Chu Chu Rocket!
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sonic team presents ___________________________________________ / ______ ______ / / /_ __/______ /_ __/______ / / __/ /_ /___ / ____ __/ /_ /___ / ____ / / /_ __/____/ /_/___//_ __/____/ /_/___/ / / /_/ /_______/ _/_/ /_______/ /____ /___________ ______ / /____ __ __ / / / ___ / / __ _/_ _ __ / / / / / / / / / / /_/ / / ///// // \ / / / / / /__/ / / / __/ // /\/ /_/ / / /______/ /_/ /___//_/ /_/ / /_________________ _____________/ \ \ 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: <missing solutions for stages 15, 16, 17, 22, & 25> **original: <see note in section> **download: <not yet included> 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 <aka. mice, or the white and blue things running around> Capu-Capu <aka. cats, or the orange things chasing the Chu-Chus> Chu-Chu Rocket <the safehouses for the Chu-Chus, or blue, yellow, red, or green octogon, depending on which player you are> Chui <the blue player Chu-Chu> Chubee <the yellow player Chu-Chu> Chupii <the red player Chu-Chu> Chubahha <the green player Chu-Chu> Hatch <the point in the battle modes that the Chu-Chus come out of> **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 <normal.?.?.download> sound <monaural/stereo> vibration <off/on> 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 <22.214.171.124.5> (needed to win) ?? ?? <off/on> reset to default options --records screen: stage challenge -total time 00:00 0 number of clears --pause screen: <unpause / quit> --puzzle mode screen: <L normal / hard* / special* / mania* / original / download R> ;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@example.com since 11nov99 shibata, miyagi, japan jtk.