Super Puzzle Fighter II X for Matching Service
  (Capcom, SD Puzzle Game, DCast)
Secrets FAQ (Frequently Asked Questions)
V1.0  9/17/01

Written by: Richard Uyeyama (ru e ama best com)*

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The latest version of this file can be found at:
  Way Too Cute To Be a Fighting Game
  http://www.best.com/~ruyeyama/dcast/wtctbafg.html


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Super Puzzle Fighter II X for Matching Service is Copyright 1996, 2001 by 
Capcom Co., Ltd.  All rights reserved.



             "Katsu tame dake janai,
                Makeru tame dake janai,
                  Tatakau koto..."

              -- Kasugano Sakura (Kono Omoi o Tsutaetai)



Table of Contents:

0. Document History
I. Basic Stuff
   1. What is this document?
   2. What's new in SPF2XfMS (compared to SPF2X)?
   3. A quick note on character names?
II. Hidden Characters
   1. How can I play as Devilot?
   2. How can I play as Gouki?
   3. How can I play as Dan?
   4. Is it possible to play as Lin-Lin?
   5. What about Anita?
   6. Bat-form Morrigan?
   7. Are there any other character variations?
III. Hidden Challengers
   1. How can I get Devilot as a hidden challenger?
   2. How can I get Dan as a hidden challenger?
IV. Gameplay and Stuff
   1. How do I select Expert Mode?
   2. Are there taunts in this game?
   3. So what's this about custom attack patterns?
   4. And what's this about drop speeds?
   5. Could you explain how the diamond piece works in SPF2Y/SPF2Z Mode?
   6. What determines the initial setup in SPF2Y battles?
V. Miscellany
   1. How do I select my character's costume?
   2. How do I access EX Options?
   3. Are there any special ending sequences?
   4. Is there really only one high score list?
   5. Is there an auto-save and/or auto-load process?
   6. Is there any sort of screensaver function?
   7. Does the standard 5-button reset work?


-------------------
0. Document History
-------------------

V1.0: 9/17/01
      Launch version
 (7/5/01: Super Puzzle Fighter II X for Matching Service now on sale)


--------------
I. Basic Stuff
--------------

I.1  What is this document?

     This document is an English language informational resource for Super 
Puzzle Fighter II X for Matching Service (which I shall hereafter refer to 
as SPF2XfMS (or simply SPF2X) for reasons of brevity).  SPF2X (arcade, 
PSX, and SSat versions have been released in the US as "Super Puzzle 
Fighter II Turbo") is an SD (cute) Capcom puzzle game loosely based upon a 
fighting game (Super Street Fighter II X).  SPF2X belongs to the "falling 
pieces" genre of puzzle game, probably best defined by Compile's PuyoPuyo 
series of puzzle games...
     In this document, I'll be covering codes and secrets and other such 
information which may be of interest to Puzzle Fighter fans.
     This document was written for the J version of SPF2XfMS, currently 
the only version of the DCast version of the game.
     Super Puzzle Fighter II X for Matching Service (DCast, J) basic info:
        1 GD ROM Disc (T-1250M)
        1-2 Players
        Works with: Arcade stick, VMU (3 blocks), PuruPuru Pack, VGA Box,
                    DCast keyboard, DCast Modem.
        3800 (y)en


I.2  What's new in SPF2XfMS (compared to SPF2X)?

(note: I'll be using the PSX version of SPF2X as the comparison version)

     2 new gameplay modes!  SPF2Y and SPF2Z.  These have different game 
rules than SPF2X, so really, it's kind of like getting two extra puzzle 
games.  Unfortunately, they all share the same high score list.  =/
     Counter Gem Edit mode.  Allows you to create a custom attack pattern, 
for use with any character in any gameplay mode.  2 custom patterns may be 
stored on your save file; one for the P1 side, and one for the P2 side.
     Training mode.  Practice without having to worry about your opponent 
attacking you.
     New character: Bat-form Morrigan!
     New difficulty Level: Expert.  The CPU opponent drops pieces a lot 
faster (drop speed 3), and all attacks (human or CPU) do a *lot* more 
damage (more attack pieces sent over to the opponent).
     3 drop speeds for dropping your pieces.  The fastest one is 
especially useful for Expert difficulty.
     EX Options.  Edit game rule specifics (yes, you can even remove the 
diamond piece (Rainbow Gem) entirely from SPF2X mode), change in-game 
language setting, erase your high scores, etc.
     Network Mode.  Allows people to play each other over a network (this 
is what "for Matching Service" refers to), without necessarily being in 
the same room.  =)  Unfortunately, though, use of the network seems to 
require a registration process (and fees, I think), which seems limited to 
Japan only.  (side note on Network Mode: I haven't played any games in 
Network Mode, so consequently, there will be very little information 
pertaining to it in this Secrets FAQ.  It is, however, possible (I can't 
say for sure, of course) that some of the secrets which work in other 
modes of the game may (may) also work in Network Mode.)

     Unlocked initially: All 4 costume colors; Gallery (different 
pictures, though); both (normal and karaoke) versions of Sakura image song 
("Kono Omoi o Tsutaetai") (tracks 48 and 49 in the BGM Test).
     Different: Hidden character codes; BGM default is set to Original 
(arcade BGM), instead of Remix (home version BGM); some Lin-Lin and Anita 
animations (intro/attack/super) are slightly different); Dan is limited to 
only 1 Taunt now (like everybody else =/ ).
     Missing (or not yet found): Street Puzzle Mode (extras are unlocked 
initially, so there's no need for it); Special win icons; Master Arcade 
Mode; Versus Mode Stage select codes; Dan as a CPU Challenger.

There are some other new things as well, but those are the main 
differences...


I.3  A quick note on character names?

     Just a quick note that will hopefully clear up (or prevent) any 
potential confusion.  Between the Japanese and U.S. versions of SPF2X, 
some of the character names were actually changed (as was the name of the 
game itself).  In this document, I shall be referring to the characters by 
their original (J version) names.  For reference purposes, here are the 
original names, and what each was changed to for the US versions:
        Lei-Lei      Hsien-Ko
        Gouki        Akuma
        Anita        Amanda
     I think Lin-Lin (Lei-Lei's sister) may also have been renamed, but if 
so, I don't know what her US version name would be, so...


---------------------
II. Hidden Characters
---------------------

II.1  How can I play as Devilot?

Note: While the CPU version of Devilot plays normally, the selectable 
version has a damage handicap (attacks do less damage).  Devilot does have 
one of the best gem patterns in the game, though... and by chaining into 
your attacks, you can use the chain multiplicatives to compensate a bit 
for the handicap... (also, the handicap does seem to ease up a little for 
larger power gems)

     Devilot is hidden off the edge of the character select map.  Just go 
Down from Morrigan to find her.
     Side note: The arcade version code, the PSX/SSat code, and the 
PSX/SSat "easy" code will *not* work on this version of the game.

     Erratum: In the game manual, Devilot's pattern is actually listed 
incorrectly!  Here is the mistaken pattern, and what it should be:

             in manual        in game

             g b y r g b      y r g b y r
             b y r g b y      b y r g b y
             y r g b y r      g b y r g b
             r g b y r g      r g b y r g
             (incorrect)       (correct)

Note on Devilot's damage handicap: The handicap is not a standard amount 
or percentage, seeming to vary according to the size and complexity of the 
attack.  In general, it seems that the larger or more complex an attack 
is, the smaller the handicap will be.  Most of the time, it seems to be 
between 20 and 40 percent (that much less damage), but for really small 
attacks, the handicap can be larger, and for really large attacks, it can 
be smaller, as well...


II.2  How can I play as Gouki?

Note: While the CPU version of Gouki plays normally, the selectable 
version has a damage handicap (attacks do less damage).  Gouki does have 
one of the best gem patterns in the game, though... and by chaining into 
your attacks, you can use the chain multiplicatives to compensate a bit 
for the handicap... (also, the handicap does seem to ease up a little for 
larger power gems)

     Gouki is hidden off the edge of the character select map.  Just go 
Down from Lei-Lei to find him.
     Side note: The arcade version code, the PSX/SSat code, and the 
PSX/SSat "easy" code will *not* work on this version of the game.

Note on Gouki's damage handicap: The handicap is not a standard amount or 
percentage, seeming to vary according to the size and complexity of the 
attack.  In general, it seems that the larger or more complex an attack 
is, the smaller the handicap will be.  Most of the time, it seems to be 
between 20 and 40 percent (that much less damage), but for really small 
attacks, the handicap can be larger, and for really large attacks, it can 
be smaller, as well...


II.3  How can I play as Dan?

Note: As usual in Capcom games, Dan has some sort of handicap.  In Puzzle 
Fighter, his handicap is that his attacks will produce only red gems 
(which makes it incredibly easy to send a huge attack back against him).  
So if you're playing as Dan, don't do any small or mid-sized attacks, but 
instead, set up one huge attack (incorporate chains, if at all possible) 
that will bury your opponent in one shot.  Remember that if your opponent 
survives that attack, he/she just has to wait for a red crash gem to send 
it all back... so once you commit to a large attack, you'd better keep 
attacking until you defeat your opponent!

     Dan is hidden off the edge of the character select map.  Just go Down 
from Donovan to find him.
     Side note: The arcade version code, the PSX/SSat code, and the 
PSX/SSat "easy" code will *not* work on this version of the game.


II.4  Is it possible to play as Lin-Lin?

     (Lin-Lin, btw, is Lei-Lei's sister)
     Yep.  But maybe not quite in the way you suspected.  Even though 
Lin-Lin appears in her human form in the "Thanks" screen you get at the 
end of a Hard mode (or Expert mode) game, there doesn't appear to be a way 
to play Lin-Lin in her human form (note that the "Thanks" picture has no 
animation for her).  However, you can play Lin-Lin in her paper ward form.
     Select Lei-Lei while holding down L and/or R (or Z and/or C, if 
you're using an Arcade Stick) in order to play as Lin-Lin.  Lin-Lin plays 
like Lei-Lei, except that she doesn't speak.

     Side note: Comparing to the PSX version of SPF2X, Lin-Lin does have 
some different animations, including her opening animation (we briefly see 
her in human form), some of her attacks (items are thrown from off-screen 
for her low-level attacks), her Super finish (bucket), and her win pose 
(Lei-Lei shows up).


II.5  What about Anita?

     (Anita, btw, is Donovan's ward)
     Yep.
     Select Donovan while holding down L and/or R (or Z and/or C) in order 
to play as Anita.  Anita plays like Donovan, except that she doesn't speak 
(until she wins).  She also has her own Super finish, where she tosses a 
bunch of doll heads at her opponent...  At least, I *hope* they're doll 
heads... ^^;;;

     Side note: Unlike in the PSX version of SPF2X, Donovan's sword 
actually accompanies Anita in this version of the game.  Personally, I 
thought it was a lot scarier that Anita could damage you simply by 
pointing at you, but... ^^;


II.6  Bat-form Morrigan?

     (this is Morrigan's "cursed" form from the Vampire series games, btw)
     Yes, indeed.
     Select Morrigan while holding down L and/or R (or Z and/or C) in 
order to play as Bat-form Morrigan.  At the beginning of each match, 
Morrigan will get hit by Anakaris' "curse" attack (Ouke no Sabaki) and 
turn into her bat form, and will remain in her bat form until she wins the 
match.
     Bat-form Morrigan uses different attacks than normal, and even has a 
different Super finish.


II.7  Are there any other character variations?

     Yes, as a matter of fact.
     By holding down L and/or R (or Z and/or C) while selecting some (but 
not all) of the characters, you can play a version of that character with 
different (and/or additional) attack animations.
     Alternate attack versions of characters play just like the normal 
versions (same costumes, same attack patterns, same damage level, etc.).

For reference purposes, here's how I'm designating the attack levels:
(side note: low-level attacks won't have any real significance in this 
section, but I've included the "low-level" designation in the chart below 
anyway, for the sake of completeness... ^^)

     Number of attack blocks    Attack level
       0-11    (0+ rows)          low-level
       12-17   (2+ rows)          Small
       18-23   (3+ rows)          Medium
       24-29   (4+ rows)          Large
       30-77   (5+ rows)          Super
       30 & up (finishes opp.)    Super Finish

Note: A Super will become a Super Finish if it finishes off your opponent; 
in SPF2X and SPF2Y Modes, this means that the attack must fill column 4 
(columns numbered from left to right); in SPF2Z Mode, this means that any 
of the 6 columns must reach the top.  In SPF2X and SPF2Y Modes, if your 
opponent's column 4 is completely empty, you'll need an attack of size 78 
(13 rows) or higher, I think, to get a Super Finish, but if there are 
already other gems in column 4, a smaller attack (but no less than size 
30, of course) will suffice.

Here's a summary of what occurs for each character (hold L/Z and/or R/C 
while selecting character):

     Character    Differences                             Levels affected
       Ryu          3 possible attacks per attack level     Sm Md Lg S SF
       Chun-Li      Larger attacks                             Md Lg S SF
       Sakura       2 possible attacks per attack level     Sm Md Lg S SF
       Ken          Different (or variant) attacks             Md Lg S SF
       Morrigan       [Bat-form Morrigan]
       Lei-Lei        [Lin-Lin]
       Donovan        [Anita]
       Felicia      2 possible attacks per attack level     Sm Md Lg S
       Devilot        [no difference]
       Gouki        3 possible attacks per attack level     Sm Md Lg S
                    Different Super Finish                             SF
       Dan            [no difference]

And if anybody's interested, here are some further notes for the 
characters with alternate attack versions:

     Ryu - While Ryu does retain a fireball (hadouken) attack for each 
attack level, the new fireball attacks are actually different (some more 
obviously than others) than their original counterparts.
     Chun-Li - I *think* there's no difference in her Small level attack; 
if there is a difference, it's a lot more subtle than for her more 
powerful attacks, so... ^^;
     Sakura - (no additional notes)
     Ken - Like for Chun-Li, I *think* there's no difference in Ken's 
Small level attack...
     Felicia - Similar to Ryu, while Felicia does retain a Sand Splash 
attack for each attack level, the new versions do seem to be somewhat 
different...
     Gouki - Because of the presence of a double aerial fireball, one 
could make the case that the alternate attack version of Gouki is actually 
Shin Gouki.  =)  But unlike in the Street Fighter series of games, playing 
as Shin Gouki gives you no real advantages in Puzzle Fighter; yes, he does 
still have his damage handicap.


-----------------------
III. Hidden Challengers
-----------------------

III.1  How can I get Devilot as a hidden challenger?

Note: Devilot never appears in the normal CPU lineup; the CPU only plays 
her as a hidden challenger.

SPF2X Mode:
----------
     In Arcade mode, Devilot will appear as a hidden challenger before 
your 7th opponent (she'll interrupt the ready sequence of your Stage 7 
battle), if you fulfill all of the following conditions without any 
continues or challengers:

       1) For at least 1 round, time < 60 sec  (Min Time < 60)
       2) Max Chain >= 4
       3) Max Gem >= 20
       4) Win at least 1 round with a Super Finish (attack size >= 30)

(note: I haven't specifically tested for the "time = 60" case, so it's 
possible that condition 1 might be "time <= 60" instead... (shrug))

     For 3-round or 5-round matches, it's okay to lose a round... but I 
think all of the above conditions have to be fulfilled in winning rounds 
for them to count...

SPF2Y Mode:
----------
     Devilot can appear as a CPU challenger in SPF2Y Mode, but alas, I 
don't know what the exact conditions for the battle are.  Like in SPF2X 
Mode, I've encountered her only between Stages 6 and 7.

SPF2Z Mode:
----------
     I don't know if Devilot can appear as a CPU challenger in SPF2Z Mode, 
but considering that she appears in both SPF2X and SPF2Y Modes, I suppose 
that it is possible...


III.2  How can I get Dan as a hidden challenger?

     Note: Dan never appears in the normal CPU lineup.

SPF2X Mode:
----------
     Unfortunately, the SPF2X CPU Dan conditions that worked for the 
arcade, PSX, and SSat versions of the game *don't* seem to work for the 
DCast version!  So either the conditions have been changed, or Capcom 
forgot to program in the CPU challenge (or maybe even intentionally 
removed it).  (sigh)

SPF2Y/SPF2Z Mode:
----------------
     I don't know if Dan can appear as a CPU challenger in SPF2Y and/or 
SPF2Z Mode.


----------------------
IV. Gameplay and Stuff
----------------------

IV.1  How do I select Expert Mode?

     On the difficulty select screen (Level Select) for an Arcade mode 
game, select Hard while holding down L and/or R (or Z and/or C), and 
you'll be able to play in Expert Mode.
     In Expert Mode, the CPU opponents play a lot faster (drop speed 3 in 
SPF2X and SPF2Y Modes, and very quick movement around the board in SPF2Z 
Mode), and *all* attacks (both players) do a *lot* more damage than 
normal.

     Side note: It appears that if another player challenges you during an 
Expert Mode game, the abnormally high level of damage will still apply for 
your challenge match... ^^;


IV.2  Are there taunts in this game?

     Yes.  To taunt your opponent, hit L/Z.  Taunts do no damage, though 
an opponent will react as if it did.  Each character may taunt only once 
per round.  Yes, even Dan.  =/  Alas, it looks like Capcom forgot to give 
Dan infinite taunts in this version of the game.  Although he does still 
seem to have his taunt "disadvantage" in that his opponent will not react 
to his taunt...
     A character's taunt will be the same animation as a low-level attack.  
For those characters with more than one low-level attack (i.e. most of 
them), one of these will be chosen at random.


IV.3  So what's this about custom attack patterns?

     In Counter Gem Edit mode (selectable from the main menu), you can 
design a custom attack pattern usable with any character (once you've 
completed your pattern, press START to exit Counter Gem Edit mode).  Two 
patterns can be stored on your save file; one for the P1 side, and one for 
the P2 side.
     To use a custom pattern, simply hold the START button down while 
selecting your character.

     SPF2Y Mode note: Since all of the normal attack patterns are pretty 
bad (yes, even Devilot's and Gouki's) for SPF2Y Mode, if SPF2Y Mode is 
giving you problems, you may want to design a custom pattern specifically 
for SPF2Y.  As an added bonus, any pattern that works well in SPF2Y Mode 
is likely to be pretty good for the other two Modes as well.  =)


IV.4  And what's this about drop speeds?

     Instead of just having one speed at which you can drop your pieces, 
you have a choice of three.  Drop speed 1 is the standard default, drop 
speed 2 is a bit faster, and drop speed 3 is almost instantaneous.
     For SPF2X and SPF2Y Modes (SPF2Z has no "drop" function), the default 
is that Down (on your d-pad/stick) is set to drop speed 1, and Up is set 
to drop speed 3.
     Drop speed settings apparently cannot be changed for SPF2Y Mode, but 
it is possible to change them for SPF2X Mode.  Just select the button 
config option (third from the bottom) from the main Options menu, select 
SPF2X, and you can edit your button settings pretty much any way you 
want...

     If you're a newcomer to puzzle games in general, or Puzzle Fighter in 
specific, you'll probably want to stick to drop speed 1 (or maybe drop 
speed 2) until you get the hang of the dynamics of the game.  If you're an 
experienced player, drop speed 3 can, after you get used to it, be quite 
useful (especially in Expert Mode games!)...


IV.5  Could you explain how the diamond piece works in SPF2Y/SPF2Z Mode?

Terminology note: The diamond piece is called a Rainbow Gem in SPF2X, and 
a Change Gem in SPF2Y and SPF2Z.  For the sake of simplicity, however, I 
will usually refer to it as a "diamond piece", or more simply, a "diamond" 
(in all three Modes).

General note: Unlike in SPF2X Mode (where the diamond piece represents 
all colors), in SPF2Y and SPF2Z Modes, each diamond piece will be of a 
specific color.

SPF2Y Mode:
----------
     Destroy gems to build up your Change Gem Gauge.  When your gauge 
reaches maximum, you'll be able to call a diamond into play.  If you then 
hit R/C, the top gem of your next piece will become a colored diamond (and 
your gauge will reset to zero), the color determined by the character 
you're playing.  Here's a list of the associated color for each character:

       Ryu        Chun-Li   Sakura    Ken
         RED        BLUE      GREEN     YELLOW

       Morrigan   Lei-Lei   Donovan   Felicia
         RED        BLUE      YELLOW    GREEN

       Devilot    Gouki     Dan
         YELLOW     RED       RED

     Bat-form Morrigan, Lin-Lin, and Anita have the same associated colors 
as Morrigan, Lei-Lei, and Donovan, respectively.
     The diamond piece will disappear as soon as it is placed.  The 
effects the diamond will have depend upon what it is placed on top of:
      - If the diamond is placed on a gem (normal or numbered) of the same
        color as the diamond: All normal gems of that color will disappear
        from your field; all numbered gems of that color will become
        normal gems; any numbered gem that's adjacent (yes, diagonals
        count) to the diamond will become a normal gem.
      - If the diamond is placed on a gem (normal or numbered) of a
        different color than the diamond: All normal and numbered gems of
        that color on your field will become normal and numbered
        (respectively) gems of the same color as the diamond; any numbered
        gem that is both adjacent (yes, diagonals count) to the diamond
        *and* of a different color than the color being transformed will
        become a normal gem.
      - If the diamond is placed directly on the ground: You'll receive a
        10,000 point Tech Bonus (just like in SPF2X Mode); any numbered
        gem that is both adjacent (yes, diagonals count) to the diamond
        *and* of a different color than the diamond will become a normal
        gem.

Erratum: The game manual lists "Change Gem Hatsudou" ("activate/summon 
Change Gem") as being set to the Y button, but the game actually defaults 
the command to the R trigger (or C button).

SPF2Z Mode:
----------
     Like crash gems, diamonds will appear in the mix of pieces that 
advances upwards.  Diamonds will appear at regular intervals (1 diamond at 
every 15th row (line) is default, I believe).  The color of each diamond 
is determined randomly.
     When a diamond piece becomes adjacent to (diagonals do *not* count) 
any non-numbered piece (i.e. a normal gem, crash gem, or diamond) of the 
same color, all pieces (including numbered pieces) of that color that are 
currently on your field will (after the standard pause) disappear.  Pieces 
brought into play after the diamond piece is triggered (i.e. if you 
manually advance the screen right after triggering a diamond) will not be 
directly affected by the diamond (i.e. they'll stay on your field unless 
you do something else to make them disappear).
     As is standard in SPF2Z Mode, when a gem is waiting to disappear, it 
cannot be moved; also, any non-numbered gem of the same color that becomes 
adjacent to a gem that's waiting to disappear will also be made to 
disappear (even if there's no crash gem or diamond directly connected to 
that string or chunk of gems).


IV.6  What determines the initial setup in SPF2Y battles?

     The initial setup is determined by the background stage.  Each stage 
has a unique initial setup, as follows:
(a period indicates an empty column; all initial pieces are numbered gems 
of countdown duration 9)

        r         y     r y   g b y       g   r         b   g y   b
        y b     y r     y b g b y r       g   b         b   g y   b
        r r g g y y     g y g y g y     g y   r         b   g y   b
        y y g g r r     g y g y g y     g y . b . .     b . g y . b
         Ryu stage     Chun-Li stage   Sakura stage      Ken stage

        b r     g y     b y r b   r     g   r y   g     r     r    
        b r     g y     r b g y   y     g b r y b g     r b   b    
        r b     y g     b y r b   g     r b g g b y     r b g g    
        r b . . y g     r b g y . b     r y g g r y     r b g y y .
      Morrigan stage   Lei-Lei stage   Donovan stage   Felicia stage

        y         b     y b   r y       r   r   r r
        b y b y b y     y b   r y       r   r   r r
        r g r g r g     g g   g g       r   r   r r
        b y b y b y     g g . g g .     r . r . r r
       Devilot stage    Gouki stage      Dan stage


-------------
V. Miscellany
-------------

V.1  How do I select my character's costume?

     Each character has four costumes: Standard 1, Standard 2, Special 1, 
and Special 2.  For the sake of simplicity, I've designated these costumes 
1, 2, 3, and 4 (respectively).  Here's which button corresponds to each 
costume:

       1: X
       2: Y
       3: A
       4: B

Informational note: Costumes 1 and 2 are the costumes selectable in the 
arcade version of SPF2X.  Costumes 3 and 4 are the costumes that were 
added for the home versions of the game.

     In cases where both players choose the same character and costume, 
the side which selected first will get that costume, while the other side 
will get an alternate color, as follows:

      main  alt
       1  -  2
       2  -  3
       3  -  4
       4  -  1

Side note: The above is also representative of what costume your CPU 
opponent will use in Arcade mode mirror matches (same character on both 
sides).  So if you're using costume 1, the CPU opponent will use costume 
2; if you're using costume 2, the CPU opponent will use costume 3; etc.


V.2  How do I access EX Options?

     Hold down L/Z while selecting Option Mode from the main menu, and 
you'll get the EX Options menu instead.
     EX Options allows you to change game settings that aren't available 
in the normal options screen.  For example, the frequency of diamond 
pieces (you can even remove them entirely if you want), presence of attack 
cancelling, initial state of your Change Gem gauge (SPF2Y), etc...

Important note:
     If you care about your high score list, be careful *not* to select 
the "Score data clear" option in the General options section of EX 
Options.  The General options section is the top option in the main EX 
Options menu; and the "Score data clear" option is the third from the 
bottom (just above "restore to defaults") on that (General options) 
screen.
     If you select the "Score data clear" option, there's no "Are You 
Sure?" query, and the game will immediately erase your high scores.  This 
doesn't immediately affect your save file, but if the game saves to your 
save file, you'll lose all your high scores there too.  If you have 
Auto-Save enabled, and have accidentally erased your high scores, *don't* 
exit EX Options, as that will trigger an auto-save.  Removing your VMU 
from your controller and/or turning off your Dreamcast should keep your 
save file safe until you can reload the game.


V.3  Are there any special ending sequences?

     Well... there are no character endings, but there are other things.  
Here's a summary of what you get for finishing the game:

       Easy - Dan congratulations screen.
       Normal - End credits (w/intermission demos), and a text "Thank you
                for playing" screen.
       Hard - End credits (w/intermission demos), and a special "Thank you
              for playing" screen (group portrait).
       Expert - (same as Hard)

     In addition, if you finish the game without continuing, you'll also 
get:

       Easy - (no difference)
       Normal - Character portrait during end credits.
       Hard - Character portrait during end credits.
       Expert - (same as Hard)


V.4  Is there really only one high score list?

     Alas, yes.  The same high score list is used for all three game Modes 
(SPF2X, SPF2Y, and SPF2Z), even though the scoring structure is obviously 
not balanced between the three (i.e. all of your highest scores will 
probably originate from the same Mode, thus making it a lot more difficult 
to keep track of your high scores in the other two Modes (you'll have to 
actually write them down or something)).  =/
     Note on the effect of continues: Continuing does *not* reset your 
score in Puzzle Fighter, so if you like keeping your high score lists 
meaningful (as I generally do), you should avoid saving to your save file 
any high scores earned via continued games.  For each continue, the game 
will add 1 point to your score (this is the only time the ones column is 
used, btw), for up to nine continues, after which continuing will no 
longer affect the ones column of your score (i.e. it'll stop at 9, even if 
you've continued 10 or more times).


V.5  Is there an auto-save and/or auto-load process?

     Yes, and yes.  But they'll only work with port A-1.  You *can* 
manually save to or load from another port, if you want, however.

     Auto-save option notes: The Auto-save option is not located in the 
Memory Card section (second from the bottom, main Options menu) of Option 
Mode, where one would logically expect it to be, but rather in the Game 
Settings section (top option, main Options menu) instead!  The Auto-save 
option is the third from the bottom (just above the "restore default 
settings" option) in Game Settings, and is by default set to OFF.


V.6  Is there any sort of screensaver function?

     The standard "dim the screen" screensaver will darken the screen 
after 5 minutes of idle time (no inputs from any controller, and no 
reading from the disc), but only in certain areas of the game (in-game 
pause menu, for example).  And in case anybody's interested, CD spin stop 
activation time is 1 hour (of no reading from the disc).

     There is also a screensaver in the web browser (Dream Passport 3) 
included with the game (to get to DP3, just select Network Mode, then 
after saving your game status (or not) to your VMU, select the "Super 
Puzzle Fighter 2X Home Page" option).  The screensaver seems to be based 
upon pictures of the SPF2X characters, and will apparently choose one at 
random, and take it through one of a few simple screensaver effects.
     Once you're running DP3 (you don't necessarily have to be connected 
to your ISP), screensaver activation time is 5 minutes (of idle time).  
Approximately every five minutes thereafter, the screensaver will reset, 
choosing a new character portrait and/or a new effect to run...


V.7  Does the standard 5-button reset work?

     Yes, the standard Dreamcast 5-button reset (A+B+X+Y(START)) will, 
from either controller, reset the game back to the main title screen.  
>From there (or from anywhere else in attract mode), if you input the reset 
command again, you'll exit the game entirely, back to the main Dreamcast 
system menu...



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The latest version of this file can be found at:
  Way Too Cute To Be a Fighting Game
  http://www.best.com/~ruyeyama/dcast/wtctbafg.html
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