1706 lines
67 KiB
Plaintext
1706 lines
67 KiB
Plaintext
GAME GENIE(tm) FOR SEGA(tm) GENESIS(tm) CODES
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(c) 1993 Lewis Galoob Toys, Inc. All Rights Reserved.
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Excerpts from Game Genie(tm) Code Updates made available through
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VideoGames & Computer Entertainment for the private use of Game
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Genie owners. No commercial use without authorization. This file
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may be freely distributed for private, non-commercial use as long as
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it is not altered and all text remains intact.
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This product is licensed by Sega of America, Inc. for use with the
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Sega(tm) Genesis(tm) System. Sega, s and the Sega Seal of Quality are
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trademarks of Sega Enterprises, Ltd. Game titles are trademarks of their
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respective owners. Game Genie is a trademark of Lewis Galoob Toys, Inc.
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U.S. Patent No. 5,112,051.
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THIS FILE CONTAINS ALL THE GAMES IN CODE UPDATE/SEGA GENESIS
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VOL. 1, #2.
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Alien 3 (tm) Game
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Help Ripley really rip into those nasty aliens with these power
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codes. RIP Codes 37 and 38 sometimes enable Ripley to jump through
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walls and ceilings. Be careful, though, because she can stuck in
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ceilings or walls or get trapped forever if there's no room on the
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other side. If this happens, reset.
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RIP
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CODE KEY IN . . . EFFECT . . .
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All Difficulty Modes:
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1 D2CT-CADY Game clock runs faster
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2 SACT-CADY Game clock runs slower
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3 8ACT-CADY Game clock runs much slower
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4 AACT-CA6J Game clock frozen (no time limit)
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5 AJBT-AAEY Start at stage 2 instead of stage 1
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6 ANBT-AAEY Start at stage 3
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7 ATBT-AAEY Start at guardian level after stage 3
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8 AYBT-AAEY Start at stage 4
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9 A2BT-AAEY Start at stage 5
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10 A6BT-AAEY Start at stage 6 I
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11 BABT-AAEY Start at guardian level after stage 6
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12 BEBT-AAEY Start at stage 7
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13 BJBT-AAEY Start at stage 8
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14 BNBT-AAEY Start at stage 9
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15 BTBT-AAEY Start at guardian level after stage 9
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16 BYBT-AAEY Start at stage 10
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17 B2BT-AAEY Start at stage 11
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18 B6BT-AAEY Start at stage 12
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19 CABT-AAEY Start at guardian level after stage 12
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20 CEBT-AAEY Start at stage 13
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21 CJBT-AAEY Start at stage 14
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22 CNBT-AAEY Start at stage 15
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23 CTBT-AAEY Start at guardian level after stage 15
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24 AJNA-EA3R Infinite ammo for machine gun
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25 AJMA-EA7C Infinite fuel for flame-thrower
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26 AJJT-EA2J Infinite ammo for grenade launcher
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27 AJKA-EA88 Infinite hand grenades
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28 M42A-CAG0 Machine gun recharge pick-up reloads to
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capacity
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29 NC2A-CAHY Flame-thrower recharge pick-up reloads to
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capacity
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30 NL2T-CAAW Grenade launcher recharge pick-up reloads to
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capacity
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31 NW2T-CABT Hand grenade recharge pick-up reloads to
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capacity
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32 RG2T-C6W4 First-aid pick-up restores energy gauge to
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capacity
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33 AMDA-CA4J Long falls do not reduce energy
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34 ADEA-CAGJ Falls into turbine fans do not reduce energy
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35 AJFT-AA66 Never lose radar
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36 A2EA-AA8R Infinite lives
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37 5DXA-D93N Ripley jumps higher
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38 YDXA-D93N Ripley jumps much higher
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Hard Difficulty Mode:
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39 LBRT-JAEJ Machine gun capacity is 50 instead of 99
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40 GBRT-JAEL Flame-thrower capacity is 30 instead of 99
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41 EBRT-JAEN Grenade launcher capacity is 20 instead of
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99 E
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42 GBRT-JAER Hand grenade capacity is 30 instead of 99
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Alien 3 and related names are trademarks of Twentieth Century Fox
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Film Corporation.
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Batman (tm) Game (More Codes)
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BAT Codes 9 thru 22 are new. With Codes 20 and 21, you may go
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straight to the bosses on some levels. Code 22 will make Batman
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invincible after he is hit once. Then he'll turn invisible. Normal game
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play is possible, but watch out for jumps. To make Batman visible,
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momentarily turn off effects and Batman may appear. If not, try
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again.
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BAT
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CODE KEY IN . . . EFFECT . . .
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1 E2ET-AA4C MASTER CODE--MUST BE ENTERED
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2 AKFT-AA4Y Infinite lives
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3 RFFA-A60N Batman floats when he dies!
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4 AKYA-AA9G Infinite Batarangs
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5 RYFA-C6VR Guns don't hurt
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6 AKYT-AA5L Infinite rockets for the Batwing
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7 B2AT-CA46 Punches, knives and guns don't hurt
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8 AKYT-AA7R Infinite rockets for the Batmobile
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9 HEET-BJX2 Start on Axis Chemical Plant level
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10 HEET-BNX2 Start on Flugelheim Museum level
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11 HEET-BTX2 Start battle with Bob the Goon
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12 HEET-BYX2 Start with graphic before Gotham City Streets
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13 HEET-B2X2 Start on Gotham City Streets level
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14 HEET-B6X2 Start battle with mimes
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15 HEET-BAX2 Start battle with Gotham City Streets boss
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16 9TET-BGD2 +BEET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
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AA6A Start on Sky over Gotham level
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17 9TET-BGD2 +BJET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
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AA6A Start on Gotham Cathedral level
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18 9TET-BGD2 +BNET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
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AA6A Start on Gotham Cathedral level spikes
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19 9TET-BGD2 +BTET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
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AA6A Meet the Joker
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20 HEGA-BJVG Skip through levels
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21 HEGA-BTVG Skip through levels faster
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22 AKEA-AA4J Invincible and invisible!
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Batman and related names are trademarks of DC Comics Inc.
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Bulls vs. Lakers and the NBA Playoffs (tm) Game
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Everything's realistic here, from the players' signature moves down
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to the way they look. Try BULL Code 2 and have all the time in the
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world to take a shot. Get a 50-point head start with Code 16, and
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trounce the computer with Code 29 and 8 points per basket. If you're
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an expert, have your opponent start with 50 points (Code 21).
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BULL
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CODE KEY IN . . . EFFECT . . .
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1 R18A-8608 MASTER CODE--MUST BE ENTERED
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2 ATHA-AA68 Infinite shot clock
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3 REJA-A6TN Infinite timeouts for both teams
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4 AFFT-CAEL Team 1 starts with 1 timeout
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5 APFT-CAEL Team 1 starts with 3 timeouts
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6 A7FT-CAEL Team 1 starts with 7 timeouts
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7 BFFT-CAEL Team 1 starts with 9 timeouts
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8 AFFT-CAEW Team 2 starts with 1 timeout
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9 APFT-CAEW Team 2 starts with 3 timeouts
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10 A7FT-CAEW Team 2 starts with 7 timeouts
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11 BFFT-CAEW Team 2 starts with 9 timeouts
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12 BJCA-AAH8 Team 1 starts with 10 points
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13 CTCA-AAH8 Team 1 starts with 20 points
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14 D2CA-AAH8 Team 1 starts with 30 points
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15 FACA-AAH8 Team 1 starts with 40 points
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16 GJCA-AAH8 Team 1 starts with 50 points
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17 BJCT-AAAG Team 2 starts with 10 points
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18 CTCT-AAAG Team 2 starts with 20 points
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19 D2CT-AAAG Team 2 starts with 30 points
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20 FACT-AAAG Team 2 starts with 40 points
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21 GJCT-AAAG Team 2 starts with 50 points
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DON'T COMBINE CODES 22 THRU 37 WITH ANY OF CODES 38 THRU 43
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22 SFBT-DEZ2 Team 1's baskets worth 1 point
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23 SFBT-DJZ2 Team 1's baskets worth 2 points
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24 SFBT-DNZ2 Team 1's baskets worth 3 points
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25 SFBT-DTZ2 Team 1's baskets worth 4 points
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26 SFBT-DYZ2 Team 1's baskets worth 5 points
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27 SFBT-D2Z2 Team 1's baskets worth 6 points
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28 SFBT-D6Z2 Team 1's baskets worth 7 points
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29 SFBT-DAZ2 Team 1's baskets worth 8 points
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30 SFBT-DEZR Team 2's baskets worth 1 point
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31 SFBT-DJZR Team 2's baskets worth 2 points
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32 SFBT-DNZR Team 2's baskets worth 3 points
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33 SFBT-DTZR Team 2's baskets worth 4 points
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34 SFBT-DYZR Team 2's baskets worth 5 points
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35 SFBT-D2ZR Team 2's baskets worth 6 points
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36 SFBT-D6ZR Team 2's baskets worth 7 points
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37 SFBT-DAZR Team 2's baskets worth 8 points
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DON'T COMBINE CODES 38 THRU 43 WITH ANY OF CODES 22 THRU 37
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38 A30T-AAEA All 3-pointers worth 6 points
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39 BF0T-AAEA All 3-pointers worth 9 points
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40 AK0T-AAAT All free throws worth 2 points
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41 AP0T-AAAT All free throws worth 3 points
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42 A30T-AAAT All free throws worth 6 points
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43 BF0T-AAAT All free throws worth 9 points
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Bulls vs. Lakers and the NBA Playoffs is a trademark of Electronic
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Arts.
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Dragon's Fury (tm) Game
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This is a challenging video pinball game where you have to destroy
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monsters and creatures to try to advance to the mystery stage. The
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hidden passages to the bonus stages are fun, but it's tough to get the
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points you need to reach the mystery stage (NOT!--FURY Code 26 lets
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you start with a bonus multiplier of 9 instead of one). With Codes 13
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thru 26, the bonus multiplier will reset to 1 and bonus points will
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reset to 100 after the first bonus (except if you also use Codes 27
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and 28). Note that Codes 1 thru 26 may be affected by use of
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passwords. And remember that in a 2-player game the players share
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the bonus; if it is not collected by one player, the current bonus
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values are available for the other player to collect.
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FURY
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CODE KEY IN . . . EFFECT . . .
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1 AECT-BA3W Start game with 1 ball instead of 3
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2 AJCT-BA3W Start with 2 balls
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3 ATCT-BA3W Start with 4 balls
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4 AYCT-BA3W Start with 5 balls
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5 A6CT-BA3W Start with 7 balls
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6 BJCT-BA3W Start with 10 balls
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7 B6CT-BA3W Start with 15 balls
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8 DECT-BA3W Start with 25 balls
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9 GJCT-BA3W Start with 50 balls
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10 KNCT-BA3W Start with 75 balls
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11 NTCT-BA3W Start with 100 balls
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12 RE0A-A6WR Infinite balls
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13 AACT-AAEN Start with 0 bonus points instead of 100
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14 AYCT-AAEN Start with 500 bonus points
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15 BJCT-AAEN Start with 1000 bonus points
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16 B6CT-AAEN Start with 1500 bonus points
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17 DECT-AAEN Start with 2,500 bonus points
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18 GJCT-AAEN Start with 5,000 bonus points
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19 KNCT-AAEN Start with 7,500 bonus points
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20 NNCT-AAEN Start with 9,900 bonus points
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21 AJCT-AAE0 Start with bonus multiplier at 2 instead of 1
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22 ANCT-AAE0 Start with bonus multiplier at 3
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23 ATCT-AAE0 Start with bonus multiplier at 4
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24 AYCT-AAE0 Start with bonus multiplier at 5
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25 A6CT-AAE0 Start with bonus multiplier at 7
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26 BECT-AAE0 Start with bonus multiplier at 9
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27 AVPA-AA8L Bonus points never reset when bonus is
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collected
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28 AVPA-AA8Y Bonus multiplier never resets when bonus is
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collected
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Dragon's Fury is a trademark of Tengen, Inc.
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Evander Holyfield's Real Deal Boxing (tm) Game
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This exciting and realistic challenge is named for the ex-champ, but
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it still provides up-to-date fun and action. With DEAL Codes 1 and 7
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you must win by a KO or TKO. Code 7 prevents boxers from being
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refreshed between rounds, since Round 1 never ends. Code 8 allows
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you to make a super boxer. You can give him Power, Stamina, Speed,
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and Defense at any levels you wish, but if you set all of them to
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their maximum values, then they can't be reduced.
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DEAL
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CODE KEY IN . . . EFFECT . . .
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1 AJWA-AA64 Always round 1
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2 BJWA-ACFN + BJNA-ACHW Rounds are 1 minute long
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3 BJWA-AEFN + BJNA-AEHW Rounds are 2 minutes long
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4 BJWA-AJEN + BJNA-AJHW Rounds are 4 minutes long
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5 BJWA-ANFN + BJNA-ANHW Rounds are 6 minutes long
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6 BJWA-AWFN + BJNA-AWHW Rounds are 9 minutes long
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7 CTRA-AA2L Rounds never end
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8 RGKT-A6VW + TCKT-A4AN + TCKT-A4BR Set up new
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career any way you want
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Remember, you can pick 'n mix your codes!
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Evander Holyfield's Real Deal Boxing is a trademark of SEGA.
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F-22 Interceptor (tm) Game
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State-of-the-art flight simulation! Use these great codes to dial in
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lives, ammo, chaff (radar decoys)
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and fuel consumption.
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22
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CODE KEY IN . . . EFFECT . . .
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1 RH9T-R60T MASTER CODE--MUST BE ENTERED
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2 AHAA-AAEE Start with 2 lives
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3 AMAA-AAEE Start with 3 lives
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4 AXAA-AAEE Start with 5 lives
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5 A1AA-AAEE Start with 6 lives
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6 A9AA-AAEE Start with 8 lives
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7 BMAA-AAEE Start with 11 lives
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NOTE: CODES 8 THRU 21 WORK ONLY ON USA CAMPAIGN
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8 WCPA-GCA8 Start with 400 ammo
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9 8WPA-GCA8 Start with 500 ammo
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10 MCPA-GEA8 Start with 600 ammo
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11 1WPA-GEA8 Start with 700 ammo
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12 ECPA-GGA8 Start with 800 ammo
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13 TWPA-GGA8 Start with 900 ammo
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14 7CPA-GGA8 Start with 1000 ammo
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15 FC1A-GAAG Start with 40 chaff
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16 GL1A-GAAG Start with 50 chaff
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17 HW1A-GAAG Start with 60 chaff
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18 J41A-GAAG Start with 70 chaff
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19 LC1A-GAAG Start with 80 chaff
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20 ML1A-GAAG Start with 90 chaff
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21 NW1A-GAAG Start with 100 chaff
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22 1B7T-BLYW Fuel burns 2x faster than normal
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23 1B7T-BRYW Fuel burns 4x faster than normal
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24 1B7T-BGZA Afterburner fuel consumption 2x normal
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25 1B7T-BLZA Afterburner fuel consumption 3x normal
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26 1B7T-BWZA Afterburner fuel consumption 5x normal
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27 1B7T-B0ZA Afterburner fuel consumption 6x normal
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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F-22 Interceptor is a trademark of Electronic Arts.
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Ghostbusters (tm) Game
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Go run, jump and get them ghosts! Running out of life and bombs used
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to be a problem, but now you have GHOST Code 1 for an almost
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infinite life bar and Code 26 for infinite bombs. If you're getting to
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be an ecto-expert at this challenging game, try Codes 5 and 30 for
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just a little life and no bombs, and you won't have a ghost of a
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chance.
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GHOST
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CODE KEY IN . . . EFFECT . . .
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1 BWST-AA54 Protection from most damage
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2 96CT-BTAR Start with 24 life bar ticks instead of 16
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3 96CT-A2AR Start with 12 life bar ticks
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4 96CT-ATAR Start with 8 life bar ticks
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5 96CT-AJAR Start with 4 life bar ticks
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6 ATCT-AAAG Start with 5 rounds
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7 AYCT-AAAG Start with 6 rounds
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8 A2CT-AAAG Start with 7 rounds
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9 A6CT-AAAG Start with 8 rounds
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10 BACT-AAAG Start with 9 rounds
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11 BECT-AAAG Start with 10 rounds
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12 96CT-BYA0 Start with 26 energy bar ticks
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13 96CT-A2A0 Start with 12 energy bar ticks
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14 96CT-AJA0 Start with only 4 energy bar ticks
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15 ACTT-ACH6 $10 ghosts worth $100
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16 ACTT-BAH6 $10 ghosts worth $1,000
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17 ACTT-BAS6 $10 ghosts worth $3,000
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18 ACTT-AEH8 $20 ghosts worth $200
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19 ACTT-AAS8 $20 ghosts worth $2,000
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20 ACTT-BA18 $20 ghosts worth $5,000
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21 ACVA-AGAA $30 ghosts worth $300
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22 ACVA-BAJA $30 ghosts worth $3,000
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23 ACVA-BATA $30 ghosts worth $5,000
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24 ACVA-ALAC $50 ghosts worth $500
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25 ACVA-BATC $50 ghosts worth $5,000
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26 AV0T-AA4C Infinite bombs
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27 NNCT-AABN Start with 99 bombs
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28 CJCT-AABN Start with 18 bombs
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29 EYCT-AABN Start with 37 bombs
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30 AACT-AABN Start with 0 bombs
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Ghostbusters is a trademark of Columbia Pictures Industries, Inc.
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Golden Axe (tm) Game (Sega Classic Version)
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Save the land of Yuria from the evil oppressor Death Adder. In this
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game, you fight with close-range attacks and a powerful magic that
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kills everything on the screen. Use GASC Code 1 for invincibility,
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and Code 5 for infinite lives.
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THESE CODES ARE ONLY FOR THE SEGA CLASSIC VERSION OF THE
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GAME. SEE CODEBOOK FOR CODES FOR THE ORIGINAL TITLE
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GASC
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CODE KEY IN . . . EFFECT . . .
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1 BB1A-AA78 Infinite hit points
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2 RF8A-A6W6 Infinite magic
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3 FGYT-BJVY Each magic pot worth 2
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4 FGYT-BNVY Each magic pot worth 3
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5 KB8T-AA46 Infinite lives
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6 AJVT-AA2T Infinite credits
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7 AJ7T-BA28 Start with 2 credits instead of 4
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8 A27T-BA28 Start with 6 credits
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9 BA7T-BA28 Start with 8 credits
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10 ABBA-ACC4 Start with 1 life instead of 3--1st credit
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only
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NOTE: IF YOU HAVE MORE THAN 3 LIVES, THE GRAPHICS ON THE
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COUNTER LOOK WEIRD, BUT IT STILL COUNTS CORRECTLY
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11 ABBA-ALC4 Start with 5 lives--1st credit only
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12 ABBA-ARC4 Start with 7 lives--1st credit only
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13 ABBA-AWC4 Start with 9 lives--1st credit only
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14 AAVT-ACBR Continue with 1 life instead of 3
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15 AAVT-ALBR Continue with 5 lives
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16 AAVT-ARBR Continue with 7 lives
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17 AAVT-AWBR Continue with 9 lives
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18 ABBA-AEDA Start with 2 magic pots instead of 1
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19 ABBA-AJDA Start with 4 magic pots
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20 SA8A-BET2 Start on stage 2
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21 SA8A-BJT2 Start on stage 3
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22 SA8A-BNT2 Start on stage 4
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23 SA8A-BTT2 Start on stage 5
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24 SA8A-BYT2 Start on stage 6
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25 SA8A-B2T2 Start on stage 7
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26 SA8A-B6T2 Start on stage 8
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Golden Axe and related names are trademarks of Sega of America,
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Inc.
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Greendog, The Beached Surfer Dude (tm) Game
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Find the funky ancient surfboard (probably left over from the '60's)
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and break the curse in this fun game, with its good cartoony graphics
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and lots 'o enemies. Hang ten, dude, with DOG Codes 1 and 5--you'll
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have infinite lives and spikes won't hurt you. If you need more of a
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challenge, try Codes 17 and 23.
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DOG
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CODE KEY IN . . . EFFECT . . .
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1 ATNT-AA4E Infinite lives
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2 AYPA-AADE Start with 6 lives
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3 A2PA-AADE Start with 7 lives
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4 BEPA-AADE Start with 10 lives
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5 ABYA-CAAN Spikes don't hurt
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6 AYNA-BE5Y Start on Ancient Aztec Crypts level
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7 A6NA-BE5Y Start on Mustique level
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8 BJNA-BE5Y Start on Curacao level
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9 BNNA-BE5Y Start on Underwater Crypts of Curacao level
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10 BYNA-BE5Y Start on Skateboard level 1
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11 B2NA-BE5Y Start on Jamaica level
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12 B6NA-BE5Y Start on Skateboard level 2
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13 CENA-BE5Y Start on Saba level
|
|
14 CJNA-BE5Y Start on Crypts after Saba level
|
|
15 CTNA-BE5Y Start on St. Vincent level
|
|
16 CYNA-BE5Y Start on the final Skateboard level
|
|
17 AACA-CAC4 Cola doesn't restore energy
|
|
18 AJCA-CAC4 Cola restores less energy than normal
|
|
19 DTCA-CAC4 Cola restores more energy than normal
|
|
20 GACA-CAC4 Cola completely restores energy
|
|
21 AD8A-AACL Fish don't hurt
|
|
22 AX8A-AACL Fish hurt more than normal
|
|
23 CD8A-AACL Fish are devastating
|
|
24 AC6A-AABG Birds don't hurt
|
|
25 BC6A-AABG Birds hurt more than normal
|
|
26 CC6A-AABG Birds are devastating
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Greendog, The Beached Surfer Dude and related names are
|
|
trademarks of Ric Green.
|
|
|
|
Joe Montana II Sports Talk Football (tm) Game (Alternate Codes)
|
|
This is one of the toughest football challenges of them all, and the
|
|
play-by-play is a cool feature. Plenty of Game Genie (tm) codes give
|
|
you pinpoint control over plays, the clock, the length of the quarters,
|
|
even the scoring values. Note that JOE2 Codes 11 thru 18 replace the
|
|
20-minute game option on the options screen. The options screen
|
|
will still display a 20-minute game, even when a code has been used
|
|
to change this. The 40-minute game and 60-minute game options
|
|
work as normal. Think you have Super Bowl potential? Try JOE2 Code
|
|
1 and see if you can put together a scoring drive!
|
|
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
|
|
NOT WORK ON YOUR GAME, THEN TRY THE "B" CODES
|
|
JOE2
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1A AKFT-RAGA Only have 1 play to make a first down
|
|
1B ALTT-CAEG
|
|
2A APFT-RAGA Only have 2 plays to make a first down
|
|
2B ARTT-CAEG
|
|
3A AVFT-RAGA Only have 3 plays to make a first down
|
|
3B AWTT-CAEG
|
|
4A AKFT-RA74 Have infinite plays to make a first down
|
|
4B ALTT-CA6A
|
|
5A AFGA-RACC Every drive starts as 1st and goal, no matter
|
|
where the ball is!
|
|
5B ALVA-CA2J
|
|
6A C1TA-CAHY Play clock is 15 seconds long
|
|
6B CYDA-CAEL
|
|
7A GDTA-CAHY Play clock is 30 seconds long
|
|
7B GADA-CAEL
|
|
8A NDTA-CAHY Play clock is 60 seconds long
|
|
8B NADA-CAEL
|
|
9A WDTA-CAHY Play clock is 90 seconds long
|
|
9B WADA-CAEL
|
|
10A AAMA-AAD4 Play clock is infinite
|
|
10B AAMT-AAA0
|
|
11A ADVA-NCDR 1-minute quarters (4-minute game)
|
|
11B AB9A-CCC6
|
|
12A ADVA-NEDR 2-minute quarters (8-minute game)
|
|
12B AB9A-CEC6
|
|
13A ADVA-NAMR 20-minute quarters (80-minute game)
|
|
13B AB9A-CAL6
|
|
14A ADVA-NLMR 25-minute quarters (100-minute game)
|
|
14B AB9A-CLL6
|
|
15A ADVA-PAMR 30-minute quarters (120-minute game)
|
|
15B AB9A-DAL6
|
|
16A ADVA-NLXR 45-minute quarters (180-minute game)
|
|
16B AB9A-CLW6
|
|
17A ADVA-NA5R 60-minute quarters (240-minute game)
|
|
17B AB9A-CA46
|
|
18A ADVA-PL5R 75-minute quarters (300-minute game)
|
|
18B AB9A-DL46
|
|
19A ADVA-CAAW 0 timeouts per half--home team
|
|
19B AADT-CAFJ
|
|
20A AHVA-CAAW 1 timeout per half--home team
|
|
20B AEDT-CAFJ
|
|
21A AMVA-CAAW 2 timeouts per half--home team
|
|
21B AJDT-CAFJ
|
|
22A ADVA-CAAN 0 timeouts per half--visiting team
|
|
22B AADT-CAFC
|
|
23A AHVA-CAAN 1 timeout per half--visiting team
|
|
23B AEDT-CAFC
|
|
24A AMVA-CAAN 2 timeouts per half--visiting team
|
|
24B AJDT-CAFC
|
|
25A AVDT-CA68 Infinite timeouts--visiting team
|
|
25B AWBT-AA6E
|
|
26A ABGA-RADN Touchdowns worth 0 points
|
|
26B ACVA-CAEW
|
|
27A AFGA-RADN Touchdowns worth 1 point
|
|
27B AGVA-CAEW
|
|
28A AKGA-RADN Touchdowns worth 2 points
|
|
28B ALVA-CAEW
|
|
29A APGA-RADN Touchdowns worth 3 points
|
|
29B ARVA-CAEW
|
|
30A AVGA-RADN Touchdowns worth 4 points
|
|
30B AWVA-CAEW
|
|
31A AZGA-RADN Touchdowns worth 5 points
|
|
31B A0VA-CAEW
|
|
32A A7GA-RADN Touchdowns worth 7 points
|
|
32B A8VA-CAEW
|
|
33A BBGA-RADN Touchdowns worth 8 points
|
|
33B BCVA-CAEW
|
|
34A BFGA-RADN Touchdowns worth 9 points
|
|
34B BGVA-CAEW
|
|
35A ABGA-RAC2 Extra points worth 0 points
|
|
35B ACVA-CAD8
|
|
36A AKGA-RAC2 Extra points worth 2 points
|
|
36B ALVA-CAD8
|
|
37A APGA-RAC2 Extra points worth 3 points
|
|
37B ARVA-CAD8
|
|
38A AVGA-RAC2 Extra points worth 4 points
|
|
38B AWVA-CAD8
|
|
39A AZGA-RAC2 Extra points worth 5 points
|
|
39B A0VA-CAD8
|
|
40A A3GA-RAC2 Extra points worth 6 points
|
|
40B A4VA-CAD8
|
|
41A A7GA-RAC2 Extra points worth 7 points
|
|
41B A8VA-CAD8
|
|
42A BBGA-RAC2 Extra points worth 8 points
|
|
42B BCVA-CAD8
|
|
43A BFGA-RAC2 Extra points worth 9 points
|
|
43B BGVA-CAD8
|
|
44A ABGA-RADC Field goals worth 0 points
|
|
44B ACVA-CAEJ
|
|
45A AFGA-RADC Field goals worth 1 points
|
|
45B AGVA-CAEJ
|
|
46A AKGA-RADC Field goals worth 2 points
|
|
46B ALVA-CAEJ
|
|
47A AVGA-RADC Field goals worth 4 points
|
|
47B AWVA-CAEJ
|
|
48A AZGA-RADC Field goals worth 5 points
|
|
48B A0VA-CAEJ
|
|
49A A3GA-RADC Field goals worth 6 points
|
|
49B A4VA-CAEJ
|
|
50A A7GA-RADC Field goals worth 7 points
|
|
50B A8VA-CAEJ
|
|
51A BBGA-RADC Field goals worth 8 points
|
|
51B BCVA-CAEJ
|
|
52A BFGA-RADC Field goals worth 9 points
|
|
52B BGVA-CAEJ
|
|
53A ABGA-RAEC Safeties worth 0 points
|
|
53B ACVA-CAFJ
|
|
54A AFGA-RAEC Safeties worth 1 points
|
|
54B AGVA-CAFJ
|
|
55A APGA-RAEC Safeties worth 3 points
|
|
55B ARVA-CAFJ
|
|
56A AVGA-RAEC Safeties worth 4 points
|
|
56B AWVA-CAFJ
|
|
57A AZGA-RAEC Safeties worth 5 points
|
|
57B A0VA-CAFJ
|
|
58A A3GA-RAEC Safeties worth 6 points
|
|
58B A4VA-CAFJ
|
|
59A A7GA-RAEC Safeties worth 7 points
|
|
59B A8VA-CAFJ
|
|
60A BBGA-RAEC Safeties worth 8 points
|
|
60B BCVA-CAFJ
|
|
61A BFGA-RAEC Safeties worth 9 points
|
|
61B BGVA-CAFJ
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Joe Montana II Sports Talk Football is a trademark of Sega of
|
|
America, Inc.
|
|
Game Genie is a trademark of Lewis Galoob Toys, Inc.
|
|
|
|
John Madden Football '93 (tm) Game
|
|
The fast-talkin' coach with the great games is back for '93. MAD93
|
|
Codes 6 thru 12 can only be used with the 5-minute quarter option.
|
|
The 10- and 15-minute quarter options operate as usual. With Codes
|
|
25 thru 30, if the computer is allowed more than 4 downs, it still
|
|
punts on the 4th down--so the advantage is yours. If the computer is
|
|
allowed less than 4 downs, it will always run plays and never punt.
|
|
MAD93
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 RH9T-860T MASTER CODE--MUST BE ENTERED
|
|
2 ESPT-AAD6 Play clock starts at 35 seconds instead of 45
|
|
CODES 3 THRU 5 MAY CAUSE DELAYS IN PLAYS AND KICKOFFS WHEN
|
|
YOU PLAY AGAINST THE COMPUTER
|
|
3 HXPT-AAD6 Play clock starts at 60 seconds--use in 2-
|
|
player mode
|
|
4 MMPT-AAD6 Play clock starts at 90 seconds--use in 2-
|
|
player mode
|
|
5 ALCT-CA7T Play clock frozen--use on 2-player game only
|
|
6 D4LT-CABE Each quarter lasts 30 seconds instead of 5
|
|
minutes
|
|
7 HWLT-CABE Each quarter lasts 1 minute
|
|
8 SCLT-CABE Each quarter lasts 2 minutes
|
|
9 0WLT-CABE Each quarter lasts 3 minutes
|
|
10 OCLT-CJBE Each quarter lasts 20 minutes
|
|
11 BCLT-CRBE Each quarter lasts 30 minutes
|
|
12 CCLT-C6BE Each quarter lasts 60 minutes
|
|
13 CCDA-CA2L No time limit (game lasts forever)
|
|
14 ACWA-AAG6 Home team starts with 0 timeouts instead of
|
|
3
|
|
15 AGWA-AAG6 Home team starts with 1 timeout
|
|
16 ALWA-AAG6 Home team starts with 2 timeouts
|
|
17 A0WA-AAG6 Home team starts with 5 timeouts
|
|
18 BGWA-AAG6 Home team starts with 9 timeouts
|
|
19 ACWA-AAHC Visiting team starts with 0 timeouts instead
|
|
of 3
|
|
20 AGWA-AAHC Visiting team starts with 1 timeout
|
|
21 ALWA-AAHC Visiting team starts with 2 timeouts
|
|
22 A0WA-AAHC Visiting team starts with 5 timeouts
|
|
23 BGWA-AAHC Visiting team starts with 9 timeouts
|
|
24 RG3T-A6WG Infinite timeouts for both teams
|
|
25 AMJA-AAA8 Only have 1 play to get a first down
|
|
26 ASJA-AAA8 Only have 2 plays to get a first down
|
|
27 AXJA-AAA8 Only have 3 plays to get a first down
|
|
28 A5JA-AAA8 Have 5 plays to get a first down
|
|
29 A9JA-AAA8 Have 6 plays to get a first down
|
|
30 BDJA-AAA8 Have 7 plays to get a first down
|
|
31 AMJA-AA22 Always first down (never lose possession on
|
|
downs)
|
|
32 FDLT-AADR Only need 5 yards for a first down
|
|
33 SDLT-AADR 15 yards needed for a first down
|
|
34 YDLT-AADR 20 yards needed for a first down
|
|
35 8DLT-AADR 30 yards needed for a first down
|
|
36 AMLT-AA5Y Always goal-to-go (must get touchdown)
|
|
37 AMKT-AA9A Touchdown worth 0 points
|
|
38 GDKT-BE1A Touchdown worth 1 point
|
|
39 GDKT-BJ1A Touchdown worth 2 points
|
|
40 GDKT-BN1A Touchdown worth 3 points
|
|
41 GDKT-BT1A Touchdown worth 4 points
|
|
42 GDKT-BY1A Touchdown worth 5 points
|
|
43 GDKT-B61A Touchdown worth 7 points
|
|
44 GDKT-BA1A Touchdown worth 8 points
|
|
45 ADKA-BE40 Extra point worth 0 points
|
|
46 AMKA-BE40 Extra point worth 2 points
|
|
47 ASKA-BE40 Extra point worth 3 points
|
|
48 AXKA-BE40 Extra point worth 4 points
|
|
49 A1KA-BE40 Extra point worth 5 points
|
|
50 A5KA-BE40 Extra point worth 6 points
|
|
51 A9KA-BE40 Extra point worth 7 points
|
|
52 BDKA-BE40 Extra point worth 8 points
|
|
53 ADKA-BE5G Field goal worth 0 points
|
|
54 AHKA-BE5G Field goal worth 1 point
|
|
55 AMKA-BE5G Field goal worth 2 points
|
|
56 AXKA-BE5G Field goal worth 4 points
|
|
57 A1KA-BE5G Field goal worth 5 points
|
|
58 A5KA-BE5G Field goal worth 6 points
|
|
59 A9KA-BE5G Field goal worth 7 points
|
|
60 BDKA-BE5G Field goal worth 8 points
|
|
61 AMLA-AA5W Safety worth 0 points
|
|
62 GDLA-BEXW Safety worth 1 point
|
|
63 GDLA-BNXW Safety worth 3 points
|
|
64 GDLA-BTXW Safety worth 4 points
|
|
65 GDLA-BYXW Safety worth 5 points
|
|
66 GDLA-B2XW Safety worth 6 points
|
|
67 GDLA-B6XW Safety worth 7 points
|
|
68 GDLA-BAXW Safety worth 8 points
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
John Madden Football '93 is a trademark of Electronic Arts.
|
|
|
|
King's Bounty (tm) Game
|
|
Of the whopping 168 KING codes, 2 thru 156 are good only when
|
|
starting a new game. Be careful when using Codes 159 thru 162
|
|
without Code 163. In the early stages of a game, it doesn't take
|
|
many troops for an army to get too large for you to control. When
|
|
using Code 164, you will still see the number of available troops
|
|
decrease as you recruit them. However, if you leave the troop
|
|
dwelling and re-enter it later, you will see that the original number
|
|
of troops in the dwelling has been restored. With Code 167, the
|
|
number of days left goes down and time passes normally. When days
|
|
left becomes 0, though, the game is not over. The counter will roll
|
|
over to 65,535 and the game never ends. After a game where you
|
|
used codes, if the game won't accept your password try Code 168.
|
|
However, if you had too many of something (for example 5,000 days
|
|
left), the game may reduce the number for you.
|
|
KING
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 R17A-R6V0 MASTER CODE--MUST BE ENTERED
|
|
2 NWWT-EAFW Start with days left at 100
|
|
3 7CWT-EGFW Start with days left at 1,000
|
|
4 5WWT-ELFW Start with days left at 1,500
|
|
5 4CWT-ERFW Start with days left at 2,000
|
|
6 VCWT-FGFW Start with days left at 5,000
|
|
7 LCWT-FEM6 Start with leadership at 50 for Sir Crimsaun
|
|
8 LCWT-E0X6 Start with leadership at 75 for Sir Crimsaun
|
|
9 LCWT-F456 Start with leadership at 125 for Sir Crimsaun
|
|
10 LCWT-FPD6 Start with leadership at 150 for Sir Crimsaun
|
|
11 LCWT-EVX6 Start with leadership at 200 for Sir Crimsaun
|
|
12 LCWT-FZ56 Start with leadership at 250 for Sir Crimsaun
|
|
13 ACWT-EAET Start with commission at 0 for Sir Crimsaun
|
|
14 NWWT-EAET Start with commission at 100 for Sir
|
|
Crimsaun
|
|
15 8WWT-ECET Start with commission at 500 for Sir
|
|
Crimsaun
|
|
16 4CWT-ERET Start with commission at 2,000 for Sir
|
|
Crimsaun
|
|
17 VCWT-FGET Start with commission at 5,000 for Sir
|
|
Crimsaun
|
|
18 CCWT-ERNT Start with commission at 10,000 for Sir
|
|
Crimsaun
|
|
19 ECWT-E6YT Start with commission at 20,000 for Sir
|
|
Crimsaun
|
|
20 JCWT-F3ET Start with commission at 40,000 for Sir
|
|
Crimsaun
|
|
21 7CWT-F56T Start with commission at 65,000 for Sir
|
|
Crimsaun
|
|
22 ACWT-EAEJ Start with gold at 0 for Sir Crimsaun
|
|
23 7CWT-EGEJ Start with gold at 1,000 for Sir Crimsaun
|
|
24 1CWT-E0EJ Start with gold at 3,000 for Sir Crimsaun
|
|
25 VCWT-FGEJ Start with gold at 5,000 for Sir Crimsaun
|
|
26 ECWT-E6YJ Start with gold at 20,000 for Sir Crimsaun
|
|
27 JCWT-F3EJ Start with gold at 40,000 for Sir Crimsaun
|
|
28 7CWT-F56J Start with gold at 65,000 for Sir Crimsaun
|
|
29 ARWT-EAEA Start with maximum spell capacity at 0 for
|
|
Sir Crimsaun
|
|
30 ARWT-ECEA Start with maximum spell capacity at 1 for
|
|
Sir Crimsaun
|
|
31 ARWT-EJEA Start with maximum spell capacity at 4 for
|
|
Sir Crimsaun
|
|
32 ARWT-EREA Start with maximum spell capacity at 7 for
|
|
Sir Crimsaun
|
|
33 ARWT-EYEA Start with maximum spell capacity at 10 for
|
|
Sir Crimsaun
|
|
34 ARWT-FJEA Start with maximum spell capacity at 20 for
|
|
Sir Crimsaun
|
|
35 ARWT-FENA Start with maximum spell capacity at 50 for
|
|
Sir Crimsaun
|
|
36 ARWT-EJ6A Start with maximum spell capacity at 100
|
|
for Sir Crimsaun
|
|
37 AGWT-EAEE Start with spell power at 0 for Sir Crimsaun
|
|
38 AGWT-EEEE Start with spell power at 2 for Sir Crimsaun
|
|
39 AGWT-EJEE Start with spell power at 4 for Sir Crimsaun
|
|
40 AGWT-EREE Start with spell power at 7 for Sir Crimsaun
|
|
41 AGWT-EYEE Start with spell power at 10 for Sir Crimsaun
|
|
42 AGWT-FJEE Start with spell power at 20 for Sir Crimsaun
|
|
43 AGWT-FENE Start with spell power at 50 for Sir Crimsaun
|
|
44 AGWT-EJ6E Start with spell power at 100 for Sir
|
|
Crimsaun
|
|
45 GLWT-EJ56 Start with leadership at 50 for Lord Palmer
|
|
|
|
46 NWWT-EJ56 Start with leadership at 100 for Lord Palmer
|
|
47 S0WT-EJ56 Start with leadership at 125 for Lord Palmer
|
|
48 W4WT-EJ56 Start with leadership at 150 for Lord Palmer
|
|
49 3CWT-EJ56 Start with leadership at 200 for Lord Palmer
|
|
50 9LWT-EJ56 Start with leadership at 250 for Lord Palmer
|
|
51 ACWT-EAEW Start with commission at 0 for Lord Palmer
|
|
52 NWWT-EAEW Start with commission at 100 for Lord
|
|
Palmer
|
|
53 8WWT-ECEW Start with commission at 500 for Lord
|
|
Palmer
|
|
54 4CWT-EREW Start with commission at 2,000 for Lord
|
|
Palmer
|
|
55 VCWT-FGEW Start with commission at 5,000 for Lord
|
|
Palmer
|
|
56 CCWT-ERNW Start with commission at 10,000 for Lord
|
|
Palmer
|
|
57 ECWT-E6YW Start with commission at 20,000 for Lord
|
|
Palmer
|
|
58 JCWT-F3EW Start with commission at 40,000 for Lord
|
|
Palmer
|
|
59 7CWT-F56W Start with commission at 65,000 for Lord
|
|
Palmer
|
|
60 ACWT-EAEL Start with gold at 0 for Lord Palmer
|
|
61 7CWT-EGEL Start with gold at 1,000 for Lord Palmer
|
|
62 1CWT-E0EL Start with gold at 3,000 for Lord Palmer
|
|
63 VCWT-FGEL Start with gold at 5,000 for Lord Palmer
|
|
64 ECWT-E6YL Start with gold at 20,000 for Lord Palmer
|
|
65 JCWT-F3EL Start with gold at 40,000 for Lord Palmer
|
|
66 7CWT-F56L Start with gold at 65,000 for Lord Palmer
|
|
67 ACWT-EEEA Start with maximum spell capacity at 0 for
|
|
Lord Palmer
|
|
68 AGWT-EEEA Start with maximum spell capacity at 1 for
|
|
Lord Palmer
|
|
69 ALWT-EEEA Start with maximum spell capacity at 2 for
|
|
Lord Palmer
|
|
70 A8WT-EEEA Start with maximum spell capacity at 7 for
|
|
Lord Palmer
|
|
71 BLWT-EEEA Start with maximum spell capacity at 10 for
|
|
Lord Palmer
|
|
72 CWWT-EEEA Start with maximum spell capacity at 20 for
|
|
Lord Palmer
|
|
73 GLWT-EEEA Start with maximum spell capacity at 50 for
|
|
Lord Palmer
|
|
74 NWWT-EEEA Start with maximum spell capacity at 100
|
|
for Lord Palmer
|
|
75 ACWT-ECEE Start with spell power at 0 for Lord Palmer
|
|
76 ALWT-ECEE Start with spell power at 2 for Lord Palmer
|
|
77 AWWT-ECEE Start with spell power at 4 for Lord Palmer
|
|
78 A8WT-ECEE Start with spell power at 7 for Lord Palmer
|
|
79 BLWT-ECEE Start with spell power at 10 for Lord Palmer
|
|
80 CWWT-ECEE Start with spell power at 20 for Lord Palmer
|
|
81 GLWT-ECEE Start with spell power at 50 for Lord Palmer
|
|
82 NWWT-ECEE Start with spell power at 100 for Lord
|
|
Palmer
|
|
83 NWWT-FEM8 Start with leadership at 50 for Tynnestra
|
|
84 NWWT-EJ58 Start with leadership at 100 for Tynnestra
|
|
85 NWWT-F458 Start with leadership at 125 for Tynnestra
|
|
86 NWWT-FPD8 Start with leadership at 150 for Tynnestra
|
|
87 NWWT-EVX8 Start with leadership at 200 for Tynnestra
|
|
88 NWWT-FZ58 Start with leadership at 250 for Tynnestra
|
|
89 ACWT-EAEY Start with commission at 0 for Tynnestra
|
|
90 NWWT-EAEY Start with commission at 100 for Tynnestra
|
|
91 8WWT-ECEY Start with commission at 500 for Tynnestra
|
|
92 4CWT-EREY Start with commission at 2,000 for
|
|
Tynnestra
|
|
93 VCWT-FGEY Start with commission at 5,000 for
|
|
Tynnestra
|
|
94 CCWT-ERNY Start with commission at 10,000 for
|
|
Tynnestra
|
|
95 ECWT-E6YY Start with commission at 20,000 for
|
|
Tynnestra
|
|
96 JCWT-F3EY Start with commission at 40,000 for
|
|
Tynnestra
|
|
97 7CWT-F56Y Start with commission at 65,000 for
|
|
Tynnestra
|
|
98 ACWT-EAEN Start with gold at 0 for Tynnestra
|
|
99 7CWT-EGEN Start with gold at 1,000 for Tynnestra
|
|
100 1CWT-E0EN Start with gold at 3,000 for Tynnestra
|
|
101 VCWT-FGEN Start with gold at 5,000 for Tynnestra
|
|
102 ECWT-E6YN Start with gold at 20,000 for Tynnestra
|
|
103 JCWT-F3EN Start with gold at 40,000 for Tynnestra
|
|
104 7CWT-F56N Start with gold at 65,000 for Tynnestra
|
|
105 ALWT-EAEC Start with maximum spell capacity at 0 for
|
|
Tynnestra
|
|
106 ALWT-ECEC Start with maximum spell capacity at 1 for
|
|
Tynnestra N
|
|
107 ALWT-EGEC Start with maximum spell capacity at 3 for
|
|
Tynnestra
|
|
108 ALWT-EREC Start with maximum spell capacity at 7 for
|
|
Tynnestra
|
|
109 ALWT-EYEC Start with maximum spell capacity at 10 for
|
|
Tynnestra
|
|
110 ALWT-FJEC Start with maximum spell capacity at Q20
|
|
for Tynnestra H
|
|
111 ALWT-FENC Start with maximum spell capacity at 50 for
|
|
Tynnestra
|
|
112 ALWT-EJ6C Start with maximum spell capacity at 100
|
|
for Tynnestra
|
|
113 ACWT-EAEG Start with spell power at 0 for Tynnestra
|
|
114 ACWT-ECEG Start with spell power at 1 for Tynnestra
|
|
115 ACWT-EJEG Start with spell power at 4 for Tynnestra
|
|
116 ACWT-EREG Start with spell power at 7 for Tynnestra
|
|
117 ACWT-EYEG Start with spell power at 10 for Tynnestra
|
|
118 ACWT-FJEG Start with spell power at 20 for Tynnestra
|
|
119 ACWT-FENG Start with spell power at 50 for Tynnestra
|
|
120 ACWT-EJ6G Start with spell power at 100 for Tynnestra
|
|
121 GLWT-F2M8 Start with leadership at 50 for Mad Moham
|
|
122 KRWT-F2M8 Start with leadership at 75 for Mad Moham
|
|
123 S0WT-F2M8 Start with leadership at 125 for Mad Moham
|
|
124 W4WT-F2M8 Start with leadership at 150 for Mad Moham
|
|
125 3CWT-F2M8 Start with leadership at 200 for Mad Moham
|
|
126 9LWT-F2M8 Start with leadership at 250 for Mad Moham
|
|
127 ACWT-EAE0 Start with commission at 0 for Mad Moham
|
|
128 NWWT-EAE0 Start with commission at 100 for Mad Moham
|
|
129 8WWT-ECE0 Start with commission at 500 for Mad Moham
|
|
130 7CWT-EGE0 Start with commission at 1,000 for Mad
|
|
Moham
|
|
131 VCWT-FGE0 Start with commission at 5,000 for Mad
|
|
Moham
|
|
132 CCWT-ERN0 Start with commission at 10,000 for Mad
|
|
Moham
|
|
133 ECWT-E6Y0 Start with commission at 20,000 for Mad
|
|
Moham
|
|
134 JCWT-F3E0 Start with commission at 40,000 for Mad
|
|
Moham
|
|
135 7CWT-F560 Start with commission at 65,000 for Mad
|
|
Moham
|
|
136 ACWT-EAER Start with gold at 0 for Mad Moham
|
|
137 7CWT-EGER Start with gold at 1000 for Mad Moham
|
|
138 1CWT-E0ER Start with gold at 3,000 for Mad Moham
|
|
139 VCWT-FGER Start with gold at 5,000 for Mad Moham
|
|
140 ECWT-E6YR Start with gold at 20,000 for Mad Moham
|
|
141 JCWT-F3ER Start with gold at 40,000 for Mad Moham
|
|
142 7CWT-F56R Start with gold at 65,000 for Mad Moham
|
|
143 ACWT-ELEC Start with maximum spell capacity at 0 for
|
|
Mad Moham
|
|
144 AGWT-ELEC Start with maximum spell capacity at for Mad
|
|
Moham
|
|
145 AWWT-ELEC Start with maximum spell capacity at 4 for
|
|
Mad Moham
|
|
146 A8WT-ELEC Start with maximum spell capacity at 7 for
|
|
Mad Moham
|
|
147 BLWT-ELEC Start with maximum spell capacity at for Mad
|
|
Moham
|
|
148 CWWT-ELEC Start with maximum spell capacity at 20 for
|
|
Mad Moham
|
|
149 GLWT-ELEC Start with maximum spell capacity at 50 for
|
|
Mad Moham
|
|
150 NWWT-ELEC Start with maximum spell capacity at 100
|
|
for Mad Moham
|
|
151 AWWT-EEEG Start with spell power at 4 for Mad Moham
|
|
152 A8WT-EEEG Start with spell power at 7 for Mad Moham
|
|
152 BLWT-EEEG Start with spell power at 10 for Mad Moham
|
|
154 CWWT-EEEG Start with spell power at 20 for Mad Moham
|
|
155 GLWT-EEEG Start with spell power at 50 for Mad Moham
|
|
156 NWWT-EEEG Start with spell power at 100 for Mad Moham
|
|
157 1XYT-BGR2 + AHYT-AAG4 Always have 1 troop in each army
|
|
in battle
|
|
158 1XYT-BGR2 + CXYT-AAG4 Always have 20 troops in each
|
|
army in battle
|
|
159 1XYT-BGR2 + GMYT-AAG4 Always have 50 troops in each
|
|
army in battle
|
|
160 1XYT-BGR2 + NXYT-AAG4 Always have 100 troops in each
|
|
army in battle
|
|
161 1XYT-BGR2 + 9MYT-AAG4 Always have 250 troops in each
|
|
army in battle
|
|
162 1XYT-BGR2 + 8XYT-ACG4 Always have 500 troops in each
|
|
army in battle
|
|
163 2AXT-DCTG Never lose control of an army
|
|
164 AMBA-AA84 Recruiting does not reduce population of
|
|
troop dwellings
|
|
165 AKWA-CA9Y Recruitment and boat rental are free
|
|
166 RGNA-A6YY Armies work for free
|
|
167 CBCT-AA6T Never run out of days
|
|
168 AJVT-AA4L + AJTA-AA6Y Accept any password
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
King's Bounty and related names are trademarks of New World
|
|
Computing, Inc.
|
|
|
|
Krusty's Super Fun House (tm) Game
|
|
America's Number 1 video game family is back--this time with
|
|
Krusty the Clown leading the way in a tough puzzle-and-action
|
|
challenge. For help, FUN Codes 1 and 2 together give you infinite
|
|
lives, and Code 49 gives you infinite pies and superballs. Getting
|
|
cocky? See how far you can get with Code 3, one life. Codes 17 thru
|
|
20 give you more time to complete bonus rooms, where you normally
|
|
have about 15 seconds.
|
|
FUN
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 AVST-AA6A No lives deducted when you use the Last
|
|
Resort
|
|
2 AWBT-AA44 No lives deducted when you run out of health
|
|
3 AE5T-AAAW Start with 1 life
|
|
4 AJ5T-AAAW Start with 2 lives
|
|
5 AY5T-AAAW Start with 5 lives
|
|
6 BJ5T-AAAW Start with 10 lives
|
|
7 B65T-AAAW Start with 15 lives
|
|
8 CT5T-AAAW Start with 20 lives
|
|
USE CODES 9 THRU 16 FOR FUN ONLY, NOT TO FINISH THE GAME
|
|
9 ABFA-AA6J Magic blocks are always food
|
|
10 ABFA-AA6J + X3FA-AAEL Magic blocks are always pies
|
|
11 ABFA-AA6J + 23FA-AAEL Magic blocks are always bags of
|
|
tricks
|
|
12 ABFA-AA6J + 6BFA-AAEL Magic blocks are always mugs
|
|
13 ABFA-AA6J + 93FA-AAEL Magic blocks are always hooters
|
|
14 ABFA-AA6J + DBFA-ACEL Magic blocks are always extra
|
|
lives
|
|
15 ABFA-AA6J + JBFA-ACEL Magic blocks give you nothing, but
|
|
may still open a secret passage
|
|
16 ABFA-AA6J + 93FA-AEEL Magic blocks are always
|
|
superballs
|
|
17 LA9T-AACT About 25 seconds to get all tokens in bonus
|
|
rooms
|
|
18 SA9T-AACT About 35 seconds to get all tokens in bonus
|
|
rooms
|
|
19 0T9T-AACT About 55 seconds to get all tokens in bonus
|
|
rooms
|
|
20 8A9T-AACT About 70 seconds to get all tokens in bonus
|
|
rooms
|
|
21 SE8T-BJZ4 Completing bonus room worth 2 extra lives
|
|
22 SE8T-BNZ4 Completing bonus room worth 3 extra lives
|
|
23 SE8T-BTZ4 Completing bonus room worth 4 extra lives
|
|
24 SE8T-BYZ4 Completing bonus room worth 5 extra lives
|
|
25 AVFT-AA8A Krusty doll magic blocks worth 0 extra lives
|
|
26 SFFT-BJ0A Krusty doll magic blocks worth 2 extra lives
|
|
27 SFFT-BN0A Krusty doll magic blocks worth 3 extra lives
|
|
28 SFFT-BT0A Krusty doll magic blocks worth 4 extra lives
|
|
29 SFFT-BY0A Krusty doll magic blocks worth 5 extra lives
|
|
FOR CODES 30 THRU 37, THE NUMBER OF SUPERBALLS IN THE CODE IS
|
|
THE MAXIMUM NUMBER YOU CAN CARRY
|
|
30 AFGT-AAEY Superball magic blocks worth 1 superball
|
|
31 AKGT-AAEY Superball magic blocks worth 2 superballs
|
|
32 APGT-AAEY Superball magic blocks worth 3 superballs
|
|
33 AVGT-AAEY Superball magic blocks worth 4 superballs
|
|
34 A7GT-AAEY Superball magic blocks worth 7 superballs
|
|
35 BKGT-AAEY Superball magic blocks worth 10 superballs
|
|
36 B7GT-AAEY Superball magic blocks worth 15 superballs
|
|
37 CVGT-AAEY Superball magic blocks worth 20 superballs
|
|
FOR CODES 38 THRU 44, THE NUMBER OF PIES IN THE CODE IS THE
|
|
MAXIMUM NUMBER YOU CAN CARRY
|
|
38 AFFT-AABY Pie magic blocks worth 1 pie
|
|
39 APFT-AABY Pie magic blocks worth 3 pies
|
|
40 AZFT-AABY Pie magic blocks worth 5 pies
|
|
41 A7FT-AABY Pie magic blocks worth 7 pies
|
|
42 B7FT-AABY Pie magic blocks worth 15 pies
|
|
43 CVFT-AABY Pie magic blocks worth 20 pies
|
|
44 D3FT-AABY Pie magic blocks worth 30 pies
|
|
45 SFFT-ANBW Pie magic blocks add to total pies
|
|
46 SFGT-ANEW Superball magic blocks add to total
|
|
superballs
|
|
USE CODE 47 FOR FUN ONLY, NOT TO FINISH THE GAME
|
|
47 BBGT-AA6J Always pick up pies, never superballs
|
|
FOR CODE 48, FIRST KICK A BLOCK THAT ORIGINALLY CONTAINED A
|
|
SUPERBALL. AFTER THAT, IT WILL LOOK LIKE YOU PICK UP PIES, BUT
|
|
YOU WILL ACTUALLY BE PICKING UP SUPERBALLS
|
|
48 BBFT-AA3J Always pick up superballs, never pies
|
|
49 AKTT-AA3N Infinite pies and superballs
|
|
50 ABFA-AAG0 Food magic blocks worth 0 health points
|
|
instead of 35
|
|
51 BKFA-AAG0 Food magic blocks worth 10 health points
|
|
52 CVFA-AAG0 Food magic blocks worth 20 health points
|
|
53 D3FA-AAG0 Food magic blocks worth 30 health points
|
|
54 FBFA-AAG0 Food magic blocks worth 40 health points
|
|
55 GKFA-AAG0 Food magic blocks worth 50 health points
|
|
56 HVFA-AAG0 Food magic blocks worth 60 health points
|
|
57 LBFA-AAG0 Food magic blocks worth 80 health points
|
|
58 MKFA-AAG0 Food magic blocks worth 90 health points
|
|
59 NVFA-AAG0 Food magic blocks worth 100 health points
|
|
60 CJ4T-AA9L Start on section 2 with section 1 complete
|
|
61 FJ4T-AA9L Start on section 3 with sections 1 and 2
|
|
complete
|
|
62 JJ4T-AA9L Start on section 4 with sections 1 thru I3
|
|
complete
|
|
63 MJ4T-AA9L Start on section 5 with sections 1 thru 4
|
|
complete
|
|
64 RJ4T-AA9L Start anywhere you want--with infinite lives
|
|
Remember, you can pick 'n mix your codes!
|
|
Krusty's Super Fun House and related names are trademarks of
|
|
Acclaim Entertainment, Inc.
|
|
|
|
NFL Sports Talk Football '93 Starring Joe Montana (tm) Game
|
|
Despite his injuries, the NFL's all-time great quarterback keeps
|
|
putting out great games. Enjoy all the variations you can key in with
|
|
these JOE93 codes. For Codes 26, 27, 32, and 33, the counter does
|
|
not properly display the number of timeouts, but the codes do work.
|
|
JOE93
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 AK8T-EAD0 Only have 1 play to make a first down
|
|
2 AP8T-EAD0 Only have 2 plays to make a first down
|
|
3 AV8T-EAD0 Only have 3 plays to make a first down
|
|
4 AK8T-EA5T Have infinite plays to make a first down
|
|
5 AB9A-ELD4 Only need 5 yards to get a 1st down
|
|
6 AB9A-E8D4 Must get 15 yards to get a 1st down
|
|
7 AB9A-FJD4 Must get 20 yards to get a 1st down
|
|
8 AB9A-F6D4 Must get 30 yards to get a 1st down
|
|
9 AK9A-EA6Y Always goal-to-go--must get a TD
|
|
10 C1PT-CAEY Play clock is 15 seconds long
|
|
11 GDPT-CAEY Play clock is 30 seconds long
|
|
12 NDPT-CAEY Play clock is 60 seconds long
|
|
13 WDPT-CAEY Play clock is 90 seconds long
|
|
14 AANA-AACT Play clock is infinite
|
|
15 ABMA-ECC4 Each quarter is 1 minute
|
|
16 ABMA-EEC4 Each quarter is 2 minutes
|
|
17 ABMA-EAL4 Each quarter is 20 minutes
|
|
18 ABMA-ELL4 Each quarter is 25 minutes
|
|
19 ABMA-FAL4 Each quarter is 30 minutes
|
|
20 ABMA-ELW4 Each quarter is 45 minutes
|
|
21 ABMA-EA44 Each quarter is 60 minutes
|
|
22 ABMA-FL44 Each quarter is 75 minutes
|
|
23 ADRA-CAFW 0 timeouts per half--home team
|
|
24 AHRA-CAFW 1 timeout per half--home team
|
|
25 AMRA-CAFW 2 timeouts per half--home team
|
|
26 AXRA-CAFW 4 timeouts per half--home team
|
|
27 A1RA-CAFW 5 timeouts per half--home team
|
|
28 ATLT-CA8J Infinite timeouts--home team
|
|
30 AHRA-CAFN 1 timeout per half--visiting team
|
|
31 AMRA-CAFN 2 timeouts per half--visiting team
|
|
32 AXRA-CAFN 4 timeouts per half--visiting team
|
|
33 A1RA-CAFN 5 timeouts per half--visiting team
|
|
34 ATMA-CA2C Infinite timeouts--visiting team
|
|
35 AB9T-EAA8 Touchdowns worth 0 points
|
|
36 AF9T-EAA8 Touchdowns worth 1 point
|
|
37 AK9T-EAA8 Touchdowns worth 2 points
|
|
38 AP9T-EAA8 Touchdowns worth 3 points
|
|
39 AV9T-EAA8 Touchdowns worth 4 points
|
|
40 AZ9T-EAA8 Touchdowns worth 5 points
|
|
41 A79T-EAA8 Touchdowns worth 7 points
|
|
42 BB9T-EAA8 Touchdowns worth 8 points
|
|
43 BF9T-EAA8 Touchdowns worth 9 points
|
|
44 AB9T-EAAL Extra points worth 0 points
|
|
45 AK9T-EAAL Extra points worth 2 points
|
|
46 AP9T-EAAL Extra points worth 3 points
|
|
47 AV9T-EAAL Extra points worth 4 points
|
|
48 AZ9T-EAAL Extra points worth 5 points
|
|
49 A39T-EAAL Extra points worth 6 points
|
|
50 A79T-EAAL Extra points worth 7 points
|
|
51 BB9T-EAAL Extra points worth 8 points
|
|
52 BF9T-EAAL Extra points worth 9 points
|
|
53 AB9T-EAAY Field goals worth 0 points
|
|
54 AF9T-EAAY Field goals worth 1 point
|
|
55 AK9T-EAAY Field goals worth 2 points
|
|
56 AV9T-EAAY Field goals worth 4 points
|
|
57 AZ9T-EAAY Field goals worth 5 points
|
|
58 A39T-EAAY Field goals worth 6 points
|
|
59 A79T-EAAY Field goals worth 7 points
|
|
60 BB9T-EAAY Field goals worth 8 points
|
|
61 BF9T-EAAY Field goals worth 9 points
|
|
62 AB9T-EACL Safeties worth 0 points
|
|
63 AF9T-EACL Safeties worth 1 point
|
|
64 AP9T-EACL Safeties worth 3 points
|
|
65 AV9T-EACL Safeties worth 4 points
|
|
66 AZ9T-EACL Safeties worth 5 points
|
|
67 A39T-EACL Safeties worth 6 points
|
|
68 A79T-EACL Safeties worth 7 points
|
|
69 BB9T-EACL Safeties worth 8 points
|
|
70 BF9T-EACL Safeties worth 9 points
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
NFL Sports Talk Football '93 Starring Joe Montana is a trademark of
|
|
SEGA.
|
|
|
|
Pit-Fighter (tm) Game
|
|
This version of the popular arcade game features kicking, punching,
|
|
and a nice variety of other antisocial behavior. As Ty, Kato or Buzz,
|
|
you must fight for the right to face the Masked Warrior. Get to him
|
|
faster with PIT Codes 1 thru 14. (The numbers of matches in these
|
|
codes include grudge matches. In the 2-player mode, an extra
|
|
elimination match takes place just before the championship match.)
|
|
In the 2-player mode, Code 15 allows both players to team against
|
|
Masked Warrior. Experts, try Code 16 to start with only 1 life.
|
|
PIT
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 AHNT-3A6J + JDNT-20NL + PDNT-22EN Must win 14 matches
|
|
instead of 15 to become champion
|
|
2 AMNT-3A6J + JDNT-20NL + PDNT-22EN Must win 13 matches
|
|
to become champion
|
|
3 ASNT-3A6J + JDNT-20NL + PDNT-22EN Must win 12 matches
|
|
to become champion
|
|
4 AXNT-3A6J + JDNT-20NL + PDNT-22EN Must win 11 matches
|
|
to become champion
|
|
5 A1NT-3A6J + JDNT-20NL + PDNT-22EN Must win 10 matches
|
|
to become champion
|
|
6 A5NT-3A6J + JDNT-20NL + PDNT-22EN Must win 9 matches to
|
|
become champion
|
|
7 A9NT-3A6J + JDNT-20NL + PDNT-22EN Must win 8 matches to
|
|
become champion
|
|
8 BDNT-3A6J + JDNT-20NL + PDNT-22EN Must win 7 matches to
|
|
Ubecome champion
|
|
9 BHNT-3A6J + JDNT-20NL + PDNT-22EN Must win 6 matches to
|
|
become champion
|
|
10 BMNT-3A6J + JDNT-20NL + PDNT-22EN Must win 5 matches to
|
|
become champion
|
|
11 BSNT-3A6J + JDNT-20NL + PDNT-22EN Must win 4 matches to
|
|
become champion
|
|
12 BXNT-3A6J + JDNT-20NL + PDNT-22EN Must win 3 matches to
|
|
become champion
|
|
13 B1NT-3A6J + JDNT-20NL + PDNT-22EN Must win 2 matches to
|
|
become champion
|
|
14 B5NT-3A6J + JDNT-20NL + PDNT-22EN Must win 1 match to
|
|
become champion
|
|
15 B9NT-3A6J + JDNT-20NL + PDNT-22EN Both players fight for
|
|
championship at same time
|
|
16 AFYT-2AAJ Start with 1 life
|
|
17 AKYT-2AAJ Start with 2 lives
|
|
18 APYT-2AAJ Start with 3 lives
|
|
19 AZYT-2AAJ Start with 5 lives
|
|
20 A3YT-2AAJ Start with 6 lives
|
|
21 AVZA-2A2R Infinite lives
|
|
22 BB0T-2AGE Match clock runs faster
|
|
23 JB0T-2AGE Match clock runs slower
|
|
24 GB0T-2A8L Freeze match clock (no time limit)
|
|
25 3DMA-2ADA Power pill lasts for a shorter time
|
|
26 EDMA-2GDA Power pill lasts for a longer time
|
|
27 ADMA-3ADA Power pill lasts much longer
|
|
28 ALBA-2A9R Power pill lasts until death or end of match
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Pit-Fighter and related names are trademarks of Atari Games.
|
|
|
|
QuackShot (tm) Game (Alternate Codes)
|
|
Have you been able to quack this game and find the Great Duck
|
|
Treasure? No? Then try some of these ducky Game Genie (tm) codes.
|
|
With QUAK Code 2 you never lose power. Vary the 3 Donald Ducks you
|
|
normally start with by keying in Codes 7 thru 14. With Code 6, you're
|
|
invulnerable to everything except the last boss's sword. Combine
|
|
some of these, or use them one at a time, and you should be able to
|
|
finally wipe out Big Pete!
|
|
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
|
|
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES
|
|
QUAK
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1A AJCA-AA2L MASTER CODE--MUST BE ENTERED
|
|
1B RECT-A6VE
|
|
2A BBJA-AAD0 Start with maximum power
|
|
2B BBJT-AAAA
|
|
3A AKJA-AAD0 Start with less power
|
|
3B AKJT-AAAA
|
|
4A BBEA-AABW Start with maximum power after you lose a
|
|
Donald Duck
|
|
4B BBEA-AAEG
|
|
5A AKEA-AABW Start with less power after you lose a Donald
|
|
Duck
|
|
5B AKEA-AAEG
|
|
6A AKSA-AA24 Almost infinite power (last boss's sword can
|
|
still hurt you)
|
|
6B AKSA-AA9J
|
|
7A AFJA-AABG Start with 1 Donald Duck
|
|
7B AFJA-AAFN
|
|
8A AZJA-AABG Start with 5 Donald Ducks
|
|
8B AZJA-AAFN
|
|
9A BBJA-AABG Start with 8 Donald Ducks
|
|
9B BBJA-AAFN
|
|
10A BKJA-AABG Start with 10 Donald Ducks
|
|
10B BKJA-AAFN
|
|
11A DFJA-AABG Start with 25 Donald Ducks
|
|
11B DFJA-AAFN
|
|
12A GKJA-AABG Start with 50 Donald Ducks
|
|
12B GKJA-AAFN
|
|
13A NPJA-AABG Start with 99 Donald Ducks
|
|
13B NPJA-AAFN
|
|
14A AVEA-AA28 Infinite Donald Ducks
|
|
14B AVEA-AA5W
|
|
15A AKJT-AA2J Infinite popcorn on popcorn pick-up
|
|
15B AKJT-AA6W
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
QuackShot and related names are trademarks of The Walt Disney
|
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Company.
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|
|
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Revenge of Shinobi (tm) Game
|
|
There are 3 sets of codes for this popular adventure. Versions A and
|
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B are for the original title. (The third set of codes is for the Sega
|
|
Classic version, later in the book). The VENGE Codes will help you
|
|
vanquish the evil Neo Zeed army. With Code 5, shurikens and swords
|
|
don't hurt you. Code 8 lets you use Jitsu of Mijin with no loss of life.
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|
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
|
|
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES. (IF
|
|
NEITHER WORKS, TRY THE SEGA CLASSIC CODES)
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|
CODE KEY IN . . . EFFECT . . .
|
|
1A ACTT-BA4Y Infinite lives--except when using Jitsu of
|
|
Mijin
|
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1B ACRT-BA32
|
|
2A BMVT-GA6L Infinite shurikins
|
|
2B BMTT-GA4L
|
|
3A BXVA-GA9E Infinite life bar
|
|
3B BXTA-GA7E
|
|
4A AANT-CAAJ Some bombs and enemy shurikins don't hurt
|
|
4B AANT-CAAJ
|
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5A ABCA-BA94 + RFCA-A616 Some bombs, enemy shurikins and
|
|
swords don't hurt
|
|
5B ABCA-BA90 + RFCA-A612
|
|
6A AC5A-BA46 No life lost when using Jitsu of Mijin
|
|
6B AC3A-BA44
|
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7A NTBA-AAC6 Start with 100 shurikins
|
|
7B NTBA-AAC08A 3ABA-AAC6 Start with 200 shurikins
|
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8B 3ABA-AAC0
|
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9A 8TBA-ACC6 Start with 500 shurikins
|
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9B 8TBA-ACC0
|
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10A BGKA-AAH4 Start with 9 continues
|
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10B BGHA-AAG0
|
|
11A AGKA-AAH4 Start with 1 continue
|
|
11B AGHA-AAG0
|
|
12A A0KA-AAH4 Start with 5 continues
|
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12B A0HA-AAG0
|
|
13A AGKT-AAAA Start in District 1, level 2
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13B AGHA-AAG6
|
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14A ALKT-AAAA Start in District 1, level 3
|
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14B ALHA-AAG6
|
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15A ARKT-AAAA Start in District 2, level 1
|
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15B ARHA-AAG6
|
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16A AWKT-AAAA Start in District 2, level 2
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16B AWHA-AAG6
|
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17A A0KT-AAAA Start in District 2, level 3
|
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17B A0HA-AAG6
|
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18A A4KT-AAAA Start in District 3, level 1
|
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18B A4HA-AAG6
|
|
19A A8KT-AAAA Start in District 3, level 2
|
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19B A8HA-AAG6
|
|
20A BCKT-AAAA Start in District 3, level 3
|
|
20B BCHA-AAG6
|
|
21A BGKT-AAAA Start in District 4, level 1
|
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21B BGHA-AAG6
|
|
22A BLKT-AAAA Start in District 4, level 2
|
|
22B BLHA-AAG6
|
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23A BRKT-AAAA Start in District 4, level 3
|
|
23B BRHA-AAG6
|
|
24A BWKT-AAAA Start in District 5, level 1
|
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24B BWHA-AAG6
|
|
25A B0KT-AAAA Start in District 5, level 2
|
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25B B0HA-AAG6
|
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26A B4KT-AAAA Start in District 5, level 3
|
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26B B4HA-AAG6
|
|
27A B8KT-AAAA Start in District 6, level 1
|
|
27B B8HA-AAG6
|
|
28A CCKT-AAAA Start in District 6, level 2
|
|
28B CCAH-AAG6
|
|
29A CGKT-AAAA Start in District 6, level 3
|
|
29B CGHA-AAG6
|
|
30A CLKT-AAAA Start in District 7, level 1
|
|
30B CLHA-AAG6
|
|
31A CRKT-AAAA Start in District 7, level 2
|
|
31B CRHA-AAG6
|
|
32A CWKT-AAAA Start in District 7, level 3
|
|
32B CWHA-AAG6
|
|
33A C0KT-AAAA Start in District 8, level 1
|
|
33B C0HA-AAG6
|
|
34A C4KT-AAAA Start in District 8, level 2
|
|
34B C4HA-AAG6
|
|
35A C8KT-AAAA Start in District 8, level 3
|
|
35B C8HA-AAG6
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Revenge of Shinobi and related names are trademarks of SEGA.
|
|
|
|
Revenge of Shinobi (tm) Game (Sega Classic Version)
|
|
NOTE: THESE CODES ARE FOR THE SEGA CLASSIC VERSION OF THE
|
|
GAME
|
|
VENGESC
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 ACSA-BA86 Infinite lives--except when using Jitsu of
|
|
Mijin
|
|
2 BMTT-GA4L Infinite shurikins
|
|
3 BXTA-GA7E Infinite life bar
|
|
4 AANT-CAAJ Some bombs and enemy shurikins don't hurt
|
|
5 ABCT-BA90 + RFCT-A612 Some bombs, enemy shurikins and
|
|
swords don't hurt
|
|
6 AC4A-BA4R No life lost when using Jitsu of Mijin
|
|
7 NTBT-AAC0 Start with 100 shurikins
|
|
8 3ABT-AAC0 Start with 200 shurikins
|
|
9 8TBT-ACC0 Start with 500 shurikins
|
|
10 BGHT-AACT Start with 9 continues
|
|
11 AGHT-AACT Start with 1 continue
|
|
12 A0HT-AACT Start with 5 continues
|
|
13 AGHT-AAC0 Start in District 1, level 2
|
|
14 ALHT-AAC0 Start in District 1, level 3
|
|
15 ARHT-AAC0 Start in District 2, level 1
|
|
16 AWHT-AAC0 Start in District 2, level 2
|
|
17 A0HT-AAC0 Start in District 2, level 3
|
|
18 A4HT-AAC0 Start in District 3, level 1
|
|
19 A8HT-AAC0 Start in District 3, level 2
|
|
20 BCHT-AAC0 Start in District 3, level 3
|
|
21 BGHT-AAC0 Start in District 4, level 1
|
|
22 BLHT-AAC0 Start in District 4, level 2
|
|
23 BRHT-AAC0 Start in District 4, level 3
|
|
24 BWHT-AAC0 Start in District 5, level 1
|
|
25 B0HT-AAC0 Start in District 5, level 2
|
|
26 B4HT-AAC0 Start in District 5, level 3
|
|
27 B8HT-AAC0 Start in District 6, level 1
|
|
28 CCHT-AAC0 Start in District 6, level 2
|
|
29 CGHT-AAC0 Start in District 6, level 3
|
|
30 CLHT-AAC0 Start in District 7, level 1
|
|
31 CRHT-AAC0 Start in District 7, level 2
|
|
32 CWHT-AAC0 Start in District 7, level 3
|
|
33 C0HT-AAC0 Start in District 8, level 1
|
|
34 C4HT-AAC0 Start in District 8, level 2
|
|
35 C8HT-AAC0 Start in District 8, level 3
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Revenge of Shinobi, Sega Classic and related names are trademarks
|
|
of SEGA.
|
|
|
|
Sonic the Hedgehog 2 (tm) Game
|
|
Sonic's back! How do you follow one of the all-time favorite action games? Try
|
|
putting a "Tail" on Sonic--and having it follow him! The 2-player competitive mode
|
|
is excellent too. We have plenty of great SON2 Codes for you, including the
|
|
much-requested jump codes. Enjoy! Codes 1 THRU 16 also work for Tails in a
|
|
one-player game. There is only one total for Sonic's rings in a one-player game.
|
|
Normally, you have to grab all seven chaos emeralds, get at least 50 rings, and
|
|
jump to turn into Super Sonic (and be invincible). But by choosing from among
|
|
Codes 58 thru 64 and 65 thru 69, you can reduce the number of emeralds and
|
|
rings you have to get. With Code 70, you won't lose your rings with time and drop
|
|
back down to regular Sonic. And to help you become Super Sonic on the last
|
|
level, where there are normally no rings, Codes 58, 65 and 72 will do the trick--
|
|
just jump. Finally, access the level select menu with Code 71.
|
|
THERE ARE 2 VERSIONS OF THIS GAME. IF ONE CODE DOESN'T WORK
|
|
ON YOUR GAME, TRY THE OTHER
|
|
SON2
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1A SAST-DJ1A Rings worth 2--player 1
|
|
1B SATA-DJTJ
|
|
2A SAST-DN1A Rings worth 3--player 1
|
|
2B SATA-DNTJ
|
|
3A SAST-DT1A Rings worth 4--player 1
|
|
3B SATA-DTTJ
|
|
4A SAST-DY1A Rings worth 5--player 1
|
|
4B SATA-DYTJ
|
|
5A SAST-D21A Rings worth 6--player 1
|
|
5B SATA-D2TJ
|
|
6A SAST-D61A Rings worth 7--player 1
|
|
6B SATA-D6TJ
|
|
7A SAST-DA1A Rings worth 8--player 1
|
|
7B SATA-DATJ
|
|
8A AE8A-AAD2 Start with 1 life instead of 3--player 1
|
|
8B AE8A-AADN
|
|
9A AY8A-AAD2 Start with 5 lives--player 1
|
|
9B AY8A-AADN
|
|
10A A68A-AAD2 Start with 7 lives--player 1
|
|
10B A68A-AADN
|
|
11A BE8A-AAD2 Start with 9 lives--player 1
|
|
11B BE8A-AADN
|
|
12A DE8A-AAD2 Start with 25 lives--player 1
|
|
12B DE8A-AADN
|
|
13A GJ8A-AAD2 Start with 50 lives--player 1
|
|
13B GJ8A-AADN
|
|
14A KN8A-AAD2 Start with 75 lives--player 1
|
|
14B KN8A-AADN
|
|
15A NN8A-AAD2 Start with 99 lives--player 1
|
|
15B NN8A-AADN
|
|
16A JW3A-CA4J Infinite lives--player 1
|
|
16B JW3A-CA4Y
|
|
17A SATA-DJVW Rings worth 2--player 2
|
|
17B SATA-DJW8
|
|
18A SATA-DNVW Rings worth 3--player 2
|
|
18B SATA-DNW8
|
|
19A SATA-DTVW Rings worth 4--player 2
|
|
19B SATA-DTW8
|
|
20A SATA-DYVW Rings worth 5--player 2
|
|
20B SATA-DYW8
|
|
21A SATA-D2VW Rings worth 6--player 2
|
|
21B SATA-D2W8
|
|
22A SATA-D6VW Rings worth 7--player 2
|
|
22B SATA-D6W8
|
|
23A SATA-DAVW Rings worth 8--player 2
|
|
23B SATA-DAW8
|
|
24A AE8A-AAD8 Start with 1 life instead of 3--player 2
|
|
24B AE8A-AADW
|
|
25A AY8A-AAD8 Start with 5 lives--player 2
|
|
25B AY8A-AADW
|
|
26A A68A-AAD8 Start with 7 lives--player 2
|
|
26B A68A-AADW
|
|
27A BE8A-AAD8 Start with 9 lives--player 2
|
|
27B BE8A-AADW
|
|
28A DE8A-AAD8 Start with 25 lives--player 2
|
|
28B DE8A-AADW
|
|
29A GJ8A-AAD8 Start with 50 lives--player 2
|
|
29B GJ8A-AADW
|
|
30A KN8A-AAD8 Start with 75 lives--player 2
|
|
30B KN8A-AADW
|
|
31A NN8A-AAD8 Start with 99 lives--player 2
|
|
31B NN8A-AADW
|
|
32A JXGA-CA7G Infinite lives--player 2
|
|
32B JXGA-CA7W
|
|
33A KBVT-CAE2 Jump lower
|
|
33B KBVT-CAE2
|
|
34A FVVT-CAE2 Jump a little higher
|
|
34B FVVT-CAE2
|
|
FOR CODES 35 AND 36, SWITCH OFF IF YOU GET STUCK SOMEWHERE
|
|
OR WANT TO SINK IN WATER
|
|
35A EBVT-CAE2 Jump a lot higher
|
|
35B EBVT-CAE2
|
|
36A CBVT-CAE2 Jump really high
|
|
36B CBVT-CAE2
|
|
37A A02T-CAF8 Sonic stays invincible for a shorter
|
|
time after getting hit
|
|
37B A02T-CAGL
|
|
38A 982T-CAF8 Sonic stays invincible for a longer
|
|
time after getting hit
|
|
38B 982T-CAGL
|
|
39A ALTA-CA8N Sonic becomes invisible and
|
|
invincible for the rest of the level
|
|
after getting hit--must have at least
|
|
one ring (switch off and then on to
|
|
make Sonic visible)
|
|
39B ALTA-CA82
|
|
40A ALTA-CA9J Once invincible (stars), Sonic stays
|
|
Invincible for the rest of the level
|
|
40B ALTA-CA9Y
|
|
41A ATTT-CA4W Sonic doesn't lose rings when hit
|
|
41B ATTT-CA58
|
|
42A ATTT-CA5G Tails doesn't lose rings when hit
|
|
42B ATTT-CA6W
|
|
43A AH2T-CAH6 Sonic needs only 1 ring instead of 50
|
|
to enter special stage after touching
|
|
a star post
|
|
43B AH2T-CAHN
|
|
WITH CODES 44 THRU 57, THE COUNTER DOESN'T SHOW THE EXTRA
|
|
RINGS, BUT YOU DO GET THEM
|
|
44 SBJA-HJWJ Rings worth 2 in special stages--
|
|
Sonic
|
|
44B SBJA-HJV2
|
|
45 SBJA-HNWJ Rings worth 3 in special stages--
|
|
Sonic
|
|
45B SBJA-HNV2
|
|
46 SBJA-HTWJ Rings worth 4 in special stages--
|
|
Sonic
|
|
46B SBJA-HTV2
|
|
47 SBJA-HYWJ Rings worth 5 in special stages--
|
|
Sonic
|
|
47B SBJA-HYV2
|
|
48 SBJA-H2WJ Rings worth 6 in special stages--
|
|
Sonic
|
|
48B SBJA-H2V2
|
|
49 SBJA-H6WJ Rings worth 7 in special stages--
|
|
Sonic
|
|
49B SBJA-H6V2
|
|
50 SBJA-HAWJ Rings worth 8 in special stages--
|
|
Sonic
|
|
50B SBJA-HAV2
|
|
51 SBJA-HJWR Rings worth 2 in special stages--
|
|
Tails
|
|
51B SBJA-HJV8
|
|
52 SBJA-HNWR Rings worth 3 in special stages--
|
|
Tails
|
|
52B SBJA-HNV8
|
|
53 SBJA-HTWR Rings worth 4 in special stages--
|
|
Tails
|
|
53B SBJA-HTV8
|
|
54 SBJA-HYWR Rings worth 5 in special stages--
|
|
Tails
|
|
54B SBJA-HYV8
|
|
55 SBJA-H2WR Rings worth 6 in special stages--
|
|
Tails
|
|
55B SBJA-H2V8
|
|
56 SBJA-H6WR Rings worth 7 in special stages--
|
|
Tails
|
|
56B SBJA-H6V8
|
|
57 SBJA-HAWR Rings worth 8 in special stages--
|
|
Tails
|
|
57B SBJA-HAV8
|
|
FOR CODES 58 THRU 64, DON'T GRAB MORE CHAOS EMERALDS THAN
|
|
THE AMOUNT YOU NEED
|
|
58 ACZT-CACA Need 0 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
58B ACZT-CACN
|
|
59 AGZT-CACA Need 1 Chaos Emerald to become
|
|
Super Sonic (in addition to rings)
|
|
59B AGZT-CACN
|
|
60 ALZT-CACA Need 2 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
60B ALZT-CACN
|
|
61 ARZT-CACA Need 3 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
61B ARZT-CACN
|
|
62 AWZT-CACA Need 4 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
62B AWZT-CACN
|
|
63 A0ZT-CACA Need 5 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
63B A0ZT-CACN
|
|
64 A4ZT-CACA Need 6 chaos emeralds to become
|
|
Super Sonic (in addition to rings)
|
|
64 A4ZT-CACN
|
|
65 AGZT-CACJ +AGZT-CACY + K4ZT-CA92 Need 1 ring to
|
|
become Super Sonic (in addition to
|
|
chaos emeralds), don't lose rings
|
|
with time
|
|
65 K4ZT-CA9N
|
|
66 A0ZT-CACJ Need 5 rings to become Super Sonic
|
|
(in addition to chaos emeralds)
|
|
66B A0ZT-CACY
|
|
67 BLZT-CACJ Need 10 rings to become Super
|
|
Sonic (in addition to chaos emeralds)
|
|
67B BLZT-CACY
|
|
68 DGZT-CACJ Need 25 rings to become Super
|
|
Sonic (in addition to chaos emeralds)
|
|
68B DGZT-CACY
|
|
69 FCZT-CACJ Need 40 rings to become Super
|
|
Sonic (in addition to chaos emeralds)
|
|
69B FCZT-CACY
|
|
70 K4ZT-CA9N Super Sonic doesn't lose rings with
|
|
time
|
|
70B K4ZT-CA92
|
|
71 RE8A-A60W Level select menu--at title screen,
|
|
hold down A while pressing start
|
|
71B RE8A-A60G
|
|
72 2VAT-BCRN Start most levels with some rings--1-
|
|
player game only (number of rings
|
|
varies with stage, and you can still
|
|
lose rings)
|
|
72B 2VAT-BCRA
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
Sonic the Hedgehog 2 and related names are trademarks of SEGA.
|
|
|
|
Team USA Basketball (tm) Game
|
|
OK, sports fans. Line up to play with the Olympic dream team in a
|
|
realistic game of hoops against their world-class opponents.
|
|
Normally, international rules apply, but with the Game Genie (tm)
|
|
you can break the rules. Get a head start against the tough computer
|
|
or a human opponent with DREAM Code 6, and stop the shot clock
|
|
with Code 12. If you're an expert, give your opponent a 25-point spot
|
|
and play the game without any timeouts with Codes 11 and 21.
|
|
DREAM
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 R19T-860T MASTER CODE--MUST BE ENTERED
|
|
2 AYCA-AAHY Player 1 starts with 5 points
|
|
3 BJCA-AAHY Player 1 starts with 10 points
|
|
4 B6CA-AAHY Player 1 starts with 15 points
|
|
5 CTCA-AAHY Player 1 starts with 20 points
|
|
6 DECA-AAHY Player 1 starts with 25 points
|
|
7 AYCA-AAH6 Player 2 starts with 5 points
|
|
8 BJCA-AAH6 Player 2 starts with 10 points
|
|
9 B6CA-AAH6 Player 2 starts with 15 points
|
|
10 CTCA-AAH6 Player 2 starts with 20 points
|
|
11 DECA-AAH6 Player 2 starts with 25 points
|
|
12 ATHA-AA2L Stop shot clock
|
|
13 AKTT-AAFG Free throws worth 2
|
|
14 AVTT-AAFG Free throws worth 4
|
|
15 AZTT-AAFG Free throws worth 5
|
|
16 BKTT-AAFG Free throws worth 10
|
|
17 AKTT-AAF0 Baskets worth 3
|
|
18 AZTT-AAF0 Baskets worth 5
|
|
19 AZVA-AAAW 3-point baskets worth 5
|
|
20 BKVA-AAAW 3-point baskets worth 10
|
|
21 AA8T-CABE Player 1 starts with 0 timeouts
|
|
22 AE8T-CABE Player 1 starts with 1 timeouts
|
|
23 AN8T-CABE Player 1 starts with 3 timeouts
|
|
24 AT8T-CABE Player 1 starts with 4 timeouts
|
|
25 AA8T-CABN Player 2 starts with 0 timeouts
|
|
26 AE8T-CABN Player 2 starts with 1 timeouts
|
|
27 AN8T-CABN Player 2 starts with 3 timeouts
|
|
28 AT8T-CABN Player 2 starts with 4 timeouts
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
USA Basketball is a trademark of USA Basketball.
|
|
Game Genie is a trademark of Lewis Galoob Toys, Inc.
|
|
|
|
The Terminator (tm) Game
|
|
Help Kyle Reese in his battle with the unpleasant cyborg from the
|
|
future. TERM Code 1 may allow Kyle to be trapped, so be quick and
|
|
switch off effects to free him.
|
|
TERM
|
|
CODE KEY IN . . . EFFECT . . .
|
|
1 R03A-861A Protection--some things can still kill you
|
|
FOR CODES 2 THRU 6, SOME TIME BOMBS MAY DO NO DAMAGE
|
|
2 AW9T-8A78 Infinite time bombs once at least one is
|
|
awarded
|
|
3 AG2A-8AG0 Time bombs awarded 1 at a time, maximum 9
|
|
allowed
|
|
4 AL2A-8AG0 Time bombs awarded 2 at a time,maximum 9
|
|
allowed
|
|
5 A02A-8AG0 Time bombs awarded 5 at a time, maximum 9
|
|
allowed
|
|
6 BL2A-8AG0 Time bombs awarded 9 at a time, maximum 9
|
|
allowed
|
|
7 BC2A-8AH2 Energy capsules worth 1/2 normal (1 unit)
|
|
8 EC2A-8AH2 Energy capsules worth 2x normal (4 units)
|
|
Remember, you can pick 'n mix your codes! You can enter up to FIVE
|
|
codes at a time (but some effects require more than one code).
|
|
The Terminator and related name are trademarks of Cinema '84.
|
|
|
|
Toki: Going Ape Spit (tm) Game
|
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Don't let Dr. Stark get away with making a monkey out of you! Use
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these Game Genie codes to streak through his palace and rescue your
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girl! Wanda would want ya to win her with APE Code 1 for infinite
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lives, Code 9 to keep your shots regardless of the timer, and Code 36
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to kill the palace guards with no shots.
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APE
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CODE KEY IN . . . EFFECT . . .
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1 ATWT-CA88 Infinite lives
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2 BC3T-AA4T Infinite credits
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3 AW4T-AA72 Infinite time to decide if you want to
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continue
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4 AATT-CA44 Infinite time to complete each round
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5 9TST-DGJE + MEST-CRAG 8 minutes to complete round
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6 9TST-DGJE + MEST-CLAG 6 minutes to complete round
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7 9TST-DGJE + MEST-CGAG 4 minutes to complete round
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8 A2VT-CA74 Never lose extra energy spitballs on dying
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9 AATT-CAGA Never lose extra energy spitballs when time
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runs out
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NOTE: CODES 10 THRU 19 DO NOT WORK FOR GRAPES
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10 E11A-CCD6 Extra life for every piece of food
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11 E11A-DAD6 Extra life for every 10 pieces of food
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12 E11A-CAM6 Extra life for every 20 pieces of food
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13 E11A-DAM6 Extra life for every 30 pieces of food
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14 E11A-CAX6 Extra life for every 40 pieces of food
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15 E11A-CA56 Extra life for every 60 pieces of food
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16 E11A-DA56 Extra life for every 70 pieces of food
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17 E11A-CBD6 Extra life for every 80 pieces of food
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18 E11A-DBD6 Extra life for every 90 pieces of food
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19 E11A-DXD6 Extra life for every 99 pieces of food
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20 CCVT-AA90 Never lose shoes due to time (but still lose
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them on dying or advancing to next stage)
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21 ACWA-ABFN Shoes last 32x normal time
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22 ACWA-AAZN Shoes last 16x normal time
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23 ACWA-AAPN Shoes last 8x normal time
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24 ACWA-BAFN Shoes last 4x normal time
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25 ACWA-ATFN Shoes last 2x normal time
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26 ACWA-AEFN Shoes last 1/2x normal time
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27 ACWA-ACFN Shoes last 1/4x normal time
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28 BLVT-AA72 Never lose invincibility due to time (but still
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lose it on advancing to next stage)
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29 ACWA-ABF8 Invincibility lasts 32x normal time
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30 ACWA-AAZ8 Invincibility lasts 16x normal time
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31 ACWA-AAP8 Invincibility lasts 8x normal time
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32 ACWA-BAF8 Invincibility lasts 4x normal time
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33 ACWA-ATF8 Invincibility lasts 2x normal time
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34 ACWA-AEF8 Invincibility lasts 1/2x normal time
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35 ACWA-ACF8 Invincibility lasts 1/4x normal time
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NOTE: CODES 36 THRU 44 DO NOT WORK FOR THE FIRST PALACE GUARD
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(STARK'S MACHINE)
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36 AL7A-CA58 Palace guards are automatically defeated
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37 AL7A-CA58 + AG7A-DE56 Takes 1 shot to kill palace guards
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38 AL7A-CA58 + A07A-DE56 Takes 5 shots to kill palace
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guards
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39 AL7A-CA58 + CC7A-DE56 Takes 10 shots to kill palace
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guards
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40 AL7A-CA58 + EC7A-DE56 Takes 20 shots to kill palace
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guards
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41 AL7A-CA58 + GC7A-DE56 Takes 30 shots to kill palace
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guards K
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42 AL7A-CA58 + LC7A-DE56 Takes 50 shots to kill palace
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guards
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43 AL7A-CA58 + RC7A-DE56 Takes 70 shots to kill palace
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guards
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44 AL7A-CA58 + XG7A-DE56 Takes 99 shots to kill palace
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guards
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Remember, you can pick 'n mix your codes! You can enter up to FIVE
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codes at a time (but some effects require more than one code).
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Toki: Going Ape Spit (tm) and related names are trademarks of SEGA.
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Two Crude Dudes (tm) Game
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2-player simultaneous action and great graphics contribute to this
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all-around fun fighting game.
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CRUDE
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CODE KEY IN . . . EFFECT . . .
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1 BEBA-AAFT Start with 9 lives--each player
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2 BEBA-AAFJ Start with 9 continues
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3 AJ0A-AABG Start on level 2
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4 AN0A-AABG Start on level 3
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5 AT0A-AABG Start on level 4
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6 AY0A-AABG Start on level 5, first part
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7 A20A-AABG Start on level 5, second part
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8 AWYT-AA22 Most enemies do not hurt
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Two Crude Dudes and related names are trademarks of Data East
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USA, Inc.
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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