1234567891123456789212345678931234567894123456789512345678961234567897123456789 +---------\ |¤ RS FAQ \ |-----------------------------------------------------x | Game Characters Moves Stages Tips FAQ Etc. | |-----------------------------------------------------+ | ___ __ __ _ |^| | / _ \___ _/ /____ _____ ____ _/ /__ (_) ||| | / , _/ _ `/ '_/ // / _ `/ _ `/ '_// / |o| | /_/|_|\_,_/_/\_\\_,_/\_, /\_,_/_/\_\/_/ ||| | ______ /___/ __ _ ||| | / __/ / ___ _ __/ /_(_)_ _ ___ ||| | _\ \/ _ \/ _ \ |/|/ / __/ / ' \/ -_) ||| | /___/_//_/\___/__,__/\__/_/_/_/_/\__/ ||| | _______ ____ ||| | By / __/ _ |/ __ \ ||| | ChronoMog / _// __ / /_/ / ||| | ltaox@home.com /_/ /_/ |_\___\_\ __ ||| | \/ ||| |___________________________________________________|v| | Version: 1.00II Date: 220101 Size: 63.8kb / +----------------------------------------------------// Rakugaki Showtime FAQ/Movelist v.1.00 Type III Last Update: 220101 Created and Maintained by ChronoMog This document is copyright 2000 - 2001 by ChronoMog, AKA Lionel Tao. It may not be altered, distributed or used without express permission from the author. Yes this is a real copyright. don't believe me? see http://171.64.128.118/mirrors/faq/copyright/myths/part1 Rakugaki Showtime and all it's related characters and insignia are property of Enix and Treasure Any questions, comments or sucking-up should be sent to: ChronoMog at ltaox@home.com Please use a fixed width font such as Courier New or Fixedsys. To check, look at diagram below. If all the characters are alligned inside the little box, you are using a fixed width font. If not, adjust your font until they are alligned. +------------x |o 0123456789| || abcdefghij| |v ..........| |o---------->| +------------/ +------------\ |0. Contents \ +-------------------------------------------- +------\ |Legend --------------------x | | | O (!) - New section | | | or subsection | | | (?) - Something changed | | | (+) - Something added | | | (-) - Section or sub- | | v section removed | | | | refreshes after 2 updates | | see ver. history for more | +---------------------------/ /--------\ / Contents ------------------------------O | | I About the FAQ | 0 Contents (?) | 1 Intro | 2 About the Redesign (!) | II About the Game | 3 Review of the game | 4 Story | 5 Starting the Game | 6 Controls | 6.1 Basic | 6.2 Advanced | 6.3 Throwing | 7 Items | 8 Character Movelist (?) | 9 Character Analysis | 10 Stages | 11 Character Flow | 12 Tips and Strategies | III FAQ (!) | 13 Intro (!) | 14 General FAQs (!) | 15 Game FAQs (!) | IV Etc. | 16 Credits | 16.1 Contributors (?) | 16.2 Special Thanks (?) | 17 The Future (?) | 18 Version History (?) | 19 Notes (?) \---------------------------------> +----------\ | Part I \ +-------------------------------------------x | About... | | ________ _______ ____ | | /_ __/ / ___ / __/ _ |/ __ \ | | / / / _ \/ -_) / _// __ / /_/ / | | /_/ /_//_/\__/ /_/ /_/ |_\___\_\ | | | | ^ 0. Contents | | O 1. Introduction | | v 2. About The Redesign __ | | \/ / +------------------------------------------// +---------\ |1. Intro \ +-------------------------------------------- It recently occurred to me that no one had made a guide for this wonderful game. For those of you reading this, I assume you already have this game, so you don't need a description, but for those of you, like me, like reading guides for games that you don't have, here's the low-down. Rakugaki Showtime (Literal translation: Graffiti Showtime) is a party game by Enix and Treasure game along the same vein as Poitter's Point (Also known as Poy Poy on this side of the Pacific) wherein you try to defeat the opponents by throwing things at them. Your characters have special attacks when you don't feel like throwing something, and special throwing techniques to aid them at certain points during the battle. It later dawned on me recently NO ONE ELSE ON EARTH HAS THIS GAME, SO WHY AM I WRITTING THIS? well, for personal uses and such, so in case i ever get amnesia, i can look back and read these moves. That and so i can leave a lasting mark on ghod's Green Earth. My Japanese is limited to katakana and whatever I can find in the dictionary and this is my first crack at making a guide, so bear with me. I don't have the instruction manual (I got mine from a friend), so anyone who has it, could they like scan it or something? +----------------\ |2. The Redesign \ +-------------------------------------------- So why did I make this time-consuming, space-consuming, (yet somewhat spiffy) new design? Well, due to circumstances beyond control, a Trey McElveen has reminded me of the FAQ, and because of my strange work habits (wherin I don't study for exams, instead doing fake 'work') tells me to work on this thing. Second reason is that the time-consuming design isn't that time-consuming because I already used this design for my clan FAQ (if you play Rogue Spear, look for us, all *four* of us, on www.zone.com with ESoC on our names). Yes it is inconsistant, like with dropdown borders and headers at some places, some without, but sue me. I'm not a professional web designer (nor a web designer at all) so it's bound to suck. And it's increased the size of the FAQ 10kb. I await the flames. +----------\ | Part III \ +-------------------------------------------x | About... | | ________ _____ | | /_ __/ / ___ / ___/__ ___ _ ___ | | / / / _ \/ -_) / (_ / _ `/ ' \/ -_) | | /_/ /_//_/\__/ \___/\_,_/_/_/_/\__/ | | | | O 3. My Review of the Game | | | 4. Storyline | | | 5. Starting the Game | | | 6. Controls | | | 7. Items | | | 8. Character Movelists | | | 9. Character Analysis | | | 10. Stages | | | 11. Character Flow | | v 12. Tips and Strategies __ | | \/ / +------------------------------------------/ +-------------\ |3. My Review \ +-------------------------------------------- Ok, let's cut to the chase: Gameplay: 10/10 This is where it gets interesting. What the game itself is is a amalgam of dodge ball, the Playstation game Poy Poy (Poitters Point) and the Nintendo 64 game Super Smash Brothers (Nintendo All-Star Dairantou Smash Brothers). You take control of your character as he tries to bash his way through to the big boss. To do this, you can use one of three main methods: throwing a destructive ball around in one of three ways, throwing miscellaneous objects around (i.e. explosives, missiles, rocks, gravity wells, etc.) in an attempt to hit the opponent, and finally, you can choose to just duke it out and hit the other guys. If you ever get bored of fighting the computer, just head on over to versus mode, and fight battle royal or in teams with yourself and three other friends (or enemies, whatever). Story: 6/10 Yawn... This is essentially the same storyline as Super Smash Brothers. For anyone who doesn't know that particular storyline, it's like a kid (in the one "God-Hand" who creates a bunch of characters so they can fight against each other. Graphics: 8/10 When i first laid eyes on this game, i was intrigued by it's simplistic graphics. The characters in the game are all crayon drawings on scraps of paper, deposited on a 3D backdrop. This may not sound too interesting, but it adds an original feel to the game. The menus are clean and rounded shapes and colours, similar to Chu Chu Rockets, which is defiantly a plus in my book. Sound: 7/10 Cute voice-overs, but bland music. The sound effects are the same old "boom!" "crash!" that you hear in every other game on earth. The music gets most aggravating after listening to the training mode song or the character select song after trying to write a guide for three hours straight. Difficulty: 8/10 Another interesting feature is the automatic difficulty adjustment, the computer will decide when you are doing bad (using two continues on one stage counts as 'bad') and make the game easier, or when you are breezing (killing enemies 'perfect', or really fast) and make the game harder. The 'easier' and 'harder' consists of less or more enemies respectively, and adds an interesting twist to the game, for instance, one level, in 'easy', there are three enemies, in 'normal' there are five, in 'hard' there are actually seven enemies to your one character. Replayability: 10/10 Contrary to what another review I've seen has stated, the replayability is immense, this stems from the fact that there are seventeen (17) characters to choose from, four (4) of which are available from the start. One character is unlocked every time you beat the game, some of the better characters appearing only when you beat the game in different difficulty levels. Buy or Rent? Hmmm, it depends if you want the full experience of the game, there sure are alot of secrets to uncover, and a without these secrets, it can be quite bland, so i suggest buy, anyways, where the hell are you going to rent a out-of-the-way import game? Overall: 9/10 This game is almost a must for anyone who doesn't have Super Smash Brothers or Poy Poy, and is recommended by anyone with a Playstation. it's really good for all ages, no blood, and all the characters are cute and SD, so if you have time and money, go to your local import store and pick this one up! +---------\ |4. Story \ +-------------------------------------------- Well, from what i collect, it's generally the same as the Nintendo party game Super Smash Brothers, where a kid with an overactive imagination pits his characters against each other. The kid in this game is known as "God-Hand" and draws all these characters that end up battling. Once again, i don't have the instructions, so it'd really be nice to get some help here. +---------------------\ |5. Starting the Game \ +-------------------------------------------- /--------\ / Controls --------------------------------O | O - Accept | X - Cancel | T - Not used | S - Not used | L1 - Switch column (Versus Mode) | R1 - Switch column (Versus Mode) | Start Accept | Select Not used | Select+Start - exit from menus \-----------------------------------> /-----------\ / Mode Select -----------------------------O | | When your start the game, there will be four selections available for you to | choose: | | Normal Mode Versus Mode | | | Training Mode Option Mode | v ______________ | Normal Mode \ --------------- In this mode, you battle enemies in set stages. The difficulty differs depending on your performance, where doing badly (i.e. losing two times in a row) nets you crappy characters (e.g. Zacko) whereas doing well rewards you with really good characters (e.g. ESPer Dog) ______________ | Versus Mode \ --------------- In versus mode, there are four columns each with these selections: Chara (Your Character) Player (1-4 or Com) Team (A,B,C,D) Colour (1-4) Next you will be faced with the choice of what Items you want on the playing field in this order: Iwa (Rocks) Black Hole ICBM Grenade Jirai (Land Mine) Homing Missile Smiley Ball Item Points Select OK to begin the match ________________ | Training Mode \ ----------------- Here you select a character to fight against a Zacko who has an absurd amount of life and hardly enough brain cells to fill a pore on the human face. This is good to test out damage for the different moves of your character. The missions are as follows: Use the Smiley Ball Use Items Test your skills ______________ | Option Mode \ --------------- The following are displayed: User Friendly Sound Demonstration Staff Data Key Config *User Friendly* The second option is defaultly set on "Kids". This is BAD. Kids mode sets some cheap options that you can't change, and doesn't show you your enemies' lifebars and damage dealt. Change this IMMEDIATLY to Normal mode if you want to fully enjoy this game. Below are translations, note that the one with the *astericies* (is this the proper plural for of asterix?) are the "default" options, and in this mode only, the ones with _underscore_ are the "Kids" mode defaults. Vibration Game Set <*kids*/normal> Camera Player Up (?) <_on_/*off*> Field Camera <_90°_/*45°*> Marker Game Speed *Sound* Mode <*Stereo*/Mono> Music Volume Effect Volume *Demonstration* Sousasetsumei Movie <*On*/Off> *Staff* Staff Roll *Data* Auto Save Load Save *Key Config* Throw at opponent Throw at object Jump Special Attack Camera Left No use 1(?) Camera Right No use 2 (?) /-------\ / Legend ----------------------------------o | | F - Forward | B - Back | D - Down | U - Up | | O - Circle (Attack) | S - Square (Throw) | T - Triangle (Throw) | X - Cross (Jump) | | + - together | , - and then | | Sp - Specials | ASp- Air Specials | SSA- Super Smiley Attack \--------------------------> ________ | Yukiwo \ ---------- *Sp* backhand - f+O - damage: 150 - knocks enemy down two palm thrust - d+O - damage: 600+100 if enemy hits wall - knocks enemy far away *ASp* flying kick - any direction+O - damage: 300 - knocks enemy away *SSA* spinning launch - damage: 2200 max - Yukiwo spins around and throws the Ball, which leaves a green trail. Almost dragon like, it attacks the enemy multiple times max laser - f+S or f+T - damage: 2850 max - Yukiwo focuses his energy through the ball, and creates a huge Capcom style laser in the direction of his opponent - if Yukiwo is hit during this attack, the Smiley Ball will continue shooting the laser randomly, and is able to hit Yukiwo big bomb - b+S or f+T - damage: 3200 max - Yukiwo throws the Ball high up, and at the top of it's arc above the enemy, it falls, creating a grand series of blasts - multiple enemies can be hit by the blast _________ | Sasami \ ---------- *Sp* Flying kick - f+O - damage 100 - knocks enemy down - Sasami jumps back Falling kick - d+O - damage 100 - knocks enemy down - Sasami jumps way up if the hit succeeds Headspin - u+O, any direction - damage 60x - press another direction before she starts spinning to choose direction - hits multiple times *ASp* Flying kick - f+O - damage 100 - knocks enemy down - Sasami jumps back Falling kick - d+O - damage 100 - knocks enemy down - Sasami jumps way up if the hit succeeds Headspin - u+O, any direction - damage 60x - press another direction before she starts spinning to choose direction of the spin - hits multiple times *SSA* smiley multiply - damage: 3000 max - Sasami throws the Ball straight up, and an entire storm of Balls appear and attack the enemy one by one - there are about 30 balls, each do 100 damage trail - f+S or f+T -damage: 3000 - Sasami throws the ball, which bounces off walls and doing no damage, a second later, a huge amount of energy appears where the ball had traveled and hurts the enemies bounce - b+S or f+T - damage: 1200x - Sasami throws the Ball, which bounces about 10 times, each times creating a small explosion _______ | Pitan \ --------- *Sp* Bruce Lee punch - f+O - damage: 100+100 - the extra hundred is if the enemy hits the wall - knocks enemy far away crouch - d+O - damage: 20+500 - If the enemy physically attacks you while you duck, you counter for a mess of damage *Thanks to Trey McElveen for info on Pitan's counterattack* run - damage: N/A - runs around opponent - can be linked to any of his other Sps *ASp* crouch - d+O - damage: 20 - what the heck is this for??? *SSA* streamers - damage: 1500 - Pitan throws the Ball above the enemy's head, almost as a beacon, and then opens his head to shoot streamers at the enemy. big bang - f+S or f+T - damage: 4000 (!)max - Pitan hurls the ball up and it falls down upon his enemy, creating a HUGE explosion heal beam - b+S or b+T - heals: 660 max - Pitan makes the Ball levitate above his head, and it beams down some energy, healing him - beware because this can also heal others ____________ | Tsubohachi \ -------------- *Sp* sneeze - f+O - damage: 500+100 - knocks enemy far away - second hit is if enemy hits a wall puke - d+O - damage: 900 max - creates a puddle on the floor - anyone who touches it looses 20 life at a set rate up to 45 times ??? - u+O - damage: N/A - uhhh... seems even more useless than Pitan's crouching *ASp* sneeze - f+O - damage: 500+100 - knocks enemy far away - second hit is if enemy hits a wall puke - d+O - damage: 120 max+ 900 max - creates a puddle on the floor - anyone who touches it looses 20 life at a set rate up to 45 times - the puke falling can cause up to 120 damage ??? - u+O - damage: N/A - uhhh... seems even more useless than Pitan's crouching *SSA* drunk Ball 1 - damage: 2200 max - Tsubohachi hurls the ball away, which glides along as if drunk, if the Ball hits the opponent, it randomly shoots lasers around. - each beam does 200 damage, there are 11 beams drunk Ball 2 - damage: 3500 max - Tsubohachi hurls the ball away, which glides along as if drunk, if the Ball hits the opponent, it rises up and shoots a huge laser downwards. mega puke - damage: 4000 max - heal: 1220 max - Tsubohachi pukes on the floor, a lot. He proceeds to sleep in the stuff (ewwww). - this does damage to enemies in set rate (more than normal puke) when they step in the pool. _______ | Zacko \ --------- *Sp* juggle - u+O - damage: 150 upper - uf+O - damage: 150 - throws enemy away push - f+O - damage: 150 - pushes enemy away overhead hit - df+O - damage: 150 - knocks enemy down overhead hit2 - d+O - damage: 150 - knocks enemy down, then bounces them up projectile - d,df,f+O - damage: 20 - Zacko rummages through his pants and finds a big purple ball which he throws at the opponent for near minimal damage. *ASp* uppercut - u+O - damage: 150 - knocks enemy straight up flying tackle - uf+O - damage: 200 - knocks enemy away flying kick - f+O - damage: 150 - knocks enemy away falling kick - df+O - damage: 200 - knocks enemy down stomp - d+O - damage: 200 - knocks enemy down air combo - land on your opponent during a Homing Jump - damage: 400 + 100 - if you by chance have an enemy on an item point, use that Homing Jump, as soon as you land on him/her/it, Zacko will do a three hit combo automatically. - the extra 100 damage is if the enemy hits a wall. *SSA* lucky bomb - damage: 500, 900 or 4000 (!) - heal: ??? - Zacko launches the Ball and it randomly becomes whitish-blue, yellow or red. It creates a big explosion which does damage depending on the Ball's colour. I think I've seen this heal before, but I'm not sure. ________________ | Armoured Zacko \ ------------------ *Sp* Shoot ball - direction+O - damage: 20 - shoots a ball in the direction indicated Hard Shot - S - damage: 120 - shoots a ball like it was thrown (complete with crayon line) towards the opponent. *ASp* Hard Shot - S - damage: 120 - shoots a ball like it was thrown (complete with crayon line) towards the opponent. *SSA* None ________ | Hayate \ ---------- *Sp* Jab - O - damage: 40 Teleport up - u+O - teleports straight up, good for avoiding objects Flying Kick - uf+O - damage: 150 - knocks enemy away 1,2 Jab - f+O - damage: 20 + 140 1,2 Slide - df+O - damage: 20 + 140 Stomp - damage: 200 or 20 - the 20 is if the enemy is only hit my the shockwave Electric Ball - d,df,f+O - damage 240 + 100 - creates a small ball of electricity at Hayate's hands - the extra 100 is if the enemy hits the wall Mega Electric Ball - b,f+O - damage: 800 max + 100 - creates a huge ball of electricity at Hayate's hands - the extra 100 is if the enemy hits the wall Fireball, ground - u,d+O - damage: 300 + 100 - Hayate creates a fireball that travels along the ground - the extra 100 is if the enemy hits the wall Fireball, air - d,u+O - damage: 300 + 100 - Hayate creates a fireball that travels up into the air - the extra 100 is if the enemy hits the wall Red Lightning - u,uf,f,df,d,db,b,ub,u+O(?) - damage: 3000 max? - Hayate creates some red lighting around his hand, followed by a GIGANTIC explosion. - I've done this quite unreliably, if anyone could help, it'd be nice *ASp* drill up - u+O - damage: 100 somersault - uf+O - damage: 150 drill - f+O - damage: 100 dive - df+O - damage: 200 - knocks enemy down teleport down - d+O - teleports to the ground *SSA* follow wave - damage: 1000 - like Sasami's Forward Drive SSA where she throws the Ball and wherever a path was traced, an explosion would appear there. instead, Hayate's green wave of energy follows the ball. ______________ | John Calibur \ ---------------- *Sp* juggle - u+O - damage: 150 upper - uf+O - damage: 150 - throws enemy away push - f+O - damage: 150 - pushes enemy away overhead hit - df+O - damage: 150 - knocks enemy down overhead hit2 - d+O - damage: 150 - knocks enemy down, then bounces them up projectile - d,df,f+O - damage: 20 - JC rummages through his pants and finds a big purple ball which he throws at the opponent for near minimal damage. *ASp* uppercut - u+O - damage: 150 - knocks enemy straight up flying tackle - uf+O - damage: 200 - knocks enemy away flying kick - f+O - damage: 150 - knocks enemy away falling kick - df+O - damage: 200 - knocks enemy down stomp - d+O - damage: 200 - knocks enemy down *SSA* Charged Shot - damage: 2750 max - JC grabs the ball, and charges it with energy, then shoots it at an unbelievable speed at the enemy, and creates a huge explosion. You can press any button during the charging sequence to shoot it right away, it seems to do the same damage. ______________ | Ultra Johnny \ ---------------- *Sp* rocket boost - u+O - damage: 20 - this can be done 5 more times to juggle the opponent. baseball bat - uf+O - damage: 100 + 100 - if successful, UJ will pose - the extra 100 is if the enemy hits the wall kick - f+O - damage: 200 + 100 - if successful, UJ will pose - the extra 100 is if the enemy hits the wall floor blade - df+O - damage: 20, 140 - if successful, UJ will pose machine gun - d+O - damage: 240 - four shots, each do 60 - if successful, UJ will pose helicopter morph - d,u+O - UJ morphs into a helicopter, and gets a whole new set of attacks, - UJ will morph back if hit rise - T - UJ goes up fall - X - UJ goes down bomb - S - damage: 200 - UJ drops a bomb shot - O - damage: 20 - UJ shots a single bullet - when fighting against one enemy, corner them and use this till they die de-morph - d,u+X - UJ turns back into his disco loving self *ASp* rocket boost - u+O - damage: 20 - this can be done 5 more times to juggle the opponent. baseball bat - uf+O - damage: 100 + 100 - if successful, UJ will pose - the extra 100 is if the enemy hits the wall kick - f+O - damage: 200 + 100 - if successful, UJ will pose - the extra 100 is if the enemy hits the wall thrusters - df+O - damage: 20 - causes UJ to rise - can be done multiple times Bomb - d+O - damage: 200 helicopter morph - d,u+O - UJ morphs into a helicopter, and gets a whole new set of attacks, - UJ will morph back if hit rise - T - UJ goes up fall - X - UJ goes down bomb - S - damage: 200 - UJ drops a bomb shot - O - damage: 20 - UJ shots a single bullet - when fighting against one enemy, corner them and use this till they will die de-morph - d,u+X - UJ turns back into his disco loving self *SSA* disco Ball - damage: 2400 avg - UJ bats the Ball up, creating lasers that shine down to hit the opponent - can do up to 20,000 (!!!) damage if the opponent is trapped in the corner ____________ | Ex Calibur \ -------------- *Sp* Sword Swing f+O - damage: 100 Downward Swing d+O or df+O - damage: 300 Tornado U+O - damage: 160 + 100 - Ex makes a tornado out of his drill-hand - the extra 100 is if the enemy hits the wall Sword Drill b,f+O - damage: 300 - Ex flies sword-first horizontally, bashing whatever is in his way directly upwards Sword Wave u,d+O - damage: 400 - Ex slashes downward, creating a big blue wave that sails horizontally Sword Spin u,u or uf,uf or f,f or df,df or d d - damage: 120 max - Ex walks forward while twirling his sword, each hit does 40 damage Ex-plosion d,u+O - damage: max 2,000 - Ex plugs his big sword into the ground, and points his drill-hand upwards. A large explosion is then created blasting everything in the immediate area *ASp* Sword Swing f+O - damage: 100 Downward Swing d+O or df+O - damage: 300 *SSA* None _________ | Chosuke \ ----------- *Sp* None *ASp* Ascend - T - Cho Suke flies up Descend - X - Cho Suke flies down Flying Kick - u+O - damage: 400 + 100 - causes Cho Suke to rise slightly - the extra 100 damage is if the enemy hits the wall Thrust Punch - damage: 200 + 100 - the extra 100 damage is if the enemy hits the wall Falling Chop - damage: 200 + 100 - causes Cho Suke to fall a great distance - the extra 100 damage is if the enemy hits the floor Whirlwind I - b,f+O - damage: 240 max - Cho Suke flies horizontally, a whirlwind in his wake Whirlwind II - d,u+O - damage: 200 max - Cho Suke flies horizontally, a whirlwind in his wake Loop de Loop - f,f+X - Cho Suke flies in a loop de loop (up and around) Quick Ascend - u,u+X - Cho Suke ascends suddenly Quick Descend - d,d+X - Cho Suke descends suddenly Surround - b,f+X - Cho Suke flies around his opponent quickly - Cho Suke will just fly around if there are no enemies nearby Dive Catch - S above the ground - will grab the target, but will not throw it right away - if there is an enemy nearby, it will automatically direct itself towards the enemy - if not, you can direct the dive with the directional buttons Throw - S after Dive Catch - throws object like normal Floor Scrape - O after Dive Catch - damage: 620 - Cho Suke descends to the floor, and flies horizontally, scratching the enemy across the floor - if you try this on a bomb, it'll blow up in your face, don't do it *SSA* Tornado - damage: 3500 max - Cho Suke starts flying around the Ball, causing a huge tornado. This tornado can be moved with the directional buttons, and will do damage to any enemy touching it. Unfortunately, you have to KEEP the enemy there, making it a bit less useful than expected ________ | Marina \ ---------- *Sp* Uppercut - u+O - damage: 200 - knocks enemy upward Double Pound - f+O - damage: 80 Floor Pound - d+O - damage: 200 or 80 - the 200 is if you actually hit them, 80 if the shockwave hits them. Catch - S or T - will grab the target, but will not throw it right away Throw - S or T after Catch - throws the object as you normally would Turbo Throw - direction+O - throws the object at high velocity Shake - damage: 160 - if you're holding an object, multiple added effects may occur: - Black Hole: creates a much bigger gravity well - Grenade: causes more damage (2000 max !!!) - ICBM: bigger explosion, slightly more damage (1,500 max) - Rock: does more damage on impact (1500), less fragments - Homing Missile: more damage (300) - Smiley Ball: turns into Super Smiley Ball (!!!) Bomb - d,df,f+O - damage: 241 max - Marina picks up a bomb from the floor and hurls it at the opponent Roll - b,f+O - Marina rolls on the ground Dash - u,u or d,d or f,f - Marina dashes in one direction Rocket Dash - b,f+X - Marina dashes in one direction, leaving a rocket trail that does damage *ASp* Somersault - u+O - damage: 200 - launches enemy straight up Double Pound - f+O - damage: 40+40 Swan Dive - d+O - damage: 300 Air Dash - u,u or d,d or f,f - Marina dashes in one direction Rocket Dash - b,f+X - Marina dashes in one direction, leaving a rocket trail that does damage *SSA* Go Ball! - damage: 1300 max - the Ball grows huge in Marina's hands. she then throws it, and it explodes in to many smaller Balls which dissipate ___________ | ESPer Dog \ ------------- *Sp* Psychic Bark - direction +O - damage: 100 - knocks enemy away Float - d,u+O - The Dog starts floating, any nearby Items start floating as well. Fall - S or T - The Dog drops all the items and himself Throw - O - The Dog throws all the items at the nearest enemy Throw Collar - b,f+O - damage: 400+100 - The Dog throws his collar, which has slight homing capabilities, at the opponent - the extra 100 is if the enemy hits the wall or floor Attraction - u,d+O - The Dog creates psychic waves which attract all Items within a certain radius *ASp* Psychic Bark - direction +O - damage: 100 - knocks enemy away Throw Collar - b,f+O - damage: 400+100 - The Dog throws his collar, which has slight homing capabilities, at the opponent - the extra 100 is if the enemy hits the wall or floor *SSA* Invasion - damage: 3000 max - The Dog floats up and does some psychic stuff. UFOs are summoned and they each come and shoot the enemy for 100 damage each ___________ | John Mk-2 \ ------------- *Sp* rocket boost - u+O - damage: 20 - this can be done 5 more times to juggle the opponent. baseball bat - uf+O - damage: 100 + 100 - the extra 100 is if the enemy hits the wall kick - f+O - damage: 200 + 100 - the extra 100 is if the enemy hits the wall floor blade - df+O - damage: 20, 140 machine gun - d+O - damage: 240 - four shots, each do 60 helicopter morph - d,u+O - JMkII morphs into a helicopter, and gets a whole new set of attacks, - JMkII will morph back if hit rise - T - JMkII goes up fall - X - JMkII goes down bomb - S - damage: 200 - JMkII drops a bomb shot - O - damage: 20 - JMkII shoots a single bullet - when fighting against one enemy, corner them and use this till they die de-morph - d,u+X - JMkII turns back into his UJ-impersonating self *ASp* rocket boost - u+O - damage: 20 - this can be done 5 more times to juggle the opponent. baseball bat - uf+O - damage: 100 + 100 - the extra 100 is if the enemy hits the wall kick - f+O - damage: 200 + 100 - the extra 100 is if the enemy hits the wall thrusters - df+O - damage: 20 - causes JMkII to rise - can be done multiple times Bomb - d+O - damage: 200 helicopter morph - d,u+O - JMkII morphs into a helicopter, and gets a whole new set of attacks, - JMkII will morph back if hit rise - T - JMkII goes up fall - X - JMkII goes down bomb - S - damage: 200 - JMkII drops a bomb shot - O - damage: 20 - JMkII shots a single bullet - when fighting against one enemy, corner them and use this till they die de-morph - d,u+X - JMkII turns back into his UJ-impersonating self *SSA* Charged Shot - damage: 300 x? max - JC grabs the ball, and charges it with energy, then shoots it at an unbelievable speed at the enemy, and it bounces multiple times around the room. You can press any button during the charging sequence to shoot it right away, it seems to do the same damage. ______ | Lilo \ -------- *Sp* Grab - u+O - damage: 2215 max(!!!) - Lilo throws herself at the opponent and grabs them. The longer you grab, the more damage it does. Press O to cancel Psychic Push - f+O - damage: 10 - Sends enemy FAR away Attraction - d+O - Lilo attracts all Items within a certain radius while looking REALLY cute Bump - walk so she has her head turn, then walk into opponent - damage: 80 Kiss - d,df,f+O - Lilo sends a kiss (in the form of a heart) at her opponent, this sticks to her opponent. If it connects, it slows the enemy. *ASp* Cheer - u+O - Lilo flies up and cheers REALLY cute Psychic Push - f+O - damage 10 - knocks enemy away Drop - d+O - damage: 40 - if Lilo misses the opponent, she falls down and knocks herself down for a second *SSA* Transform - Lilo floats and starts transforming Sailor Moons style into... A FAT WOMAN??? She gets a bunch of more powerful moves, and more life, but this is only temporary _____ | ??? \ ------- Don't have the rest of the characters yet, give me a bit of time. +-------------\ |9. Characters \ +-------------------------------------------- ________ | Yukiwo \ ---------- Pros - useful SSAs Cons - SSAs can damage own team Notes He's like the poster boy main character in the game, making him obviously the most balanced member of the team. Use the big laser (Forward Drive SSA) on ground based opponents, the big explosion (Back Drive) on groups of enemies, and the green snake-thingy on flying opponents. One of the best picks in the beginning of the game. ________ | Sasami \ ---------- Pros - ummm... speed? Cons - her SSAs suck. alot. Notes Not particularly useful in my book, she has bad specials and nearly useless hard-to-hit-with SSAs, I would stay far away from her. _______ | Pitan \ --------- - speed - great SSAs - can heal Cons - bad Sps - low life Notes Pretty good character with totally rocking SSAs, the healing works great in a jam, and when there are a lot of enemies in a group (Stage 6 Hard mode, etc.) then use the big bang to kill a lot of people. ____________ | Tsubohachi \ -------------- Pros - reach with grab - powerful SSAs - can heal Cons - walks around drunk - SSAs are hard to hit with Notes Not much to say... his drunken Ball with the vertical laser is better than the one with the random lasers, it does more predictable damage. The healing ability comes in handy... _______ | Zacko \ --------- Pros - ummm... uh... Cons - low life - falls trying to homing jump - slow - unpredictable SSA Notes AKA the Target. He's basically fodder whom you kill for a laugh, translation: DON'T USE HIM, there are better alternatives ________________ | Armoured Zacko \ ------------------ Pros - i believe he automatically deflects Smiley Balls coming towards him from the front as long as no drive has been applied to the ball (yeah, like THAT will come in handy, ha) - you can get a good laugh Cons - can't throw - specials suck - no SSA - slow - can hardly jump - no homing jump Notes Do i really need to tell you it would be pretty dumb to use this guy? ________ | Hayate \ ---------- Pros - lots of specials - fast Cons - crappy SSA - hard to do super move Notes I personally don't use specials that often, but if you are into that sort of thing, go ahead, use this guy. ______________ | John Calibur \ ---------------- Pros - all of Zacko's moves - good SSA Cons - not really original - specials are weak - loses the air combo Notes Like i said, there are better alternatives to using Zacko, like this guy, every thing you could possibly want in Zacko but faster and more durable! Plus, the unreliable old SSA gets replaced by one of the best in the game. ______________ | Ultra Johnny \ ---------------- Pros - Lots of specials - they are so FUNKY! Cons - throws *really* slow Notes If you want, you can corner one enemy and shoot them to death, also, if you use the disco Ball in the corner, there's a chance then enemy will not fly out of the damage radius (as they normally would) and get sucked up. I've seen this once, and it did 20,200 damage, no kidding! ____________ | Ex Calibur \ -------------- Pros - SSA style attack anytime - good range - powerful specials Cons - a bit slow - can't homing jump chain - can't throw Notes Use the big explosion (d,u+O) like you would a SSA, like as in as often as you can, master it, and you can beat almost anyone. _________ | Chosuke \ ----------- Pros - can fly - can catch and not throw Cons - weird controls - SSA hard to use Notes Fly up high if you really want to be cheap, and dive and catch them and use the scrape technique (O) ________ | Marina \ ---------- Pros - catch move - bounce move - bomb move - can throw fast - SSAs ANY TIME Cons - tad slow - can't jump too high - takes a second to recover from jumps - not so good SSA, but who cares? Notes Here's the fun stuff. She is, IMHO, the best character in the whole game, even though her SSA isn't great, she can activate it almost any time. There are a lot of fun things you can do with the bounce technique, for instance, after you bounce a Grenade, it does more damage than her SSA(!!!). Do stuff like use catch on an ICBM (S or T), then bounce it (O), then hurl it real fast at someone (direction+O) If there is only one enemy, catch them, the bounce till they're dead! Great fun for everyone! ___________ | ESPer Dog \ ------------- Pros - float move is pretty cool - can attack in all directions - uninterruptible SSA Cons - s--l--o--w - specials are weak Notes I rarely use this guy, mainly because I tend to like speed in a character, his specials are interesting, but altogether not as good as other characters. One thing that is useful is attraction (u,d+O) then float (d,u+O) then throw (O). ___________ | John Mk-2 \ ------------- Pros - all of Ultra Johnny's cool moves - extremely fast, fastest in the game - doesn't have to pose after ever move like UJ Cons - really bad SSA Notes One of the best characters in the game, he has all of UJs good moves, and has insane blinding speed. The only bad thing is that he has a useless SSA, which is similar to his first one (as John Calibur) but now it bounces around for little damage. ______ | Lilo \ -------- Pros - she's so cute! - transformation SSA is uninterruptible Cons - as a child she's really weak - as a child she has low life Notes Awwwwwwww, isn't she cute? Well, only till you get the SSA... Her SSA is uninterruptible meaning that even if the enemy takes the Ball away during her move, she still transforms! --- ??? --- Once again, i don't have the rest of the characters yet, so wait up... +-----------\ |10. Stages \ +-------------------------------------------- __________ | Stage 1 \ ----------- *enemies* easy: N/A normal: Zacko x 3 hard: N/A *Items* Item Points: 9 Smiley Ball: 1 Rocks *Obstacles* N/A *Strategy* Yeah right, this is so easy you can do it with your eyes closed. the Zackos spend most of their time running away, so have fun. __________ | Stage 2 \ ----------- *Enemies* easy: N/A normal: Hayate x 1 hard: N/A *Items* Item Points: 8 Smiley Ball: 1 Homing Missiles Grenades *note, this is weird: the Grenades always appear in the middle even though there is no Item Point there *Obstacles* Four towers in corners *Strategy* Hayate likes jumping around you, so throw him, then throw a Homing Missile or a Grenade at him. Better yet, throw him directly at the Grenade at the middle with the T button. __________ | Stage 3 \ ----------- *Enemies* easy: N/A normal: Zacko x 1, Armoured Zacko x 3 hard: N/A *Items* Item Points: 8 Smiley Ball: 3 Grenades *Strategy* Haha, don't make me laugh, there is no way in heaven or hell one could even come close to losing this level. Kill the Zacko first, the Armoured one can't pick stuff up, so he's pretty much screwed if the non-armoured one dies. Just keep on getting the Smiley Ball mad then use your SSA. __________ | Stage 4 \ ----------- *enemies* easy: N/A normal: ESPer Dog x 1 THEN ESPer Dog x 2 hard: N/A *Items* Item Points: 8 Smiley Ball: 2 Homing Missiles Grenades *Obstacles* Front porch is raised near the house, heater thingy is raised more. *Strategy* This is where it starts getting tough. The Dog likes to use two moves in succession, the first where he attracts items within a certain radius, and then one where he makes them float up and swing around. What you can do (if you're brave) is let him do this, then throw something at him so the stuff falls down and any grenades he was holding will explode. The other major threat is the fact that if he uses the SSA, you're screwed. Many UFOs come and use some lasers on you, so secure the Smiley Ball at all times. __________ | Stage 5 \ ----------- *Enemies* easy: N/A normal: Ultra Johnny x 2 THEN Ultra Johnny x 1, Ultra Johnny x 1 hard: N/A *Items* Item Points: 8 Smiley Ball: 1 Black Hole ICBM *Strategy* Use the black hole to your advantage (see tips + strategies section), they don't seem to be as desperate for SSAs as the ESPer Dog, so it makes it easier. There will be one more to replace each enemy that dies. __________ | Stage 6 \ ----------- *Enemies* easy: John Calibur x 1, Zacko x 2 normal: John Calibur x 1, Zacko x 4 hard: John Calibur x 1, Zacko x 6 *Items* Item Points: 8 Smiley Ball: 1 Iwa - Rock Grenade ICBM *Strategy* If you have any multi hitting SSAs, use them here, they work well. Also, ICBMs with Back Drive work quite well. __________ | Stage 7 \ ----------- Note at this point, you will randomly (?) but put into one of three levels, the se three levels can easily be some of the hardest levels in the game, featuring Cho Suke, Ex Calibur, or Marina. I will give individual strategies for each enemy as i fight them again. ___________ | Stage 7a \ ------------ vs. Excalibur Not yet! ___________ | Stage 7b \ ------------ vs. Chosuke Not yet! ___________ | Stage 7c \ ------------ vs. Marina *Enemies* Easy: Marina x 1 (less items?) Normal: Marina x 1 Hard: Marina x 3 *Items* Item Points: 8 Smiley Ball: 2 Rocks Grenades *Strategy* OOOOOOOkay, this is really where it gets hard, Marina will relentlessly attack you with anything she can find. She has the ability to throw things REALLY fast, so it would be a good idea to clear the screen of items (i.e. throw them at her). Be alert because even if you do this, she can still throw bombs at you. Finally be aware of her rocket dash -> swan dive combo she seems to like doing, it does a measly 300 damage, but it can screw you up if you're trying to do something __________ | Stage 8 \ ----------- *Enemies* Easy: Lilo x 1, John Calibur x 1 Normal: Lilo x 3 Hard: fat woman x 1 *Items* Item Points: 8 Smiley Ball: 3 *Strategy* Here you can practice your keep away skills. Your main objective here is to kill the Lilo before they transform. There are really two ways to do this, to kill them with specials, or risk having them transform. Generally the first one is boring, so take risks. Use one Smiley Ball over and over again, and try to catch the rebound. If one actually does transform, use the Homing Jump Chain to bounce around the outside of the room over and over again until she
un-transforms. If you get stuck with Hard mode, Homing Jump Chain around, grab
the Ball and throw, rinse, lather, repeat. If she gets the Super Smiley Ball in
fat mode, she'll throw this homing kiss at you, once again, Homing Jump 
Chain.

__________
| Stage 9 \
-----------

*Enemies*
Easy: John Mk-2 x 1, Ultra Johnny x 2
Normal: John Mk-2 x 1, Ultra Johnny x 3
Hard: John Mk-2 x 1, Ultra Johnny x 4

*Items*
Item Points: 9
Smiley Ball: 1
ICBMs
Grenades
Black Holes

*Obstacles*
Four vertical speakers in the corners

*Items*
Augh! this guy just won't die! I can't think of any actual strategies, per se,
but i can tell you that Black Holes and ICBMs are you friends, I hope you know
how to use them well by now.


___________
| Stage 10 \
------------
Once again the path splits randomly into three paths, strangely with the same
enemies (Chosuke, Ex Calibur, Marina) at each end. But they made friends. This
will be your toughest battle so far. if you are in Easy mode, refer to the
strategies in stage 7 for that enemy, as it is precisely the same as the stage
7 Normal.

*Enemies: Set A*
Easy: Ex Calibur x 1
Normal: Ex Calibur x 1, Chosuke x 1
Hard: Ex Calibur x 1, Chosuke x 1, Marina x 1

*Items*
Item Points: 8
Smiley Ball: 1
Rocks
Grenades
Land mines

*Strategy*
Holy &*%#(, this has to be the hardest so far (possibly in the entire 
game). I think it's best to kill the most dangerous ones first, like Marina 
then Chosuke and finally Ex Calibur. You might want to take out Ex before 
Chosuke because he's easier to hit. Focus all your firepower on the target you
are pursuing, and that should help. I really can't think of anything else but
'good luck'


___________
| Stage 11 \
------------

*Enemies*
Easy: Hayate x 2
Normal: Hayate x 1, ESPer Dog x 2
Hard: John Mk-2 x 1, Lilo x 1 THEN, Hayate x 2 

*Items
Item Points: 8
Smiley Ball: 2
Grenades
Homing Missiles

*Strategy*
This is a needed break after what you previously went through, this is the 
second/third last level, so sit back and relax. This level is pretty easy, the
ESPer Dogs are really slow, and Hayate is the same as always, other than the
fact he has more life. If you're playing Hard, then kill Lilo first because
when one of them dies, the real battle begins.

___________
| Stage 12 \
------------

*Enemies*
Easy: ??? x 1
Normal: ??? x 1, Armoured Zacko x 2
Hard: ??? x 1, fat lady x 1(or two?)

*Items*
Item Points: 4
Smiley Ball: 1
Black Holes
Homing Missiles
Land Mines

*Obstacles*
Balloons reside in the corner of the stage, they act as item points, you can
stand on them, you can throw them (a pathetic distance) and you can break them.

*Strategy*
Kill the fat lady first. I can't stress that enough. Also, the boss gives HUGE
warning signs before he attacks, so you'd have to be pretty stupid to get hit
by one. This is simple compared to some of the earlier stages, just don't let
him touch that Super Smiley Ball

--------
Stage 13
--------

*Enemies*
God-Hand x 1
and anything he draws

*Allies*
Zacko x 3

*Items*
Item Points: 8
Smiley Ball: 1
and anything he draws

*Strategy*
Let the Zackos take care of any enemies God-Hand draws, if they die, they will
immediately be replaced by more, so don't worry. God-Hand will also do stupid
things like drawing explosives so you can throw at him. Just finish him off
before time runs out (150 seconds or so) and you'll get a new character!
(assuming you haven't gotten all the characters for the difficulty you finished
??? with).


+-------------------\
|11. Character Flow  \
+--------------------------------------------

In Normal Mode, you can obtain the different characters through beating the
game with different difficulties. I had already had a file with all the
characters (minus the two last ones) on a Memory Card, so I'm starting a new
save file just for you viewing pleasure, please give me a few updates to finish
this. I'm not quite sure how they set this up, because the first time I beat
the game (with my new file) in Easy, I got Ex Calibur (a pretty good character)
but last time, I only got Zacko when I beat Easy mode the first time. But on my
good file, I can't get any more characters by beating normal or easy anymore...
I might have to abandon this entire character flow project unless someone can
help me here.

Easy:

Normal:

Hard:



+----------------------\
|12. Tips & Strategies  \
+--------------------------------------------

- Black Holes are your friends. Learn to use them wisely, because it's the only
  thing you really need other than the Smiley Ball

- when others are sucked into a Black Hole, always try to throw the Smiley Ball
  with Forward Drive into the Hole, sometimes, if you're lucky, it will bounce
  back and forth really really fast in the hole, killing everything inside.

- sometimes you can get out of the Black Hole by using Homing Jump repeatedly

- big enemies such as the last boss and the fat woman (don't know their names
  because they are the ONLY characters I don't have yet) seem to take more
  damage from multiple hit moves than others do.

- it's generally a better idea to launch ICBMs than to with Back Drive or no
  Drive than to Forward Drive them because the computer is stupid and won't
  avoid the falling missile.

- try to throw ICBMs into the Black Holes if they contain enemies

- use Forward Force with the Smiley Ball to pump it up over and over again,
  just make sure you get the Super Smiley Ball. Using Forward Drive ensures
  that it bounces away from the enemy.

- to attack diagonally, rotate the camera

- while in a Black Hole with enemies, use moves like Sasami's headspin (u+O)
  and Ultra Joe's floor sweep (df+O) which does multiple hits, because most
  likely they will all succeed

- throw the enemy then throw something at him while he falls or after he has
  fallen, it ensures the hit

- TOTALLY BOMBARD all enemies with a never-ending torrent of Items, it helps
  confuse them, does damage, and removes pieces from the board that the enemy
  could have used.

- take advantage of enemies who do not have the ability to throw things (i.e.
  Armoured Zacko, Ex Calibur) by continuously hitting the with the Smiley Ball.

- try to steal the Super Smiley Ball from enemies while they are starting their
  SSAs, sometimes you can get a SSA for doing this, and sometimes it even stops
  the enemy's move. Note that this does *not* work against Lilo and ESPer Dog,
  two enemies with *very* dangerous SSAs

- if you're fighting annoying enemies like Chosuke who likes to fly around try
  throwing the Smiley Ball at Grenades, Land Mines, and most other Items to
  charge up and use your SSA


+----------\
| Part III  \
+-------------------------------------------x
| The...                                    |
|              _______  ____                |
|             / __/ _ |/ __ \               |
|            / _// __ / /_/ /               |
|           /_/ /_/ |_\___\_\               |
|                                           |
| O 13. Introduction                        |
| | 14. General FAQs                        |
| v 15. Game FAQs                       __  |
|                                       \/  /
+------------------------------------------/


+----------\
|13. Intro  \
+--------------------------------------------

The FAQ, or "What you didn't really want to know about the game and didn't 
really feel like asking"

Okok, word of warning, some of these questions are not actually ASKED to me,
leading to a rather incorrect title, as they are quite INfrequently asked, like
as in not at all.

Don't hesitate, send those questions in, no matter how stupid they are as long
as the question isn't already answered elsewhere in the FAQ (I'm hoping they
could at least have something to do with this document or the game) to me
(ChronoMog) at:
ltaox@home.com

+-----------------\
|14. General FAQs  \
+--------------------------------------------

a. Can I buy your copy of the game? Can you burn me one?
- *two* seperate people. Deleted their e-mails
No. No. No. No. I can't stress that enough. Not only do I love this game, I
don't know you, don't have a burner, dont' want to do anything illegal, and
don't really like you too much.


+--------------\
|15. Game FAQs  \
+--------------------------------------------

a. Any codes for this spetacular piece of art... some treasure titles have some
   codes to show collision boxes and such?
- anders0n
Not yet, but I *will* look up old Treasure codes to see if there's any sort of
pattern that emerges. I'll get back to you if I find anything.

b. The game isn't letting me get any more characters... Do I have to beat the
   game through the hard route?
- Trey McElveen
Unfortunately, yes, that's what it means. Use a character with a good SSA
(Yukiwo, Pitan and Marina come to mind) to finish the game *fast* to get
to Hard mode.




+---------\
| Part V   \ 
+-------------------------------------------x
| etcetera and etcetera and...              |
|      ______          __                   |
|     / __/ /________ / /____ _______ _     |
|    / _// __/ __/ -_) __/ -_) __/ _ `/     |
|   /___/\__/\__/\__/\__/\__/_/  \_,_/      |
|                                           |
| O 16. Credits                             |
| | 17. The Future                          |
| | 18. Version History                     |
| v 16. Notes                           __  |
|                                       \/  /
+------------------------------------------/

+---------------\
|16. The Future  \
+--------------------------------------------

Hmmm, let's see, what to do, well, the crystal Smiley Ball says:

  Organization is needed
  Preliminary Formatting
  'New' design

  Write a better review
  Submit better review to GameFAQs

< >  Defeat Typo Demon
< >  Learn how to write

< >  Get the last two characters
  Finish Character Movelists for all characters i have
  Individual character strategies
<+>  Stages with strategies and such
<+>  Character flow project
  Story stuff, translation errors...



+------------\__________________
|17. Credits  \ 1. Contributors \
+--------------------------------------------
- Trey McElveen for figuring out what the heck Pitan does when he ducks.



+------------\____________________
|17. Credits  \ 2. Special Thanks \
+--------------------------------------------

Enix and Treasure for making a great game, and being great companies.

CJayC for posting up my FAQ and running the best game info site in the world
http://www.gamefaqs.com/

Al Amaloo for posting up my FAQ
http://www.gameadvice.com/
http://www.vgstrategies.about.com/

The Gaming Intellegence Agency fo being so 1337, and keeping me up to date
as well as having the Chu Chu Rocket commercial
http://www.thegia.com/
http://www.thegia.com/dc/chuchu/chuchuother4.html

J. Parish, Sharkey, and Thor (in that order) for being the funiest people on
the internet, really. Look for me on TFPSI's forum as cubeSquared.
Check them out at:
http://www.toastyfrog.com/psi.html
http://www.solidsharkey.com/
http://thor.aexx.net/

Hitchhiker's Guide to the Galaxy and Discworld for being rocking book series

and you, for reading.


+-----------------\
|18. Ver. History  \
+--------------------------------------------

220101  Welcome to the new design. New info on Pitan's crouch move thanks to
v.1.00  Trey McElveen. Everything was redone for the bottom up, grammar, 
        spelling and formatting corrections. FAQ section finally up.

000401  spelling, grammar, and formatting corrections mainly, feel free to send
v.0.29a suggestions... please?

000331  almost finished... got the rest of the stages, the review plus all of
v.0.29  the characters i have are now in the character analysis section as 
        well, yay!

000330  all the characters i have are up now! Yay! Formatting, and General 
v.0.20  Here-and There stuff

000325  all the characters up to Ultra Joe (yeah! yeah!), stages 3, 4, 5, some 
v.0.15  better item descriptions (Forward and Backward Drive), more copyright 
        stuff, added to intro, added to ending, and just general here and there
        stuff.

000318  another two characters, the first two levels, content section, ending 
v.0.01a sections, and miscellaneous fix ups

000318  Well, first two characters, items, menu translations, general play, 
v.0.01  some strategies.



+----------\
|19. Notes  \
+--------------------------------------------

¤ Wow. Haven't touched this thing in almost a year, and look what I've done. 
  Tell me what you think, really. I still have an old backup copy if you really
  like it more that way.
¤ Please please please please please send me your info as you find it. It's
  quite obvious that I really need it.
¤ After all this time I still haven't beaten the game in Hard? Sad but true.
¤ I wanted to put this in the logo, but I didn't want to waste room, so what
  should I do with it?

      ---    /---/    /  \\ \     ---  /           /---/    /   /         
     -----  /   /   -/--/   -\--  --- / ---| ---- / - /  /-    /          
         /     /    /  /     -\--    /  ---|         /    |   /   |       
       //     /    /  /        \    /   ---|       /      |  /----|  



This document is copyright 2000 - 2001 by ChronoMog, AKA Lionel Tao. It may
not be altered, distributed or used without express permission from the author.
Yes this is a real copyright.
don't believe me? see http://171.64.128.118/mirrors/faq/copyright/myths/part1
Rakugaki Showtime and all it's related characters and insignia are property
of Enix and Treasure

Any questions, comments or sucking-up should be sent to:
ChronoMog at ltaox@home.com


ChronoMog (XenoMog), Master of the Snowman Jazz
Lionel "Leo" Tao
ICQ: Vagrant Kobun
UIN: 49381044
ltaox@home.com
http://shell.ipoline.com/~elmert/videogames


+---------~<¤>~----------+
|        /~fin~\         |
| Rakugaki Showtime FAQ  |
|        v.1.00          |
| /-----               \ |
|/Thank you for playing \|
|\  ©00-01 by ChronoMog /|
| \               -----/ |
+------------------------+