RUSHING BEAT SHURA / PEACE KEEPERS WALKTHROUGH
by Rodrigo Shin ( rodrigoshin at hotmail.com )
v.1.30
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creator of the FAQ also holds no credibility as to what could be incorrect
info, even though he tried his best to compile the content of this file and
aims to create an accurate guide for the game. If anything here seems to be
inaccurate and/or fake, e-mail the author and he will try to look into it as
soon as possible. If you agree to all these conditions, you may proceed and
read the FAQ to Rushing Beat Shura.
Rushing Beat Shura is (c) 1993 by Jaleco of Japan.
The Peace Keepers is (c) 1994 by Jaleco of USA.
Contents
========
1. Introduction
2. Plot
3. Game System
I. THE 1P/2P GAME
II. THE VS GAME
4. Characters
5. Walkthrough
a. Stage Overview
b. Stage Paths
c. Enemy Guide
d. Boss Guide
6. Endings
7. Special Codes and Secrets
8. Version Differences and Localization Info
9. Special Thanks
10. FAQ Version History
11. Afterword and Contact Info
1) Introduction
===============
Welcome! First and foremost, let me clarify one thing: this isn't a scam or
someone claiming somebody else's work: I'm Rodrigo Shin, author of the FAQ
himself, but I was forced to register for another account due to GameFAQ's
own policy:
"GameFAQs changed its user registration system in 2005, and gave users 10
Months to upgrade their accounts. Accounts that were not upgraded before
September 30, 2005 cannot be upgraded, and you will need to re-register a new
account in order to access the site."
http://www.gamefaqs.com/features/help/entry.html?cat=45
Fate would have it that I was unactive around these parts back then, so I had
no choice other than to make a new account, added to the fact that the e-mail
I used for login on GameFAQs being deleted by the service provider due to
inactivity.
No less, that out of the way, let's get it on.
This is the most comprehensible guide around for Rushing Beat Shura
(or "The Peace Keepers", as it is known overseas), the third instalment of
the beat 'em up "Rushing Beat" series. In this guide, I will try to
detailedly cover every stage of the game and also go in depth about most of
its aspects. If you are wondering, the reason I am writing a walkthrough for
Rushing Beat Shura and not Peace Keepers (keeping in mind I know very little
japanese)is that the two versions have quite a handful of differences,
including removed enemies and music. Since the game I played and loved on my
Super Nintendo days was Rushing Beat Shura and not Peace Keepers, I will,
here, cover the japanese version of the game. But if you are having trouble
with Peace Keepers, this guide will as well serve as a help for you, since
the differences between the North American and Japanese releases are listed.
I hope you find this FAQ helpful and clarifying. With no more ado, let's move
on!
2) Plot
=======
From "Peace Keepers", we're given that the DM Corporation (Douglas Motor in
the Japanese version, Deutchland Moldavia in the US release) helped the world
stand over a crisis engaged by an economical war mixing technology and
medicine, bringing prosperity back to Earth. However, the leader of DM,
Kulmbach, decides to use the new technologies to take over the world,
becoming mad with power. A few people which had their lives touched by DM's
experiments decide to take this matter in their own hands and stop Kulmbach.
The Japanese intro refers to the "Cyber Clones" and "Jeecus" (Jiikasu)
incidents, which took place in the previous Rushing Beat games. The "Cyber
Clones" were the doing of Iceman/Dieter, and "Jeecus" is seemingly a drug, that
Rushing Beat's final boss, was making use of - who's no one else than Rick and
Maria's father (cue Mark Hamil screaming). Kulmbach took advantage of these
incidents and managed to get government sanction for his experments in an
artificial island - where ironically he starts to engineer Jeecus for his own
purposes, which aren't terribly altruistic. From there, everything snowballs
into getting your characters involved and going after Kulmbach.
Regardless, the differences in this art of the plot seems not big enough as the
setup is basically the same - stop Kulmbach.
3) Game System
==============
I. THE 1P/2P GAME
-----------------
a) Overview
===========
Basically, Rushing Beat Shura is no different than other beat 'em up games.
However, it has some fresh features, such as the "Ikari (Rage) Mode", where
an enraged character can not be hit and gets stronger for a short while.
Also, the game has non-linear stages to an extent. That means that in most of
the cases you are able to go back to the beginning of a stage, unlike most
beat 'em up side-scrollers that have you stuck to each screen. Most of the
times, you will also find crossroads, and the choosen path can and will
affect your ending in the game and the stages' order. Also, all of the
characters (save one) have Termination Skills that can really save your hide
while in hard situations. But the usage of such Termination Skills is limited
that of two per continue. Speaking of which, Rushing Beat Shura has 30
continues (12 in the overseas release) for the two players to share, and no
lives: if you die, you lose a continue.
b) Options Menu
===============
2P HIT - ON / OFF (Toogles the ability of the two players to hit each other
with their own attacks in the 2P Game)
IKARI MODE - ON / OFF (Toogles the ability of the characters to go angry when
hit repeteadly in the game)
SE TEST - Test all sound effects in the game. Use "B" to play them.
SOUND TEST - Test all the musics of the game. Use "B" to play them.
SOUND MODE - Stereo / Monaural (Toogles the sound mode)
COLOR EDIT - Edit the colors and names of the characters. Neat little
feature. To input the name use Up or Down keys, and Left and Right keys to
Scroll through the name spots and the color spots. Y, X and A change the
color tones; B changes the current character.
EXIT - Self explainatory.
c) Button Layout
================
The button layout is as it follows (those are valid to all the characters):
ARROW KEYS - Move
START - Pause
Y - ATTACK / GRAB ITEM / USE ITEM
B - JUMP
X - TAUNT POSE / THROW WEAPON
A - SPECIAL MOVE (consumes health)
B, then Y - Standing flying kick
B while moving, then Y - Moving Flying kick
B, then Down + Y - Falling Attack (either Knee Kick or Buttslam)
Y + B - STRONG MOVE
X + A - Termination Skill - only two per continue
L or R - DEFENSE
TAP Right or Left twice - DASH (some characters do not dash)
Dash Attack - DASH + Y
Walk to the enemy and touch him - Grab enemy
Grab enemy frontally, then Y: Hit grabbed enemy
Grab enemy frontally, Right or Left + Y: Throw grabbed enemy
Grab enemy by behind, then Y: Backward Throw
Grab enemy, then do Left, Down/Left, Down, Down/Right, Right + Y: Ikari Throw
(Note: all arrow key commands in the Walkthrough are valid with your
character facing right. If you face left, simply invert the left and right
commands.)
d) Items
========
By destroying crates, boxes and vases, you might find items that were hidden
on these objects. Each of the items have functions that are uniform for all
the characters in the game. Below are listed the known items and their usage.
SODA CAN - Recovers a small portion of health.
LOLLIPOP - Recovers a small portion of health.
FIRST AID KID - Recovers all health.
PIPE - Used to attack enemies. Can be thrown.
KATANA - Used to attack enemies. Can be thrown.
SMALL KNIFE - Used to attack enemies. Is thrown when used. Can be thrown
once.
BIG KNIFE - Used to attack enemies. Can be thrown.
GRENADE - Used to burn enemies. Is thrown when used.
ROCK - Used to attack enemies. Is thrown when used. Can be thrown twice.
SPIKED CLUB - Used to attack enemies. Can be thrown.
SHURIKEN - Used to attack enemies. Can be thrown.
You can also carry these items to use them whenever you'd find more
convienent.
However, once you're hit carrying an item, it will fall out of your hands and
you'll need to grab it again. However, an item can fall from your gasp only
twice before disappearing, and depending on the item, falling once will make
it unusable already.
e) Traps
========
Laid through the game are some traps. Watch out for those - one of them might
not make a little difference, but once you're facing enemies along with the
traps, things get a little nasty. You can also use these traps for the
enemies to hit themselves, but they are generally smart enough to avoid them.
MINES - Blinking spots on the ground. Avoid them or you'll be burned.
ELECTRICITY - Electricity running on the ground. By touching them you'll lose
a little more health than by stepping on a mine.
MISSILES - Missiles thrown by a ship. Watch their shadows to evade them.
GRENADES - Grenades thrown by a helicopter. Evade them like with the
missiles, but this time around they are usually harder to dodge given their
speed.
PITS - By falling on them, sort of 10% of your health is lost and you choose
a place to reposition yourself.
GOLDEN VASE ("Tubo") - By destroying this rarity, you can make a boss get
considerably harder. Just ignore it.
II. THE VS GAME
---------------
The same engine that is explained above is used in this Battle Game, where up
to 4 players with help of the Multilap can fight against each other in a
battle ring. You can choose the same character another player did, and you
can also choose what kind of trap to use in the battlefield, along with
items. A pretty fun mode if you ask me.
4) Characters
=============
a. DICK
The main hero of the game, Dick looks like your average american teenager.
However, he is one of DM's experiments of a super human, and therefore can
transform into a powerful warrior when enraged. Apparently a member of some
sort of resistance militia against DM, Dick's father, Harry, is murdered by
DM's soldiers, causing the youngster to seek his revenge on DM.
Characteristics: the most balanced character, Dick has a well done mix of
strenght and speed. He can hit his enemy twice and then throw when grabbing.
To perform Dick's Ikari throw, grab the enemy by his front.
Special Move:
Rushing Uppercut - Dick runs and hits the enemy with an uppercut. Delivers
quite a lot of hits.
Techniques:
Power Up - When HP is 10% or less, hold R and press Down, Down/Right, Right +
X. *Untested by myself; acquired from gaming magazine*
Termination Skill:
Dragon Wave (ドラゴンウェーブ)
Dick summons two energy dragons that assault all the enemies on screen.
b. ELFIN
Elfin's grandfather, Barkley, was one of DM's key scientists. He rebelled
against the idea of the use of DM of the "Jeecus" drug and therefore was
murdered. Elfin, who were only a child, was kept prisioner until Harry
(apparently a leader of a resistance group) rescued her from Kulmbach's
clutches. She now vows to avenge her grandfather.
Characteristics: the best character of the game in my opinion. Elfin is the
fastest of the fighters and her strength doesn't leave much to be desired,
though her default kicking sequence is fairly weak and easy to be escaped by
the enemies. She can hit the enemy thrice in a row before throwing him away
when grabbing, and sometimes her Scissor Kick drains quite a lot of enemy
health. To peform Elfin's Ikari Throw, the enemy must be grabbed by his
front.
Special Moves:
Scissor Kick - Elfin sommersault kicks.
Techniques:
Double Jump - Press B twice.
Fallen Phoenix - Double Jump, then do Down, Down/Right, Right + Y.
Termination Skill:
Bird Storm (バードストーム)
Elfin summons a handful of Phoenixes that damage all enemies on screen.
c. KYTHRING
A man of militia or a mercenary (that is not made clear by the US release and
I couldn't translate anything out of the Japanese version), Kythring's men
once did a recon mission for DM and one of them, Bart, returned awfully
changed and blood-thirsty. Once Bart and his brother, McCoy, disappeared,
Kythring decided to investigate DM and see what was really happening.
Characteristics: Kythring is strong and a little slow, even though he can
dash. His bazooka makes him quite a handy character, though, since you can
use projectiles and attack in safe distance. To perform Kythring's Ikari
Throw, enemies must be grabbed by BEHIND. He can also hit a grabbed opponent
twice before throwing him away.
Special Move:
Spinning Clothesline - Press A to have Kythring hit any enemy in his
surroundings.
Techniques:
Bazooka - Hold X for 3 seconds or so, release it.
Termination Skill:
Assault Tiger (アサルトタイガー)
Kythring releases the spirit of an immense Tiger, damaging all visible
enemies.
d. JIMMY
A strong fighter, Jimmy had his sister, Amy, stalked by DM's men. He
protected her as long as he could, but one day she vanished, leaving only her
ribbon behind. Jimmy wears the ribbon in his arm and heads to DM willing to
rescue Amy and put an end to their plans.
Characteristics: The slowest character of the game, Jimmy can not dash, even
though he has a dash attack. However, he can hit his grabbed opponent five
times before throwing him (can be Ikari Throw). To perform his Ikari Throw,
grab the enemy by his front.
Special Moves:
Fire Breath - Jimmy breaths out some fire to hit all enemies around him.
Termination Skill:
Thunder Edge (サンダーエッジ)
Jimmy raises his arms and overwhelms the enemies with a storm of lightning.
e. RICK NORTON
Present in all Rushing Beat games, Norton appears in Shura. You can find him
either knocked out by Kulmbach's men in the Sewers or heading to rescue his
kidnapped sister from DM.
Characteristics: faster than Kythring but still a little slow and pretty
strong. Norton can hit grabbed enemies twice before throwing them away and
his Ikari Throw must be performed by grabbing the opponents by behind. Also,
he possesses no Special Moves besides the default one that takes out health,
but if that were the case he'd possiby be overpowered.
Special Moves:
Power Shock: Norton touches the ground and generates a shock wave around him.
Press A to use it.
Termination Skill:
Ikari Mode - Norton activates his Ikari mode.
f. METAL FRAME (M-FRAME)
One robot of Kulmbach's army, this M-Frame is given by rogue scientists which
betrayed DM to your group. His reasons are unknown and apparently his only
goal is to stop Kulmbach, or whatever (or whoever?) Kulmbach's cooking under
DM.
Characteristics: M-Frame can not move faster (even though he has a Dash
Attack and a slow kind of dash activated with the X button), has no Ikari
Throw or Ikari Mode, neither a Termination Skill. However, if you play his
cards right, he is an useful character since he can shoot bullets and grab
enemies easier than the rest of the crew.
Special Moves:
Dash Combo - Dashes and attacks with consecutive hits. Press A to use it.
Techniques:
Projectiles - Hold X for 3 seconds or so, release. M-Frame will shoot a
handful of bullets.
Metal Frame has no Termination Skills.
g. KULMBACH
The leader of DM, Kulmbach strives to bring the entire Earth under the
control of his army. Obese and dressed excentrically, he obviously is no good
fighter, and a treacherous man.
5. WALKTHROUGH
==============
a) Stage Overview
=================
Stage 1: Infiltration (潜入)
Things are pretty straight-forward here. Avoid the mines and defeat all the
"DAGS" outside of the complex, then get inside. Defeat the "BOB" and "DAG"
here, and if you wish, return to the beginning of the stage to meet Bild,
who'll preach some advice about Norton. If you did not return to meet Bild
(or just got back to this room), you might as well have seen you are met with
your first cross road. By going up, you will face some more DAGs and face
Bart as a boss, and by going right, you will face more DAGs and McCoy as a
boss. Each path gives you a different continuity in the story and a different
second stage. If you picked Bart, your next destination is the Sewers; if you
picked McCoy, then you're going to the Hospital.
Sewer Stage - Demon of Green (緑の悪魔)
If you picked Bart as the first boss, then after the explosion you'll find
yourself at the Sewers. Defeat the mutated scientist that becomes a "Cell"
and keep on going. Once you find a destroyed cage you can go up to get a
shortcut to meet McCoy, boss of this stage. If you keep going forward until
you see a front door, you can go down in this room to meet Norton and have
him as your new crew member. I advice doing so. After getting Norton to your
club, you can go up either by entering the cage or by the right door ? the
result will be the same. Eventually, you will face McCoy (or Bart, if you
used the shortcut on the Hospital stage to get here) and once you're through
with him, you'll be met with yet another cross road: a stair and a cave. If
you pick the stairs, you'll find yourself in the waterfalls; if you pick up
the cave, then the next stage will be the "Pirate Dock".
Hospital - Mad Devil (狂鬼)
Before getting into the hospital, Burnet will throw some lovely missiles from
his ship-o'-doom in the background. Try to use them to hit your enemies (thus
making this part easier) and get inside the hospital. If you want, however,
you can go back to the crackled streets after you reach the hospital door to
meet an open passage to the sewer stage. Take your pick. If you stay on this
stage, things will be straight-forward - just watch out for the holes, which
are not shortcuts to other paths but simply traps- and then you'll meet up
Bart, who'll be the stage boss. After you're through with him, you'll find
yourself in the Waterfalls stage, "Unseen Bonds".
Waterfalls - Unseen Bonds (見えない絆)
Your first option in the cross-roads will be a door leading up. If you don't
Go through that door but by the one guarded by the Cells, you'll find
yourself inside DM's Labs. If you do go up through the first door, you'll
once again be met with two doors in the same fashion to be choosen. If you
pick the door heading up, though, you'll meet a rogue researcher that helps
unlocking Elfin's "good" ending. One interesting point is that, depending on
the door you take to get inside DM Labs, some of the stage layout will be
changed - mainly the traps, that will switch from holes to electricity, but
aside from that, no other relevant changes are made. Either way, you'll find
yourself inside the Labs. After defeating the bunch of Dags and Bobs, your
final obstacle will be the "??????" mutation, Amy. Once she's done for,
you'll head out to the Airport stage, "Pursuit".
Airport - Pursuit (追跡)
Be on the lookout for a First Aid Kit in the bottom of the stage. Once again,
no secrets: just defeat all the enemies. After getting inside the Airship and
witnessing Kulmbach escape with Norton's sister, you'll have to destroy two
Robodata panels in 15 seconds. A tough job to handle even in two players. One
of the best way to destroy those is to pick Elfin or Jimmy and position
yourself in middle of the two computers, and keep using your Special Move
(activated with A) to destroy them. That can be easily done in 1 Player if
The characters are positioned right. If you manage destroying the computers,
you'll land in the Island (Airship path, obviously), but if you couldn't
destroy the Robodata, after the ship crashes you'll have to go through the
Streets.
Pirate Dock (パイレーツドック)
Once again, it is pretty straightforward. Defeat the two Axes at the
beginning, then avoid the falling rocks from above. After killing the Dag
guarding the door and the Axe that comes from the guarded door, you can
either go up by the door to find yourself in the Waterfalls or keep going
forward to get into the boat stage, "Steel Storm". If you choose to keep
going forward, your final challenge in the stage will be three beefed up
"Axes", called "Hunter".
In the boat - Steel Storm (鋼の嵐)
Another straightforward stage. After defeating countless Axes, Burnet will
taunt you and leave the Ship. However he left a little gift, a Metal Frame,
that has just began to sink the ship. If you manage to defeat the M-Frame in
1 minute, your next stop will be the Sakura Garden. If you can't beat the
robot, then you'll wake up in the Island.
An Uncharted Island - Boat path (地図に無い島)
After you wake up, you'll be greeted by Calsonic. Defeat him and keep going.
Once you find yourself surrounded by pits, there is a stair that sometimes
will contain the M-Frame for your team. But it seems to work randomly here.
Eventually you'll find yourself inside DM Labs, and the boss you have to face
will be none other than the "?????????" mutation, Amy. Defeat her and proceed
to the Bridge.
An Uncharted Island - Airship Path (地図に無い島)
Calsonic will do the honors once you arrive in the island. Defeat him and
follow your way. Keep your eye out for a stair that'll hold the M-Frame for
your group. By the end of the stage, you'll fight two beefed-up Cells called
"Helheim". Once they're through with, Kulmbach's men will explode the lab.
Next stop, Bridge.
Sakura Garden stage - Capitol of Evil (悪しき都)
Apparently taking place on Japan, this stage has a bug. To make sure you
don't get stuck and have to reset the game, always pick the paths heading up.
If you do so, you'll meet up with another rogue researcher that'll give you
his ID card to get inside the DM Labs. Get the ID Card and use it on
yourself. After getting through the researcher, you'll see a screen with a
restaurant of some sort. You can restore your HP there: just head up under
the second or third letters of the restaurant's banner and you're set. Now
keep heading straight until you get inside the DM Labs, and defeat "??????".
Next stage, the Dojo.
Streets - Another Revenge (もう一つの復讐)
One of the hardest stages of the game, the quantity of Deans and Axes here is
overwhelming. If you haven't gotten Norton in your party yet, he'll join you
here to save his sister. The stage is just straight-forward and your biggest
worry will be not losing too much continues to the bothersome enemies. Sooner
or later, you'll have to defeat the two "brawl brothers", Joe and Jony. Once
that's done, you'll find yourself in the Bridge.
Bridge - War (乱)
Burnet will appear again offering himself to join your team and stop
Kulmbach.
If you believe his words and don't attack him, he'll kill a rogue DM
researcher that unlocks a good ending for you. So if you're striving for the
good ending, wait for Burnet to finish speaking and knock him good. Once he's
beaten (or if you trusted him) you'll be met with a batch of Spiders, Dags,
Bobs, Eijis and Axes, alongside the helicopter in the background throwing
grenades. After some good kick-n-punch you'll meet up with the rogue
scientist or with Burnet (that now has to be defeated). Independent of which
of the two you meet, the next stop is Inside DM.
Dojo - Legend's End 伝説の終わり)
Lots of Eijis in the stage, but there are no cross-roads here - just the trap
of the Golden Vase. Once you've met the maid, walk to the elevator FROM THE
LEFT (annoying little bug here) just so you can get inside it. After cleaning
the second floor out of Ninjas, you'll be presented the Golden Tubo.
Destroying it will cause Yamaoka to get po'ed and much more harder to beat.
If you don't wish to lose at least two continues, instead of breaking the
vase, break the door beside it. Then you'll face Yamaoka "playing nice",who's
much easier. (NOTE: apparently, if you destroy the Vase, you get the 'Bad
Ending'; if you do not, you get the 'Good Ending' sequel, but I'm yet to 100%
attest this) Either way, Yamaoka's defeat leaves the path open to get Inside
DM.
Inside DM - Maddened Gear (狂った歯車)
This stage has no cross roads or subdivisions, as it is the second-to-last
stage. Just go defeating all the enemies there, no secrets. You'll meet up
with Kulmbach, that will escape and leave his minions to take care of you.
The bosses are Kira and Onido, two pretty fast Ninjas. Once they go down, they
criptically remark that you, or the world for that matter, are no match for
'Lord Velk'...
Final Stage - "Shura" (Scene of Carnage - 修羅)
Once again, straight-forward. After you finish climbing the stair, you'll
Face two Metal-Frames at once with a electrified door as a trap. After taking
care of the two Mechanic beings, destroy the Robodata in the next room to
find a First Aid Kit and head to the final battle with Kulmbach, and everybody
wants a piece of the man for their own reasons. Kulmbach'll taunt Elfin about
Barkley, whereas he'll tell Dick that Harry wasn't his true father and that's he
actually a 'prototype' he's made. Bad move, since that pisses Dick off and
activates his power mode. Kulmbach, meanwhile, is merely stalling you, wondering
why 'Velk' hasn't awakened yet. Since it seems that 'Velk' won't be showing for
a while, he decides to tackle you head on. When he goes down he's still
wondering why hasn't 'Velk' awakened, and then far too late realizes he might
have just been waiting for him to be taken out... Once Kulmbach perishes,
Velk will descend. The M-Frame will break out of its cryptic silence for the
first time and say that it has to defeat Velk, while Velk will keep referring to
Dick as a 'prototype', which continues to piss our main main off. Regardless,
now it's time to defeat him. Once that's done, enjoy the ending you got.
b) Stage Paths
==============
S Path: Beginning -> Sewers -> Pirate Dock -> Waterfalls -> Airport -> Island
(Airship Path) -> Bridge -> Inside DM -> Final Stage (9 stages)
Description: If you play your cards right and meet all researchers, you
Should be able to have all the good endings unlocked after Velk's defeat,
Including Elfin's.
A Path: Beginning -> Hospital -> Waterfalls -> Airport -> Streets ->
Bridge -> Inside DM -> Final Stage
Description: Should have everybody's good ending, except Elfin's (regardless
of believing Burnet or not).
A Path 2: Beginning -> Hospital -> Waterfalls -> Airport -> Island (Airship)
-> Bridge -> Inside DM -> Final Stage
Description: Ditto above.
A Path 3: Beginning -> Sewers -> Pirate Dock -> In the Boat -> Sakura Garden
-> Dojo -> Inside DM -> Final Stage
Description: Ditto above, but do not destroy the Golden Tubo.
B Path: Beginning -> Sewers -> Pirate Dock -> In the Boat -> Sakura Garden ->
Dojo -> Inside DM -> Final Stage
Description: Destroy the Golden Tubo. Should display the bad endings for the
characters.
B Path 2: Beginning -> Sewers -> Pirate Dock -> In the Boat -> In the Island
(boat) -> Bridge -> Inside DM -> Final Stage
Description: Let Burnet kill the scientist. Should as well unlock the bad
endings.
There are more path combinations, but these are the main ones. Making long
stories short, to unlock the good endings, try always to be successful
whenever the game imposes a challenge (i.e. defeating the M-Frame in the
boat, destroying the Robodata panels in the Airship) and meet as much rogue
researchers as possible. To unlock the bad endings, do exactly the opposite.
Enemy Guide
===========
Listed below are all the enemies you will face during the stages. An
explanation of their pattern and a mini-strategy on how to beat them is also
included.
DAG
Soldiers of DM, they wear masks and claws. Dags are quite weak and not very
dangerous, even though they can reach a considerable length with their claws.
Most of them can be beaten with a single pumelling sequel. Some defeated Dags
become Cells in some stages, so keep an eye out for their corpses- if it gets
all green, he's mutating.
BOB
The fat version of Dags, they are a little more dangerous (and lack claws).
They have a punching and kicking sequel and can grab and squash your
characters. The best way to attack them safely is to grab them in the middle
of their sequence attacks once they're resting a little before delivering the
next attacks. If you get caught by their combo, try to move free out of them;
if it doesn't work, use your Special Move to break their grasp.
SPIDER
Robotic creatures resembling Spiders (Duh). They'll move cautiously towards
your character, and if you rush toward them you might get electrified or
burned by their weapons. They can also use a rolling attack. Dashing at them
by surprise and grabbing them is one of the safest ways to beat them. They
usually come low in health as well, and, for reasons beyond my knowledge,
they've been cut off of the USA release. Hint: when playing as Elfin or
Norton, that have the Ikari Throws that throw the enemies most away from the
character, avoid throwing them out of the visible screen - it'll take quite a
while for them to walk back to you.
CELL
Amphibian-like mutations of humans, they can use electricty to attack, either
by charging their bodies with it statically or rolling in your direction.
They also release an inner mouth against your character that has considerable
length. Waste no time and get rid of them as soon as possible, and never rush
in; most of times you'll be awarded either a "kiss" or a shock, so try to
bait them.
AXE
Old-fashioned pirates, they have a pretty annoying sword swing sequence that
can not be broken with regular attacks or by moving away once you're caught.
If they begin hitting you, use your Special Move to break free. Be assured
that the damage will be less this way.
DEAN
The bane of the game. These street punks are as annoying as annoying can be.
They have devastating sequences to apply against your characters, including
grabbing punching, flying kicks AND slide attacks. If he's caught your
character with his punching sequences, immediately activate your Special Move
to break free. The best way to finish them off is to risk trying to grab them
and using the Ikari Throws, or any kind of projectiles.
EIJI
These ninjas are easier than Deans, less or more to the level of Axes. They
attack either with the palm of their hands or their sword swings (yes, that
thing that looks like hair is actually their swords). If they hit you with
the back of their hands you will fall; if they hit you with the sword swing
they'll begin a combo. If so, immediately break free with a Special Move.
Eijis are easier to be caught by your default attack sequences and grabs, so
they're no big deal after all.
c) Boss Guide
=============
Here is the boss guide. Along with a pattern to beat the bosses easily, we
also have how much life they begin with. One thing that should be noted,
though, is that the bosses have a "Grab Tolerance" the enemies don't. That
means you can not hold them forever; if you relax your grip (do not hit them
or throw them while grabbed), they'll attack you first. So you must be pretty
fast in order to hit them twice or thrice and perform the Ikari Throw. Now,
without further ado...
Bart
Lifebars: 1 and a half (Stage 1), 2 (Stage 2)
Recommended character: Dick or Elfin
To defeat Bart, run to grab him, hit him as much as your character can and
perform an Ikari Throw (should be noted this is my default procedure to any
and all enemies). He'll get up by spinning around, so have your character
dash far from him and once he lands, keep stalking him until a good
opportunity to grab him appears. Repeat the procedure. If you're caught in
his pumelling sequence, try to move out of it; if not possible, use your
Special Move to get out of it. You'll sustain less damage.
McCoy
Lifebars: 1 and a half (Stage 1), 2 (Stage 2)
Recommended character: Elfin, M-Frame or Kythring
McCoy can be a little tough, since he's hard to grab. He usually grabs you
first, and once you get up, he'll be close enough to be grabbed and be given
hits and Ikari Throws. By using Elfin or Dick against McCoy, if you have high
energy, you should not be worried: McCoy's will finish before yours do so.
However, if you're short on energy, I recommend using Elfin's Dash Attack,
since it hits the opponent 3 or 4 times and should take less time than other
Dash Attacks. Flying kicking him is also a nice idea, but be on the lookout
for the reach of his knife, which is pretty long. If all else fails, you
could give a shot at M-Frame's and Kythring's projectiles to beat him in a
safe distance.
????????
Lifebars: 1 and 40%
Recommended character: Dick or Elfin
Amy is not very hard, but you should as well watch out, because her attacks
take quite a chunk of health. Wait for her to stick her arm and once it's
safe, grab her, and proceed to take the most out of her life with Ikari
Throws. When she just swings her arm and doesn't stick it, don't try to grab
her or you'll be hit. Even your standard punching sequences should work fine
here, as she is not a hard boss.
Hunter
Lifebars: 1 and 40% each
Recommend character: Dick or Elfin
Those three are no more than hyped up Axes. Watch out for their jump swings
and once you grab one of them, do the default procedure of hitting them as
much as you can followed by an Ikari Throw. Just be on the look out for their
jumps that are dangerous, thus why you need a fast character to evade their
attacks. If you're playing with Elfin, the Fallen Phoenix attack will do
wonders if you can line up in the same side and hit them simultaneously. Just
wait for them to try to get up and use it on their heads. It'll beat even
their jump swings.
White Metal-Frame
Lifebars: 1 and 70%
Recommended character: Elfin or Dick
This guy is a little tough, since its tolerance level for grabs is very low.
If you manage to grab him, don't go dilly-dailying around: do the default
procedure to take as much health as possible out of him. Otherwise, he'll
simply shrug you off. Once he's just gotten up from being knocked down, lose
your hopes of grabbing him: he apparently has some kind of invulnerability
and will not be grabbed until he knocks you down first. If you're low on
health, you might as well begin using Flying Kicks and Dash Attacks on him,
and some of Fallen Phoenix if you're using Elfin. But remember you have only
1 minute to destroy him, so, it might not be a bad idea to let yourself be
knocked over by him a few times just so you can Ikari Throw him more
constantly and faster, or perhaps using Termination Skills to help drain his
health.
Calsonic
Lifebars: 1 full
Recommended character: Elfin, M-Frame or Kythring
Calsonic, besides being a red pallete swap of Bob, carries a gun, and that is
what should worry you. Don't stay in the same plane line he is or he's going
to nail you good with his gun. Once he's walking normally, stalk him, grab
him and beat the crap out of the thug. When he gets up, move out just so you
won't get caught by his bullet he'll shoot as soon as he can. Another
procedure is to fight fire with fire and use M-Frame's and Kythring's own
projectiles to attack Calsonic.
Helheim
Lifebars: 1 full each
Recommended character: Elfin or M-Frame / Kythring
Helheims are no different from the standard Cell enemies, except that they
can grab you and hit you three or four times in a row and that they have more
health. Grab and Ikari Throw them into oblivion as much as you can. A nice
counter-measure to attack them without risking being grabbed is using Elfin's
Fallen Phoenix or Kythring's and M-Frame's projectiles.
Joe & Jony
Lifebars: 2 and 50%
Recommended character: Elfin
The "brawl brothers" can be pretty easy. Before the fight there is a First
Aid Kit and a Soda can for you to replenish your health, so just by mixing
Some Fallen Phoenixes and Ikari Throws you should take care of them both
easily. Just keep watching your back, because sometimes they'll manage to
grab you first and unleash some devastating combinations.
Burnet
Lifebars: 1 and 60%
Recommended character: Kythring
Burnet is a royal pain in the ass. He'll just keep spinning around like the
rebel nun from 'The Sound of Music', and you can't grab him that way. Your
best bet is to keep a safe distance and punch the air until you hit Burnet
with your punching sequel (even though sometimes he breaks your combo and
ends up hitting you). Norton's attacks seem to be the most fit for the job,
and you can also try using M-Frame's sequential bullets to hit him. But
M-Frame's lack of speed makes him an easy target for Burnet. Elfin's Fallen
Phoenix is too much random to be used as a safe bet against Burnet, because
sometimes it will break his defense, and other times your defense is the one
that'll be broken. So what's the answer? Kythring, since he still uses
projectiles and is far faster than M-Frame. Otherwise, you can say you'll
spend at least one continue on this "fellow". One thing: if you see the
chance to grab him (you just got up and the aiming angle to grab him seems to
work), for the love of God, DO IT.
Yamaoka
Lifebars: 2 (Normal Mode), 3 and 30% (Ikari Mode)
Recommended character: Elfin or Dick
Yamaoka will be just yet another boss in his normal mode (if you don't
Destroy the Golden Tubo), pretty easy to beat. Just wait for him to start
walking and then dash to him, grab him and Ikari Throw his ass. Watch out for
his Ikari Rush, though, as you'll be thrown away as soon as he touches you
while blinking red. Keep an eye out for his Lightning Balls as well; if he
stops somewhere in the left portion of the screen and begins doing kicking
sequences, he'll begin to throw these constantly. Rush to him evading the
projectiles and grab and throw him. Now, if he's on Ikari Mode, forget about
Ikari Throwing him unless you're in Ikari Mode yourself. He has absurdly
large health (as much as the last boss, Velk, does) and won't walk around
normally, but be on PERMANENT Ikari Rush mode! In other words, when he's not
firing Lightning Balls, he's untouchable. Once he begins throwing Lightning
Balls, grab him and hit him as much as your character can and throw him
normally (his tolerance for Ikari Throws in Ikari Mode is so low, he won't
let you perform the command and he'll throw you first!). This form of his is
way harder and you'd better wish your luck is up to helping you. As a side
note, your character's Termination Skill won't do any effect on him if he's
throwing Lightning Balls, regardless if he's on Ikari Mode or not.
Kira & Onido
Lifebars: 1 and a half, each
Recommend character: Elfin, Dick
Right at the beginning of the battle, Kira will dash towards you while Onido
jumps like a rabid monkey around. That is their pattern: Kira is the one who
trusts the sword the most and throws Shurikens, and Onido's the one jumping
around. Evade the sword trust and grab Kira, just don't stay in front of him
freely - he can hit you with a Shuriken, so be fast. Throw him down and when
he gets up, escape to up or down - it doesn?Lt really matter -, but don't stay
in the same plane line he is; he'll attack with sword trust as soon as he
gets up (Onido does the same once he's knocked down and gets up). If any of
them teleports, never stand in front of them, because they'll once again do a
sword trust. Usually, Kira is the first to die, leaving Onido to be taken
care of - which should be rather easy, since all he does is jump around.
Either way, with one of them down, the remaining one should be easy.
Blue & Gold Metal-Frames
Lifebars: 1 and 70%, each
Recommended character: Elfin, Norton or M-Frame/Kythring
The same strategy that worked on the Silver Metal-Frame can be applied here,
but now you're facing two of them, so things may get a little nastier to you.
Playing as Elfin, one of the best strategies still is to use the default
grabbing procedure and let them knock you over to be able to grab them again.
But, if you want to preserve health, might as well use some Dash Attacks and
flying kicks on them. Playing as Norton, the flying kicks should do great.
Dash in their direction and then attack. Repeat the pattern until they're
dead, and watch out for their bullets. If you want, fighting fire with fire
again is valid (using your M-Frame's or Kythring's bullets).
Kulmbach
Lifebar: 1 full
Recommended character: Dick
Kulmbach's a pussy and beating him couldn't be easier. Any character will do
just fine to put an end to him, but, if you reach Kulmbach's chamber with
Dick, he'll automatically enter his "Power" mode, making Kulmbach EVEN
easier. Firstly, Kulmbach will try to attack you with a sword. Hit him once
to make him lose the sword. He will, then, begin to throw grenades and try
desperate kicks. Wait for the right time to grab him and take as much health
out as possible. Stay away when he gets up, for he'll throw a grenade ? and
sometimes be stupid enough to dash into it's flames. But, if you're using
angry Dick, just punch his ass to a better place over and over.
Velk
Lifebars: 3 and 30%
Recommended character: Elfin, Dick or Norton
There we are, the final challenge. Velk's not very tough: he doesn't have any
grab tolerance and doesn't use projectiles. However, if he does manage to hit
you, a lot of health will go down the drain. To defeat him easily, evade his
attacks and once it's safe to grab him, do so and finish it with a Ikari
Throw. Now, walk up to him before he gets up and simply move up (or down,
depending on the situation). Velk will punch the air leaving a wave of
energy. Wait for the wave to dissipate, walk to him, and throw him away. Keep
looping the pattern. When he open his arms, watch out: he'll use his own
Dragon Wave, that works in the same fashion as Dick's. Once you see him do
this pose, wait around 1 second (MOST) and hold L or R to defend yourself (if
you defend as immediately as he does the pose, you'll end up hit by the
attack, that takes ?eonly' 60% of your character's energy away). Just so you
know, your Termination Skills make no effect on him, making Norton's
Termination Skill the most (and only) useful one in this battle. M-Frame's
and Kythring's projectiles work on him, but it's hard as hell to get the
correct timing for it (most of Velk's attacks make him invicible to
the bullets), making this option a little useless. Also, you need some speed
to evade Velk's Dash Attack he constantly will do, so playing as Jimmy gets a
little harder in this battle. Use above's pattern and some of your intuition,
though, and Velk will be history in no time.
6) Endings
==========
Once Velk's beaten, you'll have one of two ending sequences to start; the
"good" ending, or the "bad" ending. What triggers the acquiring of these
endings is listed in "Stage Paths" and "Stage Overview". Summing it up again,
to get the "Good" Endings, do everything correctly, meeting as much
researchers as possible, and not letting Burnet fool you in the Bridge stage
or not destroying Yamaoka's Golden Tubo in the Dojo stage. Doing exactly the
opposite, you should be presented the "Bad" Ending scene.
Opening "Good" Ending Sequel - McCoy, Amy, Maria and a DM researcher appear.
An upbeat music plays. The characters meet their respective comrades and the
story gets concluded. A letter from Maria will scroll up while a mugshot of
her is shown and memories of the characters scroll behind her. After that,
the "good" ending of your character(s) will take place.
Opening "Bad" Ending Sequel - All the characters stand in the place of the
final battle as the snow begins to fall. Dick kneels beside Velk's body and
reflects on what happened, then he stands up. After that, the "bad" ending of
your character(s) appear.
The Character Endings
---------------------
DICK
"Good" Ending: In his "power" form, Dick shakes hands with Norton. According
to "Peace Keepers", he asks of him to be trained, and Norton agrees. This
ending is obviously only accessible if Norton is in your group.
"Bad" Ending: Dick decides to leave, perhaps because of the threat his
potential is, as memories of Harry and his fight with Velk flash on his mind.
They ruined this ending in "Peace Keepers", as the scenario is quite serious
and they added some sort of nonsense poem as the text.
ELFIN
"Good" Ending: Elfin becomes a scientist and tries to revert Dick's mutation.
(Seems not to be activated unless you do the S Path for the stages. Refer for
"Stage Paths" for more info)
"Bad" Ending: Elfin joins with Wendy from Rushing Beat 2 (who apparently dyed
her hair brown) and they form a Dojo (or at least begin to practice
together). In "Peace Keepers", they say they form a "succesful musical band"
(fun coreography, huh? One kicking the other).
KYTHRING
"Good" Ending: Kythring and McCoy decide to get back on business, but not by
working under any Militia, but by themselves. The US release preaches their
team should be called "the Z Team". Zzzzz...
"Bad" Ending: Kythring reflects on the fight as a picture of his face wounded
is shown. In "Peace Keepers" they simply say "The game is over. Shoo. Go
away" or something like that.
JIMMY
"Good" Ending: Jimmy opens a Restaurant and Amy apparently works as a
receptionist on it. The North American release claims he opened a videogame
industry that produced "fighting games a lot like this one, but with better
art".
"Bad" Ending: Jimmy breaks down and mourns the loss of Amy. "Peace Keepers"
says he becomes a hermit that left drawings in the caves he inhabited.
NORTON
"Good" Ending (?): Norton returns home and is greeted by the Rushing Beat 2
cast and his sister Maria. The American version text says that Norton's about
to teach his students how to fight.
"Bad" Ending: Norton stands by a grave with a flower bouquet, reflecting on
what happened. Whose grave is that I have no idea.
M-FRAME
Good Ending: The M-Frame becomes a robot aiding in construction and the
likes. You can only get this ending if you're playing in 2-Player Mode.
"Bad" Ending (?): After defeating Velk, the Metal-Frame is deactivated (or
deactivates self?). The North American release says that before he is
deactivated, he changed his name to Marvin and felt very depressed. Alright
then.
7. Special Codes, Hints and Secrets
===================================
Begin the game with all characters: boot the game up with L, R and A buttons
i Joystick 1 pressed and keep holding them. When you start the 1P or 2P Game,
you'll notice Norton and M-Frame are available from stage 1!
Temporary Invincibility: Once you grab an enemy, you're invincible to ANY and
ALL exterior attacks! It really comes in handy if you're in a area full of
traps and projectiles, such as fighting the two M-Frames or the stages where
Missiles and Grenades are sent against you.
Additional tips recently sent by Troy Woo concerning hidden skills for Jimmy:
"Double grab: If aimed properly, it is possible to grab 2 enemies at the same
time, but as you grope them, only one receives damage. If you do a throw,
only one will receive damage while the other gets loose and knocked down by
the thrown body.
Chain grab: when you grab one enemy, walk toward another one and perform a
throw (Ikari or normal) using B+Y (the power move) without releasing the
direction button. This performs an animation cancel and immediately grabs the
second enemy, while the first one receives the proper damage. This is
specially sweet when you are performing an Ikari Throw.
Emergency grab: When you receive a combo attack, try your best to perform
a grab by pressing front and repeatedly hitting B+Y. If you are in the
correct line of attack, you will stop the attack and grab your opponent.
Otherwise, you fail and get beaten down. This is especially necessary when
fighting the two ninjas and the final boss.
http://www.youtube.com/watch?v=YdtKDCWibGg
With this secret move, you can easily grab any boss from the front, except
for the mutant (its arm is too long)."
Many thanks to Troy for the contribution. Be sure to check out the Youtube
Videos he has up for a better understanding of how these grab techniques
work!
8. Version Differences and Localization Info
============================================
a.) Version Differences
There are countless differences from "Rushing Beat Shura" to "Peace Keepers".
Besides the obvious changes (title screen, etc), the game suffered many
adaptations, that mostly make you not take (or play) it seriously.
What mainly suffered were the music and the storyline, that both were
Shredded to pieces.
Jaleco of USA removed most of the BGMs leaving four or five around and
replaced the rest with "ambient noise", perhaps for you to feel "inside the
game" while you play. Needless to say, this works as much as your elder
grandfather playing soccer against Fifa's dream team by himself, and the BG
FX will mostly get in your nerves if anything. Even the BGMs will get in your
nerves, since it's almost always the same one playing constantly in every
single stage.
As for the storyline, they mutilated lots of the character's lines. Each of
the characters would have his/her own reaction against a given situation,
but, in the US release, they just added "generic lines" that any of the
characters could spout at the given scenario. In that subject, many story
elements also went down drain, like the kidnapping of Norton's sister (she
magically pops up at the Good Ending out of nowhere, per say), a girl in the
"brawl brothers" stage and some maid in Yamaoka's Dojo that talks to you (in
the American release, she is limited to yelling "Aaaaah!!!"). They also cut
all of Kulmbach's interludes once you clear a stage (except the one where he
frees the M-Frames, but that's not like a big loss, except for the ones that
introduce Maria Norton).
Not happy with butchering the storyline, they also made most of the
"translated" (adapted, actually) lines simply ridiculous. For an instance,
When you meet Bild in the first stage, he talks about Norton in the Japanese
version. In the US release, he says "I'm sorry I couldn't help with DM, but I
was busy writing my new autobiography". Weee.
If that wasn't enough, they also removed the "Spider" enemies for apparently
no reason at all, and changed the main character's names (that were
"American-ish" enough to me if you ask), and some of the changes were simply
Ridiculous (PROKOP? What's that, an onomatopoeia?). They also replaced all of
the character drawn mugshots (that were no work of art, anyway) with
digitized pictures of people cosplaying the characters (sans Yamaoka and
M-Frame's, that were kept as drawings). Even though some of them seem to work
fine (such as Harry's), most of them are simply zany (like kid Elfin's).
Continues were numbered down to 12 (if you know how to do Ikari Throws and is
a veteran in the game that'll be no problem, but most novices to it might
suffer a little). The Color Edit mode in the Options Menu's been limited, and
you can't edit the character's name if you wish to. Speaking of colors, they
made Kythring and Bild black.
Last but not least, they also changed all of the Termination Skills. Instead
of a Dragon Wave, Dick - or Flynn - releases choppy animated electric bolts
in the screen, "Echo" shouts a loud "YAAAAA-AY", "Al" spins his arms creating
(choppy animated, mind you) a hurricane, and "Prokop" causes an earthquake.
For those trying to use this guide for Peace Keepers, here goes a table for
the name-changes applied from the Japanese to the N.A. release. The japanese
titles there are still tentative translations, but nothing that should be
glaringly innacurate, IMO. Regardless, if anything's off, please let me know.
JAPANESE NAMES | WESTERN NAMES
=============================================================================
CHARACTERS, BOSSES, ITEMS
-----------------------------------------------------------------------------
Dick | Flynn
Elfin | Echo
Kythring | Al
Jimmy | Prokop
M-Frame | Orbot
Barkley (Elfin's grandfather) | Hawking (Echo's grandfather)
Dag | Fnord
Bob | Squash
Cell | Mutant
Axe | Blade
Dean | Baki
Eiji | Hissatsu
Bart | Connor
McCoy | Jesse
Hunter | Thirdon
Joe & Jony | Kuchek & Gor
Calsonic | Cronus
Helheim | Mutant 1
Burnet | Dervish
Kulmbach Lawrencium | Trip Iago
Velk | Tybalt
Douglas Motor Corporation | Deutchland Moldavia Corporation
Tomy | Rock
Tubo | Vase
=============================================================================
STAGES
-----------------------------------------------------------------------------
Infiltration | Now it Begins
Demon of Green | Stalag 17
Mad Devil | Roy D. Tutto Hospital
Unseen Bonds | MacLeod Falls
Pursuit | Alan Bradley Airport
Pirate Dock | Agrajag Cavern
Steel Storm | The Crazy Horse
Uncharted Island | Ozymandias Island
Another Revenge | Snake Pliskin Ave.
Capitol of Evil | Sukiyaki Lenne
War | Queen of Cups Bridge
Legend's End | Musashi Plaza
Maddened Gear | Deutchland Moldavia
"Shura" (Scene of Carnage) | "Abandon all hope, ye who enter here!"
b.) Localization Info
In April 06, 2009, I got the following e-mail from Joe Sislow, a man from the
gaming industry, concerning Peace Keepers, which helps put some of the
changes in perspective. I'll print it here so the side handling the
localization has its say as well; I figure that is only fair.
Joe Sislow wrote:
"Well, I know you wrote this a long time ago, but I thought I'd chime in
a bit.
I worked for Jaleco as a product manager when The Peacekeepers was
released in the US. If you're interested in more information about the
changes/background/etc. (and this is still your valid e-mail), drop me a
line and I'd be happy to talk to you about it.
For example: the internationalization of all of the games was done for
every one of the Rushing Beat games, so we stuck with the trend. In
addition, the US market was considered far secondary, so we were never,
EVER, able to get any accurate translations of the Japanese storylines.
There were no text dumps we could get, and it wasn't until I worked on
The Ignition Factor that I got them to even spring for some translation.
As a result, we (well, to be more specific, *I*) winged most of it. To
wit: Prokop was named for Jim Prokop, a tech who worked at the coin-op
side of the company. We used his name, once again, because we had
always changed the names from the Japanese versions, and we were
instructed to do so by management on both sides.
Anyway, again, if you have more questions or would like to incorporate
any of this into your FAQ, I'd be happy to help."
Unfortunately, Joe hasn't gotten back to me on that yet, but if he does, I'll
gladly incorporate whichever input he has to offer as far as the localization
documentation goes. I'd like to most sincerely thank him, no less, from
taking his time to discuss the localization matters with a person who's
written a lonely FAQ concerning it.
9. Special Thanks
=================
I'd like to thank all people who have e-mailed ever since the guide was put
up in 2003 to this day, showing the game's still cherished by many.
Unfortunately as the e-mail had some periodic cleansing I only have names as
far as 2006 preserved, but a shout out to Glenn Stubberfield, Thiago Cianci,
Brandon de La Cruz, "Crude Buster", Jesse Long, Tony Indrawan, Joe Sislow,
Wenceslao G, and Troy Woo. I'm glad to know people appreciated the FAQ
enough.
Ironically enough as well, I had figured things like M. Frame's good ending
being unlocked but never bothered to upload an updated version of the guide
to GameFAQs, an issue remedied now. No less, many thanks to all the readers
who submitted their mail. You guys are the reason the guide was written in
the first place.
Also, many thanks for Gotchi's Voyage webpage for featuring the kanji for the
stages transcribed and handy, just waiting for translation. Give the site's
Rushing Beat shrine a visit!
http://www10.plala.or.jp/gotchi/beat.html
10. FAQ Version History
=======================
0.01 - Initial release.
0.02 - Corrected many katakana mispellings and transliterations, added in the
Kanji and tentative translations for the original stage names as well as the
katakana for each character's "Termination Skill". Changed the terminology
for "Super Attack" to "Termination Skill" as well, which seems to be the norm
with japanese sources covering the game. Added Troy Woo's contribution
regarding Jimmy's grabbing techniques, Joe Sislow's input about the
localization proccess, and how to unlock M-Frame's good ending as well.
1.30 ? well, sticking to decimals wasn't going to get us nowhere. The previous
file was encoded as an 'Unicode' document, so it garbled a lot of browsers
upon viewing. It's now shifted to Shift-JIS, so you should be able to view it
just fine if you happen to have japanese characters installed in your PC,
without having to change browser codification. For the FAQ, overall, the
garbles caused by UTF-8 were fixed and some translations pertaining to some
differences between the Japanese and English versions have been added.
11. Afterword and Contact Info
==============================
Thanks for reading through the Rushing Beat Shura FAQ. This has been my first
walkthrough and I hope you all find it useful and that it adds to your fun in
the game. I never thought I'd be writing a FAQ for a game that just turned
10 in the year I wrote it - and that I'd get back to it 7 years later. :]
If there is anything that displeased you or you have any hints/info to share
or simply wants to comment on what a great/lousy guide I've made, feel free
to contact me. Below follows the contact info:
E-mail: rodrigoshin at hotmail.com
Please put "Rushing Beat Shura FAQ" in the Subject line, as I receive massive
doses of Spam daily and mostly erases any single unknown e-mail that arrives
(such as the ones with the subject saying "hi" or "wassup", which are mostly
pr0n spam). I'll try to reply to any e-mails as soon as possible, and will
also put any sent contributions (if relevant and useful, of course) ASAP. So,
if you have something to say... don't delay it! Drop me a line!
-END OF FILE-