John Isles, iv , presents the video game equivalent to those pegboards you played around with in kindergarten... _ _ _______ _ _ _ _ ______ _______ _ _ _ _ | | | | |_____ | | | | | | | |______| |_____ | | | | | | | | | | | | |_|_| | | | | ________ | |_|_| | | | | | | | | | | | | | | |______ | | | | | | | |_| / / / / | | \ \ / / / / | | \ \ __/ / ____/ / / / \ \_ _____/ / ____/ / / / \ \_ |___/ |_____/ |_/ \__| |______/ |_____/ |_/ \__| _ _ __ _ _ _ _ __ .-'/ | | |_) |_) | (_ |_) |_| |_) |_) | (_ \'-. .-' /___ |__ | |_) |_) |__ (__ __________ | \ | | |_) |_) |__ (__ ___\ '-. <: <:________________________________________________________________:> :> '-. \ / .-' '-.\ /.-' This guide is for `Libble Rabble` on the Super Famicom (the Japanese equivalent of the Super NES). The latest revision of this document can always be found -- and should ONLY be found -- at these authorized site(s): - GameFAQs -- - HonestGamers -- _____________________ /1. TABLE OF CONTENTS\_______________________________________________________ /\_____________________/_______________________________________________________\ --- INTRODUCTION 1. TABLE OF CONTENTS (your current position) 2. MANDATORY LEGAL DISCLAIMER 3. HOW TO READ THIS FAQ 4. FAQ HISTORY 5. BACKGROUND 6. OPTIONS A. DIP SWITCH MODE B. HOW MANY PLAYERS? 7. LIBBLE RABBLE 101 A. WHAT'S ON THE SCREEN? B. TAKING CONTROL C. IT'S MUSHROOM SEASON! D. DIGGING UP TREASURE a. Mystical Items b. TopCaps c. Bonus Stages E. ENEMIES F. SCORING 8. CODES & SECRETS 9. GOT FEEDBACK? 10. AND FINALLY... ______________________________ /2. MANDATORY LEGAL DISCLAIMER\______________________________________________ /\______________________________/______________________________________________\ `Libble Rabble` is a registered trademark of Namco, (c) 1983, 1994. All other trademarked items mentioned within this guide are properties of their respective companies. This guide is (c) 2007 John Isles, iv, and has not been produced, author- ized, sponsored, nor (sadly) has it been funded by anyone involved in the production and/or distribution of this game, manual, or whoever supplied the chips/discs -- that should cover just about everyone. ================================{ TERMS OF USE }================================ I've put quite a bit of time and effort into writing this guide, and would LOVE to see many people use it as a helpful and witty resource. Regardless if you're viewing this guide online, or have a copy saved to your computer, please observe and honor the following rules: - Stealing's bad, mmm-kay? Don't host this guide without asking first. - Don't change this guide's format. Plain black-and-white .TXT only, please! - My name, the list of authorized sites, this legal disclaimer, as well as any other copyright notices, and the chapter -- please don't touch them. - Most importantly, you may NEVER sell and/or trade this guide in any medium -- electronic, print, etc. -- for goods, services, and/or monetary gain. I'm not making any profit off this; it's legally and morally fair nobody else does, either. ________________________ /3. HOW TO READ THIS FAQ\____________________________________________________ /\________________________/____________________________________________________\ With your eyes opened, preferably. :P Because this guide might use text tables and some low-end +----- art, please use a monospaced (or fixed-width) font. Courier New, |XXXXX Andale Mono (my personal favorite), and the Mac-exclusive Monaco |XXXXX are but three such fonts... and these three are free! -----+----- To test your font, just click between any two characters and XXXXX| drag your mouse up or down to the next line. Should the high- XXXXX| lighted area meet corner to corner, as simulated on the right, -----+ then you're good to go. _______________ /4. FAQ HISTORY\_____________________________________________________________ /\_______________/_____________________________________________________________\ ========================{ 0.1 -- released on 2007.1.13 }======================== This is the initial release. I hesitate to call it complete, since there I'm sure there are more things I can discover within this game. But if you're one of the... (one... three... four... seven...) people who own a copy of this game, then I would like to hear from you. ______________ /5. BACKGROUND\______________________________________________________________ /\______________/______________________________________________________________\ Believe it or not, there is a story behind this game. However, I don't really want to bloat this guide any more than I feel is necessary. . . . OK... if you insist. This is just a summary of the opening cinema. It's not that I can't read Japanese -- I can read SOME but I can hardly understand the language and its grammatical structure. I'm just being lazy, and there's no way I'm gonna be able to translate the story into English anytime soon. So this will have to do. =========================={ AUTHOR'S INTERPRETATION }=========================== All I know is that this game involves a pair of young mushroom harvesters (mycologists) who are preparing a nice harvest. They realize they're not going anywhere with simple hoes -- not the slang term, you pervs! -- so they ask a nearby farmer for assistance. The old man supplies them with a magical tool called... wait for it... Libble Rabble, a magical, flexible rope. With it, not only does their harvesting productivity increase exponentially, but they uncover treasures that they didn't know existed. Having harvested ample mushrooms and tons of gold, they dance in celebration. ___________ /6. OPTIONS\_________________________________________________________________ /\___________/_________________________________________________________________\ Once you press (START) on the main menu, you'll be presented with three items: - NORMAL/ARCADE:...This starts you on your merry harvest. - DIP SWITCH:......A fairly in-depth game configuration mode; all you need to know will come shortly... - SOUND TEST:......Nothing special. All the game's sounds are here for your listening pleasure. ___________________ _____/A. DIP SWITCH MODE\____________________________________________________ /_____\___________________/____________________________________________________\ Here's where you get to play the role of arcade operator. Now if only you had an arcade machine that accepted quarters... you might just be able to afford the necessary maintenance. ________________________________________________________________________ / SW 1 / SW 2 / SW 3 / SW 4 / SW 5 / SW 6 / SW 7 / SW 8 / +-----------------------------------------------------------------------------+ |SET 1| Mode | Controls | Extra life distribution | Lives per game | |-----+-----------------------------------------------------------------------| |SET 2| Difficulty |Training| N/A | Sound | Demo | N/A | Pause | +-----------------------------------------------------------------------------+ A full description of what these do... oh, look -- here it comes now. =========================={ SWITCH 1-1 -- GAME MODE }=========================== By default, this switch is set to "ON", which designates you're playing this game in Normal mode; if "OFF", you're playing Arcade mode. As far as I know, the difference are few, if any. ======================={ SWITCHES 1-2, 1-3 -- CONTROLS }======================== These two switches alter how the Libble Rabble operates through the controller(s). By default, one controller is used: The red Libble uses the arrow pad; the blue Rabble uses the face buttons. Also provided are three schemes that use two controllers. I won't tell you how to hold the controllers; the game will show you how to hold them. Libble (controller 1) and Rabble (controller 2) should be held in your left and right hands, respectively. ============={ SWITCHES 1-4, 1-5, 1-6 -- EXTRA LIFE DISTRIBUTION }============== These three switches determine how often an extra Libble Rabble are awarded. Values are based upon the number of lives issued per game, the toggles for which will come soon enough. - The numbers shown at the top of this table denote which switches are set in the ON position -- "_-5-6" shows that switches 5 and 6 are set as ON. - Values with an @ symbol denote a repeating value. Ergo, "@ 150,000" denotes that lives are awarded at 150,000; 300,000; 450,000; 600,000; etc. - Setting all three switches to "ON" disables extra lives altogether. ____________________________________________________________________________ /"ON" / _ _ _ / _ _ 6 / _ 5 _ / _ 5 6 / 4 _ _ / 4 _ 6 / 4 5 _ / +-----+---------+---------+---------+---------+---------+---------+---------+ | | | 40,000| 50,000| 40,000| | 50,000| 40,000| | 1-3 | 40,000|@ 150,000| 150,000| 120,000| 40,000| 150,000|@ 120,000| |lives| | | 300,000| 200,000| | 300,000| | | per | 120,000| | 500,000| | 140,000| | | |game | | | 700,000| | | | | | | 200,000| |1,000,000| | 250,000| | | +-----| |-----------------------------| |-------------------| | | 400,000| 50,000| 40,000| 50,000| 400,000| 60,000| 50,000| | 5 | |@ 150,000| 120,000| | |@ 200,000| 150,000| |lives| 600,000| | | | 700,000| | | | per | | | | | | | | |game |1,000,000| | | |1,000,000| | | | | | | | | | | | +---------------------------------------------------------------------------+ ================{ SWITCHES 1-7, 1-8 -- LIVES ISSUED PER GAME }================== Aside from the number of Libble Rabbles issued when the game begins, this also alters extra life distribution... and that can be seen with a simple tap of your [PAGE UP] key. ==================={ SWITCHES 2-1, 2-2 -- DIFFICULTY LEVEL }==================== All this does is determine the speed of all objects in the game, excluding the Libble Rabble. The "harder" the setting, the faster everything moves. ==========================={ SWITCH 2-3 -- TRAINING }=========================== If ON, this'll start the game at a practice level. It'd be a wise to leave this one active until you get better acquainted with the game's control mechanics. It's not what I'd consider a viable substitute for actual gameplay experience, though. =========================={ SWITCH 2-5 -- SOUND MODE }========================== Sets the audio to either stereo or monaural sound. Nothing significant here. ======================{ SWITCH 2-6 -- SOUND DURING DEMOS }====================== This only applies when the game goes into its automated gameplay demonstration. Fiddling with this option is unnecessary, as it's irrelevant to the actual gameplay. ========================{ SWITCH 2-8 -- PAUSE FUNCTION }======================== Here's a moral dilemma for you: Do you allow your friends to pause the game when they need to answer Nature's call, or force them to drop the controller, rush to the bathroom, and forfeit their game? Since I place far greater value in a dry chair than the sadistic pleasure of torturing someone else's bladder... - If using the single-controller setup, the game can be paused using the active player's (START) button. - Using any of the twin-controller setups restricts the pause function to the (START) button on controller 1. _____________________ _____/B. HOW MANY PLAYERS?\__________________________________________________ /_____\_____________________/__________________________________________________\ Ooh! An arcade-style credit counter! After selecting NORMAL MODE or ARCADE MODE from the main menu, the message "PRESS START BUTTON -- 1 PLAYER ONLY" will appear on the screen. To set up a 2P game, press any of controller 1's face buttons, and the text will change to "PRESS START BUTTON -- 2 PLAYERS". Further button presses will cause these two messages to alternate. Please do not press these buttons any more than absolutely necessary. The coin insertion sound that plays WILL become annoying. (And, if you simply MUST know, the credit counter will only go up to 99.) ====================={ IF YOU ARE SETTING UP A 2P GAME... }===================== Just a few bits of information before you two go about your harvesting: - There is no co-op mode. Just like in the good, old days of gaming, you'll have to take turns. - TWO controllers will be required! Why, you ask? > Using the standard, single-controller scheme, 2P's movements will only be registered through controller port #2. > With any of the dual-controller configurations, you'll have to pass the controllers to your friend once your turn's over. The game won't recognize a multitap... but since I presently don't own one, this is but a assumption. _____________________ /7. LIBBLE RABBLE 101\_______________________________________________________ /\_____________________/_______________________________________________________\ Here is where all the good stuff lies: Game rules, strategies, enemy reconnaissance, scoring, etc. However simple the tasks of gathering mushrooms may be, `Libble Rabble` is hardly a shallow game. There's quite a bit of depth to be found here, but right now, I'll simply focus on the basics... _________________________ ______/A. WHAT'S ON THE SCREEN?\_____________________________________________ /______\_________________________/_____________________________________________\ If you're new to `Libble Rabble` -- and if you're reading this, you likely are -- the main screen will look similar to this... except with far greater detail, and dozens more colors than this guide permits me to use. ___(A)_____________(B)_______(C)___(D)___ | 1UP / \ >> SEASON| - A: Your score. | 15470 ^ (F L - - - R) ^ << 2| - B: A holding pen for Hoblins |___________//\_____________/\\___________| and TopCaps. More info on | _(E)_____V.................V_____(E)_ | these guys will follow. |@| |@| - C: Remaining Libble Rabbles. |@| *(F)* * * * * * * * |@| - D: Current season (level). |@| |@| |@| * * * * * * * * * |@| (Above information is reversed for |@| |@| Player 2 in a 2P game.) |@| * * * * * * * * * |@| |@| (G)<---> |@| - E: Energy meter (time limit). |@| * * * * * * * * * |@| - F: Poles, often laid out in a |@| |@| 9x5 rectangle. Several dif- |@| * * * * * * * *(F)* |@| ferent layouts are used. |@| |@| throughout the game. |@+-------------------------------------+@| - G: The Libble Rabble. In other |@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@| words, this is you. __________________ ______/B. TAKING CONTROL\____________________________________________________ /______\__________________/____________________________________________________\ When `Libble Rabble` was initially released in arcades -- in Japanese arcades, at least -- it was one of the first games ever to require a player to use two joysticks per player. If you've ever played games such as `Smash TV` or `Robotron 2084`, it's virtually the same idea... but without the heavy firepower or the copious amounts of bloodshed. ====================={ HOW TO OPERATE YOUR LIBBLE RABBLE }====================== Since it's likely you don't have a pair of joy- LIBBLE RABBLE sticks handy, the standard SNES/SFC control- (red) (blue) ler(s) will have to suffice. .-'/ \'-. Controlling the Libble Rabble is quite .-' /_________\ '-. simple... in theory, at least. Libble, the red <: <:_________:> :> arrow, is controlled by your left hand; Rabble '-. \ / .-' the blue arrow, is controlled with your right '-.\ /.-' hand. It's easy to remember which is which thanks to something called alliteration -- LIBBLE always points to the LEFT, while RABBLE always points to the RIGHT. (Alliteration -- you gotta love it.) ========================={ HOLD THE LINE, PUH-LEE-UZZ }========================= If you skipped over this facet of the game earlier, Libble and Rabble are connected by a rather thin, but incredibly flexible line. Alas, this line is hardly indestructible, as certain enemies can sever the connection between Libble and Rabble. Fortunately, this is not fatal; the two arrows will be instantly reconnected where they stand with a straight line. For those needing a realistic representation of what happens, try this: Let's say you're holding a slingshot. When you pull back, the rubber band is being suspended in a triangular shape. Once it's been released, the rubber band reverts back to a somewhat straight line. Think about that for a second... should be easy to figure out. ___________________ ______/C. TRAINING SEASON\___________________________________________________ /______\___________________/___________________________________________________\ You should only pay any attention to this section if you left the TRAINING switch in the ON position while in DIP Switch mode. If it's been turned this off, forget this part of the guide even exists. At the start of this practice season, an outlined treasure chest will be flashing. By moving the Libble Rabble in its general direction, draw a small 1x1 square around it twice -- once to fill it in, and again to claim it. If successful, you'll move onto the first harvesting season of the game with an easy 2,000 pts. This practice session is timed, but there's no penalty for not completing this simple task. _________________________ ______/D. IT'S MUSHROOM SEASON!\_____________________________________________ /______\_________________________/_____________________________________________\ The main goal in `Libble Rabble` is to use the titular rope to gather living, moving mushrooms, called Kinoko; there are never more than twenty per season, and once they've all been rounded up, you move onto the next season. To capture them -- and whatever other creatures occupy the area -- you'll need to utilize the poles on the field and form a loop around them them. There are two ways to go about this: - The more profitable option is to use at least two poles and +--------- form some geometric shape -- triangles, squares, hexagons, | < or any bizarre shapes that come to mind -- and have the line | |* * between Libble and Rabble connect at some point. You'll | >--.._ earn more points for the Kinoko you gather, as the line is | |*k *| more vulnerable to disconnection. | |k kk| - A safer option available is to have Libble and Rabble meet | '*---*' up on the same wall; a minimum of one pole is needed for this method. Playing it safe like this won't net as many points, but play- ing chicken like this could save your butt in tight spots. Either way, after successfully surrounding a portion of the field, the enclosed area will be covered in a sheet of white. The land will also change color -- from light green (under certain circumstances), to dark green (the usual top color), to a light tan, to a dark brown (signifying the lowest soil). ===================={ FRESH MUSHROOMS SIMPLY TASTE BETTER }===================== Having briefly mentioned this earlier under the headline, the border around the playing field is a timer. What flashes between red and yellow is how much time is available; the blue area is empty space. Fortunately, this energy is easily replenished. The most prevalent of these sources are the Kinoko that need to be gathered. They'll suffice as much as a $5.00 hot dog at a baseball game (and is about as satisfying). Granted, it works if you're desperate (and have the cash), but for the same price, better options do exist. Thankfully, other options DO exist. On occasion, bubbles will invade the field, providing a more potent source. And although they can be corralled as soon as become visible, it'd be a good idea to allow them to mature. Within seconds, these bubbles will go through these stages of metamorphosis: - Sprouts, which appear to be just breaking through the surface of the soil. They provide roughly 8x the energy of a standard bubble. - Flowers -- lilies, specifically -- in full bloom. An even better energy source with 16x the nutrients of standard bubbles. - Acorns, the most mature stage of life, provide the greatest energy boost of all -- it's a bubble times 32! ============================{ I AM EENVEENCEEBLE! }============================= Collect enough energy from bubbles, acorns, and the like, two things will happen. One, the music will change, and two, Libble and Rabble will start flashing. If you've been into video games for a good while, you know that this formula equals invulnerability. During this period, Libble and Rabble can glide into any random enemy creature and not get hurt, but the line connecting the two is still vulnerable to snipping. This phase will only last temporarily, though. When a ringing sound goes off, that means the immunity period's about to end. Corralling more vegetation will prolong this period, but if you can corral every last Kinoko wandering about before Libble and Rabble stop flashing, bonus points will be rewarded based on how much energy remains. One more thing I should mention: Invulnerability can be attained more than once per season. ============={ HICKORY DICKORY DOCK; YOU'D BETTER WATCH THE CLOCK }============= If you do manage to complete a season's harvest during Libble Rabble's immunity period, you'll start the next season with a fresh energy meter. If not, then keep tabs on in; how full it was when the season ends is as full as it will be when the next season starts. This can be a good thing if the meter's rather full, but if the meter's low, you'd better get something with some meat before the Libble Rabble starves to death! _______________________ _____/D. DIGGING UP TREASURE\________________________________________________ /_____\_______________________/________________________________________________\ At the start of each season, one treasure chest will be buried somewhere in the field. The game will be generous enough to flash where it's buried at the start of the first two seasons in Arcade mode; Normal mode will be generous through Season 6. Beyond these points, you'll have to start paying atten- +--------------- tion to the screen. If the screen flashes after cordoning | --------- off a portion of the field, the loot is buried somewhere in | |* 2 *: 1*| * the enclosed area. The search will, naturally, have to be | | : | narrowed down a bit. | |*$$$*: 1*| * Here's the best "how to" I can offer you: Surround an | | : | area of the field that would equal a 2x2 square -- illus- | |* 2 *: 1*| * trated to the right with the 1's. No flicker? Move on to | --<>----- another section and repeat until you see flicker. | * * * * Next thing to do is surround half THAT area, as marked | by the 2's. It doesn't have to be rectangular; a diagonal | * * * * cut works just as well. Encircling the correct area will | prompt a fanfare to play. You've just hit the jackpot! +--------------- However, don't celebrate your find just yet; this has only UNEARTHED the box; to claim the bounty, a second move is necessary... and on some rare occasions, even a third! Thankfully, securing the loot doesn't require as much precision; so long as the loot is surrounded in any shape of any size, it's yours! ==============================={ DEATH BY GREED }=============================== If death occurs after unearthing a chest, but before claiming its contents, the loot will be buried at some other random spot in the playing field. All that hard work having to be redone... How sad. __________________ __________/a. Mystical Items\________________________________________________ /__________\__________________/________________________________________________\ More often than not, whatever's been dug up will result in modest treasures that will immediately cashed in for points -- mirrors and magic lamps, et. al. But if luck is sitting beside you, one of six magical items will appear (there could be more, but I'm uncertain). These special trinkets need to be encircled a THIRD time in order to activate them. These items are as follows: - Ruby heart:.....Generates three bubbles. Let 'em grow into acorns to get the most out of 'em. - Golden urn:.....Recovers several seconds' worth of energy. This might make you invulnerable if your meter's full enough when this is collected. - Hourglass:......Excluding the Libble Rabble, all objects on the screen are frozen for three seconds. LAME! - Crystal ball:...If collected, this will reveal where the treasure chest is hidden at the start of the next season. (Uncertain.) - Sword:..........Completely fills energy meter; instant invincibility. - Clover:.........Covers the field in a light green hue (the topsoil). ___________ __________/b. TopCaps\_______________________________________________________ /__________\___________/_______________________________________________________\ In addition to a potential jackpot, exposing a treasure chest will also free a sextet of furry creatures, named TopCaps. Once they've been given the opportu- nity to inhale fresh oxygen -- a relief from the stuffy confines of a subterra- nean box, I'll bet -- they'll start floating toward the border of the screen. Catch 'em before they disappear from the field! ===================={ COLLECT 'EM ALL WHILE SUPPLIES LAST! }==================== The TopCaps come six different colors: Pink, Scarlet, Green, Brown, Violet, and Gray. In that order, they represent a letter within a keyword; all the keywords appear in the table below. Only the letters in CAPS are those that you collect; non-essential letters will appear in parentheses. __________________________________ /NORMAL or ARCADE/MIRACLE MODE {1}/ ---NOTES--- +---------+----------------+----------------+ {1} Head on down to the | 1st | FLOWER | FRUITS | chapter |-------------------------------------------| for more information. | 2nd | RAINBO(w) | FLOWER | {2} Keyword based on the name |-------------------------------------------| in the #1 position on the | 3rd | JEWELS | SEASON | game's high score table. |-------------------------------------------| {3} Keywords randomly appear | 4th | RALLYX {2} | RAINBO(w) | after completing five full |--------------------------+----------------| sets of TopCaps. | 5th | BRIDAL | TOYPOP | {4} More words will appear +-------------------------------------------+ from the sixth onward. After capturing a full set, a sheet of white will envelop the entire field. Excluding mystical items and all bubbles (and their evolved forms), all entities on the field will be captured -- points values included as well. The screen will then be decorated with images related to the completed keyword. ________________ __________/c. Bonus Stages\__________________________________________________ /__________\________________/__________________________________________________\ Once the screen reverts to its original gree hue -- using the same pole layout as the season provided -- the contours of six randomly placed chests will briefly flash. This, by itself, justifies leaving the pause function on, so pause the game as soon as those boxes appear and try to memorize their locations. Don't worry about it; nobody's gonna know you're cheating here. (Though I do charge a small fee to keep quiet.) After unpausing the game, you should have SOME idea of where everything's buried. The chests can be uncovered in any order, but if two or three chests have been grouped together, focus on them first. A second move can cash them all in. Alas, the time here is finite. How full the border is when this bonus session starts is all the time that's offered... without any way to extend it. The round ends if either time expires, or if all six treasures are collected beforehand. Unclaimed boxes won't incur any scoring penalties, but cleaning house won't earn any extra bonus points, either. ___________ _____/E. ENEMIES\____________________________________________________________ /_____\___________/____________________________________________________________\ Here's the list of baddies you'll have to avoid -- or, better yet, capture -- in order to prolong your period of harvest. Excluding Shears, any enemy that makes contact with EITHER Libble or Rabble will cost a life. Well, that's not exactly true -- a gentle graze won't cause any harm, but anything that touches the central point of either arrow will. ==================================={ HOBLIN }=================================== These hooded creatures are omnipresent, though no more than four occupy the field at any time -- one each gray, green, pink, and purple. To temporarily get these guys outta the way, you have three possible options: - Encircling them as you would the Kinoko. This is the only method that scores points for their capture. - Using your line to push them into a wall. - While invincible, ram either Libble or Rabble into them. Captured Hoblins will stay up in the "holding pen" area for a few seconds before they scamper back onto the field. Fortunately, they can be captured over and over again. Under most circumstances, they're unable to cross the line connecting Libble and Rabble. Use this knowledge to provide the Libble Rabble some safety when the situation becomes hairy. ===================================={ SHEAR }=================================== Snip, snip! This Pac-Man look-alike is, by far, the most annoying creature this game has to offer. A Shear's main -- and only -- purpose in life is severing the connection between Libble and Rabble, spoiling whatever harvest you were planning on. (Remember: A new line forms instantaneously when the current line is cut, so don't get TOO upset.) Shears will always appear at some random point along the field's border, with an ominous ringing sound. To prevent migraines, pay attention to the direction it's pointed whenever a Shear appears; it will only move forward in a straight line. Having enough space and time between you and it should provide ample time to move out of its way. Lack these conveniences and facing an unavoidable cut? Here are a couple suggestions to lessen the agony... - Avoid moving in the same general direction as a Shear. Ignore this advise, and the cuts to the Libble Rabble's line will be innumerable. Instead, move toward it; the line will still be severed, but the number of cuts will be minimized and only need to be counted on one finger. - Or, even better, just extend the line and leave it as flat as possible. The line will still get "cut", but this will only happen once. After that, you can continue harvesting as usual.... being sure not to foolishly run back into its path, of course. Shears also have an adverse effect on plant life. Whatever unfortunate bubbles, sprouts, flowers, or acorns are in its path will be mowed down and thrown out with yesterday's lawn clippings. ==================================={ KILLER }=================================== Brown discs that look kinda like cinnamon rolls, Killers materialize on the 12:00 position, travelling along the sides in unison until they reach the vertical center. During this brief period, they're harmless. It's when they traipse onto the playing when they become a problem. Killers usually move around aimlessly... but when one hooks itself onto the Libble Rabble, it'll latch onto the line, becoming a sparkling ball of electricity. To avoid its lethal touch, encircle any portion of the field as normal, or try shaking it off if you're snagged on a pole. To dispose of both, only one needs to be corralled; like Libble and Rabble, one Killer is dependent on the other to survive. =================================={ CHANGER }=================================== X-shaped objects. When blue, contact with the Libble Rabble's line will cause the two arrows to swap positions. The more linear distance between the arrows, the more time you'll have to reposition your thumbs. If a Changer is black when it touches your line, the swapping action won't occur. ==================================={ GARGOL }=================================== Damn -- I *KNEW* I forget about something when I wrote that piece about treasure hunting... This black gargoyle lies underground near treasure chests, waiting for some unwitting victim to dig him up. Like the Shears, Gargol will sever the connection between Libble and Rabble with similar consequences. However, he's far more aggressive, and will often go after Libble, providing a fatal touch if contact is made. To get this guy off your tail, lots of space -- even some extra luck -- is needed to capture this guy. Once he's been wrangled him up, he won't be a problem... until the next season starts, that is. ___________ _____/F. SCORING\____________________________________________________________ /_____\___________/____________________________________________________________\ =============================={ GATHERING KINOKO }============================== Points values are determined by where the Libble Rabble connects. - Should Libble and Rabble connect in the middle of the playing field, the values increase based on the number of Kinoko gathered -- 10 pts. for the first, +20 for the second, +30 for the third... all the way up to +200 for the twentieth (2,100 pts. possible). - Have Libble and Rabble touching the same wall up on the same wall, then all Kinoko captured are worth a mere ten points each. ========================={ CAPTURING OTHER CHARACTERS }========================= All of these creatures can be corralled in the same move as the Kinoko. - Hoblin:.... 500 pts. each. - Shear:.....1,000 pts. each. - Changer:...1,500 pts. - Killer:....2,000 pts. (No bonus for surrounding both.) - TopCap:....2,000 pts. each. - Gargol:....4,000 pts. ================================={ TREASURES }================================== Whatever treasures are unearthed are always randomized. Naturally, low-scoring items (mirrors, lamps) will appear more frequently than the high-scoring items (either of the two crowns). - Mirror:............ 4,000 pts. - Aladdin's lamp:.... 6,000 pts. - Emerald amulet:.... 8,000 pts. - Ruby ring:......... 10,000 pts. - Amethyst brooch:... 20,000 pts. - Sapphire:.......... 40,000 pts. - Silver crown:...... 60,000 pts. - Golden crown:......100,000 pts. ================================{ ENERGY BONUS }================================ Completing a season while the Libble Rabble is flashing will award a bonus of up to 4,760 pts., based on how full the border is. Wondering about this curious value? Don't ask me -- I couldn't tell you. ___________________ /8. CODES & SECRETS\_________________________________________________________ /\___________________/_________________________________________________________\ If you're here looking for a long list of items... you might as well look elsewhere. There's only this one code that I know of... and I doubt there's any more to this game than what you see here. ================================{ MIRACLE MODE }================================ I have idea as to WHY I was given this code. I just stumbled upon it. To enable this glorified version of the regular game, enter this key sequence at the title screen BEFORE pressing (START): [UP] x5; [LEFT] x4; [RIGHT] x3; [DOWN] x2. If entered correctly, a fanfare will play. Press (START) to get to the main menu, and the words `MIRACLE MODE` will be found below the `SOUND TEST` option. Don't expect any major differences between this and the regular game mode -- the only ones I've see relate to the keywords spelled out. ========================={ CUSTOMIZE THE 4th KEYWORD }========================== It is possible to change one of the key words needed to access the bonus level. To do this, you simply have to get the number-one position on the game's high score table. Unfortunately, accomplishing this isn't as obvious as it would initially seem. Notice anything... I dunno, odd or +----------------------------+ peculiar about this high score table? Take | | a minute and look carefully... | SCORE SEASON NAME | Find it out yet? If you're saying that | | it's not YOUR name listed, think again. If |1 482150 15 .QXZ.. ******| you found out that the scores are arranged | | differently than you're used to, you've just |2 77440 5 .QXZ.. ** | earned yourself a golden star. | | My reasoning behind this odd ranking |3 206410 9 .QXZ.. ** | system is the randomized treasure distribu- | | tion. Think about it: Two players use the |4 117300 9 .QXZ.. ** | same amount of effort, but where one player | | gets stuck with mirrors and lamps, the other |5 30000 1 RALLYX | could get lucky and uncover a couple crowns. | | As such, harvesting skill is practically +----------------------------+ irrelevant in lining your pockets with precious gems and metals. If you want to find out how to get your name onto this table, then here's the order of priority: - Complete sets of TopCaps gathered. Each set is marked by an * (asterisk). Rank 1 has six sets, where as 2 through 4 have only two each. If two play- ers are tied here... - The last season that player reached. Earlier harvesters take priority in this regard. As shown on the table, the player at Season 5 ranks higher than the players at Season 9. If, perchance, THAT is tied... - Score becomes the final contributor. Naturally, a higher score is better. Names can be any combination of six letters and/or periods, but the inputs will only be recognized through Libble's controller. Pressing [UP] and [DOWN] will change the letter (highlighted in red); pressing [LEFT] and [RIGHT] moves to either the previous or next letter, respectively. Pressing [RIGHT] at the sixth position locks in whatever's entered. Enjoy the glory while it lasts, folks; once your system's turned off, those scores head into oblivion. --NOTE--> If you used the any of the twin-controller schemes throughout the game, DO NOT rotate the controllers. Otherwise, confusion is sure to follow. _________________ /9. GOT FEEDBACK?\___________________________________________________________ /\_________________/___________________________________________________________\ If you have any submissions, strategies, comments, insults (on second thought...), or any other information that might catch my interest, you can currently E-mail me at . Submissions are subject to evaluation, and may be edited, though proper credit will be given. ___________________ /10. AND FINALLY...\_________________________________________________________ /\___________________/_________________________________________________________\ Time for the obligatory "thank you" section... Apparently, the only folks I can thank are those are the producers of this charming title. I just wish Namco's North American branch had the cojones to localize this game. Oh, well. ================================================================================ This guide is (c) 2006 John Isles, iv, and may not be published or redistributed without permission.