Kirby Air Ride/Debug Mode

Kirby Air Ride sports a very feature-rich suite of debugging options that were used by the programmers and testers during the game's development. The menus, data displays and in-game debugging options still remain in the retail games, but can only be accessed by using an Action Replay. The debugging features provide a wealth of information surrounding the development of the game and how the game was put together.

Enabling
To enable the debugging runlevel and subsequently gain access to the main debug menu and subsequent debugging features in retail versions of Kirby Air Ride, use of an Action Replay is required. This, in turn, necessitates running the game on GameCube hardware (the Wii locks up when attempting to load Action Replay) or in an emulator.

The codes that activate the debug mode are as follows:

NTSC - Japan


 * R4GZ-DXV3-19NVH
 * 3XG3-3RCX-X7N3W

NTSC - North America


 * AW39-2M13-UZ7B8
 * EXC2-4CHV-NBCBR

PAL


 * H8G0-KAB3-ARJJ5
 * B7BZ-B8GQ-6Y6YK

Once enabled, all debugging features become available during gameplay, and the main debug menu can be accessed.

Debug Menu
In order to access the main debug menu, press the X button on the title screen while debug mode is enabled.

The debug menu (which looks a lot like the one in Super Smash Bros. Melee) provides a hierarchy of menus that configure the game with user-selected parameters, which can then be played and tested by pressing the Start button. Air Ride and City Trial modes can be configured with parameters not available through the game's menus, Checklist entries can be cleared, and hardware tests can be conducted.

For menu navigation, tilt the control stick up and down to select items, press the A button to activate an item, press the B button to move back one menu, and tilt the control stick left and right to select from multiple values for the selected item.

Development Log
The background of the debug menu is a development log in the NTSC versions of the game, but is only a simple "alignment test" in the PAL version that shows text and an image aligned in different ways.

Pressing up and down on the D-Pad will scroll through the development log.

TOP MENU
The top-level menu contains a number of sub-menus that can be selected by tilting the control stick up and down, and pressing the A button. From within submenus, you can return to the parent menu by pressing the A button.

The submenus of the top-level menu are as follows:
 * RACE 3D MODE - Configure the game for Air Ride, City Trial and Stadium modes
 * RACE 2D MODE - Enters Top Ride mode with a debug menu of its own
 * OPTION MODE - Configure Speed Help and audio settings
 * CLEARCHECK - Contains an option to mark all Checklists as complete
 * SOUND TEST - A full sound test with features not present in the game's Sound menu
 * RUMBLE TEST - Allows the user to test controller rumble patterns
 * MOVIE TEST - Preview the game's videos
 * MEMCARD TEST - Tests various Memory Card functions -- Will actually write to the card
 * ENDING TEST - Preview the ending videos
 * LAN EMULATE - Configures LAN parameters prior to communication
 * LAN MENU TEST - Hardware diagnostic for LAN interactions
 * SYNC TEST - Significance not known at this time

The contents of the menus may be different between the US, European and Japanese versions of the game.

OPTION MODE
This small sub-menu contains 3 items: It's settings are: NONE/LOW X/HI X It's settings are: MONO/STEREO/SURROUND/DPL2
 * BOOST SELECT - It's assumed that this is the option for the speed help setting.
 * HUD SELECT - It's unsure what this option does as it appears to have been disabled. But was likely to allow you to change the style of the in game HUD.
 * SOUND - It is fairly obvious what this does. It contains four settings.

CLEARCHECK
There is only one item in here.
 * ALL FLAG ON

Selecting this option will fully clear all three checklists in the game. However, the changes only seem to take affect if you leave the debug mode and enter the regular menu screen.

SOUND TEST
This menu contains a fairly simple sound test mode featuring the sound effects and music in the game. It's unsure what the difference between "DPL2" and "HAL DPL2" is. The below list are all the options.
 * SOUND MODE - Contains the options MONO/STEREO/SURROUND/DPL2/HAL DPL2.
 * LANG - Contains the options JP/US. Attempting to play any sound effects while US is selected will freeze the game. There may have been regional differences at one point.
 * FGM GROUP - Only option is PINFO. Attempting to change it will freeze the game.
 * FGM - Contains the games sound effects. Make sure LANG is set to JP.
 * FGM STOP - Stops the sound effect that is currently playing.
 * FGM PITCH - You can change the variable to positive or negative numbers. Resets whenever you play a sound effect.
 * FGM PAN - Default variable is 127. Presumably changes the left/right balance of the sound. Resets just like the last option.
 * FGM SPAN - Presumably changes the forward/backward balance of the effect for surround sound. Resets just like the other two.
 * FGM ROUND - Still not sure what this does. Resets in the same way.
 * FGM VOICE MAX - Again. Not sure what this does. Doesn't reset, but doesn't seem to do anything.
 * BGM - Choose from any of the songs in the game.


 * BGM PITCH >> - Toggles the music playing from normal paced to fast paced and vice versa.
 * BGM STOP - Take a guess as to what this does.
 * BANK CLEAN - Not sure what this does.

RUMBLE TEST
Test the various rumble patterns. Yay.
 * PATTERN - There are 33 different patterns to choose from. Some last only a few seconds while some never end.
 * FRAME - Allows you to check the different frames of rumble from the different patterns.
 * RUMBLE STOP - Does exactly what it says.

MOVIE TEST
Contains the "Opening" video as well as the "How to play" and "Machine Intro" videos.
 * Opening - The opening intro video
 * HOWTO PLAY - The video that plays if you idle on the title screen too long.
 * HOWTO AIRRIDE - The video that plays the first time to start up Air Ride mode.
 * HOWTO UERIDE - The How to Play video for Top Ride.
 * HOWTO CITYTRIAL - City Trial's how to play video.
 * HOWTO NORMAL MACHINE SPEC DEMO - Demo video of the basic Air Ride machines. Plays after idling on the title screen.
 * HOWTO HIDDEN MACHINE SPEC DEMO - Video of the unlockable machines. It is unlocked after certain conditions are met in city trial mode.

MEMCARD TEST
Contains various memory card management options.
 * GOTO UTILITY
 * REQ CHECK
 * REQ SAVE
 * REQ LOAD
 * REQ CREATE
 * REQ DELETE
 * REQ FORMAT
 * REGION WRITE
 * REGION INFO
 * LIB TEST

Editors note: Can somebody test the options here?

ENDING TEST
Contains the three ending videos
 * AIRRIDE - Air Ride mode's ending credits.
 * UERIDE - Top Ride's Ending credits. Freezes for some reason. Likely the movie file was moved at one point.
 * CITYTRIAL - City Trial's ending movie. It's also the Air Ride machine outro movie.

LAN EMULATE
Believed to test LAN connections.
 * GC COUNT - Probably the number of Gamecubes connected.
 * GC INDEX - This one is anyone's guess.

LAN MENU TEST
A test for the LAN menu
 * GOTO LAN MENU - Takes you to the LAN menu. Doesn't require a broadband adapter to access.

SYNC TEST
Not really sure what this mode does.
 * SHORIOCHI - Default value is 0.
 * SHORIBOU - Default value is also 0.

RACE 3D MODE
This small sub-menu contains three items:
 * NORMAL - Air Ride
 * CITYTRIAL - City Trial
 * STADIUM - City Trial / Stadium

All three of them configure game scenarios using the 3D engine, and most of the options under them apply to all three menus. This article will document the individual item menus and list which 3D mode menus they apply to. Unless otherwise noted, the following menu options apply to all three menus.

RACE START / TRIAL START / STADIUM START
These options begin the game with the selected settings. From any of the 3 menus and their sub-menus, this option can be activated by pressing the Start button.

PLAYER NUM
The number of active players, from 1 to 4.

STAGE SEL
Applies to: NORMAL

The stage that will be loaded when the race is started. Note that this list contains every map in the game; not just those ordinarily accessible via Air Ride.

The following maps can be selected:
 * PLANTS - Fantasy Meadows (Laps mode)
 * HEAT - Magma Flows (Laps mode)
 * DESERT - Sky Sands (Laps mode)
 * ICE - Frozen Hillside (Laps mode)
 * SKY - Beanstalk Park (Laps mode)
 * VALLEY - Celestial Valley (Laps mode)
 * MACHINE - Machine Passage (Laps mode)
 * CHECK - Checkered Knights (Laps mode)
 * SPACE - Nebula Belt (Laps mode)
 * CITY - City
 * ZEROYON1 - Drag Race 1
 * ZEROYON2 - Drag Race 2
 * ZEROYON3 - Drag Race 3
 * ZEROYON4 - Drag Race 4
 * AIR1 - Air Glider
 * POINT1 - Target Flight
 * HIGH1 - High Jump
 * BATTLE1 - Kirby Melee 1
 * BATTLE2 - Kirby Melee 2
 * DEATH1 - Destruction Derby 1
 * DEATH2 - Destruction Derby 2
 * DEATH3 - Destruction Derby 3
 * DEATH4 - Destruction Derby 4
 * DEATH5 - Destruction Derby 5
 * PLANTSINGLE - Single Race 1
 * HEATSINGLE - Single Race 2
 * DESERTSINGLE - Single Race 3
 * ICESINGLE - Single Race 4
 * SKYSINGLE - Single Race 5
 * VALLEYSINGLE - Single Race 6
 * MACHINESINGLE - Single Race 7
 * CHECKSINGLE - Single Race 8
 * SPACESINGLE - Single Race 9
 * DEDEDE1 - Vs King Dedede
 * PLANTSTIME - Fantasy Meadows (Time mode)
 * HEATTIME - Magma Flows (Time mode)
 * DESERTTIME - Sky Sands (Time mode)
 * ICETIME - Frozen Hillside (Time mode)
 * SKYTIME - Beanstalk Park (Time mode)
 * VALLEYTIME - Celestial Valley (Time mode)
 * MACHINETIME - Machine Passage (Time mode)
 * CHECKTIME - Checkered Knights (Time mode)
 * SPACETIME - Nebula Belt (Time mode)
 * PLANTSFREE - Fantasy Meadows (Free Run)
 * HEATFREE - Magma Flows (Free Run)
 * DESERTFREE - Sky Sands (Free Run)
 * ICEFREE - Frozen Hillside (Free Run)
 * SKYFREE - Beanstalk Park (Free Run)
 * VALLEYFREE - Celestial Valley (Free Run)
 * MACHINEFREE - Machine Passage (Free Run)
 * CHECKFREE - Checkered Knights (Free Run)
 * SPACEFREE - Nebula Belt (Free Run)
 * CITYDRIVE - City (Free Run)
 * DUMMY - An empty void
 * TEST - Driving test
 * TEST6 - Another driving test
 * TEST7 - Gliding test
 * SIMPLE - Crashes the game
 * SIMPLE2 - Test environment

The DUMMY, TEST, TEST6, TEST7 and SIMPLE2 maps are inaccessible through normal gameplay. For more information, see the Unused Levels section.

STADIUM SEL
Applies to: CITYTRIAL, STADIUM

The Stadium event that will be used when the Stadium mode starts (after the trial, or when START STADIUM is selected). The following Stadiums can be selected:
 * ZEROYON1 - Drag Race 1
 * ZEROYON2 - Drag Race 2
 * ZEROYON3 - Drag Race 3
 * ZEROYON4 - Drag Race 4
 * AIR1GLIDER- Air Glider
 * POINTSTRIKE - Target Flight
 * HIGHJUMP - High Jump
 * BATTLEROYAL1 - Kirby Melee 1
 * BATTLEROYAL2 - Kirby Melee 2
 * DEATHMATCH1 - Destruction Derby 1
 * DEATHMATCH2 - Destruction Derby 2
 * DEATHMATCH3 - Destruction Derby 3
 * DEATHMATCH4 - Destruction Derby 4
 * DEATHMATCH5 - Destruction Derby 5
 * SINGLERACE1 - Single Race 1
 * SINGLERACE2 - Single Race 2
 * SINGLERACE3 - Single Race 3
 * SINGLERACE4 - Single Race 4
 * SINGLERACE5 - Single Race 5
 * SINGLERACE6 - Single Race 6
 * SINGLERACE7 - Single Race 7
 * SINGLERACE8 - Single Race 8
 * SINGLERACE9 - Single Race 9
 * VSDEDEDE - Vs King Dedede

KIND SEL
Specifies how each of the 4 players will be controlled:
 * HUMAN
 * CPU
 * DEMO X - CPU; presumably used in the auto-demos
 * BOSS X - Unknown significance; not used in Vs. King Dedede
 * NONE - Player is not controlled

RIDER SEL
Specifies which character is used by each of the 4 players:
 * KIRBY
 * DEDEDE
 * METAKNIGHT

Note that while all three characters are functional on all choices for VEHICLE TYPE (see below), King Dedede is only intended to be used with WHEEL_DEDEDE and Meta Knight with STAR_WINGMETAKNIGHT. Also note that selecting Dedede or Meta Knight in the CITYTRIAL mode will freeze the game upon start. Another thing to note is that Dedede is playable in most stadium modes excluding the destruction derby(He freezes). Meta Knight, however, doesn't seem to work in any of them.

VEHICLE KIND
Applies to: CITYTRIAL, STADIUM

Vehicle types for each of the 4 players:
 * STARNORMAL - Hovering machine
 * KIRBYWHEEL - One of the Wheelie-based machines

This setting no longer has any significance, as the value it modifies is managed by VEHICLE TYPE (see below).

VEHICLE TYPE
Specifies which machine is used by each of the 4 players:
 * STAR_NORMAL - Warpstar
 * STAR_LIGHT - Compact Star
 * STAR_WING - Winged Star
 * STAR_DEVIL - Shadow Star
 * STAR_HYDRA - Hydra
 * STAR_HEAVY - Bulk Star
 * STAR_SLICK - Slick Star
 * STAR_FORMULA - Formula Star
 * STAR_DRAGOON - Dragoon
 * STAR_WAGON - Wagon Star
 * STAR_ROCKET - Rocket Star
 * STAR_RUINS - Swerve Star
 * STAR_TURBO - Turbo Star
 * STAR_JET - Jet Star
 * STAR_FLIGHT - Flight Warpstar
 * STAR_FREE - Free Star
 * STAR_HANDLE - Steer Star
 * STAR_WINGKIRBY - Wing (Copy Ability)
 * STAR_WINGMETAKNIGHT - Meta Knight
 * WHEEL_NORMAL - Wheel (Beta)
 * WHEEL_KIRBY - Wheel (Copy Ability)
 * WHEEL_WHEELIE - Wheelie Bike
 * WHEEL_REX - Rex Wheelie
 * WHEEL_SCOOTER - Wheelie Scooter
 * WHEEL_DEDEDE - Wheelie Bike (King Dedede)
 * WHEEL_VSDEDEDE - Wheelie Bike (Vs. King Dedede)

Note that Free Star and Steer Star can both be used in 3D mode, though they're normally intended for Top Ride. They handle the same as Warpstar; the reason for their inclusion in 3D mode is unclear.

PLCOLOR SEL
Specifies the colors for each of the 4 players:
 * 0 - Pink
 * 1 - Yellow
 * 2 - Blue
 * 3 - Red
 * 4 - Green
 * 5 - Purple
 * 6 - Brown
 * 7 - White

King Dedede and Meta Knight have their own variations on colors.

RUMBLE SEL
Specifies rumble for each of the 4 players:
 * 0 - Rumble off
 * 1 - Rumble on

CPU LV SEL
Specifies the CPU level for each of the 4 players, from 0 to 8.

CAMERA FLAG
Specifies the screen display mode for each of the 4 players:
 * OFF - The player's camera view is not shown.
 * ON - The normal view when playing the game.
 * LIVE - A demo-style view of the current race
 * REPLAY - Same as LIVE, but used in the replay mode

This option can be used to see the game from the CPU players' perspectives.

BGM SEL
Applies to: NORMAL

Specifies which music plays during the race: Sound List

BGM FLAG
Applies to: NORMAL

Determines whether the background music will play during the race:
 * ON - Background music will play
 * OFF - No music will play

RULE SEL
Applies to: NORMAL

Configures the rules for terminating the race:
 * LAP - Race the specified number of laps.
 * TIME - Race for distance over the specified time limit.
 * COIN - Unimplemented. Laps are endless, and attacking opponents would likely drop coins to collect like in Super Smash Bros. Melee.
 * FREERUN - Run as many laps as you want, trying to get the fastest lap.
 * TIMEATTACK - Race 3 laps as fast as you can. Differentiated from LAP by the game when it saves your scores.
 * FREECITY - Crashes the game if not on the City map. Timed City Trial mode.
 * TIMECITY - Drive as much as you want, and the timer counts up to show how long you've been at it.
 * ZEROYON* - Drag Race rule set. Standard play with no lap counter.
 * AIR GLIDER* - Air Glider rule set. Timer ticks up when you cross the finish line, but can only be terminated on Air Glider, Target Flight and High Jump maps.
 * SKY DARTS* - Same as AIR1.
 * FLICK ROYAL - Unimplemented. Appears to be a coin-based Stadium rule set, but that's just speculation.
 * HIGH JUMP* - Same as AIR1.
 * JUST GOAL - Unimplemented. Behaves the same as FLICK ROYAL
 * BATTLE ROYAL* - Kirby Melee rule set. Timer ticks down and the number of enemies defeated is recorded.
 * DEATH MATCH* - Destruction Derby rule set. Timer ticks down and the number of rivals KO'd is recorded. On defeat, players respawn.
 * SINGLE LAP* - Single Race rule set. Same as ZEROYON.
 * SINGLE TIME* - Unimplemented. Time-limited race with no map or lap counter.
 * COIN BATTLE* - Unimplemented. Same as FLICK ROYAL.
 * DEDEDE MATCH* - Vs. King Dedede rule set. Timed match to defeat King Dedede. Not known how to make it function.
 * DEDEDE ROYAL - Unimplemented. Same as FLICK ROYAL.
 * CHICKEN - Unimplemented. Same as FLICK ROYAL.
 * CONTAINER - Unimplemented. Same as FLICK ROYAL.

* These rule sets are for Stadiums, and affect the name of the event that displays when entering the level.

LAP NUM
Applies to: NORMAL

The number of laps to play. If set to DEFAULT, the lap count is determined by the selected map.

TIME NUM
The number of seconds to play, for time-limited games.

TEAM BATTLE
Applies to: NORMAL

Has no significance, but presumably would affect whether team mode was active. The game does not support teams.


 * ON
 * OFF

TEAM ATTACK
Applies to: NORMAL

Has no significance, but presumably would affect whether you could harm your teammates. The game does not support teams.


 * ON
 * OFF

ENEMY REQ
Determines whether enemies appear on the map:


 * ON - Enemies may spawn.
 * OFF - Enemies will not spawn.

Note: Configuration of this setting is required to play on the TEST course.

ITEM REQ
Determines whether items appear on the map:


 * ON - Items may spawn.
 * OFF - Items will not spawn.

VEHICLE REQ
Applies to: NORMAL, CITYTRIAL

Determines whether Air Ride Machines appear on the map:


 * ON - Machines may spawn.
 * OFF - Machines will not spawn.

TRIAL FLAG
Applies to: NORMAL

Significance unknown. Crashes the game.


 * ON
 * OFF

HITPIONT
Applies to: NORMAL

Determines whether the HP gauges are shown as well as whether players may be defeated.


 * ON - Players may be defeated.
 * OFF - Players cannot be defeated.

BOOST
Applies to: NORMAL

Configures the Speed Help setting for lagging players.


 * 0 - None
 * 1 - Weak
 * 2 - Strong

BODYATTACK
Applies to: NORMAL

Determines whether players can deal damage to enemies and other players with a forward ram.


 * ON - Players may attack with their machines.
 * OFF - Machine collisions deal no damage.

3D Mode Features
While playing in Air Ride and City Trial mode, debugging functions can be activated while debug mode is enabled. Debugging functions are selected with the D-Pad, and additional features can be accessed by holding the L, R or X button before using the D-Pad.

Among other things, the debugging functions can display information in on-screen overlays; can show course parameters such as enemy spawn locations and route paths; can spawn enemies, objects and Air Ride Machines at the player's location; can grant the player any Copy Ability; can show collision information; and can manipulate the camera in various ways.

L + D-Pad/A
The L button + D-Pad is used to navigate sub menus while in game. L + A is used to apply changes or select an option.

Start
Freezes all animations, but leaves audio unaltered. While frozen, tapping the Z button will advance the animations by one frame. Holding Z will cause the game to advance in slow motion.

D-Pad Up
Toggles the different camera views. The options are:
 * Static camera - The camera stops following Kirby and you can freely angle the camera with the C-Stick
 * Dynamic camera - Just like the previous camera except it moves with Kirby. Pressing L + R will swap what player your screen is following. However, their sound effects won't play.
 * Normal view - the default game camera with limited angles.

D-Pad Down
This allows you to choose from a variety of different options that affect the current game such as spawning items. Pushing D-Pad down will go to different groups of sub-menus. Pressing L + D-Pad Left/Right will change the sub-menu of that group

Group 1
This group directly affects your player. It has an ability select as well as a machine spawner. Pressing L + D-Pad Left/Right will navigate between them. L + A will select the option.
 * Ability Selector - Contains all regular abilities as well as the item roulette.
 * Stat Booster - contains all of the Stat patch items like Glide UP and the All Patch. Selecting any of these will instantly increase that stat by one. Works in all modes
 * Special Power-ups Selector - Contains the 4 special power-ups. They are: The Gordo, Cracker Launcer, Time/proximity bomb, and the Super Quick Spin.
 * Machine Spawner - Contains every vehicle in the game. Selecting one will cause it to spawn on top of you. You can even select the unused and debug ones. They can even be spawned in non City Trial modes.
 * Dragoon/Hydra Assembler - Selecting one will play the animation of you collecting all three parts and give you the machine.
 * Hidden Stats - Shows various City Trial Stats like # boxes broken and # items collected. For some reason, CPU Stats aren't tracked here.

Group 2
This group allows you to play any graphical effect. They are centered around your player. Play around with it and find ones that you like.

Group 3
Has the ability to spawn any actor in the game. However, spawning TAC, DYNA, or METEO outside of City Trial mode will crash the game. Similarly, spawning the generic enemies in courses that don't support them will also crash the game. Note that not all enemies can be spawned in certain Air Ride Modes. Pressing L + D-Pad Left/Right will show what I assume to be the spawning coordinates or scale of the actor. However there does not seem to be a way to change the values. Because of this, actors always spawn at the start line. Or in the case of City Trial, at the City Wharf.

Group 4
This group only applies to City Trial Mode and possibly Stadium mode as well.
 * Item Spawner - This can spawn anything that spawns in city trial mode like food, boxes, and Dragoon/Hydra pieces. They Spawn in the same place as the previous group. Interestingly, using this outside of City Trial does not result in a freeze. Instead the box mearly states that the items are not loaded.
 * Event Toggler - This allows you to turn on(but not off?) a few different city events. Push L + D-Pad Left to get here. Note that these are not the actual events themselves.
 * GENE - Not sure what this one affects.
 * PATIMON - Causes the fake stat patches to appear.
 * BOUND - Makes items bouncy.
 * CONTENTS - Causes all boxes to contain the same thing.

Group 5
Music and sound modifier. Possibly allows you to change the current music track.
 * OBGM - Selecting this turns off the music. It can't be turned back on in the same way.
 * OFGM - Does the same thing except with the sound effects.

Group 6
Possibly allows you to make and view replays.

Editors note: I still need to experiment with this.

Group 7
Not sure what this does. It might be for setting computer and enemy routes though.

Group 8
No selectable options except "GM TIMECLEAR". Selecting this resets the clock to what it was at the start of the match.

Group 9
Not sure what this does. It might have to do with how the AI handles City Trial mode though.

Group 10
Seems to control the shading and color of the different players. It also is the city event modifier as well as the skybox modifier
 * GOUND FOG ANIM - Contains all of the different skyboxs for City Trial. It goes from 0 - 18
 * GROUND EVENT - This is the event modifier. its values range from 0 - 15. All events can be repeated as much as you desire unless noted otherwise.
 * Event 0 - Dyna Blade
 * Event 1 - Tac's stolen items
 * Event 2 - Huge meteors incoming!
 * Event 3 - Huge unidentified pillar
 * Event 4 - Super charged Air Ride tanks
 * Event 5 - Restoration areas appear. Do not use this more than once a match!
 * Event 6 - Rail Stations on fire
 * Event 7 - Boxes contain the same item
 * Event 8 - City lighthouse has turned on
 * Event 9 - Secret chamber in castle opened. Do not use more than once a match!
 * Event 10 - Stadium Prediction
 * Event 11 - Air Ride machine formation
 * Event 12 - UFO
 * Event 13 - Rubbery items
 * Event 14 - Dense Fog Today
 * Event 15 - Fake Power-Ups

R + D-Pad Down
Triggers the usual pause menu.

R + D-Pad Left
Cycles through 5 general diagnostic displays:
 * Mode 1 - Player statuses. Displays information about frame counts, player states and animation states.
 * Mode 2 - Additional animation statuses.
 * Mode 3 - Displays drift values, and has a bunch of "DUMMY" displays
 * Mode 4 - Grind Rail information. Shows rail ID and percentage of travel along it.
 * Mode 5 - Displays all City Trial stats along with an acceleration graph for each player.

R + D-Pad Right
Displays an unidentified graph; possibly program status and memory usage.

R + D-Pad Up
Displays player statistics with various states of UI presence. The following stats are displayed:
 * Distance traveled - The in-game unit measurement for how far you've traveled.
 * AREA - The region of the course where you currently are. Affects what's drawn to the screen.
 * LEN - The distance you've traveled in feet/meters.
 * DIFF - How far you are from the person in front of you (if any).
 * RANK - The player's current ranking.

Note that these values are all zeroes in City Trial mode.

X + D-Pad Down
Cycles through 29 displays of world information. A bar appears at the top of the screen indicating which mode is selected along with some parameters.


 * Mode 1 - The default display. The world and actors are all drawn, but no additioanl data.
 * Mode 2 - The world is not drawn at all, but actors are.
 * Mode 3 - Particle collision regions are displayed as red bubbles around actors and projectiles.
 * Mode 4 - Combines the features of Mode 2 and Mode 5: world collision is shown, but the world itself is not drawn.
 * Mode 5 - Displays world collision information on a per-surface basis with a color code:
 * Red - The surface can be driven on
 * Green - The surface is a wall
 * Blue - The surface is a ceiling
 * Mode 6 - Combines the features of Mode 8 and Mode 10: CPU AI paths and object spawn locations are shown.
 * Mode 7 - Combines the features of Mode 5, Mode 8 and Mode 10: world collision color coding with paths and spawn locations; world itself is not drawn.
 * Mode 8 - Displays object spawn locations as small, red-green-blue brackets.
 * Mode 9 - Combines the features of Mode 5 and Mode 8: world collision color coding with spawn locations.
 * Mode 10 - Displays path information used by the CPU AI as lines.
 * Yellow - Path boundaries
 * Cyan - CPU AI paths
 * Mode 11 - Same as Mode 10, but pressing the X button will toggle the lines on or off.
 * Mode 12 - Only a small region of AI paths is drawn. Mode was probably obsoleted.
 * Mode 13 - Player orientation is shown, and the world seems to be partitioned into volumes (possibly for events)
 * Mode 14 - Combines the features of Mode 2, Mode 5 and Mode 13: world collision and partition information is shown, but the world itself is not drawn
 * Mode 15 - Uses an unknown partitioning scheme
 * Mode 16 - The world is not drawn, and pressing X will cycle through partition volumes, which are displayed as wireframe. There is an additional data overlay on the screen presenting parameters for the selected volume.
 * Mode 17 - Contains all of the features of Mode 3 as well as the applicable parts of Mode 5 and Mode 13: CPU AI paths are shown, and collision and partition information is displayed, but only close to the player. This is an optimization consideration when calculating collision detection.
 * Mode 18 - Combines the features of Mode 2 and Mode 17: paths and nearby collision information are shown, but the world is not drawn.
 * Mode 19 - Similar to 18, but with additional, unidentified volumes drawn
 * Mode 20 - Unidentified volumes and actors are drawn, as well as particle collision bubbles
 * Mode 21 - The X button toggles an overlay that displays camera information.
 * Mode 22 - The sky is not drawn, actors are drawn, and the X button toggles whether the world is drawn. The water is always drawn, and when the world is invisible, there's a transparent cube around the volcano.
 * Mode 23 - Shows collision bounds for particle FX
 * Mode 24 - Grind Rail collision regions are shown
 * Mode 25 - Combines the features of Mode 5 and Mode 24: actors are drawn, the world is not, and world and Grind Rail collision information are shown.
 * Mode 26 - Only the Grind Rail collision region between Heat Top and Castle Hall is shown. This may have been a special case.
 * Mode 27 - Actors and the Heat Top/Castle Hall Grind Rail collision region are drawn, but nothing else is.
 * Mode 28 - A blue outline appears around the sky. This may be the valid region for meteors to spawn.
 * Mode 29 - Unknown significance. Looks the same as Mode 1

X + D-Pad Left
Cycles through 14 displays of actor position and angle information. A few of these options will enable collision displays, which can subsequently only be disabled via X + D-Pad Right.

X + D-Pad Right
Cycles through 7 displays of actor collision regions, or "bubbles."

X + D-Pad Up
This Freezes your machine in place and disables most of your collision. You can't pick up items or be hurt, but you can do ramming damage to enemies. If the camera doesn't follow your machine when you do this, press D-Pad Up. To return to normal, simply re-input the combination. While stopped, a machine can be moved on the X and Z axis by holding the L button and moving the control stick. The machine can be raised or lowered on the Y axis by holding L and tilting up or down with the C-stick.

2D Mode Features
Top Ride has a debug menu all its own, suggesting that this part of the game may have been developed independently from (and concurrently with) the 3D mode.

Window Captions
In the Japanese and North American versions of the game, the menu windows specify Japanese text, but the characters appear in Windows code page 1252 encoding, making them unreadable. The characters that appear on-screen, when converted to their corresponding byte values, yield text encoded as Shift JIS, which can be read and translated. To complicate matters, certain byte values (0x81 and 0x9D, for example) have no character defined in Win-1252, so they render as empty spaces and the only way to reliably convert them to Shift JIS is to view the game data directly.

The PAL version of the game addressed this issue by translating most of the text from Shift JIS to ordinary ASCII (which is compatible with Win-1252), though still in Japanese.

This article will present menu options with their on-screen text, their Japanese representations, the text from the PAL version, and English translations. Hopefully, navigating the menus won't be too bad with this page open in your web browser.

Example
In the screenshot provided below, the following Win-1252 text strings correspond with the following Shift JIS strings, which themselves translate into the following English captions:



A menu depicting Win-1252 characters

The same image, edited as Shift JIS Note that this particular menu did not update captions in the PAL version.

Main Menu
When first selecting 2D mode, an overall menu will be presented on a black background. Its title will vary depending on the game version:


 * Japan - Jun 26 2003 01:07:39
 * North America - Aug 18 2003 17:00:00
 * PAL - Dec 10 2003 11:23:54

The main menu contains the following items:


 * Screen Text
 * rowspan=12 style="width:10px;"|
 * Japanese
 * rowspan=12 style="width:10px;"|
 * PAL
 * rowspan=12 style="width:10px;"|
 * English
 * rowspan=12 style="width:10px;"|
 * Notes
 * ’² ®—pƒQ [ƒ€“ü‚èŒû||調整用ゲーム入り口||ChousiYouGameIriguchi||Enter game||Game with debug functions active
 * ƒ‹ [ƒ‹ Ý’è||ルール設定||Rulesettei||Rules||Sub-menu
 * ƒR [ƒX||コース||Course||Course||Sub-menu
 * ƒEƒGƒ‰ƒCƒh||ウエライド||Ueride||Top Ride||Game with no debug functions
 * ƒAƒCƒeƒ€”­- ¶||アイテム発生||ItemHassei||Item generation||Sub-menu
 * ƒAƒCƒeƒ€— ”Ží||アイテム乱数種||ItemRansuuTane||Item random number seeds||Sub-menu
 * ‚â‚-‚à‚Ì— ”Ží||もの乱数種||YakumonoRansuuTane||Feature random number seeds||Sub-menu
 * ƒ^ƒCƒ€ƒAƒ^ƒbƒN||タイムアタック||TimeAttack||Time Attack||
 * ƒtƒŠ [ƒ‰ƒ“||フリーラン||FreeRun||Free Run||
 * ƒI [ƒgƒfƒ‚||オートデモ||AutoDemo||Auto demo||
 * I—¹||終了||ShuuRyou||End||Return to debug menu
 * }
 * ƒAƒCƒeƒ€— ”Ží||アイテム乱数種||ItemRansuuTane||Item random number seeds||Sub-menu
 * ‚â‚-‚à‚Ì— ”Ží||もの乱数種||YakumonoRansuuTane||Feature random number seeds||Sub-menu
 * ƒ^ƒCƒ€ƒAƒ^ƒbƒN||タイムアタック||TimeAttack||Time Attack||
 * ƒtƒŠ [ƒ‰ƒ“||フリーラン||FreeRun||Free Run||
 * ƒI [ƒgƒfƒ‚||オートデモ||AutoDemo||Auto demo||
 * I—¹||終了||ShuuRyou||End||Return to debug menu
 * }
 * ƒI [ƒgƒfƒ‚||オートデモ||AutoDemo||Auto demo||
 * I—¹||終了||ShuuRyou||End||Return to debug menu
 * }
 * I—¹||終了||ShuuRyou||End||Return to debug menu
 * }


 * The Rules sub-menu is documented later in this article.


 * The Course sub-menu does not contain translated PAL captions, and contains the following items:


 * Screen Text
 * rowspan=8 style="width:10px;"|
 * Japanese
 * rowspan=8 style="width:10px;"|
 * English
 * The ‘ I||The 草！||Grass
 * The » I||The 砂！||Sand
 * The ‹ó I||The 空！||Sky
 * The ‰Š I||The 炎！||Fire
 * The Œõ I||The 光！||Light
 * The … I||The 水！||Water
 * The “S I||The 鉄！||Metal
 * }
 * The ‰Š I||The 炎！||Fire
 * The Œõ I||The 光！||Light
 * The … I||The 水！||Water
 * The “S I||The 鉄！||Metal
 * }
 * The “S I||The 鉄！||Metal
 * }
 * }


 * The Item generation sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * rowspan=4 style="width:10px;"|
 * Notes
 * ƒIƒvƒVƒ‡ƒ“||オプション||Option||Option||Sub-menu
 * ŽQ‰Á l ”||参加人数||SankaNinzuu||Number of participants||Sub-menu
 * TA—pƒR [ƒX•Ê||TA用コース別||TAYouCourseBetu||Course modifiers||Sub-menu
 * }
 * ŽQ‰Á l ”||参加人数||SankaNinzuu||Number of participants||Sub-menu
 * TA—pƒR [ƒX•Ê||TA用コース別||TAYouCourseBetu||Course modifiers||Sub-menu
 * }
 * }


 * The Option sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * rowspan=4 style="width:10px;"|
 * Notes
 * -‚È‚¢||少ない||Sukunai||Low||Numeric; default 0.35
 * • ’Ê||普通||Futuu||Normal||Numeric; default 0.60
 * ‘½‚¢||多い||Ooi||Many||Numeric; default 1.00
 * }
 * • ’Ê||普通||Futuu||Normal||Numeric; default 0.60
 * ‘½‚¢||多い||Ooi||Many||Numeric; default 1.00
 * }
 * }


 * The Number of participants sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * rowspan=4 style="width:10px;"|
 * Notes
 * ‚S lŽQ‰ÁŽž||４人参加時||4NinSankaJi||With 4 players||Numeric; default 1.00
 * ‚R lŽQ‰ÁŽž||３人参加時||3NinSankaJi||With 3 players||Numeric; default 1.20
 * ‚Q lŽQ‰ÁŽž||２人参加時||2NinSankaJi||With 2 players||Numeric; default 1.80
 * }
 * ‚R lŽQ‰ÁŽž||３人参加時||3NinSankaJi||With 3 players||Numeric; default 1.20
 * ‚Q lŽQ‰ÁŽž||２人参加時||2NinSankaJi||With 2 players||Numeric; default 1.80
 * }
 * }


 * The Course modifiers sub-menu contains the following items:


 * Screen Text
 * rowspan=8 style="width:10px;"|
 * Japanese
 * rowspan=8 style="width:10px;"|
 * PAL
 * rowspan=8 style="width:10px;"|
 * English
 * rowspan=8 style="width:10px;"|
 * Notes
 * The ‘ I||The 草！||The Kusa!||Grass||Numeric; default 1.23
 * The » I||The 砂！||The Suna!||Sand||Numeric; default 1.11
 * The ‹ó I||The 空！||The Sora!||Sky||Numeric; default 1.07
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 1.10
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 1.03
 * The … I||The 水！||The Mizu!||Water||Numeric; default 1.11
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1.11
 * }
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 1.10
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 1.03
 * The … I||The 水！||The Mizu!||Water||Numeric; default 1.11
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1.11
 * }
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1.11
 * }
 * }


 * The Item random number seeds sub-menu contains the following items:


 * Screen Text
 * rowspan=8 style="width:10px;"|
 * Japanese
 * rowspan=8 style="width:10px;"|
 * PAL
 * rowspan=8 style="width:10px;"|
 * English
 * rowspan=8 style="width:10px;"|
 * Notes
 * The ‘ I||The 草！||The Kusa!||Grass||Numeric; default 6417
 * The » I||The 砂！||The Suna!||Sand||Numeric; default 711
 * The ‹ó I||The 空！||The Sora!||Sky||Numeric; default 210
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 5683
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 2001
 * The … I||The 水！||The Mizu!||Water||Numeric; default 550
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 8448
 * }
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 5683
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 2001
 * The … I||The 水！||The Mizu!||Water||Numeric; default 550
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 8448
 * }
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 8448
 * }
 * }


 * The Feature random number seeds sub-menu contains the following items:


 * Screen Text
 * rowspan=8 style="width:10px;"|
 * Japanese
 * rowspan=8 style="width:10px;"|
 * PAL
 * rowspan=8 style="width:10px;"|
 * English
 * rowspan=8 style="width:10px;"|
 * Notes
 * The ‘ I||The 草！||The Kusa!||Grass||Numeric; default 1234
 * The » I||The 砂！||The Suna!||Sand||Numeric; default 1234
 * The ‹ó I||The 空！||The Sora!||Sky||Numeric; default 1234
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 1234
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 1234
 * The … I||The 水！||The Mizu!||Water||Numeric; default 1234
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1234
 * }
 * The ‰Š I||The 炎！||The Honoo!||Fire||Numeric; default 1234
 * The Œõ I||The 光！||The Hikari!||Light||Numeric; default 1234
 * The … I||The 水！||The Mizu!||Water||Numeric; default 1234
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1234
 * }
 * The “S I||The 鉄！||The Tetu!||Metal||Numeric; default 1234
 * }
 * }

Main / Rules
The Rules sub-menu contains the following items:


 * Screen Text
 * rowspan=18 style="width:10px;"|
 * Japanese
 * rowspan=18 style="width:10px;"|
 * PAL
 * rowspan=18 style="width:10px;"|
 * English
 * rowspan=18 style="width:10px;"|
 * Notes
 * Žü‰ñ ”||周回数||ShuuKaiSu||Laps||Numeric; default 5
 * ŽQ‰Á Ý’è||参加設定||SankaSettei||Participation||4 toggle buttons: on = player active
 * ‚b‚o‚t Ý’è||ＣＰＵ設定||CpuSettei||CPU configuration||4 toggle buttons: on = CPU player
 * ƒXƒ^ [||スター||Star||Machine||4 toggle buttons: on = Steer Star
 * ƒnƒ“ƒf||ハンデ||Hande||Handicap||4 numeric entries; default 0
 * ‚b‚o‚t @||ＣＰＵ　||Cpu ||CPU Level||4 numeric entries; default 2
 * F”Ô †||色番号||IroBangou||Color||4 numeric entries
 * U“®||振動||Sindou||Rumble||4 toggle buttons: on = rumble active
 * ƒJƒ ƒ‰Ží•Ê||カメラ種別||CameraShubetu||Camera Type||Sub-menu
 * ƒJƒ ƒ‰Šp“x||カメラ角度||CameraKakudo||Camera Angle||Sub-menu
 * ƒAƒCƒeƒ€”- ¶||アイテム発生||ItemHassei||Items (Generation)||Sub-menu
 * ƒAƒCƒeƒ€Ží•Ê||アイテム種別||ItemShubetu||Items (Type)||Sub-menu
 * ‚â‚­­­­­–­‚à‚Ì||やくもの||Yakumono||Features||Sub-menu
 * ƒu [ƒXƒg||ブースト||Boost||Speed Help||Sub-menu
 * ƒXƒ^ [ƒXƒŠƒbƒv||スタースリップ||StarSlip||"Stars slip"||Unknown function; doesn't affect drift
 * ƒuƒ‰ƒXƒg||ブラスト||Blast||"Blast"||Unknown function; doesn't affect boost
 * — BGM||裏BGM||UraBGM||Alternate BGM||Toggle button: on = alternate music
 * }
 * ƒJƒ ƒ‰Ží•Ê||カメラ種別||CameraShubetu||Camera Type||Sub-menu
 * ƒJƒ ƒ‰Šp“x||カメラ角度||CameraKakudo||Camera Angle||Sub-menu
 * ƒAƒCƒeƒ€”- ¶||アイテム発生||ItemHassei||Items (Generation)||Sub-menu
 * ƒAƒCƒeƒ€Ží•Ê||アイテム種別||ItemShubetu||Items (Type)||Sub-menu
 * ‚â‚­­­­­–­‚à‚Ì||やくもの||Yakumono||Features||Sub-menu
 * ƒu [ƒXƒg||ブースト||Boost||Speed Help||Sub-menu
 * ƒXƒ^ [ƒXƒŠƒbƒv||スタースリップ||StarSlip||"Stars slip"||Unknown function; doesn't affect drift
 * ƒuƒ‰ƒXƒg||ブラスト||Blast||"Blast"||Unknown function; doesn't affect boost
 * — BGM||裏BGM||UraBGM||Alternate BGM||Toggle button: on = alternate music
 * }
 * ƒu [ƒXƒg||ブースト||Boost||Speed Help||Sub-menu
 * ƒXƒ^ [ƒXƒŠƒbƒv||スタースリップ||StarSlip||"Stars slip"||Unknown function; doesn't affect drift
 * ƒuƒ‰ƒXƒg||ブラスト||Blast||"Blast"||Unknown function; doesn't affect boost
 * — BGM||裏BGM||UraBGM||Alternate BGM||Toggle button: on = alternate music
 * }
 * — BGM||裏BGM||UraBGM||Alternate BGM||Toggle button: on = alternate music
 * }
 * }


 * The Camera Type sub-menu contains the following items:


 * Screen Text
 * rowspan=3 style="width:10px;"|
 * Japanese
 * rowspan=3 style="width:10px;"|
 * PAL
 * rowspan=3 style="width:10px;"|
 * English
 * ’Ê í||通常||Tuujyou||Normal
 * ŒÅ’è||固定||Kotei||Fixed
 * }
 * ŒÅ’è||固定||Kotei||Fixed
 * }
 * }


 * The Camera Angle sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * ’Ê í||通常||Tuujyou||Normal
 * ŽÎ‚ß||斜め||Naname||Diagonal
 * ‰¡||横||Yoko||Side
 * }
 * ŽÎ‚ß||斜め||Naname||Diagonal
 * ‰¡||横||Yoko||Side
 * }
 * }


 * The Items (Generation) sub-menu contains the following items:


 * Screen Text
 * rowspan=5 style="width:10px;"|
 * Japanese
 * rowspan=5 style="width:10px;"|
 * PAL
 * rowspan=5 style="width:10px;"|
 * English
 * ’Ê í||通常||Tuujyou||Normal
 * ‘½‚ß||多め||Oome||Many
 * -‚È‚¢||少ない||Sukunai||Few
 * ‚È‚µ||なし||Nasi||None
 * }
 * -‚È‚¢||少ない||Sukunai||Few
 * ‚È‚µ||なし||Nasi||None
 * }
 * ‚È‚µ||なし||Nasi||None
 * }


 * The Items (Type) sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * ’Ê í||通常||Tuujyou||Normal
 * ‰B‚µ||隠し||Kakusi||Mystery
 * UŒ‚||攻撃||Kougeki||Attack
 * }
 * ‰B‚µ||隠し||Kakusi||Mystery
 * UŒ‚||攻撃||Kougeki||Attack
 * }
 * }


 * The Features sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * ‚È‚µ||なし||Nasi||None
 * ’Ê í||通常||Toojyou||Normal
 * Œƒ‚µ‚¢||激しい||Hagesii||Many
 * }
 * ’Ê í||通常||Toojyou||Normal
 * Œƒ‚µ‚¢||激しい||Hagesii||Many
 * }
 * }


 * The Speed Help sub-menu contains the following items:


 * Screen Text
 * rowspan=4 style="width:10px;"|
 * Japanese
 * rowspan=4 style="width:10px;"|
 * PAL
 * rowspan=4 style="width:10px;"|
 * English
 * ‚È‚µ||なし||Nasi||None
 * ’Ê í||通常||Tuujyou||Weak
 * ‹­-‚ß||強め||Tuyome||Strong
 * }
 * ’Ê í||通常||Tuujyou||Weak
 * ‹­-‚ß||強め||Tuyome||Strong
 * }
 * }

Pause Menu
When in-game, the Start button will bring up a special pause menu with debugging features.

Window Title:

The pause menu contains the following items, all of which (except the last one) are sub-menus:


 * Screen Text
 * rowspan=15 style="width:10px;"|
 * Japanese
 * rowspan=15 style="width:10px;"|
 * PAL
 * rowspan=15 style="width:10px;"|
 * English
 * ƒJƒ ƒ‰ Ý’è||カメラ設定||CameraSettei||Camera settings
 * ƒJ [ƒrƒB Ý’è||カービィ設定||KirbySettei||Kirby settings
 * “GƒvƒŒƒCƒ„ [ Ý’è||敵プレイヤー設定||TekiPlayerSettei||CPU settings
 * ƒR [ƒX Ý’è||コース設定||CourseSettei||Course settings
 * ƒAƒCƒeƒ€ Ý’è||アイテム設定||ItemSettei||Item settings
 * ƒtƒ@ƒCƒ‹||ファイル||File||File
 * ƒNƒŠƒAƒ`ƒFƒbƒJ||クリアチェッカ||ClearChecker||Clear Checklist
 * ƒJƒEƒ“ƒg W||カウント集||CountShuu||"Count Collection" (Bleh!)
 * •\Ž¦—Þ Ý’è||表示類設定||HyoujiRuiSettei||Display settings
 * ƒTƒEƒ“ƒh||サウンド||Sound||Sound
 * U“® Ý’è||振動設定||SindouSettei||Rumble settings
 * –Ÿ•„ Ý’è||漫符設定||ManpuSettei||Emote settings
 * ’n k Ý’è||地震設定||JisinSettei||Earthquake settings
 * ƒQ [ƒ€ I—¹||ゲーム終了||GameShuryo||End game
 * }
 * ƒJƒEƒ“ƒg W||カウント集||CountShuu||"Count Collection" (Bleh!)
 * •\Ž¦—Þ Ý’è||表示類設定||HyoujiRuiSettei||Display settings
 * ƒTƒEƒ“ƒh||サウンド||Sound||Sound
 * U“® Ý’è||振動設定||SindouSettei||Rumble settings
 * –Ÿ•„ Ý’è||漫符設定||ManpuSettei||Emote settings
 * ’n k Ý’è||地震設定||JisinSettei||Earthquake settings
 * ƒQ [ƒ€ I—¹||ゲーム終了||GameShuryo||End game
 * }
 * –Ÿ•„ Ý’è||漫符設定||ManpuSettei||Emote settings
 * ’n k Ý’è||地震設定||JisinSettei||Earthquake settings
 * ƒQ [ƒ€ I—¹||ゲーム終了||GameShuryo||End game
 * }
 * ƒQ [ƒ€ I—¹||ゲーム終了||GameShuryo||End game
 * }
 * }