3443 lines
156 KiB
Plaintext
3443 lines
156 KiB
Plaintext
The definitive arcade video game cheat sheet.
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Last update: 28 Apr 1992.
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---------------------------------------------------------------------------
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| Important notice: |
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| The information in this document is copyrighted material - copyrighted |
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| by Jonathan Deitch and Jeremy Radlow. Clayton Neil Cowgill (cowgilc@ |
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| tsunami.cs.orst.edu) has expressed permission to store a copy of this |
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| document at his anonymous ftp site for public access and retrieval. |
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| You may distribute copies freely, provided this notice is not altered |
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| and is always included at the head of the copy and/or copies |
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---------------------------------------------------------------------------
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(The above is just legalese to make sure nobody takes this sheet, puts it in
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a book, and then sues me. Let me know if it could be worded better.)
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This list was started by Jeremy Radlow. Due to the fact that he's lost his
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net access (horrors), I'm now the administrator of this list.
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To get an up-to-date copy of the video game cheat sheet, ftp a copy from
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tsunami.cs.orst.edu in the pub/cheats directory or, if you can't ftp, send a
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message to jdeitch@umiami.miami.edu. There is not now, nor will there ever be,
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a 'mailing list'. Nor will I post the sheet to USENET due to its excessive
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size. This is mainly to keep my mailbox from getting flooded with the large
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number of resulting responses. (and I do mean *large*).
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If you have already made a contribution to the cheat sheet and wish a new copy,
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just ftp a new copy or let me know and I'll mail you an up-to-date version.
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Please note : due to the high traffic involving this list, it might take me
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up to a week or so to actually mail you a copy of the list.
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There are three sections to the cheat sheet:
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* Beginners section. This contains either cheats that don't get
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you much, or cheats that are only helpful to advanced players.
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* Intermediate section. This contains cheats that can get you
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a big edge. They are usually not any harder than playing the
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game honestly.
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* Advanced section. This contains extremely low-effort high-pay
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cheats; secret back doors; and in the next revision will contain
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advanced general-purpose game beating strategies, if someone sends
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me some.
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Please let me know if you think a cheat should be in another section.
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When you send in a cheat, it'll be put in one of these sections and you
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will get a copy of the cheat sheet in return. Basically, you get out what
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you put in ...
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Some of these cheats may be inaccurate; don't trust anything attributed
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to someone else. If it turns out that some information is wrong - don't get
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mad, get even! Tell me what's wrong. Please note, though, that different ROM
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versions on machines may eliminate some cheats ...
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Games in this version (all sheets):
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Game High score[1p/2p] [mp] level
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----------------- ----------------- ---- -----
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Road blasters 3,900,000 n/a 50
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Cabal 1,950,000 No ALL (5 lives left)
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Cabal 1,525,000 Yes ALL (9 lives left)
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Galaga 3,600,000 n/a 255
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Tempest 1,100,000+ n/a (> 80)
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Tron 2,100,000+ n/a (> 300)
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Bubble Bobble 2,800,000 n/a 57
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APB 597,000 n/a 74
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Zookeeper 583,000,000 n/a (> 100)
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Smash-TV 22,500,000 n/a end
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Bump 'n' Jump 1,850,000 n/a (> 40)
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Major Havoc 3,000,000 n/a ?
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Race Driving 465,000 n/a ?
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Teenage Mutant NT 3400 n/a end
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Gauntlet 6,666,666 n/a 458
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Gauntlet II 485,000 n/a 58
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Mercs 900,000 n/a ?
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Columns 99,999 n/a ?
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Rygar 2,830,000 n/a 27
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Rolling Thunder 220,000 n/a ?
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Darius 3,320,000 n/a ?
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Dig Dug 3,999,990 n/a ?
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Galaga Plus 6,550,300 n/a ?
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Robocop 731,000 n/a All 7 levels
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Blood Brothers 21,450,100 n/a ?
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The following games don't have any high scores ... send me some ?
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Pac-man Paperboy Toobin' 1941
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Crystal Castles Magic sword Trog 1943
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Super Mario Brothers Defender Alien Syndrome Sinistar
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Return of the Jedi XyBots Star Wars Astro Blaster
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Hard Driving Double Dragon Joust Joust 2
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Ghosts 'n' Goblins Slap Fight Alcon Centipede
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Space Dungeon Narc Gunsmoke 720
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Street Fighter II Commando Assault Heavy Barrel
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Raiden Tiger Road Mercs Columns
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Golden Axe Afterburner I, Robot Donkey King (yes King)
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Dragons Lair II Galaxian Splatterhouse Alpine Ski
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Cap. & the Avengers Mat Mania Krull Tron
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Track & Field Xevious Robotron Forgotten Realms
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Donkey Kong Jr. Marble Madness Punch Out Forgotten Worlds
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Ninja Gai-Den Phoenix Pitfighter Vendetta
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Wizard of Wor
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(When you send in your cheat, please send in your high score. Don't
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send in a high score without a cheat/strategy, it'll be ignored.
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And multi-credit games don't count ... but multi-player games do. That's
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what the [mp] slot is for. The idea behind this high score sheet is
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that if you have a high score higher than one listed here, you must
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know something useful ...)
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Cheats in this revision:
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* All the Crystal Castle warps.
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* Big point bugs on Road Blasters, Star Wars, Super Mario Brothers,
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Paperboy, Robocop.
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* The standard back doors in Galaga.
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* Extra lives in Sinistar, Narc.
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* Etc.
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Needed:
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* All sorts of hints/backdoors for doing/causing strange things of all
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types.
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Contributors:
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Joshua Abbey, Ken Arromdee, Casey Barton, Barry Brumitt, M Darrin Chaney,
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Anthony D. Chen, Craig Coffin, Lee Crawford, David D'Auria, Scott C. DeFreitas,
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Jonathan Deitch, George Dolbier, Lee Dormon, Kerry B. Durham, Vivian Ford, John
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Joseph Gallagher Jr., Stuart C Glass, Keith Goolsbey, Frank Gomez, James Hague,
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David Hawk, Josh Hayes, Otto Heuer, Dave Hollinsworth, David Hsu, Ting Hsu,
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Steve Jacobs, Ian Jeffries, Kyle Jones, Benoy Koshy, Jonathan Kruger, Bob
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Kupiec, Felix Lee, Kwan-Yong Lee, Chris Long, Bert Loper, Bryan Martin, Tony
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Mason, David McGrath, Carl Mei, Mario Moeller*, Dave Morrison, Tony Nardo, Ian
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Novack, Fred Ochs, Steve Ozdemir, Allen Perry, Tad Perry*, Robert Potter, Eric
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Thomas Pronko, Jeremy Radlow, Hedley Rainnie, James Reed, Nate Renwick, Robert
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Schmitz, Seth Scott, Tim Shay, Eric Sheets, Colin Smiley, Eric Smith, Ryan
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Tanner, Eric Thompson, Richard Uyeyama, Ryan Vurlicer, William Wesner, Gregg
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Woodcock, Julius Yang, John Yeates, Bill ?
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* special thanks!
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Game notes from Allen Perry
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---------------------------
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255+ on 8-bit machines
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Most games that have rounds will start over at round 256.
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This is a list of the ones that I am sure of :
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Robotron
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Galaga
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Dig Dug
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Defender
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Stargate
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Ms Pac Man
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Pac Man - Causes the infamous "Split Screen" phenomenon
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Star Trek
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Zaxxon
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Satan's Hollow
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As I have found out the hard way many games also will do strange things when
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you get 256 extra men. Usally they just think that you have 0 men left
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and end your game. This is a list of ones that i know for sure this happens to
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Defender
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Stargate
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Nibbler
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Robotron - Seems to reset it self when you reach 256 men
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Qbert
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=============================================================================
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*** The beginner's cheat sheet ***
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----
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1941
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----
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(Contributor: unknown)
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Never pick up the black bonus. [oooooook. What's so bad about the black
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bonus? -JTR]
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---
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720
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---
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(Contributor: unknown)
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In the ramp section, levels 8, 9, and 10: holding down the kick
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and jump buttons simultanously on the lip of the ramp will boost your
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air. This trick only works when you're going the correct speed
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(usually your third or fourth jump), and only once (as far as I can
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tell) per ramp session per level.
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Afterburner
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-----------
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(Contributor: Anthony D. Chen)
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key:
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S - start button
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V - vulcan cannon
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M - missle
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F - foot sensor (only on sit-down version)
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stage press these do this effect
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----------------------------------------------------
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DEMO S V M F stick right DUKE message
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1 S V M message
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3 S speed fast 100 missles
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5 S V M message
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9 V M stick right 100 missles
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11 V M stick left 50,000,000 pts
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13 S V M message
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16 S stick down message
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19 S message
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21 S V M F stick up 250,000,000 pts
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23 S V M F message
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---
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APB
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---
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(Contributors: me, and Dave Hollinsworth)
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Note that the game never ends. You get through 15 bad guys, and then
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a sort of tough hitchhiker board, and then all boards afterwards are
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random. There are two villans it isn't worth wasting your time on:
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Fake Frank and Sid Sniper. I'll put up a complete strategy list on
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this one if there's enough demand.
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Dave points out that when you start a new game, you may:
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- press Siren button and start to get a level 1-8 warp.
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- press Gas and Siren and start to get a level 1-16 warp.
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-----
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ALCON
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-----
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(Contributor: unknown)
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This is a slap fight clone.
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Don't fire a single shot, just get as far as you can without firing.
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When you die you'll come back with a full wing of heat-seeking missiles.
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You'll also get a bonus which is bigger the further you got before you
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died. (I got 256K bonus once this way).
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Hint on picking up an extra ship: When you reach the point where the
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intersecting tubes and the little guys move in them and only fire at
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you at the intersections (near the end where there are two long tubes
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running along the left side), carefully use your shot power about an
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inch from the right side. A question mark will show up. Don't shoot
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it! Pick it up for an extra man.
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--------------
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ALIEN SYNDROME
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--------------
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(Contributor: Mario Moeller)
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Shoot and grab everything as quickly as possible. If you manage to
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finish a level before the timer reaches 100 you get a 60K bonus.
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----------
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Alpine Ski
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----------
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(Contributor : Tad Perry)
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ALPINE SKI (WHY'D I *EVER* PLAY *THAT*?):
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1. Go thru the downhill section with the points flags very slowing
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and avoid collecting positive points.
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2. There's some point in the course (should be easy to find) where
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there's a negative points flag nearby trees that can be crashed
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into. This trick is best done here.
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3. Collect negative points to roll your score back under zero.
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You will be granted massive time on the massive points you
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have. Unfortunately, time will be taken off at an incredible rate.
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4. Run over the negative points flag as necessary to get rid of the
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points you win just by moving forward and crash into the nearby
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trees.
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5. Repeat Step 4 until you've run out of time. You now have a completely
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unbeatable high-score which (if it were 1981) people would beg you
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to tell them how you did it.
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WARNING: ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME
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WILL END *IMMEDIATELY*!!!
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--------
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ARKANOID
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--------
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(Contributor: Frank Gomez)
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This one applies to the super arkanoid. On the level that looks like
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- -
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- -
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-----------
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- - - - - -
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- - - - - -
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- - - - - -
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- - - - - -
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- - - - - -
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- - - - - -
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[Level 8, I recall. -JTR] don't kill too many blocks! Wait for the
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N pill. Get the balls to the top of the screen. Every time they hit
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one of the balls, 100 easy points. They hit the balls very often.
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If any one or two of the balls get out, don't hit them back in, since
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the one(s) up top will split...
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[Yeah, I rememember this one. A few times I got lucky and got the
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Nova split power (16 balls at once, otherwise like N) and got mind-
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bogglingly high scores. In the millions. -JTR]
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-------
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ASSAULT
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-------
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(Contributor: Felix Lee)
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Finishing a level with zero time will give you the maximum time bonus.
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On level 5 at default time limits, this is
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330s x 50pts/s = 16500pts.
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(Contributor: Unknown)
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On the last level (11, I believe) there are TWO sections to it. In the latter
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section (which has a triangle ship in the exact middle), the first thing a
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person should do when they enter it is go around the edge counterclockwise
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hugging the wall the whole way.
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All the mobile enemies disappear!! And then you just have to kill the
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guns to finish the whole game. The ending credits are TRULY incredible.
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-------------
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Astro Blaster
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-------------
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(Contributor: Allen Perry)
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This is a list of just a few of the secret ways to get bonus points in the
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vertical space shoot-um-up Astor Blaster.
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1000 Points for shooting without missing a shot during "Fuel status Marginal"
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700 Points for killing everything in the horizontal attack force bofore they
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reach the other side of the screen
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600 Points for getting thru an entire sector with out hitting "Critical" on
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laser temperature
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400 Points for not losing a ship thru an entire sector
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400 to 1500 Points for docking perfectly WITHOUT using the direction buttons
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??? Points for "scraping" the docking claws duging dock
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BUMP N JUMP
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-----------
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Don't smash any cars at all on a board, and you'll get 50,000
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bonus points.
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--------------------
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Cap and the Avengers
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--------------------
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(Contributor : Eric Thomas Pronko)
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use Iron Man or Vision, use the jumping shooting attack on almost all
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bosses...pick up all possible enemies to kill them faster...
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specific strategies:
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whirlwind: hit him with a barrel right off. knock him down like twice
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(i forget how many times) before he starts to spin. make your way to
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the lower right hand corner and move up to dodge tossed objects. use
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the jumping shooting attack.
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flying stages (not underwater): stay in the approximate middle of the
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screen and use both hands to hit either button to shoot more rapidly.
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shoot the sentinel in the band around his neck using this method of
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shooting and staying in the same place.
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grim reaper: hit him with a barrel first; wait for each of his charges,
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jump over it, and hit him with the jump-shoot. when he flies, move
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right in front of him, wait for the bomb, jump it and jump-shoot.
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wizard: try to get him on the opposite side of the screen, firing
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yellow bursts of energy. fire straight back at him and keep it up. try
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to be a bit lower than him.
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mandarin: use the jump-shoot, for the most part. at the beginning,
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stand right in front of him, wait for him to shoot fire, jump it and
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jump-shoot. (also works for ultron.)
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juggernaut: use firing weapon right before he gets up, works every time.
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ultron: see aforementioned strategy on mandarin; jump-shoot. you
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cannot be hit by his lasers-that-are-shot-up-into-the-air if you are in
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the air.
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twin robots ("you're trapped!"): hit of them with a thrown weapon at the
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start; charge and begin to pummel. the other one will walk right into
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the pummeling. try to stay away from the horizontal cracks. when they
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fall, move forward and repeat.
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crossbones: jump-shoot with a lot of irregular movement while in the
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air. he can hurt you in the air (most other bosses cannot, so you can
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do long jumps in the air and fire right at the end of a jump; here you
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cannot).
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red skull: (before) pummel him from afar with the shooting weapon, like
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you did the wizard.
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(after) use a specific retaliation for each of his attacks.
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machine guns: stay away and shoot, or go in close and punch.
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green laser: avoid it when it shoots, then go around it and punch, or go
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in front of it and shoot..
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arms fired: jump them.
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hurricanes/bombs: a lot of jumping.
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---------
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CENTIPEDE
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---------
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When you reach your last official extra man before 1,000,000, every time
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you score and have less than 6 men, you'll get an extra guy. This is
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a real pain, because this advances by 12,000 the amount of points you
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will have to get AFTER 1M to get your first guy after that point. :(
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Important turning points (based on score):
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60K - fleas speed up.
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860K - spider goes back to 12-row wipeout. This is a pain...
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Note that a very important factor in the game is the rate of feed of
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the new centipede segments when one reachs the bottom. You can
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manipulate this feed value, to get past the really impossible feed!
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First, the feed rate doesn't advance until the first time a cent. seg
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actually feeds in. Then it advances on a straight point basis. It
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seems to turn over every 300K or so. But the rate of feed increases
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much faster when you're scoring while centipede segments are actually
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feeding in.
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Note that on millipede, feed is even more important, and you have to
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be very careful tuning your feed rate according to the level you
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expect to reach at the time your feed reaches impossible level.
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The 'fast feed' machines are actually easier in this respect (for
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the more advanced players).
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-------
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COLUMNS
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-------
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(Contributor: Felix Lee)
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You can reach the maximum score, 99999 points, simply by playing for
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a long time. But you can reach it quicker if you pull down most of
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the time. Pulling a column all the way down gives you 25 points at
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level 1, 125 at level 10. The extra points are added while you're pulling,
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so you can pull down a column *most* of the way and you can position just
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before it lands to get most of the points.
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The magic jewel will be split if part of it sticks up above the top.
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The part above the top will fall seperately and get rid of more jewels.
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This is cute but not useful once you're good at the game.
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--------
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DEFENDER
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--------
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(Contributor : unknown)
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When you get your last official guy before 1,000,000, every time you
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score, you'll get an extra man.
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(Contributor : Tad Perry)
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The trick we used was to win 100+ ships between 990,000 and
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1,000,000, thus fooling the game based on where score rolls over
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rather than where ships roll over. The version where you win 100+
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ships has been tested, the version where you win 256+ ships never was
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because:
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a. For every point scored in Defender from 990,000 to 999,975
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you will win one extra ship and smart bomb.
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b. If you suicide on something, including a shot but not including
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hyperspace (because dying from hyperspace awards no points),
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you will lose one ship, but also gain one (net effect on ships
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is zero) plus one smart bomb.
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c. For winning n ships in Defender from 990,000 to 999,975, including
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suicides, you will have to wait n x 10,000 points after passing
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1M before the game's accounting balances and it awards ships properly
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at 10,000 point intervals again.
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TESTED (VERIFIED TO WORK):
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d. The score returns to zero every 1 million, meaning that if you
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had won 100 ships the machine would have to wait 1 million points
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to begin awarding ships again. However, since 1 million is
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equivalent to zero it awards them immediately at 1,010,000.
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|
|
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 ...
|