The PROWLER Jaguar Cheats section
//// Alien Vs. Predator
(All cheats must be enabled during gameplay)
[] The "Hold That Fuji!" Cheat
Press and hold - PAUSE ("PAUSED" appears)
Press and hold - OPTION (HUD screen appears)
Press and release - 1 and 3 together
Press and release - 2, 5, 7 and 9 all together (Predator will laugh)
Release PAUSE and OPTION
Cheats Enabled:
* Security Clearance: Press OPTION and 6 together to raise
clearance level.
Press OPTION and 9 together to lower
clearance level.
* Motion Tracker: Press OPTION and 8 together to toggle Motion
Tracker active and inactive. (Will activate
Motion Tracker if not found.)
* Weapons: Press OPTION and 1 together, OPTION and 2 together,
OPTION and 3 together, or OPTION and 4 together to
toggle weapons 1-4 as active or inactive.
(Predators can use this to permanently access any
weapon. Want to cloak and run around shooting hapless
Marines & Aliens with your shoulder cannon or
smartdisc? You get no points, but you never have your
weapon taken away!)
* All Weapons Recharge: Press OPTION, 1, 2, 3 and 4 all together
for full ammo.
[] The "Banana Stops" Cheat
Press and release - PAUSE ("PAUSED" appears)
Press and release - OPTION (HUD screen appears)
Press - 6
Press - 1 and 3 together
(Reading the "*" key as "STar" and the "#" key as "POund"....)
Press in sequence - B, A, 9, A, 9, A, (banana)
*, OPTION, 6, (stops)
#, *, (post)
*, OPTION, (stop)
2, OPTION (top)
(Predator will laugh)
The following cheats will be active:
* Security Clearance: Press OPTION and 6 together to raise
clearance level.
Press OPTION and 9 together to lower
clearance level.
* Motion Tracker: Press OPTION and 8 together to toggle Motion
Tracker active and inactive. (Will activate
Motion Tracker if not found.)
* Weapons: Press OPTION and 1 together, OPTION and 2 together,
OPTION and 3 together, or OPTION and 4 together to
toggle weapons 1-4 as active or inactive.
(Predators can use this to permanently access any
weapon. Want to cloak and run around shooting hapless
Marines & Aliens with your shoulder cannon or
smartdisc? You get no points, but you never have your
weapon taken away!)
* All Weapons Recharge: Press OPTION, 1, 2, 3 and 4 all together
for full ammo.
* Level Select: Press OPTION and A together to go "up" one level.
Press OPTION and B together to go "down" one level.
(Going "up" means going from Sub Level 5 to Sub
Level 1, to the Predator Ship, the Alien Ship, then
through all airducts and back around to Sub Level 5
again.)
(Predators can use this to wall through otherwise
unpopulated airducts, but cannot leave through the
grates.)
* Cheat Mode: Press OPTION and 5 together to toggle Cheat Mode on
and off. ("CHEAT ON" and "CHEAT OFF" will appear.)
So what does OPTION-5 Do?
[] Press OPTION and "5" together. ("Cheat On" will appear.)
- When you take a hit, your energy bar will shrink, and it -will-
eventually disappear =but=you=won't=die=! (Unless you press
OPTION and "5" again without an energy bar present.)
- When your energy is depleted, any hit you suffer will not flash
the screen. (You can walk around quite freely while wearing a
facehugger, but you can't operate anything or fire a weapon.)
- (For Marine players) If you have -any- ammo, for -any- weapon,
it will be replenished when you run out. (Press OPTION, "1",
"2", "3" and "4" all together for full ammo on all weapons.)
Stephan from Germany was kind enough to contribute these logs for
our pleasure... eMail him at stephan@pool.informatik.rwth-aachen.de
for questions etc.
-------/-----------------------------------------------/--------------------
You asked for it, you get it :-) I typed the log texts up while playing the
marine game. I have sorted them by the levels where I first found them
on a terminal, roughly in the order I played them. Note that some of the
pages can be found on several other terminals as well though I mentioned
them only once. I have corrected some of the typos of the original text
(cnd probably introduced some new ones). Of course, some of the texts
could be considered as spoilers, so you may not want to read it ...
If you find any log entries not listed here, please drop me a note!
____________________________________________________________________________
Sublevel 3
==========
3.1) Terminal Location: Brig
- General Log, 4 Pages
Cryosentence for prisoner 91266X completed
Prisoner name: Lewis Lance J.
Current rank: Private
Defence: Striking a superior officer
Security level: 0
During prisoner's cryosentence marine training ship encountered
vessel of unknown origin. Docking was initiated and the alien vessel
was boarded.
Airlocks are located on levels 1, 3 and 5.
Locate briefing room and access the computers there for further
information.
3.2) Terminal Location: Briefing Room
- General Log, 3 Pages
The alien vessel contained leathery objects, roughly 1 metre in height.
Under investigation a parasitic xenomorph emerged from what is assumed
to be an egg. It attached itself to a crewmember and as yet will not
come off though it appears to be doing no direct harm to the victim.
The patient died from attempted removal of parasite. Ship's Captain
Hampton has ordered immediate quarantine as these creatures have been
found travelling in the airducts.
Further information has been logged into the library located north of
the canteen. Ship librarian Lieutenant McNamee has access with security
card 2. His location is unknown.
3.3) Terminal Location: Library
- General Log, 3 Pages
The aliens have mastered the ship's airducts and they can now move
between all levels of the ship with ease and incredible speed.
We have received no response to numerous distress signals. Capt. Hampton
fears the implications of these aliens reaching the frontier
Marine issue weapons and ammo can be found in the ship's armouries
located on levels 2 and 4.
3.4) Terminal Location: Library
- General Log, 4 Pages
Personal Log - Science Officer Sousa reporting. The aliens are a never
before seen species, deadly, but determined. They seem to work as a
colony, not unlike some insects. Their vessel resembles a nest of some
gigantic hive. I believe there may be a leader, an egg layer, somewhere
in that mess.
They seem to be altering the structure of level 5 to suit their own
needs expanding their domination of the ship in the process.
The family of Chief Petty Officer Hunter is missing. He is searching
for them inside the officer's area on level 2. With security card 3
aacess he is using the airducvs.
Personal Nog - Chief Engineer Jacobsen reporting. I have placed
informatkon regarding the level 1 airlocks into the library on level 2.
This is a security 1 area.
3.5) Terminal Location: Petty Officers Area
- General Log, 2 Pages
Personal Log - Science Officer Sousa reporting. It has been just over
48 hours since first contact and the ship is being mverrun with these
creatures. Their degree of hostility is the most of any being I have
encountered. The aniens have acid for blood which causes damage
during close range battle.
Personal Log Officer Hunter reporting. Some of the crew have holed
up a storage area south of the barracks. This area is now only
accessible via the ship's airducts.
Sublevel 4
==========
4.1) Terminal Location: Training Maze (several places)
- General Log, 1 Page
Accessing a terminal? I want to see you sweat Private. Now drop and give
me 20.
4.2) Terminal Location: Training Maze
- General Log, 3 Pages
Ships armouries can be entered with security card 4 but some weapons
cannot be issued without higher security cnearance.
Doctor Whittaker reporting. Any injured personnel entering med-lab
operating rooms can receive health assistance with security card 4
or higher. The higher the sgcurity card, the more energy can be
recoveped.
Personal Log - Lkeutenant Commanfer Cappa reporting. With my recent
promotion to training"maze co-ordinator and access to security card 6
I am nmw in charge of putting grunts through the training maze.
4.3) Terminal Location: Training Maze (jammed area)
- General Log, 1 Page
Some of us are heading for the command centre to set the senf destruct.
At"this point there doesn't seem to `e any choice.
6.4) Terminal Location: Armoury
- Lieutenants Log, 1 Page
Personal Log - Weapons Officer Patten reporting. The alien infestation
has become very strong and few of us are left. One of my team, Lieutenant
Cappa, is badly hurt. I am taking him to level 4 to receive attention.
With my higher security card, I will be able to get him that much more
assistance.
Sublevel 5
==========
5.1) Terminal Location: Cargo Bay (NE)
- General Log, 1 Page
Personal Log - Captain Hampton reporting. We are trying to enter the
alien vessel. But they've been quite busy redesigning this level. The
east elevator gives access to the escape pod, but only the airducts
and west elevator will give access to the other airlocks. I have left
important instructions in the command centre.
Sublevel 1
==========
1.1) Terminal Location: Cargo Bay (NE)
- General Log, 4 Pages
Chief Engineer Jacobsen reporting. The situation on board has
deteriorated. It appears we have more visitors. A second alien
vessel, quite different from the first, has boarded via the
level 1 airlock and disabled most of the ship's power and comms.
The inhabitants have not been seen, but that is not to say they
aren't here. Unbelievable as it sounds, they can render themselves
invisible to us, possibly by using individual energy sources to
bend the spectrum of light rays around their bodies.
Their number is unknown, as is their reason for being here. Drill
Sergeant Kingsley tried to enter their ship. But he was killed with
a large weapon of a type I have never seen. With a quick blue flash
there appeared a large hole in the middle of his chest.
He died instantly and the wound was cauterised with almost no blood
loss. Tension is unbearable and those left alive doubt that they will
last long.
Sublevel 2
==========
2.1) Terminal Location: Med-Lab
- Medical Log/Chief Medical Officers Log, 5 Pages
Upon Entering the alien vessel, Private Barker was attacked by a parasite
which attached itself to his face. Subject failed to survive attempted
removal. Chief Surgeon Whittaker accepts full responsibility.
Personal log - Chief Medical Officer Whittaker reporting. It has been
less than 4 hours since my last entry and several more crew members
have been attacked by these yellow spider like parasites. When left
alone, they soon fell off and died.
Personal log - Chief Medical Officer Whittaker reporting. Apparently
these parasites carry an egg of some kind, which they leave in their
host. Soon after they die our infected crew exhibit grand-mal seizures.
Then they suffer a terrible horrifying fate
A creature about 2 metres in length, snakelike and powerful explodes
from the host's chest in a shower of blood and bone. These creatures
are growing quickly and taking more of the crew into their vessel.
I am taking the medical stuff into the training maze on level 4. I
hope it will be secure and that this will not be my final entry.
2.2) Terminal Location: Med-Lab
- Medical Log/Chief Medical Officers Log, 3 Pages
The majority of the ships first aid kits have been taken from med-lab
supply rooms by Doctor Whittaker using his security card 4 access.
Limited ammunition for all marine issue weapons is available in the
armouries with security card 9.
The west elevator is not functional between levels 3 and 4.
2.3) Terminal Location: Armoury
- Lieutenants Log, 1 Page
Welcome tho the ship's armouries. Standard marine weapons cannot be
issued without the proper security card clearance. Thank you.
2.4) Terminal Location: Armoury (also in the sublevel 4 armoury)
- Lieutenants Log, 1 Page
Personal Log - Weapons Officer Patten reporting. The flamethrower
is quite a unit. Decent fuel economy that fries upto a medium range
distance.
2.5) Terminal Location: Armoury (also in the sublevel 4 armoury)
- Lieutenants Log, 1 Page
Personal Log - Weapons Officer Patten reporting. I have been putting
the pulse rifle through it's paces. This is a sweet piece of steel
that does a fair amount of bruisng without eating a lot of ammo.
2.6) Terminal Location: Sealed area, reachable through airduct 3B
- General Log, 6 Pages
Ships armouries can be entered with security card 4 but some weapons
cannot be issued without higher security clearance.
Doctor Whittaker reporting. Any injured personnel entering med-lab
operating rooms can receive health assistance with security card 4
or higher. The higher the security card, the more energy can be
recovered.
Science Officer Sousa reporting. The aliens seem to be changing
the structure of level 5. It appears they are able to excrete a
resin that hardens quickly. My assistant Lieutenant Gillen and I
have the last remaining motion tracker.
We are going to try and locate the Captain who has not been heard
from since his search team entered level 5. We will be using the
east elevator to get there.
Chief Engineer Jacobsen reporting. I am investigating unusual events
on level 1. Further details will be available on the level 1 computers.
The west elevator is not functioning properly and cannot travel between
levels 3 and 4.
2.7) Terminal Location: Command Center
- General Log
Self destruct sequences cannot be initiated without security card 10
clearance. The captain has one of only 2 security cards with a clearance
of 10.
2.8) Terminal Location: Library
- General Log, 5 Pages
Disobeying Captain Hampton's quarantine, some crewmembers have
abandoned ship via the escape pods. Now the only remaining escape pod
is on level 5.
Personal Log - Commander Keim reporting. If anyone reads this I pray
that we were successful. My assistant and I are prepared to do whatever
is necessary to destroy these aliens. We are taking supplies of
grenades and fuel into their spacecraft in a last attempt to blow it
into the stars.
I have stolen security card 8 off one of the dead. Please let us succeed.
Personal Log - Weapons Officer Patton reporting. After confering with
Engineer Jacobsen we have decided to pay our visitors on level 1 a visit.
I have acquired a smart gun and enough ammo to take out whatever we find.
Security 9 access granted
Personal Log - Captain Hampton reporting. If this message is being read,
you must assume I am already dead. The rate at which these creatures
multiply is terrifying. If these things were to make it to earth it
could mean the end of the civilised world as we know it.
I cannot allow this I am therefore authorising the following actions
1. Get to the command centre
2. Set the ship for self destruct
3. Leave the ship via the escape pods.
But you won't have much time. The future of the universe is in your
hands. Good luck.
BRUTAL SPORTS FOOTBALL (BSF)
----------------------
Correct League Mode Bug:
At password screen, enter--
RMVVKL343
333VZ6387
//// Bubsy Level Codes
Level Passcode
2 392652
3 458227
4 958936
5 739294
6 184792
7 812615
8 781367
9 126712
10 236721
11 673167
12 792323
13 672328
14 782389
15 672345
CANNON FODDER (CAN)
-------------
Regain Lost Weapons:
After a troop has been wiped out, if you have at least two men left and
some weapons, split off another troop but don't give it any grenades or
bazookas. The new troop will then have the dead troop's weapons.
Quick Map Display:
During gameplay, press *, 0, or #.
CHECKERED FLAG (CHF)
--------------
Enable Night-time Racing:
At Options menu, highlight "Weather", then type 8,4,7,3.
CLUB DRIVE (CLU)
----------
Planet Todd:
At main menu, highlight and select "World", then press 4+2
("Hitchhiker's Guide" cheat).
Debug Info/Camera Enable:
Anytime during play, press 8+6 (either controller). This displays
three rows of hexadecimal numbers, and gives you access to the Drop Camera
and Fixed Camera views in all play modes.
TREVOR McFUR IN THE CRESCENT GALAXY (TMF)
-----------------------------------
Activate Cheats:
At the title screen, type 1,1,9,3 ("Trevor's Birthday"). No
confirmation.
Cheat Commands:
(press on controller #2 at any time)
Option Skip to next stage
Right Speed up enemies/background graphics
Left Slow down " "
A Speed up foreground graphics
B Slow down " "
C Fire special weapon without depleting inventory
1 Power up gun
2 Cycle through bomb powerups
3 Mark other moons as completed
4 Toggle invincibility
0 Cycle through sound effects
* Play sound effect
CYBERMORPH (CYB)
----------
Level Codes:
Sector 1 1008
Sector 2 1328
Sector 3 9325
Sector 4 9226
Sector 5 3444
Unknown 6009
Unlimited Ammo:
At Control Options screen, hold 1+3+5+7+8+9. Sound confirms.
Doom
(All cheats must be enabled during gameplay)
[] Degreelessness Mode: Press PAUSE and *
[] Full Weapons & Health: Press PAUSE and #
[] Level Select: Press PAUSE and number of level you wish to
go to. (Pressing the A button adds 10 to the
level. Pressing the B button adds 20.)
-------------------------------------------------
All codes entered during gameplay. Cheats are disabled in Co-Op and
Deathmatch modes.
Level Select:
1-9 1...9+Pause
10 A+Pause
11-19 A+1...9+Pause
20 B+Pause
21-24 B+1...4+Pause
God Mode:
Pause, then *+Pause
Very Happy Ammo Mode (full keys, weapons, armor and ammo):
Pause, then #+Pause
EVOLUTION: DINO DUDES (EDD)
---------------------
Infinite Time:
At password screen, enter--
AC
"TIME STANDS"
OK Thunderclap confirms)
AC
"STILL FOREVER"
OK(belch confirms)
Infinite Dudes:
At password screen, enter--
AC
"ONCE DEAD"
OK (thunderclap confirms)
AC
"TWICE BORN"
OK (belch confirms)
Level Codes:
[ The Dino Dudes level codes list has been omitted from this posting due
to its huge size and limited appeal. Feel free to contact me directly
if you need this list. ]
//// Flashback Easy Level Passwords
Level 1: LETY
Level 2: BOXER
Level 3: EAGLE
Level 4: STKTON
Level 5: TICKET
Level 6: SUITE
Level 7: PHASER
JAGUAR GENERAL TRICKS (JAG)
---------------------
Stupid JagCube Tricks:
As soon as the spinning cube appears, press and hold Pause, then:
Up Zoom in
Down Zoom out
Left Accelerate left
Right Accelerate right
0 Reverse rotation
Release Pause to continue the boot sequence. Press Reset (* + #) or any
action button to skip the remainder of the boot sequence.
Remove "PAUSED" Message:
Press 1+3 when paused. Doesn't work with all games.
From: tanatoes@netcom.com (Andrew S. Wheat)
: I picked up Highlander earlier in the week and have only played a dozen
: or so times when not at work.
: Please don't laugh - I'm in the village at the beginnig of the game and
: can't seem to do much. I figured out how to kick down a couple
: soldiers and take their orders and food, but ....
: "How do I open the locked box/chest in one of the surviving homes?"
You'll find an item to help with this later. You'll probably know when
you have the right thing.
: "Where is there a sword?"
Go out through the BACK gate of the village, and when you see the hill of
oaths (with stinehenge on top) go up there.
On the Mission select screen on Hoverstrike-CD try holding these keys:
2, 3, 6 & UP
and there's a nice new mission full of goodies! :)
This works with the CD version (ace game!!:) ...dunno about the cart one..
IRON SOLDIER (IRS)
------------
Cheat Codes:
(type on the Options screen; border flash confirms)
Enable "Insane" Difficulty Level 6,8,2,4 ("OUCH" on phone keypad)
Enable All Levels and Weapons 3,7,6,6,8,2,4,2 (???)
Infinite Ammo 2,7,2,8,3,7 ("CRATES")
Scroll Title Screen:
On the vertically scrolling title screen, once the "Iron Soldier" logo
appears (eventually or by pressing a button), use the joypad to manually scroll
the screen up and down.
Swivel Mech View:
At the mech configuration screen, select add or remove weapon, then 1 or 2
to swivel your mech (doesn't go all the way around).
Display Mission Stats:
During gameplay, press 8.
Single-Frame Advance:
During gameplay, Pause, then 1 or 3 to advance one frame at a time.
Almost Full Repair:
When damaged to the point that you get a Low Energy warning, launch a
cruise missile and directly hit yourself with it.
Rapid Left/Right Rotation:
Hold A+C while turning.
[Kasumi Ninja Special Moves]
(All moves are functional, though subject to further refinement)
(C + means HOLD C while doing the following...)
Thundra (Amazon Queen)
"""""""
C + dwn, up - Teleport to opposite side
C + fwd-fwd-fwd when close-in - Grab + punch combo
C + bk,fwd-fwd - Flying line attack
A + bk when close-in - Throw opponent
[*] Death Move: C + fwd/up diagonal 3 times from a distance
Angus (Scottish Brawler)
"""""
C + bk to fwd upper half-circle - Fireball
C + dwn, fwd when medium-close - Head butt
C + dwn, up when close-in - Throw forward onto head
A + bk when close-in - Throw over back
[*] Death Move: C + fwd,bk,dn when close-in
Pakawa (Native American)
""""""
C + bk to fwd lower half-circle - Throw knife
C + fwd-fwd-fwd - Grab head & head butt
C + bk,up,up - Thunder stomp
B + bk when close-in - Throw over head
[*] Death Move : C +fwd to bk lower half circle, twice
Chagi (Kickboxer)
"""""
C + bk, fwd-fwd - Fireball
C + bk, up - Forward kick-jump
C + fwd,fwd,B - Triple knee-punch
A + bk when close-in - Throw over head
[*] Death Move : C + bk,fwd,bk, hold fwd/dn diagonal + A
Alaric (Goth)
""""""
C + bk to fwd lower half-circle - Slide attack
C + dwn to up back half-circle - Throw explosives
C + fwd/up diagonal - 2-handed fist attack
[*] Death Move : C + bk,fwd,bk, hold fwd/dn diagonal +B
Senzo (Green Ninja)
"""""
C + up-up - Teleport to opposite side
C + bk-bk, fwd-fwd - double round-kick attack
C + bk to fwd lower half-circle - Fireball
A + bk when close-in - Throw opponent over head
[*] Death Move: C + up,dn
Habaki (Orange Ninja)
""""""
C + up-up - Teleport to opposite side
C + bk-bk, fwd-fwd - double round-kick attack
C + bk to fwd lower half-circle - Fireball
A + bk when close-in - Throw opponent over head
[*] Death Move: C + dn to up back half-circle
Danja (Urban Female)
"""""
C + dwn, up-up - Teleport
C + bk-bk-bk, fwd - Throw explosive bolo
A + back when close-in - Throw over head
[*] Death Move: C + bk/up diagonal 3 times
-----------------------------------------------------------------
//// Kasumi Ninja "Sensible Fighter #1" Mode
Note: This requires two controllers plugged in to your Jaguar.
Note: You should already have entered a Gore Code; if not, pick a very
easy one to remember, like "111111".
[] Go to the "options" screen.
[] Access the "change code" option.
[] You will see the dialog box asking you to enter a code.
[] While holding the "A" & "C" buttons on Player #2's controller,
enter "7" "4" "3" "8" "7" "2" on Player #1's controller.
[] The words "Wrong code" will appear (unless that is your Gore Code),
and you will hear a "swoosh" as confirmation.
[] Exit from the "options" screen.
Go ahead and start any one or two player game. Player 1 will appear as a
=very= tiny fighter. Collision detection and thrown weapons will act the
same as for a full-sized fighter. (Senzo's head stomp looks perfect,
however.)
----------------------------------------------------------------------
KASUMI NINJA (KAS)
------------
Cheat Codes:
At Options screen, select Change Code (a lockout code must already be entered).
Hold A+C on controller #2, then type on controller #1:
Both Players Same Character 6,2,1,5,4,4 ("Ha!" confirms)
Sensible Fighter #1 7,4,3,8,7,1 ("Swish" confirms)
---------------------------------------------------------------------
//// Special Hint Section for Raiden:
ù Resist the urge to hide in the corner of the screen, it rarely
works. Stay in the middle, so you have room to manuever.
ù The laser is best on levels: 1, 5, 8.
ù Use the scatter shot on : 2, 6, 7.
ù Eh, just blast 'em: 3, 4
ù Good combos are Laser/Homing and Scatter/Straight-fire. The missiles
make up for some of the disadvantages of the main weapon.
ù If possible, move a baddie off the screen, shots won't come from
off-screen enemies. This works for well for certain Boss monsters too,
but it doesn't matter because the Boss monster will self-destruct if
you just survive long enough.
ù Destroy the big green, wide winged craft BEFORE they reach the
bottom of the screen, if you don't, they come back from behind.
ù Bombs can be used as shields, hide in the middle of the explosion
and fire out.
ù As you get better, try to save bombs, bombs combined with medals
will give you the best bonus awards at the end of each level. More
points means those precious extra lives.
ù When fighting the boss on level 6, meteors can come from BEHIND!
Make sure you are well away from the bottom of the screen.
ù Don't drop bombs on the very last boss until all of his pieces are
connected.
ù Bosses can be conquered by dismantling them. Such as the level 8
boss, shoot the armor before the main body. The wings on level 5, the
side towers on level 4, and the engines and cannons on level 3.
----------------------------------------------------------------
Infinite Lives and Bombs:
At first boss, hold 1+4+7+3+6+9+Option. "Extra ship" sound
confirms. Works for both players.
Jaguar Rai-Den Hints and Strategies
By Ethan Larson
almo@uwyo.edu (e-mail comments about this article are welcomed, and
encouraged!)
Rai-Den is a standard shoot-everything-that-moves vertical scrolling
game. I will assume the reader is already familiar with the basics of such
a game, i.e. how to use diagonals to dodge, etc. This article includes
several bullet pattern diagrams. The periods represent bullets, and ~j
lines near them represent their paths :
| \ --.
. . C
A B
A is moving down, B is moving down-right-diagonally, and C is moving right.
An asterisk indicates the player's ship, and a line will indicate what path
the player should take :
____
/
/
| | \
. | .
|
*
Here, the player would go straight up, then bank to the right. Unless
otherwise specified, the player should always use green missiles. Enough
explaining, let's get to the tips!
General hints :
(1) Be a point monger. Push your ability to the limit to get the most
points. This is because extra fighters come at 150,000, 400,000, and every
500,000 points after that. At the end of a level, you get 1000*bombs*medals
as a bonus. This means you should use as few bombs as necessary. Of course,
this should be balanced by how many bombs you need to use to survive; just
avoid wasting them.
(2) Memorize the enemy positions. A specific enemy will always come
onto the screen at the same place. Since the playfield is wider than the
screen, you must scroll the screen left and right to find all the medals and
kill all the enemies for maximum points. If you have the enemy positions
memorized, it will prevent you from running into them while at the edge of
the screen pushing it left or right.
(3) Most enemies shoot straight at you. This means that if you are
moving, and not moving toward a gun, you will probably not get shot.
(4) Red's real power is that when you're up close with full power,
most of the spray will hit your target. In some places, it is faster to use
red at close range than to use blue at long range. The main difference is
that you have to know when the enemy is going to shoot so you can get out of
the way before he does.
(5) There is a bug in the gun tracking routine. If you are directly
in front of a gun, it will face east and miss. This is only worth bothering
with when confronted with the larger guns, such as the level 1 BBG's (Big
Bad Guys).
Level Summaries
Level 1 :
This level is fairly trivial, with the exception of the BBG's
and the two square tanks in the middle of the level. You should use
blue bullets for this level. When you get to the river, a PUCE (Power Up
Carrying Enemy) will papear. Slightly to the right of where he appears,
there is a small stone on the shore of the river. There is a fairy hidden
here. You have to shoot an invisible target to get the fairy to appear, the
pick it up. It isn't worth 10,000 points, due to a bug in the program;
however, it does count as a medal. When you get to the two square tanks,
they will start firing at the same time. Below is the best place to "hide".
OOOO OOOO
tanks - O O O O
O O O O
OOOO OOOO
/ /
. .
\ \
| | . .
. * .
When you get to the BBG's, remember that a few tanks come on from the sides.
Make sure you nail these early. Then sit back and hose on the BBG's until
they die. Below is the place to hide.
OOOOOO
BBG - O O
O O
O O
O O
OOOOOO
|
.
| | |
.* . .
/ \
. | .
/ . \
/ . . \
. | .
.
The others shots from the BBG are not a problem if you stay near the bottom
of the screen. Also, if you are directly in front of the gun, the tracking
bug will show itself, and the gun will completely miss to the right.
Level 2 :
Level 2 presents a few more problems. Some of the medals are hidden in
buildings. The only two that are hard to find are at the beginning of the
level, all the way to the left. When you get to the bridge, there is a
small car that speed across to the left; nail it for 10,000 points. Keep to
the left until the railroad tracks appear, then move over to nail the
trains. You should wait a little bit to prevent nailing the engine while
the cars are still off the screen. There is a very large tank on the left
side near some water. Kill this before it shoots. If you lack the fire
power, use a bomb. When the second bridge comes, it means a barrage of
fighters is about to come. If you don't have green here, it will be a
problem. Try to plan ahead so you either have green or red here. Be very
careful when scrolling the screen left or right. As the bridge appears,
work your way to the left; after nailing the tanks go back to the right to
nail another train. Again, going to the left first is to prevent nailing
the engine before the cars come on.
Next is the BBG, which has three bullet patterns. The first is
trivial; the wings shoot occasionally, and the middle part shoots a lot,
with all the bullets just going straight forward. While still in this mode,
the BBG spits out bunches of fighters. Green or red is imperative. If you
don't mind getting very close to the BBG, I suggest red, since it will kill
him faster than blue. This of course requires getting in close enough to
get most of the spray to hit him. Blow off the wings first, since the main
part takes very little damage while the wings are still on. Once he starts
flaming, the second and third bullet patters will start after he has moved
back to the middle of the screen. The two hiding places are as follows.
OOOOOOOO
O O
.- O O
OOOOOOOOOO
.-
\
.
/ \
. .
/ \
. .
|
*(L) . * (R)
Use the (L) place if the BBG is moving left, and the (R) place if he is
moving right.
OOOOOOOO
O O
O O
OOOOOOOOOO
.- .- .- .- -. -. -. -.
.- .-/ / \ \-. -.
.- .- . . . . -. -.
/ / / / \ \ \ \
. . . . . . . .
| |
/ / . . \ \
. . . .
| |
. * .
You should be all the way at the back of the screen for this one. The BBG
alternates between these two firing patterns until you kill it. Sometimes,
if you hose him fast enough, you kill him right when the third pattern is
being shot. This is dangerous, since the screen starts scrolling forward as
soon as the BBG dies, propelling you directly into the maze of bullets. You
might want to stop shooting while dodging through them to prevent him from
dying at an inopportune moment.
Level 3 :
This level isn't terribly difficult either, except for the BBG. On the
way, there is one firing pattern worth noting. After the first large boat
comes on, two planes will come down, flying away from you. Here is the
hiding place :
planes
/ \
O O
OOO OOO
/ \ / \
. / \ .. / \ .
. | | . . | | .
. * . . .
There is a formation of boats with medals in them; it is rather tough to
figure out how to get all of the medals. Here's how to get all but one :
OOO OOO
OOO 5 OOO 7
O O
OOO
OOO 6
O
OOO OOO
OOO 4 OOO 3
O O
OOO
OOO 1
O
OOO OOO
OOO - miss this one OOO 2
O O
After nailing the second large boat, go to the very top of the screen.
After grabbing the first medal, go backward and right to get #2. Then go
forward to get #3, then move left and backward. As you pass by, you will
expose #6. Go get #4, go forward, get #5, then go right and backward. Snag
#6 on the way over, then near the bottom of the screen you should be able to
get #7.
Just before the P, there are two PUCE's. You can leave these until
you've gotten the P if you want 5,000 apiece for them. You should use blue
for the BBG. Kill the first two pop-up guns with the lazer; drop a bomb
right when they appear. Aim the bomb so the explosion covers all the other
pop-up guns. The next three sets of guns will appear into the explosion and
explode. When they're gone, the next five guns appear, and they explode
too. Then there's just the main gun in back. Here's the hiding place :
OOOOOOO
O O
O O
O O
O O
OOOOO -.
/
.
\
.
/
. \
.
|
. |
.
*
Several of these volleys will be shot at a time, but they are all the same.
Once in a while, one of the small guns in back will fire a bullet right
through the hole. Be ready to dodge; fortunately this doesn't happen very
often. After he blows up, go left to get some medals, then to the right for
one more.
Level 4 :
Swith to red as soon as possible for this level. Watch out for the
square tanks with four guns in a line; they don't always shoot directly at
you. Sometimes, I notice they shoot, I dodge, and the bullet went straight
to where I dodged and I die. Just don't get too close to them. The big
tanks on the trails in the forest are rather dangerous. If you have full
red, use the lull before they shoot to go hit them with full barrages. With
full red, the first can be destroyed before the second comes on. If they do
get to shoot, just sweep from side to side to avoid their shots. Just after
them, there are these small fighters which spin. Be very careful when
scrooling the screen to avoid these. If you're low on firepower, just don't
scroll the screen much. in the forest just above the end of the left set of
tracks, there is another hidden fairy.
The BBG isn't too bad. Approach on the left side of the screen. This
will probably be natural, since there is a missile powerup on the left.
Kill the square tank on the left first. Wait for the first volley of oval
bullets from the BBG to end, then sweep across in from of him. He'll shoot
a bunch. If you are already to the right side of him, it's okay. If you're
caught in the barrage, here's what to do :
OOOOOO
O O
O O
O O _
OOOOOO \ |\ \
. \ .
----
\ \ \_
. . |\
|
/
*
After that, nail the other square tank. Then, if you have full enough red,
Go sit in the following spot, and hose him. If you are low on firepower,
hide in this spot, then dart in from of him, shoot some, then run back to
the hiding place until then next opportunity to shoot him.
OOOOOO
O O
O O
O O
OOOOOO
\
.
\
\ .
\ .
\ .
| | .
. | | | .
. . . *
Level 5 :
The only real problem on theis level is the initial 6 large tanks if
you have low firepower. Nail them in this order :
6 5
OO OO
OO OO
3
OO
OO
2 4
OO OO
OO OO
1
OO
OO
First nail #1, sweep left, nail #2, sweep right to #4, but you'll get #3 on
the way. Then get #5, and sweep left to #6.
There is a P on this level. if you don't have any missiles when it
appears, don't get it immediately. Wait for the missile powerup to appear,
get it, then get the P. For the BBG, use red. When he first appears, drop
a bomb centered on him. Hose the right wing first, then sweep to the left,
and nail the left wing from afar with green. Then wait, hosing him with the
periphery of red and green. When the two circular tanks come out, get real
close to them, and hose them with red. If you don't have full firepower, or
would rather do it the safe way, drop another bomb. After the two circular
tanks are gone, just keep to one side and hose him.
Level 6 :
At the beginning of the level, scroll the screen almost all the way to
the right. There will be two PUCE's, and they both come on the right side.
With all the asteroids around, you don't want to have to scroll the screen
later. Once you get to the land part of the level, there will be some
really fast fighters flying around., the best way to avoid them is to stay
on the extreme back of the screen. Always stay there, with two exceptions.
There will be a vertical line of four medals; when they appear, move
forward. This is when a large pod deploying aircraft flys by, and it
approaches from behind. Run forward, grab the medals, then come down beside
the aircraft and blow it away. Then there will be a horizontal row of five
boxes: three medals, and two missile power-ups. Run forward to grab these,
then another of these rear-approaching aircraft will come on. In the middle
on the second desert, there is another hidden fairy.
For the BBG's, use red. There will be asteroids coming from behind, so
be very careful. The BBG's are invincable until the stop flashing and rise
out of the ground. After the first rises, wait 2 seconds, and drop a bomb
so it will get both BBG's. After the bomb lands, get close to make full use
of red. If you want a safer way to kill them, drop a bomb just on the first
one, so it rises into the explosion. Then, drop another bomb on the second
BBG. You should still get close with red, but this method will save you
about 4 to 5 seconds of dodging bullets and asteroids from behind.
Level 7 :
You GOTTA have green for this level. Without it, this is the toughest
level in the game. There are these things that crawl along the pipes, and
they shoot a lot. They will also crawl out from behind, so they are
generally all around you.
At the start of the level, are four large ships. If you have enough
green, sit off to the side and let the missiles get them. If you have a lot
of red, just sweep left and right in front of them, between their volleys.
Or the safe method is to use a bomb.
Use red for the BBG. He flys around in circles, so it's easy to lose
your bearing. When dodging through his volleys, remember to look at the
stars in the background to get a handle on where the bullets are flying.
Also, when dropping bombs on him, make sure you place them so the "face"
part will be in the explosion, accounting for the fact that he is moving in
circles. With large enough red, the small guns on his "shoulders" will die
almost as soon as they open up. Also, those crawly things come out on the
two pipes on the bottom side of him. Be careful of these, since they will
usually be behind or beside you. Here is wher to dodge the main volley from
the face :
face
\ OOOO
O O
OO
/ \
. .
/ \
. .
2 | |
*--- . .
|
.
| |
. .
---*
/ 1 \
. .
The bullets will close in on you from the outside, move left at point 1.
then they will come twoard you again, move right at point 2. What makes
this difficult is the aforementioned problem with keeping your bearings.
With the BBG moving in circles, the bullets seem to be moving in weird
directions. Again, watch the stars to keep things straight. If you dont't
feel comfortable dodging this volley, use bombs.
Level 8 :
This is a straight forward level, except for the BBG. Scroll left and
right to kill maximum stuff. Make sure you get red and green for the BBG.
He is put together from pieces. While they are assembling him, he is
relatively harmless. Just hose on the pieces until they are finished
putting him together. If you have green, just move to the left, so his main
gun is off the screen. The part you need to hit can still be visible. This
way he can't shoot, but the green missles will damage him. There is a
triple gun near the top that will shoot at you, but it is of little
consequence. Kill it while hosing on the main part with green. After the
left part is gone, and the main part is as far to the top as it goes, sweep
right, and take out the right triple gun, and the right part of the main
body like you took out the left part. Then the last part will still be
visible, when that is gone, it's over! However, since you might not have
full green, I will show how to dodge the volleys anyway. There are several,
depending on how much daoage he has taken. Before blowing away the two
small parts under the main gun turrent, there are two bullet patterns. On
shoots pairs of bullets in the eight directions; hide where you did on the
level 4 BBG. The other is a widening V shape, with the point on his turret.
Sit still, and let them go on either side of you. Since he aims directly
at you, both streams will miss. You can also just keep moving in one
direction so they all miss completely, whichever you feel more comfortable
with. After the two small parts are gone, he will shoot a long stream of
bullets directly at you. Move all the way to the left or right, then move
up until there is a hole in the bullets for you to go back down through. In
between the volleys is when you should sit in front of him and hose on him.
After level 8, you get 1,000,000 points, and go back to level 1 again, this
time with the enemy bullets being faster. Use similar techniques, but be
more liberal with bombs. I was able to get 3,400,000 on one credit with
these techniques. I was on Level 2-7 (level 7 the second time) when the
crawly things nailed me. The only BBG's where bombs seem absolutely
necessary are on Level 6, and possibly 8. I just discovered that you could
sit in a place where you could shoot him and he couldn't shoot you. With
this idea, it may be possible to hose even the level 8 BBG without bombs.
Remember : the key to big points, and extra dudes is saving bombs. Have fun
saving Earth!
FROM: tammyb@hooked.net (tammyb@hooked.net)
Organization: Hooked Online Services
Reply Index No: 77432
In Article mbates-0202962033220001@ppp15-stk.sonnet.com,
mbates@s3.sonnet.com write:
Path:
its.hooked.net!news.sprintlink.net!sonnet1.sonnet.com!ppp15-stk.sonnet.com!u
ser
From: mbates@s3.sonnet.com (Marlin Bates, IV)
Newsgroups: alt.atari-jaguar.discussion,rec.games.video.atari
Subject: Rayman Help Needed! Date: Fri, 02 Feb 1996 20:33:22 -0800
Organization: Taylor Made Office Systems
Lines: 16
Message-ID: mbates-0202962033220001@ppp15-stk.sonnet.com
NNTP-Posting-Host: ppp15-stk.sonnet.com
Xref: its.hooked.net alt.atari-jaguar.discussion:7586
rec.games.video.atari:63204
Okay, I am stuck at the boss (Skops I assume) at the end of Skop
Stalagtites. How does one damage him? Or do you? Please allow me to
continue!!! :-) I am at 86% and stuck (well, I have been going back and
getting cages but you know what I mean!)
Thanks
Marlin,
to beat skops:
Keep jumping on the falling platforms while avoiding the Scorpion's claw
until
all the platforms are gone. As the last platform falls, jump and hang on
the
ledge on which the Scorpion is sitting. He will then move backwards. Jump
on
the ground. He'll then advance a couple of times more while throwing his
claw.
each time he does so, jump and hang on the edge until the Scorpion
retreats.
After about 3 times, he'll retreat all the way to the right. When this
happgns
move quickly to avoid the lava.
Good Luck!
tammyb@hooked.net
UbiSoft
-Marlin
---------------------------------------------------------------------
---*** All hail the Fuji! PLUG IN THE WIRE! http://www.atari.com
---*** Marlin Bates / Canon Color / Taylor Made Office Systems
---*** 2600: 420 / 7800: 56 / XL/XE: 169 / Lynx: 74 / Jaguar: 31
--*-*-* Duo: 158 / TI: 142 / SMS: 35 / Genesis: 30/ MicroVisn: ALL
-*--*--* For my current list of Classic Home Video Games I own and
*---*---* trade check out: http://www.stocko.sonnet.com/Fujidom/
---------------------------------------------------------------------
"RAYMAN TIPS!
"
Need some hglp getting past a tough part of Rayman? Then keep reading
for some hov tips and cool secret codes. Or, just ask Ubi Soft!
__________________________________]_____]________________________
Collect as"many blue vings"as you can. They not only give you
free lives, but also lead the way to hidden cages and power-ups. From
time to time, you may see a single ting enticing you to jump into the
unknown. Go for it! You never know what you may find.
At times you may hear a strange noise that means that
something special has appeared. You might not always be able to see
this gift immediately, but it won't be far away. Don't be afraid to
retrace your steps because it could be a cage of Electoons.
Even if you can't get all of the cages in a level, keep going
and try to finish it anyway. Often you will receive new powers at the
end of a level that will oake the game much easier.
You can only eet to Mr. Dark's Candy Chcteau once {ou have
freed all of the Electoons.
"
Drgam Forest World
Pink Plant Woods
Jungle Level 1: Just after the red flower that bends. if you climb tje
vines and go ledt you will find a free life.
Jungle Nevel 2: Jump on the flower at the very left of the scrgen cnd
then jumr on the vine hanging above it. Grab all of the blue tings
around the vine, and then jump over to the platform on the right. If
you've collected 10 tings, the magician will take you to the first
bonus level.
Jungle Level 3: Betilla the Fairy will give you the power to throw
your fist. Go to the far right side of the screen, jump and knock down
the purple grape, jump on top of the grape, and then jump onto the
platform to exit the level.
Jungle Level 4: To get special powers that are suspended above water.
find the ngarest purple grape, knock it down and push it wkth your
fisv into the water. Once the grapes are in the water, you can jump on
them and move (carefully!) left and right. Using this technique, you
can find another magician at thg bottom right skde of this level.
Anguish Lagoon
Jwngle Level 7: After the second floating platform, you'll see a bunch
of blue tings. Jump off the platform and grab them, they'll lead to a
cage of Electoons. Be ready to duck though, because there's a hunter
waiting.
Jungle Level 6: Try to stay in the middle of the screen so you can see
from which direction Mosquito is coming.
The Swamps of Forgetfulness
Jungle Level 9: Jump up and knock Tarayzan's clothes down which are
stuck on the vine. To thank you, he will give you a magic seed. You
can plant the seed repeatedly and then jump on the plants that grow to
advance through this level. You cannot, however, plant one seed on top
of another.
When {ou reach the exit to this level, a free life will arpear on the
left side of the screen. Try to get if you have enough time left
before the water reaches you.
Jungle Level 10: Knock the purple grapes doun and they will faln on
the heafs of the enemies. You can then walk on these grapes.
On the second large island, you will see one of the scavengers and a
bunch of Antitoons. Don't use the grape as a way of getting rid of the
scavenger or you'll miss a cage of Electoons. Instead approach the
island from the left by water using another grape. Punch all of the
Antitoons while still on top of the grape. Then, knock down the grape
that floats above the island. Push it to the right and into the water.
(One way to move grapes is to jump on top of them, punch in the
opposite direction you want to move, and then duck. When your fist
comes back, it will bump into the grape first and push you along.)
When you arrive at the next island, a cage will fall from the sky.
Jungle Level 11: Climb up the first vine that's holding up the purple
grape. Go to the top and then drop down and a cage will appear.
Knock the grape down, jump on top of it, punch and then duck down so
that it moves in order to ride it down the hill. Before you get to the
end of the hill, jump off the grape and onto a floating platform. Jump
over to the right again and you'll find another magician.
On the right side of the platform with the magician you'll see a blue
ting. Jump off after it and platforms will appear leading you to
another cage.
Moskito's Nest
Jungle Level 12: Climb up and get the tings on top of the mushroom
tree at the beginning of the level. A cage will appear on the ground.
When you see the photographer while floating on a purple grape, don't
get off yet. Stay on the grape and it will take you to a cage.
The tentacle can only be stopped by punching it in the mouth.
Jungle Level 13: Climb up the tree to grab the tings and a cage will
appear below. Before exiting this level, knock down the grape and push
it to the left until it falls in the water. Jump on it and float to
the right and you will find another cage.
Going back: Once you acquire the power to hang and to punch, you can
go back and pick up a few more cages. In Jungle Level 2, 3 more cages
will become accessible.
In Jungle Level 5, get on the falling platform at the very top of the
screen. As you are falling, wind up quickly and punch to the left to
knock down the grape. You will fall on a platform with the grape. Jump
on top of the grape and swing over to the left with the grapple until
you see the cage. Then jump down to the mushroom tree and another cage
will appear.
In Jungle Level 12, climb the vine just after the photographer and get
rid of the bad guys. You'll find a magician and a little bit further
some flying hooks that will lead to a hidden cage.
Once you've beaten a boss, when you return to that level you will not
have to fight him again. Also you can exit a level by touching the
exit sign at the beginning or end of the level.
Band Land
Bongo Hills
Music Level 2: Advance forward to the end of the bongo, then retrace
your steps, jumping over the cloud and you will find a free life. Jump
above the exit panel at the end of the level. When you land on the
left side of the panel, a cloud will appear off to the right side of
the screen. Get on the cloud and it will take you to a cage.
Music Level 3: At the second flying maracas, just after the
photographer, don't get on it right away. Instead, fall beneath it.
Continue going down until you find a cage. Retrace your steps.
Music Level 4: Go after the lone power-up hanging over the edge and
you will find a hidden reserve of power-ups, tings, and a golden fist.
Music Level 5: When you arrive at the first photographer, instead of
continuing forward, jump back on the brown spinner and jump over to
the platform on the left. Shrink by touching the fairy, and follow the
tings. Fall down onto the brown spinner and descend until you see the
notes and then jump off to the left. Take the second ascending cloud
and you will see a cage. After freeing the Electoons, get back on the
cloud and retrace your steps.
At the exit, jump over to the other side of the panel and fall down to
the bottom. Go left and you will find another cage. Retrace your steps
and on the far right side jump and a cloud will appear to take you to
the exit.
Allegro Presto
Music Level 7: At the second arrow-shaped group of tings, just after
the false notes (which you must get past by ducking) instead of
continuing down, jump up to the ledge on the far left side of the
screen, then jump over the right and you will find a cage. A little
lower down, just after you see an arrow-shaped group of tings pointing
upwards, pick up a lot of speed and with a big jump you will reach
another platform where there is a hidden cage.
Music Level 8: Timing is everything when the trumpets blow you back
and forth. Try to jump early enough to reach higher platforms. After
the photographer, instead of descending, climb up the platforms to
find the free life.
Music Level 9: Move toward the right, jump on the first bongo, and
then retrace your steps and you will find a cage. After the
photographer, jump on the two small platforms and then retrace your
steps. A brown spinner will appear. Ride it and it will lead you to a
cage.
Once you've reached the walking drum, jump off onto one of the sliding
platforms. You'll hear a noise which means that something has
appeared. Jump back left to get to the bonus level. At the end of the
level, you will seem stuck because the exit panel is not in sight.
Jump on the upper slippery platform, and a cloud will appear. Jump on
the cloud and the exit panel will appear.
Gong Heights
Music Level 12: Jump on the clouds above the first Tibetan and a cage
will appear near the entrance to the level. When you see a series of 4
clouds underneath a group of tings, drop down beneath the clouds to
find another cage.
Mr Sax's Hullabaloo
Music Level 14: At the far right side of the level, you will see a
cage beneath you that's inaccessible for the moment. Take the steps
going up which will lead you to another cage. After your picture is
taken by the photographer, you will begin a long downward slide. Pick
up a lot of speed (be careful to duck underneath the notes) and run
all the way into the wall on the far right side of the level (you will
see some sparkling stars). If you picked up enough speed, brown
spinning wheels will appear upon impact with the wall. Ride them up to
another cage.
You can move from left to right on the cymbals, but when they start to
vibrate, move to the middle. It's the only spot to avoid getting
squashed.
The flying hooks will lead you to another cage. Continue going up and
you will find a free life.
Music Levels 15&16: Mr Sax cannot feel your punches. To beat him,
punch his false notes back into the hole in his horn.
Going back: Once you get the helicopter power at the end of Allegro
Presto, go back to Bongo Hills. In the forth level (the one with the
lightning) the helicopter will allow you to grab a flying hook which
leads to a cage.
//// Super Burnout Turbo Speed Code
[] Key in the sequence "1", "9", "6", "7" and then "2" at the Super
Burnout title screen.
[] You will hear a musical "beep" to confirm the correct code has been
entered.
[] You will need to have the automatic transmission option active.
[] Once your bike's speed reaches 175mph during a race, press the fire
button on your controller that you have set for "nothing."
(Defaulted to "C".) Your bike will "turbo accellerate" while the
"nothing" button is depressed.
[] The top speed achieved by AEO using "turbo" mode is 343mph.
[] Speed records will not be acknowledged, nor saved to the
cartridge, if "turbo" is used at any time in a race.
[] "Turbo" mode is enabled even through cartridge resets, although the
code must be entered each time the cartridge is powered up.
-----------------------------------------------------------------
//// Super Burnout "Punisher" Bike Code
[] Key in the sequence "2", "1", "7", "9" and then "4" at the Super
Burnout title screen.
[] You will hear a musical "beep" to confirm the correct code has been
entered.
[] There will be a new motorcycle to select, the "Punisher." Aside
from its impressive performance, it functions like all other Super
Burnout motorcycles.
[] All record times and speeds made using the "Punisher" will be saved
to cartridge as normal.
[] You can still access the "Punisher" after a reset without having to
reenter the code, but the code will have to be reentered after a
power-off/power-on cycle.
SYNDICATE (SYN)
---------
Mega-Cheat:
At Company Name, enter "TO THE TOP".
(anybody know what exactly this does?)
||| Waiting for Tempest
||| By: Tal Funke-Bilu
/ | \ GEnie: EXPLORER.5 Internet: tfunkebi@hmc.edu
----------------------------------------------------------------
O.K... by now enough of you have rushed out and purchased Tempest
2000. If you haven't then, well, I'm sorry, but you are missing out.
I don't mean to be harsh, but that is the blatant truth. It's probably
not your fault. You might have been number three on the waiting list
and the store only got two in. You might be waiting for your pre-order
from Atari to arrive on your doorstep. In any case, you are missing
out. Not only are your missing out on a great game, you are missing
out on a _REVOLUTION_. Sure, you will be able to join this revolution
in a few days, but for now you have to sit back and read numerous
posts, all saying how great this game that you don't have is.
Why do I torture you like this? I mean, I've already completed Tempest
2000... in Beastly Mode. I'm practically bored with the cart...(well,
maybe not), but you don't have it yet. BECAUSE YOU ARE THE LUCKY ONES.
You own a Jag now! You are waiting a couple extra days for what will
be the most intense home-arcade-action EVER in the history of gaming.
And you will have it in your hands... you won't have to gawk at your
friend's machine... you won't have to regret forking over $700 to get
a machine that can't even display floors and ceilings (read Monster
Manor)... you won't have to wait weeks to get A JAG ITSELF. You
already have your console. You have in your posession the most
powerful arcade machine ever to make it to the home market...and it
will stay that way for at least another two and a half to three years
before anything comes out that could even be considered a rival in
power and price to the JAG.
So what are you whining about? Go back and play Cybermorph one more
time, and when you do that, you might even to laugh a little,
considering that game began development well over a year ago. Get a
little extra work done around the house/dorm/apartment, cause when
this cart gets in your Jag, you won't take it out for a LOOOONG time.
Oh, and here's a personal challenge to all the people reading this
article and grinning, knowing they have spent the last couple hours
spinning around a web: 2,668,015 points. I completed Beastly Mode in
under two weeks. If any of you pull this off, I'll let you in on one
or two little known "eggs" (keep in mind that that score is only
temporary)... ;)
//// The Official AEO Tempest 2000 Strategy Guide
O.K. You've put up with the previous bit, and think you can give my
score and accomplishments a shot? Here's some help 'cause you're gonna
need it....
[] 1. You need to be able to control your blaster with PRECISION!
Make sure you can stop in any given lane at any given time... once you
get to the 70s and 80s there is no room for any overshoots.
[] 2. Try to make it through the red levels without using JUMP at all.
This will force you to look at new ways to pass levels, because
popular to contrary belief, jump isn't gonna help you all the time.
(Especially when you don't have it.) You learn weird things this way,
like while a fuseball is moving between lanes you can move through it
without getting hurt.
[] 3. Learn when to pass a warp. If you haven't found out yet, the
last quarter of wave two (the red one (and every second wave from then
on)) consists of probably the toughest web designs in the game. If you
get stuck on a level, it will probably be one of these. When this
happens, don't keep playing the same level(s) over and over and over
again for hours. Think of an alternate route... try starting two or
three levels before the dreaded "impassable" one and get to the warp
screen. A victory there and you jump ahead 5 levels, most likely
skipping the one you were having trouble with.
[] 4. Learn when not to pass a warp. Similarly if you are playing for
points, it is almost always beneficial to almost complete the warp and
then die at the end, since you will most likely obtain more than
20,000 points over the next 5 levels.
[] 5. Shoot and move. Shoot down the lane a tanker is in, then, before
your shot reaches it, move left and right, and shoot down the
adjoining lanes. When done correctly, both contents of the tanker will
be destroyed immediately after the tanker itself is hit.
[] 6. Don't let demon heads scare you... if you shoot them from a
distance, their horns are unstoppable. But if you let them get to the
rim, they can be destroyed after one shot.
[] 7. On later levels don't use your superzapper until you have gotten
the first "2000" zappo... that way you should be able to survive long
enough to get a "JUMP." Even then, the levels can get tricky.
[] 8. Kill UFOs and mirrors quickly, if you don't have "JUMP" these
can be a real nuisance. Often times it is more beneficial to
concentrate on destroying these monsters while allowing flippers to
reach the rim. They block valuable lanes!
Those should get beginners pretty far... if you are really good, this
will help your Beastly Endeavors.
Learn how to push the fire button... there is no way you can even come
close to passing Beastly if you don't know how to fire...even an
"amphetamine-crazed bongo-player" (Jeff Minter's words) won't be able
to press the buttons fast enough. While in Beastly Mode, stop on a
level and just hold down the fire button... you will notice that you
fire a continuous stream of about 5 or 6 shots, then a pause, then 1,
then another pause, and finally another 5 or 6. Every time you repress
the fire button the sequence starts over from the beginning. You need
to learn (especially to counter the super-flippers) to hold the fire
button down (so to get the stream of 5 or 6) a fraction of a second
before the flipper hits you. This way you will be guaranteed a stream
of 5 or 6 shots and there won't be any possibility that the flipper
will "get by" between your rapid presses.
This is all the help I can give you at this time... hey, it's all I
used to pass Beastly Mode...
There are three "secrets" to T2K, and Atari wants to keep 'em that
way, but if you EMail me solid evidence that you passed Beastly Mode
(i.e., write what it says on the screen), I might be able reveal one
or two of them. If you can't make it through Beastly Mode, hey, there
is an 8 directional joypad and 20 other buttons... you can figure out
the right number of button pushes, can't you?
TEMPEST 2000 (T2K)
------------
Enable Cheats:
At the main menu, hold 1+4+7+A. "Excellent" confirms. The
following cheats are enabled during gameplay:
Skip to Next Level : Option
Enable Warp Bonus Round: 6
Enable Rotary Controller:
At the Game Option menu, hold Pause on both controllers.
"Excellent" confirms.
Pause Bug:
At end of the Bacon/Jupiter River bonus round, press Pause just as
it switches back to the main game (after approximately two and a half
pulses of the "Excellent!" graphic).
The graphics in the game will now be slightly glitched. The
starfield won't scroll, messages won't disappear, the SuperZapper might
not work, and the web won't be solid-filled. Entering the "Green Path"
bonus round effectively ends your game. Exiting the Jupiter River or LSD
bonus rounds will occasionally mess up the double-buffering of the main
game (though it corrects itself after you die or finish the level).
Invisible Web:
Start any Tempest Plus game. Hold down Option (cheats must be
active) until you get to the rainbow levels. The web will be invisible
during the rainbow levels only.
ULTRA VORTEK
* Cheats (at options screen):
* Annihilations (during "Annihilation Time"):
Uppercut opponent (press & hold Punch). Works with any
character only on the "Stoned Poseidon", "Hell's Kitchen", or
"Temple of the Vortek" stages.
* Hidden Moves:
* Buzzsaw
* Hi Buzzsaw : T, T, Punch
* Pain Machine : Charge Aw, T, Kick
* Low Bolo : T, T, Jab
* Gut Spear Uppercut: Charge Aw, T, Punch
* Airgrab & Slam : (in air), D + Punch
* Ricochet Blades : (in air but not T), D + Jab
* Gut Grinder : (in close), Aw + Punch
* Annihilations:
* Core Breach : (not close), D, T, Punch
* Bolo Beheading : T, T, T, Jab
* Dreadloc
* Fire Breath : T, Aw, Punch
* Speed Slice : Charge Aw, T, Punch
* Come to Daddy : T, T, Punch
* Spin Staff : D, T, Jab
* Angle Spear Dive : (in air), D, D, Punch
* Back Off, Man! : T, Punch
* Annihilations:
* Jamaican Shish Kebab: (not close), T, T, T, Jab
* Clean Slice : (not close), Aw, T, Jab
* Grok
* BoulderMorph : Charge Aw, D + Jab
* GroundPounder : Charge Aw, release, Jab
* Boulder Bounce : Jump T, D + Jab
* The Tenderizer : (in close), Aw + Punch
* Annihilations:
* Rocky Uppercut : (in close), charge (& hold) D, Jab.
* Avalanche Crush: Jump over opponent, D + Kick.
* Lucius
* Lightning Blast : D, T, Punch
* Hawk Attack Low : Jump, D, Jab
* Hawk Attack High : U, D + Punch
* Hawk Teleport : Jump, Jab
* ElectroTherapy : (in close), T, Aw, Punch
* Spinning Back Kick : Aw, Kick
* Ground Spark Wave : T, T, Kick
* Air Lightning Blast : U, T + Punch
* Annihilations:
* Electric Death : (in close), T, T, Aw, Punch
* Hawk Decapitation: U, Aw, Aw, Punch
* Mercury
* Spinning Blade Sweep: D, D, Kick + Jab
* Big Gooey Pounder : (in close), Aw, T, Punch
* Sawblade : Charge Aw, T, Kick
* Porcupine Spike : D, D, Kick + Punch
* Annihilations:
* Rock'em Sock'em : (not close), T, T, Punch
* Ground Beef : D, T, Jab
* Skullcrusher
* Brain Fryin' Microwave: T, T, Punch
* Creeping Ground Blast : T, T, Jab
* Choke & Thump : Charge Aw, T, Punch
* Grim Dive of Death : Charge D, U
* Charged Particle Blast: Aw, T, Jab
* Stride & Slide : T, Kick
* Knife Head Butt : (in close), Aw, T, Punch
* Annihilations:
* Fatal Grip : (not close), T, T, Aw, Jab
* Head, Well Done : Charge Aw, T, Jab
* Volcana
* Flame Blast : D, T, Punch
* Fireport Behind : D, Aw
* Fireport Uppercut: Charge D, U
* Fire Breath : (in close), Aw, Punch
* Flying Firedive : Charge Aw, T, Jab
* Fireroll : (in air), T, Jab
* Aerial Firebomb : (in air but not T), D + Punch
* Firewall : Charge Aw, release, Kick
* Annihilations:
* Shake 'n Bake : D, T, Jab
* Blowtorch : (in close), T, T, Aw, Punch
* Easter Eggs:
* Hidden Backgrounds (during background select screen):
* Subway Passage: *
* Hidden Palace : #
* Hidden Characters:
* Carbon: Must be on Hard or Killer level, one-player mode,
"Earthquake Zone" stage, win a double perfect, perform
Annihilation near "NO fighting--this area only". Carbon
will be on "Subway Passage" stage.
* Enable speed selector option (at title screen):
1+5+9 ("fight" confirms)
(can select "normal" or "turbo" speed)
* Enable voice modem (at title screen):
9,1,1 (emergency on phone pad)
//// Val D'isere "Black Options"
At the main option screen where you select your race and number of
players, enter the following: 4,0,8,5,7,4,1,4. (The music will toggle
when you press the "0" key.) This will bring you to a SECOND, black
option screen. This is a listing of what is available.
0 = Music On/Off
1 = Podium Screen
2 = End of Ride Screen
3 = Gold Cup Screen
4 = Silver Cup Screen
5 = Bronze Cup Screen
6 = All Runs Open (Free Ride)
7 = Show Game Over Screen
Select A Challenge - Fire A and number
Select A Race - Fire B and Number
Select Music - Up/Down on Joypad
Select Sound F/X - Right/Left on Joypad
Same Sound F/X - Fire C
VIRTUAL LIGHT MACHINE (VLM)
* Easter Eggs:
* Freeze Swirlies: Go to effect 9-1 (or any other hold-down-B-
button effect). Hold down B to make the swirlies appear. Release
B & quickly press 1-1 (or any other non-B-button effect) before
the swirlies disappear. Return to effect 9-1 (or any other B-
button effect). Now the swirlies are in the state/size they were
in when you left effect 9-1. Move the joypad around & notice the
swirlies will stay without pressing B. They will stay frozen in
the other B-button effects. To cancel the freeze, press B.
WOLFENSTEIN 3D (W3D)
--------------
Music Test:
At "Ball" title screen, press #.
Level Select:
At main menu, hold 1+3+7+9.
Cheat Codes:
(type anytime during play or in automap)
God Mode 4,6,6,8
Full Inventory 4,9,9,6
Next Level 4,7,8,6
Previous Level 4,6,9,6
Refresh Info 4,8,8,7
=-=-=-=-=-=-=-=-=-=
//// Zool 2 Cheats
=-=-=-=-=-=-=-=-=-=
Key these codes in on the Option Screen. A cock's crow will confirm.
Bulberry Hill 77749
Tooting Common 88563
Snaking Pass 33666
Mount Ices 11968
Mental Blockage 91266
Bonus Rounds after each stage 31867
Infinite health (except walls) 11275
99 Lives 31965
PROWLER The Atari Console Disk Magazine February 27, 1996
Copyright (c) 1996 All Rights Reserved Issue No. 01