Konjiki no Gash Bell!! Go! Go! Mamono Fight!!
Encyclopedia
Konjiki no Gash Bell!! Go! Go! Mamono Fight!! is a video game released in Japan
Japan
Japan is an island nation in East Asia. Located in the Pacific Ocean, it lies to the east of the Sea of Japan, China, North Korea, South Korea and Russia, stretching from the Sea of Okhotsk in the north to the East China Sea and Taiwan in the south...

 for the PlayStation 2
PlayStation 2
The PlayStation 2 is a sixth-generation video game console manufactured by Sony as part of the PlayStation series. Its development was announced in March 1999 and it was first released on March 4, 2000, in Japan...

 based on the Konjiki no Gash Bell!!
Zatch Bell!
Zatch Bell!, known in Japan as is a shōnen manga series written and illustrated by Makoto Raiku. It was published in Shogakukan's Weekly Shōnen Sunday...

 anime
Anime
is the Japanese abbreviated pronunciation of "animation". The definition sometimes changes depending on the context. In English-speaking countries, the term most commonly refers to Japanese animated cartoons....

/manga
Manga
Manga is the Japanese word for "comics" and consists of comics and print cartoons . In the West, the term "manga" has been appropriated to refer specifically to comics created in Japan, or by Japanese authors, in the Japanese language and conforming to the style developed in Japan in the late 19th...

 series (Zatch Bell! outside of Japan).

Gameplay

This game is a cel-shaded Super Smash Brothers style game. There are a few game modes to choose from.

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1. DEMONIC HORROR MODE: Gash manages this mode. Select your character and battle it out in every stage against 3 random opponents each battle. A noteworthy fact is that you will always end up fighting the same character you have chosen at least once per time using this mode. This mode is also used for unlocking special material in the game, as long as you accumulate at least 50,000 points total after the battles. Here are the rewards as followed:

Gash: Gaining 50,000+ points total unlocks Rein as a playable character.

Tio: Gaining 50,000+ points total unlocks Zeon as a playable character.

Kyanchome: Gaining 50,000+ points total unlocks Bari as a playable character.

Umagon: Gaining 50,000+ points total unlocks Ted as a playable character.

Burago: Gaining 50,000+ points total unlocks Zofuisu as a playable character.

Wonlei: Gaining 50,000+ points total unlocks the "yellow" Card Item.

Kid: Gaining 50,000+ points total unlocks the "Life Drain" Slot result.

Ted: Gaining 50,000+ points total unlocks Earth as a playable character.

Bari: Gaining 50,000+ points total unlocks Keisu as a playable character.

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2. VERSUS MODE: Tio manages this mode. First, decide if the mamono fight solo, or in teams. Next, decide how many will be in the brawl, then select your characters, arena, and even battle options and get fighting!

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3. STORY MODE: Kyanchome manages this mode. Choose between either Gash's Story, Tio's Story, Kyanchome's Story, or Umagon's Story to play in. Here are the known rewards for completing the Story Modes of each character.

Gash: Unlocks "Mecha Vulcan" as an Item Box result.

Tio: Unlocks the "blue" Card Item.

Kyanchome: Unlocks the "Command Jumble" Slot result.

Umagon: Unlocks the "Guard Break" Slot result.

ALL COMPLETED: Unlocks the Card Gallery in the main menu.

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4. CARD GALLERY: Umagon manages this mode. Choose between mamono, partner, spell, or event card categories, and view blown-up images of a wide assortment of Gash Bell cards!

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5. OPTIONS: Burago manages this mode. Select whether to Save game, Load game, turn Autosave ON or OFF, change the Key Configuration, play the game in STEREO or MONO, and play in Easy, Medium, or Hard Mode.

Playable characters

Playable Characters/Teams
  • Zatch Bell and Kiyo Takamine
    Zatch Bell and Kiyo Takamine
    Kiyo Takamine, known in the original version as and his partner Zatch Bell, known in the original version as , are fictional characters in the anime and manga franchise Zatch Bell! by Makoto Raiku. A Mamodos are beings from the Mamodo world and wield supernatural powers. The series begins when...

    >Gasshu Beru and Kiyomaro Takamine
  • Kanchomé and Parco Folgore|Kyanchomé and Forugore
  • Tia and Megumi Oumi|Tio and Megumi Oumi
  • Wonrei and Li-en|Wonrei and Ri-en
  • Brago and Sherry Belmont|Burago and Sherrie Belmonde
  • Ponygon and Kafk Sunbeam|Umagon and Kafka Sunbeam
  • Kido and Dr. Riddles|Kid and Doctor Nazonazo
  • Bari and Gustav|Vincent Bari and Gustav
  • Laila and Albert|Reira and Albelle
  • Victoream and Mohawk Ace|Bictoreem and Mohikan Ace
  • Ted and Jido|Ted and Jeed
  • Arth and Elly|Earth and Elly
  • Rein and Kyle|Rein and Kairu
  • Kiees and Berun|Keisu and Berun
  • Zofis and Koko|Zofuisu and Coco
  • Zeno and Dufort|Zeon and Dyufo

  • Items and Cards

    The game contains random items and such that appear during battle. These range from simple attack power-ups, to the all out super attack cards.

    Item Box

    Much like the Item Boxes in Mario Kart, melee'ing these will cause a random effect to happen. Here are the possibilities.

    1. Naomi-Chan: Naomi will drive all around the screen like crazy in all directions, running into whoever gets in the way. Guarding is ineffective, and few shield spells are sufficient to avoid her rampage.

    2. Big Boing: Big Boing will activate her Big Boing Chop to create a noticeable pink energy field, and anyone within its radius is stunned, and rendered immobile for about 5 seconds, while staring in awe. It is impossible to take this head-on, you have to avoid it.

    3. Mecha-Vulcan: A Mecha-Vulcan model will rise from the bottom of the screen to the left or right and fire a laser beam from its eyes. Guarding is inefficient, and few shield spells can prevail.

    4. Faudo's Fist: Riou will call out to Faudo and have him punch the lowest level of the arena three times, once to the left, middle, and right of the screen. A magic seal appears in the area where he is about to strike, allowing you to know that you must get away from it at once. Nothing can block or defend against this. You have to TRY and avoid it.

    Friendship Slot Item
    When this item is obtained, a slot machine appears on screen. Whatever 3 items are matched up will give the character who used said item a special effect or power boost for a short time. Here are the possible results.

    1. NOTHING: In the image of an "X", this basically means you are cheated out of the bonus of the Slot Item.

    2. SHRINK: In the image of a small person, this means that whoever don't have their faces on the Slot Item will be shrunken down to the size of a flea for about 10 seconds, and are unable to use their spells. However all other abilities are still accessible.

    3. GUARD BREAK: In the image of a shield with a crease through it, this means that whoever don't have their faces on the Slot Item will have their guarding ability disabled for about 10 seconds.

    4. COMMAND JUMBLE: In the image of many arrows going in random directions, this means that whoever don't have their faces on the Slot Item will have all of their keys to perform functions jumbled and out of order for about 10 seconds. Making it harder to move, attack, and guard. However, the jumble is never random, so enough practice on the opposite controls, and this should hardly be a setback for you.

    5. LIFE DRAIN: In the image of a hunched person with arrows above them facing upward, this means that whoever don't have their faces on the Slot Item will turn black and gradually decrease in health for about 10 seconds.

    Power-Up Cards
    Random cards that function as power-ups will appear randomly during battle. They can be picked up, and activate special power-ups for the character who wields them.

    1. Red Card (Recovery): Whoever activates this card will have a large chunk of their Life returned to them.

    2. Green Card (Growth Charge): Whoever activates this card will turn to the size of a giant for about 10 seconds. While the giant is unable to use spells, melee damage is steadily increased.

    3. Blue Card (Psycho Run): Whoever activates this card will immediately run for their lives into their opponents, making you virtually untouchable for about 10 seconds. Your speed is drastically increased, and the only functions capable are changing direction and jumping.

    4. Yellow Card (Time Increase): Whoever activates this card will automatically increase the current countdown by 10 seconds.

    5. Silver Card (Ultimate Spell): Whoever activates this card will unleash their ultimate spells in the direction they're currently facing.
    Stage Gimmicks
    Technically not an item, stage gimmicks exist in each stage for the players to use to their advantage.
    For example, the snowman in the snow level can be knocked into other players for some great damage. Other things exist in each stage as well. These stage gimmicks give a slight strategy flavor to the game that is otherwise just a simple beat-em'-up game. Here's a full list of such.

    1. MOCHINOKI SCHOOL:
    • Attack the fire extinguishers at the lower level to the far left or right, and they will fly off to hit the opponent on the upper level. Also, this will cause Iwashima to run into you, knocking you into the courtyard.

    • In the courtyard, there is a trampoline that you can use to bounce higher than a basic jump/double jump would do for you.

    • After a certain amount of time, Iwashima will come running for you again. If you're on the lower level at all at this time, he'll knock you back into the previous arena.


    2. CONSTRUCTION SITE:
    • There is clearly a lever at the top of the platform in the center of the screen. Attacking the lever with melee or a spell will cause two concrete bars to crash down on the opponent on both the left and right side of the arena. Do this enough, and an opening to the next side of the area will open up. All you have to do to access it is knock someone to the right and they will be knocked into the area.

    • In the second area, there are two levers located to the left and right of the screen on separate platforms. Activating either will cause the concrete bar in the center of the screen to crash down on the player(s) standing in the middle of the arena.

    • Eventually, the way to the previous arena will be open with enough bar dropping, so just blast someone into it if you're ready to proceed to where the fight started.


    3. QUARRY:
    • This area slowly proceeds to the right/left on its own accord while you have to go along with it. There are clearly pits all around the arena. They can be jumped over, but putting up a shield spell is a nice strategy to try and get the opponent to fall in, with no way forward.

    • There are dangerous drills across the arena in a specific area that will crash down on you. You have to stay in a safe area until you know it's okay to proceed forward. Don't even try manipulating opponent's in this tight space, it's quite difficult. ALSO, if a player is currently a giant and is in-between the drills, you will be trapped, and will have every ounce of your Life taken from you as you are thrust off-screen and onto the next area. You've been warned, this is incredibly fatal.

    • Beyond the drill area is a crossroad. Once you hear a signal beep, a huge dump truck will go by and run over anyone on the screen. To stay safe from this, simply drop to the lower level once you hear it. Kyanchome's, Earth's, and Rein's shield spell will be able to avoid contact with the truck even in the danger zone. But all other frontal shield spells are ineffective.


    4. SNOW FIELD:
    • There is a large snowman of Umagon to the left of the arena, and an equal-in-size snowman of Naomi-chan to the right. It is pointless to attack the Umagon snowman, but enough damage to the Naomi-chan snowman will cause the head of it to roll off, and into the opponent. Stay clear of this by jumping onto the higher platform before she rolls into you. Once the snowgirl's head rolls into Umagon and destroys that snowman entirely, knocking someone to the left of the screen will place everyone into the ice area.

    • There are three platforms of ice that can be sunken into the freezing waters, with enough damage dealt to them of course. If a player falls into these waters, it is just like falling to the pits of the Quarry, only more difficult to avoid.

    • Somehow, the Umagon snowman has rebuilt itself, and enough damage dealt to it will cause it to crumble, allowing access back to the first arena. Just hit someone hard enough in its direction, and you're in. ;)


    5. MOONSTONE CHAMBER:
    • There are two enormous statues of goddesses to the left and right of the screen. Running into, or attacking the hand of the statue will cause it to crash down on the player near it. This cannot be blocked in any way, and if you happen to cause this enough times, the center piece of the floor will collapse, revealing a trap door that leads to the next area.

    • If you happen to strike the heads of either goddess, it will cause the statue to fire a laser beam from its eyes which is ideal for damage on the higher levels, but guarding easily prevents this.

    • In the lower arena, there are four levers that all trigger the same thing: an enormous boulder that comes from the center of the screen to attack the one standing in the middle of the lower level. The levers are separated into two per side, and one on the higher level, with one also on the lower.

    • After short amounts of time, the middle of the floor will push upwards, knocking you back into the previous arena.


    6. FAUDO AIRPLANE:
    • Quite a dangerous arena. If anyone happens to be thrown too far to the right of the plane and are knocked off it, they automatically lose all of their Life. Sometimes it's safe to just put up a shield spell in that direction at the edge, just to make sure YOU don't end up like that in case someone tries a sneak attack.

    • There is a lever at the top of the plane. Activating it opens the upper hatch to create a little whirlwind to go back-and-forth within the plane. Shields are ineffective, but guarding keeps you safe.

    • Attack the door at the lower level of the plane enough, and it will open. Enter it, and you will end up on the wings of the plane. What's amusing, is that there are bird platforms here on both sides that will keep you safe in a very high position for a short amount of time. Be aware that you can still be blasted off the wings of the plane even here.

    • On the wing area, there is a lever at the top of the hull. Activating it causes the doors of the plane to open for a second, knocking anyone near them away. Activating this enough causes the doors to stay open, and once someone enters the plane, you proceed back to the previous arena.

    External links

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