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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter C » Cool Cool Toon - Strategy Guide (Page 01)

Cool Cool Toon - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Cool Cool Toon - Strategy Guide (Page 01).

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Cool Cool Toon FAQ and Walkthrough v0.3.5



By Nicholas Allen Freeman
October 7, 2000



*******************************************
*******************************************



Cool Cool Toon is a
Dreamcast GD-ROM by SNK Japan.

It does work with the Gameshark CDX on US
Dreamcasts.

It supports VGA cables, Vibration Packs,
Maracas(!), the Internet, and a connection to
the Neo Geo Pocket Color.  VMU saves take 4 to 8 
blocks.



*******************************************

Revisions

*******************************************



v0.1 - 1st version of FAQ, 8-22-2000

v0.2 - 2nd version of FAQ, 8-24-2000.  Notation for
Yussa Yussa and Kamimo Kamimo (2.5.1.1) and Kamimo Kamimo!
(2.5.1.2) added, plus first Notty (Bakudan Kun, 2.5.1.4).
Notation takes forever (no real pause), so expect the 
harder/faster levels to take a while.  Please tell me if
any of the notation is transcribed incorrectly (as if you're
actually going to check it).

v0.3 - 3rd version of FAQ, 8-26-2000.  Completed Story Mode
descriptions for Amp and Spica, added Episodes 5 and 6 for each.
Character names and costumes added to Single Flitz (2.6.1)
Song titles, character names and episode titles fixed.  Discussion
of "Kantan" (easy) mode and how it's much more playable. Notation
to come later.

v0.3.5 - Addendum to 3rd version, 10-7-2000.  Fixed small errors,
added some gameplay and costume notes, plus information on CD-ROM
extras.  Notation will probably not be added any time soon, since
no one has asked for more.

Coming Attractions:  Since the Cool Cool Toon part of
this FAQ now has some meat on it, I'm going to shift focus to
Cool Cool Jam for the NGPC.  v0.4 will include lots about CCJ,
plus notation for Notty #2 and #3, as well as detailed
costume descriptions.  It'll probably take me a little while
to complete Single Flitz with every character, but if you want to
know what happens, look in the Contributions section.  I'm
not sure if flitz-by-flitz notation, for Simple and Normal modes,
is necessary or even desirable for the users of this FAQ, so if
you want to see me continue with it, e-mail me and let me know.




*******************************************
*******************************************



Submissions/Comments:
nick [at] junkmagnet.com

You can find the latest version of this FAQ at
and Make sure to visit for some of your 
gaming needs.  If you feel terribly compelled to reproduce this FAQ 
in whole or in part, follow your gut instincts and credit me.



*******************************************

Index

*******************************************



1.     Introduction

- 1.1    Legalities
- 1.2    Game Plot/Story
- 1.3    Quick Review

2.     Gameplay

- 2.1    Helpful Translations
- 2.2    Control
- 2.3    Options Menu
- 2.4    Sample Gameplay and Scoring
- 2.5    Story

  ***********************************

  2.5.1  Amp's Story

  2.5.1.1    Prologue (Notation = N)
                1: Yussa Yussa (N)
                2: Kamimo Kamimo (N)
  2.5.1.1.1  House Options
  2.5.1.2    Episode 1
                3: Kamimo Kamimo! (N)
                4: Yellow Dog?
  2.5.1.3    Episode 2
                5: Irony - 2nd Half -
                6: Irony - 1st Half -
                7: Irony
  2.5.1.4    Episode 3
                8: White Cowboy
                Notty #1 - Bakudan Kun (N)
                9: Dancing Gravestone
  2.5.1.5    Episode 4
                Notty #2 - Gomu Gomu Gun
                Notty #3
                10: Persone Vicine
                11: Test.Mid
                12: Incontrare
  2.5.1.6    Episode 5
                13: Dancers Be Ambitious
                14: Fiesta De Reggae
                15: Let's Make Funky
                16: Shine Bright
  2.5.1.7    Episode 6
                17: Imperatore
                18: Yussa Yussa You
                19: SHu
                

  ***********************************

  2.5.2  Spica's Story

  2.5.2.1    Prologue (Notation = N)
                1: Yussa Yussa (N)
                2: Kamimo Kamimo (N)
  2.5.2.2    Episode 1
                3: Kamimo Kamimo! (N)
                4: Yellow Dog? 
  2.5.2.3    Episode 2
                5: I Am Space Woman
                6: The Vacant Orange
                7: Marionette
  2.5.2.4    Episode 3
                8: Cute "Petit" Rival
                Notty #1 - Bakudan Kun (N)
                9: Lovely Panda Apron
  2.5.2.5    Episode 4
                Notty #2 - Gomu Gomu Gun
                Notty #3
                10: Persone Vicine
                11: The Grown-Up World
                12: Incontrare
  2.5.2.6    Episode 5
                13: Dancers Be Ambitious
                14: Yellow Cat?
                15: African Drunk
                16: Cute Rival
  2.5.2.7    Episode 6
                17: Imperatore
                18: Yussa Yussa You
                19: SHu


  ***********************************

- 2.6    Single Flitz
  2.6.1  Character and Costume List
- 2.7    Duel Flitz
- 2.8    Double Flitz
- 2.9    Internet Gate
- 2.10   Neo Geo Pocket Gate
  2.10.1 Cool Cool Jam
- 2.11   CD-ROM Extras

3.     Cool Cool Jam

- 3.1    General Information
- 3.2    Gameplay
- 3.3    Dreamcast Connection

4.     Contributions/Credits



*******************************************

Introduction

*******************************************



1.1      Legalities

I have no connection to SNK or SEGA, and respect all of their trademarks
accordingly.  This FAQ and all contents are merely supposed to be a 
fannish guide to a great game.  



*******************************************
*******************************************



1.2      Game Plot/Story

Cool Cool Toon is a "rhythm" game, playable by one or two players 
concurrently, that takes place in a vivid, three dimensional cartoon world,
named, appropriately enough, Cool Cool Town.  You take the role of Amp, an
earphoned boy, or Spica, a Pippi Longstockingish girl, and are put to the
task of "flitzing" (dancing) up a storm under the tutelage of a rabbit
named Yusa, with the ultimate goal of somehow making things much better
in said town.

"Flitzing" is accomplished by moving the analog stick and pressing one of
the four action buttons in time with the music.  Doing this with skill 
produces on screen pyrotechnics; failing to hit your cues causes the
on-screen characters to stumble and the music to warble, with the
ultimate result being the dreaded "GAME OVER".

Gameplay specifics are discussed in the next section; while the majority of
the actual game does not require a thorough knowledge of Japanese, parts of
the story mode are rather difficult to follow and complete unless you know
what's going on.  While my knowledge of Japanese is somewhat limited, one
of the main goals of this FAQ is to translate the thorniest parts, with the
ultimate aim of piercing the veil of the text-heavy Story modes.



*******************************************
*******************************************



1.3      Quick Review

Cool Cool Toon is quickly becoming one of my favorite games because of its 
deft melding of fast-paced and challenging rhythm action with rather 
remarkable visuals.  It would be a mistake to judge the game on screenshots
alone, or after a simple playtest (say with the Official Dreamcast Magazine,
Japanese version, demo Vol. 6, which is discussed later on).  Compared to
the sweet snack of Space Channel 5 (a fine game in its own right) Cool Cool
Toon is a feast of music and hand-eye coordination that requires some time 
to get used to, but quickly rewards in-depth play with an almost hypnotic 
state of thumb-twiddling and button pushing.  



*******************************************

Gameplay

*******************************************



2.1      Helpful Translations

While there is a good deal of Roman (ABC) text in Cool Cool Toon, there
is also heaping handfuls of Hiragana, Katakana and Kanji, particularly in
the story mode.  Below are some translations of essential dialogs and text;
more are under section 2.3 (the Options Menu).

1)  When you first start up the game a screen will ask you in Japanese
to pick a memory card.  You are given two choices after doing so, the left
is "Hai" or Yes, and the left is "Iie", or no.  Since the text is in
Hiragana, which you may not understand, just think:

[Yes]      [No]

Later on in the game the language becomes more informal, and the choices
become "Un" (Yes) or "Yada" (No), but the left/right relationship is the 
same.

2)  Once you view the start-up movie and press start, you are asked
to pick a character, either the boy Amp (the left choice) or the girl
Spica (the right choice).  Amp's prologue roughly translates as "From
the inside of the TV comes Yusa" (the rabbit) and Spica's prologue
also mentions rabbits in the title.

3)  Most of the game play is self-evident, but as mentioned before the
story mode contains a huge amount of Japanese text and a fair amount of
speech.  Rough translations will be provided where either appropriate or
achievable (as stated before, Japanese is not my first language).



*******************************************
*******************************************



2.2      Control

Cool Cool Toon uses the whole Dreamcast controller, with the following
button and stick/d-pad assignments:

(A, B, X, Y) - During the game a button icon, lettered and with the same
color as on the controller, will appear on the screen somewhere in a 
circular area (usually in the dead center, or in roughly analog clock
positions such as 12 o'clock, 3 o'clock, etc.).  It it your job to
press the correct button, at the correct time, and with your cursor
as close to the button icon as possible.

(Analog Stick) - You move your on-screen cursor towards a button icon
with the analog stick (and only the analog stick, the d-button is
inoperable during "flitzing").

(Left and Right Trigger) - After a certain number of uninterrupted 
"beats" (occasions that you hit on-screen button icons correctly) you
will be given a "Boon Chance", at which time you must press the left
or right trigger once.  If done on time, subsequent correct "beats" will
be worth additional score (to be enumerated at the end of each flitzing).

(Start Button) - Warning!  If you press this during game play, the game
will pause, but you will NOT be able to directly resume where you left off.
The choices will be either to restart the level or to quit the game entirely.
Talk about hardcore....



*******************************************
*******************************************



2.3      Options Menu

What you obviously have been anxiously waiting for....

No Roman letters for you, just good old Japanese, translated below:



****************************************************
*                                                  *
*  Flitz      Normal      Easy/Simple              *
*                                                  *
*  Sound      Stereo      Monaural                 *
*                                                  *
*  "Character Select"   On  Off (for Single Flitz) *
*                                                  *
*  Vibration  1st Player  2nd Player               *
*                                                  *
*  Flitz      On   Off    Flitz      On   Off      *
*  Notty      On   Off    Notty      On   Off      *
*  Other      On   Off    Other      On   Off      *
*                                                  *
*  Load                       Display Adjust       *
*                                                  *
*  Save                                            *
*                                                  * 
****************************************************

NOTE:  The first time you play, I'd advise you to switch
to "Easy/Simple" Flitz difficulty, especially if you
want to make it past Episode 4.

Below is the "Display Adjust" subscreen.  You
can adjust the centering of the game image on your
TV or monitor.



****************************************************
*                                                  *
*                                                  *
*                                                  *
*  (Simply Translated)  Move the pink corners      *
*  with the analog stick.                          *
*                                                  *
*                A - Select Change                 *
*                B - Cancel                        *
*                Y - "Factory Setting"             *
*                                                  *
*                                                  *
*                                                  *
*                                                  *
****************************************************



The "Load" and "Save" choices will bring you to subscreens
which should be fairly easy to navigate.  You will be given
a yes/no choice soon or later, yes is on the left, no is on the
right.



*******************************************
*******************************************



2.4      Sample Gameplay and Scoring

"All you have to do" is move the analog stick and press the A, B, X or Y 
buttons where appropriate.  The trick is to wait as long as you can 
before hitting your mark (which will be surrounded by ever-shrinking ovals) 
which will give you a higher rating - Cool being the best, followed by Nice, 
Okay and the one thing you don't want to see too often, Poor, otherwise
known as a big fat red x-ed miss.  

The marks, or "beats", should be hit on a first come, first served basis:  
If an "A" appears on the left, followed by an "A" on the right, go for the 
left "A" first, and then the right "A" second. The shrinking ovals which 
surround each beat serve as clues to which beat you should attack next - 
the closer the ovals are to the beat, the longer it's been on-screen and 
the sooner you should hit it.

At the bottom of the screen there is a colored bar (coolness level
thermometer?) with a mark somewhere to the left of middle.  The better
you Flitz (hit your marks with minimal Poors and maximum Cools) the
farther to the right this bar will go, from 0 (game over) to 9
("Superfly", so to speak, just an inside Amp joke...).  If, when the
level ends and the screen says "Freeze", your coolness thermometer is to
the left of the cut-off, you fail.  To the right, you proceed.  When on
the left, the action slows down and the music thuds; when on the right,
the furniture dances and all hell brakes loose, in a good way.

At the end of each song/level, your Cool, Nice, Okay and Poor marks
are tallied, along with any Boon Chances you've hit.  A Boon Chance comes
along after a string of "direct hits", usually 20 for the first Boon.
When you see the top left of the screen flashing Boon Chance, hit a
trigger and your cursor will turn blue, and you will sparkle.  All
of your subsequent completed beats will bring you extra points,
until you push Poorly.  There are a total of 4 boon chances for each
level.



***************************



The following is the breakdown for the level ending bonuses:



General Bonus

Cool X 10       Nice X 5       Okay X 1       Poor x 0



Flitz Boon LV 1

Cool X 30       Nice X 15      Okay X 5       Poor x 0



Flitz Boon LV 2

Cool X 50       Nice X 25      Okay X 10      Poor x 1



Flitz Boon LV 3

Cool X 70       Nice X 35      Okay X 15      Poor x 5



Flitz Boon LV 4

Cool X 100      Nice X 50      Okay X 20      Poor x 10



You receive additional bonuses for:

1)  Your Colored Bar Level upon level completion, from 1 to 9, times 300
2)  Your maximum amount of correct beats strung together before getting a
Poor, times 10
3)  Your maximum amount of Boons Levels completed, times 1000



***************************



Depending on your point level, you receive the ranking of Stone, Bronze,
Silver, Gold, or Platinum.  The cut off for each level is roughly 1000 points
(I'll have to examine the game further to find out the exact range).

An approximate range is the following:

Stone     - 0-1999
Bronze    - 2000-2999
Silver    - 3000-3999
Gold      - 4000-6999
Platinum  - 7000+

Like I said, I'm really not sure of the exact range.  Please email me with
your thoughts/data.



***************************



Your total store is then converted into "J" points, which can be used to
purchase additional costumes (see below).

During Notty sessions (umm... musical notation, or follow the scrolling
mark and press the right button) all of your end-of-the-round points
go towards your "J" point fund, which is great.  Believe me, it is.



*******************************************
*******************************************



2.5      Story Mode

This is the tofu and potatoes of the game, where you flitz through
a prologue and six episodes, from Yusa's house all the way to the 
Flitz Ghost.  You can earn takusan "J" points, too, which provides
bragging rights and the ability to buy extra costumes.

After completing story mode for both characters, you will have
unlocked 27 out of 30 characters in the Single Flitz mode, but
the wide variety of Amp's and Spica's costumes won't be fully 
available - yet.  See 2.6.1 for details.


*******************************************
*******************************************



2.5.1    Amp's Story

Below are preliminary notes about Amp's Story mode, with gameplay tips
where appropriate, and rough story translations where remembered.



***************************



2.5.1.1  Prologue

In a CG rendered cut-scene You (Amp) start out in your house, specifically 
what appears to be a bedroom, watching TV.  It starts to act up, and as
you get up to harass it into submission you see a strange rabbit 
in between the static.  He proceeds to magically jump out of the screen,
knocking you down in the process.  He grabs you and drags you into the TV,
which is a conduit to Cool Cool Town.

What follows is a whole lot of Japanese text, the beginning of which is
greatly summarized thusly:  The rabbit talks, Amp is surprised at this,
the rabbit introduces it/him/herself as Yusa, where upon Amp says some
more stuff and Yusa goes on and on and on about what's happening in Cool
Cool Town and why Amp is the one to make things better (I skipped over
screen upon screen of text just to get at the gameplay, later on I'll 
sit down and figure out what actually was said).

Then, it's time to Flitz, oh yeah!



***************************

Notation - Please Read!

***************************



I have set it upon myself to accurately transcribe each and every beat
for each song of the game.  Since after you pause, you have to restart
the level, I have to transcribe a bit, restart, transcribe more, restart
and transcribe..... you get the picture.  It literally takes hours.

Anyway, To understand the notation, you have to think of an analog clock
face, labelled with 12 numbers, and with a 0 in the center:


            12
       11        1
   
    10              2

   9        0        3

     8              4
      
        7        5
             6

Not a perfect circle, but you get the point.  Most beats will fall on
one of these numbers, but some will fall between the 1 and 2 (I'll call
that 1.5), 4 and 5 (4.5), 7 and 8 (7.5) and 10 and 11 (10.5).  Later
on in the game you will get beats all over the place, and so I need
a fine-tuned numbering system that will be a little cumbersome at first.

Anyway, if a beat falls in the center of the screen, and calls for the
letter A just one time, I will use the notation of 0A_1.  If it is to
the right for one beat, 3A_1.  If it's to the center 3 times in a row
with the letter B, 0B_3.  If you think about it, this should make sense.

Often you will see blue arc appear with a smily face on one end.  If the
arc starts at 6 and ends at 3, I will note it as 6arc3.

OK.... so let's try some notation and see what happens (notation is 99 and
44/100 percent pure at this point).

ALL NOTATIONS ARE FOR "NORMAL" DIFFICULTY!  Notations for "Easy"
difficulty will be added soon.


Song 1:  Yussa Yussa

It's you and Yusa and really not that hard. Just go for maximum Cool by 
pressing the A button at the very last moment, as much as possible.
Realize also that to get at a center beat easily, just let go of the 
analog stick - it auto centers!  Really, this is the first major trick 
to the game.

Notation (Normal):

0A_1, 0A_1, 12A_1, 3A_1, 6A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1, 10.5A_1,
0A_1, 6A_1, 7.5A_1, 9A_1, 3A_1, 12A_1 (break) 

0A_1, 3A_1, 0A_1, 9A_1, 0A_1, 1.5A_1, 0A_1, 10.5A_1, 0A_1, 4.5A_1,
0A_1, 6A_1, 0A_1, 3A_1, 0A_1, 10.5A_1 (break)

0A_1, 4.5A_1, 0A_1, 9A_1, 0A_1, 6A_1, 0A_1, 9A_1, 0A_1, 3A_1, 0A_1,
12A_1, 0A_1, 12A_1, 0A_1, 10.5A_1, OA_1, 3A_1, 0A_3, 4.5A_1, 0A_1,
9A_1, 0A_1, 3A_1, 0A_3, 9A_1, 0A_1, 6A_1 (break)

10.5A_1, 4.5A_1, 1.5A_1, 7.5A_1, 3A_1, 9A_1, 4.5A_1, 7.5A_1, 1.5A_1,
10.5A_1, 9A_1, 0A_1, 4.5A_1, 7.5A_1, 0A_4 (end)


When you finish a Story level, it will replay itself over and over (without
on-screen beat notation) until you press the A button.



***************************



Song 2:  Kamimo Kamimo

A little harder, with some circle action thrown in.  If you see a blue
arc on the screen, start on the smiley-face end when the white wave hits
the edge of the circle, and sweep the analog stick along the circle.
With practice, you'll get it (or you will be miserable for the rest of
the game).

At the end of each episode, you are given the option to save up to that point
(in Japanese, but "yes" is to the left, "no" to the right).  You are also
asked if you want to continue the game, with the same yes/no situation.

Notation (Normal):

0A_8, 9A_1, 0A_1, 3A_1, 0A_1, 6A_1, 0A_2, 12A_1, 0A_1, 4.5A_2, 6A_1,
4.5A_2, 0A_1, 10.5A_2, 0A_4 (break)

12A_2, 0A_2, 6arc3, 0A_2, 10.5A_2, 6arc9, 0A_1, 1.5A_2, 7.5A_1, 9A_2,
0A_1, 3A_2, 0A_3+0A_2 (break)

12A_4, 0A_3, 3A_4, 0A_3, 9A_4, 0A_3, 6A_4, 0A_3 (break)

11A_1, 1A_2, 0A_1, 6A_2, 0A_2+0A_1, 12A_2, 0A_1, 4.5A_2, 3A_1, 1.5A_2,
0A_3, 10arc2, 0A_4, 3A_1, 0A_3, 6A_1 (end)



*******************************************
*******************************************



2.5.1.1.1   House Options

Now that the prologue is done, you are introduced to some in-game options 
using Yusa's house as a metaphor.  You start out in "bed" mode, which allows
you to watch completed Flitzes.  Specifically, the translations for the
choices are as follows:

Flitz Again Play - Pick a level to play again

Flitz Again Watch - Pick a Level to watch again

Flitz Manabu (Descriptions and Explanations of Flitzing)

"Quitting Time" ? (Yametoku) - Get out of "Bed" mode.

The rest of the room is as follows, from left to right:

1)  Bookcase - Save to VMU, with a yes/no choice.

2)  TV - Play any Notty levels you've completed (at this point in the
game none are available).

3)  Bed - Flitzing choices (see above)

4)  Door - Go outside to other levels (yes/no).  There are six choices, with
Yusa's house on the left.  #2 from the left is the Black Canary store (where
you can buy costumes with J points).  #3 is Orange Park, #4 is the Red
Library, #5 is in the bad side of town (Hapuru Street 27?), and #6 is
King's tower.  4 through 6 are locked at this point.  If you visit
an already completed level, you can interact with the characters,
and they will give you tips in Japanese.

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