Copyright: ® David Smith


PSX Secrets
Playstation Monster Secrets

Games

3D Lemmings

Agile Warrior

Air Combat

Alien Trilogy

Arc the Lad

Assault Rigs

Battle Arena Toshinden

Battle Arena Toshinden 2

Beyond The Beyond

Black Ice CD

Brain Dead 13

College Slam

Crime Crackers

Criticom

Cyberia

Destruction Derby

Defcon 5

Descent

Doom

DragonBall Z 22

D

Discworld

Total Eclipse

Espn Extreme Games

External Bypass Switch

FIFA 96

Firemen 2

Floating Runner

Gamex PSX Modification

Gex

Gunners Heaven

Goal Storm

Gradius Deluxe

Hi Octane

Hot Blood Family

Hyper Formation Soccer

In The Hunt

Japan Wrestling

Johnny Bazookatone

Jumping Flash

Jupiter Strike

Kileak the Blood

Kileak the Blood II

Kings Field

Kurin Pa

Load Runner

Loaded

Lone Soldier

Metal Jacket

MK3

Motor Toon GP

Mobile Suit Gundam

Namco Museum Vol 1

Namco Museum Vol 2

NBA Jam TE

NFL Game Day

Need for Speed

New Japan Pro Wrestling

NBA Shootout

NHL Faceoff

Novastorm

Panzer General

Parodius

Parodius Deluxe

Philosoma

Power Instinct 2

Primal Rage

Raiden Project

Rayman

Return Fire

Resident Evil

Ridge Racer

Ridge Racer Revolution

Rise of the Robots 2

Road Rash

Robo Pit

Shanghai Triple Threat

Shell Shock

Shockwave

SideWinder

Space Griffon

Stahlfeder

Starblade Alpha

Street Fighter Alpha

Street Fighter Zero

Tekken

Swap Trick

Tekken 2

Theme Park

Tokimeki Memorial

Total Eclipse Turbo

Total NBA 96

Thunderstrike 2

Twin Bee

Twisted Metal

Two Tenkaku

Ultimate Battle 27

ViewPoint

V Tennis

Warhawk

Williams Arcade Classics

Winning 11

Wipeout

WWF Wrestlemania

XCOM UFO Defense

Zeitgeist

Zero Divide

Read me first

Essential Info

Credits


3D Lemmings

Codes

Fun:     lv| Tricky:  lv| Taxing:  lv| Mayhem:  lv

     ---+--+----+--+----+--+----+--

              01|          21|          41|          61

     BLIMBING 02| GUMMOSIS 22| GEROPIGA 42|          62

     FANAGALO 03| PRODNOSE 23| BONTEBOK 43|          63

     DRICKSIE 04| NGULTRUM 24| EMPYREAL 44|          64

     KURTOSIS 05| COTTABUS 25| LANGLAUF 45|          65

     GREGATIM 06| BEDAGGLE 26| NANNYGAI 46|          66

     WALLARCO 07| EPICALYX 27| SARATOGA 47|          67

     AVENTAIL 08| HOMALOID 28| QUINTAIN 48|          68

     GAZOGENE 09| LALLYGAG 29| MUSQUASH 49|          69

     JINGBANG 10| BILABIAL 30| ZOMBORUK 50|          70

     DIALLAGE 11| CACOFOGO 31| SKILLING 51|          71

     BUNODONT 12| METAVURT 32| WOBEGONE 52|          72

     NAINSOOK 13| SLOWBURN 33| BINDIEYE 53|          73

     YAKIMONA 14| PELLUCID 34| FRAXINUS 54|          74

     FUMITORY 15| MAKIMONO 35|          55|          75

     CINGULUM 16| KHUSKHUS 36|          56|          76

     BESLAYER 17| DISPLODE 37|          57|          77

     ANABLEPS 18| RACAHOUT 38|          58|          78

     QUINCUNX 19| ORGULOUS 39|          59|          79

     TARLATAN 20  DUNCEDOM 40           60           80


Agile Warrior

Game Shark

 Infinite Armor

                                        800D43DC 0064

 Infinite Sidewinders

                                        80060F26 0020

 Infinite Rockets

                                        80060F28 0020

 Infinite Mavericks

                                        80060F2A 0020

 Infinite Napalm

                                        80060F2C 0020

 Infinite Bunker Busters

                                        80060F2E 0020

 Infinite Cluster Bombs

                                        80060F30 0020

 Infinite Fuel Air Explosives

                                        80060F32 0020

 Infinite B61 SRAM

                                        80060F34 0020

 Infinite AMRAAM

                                        80060F36 0020

Codes

Max Fuel and Armor

LEFT, (Square x 4), UP, (Triangle x 3), RIGHT, (CIRCLE), DOWN,(x)

(Triangle x 3), (circle)

Max Weapons (999)

LEFT, (Square x 4), UP, (Triangle x 3), RIGHT, (CIRCLE), DOWN,(x) (Right1 x 4), (Left1 x 4), (Right2 x 4), (Left2 x 4)

B1 Airstrike(killer code!!!!!)

LEFT, (Square x 4), UP, (Triangle x 3), RIGHT, (CIRCLE), DOWN, ((X) x 6)

Mesh Fog Editor

LEFT, (Square x 4), UP, (Triangle x 3), RIGHT, (CIRCLE), DOWN,(x) Down, Down, Down, (Triangle x 3)

Overhead Map Translucency

LEFT, (Square x 4), UP, (Triangle x 3), RIGHT, (CIRCLE), DOWN,(x) (Circle x 5)

Passwords:

5433 - This password sets first 3 missions as complete and opens  missions 4 and 5000712131224

7154 - This password sets all misions at completed and opens the final mission, called Area 51

This next cheat is an invincibility code. It allows you to not take any damage but you can still run out of fuel so you have to keep an eye out on  your fuel.

Pause the game and press the following: Left arrow, Triangle 4 times, Up arrow, Triangle 3 times, Right arrow, O, Down arrow, X, Triangle 3 times and Square

That's all of the codes I know so far. If you haven't tried Agile Warrior yet give it a try. It does take a while to get used to it but after you learn how to control your plane it's a great game. The Area 51 mission is great. It's based on the Top Secret base in the Nevada desert and includes flying saucers and Stealth fighters.


Air Combat

Game Shark

 Unlimited missiles

                                        800EEB0C 0040

 Unlimited guns

                                        300EEB10 0027

 Unlimited fuel

                                        800EEB00 8FFF

 Invincible

                                        800EEA2C 00C8

ACE COMBAT (jap)

Unlimited missiles

                                      800EDF18 0040

 Unlimited guns

                                      300EDF1C 0027

 Unlimited fuel

                                      800EDF0C 8FFF


Alien Trilogy

Game Shark

 Infinite health

                                        8009A040 03E7

 Infinite charge grenades

                                        8009A058 03E7

 Infinite handgun bullets

                                        8009A046 03E7

 Infinite shotgun shells

                                        8009A04A 03E7

 Infinite flame thrower rounds

                                        8009A052 03E7

 Infinite pulse rounds

                                        8009A04C 03E7

 Infinite smart gun rounds

                                        8009A054 03E7

 Infinite batteries

                                        8009A05A 03E7

 Have shotgun

                                        8008F33E 0029

 Have flame thrower

                                        8008F34A 0029

 Have pulse rifle

                                        8008F342 0029

 Have smart gun

                                        8008F346 0029

 Fire weapons quicker

                                        8009A024 0001

Codes

*UNLIMITED EVERYTHING*  <- excellent cheat!

Enter the Passcode 1G0TP1NK8C1DB00TS0N and go kick ass!

Level Select:  Enter G0LVL# where # is the level you want to start at.

Not choose ACCEPT, then QUIT, then start the game normally.

You will start out only with the pistol.


Arc the Lad

Game Shark

 Unlimited energy/life

                                      801A89FA 000F

 Blue orbs/power

                                      801A89FE 0006

Walkthrough

[THE INTRODUCTORY SEQUENCE]

   - WINTER SCENE -

     o As the introduction sequence begins to unfold, you will first see a wintery scene with Kukuru, the young & only daughter of the Whito family, whose destiny was laid forth as the guardian of the mystic spirit shrine of the mountain of Toville, and one of the village leaders.  Kukuru, at this point, faces a certain dilemma in which she must marry the prince of Palencia, a dilemma she feels she should have no obligation to follow through with.  Thus, the village leader has given her the prerogative (option) to her own will, only if she goes to the mystic spirit shrine of the Toville mountain & release he ancient fire.  Without question, she does so, not even realizing the consequences of what she is about to do. When she does blow out the ancient fire, a demonic voice speaks out, cursing the 3000 years it has been enslaved within the depths of the ancient fire.  Perplexed (stunned) at what has happened, Kukuru returns to the village leader, who is plotting in something beyond the realization of Kukuru. Kukuru questions the village leader of what she heard, only to find ridicule by the skepticism of the plotting village leader.   So, this wintery scene ends as the village leader secretively revealing his greedy plot in gaining his reward for following the orders of the evil Lord Andel.

   - ARC's HOUSE -

     o At this point of the intro sequence, Arc is seen, seemingly grieving over the long absence of his father.  He attempts to open the chest that contains his father's armor & sword, only to find it locked.  As his mother, Polta, comes in the scene, Arc questions her of the true nature for his father's absence.  Though she only would speak of his father's death as a result of monsters within the mountains, Arc, with denial, increasingly becomes determined to find the true nature of his father's absence, believing that his father was too skilled & strong to perish under the hands of a mere monster.  Seeing the strong nature & determination in Arc, she gives in & opens the chest, and leaves the room. His mother, in the other room, recalls of what Arc's father said 10 years ago, and thus, a flashback scenery is shown. In the flashback sequence, Arc is 5 years old and is seen sleeping in his bed.  His father explains to Polta of his destiny to fight the monsters for the sake of his world and his only son, Arc.  Polta, reluctant of listening to his reasonings, pleads for him to stay, only to find her husband's determination perpetual (unchanging) to her appeal.  He leaves, asking for her to take good care of Arc, and notes that Arc will 10 years from now, embark on the same journey, as it was his destiny to do so. As the flashback ends, the player (you) will now begin your game....

=====================================================================

1. [ARC'S HOUSE]

     o Now that the chest is open, you now have access to the sword & armor.

     o Before you leave the room, make sure to look for hidden items.  There is a medicine (HP revive) in one of the pots on the left side of the room.

     o Talk to your mother in the other room. As all mothers are, she will be concerned & will make sure you are well prepared before you go outside.

She will give you...

   - Kaisarg Robe (Raises throwing level +1)

   - Cure Potion (HP revive)

   - Poison Repellant

   - Life Potion (Revive a dead member)

     o Make sure to look for hidden items.

There is a rock hidden in the upper right corner of the room.  You can use it to throw it against enemies. Make sure to have your Kaisarg Robe equipped before you throw it.  It will raise the amount of damage you inflict upon your enemies.

     o Leave the house.  You will then head towards the mountains.

2. [THE MYSTIC MOUNTAIN & THE FIRE SHRINE]

     o Back at the wintery mountain scene, you will see Kukuru and hear a demonic wail (scream) in the background. Arc will meet Kukuru for the first time, and Arc will insist, with strong determination, on going to the mystic shrine to light the fire, in hopes of finding out anything that might lead to the whereabouts of his father. Arc takes the light and heads towards the depths of the mountain.  When Arc encounters the Demon, it questions him if he is the one that released the fire.  Assuming he was, the demon attacks Arc, leaving him to die in the cold. A light shines on him, and he is revived by the guardian spirit of the mountains.  It speaks to him of his true destiny and enhances his fighting will/power to battle the monsters.

     o After that sequence, you will begin your first battle against 6 green slimes.  They should be of no difficulty, as they only have 3 Hps each.  But note that they can replicate themselves at will to create more slimes.

     o Another sequence will thereafter follow, as Arc lights the fire of the shrine.  Once he reaches his house, he is summoned by the king of Palencia. Another scene with Kukuru & Arc will follow, and his destined journey begins...

3. [THE CASTLE OF PALENCIA]

     o As Arc reaches the castle, the little sequence with the Palencia army & Poco is shown.  In the castle, Arc is greeted -- but with skepticism due to his youthful appearance -- by the King, whose interest lies in Arc's newfound "power" that was bestowed upon him by the mountain spirit guardian.  Lord Andel, the king's most "trusted" advisor, suggests that Arc should prove his worth by fighting the monsters in Colbo.  Arc accepts.

     o Head towards the Colbo fields, the middle area. There, you will meet Poco, who will be the first to join your group.  Fight the enemies.

(Colbo Enemies:  Zombies, spirits, green slime, fireballs)

     o Return to Palencia to see the king again. When you see the king, you will encounter even more skepticism than before.  Then a guard will come in to inform the king of the monsters invading the castle. Arc will take this chance to prove to the king and subjects of his worth.

     o At the bridge, Kukuru will be surrounded by monsters. Kukuru will now be a member of your cast. Battle the monsters.

(Palencia Bridge Enemies: green slime, spirits, evil monk, priest)

     o Back at the King's throne room, the king gives his full pardon for his skepticism & doubt of Arc's worth. The scene will follow with the myth of the ancient treasure of light & darkness -- a relic that is foretold to hold the destiny of the world & its fate. The king then speaks of his brother's absence after an incident in the Toyoke woods. The king then asks Arc to find out the truth behind the incident & go to the Toyoke woods. Another scene will follow, with Lord Andel reporting of Arc to an evil source in a mirror.

     o Now head towards the Sumaria Airbase where you must travel to Millmana.

4. [MILLMANA]

     o On arriving at the Millmana airbase, commander Yagun's right-hand-man will be expecting you, as he will take you to Yagun.  On meeting him, he will greet you with extreme ridicule/mockery of Arc's age & appearance. He will even suggest that Arc is too weak & young to venture into the Toyoke woods.  Eventually it will come to the point where Arc will, again, have to prove his worth & skills by battling monsters in the woodlands.

     o Battle enemies at the woods (3 sections)

(Millmana Enemies: Skeletons warriors, priests, monks, spririts,      poison plants, evil knights)

     o After defeating the enemies in all three sections, it will prove Arc's worth/skills -- which evidently Yagun believes to be a threat to his hidden plans/eugenda & thus, sends his monsters to kill Arc & his friends.

     o Another battle will take place, as Arc travels through the Toyoke woods.

(Toyoke Enemies: Ninja warriors, spirits, giant insects, poison    plants)

     o After reaching to the mystic tree of Toyoke, Arc will be visited by the spirit guardian.  She will speak of Arc's father & his journey through the woods 20 years ago, and about Arc's destined fate to save the world.

     o Your task in Millmana is done.  Though, it is advisable to battle more enemies to gain levels & strength.

     o Head back to Sumaria (Palencia castle)

5. [SUMARIA - Palencia Castle - ]

     o When you reach Sumaria, you will notice that there are more battle areas to explore.  Though they are battle areas, they contain secondary level enemies.  They have more offensive & defensive tactics, so it is advisable to come back to these areas after your characters are at stable levels.

     o Before you enter the Palencia castle, you will see Tosh being taken in by the Palencia guards to the dungeon. As Arc & his party reports of his recent expedition to Lord Andel, Kukuru becomes increasingly suspicous of the true nature for Tosh's capure.  Another scene with Tosh & the guards will follow, in which you will find out that Tosh willingly let himself be captured in exchange for the sparing of his father & brother's lives. But, it seems that the Palencia guards betrayed him & not only killed both his father & brother, but also set forth a death sentence for Tosh as well.  Out of rage, Tosh escapes from cell & plans for his revenge. The blue guards will transform themselves into monsters and thus, a battle will follow.

(Palencia Dungeon Enemies:  Ninja Warriors, drunken trolls, zombies)

     o After speaking to the king, head towards Arc's house. There, Arc will find his house in ruins & his mother missing. A postal messenger will drop off a letter from Arc's father.

     o Head towards the peak of the mountains, where the ancient circle of rocks lie.  There you will fight the evil spirit of the underworld.  Take heed, for he will cast "Sleep" on your characters a lot, & if you're too close, he will inflict quite some damage.

     o After defeating the spirit demon, Gogen, the old sorcerer, will join your group.  In the scene, he will speak of the 5 mystic orbs (fire, wind, light, earth, water) that you will need in the course of your journeys.   (Note: Before this scene ends, Gogen finds & picks up a   'Romancing Stone'.  These are special hidden items that   supposedly give your characters special powers.  There   are four of them, so if you find them all, something   might happen...)

     o Head back to the Palencia castle again & report about the 5 orbs to the king.  He will give you some nifty items.

    o Before you go to the airbase, visit Arc's house again. There is a hidden item in Arc's house.  Look around and you will eventually find the second 'Romancing Stone'!

     o At the airbase, Tosh - after encountering the spirit who advises him to join Arc - will join Arc.

     o Head to Araratos.

(NOTE: From this point on, Arc's main goal is to obtain all 5 orbs.  Search for them in the 5 different continents...)

6. [ ARARATOS ]

     o On arriving at Araratos, you will be first greeted by Chongara.  He has something he wants to show you. Follow him.

     o In the scene at Chongara's little shop, he will tell you everything from mankind's history beginning in Araratos, to what Arc will need in the course of his journey. But he will first ask Arc to obtain a certain ancient artifact (a pot) from the 5th level below of the dungeons, located near the shop.

     o Head towards the dungeon & obtain the pot.  It is located on the 5th floor.  Note that the enemies past the 6th floor are of high level status, meaning that if you get too caught up in trying to defeat the enemies, you might just find yourself unable to get out... Also note: There are 50 Levels, all full of enemies ranging from low level trolls to insanely-difficult demon dragons.

(Dungeon enemies: Low-level samurai, evil priests, monks, spririts)

     o Once having obtained the pot, head back to the shop. After the flashback scene with Chongara, he will temporarily join your party.

7. [ THE UNDERWORLD ]

     o You will notice that another area will now be available to explore.  It is one of the underworlds to which you will obtain one of the 5 orbs.

(Underworld Enemies: Rock monster, vampire bats, robot.)

     o You task here is done.  Head back to the airbase to search for the second orb in the continent of Gracina.  But just as you are about to leave, Chongara will run in & join your party.  It seems that he has had a change of heart...

8. [ GRACINA ]

     o In arriving at Gracina, you must head to the temple. There will be a scene where the temply head priest orders Iga to keep Arc & his party out of the temple. Arc will eventually challenge Iga in order to get in the temple.  Fight Iga.

     o Though without any weapon or items, Iga can prove to be quite a formidable enemy.  Try not to use magic on him, as you may find that most of your magic will not work well against him.  Use the hit-and-run tactic.  And try not to throw bomb on him---he will simply catch them and may possibly throw them back.

     o After defeating Iga, he will keep his promise & let Arc meet the temple priest.  When taken to the priest, Kukuru seems right through the true form of priest, revealing a hideous monster.  A battle against the monster & his army will follow.

(Temply Enemies: teleporting monsters, boss (priest)

     o Head to the mountains, where the second orb lies. A battle will follow.

(Temple Mountain Enemies: Blue Slime, Winter Big Foots, monks)

     o Having obtained the second orb, head back to the temple, where Iga will finally join your party.  Now, on to search for the third orb...

     o But before leaving Gracina, you have an option of training & building your skills/levels at the temple.  Go there and answer "yes" to his first question.  You will first face 20 green slimes.  The fighting order will successively go in this order:

     1st Stage: 20 Green Slimes

     2nd Stage: 20 Fireballs

     3rd Stage: 20 Drunken trolls

     4th Stage: 20 Bats

     5th Stage: 20 Blue Slimes

     6th Stage: 20 Hemogees

     7th Stage: 20 Vampire Bats

     8th Stage: 20 2nd Level fireballs

     9th Stage: 20 2nd Level Drunken trolls

    10th Stage: 20 red slimes

After the ten & last stage of training, the temple priest will give you a special artifact...

     o Also note that the priest will give you the option of gaining a special relic if you answer all his questions correctly. To do this, answer "No" to his first question.  Then Answer "Yes" to his second, thus starting your test of wits.

(Here Are The Answers:  Question #1: 3rd Answer (7 people)

   Question #2: Gogen

   Question #3: 4th Answer

   Question #4: 2nd Answer

   Question #5: 3rd Answer

   Question #6: 2nd Answer

   Question #7: 4th Answer

   Question #8: 2nd Answer

   Question #9: 4th Answer

      o Head to Needle.  There, lies the third orb.

9. [ NEEDLE ]

      o Upon reaching at the continent of Needle, head towards  the fighting arena.  There, it seems that you need to  fight & win in the tournament to win the grand prize --  the orb of wind.  The announcer is Rocktle -- he will  be announcing the matches & rules.

      o In the tournament, you will be fighting 6 challengers.  Depending on the skill level your characters are at,  it will most likely be a breeze.  You will select one  of your 7 characters to fight in the tournament.  Note  that if you change characters anytime during the  tournament, you will have to start over.

      o After winning the tournament, Rocktle, the announcer, will  give you your prize -- the third orb.  A scene will follow.  In the scene, the announcer will cinically congradulate you  for your efforts, but he persists in not letting you  leave....at least not alive.  It seems that he was part of the evil dominion, & thus  sent to rid of Arc & his party.  He will transform and  a battle will take place.

(Needle Enemies: Evil monks, Arc Demon (Rocktle))

      o After defeating Rocktle & his band of evil monks, Gogen  will accidently drop the orb, releasing the wind spirit  inside.  It will give you the true orb.  Now for the fourth orb...

      o BUT....before you go to the airbase, check out the  arena again.  Talk to the other announcer 10 times.  He just might give you something...

      o Your task here is done.  Head to the airbase for  the continent of Aribasha.  There, the fourth orb awaits.

10. [ARIBASHA]

      o Upon arriving in Aribasha, you will be greeted by the  village leader of Aribasha.  As he takes you a scenic  view of the village, a light flashes & before you know  it, Aribasha is in flames.  You encounter the demons  responsible, and thus a battle...

(Aribasha Desert Enemies: Desert Poison Plants, Red skeletons,      blue arch-demon)

      o As one of the old leaders of Aribasha breathes his last  words, he gives Arc a relic.  He asks of you to protect  the temple of the water goddess.  As you head to the desert temple, you see a band of  armies combing the desert area.  Kasadooru, the leader  of the army, will have his army attack you.  Yet another battle...

(Desert temple enemies: Desert insects, giant moth)

      o Continue to head north.  There are more battles to be  fought.

(Temple enemies: vampire bats, level 2 priests, level 2 monks,

   1 robot (Kasadooru))

      o After defeating Kasadooru & his army, the path will  lead to the mystic water godess' shrine.  Go in &  get the fourth orb.  The goddess will also give Chongara  a new monster to summon.  He is Raigin.  -Also refer to  the Tips & Tricks Section-

      o Though your task in Aribasha is technically done, there  will be two more desert areas for you to battle.  For  the sake of gaining more levels, it is advisable to  explore & battle the enemies there before heading back  to the airbase.

      o At the airbase, your final orb is located back in Sumaria.  But, I STRONGLY advise you to explore the regions you have  yet to explore, in order to gain more levels.

 - The 50 Dungeons in Araratos & get the secret character

 - The 10 training levels at the temple of Gracina.

 - pick up a monster at Chongara's shop

 - enter other tournaments to win prizes at Needle

11. [BACK IN SUMARIA]

      o Back in Sumaria, go to Arc's house (or what's left of it).  Arc's father will have left a letter for you.  It states  that the final orb will be in the depths of the Palencia  castle.

      o Head to the castle, where a scene will take place.  After finding out the secrets of Andel & the experiments  done on the fire spirit, a battle will take place.

(Palencia enemies: priests, red slimes, blue dragon)

      o Just as you defeat the enemies & gain the final orb, the  evil scientist, with his last bit of energy, pulls the  self-destruct lever, leaving the Palencia castle on  the verge of destruction & everyone in it.

      o As everyone struggles to leave the castle, monsters will  try to slow you down.  Arc & Kukuru will battle the  monsters.

(Palencia enemies: blue skeletons, level 2 fires, grim reaper)

      o As Arc & Kukuru escape through the elevator, two  flying dragons will try to stop you.

(Palencia enemies: blue dragons)

      o A final scene with the destruction of the Palencia castle  will be shown.  Towards the end of the scene, Lord Andel  will dicreed himself as the new emperor & frame Arc and  his party as the ones responsible for the destruction of  Palencia and the king.

      o With the final battle coming forth, you will have the  option of either re-exploring the battle areas to gain  more levels, or to re-enter Sumaria (disguised) and  battle the final bosses of the game.

12. [RE-ENTERING SUMARIA]

      o When re-entering Sumaria, you will be disguised as a  group of royalty, seeking Andel's help.  Once in  Sumaria, head to Toville (Arc's House).  There,  Arc must blow off the ancient fire & battle the enemies.

(Toville Mountain enemies: level 3 monks, level 3 priests,  level 3 knights, flying insects)

      o Once completed, you must head to the upper little region of  the mountain, where the mystic chest lies.  There,  a battle with 10 red/green demons will take place.  It will not be an easy battle.

(Toville Upper Region enemies: green demons, red demons)

      o The final battle sequence of the game will follow.  At the waterfall, you will be given an option, asking  whether or not you want to proceed.

      o Assuming that you answered 'yes', you will use the  five orbs to reveal the secret entrance of the mystic  treasure.  Upon reaching the mystic treasure, it  will tell you that in order to obtain the treasure,  you must fight your 'true oneself'.  Thus, the final boss(es) -- the evil reflections of  your characters.

(Final Bosses: Arc, Tosh, Kukuru, Poco, Gogen, Chongara, Iga)

      o In the final sequence of the game & having defeated your  evil reflections, all five of the gods will speak to  you, telling Arc of his true destiny.  As they leave,  Arc & Kukuru will be given special powers, accordingly  to their destined fate.  Once leaving the cavern,  Andel & his army will be waiting for you, in anticipation  of stealing the mystic treasure from you.  Oddly enough, Arc will choose not to battle them, assuming  he was outnumbered.  In the course of events to follow,  Andel will gain the treasure, Arc has yet to find his  father (at least, not for now) and Kukuru & Arc will be  separated (for now), as it was said by the gods.  As the final scene unfolds, Kukuru is seen looking over  the horizon & Arc's ship will pass by her.

--

[ EDITOR's RATINGS ]

    o Graphics    (*****)

    o Sound       (*****)

    o Story       (**** )

    o Originality (***  )

    o Length      (*    )

    o Overall     (**** )

EDITOR'S

SPECULATION:  G-Craft has indefinately created a RPG with great

              potential.  Brilliant graphics, immersive sounds,

              FANTASTIC voice-sampling, an intuitive storyline,

              and smooth animation.  The only & greatest flaw

              of the game was quite obviously the length of the

              game, as it can also be seen by the short length

              of this guide.  The first time through, the game

              lasted a mere 8 hours.  The second time through,

              less than 5 hours -- and note that these times

              include going through the full 50 dungeon levels

              of the game.

              As any RPG fanatic would know, a true RPG would

              have to last at least 50 or so hours,

              and its greatest emphasis should be based on the

              length & creativity/originality of the storyline.

              ARC THE LAD definately has the potential to be

              up in ranks with the Final Fantasy Series or

              Shining Force series, so hopefully, in the

              upcoming Arc the Lad 2, G-Craft will extend it

              further (say 50 hours worth more?).  A new and

              original battle engine/format wouldn't hurt either...

===================================================================

[CAST OF CHARACTES]      [SPELLS]

--

       Arc          - Burn Ground (volcanic eruption on enemies)

                    - Total Healing (replenishes HP's)

                    - Gail Flash (mystic forces flashes on enemies)

                    - Slow Enemy (decreases dexterity of enemies)

                    - Meteor Fall (huge meteor clashes on enemies)

--

       Kukuru       - Cure (replenishes HP's)

                    - Depoison (cures poison status)

                    - Silent (disables enemy's magic use)

                    - Refresh (cures status)

                    - Ten No Sabaki (hail of explosions)

                    - Resurrection (revives dead members)

                    - Divide (steals HP's from enemies)

--

       Poco         - Ikusa No Kodaiko (raises attack levels

                                        on members)

                    - Arajishi Daiko (laser attack on enemies)

                    - Hero Hero Rappa (huge stone notes drop on

                                       enemies)

                    - Ieyashi No Tategoto (replenishes member's HP)

                    - Noroma No Bass (decreases enemy's dexterity)

                    - Idaten No Okarina (raises member's dexterity)

--

       Tosh         - Oukarai Bakuzan (three deadly slashes to enemy)

                    - Juubakuken (paralyzes enemy)

                    - Shinkuuzan (Illusion attack for enemy at

                                  2 squares away from Tosh)

                    - Koenzan (Shadow attack to inflict deadly)

--

       Gogen        - Explosion (massive explosion against enemies)

                    - Dream Knock (casts "sleep" on enemies)

                    - Diamond Dust (hails of ice thrashes on enemies)

                    - Wind Slasher (cyclones thrash against enemies)

                    - Heat Wall (creates a fire barrier against

                                 enemies) - look in tips section

                    - Thunder Storm (summons lightning bolts)

                    - Teleport (teleports)

--

       Iga          - Shingan Hoo (casts "rock" on enemies")

                                   - look in tips section

                    - Taimakoodan (releases lasers against enemise)

                    - Senbuugekishuu (releases a flaming kick to

                                      hit all enemies around him)

                    - Ryuusenbaku (summons winds to lift enemies

                                   and thrashes them on ground)

                    - Kishin Ryuueiha (throws ground lightning bolt)

                    - Metsushuu Reppa (energy wave attack)

--

       Chongara     - Keraku (three elves who heal members)

                    - Monfree (creates tiles for passage)

* Look in           - Fuugin (wind demon)

   tips section     - Raigin (thunder demon)

                    - Hemogee (transforms enemies into trolls)

                    - Odon (morphs into enemy)

===================================================================

[TIPS & TRICKS]

--

  *) -Iga's Rock Spell

          o Once the "Shingan Hoo" spell (rock spell) is casted

            on enemies, the "Taimakoodan" spell (laser spell) is

            enabled/accessable.  The laser will attack all the

            enemies under the rock spell.  Note that the

            Taimakoodan spell is not usable independantly.

  *) -Chongara's Monsters & the 1100+ HP Damage Attack

          o Chongara's abilities are of a unique one.  He summons

            enemies of all genera at his will.  Though his

            monsters may not seem as useful at first,

            his two monsters "Raigin" & "Fuugin" can be quite a

            deadly combination when used accordingly.

          o Though it takes some time to summon both Raigin

            & Fuugin, once they are out, place them around an

            enemy, preferably a strong one.  But note that

            they must be in a VERTICLE FORMATION, in order for

            the attack to work.

                                    -

                       EXAMPLE:     | Raigin  |

                                    -

                                    ** ENEMY **

                                    -

                                    | Fuugin  |

                                    -

            Once they are in a verticle formation, a spell will now

            be accessable, which can inflict more than 1100 HP

            damage!  Death is inevitable.

          o Chongara also has a secret character that he can

            summon at only certain times.  To access her, you

            must fight your way through all 50 dungeon levels

            at Alalatos, and eventually fight her.  If you do

            manage to defeat her (good luck -- you'll need it),

            she will join your party & Chongara will be able to

            summon her, but only in certain locations.

            But then, you have to go UP though ALL the 50 levels

            again, in order to get out.  If you die, all that

            hours of work will have gone towards nothing!

            So be sure to be well prepared before going down there.

  *) FINAL NOTE:  Talk to many of the people when available.

                  If you talk to them annoyingly (over & over),

                  they just might give you some nifty items.

                  For example, the announcer at Needle -- talk

                  to him over & over (about 10+ times).  He will

                  eventually get sick of you and will give you

                  a book that will make you immune to all poison

                  statuses.

===================================================================

                          T     H     E

                       E        N        D

--

Iwata Shoji

siwata@sfsu.edu

** Coming Soon: Genso Suikoden Walk-Through **

** Also to be Updated Soon:

        [MOVE GUIDES]

        o Sailor Moon S Battle Moves Guide

        o Suikoenbu (Dark Legends) Moves Guide

        o Advanced V.G. Battle Moves Guide

        [REVIEWS]

        o PoliceNauts: Private Collection Review

        o Wizard's Harmony Review


Assault Rigs

Codes

Invincibility: LFLFLLFRFRFF

All Weapons and Items: LRLLRLRRUDUUDUDD

Where:

L = Left R = Right U = Up D = Down      F = Fire

Enter during game.

Chris Griffin and Tony Toon

Here are the level codes for levels 2-24:

2) NEXTGEN - square,x,square,x,triangle,square

3) THISWAY - triangle,square,square,circle,circle,triangle

4) JOYJOY - triangle,square,triangle,triangle,circle,triangle

5) NODDY - square,triangle,triangle,triangle,x,triangle

6) WASTELANDS - triangle,square,circle,circle,x,square

7) VERTIGO - x,square,square,square,circle,triangle

8) GEMTOWER - triangle,square,x,square,triangle,triangle

9) BRIDGE - square,triangle,square,x,triangle,x

10) OBLITERATE - triangle,triangle,circle,square,x,square

11) ARENA - triangle,triangle,x,triangle,circle,square

12) PBM - circle,square,triangle,triangle,triangle,circle

13) RAMPS - triangle,square,circle,x,triangle,square

14) OASIS - triangle,triangle,x,square,square,x

15) HALLS - circle,x,triangle,triangle,triangle,triangle

16) COASTER - circle,square,circle,circle,circle,square

17) MINE - triangle,triangle,triangle,circle,triangle,square

18) LOOK UP - square,circle,square,x,square,triangle

19) DEADLINE - x,x,square,x,triangle,circle

20) FORT - x,square,x,triangle,triangle,square

21) STAIRWAY - triangle,square,triangle,square,triangle,triangle

22) PARK A LOT - square,square,triangle,circle,square,triangle

23) ZAMCAM - circle,x,x,x,x,triangle

24) SHOOT ME - triangle,square,square,triangle,triangle,triangle

25) WILD - triangle,circle,triangle,triangle,circle,square

26) OIL RIG - square,circle,circle,x,circle,x

27) RIGHT WAY - x,circle,square,triangle,triangle,square

28) WASTE TWO - square,circle,square,square,square,square

29) DODGE - triangle,square,circle,x,circle,circle

John F. Piddock

30) Air      (Sq,Cir,X,Cir,X,Tri)

31) Jump     (Cir,Sq,X,Tri,Cir,Tri)

32) Room 101 (Tri,Sq,X,Cir,Sq,X)

33) Firepower(X,X,tri,X,X,sq)

34) wave     (X,Cir,Sq,Cir,Cir,Sq) Hard!

35) Push off (Cir,Tri,X,Tri,X,TRi)

36) Perimeter(X,Tri,Tri,X,X,Sq)

37) Spiral   (X,Tri,Tri,X,Tri,Sq)

38) The Castle(Sq,tri,Sq,Tri,Sq,x)

39) Fortress (Sq,X,Tri,X,X,Tri)

40) Lifts Ahoy(Tri,X,Tri,Cir,Sq,X)

41) Push Me  (Cir,X,Tri,Cir,Tri,Sq) Big cool level

Hanoi Rocker


Battle Arena Toshinden

Game Shark

 Infinite health player 1

                                        801B82D0 00FE

 Infinite time

                                        801CA6E8 0B3A

 Select Gaia

                                        801BC11A 0008

 Select Sho

                                        801BC11A 0009

(JAPANESE)

 Select Gaia

                                      801BB49A 0008

 Select Sho

                                      801BB49A 0009

 Remove arms

                                      801BB49C 000A

 Remove arms & legs

                                      801BB49C 0005

 Only players head

                                      801BB49C 0001

 Player 1 is automatic

                                      801BB496 0001

Faq

Ending Notes To fight Sho who is the games REAL last boss, you must go  through the game without using a continue and you must be on NORMAL difficulty or harder. Sho has the moves of Kayin and Eiji and then some. You will receive the games real endings by beating Sho.

When you beat the game on a difficulty below NORMAL, you will only fight Gaia. If you beat Gaia, you will recieve a "DESPERATION " move. If you beat the game on a difficulty of NORMAL or harder and reach Sho by not using any continues, and beat him, you will recieve a Secret Move. It is alright to continue when fighting against Sho.

Play as Gaia To play as Gaia, at the title screen when the words come sliding  from the sides onto the screen, press  Down, Down + Left, Left and hit Weak slash. Weak slash is the Square button by default. You will hear the word "FIGHT!" confirming the code worked. Now on the character select screen, hold up on Eiji and hit any attack button. You can now play as Gaia.

Play as Sho First put in the Gaia code, let the game go to the demo, press - start on controller 2 to go back to the title screen, and as the words come in, press on controller 2: L,R,L,R,L + square (weak slash).  You should hear "fight", and the text will turn blue. Then go to player select screen, go to Kayin, push down and square.

Instant Secret Moves After entering the codes to play as Gaia and Sho, wait  through the demo until the title screen comes up yet again. Like before, as the options come in from the left, do DL + Weak Kick on controller 1. You'll hear "Fantastic!" and the option text will turn white. To utilize this feature change the control type to use L1, L2, R1, R2 as SPECIAL buttons. This can only be done on Easy or Very Easy. Now anytime during a fight hitting L1 + L2 + R1 + R2 + SL at the same time will unleash the character's Secret Moves.

Config Select After entering the "Instant Secret Moves" code, wait for the  demo to start (one more time!) Press Start, and when the title screen appears, and the text is scrolling in from the side, press: L, R, L, R, L + Square (Weak Slash) on controller 2. If done correctly, you will hear the announcer say "Fantastic!" and the text on screen will be yellow.  This code allows you to use any control configuration on any difficulty.  (ie: you could use the A4 controller configuration on Normal and higher difficulty levels.)

Camera Options To change the camera angle as well as scrolling and zooming  the view, you need to select a control type that does not use any of the top four L/R  buttons (e.g. A2). There will now be a Camera option called YOUR SELF.  Go back to the control type and choose A5-G5. The top four buttons will now control your camera angles.

While playing use the top buttons to change camera angle any time. Pause the game. Hit all four circular buttons + the Select button. The Options menu will disappear, but you can still control the camera angles. Hit all four circular buttons + Select one more time. The energy gauges and scores will disappear. The top four buttons now act as scrolling and zooming features!

If you have a 2P controller in port two, the Select button can be used as a frame by frame advance! If you have set the 2P control type to CAMERA, you can use it to change camera angles while using the 1P controller to zoom.

NOTE: You can use the 2P controller to set the camera angle to view the fight from *below* ground level. The floor will be invisible. This particular camera angle can only be set while the game is paused, but you can press Start at this moment to continue playing using this unique view!

Hit all four circular buttons + Select to get back the Options menu. Or hit Start to play without the energy gauges and scores!

Instant Desperation Moves Make sure that your controller is set with all four  buttons as special attacks (i.e. A4). Whenever your character's energy gauge is flashing, hitting all four top buttons together will execute the character's Desperation Move.

Moves Desperation Moves are denoted by '**' They can only be done when your  energy bar is flashing red.

B = Back   F = Forward   DF = Down and Forward   etc..

Eiji:

   RekkuuZan          D, DF, F + Slash

   HishouZan          F, D, DF + Slash

   Ryuseikyaku        (While jumping) D, DB, B + Kick or D, DB, B, UB + Kick

   Shugekidan         DF + Kick

   Secret Move        U, D, U, D, F, B, F, B + Hard Slash

** Hyakki Moshuu Ken  F, DF, D, DB, B, DB, D, DF, F + Hard Slash

Kayin:

   Sonic Slash        D, DF, F + Slash

   Deadly Rays        F, D, DF + Slash

   Scottish Moon      (While jumping) D, DB, B + Kick or D, DB, B, UB + Kick

   Leg Crush          D, DB, B + Kick

   Secret Move        F, DF, D, DB, B, DB, B, F, B + (Weak Kick+Hard Kick)

** Hell's Inferno     F, DF, D, DB, B, DB, D, DF, F + Hard Slash

Sofia:

   Thunder Ring       D, DB, B + Slash

   Aurora Revolution  F, DF, D, DB, B + Slash

   Rattle Snake       D, DF, F + Slash

   Laugh Taunt        F, DF, D, DF, F, B, D + (Hard Slash+Weak Kick)

   Secret Move        DF, D, DB, D, DF, B, F, D + (Hard Slash+Hard Kick)

** Call Me Queen      F, B, F, B + Hard Slash

Rungo:

   Fire Wave          D, DF, F + Slash

   Power Thrust       F, D, DF + Kick

   Batter Up          F, DF, D, DB, B + Slash

   Fire Strike        D, DF, F, B + Slash

   Secret Move        UF, U, UB, B, DB, F, B, D + (Hard Slash+Hard Hick)

** Mega Fire Wave     B, DB, D, DF, F, DF, D, DB, B + Hard Slash

Fo:

   Mystic Sphere      F, DF, D, DB, B + Slash

   Pagoda Kick        D, DB, B + Kick

   Sphere Burst       (While jumping) F, DF, D, DB, B + Slash

   Traveling Sphere   B, DB, D, DF + Slash

   Claw Slide         D + Hard Slash

   Small Fart         F, UF, U, UB, B + (Weak Slash+Hard Kick)

   Laugh Taunt        F, DF, D, DF, F, B, D + (Hard Slash+Weak Kick)

   Secret Move        Weak Kick, Weak Slash, Hard Slash, Hard Kick,

                      B, F, B, F + (Hard Slash+Hard Kick)

** Do Do Don Pappa    F, B, DB, D, DF, F, B + Hard Slash

Mondo:

   Goriki Tenbu       F, D, DF + Slash

   Goriki Fujin       B, DB, D, DF, F + Slash

   Goriki Raijin      (While jumping) D, DF, F + Slash

   Shippu Tsuki/Jyodan D, DF, F + Slash

   Shippu Tsuke/Gedan  D, DB, B + Slash

   Secret Move        F, UF, U, UB, B, F, DF, D + (Hard Slash+Hard Kick)

** Choriki Daibutsumetsu:  D, DF, F, D, DF, F, B + Hard Slash

Duke:

   Southern Cross     B, F, DF, D + Slash

   Cyclone            D, DF, F + Slash

   Head Crush         (While jumping) D, DF, F + Slash

   Knight Strike      F, DB, D, DF + Slash

   Secret Move        DF, D, DB, D, DF, D, B, F + (Weak Slash+Hard Kick)

** The End            DB, D, DF, F, B + Hard Slash

Ellis:

   Tornado            D, DB, B + Kick

   Flaming Crescent   F, D, DF + Slash

   Air Dance          (While jumping) D, DB, B + Kick or D, DB, B, UB + Kick

   Arc Slash          (While jumping) D, DB, B + Slash

   Ribbon Toss        F, UF, U, UB, B + (Weak Slash+Hard Kick)

   Secret Move        DF, D, DB, D, DF, B, F, D + (Hard Slash+Hard Kick)

** French Kiss        F, B, F, B + Slash

Gaia:

   Full Steam         B, DB, D, DF, F + Slash

   Sea Slash          F, B, DF + Slash

   Arm Blast          F, DF, D, DB, B + Kick

   Secret Move:       (Spinning Bastar): DF, D, DB, D, DF, B, F, D +

                      (Hard Slash+Hard Kick)

** Desperation Move   F, DF, D, DB, B, F + Weak Slash (Square)

Sho Shinjo:

   Double Rekkuzan    D, DF, F + Slash

   Shouzan            F, D, DF + Slash

   Angled Shouzan     B,D,DB + Slash

   Leg Crush          D, DB, B + Kick

   Ryuseikyaku        (While jumping) D, DB, B + Kick or D, DB, B, UB + Kick

   Scottish Moon      (While jumping) D, U + Kick

   Eiji's Throw       (When close to opponent) B + Hard Slash

   Kayin's Throw      (When close to opponent) B + Hard Kick

   Secret Move        D, F, UF, U, UB, B, D + (Hard Slash+Weak Kick)

** Hyakki Moshuu Ken  F, DF, D, DB, B, DB, D, DF, F + Hard Slash


Battle Arena Toshinden 2

Codes

To use Uranus and Master:</B>

Go to the main menu.

Press the following buttons below on player 1 joypad when the options scroll in.

L1, L2, Triangle, R1, R2, Square.

The options will have a blue frame, and you'll hear a sound if the trick worked.

 To use Sho and Vermilion:</B>

You need to do the trick for Uranus and Master first.

Go to the main menu.

Press the following buttons below on player 2 joypad when the options scroll in.

Square, R2, R1, Triangle, L2, L1.

The options will have a red frame, and you'll hear another sound if the trick worked.

Faq

key

d=down

f=forward(toward char.)

b=back(away from char.)

u=up

d/f=diagonally down forward

d/b=diagonally down back

0=the o button

X=the xbutton

Tri=the triangle button

Sq=sq

hcf= half circle forward

hcb= half circle backward

New Moves For Everyone

 Pounce(while other player is on the ground)-Tri + 0

 Stomp(while other player is on the ground)-Sq + X

 Quick roll f,hold f,and a roll button

 running moves- simply press any button while running

 four button trick-X+0+Tri+Sq and b or f or d to access special moves   also works in the air

To Access Hidden Chars.

Uranus and Master just beat the game  on the defalt setting when you turn it on(you must get your name up for this to work) after you've done this at the dhar select screen hold select on the ? and wait till you see them Sho and Vermillion turn the difficulty to 8 in options then beat it with master and there you go

Eiji

fireball- d,d/f,f,Sq or Tri

upercut- f,d,d/f,Sq or Tri

sword flip-b,d,d/b,Sq or Tri

flamekick(must be done in the air)-d,d/b,b,X or 0

slide-d/f,X or 0

overdrive move(while overdrive meter is flashing)- X+ 0+Sq+Tri or R1+R2

desperation-hcb,hcf,Tri  or R1+R2

special-?

Kayin

fireball-d,d/f,f, Sq or Tri

uppercut-f,d,d/f, Sq or Tri

glow kick(can be done in air)-d,d/b,b, X or 0

sword attack- d/f,Tri

overdrive move(while overdirve meter is flashing)- X+0+Sq+Tri

desperation-hcb,hcf,Tri

special-?

Sofia

fireball(also cam be done in the air)-d,d/b,b,Sq or Tri

spinning attack-hcb,Sq or tri

glowing flip kick-hcf,X or 0

whip attack-d,d/f,f, Sq or Tri

overdrive move- X+0+Sq+Tri or R1+R2

desperation-f,b,f,b,Tri

special-?

Rungo

ground smash-d,d/f,f,Sq or Tri

spinning attack-f,d,d/f, X or 0

rising attack-f,d,f/d,Sq or Tri

charging club swing-hcb,Sq or Tri

triple kick combo-d,d/b,b, X or 0

overdrive move- X+0+Tri+Sq or R1+R2

desperation- hcf,hcb,Tri

special-?

 Fo

blast ball (can be done in air)-hcb,Sq or Tri

running ball-b,d/b,d,d/f, Sq or Tri

up ball-d,d/b,b,Sq or Tri

jumping kick-d,d/b,b,X or 0

lunging claw-b,f,Tri

overdrive move- X+0+Tri+Sq or  R1+R2

desperation-f,b,d/b,d,d/f,f,b,Tri

special-?

Mondo

long spear (fireball in the air)d,d/f,f,Sq or Tri

uppercut-f,d/f,f, Sq or Tri

spinning staff -hcf,Sq or Tri

low spear-d,d/b,b,Sq or Tri

up spear-b,d,d/b,Tri

overdrive move- X+0+Tri+Sq  or R1+R2

desperation- d,d/f,d/f,b,Tri

special-?

Duke

b,f,f/d,d,Sq or Tri

swinging sword(can be done in air )d,d/f,f,Sq or Tri

sword combo-f,d,f/d, Sq or Tri

lunging sword-d,d/f,f,X or 0

overdrive move-X+0+Tri+Sq  or R1+R2

desperation-d/b,d,d/f,f,Tri

special-?

Ellis

spinning attack-d,d/b,b,Sq or Tri

air attack (only in the air)- d,d/b,b,Sq or Tri

uppercut-f,d/f,f,Sq or Tri

air roll-d,d/b,b,X  or 0

flip kick (only in the air)-d,d/b,b,X or 0

overdrive- X+0+Tri+Sq  or R1+R2

desperation f,b,f,b, Tri

special-?

Gaia

down firball-hcf,Sq or Tri

sword slice-d,d/b,b,Sq or Tri

lunging sword-f,d,d/f,Sq or Tri

air roll-d,d/b,b,X or 0

strong sword-b,f, Tri

overdrive- X+0+Tri+Sq  or R1+R2

desperation-hcb,hcf,Tri

special-?

Tracy

tazer-hcf,Sq or Tri

flip kick-f,d,d/f,X or 0

side step uppercut-f,d,d/f, Sq or Tri

rolling air attack-d,d/b,b,X or 0

air attack-b,d,d/b,Sq or Tri

over drive- X+0+Tri+Sq  or R1+R2

desperation-f,b,f,b, Tri

special-?

Chaos

breath attack-d,d/f,f,Sq or Tri

sonic rings(only in the air )-d,d/f,f,Sq or Tri

rolling attack-hcb,Sq or Tri

jump dive attack-hcf,X or 0

crab attack-f,d,d/f, X or 0

overdrive- X+0+Tri+Sq  or R1+R2

desperation-hcf,hcb,Tri

special-?

Hidden Character section(how to access them are at the top of the page

Uranus

green arrow-d,d/f,f,Sq

double green arrow-d,d/f,f, Tri

low green arrow-d,d/f,f,X

low double green arrow-0

fly move(in the air)-0

dragons breath-f,d,d/f,X or 0

low flaming longe-hcb,hcb,Sq or Tri

flame ball-hcf,hcf,0

overdrive- X+0+Tri+Sq  or R1+R2

desperation-?

special-?

Master

shin basher-hcf,Sq or Tri

up sword-d,d/b,b,Sq or Tri

sword attack d,d/f,f,Sq or Tri

uppercut-f,d,d/f,Sq or Tri

sword combo hcb,hcb,Sq or Tri

overdrive- X+0+Tri+Sq  or R1+R2

desperation-

special-?

Sho

uppercut-f,d,d/f,f,Sq or Tri

glow kick-d,d/b,b,X or 0

flamekick(must be in the air)-d,d/b,b,X or 0

flip kick (can be done in the air)- d,u,X or 0

flipkick fake-d,d/f,f,X

flipkick fake then flamekick-d,d/f,f,0

sword flip-d,d/b,b,Sq or Tri

overdrive- X+0+Tri+Sq  or R1+R2

desperation-hcb,hcf, Tri

special-?

Vermillion

shotgun-Tri

pistol-Sq

shoot up-d,d/b,b,Sq or Tri

energy attack-f,d,f/d,

rolling kick- hold d,X or 0

face smash- 0 in the air

overdrive- X+0+Tri+Sq  or R1+R2

desperation-

special-?

Misc:

Stomps: To perform this successfully, you have to wait until your opponent has stopped "bouncing", and is laying flat on the ground (or as close to it as they can ge, ie-Mondo). Then, without doing anything else, or being in the middle of another animation, press the two strong or weak attacks together. The weak stomp hits at close range, the strong hits at long. There is a maximum distance for both of these (and apparantly a minimum distance for long range), and you need to learn it. If not, you'll just stomp the ground next to your opponent.

Dodging _toward_ your opponent: In addition to dodging left and right, you can dodge while advancing towards your opponent. Just press towards them and then dodge while still pressing. (So far, this is one of the best tactics for Sophia and Rungo to avoid the teleport knockback)

Combos: Apparantly, any weak to strong combination will _generally_ produce a combo, including a weak kick to a strong punch. It seems that a lot of characters will combo if a weak punch is followed by a strong kick, or a weak kick is followed by a strong punch. It seems that some characters have "free" hits as well, but that may simply be a blow that hits twice.

General:

Timing- When you perform a move, WAIT until it is completed before trying anything else (except a combo). Hammering buttons will leave you wide open and helpless. Try to react to your opponent and either:

a) Beat them to the punch with a faster attack (generally a standing weak kick works best)

b) Dodge and hit 'em from the side (gives a good chance of a combo, especially if you dodged towards them)

c) Block and counter (pretty dependable, but you can't combo as well)

Also, if you are facing the wrong way, let go of your control and then tap once in the opposite direction (it seems that you only need to tap either left or right, just toward your opponent). If you try to attack and turn, or move and turn, you will not turn around. Ever notice how the computer can suddenly turn itself around to block your attack? This is how it's doing it.

USE AUTOBLOCK!!!!: This is located above the controller configuration, and it is the entry that has a symbol that looks like three boxes stacked vertically. Not only does this help when you aren't paying attention, it also allows you to advance more safely, dash into fireballs (you'll take damage, but still advance unless you use Sophia or Rungo), and helps compensate for the shifting camera angle. It also helps a bit against characters that have "runaround" type attacks, but you have to manually block at the same time. Just block the initial direction of the attack and KEEP HOLDING. Don't try to switch if the camera or your character moves. It's still not 100% perfect, but it works wonderfully against Vermillions little rolling shots.

Well, that's all I can think of for now... If you've got any comments, post 'em at the end of this list. Also, does _anyone_ know what the "mystery" controller options are? When you go to configure your controller, you have: Specials 1-4, Dodge Left, Dodge Right, Standard Attack 1-2 (I'm guessing, it seems that they are just a weak and strong punch), and then two or three options that don't seem to do anything at all. What the heck are they?


Beyond The Beyond

Walkthrough

Beyond The Beyond Walk Through Guide                  - Version 1.3 -

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SYSTEM: Sony Playstation (Japan)

FEATURES: Fully Mapped Polygons/Enhanced Battle Mode

ALSO LOOK FOR: Feda-Remake!, Arc the Lad 2, Beyond the Beyond 2

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Editor's Note:  Here is finally the posting for the Beyond the Beyond full Walk-Through Guide.  If there are any questions or requests to clarify parts of the guide, please e-mail me at siwata@sfsu.edu.  Also, if you see any errors in the guide, please tell me.  ThankX. Please note that the proceeded events & details will be discreed, due to the length of the game.

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(1) THE VILLAGE OF AYLA

  -After watching through the introduction & dialog sequence, Galahad  will give you a flask.  Your very first task will be to obtain the mystic water from the cave near the village.

-Be sure to look around in suspicious places where items might be hidden.  You'll need as much items as you can find, for you will need it---the "Getting More Money" trick (look in the tricks & tips section) will not apply until you find a ring (any ring).

(2) IN THE CAVE NEAR AYLA...

-In the cave you will encounter a path that splits into two.  The right cave will lead you to the mystic water.  The left cave  will lead you to the lava pit.  Go to the Lava Pit first. -At the lava pit, Annie will be captured by the lava monster.  Don't worry.  Simply go to the cave w/the mystic water & fill the  flask with the water.  After doing so, Go back to the lava pit &  pour the water into the pit.  The monster will release Annie &  then give some of the water to Annie as well. -Your task here is done.  Head back to the village.

(3) BACK IN THE VILLAGE OF AYLA

-After watching the little sequence, Annie & Belushe will join you. -Your task now is to go find Samson, the legendary warrior, so  head towards the town of Marion. -Be sure to make enough money so that you can restock on weapons/armor  & items.

(4) MARION

-When you enter Marion, you will get to watch a little sequence where  castle guards are after Samson. -Go into the house to which Samson came out of.  Search the desk & a  stairway will reveal itself.  In the basement, flick the switch &  it will trigger a hidden passage into the castle. -Before you go in, be sure to be well stocked on items & repellents. -In the depths of the dungeons, follow the path until you meet Samson.  After the little sequence, he will join you.  Follow the path towards  the dungeon cells.  You will find Edward down in the cell.  The  key to unlock his cell is located in the next room.  Edward will then  join you.

-Afterwards, another sequence will follow, as the sorceress Ramu will  end up casting a curse on Samson. -Though your task here is done, you might want to search around for  some nifty items hidden.

(5) CHURCH/TEMPLE

-The Church\Temple structure is located to the far east of Marion. -In the structure, show the Rosaria (the item that you obtained after  Edward joined you) to the priest & he will open a path to an  underground path. -BUT, in order to get to the underground path, you will have to  solve the first puzzle of the game.  There really is no strategy  I can offer regarding the picture puzzle---trial & error is  the best method of solving it.

(6) UNDERGROUND

-Once you have entered the underground path, Belushe will soon leave  your party & the gate will close behind you. -follow the path & once outside, you will encounter two paths---one  leads to the tree puzzle, the other leads to a cave where a golden  dragon dwells.  Also, before you enter either path, you will also  have the option of saving your game at the little house.

-Within the cave of the dragon, you will notice that the sleeping  dragon is blocking your way.  It is intentional & it will not  wake up until the very near end of the game.  So, don't bother  trying to wake it up or finding a way through. -The only option left is to undergo the long tree puzzle.  The basic method of solving this puzzle is simply carefully pushing  the acorns into the holes & eventually jumping into holes that may  lead outside.  Because it would simply be too complex to include a  map within this posting, you will have to simply rely on, again,  trial & error.

-Once you have solved the tedious puzzle, head towards the castle  of Saragoon.

(7) SARAGOON

-First, find a way to get into the castle so that you can talk  to the King & Queen.  But, guards are blocking your way.  You must now enter the sewers/well.  It will lead to the  backyard of the castle.

(8) THE SEWERS

-In the sewers, search around.  Get accustomed to the paths &  get a basic idea of how to get through.  You will find a  path that is blocked by a locked gate. -The key to unlock the gate is located in the liquor store  of the town.  Go get it & unlock the gate. -Follow the path & eventually you will come across a  ladder leading to the backyard of the castle.  There,  you will meet the queen & her guardian. -During the sequence, it will eventually come to a point  where Samson will be tested if he is truely the real Samson  or an imposter.  But, because he is cursed, his incredible strength  will be gone, hence, he will fail to raise the column & be accused  of being an imposter.

-You must now go through the sewers again to get back into  the castle again.  Once you have reached the backyard, the queen  will give you a mystic seed that will be crutial in finishing  the game.

(9) THE VILLAGE OF OPHA

-This little town is located in a desert far southeast of Saragoon.  There is not much to do here, but it is the first town to offer  magic-replenishing potions for your spell casters.

(10) THE ANCIENT TEMPLE

-You probably noticed this temple lying in the edge of the desert.  The temple not only holds the key to finishing the game, but  also is where you will eventually find the god's assistant.  You will first need to find the Moon-Shell, located deep  within the puzzle of the ancient temple.  But, you can simply pass it by & head down towards the sea port  town of Monmalt, & come back to it later when you are ready.

(11) MONMALT

-This particular town is one of the most unique towns you will  ever come by in the game.  During the daylight, it does not  seem as much, but by nighttime, it is a party saloon for  the villgers. -If you look around, you will notice that there are many treasure  chests simply lying around, but you cannot get to them.....for  now.  The only way to get to them is when it is nighttime.  And, in order for the town to become nighttime, you need the  Moon-Shell that is in the ancient temple. -But, you do not necessarily have to get the Moon-Shell for now.  Rather, you can head up towards the magical village Shimon,  located far North of Monmalt.

(12) SHIMON

-In order to get to Shimon, you need to pass through the cave. -Search through the cave EXTENSIVELY & be sure to get the  green jewel before you leave the cave.  You'll need it if  you want a new character. -Once you have passed through the cave with or without the  jewel, head towards Shimon.  Talk to the villagers.  You will also find a path that is blocked by a rock.  Ignore it for now.

-Go to the mystic tree & talk to the high priest for more  info on how to cure Samson's curse. -If you do have the green jewel, go to the far West side of  the village.  You will find a house.  Go in & give the jewel  to the sorceror.  A sequence will follow. -When you have the yellow blob following you, head outside.  Another sequence will follow, and now, you have a new  character to join your party!

 His name is Tonto & he is a summoner.  As the game progresses,  he will become EXTREMELY useful, as he learns very powerful  spells such as Golemn Level 3 or Thor Level 3.

  [Note:] Now that you have the new character, there is nothing left     for you to do, but to go get the Moon Shell in the ancient   temple, if you haven't already.  If you already have, then  go back to Monmalt & use it. (You have to be outside of the  town in order to use it.)

(13) MONMALT--NIGHTTIME

-After you used the Moon Shell, you now have access to those  treasure chests that you couldn't get to before. -Buy new weapons.  Talk to the villagers. -Once you leave the town, it will turn into daylight again. -Go back into the town & look for a guy who is sitting down  talking to another villager.  Talk to him.  He will offer  to trade you your Moon-Shell for an ancient stone piece.  Go ahead & trade it.  You will need it in the town of Easto. -Stock up on items.  Head to Easto.

(14) EASTO

-In reaching the little town of Easto, you will need to journey  through the mist valley & the rainbow valley. -Your task is to obtain the Magical Pot, which is located in the  remote island of Easto, right across from the village of Easto. -In in the village of Easto, find the statue, located nearby the  eastern part of the village.   Search around & eventually you  will come across it. -Use the stone piece and place it in the statue.  A sequence will  follow & a bridge between the village & the island will reveal. -Once on the island, go in the temple & solve the puzzle.

 Find your way through & at the end of the puzzle, you will  face a sub-boss.  Constantly use fire spells.

(15) BACK AT THE ANCIENT TEMPLE

-Now that you have both the Magical Seed & Pot, goto the ancient  temple.  Place the pot at the bottom altar & at the upper level,  drop the seed down. A giant stalk will grow & allow you to  explore the upper region of the temple.

(16) UPPER REGION OF THE ANCIENT TEMPLE

-The puzzle here is based on the concept of day & night.  When  you enter the "daylight rooms", the night blocks will be  raised, thereby rendering you from passing by.  Same goes for  "nighttime rooms". -Find the hammer.  Look for it lying on the ground.

-Use it on a particular crack in the ground.

 It will open up a new path.

-Search your way through until you find a room with an old man.  He is the god's assistant.  He will then explain to you  your true destiny & task.  He will give you golden orbs for

 each of your characters & a stone tablet. -He will then teleport you to the temple near Shimon.  There, the legendary sorcerer will lift Samson's curse. -After the sequence, head out the cave that leads to Saragoon.

(17) NEW TASK....A NEW JOURNEY THROUGH MARION

-Your task now is to go to Marion & update the King & Galahad  on what has happened so far. -In getting to Marion, you will need to go through the cave  where the golden dragon dwells.  He is still sleeping, so  simply find a way through.  You will also find a treasure chest that you cannot access.  Come back to it later in the game. (I will mention it towards  the end of this guide.) -After exiting the cave, you will need to cross the bridge. -Head to Marion & report. -After the sequence, Galahad will eventually ask you if you  are still insisting on going to Bandooru. -Obviously, "Yes" is the answer. -Head towards the Western bridge, which will connect to the  Western islands, leading to Bandooru.  Go.

(18) BANDOORU CASTLE

-Guards will not let you in the castle.  Look for another passage. -The hidden passage is located on the left side of the Bandooru  village wall.  Follow the path. -The path will lead you to a cave.  As with all caves in this  game, there are many treasures to be found.  The cave will  lead you inside of the Bandooru castle.  Be prepared. Guards  will attack you.

(19) INSIDE THE BANDOORU CASTLE

-Explore & find your way through. (a little too vague I suppose..) -When you first enter the depths of the castle, you will find  a room with a locked door.  Remember to come back when ou have  the key.  (what key?  I'll explain later...) -look in pots and shelves.  You will find some nifty things. -In one of the dungeons, you will encounter a particular guard  that will stop & attack you.  Once you defeat him, he will drop  a key.  (This isn't the key for the locked door mentioned before.) -Find the dungeon cells.  Find Kevins.  Use the key. Talk.  Watch.)

   (Note: You probably noticed that treasure chest.  I have yet to find     out how to get to it, but rest assured, it isn't crucial to finishing the game.)

(20) VOLCANO MAZE

-Your mission now is to find Kevins & save him.  Go. -After exploring around, you will eventually find out that  it was all part of an "elaborate plan", to use Kevins to lure  you into a trap.  (Gee. Some trap eh?) -A mysterious person (you will know who it is later in the game)

 will save you. Get the key.  Use it. -Go through the annoying caves & collect the nifty treasures. -There will be a scene with Kevins & Yeon (the green guy). -After they both fall, go into the cave (not the one with the rock  in front of it) & get the key. -Your task here is done.  Search for a way out.  There will be a  locked gate.  Unlock it with the golden key.  Go.

    (Note: As of yet, I have not figured out how to pass through the cave with the rock in front of it.  If anyone has figured it  out, please post it.)

(21) THE SEA DOCK/PIER

-Here is a nice scene.  Watch.  See-King-Get-Creamed. -Afterwards, a new character will join you a give you his boat.

-It's DOMINO!

-Sail the boat.  Sail.  Keep on Sailing.  Fight bad guys.  Sail.

-Now that your task here in Bandooru is done, you must  now goto a remote island called Despurin.  It's the island  with the rocks surrounding part of it & an ancient temple in the

 middle.

(22) DESPURIN

-This island has some nice goods to offer.  Also look for hidden  items in bushes, rocks, etc.

-Also remember to talk to a girl standing in front of the house.

 She will offer to give you a good time after you manage to  "upgrade" yourself. (This is a RPG.  No dirty thoughts allowed.) -The "upgrade" is basically the same thing as raising your

 status level, just like in the Shining Force Series. -To upgrade, go in the shrine, located on the far northern side  of the town.  Remember to buy new weapons before going in. -The upgrade process is basically a test---a test for your  main character to see if he is worthy.  You must not only  go in there ALONE, but also solve the puzzle as well.  Better be prepared--fighting 5-6 magic casters by yourself can  be extremely annoying at times.  Also remember to find the treasure chest with the sword. -If you managed to succeed, you get to change the status of  all your characters.  (Also remember to go back to that girl...) -If you don't succeed, simply move on.  You can come back to it  whenever you feel ready.  But, you must succeed it if you want  to get the FLYING DRAGON and use better weapons.

 (Not to mention finishing the game....)

  (Note: The puzzle is basically a remember-the-figure puzzle.    You will be given a flash shot of the tiles & you need    walk on it exactly as it was shown.  Since there really isn't    a strategy that I can offer, just try it over & over & over.)

(23) THE VILLAGE OF LEEVE

-This tiny village is located to the left of Despurin.  It has many, many good items to offer, so remember to stock up  before going.  Stock up especially with the magic-repellents  potions.

(24) THE CASTLE OF BABAROS

-This castle is only reachable by boat.  It is located in the  core of the mountains & is surrounded by acres of forests. -Once you manage to reach it, explore.  Meet people. Talk. -There will also be a little scene where a red-headed girl  beats up two guards.  She is the princess of Babaros and  is rumored to be one of the secret characters.  Nice. -Talk to the people of Barabos.  Go in the castle.  Talk more. -Talk to king.  Talk to weapons shop.  Get more weapons. -Go to room.  Read book.  Walk.  See Jane fly.  (Just kidding.) -There really isn't much to do in Babaros, but if you noticed  in the castle, there is a tablet.  Remember to come back later.

(25) BACK TO DESPURIN

-By now, your characters should be strong enough to pass the  puzzle in the shrine.  If not, you suck. (just kidding) -Once you do pass it, you will find that your little dragon  friend, Stiner, isn't really little anymore.  He is now  a fully developed golden dragon, capable of taking you  anywhere (almost anywhere) by flying.  It really beats riding  the boat and having to fight enemies over & over.

  (Note: When you upgrade your characters, your main character now has  a new spell call Stiner, hence, because you now can summon  him to caste some deadly dragon breathe on enemies.  At a cost of 9 magic points, it is a good deal.)(26) MISTORIAL -Now that you now have access to flying anywhere without the    bothersome enemies getting in the way (thank goodness), you  can now easily goto the far northern island of Mistoral.  It is a town composed of an elven race, with really powerful  weapons.

-Talk to the metalsmith.  He will offer to make you some  really powerful weapons & armor if you will get some  mitheril metal for him.  This task is optional.  But,  if you want to proceed with it, you need the aid of the  flying machine (I'll get to that later) & travel to the  nearby ice cave.

(27) BANDOORU, PILOFF, & BARUBAROS  (Getting the tablets) -Now that your ready to get all the tablets, get ready to do some  heavy travelling & fighting. -You task now is basically to get all four tablets & place them  in the four temples. -What four temples?  Well, before you go anywhere, you must begin  to be very familiar with the map.  Know where the small temple  islands are.  Know where the crevas in the ocean is. -You can get the tablets in any order.  You already have the  tablet that you got from the god's assistant (the old man).  You can start off at Bandooru, where all you need to do  is to unlock the door (I mentioned this before) with the  GOLDEN key & get the tablet.  Then you can goto the island of Piloof, where a mushroom  puzzle awaits you.  It was a pain to go through it but  once you got the tablet, simply use the "escape" spell to  warp out.

 The final tablet is at Barubaros.  When you go there, you  will notice that you whole castle/village is nearly destroyed.  Goto the main castle hall where the king awaits to say  his last words.  Ignore what the king's advisor says.  He is  basically mumbling how afraid he was when he saw the beast...  Get the last tablet & leave. -Now that you have all the tablets, place then in the  small four islands with the temple shrine.  No order.  Go. -There will be a flashing light scene.  The flying temple will  arise from the depths of the sea. -Before you go in, be sure to be stocked up on items.

(Note: When you saw Barubaros destroyed, I think there were secrets  to be found.  I have yet to find Rorelai yet (the red-headed girl)  but she is bound to be somewhere......)

 [Updated Trick: In the destroyed town of Barubaros, try to get up on  the upper gate wall that you can see when you first  when you enter the town.  You can find a way leading  to the upper gate walls in the castle.  On the Left  Side of the gate walls, go as far as you can go until  you find a a dead end.   Though you will not be able  to see yourself, at the dead end, go ahead & talk.  A secret merchant will talk to you & sell you some  special items.  Using the "Getting-More-Money" trick,  buy as much special items you want.

(28) THE FLYING MACHINE/TEMPLE

-Go in the temple.  It is yet another annoying maze filled with  fun & surprises.

-Fight the enemies & try to get to the core of the temple.

-There will be one part where you have to use an item in a  treasure chest to ignite the fire & open the door.

-Once you do get to the core, there will be a scene.

-Stiner gets hurt, but don't worry---he........(you'll see later)

-YOU NOW HAVE ACCESS TO THE ULTIMATE FLYING MACHINE!!!

-YOU ALSO HAVE ACCESS TO GO TO HIGHER HEIGHTS!!!

  (Note: Now that you have access to higher heights, you can now goto    the ice cave to get the mithril metal.  It's optional though)

(29) THE OTHER TEMPLE (now that's a little too vague....) -This "other temple" is located in between Marion & Saragoon.

   Look around that area to find it.  Go in & you find.....

  Stiner!!!!

-Now that you have Stiner back, you can now goto to the  valley near Bandooru.

(30) THE FINAL TABLET

-You will need the final tablet to open a door in an upcoming  part of the game.

-The final tablet is located on a very remote island located  near the southwestern lower part of the Barubaros islands.  Keep looking for it.  You will eventually come across it.  Or simply look at the map provided with the game.

 (Note: In the ancient temple, there are two things you can find hidden.

     (1) look for a hidden staff weapon in one of the lights.

     (2) look for a hidden passage in the western part of the walls in

   the last room.  It will lead you to the treasure chest.

(31) "DESERT VALLEY"

-Even though there is a little town within the desert valley,  there really isn't much to be seen.

-After you feel pumped & ready to take on another challenge,  go into the cave located near the southern part of the desert  valley.  Be prepared......I mean really prepared for a  looooooong journey.  (not to mention annoying.)

(32) THE ANNOYING CAVE

-Okay.  Of all the caves in the game, this cave is quite possibly  the most annoying cave of all.  Good thing you only need to  pass it once. -Not only are the enemies attacking you every 3-5 steps of the  way, but you also have to take into consideration WHERE you  are stepping into.  There are sandholes everywhere.  You will know when you experience it. -You will also face an "enemy" towards the end.  He has a familiar  look.....hmmmm.....look closer......Belushe? Is that you?   (Note:  Here's a strategy:  Go veeeeeerrry slowly.  Very slowly.)

(33) THE ENEMY'S KINGDOM

-Congrats. You made it through the most annoying cave &  you dying to make it to the nearest village to replenish yourself. -Save your game.  Your at the near-end of the game. -Once you explore & familiarize yourself with the area, find  the temple & go in. -You Must be prepared to fight TONS of enemies (pretty powerful  ones at that) and be prepared to leash tons of magic.  In other words, be stocked up with magic replenish potions. -You will first fight Dagoot, the archer/magician you encountered  in the sea,  He is packed with lots of magic spells. -Then, use your final tablet to open the door.

(34) INSIDE THE DEPTHS OF THE UNDERWORLD

-The moment you step past the door, be prepared for the longest  & last puzzle in the game. -The puzzle is basically set so you will need to bring  both the GOOD ORB & the EVIL ORB separetely to the core room  to open the door leading to Shutat, Ramu, & ......

-My advise: Take heed to the temple music.  The faster the  music, the closer you are to the core room.  The slower, the  farther.  Also take heed to the surrounding statues. -Once you have taken both orbs to rightful places in the core room,  the doors will open & you will finally face Shutat & Ramu.

  (Note: The process in taking the orbs to the statues is an extremely long   one, so be prepared to encounter tons of enemies.)

(35) SHUTAT & RAMU: ONE ANNOYING DUET

-You finally made it through the puzzle & you're pumped & ready  to take on Shutat & Ramu.  Make sure you are stocked up on  magic-replenishing potions & healers.  It wouldn't hurt to  teleport back to the village to rest at the inn & save the game  either.

-Once Shutat greets & congradulates you for reaching him, he will  babble on and on about his vision of a new world, sculpted in his  own very image.  He will later even give you a choice if you  want to: (A) join him in his "crusade" of darkness or...  (B) challenge his will.  Hopefully, you chose (B) or in regards to the game, answered  "[No]" to his answer.  He & Ramu will then fight you. -Both Ramu & Shutat are magic users, so my advise is to take  out one of them as fast as possible, preferably Ramu.  Once  you have broken the duet, taking out the last one will be  simple.

-BUT.....it's not over.  It seems that both Shutat & Ramu were  acting under the influence of an evil being.  So...I hope by now, you still have some life left in you,  because the REAL boss is nextup.

    (Note: You might want to check out the tricks & tips sections of this      guide before facing the main boss.  It will tell you how      to obtain the ultimate dragon sword & some other nifty items.)

THE FINAL SHOWDOWN:  What can I say......the main boss has got to be the

     most annoying enemy in the entire game.  He will

     constantly attack you with his "Soul-Blast" spell

     which will knock off about 22-27 hit points off all

     your characters, depending on the level of armor and

     defense.  It may not sound as much, but that would

     only be true if he did not cast the spell 2 to 3

     times per round!  And to top it off, he will on

     occasion, throw in a level 4 summoning spell & a

     level 3 dispell to annoy the heck out of you.

     Before you know it, you will be seeing "Groggie"

     more times than you ever imagined.

   STRATEGY: One of the best tricks I found in defeating the main boss  is to: designate one of your characters, preferably the  strongest one, as the constant attacker, designate another  character as the constant healer (obviously Annie)      (Level 2-3 Heal-Rain recommended)

 & designate another character as the constant provider of  the Magic-Replenishing Potions for Annie.  The other two  may be assigned to do whatever you please, but usually  having one of the two (preferably Tonto) casting the  "Attack Level 2 or 3" on your party will help quicken  the pace considerably.  Eventually, the main boss will  die out & the victory is attained.

[TIPS & TRICKS] v1.0

*) Making More Money: If you are equipped with any of the magical rings, go ahead & sell it.  But make sure that it is equipped first.  Once you sell it, you will notice that you are still wearing it & you are 7,500gps richer.  Keep on repeating the process until you reach 99,999 gps. Go out & buy stuff.

*) The Golden Orbs: Ever wonder what those golden orbs given by the god's     assistant were good for?  Well, if you are in     the enclosed valley & want to get out without going     through the hassles of the annoying cave, then go     ahead & use it.  It will teleport you to the location     of your "leftout" character.  Once accustomed to     using the Golden orb, you can build a technique of     teleporting in & out of the enclosed valley.

*) Access To Treasure Chests: Remember all of those treasure chests that   you could not access without a certain key?   Well, it just so happens that the key is   located in the cave of the sleeping dragon.   Go get the key & you now have access to all   of the treasure chests & the mighty dragon   sword.  But note that the key will not be   there until you have reached the enclosed   valley...

   HERE ARE SOME WHEREABOUTS OF SOME OF THE TREASURE CHESTS....

     -In the cave of the sleeping golden dragon.  Go to the house where a treasure chest with the sword awaits you.

     -There are two chests in Bandooru.  One is in the upper floor of the inn.  The other is located in the dungeon cells of the castle.

     -There is one in the magical village of Shimon.  Go in the tree & there will be a treasure chest on the bottom 2nd floor.

--

(NOTE: The ending is covered next, so for those of you who have yet to  finish the game & would like to find out for yourself, do  not read on.)

---

THE ENDING: The ending for Beyond the Beyond was not what I had expected to be, after seeing the nice CG animations for the intro of the game.  No, you will not get to see any CG animations or any interesting ending that  you would normally see in a Final Fantasy game.  But what you do get to see is an obviously implication of a sequel to come.

   SUMMARY: After defeating the main boss, the go's assistant (the old man from the ancient temple) appears & after explaining what is to come, he teleports them back to his temple, as the underworld begins to shake & crumble. Each character tells his or her plans for the future & the main character will decide to go back to the underworld to search for his foster parent, who was discovered to still be alive. As they all are teleported back to their own towns/villages, the credits begin to appear.  Stiner & the main character are then showed to be flying from town to town, showing all the characters in the game. And as a result, the game ends with the main character flying off with Stinder into the underworld to undertake their new quest in search of Kevins. And so....yet another advenure is set.....

   ...for Beyond the Beyond 2....hmm......

 (IMHO, the ending was very bland & uninteresting for a PS-X title...)

RUMORS: When the ending sequence is being shown, there is one scene

  where all the characters are lined up, in 2 rows.  But,

  in the second row, there are two suspicous spaces that seemingly

  leave the line formation incomplete & deformed.  In fact,

  those two spaces are for the two secret characters in the

  game, Rorelai (the  princess of Barbaros) and possibly Galahad.

  I have yet to find them but rest assured, once I find them,

  their whereabouts will be posted....


Black Ice CD

Faq

Black Ice CD FAQ

George Cifrancis Black Ice CD FAQ

Balls

Thumb Pad Up:  Adds Balls

Thumb Pad Down: Subtracts Balls

L1: Freezes screen when held down

Select: Quits Demo

Diffusion

L1: Changes from flat squares to ball

L2: Toggles transparency??

Triangle, Square, Circle and Cross buttons: rotate object

Select: Quits Demo

Rcube

L1: drops cubes on the ground (hitting L1 repeatedly bounces surface)

R1: Seems to change cube colors (also restores cubes after hitting L1)

L2: Zooms out

R2: Zooms in

Thumb Pad Up: Rotates Cubes Up

Thumb Pad Down: Rotates Cubes Down

Thumb Pad Right: Rotates Cubes Left

Thumb Pad Left: Rotates Cubes Right

Triangle: Cycles cubes from solid, transparent, goraud shaded? and

texture mapped

Square: toggles black and white background

Select: Quits demo

Mat

Thumb Pad Up: Rotates Mat Up

Thumb Pad Down: Rotates Mat Down

Thumb Pad Right: Rotates Mat Left

Thumb Pad Left: Rotates Mat Right

Triangle: Adds creatures

Cross: Subtracts creatures

Select: Quits demo

Oden

After brief self running demo....

triangle,square,circle and cross buttons: rotate objects

L1,L2,R1,R2 and Thumpad changes RGB light source positions

Various combinations of L1,L2,R1,R2 and triangle,square,circle and cross

buttons change the various light sources intensities.

Thumb Pad Down: makes all 3 objects goraud shaded?

Thumb Pad Right: puts brick texture map on cube

Thumb Pad Left: puts brick texture map on sphere

Thumb Pad Up: puts brick texture map on cone

Select: Zoom In

Start: Zoom out

Both Start and Select: ends demo

Movie

Select: quit

Texture Movie

Thumb Pad Up: adds video spheres

Thumb Pad Down: removes video spheres

Triangle,square,circle and cross buttons: rotate video sphere

L1: Zoom Out

R1: Zoom In

Select: quits demo

Manta

Start: Zoom In

Select: Zoom Out

Triangle,square,circle and cross buttons: rotate manta

Thumpab buttons: move manta up down left and right

Hold R1: Fish leave the area

Hold R1,R2,L1,L2 (all at the same time) and hit start: reset demo

Hold R1,R2,L1,L2 (all at the same time) and hit select: quit demo

Dino

Start: Zoom In

Select: Zoom Out

Thumpab buttons: move dino up down left and right

Triangle,square,circle and cross buttons: rotate dino

L1: Move head left

R1: Move head right

L2: make Dino growl!

R2: make Dino scream!

Hold L1 and R1 and press Thumbpad Up: Make dino stand upright and move up

Hold L1 and R1 and press Thumbpad Down: Make dino stand upright and move

down

Hold L1 and R1 and press Select: Dino stops and just stand.

Note:In the above stop and stand mode you can also play with the

R1,R2,L1,L2 buttons

(trying holding all 4 down at once while in this mode! is this balloon

mode?).

R1,R2,L1,L2,Start,Select (all at once): Quit demo

The End?

Enjoy!!

George C.


Brain Dead 13

Walkthrough

* The game starts in the middle of a four-way intersection. Going forwards and

  back does not lead further in the game. Move Left or Right to move to

  another level inside the castle. Once past the staircases, moving either

  Left or Right will eventually take you in a circle around the castle.

* In this circular area, there are two intersections that will allow you to go

  down. Going Down returns you to the staircases which will lead to the four

  way intersection at the begining. Three intersections will allow you to

  forward by pressing Up. They are Vivi's Funeral Salon, Moose (The Stairway).

  and The Garden.

* These three areas have hidden secrets that must be completed correctly on

  the first try. If you fail, you must start over:

     + Vivi's Funeral Salon: When Vivi asks if you want a "shave" or

       "something else", look at Lance's face carefully. One of his eyes will

       shift. This clue will reveal the correct move, which is to the Right.

       To finish this section, get the manicure, then the facial. The final

       move has a hidden secret. In the final move, Lance is sitting in the

       chair when Vivi activates her remote control. Instead of pressing Left,

       press B and figure out the remaining moves to successfully defeat Vivi

       for good.

     + Moose (The Stairway): When Fritz pulls the ropes that bring you to the

       top, the ending moves are Left, Left. Instead move Left, Right and

       figure out the moves to defeat the sports player and escape Fritz.

     + The Garden: When you swing to the ledge of the statue, go right to

       avoid the statue's poison. After that instead of going Up, go Right and

       figure out the moves to defeat the statue. If this is done

       successfully, the statue will toss you back to the castle unharmed. To

       get through the maze, move Right, Up, Up, Left, Left, Down, Down,

       Right, Right, Up, Up.

* Move Left or Right when crossing the bridge. Both directions must eventually

  be crossed. You will end up at an intersection. Move in the direction that

  Lance is running. After Lance climbs the ladder, go Up to avoid the cat's

  attack. When the witch approaches, move in the direction Lance is facing.

* When Lance gets to the tunnel go Down. When Lance takes the eyeball, leave

  the room. You will end up in that tunnel again. This time, go Up. After

  defeating the first witch, you will be in a four-way tunnel. Go Up and

  follow these same instructions in reverse for the evil twin witch.

* After defeating the second evil twin witch, you will be in the four-way

  tunnel again. Go Up. When crossing the bridge towards the location of either

  witch, an elevator will appear. Go Up.

* Pick up the sword and fight your way up the stairs. Enter the room at the

  top of the stairs to face Dr. Nerosis. You can move Left or Right, or just

  waste time. To finish the game, go Left, Right and try to learn the moves

  (timing is critical ). If successful, Dr. Nerosis will finally be defeated.

  To leave the castle before it explodes, press any button or move in any

  direction.


College Slam

Game Shark

Codes

 Team 1 scores 999

                                        80065510 03E7

 Team 2 never scores

                                        80065520 0000

Unlimited Whirlwin

d: Do 2 clockwise circles at the

 "Tonight's Matchup" screen.

Small Players: Push Trianlge 7 times at the "Tonight's

 Matchup Screen".

Extra Player: Do a counterclockwise circle at the

 "Tonight's Matchup Screen".

Dunks Anywhere: Push UP,DOWN,UP,DOWN,UP,DOWN at the

 "Tonight's Matchup Screen".


Crime Crackers

Codes

Animation Select At the title screen press U, U ,D, D, L, L, R, R and SELECT.

The word START will turn to ANIMATION.


Criticom

Game Shark

 MASTER CODE

                                        D005A2F8 7D24

 Player 1 invulnerable

                                        80059DE8 0300

                                        80059F58 0320

                                        8005A0C8 0320

 Player 2 invulnerable

                                        80059C78 0320

                                        80059B08 0320

                                        80059DE8 0300

Codes

Yenji Level 2 Password for Yenji: SPID

 Level 3 Password for Yenji: STAR

Level 1:

    Hold R1+Forward         [Claws Charge]

    Hold R1+Square-Square   [Lightning Kick]

    Hold R1+Down            [Roll Jab]

Hold R1+Square+Forward  [Kick and Charge]

    Hold R1+Eks             [Cradle Kick]

    Hold R1+Triangle+Down   [Double Charge]

Level 2:

    QCF+Square              [Shuriken]

    Jump, QCF+Square        [3 Air Shuriken]

    Hold R1+Tri             [Multi-Cut]

Level 3:

    Hold R1+Square+Down     [Ground Dash]

    QCF+R1                  [Shuriken Chain]

Criticom—Partial Password and Code List

Here's a partial list of passwords and codes for Criticom.

Any help filling in the table would be appreciated, as I *do*

Also, if you know how to enter the access codes, please post how!!!

Password	Password	Access

One	Two	Code

DAYTON	SIER	ETER	DIRAT

DELARA	PHAN	KING	DCINO

DEMONICA	----	----

EXENE	SPHE	WING	ESCIN

GORM	CHAM	MARV

S.I.D.	----	----

SONORK	PLAY	CHRO	SSISE

YENJI	SPID	STAR	YAHAM

GORM - CHAM - MARV

YENJI - SPID - STAR

SID - ODTH BATM

EXENE - SPHE - WING

DELARA - PHAN - KING

DAYTON - SIER - ETER


Cyberia

Codes

Cheat Code:

Enter NEMROSIM as your name at the beginning of the game.  This

allows you three things:

*   You can select difficulty level 1 for both Arcade and Puzzle modes.

*   You can "load" any game save point, as all the passwords are in place for you.

*   Blood.  Not a lot, but it's uncensored.  (The only place I really noticed is at the Slice-O-Matic death scene.  Cool.)

Credits:

 At the terminal password screen ("GENIUS"), you can enter two different passwords to get the Sony developer's credits:

        TNRUB_SDC_NOILLIB_A  ("_" = space bar)

        _REEB_OROPPAS_KNIRD  (that's a space at the front)

Walkthrough

Contents:

I.   Introduction

II.  General Information

III. Walkthrough (with Passwords)

IV.  Codes and Cheats

V.   Credits

I.   Introduction

"What is Cyberia?"

Cyberia, released by Interplay, is a PC game that has been ported to the Playstation.  It is a combination of genres:  it's half standard adventure with amazing graphics and play, and half same-old FMV shooter.  The FMV shooting scenes aren't that bad, it's just that it's been done before, and again, and again.

It's not entirely linear- there are two "decision" points where you can take two entirely different paths through the game.  That's not something you usually see in games of this type, but there's not enough of it to give it a lot of replay value.

Good storyline, great graphics, good interface, but it is kind of short in the long run without a lot of replayability.  It's a renter in my book (this FAQ has been written from a rental weekend, in fact).

"What's the plot?"

Well, there's a lot of plot for this game.  The manual does a good job of introducing it, and the game does kind of suck you in over time.  In summary, you're ZAK, a 21st century hacker on a mission to infiltrate a secret base in Siberia, in search of some very ominous goings-on there.

"Hey!  Is this game censored?"

Yup.  Actually, I'm only aware of one scene that is cut out (death by Slice-O-Matic).  However, there is a cheat code (see below) that allows you to see the censored scene(s).

II.  General Information

"What's with the difficulty levels?"

Arcade difficulty changes how large the targets are for you to shoot at (the harder you select, the smaller the targets), and it seems to drain your energy and shields faster at the harder levels, although this may just be my imagination.

Puzzle difficulty changes the puzzle difficulty.  Only two puzzles actually change dramatically, so it's not that big of a deal.

If you are playing with a digital control (standard Sony pad, digital joystick), I suggest Arcade level 1 just because it's so difficult to get that cursor where you want it with just eight directions.  Puzzle level, well, it's up to you, but levels 2 or 3 don't make that big of a difference.

"Nice game, but why is everything so dark?"

It's mood lighting.  I don't think it's in the manual, but the SELECT button changes the game's brightness (gamma adjust).  It's very helpful in some of the dark rooms and arcade sequences.

"Any other hints?"

Well, it's easy to miss in the manual, but for the arcade sequences, don't forget about these buttons:

        L1:  Changes to arcade cursor mode (up=up, down=down)

        L2:  Changes to flightsim cursor mode (up=down, down=up)

        R1:  Increases cursor speed

        R2:  Decreases cursor speed

R1 and R2 are great for fine-tuning your cursor speed in the action sequences if you're using a standard game pad.

III. Walkthrough (with Passwords)

>>The Rig<<

"RIG DOCK"

Once you have arrived at The Rig, walk forward.  Santos will tell you to go through the door on your right (R, F, F, F).  Walk down the hall to your right

(F).

"MEET GIA"

The lovely Gia will tell you to turn around nice and slowly (L) and you will disarm your weapon.  The Rig will then come under attack, so follow Gia (F, F) to the guns.

"SKEET SHOOT"

From the turret, you will be attacked from the air by helicopters, hovercraft, and fighters (black dots on your radar), and from the sea by magnetic mines (green dots).  Your gun ammo is the horizontal red bar, shields are shown by the green vertical bar, and hull by the blue diagonal lines.  If the gun is damaged, it will start to shake and be very hard to control.

"BIG KISS"

Okay, a real decision here.  If you want to kiss Gia, move forward.  Otherwise,

press fire or another direction.

<If you don't kiss Gia:>

Walk back out to the hallway (F,F,F,F,F), back to the dock (R,F), and to the

left-hand door (R,R,F,R,F)

"GOING UP"

To activate the elevator, go to the panel (R,R,F), and press the "Hanger" button. (Yes, the button says "Hanger", not "Hangar".  Beautiful looking game, but you think they would have invested a few dollars in a dictionary.) Enter the elevator (R,F,F), and approach the plane (F,F,F,F,F).

"EASY RIDE"

Before taking off, check out the plane (L,F).  Funny looking device, isn't it? Prehaps you'd better check it out (L,F).

(See Bomb Puzzle)

<If you kiss Gia:>

"ZAPPED"

Well, maybe kissing Gia wasn't such a good idea after all.  Once you wake up, you'll wish you hadn't.  Don't struggle (don't move!), and Gia will come to your rescue.  Well, sort of.

"BIG SHOCK"

Walk over to Santos's body, re-arm your weapon, and walk into the warehouse (F,L,F).  Decision time, although it's kind of minor.

Going left at the junction (L,F) takes you further into the warehouse. Wandering around the maze of boxes (F,L,F), you find a particularly interesting box.  Scanning it with the MRI and Bio-Scan shows something interesting, but using the IR scan triggers an explosive.  If you use the IR twice, the detonators will explode in six seconds.  If you walk away (B,F), it won't hurt you.  This doesn't seem to accomplish much of anything that I can tell, so it's probably best just to skip it.  Walk back to the junction (from the box:

B,F,F,F).

Going right at the junction (R,F,F) gets you to a ladder and a locked door.

Climb the ladder (F,F) to get on the Catwalk.

"CATWALK"

Santos's guards will be after you now, so walk to the door, go through it

(F,F),

turn around and lock it behind you (L,L,L,F, press "Lock").  A guard is around that crate, so get up close to it to look around (L,F).  The guard will then come walking towards you.  Wait until he's practically standing in front of you, then fire (X).  Run to the plane (F,F,F).

"STEAL PLANE"

The guard you locked behind the door has come looking for you, but he can't see you through the crate.  Wait until he is on the other side, then move around it (F).  He isn't a great shot, so wait until he fires a stray shot and blast him (R to move out, L to move back, X to shoot).  Once you've toasted the guard, walk over to the plane (F).

"ROUGH RIDE"

...and it gets rougher.  Don't forget to check it for any stray explosive devices that might have been planted on the plane (F,L,F).

<<Bomb Puzzle>>

Scan the bomb with your MRI, and you will see the inside of it.  Toggle the vibration sensor (second from the right), and then move to the switches on the left.  By flipping the switches, you want to cut the connection to the detonator (far right, the lower one) without triggering it (the upper one).

Solution:

PUZZLE LEVEL 1: There's only one active switch, so hit it!

PUZZLE LEVEL 2: Okay, three active switches, not too hard.  Hit the first and  third switches.

PUZZLE LEVEL 3: Wow.  Seven active switches.  Okay, hit the second, fourth, fifth, and sixth switches.

Okay, the bomb's disarmed, time to go.  Board the plane (F,R,F,F,F), and head to Cyberia.

>>Transfighter Missions<<

Time for some action missions.  Seven of them, so be ready.  Simple actions: point the crosshairs at the targeted box and fire.  If you take shots at a enemy that hasn't been targeted yet, there will be no damage.  Conserve your shots, as once you've drained them, you're a sitting duck until they recharge again.

"OPEN OCEAN" - Open Ocean

You will make five passes at the hovercarrier, all the while being attacked by hoverfighters, helicopters, boats, and turrets.  On the fifth pass, you will see a blue target on the carrier, which is the fuel truck.  You must destroy it to complete the mission.

"ISLAND RUN" - Military Islands

Blow up the munitions dumps, boats, and aircraft that happen to be in your vicinity.  The large carriers are never targets, so don't waste time on them. At the end of the stage, a series of cruise missiles will be fired at you from the middle of the screen.  After taking these out, hit the submarine with everything you've got left.  Like the boat, if you fail to destroy it, you'll instantly die and have to restart.

"VALLEY RUN" - Norway

Ahh... the lovely green valleys of Norway.  Lots of air and ground targets, no boss.

"PORT FLYBY" - Archangel Military Port

Tons of air and ground targets, and a shield generator to destroy.  Your flight computer will let you know when it's coming (look for the green glow), so be sure and take it out to continue.

"UNDERGROUND" - Freight Tunnel

This one is rough.  Tons of targets, and tons of fuel trucks.  Watch the color of the target- fuel trucks have blue targets, and hitting one sends the entire tunnel up in flames.  The only goal here is to survive.  Watch out for the hoverfighters waiting for you at the end of the tunnel.

"PIT STOP" - Zubrovska

Blue targets are friendly, so try not to hit too many of them.  Towards the end of the mission, several fighters will be coming at you that can destroy you in a heartbeat, so be sure and save some ammo for them.  As you're setting down, don't shoot the helicopter overhead- it's friendly.

"ICE SCREAM" - Ice Canyons

The last mission on the way to the Cyberia Complex.  Watch your shields, conserve your shots, and be prepared for the final boss.  It's easy to take out, but only if you've got a lot of remaining ammo to hit it with.

So, you've battled through the action sequences, and you're ready to get back to the "adventure" part of the game.  Or, you hated the action seqences, and you're using passwords.  Either way, welcome to the...

>>Cyberia Complex Level 1<<

"COLD FEET"

Once you're out of the plane, begin walking (F).  You'll reach a junction, and it's decision time again.

<Back Door>

To go in through the back door, take the right path (R,F,F).  You'll come to a back door, so go on in (F,F).

"SLICEOMATIC"

It slices, it dices...you.  To get through the whirling blades, you'll need to move (F) at just the right time.  I found that if you go when the blade in front of you is directly horizontal, you can almost always make it through. Once you're through the blades, walk into the next room (F).

It's kind of loud in here, and the noise will kill you if you take too much time.  Get through this section as quickly as possible (F,F,F,F,R,F,L,F) for a little piece and quiet.  If you make a mistake, you'll die, so be very fast and precise.

In the dark room, head towards the door (B,B,F,F,L,F,F).  You'll be standing in front of a security door (R,F).  There is another way out of the dark room, but you can't get past it yet.

(See Security Door Puzzle)

<Front Door>

To go in through the front door, take the left path (F,F,F).

"DOOR MAN"

Keep walking towards the complex (F), and meet the security guard.  Not a very friendly guard, is he?  Hit him in-between shots (R to move out, L to move back, X to shoot), and enter the complex (F,F,F).

"LOCKED OUT"

Walk through the doorway, and approach the perimiter lock (F,F,F).

<<Perimeter Lock Puzzle>>

Use your MRI to scan the lock, and examine the diagram.  It's a basic logic diagram, using AND, OR, and NOT gates.  Orange is on, yellow is off.  The goal here is to turn on the top right circuit without setting off the trap. In case you've never had to deal with this kind of logic:

AND: In1  In2 | Out  OR:  In1  In2 | Out  NOT:  In  | Out

     -     ----        ----

     Off  Off | Off       Off  Off | Off        Off | On

     Off  On  | Off       Off  On  | On         On  | Off

     On   Off | Off       On   Off | On

     On   On  | On        On   On  | On

PUZZLE LEVEL 1: Hit the following switches: first and third.

PUZZLE LEVEL 2: Hit the following switches: third, fourth, eighth, seventh, and first.

PUZZLE LEVEL 3: Hit the following switches: third, fourth, eighth, seventh, and first.

You're in.  Run down the hall (L,F) to the next big door.  The entry pad is to your left (F).

<<Security Door Puzzle>>

Somebody else has probably used this pad recently, so perform an IR scan on it. Sure enough, there are still heat traces left on the pad.  Enter the code in ascending order of the IR scan.

PUZZLE LEVELS 1,2,3:  The code is 2,5,7,1,Enter.

Run through the door (L,F), and down the hall.

"NOT FRIENDS"

No, they're not.  If you continue running down the hall, you'll be shot.  Enter the first door on your right (R,F), and get ready.  Oops.  Get ready, THEN enter the first door on your right.  You'll be in a room with four guards, who aren't happy to see you.  Immediately shoot the two standing ones (R,X,R,X), and duck for cover (R after "Yikes").  Timing is crucial here, so wait to make your move (L,F to stand up, D to duck, ducking R to cover, standing L and R to aim, X to fire).  Taking out the guard on the right first may make it easier to survive this one.

Once you've taken out the guards, you can return to the hall (B,F).  Enter the room again for a quick laugh (B,F,F, then B,F,F to leave).  Continue down the hall (R,F) and enter the next room (R,F).

You know, you'd think a multi-million dollar research lab would have better lighting (the SELECT button helps here).  Go over to the first terminal and sit down (F,L,F,F,F).  You can browse through Alexei's V-mail (the four icons on the right).  You'll learn that the janitor has been fired, the master password has been changed (to Alexei's hero, who is hanging in one of the rooms), and some armed strangers (besides you) are running around the complex.  When you're through, you can enter the next room (which only contains a broken terminal, not worth the bother), and then exit (L,F,F,F from the terminal).  Back out in the hallway, continue running (R,F) and enter the next room (R,F).

Not much of interest here, except for a poster on the wall (Alexei's hero, no doubt), and a sock.  Check out the poster (L,F,F,F) and leave (B,F,R,F,F). Continue down the hall (F,F) and take the first door (F).  Check out the hologram on the desk (F,F,F,F,F), step away, and head towards the next room (F,R,F,L,L,F,F,F).

"LISTEN IN"

Quietly listen to the conversation (don't move).  Once the first man has left, move behind the column (L,F).  Fire a shot at the sitting man to get his attention (R,X,L), and then wait until after he shoots to pick him off (R to move out, L to move back, X to fire).  Walk around to the far side of the conference table and check out the boring reading material (R,F,L,F,F,F).  Go over to the other door and walk though it (L,F,R,F,F,L,F,F,R,F).

Back in another hallway, continue down until you find the next room (F,F,F). Walk over to the first computer terminal (F,R,F,L,F,F,F).

"GENIUS"

<<Password Puzzle>>

Uh oh.  A password.  If you've been paying attention so far, this shouldn't be too difficult.  Alexei's hero?

PUZZLE LEVELS 1,2,3: Type "Einstein" and press Enter.

You now have access to the base's personnel files.  Browse through them, and note the new janitor's key code.  Don't forget to browse through the V-mail for clues (an extra set of keys is lying around somewhere...).  Exit the room back to the main hallway (R,F,F,L,F,F).

Run down the hall (L,F) and, hello, what's this?  A guy with a grenade! Quickly shoot him before he throws it (R,X) and run to the elevator control (F).

<<Grenade Puzzle>>

Quickly enter the code to seal the elevator.  QUICKLY!

PUZZLE LEVELS 1,2,3:  Press the buttons to match your code.  The buttons cycle

                        through these symbols:

                        0:  Blue Arrow

                        1:  Red Circle (Broken Bottom)

                        2:  Blue Circle

                        3:  Red Square

                        4:  Blue Triangle

                        5:  Red Filled Circle

                        6:  Blue Half-Circles

My code (do they change?) was Top: 2, Middle: 3, Bottom: 4

Whew!  Made it!  Continue down the hall (F).

Now it's time to do some SERIOUS back-tracking.  You'll want to go all the way back to the second door you went through in the base (Security Door Puzzle).  If you came in through the back door, you want to return to the dark room just past the loud room.

Well, here we go (from the end of the hall):

        F into Conference Room

        F,F,R,F,F,L,F,F,F,F into Hallway

        F,F,F,F through Security Door

Turn left, and enter the dark room (L,F).  Go over to the large crate blocking a door (F,L,F,F), and push the crate out of the way (R,F,F).  Go through the door (R,R,R,F).

Step on the elevator (F,R,F), and go down.  Walk over to the door (R,F), and look through it.

>>Cyberia Complex Level 2<<

"RED LIGHT"

Red light, green light.  There's a guard on the other side of a window to sneak past here.  Go through the door and along the wall next to the window (F,F,F,F,F).  Time your next move (F) as the guard is looking away from the window.  Leave the room and enter yet another hallway (R,F,L,F).

Go find the guard in the windowed room (L,F,L,F).  Hide as soon as you enter (L,F), and wait for the guard to notice.  Standard killing here (L to move out, R to move in, X to fire).  You can go gloat over the body, but it's not necessary.  Exit the room (L,F)

Head back down the hall (L,F) until you get to a door.  Once you're ready to do some killin', enter the door (F), and hit the deck (L)!  Take out the two guards (U to stand, D to duck, L and R to aim, X to fire).  If you don't aim while standing, you should be okay.  You'll automatically run forward--turn around and head back (B,F,F,F,F)

Head to the door at the end and check out the sign (F).  Enter the room (F), and look through the window (F,F,F).  There's that key.  Walk over to the terminal, (L,F,R,F,L,F) and check out the V-Mail.  Examine the patient status, and open the vents.  Exit the room (L,F,L,F,F,R,F) and head back to the window room (F,L,F).  Enter the elevator room (F,F,F), and turn left.  Remove the grating (F), and enter the vents (F).  Walk through the vent (F,F,F,F), reach through the open vent for the key (L,F,F), and head back (L,F,F,F,F,F,F).

Go back to the doorway where you killed the two guards (F,F,L,F,F,L,F,F), and enter the door on your left with the card key (L,F).  If you're in a silver room, you've gone too far- go back to the door near the doorway you were fighting at.  Walk into the room (F)

"DRUG STORE"

Have a seat (L,F), and check out the terminal.  Nasty virus, and it's spreading through the complex.  Select one of the three antidotes, and get ready to kill some germs.  Another crosshair-type arcade sequence, but this one is kind of neat looking.

ARCADE LEVEL 1: Destroy 50% of the virus.

ARCADE LEVEL 2: Destroy 72% of the virus.

ARCADE LEVEL 3: Destroy 80% of the virus.

Once you have a good antidote, remember its number, and head down the hall to the silver room (F,F,F,L,F,F).  Enter the contaminated zone (F,F,F,F,F), and walk to the next room (F,R,F,F,R,F,F), and quickly get to the computer (R,F,R,F,F).  Enter in the antidote, and then step on the innoculator (F,L,L,F,F).  Now that you're virus-free, you can breathe a little easier. Enter the next room (F,F,F,F), and step forward (F,F).

"UNSAFE DOOR"

Yes, it is.  Altough there is a neat death sequence on the other side of the door, I suggest you go sit at the computer terminal (R,F,R,F).  After using the top and bottom icons for more informaiton, activate the middle one to start Charlie up to decontaminate the sealed area.

Another crosshair arcade sequence-just kill ALL the creatures.  If any get past you, you have a second to hit the Circle button on your controller to kill all creatures on the screen at once.  This does take a hunk out of your energy, so watch out.

You can now enter the "Unsafe Door" (F,R,F), and into the sealed area of Level 2.  Go down the hall (F).

"GRAFFITI"

Enter the elevator and walk to the panel (F,F).

<<Elevator Puzzle>>

This one's tricky- first, perform an MRI scan to view the elevator pumps.  You must line up all four valves with the pump to open the door.  All four pumps fall at different rates, so a lot of patience and fast reflexes are the only way to get through this one.

>>Cyberia Complex Level 3<<

You made it.  Walk towards the Cyberia weapon (F,F), and listen to the conversation.  Bad news.  You've got a bomb in your brain. (Wait 30 seconds and you'll see that it's in your brain.  Gross.)  After the conversation, walk towards the weapon.

"YOU WITH ME"

Move forward to join with the Cyberia weapon (F).  It's time for revenge-- you're going after Devlin.

One final arcade sequence--this time it's in space.  Merged with the Cyberia weapon, you don't have to worry about energy, but you don't have a shield readout either.  Blast everything in sight.  Towards the end, you'll reach the launch bay for the swarm-- just keep firing at the center of it to take out any fighers launched.  Then, stand back and enjoy the ending (all 20

seconds

of it).

IV.  Codes and Cheats

"Is there a cheat code for this game???"

Yes, Virginia, there is a cheat code.  Enter NEMROSIM as your name at the beginning of the game.  This allows you three things:

        You can select difficulty level 1 for both Arcade and Puzzle modes.

        You can "load" any game save point, as all the passwords are in place

                for you.

        Blood.  Not a lot, but it's uncensored.  (The only place I really

                noticed is at the Slice-O-Matic death scene.  Cool.)

"Anything else?"

Well, it's not much, but at the terminal password screen ("GENIUS"), you

can enter two different passwords to get the Sony developer's credits:

        TNRUB_SDC_NOILLIB_A  ("_" = space bar)

        _REEB_OROPPAS_KNIRD  (that's a space at the front)

Well, it's not a billion-seller, and Sapporo's not my fave, but there they

are.

V.   Credits

This FAQ was written by CJayC, with help from the original PC Cyberia walkthrough (author unknown).  I found it lacking in a lot of areas, so I wrote my own for the Playstation.  If you find any incorrect or missing information from this FAQ, please write me at "cjayc@flex.net".

This file was originally posted to the newsgroups:

        rec.games.video.sony

        alt.games.video.sony-playstation

This file may also be found in the Video Game FAQ Archive WWW Site:

        http://www.flex.net/~cjayc/vgfa/

"Cyberia" is a trademark of Xatrix Ineractive Design, Inc, distributed

by Interplay Productions.

This file is Copyright 1996 by CJayC, and may be freely distributed in whole

or part as long as proper credit is given to the author.


Destruction Derby

CodesDESTRUCTION DERBY "SECRET TRACK"

"RUINED MONESTARY TRACK"

How to access??

Start WRECKIN RACE / CHAMPIONSHIP

Enter to following in the NAME screen:  REFLECT!    (DON'T FORGET

EXCLAMATION POINT)

When main menu returns.... change race to WRECKIN RACE / PRACTICE.Then go to course select and scroll left or right .... you will see "Ruined Monestary" Track..!!!!

ALSO IN NAME ENTRY AREA IF YOU ENTER THE FOLLOWING YOU WILL HAVE DIFF. OPTIONS:

Enter:  !DAMAGE!    (YOU WILL BE INVINCIBLE)Enter:  NPLAYERS  ( YOU WILL CHOOSE HOW MANY CPU OPPONENTS)

Faq

Destruction Derby FAQ 1.0

by Wendell Martin

Revised 2/22/96

Table of Contents:

1. Introduction

2. Driving Tips

3. Scoring

4. Codes

5. Cars and Drivers

6. Contributors/Additions

1. Introduction

This "Frequently Asked Questions list" is intended to supplement the (somewhat skimpy) manual for the Sony PlayStation game, Destruction Derby.  The opinions and suggestions below are my own.  The data below is copyright 1995 by Psygnosis, Ltd. and no infringements are intended. Destruction Derby provides a reply to many of today's racing video games in which the damage to cars is not handled realistically.  In short, the game is auto racing with the emphasis on damage.  This is shown in beautiful detail, and has definite effects on the cars' performances.

You drive a stock car in one of three modes, each with its own goals.  In Destruction Derby mode, your goal is to spin the other cars as much as possible while inflicting damage on them in an open arena.  In Stock Car Racing mode, you are trying to finish a race circuit in as close to first place as possible.  Wreckin' Racing mode is a race in which points are awarded both for winning the race and for spinning the other cars.  In all three modes, you may race against a field of computerized competitors, against a single computer competitor, or alone against the clock.  You may choose to compete in a stand-alone event or in a championship series consisting of many competitions.  If you have a friend with another copy of Destruction Derby, another PlayStation, and another TV, you may race against him/her, either one-on-one or in a field of computerized opponents.  The championship modes make for rewarding and sustained single-player play.

2. Driving Tips

The Rookie car (Psygnosis) seems to be for those who are new to any form of video game racing - it is stable, but slow.  The Amateur car (Grim Reaper) is a good car for drivers familiar with other racing games and has significant improvements in speed and handling.  The Pro car (Smoothie) is supposedly *the* car to learn in order to do well with the game, and has its own quirks. One common problem seems to be that of constantly driving into walls.  I would suggest a period of experimentation in the Time Trials mode as a remedy for this.  Once you get the hang of combining braking with turning, you'll have no more trouble with walls.  Techniques include braking in the middle of a turn if you are getting too close to the outside wall, braking (while still driving straight) before entering a sharp turn, and braking at the very start of a turn in order to begin a controlled skid/powerslide. Another problem is that of being spun backward on the track when hit.  The manual makes some mention of using the L1 and R1 shoulder buttons, but is vague.  Basically, if you know that you are facing the wrong way on the track, go in reverse while turning left or right on the D-pad and pressing L1 or R1. This will spin you around quickly.  If you have your back to the wall, then go forward and steer normally.  L1/R1 doesn't help going forward, except when your car's side panels have been destroyed.

A more insidious problem is not knowing which way is forward when you're spun around in one of the 90-degree intersections.  The solution borders on the tautological: know which way is forward.  As you approach the intersection, note the features of the road across the way (a distinctive billboard, perhaps).  This way, if you're spun, you'll know which way to go.  As a last resort, if you're either unable to determine the correct direction or unable to proceed in it due to conflicting traffic, go with the flow of traffic. You'll possibly be adding half a lap to your distance, but that is usually better than staggering around in the middle of an intersection, getting the stuffing beat out of you while desperately groping toward the "right" exit. In any case, it's a good idea to drive on the side of the road which is nearer to the crossing traffic's direction of approach (so that any impact will be less likely to push you too far to the side to continue onward).

Having a single "destroyed area" in your car can wreck you in Stock Car or Wreckin' Racing modes (in addition to a destroyed side panel, which ruins your steering).  If one side of your car is near failure, hug the wall on that side in order to shield your weak spot.  If your car's front end is badly battered, but its rear is OK, consider driving backwards. Destruction Derby mode seems to require that 3 or 4 areas be destroyed to wreck your car.  Since I prefer the in-car driving view, I begin a Destruction Derby mode event by driving backwards (with an external view).  It's easy to ram the other cars, since the density is high.  Then, once my car's tail is battered, I'll start driving forwards, able to finish off survivors with my car's intact front end using the in-car view.

Lastly, remember that the game *is* playable <g>.  You may not believe this after practicing for half an hour only to keep finishing near last place in Stock Car mode, but continued practice will improve your performance. Wreckin' Racing rewards slamming into other cars (something you'll do a lot of early on), so it's less frustrating.  Once you've put in enough time, you'll find that Stock Car mode has "magically" become manageable (and fun).

3. Scoring

In Destruction Derby mode, points are awarded solely for spinning and wrecking other cars: 10 for wrecking, 10 for a 360-degree spin, 4 for 180 degrees, 2 for 90 degrees.  The values are doubled when inflicted on the 1st Place car. In addition to the above, 10 bonus points are awarded for placing 1st in a Wreckin' Racing match.  Similar points may be awarded for 2nd and 3rd, but I'm not certain.

In Stock Car Racing, the finishing position is all that matters:  50 points

for 1st Place, 40 for 2nd, 35 for 3rd, 30 for 4th, 25 for 5th, 20 for 6th, 18

for 7th, 16 for 8th, 14 for 9th, 12 for 10th, 10 for 11th, 8 for 12th, 7 for

13th, 6 for 14th, 5 for 15th, 4 for 16th, 3 for 17th, 2 for 18th, 1 for 19th,

and 0 for 20th.

4. Codes

I'm normally careful to give credit to the suppliers of codes, but the following Destruction Derby codes appeared nearly simultaneously from several sources in the PlayStation Usenet newsgroups shortly after the game's release. They are entered as names at any point when you are asked for a name.  You will then be known as "Cheat!" until you enter a different name (the codes remain in effect, though).

!DAMAGE!: Your car is never damaged

REFLECT!: The Ruined Monastery track is available

NPLAYERS: Supposedly allows specification of the number of opponents

5. Cars and Drivers

Here are the cars/drivers sorted by their starting League Divisions.  This determines the initial staring order: the lower-numbered divisions start toward the back, and the best driver within a division starts in the back of the division's segment.  The names are those shown on the trucks in the "pit compound" (which sometimes differ slightly from those given during gameplay).

The drivers' ethnicities and genders are based on the game's illustrations.

#   Name              Chassis Colors  Ethnicity/Gender

Division 1 (Roof Color = Black):

53  Barmy Army        Blue/Pink       Black Male

82  Suicide Squad     Cyan/Red        Indian Female

95  Tax Man           Green/Yellow    White Male

99  The Doctor        White/Red       White Male

Division 2 (Roof Color = Red):

52  Heavy Metal Hero  Blue/White      White Male

22  Crunch Bunch      White/Purple    Asian Male

40  Psycho            Black/Purple    White Male

37  Learner           Yellow/White    White Male

Division 3 (Roof Color = Cyan):

77  The Under Taker    Black          White Male

13  The Skum           Black/Yellow   White Male

35  Team Goddess       Purple/White   Asian Female

64  Pyromaniac         Red            Black Female

Division 4 (Roof Color = Yellow):

47  Optician           Green/White    White Male

69  Passion Wagon      Red/Pink       White Female

23  The Idol           Pink/White     White Female

66  The Beast          Black/Red      White Female

Division 5 (Roof Color = White):

1  [You: Psygnosis = Blue/Cyan, Grim Reaper = Black, Smoothie = Green/White]

50  The General        Green          Black Male

88  The Bouncer        Cyan/White     White Male

 7  Trash Man          Purple/Orange  White Male

6. Contributors/Additions

This FAQ is the initial version and may contain errors.  If you have corrections or items to add to it, please e-mail me and I will implement them with credit.  If you have questions that you would like to see answered in a future version, e-mail them to me and I'll see what I can do.  The latest version of this FAQ can be found via my home page.

wendell.martin@the-matrix.com

73737.1237@compuserve.com

http://www.bham.net/users/wendell


Defcon 5

Game Shark

 Infinite ammo

                                        800D53AC 0014

 Infinite health

                                        800E7C30 0064

Codes

To find the hidden game: Goes to VOS and choose defense >-communication -> local communication, and then hit the triangle button


Descent

Game Shark

 Infinite Shield

                                        800D10A6 00C7

 Infinite Energy

                                        800D10A2 00C7

 Infinite Concussion Missiles

                                        800D10BA 0009

 Infinite Homing Missiles

                                        800D10BC 0009

 Infinite Proximity Bombs

                                        800D10BE 0009

 Infinite Smart Missiles

                                        800D10C0 0014

 Infinite Mega Missiles

                                        800D10C2 0014

 Infinite Vulcan Ammo

                                        800D10B2 9684

(JAPANESE)

 Unlimited Rockets

                                      800D045A 0006

 Unlimited Bullets

                                      800D0442 0062

 Unlimited Shield

                                      800D0446 0064

Codes

Enter these during a game (DO NOT PAUSE THE GAME!)

T=Triangle, S=Square, O=Circle, X=X

D E S C E N T

PLAYSTATION CHEAT CODES--

Cheat Name         Cheat Code               Cheat Features

--

Farmer Joe      	T-S-S-T-O-O-S-S-T-O-S-S     All level access

Mitzi           	S-X-O-T-X-T-T-X-T-X-T-X     All Keys (to locked doors)

Scourge         	T-S-O-X-T-S-X-T-S-X-O-S     Mega Wowie Zowie

RacerX          	S-T-O-S-S-T-O-O-S-T-S-X     Invunrability (on/off)

JAS             	T-X-S-S-T-O-O-S-T-S-O-X     +10 lives, all level access

Buggin          	S-T-O-S-O-X-S-X-O-T-S-X     Turbo (on/off)


Doom

Game Shark

 Invincible

                                        800A85FC 0001

                                        800A85F4 00C7

                                        800A85F0 0064

 Mega rapid fire!

                                        800A86C0 0001

 Unlimited bullets

                                        800A8664 0064

 Unlimited shotgun shells

                                        800A8668 0064

 Unlimited rockets

                                        800A8670 0064

 Unlimited plasma

                                        800A866C 0064

 Have shotgun

                                        800A8648 0001

 Have double-barrel shotgun

                                        800A864C 0001

 Have chaingun

                                        800A8650 0001

 Have rocket launcher

                                        800A8654 0001

 Have plasma rifle

                                        800A8658 0001

 Have BFG

                                        800A865C 0001

 Have chainsaw

                                        800A8660 0001

 Have red key

                                        800A8614 0001

 Have blue key

                                        800A8618 0001

 Have yellow key

                                        800A861C 0001

 Night vision on

                                        800A8610 0001

 Turn on level map

                                        800A860C 0001

DOOM VERSION 1.1

Note: This is an alternate USA version of Doom (presumably a minor bug fix). If the Doom codes above won't work, try these ones…

 Invincible

                                        800A881C 0001

                                        800A8814 0001

                                        800A8810 0064

 Mega rapid fire!

                                        800A88e0 0001

 Unlimited bullets

                                        800A8884 0064

 Unlimited shotgun shells

                                        800A8888 0064

 Unlimited rockets

                                        800A8890 0064

 Unlimited plasma

                                        800A888C 0064

 Have shotgun

                                        800A8868 0001

 Have double-barrel shotgun

                                        800A886C 0001

 Have chaingun

                                        800A8870 0001

 Have rocket launcher

                                        800A8874 0001

 Have plasma rifle

                                        800A8878 0001

 Have BFG

                                        800A887C 0001

 Have chainsaw

                                        800A8880 0001

 Have red key

                                        800A8834 0001

 Have blue key

                                        800A8838 0001

 Have yellow key

                                        800A883C 0001

 Night vision on

                                        800A8830 0001

 Turn on level map

                                        800A882C 0001

Codes

Doom Playstation Codes

This is a list of codes for all 59 levels of Doom on the Playstation(inluding level 1 and the bonus levels).Each code gives you 200% health, 200% armour and allweapons with a full complement of ammo.

Doom

Pause the game and enter the following codes:

All Weapons and Ammo        X, /\, L1, UP, DOWN, R2, LEFT, LEFT

Invincibility               DOWN, L2, [], R1, RIGHT, L1, LEFT, ()

All Map                     /\,/\,L2,R2,L2,R2,R1,Square

All Map + Objects           /\,/\,L2,R2,L2,R2,R1,Circle

Free Stuff                  X, /\, L1, Up, Down, R2, Left, Left

Level Warp (Unverified)     Right, Left, R2, R1, /\, L1, (), X

X-Ray Vision                L1, R2, L2, R1, Right, /\, X, Right

Passwords

Level    Health  Armour Weapons   Password    Level Name

Level  2 125%    200%   All       CR!3WDD3DB  Plant

Level  3 200%    200%   All       3JJCMK8W64  Toxin Refinery

Level  4 200%    200%   All       03LTJ0Y!02  Command Control

Level  5 200%    200%   All       H33!1HFTHK  Phobos Lab

Level  6 200%    200%   All       04MSKZX9Z1  Central Processing

Level  7 125%    200%   All       YTTLCXXLXV  Computer Station

Level  8 200%    200%   All       09SMBY04YW  Phobos Anomaly

Level  9 200%    200%   All       7KKBLD7V53  Diemos Anomaly

Level 10 100%    200%   All       FM4217GSGJ  Containment Area

Level 11 200%    200%   All       H!!3WDGLDB  Refinery

Level 12 200%    200%   All       07QPDW26WY  Deimos Lab

Level 13 200%    200%   All       H776XCKPCF  Command Center

Level 14 100%    200%   All       Y6PQH1171Z  Halls of the Damned

Level 15 125%    200%   All       YPPQH11Q1Z  Spawning Vats

Level 16 125%    200%   All       FGZY5MMYMP  Hell Gate

Level 17 100%    200%   All       FZZY5MMFMP  Hell Keep

Level 18 100%    200%   All       Y0HDP33X35  Pandemonium

Level 19 200%    200%   All       HYYZ8SLGSQ  House of Pain

Level 20 200%    200%   All       0VBKS8628!  Unholy Cathedral

Level 21 200%    200%   All       HVV29RPKRT  Mt. Erebus

Level 22 200%    200%   All       0WCJT75179  Limbo

Level 23 200%    200%   All       HWW1!QNJQS  Tower of Babel

Level 24 200%    200%   All       01JCL68W64  Hell Beneath

Level 25 200%    200%   All       H11W3PRCPM  Perfect Hatred

Level 26 200%    200%   All       02KBM57V43  Sever the Wicked

Level 27 200%    200%   All       H22V4NQBNL  Unruly Evil

Level 28 200%    200%   All       0ZGFN4!Y46  Unto the Cruel

Level 29 200%    200%   All       HZZY5MTFMP  Twilight Descends

Level 30 200%    200%   All       00HDP39X35  Threshold of Pain

DOOM II

Level 31 200%    200%   All       H00X6LSDLN  Entryway

Level 32 125%    200%   All       F7QPDWWPWY  Underhalls

Level 33 125%    200%   All       Y776XCC6CF  The Gantlet

Level 34 125%    200%   All       F8RNFVVNVX  The Focus

Level 35 150%    200%   All       DQQPDWV6WY  The Waste Tunnels

Level 36 200%    200%   All       0L3!1HFTHK  The Crusher

Level 37 200%    200%   All       HLLTJ0Y!02  Dead Simple

Level 38 200%    200%   All       0M492GDSGJ  Tricks and Traps

Level 39 100%    200%   All       CTRNFVV5VX  The Pit

Level 40 200%    200%   All       0S94VFHMFC  Refueling Base

Level 41 200%    200%   All       HSSMBY04YW  O of Destruction!

Level 42 200%    200%   All       OT!3WDGLDB  The Factory

Level 43 200%    200%   All       HTTLCXZ3XV  The Inmost Dens

Level 44 200%    200%   All       0Q76XCKPCF  The Suburbs

Level 45 200%    200%   All       HQQPDW26WY  Tenements

Level 46 200%    200%   All       0R85YBJNBD  The Courtyard

Level 47 200%    200%   All       HRRNFV15VX  The Citadel

Level 48 200%    200%   All       0DX07TMHTR  Nirvana

Level 49 200%    200%   All       HDDHQ!40!8  The Catacombs

Level 50 200%    200%   All       0FYZ8SLGSQ  Barrels of Fun

Level 51 200%    200%   All       HFFGR93Z97  Bloodfalls

Level 52 200%    200%   All       0BV29RPKRT  The Abandoned Mines

Level 53 200%    200%   All       HBBKS8628!  Monster Condo

Level 54 200%    200%   All       0CW1!QNJQS  Redemption Denied

BONUS

Level 55

Level 56 200%    200%   All       3P67ZNBQJG  The Military Base

Level 57 100%      0%   123 5678  JCGDNFL555  The Marshes *

Level 58

Level 59 150%     25%   All       JCGDNFL556  Club Doom *

Level 60

===============Level Passwords (more...) ===============

Here's a list of level passwords compiled by (e):NOS and Reptile X aftera night of HELL!

ULTIMATE DOOM                    DOOM II         ---                    --         1 WLHYHCPWWW                  31 WLHYHCP999         2 PFX7ZN3NNN                  32 WLHYHCPCCC         3 WLHYHCPVVV                  33 PFX7ZN3666         4 PF7XZ3NMMM                  34 WLHYHCPBBB         5 __________                  35 PFX7ZN3555         6 PL1RY81LLL                  36 LWHYHPC555         7 LWHYHPCPPP                  37 PF7XZ3N444         8 PFX7ZN3TTT                  38 WLHYHPCDDD         9 WLHYHCP000                  39 PL1RY81333        10 PFX7ZN3SSS                  40 LWHYHPC777        11 WLHYHCPZZZ                  41 PFX7ZN3!!!        12 PFX7ZN3RRR                  42 LWHYHPC888        13 WLHYHCP222                  43 PFX7ZN3999        14 PFX7ZN3QQQ                  44 LWHYHPC999        15 WLHYHCP111                  45 PFX7ZN3888        16 PFX7ZN3FFF                  46 LWHYHPC!!!        17 WLHYHCP444                  47 PFX7ZN3777        18 PFX7ZN3DDD                  48 WLHYHCPMMM        19 WLHYHCP333                  49 PFX7ZN3YYY        20 PF7XZ3NCCC                  50 WLHYHCPLLL        21 LWHYHPCDDD                  51 PFX7ZN3XXX        22 PL1RY81BBB                  52 LWHYHPCXXX        23 WLHYHPC555                  53 PF7XZ3NWWW        24 PFX7ZN3KKK                  54 WLHYHPCNNN        25 WLHYHCP888                  55 LWHYHPCYYY        26 PFX7ZN3JJJ                  56 LWHYHPCZZZ        27 WLHYHCP777                  57 PFX7ZN3222        28 PFX7ZN3HHH                  58 WLHYHCPQQQ        29 WLHYHCP!!!                  59 PF1XZ3N11130 PFX7ZN3GGG

For PlayStation code FAQs and full FAQs, go to:http://atlcom.net/~jayton/PlayStation/


DragonBall Z 22

 Game Shark

(JAPANESE)

 Infinite health player 1

                                      800BE388 0190

 Infinite power player 1

                                      800BE38A 0200

Faq

Version:0.7  10/22/95

--

Compiled by the Kame House Staff

Written by Otaku Black

Any questions or coments can be sent to: Gogeta@wizard.com

Note: This is a Prelimanery version of the FAQ. Please Note that this

Faq contains many examples of "Japanese-English",so some things just

won't make any sence. Future updates will contain translations of the names of Special Moves. Information on the Build-Up ,Build -up Battle, memory card use.

---

Table Of Contents

Part 1: DBZ Ultimate Battle 27 extra character code

Part 2: Different animation sequences in versus fight

Part 3: The Controls

Part 4: Complete move list

Part 5: (Future)

Part 6: (Future)

---

Part 1 - DBZ UB 27 code:

At the DBZ UB 22 opening screen do the following with controller #1

Up, Triangle, Down, X , Left, L1, Right, R1

If done right, you will get a new opening animation sequence with

Son Gokuh (child)

Kame-Sennin

Mister Satan

Super Saiyajin 3 Son Gokuh

Gogeta

---

Part 2 - Story Animation:

You will get a different opening aniamtion sequence at the beggining of a

versus fight (1P VS 2P, or 1P VS COM) with the following character fights

#1 - Son Gokuh VS Vegeta

#2 - Son Gokuh VS Cell

#3 - Son Gohan VS Cell

#4 - Young Son Gokuh VS Ten Shin Han

#5 - Gotenks VS Super Buu

#6 - Son Gokuh VS Freeza

#7 - Majin Buu VS Vegeta

#8 - Super Saiyajin 3 Gokuh VS Majin Buu

#9 - Super Saiyajin 3 Gokuh VS Vegeta

Note: If you play Son Gokuh (child) VS. Son Gokuh (child) The loser

will turn into Oolong and the end of the fight.

_________________________________________________________________________

Part 3 - Controls:

THE CONTROLS:

                  L1 = Dash Left        R1 = Dash Right

                  L2 = Not Used         R2 = Not Used

                     .====.                .====.

                   _/-\______________/-\_

       U          /    __    \          /          \     [] = Punch

       ^         "   _ \/ _   "        "    (/\)    "    /\ = Fly

  B <     > F   |   |_>  <_|   |      | ([])    (0)  |

       v        |.     /\     . []  [> .    (><)    .|   >< = Kick

       D        | \    ~~    /\          / |   0  = Ki Attack

                |  "-.____.-"            "-.____.-"  |

                |       _/                  \_       |

                \      /                      \      /

                 ~----~                        ~----~

Select = Not Used

Start = (While playing) Pause

GAME BASICS:

Jump back    Jump up    Jump forward

U

UB       UF

                             \ | /

    Move backward/      B    -   -    F       Move forward

     High defense            / | \

                          DB       DF

D

             Low defence  Squat down   Squat down

F = Foward               SQ = Square Botton (punch)

B = Back                 X = X Botton (kick)

D = Down                 TRI = Triangle Botton (fly)

U = Up                   0 = 0 Botton (energy attacks)

HC = Half Circle

QC = Quater Circle

(Hold down SQ or X or SQ+X to charge up your KI level)

--

Basic Blocks:

Moves for everybody

QCB + 0(hold 0)   Blocks all KI attacks but costs energy

Tap B,B           Dodges all KI attacks

SQ + X            Knock away normal blasts

(can also be used as an attack)

--

Part 4: Move List

Listed here is the complete move listing for all 27 characters with

attack names, meteo attacks and mini-combos/throws.

(Note: mini-combos and throws must be done next to opponent)

---

Super Saiyajin Son Gokuh

---

Mini Combo:                       Ki-Oi-Hou:

B + SQ                            B(hold),F +0

Dash Elbow:                       Kame Hame Ha:

QCF + SQ                          HCF + 0

KameSen Ryu Kakato Otoshi:        Chou Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Shiryu Retsu-Kyaku:               Super Meteo Smash:

HCF + X                           HCB,F + SQ (close)

Jumping Knee Lift:                Shiyunkanitou Kame Hame Ha:

DB,UF + X                         QCB,HCF + 0

Renzoku Energy Attack:            Tai-Yo Ken:

QCF + 0                           D,U + 0

---

Son Gohan (child)

---

Mini Combo:                       Ki-Oi-Hou:

F + SQ                            B(hold),F + 0

Jet Upper:                        Ma-Sen-Kou:

QCF + SQ                          HCF + 0

Buku-Kyaku:                       Kame Hame Ha:

Jump,F,D + X                      QCB,F + 0

Dash Slider:                      Chou-Bakurestu Rush:

B,DB,D + X                        F,B,D,U + X (close)

Fly High Shot:                    Motion Cancell Chou Kame Hame Ha:

QCF + X                           QCF,B + 0

Renzoku Energy Attack:

QCF +0

---

Son Goten

---

Mini Combo 1:                     Renzoku Energy Attack:

B + SQ (punches)                  QCF + 0

Mini Combo 2:                     Ki-Oi-Hou:

F + SQ (kicks)                    B(hold),F + 0

Goten Attack:                     Kame Hame Ha:

D,U + SQ                          HCF + 0

Kai-Ten KicK:                     Chou Kame Hame Ha:

B + X                             QCB,F + 0

Jump High Kick:                   Responce Rush:

DB,UF + X                         HCB,HCF + SQ (close)

Dash Oshi-Barai:                  Super Goten Attack:

B,DB,D + X                        D(hold),U + 0

---

Trunks (child)

---

Mini Combo:                       Sky Energy Ball:

F + SQ                            Jump,F,D + 0

Dash Elbow:                       Ki-Kou Ha:

QCF + SQ                          HCF + 0

Rolling Savate:                   Ki-Oi-Hou:

B + X                             QCB,F + 0

One Step Kick:                    Sprit Rush:

QCF + X                           F,B,D,U + X (close)

Flash Kick Attack:                Dai-Kou Dan

B(hold),F + X                     QCF,HCF + 0

Renzoku Energy Attack:

QCF + 0

---

Gotenks

---

Mini Combo:                       Seigi No Shinikami Triple Den:

F + 0                             QCF + 0

Ultimate Wild Boar Attack:        Shouri No Final Kame Hame Ha:

Jump,F,D, + SQ                    HCF + 0

Super Miricale Punch:             Renzoku Shine-Shine Missile:

B(hold),F + SQ                    QCB,F + 0

Shin Damo Touzen Kick:            Gekitotsu Ultra Renzoku Shine-Shine

QCB + X                           Super Missile: HCB,HCF + SQ

Great Kick Special:               Super Ghost Kamikaze Attack:

DB,UF + X                         HCB,HCF + 0

---

Future Trunks

---

Throw:                            Energy Zen:

F + SQ                            B,DB,D + 0

Baku-Ken Ha:                      Burning Attack:

B(hold),F + SQ                    HCF + 0

Super Sliding Kick:               Finish Buster:

B,DB,D + X                        QCB,F + 0

Down The Heal:                    Burning Hells Slash:

HCB + X                           F,B,D,U + SQ (close)

Rushing Kick:                     Energy Rush:

F,B,F + X                         HCF,HCF + 0

Renzoku Energy Attack:

QCF + 0

---

Piccolo

---

Throw:                            Energy Flame:

B + SQ                            F.B.F + 0

Mistic (Throw):                   Ki-Kou-Ha:

B(hold),F + Sq                    DB,UF + 0

Baku-Kyuku:                       Masenkou-Sappou:

Jump,F,D + X                      HCF + 0

Sonic Kick:                       Kekiretsu-Koudan:

F,B,F + X                         QCB,F + 0

Knee Upper:                       Namek Ryu-Bukuretsu Ken:

DB,UF + X                         F,B,D,U + SQ

Renzoku Energy Attack:            Makuu-Houi Dan:

QCF + 0                           HCB,HCB + 0

---

Kulilin

---

Mini Combo:                       Kyaku Kame Hame Attack:

F + SQ                            B,DB,D + 0

Sen-Kuu Ken:                      Tai-Yo Ken:

QCF + SQ                          D,U + 0

Reppu-Kyaku:                      Kame Hame Ha:

F,B,F + X                         HCF + 0

Ga-Ryuu Kyaku:                    Kien-Zan:

B,DB,D + X                        QCB,F + 0

Raku-Ka Shuu                      Kamesen Ryu GekiShuuran Bu:

Jump,F,D + X                      HCB,F + SQ (close)

Renzoku Energy Attack:            Kien-Retsu-Zan:

QCF + 0                           HCF,HCF + 0

---

Tenshinhan

---

Mini Combo (head butt):           Tai-Yo Ken:

F + SQ                            D,U + 0

Gaku-Ryu Ken:                     Suru-Sen Ryu Combanation:

Tap SQ rapidly                    HCF + SQ (durring Tai-You-Ken)

Cross Chop:                       Do-Don Pa:

F,B,F + SQ                        HCF + 0

Dash Knee Upper:                  Ki-Ko-Hou:

QCF + X                           QCB,F + 0

Rezoku Energy Attack:             Suru-Sen Ryu Combanation Attack:

QCF + 0                           HCB,F + SQ (close)

Kai-Kou Ken:                      Shin Ki-Ko-Hou:

DB,UF + 0                         HCB,HCF + 0

---

Great Saiyaman

---

Mini Combo:                       Great Saiya Cannon:

F + SQ                            B(hold),F + 0

Winning Upper:                    Kame Hame Ha:

QCF + SQ                          HCF + 0

Super Hero Punch:                 Chou Kame Hame Ha:

F,B,F + SQ                        QCB,F + 0

Baku-Kyaku:                       Great Dancing Attack of Justice:

Jump,F,D + X                      HCB,F + X (close)

Double Kick Of Justice:           Great Kame Hame Ha:

QCF + X                           HCB,F + 0

Straight Energy Attack:

QCF + 0

---

Kai-Oh Shin

---

Throw:                            Wave Shock:

F + SQ                            B,DB,D + 0

Kien-Jin:                         Energy Thrust:

F,B,F + SQ                        HCF + 0

Crazy Rush:                       Gekiretsu-Shinou Ho:

B(hold),F + SQ                    QCB,F + 0

Shiren-Jinou Kyaku:               Gekishin-Ou Ken:

HCF + X                           F,B,D,U + 0 (close)

Renzoku Energy Attack:            Shin-Ouhoden Kien-Jin:

QCF + 0                           HCB,HCF + 0

Ugoki-Fuuji:

B(hold),F + 0 (blocking move)

---

Vegeta

---

Throw:                            Astro Fire Cannon:

F + SQ                            QCF,B + 0

Dash Elbow:                       Big Bang Attack:

QCF + SQ                          HCF + 0

Vegeta Sledge Hammer:             Final Flash:

F,B,F + SQ                        QCB,F + 0

Slash Down Kick:                  Galic Vegeta Cannon:

Jump,F,D + X                      HCB,F + X (close)

Slash Arrow Kick:                 Big Bang Attach (penatrating)

DB,UF + X                         QCB,HCF + 0

Baku-Hatsu Ha:                    Vegeta Final Blast Bomb:

D,U + 0                           Jump,F,B,UB,U,UF,F + 0

---

Zarbon

---

Mini Combo:                       Roses Eye Web:

F + SQ                            B,DB,D + 0

Violent Circle:                   Stardust Blitz:

D,U + X (also while jumping)      HCF, + 0

Shooting Star Combanation:        Chrusher Ball:

Jump,F,D + X                      QCB,F + 0

Super Sliding Kick:               Air Assult Terror Crush:

B,DB,D + X                        HCB,HCF + SQ (close)

Cosmo Energy Flash:               Spread Balls:

QCF + 0                           QCF,HCF + 0

---

Recom

---

Throw:                            Recom Press Kick:

F + SQ                            Jump,F,D + X

Recom Death Driver:               Recom Fighting Bomber Attack:

HCB + SQ                          HCF + 0

Recom Crush Down:                 Recom Lazer Gun:

HCF + SQ                          QCB.F + 0

Recom Sky Kick:                   Recom Fire Guillotine Gun:

DB,UF + X                         HCF,HCB + SQ (close)

Recom Kick:                       Ultra Fighting Bomber:

QCF + X                           HCB,HCF + 0

---

Ginew

---

Mini Combo:                       Grand Energy Attack:

F + SQ                            B,DB,D + 0

Dynamite Punch:                   Terror Smash:

QCB,F + SQ                        HCF + 0

Dash Tackle:                      Ginew Dynamite Attack:

HCF + SQ                          QCB,F + 0

Bycicle Kick:                     Ginew Great Attack:

F,B,F + X                         QCB,F,DF,D + X (close)

Ginew Throw Tackle:               Body Change:

F,DF,D + SQ                       F,B,HCF + 0

Renzoku Energy Attack:            Damage Body Change:

QCF + 0                           B,F,HCB + 0

---

Freeza

---

Throw:                            Ki-Oi-Ho:

F + SQ                            B(hold),F + 0

Mini Combo:                       Ki-Baku Ha:

B + SQ                            B,DB,D + 0

Freeza Crash Head:                Freeza Death Ball:

F,B,F + SQ                        HCF + 0

Hell Down Attack:                 Freeza Mega Buster:

Jump,F,D + SQ                     QCB,F + 0

Freeza Tail Attack:               Freeza Death Psycho Kenesis:

QCB + X                           F,B,D,U + 0 (close)

Dangerous Cannon:                 Freeza Psycho Kenesis:

QCF + 0                           HCB,F + 0

---

Artificial Human No.18

---

Throw: (punch)                    Energy Zan:

F + SQ                            B,DB,D + 0

Flying Head Attack:               Energy Ball:

F,B,F + SQ                        HCF + 0

Spinning Shot:                    Energy Wave:

B,DB,D + X                        QCB,F + 0

Double Rose Bud:                  Pretty Drive Attack:

F,B,F + X                         HCB,F + X (close)

Pretty Kick:                      Flash Beam Press:

QCF,B + X                         HCB + 0 (close)

Renzoku Energy Attack:

QCF + 0

---

Artificial Human No.16

---

Throw 1: (head butt)              Eye Beam:

F + SQ                            DB,UF + 0

Throw 2:                          Hyper Cannon:

B + SQ                            B(hold),F + 0

Power Shot:                       Mega Energy Bomb:

QCB,F + SQ                        HCF + 0

Tackle Destroyer Crush:           Hells Flash:

B,DB,D + SQ                       QCB,F + 0

Rocket Punch:                     Hells Flash Combonation Attack:

QCF + SQ                          QCB,HCF + SQ (close)

Renzoku Energy Attack:            Thunder Rocket Attack:

QCF + 0                           QCF,HCF + 0

---

Cell

---

Throw:                            Energy Shot:

F + SQ                            B,F +0

Head Attack:                      Super Energy Wave:

F,B,F + SQ                        HCF + 0

Ground Slider:                    Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Rushing Attack:                   Perfect Cell Smash:

DB,UF + X                         F,B,D,U + SQ

Renzoku Energy Attack:            Chou Kame Hame Ha:

QCF + 0                           HCB,F + 0

Ki-Oi-Hou:

B(hold),F + 0

---

Doubler

---

Throw 1: (lightning)              Devil Lance:

F + SQ                            B,F + 0

Throw 2: (fire)                   Energy Shot:

B + SQ                            HCB, + 0

Slasher Sword:                    Shot Flame:

QCF + SQ                          HCF + 0

Jumping Sword Attack:             Death Fire:

HCB + SQ                          HCB,F + 0

Double Sword Attack:              Death Barage lance:

QCF + X                           B,F,D,U + SQ (close)

Saliva Shot:                      Death Flame:

B(hold),F + 0                     HCB,HCF + 0

---

Majin Buu

---

Botton Press:                     Energy Shot:

F(or B) + SQ (close)              B(hold),F + 0

Buu Head Butt:                    Oyatsu-Kousen:

DB,UF + SQ                        HCF + 0

Buu Zutsu-ki Special:             Buu Breath:

F,B,F + SQ                        QCB,F + 0

Buu Fly Kick:                     Buu Barage Attack:

Jump,F,D + X                      B,F,D,U + SQ (close)

Buu Drop Kick:                    Buu Bomb:

B,DB,D + X                        HCB,F + 0

Bra-Bra Energy Attack:

QCF, + 0

---

Super Buu

---

Throw:                            Super Oyatsu-Kousen:

F + SQ                            HCF + 0

Shotsu-kaku no Hashi:             Super Buu Breath:

B,F + SQ                          QCB,F + 0

Crazy Elbow:                      Dangerous Liquid Bomb:

QCF + SQ                          HCB,HCF + SQ

Buu Combonation:                  Chou Kaku-San Renzoku Energy Attack:

QCB,F + X                         HCF,HCF + 0

Broken Energy:

QCF + 0

---

Son Gokuh (child)

---

Throw:                            Jan-Ken Pa:

F + SQ                            B,F + 0

Hastu-Shu Ken:                    Kuchu Kame Hame Ha:

HCF + SQ                          Jump,F,D + 0

Niyo-Ibou Attack:                 Kame Hame Ha:

B(hold),F + SQ                    HCF + 0

Jan-Ken Ku:                       Giant Ape Trasformation:

B,F + SQ                          HCF,HCB + SQ

Jan-Ken Chogi                     Yudou Kame Hame Ha:

B,F + X                           HCB,F + 0

---

Kame-Sennin

---

Throw:                            Kyo-Sui Ken:

F + SQ                            QCF + 0

Nidan Hizake-ri:                  Ge-Dan Kiyo-Sui Ken:

F,B,F + X                         F,DF,D + 0

Kame-Sen Ryu Ken-Fu Shu:          Zan-Zou Ken:

QCB,F X                           F,B,F + SQ

Tai-Ken Kame Punch:               Kame Hame Ha:

QCF + SQ                          HCF + 0

Tai-Ken Kame Kick:                MAX Kame Hame Ha:

QCF + X                           QCB,F + 0

Ge-Dan Tai-Ken Kame Punch:        Ma-Fuu Ba:

F,DF,D + SQ                       HCB,HCF + 0

Ge-Dan Tai-Ken Kame Kick:         Bankoku Bitsu Kuri-Shou:

F,DF,D + X                        HCB + 0

---

Mr.Satan

---

Throw:                            Dynamite Kick:

F + SQ                            QCF + X

Base Ball Bat:                    Satan Tokusei Bazooka Hau:

SQ + X                            HCF + 0

Rolling Attack:                   Tokusei Ultra Dai-Baku Dan:

B,DB,D + SQ                       QCB,F + 0

Vulcan Jab:                       Tokusei Ultra Dai-Baku Dan Shitsu-Bai:

QCB + SQ                          QCB,HCF + 0

Very Very Punch:                  Champion no Ka-Rei Na Mai:

QCF + SQ                          HCB,HCF + SQ

Metta Uchi-Eiyuran Bu:            4 Renzo Baku-Retsu Missile Lancher:

HCB,F + SQ                        HCB,F + 0

---

Super Saiyan 3

---

Mini Combo:                       Thousand Combonation:

B + SQ                            HCF + X

Dash Punch:                       Ki-Oi-Hou:

QCF + SQ                          B(hold),F + 0

Saiyan 3 Attack:                  Kame Hame Ha:

HCB + SQ (close)                  HCF + 0

Slash Leg Down:                   Chou Kame Hame Ha:

Jump,F,D + X                      QCB,F + 0

Gail Shot:                        Shun-Kan Itou Meteo Crash:

QCB,F + X                         B,F,D,U + SQ

Gail Shot Reverse:                Super Quick Kame Hame Ha:

QCF,B + X                         HCB,F + 0

---

Gogeta

---

Throw:                            Shun-Kan Itou Screw Drop:

B + SQ                            R1(or R2) + X

Metro Attack:                     Ki-Oi-Hou:

HCF + SQ                          B(hold),F + 0

Gogeta Hari-Tobashi:              Ultra Super Dounuts:

QCB + X (close)                   HCF + 0

Screw Drop-Kick:                  Final Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Slash Down Kick:                  Gogeta Genki-Dama:

Jump,F,D + X                      D(hold),U + 0

Shun-Kan Itou Slider:             Gogeta Meteo Attack:

R1(or R2) + SQ                    HCF,HCB + SQ (close)

Shun-Kan Itou Slash Down:         Quick Ultra Ball:

R1(or R2) + 0                     QCB,HCB + 0


D

Game Shark

 Infinite time

                                        80053AE0 BEDE

                                        80053B24 BEDE

                                        800689B8 BFCE

                                        80071120 044E

                                        8010C484 020C

 Infinite mirror hints

                                        800718E4 0303

                                        801324B4 0001

Walkthrough

Beetle symbols

Glowing beetles will appear up to four times during the game. Once triggered, Laura will experience some disturbing flashback sequences. They are located in varying areas in the game and are only accessible after certain specific actions are completed.

Laura's compact

Select the compact from Laura's inventory to receive a pictorial hint to solve the current puzzle. This may only be done three times per game.

Laura's father

At varying locations in the game, Laura's father will speak to her.

Laura's watch

The game must be completed in two hours (real time). The watch in the inventory will keep track of the elapsed game time. The game begins at 3:00, and will end at 5:00.

Solution:

Note: This solution presents all actions available in the game, including many that are optional. Once certain information is known (e.g., the number of the drawers to open or the combination to the safe, there is no need to play those sections that will reveal those clues).

[Laura walks up to the entrance of Los Angeles National Hospital. She looks at the dead bodies in the waiting room. Suddenly, the interior of the hospital transforms into a gothic structure.]

Dining Room

     Approach the table and look at the bowl. The water in the bowl will turn to blood.

     Approach the open door to the left of the fireplace to enter the First Floor Hallway.

First Floor Hallway

     Look at the dresser to the left of the stairway. An arm will stretch out of the mirror and grasp at Laura.  Walk into the Barrel Room to the right of the hallway.

Barrel Room

     Walk towards the far end of the room. A spiked wall will spring towards Laura, stopping inches from her body.      Walk up the stairs to the Second Floor Hallway.

Second Floor Hallway

     With the stairs to Laura's back, open the door to the left. A man impaled on spikes will be displayed.      Enter the door directly across from the stairs to enter the Second Floor Sitting Room.

Second Floor Sitting Room

     Approach the chest of drawers in the corner. Each drawer is marked with a roman numeral. Open drawer "I".   Laura will take the piece of paper that is in the drawer. A beetle symbol may appear in this drawer instead of the  paper (open the drawer a second time after the flashback scene has completed).

     Approach the fireplace. Laura will pick up the silver key from the bottom of the fireplace.  Return to the Dining Room.

Dining Room

     Place the paper in the bowl on the dining table. The inscription "IV - II" will appear.

     Return to the Second Floor Sitting Room.

Second Floor Sitting Room

     Approach the chest of drawers and open drawer "IV", then drawer "II". Laura will take the wrench that is in drawer "II".

     Return to the Barrel Room.

Barrel Room.

     Use the wrench to turn the spigot on the barrel. The spikes on the far wall will retract.

     Walk into the stairway that was protected by the spiked wall. The stairs end at a locked door marked with the  number "78".

     Return to the Dining Room.

Dining Room

     Use the silver key to unlock the door to the right of the fireplace.

     Enter the First Floor Bedroom.

First Floor Bedroom

     A manacled prisoner is shackled to the wall. Note that his right arm disappears into the wall. Walk into the other  section of the bedroom.

     Approach the small wooden safe that is on a pedestal in the corner. Pull the handle to make the number "78"  appear. Setting the numbers is difficult because there is a delay, and the number on the right slips ahead a few  positions every time it stops. The number of digits that slips ahead is the number currently showing on the left side.

     Pull the handle to stop the left number between "0" and "1" to stop the display at "7". Pull the handle to stop the  right number between "2" and "3" to display "1", which will slip ahead to "8". Once opened, the safe reveals the  prisoner's arm that has been placed through the wall. Laura will take the ring off the hand in the safe.

     Return to the Barrel Room.

Barrel Room

     Enter the room and walk down the stairway.

     Approach the door and use the ring to unlock the it.

[The door opens to reveal a circular stairway. As Laura walks down, a large stone ball appears and begins to roll behind her. Laura runs down the stairs, with the ball inches away from crushing her. She enters the Downstairs Bedroom just as the ball is stopped by the archway leading into the room. The stairway back to the first floor is blocked by the ball.]

Downstairs Bedroom

     Approach the painting above the fireplace. Upon closer inspection, the girl in the painting smiles and transforms  into a picture of four animals in the pattern:

            Chicken

     Horse           Rabbit

             Deer

     Approach the desk with two drawers. A beetle symbol may appear here.

     Approach the night stand to the right of the bed. Four cups painted with pictures of animals are on a circular tray  on the night stand. Rotate the tray to match the pattern from the painting. The tray will rotate, and unlock the door  to the right of the night stand.

     Open the door and enter the Library.

Library

     Examine the four busts on the table. A beetle symbol may appear here.

     Examine the bookshelf. A beetle symbol may appear here.

     Open the door and enter the Prison.

Prison

[Laura looks at the dead prisoners. A gold key on the floor comes into view, still held by a prisoner. Laura picks up the prisoner's arm and drops it to the floor, dislodging the key, which she takes.]

     Return to the Downstairs Bedroom.

Downstairs Bedroom

     Unlock the desk with the two drawers. Laura will take the book that was inside the drawer on the right.

     Return to the Library.

Library

     Place the book on the bookshelf. The bookshelf will slide over, revealing a secret passage.

[Laura walks up the stairs in the secret passage. As she passes through the archway at the opposite end, a metal gate

and door slam down, blocking her way back. Laura is now in the Rotating Room.]

Rotating Room

     The podium in the center of the room has a wheel, that when turned, will cause doorways to different locations to

     appear randomly behind Laura. The locations are:

          A brick wall that is impassable. A beetle symbol may appear here.

          Stairs leading down to the Hall Of Knights.

          Stairs leading down to the Circular Pool.

          Stairs leading up to the Garden.

          The locked gate blocking the secret passage back to the Library.

          A room with a Stained Glass Window.

     Rotate the wheel on the podium until the Hall Of Knights is accessible.

Hall Of Knights

[Laura walks down a flight of stairs into a hallway with suits of armored knights. She stares into a circular pit at the end

of the hall. Turning around, she comes face to face with one of the knights, which now blocks her path.]

     Watch the bottom of the screen for hints to use the controller. Laura can defeat the knight by executing the first  move in time. If this is not done, the knight will push Laura into the pit.

     If Laura falls into the pit, approach the metal rungs lining the pit wall. A beetle symbol may appear here. To defeat  the knight, follow the on-screen controller hints displayed after Laura reaches the top of the rungs. Timing is  crucial. Press each button immediately after prompted.

[Laura climbs out of the pit and faces the knight. Press Left when prompted to move Laura out of the way of his sword.

The knight points his sword inches from her eye. Press Right when prompted to move Laura away from another swing.

Laura slips and hangs from the edge of the pit. She pulls herself up slowly. After she reaches the top, the knight steps in front of Laura and grabs her. The knight throws Laura against the wall. Press Left when prompted to avoid his sword again. Press A when prompted to push the knight into the pit. Laura will take the Knight's sword out of the wall.]

     Return to the Rotating Room.

Rotating Room

     Rotate the wheel on the podium until the Garden is accessible.

Garden

[Laura climbs up a stairway and climbs through a trap door into a garden.]

     Approach both statues in the Garden. When examined, the names of the statues (Aquarius and Sagittarius) are  revealed.

     Approach the fountain. A beetle symbol may appear here.

     Approach the door on the tower wall. Place the sword in the slot on the door. The sword will break, and unlock  the door. Use the door to enter the Tower.

Tower

[Laura walks up the stairs into the Tower]

     Approach the telescope on the table. Use the lever to the right of the telescope to select the symbol for Aquarius  (two wavy lines). Look in the telescope to see the constellation outlined in light blue. Move the lever next to the  telescope to select the symbol for Sagittarius (an arrow crossed with a bar). Look in the telescope to see the  constellation outlined in green.

     Return to the Garden.

Garden

     Examine the statue of Aquarius. Push the light blue button.

     Examine the statue of Sagittarius. Push the green button.

[The fountain in the garden drains, simultaneously filling the Circular Pool with water. The chest that was in the middle of the pool floats over to the edge.]

     Return to the Rotating Room.

Rotating Room

     Rotate the wheel on the podium until the Circular Pool is accessible.

Circular Pool

     Open the chest floating in the pool. Laura will remove the pistol that was in the chest.

     Return to the Rotating Room.

Rotating Room

     Rotate the wheel on the podium until the room with the Stained Glass Window is accessible.

Stained Glass Window

     Use the pistol to destroy the window. Note the depiction of the woman and Nosferatu-like monster on the  window.

[The window shatters, revealing Laura's location in a huge tower. Laura climbs up a set of metal rungs next to the window to reach the Attic.]

Attic

[Laura climbs in through the window. The shutters close and lock behind her.]

     Walk to the end of the hallway to experience another flashback sequence.

     Return to the middle of the hallway. While facing the window, turn to the wall on the left.

[The hallway shakes, and the wall in front of Laura splits open to reveal the Gear Room.]

Gear Room

     This room contains a strange machine with two gears. The gear on the left side has a red sphere. The gear on the  right side has a circular hole. To complete this puzzle, both gears must be rotated to view the red sphere through  the circular hole.

     The two levers on the front of the machine can be set to three positions: front, middle, and back. Set the left lever  to the middle position and the right lever to the front position. Push the red button until the red sphere is in the area  between the gears. Set both levers to the front position. Press the red button until the circular hole overlaps the  red sphere.

[The machine moves back into the wall on a large screw. Laura walks up a flight of white stairs that are suspended in mid-air to the Spire.]

Spire

[Laura reaches the top of the stairs to face a wall with a painting of her mother.]

     Examine the painting.

[A series of images will be displayed. The view shifts to a room with Laura's father. He explains the meaning of "D", and Laura's disturbing visions. Her father begins to transform and asks Laura to come to him.]

     Use the pistol to shoot Laura's father.

[The ending animation will begin. Watch the entire sequence of credits for a hint to the plot of the sequel, D2.]  the plot of the sequel, D2.]


Discworld

Walkthrough

7.Apr.95 v1.0 by Thomas Niederreiter

--

Warning, this file contains extreme heavy SPOILERS! If you want to solve this game at your own, delete it! (This file, not the game 8)

Warning, the second: This walkthrough shows a fast way through the game, but shows not all jokes, gags and things to try. If you want fully enjoy the game, don't play straight this solution! Use it just as reference when you are helplessly stuck.

Warning, the third: Because I'm not a native english speaker, this file may be full with adventurous grammatics, ill-written sentences and other errors. You are free to send me mails with suggestions and corrections.

Let the game begin!

--

ACT I:

-

First get your pouch out of the wardrobe.

After a visit at the arch chancellor we have to fetch the dragon-lair-compendium. But first we wake up the luggage with the broom we found in the closet. Then we are giving the banana we found inside the luggage to the librarian and are off to show the arch chancellor the book.

Now we have to find the five ingredients of a dragon-locator.

- Staff:

Just exchange the broom with the magical staff from Windle Poons. Be sure to wait for the moment he reaches over to fetch some food, so that the staff is left unguarded.

- Imp:

Now talk to the apprentice wizard outside, he shows you now how to open the gate. (Take the frog with you, btw.) Then head to the Livery Stable and take some corn out of the sack. Next go to the Alley and visit the alchemist. (Walk around the jumping floorplate) There use the corn on the flask and you can get the imp out of that camera.

But its much too fast for you, so we need some help. Lets go to the market square, where we take a tomato. We throw this tomato at the tax collector. If we take then another tomato, we are able to catch a worm. Now take the string at the Toymaker's, tie the worm to it and use it at the hole where the imp is in.

- Dragon Breath:

First enter the Palace. To bypass the guards just talk with them. Inside get the mirror from the fools room. Be sure to put the mirror in Rincewinds inventory. (Not in the luggage) Then enter the Alley again, step on the jumping plate, and climb up to the tower. There hang the mirror on the tip of the flagpole and use it to annoy the dragon. On your way back to the alley, kick the ladder down.

- Magic Coil:

Back at the square talk to the street urchin/starfish. He teaches you how to pickpocket. Now go to the barber and look at the hair roller the woman got in her hair. Talk with her about it. Then talk with the barber and when he thinks about his milkmaid use your pickpocket-skill on his pocket.

- Metal Container

Next visit the psychiatrickerist. If you do this two times, you can get the butterfly net of the wall. Now go to the backside of the university and use the ladder on the window. First put the butterfly net in your private inventory. Then fetch the pancake with the net. If you go back to the kitchen you can take the frying pan now.

Give the five items to the arch chancellor and then use the detector to find the hidden dragon lair. It's somewhere in the lower-left corner of the city.

ACT II:

--

Our task is now to reveal the secret brotherhood, and to take a golden trinket from each member.

With all gold of the kingdom in our pockets we are visiting the library again. There we talk with the sleazy guy about the golden banana in his ear. In exchange to the gold, he gives us the banana. We give the banana to the librarian and are able now to enter the

L-space.

After we arrived about 12h ago, we are watching the theft of the dragon summoning book. Leave the university like the thief and if you were fast enough you see where the thief is going! Congrats, you've found the secret hide-out. Now go in the park, and put the frog in the mouth of the drunken Rincewind. Then you are able to catch that butterfly with the net. Use this butterfly on the lamp in the street-corner (where the monk usually stands). You may also take there the pot with you. We travel now back in the present again, and we will find a black robe on the clothesline near the toilet.

Next we go in the Broken Drum and order something to drink. Take the tankard with you. Behind the barman we see a bottle with counterwise wine. Talk with the barman about this. Also take the glass with you. Travel now in the past again. There go immediately!! to the hide-out. Turn the left drainpipe in the direction of the door. Then wait until the thief arrives. Using the glass as reception-device on the right drainpipe you are able to hear the secret password. Now disguise yourself with the robe and join the ceremony!

You should know now the members of the brotherhood and the next thing is to get their golden items.

- Mason:

First we need the gatepass. So go in the present in the Broken Drum and talk with the scared guy. Then visit the Inn and take the sheet from the bed. Walk to the Inn in the past and disguise yourself as Ghost (with the sheet) and make it like the scared guy told you before. Hmmm..It seems he forgot to tell us all, so back in the present and talk with him again. Ah! Ok..back in past and do it again. Now we have the gatepass. Show this to the gate-guards in the present and walk to the Edge of World. There look at the coconuts and shake the tree. With the butterfly net you can fetch the coconut. On your way back to the city stop at the mountain-pass. There get the egg and the feather. Next go to the Barn and get the screwdriver. Use it to poke a hole in the coconut. Visit the market square again and talk with the street starfish. He will tell you the secret handshake if you prove you are a man. Next we go to the psychiatrickerist. After a short while of waiting we are allowed to go upstairs. There we got some pictures which are useful to come past the palace-guards.

Talk with the peasant inside the palace. Now you are allowed to enter the shades. On your way back to the past stop at the kitchen and get the cornflour.Then, in the past, go to the toilet and read the graffiti on the inner side of the door. Next head to the shades and find the House of Negotiable Affection. There talk to Big Sally and give her the egg, the flour and the coconut.

The new acquired bloomers are given to the street starfish (in the present), who shows us the handshake now. We have now a new skill and a bra. Now we are ready to visit the mason in the shades. Use your new skill on him and be happy about your new golden trowel.

- Thief:

To get to the sleeping thief in the hovel, use the bra with the ladder. Now you can drop the ladder silently on the hovel. If you try to get the key from the thief, he turns away...good that we've got a feather. Now its easy to get the golden key. (Don't forget your ladder!)

- Dunnyman:

Get from Dibbler a donut, and give it to the dunnyman. Next visit the milkmaid again and get from her a note for the barber. After you have given the note to him, you are free to use the apperatus on the poor Dunnyman. We've got the gold tooth now.

- Fishmonger:

We have to go to the past again. There we go in the Drum and start a bar-fight. To do this just look at the picture behind the little guy and when he doesn't watch turn his glass around. After the troll joined the fun, use the ladder on the shingle outside and get the drumstick. Use it in the present to ring the gong in the dinning-hall. Yet you are able to get the prunes outside the university. Now walk to Nanny Ogg's house in the Dark Woods. There arrived, fill your pot with the custard of the cauldron. Then go to the fishmonger, tie there the octopus with the string, pour the custard in the toilet and put the octopus in it. Send the fishmonger to the toilet by putting prunes in his caviar. Now you can get his golden belt.

- Fool:

First get a garbage can from the backside of the university. Then get the bubble bath from the inn. Next go to the Palace. If you havn't done already show the second ink blot picture to the other guard. Inside use the garbage can on the fool. To get his cap use the bubble bath on his bath-tub. Now you've got the cap with the golden bell.

- Chimney Sweep:

Get the hogfather-doll from the Toymaker, the fireworks and gunpowder keg from the crate at the city-gate and the matches from the Broken Drum.

Put the doll in Rincewind's inventory and go the roofs of the alley again. There stuff the doll in the chimney of the alchemist. Go down in his house, put the powder keg in the fireplace, use the string on it and light the fuse (outside, in the drainpipe) with the matches. You've got the golden brush now.

Give all six golden items to the dragon.

After a little talk with it go the market square again. There buy the carpet from Nanny and when she wants a kiss just steal her custard book. Now time-travel for the last time and get the dragon-summoning book before the thief got it. Exchange the covers of the dragon book with the custard book and put the false dragon book back in the empty place. Then the thief will come and steal the book. Enjoy..8)

ACT III:

---

We have to find now the items that make a hero.

The Old Timers suggest that heros need a posing pouch, the Amazone Warrior that we need a moustache and a magic sword, the wizards favour a magic talisman and Big Sally advised camel-flage. Now we get back to Nobby and solve his what-do-you-need-to-be-hero riddle by doing a little math. We know now that we need a talisman, a moustache, a birthmark, a magic spell, camel-flage and a magic sword.

- Magic Talisman

First lets go to the Hide-out again and after knocking on the door we are having a custard tart. Next we visit the alchemist. There we are telling him where to get more corn. After he is gone we are taking the camera. And we go now to the Livery Stable to read the bumper sticker on the donkey cart. We have now a new spot on the map to visit. At the dragon sanctuary we knock on the door and talk with Lady Ramkin. After we had been behind her house we knock at the front door again. When she opens we just walk behind her house and take the rosette, the leash and the nail.

Next we are thirsty again and go buying a glass of Cactus Juice from the barman of the Drum. Then we are the owner of a new worm. Now we are buying the paper bag of leeches from Dibbler. A double-click on the paper bag reveals the leeches. Use the bag or the leeches to knock-out the palace-guards.

Inside the palace we will find the dungeons. There use the worm on the mousehole. Undisguise the rat to get a new imp. Put this imp in your camera. To continue we need also the octupus-picture that is in the shop of the fishmonger. Next station is the house of Nanny Ogg, there we are talking with her about that truth potion behind her. To get it we have to eat a bit from the custard tart when she waits for a kiss.

After this we follow her wool to finally find a sheep. We stick the rosette on the sheep and make a nice photo. Don't forget the mallet when you leave. Then head your steps in the Drum again, use the nail with the beam in it and hang the picture of the sheep on it. You have to frame it before by joining with the octopus-picture. Now talk with Braggart and be sure to mix his beer with the truth potion before you give it to him. Now should know how to find the Temple of Offler.

There you will meet that dreaded monk again..using the carpet on the bridge should solve that problem. In the temple take the blindfold, tie the leash on the luggage and wear the blindfold. Then you should be at the Eye of Offler. To take it fill your pouch with the sand and exchange it with the Eye. (Hiya Indy! 8) Congrats, you got your first hero-item.

- Moustache:

Fill the pot with the water of the well of wishing. The well is in the woods. Next use the pot with the soap on tap in the inn. Now go to the palace. Use the paper bag or the leeches to enter again. There take the brush out of the bathtub. Use the brush on the pot with frothy water. Next visit the Livery Stable. There we use the wet brush on the bumper bar of the donkey cart. Look at the clean number plate (really look at it, right click!).

Next enter the shades. Look in that hovel and get the knife out of it. Put the knife in Rincewinds inventory. Now go back to the roofs and use the knife on the ladder of the assassin training track.

Soon we will met an assassin. He wants to know the number of that donkey cart...well, we know it and say it to him. The responsible donkey will be arrested and you can found it at the market square. But first go and take the scissors from the barber-shop. Use them on the donkey-tail. You've got a moustache now!

- Birthmark:

Go in the palace-dungeons and fetch a bone from the skeleton. Use the bone with the glue-pot from the Toymaker. Next visit the inn and give the dog the glued bone. Look at the taatoo from the sailor and then talk to him. If he asks for a glass of milk, ask the innkeeper for one. If all went ok, you will get a parrot-whistle. Next go to the market square and try to get an egg. You will get a snake instead. Head for the University and get the fertiliser from the backside, then enter the closet and light the lamp (You see it as "Shape") with the matches. Get the starch.

Use the starch and the fertiliser on the snake and exchange it again with Windle Poons staff. With the broomhandle enlarge the butterfly net. Now go to the room of the arch chancellor and get the hat.

With these items walk to the Edge of World again. There blow the whistle and throw a lit firecracker at the parrot. Catch the parrot with the enlarged butterfly net. Then go back to the sailor. There we are told to fetch the whistle also, so we go back to the Edge, get the lamp of the fork and put the magic hat on it. (If it don't work look closer at the hat). Climb down the world and get that "glint". Give the whistle the sailor, who tells you then to ask the barber about taatoos.

At the barber-shop get the appointment book and show it to the milkmaid. (You must have been about three times in the "casting-agency" to get this work) Walk out to the woods and show the appointment book with the ottograph to the barber. Afterwards visit the barber in his shop and talk with him about taatoos. He sends you to the street starfish. Talk with the starfish and to get the taatoo you need to do some things. First use the knife on the rubber band of the Dunny/Custard-King machine. Next put that rubber band in your pocket and climb up the tower again. There tie the band to flagpole tip and jump! You have now a birthmark-taatoo.

- Magic Spell:

Go back in the library. There can you now get a magic book, it's well hidden so look in that edge where the sleazy guy used to stand.

- Camel-flage:

Get the spatula from the kitchen and walk to the shades again. There use the spatula on the mural. You have now soot, which is a perfect substitute for camel-flage.

- Magic Sword:

Go the woods and use the screwdriver on the crank of the well. Use the crank on the racks in the dungeon and you will get a sword-that-goes-ploink. Talk with carrot from the city-guard about it and he will send you to the dwarves. (A new spot on the world-map) The dwarves want a glass of elderberry wine, so the next thing we do is going to the Drum. The barman tells us that the wine-cellar is full of foxes. With this knowledge we walk to the inn. In the inn we notice a person behind the door, after a little talking with it we use the screwdriver on the door. Now talk again with the bogeyman and he will go and scare the foxes. Go also in the wine-cellar and fill your tankard with elderberry wine. Put that tankard in your personal inventory, and give it later to the dwarfen smith. Then give him your sword and he will enhance it.

Leave the mine and find yourself in....

ACT IV:

--

Notice: This Act was a little buggy for me, so I am not quite sure if I done it like the programmers expected. If you have installed a patch, this solution perhaps won't fit quite. Try it.

First get the key from the tied-up Lady Ramkin and visit her estate. There unlock the dragon-cage and go in it. When you step in that molten pile, don't let Rincewind turn around... just click a few times forward and he will go through. Take the little Mambo with you back to the market square. There (really there, it won't work elsewhere) put him a lit firecracker in the throat. When you now leave the square and come back, the showdown starts. Because our firing is not successful, we throw the tart with the love custard at the dragon.

                             - THE END -


Total Eclipse

TOTAL ECLIPSE

Planet #2 x o tri. sq. x x x sq.

Planet #3 tri. tri. o x tri. tri. x sq.

To get ten continues, planes and plasma shots. Start a game then pause it and click on options at the screen with play game and other options, press triangle, square, circle, square, triangle, square, L1, L1, R1. now press the picture to the right you should see a skull. Now press triangle, square, L1, L1, square, triangle. the game will restart and you will have ten continues, planes, and plasma shots. for a stage select go to the options menu in total eclipse go down to password and hold down select and press triangle, L1, square, then release select and press triangle, L1, square, triangle, L1, square. A round select will appear and you cand chose which round to go to.


Espn Extreme Games

Game Shark

 Infinite health

                                        8007A270 0500

 Speed always 60mph (Note 1)

                                        8007b1A2 0050

Note 1: This code apparently only works with the rollerblades. To change the required speed, alter the 0050. For example 52mph =

0045.

Codes

Money Round Pass through all the gates on a course and enter the bonus Cash

- Course, which consists of $5 and $10 Gates!

Last Password  254, 071, 216, 094, 085, 085, 177, 113, 104

--- Will let you begin with only one race left (San Francisco)

Extra First Race Money 229, 013, 066, 016, 000, 000, 000, 000, 031

-- After you use this password, complete the first race

(Utah) using Paul Dillon. When you finish the race you will now have $1,110


External Bypass Switch

Faq

The following are NOTES taken during  A successful installation of an EXTERNAL BYPASS LID SWITCH for a USA  Sony Playstation for the purpose of being able to close the lid when playing "IMPORTED / NON DOMESTIC" playstation game discs.

This EXTERNAL BYPASS SWITCH  will only be beneficial to owners of "EARLY" production SONY PLAYSTATIONS and whom own and play IMPORTED game itles,

"EARLY"- meaning before Sony began manufacturing Playstations with updated FIRMWARE that prevents the "SWAP"trick.

Any Playstation with a SERIAL number starting with 59?????, IS considered a newer version and will not be able to do the SWAP technique. So to put it simply... the ""EXTERNAL BYPASS SWITCH""  NOW enables the user

to close the lid AFTER SWAPPING and not have to use any weights,springs, tape, Blu-tak, toothpicks etc... to hold down the INTERNAL lid switch.  When the BYPASS switch is in its OFF position... the Playstation's INTERNAL LID switch will act NORMALLY. And when the BYPASS switch is in its "ON" position.. the Playstation thinks that the INTERNAL switch is pressed down whether if you have the LID open or closed.

These notes are intended  for informational purposes only and end-users/readers assume all resposibilties for their actions and these notes do not make any guarantees, warranties etc etc etc....(DO YOU UNDERSTAND???) The enjoyment or damage of YOUR Playstation is in YOUR hands. YOU obviously assume all LIABILITY as a result of YOUR actions. ( SORRY TO BE SO REDUNDANT !!!)

##################################################

THE AUTHOR IS NOT A TECH. AND DOES NOT CLAIM TO BE....

THE AUTHOR is NOT claiming to have discovered this technique.

(NO FLAMES are requested)

#########################################

ITEMS USED:  (You can improvise)

#########################################

(2)   Wires..... 2 Different colors ( ONE RED AND ONE BLACK) of 24 gauge, "stranded" wire about 16 inches or 40 centimeters. (Wire colors are insignificant... only used for ease of explanation.

(1)   Soldering pencil (FINE TIP) ( 12watt 120volt with at tip temp. approx. 750 degrees Fahrenheit.)  (High watt solders guns not recommended.... toooo

HOT!!!)

(NOTE: I DID NOT have any soldering knowledge prior to the installation of the switch so... I asked the friendly electrical  supply clerk how to safetly Solder on a SMALL Circuit board... I suggest that YOU learn at least the basic do's and don'ts)

(1)  Roll of SOLDER (0.5 ounce Rosin Core Solder....  60% Tin 40% lead)

(1)   Toggle switch (ON/OFF type,   sub-miniature BAT handle type.   Rating 3A, 125v AC,  mounting hole .219 inches)   The toggle does not require direct power.... so the bottom of the toggle switch only needs two posts to solder each of the two wires to...( ie... 1 wire (red) to one post... and the other wire (black) to the other post) (1)  Power Drill or something to drill a small hole into the rear panel of the Playstation for your switch.

Phillips standard size screwdriver.( Phillips= X design screwdriver) Small thin flat head or phillips screwdriver (OPTIONAL)  OPTIONAL:  Electrical tape to hold down any excess wire.

################################################

INSTALLATION

################################################

UNPLUG EVERYTHING... ie POWER cord (duh!!!),  S-video plug, controllers, game discs, mem cards etc.

REMOVE the rear PARALLEL I/O DOOR!!!

Turn the PSX upside down as if you were reading the SERIAL number sticker on the underside of the PSX.

1.) Unscrew the FIVE BLACK screws on the underside.

2.) Turn the PSX back over (while holding both top and Bottom sections of PSX

carefully) with the controller ports facing you.

3.) Seperate the top half of the PSX by SLOWLY pulling up.

4.) Unplug the MULTI-COLORED (red, purple, white, brown, yellow, blue,

orange)  HARNESS   "PLUG"  CAREFULLY, CAREFULLY, CAREFULLY,

CAREFULLY.......... FROM LEFT SIDE WHICH IS ATTACHED TO THE LEFT "TAN"

COLORED CIRCUIT BOARD....

5.) At this point "I" decided to make a decision whether to seperate the cd-rom from the rest of the housing/motherboard  (this is logical because YOU MUST flip the motherboard upside down later and could damage the cd-rom if not CAREFUL) If "YOU" remove the cd-rom ** (WHICH I DID "NOT")** you MUST detach the OTHER TWO Cd-rom plug harnesses..## WARNING ## VERY DIFFICULT TO

DO IF YOU DON'T KNOW HOW ..(WHICH I DID NOT).  COPPER COLORED (foil like) harness IS EXTREMELY FRAGILE ...!!!!!!!

I HAD TO TAKE EXTRA CARE IN KEEPING AN EYE ON THAT COPPER COLORED HARNESS

BECAUSE I "DID NOT" REMOVE THE CD-ROM!!!!!!!!!

<<<MORE ON THIS COPPER HARNESS LATER.......>>>

6.)  Choosing NOT to remove the cd-rom... I secured the BLACK Cd-rom housing by taping it carefully down to the Silver panel beneath it!! TAPE both left and right sides of the housing down.

7.) Cover the CD-rom LASER LENS and LASER tracking area (without touching the lens) with a  Dome shaped piece of plastic (so YOU won't harm the lens!!!)

(*****  SOMETHING RIGID  *****)     (IMPROVISE CAREFULLY) TAPE DOWN THE COVER  FOR THE LENS THE SAME AS THE CD-ROM HOUSING.

8.) Remove the following screws COMPLETELY/CAREFULLY OUT

<< TOTAL OF TEN ( 10 ) >>

#1 - Next to Right controller port.

#2 - Next to Left controller port

#3 - Almost center of PSX ... to the right of the CD-rom housing (has small

arrow pointing to it)

#4 - Bottom Right corner of PSX

#5 - FAR Right side of PSX approx half way between TOP and BOTTOM.

#6 - Next to AV MULTI OUT port.(left side of port)

#7 - Between YELLOW video out and WHITE audio out plugs.

#8 - Next to PARALLEL I/O port. ( LEFT side of port )

AFTER YOU GET ALL ( 8 ) OF THE ABOVE SCREWS... YOU STILL NEED TO UNSCREW (2)

MORE...

They are located underneath the silver plate/panel that the cd-rom is sitting on..but NOT  DIRECTLY underneath the Cd-rom.... The 2 screws are located underneath the silver plate on either side of  the

PARALLEL I/O port.

.

##### WARNING ######

READ THE FOLLOWING BEFORE GOING FURTHER

To get to the two screws you must ""CAREFULLY CAREFULLY ... SLIGHTLY SLIGHTLY""    lift the silver plate from the top RIGHT corner..SLIGHTLY because ..... REMEMBER I DID NOT REMOVE THE  """  COPPER  """ CD-ROM HARNESS SO ... I did **NOT** have a lot of slack to work with so I LIFTED THE  RIGHT corner of the Panel/plate WHILE KEEPING AN EYE ON THE COPPER HARNESS !!!!!!!

I slid my screw driver in  AND unscrewed. (You can use the OPTIONAL thin screwdrivers HERE)

#### WARNING ####

READ THROUGH BEFORE CONTINUING...

NOTE...  YOU WILL NEVER SEPERATE THE "TOP" SILVER PANEL AND CD-ROM PORTION

COMPLETELY AWAY FROM THE MOTHERBOARD... THE FOLLOWING NOTES ARE TO SEPERATE

THE COMBINED (cd-rom, TOP silver plate panel and motherboard) FROM the ""BOTTOM portion of the PSX plastic housing and the ""BOTTOM"" silver plate/ panel)

<<<The GOAL is to get to the "UNDERSIDE" of the motherboard.>>>

9.)  Now you must seperate the motherboard ( green color )  plus the  cd-rom ( still attached and taped down to TOP silver plate panel. ) AND the TOP silver plate/panel.(ALL THREE PARTS (MOTHERBOARD+CDROM+TOP SILVER PLATE PANEL).

FROM THE GRAY PSX PLASTIC HOUSING by going to the bottom right corner where the Green motherboard is visible and by GENTLY GENTLY GENTLY lifting up from that corner and seperating the motherboard away from the BOTTOM GREY PSX housing and  the "BOTTOM" SILVER PLATE PANEL BENEATH (not visible till this point)

10.) Now the UNDERSIDE of the PSX's motherboard is visible and you can find the LID switch CIRCUIT by FIRST looking from the topside ( Look for a little black switch through a small circular hole cut in the TOP silver plate/panel) THEN  look for the UNDERSIDE of the switch circuit on the UNDERSIDE of the motherboard... ..( Because I covered the Laser lens and taped down the CD-rom assembly... it was easier to FLIP from topside to underside alternately , and I was able to lie the Motherboard/Cdrom assembly upsidedown ... with the underside up at me and the Video/audio ports and plugs facing me.)

(HOLD ALL THREE PARTS(MOTHERBOARD+CDROM+TOP SILVER PLATE/PANEL) CAREFULLY

TOGETHER BECAUSE THEY WLL SEPARATE, WHICH YOU DON'T WANT!!!)

11.) With the motherboard flipped upsidedown . Have the Video / Audio plugs

facing you.  The BOTTOMSIDE OF THE lid switch circuit's FACTORY soldering

points have the shape of a square with FOUR LITTLE pre-soldered  nipples.. or

tips (no pun intended).

LOOKS LIKE :       o o

o o

12.) Locate the FOUR (square shaped) lid switch circuit  FACTORY soldered tips on the underside of the motherboard. THEN *SOLDER*  the BLACK wire to the TOP LEFT corner tip and the RED wire to the BOTTOM RIGHT corner tip. ( DON'T LEAVE ANY EXCESS SOLDER OR WIRE EXPOSED!! You should strip the wire just enough to solder the tip of the wire to the factory pre-soldered tip) DON'T BE SLOPPY !!!!!!!!  YOU MUST BE NEAT AND DON'T HEAT UP THE CIRCUIT WITH THE SOLDER PEN/GUN TOO LONG...... PRACTICE SOLDERING BEFORE ATTEMPTING TO SOLDER)

(wire colors are not important.. just using red/black for ease of explanation. )

13.) Make sure the soldering is SECURE and NEAT then guide the wires back toward YOU on the motherboard.... toward the the small space between the SERIAL I/O and PARALLEL I/O.. Turn the PSX back to the Right side up position and fit it back into place in the PSX GRAY housing with the wires sticking out in the area beween the SERIAL I/O AND PARALLEL I/O. CAREFULLY  CAREFULLY return all the 10 screws back to their proper place in REVERSE order.

### REMEMBER TO BE CAREFUL WITH THE """COPPER""" CD-ROM HARNESS ###

CAREFUL!!!!!!!!!!!

14.) FIND A PLACE FOR THE SWITCH!!!!(DEPENDING ON WHAT KIND WAS PURCHASED)

I put mine right above the  ""WORD""   PARALLEL I/O on the rear panel.

SOLDER THE RED AND BLACK WIRES TO YOUR  SWITCH,  drill a hole, install the switch to the housing and tape down and excess slack of wire... and PLUG the MULIT COLORED HARNESS BACK IN .. REMOVE ALL THE COVERING/TAPING FROM THE CD-ROM area.

AND CLOSE THE PSX BACK TO ITS ORIGINAL STATE!!!!

THEN CROSS YOUR FINGERS AND TEST....

THE normal PSX INTERIOR lid switch "SHOULD" operate normally when the BYPASS switch is in one (1) position..(ie left or right   or   ON or OFF) When the BYPASS switch is in its OTHER position, the interior lid switch will think the lid is closed, SO YOU CAN OPEN/CLOSE THE LID FREELY!!!!


FIFA 96

Game Shark

 Player 2 always score 0

                                        80016CD4 0000

 Player 1 always score 10

                                        80016CD2 000a

 Infinite time

                                        80016CC0 0000

Codes

After winning an entire playoff, FIFA 96 will give you one code  for one secret option. I thought I'd save people some time, so  here's all that I have at the moment:

S=Square

T=Triangle

O=Circle

X=X

So far, the only way I've been able to use these codes is to do  the following (if anyone has an easier way, please post): Start a game, pause it (use the START button), select options,  and enter a code. You will hear a "click." Exit the options  menu, going back to menu with Resume Game as a choice. Press S. You will get a secret options menu. Greyed-out choices  require another code. Use Left/Right on control pad to change

settings.

Invisible Walls - XXXTSSST   - no more out of bounds

Curve Ball      - TSXTXX

Super Power     - TSTTTTTTTT

Super Goalie    - SSSSSTTTTT

Super Offense   - SSSSSTX

Super Defense   - TTTTTXT

Shootout        - STSXST     - go straight to shootout

Stupid Team     - STXSTX

After entering the following codes (using the same method to  enter the above codes), go back to the Main Menu (you must quit  your game) and select OPTIONS to see new choices found at the

bottom.

Formal                - STXSTTXT - tuxedoes as uniforms

Federation            - STXSTTXX - Data and Spock

Dynamic Duo           - STXSTTTS - Batman and Robin (from t.v.)

Default Color Pallete - STXSTTTX - ?

Invisible             - STXSTTXS - just hair, shorts, shoes,

numbers

Oktoberfest           - STXSTTTT

If you have any questions about these code, please send email

Roy

code for Fifa '96

For fifa '96 enter this code at the opyion screen and turn it on in the menu by pressing square and go to dream team and turn it on.Your players will all be very fast.square, square, triangle, triangle, Exs, Exs, square, squaresend by gberezny@limestone.kosone.com (mark)


 Firemen 2

Game Shark

(JAPANESE)

 InfiniteEnergy

                                      800ADDCC 000C

 Infinite Time

                                      800ADDA2 003B

 Infinite Lives

                                      800ADDD4 0002

 Infinite Bombs

                                      800ADDD6 0002


Floating Runner

Game Shark

(JAPANESE)

 Unlimited Lives

                                      80151880 0008


Gamex PSX Modification

                                      Installation of the GAMEX PSX Mod

                                          for an 80-pin QFP PlayStation

                            This document courtesy of Scott Johnson. If something bad happens, blame him.

Removal of the PSX cover

       Turn unit over and remove the 5 screws.

       Turn unit right-side up, and lift the cover off.

Removal of the laser housing

       Disconnect the ribbon cable by pulling straight up on the black connector. This will release the cable, which can then be removed, by pulling

       straight up.

       Disconnect green connector (3 grey + 1 white wire) by pulling straight up.

       Disconnect collection of rainbow colored wires by pulling straight up.

       Lift off laser housing.

Removal of the controller/memory card housing

       Remove the 5 screws holding the thin metal bracket in place.

       Lift off the bracket.

       Disconnect the ribbon cable by pulling straight up.

       Lift off the controller/memory card housing.

Removal of the heavy metal bracket

       Remove the 5 screws holding the bracket in place.

       Lift off the bracket.

Removal of the circuit board

       Remove the 3 screws along the top edge.

       Lift off the circuit board.

Mounting the GAMEX 14-pin chip

       Carefully bend the the pins of the chip so they are parallel with the chip. Now when the chip is placed right-side up, the profile is much

       lower.

       Locate the area near the upper right corner on the back-side of the board. You will see 2 large chips. One, an SEC Korea chip and the other, the

       80-pin QFP. The instructions that came from the chip manufacturer specify an 80-pin QFP chip (SSAS9544B). This number is not correct. In

       this case, all 80-pin chips are the same. So, if you have an 80-pin QFP, this mod should work for you. The pins on this chip arent numbered,

       but they follow convention. While looking at the chip, so you can read the writing on it, the pin on the far left along the bottom edge is pin

       number 1. Count up as you go along the edges of the chip, in the counter-clockwise direction. This will place pin 80 just to the left and up a

       bit from pin 1. If this is confusing, look on the front of the board, many of the chips have their pins numbered there.

       Carefully glue the GAMEX chip upside down between these two chips. (A small bit of silicone works nicely, but its your call).

Making the connections between the GAMEX chip and the PSX PC board

Relevant pins of the 14-pin GAMEX chip

                              2 - pin 20 of QFP

                              3 - GND

                              4 - Door switch

                              5 - pin 32 of QFP

                              6 - pin 2 of 082B

                              7 - pin 33 of QFP

                              8 - pin 25 of A1782BR

                              9 - pin 24 of A1782BR

                             12 - VCC

                             14 - pin 22 of QFP

Key for subsequent diagrams

Pin 2 -> pin 20 of QFP

Pin 3 -> GND

Pin 4 -> Door switch

About 3 inches left of the SEC Korea chip

Pin 5 -> pin 32 of QFP

Just to the left of, and about 1.5 inches below the SEC Korea chip.

Pin 6 -> pin 2 of 082B

Just below that same chip.

Pin 7 -> pin 33 of QFP

About 1 inch to the right of the point you just soldered.

Pin 8 -> pin 25 of A1782BR

About 2 inches below the QFP

Pin 9 -> pin 24 of A1782BR

Just a bit lower.

Pin 12 -> VCC

The mysterious Sanyo chip. This is the trickiest one. There are 2 black chips above the GAMEX chip. A small one above a larger one. You want to

solder to the lower portion of the smaller chip.

Pin 14 -> pin 22 of QFP

 That's all there is to it. Be sure to insulate the GAMEX chip from the metal plate on the bottom of the PSX. Now, just reverse everything you did to take this thing apart, and you're done. Fire it up and play your imports without having to swap ever again.

                             ©1995, 1996 Scott Johnson & The Game Experience Inc. All rights reserved.

                                     All trademarks are the property of their respective owners.

                                          Any problems viewing our pages? Let the webmaster know.

                                               For best viewing, use Netscape Navigator.


Gex

Codes

Level Passwords

---------------------------------

Cemetery:       SVZFKHGP            Toonville:      RVTCSHGP

                BXRFYHGP                            XVVBRHKP

                ZVTCYHGP

Jungle:         KXVKRHKP            KungFu Land:    YTCHPHKP

                CVHCSHKP                            ZTDHPHKP

                SVKLPHKP                            DXVGRHKP

                CVBLPHKP

Rezopolis:      GYVYRHKP

Final Level Password    PZYPRXYL

Stage Select:

 While in the level selection dome hold R1 and press Select. Then hit ><, [], ><, R, U, L, (), (), D, D.

Access All Levels:

Go to any stage and hold R1 and press Select. Then hit

 (), Start, R, U, [], L, L, U, Start

Codes Pause during the game, hold R1 while you enter the code.

Ice Shot            (), (), L, D, (), U, R

Super Jump          ><, (), U, U, D, R, R

Instant Speed       D, P, R, R, D, U, P

Flame Shot          ><, U, R, U, R, R

Invincibility       ><, [], D, D, U, D, R

100 lives           U, (), /\, D, R, [], D

Electric Fire       R, L, R, (), /\, R, (), D, R

Faq

Subject: GEX FAQ v1.03 - trigger sorted quips, new bonus rounds! more...

=================

                                     Rich Barrette

[I] General information

        1] What is GEX?

        2] What makes GEX so special?

        3] GEX moves

        4] Why should I care?

        5] Who made GEX?

        6] Okay, cool, where can I get GEX?

        7] How can I submit information for the FAQ?

        8] Is there a WWW version?  With graphics?

[II] The Worlds and Levels

        1] Cemetery

        2] New Toonland

        3] Jungle Isle

        4] Kung Fuville

        5] Rezopolis

        6] Planet X [Secret World]

[III] Gex Sayings and Quips

        1] GEX quips by trigger

        2] Non-triggered Quips (sorted by world)

                a] Cemetery

                b] New Toonland

                c] Jungle Isle

                d] Kung Fuville

                e] Rezopolis

                f] Planet X

        3] Is Dana Gould (GEX's Voice) Funny?

[IV] The Hints and Tips

        1] General playing style tips

        2] World specific Hints

        3] Bonus round tips

[V] The Cheat Codes, Spoilers and Rumors

        1] Where are those bonus levels EXACTLY?

        2] What are the cheat Codes?

        3] How do I get to the Secret World, Planet X?

        4] How do I defeat ... Boss?

        5] Are there any unconfirmed rumors about GEX?

        6] Are there two different endings in GEX?

[VI] Miscellaneous

        1] What's this I hear about a screen saver?

        2] Does GEX do funny animations while standing still?

[VI] The Bugs

        1] Why won't my game save after I kill a Boss?

        2] Is the scrolling Choppy?

[VII] Credits

        1] Who contributed a lot?

        2] Who contributed a little?

-

                       [I] General Information

-

[1] What is GEX?

   GEX is a Platform style game for the 3DO Interactive Multiplayer System.    GEX is also a lizard, a gecko to be precise, whose character you play    during the course of the game.  In GEX you run around killing enemies,    picking up golden flies, gaining power-ups, and generally wreaking havoc    in order to achieve a goal.  The main goal of the game is to defeat REZ    your arch-enemy.  In order to do that you run around collecting remote    controls which in turn open up various levels in the world, which brings    you closer to your main goal.

[2] What makes GEX so special?

   GEX is unique for two reasons.  First it is the first totally 32 bit    platformer.  Second, GEX is the first true platformer to come to the    3DO system.  (This is debatable although most don't consider Soccer    Kid a true platformer)  It has great graphics, awesome sound and best    of all, superb game-play.

[3] GEX Moves:

   GEX has a unique style and innovative abilities.  These include:

   Jump

   Run

   Push

   Duck

   Spinning Tail Whip

   Tongue Lash

   Hurl (fireballs, ice cubes, lightning bolts)

   Wall Stick (to ceilings, wall faces and wall sides)

   Spring Attack

   Super Spring Jump (off of foes)

   Super Spin Attack (while on faces of walls)

[4] Why should I care?

   If you own a 3DO, you should seriously consider owning GEX, even if    you normally don't go for platform style games.  The reasons for this    include; state of the art graphics and sound, Awesome game-play, and    the raves on Usenet from lots of people who normally don't like    platformers and those that love them.

[5] Who made GEX?

   GEX was written by CRYSTAL DYNAMICS.  The concept was developed by    Lyle Hall, the Core GEX Team is G-Man, Justin Norr, Mira F. Ross    and Lyle Hall.  G-Man is the Lead Programmer for GEX and Mira F. Ross    is the Lead Artist.  The Music was created by Webtone Productions and    the Quips GEX makes throughout the game were written and voiced by    comedian Dana Gould.

[6] Okay, cool, where can I get GEX?

   Any store that carries a 3DO should have GEX.  Currently the mainstream    stores are: Electronics Boutique, Software ETC, Wal-Mart, Toys-R-Us,    Babbages and others...

   You and also mail-order GEX online from: * Need Vendor Names here *

[7] How do I submit information for the FAQ?

   First, Thanks for asking!

   It's easy, just email me (rbarrett@zatharusta.cs.ohiou.edu) with whatever    you'd like put in.  I'll stick it in the GEX FAQ and cite you in the    credits section.  Please tell me if you want your email address left    confidential. :) Send me your ideas and info!

[8] Is there a WWW version?  With graphics?

   YES!  Chuck McGinley has done an awesome conversion job.  We are    collaborating right now so the versions might be slightly different,    but eventually they will be identical.

   The URL is:  http://www.ohiou.edu/~mcginley/gex.html

   Thanks Chuck!

                       [II] The Worlds and Levels

-

*** I know a LOT of info is missing, I will be collecting some myself,     (I'm going to start the game again to find the objectives, which     levels have which remotes etc.) but I would really appreciate some     help!!!  I know some of you have finished it and are bored, why not     count extra lives/flies while looking for secrets?  :) :) :)

*** Rumor has it that every level has a bonus round... lets find out     if its true!

[1] Cemetery

   The theme of the Cemetery, is you got it, a graveyard.  GEX will    fight many scary monster types such as Franken-Geckos, Killer-Tomatoes    and Chainsaw wielding Jasons.

o  Frankie and Heli

   Objectives: Find the Remote Control for Grave Danger and learn the  basic GEX moves.

   Video Tapes: None

   Bonus Round: One

   Cameras: One

   Golden Flies: 183 (x2 with bonus round)

   Extra Lives: 9 (includes perfect on bonus round)

   Secrets: * any?

o  Grave Danger

   Objectives: Find the Remote Control for Tomato Soup.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: One

   Golden Flies: 160 (x2 with bonus round)

   Extra Lives: 14 (includes perfect on bonus round)

   Secrets: *

o  Tomato Soup

   Objectives: Find the Remote Control for Disco Inferno

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o  Disco Inferno

   Objectives: Find the Remote Control for Spin -n- Puke

   Video Tapes: One

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o  Spin -n- Puke

   BOSS LEVEL

   Objectives: Defeat the Boss!  Gain the Remote Control to Pow!    Secrets: *

                          - - - - - - - - - - - -

[2] New Toonland

   New Toonland is a checkerboard ride through falling pianos, safes and    anvils.  GEX mush dodge large spiked balls while looking for elusive    power-ups.  GEX get to ride rockets and battle super-gecko.  Filled    with Frums (the little purple present wielders), Toonland proves to be    one wild trip.

o Pow!

   Objectives: Find the Remote Control for Twin Towers.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Twin Towers

   Objectives: Find the Remote Control for Rock It!

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Rock it!

   Objectives: Find the Remote Controls for Knock! Knock! and the

               Flatulator.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Knock! Knock!

   Objectives: There is no Remote Control on Knock! Knock!

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o The Flatulator

   BOSS LEVEL

   Objectives: Defeat the flying fartman.  Gain Remote Control for

               Feeding Frenzy

   Secrets: *

                          - - - - - - - - - - - -

[3] Jungle Isle

   Regarded by many as the most visually stunning world, Jungle Isle is    full of Gorillas, spiders, piranha and Indy-geckos.  Featuring an    Aztec pyramid that scrolls automatically, GEX must be on his toes    to beat world.

o Feeding Frenzy

   Objectives: Find the Remote Control for Congo Chaos.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Congo Chaos

   One thing of note on this level, once you get to the end the    scrolling stops and you can go back a ways to explore.  You can go    back as far as the long spiked pit you have to jump over (the one    with all of the crumbling blocks).  The scrolling will start up    again if you go there so don't bother.  There is quite a bit to be    found by going backwards so explore!

   Objectives: Find the Remote Control for Jungle Gym.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Jungle Gym

   BOSS LEVEL

   Objectives: Get to the top and let the Ape do the work.  Gain the Remote

               Control for Sumo City.

   Secrets: *

[4] Kung Fuville

   "HIEEEE YA!"  GEX is faced with menacing lightning bolt tossing dudes    straight out of little china.  The Sumo Wrestlers are slow, but make great    bouncing platforms.  Watch out for the firecrackers though, the result    of jumping on them is far from harmless...

o Sumo City

   Objectives: Find the Remote Control for Fish Bait.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Fish Bait

   Objectives: Find the Remote Control for Chop Chop.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Chop Chop

   Objectives: Find the Remote Control for Toxic Turtle.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Toxic Turtle

   BOSS LEVEL

   Objectives: Wipe out that nasty spiked turtle.  Gain the Remote Control to

               Rez Knight Fever.

   Secrets: *

                          - - - - - - - - - - - -

[5] Rezopolis

   GEX will face his toughest challenge here, REZ himself!  First he must    battle through Rez knights and acid pools, then onto tubes and moving    platforms.  These levels will not only stun you with excellent graphics,    but work out your reflexes as well...

o Rez Knight Fever

   Objectives: Find the Remote Control for On the Move.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o On the Move

   Objectives: Find the Remote Control for Rez' Lair.

   Video Tapes: None

   Bonus Round: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Rez' Lair

   BOSS LEVEL

   Objectives: Kill Rez, save yourself.

   Video Tapes: None

   Secrets: *

                          - - - - - - - - - - - -

[6] Planet X [Secret World]

   The infamous secret world.  It is rumored that it is the most    challenging of the worlds, but defeat brings sweet rewards because    the ending of the game is much sweeter if you manage to pull it off.

o Saucer Section

   Objectives: Ride the wall and dodge enemy spacecraft. Find the

               remote control.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Free Fall

   Objectives: Fall down the level following the trail of golden flies and  avoiding the electric fields.  Get the remote control.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Bombs Away

   Objectives: Find the remote control.  Navigate the shaft of alien gunners.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Newton's Fourth Law

   Objectives: Find remote control, learn to use the anti-gravity areas.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Head to Head

   Objectives: Super-Spring from one enemy to the next across the acid  pools.  Get the remote control.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o The Project

   Objectives: Learn to map the level.  Find the remote control in the HUGE  maze and find the way out.  Find the two secret hidden games.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o The Web

   Objectives: Find the remote control and maneuver the helicopter platforms  to the exit.

   Video Tapes: None

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

o Clothesline

   Objectives: Dodge the oncoming beams and girders (Sonic & Knuckles-style),

               collect the video tape.

   Video Tapes: Yes

   Cameras: *

   Golden Flies: *

   Extra Lives: *

   Secrets: *

-

                       [III] GEX Sayings and Quips

-

*** This list is by no means complete.  Send me what you've heard!

[1] GEX Quips by Trigger

o  TAIL WHIP

   o  ENEMY

      "It's tail time!"

      "Oh yeah, it's tail time."

      "Who took out the can of Whoop-ass!?"

      "Now that's what I call gettin' some tail!"

      "He's dead Jim." - Star Trek

      "This one's for Johnny!"

      "This is for Keith Moon!"

   o  TV

      "That's for twelve years of Full House."

      "Hey look, SNL!"

      "Hey... reruns of Rhoda."

      "Kill your TV man."

      "Read a book!"

      "Off the TV, nothin' but net!"

o  ENTER WARP

   "Into the garbage chute fly-boy!" - Star Wars

   "Go into the Liiiight." - Poltergeist

   "I know when I'm not wanted."

   "I'll just go in here."

o  TAKES DAMAGE

   "Adriane!" - Rocky

   "Ohh, that had to hurt!"

   "You probably think that hurts, OUCH!"

   "Not yet thanks."

   "Higher, Higher, Lower!"

   "Sorry, I only cry at weddings."

   "Nobody touch me."

o  EATS GOLDEN FLY

   "Feed me!" - Little Shop of Horrors

   "Soylent Green is good!" - Soylent Green

   "I'm hungry dammit!"

   "For me? ... You shouldn't have!"

   "This is perfect for my collection!"

   "One for me and one for me."

   "Sweeet, like candy."

   "Need it need it need it need it!"

   "I'm so hungry I could cry!"

   "I see you've met Mr. Tongue."

   "I'll take this and this and this and this."

   "Hungry.  Must find food."

   "Thats it, that hits the spot."

o  GRABS POWER-UP:

   o FIRE

   o ICE

     "I've dated colder."

     "She's as cold as ice."

   o LIGHTNING

     "I feel like Ben Franklin's wallet."

   o TURBO

     "Dude, I'm trippin'."

     "Pulse racing, heart pounding, where's the john?"

     "I am IRONMAN!"

   o SUPER JUMP

     "I'm Superman!"

   o INVINCIBILITY

     "Scottie, shields up!" - Star Trek

o  JUMP or BOUNCE

   "Geronimo!"

   "I'm invincible!"

   "AAAAROOOGA!"

   "Beat it!" - Michael Jackson

o  SWIMMING

   "They call him flipper, flipper..."

   "Ibs harb bo quib when your unber waber."

o  BALANCED ON THE EDGE

   "I'm workin' without a net here!"

o  START LEVEL

   "This looks familiar."

   "Mental note to self, throw up later."

   "Spock, do you read me?" - Star Trek

   "Now we're right back where we started -- it's just like college!"

   "My name is Forrest GEX."

o  END LEVEL

   "Obi Wan has taught you well!"

   "I suppose you know its be kind to geckos month."

   "If I had a life I'd be glad to get back to it."

   "It reminds me of Ed tapping his birthday keg." - Johnny Carson

   "Thats one small step for GEX."

o  START GAME

   "Lock and Load Little Lizard."

   "Time to teach someone some manners."

o  UNSORTED

   "This place is weirder than Rick James' place on the 4th of July."

   "This is about as much fun as being Mike Tysons cell-mate on

    Valentines day."

   "This place has all the warmth of a Dick Clark special."

   "Waaaa, All I really wanted was this."

   "BABADOOOOO!"

   "Ah!  Not yet, no!"

   "Oh yeah!"

   "If this were a plane crash I could eat the other passengers." - Alive

[2] Non-triggered Quips (sorted by world)

o Cemetery

   "Welcome to the New York City Transit System."

   "You moved the headstones but you didn't move the bodies!" - Poltergeist

   "Hey Scoob, Lets get back to the Mystery Van." - Scooby Doo

   "Ewww... trick or treat"

   "Do your arms ever get tired?"

   "Big fan of Kid-n-Play?"

   "Someone ring a dinner bell!"

   "Sorry Mr. Presley."

   "Hey Don King!"

   "Who catered this thing?"

   "With a little cover-up I could work magic on your scar."

   "Talk about your fixer-upper."

   "Like the slime, boys, nice touch."

   "Okay, time to call the maid."

   "I have a scientologists lust for life."

   "Comin' through."

   "Woooo that's rich!"

   "We've lost visuals captain." - Star Trek

   "That was really wild!" - Johnny Carson

o New Toonland

   "Looks like Betelgeuse threw up!"

   "Phone call for Mr. Hoffa."

   "You are a disgrace to your leotards."

   "I'm too young to have a second childhood."

   "My inner child is coming out, and it HURTS!"

   "WILMA!" - Flintstones

   "Looks like Bugs after the trots."

   "Wish these stars looked more realistic."

   "Rocket Mannn" - Elton John

   "Luke, at that speed will you be able to pull out in time?" - Star Wars

   "I don't remember reading about THIS in the manual"

   "Would you like to swing on a star"  (sung)

   "This is Major Gex to ground control" (sung)

o Jungle Isle

   "Me GEX you Jane"

   "Spock, what kind of creature is this?" - Star Trek

   "Jim she said she is laying eggs." - Star Trek

   "All this thanks to Miracle Grow."

   "Welcome to the Jungle!" -Guns N Roses

   "Jungle Boogie" -Kool and the Gang

   "You're just mad because you're lonely."

   "Okay, whose turn was it to mow the lawn?"

   "This place is hotter than Tom Arnold's sauna pants."

   "What a tangled web we weave"

   "And they said atomic testing would have no affect here."

   "Loved you in the Empire Strikes Back."

   "George, George, George of the jungle!"

   "Throw me the idol and I'll throw you the whip." - Indiana Jones

   "Looks like someone had too much chili at Wendy's."

o Kung Fuville

   "I'm having 'Nam flashbacks and I wasn't even there!"

   "My name is Kane, I seek water" - Kung Fu

   "Without that shell, you're a big naked lizard!"

   "Big Rocket turtle go bye-bye."

   "Kind of cocky after you beat the hare."

   "Hey baby, its the fourth of Juuuly!"

   "Fire in the hole!"

   "Why yes, I've come to pick up my laundry."

   "Where is my dry cleaning?"

   "Listen to me grasshopper."

   "It's nice to see Gamara get another gig."

   "Pants pressed and no starch on the shirts..."

   "I said no starch!"

   "I sure hope thats a candy-bar!"

   "Ahhhh Detroit, the pearl of the orient."

   "Thats not MY bra!"

   "Look Ma, no gills!"

   "Photon topedos away captain."

   "Snap crackle and ..."

   "Number one, raise shields."

   "Come on Jake, its Chinatown." - Big Trouble in Little China

   "I love a paraaaade."

   "Everybody was Kung Fu fighting."

o Rezopolis

   "What are you, a student loan officer?"

   "Helium makes my voice do this."

   "Hey cutie!"

   "Jane, stop this crazy thing!" - The Jetsons

   "To boldly go..."

   "What do you MEAN Darth Vader was my father!?" - Star Wars

   "Hey!  It's Darth Vaders younger brother Myron."

   "Nice teeth, heh... Do we floss?"

   "So THIS is New Jersey."

   "All this because of Rose Bud?"

   "YOU call it a cloak, I call it a dress."

   "When is Grace Jones gonna retire?"

   "This guy's a nut, have you been on Geraldo yet?"

   "Hey, where's Jane Fonda?"

   "Ugly is as ugly does."

   "I'm working hard and not getting anywhere."

   "Happy Birthday, Happy Birthday!"

   "Great, I've found a health club in the belly of Hell."

   "This is the worst health club I've ever been in."

   "I would have to join a health club in the valley of hell."

   "Pretty Balloon!"

o Planet X

[3] Is Dana Gould (GEX's Voice) Funny?

   This is obviously a matter of opinion.  Many of the sayings are very

   well impersonated, some frankly are not.  Most of them are very funny

   if you know where they came from, others you just won't get (say WHAT?).

   But one thing remains constant: if you don't like them, you can shut

   them off.

                          [IV] The Hints and Tips

-

[1] General playing style tips

 - Use the super-spring jump off of foes to reach otherwise inaccessible  areas and items. - Use the left shift to run up inclines and gain more momentum to get  height on jumps.

   - GEX can swim!  You don't even have to worry about air.

   - Want to save your game?  Go to the Tomato Soup level in the Cemetery  for an easy video tape.  This will save your game with all of the  levels you have conquered.

[2] World specific Hints

   New Toonland: Jump on the pianos and whip your tail for a note to ride on.

[3] Bonus round tips

   o Cemetery

     Hit the first skill before it reaches the top, that will give you  plenty of time to hit the second.  Timing, timing, timing!

   o New Toonland

Go up the right hand side first, then switch to the left on the  seventh bounce, drift a bit to reach the fly in the middle.  On  the left side, wait until you have enough room to clear the center  block, drift right to catch the fly on that side then back up on  the right hand side to the block thats moving up and down.  Go up  the left hand side, stay to the left until you reach the next  block, clear it and drift down to the right to get the fly, then  straight up to the right.  Clear the center block with enough height  so you don't land on it, and drift down to the last two and a piece  of the remote.

   o Jungle Isle

     You don't have to tail whip all of the flies, just hit them with      your body, although it helps to tail whip a few.  Learn the drop      pattern.  Practice, practice, practice!

   o Kung Fuville

     Keep the shift (running) button pressed the whole time!

   o Rezopolis

     The barrels bonus is easily mastered by facing to the right, and      crouching.  Snap your tail just before the left barrel hits the      ground and you'll hit it every time.  Timing is such that this      snap kills the one in front of you as well.  There's a couple of      tricky timing spots, but it's easy enough to get 30.

-

                [V] The Cheat Codes, Spoilers and Rumors

-

[1] Where are those bonus levels EXACTLY?

   o Cemetery

The easiest one is on the first level, Frankie and Heli.  There is a camera in the middle somewhere.  You want to go up as high as you can from that camera (you will have to jump up and stick to  the walls).  You will see a moving platform to the east, ride that and the others all the way to the right, jumping onto the ceiling protrusions along the way.  On the last platform is an entry to the bonus round.

Another can be found in the Grave Danger level.  At one point there is a section of platforms, one of which has a Franken-gecko on it, the platform right after has two Heli-teevees floating one on top of the other on it.  You need to do a super-spring bounce off of the top Heli-teevee to reach the platform above, which has an entrance to the bonus round.

At one point close to the end of the level, there are two pillars that you have to jump on to cross some water.  Right before those two pillars is a short section of collapsing floor prefaced by a longer section of collapsing floor with several pillars.  Drop through the small section- you will drop to the bottom of a pit where there is a tomato to whip.  Then jump up to the left and there is a bonus round warp.

   o New Toonland

In the Rock It! level.  When you see the third rocket (the first blue one) wait until it launches then drop straight down from where it emerges.  The entrance to the bonus round is there.

Twin Towers: There is an arrow that points to it from two floating squares.  Drop down into the bonus level.

In Knock! Knock!: On the 'night' side, where there are a bunch of cliffs or platform looking things with spikes all along the sides, there is one to the left of two punching boxes, just to the left of a ladybug (?...the one that fills your health completely up).  Here's a picture:

xff    ff

     x          xx    xx   f=fly

     x    ff    xx    xx   b=punching box

     x    xx    xx    xx   l=ladybug

     x w  xx l  xx bb xx   w=warp

     nnnnnnnnnnnnnnnnnnn

   o Jungle Isle

In the temple, the entrance is close to a ceiling that looks like this (not to scale):

   +----           W = Warp

        | W             B = Block

     ---+ B             S = Spikeball traps

     S  S B

     ---

You need to break the bottom B in the above diagram then jump onto the top B and warp into the bonus round.  These two blocks and the warp are right after the square spikeball trap with the gecko-paw in the center.

In the other level, go just past the camera and drop under the wooden bridge there (the easiest way is to fall through the collapsing section)..  You can go INSIDE the land just to your left.  The warp portal is hidden in there.  You won't see it, but you'll know it by the sound.

   o Kung Fuville

In Sumo City, there is a sumo wrestler at the end.  To your left, almost off of the screen, there is a platform.  The bonus level is up there.  To get there, you'll have to super-spring jump off of the eyeball floating up and down.

In Chop Chop, there's a set of falling platforms which will let you reach one of two warp portals, depending on how quickly you jump up the platforms.  There's a third portal above those two, which will lead to the bonus stage.  To get up there, you must super-spring jump off of an eyeball floating left and right above the first of the falling platforms _WITHOUT_ making the platforms start to fall.  By clinging to the ceiling and crawling along it you'll be able to jump to that third portal.

In Fish Bait, after the last camera, after the squid, and after the spitting heads, there is a section of water that changes back and forth from clean to poisoned.  The above water area just before this consists of a pool of normal water to the left (where you came from), a pool of lava in the middle, and the clean/poisoned water to the right.  Would you be surprised to know you can jump into the lava pool?  Get on the back wall, and get as close to the lava as you can, and drop in.  You do not want to jump from too high a height, because this kills you.  At the bottom of this suddenly normal pool, you will find a couple extra lives, and a bonus round.

   o Rezopolis

In On the Move, there is a series of cameras.  Near one of those, maybe the second, there is a way to jump up and over some helium bubbles.  There are some flies on the east side of the wall in an arc pattern.  Jump and cling to the west wall, over the spikes, and climb up, the entrance is right there.

[2] What are the cheat Codes?

   There are no known cheat codes for GEX (yet).

[3] How do I get to the Secret World, Planet X?

   Step 1. - Find a bonus round in each world

   Step 2. - Get perfect on each bonus round you find, except in

   Rezopolis you only need 27 barrels.

   This will give you a new remote control that you can use to get into

   Planet X.

[4] How do I defeat ... Boss?

   o Spin-n-Puke

The key is to tail whip the skulls at first, get rid of a few, then whack her when they fly away.  Avoid the sides of the screen you might get crushed.  When you get hit, tail whip a GEX-paw.  Avoid the green puke when she turns ugly, there is a pattern to it.

She takes #? shots to kill.

   o The Flatulator

You have to dodge his farting lunges, do this by jumping over him, time it with the sounds.  Stay in the middle.  After his fourth blast, go right and duck.  When he launches, climb to the top and tail-whip the anvils on the ceiling so they hit him, tail whip them early so the timing is right.  Repeat.

He takes 10 anvils to kill.

   o Jungle Gym

All you have to do is make it to the top.  MOST of the jumps can be made without the shift-run, but a few critical jumps need a running start to be successful.  Keep moving, really quickly, and she won't be able to keep up with you.  Remember where the holes are and try to be where a hole is not.

   o Toxic Turtle

Climb to the top of the right hand wall, smack him with your tail and jump down to the ground.  Run left, then right as he descends to the floor.  Jump on the wall and avoid the whatever that is he shoots from his mouth (little whirlwinds?).  Repeat.

He takes #? tail-whips to kill.

   o Rez

Notice the little bug that flies in the beginning?  That is the key to defeating Rez.  You have to go get it.  Avoid the boomerang and all of the other nasty defenses.  When he hits the remote and teevees drop from the sky (the ones that explode) climb up the wall and jump from teevee to teevee to reach the other side.  Tail whip the bug shell, slurp up the bug and then shoot it at Rez.  Repeat.

He takes 5 bug shots to kill.

[5] Are there any unconfirmed rumors about GEX?

   As a matter of fact, Gregg Tavares sent me these:

   * Every level has a bonus level (except bosses and planet x).

   * There are around 13 secret codes.

   * There are about 400 sayings.

[6] Are there two different endings in GEX?

   Yes!  If you manage to make it through the basic worlds and defeat Rez,    you are treated to a decent ending, but it may leave you feeling a bit    let down.  But...

   If you manage to defeat every level on Planet X, then defeat Rez again,    you will be treated to a much better ending!  So beat those bonus rounds    and get that remote!  The ending is WELL worth it!

-

                      [VI] Miscellaneous

-

[1] What's this I hear about a screen saver?

   That's right, GEX has a built in screen-saver!  Just hit pause and wait,    soon, little gecko paw prints will start to fill the screen, saving your    TV from screen-burn in.  Those who own big-screen teevee's like this one!

[2] Does GEX do funny animations while standing still?

   Well, funny might not be the word, but entertaining to say the least :)    Instead of pausing the game, just stand still and watch for a while,    GEX goes through several animations and sayings

-

                             [VII] The Bugs

-

[1] Why won't my game save after I kill a Boss?

   Reps from CRYSTAL DYNAMICS regard this as a "feature" not a bug.  The    way it has been told is that they printed it in the manual but never    implemented it in the game, so it's not a bug, more of an omission.

[2] Is the scrolling Choppy?

   This is the subject of heated debate on Usenet.  Some people say yes,    some people say no.  GEX definitely suffers from the same slow downs    that all platformers do when there are LOTS of sprites on the screen,    and to be honest, the scrolling is occasionally choppy in some areas,    but the general consensus seems to be that it does not detract from

   game-play at all.

-

                             [VIII] Credits

-

[1] Who contributed a lot?

   Rich Barrette  (rbarrett@zatharusta.cs.ohiou.edu)

   Trevor Powell  (tpowell@cmcvax.mckenna.edu)

   Chuck McGinley (mcginley@ll.mit.edu)

   Enrique Conty  (conty@mcs.com)

[2] Who contributed a little?

   Morris Davis         The Blue One            David Brown

   Gregg Tavares        Derrick Ellis           Wolf

   Brian Klaus          Doug Dyer               Jeffrey Hersh

   Gamer3DO             Chris Curry             Rick Hallock

   Mike Danielson       Gene Gingrass           Orion

   Keith N. Thompson    Eric Carter             Craig Stelter


Gunners Heaven

GUNNERS HEAVEN FAQ  By ?

Gunners Heaven is a fun run-and-gun action game in the same style as Gunstar Heroes, but it get brutally tough from Stage 3 onwards. So hereÕs all the codes youll need to get through! These tricks all require you to watch the opening demo entirely. When the Title Screen comes up (with the title and PUSH START), press and hold L1, L2, R1 & R2 buttons on controller 1, then press SELECT. PUSH START will change to SECRET CODE with two letters behind it. The letter at the left is changed by pressing up or down. The letter at the right is changed by using the Triangle and X buttons.

Stage select

MA      Stage 2

UT      Stage 3

RH      Stage 4

MK      Stage 5

HT      Stage 6

Special codes

CM      Makes character small (does not alter hit check size)

QB      Makes character huge (does not alter hit check size)

MV      Puts up smaller windows on the screen by pressing any button on

controller 2s face.

YI      Start with nine bombs

TY      Axel/Ruka turn into one-hit wonders

SS      Weapon power-up time starts with 999 seconds

Debug Mode

Set secret code to MA, press SELECT, then change code to SV and press

START. The following commands must be entered using controller 2.

Up              Boosts weapon power to max (10-second duration)

Down            Voice mode on/off

Left            Gunlock type change

Right           Skips Area (disengages invincibility)

Triangle        Invincibility on/off (falling will cause damage)

Circle          Increases number of bombs

Square          Switches selected weapon type from Axel Ruka.

X               Increases weapon power up time in 30-second increments.


Goal Storm

Game Shark

  Team 1 score 9

                                        30161730 0009

 Team 2 score 0

                                        30161731 0000

Codes

Easter Island Heads:

 At title screen., enter: up, up, down, down, left, right, left, right, [], (), start


Gradius Deluxe

Game Shark

(JAPANESE)

      Gradius 1

 Infinite lives player 1

                                      800C20A2 000A

 Infinite lives player 2

                                      800C20A4 000A

 Always 4 options

                                      800AAC3C 0001

                                      800AACB4 0001

                                      800AAD2C 0001

                                      800AADA4 0001

                                      800C1FF8 0004

                                      800C2134 0001

                                      800C2136 0002

                                      800C2138 0003

                                      800C213A 0004

 Always have missiles

                                      800AABE8 0001

                                      800AAC50 0001

                                      800AACC8 0001

                                      800AAD40 0001

                                      800AADB8 0001

      Gradius 2

 Infinite lives player 1&2

                                      D0091238 0000

                                      8009DE70 0606


Hi Octane

Game Shark

 Infinite fuel

                                        80160EEA 27FF

                                        801614BA 27FF

                                        801616AA 27FF

                                        801610DA 27FF

                                        80160CFA 27FF

 Infinite shield

                                        80160EEE 27FF

                                        801614BE 27FF

                                        801616AE 27FF

                                        801610DE 27FF

                                        80160CFE 27FF

 Infinite ammo

                                        80160EEC 27FF

                                        801614BC 27FF

                                        801616AC 27FF

                                        801610DC 27FF

                                        80160CFC 27FF

 Max minigun

                                        8015CDCE 0003

                                        80158FB2 0003

                                        8015958E 0003

                                        8015719E 0003

                                        8015790A 0003

                                        80158B02 0003

                                        801596BA 0003

                                        80159142 0003

 Max missiles

                                        8015CD6A 0003

                                        80158F4E 0003

                                        8015952A 0003

                                        8015713A 0003

                                        801578A6 0003

                                        80158A9E 0003

                                        80159656 0003

                                        801590DE 0003

 Max boost

                                        8015CD06 0003

                                        80158EEA 0003

                                        801594C6 0003

                                        801570D6 0003

                                        80157842 0003

                                        80158A3A 0003

                                        801595F2 0003

                                        8015907A 0003

 No on-screen damage

                                        80160EA0 0000

                                        80161470 0000

                                        80161660 0000

                                        80161090 0000

                                        80160CB0 0000

 Minigun coolant

                                        8015CDAE 0000

                                        80159F92 0000

                                        8015956E 0000

                                        8015717E 0000

                                        801578EA 0000

                                        80158AE2 0000

                                        8015969A 0000

                                        80159122 0000


Hot Blood Family

Game Shark

 Unlimited energy

                                      801CEBCC 0062

                                      801DA072 0068


Hyper Formation Soccer

Codes

100% Fitness Choose the exhibition mode, before match beginning select- TEAM CONDITION. On this menu, press RIGHT, UP, LEFT, DOWN, and SQUARE.

Extra Teams On the main menu, HOLD R1, L1, RIGHT, SQUARE and press  TRIANGLE, X button once. You will hear two sounds. Two extra teams can be chosen(the MASTER, HUMAN teams).


In The Hunt

Game Shark

 Infinite time

                                        8007D96E 0086

 Infinite lives

                                        800DCD48 0005

Codes

Stage select With the cursor on Start press diagonal up/left +()+ Select

--

Speed up Pause while playing and unpause while pressing /\ + R2

---

Slow down Pause while playing and unpause while pressing /\ + L2

----

Unlimited continues On the countdown screen after you have died, press

---- start while pressing /\ + Select


Japan Wrestling

Codes

Hidden Characters

--

The Great Muta, at the title screen, enter: (), R, /\, U, [], L, ><, D, ><, D, [], L, /\, U, (), R, Select At Keiji Muto (3rd guy Listed), and press Select.

To get Power Warrior, at the title screen:

[], ><, [], ><, (), /\, (), /\, U, D, L, R, Select

At Kensuke Sasaki (7th guy ListeD), press Select.

To get Kero-chan (the Ring Announcer), at the title screen: L1, L1, L2, R2, R2, R1, /\, D, ><, U, Select At Tenzan (3rd from bottom), press Select

To get Tiger Hattori (the ref), at the titLe screen:

U, D, L, R, /\, ><, [], (), L1, R1, L2, R2, Select

At Kanemoto (2nd from bottom), press Select.


Johnny Bazookatone

Codes

Level Select        KRISTIAN

God mode            PILCHARD

Bonus Level At the beginning of the first level you start at the wall.

- Go to the right side of the wall (where it stops) and then jump up while holding the pad to the left. You will jump onto a secret walkway. Walk to the left and jump up again. You will come in the bonus level.

Losing life in the bonus level does not effect your lives in the game so collect as much as you can get. When you have 1000 musicnotes collected you will get a extra live!.

Level passwords

        Level 2: AFLEAPIT               Level 3: TEASPOON

        Level 4: SEDATION


Jumping Flash

Game Shark

 MASTER CODE

                                        D0008520 1000

 Infinite time

                                        D00B0000 0D18

                                        80102830 8C80

                                        D00B0000 1658

                                        80102C4C 8C80

                                        D00B0000 0DEC

                                        800FF380 8C80

                                        D00B0000 0DF0

                                        80101820 8C80

                                        D00B0000 1664

                                        80107AF4 8C80

                                        D00B0000 1504

                                        800FCA88 8C80

 Infinite lives

                                        D00B0000 0D18

                                        80102EF4 0003

                                        D00B0000 1658

                                        80103308 0003

                                        D00B0000 0DEC

                                        800FFA0C 0003

                                        D00B0000 0DF0

                                        80101EEC 0003

                                        D00B0000 1664

                                        80108210 0003

                                        D00B0000 1504

                                        800FD144 0003

 Infinite energy

                                        D00B0000 0D18

                                        80138114 00C8

                                        D00B0000 1658

                                        80139840 00C8

                                        D00B0000 0DEC

                                        8013495C 00C8

                                        D00B0000 0DF0

                                        8013AF44 00C8

                                        D00B0000 1664

                                        8013D328 00C8

                                        D00B0000 1504

                                        801321FC 00C8

Codes

THE UNOFFICIAL JUMPING FLASH FAQ |

`----'

v1.1 - released October 19th

by Jonas Minnberg (md94-jmi@nada.kth.se)

These are the main-topics of this FAQ:

1.Introduction

Introducing the FAQ

2.General

General Info about Jumping Flash

3.Scoring

Lists of how many points you get for doing things

4.Hints

Miscellaneous Hints and Funny things

5.The Bad Guys

Description of all Bad Guys

6.World Descriptions

Description of all Worlds

7.The Boss Levels

Description of the Bosses and how to beat them

8.Finnishing the Game

What happens after you've killed the Baron?

1.INTRODUCTION

About this FAQ

  ----

I started this FAQ after playing Jumping Flash for just a day. It's a great game and really worth digging deeper into. The manual is redicolously thin so there's a lot to say. I'm sorry if this FAQ is a bit messy but it was written in the span of a few hours. This is not what I usually do, I just felt like writing about this great game :) Please Note that this FAQ is completely based on the european version of Jumping Flash!

Todo

  ----

Add the missing scores (for some bosses) and other things.

I will add any hints/tricks I found out. E-Mail if you got some.

About me & my PS

  -

I got my Playstation when it was released here in Sweden (September

29th). So far I've bought "Kileak The Blood", "Ridge Racer" and

now this game, which I loved from the beginning.

History

  --

0.6 - This first FAQ was quite short and covered only World 1-4

1.0 - Written after I had completed the game.

1.1 - Added more info about Extrabonus

Added info about the Super-mode!

A new section (General) with a background-story Fixed a few other things

Thanks To

  ----

Emil Brink

Jon Cato Lorentzen

2.GENERAL

Jumping Flash was released in Europe (or parts of it) at September 29th. It is Copyright Sony Computer Entertainment Inc. 1995 Background Story (from the manual)

  ----

Once upon a time there was a planet in a far away universe. One day, the evil scientist and intergalactic property developer Baron Aloha, stole great divots from the planet's surface to create a series of luxury holiday villas deep in space. Down at Universal City Hall, the Galactic Municipal Council were understandably none too pleased about this, especially as Aloha's creepy mutant pals quickly over-ran the villas. So after only a handful of planning meetings and a dozen or so hearings before the finance committee, a young pest control operative was dispatched to reclaim the council's property...

Who are you - you are that young pest control operative and it's up to you to exterminate the Baron like the diseased vermin he is! You'll be controlling a Robbit, a robotic rabbit used by vermin extermination professionals throughout the known universe. It comes equipped with a sparkly beam gun, and enormous power legs for leaping tall buildings and squishing bugs and stuff.

3.SCORING:

General

  --

These things always gives the same score on all stages.

  Picking up Jetpod     0

  Picking up Extras     0

  Silver Coin           100

  Gold Coin             500

  Bonus-stage Baloon    300

"End of Stage"-Bonus

After you finnish one stage, you are awarded bonuspoints depending on how much time & health you have, plus an extra bonus.   Time Bonus            50 for every second left, max 30000

  Health Bonus          Propotional to health left, max 20000

  Extra Bonus           Figuring out all things that gives you

this bonus will take a long time but here

are some:

Taking the jetpods in correct order

(E,X,I,T) (will give you 30000)

Popping all baloons on the bonusstage

Killing a boss without loosing HP

Killing a boss without shooting

Killing Badguys using the Powerpill

If anyone knows more, and more specific scoring, mail me. Killing Baddies

All the bad guys and the score you get for killing them. Sorted by the world on which they appear for the first time.

WORLD 1

  Frog                  600

  Dog                   1500

  Dragon-fly            1200

  Green Kiwi            500

  Beetle                800

  Butterfly             1000

  Porcupine             700

  Spider                1200

  Red Dragon (Boss)     20000

WORLD 2

  Flower                1000

  Walker                1300

  Duck                  1200

  Bombcrawler           1200

  Robocrayfish (Boss)   35000

WORLD 3

  Police Frog           1000

  Propeller-fly         800

  King Frog             1200

  Giraffe               1500

  Bee                   1800

  Black Beetle          1000

Coffeecups (Boss)

WORLD 4

  Penguin               1500

  Crayfishman           1000

  Sea Lion              1200

  Flying TV             1400

  Piranha               1200

  Manta Ray             1800

  Turtle (Boss)         60000

WORLD 5

  Construction Worker   1600

  Red Dragonfly         1300

  Owl                   1800

Transformer (Boss)

WORLD 6

ZoolCreature (Boss)

Baron Aloha (Boss)

4.HINTS/FUN STUFF

You can jump on baddies to kill them. The longer you fall, the more damage.

Don't waste your time trying to kill everything you see. They usually don't stay dead for very long. To avoid being hit in small spaces, jump and press left/right at the same time. This results in sideways movement without turning.

Its actually possible to ride on top of a badguy. I managed to place myself on the beak of a duck and rode with it way outside the levelarea!

If you hold down R1 while jumping, you will look in the same direction during the whole jump. This is good for looking at things from directly ahead (like signs and such).

5.THE BAD GUYS

Frog          A green frog with a tophat. Attacks by trying to jump on top of you. Always found on groundlevel.

Dog           A red dog, mostly found on platforms. Shoots heetseeking missiles at you, usually two at a time.

Does not move and turns very slow.

Dragonfly     A blue Dragon fly. Harmless, just flies around in circles not too far above the ground.

Kiwi          A green, ballshaped bird that can be really annoying when it tries to push you around, but otherwize it's harmless.

Beetle        Small and Blue with long antennas. Completely  harmless.

Butterfly     These colored butterflies attacks with small swarms of bomblike things.

Porcupine     A red, round porcupine with spikes on it's back. Don't jump on these! Found on ground and platforms. Can not attack, only pushes you (from platforms).

Spider        Hangs from a roof or platform, moving up and down it's thread. Shoots or attacks with a second thread.

Flower        Red, poisonous looking flowers. They can not move and it takes them a while to get a lock on you, but when they do they shoot like hell. Can be annoying in small spaces.

Walker        Purple, longlegged animals with striped horns.

Recognized by their "thump-thump!"-noise when they

shoot at you.

Duck          White birds with big yellow beaks. Flies much higher than the dragonflies. They usually come many together and drop bombs at you. (Some people thing that this is supposed to be seagulls, but if you've read a comic called "The Swamp", you'll know they're ducks!)

Bombcrawler   Blue creatures that looks like the beetle, but smaller, without antennas and with a cross on their back. Watch out for these if they're pushing a bomb around (which they usually do). They will try to drop it near you and let it go off. Also be careful not to shoot the bomb if you're too close.

Police Frog   Looks like his more freindly cousin but blue and with a small uniform-looking hat (Since there's a railway on this stage, they might be ticket-collectors!). Not only tries to jump on you but has quite a long tounge that he attacks you with.

Propellorfly  Small flies with propellors. Found very high up. Hurt if they fly into you.

King Frog     The toughest of the frogs. Green, big and with a small crown on it's head. Instead of using its tounge it spits, thus reaching further.

Giraffe       A weirdlooking, tall animal that shoots green things looking very much like slime.

Bee           Small white-purple things wich don't attack very often but when they do, it hurts. A lot. Stay away from these or shoot them on sight.

Black Beetle  Looks very much like the earlier beetle. Faster, but not more dangerous.

Penguin       Cute little things that walks around and attacks by throwing them self on the ground and gliding on their bellies.

Crayfishman   Red, boxlike men with crayfish-arms. They don't cut you with these but shoots at you.

Sealion       The arctic counterpart of the red dog. Sits tight and fires missiles at you.

Flying TV     These strange, blue TV:s fly around and shoot yellow circles at you with their antennas! Hard to hit but don't need too many hits to die.

  Piranha       Swims around on the underwater-level and bites you.

  Manta Ray     A more dangerous fish than the piranha, as it shoots small bullets at you.

Construction  Small, toylike  people with a wooden stick for legs.

Worker        Tries to jump on top of you. Hard to kill.

Red Dragonfly Like the normal Dragonfly, but bombs you with heavier artillery. Red and blue striped.

Owl           Red owls that flies slowly around. Only hurts if they fly into you. Quite easy to kill, and worth it.

6.WORLD DESCRIPTIONS

Here follows descriptions and some hints for all non-boss worlds

(being 11 all together).

WORLD 1:1

  ----

Not much to say, a green level with trees, logs, small houses,

windcathers and such, sort of like the perfect enviromental-

freindly world.

Things Worth Noticing *

The airships marked "Aloha 2"

The sign welcoming you to "Aloha.V" (?)

The clock on the bell tower

WORLD 1:2

  ----

This stage is much more hostile than the first, containing volcanos and lava rivers and a deadlooking environment

Things Worth Noticing *

The frying pans

The smokepuffing geisers.

The elevator driven by a waterbursting geiser.

Special Things *

The frying pans - If you land on these you get hurt, but you can

jump much higher from them.

Lava            - Hurts! Stay away.

Stage Hints *

You can stand on the fryingpan-handles without getting hurt.

WORLD 2:1

  ----

Enter the egyptic era! A desert island with lots of pillars, pyramids and palms.

Things Worth Noticing *

The arial stonhenge

The sfinx

The Barons face on the sfinx

The Easterisland statues

WORLD 2:2

  ----

Robbit goes Doom. An inside level (propably in a pyramid) with narrow tunnels and deep shafts to lower levels.

Things Worth Noticing *

The wallpainting of a skull looking like the baron

Special things *

Oneway floors - Floors that moves so that you can't go back over them (and bacause of the low ceiling it's difficult to jump over them).

Secret Doors  - All walls with the above mentioned wallpainting are secret doors. Just shoot at it until it slides open.

Stage Hints *

Make sure you get the first jetpod before jumping down the shaft.

Try the left/right jump to avoid shots from baddies.

WORLD 3:1

  ----

The first of the two themepark-stages. These are my absolute favourites so far. With books hanging in midair, chessmen, balloons and a railway.

Things Worth Noticing *

The railway with the cute train

The pointy-roofed castle

The airbaloons

The books

Special Things *

Fans - These keep you suspended (or bobbing up & down a bit) in midair and allows you to reach high places quick. Watch out for frogs that jump onto these! Baloons - These acts like elevators but does not move very much and if you stop on them you'll glide off.

WORLD 3:2

  ----

Just when you thought it couldn't get better, it does. This is like the first stage, but with rollercoasters and a real Big Wheel!

Things Worth Noticing *

The floating blue whales

The goldwatches hanging in chains

The propeller-signs

The bigwheel

Special Things *

The Rollercoasters - Just hop on to one and you'll get a hell of a ride. Sometimes you even end up where you wanted.

The Jumppad - From this you can jump extremely high. What a view!

WORLD 4:1

  ----

The arctic world. A cold place with penguins, sealions and icy

winds, especially high up.

Things worth noticing *

The little snowman with a sign saying "Baron Aloha"

The two snowflake-shaped signs showing a "Car-skidding"-warning sign and an ugly picture of Baron Aloha

The cute little igloos

Special things *

Ice - Most surfaces are very slippery and it's hard to control Robbit on these. Try jumping a lot. Fires - Like the lava, hurts if you walk into it.

WORLD 4:2

  ----

A four-part underwater Stage. Begins in winding passages, then

an elevator into an underwater dome, followed by more passages

and a deep shaft to jump into at the end.

Things worth noticing *

The shipwreck in the underwater dome

The glass-tunnel in the dome. Cool from the inside

Special Things *

The Elevators - Just enter the small elevator building and the doors will close and the elevator will take you to the next level.

Stage Hints *

At level 1 to find the elevator:

Go forward, turn right at the intersection, follow this tunnel (skipping the tunnel immideatly to the right) until it splits in two. Choose the right tunnel and you'll see the elevator.

At level 3 to find the elevator:

Take the only tunnel to the next room, and again from this to the next. In this room, Take the left tunnel and left again at the intersection. This leads you to a room with the 3rd Jetpod. From here, take the tunnel to the right (of the three you can choose from) and follow this tunnel, passing an entrance to the left.

WORLD 5:1

  ----

Welcome to the city! Extremely high buildings and unfinnished bridges with construction-workers makes this a stage of high and dangerous falls.

Things Worth Noticing *

The extremely high crane

The small park on a platform outside the island

Special Things *

Gratings - Small platforms that you can't stand still on but makes you jump upwards a short distance.

WORLD 5:2

  ----

Now it's time for Japtown by night. With neon-signs and traffic- lights to light your way. When not close to these it's very dark so watch your steps.

Things Worth Noticing *

The neon-sign saying "Aloha Super" with the Baron holding up something like a lemonade or candy

The moving crabsign (Take a close look, it wont hurt you)

The signs in the street with a rotating Baron on

The airship saying "Funky Mission" and the sign under with a robot holding the letters "B" & "A"

Special Things *

Burning Platforms - You have to time your jumps to land between the bursts, or get hurt.

WORLD 6:1

  ----

The final Jetpod-level takes place in some kind of airborne building-structure where you have to aim you jumps correctly if you don't want to fall of. Also watch out for the flowers and the (?) fish!

Special Things *

Jumppipes - A starsymbol under a large pipe. Works like the jumppad,

when you walk onto the star you're flung into the air.

7.THE BOSS LEVELS

WORLD 1:3 - The Red Dragon

   -

Should be pretty easy to kill. Either jump on his back and shoot continuously (making sure you do not fall off) or shoot at him from one of the hills, and as soon as he fires back, drop down behind the hill to seek cover.

WORLD 2:3 - The Robo-Crayfish

   ----

This is one of the bosses I found hardest to beat, because you're not really safe anywhere. Jump on his head and fire, but watch out for his claws. Or run around between the pillars and shoot at him from a distance.

WORLD 3:3 - The Coffeecup-Roundabout

No sweat, just keep jumping and try to predict from which coffee- cup you will be attacked from next time (the circulate so try to jump onto cups that was not used during the last attack. When you've shot a couple of cups it gets easier. Just don't fall off!

WORLD 4:3 - The Turtle

   --

Alternate between jumping on him and shooting from a distance. Wait for missiles to come close before jumping over them and onto the turtle. Don't let him run into you.

WORLD 5:3 - The Transformer

   --

In most cases, this boss will only transform into things that are not especially dangerous, and then this is very easy. Jump on top, shoot until it retransforms, jump onto the nearest building and repeat the process. Sometimes it transforms to a thing that shoots green missiles all over. When this happens, take cover! You can actually stand behind the buildings if you keep moving towards them (don't, and you'll fall off). It can also take the shape of an octopus, releasing small bombs about him. Shoot at him for a while but jump clear before these begin to go off.

WORLD 6:2 - The Mega Robbit

   --

Get ready to meet Baron Alohas own version of the Robbit. It's Big, it's black, it's fast. And it's stupid. This should also be quite easy. Keep jumping on him and shooting, avoiding his shots. Keep your distance when on the ground. When he releases his black monsters at you, you can not hurt him so concentrate on them. One method which takes time but seems to keep you entirely safe is to jump up on the Mega Robbit as he sits over the entrance and wait for the monsters to jump up, and then shoot them. When I played at least, they could never jump on top of you. This is not recommended if you are short on time though, as it might take a while.

WORLD 6:3 - Baron Aloha

   ---

Time for the final challenge. In the left corner: "Robbit". In the right; "Baron Aloha". Allthough he looks mean he's not much tougher than the previous bosses. Fire at him from a distance, and as soon as he gets ready to fire missiles or fireballs at you, jump right up into the air and on top of him, and continue to fire until you fall off (which you'll propably do pretty quick). If he takes to the skies, wait a short while and jump up too. You don't want to be on the ground when he lands! When he's almost dead he will transform into a ball-like shining thing. Stay as far away from him as possible and shoot while you can and he should die pretty soon.

8. FINNISHING THE GAME (SPOILER?)

Once you've killed the Baron, he flees (I thought he was dead?) and then a robot pops up saying "You aint done yet!". Now you'll get to play something called "Extra-stages" which is basicly the same stages as before, but the jetpods, exit & bonus has been moved around and some things has been added/removed from the stages. And you only have five minutes per stage. Despite this, you'll propably finnish the extra-levels quite easily. On some tracks, you'll notice other changes, like World 2:2

(Egypt) when you have to use the secret doors to get to the jetpods/exit or 4:2

(Arctic) which you must play backwards with a few things changed. 3:2 has also gotten som new and changed  rollercoasters, which was a positive thing.

Some of the animations has different words to them now, at least the one before World 6, where he used to say that he has created a machine to deal with me and now says that he's fixed the machine again.

Also, if you complete the game (not including the extras) in one go (without continues), you can start on "Super". At first, this seemed just like the normal levels but this was not the case:

SUPER CONTROLS

6 instead of 3 jumps (And that means _HEIGHT_)

Pressing Triangle will make you fall down very fast (giving

enemies much more damage)

Pressing L1 or L2 will make you run (fast). In combination with jumping this almost makes you fly, and you can easily jump from one side of a stage to the other! This gives the game a whole new dimension and it's really fun! I wonder if there's an ULTRA-mode also (The name of the developers seems to be "SUPER ULTRA". Maybe you get it if you finnish the game without loosing a single life (I always seem to fall off on World 6:1) or if you finnish the Extra-stages without continues (You will not get it by finnishing the SUPER-stages).


Jupiter Strike

Game Shark

 Infinite shield

                                        800BB3D4 0064

                                        800BB818 0064

 Laser always cool

                                        800BB950 0064


Kileak the Blood

Codes

Invincibility

When the intro screen comes up, push this combo three timesin less than 5 seconds: triangle, triangle, left, right,square, square, select, L1, L2, R1, R2. The back ground will turn blue.


Kileak the Blood II

Game Shark

(JAPANESE)

 Unlimited Laser

                                      800AB490 00C8

 Unlimited Bullets

                                      800AB4A2 01F4

 Unlimited Rockets

                                      800AB4A8 0028

 Unlimited Speed

                                      800AB450 00C6

 Unlimited Power

                                      800AB452 03E8


Kings Field

Game Shark

 Infinite hit points

                                        80199426 00FA

                                        80199428 00FA

 Infinite magic points

                                        8019942A 00FA

                                        8019942C 00FA

 Rapid weapon usage

                                        8019942E 1388

 Rapid magic usage

                                        80199432 1388

 Loads of gold

                                        80199440 C350

 High STR power

                                        80199438 0064

 High MAG power

                                        8019943E 0064

 Mega Offense

                                        80199444 0064

                                        80199446 0064

                                        80199448 0064

                                        8019944A 0064

                                        8019944C 0064

                                        8019944E 0064

                                        80199450 0064

                                        80199452 0064

 Mega Defense

                                        80199456 0064

                                        80199458 0064

                                        8019945A 0064

                                        8019945C 0064

                                        8019945E 0064

                                        80199460 0064

                                        80199462 0064

                                        80199464 0064

                                        80199466 0064

Codes

KING'S FIELD FAQ: Version 1.1

Compiled by Jay Thaler (thalerj@wwa.com)

This FAQ is not meant to be a walkthrough or a comprehensive guide to all items and people in King's Field.  It is meant to provide some help to answer those questions which come up most often, while still leaving some fun things for you to figure out on your own.  If you have any additional entries or modification suggestions for this FAQ, or any questions or comments, send e-mail to the address listed above.

THE QUESTIONS:

1) Is this really King's Field II?

2) Does it really take 15 memory blocks?

3) How can I heal my HP without using items?

4) How can I heal my MP without using items?

5) Where can I save my game?

6) Why didn't the magic crystal do anything for me?

7) How do I kill the big kraken at the beginning?

8) How do I unlock the chests at the beginning?

9) Where is the Pirate's Key?

10) What does the Blood Stone do?

11) What does Verdite do?

12) What are those big yellow trees?

13) How do I kill the Termite King/Queen?

14) What are Crystals and Crystal Shards for?  Can I sell them?

15) Where do I trade Crystals?

16) How do I get through the room under the waterfall?

17) Where is the Skull Key?

18) Can I sell the ... Key now?

19) How do you open the big blue "moon" doors with the circle on them?

20) Where is Fai?

21) Where do I get a Figure of Seath?

22) What are the Pillars of Wind for?

23) Where is Harvine's Flute?

24) What does Seath's Plume do?

25) What is the combination to the Elf Shrine?

26) Why doesn't the Gate do anything?

27) How long do I have to wait for Leon to make the Dark Slayer sword?

THE ANSWERS:

1) Is this really King's Field II?

   King's Field, as released in the US, is in fact Japan's King's Field II.    The first one generally did not receive very good reviews, and so we are    probably not missing out on much.

2) Does it really take 15 memory blocks?

   No.  There is no need to buy a new memory card.  Each save game appears    to take up 2 slots.

3) How can I heal my HP without using items?

   Inside the cave to the right as you start the game, there is a room with    a fountain of water in it (to your left).  Stand in front of it and press    X and you will be fully healed.

   The Earth Heal and Breath spells will heal you.

   Wearing the Moon Guard or Seath's Helm will slowly regenerate your HP.

4) How can I heal my MP without using items?

   When you rescue a certain character from a prison, he will give you    a Dragon Stone.  Take this through a secret door in another prison    cell and into Seath's Fountain room.  Use it on the pedestal directly    to the right of the door you came through.  Red water will now be    flowing in the canal.  This water will heal your MP.

   Wielding the Dark Slayer or Spider sword will slowly regenerate your MP.

5) Where can I save my game?

   In the cave to the right of where you start, if you follow the right    hand wall, you will eventually go down a set of stairs.  To the right    is a greyish wall.  Press X and it will open to reveal a save point.

6) Why didn't the magic crystal do anything for me?

   If a new spell does not show up in the "Use Magic" list, you just    learned an offensive spell.  These must be equipped on the Equipment    menu.  The second from the top is Magic.  It will show up there.

7) How do I kill the big kraken at the beginning?

   If you are asking, then don't worry about it yet.  You can kill him    at any level, with any weapon.  But, he is pretty tough, and the area    behind him is pretty tough as well.  Wait until you are bigger and    have better equipment.  There is no hurry.  Suggestion: level 20+

8) How do I unlock the chests at the beginning?

   The chest in the room with the fountain is opened with the Pirate's Key.    There are about 6 or 7 different keys that open various chests, so you'll    just have to use trial and error.

9) Where is the Pirate's Key?

   Finish the Termite's Lair and you'll get it.

10) What does the Blood Stone do?

   It will restore your Status to Good, except it does not affect Poison.

11) What does Verdite do?

   It increases your Magic Power by 1 point.  At the beginning you are    better off selling it for needed cash.  Later in the game, you find    more and may not need money, but the power will be useful.

12) What are those big yellow trees?

   Stand beneath them and wait.  Look up and you'll notice a Dragon Crystal    slowly growing on the tree.  Keep waiting and it will fall to the ground.

13) How do I kill the Termite King/Queen?

   Easiest way is to stand at the entrance to the chamber and use the bow to    hit him with arrows until he dies.

14) What are Crystals and Crystal Shards for?  Can I sell them?

   Crystal Shards appear to have no use.  Sell them for 25 or 26 gp.    DO NOT SELL ANY FULL CRYSTALS.  They are much more valuable (usage-    wise, not cash value) when traded for Crystal Flasks.

15) Where do I trade Crystals?

   Finish the Termite's Lair and go into the Central Village.  You can get    past the woman who was blocking the entrance.  Hang a right and the    Crystal craftsman is right there.

16) How do I get through the room under the waterfall?

   Use the skull key where you see the skull and crossbones.

17) Where is the Skull Key?

   Past the fisherman, enter a cave, past the giant snail, go up the stairs    and out onto a wooden platform.  Look down and you'll see a stretch of    land.  Take a running jump and go into that area.  On the other side of    the pendulum there are some wooden doors.  Inside one of them is a chest    that, after unlocked with the Pirate's Key, will yield the Skull Key.

18) Can I sell the ... Key now?

   NO!  Keep your keys and you won't get stuck later.

19) How do you open the big blue "moon" doors with the circle on them?

   Some will open once both red and green water flows into Seath's Fountain.    The rest will open when you get the Dark Slayer.

20) Where is Fai?

   Just before you enter the Small Mine, there is a wooden sign.  To the    right of that passage is another passage.  Take the right side and Fai    is at the end.

21) Where do I get a Figure of Seath?

   From an old lady elf on the Eastern Seaside, which is over past Gigi's    House.  Go through the Central Village, all the way north, around the    outside of Harvine's Castle, and come back on the other side of the    chasm where you first saw the Pillars of Wind.  Then follow the Pirate's    Map to work your way to the Eastern Seaside.

   One is in a secret compartment in a jail cell in Prison 2.

   Another is in a room you must drop down off a short bridge to get to,    on the Eastern Seaside.

   Leon makes new Figures for you, and places them in the fountain by his    house.

22) What are the Pillars of Wind for?

   Use Harvine's Flute between them and a bridge will appear for a short time.

23) Where is Harvine's Flute?

   Fai has it.

24) What does Seath's Plume do?

   It allows you to cast magic without using MP for a short time.

25) What is the combination to the Elf Shrine?

   Look closely at the painting in Leon Shore's house (Eastern Seaside).

26) Why doesn't the Gate do anything?

   You need 10 MP to use a Gate.  You must have put the matching key onto

   a Guidepost.  Do NOT sell gates!

27) How long do I have to wait for Leon to make the Dark Slayer sword?

   Advance a level.  Then go back.

From danker@phar2.pharm.sc.edu Fri Feb 23 14:02:19 1996

Newsgroups: rec.games.video.sony

Subject: Kings Field -- FAQ? -- Taken from Nils Site.

From: danker@phar2.pharm.sc.edu (Walter Danker)

Date: Fri, 23 Feb 1996 19:02:19 GMT

Codes

King's Field Hints/Cheats

If you have gone to the stores, only to find King's Field is sold out, try going to Toys 'R Us, Walmart, or Sears, as they are distributing the title a bit later. For more hints/storyline, see

                                http://www.asciient.com.

_______________________________________________________________I'm one of the Game Masters at ASCII Entertainment Software, and I have noticed a lot of questions concerning King's Field. Well I think I'll answer a few of them.  Let's see, to start off I'd like thank the people out there (you know who you are) who have been supporting KF on the various news groups trying to help individuals with problems and hints. I'd also like to show my appreciation to the RPG supporters out there who are stressing their interest in RPG's on the PlayStation.

OK then, I'm just going to spout a bunch of hints, tips and information about KF.

1. Blood stones cure conditions.

2. You can regenerate MP a few different ways: one way is to use a moon stone, dragon fruit or MP water.  There is a certain item you can get which lets your character regenerate HP and MP while you walk.

Once you find Seath's fountain fill as many flasks as you have with Healing water. If you have all three streams of water flowing into the fountain it will make gold water that heals all MP, HP and cures conditions (sweet!).

3. There are 2 types of "sealed" doors: ones near the fountain and all the others.  The ones at the fountain open when you have all three waters flowing. The others "unlock" when you have the Dark Slayer sword.

4.Verdite- when used it permanently increases your magic points by 1 (I think you're better off selling it).

5. Dragon Fruit - restores MP, HP and conditions.

6. Memory Card blocks used? I was told by From software of Japan (the ones who developed KF) that it required up to 15 blocks to save a game. Whether this is correct or not, I do not know.  I have a character that is level 99 with almost all of the items, and I can fit at least 5 to a card.  So you decide.

7. Crystal shards are another form of cash!! 2 crystals can be taken to the crystal crafter and then turned into a flask. Note: Flasks are very important for trading and carrying waters.

8. You are suppose to be shipwrecked on an unfamiliar island and that is why certain items are not explained in the manual. It's all part of the game to find out what things do. Two ways of doing this are, first find the fortune teller, and she'll tell what items are used for. The Second is the Truth Glass.

9. TIP!!!! If you open a door with a Rhombus key, make sure you have another one before you go into that room. If the door closes and it's a dead end your stuck because you don't have a key to open the door from the other side.

10. TIP!!! I can't stress this enough USE YOUR GATES & GATE KEYS. These are very important for exploring.  Reminder: you need 10 MP to use this item. Check the manual if you don't know how to use 'em.

11. You can kill the large Kraken like any thing else. One technique I have found that works well is hit the big boy with a magic and at the same time go in swinging.  If you time it right you shouldn't have much trouble with him. NOTE: If your having trouble killing him you best wait until your levels go up because the creatures in that cave are not a piece of cake.  Basically just wait until your strong enough.

12. Harvine's Flute - Fai has this item. It's used when ever you see 2 wind poles.

Walt

Danker@phar2.pharm.sc.edu


Kurin Pa

Codes

View Ending During the "Now loading" screen with the image of all the characters, hold down players 1 & 2's SL & ST through the wholeloading process. Then, afterwards, simply press either SL, L, R, or []


Load Runner

 Game Shark

(JAPANESE)

 Unlimited Lives

                                      800C5CE8 0005


Loaded

Game Shark

 MASTER CODE

                                        D002A9A8 000D

 Player 1 infinite lives

                                        800CDF42 001E

 Player 1 infinite ammo

                                        800CDF3E 03E8

 Player 1 infinite smarts

                                        800CDF40 0003

 Player 1 max power-up

                                        800CDF3C 7FFF

 Player 2 infinite lives

                                        D004B138 0002

                                        800CDFCA 001E

 Player 2 infinite ammo

                                        D004B138 0002

                                        800CDFC6 03E8

 Player 2 infinite smarts

                                        D004B138 0002

                                        800CDFC8 0003

 Player 2 max power-up

                                        D004B138 0002

                                        800CDFC4 7FFF

 Have all keys

                                        80107AC4 000F

Note: The Infinite Health codes previously posted here only worked on level 1.

Codes

To do the codes you must first:

Hold L1 and L2 for ten seconds BUT to get the option Power (?)

press down, right, down, right, triangle...

At the Main Menu    up up down left O /\ X

LOADED

Here are the codes:

Start a game, then pause it.  Then, hold down L1 and L2 for 10 seconds, and with them held down, enter on controller one:

down, right, circle, left, right, circle     this is full amo

or

right, right, left, down, down, up, triangle, circle    this is full

health.

Faq

LOADED for PSX FAQ v1.0

by Law667@aol.com 1/15/96

Copyright 1996. All Rights Reserved. Please feel free to distribute this FAQ within the AOL/Internet community, but do not reauthor or modify the original contents. Also, do not print or publish any portion of this FAQ without consent from the author.

If you have any questions, comments or suggestions regarding this FAQ, please feel free to e-mail me at Law667@aol.com. I'll try to answer as many questions as possible.   : )

TABLE OF CONTENTS

 1) INTRODUCTION

 2) A BRIEF HISTORY OF THE GENRE

 3) OVERVIEW

 4) THE CHARACTERS

 5) BASIC CONTROL/STRATEGY

 6) THE LEVELS

 7) MISSION COMPLETED

 8) SECRETS

 9) CONCLUSION

SECTION 1: INTRODUCTION

Imagine this. You're in prison. You're mentally disturbed. You're a gun-toting Cirate made of scrap metal from the neck down. No, wait. You're a pyschotic clown wannabe with a rocket launcher and an attitude. No, wait. You're a cross-dressing serial murderer armed with a flamethrower and a few cans of napalm.

You're a freak on a mission.

You're out to kill anything that moves.

You're loaded.

The folks at Gremlin and Interplay have cooked up one deranged bloodfest for you PSX owners out there. For those who thought MK3 was tame and Doom wasn't bloody enough, now you have Loaded, a game whose gore factor may be previously unequalled. Fortunately blood and guts aren't the only attraction here, as the great graphics, sound and gameplay breathe life into that dying horse of the video game market, the top-down shooter.

SECTION 2: A BRIEF HISTORY OF THE GENRE

OK, so I'm a history buff. If you're not interested in this section, skip it. But it's interesting to see how games like Loaded have evolved from their arcade-based ancestors.

Back in the early 80's, when local arcades were just beginning to dump their pinball machines to make room for the video game craze, a popular game known as Berserk (also known as Frenzy) appeared. In this game, you controlled a small stick figure with a ray gun, zapping headless androids and trying to escape the maze before Evil Otto, that demented happy face, came bouncing in. It was futuristic and fun, and a sign of things to come.

The next game to feature the top-down kill-'em-all approach was the classic Robotron 2084, a game regarded by today's game designers and producers as one of the best video games ever. The unique feature of Robotron was the double joystick, one for manuevering and the other for firing. As enemies swarmed at you from all sides, you ran around the screen, trying to save the innocents from becoming zombies intent on killing you. Unfortunately, because of the double joystick controls and vectorized graphics, Robotron never saw a home release. If you ever get a chance to pop a quarter into Robotron, do it. You won't be disappointed.

Other game designers, influenced by the raucous experience of Robotron, began to manufacture similar games such as Gauntlet, which combined Robotron-esque gameplay with D&D type adventure. And with the leaps and bounds in technology, the visual shine of these games became more and more prominent, apparent in games like Smash TV and its sequel, Total Carnage. But one element never really changed; the game mechanics.

Which brings us to the present and Interplay's Loaded. If I had to compare this CD to any other game of its genre, it would probably have to be Gauntlet, where you went from maze to maze looking for powerups and the exit to the next level. And of course, you could always see the enemies waiting for you behind the next door.

Loaded, with its mature theme and old school gameplay, is a welcome relief from the mega-polygon 3D fighting game craze we're experiencing. Don't get me wrong, I love fighting games, but Loaded is perfect for those moments when you feel the urge to reduce a few hundred guards (some of whom strangely resemble robed priests) and inmates to a fine red mist. But enough rambling, let's move on.

P.S.: I know I left out tons of classics such as the original Wolfenstein/PC, Metal Gear, Zombies Ate My Neighbors, etc. But how long did you want this section to be?

SECTION 3: OVERVIEW

The intro to this game as told in the instruction manual is pretty vague, so let's just assume that your chosen character is a homicidal maniac and take it from there:

On the interplanetary prison known as RAULF, the ultra-bad warden known as Fat Ugly Boy has decided he's the baddest dude in existence. And just for kicks, he's gonna let a prisoner try to plot an escape from his prison. F.U.B. (gee, I wonder if the 'B' used to stand for something else before the censors stepped in) is just looking for a challenge, but you're fighting for your life. Escape and freedom is yours, fail and you won't even live to see Death Row.

Two great things about Loaded are the graphics and the sound effects/soundtrack. Possibly the darkest game ever made, Loaded's visuals really set the mood. The dark corners and pitch-black hallways are in stark contrast to the multi-hued psychedelic lighting effects. Spray a few dozen guards and their bloodstains will decorate the filthy floor-and stay there. You can always recognize the rooms you've already visited by the stains on the ground.

On the down side, it seems the frame count goes down when the enemy count goes up, but that's almost to be expected from a 2-D sprite-based game with a user-controlled zoom feature. Also, enemies sometimes blend so well into their terrain it's hard to spot them, which can be frustrating. Using the S-Video setup with this game seems to sharpen and clarify a lot of the details. If you're having problems with the visuals in this game, I suggest you pick up a S-Video cable. It may help.

The sound effects are eerie, especially when you turn the music off. Sometimes all you can hear is the clicking of Butch's high heels as he stalks the hallways looking for victims. Open fire on an enemy and you'll hear a gruesomely satisfying 'splat' to accompany the mess. If it sounds gut-wrenching, it is. This game is not for the faint-hearted. The soundtrack, featuring songs from Pop Will Eat Itself, is also excellent. This is what 'techno game music' should sound like.

SECTION 4: THE CHARACTERS

Character design is top-notch in this game. Loaded features six deranged inmates to choose from, most of them extremely cool. All six are listed below, in order of personal preference:

BUTCH

Speed: Fast ¥ Armor: Average ¥ Weapon: Flamethrower ¥ Ultra Bomb: Explosive Ring

Butch is quick and his weapon is probably the best in the game. It keeps enemies at bay and is great when you're surrounded by rats (did I mention I hate rats?). Be thriftful with that ammo supply or you'll be empty in no time. How does he move so fast in high heels? My personal fave.

CAP'N HANDS

Speed: Average ¥ Armor: Average ¥ Weapon: Flintlocks ¥ Ultra Bomb: Vortex Bomb

Hands is not a cowboy. He is not a pirate. Hands is a cowboy/pirate/android hybrid, an interesting combination indeed. His six-guns are quite an arsenal and are the coolest looking weapons in the game. It is nearly impossible to run out of ammo with Hands. He's a popular choice with online gamers, and personally a very close second to Butch.

MAMMA

Speed: Slow ¥ Armor: Good ¥ Weapon: Plasma Gun ¥ Ultra Bomb: Ripple Grenade

Another well designed character with a great weapon. Mamma can take a lot of damage, and that's great when you're cornered by a mob of flesh-eating zombies. His Ultra Bomb makes the floor around him swim, a very cool effect. I believe most people associate this game with Mamma, and he's a popular character.

BOUNCA

Speed: Average ¥ Armor: Average ¥ Weapon: Missiles ¥ Ultra Bomb: Frag Missiles

Bounca's pretty cool, but his weapon takes a bit to reload, and by then it may be too late. With Bounca, you may find yourself using your Ultra Bombs a lot sooner than you wanted to.

FWANK

Speed: Slow ¥ Armor: Good ¥ Weapon: Neutron Spheres ¥ Ultra Bomb: Homing Teddies

Fwank is great looking and a cool character, it's just too bad his weapon is horrible. Believe me, weaponry is everything in this game (especially in the later levels), and some characters just don't have it. If you need a challenge, try beating the game with Fwank.

VOX

Speed: Fast ¥ Armor: Weak ¥ Weapon: Hail Flail ¥ Ultra Bomb: Sonic Blast

I'm sorry, I just can't get into Vox. Probably because she's the type of character I'd expect to see in a game like this, a hyper-bad techno-babe with lots of speed and little defense (not to mention a weak weapon). I didn't like this type of character in Streets of Rage and I don't like her now.

SECTION 5: BASIC CONTROL/STRATEGY

In case you haven't noticed, this isn't one of those games where you have to read a 20-page instruction manual before you can get started. Basically pop the CD in and you're set. But in case you need it, here is the basic control setup for Loaded:

X = Weapon

Square = Run

Circle = Ultra Bomb

Triangle = Toggle Map/Status window

L1 = Strafe (hold the weapon in one fixed direction)

L2/R2 = Zoom in/out

For better strafing control, you may want to set the Strafe button to R1 instead of L1. IMO it's more natural.

There are many items you'll find laying around in Loaded, and here's what they do:

Yellow Key: Allows you access to any Yellow Door

Red Key:  Same as above but with Red Doors

Blue Key: Same as above but with Blue Doors

Green Key: Same as above but with Green Doors

Health Box: Restores your health to 100%

Ammo Box: Gives you extra rounds of ammo

Skull Box: Increases your firepower (and that's a good thing!)

There are also bonus goodies to be found:

"Man" Box: Gives you an extra life

Bomb Box: Gives you an extra Ultra Bomb

Footprint Box: Makes you temporarily invisible to enemies

Clock Box: Freezes all enemies temporarily

10 Bullet Box: Temporarily gives you unlimited ammo

"I" Box: Makes you temporarily invincible

Speed Box: Makes you temporarily faster (no, really?)

There are many bonus rooms to be found in this game, many full of powerups and coins you can collect. I'm not sure what collecting coins does for you besides increase your Greed rating at the end of a level.

OK, so you've started the game, you've selected a character and now you're off on a killing spree. But wait, take these tips with you and you may not become a flesh mat:

 ¥ When you're about to enter a big room, that's a good sign that tons of enemies are waiting for an ambush. Run into the room and and unload an Ultra Bomb to clear out and give yourself some breathing room. Also, zoom all the way out so that you can see your potential attackers. This usually will let you know when you may want to use an Ultra Bomb.

 ¥ The most annoying part of this game are the rats (did I mention that I hate rats?). They'll swarm all over you and their numbers are seemingly endless. Don't try to outrun the rats, rather spray them as soon as you see them. Get used do doing a 360 spin with the fire button held down to enjoy a nice rat flambe'.

 ¥ Don't forget to use all of your Ultra Bombs before you use a continue as you'll start with a fresh supply when you do. Any Ultra Bombs remaining when you die are not carried over to the next continue. Also, there is seemingly no limit to the number of Ultra Bombs you may carry. Although the display will show no more than five, you can have more than that.

 ¥ The entrances to hidden rooms usually aren't hidden at all. They'll show up on your map display, so use it to find all of the secrets.

 ¥ Learn the importance of strafing (shooting in a fixed direction) down narrow passageways. If you can master this technique, the enemy won't lay a finger on you.

 ¥ Know where the health boxes are in a level, and know how to get to them when your life is critical. Unless you're using a cheat, you need to make the most of every life in this game. If you run across a health box and you're healthy, walk around a bit killing enemies, then go back to it.

 ¥ Against slower enemies with no firepower, run away and make them chase you. Then, when they're all gathered together, turn around and open fire.

 ¥ The biggest tip is this game is probably the most obvious; avoid backtracking as much as possible in levels where enemies such as rats and zombies can regenerate. Nothing dwindles your life supply faster than wandering aimlessly down the same corridor five times looking for an exit you know isn't there.

SECTION 6: THE LEVELS

SPOILER WARNING!!!: Don't read this section unless you want to read detailed info on levels and secrets in this game! The first level is basically a step-by-step walkthrough, the other levels aren't nearly as detailed.

LEVEL 1: MAIN PRISON LEVEL (HOLDING CELLS)

OBJECTIVE: FIND EXIT TO NEXT LEVEL

Immediately go southeast and get the yellow key. Now head north and open the yellow door on the east wall. The reward in this cell is a Skull Box. Then head north and enter the door on the north wall. You'll enter a huge room with lots of enemies and six smaller cells. Enter the southwesternmost cell first, get another Skull Box, then enter the cell above it and get another. If you're life is getting low, the first Health Box is in the middle cell on the east wall. A big yellow thug in the main room holds the green key.

Leave the main room and head south, where you'll encounter a green door on the west wall. Waste the enemies and collect your prizes, then leave the room and go into the room to the south. This is a big room with lots more enemies. A health box is in the lower east cell, and another yellow thug holds the blue key in the main room.

Leave this large room and head due north, where you'll encounter a blue door. Grab the goodies in the room then head west, where a blue door conceals another large room with six smaller cells. A health box is in the southwest cell. Clean out this area and keep heading west, where you'll hit a 'T' intersection. Head north and be sure to visit all the cells on the way. A great power-up room is on the last room on the east wall, and there's another Health Box here.

At the end of the northern passage is yet another big room with lots of enemies and a massive cannon that can liquidize you with two hits. Use an Ultra Bomb here if you need to, you'll get another in this room. After cleaning out this room (or should I say dirtying up?), head down the east passage, keeping your eye on the map display. You'll notice a corridor with seemingly no entrance. Blast through the wall here to find a stash of goodies, including an Invisibilty Box.

After grabbing the Invisibilty Box, run down the east corridor and into the last room on the south wall at the end of the corridor. Waste as many enemies as possible while invisible and grab the red key from the yellow thug. After leaving this room, look to your right for some more Health and Ammo.

You can actually leave this level after getting the red key, but there are many other areas to be explored. Backtrack your way west, then south. Keep heading south and you'll hit more calls, and eventually another large room with another massive cannon. Clean house and head east.

Down the east corridor keep your eye out for another secret passage, this time on the north wall. Blast in and search all areas on your map, then leave. Head east until you reach another large room. By now should know what to do here. Do it, then backtrack your way to the very beginning of the level.

On the south wall is a small red room. Blast the yellow dude, grab your rewards and split.

Remember where you picked up the first yellow key? Go there and you'll see a red door. Be prepared, this is where you'll face your toughest test yet. Unloading one or two Ultra Bombs in this room is recommended for first-timers. A much-needed Health Box is in one of the smaller rooms. Once finished, keep heading east and you'll see two more yellow guards . Blast them and exit this level. If you followed this walkthrough and killed every enemy encountered, you should have a 100% body count (Loaded!).

LEVEL 2: PRISON ADMINISTRATION LEVEL

OBJECTIVE: FIND THE GOVERNOR'S EMERGENCY ELEVATOR

A lot like Level 1 but harder. There's a secret teleporter room at the very beginning of the level, check your map display to find it. You'll do a lot more maze searching in this level, but at least when you kill your enemies they stay dead. That will change soon.

LEVEL 3: UPPER SERVICE CONDUIT

OBJECTIVE: FIND MANHOLE TO THE NEXT LEVEL

Oh no. The rats (did I mention that I hate rats?). They're everywhere, so get used to it. The blue trolls are slow and easy to take out, they won't provide you much trouble. The zombies, on the other hand, regenerate and can give you fits if you encounter enough of them. Try to remember what halls the zombies inhabit and visit them as infrequently as possible.

LEVEL 4: LOWER SERVICE CONDUIT

OBJECTIVE: FIND TELEPORT LEADING TO THE SURFACE

More rats and zombies in this level, which doesn't seem nearly as long as the last one. Just keep your backtracking to a minimum and you should be okay.

LEVEL 5: PRISON COURTYARD (MAIN GATE)

OBJECTIVE: FIND VEHICLE AND ESCAPE

Now you're outside in the prison courtyard. Guards are everywhere, and the bothersome rats have now been replaced by dogs. The sheer number of enemies in this level pose a challenge. Use your Ultra Bombs in wide-open enemy-infested areas to make the most of them. At the end of the level is where you'll first encounter the boss-type character (which I'll from now on refer to as Jet Pack guy). You'll be seeing lots of him, but don't worry. He's easy to take out, just keep circling him and avoid his fire and counterattack until he flies away.

LEVEL 6: DESERT

OBJECTIVE: FIND FOUR TANKS OF GAS AND REFUEL VEHICLE

You've succeeded in stealing a vehicle, now you realize you're out of fuel! Your emergency landing on hostile terrain involves finding four drums of fuel and getting back to your spacecraft. Scorpions and blue dogs leap from rocky crevices to attack. Use the run-away-then-turn-and-fire tactic on these enemies.

LEVEL 7: BADLANDS

OBJECTIVE: FIND THE SECRET TELEPORT TO SPACE PORT

This level can get confusing so I'll give you sort of a mini-walkthrough:

Many power-ups are on the western border, so stick to it whenever possible. Also, don't spend time blasting the numerous rats and zombies that regenerate in this level. Just run away from them and blast them when neccessary. Head south, then east and you should encounter a cabin with the red key. Then head to the northwest to the graveyard where you'll find a red door concealing the green key. Backtrack south and you'll see a green door holding the blue key. From there, head to the village area and you'll pick up the yellow key. This key will allow you access to the castles in the middle of this level. Remember, don't try to blast everything here, just get out and get to the next level.

LEVEL 8: SPACE PORT (LEVEL 1)

OBJECTIVE: FIND EXIT TO NEXT LEVEL

Now you're back in a labyrinth-type scenario. You should always go after the big red guards first in this level. They're great shots and have lots of firepower, so get rid of them ASAP. Jet Pack guy will rear his ugly head again at the end of this level, but by now you should know what a pushover he is.

LEVEL 9: SPACE PORT (LEVEL 2)

OBJECTIVE: FIND ENTRANCE TO DOCKING BAY

A lot like Level 8. Remember to always waste the red guards first, they're the most dangerous. Keep your eyes peeled for secret alcoves all over this level. Tons of coins, a Time Stop Box and a Free Man Box are just a few of the bonuses you'll find if you're looking.

LEVEL 10: DOCKING BAY

OBJECTIVE: FIND KEY TO STEAL SPACESHIP

This is a really short level. Just head up and to the right and you'll see a couple of entrances that will spew enemies as soon as you come into sight. At first their numbers seem endless and the fight seems futile, but don't give up. They'll give up lots of Health and Ammo Boxes to keep you alive until Jet Pack guy comes back for another round. As for the secret stash of goodies hidden behind the wall, I was unable to find my way to it. Perhaps unloading a few thousand rounds of ammo might do the trick, but I didn't have the patience!

LEVEL 11: SCRAP YARD

OBJECTIVE: FIND FOUR BOMB PARTS AND DESTROY THE LASER FENCE

This one's a lot like Level 6, except the rats (oh no!) have found their way here. There are also new enemies in the form of armed robots that tote some serious firepower. Don't spaz out and run through this level like crazy. Instead, take calculated turns around corners and into wide open areas. Don't let yourself get cornered by the robots, or else they'll fry you in a second. You'll find that many powerups are located strategically here, such as Invincibilty just before you enter a large cavern. Find the four parts of the bomb and make your way to the fence.

LEVEL 12: PROCESSING PLANT

OBJECTIVE: FIND EXIT TO NEXT LEVEL

At first you'd swear this was Level 11 all over again, but once you enter the plant, the scenery changes. The rats in this level are now attacking at an unprecedented rate, and if you're using a character with a slow reloading weapon, odds are you'll lose more then a few lives here. Also turning up in large numbers are the robots from the last level. Your objective should be to find the exit as quickly as possible - don't waste your time here.

LEVEL 13: RECYCLING CENTER

OBJECTIVE: FIND SECRET ACCESS CHUTE

This is IMO the hardest level in the game. There are several large rooms you must enter that are chock full of armed robots. You should probably keep trying this level over and over until you've memorized where every single Health Box is, then try to finish while losing as few lives as possible. Good luck.

LEVEL 14: SECURITY LEVEL

OBJECTIVE: FIND ENTRANCE TO CONTROL CENTER

Level 14 is a little easier than the last. It's almost as if F.U.B. is getting impatient for his showdown with you! Anyway, be careful and methodical about entering large rooms and such and you'll do fine.

LEVEL 15: CONTROL CENTER

OBJECTIVE: LOCATE AND EXTERMINATE F.U.B.

Now you're ready for your showdown with F.U.B. Just like the last level, be careful and play it safe. This level really isn't all that hard, and F.U.B. himself is pretty much a pushover. He's a lot like Jet Pack Guy, except he's got little white missiles that follow you around. Just keep circling him and avoid his fire to put him six feet under. You'll know when you're about to meet him when you hit the teleporter. Oh yeah, and don't grab all those goodies in the room before you meet F.U.B. You may need to come back for them!

SECTION 7: MISSION COMPLETED (WARNING: END SPOILER!!!)

So now F.U.B. is R.I.P. and the game is over. The game cuts to a FMV scene of F.U.B. spewing blood as he hits the floor. Then his face melts away to reveal a robotic mask, which flies away saying "You'll never take me alive!" And that's it. I've got to admit, for all the hours it took me to finish this game, the extremely short ending is a disappointment.

SECTION 8: SECRETS

You knew they were in here. Unlimited ammo, health, et al. All the things you'd expect from a game like Loaded, so without further avail:

 ¥ Unlimited health: During the game, press Start to get to the Options menu.  Then hold down L1 and L2 for ten seconds. Keep holding these buttons and press Right, Right, Left, Down, Down, Up, Triangle, Circle. The extra option 'HEALTH' should appear. Select it at any time to refill your life bar.

 ¥ Unlimited ammo: During the game, press Start to get to the Options menu.  Then hold down L1 and L2 for ten seconds. Keep holding these buttons and press Down, Right, Circle, Left, Right, Circle. The extra option 'AMMO' should appear. Select it at any time to get more ammo (I believe somewhere around 32,000 rounds is the limit).

 ¥ Max firepower: During the game, press Start to get to the Options menu.  Then hold down L1 and L2 for ten seconds. Keep holding these buttons and press Down, Right, Down, Right, Triangle. The extra option 'POWER' should appear. Select it at any time to max out your gun's firepower.

Also, Loaded was originally designed to have eight to ten playable characters instead of six, and it's rumored that some of those characters are in the game as secrets. I won't mention thsee characters' names as they are only rumors as of now, but I'll keep this FAQ updated if I find them. BTW, if you haven't noticed by now, that chubby little fat guy with the mechanical legs you kept seeing in all the game mags isn't a secret character, it's F.U.B. Maybe there's a code to play as him.

SECTION 9: CONCLUSION

With the instant success of PlayStation, there are lots of great games to choose from and lots more on the horizon. So what qualifies as a good purchase? I'd have to say a major factor would be replay value. Does the game keep you coming back for more, or is it collecting dust in two months? Loaded has one thing in common with today's successful fighting games that works in its favor; its diversity of well-designed characters. Finish the game with Butch and you may want to try your hand at Mamma. Or Hands. Or someone else. Using different characters requires different approaches to the game, and this adds to the replay value.

On the other hand, the game can get repititous in certain areas, and the ending is a real letdown. Let's face it, twenty seconds of FMV just isn't enough of a reward for someone who's just spent several hours getting through the game. When it's all said and done, you'll have to decide for yourself whether or not Loaded qualifies as a 'must-have' game.

All in all, Loaded's twisted take on the top-down shooter is a good example of a well-planned marketing strategy; take a concept that has already proven itself and improve upon on it. This game is pure escapism, it grabs you in its plot and keeps you there from start to finish.

Thanks to everyone in the Loaded/AOL folder for their informative posts. This FAQ would not exist without your help. As always, e-mail me with your corrections and/or suggestions and you will receive credit!

Enjoy!!


Lone Soldier

Guide

Lone Soldier Playing Guide

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      : Product      : Lone Soldier /   Type    : Shooting game :

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      : Sort Release : Play Guide   /   Done By : ThE RaVeR     :

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      : Release Date : 31-01-1996   /   Supplier: - -           :

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  General Tips:

- Try to kill normal enemy soldiers when they are in the open. They  will become more aggressive if trapped.

- Save bazookas for bosses and bigger enemies.

- Extra health power ups can be left behind whilst you deal with a  tricky situation ahead, then simply return for them when the coast  is clear. But don't get too far ahead.

- Learn to use the sight and rotate keys for accurate aiming and killing.

- The flame-thrower is better for close up attacks but only use very  short bursts at a time to conserve your fuel.

- Attack all pillboxes from the side

- The bazooka is better for long distance attacks but avoid firing it at point blank range, it can be extremely damaging for your person.

- Shooting trees can cause a fire witch kills any enemies using them as  cover.

- Use barrels as weapons, shoot them and they will kill any nearby enemies when they explode.

- When trying to kill bazooka-armed foes, time the missiles and dodge them,  enabling you a change to counter attack between each one.

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                             THE JUNGLE:

  General tips for surviving in the jungle:

- Tribal statues always get brighter before they fire. Attack them from

  a distance to avoid their deadly wrath.

- When attacking the natives, particularly the chiefs, always keep moving

  and they will never be able to hit you

- The watch towers can be quite helpful, try to lead the enemies into the

  path of the grenades.

  LEVEL 1:

No sooner have you started the game then you're ambushed by soldiers cunningly concealed behind trees. Study their positions and the, whilst keeping you distance, pick them off one by one. when you come to the steep hill with the gun tower situated at the bottom, grab the rocket launcher from behind one of the trees and destroy the tower from a distance. The rest of the level should be plain sailing thanks to your trusty rocket launcher.

  LEVEL 2:

You start this level on the river bank. Use your grenades to destroy the river boats, you'll have to time it so that you throw the grenade into the water and then allow a few seconds for the boat to sail over it. As you walk towards the bridge, there'll be a rocket launcher geezer firing off endless reams of rockets in your direction, get close and then counter attack after dodging each missile. Once safely over the footbridge, you'll come to an enemy encampment. First shoot the soldier next to the water tank, and then turn to take out the pillbox. Now stand a safe distance away from the watch tower and then wait as the enemy soldiers start walking towards you. With any luck the grenades lobbed from the tower by their mates should take them all out efficiently. Now, simply blast the tower. Around the next bend will be a boat loaded with enemy troops and several foot soldiers, all of which can be easily disposed of.

  LEVEL 3:

Things are hotting up. first there's an ambush by concealed troops, then you've got a watch tower to contend with. Once you crossed over the bridge, take out the boat full of troops and then do untold amounts of damage to the enemy encampment just around the corner. There'll be a rocket launcher bloke, if you get into trouble whilst tackling him, seek refuge behind the pillbox and then attack blast him at regular intervals. Once the camp has been destroyed, dash over the bridge and kill the remaining few soldiers to complete this level.

  LEVEL 4:

As we near the end of the jungle territory, the natives are restless, and as a result of your extremely loud gunfire disturbing their strange gods, they've decided to come out and fight in their droves. This level starts in a familiar fashion with foot soldiers ambushing you from all angles. When you reach the natives, keep on the move to avoid speers and poisonous darts, you'll find them extremely hard to kill because they're constantly on the move. When you meet the natives, each and every statue from then on will possess demonic qualities, and thus try to steal your worthless soul. A couple of rockets or a succession of shots will exorcise them effectively. For extra kicks, why not torch a few native huts, it's great fun and hey, it serves them right for getting involved.

  JUNGLE BOSS:

The final jungle level starts out as any other, until you notice some mystic native dude scooped inside a cave. As soon as you stumble into view, he'll wave his mighty staff around and an army of native zombies will shoot up through the ground. Pick them off as they arrive and brace yourself for the grand finale. A bit peeved that all his henchman have been vaporized, the mystic witch doctor will then transform himself into a huge werewolf and proceed to either get working with his club or fry you to dead with his stagnate breath. If you have any rockets left, he can be easily picked off from a distance. Otherwise, get very close, preferably behind his legs, then simply blast away with your guns. He won't be able to touch you at such proximity, leaving you safe to kill the hairy oaf.

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                         THE CANYON:

  General tips for conquering the canyon:

- Mortal men can be easily defeated if you get close quickly.

- The gas grenade soldier fires deadly poison gas, run past the grenades

  before they explode.

- The dogs are hard to kill, the best way we found of making them scarper

  is to stand still and shoot at them as they chew away at your balls.

  LEVEL 1:

Out of the jungle and out into the open as you wreak havoc through a picturesque canyon. start the level as you mean to go on by pepping the foot soldiers with bullets. As you walk over the hill. grab the bazooka and reduce the watch tower to rubble. The next hazard is a tank which can easily destroyed provided you have save a couple of rockets, otherwise get close and avoid the gun turret. As you go through the tunnel, prepare yourself for two soldiers that drop down from the other side on a rope. Another tank will attempt to get you as you emerge form the tunnel so be more than ready to rock. Just around the next bend, you'll come to a log resting across a ravine. Kill the rocket man and then wait on the log. In the distance you should see two oil drums with soldiers coming up behind them. Simply fire off two rockets at the barrels and let the explosions take care of 'em. Up around the next hill is an enemy encampment complete with tank and watch tower. Obviously the tank takes priority in the killing stakes, so get to work. Take the right side and then pick off the rocket man and the dangerous mortar launcher as you emerge the other side.

  LEVEL 2:

When you begin the level, pickoff the two foot soldiers that come towards you and grab the flame-thrower behind them. Now use your new weapon to attack the mortar operator. As you progress through the level, you'll come to a big ravine with paths stretching off both sides, take the left route and then grab the invincibility crate as it falls from the sky. This gives you the added strength to overcome the tank easily. Now grab the bazooka laying around at the entrance to the next section. As you go around the bend, beware of the cunningly disguised minefield. Kill the lone foot soldier and then use your bazooka to take out the opposing rocket man on the rope bridge. Walk up to his peppered corpse and wait, in the distance at the other end of the bridge, more soldiers should come into view. You've got the rockets, so do your stuff. As you walk to the end of the bridge, look skyward for the huge helicopter flying overhead, it will perform a fancy turn and then fire a couple of deadly missiles in your direction. Evasive action is vital, in other words, leg it!. Now simply dash to the end of the level taking out the remaining soldiers. Just before the exit, you'll come across two grenade-lobbing scum bags on the railway, take them out with a grenade or your uzi, either way they're a pushover.

  LEVEL 3:

This level is the ideal opportunity for a mass killing spree. There is nothing mush to overcome other than legions of foot soldiers so the key is to go slowly and pick each one off as they appear in the distance. Once you've bagged the first lot, grab the idle M-60 rifle and get shooting. At the top of the next hill is a rocket launcher. Use your heavy arsenal to take out the onslaught of enemy troops as they attack in full force over the next series of hills. Eventually you'll come to another enemy encampment. Hit the tents first, followed by the truck, for the maximum effect and hopefully you'll bag a few baddies in the explosions. The last hazard is a tank. It can easily be destroyed by using the same techniques as before. Get close and avoid his sights.

  CANYON BOSS:

Before you can exit the canyon, there are several last obstacles which must be overcome. Firstly, take out the foot soldiers that hassle you at the start, followed by the devious rocket men. you should see an enemy  encampment in the distance by now. Blast everything in sight and then turn your attentions to the pillboxes. The last hazard on this level is the vile scum that emerges from the hovering helicopter. Take out the first two rocket launcher men as you would normally. Then, when the big mean dude drops down, hide behind the pillboxes and observe his routine. You'll find that the safest way to hit him is when he's mouthing off at you. Simply fire short controlled bursts whenever he's giving it some lip, and before you know it the stupid sod will collapse and die a horribly grizzly death.

That's it!.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I hope you will enjoy this game!.

If you want more game stuff to follow, than support

PSX Freaks by spreading our files!!


Metal Jacket

Game Shark

(JAPANESE)

 Unlimited energy

                                      8007A164 03E8

 Unlimited jump/fly/jets

                                      8007A16C 03E8

 Unlimited scatter bombs

                                      8007A160 00FF

 Unlimited weapons

                                      8007A158 00FF

                                      8007A15C 00FF


MK3

Game Shark

 Unlimited energy player 1

                                        801CBC38 00A6

 Unlimited energy player 2

                                        801CBC90 00A6

Codes

MORTAL KOMBAT 3

1) Cheat menu

1) Wait until one of the "story" screens appears. Now hit X, L1, L2. If  you hear a reversed cymbal-whissshht sound then the cheat worked. Press START to go to the Kombat Kube screen. Now press UP and the Kube will roll over to reveal a Kuestion mark. Enter the cheat menu for all sorts of Krazy options. Kool!

PLAYER 1 HEALING ENABLED: 101 - 000

PLAYER 2 HEALING ENABLED: 000 - 101

PLAYER 1 WEAKENING ENABLED: 202 - 000

PLAYER 2 WEAKENING ENABLED: 000 - 202

THROWING DISABLED: 100 - 100

BLOCKING DISABLED: 020 - 020

PLAYER 1 HALF POWER: 033 - 000

PLAYER 2 HALF POWER: 000 - 033

PLAYER 1 QUARTER POWER: 707 - 000

PLAYER 2 QUARTER POWER: 000 - 707

DARK KOMBAT: 688 - 422

PSYCHO KOMBAT: 985 - 125

RANDPER KOMBAT: 460 - 460

UNLIMITED RUN: 466 - 466

NO POWERBARS: 987 - 123

HOLD FLIPPERS DURING CASINO RUN: 987 - 666

NO FEAR = EB BUTTON, SKYDIVE, MAX COUNTDOWN: 282 - 282

THERE IS NO KNOWLEDGE THAT IS NO POWER: 123 - 926

YOU ARE ENTERING THE LAND OF RELLIM: 642 - 468

WINNER OF THIS ROUND BATTLES MOTARO: 969 - 141

WINNER OF THIS ROUND BATTLES SHAO KAHN: 033 - 564

WINNER OF THIS ROUND BATTLES SMOKE: 205 - 205

WINNER OF THIS ROUND BATTLES NOOB SAIBOT: 769 - 342

Faq

Pit 3 Fatality:

 The person gets cut up in giant blades and body parts go everywhere in a spray of blood.

Subway Fatality:

 The person gets knocked up into the ceiling and then they fall down in the background tracks and then he/she gets hit by a oncoming train.

Shao Kahn's Tower:

 You uppercut him/her and then he/she falls down through all the floors of the tower. When he/she reaches the bottom he/she lands in spikes at the bottom just like in the original pit in MK1.

Kombat Kodes:

 Kombat Kodes or KKs are Kodes put in at the bottom of the 2 player VS screen. They can get you many different things, like hidden characters.  The first 3 icons are controlled by Player one while the other 3 are controlled by Player 2.

Ultimate Kombat Kodes:

 Ultimate Kombat Kodes or UKKs are Kodes you put in the make secret characters PLAYABLE!! But if you get it wrong Shao Kahn Makes fun of you in many ways. To get the UKK screen up keep circling the control pad at the Copy Rights screen which comes right after the Prepare for Kombat screen. And it's only 6 digits!

*** Basic Moves ***

Roundhouse      - B, HK

Low Sweep       - B, LK

Uppercut        - D, HP

Low Punch       - D, LP

Power Move      - Close HP

Throw           - F+LP

Knee            - Close HK or LK

Rapid Punches   - Rapidly Tap LP or HP

Hop Jumpkick    - U, LK or HK

Flying Punch    - U, LP or HP

Flying Jumpkick - U/F or U/B, LK or HK

Flying T. punch - U/F or U/B, LK or HP

                                SHANG TSUNG

Moves:

  1 Skull: B,B, HP

  2 Skulls: B,B,F, HP

  3 Skulls: B,B,F,F, HP

  Hell Fire: F,F,B,B, LK

  Morphs: {WARNING::: These morphs cause the game to slow down}

    1)  Liu Kang: 360  (Block)

    2)  Kano: B,F, BL  (Real Quick)

    3)  Sonya: D+RUN+BL+LP

    4)  Kung Lao: RUN, RUN, BL, RUN

    5)  Kabal: LP, BL, HK  (Real Quick)

    6)  Sindel: B,D,B, LK

    7)  Cyrax: BL, BL, BL

    8)  Sektor: D,F,B, RUN

    9)  NightWolf: U,U,U  (Block)

    10) Jax: F,F,D, LP

    11  Sub-Zero: F,D,F, HP

    12) Stryker: F,F,F, HK

    13) Sheeva: Hold LK F,D,F, Rel.

    14) Smoke: B,B,D,LK

Kombos:

 7 Hit - Ground Fire, Uppercut, 3 Skulls

 5 Hit - LK, HP, HP, LP, B+HK

 8 Hit - Roundhouse, hell fire, Kung Lao morph, Spin(F,D,F, RUN), jump in

          air, jump kick, dive kick, leg sweep before he lands.

Fatals:

  Fatality 1: Hold LP, D,F,F,D, Rel.  (Next to)   Shang raises his hands and spikes come out of the ground. Then he lifts  the victim and slams them into the spikes.

  Fatality 2: Hold LP, RUN, BL, RUN, BL, Rel.  (Next to)

    Shang does his stance from Hell Fire and his victim rises into the air.  when in the air the soul gets pulled out of the body of his victim and  the body falls into a pile of green glob and bones.

  Friendship: LK, LK, RUN, RUN, D  (No Block in Winning Round) (Any)

    Shang turns into a little bouncing creature from JOUST.

  Animality: Hold HP, RUN, RUN, RUN, RUN, Rel.  (Mercy)  (Sweep)

    He turns into a big green viper which eats you whole.

  Babality: RUN, RUN, RUN, LK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  U,U,B, LP

--                                  SINDEL

Moves:

  Air Fireball: B,DB,D,DF,F, LK  (Air)

  Ground Fireball: F,F, LP

  Scream: F,F,F, HP

  Flight: B,B,B,F, HK

Kombos:

 5 Hit - HK, HP, HP, LP, HK

 6 Hit - HK, HP, HP, D+HP, Jump Kick, Air Fireball

Fatals:

  Fatality 1: RUN, RUN, BL, BL, RUN & BL  (Next to)

    She yells at her opponent and the all the victim's skin flies off leaving a bloody skeleton.

  Fatality 2: RUN, RUN, BL, RUN, BL  (Sweep)

    Her hair starts to grow very long. It totally engulfs  your character. She then runs away from you, sending you into a spin. All you can see is blood and body parts.

  Friendship: RUN, RUN, RUN, RUN, RUN, U  (No Block in Winning Round) (Any)

    A Football comes out of the ground then she Kicks it and says   "That Was Fun"

  Animality: F,F,U, HP (Mercy) (Next to)

    She turns into A wasp and stings you off the screen.

  Babality: RUN, RUN, RUN, U  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:   D,D,D,D, LP  (Next to)

--                                   JAX

Moves:

  Missile: B,F, HP

  Double Missile: F,F,B,B, HP

  Earthquake Smash: Hold LK (3 seconds), Rel. LK

  Blazing Punch: F,F, HK

  Gotcha Grab: F,F, Rapid LP

  Quad Throw: F+LP, Rapidly tap HP (Next to)

  Backbreaker: BL in air  (Next to)

Kombos:

 5 Hit - HP, HP, BL, LP, B+HP

 8 Hit - HK, HK, D+HP, HP, BL, LP, HP, B+HP

Fatals:

  Fatality 1: Hold BL, U,U,D,DF,F,UF,U, Rel. BL, BL, (Next to)

    Jax's arms turn into blades. Then he cuts his victim up into many pieces which fall to the ground.

  Fatality 2: RUN, BL, RUN, RUN, LK  (Half Screen)

    Jax grows very big very quickly. Then the screen moves to just show the victim. Then Jax's big boot    smashes the victim.

  Friendship: LK, LK, RUN, RUN, LK  (No Block in Winning Round)

    Jax jumps rope.

  Animality: Hold LP, F,F,D,F, Rel. (Next to)

    Jax turns into a lion and mauls his victim.

  Babality: D,D,D, LK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  D,F,D,F, LP  (Next to)

--                                   KANO

Moves:

  Cannonball: Hold LK (3 seconds), Rel. LK

  Knife Throw: D,DB,B, HP

  Knife Uppercut: D,DF,F, HP

  Choke Hold: B,DB,D,DF,F, LP

  Air Throw: BL in air  (Next to)

Kombos:

 5 Hit - HP, HP, HK, LK, B+HK

 2 Hit - Deep Jump Kick, Choke Hold

 4 Hit - HP, HP, D+LP, Jump Kick, Cannon Ball

 6 Hit - HP, HP, D+LP, D+HP, jump kick, knife uppercut

Fatals:

  Fatality 1: Hold LP, F,D,D,F, Rel.  (Next to)

    Kano pulls his opponent's skeleton out of their body through his/her mouth. The body then stands there with a huge mouth opening, then falls to the ground like a rag doll.

  Fatality 2: LP, LP, BL, BL, HK  (Sweep Distance)

    Kano shoots you with a laser from his eye until you get real hot and explode.

  Friendship: LK, LK, RUN, RUN, HK  (No Block in Winning Round) (Any)

 Kano chews some gum, blows a bubble which then bursts in his face.

  Animality: Hold HP, BL, BL, BL, Rel. (Next to)  (Mercy)

Kano changes into a big bright yellow spider. Then the spider wraps it's arms around it's victim squeezing the life and blood out of them.

  Babality: F,F,D,D, LK (No Block in Winning Round) (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower: U,U,B, LK

--                                 LIU KANG

Moves:

  Bicycle Kick: Hold LK, Rel. LK

  Flying Kick: F,F, HK

  High Dragon Fire: F,F, HP

  Low Dragon Fire: F,F, LP

  Air Throw: BL

Kombos:

 7 Hit - HP, HP, BL, LK, LK, HK, LK

10 Hit - Jump Kick, Air fireball, Bicycle kick, Run, HP, HP, BL, LK, LK,

          HK, LK

Fatals:

  Fatality 1: F,F,D,D LK  (Next to)

    He Disappears, then he sets the victim on fire. Then he comes back to visibility.

  Fatality 2: U,D,U,U BL+RUN  (Anywhere)

    He Disappears, then drops a Mortal Kombat Machine on him/her, then reappears.

  Friendship: Tap D+RUN  (No Block in Winning Round)  (Anywhere but Next to)

    Makes a shadow puppet of the MK dragon!

  Animality: D,D,D,U  (Mercy)  (Sweep)

    He turns into a Dragon and Bites the top Half of the body off.  Just like his MK2 Fatal.

  Babality: D,D,D, HK  (No Block in Winning Round)  (Anywhere but Next to)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:   RUN, BL, BL, LK (Next to)

--                                   SONYA

Moves:

  Energy Rings: D,DF,F, LP

  Upward Bicycle Kick: B,B,D, HK

  Leg Grab Throw: D+LP+BL

  Square Wave Punch: F,B, HP

Kombos:

 4 Hit - HP, HP, LP, B+HP

 6 Hit - HK, HK, HP, HP, LP, HP, B+HP

Fatals:

  Fatality 1: B,F,D,D, RUN  (Any)

    Just the same as the old one. She blows a kiss at you and then you body erupts in flames.

  Fatality 2: Hold BL+RUN, U,U,UB,B,DB,D  (Half)

    Sonya does her kiss animation, then a big pink bubble comes out of the kiss. The bubble goes over the victim and the bubble collapses killing the opponent. Leaving a pile of bones and blood, plus a whole lot of other bones that appear.

  Friendship: B,F,B,D, RUN  (No Block in Winning Round)  (Any)

    Sonya swings her arms up and down.

  Animality: Hold LP, B,F,D,F, Rel. (Mercy) (Close)

    Sonya turns into a big hawk/bird that carries off her victim off the top of the screen, while you can hear the victim screaming with body parts falling of the screen.

  Babality: D,D,D,F, LK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  F,F,D, HP (Next to)

--                               STRYKER

Moves:

  High Grenade: D,DB,B, HP

  Low Grenade: D,DB,B, LP

  Baton Throw: F,F, HK

  Baton Trip: F,B, LP

Kombos:

 4 Hit - LK, HP, HP, LP

 6 Hit - HK, HP, HP, LP, Walk Up, HP, Baton Throw

 6 Hit - LK, HP, HP, LP, jump kick, baton throw,

Fatals:

  Fatality 1: D,F,D,F, BL  (Next to)

    He places explosives on his victim and plugs his ears as they blast into oblivion.

  Fatality 2: F,F,F,F, LK  (Half Screen)

    Stryker shoots out a taser which frys you.

  Animality: RUN, RUN, RUN, RUN, BL  (Mercy)  (Sweep)

    He turns into a T Rex and then chomps the top half of your body off.

  Friendship: LP, RUN, RUN, LP  (No Block in Winning Round)  (Any)

    He holds out a stop sign then a dog pulling a wagon with MK3 babies in it runs by.

  Babality: D,F,B,B, HP (No Block in Winning Round) (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:   F,U,U, HK

--                                  SMOKE

Moves:

  Trident Spear: B,B, LP

  Teleport Punch: F,F, LK

  Air Throw: BL in Air

  Invisibility: U,U, RUN

              (Can be done while Blocking) (Do again to get Visible)

Kombos:

 5 Hit - Jumpkick, Teleport Punch, Walk Up, HP, Spear, Uppercut

 9 Hit - Jumpkick, Teleport Punch, Walk Up, HP, Spear, HP, HP, LK, HK, LP

 5 Hit - HP, HP, LK, HK, LP

 ? Hit - Spear, LP, LP, Spear...... (Very Quick) (on CPU Only) (100%

Damage)

Fatals:

  Fatality 1: Hold BL, U,U,UF,F,DF,D  (Full Screen)

    He drops a  load of bombs down and then it shows the worldexploding.

  Fatality 2: Hold RN+BL, D,D,DF,F,FU,U, Rel. (Sweep)

    Smoke Drops a Bomb down his victim's throat, which opens up on it's own. Then the victim explodes.

  Animality: D,F,F, BL (3/4 screen)

    Smoke turns into a bull that rams his victim off the screen.

  Friendship: RUN, RUN, RUN, RUN, HK (No Block in Winning Round) (Any)

    A big horn comes out of Smoke's Chest, which then blows.

  Babality: D,D,B,B, HK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower: F,F,D, LK (Next to)

--                                 SUB-ZERO

Moves:

  In Front of Ice Shower: D,DF,F, B+HP

  In Back of Ice Shower: D,DB,B,F, HP

  On Top of Ice Shower: D,DF,F, HP

  Ice Clone: D,DB,B, LP

  Ice Freeze: D,DF,F, LP

  Slide: B+LP+LK+BL

Kombos:

 5 Hit - HP, HP, LP, HK, B+HK

 6 Hit - HP, HP, LP, LK, HK, B+HK

 ? Hit - Freeze in corner, Deep Jumpkick, Freeze in air while falling,

          then hold D and keep on hitting LP. (100% Damage)

Fatals:

  Fatality 1: BL, BL, RUN, BL, RUN  (Next to)

    Subbie picks his victim up over his head.  Then he freezes him. After freezing him he snaps the victim in two. There is a sound of an explosion and lots of blood and guts.

  Fatality 2: B,B,D,B, RUN  (Sweep)

    Subbie blows on the victim which freezes his opponent then the victim falls over and breaks.

  Animality: Hold BL, F,U,U, Rel. BL  (Next to)  (Mercy)

    He turns into a Polar Bear who then attacks his victim.

  Friendship: LK, LK, RUN, RUN, U  (No Block in Winning Round)  (Any)

    Sub Zero turns himself into a Snow Man

  Babality: D,B,B, HK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:   B,D,F,F, HK (Next to)

--                                  CYRAX

Moves:

  Net: B,B, LK

  Exploding Teleport: F,F,D, BL

  Close Bomb: Hold LK, B,B, HK

  Far Bomb: Hold LK, F,F, HK

  Jump Throw: B,DB,D,DF,F, BL, then hit LP  (oppon. must be in air not

you)

Kombos:

 7 Hit - HP, HP, HK, HP, HK, HK, B+HK

 2 Hit - Ground Throw, then Jump Throw  (Higher % than 7 Hit)

Fatals:

  Fatality 1: D,D,U,D, HP  (Any)  (Block)

    His dreadlocks start turning like a helicopter. Then he flys off.  Then real fast he comes down onto the opponent, cutting them up into a bunch of body parts.

  Fatality 2: D,D,DF,F,UF,U+RUN  (Next to)

    He starts pessing buttons on his arm pannel, with a bunch of garbage on the screen like: Self Destruct. Then he blows up himself and his opponent then bunch of body parts fly.

  Animality: Hold BL, U,U,D,D, Rel. BL  (Mercy)  (Close)

    He turns into a big shark fin. He leaves that screen then from behind a big shark with jaws open and eats the victim.

  Friendship: RUN, RUN, RUN, RUN, U  (No Block in Winning Round)  (Any)

    He does a funny looking dance with his hands on his knees.

  Babality: F,F,B, HP  (No Block in Winning Round) (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  BL, BL, RUN, BL, RUN  (Next to)

--                                  SEKTOR

Moves:

  Heat Missile:  D,DF,F, HP

  Missile: F,F, LP

  Teleport Punch: F,F, LK

Kombos:

 5 Hit - 2 Heat Seekers Missile, Teleport, Walk Up, LP, Jump Forward, HK

 5 Hit - 2 Heat Seekers Missile, Teleport, Walk Up, LP, Regular Missile

 5 Hit - HP, HP, HK, HK, B+HK

Fatals:

  Fatality 1: LP, LP, RUN, RUN, BL (Sweep)

    Stands in front of you and a clamp comes out of his chest and crushes you into a bloody mess of bones and body parts.

  Fatality 2: F,F,F,B, BL  (Full Screen)

    Sektor shoots out a flame and scorches his victim.

  Animality: F,F,D,U  (Block)  (Mercy)

    He turns into a big bat flies off the screen, then he returns and knocks his/her/its head off with it's wing.

  Friendship: Tap RUN,RUN,RUN,D  (No Block in Winning Round)  (Any)

    One of those ring the bell with a hammer carnival amusements comes  out of his chest and he hits it ringing the bell.

  Babality: D,D,B,B, HK  (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:   D,D,D,D, RUN  (Next to)

--                                NIGHTWOLF

Moves:

  Green Arrow: D,DB,B, LP

  Hatchet Uppercut: D,DF,F, HP

  Green Reflector Shield: B,B,B, HK

  Shadow Ram: F,F, LK

Kombos:

 6 Hit - HP, HP, Hatchet Uppercut, HP, HP, Shadow Ram

 8 Hit - HK, HK, HP, HP, LP, Hatchet Uppercut, HP, Arrow

 7 Hit - LK, HP, HP, LP, Hatchet Uppercut, Hatchet Uppercut, HK

Fatals:

  Fatality 1: Hold BL, U,U,B,F, Rel. BL, BL (Next to)

    A powerful beam of light comes from the sky and evaporates his opponents.

  Fatality 2: B,B,D, HP  (Half Screen)

    He holds his tomahawk in the air then lighting strikes it. The Lightning is reflected hitting his opponent.

  Friendship: RUN, RUN, D, RUN, D  (No Block in Winning Round)  (Any)

    He turns into Raiden then a MK2 Machine Drops down and he says he Never

    saw a Kano Transformation.

  Animality: F,F,D,D  (Next to)  (Mercy)

    He turns into a red Wolf and attacks the guy.

  Babality: F,B,F,B, LP (No Block in Winning Round)  (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  RUN, RUN, RUN, BL  (Next to)

--                                  SHEEVA

Moves:

  Fireball: D,DF,F, HP

  Teleport Stomp: D, U

  Ground Stomp: B,DB,D,DB,B, HK

Kombos:

 6 Hit - HP, HP, LP, F+HP, Walk Up, Fireball

 7 Hit - HP, HP, LP, HK, HK, LK, B+HK

Fatals:

  Fatality 1: F,D,D,F LP  (Next to)

    She pounds you into the ground with all 4 arms. Just leaving you head exposed.

  Fatality 2: Hold HK, F,B,F,F, Rel. HK  (Next to)

    She strips your skin off of the opponent. Leaving a bloody body with no skin.

  Animality: RUN, BL, BL, BL, BL  (Mercy) (Sweep)

    She turns into a Scorpion, insect not kombatant, then stings her victim with her tail.  After being stung the victim turns red and then explodes.

  Babality: D,D,D,B, HK  (No Block in Winning Round) (Any)

  Friendship: F,F,D,F, wait 1/2 second, HP (No Block in Winning Round)(Any)

 She turns around with her hands moving around. Then she stops and you can see plates on sticks from her hands.

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  D,F,D,F, LP (Next to)

--                                 KUNG LAO

Moves:

  Hat Throw: B,F, LP

  Teleport: D,U

  Dive Kick: D+HK in the air

  Shield Spin: F,DF,D,DF,F, RUN

Kombos:

 4 Hit - Spinning Shield, Walk Up, HP, Jumpkick, Dive Kick

 7 Hit - HP, LP, HP, LP, LK, LK, B+HK

Fatals:

  Fatality 1: RUN, BL, RUN, BL, D  (Any)

Kung Lao does his Shield Spin then he starts going really fast and you get sucked in and bones fly.

  Fatality 2: F,F,B,D, HP  (Next to)

 Kung Lao ducks down and tosses his hat towards his opponent. The hat cuts off the head and continues back and forth like a boomerang until your body is in many pieces.

  Animality: RUN, RUN, RUN, RUN, BL, RUN  (Mercy)  (Next to)

He turns into a leopard jumps on his victim and starts attacking.

  Friendship: RUN, LP, RUN, LK  (No Block in Winning Round) (Any)

Kung Lao throws his hat. After throwing the hat a dog chases it off the screen. Then you see Kung Lao Cringe as you hear a dog yelp. That hat is very sharp remember!

  Babality: D,F,F, HP  (No Block in Winning Round) (Any)

  Mercy: Hold RUN, D,D, Rel. RUN  (Round 3)

  Pit 3, Subway, and Shao Kahn Tower:  D,D,F,F, LK


Motor Toon GP

To accelerate (with any racer) to your top speed in about 1

second or so, and keep it at top speed no matter what-

simply hold the reverse button while accelerating - i think it's

a bug, but an effective one at that!


Mobile Suit Gundam

Level Select At the animation before the title page, hold L2 + R1 + SELECT +

-- LEFT


Namco Museum Vol 1

Game Shark

(JAPANESE)

      Bosconian

 Unlimited Lives

                                      8015728C 0003

      Galaga

 Unlimited Lives

                                      801A3E1C 0103

      New Rally-X

 Unlimited Lives

                                      800E4900 0003

 Unlimited Fuel

                                      800E4FC8 3BB0

      Pacman

 Unlimited lives

                                      801178E0 0003

      Pole Position

 Stop Timer

                                      80131946 4600

      Rally-X

 Unlimited Lives

                                      800E3774 0003

 Unlimited Fuel

                                      800E3E3C 392D

      Toy Pop

 Unlimited Lives

                                      800FD270 0003

 Unlimited Time

                                      800C5CD8 000A

Faq

-= Contents, Table of =-

What is it? ................................. 1

The Games ................................... 2

Features/Nifty Things ....................... 3

Dip Switches, The Quick Reference ........... 4

Dip Switches, The Complete Reference ........ 5

Lockout Info, you to can defeat it! ......... 6

FAQ Credits ................................. 7

(No those are not page numbers, just bullet items...)

                                | What is it? |

     Namco Classics Museum Volume 1 is a collection of games dating back to

      the early 80's. These games appear to have been translated 100% from

       their arcade counterparts. From it's 8-bit sound to it's 16 color

     palette.. Basically what it seems they have done is written an OS to

    emulate their old arcade board, therefore giving us PERFECT translations

      of these classic arcade titles. I say this because even the boot-up

    rom, screen centering, garbled loading stuff comes up when you load the

     games, just like in the arcade. But I feel what makes this CD and the

     others to come like it so, shall I say "cool", is that it's the games

     I grew up on, in perfect play.. But above all that, they are still FUN

                                   to play!

                                 ---

                                 | The Games |

                                 ---

              Pac-Man: 1980

        Pole Position: 1982, w/ NegCon and/or Mad Katz Wheel Support!

Rally-X & New Rally-X: 1980

               Galaga: 1981

            Bosconian: 1981

              Toy Pop: 1986

                          --

                          | Features / Nifty Things |

                          --

There is a very we'll done Museum portion where you can "interactively" walk around a museum with Pac-Man as your guide. You can explore the history of the games, and even go to the lounge and read magazines or listen to the sound tracks of the games from a jukebox. The way the museum was done is quit nice (and slow!), granted most of the stuff in it is in japanese, it still is neat to explore.

All games have been ported 100%

All games have the original dip switches to adjust the game to make it harder, or easier, more guys, lower the 1up point level, etc..

All the games have original sound, music, and graphics

All the games play and feel like their original counterparts

All games allow you to change the controller config if it is even necessary

Now that you have this FAQ you won't have to worry about most of the japanese portions of the game.

                         | QUICK DIP-SWITCH REFERENCE |

"---" = Dipswitch not used

   ----

-=[ PAC-MAN ]=-

   ----

SW2 - 1: TEST SWITCH

SW2 - 2: PAUSE

SW2 - 3: NUMBER OF PAC-MANS AT START

SW2 - 4: NUMBER OF PAC-MANS AT START

SW2 - 5: BONUS PAC-MANS

SW2 - 6: BONUS PAC-MANS

SW2 - 7: VIDEO MODE (ARCADE SIDEWAYS/NORMAL)

SW2 - 8: ---

-=[ POLE POSITION ]=-

SW2 - 1: TEST SWITCH

SW2 - 2: PAUSE

SW2 - 3: ---

SW2 - 4: ---

SW2 - 5: ---

SW2 - 6: PRELIMINARY TIME LIMIT

SW2 - 7: PRELIMINARY TIME LIMIT

SW2 - 8: GOAL

SW3 - 1: ADDITIONAL TIME

SW3 - 2: ADDITIONAL TIME

SW3 - 3: ADDITIONAL TIME

SW3 - 4: PRELIMINARY PASSING STANDARD

SW3 - 5: PRELIMINARY PASSING STANDARD

SW3 - 6: PRELIMINARY PASSING STANDARD

SW3 - 7: ---

SW3 - 8: DEMO SOUND

   ----

-=[ RALLY-X ]=-

   ----

SW2 - 1: TEST SWITCH

SW2 - 2: PAUSE

SW2 - 3: ---

SW2 - 4: ---

SW2 - 5: NUMBER OF MY CARS AT START

SW2 - 6: BONUS MY CARS

SW2 - 7: BONUS MY CARS

SW2 - 8: ---

   ---

-=[ NEW RALLY-X ]=-

   ---

SW2 - 1: TEST SWITCH

SW2 - 2: PAUSE

SW2 - 3: ---

SW2 - 4: ---

SW2 - 5: NUMBER OF MY CARS AT START

SW2 - 6: BONUS MY CARS

SW2 - 7: BONUS MY CARS

SW2 - 8: ---

   ---

-=[ GALAGA ]=-

   ---

SW2 - 1: TEST SWITCH

SW2 - 2: VIDEO MODE (ARCADE SIDEWAYS/NORMAL)

SW2 - 3: VIDEO MODE (PANORAMA/NORMAL)

SW2 - 4: BONUS FIGHTERS

SW2 - 5: BONUS FIGHTERS

SW2 - 6: BONUS FIGHTERS

SW2 - 7: NUMBER OF FIGHTERS AT START

SW2 - 8: NUMBER OF FIGHTERS AT START

SW3 - 1: ---

SW3 - 2: ---

SW3 - 3: ---

SW3 - 4: DEMO SOUND

SW3 - 5: PAUSE

SW3 - 6: ---

SW3 - 7: ---

SW3 - 8: ---

   -

-=[ BOSCONIAN ]=-

   -

SW2 - 1: TEST SWITCH

SW2 - 2: ---

SW2 - 3: ---

SW2 - 4: BONUS SPACE PATROLLERS

SW2 - 5: BONUS SPACE PATROLLERS

SW2 - 6: BONUS SPACE PATROLLERS

SW2 - 7: NUMBER OF SPACE PATROLLERS (SHIPS) AT START

SW2 - 8: NUMBER OF SPACE PATROLLERS (SHIPS) AT START

SW3 - 1: ---

SW3 - 2: ---

SW3 - 3: CONTINUE

SW3 - 4: DEMO SOUND

SW3 - 5: PAUSE

SW3 - 6: ---

SW3 - 7: ---

SW3 - 8: ---

   ----

-=[ TOY POP ]=-

   ----

SW2 - 1: TEST SWITCH

SW2 - 2: ---

SW2 - 3: ---

SW2 - 4: ---

SW2 - 5: ---

SW2 - 6: ---

SW2 - 7: NUMBER OF PINO/ACHA's (MEN) AT START

SW2 - 8  NUMBER OF PINO/ACHA's (MEN) AT START

SW3 - 1: BONUS PINO/ACHA's

SW3 - 2: ---

SW3 - 3: ---

SW3 - 4: CONTINUE

SW3 - 5: DEMO SOUND

SW3 - 6: ---

SW3 - 7: LEVEL SELECT

SW3 - 8: ---

Check the next section for proper configuration.

                       ---

                       | IN-DEPTH DIP-SWITCH REFERENCE |

                       ---

                ON = Dip Switch is up

               OFF = Dip Switch is down

DIPSWITCH NOT USED = Just like it says. Either position does NOT affect

                     gameplay. But they do make a "click" sound which may

                     intrigue your cat.

Some Switches work in pairs or sets of three.

   ----

-=[ PAC-MAN ]=-

   ----

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: PAUSE

           ON - Can't Pause

          OFF - Can Pause

SW2 - 3 & 4: NUMBER OF PAC-MANS AT START

            3 ON, 4 ON - Begin with 1 Pac-Man

           3 OFF, 4 ON - Begin with 2 Pac-Mans

           3 ON, 4 OFF - Begin with 3 Pac-Mans

          3 OFF, 4 OFF - Begin with 5 Pac-Mans

SW2 - 5 & 6: BONUS PAC-MANS (Extra Men, 1ups)

           5 ON, 6 ON - Bonus man at 10,000

          5 OFF, 6 ON - Bonus man at 15,000

          5 ON, 6 OFF - Bonus man at 20,000

         5 OFF, 6 OFF - No bonus man

SW2 - 7:  VIDEO MODE

           ON - Arcade Mode (Screen is sideways)

          OFF - Normal

SW2 - 8:  DIPSWITCH NOT USED

-=[ POLE POSITION ]=-

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: PAUSE

           ON - Can't Pause

          OFF - Can Pause

SW2 - 3: DIPSWITCH NOT USED

SW2 - 4: DIPSWITCH NOT USED

SW2 - 5: DIPSWITCH NOT USED

SW2 - 6 & 7:  PRELIMINARY TIME LIMIT

              6 OFF, 7 OFF - 90 seconds

               6 OFF, 7 ON - 100 seconds

               6 ON, 7 OFF - 110 seconds

                6 ON, 7 ON - 120 seconds

SW2 - 8:  GOAL

           ON - After 4 Laps

          OFF - After 3 Laps

SW3 - 1, 2, 3  ADDITIONAL TIME (in total seconds)

(Less)        1 OFF, 2 ON, 3 ON - 102 total additional time (3 Laps)

                                  161 total additional time (4 Laps)

(Standard)     1 ON, 2 ON, 3 ON - 105 total additional time (3 Laps)

                                  165 total additional time (4 Laps)

(Standard 2)  1 ON, 2 ON, 3 OFF - 108 total additional time (3 Laps)

                                  169 total additional time (4 Laps)

(More)      1 OFF, 2 OFF, 3 OFF - 111 total additional time (3 Laps)

                                  173 total additional time (4 Laps)

SW3 - 4,5,6:  PRELIMINARY PASSING STANDARD

            4 ON, 5 OFF, 6 ON - Lowest (easiest)

             4 ON, 5 ON, 6 ON - LOW

           4 OFF, 5 ON, 6 OFF - Normal (standard)

            4 OFF, 5 ON, 6 ON - Normal 2 (standard 2)

           4 OFF, 5 OFF, 6 ON - A little High

          4 OFF, 5 OFF, 6 OFF - High

            4 On, 5 ON, 6 OFF - Highest (hardest)

SW3 - 7:  DIPSWITCH NOT USED

SW3 - 8:  DEMO SOUND

             ON - Sound during demonstration

            OFF - No sound during demonstration

   ----

-=[ RALLY-X ]=-

   ----

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: PAUSE

           ON - Can't Pause

          OFF - Can Pause

SW2 - 3: DIPSWITCH NOT USED

SW2 - 4: DIPSWITCH NOT USED

SW2 - 5: NUMBER OF MY CARS AT START

           ON - Begin with 2 My Cars

          OFF - Begin with 3 My Cars

SW2 - 6 & 7: BONUS MY CARS

            6 ON, 7 ON - No extra My cars

           6 ON, 7 OFF - 15,000 (when beginning with 2 My Cars)

                         20,000 (when beginning with 3 My Cars)

           6 OFF, 7 ON - 20,000 (when beginning with 2 My Cars)

                         40,000 (when beginning with 3 My Cars)

          6 OFF, 7 OFF - 40,000 (when beginning with 2 My Cars)

                         60,000 (when beginning with 3 My Cars)

SW2 - 8:  DIPSWITCH NOT USED

   ---

-=[ NEW RALLY-X ]=-

   ---

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: PAUSE

           ON - Can't Pause

          OFF - Can Pause

SW2 - 3: DIPSWITCH NOT USED

SW2 - 4: DIPSWITCH NOT USED

SW2 - 5: NUMBER OF MY CARS AT START

             ON - Begin with 3 My Cars

            OFF - Begin with 4 My Cars

SW2 - 6 & 7: BONUS MY CARS

       6 ON, 7 ON  - No extra My cars

       6 ON, 7 OFF - 1st extra car at 20,000

                     2nd extra car at 80,000 (when beginning with 3 My Cars)

                           -

                     Only extra car at 20,000 (when beginning with 4 My Cars)

       6 OFF, 7 ON - 1st extra car at 20,000

                     2nd extra car at 100,000 (when beginning with 3 My Cars)

                            -

                     Only extra car at 40,000 (when beginning with 4 My Cars)

      6 OFF, 7 OFF - 1st extra car at 20,000

                     2nd extra car at 120,000 (when beginning with 3 My Cars)

                             -

                     Only extra car at 60,000 (when beginning with 4 My Cars)

SW2 - 8:  DIPSWITCH NOT USED

   ---

-=[ GALAGA ]=-

   ---

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: VIDEO MODE

           ON - Arcade Mode (sideways)

          OFF - Normal

SW2 - 3: VIDEO MODE

            ON - Panorama Mode (screen fits in middle)

           OFF - Normal

SW2 - 4, 5, 6:  BONUS GALAGA SHIPS

  4 ON, 5 OFF, 6 ON - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 70,000

                      And Every 70,000 after   (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 120,000

                      And Every 120,000 after  (when starting with 5 ships)

 4 OFF, 5 OFF, 6 ON - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 60,000 (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 150,000 (when starting with 5 ships)

4 OFF, 5 OFF, 6 OFF - 1st Bonus Ship at 30,000

                      2nd Bonus Ship at 80,000 (when starting with 2-4 ships)

                      ---

                      Only Bonus Ship at 30,000 (when starting with 5 ships)

   4 ON, 5 ON, 6 ON - No Bonus Ships

  4 ON, 5 ON, 6 OFF - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 60,000

                      And Every 60,000 after   (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after  (when starting with 5 ships)

 4 OFF, 5 ON, 6 OFF - 1st Bonus Ship at 30,000

                      2nd Bonus Ship at 120,000

                      And Every 120,000 after   (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after  (when starting with 5 ships)

  4 OFF, 5 ON, 6 ON - 1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after   (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000 (when starting with 5 ships)

 4 ON, 5 OFF, 6 OFF - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 80,000

                      And Every 80,000 after   (when starting with 2-4 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 150,000

                      And Every 150,000 after  (when starting with 5 ships)

SW2 - 7 & 8: NUMBER OF FIGHTERS AT START

                7 ON, 8 ON - begin with 2 Fighters

               7 ON, 8 OFF - begin with 3 Fighters

               7 OFF, 8 ON - begin with 4 Fighters

              7 OFF, 8 OFF - begin with 5 Fighters

SW3 - 1: DIPSWITCH NOT USED

SW3 - 2: DIPSWITCH NOT USED

SW3 - 3: DIPSWITCH NOT USED

SW3 - 4: DEMO SOUND

           ON - Sound is on during demonstration

          OFF - Sound is off during demonstration

SW3 - 5: PAUSE

            ON - can't pause game

           OFF - can pause game

SW3 - 6: DIPSWITCH NOT USED

SW3 - 7: DIPSWITCH NOT USED

SW3 - 8: DIPSWITCH NOT USED

   -

-=[ BOSCONIAN ]=-

   -

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: DIPSWITCH NOT USED

SW2 - 3: DIPSWITCH NOT USED

SW2 - 4, 5, 6:  BONUS SPACE PATROLLERS (SHIPS)

  4 ON, 5 OFF, 6 ON - 1st Bonus Ship at 15,000

                      2nd Bonus Ship at 50,000

                      And Every 50,000 after   (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after  (when starting with 5 ships)

 4 OFF, 5 OFF, 6 ON - 1st Bonus Ship at 15,000

                      2nd Bonus Ship at 70,000

                      And Every 70,000 after   (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 20,000

                      2nd Bonus Ship at 100,000 (when starting with 5 ships)

4 OFF, 5 OFF, 6 OFF - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 70,000 (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 120,000

                      And Every 120,000 after  (when starting with 5 ships)

   4 ON, 5 ON, 6 ON - No Bonus Ships

  4 ON, 5 ON, 6 OFF - 1st Bonus Ship at 20,000

                      2nd Bonus Ship at 70,000

                      And Every 70,000 after   (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 120,000 (when starting with 5 ships)

 4 OFF, 5 ON, 6 OFF - 1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after   (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 80,000

                      And Every 80,000 after  (when starting with 5 ships)

  4 OFF, 5 ON, 6 ON - 1st Bonus Ship at 10,000

                      2nd Bonus Ship at 50,000

                      And Every 50,000 after   (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 15,000

                      2nd Bonus Ship at 70,000 (when starting with 5 ships)

 4 ON, 5 OFF, 6 OFF - 1st Bonus Ship at 15,000

                      2nd Bonus Ship at 50,000 (when starting with 1-3 ships)

                      ---

                      1st Bonus Ship at 30,000

                      2nd Bonus Ship at 100,000

                      And Every 100,000 after  (when starting with 5 ships)

SW2 - 7 & 8: NUMBER OF SPACE PATROLLERS (SHIPS) AT START

                7 ON, 8 ON - begin with 1 Space Patroller

               7 OFF, 8 ON - begin with 2 Space Patrollers

               7 ON, 8 OFF - begin with 3 Space Patrollers

              7 OFF, 8 OFF - begin with 5 Space Patrollers

SW3 - 1: DIPSWITCH NOT USED

SW3 - 2: DIPSWITCH NOT USED

SW3 - 3: CONTINUE

           ON - Cannot Continue

          OFF - Continue

SW3 - 4: DEMO SOUND

           ON - Sound is on during demonstration

          OFF - Sound is off during demonstration

SW3 - 5: PAUSE

            ON - can't pause game

           OFF - can pause game

SW3 - 6: DIPSWITCH NOT USED

SW3 - 7: DIPSWITCH NOT USED

SW3 - 8: DIPSWITCH NOT USED

   ----

-=[ TOY POP ]=-

   ----

SW2 - 1: TEST SWITCH

           ON - Test Switch on

          OFF - Test Switch off

SW2 - 2: DIPSWITCH NOT USED

SW2 - 3: DIPSWITCH NOT USED

SW2 - 4: DIPSWITCH NOT USED

SW2 - 5: DIPSWITCH NOT USED

SW2 - 6: DIPSWITCH NOT USED

SW2 - 7 & 8: NUMBER OF PINO/ACHA's (MEN) AT START

               7 OFF, 8 ON - begin with 1 Pino (Acha)

               7 ON, 8 OFF - begin with 2 Pinos (Achas)

              7 OFF, 8 OFF - begin with 3 Pinos (Achas)

                7 ON, 8 ON - begin with 5 Pinos (Achas)

SW3 - 1: BONUS PINO/ACHA's (EXTRA MEN)

           ON - Every 20,000

          OFF - Every 15,000

SW3 - 2: DIPSWITCH NOT USED

SW3 - 3: DIPSWITCH NOT USED

SW3 - 4: CONTINUE

           ON - Cannot Continue

          OFF - Continue

SW3 - 5: DEMO SOUND

           ON - Sound is on during demonstration

          OFF - Sound is off during demonstration

SW3 - 6: DIPSWITCH NOT USED

SW3 - 7: LEVEL SELECT

            ON - Choose Your Level

           OFF - Always start at Level One

SW3 - 8: PAUSE

            ON - can't pause game

           OFF - can pause game

----

| Hints |

----

When Pac-man runs across the screen while loading, repeatedly

pressing any button will make him run faster.

The old patterns for Pac-Man from the arcade still work, so for those

who remember will be playing for a long time ...

Try playing Pac-Man and Galaga sideways (arcade mode).  Don't flip your

TV or your head, just rotate your controller ("left" should be "down").

Now, Galaga is a side-shooter and Pac-Man has a new maze!

Turn on the Dipswitch "Level Select" (SW3-7) on Toy Pop, then choose the last

stage (44).  Beat the game, and watch the cheesy ending. Funny, after

10 years, mediocre game endings haven't really changed much.

--

| US PSX Import Lock-Out Technique For Those Needing To Know!|

--

**NOTICE!: If your PSX Serial Number is equal to or above U59xxxxx you are

**NOTICE!: out of luck! Sorry... Sony screwed ya' again.

Equipment needed!

--

1 - Spring 1/4" x 1.25'sh" and soft, not hard!. (I used a pen spring

    and some creative thinking and got it to work).

1 - Little creativity, or luck, don't worry though you really can't

    hurt anything trying to get this to work ...

How do you do it?

--

1) Make sure their is no CD in the PSX and turn it on so you get the

   "main menu" screen. Select "CD Player". Place a US PSX Game into

   the system (I am using the PSX Picks CD). Leave the door open.

2) Place the spring in-between the arm on the door and the push button

   switch on the platter side. Make sure the spring is long enough to

   push in the button on the platter side when it is in place.

3) You'll notice that once the button is pressed the CD will spin, it

   will only spin long enough to load in the lock-out info needed to

   play an import game. Once it stops spinning, replace the CD with

   the import game of your choice (Make sure the button stays pressed!).

4) After you have placed the import CD in, go to the "Exit" menu option

   and press "X" on the control pad. The screen will go back to the

   "Main Menu" but only for a second, then wallaa, your game is

   loading ...

-

| Credits |

-

Jean Baudin (jeanb@sonic.net), Dip switch settings, General FAQ.

John Tisch (jtisch@voyager.net), FAQ Layout, Design, Commentary.

If you have anything you'd like to add, please drop either of us

a note and well get it added ..


Namco Museum Vol 2

 Game Shark

      Cutie-Q

 Unlimited Balls

                                      8016C4CC 0002

      Dragon Buster

 Unlimited Vitality

                                      800C99F0 0080

 Unlimited Smartbombs

                                      800C9990 0002

      Galplus

 Unlimited Lives

                                      80151104 0003

      Grobda

 Unlimited Lives

                                      800CAB64 0002

      Mappy

 Unlimited Lives

                                      801E38C4 0200

      Xevious

 Unlimited Lives

                                      8019C03C 0002


NBA Jam TE

Game Shark

 Other teams score zero

                                        8007D09C 0000

Codes

CREDITS: Jeffrey A. Yee (yeej@wiliki.eng.hawaii.edu)

Compiled by: Chico

102624.1030 @compuserve.com

  *** Best if viewed with "Courier" font ***

--

Tonight's Matchup Screen Codes

--

Baby Mode	: Square, O, repeat x 5.

Big Head Mode	: Square, X, O, Triangle, repeat x 5.

Huge Mode	: Triangle, x, repeat x 5.

Mammoth Head Mode	: Square, Triangle, O, X, repeat x 5.

Manpower	: Right, Right, Left, Right, X, X, Right.

Powerup Defense	: Right, Up, Down, Right, Down, Up.

Powerup Dunks	: Left, Right, X, O, O, X.

Powerup Fire	: Down, Right, Right, O, Triangle, Left.

Powerup 3PTS	: Up, Down, Left, Right, Left, Down, Up.

Quick Hands	: Left, Left, Left, Left, O, Right.

Shot Clock Display	: Up, Up, Down, Down, Triangle.

--

Nameless Tonight's Matchup Screen Codes

--

High Arc Shots	: Up, Down, Up, Down, Right, Up, O, O, O, O, Down.

1 Hit KO (1 Man)	: Up, Up, Up, Up, Left, Left, Left, Left, O, O.

1 Hit KO (2 Man)	: Up, Up, Up, Up, Left, Left, Left, Left, O, X.

--

Extended Roster

--

Hold Select and do two counter-clockwise circles on the control pad.

--

Completed Season Character (Hold L1 and R1)

--

FIN	Jan 1

--

Secret Players! (Hold L1 and R1)

--

1.	Adrock	ADR	APR 6

2. 	Eric "Air-Dog" Samulski	AIR	JAN 21

3. 	Benny	BEN	SEP 20

4. 	Boo-Boo	THI	NOV 1

5.	Larry Bird	LAR	JAN 15

6. 	Carol "Blaze" Blazekowski	BLZ	JAN 14

7. 	Brutah	GOW	JUL 17

8. 	John Carlton	CAL	MAR 25

9. 	Catling	CAT	JAN 2

10. 	Prince Charles	CHA	MAY 4

11.	Asif "Chow-Chow" Chaudhri	CHD	MAY 5

12.	Bill Clinton	BIL	JUN 3

13.	Hillary Clinton	HIL	NOV 6

14.	Crunch	WOL	MAR 7

15.	Sal Divita	DIV	JUL 3

16.	Facime	DEL 	OCT 19

17.	D. Falcus	DAZ	AUG 6

18.	Jason Falcus	JAS	NOV 16

19.	Fumungus	GUN	JAN 11

20.	Tony Goskie	GOS	JAN 6

21.	Gordon	GOR	JUL 3

22.	Gorilla	APE	APR 2

23.	Gray	ROB	FEB 23

24.	Heavy D	HEA	JAN 9

25.	Neil Hill	ZIG	APR 7

26.	Thomas Higgins	TOM	FEB 19

27.	Hodgeson	HOG	DEC 31

28.	Hugo	HOR	JUN 12

29.	Hutchinson	BAR	APR 9

30.	Jax	JAX	MAR 1

31.	Jazzy Jeff	JAZ	OCT 9

32.	Kabuki	KUB	APR 14

33.	Chris Kirby	CHR	DEC 18

34.	Shawn Liptak	LIP	JAN 14

35.	McHugh	BAA	JUL 12

36.	Magic Hair	STH	DEC 8

37.	Max	LIZ	AUG 7

38.	MCA	MCA	APR 9

39.	Mike D	M D	JUL 1

40.	Jay Moon	JAY	AUG 24

41.	Moore	MOE	JUN 8

42.	Mike "Mad Mike" Muskett	MUS	DEC 24

43.	Snake Palmer	SNK	JUN 15

44.	Pistol	WAN	JUN 10

45.	Renaldo	REN	FEB 4

46.	Jamie Rivett	REV	JUL 6

47.	Sequoia	SAW	APR 10

48.	Shelly	SHY	JUN 8

49.	Will "Fresh Prince" Smith	FRS	FEB 2

50.	Frank Thomas	FNK	JAN 8

51.	Tunnicliff	SAT	MAY 7

52.	Mark Turmell	TUR	JAN 31

53.	Weasel	DAN	JAN 2

*** Special Thanks to all those on the VIDGAM forum at Compuserve ***

NBA JAM T.E.

--

1) Nifty Codes. Enter them at the "Tonight's Match-up" screen.

2) Hidden Players. Buttloads of 'em.

1) Those codes I mentioned...

Fire            :  D, R, R, Circle, Triangle, L.

Monster Dunk    :  L, R, X, Circle, Circle, X.

Def. Powerup    :  R, U, D, R, D, U.

3-point powerup :  U, D, L, R, L, D, U

Quick Hands     :  L, L, L, L, Circle, R.

Maximum Power   :  R, R, L, R, X, X, R.

Big ol' Heads   :  Square, X, Circle, Triangle. (Repeat five times.)

Bigger Heads    :  Square, Triangle, Circle, X. (Repeat x 5)

Baby Mode       :  Square, Circle.  (Same as last time)

Huge Mode       :  Triangle, X. (Guess)

Shooting %      :  U, U, D, D, Triangle

Expand Roster   :  Highlight your team, hold select and rotate the joypad

2) Hidden Characters. Hold L1 and R1, and then enter the initials and dates

as shown.

Kirby           : CHR, DEC 18

Hugo the Hornet : HOR, JUN 12

Larry Bird      : LAR, JAN 15

Frank Thomas    : FNK, JAN 8

Air Dog         : AIR, JAN 21

Jax             : JAX, MAR 1

Suns Mascot     : APE, APR 2

Adrock          : ADR, APR 6

MCA             : MCA, APR 9

Sequoia         : SAW, APR 10

Prince Charles  : CHA, MAY 4

Chow Chow       : CHD, MAY 5

Bill Clinton    : BIL, JUN 3

Mike D          : M_D, JUL 1

Rivett          : REV, JUL 6

Magic Hair      : STH, DEC 8

Hodgeson        : HOG, DEC 31

Catling         : CAT, JAN 2

Hutchinson      : BAR, APR 9

D Falcus        : DAZ, AUG 6

Tunnicliff      : SAT, MAY 7

J Falcus        : JAS, NOV 16

Mad Mike        : MUS, DEC 24

McHugh          : BAA, JUL 12

Gray            : ROB, FEB 23

Higgins         : TOM, FEB 19

Hill            : ZIG, APR 7

Snake           : SNK, JUN 15

J Moon          : JAY, AUG 24

Brutah          : GOW, JUL 17

Weasel          : DAN, JAN 2

Fumungus        : GUN, JAN 11

Kabuki          : KUB, APR 14

Max             : LIZ, AUG 7

Boo-Boo         : THI, NOV 1

Pistol          : WAN, JUN 10

Facime          : DEL, OCT 19

Carlton         : CAL, MAR 25

Divita          : DIV, JUL 3

Goskie          : GOS, JAN 6

Liptak          : LIP, JAN 14

Turmell         : TUR, JAN 31

F Prince        : FRS, FEB 2

Heavy D         : HEA, JAN 9

H Clinton       : HIL, NOV 6

Jazzy Jeff      : JAZ, OCT 9

Benny           : BEN, SEP 20

Blaze           : BLZ, JAN 14

Crunch          : WOL, MAR 7

Gordon          : GOR, JUL 3

Renaldo         : REN, FEB 4

Shelley         : SHY, JUN 8

Moore           : MOE, JUN 8


NFL Game Day

Codes

At the screen were you enter codes, enter"OFFENSE" and make sure

it's in CAPITOLS and hit select, you no have the ultimate offense !!!

As above, enter "DEFENSE", the same as above, make sure it's in

CAPITOLS and hit select, you now have the ultimate defense !!!

There is also codes in this game for 110 teams, and 10 more special power

up codes. So if I find anymore I will keep you posted.

GAMEDAY CODES

send by -- Batman

I just figured out all the codes and here they are, please post

descriptions when you figure them out  THANKS....

"SKELETON"

"STEROIDS"

"CRUNCH.TIME"

"PICK.CITY"

"CANNON.ARM"

"BIG.BOYS"

"URNOTREDE"

"MAYHEM"

"DEFENSE"

"JUICE"

"STICKUM"

"OFFENSE"

Remember ALL CAPS, and don't forget the PERIOD in-between words.

keithjab


Need for Speed

Codes

Enter Password:TSYBNS

That's the code for finishing the Tournament, which gives you..

1. More tracks, Lost Vegas is selectable, also goto Rusty Springs and

   hold both shift Buttons and it turns into OASIS. If you press the shift

   buttons on any other track it puts a layer of dirt or gravel on the course, and

   it widens alot of the lanes up.

   Additionally if you press the L1 and L2 on the "lap setting" right

   under the course selection you get the option for "Arcade Mode"

   The secret car is a PTO Warrior and here are the stats:

   Horsepower: 845 bhp

   0-60: 3.2 seconds

   Top speed: 269 est

   Lateral Accel: 2.4 g (that means you can turn at over 200 without any problems)

   Price Tag: N.A.

NOTE:  First go to tournament mode and enter the password TSYBNS.

After this you can continue tournament mode or quit it, just as long as

the password is entered.

LOST VEGAS:

You automatically get this track when you enter the TSYBNS password.

OASIS SPRINGS:

To get Oasis Springs, Highligh the Rusty Springs track.  Once

highlighted hold L1 + R1 to Oasis Springs.  Oasis Springs is Rusty

Springs in Egypt and has the tracks covered in sand.

RALLY MODE:

On the track select screen hold L1 + R1(ON THE PICTURES OF THE TRACKS)

to get that track in Rally Mode.  Rally Mode places dirt on the tracks

which causes you to slid and spin more easily.  Fun but dangerous!

NOTE: THIS TRICK DOES NOT WORK ON RUSTY SPRINGS.  USE OASIS SPRINGS

CODE TO GET DIRT COVERED RUSTY SPRINGS.

ARCADE MODE:

On the track select screen highlight the option of LAP/SEGMENT changer.

Once Highlighted hold L1 + R1 to get Arcade Mode.  Arcade Mode places

more cars and cops on the Head to Head races.

WARRIOR PTO E/3:

On the car select screen highlight anycare and hold L1 + R1 to get The

Warrior.  This car is fast, cool, and has the greatest traction ever in

a racing game!!!!!!  Its top speed is 269est!!!!!  This car is a MUST

TRY!!!!!!

Remember to enter the password to get the codes to work!!!


New Japan Pro Wrestling

Faq

Introduction

New Japan Pro Wrestling - Toukon Retsuden is a 3D wrestling gamed based on the Japanese wrestling promotion of the same name.  12 of the top New Japan wrestlers are represented in the game with and additional 4 hidden characters at your disposal.  The smooth graphics of the wrestlers in action are reminiscent of the already classic Playstation game "Battle Arena Toshinden".

One of the first things you notice about the game, besides the graphics, is the incredible amount of  detail put into the game.  Each of the gourad shaded polygon wrestlers has their own personal style and set of moves that mimic those of the real life wrestlers.  I have a friend currently living in Japan who sends me tapes of New Japan Pro Wrestling and I can honestly say that every move you see in the game are moves the real wrestler's have in their repertoire's.  Even the ring announcer and referee have the sampled voices of the actual New Japan personnel.  There's even blood in the game! Smash your opponent's head into one of the ring barriers and watch his face become a crimson mask.

When you combine the attention to detail with the solid gameplay and superior graphics you're left with arguable the best wrestling game on any platform. It's all quite a shame really when  you realize that the game will probably never be converted for an audience outside of Japan.

Menus

Main Menu

After turning on the game and pushing start, you should get the main menu. There are four selections to choose from while you're on this screen.  They are:

1. kaijo - This will take you directly to the Game Menu screen.

2. tatakai no kiseki - this is the records/results screen. There are 3

   records/results listings to choose from.

   results of the NJPW challenge

   listing of IWGP champions

   listing of GI Climax results

   You can save to the memory card here.  You can save games in progress, the    list of records/results, settings and even the hidden characters.  To save    your game you must be in the records screen.  Exit the records/results    screen.  You'll get a screen that asks you if you want to save your current    game/results. The first option (starting from the left) is "hai" (Yes). The    second options is "iie" (No). Choose the first option. Your game should be    saved after a few moments.

3. Best Bout - Watch replays of your matches. Whenever you win a match, you    will be asked whether or not you wish to save. The first choice is "yes",    the second choice is "no". If you choose to save, go here and select the    match from the menu to watch it again.

4. Memory Card - use this option after you turn on the game to load everything    back up that you've saved (settings, records, hidden characters, etc.)

 Game Menu

If you choose option 1 from the Main Menu you're presented with Game Menu. The 10 options on this screen are:

1. VS. Computer - you against the computer; you get to pick who you fight

   against.

2. VS. Player 2 -you and a friend play each other.

3. shiren no juniban shobu - the NJPW challenge is a contest against all of   the other wrestlers of NJPW; your opponents are selected at random.

4. shiren no juniban shobu (saikai) -if you stop or reset the NJPW challenge at any time, you can choose this to continue where you left off.

5. IWGP senshu kenshai - fight to become the IWGP champion.

6. GI Climax League* -you're set up in a grueling league mode in which you   will wrestle every other wrestler. You are awarded points for winning (2)   or drawing (1). If you lose, you receive no points (0). The two wrestlers   with the most points at the end wrestle each other to determine the overall  league winner.

7. GI Climax League (saikai)* -choose this to continue wrestling in the same  league where ever you left off.

8. GI Climax Tournament* -as opposed to wrestling in a league, you wrestle  tournament style, with the winner of each match advancing to the next  bracket.  If the match is a draw the wrestler who did the most damage  advances to the next round.

9. GI Climax Tournament (saikai)* -choose this to continue wrestling in the  tournament.

10. Computer kansen -watch two computer wrestlers (your choice) square off  against each other.

* BTW, if you choose to participate in the leagues or tournaments, you can  make any computer controlled match skip to it's conclusion by pushing and  holding L1, R1, down (on the pad), and X. This avoids having to watch the  whole thing.

Game Options

Once you select an option from the Game Menu you will be taken to the Game

Options screen. The 7 options on this screen are:

1. nanido -choose the difficulty level of the game

      (from left to right)      TRAINING (essentially, VERY EASY level)

                                SPARRING (EASY level)

                                STRONG (NORMAL level)

                                CEMENT (HARD level)

2. shaijikan -choose the time limit, from 5 to 60 minutes, or none at all (the   numbers represent minutes, while the option with no number means "no time   limit")

3. hikiwake -choose from either ON or OFF (default is ON); if a match ever   reaches it's time limit, the winner will be decided by whomever did better.   If it's ON both people draw. If not, whoever did the most damage during the   match will win.

4. shaikaijo -choose the venue/location of the fight:   Tokyo A, Tokyo B, Osaka, or okugai tokusetsu (outside).

5. ring -choose the ring you want to wrestle in, from NJPW 1 to NJPW 4.

6. kankyakuseki -choose the viewing mode. The choices are ringside (default),  and the second floor balcony.

7. speaker -choose from STEREO or MONO

Wrestler Selection Screen

Once the Game Options are selected you go to the wrestler selection screen. Here you can pick your wrestler from the list below:

        Tatsumi Fujinami

        Riki Chosyu

        Keiji Mutoh (Great Muta*)

        Masahiro Chono

        Shinya Hashimoto

        Hiroshi Hase

        Kensuke Sasaki (Power Warrior*)

        Shiro Koshinaka

        Jyushin "Thunder" Lyger

        Hiroyoshi Tenzan (Kero-Chan*)

        Kohji Kanemoto (Tiger Hattori*)

        Scott Norton

        *These are hidden wrestlers in the game.  Read the next section on how

         to access these wrestlers.

        Note:  Holding the L1 and R1 buttons rotate the view of the wrestler

               highlighted.

Controls

In Game

+ Directional Pad       Moves your wrestler around the ring

Select                  Frame advance game while paused

Start                   Pauses the game

Triangle                Submission Hold (see Wrestler Moves List)

Circle                  Strength Move (see Wrestler Moves List)

X                       Punch/Kick (see Wrestler Moves List)

Square (Action button)  Run (when away from opponent)

                        Irish whip opponent into ropes/ring

                          barriers/turnbuckles (when near opponent)

                        Pick up opponent on the mat (when at opponent's head)

                        Roll opponent over on the mat (when at opponents

                          waist)

                        Drag opponent on the mat (when at opponent's head or

                          feet, combination of directional pad and Square

                          button)

                        Turnbuckle/ring barrier smash (when near

                          turnbuckle/ring barrier)

                        Pin (when opponent is lying on his back, must be

                          slightly away from opponent)

                        Release hold (when opponent is in a submission hold)

                        Roll opponent back into ring (when outside the ring)

                        Back away from opponent ( press the Square button

                          twice in succession)

L1                      Appeal for crowd reaction (opponent must be dazed)

R1                      Appeal for crowd reaction (opponent must be dazed)

L2                      Change camera angle, Left 90 degrees

R2                      Change camera angle, Right 90 degrees

Select & Start          Quick exit

Best Bout

Triangle                Pause match, Un-pause match

Circle                  Change the camera mode (try holding it down and moving

                        the control pad to change your view)

X                       Play the match in slo-mo/freeze frame

Square                          Exit the match

L2                      Change camera angle, Left 90 degrees

R2                      Change camera angle, Right 90 degrees

Rules

The following rules are used in the New Japan Pro Wrestling federation:

When a wrestler reaches the ropes his opponent has 5 seconds to break the

hold.  If he does not he is disqualified.

Wrestler's applying illegal holds have 5 seconds to break the hold or are

disqualified.

Wrestler's leaving the ring have 20 seconds to return or are counted out of

the ring and lose.  Double countouts, when both wrestlers counted out of the

ring, are deemed a draw.

A wrestler can win by either pin, count out or disqualification.

Strategy

New Japan Pro Wrestling employs 3 basic attack techniques: Punch/Kick, Strength Move and Submission Hold.  Executing moves are dependent on a few different variables.  The first is your position in relation to your opponent's position and condition.  Your opponent can be in any combination of the following conditions:  facing you, with their back to you, lying prone on the mat, outside the ring, running and/or groggy.  The second variable is the use of the directional pad.  Whether this is pressed or not determines which move to select.  A combination of the 2 variables selects what move the wrestler will execute.  (For more information on each wrestler's moves refer to the section titled "Wrestler Moves List")

New Japan Pro Wrestling also employs a priority based system similar to the rock/paper/scissors game that we all played as kids.  The priority system in the game works as follows:  A Strength Move overrides a Punch/Kick, a Submission Hold overrides a Strength Move and a Punch/Kick overrides a Submission Hold.

Although unseen, all the wrestlers have Hit Points.  The hit points are split into 2 categories: Main HP and Sub HP.  Main HP are depleted by doing Punch/Kick or Strength Moves.  Sub HP are depleted by executing submission holds.

When in a submission hold press the directional pad in the direction of the nearest ropes and press any button repeatedly.  Your wrestler will move towards the ropes, which will result in your opponent having to release the hold. (see the section titled "Rules" for more information)

There are also times when, due to the crowd's influence, a wrestler will become stronger and receive a brief advantage over their opponent.  This "rush" mode happens once the wrestler has been on the receiving end for a while and has not been able to execute an offensive move.  "Rush" mode is indicated for a wrestler when the crowd's cheers become louder and the wrestler's name begins to flash.  This "rush" mode also enables you to perform the hidden moves for each wrestler.

Hidden Characters

There are 4 hidden characters in the game.  All codes must be entered at the Title Screen

To use the Great Muta you must enter:

circle, right, triangle, up ,square, left , x, down , x, down, square, left,

triangle, up, circle, right, select

To select The Great Muta go to the wrestler selection screen and select Keiji

Muto (the 3rd  wrestler listed), and press select.

To use Power Warrior you must enter:

square, x, square, x, circle, triangle, circle, triangle, up, down, left,

right, select

To select Power Warrior go to the wrestler selection screen and select Kensuke

Sasaki (the 7th wrestler listed), and press select.

To use the Ring Announcer (Kero-Chan) you must enter:

L1,L1,L2,R2,R2,R1,triangle, down, x, up, select

To select the Ring Announcer go to the wrestler selection screen and select

Hiroyoshi Tenzan (the 3rd wrestler from the bottom), press select.

To use the Referee (Tiger Hattori) you must enter:

up, down, left, right , triangle, x, square, circle, L1, R1, L2, R2, select

To select the Referee go to the wrestler selection screen and select Kohji

Kanemoto (the 2nd wrestler from the bottom), press select.

Wrestler Moves List

Legend

T       Triangle

C       Circle

X       X

+       Directional Pad

*       Pin Combination Move

While compiling each wrestler's move list I have tried to use the actual names

for each move, but am sure they are not all correct.  If you know the correct

name for a specific move or if I have made a mistake please let me know.

Common Moves:

Top rope dives are performed by pressing X while standing near the ropes. Your opponent must be outside the ring to execute this move.  Please note: The following wrestlers can not perform top rope dives on their opponent's: Masahiro Chono, Shinya Hashimoto, Kensuke Sasaki, Scott Norton and Power

Warrior.

In a two player game if both wrestler's push against each other for a few seconds without executing any moves they will enter a stare down and then start slapping each other's face.  Try it out it's hilarious!

Each wrestler has hidden moves that can be accessed only during "rush" mode. I have not included these moves in each wrestler's move list for a couple of reasons:

a)  I want to leave something for individual players to find for themselves.

    My reason for this is that while writing this FAQ, which involved alot of

    game playing hours, the most enjoyable part was discovering new moves when

    playing as each of the 16 wrestlers.  If you already have the game I'm

    sure you'll agree that the first time you hit your opponent with a

    devastating top rope move a devilish little grin was etched upon you face.

    The real joy of this game is discovering these new moves.

b)  (and this is the real reason)  To be honest I don't know all of the hidden

    moves, but to get you started here's one:  When Jyushin Lyger is in "rush"

    mode knock down your opponent and the perform his top rope move from the

    turnbuckle.  All I can say is you'll be amazed!  The only way I can

    describe it is as a 360 degree splash with a twist thrown in for good

    measure.

With all this said, if you do find a hidden move e-mail me with it.  Once I

have enough moves listed you'll receive the FAQ version 2.0 with all the

secret moves I am aware of.

 Tatsumi Fujinami

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Snap Mare

C +     Body Slam

X       Kick

X +     European Uppercut

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Small Package*

C       Suplex

C +     Leg Sweep Takedown

X       Forearm Smash / Flying Kick

Behind Standing Opponent (Groggy)

T       Abdominal Stretch

T +     Back Slide*

C       Back Suplex

C +     Full Nelson Suplex*

X       Kick / Flying Kick

Opponent Face Down on Mat

T (when near opponent's head)   Hammerlock

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Reverse Headlock

T (when near opponent's feet)   Figure Four Leglock

X                               Knee Drop

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Drop Kick

Top Rope Turnbuckle Moves

X (when opponent is standing)                   Cross Body Block

X (when opponent is on the mat)                 Flying Knee Drop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Kick

X (opponent in corner)                          Kick

X (opponent outside ring)                       Dive Through Ropes

X (opponent groggy)                             Drop Kick

 Riki Chosyu

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Snap Mare

C +     Body Slam

X       Kick

X +     Slap

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       Suplex

C +     Power Bomb*

X       Clothesline

Behind Standing Opponent (Groggy)

T       Abdominal Stretch

T +     Octopus Stretch

C       Back Suplex

C +     Back Suplex

X       Flying Kick

Opponent Face Down on Mat

T (when near opponent's head)   Hammerlock

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Headlock

T (when near opponent's feet)   Scorpion Deathlock

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Knee Lift

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Double Axehandle

X (when opponent is on the mat)                 Flying Kneedrop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Clothesline

X (opponent in corner)                          Clothesline

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 Keiji Mutoh

Facing Standing Opponent

T       Headlock

T +     Arm Stretch

C       Snap Mare

C +     Body Slam

X       Forearm Smash

X +     Spinning Back Kick

Facing Standing Opponent (Groggy)

T       Armbar Takedown

T +     Small Package*

C       Backbreacker

C +     Frankensteiner

X       Drop Kick

Behind Standing Opponent (Groggy)

T       Abdominal Stretch

T +     Octopus Stretch

C       Bulldog

C +     Full Nelson Suplex*

X       Forearm Smash

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Figure Four Leglock

X                               Elbowdrop

Opponent Face Up on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   Twisting Leglock

X                               Leg Drop

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Drop Kick

X (when opponent is on the mat)                 Moonsault

X (when facing standing opponent in corner)     Top Rope Frankensteiner

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           Flying Cross Body Block

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Flying Forearm

X (opponent in corner)                          Flying Forearm

X (opponent outside ring)                       N/A

X (opponent groggy)                             Drop Kick

 Masahiro Chono

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Snap Mare

C +     Body Slam

X       Chop

X +     Kick

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Reverse Neckbreaker

C       Suplex

C +     DDT

X       European Uppercut/Flying Kick

Behind Standing Opponent (Groggy)

T       Octopus Stretch

T +     Octopus Stretch

C       Back Suplex

C +     Back Suplex

X       Kick/Flying Kick

Opponent Face Down on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   STF

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Headlock

T (when near opponent's feet)   STF

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Knee Lift

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Shoulder Block

X (when opponent is on the mat)                 Flying Knee Drop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           Flying Shoulder Block

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Mafia Kick

X (opponent in corner)                          Mafia Kick

X (opponent outside ring)                       N/A

X (opponent groggy)                             Mafia Kick

 Shinya Hashimoto

Facing Standing Opponent

T       Headlock

T +     Headlock

C       Body Slam

C +     Suplex

X       Chop

X +     Kick

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       DDT

C +     Brainbuster

X       Chop

Behind Standing Opponent (Groggy)

T       Armbar Takedown

T +     Armbar Takedown

C       Back Suplex

C +     German Suplex*

X       Sweep Kick

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Leglock

X                               Elbow Drop

Running Opponent

T                               Sleeper Hold

C                               Power Slam*

X                               Chop

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Drop Kick

X (when opponent is on the mat)                 Flying Elbow Drop

X (when facing standing opponent in corner)     Top Rope DDT

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Spinning Wheel Kick

X (opponent in corner)                          Spinning Wheel Kick

X (opponent outside ring)                       N/A

X (opponent groggy)                             Shortarm Clothesline

 Hiroshi Hase

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Snap Mare

C +     Belly to Belly Suplex

X       Slap

X +     Chop

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       Choke Slam

C +     Northern Lights Suplex*

X       European Uppercut/Kick

Behind Standing Opponent (Groggy)

T       Armbar Takedown

T +     Back Slide*

C       German Suplex*

C +     Full Nelson Suplex*

X       Clothesline

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Rolling STF

X                               Leg Drop

Opponent Face Up on Mat

T (when near opponent's head)   Headlock

T (when near opponent's feet)   Scorpion Deathlock/Giant Swing

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Drop Kick

X (when opponent is on the mat)                 Flying Knee Drop

X (when facing standing opponent in corner)     Top Rope Belly to Belly Suplex

X (when behind standing opponent in the corner) Top Rope Choke Slam

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Clothesline

X (opponent in corner)                          Clothesline

X (opponent outside ring)                       N/A

X (opponent groggy)                             Mafia Kick

 Kensuke Sasaki

Facing Standing Opponent

T       Headlock

T +     Arm Stretch

C       Body Slam

C +     Suplex

X       Slap

X +     Chop

Facing Standing Opponent (Groggy)

T       Armbar Takedown

T +     Armbar Takedown

C       Press Slam

C +     Power Bomb*

X       Kick

Behind Standing Opponent (Groggy)

T       Sleeper Hold

T +     Armbar Takedown

C       Bulldog

C +     Back Suplex

X       Clothesline

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Scorpion Deathlock

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Power Slam*

X                               Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying clothesline

X (when opponent is on the mat)                 Flying Elbow Drop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Clothesline

X (opponent in corner)                          Clothesline

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 Shiro Koshinaka

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Body Slam

C +     Suplex

X       Slap

X +     Chop

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       DDT

C +     Power Bomb*

X       Kick/Drop Kick

Behind Standing Opponent (Groggy)

T       Sleeper Hold

T +     Armbar Takedown

C       Bulldog

C +     Full Nelson Suplex*

X       Clothesline

Opponent Face Down on Mat

T (when near opponent's head)   Hammerlock

T (when near opponent's feet)   Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Armlock

T (when near opponent's feet)   Boston Crab

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Butt Smash

X (when opponent is on the mat)                 Flying Stomp

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Flying Butt Smash

X (opponent in corner)                          Flying Butt Smash

X (opponent outside ring)                       Slide Kick

X (opponent groggy)                             Clothesline

 Jyushin "Thunder" Lyger

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Suplex

C +     Tombstone Piledriver

X       Slaps

X +     Punch

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       Frankensteiner

C +     Power Bomb*

X       Slap

Behind Standing Opponent (Groggy)

T       Cross Face Chicken Wing

T +     Cross Face Chicken Wing

C       German Suplex*

C +     Belly to Back Suplex*

X       Drop Kick

Opponent Face Down on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   Bow and Arrow

X                               Elbow Drop

Opponent Face Up on Mat

T (when near opponent's head)   Armlock

T (when near opponent's feet)   Figure Four Leglock

X                               Back Splash

Running Opponent

T                               Sleeper Hold

C                               Tilt a Whirl Suplex

X                               Punch

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Drop Kick

X (when opponent is on the mat)                 Shooting Star Press

X (when facing standing opponent in corner)     Standing Top Rope Superplex

X (when behind standing opponent in the corner) Top Rope Back Body Drop

X (when opponent is outside the ring)           Flying Back Drop

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Drop Kick/Rolling Kick

X (opponent in corner)                          Drop Kick/Rolling Kick

X (opponent outside ring)                       Slide Kick

X (opponent groggy)                             Clothesline

 Hiroyoshi Tenzan

Facing Standing Opponent

T       Headlock

T +     Arm Stretch

C       Body Slam

C +     Suplex

X       Slap

X +     Chop

Facing Standing Opponent (Groggy)

T       Bearhug

T +     Bearhug

C       Press Slam

C +     Inverted Piledriver

X       Kick

Behind Standing Opponent (Groggy)

T       Sleeper Hold

T +     Sleeper Hold

C       Back Suplex

C +     German Suplex*

X       Forearm Smash

Opponent Face Down on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Eye Gouge

T (when near opponent's feet)   Boston Crab

X                               Chop

Running Opponent

T                               Sleeper Hold

C                               Fireman's Carry Drop

X                               Chop

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Double Axehandle

X (when opponent is on the mat)                 Flying Head Butt

X (when facing standing opponent in corner)     Top Rope Fireman's Carry Drop

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Spinning Wheel Kick

X (opponent in corner)                          Spinning Wheel

Kick/Clothesline

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 Kohji Kanemoto

Facing Standing Opponent

T       Headlock

T +     Swinging Neckbreaker

C       Snap Mare

C +     Body Slam

X       Slap

X +     Kick

Facing Standing Opponent (Groggy)

T       Armbar Takedown

T +     Frankensteiner*

C       Suplex

C +     Backbreaker

X       Drop Kick / Spinning Back Kick

Behind Standing Opponent (Groggy)

T       Armbar Takedown

T +     Cross Face Chicken Wing

C       German Suplex*

C +     Double Chicken Wing Suplex*

X       Forearm Smash

Opponent Face Down on Mat

T (when near opponent's head)   Armlock

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Armlock

T (when near opponent's feet)   Leglock

X                               Back Splash

Running Opponent

T                               Sleeper Hold

C                               Frankensteiner

X                               Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Spin Kick

X (when opponent is on the mat)                 Moonsault

X (when facing standing opponent in corner)     Top Rope Frankensteiner

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           Flying Cross Body Block

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Spinning Back Kick

X (opponent in corner)                          Climbing Turnbuckle Kick

X (opponent outside ring)                       Slide Kick

X (opponent groggy)                             Forearm Smash

 Scott Norton

Facing Standing Opponent

T       Reverse Neckbreaker

T +     Bearhug

C       Body Slam

C +     Suplex

X       Chop

X +     Kick

Facing Standing Opponent (Groggy)

T       Choke Lift

T +     Armbar Takedown

C       Press Slam

C +     Backbreaker

X       Clothesline

Behind Standing Opponent (Groggy)

T       Sleeper Hold

T +     Sleeper Hold

C       Back Suplex

C +     Back Suplex

X       Clothesline

Opponent Face Down on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   Boston Crab

X                               Kick

Opponent Face Up on Mat

T (when near opponent's head)   Headlock

T (when near opponent's feet)   Half Boston Crab

X                               Splash

Running Opponent

T                               Bearhug

C                               Powerslam*

X                               Clothesline

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Clothesline

X (when opponent is on the mat)                 Flying Elbow Drop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Shoulder Charge

X (opponent in corner)                          Splash

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 The Great Muta

Facing Standing Opponent

T       Headlock

T +     Headlock

C       Snap Mare

C +     Body Slam

X       Chop

X +     Spinning Back Kick

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Reverse Neckbreaker

C       Suplex

C +     Backbreaker

X       Kick

Behind Standing Opponent (Groggy)

T       Abdominal Stretch

T +     Octopus Stretch

C       Bulldog

C +     German Suplex*

X       Drop Kick

Opponent Face Down on Mat

T (when near opponent's head)   Camel Clutch

T (when near opponent's feet)   Figure Four Leglock

X                               Elbowdrop

Opponent Face Up on Mat

T (when near opponent's head)   Eye Gouge

T (when near opponent's feet)   Twisting Leglock

X                               Stomp

Running Opponent

T                               Sleeper Hold

C                               Back Body Drop

X                               Spit Green Mist/Drop Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Double Axehandle

X (when opponent is on the mat)                 Moonsault

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           Flying Cross Body Block

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Kick

X (opponent in corner)                          Handspring Elbow Smash

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 Power Warrior

Facing Standing Opponent

T       Headlock

T +     Headlock

C       Body Slam

C +     Suplex

X       Slap

X +     Chop

Facing Standing Opponent (Groggy)

T       Arm Stretch

T +     Armbar Takedown

C       Press Slam

C +     Power Bomb*

X       Kick

Behind Standing Opponent (Groggy)

T       Sleeper Hold

T +     Sleeper Hold

C       Back Suplex

C +     Bulldog

X       Clothesline

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Half Boston Crab

X                               Stomp

Opponent Face Up on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Scorpion Deathlock

X                               Stomp

Running Opponent

T                               Bearhug

C                               Power Slam*

X                               Knee Lift

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying clothesline

X (when opponent is on the mat)                 Flying Elbow Drop

X (when facing standing opponent in corner)     Superplex

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           N/A

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Drop Kick

X (opponent in corner)                          Drop Kick/Clothesline

X (opponent outside ring)                       N/A

X (opponent groggy)                             Clothesline

 Kero-Chan

Facing Standing Opponent

T       Reverse Neckbreaker

T +     Choke Lift

C       Fireman's Carry Drop

C +     Brainbuster

X       Slap

X +     Clothesline

Facing Standing Opponent (Groggy)

T       Headlock

T +     Bearhug

C       Armdrag Takedown

C +     Power Bomb*

X       Flying Shoulder Block

Behind Standing Opponent (Groggy)

T       Cross Face Chicken Wing

T +     Octopus Stretch

C       Bulldog

C +     German Suplex*

X       Flying Kick

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Bow and Arrow

X                               Chop

Opponent Face Up on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Scorpion Deathlock

X                               Splash

Running Opponent

T                               Small Package*

C                               Power Bomb*

X                               Double Chop

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Flying Clothesline

X (when opponent is on the mat)                 Flying Kneedrop

X (when facing standing opponent in corner)     Top Rope Frankensteiner

X (when behind standing opponent in the corner) Top Rope Back Suplex

X (when opponent is outside the ring)           Flying Cross Body Block

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Sweep Kick

X (opponent in corner)                          Chop

X (opponent outside ring)                       Slide Kick

X (opponent groggy)                             Flying Kick

 Tiger Hattori

Facing Standing Opponent

T       Armbar Takedown

T +     Small Package*

C       Leg Sweep Takedown

C +     Frankensteiner

X       Kick

X +     Spinning Back Kick

Facing Standing Opponent (Groggy)

T       Swinging Neckbreaker

T +     Frankensteiner*

C       DDT

C +     Northern Lights Suplex*

X       Punch

Behind Standing Opponent (Groggy)

T       Back Slide*

T +     Cross Face Chicken Wing

C       Full Nelson Suplex*

C +     Double Chicken Wing Suplex*

X       Leg Sweep

Opponent Face Down on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   Rolling STF

X                               Back Splash

Opponent Face Up on Mat

T (when near opponent's head)   Armbar

T (when near opponent's feet)   STF

X                               Legdrop

Running Opponent

T                               Frankensteiner*

C                               DDT

X                               Flying Kick

Top Rope  Turnbuckle Moves

X (when opponent is standing)                   Shooting Star Press

X (when opponent is on the mat)                 Flying Cross Body Block

X (when facing standing opponent in corner)     Top Rope Superplex

X (when behind standing opponent in the corner) Top Rope Choke Slam

X (when opponent is outside the ring)           Flying Back Drop

Running Moves (Wrestler must be running to perform the following moves)

X (opponent in ring)                            Handspring Back Drop

X (opponent in corner)                          Handspring Back Smash

X (opponent outside ring)                       Dive Through Ropes

X (opponent groggy)                             Rolling Kick

New Japan Pro Wrestling - Toukon Retsuden FAQ Version 1.0

author:                 Wayne Baker     wbaker@wimsey.com

contributors:   Alvin M.        nullset@netcom.com

                D. Wu           fe@u.wahington.edu

                Boone           satsujin@usa.pipeline.com

If you have any comments, suggestions, corrections or additions please contact

me at wbaker@wimsey.com

Questions For You!!

I am still looking for more info on this great game.  If anyone could provide

additional info on the following it would be greatly appreciated:

1)  A translated manual.  I do not speak or read Japanese, but if someone has

    or can translate the manual it I would be interested to hear from you.  If

    someone can speak Japanese I would also like a brief summary on what the

    ring announcer says before the matches and at the end of the Climax modes.

2)  Different Endings.  I have finished the game on every level except Cement.

    Does anyone know of any endings beside watching you wrestler in a demo

    match.  I would love to see a post match awards presentation.  BTW, to

    anyone unfamiliar with Japanese wrestling, when a wrestler wins a belt or

    tournament he is usually awarded trophies and the championship belt after

    the match in an awards ceremony.  It would be really neat if it was also

    included in the game.

3)  Different Colours.  I'm sure there must be some sort of cheat to change

    the default colour of your wrestler's attire.  For example, how does

    player 1 select Jyushin Lyger's blue costume?


NBA Shootout

Game Shark

 Player 2 score zero

                                        80096ED4

                                        0000

These Codes Give you the All Star Courts. NOT Players

All Star Cheat 1 - At Exhibition Screen Press : R1 L1 R1 L1 R2 L2 R2 L2

All Star Cheat 2 - At Exhibition Screen Press : R1 R1 R2 R2 L1 L2 L1 L2


NHL Faceoff

Game Shark

 Other teams score zero

                                        800E780C 0000


Novastorm

Codes

Level select First, play a game well enough to make any grade on the high

-- score board. Enter the name "Twirly". Now, when you check your

options you will see a gold icon that will lead you to the Nova level select.


Panzer General

Game Shark

 Infinite prestige

                                        800EDB84 07D0


Parodius

Codes

Level Select At the title screen, hit [] x 5, /\ x 7, () x 3.

--

Incinvibility Pause the game and press /\, /\,  ><, ><, (), [], (), [], D, L.

--- You should hear a sound, input the code again will turn it off.

Power-Ups Pause and enter U, U, D, D, D, L, R, L, R, ><, ()   You should hear

---- a noise and when you unpause you'll have max power (apart from

shield). It only needs to be done once in two player mode and you'll

both be powered up. It works with the orignal Parodius as well and you get

a shield when you do it.

Saving After you've died, let the timer run out and go back to the title

- screen. Choose "Save" at the bottom, hit START, and confirm the save.

Do the same thing with "Load" when you want to load an old game. It will save

your button config as well.


Parodius Deluxe

Game Shark

(JAPANESE)

      Parodius

 Player 1 infinite lives

                                      800FEEC2 0002

 Player 2 infinite lives

                                      800FEEC4 0002

      Super Parodius

 MASTER CODE

                                      8016C760 7300

 Player 1 infinite lives

                                      8016C348 0002

 Player 1 invulnerable

                                      8017031C 00FF

 Player 2 infinite lives

                                      8016C374 0002

 Player 2 invulnerable

                                      8017242C 00FF


Philosoma

Game Shark

 Infinite lives

                                        800E7CA4 0002

 Infinite credits

                                        800E7D28 0003

 Invulnerability

                                        800E7F60 0004

 Infinite buster grenades

                                        800E7F5C 0003

 Max vulcan

                                        800E7D0C 0002

 Max laser

                                        800E7D0E 0002

 Max A-break

                                        800E7D10 0002

 Max Rav-B

                                        800E7D12 0002

 Srm missiles

                                        800E8004 0002

 Mrm missiles

                                        800E8004 0001

(JAPANESE)

 Infinite shield

                                       800FAB18 0002

 Max vulcan weapon power

                                       800F12A0 0002

 Max laser weapon power

                                       800F12A2 0002

 Max a-break weapon power

                                       800F12A4 0002

 Max ray-b weapon power

                                       800F12A6 0002

 Infinite BGRs

                                       800FAB10 0005

 Infinite ships

                                       800F0F20 00FF


Power Instinct 2

Codes

Secret Character Start the game with Team Battle Mode and at the character screen, press: L, R, D, U, D, L, R, L, U


Primal Rage

Faq

Volleyball This is available only in two player mode. When in the Cove

 (Sauron's stage), wait for a human to appear and begin worshipping.

This usually happens after a player has performed a large combo or has caused

significant damage to the other player. The player closest to the human must

knock the human into the air. The other player must hit the human back toward

his opponent. The first player should continue to hit the human back to his

opponent. After a while, a net and judge will appear, allowing volleyball to

be played with humans.

Bowling This is available only in two player mode. When on the Strip

-- (Talon's stage), both players must play as Armadon. Players must

alternate performing the Spinning Death move (1 + 3, Away, Toward, Down) to

each other. One player should block while the other performs the move and

vice-versa. Each player must do this approximately five times. After this,

both players must perform the Spinning Death move simultaneously a few times.

If done correctly, both players and their worshippers will walk off screen for

a bowling game. Humans are used as pins, and the players bowl themselves by

using the Spinning Death move.

Skydiving Cows This is available only in two player mode. When in the Ruins

---- (Chaos' stage), one player must be playing as Chaos in a Sudden

Death round. Allow the match timer run down to about two to three seconds. At

the this point, the player using Chaos must perform the Fart of Fury move

(2 + 3, Down, Toward, Up, Away) so that the cloud remains in the air after

time expires. If done correctly, the falling meteors will turn to falling cows.

Moves   1= High Quick, 2=High Fierce, 3=Low Quick, 4=Low Fierce

   A=away, D=down, T=toward, U=up, AD =down&away, etc.

        Moves with a '*' are fatalities.

ARMADON

Bed-O-Nails: Hold 2+3; move joystick D, U

Iron Maiden: Hold 2+3; move joystick A-U-T

Mega Charge: Hold 1+3; move joystick A-D-T

Gut Gouger:  Hold 1+2+3; move joystick T, A

Hornication Uppercut:  Hold 1+2+3; move joystick DT-T-UT

Spinning Death:  Hold 1+4; move joystick A, T-D

Flying Spikes:  Hold 2+4; move joystick A-U

*Gut Fling:   Hold 1+2+3; move joystick D, D, D, D, U

*Meditation:  Hold all buttons; move joystick T, D, A, T, T

*Falling Spikes: Hold all buttons, tap joystick D, A, U, D

**Chomp a human: Hold all buttons; move joystick U-T

BLIZZARD

Quick Mega Punch: Hold 1+3; move joystick A, T

Short Mega Punch: Hold all buttons; move joystick A, T

Long Mega Punch: Hold 2+4; move joystick A, T

Fake Mega Punch: Hold 1+3; move joystick D, U

Freeze Breath: Hold 1+2+4; move joystick A, T

Ice Geyser:   Hold 1+2+4; move joystick D, U

Punching Bag: Hit button 1 five or six times to beat the enemy up, then

before his brain meter regenerates and he shakes out of your grasp, tap

another button to deliver the wind up punch.  2=low arc, 3= medium arc, 4=

high arc.

Hold 1+4; move joystick T-D-A-U

Air Throw:    Tap 2+3 while airborne

Throw: Hold 2+3; move joystick A-U-T

*Brain Bash:  Hold 1+2+4; move joystick D, D-A-U-T

*To-Da-Moon:  Hold all buttons; move joystick D, D, D, D, U

*Redemption: Hold all buttons; tap joystick D, T, U, D, U

or, all buttons and U-A-D-A-U, then shake joystick down & up

**Chomp a human: hold all buttons; roll joystick A-U-T-D

CHAOS

Grab-N-Throw: Hold 2+4; move joystick T, A

Slow Power Puke: Hold 2+3; move joystick U-T

Fast Power Puke: Hold 1+4; move joystick U-T

Fart of Fury: Hold 2+3; move joystick T-U-A

Ground Shaker:  Hold 2+3; move joystick A, AU, AD

Flying Butt Slam:  Hold 2+4; move joystick D-T-U-UT-DT

Battering Ram:  Hold 1+3; move joystick T, T

*Golden Shower:  Hold 1+3 and move joystick D, D; then hold all buttons and

move joystick A, T, A, T

*Cannonball:  Hold all buttons; move joystick AD, UT-DT-AD

*The Churl:  Hold all buttons; joystick T, T, T, A, A, A

(or, hold all buttons & rapidly shake joystick back & forth)

**Chomp a human: Hold all buttons; move joystick T-D-A

DIABLO

Slow Fireball: Hold 2+4; move joystick D-T

Fast Fireball: Hold 1+3; move joystick D-T

Torch:  Hold 1+3; move joystick U-T

Hot Foot:Hold 2+4; move joystick UA, DT

Mega Lunge:   Hold 1+4; move joystick D-T

The Pulverizer: Hold 1+4; move joystick U-T-D

Inferno Flash: Hold 2+3+4; move joystick U

*Incinerator:  Hold all buttons; move joystick UA-D-DT

*Fireball:  Hold 2+3+4; move joystick T, T, T

*Infernal: Hold 1+3+4; tap joystick U, D, U, D, D

**Chomp a human: hold all buttons; move joystick D, U, D

SAURON

Primal Scream:  Hold 1+3; move joystick D, U

Earthquake Stomp:  Hold 1+2+4; move joystick U, D

The Cranium Crusher:  Hold 1+4; move joystick D, U

Leaping Bone Bash: Hold 2+3; move joystick D, U, D

Stun Roar:  Hold 1+3; move joystick A, T

Neck Throw: Hold 2+4; move joystick T, A

Air Throw:    Tap 2+4 while airborne

*Carnage:  Hold all buttons; move joystick A, T, A, T, A

*Flesh Eating:  Hold 1+3 and move joystick D, D; then hold all buttons and

move joystick U, U.

*Grape Crusher: Hold all buttons; tap joystick U, D, U, D, D

**Chomp a human: Hold all buttons and move joystick D, D, U

TALON

Brain Basher:  Hold 2+3; move joystick A-U-T

Pounce and Flip:  Hold 2+3; move joystick T- D-DT

Frantic Fury: Hold 1+4; move joystick D-T

Slasher: Hold 1+3+4; move joystick D-T

Face Ripper: Hold 2+4; move joystick D-T

Jugular Bite: Hold 2+4; move joystick A, T

Run Forward/Back:  Hold 1+3; move joystick T or A

*Heart Wrenching:  Hold 1+3+4; move joystick T-D-A-U

*Shredder:  Hold 1+4; move joystick T-D-A-U

*Stampede: Hold all buttons and tap the joystick T, A, U, D

**Chomp a human: hold all buttons; move joystick T-D

VERTIGO

Slow Venom Spit: Hold 1+3; move joystick T, T

Fast Venom Spit: Hold 2+4; move joystick T, T

Voodoo Spell: Hold 2+3; move joystick A, A

Ground Teleport:  Rolls up in a ball and reappears _on the ground_ next to

opponent; choose which side by holding the joystick toward or away after

doing the move. Can be done in the air on version 2.3 only.

Hold 2+4; move joystick D, D

Air Teleport: Rolls up in a ball and reappears _in the air_ next to opponent;

choose which side by holding the joystick toward or away after doing the

move. Does not damage opponent. Can be done while on the ground or in the

air. Version 2.3 only.

Hold 2+4; move joystick D, U

Come Slither:  Hold 1+3; move joystick A, A

Scorpion Sting:  Hold 2+3; tap joystick T, T

*Petrify:  Hold 2+4 and tap joystick A, A, A; then hold all buttons and tap

joystick T, T

*Shrink and Eat:  Hold 2+4 and tap joystick A, A, A; then hold all buttons

and tap joystick D, U

*La Vache Qui Rit: Hold all buttons and tap joystick A, A, A, D, T

**Chomp a human: hold all buttons and move joystick D-T-U


Raiden Project

Game Shark

      Raiden

 Player 1 infinite lives

                                        8012F7F4 0003

 Player 1 infinite thermonukes

                                        8012F802 0003

 Player 1 max vulcan

                                        8012F7FA 0008

 Player 1 max lasers

                                        8012F7FC 0008

 Player 1 max nuke missiles

                                        8012F7FE 0004

 Player 1 max homing missiles

                                        8012F800 0004

 Player 2 infinite lives

                                        8012F824 0003

 Player 2 infinite thermonukes

                                        8012F832 0003

 Player 2 max vulcan

                                        8012F82A 0008

 Player 2 max lasers

                                        8012F82C 0008

 Player 2 max nuke missiles

                                        8012F82E 0004

 Player 2 max homing missiles

                                        8012F830 0004

 Infinite credits

                                        8004D5DA 0003

      Raiden II

 Player 1 infinite lives

                                        800ECF40 0003

 Player 1 infinite thermonukes

                                        800ECF38 0101

 Player 1 infinite cluster bombs

                                        800ECF38 0202

 Player 1 max nuke missiles

                                        800ECF30 0004

 Player 1 max homing missiles

                                        800ECF32 0004

 Player 1 max vulcan

                                        800ECF28 0008

 Player 1 max lasers

                                        800ECF2A 0008

 Player 1 max plasma

                                        800ECF2C 0008

 Player 2 infinite lives

                                        800ECF80 0003

 Player 2 infinite thermonukes

                                        800ECF78 0101

 Player 2 infinite cluster bombs

                                        800ECF78 0202

 Player 2 max nuke missiles

                                        800ECF70 0004

 Player 2 max homing missiles

                                        800ECF72 0004

 Player 2 max vulcan

                                        800ECF68 0008

 Player 2 max lasers

                                        800ECF6A 0008

 Player 2 max plasma

                                        800ECF6C 0008

 Infinite credits

                                        800FFC24 0003

Codes

Options Screen During gameplay, hold the top four buttons to bring up a

---- screen which allows you to adjust the resolution and move the

screen around to your liking, in addition to several other features.

In the option screen if u go to miscellaneous to change the number of

credit from 3 to 6 to 9 if u press the square,circle,triangle,X

simultaneously u would get the credit from 3 to 6 to 9 to FREEPLAY


Rayman

Game Shark

 MASTER CODE

                                        D0008534 40A0

 Infinite lives

                                        801E4D50 0060

 Regain health

                                        801F6200 0002

 Mega glove power (Note 1)

                                        800AE9C8 0D0D

Note : The game slows down while switch is up. To stop the slow-down simply put the switch down once the cheats are active, and

push the switch up again whenever extra lives are needed.

Note 1 : You can only have power gloves on levels where you can collect the glove power-ups (mostly after the third stage). Simply

put the switch up (if already down) at the start of a level to see if you get power gloves.

Codes

10 Continues When you have three or less continues left, press U D R L

-- on the continue screen (with the alarm clock).

99 Lives Enter X N B 9 F M ! Z 2 ? as the password.

---

TV Screen To turn on the TV window, pause then press and hold down R2 while

---- you hit () () L () ()

Large Rayman Demo After the Ubi-Soft logo, press and hold L1, L2, R1, R2,

-- Keep holdingthem down untill the animation of the brick

wall and press and hold down start. When the screen goes black release.

Final Password  0 D 2 K V 7 W W M D


Return Fire

Game Shark

 Infinite fuel

                                        80082016 013F

                                        800EC21A 002C

 Infinite ammo

                                        80082030 0095

                                        800EC236 0026


Resident Evil

Game Shark

 Infinite health

                                        300C51AC 008C

 Turn knife into rocket-launcher

                                        D00C8784 0001

                                        800C8784 FF0A

 All items in chest - set 1 (Note 1)

                                        800C8724 FF3D

                                        800C8726 FF41

                                        800C8728 FF06

                                        800C872A FF07

                                        800C872C FF08

                                        800C872E FF09

                                        800C8730 FF3E

                                        800C8732 FF13

                                        800C8734 FF14

                                        800C8736 FF15

                                        800C8738 FF16

                                        800C873A FF17

                                        800C873C FF18

                                        800C873E FF19

                                        800C8740 FF1A

 All items in chest - set 2

                                        800C8742 FF1B

                                        800C8744 FF1C

                                        800C8746 FF1D

                                        800C8748 FF1E

                                        800C874A FF1F

                                        800C874C FF20

                                        800C874E FF21

                                        800C8750 FF22

                                        800C8752 FF23

                                        800C8754 FF24

                                        800C8756 FF25

                                        800C8758 FF26

                                        800C875A FF27

                                        800C875C FF28

                                        800C875E FF29

 All items in chest - set 3

                                        800C8760 FF2A

                                        800C8762 FF2B

                                        800C8764 FF2C

                                        800C8766 FF2D

                                        800C8768 FF2E

                                        800C876A FF2F

                                        800C876C FF30

                                        800C876E FF31

                                        800C8770 FF33

                                        800C8772 FF34

                                        800C8774 FF35

                                        800C8776 FF36

                                        800C8778 FF37

                                        800C877A FF38

                                        800C877C FF39

 All items in chest - set 4

                                        800C877E FF3A

                                        800C8780 FF3B

                                        800C8782 FF3C

Note 1: This four sets of codes will add all the items to every chest. It is split into four because of the Pro Action Replay limit on the

number of codes you can enter into the box. To make available every item, switch on all four sets. Each individual code represents a

specific item, so you can add whichever items you please after experimentation.

More detailed (and complicated!) codes…

Important: We will NOT be supporting these codes. Use at your own initiative…

The items being carried by Jill or Chris can be individually changed. Each location in the inventory has a code address associated with it, as follows:

 Jill

 800C8784

                        800C8786

 800C8788

                        800C878A

 800C878C

                        800C878E

 800C8790

                        800C8792

 Chris

 800C8784

                        800C8786

 800C8788

                        800C878A

 800C878C

                        800C878E

And each item has a code number associated with it, again as follows:

 0001

                        Knife

 6402

                        Baretta 9mm

 6403

                        Shotgun

 6404

                        Colt Python (Dum Dum rounds)

 6405

                        Colt Python (Magnum rounds)

 6406

                        Flamethrower

 6407

                        Bazooka (Explosive rounds)

 6408

                        Bazooka (Acid rounds)

 6409

                        Bazooka (Flame rounds)

 640A

                        Rocket Launcher

 640B

                        Clip

 640C

                        Shells

 640D

                        Dum Dum rounds

 640E

                        Magnum rounds

 640F

                        Fuel

 6410

                        Explosive rounds

 6411

                        Acid rounds

 6412

                        Flame rounds

 001B

                        V-Jolt

 001C

                        Broken Shotgun

 001D

                        Crank (Square)

 001E

                        Crank (Hex)

 001F

                        Emblem

 0020

                        Gold Emblem

 0021

                        Blue Jewel

 0022

                        Red Jewel

 0023

                        Music Notes

 0024

                        Wolf Medal

 0025

                        Eagle Medal

 0026

                        Chemical

 0027

                        Battery

 0028

                        M.O. Disk

 0029

                        Wind Crest

 002A

                        Flare

 002B

                        Slides

 002C

                        Moon Crest

 002D

                        Star Crest

 002E

                        Sun Crest

 632F

                        Ink Ribbons

 0030

                        Lighter

 0031

                        Lock Pick

 0033

                        Sword Key

 0034

                        Armor Key

 0035

                        Shield Key

 0036

                        Helmet Key

 0037

                        Lab Key

 0038

                        Special Key

 0039

                        Dormitory Key

 003A

                        Dormitory Key

 003B

                        C-Room Key

 003C

                        Lab Key

 003D

                        Desk Key

 003E

                        Red Book

 003F

                        Doom Book 2

 0040

                        Doom Book 1

 6441

                        First Aid Spray

 6442

                        Serum

 6443

                        Red Herb

 6444

                        Green Herb

 6445

                        Blue Herb

 6446

                        Mixed Herbs - Blue & Red

 6447

                        Mixed Herbs - 2x Green

 6448

                        Mixed Herbs - Green & Blue

 6449

                        Mixed Herbs - Green, Red & Blue

 644A

                        Mixed Herbs - 3x Green

 644B

                        Mixed Herbs - 2x Green, 1x Red

 004D

                        Comm Radio

Thus, by combining a location code and an item code, you can place certain items into certain locations. For example, to give Jill the Battery in her top left inventory location use the code:

800C8784 002A

Or to give Chris the Rocket Launcher in his bottom right inventory position, use the code:

800C878E 640A

To use these codes, we recommend you set up the items in the positions you want, push the 'start game with codes' menu option in the Pro Action Replay menu, turn off the Pro Action Replay whilst booting, start playing the game, and then when you want the items, turn on the Pro Action Replay. When you have confirmed the items are in place, turn off the Pro Action Replay again. This will allow the game to proceed from normal from here on. Otherwise, you will never be able to drop or run-out of the items you have selected.

Notice that with each item code, the first two digits control the number of each item present. Changing these two codes will change the number present. Note that these numbers are in Hexadecimal - i.e. for the code 6412 for the Flame Rounds, there are 100 rounds (64 in hexadecimal = 100 decimal). While the Pro Action Replay is turned on, this number will be maintained at 100 - i.e. infinite Flame Rounds. Items beginning with 00 are one-off items and do not have a counter. Setting them to have a counter may well cause the game to crash.

Walkthrough - Chris

RESIDENT EVIL (BIOHAZARD) WALKTHROUGH

This walkthrough is for playing with chris but you can also use it when playing jill.

CHRIS

Go to hallway and see zombie.

Run back out to Main Entrance and pick up Jill¹s Berreta get Ink Ribbon from typewriter.

Go back to through to first zombie and get  2 Clips from dead body (Kenneth¹s).

Go back to Main Entrance.

Go to Blue double door and  move stairs to get 1st Floor Map, move chest and get and Ink Ribbon in small room. Beware of Zombie

Main Entrance and go up stairs and to the right at the first tier, go to door a t the far end (above blue door) get small key. Down hall to examine Forest on the terrace and get clip. Quickly leave to avoid Crows.

Back out to opposite side of upper level (above Dining Room) Kill Zombies and push statue over the edge.

Get Blue Jewel from Statur rubleDining Room below.

Back up to above dining room and through far door on opposite side of where you entered.

3 Zombies must be taken out and then down stairs.

Zombies are easily avioded by running here so conserve ammo and got to first room behind stairs and meet Rebbeca -get Sword Key on bed - store Knife, Small Key - get Clips - Save -

Leave without  Rebecca and contiue to end of hall and through door avoiding Zombies.

Immediately turn to the left an run to end of hallway - Make sure to have at least 30 round and shoot away at oncoming Zombies.

Next got to smallTiger Room in short hallway and use Blue Jewel to get Wind Crest

Go across to small bedroom to get Clip, examine desk and kill surprise Zombie.  Get Keeper¹s Diary- Shells, leave if you only have one slot remaining.

Go through door at the end of the hall and proceed to left (up) and enter Bar Room, (next to double doors.)

Move to around piano and push case away from bookshelf - get Music Notes and use them at piano -Rebecca shows up to practice let her do that - got to Dining Room

Get EMBLEM from above fireplace in Dining Room, go save in main hall and return to piano room where secret door should open *You should have at least one open inventory slot.*

Go into Secret Room and take Gold Emblem. Replace it with Emblem.

Go to Dining Room and place Gold Emblem above fireplace and get Sheild Key from behind clock.

Go to Main entrance and through the Double blue doors. Go to door on other side and unlock it. Sword Key should now be discarded.

Through door and run like the dickens to avoid Dogs and reach door way.

Go back to dog hallway and take out dog. Move chest and get Clip.

Bacck to winding hall. Get green herb and unlock door next to where you entered but do not enter. Proceed doown hallway go into door at corner turn (Bathroom).

Drain tub and get small key. Leave.

Move to the end to long, winding hallway. Through the double doors. Get ready for two Zombies.

Go to end of hallway and to door on the left (Crow Gallery).

Inspect the pictures and hit the switches in order from youngest to oldesy. Newborn, Infant, Lively Boy, Young Man, Middle-Aged Man, Tired Old Man, and then Picture at End.  Get Star Crest. Leave.

Go into Grey Door in middle of hall and get ready to fire at Zombie. Get Green Herb. Go into Storeroom. Get other crest if necessary and save.

Out to Back Hall. End of Hall on the right is a door that leads to out side passage. Get ready for a Dog.

Place Wind and Star Crests at end of passge.

You now should get the Chemicals (in Storeroom) and proceed to area where to Tiger Room is located. At the very end of the L-shaped hallway is the Green House.

Use Chemicals in pump to kill off plant. Got to the area behind the plant to get the ARMOR KEY. Use Herb if required. ***Remeber this room if you are hurtin¹.***

Leave to Green House and go through the next door with three zombies(maybe). Go to the door immediately on the right.

Get Broken Shotgun, Clip, and use Small Key to unlock desk to get Shells. *You may have to do inventory adjustment in Rebecca Room.*

Now proceed back to the Winding Hallway with the Bathroom. Enter room that is opposite the double doors and go through to Living Room ***You should have Broken Shotgun and one available inventory slot.***

Replace Shotgun with Broken Shotgun. You are now a killing machine!

Proceed to Main Entrance and enter door next to blue double doors. There is a Zombie inside just around the corner. Get Shells using Small Key. Proceed down hallway to Mirror Room. Zombie is slow so avoid him if you can. Get Ink Ribbon and Herb if necessary.

Make you way upstairs. Go to the right at the first tier and into first door at top. Get ready for 2 Zombies in u-Shaped Hall.

Go into double green doors. Carefully move statues over the circle grates on the floor. Hit switch to open the show case. Get the Sun Crest.

Go to end of U-Shaped Hall and into Small Library and get Botany Book to file. Out opposite door. Get ready for two zombies and one waiting at far end of hallway.

Go into door in the middle of the hallway and have shotgun ready for Zombie.

Go to Small Office on your left (top). Examine insect display and hit switch to drain aquarium. Push auarium to the right and them move cabinet toward it. Get Shells. Get Researcher¹s Will on the desk.

Go to Bedroom on opposite end of Antler Room. Lighter is found here. Take it. There are also Shells and Red herb. Leave Antler rooms.

Move to end of hall and into Blue door. Use the Lighter on firplace to reveal Map of 2nd floor. Leave and go to down the stairs and to Storeroom.

Load up on Shells and make sure your life is replenished.

Make you way back upstairs to the U-Shaped hallway and into door that you haven¹t entered. (Make sure to have the lighter)

Move down the hallway and examine Richard - get Clip. Now go through next door and get ready for a Zombie.

Move upsatirs and unlock door. Sheild Key should be discarded. DO NOT enter. Back down stairs and down narrow hallway.

In this room use the Lighter on the candles to reveal secret room behind case. Move case and get Shells in small room. Clip is also found in main room.

Now proceed back to short staircase and enter unlocked door. By exploring you will encounter a snake so let him have it. Blast away and it will retreat. Examine the hole where it came and went to get final Moon Crest.

Shells are also in Attic. Proceed out - you will soon collapse from poisoning and awake in the Rebecca Room.

Get Two Crests and move to outside passage and place in final spots in Ouside Passage. You should store eveything but guns and ammo now.

Through the now open door and push stairs to shelf. Climb up and get Square Crank. There¹s a small key on the one of the barrels.

Move through double doors and be ready for three dogs. There is a Map of Garden on the wall next to useless elevator. Go through gate at other end of Courtyard.

Move around pool and use crank on square hole. Water will drain and reveal passage. Go across passage and run crazy for the elevator or the snakes will poison you.

Down the elevator and prepare for DOGS. Move through gates and look out for three more Dogs. Proceed to Guard House.

Push Statue down the hall and cover hole. Save Room is first door on right. Store the Square Crank.

Go into door across from Save Room and look out for 2 Zombies. Go into first door and drain the tub. Get Control Room Key from tub. Explore the bedroom to get Red Book and Small Key and Shells.

Store Red Book and then got to door in area where you moved statue. Move down hallway and go into first door you come to.

Move down passage to left by wasps¹ nest and grab Dormitory Key 002. Run and leave room. Continue down hall to Room 002. Discard key 002. There is herb hidden behind Statue. Enter Room 002.

Inside first door(bathroom) will be a Zombie and a Clip. Leave clip. You will be back. Proceed back into other room and get Dorm Map, Plant 42 Report, Leave Shells.

Push cabinets to reveal ladder down. Go down to Lower Passage.

Push the three boxes into water to create a walkway. The first box will have to be pushed backwards, at first, to get it away from the wall. Go through double doors at the end.

Run, Run, Run! Look out for the big fish!  Move around to other side of room and into Control Room. Discard Control Room Key! Flip the Lever to drain rooms. Hit button next to door to open Weapon Storeroom next door.

Go to room next door.

Get the dormitory Key 003. Two Clips and Two boxes of Shells are here, but

be sure to save one slot for a Small Key that is found in corner of room directly across from the one you are in. Go get the Small Key.

Load up on all that you can carry and head back up the ladder. Take a look at the sharks doin¹ the ole¹ crappy flop. Be sure to collect ammo that you left in Room 002.

Move back to Main Guard House Hall and enter Double Red doors. Have plenty of Shotgun Shells to take on the two Giant Spiders. You will most likely be poisoned and there is Blue Herb near the entrance to the Guard House.

Get Ribbon, Clip, and take a look a the pool table.

Get Red Book from Save Room and stock up the ammo for a big fight.

Navigate back to the Room with the Wasps¹ Hive and enter Door 003. Discard

Key 003.

Enter bathroom and kill Zombie. Get Clip from the floor. Back into

bedroom. Get Ink Ribbon from desk using Small Key. (It may be wise to save

now if you haven¹t for a while.) Go to book case and replace V-Jolt Report

with Red Book.

The other cabinet will move to reveal a door. Go in the door and be prepared to meet Plant 42. Stay to the side and run to avoid the falling acid. A trail of white will tip you off to when it will drop. You¹ll probably only get one or two shots off before you¹ll have to move. Get Helmet Key from fireplace.

Move out and encounter Wesker, load up the ammo and head back to the mansion.

Once you enter the mansion again you¹ll be introduced to the Hunters. Take the first one out and enter first door on the right using Helmet Key.

Go to the desk and turn on the light using switch. Get the Magnum Rounds on the Desk, Leave the DOOM Book for later if you don¹t have the space.

Go to Grey Door that leads to the Storeroom. Look out for the Hunter. Read the note behind the stairwell and enter Storeroom. Store the Magnum Rounds.

Proceed back to hallway where first hunter was encountered and go through double doors. Slowly move down the hallway and you¹ll encounter another Hunter. Take Œem down! Contine to end of hallway and through wood door.

The next hallway has two spiders in it but thay can be avoided by running to the entire hall. Make your way to the main entrance and go upstairs.

Now go to the room above the Dining Room where you¹ll be greeted by a couple Hunters.  To conserve ammo take out the first one you see quickly and run that direction to avoid the other. Proceed to the far door and get ready for more of the same.

After disposing of the tough Hunters, move around staircase and enter first door on the left. Pick up Orders and Shells, leave the Magnum Rounds if it is the last slot. Hit switch next to door and look at the head above the fireplace. Push the stair in front and clib to get Red Jewel. Leave.

Head down the stairs and lend Rebbeca a helping gun. Go to Rebecca Room and do use the Ink Ribbon.

Go to the end of the hall and toward the Tiger Statue Room. Two Nasty Hunters await you in this hall. Use the Red Jewel at the Tiger Room to get Colt Python. (Remember that there may be Health Herb in the Greenhouse.)

Move back the way you came and make you way back to the Storeroom (near outside passage). Grab the Colt and head upstairs. You should see a Hunter in the hallway. Let Œem have it.

Proceed to the end of the long hallway and into room with fireplace Two Zombies should be there. Save Ammo and go to next door.Unlock the door.The Helmet Key is now useless. GET READY!

The Snake Room is activated by touching the piano in the corner. It¹s will take numerous rounds to kill this nasty reptile, so have plenty of health and ammo. One you have taken care of the Snake, make sure you have the Shotgun before you drop into the hole.

Once you¹re down move to the gravestone and hit the switch to activate

trap door. Go down the ladder. There will be 2 Zombies in this area, the

first is around the corner guarding a box of Shells. Get the Shells and

proceed to the far door.

Two Zombies are feasting on another and behinfd them is 2 Green Herbs.

Move toward them and don¹t attack until they stand. (Take them on only if you¹re in dire need of health.) Move down to door that will take you into Kitchen.

In the Kitchen you¹ll find a Small Key on the counter. There¹s a dying Zombie lying near an elevator to the right of where you entered. It is probably the best to let him grab you ankle if you¹ve got health to spare. The head stomp will save many rounds. Proceed up the Elevator.

When you get to the top a Zombiw will be right there. Take him out and proceed in that direction if you¹re low on ammo. Go into closet that is directly ahead.

Two boxes of Shells and a Battery are here. Leave the Battery, but remeber to save a slot for it.

Leave closet and quickly run back toward Elevator and look for a Zombie end of the hall directly ahead. There¹s also Green Herb it a small nook. Go into Blue double doors and get ready to shoot.

Once you¹ve taken care of first Zombie there is a desk in the corner to the right. Use the Small Key and get the Magnum Rounds. Move to door in opposite corner and beware of the Zombie that¹s behinf the bookcases.

You¹ll find a Scrapbook to file. Move through door and move straight ahead.

Moving straight ahead will run you into a statue. Push it just enought to get around it and then go to statue with Red Switch. Hit the Switch and it will light a small area. Push the statue over to lit area and Secret

Office will open. Get the MO Disk. Leave.

Move to the other side of the room and push bookcase to the top of the screen, (away from blue doors.) Enter the Secret Observatory and get Ink Ribbon and Clip if you have the space. Look out window. Return to Closet to get Battery.

If you need the health and have some ammo to spare, continue down hall past the Closet. There¹s a Zombie right next to the closet door and another when you continue into the next door where there is also Green and Blue Herb. There are also 2 Zombies feeding down at the ens of the passage and a door that cannot be unlocked.

Move back to Elevator and return down to Kitchen. Move to door and stairwell at the opposite end of the Kitchen. You be presented with a cut-scence and fresh Zombie to kill. Move to F1 via stairs.

Move around elevator and unlock double doors. You¹ll enter a familiar hallway and greeted by two hunters. Take Œem on if you dare or get out quick! Proceed to back Storeroom.

In the Storeroom consolidate inventory and be sure to have the Doom Book 1 stored. Take Square Crank, Battery, and any guns with Bullets. Proceed to Outside Passage.

In the Outside Passgage there is a Hunter in the middle of your path. If you¹re bold, take him out. With some quick movements it can be avoided.

Move through the Courtyard and arcoss waterpath, past snakes, down elevator to Lower Courtyard. Use Battery on othe elevator and go up. Move back to large pool and Square Crank panel. Use the Square Crank to stop the water. It may be a good idea to go back and store the Crank because you¹ll no longer need it.

Move back down to Lower Courtyard and down ladder that was behind Waterfall. You should have Shotgun and other loaded guns. An Ink Ribbon would be useful, but only if it has one use left.

A Typewriter is directly ahead and around corner. Save if you have less than two slots open. Otherwise go into door directly at the bottom of the ladder.

There is a Flamethrower on the wall. (We left it alone, but it can be useful.) Proceed to the left and through the door.

In this large room there is F-Aid Spray and a box of Shells on the far side. Get those and move toward passage to Enricho Door.

Go to the end of the hall and see Enricho cut-scene. What did he mean by double-crosser? Enricho has a Clip but save room if it will fill last slot.

Move back to out and you¹ll immediately be attacked by two Hunters. Take these two down!. There is also a Crank ahead. Use F-Aid Spray if necessary. Move out and be ready for two more Hunters in this next area.

Move out either door and yet another Hunter will await. Replace Flamethrower (if necessary) and exit area. Move down to area next to type-writer.

Use Hex Crank on panel and move through door. Make sure to have one open slot.

Get Flamethrower and run down to trigger rock. Duck out at entrance. Now move to area where rock rolled and look for a Hunter there. It is possible to get more Flamethrower Fuel ant the opposite end of passage, but it also triggers another Hunter. Proceed through double doors and Giant Spider.

Run around Spider and use small blast to kill him. Four or five rounds with the Colt should do the trick. Leave and reenter to dispose of Small Spiders. Use Flamethrower or Combat Knife on Web Door. Go out an to the rom to the left.

In this save room there is Blue Herb, F-Aid Spray, and Ink Ribbon. Use the Blue Herb first if you¹re poisoned and then the F-Aid Spray. Save and take Hex Crank and Flamethrower with you.

Move out and to opposite end of hall, you¹ll need to run because of snakes on the ceiling. Replace Flamethrower to open door and go.

Move to the left (up) and down passage. Use Hex Crank three times (x3) on crank panel to access small passage. Run down and trigger boulder and duck into small passage. There is a Map and MO Disk in area where boulder was.

Move into secret room and move Statue down wall to line up with highlighted area. Use Hex Crank two times (x2) on panel to move statue away. Push statue to highlighted trigger and grab Doom Book 2.

Return to Store Room and stash Crank and pick up Doom Book 1. Have at least three slots. Proceed back to other end of passage and through door.

Move to the left (down) and go up elevator to Fountain Area. Check both of the Doom Books through the inventory menu. Turn the books¹ and use the action button to inspect all sides. The books will eventually open to reveal an Eagle and a Wolf Medal. Use thes on the appropriate ends of the Founmtain to reveal stairs. Before you go down acquire an the Blue and Green Herbs. Mix Green-Blue if necessary.

Go down Fountain Passage via stairs and elevator. Once down, move around corner and down ladder.

There will be a Storage Box here so grab the pistol, and any other useful weapons with ammo. Procced through door and be ready for 3 Zombies. If You have limited ammo run directly around to stairs and down. Otherwise take the them out and get MO Disk from Desk in nook next to double doors. There¹s also Green Herb in this passage. Down.

Go directly through double door at the bottom of the stairs and then through the first door after that. Hit Red Switch to turn on lights. Get Researcher¹s Letter, read to get Login and Passwords. Push bookshelf away and use blue switch to dicypher code words on painting. Clip is in box next to sink. Green Herb is also here. JOHN   ADA   MOLE. Leave.

Move back out double doors and run straight ahead to door and into Small Lab. Use Computer and Passwords to unlock B2 and B3 Doors. Get Slides from floor. Move out and back up stairs.

At the top of the stairs move striaght ahead to doulbe doors. Enter Conference Room

Use Slides on Projector, acquire Security System File, and open panel and hit switch to activate secret panel. Get the Lab Key. Return down.

Run to door at opposite corner of stairs. Avoiding or taking on the slow but deadly naked Zombies. Use Lab Key on Lab Door that is marked with red emblem. Lab Key is now discarded.

A Zombie will be directly ahead. There is also one around each corner. Go directly ahead to Save/Storeroom. There is an Ink Ribbon, Magnum Rounds, and Herb in this room. Save and take Shotgun and Magnum and One (1) MO Disk with you. Leave and go back to Operating Room.

Get Shells and Red Herb. Move boxes and stairs to get to air duct. Go through and enter the Morgue. Use MO disk to get Passcode 2, get Magnum Rounds from shelf. Exit and be ready to blast if you haven¹t killed all the Zombies. Go back to save room and load up on herbs for next mission.

Power Maze - Bring MO Disk/Health(s) -

Review the area map and look for the doors -  Run to terminal in corner opposite the door to activate power panel. Go to far door to enter next maze. Get Pass Code 03 from terminal that is straight ahead. Run through avoiding the ceiling hunters to main generator room. Activate the terminal on the left side. Run out. There are Two hunters in first room and three in second.

Now with MO Disk and some weaponry, head back toward the stairs and go through double doors and through door midway down the passgae. 4 Zombies await.

It is possible to get more than one Zombie with the Shotgun at close range, (three is our record.) Get Fax File from wall and use MO Disk on output machine to get Pass Code 1. Leave and go to end of hall.

Use passcode machine to enter codes and prceed to cell to be reunited with Jill. The door is locked so return toward Save/Storeroom and move to Tyrant Elevator that is at the end of the hall. Rebecca should join you. *You should have at least six rounds of Magnum/ Shotgun or at least 15 or more Berretta.*

Up and encounter Wesker¹s evil plan and he¹ll introduce you to the Tyrant. Take him on and then use the computer terminal to unlock the door. Go out and down elevator.

Now make your way back to Jill¹s cell and free her. Look out for the Ceiling Hunters!

Move upstairs and Zombies are everywhere!  Run past those slow guys and to the ladder. Make sure to have at least one open slot.

Up ladder and through Emergency Door that is right next to you.

Down the passage and get the Battery. Use it on the elevator. Up.

Get flare from box right next to elevator - Use it in middle of Heliport. Await the return of Tyrant. Aviod him until Brad drops Rocket Launcer. KaBoom!!

Fine¹

Credits for this walkthrough go to:

--

________________________________________________

Game Informer.....

     "we're not #1, so we don't suck."

Game Informer Magazine - Sunrise Publications

http://www.winternet.com/~gionline

email - gionline@winternet.com

Walkthrough - Jill

The following is a basic walk through on how to get the rocket launcher with Jill. To get the rocket launcher, you need to win the game in under three hours.  If done correctly, you will restart the game with Jill and a rocket launcher with unlimited ammo.  Let's just say that this thing rocks!  It totally nukes anyone and everything and makes the game better.  Although the game is way too easy with it, but it does add for variation and a definite plus on the fun factor.

*NOTE:  This walk through should make more sense if you've already won the game once.  There are spoiler notes so be warned....  It's also helpful if you know the floor plan of the mansion and other areas beforehand.  Many steps will leave out how to exactly get to the next room.  I'll be assuming you'll know the most direct route to the next room I indicate.

Walk-through:

*NOTE:  It's up to you if you want to just run past the zombies (or go ahead and kill them.)  A good way to kill them is by one shot of the shotgun.  Wait until they're up close to you and fire.  The zombie's heads will literally explode.

1-	Start the Jill storyline and with Barry run into the dining room.  Get the emblem and go into the next room.  Kill the zombie and get ammo.

2-	Return to Barry and the to the main hall.  Get lock-pick and head off to the right room.  Don't bother with map and ink ribbon.

3-	Enter hell hound room (where 2 hell hounds leap out of the window at you.)  Either  a-)kill them or  b-)run past them and quickly grab the clip by moving the second cabinet.

4-	Go through the door at the end of the hound room and pick up the plant.  Go into the shotgun room and take it.  Leave and the ceiling should come down on you.  Barry will come and save you in the nick of time.

5-	Go into the next hallway (door across the shotgun door) and run into the picture room (the room

with the crows/ravens and paintings.)  Flip the switches in order from new born baby, infant, young boy, young man, middle aged man to bold old looking man. Flip the last switch to get the medallion.

6- 	Leave room and run to the storage room.  Pick up plant chemicals.  Exchange items--take only shotgun, beretta, and clips (herbs if you think you'll need them).

7-	Leave storage area and go up stairs.  Kill the right zombie.  Run down the hall and through door.  Run down hall into the main hall-upstairs.  Barry will be there to give you acid rounds for the bazooka.  Run over to the patio room to see dead Forest.  Get bazooka.

8- 	Return to main hall upstairs.  Go across to next room and enter upstairs dining room.  Kill left zombie and push statue down.  Exit through back door.

9-	Kill zombies and go down stairs and go into second storage room.  Feel free to save your game with the ink ribbon on the bed.  Exchange items--take chemicals, wooden emblem and weapons you feel good with.

10-	Run to nursery and poison the plant.  Get key.  While there, pick up red and green chemicals.  Mix them to save room and have good healing items.  SAVE atleast three spaces in inventory.

11-	Go down hall into the caretaker's room.  Pick up clip and go to desk.  Kill zombie from closet (one good quick shotgun blast to head) and pick up ammo (don't need to pick up diary.  Waste of time...) for the shotgun.  MAKE SURE you still have atleast two spaces still.

12-	Exit room and turn right, down to the door.  Unlock door and you should be in the hallway where Kenneth's body is.  Turn left into the Bar/Piano room.  Get sheet music and play piano.  Go in the secret room and exchange emblems.

13-	Return to dining room.  Place gold emblem over fireplace and get armor key.  Run around table and pick up blue gem.  (Inventory should be about full)

14-	Return to hall (where Kenneth's body is) and turn right and take first door on left.  This will take you back to the hall with the nursery and tiger statue.  Go to tiger statue room and exchange blue gem for the medallion.

15-	Go to the back door (the hall with the ammo room and storage) and enter the ammo room.  (The room with the broken shotgun.)  Pick up clip and shotgun ammo.  Should be able to carry these because hopefully you already have these in inventory.

16-	Return to storage room down the hall.  Exchange items--take armor key, ammunition for beretta and shotgun.  Run back to dining room (lower-level.  NOT UPPER level.)  Run into the main hall way (LOWER LEVEL).

17-	Go across into the second door (the locked one that requires the armor key.  Unlock and go in.  Get clip on the desk and kill zombie.  Get shotgun ammo in locked desk.  Leave into main hall.  Go up the main hall stairs and go right into the hallway.  Run to the suit of armor room and get medallion.  (Don't forget to move the statues over the poison gas holes.)

18-	Leave and run to the attic door.  Unlock and enter and see Richard (if you have space, pick up the green plants).  Talk to him and run back to storage room and get serum.  May want to save game here just in case.  Exchange items--stock up on healing products, shotgun and ammo (hopefully, your shotgun and ammo will be enough.  If you're not that good at killing the snake, then take bazooka too.)  TAKE SHIELD KEY also (the one behind the clock) with you.  Don't need the armor key anymore.  Run back to Richard.

19-	Get the radio (who cares...) and enter the attic.  If you want to, you can run next door to the candle room and get a clip.  You won't be able to the shotgun shells because you don't have your lighter yet.

20-	Kill the snake.  Remember to heal yourself occasionally.  Pick up medallion and shotgun shells.

21-	Leave and assuming you've been poisoned, Barry will save you.  If not, go to the next step (22).  Wake up in bed, and run to storage box.  Exchange items--take all four medallions and weapons.  Run across to the dining room, out into the main hall.

22-	 Exit out the back door and go to the mantle/medallion placement door.  (The place where you put the medallions.)

23-	Place medallions and enter the garden room.  Push the stairway and climb.  Get the crank.  Leave into courtyard.  Pick up plants and mix red and green together.  Kill hounds FIRST.  Pick up blue ones on other side and mix also.  Run across to opposite gate and use crank to open flood gate/dam.  Go down ladder and up to other side.  Run to the elevator.  Here the radio will go off.  Just ignore it because it takes up time and is not necessary for the story.  Every minute counts....

24-	Either kill or run past hounds below.  Cross over to the opposite gate.  Pick up and mix plants.  Kill hounds.  (Not necessarily in that order.)

25-	Enter dormitory.  Push statue over the hole (the one where the plant grabs you.)  Enter storage area.  Pick up ammo and health spray.  Save game.

*NOTE:  If you feel like saving the game more often, that's fine too.  Just do it whenever you make a trip to the storage room.

26-	Exchange items--Just take weapons and ammo.

27-	Cross over to next dormitory room (001).  Kill zombies and get Red book.  Enter bathroom.  Drain tub and get C-Room Key.

28-	Cross over to the other hallway (past the statue over the plant hole) and enter the room with the key pad and wasp/hornet nest.  Run past nest and get dorm key (002).  Return into the previous hall and run to the end room using the dorm key.  Discard key.  Go into room and push bookcases away to reveal ladder down.  (Don't pick up item on bed, just waste of time.  Plus, if you feel like you need ammo, run into the bathroom, kill zombie and pick up clip in sink.)

29-	Go down ladder and push crates over the water space.  Run down into the water and enter the shark room.  Run directly to the Control Room and use the key.  Discard key and enter room (before the shark has a chance to get to you.)  Push lever and remove water from lower level.  Push button to open next door.

30-	Enter next door.  Pick up two clips and two boxes of shotgun ammo.  Pick up dorm room key (003) also.  Run out and back up ladder to dorm room 002.  If you have space along the way, pick up plants and fill inventory.

31-	Run back to storage and stock up on weapons and healing medicines, take dorm key (003) and red book with you.  Save game would be advised.

32-	Run to dorm room 003 (the room next to the wasp nests and key pad.)  Enter the room and go into the bathroom, killing zombie and picking up the flame rounds.  Exchange books with the red book, revealing secret door.

33-	Enter secret door and kill big plant.  It will wither, but not be dead.  It will then pick you up and then Barry will come and save you.  Run to the fireplace and get key.  Go to step 34.  If you feel that you can't kill the plant the first time you'll need to return to step 31 and now follow along these ideas.

31a-	If you don't think you can take on the plant, you'll need to make v-jolt.  Exchange items--make sure you have four empty spaces!  Take the red book and dorm room key 003.  Pick up the flame rounds in the bathroom and exchange books.  Walk through the door and exit the other door before you have to seriously fight the plant.  Run to the chemical room and on the key pad punch in 3-4-5.  This will unlock the door.  Pick up empty bottles and mix together v-jolt.

32a-	Run down to dorm room 002 and return into the shark room.  Enter the room with the roots and put v-jolt on the roots.  Return up to the storage room and stock up on weapons and medicine.

33a-	Return to the plant via the double doors (not dorm room 003) and kill plant.  Get key in fireplace.

34-	Return to mansion.  Kill the hunter that follows you after entering the mansion.  Go into the room

on the left and get doom book 1.  (No need to get ammo for the Colt Python.)

35-	Go next door into the storage room and stock up on new ammo and items. Exchange items--take weapons and healing and helmet key.  Going to fight the snake next, so may be wise to save your game.

36-	Go upstairs and left to the fireplace room (the room where you used the lighter to get the map.)  Go through the door to the right and go to the piano.  Click on it and the snake will come out.  Kill snake and look at hole while it's dying.  Barry will come in and help you.  Fall in and push switch on grave.  Wait for Barry to return before going down.  Get pass code then go back down hole.  MAKE SURE YOU'LL HAVE ROOM FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS.  IF NOT, RETURN TO THE STORAGE ROOM B EFORE GOING DOWN.  Go down the ladder under the grave.

37-	Kill zombies and get shotgun ammo to the left.  Run down hall to the door.  Go down next hall and skip the zombies eating the person.  They'll leave you pretty much alone.

38-	Enter kitchen and go right to the elevator. Kill the zombie on the ground.  Hopefully, you have two spaces still.  Go up the elevator and kill zombie.  Go into the closet  and get the battery for the elevator and some explosive rounds.

39-	Back track exactly the way you came from and return to the ladder and hole (the place where you killed the snake).  Return to the storage room downstairs and exchange items--take battery, crank, and weapons, especially the bazooka (healing also would be nice since the spider's next.  Have about two empty slots).  And if you have an ink ribbon with one slot, go ahead and take it.  Make sure there's one slot so it'll disappear when you use it.

40-	Go out into the garden and cross over to the elevator on the other side of the pond.  Go down elevator.  Go to other elevator, install battery.  Go up and over to the flood gate/dam.  Use crank closing the gate and return to the newly powered elevator.  Go down and enter the ladder down (the one behind the waterfall.)

41-	Go into the door on the right and see Barry.  When he asks to go with you, say yes, but have him lead.  Follow him and enter.   He'll kill a hunter guy and then follow you.  Run into the back room and pick up ammo and health spray.  MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE HEXAGONAL CRANK.  Go into the room where Enrico is and follow storyline.   If you have room for a clip, pick up clip on Enrico's body, but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK.  Run and pick up crank and run out.  Just run past the new hunters, or kill them, but running past would be advised to save time and ammo.

42-	Go to first hall way and run over to typewriter.  Save game if you have a ribbon.  Use crank on hole and turn hallway.  Go down hall and past door.  Turn right and run to the boulder.  Then start running back.  The boulder will follow, run to safety.  Then run and get flame rounds.  If you've been killing the hunters, then one won't open the door and follow you.  But there will be one next to the crashed boulder.  If you ran past them, one will open the door as you get to the flame round and attack you.  Kill him or run past him to the door beyond the smashed wall boulder.  There won't be a hunter in there.

43-	Go beyond the door and kill the spider.  It is possible to kill it with two blasts of the flame round as long as they hit it's body and not the legs.  Pick up knife if you don't have one in inventory and swipe open the door.  Hopefully you'll have a space for the knife in inventory (you probably used an herb fighting the spider.)  If you don't have room for the knife, just get bitten a few times by the baby spiders that pour out and then use an herb.  Go to the left and enter storage.  Pick up healing products and save game or don't.   Exchange items--take doom book 1 (eagle medallion if you already opened it), weapons and hexagonal crank.  Run down hall and enter the second boulder stretch.  You don't need to run from the boulder, just use the crank three times and enter the room where the second doom book is.

44-	Get second doom book and open.  Get medallion.  Go up the elevator into the garden where the fountain is.  Place medallions accordingly and pick up herbs.  Go down fountain and enter elevator.  Go further down the ladder and enter the room with the storage box.  Exchange items, or don't.  Run across into the room.  Kill zombies and go downstairs.  Go to the left into the computer room and login.  Use JOHN for login and ADA for password.  Unlock door on B2 with password MOLE.  Return upstairs to the now unlocked room.

45-	Run over to the panel and open it.  Push the button and then get the Lab key.  Run back down into the lab and go to the door to use the lab key on.  Run across to the storage room and stock up on healing and save the game.  Exchange items--weapons and healing.  Run out door and down to the left to give power to the elevator.

46-	Enter room.  You don't have to kill the ceiling creatures.  Just run to the right and use the terminal there to give power to the elevator.  Run to the back of the boiler room and open door.  Go down the corridor to the right and enter the room with the triggering computer and the circuit computer.  Activate the elevator and run out of the boiler room.

47-	Run over to the now operational elevator.  Barry will join you and follow story line.  Kill Tyrant.  It's easy if you just shoot and run.  Shoot and run.  You'll probably never get hit, but try to kill him quick.

48-	Barry and you will escape.  After the elevator ride run to the emergency elevator, All you should have to kill along the way are two ceiling monsters and three zombies.  Feel free to use bazooka and whatnot to kill them quickly.  Run out the emergency door.  Barry will be waiting for you.   On your way you'll cross the storage box.  Exchange items-- all you need now is healing.  MAKE SURE YOU HAVE ONE SPACE EMPTY FOR THE SECOND ELEVATOR BATTERY.

49-	Run over the battery (the radio will go off automatically and you'll have to listen to it.)  Pick up battery and place in elevator.  Go up elevator.  Leave elevator and pick up flare.  Use flare. (You don't have to walk out a ways or anything.  Just use it right away if you want.)  Tyrant will come out, just avoid him and run around till the helicopter drops the rocket launcher.  Kill Tyrant. 50-	The End.  Hopefully, this will take you less than three hours. (I did it with 2:09:10 and 11 saves.)  Restart game with Rocket Launcher.  Blow thy enemies to little pieces.  Smile with a big grin......

That's about it.  Please make any necessary adjustments and such according to your style of play.  If you feel you need to carry more weapons than healing that's fine, or vice versa.  But it's definitely worth it to run around with the Rocket Launcher.  It's kind of funny when you play it again with a Huge Rocket Launcher in your arms and when Barry gives you the acid rounds, you ask him what about him, and he says, "I have this!"  and you're carrying this huge weapon 'o destruction.  Or if/when you meet him on the balcony to see Forest and he says to you, "Take this (bazooka).  You don't have a weapon Jill."  And there you are carrying a Rocket Launcher in your arms.  Anyways, good luck to everybody and enjoy.....


Ridge Racer

Game Shark

 Black car

                                        80080196 000C

 Infinite time

                                        80130C5C 06C5

(JAPANESE)

 Select any car (inc Black)

                                      80173300 000D

 Select any course (all 8)

                                      801E90A8 0008

 Max speed

                                      801D7F40 0688

 Max 6th gear revs

                                      801D7F48 4FFF

Codes

Extra Cars Shoot all the Galaxians during load-up to chose from eight

 additional cars. Start shooting immediately to get off a couple

early shots.

Extra Tracks Finish all the tracks in first place to race track backwards.

--

Banner Effects Hold  L1+R1 (L2+R2 will also work) then move the pad and

- press the buttons to make the flag turn or get bigger and smaller.

The Start button will make it transparent.

Spinning Cars/Tracks During the car and level selects screens, hold down

 L1 or R1 to make them rotate.

Mirror Tracks At the start of a race, turn around right away and run into

--- the wall behind the starting area at full speed.

Black Lambo To drive the Black Lambo, beat him in the Time Trial (TT) extra.

-

Play Your Own Music First load the game up to the title screen, then remove

---- the Ridge Racer CD with the power ON, then put in your

own music CD.


Ridge Racer Revolution

Game Shark

(JAPANESE)

  Miniature cars

                                      801DE490 0028

                                      801E6508 0028

 Freeze opponents (Note 1)

                                      801DE470 0028

Note 1: With this code, all opponents will be frozen except 2 cars, the Pink Mappy and the Blue Solvalou, which drives like lightning.

Faq

Ridge Racer Revolution Mini-FAQ version 1.0

Patrick Roman Fabri (pfabri@hrz.uni-bielefeld.de)

 LAZER-MODE

To get a homing-laser hold down L1, R1, SELECT and DOWN during Galaga '88.

Press TRIANGLE to fire.

EXTRA-CARS

Shoot down all ships on Galaga '88. You may use the LAZER-MODE cheat.

RALLY-X-MODE

Shoot down all ships on Galaga using the LAZER-MODE cheat.

DRIFT-CONTEST-MODE

Choose Time-Trial on any course. Position the cursor on the start button and press gas and brake simultaneously. During the game the message 'Spinning-Zone' appears on the screen. Try to do some nice 360s, 540s or even 720s. But always rememeber: STYLE is important. Your score will be shown in the Replay. Too bad that the DRIFT-CONTEST high-scores can't be saved. By the way - you can't combine the DRIFT-CONTEST-MODE and the RALLY-X-MODE. Sad but true.

TOGGLE REAR-VIEW MIRROR ON / OFF

Press START to pause the game. Hold down TRIANGLE and press L1 or R1 to

toggle the mirror on or off.

ZOOM CAR IN / OUT (EXTERNAL VIEW ONLY)

Press START to pause the game. Hold down TRIANGLE and press L1 or R1 to zoom in or out. Pressing L1 and R1 together resets to default.

12 DIFFERENT ENDINGS

There are 12 different endings for Ridge Racer Revolution. The ending depends on the combination in which you have played the tracks. For example Advanced, Expert, Novice has a different ending than Novice, Expert ,Advanced.

CHANGE SIZE / MOVE SPOTLIGHT ON TITLE SCREEN

Use the L and R (shoulder) buttons to change the size of the spotlight / to

move it on the title screen.

2-PLAYER-LINKUP WITH ONE CD

Load Ridge Racer Revolution on the first Playstation. Open the lid and replace the CD with a music CD. Load the game on the second Playstation. It should now display 2P-Link Option. Due to the fact that the game loads the first track  into memory you can now have a linked game on the first track. The first PSX will play BGM from the music CD (The music CD isn't necessary. If you don't  put a music CD into the drive you will hear only the sound-effects.). To play any other track you have to select *and load* (start a race, wait until the track is loaded, abort the race) the track on the first PSX before starting the game on the second PSX. I know that this isn't too comfortable but at least it works...

If anybody knows some more cheats / tricks for RRR please send me a short note. Especially if you know how to access the original Ridge Racer track in 1P-Mode. Ridge Racer Revolution Mini-FAQ version 1.0 Patrick Roman Fabri (pfabri@hrz.uni-bielefeld.de)

LAZER-MODE

To get a homing-laser hold down L1, R1, SELECT and DOWN during Galaga '88.

Press TRIANGLE to fire.

EXTRA-CARS

Shoot down all ships on Galaga '88. You may use the LAZER-MODE cheat.

RALLY-X-MODE

Shoot down all ships on Galaga using the LAZER-MODE cheat.

DRIFT-CONTEST-MODE

Choose Time-Trial on any course. Position the cursor on the start button and press gas and brake simultaneously. During the game the message 'Spinning-Zone' appears on the screen. Try to do some nice 360s, 540s or even 720s. But always rememeber: STYLE is important. Your score will be shown in the Replay. Too bad that the DRIFT-CONTEST high-scores can't be saved. By the way - you can't combine the DRIFT-CONTEST-MODE and the RALLY-X-MODE. Sad but true.

TOGGLE REAR-VIEW MIRROR ON / OFF

Press START to pause the game. Hold down TRIANGLE and press L1 or R1 to  toggle the mirror on or off.

ZOOM CAR IN / OUT (EXTERNAL VIEW ONLY)

Press START to pause the game. Hold down TRIANGLE and press L1 or R1 to zoom

in or out. Pressing L1 and R1 together resets to default.

12 DIFFERENT ENDINGS

There are 12 different endings for Ridge Racer Revolution. The ending depends on the combination in which you have played the tracks. For example Advanced, Expert, Novice has a different ending than Novice, Expert ,Advanced.

CHANGE SIZE / MOVE SPOTLIGHT ON TITLE SCREEN

Use the L and R (shoulder) buttons to change the size of the spotlight / to

move it on the title screen.

2-PLAYER-LINKUP WITH ONE CD

Load Ridge Racer Revolution on the first Playstation. Open the lid and replace the CD with a music CD. Load the game on the second Playstation. It should now display 2P-Link Option. Due to the fact that the game loads the first track  into memory you can now have a linked game on the first track. The first PSX will play BGM from the music CD (The music CD isn't necessary. If you don't  put a music CD into the drive you will hear only the sound-effects.). To play any other track you have to select *and load* (start a race, wait until the track is loaded, abort the race) the track on the first PSX before starting the game on the second PSX. I know that this isn't too comfortable but at least it works...

If anybody knows some more cheats / tricks for RRR please send me a short note. Especially if you know how to access the original Ridge Racer track in 1P-Mode.


Rise of the Robots 2

Game Shark

 Infinite health player 1

                                        8007D3C6 0078

 No health player 2

                                        8007D462 0000

 Infinite time

                                        800672EC 0D00

 Infinite health player 2

                                        8007D462 0078


Road Rash

Game Shark

(JAPANESE)

 Unlimited Turbo

                                      800837EC

                                      0000


Robo Pit

Game Shark

(JAPANESE)

 Unlimited Power

                                      800A5610 0096


Shanghai Triple Threat

Codes

Level passwords

Arcade / The Great Wall:

 01:XXX 02:E44 03:F77 04:K0A 05:N3D 06:96G 07:T9J 08:W2M 09:Z5P 10:C8S

 11:F1V 12:14Y 13:L7? 14:O01 15:R34 16:U67 17:X9A 18:A2D 19:D5G 20:G8J

 21:J1M 22:M4P 23:P7S 24:S0V 25:V3Y 26:Y6? 27:B91 28:E24 29:H57 30:K8A

Arcade / Beijing:

 01:XXX 02:F55 03:188 04:L1B 05:O4E 06:R7H 07:U0K 08:X3N 09:A6Q 10:D9T

 11:g2w 12:J5Z 13:M8. 14:P12 15:S45 16:V78 17:Y0B 18:B3E 19:E6H 20:H9K

 21:K2N 22:N5Q 23:Q8T 24:T1W 25:W4Z 26:Y2X 27:C02 28:F35 29:I68 30:L9B


Shell Shock

Codes

Shellshock cheat mode... (the first cheat is revealed)

DIRECT FROM THE CODER! (shroomz@nlights.demon.co.uk)

load up your SHELLSHOCK until it gets to the shellshock screen with(C) Core Design on it...

then hit:-

up,down,left,right,down,down,right,right and then TRIANGLE.

you will be taken to the test menus...

you can play the game with MAX firepower!

you can play ANY level!

you can view ALL the FMV!

you can SEE the credits!!

you can tie the game to 2 frames for lovely smoothness!

There are another few cheat modes that I will let you know in a month..!

email me (shroomz@nlights.demon.co.uk) if you like the game...


Shockwave

Walkthrough

Mission 1 - Egypt

3 Objectives:

 1 - Valley of the Kings:

     Destroy all aliens here in order to get your first objective      done. You have 18 aliens to destroy there. (10 walker (tripods)      and 8 flying aliens (Scout)). Be careful here because one tripod      slowly tries to escape on the left of the path. If you are really      slow, you may not be able to destroy it.

 2 - Giza:

     Destroy all aliens here in order to get your second objective      done. You have 15 aliens to destroy there. (10 regular tripods +      2 strong tripods + 3 Scouts ).

 3 - Cairo:

     Destroy all aliens here in order to get your third objective      done. You have 20 aliens to destroy there + 1 Big Boss. (4      regular tripods + 8 stronger tripods + 8 Scouts + 1 fortress)..      To destroy the Boss, use the missile you have. Avoid absolutely      to be too close. Launch 1 or 2 missiles from far and then Make a      U-Turn and redo the approach.

Hints:

  *  To accomplish this mission you don't have to destroy any other      aliens than the ones present on these three sites. But, you may      want to destroy the 3 tripods present on the refinery site in the      middle of some fuel tanks. If you destroy these 3 tripods but      destroy nothing from the refinery than you find later on the left      of the path a bonus Refueler.

  *  You have in this mission 4 possible Refueler. The second is      conditioned by your performance in the refinery and the fourth is      there only if you made the 2 first objectives.

  *  Always check that the last Refueler you saw is not turning      anymore before having it out of your path. You may sometime      refuel twice. Basically, when you see a Refueler, do a first      refueling, then destroy the aliens after this Refueler and then      return to this Refueler.

  *  On an objective place, it's generally better to destroy the      flying aliens and then the ground aliens. Try to keep your      missile for the flying aliens.

  *  Except if you want to make a high score, don't waste your time      and energy destroying all the aliens on your way. Stay focused on      your objectives.

Mission 2 - Peru

2 Objectives:

    You only have 2 objectives here in the Peru Mission. Destroy all the     Aliens in the 2 towns and you will have achieved your objectives

Hints:

  *  Shoot all the air alien forces then attack ground forces.

  *  Use refueler in the Andes and fly directly to Lima to shoot your      way to the end.

  *  Very easy mission.

Mission 3 - Las vegas -Los Angeles

5 Objectives:

Las Vegas:

     Destroy all aliens here in order to get your first objective      done. You have 20 aliens to destroy there. (3 Tripods - 5      Collectors - 7 Scouts - 5 Interceptors).

Riverside:

     Destroy all aliens here in order to get your second objective      done. You have 25 aliens to destroy there. (4 Tripods - 7      Collectors - 3 Scouts - 5 Interceptors - 3 MobileAA -1 HeatSeeker      - 2 Swarms). You must also destroy the 4 powerCells but NOT the

     prison.

Pasadena:

     Destroy all aliens here in order to get your third objective      done. You have 19 aliens to destroy there. (3 Tripods - 3 strong      Tripods - 2 Collectors - 3 Interceptors - 2 MobileAA -5      HeatSeeker s- 1 Swarm). You must also destroy the 4 powerCells      but NOT the prison.

BurBank:

     Destroy all aliens here in order to get your fourth objective      done. You have 20 aliens to destroy there. (6 strong Tripods - 3      Collectors - 3 Interceptors - 4 MobileAA - 3 HeatSeekers - 1      Scout). Be careful here because 2 MobileAA quickly try to escape      on the left of the path. If you are not fast enough in the      beginning of this objective, you may not be able to destroy them.

Los Angeles:

     Destroy all aliens here in order to get your fifth objective      done. You have 15 aliens to destroy there(5 Scouts - 4 strong      Tripods - 6 Swarms). You also have to destroy a fast moving new      craft called Cobras (their number depends on your performance on      the first objectives). You have to destroy 12 PowerCells in order      to free 3 prisons. Finally, you have to be careful with the      satellite dishes. Don't destroy more than 1.

Hints:

  *  On Las Vegas, if you don't destroy any civil building, then you

     get two bonuses:

       o  Your first Refueler is going to be full, else it's going to           be partial. This first Refueler is not visible on your radar           because a tripod is exactly at the same position.

       o  An extra Refueler in Riverside, far on the left of the           path, invisible on the radar.

  *  You need to protect the Atomic Power Plant form the Collectors      walking towards it (else you're probably dead) and also save the      6 close towers from the tripods. If you save them, then you get      an extra Refueler far on the left of the path in Los Angeles.

  *  After Pasadena, in the Refinery region, you have a partial      Refueler (invisible on your radar) on the right of the path.   *  To destroy a Swarm, just shoot the immobile one.

Mission 4 - England

4 Objectives:

  *  Destroy all transport vehicles and aliens in the first section.      ICE will tell you when you have completed this stage.

  *  Destroy all transports in the next section. This means all alien      ships and transport units.

  *  This one is a little tricky. ICE tells you that you might be OK      to ust fly by this cluster of aliens. However, this is a mission      obective so you must destroy everything in this region. The      aliens also will leave the screen so you have to be very careful      not to let anything get past you.

  *  There is a construction sight that ICE tells you to destroy. It      is a line of alien ground-to-air "directors" that can cause      extreme damage to the shields of the craft.

Hints:

  *  At the end of of mission, there is a line of alien ground-to-air      "Directors" that fire at you. Destroy the center one and use your      thrusters to move past them. This will complete the obective.

  *  When you are past the construction site you will come across a      lot of aliens and a helicopter. The helicopter is used to pick up      Howser, so if you accidentally blow up the helicopter , you have      failed the mission.

Mission 5 Hawaii

Introduction:

Your main goal is to destroy the communication systems (Radar) and then to save the Kennedy.

5 Objectives:

1st Radar Site: (ground)

     Find and destroy the first group of 5 Radar. (Listen to ICE). Prisoners Rescue Operation: (sea)

     You have to free 2 groups of 2 barges of prisoners. For that,

     destroy the two leading alien boats without destroying the 4

     barges and the Love Boat.

2nd Radar Site: (sea)

     Find and destroy the second group of 7 Radar. (Listen to ICE).

3rd Radar Site: (sea)

     Find and destroy the third group of 5 Radar. (Listen to ICE).

Kennedy Rescue Operation: (sea)

     Destroy all the aliens surrounding the Kennedy and avoid the

     Kennedy to be destroyed. You will have to destroy 15 to 19 aliens

     (or less if you succeed in your first objectives). They are: 2

     Skeeters, 5 Skimmers, 4 Submarines, 3 Scouts, 1 to 5 Cobras

     (depending on your previous performances).

To end this final objective, you have to destroy the final Boss,

     named "Morphing Tower". Don't get to close of it to avoid to

     start the morphing operation.

Hints:

  *  In the middle of the volcano, you have to destroy a 'Pumper'      that provide the energy of the Energy fence located on the land      between objective 4 and 5. If you destroy this pumper, the fence      will be inactive, else the fence will be active and very      dangerous.

  *  On the Prisioner rescue operation (Objective 2) you have to be      very careful on what vessels you destroy. The lead vessels you      have destroy are actually the last ones when you are flying      towards them. They are going in the same direction as your flight      path. There are two sets of ships so destroy them both. Be very      careful on the second one because there is a ship right next to      it. If you destroy the ship, you won't be able to pick up the      prisoners and won't complete the objective.

  *  Between the objective 4 and 5, you'll find 3 giant alien boats.      Destroy them and you'll get a bonus Refueler on the right of the      Path after the Kennedy location.

  *  Between the objectives 3 and 4 (two radar location), you can      find on the left of the path a extra Refueler not displayed on      your radar.

  *  Avoid to get to close of the Kennedy, you may collide with it      and with the "Special Force Shield arming your aircraft, you may      destroy the Kennedy already fragile.

Mission 6 - Utah

6 Objectives:

  *  Destroy the three escavators just past the wall of AA's.

  *  Destroy the four escavators past another wall of AA's

  *  Destroy the first egg sight. It is guarded by a lot of alien      units so once you have destroyed it, use your thrusters and get      past them.

  *  Destroy another four escavators. ICE will tell you once you've      completed that there are no egg sights left.

  *  Destroy another egg sight. Use the same tatical strategy as you      did with destroying the first egg sight.

  *  Destroy the giant alien in the city of Dubway.

Hints:

  *  To destroy the escavators you need to hit them with two nuke      missiles and some random laser fire.

  *  There are two ways to destroy the egg sight:

       o  Destroy the egg itself by using your missiles and lasers on           it.

       o  Destroy the surrounding alien units and thte egg will           automatically be destroyed.

  *  When you confront the giant alien in Dubway don't worry about      destroying the building because all you need to do is to destroy      the alien to pass the objective.

  *  There are a lot of aliens in this mission that you don't need to      kill. Don't waste your time with them because all they do is      drain your missiles and lasers. Use your thrusters and get past      them.

  *  There is a hidden fuel drone in the canyon that is not on the      radar.

Mission 7 - Mexico

4 Objectives:

  *  Destroy the two escavators and the first egg sight. Remember

     that they are both heavily guarded so you must be precise when

     attacking them.

  *  Destroy the second egg sight. Use the same technique that you

     used in mission 6.

  *  Destroy the third egg sight.

  *  Destroy the robotic type aliens. There are three and they are

     heavily armored so you will have to use both missiles and lasers

     to destroy them.

Hints:

  *  The two escavators in the first objective need to be hit with

     three missiles and some random laser fire to be destroyed.

  *  Destroy the fortress and receive a better fuel drone later in

     the mission.

  *  Destroy the four flying alien units "Hunters" or they will

     follow you throughout each section.

Mission 8 - Congo

4 Objectives:

  *  Destroy the landing pads and everything inside the first two

     silos.

  *  Destroy everything in the next two silos. It is very important

     that all the eggs are destroyed in order to complete the

     objective.

  *  Destroy all the landing pads. ICE will tell you that this is

     very important!

  *  Destroy the spider alien.

Hints:

  *  The first fuel drone is guarded by mines. To disable the mines      and create a clear path to the fuel drone you must take out the      magnetic field underneath the fuel drone. Then take out the two      radar stations just over the hill. There is also a tri-pod alien      that must be destroyed.

  *  There is a giant alien directly after a fuel drone near the end      of objective one. You need to fly through really fast and fire      your missiles immediately. The continious fire from the missiles      will destroy the alien. After completing this, fly slowly back      through the fuel drone and regain the missiles you lost.

  *  The third silo that you have to destroy is really tricky! After      you have destroyed all the eggs you will have to manuever your      craft past a set of steel fangs. If your ship gets hit in any way      by the steel fangs, you will be destroyed. You must use your      thrusters time your exit out of that silo just right to go onto      the next objective.

  *  In the last objective, you will be confronted by a giant      spider-type alien. You should destroy the magnetic field first      then start using your missiles on the alien. Once you have      depleated your ammo, there is a fuel drone directly to the west      side of the screen that will enhance your shields and missiles.

Mission 9 - Paris (Clouds)

7 Objectives:

  *  Destroy the first communication tower.

  *  Destroy the second communication tower

  *  Destroy the third communication tower

  *  Destroy the fourth communication tower

  *  Destroy the fifth and sixth communication towers

  *  Destroy the giant snake alien. You might have to double back and

     hit it a few times with missiles lasers in order to destroy it.

Hints:

  *  When destroying any of the communication towers, you want to      destroy the big unit first. After it is destroyed, you can pick      off the little communication devices that surround it. Make sure      that you make good use out of your fuel drones because there are      a lot of swarming alien units that guard these communication      devices.

  *  After you pick up the first two 02 generators you will be      confronted by a giant snake like alien. Make sure that you don't      get too close to it because the damage it gives out is deadly.      Also make sure that you don't destroy the third 02 generator when      trying to destroy the alien. If the third 02 generator is      destroyed you will not be able to complete the mission.

Mission 10 - Moon(Mothership)

1 Objective:

  *  Reach the mother brain and destroy it. It will take a while to      reach it because it is located in the back of the mother ship.

Hints:

  *  Use your thrusters a lot to bypass many of the aliens. Since      there is only one objective, it would be wise not to waste much      time on alien units firing at you.

  *  When you reach the mother ship there will be a fuel drone      directly above it. Don't use it, destroy it. It will start firing      at you if you get too close to it.

  *  Watch the surface of the moon for magnetic fields. They can be      quite annoying if you are stuck in one.

  *  Scattered throughout the mother ship are "Pumpers" . They don't      fire at you, but take out as many as possible because it makes      killing the mother brain easier.

  *  When you approach the mother brain try to destroy the aliens      surrounding it first instead of hitting it straight on.. This      might make the final objective a little easier.


SideWinder

Game Shark

(JAPANESE)

 Unlimited Rockets Aim9

                                      800AC398 0020

 Unlimited Rockets A120

                                      800AE39A 0010

 Unlimited Gun

                                      80074CF6 3165

                                      800AE3A2 03E7

 Unlimited Shield

                                      80074CA6 000A

                                      80139CAC 0A6E


Space Griffon

Game Shark

 Infinite rocket launcher

                                        801E0032 0190

                                        801E0036 000C

 Infinite energy

                                        801E0058 1F40


Stahlfeder

Game Shark

(JAPANESE)

 Infinite Energy

                                      80020414 0005

 Infinite Bombs

                                      8002041C 0004

 Gun Power = X (1 to 5)

                                      80020410 000X

 Second Gun power = X (1 to 5)

                                      800204DC 000X

 Ship Type = X (1 to 4)

                                      80020408 000X


Starblade Alpha

Game Shark

(JAPANESE)

 Unlimited continues

                                      8012CFFC 0003


Street Fighter Alpha

Game Shark

 Player 1 Infinite Energy

                                        8018710C 0090

 Player 1 Power Level 1

                                        8018717E 0030

 Player 1 Power Level 3

                                        8018717E 0090

 Player 2 Infinite Energy

                                        801873D4 0090

 Player 2 Power Level 1

                                        80187446 0030

 Player 2 Power Level 3

                                        80187446 0090

Codes

Author: Tyler Oswald

Date: February 7, 1996

Akuma's Raging Demon

This Super was changed for some reason.  Do the Short and the Fierce almost at the same time, but not.  You'll know what I mean when you get it to work.

Jab,Jab,F,Short,Fierce

Play as M.Bison:

Go to the random box and hold L2

Press out,out,down,down,out,down,down

Press square and triangle or O and X for the other color.

Save M.Bison in memory:

Beat the game on 8 stars, without changing characters, using someone whose end boss is Bison.  When you defeat Bison he will appear below the random box by pressing down. Save it after you get it.

Play as Akuma:

Go to the random box and hold L2

Press out,out,out,down,down,down

Then press square and triangle or O and X.

Save Akuma in memory:

Beat Akuma by getting to him with the 10 super finishes method with the difficultly set on 5 stars or more.

Play as Dan:

Press and Hold L2

Go to the random box and press tri,square,X,O,tri or do it in the reverse motion for the other color.

Save Dan in memory:

Beat the CPU controlled Dan and the game on 6 stars for him to appear below the random box by pressing down. Save it after you get it.

Fight against Akuma (the quick way):

Go to the Character you want to use

Press and hold L2 + R2 + X until Akuma beats up your opponent

Fight against Akuma (the hard way):

With the difficulty set at 5 or more, get 10 Super Finishes against the CPU before getting to the boss.

Fight against Dan:

After winning the fifth, sixth, or seventh match hold Up + L2 + R2 until the winning words come up then release.  Dan will be your next match.

Get the Team Mode (Ryu & Ken vs. Bison) to appear in the options screen

Beat the game on 5 stars without changing characters.  Save it after you get it so it stays in permanently.

Faq

        STREET FIGHTER ALPHA

 Frequently Asked Questions ver 1.5

Written by Dan Wells (LaPlanta@aol.com)

Version 1.5 completed 7/24/95

Please send any corrections or comments to

        LaPlanta@aol.com

INTRODUCTION

**************

The wait is over, ladies and gentlemen!  SFA has been released nationally.  Expect all of your major arcades to receive this game shortly (if they haven't already).

Street Fighter Alpha is Capcom's latest installment in the Street Fighting series.  For SFA the graphics style has been changed to a more anime-esque look, and each character in the game comes from another game from Capcom's past.  There is Charlie, Guile's friend who was killed by M. Bison.  You can play Guy from Final Fight or try your hand at Adon, the awesome Thai kickboxer from Street Fighter 1 who still retains his reverse Flash Kick move.  Or go the alternate route and play Rose, a woman with magical hair and clothing who comes from Darkstalkers 2.  SFA is truly a blast from the past which brings back the magic of the SF series all over again.

Tom Cannon was the original FAQ writer, but, due to the fact that he unfortunately was unable to update it, people still had many questions, and that I love this game to death, I decided to write Tom about composing an update to his FAQ.  And so here we are. :)

Tom Cannon and =P (Mr. Cheung) deserve a lot of credit for finding a lot of the preliminary moves out.  They were the first to have the game and were (and still are) much appreciated by those of us who weren't fortunate enough to have beta versions at the time.

As always, feel free to E-mail me with your comments, corrections, and complaints at  Laplanta@aol.com

WHAT'S NEW IN THIS REVISION

*****************************

A lot of people were very helpful in pointing out stuff that was unclear, inaccurate, or omitted.  All of these people have been given credit at the end of the FAQ.  I've also been shifting my focus to the less-popular characters like Birdie, Sodom, and Rose, trying to get better strategies for them.  Thus, here is roughly what you can expect to find changed in version 1.5:

  * Explanations of the various operator-controlled options in SFA.

  * Better explainations of how to link SC's with chain combos.

  * Expanded uses of the Alpha Counter for specific characters.

  * Clarification of air-blocking multiple hits.

  * A Moves Legend added

  * Corrected/added moves for:

    -Ken

      Shoryureppa SC corrected

    -Chun Li

      Mega Kikoken SC corrected

    -Charlie

      Standing ROUNDHOUSE kick clarified

    -Birdie

      Chain Grab corrected

      Leaping Chain Grab SC corrected

      Overhead Hit added

    -Adon

      Offensive crouching FORWARD kick added

    -Guy

      Overhead Hit added

      "re-dizzy" fully explained

    -Sodom

      Sai Grab corrected

      Sai Crawl added (explained)

    -Akuma

      A couple moves corrected/updated

      Downward Air Kick added

    -Dan

      Total information added

  * Official Capcom names for moves added

  * Expanded and re-done character strategy sections.

  * Updated information on Super Combos, including # of hits and

      damage inflicted

  * Verbatum endings (some of them)

  * Information on the new hidden character, Dan.

  * My Top 10 Cheap Things in SFA List

  * An expanded Wish List of stuff that I want changed. :)

****************************

WHERE TO GET SFA RESOURCES

****************************

This FAQ has generously been put on a couple of FTP sites where you can always download the latest version.

   * brawl.mindlink.net  /pub/sfa/sfafaq10.txt

  Brawl is an FTP site with a large directory dedicated to fighting   game FAQs, pictures, sounds, guides, etc.  You can DL pictures of   SFA digitized from the latest Gamest magazine at this location,   and I may be uploading some .wav's of the BGM to SFA eventually.   Thanks go to Shinkuu Hadoken for letting the FAQ on-line.

   * ftp.netcom.com  /pub/vi/vidgames/faqs/sfafaq10.txt

  Maintained by Andy Eddy, Senior Editor of GamePro magazine, this   site carries tons of FAQs regarding both arcade stand-ups and home   entertainment system games.  If there's a video game and there's a   FAQ for it, it's here.

   * AOL Game Forum

  If you are an AOL member, just go to the keyword GAMES and check   the game FAQ section for this file.

For pictures of SFA digitized from various magazines like Gamest and DHGF, you can D/L these at brawl.mindlink.net in the same directory listed above.  I will also eventually be digitizing the BGM from SFA and making some .wav's out of it, and these will probably by U/L'd as well to the same site.

**************************************

IS ALPHA STILL BETA-TESTING OR WHAT?

**************************************

Alpha is completely done beta-testing.  From all reports and indications that I've gotten, the versions of SFA released nationally are virtually identical to those beta-testing in Chicago, California, and elsewhere.  The only difference may be in the computer AI difficulty.

Items such as Guy's "re-dizzy" and the Birdie Magic Throw bug (which I have yet to confirm myself) are in there for sure.  Capcom will probably not release another version for a while, so these things are in the game for the long-run.

*****************

SFA ROM OPTIONS

*****************

There are 4 main options that your operator has control over in the SFA ROM Menu.  I have seen some parts of the menu myself, while other bits of this info come from posters on the Net.

  * Speed Select

     The speed of the game can be set at 3 different speeds:  Normal,      Turbo 1, and Turbo 2.  The operator also has the option of      letting the players select their speed.  Unfortunately, when this      option is active, players can only choose between the 2 slower      speed settings.  Since the fastest speed is, by far, the nicest      speed, I'd highly recommend to your arcade operator that he set      it at the highest setting (Turbo 2).

  * Auto-Blocking

     Arcade operators have the option of turning Auto-blocking on or      off, which determines whether players get the option of using      it.  I have yet to see an arcade with Auto-blocking active, so I      really can't comment on how players react to it.  There doesn't      seem to be much harm in it, so go ahead and have your operator      make it active.

  * Damage Level

     This is also configurable to several levels.  If you recall in  the last FAQ revision, I mentioned that Akuma took less damage  at one arcade than the other.  Well, I found out later that this  was due to the operators fooling with this setting.  If it is  set at anything less than normal, the only difference I've  noticed is that you get considerably more time-out victories,  which isn't too good (IMHO).

  * Computer AI Difficulty

     There are at least 6 or so settings for this.  I've played one  of the harder ones, and the computer AI pulls NASTY combos on you  with ease, almost to the point where it gets like SSF2T was.  It  is still a fun challenge, but you really have to know what you  are doing (as in: newbie's will be squashed!).

*********************

OLD/NEW SF STRATEGY

*********************

The first character you will pick when you first play SFA will probably be Ryu, Sagat, Ken, or Chun Li.  Understandable indeed.  One thing that needs to be stressed, however, is that while this game is essentially based on the SF2 engine, there are a LOT of little nuances and tricks, as well as some major alterations, which make SFA dramaticly different from SSF2T.  If you play SFA exactly like you play SSF2T, you're going to get your butt kicked once you run into someone who's learned to adapt to the new engine.

Don't make the mistake of assuming that Charlie is Guile, Ken is Ken, Ryu is Ryu, etc. and overlook the differences.  Definitely experiment and fool around a bit.  Figure out what everyone has lost, what they've gained, and what the new guys mean to the old SF2 strategies. The first time you play Ryu and get grabbed by Birdie's Super Combo, torn apart by a Guy player, or humiliated by Rose and her "magic scarf", you'll know what I mean.

********

LEGEND

********

Throughout this guide I will be using symbols and notations for moves

that you may be unfamiliar with.  Here is what everything means:

  JOYSTICK POSITIONS

       O  O  O          Backwards Jump   Vertical Jump  Forward Jump

         \|/

      O --O-- O              Back            Center       Forward

         /|\

       O  O  O         Defensive Crouch       Down    Offensive Crouch

  BUTTONS

                   JAB   STRONG   FIERCE

                    O       O       O

                    O       O       O

                  SHORT  FORWARD  ROUNDHOUSE

     C. JAB translates as Crouching JAB

     S. FORWARD translates as Standing FORWARD

     F. ROUNDHOUSE translates as Flying ROUNDHOUSE (a jump kick)

Some Abbreviations:

You should be able to figure out most abbreviations from the context,

but just in case something stumps you, here are all of the potential

abbreviations I might use (Although I don't even come close to using

all of these).

  SC......Super Combo

  DP......Dragon Punch (usually referring to a DP-type motion)

 RDP......Dragon Punch motion done on the opposite side of the

            opponent

  AC......Alpha Counter

  JB......JAB

  ST......STRONG

  FR......FIERCE

  SH......SHORT

  FW......FORWARD

  RH......ROUNDHOUSE

 QCF......Quarter Circle Forward

 QCB......Quarter Circle Back

 HCF......Half Circle Forward

 HCB......Half Circle Back

  FB......Fireball Motion (QCF)

  HK......Hurricane Kick

  FK......Flash Kick

 TBK......Thousand Burst Kick

************************************

BLOCKING ATTACKS AND AUTO-BLOCKING

************************************

One of the limitations of the old SF2 engine was that you could not walk backwards if someone threw a projectile at you.  This has been changed in SFA so that your opponent or their projectile must be very close for you to block.  The obvious advantage is that you can ack away from projectiles and some close-range attacks.

Auto-Blocking is now in SFA (provided your arcade operator has it turned on).  Since all of the SFA machines in my local area appear to still be on loan from Capcom, nobody will change the settings for me to see Autoblocking.  Reports indicate that Auto-blocking allows you to only store 1 Level of energy in your Super Meter. I believe that SFA also incorporates the NW system of Auto-blocking, which is where you get only a certain amount of times you can rely on the Auto-blocking before it stops working and you have to fend for yourself.  Finally, you can supposedly perform your Super Combos by pushing just punch + kick, exactly like the motions in X-Men: COTA and NightWarriors.

**************

CHAIN COMBOS

**************

Like Darkstalkers, SFA now has chain combos.  Not only do you have "normal" combos from SF2, but you now have certain combinations of normal moves that are specificly designed to work together in a "chain."  The only way you can recognize these chain combos is by the way that they "flow" together.

These new combos open a whole new door to comboing.  If a chain combo starts with a jab, you can do the jab 3-4 times and then do the chain combo.  You can mix chain combos and Super Combos.  Jump-in/projectile combos can now be widely varied.  The whole system is pretty flexible now, allowing you to use which combo you need at the right time, whether you are comboing in a Super Combo, going for maximum damage, or trying to get a dizzy.

****************************

THE NEW SUPER COMBO SYSTEM

****************************

Every character has a Super Meter at the bottom of the screen that is divided into 3 Levels of power.  You increase your Super Meter in 3 ways:

        1) Damaging Your Opponent.

             By far the quickest way of increasing your Super Meter.

        2) Performing Special Moves.

             Everytime you do any type of special move, whether it

             hits your opponent or not, your Meter goes up.

        3) Getting Hit by Your Opponent.

             Blocking and taking damage increase your Super Meter, but

             only by a very small amount.

Each character has two to four Super Combos which require energy (Chi) from their Super Meter.  Each Super Combo can be performed at 3 levels of power, corresponding to the 3 levels of the Super Meter.  To perform a Level 1 SC, simply do the proper joystick motion and hit a single punch or kick button (according to the SC).  To perform a Level 2 SC, press any 2 of the punch or kick buttons.  To perform a Level 3 SC, press all 3 punch or kick buttons.

When you actually execute the SC, the screen darkens, the game pauses for a bit less than 1/2 a second, and Chi swirls around your character, focusing on their fists or feet.  The SC is then executed with blue trailing frames of animation.  The whole SC thing looks much beter than it did in SSF2T.

Since you gather energy relatively quickly while fighting, you almost always have a Level 1 SC at your disposal.  For this reason most Level 1 SC's have somewhat mediocre priority, invulnerability, and damage potential.  Level 2 and 3 SC's are much better, epsecially Level 3 SC's where you can often get up to 50% or more damage with all hits.

Thus, you now have the option of attacking with many weaker SC's or one big SC.  Which approach you use is totally dependant on the character you are using, your opponent, and your individual style. However, there are 2 things to be careful of.

First, if you use a SC, make sure that you are in a position to get most or all of the hits.  Using Ken's Level 1 Shinryuken against a jumper is stupid since you'll get a pitiful number of hits and damage. Don't do Charlie's Level 3 Rushing Kick SC if your opponent is airborn since you will only get 2 hits of the SC.  Don't use Ryu's Fireball SC just to get 3 hits of blocked damage.  Pretty basic stuff.

Second, remember that you keep your Super Meter Chi between rounds, like DS2.  Thus, you want to be careful about finishing off a weak opponent with a SC.  That can be a big unnecessary waste of Chi. Similarly, you want to be really careful about trying to use a full Super Meter to catch-up to an opponent who is trashing you completely. If you miss, you'll lose both the round and all of your Chi for the next round.

If your opponent performs a SC while you are not blocking, you WILL NOT be able to block for a very split-second after the Chi gathering animation ends.  Thus, if your opponent is close and catches you with a SC while not blocking, you simply cannot just block after the SC animation begins.  This is very good, IMHO, since it doesn't allow the Chi animation to be a sort of "flag," giving an opponent all-day to block the oncoming SC.  Note that you have to be pretty close for this property to affect you, so don't worry about people pegging you half way across the screen with SC's while you are not blocking.

When you perform a Super Combo, the game progresses your opponent's animation by one frame.  One partial reason for this may be to show players who tap a button at the last second before a SC that they actually did indeed push a button.

In terms of gameplay, though, you can make use of this and other properties of the SFA engine in one particular instance.  When your opponent jumps toward you, you can back off (since you can walk backwards while being attacked).  This will cause your opponent's jump attack to miss.  Then, just before your opponent lands, perform a Super Combo.  The animation will progress so that your opponent will land exactly as the Super Combo is performed.  Then, since your opponent techically isn't blocking as he automaticly lands, he will not be able to block the Super Combo.  Net result:  properly timed, you can nail opponents jumping in with a ground-based Super Combo (i.e. Charlie's Rushing Kick SC).  You can try using this method of attack instead of doing a standard anti-air move.  The damage potential is very good, especially if you have a Level 2 or 3 SC ready.

****************

ALPHA COUNTERS

****************

There is now a guard-reversal system in SFA called Alpha Counters.  To execute an Alpha Counter, you perform the following joystick motion early in your block-stun animation:

  O-  / |  +  punch/kick

     O  O

The button depends on your character.  All individual buttons and the type of AC done is listed with the individual characters in their respective sections.

Basicly, when you do this, the animation stops for a very brief second. Your character then does one of his moves over his opponent's move, knocking them out of it(theoreticly).  When you hit your opponent with an AC, they are knocked down spinning with blue energy swirling around them.  This move requires 1 Level of Chi.

Unfortunately, Alpha Counters seem to be the most unpredictable moves of the entire game.  Sometimes AC's will be blocked or will not hit. Some characters' AC's just plain suck and can't hit jumpers.  To top it off, AC's don't do a whole lot of damage to your opponent.  Why would you use one, then?

  * Getting out of the corner.

      The corner is a BAD place to be in SFA, and you can sometimes

      use AC's to smack your way out of a corner/fireball trap.

  * Keeping an opponent in the corner.

      The corner is a very powerful tool in defeating your opponent.

      It is often much more critical to keep your opponent in the

      corner than to preserve one Level of Chi for a Super Combo.

  * Smacking those annoying kicks!

      For battling characters who use a lot of long-range kicks (i.e.

      Adon, Guy, Ken, Charlie, etc), you can break through their kicks

      and try to make your opponent a bit more weary by Alpha

      Countering.

  * Alpha Countering a Super Combo

      Sometimes an opponent will try and use a SC to finish you off by

      making you eat tons of block-damage.  You can _usually_ AC a

      Super Combo without any difficulty.

  * Getting Out of a Tick Attempt

      When your opponent is mad and cheap and you can't deal with

      it, just Alpha Counter the jump-in or whatever other move is

      being used as a tick.

One skill you will have to learn is Alpha Countering from a crouching position.  To do this, you simply need to quickly move the joystick out of the defensive crouch position and perform the Alpha Counter. You have to be very fast, but you will be able to do it with practice.

This ability really helps out when both you and your opponent have very little life left and both have enough Chi for an Alpha Counter. These situations can turn into huge turtle-fests with both opponents afraid to touch each other for fear of an Alpha Counter repraisal.

One tactic here is to try a lot of low attacks, since these are much harder to Alpha Counter.  If you can reliably AC a low attack and your opponent cannot, that gives you a definite advantage that could very well win the round for you.

As a word of caution, be careful about using Alpha Counters against a Super Combo.  Do it only if it is crucial to you staying alive. Sometimes, if your opponent is performing a Level 2 or 3 SC and your character's AC isn't fast enough, the Super Combo will knock you out of your Alpha Counter and you will end up getting plastered instead of your opponent.  And that REALLY sucks when you try AC'ing a Level 3 Super Combo and eat the whole thing because your AC wasn't up to par.  :(

**************

AIR-BLOCKING

**************

SFA now has air-blocking in its game engine.  Here is the list of what can and cannot be air-blocked:

   Moves that ABSOLUTELY CANNOT be air-blocked:

      * Super Combos, including SC projectiles (minus Charlie's)

      * All ground-based normal moves (i.e. uppercuts)

   Moves that USUALLY CANNOT be air-blocked but very occasionally are:

      * Ken/Ryu/Sagat/Akuma's Dragon Punches

      * Chun Li's Vertical Kick

      * Adon's Jaguar Knee

   Moves that USUALLY CAN be air-blocked

      * Charlie's Flash Kick

      * Charlie's Sonic Blade SC

      * Adon's Jaguar Kick

      * Adon's Jaguar Tooth

      * All normal projectiles

      * All normal air-based moves

Basicly, there are some weird cases (i.e. Ryu's HK), but these are the only exceptions you probably need to be concerned with.  Don't worry about all the weird cases, just learn what usually can and cannot be air-blocked and don't be surprised when something else (like a DP) gets air-blocked occasionally.

One thing you will want to keep an eye out for is retaliating against your opponent after having a move air-blocked, like a jump kick. Although it typicly only happens near the corner, sometimes you will land close enough to an airborn opponent to hit them as they come down.  Your airborn opponent will not be able to block whatever attack you throw at them, so use this opportunity to quickly land a hit instead of waiting for them to land (i.e. a fireball, DP, uppercut, etc.).

The reverse is also possible (the blockee landing first and countering) but is somewhat rarer.

***********************

ROLLING ON THE GROUND

***********************

After getting knocked in the air, by performing a Yoga Flame motion (half-circle) without pushing any buttons, you can hit the ground rolling, similar to Ken's rolling move.  The direction you roll is determined by which way you do the Yoga Flame motion.  You can use the roll for all types of landings, including air-block landings.

This move can be used to get out of corner traps, counter a fireball set-up, etc.  It can also get you into trouble as you are not invulnerable while rolling and can be thrown if you end up too near to your opponent.

***************

OVERHEAD HITS

***************

Similar to Ryu's Rushing Punches of SSF2T, many characters have been given overhead hits that will hit a crouching defender.  There usually is a delay to the move, so if you keep on your toes, you can spot them. One tactic is to jump-in and immediately perform an overhead hit. Since most people will block low after blocking a jump-in, you can nail people with the overhead hit.

******************************

THROWS/THROW SOFTENING/TICKS

******************************

Yes, those ultra-cheap throws are back!  :))  Capcom has made some adjustments to the throwing part of the game engine to appeal to both throw and non-throw players.

  * Throw softening is more difficult now.  Your reaction time to the     throw has to be much quicker than in SSF2T.  You also can't soften     throws "accidentally" like you almost always could in SSF2T.

  * All non-special move throws can be softened now, which includes

    presses and air-throws.

  * Throw ranges have been reduced.  This makes ticking (throwing

    someone as they come out of a block stun) more difficult and

    easier to anticipate.

  * Special move throws like Birdie and Sodom's grabs have shorter

    ranges than Zangief's piledriver and can can be countered with a

    jab or other move pretty easily.

Ticking is much easier to anticipate now with the reduced throw ranges.  It is very easy to chain combo someone out of a tick attempt. The exception is Birdie, who has a few monster ticks with his Chain Grab.  However, this tick requires the slow, lathargic Birdie to move-in and get a close jump-in attack or other set-up move, something which isn't necessarily easy.

The bottom line is that ticking and throws are harder than before and play less of a role in the outcome of the game.  They are no longer the nightmare that they could become in SF2.

***********************************

JUMP-INS/NECK KICKS/MEATY ATTACKS

***********************************

Just as in SF2, you can jump-in on an opponent who is getting up so that they must block or be hit.  It is reasonably difficult to time, being somewhere between Turbo and Hyper Fighting (if I remember correctly).  Of course, your opponent can try Alpha Countering, but that's the risk you take.  If you do get the jump-in (meaning your opponent tried and failed to DP or something), there are a number of Super Combos and chain combos that go well with a jump-in.  These are described later on.  If you try and jump-in, however, you must watch to make sure your opponent does not roll away and try to nail you as you come down.

There also exist a form of neck kicks in SFA.  This is where you hit your opponent's "neck" with the back of your leg as you jump in. Because of the positioning, the fighter on the ground must block in the same direction he is facing.

This is much harder to do than in SF2 due to the difficult timing and positioning.  The only character I personally can do it reasonably well with is Ken with his flying forward kick.  The positioning is actually pretty deceiving since Ken hits on the very upper forward part of the opponent's forehead.  Ken then "magicly" skips to the other side to hit behind his opponent.  This move sets up some really nice combo attempts.

Other characters may have similar attacks.  I've seen a human Ryu do it a few times before as well as the CPU with several characters. But, because of the really difficult positioning and timing, don't expect it to be a huge part of the game by any means.

Contrary to the difficulty of jump-ins, meaty attack are relatively easy.  Meaty attacks are the ground-based equilelants of jump-ins. These are very easy to time.  One strategy is to land early from a jump-in, faking your opponent into trying to throw or DP, and then throwing a meaty attack at the last second.  All attacks can theoreticly be used as meaty attacks.  Try mixing in long-range kicks and close-in punches and jabs to provoke your opponent to try something.

As with jump-ins, meaty attacks are prone to the same risks with

regard to Alpha Counters as jump-ins.

********

TAUNTS

********

Yes!  The SF series has jumped on the humiliation bandwagon by putting character taunts in SFA.  You can taunt only once per round by hitting the START button (yours, of course!).  Taunts do not use up any Chi, do not hit your opponnet (except for Chun Li), and prevent you from blocking for a brief moment.  You cannot use a special move to get out of a taunt.  You just have to sit there and let the animation run its course.  Neat, eh?  Perfect for using after a large SC, or try taunting after throwing a non-thower.  Sodom is perfect for this as he just picks up his opponent and throws quickly without even bending down. Taunting right afterwords makes him bow down at his opponent in "respect."  Gets people real mad!  :))

****************

THE CHARACTERS

****************

*****

RYU

*****

"What's wrong?  Why do you hold back?"

  -Ryu, SFA

Ryu is in the tournament for the spirit of the fight.

*Chains*

    S. JAB, S. STRONG, C. ROUNDHOUSE    C. SHORT, C. ROUNDHOUSE

    C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Combos*

    J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

    J. ROUNDHOUSE, S. JAB, S. STRONG, FIREBALL

    J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOKEN SC

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Ryu blocks the attack and does a fierce Dragon Punch.

*Taunt*

    #1  Ryu stops to adjust his handguards.

    #2  Ryu stops to adjust his headband.

*Overhead Punch*

    --O  +  STRONG

    Ryu raises his fist over his shoulder and then slams down for 2

    hits.  This is an overhead hit.

*Spin Kick*

    --O  +  FORWARD

    Ryu does one rotation of a Hurricane Kick.  Ryu's foot hits the

    opponent as he comes down.

*Fireball*

    | \  --O  +  punch

    O  O

    The FIERCE fireball flickers red for a brief second after it comes

    out.  If you hit your opponent with it while it is red, they will

    catch on fire and be knocked down.

*Hurricane Kick*

    |  / O--  +  kick

    O O

    Now goes over fireballs and Charlie's Sonic Boom.  Can be done in

    the air.

*Dragon Punch*

    --O | \   +  punch

        O  O

    Invulnerable and almost impossible to air-block.

*Super Combo #1*

  Shinkuu Hadoken

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Ryu sends out a massive fireball that goes through projectiles.

    The fireball loses 1 hit for each projectile it passes through.

    Level 1:  3 hits.

    Level 2:  4 hits.

    Level 3:  5 hits.

*Super Combo #2*

  Shinkuu Tetsumakisenpukyaku

    |  / O--  |  / O--  +  kick

    O O       O O

    Ryu does a Hurricane Kick in-place.  Hits lots of times and does

    KILLER block and normal damage.

    Level 1:  4 hits.

    Level 2:  8 hits.

    Level 3: 12 hits.

*****

KEN

*****

"Now you understand the difference between us!"

  -Ken, SFA

Ken is fighting for a re-match with his long-time friend and rival,

Ryu.

*Chains*

    S. JAB, S. STRONG, C. ROUNDHOUSE

    C. JAB, C. SHORT, C. ROUNDHOUSE

    C. JAB, C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Combos*

    F. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

    F. ROUNDHOUSE, C. SHORT, S. FORWARD, HURRICANE KICK

    F. ROUNDHOUSE, C. SHORT, S. FORWARD, KRAZY KICK

    F. FORWARD, C. JAB, S. SHORT, S. FORWARD, HURRICANE KICK

    F. ROUNDHOUSE, C. SHORT, C. FORWARD, SHORYUREPPA SC

    F. ROUNDHOUSE, C. SHORT, S. FORWARD, SHINRYUKEN SC

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Ken blocks the attack and does a fierce Dragon Punch.

*Taunt*

    #1  Ken runs his fingers through his hair, looks at the players,

        smiles, does a thumbs-up, and says something in Japanese.

    #2  Ken beckons his opponent closer with his fingers with a cocky

        look on his face.

*Krazy Kick #1*

    --O  +  FORWARD

    Ken lifts his leg straight up and slams it down on his opponent

    for 2 hits.  This is an overhead hit.

*Krazy Kick #2*

    S. ROUNDHOUSE

    Ken does a spinning side kick that has good range.

*Fireball*

    | \  --O  +  punch

    O  O

    Standard fireball.  The fireball delay is longer than Ryu's.

*Hurricane Kick*

    |  / O--  +  kick

    O O

    Goes over fireballs and Charlie's Sonic Boom.  Hits multiple

    times, much better than it did in SSF2T.

*Dragon Punch*

    --O | \   +  punch

        O  O

    Invulnerable and difficult to air-block.

*Ground Roll*

    |  / O--  +  punch

    O O

    Ken tucks into a ball and rolls forward.  The length of the roll

    is determined by the button pressed.

*Super Combo #1*

  Shoryureppa

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Ken does multiple Dragon Punches in a row.  Same as his SSF2T SC.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #2*

  Shinryuken

    | \  --O  | \  --O  +  kick

    O  O      O  O

    Ken does a vertical Dragon Punch, spinning around as he goes.

    Level 1:  6 hits.

    Level 2:  7 hits.

    Level 3:  8 hits.

*******

SAGAT

*******

"Accept your weakness.  Never return here!"

  -Sagat, SFA

Sagat seeks a rematch with Ryu, the young fighter who stipped him of

his title and scarred his chest in the first Street Fighter

tournament.

*Chains*

    S. JAB, S. STRONG, S. ROUNDHOUSE

    S. JAB, S. STRONG, C. ROUNDHOUSE

*Combos*

    F. ROUNDHOUSE, S.(C.) STRONG, TIGER BLOW

    F. ROUNDHOUSE, C. FORWARD, LOW TIGER SHOT

    F. ROUNDHOUSE, S. JAB, S. STRONG, TIGER CRUSH

    F. ROUNDHOUSE, C. FORWARD, TIGER GENOCIDE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Sagat does a standing forward kick.  Good horizontal range.

*Taunt*

    Sagat puts his chin in his palm and stands there, looking at his

    opponent, grinning.

*Low Tiger Shot*

    | \  --O  +  kick

    O  O

*High Tiger Shot*

    | \  --O  +  punch

    O  O

*Tiger Blow*

    --O | \   +  punch

        O  O

    Hits up to 1, 3 and 7 times, depending on the button used.

*Tiger Crush*

    --O | \   +  kick

        O  O

    Hits up to 2 times.

*Super Combo #1*

  Tiger Genocide

    | \  --O  | \  --O  +  kick

    O  O      O  O

    Sagat does a Tiger Knee followed by a Tiger Uppercut.

    Goes through fireballs at all Levels.

    Level 1:  5 hits.

    Level 2:  9 hits.

    Level 3:  13 hits.

*Super Combo #2*

  Tiger Cannon

    | \  --O  | \  --O +  punch

    O  O      O  O

    Sagat does a High Tiger Shot that goes through projectiles.

    Loses 1 hit for every projectile it goes through.

    Level 1:  4 hits.

    Level 2:  5 hits.

    Level 3:  6 hits.

*Super Combo #3*

  Tiger Raid

    |  / O--  |  / O--  +  kick

    O O       O O

    Sagat does several standing kicks and ends with a flying straight

    kick.

    Level 1:  5 hits

    Level 2:  7 hits

    Level 3:  7 hits

*********

CHUN LI

*********

"I don't have time for amaeturs!"

  -Chun Li, SFA

Chun Li is on a mission for the government to arrest M. Bison for drug

trafficking.

*Chains*

    S. JAB, S. STRONG, S. FIERCE

    S. JAB, S. STRONG, C. ROUNDHOUSE

*Combos*

    F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, C. ROUNDHOUSE

    F. ROUNDHOUSE, S. JAB, S. STRONG, S. FIERCE

    F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, KIKOKEN

    F. ROUNDHOUSE, S.(C.) JAB, S.(C.) STRONG, THOUSAND BURST KICK

    (Corner) THOUSAND BURST KICK, POWER STORM, SPINNING SHADOW KICK

*Alpha Counter*

  O--  / |  +  kick

      O  O

    Chun Li does a crouching forward kick.

*Taunt*

    Chun Li puts her hand up by her cheek and says, "Sorry!" in

    Japanese in a cutesy voice that makes it sound as if she's talking

    to a child.  This is the only Taunt in the game that actually hits

    an opponent.

*Knee Flip*

    \   +  kick

     O

*Split Kick*

    --O \  |  / O--  +  kick

         O O O

    Chun Li does an upside-down split kick and lunges forward with it

    (like half of a SBK).  Goes through fireballs if timed perfectly

    (which is hard) and is an overhead hit.

*Lightning Kick*

    Tap kick repeatedy

*Kikoken*

    Charge  O-- --O  +  punch

*Spinning Air Kick*

    Charge  |  O  +  kick

            O  |

    Hits 1, 2, or 3 times, depending on button used.

*Super Combo #1*

  Thousand Burst Kick

    Charge  O--  --O  O--  --O  +  kick

    Level 1:  5 hits.

    Level 2:  7 hits.

    Level 3:  ? hits.

*Super Combo #2*

  Spinning Shadow Kick

    Charge  /  \    /  O  +  kick

           O    O  O   |

    Chun does a hyped-up version of her Vertical Split Kick.

    Level 1:  5 hits

    Level 2:  7 hits

    Level 3:  ? hits

*Super Combo #3*

  Power Storm

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Chun Li summons a massive burst of energy in front of her that

    does excellent damage to jumpers.

    Level 1:  5 hits.

    Level 2:  7 hits.

    Level 3:  ? hits.

*********

CHARLIE

*********

"Be all you can be, scumbag!"

  -Charlie, SFA

Charlie is on a mission for the military to bring down the notorious

drug lord, M. Bison.

*Chains*

    C. JAB, C. SHORT, S.(C.) STRONG, S. FIERCE

    C. JAB, S.(C.) STRONG, S. FIERCE

*Combos*

    F. ROUNDHOUSE, C. SHORT, S. STRONG, SONIC BOOM

    F. ROUNDHOUSE, C. SHORT, C. STRONG, FLASH KICK

    F. ROUNDHOUSE, C. SHORT, C. STRONG, SOMERSAULT JUSTICE

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Charlie does a spinning backfist.

*Taunt*

    Charlie takes out his list of victims and writes your name on it

    BEFORE he wins the match.  :)

*Jumping Spin Kick*

    O--  or  --O,  +  FORWARD

    Charlie takes a small leap forward and kicks in the air.  This is

    an overhead hit.

*Thrust Kick*

    O--  or  --O,  +  ROUNDHOUSE

    Charlie skips forward and does a mid-section thrust kick.

*Sonic Boom*

    Charge  O--  --O  +  punch

    This is a bit higher than Guile's SB, so Guy, Rose, and Sodom can

    slide underneath all but the jab SB.

*Flash Kick*

               O

    Charge  |  |  + kick

            O

    This can almost always be air-blocked, so use it with caution.

    I recommend using the short FK, since your opponent can retaliate

    as you land from a blocked FIERCE FK.

*Super Combo #1*

  Sonic Break

    Charge  O--  --O  O--  --O  +  punch

    Charlie lets out multiple Sonic Booms.  The timing is so that you

    can let them out one right after the other or wait up to 3/4 of a

    second before releasing the next Boom.

    Level 1:  2 hits.

    Level 2:  3 hits.

    Level 3:  4 hits.

*Super Combo #2*

  Somersault Justice

                       O

    Charge  /  \    /  |  +  kick

           O    O  O

    Charlie does multiple Flash Kicks in a row.  This CANNOT be air-

    blocked, unlike his normal Flash Kick.

    Level 1:  5 hits.

    Level 2:  7 hits.

    Level 3:  9 hits.

*Super Combo #3*

  Crossfire Blitz

    Charge  O--  --O  O--  --O  +  kick

    Charlie rushes forward with multiple kicks and punches.  Level 1

    does not go through fireballs, but Levels 2 and 3 do.

    Level 1:  4 hits.

    Level 2:  5 hits.

    Level 3:  6 hits.

********

BIRDIE

********

"It's good to be back!"

  -Birdie, SFA

Birdie is fighting in the tournament to prove himself worthy of

entering Shadaloo.

*Chains*

    Still haven't figured them out, but I probably wouldn't use them

    anyway.  See strategy section for info.

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Birdie does a jab Headbutt Rush.

*Taunt*

    Birdie licks the chains around his arms.  Tasty!

*Headbutt Charge*

    Charge  O--  --O  +  punch

    Birdie rushes forward with a Headbutt.  Distance is determined

    by the button used.  Using a long-range HBC on a close opponent

    will cause a move stun, allowing the opponent to counter the

    move.

*Turn-Around Headbutt*

    Hold any 2 punch/kick buttons and release

    Similar to Balrog's TAP.  Birdie is nearly invulnerable as he

    turns back before thrusting forward.  Like the HBC, the buttons

    held determine the length of the attack and the delay after-

    words.

*Chain Grab*

                 O

     / | \  --O /   +  punch

    O  O  O

    Birdie wraps his chains around his opponent and slams them into

    the ground twice.

*Super Combo #1*

  Leaping Chain Grab

    | \  --O  | \  --O  +  button

    O  O      O  O

    Birdie leaps *very* quickly into the air and performs a Chain Grab

    as he lands.  The distance Birdie leaps is determined by the

    button pressed, JAB being the shortest and ROUNDHOUSE being the

    farthest.

    Level 1:  Birdie does one slam with the Chain Grab.

    Level 2:  Birdie does 2 slams with the Chain Grab.

    Level 3:  Birdie does 2 slams and a Headbutt Rush.

*Super Combo #2*

  Mega Headbutt Rush

    Charge  O--  --O  O--  --O  +  punch

    Birdie does several Headbutt Rushes in a row.  Level 1 does not

    go through fireballs, but Levels 2 and 3 do.

    Level 1:  3 Headbutt Rushes.

    Level 2:  4 Headbutt Rushes.

    Level 3:  Birdie does 3 Headbutts.  If all 3 hit, then the

              opponent is automaticly dizzied, and Birdie takes

              time-out to comb his hair.  Birdie finishes with 3 more

              Headbutt Rushes.

******

ADON

******

"I am a Muay Thai master.

  You are sucking gravel."

  -Adon, SFA

Adon is a former student of Sagat and is set on winning the title of

World Warrior for himself.

*Chains*

    S. JAB, S. STRONG, S. ROUNDHOUSE

    S. JAB, S. STRONG, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Adon does a Jaguar Knee.  Decent horizontal range and great

    against jumpers.

*Taunt*

    Adon gives his opponent the "thumbs-down" sign.

*Upward Kick*

    \   +  FORWARD

     O

    Adon crouches and does a vertical kick with excellent anti-air

    priority.

*Jaguar Kick*

    O-- |  /  +  kick

        O O

    Adon jumps in the air and quickly kicks downward, creating an arc

    of energy.

                      SHORT:  Very quick, horizontal, short arc.

                    FORWARD:  Forward arc with greater height and

                                distance.  Excellent for going over

                                projectiles.

                 ROUNDHOUSE:  High arc with little forward movement.

                                Good for close-in attackers.

*Jaguar Tooth*

    --O \  |  / O--  +  kick

         O O O

    Adon leaps up to the corner of the screen and comes down quickly

    with a flying kick.  SHORT makes Adon land where he took off from.

    FORWARD and ROUNDHOUSE make him land further forward from his

    original position.

*Jaguar Knee*

              O

    | \  --O /    +  kick

    O  O

    Adon does a more "vertical" version of Sagat's Tiger Knee.  Hits

    twice.

*Super Combo #1*

  Jaguar Breed Assault

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Adon charges with multiple fist attacks.  Goes through fireballs

    at all Levels.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  6 hits.

*Super Combo #2*

  Jaguar Revolver

    |  / O--  |  / O--  +  kick

    O O       O O

    Adon does multiple Jaguar Kicks in a row.

    Level 1:  3 hits.

    Level 2:  4 hits.

    Level 3:  6 hits.

*****

GUY

*****

"You are so outclassed."

  -Guy, SFA

Guy fights in the tournament as a test of personal strength and to

defeat M. Bison.

*Chains*

    S. JAB, S. STRONG, S. FIERCE, S. ROUNDHOUSE

    C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Guy does a crouching FORWARD kick.

*Taunt*

    Guy turns his back to the opponent and the players, doing the

    two-fingered Japanese sign.

*Overhead Slam*

    --O  +  punch

    Guy cries out briefly, then slams his fist downward.  This is an

    overhead hit.

*Bushido Run*

    | \  --O  +  kick

    O  O

    Guy starts running toward his opponent very quickly.  The button

    you press determines what move you can end the run with.

             SHORT:  Guy stops without attacking.

           FORWARD:  Guy does a running slide kick.

        ROUNDHOUSE:  Guy does a short jump-kick that is an overhead

                       attack.

    To execute the move at the end of the run, simply push any kick

    button while running.  Remeber, the move you end the run with is

    determined by the first kick button pressed, not the second.  If

    you do not push the second button, Guy will automatically stop

    once he reaches his opponent.

*Bushido Leap*

    | \  --O  +  punch

    O  O

    Guy tucks into a ball and jumps quickly forward.  Pressing a punch

    button anytime during the flight will cause Guy to stop in mid-air

    and fall down with a dropping elbow attack.  If Guy is right above

    his opponent, pushing punch will cause Guy to pick his opponent up,

    spin 360 degrees in the air, and perform a backbreaker as he lands.

    The button pushed determines the angle of Guy's jump.

*Rising Spin Kick*

    |  / O--  +  kick

    O O

    Guy does a vertical Hurricane Kick that has Dragon Punch-like

    priority.  Hits 1, 2, or 3 times, according to the button used.

*Super Combo #1*

  Bushido Rage

    | \  --O  | \  --O  +  kick

    O  O      O  O

    Guy runs forward and does multiple kicks.  Good range.  Goes

    through fireballs at all Levels.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  7 hits.

*Super Combo #2*

  Bushido Jump

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Guy does a series of jumping punches and kicks.

    Level 1:  4 hits.

    Level 2:  5 hits.

    Level 3:  6 hits.

*******

SODOM

*******

"Guess I beat you pretty bad.

  Nothing personal."

  -Sodom, SFA

Sodom fights to avenge his defeat to Guy several years previous.

*Chains*

    S. JAB, S. FORWARD, S. ROUNDHOUSE

    S. JAB, S. STRONG, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Sodom does a short version of a Sai Slice.  Good range.

*Taunt*

    Sodom stands up straight with his arms at his sides and bows down

    in "respect."

*Sai Slice*

    --O | \  +  punch

        O  O

    Sodom races forward with his sai outstretched.  Good range and

    speed.

*Power Bomb*

              O

    | \  --O /   +  punch

    O  O

    Sodom takes a small hop forward, jabbing his sai downward.  If

    they touch his opponent, Sodom carries them high into the air and

    slams them down on the ground.  This move cannot be blocked.

*Carpet Drop*

              O

    | \  --O /   +  kick

    O  O

    Sodom runs forward with his sai in front of him.  If he hits his

    opponent, he pushes them down and drags them on the ground until

    they catch on fire.  This move can be blocked.

*Super Combo #1*

  Mega Sai Slice

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Sodom does multiple Sai Slices in a row.  Goes through fireballs

    at Levels 2 and 3.

    Level 1:  3 hits.

    Level 2:  6 hits.

    Level 3:  7 hits.

*Super Combo #2*

  Mega Power Bomb

    720 degree circle  +  punch

    Sodom grabs his opponents with his Sai and takes them for a ride.

    Sodom CAN be knocked out of the grabbing animation rather easily.

    Level 1:  1 massive Power Bomb.

    Level 2:  2 massive Power Bombs.

    Level 3:  2 big Power Bombs and a Carpet Drop.

******

ROSE

******

"Are you finished?"

  -Rose, SFA

*Chains*

    C. JAB, C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Rose does a very mini-version of her Soul Catch, throwing her

    opponent down on the opposite side of her.  The opponent is not

    harmed, but instead is stunned for a fraction of a second.  This

    is a very small window of time to damage your opponent.  You

    typicly can get a RH sweep in, but not always.  You can also try

    going for a _very_ quick SC, such as a Level 1 or 2 Aura Soul

    Spark SC.

*Soul Spark*

    / | \  --O  +  punch

   O  O  O

    Rose whips out her scarf and launches a fireball.  Her opponent  can be hit by both the scarf and the fireball.

*Soul Reflect*

    |  / O--  +  punch

    O O

    Rose snaps her scarf in front of her.  Not only does this hit by

    itself, but it will reflect all normal projectiles back at her

    opponent.  It will not work against Super Combo projectiles,

    though.

           JAB:  Absorb projectile into Rose's Super Meter.

        STRONG:  Reflect projectile horizontally.

        FIERCE:  Reflect projectile diagonally.

*Soul Catch*

    --O | \   +  punch

        O  O

    Rose jumps up diagonally and air-throws her opponent.

*Super Combo #1*

  Aura Soul Spark

    |  / O--  |  / O--  +  punch

    O O       O O

    Rose shoots a Soul Spark that hits multiple times and goes through

    projectiles.  Loses 1 hit for each projectile it passes through.

    At higher Levels, Rose does a Soul Reflect and some kicks before

    throwing the Soul Spark.

    Level 1:  3 hits.

    Level 2:  6 hits.

    Level 3:  4 hits.

*Super Combo #2*

  Aura Soul Catch

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Rose does some uppercuts which knock her opponent into the air.

    She then does a Soul Catch, doing *major* damage.

    Level 1:  Rose simply does a more damaging Soul Catch.  This Level

              DOES NOT hit opponents on the ground like Levels 2 and 3

    Level 2:  Rose does two uppercut to knock her opponent into the

              air and then does a Soul Catch.

    Level 3:  Rose does 3 uppercuts and performs a Soul Catch.

*Super Combo #3*

  Soul Illusion

    | \  --O  | \  --O  +  kick

    O  O      O  O

    This causes several "shadows" to follow Rose and mirror her

    motions.  Any hit on her opponent will be multiplied by about 4 as

    the shadow trails tag their hits on as well.  The higher the

    Level, the longer the shadows remain.

    Level 1:  Images last 5 seconds.

    Level 2:  Images last 6 seconds.

    Level 3:  Images last 9 seconds.

*******

AKUMA

*******

"Weaklings!  Is there no  one worth fighting?"   -Akuma, SFA

Akuma "enters" the tournament for one reason only:  to destroy all opponents.

*Chains*

    S. JAB, S. STRONG, C. ROUNDHOUSE

    C. SHORT, C. ROUNDHOUSE

    C. SHORT, C. FORWARD, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Akuma does a crouching ROUNDHOUSE kick.

*Taunt*

    Akuma slams his feet on the ground (shaking the screen) and  shakes with adrenaline rage for a brief second.

*Overhead Karate Chop*

    --O  +  STRONG

    Identical to Ryu's Overhead Punch.  This is an overhead hit.

*Spin Kick*

    --O  +  FORWARD

    Identical to Ryu's Spin Kick.  Hits opponents on the way down.

*Fireball*

    | \  --O  +  punch

    O  O

    Standard fireball with *great* recovery time.

*Red Fireball*

    O--  / | \  --O  +  punch

        O  O  O

    Akuma pauses for a decent delay and then throws a fireball that

    will set his opponent aflame and knock them down.  Hits 1, 2, or

    3 times, depending on button used.

*Air Fireball*

    | \  --O  +  punch  (in mid-air)

    O  O

    Akuma throws a fireball diagonally downward.

*Hurricane Kick*

    |  / O--  +  kick

    O O

    Goes over fireballs and Booms.  Hits up to 3 times.

*Dragon Punch*

    --O | \   +  punch

        O  O

    Invulnerable and almost impossible to air-block.

*Forward Roll*

    |  / O--  +  punch

    O O

    Akuma takes a small hop forward and then rolls.  Akuma is

    invulnerable to fireballs during the roll but not the hop.

*Air Roll*

              O

    | \  --O /   +  punch

    O  O

    Akuma does a leap nearly identical to Guy's Bushido Leap.  He can

    come down with a punch or a slide using punch or kick.

*Teleport*

    --O | \   +  all 3 punch/kick  OR  O-- |  /   +  all 3 punch/kick

        O  O                               O O

 Akuma warps across the screen, traveling though everything else  and appearing at a location determined by the joystick method and  buttons used.  Kicks teleport you a short distance, punches a long  distance.  The direction you do the DP motion determines which way  you teleport.

*Super Combo #1*

  Double Shinkuu Hadoken

    |  / O--  |  / O--  +  punch

    O O       O O

    Akuma crouches down and gathers Chi at both of his fists.  He then  launches the energy in one big fireball.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #2*

  Shoryureppa

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Identical to Ken's Shoryureppa.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #3*

  Air Shinkuu Hadoken

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Akuma launches an air fireball that acts identical to his ground

    Shinkuu Hadoken.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #4*

  Raging Demon

    JAB, JAB,  --O,  SHORT

    Akuma teleports slowly toward his opponent.  If he makes contact (this ove cannot be blocked) the screen flashes white and Akuma's opponent loses about 50% of his life.

    Level 3:  This SC can only be done at level 3.  15 hits.

**********

M. BISON

**********

"You were almost entertaining."

  -M. Bison, SFA

M. bison is on a world-wide tour of domination and

destruction.

*Chains*

    I couldn't find any today for some reason...I'll figure it out

    tonight...

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Bison does a standing STRONG punch.

*Taunt*

    Bison stands up at attention, crosses his arms, and grins

    wickedly at his opponent.

*Knee Press*

    Charge  O--  --O  +  kick

    Bison jumps horizontally with his legs outstretched.  Hits 2

    times.

*Psycho Aura*

    Charge  O--  --O  +  punch

    Bison releases a violet energy ball.

*Demon Stomp*

              O

    Charge |  |  +  kick

           O

    Bison flies in the air and quickly stomps on his opponent's head. He can then be controlled as he comes down and attacks a second time by pressing punch.  Both attacks are overhead hits.

*Demon Flight*

               O

    Charge  |  |  +  punch

            O

    Bison fakes a Demon Stomp, flies over the opponent's head, and  can then be controlled as he comes down.  He can attack by  hitting punch.  This move is an overhead hit.

*Teleport*

    --O | \   +  all 3 punch/kick  OR  O-- |  /   +  all 3 punch/kick

        O  O                               O O

    Bison teleports, appearing at a location determined by the joystick motion and buttons.  Kicks make you teleport a short distance.  Punches make you teleport a long distance.  The joystick motion determines your teleport direction.

*Super Combo #1*

  Knee Press Nightmare

    Charge  O--  --O  O--  --O  +  kick

    Bison does multiple Knee Presses.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #2*

  Psycho Crusher

    Charge  O--  --O  O--  --O  +  punch

    Bison does a REALLY, REALLY powerful version of his SF2 Torpedo.

    Goes through fireballs at all Levels.

    Level 1:  3

    Level 2:  4

    Level 3:  6

*****

DAN

*****

"My father could beat you, and he's dead!"

  -Dan, SFA

Dan fight to avenge his father's death at the hands of Sagat and to

prove himself the <ahem> _best_ fighter in the world.

*Chains*

    S. JAB, S. STRONG

    C. JAB, C. STRONG

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Dan does a crouching ROUNDHOUSE.

*Taunt*

    Dan sticks his elbow out at his opponent as he clenches his fist

    beside his head.  Dan can use his taunt infinitely during the

    round.

*Fireball*

    | \  --O  +  punch

    O  O

    This fireball only goes about 2 inches (seriously!).

*Dragon Punch*

    --O | \   +  punch

        O  O

    Standard Dragon Punch, but not nearly as invulnerable.

*Gale kick*

    |  / O--  +  kick

    O O

    Dan flies horizontally forward, performing multiple kicks.  The

    button used determines the angle of flight.

*Super Combo #1*

  Shinkuu Hadoken

    | \  --O  | \  --O  +  punch

    O  O      O  O

    Dan lets a large fireball go that travels various distances,

    depending on the Level used.

    Level 1:  3 hits.

    Level 2:  4 hits.

    Level 3:  5 hits.

*Super Combo #2*

  Shoryureppa

    | \  --O  | \  --O  +  kick

    O  O      O  O

    Dan does 2 vertical Dragon Punches that his multiple times.

    Level 1:  4 hits.

    Level 2:  5 hits.

    Level 3:  6 hits.

*Super Combo #3*

  Desperation

    |  / O--  |  / O--  +  kick

    O O       O O

    Dan does Robert Garcia's desparation move (from Art of Fighting),

    but without the forward leap at the beginning.

    Level 1:  4 hits.

    Level 2:  7 hits.

    Level 3: 12 hits.

**********************

ABOUT THE CHARACTERS

**********************

What follows is an in-depth coverage of each of the individual

characters' moves and a general strategy outline for each character.

This covers what combos are most often used, what each opponent's

strengths are, and what to avoid or watch out for when playing with

or against a certain character.

Of course, since SFA has only been testing a month or so, there are

still many things left undiscovered.  This section will undoubtedly

be changed and appended later on, but this should give you a good

general idea of how to start playing each character.

*****

RYU

*****

*Alpha Counter*

    O--  / |  +  punch

        O  O

    This will cause Ryu to do a FIERCE Dragon Punch.  While not

    having as much range as other Super Combos, this AC has the

    advantage of hitting your opponent the instant it starts (no

    unnecessary animation like in Charlie's or Birdie's AC's).  It

    does not hit as deep as a normal DP, so be very careful trying

    to AC sweeps and slides.  The AC is pretty invulnerable, insuring

    that you can use it against all types of attacks and Super Combos

    without much fear of trading.  Since Ryu performs a FIERCE Dragon

    Punch, make sure you connect with this move, or you will definitely

    be eating a combo on your way down.

*Overhead Punch*

    --O  +  STRONG

    This overhead hit is a decent move.  It has more range than you

    might think, and you can sometimes nail your opponent with the

    last part of the hit from afar.

*Spin Kick*

    --O  +  FORWARD

    This move is very quick and will hit an opponent on the way down

    (this is not an overhead hit, your opponent can block it).  This

    lets Ryu skip in closer to his opponent without retaliation.  You

    can use it to try to push your opponent back, tick with it, or

    skip over foot sweeps and other low attacks.

    Since you can sometimes be hit afterwords if you try anything but

    blocking (depending on distance), your opponent may try and sweep

    you afterwords.  Try using a Super Combo as you land if your

    opponent becomes predictable like this.

*Fireball*

    | \  --O  +  punch

    O  O

    Ryu still has a very short fireball delay.  However, since many

    opponents have other means besides jumping to get around

    fireballs, you have to be very careful when and where you throw

    fireballs.  Fireball corner traps don't work against a lot of

    characters, and using only fireballs to push an opponent back is

    risky as well.  Use fireballs more in moderation with other

    attacks to keep your opponent guessing.  To keep opponents away,

    combo fireballs in with footsweeps and other attacks, forcing

    them to block and be pushed back.

    Whenever comboing-in a fireball, use the FIERCE version.  If you

    are close, your opponent will be set on fire and be knocked down,

    giving you the positional advantage.

*Hurricane Kick*

    |  / O--  +  kick

    O O

    If you are quick, this move can counter close-range fireballs

    easily.  You have to do it slightly early to make it over the

    fireball.  Use the HK while jumping to gain superiority over most

    jumping attacks instead of air-blocking.

*Dragon Punch*

    --O | \   +  punch

        O  O

    This move is totally invulnerable.  Let loose with it.

*Super Combo #1*

  Shinkuu Hadoken

    | \  --O  | \  --O  +  punch

    O  O      O  O

    The Shinkuu Hadoken is an excellent attack in fireball wars and

    close-in fighting.  For fireballers, you can react instantly to

    most opponents' projectiles and respond with a Shinkuu Hadoken.

    By having a charged SC, you can really take control and intimidate

    a fireballing opponent.

    Close-in, ALWAYS be looking for openings where you can throw your

    SC, especially in the corner.  Opponents will often throw a

    fireball that they expect you to have to block.  However, even

    if their fireball is nearly in your face, you can still

    instantaneously launch the SC and nail your opponent.  Always be

    doing the SC motions as you are pulling out of certain moves

    and watch for a projectile attempt from your opponent.  Good

    situations include after a blocked sweep or uppercut, after an

    intentionally missed sweep (hit them as they run in to hit you),

    after the overhead punch as they try to retaliate, etc.

    Using the Shinkuu Hadoken in normal combos requires a bit of

    fancy joystick work, but the results can be particularly damaging.

    You have very little leaway in getting the motions for the SC

    done if you want the SC to hit.  The optimum move for this is the

    crouching FORWARD kick.  Basically, you need to insert the

    FORWARD kick into the first QCF motion of the SC.  Then, after

    the first QCF, just buffer-in a normal fireball.  If you do

    everything close enough together, you will get the Super Combo

    instead of a fireball, doing nice damage to your unfortunate

    opponent.  It looks something like this:

    | \   +  FORWARD  --O  | \  --O  +  punch

    O  O                   O  O

    Because you have so little time to buffer the SC motion into the     C. FORWARD kick, you have to start the motion for the SC before     you actually kick.  Doing a C. FORWARD and then attempting to do     the 2QCF motion will not work.  You simply cannot physically do     it fast enough.  As described in the combo section, you can     incorporate a variety of combos with the Shinkuu Hadoken like     above.

    As a final warning, be very careful when trying to use the     Shinkuu Hadoken against an opponent with an anti-fireball SC like     Adon or Birdie.  These characters can buffer their SC's during the     chi animation of your SC, thus being able to easily counter before     your SC fireball even comes out.

*Super Combo #2*

  Shinkuu Tetsumakisenpukyaku

    |  / O--  |  / O--  +  kick

    O O       O O

    This move really has no range, so you have to anticipate your     opponent moving in or opening-up to get it to hit.  It is best     used close-in, especially when your opponent is cornered and     desparately trying to escape.  Try using it after the Spin     Kick if you know that your opponent will try and retaliate.     This move does very good damage, so don't totally discount it     based solely on its limited range.

    Do not use this move as an anti-air defense.  If you have time     to do the SC, do a Dragon Punch instead.  If you do this against     an airborne opponent, you will get a poor number of hits and     damage.

*Combos*

    J. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

     The old SF2 combo is still there.  It isn't a chain combo, so you

     do have to time it differently than chain combos.

    J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, FIREBALL

     Similar to another old SF2 combo, you can now insert a couple

     C. SHORT kicks since they chain with the C. FORWARD.

    J. ROUNDHOUSE, C. FORWARD, SHINKUU HADOKEN SC

     The easiest combo to put the Shinkuu Hadoken SC into.  As

     described before, practice putting the FORWARD kick in during

     the QCF motions.

    J. ROUNDHOUSE, C. SHORT, C. SHORT, C. FORWARD, SHINKUU HADOKEN SC

     * RYU'S TOUCH OF DEATH *

     The ultimate Ryu combo, this will do *heavy* damage at Level 2 or      3.  I recommend putting extra money in the machine and playing a      standing-still opponent to get good at this combo.  On the      heavy-damage machine I've been playing on recently, this combo      automatically kills your opponent at Level 3.  On a normal      damage machine, it might do something like 70% damage.

    SIDE NOTE:  It is possible for Ryu to trip-up an opponent with a

    ROUNDHOUSE sweep and hit them with a Shinkuu Hadoken on the way

    down.  However, anytime you can get a RH sweep, you can usually

    FORWARD sweep instead and combo-in the SC on the ground, giving

    you full hits and damage.  The Shinkuu Hadoken can only hit an

    airborn opponent twice, so its damage potential is limited.

Basically, Ryu has not changed much from SSF2T.  With the ability to throw multiple Shinkuu Hadokens per round, Ryu can gain considerable ground superiority.  However, there are many, MANY moves designed to avoid and retaliate against fireballs.

  Anti-Fireball Moves:

    *Ryu-      Shinkuu Hadoken SC

    *Ken-      Ground Roll

    *Sagat-    Tiger Cannon SC, Tiger Knee

    *Chun Li-  Axe Kick, TBK SC

    *Charlie-  none

    *Birdie-   Chain Grab SC

    *Adon-     Jaguar Kick/Jaguar Revolver SC/Jaguar SC

    *Guy-      Bushido Leap

    *Sodom-    Slide

    *Rose-     Slide/Soul Reflect

    *Akuma-    Take your pick...

    *M. Bison- Demon Stomp

    *Dan-      none

When playing Ryu, keep these moves in mind for each character and try to minimize their threat.  Remember that standard fireball traps will not work against many characters, so be very careful when trying to corner your opponent.

*****

KEN

*****

*Alpha Counter*

    O--  / |  +  punch

        O  O

    Ken blocks the attack and does a fierce Dragon Punch.  Because it     is a DP move, it has excellent priority and speed.  It also will     leave you wide open if you miss with it.

*Krazy Kick #1*

    --O  +  FORWARD

    This overhead hit has good recovery, but it is also one of the     most predictable overhead hits in the game because of its strange     animation.

*Krazy Kick #2*

    S. ROUNDHOUSE

    Ken's side kick is awesome.

    This kick definitely helps him a lot by giving him quick,     mid-range striking power.

*Fireball*

    | \  --O  +  punch

    O  O

    The fireball delay is still slower than Ryu's, so be careful.

*Hurricane Kick*

    |  / O--  +  kick

    O O

    Although this move goes over projectiles, if you have time to     hit your opponent with this when going over a fireball, do a     roll instead.  Use this move in combos to push your opponent     back far.  Also use it in the air for attack priority.

*Dragon Punch*

    --O | \   +  punch

        O  O

    Totally invulnerable.  FIERCE sets opponent on fire.

*Ground Roll*

    |  / O--  +  punch

    O O

    This is the move that makes the new Ken so awesome to play.  It     is not invulnerable, but it allows Ken to:

    A)  Go under all projectiles (including Sagat's Low Tiger)       You can react to fireballs from the correct range, even       Ryu's fireballs.  You can sweep or DP as you come out of       the roll, or try a SC if you are close enough.

    B)  Roll under some rushing SC's       Not particularly consistent, but it saves your butt       sometimes.

    C)  Roll to the opposite side of your opponent quickly.       One NASTY trick is to start a combo, insert the roll into       the combo, and then perform a SC just as you reach the other       side.  It is very quick, and you can often catch your opponent       just before they have time to switch their block.

    Basically, make the roll an unexpected surprise when you have the     opportunity, and make it count.

*Super Combo #1*

  Shoryureppa

    | \  --O  | \  --O  +  punch

    O  O      O  O

    This SC has excellent range on the ground.  You can snag     opponents from sweeping range, and it combos very well with a     FORWARD kick.  Not recommended against jumpers unless they are     cornered.

    Level 1:  4 hits.

    Level 2:  6 hits.

    Level 3:  8 hits.

*Super Combo #2*

  Shinryuken

    | \  --O  | \  --O  +  kick

    O  O      O  O

    This is a vertical Dragon Punch, meaning that you either have to     combo it in or get close enough to ambush your opponent.  It     works pretty well against jumpers at Level 2 or 3, but you have     to be sure to hit your opponent as low to the ground with it as     possible to get sufficent hits and damage.

    Level 1:  6 hits.

    Level 2:  7 hits.

    Level 3:  8 hits.

*Combos*

    F. ROUNDHOUSE, C. STRONG, C. FORWARD, FIREBALL

     Standard SF2 combo.  It is not a chain combo, so the timing is      more precise than other combos.

    F. ROUNDHOUSE, C. SHORT, S. FORWARD, DRAGON PUNCH

     Decent damage and easy to perform.

    F. ROUNDHOUSE, S. STRONG, FIERCE DRAGON PUNCH

     A nice, easy 5-hitter from SF2 that does excellent damage.  Make      sure you are close for this one.

    F. FORWARD, S. JAB, S. SHORT, S. FORWARD, HURRICANE KICK

     This is the combo seen in the intro to the game.  Not something      you use everyday, but it is interesting to pull-off.

    F. ROUNDHOUSE, C. SHORT, C. FORWARD, HURRICANE KICK

      Pushes your opponent back far.

    F. ROUNDHOUSE, C. SHORT, S. FORWARD, GROUND ROLL, SHORYUREPPA

      Not a combo, this series of moves is a good example of how you       can incorporate the Ground Roll into your routine to screw your       opponent up.  You have to buffer the Ground Roll early-on in       the S. FORWARD kick.

    F. ROUNDHOUSE, C. STRONG, C. SHORT, C. FORWARD, SHORYUREPPA SC

     This is easier to perform than Ryu's Shinkuu Hadoken SC because      Ken's SC sucks the opponent in easier.  Excellent damage.

Because Ken has a longer fireball delay, you can't be nearly as liberal with fireballs as Ryu.  Mix-in fireballs with Ken's S. RH and other attacks.  Be unpredictable.  Push your opponent back. Use that nasty roll move to confuse and ambush your opponent.  :)

Also, be aware that Ken's flying FORWARD kick can neck kick his opponent easily.  Use this occasionally to throw your opponent off-balance.  Make sure you have a SC charged-up so that you can take maximum advantage of the hit.  A good combo in this situation would be F. FORWARD, C. JAB, C. SHORT, C. FORWARD, SHORYUREPPA SC.

*******

SAGAT

*******

*Combos*

    F. ROUNDHOUSE, S.(C.) STRONG, TIGER BLOW

    F. ROUNDHOUSE, C. FORWARD, LOW TIGER SHOT

    F. ROUNDHOUSE, S. JAB, S. STRONG, TIGER CRUSH

    F. ROUNDHOUSE, C. FORWARD, TIGER GENOCIDE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Sagat does a standing forward kick.  A tiny bit slow, but it has

    good horizontal range.  Use it to smack out of corner traps.

*Low Tiger Shot*

    | \  --O  +  kick

    O  O

    The Low Tiger Shot can be buffered with a crouching FORWARD

    kick.

*High Tiger Shot*

    | \  --O  +  punch

    O  O

    Sagat's arms stick out ANNOYINGLY far.  This fact, combined with     his increased height, allow most opponents to either jump over     the Tiger Shot to hit him from afar or simply nail him on the     ground after the Tiger Shot passes overhead.  Use with     extreme caution.

*Tiger Blow*

    --O | \   +  punch

        O  O

    You basically have to accept the fact that the Tiger     Blow (Uppercut) stinks; it has pathetic priority and damage.  Use     it in combos for good results, but in most other cases it is     better to use a standing RH or Tiger Crush instead.

*Tiger Crush*

    --O | \   +  kick

        O  O

    This move can be used as an anti-air defense if your opponent     jumps in from afar, thinking that he will trade or knock you out     of a Tiger Blow.  The RH version also goes over fast projectiles.     Do this from medium range to set your opponent up for a Tiger     Raid or Genocide SC.

*Super Combo #1*

  Tiger Genocide

    | \  --O  | \  --O  +  kick

    O  O      O  O

    This SC goes through fireballs very well and has excellent reach.     However, if you miss or get blocked, you are totally vulnerable     coming down from the uppercut.

*Super Combo #2*

  Tiger Cannon

    | \  --O  | \  --O +  punch

    O  O      O  O

    This is similar to Ryu's Shinkuu Hadoken.  However, it travels     much higher in the air than Ryu's SC fireball.  Thus, the Tiger     Cannon cannot hit crouchers, making it impossible to do all of     the nifty ambush techniques that Ryu can do with his SC     projectile.  This SC is only good for using against fireballers.

*Super Combo #3*

  Tiger Raid

    |  / O--  |  / O--  +  kick

    O O       O O

    The advantage of this SC is that it has excellent recovery.  The     disagvantage is that it has less initial reach than the Tiger     Genocide.  In the corner, you can follow-up the Tiger Raid with a     Tiger Blow for 12-14 hits.

Basically, Sagat has lost most or all of his corner-trap abilities. You have to play him very carefully, without relying on the Tiger Blow.  Use a standing RH or Tiger Crush instead of the Tiger Blow unless you are SURE that you can get a deep, close-in, clean hit with the Tiger Blow.

*********

CHUN-LI

*********

*Alpha Counter*

  O--  / |  +  kick

      O  O

    Because this AC hits so low, you have to time it perfectly if you     want to hit jumpers with it.  It takes some practice, but it's     not too hard.

*Taunt*

    This is the only taunt in the game that hits your opponent.  It     even takes off block-damage!  Use this as an ultimate humiliation     finish.

*Axe Kick*

    --O \  |  / O--  +  kick

         O O O

    Chun's Axe Kick will go through medium and fast projectiles at     the very beginning of the flipping animation.  It is also an     overhead hit.  Because this move has excellent recovery, use it     to move-in on your opponent and try to confuse them.  Buffer it     in with Chun's crouching and standing FORWARD kicks to make your     opponent change their block often.  Be careful about doing this     vs characters with DP-type moves, however, as you can be DP'd     during the flip animation right before you hit your opponent.     The SHORT Axe Kick is a bit faster than the other 2 versions,     so use that version when you are very close-in.  Use the     others for longer-range attacks.

    If you connect with the kick, you unfortunately cannot combo     any move afterwords.  However, because of the good recovery of     this move, Chun can pretty much start kicking again without her     opponent being able to retaliate.  Mix-in crouching FW's,     consecutive Axe Kicks, fakes, and throws to keep your opponent     really confused.

    As a side note, the Axe Kick can go through SC projectiles.  I've     caught MANY a Ryu my surprise by walking right up to the SC     projectile, Axe Kicking right through it, and smacking the     dumbfounded Ryu in the face.  Not something you can pull-off     repeatedly, but it's pretty funny to watch.  :)

*Lightning Kick*

    The Lightning Kick doesn't do very much block-damage now, and     it is pretty hard to put into combos.  The RH version hits 4-5     times, but is nearly impossible to get started on the fly.

*Kikoken*

    There is now a substantial delay in the opening frames of the     Kikoken animation.  Not only does this make it harder to catch     opponents by surprise, it is a huge flag, allowing most opponents     to jump the projectile and nail Chun easily.  Use this move     CAREFULLY.

*Rising Spin Kick*

    This move has great air priority and is almost never air-blocked.     It moves at about a 75 degree angle, so you cannot hit opponents     who are almost directly overhead.  This move goes very well with     combos.

*Super Combo #1*

  Thousand Burst Kick

    This SC goes through fireball at all Levels, but the positioning     for going through a projectile with the Level 1 TBK is very     precise.  You must be RIGHT up next to the projectile to go     through it, and you may not be able to go through some JAB     projectiles.  The Level 2 and 3 TBK's have much more horizontal     range and superior fireball invulnerability.  This SC can be     linked with other SC's in the corner, as described later on.

    Unfortunately, Chun seems to have a problem with slides being     able to knock her out of the TBK.  Be careful when using it     against Rose, Guy, and Sodom.

*Super Combo #2*

  Spinning Shadow Kick

    Charge  /  \    /  O  +  kick

           O    O  O   |

    A hyped-up Vertical Kick.  Use in the same manner as you do the     normal Vertical Kick.

*Super Combo #3*

  Power Storm

    | \  --O  | \  --O  +  punch

    O  O      O  O

    This move has great anti-air priority and does excellent damage     for a Level 1 SC.  Use it as an instantaneous anti-air defense.     Be very careful about using it on the ground since Chun's feet     are not invulnerable to attack.

*Combos*

    F. ROUNDHOUSE, C. FORWARD, RISING SPIN KICK

      This is probably the best jump-in combo Chun-Li has.  It does       good damage, and it knocks her opponent down, giving her the       positional advantage.  You can also use the C. FW, RSK part

    (Corner) THOUSAND BURST KICK, POWER STORM, SPINNING SHADOW KICK

      Although I have only gotten the first 2 hits of this combo,       people on the Net have vouched for its complete existence.       To get the Power Storm, you have to start the 2 X QCF motion       during the TBK and end it _just_ as you come out of the TBK.

What Chun-Li has lost in ground kick priority and power she makes up for with air priority.  Her jumping kicks have priority against almost any move short of a Dragon Punch.  Use this along with FW kicks and Axe Kicks to push your opponent back and corner them.

Chun Li has exceptionally good throw priority and range.  USE THIS TO YOUR ADVANTAGE!  Forget what your opponents might think about "cheap" Chun-Li.  Chun's throws and ground speed are a major advantage.  Make sure you use them;  and, if your opponents start getting mad and try to tick you, it's as easy as pie to counter- throw.

*********

CHARLIE

*********

*Alpha Counter*

    O--  / |  +  punch

        O  O

    This AC is probably the slowest in the entire game.  Don't expect     to be able to hit jumpers with it.  Instead, use it to gain     position on your opponent.  Its good range helps Charlie nail     anyone trying to corner him or throw a fireball nearby.

*Jumping Spin Kick*

    O--  or  --O,  +  FORWARD

    In the latest version it appears that Capcom improved the     recovery of this move a bit.  It is an overhead hit with good     range, so use it occasionally to catch your opponent off-guard.     You can keep a backwards charge while performing this move, so     try ambushing your opponent by using a Crossfire Blitz after     landing.

*Thrust Kick*

    O--  or  --O,  +  ROUNDHOUSE

    This move has good horizontal range, and you can keep a charge     while doing it.  Very good for pushing opponents back.

*Sonic Boom*

    Charge  O--  --O  +  punch

    If you are having trouble with opponents sliding underneath the     Boom, try using the JAB version to catch them as they slide.

*Flash Kick*

               O

    Charge  |  |  + kick

            O

    This can be air-blocked easily, so I recommend using a C. FIERCE     or Backfist instead (unless you're _sure_ your opponent is going     to attack).  If you get air-blocked, each character has a means     of hitting you as you land, sometimes even when you use the     SHORT version.

*Super Combo #1*

  Sonic Break

    Charge  O--  --O  O--  --O  +  punch

    This SC is not particularly useful.  You can try and catch     fireballers close-in with it, but it does a really small amount     of damage, especially at Level 1.  In fact, you could probably     get the same amount of damage against a close-in fireballer     just by AC'ing, an that doesn't even need a charge.

    I usually use the Sonic Break to get block-damage in the corner     when my opponent is nearly dead.  Keep in mind that the Sonic     Break projectiles _can_ be air-blocked.

*Super Combo #2*

  Somersault Justice

                       O

    Charge  /  \    /  |  +  kick

           O    O  O

    This is a really useful SC, especially in the corner.  It cannot     be air-blocked, so you can catch many jumpers who think they are     same jumping in on Charlie.  At Level 3 this SC will suck an     opponent in from a phenominal distance.  Use this to counter     close-in attacks or fireballs.

*Super Combo #3*

  Crossfire Blitz

    Charge  O--  --O  O--  --O  +  kick

    Used mainly as a close-in ground attack.  Since Level 1 does not     go through projectiles, only use it to counter close-in ground     attacks.  To counter projectiles use the Sonic Break or an AC     instead.

*Combos*

    J. ROUNDHOUSE, C. SHORT, C. STRONG, SONIC BOOM

    J. ROUNDHOUSE, C. SHORT, C. STRONG, FLASH KICK

      These 2 combos are the most-used for Charlie.  If you are in       the corner, you can insert a C. JAB at the beginning of the       ground part of the combo.

    J. ROUNDHOUSE, C. SHORT, C. STRONG, SOMERSAULT JUSTICE

      Your basic SC combo.  Since Charlie has to charge for the SC,       it basically has to be comboed with a jump-in.  It's probably       the only time you'll ever get to use it.

Charlie really has trouble dealing with quite a few of the characters in SFA.  Because he has to charge his main weapon, the Sonic Boom, he doesn't play well to the rapid, back-and-forth, high-offense style of the game.  Basically, charging the Boom makes him too predictable, especially with all of the anti-projectile attacks in SFA.  Here's what characters can do to Charlie's Sonic Boom attempts:

   Ryu:  If Ryu has a Shinkuu Hadoken charged, forget trying to throw          a Boom anywhere near Ryu.  Since you have to charge the Boom,          it is very predictable when you will be releasing it.  Ryu          also has the HK to rely on, as that move now goes over the          Sonic Boom easily.    Ken:  He can roll under the Boom, but you will usually recover in          time to not get hit.

 Sagat:  He can't do much except jump-in, but he can do so pretty          safely because of his long, reaching legs.  If Sagat has a          SC charged, however, he can nail Charlie on reaction with          a Tiger Cannon easily.

  Chun:  She can Axe Kick through your Booms.  She can TBK right          through them in the corner.  Chun can also simply jump over          them and kick, and there's little you can do to knock her out          of these jump attacks.  Thus, you can get cornered rather          easily when fighting Chun-Li. Birdie:  Birdie can Leaping Chain Grab any Sonic Boom easily.   Adon:  The Jaguar Kick and Jaguar Tooth both work well against a          Boom attack.

   Guy:  Guy can slide underneath Booms close-up, or he can Bushido          Run slide underneath them from medium to far range.  Sodom:  Sodom can slide under Booms easily and recover instantly.   Rose:  She can slide underneath Booms with great recovery, as well          as reflect Booms back in your face.

As you can see, most characters have some method of dealing with Charlie's Booms rather well.  All I can recommend is try as hard as possible to be unpredictable and attempt to corner your opponent if you can.  If your opponent has an anti-fireball SC charged-up, try throwing a Sonic Boom just far enough so that you will recover before getting hit.  You can do this to try and trick your opponent into wasting a SC.

********

BIRDIE

********

*Alpha Counter*

    O--  / |  +  punch

        O  O

    This AC has decent range, but it's relatively slow.  Be VERY     careful when trying to AC a Super Combo.  I've gotten knocked out     of the AC animation several times.

*Headbutt Charge*

    Charge  O--  --O  +  punch

    Remember that you have to use the proper range Headbutt, or you     will get a stun delay afterwords.  Use this move to keep your     opponent from getting anywhere close to you.  It JAB version is     *very* quick and good for this.  There is a small area between     the ranges of the JAB and STRONG Headbutts where your opponent     can "safely" stand.  A JAB Headbutt will miss them, and a STRONG     Headbutt will produce a move stun.  Be aware of this critical     area and keep your opponent out of it.

    All of the Headbutts have excellent anti-air priority.  When you     are charging the Turn-Around Headbutt with the STRONG and FIERCE     buttons, you can use the JAB Headbuut Charge as a good anti-air     alternative to the standing FIERCE.

*Turn-Around Headbutt*

    As Birdie turns around, he is invulnerable to all attack.  A good     strategy is to try and fight close-in and release the TAH right     when you opponent attacks.  The attack will sail right through     Birdie's feet, and you will then trun around and nail your     opponent.  Your main objective with this move is to hit your     opponent deep.  Not just blocking the hit, but actually damaging     them.  Once you connect you can combo-in a Chain Grab for serious     damage.  You should try this every time you get a successful hit     with the TAH.

    Since you have to hit kinda deep to combo-in the Chain Grab, you     should use either the STRONG and FIERCE buttons or the SHORT and     FORWARD buttons to charge the TAH with.  The latter is more     uncomfortable for the hand, but it keeps your FIERCE button free     for anti-air defense.  If you use the 2 punch buttons for     convenience, you can use a standing ROUNDHOUSE or a JAB Headbutt     Charge as substitute anti-air attacks.

*Chain Grab*

                 O

     / | \  --O /   +  punch

    O  O  O

    This move does excellent damage.  Your main strategy should     revolve around getting opportunities to use this attack.  You     need to be UTTERLY, TOTALLY CHEAP with this move.  That means     getting jump-ins and ticking like _mad_ with this move.  If you     have your opponent in the corner, you will be able to get     another jump-in after each successful Chain grab.  You have to     be a total, rampaging nightmare with this move.  Because there     are ways of escaping Chain Grab ticks, you need to vary how you     tick with each jump-in.  Since each tick requires different     timing to counter, you can keep your opponent totally confused     and petrified, not knowing how you will attack each time.  There     3 main jump-in ticks you can use:

     1)  J. ROUNDHOUSE, S. SHORT, CHAIN GRAB

       This is the one I use most often.  Properly timed, it is hard        to counter.

     2)  J. ROUNDHOUSE, CHAIN GRAB

       If your opponent starts countering the first tick, use the        Chain Grab early by skipping the S. SHORT.  This usually        throws off your opponent's timing really well.

     3)  FAKE J. ROUNDHOUSE, C. JAB, C. SHORT, CHAIN GRAB

       Actually, you can do all sorts of variations on this tick.        The fake normally confuses people to no end, and you usually        are safe doing it since opponents usually are petrified to        even move against a jumping-in Birdie.

*Super Combo #1*

  Leaping Chain Grab

    | \  --O  | \  --O  +  button

    O  O      O  O

    This is the ultimate anti-fireball move.  Use it as such.     Squash any fireball attempt with this SC.  If your opponent dares     throw a SC projectile, simply buffer the motions for the SC     during your opponent's SC animation.  You will be able to perform     your SC before your opponent's SC projectile even has a chance to     start moving.

    The button you use determines the distance Birdie leaps.  The     Leap is kind of self-guiding (especially for the long-range     Leaps), so you don't have to memorize how far each button takes     you.  Use the JAB (or STRONG) Leap for extreme close-in attacks,     the SHORT Leap for fireballers half-screen's length away and     slightly under,and the ROUNDHOUSE Leap for anything half-screen     and beyond.  This covers 95% of all the times you will need to     use the SC.

    Another tactic is to use a Headbutt Charge or TAH.  As you are     recovering, if you feel that your opponent will try to fireball or     sweep, perform the SC _right_ after you recover.  Your opponent's     attack will miss and you will grab them while they are in a move     stun.  This requires you hitting your opponent at exactly the right     distance, so be carefull when trying it.

    You can also try using the JAB Leap against jumpers.  Just back-     off slightly and Leap.  Any jump kicks will pass right through     Birdie, and, if timed properly, Birdle will land to catch them     just as they land.

*Super Combo #2*

  Mega Headbutt Rush

    Charge  O--  --O  O--  --O  +  punch

    When fighting a non-projectile character, this SC is more useful     than the Leaping Chain Grab.  Use it against characters like     Adon, Guy, and Rose since they like to try and poke 'n jab a lot.

*Combos*

    C. FIERCE, HEADBUTT CHARGE

To play Birdie well is to play him cheap.  Because of his extremely short and low jump, it is very hard to get clear jump-ins on your opponent.  You need to take full advantage of any ticking opportunity you get.  The Chain Grab does 25%+ damage, do it's well worth pulling off.  Don't be afraid of being called "cheap".  This is definitely the way Birdie was designed to be played.

Birdie's anti-air defenses are excellent.  The only character who has priority over his C. and S. FIERCE is Chun-Li.  Otherwise, nobody can even dream of jumping-in on Birdie.  Use this ability along with JAB Headbutt Charges and RH sweeps to push your opponent back into the corner.  This is the main setup for repeated and deadly Chain Grab ticks which will win the game for Birdie.

******

ADON

******

*Chains*

    S. JAB, S. STRONG, S. ROUNDHOUSE

    S. JAB, S. STRONG, C. ROUNDHOUSE

*Alpha Counter*

    O--  / |  +  kick

        O  O

    Although this AC is angled more vertically than horizontally, it     instantaneously hits with no lag time whatsoever.

*Upward Kick*

    \   +  FORWARD

     O

    This kick, although it looks rather pathetic, has incredible     anti-air priority.  Use it when you can't use a Jaguar Knee.

*Jaguar Kick*

    O-- |  /  +  kick

        O O

    This is Adon's main jabbing weapon.  Use a combination of     low attacks and SHORT Jaguar Kicks to push your opponent back     into the corner.  Use the FORWARD version to counter any     close-to-mid-range fireball attack.

*Jaguar Tooth*

    --O \  |  / O--  +  kick

         O O O

    This move is particularly good against characters without a solid  DP move.  Use it to react to fireballs if you are far away.  You  will be able to glide in quickly, knocking your opponent out of  most any ground-based attack.

    You can also try faking with this move.  Try and make your  opponent whiff an anti-air move, then retaliate with a chain  combo or SC.

*Jaguar Knee*

              O

    | \  --O /    +  kick

    O  O

    You have to be somewhat underneath your opponent not to get     knocked out of this move, but it has good priority and damage.

*Super Combo #1*

  Jaguar Breed Assault

    | \  --O  | \  --O  +  punch

    O  O      O  O

    This SC has excellent ground speed and range, and it cuts through     fireballs with ease.  Use it both as an anti-fireball move and     while fighting close-in.

*Super Combo #2*

  Jaguar Revolver

    |  / O--  |  / O--  +  kick

    O O       O O

    This move is good as both an anti-air defense (at high Levels) and     as an anti-fireball move.  If your opponent tries a SC projectile,     you can buffer the motions for this SC and release it just as your     opponent's SC starts.

*Combos*

    J. ROUNDHOUSE, C. JAB, C. STRONG, C. ROUNDHOUSE

      Adon's standard chain combo.  Use it when you jump-in or when       you can hit your opponent on the ground.

    J. ROUNDHOUSE, C. JAB, C. STRONG, JAGUAR BREED ASSAULT

      This is the only SC combo Adon really has, but it is effective       and does nice damage at all Levels.

Adon is a very simple character to use.  His strategy revolves around using his S. ROUNDHOUSE and Jaguar Kicks to push his opponent back, countering any jump-in or projectile that his opponent might use. Adon requires patience and a keen eye for making the most of any opportunity that arises.  Adon is not a fancy character with a ton of cool combos or strategy.  Instead, solid pressure and smart playing make him an effective character to play.

*****

GUY

*****

*Alpha Counter*

    O--  / |  +  kick

        O  O

    This AC hits very low, so you need to time it precisely for

    snagging jumpers with it.

*Overhead Slam*

    --O  +  punch

    This overhead hit has great range and recovery.  Mix it in with

    lots of sweeps and standing FORWARDs.

*Bushido Run*

    | \  --O  +  kick

    O  O

    You have to be very careful when using this move.  Although it    is quick, each character has some type of move that can hit you     out of the run if given the chance.  You have to use it close-up     and unexpectedly.  You can end it in 1 of 3 ways:

     ROUNDHOUSE:  This will produce an overhead hitting jump kick.       Not only does this kick have good recovery, but you can use it       in combos easily.  S. FIERCE, Bushido Run jump kick is a quick        combo that will help dizzy an opponent very quickly.  It is        also part of Guy's corner re-dizzy combo, explained later on.

     FORWARD:  This makes Guy perform a running slide.  This slide        will go underneath Charlie's Sonic Boom and Rose's Soul Spark.        The recovery is not as good as the jump kick, but if you

       position it just right, you can recover before your opponent        can hit you.  This move can also be used in combos.

     SHORT:  Using the SHORT version will make Guy stop the second        time you hit a kick button.  Basically, you use this version        to either make your opponent whiff a DP-type move or to run        up to someone and throw.

     NOTHING:  Guy will automatically stop once he reaches his        opponent, just like the SHORT version.

*Bushido Leap*

    | \  --O  +  punch

    O  O

    This sends Guy in an arc toward his opponent.  The FIERCE version

    is the only really useful version as the other 2 are much too high

    to be effective.  You can use this move to counter any mid-range

    fireball.

    If your opponent is performing any kind of special move, your

    throw range will automatically be increased to swoop them out of

    whatever move they are performing.  This includes moves such as

    Sagat's Tiger Blow, Chun's Rising Spin Kick, and Charlie's Flash

    Kick.

    Another useful tactic is to tick with the Bushido leap by   buffering it into another move.  A good example would be C. JAB,    C. FORWARD, Bushido Leap.  This combo is explained in greater    detail below.

    If you cannot get close enough to air-throw your opponent, you    can perform a dropping elbow by hitting punch anytime during your    flight.  This elbow move has excellent priority, and you can combo    other ground moves into it if you connect with it.  The elbow drop    is an overhead hit.

*Rising Spin Kick*

    |  / O--  +  kick

    O O

    This move has a DP-like priority to it.  Use it as such.  The    SHORT version of the kick hits low to the ground, making it good    for countering close-in fireballers and deep jump attacks.  The    FORWARD and ROUNDHOUSE versions travel higher and hit more times,    but they don't hit low to the ground, making them impossible to   use in combos or for countering low attackers in the air or on the   ground.

*Super Combo #1*

  Bushido Rage

    | \  --O  | \  --O  +  kick

    O  O      O  O

    This is one of the few rushing SC's that has good recovery if    blocked.  Use it in ambushes after a blocked Bushido move or    after an overhead hit.

*Super Combo #2*

  Bushido Jump

    | \  --O  | \  --O  +  punch

    O  O      O  O

    This move is rather unpredictable.  It usually requires your

    opponent to be far in front of you in the air, but it still is

    pretty hard to time and position correctly.  Not a super-reliable

    anti-air defense.

*Combos*

    S. FIERCE, BUSHIDO RUN JUMP KICK

      This is a quick, 3-hit combo that is very easy to dizzy with.

    GUY'S RE-DIZZY COMBO:

    (Corner) J. ROUNDHOUSE, C. JAB, S. STRONG, S. FIERCE, BUSHIDO

             RUN JUMP KICK

      This combo is insanely hard to pull-off, but it re-dizzys

      almost every character except Ken and Ryu.  Much practice is

      needed to pull this one off correctly.  It may not seem

      difficult, but you'll see what I mean when you try it.

Guy's strength lies in his speed and jabbing moves.  Guy also has excellent throw priority.  Use all of this to your advantage. Keep constant pressure on your opponent, but don't become predictable.  Use lots of throws.  Fake throwing and use his 3 crouching kick chain combo to nail a conter-throw attempt. Just keep using that S. FORWARD kick with the occasional Bushido Run jump kick and overhead hit.  Just be a total nightmare and try not to let your opponent get a move in edge-wise.

The biggest think you need to worry about is not being predictable. Guy's moves are good, but you will get plastered if your opponent sees them coming.  While this is true for any character, it is especially true for Guy.  If your opponent just keeps blocking in the corner, be patient and weed them out.  Throw, tick, fake, etc. to keep your opponent moving.  They will them open themselves up to your other attacks.

SODOM-

Sodom's strategy revolves both around his grabbing moves and his Sai Attacks.  His crouching FIERCE and STRONG Sai Slice can take out all jumpers easily.  His slide will go underneath STRONG and FIERCE fireballs, including Sagat's low Tiger Shot.

Sodom's Power Bomb has a very short range, and there is a delay as Sodom leaps forward with his Sai before he actually grabs his victim. On the up side, the move does almost 25% damage to a healthy opponent and can be used in combos effectively.  The Capet Drop, although blockable, can be used in ANY combo Sodom has, regardless of how far away that opponent gets pushed by the normal part of the combo.  The Carpet Drop will just suck them in with ease.

Sodom's Mega Sai Slice SC his jumpers particularly well and has excellent recovery afterwords.  The Mega Power Bomb SC sucks due to the obnoxious motion and the fact that he can be hit out of it with a simple jab.

ROSE-

Definitely the strangest character of the bunch, Rose is one of the best as well.  She has 3 main strengths:  her FORWARD slide, her Shawl Reflect, and her Super Combos.

The FORWARD slide has absolutely phenominal recovery, yet has a huge range of attack as well.  Rose can trade equally with fireballers like Ryu using the slide due to how her legs stick out so far.  Rose can even nab opponents with Super Combos or a Soul Spark with ease as they try and counter the slide.  The only thing you have to be concerned with is not getting predictable with the slide and, as a result, eating a Super Combo or DP move.

The Shawl Reflect is a good move but can get you into trouble if used too much.  You can reflect projectiles back into the face of an opponent, but most opponents will not throw a fireball as you stand there waiting for them to do so.  If you mis-time the Shawl Reflect, your opponent can nail you with a fireball during the stun afterwords. A good strategy is use several slides and watch for your opponent getting frustrated and trying to fireball his way out of the pattern. Then use the Shawl Reflect and continue pushing that opponent back into the corner.

Rose's best Super Combo is, by far, her Uppercut and Punish SC.  With all of this jabbing and sliding, your opponent is bound to get frustrated and try and jump.  If you don't have time, just use Rose's crouching FIERCE to counter.  But you should be watching for the jump and plan accordingly.  A Level 3 UAP SC takes off over 50% of the opponent's energy, making it a deadly punishment for one mis-timed jump.

These 3 tools, along with whatever else you dish out in your style of play, make Rose a very formiddable opponent if played carefully and systematicly.

The 2 moves you have to be careful with are Rose's Soul Catch and her Soul Spark.  The Soul Catch is not invulnerable, so you need to catch your opponent rather early or very, very late in their jump to not get knocked out of it.  The Soul Spark has Rose extend her scarf outward, making her an easy target for jump-in attacks.

AKUMA-

Akuma retains all of the strengths of Ryu and gains an air fireball and a teleport.  His 2 new moves (the roll and leaping moves) are pretty worthless, so don't bother with them.  Just play a strong Ryu and incorporate the air fireball to win.

Be careful you don't accidentally do the Red Fireball when trying to

do a normal fireball.  The motions are *extremely* sensitive, and

there is a huge delay on the Red Fireball that will get you killed

easily.

The one thing that Akuma has against him is a damage handicap.  Akuma takes approximately 60% more damage per hit than normal characters do. That means that jump-in combos will do about 50% damage, and Super Combos basicly kill you at high Levels.  I had the CPU Ryu do his Level 3 HK Super Combo against my Akuma and take 80% of my life away, utterly destroying me.

[Right before I release this]: I just got back from another arcade where the damage Akuma took from opponents was less than what is described above.  Chun-Li's Split Kick also had better priority there as well, so it seems that Capcom is still tweaking stuff around on us at different locations.

As a side note, Akuma's stage is Chun Li's Great Wall of China stage at sunrise.  The BGM is a chaotic, guitarish theme that is difficult to make out.  It may be a re-mixed version of the intro music to SSF2T.

M. BISON-

I haven't played him much (just got to try the code today), but he

seems to be more of a normal character (unlike Akuma with all of the

nasty air-fireball defenses he can put up).  He's strong, but I'm not

sure yet if he's one of the best or not.

At the arcade where I tried him out, he took normal damage from moves

(unlike Akuma).  I'll post more about him later and include it in a

future revision of the FAQ.

*********

ENDINGS

*********

MAJOR SPOILERS!!!!!

RYU-  Fights Sagat

Basicly, we see Sagat lying on the ground, beaten and VERY upset.  He tells Ryu that he will kill him, but Ryu shrugs Sagat off, complaining that he's too little of a challenge.  He tells Sagat as he departs that true warriors fight not with hate but with skill.

KEN-  Fights Ryu

At the beginning of the match, we get some cool dialogue between Ken and Ryu where Ryu puts down Ken as a "trainee" and Ken snidely remarks back that he can and will whoop Ryu's sorry butt in a fight.

After the fight, Ryu congratulates Ken on his new-found strength. Awesome pic of Ken and Ryu clasping hands together.  Ryu asks what Ken will do next, and Ken replies that he already has another challenger waiting for him elsewhere.

Cut to a scene where Ken is walking away victorioius from this next fight.  He is on what will become his SF2 background stage.  A young, blond-haired girl names Eliza runs after him and asks him why he fights so fiercely.  Ken replies that he must battle one man and make him pay for something.  This guy Ken is referring to is probably Akuma, the man who trained with Ken and Ryu and ended up killing their teacher in Japan.  This woman is obviously the girl who marries Ken at the end of SF2.

SAGAT-  Fights Ryu

SAGAT: "You scarred me and sealed your fate."

       "Now the scales will be balanced."

       "You took my honor and now I'll destroy you!"

  RYU: "You just don't get it, do you?"

SAGAT: "Shut up!  I won't lose this time!"

After winning, Sagat sees Ryu look at him with pity.  Sagat is empty. Did Ryu actually fight with all his strength, or did he hold back in honor?  Before Sagat can consider this further, a jet lands in the background.  M. Bison appears, telling Sagat to forget his foolish vendetta which he has already won.  Now, if Sagat truly wants to be feared, he must learn "Psycho Power."  We get to see 2 early mug shots of Vega and Balrog in the background.

CHUN LI-  Fights Bison

Chun Li tells Bison that he is under arrest for drug trafficking.

After she beats him, we get some brief "You're finished, Bison!"

dialogue before Bison gets up off the ground and grasps Chun Li's

midsection, blasting Psycho Power throughout her body.

Cut to a hospital scene where Chun is surrounded by a couple of

government agents.  The game then tells us Chun Li's true motive,

which is to crush M. Bison for murdering her father.

CHARLIE-  Fights Bison

Bison has no clue who Charlie is, but Charlie seems pretty bent on arresting Bison for something.  Anyway, after Charlie wins, he calls in the troops with his radio.  But what's this?!  Bison crawls up behind Charlie, the screen flashes white, and....

   NOOOOOO!!!!!!!!!

The last scene we see is Bison tossing Charlie's dog tags over his shoulder, calling Charlie a fool for thinking he would ever let him live.

BIRDIE-  Fights Bison

Birdie tells Bison that he wants to fight him as a test to enter Shadoloo.  After beating Bison, Birdie gets to be Bison's right-hand man.  We see Birdie picking up some scrawny guy in a suit in a bar somewhere.  We then get this "oh-so-dramatic" text postulating whether or not Birdie will try and kill Bison to oust him and take his place. We never find out, and the ending cuts there.

ADON-  Fights Sagat

Adon was Sagat's teacher, but now he touts to Sagat that he has surpassed his master's skill.  Sagat tells him to get a life and prepare to be put back in his miserable place.

After winning, Adon is approached by M. Bison.  Bison admires Adon's strength and proposes that Adon join Shadoloo (join or die, that is). After a few sinical comments about drugs and Bison, M. Bison becomes enraged and attacks Adon.  We last see Adon cheerfully jumping up to meet the challenge.

GUY-  Fights Bison

Guy stands over Bison's fallen body, clenching his fists.  He says that he is ready and has reached his goal of ultimate strength. After jumping away, Bison looks up from the ground with a wicked smile on his face and says that Guy will pay dearly for the insult given today.

SODOM-  Fights Guy

Sodom tells Guy how much he hates him.  Guy makes a couple of comments dripping with sarcasm, and the fight proceeds.

Afterwords, we see Sodom re-assembling the Chain Gang crew (presumably from inal Fight).  He rallies them, saying that this is the beginning of a new dawn for their organization.  And, to make them feared throughout the world, the Chain Gang will now be known as...

  AAAAAAAAAAAAARRRGH!

Sodom holds a Japanese scroll in his hands with the name on it.  Since I can't *read* Japanese, I have no clue what it says.  The CPU then says something akin to, "Gosh, that is a really stupid name!"  Go figure this one out yourself...

ROSE-  Fights Bison

Rose tells Bison that he has abused his power too much and must now pay.  Bison obviously knows her and was even expecting her, but he doesn't reveal how they are connected, other than someone sent Rose to deal with Bison.

After the match, Rose uses all of her remaining Soul Power to drain Bison dry of energy.  This leaves her near-death.  Yet, we see Bison on the ground with smoke rising from his heart as Rose hears a heartbeat.  The game then asks something like, "What it M. Bison?" referring to the heartbeat.

AKUMA-  Fights Bison

Bison tells Akuma how much he admires his incredible strength. Puzzled, Bison then asks Akuma why he hesitates.  We get some blurb about Akuma doubting his strength, and the match proceeds.

Afterwords, we see Akuma's portrait with 3 people scrolling by in the background.

The game tells us that, although Akuma has bested the greatest warriors of the world, his victory is empty.  Akuma realizes that it is the path, not the goal, that matters.

M. BISON-  Fights Rose

Rose confronts Bison, telling him that he has abused his power for too long.  Bison remarks that some "group" sent Rose to defeat him, and then they fight.

After the battle, Bison stands over Rose's dead body, commenting that Soul Power is nothing compared to his awesome strength.  "Will anyone be able to stop Bison from taking over the world?" is the last thought the game gives you.

DAN-  Fights Sagat

Dan sounds rather upset as he revels in the fact that he has reached Sagat.  Sagat appears confused, and Dan explains that his father was killed by Sagat.  Sagat recalls this man as being the one who blinded Sagat's one eye.

After the fight we see Dan rolling around on the ground, making fists and looking generally happy.  He starts gleefully cheering that he has beaten Sagat.  M. Bison suddenly teleports onto the screen and offers to make Dan the greatest fighter in the world if he joins Shadoloo. Dan, in his new-found arrogance, tells Bison that he is too late, that he is already the greatest in the world.  Bison scowls at him and teleports off the screen.

**********************

THOSE LITTLE SYMBOLS

**********************

When you win a round, you are given a marker by your Energy Bar to signify your win.  Instead of a generic marker, in SFA you are given a marker that reflects what type of win you got.  Here are some of the symbols you can get:

        V

           This stands for a normal move victory.

        S

           Special (complex-motion) move victory.

        S*

           Super Combo victory.

 Cheeze S

           Blocked special move victory.

 Cheeze S*

           Blocked Super Combo victory.

    Lasso

           Throw victory.

Hour Glass

           Time-out victory.

        P

           Perfect (no damage taken) victory.

*********************

CHARACTER HISTORIES

*********************

Each character in SFA appears in another Capcom game from the past.

RYU-

  The Ryu in SFA is from the original Street Fighter.  He has the same

  red hair and boyish look that he had back in the 80's.  Ryu won the

  first Street Fighter tournament and stripped Sagat of his title of

  World Warrior.

KEN-

  Ken is also from Street Fighter 1.  His skill was overshadowed by  the victory of his friend and rival, Ryu.  Ken looks much younger as  well, having a long ponytail tied back with a ribbon and a much more  cocky attitude to him than he did in SF2.

SAGAT-

  The strongest fighter in the world, Sagat, was brought down by a mere  boy of a fighter named Ryu in Street Fighter 1.  Sagat's chest was  scarred horribly by Ryu's winning Dragon Punch.  Now, that scar fuels  Sagat's hate each day as he trains for his rematch with Ryu.

CHUN LI-

  This is Chun Li's first appearance in the SF timeline.  She is  originally from SF2 where she avenges the death of her father.  In  SFA she is working for some government agency.

CHARLIE-

  Charlie is Guile's friend who is killed by M. Bison between SFA and  SF2.  This is the first game in which he has physically appeared.

BIRDIE-

  This brawler from England was in the original Street Fighter   tournament.  Back then, his moves consisted of a couple overehad  slams and a headbutt.  Now, Birdie has been modernized and is ready   for serious action.

ADON-

  Adon is Sagat's student from Thailand in Street Fighter 1.  He  retains his awesome reverse Flash Kick and has a new, formiddable  arsenal of kicks as well.

GUY-

  A player character from the smash hit Final Fight, Guy has been  given a strange arsenal of moves new to the SF series and retains  his rising spin kick from the original game.

SODOM-

  Originally a boss character from Level 2 of Final Fight, Sodom now  wields two 2-pronged sai instead of his Katanas and has a host of  new rushing and grappling moves.

ROSE-

  Rose is Anita from Night Warriors, another Capcom fighting game.  In  that game she appears as a small child with a teady bear.  All  grown-up, she has been sent by someone to destroy M. Bison.

AKUMA-

  Originally there was a fighter in Japan who developed the technique  of the Shoryuken in Japan.  This technique was handed down to the  master's brightest pupil, who subsequently taught it to Akuma, Ken,  and Ryu.  The original Shoryuken was designed as a killing  technique.  However, the man who taught Shoryuken to Akuma, Ken,   and Ryu removed the killing function of the technique before passing  it on to them.

  As Akuma learned and trained, he re-discovered the lethal potential  of the Shoryuken.  He went back and killed the 2 teachers in  combat, and now roams the world in search of opponents worthy of   his skill.

  Akuma has appeared as a hidden character in both SSF2T and X-Men:   COTA.

M. BISON-

  We still don't know where Bison comes from exactly.  His first  appearance is obviously in SF2, but we still have no idea what his   origins are or how he came to power.  His ending provides little   insight on his origins, other than that he is connected to Rose   somehow.

DAN-

  Dan is the only character who isn't tied to Capcom's past.  In  fact, he is a parody of Robert Garcia from Art of Fighting.  All  of his moves are pathetic imitations of Robert's normal self. :)  It seems that this Dan character has been in some of Capcom's  SF2 artwork before, but never has he appeared or even been  mentioned in a Capcom game before this.

*******************************************

HIDDEN CHARACTERS-  AKUMA, BISON, AND DAN

*******************************************

Capcom continues the newfound tradition of including hidden haracters in their games.  To-date, 3 have been found.  There may e more, but no one knows for sure.

***TO SELECT AKUMA OR M. BISON****

Get to the Random Select box on your side of the machine.  Now, press nd hold START.  Do the following motions:

PLAYER ONE

  Akuma-  down, down, down, left, left, left

  Bison-  down, down, left, left, down, left, left

PLAYER TWO

  Akuma-  down, down, down, right, right, right

  Bison-  down, down, right, right, down, right, right

After doing the joystick motion, press JAB and FIERCE together.  You now have the hidden character you selected!  To get the alternate color for the special characters, just use SHORT and ROUNDHOUSE instead.

Akuma has been given a few new moves, but remains basically the same as his SF2/X-Men counterparts.  M. Bison is the same as the boss M. Bison you see in SFA.

***TO SELECT DAN***

Press START to initiate a one-player game or continue.  HOLD START

throughout the entire procedure.

Move the cursor to the random select box on your side of the screen. Press the following buttons very quickly:

For a Pink Dan:

  JAB, SHORT, FORWARD, ROUNDHOUSE, FIERCE, STRONG

For a Green Dan:

  FIERCE, ROUNDHOUSE, FORWARD, SHORT, JAB, STRONG

You now can play Dan, Capcom's parody of Robert Garcia from Art of

Fighting. <yeah!>  This code will work in either 1-player or

2-player mode.

***************************************

SPECIAL ENDINGS AND HIDDEN CHARACTERS

***************************************

If you play the computer and do not lose a match, you will get to see the credits for the game scroll by as each character stands in their background while doing their winning pose.  At the end of the credits, the Super Combo finishing background (yellow starburst) appears with your character's portrait and the words, "Congratulations!  You are XXXXXX master.  Your skill has not gone unnoticed."

If you complete the game without losing a round, you get the same ending but with different words.  Instead of the last sentence, you get, "A new opponent has entered the fight."  This appears to be one of the requirements to fight against Dan, the newest hidden character. Dan will occasionally pop-up when you are fighting Adon during a one- player game.  It is unknown what else makes Dan appear, but playing a perfect game and getting this message seems to be necessary to get him to come out on Adon's stage.

*****************************

TOP TEN CHEAP THINGS IN SFA

*****************************

Well, since I live in Chicagoland (MK-mecca), I've encountered many eople over the past weeks who don't like my particular style of playing.  I've had practically everything I've done called cheap, but these are the most common (and unbelieveable) complaints I've gotten.  Some are semi-"reasonable," while others are just totally off the wall.  Enjoy reading how stupid some people can be.  :)

***TOP TEN CHEAP THINGS IN STREET FIGHTER ALPHA***

10)  Throws

    Ohhh yes, those nasty, evil throws are back in SFA!  Sure, never    mind that throw ranges have been reduced, do less damage, and can   be softened.  A simple throw, even when you can use a more    damaging chain combo or Super Combo (i.e. after a missed DP or    something), is a total breech of etiquite and sure to send your    opponent into a raging fit of spazmatic convultions.

9)  Air-blocking Charlie's Flash Kick

    Air-blocking the FK is considered cheap and lame around here    since you can hit Charlie on the way down from the FK.  The    thing is, however, that you can only hit Charlie after a    blocked FORWARD or ROUNDHOUSE FK, but not the SHORT one.  Still,    for some reason, people around here A) Do not use Charlie's    crouching FIERCE instead, and B) _Insist_ on using the    ROUNDHOUSE version of the FK *every* *single* *time*!  It is    quite sad when I can reliably just jump-in, knowing that they    will do a RH FK and I can throw them as they land.

8)  M. Bison's Uppercut

    I actually had a good Ryu player complain about M. Bison having    a crouching FIERCE that can hit opponents out of the air.  A    ***RYU**** player complaining about Bison having an uppercut!  To    top it off, M. Bison's crouching FIERCE is one of the worst in the    game since there is a delay before it actually comes out.

7)  Alpha Counters

    Yes, people inevitably complain about AC's all the time, usually    when I use them to keep my opponents in the corner <shrug>.  Not    much to say here, other than, "Deal with it!"

6)  Rose's Chain Combo

    Since Rose only has one Chain Combo, it's pretty natural that    you'd use it a lot, right?  Well, I had one guy get all upset    the other night because I was only using one combo over and    over again with Rose. <whap! whap! whap!>  He might have stopped    to think for a second and realized that it was the players'    faults for giving me the opportunity to use the combo, rather    than me using the same combo over and over again.

5)  Rose's Soul Catch

  What's wrong with this, you ask?  How can this move be cheap when  it is relatively vulnerable and requires good skill, timing, and  positioning to use effectively?  IT'S A THROW, DUMMY!  And throws  are cheap, are they not?

  Yes, I actually had one guy get all upset over the fact that I was  using Rose's Soul Catch (the normal one, not the SC), which he  classified as a THROW. <sigh...>

4)  Rose's Slide

  Ohhhh....people HATE this move.  Wanna get someone _really_ upset?  Use Rose's Soul Illusion SC and repeatedly slide in the corner. :)  I've had up to 12-hit/50% damage combos in the corner with this move  on a machine set for low damage.  :) :)  This is the kind of thing  that makes people walk away from playing you.

3)  Birdie's Chain Grab

  This is a BEAUTIFUL move.  Can be used in ticks similar to Zangief's  SPD ticks in SSF2.  Virtually uncounterable.  What's best is that  the CG will leave a cornered opponent in the corner, a sitting duck

  for another CG attempt.  :)

2)  Birdie's Leaping Chain Grab SC

  Yes, this is probably the most complained-about move in the entire  game.  But the people who complain are so STUPID!  They will jump  to the opposite side of the screen and THEN throw a fireball.  I've  had instances where I keep rolling the joystick from across the  screen, "faking" the SC.  What do they do?  They throw a fireball.  I'll let them repeatedly throw fireballs, about 4 or 5 of them,  and let myself get hit repeatedly.  Then, after all this warning,  I'll do the SC.  They then roll their heads, make some kind of  clucking sound, or start swearing rather visciously.  I still want  a taunt where Birdie jumps at his opponent and kisses them instead  of throwing them.  :)

AND THE #1 CHEAP THING ABOUT SFA IS........

  THE INTERNET!

    Yes, I had a guy complaining to me repeatedly the other night.  He    and his friends were getting wholloped, and he said that I wasn't    good, that I just got all of my moves from the Internet and that,    in actuality, just plained sucked!  This was at Super Just Games    this last Friday night, so, if you are reading this, Mr. Johnson,    PLEASE, oh PLEASE E-mail me or post or something!  I'd just *love*    to get into a conversation with you about SFA and its incredible    "cheapness."  :) :) :) :) :)

***************

THE WISH LIST

***************

For now, I'm in the process of re-doing this section since I'm having my first look at a national release version.  It'll be re-done when I get the next revision out, which should be in a week (for sure, I promise!).  :)

********************

CREDITS AND THANKS

********************

Well, that's about it.  A big "Thank you!" goes out to:

Tom Cannon............ for mucho info and the basis for this FAQ.

=P (Mr. Cheung)....... for info on the characters during beta testing.

Shinkuu Hadoken....... for the Akuma/Bison code.

alt.games.sf2......... for all of the discussion about SFA over the past

                           month and plenty of info.

Have fun...SFA is a GREAT game.  Like I said, any comments, suggestions, gripes, etc. can be sent via E-mail to

LaPlanta@aol.com

I will probably post this FAQ in alt.games.sf2 every couple of weeks as the game gets released.  You can always get the latest revision at the following FTP sites:

  brawl.mindlink.net  /pub/sfa

  ftp.netcom.com  /pub/vi/vidgames/faqs


Street Fighter Zero

Game Shark

(JAPANESE)

 Player 1 invulnerable

                                      8018720C 0090

 Player 2 invulnerable

                                      801874D4 0090

 Player 1 power level 1

                                      8018727E 0030

 Player 1 power level 3

                                      8018727E 0090

 Player 2 power level 1

                                      80187546 0030

 Player 2 power level 3

                                      80187546 0090

Faq

Akuma or Gouki:

1) Move to '?'

2) Press and Hold L2

3) Left, Left, Left, Down, Down, Down

4) Square + Triangle

M.Bison or Vega

1) Move to '?'

2) Press and Hold L2

3) Left, Left, Down, Down, Left, Down, Down

4) Square + Triangle

Once you have accessed them, you can reselect them by pressing DOWN in

the '?', no need to enter the above code anymore.

Go to '?', hold L2, R2, and select.  Press Triangle, Square, X,O,Triangle.

Extra Fighters

----

Dan: Hold L2 or R2, Triangle, Square, X, Circle, Triangle

Gouki: Hold L2 or R2, Out, out , out, down, down, down, square+triangle

Vega: Hould L2 or R2, Out, out, down, down, out, down, down, square+triangle

To get a different color for Dan reverse the order of his code.

(Triangle, circle, eX, square, triangle whil L2 or R2 is held)

For Gouki just press eX and circle instead of square and triangle.

Moves

QCT - Quarter Circle Toward         QCB - Quarter Circle Back

HCT - Half Circle Toward            HCB - Half Circle Back

FP - Fierce Punch                   MP - Medium Punch

JP - Jab Punch                      FK - Fierce Kick

MK - Medium Kick                    SK - Short Kick

--++==>Ryu<==++--

Alpha Counter - B, DB, D + any punch

Hadoken - QCT + any punch

Dragon Punch - T, D, DT + any punch

Hurricane Kick - QCB + any kick

Overhead Smash - T + MP

Spin Kick - T + MK

Super Moves:

Super Hadoken - QCT, QCT + any punch

Super Dragon Punch - T, D, DT, T, D, DT + any punch

Super Hurricane Kick - QCB, QCB + any kick<P>

--++==>>Chun-Li<==++--

Alpha Counter - B, DB, D + any kick

Flip Kick - DT + FK

Split Kick - HCB + any kick

Lightning Kick - tap any kick

Hadoken - Charge B (2 seconds) then T + any punch

Spin Kick - Charge D (2 seconds) then U + any kick

Heel Attack - (in air) D + MK

Super Moves:

Super Cotton Fireball - QCT, QCT + any punch

Millions of Kicks - Charge B (2 seconds), then T, B, T + any

kick

Shadow Kick - Charge DB (2 seconds), DT, DB, U + any kick<P>

--++==>>Charlie<==++--

Alpha Counter - B, DB, D + any punch

E><tended Punch - T + FP

Sliding Kick - Tap B or T + FK

Back Kick - Tap B or T + MK

Sonic Boom - Charge B (2 seconds) then tap T + any punch

Flash Kick - Charge D (2 seconds) then tap U + any kick

Super Moves:

Sonic Blade - Charge B (2 seconds) then tap T, B, T + any

punch

Somersault Hurricane - Charge DB (2 seconds) then tap DT,

DB, U + any kick

Mega Blitz - Charge B (2 seconds) then tap T, B, T + any

kick<P>

--++==>>Ken<==++--

Alpha Counter - B, DB, D + any punch

Hadoken - QCT + any punch

Spin Kick - T + MK

Roll - QCB + any punch

Hurricane Kick - QCB + any kick

Dragon Punch - D, T, DT + any punch

Super Moves:

Super Dragon Punch - QCT, QCT + any kick

Master Combo - QCT, QCT + any punch<P>

--++==>>Guy<==++--

Elbow Crush - T + MP

Hurricane Kick - QCB + any kick

Somersault Elbow Smash - QCT + any punch then while in air

any punch

Dash - QCT + any kick

Flip Kick - DT + FK

Super Moves:

Flying Fury - QCT, QCT + any punch

Master Combo - QCT, QCT + any kick<P>

--++==>>Birdie<==++--

Alpha Counter - B, DB, D + any punch

Head Butt Rush - Charge B (2 seconds), T + any punch

Turn Around Head Butt - Hold any 2 punch or kick buttons and

release

Chain Attack - DB, D, DT, T, UT + any punch

Super Moves:

Chain Grab - QCT, QCT + any button

Mega Burst - Charge B (2 Seconds), T, B, T + any punch<P>

--++==>>Sodom<==++--

Blade Attack -D, T, DT + any punch

Tengu Walk - B, DB, D + any kick (From Ground)

Power Bomb - D, DT, T, UT + any punch

Carpet Bomb - D, DT, T, UT + any kick

Super Moves:

Super Blade Attack - QCT, QCT + any punch

Power Slap - 720 Clockwise (Starting with B) + any punch<P>

--++==>>Adon<==++--

Front Kick - DT + MK

Jackal Flip Kick - B, D, DB + any kick

Stabbing Jackal Kick - QCB + any kick

Jackal Knee - D, DT, T, UT + any kick

Super Moves:

Jackal Assault - QCT, QCT + any punch

Jackal Revolver - D, B, DB, D, B, DB + any kick<P>

--++==>>Rose<==++--

Slide Kick - DT + MK

Scarf Slash - QCB + any punch

Fire Scarf - HCT + any punch

Alpha Counter - B, DB, D + any punch

Rising Upercut - D , T, DT + any punch

Super Moves:

Amazing Scarf Spark - QCB, QCB + and any punch

Glow -N-Show - QCT, QCT + any kick

Super Rising Upercut - D, T, DT, D, T, DT + any punch<P>

--++==>>Sagat<==++--

Tiger Crush - D, T, DT + any kick

High Tiger Shot - QCT + any punch

Low Tiger Shot - QCT + any Kick

Tiger Blow - D, T, DT + any punch

Sagat Special - B, DB, D + any punch

Super Moves:

Tiger Combo - D, T, DT, D, T, DT + any kick

Tiger Cannon - QCT, QCT + any punch

Rising Kick Combo - QCB, QCB + any kick<P>


Tekken

Game Shark

 Infinite health player 1

                                        801232DE 0080

 No health player 2

                                        80124312 0000

 Select all extra players

                                        801273D0 FFFF

                                        801273D2 00FF

 Unlimited time

                                        80125180 090E

 Infinite health player 2

                                        80124312 0080

Faq


Swap Trick

Method

The "Swaptricks"

- by Joe Chan.

WARNING!!

This text is for information only. The author will NOT be held responsible for damaged machines!!

   Many of you ,who own a PlayStation, want to play import games, right? The PAL games are often inferior    compared to their NTSC counterparts. They are slower and have those ugly black borders at the top and the bottom    of the screen. The NTSC games are released much earlier too. People like me who own a Japanese PSX also suffer    from this problem. Many great games in USA will never get released in Japan.

   As you know, the PlayStation doesn't allow you to play import games, but there are some ways to defeat the    geographical lockout problem. There are generally 4 ways of doing this which let you play any games on any    PlayStation (Japanese games on a European machine etc.). You'll find 3 of the methods in this FAQ. The 4th method    is called the Double Swap Method and it works with all PSX-models, including the newest PSXs. Take a look at the    swaptrick FAQ by John Muir for information about the 4th method.

   Method 1:

       1.Power on your PlayStation as usual.

       2.Go to CD-music menu.

       3.Open the lid.

       4.Insert an original PSX game (a Japanese game if you own a japanese PSX) without closing the door.

       5.Search for the lid sensor (a round button) which is located at the topright corner. Found it?

       6.Press this button and hold it down with something ( a toothpick works fine ).

       7.The original CD will spin for 2-3 sec and then stop.

       8.Replace it with your import CD.

       9.Exit the CD-music menu.

      10.Play your import CD happily.

   Note:

       1.The boot CD must have at least as many tracks as the import CD, or you won't get all the music. The game might even not work at all. Tekken, Ace Combat and Rayman are good boot discs.

       2.The music won't be 100% correct. This is because the music information is read from the original disc.

 However, if your import CD doesn't use normal audio tracks as BGM ( the CD will only consist of one  track ), then everything will work perfectly.

       3.If you want to play PAL games on a NTSC machine or vice versa, you'll need a RGB scart cable. If you don't, you'll get a black and white picture.

       4.You must have a TV which can display 60Hz if you want to play NTSC games.

       5.I use a spring to keep the lid sensor down, so I can close the lid. If you can't come up with something, you'll   most likely have to play with the lid open.

       6.Sony has fixed the newer models, so this trick won't work. This trick will only work on the first batch of the

          Japanese SCPH-1000, and the first batch of the American and European PlayStations. None of the Japanese

          SCPH-3000 machines allow this method. Some of the newer machines work with Method 2, though.

   Method 2:

       1.Insert your original CD in your PSX without closing the door.

       2.Hold down the CD sensor.

       3.Power up your PSX.

       4.Your original CD will start to boot.

       5.Wait until you see the PlayStation logo ( not the sony one ).

       6.Snatch the CD out while it is still spinning and replace it with the import CD.

       7.Play your import CD happily.

   Note:

       1.The problems with method 1 apply here as well (except problem nr.6), so see the notes for method 1.

       2.This method should not be used if method 1 works since these two methods got the same problems and  method 1 is less risky.

       3.The trick should work with some of the later batch of Japanese SCPH-1000 and the oldest versions of  SCPH-3000. SCPH-3000 machines with ROM v2.1 or higher forbids this method. I have no idea how to  check what ROM version your PSX other than trying method 2.

       4.This method is obiviously not good for your CD-drive, but if you get used to it, the damage will be  minimum. You must try to snatch the CD out as quickly as possible. Some people say that you should try  to slow down the CD first, but I don't agree since slowing down the CD will block the CD-drive and then  cause it a lot of strain.

       5.You will notice that the CD is spinning real fast. But it will slow down a few seconds while it boots up, so  snatch it out then in order to cause as less damage to the CD-drive as possible.

       6.NEVER try to pull the CD out by pulling two edges together. The best way is to pull the CD out by only pulling one edge while holding the other. You will see what I mean if you just try to pull out a CD from the drive using the two ways described above ( you don't have to turn on the PSX to try that). You will find out that the latter way is much easier.

   Method 3:

       1.Power up your Playstation and go to the CD-music menu.

       2.Insert an original CD, hold down the lid sensor with something and leave the lid open.

       3.The CD will start to spin.

       4.After about 1,5 second, snatch the CD out while it is still spinning.

       5.Quickly insert the import CD.

       6.The CD will spin for a very short time and then stop.

       7.Exit the CD menu.

       8.Play your import CD happily.

   Note:

       1.The purpose with this method is to let the PSX read the protection from the original CD and the music  information from the import CD.

       2.This method will let you play your game with all the music.

       3.The timing is tricky, but with a little practise, it won't be that hard anymore.

       4.An easy way to find out if the music information was read correct is to play the tracks in the music menu. If  it was correct, the PSX will play the tracks at once. If it wasn't, there will be some weird noises and a  noticeable delay trying to find the tracks before playing them. You can also see if the number of tracks and  the total length are correct.

       5.If you go out of the music menu, and nothing happens, you have pulled out the original CD too quickly.

       6.Different PSXs have slightly different loading time. Try to adjust to your PSXs loading time.

       7.Some people say that it doesn't matter what boot CD you use, but that is not true. I used to start with Total Eclipse, which has only one track, and using this trick was almost impossible. The reason is that it takes very short time to read the CD if it only has a few tracks. Now I use Tekken, which has around 27 tracks,   and I get it right EVERY time. So, try to get a CD with many tracks, like Ace Combat and MK3.

       8.If you own a newer version of the PlayStation, you must combine this method with method 2. Before you  go out of the music menu in method 3, you must swap the import CD again with the boot CD (with lid  sensor down). When you get to the PSX-logo screen, swap the CDs again. It should be working then.

       9.This method is my favourite, since I get all the music, and the PSX doesn't need to work so hard to find the  tracks.

      10.Method 3 can also be done without going into the music menu. You can swap the CD right away when you  turn on the PSX, but I think the method I have described above is better, since you get to know if the trick  has worked or not.

 If you have any questions or if you find the information above hard to understand, mail me.

  Joe Chan


Tekken 2

Game Shark

(JAPANESE)

 Select all 26 characters (Note 1)

                                      800A2A18 FFFF

                                      800A2A1A 00FF

 Infinite health player 1

                                      800CF6B6 006E

 No health player 2

                                      800D08BE 0000

 Infinite health player 2

                                      800D08BE 006E

 Note 1: USE PUNCH/KICK SELECTING Devil/Angel Roger/Alex

Codes

To get KAZUYA:

Get all sub-bosses (not including Roger/Alex).

Choose any sub-bosses and finish the game.

Kazuya will become selectable.

To get DEVIL/ANGEL:

Finish the game with Kazuya.

Devil will become selectable.

Choose Angel by pressing kick buttons on Devil.

To get ROGER/ALEX:

Get all sub-bosses (including Kazuya, Devil/Angel).

In stage 3 in Arcade Mode, beat your opponent in the last round with 2-3% energy left.

If you hear the sound GREAT!, your next opponent will be Roger or Alex (stage 4). Beat Roger or Alex to get them both.

SD mode 1:

Get all sub-bosses (including Kazuya, Devil/Angel, Roger/Alex).

Choose your character in any mode.

After choosing your character, hold down the Select button.

Do not release until the match begins.

When the match begins, you will be controlling a SD1 character.

SD mode 2:

Do the SD mode 1 first.

After you beat down your next opponent, hold down the Select button.

Do not release until the match begins.

When the match begins, you will be controlling a SD2 character.

Wire frame mode:

Get all sub-bosses (including Kazuya, Devil/Angel, Roger/Alex).

In the character selection screen, hold down L1+L2.

Select your character (still holding L1+L2).

Do not release L1+L2 until the match begins.

When the match begins, you will be playing in wire frame mode.

Faq

   MODIFIED TEKKEN 2 FAQ V 1.75

by LORD ZOR (lordzor@clark.net)

     ORIGINAL FAQ by K W Amico (lukejedi@ix.netcom.com)

This is a modified version of the abstract version released by LukeJedi. It has many of the errors corrected and the correct order in which to do many of the multipart throws.  I also added sections for Kazuya and

Devil and Angel.  Full credit has to go to K W Amico for finding most of this information. I just modified it as I feel that the net is in need of a COMPLETE text FAQ for TEKKEN 2.  Enjoy.

* CHARACTER CODES *

*******************

---CODE CONVENTIONS:

$$ - Put in your quarters

start   - Tap the "START" button *once*

START   - Press and *hold* start until you see [START] in the instructions

[START] - Release the "START" button you were holding.

move    - Move the character selection cursor to the designated fighter

d  - Tap the stick down once

u  - Tap the stick up once

l  - Tap the stick left once

r  - Tap the stick right once

LP - Hold Left Punch until you see [LP] in the instructions

RP - Hold Right Punch until you see [RP] in the instructions

LK - Hold Left Kick until you see [LK] in the instructions

RK - Hold Right Kick until you see [RK] in the instructions

[LP]    - Release Left Punch

[RP]    - Release Right Punch

[LK]    - Release Left Kick

[RK]    - Release Right Kick

For the puropse of standardization, all the code instructions are given with

the assumption that no one is playing on the machine and there are no credits

in there.  When a code is executed properly, you will see the secret

fighter's

picture in the portrait box.  These codes can be executed from either

player's

side.

---CODE TO PLAY ALEX [the lizard]

$$, RK, start, u, u

---CODE TO PLAY ARMOR KING (King's Boss)

$$, start, move to King, l, START, l, r, [START], r

---CODE TO PLAY BRUCE IRVIN (Lei Wulong's Boss)

$$, start, move to Lei Wulong, start, start, start, start, r

---CODE TO PLAY GANRYU (Michelle Chang's Boss)

$$, start, move to Michelle Chang, START, d, u

---CODE TO PLAY KUMA (Paul Phoenix's Boss)

$$, RP, start, move to Paul Phoenix, d, start, d

---CODE TO PLAY KUNIMITSU (Yoshimitsu's Boss)

$$, RP, move to Yoshimitsu, r, start

---CODE TO PLAY PROTOTYPE JACK (Jack-2's Boss)

$$, start, move to Jack-2, d, d, START, u, u

---CODE TO PLAY ROGER [the kangaroo]

$$, LK, start, u, u

---CODE TO PLAY WANG JINREY [Baek/Jun's Boss]

$$, start, move to Baek/Jun (whichever is the default), start, d, r, u, l

---CODE TO PLAY KAZUYA [The Main Boss]

$$, start, move to Heihachi, d, u, U, start, start, [U], u

=====>END SECRET CODES<=====

***************

* CONVENTIONS *  (Explanation of the abbreviations used in this document)

***************

Herafter, the document will utilize simplified terms to describe control methodology.  The purpose of this is to make economical use of the page's lim- ited width.  I am fairly sure that it will become intuitive for you in time. If this does not happen after a while and you are still having problems under- standing the technique entries, please feel free to send Electronic Mail to the address at the beginning of the FAQ.  I am always open to suggestions re- garding the FAQ's format and content.

* d,u,f,b (*tap* stick down, up, toward opponent, away from opponent)

* D,U,F,B (*HOLD* stick down, up, toward opponent, away from opponent)

* d/f,d/b,u/f, etc (tap stick diagonally)

* D/F,D/B,U/F, etc (HOLD stick diagonally)

* N (return stick to Neutral position)

* QCT Quarter-Circle Towards (circle stick from down to forward)

* HCT Half-Circle Towards) (circle stick from back to down to forward)

* 1,2,3,4 (tap a button.  They are arranged on most machines

 like so: L.PUNCH  R.PUNCH

1  2

3  4

  L.KICK    R.KICK

* A plus sign (+) indicates that the things on either side

  of it must be done together.  1+3 would mean press

  L.PUNCH and L.KICK at the same time.

* A comma (,) indicates that the things on either side are   of it must be done one after the other.  f,f would mean   tap the joystick right two times.

* (WC), While Crouching, basically means tapping the joystick    down.  (WC)+1 would mean tap the joystick down and press    L.PUNCH at the same time.  This is important, because the act    of crouching is not instantaneous.  A move executed during the    crouching process is almost always different from what happens    when you wait until you are fully crouched to hit the button(s).

* (WS), While Standing, means return the stick to neutral   while you are in a crouch and press the button after the   plus (+) sign.

* A tilde (~) between two buttons means to press the second   one IMMEDIATELY after the first.  It is almost like pressing   the buttons together.

* Brackets ([]) surrounding an item indicate an optional input.

* A pound sign (#) after a joystick direction means that the   direction indicated before it is to be held for a little while   before the button is pressed.  You will often see this after a   "D" in a D (something) move, meaning that you have to wait until   your fighter is in a full crouch before doing the next controller   input.

* An underscore (_) between items means "or".

***********************************

* Common Moves for Each Character *   Moves may have other effects if noted

***********************************   under character moves

d/f+1Left uppercut  (Does'nt knock down)

d/f+2Right uppercut (Sends opponent airborne)

d/f+3Side Kick

d/f+4Front Kick

u or u/f of u/bHop

<+any attack>  Hopping attacks

U or U/F or U/BHigh Jump

<+any attack>  Jumping attacks

<before landing 3>  landing sweep

<before landing 4>  landing sidekick

After Being Knocked Down    (Some big characters like Jack 2 cannot do all

------------------------of these rising moves.)

d+1 roll over

3   get up with sweep

4   get up with sidekick

tap B    roll backwards

tap 4    roll forwards

<while rolling F+1+2>   dive at opponent

1   roll sideways

B#,F+3+4 rising double leg kick

<all of these moves can be linked together for some rising attack combos>

<ex.  1,tap B,3  causes you to roll sideways than backwards then get up>

<with a sweep>

**************

* ALEX/ROGER *  [CODE OR TIME RELEASE ONLY]

**************

---CODE TO PLAY ALEX

$$, RK, start, u, u

---CODE TO PLAY ROGER

$$, LK, start, u, u

GRAPPLING TECHNIQUES

1+3   Animal Head Butt

2+4   Powerbomb

d,d/f,F+1  Jaguar Driver

d/b,d/b+1+2DDT

d/b,f+1+2  Tombstone Piledriver

f,HCT+1    Giant Swing

<behind> 1+3 or 2+4  Back Drop

SPECIAL TECHNIQUES

1,2,1   1-2,Uppercut

d/f+1   Short Hammer Strike (often stuns on guard)

d/f+2   Short Gut Punch

D+1~(N+2)    Low jab, Uppercut

(WC)+3+4,4,4,4,4  Ali Kick(s)

f,f+2   Middle Smash

f,f+1+2 Flying Cross Chop

f,f+4   Jail Kick

f,f+3+4 Drop Kick

3+4Delayed Drop Kick

f,f,F+3+4    Satellite Drop Kick

D#,d/f+2Dynamite Uppercut

(u/f)_(F)+1+2   Knuckle Bomb

f,f,N+2 Stomach Smash (stuns on counterhit)

U/B or U or U/F +2+4   Elbow Drop

U/F+3+4 Double Knee Drop

d/f+3+4 Frankensteiner (often a throw, depending on usage)

f,N,d,D/F+1  Animal Uppercut

d/b+3   Tail Cutter (hits ground only)

d/b+4,3,4,3,4Animal Kick Rush (B rolls back during)

d/b+4,1,3,4,3,4   Animal Kick, Rolling Animal, Animal Kick Rush

b+3+4,3,4,3,4Falling Kick, Animal Kick Rush

f,F+1,2,1,2,1Animal Punch Rush, Rolling Punch

f,N+1   Rolling Punch

B+1Animal Gigaton Punch (unblockable)

Roger and Alex do not have any known Tenstrings :(

*****************

* ANNA WILLIAMS *  [CODE OR TIME RELEASE ONLY]

*****************

---CODE TO PLAY ANNA

unknown at this time

GRAPPLING TECHNIQUES

1+3Arm Turn

2+4Lifting Toss

F+1+3   Neck Throw

d/f,d/f+1    Embracing Elbow Strike

<behind> 1+3 or 2+4    three limb break

MULTIPARTS

QCT+(1+2 or pause,1+2)    Palm Grab

  <during palm grab> 3,4,3,1+2   Reaping Arm Bar

  <during palm grab> 1,3,2,1Standing Reverse Arm Lock

    <during SRAL> 3,1,4,1+2,1+2    Rear Gatelatch Falcon-Wing Squeeze

    <during SRAL> 2,1,3,4,1+2 Falling Reverse Arm Lock

    <during SRAL> 2,3,1+2,3+4,1+2  Gatelatch Throw

  <during palm grab> 1+3,4,1+2   Arm Sprain, Standing Cross Lock

    <during SCL> 1+2,4,3,1+2,1+2,1+2    Arm Break, Rear Cross Lock

SPECIAL TECHNIQUES

f,f+1+2  Double-Palm

1,2,f+1+22 Punches, Double-Palm

f,f+4    Kneeling Kick

D#,D/F+2 Cold Blade

D#,f+1   Cat Thrust

D#,f+2   Right Hand Stab

f,f,(f or F)+3Bone Cutter

B+1,1,1  Cross Cut Saw

1,2,3 or 4    Triple Smash

D#,(u/b_u_u/f)+4   Flip Kick Low

D#,(U/B_U_U/F)+4   Flip Kick High

(WC)+1~N+4 or (D#+1)~N+4Rib Kick Combo (mix-up)

4,3,2    High Kick, Lowkick, Uppercut

2,3 P-K Combo

2,4 Double Smash

(2,d+3) or (1,4)   P-lowkick combos

(WC)+3,2 Low Kick, Uppercut

(WC)+4,1 Lock Kick, Back Spinning Chop

d or D+3,2    Lowkick, Uppercut

1 or d/f+1,2,1,4   3 punches, sweep

1 or d/f+1,2,u/f+3 2 punches, Jumping Kick

d/f+1,2,d+3,2 Two punches, lowkick, uppercut

1 or d/f+1,2,4Uppercut+Punch, Kick

3,4 Head Ringer

1,4 Reverse PDK combo

d/f+3,1,2Flash Combo

d/f+3,3,3,(4 or 1,2)    Rapid Kick Combos

d/f+3,2,(3 or d+3 or 4 or 1) Swan Combos

d/f+3,3  creek attack and high kick

u/f+4,3,4Hunting Kicks

(WC)+1+2 Bloody Scissors (unblockable)

d/b+1+2 [u,u to cancel] Hunting Swan (unblockable)

b+1+4 or b+2+3Attack Reversal

(1 or d/f+1),2,1,2,3,3,2,1,2,4    Tenstring

**************

* ARMOR KING *  [CODE OR TIME RELEASE ONLY]

**************

---CODE TO PLAY ARMOR KING

$$, start, move to King, l, START, l, r, [START], r

GRAPPLING TECHNIQUES

1+3   Coconut Crush

2+4   Backfall Suplex

2+4,d,d,D+1+2   Steiner Screwdriver

d/b,d/b+1+2DDT

d/b,f+1+2  Tombstone Piledriver

HCT+1 Jaguar Driver

f,HCT+1    Giant Swing

<behind> (1+3 or 2+4) Reverse DDT

SPECIAL TECHNIQUES

1,2,1   1-2,Uppercut

2,1Right Straight, Left Uppercut

(WC)+3+4,4,4,4,4  Ali Kick(s)

d+3+4,2 Ali Kick[s],Smash Uppercut

f,f+2Middle Smash

f,f+1+2 Flying Cross Chop

f,f+4   Jail Kick

f,f+3+4 Drop Kick

3+4Delayed Drop Kick

f,f,F+3+4    Satellite Drop Kick

D,D/F+2 Dynamite Uppercut

u/f+1+2 Knuckle Bomb

u or u/f,N+1+2    Jump-In Knuckle Bomb

(WC)+1+2Short Elbow Drop

D+1~(N+2)    Low jab, Uppercut

f,f,N+2 Stomach Smash (stuns on counterhit)

u/f or u,N+3+4,4,4Jumping Ali-Kick(s)

U/B or U or U/F +2+4   Elbow Drop

U/F+3+4 Double Knee Drop

d/f+3+4 Frankensteiner (often a throw, depending on usage)

f,N,d,d/f+2  Black Smash

f,N,d,d/f+1  Dark Smash

(WC)+1,N+2   LowPunch-Uppercut

b+1+4   Straight Arrow

f+1+4   Black Shoulder

u/f+1+2,D    Super Knuckle Bomb (unblockable)

u/f or u,N+1+2,D  Jump-In Super Knuckle Bomb (unblockable)

u/f or u,N+1+4    Jump-In Moon Drop (unblockable)

1,2,1,1,2,4,4,4,1,3  Tenstring

***can be started from the second attack by holding the

   stick forward and pressing 2***

ex: F+2,1,1,2,4,4,4,1,3  Ninestring

****************

* BAEK DOO SAN *  [CODE OR TIME RELEASE ONLY ON SOME SYSTEMS]

****************

---CODE TO PLAY BAEK

unknown at this time

GRAPPLING TECHNIQUES

1+3    Hammerhead Throw

2+4    Blue Shark Claw

f,f+2  Cobra Bite

d/b+1+3Swordfish Throw

<behind> 1+2 or 3+4   Starfish Throw

SPECIAL TECHNIQUES

f+2    Backfist

1,2    Jab and Straight

2,f+2  Right Punch and Backfist

f,N,d,d/f+3 Wing Blade

3,4,3  Break Blade

3,3,3,(4 or d+4) Butterfly Combos

3,3,4,4,3   Black Widow Combo

3,3,4,4,4,3 Mantis Combo

(WC)+4,3,3,(3 or d+3) Baek's Rush Combos

(WS)+4,4,4,3Flaming Hawk

(WS)+4,4,3  Albatross Combo

(WC)+3,3,(3 or d+3)   Snake Combos

(WS)+3,3,4  Wave Needle

(WS)+3,4,4,3Heat Distraction

(WS)+3,4,4,4,3   Hurricane Distraction

f+4,3  Knife Heel

f+4,4,3Triple Threat

f,f+3  Axe Kick

f,F+4  Hammer Heel (hits ground level)

f,f,(f_F)+3 Killing Blade

u/f+3,4,3   Hunting Hawk

u/f+3,d+4,3 Starlight Blade

F+4,4,3Triple Threat

b,b+3,NFlamingo

<flamingo>,B or F  Flamingo Movement

<flamingo>,3  Cutting Heel

<flamingo>,B+3Hunting Heel

<flamingo>,d+3Flamingo low kick

<flamingo>,3,3,4   Flamingo Wave

<flamingo>,3,4,4,3 Flamingo Distraction

<flamingo>,3,4,4,4,3    Flamingo Hurricane

d/b+3+4Heel Explosion (unblockable)

4,3,3,4,3,3,3,4,3,3   Tenstring

4,3,4,3,3,3,3,3,4,3   Tenstring

***************

* BRUCE IRVIN *  [CODE OR TIME RELEASE ONLY]

***************

---CODE TO PLAY BRUCE IRVIN

$$, start, move to Lei Wulong, start, start, start, start, r

GRAPPLING TECHNIQUES

1+3    Knee Bash

2+4    Ribcrusher

<behind> 1+3 or 2+4  Backward Fling

MULTIPARTS

f,d,D/F+1+2+4   Embracing right knee

  <embracing> 1+2,1+2,1+2   Tumblweed

  <embracing> 3,1+2+3  Left Knee

  <embracing> 4,1+2+3  Left Knee

    <left knee> 1,3,1+2+4Turning Knee

 <turning> 2,4,1,1+2+3Jumping Knee Kick

SPECIAL TECHNIQUES

f,F+4  Bazooka Leg

f,f+3  Slice Knee

f+1+2  Slice Elbow

1+2    Sledgehammer

b,b,N+3+4,[4]    Handspring Escape, [Bazooka Leg]

d/f+3,1Cyclone Edge, Tornado Uppercut

f,f,f+3Sniper Slash

d/f+3+4Step-In Middle Kick

d/f+1,2Double Facebreaker

f+4,3,4Triple Kick Combo

1,2,1,24-punch combo

3,3    Quick Kicks

(WC)+3+4,3  Side Low & Side High Kick

F+1,2,1Triple Sock Combo

1,2,(N or d or f)+4  1-2 punch, (middle or low or high) Kick

1,2,d+4,3   1-2 punch,low kick,crecent kick

b+4,3,4Triple Knee

b+4,3,d+4   Double Knee, Low Kick

3,2,1,4Gatling Combo

b+3    Stopping Kick

b+3,4  Stopping Kick, Knee

b+3,2  Stopping Kick, Feint Straight

1,4,3  Southern Cross Combo

1,2,3  Northern Lights Combo

B+2+3  Sidewinder (Unblockable)

*********************   [CODE OR TIME RELEASE ONLY]

DEVIL OR ANGEL KAZUYA   (to pick angel just select devil with a kick button)

*********************

---CODE TO PICK DEVIL/ANGEL

unknown at this time

GRAPPLING TECHNIQUES

2+4  shoulder throw

1+3  bitch kick

f,f+1+2   headbutt

<behind> 1+3 or 2+4 atomic drop

SPECIAL MOVES

1,2 one two punches

u/f+4,4  jumpkick, sweep

f,N,d,D/F+1   dragon punch

f,N,d,D/F+2   power uppercut

f,N,d,D/F+4,4 hell sweeps

f,f,f+3  jumping side kick

f,f+3    left axe kick

f+4 right axe kick

4,3 flipkick

(WS),4,4 double axe kick

d/f+1,2  double uppercuts

1,2,2    backfist combo

1,1,2    punch combo

1+2 ground laser (unblockable)

3+4 air laser    (unblockable)

f,F+2,1,2,2,3,4,4,1,2,1 tenstring

**********

* GANRYU *  [CODE OR TIME RELEASE ONLY]

**********

---CODE TO PLAY GANRYU

$$, start, move to Michelle Chang, START, d, u

GRAPPLING TECHNIQUES

1+3    Jizo Hug

2+4    Body Drop

F+2+4  Lifting Toss

f,F+2+3Jaw Breaker

<behind> 1+3 or 2+4   Upside-Down Drop

SPECIAL TECHNIQUES

<lying> D+1+2 Spring Hammer Punch

(WC)+4   Thigh Quake

1,1,1    Ganryu's Combo

1+2,1+2  Double Uppercut, Hammer

(WS)+1+2,1+2  Double Uppercut, Hammer

D/F#+(1,2,1 or 2,1,2)   Nodowa Combo

b,d/b,d,D/F+2 Megaton Palm

b,d/b,d,D/F+1 Megaton Float

(f,f or F)+1+2Scissors

u/f+3+4  Hip Press

D#,d/f+1,2,1,1Wild Swing, Backfist

(WC)+2,2,2,2....   Kabuki Palm (infinite)

d/f+2+3  Thunder Palm

D#+1+2   Palm Lift

D#+1,1,1,2,(F or D/F or D)+1   Sumo Rush (middle or low ending)

F+2,1    punch, elbow

F+1,2,1,2,1,2,1,2  Devil Thrusts

2,1,2,1,2,1,2,1    Devil Thrusts

d/f+2,1,1,1   Uppercut, Devil Thrusts

B+1+2    Giant Tackle (unblockable)

Ganryu has no known tenstrings.  He didn't have any in Tekken 1 either.

********************

* HEIHACHI MISHIMA *

********************

GRAPPLING TECHNIQUES

1+3Neck Breaker

2+4Powerbomb

f,f+1+2 Super Head Butt

<behind> 1+2 or 3+4    Atomic Drop

SPECIAL TECHNIQUES

1,1,2 Shining Fists

1,2,2 Devil Fists

f+2   Backfist

2,2   Punch, Backfist

d/f+1,2    Double Uppercut

f,N,d,d/f+1Thunder Godfist

f,N,d,d/f+2Wind Godfist

f,N,d,D/F+4,4,4,N+4,4Hell Sweeps - Axe Kick

f,f+3 Left Axe Kick

f,f,F+3    Sky Foot Slice

u/f+3,4    Screw Blade Leg Attack

u/f+4,4    High-Low Jumping Spin Kicks

f+4   Right Axe Kick

4~3   Crushing Kick

(WS)+4,4   High Kick, Axe Kick

U/F+2+4    Corpse Splitter

QCT+2 Death Fist

(WC)+1Tile Splitter

(WC)+1,2   Tile Splitter, Death Fist

f,f+2 Demon Godfist

f,N,d,d/f+3,N   Slice Kick

f,N,d,D/F+3Low Slice Kick

b,b,N+3+4  Shadow Foot

(WC)+4Demon Stomp (opponent must be lying down)

(WC)+1+4   Demon Tile Splitter (unblockable)

f,F#+2,1,2,2,3,4,4,1,2,1   Tenstring (the pause=1 second)

d/f+3,2,2,4,4,1,4,1,2,(1_4)Tenstring

d/f+3,2,2,4,4,1,2,1,2,1    Tenstring

**********

* JACK-2 *

**********

GRAPPLING TECHNIQUES

1+3,1+2    Hell Press, Face Basher

2+4   Gorilla Press

d/b,f+1+2  Piledriver

QCB+2 Backbreaker

QCT+1 Pyramid Driver

d/f+2+4    Catapult

d/f,d/f+1+2Modified Catapult (*allows you to combo airborne opp*)

<behind> 1+3 or 2+4  Death Shot

SPECIAL TECHNIQUES

1,1,1   Hammer Combo

2,1,2   Punch,Elbow,Uppercut

b,b+1,1 Gigaton

b,d/b,d/D/F+1Megaton Sweep

b,d/b,d,D/F+2Megaton Knuckle

d/f+1+2 Hammer Knuckle

D+1+2   Bravo Knuckle

f,f+1+2 or F+1+2  Power Scissors

(WS)+1+2,1+2 Double Uppercut, Double Hammer

1+2,1+2 Double Hammer, Double Uppercut

D#+1+2  Meltdown

f+1+2,1+2    Scissors, Meltdown

f+1+2,d/f+2  Scissors, Megaton Punch

D#,D/F+(1,2,1 or 2,1,2) Hammer Rush (stick D_D/F_F to change end attack

level)

D#+1,1,1,2,(D_D/F_F)+1  Hammer Rush (Low or Medium or High ending)

d/b+1,1,1,1,1,d/f+2Machine-gun Knuckle

D+1,2   Megaton Strike

u/f+3+4 Hip Press

(WC)+3+4Sit Down

<sit down> U  Quick Jump

(WC)+3+4,3+4 Sit Down, Hop Forward, Sit Down

<sitting> 1,2,1,2 or 2,1,2,1  Blood Fan

(WS)+1  Violent Uppercut

d/b+3,4,3,4,3,4   Cossack Kicks

D#,d/f+1,2,1,1    Wild Swing, Backfist

<lying down> D+1+2Spring Hammer Punch

d/f+(1,2,1,2)_(2,1,2,1) Uppercut Rush

HCF(1-5 times)+1  Gigaton Punch (unblockable after 3-5 windups)

D+2,1,1,1,2,1,2,1,1+2,1+2 Tenstring

D+2,1,1,1,2,1,2,1,d+1+2,1+2    Tenstring

u/f+1,1,4,3,4,1,2,1,1+2,1+2    Tenstring

u/f+1,1,4,3,4,1,2,1,d+1+2,1+2  Tenstring

**************

* JUN KAZAMA *  [CODE OR TIME RELEASE ONLY ON SOME SYSTEMS]

**************

---CODE TO PLAY JUN

unknown at this time

GRAPPLING TECHNIQUES

1+3   Arm Bar

2+4   Serpent Twist

d/f+2+3    Striking Oshi Taoshi (striking push down)

<behind> 1+3 or 2+4  German Suplex

SPECIAL TECHNIQUES

1,1    Punch, Middle Screw Punch

1,3    Punch-Kick Combo

1,2    Punches

F+2    Charging Strike

(WC)+3+4    Can-Can :)

1,4,4,4Punch, 3 sweeps

1,1,4  Punch, Middle Screw Punch, Can-Can

1,1,3  Punch, Middle Screw Punch, front Kick

 (this can be repeated for an infinite string)

F+1,4  Middle Screw Punch, Can-Can (hits low)

F+1,3  Middle Screw Punch, Front Kick (hits medium)

N+3+4  Cartwheel Kick

F+4    Lightning Crescent

B+3    Backflip Kick

B+3,4,4,4,3 Backflip Kick,Sweeps,Cartwheel Kick

B+3,2  Backflip Kick, Charging Strike

(d/b+4)_(3~4),4,4Leg Sweeps

(d/b+4)_(3~4),4,4,3   Leg Sweeps, Cartwheel Kick

F+3,3  Spinning Roundhouse

***Leg Sweeps can be interrupted at any time by a White Heron Combo***

***This allows many options for creating infinite strings***

1+4    White Heron (a low kick and high punch combined)

1+4,2,1,1,4  +Punches, Can-Can

1+4,2,4 +Punch, Lightning Crescent

1+4,2,D+4    +Punch, Crescent Low

1+4,2,1,4,4,4,3   +Punches, Leg Sweeps, Cartwheel Kick

1+4,2,1,1,3  +Punches, Front Kick

1+4,2,1,3    +Punches, lowkick

1+4,2,1,2    +punches, uppercut

B+(1+3 or 2+4)    Attack Reversal

(F+3)#,4,4,4 Spinning Heel Drop (unblockable)

(WS)+2,1,1,1,2,1,4,3,3+4   Tenstring

(WS)+2,1,1,1,2,1+4,1,3+4   Tenstring

(WS)+2,1,1,3Fourstring

**************

KAZUYA MISHIMA   [CODE OR TIME RELEASE ONLY]

**************

--CODE TO PLAY KAZUYA:

  $$, start, move to Heihachi, d, u, U, start, start, [U], u

GRAPPLING TECHNIQUES

2+4Shoulder Throw

1+3Bitch Kick

f,f,1+2 Headbutt

(d or D/B)1+2  Ultimate Tackle{2+4} to escape being tackled

  <tackle> 2,1,2,1,2  Mounted Punches

<behind> 1+3 or 2+4  neck throw

Special Moves

1,2  One Two punches

u/f+4,4   Jumpkick, sweep

f,N,d,D/F+2    power uppercut

f,f,f+3   flying kick

f+4  right axe kick

(WS)+4,4  double axe kick

d/f+4,4   standing double axe kick

1,1,2rushing punch combo

4~3  flipkick

f,N,d,D/F+1    dragon punch

1,2,2backfist combo

d/f+1,2   double uppercuts

f,N,d,D/F+4,4  hell sweeps

f,f+3left axe kick

f,N,D/F+2 Alternate Power Uppercut{The alternate moves are actually

no different

f,N,D/F+1 Alternate Dragon Punch   than the normal ones.  This is

just a slightly

f,N,D/F+4,4    Alternate Hell Sweeps    easier motion to do them}

f,N,d,D/F+1,3  dragon punch, side kick

f,N,d,D/F+1,4  dragon punch, sweep

u/f+4,4,4,4    jumpkick, two sweeps, sidekick

(WS)+2    gut punch (stuns)

f    sidestep

b+1+4spinning dragon punch (unblockable)

B+1+4long spinning dragon punch (unblockable)

f,F+2,1,2,2,3,4,4,1,2,1    tenstring

f, F+2,1,2, 2,3,4,4,3,2,1  tenstring

f, F+2,1,4,4,2,4,3,2,1ninestring

********

* KING *

********

---Counters for MultiParts are listed in enclosures {}---

GRAPPLING TECHNIQUES

1+3   Coconut Crush

2+4   Backfall Suplex

d/b,d/b+1+2DDT

f,HCT+1    Giant Swing

d/b+1+2    Figure-4{3+4}

d/b,f+1+2  Tombstone Piledriver

<behind> 1+3    Half-Crab

<behind> 2+4    Cobra Twist

MULTIPARTS (Pauses for multiparts are just until you see King start to

crouch)

HCT+1Jaguar Driver

  <jaguar driver> 1+2 Flying Press

  <jaguar driver> 1+2,3,4,1+2   Boston Crab <after apex of driver>

  D/F#+(1+3 or 2+4)  Reverse Arm Clutch [1+3] or [2+4] USED:

  <reverse arm clutch> 2,1,1+2  Backdrop {1+2} or {2+4}

    <backdrop> 3+4,1+2  German Suplex {3+4} or {1+3}

 <german suplex> 1,2,3+4  Powerbomb

<powerbomb> 2,1,3,4 Giant Swing   {2+4} or {1+2}

D/F#+2+3   Standing Achilles Hold (was Ankle Lock)

  <achilles> 1,2,3,1,1+2STF    {1+3}

  <achilles> 1+2,3,1,1+3Scorpion Death Lock   {2+4}

  <achilles> 1+2,1,3,1+2+4   Indian Death Lock{1+2}

    <indian> 1+2,3,4,1+2,ALL   Romero's Special

SPECIAL TECHNIQUES

1,2,1   1-2,Uppercut

2,1Punch, Uppercut

(WC)+3+4,4,4,4,4  Ali Kick(s) (see notes for Octopus Special)

(WC)+3+4,2   Ali Kick, Middle Smash

D#,D/F+4,2   Ali Kick, Middle Smash

f,f+2Smash Uppercut

f,f+1+2 Flying Cross Chop

f,f+4   Jail Kick

f,f+3+4 Drop Kick

3+4Delayed Drop Kick

f,f,F+3+4    Satellite Drop Kick

D#,D/F+2Dynamite Uppercut

u/f+1+2 Knuckle Bomb

(WC)+1+2Short Elbow Drop

D+1~(N+2)    Low jab, Uppercut (mix-up)

f,f,N+2    Stomach Smash (stuns on counterhit)

  <stomach smash stun> 1+2  Backbreaker

  <stomach smash stun> N+1+2,u,d+3+4  Powerbomb

U/B or U or U/F +2+4   Elbow Drop

(WC)+1+2Elbow Sting

U/F+3+4 Double Knee Drop

d/f+3+4 Frankensteiner (often a throw, depending on usage)

F+1+2   Jaguar Impact (unblockable)

F+1+4   Moon Press (unblockable)

Octopus Special:  Press (4,2,1,3) very quickly between the third and fourth

  Ali Kick hit.  The button presses go: (WC)+3+4,4,4,4,4,2,1,3

1,2,1,1,2,4,4,4,1,(1 or 3)Tenstring

1,2,1,1,3,3,4,4,1,(1 or 3)Tenstring

1,2,1,1,3,3,4,3,2,1+2Tenstring  (ends with a powerbomb)

***These can be started from the second attack by holding the

   stick forward and pressing 2

ex: F+2,1,1,2,4,4,4,1,(1 or 3) Ninestring

********

* KUMA *  [Bear-CODE OR Bear-TIME RELEASE ONLY]

********

---Bear-CODE TO PLAY KUMA

$$, RP, start, move to Paul Phoenix, d, start, d

GRAPPLING Bear-TECHNIQUES

1+3Hell Press

2+4Bear Hug

F+2+4   Bear Bites

<behind> 1+3 or 2+4    Bear Shot

SPECIAL Bear-TECHNIQUES

f+1,1,1  Bear Heaven Cannon

<lying> d+1+2 Spring Hammer Punch

2,1,2    Elbow, Uppercut

1,1,1    Bear Punch Combo

1+2 Bear Knuckle

(WS)+1+2,1+2  Double Uppercut, Hammer

D/F#+(1,2,1 or 2,1,2)   Bear Swing

d/f+(1,2,1,2 or 2,1,2,1)  Uppercut Rush

b,d/b,d,D/F+2 Megaton Claw

(f,f or F)+1+2Bear Scissors

u/f+3+4  Hip Press

D#,d/f+1,2,1,1Wild Swing

D#,D/F 2, (F or D/F or D)+1    Short Bear Rush (H, M or L ending)

D#,D/F 1,2,(F or D/F or D)+1   Medium Bear Rush (H, M or L ending)

D#+1,1,1,2,(F or D/F or D)+1   Long Bear Rush (H, M or L ending)

3+4 Sit Down

<sitting> (1,2,1,2)Bloody Claws

b,f+2+3  Salmon Hunter

B+1+2    Terrible Claw (unblockable ... can be cancelled with

 f,d/f,d,d/b,b,u/b,u,U/F on stick for Rolling Bear)

D+2,1,1,1,2,1,2,1,1+2,1+2 Bear-Tenstring

*************

* KUNIMITSU *  [CODE OR TIME RELEASE ONLY]

*************

---CODE TO PLAY KUNIMITSU

$$, LP, start, move to Yoshimitsu, r, start

GRAPPLING TECHNIQUES

1+3 Flying Press

d/b+1+3  Hip Lock (Hip Sweep)

2+4 Jawcrusher

<behind> 1+3 or 2+4   Back Drop

SPECIAL TECHNIQUES

f,f+3+4,1+2Spiral Launch, Spiral Dive

F+2   Backfist (turns opponent around)

B+1 (6 times)   Spinning Hilt Strikes

D/B+3 (5 times) Spinning Leg Sweeps

<spinning leg> f+4   Falling Tree Kick

4,4,4 High Kicks

u/f+3+4    Flipping Stomp

f,f+4 Jumping Knee

3,4   Lightning Kick[s]

D#,d/f+3   Spinning Sweep

2,(3 or D+3)    Punch (high kick or low kick)

d/b+2 Kunai Stab (unblockable)

b+2   Kunai Murder (unblockable)

f,f,N+2    Kunai Advance (unblockable)

1,2,1,4,4,4,1,2,3,2  Tenstring

1,2,1,1,2,4,4   Sevenstring

***************

* LEE CHAOLAN *  [CODE OR TIME RELEASE ONLY]

***************

GRAPPLING TECHNIQUES

1+3Neck Fracture

2+4Chastisement Punch

f,f+3+4 Knee Bash

<behind> 1+3 or 2+4   Bulldog

SPECIAL TECHNIQUES

2,2 Double Knuckle

1,2 1-2 Punch

d/f+3    Step-In Middle Kick

d,d/b+4  Blazing Kick

D#,(U/B_U_U/F)+4   High Flipkick

D#,(u/b_u_u/f)+4   Low Flipkick

D#,(u/b_u_u/f)Feint Kickflip

4,3,4    Spinning Kick Combo

1,1,1,1,1Left Fist Flurry

F+2,2,2  Dragon Knuckle Combo

D#,(U/B_U_U/F)+3+4 Flip Drop

(WC)+3   Shin Kick

3,3,3    3 High Kicks (F stick to switch to middle kick)

D#,d/f,d/f+3  Dragon Slide

(N+4)~(u+3)   High Kick, Flip Kick

f,f,N+3+4Dropping Slide Kick

D+4,N+4  Lowkick, High Kick

(WC)+4,4,4,4Razor Edge Combo

f,f+3    Heel Drop

b,b,N+3+4Back Handspring

f,f,N+3,4,[4] Shredder Combo (ends high)

 ,[(f_d/f)+4]    -   (ends middle)

 ,[(d_d/b)+4]    -   (ends low)

(WS)+3,3,D+3,3.... Infinite Kick Combo

 Punctuating the combo with up stick

 yields an occasional heel drop. Down

 stick will give you occasional low kicks.

(WC)+3+4 Silver Cyclone (unblockable)

d/b+1+2  Silver Fang (u,u cancels;unblockable)

d/f+1,2,2,1,3,3,3,4,3,4   Tenstring

**************

* LEI WULONG *

**************

GRAPPLING TECHNIQUES

1+3    Jumping Bird (Drawing Legs)

2+4    Sleeper (Neck Breaker)

f,f+1+2Tai Trip

<behind> 1+3 or 2+4 bulldog

SPECIAL TECHNIQUES

1,2  Punch, Turning Fist

1+2  Spinning Punches

3,3  High Crescent, Turning Heel Sweep

4~3  Flying Wheel Kick, Quick Drop

<FWK to drop> 4~3   another Flying Wheel kick

<FWK to drop> 3~4   Sweep to Quick Drop

f+3,4Crescent Kick Low

3~4  Crescent Kick

3~4,UJumping Crescent(s) [as many as three]

(WS)+4    Front Kick

f,f,F+3   High hook Kick

b+3+4Quick Turn

<turned> 2Turning Uppercut

<turned> 1Backfist

<turned> D+1   Sweeping Backfist

<turned> 3+4,3+4,3+4Back Handspring Kicks

<turned> D+4,4 Turning Foot Sweep, Jumping Hook Kick

d+3+4Quick Drop (lies you on your back initially)

<back> 1  Turn over (so that you're lying on face)

<face> D+1Turn over (so that you're lying on back)

<face> 4~3Slide (only after you have rolled over from back)

<lying> 3+4 _  Kangaroo Kick (if opponent is at your head)

    |__>    Quick Rise (if opponent is at your feet)

<lying> 3,4    Footsweep,Jumping Hook (if opponent is at your head)

f,N+4,1,2,3,4 or d+4Step-In Crescent,2 punches,kicks

F+4,1,2,3 or 4 Step-In Crescent,2 punches,low/mid kick

d/b,4,4   Foot Sweep, Jumping Hook Kick

4~4,3,3   Dropping Ankle Kick, Rolling Kicks

F,N+2,1,2,1    Guard Melting Punches

f,N+1,2,1,2,3 or 4  Running Punches, low kick or snap kick

f,N+3,4 or d+4 Charging Crescent, Front kick (or sweep)

B+1+4,4 or 3,3,3,3,3Phoenix Kick (unblockable) or Hopping Sidekicks

*Phoenex kick can be initiated by pressing 4 during hopping sidekicks*

1,2,1,3+4,2,1,4,1,2,3    Tenstring

1,2,1,3+4,2,1,4,1,4,4    Tenstring

1,2,1,3+4,3+4,3+4,1,1,1  Ninestring

****************

* MARSHALL LAW *

****************

GRAPPLING TECHNIQUES

1+3    Dragon Dive

2+4   Chastisement Punch

  <chastisement> 1,2,1+2    Dragon Fall (Bulldog)

f,f+3+4Dragon Knee

<behind> 1+3 or 2+4   Bulldog

SPECIAL TECHNIQUES

2,2Double Knuckle

1,21-2 punch

1,1,1,1,1    Left Fist Flurry

F+2,2,2 Dragon Knuckle Combo

d/f+3   Step-In Middle Kick

3,3,3   3 high kicks

3[,3],F+3    High kick[s], Middle Kick

(WC)+3  Shin Kick

(WC)+3,3[,3],F+3  Shin Kick, High kicks, Middle kick

f,f,(f_F)+3  Dragon Slash

D#,(U_U/B_U/F)+4  High Flip Kick

D#,(u_u/b_u/f)+4  Low Flip Kick

D#,(u_u/b_u/f)+3+4Flip Drop

(WC)+4,3Low Kick, Flip Kick

d+4,3   Low Kick-Flip Kick

3+4,3   Double Flip Kicks

4,u+3   High Kick, Flip Kick

(WS)+4,3Front Kick, Flip Kick

(WS)+3,4Side Kick, Flip Kick

3,4High Kick, Flip Kick

D#,d/b+3,4   Low Spin Kick, Flip Kick

3+4 after lowkick Lowkick, Flipkick

(WC)+2,3 or D#+2,3Lowpunch, Flipkick

d/b+4   Dragon's Tail

u+3,4   Jumpkick, Flip Kick

d+3,3,[3],[3_F+3],4    Shinkick, Highkick(s), Middle Kick, Flipkick

4,3,4   Spinning Kick Combo

D#,d/f,d/f+3 Dragon Slide

d/b+1+2 [u,u cancels]   Dragon Fang (unblockable)

d/f+1,2,2,1,3,3,3,4,3,4 Tenstring

d/f+1,2,2,1,3,D+3,3,(3_4),4,4   Tenstring

d/f+1,3,2,2,3,D+3,3,(3_4),4,4   Tenstring

d/f+1,3,2,2,3,3,3,4,3,4    Tenstring

******************

* MICHELLE CHANG *

******************

GRAPPLING TECHNIQUES

1+3    Front Suplex

2+4    Fisherman Suplex

d/f+1+2Nelson Suplex

(while going behind) 1+2   German Suplex

<behind> 1+3 or 2+4   German Suplex

SPECIAL TECHNIQUES

f+1    Rushing Uppercut

(1~1,1) or (d/f+1,1)  Catapult Combo

D#,d/f+4    Back Leg Sweep

D#,d/f+4,3   +Penetrating Bow Leg

3+4,4,d+4   Side Spin, High Kick, Leg Sweep

d/f+1,12-punch Combo

d/f+3  Punt Kick

d/f+2,1 (1st must connect) Death Push, Big Punch

d/f+2,3Death Push, Axe Kick

1+2    Double Strike

d/f+2,3 or 4Death Push, lowkick or high kick

(WC)+4 Front Leg Sweep

(WC)+4,1+Uppercut

(WC)+4,N+4   +High Kick

(WC)+4,D+4   +Fan Kick

1,1,4,3Catapult, Sweep, Bow Leg

4,4,N+4Kick, Leg Sweep, High Kick

4,4,D+4Kick, Leg Sweep, Fan Kick

4,4,1  Kick, Leg Sweep, Uppercut

d/f+1,4,3   overhead chop,back sweep,fan leg

f,f+1  Dashing Left Elbow

D#,D/F+1    Dashing Punch

D#,d/f+2    Dashing Right Elbow

1~2,1  Dashing Punch, Heaven Cannon

1~2,3  Dashing Punch, High Kick

1~2,4  Dashing Punch, Low Kick

f,f+1,4Dashing Elbow, Kick

1+4,3  Club Fist, Sweep, Bow Leg

2+3,1  Death Push, Punt Kick, Uppercut

3~2    Instant (WS)+2

    can be used to start her (WS)+2 combos

(WS)+2,2    Slice Uppercut, Elbow

(WS)+2,1,1  Slice Uppercut, Catapult Combo

(WS)+2,4,N+4Slice Uppercut, Sweep, High Kick

(WS)+2,4,D+4Slice Uppercut, Sweep, Fan Kick

(WS)+2,4,1  Slice Uppercut, Sweep, Uppercut

(WS)+2,1,4,3Slice Uppercut, Club Fist, Sweep, Bow Leg

(WS)+4 Blue Sky Cannon

1,1,4,3Punches, Sweep-Bow Leg

U/F+3+4Earthquake Stomp

2,b,1+2hit,rear sneak,German Suplex (can be ducked)

f+2,1,1+2   hit,rear sneak,German Suplex (can be ducked)

f,f,f or while running +3  Jumping kick

F+1+4 Heaven Cannon (unblockable)

2,1,1,2,3,3,3,4,4,1   Tenstring

2,1,1,2,3,3,2,3,2,1   Tenstring

2,1,1,2,3,3,2,1,4,3   Tenstring

*****************

* NINA WILLIAMS *

*****************

---Counters for MultiParts are listed in enclosures {}---

GRAPPLING TECHNIQUES

1+3  Arm Turn

F+1+3Neck Throw

d/f,d/f+1 Embracing Elbow Strike

<behind> 1+3 or 2+4 Three Limb Break

MULTIPARTS

2+4Lifting Toss

  <lifting toss>  1,2,1  Falling Elbow

    <falling elbow> 2,1,3  Arm Lock

QCT+(1+2 or pause,1+2)Palm Grab

  <palm grab> 3,4,3,1+2 Neck Cutter, Arm Bar   {1+2}

  <palm grab> 1,3,2,1   Standing Reverse Arm Lock   {1+3}

    <SRAL> 3,1,4,1+2,1+2Rear Gatelatch Falconwing Squeeze{1+2}

    <SRAL> 2,1,3,4,1+2  Falling Reverse Arm Lock

  <palm grab> 2,3,4,2,2 Knee Bash-Neck Snap    {2+4}

    <knee bash> 1,3+4,1,2,1+2  Falling Neck Snap

QCT+(3+4 or pause,3+4) Crab Claw

  <scissorleg> 3+4,3,4,1+2    Arm Bar

  <scissorleg> 3+4,4,2,1+2    Achilles Tendon Lock

    <achilles> 3,1,4,2+4   Knee Cross Lock

    <achilles> 1,3,2+4,3+4,1+2  Rolling Achilles Tendon Lock

NOTE: the throws after the Achilles tendon lock can also be done after the

 bone cutter (f,f,F+3) when it connects as a counter hit

SPECIAL TECHNIQUES

f,f+1+2  Double-Palm

1,2,f+1+22 Punches, Double-Palm

1,2,1,2,f+1+2 4 punches, double-palm

f,f+4    Kneeling Kick

f,f,(f_F)+3   Bone Cutter (is a throw on a counterhit)

B+1 Downward Chop

B+2 Forearm Chop (stuns)

1,2,3 or 4    Triple Smash

(WS)+4   Rib Kick

(WS)+1,4 Rave Kick

4,3,2    High Kick, Lowkick, Uppercut

4,3,4    Jamming Combo

4,3,D+4  Jamming Combo Low

3,4 Two High Kicks

d/b+3    Lifting Back Kick (juggles)

d/b+4,[3]Falling Ankle Kick, [Back kick]

2,3 P-K Combo

2,d+3    P-lowkick combo

2,4 Double Smash

3,3,2    Spike Combo and right Uppercut

3,3,(4_D+4)   Spike Combo and Right Kick (high or Low)

d or D+4,1    Lowkick, Spinning chop

d or D+2,4    Frozen Kick

d or D+3,2    Lowkick, Uppercut

d or D+3,N+4  Lowkick,Highkick

d or D+3,4    Sweep, Lowkick

1 or d/f+1,2,u/f+3 2 punches, Jumping Kick

*all combos starting with d/f+1 can be started with just 1*

d/f+1,2,d+3,2_4    Two punches, lowkick, uppercut or highkick

d/f+1,2  Uppercut+Punch

d/f+1,2,4Triple Smash

d/f+1,2,1,4   Spark Combo

d/f+3,4  Head Ringer

d/f+3,1,2Flash Combo

d/f+3,1,2,f+1+2    Assult Combo

d/f+3,3,3,(3 or 4 or 1 or 2) Rapid Kick Combo

d/f+3,3,3,1,2,f+1+2Rapid Combo,Two Punches,Double Palm

d/f+3,2,(3 or d+3 or 4 or 1) Swan Combo 1

d/f+3,2,1,4   Swan Combo 2

d/f+3,2,d+3,(1_4)  Alternating Swan Combo

d/f+3,2,u+3   Winds Edge Combo

u/f+4,3,4Hunting Kicks

d/b+1,2 [u,u to cancel;unblockable] Hunting Swan

b+1+4 or b+2+3Attack Reversal

(1 or d/f+1),2,1,2,3,3,2,1,2,4   Tenstring

(1 or d/f+1),2,1,2,3,3,2,1,4,3   Tenstring

(1 or d/f+1),2,1,2,4,3,4,2,4,3   Tenstring

****************

* PAUL PHOENIX *

****************

GRAPPLING TECHNIQUES

1+3  Shoulder Throw

2+4  Shoulder Popper

1+3+BStomach Throw

f,f+1+2   Shoulder Ram

d/f+1+2   Striking Shiho-Nage

d/b+1+2   Ultimate Tackle   {2+4} to remain standing when it hits

  <tackle> 1,2,1,2,1  Mounted Punches

  <tackle> D+2,1,1,N+4,1,1+2  Ultimate Punishment

<behind> 1+3 or 2+4 neck throw

<when tackled> 1+2  Ultimate Escape (when opponent is trying to punch

you)

SPECIAL TECHNIQUES

1,2    1-2 Punches

2-3    P-K Combo

2,D+3  P-lowkick Combo

1,D+3  Reverse Punch/Lowkick Combo

u/f+3,4Double Jumpkick

f,f+4  Somersault Kick

f,f+3,4,   (4)  <---  TRIPLE

   (f or d/f + 4) <---  KICK

   (d or d/b + 4) <---  STRINGs

QCT+2  Death Fist

(WC)+1 Tile Splitter

(WC)+1,f+2  Tile Splitter, Death Fist

(WC)+4,2    Falling Leaf Combo

D,f+2  Elbow Strike

(WC)+2 Stone Splitter (Enemy on Ground)

(WC)+1,4,2  Tile-Splitter, Falling Leaf Combo

f,f+2  Flash Elbow

QCT    Ducking Dash

D,d/f+2,1   Elbow Strike, Death Fist

D,D/F+2,2   Elbow Strike, Lifting Leg Punch

b+1+2  Super Death Fist (unblockable)

b+1+3 or b+2+4   Attack Reversal

1,2,3,2,1,2,1,4,2,1   Tenstring

1,2,3,1,4,2,1,4,2,1   Tenstring

1,2,3,1,2   Fivestring

******************

* PROTOTYPE JACK *  [CODE OR TIME RELEASE ONLY]

******************

---CODE TO PLAY PROTOTYPE JACK

$$, start, move to Jack-2, d, d, START, u, u

GRAPPLING TECHNIQUES

1+3   Hell Press

2+4Punishment Drop

  <punishment> b,d/b,d,D/F+2  Gigaton Punch

D/B+2+3    Slap Down

<behind> 1+3 or 2+4  Reverse Slam

SPECIAL TECHNIQUES

<lying> 1+2   Spring Hammer Punch

2,1,2    Straight Punch, Elbow, Uppercut

1,1,1    Hammer Combo

d/b+1,1,1,2   Machine Gun Knuckle

1+2 Hammer Knuckle

(WS)+1+2,1+2  Double Uppercut, Hammer

D#,D/F+(1,2,1 or 2,1,2) Knuckle Swings

b,d/b,d,D/F+2 Megaton Punch

(f,f)_F+1+2   Power Scissors

D#,d/f+1,2,1,1Wild Swing

u/f+3+4  Hip Press

D+3+4    Sit Down

<sitting> (1,2,1,2)_(2,1,2,1)  Blade Fan (may be done after a Hip Press also)

b,d/b,d,D/F+1 Exploder

(WC)+1,2 Blast Combo (tile-splitter,death fist)

D#,D/F 2, (F or D/F or D)+1    Short Hammer Rush (H, M or L ending)

D#,D/F 1,2,(F or D/F or D)+1   Medium Hammer Rush (H, M or L ending)

D#+1,1,1,2,(F or D/F or D)+1   Long Hammer Rush (H, M or L ending)

d/f+(1,2,1,2)_(2,1,2,1) Uppercut Rush

(f_F)+3+4Head Slide

HCF (1-5 times) + 1Gigaton Punch (unblockable after 3 spins)

3+4 Dive Bomber (unblockable)

f+4,1    Dark Cutter (unblockable)

D+2,1,1,1,2,1,2,1,1+2,1+2   tenstring

***************

* WANG JINREY *  [CODE OR TIME RELEASE ONLY]

***************

---CODE TO PLAY WANG JINREY [Baek/Jun's Boss]

$$, start, move to Baek/Jun (whichever is the default), start, d, r, u, l

GRAPPLING TECHNIQUES

1+3    Neck Throw

2+4    Reaping Throw

D/F+1+3+4   Whirlwind Throw

  throw occurs when Wang makes contact with standing opponent

d/f,D/F+2+4 Waning Moon (renders opponent helplessly backwards)

<behind> 1+3 or 2+4   Back Drop

SPECIAL TECHNIQUES

QCT+2  Death Fist

1,1,1 or d/f+1,1 Catapult Combo

(WC)+4 Front Leg Sweep

(WC)+4,1+Uppercut

(WC)+4,N+4   +High Kick

(WC)+4,D+4   +Fan Kick

(WS)+4 Sky Cannon

U/F+3+4Earthquake Stomp

(WS)+2,1,1  Slice Uppercut, Catapult Combo

f,f_F+1+2 or 1+2 Double Strike

d/f+2,1 (1st must connect) Death Push, Big Punch

d/f+3  Punt Kick

2,b,1+2hit,rear sneak,German Suplex (can be ducked)

D#,d/f+4    Back Leg Sweep

D#,d/f+4,3   +Penetrating Bow Leg

d/f+1+2Lunging Double Fist

f+2    Right Front Strike

4,4,N+4Kick, Leg Sweep, High Kick

4,4,D+4Kick, Leg Sweep, Fan Kick

4,4,1  Kick, Leg Sweep, Uppercut

b,B+1  Heaven Cannon (unblockable)

B+1+2  Indigo Punch (unblockable)

B+(1+3)_(2+4)    Attack Reversal

2,1,1,2,3,3,3,4,4,1   Tenstring

**************

* YOSHIMITSU *

**************

GRAPPLING TECHNIQUES

2+4  Jawcrusher

1+3  Flying Press

QCB+1+2   Missile Press

<behind> 1+3 or 2+4   Spinning Missile Press

SPECIAL TECHNIQUES

2,3   Punch-Kick Combo

2,D+3 P-lowkick Combo

3,[4] Lightning Kick[s]

f,f+4 Jumping Knee

u/f+3+4    Flipping Stomp

f,f+3+4    Spiral Launch

1+2 (during Spiral Launch)Spiral Dive

3+4 (during Spiral Dive)  Kangaroo Kick

B+1 (1-6 times) Spinning Hilt Strikes

D/B+3 (1-5 times)    Spinning Leg Sweeps

f+4 after (during leg strikes 1-4) Falling Tree Kick

D/B+2 Spinning Fist Strikes

D#,d/f+3   Spinning Sweep

B+3+4 (1-6 times)    Teleport (takes off life)

(WC)+3+4   Sit Down, F or B to teleport (N to heal)

4~3   Kangaroo Kick

4,4,4 High Kicks

F+2Backfist (turns them around)

f,F+1+4,N  Fake Suicide

f,F+1+4    Turning Suicide [unblockable]

(WC)+1+4   Standing Suicide [unblockable]

D#,d/b,b+1 Samurai Cutter [unblockable]

U/F+1+2,D  Helicopter Stomp [unblockable]

d/b+1 Shoulder Cut [unblockable]

d/b+1,N,D/B,1   Charging Shoulder Cut [unblockable]

b,B+1 Sword Thrust [unblockable]

b,B+1,N+1  Saw Blade [unblockable]

1,2,1,4,4,4,1,1,1,1   Tenstring

1,2,1,4,2,2,2,4,1,1   Tenstring

4,4,2,2,1   Fivestring

4,4,2,2,4,4,1,1,1,1   Tenstring

1,2,1,4,4,4,1,3+4Eightstring

4,4,2,2,4,4,1,3+4Eightstring

**********************

* CHARACTER RANKINGS *

**********************

 Here are the observations I have made on the respective powers of the

   characters in the game.  I have devided them into three tiers which are

   explained below.

 Keep in mind that the skill of the player plays a huge part in weather

   or not he/she will win.

Tier 1 : The Winners  (These are the characters that are the most powerful    in the game.  A master of one of these characters Jack 2  can more or less walk over a user of a tier 2 or 3 Paul    character)

Lei

King

Bruce

Nina

Jun

Tier 2 : Playable   (These are the average characters.  An expert in one of  these characters is still a formidible foe but not as Baek  much as a master of a tier 1 character)

Alex/Roger

Armor King

Law

Wang

P-Jack

Devil/Angel

Yoshimitsu

Michelle

Heihachi

Kazyua

Kuma

Lee

Tier 3: The Losers  (These characters are lacking strongly in some way.  Even

------------------   an expert will be hard pressed to win with these

Anna  characters)

Kunimitsu

Ganryu

********************

* ACKNOWLEDGEMENTS *

********************

K W Amico for putting alot of time and effort into finding out the incredible

amount of moves in this game and getting them into written format

Tilt at Annapolis Mall in MD for having a Tekken 2 set to 3 rounds and lots

of competition so I did not have to drain my entire bank account on the game

GOOSE for maintaing the Tekken 2 WWW site that I frequent.  The source of

most

of my info.

alex@physics.stanford.edu (Alex Linde)  for Bruce's 1,2,d+4,3 combo

Vctr113062@aol.com for several moves and corrections and much E-mail input about the FAQ

Namco for making this game so great

OTHER PLACES YOU CAN FIND THIS FAQ AND OTHER TEKKEN 2 INFO:

http://www.access.digex.net/~goose/tekken.html

  The Difintive TEKKEN 2 site

http://www.hawcc.hawaii.edu/rhys/tekken2/INDEX.HTM

http://mitsuko.jaist.ac.jp/tekken/

  a good Japanese Tekken 2 page.  Apparently they read Gamest too ;)

http://marylin.is.s.u-tokyo.ac.jp/members/cocoa/tekken2/

  an English translation of the above Japanese site

ftp://ftp.netcom.com /pub/vi/vidgames

  Andy Eddy's video game archive

http://rat.org/vidgames/

  An HTML echo of Andy Eddy's archive

ftp://ftp.netcom.com /pub/lu/lukejedi

  The site of the original FAQ writer

High Kick

(WC)+4,D+4   +Fan Kick

(WS)+4 Sky Cannon

U/F+3+4EarthquaÇ


Theme Park

Game Shark

 Infinite money

                                        801AF850 7840

                                        801AF852 017D

Codes

Money Code:

 Enter as your nickname BOVINE and press O + S + X during game.

(Can be done more than once).


Tokimeki Memorial

Codes

Hidden Karaoke Songs It must be the 3rd of March in order to work. On that  day, go out on a date with a girl (any girl) & take her out to the Karaoke bar. Before you go in the bar, QUICKLY PRESS: Up, Up, Dn, Dn, Left, Right, Left, Right, X, O  Then proceed inside & at the screen where it shows the karaoke pieces to choose from, QUICKLY PRESS AGAIN: Up, Up, Dn, Dn, Left, Right, Left, Right, X, O

Friendly (Nakayoshi) Mode Start a new game. At the screen where you enter  your name, nickname, etc., ENTER:

* Myoji----> MINNA (everyone)     (write it in Hiragana)    (MI-NN-NA)

* Namae----> NAKAYOSHI (friendly) (write it in Kanji)       (NA-KA-YO-SHI)

* Adana----> KONAMIMAN            (write it in Hiragana)    (KO-NA-MI-MA-NN)

 -For the birth dates, blood type, etc., put anything in.  -If done correctly, all your character's stats will be BOOSTED   up to 573 (yes, all your stats), & ALL THE FEMALE CHARACTERS   will start out in love with your character.  (except Ray).   Yes, Ray IS a female.  She/he/(whatever you want to call) is a   female & you can find out, if you call her/him CONSTANTLY on sundays,   holidays, etc.  Eventually he will fall in love with your character.


Total Eclipse Turbo

Game Shark

 Infinite shield

                                        80079048 FB50

 Infinite lives

                                        800766A0 0005

 Infinite plasma bombs

                                        80078DD4 0003


Total NBA 96

Codes

 TO PLAY ALLSTAR TEAMS

At exhibition screen - R1, L1, R1, L1, R2, L2, R2, L2


Thunderstrike 2

Game Shark

 Invincible

                                        80074D04 00DF

 Infinite missiles

                                        80074E7C 000C

 Infinite rockets

                                        80074E7E 0014

 Infinite RCS

                                        80074E7A 0010

Codes

Level passwords

South America

Level 1 - oNHV0V6VEBDU55Q           Level 2 - 2NH70V9VEFDQ592

Level 3 - 7RH30V7AEFD64BI           Level 4 - 8NH30V8EEJD24PI

Gulf 2 - Oil Dispute

Level 1 - VNHR0V0E6JDE53I           Level 2 - 0RHV0Uo66NDA53A

Level 3 - IFHD0UoU6RDM5P2           Level 4 - NJHP0UKE6VDI5BI

Stealth

Level 1 - o7HP0UoQAUDE45A           Level 2 - U7HL0UNIAUDA5RA

Level 3 - AFHP0UKUA2DM4HI

Central America

Level 1 - FJHL0UGII2CE4KI           Level 2 - G7HH0U72I2CA5R2

Level 3 - 2BHP0URQI6CM58A

South China Sea

Level 1 - KRG50URQ26GE4J2           Level 2 - 0RGL0UTI3AGA5UI

Level 3 - FRG9S1CM3EGM52I

Panama

Level 1 - 93G5SD9UNGGE4oA           Level 2 - VVG5SHUENGGA4SQ

Level 3 - JNGH4CPUNKGM5TI

Eastern Europe

Level 1 - L3GG4406VoEE5R1           Level 2 - F7GK5S2QV0EA41A

Level 3 - 27GK50UMV4EM58Q

Gulf 1 - Canyon

Level 1 - 7FGK48T6R8ME4NI           Level 2 - 8JGK48VUR8MA5JQ

End - T7GK28U2SCMM4oI


Twin Bee

Codes

Stage Select lanzer@mindlink.net came across a file called "KAIHATU.DOC" in

-- the YAHHO directory. Viewed with a JIS Japanese reader, there

are author notes and this easter egg:

"After making a highscore of 573,000 wait until you're at the demo screen with

 princess Merora, then hold R1, L1, and you can use the arrow keys to select

 the stages.  If you score 1,000,000 or higher, you can repeat this trick

 twice.  You can have fun and do it at the easiest setting with 9 stocks, then

 save your game."


Twisted Metal

Game Shark

 Invulnerable

                                        801A1914 0080

 Infinite fire missiles

                                        801A1C00 0002

 Infinite freeze missiles

                                        801A1C02 0002

 Infinite homing missiles

                                        801A1C04 0002

 Infinite power missiles

                                        801A1C06 0002

 Infinite tag missiles

                                        801A1C08 0002

 Infinite rear missiles

                                        801A1C0A 0002

 Infinite catapults

                                        801A1C0C 0002

 Infinite rear flame

                                        801A1C0E 0002

 Infinite mines

                                        801A1C10 0002

 Infinite oil

                                        801A1C12 0002

 Infinite tire spikes

                                        801A1C14 0002

 Infinite specials

                                        801A1C16 0014

Codes

Level Passwords     Warehouses      () /\ [] () ()

     Freeways        >< [] [] () /\

                    River           >< /\ [] () []

                    Suburbs         >< [] /\ /\ /\

                    Rooftops        [] /\ >< () ><

Hotel Find a pyramid on the rooftops and blast away at it for awhile -- when

 it is destroyed you will drop down and drive around a hotel.

Codes Enter these as level passwords:

                Invulnerability     [] /\ ><    () [Yes, with a space]

                Infinite Weapons    /\    [] () ()

                Unknown             /\ >< /\ /\ ()

              * Helicopter          () () /\ ><    [Yes, only four]

             ** Fight For Your Life [] /\ () [] []

            *** Fight Minion        /\ >< () [] /\

  * Arena level, but with an added view from the ceiling. Does not carry over

    to the following levels.

 ** Arena level, but now with five cars against you!

*** And everyone else on rooftop at once.

Unlimited Turbo TXTTO (Turbo starts at twenty, resets at 29, goes back

down to 20, and repeatedly resets back to 29.)

Supposedly there is a bonus level only accessable if you win the game all the

way through in hard mode -- perhaps without losing a life.

License plates      Sweet Tooth   ISKREEM              Ice Cream

----      Warthog       UESUVA               U. S. of A.

                    Outlaw        DOWNTS               Donuts

                    Darkside      STNSPWN              Satan(s) Spawn

                    Hammerhead    KILRGRN              Killer Green

                    Yellow Jacket DRTOLMN              Dirty Old Man

                    Road Kill     TYMTRPR              Time Trouper

                    Specter       DHEDGIE              Dead Guy

                    Mr Grimm      SOLTAKR              Soul Taker

                    Crimson Fury  TRSTNOI              Trust No One

                    Pit Viper     GN4HYR               Gun for Hire

                    Thumper       DRYVBY               Drive By

Faq

Endings This is the text printed after winning the game for each -- vehicle.

All endings begin the same, a page of text which reads:

  CONGRATULATIONS!  You have won the 10th Twisted Metal Competition!  Prepare   to meet Calypso and receive your prize...

This is followed by a picture of Calypso, over which the victory message scrolls.  Toward the end of the message, a background animation of your car driving away down a freeway is shown (except for Outlaw and Road Kill).

The victory text always begins (except for Darkside):

  You are the winner of the competition and are granted an audience with   Calypso, the creator of the Twisted Metal contest.

  As you speed into his underground garage, you spot him, surrounded by   bodyguards and seated on a throne of broken car parts.  His face is   burnt beyond recognition.  His smile is hideous.  He speaks:

The rest of the victory text for each character follows:

Sweet Tooth/Needles Kane

  "As you know, I shall now grant any prize you request.  But I am confused.

  You are only asking for THIS?!?"

  Calypso holds a crumpled up paper bag in his hands.

  "I can offer you ANYTHING, Sweet Tooth!  Money, fame, even power... you dare   INSULT ME!?!" Calypso screams.

  But your mind is made up.  Ever since you escaped from the mental ward 5   years ago, you have been searching for this bag.  Because, in your own   twisted mind, this bag is much more than just a bag.  Oh yes!  It is...a   friend!  YES!  The bag is CRAZY HAROLD THE WACKY LUNCH SACK!!!  And he has   come home!

  Plunging one hand into the bag, placing the other hand on the wheel, you   speed off into the LA night searching for new victims... and looking for a   new life where you and your bag can be happy at last!

Yellow Jacket/Charlie Kane

  "As you know, I shall now grant any prize you request."

  You smile nervously and say: "I just wanted some information.  I want to   know if my son is still alive.  He disappeared twenty years ago and I   haven't seen him since..."

  Calypso frowns, then gives you your prize.  It is not good news.

  It turns out that you saw your son this very night...  He was the driver of   the Ice Cream Truck.  For the last five years, he has been using the name   SWEET TOOTH, traveling the country, looking for victims.  Up until tonight,   he was one of the country's most wanted serial killers.  Now he is dead,   compliments of you.

  As you speed off into the LA night, you are filled with a sense of anguish   and regret you never thought possible.  Perhaps you'll compete in the next   Twisted Metal contest and ask Calypso to take away your suffering...

Darkside/Mr. Ash

  ["He speaks:" is replaced by "When he recognizes you, his face goes pale:"]

  "NO!" screams Calypso.  "He's mine!  HE IS MINE!"

  "He's not yours," you tell him.  "He's one of my most powerful demons and   you stole him, USED him to gather up your prizes for this competition of   yours.  Let's go BLACK, it's time to come home."

  And with that, a shadowy figure on the back wall of the garage flies out of   the darkness and INTO your head, disappearing into your body!  Calypso   screams in agony!  You simply smile.

  "He's coming back home with me," you say.  Your contest, your 'vision,' is   over for good.  See you in Hell Calypso...  I'll be waiting."

  You speed off into the LA night, searching for the expressway back to Hell.   You hear it is located somewhere near Hollywood...

Outlaw/Sgt. Carl Roberts

  "As you know, I shall now grant any prize you request."

  "I'm here for my prize," you say.  "You know what I want."

  You have requested that the Twisted Metal contest never be held again.  You   want the streets to be safe, you want the children to feel secure.  This is   your wish... this is your prize.

  Calypso shrugs, then smiles at you.  "While I disagree of course, I am bound   to respect your decision.  Drive out of this garage officer, and enter a   world free of the pain and suffering you claim I cause... a world free of   Twisted Metal!  You have my word..."

  You tell Calypso if he's lying you'll be back.  He says he highly doubts it.   Then, you race out of the garage only to discover...

  [an animation of your police car tumbling weightless through the void is

  the background for the rest of the text]

  ...that Calypso has tricked you.  You have entered a world free of the   Twisted  Metal contest... and of everything else!  Just as Calypso has   promised!  You  float in space for all eternity!

Thumper/Bruce

  "As you know, I shall now grant any prize you request."

  "You know what I want," you tell him.  "I signed your contract."

  For the last 10 years you have searched for a way to turn your South Central   neighborhood into a place where people could feel safe.  But nothing ever   worked.  Every night is still the same: gang fights, drive-by shootings,   robberies.  Tonight, all of this will change... IF Calypso will grant your   wish.

  He does.  He promises to stop the fights, to stop the violence.  You say you   don't believe him.  Calypso tells you to go home and see for yourself.

  As you speed off into the LA night, your heart is pounding with excitement.   Could Calypso be telling the truth?!?  Is your neighborhood safe?  Was the   battle tonight worth it?  All of the blood you spilled, in the end, will it   be justified?  You drive at top speed, racing home omly to find... Calypso   was not lying.

Crimson Fury/Agent Stone

  "As you know, I shall now grant any prize you request.  And here is your   heart's desire..."

  Calypso tosses you a heavy, iron box.  It is a flight recorder box from a

  downed airliner.  "You're a lucky man, agent.  The Commander in the Army

  vehicle died tonight trying to keep you from getting that box."

  You smile and in your thick British accent say, "Well, that's the US

  governement for you.  Always trying to keep their people in the dark.

  Thanks Calypso..."

  You speed off, racing into the LA night.  One hand is on the wheel, the   other on the flight box.  As you listen to the voice on the flight recorder,   you hear the sounds of an alien craft shooting down the passenger plane.   You have the evidence!  You feel good that, soon, the people of the world   will know the truth... that we are NOT alone!!!

Pit Viper/Angela Fortin

  "As you know, I shall now grant any prize you request.  It says on your   contract you are asking for one million dollars in cash.  That I can easily   grant!"

  You simply smile as he reaches for a briefcase  filled with money.  As he   does, you open fire, taking out the bodyguards, and then Calypso himself.   During the battle, you notice a black, shadow-like figure sneaking away   during the fught, but you let it go.  You've gotten your man.

  It turns out your real name is NOT Angela Fortin, but Agent Amanda X, a   freelance assassin who has been hired by the people of LA to take out   Calypso and end his brutal contest.

  You speed off into the night, satisfied by a job well done.  Oh yeah, you   take the million dollars with you.  Hey, a girl's gotta eat.

Warthog/Commander Mason

  "As you know, I shall now grant any prize you request."

  "I won your contest," you shout in a gruff voice.  "Now give me my prize!   Give me the box!"

  Calypso smiles and tosses you a heavy iron box.  It is a flight recorder   box from a downed aircraft.  Listening to the recording on the box, you now   know why the government sent you to get it.  It contains evidence that an   otherworldly craft shot down the airliner... evidence that we are NOT alone!

  As you speed off into the LA night, you are content... happy that the   government will get what is rightfully theirs.  You also feel good knowing   that the people of the USA can sleep tight tonight, kept in the dark about   things they are not yet ready to know about.

Mr. Grimm/???

  "As you know, I shall now grant any prize you request."

  "I am the winner," you say.  "And YOU are my prize!"

  You point your hand towards Calypso, revealing that the arm under your   leather jacket is nothing more than dirty white bone.  In an instant,   Calypso recognizes you.

  "NO!  NO!  It's not time!" he screams.

  But it is time, and you know it.  Finally, after 100 years of trying, you   are able to capture the one soul that has eluded you since you took the   position as the Grim Reaper.

  As you speed off into the LA night, you feel as good as a collector of souls   can feel.  But the feeling is short lived.  There is work to be done...   always more work.

Spectre/Scott Campbell

  "As you know, I shall now grant any prize you request."

  "Please, sir," you say.  "I just want to... to be alive again."

  For the last five years you have been a spirit, a ghost, a dead guy.   Stabbed by a maniac serial killer at a local circus, you were killed   instantly.  Since then, your soul has been wandering the Earth in search of   a way to come back to life.  Now you have your chance.  As winner of Twisted   Metal, Calypso must grant you ANY wish you ask for.  And he does.

  In a flash of bright, white light, you are alive again.

  You race off into the LA night, heading home to be with your wife and   little girl who was born three days after you died.  Your heart is racing   and tears are streaming down your face.  It feels great to be alive...   again!!!

Hammerhead/Dave & Mike

  "As you know, I shall now grant any prize you request.  But I am confused.   It says here you are asking for a new set of treads.  Exactly what is that?"

  "You know man, tires," you reply.

  Calypso is dumbfounded:  "But you could have asked for anything!  are you   sure that's all you want?"

  "Hey dude, treads ain't cheap for a rig like this."

  "Ah well," says Calypso, "It's your choice."

  In a flash of light your monster truck is refitted with a brand new set of   metal crushing tires.  You slam your truck into reverse and speed out of the   garage.

  As uou race off down an LA freeway, heading into what has been the most   outrageous night of your life, you vow to enter Twisted Metal again.   Although, at the moment, you are having a hard time thinking of a better   prize than this...

Road Kill/Capt. Spears

  "As you know, I shall now grant any prize you request."

  "I was a captain in the Jungle Wars of South America," you tell him.  "I   lost my entire platoon.  I sent them straight into an enemy trap."

  "And now as your prize you want me to send you back in time so you can save   them.  I don't recommend it, Captain."  Calypso tries to warn you about the   dangers of such a request, but you refuse to heed his advice.  Realizing   your mind is made up, Calypso simply shrugs and agrees to grant your wish.

  You should have listened to the guy.  You are sent back in time, dropped   into the middle of a raging South American war.  Before you have time to   save your platoon, you are shot at point blank range by an enemy soldier.   You die instantly.

  [an animation of your car driving away down a dirt road is the background   for the rest of the text]

  The next day, back in 2005, two high school kids find your car sitting in   the middle of a dirt field.  They steal it, speed off, and vow to enter next   year's contest using your vehicle!


Two Tenkaku

 Game Shark

(JAPANESE)

 Infinite credits

                                      800E6C78 0004

 Player 1 infinite lives

                                      801BDE8C 0500

 Player 1 power up

                                      801BDE8A 0203

 Player 1 invulnerable

                                      801BDE80 00FF

 Player 1 infinite blue smarts

                                      801BDE92 0101

                                      801BDE94 0101

                                      801BDE96 0101

 Player 1 infinite red smarts

                                      801BDE92 0202

                                      801BDE94 0202

                                      801BDE96 0202

 Player 2 infinite lives

                                      801BDEF4 0500

 Player 2 power up

                                      801BDEF2 0203

 Player 2 invulnerable

                                      801BDEE8 00ff

 Player 2 infinite blue smarts

                                      801BDEFA 0101

                                      801BDEFC 0101

                                      801BDEFD 0101

 Player 2 infinite red smarts

                                      801BDEFA 0202

                                      801BDEFC 0202

                                      801BDEFE 0202


Ultimate Battle 27

Version:0.7  10/22/95

--

Compiled by the Kame House Staff

Written by Otaku Black

Any questions or coments can be sent to:

Gogeta@wizard.com

Note: This is a Prelimanery version of the FAQ. Please Note that this

Faq contains many examples of "Japanese-English",so some things just

won't make any sence.

Future updates will contain translations of the names of Special Moves.

Information on the Build-Up ,Build -up Battle, memory card use.

---

                            Table Of Contents

Part 1: DBZ Ultimate Battle 27 extra character code

Part 2: Different animation sequences in versus fight

Part 3: The Controls

Part 4: Complete move list

Part 5: (Future)

Part 6: (Future)

---

Part 1 - DBZ UB 27 code:

At the DBZ UB 22 opening screen do the following with controller #1

Up, Triangle, Down, X , Left, L1, Right, R1

If done right, you will get a new opening animation sequence with

Son Gokuh (child)

Kame-Sennin

Mister Satan

Super Saiyajin 3 Son Gokuh

Gogeta

---

Part 2 - Story Animation:

You will get a different opening aniamtion sequence at the beggining of a

versus fight (1P VS 2P, or 1P VS COM) with the following character fights

#1 - Son Gokuh VS Vegeta

#2 - Son Gokuh VS Cell

#3 - Son Gohan VS Cell

#4 - Young Son Gokuh VS Ten Shin Han

#5 - Gotenks VS Super Buu

#6 - Son Gokuh VS Freeza

#7 - Majin Buu VS Vegeta

#8 - Super Saiyajin 3 Gokuh VS Majin Buu

#9 - Super Saiyajin 3 Gokuh VS Vegeta

Note: If you play Son Gokuh (child) VS. Son Gokuh (child) The loser

will turn into Oolong and the end of the fight.

_________________________________________________________________________

Part 3 - Controls:

THE CONTROLS:

                  L1 = Dash Left        R1 = Dash Right

                  L2 = Not Used         R2 = Not Used

                     .====.                .====.

                   _/-\______________/-\_

       U          /    __    \          /          \     [] = Punch

       ^         "   _ \/ _   "        "    (/\)    "    /\ = Fly

  B <     > F   |   |_>  <_|   |      | ([])    (0)  |

       v        |.     /\     . []  [> .    (><)    .|   >< = Kick

       D        | \    ~~    /\          / |   0  = Ki Attack

                |  "-.____.-"            "-.____.-"  |

                |       _/                  \_       |

                \      /                      \      /

                 ~----~                        ~----~

         Select = Not Used

         Start = (While playing) Pause

GAME BASICS:

               Jump back    Jump up    Jump forward

                               U

                          UB       UF

                             \ | /

    Move backward/      B    -   -    F       Move forward

     High defense            / | \

                          DB       DF

                               D

             Low defence  Squat down   Squat down

F = Foward               SQ = Square Botton (punch)

B = Back                 X = X Botton (kick)

D = Down                 TRI = Triangle Botton (fly)

U = Up                   0 = 0 Botton (energy attacks)

HC = Half Circle

QC = Quater Circle

(Hold down SQ or X or SQ+X to charge up your KI level)

--

Basic Blocks:

Moves for everybody

QCB + 0(hold 0)   Blocks all KI attacks but costs energy

Tap B,B           Dodges all KI attacks

SQ + X            Knock away normal blasts

                  (can also be used as an attack)

--

Part 4: Move List

Listed here is the complete move listing for all 27 characters with

attack names, meteo attacks and mini-combos/throws.

(Note: mini-combos and throws must be done next to opponent)

---

Super Saiyajin Son Gokuh

---

Mini Combo:                       Ki-Oi-Hou:

B + SQ                            B(hold),F +0

Dash Elbow:                       Kame Hame Ha:

QCF + SQ                          HCF + 0

KameSen Ryu Kakato Otoshi:        Chou Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Shiryu Retsu-Kyaku:               Super Meteo Smash:

HCF + X                           HCB,F + SQ (close)

Jumping Knee Lift:                Shiyunkanitou Kame Hame Ha:

DB,UF + X                         QCB,HCF + 0

Renzoku Energy Attack:            Tai-Yo Ken:

QCF + 0                           D,U + 0

---

Son Gohan (child)

---

Mini Combo:                       Ki-Oi-Hou:

F + SQ                            B(hold),F + 0

Jet Upper:                        Ma-Sen-Kou:

QCF + SQ                          HCF + 0

Buku-Kyaku:                       Kame Hame Ha:

Jump,F,D + X                      QCB,F + 0

Dash Slider:                      Chou-Bakurestu Rush:

B,DB,D + X                        F,B,D,U + X (close)

Fly High Shot:                    Motion Cancell Chou Kame Hame Ha:

QCF + X                           QCF,B + 0

Renzoku Energy Attack:

QCF +0

---

Son Goten

---

Mini Combo 1:                     Renzoku Energy Attack:

B + SQ (punches)                  QCF + 0

Mini Combo 2:                     Ki-Oi-Hou:

F + SQ (kicks)                    B(hold),F + 0

Goten Attack:                     Kame Hame Ha:

D,U + SQ                          HCF + 0

Kai-Ten KicK:                     Chou Kame Hame Ha:

B + X                             QCB,F + 0

Jump High Kick:                   Responce Rush:

DB,UF + X                         HCB,HCF + SQ (close)

Dash Oshi-Barai:                  Super Goten Attack:

B,DB,D + X                        D(hold),U + 0

---

Trunks (child)

---

Mini Combo:                       Sky Energy Ball:

F + SQ                            Jump,F,D + 0

Dash Elbow:                       Ki-Kou Ha:

QCF + SQ                          HCF + 0

Rolling Savate:                   Ki-Oi-Hou:

B + X                             QCB,F + 0

One Step Kick:                    Sprit Rush:

QCF + X                           F,B,D,U + X (close)

Flash Kick Attack:                Dai-Kou Dan

B(hold),F + X                     QCF,HCF + 0

Renzoku Energy Attack:

QCF + 0

---

Gotenks

---

Mini Combo:                       Seigi No Shinikami Triple Den:

F + 0                             QCF + 0

Ultimate Wild Boar Attack:        Shouri No Final Kame Hame Ha:

Jump,F,D, + SQ                    HCF + 0

Super Miricale Punch:             Renzoku Shine-Shine Missile:

B(hold),F + SQ                    QCB,F + 0

Shin Damo Touzen Kick:            Gekitotsu Ultra Renzoku Shine-Shine

QCB + X                           Super Missile: HCB,HCF + SQ

Great Kick Special:               Super Ghost Kamikaze Attack:

DB,UF + X                         HCB,HCF + 0

---

Future Trunks

---

Throw:                            Energy Zen:

F + SQ                            B,DB,D + 0

Baku-Ken Ha:                      Burning Attack:

B(hold),F + SQ                    HCF + 0

Super Sliding Kick:               Finish Buster:

B,DB,D + X                        QCB,F + 0

Down The Heal:                    Burning Hells Slash:

HCB + X                           F,B,D,U + SQ (close)

Rushing Kick:                     Energy Rush:

F,B,F + X                         HCF,HCF + 0

Renzoku Energy Attack:

QCF + 0

---

Piccolo

---

Throw:                            Energy Flame:

B + SQ                            F.B.F + 0

Mistic (Throw):                   Ki-Kou-Ha:

B(hold),F + Sq                    DB,UF + 0

Baku-Kyuku:                       Masenkou-Sappou:

Jump,F,D + X                      HCF + 0

Sonic Kick:                       Kekiretsu-Koudan:

F,B,F + X                         QCB,F + 0

Knee Upper:                       Namek Ryu-Bukuretsu Ken:

DB,UF + X                         F,B,D,U + SQ

Renzoku Energy Attack:            Makuu-Houi Dan:

QCF + 0                           HCB,HCB + 0

---

Kulilin

---

Mini Combo:                       Kyaku Kame Hame Attack:

F + SQ                            B,DB,D + 0

Sen-Kuu Ken:                      Tai-Yo Ken:

QCF + SQ                          D,U + 0

Reppu-Kyaku:                      Kame Hame Ha:

F,B,F + X                         HCF + 0

Ga-Ryuu Kyaku:                    Kien-Zan:

B,DB,D + X                        QCB,F + 0

Raku-Ka Shuu                      Kamesen Ryu GekiShuuran Bu:

Jump,F,D + X                      HCB,F + SQ (close)

Renzoku Energy Attack:            Kien-Retsu-Zan:

QCF + 0                           HCF,HCF + 0

---

Tenshinhan

---

Mini Combo (head butt):           Tai-Yo Ken:

F + SQ                            D,U + 0

Gaku-Ryu Ken:                     Suru-Sen Ryu Combanation:

Tap SQ rapidly                    HCF + SQ (durring Tai-You-Ken)

Cross Chop:                       Do-Don Pa:

F,B,F + SQ                        HCF + 0

Dash Knee Upper:                  Ki-Ko-Hou:

QCF + X                           QCB,F + 0

Rezoku Energy Attack:             Suru-Sen Ryu Combanation Attack:

QCF + 0                           HCB,F + SQ (close)

Kai-Kou Ken:                      Shin Ki-Ko-Hou:

DB,UF + 0                         HCB,HCF + 0

---

Great Saiyaman

---

Mini Combo:                       Great Saiya Cannon:

F + SQ                            B(hold),F + 0

Winning Upper:                    Kame Hame Ha:

QCF + SQ                          HCF + 0

Super Hero Punch:                 Chou Kame Hame Ha:

F,B,F + SQ                        QCB,F + 0

Baku-Kyaku:                       Great Dancing Attack of Justice:

Jump,F,D + X                      HCB,F + X (close)

Double Kick Of Justice:           Great Kame Hame Ha:

QCF + X                           HCB,F + 0

Straight Energy Attack:

QCF + 0

---

Kai-Oh Shin

---

Throw:                            Wave Shock:

F + SQ                            B,DB,D + 0

Kien-Jin:                         Energy Thrust:

F,B,F + SQ                        HCF + 0

Crazy Rush:                       Gekiretsu-Shinou Ho:

B(hold),F + SQ                    QCB,F + 0

Shiren-Jinou Kyaku:               Gekishin-Ou Ken:

HCF + X                           F,B,D,U + 0 (close)

Renzoku Energy Attack:            Shin-Ouhoden Kien-Jin:

QCF + 0                           HCB,HCF + 0

Ugoki-Fuuji:

B(hold),F + 0 (blocking move)

---

Vegeta

---

Throw:                            Astro Fire Cannon:

F + SQ                            QCF,B + 0

Dash Elbow:                       Big Bang Attack:

QCF + SQ                          HCF + 0

Vegeta Sledge Hammer:             Final Flash:

F,B,F + SQ                        QCB,F + 0

Slash Down Kick:                  Galic Vegeta Cannon:

Jump,F,D + X                      HCB,F + X (close)

Slash Arrow Kick:                 Big Bang Attach (penatrating)

DB,UF + X                         QCB,HCF + 0

Baku-Hatsu Ha:                    Vegeta Final Blast Bomb:

D,U + 0                           Jump,F,B,UB,U,UF,F + 0

---

Zarbon

---

Mini Combo:                       Roses Eye Web:

F + SQ                            B,DB,D + 0

Violent Circle:                   Stardust Blitz:

D,U + X (also while jumping)      HCF, + 0

Shooting Star Combanation:        Chrusher Ball:

Jump,F,D + X                      QCB,F + 0

Super Sliding Kick:               Air Assult Terror Crush:

B,DB,D + X                        HCB,HCF + SQ (close)

Cosmo Energy Flash:               Spread Balls:

QCF + 0                           QCF,HCF + 0

---

Recom

---

Throw:                            Recom Press Kick:

F + SQ                            Jump,F,D + X

Recom Death Driver:               Recom Fighting Bomber Attack:

HCB + SQ                          HCF + 0

Recom Crush Down:                 Recom Lazer Gun:

HCF + SQ                          QCB.F + 0

Recom Sky Kick:                   Recom Fire Guillotine Gun:

DB,UF + X                         HCF,HCB + SQ (close)

Recom Kick:                       Ultra Fighting Bomber:

QCF + X                           HCB,HCF + 0

---

Ginew

---

Mini Combo:                       Grand Energy Attack:

F + SQ                            B,DB,D + 0

Dynamite Punch:                   Terror Smash:

QCB,F + SQ                        HCF + 0

Dash Tackle:                      Ginew Dynamite Attack:

HCF + SQ                          QCB,F + 0

Bycicle Kick:                     Ginew Great Attack:

F,B,F + X                         QCB,F,DF,D + X (close)

Ginew Throw Tackle:               Body Change:

F,DF,D + SQ                       F,B,HCF + 0

Renzoku Energy Attack:            Damage Body Change:

QCF + 0                           B,F,HCB + 0

---

Freeza

---

Throw:                            Ki-Oi-Ho:

F + SQ                            B(hold),F + 0

Mini Combo:                       Ki-Baku Ha:

B + SQ                            B,DB,D + 0

Freeza Crash Head:                Freeza Death Ball:

F,B,F + SQ                        HCF + 0

Hell Down Attack:                 Freeza Mega Buster:

Jump,F,D + SQ                     QCB,F + 0

Freeza Tail Attack:               Freeza Death Psycho Kenesis:

QCB + X                           F,B,D,U + 0 (close)

Dangerous Cannon:                 Freeza Psycho Kenesis:

QCF + 0                           HCB,F + 0

---

Artificial Human No.18

---

Throw: (punch)                    Energy Zan:

F + SQ                            B,DB,D + 0

Flying Head Attack:               Energy Ball:

F,B,F + SQ                        HCF + 0

Spinning Shot:                    Energy Wave:

B,DB,D + X                        QCB,F + 0

Double Rose Bud:                  Pretty Drive Attack:

F,B,F + X                         HCB,F + X (close)

Pretty Kick:                      Flash Beam Press:

QCF,B + X                         HCB + 0 (close)

Renzoku Energy Attack:

QCF + 0

---

Artificial Human No.16

---

Throw 1: (head butt)              Eye Beam:

F + SQ                            DB,UF + 0

Throw 2:                          Hyper Cannon:

B + SQ                            B(hold),F + 0

Power Shot:                       Mega Energy Bomb:

QCB,F + SQ                        HCF + 0

Tackle Destroyer Crush:           Hells Flash:

B,DB,D + SQ                       QCB,F + 0

Rocket Punch:                     Hells Flash Combonation Attack:

QCF + SQ                          QCB,HCF + SQ (close)

Renzoku Energy Attack:            Thunder Rocket Attack:

QCF + 0                           QCF,HCF + 0

---

Cell

---

Throw:                            Energy Shot:

F + SQ                            B,F +0

Head Attack:                      Super Energy Wave:

F,B,F + SQ                        HCF + 0

Ground Slider:                    Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Rushing Attack:                   Perfect Cell Smash:

DB,UF + X                         F,B,D,U + SQ

Renzoku Energy Attack:            Chou Kame Hame Ha:

QCF + 0                           HCB,F + 0

Ki-Oi-Hou:

B(hold),F + 0

---

Doubler

---

Throw 1: (lightning)              Devil Lance:

F + SQ                            B,F + 0

Throw 2: (fire)                   Energy Shot:

B + SQ                            HCB, + 0

Slasher Sword:                    Shot Flame:

QCF + SQ                          HCF + 0

Jumping Sword Attack:             Death Fire:

HCB + SQ                          HCB,F + 0

Double Sword Attack:              Death Barage lance:

QCF + X                           B,F,D,U + SQ (close)

Saliva Shot:                      Death Flame:

B(hold),F + 0                     HCB,HCF + 0

---

Majin Buu

---

Botton Press:                     Energy Shot:

F(or B) + SQ (close)              B(hold),F + 0

Buu Head Butt:                    Oyatsu-Kousen:

DB,UF + SQ                        HCF + 0

Buu Zutsu-ki Special:             Buu Breath:

F,B,F + SQ                        QCB,F + 0

Buu Fly Kick:                     Buu Barage Attack:

Jump,F,D + X                      B,F,D,U + SQ (close)

Buu Drop Kick:                    Buu Bomb:

B,DB,D + X                        HCB,F + 0

Bra-Bra Energy Attack:

QCF, + 0

---

Super Buu

---

Throw:                            Super Oyatsu-Kousen:

F + SQ                            HCF + 0

Shotsu-kaku no Hashi:             Super Buu Breath:

B,F + SQ                          QCB,F + 0

Crazy Elbow:                      Dangerous Liquid Bomb:

QCF + SQ                          HCB,HCF + SQ

Buu Combonation:                  Chou Kaku-San Renzoku Energy Attack:

QCB,F + X                         HCF,HCF + 0

Broken Energy:

QCF + 0

---

Son Gokuh (child)

---

Throw:                            Jan-Ken Pa:

F + SQ                            B,F + 0

Hastu-Shu Ken:                    Kuchu Kame Hame Ha:

HCF + SQ                          Jump,F,D + 0

Niyo-Ibou Attack:                 Kame Hame Ha:

B(hold),F + SQ                    HCF + 0

Jan-Ken Ku:                       Giant Ape Trasformation:

B,F + SQ                          HCF,HCB + SQ

Jan-Ken Chogi                     Yudou Kame Hame Ha:

B,F + X                           HCB,F + 0

---

Kame-Sennin

---

Throw:                            Kyo-Sui Ken:

F + SQ                            QCF + 0

Nidan Hizake-ri:                  Ge-Dan Kiyo-Sui Ken:

F,B,F + X                         F,DF,D + 0

Kame-Sen Ryu Ken-Fu Shu:          Zan-Zou Ken:

QCB,F X                           F,B,F + SQ

Tai-Ken Kame Punch:               Kame Hame Ha:

QCF + SQ                          HCF + 0

Tai-Ken Kame Kick:                MAX Kame Hame Ha:

QCF + X                           QCB,F + 0

Ge-Dan Tai-Ken Kame Punch:        Ma-Fuu Ba:

F,DF,D + SQ                       HCB,HCF + 0

Ge-Dan Tai-Ken Kame Kick:         Bankoku Bitsu Kuri-Shou:

F,DF,D + X                        HCB + 0

---

Mr.Satan

---

Throw:                            Dynamite Kick:

F + SQ                            QCF + X

Base Ball Bat:                    Satan Tokusei Bazooka Hau:

SQ + X                            HCF + 0

Rolling Attack:                   Tokusei Ultra Dai-Baku Dan:

B,DB,D + SQ                       QCB,F + 0

Vulcan Jab:                       Tokusei Ultra Dai-Baku Dan Shitsu-Bai:

QCB + SQ                          QCB,HCF + 0

Very Very Punch:                  Champion no Ka-Rei Na Mai:

QCF + SQ                          HCB,HCF + SQ

Metta Uchi-Eiyuran Bu:            4 Renzo Baku-Retsu Missile Lancher:

HCB,F + SQ                        HCB,F + 0

---

Super Saiyan 3

---

Mini Combo:                       Thousand Combonation:

B + SQ                            HCF + X

Dash Punch:                       Ki-Oi-Hou:

QCF + SQ                          B(hold),F + 0

Saiyan 3 Attack:                  Kame Hame Ha:

HCB + SQ (close)                  HCF + 0

Slash Leg Down:                   Chou Kame Hame Ha:

Jump,F,D + X                      QCB,F + 0

Gail Shot:                        Shun-Kan Itou Meteo Crash:

QCB,F + X                         B,F,D,U + SQ

Gail Shot Reverse:                Super Quick Kame Hame Ha:

QCF,B + X                         HCB,F + 0

---

Gogeta

---

Throw:                            Shun-Kan Itou Screw Drop:

B + SQ                            R1(or R2) + X

Metro Attack:                     Ki-Oi-Hou:

HCF + SQ                          B(hold),F + 0

Gogeta Hari-Tobashi:              Ultra Super Dounuts:

QCB + X (close)                   HCF + 0

Screw Drop-Kick:                  Final Kame Hame Ha:

F,B,F + X                         QCB,F + 0

Slash Down Kick:                  Gogeta Genki-Dama:

Jump,F,D + X                      D(hold),U + 0

Shun-Kan Itou Slider:             Gogeta Meteo Attack:

R1(or R2) + SQ                    HCF,HCB + SQ (close)

Shun-Kan Itou Slash Down:         Quick Ultra Ball:

R1(or R2) + 0                     QCB,HCB + 0

---


ViewPoint

Game Shark

 MASTER CODE

                                        D00564E0 01E0

 Infinite shield in easy mode

                                        801C1FAE 0003

 Infinite lives

                                        801C2922 0006

 Infinite continue credits

                                        801FFFA8 0006

 Always have side guns

                                        801C243C 0001

                                        801C243E 0001

                                        801C2560 0001

                                        801C2562 0001

                                        801C24A2 0180

                                        801C24A4 0180

                                        801C25C6 0180

                                        801C25C8 0180

Codes

End movie To skip to the end of the level movie (TR1 = trigger right one):

---- Square, Circle, Triangle, Right, Left Down, TR1, TL2, TR2, TR1

Invincible Sq, Sq, Cir, Cir, Tri, X, Sq, U, U, D, D, TL1, TR1, Select

Level Passwords

                                        Level 4: Area 1 - KGG

Level 1: Area 2 - CLL                   Level 4: Area 2 - KLD

Level 1: Area 3 - CRR                   Level 4: Area 3 - KRJ

Level 2: Area 1 - FGD                   Level 5: Area 1 - MGJ

Level 2: Area 2 - FLJ                   Level 5: Area 2 - MLD

Level 2: Area 3 - FRN

Level 3: Area 1 - HGD                   Level 6: Area 1 - PGL

Level 3: Area 2 - HLG                   Level 6: Area 2 - PLG

Level 3: Area 3 - HRL                   Level 6: Area 3 - PRD

Password Translation The first letter of each code is as follows:

                        1     2   3     4   5     6

                        --

                        C d e F g H i j K l M n o P

If you notice, there is a consonnant skipped between each level/letter.

It seems that this game (and Rayman) ignores vowels.

The 2nd letter and 3rd letter of each code are different every time but

they are from a pool of the following:

0 1 2 3 0 1 2 3 0 1 2 3      <--- continues

-

C D F G H J K L M N P R


V Tennis

Codes

Secret Characters MR. TONKIN: When use normal mode, move the cursor to any

 player, then press L2, L2, R1, R1, R1, D, /\ x 4, ().

MRS. TONKIN: Hold L1, R2, U, [], then press ().


Warhawk

Game Shark

 Unlimited lock-on missiles

                                        801B8A44 0008

 Unlimited rockets

                                        801B8A42 0064

 Unlimited swarm missiles

                                        801B8A46 0012

 Unlimited plasma cannons

                                        801B8A48 2003

Codes

  = Space   T = Triangle    S = Square      X = X       O = O

Codes       OOO XTXX = Warhawk A-La Mode (Infinate Weapons, Invincible)

       TTOTSTTX = Infinate Weapons (Non-Invincible)

            SOSSTXTT = Thor Mode (9999 Flash-Bombs)

            XOOSXTOT = Kali Mode (Super Swarmers, Ultra-Lockons)

            SS OSXST = Preview Epilog Text

            S OSTXXS = Check Special Upgrades Text

            TX OOXTS = Preview Movies

Passwords       TSXTXXSS = Desert Level

----       TSXTOSOX = Pyramid Has Risen

                TOXTOOXS = Desert All But Done

                OTTXOOSO = Canyon Level

                OSOSXOOT = In Canyon with Amber

                OTXSOOTT = In Canyon with Belle

                OSTSTTTS = In Canyon with Crystal

                OOOSTTST = Approaching Uma

                XTXSSTST = Airship Level

                XOTTOOOX = Post Transformation Airship

                XSTOXTSS = Airship Rear Hanger Open

                STXXXTOS = Volcano Level

                SSXOTOST = Volcano Boss is Active

                TOTOTXSS = Gauntlet Level

                TOXTOXTS = East Gauntlet Boss

                TOOSTOOX = West Gauntlet Boss

                TOOTTXST = In with the Gatekeeper

                TXTSOXOO = Stormland

                TXXSOSOX = Above 1st Force Field

                TXTTTXOT = Above 2nd Force Field

                TXSOTXTS = Above 3rd Force Field

                TXSTOSXX = Kreel's Door is Open

                TXTSSSXT = Face to Face with Kreel


Williams Arcade Classics

Game Shark

      Sinistar

 Infinite Sinibombs

                                        801BA012 0900


Winning 11

Codes

Extra Teams When selecting teams, go to the right most teams. If you press

- L1, L2, R1 and R2  at the same time and press right, you'll have

another team to choose from. Works with both right-most teams.


Wipeout

Game Shark

 Enable rapier mode

                                        D01F701A 0001

                                        801F701A 0101

 Enable rapier levels (Note 1)

                                        D01F701A 0101

                                        801F7046 0101

 Unlimited race re-starts (Note 2)

                                        D01F7014 0802

                                        801F7014 0803

 Unlimited turbo level 1 (Note 2)

                                        C013C5BA FF00

                                        8013C5BA FF09

 Unlimited turbo level 2 (Note 2)

                                        C0123B0E FF00

                                        80123B0E FF09

 Unlimited turbo level 3 (Note 2)

                                        C011E7B2 FF00

                                        8011E7B2 FF09

 Unlimited turbo level 4 (Note 2)

                                        C01F7014 FF00

                                        801F7014 FF09

Codes

Playstation Picks Demo CD:

Continuous Play Play the track as normal, when you almost get to the end,  slow down and stop, don't touch any of the buttons, after about 5-10 sec the computer takes over. You'll see the the ship from different angles. Just hit a button to play the level again.

Full Version:

Bonus Track To access the secret track called Firestar, highlight the one - player option on the menu screen, press and hold the following buttons:  R1, L1 R ST () []   Once these are all held down, press ><

Rapier Class The Rapier class can be accessed by holding down:

-- R2 L2 L ST SL  Then press ><

Walkthrough

Think of this game as Stun Runner (a game released in the late 80's from Atari in which you drove a  sled on a track shooting enemies with a top mounted cannon, while hitting as many boost pads as possible  for top speed).

Run each course through in time-trial mode without hitting any boost-pads, so as to get the layout down  on each track. Remember, you can take all the time you want in "Time Trial" mode, and the game does  allow you drive backwards if you miss your turn.

Give yourself a big lead-in to all turns... in fact, the faster you are going, the more lead-in you should give.

As soon as you've learned to lead-in to your, turns, forget that your airbreaks ever existed.  You will never get a top time by using airbreaks (one exception may be track Silverstar, which  I'll discuss later in this document).

Up and down are crucial in gaining you that extra time. Nose up off of ramps for extra distance, as well as stability when you land. Nose down cresting a hill, so that you can hug the track and maintain top speed.  --> It is not always advantageous to hit *every single* boost pad. Some of the are situated as hazards, so be aware!

Some boost pads need to be crossed at an angle.  In a few cases you will find you need to be moving  across a boost pad almost sideways to make a turn at maximum speed.

In order to trigger a boost pad, you only need to get some part of the central body to pass over  any part of the pad. This allows you to clip a pads corner and still get the effect.

For a medium turbo start on any track: Start the race with your thrust fluctuating between boxes six and seven for quick acceleration from the starting line.

For a full turbo start on any track:  You need to have the thrust bar touching the bar between (counting from the right) box three and four the moment the race starts to start the game as if you had activated a boost power-up. A slightly easier way to time this trick is to push thrust at the very moment the announcer ends the word "ONE", but not before the sound of his voice trails off. Timing is crucial on this trick, so you will probably have to practice it a good bit to get it down correct (this seems to work with all of the cars).

2) General Combat/Power-Up Strategy

In WipeOut you will encounter six different power-ups. You gain power-ups by driving over large color-strobing "X"s which you will find liberally scattered about each track.  Power-up pads seem to distribute items in a seemingly random manor. Although I've noticed, if you hit a pad at, say, a particular shade of yellow, you will always get mines, a different shade of yellow will always seem to give you the missile. since detecting these very slight shading variances within colors is not practical while racing, it might as well be random.  The power-ups you will encounter are:

Homing | a pink disk with a single-lined Missile | arrow pointing up to a small circle at it's tip. Active target will be highlighted by an opaque diamond.  A ship hit by a missile will come to a near dead stop and be shaken violently for a moment.

a red disk with three lines merging Rocket | into a single line which continues up to form an arrow. This weapon fires in a straight line from your ship.  A ship hit by a missile will come to a near dead stop and be shaken violently for a moment.

(Homing)| a blue disk with a jagged line moving Shock- | down into an arrow point. A second Wave | bar parallels the top segment. Active target will be highlighted by an opaque diamond. A ship hit by a Shock-Wave weapon will loose stability for a few seconds and veer sharply if it attempts to turn.

a green disk with five bars radiating Mine   | up and right in a half arc from the center. There are also two dots down and left from the central point. This item disperses a group of floating mines from the rear of the vehicle, which vanish after a brief time.

Shield | a white disk with slash going across from bottom left to top right and a semi-circle to either side of the line. When activated, the vehicle is enclosed in a protective shell which is impervious to all weapons. The shield only lasts for a few moments.

Turbo  | an orange disk with a small circle Boost  | at its top and three lines radiating downwards from the circle. There is also a dot to the left and right of the circle. When activated, the vehicle is launched forward with as much speed - if not more - than if it had crossed over a boost pad.

Altima VII - Location | Canada

Length   | 5.5 Km

Max Height | 359 m

Surface  | R3600 racing std

Power-Ups | 17

Boost Pads | 25

When you first start playing for rank, skip the first two pads on this track. At the top of the hill, hit the pad on the left and the next two pads that follow it. The track will now jog left and right. Go ahead and skip the pads on the outside of the turns here. Now hit the next three pads as you climb up this hill, and when you hit the crest of the hill push down hard. If you don't have a power-up at this point, go ahead and hit the pad along your right.

Then when you hit the bottom of this hill, pull up through the caution stripped area. If you have a Boost power-up, use it immediately as you pull out of the caution striped area, and be sure to hit the two boost pads here, first on your left, then to your right.

The course will continue for a stretch after the pads and then you will ramp off into empty space. Keep your car steady and pull up on the nose so you don't wobble when you land. You should be going pretty quick at this point, so be sure to take the next two turns with a lot of lead-in, while trying to ignore the two boost pads here. Skip the next three boost pads as you cruise through the arc, as well as the boost pad at the bottom of the hill. Bank left here and hit the three boost pads the come up on your left.

Now, you'll stretch into a long curve to your right. I recommend you ignore the two pads you encounter here. One is far along the turn on your left, and the next is near the end of the turn on your right. When you are first starting, these pads will usually only help you in losing control of your craft. Also, you want as little extra speed as possible for the tunnel that's coming up.

The last boost pad I recommend you grab on this lap should be the first pad inside the tunnel on your right. Avoid the two that follow it.  Once you have mastered this course, you should be able to hit all of the boost pads successfully for best times.

Harbonis V - Location | Japan

             Length   | 3.4 Km

           Max Height | 107 m

             Surface  | Reclaimed Titanium

            Power-Ups | 13

           Boost Pads | 13

             Strategy |

When you first race this course I suggest you skip the first pad you see on your left, but make sure you hit the next three pads (two on your left, then one on your right). Then go up through the tunnel and as you near the exit, go wide to your right and then aim towards the left corner of the exit to the tunnel. Immediately as you leave the tunnel, push down while nudging your craft to the left. Initially, stay to your right as you decent the track, and skip the boost pad here, then veer left and give yourself plenty of lead-in through the next few three turns. Also, skip the double boost pad here since it will normally ram you into the wall trying to get it at first.

If your up to it, as you come out of the third turn, hit the boost pad on your right. Navigate the next "S" turn (it's not as sharp as the one you just went through) and you will end up on a straight-away. Use your Boost power-up here if you have it, and make sure you hit the boost pad on your left after the first jump. You'll have another jump, then you need to bank left.

Start your turn early and go wide missing the next boost pad on your left (in fact, don't hit any more boost pads for the rest of your lap, all of them are pretty much hazards to the first time player). After another straight away here, you will hit the toughest part of the track. All I can do is remind you to start your turns early, and don't worry about speed.

The track swerves left, right, left, right, hard left, hard right, then straightens out onto the finish/start line. This strategy should get you at least third, once you get the hang of the track.

Once you have mastered this course, you should be able to hit all of the boost pads successfully for best times.

Terramax - Location | Germany

           Length   | 4.1 Km

         Max Height | 121 m

           Surface  | F3600 racing std

          Power-Ups | 13

         Boost Pads | 20

           Strategy |

At this point, you should be getting better on your turns, so go ahead and hit the first two pads on this track

(right and left respectively). Take the upcoming hill to the right, and after you crest the top, stay right so as to miss the double boost pad here on your left.

There is a tight turn right at the bottom of the hill, so take it with plenty of lead in. Now you're getting into tough part of this course... beginners will want to avoid the next four boost pads (two on your left before the entrance to the tunnel, and a double boost pad on the left hand side of a right turn in the tunnel). Trust me, you'll have enough fun initially getting these turns down without the extra speed. As you leave the tunnel, you will be forced to cross over one of a pair of side-by-side boost pads... these are actually ok since you probably just bounced off a wall and need a little pick-me-up.

Now, you'll start out over a bridge, skip the boost pad on your left as you turn to the right and head for the ramp (in fact, I would suggest skipping this pad always since more times than not it will cause you to hit the wall).

Make your jump and again, skip the pad immediately on your right, as you bank left. Then move near the left wall and get ready for a long easy curve to your right, being sure to hit the triple boost pad while nudging into the turn. This turn will take you into a straight-away (use your Boost power-up here if you have it) where you should hit the two boost pads on your left. Then the course will start to climb and curve to the right. Be sure to hit the boost pad on the right side of the track here. Now, as you crest the hill, point your nose down and nudge your craft to the right.

There will be another side-by- side set of pads to hit, then a ramp... and you've finished the lap.

Once you have mastered this course, you should be able to hit nearly all of the boost pads successfully for

best times.

Horodera - Location | Russia

           Length   | 5.4 Km

         Max Height | 210 m

           Surface  | Carbonic Iron

          Power-Ups | 24

         Boost Pads | 43

           Strategy |

This track is probably my favorite of the bunch, and just a warning, if you haven't at least gotten a handle on turns yet, you're going to be in trouble from now on in the game.  Right off the starting line, you have a medium "S"  turn, going right then left. You want to try and grab the first boost pad after the "S" (on your left).

The track is now going to climb a bit and bend to your left. Take the corner close and you should be fine. Coming down the hill, you'll see another slight left turn with a boost pad, which you should hit. Climb up the next rise,  and take the left corner easy at the top. Don't bother with the next pad on your right at the bottom of the hill. Now, you're going to hit a right turn before another hill... there are side-by-side boost pads here so you have to hit them. But, as soon as you crest the hill, point down and start steering towards the left fork in the road (get in the habit of taking the left split here since when you need to start doing this for speed, this is the fastest and optimum path). When you get to the ramp, be sure to stay near the right wall before you jump, and whatever you do, be sure to avoid the four boost pads here until you have really gotten a grasp at high speed swerving (initially, these pads will usually cause you to bounce wildly off of the walls here).

Ok, now that you're past that, you'll come to a left turn... skip the pad on your left and as you climb the hill, hit the pad on your right. Crest the hill and be prepared for a sharp left turn with a dip and two boost pads you should avoid at first (don't worry, you'll probably always hit the far wall here when first playing this track. Just straighten out and use the double boost pad to get back up to speed). After the crest of the next hill, avoid the pad immediately on your left, and take the right turn sharp, hitting the pad on your right. Also, hit the three pads that follow it on your way up the next hill. At the top of this hill, the course will bend left and drop sharply into the most difficult turn on this course. At the bottom of the hill you need to make a very sharp 90 degree right turn.

Start this turn wide from the left and bank hard right about four inches before the corner so that you just clear it as you turn right. Now, straighten out and use your Boost power-up here if you have it, also hit all of the boost pads ahead (first to your right, second on your left and third is a side-by-side boost pad in the tunnel). Now you will come to a ramp.

The first times through the course, be sure to nose your craft down here so that you can quickly locate where the track picks up below and land without crashing (as you get better, you can hold your nose up and land past the small left bend in the road with no bobbing or great loss in speed). Try and hit this next boost pad square on so that you can use the speed to get you up the next hill without hitting the boost pad located at its

base. As you climb the hill, stay to your left and skip the boost pad that's near the top on the right, and as you crest the hill, nose down and veer to your left while drifting towards the right wall. Hit the boost pad there on the right as your going down and give yourself a good lead-in to the turn at the bottom. Right after the corner there is a triple set of boost pads on your left, and then a triple set of boost pads on your right. Use your best judgment on these at first as to how much speed you want for this straight-away.

Now you will come to a wide right turn with four pads in it (pads alternating, left, right, left, right). Initially try to avoid them some of these pads since they will most likely leave you slammed into the far left wall of the turn. I suggest leaning hard into the turn and hitting the second pad, the drift left to go between pad 3 and 4, then straighten out as you enter the tunnel.

From now until the end of the race you will pass over three sets of side-by-side boost pads, so be ready to take the last swerving turns at a decent speed.  Once you have mastered this course, you should be able to hit nearly all of the boost pads in your path here successfully for best times.

Arridos IV - Location | USA

             Length   | 6.04 Km

           Max Height | 245 m

             Surface  | Blasted Sandstone

            Power-Ups | 30

           Boost Pads | 27

             Strategy |

This track is a close second for favorite... probably because, while it is just as challenging as Horodera, it is not any more difficult to master since all of the maneuvering hazards are essentially the same.  Right off from the start, you have to pass through a segment of track that weaves back and forth, and the pavement is ridged, which will many times make your ship bob along the track.

I suggest you just pick a straight line through and don't worry about power-ups here (in fact, power-ups should be a secondary concern on this track). After this segment you will hit a tunnel. Inside the course will turn right and climb, hard left and drop, hard right and level out, the hard left before you leave and hit the ramp.

While you are in this tunnel, I strongly recommend you avoid all four boost pads since they make the turns pretty much impossible the first few times you play the track (boost pads are located at the first right turn along the left wall, just before the next turn left along the right wall, immediately after the crest of the hill in that left turn on the way down along the right wall, and then along the left wall right before the second left turn).

Also, don't worry if you bounce around in this tunnel the first few times through. After you come off of the ramp at the end of the tunnel, and land back on the track, you'll go directly into a left turn. Go ahead and hit the boost pad here on your left, as well as the next boost pad following that on your left as you climb the hill then drift to the right side of the track when you are near the top. When you crest the hill, begin to nose down.

There is a boost pad immediately over the top on the right side of the track, then veer to your left so that you can hit the next boost pad (along the left wall) on the way down. When you get to the fork in the road, be sure to go left (this lines you up for the next fork, and gives you a great place to fire off a Boost power-up). As you climb the hill path, stay near the left wall, and after you crest the hill, aim your nose down the path and along the track into the right fork further down the road (it's pretty clear when you see it). Here is where you want to use your Boost power-up if you have it. Now, after you have gone right at the next fork, you'll have three boost pads to hit, a side-by-side right after the split, and two more along the left side of

the road.

This segment is an easy hill where the road makes an easy curve to the left (this is great for

taking at a really high speed). The road then enters a tunnel where you need to make a sharp turn left. Hit

the boost pad on your left as you exit the tunnel, then get ready for another sharp turn left. Go ahead and try and hit the pad on your left here as well as you climb the hill, then when you get to the top, hang by the left edge and pull hard left for a second while nosing down (aim for the right wall initially so you can miss the boost pad just over the hill on your left.

As you get better, you can try and hit this pad). You'll now hit a sharp right turn at the base of this hill and at your option, hit the triple boost pad along the right wall after the corner. Now, you'll go through a stretch that cuts left, right, right and right again. Next, hit the two boost pads on your left before the course veers right and straightens out. Then hit the next two boost pads here (first on your right, then on your left). Skip the next boost pad along the left wall that points into the right turn, and you only have a side-by-side of boost pads and a jump between you and the finish/start line.

Once you have mastered this course, you should be able to hit nearly all of the boost pads in your path

successfully for best times.

Silverstream - Location | Greenland

               Length   | 6.4 Km

             Max Height | 232 m

               Surface  | Artificial Crystal

              Power-Ups | 34

             Boost Pads | 65

               Strategy |

Of all the open-initial courses, this is the hardest and most challenging. Additionally, this course has quite a few boost pads in it that should be avoided at all times, even for the skilled player.  If you've made it this far, you've obviously managed to grasp the many skills of driving in this game. Therefore, rather than nursemaid you through this final course, I'll leave you with a few important tips:

  1) In my experience, you will need to use either an AG Systems or Feisar team vehicle since they are the

    only ones capable of sharp turns using no breaks.  I recommend Feisar team with Paul Jackson as the

    driver (white on red and blue colored vehicle).  I personally feel this vehicle has the tightest

    handling, hands down.

 2) This track is very slippery, and using airbreaks on the course normally will cause you to slide straight

    into a wall so I don't recommend using them in general for this track. Although, I've found the need to

    actually use airbreaks on one of the turns (the hard left at the end of the third split).

  3) The optimum path through the course is: go left at the first fork, go right at the second fork, and go

    left at the third fork. This path through the course is shorter with less switchbacks, and what there is

    of them can be taken at reasonable speeds so you don't have to rush yourself.

  4) Skills you will need to have mastered in order to solve this track include; passing over boost pads at

    hard angles and banking turns at high speeds (which involves leading into a turn quite a bit ahead of

    time).

Firestar - Location | Mars

(Secret    Length   | 6.3 Km

  Track) Max Height | 198 m

           Surface  | Unknown

          Power-Ups | 31

         Boost Pads | 72

           Strategy | At this point, since it is a hidden

+ track, I'm not going to give a

strategy for it (other than right, left, executed

flawlessly!). But if there is enough interest, I'll do up

a strategy in a re-issue of this file.

Once you've gotten to a point where you are blazing through these tracks (for a top time), you should normally be in no less than third place by the beginning of your second lap, and in first by the beginning of your third lap.

  Also, when you get to the point where you are in first for half of the race, you might want to try dumping all of the power-ups as you pick them up, in hopes of getting a few Boost power-ups. If you're luck enough to get a couple of these in your last lap on a course, you can bring your lap time and race time down considerably.

  As for the Rapier class tracks, the courses are the same except that day tracks are now night tracks and

visa-versa for the most part. Also some of the boost pads on the tracks have been resituated. If there is demand for tips on these tracks I'll do re-issue of this file covering them.


WWF Wrestlemania

Game Shark

 Infinite energy

                                        8006E860 00A0

Faq

For refilling your combo meter (starts full and refills seconds after emptying), at character select screen:  hold L1 & L2, then press [], X, O, /\.

Moves       FF = Tap forward twice      DF = Down/Forward diagonal

       BB = Tap back twice         DB = Down/Back diagonal

Power Throw- Press /\+().  Only a few characters possess this, they are Bam Bam Bigelow, Yokozuna, and Lex Luger.  It is non reversible if you connect with it.

Hip Toss- BB [].  An excellent move.  Learn it and love it.

Shove- L1+[].  Good move to use when fighting multiple characters. It basically free's some space for you.

Reverse Throw- Either FF [] or DD ().  In my opinion this is the most important thing to learn.  When grabbed press in the motions listed (careful, they differ with every character).  You will then reverse there attack and look really cool.

Power Up- Do two 360's away from the opponent.  By doing this you will enable a power up that will last for 5 seconds.  All moves will then do 4x damage, except for super combos.

Speed Up- Do two 360's toward the opponent.  By doing this you will enable turbo spped for around 5 seconds.

Throw- B+[].  This will throw your opponent when they are runnug at you.

===========================================================

DOINK

Moves:  The clapper         B D F []. Press [] repeatedly to get four hits.

        Joybuzzer           Hold [] for three seconds then release it.

        Happy Hammer        FF (). Press X repeatedly to get up to four hits.

        Boxing Glove        [] rapidly.

Grabs:  Head Slam           FF /\.

        Face Smash          DD (). Press X repeatedly for up to four hits.

        Backbreaker         DD ().

        Slam                FF /\.

Combos: Links -             (grab) F+[].

        Initiators -        /\,().

        Mini Combo          FF [], hold F and tap [] 4 times, then hit /\.

        18 Hit              FF /\, (), X, [], /\, ().

        16 Hit              FF /\, (), [], X.

        16 Hit              FF (), /\, X, [].

        16 Hit              FF (), /\, X, [], /\.

RAZOR RAMON

-

Moves:  Quick Slice         D DF F [].

        Dashing Slice       Hold [] for three seconds then release it.

        Quad Slam           FF X. Tap X up to 4 times. You dont have to grab.

Grabs:  Razors Edge         FF /\.

        Slam                DD ().

        Uppercut            DD /\.

        Quad Slam           same as above.

Combos  Links -             (grab)U+[]  or  (grab) D+[].

        Initiators -        /\,X.

        Mini Combo          Hold D and press [] 5 times, then press /\.

        24 Hit              FF /\, [], X, (), /\.

UNDERTAKER

Moves:  Neck Choke          D DF F [].

        Neck Breaker        Hold [] for three seconds then release it.

        Shadow Neckbreaker  Hold [], run at opponent & release /\ when near.

        Dark Ghosts         D DF F X.

        Light Ghosts        D DF F X.

        Tombstone Smash     FF (). Press X repeatedly to get up to four hits.

Grabs:  Uppercut            DD /\.

        Mystic Glove        DD ().

        Neck Twist          FF /\.

        Shadow Slam         DD X.  Press [] repeatedly for up to four hits.

        Fiery Mystic Glove  (neck choke) then press D+().

Combos: Links -             (grab)F+[].

        Initiators -        X,().

        Mini Combo          Hold F and tap [] 5 times then press D+().

        21 Hit              FF (), X, [], /\,().

YOKOZUNA

---

Moves:  Quick Jabs          D DF F [].

        Salt Throw          Hold [] for three seconds then release.

        Belly Rush          FF [].

        Head Knocker        [] (when close)

        Body Slam           FF () (when close)

Grabs:  Power Grab          /\+().

        Leg Spin Throw      (power grab) D+().

        Body Slam           FF /\.

        Piledriver          DD ().

        Salt Throw          D DF F [].

Combos: Links -             ???

        Initiators -        [],/\.

        Mini Combo          Hold F and tap [].

        14 Hit              FF /\, [], (), X, [],/\.

        13 Hit              FF [], /\,(),X,[],/\.

SHAWN MICHAELS

----

Moves:  Flying Snap Kick    BB ().

        Back Suplex         Hold [] for three seconds then release.

        Flying Drop Kick    Charge () for three seconds then release.

        Frankensteiner      FF ().

        Sliding Kick Toss   FF X.

        Sunset Flip         FF /\.

        Quad Speed Kick     Press B D F X.  Press X repeatedly for four hits.

        Quad Stomp          Run, and press X repeatedly next to opponant.

Grabs:  Face Smash          FF ().  Press () repeatedly for up to four hits.

        Arm Breaker         FF [].

        Back Suplex         DD ().

        Slam                FF /\.

        Kick Toss           FF X.

Combos: Links -             (grab) F+()  or  (grab) F+X.

        Initiators -        [],X.

        Mini Combo          (grab) Hold F, press /\ 5 times.

        20 Hit              FF X, (), /\, [], L1.

        17 Hit              FF [], /\, (), X, L1.

BAM BAM BIGELOW

Moves:  Fiery Fists         Hold [] for three seconds then release.

        Throw               Hold /\ for three seconds then release.

        Fire Throw          Hold /\, run at opponent and release /\.

        Flying Kick         BB ().

Grabs:  Power Grab          /\+().

        Piledriver          DD ().  Press /\ repeatedly for up to four hits.

        Backbreaker         (power grab) then press D+().

Combo:  Links -             (grab) F+().

        Initiator -         [],/\.

        Mini Combo          Hold F, and tap () 4 times then tap /\ once,

                            then press DD ().

        19 Hit              FF [], /\, (), X. [].

        20 Hit              FF /\, [], X, (), /\.

        22 Hit              FF [], /\, X, (), /\.

BRETT HART

Moves:  Rolling Uppercut    D DF F /\.

        Eye Raker           D DF F [].

        SharpShooter        Hit /\ next to fallen opponents feet.

        Dashing Uppercut    DD [].

        Lunging Kick        BB ().

        DDT                 Run and press /\.

Grabs:  Face Slam           B D F []. Press [] repeatedly for up to 4 hits.

        Backbreaker         DD ().

        Slam                FF /\.

Combos: Links -             (grab) F+[]  or  (grab) F+X.

        Initiators -        [],().

        Mini Combo          (grab) hold F and tap [] 5 times, then press ().

        16 Hit              FF (), /\, [], X, ().

        13 Hit              FF [], /\, [], X, ().

LEX LUGER

----

Moves:  Fist Smash          Hold [] for three seconds then release it.

        Fun Flail           FF ().  Press X repeatedly for up to four hits.

        Elbow Girder        FF [].

Grabs:  Power Grab          /\,().

        Suplex              FF /\.

        Throw               DD ().

        Backbreaker         (power grab) then press U+().

Combos  Links -             ???

        Initiators -        (),X.

        Mini Combo          (grab) hold F, () x 4 times, then press /\ once.

        17 Hit              FF X, (), /\, [], ().

        19 Hit              FF (), X, [], /\, (), L1.


XCOM UFO Defense

Game Shark

 Infinite cash

                                        D000E110 2000

                                        800CEE36 0FFF

 Infinite shots first soldier

                                        D00074C8 3170

                                        800146CC 0014

 Infinite time units first soldier

                                        D00074C8 3170

                                        80019A12 2240

 Infinite stamina first soldier

                                        D00074C8 3170

                                        80019A14 4000


Zeitgeist

 Game Shark

(JAPANESE)

 Unlimited shield

                                      800BB450 0062

                                      800BB894 0062

Codes

Top View Press start to pause the game, then press the start button again - and hold for ten seconds, press L1 and start at the same time, it will then change to the top view.

Side View If you want to change to side view, it is more or less the same, - repeat the steps above for the top view (Pause, then hold start for 10 seconds) but after holding the start button, press L2 and start instead.


Zero Divide

Game Shark

 MASTER CODE

                                        D00CA7D4 2400

 Player 1 invulnerable

                                        80110B3C 00D0

 Player 2 invulnerable

                                        801118C0 00D0

 Freeze timer at 59 seconds

                                        800E8968 0700

(JAPANESE)

 Unlimited energy player 1

                                      80110764 00D0

 Pal mode

                                      800C44A4 0001

Faq

Complete Moves List and Tip Sheet, VERSION 4.0

Compiled by John Ricciardi - Last update January 31, 1996

Additional help from:

-Chris Gross [cry@ccnet.com]

-Louis Kwong [100044,2051@compuserve.com]

-Leo Wiggins [Leo_Wiggins@DGC.MCEO.DG.COM]

Send any and all comments, corrections or additions to:

-John Ricciardi [75162.2212@compuserve.com]

CONTENTS:

-What's New in VERSION 4.0

-Legend

-The Controller

-Special Controller Commands

-Complete Moves Listing

-The Secret Tricks

-Copyright Information (AOL Losers READ)

WHAT'S NEW IN VERSION 4.0:

-VERSION 4.0 is the ultimate version of this FAQ, and most likely the

final one.

Every single move for every single character is now included, and all of the errors and/or tricks from the last version have been corrected.

-The storyline and character information have been removed, as this is now strictly a hard-core moves list. Besides, my translations were less than perfect, anyhow (although I did as well as, if not a better job than they did in the U.S. version's instruction manual!)

The Options Screen information was removed as well, for the same reason as the character information: this is a moves list, not an instruction manual. The instruction manual explains all of that anyway.

LEGEND:

U = Up

D = Down

F = Forward

B = Back

P = Punch

K = Kick

G = Guard

UF = Diagonal Up/Forward

DF = Diagonal Down/Forward

UB = Diagonal Up/BackDB = Diagonal Down/Back

+ = "and"

(Hold) = Hold the key (do not release immediately)

(High, Mid, Low) = Area of your opponent where the particular moves

                       will hit.

THE CONTROLLER:

D-Pad:                          Used to MOVE the characters.

TRIANGLE, SQUARE buttons:       Used to GUARD.

X button:                       The PUNCH button.

CIRCLE button:                  The KICK button.

START button:                   The PAUSE button.

                                          (Access EXIT screen as well)

L1, L2, R1, R2, SELECT:         Not used.

SPECIAL CONTROLLER COMMANDS:

-Press GUARD + PUNCH together to execute a throw.

-Tap FORWARD, FORWARD to leap forward, or BACK, BACK to leap backwards.

-Tap FORWARD, FORWARD (and hold) to dash toward your opponent.

-Tap DOWN, DOWN, or UP, UP and then GUARD to dodge by leaping into the

foreground or background (side-step).

-When hanging off of the edge:

        Press UP to jump attack back into the ring.

        Press DOWN to climb back in without jumping.

-When you are down:

        Press BACK to get up by rolling away from your opponent.

        Press DOWN + GUARD to roll to the side.

        Press UP + KICK to do a mid kick as you get up.

        Press DOWN + KICK to do a low kick as you get up.

-In the middle of a back roll or side roll, press KICK to turn it into

an

attack.

COMPLETE MOVES LISTING:

ZERO

Type: Fighter

Main: Combination

Sub: Throw

Programmer: Alex

Regular Attack Techniques:

Quick Body Heat P, Hold U, P

Interrupter             P, Hold D, P

Double Spin Kick        K, K

Double Spin Kick EX     K, K, B, F, K

Raid Sole Butt          F+P+K

Raid Knee Kick          F+K

Rising Palm             F+P (when getting up)

Middle Kick             K (when getting up)

Back Kick               B+K (when getting up)

Toe Cutter              UB+K

Hammer Kick             B, F, K

Raid Elbow              F, F, P

Raid Slice Kick         F, F, K

EXE Breaker             D, F, P

Cancel EXE Breaker      D, F, P

Throwing/Grappling Techniques:

One Hand Throw          G+P

Brain Buster            B, F, F, G+P

Reverse Neck Breaker    G+P (when behind an opponent)

Techniques for a Attacking a Fallen Opponent:

Heel Press              D+K

Body Press              U+P

Megaton Body Press      Hold U+P

Combination Attacks:

Rising Palm             P, P, P, F+P

Basic Pattern           P, P, K

Spin Kick               P, P, P, P+K

Body Heat               P, P, D+P, F+P

2-Hit                   P, K

Basic Pattern EX        P, P, K, D, F, P

Rising Palm EX          P, P, P, F+P, D, F, P

Body Heat EX            P, P, D+P, F+P, D, F, P

Raid 2-Hit              F, F, P, F+K

TAU

Type: Creature

Main: Neil

Sub: Tail Needle

Programmer: Thor

Regular Attack Techniques:

Straight Claw           F+P

Side Claw               DF+P

Tail Upper              B, DF+K

Four Feet Kick          F, F, P

Side Slide Chop         D, D, F+K

One Side Kick           F, F, K

Buggy Roll              F, D, B, K

Throwing/Grappling Techniques:

Needle Throw            G+P

T Swing                 B, DB, D, DF, F, P+K

Techniques for a Attacking a Fallen Opponent:

Four Feet Press         D+K

Screw Press (Light)     U+P

Screw Press (Great)     Hold U+P

Combination Attacks:

Shredder                P, P, F+P, F+P

X-Snap                  P, P, F+P, K

Y-Snap                  P, K

Mantis A                K, B, K, D+P, P

Mantis B                K, B+K, D+P, K

Mantis C                K, B+K, F+K, F+K

Upper Smash A           B, DF+K, F+P

Upper Smash B           B, DF+K, F, F, K

Buggy Drift             F, D, B, K, D, D, F+K

WILD3

Type: Soldier

Main: Knife

Sub: Shot Gun

Programmer: EXE

Regular Attack Techniques:

Spin Punch              F+P

Jack Knife              DF+P

Middle Gun              F, F, P

Break Gun               P+K

Drop Kick               D, F, K

High Shot               D, F, P

Low Shot                B, D, P

Swing Gun               B, F, P

Low Kick                DF+K

Knee Kick               F+K

Tackle                  B, B, F+P

Elbow                   F, B+P

Throwing/Grappling Techniques:

W Impact                G+P

Techniques for a Attacking a Fallen Opponent:

Head Crusher            D, Hold D, P+K

Finishing Shot          D+K

Hip Dive (Light)        U+P

Hip Dive (Great)        Hold U+P

Guard Disablers:

Unlock Push             B, G+P (defeats high guard)

Combination Attacks:

Wild A                  P, P, K, K

Wild B                  F+P, P, P

Wild 2-Hit              P, K

Spin Jack               F+P, DF+P

Spin Knee Kick          F+P, F+K

Jack Smash              DF+P, F, F, P

Jack Knee Kick          DF+P, F+K

IO

Type: Bizarre

Main: Neil

Sub: Heel

Programmer: Alex

Regular Attack Techniques:

Piston Kick             DF+K, K

Killer Chop             D, F, P

Nail Smash              F, F, P

Place Kick              F, F, K

Heel Kick               P+K

High Kick               DF+K

Rewind Kick             B+K

Nail Straight           F+P

Replacer                UF+G

Knee Kick               F+K

Middle Kick             K (when getting up)

Heel Cutter             B, F+K

Cross Nail              B, D, F+P

Throwing/Grappling Techniques:

Escort Throw            G+P

Place Strangler         F, F, G+K

Bloody Back             G+P (when behind an opponent)

Techniques for a Attacking a Fallen Opponent:

Nail Chop               D+P

Heel Press (Light)      U+P

Heel Press (Great)      Hold U+P

Reversal Techniques:

Kick Compiler           B+G

Combination Attacks:

Spin Kick               P, P, K, K

Spin Cut                P, P, P+K, P+K

Slide Cut               F, F, P, P, K

Kindo Smash             F+P, K, K

2-Hit                   P, K

Place Fake              F, F, P, F, F, K

Wind Up                 F, F, K, B+K

Place Sword Cut         F, F, K, DF+K, K

EOS

Type: Judo

Main: Karate

Sub: Throw

Programmer: Leonard

Regular Attack Techniques:

Tatamigaeri             B+P, F, P

Tatamiotoshi            F+P, D+P

Tataminui               F, F, F, P, P

Tatamibarashi           D, F, K, DF+P

Rikidou                 F, F, P

Oogama                  F, F, K

Tatamisukui             D, DF, P

Ashizuri                DF+K

Tataminui               F, F, F, P

Tatamikuzushi           F, F, P+K

Uwa Uradatami           F+P

Naka Uradatami          B+P

Shita Uradatami         DF+P

Tatamigaeshi            B+P, F+P

Uchinata                D, F, K

Throwing/Grappling Techniques:

Seoinage                G+P

Tomoenage               B+G+K

Sunearai                F, F, DF+K

Kumagoroshi             G+P (when behind an opponent)

Onigoroshi              D+P+K (when opponent is crouching)

Techniques for a Attacking a Fallen Opponent:

Acho                    D+P

Kawarawari              U+P

Ookawarawari            Hold U+P

Guard Disablers:

Morotebari              D, DF, G+P (defeats low guard)

Karatebari              B, G+P (defeats high guard)

Reversal Techniques:

Kawaragatame            B+G (reverses high punches)

Combination Attacks:

Nimai Datami            P, K

CYGNUS

Type: Ninja

Main: Lightblade

Sub: Ninpo

Programmer: Leonard

Regular Attack Techniques:

Zatougiri               P, P, P

Zatougiri +             F, F, P, P, P

Uwahayate               K, K

Nimaishitahayate        DF, K, K

Ninpo Oodokei           D, D, D, P+K, (P+K x9)

Zatoumawashi            B+P, DF+P

Zatoushitahayate        B+P, DF+K, K

Ninpo Tokeikuzushi A    D, D, D, P+K, P+K, B+P

Ninpo Tokeikuzushi B    D, D, D, P+K, (P+K x2), B+P

Ninpo Tokeikuzushi C    D, D, D, P+K, (P+K x9), B+P

Ninpo Tokeibarai A      D, D, D, P+K, P+K, DF+P

Ninpo Tokeibarai B      D, D, D, P+K, (P+K x2), DF+P

Ninpo Tokeibarai C      D, D, D, P+K, (P+K x9), DF+P

Ninpo Tokeihayate A     D, D, D, P+K, P+K, DF+K, K

Ninpo Tokeihayate B     D, D, D, P+K, (P+K x2), DF+K, K

Ninpo Tokeihayate C     D, D, D, P+K, (P+K x9), DF+K, K

Iaigiri                 B+P

Iaizuki                 F, F, P

Shitaoozatou            DF, P

Shitahayate             DF+K

Nakahayate              F+K

Ganseki                 B, B, K

Nagarezuki              P (while dashing)

Tobizatou               U+P

Ninpo Yashichi          UF+G

Seibai                  B, F, P+K

Shinkuugiri             D, B, P+K

Ninpo Tokeimawari       D, D, D, P+K

Throwing/Grappling Techniques:

Ninpo Ookanazuchi       G+P

Ninpo Taruotoshi        G+P (when behind an opponent)

Techniques for a Attacking a Fallen Opponent:

Joubutsu                D+P

Hayanie (Light)         U+P

Hayanie (Great)         Hold U+P

Guard Disablers:

Ninpo Gozagaeshi        D, DF, G+P (defeats high and low guards)

Combination Attacks:

Nimaiba                 P, K

DRACO

Type: Dragon

Main: Tail

Sub: Breath

Programmer: Thor

Regular Attack Techniques:

Head Butt               F+P

Tail Back               F, F, K

Middle Kick             F+K

Low Kick                DF+K

Tail Dive               U+K

High Blaze              F, F, P

Upper Blaze             U+P

Low Blaze               B, DF+P

Mongolian Punch         B, F+P

Shoulder Tail           B, D, F, K

Throwing/Grappling Techniques:

Dragon Nip              G+P

Hyper Head Butt         DF+P

Barbecue                B, F, G+P+K

Techniques for a Attacking a Fallen Opponent:

Chain Tail              D+K, K, K, K, K

Tail Bomb               D+P+K

Combination Attacks:

Rapid Nail              P, F, P, P, P, D, K

Three Down              F+P, K, P

2-Hit                   P, K

Tail Back               F, F, K, K

NEREID

Type: Monster

Main: Neil

Sub: Drill

Programmer: Thor

Regular Attack Techniques:

Guard Crushed Punch     P+K+G, F+P

Guard Crushed Kick      P+K+G, B+K

Drill King Smash        F, F, P, F+P

Low Stab Slide          DF+P, P+K

Killer Nail Slide       F+P, P+K

Low Stab                DF, P

Killer Nail             F+P

Drill King              F, F, P

Fool Kick               B+K

Heel Hammer             D+K

Bloody Chop             F+P+K

Bad Slide               P+K

Gaddem Drill            F, D, P+K

Cool Kick               B, DF+K

Dirty Upper             P (when getting up)

Unfair Punch            B+P

Step Back Step          Hold G, B, B (when opponent is behind you)

Throwing/Grappling Techniques:

Crazy Drill             G+P

Super Bad Throw         G+P (when opponent is behind you)

Techniques for a Attacking a Fallen Opponent:

Drill Press             D+K

Hell Press (Light)      U+P

Hell Press (Great)      Hold U+P

Guard Disablers:

Guard Crusher           P+K+G (defeats high guard)

Combination Attacks:

Happy Nail              P, P, F, P, P

Rash Odor               P, P,F+P, B+P

Crazy Machine           F+P, B+P, P, P

2-Hit                   P, K

Stupid                  B+K, F+K, P, P

ZULU

Type: Demon

Main: Unknown

Sub: Unknown

Programmer: Unknown

Regular Attack Techniques:

Zulu Chop               F+P

Zulu Stomach Breaker    F, F, F, P

Zulu Center Kick        F+K

Zulu Raid Elbow         F, F, P

Zulu Ankle Breaker      F, F, K

Zulu EXE Breaker        D, F, P

Zulu Rib Breaker        B+P

Zulu Hammer Shot        F, F, P+K

Zulu Rewind Kick        B+K

Zulu High Kick          D+K

Zulu Turn Fake Kick     UF+K

Zulu Knee Breaker       DF+K

Zulu Axis Changer       UF+G

Throwing/Grappling Techniques:

Zulu One Hand Throw     G+P

Zulu Brain Buster       B, F, F, G+P

Zulu Reverse N. B.      G+P (when behind an opponent)

Techniques for a Attacking a Fallen Opponent:

Zulu Knuckle Press      D+P

Zulu Dive (Light)       U+P

Zulu Dive (Great)       Hold U+P

Guard Disablers:

Zulu Guard Breaker      D, DF, G+P (defeats high or low guard)

Zulu Palm Breaker       B, G+P (defeats high guard)

Combination Attacks:

Zulu Rush               P, P, F+P, F+P

Zulu Break              F, F, F, P, P

Zulu 2-Hit              K, K

Zulu High Kick          D+K, K

Zulu Kindo Kick         DB+K, K

Zulu Leg Breaker        DF+K, K

XTAL

Type: God

Main: God Hand

Sub: Secret...

Programmer: Unknown

Regular Attack Techniques:

God Send                F, F, P

God Sky High            D, D, U+P

God Low Punch           DF+P

God Upper               F+P

God Rolling Punch       D+P

God W Spin Punch        B, B, DF, P

God Dash Punch          P (while dashing)

God Axis Changer        UF+G

Throwing/Grappling Techniques:

Psycho!                 G+P

Techniques for a Attacking a Fallen Opponent:

God Press               D+P

God Dive (Light)        U+P

God Dive (Great)        Hold U+P

Combination Attacks:

God Smash               UF+G, P+K

God Hammer              B, B, DF, P, P+K+G

God Dance               P, P, F+P, F+P, P+K

NECO

Type: NECO

Main: DANCE

Sub: LOVE&PEACE

Programmer: Unknown

Regular Attack Techniques:

Neco Atk A              F, F, P

Neco Atk B              F+P

Neco Atk C              DF+K

Neco Atk D              B+K

Neco Atk E              D+K

Neco Atk F              F, F, K

Neco Atk G              K (when getting up)

Throwing/Grappling Techniques:

Neco Dance              G+P

Techniques for a Attacking a Fallen Opponent:

Neco Down Atk A         D+K

Neco Down Atk B (Light) U+P

Neco Down Atk B (Great) Hold U+P

Combination Attacks:

Neco Combo A            P, P, P

Neco Combo B            P, P, P, K

Neco Combo C            P, P, P, F, F, K

----

THE SECRET TRICKS

MANUAL MEMORY SAVE - Rather than keep the Replay Save option on all

the time, just press the 'SELECT' button after a round to bring up

the option to save the current fight to a memory card.

TO FIGHT XTAL - To fight XTAL, play through the entire game on 'NORMAL'

level or higher without continuing.

FIGHT AS ZULU - To fight as ZULU, you must play through the entire game

and defeat him with each character. Difficulty setting and/or # of

continues used is not a factor.

FIGHT AS XTAL - To fight as XTAL, you must play through the entire game

with any character at the 'NORMAL' or 'HARD' difficulty setting WITHOUT

continuing.

FIGHT AS NECO - To fight as NECO, you must play through the entire game

with both ZULU and XTAL. Difficulty setting and/or # of continues used

is not a factor.

AREA SELECT - Play in 2P VS. PLAY mode with ZULU and with XTAL.

Win a round with a lap time of less than 5 seconds (05"00) with both of

them, and from then on you will be able to choose your area of battle

when playing in VS. PLAY.

Area 00 - TAU

Area 01 - NEREID

Area 02 - ZERO

Area 03 - IO

Area 04 - CYGNUS

Area 05 - DRACO

Area 06 - EOS

Area 07 - WILD3

Area 08 - ZULU

Area 09 - XTAL/NECO

COLOR SELECT - After beating the game, you can choose from among 16 different color schemes for the character you select. To choose a different color, hold 'SELECT' and press any one of the eight attack buttons. Player 1 and Player 2 each have their own set of 8 color palettes each.

SPECIAL CONGRATULATIONS SCENE - Play until your total playing time exceeds 200 hours. You'll get a special congratulations screen with cool artwork of the characters.

DIGITAL COMIC - So far, nobody (including myself) has been able to confirm whether or not the digital comic (starring ZERO and NECO) from the Japanese version of the game is hidden away in the U.S.A. version. If anyone finds it, we'll just have to make a version 4.01 of the FAQ.

HIDDEN GAME - To play the hidden game, TINY PHALANX, turn off your machine, hold 'SELECT' and 'START' on the second controller, and boot up the machine. Continue to hold the buttons down until after the Zoom logo appears, and the hidden game will load up. Get the high score and beat the game and you should be eligible to fight NECO.

--

(C) 1995-1996 John Ricciardi - Enjoy!

May be freely distributed anywhere on the net

OTHER THAN AMERICA ONLINE (AOL)


Essential Info

The official Monster home page:

http://www.webcom.com/autownet/monster.html

Send corrections/code additions to:

"David Smith" <saturn@airmail.net>

I need help

When you find new codes, please give them to me.  Credit will be given to you.

I don't have time to hunt down each code as it arrives, but I do have the time

for entering them in.  Your name will be listed under the CREDITS section.

What is this?

Playstation Monster Secrets is the largest collection of Playstation game information that I could come up with, formatted into helpful, easy to use Windows 3.x help format.

Many times, I would be playing a game, and didn't want to dial into the Internet and go to a page just to find a Twisted Metal code.  And my apartment is messy enough without having little sheets of paper (the codes) strown all over the fucking place.

So, in an effort to create the ultimate Playstation cheat guide, I have crapped this out.

I compiled it with DOC2HELP, and it requires over 1 HOUR to compile the fucking thing from a document state.

If you don't like the format, I don't care.

If you want this on a web page instead of help file, I don't care

If you don't like the font, I don't care

If I made some typo's, then I REALLY don't care

And if your favorite PAL versions of these games aren't listed, I don't care

I do care about:

Wrong codes

Bad information

It's your code, and I didn't give you proper credit


Credits

The official Monster home page:

http://www.webcom.com/autownet/monster.html

Playstation Monster Secrets was invented, created, and lots of cheats were dumped here by David Smith.

Headaches from doing this were relieved by: Advil and Orudus KT

Send corrections/code additions to:

"David Smith" <saturn@airmail.net>

I need help

When you find new codes, please give them to me.  Credit will be given to you.

I don't have time to hunt down each code as it arrives, but I do have the time

for entering them in.  Your name will be listed under the CREDITS section.