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    FAQ/Move List by ChronoMog

    Version: 1.00 | Updated: 01/22/01 | Printable Version | Search This Guide

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    +---------\
    | RS FAQ  \
    |-----------------------------------------------------x
    | Game  Characters  Moves  Stages  Tips  FAQ  Etc.    |
    |-----------------------------------------------------+
    |       ___       __                  __    _       |^|
    |      / _ \___ _/ /____ _____ ____ _/ /__ (_)      |||
    |     / , _/ _ `/  '_/ // / _ `/ _ `/  '_// /       |o|
    |    /_/|_|\_,_/_/\_\\_,_/\_, /\_,_/_/\_\/_/        |||
    |           ______       /___/  __  _               |||
    |          / __/ /  ___ _    __/ /_(_)_ _  ___      |||
    |         _\ \/ _ \/ _ \ |/|/ / __/ /  ' \/ -_)     |||
    |        /___/_//_/\___/__,__/\__/_/_/_/_/\__/      |||
    |                              _______  ____        |||
    |  By                         / __/ _ |/ __ \       |||
    |  ChronoMog                 / _// __ / /_/ /       |||
    |  ltaox@home.com           /_/ /_/ |_\___\_\   __  |||
    |                                               \/  |||
    |___________________________________________________|v|
    | Version: 1.00II  Date: 220101  Size: 63.8kb         /
    +----------------------------------------------------//
    
    
    Rakugaki Showtime FAQ/Movelist
    v.1.00 Type III
    Last Update: 220101
    Created and Maintained by ChronoMog
    
    This document is copyright 2000 - 2001 by ChronoMog, AKA Lionel Tao. It may
    not be altered, distributed or used without express permission from the author.
    Yes this is a real copyright.
    don't believe me? see http://171.64.128.118/mirrors/faq/copyright/myths/part1
    Rakugaki Showtime and all it's related characters and insignia are property
    of Enix and Treasure
    
    Any questions, comments or sucking-up should be sent to:
    ChronoMog at ltaox@home.com
    
    
    Please use a fixed width font such as Courier New or Fixedsys. To check, look 
    at diagram below. If all the characters are alligned inside the little box, 
    you are using a fixed width font. If not, adjust your font until they are 
    alligned.
    
    +------------x
    |o 0123456789|
    || abcdefghij|
    |v ..........|
    |o---------->|
    +------------/
    
    
    +------------\
    |0. Contents  \
    +--------------------------------------------
    
    +------\
    |Legend --------------------x
    |                           |
    | O (!) - New section       |
    | |       or subsection     |
    | | (?) - Something changed |
    | | (+) - Something added   |
    | | (-) - Section or sub-   |
    | v       section removed   |
    |                           |
    | refreshes after 2 updates |
    | see ver. history for more |
    +---------------------------/
    
    
      /--------\
     / Contents ------------------------------O
    |
    | I   About the FAQ
    |     0  Contents (?)
    |     1  Intro
    |     2  About the Redesign (!)
    | II  About the Game
    |     3  Review of the game
    |     4  Story
    |     5  Starting the Game
    |     6  Controls
    |        6.1   Basic
    |        6.2   Advanced
    |        6.3   Throwing
    |     7  Items
    |     8  Character Movelist (?)
    |     9  Character Analysis
    |     10 Stages
    |     11 Character Flow
    |     12 Tips and Strategies
    | III FAQ (!)
    |     13 Intro (!)
    |     14 General FAQs (!)
    |     15 Game FAQs (!)
    | IV  Etc.
    |     16 Credits
    |        16.1  Contributors (?)
    |        16.2  Special Thanks (?)
    |     17 The Future (?)
    |     18 Version History (?)
    |     19 Notes (?)
    \--------------------------------->
    
    
    
    +----------\
    | Part I    \
    +-------------------------------------------x
    | About...                                  |
    |   ________         _______  ____          |
    |  /_  __/ /  ___   / __/ _ |/ __ \         |
    |   / / / _ \/ -_) / _// __ / /_/ /         |
    |  /_/ /_//_/\__/ /_/ /_/ |_\___\_\         |
    |                                           |
    |  ^  0. Contents                           |
    |  O  1. Introduction                       |
    |  v  2. About The Redesign             __  |
    |                                       \/  /
    +------------------------------------------//
    
    
    +---------\
    |1. Intro  \
    +--------------------------------------------
    
    It recently occurred to me that no one had made a guide for this wonderful 
    game. For those of you reading this, I assume you already have this game, so 
    you don't need a description, but for those of you, like me, like reading 
    guides for games that you don't have, here's the low-down. Rakugaki Showtime
    (Literal translation: Graffiti Showtime) is a party game by Enix and Treasure
    game along the same vein as Poitter's Point (Also known as Poy Poy on this side
    of the Pacific) wherein you try to defeat the opponents by throwing things at
    them.
    
    Your characters have special attacks when you don't feel like throwing
    something, and special throwing techniques to aid them at certain points during
    the battle.
    
    It later dawned on me recently NO ONE ELSE ON EARTH HAS THIS GAME, SO WHY AM I
    WRITTING THIS? well, for personal uses and such, so in case i ever get amnesia,
    i can look back and read these moves. That and so i can leave a lasting mark on
    ghod's Green Earth.
    
    My Japanese is limited to katakana and whatever I can find in the dictionary
    and this is my first crack at making a guide, so bear with me.
    
    I don't have the instruction manual (I got mine from a friend), so anyone who
    has it, could they like scan it or something?
    
    
    +----------------\
    |2. The Redesign  \
    +--------------------------------------------
    
    So why did I make this time-consuming, space-consuming, (yet somewhat spiffy)
    new design? Well, due to circumstances beyond control, a Trey McElveen has
    reminded me of the FAQ, and because of my strange work habits (wherin I don't
    study for exams, instead doing fake 'work') tells me to work on this thing.
    Second reason is that the time-consuming design isn't that time-consuming
    because I already used this design for my clan FAQ (if you play Rogue Spear,
    look for us, all *four* of us, on www.zone.com with ESoC on our names).
    
    Yes it is inconsistant, like with dropdown borders and headers at some places,
    some without, but sue me. I'm not a professional web designer (nor a web
    designer at all) so it's bound to suck.
    
    And it's increased the size of the FAQ 10kb.
    
    I await the flames.
    
    
    
    
    +----------\
    | Part III  \
    +-------------------------------------------x
    | About...                                  |
    |   ________         _____                  |
    |  /_  __/ /  ___   / ___/__ ___ _  ___     |
    |   / / / _ \/ -_) / (_ / _ `/  ' \/ -_)    |
    |  /_/ /_//_/\__/  \___/\_,_/_/_/_/\__/     |
    |                                           |
    | O  3. My Review of the Game               |
    | |  4. Storyline                           |
    | |  5. Starting the Game                   |
    | |  6. Controls                            |
    | |  7. Items                               |
    | |  8. Character Movelists                 |
    | |  9. Character Analysis                  |
    | | 10. Stages                              |
    | | 11. Character Flow                      |
    | v 12. Tips and Strategies             __  |
    |                                       \/  /
    +------------------------------------------/
    
    
    +-------------\
    |3. My Review  \
    +--------------------------------------------
    
    Ok, let's cut to the chase:
    
    Gameplay: 10/10
    This is where it gets interesting. What the game itself is is a amalgam of 
    dodge ball, the Playstation game Poy Poy (Poitters Point) and the Nintendo 64 
    game Super Smash Brothers (Nintendo All-Star Dairantou Smash Brothers). 
    
    You take control of your character as he tries to bash his way through to the 
    big boss. To do this, you can use one of three main methods: throwing a
    destructive ball around in one of three ways, throwing miscellaneous objects
    around (i.e. explosives, missiles, rocks, gravity wells, etc.) in an attempt to
    hit the opponent, and finally, you can choose to just duke it out and hit the
    other guys. 
    
    If you ever get bored of fighting the computer, just head on over to versus
    mode, and fight battle royal or in teams with yourself and three other friends
    (or enemies, whatever).
    
    Story: 6/10
    Yawn... This is essentially the same storyline as Super Smash Brothers. For 
    anyone who doesn't know that particular storyline, it's like a kid (in the one
    "God-Hand" who creates a bunch of characters so they can fight against each
    other.
    
    Graphics: 8/10
    When i first laid eyes on this game, i was intrigued by it's simplistic
    graphics. The characters in the game are all crayon drawings on scraps of 
    paper, deposited on a 3D backdrop. This may not sound too interesting, but it
    adds an original feel to the game. The menus are clean and rounded shapes and
    colours, similar to Chu Chu Rockets, which is defiantly a plus in my book.
    
    Sound: 7/10
    Cute voice-overs, but bland music. The sound effects are the same old "boom!"
    "crash!" that you hear in every other game on earth. The music gets most
    aggravating after listening to the training mode song or the character select
    song after trying to write a guide for three hours straight.
    
    Difficulty: 8/10
    Another interesting feature is the automatic difficulty adjustment, the 
    computer will decide when you are doing bad (using two continues on one stage
    counts as 'bad') and make the game easier, or when you are breezing (killing
    enemies 'perfect', or really fast) and make the game harder. The 'easier' and
    'harder' consists of less or more enemies respectively, and adds an interesting
    twist to the game, for instance, one level, in 'easy', there are three enemies,
    in 'normal' there are five, in 'hard' there are actually seven enemies to your
    one character.
    
    Replayability: 10/10
    Contrary to what another review I've seen has stated, the replayability is
    immense, this stems from the fact that there are seventeen (17) characters to
    choose from, four (4) of which are available from the start. One character is
    unlocked every time you beat the game, some of the better characters appearing
    only when you beat the game in different difficulty levels.
    
    Buy or Rent?
    Hmmm, it depends if you want the full experience of the game, there sure are
    alot of secrets to uncover, and a without these secrets, it can be quite bland,
    so i suggest buy, anyways, where the hell are you going to rent a 
    out-of-the-way import game?
    
    Overall: 9/10
    This game is almost a must for anyone who doesn't have Super Smash Brothers or
    Poy Poy, and is recommended by anyone with a Playstation. it's really good for
    all ages, no blood, and all the characters are cute and SD, so if you have time
    and money, go to your local import store and pick this one up!
    
    
    +---------\
    |4. Story  \
    +--------------------------------------------
    
    Well, from what i collect, it's generally the same as the Nintendo party game
    Super Smash Brothers, where a kid with an overactive imagination pits his
    characters against each other. The kid in this game is known as "God-Hand" and
    draws all these characters that end up battling.
    
    Once again, i don't have the instructions, so it'd really be nice to get some
    help here.
    
    
    +---------------------\
    |5. Starting the Game  \
    +--------------------------------------------
    
    
     /--------\
    / Controls --------------------------------O
    | O   -   Accept
    | X   -   Cancel
    | T   -   Not used
    | S   -   Not used
    | L1  -   Switch column (Versus Mode)
    | R1  -   Switch column (Versus Mode)
    | Start   Accept
    | Select  Not used
    | Select+Start - exit from menus
    \----------------------------------->
    
    
     /-----------\
    / Mode Select -----------------------------O
    |
    | When your start the game, there will be four selections available for you to
    | choose:
    |
    | Normal Mode           Versus Mode
    |
    |
    | Training Mode         Option Mode
    |
    v
    
    
    ______________
    | Normal Mode \
    ---------------
    In this mode, you battle enemies in set stages. The difficulty differs 
    depending on your performance, where doing badly (i.e. losing two times in a
    row) nets you crappy characters (e.g. Zacko) whereas doing well rewards you
    with really good characters (e.g. ESPer Dog)
    
    
    ______________
    | Versus Mode \
    ---------------
    In versus mode, there are four columns each with these selections:
    
    Chara (Your Character)
    Player (1-4 or Com)
    Team (A,B,C,D)
    Colour (1-4)
    
    Next you will be faced with the choice of what Items you want on the playing
    field in this order:
    
    Iwa (Rocks)
    Black Hole
    ICBM
    Grenade
    Jirai (Land Mine)
    Homing Missile
    Smiley Ball
    Item Points
    
    Select OK to begin the match
    
    
    ________________
    | Training Mode \
    -----------------
    
    Here you select a character to fight against a Zacko who has an absurd amount
    of life and hardly enough brain cells to fill a pore on the human face. This is
    good to test out damage for the different moves of your character. The missions
    are as follows:
    
    Use the Smiley Ball
    Use Items
    Test your skills
    
    
    ______________
    | Option Mode \
    ---------------
    
    The following are displayed:
    
    User Friendly
    Sound
    Demonstration
    Staff
    Data
    Key Config
    
    *User Friendly*
    The second option is defaultly set on "Kids". This is BAD. Kids mode sets some
    cheap options that you can't change, and doesn't show you your enemies'
    lifebars and damage dealt. Change this IMMEDIATLY to Normal mode if you want to
    fully enjoy this game. Below are translations, note that the one with the
    *astericies* (is this the proper plural for of asterix?) are the "default"
    options, and in this mode only, the ones with _underscore_ are the "Kids" mode
    defaults. 
    
    Vibration <on/*off*>
    Game Set <*kids*/normal>
    Camera Player Up (?) <_on_/*off*>
    Field Camera <_90_/*45*>
    Marker <on/_*off*_/hantoumei(?)>
    Game Speed <low/_*middle*_/high/super>
    
    
    *Sound*
    
    Mode <*Stereo*/Mono>
    Music Volume <default 127>
    Effect Volume <default 127>
    
    
    *Demonstration*
    
    Sousasetsumei <leads to the tutorial movie>
    Movie <*On*/Off>
    
    
    *Staff*
    
    Staff Roll
    
    
    *Data*
    
    Auto Save <on/*off*>
    Load
    Save
    
    *Key Config*
    
    Throw at opponent <default S>
    Throw at object   <default T>
    Jump              <default X>
    Special Attack    <default O>
    Camera Left       <default L1>
    No use 1(?)       <default L2>
    Camera Right      <default R1>
    No use 2 (?)      <default R2
    
    
    +------------\
    |6. Controls  \
    +--------------------------------------------
    
    
    +------------\____________
    |6. Controls  \ 1. Basic  \
    +--------------------------------------------
    
    S  -  Throw at opponent 
    T  -  Throw at object   
    X  -  Jump              
    O  -  Special Attack    
    L1 -  Camera Left       
    L2 -  No use (?)       
    R1 -  Camera Right      
    R2 -  No use (?)      
    
    
    +------------\_______________
    |6. Controls  \ 2. Advanced  \
    +--------------------------------------------
    
    *Homing Jump*
    Hold a direction and hit the X button twice, you will jump to the next Item 
    Point or Smiley Ball.
    
    *Homing Cancel*
    Press X during a Homing Jump to cancel the jump and fall down.
    
    *Homing Jump Chain*
    During a Homing Jump, hold X and before you get to your destination, hold 
    another direction, when you land on your original destination, you will 
    continue to the next Item Point in the direction you indicated.
    
    *Special Attacks*
    Performing certain joypad combinations, you can produce special moves 
    on certain characters
    
    *Block*
    Press O without pressing any other directions.
    
    *Reflect*
    Press O without pressing any other directions at the exact instant an 
    object hits you, and you will bounce it back to its source
    
    
    +------------\_______________
    |6. Controls  \ 3. Throwing  \
    +--------------------------------------------
    
    The main attack method for most characters in the game is throwing objects. To
    enhance gameplay, there are three ways of throwing an object. All damage
    estimates based on the Smiley Ball
    
    *Normal Throw*  DAMAGE 100
    Pressing S or T near an object results in your character throwing the object to
    the nearest enemy or object, respectively, this will be indicated by a crayon
    like line tracing where the throw will end up. Once the object hits the 
    opponent, it stops/explodes.
    
    *Forward Drive*  DAMAGE: 400
    Holding the pad towards the target while throwing results in you using 
    "Forward Drive" while throwing, Forward Drive will make the object travel in a
    straight line. If said object is the Smiley Ball, then it will pierce through
    the target and continue on until it hits a boundary. This is faster but weaker 
    than Back Drive
    
    *Back Drive*  DAMAGE: 600
    Holding the pad away from the target while throwing results in you using "Back
    Drive" while throwing, Back Drive will make the object arc upwards and land on
    the target. If said object is the Smiley Ball, then it will cause an explosion.
    This is slower but stronger.
    
    *Super-Smiley-Attack*
    I'm serious about the name. This is done simply by throwing the Smiley Ball 
    while it's flashing colours, resulting in a super move dependant on the 
    character. The move itself is totally devastating, and can do up to 1000-3000
    points of damage
    
    
    +---------\
    |7. Items  \
    +--------------------------------------------
    
    "Items" are the objects that are used to pelt each other with, and come in a 
    variety of shape size and use. They are dispensed by Item Points throughout the
    playing field (different amounts for each field). Note that these are the
    official names:
    
    *Smiley Ball*
    The yellow Smiley Face... as absurd as it sounds, this WILL be your main method
    of attack. Why? Well, for one, it does far more damage than a physical attack,
    and will never disappear. It will pierce opponents with Forward Drive, and
    create explosions with Back Drive. As an added bonus, when you use it enough,
    it'll get PO'ed and start flashing. When it does this, GRAB IT!!!!! This
    activates the Super Smiley Attack, almost essential to winning.
    
    *Rock (Iwa)*  DAMAGE: About 1500 max
    These are huge boulders (600 damage), which split into smaller pieces (300) 
    which then again split(30) (Asteroid anyone?) These smaller pieces also do 
    damage. This results in an insane amount of damage. If Forward Drive is
    applied, it will split into less pieces.
    
    *Black Hole*  DAMAGE: N/A
    These grey missiles with blue warheads create a miniature black hole when 
    thrown, sucking everything within a certain radius into it's centre, it will 
    dissipate over time.
    
    *ICBM*  DAMAGE: About 1,200 OR About 800
    These are the really really huge white missiles. ICBMs have actually two uses,
    one, if thrown normally will cause it to fly vertically, later falling on an 
    opponent, causing a huge explosion which deals massive damage. The second, is
    done by throwing an ICBM with Forward Drive, this will make it go forward 
    really, really slowly, and hits the opponent, causing a huge explosion, but 
    this seems to cause less damage. If thrown with Back Drive, it will rise slower
    and fall faster
    
    *Grenade*  DAMAGE: about 750
    These are the grey ball-like objects, when thrown, they start a timer. If the
    Grenade does not hit an opponent, it will continue the countdown and then
    explode, if it does, it explodes on the spot, if Forward Drive is applied, 
    the timer will not appear and will just explode wherever it lands. (kinda an
    anticlimax to the ICBM, eh?)
    
    *Land Mine*  DAMAGE: 300 max
    (I believe this means land mine because in Japanese, "rai" means lightning, 
    and in Cantonese "ground lightning" is the literal translation to landmine)
    These are simply land mines which explode when you step on them. They 
    regenerate over time.
    
    *Homing Missile*  DAMAGE: 150
    Tiny red missiles which when thrown, home onto the target. Rarely will one 
    escape this by running and hiding, but don't worry, it does minimal damage. 
    
    
    +-------------\
    |8. Movelists  \
    +--------------------------------------------
    
    Send in those moves everyone!
    
     /------------------\
    / Character Select   -----------------------o
    |
    | The character select screeb is as such:
    | a b c d e f
    | g h i j k l
    | m n o p q r
    |
    | a - Yukiwo
    | b - Sasami
    | c - Pitan
    | d - Tsubohachi
    | e - Zacko
    | f - Armoured Zacko
    | g - Hayate
    | h - John Calibur
    | i - Ultra Johny
    | j - Ex Calibur
    | k - Cho Suke
    | l - Marina
    | m - ESPer Dog
    | n - John Mk-2
    | o - Lilo
    | p - ???
    | q - ???
    | r - random
    \------------------>
     
    
     /-------\
    / Legend  ----------------------------------o
    |
    | F  -  Forward
    | B  -  Back
    | D  -  Down
    | U  -  Up
    |
    | O  -  Circle (Attack)
    | S  -  Square (Throw)
    | T  -  Triangle (Throw)
    | X  -  Cross (Jump)
    |
    | +  -  together
    | ,  -  and then
    |
    | Sp -  Specials
    | ASp-  Air Specials
    | SSA-  Super Smiley Attack
    \-------------------------->
    
     ________
    | Yukiwo \
    ----------
    
    *Sp*
    backhand - f+O
    - damage: 150
    - knocks enemy down
    two palm thrust - d+O
    - damage: 600+100 if enemy hits wall
    - knocks enemy far away
    
    *ASp*
    flying kick - any direction+O
    - damage: 300
    - knocks enemy away
    
    *SSA*
    spinning launch
    - damage: 2200 max
    - Yukiwo spins around and throws the Ball, which leaves a green trail. Almost 
      dragon like, it attacks the enemy multiple times
    max laser - f+S or f+T
    - damage: 2850 max
    - Yukiwo focuses his energy through the ball, and creates a huge Capcom style
      laser in the direction of his opponent 
    - if Yukiwo is hit during this attack, the Smiley Ball will continue shooting 
      the laser randomly, and is able to hit Yukiwo
    big bomb - b+S or f+T
    - damage: 3200 max
    - Yukiwo throws the Ball high up, and at the top of it's arc above the enemy,
      it falls, creating a grand series of blasts
    - multiple enemies can be hit by the blast
    
    
    _________
    | Sasami \
    ----------
    
    *Sp*
    Flying kick - f+O
    - damage 100
    - knocks enemy down
    - Sasami jumps back
    Falling kick - d+O
    - damage 100
    - knocks enemy down
    - Sasami jumps way up if the hit succeeds
    Headspin - u+O, any direction
    - damage 60x
    - press another direction before she starts spinning to choose   direction
    - hits multiple times
    
    *ASp*
    Flying kick - f+O
    - damage 100
    - knocks enemy down
    - Sasami jumps back
    Falling kick - d+O
    - damage 100
    - knocks enemy down
    - Sasami jumps way up if the hit succeeds
    Headspin - u+O, any direction
    - damage 60x
    - press another direction before she starts spinning to choose direction of the
      spin
    - hits multiple times
    
    *SSA*
    smiley multiply
    - damage: 3000 max
    - Sasami throws the Ball straight up, and an entire storm of Balls appear and 
      attack the enemy one by one
    - there are about 30 balls, each do 100 damage
    trail - f+S or f+T
    -damage: 3000
    - Sasami throws the ball, which bounces off walls and doing no damage, a second
      later, a huge amount of energy appears where the ball had traveled and hurts
      the enemies
    bounce - b+S or f+T
    - damage: 1200x
    - Sasami throws the Ball, which bounces about 10 times, each times creating a
      small explosion
    
    
     _______
    | Pitan \
    ---------
    
    *Sp*
    Bruce Lee punch - f+O
    - damage: 100+100
    - the extra hundred is if the enemy hits the wall
    - knocks enemy far away
    crouch - d+O
    - damage: 20+500
    - If the enemy physically attacks you while you duck, you counter for a mess
      of damage
    *Thanks to Trey McElveen for info on Pitan's counterattack*
    run
    - damage: N/A
    - runs around opponent
    - can be linked to any of his other Sps
    
    *ASp*
    crouch - d+O
    - damage: 20
    - what the heck is this for???
    
    *SSA*
    streamers
    - damage: 1500
    - Pitan throws the Ball above the enemy's head, almost as a beacon, and then 
      opens his head to shoot streamers at the enemy.
    big bang - f+S or f+T
    - damage: 4000 (!)max
    - Pitan hurls the ball up and it falls down upon his enemy, creating a HUGE
      explosion
    heal beam - b+S or b+T
    - heals: 660 max
    - Pitan makes the Ball levitate above his head, and it beams down some energy,
      healing him
    - beware because this can also heal others
    
     ____________
    | Tsubohachi \
    --------------
    
    *Sp*
    sneeze - f+O
    - damage: 500+100
    - knocks enemy far away
    - second hit is if enemy hits a wall
    puke - d+O
    - damage: 900 max 
    - creates a puddle on the floor
    - anyone who touches it looses 20 life at a set rate up to 45 times
    ??? - u+O
    - damage: N/A
    - uhhh... seems even more useless than Pitan's crouching
    
    *ASp*
    sneeze - f+O
    - damage: 500+100
    - knocks enemy far away
    - second hit is if enemy hits a wall
    puke - d+O
    - damage: 120 max+ 900 max
    - creates a puddle on the floor
    - anyone who touches it looses 20 life at a set rate up to 45 times
    - the puke falling can cause up to 120 damage
    ??? - u+O
    - damage: N/A
    - uhhh... seems even more useless than Pitan's crouching
    
    *SSA*
    drunk Ball 1
    - damage: 2200 max
    - Tsubohachi hurls the ball away, which glides along as if drunk, if the Ball
      hits the opponent, it randomly shoots lasers around.
    - each beam does 200 damage, there are 11 beams
    drunk Ball 2
    - damage: 3500 max
    - Tsubohachi hurls the ball away, which glides along as if drunk, if the Ball
      hits the opponent, it rises up and shoots a huge laser downwards.
    mega puke
    - damage: 4000 max
    - heal: 1220 max
    - Tsubohachi pukes on the floor, a lot. He proceeds to sleep in the stuff
      (ewwww).
    - this does damage to enemies in set rate (more than normal puke) when they
      step in the pool.
    
     _______
    | Zacko \
    ---------
    *Sp*
    juggle - u+O
    - damage: 150
    upper - uf+O
    - damage: 150
    - throws enemy away
    push - f+O
    - damage: 150
    - pushes enemy away
    overhead hit - df+O
    - damage: 150
    - knocks enemy down
    overhead hit2 - d+O
    - damage: 150
    - knocks enemy down, then bounces them up
    
    projectile - d,df,f+O
    - damage: 20
    - Zacko rummages through his pants and finds a big purple ball which he throws
      at the opponent for near minimal damage.
    
    *ASp*
    uppercut - u+O
    - damage: 150
    - knocks enemy straight up
    flying tackle - uf+O
    - damage: 200
    - knocks enemy away
    flying kick - f+O
    - damage: 150
    - knocks enemy away
    falling kick - df+O
    - damage: 200
    - knocks enemy down
    stomp - d+O
    - damage: 200
    - knocks enemy down
    
    air combo - land on your opponent during a Homing Jump
    - damage: 400 + 100
    - if you by chance have an enemy on an item point, use that Homing Jump, as
      soon as you land on him/her/it, Zacko will do a three hit  combo
      automatically.
    - the extra 100 damage is if the enemy hits a wall.
    
    *SSA*
    lucky bomb
    - damage: 500, 900 or 4000 (!)
    - heal: ???
    - Zacko launches the Ball and it randomly becomes whitish-blue, yellow or red.
      It creates a big explosion which does damage depending on the Ball's colour.
      I think I've seen this heal before, but I'm not sure.
    
     ________________
    | Armoured Zacko \
    ------------------
    
    *Sp*
    Shoot ball - direction+O
    - damage: 20
    - shoots a ball in the direction indicated
    Hard Shot - S
    - damage: 120
    - shoots a ball like it was thrown (complete with crayon line) towards the
      opponent.
    
    *ASp*
    Hard Shot - S
    - damage: 120
    - shoots a ball like it was thrown (complete with crayon line) towards the
      opponent.
    
    *SSA*
    None
    
    
     ________
    | Hayate \
    ----------
    
    *Sp*
    Jab - O
    - damage: 40
    Teleport up - u+O
    - teleports straight up, good for avoiding objects
    Flying Kick - uf+O
    - damage: 150
    - knocks enemy away
    1,2 Jab - f+O
    - damage: 20 + 140
    1,2 Slide - df+O
    - damage: 20 + 140
    Stomp
    - damage: 200 or 20
    - the 20 is if the enemy is only hit my the shockwave
    
    Electric Ball - d,df,f+O
    - damage 240 + 100
    - creates a small ball of electricity at Hayate's hands
    - the extra 100 is if the enemy hits the wall
    Mega Electric Ball - b,f+O
    - damage: 800 max + 100
    - creates a huge ball of electricity at Hayate's hands
    - the extra 100 is if the enemy hits the wall
    Fireball, ground - u,d+O
    - damage: 300 + 100
    - Hayate creates a fireball that travels along the ground
    - the extra 100 is if the enemy hits the wall
    Fireball, air - d,u+O
    - damage: 300 + 100
    - Hayate creates a fireball that travels up into the air
    - the extra 100 is if the enemy hits the wall
    Red Lightning - u,uf,f,df,d,db,b,ub,u+O(?)
    - damage: 3000 max?
    - Hayate creates some red lighting around his hand, followed by a GIGANTIC
      explosion.
    - I've done this quite unreliably, if anyone could help, it'd be nice
    
    *ASp*
    drill up - u+O
    - damage: 100
    somersault - uf+O
    - damage: 150
    drill - f+O
    - damage: 100
    dive - df+O
    - damage: 200
    - knocks enemy down
    teleport down - d+O
    - teleports to the ground
    
    *SSA*
    follow wave
    - damage: 1000
    - like Sasami's Forward Drive SSA where she throws the Ball and wherever a path
      was traced, an explosion would appear there. instead, Hayate's green wave of
      energy follows the ball.
    
    
     ______________
    | John Calibur \
    ----------------
    
    *Sp*
    juggle - u+O
    - damage: 150
    upper - uf+O
    - damage: 150
    - throws enemy away
    push - f+O
    - damage: 150
    - pushes enemy away
    overhead hit - df+O
    - damage: 150
    - knocks enemy down
    overhead hit2 - d+O
    - damage: 150
    - knocks enemy down, then bounces them up
    
    projectile - d,df,f+O
    - damage: 20
    - JC rummages through his pants and finds a big purple ball which he throws at
      the opponent for near minimal damage.
    
    *ASp*
    uppercut - u+O
    - damage: 150
    - knocks enemy straight up
    flying tackle - uf+O
    - damage: 200
    - knocks enemy away
    flying kick - f+O
    - damage: 150
    - knocks enemy away
    falling kick - df+O
    - damage: 200
    - knocks enemy down
    stomp - d+O
    - damage: 200
    - knocks enemy down
    
    *SSA*
    Charged Shot
    - damage: 2750 max
    - JC grabs the ball, and charges it with energy, then shoots it at an
      unbelievable speed at the enemy, and creates a huge explosion. You can press
      any button during the charging sequence to shoot it right away, it seems to
      do the same damage.
    
     ______________
    | Ultra Johnny \
    ----------------
    
    *Sp*
    rocket boost - u+O
    - damage: 20
    - this can be done 5 more times to juggle the opponent.
    baseball bat - uf+O
    - damage: 100 + 100
    - if successful, UJ will pose
    - the extra 100 is if the enemy hits the wall
    kick - f+O
    - damage: 200 + 100
    - if successful, UJ will pose
    - the extra 100 is if the enemy hits the wall
    floor blade - df+O
    - damage: 20, 140
    - if successful, UJ will pose
    machine gun - d+O
    - damage: 240
    - four shots, each do 60
    - if successful, UJ will pose
    
    helicopter morph - d,u+O
    - UJ morphs into a helicopter, and gets a whole new set of attacks,
    - UJ will morph back if hit
    rise - T
    - UJ goes up
    fall - X
    - UJ goes down
    bomb - S
    - damage: 200
    - UJ drops a bomb
    shot - O
    - damage: 20
    - UJ shots a single bullet
    - when fighting against one enemy, corner them and use this till they die
    de-morph - d,u+X
    - UJ turns back into his disco loving self
    
    
    *ASp*
    rocket boost - u+O
    - damage: 20
    - this can be done 5 more times to juggle the opponent.
    baseball bat - uf+O
    - damage: 100 + 100
    - if successful, UJ will pose
    - the extra 100 is if the enemy hits the wall
    kick - f+O
    - damage: 200 + 100
    - if successful, UJ will pose
    - the extra 100 is if the enemy hits the wall
    thrusters - df+O
    - damage: 20
    - causes UJ to rise
    - can be done multiple times
    Bomb - d+O
    - damage: 200
    
    helicopter morph - d,u+O
    - UJ morphs into a helicopter, and gets a whole new set of attacks,
    - UJ will morph back if hit
    rise - T
    - UJ goes up
    fall - X
    - UJ goes down
    bomb - S
    - damage: 200
    - UJ drops a bomb
    shot - O
    - damage: 20
    - UJ shots a single bullet
    - when fighting against one enemy, corner them and use this till they will die
    de-morph - d,u+X
    - UJ turns back into his disco loving self
    
    *SSA*
    disco Ball
    - damage: 2400 avg
    - UJ bats the Ball up, creating lasers that shine down to hit the opponent
    - can do up to 20,000 (!!!) damage if the opponent is trapped in the corner
    
    
     ____________
    | Ex Calibur \
    --------------
    
    *Sp*
    Sword Swing f+O
    - damage: 100
    Downward Swing d+O or df+O
    - damage: 300
    
    Tornado U+O
    - damage: 160 + 100
    - Ex makes a tornado out of his drill-hand
    - the extra 100 is if the enemy hits the wall
    Sword Drill b,f+O
    - damage: 300
    - Ex flies sword-first horizontally, bashing whatever is in his way directly
      upwards
    Sword Wave u,d+O
    - damage: 400
    - Ex slashes downward, creating a big blue wave that sails horizontally
    Sword Spin u,u or uf,uf or f,f or df,df or d d
    - damage: 120 max
    - Ex walks forward while twirling his sword, each hit does 40 damage
    Ex-plosion d,u+O
    - damage: max 2,000
    - Ex plugs his big sword into the ground, and points his drill-hand upwards. A
      large explosion is then created blasting everything in the immediate area
    
    *ASp*
    Sword Swing f+O
    - damage: 100
    Downward Swing d+O or df+O
    - damage: 300
    
    *SSA*
    None
    
    
     _________
    | Chosuke \
    -----------
    
    *Sp*
    None
    
    *ASp*
    Ascend - T
    - Cho Suke flies up
    Descend - X
    - Cho Suke flies down
    Flying Kick - u+O
    - damage: 400 + 100
    - causes Cho Suke to rise slightly
    - the extra 100 damage is if the enemy hits the wall
    Thrust Punch
    - damage: 200 + 100
    - the extra 100 damage is if the enemy hits the wall
    Falling Chop
    - damage: 200 + 100
    - causes Cho Suke to fall a great distance
    - the extra 100 damage is if the enemy hits the floor
    
    Whirlwind I - b,f+O
    - damage: 240 max
    - Cho Suke flies horizontally, a whirlwind in his wake
    Whirlwind II - d,u+O
    - damage: 200 max
    - Cho Suke flies horizontally, a whirlwind in his wake
    Loop de Loop - f,f+X
    - Cho Suke flies in a loop de loop (up and around)
    Quick Ascend - u,u+X
    - Cho Suke ascends suddenly
    Quick Descend - d,d+X
    - Cho Suke descends suddenly
    Surround - b,f+X
    - Cho Suke flies around his opponent quickly
    - Cho Suke will just fly around if there are no enemies nearby
    
    Dive Catch - S above the ground
    - will grab the target, but will not throw it right away
    - if there is an enemy nearby, it will automatically direct itself towards the
      enemy
    - if not, you can direct the dive with the directional buttons
    Throw - S after Dive Catch
    - throws object like normal
    Floor Scrape - O after Dive Catch
    - damage: 620
    - Cho Suke descends to the floor, and flies horizontally, scratching the enemy
      across the floor
    - if you try this on a bomb, it'll blow up in your face, don't do it
    
    *SSA*
    Tornado
    - damage: 3500 max
    - Cho Suke starts flying around the Ball, causing a huge tornado. This tornado
      can be moved with the directional buttons, and will do damage to any enemy
      touching it. Unfortunately, you have to KEEP the enemy there, making it a
      bit less useful than expected
    
    
     ________
    | Marina \
    ----------
    
    *Sp*
    Uppercut - u+O
    - damage: 200
    - knocks enemy upward
    Double Pound - f+O
    - damage: 80
    Floor Pound - d+O
    - damage: 200 or 80
    - the 200 is if you actually hit them, 80 if the shockwave hits them.
    
    Catch - S or T
    - will grab the target, but will not throw it right away
    Throw - S or T after Catch
    - throws the object as you normally would
    Turbo Throw - direction+O
    - throws the object at high velocity
    Shake
    - damage: 160
    - if you're holding an object, multiple added effects may occur:
      - Black Hole: creates a much bigger gravity well
      - Grenade: causes more damage (2000 max !!!)
      - ICBM: bigger explosion, slightly more damage (1,500 max)
      - Rock: does more damage on impact (1500), less fragments
      - Homing Missile: more damage (300)
      - Smiley Ball: turns into Super Smiley Ball (!!!)
    
    Bomb - d,df,f+O
    - damage: 241 max
    - Marina picks up a bomb from the floor and hurls it at the opponent
    Roll - b,f+O
    - Marina rolls on the ground
    Dash - u,u or d,d or f,f
    - Marina dashes in one direction
    Rocket Dash - b,f+X
    - Marina dashes in one direction, leaving a rocket trail that does damage
    
    *ASp* 
    Somersault - u+O
    - damage: 200
    - launches enemy straight up
    Double Pound - f+O
    - damage: 40+40
    Swan Dive - d+O
    - damage: 300
    
    Air Dash - u,u or d,d or f,f
    - Marina dashes in one direction
    Rocket Dash - b,f+X
    - Marina dashes in one direction, leaving a rocket trail that does damage
    
    *SSA*
    Go Ball!
    - damage: 1300 max
    - the Ball grows huge in Marina's hands. she then throws it, and it explodes in
      to many smaller Balls which dissipate
    
    
     ___________
    | ESPer Dog \
    -------------
    
    *Sp*
    Psychic Bark - direction +O
    - damage: 100
    - knocks enemy away
    
    Float - d,u+O
    - The Dog starts floating, any nearby Items start floating as well.
    Fall - S or T
    - The Dog drops all the items and himself
    Throw - O
    - The Dog throws all the items at the nearest enemy
    
    Throw Collar - b,f+O
    - damage: 400+100
    - The Dog throws his collar, which has slight homing capabilities, at the
      opponent
    - the extra 100 is if the enemy hits the wall or floor
    Attraction - u,d+O
    - The Dog creates psychic waves which attract all Items within a certain radius
    
    *ASp*
    Psychic Bark - direction +O
    - damage: 100
    - knocks enemy away
    
    Throw Collar - b,f+O
    - damage: 400+100
    - The Dog throws his collar, which has slight homing capabilities, at the
      opponent
    - the extra 100 is if the enemy hits the wall or floor
    
    *SSA*
    Invasion
    - damage: 3000 max
    - The Dog floats up and does some psychic stuff. UFOs are summoned and they
      each come and shoot the enemy for 100 damage each
    
    
     ___________
    | John Mk-2 \
    -------------
    
    *Sp*
    rocket boost - u+O
    - damage: 20
    - this can be done 5 more times to juggle the opponent.
    baseball bat - uf+O
    - damage: 100 + 100
    - the extra 100 is if the enemy hits the wall
    kick - f+O
    - damage: 200 + 100
    - the extra 100 is if the enemy hits the wall
    floor blade - df+O
    - damage: 20, 140
    machine gun - d+O
    - damage: 240
    - four shots, each do 60
    
    helicopter morph - d,u+O
    - JMkII morphs into a helicopter, and gets a whole new set of attacks,
    - JMkII will morph back if hit
    rise - T
    - JMkII goes up
    fall - X
    - JMkII goes down
    bomb - S
    - damage: 200
    - JMkII drops a bomb
    shot - O
    - damage: 20
    - JMkII shoots a single bullet
    - when fighting against one enemy, corner them and use this till they  die
    de-morph - d,u+X
    - JMkII turns back into his UJ-impersonating self
    
    
    *ASp*
    rocket boost - u+O
    - damage: 20
    - this can be done 5 more times to juggle the opponent.
    baseball bat - uf+O
    - damage: 100 + 100
    - the extra 100 is if the enemy hits the wall
    kick - f+O
    - damage: 200 + 100
    - the extra 100 is if the enemy hits the wall
    thrusters - df+O
    - damage: 20
    - causes JMkII to rise
    - can be done multiple times
    Bomb - d+O
    - damage: 200
    
    helicopter morph - d,u+O
    - JMkII morphs into a helicopter, and gets a whole new set of attacks,
    - JMkII will morph back if hit
    rise - T
    - JMkII goes up
    fall - X
    - JMkII goes down
    bomb - S
    - damage: 200
    - JMkII drops a bomb
    shot - O
    - damage: 20
    - JMkII shots a single bullet
    - when fighting against one enemy, corner them and use this till they die
    de-morph - d,u+X
    - JMkII turns back into his UJ-impersonating self
    
    *SSA*
    Charged Shot
    - damage: 300 x? max
    - JC grabs the ball, and charges it with energy, then shoots it at an
      unbelievable speed at the enemy, and it bounces multiple times around the
      room.  You can press any button during the charging sequence to shoot it 
      right away, it seems to do the same damage.
    
    
     ______
    | Lilo \
    --------
    
    *Sp*
    Grab - u+O
    - damage: 2215 max(!!!)
    - Lilo throws herself at the opponent and grabs them. The longer you grab, the
      more damage it does. Press O to cancel
    Psychic Push - f+O
    - damage: 10
    - Sends enemy FAR away
    Attraction - d+O
    - Lilo attracts all Items within a certain radius while looking REALLY cute
    Bump - walk so she has her head turn, then walk into opponent
    - damage: 80
    
    Kiss - d,df,f+O
    - Lilo sends a kiss (in the form of a heart) at her opponent, this sticks to
      her opponent. If it connects, it slows the enemy.
    
    *ASp*
    Cheer - u+O
    - Lilo flies up and cheers REALLY cute
    Psychic Push - f+O
    - damage 10
    - knocks enemy away
    Drop - d+O
    - damage: 40
    - if Lilo misses the opponent, she falls down and knocks herself down for a
      second
    
    *SSA*
    Transform
    - Lilo floats and starts transforming Sailor Moons style into... A FAT WOMAN???
      She gets a bunch of more powerful moves, and more life, but this is only
      temporary
    
     _____
    | ??? \
    -------
    Don't have the rest of the characters yet, give me a bit of time.
    
    
    
    +-------------\
    |9. Characters \
    +--------------------------------------------
    
     ________
    | Yukiwo \
    ----------
    Pros
    - useful SSAs
    
    Cons
    - SSAs can damage own team
    
    Notes
    He's like the poster boy main character in the game, making him obviously the
    most balanced member of the team. Use the big laser (Forward Drive SSA) on
    ground based opponents, the big explosion (Back Drive) on groups of enemies,
    and the green snake-thingy on flying opponents. One of the best picks in the
    beginning of the game.
    
     ________
    | Sasami \
    ----------
    Pros
    - ummm... speed?
    
    Cons
    - her SSAs suck. alot.
    
    Notes
    Not particularly useful in my book, she has bad specials and nearly useless
    hard-to-hit-with SSAs, I would stay far away from her.
    
     _______
    | Pitan \
    ---------
    
    - speed
    - great SSAs
    - can heal
    
    Cons
    - bad Sps
    - low life
    
    Notes
    Pretty good character with totally rocking SSAs, the healing works great in a
    jam, and when there are a lot of enemies in a group (Stage 6 Hard mode, etc.)
    then use the big bang to kill a lot of people.
    
     ____________
    | Tsubohachi \
    --------------
    Pros
    - reach with grab
    - powerful SSAs
    - can heal
    
    Cons
    - walks around drunk
    - SSAs are hard to hit with
    
    Notes
    Not much to say... his drunken Ball with the vertical laser is better than the
    one with the random lasers, it does more predictable damage. The healing
    ability comes in handy...
    
     _______
    | Zacko \
    ---------
    Pros
    - ummm... uh...
    
    Cons
    - low life
    - falls trying to homing jump
    - slow
    - unpredictable SSA
    
    Notes
    AKA the Target. He's basically fodder whom you kill for a laugh, translation:
    DON'T USE HIM, there are better alternatives
    
    
     ________________
    | Armoured Zacko \
    ------------------
    Pros
    - i believe he automatically deflects Smiley Balls coming towards him from the
      front as long as no drive has been applied to the ball (yeah, like THAT will
      come in handy, ha)
    - you can get a good laugh
    
    Cons
    - can't throw
    - specials suck
    - no SSA
    - slow
    - can hardly jump
    - no homing jump
    
    Notes
    Do i really need to tell you it would be pretty dumb to use this guy?
    
     ________
    | Hayate \
    ----------
    Pros
    - lots of specials
    - fast
    
    Cons
    - crappy SSA
    - hard to do super move
    
    Notes
    I personally don't use specials that often, but if you are into that sort of
    thing, go ahead, use this guy.
    
     ______________
    | John Calibur \
    ----------------
    Pros
    - all of Zacko's moves
    - good SSA
    
    Cons
    - not really original
    - specials are weak
    - loses the air combo
    
    Notes
    Like i said, there are better alternatives to using Zacko, like this guy, every
    thing you could possibly want in Zacko but faster and more durable! Plus, the
    unreliable old SSA gets replaced by one of the best in the game.
    
     ______________
    | Ultra Johnny \
    ----------------
    Pros
    - Lots of specials
    - they are so FUNKY!
    
    Cons
    - throws *really* slow
    
    Notes
    If you want, you can corner one enemy and shoot them to death, also, if you use
    the disco Ball in the corner, there's a chance then enemy will not fly out of
    the damage radius (as they normally would) and get sucked up. I've seen this
    once, and it did 20,200 damage, no kidding!
    
     ____________
    | Ex Calibur \
    --------------
    Pros
    - SSA style attack anytime
    - good range
    - powerful specials
    
    Cons
    - a bit slow
    - can't homing jump chain
    - can't throw
    
    Notes
    Use the big explosion (d,u+O) like you would a SSA, like as in as often as you 
    can, master it, and you can beat almost anyone.
    
     _________
    | Chosuke \
    -----------
    Pros
    - can fly
    - can catch and not throw
    
    Cons
    - weird controls
    - SSA hard to use
    
    Notes
    Fly up high if you really want to be cheap, and dive and catch them and use the
    scrape technique (O)
    
     ________
    | Marina \
    ----------
    Pros
    - catch move
    - bounce move
    - bomb move
    - can throw fast
    - SSAs ANY TIME
    
    Cons
    - tad slow
    - can't jump too high
    - takes a second to recover from jumps
    - not so good SSA, but who cares?
    
    Notes
    Here's the fun stuff. She is, IMHO, the best character in the whole game, even
    though her SSA isn't great, she can activate it almost any time. There are a
    lot of fun things you can do with the bounce technique, for instance, after you
    bounce a Grenade, it does more damage than her SSA(!!!). Do stuff like use
    catch on an ICBM (S or T), then bounce it (O), then hurl it real fast at
    someone (direction+O) If there is only one enemy, catch them, the bounce till
    they're dead! Great fun for everyone!
    
     ___________
    | ESPer Dog \
    -------------
    Pros
    - float move is pretty cool
    - can attack in all directions
    - uninterruptible SSA
    
    Cons
    - s--l--o--w
    - specials are weak
    
    Notes
    I rarely use this guy, mainly because I tend to like speed in a character, his
    specials are interesting, but altogether not as good as other characters. One
    thing that is useful is attraction (u,d+O) then float (d,u+O) then throw (O).
    
     ___________
    | John Mk-2 \
    -------------
    Pros
    - all of Ultra Johnny's cool moves
    - extremely fast, fastest in the game
    - doesn't have to pose after ever move like UJ
    
    Cons
    - really bad SSA
    
    Notes
    One of the best characters in the game, he has all of UJs good moves, and has
    insane blinding speed. The only bad thing is that he has a useless SSA, which
    is similar to his first one (as John Calibur) but now it bounces around for
    little damage.
    
     ______
    | Lilo \
    --------
    Pros
    - she's so cute!
    - transformation SSA is uninterruptible
    
    Cons
    - as a child she's really weak
    - as a child she has low life
    
    Notes
    Awwwwwwww, isn't she cute? Well, only till you get the SSA... Her SSA is
    uninterruptible meaning that even if the enemy takes the Ball away during her
    move, she still transforms!
    
    ---
    ???
    ---
    Once again, i don't have the rest of the characters yet, so wait up...
    
    
    +-----------\
    |10. Stages  \
    +--------------------------------------------
    
    __________
    | Stage 1 \
    -----------
    
    *enemies*
    easy:   N/A
    normal: Zacko x 3
    hard:   N/A
    
    *Items*
    Item Points: 9
    Smiley Ball: 1
    Rocks
    
    *Obstacles*
    N/A
    
    *Strategy*
    Yeah right, this is so easy you can do it with your eyes closed. the Zackos
    spend most of their time running away, so have fun.
    
    
    __________
    | Stage 2 \
    -----------
    
    *Enemies*
    easy:   N/A
    normal: Hayate x 1
    hard:   N/A
    
    *Items*
    Item Points: 8
    Smiley Ball: 1
    Homing Missiles
    Grenades
    *note, this is weird: the Grenades always appear in the middle even though
    there is no Item Point there
    
    *Obstacles*
    Four towers in corners
    
    *Strategy*
    Hayate likes jumping around you, so throw him, then throw a Homing Missile or a
    Grenade at him. Better yet, throw him directly at the Grenade at the middle
    with the T button.
    
    __________
    | Stage 3 \
    -----------
    
    *Enemies*
    easy: N/A
    normal: Zacko x 1, Armoured Zacko x 3
    hard: N/A
    
    *Items*
    Item Points: 8
    Smiley Ball: 3
    Grenades
    
    *Strategy*
    Haha, don't make me laugh, there is no way in heaven or hell one could even
    come close to losing this level. Kill the Zacko first, the Armoured one can't
    pick stuff up, so he's pretty much screwed if the non-armoured one dies. Just
    keep on getting the Smiley Ball mad then use your SSA.
    
    __________
    | Stage 4 \
    -----------
    
    *enemies*
    easy: N/A
    normal: ESPer Dog x 1 THEN ESPer Dog x 2
    hard: N/A
    
    *Items*
    Item Points: 8
    Smiley Ball: 2
    Homing Missiles
    Grenades
    
    *Obstacles*
    Front porch is raised near the house, heater thingy is raised more.
    
    *Strategy*
    This is where it starts getting tough. The Dog likes to use two moves in
    succession, the first where he attracts items within a certain radius, and then
    one where he makes them float up and swing around. 
    What you can do (if you're brave) is let him do this, then throw something at
    him so the stuff falls down and any grenades he was holding will explode. The
    other major threat is the fact that if he uses the SSA, you're screwed. Many
    UFOs come and use some lasers on you, so secure the Smiley Ball at all times.
    
    __________
    | Stage 5 \
    -----------
    
    *Enemies*
    easy: N/A
    normal: Ultra Johnny x 2 THEN Ultra Johnny x 1, Ultra Johnny x 1
    hard: N/A
    
    *Items*
    Item Points: 8
    Smiley Ball: 1
    Black Hole
    ICBM
    
    *Strategy*
    Use the black hole to your advantage (see tips + strategies section), they
    don't seem to be as desperate for SSAs as the ESPer Dog, so it makes it easier.
    There will be one more to replace each enemy that dies.
    
    __________
    | Stage 6 \
    -----------
    
    *Enemies*
    easy: John Calibur x 1, Zacko x 2
    normal: John Calibur x 1, Zacko x 4
    hard: John Calibur x 1, Zacko x 6
    
    *Items*
    Item Points: 8 
    Smiley Ball: 1
    Iwa - Rock
    Grenade
    ICBM
    
    *Strategy*
    If you have any multi hitting SSAs, use them here, they work well. Also, ICBMs
    with Back Drive work quite well.
    
    
    __________
    | Stage 7 \
    -----------
    Note at this point, you will randomly (?) but put into one of three levels, the
    se three levels can easily be some of the hardest levels in the game, featuring
    Cho Suke, Ex Calibur, or Marina. I will give individual strategies for each
    enemy as i fight them again.
    
    ___________
    | Stage 7a \
    ------------
    vs. Excalibur
    Not yet!
    
    ___________
    | Stage 7b \
    ------------
    vs. Chosuke
    Not yet!
    
    ___________
    | Stage 7c \
    ------------
    vs. Marina
    
    *Enemies*
    Easy: Marina x 1 (less items?)
    Normal: Marina x 1
    Hard: Marina x 3
    
    *Items*
    Item Points: 8
    Smiley Ball: 2
    Rocks
    Grenades
    
    *Strategy*
    OOOOOOOkay, this is really where it gets hard, Marina will relentlessly attack
    you with anything she can find. She has the ability to throw things REALLY
    fast, so it would be a good idea to clear the screen of items (i.e. throw them
    at her). Be alert because even if you do this, she can still throw bombs at 
    you. Finally be aware of her rocket dash -> swan dive combo she seems to like
    doing, it does a measly 300 damage, but it can screw you up if you're trying
    to do something
    
    __________
    | Stage 8 \
    -----------
    
    *Enemies*
    Easy: Lilo x 1, John Calibur x 1
    Normal: Lilo x 3
    Hard: fat woman x 1
    
    *Items*
    Item Points: 8
    Smiley Ball: 3
    
    *Strategy*
    Here you can practice your keep away skills. Your main objective here is to
    kill the Lilo before they transform. There are really two ways to do this, to
    kill them with specials, or risk having them transform. Generally the first
    one is boring, so take risks. Use one Smiley Ball over and over again, and try
    to catch the rebound. If one actually does transform, use the Homing Jump Chain
    to bounce around the outside of the room over and over again until she
    un-transforms. If you get stuck with Hard mode, Homing Jump Chain around, grab
    the Ball and throw, rinse, lather, repeat. If she gets the Super Smiley Ball in
    fat mode, she'll throw this homing kiss at you, once again, Homing Jump 
    Chain.
    
    __________
    | Stage 9 \
    -----------
    
    *Enemies*
    Easy: John Mk-2 x 1, Ultra Johnny x 2
    Normal: John Mk-2 x 1, Ultra Johnny x 3
    Hard: John Mk-2 x 1, Ultra Johnny x 4
    
    *Items*
    Item Points: 9
    Smiley Ball: 1
    ICBMs
    Grenades
    Black Holes
    
    *Obstacles*
    Four vertical speakers in the corners
    
    *Items*
    Augh! this guy just won't die! I can't think of any actual strategies, per se,
    but i can tell you that Black Holes and ICBMs are you friends, I hope you know
    how to use them well by now.
    
    
    ___________
    | Stage 10 \
    ------------
    Once again the path splits randomly into three paths, strangely with the same
    enemies (Chosuke, Ex Calibur, Marina) at each end. But they made friends. This
    will be your toughest battle so far. if you are in Easy mode, refer to the
    strategies in stage 7 for that enemy, as it is precisely the same as the stage
    7 Normal.
    
    *Enemies: Set A*
    Easy: Ex Calibur x 1
    Normal: Ex Calibur x 1, Chosuke x 1
    Hard: Ex Calibur x 1, Chosuke x 1, Marina x 1
    
    *Items*
    Item Points: 8
    Smiley Ball: 1
    Rocks
    Grenades
    Land mines
    
    *Strategy*
    Holy &*%#(, this has to be the hardest so far (possibly in the entire 
    game). I think it's best to kill the most dangerous ones first, like Marina 
    then Chosuke and finally Ex Calibur. You might want to take out Ex before 
    Chosuke because he's easier to hit. Focus all your firepower on the target you
    are pursuing, and that should help. I really can't think of anything else but
    'good luck'
    
    
    ___________
    | Stage 11 \
    ------------
    
    *Enemies*
    Easy: Hayate x 2
    Normal: Hayate x 1, ESPer Dog x 2
    Hard: John Mk-2 x 1, Lilo x 1 THEN, Hayate x 2 
    
    *Items
    Item Points: 8
    Smiley Ball: 2
    Grenades
    Homing Missiles
    
    *Strategy*
    This is a needed break after what you previously went through, this is the 
    second/third last level, so sit back and relax. This level is pretty easy, the
    ESPer Dogs are really slow, and Hayate is the same as always, other than the
    fact he has more life. If you're playing Hard, then kill Lilo first because
    when one of them dies, the real battle begins.
    
    ___________
    | Stage 12 \
    ------------
    
    *Enemies*
    Easy: ??? x 1
    Normal: ??? x 1, Armoured Zacko x 2
    Hard: ??? x 1, fat lady x 1(or two?)
    
    *Items*
    Item Points: 4
    Smiley Ball: 1
    Black Holes
    Homing Missiles
    Land Mines
    
    *Obstacles*
    Balloons reside in the corner of the stage, they act as item points, you can
    stand on them, you can throw them (a pathetic distance) and you can break them.
    
    *Strategy*
    Kill the fat lady first. I can't stress that enough. Also, the boss gives HUGE
    warning signs before he attacks, so you'd have to be pretty stupid to get hit
    by one. This is simple compared to some of the earlier stages, just don't let
    him touch that Super Smiley Ball
    
    --------
    Stage 13
    --------
    
    *Enemies*
    God-Hand x 1
    and anything he draws
    
    *Allies*
    Zacko x 3
    
    *Items*
    Item Points: 8
    Smiley Ball: 1
    and anything he draws
    
    *Strategy*
    Let the Zackos take care of any enemies God-Hand draws, if they die, they will
    immediately be replaced by more, so don't worry. God-Hand will also do stupid
    things like drawing explosives so you can throw at him. Just finish him off
    before time runs out (150 seconds or so) and you'll get a new character!
    (assuming you haven't gotten all the characters for the difficulty you finished
    ??? with).
    
    
    +-------------------\
    |11. Character Flow  \
    +--------------------------------------------
    
    In Normal Mode, you can obtain the different characters through beating the
    game with different difficulties. I had already had a file with all the
    characters (minus the two last ones) on a Memory Card, so I'm starting a new
    save file just for you viewing pleasure, please give me a few updates to finish
    this. I'm not quite sure how they set this up, because the first time I beat
    the game (with my new file) in Easy, I got Ex Calibur (a pretty good character)
    but last time, I only got Zacko when I beat Easy mode the first time. But on my
    good file, I can't get any more characters by beating normal or easy anymore...
    I might have to abandon this entire character flow project unless someone can
    help me here.
    
    Easy:
    
    Normal:
    
    Hard:
    
    
    
    +----------------------\
    |12. Tips & Strategies  \
    +--------------------------------------------
    
    - Black Holes are your friends. Learn to use them wisely, because it's the only
      thing you really need other than the Smiley Ball
    
    - when others are sucked into a Black Hole, always try to throw the Smiley Ball
      with Forward Drive into the Hole, sometimes, if you're lucky, it will bounce
      back and forth really really fast in the hole, killing everything inside.
    
    - sometimes you can get out of the Black Hole by using Homing Jump repeatedly
    
    - big enemies such as the last boss and the fat woman (don't know their names
      because they are the ONLY characters I don't have yet) seem to take more
      damage from multiple hit moves than others do.
    
    - it's generally a better idea to launch ICBMs than to with Back Drive or no
      Drive than to Forward Drive them because the computer is stupid and won't
      avoid the falling missile.
    
    - try to throw ICBMs into the Black Holes if they contain enemies
    
    - use Forward Force with the Smiley Ball to pump it up over and over again,
      just make sure you get the Super Smiley Ball. Using Forward Drive ensures
      that it bounces away from the enemy.
    
    - to attack diagonally, rotate the camera
    
    - while in a Black Hole with enemies, use moves like Sasami's headspin (u+O)
      and Ultra Joe's floor sweep (df+O) which does multiple hits, because most
      likely they will all succeed
    
    - throw the enemy then throw something at him while he falls or after he has
      fallen, it ensures the hit
    
    - TOTALLY BOMBARD all enemies with a never-ending torrent of Items, it helps
      confuse them, does damage, and removes pieces from the board that the enemy
      could have used.
    
    - take advantage of enemies who do not have the ability to throw things (i.e.
      Armoured Zacko, Ex Calibur) by continuously hitting the with the Smiley Ball.
    
    - try to steal the Super Smiley Ball from enemies while they are starting their
      SSAs, sometimes you can get a SSA for doing this, and sometimes it even stops
      the enemy's move. Note that this does *not* work against Lilo and ESPer Dog,
      two enemies with *very* dangerous SSAs
    
    - if you're fighting annoying enemies like Chosuke who likes to fly around try
      throwing the Smiley Ball at Grenades, Land Mines, and most other Items to
      charge up and use your SSA
    
    
    +----------\
    | Part III  \
    +-------------------------------------------x
    | The...                                    |
    |              _______  ____                |
    |             / __/ _ |/ __ \               |
    |            / _// __ / /_/ /               |
    |           /_/ /_/ |_\___\_\               |
    |                                           |
    | O 13. Introduction                        |
    | | 14. General FAQs                        |
    | v 15. Game FAQs                       __  |
    |                                       \/  /
    +------------------------------------------/
    
    
    +----------\
    |13. Intro  \
    +--------------------------------------------
    
    The FAQ, or "What you didn't really want to know about the game and didn't 
    really feel like asking"
    
    Okok, word of warning, some of these questions are not actually ASKED to me,
    leading to a rather incorrect title, as they are quite INfrequently asked, like
    as in not at all.
    
    Don't hesitate, send those questions in, no matter how stupid they are as long
    as the question isn't already answered elsewhere in the FAQ (I'm hoping they
    could at least have something to do with this document or the game) to me
    (ChronoMog) at:
    ltaox@home.com
    
    +-----------------\
    |14. General FAQs  \
    +--------------------------------------------
    
    a. Can I buy your copy of the game? Can you burn me one?
    - *two* seperate people. Deleted their e-mails
    No. No. No. No. I can't stress that enough. Not only do I love this game, I
    don't know you, don't have a burner, dont' want to do anything illegal, and
    don't really like you too much.
    
    
    +--------------\
    |15. Game FAQs  \
    +--------------------------------------------
    
    a. Any codes for this spetacular piece of art... some treasure titles have some
       codes to show collision boxes and such?
    - anders0n
    Not yet, but I *will* look up old Treasure codes to see if there's any sort of
    pattern that emerges. I'll get back to you if I find anything.
    
    b. The game isn't letting me get any more characters... Do I have to beat the
       game through the hard route?
    - Trey McElveen
    Unfortunately, yes, that's what it means. Use a character with a good SSA
    (Yukiwo, Pitan and Marina come to mind) to finish the game *fast* to get
    to Hard mode.
    
    
    
    
    +---------\
    | Part V   \ 
    +-------------------------------------------x
    | etcetera and etcetera and...              |
    |      ______          __                   |
    |     / __/ /________ / /____ _______ _     |
    |    / _// __/ __/ -_) __/ -_) __/ _ `/     |
    |   /___/\__/\__/\__/\__/\__/_/  \_,_/      |
    |                                           |
    | O 16. Credits                             |
    | | 17. The Future                          |
    | | 18. Version History                     |
    | v 16. Notes                           __  |
    |                                       \/  /
    +------------------------------------------/
    
    +---------------\
    |16. The Future  \
    +--------------------------------------------
    
    Hmmm, let's see, what to do, well, the crystal Smiley Ball says:
    
    <?>  Organization is needed
    <x>  Preliminary Formatting
    <x>  'New' design
    
    <X>  Write a better review
    <X>  Submit better review to GameFAQs
    
    < >  Defeat Typo Demon
    < >  Learn how to write
    
    < >  Get the last two characters
    <X>  Finish Character Movelists for all characters i have
    <X>  Individual character strategies
    <+>  Stages with strategies and such
    <+>  Character flow project
    <?>  Story stuff, translation errors...
    
    
    
    +------------\__________________
    |17. Credits  \ 1. Contributors \
    +--------------------------------------------
    - Trey McElveen for figuring out what the heck Pitan does when he ducks.
    
    
    
    +------------\____________________
    |17. Credits  \ 2. Special Thanks \
    +--------------------------------------------
    
    Enix and Treasure for making a great game, and being great companies.
    
    CJayC for posting up my FAQ and running the best game info site in the world
    http://www.gamefaqs.com/
    
    Al Amaloo for posting up my FAQ
    http://www.gameadvice.com/
    http://www.vgstrategies.about.com/
    
    The Gaming Intellegence Agency fo being so 1337, and keeping me up to date
    as well as having the Chu Chu Rocket commercial
    http://www.thegia.com/
    http://www.thegia.com/dc/chuchu/chuchuother4.html
    
    J. Parish, Sharkey, and Thor (in that order) for being the funiest people on
    the internet, really. Look for me on TFPSI's forum as cubeSquared.
    Check them out at:
    http://www.toastyfrog.com/psi.html
    http://www.solidsharkey.com/
    http://thor.aexx.net/
    
    Hitchhiker's Guide to the Galaxy and Discworld for being rocking book series
    
    and you, for reading.
    
    
    +-----------------\
    |18. Ver. History  \
    +--------------------------------------------
    
    220101  Welcome to the new design. New info on Pitan's crouch move thanks to
    v.1.00  Trey McElveen. Everything was redone for the bottom up, grammar, 
            spelling and formatting corrections. FAQ section finally up.
    
    000401  spelling, grammar, and formatting corrections mainly, feel free to send
    v.0.29a suggestions... please?
    
    000331  almost finished... got the rest of the stages, the review plus all of
    v.0.29  the characters i have are now in the character analysis section as 
            well, yay!
    
    000330  all the characters i have are up now! Yay! Formatting, and General 
    v.0.20  Here-and There stuff
    
    000325  all the characters up to Ultra Joe (yeah! yeah!), stages 3, 4, 5, some 
    v.0.15  better item descriptions (Forward and Backward Drive), more copyright 
            stuff, added to intro, added to ending, and just general here and there
            stuff.
    
    000318  another two characters, the first two levels, content section, ending 
    v.0.01a sections, and miscellaneous fix ups
    
    000318  Well, first two characters, items, menu translations, general play, 
    v.0.01  some strategies.
    
    
    
    +----------\
    |19. Notes  \
    +--------------------------------------------
    
     Wow. Haven't touched this thing in almost a year, and look what I've done. 
      Tell me what you think, really. I still have an old backup copy if you really
      like it more that way.
     Please please please please please send me your info as you find it. It's
      quite obvious that I really need it.
     After all this time I still haven't beaten the game in Hard? Sad but true.
     I wanted to put this in the logo, but I didn't want to waste room, so what
      should I do with it?
    
          ---    /---/    /  \\ \     ---  /           /---/    /   /         
         -----  /   /   -/--/   -\--  --- / ---| ---- / - /  /-    /          
             /     /    /  /     -\--    /  ---|         /    |   /   |       
           //     /    /  /        \    /   ---|       /      |  /----|  
    
    
    
    This document is copyright 2000 - 2001 by ChronoMog, AKA Lionel Tao. It may
    not be altered, distributed or used without express permission from the author.
    Yes this is a real copyright.
    don't believe me? see http://171.64.128.118/mirrors/faq/copyright/myths/part1
    Rakugaki Showtime and all it's related characters and insignia are property
    of Enix and Treasure
    
    Any questions, comments or sucking-up should be sent to:
    ChronoMog at ltaox@home.com
    
    
    ChronoMog (XenoMog), Master of the Snowman Jazz
    Lionel "Leo" Tao
    ICQ: Vagrant Kobun
    UIN: 49381044
    ltaox@home.com
    http://shell.ipoline.com/~elmert/videogames
    
    
    +---------~<>~----------+
    |        /~fin~\         |
    | Rakugaki Showtime FAQ  |
    |        v.1.00          |
    | /-----               \ |
    |/Thank you for playing \|
    |\  00-01 by ChronoMog /|
    | \               -----/ |
    +------------------------+