******* ****** ****** ***** *** *** ** *** * ** ***** *** *** ** * ** ** * ** ** ** ** ** * ** ***** *** *** ** ****** *** *** ** *** * ****** ****** ****** ********* ******* ****** ****** ***** *** *** ** *** * ** ***** *** *** ** * ** ** * ** ** ** ** ** * ** ***** *** *** ** ****** *** *** ** *** * ****** ****** ****** ********* ********* ****** ******** ****** ********* ********* @@ @** ********* ************ *** & @@ @@ ************ **** *** *** && **** **** **** *** ** &&&&&& ***** **** **** ******* * &&&&& ****** **** **** ****** ******** *** **** Cool Cool Toon FAQ and Walkthrough v0.3.5 By Nicholas Allen Freeman October 7, 2000 ******************************************* ******************************************* Cool Cool Toon is a Dreamcast GD-ROM by SNK Japan. It does work with the Gameshark CDX on US Dreamcasts. It supports VGA cables, Vibration Packs, Maracas(!), the Internet, and a connection to the Neo Geo Pocket Color. VMU saves take 4 to 8 blocks. ******************************************* Revisions ******************************************* v0.1 - 1st version of FAQ, 8-22-2000 v0.2 - 2nd version of FAQ, 8-24-2000. Notation for Yussa Yussa and Kamimo Kamimo (2.5.1.1) and Kamimo Kamimo! (2.5.1.2) added, plus first Notty (Bakudan Kun, 2.5.1.4). Notation takes forever (no real pause), so expect the harder/faster levels to take a while. Please tell me if any of the notation is transcribed incorrectly (as if you're actually going to check it). v0.3 - 3rd version of FAQ, 8-26-2000. Completed Story Mode descriptions for Amp and Spica, added Episodes 5 and 6 for each. Character names and costumes added to Single Flitz (2.6.1) Song titles, character names and episode titles fixed. Discussion of "Kantan" (easy) mode and how it's much more playable. Notation to come later. v0.3.5 - Addendum to 3rd version, 10-7-2000. Fixed small errors, added some gameplay and costume notes, plus information on CD-ROM extras. Notation will probably not be added any time soon, since no one has asked for more. Coming Attractions: Since the Cool Cool Toon part of this FAQ now has some meat on it, I'm going to shift focus to Cool Cool Jam for the NGPC. v0.4 will include lots about CCJ, plus notation for Notty #2 and #3, as well as detailed costume descriptions. It'll probably take me a little while to complete Single Flitz with every character, but if you want to know what happens, look in the Contributions section. I'm not sure if flitz-by-flitz notation, for Simple and Normal modes, is necessary or even desirable for the users of this FAQ, so if you want to see me continue with it, e-mail me and let me know. ******************************************* ******************************************* Submissions/Comments: nick [at] junkmagnet.com http://www.junkmagnet.com You can find the latest version of this FAQ at http://www.cheatcc.com and http://www.gamefaqs.com. Make sure to visit http://www.junkmagnet.com/games/dreamcast/index.html for some of your gaming needs. If you feel terribly compelled to reproduce this FAQ in whole or in part, follow your gut instincts and credit me. ******************************************* Index ******************************************* 1. Introduction - 1.1 Legalities - 1.2 Game Plot/Story - 1.3 Quick Review 2. Gameplay - 2.1 Helpful Translations - 2.2 Control - 2.3 Options Menu - 2.4 Sample Gameplay and Scoring - 2.5 Story *********************************** 2.5.1 Amp's Story 2.5.1.1 Prologue (Notation = N) 1: Yussa Yussa (N) 2: Kamimo Kamimo (N) 2.5.1.1.1 House Options 2.5.1.2 Episode 1 3: Kamimo Kamimo! (N) 4: Yellow Dog? 2.5.1.3 Episode 2 5: Irony - 2nd Half - 6: Irony - 1st Half - 7: Irony 2.5.1.4 Episode 3 8: White Cowboy Notty #1 - Bakudan Kun (N) 9: Dancing Gravestone 2.5.1.5 Episode 4 Notty #2 - Gomu Gomu Gun Notty #3 10: Persone Vicine 11: Test.Mid 12: Incontrare 2.5.1.6 Episode 5 13: Dancers Be Ambitious 14: Fiesta De Reggae 15: Let's Make Funky 16: Shine Bright 2.5.1.7 Episode 6 17: Imperatore 18: Yussa Yussa You 19: SHu *********************************** 2.5.2 Spica's Story 2.5.2.1 Prologue (Notation = N) 1: Yussa Yussa (N) 2: Kamimo Kamimo (N) 2.5.2.2 Episode 1 3: Kamimo Kamimo! (N) 4: Yellow Dog? 2.5.2.3 Episode 2 5: I Am Space Woman 6: The Vacant Orange 7: Marionette 2.5.2.4 Episode 3 8: Cute "Petit" Rival Notty #1 - Bakudan Kun (N) 9: Lovely Panda Apron 2.5.2.5 Episode 4 Notty #2 - Gomu Gomu Gun Notty #3 10: Persone Vicine 11: The Grown-Up World 12: Incontrare 2.5.2.6 Episode 5 13: Dancers Be Ambitious 14: Yellow Cat? 15: African Drunk 16: Cute Rival 2.5.2.7 Episode 6 17: Imperatore 18: Yussa Yussa You 19: SHu *********************************** - 2.6 Single Flitz 2.6.1 Character and Costume List - 2.7 Duel Flitz - 2.8 Double Flitz - 2.9 Internet Gate - 2.10 Neo Geo Pocket Gate 2.10.1 Cool Cool Jam - 2.11 CD-ROM Extras 3. Cool Cool Jam - 3.1 General Information - 3.2 Gameplay - 3.3 Dreamcast Connection 4. Contributions/Credits ******************************************* Introduction ******************************************* 1.1 Legalities I have no connection to SNK or SEGA, and respect all of their trademarks accordingly. This FAQ and all contents are merely supposed to be a fannish guide to a great game. ******************************************* ******************************************* 1.2 Game Plot/Story Cool Cool Toon is a "rhythm" game, playable by one or two players concurrently, that takes place in a vivid, three dimensional cartoon world, named, appropriately enough, Cool Cool Town. You take the role of Amp, an earphoned boy, or Spica, a Pippi Longstockingish girl, and are put to the task of "flitzing" (dancing) up a storm under the tutelage of a rabbit named Yusa, with the ultimate goal of somehow making things much better in said town. "Flitzing" is accomplished by moving the analog stick and pressing one of the four action buttons in time with the music. Doing this with skill produces on screen pyrotechnics; failing to hit your cues causes the on-screen characters to stumble and the music to warble, with the ultimate result being the dreaded "GAME OVER". Gameplay specifics are discussed in the next section; while the majority of the actual game does not require a thorough knowledge of Japanese, parts of the story mode are rather difficult to follow and complete unless you know what's going on. While my knowledge of Japanese is somewhat limited, one of the main goals of this FAQ is to translate the thorniest parts, with the ultimate aim of piercing the veil of the text-heavy Story modes. ******************************************* ******************************************* 1.3 Quick Review Cool Cool Toon is quickly becoming one of my favorite games because of its deft melding of fast-paced and challenging rhythm action with rather remarkable visuals. It would be a mistake to judge the game on screenshots alone, or after a simple playtest (say with the Official Dreamcast Magazine, Japanese version, demo Vol. 6, which is discussed later on). Compared to the sweet snack of Space Channel 5 (a fine game in its own right) Cool Cool Toon is a feast of music and hand-eye coordination that requires some time to get used to, but quickly rewards in-depth play with an almost hypnotic state of thumb-twiddling and button pushing. ******************************************* Gameplay ******************************************* 2.1 Helpful Translations While there is a good deal of Roman (ABC) text in Cool Cool Toon, there is also heaping handfuls of Hiragana, Katakana and Kanji, particularly in the story mode. Below are some translations of essential dialogs and text; more are under section 2.3 (the Options Menu). 1) When you first start up the game a screen will ask you in Japanese to pick a memory card. You are given two choices after doing so, the left is "Hai" or Yes, and the left is "Iie", or no. Since the text is in Hiragana, which you may not understand, just think: [Yes] [No] Later on in the game the language becomes more informal, and the choices become "Un" (Yes) or "Yada" (No), but the left/right relationship is the same. 2) Once you view the start-up movie and press start, you are asked to pick a character, either the boy Amp (the left choice) or the girl Spica (the right choice). Amp's prologue roughly translates as "From the inside of the TV comes Yusa" (the rabbit) and Spica's prologue also mentions rabbits in the title. 3) Most of the game play is self-evident, but as mentioned before the story mode contains a huge amount of Japanese text and a fair amount of speech. Rough translations will be provided where either appropriate or achievable (as stated before, Japanese is not my first language). ******************************************* ******************************************* 2.2 Control Cool Cool Toon uses the whole Dreamcast controller, with the following button and stick/d-pad assignments: (A, B, X, Y) - During the game a button icon, lettered and with the same color as on the controller, will appear on the screen somewhere in a circular area (usually in the dead center, or in roughly analog clock positions such as 12 o'clock, 3 o'clock, etc.). It it your job to press the correct button, at the correct time, and with your cursor as close to the button icon as possible. (Analog Stick) - You move your on-screen cursor towards a button icon with the analog stick (and only the analog stick, the d-button is inoperable during "flitzing"). (Left and Right Trigger) - After a certain number of uninterrupted "beats" (occasions that you hit on-screen button icons correctly) you will be given a "Boon Chance", at which time you must press the left or right trigger once. If done on time, subsequent correct "beats" will be worth additional score (to be enumerated at the end of each flitzing). (Start Button) - Warning! If you press this during game play, the game will pause, but you will NOT be able to directly resume where you left off. The choices will be either to restart the level or to quit the game entirely. Talk about hardcore.... ******************************************* ******************************************* 2.3 Options Menu What you obviously have been anxiously waiting for.... No Roman letters for you, just good old Japanese, translated below: **************************************************** * * * Flitz Normal Easy/Simple * * * * Sound Stereo Monaural * * * * "Character Select" On Off (for Single Flitz) * * * * Vibration 1st Player 2nd Player * * * * Flitz On Off Flitz On Off * * Notty On Off Notty On Off * * Other On Off Other On Off * * * * Load Display Adjust * * * * Save * * * **************************************************** NOTE: The first time you play, I'd advise you to switch to "Easy/Simple" Flitz difficulty, especially if you want to make it past Episode 4. Below is the "Display Adjust" subscreen. You can adjust the centering of the game image on your TV or monitor. **************************************************** * * * * * * * (Simply Translated) Move the pink corners * * with the analog stick. * * * * A - Select Change * * B - Cancel * * Y - "Factory Setting" * * * * * * * * * **************************************************** The "Load" and "Save" choices will bring you to subscreens which should be fairly easy to navigate. You will be given a yes/no choice soon or later, yes is on the left, no is on the right. ******************************************* ******************************************* 2.4 Sample Gameplay and Scoring "All you have to do" is move the analog stick and press the A, B, X or Y buttons where appropriate. The trick is to wait as long as you can before hitting your mark (which will be surrounded by ever-shrinking ovals) which will give you a higher rating - Cool being the best, followed by Nice, Okay and the one thing you don't want to see too often, Poor, otherwise known as a big fat red x-ed miss. The marks, or "beats", should be hit on a first come, first served basis: If an "A" appears on the left, followed by an "A" on the right, go for the left "A" first, and then the right "A" second. The shrinking ovals which surround each beat serve as clues to which beat you should attack next - the closer the ovals are to the beat, the longer it's been on-screen and the sooner you should hit it. At the bottom of the screen there is a colored bar (coolness level thermometer?) with a mark somewhere to the left of middle. The better you Flitz (hit your marks with minimal Poors and maximum Cools) the farther to the right this bar will go, from 0 (game over) to 9 ("Superfly", so to speak, just an inside Amp joke...). If, when the level ends and the screen says "Freeze", your coolness thermometer is to the left of the cut-off, you fail. To the right, you proceed. When on the left, the action slows down and the music thuds; when on the right, the furniture dances and all hell brakes loose, in a good way. At the end of each song/level, your Cool, Nice, Okay and Poor marks are tallied, along with any Boon Chances you've hit. A Boon Chance comes along after a string of "direct hits", usually 20 for the first Boon. When you see the top left of the screen flashing Boon Chance, hit a trigger and your cursor will turn blue, and you will sparkle. All of your subsequent completed beats will bring you extra points, until you push Poorly. There are a total of 4 boon chances for each level. *************************** The following is the breakdown for the level ending bonuses: General Bonus Cool X 10 Nice X 5 Okay X 1 Poor x 0 Flitz Boon LV 1 Cool X 30 Nice X 15 Okay X 5 Poor x 0 Flitz Boon LV 2 Cool X 50 Nice X 25 Okay X 10 Poor x 1 Flitz Boon LV 3 Cool X 70 Nice X 35 Okay X 15 Poor x 5 Flitz Boon LV 4 Cool X 100 Nice X 50 Okay X 20 Poor x 10 You receive additional bonuses for: 1) Your Colored Bar Level upon level completion, from 1 to 9, times 300 2) Your maximum amount of correct beats strung together before getting a Poor, times 10 3) Your maximum amount of Boons Levels completed, times 1000 *************************** Depending on your point level, you receive the ranking of Stone, Bronze, Silver, Gold, or Platinum. The cut off for each level is roughly 1000 points (I'll have to examine the game further to find out the exact range). An approximate range is the following: Stone - 0-1999 Bronze - 2000-2999 Silver - 3000-3999 Gold - 4000-6999 Platinum - 7000+ Like I said, I'm really not sure of the exact range. Please email me with your thoughts/data. *************************** Your total store is then converted into "J" points, which can be used to purchase additional costumes (see below). During Notty sessions (umm... musical notation, or follow the scrolling mark and press the right button) all of your end-of-the-round points go towards your "J" point fund, which is great. Believe me, it is. ******************************************* ******************************************* 2.5 Story Mode This is the tofu and potatoes of the game, where you flitz through a prologue and six episodes, from Yusa's house all the way to the Flitz Ghost. You can earn takusan "J" points, too, which provides bragging rights and the ability to buy extra costumes. After completing story mode for both characters, you will have unlocked 27 out of 30 characters in the Single Flitz mode, but the wide variety of Amp's and Spica's costumes won't be fully available - yet. See 2.6.1 for details. ******************************************* ******************************************* 2.5.1 Amp's Story Below are preliminary notes about Amp's Story mode, with gameplay tips where appropriate, and rough story translations where remembered. *************************** 2.5.1.1 Prologue In a CG rendered cut-scene You (Amp) start out in your house, specifically what appears to be a bedroom, watching TV. It starts to act up, and as you get up to harass it into submission you see a strange rabbit in between the static. He proceeds to magically jump out of the screen, knocking you down in the process. He grabs you and drags you into the TV, which is a conduit to Cool Cool Town. What follows is a whole lot of Japanese text, the beginning of which is greatly summarized thusly: The rabbit talks, Amp is surprised at this, the rabbit introduces it/him/herself as Yusa, where upon Amp says some more stuff and Yusa goes on and on and on about what's happening in Cool Cool Town and why Amp is the one to make things better (I skipped over screen upon screen of text just to get at the gameplay, later on I'll sit down and figure out what actually was said). Then, it's time to Flitz, oh yeah! *************************** Notation - Please Read! *************************** I have set it upon myself to accurately transcribe each and every beat for each song of the game. Since after you pause, you have to restart the level, I have to transcribe a bit, restart, transcribe more, restart and transcribe..... you get the picture. It literally takes hours. Anyway, To understand the notation, you have to think of an analog clock face, labelled with 12 numbers, and with a 0 in the center: 12 11 1 10 2 9 0 3 8 4 7 5 6 Not a perfect circle, but you get the point. Most beats will fall on one of these numbers, but some will fall between the 1 and 2 (I'll call that 1.5), 4 and 5 (4.5), 7 and 8 (7.5) and 10 and 11 (10.5). Later on in the game you will get beats all over the place, and so I need a fine-tuned numbering system that will be a little cumbersome at first. Anyway, if a beat falls in the center of the screen, and calls for the letter A just one time, I will use the notation of 0A_1. If it is to the right for one beat, 3A_1. If it's to the center 3 times in a row with the letter B, 0B_3. If you think about it, this should make sense. Often you will see blue arc appear with a smily face on one end. If the arc starts at 6 and ends at 3, I will note it as 6arc3. OK.... so let's try some notation and see what happens (notation is 99 and 44/100 percent pure at this point). ALL NOTATIONS ARE FOR "NORMAL" DIFFICULTY! Notations for "Easy" difficulty will be added soon. Song 1: Yussa Yussa It's you and Yusa and really not that hard. Just go for maximum Cool by pressing the A button at the very last moment, as much as possible. Realize also that to get at a center beat easily, just let go of the analog stick - it auto centers! Really, this is the first major trick to the game. Notation (Normal): 0A_1, 0A_1, 12A_1, 3A_1, 6A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1, 10.5A_1, 0A_1, 6A_1, 7.5A_1, 9A_1, 3A_1, 12A_1 (break) 0A_1, 3A_1, 0A_1, 9A_1, 0A_1, 1.5A_1, 0A_1, 10.5A_1, 0A_1, 4.5A_1, 0A_1, 6A_1, 0A_1, 3A_1, 0A_1, 10.5A_1 (break) 0A_1, 4.5A_1, 0A_1, 9A_1, 0A_1, 6A_1, 0A_1, 9A_1, 0A_1, 3A_1, 0A_1, 12A_1, 0A_1, 12A_1, 0A_1, 10.5A_1, OA_1, 3A_1, 0A_3, 4.5A_1, 0A_1, 9A_1, 0A_1, 3A_1, 0A_3, 9A_1, 0A_1, 6A_1 (break) 10.5A_1, 4.5A_1, 1.5A_1, 7.5A_1, 3A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1, 10.5A_1, 9A_1, 0A_1, 4.5A_1, 7.5A_1, 0A_4 (end) When you finish a Story level, it will replay itself over and over (without on-screen beat notation) until you press the A button. *************************** Song 2: Kamimo Kamimo A little harder, with some circle action thrown in. If you see a blue arc on the screen, start on the smiley-face end when the white wave hits the edge of the circle, and sweep the analog stick along the circle. With practice, you'll get it (or you will be miserable for the rest of the game). At the end of each episode, you are given the option to save up to that point (in Japanese, but "yes" is to the left, "no" to the right). You are also asked if you want to continue the game, with the same yes/no situation. Notation (Normal): 0A_8, 9A_1, 0A_1, 3A_1, 0A_1, 6A_1, 0A_2, 12A_1, 0A_1, 4.5A_2, 6A_1, 4.5A_2, 0A_1, 10.5A_2, 0A_4 (break) 12A_2, 0A_2, 6arc3, 0A_2, 10.5A_2, 6arc9, 0A_1, 1.5A_2, 7.5A_1, 9A_2, 0A_1, 3A_2, 0A_3+0A_2 (break) 12A_4, 0A_3, 3A_4, 0A_3, 9A_4, 0A_3, 6A_4, 0A_3 (break) 11A_1, 1A_2, 0A_1, 6A_2, 0A_2+0A_1, 12A_2, 0A_1, 4.5A_2, 3A_1, 1.5A_2, 0A_3, 10arc2, 0A_4, 3A_1, 0A_3, 6A_1 (end) ******************************************* ******************************************* 2.5.1.1.1 House Options Now that the prologue is done, you are introduced to some in-game options using Yusa's house as a metaphor. You start out in "bed" mode, which allows you to watch completed Flitzes. Specifically, the translations for the choices are as follows: Flitz Again Play - Pick a level to play again Flitz Again Watch - Pick a Level to watch again Flitz Manabu (Descriptions and Explanations of Flitzing) "Quitting Time" ? (Yametoku) - Get out of "Bed" mode. The rest of the room is as follows, from left to right: 1) Bookcase - Save to VMU, with a yes/no choice. 2) TV - Play any Notty levels you've completed (at this point in the game none are available). 3) Bed - Flitzing choices (see above) 4) Door - Go outside to other levels (yes/no). There are six choices, with Yusa's house on the left. #2 from the left is the Black Canary store (where you can buy costumes with J points). #3 is Orange Park, #4 is the Red Library, #5 is in the bad side of town (Hapuru Street 27?), and #6 is King's tower. 4 through 6 are locked at this point. If you visit an already completed level, you can interact with the characters, and they will give you tips in Japanese. 5) Closet - Pick a costume that you've bought with J's (two available at start). If you haven't figured it out, if you want to complete the story mode you have to select the door and go outside into Cool Cool Town..... ******************************************* ******************************************* 2.5.1.2 Episode 1 - Kamio Song 3: Kamimo Kamimo! Kamio is all teeth and smile, all the time. He's not too hard to beat at this point. Notation (Normal): 0A_8, 9A_1, OA_1, 3A_1, OA_1, 6A_1, OA_1, 1.5A_1, 10.5A_1, OA_1, 4.5A_2, OA_1, 10.5A_2, 0A_4, 12A_1, 10.5A_3 (break) OA_3, 12A_1, OA_1, 6arc3, OA_3, 12A_1, OA_1, 6arc9, OA_1, 1.5A_2, OA_1, 7.5A_2, OA_1, 3A_2, OA_3, 6A_2 (break) 9A_1, 10arc2, OA_1, 7.5A_2, OA_1, 2arc10, OA_1, 4.5A_2, OA_1, 9A_2, 8arc4, OA_2, 11A_1, 1A_1, 11A_1, 1A_1, OA_1, 6A_3 (break) 10arc2, 3A_2, OA_1, 9A_1, 7.5A_1, OA_2, 1.5A_1, 3A_1, 4.5A_2, OA_2, 12A_2, 10.5A_1, 9A_1, 7.5A_2, 6A_3, OA_3, 10arc2, OA_1, 12A_3, OA_3, 3A_1, OA_3, 6A_1 (end) *************************** Song 4: Yellow Dog? Flitz around with him, though, and Kamio gets all spazy and becomes a big, Yellow Dog (still with lots of teeth). (notation to come) ******************************************* ******************************************* 2.5.1.3 Episode 2 - Ranke Song 5: Irony - 2nd Half - You and Yusa go to the Red Library, and find a cool "How to Flitz" book on the shelves. But, someone else grabs the book at the same time! It's Dr Stein, one of those borderline evil-geniuses. He's made a Flitzing robot, Ranke, but she's having a hard time hitting all of her beats. Yusa suggests a Flitz match, but of course you're the one that has to dance. (notation to come) *************************** Song 6: Irony - 1st Half - You beat Ranke at Flitzing, got the "How to Flitz" book, and after leaving the library, Franke shows up at Yusa's house to learn some Flitzing tricks. So, she watches you and Yusa go at it, in a dancy sort of way. (notation to come) *************************** Song 7: Irony It's examination time. The TV's above everyone even say "final examination", so you know you have to flitz your heart out against Ranke. (notation to come) ****************************************** ******************************************* 2.5.1.4 Episode 3 - Ival Rival Song 8: White Cowboy For some reason I didn't quite get, you have to go to the bad side of town and you are accosted by "Ival". He likes to flitz against girly-boys like yourself (quelle surprise). (notation to come) *************************** Notty # 1 - Bakudan Kun After beating Ival, he runs away but leaves a bomb behind, named Bakudan, that grows larger each time you get a poor beat while following his notation. Mess up too much and he'll... um... mess you up as bombs are apt to do, natch. Notation (Normal): The order for this Notty at first is AYBXAYBA, (meaning the first pass uses A, the second Y, etc.) but on subsequent tries the computer will announce a new order you have to remember. In that case, replace the letters marked below with the new order. ************************************************* First Pass - A 0-----0-----A-----0-----A-----0-----0-----0-----0 A-----A-----0-----A-----0-----0-----0-----0-----0 ************************************************* Second Pass - Y 0-----0-----Y-----0-----Y-----0-----0-----0-----0 Y-----0-----0-----Y-----0-----0-----0-----0-----0 ************************************************* Third Pass - B 0-----0-----B-----0-----B-----B-----0-----B-----0 B-----B-----0-----B-----0-----0-----0-----0-----0 ************************************************* Fourth Pass - X 0-----0-----0-----X-----0-----X-----X-----0-----0 0-----X-----0-----X-----X-----0-----0-----0-----0 ************************************************* Fifth Pass - A 0-----0-----0-----A-----0-----A-----A-----0-----0 A-----0--A--0-----A-----A-----0-----0-----0-----0 ************************************************* Sixth Pass - Y 0-----Y-----0--Y--0-----Y-----0-----0-----0-----0 ************************************************* Seventh Pass - B 0--B--0--B--0-----B-----B-----0-----0-----0-----0 ************************************************* Eigth Pass - A 0-----A-----A-----A-----A-----0-----0-----0-----0 ************************************************* With that, Bakudan doesn't blow up after all. *************************** Song 10: Dancing Gravestone OK then. You, Ival, and a bunch of rambunctious spooks and spirits a-hopping. Flitz your heart out. (notation to come) ******************************************* ******************************************* 2.5.1.5 Episode 4 - High Man, or King You feel great. Ival is gone for now, and there's this Flitzing Festival going on, sponsored by Cool Cool Toon's head honcho, King. Ival shows up again, and you follow him through an underground passageway, with the intention of breaking into King's citadel, so you can take him on like the Superfly b-boy you have become. *************************** Notty # 2 and Notty #3 This is a fairly difficult challenge, especially if you don't understand written or spoken Japanese. You have to press the X, A, B and Y buttons on cue in the following situations: 1) You are chasing after Ival (Amp's doppleganger/rival) in the sewers, and after watching the top of the screen for a scrolling bullet, you press the button who's color matches said bullet, in time to the music. The very end involves pressing a button perhaps 15 or 20 times in a row quickly. 2) You find yourself in the dark, and have to press a button in time to the music, depending on how quiet you need to be. A pattern that will pass you on to the next challenge (but may not be absolutely perfect), is the following: Use the A button for the first notty, the A button for the second notty, and the X button for the third notty. This will pass you on to the next challenge which is basically impossible without tons of trial and error, or a good understanding of Japanese: 3) You are in front of a machine which will test your worthiness (probably whether you are human or a robot) by challenging you to match some notty. The following is the buttons you need to use for each notty to pass the level (specific notation to come): A button (top laser), then B button (side laser), then B button (side laser), then A button (top laser). Use only that button for each notty pass. The machine goes crazy, and then speaks really fast, but the gist is, you have to prove your worth again. B button, then A button, then X button. Use only that button for each notty pass. If you do this right, you pass on to major Flitzing with King and his crew. (notation to come) *************************** Song 10: Persone Vicine You make it to the center of King's tower. Ival's there too, oh joy. One of King's "henchmen", Mirror, comes out and talks to you a bit. But you're not here to talk, you're here to flitz.... (notaton to come) *************************** Song 11: Test.Mid King says that only adults can be in the Flitz Festival (and you thought flitzing was for kids...). So, Ival "gives up the ghost" and jumps into Amp, making him shoot up like a bean sprout into teenage- hood. Then King brings out another henchman, a beefy guy named Dimar, to join Mirror in a all-out flitz-a-thon.... (notation to come) *************************** Song 12: Incontrare Now, Mr. King himself, Mr. Cool Cool high and mighty, wants to get in on the lanky Amp action. So it's Flitz away (if you can do this level on Normal difficulty, you rule). (notation to come) ******************************************* ******************************************* 2.5.1.6 Episode 5 - Festival Day You're a teen, you decide to join the Flitz Festival (the 10,000th anniversary one), and now you have to meet 4 dance crew challengers, in front of a huge audience, below a big spider disco ball guy. *************************** Song 13: Dancers Be Ambitious It's you against the underwater crew, Gil and Lagoona. (notation to come) *************************** Song 14: Fiesta De Reggae Dr. Stein, I presume? Yeah, and Ranke and her prototype sister, Ranke 01, are here as well to Flitz you up. Get ready for the slow slow beat, mon. (notation to come) *************************** Song 15: Let's Make Funky Who'da thunk it? Kamio, or at least when he's going doggy style, is a closet James Brown type. It's you getting funky against Kamio and the Gang.... (notation to come) *************************** Song 16: Shine Bright Whoa! Now Ival's a teen, too? And he's coming to flitz ya, along with Shooting Star and the rainbow afroed Satellites. (notation to come) ******************************************* ******************************************* 2.5.1.7 Episode 6 - "I Ain't Afraid of no Flitz Ghost" OK. It's you, Yusa and Teen Ival against the King. Did you know that Mirror and Dimar, King's henchmen, were past winners of the flitz festival? Does that mean that Amp and Ival, who just won the flitz festival..... Better flitz some more over this one.... *************************** Song 17: Imperatore All King, all the time. Kind of like an advanced Incontrare. (notation to come) *************************** Song 18: Yussa Yussa You So, you showed King that you got flitz handles, and now he's talking about this Flitz Ghost. Plus, you're floating off into space. And Yusa.... hey, Yusa's all grown up now, and she's a total babe! Sheesh, didn't see that coming, better flitz her just to make sure. (notation to come) *************************** Song 19: SHu Well, this is it. Everything went all white gray and throbby, and the Flitz Ghost is here, although he looks like a green Micheline Man that's about to rob a bank. If you can flitz it here, you can flitz it anywhere. It's up to you, Amp. (notation to come) *************************** Game Over, Yeah!: Teenage Amp saves the day, and the Flitz Ghost explodes, knocking him clean out of Cool Cool Town and the TV, back to his room. Unfortunately, he's a little fly boy again. He tries to get back the magical channel to no avail, but just after he loses all hope, baby Yusa pops back out and grabs him back into the everlasting world of flitzing and notty. Brings a tear every time. ******************************************* ******************************************* 2.5.2 Spica's Story Spica's story is basically the same as Amp's: She is watching TV but it goes on the fritz, and Yusa pops out to bring her to Cool Cool Town. Instead of knocking her over, though, he just hops over her head, and after smiles are passed back and forth, Spica follows him back to CCT on her own volition. *************************** Notation - Please Read! *************************** I have set it upon myself to accurately transcribe each and every beat for each song of the game. Since after you pause, you have to restart the level, I have to transcribe a bit, restart, transcribe more, restart and transcribe..... you get the picture. It literally takes hours. Anyway, To understand the notation, you have to think of an analog clock face, labelled with 12 numbers, and with a 0 in the center: 12 11 1 10 2 9 0 3 8 4 7 5 6 Not a perfect circle, but you get the point. Most beats will fall on one of these numbers, but some will fall between the 1 and 2 (I'll call that 1.5), 4 and 5 (4.5), 7 and 8 (7.5) and 10 and 11 (10.5). Later on in the game you will get beats all over the place, and so I need a fine-tuned numbering system that will be a little cumbersome at first. Anyway, if a beat falls in the center of the screen, and calls for the letter A just one time, I will use the notation of 0A_1. If it is to the right for one beat, 3A_1. If it's to the center 3 times in a row with the letter B, 0B_3. If you think about it, this should make sense. Often you will see blue arc appear with a smily face on one end. If the arc starts at 6 and ends at 3, I will note it as 6arc3. OK.... so let's try some notation and see what happens (notation is 99 and 44/100 percent pure at this point). ALL NOTATIONS ARE FOR NORMAL DIFFICULTY! Notations for "Easy" difficulty will be added soon. ******************************************* ******************************************* 2.5.2.1 Prologue Song 1: Yussa Yussa Identical to Amp's challenge (2.5.1.1) Notation (Normal): 0A_1, 0A_1, 12A_1, 3A_1, 6A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1, 10.5A_1, 0A_1, 6A_1, 7.5A_1, 9A_1, 3A_1, 12A_1 (break) 0A_1, 3A_1, 0A_1, 9A_1, 0A_1, 1.5A_1, 0A_1, 10.5A_1, 0A_1, 4.5A_1, 0A_1, 6A_1, 0A_1, 3A_1, 0A_1, 10.5A_1 (break) 0A_1, 4.5A_1, 0A_1, 9A_1, 0A_1, 6A_1, 0A_1, 9A_1, 0A_1, 3A_1, 0A_1, 12A_1, 0A_1, 12A_1, 0A_1, 10.5A_1, OA_1, 3A_1, 0A_3, 4.5A_1, 0A_1, 9A_1, 0A_1, 3A_1, 0A_3, 9A_1, 0A_1, 6A_1 (break) 10.5A_1, 4.5A_1, 1.5A_1, 7.5A_1, 3A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1, 10.5A_1, 9A_1, 0A_1, 4.5A_1, 7.5A_1, 0A_4 (end) *************************** Song 2: Kamimo Kamimo Identical to Amp's challenge (2.5.1.1) Notation (Normal): 0A_8, 9A_1, 0A_1, 3A_1, 0A_1, 6A_1, 0A_2, 12A_1, 0A_1, 4.5A_2, 6A_1, 4.5A_2, 0A_1, 10.5A_2, 0A_4 (break) 12A_2, 0A_2, 6arc3, 0A_2, 10.5A_2, 6arc9, 0A_1, 1.5A_2, 7.5A_1, 9A_2, 0A_1, 3A_2, 0A_3+0A_2 (break) 12A_4, 0A_3, 3A_4, 0A_3, 9A_4, 0A_3, 6A_4, 0A_3 (break) 11A_1, 1A_2, 0A_1, 6A_2, 0A_2+0A_1, 12A_2, 0A_1, 4.5A_2, 3A_1, 1.5A_2, 0A_3, 10arc2, 0A_4, 3A_1, 0A_3, 6A_1 (end) ******************************************* ******************************************* 2.5.2.2 Episode 1 - Wan Wan Oh my god, the cuteness, it burns! You see, dogs don't go "bow wow" in Japan, they go "wan wan", and during this Episode she refers to Kamio in his big yellow dog form as a "wan wan", which is kind of like calling him Mr. Bow Wow. All of Spica's dialogue, written and spoken, is skewed "girly" in this way. *************************** Song 3: Kamimo Kamimo! Identical to Amp's challenge (2.5.1.2) Notation (Normal): 0A_8, 9A_1, OA_1, 3A_1, OA_1, 6A_1, OA_1, 1.5A_1, 10.5A_1, OA_1, 4.5A_2, OA_1, 10.5A_2, 0A_4, 12A_1, 10.5A_3 (break) OA_3, 12A_1, OA_1, 6arc3, OA_3, 12A_1, OA_1, 6arc9, OA_1, 1.5A_2, OA_1, 7.5A_2, OA_1, 3A_2, OA_3, 6A_2 (break) 9A_1, 10arc2, OA_1, 7.5A_2, OA_1, 2arc10, OA_1, 4.5A_2, OA_1, 9A_2, 8arc4, OA_2, 11A_1, 1A_1, 11A_1, 1A_1, OA_1, 6A_3 (break) 10arc2, 3A_2, OA_1, 9A_1, 7.5A_1, OA_2, 1.5A_1, 3A_1, 4.5A_2, OA_2, 12A_2, 10.5A_1, 9A_1, 7.5A_2, 6A_3, OA_3, 10arc2, OA_1, 12A_3, OA_3, 3A_1, OA_3, 6A_1 (end) *************************** Song 4: Yellow Dog? Identical to Amp's challenge (save for the wan wan crap) (2.5.1.2) (notation to come) ******************************************* ******************************************* 2.5.2.3 Episode 2 Your at the Red Library, wanting to get the "How to Flitz" book. Dr. Stain and Ranke are there, too. *************************** Song 5: I Am Space Woman Identical to Amp's challenge, Irony 2nd Half (2.5.1.3) (notation to come) *************************** Song 6: The Vacant Orange Identical to Amp's challenge, Irony 1st Half (2.5.1.3) (notation to come) *************************** Song 7: Marionette Identical to Amp's challenge, Irony (2.5.1.3) (notation to come) ******************************************* ******************************************* 2.5.2.4 Episode 3 - Megane Girl (Glasses Girl, 4-Eyes Girl, etc.) Yeah, Iyame/Iyamy has big glasses, and seems a little witchy, too. She's Spica's rival, just like Ival is Amp's. Little Crow hangs out with her. *************************** Song 8: Cute "Petit" Rival Iyame thinks she's all that and then some, but you and your flitzing shoes beg to differ. (notation to come) *************************** Notty # 1 - Bakudan Kun After beating Iyame, she and Crow run away but leave a bomb behind, named Bakudan, that grows larger each time you get a poor beat while following his notation. Mess up too much and he'll... um... mess you up as bombs are apt to do, natch. Notation (Normal): The order for this Notty at first is BABYXBAB, (meaning the first pass uses B, the second A, etc.) but on subsequent tries the computer will announce a new order you have to remember. In that case, replace the letters marked below with the new order. This Notty is the same pattern as Amp's Notty #1 ************************************************* First Pass - B 0-----0-----B-----0-----B-----0-----0-----0-----0 B-----B-----0-----B-----0-----0-----0-----0-----0 ************************************************* Second Pass - A 0-----0-----A-----0-----A-----0-----0-----0-----0 A-----0-----0-----A-----0-----0-----0-----0-----0 ************************************************* Third Pass - B 0-----0-----B-----0-----B-----B-----0-----B-----0 B-----B-----0-----B-----0-----0-----0-----0-----0 ************************************************* Fourth Pass - Y 0-----0-----0-----Y-----0-----Y-----Y-----0-----0 0-----Y-----0-----Y-----Y-----0-----0-----0-----0 ************************************************* Fifth Pass - X 0-----0-----0-----X-----0-----X-----X-----0-----0 X-----0--X--0-----X-----X-----0-----0-----0-----0 ************************************************* Sixth Pass - B 0-----B-----0--B--0-----B-----0-----0-----0-----0 ************************************************* Seventh Pass - A 0--A--0--A--0-----A-----A-----0-----0-----0-----0 ************************************************* Eigth Pass - B 0-----B-----B-----B-----B-----0-----0-----0-----0 ************************************************* With that, Bakudan doesn't blow up after all. *************************** Song 9: Lovely Panda Apron "Megane Girl" (Iyame) now meets up with you in the graveyard. Spooky, in a dancing cute ghosts and goblins sort of way. (notation to come) ******************************************* ******************************************* 2.5.2.5 Episode 4 Just like Amp does, you go to investigate the Flitz Festival that King is sponsoring. Iyame and Crow come to hang out with you, too, and you have to chase Iyame into the 2nd Notty... *************************** Notty # 2 and Notty #3 (same as Amp's) This is a fairly difficult challenge, especially if you don't understand written or spoken Japanese. You have to press the X, A, B and Y buttons on cue in the following situations: 1) You are chasing after Ival (Amp's doppleganger/rival) in the sewers, and after watching the top of the screen for a scrolling bullet, you press the button who's color matches said bullet, in time to the music. The very end involves pressing a button perhaps 15 or 20 times in a row quickly. 2) You find yourself in the dark, and have to press a button in time to the music, depending on how quiet you need to be. A pattern that will pass you on to the next challenge (but may not be absolutely perfect), is the following: Use the A button for the first notty, the A button for the second notty, and the X button for the third notty. This will pass you on to the next challenge which is basically impossible without tons of trial and error, or a good understanding of Japanese: 3) You are in front of a machine which will test your worthiness (probably whether you are human or a robot) by challenging you to match some notty. The following is the buttons you need to use for each notty to pass the level (specific notation to come): A button (top laser), then B button (side laser), then B button (side laser), then A button (top laser). Use only that button for each notty pass. The machine goes crazy, and then speaks really fast, but the gist is, you have to prove your worth again. B button, then A button, then X button. Use only that button for each notty pass. (notation to come) *************************** Song 10: Persona Vicine You and Yusa made it past the crazy machine notty, and now Iyame and Crow saunter up, as you all find yourself in the center of King's tower. But where's King.... ah, here comes Mum (a sexy mummy), maybe she can help. Perhaps a flitz will do it.... (notation to come) *************************** Song 11: The Grown-Up World Mum's a piece of cake, but now King comes out talking smack about how little girls can't flitz. Iyame won't put up with that crap, so she casts a spell (told you she was a little witchy) and POW, you and Iyame are living large and quite cute in full teen effect. So, King brings out a fine cartoony woman to help Mum put you back into your place. Well, time to flitz (and hope for a little fan service with the mini-mini skirt action). (notation to come) *************************** Song 12: Incontrare King's impressed with your new teen flitz style. So he comes down off his high-horse to get all dirty flitzy with ya. (notation to come) ******************************************* ******************************************* 2.5.2.6 Episode 5 - Festival Day You're a teen now, so you decide to join the Flitz Festival (the 10,000th anniversary one), and now you have to meet 4 dance crew challengers, in front of a huge audience, below a big spider disco ball guy. *************************** Song 13: Dancers Be Ambitious It's you against the underwater crew, Gil and Lagoona. Plus, the little folk get all smurfy on the sidelines. (notation to come) *************************** Song 14: Yellow Cat? "It's been a long time since I've flitzed against Wan Wan." . This time, it's pretty darned hard. Just remember to press your A button early and often when the huge waves of red ovals come at ya. Time it right and you can get the big Flitz Boon action. (notation to come) *************************** Song 15: African Drunk Dr. Stein, Ranke, and Ranke 01 are here, but instead of reggae they've got a little slow soul. Seems harder than Amp's "Fiesta De Reggae", but it's more fun to watch the girls go at it. (notation to come) *************************** Song 16: Cute Rival Did I mention that Iyame is a teen girl now? Well, just remember back to when you first met on the bad side of town, and crank it up to 11. There you go. (notation to come) ******************************************* ******************************************* 2.5.2.7 Episode 6 - "I Ain't Afraid of no Flitz Ghost" OK. It's you, litte Yusa and Teen Iyame against the King. Did you know that Mum and the other woman, King's helpers, were past winners of the flitz festival? Since you and Iyane won, that means you can join King, too. Megane's all gu gu gu over this, but you have a solid head of hair so you put up a flitzy fuss. *************************** Song 17: Imperatore All King, all the time. Kind of like an advanced Incontrare. (notation to come) *************************** Song 18: Yussa Yussa You So, you showed King that you got flitz handles, and now he's talking about this Flitz Ghost. Hmmm... time for a little cat fight with Iyame - is King stupid or not? Baby Yusa has no time for your games, so it's a flitz blitz. (notation to come) *************************** Song 19: SHu Well, this is it. Everything went all white gray and throbby, and the Flitz Ghost is here, although he looks like a green Micheline Man that's about to rob a bank. If you can flitz it here, you can flitz it anywhere. Spica, flitz boon get! (notation to come) *************************** Game Over, Yeah!: Teenage Spica saves the day, and the Flitz Ghost explodes, knocking her clean out of Cool Cool Town and the TV, back to her room. Unfortunately, she's a little fly girl again. She tries to get back the magical channel to no avail, but just after she loses all hope, baby Yusa and Iyame pop back out and grab her back into the everlasting world of flitzy glitter and notty glam. Ah, bliss. ******************************************* ******************************************* 2.6 Single Flitz At the beginning of this mode, you can pick from 30 characters, most of which are locked at the beginning of the game. If you travel through the Story mode, you can unlock more. By choosing the third choice in the "Options" menu, you can turn the character select to text ("on") or pictures ("off"). You can also select any available extra costumes upon picking a character. As you Flitz, you face the CPU in 5 rounds. If you don't beat the CPU's score, you lose, with an option to "Retry" or "Exit". Your results are AUTO SAVED to your VMU, so if you make it to level 4 once and fail miserably, when you pick that character again, you start out on a "level 1" which is the same hard level 4. Flitzer beware. I advise putting yourself into Easy Flitz mode before attempting too much of this. That is, unless you got the mad flitz skilz. ******************************************* 2.6.1 Character and Costume List On the character select screen (if you are viewing character icons, see the Options menu and turn the third option off) you will see a 5 by 6 grid, represented below: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 The following is a list of the names of all 30 characters (or at least the 27 that are unlocked after completing both story modes once), and a listing of the numbers and names of extra costumes. Descriptions of each costume will be in the next FAQ update. 1. Amp (7 costumes) 1. Regular 2. Grasshopper 3. Space Cowboy (bought from store) 4. Super Crime (bought from store) 5. CT-535 (pimpin' gear, fur coat and all) * 6. Zippie Keeper (he's dressed up like a housekeeper) * 7. Astro Navy (rocketeer gear) * * (description from GD-Kun) 2. Ival (2 costumes) 1. Regular 2. Alternative Color 3. Yusa (2 costumes) 1. Regular 2. Alternative Color 4. Iyamy/Iyame (2 costumes) 1. Regular 2. Alternative Color 5. Spica (7 costumes) 1. Regular 2. Baby Giraffe 3. Mighty Black (bought from store) 4. Pink Caterpillar (bought from store) 5. I Love Me (a red horse-riding outfit)* 6. Crape Maid (supposed to be Crépe Maid; she's a French maid)* 7. Space Cosmo (ugly looking futuristic gear)* * (description from GD-Kun) 6. Amp+ (7 costumes) 1. Regular 2. Galaxy Cowboy 3. Glass Onion (bought from store) 4. Honey Bee (bought from store) 5. Pure Judge (equestrian gear, where's the horse?)* 6. Boogie Doggie (he's in a weird looking dog outfit)* 7. Volt Knuckle (a neat looking pirate-like outfit, with metal appendages)* * (description from GD-Kun) 7. Ival+ (2 costumes) 1. Regular 2. Alternative Color 8. Yusa+ (2 costumes) 1. Regular 2. Alternative Color 9. Iyamy+ (2 costumes) 1. Regular 2. Alternative Color 10. Spica+ (7 costumes) 1. Regular 2. Big Giraffe 3. Tricolour Lady 4. Cherry Tree 5. Wild Mark (she's dressed up like a cowboy.. er, cowgirl)* 6. Candy Nurse (nurse outfit, huge hypodermic needle and all)* 7. Sexy Police (just what it sounds like)* * (description from GD-Kun) 11. Kamimo (2 costumes) 1. Regular 2. Alternative Color 12. Mirror (2 costumes) 1. Regular 2. Alternative Color 13. King (2 costumes) 1. Regular 2. Alternative Color 14. Mum (2 costumes) 1. Regular 2. Alternative Color 15. Crow (2 costumes) 1. Regular 2. Alternative Color 16. Kamio+ (2 costumes) 1. Regular 2. Alternative Color 17. Gil (2 costumes) 1. Regular 2. Alternative Color 18. Dimar (2 costumes) 1. Regular 2. Alternative Color 19. Lagoona (2 costumes) 1. Regular 2. Alternative Color 20. Ranke (2 costumes) 1. Regular 2. Franke 01 21. Bros (3 costumes) 1. Bros 2. Bras 3. Breath 22. Lago (3 costumes) 1. Lago 2. Laggy 3. Lag 23. Flitz Ghost 24. Zombie Girls (4 costumes) 1. Yukiko 2. Keiko 3. Tomoko 4. Etsuko 25. Dr. Stein (2 costumes) 1. Regular 2. Alternative Color 26. Shooting Star (2 costumes) 1. Regular 2. Alternative Color 27. ???? (see Contributions, section 4.1) 28. ???? (see Contributions, section 4.1) 29. ???? (see Contributions, section 4.1) 30. Satellites (3 costumes) 1. Satellites Alpha 2. Satellites Beta 3. Satellites Gamma The * costumes in this list can be acquired (to the best of my knowledge) by replaying Story Mode and completing single flitz with each and every character, or by "purchasing" them over the internet with "J" points. Good Luck ******************************************* ******************************************* 2.7 Duel Flitz This is you against another human player, but everything else is the same as a single Flitz (I assume, I'll need to explore this later) ******************************************* ******************************************* 2.8 Double Flitz This is you and another player working together? Again, this is for later ******************************************* ******************************************* 2.9 Internet Gate This will allow you to download additional costumes, etc. I have not tried this, and probably will not due to my not being in Japan, and not being a DC modem user as of yet. Specifics on this mode are welcomed as a submission ******************************************* ******************************************* 2.10 Neo Geo Pocket Gate You can upload and download to Cool Cool Jam, which is a Neo Geo Pocket Color cartridge, only released in Japan, and with loads of Japanese text. I received Cool Cool Jam in late August, and once I play through it more I will add information to this FAQ. Basically, there is a Japanese text heavy RPG-ish story mode with lots of Notty, and if you play this enough you can unlock various instruments to Notty with (guitar, drums, etc.). Obviously, you need a DC-to-NGPC cable to upload or download data. ******************************************* ******************************************* 2.11 CD-ROM Extras For some reason I waited a month before putting my CCT GD-ROM into my iMac, and I'm sorry I took so long, because there are 23.5MB of extras! First of all, you should note the maracas.txt file, which tells in Japanese how you can use the Samba Amigo controllers to do your flitzing. I'll save the translation for the next FAQ revision - if you've actually tried this out, please let me know so I can add your experience to the FAQ. Now for the tofu and potatoes: the HTML and GALLERY folders. A complete listing of the contents of each follolws: ******************************************* HTML folder B_HANYO.GIF D1.HTML D10.HTML D11.HTML D12.HTML D2.HTML D3.HTML D4.HTML D5.HTML D6.HTML D7.HTML D8.HTML D9.HTML EP01.JPG EP01_.JPG EP02.JPG EP02_.JPG EP03.JPG EP03_.JPG EP04.JPG EP04_.JPG EP05.JPG EP05_.JPG EP06.JPG EP06_.JPG EP07.JPG EP07_.JPG EP08.JPG EP08_.JPG EP09.JPG EP09_.JPG EP10.JPG EP10_.JPG EP11.JPG EP11_.JPG EP12.JPG EP12_.JPG INDEX.HTML SNK.GIF TAKORA16.GIF TITLE.JPG PREV (folder which contains thumnails of GALLERY images) Basically, you can open up "INDEX.HTML" with any web browser that can handle Japanese coded text, and if you can read Japanese you'll be treated to tons of story, along with Manga style CCT graphics. I'll eventually try to plow through the text and translate what I find (unless a translation already exists - if you know of one please tell me). ******************************************* GALLERY folder CHARACTER (folder, see below) ETCETERA.HTML GALLERY.HTML KABEGAMI.HTML SETTEI.HTML SETTTEI (folder, see below) TITLE (folder, see below) TITLE.HTML CHARACTER.HTML ETCETERA (folder, see below) KABEGAMI (folder, see below) Again, if you drag the "GALLERY.HTML" folder to a web browser you'll be treated to a page with 5 sub links, all filled with CCT images. ******************************************* GALLERY/CHARACTER (folder) The following images have pretty self-explanatory titles, and are all done in straight CCT graphical style: AMP.JPG - 46k AMP_COSPA.JPG - 58k AMP_PLUS.JPG - 66k BROSES.JPG - 48k DAIMA.JPG - 60k DR.JPG - 44k GHOST.JPG - 80k GIL.JPG - 72k IBAL.JPG - 30k IBAL_PLUS.JPG - 42k IYAMYS.JPG - 48k IYAMY_PLUS.JPG - 62k KAMIO.JPG - 50k KAMIO_PLUS.JPG -66k KING.JPG - 60k MAM.JPG - 64k MAMI.JPG - 66k MILLER.JPG - 56k RAGONA.JPG - 56k RAGOS.JPG - 60k RANKE.JPG - 52k RANKE01.JPG - 48k SHADOW.JPG (one of the hidden characters) - 54k SPICA.JPG - 56k SPICA_COSPA.JPG - 50k SPICA_PLUS.JPG - 56k STARTEAM.JPG - 114k YUSA1.JPG - 30k YUSA2.JPG - 34k YUSA_PLUS.JPG - 68k ZOMBIE.JPG 74k ******************************************* GALLERY/ETCETERA (folder) The following images are pretty neat, and are all done in the game's final style: ACTION_MAN.JPG - 140k (King as an bubble-wrapped action figure) COMIC.JPG - 204k (Large, detailed comic panel, focused on Amp's story - includes many characters) COMING.JPG - 48k (Amp standing with Yusa saying "Coming Soon") DASH.JPG - 46k (Two line-art Yusas running to the right) GAME.JPG - 94k (Ad for CCT and CCJ with Amp and Yusa showing connectivity between DC and NGPC) GOO1.JPG - 168k (Yusa and Amp in Lego-man style) GOO2.JPG - 148k (Amp's headphones and Spica/King skateboards) GOO3.JPG - 126k (Amp's t-shirt and an Amp-head guitar) RANKE.JPG - 286k (Large colored sketch of Ranke lying down with her butt in the air) RANKES.JPG - 232k (Large colored sketch of Ranke and her prototype with heads connected by wires) TOY.JPG - 58k (Yusa as a real-looking croched and stuffed toy) YUSA_T.JPG - 92k (The 9 faces of Yusa) ******************************************* GALLERY/KABEGAMI (folder) This folder contains 6 desktop pictures in 4 resolutions each (640x480, 800x600, 1024x768 and 1280x1024) CAKE.JPG - 84,110,146,196k (Amp is carrying way too many pancakes again...) TOWN.JPG - 128,172,232,312k (Amp, Spica and Yusa are happy crazy flitzy downtown) WATCHING_TV.JPG - 78,102,140,184k (Amp, Spica and Yusa peer into the tube) YUSA1.JPG - 80,104,138,192k (Yusa on a chair drinking something blue and fizzy) YUSA2.JPG - 42,54,72,100k (Yusa with finger pointing right at you) YUSA_ROOM.JPG - 78,102,136,186k (Yusa shows Amp her house) ******************************************* GALLERY/SETTTEI (folder) This contains two subfolders of preliminary character designs and designs of the game backgrounds. GALLERY/SETTTEI/CHARACTERS (folder) AMP2P.JPG - 204k (Amp as a Brown B-Boy) BOMB.JPG - 308k (Bakudan Kun designs) BOTU.JPG - 240k (Ranke as an ugly guy robot - thank god they didn't go this route) COSTUME1.JPG - 394k (3 Amp costume designs) COSTUME2.JPG - 380k (3 Spica costume designs) COSTUME3.JPG - 420k (3 Teen Spica costume designs) COSTUME4.JPG - 340k (3 Teen Amp costume designs) DAIMA2P.JPG - 338k (Hulking green guy) DEVIL.JPG - 114k (Evil purple monster with striped horns) DR.JPG - 216k (Almost final Dr. Stain) GIL2P.JPG - 446k (Fairly final Gil design) IBAL2P.JPG -270k (Ival with yellow pants) IYAMY2P.JPG - 362k (Iyamy with more red than purple) IYAMY_PLUS_2P.JPG - 416k (2 versions of sexy big Iyamy) KAMIO2P.JPG - 326k (Kamimo as a big black dog) KING2P.JPG - 496k (A more mod Ringoish King) MILLER2P.JPG - 256k (Blue b-boy mummy) PEOPLES.JPG - 236k (Test shot of many sub-supporting characters) RAGONA2P.JPG - 310k (Almost final Lagoona) RAGO_AND_YUSA2P.JPG - 342k (Different versions of the little folk) SPICA2P.JPG - 256k (Almost final Spica) SPICA2P_PLUS.JPG - 246k (Almost final Spica Plus) STAR2P.JPG - 512k (One of the Sattelites) TEST1.JPG - 58k (King and Amp/Yusa test, close to game) TEST2.JPG - 114k (King and Amp/Yusa test, far from game) TEST3.JPG - 194k (Main characters, almost final versions) TEST4.JPG - 172k (Amp and King, semi-final versions) V.JPG - 350k (Hidden character seated in chair) YUSA_PLUS_2P.JPG - 532k (2 Sexy Yusa Plus costumes) GALLERY/SETTTEI/BACKS (folder) CC_TOWN.JPG - 180k (Downtown in final game style) CC_TOWN2.JPG - 136k (Downtown exaggerated sketch in red) CEMETARY.JPG - 148k (Cemetary in final game style) DOME.JPG - 448k (Dome in final game style) KINGS_ROOM.JPG - 596k (King's room, early sketch) LIBRARY.JPG - 162k (Ranke, Yusa and Amp going after the Flitz book) LIBRARY2.JPG - 314k (Library in final game style) POP1.JPG - 132k (Ad - "Drink Bloody Sour - Death Rate 99.9%) POP2.JPG - 88k (Ad - "Hell Motors", Big Daddy Roth style) POP3.JPG - 58k (10,000th Annivesary Flitz Fiesta Ad - "Use the force/I can do it/I can do anything/...Anything!") POP4.JPG - 58k (Ad - "Groovy Cafe" with smiley c face) POP5.JPG - 76k (Ad - "Culub Extra, Sunset Open, Sunrise Close") POP6.JPG - 60k (Ad - "Mighty Warp Techno Club") POP7.JPG - 66k (Ad - "Hell Motors") POP8.JPG - 92k (Ad - "Hotel Be") POP9.JPG - 48k (Flitz Examination sign) SEA1.JPG - 442k (Seaside town sketch, place not in game) SEA2.JPG - 412k (Seaside town as lego construction) SEA3.JPG - 162k (Underwater image with merpeople, not in game) SHOP.JPG - 754k (Shop designs, close to final game version) T_TOWN.JPG - 636k (Design for King's area of town) YUSAS_ROOM.JPG - 142k (Design for Yusa's room, almost final) ******************************************* GALLERY/TITLE (folder) This folder contains all of the chapter title screens for the story mode, straight from the game. "???" indicates kanji I was too lazy to look up right now, and therefore didn't translate yet. BP.JPG - 68k (Amp's Prologue - "Telebi no Naka Kara Kita Yusa" - From inside the TV came Yusa) E1.JPG - 90k (Episode 1 - "Kamio, ????") E2.JPG -118k (Episode 2 - "Ningen no Katachi O Shita, Ranke" - Ranke, with the shape of a person) E3.JPG - 104k (Episode 3 - "Ibaru Ribaru" - Evil Rival) E4.JPG - 72k (Episode 4 - "Takai ??? no Otoko" - High/Important Man) E5.JPG - 94k (Episode 5 - "Matsuri no Hi" - Festival Day) E6.JPG - 92k (Episode 6 - "Boku to, Minna To, Soshite, Kimi") GP.JPG - 96k (Spica's Prologue - Usagi Modoki) GE1.JPG - 88k (Episode 1 - "Wan Wan" - Bow Wow) GE2.JPG - 82k (Episode 2 - "Tsugi Bagi No Onna No Ko") GE3.JPG - 82k (Episode 3 - "Megane Girl" - Glasses Girl) GE4.JPG - 94k (Episode 4 - "Flitz no ????") GE5.JPG - 98k (Episode 5 - "O Matsuri no Hi" - Festival Day) GE6.JPG - 144k (Episode 6 - "Takai Takai ??? no Ue De") ******************************************* Cool Cool Jam ******************************************* 3.1 See Above. Eventually, this faq will cover Cool Cool Jam in as much depth as I can stand. It has new characters, plus old favorites like Ranke. Basically, you are searching for band members, and can do tons of Notty along the way. I'll probably tackle this later in October. ******************************************* Contributions ******************************************* 4.1 Big thanks to Terry Chatman, who wrote with the superb advice to try playing on Easy difficulty, and also informed me about the wide variety of costumes in Single Flitz and how to unlock them. He states the following: After beating the game, earning all characters, defeating story mode with both, defeating Single Fritz with everyone, you get all the costumes, plus a hidden dance track under "watch" mode in Story Mode called "White Cowboy Extra Funky Tune". Also: The three secret characters you don't see in story mode are Armor. (A fruity looking big armor with floral decorations on it.) Madame Shadow (A slender version of the Flitz Ghost which is female.) And Volt. (Some punk in a dancing electric chair.) Thanks also to GD-kun for providing info on the costumes not unlocked by going through story mode alone, and to Veneficus for many little clarifications. 4.2 Much thanks to the Softbank Dreamcast Magazine, Japanese version, for articles and a Demo (#6), which turned me on to Cool Cool Toon in the first place. Said demo will allow you to play against Ival, Sara, Kamio and Ranke, if you restart it enough times. Future revisions may include detailed notation for each and every song, with button+direction instructions ad infinitum. Also, more information on Cool Cool Jam (and all of the new characters it introduces), along with any web sites devoted to both games I can find. I probably will throw in story mode translations and character unlocking info as it comes to me. Again, Dreamcast is (c) Sega, Cool Cool Toon and Cool Cool Jam (c) SNK, and http://www.junkmagnet.com is my website. I have also contributed heavily to Mark Green's Jet Set Radio FAQ, also available from http://www.gamefaqs.com. If you want to email me with requests for information about Cool Cool Jam or Cool Cool Toon, do so sparingly. What I know already is probably in this FAQ, or soon will be.