const u8 ContestString_DescHighlyAppealing[] = _("A highly appealing move.");
const u8 ContestString_DescStartled1[] = _("After this move, the user is\nmore easily startled.");
const u8 ContestString_DescGreatLock[] = _("Makes a great appeal, but\nallows no more to the end.");
const u8 ContestString_DescRepeatable[] = _("Can be repeatedly used\nwithout boring the JUDGE.");
const u8 ContestString_DescStartled2[] = _("Can avoid being startled\nby others once.");
const u8 ContestString_DescStartled3[] = _("Can avoid being startled\nby others.");
const u8 ContestString_DescStartled4[] = _("Can avoid being startled\nby others a little.");
const u8 ContestString_DescStartled5[] = _("After this move, the user is\nless likely to be startled.");
const u8 ContestString_DescStartled6[] = _("Slightly startles the\nPOKéMON in front.");
const u8 ContestString_DescStartled7[] = _("Slightly startles those\nthat have made appeals.");
const u8 ContestString_DescStartled8[] = _("Startles the POKéMON that\nappealed before the user.");
const u8 ContestString_DescStartled9[] = _("Startles all POKéMON that\nhave done their appeals.");
const u8 ContestString_DescStartled10[] = _("Badly startles the\nPOKéMON in front.");
const u8 ContestString_DescStartled11[] = _("Badly startles those that\nhave made appeals.");
const u8 ContestString_DescStartled12[] = _("Startles the POKéMON that\nappealed before the user.");
const u8 ContestString_DescStartled13[] = _("Startles all POKéMON that\nappealed before the user.");
const u8 ContestString_DescAttentionShift[] = _("Shifts the JUDGE's\nattention from others.");
const u8 ContestString_DescStartled14[] = _("Startles the POKéMON that\nhas the JUDGE's attention.");
const u8 ContestString_DescJamOthersMissTurn[] = _("Jams the others, and misses\none turn of appeals.");
const u8 ContestString_DescStartled15[] = _("Startles POKéMON that\nmade a same-type appeal.");
const u8 ContestString_DescStartled16[] = _("Badly startles POKéMON\nthat made COOL appeals.");
const u8 ContestString_DescStartled17[] = _("Badly startles POKéMON\nthat made BEAUTY appeals.");
const u8 ContestString_DescStartled18[] = _("Badly startles POKéMON\nthat made CUTE appeals.");
const u8 ContestString_DescStartled19[] = _("Badly startles POKéMON\nthat made SMART appeals.");
const u8 ContestString_DescStartled20[] = _("Badly startles POKéMON\nthat made TOUGH appeals.");
const u8 ContestString_DescNervousOne[] = _("Makes one POKéMON after\nthe user nervous.");
const u8 ContestString_DescNervousAllAfter[] = _("Makes all POKéMON after\nthe user nervous.");
const u8 ContestString_DescConditionWorseBefore[] = _("Worsens the condition of\nthose that made appeals.");
const u8 ContestString_DescStartled21[] = _("Badly startles POKéMON in\ngood condition.");
const u8 ContestString_DescGreatWhenFirst[] = _("The appeal works great if\nperformed first.");
const u8 ContestString_DescGreatWhenLast[] = _("The appeal works great if\nperformed last.");
const u8 ContestString_DescAppealGoodBeforeAll[] = _("Makes the appeal as good\nas those before it.");
const u8 ContestString_DescAppealGoodBeforeOne[] = _("Makes the appeal as good\nas the one before it.");
const u8 ContestString_DescBetterWhenLater[] = _("The appeal works better\nthe later it is performed.");
const u8 ContestString_DescAffectedByTiming[] = _("The appeal's quality varies\ndepending on its timing.");
const u8 ContestString_DescBetterWhenSameType[] = _("Works well if it's the same\ntype as the one before.");
const u8 ContestString_DescBetterWhenDiffType[] = _("Works well if different in\ntype than the one before.");
const u8 ContestString_DescAffectedByFront[] = _("Affected by how well the\nappeal in front goes.");
const u8 ContestString_DescConditionUp[] = _("Ups the user's condition.\nHelps prevent nervousness.");
const u8 ContestString_DescAffectedByCondition[] = _("The appeal works well if the\nuser's condition is good.");
const u8 ContestString_DescAppealEarlier[] = _("The next appeal can be made\nearlier next turn.");
const u8 ContestString_DescAppealLater[] = _("The next appeal can be made\nlater next turn.");
const u8 ContestString_DescRandomOrderEasier[] = _("Makes the next turn's order\nmore easily scrambled.");
const u8 ContestString_DescRandomOrder[] = _("Scrambles the order of\nappeals on the next turn.");
const u8 ContestString_DescAnyExcitement[] = _("An appeal that excites the\naudience in any CONTEST.");
const u8 ContestString_DescStartled22[] = _("Badly startles all POKéMON\nthat made good appeals.");
const u8 ContestString_DescScaleWithExcitement[] = _("The appeal works best the\nmore the crowd is excited.");
const u8 ContestString_DescStopExcitement[] = _("Temporarily stops the\ncrowd from growing excited.");

const u8 *const gContestEffectStrings[] = {
    ContestString_DescHighlyAppealing,
    ContestString_DescStartled1,
    ContestString_DescGreatLock,
    ContestString_DescRepeatable,
    ContestString_DescStartled2,
    ContestString_DescStartled3,
    ContestString_DescStartled4,
    ContestString_DescStartled5,
    ContestString_DescStartled6,
    ContestString_DescStartled7,
    ContestString_DescStartled8,
    ContestString_DescStartled9,
    ContestString_DescStartled10,
    ContestString_DescStartled11,
    ContestString_DescStartled12,
    ContestString_DescStartled13,
    ContestString_DescAttentionShift,
    ContestString_DescStartled14,
    ContestString_DescJamOthersMissTurn,
    ContestString_DescStartled15,
    ContestString_DescStartled16,
    ContestString_DescStartled17,
    ContestString_DescStartled18,
    ContestString_DescStartled19,
    ContestString_DescStartled20,
    ContestString_DescNervousOne,
    ContestString_DescNervousAllAfter,
    ContestString_DescConditionWorseBefore,
    ContestString_DescStartled21,
    ContestString_DescGreatWhenFirst,
    ContestString_DescGreatWhenLast,
    ContestString_DescAppealGoodBeforeAll,
    ContestString_DescAppealGoodBeforeOne,
    ContestString_DescBetterWhenLater,
    ContestString_DescAffectedByTiming,
    ContestString_DescBetterWhenSameType,
    ContestString_DescBetterWhenDiffType,
    ContestString_DescAffectedByFront,
    ContestString_DescConditionUp,
    ContestString_DescAffectedByCondition,
    ContestString_DescAppealEarlier,
    ContestString_DescAppealLater,
    ContestString_DescRandomOrderEasier,
    ContestString_DescRandomOrder,
    ContestString_DescAnyExcitement,
    ContestString_DescStartled22,
    ContestString_DescScaleWithExcitement,
    ContestString_DescStopExcitement,
};

const u8 ContestString_MoveRainDance[] = _("RAIN DANCE");
const u8 ContestString_MoveRage[] = _("RAGE");
const u8 ContestString_MoveFocusEnergy[] = _("FOCUS ENERGY");
const u8 ContestString_MoveHypnosis[] = _("HYPNOSIS");
const u8 ContestString_MoveSoftboiled[] = _("SOFTBOILED");
const u8 ContestString_MoveHornAttack[] = _("HORN ATTACK");
const u8 ContestString_MoveSwordsDance[] = _("SWORDS DANCE");
const u8 ContestString_MoveConversion[] = _("CONVERSION");
const u8 ContestString_MoveSunnyDay[] = _("SUNNY DAY");
const u8 ContestString_MoveRest[] = _("REST");
const u8 ContestString_MoveVicegrip[] = _("VICEGRIP");
const u8 ContestString_MoveDefenseCurl[] = _("DEFENSE CURL");
const u8 ContestString_MoveLockOn[] = _("LOCK-ON");

const u8 *const gContestStrings_UnreferencedTable1[] = {
    ContestString_MoveRainDance,
    ContestString_MoveRainDance,
    ContestString_MoveRage,
    ContestString_MoveFocusEnergy,
    ContestString_MoveHypnosis,
    ContestString_MoveSoftboiled,
    ContestString_MoveHornAttack,
    ContestString_MoveSwordsDance,
    ContestString_MoveConversion,
    ContestString_MoveSunnyDay,
    ContestString_MoveRest,
    ContestString_MoveVicegrip,
    ContestString_MoveDefenseCurl,
    ContestString_MoveLockOn,
};

const u8 ContestString_Cool[] = _("COOL");
const u8 ContestString_Beauty[] = _("BEAUTY");
const u8 ContestString_Cute[] = _("CUTE");
const u8 ContestString_Smart[] = _("SMART");
const u8 ContestString_Tough[] = _("TOUGH");

const u8 *const gContestCategoryNames[] = {
    ContestString_Cool,
    ContestString_Beauty,
    ContestString_Cute,
    ContestString_Smart,
    ContestString_Tough,
};

const u8 gText_Contest_WhichMoveWillBePlayed[] = _("Appeal no. {NAME_END}!\nWhich move will be played?");

const u8 gText_Contest_ButItCantParticipate[] = _("Appeal no. {NAME_END}!\nBut it can't participate!");

const u8 gText_MonAppealedWithMove[] = _("{STR_VAR_1} appealed with\n{STR_VAR_2}!");

const u8 gText_OtherPokemonMadeMoves[] = _("The other POKéMON\nmade moves.{PAUSE 60}");

const u8 gText_MonWasWatchingOthers[] = _("{STR_VAR_1} was watching\nthe others.{PAUSE 60}");

const u8 gText_AllOutOfAppealTime[] = _("We're all out of\nAppeal Time!{PAUSE 60}");
const u8 gText_Strvar1sStrvar3Move[] = _("{STR_VAR_1}'s {STR_VAR_3}\nmove {STR_VAR_2}!{PAUSE 60}");
const u8 gText_TRICK[] = _("TRICK");
const u8 gText_SPECIAL[] = _("SPECIAL");
const u8 ContestString_AppealJammed[] = _("But the appeal was\njammed.");
const u8 ContestString_FollowLead[] = _("It followed another\nPOKéMON's lead.");
const u8 ContestString_MessedUp[] = _("But it messed up.");
const u8 ContestString_BetterUsual[] = _("It went better than\nusual.");
const u8 ContestString_JudgeLookAway[] = _("The JUDGE looked away\nfor some reason.");
const u8 ContestString_WorkHard[] = _("It worked hard to build on\npast mistakes.");
const u8 ContestString_NoMoreMoves[] = _("It can't make any more\nmoves.");
const u8 ContestString_WorkReallyWell[] = _("It worked frighteningly\nwell.");
const u8 ContestString_WorkHardStandout[] = _("It worked as hard as the\nstandout POKéMON.");
const u8 ContestString_JudgeExpectantly[] = _("The JUDGE looked on\nexpectantly.");
const u8 ContestString_WorkRatherWell[] = _("It worked rather well.");
const u8 ContestString_WorkBetter[] = _("It worked a little better\nthan usual.");

const u8 *const gContestStrings_UnreferencedTable2[] = {
    ContestString_AppealJammed,
    ContestString_FollowLead,
    ContestString_MessedUp,
    ContestString_BetterUsual,
    ContestString_BetterUsual,
    ContestString_JudgeLookAway,
    ContestString_WorkHard,
    ContestString_NoMoreMoves,
    ContestString_WorkReallyWell,
    ContestString_WorkHardStandout,
    ContestString_JudgeExpectantly,
    ContestString_WorkRatherWell,
    ContestString_WorkBetter,
};

const u8 ContestString_StandOutNone[] = _("{STR_VAR_1} failed to\nstand out at all...{PAUSE_UNTIL_PRESS}");
const u8 ContestString_StandOutNotMuch[] = _("{STR_VAR_1} didn't stand\nout very much...{PAUSE_UNTIL_PRESS}");
const u8 ContestString_StandOutLittle[] = _("{STR_VAR_1} caught a\nlittle attention.{PAUSE_UNTIL_PRESS}");
const u8 ContestString_StandOutLot[] = _("{STR_VAR_1} attracted a\nlot of attention.{PAUSE_UNTIL_PRESS}");
const u8 ContestString_StandOutTotal[] = _("{STR_VAR_1} commanded\ntotal attention.{PAUSE_UNTIL_PRESS}");
const u8 ContestString_StandOutDidnt[] = _("{STR_VAR_1} hasn't made\nits appeal.{PAUSE_UNTIL_PRESS}");

const u8 *const gContestStandOutStrings[] = {
    ContestString_StandOutNone,
    ContestString_StandOutNotMuch,
    ContestString_StandOutLittle,
    ContestString_StandOutLot,
    ContestString_StandOutTotal,
    ContestString_StandOutDidnt,
};

const u8 ContestString_AppealAnticipation3[] = _("Anticipation swelled for\n{STR_VAR_1}'s appeal next.");
const u8 ContestString_JudgeSatisfied[] = _("The JUDGE was very\nsatisfied.");
const u8 ContestString_Terminator[] = _("");
const u8 ContestString_JudgeHeldFirm[] = _("The JUDGE 's views on\n{STR_VAR_1} held firm.");
const u8 ContestString_ChangedPerceptions[] = _("{STR_VAR_1}'s {STR_VAR_3}\nchanged perceptions.");
const u8 ContestString_AppealWoreOff[] = _("{STR_VAR_1}'s appeal\neffect wore off.");
const u8 ContestString_AppealWoreOff2[] = _("The special appeal's\neffect wore off.");
const u8 ContestString_AppealLookSame[] = _("Everyone's appeals were\nmade to look the same.");
const u8 ContestString_AppealCheapened[] = _("{STR_VAR_2}'s appeal was\ncheapened.");
const u8 ContestString_AppealCheapened2[] = _("It cheapened the appeal\nof those ahead.");
const u8 ContestString_AppealAttentionStolen[] = _("It stole attention away\nfrom {STR_VAR_2}.");
const u8 ContestString_AppealCheapened3[] = _("It cheapened\n{STR_VAR_2}'s appeal.");
const u8 ContestString_AppealCheapened4[] = _("It severely cheapened\nother appeals.");
const u8 ContestString_AppealAnticipation[] = _("Anticipation swelled for\n{STR_VAR_1}'s appeal next.");
const u8 ContestString_AppealCheapened5[] = _("It cheapened the appeal\nof those ahead.");
const u8 ContestString_AppealCheapened6[] = _("It cheapened the JUDGE's\nfavorite appeal.");
const u8 ContestString_AppealCheapened7[] = _("The appeals of others\nwere cheapened by half.");
const u8 ContestString_JammedStoodOut[] = _("It stood out to make up\nfor being jammed.");
const u8 ContestString_AppealNoMore[] = _("It can't participate in\nappeals any more.");
const u8 ContestString_AppealTouched[] = _("It touched the JUDGE for\na fantastic appeal.");
const u8 ContestString_AppealAnticipation2[] = _("Anticipation rose for\nupcoming appeals.");
const u8 ContestString_AppealStoodOut2[] = _("It stood out as much as\nspecial appeals.");
const u8 ContestString_AppealStoodOut3[] = _("It stood out as much as\n{STR_VAR_1}.");
const u8 ContestString_JammedAppealsNotice[] = _("Jammed appeals were made\neven less noticeable.");
const u8 ContestString_AppealSame[] = _("Everyone's appeals were\nmade the same.");
const u8 ContestString_AppealFullWorse[] = _("Its {STR_VAR_1} is full.\nIt worsened its appeal.");

const u8 *const gContestString_UnreferencedPtrTable3[] = {
    ContestString_JudgeHeldFirm,
    ContestString_ChangedPerceptions,
    ContestString_Terminator,
    ContestString_AppealWoreOff,
    ContestString_AppealWoreOff2,
    ContestString_AppealLookSame,
    ContestString_AppealCheapened,
    ContestString_AppealCheapened2,
    ContestString_AppealAttentionStolen,
    ContestString_AppealCheapened3,
    ContestString_AppealCheapened4,
    ContestString_AppealAnticipation,
    ContestString_AppealCheapened5,
    ContestString_AppealCheapened6,
    ContestString_AppealCheapened7,
    ContestString_JammedStoodOut,
    ContestString_AppealNoMore,
    ContestString_AppealTouched,
    ContestString_AppealAnticipation2,
    ContestString_AppealStoodOut2,
    ContestString_AppealStoodOut3,
    ContestString_Terminator,
    ContestString_Terminator,
    ContestString_Terminator,
    ContestString_JammedAppealsNotice,
    ContestString_AppealSame,
};

const u8 ContestString_MoreConscious[] = _("It became more conscious\nof the other POKéMON.{PAUSE 60}");
const u8 ContestString_NoAppeal[] = _("{STR_VAR_1} can't make an\nappeal after this.{PAUSE 60}");
const u8 ContestString_SettleDown[] = _("It settled down just a\nlittle bit.{PAUSE 60}");
const u8 ContestString_ObliviousToOthers[] = _("It became oblivious to\nthe other POKéMON.{PAUSE 60}");
const u8 ContestString_LessAware[] = _("It became less aware of\nthe other POKéMON.{PAUSE 60}");
const u8 ContestString_StoppedCaring[] = _("It stopped caring about\nother POKéMON much.{PAUSE 60}");
const u8 ContestString_StartleAttempt[] = _("It tried to startle the\nother POKéMON.{PAUSE 60}");
const u8 ContestString_DazzleAttempt[] = _("It tried to dazzle the\nothers.{PAUSE 60}");
const u8 ContestString_JudgeLookAway2[] = _("The JUDGE looked away\nfrom {STR_VAR_1}.{PAUSE 60}");
const u8 ContestString_UnnerveAttempt[] = _("It tried to unnerve the\nnext POKéMON.{PAUSE 60}");
const u8 ContestString_Nervous[] = _("{STR_VAR_1} became\nnervous.{PAUSE 60}");
const u8 ContestString_UnnerveWaiting[] = _("The appeal tried to\nunnerve waiting POKéMON.{PAUSE 60}");
const u8 ContestString_TauntWell[] = _("It taunted POKéMON\ndoing well.{PAUSE 60}");
const u8 ContestString_RegainedForm[] = _("{STR_VAR_1} regained its\nform.{PAUSE 60}");
const u8 ContestString_JamWell[] = _("It tried to jam POKéMON\ndoing well.{PAUSE 60}");
const u8 ContestString_HustleStandout[] = _("The standout {STR_VAR_1}\nhustled even more.{PAUSE 60}");
const u8 ContestString_WorkHardUnnoticed[] = _("The largely unnoticed\n{STR_VAR_1} worked hard.{PAUSE 60}");
const u8 ContestString_WorkBefore[] = _("It worked as much as\nPOKéMON before it.{PAUSE 60}");
const u8 ContestString_AppealNotWell[] = _("{STR_VAR_1}'s appeal did\nnot go well.{PAUSE 60}");
const u8 ContestString_WorkPreceding[] = _("It worked as much as the\npreceding POKéMON.{PAUSE 60}");
const u8 ContestString_AppealNotWell2[] = _("{STR_VAR_1}'s appeal did\nnot go well.{PAUSE 60}");
const u8 ContestString_AppealNotShownWell[] = _("{STR_VAR_1}'s appeal\ncouldn't be shown well.{PAUSE 60}");
const u8 ContestString_AppealSlightlyWell[] = _("{STR_VAR_1}'s appeal\nwent slightly well.{PAUSE 60}");
const u8 ContestString_AppealPrettyWell[] = _("{STR_VAR_1}'s appeal\nwent pretty well.{PAUSE 60}");
const u8 ContestString_AppealExcellently[] = _("{STR_VAR_1}'s appeal\nwent excellently.{PAUSE 60}");
const u8 ContestString_AppealDud[] = _("{STR_VAR_1}'s appeal was\na dud.{PAUSE 60}");
const u8 ContestString_AppealNotVeryWell[] = _("{STR_VAR_1}'s appeal did\nnot work very well.{PAUSE 60}");
const u8 ContestString_AppealSlightlyWell2[] = _("{STR_VAR_1}'s appeal\nwent slightly well.{PAUSE 60}");
const u8 ContestString_AppealPrettyWell2[] = _("{STR_VAR_1}'s appeal\nwent pretty well.{PAUSE 60}");
const u8 ContestString_AppealVeryWell[] = _("{STR_VAR_1}'s appeal\nwent very well.{PAUSE 60}");
const u8 ContestString_AppealExcellently2[] = _("{STR_VAR_1}'s appeal\nwent excellently.{PAUSE 60}");
const u8 ContestString_SameTypeGood[] = _("It's the same type as the\nPOKéMON before - good!{PAUSE 60}");
const u8 ContestString_DiffTypeGood[] = _("It's not the same type as\nthe one before - good!{PAUSE 60}");
const u8 ContestString_StoodOutAsMuch[] = _("It stood out much more\nthan the POKéMON before.{PAUSE 60}");
const u8 ContestString_NotAsWell[] = _("It didn't do as well as the\nPOKéMON before.{PAUSE 60}");
const u8 ContestString_ConditionRose[] = _("{STR_VAR_1}'s condition\nrose above usual.{PAUSE 60}");
const u8 ContestString_HotStatus[] = _("{STR_VAR_1}'s hot status\nmade it a great appeal!{PAUSE 60}");
const u8 ContestString_MoveUpLine[] = _("It moved up in line for\nthe next appeal.{PAUSE 60}");
const u8 ContestString_MoveBackLine[] = _("It moved back in line once\nfor the next appeal.{PAUSE 60}");
const u8 ContestString_ScrambleOrder[] = _("It scrambled up the\norder for the next turn.{PAUSE 60}");
const u8 ContestString_JudgeExpectantly2[] = _("The JUDGE looked at\n{STR_VAR_1} expectantly.{PAUSE 60}");
const u8 ContestString_WentOverWell[] = _("The appeal combo went\nover well.{PAUSE 60}");
const u8 ContestString_WentOverVeryWell[] = _("The appeal combo went\nover very well.{PAUSE 60}");
const u8 ContestString_AppealComboExcellently[] = _("The appeal combo went\nover excellently.{PAUSE 60}");
const u8 ContestString_AvertGaze[] = _("{STR_VAR_1} managed to\navert its gaze.{PAUSE 60}");
const u8 ContestString_AvoidSeeing[] = _("{STR_VAR_1} managed to\navoid seeing it.{PAUSE 60}");
const u8 ContestString_NotFazed[] = _("{STR_VAR_1} isn't fazed\nby that sort of thing.{PAUSE 60}");
const u8 ContestString_LittleDistracted[] = _("{STR_VAR_1} became a\nlittle distracted.{PAUSE 60}");
const u8 ContestString_AttemptStartle[] = _("It tried to startle the\nother POKéMON.{PAUSE 60}");
const u8 ContestString_LookedDown[] = _("{STR_VAR_1} looked down\nout of distraction.{PAUSE 60}");
const u8 ContestString_TurnedBack[] = _("{STR_VAR_1} turned back\nout of distraction.{PAUSE 60}");
const u8 ContestString_UtterCry[] = _("{STR_VAR_1} couldn't help\nuttering a cry.{PAUSE 60}");
const u8 ContestString_LeaptUp[] = _("{STR_VAR_1} couldn't help\nleaping up.{PAUSE 60}");
const u8 ContestString_TrippedOver[] = _("{STR_VAR_1} tripped over\nout of distraction.{PAUSE 60}");
const u8 ContestString_TooNervous[] = _("{STR_VAR_1} was too\nnervous to move.{PAUSE 60}");
const u8 ContestString_MessedUp2[] = _("But it messed up.{PAUSE 60}");
const u8 ContestString_FailedTargetNervous[] = _("But it failed to make\nthe target nervous.{PAUSE 60}");
const u8 ContestString_FailedAnyoneNervous[] = _("But it failed to make\nanyone nervous.{PAUSE 60}");
const u8 ContestString_Ignored[] = _("But it was ignored...{PAUSE 60}");
const u8 ContestString_NoConditionImprove[] = _("But it couldn't improve\nits condition...{PAUSE 60}");
const u8 ContestString_BadConditionWeakAppeal[] = _("Its bad condition\nresulted in a weak appeal.{PAUSE 60}");
const u8 ContestString_Unaffected[] = _("{STR_VAR_1} was\nunaffected.{PAUSE 60}");
const u8 ContestString_DissapointedRepeat[] = _("{STR_VAR_1} disappointed\nby repeating an appeal.{PAUSE 60}");
const u8 ContestString_WentOverGreat[] = _("{STR_VAR_1}'s {STR_VAR_3}\nwent over great.{PAUSE 60}");
const u8 ContestString_DidntGoWell[] = _("{STR_VAR_1}'s {STR_VAR_3}\ndidn't go over well here...{PAUSE 60}");
const u8 ContestString_GotCrowdGoing[] = _("{STR_VAR_1}'s {STR_VAR_3}\ngot the crowd going.{PAUSE 60}");
const u8 ContestString_CantAppealNextTurn[] = _("{STR_VAR_1} can't appeal\nnext turn...{PAUSE 60}");
const u8 ContestString_AttractedAttention[] = _("It attracted the crowd's\nattention.{PAUSE 60}");
const u8 ContestString_CrowdWatches[] = _("The crowd continues to\nwatch {STR_VAR_3}.{PAUSE 60}");
const u8 ContestString_Ignored2[] = _("{STR_VAR_1}'s\n{STR_VAR_2} is ignored.{PAUSE 60}");

const u8 *const gUnknown_083CC188[] = {
    ContestString_MoreConscious,
    ContestString_NoAppeal,
    ContestString_SettleDown,
    ContestString_ObliviousToOthers,
    ContestString_LessAware,
    ContestString_StoppedCaring,
    ContestString_StartleAttempt,
    ContestString_DazzleAttempt,
    ContestString_JudgeLookAway2,
    ContestString_UnnerveAttempt,
    ContestString_Nervous,
    ContestString_UnnerveWaiting,
    ContestString_TauntWell,
    ContestString_RegainedForm,
    ContestString_JamWell,
    ContestString_HustleStandout,
    ContestString_WorkHardUnnoticed,
    ContestString_WorkBefore,
    ContestString_AppealNotWell,
    ContestString_WorkPreceding,
    ContestString_AppealNotWell2,
    ContestString_AppealNotShownWell,
    ContestString_AppealSlightlyWell,
    ContestString_AppealPrettyWell,
    ContestString_AppealExcellently,
    ContestString_AppealDud,
    ContestString_AppealNotVeryWell,
    ContestString_AppealSlightlyWell2,
    ContestString_AppealPrettyWell2,
    ContestString_AppealVeryWell,
    ContestString_AppealExcellently2,
    ContestString_SameTypeGood,
    ContestString_DiffTypeGood,
    ContestString_StoodOutAsMuch,
    ContestString_NotAsWell,
    ContestString_ConditionRose,
    ContestString_HotStatus,
    ContestString_MoveUpLine,
    ContestString_MoveBackLine,
    ContestString_ScrambleOrder,
    ContestString_JudgeExpectantly2,
    ContestString_WentOverWell,
    ContestString_WentOverVeryWell,
    ContestString_AppealComboExcellently,
    ContestString_AvertGaze,
    ContestString_AvoidSeeing,
    ContestString_NotFazed,
    ContestString_LittleDistracted,
    ContestString_AttemptStartle,
    ContestString_LookedDown,
    ContestString_TurnedBack,
    ContestString_UtterCry,
    ContestString_LeaptUp,
    ContestString_TrippedOver,
    ContestString_MessedUp2,
    ContestString_FailedTargetNervous,
    ContestString_FailedAnyoneNervous,
    ContestString_Ignored,
    ContestString_NoConditionImprove,
    ContestString_BadConditionWeakAppeal,
    ContestString_Unaffected,
    ContestString_AttractedAttention,
};

const u8 gText_Contest_Shyness[] = _("shyness");

const u8 gText_Contest_Anxiety[] = _("anxiety");

const u8 gText_Contest_Laziness[] = _("laziness");

const u8 gText_Contest_Hesitancy[] = _("hesitancy");

const u8 gText_Contest_Fear[] = _("fear");

const u8 ContestString_Coolness[] = _("coolness");
const u8 ContestString_Beauty2[] = _("beauty");
const u8 ContestString_Cuteness[] = _("cuteness");
const u8 ContestString_Smartness[] = _("smartness");
const u8 ContestString_Toughness[] = _("toughness");

const u8 *const gContestCategoryStrings[] = {
    ContestString_Coolness,
    ContestString_Beauty2,
    ContestString_Cuteness,
    ContestString_Smartness,
    ContestString_Toughness,
};

const u8 gUnknown_083CC2EC[] = _("TENSION:");

const u8 ContestString_CoolMove[] = _("COOL Move");

const u8 ContestString_BeautyMove[] = _("BEAUTY Move");

const u8 ContestString_CuteMove[] = _("CUTE Move");

const u8 ContestString_SmartMove[] = _("SMART Move");

const u8 ContestString_ToughMove[] = _("TOUGH Move");

const u8 ContestString_UnknownMoveType[] = _("???");

const u8 *const sInvalidContestMoveNames[] = {
    ContestString_CoolMove,
    ContestString_BeautyMove,
    ContestString_CuteMove,
    ContestString_SmartMove,
    ContestString_ToughMove,
    ContestString_UnknownMoveType,
};

// unused?
const u8 ContestString_Rank[] = _("RANK");

const u8 ContestString_HighlightTransparent_ColorMagenta[] = _("{HIGHLIGHT TRANSPARENT}{COLOR MAGENTA} ");

const u8 gUnknownText_MissedTurn[] = _("Missed turn");

const u8 gUnknownText_LinkStandbyAndWinner[] = _("Link standby...");
const u8 gUnknownText_ColorWhite2[] = _("{COLOR WHITE2}");
const u8 gUnknownText_LinkWinner[] = _("The winner is {STR_VAR_1}'s {STR_VAR_2}!\nCongratulations!");
