Strategy Guide - Guide for Chu Chu Rocket!
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\ \
chu-chu \ \
rocket \ \
\ \
\\ faq &
\ walkthrough
by
jt.kauffman
ver.0.88b
25nov99
------------------------------------------------------------
chu-chu rocket!
faq & walkthrough
ver.0.88b
25nov99
by jt.kauffman
------------------------------------------------------------
00.table of contents
01.intro
02.getting started
**basics:
**controls:
**screens:
03.battle modes
04.puzzle mode
**normal:
**hard:
**special:
**mania:
**original:
**download:
05.stage challenge mode
06.network
07.misc
**hidden modes:
**bonuses:
**clear controller set:
**release info:
**chu-chu! online:
**advertising:
**sales:
08.outro
**version:
**future:
**sources:
**notes:
**legal:
**contact:
------------------------------------------------------------
01.intro
chu-chu rocket! is a fast-paced, four-player puzzle game by Sonic Team,
the makers of the Sonic the Hedgehog series and NiGHTs. Announced during
the 'Four from Sonic Team' series of press releases, chu-chu rocket! was
released in Japan on 11.11.11 (11.11.99 on the Roman calender) amidst a
fairly heavy marketing campaign. Clocking in at a mere 2800 yen (about
US$26), or 4800 yen (US$45) with a limited edition clear orange
controller, the game is a blast, whether you're playing the 4 Player
Battle Mode with four friends, or attempting the Puzzle Mode by
yourself.
this document will help get people who have imported the game started,
as well as giving working solutions for the Puzzle Mode and Stage
Challenge Mode stages. It is a work in process, and should be considered
as such.
------------------------------------------------------------
02.getting started
**basics:
the gameplay is simple. The object is to get the Chu-Chus (aka.
mice)into their rocket, sensibly named the Chu-Chu Rocket. When the
stage starts, the mice will begin to run from pre-set points on the
screen. Much like lemmings, the mice follow each other. Upon hitting a
wall, they will turn right (unless there is a wall directly to their
right, in which case they will turn left). Capu-Capu (aka. cats) stalk
the screen, moving exactly like the mice, but twice as slow. The cats
will eat the mice if they hit each other, and will damage the Chu-Chu
Rocket if they hit it.
in the battle modes of the game, you will find three variations of Chu-
Chus. The first is the normal blue and white Chu-Chu, which is by far
the most common variety. Next is the purple and white ? Chu-Chu, which,
upon reaching a rocket, will randomly select a different game-play
option. Finally, the rare gold 50 Chu-Chus are worth, as their name
implies, 50 regular Chu-Chus.
--names:
Chu-Chus
Capu-Capu
Chu-Chu Rocket
Chui
Chubee
Chupii
Chubahha
Hatch
**controls:
the control scheme in chu-chu! is rather simple, and is fairly
intuitive. there are four major control schemes used; normal
(battle/puzzle), options select, edit, and online. I have listed the
controls in this order below.
--normal (used for all of the gameplay sections of the game, including
battle and puzzle):
Analog Stick: move cursor around the screen (faster than D-pad)
D-pad: move cursor around the screen
Start: pause
X button: place an up arrow in the selected space
Y button: place a left arrow in the selected space
B button: place a right arrow in the selected space
A button: place a down arrow in the selected space
L trigger: reset stage (puzzle only)
R trigger: once: start stage (puzzle only)
twice: speed up stage [dash] (puzzle only)
--options select (used for most out-of-game screens):
Analog Stick: move cursor around the screen
D-pad: move cursor around the screen
Start: accept currently selected item
A button: accept currently selected item
L trigger: switch between modes
R trigger: switch between modes
--edit (used in edit mode):
Analog Stick: move cursor around the screen
D-pad: move cursor around the screen
Start: accept currently selected item
X button: place item facing up in the selected space
Y button: place item facing left in the selected space
B button: place item facing right in the selected space
A button: place item facing down in the selected space
L trigger: switch between modes (ie. place different items)
R trigger: switch between modes (ie. place different items)
[note: these are done from memory, and may not be totally correct.]
--online (used in homepage mode):
not included in this FAQ. (as the homepage mode is simply a variation of
the DreamPassport browser, and other documents already go into this
program, I will not include the controls here. Please visit
www.gamefaqs.com and search for general Dreamcasts FAQs (there are
DreamPassport FAQs contained within) if you wish to have more
information on the subject)
**screens:
while the game isn't really that hard to figure out, the menus are all
in katakana, so those who lack even minor Japanese language skills may
be a bit confused at first. The following is a rough translation of what
each screen actually says in English. In all of the screens, the Analog
Stick/D-pad is used to move between the options, while the A
button/Start button is used to confirm selections.
--main game select screen:
help
4 player battle (1~4P)
team battle (1~4P)
stage challenge (1~2P)
puzzle (1P)
puzzle edit (1P)
network (1~4P)
homepage
options
--options screen:
all mode options
4 player battle, team battle options
records
reset all to default options
--all mode options screen:
character
sound
vibration
BGM test <00>
SE test <000>
reset to default options
--4 player battle, team battle options screen:
play time <1.2.3> minutes
# of games <1.2.3.4.5> (needed to win)
??
??
reset to default options
--records screen:
stage challenge
-total time 00:00 0 number of clears
--pause screen:
--puzzle mode screen:
;press the L and R triggers to scroll through the different modes;
*hidden modes: to unlock each, beat all 25 stages on the mode directly
to the left of it.
note: as the 'help' menu is all in Japanese, and this document is
basically going to be the English equivilent of it, I won't be providing
translations for it.
note: any other section not listed is under development.
------------------------------------------------------------
03.battle modes
one of the main two modes in chu-chu!, battle mode (and it's variations)
is a four-player (either human or computer) Chu-Chu fest that is a blast
to play. the gameplay is simple: get the most Chu-Chus in your rocket
(differentiated by color), while avoiding the Capu-Capus, to win.
this mode is played in a first to X games won manner. the default number
is three, but this can be changed in the options screen (see section
02.screens for more info). the default game length is 3 minutes,
although this can also be changed.
more quick facts about battle mode:
-each player can place three arrows at a time. After the third is
placed, the next arrow placed will cancel out the first one that was
placed, and so on.
-arrows will disappear after a while (15-20 seconds or so). They will
flash before doing so.
-cats (Capu-Capu) will eat 1/3 of the mice (Chu-Chus) in a rocket if
they enter it.
various mode use the basic battle mode layout, including 4 Player Battle
mode and Team Battle mode. More on this mode to come...
------------------------------------------------------------
04.puzzle mode
one of the two ways that chu-chu rocket! really shines is it's puzzle
mode. With puzzles ranging from simple to nearly devilish, it's quite a
good play for a single player. While I only had trouble with a couple of
stages, I am providing working solutions for all stages for those who
may be stuck. Please note that whaat follows in this section are out-
and-out spoilers of the game, and it is recommended that you only use
this section as a last resort. Before I get into the solutions, though,
I will provide a few quick hints for how to tackle puzzle mode:
-don't be afraid to run the stage a couple of times. If you can't
picture how the Chu-Chus will run, just start the stage without any
arrows down - you can always reset by pressing the L trigger, and you
aren't penalised at all for doing so (nor are you penalised for
failing a stage).
-arrows will reverse an unlimited number of Chu-Chus, but will only
reverse Capu-Capu twice; after the first time, the arrow will
shrink, but still function, and after the second time, the arrow will
disappear.
note: there may be more than one working solution to a puzzle - when
known, multiple solutions are listed
**normal
key: ^=up arrow
v=down arrow
>=right arrow
<=left arrow
solutions are provided using the following grid manner:
a b c d e f g h i j k l
___________________________________
1|__|__|__|__|__|__|__|__|__|__|__|__|
2|__|__|__|__|__|__|__|__|__|__|__|__|
3|__|__|__|__|__|__|__|__|__|__|__|__|
4|__|__|__|__|__|__|__|__|__|__|__|__|
5|__|__|__|__|__|__|__|__|__|__|__|__|
6|__|__|__|__|__|__|__|__|__|__|__|__|
7|__|__|__|__|__|__|__|__|__|__|__|__|
8|__|__|__|__|__|__|__|__|__|__|__|__|
9|__|__|__|__|__|__|__|__|__|__|__|__|
stage 1
-------
^=9b, 9d, 9f, 9h, or 9j
stage 2
-------
v=1e or 1h
stage 3
-------
>=2k
stage 4
-------
v=2h
>=3h
stage 5
-------
^=9f
stage 6
-------
<=2e
stage 7
-------
^=9c
stage 8
-------
>=9b
stage 9
-------
<=2e, 4e, 6e, or 8e
<=2i, 4i, 6i, or 8i
stage 10
--------
^=8c, 8e, 8f, 8g, 8i, or 8j
stage 11
--------
<=1g
>=9f
stage 12
--------
^=9e
stage 13
--------
v=1i
<=6l
^=9h
stage 14
--------
v=1i
stage 15
--------
<=2l
<=7l
stage 16
--------
<=4l
stage 17
--------
<=2g
<=6c
stage 18
--------
^=5g
stage 19
--------
v=1d
>=6f
stage 20
--------
v=3g
^=6f
stage 21
--------
v=1b
<=6c
^=7c
stage 22
--------
v=1b
v=1i
stage 23
--------
v=5e
stage 24
--------
>=4i
^=5g
stage 25
--------
>=2j
^=5f
**hard:
key: ^=up arrow
v=down arrow
>=right arrow
<=left arrow
solutions are provided using the following grid manner:
a b c d e f g h i j k l
___________________________________
1|__|__|__|__|__|__|__|__|__|__|__|__|
2|__|__|__|__|__|__|__|__|__|__|__|__|
3|__|__|__|__|__|__|__|__|__|__|__|__|
4|__|__|__|__|__|__|__|__|__|__|__|__|
5|__|__|__|__|__|__|__|__|__|__|__|__|
6|__|__|__|__|__|__|__|__|__|__|__|__|
7|__|__|__|__|__|__|__|__|__|__|__|__|
8|__|__|__|__|__|__|__|__|__|__|__|__|
9|__|__|__|__|__|__|__|__|__|__|__|__|
stage 1
-------
>=8d
>=8f
>=8g
v=8i
stage 2
-------
>=5c or 5e
stage 3
-------
>=7a
>=7c
stage 4
-------
>=9a or 9b
stage 5
-------
^=6b
stage 6
-------
v=8e
>=8h
stage 7
-------
^=8g
stage 8
-------
v=4k
^=8k
stage 9
-------
v=1b
>=5a
<=5l
^=9k
stage 10
--------
^=5g
stage 11
--------
v=1k
stage 12
--------
>=6f
<=8k
stage 13
--------
^=4c
^=5j
stage 14
--------
v=1k
>=3a
stage 15
--------
^=6f
stage 16
--------
<=2b, 3b, 4b, 5b, or 6b
v=4g
stage 17
--------
v=1h
>=4a
<=7l
stage 18
--------
^=5g
v=6d
stage 19
--------
v=3e
>=8a
stage 20
--------
^=9a
>=9b
stage 21
--------
v=2e
^=9f
stage 22
--------
>=3g
<=5l
stage 23
--------
<=1f
v=1k
<=3c
^=7c
<=7f
v=7i
stage 24
--------
v=4i
^=6d
stage 25
--------
<=5l
**special:
key: ^=up arrow
v=down arrow
>=right arrow
<=left arrow
solutions are provided using the following grid manner:
a b c d e f g h i j k l
___________________________________
1|__|__|__|__|__|__|__|__|__|__|__|__|
2|__|__|__|__|__|__|__|__|__|__|__|__|
3|__|__|__|__|__|__|__|__|__|__|__|__|
4|__|__|__|__|__|__|__|__|__|__|__|__|
5|__|__|__|__|__|__|__|__|__|__|__|__|
6|__|__|__|__|__|__|__|__|__|__|__|__|
7|__|__|__|__|__|__|__|__|__|__|__|__|
8|__|__|__|__|__|__|__|__|__|__|__|__|
9|__|__|__|__|__|__|__|__|__|__|__|__|
stage 1
-------
v=7b
stage 2
-------
>=2a
v=3e
<=5i
stage 3
-------
>=2b
<=8g
stage 4
-------
^=9e
stage 5
-------
<=3h
v=4d
<=6k
stage 6
-------
v=1a, 3a, 5a, or 7a
stage 7
-------
>=5h
stage 8
-------
v=1j
>=5k
^=9c
stage 9
-------
<=4k
stage 10
--------
>=1f
^=5j
v=6b
<=6g
stage 11
--------
<=4g
^=9c
stage 12
--------
^=5b
<=5h
stage 13
--------
>=7a
>=8h
v=8k
stage 14
--------
<=5l
<=8l
stage 15
--------
v=8k
stage 16
--------
>=3l
>=5h
^=9g
stage 17
--------
<=5e
^=5f
stage 18
--------
v=1c
>=5c
stage 19
--------
>=4g
<=4h
stage 20
--------
v=2e
>=6d
>=8e
stage 21
--------
v=1C
v=5E
stage 22
--------
^=6D
>=5E
stage 23
--------
<=4l
>=6a
<=8l
stage 24
--------
<=5h
<=8k
>=9c
stage 25
--------
^=9f
<=3i
<=4l
**mania:
key: ^=up arrow
v=down arrow
>=right arrow
<=left arrow
solutions are provided using the following grid manner:
a b c d e f g h i j k l
___________________________________
1|__|__|__|__|__|__|__|__|__|__|__|__|
2|__|__|__|__|__|__|__|__|__|__|__|__|
3|__|__|__|__|__|__|__|__|__|__|__|__|
4|__|__|__|__|__|__|__|__|__|__|__|__|
5|__|__|__|__|__|__|__|__|__|__|__|__|
6|__|__|__|__|__|__|__|__|__|__|__|__|
7|__|__|__|__|__|__|__|__|__|__|__|__|
8|__|__|__|__|__|__|__|__|__|__|__|__|
9|__|__|__|__|__|__|__|__|__|__|__|__|
stage 1
-------
>=2i
<=8l
stage 2
-------
<=6g
^=9i
stage 3
-------
>=5c
<=5g
stage 4
-------
<=4d
>=4i
v=4j
^=9c
stage 5
-------
^=6b
^=6c
^=8d
^=8e
^=8f
^=8g
^=8h
^=8i
^=8j
stage 6
-------
v=1k
>=2c
v=2e
>=3g
^=4b
<=5d
v=5g
<=5k
>=8f
^=8i
^=9b
^=9k
stage 7
-------
^=4c
>=7f
stage 8
-------
>=3a
v=5b
stage 9
-------
v=1k
>=5a
^=9l
stage 10
--------
>=2a
>=2b
>=2g
>=4h
>=7a
>=7f
>=8g
stage 11
--------
>=4c
>=4g
^=7c
<=7e
<=7g
<=7i
<=7k
stage 12
--------
>=8b
<=8c
<=8d
stage 13
--------
^=3i
^=7f
^=7g
stage 14
--------
v=7b
>=8a
^=8b
>=9a
stage 15
--------
::solution not currently known::
stage 16
--------
::solution not currently known::
stage 17
--------
::solution not currently known::
stage 18
--------
>=5e
v=5i
>=6d
^=6g
<=7i
>=8f
^=8i
stage 19
--------
^=3c
<=5l
>=6h
stage 20
--------
<=3l
>=4a
<=4l
stage 21
--------
^=5c
>=6h
stage 22
--------
::solution not currently known::
stage 23
--------
^=5e
^=5j
^=6f
^=7g
^=8g
^=9i
stage 24
--------
v=2e
>=2j
v=7k
stage 25
--------
::solution not currently known::
**original:
this section is impossible to list solutions for, as you will create the
puzzles on your own. it is included merely for completeness' sake.
**download:
as I have yet to see downloadable puzzles on the chu-chu! web page, this
section is currently empty. Also, please note that the only puzzles that
I will list solutions for are official Sega/Sonic Team puzzles.
------------------------------------------------------------
05.stage challenge mode
stage challenge mode is a sort of cross between the puzzle and battle
modes. playable by one or two people, each stage challenge board has a
set prerequisite that you must complete within 30 seconds. records are
also kept for this mode, so the faster that you complete the stages, the
better. below is a listing of the objects of each stage, and hints for
each (hints are given using the 1a - 9l grid fashion used in 04.puzzle
mode). also, unlike puzzle mode that has a limited number of solutions
for each stage, there are many ways to complete the stages in this mode;
only one solution will be given.
basically, the object is determined by the letter of the stage;
stages Ax & Bx require you to get all of the Chu-Chus into the rocket,
stages Cx require you to have the Capu-Capu eat all of the Chu-Chus,
stages Dx require you to get 100 Chu-Chus into the rocket, and
stages Ex require you to get more Capu-Capu into the yellow/green team's
rockets than they get into yours.
stage A1
--------
object: get all of the Chu-Chus into the rocket
notes: a fairly simple stage, the only real thing that you have to
worry about is the hole in the bottom right of the screen.
hints: try <=7c, ^=7b, >=3b, and v=2d.
stage B1
--------
object: get all of the Chu-Chus into the rocket
notes: the '1999' stage, this is also really simple, although a cat is
introduced...
hints: v=3b to keep the Capu-Capu contained should buy you all the time
you need.
stage C1
--------
object: have the Capu-Capu eat all of the Chu-Chus.
notes: yes, the roles in this stage are flipped; your object is to kill
the Chu-Chus instead of eating them.
hints: let the Capu-Capu take out the top and bottom rows of Chu-Chus
on his own, then direct him to the middle row using a few
arrows.
stage D1
--------
object: get 100 Chu-Chus into the rocket
hints: two well placed arrows, at v=3b and v=6a, should do the trick.
just make sure that you replace them when they disappear, and
don't worry about the Capu-Capus in this stage...
stage E1
--------
object: get more Capu-Capu into the yellow/green team's rockets than
they get into yours
notes: an odd stage, you need to destroy your opponents rockets using
Capu-Capu. Each team starts with 20 on their meter, and each
Capu-Capu will subtract one.
hints: placing > arrows to the immediate left of the hatches (4e & 6e,
as well as 5e for safety) should be about all you really need
here...
stage A2
--------
object: get all of the Chu-Chus into the rocket
notes: this is a fun stage (sarcasm intended). Even when you know what
you're doing it's not easy (for one person - two would probably
be better).
hints: there are 12 blocks with trapped Chu-Chus, and two of them are
kind of off the same route as the others. take are of those
first. place v=6h and <=8g to get all of the Chu-Chus on the
same route, then do v=3b, v=6b, ^=8e, >=8c, ^=7e, ^=4e, >=2f,
>=2i, v=3k, v=6v, and finally v=7k.
stage B2
--------
object: get all of the Chu-Chus into the rocket
notes: this stage isn't as hard as it looks...
hints: first, a general hint: trap the Capu-Capus. now for a solution..
you'll notice that there are four areas with trapped Chu-Chus in
them. First, direct the Chu-Chus from the upper left to the
lower left using a v=3b and the Chu-Chus from the lower right to
the upper right using ^=7k. Now, trap the Capu-Capu using <=2e
and <=3e (you might want to get rid of the 3b arrow first).
Next, do >=8c & ^=8g, then <=2k & v=2f to save the Chu-Chus.
stage C2
--------
object: have the Capu-Capu eat all of the Chu-Chus
hints: simply direct the Capu-Capu into the Chu-Chu flow using and up
arrow, and have him munch away. For a good time, reverse his
direction so that he's running into the Chu-Chus instead of the
other way around.
stage D2
--------
object: get 100 Chu-Chus into the rockets
notes: this is the first stage that features a wrap-around screen.
hints: a fairly simple level once you figure it out, three well-placed
and maintained arrows should do the trick here. one at >=5a, one
at ^=6g, and one at ^=6j.
stage E2
--------
object: get more Capu-Capu into the yellow/green team's rockets than
they get into yours
hints: this is probably one where you'll simple need to win by having a
better score; don't go for all-out 20 Capu-Capu destruction...
stage A3
--------
object: get all of the Chu-Chus into the rocket
notes: although this looks tough due to the almost random placement of
the walls, it's not...
hints: three arrows will do the trick here: v=6i, >=8i, and v=8j.
stage B3
--------
object: get all of the Chu-Chus into the rocket
hints: first, get rid of the Capu-Capu using three ^ arrows, one placed
anywhere that's not blocked in the Capu-Capu's paths. Next,
place v=1i, and then do ^=6e.
stage C3
--------
object: have the Capu-Capu eat all of the Chu-Chus
notes: this is the 'chu chu' stage.
hints: first, round up all the Chu-Chus for easy eating. place <=5i, <=
3h, <=8h, <=5e, v=5c, and v=4c. This should direct all of them
to the lower 'c'. This should also put the Capu-Capu down there,
which will result in many Chu-Chu ghosts.
stage D3
--------
object: get 100 Chu-Chus into the rockets
notes: this is the first D stage that you really have to worry about
the Capu-Capus, albeit not that much...
hints: there are four places that you can put arrows here: <=2f/3f, >=
2g/3g, <=7f/8f, and >=7g/8g. Basically, if you're going for a
good time, try to avoid putting them near the hatches that have
just produced a Capu-Capu. Other than that, the Capu-Capus are
annoying, but you should still be fine.
stage E3
--------
object: get more Capu-Capu into the yellow/green team's rockets than
they get into yours
hints: no real hints here other than make sure that the arrows that you
place direct the Capu-Capu away from your rockets and to the
yellow/green rockets...
stage A4
--------
object: get all of the Chu-Chus into the rocket
notes: this is a stage that you need to be fast on, but it's not that
tough.
hints: First of all, place ^=9i and ^=9c. Next, place >=3a, then
finally quickly place v=3f.
stage B4
--------
object: get all of the Chu-Chus into the rocket
notes: this is more of a keep away the Capu-Capu stage...
hints: first, do <=2b, <=5b, and <=8b. Next, place v=1a to stall the
Capu-Capu. After that, to <=2e, <=5e, and <=8e. Replace the
Capu-Capu arrow at <=1d. Now, do <=8k, then <=2h, <=5h, and <=
8h. Redo the Capu-Capu arrow at <=1i. Finally, do <=2k and <=5k.
stage C4
--------
object: have the Capu-Capu eat all of the Chu-Chus
notes: this is basically an avoid-the-holes stage.
hints: place the arrows in this order, quickly: <=3b, v=1d, >=2d and
v=2f. Reverse the direction of the Capu-Capu if you want after
he's started his meal. You should be set!
stage D4
--------
object: get 100 Chu-Chus into the rockets
notes: this is a tough, tough stage.
hints: no hints here, since I can't beat it. I think you just need to
be _really_ fast, and do a batch of Chu-Chus at a time, avoiding
the holes...
stage E4
--------
object: get more Capu-Capu into the yellow/green team's rockets than
they get into yours
hints: nothing real hard here, just direct the Capu-Capu into the
yellow/green rockets, and watch out for where the computer is
placing arrows, and counter them.
stage A5
--------
object: get all of the Chu-Chus into the rocket
notes: another tough stage, you have to be blazing fast here...
hints: just put enough arrows down that the Chu-Chus don't fall into
the hole. And be fast... really fast...
stage B5
--------
object: get all of the Chu-Chus into the rocket
notes: another tough stage....
hints: no hints, since I can't beat it... two people would be a real
plus here...
stage C5
--------
object: have the Capu-Capu eat all of the Chu-Chus
notes: not tough, but a fast, precise stage...
hints: OK. here, be fast, but not too fast, or you'll wipe out arrows
that you still need... precision is very important as well...
too... the arrows, in order, are: ^=8b, <=6b, ^=4b, <=2b, v=1d,
v=5e, >=7e, v=7f, >=8f. Now, wait until he's finished eating all
of the Chu-Chus, and do: ^=8h, ^=6i, ^=4h, ^=2i, then let him
eat. Now, do v=2k, <=3k, >=7j, and v=7k. Let him eat, and you
should be done!
stage D5
--------
object: get 100 Chu-Chus into the rockets
notes: this one you _have_ to avoid the Capu-Capus, or you're toast.
hints: I can't give any real hints, since I haven't beaten it, but just
watch out for the Capu-Capus - they can spell disaster...
------------------------------------------------------------
06.network
this is currently a very small section, seeing as I have yet to try the
game's network functions. Currently, all of this info is thanks to Krys,
and was posted to the Dreamcast Technical Bulliten Board
(http://www.canadawired.com/~gvink/cgi-
bin/Ultimate.cgi?action=topics&forum=SEGA&number=1&DaysPrune=1&Browser=o
ther). This was copied and pasted directly from the board, with minor
changes put in [brackets] (except for spelling/formatting changes, which
are unmarked).
--playing the network game in America:
"
i have a Jap[anese] machine with a Jap[anese] modem - though I have it
setup with my ISP.
chu-chu! works because it uses your ISP connection rather than dialing
the Jap[anese] servers direct like [Sega] Rally 2 did. It took me a
little while to figure out how to use the commands on the server that
let start a game and also let you create your own rooms.
you can add passwords to your games and/or rooms so that only people you
give the password to can enter.
the top command on the server let[s] you create a room and add a
password if you want.
the second command lets you select to offer a game out and give it a
name and also a password if you want.
you [then can] move into the game area and hope that people want to join
your game.
as soon as you have more than one person you can select to "Go for it"
and the server fills in any gaps to make up 4 players.
you can have some really mad games with four players and its the first
person to win two games that wins the match.
before and after the game you can also chat - very much like an IRC
client - which would be cool if they weren't all talking japanese!!!
You can highlight a player and press the x button [to have it tell] you
how many matches they have won. [Y]ou can also use the x button to
highlight a game and see if there is room for you to join.
NOTE - the first time you connect it asks you for a username and a
password to assign to you - I messed this up not realising what it was
about and couldn't specify a new username and password until I had
changed my email address in the configuration of the internal memory. If
you only have the J[apanese] browser software you won't be able to
change these things [note: see below]- you need the US browser disk to
be able to modify your ISP settings - so if Sega.com are still sending
out replacements [now is] the time for all you J[apanese] owners to send
for one.
"
[note: regarding changing your configuration, later in the discussion it
was revealed that you can, but only with the Japanese Sonic Adventure
browser or one of the English (NA or EU) versions of DreamPassport. This
info should still be available on the Board, and as it was not written
by Krys (who gave me permission to use his info), I do not feel
comfortable adding this info to my FAQ without his permission]
------------------------------------------------------------
07.misc
**hidden modes:
as with many games these days, chu-chu! has it's share of hidden modes.
The modes and the methods of uncovering them are listed below:
--Puzzle mode:
Hard mode: clear all 25 Normal mode puzzles (opens 25 additional
puzzles)
Special mode: clear all 25 Hard mode puzzles (opens 25 additional
puzzles)
Mania mode: clear all 25 Special mode puzzles (opens 25 additional
puzzles)
Upon clearing the final stage, you'll be treated to a lovely credits
roll, followed by a Chu-Chu telling you 'thank you!', and the
announcement of the additional mode.
**bonuses:
as with Sonic Team's other Dreamcast game (Sonic Adventure
[International]), chu-chu rocket! contains a folder accessable by
Windows computers. Inserting the game disk into your PC CD-ROM drive,
and accessing the contents of the drive will reveal a folder titled
'extras' (as well as three text documents that have very minor info in
them). This folder contains two more folders: '1240x1024' and '800x600'.
Each of these folders contains 8 chu-chu rocket! wallpaper images. Note
that 1240x1024 has a different aspect ratio to 800x600, so the former
images contain a bit more of the picture.
also, the game includes a set of controller stickers that can be used to
keep track of which controller is which; the stickers include groups of
blue, red, yellow, and green stickers, and thus one group of stickers
for each team. The stickers are for placement on the controller port
plug (the odd-shaped stickers) and the controller itself (the longer
stickers). Any other stickers are just for fun.
this is more fun than anything else... If you leave chu-chu! sitting
idle for a while while in Homepage (Internet) mode, instead of the
screen darkening, then the random colors starting (as the Dreamcast
normally does when it has been idle), a very cool Chu-Chu-filled
screensaver will start. Rows upon rows of the little mice will appear on
your screen, then disappear, over, and over... I have not gotten this to
happen in the normal game, although I haven't spent much time trying...
**clear controller set:
upon it's Japanese release, chu-chu rocket! was released in two
versions: a traditional game only version for JY2800 and a limited
edition set that included a clear orange/white Dreamcast controller for
JY4800 (this is a savings of JY500 [normal controllers are JY2500],
aside from the fact that this version of the controller is only
available in this package). As far as I know, the contents, sans the
controller and it's instruction book, are exactly the same, and the game
itself should be unaltered as well (the only real differences with the
game's packaging are a lack of a spine card and a different product
number). Regarding availability of the set, it was fairly hard to come
by here in Japan, although the large stores (such as Laox) had plenty of
copies; mainly the smaller independant game stores had trouble stocking
the set. Being a limited release, even the bigger stores that did have
it were well sold out a mere week after it's release...
**release info:
title: chu-chu rocket
system: Sega Dreamcast
company: Sega Enterprises
dev.team: Sonic Team
release date: 11.11.11 (11.nov.99)
format: 1 GD-ROM
prod.#: HDR-0039 (regular version)
HDR-0048 (Clear Controller Set)
region: NTSC-J (Japan), NTSC-A (Asia)
price: JY2800 (JY4800 for the Clear Controller Set)
players: 1~4 players
genre: action puzzle
supports: memory backup [Visual Memory] (3 blocks), Modem, PuruPuru
Pack, Arcade Stick, Dreamcast Keyboard, VGA Box.
instr.book: 32 pages
dreambank: 120 points
includes: 1 GD-ROM, 1 instruction book, 1 warantee card, 1 point
sheet, 1 sticker sheet, 1 DreamLineup [vol.5] booklet,
1 spine card, 1 tray liner in a totally clear
traditional jewel-case
limited ed.: titled 'chu-chu rocket Clear Controller Set'
includes all items in normal release (sans spine card),
plus: clear orange/white ltd.ed. Dreamcast controller,
Dreamcast Controller instruction book, ltd.ed. box
other: NetFront JV-Lite, macromedia FLASH3 supported
**chu-chu! online:
please note that this is not going to be a comprehensive look at chu-chu
rocket! pages online, but merely an overview of where to find the major
media for the game...
Official chu-chu rocket! homepage:
http://chu-chu.dricas.ne.jp
- includes info, screenshots for the game (all in Japanese)
- includes the 15 sec. Japanese chu-chu! commercial in MPG format
- the page you are taken to when you select the homepage function in
the game
The Gaming Intelligence Agency (The GIA):
http://www.thegia.com
- English coverage of chu-chu!, including info, media, and screens
- includes the 15 sec. Japanese chu-chu! commercial in MPG format,
as well as the song (9 seconds long) from the commerical in MP3
format, the words to the song in Japanese and English, and the
guitar tabs for said song.
**advertising:
chu-chu rocket! was promoted fairly heavily in Japan. this will be a
brief look at the various forms of advertising used...
--magazine ad (1 page)
a fairly straightforward ad featuring a few screenshots as well as
illustrations of the Chu-Chus and a Capu-Capu. the Clear Controller Set
is heavily featured as well. There also is a slightly altered back-page
version.
--magazine ad (2 pages)
merely a larger version of the 1 page ad, featuring many of the same
screen shots and images, but re-formatted for a two-page spread.
--CM [television commercial] (15 seconds)
the infamous chu-chu! CM, with it's short, but insanely catchy song, and
it's high-quality (read line drawing) visuals. widely available online,
the GIA (www.thegia.com) has the most on this commercial, featuring the
file in .MPG, the song in .MP3, as well as guitar tabs and lyrics
(English and Japanese).
--Sonic Team flyer (6 pages)
first seen at the Tokyo Game Show Autumn '99, this flyer is an ad for
the four games from the 'Four From Sonic Team' series of press releases.
chu-chu! is featured in the cover, as well as on the inside and the
sheet of memory card stickers within.
**sales:
chu-chu rocket! has the honor of being the first Sega Dreamcast game to
reach the top spot in the Famitsu sales chart (for most copies sold in
one week). It's first week sales were fairly brisk, clocking in at over
35,000 copies sold (this includes all versions). Final first week totals
will be announced on this coming Friday, 11/26.
------------------------------------------------------------
08.outro
**versions:
0.88b 25nov99
thanks to Jorg again, added the solution for Mania 19.
0.88a 24nov99
thanks to Jorg, added solution for Mania 21 and fixed two incorrect
solutions (Manias 6 & 21)... that's what I get for trying to count
rows at 2am ;)
0.88 22nov99
added the final solution to Special 25 thanks to Jorg, and thus
started on the new mode, Mania - currently, solutions Mania stages 1-
14, 21, 23, and 24 are included; keep in mind that I was very busy
this weekend (when I recieved the final solution from Jorg), so many
of the Mania stages I've barely looked at... corrected a minor typo
in the sources section that had Jorg saying an untruth - there really
are stickers in the normal version, and he really did tell me that -
whoops... fixed references to Original stages in Puzzle, which I had
mistakenly referred to as Edit... added the chu-chu-saver info to the
bonuses section... added a Sales: section... added the Puzzle Mode
select screen to the Screens: translation section...
0.87a 19nov99
added solutions to Specials 21 and 22 thanks to Jorg from ODCM...
added an Online section... added a section (06.network) with info on
how to play online in the US thanks to Krys... added an advertising
section... corrected minor mistakes (including one on the solution
for Puzzle Mode Normal Stage 25 thanks to Jorg again) and renumbered
a few sections...
0.87 12nov99
added Stage Challenge coverage (05.stage challenge mode) for all
stages, although 3 are incomplete... added solutions for all but
three of the Special Puzzle Mode... added controls for the Puzzle
Edit mode... added the prod.number for the regular (ie. non-limited
set) version... also, minor changes: renumbering two sections, fixing
the date of release of the faq, and accessing the DreamPassport FAQ
on gamefaqs.com.
0.77 12nov99
first version; everything added.
**future:
--possibilities for future revisions (no guarantees, though):
-any missing solutions for Puzzle and Stage Challenge modes.
-a section on Puzzle Edit mode.
-more on the Battle modes, including a list of ?Chu-Chu effects.
**sources:
National Console Support (http://www.ncsx.com) for the regular (non-
controller set) product number.
Magic Box (http://come.to/magicbox) for the preliminary sales stats for
the first week of chu-chu!'s sales.
"Krys" for the fact that the regular edition does come with the
stickers, as well as the info about getting Network support outside of
Japan.
"Jorg S. Tittel" for the solutions on Puzzle Mode Special Stages 21
(thank you so much - this saved [what is left of] my sanity...) and 22
and the fix on the Puzzle Mode Normal Stage 25, as well as the words of
support. Also, for mentioning that the regular edition does come with
the stickers...
**notes:
this document was written after playing the game for a mere few hours. I
have played through the 4 Player Battle mode once, and completed normal
and hard in Puzzle mode. Past that, I have gotten very little chance to
play the game, although I'm sure this will change, seeing as I've only
had it for less than a day (as I write this, at least)...
--update: I've gotten more of a chance to play the game, but still have
sections that I've barely touched, so it's still nowhere near
complete...
a quick note about the formatting of this document... Since the title of
the game is lower-case, I've chosen to keep this somewhat similar in
this document; hence, the first letter of every paragraph is not
capitalised _on purpose_. All other sentences should be capitalised...
about the name of the game, I feel that this is minor, but I feel that I
should add it. The title of the game differs slightly depending on which
you look at: the English or the Japanese title. The English title listed
on the packaging is 'chu-chu rocket', while the Japanese translates to
'ChuChu Rocket!'. To make things even more complicated, I have chosen to
use the title 'chu-chu rocket!', or simply 'chu-chu!', in this document.
This is merely to make the all-lower-case title stand out more. I don't
think that it's that big of a deal, but I though that I should put it in
anyway.
**legal:
chu-chu rocket!, chu-chu rocket! Clear Controller Set, Dreamcast, Sonic
Team, and all other related terms/trademarks are copyright/trademarked
by Sega Enterprises. All other copyrights are properties of their
respective owners.
This document is copyright J.T.Kauffman 1999 and cannot be reproduced
for profit in any form. It can be freely distributed over the internet
as long as it is unaltered and is only distributed on free (i.e. non-
subscription) sites. If you do choose to post this document on your
site, please email me to let me know.
**contact:
J.T.Kauffman
[email protected]
since 11nov99
shibata, miyagi, japan
jtk.



