Tokimeki Memorial Taisen Tokkaedama

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Strategy Guide

Tokimeki Memorial Taisen Tokkaedama (Konami, Puzzle Game, PSX/SSat)
Frequently Asked Questions (FAQ)
V1.2  5/23/99

Written by: Richard Uyeyama (ru e ama best.com)*
Contributors: Richard Uyeyama
              Ken Comeforo

* Instances of the letter "y" and the "at" symbol have been removed
  (replaced with spaces) from the above e-mail address in order to prevent
  unscrupulous UCE (unsolicited commercial e-mail) bot processes from
  adding to the amount of e-mail I already get...

The latest version of this file can be found at:
  Just Another Day At Kirameki High
  http://www.best.com/~ruyeyama/psx/jadakh.html


Document formatting, organization, and wording Copyright 1997, 1998, 1999 
by Richard Uyeyama.

Permission granted by author to duplicate (unaltered) this document in its 
entirety for non-profit purposes only.  All other rights reserved.  Author 
reserves the right to rescind specific or general permission, if he sees a 
reason (such as loophole abuse) to do so.

Taisen Tokkaedama is a trademark of Konami Co., Ltd.  Tokimeki Memorial 
and Konami are registered trademarks of Konami Co., Ltd.  Tokimeki 
Memorial Taisen Tokkaedama is Copyright 1997 by Konami Co., Ltd.  All 
rights reserved.



                  "If I had the wings of an angel..."

                         -- Elizabeth Orme
                       (The Many-Colored Land,
                            by Julian May)



Table of Contents:

0. Document History
I. Basic Stuff
   1. What is the purpose of this document?
   2. What is Tokimeki Memorial Taisen Tokkaedama?
   3. Which version(s) of the game does this FAQ cover?
   4. What are the differences between the PSX and SSat versions?
II. Game Basics
   1. What's the game like, and how does it compare to other puzzle games?
   2. So... what's this about attack-patterns?
III. Menus and Modes
   1. Can you help me with the Options Menu?
   2. Hmmm, how do the three 1P Modes of the game differ?
      A. Tokimeki Mode (Story)
      B. Kirameki Mode (Arcade)
      C. Hirameki Mode (Puzzle)
   3. How about the three 2P Modes?
IV. Tactics and Stuff
   1. Do you have any tips on setting up chains?
   2. Do you know of any way to set up 24-chains... or higher?
   3. Help!  How do I beat Rei?
V. Codes, Secrets, and Other Neat Things
   1. How do I select my character's outfit?
   2. Is there a way to play as Miharu Tatebayashi?
   3. How about Rei Ijuin?
   4. Is there a "quick continue" command in Kirameki Mode?
   5. Is there a game-internal reset code?
   6. (SSat) What are these chalkboard sketches I see occasionally?
   7. Is there any other neat stuff in the game?
VI. Thanks and Stuff


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

V1.2: 5/23/99
      Tips on handling Mio's Tokimeki Mode pattern added to Basics section
      "Enter your name" char. order (PSX only) added to Options section
      Tokimeki Mode opponent order info added to Tokimeki Mode section
      Kirameki Mode opponent order info added to Kirameki Mode section
      URL for Konami page with Hirameki Mode solutions (PSX/SSat) added
      Chain construction tips edited and updated (Tactics section)
      Patterns for 24-chains and higher added to Tactics section!
      Different costume colors on character's b-day (SSat) (Outfits sect.)
      URL for Konami page with chalkboard sketches (SSat only) added
      Thanks section added
      Minor editing in a few sections
V1.1: 3/7/99
      Okiniiri assigns P1 character in demo battles (PSX) (Options Menu)
      "Quick continue" info (Kirameki Mode) added to secrets section
      Minor editing in various sections...
V1.01: 3/7/98
       Just some minor editing in a couple places...
V1.0: 1/30/98
      Launch version
 (8/7/97: SSat TM Taisen Tokkaedama now on sale)
 (6/19/97: PSX TM Taisen Tokkaedama now on sale)


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

I.1  What is the purpose of this document?

     This FAQ is meant as an English language informational resource
for Konami's puzzle game Tokimeki Memorial Taisen Tokkaedama.  Basic 
strategies, hints, secrets, and other informational bits of data 
(including basic menu translations) will be covered in this file.


I.2  What is Tokimeki Memorial Taisen Tokkaedama?

     TokiMemo Taisen Tokkaedama is a puzzle game (available in Japan) 
based around the characters in Konami's immensely successful Tokimeki 
Memorial (abbr. TokiMemo) game, a (Japanese) high school life and dating 
simulation (fyi, Tokkaedama is the second puzzle game based upon TokiMemo; 
the first is called Tokimeki Memorial Taisen Puzzledama (Puzzledama, imho, 
has more similarities to PuyoPuyo than Tokkaedama, though like Tokkaedama, 
it does have o-damas and ko-damas...)).  However, while knowledge of 
Japanese was fairly essential in playing Tokimemo itself, playing 
Tokkaedama does not really require any strong Japanese skills.
     Tokkaedama is a puzzle game.  So if you like puzzle games, this game 
may be worth looking into.  See section II.1 ("What's the game like...") 
for more info on game structure and dynamics.
     Tokkaedama is a TokiMemo game.  So if you're really into TokiMemo or 
the TokiMemo characters, well... =)  Yuina with bat wings!  ^^;


I.3  Which version(s) of the game does this FAQ cover?

     This FAQ will have information for both the Sony PlayStation (PSX) 
and Sega Saturn (SSat) versions of Tokkaedama.  Thanks to Ken Comeforo for 
his assistance in compiling and checking information on his Saturn version 
of Tokkaedama.  (Thanks, Ken!)


I.4  What are the differences between the PSX and SSat versions?

     Yep, there are actually some differences!  Firstly, the two versions 
have completely different sets of levels for Hirameki (Puzzle) Mode...!  
Secondly, the SSat version, taking advantage of the system's internal 
clock/calendar, lets you enter both your birthday and Shiori's (just like 
in the actual Tokimemo game).  Again, taking advantage of the internal 
calendar, the SSat version will occasionally have character sketches on 
the "now loading" chalkboard. (see section V.6 for more detail on b-day 
entry and chalkboard extras)  However, the SSat version doesn't seem to 
have any attract mode demo battles...  Though it does have some (all?) of 
the music as CD tracks on the game disc...  Most of the other differences 
(some of which are mentioned elsewhere in this document) between these two 
versions of the game are fairly minor...
     I haven't personally played both versions, so I can't comment upon 
gameplay, game flow, or CPU difficulty, but I don't expect that they would 
be *significantly* different...
     Overall, if you have a choice as to which version to get (i.e. you 
have both systems), I'd probably recommend getting the SSat version, 
because of the little chalkboard extras... ^^  And the CD tracks that you 
can play on your CD ROM player (or a regular CD player, if you make sure 
to avoid the data tracks)... ^^  But either version, it's basically the 
same game, so...
     Anyway...


---------------
II. Game Basics
---------------

II.1  What's the game like, and how does it compare to other puzzle games?

     Tokkaedama is not precisely similar to any single puzzle game I can 
think of.  It has aspects of some other puzzle games, but also has aspects 
of its own...
     Here's basically how the game works:

          Tokkaedama has a 6x12 (base by height) playing field.  If all of 
     your columns (i.e. your entire playfield, not just one particular 
     column) become filled, you will lose.  There are two types of pieces 
     on the board: ko-damas (small, square pieces) and o-damas (large, 
     round pieces) ("tama/dama" ~= "ball").  You get to move a special 
     piece around the board called a hane-dama (it looks like a winged 
     circle), in which you can hold one ko-dama or o-dama at a time.  The 
     hane-dama can switch the piece it's holding with the piece it's 
     currently hovering over ("tokkae" ~= "switch/give&take"), drop the
     piece it's holding if the space it's over is empty, or grab a piece
     from the board if the hane-dama is empty.
          If three or more o-damas of the same color (there are five 
     colors) are made to touch each other (vertical or horizontal 
     adjacency counts as "touching"; diagonals don't count), they will 
     disappear.  Any ko-dama next to (once again, diagonals don't count) 
     an o-dama that disappears will become an o-dama.  Setting off chain 
     reactions (chains) (one o-dama set disappears, triggering another set 
     to disappear, etc...) will send ko-damas over to your's opponent's 
     board in a manner determined by your character's attack-pattern.
          The playfield will slowly (it gets faster as time progresses) 
     inch its way upwards, revealing new pieces (you can even manually 
     push it up a bit if you're in need of a particular piece), row by 
     row...

     Tokkaedama seems to have been designed to be a game of counter- 
attacks followed by counter-attacks.  Because of the way the attack- 
patterns have been designed (they're all kinda bad, though some are worse 
than others), any time your opponent drops a huge attack on you, it's 
usually pretty easy to send a fairly large attack right back.  Of course, 
the same applies for your opponent...  So the endgame can get pretty 
hectic.  And since the attacks don't drop all at once (up to only four 
rows at a time), or immediately after being accumulated (there's a time 
delay before each barrage), the person who's accumulated the largest 
attack doesn't always turn out to be the winner; the winner still has to 
survive the counter-attacks that are being sent back by his/her 
opponent...!
     Comparisons to other puzzle games: Attacks don't cancel, like in 
PuyoPuyo2 (Compile) or Puzzle Fighter (Capcom).  So if both players 
complete huge attacks, both players will have to weather out the full 
brunt of what the other has prepared...  Opponents' attacks don't fall 
upon completion of your next move, like in PuyoPuyo, Puzzle Fighter, or 
Puzzledama; it seems instead to be linked to idle time, and perhaps also 
to completion of large counter-attacks...  Attacks don't fall all at once, 
like in Puzzle Fighter, but only a certain amount (up to four rows in 
Tokkaedama) at a time (similar to PuyoPuyo and Puzzledama), giving one a 
chance to counter-attack before being completely buried by the next 
wave... ^^  Setting up chains is a lot different in Tokkaedama, since you 
can switch/move *any* pieces from *any* part of the board (this takes some 
getting used to, if you're used to PuyoPuyo-type games, where the pieces 
fall from the top (Puzzledama is also like this), and cannot be readjusted 
once they've been set down)...  And lastly, since characters do have 
different attack-patterns, there's still some degree of imbalance in the 
game (based upon comparative effectiveness of attack-patterns), though 
it's nowhere near as bad as in Puzzle Fighter (imho)...
     IMHO notes: I like this game.  It's pretty cute.  ^^  In terms of 
game balance (i.e. skill tends to win over luck), I'd place it somewhere 
between PuyoPuyo2 and Puzzle Fighter.


II.2  So... what's this about attack-patterns?

     When you complete any chain of size 2 or larger, you will accumulate 
ko-damas that will clutter up your opponent's board (# of rows ~= Chain # 
- 1), in a manner according to your character's attack-pattern.  Note that 
some attack-patterns will fall upon your opponent's board from the top, 
whereas some will push his/her board up from the bottom.  Of the basic 
attack-pattern types, here are my rankings on which are better and which 
are worse (imho!), in descending order of effectiveness:

       horizontal, from top
       vertical, from bottom

       horizontal, from bottom
       vertical, from top

     So basically, the top two are better than the bottom two.  As far as 
which of the top two is better, and which of the bottom two is worse... 
that's a bit more arguable, depending a lot more upon how you (and/or your 
opponent) play...
     Here are some tips on handling the top two (better) patterns.
     Horizontal, from top: You could try starting from the top of the 
ko-dama pattern, which will allow you to proceed down through the pattern 
in an uninterrupted chain... but that's kind of risky, especially later in 
the game, when the screen's advancing upward a lot more quickly.  A safer 
method is to keep three columns completely empty, or with only one row 
(ideally with two o-damas of the same color... and the third held by your 
hane-dama) at the bottom.  Then, when your opponent's attack-pattern 
falls, all you have to do is set off the bottom row, and you'll chain 
pretty much the entire tower of horizontal stripes... and since the o-dama 
reactions are happening at the bottom of the screen, there's nothing below 
them to ruin the integrity of the rest of the pattern!
     Vertical, from bottom: Try to keep at least one column as empty as 
possible, to give you room to work with.  After the first wave of ko-damas 
appear (pushing your screen up from the bottom), manually push your screen 
a bit further up (!).  This should give you some usable o-damas at the 
bottom of the screen, where you want them (it's quicker than trying to 
transport three of them all the way to the bottom).  If there are three of 
the same color, then just arrange them vertically (ideally at one of the 
edges, but if rushed for time, anywhere will do), so they'll take out 
most/all of vertical columns.  If there's only two (or one) of the same 
color, grab what you can from the top of the screen to set up a trio of 
vertical o-damas at the bottom...
     And since Mio's Tokimeki Mode pattern doesn't really fit any of the 
categories above, here are a couple tips on handling her pattern:

                                    b b b p y g
              y g r b b b           y g r b b b
              y g r p y g           y g r p y g
              y g r p y g           y g r p y g
              b b b p y g           b b b p y g
                                    y g r b b b

     The easiest way of handling Mio's Tokimeki Mode pattern is simply to 
relpace either the "r" column or the "y" column on the left with a trio of 
o-damas.  This will result in a quick 8-chain.  Of course, if you're 
starting the chain somewhere deep into Mio's pattern (see above, right), 
the "b" row above the "y g r" columns can shorten your chain, so be wary 
of that.  In the example above (right), starting a chain from the "y" 
column will result in only a 3-chain.  Thus, it's recommended that you 
should habitually start with the "r" column, which would still give you a 
7-chain...
     Anyway, hope that helps!

     Oh, one last note on attack-patterns...  The instructional booklet 
actually lists three of the patterns wrong!  Yukari's Tokimeki Mode 
pattern, and Ayako's and Saki's 3-nen-sei Kirameki Mode patterns have 
mistakes in the instructional booklet.  Here are the mistaken patterns and 
their corrections:

   Character    Mode                   in manual        in game

   Yukari       Tokimeki               y r r r r y      y r r r r y
                                       y y y y y y      y y y y y y
                                       y r r r r y      y p p p p y
                                       y y y y y y      y y y y y y
                                      (fr. bottom)     (fr. bottom)

   Ayako        Kirameki (3-nen-sei)   y b b b b g      y r r r r g
                                       y p p p p g      y p p p p g
                                       y b b b b g      y b b b b g
                                       y r r r r g      y r r r r g
                                        (fr. top)        (fr. top)

   Saki         Kirameki (3-nen-sei)   b b b b b b      y y y b b b
                                       y y y y y y      b b b g g g
                                       g g g g g g      g g g r r r
                                       p p p p p p      r r r p p p
                                      (fr. bottom)     (fr. bottom)


--------------------
III. Menus and Modes
--------------------

III.1  Can you help me with the Options Menu?

     Sure.  Here are the contents of the Options Menu:

          LEVEL - EASY, NORMAL, HARD.  Set game difficulty (CPU skill).
          CONTROLLER - 1P/2P A TYPE, B TYPE.
          SKIP - ON, OFF.  Skip Mode disables dialogue sequences.
          POSITION - (+/-)0 to (+/-)10.  Reposition screen up or down.
          SOUND - STEREO, MONO.
          OKINIIRI (Preference) - choose voice for in-game system sounds.
          OMOIDE (Memories/remembrances/records) - endings you've gotten.
          MEMORY CARD - SAVE, LOAD.

     Some notes:
     Defaults: Level NORMAL, Controller A TYPE, Skip OFF, Position +/-0, 
Sound STEREO, Okiniiri ALL.
     The LEVEL setting doesn't seem to make a difference in getting 
characters' omoide, so you can set it as easy (or hard) as you want.
     CONTROLLER settings: For A TYPE, during gameplay, the O button (A or 
C button SSat) is used to switch/drop/grab with the hane-dama, and the X 
button (B button SSat) is used to manually push the field upward.  For B 
TYPE, these buttons are reversed.
     The OKINIIRI option only affects a couple things in the game, but 
it's still kinda nice to have, if you like a particular girl's voice or 
manner of speaking for some reason... ^^  These are the things I've found 
that the Okiniiri option affects: Level select ("easy/normal/hard") 
option, "Now saving/loading" message (and the "can't find your memory 
card" message), 1P Tokimeki Mode "Please enter your name" message, and of 
course, the actual Okiniiri selection (except for "All").  =)  The "All" 
selection will make it so that a girl is randomly chosen for each line... 
though the "save/load" voice always seems to be whatever was used last 
(Shiori is default) on the Options screen...
     Also, in the PSX version of the game, the "Please enter your name" 
message doesn't seem to be random for Okiniiri "All" (PSX only; the SSat 
version does in fact seem to be random).  Instead, it appears to follow a 
specific pattern which starts with Shiori (every time you load up the 
game), and advances by one for each game played (as they're counted in the 
"Miss Kirameki" section of the high score listings).  Here's the order the 
"Please enter your name" messages seem to follow: Shiori, Yumi, Nozomi, 
Saki, Megumi, Yukari, Mio, Yuina, Yuko, Mira, Ayako, Miharu.  After 
Miharu, it goes back to Shiori and repeats...
     The Okiniiri option also seems to affect which of the three 
instructional demos gets played in attract mode (see section V.7 for more 
info on the instructional demos)...  And lastly, it seems that a girl 
selected for Okiniiri will always appear (on the P1 side) in the demo 
battles (PSX only; the SSat version doesn't seem to have demo battles...).
     Here's the order of the name listings for the Okiniiri option.  The 
names in the Omoide section will also show up in the same pattern (except 
there's no "All" in Omoide)...  Names are given here in "Western" name 
order (given name first, family name second).  Miharu won't be available 
in the Okiniiri list unless she's available as a playable character (see 
section V.2).

       All
       Shiori Fujisaki     Yukari Koshiki
       Mio Kisaragi        Yuko Asahina
       Yuina Himoo         Mira Kagami
       Ayako Katagiri      Megumi Mikihara
       Saki Nijino         Yumi Saotome
       Nozomi Kiyokawa    [Miharu Tatebayashi]

     Lastly, note that Tokkaedama does not have an auto-save feature 
(though it does auto-load at the beginning), so make sure to manually
SAVE once in a while, lest you lose any newly made high scores or records 
or omoide!


III.2  Hmmm, how do the three 1P Modes of the game differ?

     In order (top down), the three 1P modes you can select are: Tokimeki 
Mode (story mode, 6 levels), Kirameki Mode (arcade mode, 9 levels), and 
Hirameki Mode (puzzle mode, 99 levels)...
     Do note that characters' Tokimeki Mode patterns and Kirameki Mode 
patterns are actually different(!)... in some cases significantly so!  So 
you may have to adjust your game tactics somewhat, depending not only upon 
which character you play (and/or play against), but also which mode you 
play...

     Oh, here's the placement of characters on the character select group 
photo (this applies to all modes of the game), in case you were wondering:

        Mira    Megumi  Saki    Yumi
        Ayako   Yuko    Shiori  Yuina
        Nozomi  Mio     Yukari  [Miharu]

     Yes, that conspicuously empty spot in the lower right corner is where 
Miharu appears. =)  The Player 1 default is Yuko, and the Player 2 default 
is Shiori...

  A. Tokimeki Mode (Story Mode)
  -----------------------------
     After selecting Tokimeki Mode, you will be prompted to input your 
name.  Alas, there don't seem to be any provisions for inputting Western 
characters.  Here's the input chart the game uses (regular characters (the 
game uses hiragana; no katakana or kanji options...) in CAPS, small 
characters in lowercase):

    A   I   U   E   O      MA  MI  MU  ME  MO     GA  GI  GU  GE  GO
    KA  KI  KU  KE  KO     YA      YU      YO     ZA  JI  ZU  ZE  ZO
    SA  SHI SU  SE  SO     RA  RI  RU  RE  RO     DA  DJI DZU DE  DO
    TA  CHI TSU TE  TO     WA     (W)O     -N     BA  BI  BU  BE  BO
    NA  NI  NU  NE  NO     a   i   u   e   o      PA  PI  PU  PE  PO
    HA  HI  FU  HE  HO     tsu ya  yu  yo         -   ~   .   !   ? 
    0   1   2   3   4      5   6   7   8   9      {-  -}      E N D 

     The hiragana character set is based upon the five vowel sounds in 
Japanese.  For those of you unfamiliar with Japanese, they're exactly the 
same five vowel sounds as in Spanish.  For those of you unfamiliar with 
Spanish (or its close linguistic relatives), the five vowel sounds can be 
approximated in English thusly: awe, ee, oo, eh, oh (saw, tree, true, 
bread, dough).  But due to the differing nature of English vowels (ahem), 
of course, this is not entirely correct...  Consult a Japanese language 
reference for more information on Japanese vowels, character sets, and the 
construction of words...
     Anyway, you can enter a name up to five characters long.  If you 
don't enter a name (select "END" without inputting anything), the game 
will assign the name "Yoshio" (Yumi's brother) to you.
     Oh, pretty much all of the character names would be inputted as 
they're spelled.  The two exceptions to this are: "Yuko" actually has a 
long "u", so would be constructed "YU-U-KO".  Similarly, "Ijuin" (Rei's 
last name) also has a long "u", so would be constructed "I-JI-yu-U-I-N"; 
of course, since that's one character too long for the name input, I guess 
it's a moot point, but... ^^;
     Once you've chosen a name, you'll get the standard character 
selection screen.  Each character has a different story in Tokimeki Mode.  
Before each battle (or whatever), there will be a little conversational 
sequence that introduces your opponent; these are what can be turned off 
with SKIP MODE (in the Options Menu)...  Anyway, here's a basic summary of 
what each character's story is about:

   Shiori  on her way to confess her love to the player character (you)
   Mio     studying for exams!
   Yuina   same thing she does every day... trying to take over the world!
   Ayako   painting portraits (convincing people to model for her)
   Saki    brought 2 lunches to school; who could the second one be for...?
   Nozomi  at the beach, no one's swimming; Nozomi's gonna convince 'em!
   Yukari  gone to the pool, then realizes... she doesn't know how to swim!
   Yuko    gone karaoke-ing!
   Mira    out bargain shopping
   Megumi  trying to find loving homes for some abandoned kittens...
   Yumi    snowball fight!
   Miharu  reminiscing; memories of stalking the player character...!

     And here's some data on who each character encounters in their 
Tokimeki Mode story, in case you want to plan your tactics according to 
who your opponents are going to be...  The first opponent is chosen 
randomly, but the next four (Rei is always stage 6) will continue along 
the following patterns:

   Character            outfit      1P Tokimeki Mode opponents

   Shiori Fujisaki      school      Yuina   Megumi  Saki    Mira    Yumi
   Mio Kisaragi         school      Shiori  Miharu  Yuko    Yukari  Ayako
   Yuina Himoo          school      Mio     Yuko    Ayako   Saki    Yukari
   Ayako Katagiri       school      Shiori  Nozomi  Mio     Yukari  Mira
   Saki Nijino          street      Mio     Megumi  Nozomi  Yuko    Ayako
   Nozomi Kiyokawa      swim        Shiori  Ayako   Mio     Yumi    Mira
   Yukari Koshiki       swim        Shiori  Nozomi  Yuko    Saki    Megumi
   Yuko Asahina         street      Ayako   Miharu  Nozomi  Megumi  Mira
   Mira Kagami          street      Yuina   Miharu  Saki    Yumi    Yukari
   Megumi Mikihara      street      Mio     Mira    Nozomi  Yuina   Yumi
   Yumi Saotome         street      Mio     Yuina   Yukari  Miharu  Yuko
   Miharu Tatebayashi   varies!     Shiori  Yuina   Nozomi  Saki    Yumi
     [prologue: street  Rei: school  school  school  swim    street  street]

     So if you play Yumi, and your first opponent is Yuina, for example, 
the opponent order would be: Yuina, Yukari, Miharu, Yuko, Mio, Rei.
     Okay, conversely, if you're wondering whose stories your favorite 
character(s) appears in, here's another little chart:

   Character     Appears in 1P Tokimeki Mode stories for:

   Shiori        Mio     Ayako   Nozomi  Yukari  Miharu
   Mio           Yuina   Ayako   Saki    Nozomi  Megumi  Yumi
   Yuina         Shiori  Mira    Megumi  Yumi    Miharu
   Ayako         Mio     Yuina   Saki    Nozomi  Yuko
   Saki          Shiori  Yuina   Yukari  Mira    Miharu
   Nozomi        Ayako   Saki    Yukari  Yuko    Megumi  Miharu
   Yukari        Mio     Yuina   Ayako   Mira    Yumi
   Yuko          Mio     Yuina   Saki    Yukari  Yumi
   Mira          Shiori  Ayako   Nozomi  Yuko    Megumi
   Megumi        Shiori  Saki    Yukari  Yuko
   Yumi          Shiori  Nozomi  Mira    Megumi  Miharu
   Miharu        Mio     Yuko    Mira    Yumi

     In playing your 1P Tokimeki Mode game, you can continue as many times 
as you want *before* you get to Rei (round 6), but once you get there, you 
will only have one chance to defeat him.  If you win, you'll get the 
"good" ending for your character (which will be stored in your Omoide, and 
can be saved to your save file), and if you lose, you'll get the "bad" 
ending (some are worse than others!).  Note that the ending credits and 
song (vocal) will also be different...
     Oh, on the subject of continues... note that, unlike in PuyoPuyo, 
continuing does not reset your score in Tokkaedama, so if you like keeping 
your high score list meaningful (as I generally do), don't use continues 
in Tokimeki Mode! (only scores from 1P Tokimeki Mode are recorded on the 
high score list)  Unless your score won't make the high score list... or 
you're not planning on updating your save file, of course.

  B. Kirameki Mode (Arcade Mode)
  ------------------------------
     After selecting Kirameki Mode, you'll get a screen with three 
choices.  Representative of the three years of high school (Japanese high 
schools have 3 years), this is actually a difficulty select screen!  From 
left to right, we have 1-nen-sei (Freshman), 2-nen-sei (Junior), and 
3-nen-sei (Senior).  1-nen-sei (easy) has only 3 stages.  2-nen-sei 
(normal) has 9 stages, as does 3-nen-sei (hard).  After selecting the 
difficulty (year), you'll get the standard character select screen.  Oh, 
do note that the characters' attack-patterns are slightly different for 
their Senior year...
     The first opponent you face in a Kirameki Mode game is chosen 
randomly.  However, the next seven (or two, if you're playing 1-nen-sei) 
opponents (Rei is always the Stage 9 opponent) will continue along the 
following pattern:

         Shiori
         Megumi
         Ayako
         Yuko
         Mio
         Mira
         Saki
         Yukari
         Yuina
         Nozomi
         Yumi

     So if your first opponent is Yukari, for example, the opponent order 
would be: Yukari, Yuina, Nozomi, Yumi, Shiori, Megumi, Ayako, Yuko, Rei.  
Apparently, Miharu never appears as a Kirameki Mode opponent.  Costumes 
appear to be chosen randomly.
     Completing a Kirameki Mode game (any year/difficulty) will get you a 
credits sequence that's the same as the "good ending" credits in Tokimeki 
Mode.  By completing a game with a character in Senior year, you will also 
earn a character portrait (stored in your Omoide) which can be saved onto 
your save file...

  C. Hirameki Mode (Puzzle Mode)
  ------------------------------
     After selecting Hirameki Mode, you'll get the standard character 
select screen.  Select any character (it doesn't matter which, so you 
might as well select your favorite... =) ).  After selecting a character, 
you'll get a level select screen.  Select a level by pressing up or down 
on the d-pad, and press START, [O], [X], [square], or [triangle] (A, B, 
or C button SSat).  (If this is your first time in Hirameki Mode, just hit 
one of those buttons, and you'll begin on level 1)
     Hirameki Mode is 99 levels long.  Basically, each level has a puzzle 
set up on it which you're given a limited number of moves to complete.  
Switching, dropping, or grabbing a piece counts as a move.  The three 
basic completion conditions are: 1) Remove all pieces from the board 
(nothing can be left, even in the hane-dama), 2) Trigger a chain of n 
length (no more, no less), and 3) Cause n pieces (o-dama) to disappear at 
the same time (other stuff may happen before or after this, though).
     For those of you who have trouble reading the Japanese, here are the 
conditions for the first few levels, which should be enough so you can 
figure out what the rest are...

     PSX - LV 1: 2-chain, in 2 moves
           LV 2: 3-chain, in 2 moves
           LV 3: Remove all, in 4 moves
           LV 4: 6 at once, in 3 moves

     SSat - LV 1: Remove all, in 2 moves
            LV 2: Remove all, in 2 moves
            LV 3: Remove all, in 2 moves
            LV 4: 6 at once, in 3 moves
            LV 5: Remove all, in 4 moves
            LV 6: 2-chain, in 2 moves

     Here are what each of the buttons do in Hirameki Mode:

          PSX                                    SSat

         START      Exit to title screen.          X
        [square]    Exit to level select.          Y
       [triangle]   Start current level over.      Z
           O        Switch/drop/grab piece.       A/C
           X        (no function)               B/START

     Finishing level 99 (i.e. all the levels) will earn you a color 
version of the character select group photo (including Miharu, even if she 
isn't yet available), and a short "congratulations" message from the 
character you completed level 99 with.
     Anyway, for more information on the PSX Hirameki Mode (hints and 
solutions for all 99 levels!), see my PSX Tokkaedama Hirameki Mode hints 
file, and/or solutions file, both of which should be available via my 
Tokkaedama webpage (address at top of this document)...
     Also, here's the page on the Konami (Japan) website which lists 
solutions for all of the Hirameki Mode levels (both PSX and SSat):

        http://www.konami.co.jp/kces/tokkae/kaitou.htm


III.3  How about the three 2P Modes?

     For a 2 player game, the only difference between the modes is the 
attack-patterns.  Type A will use the characters' Tokimeki Mode patterns.  
Type B will use the characters' Senior year (3-nen-sei) Kirameki Mode 
patterns.  Type C (Cho:setsu Rensa Mode) will give each character an 
attack-pattern that's completely of one color (the color closest to their 
hair color).
     Here's a list of the hair color equivalents for the Type C 
attack-patterns (all of these patterns fall from the top, btw):

       Shiori   red           Yukari   red
       Mio      green         Yuko     red
       Yuina    blue          Mira     pink
       Ayako    pink          Megumi   yellow
       Saki     blue          Yumi     yellow
       Nozomi   green         Miharu   green
                              Rei      yellow

     For more information on Miharu and Rei, see section V of this FAQ...
     After you've selected from one of the three 2 player modes, you'll 
get another screen where you get to select how long a match you'll be 
playing (9 is a 5/9 round match, 7 is a 4/7 round match, etc...).  The 
next screen is where you assign a relative handicap to the players.  You 
can probably tell from the pictures, but the higher up your hane-dama is, 
the easier things will be for you, relative to the other player.  Handicap 
appears to be based upon initial speed of upward screen advance...  
Finally, after assigning the relative handicap, you get to the character 
select screen.  Note that if you selected a number of rounds larger than 
1, you'll be selecting a character for each round (for round 1, you'll 
play your first selection, for round 2, you'll play your second, etc...).


---------------------
IV. Tactics and Stuff
---------------------

IV.1  Do you have any tips on setting up chains?

     Sure.  Here's an easy way to set up a quick 6-chain.  Basically, just 
line up vertical columns of three along the top of your initial work area.  
For example, something like:

             B Y G R B P
             B y G r b P
             x Y g r B p

     So now all you'd have to do is put a B piece at the "x", and you have 
a quick 6-chain!
     If you want to make something longer, just build down from there, 
using horizontal sets of 3, maybe something like this:

             B Y G R B P
             B y G r b P
             x Y g r B p
                   Y Y y
                   g g g
                   B B b

     Just remember to keep the edge piece of your first horizontal set as 
a ko-dama, or the row will get set off too soon (if the row was "Y y Y", 
for example, the vertical B set above it would set off the Y set, 
shortening your chain...).
     From there, you can keep building downwards (fairly easy), or you can 
steer your chain back to the side (a little harder, since you have to be a 
lot more careful about not accidentally setting something off, or ruining 
the integrity of your chain in the setup...).  So you can get something 
like:

             B Y G R B P
             B y G r b P
             x Y g r B p
             g r p Y Y y
             g r P g g g
             G r p B B b

     Once again, remember to keep the bottom piece of the first horizontal 
set on the branch as a ko-dama, or the column will get set off too soon...
     Oh, and remember that, as your first set of six progresses across the 
screen, it'll be turning any ko-damas immediately below into o-damas, so 
be careful not to have anything which may get prematurely triggered 
because of this!  Also, if your opponent has dropped any pieces on top of 
your pattern structure, be aware that they can also potentially destroy 
the integrity of your chain...  Here are examples of these:

                                    p p p  {- G turns p to P,
                      B Y G         B Y G     which triggers
        Y column      B y G         B y G     top two P pieces
        triggers      x Y g         x Y g     below, ruining
        R column! -}  g r p         g r p  {- chain...
                      g R P         g r P
                      G R p         G r p

     One way to help guard against things like this is to make the middle 
piece of each of these columns a ko-dama.  So, something like this:

             B Y G R B P
             B y G r b P
             x Y g r B p
             g R P Y Y y
             g r p g g g
             G R p B B b

     You'll find that the longer you make this chain, the harder it will 
be to find the trigger piece (in the above cases, a B piece) you need, in 
order to start the chain.  So here's a way to store the trigger piece, so 
it'll be handy when you need it...

                    B Y G R B P
                    B y G r b P
        storage     x Y g r B p
           spot -}  B Y G Y Y y
                    g R P g g g
                    g r p B B b
                    G R p G g G

     When you're ready, just grab the B piece and move it to the x.
     Note: Since the two pieces next to the storage spot (the two pieces 
to the right, in the above case) can potentially cause trouble later in 
your chain (shortening or ruining your chain), you may want to, as above, 
make these spots a part of your chain, by making the second and third 
reactions 4-piece columns...
     By continuing the above pattern down and across, down and across, you 
can actually get a 21-chain, as follows (x is trigger spot, periods are 
unused spots):

             B Y G R B P
             B y G r b P
             x Y g r B p
             B Y G Y Y y
             3 2 1 8 8 8
             3 2 1 9 9 9
             3 2 1 0 0 0
             4 4 4 7 8 9
             5 5 5 7 8 9
             6 6 6 7 8 9
             . . . 0 0 0
             . . . 1 1 1


IV.2  Do you know of any way to set up 24-chains... or higher?

     Sure.  Do note, however, that in regular gameplay, anything as high 
as a 24-chain (or higher) is fairly impractical...  So the best use of 
these patterns is probably just for making your "max chain" high score 
look really impressive... =)

     Some general notes:
        Chains from 2P Mode will *not* count for the "max chain" high
          score, so you'll have to do these in 1P Mode (though you can
          certainly practice in 2P Mode, if you want).
        You'll probably want an opponent with a pattern that pushes up
          from the bottom, since anything falling from the top will most
          likely ruin your setup...
        Best (imho) opponents to face: Yuina is probably the best (because
          of her attack-pattern) opponent to face in Tokimeki Mode.  Mio's
          pattern is also okay (but not as good as Yuina's).  For Kirameki
          Mode, Mio's probably the best.  Though Saki, Nozomi, and Yumi
          are also okay.
        In order to make things easier for yourself, you may want to set
          game difficulty to Easy, and if you're playing Tokimeki Mode,
          maybe turn Skip Mode ON (for the harder patterns, you'll
          probably be doing a lot of continuing...).

     Some more advanced notes:
        Any reaction completely off the screen (i.e. row 13 or above) will
          *not* go off... so if you design your own patterns, make sure
          all the reactions have at least one piece on the board (i.e. row
          12 or below), or the chain you get from your pattern will
          probably be fairly short.  ^^;
        It appears that any pieces higher than row 15 (three rows above
          the top of the screen) will disappear... so designing patterns
          that utilize any piece(s) four rows (or more) off the top of the
          screen probably isn't a good idea... ^^;

     Okay, now on to the patterns!

       24-chain (utilizing storage spot):

             B Y G R B P
             B y G r b P
             r Y g r B p
             B 1 0 Y Y y
             r 1 0 8 8 8
             r 1 0 9 9 9
             3 3 3 6 7 8
             4 4 4 6 7 8
             5 5 5 6 7 8
             4 3 2 9 9 9
             4 3 2 0 0 0
             4 3 2 1 1 1

     Notes: By incorporating the storage spot into your chain pattern, a 
more efficient (i.e. larger) pattern is possible.  Just as the trigger 
piece is stored in the storage spot, the piece that completes the chain 
pattern is stored in the trigger spot.  So once you're ready, grab the 
piece from the trigger spot (in the above case, an "r" piece), switch it 
with the trigger piece, then start the chain!  Note that this requires a 
little extra time (one more move), compared to starting any unutilized 
storage spot patterns...

     Of course, the above pattern, which uses every single spot on the 
board, requires that you're lucky enough, after your initial setup, to 
have gotten a multiple of three for pretty much every color... which 
obviously won't happen every time!  ^^;
     So here follows a 24-chain that leaves you with three unused spots on 
the board, making it more likely that you'll get the pieces you need near 
the end of your setup...  Also, by utilizing the storage spot, a similar 
setup can even get you a 25-chain...

       24-chain (move 3 to begin):    25-chain (utilizing storage spot):

                   Y R B                    B R Y
         ___       y r B    (1)         ___ B r y          (1)
             G G g Y R x                    p R Y G G P
             P p P Y R B                    B P p g p P
             6 6 6 9 0 1                    2 1 0 7 7 7
             7 7 7 9 0 1                    2 1 0 8 8 8
             8 8 8 9 0 1                    2 1 0 9 9 9
             7 6 5 2 2 2                    3 3 3 6 7 8
             7 6 5 3 3 3                    4 4 4 6 7 8
             7 6 5 4 4 4                    5 5 5 6 7 8
             8 8 8 1 2 3                    4 3 2 9 9 9
             9 9 9 1 2 3                    4 3 2 0 0 0
             0 0 0 1 2 3                    4 3 2 1 1 1
             . . . 4 4 4                    5 5 5 . . .

     Notes: I've actually gotten a 24-chain out of the left pattern.  =)  
I haven't tested the 25-chain pattern, though (though it should work as 
presented above)...  The line on the left side of the pattern indicates 
where the top of the screen should be by the time you've completed the 
setup.  The (1) on the right indicates the top row of the initial board.  
Start the setups above by moving three pieces from this top row, and 
stacking them on top of the other three pieces...

     Here's a more complicated setup, which will allow a 27-chain... and a 
similar (but even more complex) setup, utilizing the storage spot, which 
will allow a 28-chain:

       27-chain (delete 3 to begin):   28-chain (utilizing storage spot):

             G P P Y Y      (1)              P p g P Y      (1)
             B G Y G B                       Y Y R P R
         ___ B g y R B                   ___ B G R p r
             x G Y R b Y                     B g P G R Y
             B G P r G g                     r G Y R G Y
             4 3 2 P P p                     B B y B B b
             4 3 2 0 0 0                     r b Y 1 1 1
             4 3 2 1 1 1                     r B y 2 2 2
             5 5 5 8 9 0                     6 6 6 9 0 1
             6 6 6 8 9 0                     7 7 7 9 0 1
             7 7 7 8 9 0                     8 8 8 9 0 1
             6 5 4 1 1 1                     7 6 5 2 2 2
             6 5 4 2 2 2                     7 6 5 3 3 3
             6 5 4 3 3 3                     7 6 5 4 4 4
             7 7 7 . . .                     8 8 8 . . .

     Notes: I've actually gotten a 27- and 28-chain out of the above!  =)  
The 28-chain was designed to take advantage of Yuina's Tokimeki Mode 
attack-pattern (though it should be fairly easy to adapt it towards Mio's 
Kirameki Mode pattern).  Start the setups above by deleting three pieces 
along the edge; if possible, try not to convert any ko-damas when you 
delete these three pieces...

     And finally, here are two versions of a pattern which theoretically 
could get you a 29-chain... though just like the first 24-chain pattern 
presented above, it requires that you're lucky enough, after your initial 
setup, to have gotten a multiple of three for pretty much every color...!  
^^;  Both of the patterns below utilize the storage spot...

       29-chain (ver.1):               29-chain (ver.2):

             G P P Y Y      (1)              G P P Y Y      (1)
             G R Y G B                       G R Y G B
         ___ B B Y R B                   ___ B B Y R B
             G R y R b Y          trigger -} G R y R b Y
             B r P r G g            point    B r P r G g
             B b G P P p                     7 5 7 P P p
             b G g Y y Y                     6 5 4 1 1 1
             4 5 5 6 6 7                     6 5 4 2 2 2
             4 4 5 6 7 7                     6 7 4 3 3 3
             3 2 1 8 8 8                     8 8 8 1 2 3
             3 2 1 9 9 9                     9 9 9 1 2 3
             3 2 1 0 0 0                     0 0 0 1 2 3
             4 4 4 7 8 9                     9 8 7 4 4 4
             5 5 5 7 8 9                     9 8 7 5 5 5
             6 6 6 7 8 9                     9 8 7 6 6 6

     Notes: I haven't tested either of these patterns... but they look 
okay on paper!  ^^;  Start the setups above by deleting three pieces along 
the edge; if possible, try not to convert any ko-damas when you delete 
these three pieces...  Start the above chains by switching the G and the B 
pieces that'll be at the upper left corner of your board...


IV.3  Help!  How do I beat Rei?

     Rei is a tough opponent!  Mostly because his attack-pattern is 
significantly better than anybody else's in the game!  (Rei's attack 
patterns are listed in section V.3, in case you're interested...)
     In other words, if you do a large attack on him, he gets an easy (or 
fairly easy) counterattack out of it, but if he does a large attack on 
you... you don't.  So... since doing large attacks on Rei actually turns 
out to be disadvantageous to you... don't do any large attacks!
     More specifically, simply stick mostly with 1-chains (does that even 
count as a "chain"?  ^^; ), perhaps doing the occasional 2-chain here or 
there.  But mostly, just do 1-chains.  Keep the board as clear as you can.  
Eventually, the screens will start advancing much more quickly (the music 
will change too).  Rei won't be able to handle the quickly advancing 
screen as well as you (hopefully) can... so if you just keep your own 
screen away from the top for long enough, Rei will succumb to the screen 
advance, and lose!
     General tip: When triggering pieces, try to convert as many ko-damas 
as possible into o-damas (since ko-damas are essentially useless for 
1-chains), giving you more pieces to work with.  Since Rei's pattern falls 
from the top, the top edge of your pattern of pieces (before the ko-damas 
fall) is usually a good place to work...
     Tips for when the going gets rough (screen advance becomes really 
fast):  While your pieces are disappearing, your screen won't be 
advancing... so try to trigger as many 1-chains (or whatever) as you can!  
If possible, trigger vertical (or L-shaped) clusters over horizontal ones, 
since those will lower a column further; similarly, by concentrating on 
(and/or around) one particular column, you should be able to keep it 
further from the top...  When you trigger a set, try to switch the trigger 
piece with another o-dama; ko-damas cannot be used to trigger anything, so 
switching with a ko-dama means you'll have to use another move (more time) 
to pick up an o-dama anyway, so...  When Rei's screen is fairly close to 
the top, it's actually decently safe for you to trigger any longer (longer 
than 1, that is... =) ) chains you can come up with, since he won't really 
have much time to trigger a counterattack; also, longer chains will keep 
your own screen from advancing for longer periods of time...

     For some of the characters with the better patterns, you can actually 
just play against Rei normally, and build up a huge attack, and try to 
bury him under it.  There's still some element of risk, but if your 
character's pattern is one of the better ones, it's doable.  In fact, I've 
actually done this with Shiori (who has one of the better Tokimeki Mode 
patterns) before...  Using the "Rei method" above, however, is generally 
the safer route, I think.  It has a much higher success rate (nearly 
perfect) for me, at least.  ^^


----------------------------------------
V. Codes, Secrets, and Other Neat Things
----------------------------------------

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

     As you may have noticed, each character in the game has three 
different outfits.  For the sake of alliteration, I've labeled these 
"street", "school", and "swim".  =)
     Anyway, while for 1P Tokimeki Mode, you are unable to select your 
character's outfit (it's pre-assigned by the nature of the character's 
story), for every other mode of the game (yes, including Hirameki Mode), 
you can select your character's outfit as follows:

           PSX                         SSat

         [square]    street clothes      Z
        [triangle]   school uniform      Y
            O           swimsuit       A/C/X

     In 2P mode, if both players select the same character and outfit, the 
game seems to randomly assign one of the players a different outfit...

     SSat version only - If you play on a character's birthday, some 
(perhaps all?) of that character's outfits will be a different color than 
normal.  For a list of character birthdays, see the "chalkboard sketches" 
section, later in this document...


V.2  Is there a way to play as Miharu Tatebayashi?

     Of course.  =)
     The standard method for releasing Miharu as a playable character is 
simply to get all 11 standard characters' Tokimeki Mode omoide (i.e. get 
the "good" ending for all 11 characters).  Once you've done this (make 
sure to save your progress, since there's no auto-save feature!), you'll 
find that Miharu has appeared on the character select group photo, in the 
conspicuously empty spot in the lower right corner... =)  She'll also 
appear in the "Okiniiri" list in the Options menu, btw...  Miharu is 
playable in all modes of the game, and you can even earn Tokimeki and 
Kirameki Mode omoide for her! (yes, she even has her own Tokimeki Mode 
story)
     There's also a code that will (temporarily) release Miharu as a 
playable character.  Go into 1P Tokimeki Mode.  Now at the name entry 
screen, enter the name "Angel" (E-N-JI-e-RU (see name input chart in 
section III.2.A if you need help))... and that's it!  Miharu will have 
appeared on the character select screen.  Oh, you don't have to play a 
game as "Angel", btw... just exit out of the character select screen 
(X button PSX, B button SSat) and enter a new name, or even select a 
different mode of play...
     The "Angel" code is only a temporary code, however.  Miharu will 
remain a playable character only for the current game session (so long as 
your system is not turned off or reset).  Saving to your save file won't 
make Miharu permanently playable.
     There are, however, two ways in which you *can* make Miharu 
permanently playable via the "Angel" code...  Firstly, if you get either 
(or both) of Miharu's omoide and save that to your save file, Miharu will 
become permanently playable!  And secondly, if you set the Okiniiri option 
to her voice via Options Mode (and save that setting to your save file), 
so long as you don't change the Okiniiri from her voice on your save file, 
Miharu will remain a playable character...

     Here are Miharu's attack-patterns, btw, so you'll know how to play 
as/against her...

        Character    Tokimeki         Kirameki (1-2)   Kirameki (3)

        Miharu                        b   y   r        p   y   r  
                     g y y y y g      b   y   r        p   y   r  
                     g r r r r g      b } y } r }      p } y } r  
                     g b b b b g      b   y   r        p   y   r  
                     g p p p p g      b   y   r        p   y   r  
                    (fr. bottom)       (fr. top)        (fr. top)


V.3  How about Rei Ijuin?

     You bet!
     Here are Rei's attack-patterns, btw, so you'll know how to play 
as/against him...

        Character    Tokimeki         Kirameki (1-2)   Kirameki (3)

        Rei                           r   p y   p
                     b r b r b r      b   b g   g
                     y y y y y y      r y p y r p      (same as 1-2)
                     p g p g p g      b g b g b g
                     b r b r b r      r y p y r p
                      (fr. top)        (fr. top) 

     The only way I've found to get Rei as a playable character is via a 
code.  For the code to work, however, Miharu must first be available as a 
playable character (it's not necessary for her to be permanent, though; 
the "Angel" code will do just fine).  So anyway... if Miharu's playable, 
then at the title screen (the one that says "PRESS START", as opposed to 
the one which prompts you to choose between "START" and "OPTION"), do the 
following code (on either controller PSX, 1P controller SSat):

        PSX    u,u,d,d,l,r,l,r,X,O
        SSat   u,u,d,d,l,r,l,r,B,A

     The SSat version has a tone to let you know you've done it correctly, 
though the PSX, for some reason, doesn't.  Anyway, if you've inputted the 
code correctly, you'll now find that Rei is available as a playable 
character in every mode of the game *except* 1P Tokimeki Mode (Rei has no 
story of his own!).  Like the "Angel" code, this is a temporary code, 
lasting only as long as the current game session.  Since I haven't found a 
way to save Rei to the save file, it looks like you may just have to input 
the Rei code every game session you want to use him...
     Anyway, since the original character select screen doesn't really 
have room for another character, you'll find that, after doing the Rei 
code, you'll have a new character select screen (for every mode except 1P 
Tokimeki Mode)!  The new character select screen arranges the characters 
in a circle, just like on the cover of the game (Rei's in the center)!  
And just like the cover art, everyone now has angel wings!  ^^  And yes, 
Yuina still has bat wings!  ^^;  And Rei has archangel wings...
     Here's the arrangement of characters on the new character select 
screen:

                        Shiori

              Nozomi              Yuina

           Saki                       Yumi

         Miharu          Rei           Megumi

           Mio                        Mira

               Ayako             Yukari

                        Yuko

     Both players' default is Shiori.  Pressing right on the d-pad will 
proceed clockwise around the ring.  Pressing left will proceed counter- 
clockwise.  Rei can be reached by pressing down from Shiori or up from 
Yuko.
     When your marker is on a character, that character's wings will start 
flapping/fluttering.  If in 2P mode, both players put their marker on the 
same character, you can actually get two sets of wings fluttering!  ^^;

     Oh, one last note for people familiar with the actual Tokimemo game 
(everyone else can safely ignore the contents of this paragraph; it 
doesn't directly deal with Tokkaedama): Yes, I already know about the 
"secret" (in regards to Rei's past), so you don't have to e-mail me with 
that particular piece of info; if you don't know what I'm talking about, 
just ignore this paragraph.  I believe in not revealing spoilers, as a 
general matter of policy, so... ^^


V.4  Is there a "quick continue" command in Kirameki Mode?

     There sure is.
     PSX - At the "Continue?" prompt, press SELECT to continue your game 
with the same character (and costume) you were just using (pressing START 
will return you to the character select screen, as normal).
     SSat - At the "Continue?" prompt, press the A button to continue your 
game with the same character (and costume) you were just using (pressing 
START will return you to the character select screen, as normal).


V.5  Is there a game-internal reset code?

     Yep.
     PSX - On the 1P side, hold L1+R1+SELECT+START for a second or two, 
and the game should reset to the title sequence.
     SSat - On the 1P side, press A+B+C+START, and the game should reset 
to the "PRESS START" screen.  Hitting the reset command again from there 
will exit you out of the game to the SSat CD player interface...


V.6  (SSat) What are these chalkboard sketches I see occasionally?

     Since the Sega Saturn has an internal clock and calendar, it can take 
advantage of those in some games...  Basically, the character sketches 
which occasionally appear on the "now loading" chalkboard appear on dates 
which have significance in the actual Tokimeki Memorial game.  Things like 
character birthdays, and dates of special events, apparently.  For some of 
the events, there will just be something written on the chalkboard, 
instead of a sketch, btw...
     Here's the page on the Konami (Japan) website which shows all (?) of 
the chalkboard sketches:

        http://www.konami.co.jp/kces/tokkae/kokuban.htm

     Unfortunately, though, it doesn't list the date(s) each one appears 
on.  So if you want a list of probable dates, you'll have to consult a 
TokiMemo FAQ... or just try various dates on your own.
     Anyway, here's a list of character birthdays, if you want to play 
around with your Saturn's calendar settings, or whatever:

        Player  (selected by player)*    Yukari  Jun 13
        Shiori  (selected by player)*    Yuko    Oct 17
        Mio     Feb 3                    Mira    Nov 15
        Yuina   Jul 7                    Megumi  Sep 5
        Ayako   Sep 30                   Yumi    May 16
        Saki    Jan 13                   Miharu  Mar 3
        Nozomi  Dec 3                    Rei     Aug 23
                                         Yoshio  Apr 4

     * The first time you load your game (SSat), you will be prompted to
  enter first your birthday, then Shiori's (just like the actual Tokimemo
  game).  Press up/down on the d-pad to change the number, and left/right
  to switch fields (month, day).  Once you've set your b-day, press A or
  C, and you'll get a "Is this correct? (YES, NO)" prompt, so select your
  answer and press A or C.  Once you've successfully entered your b-day,
  repeat the process for Shiori's birthday...


V.7  Is there any other neat stuff in the game?

     CD tracks - Miharu appears on the warning track ("This is a CD ROM; 
don't play this disc on a CD player", etc...) in both the PSX and SSat 
versions.  Also, the SSat version has most of the game music as CD tracks 
on the game disc!   ** WARNING - Do not play CD ROM data tracks on regular 
CD players!  You risk damage to your system, your speakers, and your 
hearing! **   Playing CD tracks from a game CD via the CD Player on your 
game system is generally safe, though, since it's programmed to filter the 
data tracks out, so it won't send them to the audio output...

     Title screen vocalization - As it turns out, the way in which the 
characters speak the title of the game at the end of the OP sequence 
actually changes, once Miharu is available as a playable character!  The 
main difference is that Yukari will speak more normally (for her), so her 
segment will have become rather significantly timing-displaced (out of 
sync with the rest of the characters), by the time she actually 
finishes... ^^;

     Instructional demos - There are actually three instructional demos, 
each with four of the characters explaining the rules.  The content is 
basically the same for each, but the dialogue (and character interaction) 
is somewhat different, of course.  =)  If you like a particular one (or 
just like a particular character), you can set the game to always play a 
particular instructional demo by setting the Okiniiri option (in the 
Options Menu) to any of the girls who appear in it; if the Okiniiri option 
is set to "All", the game will repeatedly cycle through all three (spring, 
winter, then summer, it seems)...
     Anyway, here's who's in each, listed by the season of the BGM (these 
are variations of the BGM tracks used in the actual Tokimemo game, if I'm 
not mistaken)...

        Spring BGM  -  Ayako   Megumi  Shiori  Mio
        Summer BGM  -  Yuko    Nozomi  Yumi    Saki
        Winter BGM  -  Yukari  Yuina   Mira   (Miharu)

     End credits seiyuu name order - In case anybody's interested, here's 
the order the characters and their seiyuu (voice actors/actresses) are 
listed in the end credits.  The character you won with will always be 
listed first, but the following is the "standard" order from which 
everything is derived:  Shiori, Yumi, Rei, Mio, Yuina, Ayako, Saki, 
Yukari, Nozomi, Mira, Yuko, Megumi, Miharu.

     Credits sequence SD character pattern deviances - During the credits 
sequence for the "good" endings (including the Kirameki Mode endings), 
there will be two lines of SD (mini) characters on-screen, one along the 
top, and the other along the bottom.  The two lines of characters will go 
through a sequence of synchronized or sequential actions arranged to the 
end music.  However, for each character, there will be a point in the 
credits sequence where one of the SD characters will deviate slightly from 
the pattern set by the rest.  Here's the standard order of SD character 
actions:

       [enter from left]           sync confused/concerned
        sync bow                   wave bow
        sync yay                   sync win
        wave yay  (long!)          alt  bow
        mid  yay                   mid  yay
        sync bow                   sync lose
        sync walk  (t:r, b:l)      sync walk  (top: left, bottom: right)
        alt  win                   alt  yay
        sync lose                  alt  win
        alt  yay                  [exit to right]
        sync win                  [mid return, mid win]

And here's a list of which SD character to watch (they all seem to be 
during the "confused/concerned" segment), numbered from left to right 
(they're all on the top row):

        Shiori  9        Yukari  9
        Mio     5        Yuko    9
        Yuina   4        Mira    4
        Ayako   8        Megumi  7
        Saki    3        Yumi    2
        Nozomi  6        Miharu  1
                         Rei     5


--------------------
VI. Thanks and Stuff
--------------------

Thanks to:
   Haniwa Tadano's Tokimeki Memorial Taisen TokkaeDama Secrets Page:
      (http://www.pe.ce.hiroshima-cu.ac.jp/~haniwa/toki/tokkae/
      urawaza.html), for mentioning the b-day costume color changes...
   Minomushi's Konami Collection pages:
      (http://www.dbms.cs.gunma-u.ac.jp/~kubota/konami/), for mentioning
      the Kirameki Mode opponent order info...
  and, of course:
   Ken Comeforo
      for mentioning the "Angel" code to me, and for checking pretty much
      everything (!) on the SSat version of TM Tokkaedama for me! (Thanks,
      Ken!)



----------------------------------------------------
  The latest version of this file can be found at:
    Just Another Day At Kirameki High
    http://www.best.com/~ruyeyama/psx/jadakh.html
----------------------------------------------------


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