---------------------------------------------------------------------
*********************************************************************
____ _
| _ \ ___ ___ | |
| |_) / _ \ / _ \| |
____ | __/ (_) | (_) | |_ _
| _ \|_| _ \___/_\___/|_| (_)___ ___
| |_) / _` | '__/ _` |/ _` | / __|/ _ \
| __/ (_| | | | (_| | (_| | \__ \ __/
|_| \__,_|_| \__,_|\__,_|_|___/\___|
*********************************************************************
---------------------------------------------------------------------
Table of Contents
1. Introduction
2. Pool Paradise Game Mechanics
2a. Game Controls in Pool Games
2b. Gameplay Terms and Mechanics
3. Game Variants in Pool Paradise and their Rules
3a. Game Rules
3b. Game Variants
4. Items
5. Sub-Games
6. Hints and Tips
7. Game Errata
8. Credits
9. Contact Information
10. Legal Junk
----------------
1. Introduction
----------------
So ya need help with PP eh? Well ya came to the right place. I know
ALL about PP. I am the PP master. In fact, I love PP. I can't get
enough of it!
Hah! Just some immature humor for you. This FAQ is intended to give
some introductory guidance to novice pool players. I am in no one's
estimation an expert at pool. If you are looking to improve your
pool technique to an expert level you would be better served by
searching on Google for expert pool sites, of which there are many.
Also, this guide is intended to list the various rules used by the
different game variants such as "US 8 Ball" or "Killer". Hopefully
this will save you the headaches I experienced trying to figure out
which games required shot nomination, which require rail contact, and
so on.
Finally, this guide is also intended to list the various rules and
mechanics of the Sub Games.
This FAQ assumes that you are competent and intelligent enough to
navigate the in-game menu system, to pick up a cue-stick, to play a
game of pool, and to sink a ball with said stick.
--------------------------------
2. Pool Paradise Game Mechanics
--------------------------------
This section includes:
Controls required during a game of pool
Billiards terms and mechanics and their specific purpose and use
2a. Game Controls in Pool Games
Control Stick - Moves your cue up, down, left, and right as well as
your currently selected object when needed.
Control Pad - Moves contact point on the cueball. Adds "spin" to a
shot.
C Stick - Moves the camera around.
A + Control Stick - Holding down the A Button and moving the control
stick forward or backwards results in the forward
and backwards movement of the cue.
B - Cycles through various selection modes such as Moving the Cueball
Nominating a Target Ball, and Shot Aiming.
Z + Control Stick/Pad - Allows selection of different camera views.
The two most useful are "Top-Down View" and
"Cue Cam". The others are very cinematic but
not very useful for gameplay.
L + Control Stick/Pad - Allows selection of the "Laser Sight" and
"Hud Goggle" items. Partially press the L
button, do not "click" or fully press it.
2b. Gameplay Terms and Mechanics
Spin - Achieved by changing the contact point on the cueball before
striking it with your cue. Left spin and right spin are also
known as "English".
English - If you want to remain competitive past rank 20 you need to
know how to apply English to a cueball. The reason for
this is that correct application of English, in conjunction
with proper shot strength, can allow near complete control
of the final resting spot of the cueball. Obviously this
allows you to better line up your next shot and to avoid
sinking the cueball and fouling.
Left spin is applied by pressing the control pad left
before you strike the cueball. Ditto for right spin. If
you do not add top spin or bottom spin then the cueball
will not deviate in its course after being struck by the
cue. Think of an object in space, spinning on its axis,
and you will understand why even the heaviest English will
not, by itself, alter the course of a cueball.
Left spin results in the cueball traveling to the left
after a collision. Ditto for right spin. The use and
application of this should be obvious and immediately
useful during a game. English will also affect the
left/right heading of a ball struck by the cueball.
Top Spin - Applied by pressing the control pad up before you strike
the cueball. Adding top spin causes the cueball to travel
forwards farther than it would normally and to travel
farther after contact with a rail or ball.
Back Spin - Applied by pressing down on the control pad before you
strike the cueball. By adding backspin you can either
cause the cueball to stop immediately on impact or to
reverse its direction and to come "back" along its
course of travel. Backspin can solve that nasty problem
of the cueball following the target ball into the pocket.
Elevating the Stick - By pressing up on the control pad before
striking the ball you can elevate the cue much
as happens when the cueball is right next to a
rail. Primarily useful for advanced maneuvers
such as jumping the cueball or the professional
break. Avoid elevating the cue-stick until you
are comfortable with basic pool physics.
Jumping the Cueball - By adding the highest level of top-spin and
elevating the cue to its highest extent you
can make the cueball jump after being struck.
Just like professional pool players you can use
this to jump over an intervening ball to hit a
ball you want. Experiment for different jump
heights and lengths.
Professional Break - On a break elevate the cue until you can
see about half of the end of the cue, with the
random Pool Paradise pictures, on the bottom of
the screen. Then add top spin until you can see
the complete butt (hehe) of the cue stick. Pull
back and press forward for a full strength
strike. When the cueball hits the 1 Ball it
will not stop or deviate course as usual.
Instead it will move forward, plowing its way
through the stubborn block of balls that like
to stand still after a normal break. This will
leave you with a nicer dispersion of balls on
the table and fewer of those terrible situations
where two, three, or more balls clump together.
Now you know how to break just like those pros
on ESPN! Please note that there are other
methods of breaking as well.
Another variant professionals use is almost
exactly opposite of the above method. First
position the cueball on a line extending from
the corner pocket to the 1 Ball. Move the
cueball forward a bit, about 2 hands length from
the end of the table. Then instead of giving
the cueball top spin give it extreme back spin.
Then elevate the stick about 10 or 15 degrees.
Aim at any of the first three balls in the rack.
Pull back and strike. This gives a nice
dispersion of balls and a lessened chance of
your cueball sinking. The drawback is that the
dispersion is usually not as nice as the first
method. HOWEVER in a game like 9 Ball this
method can lead to more pots and control of the
table. And in a game like 9 Ball that can be
completed very quickly this can make the
difference.
Spin + Cue Elevation - Combining english, top or back spin, and cue
elevation can result in unusual cueball
movement. Extreme backspin plus extreme cue
elevation results in the cue ball jumping
forward and spinning backwards on landing.
This is useful when your cueball is right next
to a pocket and trapped behind a ball you wish
to sink. English plus elevation results in
the cueball curving on its trajectory. This
is obviously useful when there is an illegal
ball between the cueball and a desired target.
English plus top spin plus elevation results
in a jumping, curving trajectory. Rarely of
any use except in extreme cases. Extreme back
spin with extreme english can cause a "hook"
trajectory. Experiment and practice to make
these useful parts of your game!
--------------------------------------------------
3. Game Variants in Pool Paradise and their Rules
--------------------------------------------------
This section includes:
Listings and explanations of game rules
Listings and explanations of the game variants
3a. Game Rules
No Balls Sunk - In any game if you do not sink a legal ball on your
turn then your turn is ended and control of the table
is awarded to your opponent.
Called Shot - During a match, if you press the B button, you can call
up the "nominating" process. By "nominating" a ball
and a pocket you are "calling" your shot. This is
target nomination. Some games require that you
nominate a shot for it to count. If you do not the
game will end your turn and give control of the table
to your opponent.
Break Contact - On a break if not enough balls make contact with
rails/cushions a foul will be called and play passed
to your opponent. Your opponent may be allowed any
number of options including: Re-racking and shooting
him/herself, Forcing you to re-rack and shoot, or
free placement of the cueball and control of the
table.
Rail Contact - Certain games require, if a struck ball is not sunk,
that the struck ball touch the rail/cushion. If
a struck ball does not touch a side of the table a
foul is called, your turn is ended, and a free cueball
placement is awarded to your opponent.
Ball Contact - Some games require that contact be made between the
cueball and a target ball. If no contact is made a
foul is called, your turn is ended, and a free
cueball placement is awarded to your opponent.
Order of Contact - 6/9/10 Ball, and other games, require that the
cueball contact the lowest numbered ball first on
any given strike. If the cueball makes first
contact with any other ball but the lowest
numbered ball on the table then a foul is called,
control passed to your opponent, and a free
cueball placement awarded.
3 Fouls Rule - There are games in which if you commit a foul in 3
consecutive turns the result is that you forfeit the
match.
8 Ball Contact - In US 8 Ball, UK 8 Ball, and Switchball if the
8 Ball is the first ball the cueball makes contact
with AND all of the player's currently assigned
ball types have not been sunk then a foul is called,
free placement of the cueball awarded to your
opponent, and control of the table passed to
him/her.
Opponent Ball Contact - In certain games if the cueball makes first
contact with your opponent's ball type then
a foul is called, free placement of the
cueball awarded, and control of the table
passed to him or her.
Cueball Sinking - If the cueball is sunk, in ANY game, a foul is
called, a free placement of the cueball is awarded
to your opponent and control of the table passed to
him or her. Depending on the game a ball or balls
sunk with the cueball may be placed back on the
table and/or the points for any such balls may not
be added to your score. Special Note: If the
cueball is jumped out of the table it is treated
the same as a Cueball Sinking foul.
End Ball Sinking - Some games place special rules on when and how
the "end ball" can be sunk. The end ball can be
anything from the highest numbered ball to the
8 Ball to the 6 Ball. In games where the end ball
MUST be sunk LAST there can be various results
from immediately losing the match to control
of the table and a free cueball placement being
awarded to your opponnent.
3b. Game Variants
6 Ball
Explanation: 6 balls, numbers 1 to 6, are racked in a triangle
shape. Players must make first contact with the
lowest numbered ball each turn. Any ball may be sunk
as long as the cueball makes first contact with the
lowest numbered ball on the table. The goal is to
sink the 6 Ball. If the 6 Ball is sunk due to
secondary contact it is a valid pot and the active
player wins the game. This can result in winning
the match on the opening break.
Rules: 3 Fouls Rule
Order of Contact
Ball Contact - Referred to as the Order of Contact rule
but treated as Ball Contact
Rail Contact
Break Contact - Referred to as the Order of Contact rule
but treated as Break Contact
9 Ball
Explanation: 9 balls, numbers 1 to 9, are racked in a diamond
shape. Players must make first contact with the
lowest numbered ball each turn. Any ball may be sunk
as long as the cueball makes first contact with the
lowest numbered ball on the table. The goal is to
sink the 9 Ball. If the 9 Ball is sunk due to
secondary contact it is a valid pot and the active
player wins the game. This can result in winning
the match on the opening break.
Rules: 3 Fouls Rule
Order of Contact
Ball Contact - Referred to as the Order of Contact rule
but treated as Ball Contact. Results in a
free cueball placement for your opponent
Rail Contact
Break Contact
10 Ball
Explanation: 10 balls, numbers 1 to 10, are racked in a triangle
shape. Players must make first contact with the
lowest numbered ball each turn. Any ball may be sunk
as long as the cueball makes first contact with the
lowest numbered ball on the table. The goal is to
sink the 10 Ball. If the 10 Ball is sunk due to
secondary contact it is a valid pot and the active
player wins the game. This can result in winning
the match on the opening break.
Rules: 3 Fouls Rule
Order of Contact
Ball Contact - Referred to as the Order of Contact rule
but treated as Ball Contact. Results in a
free cueball placement for your opponent
Rail Contact
Break Contact
US 8 Ball
Explanation: All 15 balls are racked in a triangle shape. If the
player who breaks pots a ball he begins play as that
type of ball, either solids or stripes. If the
player who breaks pots balls of both types he may
choose which type of ball, solids or stripes, he
wants by sinking a ball of that type on his next
strike. If he sinks no balls then the first player
to sink a ball begins play as that type of ball. The
goal is to sink the 8 Ball. This may only be done
after sinking all other balls of the player's type.
Rules: End Ball Sinking - If the 8 Ball is sunk before all other
balls of the player's type are sunk then
the match is forfeited and your opponent
declared the winner
Opponent Ball Contact
8 Ball Contact
Ball Contact
Rail Contact
Break Contact
UK 8 Ball
Explanation: 15 balls, 7 Yellow and 7 Red, are racked in a
triangle shape. Like US 8 Ball, ball type is decided
by the first type of ball sunk. The goal is to sink
the 8 Ball, again like US 8 Ball. There are special
rules that apply only to UK 8 Ball. First, in all
cases where a free cueball placement would apply
instead a free cueball placement behind the
headstring is awarded - The headstring is the spot or
dotted line behind or on which the cueball is placed
before a break. Second, after any foul, the opposing
player is given two consecutive turns.
Rules: End Ball Sinking - If the 8 Ball is sunk before all other
balls of the player's type are sunk then
the match is forfeited and your opponent
declared the winner
Opponent Ball Contact
8 Ball Contact
Break Contact
Ball Contact
Switchball
Explanation: Fundamentally identical to US 8 Ball with one
exception. There is a unique "switchball" which, if
pocketed, switches the type of ball currently
assigned to each player. The player pocketing
solids now pockets stripes and vice versa for the
opposing player. After pocketing the switchball it
returns to its approximate previous position to
be pocketed again if desired. In all other ways
Switchball is identical to US 8 Ball.
Rules: End Ball Sinking
Opponent Ball Contact
8 Ball Contact
Ball Contact
Rail Contact
Break Contact
15 Ball
Explanation: All 15 balls are racked in a triangle. Any ball is
a valid target. There are no opponent balls. There
is no end ball. If a ball is sunk its number, 1 to
15, is awarded as points. Multiple balls may be sunk
on any turn. When one player's points outnumber the
opponent player's points by more than are left on the
table the game is over by numerical elimination.
Rules: Special Rule - All fouls also incur a penalty of -3 points
to the fouling player's score.
Ball Contact - Instead of awarding the opponent a free
cueball placement, control of the table is
passed to the opposing player.
Rail Contact - Instead of awarding the opponent a free
cueball placement, control of the table is
passed to the opposing player.
Break Contact - Standard break options are given to the
opponent player.
Cueball Sinking - Instead of awarding the opponent player
a free cueball placement, a free cueball
placement behind the headstring is
awarded.
14 to 1
Explanation: All 15 balls are racked in a triangle. Any ball is a
valid target. There are no opponent balls. There is
no end ball. If a ball is sunk 1 point is awarded
to the active player. Multiple balls may be sunk
but only 1 point is awarded on any single turn.
When one player reaches the target points total of 25
or 50 the game is over and the achieving player is
declared the winner.
Rules: Special Rule - All fouls also incur a penalty of -1 point
to the fouling player's score.
Break Contact - Standard break options are given to the
opponent player.
Called Shot - A shot must be nominated to be valid.
Ball Contact - Instead of awarding the opponent a free
cueball placement, control of the table is
passed to the opposing player.
Rail Contact - Instead of awarding the opponent a free
cueball placement, control of the table is
passed to the opposing player.
Bowlliards
Explanation: Designed to resemble bowling. Each player alternates
having complete control of the table. Each player
turn consists of a break and two misses ("Sets"). If
the player sinks all ten balls in one set a "strike"
score is given. If the player sinks all ten balls in
two sets a "spare" score is given. If a player fails
to sink a ball twice his/her turn is over and the
number of balls sunk is given as a score. A match
consists of 20 alternating frames, 10 for each
player. The player with the highest score at the
end of the match is the winner.
Rules: Special Rules - If the cueball is sunk 1 point is
subtracted from the fouling player's score.
All ball placement after fouls is confined
to the area behind the headstring.
Rotation
Explanation: Fundamentally the same as 15 Ball. The main
difference is that like 6/9/10 Ball the balls must be
sunk in their numerical order from lowest to highest.
Unlike 15 Ball there is no point penalty for fouls.
In all other ways Rotation is played as 15 Ball.
Rules: Special Rule - On any foul the opponent player is given the
option to play or pass. Except for Cueball
Sinking the "cueball placement" option is
not given for any foul.
3 Fouls Rule
Break Contact
Rail Contact
Ball Contact
Killer
Explanation: All 15 balls are racked in a triangle. Any ball is
a valid target. There is no end ball. There are no
opponent balls. The simple goal is to sink a ball
every turn. It is not necessary to sink a ball on
the break. If no ball is sunk on a given turn, the
player who failed to sink a ball has 1 life point
removed. Each player starts with 3 or 5 life points.
The first player to lose all life points loses the
match.
Rules: Special Rule - All fouls result in a free cueball placement
in addition to a lost life point.
Break Contact
Ball Contact
Trickshot
Explanation: An open table with no opponent, just 15 balls. Have
fun. Experiment. Try out cueball jumping or
practice your English!
Rules: None
---------
4. Items
---------
This section includes a listing and explanation of the items
available for purchase in the shop. This section includes *SPOILERS*
Gadgets
Laser Sight: Selected via the L button during a match. Projects a
thin red line straight out from the cuestick. Allows
for precise aiming of the cueball. Well worth the
measly $100. Buying the laser sight should be the
first thing you do after you visit the Loan Shark at
the beginning of the game. Not usable in 2 Player
mode.
Hud Goggles: Selected via the L button during a match. Gives
you a super cheat mode in which the game displays
the current trajectories and paths that will result
from your current aiming of the cueball. This means
the HUD Goggles allow you to see exactly what will be
the result of your shot.
This sounds extremely useful but there are a few
catches. First, the HUD Goggles have a battery life.
Because of this the HUD Goggles only last about as
long as 2 to 4 average length matches. Second, they
are expensive at $5000.
This high price and short life mean they are useful
in only a few applications. Use them to make money
in high stakes matches against the the highest ranked
competitors. Or use them to win tournaments.
Not usable in 2 Player mode.
Sub-Games: Mini-Games have to be purchased at the Shop before they
can be selected in the main menu. Each mini-game adds
a new option to the main menu.
Items
Stuffed Dodo: Places a large stuffed dodo inside a display case in
the competition room. Costs $2500. Seems to have
no purpose besides decoration. Amusing? Maybe.
Useful? No. Aesthetically pleasing? Not at all.
Fireworks: After completing the game (by reaching first place)
can be purchased for $1500. Allows you to see the
fireworks display again.
Baizes - Baizes are the felt tops of the pool tables. Purchase new
baizes to change the boring purple top to something
interesting like a blue galaxy design. Every new baize
costs $1500.
Crazy Tables - Crazy tables add oddly shaped tables to the
"Crazy Tables" room in which you can play practice
mode on tables such as Ice Hockey or Triangle. Every
new table costs $2500.
Cues - Purchase differently textured cues for $500 each. None of
them perform differently in a match. None of them get rid of
the annoying randomized texture on the butt of the cuestick.
-------------
5. Sub-Games
-------------
This section includes a listing and explanation of the sub-games.
Dropzone
Explanation: I'm not sure about the history of this one but it
plays like Midway's Defender. Control stick to move,
A button to shoot, B button for a screen bomb,
X button for a "cloak".
Coconut Shy
Explanation: A simple game, like Windwaker's cannon shoot. Line
up your cannon to knock the coconuts off the sticks.
Extra points awarded for consecutive hits. Hitting
the pole the coconut rests on will result in a hit.
2 Rounds worth of shooting.
Darts
Explanation: Darts. Good old darts. Press A to pick up a dart.
Pull back on the control stick to ready the dart.
Press forward to throw the dart. Different speeds
and forces on the control stick result in different
dart velocities. The manual mentions the C Stick
moves the camera, however it also moves the dart.
This results in much easier aiming of the dart.
Skeeball
Explanation: Just like skeeball at the local arcade. Line up your
shot and press A. Shot strength is determined by the
length of the arrow at the time the A button is
pressed. Score points for the more difficult shots.
Hidden Cave *Spoiler Alert*
Explanation: Purchase and then goto the practice table. Choose
any game, any opponent. Press Start, choose your
inventory, select the sub-game screen, select the
Hidden Cave map. Goto the Hidden Cave when prompted
to partake in "Switchball". Note: Some people
suggest that facing a particular direction is
required to access the cave.
------------------
6. Hints and Tips
------------------
Money:
There are certain games you want to avoid in competition matches.
These are Bowlliards, 14 to 1, UK 8 Ball if you are foul prone, and
6 Ball against very skilled opponents. UK 8 Ball and 6 Ball are very
easy to lose against very skilled (15th or higher rank) opponents.
Bowlliards and 14 to 1 take way, way too long for competition when
you could be playing 15 Ball, Killer, or 9 Ball.
Geometry:
As my pappy used to tell me, when I was just a tyke standing at the
pool table, "pool is a game of angles". When you play a game look
at everything on the table as triangles, squares, rectangles, and
angles. Even if you got a D in Geometry in High School you should
soon be able to see how the cueball striking a ball results in a
triangular trajectory. Changing the cueball's striking point on a
target ball will change that triangulation. Aim the cueball to the
left to force the target ball right. Aim the cueball right to force
the target ball left. Hitting straight on and hard is bad almost
every single time you try it. I'll restate these concepts because
they are so important.
Visualize Your Shot:
You really have to visualize your shot to be successful at pool. If
you can't do this then you'll never be able to sink a ball from
further than a few inches. Visualizing your shot is easy if you keep
in mind both the physics of pool and the geometry of the table and
balls. After that it is just a matter of mentally drawing a straight
line extending from your cueball to your target and calculating the
effects of your aim and any spin applied.
Aim Your Shot:
Just remember that the target mark always starts centered. If you
don't apply spin via the cross pad it will be very easy to center a
shot. Aiming left of center results in the target traveling right,
aiming right of center results in the target traveling left.
Visualize this anyway you want - A circle with wedges, straight lines
and angles (as the HUD Goggles represent), or spinning orbs in space.
Visualize a straight line starting from your cue-stick and cue-ball
and extending into, and past the target ball. As you change the
angle of attack that visualized line splits. SOOO if you aim juuuust
left of target your cueball will travel slightly left and your
target will travel slightly right. Imagine a peace sign and you'll
understand.
The farther left or right you aim the farther right or left the
target travels and the farther left or right the cueball travels
after impact. This pattern is normal until you start aiming far left
or right of the center of the target. In which case the curvature of
the pool balls causes the triangulation to alter slightly such that
the cueball's trajectory is altered LESS by the off-center aiming and
the target ball's altered MORE by the off center aiming. Which
eventually results in the "kissing"/"slicing" effect I mention later
in the FAQ where if you "slice" a spot about the size of a dime on the
target ball then the target ball travels at a 90 degree angle from
the visualized line and the cueball, more or less, travels straight
from the cuestick.
Change Your Shot Strength:
It is a mistake to hit every shot hard. Change you shot strength to
better control where the cueball will stop after a shot. Change your
shot strength to control how far the target ball will travel.
Learn to Kiss:
Learn how to "kiss" a ball with the cueball. I dont mean a soft tap.
I mean when you have a target ball at the side pocket and your
cueball runs a parallel course to that ball you can hit your cueball
and "slice" or "kiss" just the smallest portion of the target ball
to result in a 90 degree motion of the target ball. You can see this
in action when the higher ranked computer players hit a ball sitting
right on the edge of a rail which sends it flying straight along the
rail to sink in what seems an almost impossibly difficult shot. This
is easy once you get used to "kissing" or "slicing". Just imagine
an area the size of a dime directly opposite the pocket and situated
on the very edge of the ball. Your target is that area. It sounds
Star Wars-esque but is actually fairly easy once you get used to it.
Practice:
Alot.
---------------
7. Game Errata
---------------
Manual Page 13 - There is no 3 Foul Rule in 15 Ball.
Cover - This game is not "Only for GameCube". There will be PS2 and
XBox versions and there already is a PC version.
Laser Sight in Multiplayer - Start a 1 Player Game. In a match turn
the Laser Sight on and save. Then load
the save file as a 2 Player Game and the
saved player as first player. You
should have Laser Sight stuck on
permanently. This is a glitchy trick
but should work.
*NOTE* - I have not gotten this trick
to work. Attempt at your own risk.
-----------
8. Credits
-----------
Ultimate Yoshi: Pointed out the "Only for Gamecube" error. Figured
out and detailed the "Laser Sight in Multiplayer"
trick.
Jetman: Pointed out the inability to use Laser Sight or HUD Goggles
in 2 Player mode.
Maddgamz: For prompting me to write this FAQ.
NecroKnightBlade / CMK8: Explained how to use the HUD Goggles
to make money.
Kevin Lee: A.K.A. "Kleptul" on GameFaqs. Explained shot strength in
the "Skeeball" mini-game.
sonicking917: Contributed the fireworks item information.
GameFaqs: For being awesome.
Ignition Entertainment: Made Pool Paradise.
-----------------------
9. Contact Information
-----------------------
Send any suggestions, corrections, additions, requests, or insults
to: jjjx03@yahoo.com
---------------
10. Legal Junk
---------------
This FAQ may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.
This FAQ was written for Gamefaqs.com in part as thanks for the many
years I have enjoyed and partaken of its services. Please do not
e-mail requesting permission to use this FAQ because you will not
receive said permission. I am becoming aware of many similar sites
to Gamefaqs.com and am in the process of evaluating these sites. If
I find your site to be an admirable, free, pleasant, and useful
service for gamers I will approach you with this FAQ.
All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.
Copyright 2004 - Javier Jimenez