Feel the Magic XY/XX
Kimi no Tame Nara Shineru (I Would Die For You)
FAQ/Walkthrough v.1.1
By Michael Kelehan
mkfaqs2 at hotmail dot com
December 17, 2004
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Table of Contents
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I. Introduction
II. Modes and Menus
a. Story
b. Memories
c. Option
d. Maniac
III. Games
a. Scene 00 (Goldfish)
b. Scene 01 (Parachute, Candle, Cart)
i. Parachute
ii. Candle
iii. Cart
c. Scene 02 (Bull)
d. Scene 03 (Clean up)
e. Scene 04 (Antlion, Bus stop)
i. Antlion
ii. Bus Stop
f. Scene 05 (Monocycle, Painter)
i. Monocycle
ii. Painter
g. Scene 06 (Scorpion, Sign, Microphone)
i. Scorpion
ii. Sign
iii. Microphone
h. Scene 07 (Hands)
i. Scene 08 (Drive)
j. Scene 09 (Yacht)
k. Scene 10 (Bonfire)
l. Scene 11 (Dance, Snake, Seeker)
i. Dance
ii. Snake
iii. Seeker
m. Scene 12 (Plants)
n. Scene 13 (Chaser)
o. Scene 14 (Steal)
p. Scene 15 (Nightmare, Nightmare2, Nightmare3)
i. Nightmare
ii. Nightmare2
iii. Nightmare3
q. Scene 16 (Last battle)
r. Scene 17 (Final battle)
s. Scene 18 (Magic touch)
IV. Extras
V. FAQ
VI. Version History
VII. Closing
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I. Introduction
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When Nintendo told Sega that their new system would feature a touch screen, the
newly merged Sonic Team (which now included members of United Game Artists,
makers of Space Channel 5 and Rez) began planning Project Rub, a collection of
games making use of said touch screen. It would become Feel the Magic, Sega's
first DS game and the subject of my first DS FAQ. It's a great game that puts
fun above all else, like video games damn well should.
This guide will tell you what to expect from the games, and some strategies for
them. It'll also tell you about unlockables, extras, and all those fun things.
I was going to have Hidden Rabbits listed here too, but beestung beat me to it.
Rather than just provide a lot of redundant information, I'll defer you to his
Hidden Rabbit location guide if you want to know where they are.
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II. Modes and Menus
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<a. Story>
Play through the story of our nameless hero trying to win the heart of a girl
he just met, but has an unexplained and incredibly powerful attraction towards.
It's broken up into 19 Scenes, and you can replay any scene you've already
completed. You can also access a Hard mode once you've beaten the game, which
is the same as Normal, only you play the games at a higher level than before.
Each game has 10 levels. In most games, you only play levels 1-5 in Normal,
while you play 6-10 in Hard. Before you play a level, you can sometimes touch
the girl to get reactions, but I must warn you: you lose a love point for
touching her breasts, and lose four points for being very naughty indeed.
<b. Memories>
Here you can quickly play any game you've already completed in Story, only this
time you can go through all 10 levels of each game. An indicator on the bottom
of the screen shows one star for each level you've completed. Beat all 10, and
you can call yourself a master of that game. Oh... and you only get one life.
<c. Option>
Notice it's not "Options;" it's just the one: English or Japanese. This lets
you switch between playing Feel the Magic and Kimi no Tame Nara Shineru. What
are the differences? Aside from the language, just the fact that the title
screen has the girl topless in the Japanese version. But since everyone's just
a silhouette anyway, I wouldn't have any qualms letting my Japanese-speaking
child play it, assuming I ever have a Japanese-speaking child, which would be
weird, since I speak English all the time.
<d. Maniac>
Let's play dress-up! Change the girl's outfit using clothes you've found by
getting Hidden Rabbits, earning stars in Memories, and owning Sonic Team GBA
games (more on that in the Extras section). This will change the way she
appears in her 3D model when you select your game in Story mode. Or you could
ignore this mode and just play the games; it's up to you. Japanese gamers eat
this stuff up, but I have a feeling most of you are here for the games.
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III. Games
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<a. Scene 00 (Goldfish)>
Goal: Rub the fish upwards to get them out of the stomach. If they
exit out the bottom, you lose a life.
Lives: 3
Normal levels: 1-3
Hard levels: 8-10
Strategy: Be sure to lift the stylus when you move it back down, so
you're only making upward strokes. Otherwise, you're just
ticking the fish, and that's not doing anyone any good. Later
levels start including turtles with the fish, which are harder
to move, and the guy starts swallowing, which pushes everything
down further. Doesn't he understand you're trying to help?
<b. Scene 01 (Parachute, Candle, Cart)>
i. Parachute
Goal: Type the numbers above the parachuters to open their chutes.
If one reaches the bottom before you successfully type its
number, the plane crashes for some reason and you lose.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Don't forget to hit enter as soon as you type in the number.
Also, be sure to hit CE as soon as you realize you hit a wrong
number. Some people prefer to use their fingers on this one
because of the large buttons, but I still use the stylus.
Most levels have you typing in lots of small, 2-4 digit
numbers, but a few have you type just one longer number. If
it's a longer number, you're probably fried if you don't get
it on your first try, so focus on accuracy over speed on those.
ii. Candle
Goal: Blow out the candles. You can blow on the DS microphone to
make every character blow at once, or rub one person to make
him blow. If a candle makes it all the way to the bottom
screen, you lose. A bat tries to block your breath.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Using the touch screen in this game is really useless. Just
blow until your people are tired, then wait for them to
recover and blow some more. Try to time your blows so that
they're when the bat isn't obscuring any candles. They'll get
dizzy after a few blows no matter what; blowing and then trying
to wait it out doesn't work.
iii. Cart
Goal: Rub up and down to move the spiky balls away from the carts.
Let a cart hit a spiky ball and you're done.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Look at the top screen to see which lane the cart is in, then
run up and down that lane to get the spiky balls out of there.
If you've got some seconds to spare after doing so, try to get
the balls off the bottom of the screen; you can ditch them for
the remainder of the level if you do so. If you can get one
all the way to the left or right, it's harmless as well.
<c. Scene 02 (Bull)>
Goal: Tap 100 bulls to quell them. Don't tap the humans. Let a bull
get you, or tap a human, and you lose.
Lives: 1
Strategy: Okay people, first boss stage. This is a fun, if tiring, tap-
fest. Be extra careful not to hit the skiing humans, and
you'll be fine. Some bulls are red and require more than one
tap to defeat, and you'll know it not only by their color, but
by the life meter that appears beside them. When you're faced
with multiple red bulls, focus on just one of them, and tap it
to death before moving on to the next. The last bull has 100
HP and moves left to right, but if you tap like a madman and
watch it carefully to move left and right when it does, you'll
be just fine.
<d. Scene 03 (Clean up)>
Goal: Rub the dirt off the girl.
Lives: 3
Strategy: Since you've got 3 lives, I assume there's a way to lose. I
haven't found it. Rub the dirt off and you win. She may pull
away at times; just switch to another dirty spot or wait a
second before continuing and you'll be fine. No time limit or
anything, which is good, because it takes forever.
<e. Scene 04 (Antlion, Bus stop)>
i. Antlion
Goal: Rub the people upwards to help them climb away from the
antlion. If one falls to the bottom and is eaten, you die with
him.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: This one's tricky. You'll need to use the same upward-only
strokes you used so masterfully in Goldfish. The trick here is
to switch people as soon as the person you're rubbing stops
falling. I don't care how fast they're going up; if they're
not falling and someone else is, switch. If everyone is doing
fine, then keep switching between everyone, giving them each
only one stroke before moving on. This will effectively juggle
them all, preventing anyone from falling ever closer to the
hungry antlion. Later levels give you fat people, which are
of course harder to keep up.
APellerano provides an interesting idea: you know how the DS
comes with two styli? Grab one in each hand an go John Woo-
style on the game. This way, you can help up two people at
once, cutting the difficulty way down. Is it cheating? That's
up for you to decide.
ii. Bus Stop
Goal: Tap our hero to turn him into a bowling ball, then drag him to
any position on the bottom sidewalk. Rub him upwards to bowl
him into a group of people. Knock them all over in one shot
and you win. Fail to topple every single one, or get
splattered by a car, and you lose one of your precious lives.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: The best way to do this is to drag our buddy into the middle of
the sidewalk, then send him upwards as straight as possible.
As for the cars, well, try to avoid them.
<f. Scene 05 (Monocycle, Painter)>
i. Monocycle
Goal: Drag out hero on his unicycle through the narrow course to the
goal. You only have a limited amount of time to do it, so if
you fall off OR run out of time, you lose.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: There's no trick to this, it's just that you need to have the
steady hand of a surgeon to make it through in time. It'd be
soooo easy without that pesky time limit, but then, we like our
games to have a bit of challenge, do we not? One thing that I
learned pretty quick is that you should only be looking at the
orange circle the game uses to show you where the stylus is
touching the screen, not the stylus itself.
Some people, like one WeaponRad, like to hold the DS sideways
when they play this game. If you're having trouble, why not
give that a shot? I like to hold it slightly tilted, so that
your hand is below the stylus, giving you a great view of
what's to the right of our hero as well as the left.
ii. Painter
Goal: Spraypaint inside the lines. Fill up every outline in the
allotted time to win. When you complete a picture, it turns
into a different color to let you know it's time to move on to
the next outline. Also, let go of the screen when someone's
falling; if you're vertically aligned with them when they get
to the bottom screen, you lose, just like you lose if you're
not done painting when time's up OR if you paint outside the
lines. That's three distinct ways to lose a life! This game
really has it out for you.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: I like to slowly paint the edges of a picture first, so that I
can relax and not worry about going outside of the lines for
the majority of the time. That makes it go much quicker.
Also, keep in mind that you'll only lose a life if you're
painting nearby where someone's falling. If people are falling
on the left and you're way to the right, you can continue. If
You're painting on the left and someone's falling on the left,
don't stop completely; switch to the right and paint there for
a while. The time limit is your biggest enemy.
<g. Scene 06 (Scorpion, Sign, Microphone)>
i. Scorpion
Goal: Tap the scorpions to get them off the girl's back. If one of
them crawls all the way to her exposed back, or you touch her
without hitting a scorpion, you lose. It sounds like you're
shooting a BB gun at them, so it's understandable that she'd be
pissed if you tag her.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Calmly yet quickly tap them dead. Not too complicated. Big
scorpions are easy to deal with, but the small ones are much
faster. They tend to run for a bit, then spin around before
running some more; kill them while they're spinning.
ii. Sign
Goal: Turn the sign into a picture. Touch panels to flip them, as
well as the panels immediately above, below, to the left, and
to the right of them. You only get a set number of flips, and
if you don't have the picture done in that many moves, you
fail.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: We've all played a variant of this game at some point in our
lives. The important thing to remember is that you have no
time limit. Take all the time you want. Even at the higher
levels, they never get TOO complicated. Before you make a
move, simulate it in your head. What will happen when I do
this? If it leaves you in a situation you know you can deal
with, do it. Also, in the later levels, you'll likely find
puzzles in which you have exactly as many moves as there are
downturned black panels. Remember where these panels are, and
tap each of them; that'll usually do it.
iii. Microphone
Goal: Get the girl's attention by yelling at your DS. If her
attention meter on the right side of the bottom screen drops to
zero, you lose.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: There are a few ways to do this. The first is the honest way,
which is to just hold the DS so its microphone is near your
mouth and yell like crazy. It can be fun to get your friends
and family to join in and help; young children have a natural
talent for this game, and it can help tire them out. The
second way? Rub the narrow slit at the other end of your
stylus rapidly across the mic. The third, and the one I've
started doing, involves blowing into the mic. This is probably
the easiest way, although the later levels will leave you quite
light headed.
<h. Scene 07 (Hands)>
Goal: Follow the girl's hand with your stylus. When bees attack,
tap them dead. If bees drain the heart meter to zero, you
lose.
Lives: 1
Strategy: Like other love scenes, this ain't tough. If you're following
her hand correctly, you'll see a hear over it, so keep that up.
when bees attack, they drain the heart meter, so deal with them
as quickly as you can.
<i. Scene 08 (Drive)>
Goal: Drive your car by using the steering wheel on the touch screen
to avoid cars and gather humans. Once you get to the boss,
pull the touch screen's lever back and let it go to fire them
off at it. If you want them to fly further, pull the lever
back more. Not only can you be damaged by other cars, but
you've got a stiff time limit to work with as well.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: The first thing you'll likely notice is that the turning isn't
analog or anything; you just switch between five available
lanes. The best way to turn the wheel, I've found, is to swipe
the bottom of the wheel. That way, you're swiping left to go
left, and right to go right. Now, aiming and hitting the boss
can be quite a challenge. Be sure that the boss is in front of
you when you fire, which isn't necessarily in the same lane as
you if the road is turning. The easiest way to do it, and
perhaps the most risky, is to get right behind the guy and
launch. Power won't matter in this case; any amount will hit.
After nail a few shots, he'll get real angry and bust out the
anti-you drill. Watch out for it.
<j. Scene 09 (Yacht)>
Goal: Blow the yacht out to the girl. Don't overshoot, or get eaten
by a shark, or you'll lose.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Pretty self-explanatory. You don't need to get it all in one
breath; get yourself close to her first, then make some light
blows to get to her. And of course, watch out for sharks.
<k. Scene 10 (Bonfire)>
Goal: Touch the buttons when the circles line up with them to undress
the girl. If the fire starts dying down, touch the fire icon
to switch to the fire, and rub it as fast as you can to get it
going. Once the flames are going, tap the icon again to go
back to the undressing.
Lives: 1
Strategy: The circle turns red when you're to touch it, but don't wait
until you see it turn red; watch the speed and anticipate it.
<l. Scene 11 (Dance, Snake, Seeker)>
i. Dance
Goal: Play Space Channel 5. The girl will yell out some things, and
then you repeat them by tapping the right icons on the screen.
Timing is incredibly important.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Depending on your level of experience with rhythm games, this
will either be the easiest game for you or your hardest. Don't
watch her dance, but rather listen to it carefully. If you're
having trouble with it, try tapping your toes to the flashing
lights at the top left and top right of the bottom screen. If
you want some incredible pressure, try to beat all 10 levels in
Memories mode...
ii. Snake
Goal: Drag our hero through the snake, avoiding all of the green
circles of doom.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: In general, you'll want to take your time in this one, not only
because accuracy is very important, but also because the hero
can't go that fast. After a time, a giant green circle of doom
will sweep through the snake from back to front, but it's slow
enough to not be of much concern. Just take your time.
iii. Seeker
Goal: Rub the sand to find the item the girl is thinking of. If you
get the wrong thing, that's no problem, but run out of time and
you're toast.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: When you realize you've got something, look at it carefully
while you're rubbing away. As soon as you realize it's not
the exact one you want, move on to somewhere else. Later
levels will have items that look more similar, but as long as
you rub quickly, you'll be fine. And honestly, if you can't
rub quickly... how'd you make it this far?
<m. Scene 12 (Plants)>
Goal: Defeat the giant plant-beast. Start by dragging our hero to
the tentacles when they hit the ground, and staying by them
long enough for him to light them on fire. Once they're done
with, tap the button on the bottom screen to chuck torches into
the beast's mouth. Repeat twice more, and you win. Let a
tentacle slap you, or walk into one while it's burning, or get
hit by the flamey bits the plant sometimes drops, or bounce a
torch off the plant's teeth, OR hit the girl, and you take
damage. If you can't tell by the last sentence, this is a
tough game.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: Okay, the first phase has you wandering around, trying to flame
the tentacles. As soon as one drops, run over to the side of
it and wait there until it's lit on fire. Don't walk over it
until it disappears. Later on, the plant will drop flames on
you during this phase, so watch out for them. You'll need to
watch for them on the top screen while playing on the bottom
screen, which can be difficult. When you hit the second phase,
the main problem will be timing the torches so they get into
the mouth, instead of bouncing off his teeth and hitting you.
It's easy to get overzealous, think you have an opportunity to
chuck a bunch in, and then get killed because he quickly closed
his mouth. The best way to do this is to wait until you can
see him starting to open his mouth, and then quickly tap the
button 3 times. No more. You always have time for 3 quick
torches, but not always 4. After you send them off, wait until
he closes and starts to reopen, and repeat. You have no time
limit here, so don't feel rushed. Never, ever shoot more than
3 in one mouth-opening cycle. Later on, this phase will be
complicated by the plant monster dangling the girl, so you'll
have to be careful not to hit her. If he's starting to open
his mouth and you hear or see that she's about to be swung
across, don't fire any, and wait for the next open/close cycle.
<n. Scene 13 (Chaser)>
Goal: Drag the monocycle through a moving course, avoiding sharks.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: This controls just like monocycle, so remember to watch the
orange circle of contact and try to keep it in the street.
Don't worry about jumps, but worry about sharks. There are
some parts where the road splits, and one side is much easier
than the other. When you see a split coming up, glance at the
top screen if you can, so you decide which way you want to go.
It's good to hold the DS slightly tilted to line it up with
your dominant hand, so you can see both the left and the right
of the hero, thus giving sharks no way to hide under your hand.
Your hand should be below the stylus as much as possible.
Also, it's good to stay towards the top, and then move down
when you see a shark coming. This lets you ignore the sharks
that wouldn't get you, and have plenty of warning for the ones
that would.
<o. Scene 14 (Steal)>
Goal: Metal Gear your way into a warehouse by distracting guards with
cats. If any guard's flashlight hits a Rub Rabbit, you lose.
Lives: 3
Normal levels: 1-5
Hard levels: 6-10
Strategy: Remember that by touching a cat, you make every guard look in
that direction. You can keep a cat active, and thus keep the
guards looking at it, by tapping it steadily, maybe twice a
second. Take note if any guard has a wall next to him, because
he'll stare right into the wall if you touch a cat that's
behind it, rendering him totally ineffective.
<p. Scene 15 (Nightmare, Nightmare2, Nightmare3)>
This is a tough scene. You'll have to beat all of the boss stages again, only
a little harder and with different colors. Unlike most multi-game scenes, you
have to do these games in order.
i. Nightmare
Goal: Beat Bull again.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: If you beat Bull once, you've pretty much mastered it. You'll
be fine.
ii. Nightmare2
Goal: Beat Drive again.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: The boss has some more HP this time, and is a little more
aggressive, but use all the same strategies you did before.
iii. Nightmare3
Goal: Beat Plants again.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: I know, I know. The last thing you want is a harder Plants,
but here it is. The main difference here is that the plant
monster will start dropping flames on you in the first phase
from the very beginning, so watch out for them.
<q. Scene 16 (Last battle)>
Goal: Defeat the giant mech. Swipe away its missiles with the
stylus, then trace the lines in its core to damage it. If you
don't get the missiles fast enough you'll take damage, and if
you run out of time you lose completely.
Lives: 3 (Normal), 2 (Hard), 1 (Hell)
Strategy: This is probably the hardest part in the game, and with a name
like Last battle, it's no wonder. The key to swiping away the
missiles is to never lift the stylus from the screen when you
do it. They appear in lines, so swipe those lines. Once
you've done all the lines, quickly slice out any stragglers you
missed. You'll probably get most if not all of them on the
first swipes, especially if you never lift the stylus. Once
the core is exposed, you'll have to trace some lines. Take
your time while doing this. If you do it too quick, you won't
do any damage, and you've got a few seconds to trace them,
which is more than enough time. If you trace it quickly and
fail to do damage, you've wasted a whole cycle and a LOT of
time. Sometimes he'll hold the girl in front of you during
the trace phase, and if you touch her she'll stay there for a
while and block your trace, so avoid her. The missiles are
honestly your biggest problem here, so do them as quickly as
possible.
Readers often write in saying that they like to scratch the
whole screen like a lottery ticket as soon as the missiles
appear, and that works okay for Normal, but on Hard and Hell,
I've had little luck with it. If you're having trouble on
your first run through the game, give it a shot... but don't
expect it to work forever.
<r. Scene 17 (Final battle)>
Goal: Rub the hero as hard as you can.
Lives: 1
Strategy: Rub it! Don't stop until it's over!
<s. Scene 18 (Magic touch)>
Goal: Tap the girl's heart when a heart on the top screen matches up
with the stationary little heart. Blow into the mic when the
breath icon touches the lips on the top screen. If the Reaper
appears, tap him as quickly as possible.
Lives: 1
Strategy: I would die for you, but not today. This isn't too hard once
you get the timing down for the hearts. The breath timing is
very lenient, but use short quick breaths, or it might judge it
as two and cost you some health. The Reaper gradually steals
health, so deal with him as quickly as possible.
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IV. Extras
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1. When you beat the game once, you can start again on Hard mode. It's like
Normal, but you play all the games at higher levels. Beat Hard to get Hell
mode, which gives you one life to beat the Hard levels. Also, when you
lost a game in Hell, you lose ALL of your love points gained for that level.
Rough.
2. Before you turn on the DS, insert both Feel the Magic and a Sonic Team GBA
game. You'll get a new hairstyle for the girl for Maniac mode. If you
don't have other Sonic Team games, beating Hell will give you these, as well
as the pure-black "naked" clothing. The games that work are:
Puyo Pop
Sonic Advance
Sonic Advance 2
Sonic Advance 3
Sonic Battle
Sonic Pinball Party
Chu Chu Rocket
Space Channel 5: Ulala's Cosmic Attack
3. Beat the game once to get Sound Test mode. Access it by touching the
speakers on the main menu. You can listen to any music and voice clip from
the game, as well as speed them up or slow them down.
4. Everyone likes the voices that yell "Rub it!" on the title screen, but can
you do better? Press down and Y to silence the music and record 1.5 seconds
of whatever you want. It'll then be played with the "Rub it!" Press down
and X to play it whenever, and use left and right to modify its speed. This
can only be done on the title screen, and isn't saved.
5. Of course you've heard of the Hidden Rabbits. If you touch a certain part
of the screen during a pregame 4-panel cinematic, a rabbit will appear. Beat
that game and it'll be saved to your rabbits list in Maniac mode. Get
enough of those little buggers and you'll unlock new outfits for the girl.
______
V. FAQ
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Q: Is this game long?
A: Not really. About 3-4 hours on the first time through. Hard mode and
Memories mode extend the lifespan quite a bit, and this is a game you'll be
showing your friends for years to come, as well as popping in every so often
for a quick play. Yep, it's like Space Channel 5 all over again.
Q: Is this a dating simulation?
A: Not in the slightest. Sure, the goal is to get a girl, but it's not done
through talking her up. It's more like Wario Ware with longer games. It
simulates dating about as well as Leisure Suit Larry.
Q: Can I see the girl naked?
A: Sure. Set the language to Japanese to see her naked on the title screen,
and beat Hell mode to have her naked in Maniac. I'd advise you to get your
hopes WAY up.
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VI. Version History
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v.1.1 12/17/04: Added a few things, fixed a few errors, you know how it is.
Since it's pretty much done, there's nothing earth-shattering
here.
v.1.0 11/27/04: Finished all the games. There won't be anything on the
Hidden Rabbits, because there's already a FAQ on them, so you
can just check that out if you want to know where they are.
Let me know if there's anything else you want in here.
v.0.1 11/23/04: Framework set up for the whole operation, with most of the
games still waiting for coverage. Hidden Rabbits will come
soon, after some research. I want to include the numbers with
them, so you can look for specific rabbits you're missing.
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VII. Closing
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And that's all for this. If you have anything you'd like to add that I've
missed, please send me an email at the above address and I'll get right on it.
This FAQ is copyright 2004 Michael Kelehan. Distribution is permitted (in
fact, it's encouraged) as long as it's kept in its full and complete form.
Don't sell it. Feel the Magic XY/XX and Kimi no Tame Nara Shineru are
copyright 2004 Sega. Rub it!