Chu Chu Rocket! - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Chu Chu Rocket! - Strategy Guide (Page 02).
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
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:
- 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
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