=================================================================== =================================================================== ____________ ____________ _____ ____ __________________ \ ____ / \ ____ / \ / \ / \ /\ /\ / | | \/ | | \/ \ \ / / | | | | | | | | | | \ \ / / | | | | | | | |__/| | |__/| \ \ / / | | | | | | | __ | | __ | \ \ / / | | | | | | | | \| | | \| \ \ / / | | | | | | | | | | \ \/ / | | | | | | | | | | \ / | | | | | | | | | | \ / | | | | | | /____\ /____\ \/ /____\/____\/____\ =================================================================== C H O C O B O 'S W O R L D =================================================================== F A Q version 0.87 == October 15, 1999 ====================================== Final Fantasy VIII: Chocobo's World FAQ [--a final fantasy viii mini-game for the sony pocketstation--] version 0.87, 15oct99 ____________________________________________________________ ____________________________________________________________ 0. Table of Contents. 1. Intro. 2. Instructions. __From the US FFVIII Instruction Book. 3. The Menu Screen. __Pages 1-7. 4. Fighting. __System. __Damage & Weapons. __Enemies. 5. Exploring. __Major Events. __??? Events. 6. Level Data. __Deciding HP. __ID. __Weapons. 7. Item Data. __Recieving Items in FFVIII 8. Misc. __U.S./Japanese Differences. __Character Names. 9. Outro. __Versions. __Sources. __Legal. __Contact. ____________________________________________________________ ____________________________________________________________ 1. Intro. Chocobo's World is a 'solo-RPG' for the Sony PocketStation, and is directly compatible with the Squaresoft Playstation RPG Final Fantasy VIII. In the game, you play a young Chicobo named Boco who sets off to find his friend Mog. Along the way you'll not only find Mog, but also love, action, excitement, drama, and horror... and fishing. Lots of fishing... This document is a look at Chocobo's World in both it's U.S./Canada and Japanese forms. The game is virtually identical in both regions, so all of the data should apply to both version of the game (as well as the European version, which I know nothing about...). Although this FAQ is not complete, it might help answer some of the questions that you might have about how this wonderfully random game works... ____________________________________________________________ ____________________________________________________________ 2. Instructions. Although it's assumed that if you have access to Chocobo's World you will have the FFVIII instruction book, I have reprinted (and clarified) the instructions for people that may have imported the Japanese version without a full working knowledge of Japanese... Also, some of the wording is a bit off or confusing, so I've tried to fix that... __Instructions from the U.S. FFVIII instruction book.( (changes/clarifications are in [brackets]) page 38 POCKETSTATION (*NOTE: Chocobo World requires the PocketStation person game unit, which may not be available for purchase outside of Japan.) CHOCOBO WORLD After obtaining [a] Chocobo in the actual game, the player will be able to [download] Chocobo World, a mini-game played on the PocketStation* personal game unit. Select on the [Final Fantasy VIII] Menu Screen while the PocketStation personal game unit is inserted into [one of] the MEMORY CARD slot[s]. Boco[, your Chicobo,] will move into the PocketStation personal game unit with the command and return to the FINAL FANTASY VIII game with the command. If the player would like to save in the "Home" mode, it will be necessary to save the game data using the regular save method in FINAL FANTASY VIII. (picture of the PocketStation showing the buttons - the four buttons in the shape of a diamond on the left hand side are referred to up, down, left, and right respectively. The larger button on the right is called the enter button, and the infared communication port is at the very top of the unit.) Boco [or whatever you have chosen to call your Chicobo] - A Chicobo (baby Chocobo) who follows [the] Chocobo [that you ride in the main Final Fantasy VIII game] MiniMog - A lost infant Mog Events Occur when Boco Encounters Friends While moving on the Walking Screen, certain events will occur. Starting with Cactuar [aka. Cactrot] who hands out items, various characters and friends await Boco's appearance in order to help Boco out along his journey. page 39 POCKETSTATION WHAT TO DO Boco embarks on an epic journey. Finding a Chicobo in FINAL FANTASY VIII and saving it to the PocketStation personal game unit will enable the player to enjoy the games listed in the following section. Finding Mog will be the primary objective in Chocobo World. 1. Finding Mod. Try to find the MiniMog who has become lost within the PocketStation personal game unit. 2. Raise the Chicobo Boco, who appears as a Guardian Force (GF) in FINAL FANTASY VIII, can only be raised in the PocketStation personal game unit. For information on how to raise Boco, refer to the section[] "[B]attle & Leveling Up" on page 40. 3. Collecting Items Items found in Chocobo World can be brought back into the world of FINAL FANTASY VIII. There may even be rare items that cannot be found in the actual FINAL FANTASY VIII game. HOW TO PLAY Learn Various Maneuvers There are three different screens in Chocobo World. Refer to the following information to learn how to play on each screen. Playing methods and battle arrangements are explained below. WALKING SCREEN Main Game Screen - Move Boco in any [of the cardinal] direction[s] up button Walk Boco further away (North) down button Walk Boco closer (South) left button Walk Boco left (West) right button Walk Boco right (East) [hold any directional button Make Boco run in that direction] enter button Display Menu Screen MENU SCREEN Confirm status and movement methods. Can also check settings for the optical communication function [as well as display the current time]. up/down button[s] Select/Toggle between displayed menu settings left/right button[s] Scroll through the menus enter button Use the optical communication function, send data to another PocketStation personal game unit. Otherwise, return to Walking Screen. BATTLE SCREEN The screen changes to the Battle Screen upon encountering an enemy, and battle begins. up button Not Applicable down button Not Applicable left/right button[s] By pressing them alternately, the ATB count will reach 0 sooner. enter button Not Applicable BATTLE & LEVELING UP Upon encountering an enemy, the screen will switch to a Battle Screen, and battle will ensue. When the [one of the] numbers displayed in the bottom middle portion of the screen[, the ATB] (the left number is the enemy's, the right number is Boco's) reach[es] 0, [an] attack[] will be waged [by the fighter whose ATB has reached zero. After the attack has hit, both ATB counters will reset]. Upon winning a battle, Boco will receive magic stones. If the stones line up[, either vertically, diagonally, or horizontally], Boco's level will increase [by one]. DEFEAT When [your HPs reach zero, Boko will be] defeated[. Following this,] Boco will [] sleep until [his] HP [are] completely recovered. It is possible to wake Boco up during sleep, but it is best to wait until [he] has recovered completely. - It is possible to fight against a friend's "Boco" using the optical communication function. Select from the Menu Screen. - Hold down the enter button to switch to the CONTINUE/EXIT Menu Screen. It will then be possible to select [(save game and quit to PocketStation main screen)] or {continue game). - 7 memory blocks will be used exclusively for the PocketStation [game, Chocobo World]. ____________________________________________________________ ____________________________________________________________ 3. The Menu Screen. As the instructions state, the Menu Screen is accessed by pressing the enter button during Walking Mode (which I'll probably refer to as Exploration Mode). What the instructions don't clarify is how to use the menu screen to your advantage... __Page 1: The Map Screen. The first page that will load up is the map screen. It will show your current location (a flashing dot), locations of the events in the level, your current level, and the current time (not in-game time, but real- world). Not much to really do here, but you'll constantly be checking it for event locations, and how to best navigate the level. __Page 2: The Status Screen. The second page is another page that you'll be visiting frequently. It shows your weapon, your current level (LV), current/maximum hit points (HP), and your ID number. The first few things are pretty obvious, but the ID number is still a bit of a mystery to me... More on this in section 7... __Page 3: The Item Screen. A really basic screen - shows the number of each item (A, B, C, or D) that you have. __Page 4: The Communications Screen. This is only used for communicating with other PocketStations. I've never tried it, so I can't really say much here... __Page 5: The Event Wait Screen. OK. This is a pretty important screen if you want to get through the Mini-Game quickly. While it would make the most sense to leave the Event Wait On, if speed is of the essence, turn it Off. When it's On, the game will wait for you to press the enter button before entering an event. This includes all events - battle, meeting friends, and any other events. So if you want to let the game play itself, it won't. However, to get through the game, maintaining your sanity (and not destroying your PocketStation's left and right buttons), set it to Off so that it will only pause before major events (these happen on levels 20, 50, 75, and 100). __Page 6: The Mog Screen. This is a screen that I didn't touch most of the time. I'm not sure what the purpose of having Mog sleep is, so I always had him on StandBy, so that if Boco was in trouble, he'd come to the rescue... This is only available after you find Mog for the first time (around or on level 20). __Page 7: The Move Screen. This set the amount that Boco will wander from the straight and narrow. If the move is set on 1 (the minimum), he will just keep walking in a straight line. If it's set on 6 (the maximum), he will turn when he sees an event point to his front, left, or right (but not to his back). Of course, this does sometimes backfire, as there can be a point very close to him that he won't see... Anyway, to get the game going as fast as you can, set it to 6. ____________________________________________________________ ____________________________________________________________ 4. Fighting. __System. As with any RPG, Chocobo's World has it's fair share of fighting. However, the enemies are all pretty similar... Anyway, the fighting method is simple - each combatant has an ATB gauge, represented by a number from 9 down, that will decrease over time. When the number reaches zero, an attack is dealt, and both ATB gauges reset. You can speed up the ATB gauge by pressing left and right alternately. So how do you not totally destroy your PocketStation's buttons? Well, most of the fights, you can just let the PocketStation fight on it's own. You'll lose more often this way, but it's safer on the system, and your fingers & sanity... A second option is to press the buttons until you are one or two numbers ahead, and then let it time down. Both of the gauges will decrease at an even rate (I believe that this is always true...) if no buttons are being pressed, so once you're ahead, you should be fine. As for always pressing the buttons to get the ATB gauge down as quick as possible, it's really not necessary... __Damage & Weapons. The way that damage is dealt is simple. Your weapon is made up of four numbers, ranging from 0 to 9. One of those numbers will be randomly picked every time that a combatant does damage (your opponent has a similar 4-number weapon of it's own), and that number is subtracted from the other person's HP. First one to 0 loses... As for the weapons themselves, they, like most of the things in this game, are randomly generated (to a certain extent). You should start out with a 1-1-1-1, and for your first time through the game, you can end with as high as a 9-6-9-7. The most powerful weapon, a 9-9-9-9, is only obtainable by playing through the game 7 times (I believe - don't quote me on this). __Enemies. There are a whopping four normal enemies in the game, and a single boss. All of them fight in a similar manner, and aren't really all that different from each other. Gotta love the names, too: Name: Monster A Map: 1-100 HP: LV+6 Descrip: A living shadow. Name: Monster B Map: 10-100 HP: LV+8 Descrip: A winged ball. Name: Monster C Map: 30-100 HP: LV+10 Descrip: A blob. Name: Monster D Map: 70-100 HP: LV+16 Descrip: A large rock monster. Name: Resutobosu Map: ?? HP: 99 Descrip: The shade-looking enemy that stole Koko! ____________________________________________________________ ____________________________________________________________ 5. Exploring. The bulk of the game is taken up by simple exploration via the 'Walking Screen' ('Exploration Mode [or Screen]' would have sounded so much better...). You get a wonderful, never-changing landscape, with the sun contantly blaring down on you, and mile after mile of sandy wastelands. Sounds like fun, eh? Each game is made up of 100 randomly generated levels. Each level will have about 10 (give or take) event points that can be seen via the Map Page of the Menu Screen. These points will occasionally appear (again, randomly), so it's pretty much impossible to clear an entire board. While exploring, Boco occasionally gets bored. He'll do whatever he feels like - sleep, eat, go fishing... You know - the like. This, accompanied by his lack of direction, can make for a very, very long game... __Major Events. At specific levels in the games certain major events will occur. These are events that will create an Event Wait screen even if you have the option turned off. Here's a summary (and I suppose it should be noted that the following contain spoilers, not that this game is huge on story...): Level: Event: Description: 20 Boco meets Koko. Boco, a young, strapping male Chicobo, meets Koko, a pretty young femal Chicobo. Of course, in normal dramatic fashion, she doesn't notice him, while he goes crazy over her. Such a dramatic story, told in grand Shakespearian overtones in wonderous black and white 64x64 pixel glory. 50 Boco's first kiss. (note: event wait must be on) Ah yes, young lovers. It makes the heart flutter, doesn't it? Although I missed this scene, I'm sure that it is full of all of the passion and romance of a dime- store Harlequin novel, and will make all of you stone-hearted gamers melt where you stand... 50 Oops. (note: event wait must be off) Oh, that silly Boco. He fell down a hole and died. Whoops. That's what you get for having the event wait off... Never fear, like any death in this game, he immediately is revived, although a bit sleepy... 75 Sitting 'round Yes, this is what friends are for. Cactrot the fire... (aka. Cactuar aka. Saboteaur) and Moomba sitting around the fire, enjoying each other's company... And our friend Boco? Well, seeing as I barely remember this scene, I don't know what Boco is doing. Hmmm... Maybe he and Koko are, um, enjoying each others' company? Oh my, and so so young... 100 Kidnapped! After going through 100 levels of mind- numbing, repetative battle and the same... exact... scenery... you're rewarded with your girlfriend/love interest getting kidnapped? What is this world coming to? ?? Resutobosu Well, I'm not _quite_ sure what this event is, as I've never gotten it, but it involves fighting Koko's kidnapper in a battle to the death... And unfortunately, he has 99 HPs... Have fun! __??? events. Occasionally Boco will get side-tracked and start doing something totally unrelated to the quest. This works the same as sleeping - Boco's HP will slowly be refilled. Boco's other interests include, but aren't limited to: -watching TV -having a picnic -fishing -sitting around the campfire (does this happen normally, or did I just catch this on level 75?) ____________________________________________________________ ____________________________________________________________ 6. Level Data. Although most of the game is random, there is one part that isn't - Boco's levels (LV). Boco raises levels through magic stones - you need to get three magic stones in a row, either vertically, horizontally, or diagonally (OK, so this is semi-random). Either let the stone stop spinning through the available slots on it's own, or press the enter button to stop it. __Deciding HP. In each game Boco can raise to Level 100. His HP are decided in the following manner: Each time that you play through the game (in the chart this is his grade - 7 is the first time that you play, 1 is the 7th...), there is a bonus number that is attached to it. This is a contant number, and helps figure what Boco's HP is. This number, added to Boco's current level divided by 4. Confused yet? Refer to the following chart and equasion: Grade: Bonus: Maximum HP (or HP on LV 100): 1 16 41 2 12 37 3 10 35 4 9 34 5 8 33 6 7 32 7 6 31 Boco's HP = Bonus + (Boco's LV / 4) -round down- Example 1: My first time through the game (Grade 7), Boco had a HP of 30 on LV 99. Hence: HP = 6 + (99 / 4) -round down- HP = 6 + (24) HP = 30 Example 2: Upon leveling up to LV 100 in this same game, his HP rose to 31. Hence: HP = 6 + (100 / 4) HP = 6 + (25) HP = 31 Sounded harder that it is, right? __ID. OK. I'm not quite sure what Boco's ID is, but I believe that it has something to do with the Items that you recieve upon re-entering FFVIII, as well as something to do with your Grade (number of times throught the game) Here's a random chart: Grade: Serial Number: 1 1 2 3 3 8 4 9 5 9 6 90 7 880 As far as I can tell, this means that your first time through the game your ID will be lower than 880, your second time it will be lower than 90, third time lower than 9, etc. - I'm not positive about this. There are kanji in the chart that I can't read (the chart, as well as most of the material in this section, is taken from the Japanese FFVIII Ultimania Strategy Guide). I'll add more to this section the more that I play the game... __Weapons. Here's a short section for you - as Grade 7 (first time playing the game) your maximum weapon will be 9-6-9-7 (although I only found a 9-6- 9-5), but once you reach Grade 1 (7th time through) you can acquire a 9- 9-9-9. ____________________________________________________________ ____________________________________________________________ 7. Item Data. OK. There's a lot of info that will be added to this section (hopefully) eventually, but for now, it's pretty sparse. When playing through the game, you'll get Items, marked A, B, C, or D, from Cactrot. Your probability of getting s certain item is based on the following chart (grade again being the number of times through the game...): Grade: A: B: C: D: 1 25% 25% 25% 25% 2 5% 35% 30% 30% 3 4% 10% 46% 40% 4 3% 10% 37% 50% 5 2% 10% 28% 60% 6 1% 5% 24% 70% 7 0% 5% 15% 80% This doesn't mean that you'll get the items in that proportion. My Grade 7 game netted me 12 Bs, 14 Cs, and 99 Ds. Obviously, I got 0 As that game as they are literally impossible to get. However, by even playing through Grade 6 you should get at least one A (assuming that you recieve around 100 items or more, which I easily did...). __Recieving Items in FFVIII. Obviously, your reason for collecting the As, Bs, Cs, and Ds is to exchange them for items in the full FFVIII game. The items that you get is dependant (as far as I can tell) on your Grade and ID, as well as what Chocobo's World items you've collected. There are two tables, each containing a different set of items, that you may get items from - this is how you'll recieve different items depending on your Grade and ID... Of course, which table you get for which Grade and ID I don't know yet... Anyway, each CW item has a set group of FFVIII items that it can become, and a set chance of becoming that item. A rare item will have a chance of 1/64, while a more common item will have up to a 13/64 chance (this only occurs in D, though). A quick glance at the tables shows that the chances for Ds range from 1/64 - 13/64, Cs are either 1/64 or 2/64, Bs are 1/64-3/64, and As are from 1/64-5/64. I'll try to have the table up by the next revision, but I'm not guaranteeing any sort of completeness - again, it's all in Japanese, and contains many unfamiliar Kanji... Plus, those names would then have to be translated to the English version names... ____________________________________________________________ ____________________________________________________________ 8. Misc. __Changes in the Japanese and US versions. There is a single in-game change - the title screen. The Japanese title screen has the name in Katakana, while the US one has it in English with a silhouette of a Chicobo and a Chicobo feather. Aside from that, there are misc. name changes (Chicobos are Kochocobos in Japan, and I'm not sure what Boco's Japanese name is... also Cactuars are Saboteaurs, etc.). The entire Japanese PocketStation game is in English, though, so there's no translation that I'm aware of... Obviously, all of the FFVIII interface has been translated... __How I Refer to Characters in this FAQ. Well, there are two things that I do in this FAQ that may bug some people, so here's an explanation. I always go with default names (or almost always - Bartz in FFV will be an exception - Butz all the way!), so although your Chocobo may not be named Boco, in this FAQ, he will be. Also, since the original Boco from FFV is a male, I refer to the Chicobo Boco as such. Plus, he's going after Koko, who is (assumed) to be female. If you want to see them in a different light, be my guest. You also may note that I occasionally call Cactuar 'Cactrot.' I'm not sure when the name was changed, but from my SNES FF days, I remember him as such. Same enemy, different name... Lastly, although it's not a character, I'll mention it - I hate the name 'Walking Screen', so I will occasionally call it the much better sounding 'Exploration Mode'. __How to Obtain a PocketStation. Well, I live in Japan, so I'm not really much help - I bought mine at my local game store... But... Online game stores that have carried them in the past: NCS (http://www.ncsx.com) the Rage (http://therage.com) Tronix (http://www.tronixweb.com) There are probably others, but these are the only ones that I remember. I've only dealt with NCS, and would wholeheartedly recommend them. I've heard good things about the other two as well... Expect to pay a decent amount for a PocketStation, though - they retail for 3000 Japanese Yen, which is about US$28. However, I've heard that the prices may have settled around US$50-55, so be aware. Also, if anyone tells you that they are hard to find or still in high demand, they're not. Although they still sell quite a few every week, it is very, very, very easy to find them here. This has been the case for about 2 months now - the high demand/scarecity factor has all but disappeared, but still be careful of people trying to make a fast buck. As for the probability that Sony will release the PocketStation in the US/Canada/Europe/etc, I'd say that it will happen eventually, with the key word being eventually. There are rumours of a re-design and re- launch for the Playstation 2, and all that I've heard says that the US/Europe will not recieve the item until then (Winter 2000, probably). Basically, don't be scared that Sony will release then in your area right after you buy one - it probably won't happen... ____________________________________________________________ ____________________________________________________________ 9. Outro. __Versions. ver.0.87 15.Oct.99 Everything added. First release. __Sources. Final Fantasy VIII Ultimania ISBN4-925075-49-7 Primary source, aside from the game, was the excellent "Final Fantasy VIII Ultimania," edited by Studio BentStuff, released by DigiCube, licensed by Square. FFVIIIUlt is a 480 page Strategy Guide/Bible that covers every possible aspect of FFVIII, aside from the actual text (which is available in a different book called 'Final Fantasy VIII Wish You Were Here'). Chapter 8 is devoted to Chocobo, and about 10 pages total are devoted to the PocketStation game. All of the charts were copied from this book, as was a lot of the other data. The book is still in print, retails for 1500 Japanese Yen (about $14), and is invaluable even if you can't read Japanese (will 100 pages of maps be enough? How about stats for every enemy, including stats for different levels that the enemy might be at? Oh, there's so, so much...) -as a side note, Ultimania are available for SaGa Frontier II (over 500 pages) and Seiken Densetsu: The Legend of Mana (over 600 pages) Final Fantasy VIII Instruction Manual (U.S. version) The instruction manual that came with the game. Obviously, most of section 2 is copied directly from it... Final Fantasy VIII (U.S. version) The in-game Chocobo's World tutorial came in use as well, and will eventually make it's way into the doc... __Legal. Square, Squaresoft, Final Fantasy, Final Fantasy VIII, Chocobo's World, Chicobo, Kochocobo, Boco, Triple Triad, Squall Leonhart, Rinoa Heartilly, Seifer Almasy, Zell Dincht, Quistis Trepe, Selphie Tilmett, Irvine Kinneas, Laguna Loire, Kiros Seagill, Ward Zabac, Edea, Cid Kramer, Fuujin, Raijin, Raine, Ellone, Sant' Angelo di Roma, Balamb, Dollet, F.H., Esthar, Timber, Galbadia, Centra, Trabia, Garden, SeeD, Ragnarok, GF, Guardian Forces, Ultimania, and any other FFVIII-related names/etc. that I haven't listed, but may be applicable, are copyright 1998-1999 Square Co. Ltd. and/or DigiCube. Sony, Playstation, and PocketStation, are copyright Sony. I have no idea whose copyright Family Mart is. 7-Eleven is probably copyright 7-Eleven, but I don't really know. All other trademarks are copyright of their respective holders. This document is copyright J.T.Kauffman 1999 and cannot be reproduced for profit in any form. It can be freely distributed over the internet as long as it is unaltered and is only distributed on free (i.e. non- subscription) sites. If you do choose to post this document on your site, please email me to let me know. All information is provided at your own risk. __Contact. J.T.Kauffman stormwalker@hotmail.com since 15oct99, Shibata, Miyagi, Japan. jt.