[GRIT][Spoof]GRIT: The Arcade Game Review and Jingai Kanzaki movelist (1/2) (was Re: [GRIT] Video Gaming [non-continuity]) Author: maramala Date: 1999/05/27 Forum: rec.arts.anime.misc GRIT The Arcade Game v1.1 (GRIT:TAG) Location Test and Movelist: Jingai Kanzaki Report by Skribulous Summer 199X Warning: This document is NOT for sale nor for any profit purpose whatsoever. Therefore, you may do whatever you wish with the contents of this report, (this includes emulation and/or religious worship) as long as proper credit is given to the author D' Fat Dragon Scribe . Got that? Good. Author's Note: I knew something like this is bound to happen. I just knew it. ^_^ Anyway, I wrote this report up right after playing GRIT:TAG (that's what Stahlcom is calling the game), and I really ENOJYED IT! The game ROCKS! WOOO!!!... Ahem. Excuse me. ^_^;;; So, I decided to make this document so that those interested could find out about this HOT NEW arcade game. I really recommend it! Introduction: I first heard of GRIT:TAG a few days ago, while I was busy in my Lair , when Nezumi-chan dropped by for a visit. She excitedly told me about this new arcade game taking Japan by storm. Being a staunch KOF fan, I was skeptical of her raving enthusiasm, initially dismissing the game as yet another SF clone. In fact, the way she described the intense gameplay had me thinking Rival Schools ripoff. (Note: No offense to the Capcom game, which is a really good fighting game as well.) It was the title that stopped me. Cold. "WHAT!?! GRIT The Arcade Game!?! Why wasn't I TOLD of THIS?!?" I bellowed out with a roar that could scare the vilest and blackest of hearts, and perhaps even small animals and little children. Of course, Nezumi being Nezumi, she was pretty immune to my berzerker moods and scare tactics. She convinced me to go to take time off from renovating the Lair and go to the arcades in Osaka on the coming weekend. I agreed to spring for her and any friends she would bring along. My injured foot was healing up nicely in the meantime, so by D-day I was able to get to the meeting spot almost without any incident. (Let me tell you, the trains are really hell in early morning rush hour... but that's another story. ^_^) Imagine the shock I had on seeing the crowd assembled in the area. Thankfully, the people weren't with Nezumi-chan, but were also waiting for "GRITlandia" to open. Crazy name for an arcade establishment, I know. Well, Nezumi-chan finally arrived a few minutes after I did with her friends (Lisa, Jay, Kiwi, Kurumi, Natsume, Reppu, Megumi... and more coming on the way... ) and wearing a long face. It seems that Jingai-san begged off going to the arcades, saying something about mastering the "Imperial Techs" or something like that. The mood was quickly banished, as the store FINALLY opened. We poured in along with the horde (Nezumi practically skipped while I merely half-hobbled, half-limped) and soon scattered all around the place. It was then... I saw IT. GRIT. The Arcade Game. A reality. I fell in love with it almost immediately. Yes, it was cool. There were six machines on, and miraculously, two were unoccupied due to the fact that we came early. Nezumi immediately pounced on one, and went playing, using a token she bought earlier. I shook my head in resignation and watched the Trio (that's Nezumi, Kiwi, and Megumi) go at it, taking turns on the machine, Kiwi occasionally switching turns with Reppu. Lisa and Jay were on the other arcade machine, with the Tendo (Natsume and Kurumi) sisters looking on with some interest. After a while, Nezumi reminded me of my "deal", and sighing, I went off to get some tokens. No, make that A LOT of tokens. Especially since when I got back, the others have arrived, Ro and Ryuji, Shelley and Arashi, Yohann, Seiichiro, Vince, Erick, Sumire... after Yuri, I lost count and gave up. Even Tora and Tegan came by for a short while, although it took some active prodding by Tora to convince Tegan to stay awhile for a few rounds, after which she consecutively pummeled all comers with her Ranma/Ryouga partner combo. The high point was when she took on Tora's Tsurugi/Al-X team where she practically mopped the floor using, of all things, the helper character alone (herself, of course ^_^). All in all, we had a fun time. That day dispelled all my doubts on this game. I even get to play a few rounds too. My only regret? I shouldn't have had agreed to Nezumi inviting almost nearly EVERYONE in Nerima.... ;_; Comments: Gameplay - is exactly like the recent Capcom games. If you've played the SFvs. series, you know how to play GRIT:TAG. The controls are pretty intuitive, so it's pretty easy to learn pulling off CINEMATIC Attacks and TRADENARK Specials. On the negative side, most of the characters have virtually the same controller motions. Now this is not a bad thing actually, it's just that sometimes you would want variety with your game, or else get bored quickly. Graphics - you got to see to believe, the graphics are an incredibly beautiful mix of CGI and anime art. The artists went all out in capturing a blend of realism while looking as cinematically cool as possible. And they pulled it off so well, that sometimes I almost thought I was watching a live broadcast of GRITVision instead of a 2D pixellated display. The backgrounds are pretty varied and somewhat complete, although not exactly as realistic in detail as the foreground and characters themselves. Then again, I'm trying hard to find any negative things on the video game. Sound/Music - pretty much like your usual arcade fighting game. Which means that although there are sequences you wouldn't want to miss, most of the time you wouldn't even notice the presence of the pulse-pounding soundtrack, so engrossed are you in pummeling the daylights out of your opponent. One BGM not to be missed is Kappa's funky opening theme, the catchy j-pop BGM of Kiwi's theme, or Mist's ominous BGM theme. For special effects, most of the shouts the characters make sounded suspiciously like they were actual recordings and not done by voice-actors. That could border infringement, but I'm just being paranoid. Characters - number the most in any fighting game I have known. I found out later that the machines we were playing were version 1.1, said to be an immense improvement over the first release. Unlike 1.0 which has about 50 total characters (including hidden characters AND helpers), the second release has over 40 of the characters PLAYABLE at the start, and rumored to have 90(!) total characters (including hidden characters AND helpers). This does NOT include duplicates (certain characters having hidden versions, helpers as playable characters, characters as helpers, etc.). The numbers alone would make you dizzy. AI - after hearing me out raving over GRIT:TAG, you might think that this is an easy game to beat. NOT! In the whole day at the arcade, watching six machines playing different games, I have seen only FOUR people beat the game! One was this little boy from Osaka ("Kids these days...") using Mist/Tsurugi, Jay who was using himself and Kaasha, a third was this teener (really good girl too, in more than one way) playing Ranma/Blade... and Nezumi*. And save for Nezumi-chan's game, they did it at a cost of innumerable continues. And in Nezumi-chan's case, I guess I know now where her savings has been going recently... I wonder if whoever programmed the AI based them off the real thing, by studying real combat data from actual fights... *Nezumi also stumbled on a hidden ending... check out Jingai's movelist below for details. Tokens - THREE TOKENS PER GAME!!! WHAT THE HFIL!?! THIS IS HIGHWAY ROBBERY... Oh, wait, it's GRIT:TAG. Who cares?!? I'm playing!!! ^o^ A quick note on the new terms used in GRIT:TAG - MADM = Martial Artist Death Machine, the playable characters used in the game. PS = or Participating Spectators, also known as helper characters in the previous games. Basically the Non-combatants of GRIT that have unique and oftentimes useful abilities, usually a special attack but occasionally something else. TEAMWORK Attack = what a MADM uses when he is the on reserve and the active player calls for a TEAMWORK Attack (called COMBINATION Attack in previous games). Most of the time, the TEAMWORK attack is only one of the Supers, but certain pairs can perform a TEAMWORK attack unique for the two of them (the Al-X/Ueki pair, for instance; as long as both are still conscious and the meter is charged, they can call for a PACK ATTACK TEAMWORK Attack). CINEMATIC Attack = sometimes, certain Supers, when performed in a certain way, or when certain requirements are met, cause the screen to "split" into a cinematic display, showing closeups of the MADM doing the attack. Not really different from the usual Supers, (although sudden the change in viewpoint can be distracting to players) but the attack, if it hits, registers as a CINEMATIC Attack. I once saw a "fireball" fight turn DBZ when the players inavertedly triggered the CINEMATIC Attack routine, the shots of Ranma and Ryouga charging up and blasting each other silly was really cool. TRADEMARK Special = Stahlcom's attempt of a MK fatality feature, this one instead allowing the player to perform their characters' most powerful attack when certain conditions are met, REGARDLESS of the power meter. This usually happens when the opponent is using his last character, and the character is stunned. GUIDE: Since I haven't played GRIT:TAG v1.0, I couldn't confirm all of the changes of each version, so I'll only put down the stuff I've heard. I especially overheard Ro grumbling about his character's mimicry being toned down in this game. Anyway, here are the characters that I can remember in this game, along with some comments of mine: MADMs (playable characters): Jo, Jacen, Jei - I didn't play the Heavensruns, although I admit that plenty of people choose them for their being basically shotoclone variants. Jacen is also a Magic Knight, otherwise his moves are similar to his "siblings". See UNCOVERED, below, on info on the Magic Knights. Ranma - as Tegan superbly demonstrated, Ranma is THE MAN. At first he doesn't seem to be anywhere as powerful as most of the other MADMs, but don't be fooled: Ranma has INCREDIBLE recovery, immediately bouncing back from anything faster than almost anyone else's. This feat is only matched by Jingai, who has almost, but not quite, the same recovery rate. (See below.) Plus, all his moves are comboable from almost anything else he can dish out, which includes Supers and command attacks. BTW, although I used the masculine term, you may select Ranma in her female (cursed) form (Press and hold Start when selecting Ranma). The same applies to certain other characters. Tsurugi - I took one look at this guy, and the first thing that came into my mind was "Omega Rugal". Yes, Tsu's that powerful. Strangely enough, I've seen players (including myself) having trouble using Tsurugi against the computer. Seems that the AI knows best how to beat him. No surprise there, since otherwise the computer plays the Lord of KnK pretty well. Al-X - He's the character with the most weird button combinations, so I didn't pick him after one look at the movelist sticker. I also noticed very few people playing Al-X. However, those who do use him are VERY good, using the oddly-made specials to dominate. Or mostly to pair him off with Ueki for the TEAMWORK Attack. Ueki - or U-chan, whichever you prefer. Although the screen says Ueki, the sticker on the side of the arcade console read "U-chan". Go figure. She has a really nasty TEAMWORK Attack when paired with Al-X, not to mention that she's also a Magic Knight. Ukkyo - at first, this MADM looks a lot like Ueki, and in many ways they are similar, but they are totally different, Ukkyo being a little stronger to compensate her having relatively fewer moves. Resourceful and skilled players can hold their own with her, being one of the few characters with an unblockable NON-SUPER Move with her Big-Ass Spatula (yes, this is not a typo). Amy, Vince - no idea, but I've heard that they have this "Iaido" Super that's really FAST and nearly unblockable. However, I didn't see anyone play them at the time, and I didn't pick them when my turn came up. Tarou - This guy is power, unfortunately, Tarou doesn't have any distance attack. My advice using him is to keep close, and use his parry moves frequently since your opponent cannot block his counters, and use his superior speed to press on the attack. Keep as far away as possible when fighting him, not letting the MADM get any closer while using the gap to your outmost advantage. Blade - Think Tarou, but with three obvious differences: 1) Slower; 2) Has more variety of attacks, including ki-blasts; and 3) Tarou smirks and chuckles, while Blade openly frowns and growls, as if out for revenge or something... Tactics used by and against Tarou do not apply to Blade, who just plainly dominates when played right. No wonder the computer AI uses him a lot, which I personally experienced. ;_; Akemi - a lot of beginners (and a few vets, I'm sad to say) pick Akemi as one of their two characters. She's pretty strong and tough, but that's about it. All her moves are no-brainers. I wish I could advise ki-blasting her out of existence, but all energy-based projectiles (which comprise about 92% of the MADMs' distance attacks) deal minimum damage against her. Ticking her to death only charges up her super meter WAY too fast, and her Supers go through projectiles. And moving in close only opens you up for a SMITE! attack with her Big-Ass Sword of Incredible Reach. Painful. She's a bit on the slow side, though, which is the only advantage you may have against her. I hate to fight this girl. Steve, Ann - the two are pretty similar, and I've seen many players use them... but somehow I haven't seen anyone reach the final levels with either of the two... yet. While Steve has power and variety of specials, Ann trades them for speed and versatility in her moves. Stark - a really good MADM to use, easy for starting players to pick up, due to the fact that his moves mirror certain popular characters in fighting games. Use his sword a lot... And don't follow the suggestion of NOT using the Diver Punch. Although a total idiot will be the only one that gets hit by it, the total idiot also takes about 30% of the life bar FROM A NON-SUPER MOVE! And sometimes even vets will never believe you would actually use it. ^_^ A lot of players really get embarrassed when they fall for the fake-out jumping contests... Now if only Stark doesn't "auto-taunt" whenever he hits his opponent with the Diver Punch... ^_^ There's also a rumor of an "Evil Stark" that's a hidden character. Kappa - has a really cool BGM. I don't know how to use him effectively, though, but I saw a lot of players play "fireball" matches using Kappa, with his almost-insane priority projectile moves. Not to mention that really funky "Anything-Goes Dance Step of Certain Doom" Autocombo Super, which usually turns into a CINEMATIC Attack for an overload in coolness. Just don't let him use that other Super Move that makes him break out into song... your opponent's player might just punch YOU in the face for it. Jay, Kaasha - someone better start explaining to me how these two MADMs are so damn imbalanced. Not that I'm complaining, you see. ^_^ I watched Jay use himself, (and finish the game at the end of the day) and I was left wondering two things: 1) Why is it that there are fewer players using them; and 2) How come Jay isn't as powerful in GRIT continuity? Kaasha's pretty strong, too, with their non-existing lag of their specials, which helps a lot since they're some of the few characters in the game with charge moves. Kiwi - many players fall for the character with a lot of Supers, and Kiwi is no exception. At first, the player would get psyched up with all the powerful moves at their fingertips, only to get their hopes dashed when they find out her weakness; the gawdawful LAG with all her specials (her best attacks usually take over TWO SECONDS start-up?). The quick recovery isn't worth the trouble getting snuffed before you can perform the moves in the first place. To be blunt, she is pretty mediocre, play-wise. Would you believe even NEZUMI (the game character, not the player) plays better than Kiwi, with her comboable moves, which includes her single ki-blasts of instant recovery and an unlisted Super that consists of little ki-blasts peppering the opponent? (See UNCOVERED.) That'll make the novelty of the sideshow make up for the crappy main event. I guess I was disappointed, since I expected her to have a mimicry power similar to Jingai and Ro's, and not the lousy moves she has now. Yuri - another power character. Plays a lot like Akemi, although with a different movelist. She moves faster than most other power MADMs, but strangely cannot do chain combos. Has parry specials like Tarou's (but less damaging) to make up for it, though. Didn't get the chance to play with her, although I would have, since she looks really... interesting. Maybe next time. No wonder Kiwi loses to her (most of the time, that is. Mist - now this is one power character with moves that you can actually use. If you want to know the latest heir to the Shotoclone throne, look at this MADM, play with this MADM, ask his legions of players questions, and you will see how fighting game powers are meant to be (ab)used. Not for beginners, since most of his moves have similar motions with each other, it can be so very easy to make mistakes, which would border on frustrating. He can be snuffed by high-priority counters, though. Jingai - My eyebrows twitched at the sight of MY character in an arcade game, THAT I WASN'T AWARE OF. Someone out there is going to pay... Then when I tried him out... IT WAS COOL! Incredible, almost all of my concepts of Jingai-san was in the video game. This worried me somewhat, since how could the creators manage to accurately represent someone who is not exactly open to people? Nezumi laughed out loudly at my comment, then pointed out Ryuu Kumon to me. Oh. I proceeded to haul ass with Jingai/Ryuu. A more detailed description of Jingai Kanzaki is in the last part of this report. Ryuu - Ahh... Ryuu-kun... what a pleasant surprise it is to see you. Yeah, I really liked this MADM, although his game debut in Battle Renaissance was a bit... short. However, the GRIT:TAG version was an altogether enjoyable experience. Some may say he looks more like a Rolento trainee, what with the military-style fatigues, multihits and rope moves, but Ryuu is an very different character. The movelist sticker only showed one Super, but I am sure that he actually has plenty of other Supers, all of them unrevealed for now. Having crappy standard attacks is the weakness Ryuu cannot afford, so go ahead and fight using command attacks and specials. Scott - and if you think Akemi was irritating enough, wait'll you meet Scott in the later matches. Pretty good on the defense, doesn't really suck on the offense since his specials are defensive in nature, but can be used to attack as well. Irritating to the extreme, he can cancel ki-blasts or reverse them, damaging his opponent instead. The worst part is that he's not slow. He is also one of the few characters who can fly, plus is also a Magic Knight. The computer loves to use this MADM. ;_; Seiichiro - Although I didn't try him out, this sword-wielding young Jet Li-lookalike seems interesting enough, with the ability to go "SuperSaiyajin" (similar to Kaede of Last Blade series). Maybe next time. Stackpole, Shelley - Didn't choose any of the MADMs, and didn't see anyone use them, so I have no idea. I've heard that Stackpole can fly, and Shelley regenerates, so they could be pretty good characters to use. Ro - really tough MADM to use, since some of his useful moves are non-shotoclone based, but has a really cool mimicry attack that usually evens up the odds. Ryouga - the other half of the popular Ranma/Ryouga pair, this MADM is pretty tough to beat. Just like Ranma's, he can chain normals, and all his moves are comboable with each other, including Supers. Plus, he gets stronger as his life bar decreases. Rave - another sword-wielding maniac... no, wait... this MADM IS the sword-wielding maniac of GRIT. Good normal attacks with the sword, which are chainable. However, everything else sucks due to the startup lag, save for the Supers, which look really cool, and feels really painful if you are at the receiving end. Hitomi - I wonder if Hitomi's RL will find it OK to see her get... "upgraded", fan-servicewise . And her specials are pretty strong too, especially that barrier field consisting of energy "tentacles" that protect her from physical attacks. Wing - This MADM is one strange character. I've seen other players using Wing take almost NO damage from most attacks, but I got squashed to the pavement when I picked this character. It must be one of those special moves of his that I'm having trouble pulling off. PS (the helpers) I didn't really take a good look at all the Participating Spectators, so I couldn't make a detailed description for the characters that make up the helpers. As others have pointed out to me, some of the helpers can actually be played as MADMs. I also noted that the helpers can be selectable, and there are most likely hidden PS characters. Features removed from the game: No random rainstorms - although it would have been cool to keep it in, I guess fans were pretty miffed by the imbalancing effect of random events, like what was the case with Battle Renaissance. UNCOVERED: This section lists the many hidden features in GRIT:TAG. Following the tradition set by its many predecessors, there are many secrets to be discovered in the game. Nezumi's moves - as Kiwi's sub-character, Nezumi would join in the fight when Kiwi's in trouble. These are her moves (Note: her only Super is in caps): *Ki-ha qcf + p Your generic ki-blast. The button depends on the range and speed. Deals little damage. *Ki-ken qcf + k Guard breaker. Nezumi generates an energy dagger, swinging wildly, punishing turtlers for what they are. ^_^ *Ki-jin b,f + k Offensive block, Nezumi forms a shield in front of her then slowly moves forward, pushing the opponent back. Does NO damage but breaks traps since this move is basically a block. *Nezumi Ryusei Otoshi qcb + k (Nezumi's Comet Drop) Nezumi makes a forward hop (going over low and ground projectiles), and crashes on the opponent, her hands glowing with ki energy forming an energy mallet. ^_^ Pretty cool wake-up move, but does pretty little damage as is. *NEZUMI RYUSEI BAKUDAN d,u + p all (NEZUMI'S EXPLODING COMET) Nezumi hurls a a MASSIVE ball of energy, bigger than her. ^_^ Could be pretty useful, unfortunately travels in an upward diagonal direction. So it's pretty useless in most situations. *Taunt - Points at opponent, says, "You suck!" Then laughs hysterically. (Gee, let her do that in front of MADMs like Blade...) Alternate characters - I've been told that when the game first arrived, the alternate characters where then unselectable. But since it seems that the requirements have already been fulfilled, so now you are able to choose alternate versions of the MADMs. Most of them can now be used by pressing and holding Start as your select their corresponding originals, while others require complicated controller motions in the MADM select screen. The alternate versions are: Mamono Hunter Heavensrun - Jo Heavensrun in a Devil Hunter uniform and new moves to go with them "Evil" Kiwi - Kiwi, hunched over and with glowing eyes, can regenerate life but Megumi and Nezumi are absent now, still has the damn lag "Evil" Yuri - Yuri, eyes glowing, even more faster and stronger, plus can regenerate life now, but loses all but one of her Supers. "Evil" Stark - Stark that does acid-based attacks (unconfirmed) "Evil" Wing - Wing that traded his defense moves for massive-damage attacks (unconfirmed) "Evil" Rave - Faster Rave, regenerates and has a new unblockable Super (unconfirmed) "Evil" Ueki - U-chan without the Magic Knight armor and special attacks, but fights in her werewolf form and can now regenerate (unconfirmed) "Evil" Jacen - Jacen without the Magic Knight armor and special attacks, but has a mimicry power (unconfirmed) "Evil" Mist - Epsilon? I really hope this is only a rumor. Mist is pretty powerful as he is. (unconfirmed - thankfully) "Evil" Blade - The Angel of Vengeance. Only a rumor, but appears in the opening credits, so... (unconfirmed) Ryuu-ou - Steve and Ann's mentor, can use their Supers as Non-super specials Jimmy - The young man that appears in Rave's Super, has his own Super where Rave also appears Ryo-Hentai - The most... um, explicit hidden character in the game. Probably be removed in later versions. Shiro - Yet another shotoclone, this one flies though. Sumire - Gee, a magical girl... all kidding aside, she's pretty fun to watch in fights. Oddly, she's a charge character when you're expecting yet another shotoclone. Ikiban - "Evil Nahiki?" (unconfirmed) Someone also pointed out to me that Akane, Kuno, Shampoo, Mousse, Natsume, Kurumi, Happosai, Tsubasa and Konatsu are playable characters, as well as most of the helpers. Can anyone out there tell me how to select them? Magic Knights - I've confirmed the fact that if you choose any two Magic Knights, your helper will always be one of two hidden helpers (their "Mashin") not normally present in the game. The Magic Knights in GRIT are Ueki, Jacen, Scott, Konatsu, and Zing. So far, I've only seen Ueki's helper. Can anyone out there tell me how to get Konatsu and Zing? What about the Five priest/priestesses? Sub-bosses - after every four fights (there are about twelve fights in all before facing the last enemy) you will sometimes encounter a really tough opponent, who challenges you to a match. I don't know what the requirements to bring them out yet, since I've only seen three sets of sub-bosses, and only in Nezumi-chan's game did I note the fights gap between sub-boss fights. They are: Dark Agents - you face two of them initially, with another two in reserve, giving you four total enemies to beat. They even have their own separate life bars and Super meters. Don't worry, they don't seem to take damage pretty well, and usually go down fast. "Evil" Mirrors - You face exactly the same two MADMs you selected to play. The big difference is that one of them is an "Evil" version of one of your characters, otherwise plays the same as a usual match, unlike the other sub-bosses. Hidden Alternates - The same as the "Evil" Mirrors sub-boss, but the two opponents are the unselectable characters at the start, and that there is usually a plot involved. The Final Boss - A really big, demonic-looking character nearly filling up the other side of the screen that reminded me a lot of Onslaught. What was really bad about this boss character was that you have to beat the enemy TWICE, since there is actually two of them, with the other in reserve. If that's not bad enough, either of them can summon any of the characters in the game to fight for them. Talk about hard... TEAMWORK Attack List: Al-X/Ueki - Pack Attack. Ueki morphs into werewolf form as Al-X roars, then they charge at the enemy together. If any of them makes a successful hit, they proceed to rip the opponent to little shredded bits, taking over 70%(!) of the life bar. The best TEAMWORK attack in the game. Tarou/Kaasha,Hitomi,Kappa(?),Wing(?),(?) - So cool. If Tarou is the active player, the reserve jumps in front and charges the opponent, otherwise Tarou jumps in and waits. If the attack hits, Tarou watches them trade hits for a while (with no noticable change in the life bars), Tarou suddenly move forwards, catching the opponent's fist in his palm, then he proceeds to stomp the poor MADM to the ground with an autocombo (where the damage of the TEAMWORK Attack is dealt). Tarou then faces his partner, who bows to him, and chuckles. Jay/Kaasha - Jay (the player) uses this a LOT. Pretty cool, too: The reserve character jumps in, then Jay charges at the opponent with a Psykick Disruptor. If the move hits, Jay jumps/teleports away, while Kaasha fires off several rapid ki-blasts then one HUGE ki-ball at the stunned target, finishing with Jay stomping on the downed opponent. ENDINGS (BIG SPOILER!) Normal Ending: I forgot what the usual ending was about. There was this scene where the two characters you picked shook hands, then went their separate ways. I really didn't get it. Can anyone out there tell me what's going on? Jay/Kaasha: We see a dimensional gateway open. Kaasha calls out to Jay, but he doesn't follow her. The gate closes. Jay shrugs, and walks away. (I didn't get to read the subtitles, I can't hear the damn dialogue with all the noise in the game center. *sigh*) Last Words Thanks for taking the time to read this guide. I admit it ain't exactly accurate, but hey, I played the game in only one day, what can I say? I wanted to post this as soon as possible. Anyway, can anyone else send me more complete info on the other MADMs and more hidden stuff in the game? I certainly would appreciate it. Thanks again. -Skribulous (And if you think all this is real, you need to get your head examined... or at least get out more ;p)