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-
- The definitive arcade video game cheat sheet.
- Last update: 28 Apr 1992.
-
- ---------------------------------------------------------------------------
- | Important notice: |
- | The information in this document is copyrighted material - copyrighted |
- | by Jonathan Deitch and Jeremy Radlow. Clayton Neil Cowgill (cowgilc@ |
- | tsunami.cs.orst.edu) has expressed permission to store a copy of this |
- | document at his anonymous ftp site for public access and retrieval. |
- | You may distribute copies freely, provided this notice is not altered |
- | and is always included at the head of the copy and/or copies |
- ---------------------------------------------------------------------------
- (The above is just legalese to make sure nobody takes this sheet, puts it in
- a book, and then sues me. Let me know if it could be worded better.)
-
- This list was started by Jeremy Radlow. Due to the fact that he's lost his
- net access (horrors), I'm now the administrator of this list.
-
- To get an up-to-date copy of the video game cheat sheet, ftp a copy from
- tsunami.cs.orst.edu in the pub/cheats directory or, if you can't ftp, send a
- message to jdeitch@umiami.miami.edu. There is not now, nor will there ever be,
- a 'mailing list'. Nor will I post the sheet to USENET due to its excessive
- size. This is mainly to keep my mailbox from getting flooded with the large
- number of resulting responses. (and I do mean *large*).
-
- If you have already made a contribution to the cheat sheet and wish a new copy,
- just ftp a new copy or let me know and I'll mail you an up-to-date version.
-
- Please note : due to the high traffic involving this list, it might take me
- up to a week or so to actually mail you a copy of the list.
-
- There are three sections to the cheat sheet:
- * Beginners section. This contains either cheats that don't get
- you much, or cheats that are only helpful to advanced players.
- * Intermediate section. This contains cheats that can get you
- a big edge. They are usually not any harder than playing the
- game honestly.
- * Advanced section. This contains extremely low-effort high-pay
- cheats; secret back doors; and in the next revision will contain
- advanced general-purpose game beating strategies, if someone sends
- me some.
-
- Please let me know if you think a cheat should be in another section.
-
- When you send in a cheat, it'll be put in one of these sections and you
- will get a copy of the cheat sheet in return. Basically, you get out what
- you put in ...
-
- Some of these cheats may be inaccurate; don't trust anything attributed
- to someone else. If it turns out that some information is wrong - don't get
- mad, get even! Tell me what's wrong. Please note, though, that different ROM
- versions on machines may eliminate some cheats ...
-
- Games in this version (all sheets):
-
- Game High score[1p/2p] [mp] level
- ----------------- ----------------- ---- -----
- Road blasters 3,900,000 n/a 50
- Cabal 1,950,000 No ALL (5 lives left)
- Cabal 1,525,000 Yes ALL (9 lives left)
- Galaga 3,600,000 n/a 255
- Tempest 1,100,000+ n/a (> 80)
- Tron 2,100,000+ n/a (> 300)
- Bubble Bobble 2,800,000 n/a 57
- APB 597,000 n/a 74
- Zookeeper 583,000,000 n/a (> 100)
- Smash-TV 22,500,000 n/a end
- Bump 'n' Jump 1,850,000 n/a (> 40)
- Major Havoc 3,000,000 n/a ?
- Race Driving 465,000 n/a ?
- Teenage Mutant NT 3400 n/a end
- Gauntlet 6,666,666 n/a 458
- Gauntlet II 485,000 n/a 58
- Mercs 900,000 n/a ?
- Columns 99,999 n/a ?
- Rygar 2,830,000 n/a 27
- Rolling Thunder 220,000 n/a ?
- Darius 3,320,000 n/a ?
- Dig Dug 3,999,990 n/a ?
- Galaga Plus 6,550,300 n/a ?
- Robocop 731,000 n/a All 7 levels
- Blood Brothers 21,450,100 n/a ?
-
- The following games don't have any high scores ... send me some ?
-
- Pac-man Paperboy Toobin' 1941
- Crystal Castles Magic sword Trog 1943
- Super Mario Brothers Defender Alien Syndrome Sinistar
- Return of the Jedi XyBots Star Wars Astro Blaster
- Hard Driving Double Dragon Joust Joust 2
- Ghosts 'n' Goblins Slap Fight Alcon Centipede
- Space Dungeon Narc Gunsmoke 720
- Street Fighter II Commando Assault Heavy Barrel
- Raiden Tiger Road Mercs Columns
- Golden Axe Afterburner I, Robot Donkey King (yes King)
- Dragons Lair II Galaxian Splatterhouse Alpine Ski
- Cap. & the Avengers Mat Mania Krull Tron
- Track & Field Xevious Robotron Forgotten Realms
- Donkey Kong Jr. Marble Madness Punch Out Forgotten Worlds
- Ninja Gai-Den Phoenix Pitfighter Vendetta
- Wizard of Wor
-
- (When you send in your cheat, please send in your high score. Don't
- send in a high score without a cheat/strategy, it'll be ignored.
- And multi-credit games don't count ... but multi-player games do. That's
- what the [mp] slot is for. The idea behind this high score sheet is
- that if you have a high score higher than one listed here, you must
- know something useful ...)
-
- Cheats in this revision:
- * All the Crystal Castle warps.
- * Big point bugs on Road Blasters, Star Wars, Super Mario Brothers,
- Paperboy, Robocop.
- * The standard back doors in Galaga.
- * Extra lives in Sinistar, Narc.
- * Etc.
-
- Needed:
- * All sorts of hints/backdoors for doing/causing strange things of all
- types.
-
- Contributors:
- Joshua Abbey, Ken Arromdee, Casey Barton, Barry Brumitt, M Darrin Chaney,
- Anthony D. Chen, Craig Coffin, Lee Crawford, David D'Auria, Scott C. DeFreitas,
- Jonathan Deitch, George Dolbier, Lee Dormon, Kerry B. Durham, Vivian Ford, John
- Joseph Gallagher Jr., Stuart C Glass, Keith Goolsbey, Frank Gomez, James Hague,
- David Hawk, Josh Hayes, Otto Heuer, Dave Hollinsworth, David Hsu, Ting Hsu,
- Steve Jacobs, Ian Jeffries, Kyle Jones, Benoy Koshy, Jonathan Kruger, Bob
- Kupiec, Felix Lee, Kwan-Yong Lee, Chris Long, Bert Loper, Bryan Martin, Tony
- Mason, David McGrath, Carl Mei, Mario Moeller*, Dave Morrison, Tony Nardo, Ian
- Novack, Fred Ochs, Steve Ozdemir, Allen Perry, Tad Perry*, Robert Potter, Eric
- Thomas Pronko, Jeremy Radlow, Hedley Rainnie, James Reed, Nate Renwick, Robert
- Schmitz, Seth Scott, Tim Shay, Eric Sheets, Colin Smiley, Eric Smith, Ryan
- Tanner, Eric Thompson, Richard Uyeyama, Ryan Vurlicer, William Wesner, Gregg
- Woodcock, Julius Yang, John Yeates, Bill ?
-
- * special thanks!
-
-
- Game notes from Allen Perry
- ---------------------------
-
- 255+ on 8-bit machines
-
- Most games that have rounds will start over at round 256.
- This is a list of the ones that I am sure of :
-
- Robotron
- Galaga
- Dig Dug
- Defender
- Stargate
- Ms Pac Man
- Pac Man - Causes the infamous "Split Screen" phenomenon
- Star Trek
- Zaxxon
- Satan's Hollow
-
-
- As I have found out the hard way many games also will do strange things when
- you get 256 extra men. Usally they just think that you have 0 men left
- and end your game. This is a list of ones that i know for sure this happens to
-
- Defender
- Stargate
- Nibbler
- Robotron - Seems to reset it self when you reach 256 men
- Qbert
-
-
- =============================================================================
-
- *** The beginner's cheat sheet ***
-
- ----
- 1941
- ----
- (Contributor: unknown)
-
- Never pick up the black bonus. [oooooook. What's so bad about the black
- bonus? -JTR]
-
-
- ---
- 720
- ---
- (Contributor: unknown)
-
- In the ramp section, levels 8, 9, and 10: holding down the kick
- and jump buttons simultanously on the lip of the ramp will boost your
- air. This trick only works when you're going the correct speed
- (usually your third or fourth jump), and only once (as far as I can
- tell) per ramp session per level.
-
-
- -----------
- Afterburner
- -----------
- (Contributor: Anthony D. Chen)
-
- key:
- S - start button
- V - vulcan cannon
- M - missle
- F - foot sensor (only on sit-down version)
-
- stage press these do this effect
- ----------------------------------------------------
- DEMO S V M F stick right DUKE message
- 1 S V M message
- 3 S speed fast 100 missles
- 5 S V M message
- 9 V M stick right 100 missles
- 11 V M stick left 50,000,000 pts
- 13 S V M message
- 16 S stick down message
- 19 S message
- 21 S V M F stick up 250,000,000 pts
- 23 S V M F message
-
- ---
- APB
- ---
- (Contributors: me, and Dave Hollinsworth)
-
- Note that the game never ends. You get through 15 bad guys, and then
- a sort of tough hitchhiker board, and then all boards afterwards are
- random. There are two villans it isn't worth wasting your time on:
- Fake Frank and Sid Sniper. I'll put up a complete strategy list on
- this one if there's enough demand.
-
- Dave points out that when you start a new game, you may:
- - press Siren button and start to get a level 1-8 warp.
- - press Gas and Siren and start to get a level 1-16 warp.
-
- -----
- ALCON
- -----
- (Contributor: unknown)
-
- This is a slap fight clone.
-
- Don't fire a single shot, just get as far as you can without firing.
- When you die you'll come back with a full wing of heat-seeking missiles.
- You'll also get a bonus which is bigger the further you got before you
- died. (I got 256K bonus once this way).
-
- Hint on picking up an extra ship: When you reach the point where the
- intersecting tubes and the little guys move in them and only fire at
- you at the intersections (near the end where there are two long tubes
- running along the left side), carefully use your shot power about an
- inch from the right side. A question mark will show up. Don't shoot
- it! Pick it up for an extra man.
-
- --------------
- ALIEN SYNDROME
- --------------
- (Contributor: Mario Moeller)
-
- Shoot and grab everything as quickly as possible. If you manage to
- finish a level before the timer reaches 100 you get a 60K bonus.
-
- ----------
- Alpine Ski
- ----------
- (Contributor : Tad Perry)
-
- ALPINE SKI (WHY'D I *EVER* PLAY *THAT*?):
-
- 1. Go thru the downhill section with the points flags very slowing
- and avoid collecting positive points.
- 2. There's some point in the course (should be easy to find) where
- there's a negative points flag nearby trees that can be crashed
- into. This trick is best done here.
- 3. Collect negative points to roll your score back under zero.
- You will be granted massive time on the massive points you
- have. Unfortunately, time will be taken off at an incredible rate.
- 4. Run over the negative points flag as necessary to get rid of the
- points you win just by moving forward and crash into the nearby
- trees.
- 5. Repeat Step 4 until you've run out of time. You now have a completely
- unbeatable high-score which (if it were 1981) people would beg you
- to tell them how you did it.
-
- WARNING: ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME
- WILL END *IMMEDIATELY*!!!
-
- --------
- ARKANOID
- --------
- (Contributor: Frank Gomez)
-
- This one applies to the super arkanoid. On the level that looks like
-
- - -
- - -
- -----------
- - - - - - -
- - - - - - -
- - - - - - -
- - - - - - -
- - - - - - -
- - - - - - -
-
- [Level 8, I recall. -JTR] don't kill too many blocks! Wait for the
- N pill. Get the balls to the top of the screen. Every time they hit
- one of the balls, 100 easy points. They hit the balls very often.
- If any one or two of the balls get out, don't hit them back in, since
- the one(s) up top will split...
-
- [Yeah, I rememember this one. A few times I got lucky and got the
- Nova split power (16 balls at once, otherwise like N) and got mind-
- bogglingly high scores. In the millions. -JTR]
-
- -------
- ASSAULT
- -------
- (Contributor: Felix Lee)
-
- Finishing a level with zero time will give you the maximum time bonus.
- On level 5 at default time limits, this is
- 330s x 50pts/s = 16500pts.
-
- (Contributor: Unknown)
-
- On the last level (11, I believe) there are TWO sections to it. In the latter
- section (which has a triangle ship in the exact middle), the first thing a
- person should do when they enter it is go around the edge counterclockwise
- hugging the wall the whole way.
-
- All the mobile enemies disappear!! And then you just have to kill the
- guns to finish the whole game. The ending credits are TRULY incredible.
-
-
- -------------
- Astro Blaster
- -------------
- (Contributor: Allen Perry)
-
- This is a list of just a few of the secret ways to get bonus points in the
- vertical space shoot-um-up Astor Blaster.
-
- 1000 Points for shooting without missing a shot during "Fuel status Marginal"
- 700 Points for killing everything in the horizontal attack force bofore they
- reach the other side of the screen
- 600 Points for getting thru an entire sector with out hitting "Critical" on
- laser temperature
- 400 Points for not losing a ship thru an entire sector
- 400 to 1500 Points for docking perfectly WITHOUT using the direction buttons
- ??? Points for "scraping" the docking claws duging dock
-
-
- -----------
- BUMP N JUMP
- -----------
- Don't smash any cars at all on a board, and you'll get 50,000
- bonus points.
-
- --------------------
- Cap and the Avengers
- --------------------
- (Contributor : Eric Thomas Pronko)
-
- use Iron Man or Vision, use the jumping shooting attack on almost all
- bosses...pick up all possible enemies to kill them faster...
-
- specific strategies:
-
- whirlwind: hit him with a barrel right off. knock him down like twice
- (i forget how many times) before he starts to spin. make your way to
- the lower right hand corner and move up to dodge tossed objects. use
- the jumping shooting attack.
-
- flying stages (not underwater): stay in the approximate middle of the
- screen and use both hands to hit either button to shoot more rapidly.
- shoot the sentinel in the band around his neck using this method of
- shooting and staying in the same place.
-
- grim reaper: hit him with a barrel first; wait for each of his charges,
- jump over it, and hit him with the jump-shoot. when he flies, move
- right in front of him, wait for the bomb, jump it and jump-shoot.
-
- wizard: try to get him on the opposite side of the screen, firing
- yellow bursts of energy. fire straight back at him and keep it up. try
- to be a bit lower than him.
-
- mandarin: use the jump-shoot, for the most part. at the beginning,
- stand right in front of him, wait for him to shoot fire, jump it and
- jump-shoot. (also works for ultron.)
-
- juggernaut: use firing weapon right before he gets up, works every time.
-
- ultron: see aforementioned strategy on mandarin; jump-shoot. you
- cannot be hit by his lasers-that-are-shot-up-into-the-air if you are in
- the air.
-
- twin robots ("you're trapped!"): hit of them with a thrown weapon at the
- start; charge and begin to pummel. the other one will walk right into
- the pummeling. try to stay away from the horizontal cracks. when they
- fall, move forward and repeat.
-
- crossbones: jump-shoot with a lot of irregular movement while in the
- air. he can hurt you in the air (most other bosses cannot, so you can
- do long jumps in the air and fire right at the end of a jump; here you
- cannot).
-
- red skull: (before) pummel him from afar with the shooting weapon, like
- you did the wizard.
- (after) use a specific retaliation for each of his attacks.
- machine guns: stay away and shoot, or go in close and punch.
- green laser: avoid it when it shoots, then go around it and punch, or go
- in front of it and shoot..
- arms fired: jump them.
- hurricanes/bombs: a lot of jumping.
-
- ---------
- CENTIPEDE
- ---------
- When you reach your last official extra man before 1,000,000, every time
- you score and have less than 6 men, you'll get an extra guy. This is
- a real pain, because this advances by 12,000 the amount of points you
- will have to get AFTER 1M to get your first guy after that point. :(
-
- Important turning points (based on score):
- 60K - fleas speed up.
- 860K - spider goes back to 12-row wipeout. This is a pain...
-
- Note that a very important factor in the game is the rate of feed of
- the new centipede segments when one reachs the bottom. You can
- manipulate this feed value, to get past the really impossible feed!
-
- First, the feed rate doesn't advance until the first time a cent. seg
- actually feeds in. Then it advances on a straight point basis. It
- seems to turn over every 300K or so. But the rate of feed increases
- much faster when you're scoring while centipede segments are actually
- feeding in.
-
- Note that on millipede, feed is even more important, and you have to
- be very careful tuning your feed rate according to the level you
- expect to reach at the time your feed reaches impossible level.
- The 'fast feed' machines are actually easier in this respect (for
- the more advanced players).
-
- -------
- COLUMNS
- -------
- (Contributor: Felix Lee)
-
- You can reach the maximum score, 99999 points, simply by playing for
- a long time. But you can reach it quicker if you pull down most of
- the time. Pulling a column all the way down gives you 25 points at
- level 1, 125 at level 10. The extra points are added while you're pulling,
- so you can pull down a column *most* of the way and you can position just
- before it lands to get most of the points.
-
- The magic jewel will be split if part of it sticks up above the top.
- The part above the top will fall seperately and get rid of more jewels.
- This is cute but not useful once you're good at the game.
-
- --------
- DEFENDER
- --------
- (Contributor : unknown)
-
- When you get your last official guy before 1,000,000, every time you
- score, you'll get an extra man.
-
- (Contributor : Tad Perry)
-
- The trick we used was to win 100+ ships between 990,000 and
- 1,000,000, thus fooling the game based on where score rolls over
- rather than where ships roll over. The version where you win 100+
- ships has been tested, the version where you win 256+ ships never was
- because:
-
- a. For every point scored in Defender from 990,000 to 999,975
- you will win one extra ship and smart bomb.
- b. If you suicide on something, including a shot but not including
- hyperspace (because dying from hyperspace awards no points),
- you will lose one ship, but also gain one (net effect on ships
- is zero) plus one smart bomb.
- c. For winning n ships in Defender from 990,000 to 999,975, including
- suicides, you will have to wait n x 10,000 points after passing
- 1M before the game's accounting balances and it awards ships properly
- at 10,000 point intervals again.
-
- TESTED (VERIFIED TO WORK):
- d. The score returns to zero every 1 million, meaning that if you
- had won 100 ships the machine would have to wait 1 million points
- to begin awarding ships again. However, since 1 million is
- equivalent to zero it awards them immediately at 1,010,000.
-
- UNTESTED (PROBABLY WORKS):
- d. Being an 8-bit game, 255 ships is the maximum recognized. 256
- ships/smart bombs is treated as zero. If you win exactly 256
- ships during this period the machine will think you have won
- none and thus begin awarding ships immediately at 1,010,000.
-
- In either case, you get to keep your surplus ships and bombs and can
- have super long turns where you bomb 2 to 3 times per wave to get out
- of dangerous situations.
-
- Defender Tricks :
-
- 1. There are reverse lines for swarmers and mutants.
- If this line is between you and the type of enemy
- in question, they will travel the opposite direction
- around the planet to get you. (I.e. they won't cross
- this line to get to you.) If a mutant, say, is following
- you and you cross the mutant reverse line (to the left
- of the Big Mountain) it will suddenly reverse direction
- and go around the other way. The same is true for the
- swarmer reverse line (located approximately where your
- ship starts each wave). This doesn't affect swarmers
- that you are following behind. If you're on one side of
- the line and a pod is on the other and you shoot it
- open the swarmers will fly away from you and you can
- get in behind them immediately. The best use of these
- lines is where there are lots of swarmers and/or
- mutants that you don't want to hassle with. You stay
- near the line in question and go back and forth over
- it to keep the enemy in question on the other side
- of the planet. Especially useful in space and waves
- that get really hairy.
-
- 2. You can freeze a Defender machine by picking up
- all ten humans (on any wave, but Wave 1 is your
- greatest chance at success), stopping all forward
- motion of your ship, quieting the screen down
- (i.e. having no enemies moving around on it) and
- setting all the humans straight down quickly. This
- seems to work better were the terrain is very close
- to the bottom of the screen. Every thing will freeze,
- but you can still move your ship up and down. Thrusting
- will break the spell, so to speak. If you do pick a spot
- with shallow terrain, some humans will go thru the
- bottom of the screen and appear suspended in mid-air
- near the top. This trick is good during marathon games
- when you've reached Wave 256 and need a breather.
-
-
- -------
- Dig Dug
- -------
- (Contributor : James Hague)
-
- Get either a Pooka or Fygar right on your tail, then pump him up but
- not so much that he explodes. Do this right near a rock--be warned
- that this is rather tricky. The idea is to loosen the rock when the
- enemy is almost fully inflated, get out of the way, then do a quick
- reverse and finish off the enemy at exactly the same time as he is
- crushed by the rock (avoiding the rock yourself, of course). This will
- confuse the game and all enemies on the current level will disappear
- leaving you to aimlessly dig tunnels through the dirt. You will not
- progress to the next level until you drop another rock.
-
- [This is most definitely a bug.]
-
- (Contributor: Allen Perry)
-
- If you run over a fruit and blow up a enemy at the same time or just a little
- after you will get the same score for both the fruit and the ememy. The best
- way to do this is to shoot the enemy thru the fruit and start walking toward
- the fruit as you are hitting pump. If you time it right you will get up to
- 8000 (for the pineapple) each time.
-
- This game does NOT give extra man after 900,000. The score will flip over at
- 1,000,000. It is very easy to get a score of 999,990 by eating dirt for ten
- points per section.
-
- At level 256 the game will start over at level 1 and get easy again. But you
- will never get another extra man.
-
-
- -----------
- Donkey King
- -----------
- (Contributor: Allen Perry)
-
- This was a bootleg version of Donkey Kong. The boards look almost the same but
- the colors are a little different and the screens are in a different order.
-
- This may be a bug or it may just be a special part of the game. If you finnish
- ANY round with the last three numbers in the time left are at 300 ( it may have
- been 400 or 500, its been a LONG time since i played this game ) it will give
- you an extra 100,000 points. Just sit there until the timer is at the right
- number then finish.
-
-
- ------------------
- Donkey Kong Junior
- ------------------
- (Contributor : Allen Perry)
-
- This will let you play forever. Start the game with both players. Play your f
- first player just like normal. Then when you die and you are on the second
- player you will have to move DKJr all the way to the right at far as you can
- go. You will be hanging off the ledge almost all the way. Then you have to
- wait for one of the traps to go down the rope that is above you and to the
- right. When the trap drops off the rope you have to time a jump to the
- right so you will hit the trap and the water at the same time. If you do it
- right you will start the number one guy with out loosing a man. And if you can
- get the move down you can play forever. Just repeat every time you loose
- with the first guy. There is a side effect to doing this, you will get to
- put your high score/name in as many times as you did the trick right. So if
- you did it 4 times you will get to put your name up 4 times. Kinda cool huh?
- Its hard to find a DKJr to play but its a cool trick nun the less.
-
-
- ----------------
- Dragon's Lair II
- ----------------
- (Contributor : Fred Ochs)
-
- You can forget to pick up one of the secret treasures on the 5th level
- (Beethoven level), and when you finish the 6th level, it will tell you
- that you must go back and get the treasures you missed before you can
- continue your quest. So you just keep forgetting to get one of the treasures
- each time you repeat the screen, and it will jack your score up(It will take
- many time to do this however, but it's the only "safe" way I know of doing it)
- just be sure you don't get killed, I think it will mess you up if you do, I know
- it will make you repeat the 6th level again(a bitch of a level)
-
- Normally you get about 1500 when you finish. I had almost 1900, and only
- repeated the 5th level 2 or 3 times.
-
-
- ----------------
- Forgotten Realms
- ----------------
- (Contributor: David Hsu)
-
- If you are playing 2 player, when you get to the boss in the boat-like
- contraption which has gravity wells, guns, falling pointy things, if both of
- you are on the right wall (which blocks you from the boss), one person can
- shove the other thru the wall so that you can't be attacked by any of the
- things on the other side (named above).
-
- There are several sections where one can go either up or down depending
- upon which barrier is shot first (top or bottom). If you shoot the bottom
- one both times, I believe that is the path with more points, though it
- can be harder.
- On one of these, there is a section where there are a lot of pudding-like
- slime things. Anyways, right before you leave that little maze and go out
- into the open to meet the boss, you can duck thru the wall and there is
- another store which you can buy lots of stuff from. You might have to move
- back and forth a little before you trigger the store to pop up (you can't
- see it, you just have to run into it). It is inside the bottom wall.
-
- On the other path on which you can go down (the 2nd one), lots of guns which
- when pointed towards each other form a beam. You can shoot these little
- guns and each one that blows up becomes the biggest coin (zenny).
-
- On the final level (going vertically), you occasionally run into gun
- emplacements where there are alcoves directly across on the other side. If
- you enter these alcoves and shoot, big coins will appear.
-
- You can also shoot on some of the ledges that appear (hit the corner next
- to the wall) and stuff like power-ups and armor will appear.
-
-
- ----------------
- Forgotten Worlds
- ----------------
- (Contributor: Scott C. DeFreitas)
-
- In Forgotten Worlds there is a field of zap laser pods (they rotate and shoot
- electric beams between each other) layed out in a grid pattern. If you
- blast the bejesus out of these the will each yield one of the big zenny coins
- (10000 I think) which is great for jacking your score up to about 5 million
- when you finish. Note that you really have to pound them and the casual
- players are usually worried about staying alive...thus, many people don't know
- about them.
-
- There's alot of other stuff in this game like secret shops, armor, etc.
-
-
- --------
- Galaxian
- --------
- (Contributor : Ken Arromdee)
-
- Shoot one of the yellow (topmost) ships when it first comes
- down. It causes everyone to stop firing for a few moments.
-
- ----------
- GOLDEN AXE
- ----------
- (Contributor: David D'Auria)
-
- If possible go to a different level of ground than your opponent.
- If you are lower you can cut up his legs and he can't hit you. If
- you are higher he will jump after you and you can hit him in mid-jump.
- (He won't attack until he's on your level).
-
- (Contributor: Unknown)
-
- General strategy:
- Make things fall off ledges. Best with skeletons on eagle's head
- on last level.
-
- Two Player health restoral:
- If a player's health is at zero (no life bar visible) when
- the bonus level/intermission ends, s/he will begin the next level
- at full health (three life bars). So if you CAREFULLY hack one another,
- you can restore your health. You should allow the other character
- to recover after each swipe, otherwise you may throw or kick and actually
- kill the other player.
-
-
- --------
- GUNSMOKE
- --------
- (Contributor: Mario Moeller)
-
- When you're on level two, make sure you have a horse when you kill
- Roy Knife. Once he is dead, walk over his corpse and your horse will
- be killed. Roy raises from the dead as a sort of indestructable
- zombie. You can shoot him as much as you like, but he won't die.
- In this way you can play until you get tired of it. [Not sure whether
- this is a feature to be exploited or a bug to be avoided. -JTR]
-
- ------------
- HARD DRIVING
- ------------
- (Contributor: unknown)
-
- You can go onto the test track (circle) and veer off to the left and
- come back on near the end. [oooooook. What do you gain by this? -JTR]
- [ A very short lap time ... -JND]
-
- ------------
- HEAVY BARREL
- ------------
- [A complete strategy guide from Julius Yang].
-
- A somewhat obscure game, Heavy Barrel uses the same controls as Ikari
- Warriors, but is a better game IMHO due to the availability of different
- weapons, not just augmented versions of weapons.
-
- The objective is to wipe out a military complex filled with soldiers and
- lethal military equipment. The available weapons are the standard machine
- gun, the heavy machine gun, the fan gun, the flamethrower, and the Heavy
- Barrel. Grenade weapons include standard grenades, red grenades, and
- ball and chains.
-
- The Heavy Barrel is a super weapon that you obtain after getting six special
- pieces that glow yellow when you unlock boxes with keys. It has umlimited
- ammunition, unlike other guns, but it has a time limit. It destroys everything
- you hit with it...
-
- Throughout the game there are only enough pieces to get the gun three times,
- but if you do this you will have to face a very tough section without it.
- The final machine is nearly impossible to destroy without the Heavy Barrel,
- so you ought to save parts until you have five, then get the last box that
- contains a special part.
-
- At the start, you will parachute in. Massacre a bunch of guys until you
- encounter a man with a tripod machine gun. Kill him, then get the heavy
- machine gun weapon. Use this to wipe out the small tank next to the bridge.
-
- Four boxes to the left of the bridge will be there. A heavy barrel part
- is in the second box from the right. Pick up the flamethrower, and start
- whaling on the guards and flying packs that come from across the bridge.
- After they're dead, a chopper will fly in and attempt to kill you. Throw
- grenades at it, don't waste the flamethrower. Presuming you have sufficient
- dodge skill, you can kill the chopper before it overwhelms you with bullets.
-
- Across the bridge, a huge number of guys will attack you. Here is where the
- flamethrower is useful--it takes out a lot of guys at once. Next to the
- pyramid machine gun are three boxes--kill the gun, then open up the leftmost
- box. That reveals a red grenade icon. Pick that up, and start grenading
- your way to the gate.
-
- At the gate, grenade everyone to death (you have 70 grenades to start with!)
- and keep pushing forward.
-
- I don't remember the exact locations of any more Heavy Barrel pieces (except
- for the last one), but general strategies for dealing with tough parts I
- can give:
-
- At three points in the game you will be on a moving platform. In anticipation
- of these difficult points you should have red grenades and fan guns or a
- flamethrower. If guys jump on the platform you ought to grenade them, since
- the gun should always be saved for blowing away heavy machinery. The first
- platform is a series of cannons which can be destroyed with a single grenade,
- then a series of guards which can be destroyed if you throw a red grenade
- to the exact center of the screen. At the end is a machine with large grabbers
- that extend towards you. Stay on the left of the platform, and start flaming
- it and hurling grenades simultaneously. The machine rarely grabs on the left,
- so with luck you should be able to destroy it without a loss.
- The second platform passes by a million cannons (I exaggerate only slightly)
- and it is imperative that you destroy as many as possible as soon as possible,
- since they FOLLOW the platform and shoot large cannonballs at you. Here
- is where dodging is useful, since it's hard to keep the number of cannonballs
- on the screen below 20.
- The third platform consists of a series of flying guards that seem ok, until
- TWO of the mechanical grabber things show up! Fortunately one attacks first,
- on the right, so you should stay on the left and disable it ASAP, then switch
- right and disable the other.
-
- There is, at some point in the game, a narrow bridge which is the killing zone
- for two helicopters. You should have good weapons, and run up while facing
- backwards. Hopefully you can flame a copter to death, after which you
- can dodge the other until you kill it. If you die, pick up the fan gun sitting
- on the bridge, and use it.
-
- At another point you will be confronted with two conveyor belts (which you
- cannot ride) going in opposite directions. Due to the obstructions in the
- middle you ought to use the Heavy Barrel here to blow everyone away, and
- run through like crazy.
-
- At another point you will have to run a gauntlet of cannons and grenade-
- throwing guards. To deal with this, DON'T use the HB, since you will
- not be able to get enough parts to kill the last guy. You should get a
- flamethrower, and fire left even before the enemeies show up on the screen.
- They will die, and you can walk left to get more weapons as they show up.
-
- Another large machine spits out glowing needles that split into three parts
- and angle downwards. You should dodge left and right methodically while
- tossing grenades and firing. Don't look at the machine! Just keep doing
- that while looking at the needles and dodging. Lives are much more important
- than keeping a hoard of weapons.
-
- At one point you will meet three Predator-like creatures. You can destroy
- these three using machine gun or simple grenades, though they look tough!
- Only one or two fire slow shots at a time, so you can dodge them. Keep
- pumping bullets into them until one explodes.
-
- The final gauntlet is hell. Enemy guards throw red grenades right and left,
- copters keep charging you, and more Predators show up. You should keep
- moving forward, never getting stuck in position, since if you press on
- you ought to be able to get the grenade throwers before they let off one
- throw. Keep your ammo well stocked by picking up new guns, even if you
- still have 20 shots left. Red grenades are essential here--the ball and
- chain is too slow to deal with so many guys.
-
- You are near the end when you drive off the laughing guy...pick up the next
- box on the left, get the Heavy Barrel, walk north, and finish the game.
-
- A few obvious reminders--you can only carry four keys, so if you have four
- and more are lying around, open up boxes. They can contain extra lives,
- shields, red grenades, weapons, a cloud gun (which is virtually useless),
- and HB parts. Learning where the HB parts are is pretty important too.
- But most essential is learning when to conserve your ammo and when to cut
- loose with everything you have.
-
- Top Score--essentially meaningless, since at the end you have about 400k
- points and you get 1 million for killing the last guy.
- [I think that says it all, for this genre of game. -JTR]
-
- --------
- I, Robot
- --------
- (Contributor : Tony Nardo)
-
- Background:
- In _I, Robot_, one must jump on each red block (without getting
- zapped by the Big Eye, running into an obstacle, etc) and then
- attempt to leave that wave (by moving/jumping to the doorway under
- the Big Eye) before the timer elapsed. Bonus points were awarded
- based on time remaining.
-
- The "Feature":
- *Some* machines would allow you to reset the bonus timer as it was
- ticking down. The timer would reset to 9999 and continue to rack
- up points. This could be repeated many, many times, thus allowing
- the player to virtually choose his own score.
-
- Activating the "Feature":
- While the bonus timer is ticking down, press the left "vantage" button
- (one of two buttons which let you raise/lower your vantage point) and
- release it. If your machine has the reset "feature", the timer will
- reset to 9999 and continue ticking down.
-
- [Note: as I said, it's been a *long* time since I played this game.
- I believe it was the left "vantage change" button I pressed, but it
- may have been the one on the right. I *do* know that I was trying to
- get a jump on changing my perspective for the next wave, which was how
- I discovered this "feature" in the first place. I also know that this
- cheat only worked on one of the two _I, Robot_ games in this area.]
-
- -----
- Krull
- -----
- Hunting strategy by hiding in cave when battling the "Big Guy" and hunting
- his shots. (combined effort)
-
- -----------
- MAGIC SWORD
- -----------
- (Contributors: Dave Hollinsworth, Bert Loper)
-
- On level 49, bring the enemy as far to the left in the level as it's
- possible to go. Then kill him. While you're immune (for about 5
- seconds after it dies), jump into the spikes to your left and open the
- far left chest. There's a jewel inside, worth 1 million pts.
-
- Bert adds: The best way to get it is to kill the chimera (nasty dragon
- thingy) on the left side of the level and walk safely through the spikes
- while the screen vibrates.
-
- An extra 1M points is available on blue level 30: there is a wizard
- there who levitates rocks. Jump and sword him once, then when he causes
- the rocks to appear use magic (both buttons) to turn the rocks into 8K
- gold pieces. You can do this until time runs out.
-
- Level 47, pick up the double-point necklace, then use magic to destroy
- the wizard that keeps appearing (but wait till the instant the skulls
- around him materialize). They'll all turn into 8K GP's, doubled by your
- necklace. If you don't get hit by any of the dogs or red ghosts you can
- break even on this, since a food fairy appears just about every time you
- repeat this twice.
-
- NOTE: These are all advanced techniques, obviously...
-
- [ Note : See MS in the intermediate section too. - JND ]
-
- ---------
- Mat Mania
- ---------
- (Contributor : David D'Auria)
-
- First do the usual things in the game, a few punches and body slams
- until you can get a pile driver on your opponent. Once you get that first
- pile driver simply pick up your opponent and throw him into the ropes.
- Allow him to just ram into you.(you will both go down). Now just pick
- him up and give him another pile driver and then throw him again into
- the ropes and allow him to ram into you. Just keep alternating between
- pile-drivers and throwing into the ropes and ramming you until you feel
- like pinning him. Using this technique I got up to match 39 on a quarter,
- playing for over 1 1/2 hours.(bet the owner didn't like that) I'm not
- sure about the score though, It might have been something like 200,000
- but its been a couple years since I last played it. Well is this a good
- cheat in your opinion. Pretty much, after you get that first pile-driver
- the match is yours.(I lost because I got cocky and tried to finish him
- by jumping off the top rope)
-
- -----
- MERCS
- -----
- (From: William Wesner)
-
- At the end of stage 1, a large plane rises in front of the player.
- If you stand .25 to .5 inches up from the bottom of the cliff, and
- line up so your bullets will hit just to the right of the plane's
- center, it cannot hit you with its cannon. This takes practice.
-
-
- -------------
- Ninja Gai-Den
- -------------
- (Contributor: Ryan Vurlicer)
-
- On the first stage, there is a popcorn stand (or whatever you want
- to call it...) at the end of the walking stage, right before you get onto
- the bars which you have to cross to get to the sumo wrestler at the end.
- This is somewhat difficult for beginners, because the bars are kind of
- tough. However, there is a leap of faith you can take to avoid the bars
- entirely. Do not destroy the popcorn machine. Kill all the enemies, then
- hop on top of it. Pull down until you are on the lower half of it (this is
- just to insure that the people on the bars can't hit you). Now, walk
- forward until the machine takes control (there is a point at which, if you
- let go of the joystick, you continue walking forward. this is what you are
- trying to do). Note that you don't fall when you walk off the popcorn
- machine. Neat, hunh? Do NOT jump at this point. A vertical jump is
- suicide. Normal forward jumps might be safe, but I make no guarantees.
- When you finally float within range of the final level, you can get off
- by jumping straight up, or by moving down on the screen until you 'fall
- off' of the popcorn machine...
-
-
- -------
- OUT RUN
- -------
- (Contributor: Mario Moeller)
-
- The fastest route for finishing the game is Right (Devil's Canyon), Left
- (Snowy Alps), Right (Wheatfield), Right (Autobahn).
-
- -------
- PAC-MAN
- -------
- (Contributors: Dave Hollinsworth, one unknown person, Lee Crawford)
-
- Idle trick:
- Need a breather? Just park yourself in the spot immediately and to the
- right of where you start, and make sure that no monsters are "looking"
- at you when you do it. The monsters will run all over the maze, but
- they'll never find you. Go to the bathroom in peace.
-
- 9th Key pattern for Pac-Man: (Provided by Ken Arromdee)
- -------------------------------------
- |A------B ------C| |D------E ------F|
- | | | | | | | | | | | |
- | | | | | | | | | | | |
- | ------ ------ --- ------ ------ |
- |G------H --I-----------J--K ------L|
- | | | || |___ ___| || | | |
- | | | ||____ | | ____|| | | |
- |M------N | ___| |_| |___ |Q ------R|
- |------- || ___O___P___ || -------|
- | | || | | || | |
- |------- -- | | -- -------|
- |-------S --T| |U--V -------|
- | | || ----------- || | |
- |------- ||W-----------X|| -------|
- |Y______ -- |___ ___| -- ______Z|
- | |___ |a __b___ | | ___c__d | ___| |
- |____ || |____| |_| |____| || ____|
- | | ||e __f___g___h___i__j || | |
- |___| || || |___ ___| || || |___|
- |k __l__m_||____ | | ____||n___o__p |
- | |___________| |_| |___________| |
- |_______________q___r_______________|
-
- Move to the points in this order:
- hjnprqfgbaSTOIJPUX (fruit munch) WTSVQKHmkqrijdVQRLKEDCBHIOPUX (fruit munch)
- WSTVZonjihcdVSYlmeaSNMGABHGMNHIJKEFLKQVSaef.
-
- (Contributor : Tad Perry)
-
- Two 9-th key patterns of interest are: the fastest, reliable 9-th key
- pattern in existence (43 seconds per board--awesome for time-limit
- tournaments of that era) and the most exciting (my very own!) where
- you will go through two monsters and be nearly eaten several times
- before you're through. Both were printed in Joystik Magazine. I could
- work them up in ASCII if interest warranted.
-
- As for the question about why the blue monster went off the maze
- tracks, [see below]it's hard to repeat consistently but this happens
- when you turn him blue while he's still inside the center box and then
- eat him right at the door. You can turn him blue again even though he's
- not following the maze, eat him, and have his eyes get lost because they
- don't know how to get back to the box. MORE COMPLETELY USELESS FUN!!!
-
- Lee Crawford Says :
-
- I have a PAC MAN (MS PAC MAN) machine and saw something this morning
- I didn't think could happen and thought maybe you'd know something about
- it. I was playing the first screen and the aqua ghost was heading up at the
- top of the screen. Instead of turning and following along the top of the
- screen he continued up and off the top and reappeared from below. I've NEVER
- seen this happen before ? [ Well, any ideas anyone ? -- JND ]
-
-
- -------
- Phoenix
- -------
- (Contributor: Allen Perry)
-
- During the game three birds will attack all in a line. Let those birds fly all
- the way to the bottom they will start to fly back up. As they are flying up
- shoot all three in a row real quick (2 or 3 seconds) and you will get
- 200,000 points instead of 200.
-
-
- ----------
- Pitfighter
- ----------
- (Contributor: David Hsu)
-
- I have seen this done but I can't get it done myself very frequently, but
- if you are playing Ty (the kickboxer), you can hit your joystick twice
- so that you cartwheel to the other side of your adversary and hit your punch
- button a couple of times doing your elbow to their kidney or stomach shot.
- When he hops up/back stunned, if you do your special kick, he will end up
- frozen. You can then pretty much just beat away at him and he won't do
- anything.
-
-
- ------------
- RACE DRIVING
- ------------
- (Contributors : Eric Sheets, Eric Thompson)
-
- 1) Whenever possible use the outside-in stratgy. Start on the outside of a
- turn then cut inside, making sure that you keep giving the vehicle gas. If
- you don't you may spin out and loose control (Depending on the car type).
- This stratgy is hard to use in the qualifing laps because of the oncoming
- traffic, but if timed correctly you can pass the oncoming traffic on their
- right side. When coming out of the turn take care in how you staighten the
- wheels (Slowly) or you can spin out as well.
-
- 2) It helps to take into consideration where a car is incountered because
- after running a track several times, and you get closer to the "maximum"
- speed for a strecth of road the car scenarios stay the same. For example:
- the first turn after the start on the origonal speed track (The one with a
- house on it and the very long right turn) should not have a car coming in
- the way of an outside-in tactic but a truck should be on the way. And if the
- speed of the car stays around 120 all the way around the track there should
- be a car at the turn.
-
- 3) Most turns from the origonal speed track can be taken (While using the
- previous hint) at about 120 mph.
-
- 4) On the super stunt track on the road up the hill and then a left turn, a
- driver may drive off the road to the left (Cutting the turn) and to an
- exageratted outside-in manuver.
-
- 5) The differences in the cars are as follows:
- Speedster: Excelent acceleration, and top speed is around 140mph, but
- handling is very loose and it tends to spin out on turns if pushed too far.
- Roadster: Slightly faster acceleration than the Speedster (I think.),
- top speed is only around 120mph, but handling is tight and takes turns
- much easier.
- Original: Same as Speedster.
- Original Automatic:Same as Speedster but with slightly slower acceleration.
- Note: Handling manifests itself in the sensitivity of the steering wheel to
- move.
-
- By the way on the original speed track, after you drive under the last
- overpass there is a road that goes off to the left. If you follow it it goes
- to a "kinda" test track that is in a tight circle around a little circular
- structure. There is no application for this road but it is just wierd that it
- is there.
-
- (Contributor : Eric Thompson)
-
- Super Stunt Track
- (tested using the Roadster)
-
- 0. Never use the brakes; just shift down (if necessary :-)
-
- 1. Coming up the first hill, you have to slow down so that you don't
- fly into the barn and so you can make the sharp left-hand turn.
- If you're slick, you can take the hill at around 110-120mph.. just
- before you get to the top, throw it from 4th into 1st, and turn the
- wheel to the left. If executed properly, you will land doing a
- 4-wheel skid SIDEWAYS, which will both slow you to the proper speed
- and leave you right on the track facing the right direction, and
- in the right gear. Saves about 5 seconds--but mostly, it's fun to
- wow the onlookers :-)
-
- 2. If you're ever going to die (off a cliff, coming off a banked turn
- too hard, etc.) you can occasionally press Abort while you're in the
- air before you crash because the machine thinks it's in OFF ROAD mode
- even though the car is in the air. If you get to Abort before it hits
- the ground, you don't have to wait for the crash and burn, saving time.
-
- This is especially effective if you are coming through the tunnel with
- only a couple seconds left--you can fly off the banked turn, make the
- finish line (i.e. get more time), and then Abort before you crash..
- which will put you back at the Start line ready to run some more. If
- you don't hit Abort, it's over.
-
- ------
- RAIDEN
- ------
- (Contributor: unknown)
-
- The most powerful weapon in the game are the stars which come from
- one player shooting another (must be in 2P mode... you can play two
- players at once if you like). Have one player grab the reds and the
- other grab the blues. The blue player should sit right behind the
- red player when it comes to taking out the final challenge at the end
- of each level.
-
- The stars are about 5X as potent as the most powerful blue.
- The best combo is red with missiles and blue with the homing missiles.
-
- ------------------
- RETURN OF THE JEDI
- ------------------
- (Contributor: Mario Moeller. A point-scrounging tip.)
-
- A tip is to reach level 8, enter the death star and destroy the
- reactor. On the way out, ram one of the supports to destroy the
- Millenium Falcon and the machine puts you back at the beginning of
- level 8. Keep doing this with your remaining lives. Finish the
- game on your last life to get the 100K bonus.
-
-
- -------
- Robocop
- -------
- (Contributor : Craig Coffin)
-
- The following cheat for _RoboCop_ can earn (theoretically) infinite scores.
- There exists a level in the game (the Junkyard, I think), where there is an
- elevator. If I remember correctly, it's just after you get the Cobra gun.
- Anyway, you get on the elevator and ride to the top. When the elevator
- reaches the top, DON'T MOVE! Your score will suddenly start to increase, and
- will continue to do so until you step off the elevator.
-
- See the Intermediate entry.
-
-
- --------
- Robotron
- --------
- (Contributor : Tad Perry)
-
- Robotron Name Trick :
-
- Fire up while moving right and press Player 1 button,
- Fire down while moving up and press Player 2 button,
- Move down while firing up.
-
- Trick must be done during game play. The designer's
- names will appear and stay on the screen until the
- right joystick is released from the up position.
- Your game is over(!) once you've done this trick.
-
- (Contributor: Allen Perry)
-
- Get points and extra men :
-
- This will get you lots of points and extra men but at a VERY slow pace. This
- is good if you are going for that 200 million game and want to let someone
- hold the game for you while you take a break or a nap. On any 5th stage
- ( the ones with the brain guys ) shoot everything but 1 or 2 brains.
- Try and get them to follow you to the top right side of the screen. While
- touching the right side of the screen move all the way to the bottom. Keep
- shooting up. The Brains can't move all the way to the right so you can't
- hit them but there snake shot will move to the right and you will hit that.
- The brains will just sit there and walk right not down. So you can stay
- there for ever and shoot the snake shots. But you only get 25 points (i think)
- per shot. This is also good if you want to get a 9,999,975 score, if you
- are close just get to that screen and reach the top. Watch out for the
- stray shot that goes to the left, you may have to move left quick to kill it.
-
-
- --------
- SMASH-TV
- --------
- (Contributors: me, and Bob Kupiec)
-
- Don't try to conserve ammo. Your shots should be efficient and kill
- as much as possible, and you won't have time to think about conserving
- shots (esp. in the latter stages). The pattern of moves you should
- follow at the end of each board to reach the easiest boards is:
-
- Level 1: right, up; and then you have no choices.
- Level 2: up, right; and then again, no choices.
- Level 3: right, right, down; and then you have no choices.
-
- Following these moves should enable you to get through the entire game
- on one quarter in one-player mode, as I have. Tips on big guys:
-
- Mutoid man: Stay *above* him. The best hiding place is at the upper
- corners of the board. Then nothing can get you, except Mr. Shrapnel.
- Best weapons are Shrieker grenades, then spread fire.
- Scarface: There are two attack types you use against this guy. The
- first is when you have grenades/shrieker grenades and are invulnerable.
- Then you blast away at his face. Be sure to get all areas of his face.
- The second is when you have spread/missiles/double. Then you travel
- around him in circles and knock out his perimeter shielding. If you
- don't get all his perimeter shielding he CANNOT die. This is why most
- people find him so hard.
- Then he is converted to a skull. When you have grenades/shriekers,
- be sure to get ALL areas of the face! Otherwise attack the top of his
- head, and in general keep him away from you.
- Cobra: You should fire at all areas of the cobra body. Don't move
- above the cobra heads, cause you will die. Best weapon: spread fire.
- Game show host: Same as mutoid man but moves really fast. Play
- cautiously. Note that you can stay at the upper-right-hand corner of the
- screen forever, picking up unlimited points on Mr. Shrapnel. This is slow,
- however.
-
- The game is known to adjust its difficulty by the daily high score list.
- If the high scores are too high, making the game too hard, just turn the
- machine off and on again.
-
- Now, the pleasure dome. This is hearsay, so don't get upset if this
- doesn't work. Sometimes, instead of saying "COLLECT POWERUPS!" on
- the second board, it'll say something else. When that happens, it means
- you can get to the pleasure dome that game. When you get to key room #1
- (after the cobras) you can go down after the board is completed. Tough
- rooms follow. In the pleasure dome, you collect girls instead of gifts.
- It isn't possible to get to the pleasure dome on some machines. If it
- isn't on yours, ask your operator to ask Williams for a (free) ROM upgrade.
-
- Felix Lee says this applies to Rom Version 8 and up. You can tell what
- version, he says, by the message in room #3 ("Collect TEN keys" instead of
- "Collect keys"). He also says that this is hearsay. I say that this is a
- scummy trick, putting out a game with a heralded 'feature' that won't exist for
- several months, and counting on people not to find out about it until then.
-
- He adds that if you discover "Secret Warp 3", you've just experienced the
- game's error-recovery system at work.
-
- Bob adds:
- When playing with 2 people, if one player finishes the level near
- an exit, the other will "walk through the wall" to the next room.
- Can be useful on some levels.
-
- You can cheat the enemy men by running through them backwards (to
- do this, you have to be firing). This works especially well when
- you have extra speed.
-
- (Contributor: Ryan Tanner)
-
- I just saw the bit about ignoring the highscore unless you get some kind of
- cheat. There aren't any "cheats" in the true sense of the word in Smash TV.
- Smash TV has a warp that happens occasionally when it has an error, and
- will put you forward or backwards. Haven't been able to reproduce this.
-
- Here's a list of fun things to do:
- When fighting Mutoid Man or the Host, get a shield and stand behind the
- boss. If he backs up far enough, he will push you back out the wall area
- he came in. You can not be hit there, and if you position yourself right,
- you can fire from that position. This isn't really a cheat since you need
- special weapons to kill the boss. You can leave the area by simply moving
- down.
-
- If you have the sawblades and are moving right next to the exit and so
- is the other person, the sawblades will not have time to disappear and
- will be carried to the next wave. It's nice to see those sawblades cut
- up the camera men. Also, you can sometimes get another sawblade set for
- the other player because the software doesn't realize that you still have
- that set you should have lost. Dueling sawblades!
- After killing a boss monster, if player one stands next to the exit and
- player two stands to the left of some mines, player two will be dragged
- across the mines at no extra charge. FEARLESS MINE WALKER! This can
- also work on any wave ending, but you get more time to position player
- one and two on the end of a level.
-
-
- ----------
- Space Duel
- ----------
- (Contributor : Hedley Rainnie)
-
- When in non-linked mode, it is possible to get a full shield during
- the bonus round. The way is to run the shield down to nothing (speaker
- makes no shield sound), then bounce off white walls for > 5 times with
- the shield button down. Suddenly the shield will be at full strength
- again. Anyone who has played in this non-linked mode knows the edge
- that a full shield gives.
-
- -------------
- SPACE DUNGEON
- -------------
- (Contributor: Frank Gomez)
-
- When you reach 990,000, every time you shoot an enemy you get a free
- man. Be careful, your free men get knocked to 0 after 255.
-
- If you pass level 99, you get to level 0 and it says "You're a hero
- on level zero."
-
- A boring score-grabbing cheat: Lock yourself in a room by closing
- all the doors. The thief will appear. (To close a door, go through
- it then back immediately, may take more than once). Warning: this
- is a sure, but very slow, way to build points.
-
- --------
- STARGATE
- --------
- (Contributor: Kyle Jones)
-
- An undocumented feature. You need to have killed everything off
- in the wave except for one lander. There must be at least one humanoid
- on the ground. Wait for the lander to pick up the humanoid. Shoot
- the lander and catch the humanoid *just* before it hits the ground.
- The screen'll flash like mad and you will be awarded 2000, presumably
- for catching the humanoid and depositing it on the ground in the tiny
- interval before the wave ends.
-
- (Contributur: Allen Perry)
-
- If you go in to the warp gate and press reverse and warp at the same time you
- will make the screen mess up. It will look like you are going super fast
- from left to right. Kinda like a cardiagraph at high speed. This will
- kill the game that you are playing so you may want to tell the arcade attendent
- that it screwed up on you and maybe he will give you your money back.
-
-
- -----------------
- STREET FIGHTER II
- -----------------
- (Contributor: Benoy Koshy)
-
- To get to Ryu vs. Ryu:
- Start a fresh game on the left side (1P). Select any character other
- than Ryu. Play the game until you reach Ryu. Lose. Join in the game
- on the other side and hit 2P BEFORE the timer runs out. Select Ryu
- and enjoy fighting Ryu.
-
- For a special ending screen, beat every character in 2 rounds, on
- one quarter. It shows the production team for SFII.
-
- [JTR: I should probably include the moves list, but it is larger than
- the entire cheat sheet!]
-
- --------------------
- SUPER MARIO BROTHERS
- --------------------
-
- (Contributor: Gregg Woodcock; I'll vouch for it)
-
- At the end of any world X-4 you can get a bonus for time = 0. Complete
- the level with exactly 0 seconds left, it'll give you points for 1000
- seconds.
-
- [This is an ok tip, but please: no more Unisystem-era Nintendo games. -JTR]
-
- ----------------------------
- TEENAGE MUTANT NINJA TURTLES
- ----------------------------
- (Contributed by: Kwan-Yong Lee)
-
- In the sewer level, if you align your foot very close to the edge
- of the step without falling down, you can be invincible. You can
- still hit them with whatever type of attack you want, but they can't
- hit you.
-
- You can theoretically get unlimited points. Use the yellow guy's
- boomerang. Lead one yellow guy in such a way that he gets stuck
- at an object (fire hydrant or barrel) between you and him, aligned
- horizontally. He will try to move toward you, but he won't be able
- to move since the object is near him. Get close enough to him so that
- he starts throwing boomerangs. You can kill each one for (wow!) 1
- point. I got 4000 points on this game, which is pretty good considering
- most people make it to the end with only 350 or so.
-
- (Contributed by: Dave Hollinsworth)
-
- In the sewer level, stand just below the ledge in the middle of the
- screen. Then jump straight up. You will land just on the edge of
- the upper level. Nothing can hurt you for the rest of that level,
- but you can kill anything that comes close enough to you. (You
- can't move up or down though, or you'll have to repeat this trick).
-
- (Contributor: unknown)
-
- In the sewer level, you can keep from getting hit by walking right
- along the edge of the brick floor. This prevents enemies from
- attacking you from multiple directions. You still need to nail
- enemies directly in front of you or behind you. This is easy with
- Donatello.
-
- (Contributor: Ting Hsu)
-
- Killing most bosses consist of 3 strategies. They all consist of
- moving vertically towards the bosses. [In fact, that is the usual
- strategy for most games in this genre, since the bosses generally
- don't have any vertical attack forms. -JTR]
-
- 1: Move vertically upwards, hit the boss, and move vertically downwards.
- Repeat until dead. Works well on Bebop.
- 2: Wait for the boss to move vertically down towards you, wait for him,
- hit him, and move vertically upwards. Repeat until he's dead. Works
- best on Rocksteady. Best results occur when you hit and run at the
- same time.
- 3: Wait for the boss to move vertically towards you. Jump over him,
- move through him and attack as you do this, keep moving. Repeat.
- Works well on the big robots.
-
- ----------
- TIGER ROAD
- ----------
- (Contributed by Jonathan Kruger)
-
- On the left-hand side of the top level of the room with the buzz-saw
- robots, if you jump and press attack at the top of the arc it will open
- the door to a secret treasure room to your left. The same holds true
- in the room with the spear-throwers and the steel bars across some of
- the hallways. Both of these rooms are in the fourth area and you have
- to be pretty darn good to be there. [Well, that's why this cheat is
- in the beginner's section... it's a high-effort, low-payoff cheat. -JTR]
-
- -------
- TOOBIN'
- -------
- (Contributors: Dave Hollinsworth, Carl Mei, Barry Brumitt)
-
- Picking up a six-pack gives you unlimited cans, until you lose your
- life. A beach ball speeds you and your cans up.
-
- Since the six-pack gives unlimited cans, you can take advantage of it by
- placing your character in a little crevice right next to a bad guy on shore
- and fire away. You're able to shoot very fast since you're very close. It is
- a very good way to rack up points and extra lives.
- Other tips: Always try to go through the gates you encounter in the river
- without touching the poles. This'll increase your score multiplier (up to
- 5X).
- Also, be sure to shoot as many twigs and other obstacles as you can (get the
- six-pack for this), because there are hidden letters and extra lives in them.
- Catch the letters for extra points given at the end of the level.
-
- To be able to turn *fast* alternately press buttons on the corners, e.g.
- 1 2
- 3 4
- Use 1-4-1, or 2-3-2, this'll greatly improve your playing.
-
- Pick up letters whenever possible, and make sure your multiplier is high
- at the end of the board, for maximum points.
-
- (Contributor: David Hsu)
-
- A small thing is that if whenever you see mines, if you can get to the left
- side of it and turn so that you face it, you can shoot as many times as you
- like in rapid succession (hitting the mine rapidly), you can continue to
- cause explosions going up to the right wall. Most of the time, a prize of
- some sort will result along that path. Sometimes patches, sometimes beach
- balls, etc.
-
-
- ----
- TROG
- ----
- (Contributor: Dave Hollinsworth)
-
- Watch the corner of the screen opposite from where you start. At the
- beginning of each wave except #1, one of your eggs will sparkle for a
- second. Get this egg last, and without dying. If you do, a pit with white
- squares in it will open up somewhere on the board. Fall down this pit
- rather than going home, and you will warp ahead 3 levels and get a bonus of
- 300,000 pts. (well, actually, everyone gets the bonus pts.)
-
- Felix Lee says: Every player has his own warp egg. Only one player
- has to get the egg last without dying to activate the warp. On the
- levels with the striped eggs, the color of the sparkle distinguishes
- the warp eggs.
-
- The warp will take you forward 3 or 2 levels, often 3, but sometimes
- 2. It's deterministic; island X will always warp to island Y, so it's
- possible to figure an optimal warp path.
-
- ----
- Tron
- ----
- General Tips (Contributor : Jonathan Deitch) :
-
- For the Tanks - hide behind corners and use them for cover when you shoot.
- Also, use the transporter in the center as cover. You can
- shoot clear through the transporter and out the other side
- and zap the computer. Don't use the transporter except for
- a desperation tactic. It will more than likely dump you right
- in the computer's gunsight(s).
-
- For the Spiders - Fire in a constant spread and just hose 'em down from side
- to side. Gradually move in a constant arc up to the entrance.
- Stay just outside the entrance and hose the spiders above and
- below until time runs out. Enjoy the music.
-
- For the MCP Cone - Move up so you're just underneath the rotating cone and on
- the right side. Shoot the blocks nearest to you. This gives
- you another shot more quickly than shooting blocks farther
- away. When you get a gap, move up and fire away due left.
- Above all, don't hang around and get caught : if the going
- gets tough, move on up and into the cone. Don't forget to
- twirl the knob as you rise. (You'll see if you do it)
-
- For the Light Cycles - Use a question mark type shape for the first board. The
- Computer'll run right into it. For the harder boards,
- try to trap them either near the center tracks or against
- the wall. This is, by far, the hardest thing to do.
-
- Specifics (Contributor : Chris Long) :
-
- The first few boards are unique, but the events of the game
- eventually repeat, two with one order and the other two with another.
- I believe that the Light Cycles and Tanks have order 6, the Grid
- Bugs and Cones order 5. For the Light Cycles you can develop patterns,
- for the Tanks you can do the same (the basis for all of my patterns
- involved immediately going up, to the right, and hiding halfway
- in and out of the teleporter). The Grid Bugs and Cones also have
- somewhat looser patterns, and for some of these boards you have to
- spin the controller *before* the board actually starts in order to
- have the gun positioned properly to shoot a bug/cone section and
- move (otherwise it is instant death). If there is any real interest
- I might be able to dig up my old pattern book. I've gotten over
- 2,100,000 (which took over 6 hours), which wasn't far from the
- world record at the time. I probably could have broken the world
- record (I had over 1,300,000 on my first man once when the machine
- reset) if there was an arcade near me that was open long enough.
-
-
- -------------
- Wizard of Wor
- -------------
- (Contributor: M Darrin Chaney)
-
- ObBug: Give Wizard of Wor a good kick in the coin slot after you hit the
- Wizard (while the screen flashes). When it comes back up, it'll be in
- reverse video (white background) until you hit the Wizard again.
-
-
- -------
- Xevious
- -------
- (Contributor : George Dolbier)
-
- First special:
- in the first cross screen river after three tanks that don't move.
- it's usually in the lower part of the river on the far left or far
- right. it's position moves around so you need to bomb the whole river.
-
- Hint on second mothership:
- just before the escort you are swarmed by ships and 1 anti air craft
- gun, there are 4 missels silos in a small clearing. They are layed
- out in a diagonal going up from left to right. If you leave them alone
- you will have an easiser time getting to the second mother ship.
-
- Hit the second mother ship as it is comming down!! don't let it start
- moving with you!!
-
- Xevious Name Trick (Contributor : Tad Perry) :
-
- Xevious includes a hidden name trick. The display
- can be brought up by bombing at the extreme
- right of the screen at the very beginning of
- the game before any enemies have appeared.
- The exact spot is marked by a slightly larger
- than normal dark shadow in the trees. Even
- if you don't know the exact spot you can usually
- get it out by bombing all over the place over
- there on the right side. You also score 1000 points
- for pulling this off.
-
- =============================================================================
-
- *** The intermediate cheat sheet ***
-
- ----
- 1943 (Battle of midway)
- ----
- On most every board, holding down combinations of joystick/Button
- A/Button B before the board starts will give you a weapon. (On a few
- boards this gives you a 'laser' which is a fantastic weapon).
-
- (Contributor : Robert Schmitz)
-
- After level one, when the game is adding you bonuses on, if you hold down fire
- and a) have the shot gun, your weapon will be made into the most powerful
- shot gun with 90 seconds remaining
- b) don't have the shot gun, you either will or won't get the same as the
- above (we never managed to work out the criteria for getting it before
- the arcade got rid of the game).
- Also if one player gets the laser and has full energy, player 2 can line his
- plane up with the player with the laser (as if to borrow energy) and he will
- get the laser as well. This is VERY useful if you are lucky enough to get
- the laser before the very last ship (which is hard indeed).
-
-
- -----
- Cabal
- -----
- (Contributor : Otto Heuer)
-
- The giant chopper that shows up at the end of screen 4 on level one doesn't
- give you any points until you destroy it. Shooting the orange bullets
- won't knock off any points toward killing the chopper. Only shoot the
- orange bullets if they're in your way. Otherwise, spend all your time
- shooting the chopper. Don't waste any grenades on the chopper--it doesn't
- do as much damage as your gun (and you have unlimited bullets).
-
- The giant submarine that shows up at the then end of screen 4 on level two
- can be sunk three times as fast if you shoot at the conning tower (the
- top-most part of the sub). It has also been determined that you can get by
- the submarine WITHOUT killing it... just avoid it until it submerges three
- times and it will destroy itself. Note that you don't get the points for
- killing it if it self-destructs.
-
- The semi-truck that shows up at the end of screen 4 on level three will
- self-destruct if you destroy the CAB (the blue section in the front of it).
- On this screen you actually get the point for it as well. It is easiest to
- kill it with machine gun and/or bazooka gun, but in the absence of either
- of these, throw grenades at the cab (leading the throw by about four
- inches). It is MUCH easier to destroy the cab rather than destroying all
- the attack sections that it drops off.
-
- The three CPUs that show up at the end of screen 4 on level four can
- actually be destroyed with only 2 grenades (I had to do this once when my
- grenade supply got low), but the best strategy is to lob five grenades at
- one of the outside CPUs (note that you can only have four grenades per
- player in the air at any given time, so space them out a bit), then go for
- the CENTER one (with another five grenades). The final CPU can simply be
- shot with the standard rifle, and if you're standing on the opposite side
- of the screen from it, it won't be able to hit you. Don't waste any more
- grenades...
-
- Once you learn how to defeat the final menace (at the end of screen 4 on
- level five -- the final level) you can get by it (rather) painlessly. Go
- all the way to one side. Use your gun to shoot out the two surrounding
- machines that are shooting at you. As soon as they are both gone, lob
- three grenades at the center machine. By this time, the two outer machines
- that you shot out have regenerated and are firing at you. Shoot them out
- again, followed by another volley of three grenades to the center machine.
- Repeat until the center machine is gone. This requires 20 to 40 grenades,
- so stock up on the last level (5-4). That is what that final level was
- for.
-
- Random tips:
-
- Airplanes are worth 10000, choppers 7000, tanks and trucks are 5000, 3000,
- and 2000 (I believe--someone may want to verify these last three). Killing
- people and motorcycles (and rocks) won't get you many points -- don't
- bother unless they get in your way.
-
- A well-places grenade will destroy two choppers.
-
- If you are in a corner and a chopper is firing at you--run farther into the
- corner. Even if you're already IN the corner, if it sees you trying to
- move toward the corner--you won't die.
-
- If you find yourself trapped by incoming bullets, spin the trackball down
- and to one side (but mostly down). This will cause your character to "duck
- and roll". If you are rolling--you can't be hit.
-
- Kill the snipers (the guys in gray bullet-proof suits). Half the time
- you'll get a grenade for killing him. If you don't, two medics will come
- running out to reclaim the body. Shoot these medics as much as possible!
- They will drop four grenades. Pick up these grenades as quickly as
- possible and shoot the medics again for another four grenades.
-
- On the level one screen with the sliding doors: shoot out the doors
- immediately upon starting the level. This will stop the guys from lobbing
- grenades at you.
-
- Airplanes are hard to kill. The best method is by using machine gun or
- bazooka gun on it. In the absense of a super-gun, you can lead a grenade
- ABOVE where it is on the screen. If you don't get it, and the three bombs
- are being dropped right on you, it IS possible to stand BETWEEN where two
- bombs are coming down. You WON'T die!
-
- One last note: when there's nothing good to shoot on the screen, fire at a
- bush. This is the way to get extra gunnery! Sometimes you'll only get
- more grenades, but you'll eventually get a super-gun!
-
- --------
- COMMANDO
- --------
- (Contributor: Mario Moeller)
-
- Here's a hot way to kill the soldiers without going anywhere near
- them. At the end of each area, when the enemy soldiers are pouring
- out of the gate from their compound, move your commando to the bottom
- of the screen and shoot down. Your shots will come down from the top
- of the screen, killing the soldiers as they come out of the gate.
-
- (Contributor: Allen Perry)
-
- This will let you rack up big points and all the extra men you can
-
- This should work on all commando games that are set on regular factory
- difficulty. I dont think there was a chip fix for this.
-
- On the first stage there is a cliff on the right side of the screen. The bad
- guys will jump off the end of this cliff and attack you. If you walk until
- the bad guys START jumping off and then stop you can stand there and kill them
- until you get sick of playing or until you reach the max extra men.
-
- If you plan on playing thru the rest of the game you should stop at the max
- amount of extra men. If you just sit there the enemys will get faster and
- faster so the rest of the game will be harder.
-
-
- ---------------
- CRYSTAL CASTLES
- ---------------
- There's a 'continue option' warp on the first board. It won't take you any
- higher than level 8, though.
-
- (Contributor: an unknown person)
- The first warp is behind the palace on the upper-right hand corner of the
- first board. Go there then jump. It'll take you to level 3.
-
- The second warp: get the hat, run to an elevator, and at the back corner
- of the hidden ramp, jump before the hat expires. The warp always gives you
- four lives (not including the one you're on) and takes you to level 5.
-
- The third warp is on the third screen of Level 5, titled "Crossroads." It
- is extremely easy to trigger; just move to the very upper left corner and
- jump. You will be transported to the first screen of Level 7, again with
- four lives to spare.
-
- According to this person, there are no other warps.
-
- (Contributor: Mario Moeller)
- Jump more than 128 times on the front corner of the first screen,
- where Bentley starts, to get a surprise on the next screen - don't
- warp though! (He notes that this is hearsay.)
-
- (Contributor : Tad Perry)
-
- A Trick : Jump 100 times or more in the front corner of the
- first maze. (It's best to trap the balls inside the maze somewhere.)
- It doesn't matter how many lives it takes you to jump this number of
- times. (It usually takes two full lives of constant jumping.) Clear
- the maze of gems and the name "ATARI" will appear in a banner
- across the screen at the beginning of level two. This is not heresay
- and the number is not 128.
-
-
- ------
- DARIUS
- ------
- (Contributed by: Dave Hollinsworth. A complete spoiler sheet.)
-
- Compiled by Jeff "Koganuts" Koga
- Version Two--5/18/91
-
- Special thanks to:
- R. Cody Buchmann, Wesley Allen Burkett III, Paul S. Casey,
- Jeffrey Edwar Coleburn, Dave Hollinsworth, Joe Kmiecik,
- Milton W. Kuo, Michael Mainds, Kevin Nomura (twice),
- and Robert Potter.
-
- Progression of the bubbles:
- Weapons (red): Bullets --> Lasers --> Wave
- Shields (blue): Green --> Silver --> Gold
- Bombs (green): Single --> Dual --> Quad
-
- Miscellaneous bubbles:
- Points (grey): Points
- Extra-ship: Bomb certain key spots on the terrain.
-
- Power levels:
- There are 8 power levels (0-7) within each armament category. Your
- weapons, shields, and bombs improve as you go from 0-7:
- Weapons: The shots move faster and therefore recharge more quickly.
- Bullets increase in number and waves increase in height, thus
- destroying more enemies at once. Waves, once fired, will go
- through anything until leaving the screen to the right.
- Shields: They just recharge, but the better classes of shields absorb
- more hits. Gold shields will also protect your ship from collisions
- with objects as well as shots, but on certain screens that have
- lots of little squeezeways, gold shields can actually kill you by
- richocheting your ship back and forth until you die.
- Bombs: They get 'smarter' in seeking out targets.
-
- How to complete the game:
- Completing the game is easiest with triple bullets.
- Explore the different paths this way, and when you're ready for a
- challenge, try to get wave.
- Lasers are not weapons so much as a handicap you have to endure while
- building to wave.
-
- Recommended paths:
- Easy: A-C-E-H-M-R-X
- Favorite: A-C-F-J-O-T-Z
- Maxing (all categories): A-B-D-G-L-Q-W
- Maxing (shields): A-C-F-{K-P}-S-Z (not sure about K-P)
-
- Easy route with moderate end creature: Down all the ay then up on the
- last level to finish with Great Thing (Zone Z).
- Slightly harder route with easy end creature: Down/up or up/down all
- the way to finish with Octopus (Zone X).
-
- Hints for killing the bosses:
- B/C: Electric Fan
- Use twin bombs to trim away the little drones that come at you, and
- aim at the mouth where the laser fire comes from.
- The key is that those four ships that come out of him and chase you
- will vanish if they go off the bottom of the screen. So stay low
- and not too far back. When the ships come out after you, scoot
- forward along the bottom of the screen and they will swoop off
- the screen and die. Repeat as needed.
-
- G/H/I/J: Fatty Glutton
- Generally, stay as far back as possible and try to blow up the tiny
- fish coming out of his mouth. This buys time to maneuver through
- the spread of bombs that he releases. Just move forward towards
- him and when he shoots the fish, pull back away from him.
- Don't try and get out of his line of fire and bomb either above or
- below him. If you do, the mines will begin to fire backwards.
- He can be crushed with triple bullets, but he is extremely difficult
- with lasers, and collecting red bubbles to get to wave is almost
- impossible.
- With triple bullets, you can afford to sit forward against him
- since your shots reliably detonate the fish he shoots at you, and
- you rack up damage against him. Just get right in front of him
- and just keep firing. He'll hit you once with the fish and then
- die.
- With lasers, the optimal weapons path, if done perfectly, gives you
- maxed lasers against him. You have to keep up a steady stream of
- lasers that're timed to detonate the fish as far out as possible.
- To do this, start a pulsatile pattern of lasers by tapping the
- fire button intermittently, then holding it down when you have a
- laser firing at regular intervals.
- But since lasers are pretty weak against him, you simply have to
- survive for a couple of agonizing minutes with fish detonating in
- your face. But when you do get past him, the first red bubbles
- on the next screen give you wave 0 and from then on you embark on
- an orgy of destruction. Using lasers is not hard at all if you
- know the pattern.
-
- Z: Great Thing
- Not bad with a good weapon
-
- Endings:
- Your ship lands on a planet and Proco and/or Tiat stand outside, with
- a sunset in the background.
- The guy playing the Darius game.
-
- Music
- From the Darius Soundtrack--Taito Game Music Volume 2
- Performed by Zuntata, the Taito Sound Team
- Manufactured by G.M.O. Records in Stereo
- Cassette: ALC-22912, 2,200 Yen
- CD: Alfa 28XA-166, ???? Yen
-
- Side A (Original Side):
- 1. Captain Neo--Boss Scene 1
- 2. Inorganic Beat--Boss Scene 2
- 3. Cosmic Airway--Boss Scene 3
- 4. Main Theme-Chaos--Boss Scene 4
- 5. The Sea--Boss Scene 5
- 6. Boss Scene 6--Boss Scene 7--Boss Clear--Credits--Requiem
-
- Side B (Arrange Side):
- 1. Main Theme-Chaos
- 2. Cosmic Airway
- 3. Inorganic Beat
- 4. Captain Neo
- 5. The Sea
-
- ----------
- Fatal Fury
- ----------
- (Contributor : David Hawk)
-
- Moves List for Fatal Fury (All characters assumed to be facing Right) :
-
- Joe Higashi :
- Fatal Blow #1 - Dragon Punch [A repeatedly]
-
- Fatal Blow #2 - Rocket Kick [Down/Left, Up/Right and B]
-
- Fatal Blow #3 - Cyclone Punch [Down, Down/Right, Right and A]
-
- Fatal Blow #4 - Flame Kick [Down, Down/Right, Right, Up/Right and B]
-
- Terry Bogard :
- Fatal Blow #1 - Screwdriver [Down, Up and A]
-
- Fatal Blow #2 - Flash Kick [Down/Left, Up/Right and B]
-
- Fatal Blow #3 - Napalm Punch [Down, Down/Right, Right and A]
-
- Fatal Blow #4 - Lightning Fist [Down, Down/Left, Left and A]
-
- Andy Bogard :
- Fatal Blow #1 - Windmill Punch [Down, Up and A]
-
- Fatal Blow #2 - Acrobat Kick [Down/Left, Up/Right and B]
-
- Fatal Blow #3 - Force Wave [Down, Down/Right, Right and A]
-
- Fatal Blow #4 - Elbow Smash [Left, Right, A]
-
- --------
- GAUNTLET
- --------
- (Contributors: me; Colin Smiley, Josh Hayes, Ryan Vurlicer, unknown
- Dave Morrison, Keith Goolsbey, Kerry B. Durham)
-
- On any board, stay idle until you lose around 200 health. At around that
- time, all the walls on the board will turn into exits. According to Felix
- Lee, this isn't a bug, it's a feature. It's because in multiplayer mode, it's
- possible to get trapped. The exits would be the only way to get out. This
- trick doesn't work on some older Gauntlet machines.
-
- The best character to play, in the *long* run, is the elf. His magic is just
- as good as the wizard's and his fight ability as good as Thor's. His ability
- to shoot through cracks in addition to all this (when he has the power potions)
- makes him the best (his speed factor makes him attractive for my playing style.
- I like to get through the levels quickly. The faster I get through em, the
- faster I get points...). The Valkyrie is the worst, although some people regard
- this as a challenge...
-
- To manipulate the point value of Death, shoot him. Death's point value
- takes the following progression: 1000-2000-1000-4000-1000-6000-1000-8000,
- and then back to start. His value keeps from the previous game.
-
- You can kill Death painlessly by teleporting on top of him.
-
- Level 8 is the level that the previous game ended on. If you got a really
- good sequence of boards in a game and you want to repeat them, turn the machine
- off and on again after you've entered your high score.
-
- In Gauntlet II:
-
- Colin notes that the 200 tick trick is now the 900 tick trick. He
- says that the game doesn't seem to have an ending, just like Gauntlet
- I. (He's gotten past level 100). Others have claimed it isn't 900
- but some other number. I get the impression this number can be
- adjusted by the operator.
-
- In this game there are 'secret rooms'. To get to a secret room, perform
- a secret trick on a level. Some of the secret tricks are:
- * Teleporting into the exit
- * Pushing a movable wall into the exit
- * Keeping all the super shots
- * Not using invulnerability (this is almost always a good idea anyway)
- * Not touching a fake exit
- * Teleporting on top of Death and/or acid blobs
- * Not taking ANYTHING (the tick trick comes in handy here)
-
- The hints it gives to the secret room don't necessarily apply to your current
- level, just as on Gauntlet I. The secret trick usually doesn't work, but it
- is always same for any given board. You're allowed one secret trick for every
- 15 levels or so.
-
- Josh says:
- You can kill the acid blobs! Just drop 2 potions in quick succession.
- This works regardless of your magic ability. It also puts the dragon
- back to sleep momentarily. [You can also kill them with a teleporter.
- If there's a teleporter handy, that is. -Ryan]
-
- The ? foods are NOT random. Grab a ? food on health mod 20 == 7.
- You'll get 200 health. [Interesting. Do the treasure chests and
- shootable walls also work this way? -JTR]
-
- Couple of strategy notes: Reflective shots make the dragon easier.
- Invulnerability makes him very easy :) And remember that when generators
- aren't on the screen, they don't generate monsters.
-
- Keith Goolsbey says (For Gauntlet I) :
-
- I am an avid Gauntlet fan, and am the only Gauntlet player I know
- of who can live indefinitely playing as the *Warrior*. Playing
- Gauntlet as the Warrior is very different; potions are almost useless.
-
- Anyway, my cheat allows you to strictly limit your health losses on
- *any* level to no more than about 200 health. It involves stalling
- the *walls*!
-
- If you remain motionless (or basically aimless) and stall off about 30
- health, all the doors will open. Everybody knows this, and the game even
- tells you about it. The game doesn't tell you that if you stall off
- about 200 health, all the walls will turn into exits!
-
- The game designers had to include this because there are some levels
- which require you to pick up a key before you exit. If you are already
- filled up with keys, and the doors are all gone, then it would be
- *impossible* for you to exit, and you would starve to death.
-
- What they didn't anticipate, is that certain levels of the game which
- are really difficult, which would require you to take massive health
- losses to finish, become very simple if all the walls are exits.
- Or they can be effectively skipped altogether.
-
- Because the game has Monty-Hall levels with lots of food on them,
- you can use this cheat to only play levels which are a wash or increase
- your health dramatically, and cut your losses to 200 on all the
- really pain in the butt levels.
-
- All I need to live forever as the Warrior is extra shot power!
- That way, I kill everything in exactly one shot. This allows you
- to do precision firing and gives you a level of control over your
- shots that no other character can achieve.
-
- My high score was about 3million at about level 260 (I played to
- see if anything weird happened at 256). Then the arcade closed
- and booted me out. I had 30,000 health stacked up at the time
- and it took me about 20 minutes to kill myself off by sucking
- 30 weight ghosts. All on one quarter. I can repeat this stunt
- at any time on any Gauntlet machine; my only limitations are
- how long I have access to the machine and my own physical endurance.
-
- Playing the warrior for 12 hours straight with all the extra power potions
- is an incredible adrenaline rush, because you end up sprinting through
- the levels gobbling up food and fighting everything in your path.
- I once played 50 levels straight without *touching* my fire or magic buttons!
- I still went up in health by about 2000!
-
- God I love Gauntlet I.
-
- Kerry B. Durham says (For Gauntlet II) :
-
- I used to be a Guantlet II guru. (never played Guantlet I ...)
- I noticed that your Guantlet II high score is about 350K at level 35 or so.
- Well here some helpful hints to anyone who knows the basics:
-
- Once you get to the thief/mugger levels you can wait for the thief to appear
- and shoot him. He will appear in the same space you start the level on, shoot
- him and his money bag will appear. Do Not pick up the money bag, it will
- cover his entrance onto the board, and therefor he may not appear until
- his entrance space is clear. I do not think this is a good tactic because
- of the amount of time wasted to do this. I only use this on long boards.
-
- You may also stop the thief/mugger by pushing a movible block across your
- own path. The theif/mugger will follow your own trail - footstep for footstep!
- therefor you can run, find a movible block and circle around and cover your
- own trail by pushing the block to cover your trail. Note: if you re-cross
- your own trail, the theif/mugger will take the shortest route to catch you.
-
- On another note: If you are playing two+ player you can kill almost all
- dragons with one player diverting his attention, or using an indirect attack.
- For example: you can find shootible walls or just stand in the right spot
- askew from the dragon. he will try to flame instead of fire-ball. if done
- correctly you will be standing a wall away from him. Then your partner can
- go around and shoot flame head while the dragon is flaming away.
-
- I am sorry if these sound like advice rather than cheats, they seem like the
- natural play of the game, not out-right cheats or game glitches. (a glitch
- like teleporting on-top of a stopped thief, and your character appears
- to *be* the thief for the rest of the screen, even though you get no special
- powers). I sure wouldn't mind the address of the person who sent you the
- guantlet II cheat! :):)
-
- For the record: my high score for one player/one quarter is 485K at level 58
- and for two player is 890K at level 72 (I outlived my 'partner' for 30+ levels
- and 350K+ points) I do not think two player scores should be allowed, because
- as long as someone else plays, I will live. The game stops giving you almost
- *any* food on any screen after level 50 or so, you must open chests to eat!!!
- (when played alone, I meant...) And I used the ELF!!!
-
- Hope this helps someone, please don't hesistate to email me at
- kdurham@eng.auburn.edu
-
- (Conributor: James Reed)
-
- On Gauntlet II (to avoid being starved),
-
- After reaching your peak in health, find a level where you have many, MANY
- level 3 ghost generators behind a wall. Proceed to (by sitting there and
- shooting ghosts through what was the wall (but became exits) ) to increase
- your score to at least 2.5 mil. [The only way I've seen this done is to insert
- quarters into the other three players to you can get the 6x multiplier, then
- kill off the other characters]. When you leave the level, food will be
- plentful again, and, if you play correctly, you will have enough food to play
- through the next starvation stage (you need about 7000+ I believe) without
- taking advanatge of this trick.
-
- BTW: I haven't done this, but I've watched a friend do it. His HS is
- over 100mil (I think -- it had one more digit than G II will display, but the
- machine kept track of it internally! Really weird to have a HS 32,000
- appearing over 1,000,000 on HS list :) ).
-
-
- --------
- JOUST II
- --------
- (Contributor: Barry Brumitt)
-
- In two-player mode, make sure one player is standing where the bonus box
- appears (preferrable as a pegasus, this covers more area), when the
- other grabs a gold egg. This'll give you both an extra life. Most
- helpful.
-
-
- -----------
- Magic Sword
- -----------
- (Contributor : Jeff Lake)
-
- Magic Sword is an excellent game. I have played this game extensively and
- swear I could play it blindfolded and still finish it.
-
- There are three stages I feel one needs to take to finish the game on one
- quarter.:
-
- 1. FOOD: The duration of your game depends on your vitality and
- your vitality depends on how much food you can get and
- there are several tricks to accomplish this.
-
- a.) Magic Scroll. Definitely the most important item
- in the game you could have. Unfortunately you can
- have it for only 2 levels per find. As stated before
- it allows better probability of food being dropped
- from monsters. The scroll is hard to find at the
- low levels(1-20+) so you have to depend on surviving
- for a while. The absolute BEST time in the game to
- have the scroll is, I think, level 33. The level
- with the swarms of Jellyfish. With average luck and
- prayers you can get 2 or 3 lobsters, and about 4 or 5
- smaller food values like mushrooms and tomatoes.
- I've managed to get 3 FULL vitality levels(not bars)
- just from those jellyfish alone! The tough part is
- acquiring this very lifesaver(Scroll). The only way,
- besides hoping the ninja on that level has one(100-1),
- is to acquire one from the previous level, #32.
- To do this you have to hope and PRAY one of the
- Samurai gives you one when you kill them. This will
- not always work. There is however, an alternative
- way of getting a scroll. Ryan Vurlicer spoke of an
- alternative path that is more rewarding and more
- difficult. It is on level 32 of the ALTERNATIVE path
- that one can be GUARANTEED a magic scroll. The hard
- part then is keeping it to when you need it for the
- jellyfish. All those stupid skeletons dropping
- crystal balls can be a pain.
-
- b.) Alternative paths. Take those RED levels!!! Sure
- they're more harder, but oh, that food at the later
- levels as well as the points are REALLY nice down
- the stretch. I can't remember the last game I've
- played where I have taken the regular route.
-
- c.) Earlier Levels. Master those levels! Find every
- nook and cranie where food can be found. Don't
- get hit! Build you Vitality! By level 28, I've
- managed to get 7 FULL vitality levels(not bars).
-
- 2. COMPANION CHOICE:
-
- Of the 8 different companions to chose from I will list them
- in the order of which I see is most valuable for survival.
-
- 1.) Lizard Man. Best in the game by far. His shot speed along
- with power makes him ESSENTIAL for certain
- Bossmonsters.
- 2.) Thief. His bombs are great but knowing where those
- randomly placed trapped chests are is a
- definite boon. Build him from the VERY start.
- 3.) Knight. Supposedly the best in the game. His shot
- speed is lacking and the opportunity to increase
- his levels is awkward and not well placed
- except at level 48 when he is guaranteed level
- 8.
- 4.) The others. Not worth taking EVER unless you want variety
- or a challenge. Try winning with the priest
- from ground zero. It's a bitch!
-
- 3. POINT MAXIMIZATION:
-
- Only through learning the previous 2 steps can this one ever
- be contemplated. Whenever you find a necklace, grab it! Milk the
- 2 levels you have it of ALL it's points! Through the use of
- this, and learning where all the Blue Gems(flames) are you can
- get scores over 5,000,000. If you include the Diamond, 6 Mil.
-
- MIND-BLOWING SCORES FROM HELL: Level 47. That's all there is
- to it. As long as you have a good amount of vitality(3+) you
- can grab the necklace and WRECK HAVOK on points. The biggest
- thing to note is that a necklace is available on this level.
- Grab it and go back to the platform at the beginning of the
- level and wait for those wierd things with the floating skulls
- around them to appear. Give a blast of Magic(hit both buttons).
- All the skulls turn into 8000 pt coins(16000 if you have the
- necklace). Repeat until time is running out or you are almost
- dead. The next level has SOOOO much food you can still easily
- finish the game. Using this method I've been able to get scores
- over 8 MILLION! With my personal high being 8,850,000 points.
- I might add that this is WITHOUT knowing about the 1 mil. diamond
- and a couple other gems Mr. Vurlicer pointed out. I, therefore,
- feel scores of 10 million are possible. My quest begins.
-
-
- -----------
- MAJOR HAVOC
- -----------
- Build up unlimited turns (for the very patient) by replaying level 13
- (turning on/off the reactor and exiting) over and over again to win turns off
- points. (friend's trick)
-
- There are four warps, which you enter using the paddle and fire button.
- Red: 23. Yellow: 46. Green: 824. Aqua: 315. The story behind the
- black warp: Long ago there was an arcade called the Video Palace, run
- by a guy called "Grungy Gil". We called it "Gil's Grungy Palace". He
- had a Major Havoc game that people were beginning to get tired of. Gil
- wanted to get rid of it. To prevent this, I started a rumor about a
- special "black" warp. This increased business fantastically, and saved
- the game until the end of the semester. I hear the rumor has gotten
- around... >;)
- To the best of my (or anyone else's) knowledge, there is no planet at
- the "end" of the game, or even an end to the game.
- Ian Novack noted that more than one warp may work for the green warp. He
- thinks 324. [Ok, but remember that 824 definitely works. -JTR]
-
- Frank Gomez says: The last four levels repeat over and over forever.
- [So much for the planet at the end of the game... -JTR]
-
-
- --------------
- Marble Madness
- --------------
- (Contributor : Eric Smith)
-
- 1) On the second level (The Intermediate Race) each player starts out on a
- platform and has to roll down a ramp into a maze. If you jump off the platform
- at the correct angle, you can land on the surface between the mazes and roll
- directly to the maze exit. Start at the center line of the side of the platform
- opposite the ramp, and aim for the right edge of the place where the platform
- and ramp meet. Reverse this for the right player.
-
- ______ /\
- start \/\/\
- /\/\/\
- /\/\/\/\
- \/\/\/\/ _____
- \/\/\/\ jump
- \/\/ \
- \/\
- \
-
- 2) In the ultimate level near the end there is a maze-like area where you
- go up a ramp and have to negotiate several turns and go down a ramp. The
- walls of the up-ramp are short, and you can jump off the ramp and around the
- maze by going up the ramp, then back down and hard left.
-
-
- ----
- NARC
- ----
- (Contributor: anonymous)
-
- While coming out of any door, move the joystick left. RIGHT after your
- character appears, move the joystick up. If you do everything correctly,
- your cop will be "stuck" to the wall, and will be able to walk on the
- wall to the next stage.
-
- (Contributor: Joshua Abbey)
-
- To get ridiculous numbers of points and, thusly, free men, you need to
- get to the end of the game, or at least where Mr. Big is. Once you've
- killed him (the little one *and* the big one), and you get to enter
- the treasure vault, just collect all the big gold blocks, and just wait.
- Don't do anything, just wait. After a while, the machine will send a
- pack of those annoying dogs after you. Let them kill you. You'll be
- sent back a stage in the game. And you have to fight your way back
- to the next 'bonus' exit door... once you do, mega-points and mega-men.
-
- (Contributor: Mark Sachs)
-
- Note the automatic teller machines present in a few places. March your
- character up to the machine and push into it; it should start spitting
- out money (evidence). Not HUGELY useful, but it's still kind of neat.
-
- [ Neat ... so the programmers *do* pay attentions to details ... - JND ]
-
- (Contributor: David Hsu)
-
- An easy way to get free lives is on the first level. Right after you
- leave the subway, keep your joystick pointed up. If you do this, you will
- "stick" to the wall and nobody can touch you, though you can arrest tons
- of people (50 is the max). You can do this in other levels, though it
- does not seem to be as useful. One problem occurs right when you get
- out of the subway. There is a barrel which obstructs your path in/on the
- wall. You can just rocket it away if there are people behind the barrel
- (in respect to you). You can stay on the wall all the way to the passkey
- spot and into the door.
-
-
- ---------
- Punch Out
- ---------
- (Contributor : Bill ?)
-
- Here's the system for getting by everyone in one round of punch-out...
-
- Warning: This system works on 9 out of ten Punch-Out machines, I have
- seen some where the first level is unusually hard and the latter
- couple of techniques don't work.
-
- Glass Joe: So easy that you'd have to be trying not to win. But to
- be 100% sure.. Keep guard up till his eyes glow for a big punch, dodge, and
- hammer him with rights and lefts to the face. Repeat till down.
- Piston Hurricane: Concentrate blows, especially lefts, to the abdomen.
- When he backs up and charges in, hit him with a blow to the stomach as
- soon as he charges into you, he'll go down for the count after the 2nd or
- third time.
- Bald Bull: Fairly simple: Right, dodge, left left. Right, dodge
- left left. Look out for his upper cuts though (get out of the way! duh)
- and upon his bull-charge you have two options. A hit to the stomach
- when he is right under you puts him down for the count, but if
- your reflexes aren't optimum, you are better off at dodging and continuing
- the fight. Right to the face (or 2 lefts), dodge, right.
- NO BODY BLOWS TO BALD BULL except on the bull charge.
- Kid Quick: Soooo easy: Right, dodge, right right dodge right right
- dodge right right dodge right right dodge right right. (these all being
- blows to the head). VERY EASY as long as you don't lose your rhythm. If
- ya do get messed up you can usually recover with a a dodge and starting
- again. No blows to the stomach. This is basically what you'll be
- doing against Mr. Sandman.
- Pizza Pasta: Basically you're waiting for him to screw up. Use
- the kid quick system till he backs off (with the Come on! Come on!)
- and DODGE his hook. Then pummel him with rights and lefts to the head(
- ONLY the head), and he won't be fighting back. Repeat till he's dead.
- If he pins you up against the ropes with shots to the stomach at
- some point, just get your guard down there and sneak in some lefts and
- you should break free.
- Mr. Sandman, the champion: Kid Quick system exactly. Every now and
- then however he fires a very quick left or right to the head. When
- he hits you with one, dodge the opposite way of the hit quickly or
- you'll be going down.
-
-
- -----
- Rygar
- -----
-
- - A little after half way through stage thirteen (13) there is a hidden bonus
- which can only be gotten WITHOUT the extra which fires straight up. You MUST
- have the standard semi-circular attack.
-
- When in the right spot, jump on the backs of enemies for extra height and fire
- upwards (semi-circular arc), nothing will seem to happen although it will make
- a sound like you are hitting something. After about 20 hits, a FLAG will drop
- which is worth 1,000,000 points...
-
- - This is just a flaw with the graphics. When standing beside a rock, crouch
- and move away from it, the player will "hide" himself inside the rock and will
- be unreachable by most enemies for a short time.
-
- - This is not a cheat, but many people don't realise it... Shooting the Question
- mark repeatedly will turn it into a shield. The trick is to recognise it
- before you pick it up, stop, crouch and shoot.
-
-
- ---
- QIX
- ---
- (Contributor : Tad Perry)
-
- 1. Without drawing anything except a small block to get by a spark(?),
- go to the top middle of the playfield at the very beginning of the game:
-
- +----------------------+
- | ^-- here |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- | |
- +----------------------+
-
- 2. Before the sparx come back, draw a rectangle going down:
-
- +-------------------------------------------------------------+
- | | | |
- | | | |
- | | | |
- | |___| |
- | |
-
- 3. And another across:
-
- +-------------------------------------------------------------+
- | | | |
- | | | |
- | +---| |---+ |
- | | |___| | |
- | +-----------+ |
-
- 4. Wait in the following location for the sparx to return:
-
- +-------------------------------------------------------------+
- | wait here ---^ | | |
- | | | |
- | +---| |---+ |
- | | |___| | |
- | +-----------+ |
-
- 5. When the sparx come to intersect again at the top of the
- screen close off the whole structure while the sparx are inside
- travelling thru the T-shaped structure just layed:
-
- +-------------------------------------------------------------+
- | | | | | |
- | | | | | |
- | | +---| |---+ |
- | | | |___| | <--- Sparx will circle|
- | | +-----------+ this block here. |
- | |_____________________| |
-
- NOTES:
-
- 1. You have to pull off the wall in the last step to let one of
- the two sparx move under you and enter the T-shaped structure.
- 2. Scale is insignificant. It's the shape of the structures that
- matters most. (An upside-down "T" inside a box, with the box
- closed up while sparx are on the "T".)
-
- The sparx will now continue circling the top of the surrounded T and
- cannot escape. New sparx, when generated, will be trapped immediately.
- You can now concentrate on trapping the Qix and learn the type of
- patience you always wished you'd had. Regardless of your strategy for
- trapping the Qix you should always start off a game the way described
- here unless you're into death.
-
-
- -------
- Robocop
- -------
- (Contributor: Ian Jefferies)
-
- Here are some cheats/strategies.
-
- Level 1: The motorbike which damages you before you draw your gun can
- be beaten by jumping just before it comes on the screen. A
- shop window has a small menu type poster in it, jump around
- about there. When you land, punch the bike (it flashes
- green and doesn't damage you). Punch it when it returns
- to kill it. Needs to be pixel perfect !
- When fighting the ED209, time your jumps to when it fires at
- you (hence jumping over its shots). When it moves to the
- left third of the screen, stand close to it. The weapons
- arm will now point at a steeper angle (more into the ground).
- Now move away slightly and jump away when ED209 fires, it's shots
- will go into the ground and not trap you at the left edge of
- the screen.
-
- Level 2: To get extra health shoot the fat guy using a girl as a
- (+later) shield. He moves forward to shoot at you, shoot him then.
-
- General: Bad guys come onto the screen when you pass a certain pixel.
- Move back and kill them off. Don't charge through the game.
- Learn the bad guy patterns (they are the same from game to
- game).
-
- Target practice: Getting all of the targets (100% hit) gives *extra*
- capacity for your energy bar.
- (Bug: Missing one target sometimes still gives 100%, but
- don't rely on it!)
-
- Level 3: Go over the top of the car crushers, and pick up the baby food.
- Try and save the Cobra assault cannon for the end of the level,
- it makes it really easy ! If you shoot just under the cab
- of the final enemy, you can kill the guy throwing grenades at
- you.
-
- Level 4: Shoot the metal crushers with the Cobra cannon, or punch the
- fire button like crazy if you get trapped. The final bad guy
- is a crane which swings a steel ball on an extendable chain.
- *Don't shoot the wooden box* Stand on it and shoot the cab
- of the crane. Also try to save the Cobra cannon - by punching
- bad guys instead of shooting them - and use it on the crane.
-
- Level 5: Don't charge through this level, especially on the conveyor
- belt. Mind the first guy armed with a flame thrower - you
- can shoot him before he shoots at you.
- The military ED209 at the end of the level can be beaten by
- crouching under the OCP logo when it charges. Jump and shoot
- the weapon arm when it retreats.
-
- Level 6: Need to move through this level fairly quickly (time is a
- little tight). The walking coffee tables can be shot from the
- level below, and careful diagonal shooting can destroy laser
- emplacements one level up. Concentrate on laser turrets which
- are diagonally away from you - their fire is hardest to dodge.
- The last baby food on the level gives *all* your energy back.
- Try and keep the laser shots until the end of the level. When
- you reach the top level, move as far to the right as possible
- and shoot the military ED209 as much as possible before it
- wakes up. There is a fairly safe(ish) position just at the
- end of the military ED209's forward walk (like the end of
- level 5, but no OCP marker). Kill the military ED209 first.
- Tactics for the other ED209 are similar to level 1.
-
- Level 7: Use diagonal shooting to destroy laser turrets one level up.
- (see also level 6 comment).
- The baby food stored in the box gives all your energy back.
- When you reach the single lift which goes up multiple floors,
- the best way to avoid being trapped on it by laser fire is to
- *jump* onto the next level just before the lift reaches it.
- Timing between the laser shots is critical.
- When this lift reaches the top, stop just short of the floor
- (you should be able to see/hear the light curtains and laser
- turrets) and then go back down as far as you can. The laser
- turrets and curtains sometimes disappear.
- The final ED209 can be destroyed by standing at the far left of
- the screen and jumping up and down. Missiles launched at you
- can be destroyed by shooting or punching. When the ED209 gets
- too close, use the tactic of level one.
- When ED209 is destroyed, kill Dick Jones (in the same way
- as a gunman holding a hostage is killed). The president
- is not killed by your gun shots (!)
-
- Game difficulty varies, some bad guys take one shot to kill while
- a different machine will require 2 shots to kill the same guy. The
- former machine has really easy 'Friday the 13th' Jason 'Chainsaw massacre'
- 'Donovan' bad guys to kill, on the latter machine these guys are *mean*.
- Shoot at them while they are in the air. If they do hack at you don't
- give them a second chance, move away and make 'em eat lead !
-
-
- ----------
- SLAP FIGHT
- ----------
- (Contributors: Casey Barton, Mario Moeller, Lee Dormon, Robert Schmitz)
-
- To have your ship upgraded to the best possible, just die without firing
- or moving at the beginning. This costs you a life, but might be fun.
-
- Mario adds that the ship moves a little on the slow side when the cheat
- is executed, so you'll need to pick up some speedups as quickly as
- possible.
-
- If you do don't fire a shot, but DO move your ship at the beginning of the game,
- and survive as long as the first pool (experienced players should know what I
- mean), then when you die you will begin just before the first 'boss' ship with
- full homings and speed...
-
-
- -------------
- SPLATTERHOUSE
- -------------
- (Contributor : Dave Hollinsworth)
-
- On the stage with the worms shooting out of the corpses, you can move the
- character all the way to the right edge of the screen, and chop away. Just
- make sure whether the worms are leaping at your head, and down towards your
- legs.
-
- On the stage with the animated painting (after taking out the flying knives),
- run right *at* the painting, and keep nailing it as it rebounds off the wall
- back at you.
-
- For the stage where you go outside, and eventually fight the huge green dude
- with chainsaw arms, the trick is to carry both rifles with you. Get the
- first one, and when you find the second one, pick it up, which drops the
- first rifle a small distance before you. Move forward, drop the rifle,
- and pick up the fallen one. If you keep doing this, you can then bring both
- rifles to the end of the stage, and blow away the hooded chainsaw man.
-
- Against the Alien-like creatures whose heads attacked you after severing
- them, an easy way to kill them was to sever the head, and stand and wait
- for the head to attack you. If you moved, the head would have the angle
- to hit you. This also goes for the skeletal dogs that leaped at you after
- the first time you hit them. For the blobular "baby" monster (also on
- the stage with the dogs) just keep hitting it and moving forward to hit
- it again.
-
- On the stage where you fight your mirror doubles, I had a sequence that
- worked really well for taking out my doubles. I *believe* I jumped at
- them and attacked, then immediately attacked downwards then middle.
- Don't remember how it worked, I don't even remember the types of attacks
- there were. Oh, how was the "slide" attack executed. I don't think I
- ever figured it out.
-
- I had some strategy for the Cross of Heads stage, but I can't remember
- exactly what it was. I believe I would stand just a bit further than
- one column (using the background as reference) from the cross, and
- keep chopping away, watching out for the occassional head from behind.
-
- This was as far as I got. A general strategy for this game: you really need
- patience to win! Don't just run through the game all gung-ho, take your time!
-
- Hint for the dude at the end of stage 5. You walk into the room, and it looks
- like you've found your girlfriend at last. Unfortunately, after a bit, she
- turns into a monster with fingers that flick out blades and recoil (a bit like
- Wolverine, perhaps). The range is long, 1/3 to 1/2 the screen, so you've got
- to be away from him and watch for them.
-
- Anyway, he attacks in 3 rounds of 6. i.e. you hit him 6 times, it pauses for
- a bit, and then he goes for the next lot. For the first two, he always jumps
- towards you, then uses his fingers. So you get positioned, and when he's
- coming down, you punch him out of the air. But he might be closer, so be
- careful. You can also just walk under him, and try it from the other side of
- the screen. But you may cop some knifes in the back.
-
- But it's better to face _away_ from him, and closer to the centre (just out of
- finger range). You can still punch him, but he'll end up on the other side of
- the screen, and you can get into position while he's recovering -- no danger
- from the fingers.
-
- On the third set of 6, he changes his tactics. He'll do short jumps along the
- floor, using his fingers in between. He'll can kill you quite easily this way.
- If you attempt to get in close and duke it out (like I used to with the
- chainsaw dude before I discovered you could bring the second gun along :-) ),
- you may get him, but he's more likely to kill you. The right technique (mine,
- of course :-) ) is to slide attack him before he gets to you. This does some
- major damage to him, and you can hit him one or two more times before he gets
- you back. Now you can duke it out, or perhaps you can get away -- I always
- stayed, cost me two hearts, generally. And then he dies (yay!) and turns back
- into your girlfriend. Take a moment to mourn, then down into level 6.
-
- ---------
- STAR WARS
- ---------
- (Contributor: Mario Moeller)
-
- If on the tie-fighter dogfight stage, Darth Vader's ship is shot more
- than 30 times the player is given 27 extra shields. [*gasp!* - JTR]
- If you're really lucky you'll get 255 extra shields, but this is
- quite rare. [ Note : this is reported to be near impossible to do ... - JND ]
-
- On the Death Star run, use the force to increase scores tremendously.
- Don't start shooting until the message "USE THE FORCE" disappears. This
- means dodging everything the Empire throws at you. You get a bonus for
- doing this. 5000 on the first level, which increases to as high as
- 100000 on the higher levels. [I'll vouch for that. -JTR]
-
- ------------
- STRIKE FORCE
- ------------
- (Contributor: Robert Potter)
-
- To reach the ultimate bad guy without having to go through the entire
- enemy starship, you just play the LEFT player, and get yourself killed
- at the far LEFT end of the starship (the very beginning). When you
- reincarnate, you'll be at the far RIGHT end of the board, past the wall
- (or IN the wall if you weren't far enough left). The boss will not
- appear until you move to the left past where he should be (though things
- will start firing at you immediately).
-
- Kill the boss, get your free credit, start again. ;)
-
- Strategy tip: Kill dreadnaughts with one timewarp and one cluster bomb.
- You always get the time warp back, plus other goodies.
-
- Score hogging tip: Clear out all the planets but one, fly around from
- starbase to starbase waiting for dreadnaughts to appear. Pick 'em off
- using above method. This gets boring after a while, of course...
-
- ---------------
- TRACK AND FIELD
- ---------------
- (Contributor: Tony Mason. A game-busting guide.)
-
- First, the triple-flapping technique. It's the fastest method I've
- ever seen for pounding the buttons. I would hit each button (left and
- right) with the middle three fingers on each hand, one hand at a time.
- The sequence is 4, 3, 2 (2 is the pointing finger), on each button.
- [Note that this technique also works on any other speed-intensive
- button pressing game. Try using this on the fire button on Sinistar
- sometime, for instance. -JTR]
-
- Event 1 (100-m dash):
-
- Nothing to say, except use the triple-flapping technique. Oh, and
- the gun going off happened at exactly 3.3 seconds after the 'READY'
- flag. A tie (in 2P game) gets you 1000 points.
-
- At one point my friends and I got loony and made a little machine
- out of a lego motor and a gear. Results: (1) We got very fast speeds.
- (2) We got kicked out of the arcade. [A friend of mine claims to have used
- an electric toothbrush on the button versions, same results. -JTR]
-
- Event 2 (Long jump):
-
- Note that hitting the line at all gives you a speed boost of 50,
- hitting it in the exact center gives you a speed boost of 100. My
- personal best is 9.76.
-
- Event 3 (Javelin throw):
-
- 42 degrees is the best angle.
-
- A secret trick in this event is to throw the javelin upwards at 90
- degree angle. You'll hit a bird for 1000 points. [Make sure you
- qualify! -JTR]
-
- Event 4 (110m meter hurdles):
-
- You'd be best off getting a friend to hit the jump button for you.
- A tie gets you 1000 points, just as in the 100m dash. Best time: 9.5
- seconds.
-
- A cheat in the two-player mode, on older machines: have one person
- win the race normally. The other player should take his time. After
- 40 seconds, the clock stops running down. Use a watch to ensure a
- 100+ second finish time. The + is how many seconds you get credited
- for :). I got 0.01 seconds once that way...
-
- Event 5 (Hammer throw):
-
- Perfect throw will have 1500 speed, 45 degree angle. 99.99 meter
- throw most of the time. [I've found that the best way to get good
- speed is not to listen, but to watch the bar at the bottom. -JTR]
-
- Event 6 (High jump):
-
- Note that hitting the buttons, even after you have jumped, really helps.
- Be sure to tap the jump button to ease yourself over the top, not hold
- the button down.
-
- I use the background stuff to judge distance; when I get to a certain
- point I jump. PR: 2.50 meters, though it sure looked like I fouled...
-
- If you foul the first two jumps and nail the third, you get a 1000-pt.
- bonus.
-
- (Contributor : Tad Perry)
-
- I believe you can also let time roll over in the 100 meters to get
- awesome records just as with the hurdles. (At least I seem to remember
- that I did it.)
-
-
- --------
- Vendetta
- --------
- (Contributor: Ryan Tanner)
-
- By the way, to freeze Vendetta (to get your money back since the stupid
- game froze again [nice when you're having a bad game]), simply hit
- Joe O. (forgot the last name) with a pail. Joe O. is the midlevel boss
- monster for level 2. This nocks him right out of the game and he goes
- floating by every 20 seconds or so. Saving the pail for Missing Link
- is fun too. Instead of sticking on his head like the other guys, it
- sticks inthe middle of his chest. It's very funny.
-
-
- ------
- XYBOTS
- ------
- (Contributors: Mario Moeller, and one unknown person)
-
- On the first level, don't collect any money for totally massive bonus points
- at the end. And lots of cash.
-
- You can shoot around a wall to your right by putting your gun around the
- corner. You can shoot them but they cannot shoot you.
-
- ---------
- ZOOKEEPER
- ---------
- An obscure trick in an obscure game. On the coconut boards, when you jump
- onto the top ledge, you get some points. Jump off the ledge then onto it
- again; you'll get twice as many points. And again, for four times as many.
- The bonus keeps doubling until 300K per land. The best board to try this
- on is the board where the ledges are invisible. It's kind of hard to jump
- on then off, but so few coconuts are thrown that you have lots of room for
- error.
-
- =============================================================================
-
- *** The advanced cheat sheet ***
-
-
- --------------
- Blood Brothers
- --------------
- The game is very similar to "Cabal" ( in fact it's basically exactly
- the same except that it has a Western theme instead of WW2 theme )
-
- A "get as many points as you want" kinda cheat :
-
- 1) get to the second screen ( preferably without dying on the first screen )
- 2) shoot the building on the right hand side of the screen and start shooting
- the trees in the background on the right. 20,000 points fly out from each
- bunch of trees. continue.
- 3) That is basically it. A few problems occur and here is how to counter them:
- a) 5 men run across the back from the left and throw grenades..
- just shoot the grenades before they get to you
- eventually they come out less often, and will stop altogether
- b) the men on the right come out from the edge to shoot you
- same as above.. they stop eventually
- c) a plane flies over and drops bombs.
- same as a). It stops after some time.
- d) After a certain a,ount of time a bird comes out to kill you
- let it. Only 2 birds ever come out ( sometimes only 1 )
- and then they also stop coming. This is why it pays not to
- die on the first screen.
- Another hint. on the first screen, the tin can be shot many
- times ( immediately ) to give you a free man. If you miss it
- then don't bother trying again, you only get one chance.
- Also the game can be set to give free men every xx000 points,
- if it is you are lucky and will continue to get planty of men.
-
- hold your finger on the button to keep shooting the trees ( sticky-tape works
- well here ) and prepare to get *really* bored. Play the neighbouring game
- so that you can keep an eye on it.
-
- Have fun !
-
- ps. some machines ( copies especially ) have really slow firing, and it is
- quicker to press the fire button repeatedly. Don't bother playing these
- machines, they are really infererior and it'l take you 5 times as long to
- get a decent score.
- pps. I gave up after 21+ million, just too plain lazy
-
- [ from another anonymous souce ... ]
-
- The scores that you could reach is theoretically infinite, but I haven't had
- the spare time to do it for more then about an hour. I reckon that it would
- clock over at 100 million, but I've only managed to get 21 million ( or more
- precisely 21,450,100 )
-
- Here's how to do it..
- Play the first screen
- On the second screen, just shoot the object/guys on the right ( the building
- and the man in the building ) then start shooting the trees ( standing on the
- right of the screen so you won't get shot )
- Every now and again some guys will throw grenades at you.. shoot or dodge them
- After shooting the trees for a about 10 seconds a 20,000 point bonus will fly
- out and land at your feet and you collect it automatically.
- Continue..
- This is basically the trick.
- Points to note : 1) A bird comes out and kills you if you stay on the same
- screen for some time. Let it kill you. Only one or two
- birds come out, so it pays not to lose a life by mistake.
- Thereafter : no more birds.
- 2) The grenade throwers and planes stop after some time.
- 3) Games can be set to give you a free man every so many
- points, or never.. so find a game that will give you
- many spare lives to continue with when you get bored.
- 4) Killing the last man on the last screen ( easy, just shoot
- and don't bother dodging bullets ) gives you 1,000,000
- so keep this in mind if trying to clock it & finish it.
-
-
- -------------
- BUBBLE BOBBLE
- -------------
- (Contributors: Mario Moeller, Bryan Martin, Seth Scott)
-
- When the game is displaying the "BUBBLE BOBBLE" screen in attract mode,
- try the following sequence of joystick/button commands:
-
- Left, Jump, Left, 1P, Left, Fire, Left, 1P.
-
- It'll say "POWER UP!" at the bottom of the screen. The next game you play,
- you'll have all the useful powers (speed, fast bubbles, multiple bubbles).
- Then there's the ORIGINAL GAME cheat mode. This one gives you all the
- magic doors (even if you die. You will *not* get them if you die on
- non-OG mode):
-
- Fire, Jump, Fire, Jump, Fire, Jump, Right, 1P.
-
- Both cheats can be done during the one game. In fact, you don't even
- have to use these secret control sequences on the same title screen.
-
- Bryan adds: After getting a high score, enter your initials as
- S.E.X. Start the next game as normal. The second item on the first
- level will be a pitchfork. Getting this item without bubbling the
- bad guys will get you mucho points. [How many? -JTR]
-
- (Contributor : Seth Scott)
-
- I've finished the game (one quarter for each player), and the one
- thing I don't know is how to get the 'true ending,' which I believe is
- related to the 'power-up' code...
-
- Here's my Bubble Bobble lore:
-
- 1) Make it to level 20 without dying, and a door appears-- it leads
- to a 'secret tomb,' a level full of diamonds. There are secret tombs at
- levels 20 and 30, also.
-
- 2) Make it to level 50 without dying, and a strange, bee-hive-shaped
- door appears; enter it and you warp to level 70. DON'T kill the drunks on
- level 50, or the door disappears; bubble them and wait! Btw, with two
- players, only one of the players must survive unharmed to get the secret
- door.
-
- 3) Special item: the bell. If taken, a flash and a 'bell' sound
- will go off at the beginning of any level that will have some sort of
- destructive magic.
-
- A few useful tricks:
-
- *'Paffing' a Skel* : Skel is that nasty white monster that
- comes after you when you've taken too long; with two players, two Skels will
- appear. If one player is killed by 'his' Skel, then he can collide with his
- partner's Skel *WHILE HE IS STILL FLICKERING.* If the player's icon is still
- flickering, the other player's Skel will disappear (poof!), with no harm to
- the once-slain character.
-
- *The Trick* : At the end of a level, sometimes all of the
- bubbles on the screen will inexplicably turn into food (even if there was no
- candy cane on that level). If the tens and hundreds digits of either player's
- score match when the last monster of a level is popped, then the bubbles will
- turn into food! Ex: scores of 10,770 1,350,990 or 576,000 will produce
- 'the trick.' Usually, my partner and I kill everything in a level, and as
- one player moves to pop the last monster, the other player will 'get the trick'
- by blowing bubbles against a wall until the score is correct. Notice that
- you _do_ get the points for popping the last monster, so if you're by yourself,
- you have to work your score so that the tens and hundreds digits will match
- _after_ the points for the last monster are added....
-
- *'Blowing yourself through'* : It is possible (though quite
- difficult) to bounce on a bubble at the top of the screen and ride it 'through'
- the top, so that you emerge at the bottom of the screen.
-
-
- A Brief List of Interesting Objects:
-
- (note that these are named by consensus of my friends and myself... inventing
- one's own names for bubble bobble phenomena is in the spirit of the game!)
-
- 'Noah' : Aqua-colored cross; fills the screen with water when touched. Note
- that there is a slight delay before the monsters spin--- be warned,
- you can die before the monsters do!
-
- 'Hineage': Red cross; replaces taker's bubbles with fireballs, and monsters
- struck with these fireballs become diamonds. Limited number of shots.
- Ends with leve.
- (level.)
- 'The Bomb': Impressive, shiny black bomb with a fuse; instantly kills all
- monsters, turns them to diamonds, too.
-
- 'The Spectator': Very rare-- a good omen! Red, flame-filled bubble; whoever
- pops it gets 100,000 points and 'Hineage' for the next five levels!
-
- 'Candy Cane': Colors vary. Causes large, valuable piece of food to fall from
- the sky at level's end. Also causes an automatic 'trick.'
-
- 'Divine Intervention': Yellow cross; causes three lightning bolts to cross
- the screen, killing some or all monsters. Not very reliable.
-
- 'The Garter Belt': Looks kinda like a pewter ring; causes stars to rain down
- all over the screen, killing all monsters.
-
- 'The Clock': Freezes everything but players. Beware--- you can't touch the
- monsters while they're frozen!!!
-
- 'The Bank': Coffer-shaped; silver bank causes a 50,000-point diamond to
- fall at level's end, and a diamond trick; red bank: 80-k ruby,
- and a ruby trick. All alliances are off when the bank appears....
-
- 'The Killer': A ball-shaped, electrical shape; releases a bouncing, noisy
- ball of lightning that kills any monster it touches. Also, not
- very reliable, but better than nothing.
-
- 'The Skull': A horrible-looking human skull; invokes a red comet that crosses
- the screen, turning all the monsters red (and angry, and FAST!)
-
-
- Misc:
- -The head in the first secret tomb is 'Rascal,' aka 'The Grumple Grommit,'
- --- this is what the level 100 monster looks like.
-
- I will answer any question about any level (I know tricks to them
- all) by email: seth@cie.uoregon.edu
-
- (I didn't want to send you 100 paragraphs for 100 levels!)
-
-
- ---------
- CENTIPEDE
- ---------
- (Contributor : Tad Perry)
-
- I was never good enough at Centipede myself to do it, but you can
- modify the Defender trick I contributed to solve the problem of no
- extra turns after 1,000,000 for an interval equal to the number of
- turns you have won. (Or you can just make sure you don't go under six
- turns at any time during the last extra turn period before 1M.) If I
- remember correctly, this modification (accounting for how many times
- 12,000 goes into 1M) was used successfully by an advanced Centipede
- player who I'd described the Defender trick to.
-
- Plus, Eric Ginner had an incredible manipulation of this game where he
- figured out exactly how many mushrooms it took in a certain layer of
- the screen to keep fleas from dropping at all. He would basically build
- the board up like this (@'s are mushrooms):
-
- +---------------------------------------------------------+
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- | @ @ |
- |@@@@@ @@@@@ @@@@@ @@@@@|
- |@@@@@ @@@@@ @@@@@ @@@@@| <-- Mushrooms here
- |@@@@@ @@@@@ @@@@@ @@@@@| keep flees from
- |@@@@@ @@@@@ @@@@@ @@@@@| dropping. The
- |@@@@@ @@@@@ @@@@@ @@@@@| Number needed
- |@@@@@ @@@@@ @@@@@ @@@@@| increases as
- |@@@@@ @@@@@ @@@@@ @@@@@| the score
- |@@@@@ @@@@@ @@@@@ @@@@@| advances. Flees
- | | always drop if
- | | there aren't
- | | enough here;
- | | Never drop if
- +---------------------------------------------------------+ there are.
-
- The central tunnel guides the main centipede straight to you. The
- large empty section near the top to left and right cause the separate
- heads to travel a greater distance before getting to you thus allowing
- you plenty of time to pick them off. It's best to hit them
- strategically so that you can build up the mushrooms you need to keep
- the flee away. The exact number of mushrooms required and the scores
- where they increase are long forgotten, but as a rule, if the flee
- starts dropping when he wasn't before (even though the number of
- mushrooms has not changed) you just crossed a boundary. A flawless
- game requires great control and awareness of game logic such that the
- flee is *never once* allowed to drop. (Except maybe in the very
- begginning.)
-
- An easier strategy (considered "cheating" by really good players)
- is to build walls in the lower left and/or right to trap the centipede
- in then hunt other insects (spiders, scorpions and fleas):
-
- |
- | <-- The centipede enters from the top and gets trapped
- | @ inside. So do all heads that appear (there's a limit
- | @ because they eventually stop coming out). You must
- | @ kill off spiders coming from the other side so they
- | @ won't wipe out your wall or you'll have to build
- | @ it up again.
- |
- +----------------------------
-
- INTERESTING NOTE: In test mode you can cycle through the different
- graphical objects used in the game (the player, a mushroom, a spider,
- a scorpion, a flee, and a grasshopper). Grasshopper?! Yep, the game
- was to originally have had grasshoppers but they were taken out. You
- can still see them in the test however.
-
-
- -------------
- DOUBLE DRAGON
- -------------
- (Contributor: Ryan Vurlicer)
-
- "Ghost player":
- Notice that player one gets all the points for certain weapons.
- Notably the barrel, which is important because it is reusable. Should
- player one die off, while player two is still alive, player one
- continues to get points for the barrel. If this gets him over the
- extra-man mark, he gets a ghost player, which is limited in the kinds of
- things he can do.
-
- Infinite points:
- Level One, one player grabs the whip when it comes out. The other
- player relieves the enemy who walks out with a bat of that bat. But he
- does *not* kill said enemy. Continue moving on until you're at the end
- of stage one. At this point the player WITHOUT the whip grabs the now
- batless enemy. The other player finishes the stage. Note that when the
- boss man is dead, the clock stops running down. Then the player
- tortures the batless one with the whip. 200 points per pop, and the
- enemy will NEVER die. Switch to non-whip attack to kill him, and resume
- normal play.
-
- ------
- GALAGA
- ------
- Try this on the first or second level (before you get your first free
- ship). Kill off all but the two rightmost (or leftmost) blue bees.
- Make sure that they are as far over on the screen as possible when they
- start diving, that'll make this trick go a lot faster. (You can expect
- to wait from 10 to 20 minutes for something to happen)
-
- Then just wait. Dodge their shots. Eventually, you will notice the
- maximum number of shots on the screen dwindling to 3, then 2, then 1.
- Then 0 (but let them go by 6 times to make sure). You can kill them at
- any point to get a much easier game (maximum of 0-3 shots at a time).
-
- Nate Renwick notes that this trick can work with just one blue bee. [True,
- but it tends to be slower... but on the other hand it is easier. -JTR]
-
- This doesn't work on all Galaga machines. But I've only found two
- on which it doesn't.
-
- Level 255: After this level some machines wrap around to level 0. Then
- you're stuck there forever until you turn the machine off. This places
- an effective maximum of 3.6 million on your score on such machines.
-
-
- -----------
- Galaga Plus
- -----------
-
- (Contributor: Allen Perry)
-
- At the start of the first round push straight up untill you stop. DON'T shoot!
- Just sit there and let all the bugs form. Right after the last row of bugs
- get into formation a star will shoot from the top left side of the screen to
- the bottom right. If you time this right you can get up to 5 shots on it.
- After about 10 hits on the star (it will come out at random times during the
- game) it will transform your ship into a new ship that can shoot 3 shots on
- the screen ( 3 shots verticaly in a row ) instead of just 2.
-
-
- ----------------
- GHOSTS N GOBLINS
- ----------------
- (Contributor: Bert Loper)
-
- There is a place in the cave scene (the short scene right after you kill
- the two big ogres), where you can get 100K before the time runs out and
- you can repeat this every life, getting 3 lives for 2 deaths (until the
- game stops giving extra lives at 980K). The spot is on the upper level
- to the right of the rock and just to the left of the second ladder.
- Move the joystick back and forth rapidly at the spot and fire each time
- you change directions. This causes a zombie to appear at the edge of
- the screen with each pivot you make and each shot you fire will kill a
- zombie. You can get 100K+ from this if you're fast enough!
-
- It is well known that if you duck and shoot a tombstone 15 times, an
- angel appears and fires a bolt that turns you into a frog. Interesting
- bug: if you fire this bolt *just* as your time is about to run out,
- you'll turn into a frog INSTEAD of being killed by time over. It wraps
- around to negative time or something and you have virtually unlimited
- time. (He recommends standing two rock-lengths away from the rock, and
- firing the 15th shot at time 0:02. If you're just slightly late, the
- bolt will still 'reincarnate' you but your character will appear
- distorted and you will be stuck in a ducked position). Use this trick
- in combination with the above cave trick, and you're pretty much set.
- [This is classic material! -JTR]
-
- -----
- JOUST
- -----
- (Contributor: Tim Shay)
-
- "The pterodactyl trick". Classic trick. Doesn't work on upgraded Joust
- machines, or on Joust II. Trick the last jouster on the stage to fly to
- the lava and get trapped by the lava troll. Then wait in the center of
- the middle platform. When a pterodactyl comes out, it'll fly right into
- your lance. The next part takes a fair amount of practice: when the
- pterodactyl has hit you, your character will be knocked back. Jiggle
- the joystick so that your mount is back in the middle of the ledge
- again. Keep doing this. Eventually there'll be a steady stream of
- pterodactyls, and you'll be killing 'em about 2 per second, for 1000
- points each. When you make a mistake and get killed, the trapped
- jouster will escape.
-
- On the last board in which this works (47 I think), the jouster will not
- escape.
-
- (From John Yeates ...)
-
- To check if you machine has the right ROM (the OLD rom) for this trick, on the
- RHS of the screen are two platforms like this:
- _____________
- \___________/____________
- \__________/
-
- Come in from the right, and land on the lower platform so that your legs
- can't come down; you'll bounce along the platform. On old ROM machines, you
- will then fall down through the gap between the platforms; on the new ROM,
- you'll bounce off.
-
- You can screw up Joust by killing a Pterodactyl right inside the screen
- border as it moves from right to left. (very hard to do. plus it's worthless,
- but it is of interest as it sometimes shows internal info on the screen if
- done at the right vertical height from top. different locations apparently
- cause different screw-ups.)
-
- (Contributor : Chris Long)
-
- The key to handling Shadow Lords is learning how to time
- their bounces at the top of the screen. Also, a good spot to be
- at the beginning of a wave is immediately to the left or right of
- a ledge and above. Shadow Lords will then appear and fly right
- up into you. My high score is over 2 million with several dozen
- men left.
-
-
- --------
- PAPERBOY
- --------
- (Contributor: David McGrath. I'll vouch for this one...)
-
- In the race at the end of the day, the end of it has a stadium with an
- audience, and a lawn with a fence on it. There's a bit of grass on the
- right side of the fence. If you steer your bike onto the grass, the
- bike will *not* stop! It keeps going. Do it once more, then finish the
- normal way. Your score will get really high. [In the millions -JTR]
-
- (Contributor : John Joseph Gallagher Jr.)
-
- - For Paperboy, I have been able to score millions by going through
- the training course without hitting anything (with papers) and
- then riding through the area between the finish line and the
- fence. This doesn't award the points right away. You still have
- to go on through the parking lot (which then messes up the whole
- screen (lots of added shapes, and color blocks not really
- corresponding to anything)). Then if you keep going (bike
- moving very slow toward right side of screen) the game will
- loop you back to the training course again. This is where you
- get 1 million points (or enough to make the high score run into
- the standing number (i.e. 1-10). The training course is the same
- but this time the screen is really messed up. Only the main
- obstacles are shown (i.e. any moving objects), but the background
- is totally screwed. If you are on easy way, it is relatively
- simple to make it through (again not throwing papers), but as I
- usually go hard way, it is touch to get the timing down. Anyhow
- the one time I made it through on easy way, I tried to do the
- same trick at the end, but this time it stopped and counted up
- bonus points. It then boosts your score another 1 or 10 million
- (I can't remember). Anyhow I only can get the machine to do two
- separate first runs (i.e. once through the training course for
- a million) or 1 single 10 million run (twice through), but after
- that it won't let you do it again for the rest of that credit.
- I also can do this on most machines I have played, but not all.
- My high score was 10,163,xxx something (basically 163,000 plus
- the extra it gave me plus it combines the initial 1 for the
- top 10 ranking with your score to give you an apparent score
- of 110163xxx.
-
-
- -------------
- ROAD BLASTERS
- -------------
- If you crash your car into one of the turrets at the side of the road,
- you'll get 8-10x the current value of a turret. When your score
- multiplier is up to 10, this is 16-20,000 points! Keep your score
- multiplier high and always crash into at least two of these babies every
- board, and finishing the game (or doing very well at it) is not tough.
- [Note: After a while it gets hard to crash into two turrets every board and
- still finish the board on time.]
-
- Tip for strategies on level 49 and 50: Since level 50 is the last
- level, and the game gives you a complete recharge at the end of 49,
- accuracy doesn't count any more. Just keep firing as fast as possible.
-
- When the game ends you get 1 million bonus points, and you're given a
- code. It encodes your initials and the number of quarters you put in.
- The game will probably tell you to send in your code for a free T-shirt, but
- this is bogus. The game is sufficiently old by now that Atari doesn't
- honor this offer any more.
-
- Run into a "live" roadside tower (e.g. one that you haven't shot). It will run
- up your score like 20k points. (actually, the points vary, I haven't tried to
- reverse engineer the algorithm). [ This is an anonymous tip ... - JND ]
-
-
- ---------------
- ROLLING THUNDER
- ---------------
- (Contributors: Richard Uyeyama, Felix Lee)
-
- Okay, here's a couple from Rolling Thunder (Namco, brought to U.S. by Atari).
- First of all, something that some people don't know is the fact that you
- can visit the ammo rooms MORE THAN ONCE! The trick is, after having stocked
- up on your bullets from a particular room (say it was a MachineGunBullets
- room...) to go forward past the door approximately the distance of two
- jumps, then turn back, visit the room again, and find more ammo... This
- is especially useful on levels 2 and 7, where, when combined with another
- trick which will be detailed after this one, one is able to get MG Bullets
- up to the 900s (I think it resets to zero at 1000). Anyway, there's this
- section near the beginning of levels 2 and 7 where there're two platforms
- next to each other, above you, the first of which has a MG Bullets door.
- Having killed everyone up to that point, kill the guards on the platforms,
- fill up with bullets, then (you just exited the MG ammo door on the left
- side of the left platform) walk right, and the jump (while walking) such
- that you fall through the gap between the two platforms (while still
- drifting to the right), then either walk or jump one more jump-distance
- to the right, walk back left, jump up onto the right platform, jump from
- there onto the left platform, get more MG bullets, and repeat about 7 or 8
- times (or less, if you're not quite sure you can do the rest of the level
- with such limited remaining time). The thing with the jump down through
- the platform-gap is that since you're drifting to the right as you're
- falling, it's quicker than jumping straight down from the platform, then
- walking to the right. But getting a whole buncha MG bullets is really
- useful, especially on level 7, what with the seriously time-limited level
- 8 being next, and the fact that level 10 is so much easier with the MG ammo.
- There's a trick to levels 5 and 10 also, but let me first finish up with
- 2 and 7.
-
- The other trick on levels 2 and 7 is on the second half of the level (i.e.
- past the stacked boxes, and the gap), and has to do with the stairs. If
- the stairs always bothered you as being really slow to traverse, you can,
- via a programming glitch, skip most of them! What you do is go down the
- first set of stairs until you're on the left side of the screen (I think
- after the boxes and the gap you just have to go down a flight to the right
- edge, then down some more to the left edge). And then, stand on top of
- the landing that's just before you reach the floor. Inch towards the left
- edge of it until you're standing on the left edge. And then, walk left,
- falling off the landing, then as soon as your feet leave the landing, go
- right. You'll fall right through the floor (skipping the stairs), landing
- on the same landing one floor down. Repeat until you reach the bottom.
- With practice, it'll come really smoothly and instinctively. Once you
- get this down really well, time how long it takes you to get from the
- platform MG ammo room at the beginning of the level to the end of the
- level using this majorly-time-saving trick, so you can figure out when
- you should stop getting more ammo so you can safely finish the rest of
- the level on time. One note about this particular trick is that on
- level 7, the first (I think) landing, you probably don't want to do the
- trick on, because one of those white guys (that take four shots to kill)
- will appear almost on top of you when you land, if you do. But otherwise,
- it works exactly the same.
-
- The explanation of the above glitch (this is my own hypothesis) has to do
- with the two-level screen that is used, in which there is a front screen,
- and a back screen, and when you're on the stairway or the landing, you're
- on the back level, and it seems that directly under the left edge of the
- left landing, the back level floor hasn't been defined, and so you just
- fall through...
-
- And lastly, the most impressive glitch I know of in Rolling Thunder, and
- the one that never ceases to cause people to say: "What??? How did you
- DO that???" In levels 5 and 10, once you get to a certain point in the
- level (around halfway through), you come up against two boxes stacked on
- top of each other (i.e. you can't jump over it), and a platform above you
- (on which you jump and continue to the right). At this point, jump up
- onto the platform, then position yourself at the very right edge of the
- railing on the platform (you can only jump up/down where railing is present)
- which should correspond to the very left edge of the boxes, then (I forget
- if you have to be facing right for this to work, but I don't think so)
- jump down, which will put you at the very left edge of the boxes, then,
- making sure not to move the joystick to the left, walk towards the right,
- hit the jump button, and watch yourself get sorta caught between the
- botton and top boxes, then jump right again, clearing the top box and
- landing on the ground. Now comes the neat part. Don't fire at anyone,
- and don't panic, but simply go to the right and watch yourself WALK THROUGH
- EVERYBODY! Neat, huh? You can simply walk past everyone until you get
- to the last guy (the guy in the cloak). Then, if you have properly
- stocked up on MG bullets earlier on this (or another) level, simply hold
- down the fire button and watch him collapse an inch in front of your face.
-
- The explanation for this one is pretty similar to that of the stairs trick.
- It's just that when on the platform, you're on the back level, and when you
- jump down, you land in a spot where the front level hasn't been defined.
- So you're still on the back level. I'm not sure of the explanation of the
- foothold between the boxes, but once you hurdle the boxes, you're still on
- the back level, and since everything past that point is on the front level,
- you can simply walk past/through everybody. That you're actually in the
- back level is pretty obvious when you walk past the screen in the computer
- room... One last not about using this is that on level 10, in that last
- area before the final arena, there's the "stairs-like" hurdles, and on
- each of these steps, one of those annoying white guys will appear. The
- thing you have to be careful of is that if you're in too much of a hurry,
- they will follow you into the arena (where you're suddenly on the front
- level again), where they can/will hurt you, or keep you busy enough that
- the guy in the cloak will. So make sure you have a little extra time to
- let those guys disappear off the screen (after you've made all of them
- appear) before going after the guy in the cloak in the arena.
-
- Felix Lee adds: The reason the ammo trick works is because the game is
- divided into invisible "sections". Once you cross a section boundary the
- game forgets everything from the previous section.
-
- --------
- SINISTAR
- --------
- Get down to 0 extra men. Fire a killing shot at the Sinistar and die
- just before he does. You'll get 255 men. Should help...
-
- -------
- TEMPEST
- -------
- This doesn't work on all Tempest machines. (However, if you find a Tempest
- machine that has high scores in excess of 900K, this is a good sign).
- Get a score in the form of XXYYZZ, where XX > 16, 29 < YY < 60, and ZZ
- is a code. Some codes are:
- 01 - Test mode.
- 06, 11, 12 - 40 free games.
- 46 - Start at any level you like (up to level 81).
- These are the only ones I ever bothered memorizing. In the test mode,
- you can zero the high score table; and examine the game parameters, but
- not modify them :( to the best of my knowledge. Any info to the
- contrary would be appreciated.
-
- Steve Jacobs adds a smallish bug: when the fuseballs are at the top,
- and in the center of the panel, you can sometimes move through them
- if you spin the dial very quickly. (This works best on the boards that
- have 'ends', as opposed to the circular, triangular, etc. boards) This
- is a desperation play for use towards the end, when you've used both your
- zaps and the fuseballs are after you.
-
- He also says (quite true): the fuseballs move up and down only on the
- lines between the panels.
-
- -------------------------------------------------------------------------------
- Internet : jdeitch@umiami.miami.edu | Go Braves !! | "I hate it when I can't
- ---------------------------------------------------| trust my own technology !"
- "Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
-
- Gene Roddenberry, Isaac Asimov, Jim Henson, Dr Seuss, Mel Blanc ... Sigh ...
-