU HIT - I myself am guilty of this. Please TURN to face whoever you want to direct the attack at. It's no good pushing the joystick after pressing the buttons. It may seem that you have indeed turned but when you press (B) + (C) for the knockdown you end up kicking Mr Nobody. Not good for anyone. In a TWO OR MORE PLAYER situation - WHEN TWO'S A CROWD - I personally don't advise sticking too close to your buddy when fighting for several reasons. Firstly here is where you can get accidentally kicked by your friend. Though it is not? possible to kick and punch your team mate throwing enemies into them will result in damage. As using your (C)harge or any other move which dispels many opponents at one time. More often than not they come crashing into you. Secondly there's this annoying habit of grappling each other. It's hard to avoid and while wastes no energy, it does time. Lastly, you'll probably fair much better if you split up and focus on smaller groups. It's not only easier but you don't get surrounded so much 'SELECTIVE' INDIVIDUALS - Here's where the AI absolutely stinks. As stated previously, each enemy 'picks' someone to beat up on and won't change unless you start pounding him/her. More often than not your team mate will be surrounded by guys all facing him. It's simply a matter of walking up and helping yourself. It also makes it easier to walk away with a guy following you while your team mate goes for the easy kill. All enemies will change their focus to whoever hit them last. Secret Items & Such ================== * Small life up in the warehouse to the right, behind all the crates * Special Attack in the warehouse. On the far right wall inside the building spin around 180 degrees and you'll see it up on some crates. * Large life up in the warehouse if you jump up onto the crates to the highest point * Alternative route: After beating up the Boss in the yellow and blue uniform rather than hitting the gate open where the arrow is pointing, run the other way. Another gate which leads down to the sewer will also be flashing (near the van). This way is actually harder since the end two bosses come with about seven or eight goons and is hell in a one player game * Small life up behind the garden setting of the second level of 'Astro Mall' * Large Life up in the 3rd lane in the car park at lot 58 * Alternative route: After beating up the three jerks in front of the opera house don't go in the main doors, take a right and go in the side enterance for the basement toujou. Bugs ===== As stated before, in a game with two players or more the AI seems to select one individual and keep to its choice. Generally the AI picks whoever is or was closest at the time. You can exploit this in several areas. I'll give you an example in Astro Mall. There is one section where there are automatic sliding doors. If one player moves slightly to the right and against the wall while the other actually goes through, all the goons seem to be 'stuck' against the wall while it becomes a matter of picking them off one by one for your team mate. The big fat boss in the Hawaiian get-up in the Astro Mall can be beaten by just constantly using your standard combo. You're not supposed to be able to get into the next area before you beat the boss of the current area however... After beating Hewy, Duey and Loui or during this battle take a walk near the steps, up to the area where the steel flight of steps takes it's first turn. You have to experiment here 'cause it's hard to explain. However try standing under that with your back to the giant centre water tank. Jump up and foward. The game goes a bit crazy and you start to bounce up and down like a mad man. I suppose it figures that it's fucked up somewhere and you can simply pass through the railing of the steps. Now for the fun part. Run up the steps and you'll find that once up the top there are NO set boundaries. So do a doom noclip and have some fun. Want to do ========== Get EVERY boss name and write an explanation on how to beat them the quickest/ easiest. Get PROPER best combo's (ie damage totals) rather than my opinion. Credits ======= SEGA - For making the game WANT YOUR NAME HERE? I'm sure you don't anyway but it'll go in if you help out. Version History =============== 11/4/98 - First version 0.01b 11/18/98 - Some minor alterations 0.10 11/23/98 - Major overhaul. Added several sections. 0.50 01/20/98 - Major additions. I though it was good enough for version 1.00 The reason for the long period of delay was that I did not have Interknit access during this time! To come - Proof reading! (one of these days). Contact me at: sarunoko@hotmail.com (for now anyway).