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And UsR 28k8 For All YoUR SpEeD..!!] [FaSt AmIgA AnD SnEs SuPoRt..!!] [tO fASt fOr "YOU"..!!!] -^( FastAdd v1.1 by nIKE '94! )^- :::::::::::::::::::::. ,4Q.::::::::::::::::::::. :::::::::::::::::::::. :::::::: ::::::::::::: :::::::: ::::::::::::: :::::::: :::::::::::::::::::::. ::::::::::::::::::::: :::::::: :::::::: ::::::::::::: :::::::: ............. :::::::: ::::::::::::::::::::: :::::::::::::::::::: ::::::::dLT :::::.:::::.:::::::::. ::::: :::::::::: :::::::::::::::. .::::::::::::::. ::::: ::::: :::::::::: ::::: :::::::::: ::::: :::::::::: ::::: :::::::::: ::::: ::::: :::::::::: ,5 ::::: :::::::::: ::::: :::::::::: :::::::::::::::: ::::: ::::: :::::::::: ::::: :::::::::: ::::: :::::::::: ::::: :::::::::: ::::: ::::: :::::::::: :::::::::::::: ::::::::::::::: ::::: :::::::::: ]>------------<[ bERMUDa/ H.@.L.L./\.N.d]>---------<[ [+31-36-5341347][nIL tHREE sIX fIVE tHREE fOUR oNE tHREE fOUR sEVEN!] [sYSOP:tRIANGLE!][hOT rATIOs][gREAT cONFS][cHATTABLE sYSOP!] [A4000/030! 500mB Of Power..!! 2 NoDeZZZZZZZz] [+31-36-5, 6~347943][nIL tHREE sIX fIVE tHREE fOUR sEVEN nInE fOUR tHREE!] [ZyXel 19200!! And UsR 28k8 For All YoUR SpEeD..!!] [FaSt AmIgA & SnEs AnD pEEcEE SuPoRt..!!] [tO fASt fOr "YOU"..!!!] @BEGIN_FILE_ID.DIZGame Genie codes for Donkey Kong Country Codes for two versions of the game are included. To us, this should be for both the Elitendo and Napalm releases. @END_FILE_ID.DIZ Donkey Kong Country(tm) Game **THERE ARE 2 VERSIONS OF THIS GAME. IF , 7\THE FIRST CODE DOESN'T WORK ON YOUR GAME, THEN TRY THE SECOND CODE** NA = ALTERNATE CODE NOT AVAILABLE 1 C2C9-4E2C Infinite lives (works on both versions) 2 D568-C34D / D568-C33D Start with 8 lives 3 DC68-C34D / DC68-C33D Start with 11 lives 4 DE68-C34D / DE68-C33D Start with 16 lives 5 FB68-C34D / FB68-C33D Start with 26 lives 6 7468-C34D / 7468-C33D Start with 51 lives 7 0868-C34D / 0868-C33D Start with 76 lives 8 1768-C34D / 1768-C33D Start with 100 lives 9 EE65-C37E / , 809NA When your last Kong is hit, the other one returns--must have had both Kongs at some point in the level for code to work--reset if you get stuck 10 1DCC-CA7A / 1DCA-C2EA Almost invincible--Switch off if you get stuck 11 DBC1-3D6D + DCC1-34AAD / DBC9-340D + DCC1-3D6D 10bananas needed for an extra life 12 F6C1-3D6D + FBC1-34AD / F6C9-340D + FBC1-3D6D 25 bananas needed for an extra life 13 7FC1-3D6D + 74C1-34AD / 7FC9-340D + 74C1-3D6D 50 bananas needed for an extra life 14 0, 9beCC1-3D6D + 08C1-34AD / 0CC9-340D + 08C1-3D6D 75 bananas needed for an extra life 15 1D6B-3FDD + 196A-333D / 1D6B-3D6D + 196A-3ECD Keep animals between stages (keeping fish on a non-water stage or others on a water stage will cause problems) 16 A081-1273 / A086-13E3 High jump for Donkey Kong 17 2D81-1273 / 2D86-13E3 Super jump for Donkey Kong 18 3D81-1273 / 3D86-13E3 Mega-jump for Donkey Kong 19 8081-1E73 / 808B-1AE3 High jump for Diddy Kong 20 AD81-1E73 / AD8B-1AE3 Super jum, :sp for Diddy Kong 21 2D81-1E73 / 2D8B-1AE3 Mega-jump for Diddy Kong 22 A08F-C273 / A087-C3E3 High jump for all animals 23 2D8F-C273 / 2D87-C3E3 Super jump for all animals 24 3D8F-C273 / 3087-C3E3 Mega-jump for all animals 25 D76B-337E / NA Get both Kongs back on the map screen after dying (doesn't work when you fall off screen) 26 DD8B-C28A / NA In the 2-player team mode, the inactive player can get control at any time by pressing A or SELECT on their controller 27 DDB9-3DD4 ,;M`Ov/ DDB0-34A4 Pressing Start and then Select will exit any level, not just completed levels Donkey Kong Country and related names are trademarks of Nintendo of America :::::::::::::::::::::. .::::::::::::::::::::. :::::::::::::::::::::. :::::::: ::::::::::::: :::::::: ::::::::::::: :::::::: :::::::::::::::::::::. ::::::::::::::::::::: :::::::: :::::::: ::::::::::::: :::::::: ............. :::::::: ::::::::::::::::::::: :::::::::::,------------<[ bERMUDa/ H.@.L.L./\.N.d]>---------<[ [+31-36-5,=G341347][nIL tHREE sIX fIVE tHREE fOUR oNE tHREE fOUR sEVEN!] [sYSOP:tRIANGLE!][hOT rATIOs][gREAT cONFS][cHATTABLE sYSOP!] [A4000/030! 500mB Of Power..!! 2 NoDeZZZZZZZz] [+31-36-5347943][nIL tHREE sIX fIVE tHREE fOUR sEVEN nInE fOUR tHREE!] [ZyXel 19200!! And UsR 28k8 For All YoUR SpEeD..!!] [FaSt AmIgA & SnEs AnD pEEcEE SuPoRt..!!] [tO fASt fOr "YOU"..!!!] [0 p   [ mYTH wORLD h,>|K+EADQUARTERS ]  __  /\ /\ ____| \_____________________ _______________ ________   _// \/ \/  || \_  _______ .__/__)/ / \|. _/__:_  |/  \__ ___/_____ \/ .|| .| /____/ | \| |___|  _/  \/ \\| |_,??n?/  | \\_ ||| || / \ _ \\ | \_  \_____|| \____|\ _____/___||____|___ \\___| \________/  -|-----|______/-----\_____/----Stz!---------\_______/--|______/------|-  | _________________ _____ __________________/\___________ .|  | \_______ \ _/ / \/ / ____ / [3,@ :2m_____/ ||  _|______|. __/  \_ |___/ | \ /____/ __/_\ //______  \____|  : || \______/ | \_ _  \\_ / \_  \/\_ / \\_  |_____| |__________/ |_____/_______/__________/__________/  \______| ____________________________,AQ________________________________________________  sYSOP: ThC/mYTH   cO-sYSOP'S: eUROSOFT/mYTH, cREW-1/mYTH, T/\RGET/tFA bABYFACE/lEGEND   --( mAJOR uPLOADS 2x cREDITZ, mAJOR gROUP uPLOAD 3x cREDITZ )--  ---( 21k6 pOWER - mORE aS 3 yEARS oN-LINE - NUP (fIND oUT!) )---  ------------( /X 4.x , 68030 40 mHZ , 1300 mEGS oN-lINE! )----------,V1-- ____________________________________________________________________________  nODe 1+2+3: +31-(0)10-4779507 nODe 4: +31-(0)10-4774218   ^^ 21k6 uSR.dUAL ^^ ^^ 28k8 oNLY ^^ [ARaDDer v3.1 By ARc] ER - mORE aS 3 yEARS oN-LINE - NUP (fIND oUT!) )---  ------------( /X 4.x , 68030 40 mHZ , 1300 mEGS oN-lINE! )----------BCҠJIHGFEDC<QSBDs@##,y"|Nh#"|Nh#"|Nh#,@Ng# g y<"9$<Ng#"9$<&< N | FORMf ILBMf (Y#"<,yN:g&#й#,y"9$9&9N"9NNJgJgJg,y |N:g#"<NN*,yN|,y yN# P L y L"N y L# L lf,yNv9BEvsYg9f,yN|,y# l L y L"N y L# L f,yNv,y yN,y"y 9N.,y"yNb"yNb"yNbBNu"9$9&9SNNu"9$<&<NNp"9$<&<N`"9$<&< NNp"9$<&<N"9N`J,y"9$<&</NNp"9$<D&<N"9N`"9$<H&<6N`,y"9$<&<"N`Dr. Maybe from Huissense Computer Club!intuBFYEition.librarygraphics.librarydos.library@Sorry, ik kan de file '' niet vinden! De file '' is geen IFF-ILBM file! SHIT!! Geen genoeg chip-geheugen voor de file '' ! IFF ILBM picture shower V1.0 by Dr. Maybe in 1988. SHIT!! Ik kan geen sBGcherm openen! 49Bg y <N^Nu y"|092#QNu y"|D><B@H@BA 2QNuNNNlNNJNu y,"|D0< ,yN@Nu y,"|0< ,yN@Nu y BMHDf# CMAPf# CRNGf^ f #`F f #`. f #` f# BODYf #` (mR$y"JB@ @m0< |1@S@3"JBH"JB03B @mC2Ag@3B03 @mC3Nu$| y.&H49RBlBC8*rHN<%HRCBm*y-g*|N<`/49JBgNXbhr &0:@NZ`pv $*:@PZdrx~$*:HNbB 0hn ,28>DLXbnz &<Fdp~ .4@NX &0:@NZ`pv $*:@PZdrx~$*:HNbKL׃MLQHpKM M.W.B. DOXDISK #56 1995  ****************************************** P 01 CONSOLE MANIA S 25 SHAQ FU PIC3 P 02 CRYSTAL DRAGON CODES S 26 SHAQ FU PIC4 P 03 DEATHMASK CODES S 27 SHAQ FU PIC5 P 04 DRAGONSTONE CODES P 28 SNES-ART OF FIGHT.MOVES P 05 DREAMWEB INFO'S CODESN P 29 SNES-BALLZ MOVES P 06 DREAMWEB COMPUTER.TXT P 30 SNES-CHEATS P 07 DREAMWEB SOLUTION P 31 SNES-DONKEY K.CKyd.CODES P 08 DRINKS P 32 SNES-DONKEY K.C.SECRET1 P 09 FIFA SOCCER CODES P 33 SNES-DONKEY K.C.SECRET2 P 10 FIFA SOCCER MANUAL P 34 SNES-EARTH W.JIM STRATEGY P 11 IMAGE-FX V2.9 MANUAL P 35 SNES-FINAL FANTASYIII SOLV. P 12 KINGS QUEST VII SOLV. P 36 SNES-HOME VIDEO GAMES P 13 LOTHAR MATHEAUS P 37 SNES-MAXIMUM CARNAGE P 14 MYST SOLUTION P 38 SNES-MICKEY TOKYO PASSWORDS P 15 PENTUIM JOKES P 39 SNES-MORTAL KOMBAT2 Nʦj IQ45ADKILL-HINTS.TXTpnPke with many perils and many a faille. Whomsoever thou art that presumest to dive into the fountain of work and hopes to obtain by ambitious enterprise, the reward of our arte, I tell thee by the eternal creator for a truth, for all truth being small is going far. If thou keep thy secrets in store unto thy shelve thou hast conquered the power and all the devils thou holdyst at will, nQʰ maybe for wise men done say store is no sore, but women know more... Ecstatica, 928 AD A prelude... ------------ I started out on my journey in good spirits, riding through the lowlands and enjoying the solitude, as my horses hooves beat out a relaxing rhythm. Finding a waterfall above a deep pool I swam and refreshed myself, stretching out nRDin the afternoon sun to dry. Perhaps we lingered too long though.... Trying to make up time, I pushed my stallion hard....too hard, and the rough country and burning heat took it's toll on horse and rider. Travelling through this part of the country is a demanding experience, treacherous mountain paths criss-cross endlessly, and more experienced riders than me have become hopelessly lost. The sun was starting its descent nSĢ#as we rode past a monastery, the twilight engulfing us in disturbing shadows. In the deepeing gloom we found ourselves at a cross-roads just outside a small village.... It had seemed the right thing to do at the time. With darkness falling, water and shelter were needed. The village was on the far side of a small bridge. A short distance to travel, for sure, but as I crossed that bridge, the atmosphere seemed to change, anT`s quickly as a thunderstorm can turn the weather on a summer's day. On reaching the other side, I could feel that something was amiss.... Everything was still, and quiet as the grave. There were no children playing, no women cooking an evening meal, no men joking and laughing on the way home from the tavern.... what could be wrong? A shop to my right looks harmless enough, but why is the door hanging from its hinges and wn U榽hat are those foul scrawls daubed on the walls? What the... Oh my god........ An objective... --------------- You have arrived in a village that seems to be deserted. However, you'll soon discover that first appearences can be very deceptive. The village of Tirich is under the influence of dark, supernatural forces that have manifested themselves in a menagerie of ghouls and demons. Your survival dn Vdepends upon your ability to discover why strange creatures prowl otherwise peaceful streets. You must free Tirich from this unholy spell, or perish trying. A diary may provide some clues as to why these fearful events have come to pass, and that's as good a place as any to begin your quest... Installation: ------------- Place disk 1 in your diskdrive. Type the letter of your diskdrive followed by a colon ann W,d press Enter e.g. A: Type INSTALL and press ENTER Follow the on screen instructions. Select a sound card from the list of supported cards. Select the directory that you want the game to install to e.g. default C:\ECSTATIC. Once installed, the game will be immediately playable. In order to play the game on future occasions, you must make the installed directory the current directory e.g. cd C:\ECSTATIC. Tn XA1hen type ECSTATIC and press ENTER. In game options: ---------------- At any point in the game you can press escape to access the in game options. A pop up menu with the following choices will appear on the screen: [Start Game (male)] - restarts the game from the beginning [Start Game (female)] - restarts the game from the beginning [Save Game] - Gives you ten slots in which you can saven Y^/ a game [Load Game] - Enables you to select any of the saved game [Options] - Selecting this will let you access another on screen menu with the following choices: Turn [music] on and off Turn [sound effects] on and off Turn [subtitles] on and off If you wish to alter the sound card settings then key in the following commands: Make the installed directory the current directory (e.g. cd C:\ECSTATnZ?IC). Type SETUP and press ENTER. You can then choose from the list of soundcards. The game will then play with the new settings. Controls: --------- Ecstatica's controls, via the numeric keypad on your keyboard, remain consistent throughout the game. You can move your character forwards in the direction that he/she is facing, via the '8' key, regardless of which viewing perspective the in-game editor editorn[l.G offers you. (i.e., regardless of whether you are moving into, or out of, the screen). The keypad controls via the numeric keypad: 1 - Pick up, or put down, an object with your left hand (note that your character one object in either hand at any one time) 2 - Walk backwards 3 - Pick up, or put down an object with your right hand 4 - Turn left 5 - Dodge 6 - Turn right 7 - Hit with the left han\\&lnd (or held object/weapon etc.) 8 - Walk forwards 9 - Hit with the right hand (object/weapon etc.) Your character's movement modes are... F1, F2, F3, F4 - Stealth (very useful for sneaking past enemies who are best not disturbed...) F5, F6, F7, F8 - Walk (quicker than stealth, but not too fast for comfort) F9, F10, F11, F12 - Run (might just get you out of trouble, but be careful you don't simply run outn]F of the frying pan and into the fire) Credits: -------- Programming Andrew Spencer Animation & Story Alain Maindron Producer Greg Duddle Music & Sound Effects PC Music Sound Co-ordination Phil Morris Voice Characterisation Sharon Ashton n^U Russ Lane Kevin McMahon Product Manager Pat Cain Public Relations Mark Blewitt Gleon O'Connel Packaging & Manual Design Keith Hopwood Mark Day Packaging & Manial Words Mark Day n_щ Huw Thomas Playtesters Paul Charsley Paul Holmes Jenny Newby Gary Nichols System Designed By Andrew Spencer Directed By Andrew Spencer Alain Maindronnjg6 Illustration By Carl Critchlow Typed in by PADISHAR CREEL arsley Paul Holmes Jenny Newby Gary Nichols System Designed By Andrew Spencer Directed By Andrew Spencer Alain Maindron`aˁrqponmlkjihgfedcba#Q44p`b_׶ ECSTATICA SOLVE - BY PADISHAR CREEL ----------------------------------- This is just one way of solving the game. Some events you can solve in different ways... And I'm too lazy to write all details, so it would be a good idea to explore the game first. -> I haven't managed to kill the bloody werewolf, but then again I never tried with the magic stick. Whenever he attacks you, just hit him a f`cK_dew times and he'll back away and you won't see him for some time, however he keeps coming back and bugging you. Sometimes he captures you and hang you somewhere, then he'll hurt you. The heal, enter the barn and sleep on grass in the right corner (from outside view) 1. THE ARMOR ROOM (Sword) The best weapon is the sword, you'll find it in a room in the village, just explore a bit first. Pick up the`d? sword from the floor (you'll probably encounter a blue dragon and a bunch of gnomes - just kill 'em all) don't bother about the armor, it's too heavy for you anyway. 2. THE KITCHEN (Vegetable) From the starting point: Walk to the right (if the werewolf attacks you, try sneaking instead (F4)). Enter the building on the left side, here you will find a dragon attacking a man. Kill the dra`eDgon. The man will fall. You can pick up his mace. The man will ask for help, so just pick him up and you will automatically walk to the kitchen. He will tell you some stories about the demons etc. Pick up the vegetable located on the shelves to the right of the door. Next, go outside, go right down the alley, go to the end of the alley until you get to the door, there is a bear-demon guarding the stai`f;%rs here. Kill him (easiest with the sword). Go upstairs, read the diary to get more of the plot (if you have the time!). Continue upwards, walk near the device and you will automatically drop the vegetable. You can also read the formula next to the device, it explains how to make a witchbreed that turns you into a squirrel! 3. THE BEDROOM/THE BARN (Teddybear/Girl) In the room where you found the diar`gsy there is a teddybear. Pick it up and run back to the village intersection, from here enter the barn. You will automatically throw the toy and the girl will ask you to follow her. Do so, and she will open the dungeons for you, but you're not small enough to enter yet. You can walk downstairs and kill some skeletons if you want to. 4. THE CHURCH (stickfigure) Get the stickfigure that's `hIhpon the floor in the church (the church is located near the centre of the village) and put it in the device (where you put the vegetable) 5. THE CHURCH/THE ABBEY (the bible/the flower) Go back to the church, grab the bible, head back to the doorway that leads to the bear-demon you killed, go left down the alley, keep on walking that direction until you find an opening that leads to vegetation and gr`i+-pass. You can walk two ways at this point - to the right and to the left. Go to the left, it will lead down a path, and in the distance you will see a beggar walking in front of a small fortress (the abbey). Once you get infront of the abbey, you should read the book automatically and the monks will let you enter. You can drop the bible now since you don't need it anymore. Go back to the village, some ` jscreens from the abbey you will see a flower. Get it. Run back to where you put the vegetable and the stickfigure, and throw this final ingredient in the device aswell. 6. THE DUNGEONS/THE OLD KNIGHT (You're a squirrel/the knight's sword) At this point, you'll drink the potion and turn into a squirrel. Go back to the place where the girl tried to take you. Now you're just the right size. Cruise down the little hallway ` kuntil small enough to enter. After walking through the corridors for some time you will reach a stairway leading up, at this point you will automatically turn human agian. Go up the stairs, you will find an old blind knight, approach him and he will throw the sword on you. Pick it up. 7. THE LAKE (Becoming a knight) Now, go outside, and go back to where the path leads in two directions ` l7z/(to the grasslands). You'll have to fight and kill two Minotaurs. Find the lake (it's somewhere beyond the castle) step on the stone near the lake and you will meet the lady of the lake, and she'll make you Knight of Tirich. 8. THE CASTLE/BENEATH THE EARTH (Meet the sorceror/Magic Book) Go back to the castle and enter it (you can try to sneak by the port or use the side entrance on the right) The s` m;cIorceror will welcome you. Go to the tower, then head down. You will find a stoneguardian. You can sneak by him or kill him. Keep goin forward, you'll encounter two invisible fighters, just smack 'em, and continue. When you come to the staircases, take the RIGHT side of the room (The one with the fire breathing stone dragon), walk around the edge of the room, take the stairs down. Once you're in the centre of the,` nW you will have to watch out for spikes (there is two of them in the centre of this stairway). You can sneak by them by walking on the edges of the centrestones. Now, go down those stairs, avoid the spikes in the floor, go into the centre room. There will be two coffins standing on end. Walk past the first one, a skeleton should pop out, kill it. Walk past the second one, it'll open up showing a Skeleton wearing a`ormor. Walk past it again and towards it until it closes on you, and opens up again.. Now you have got armor. Go to the outside of the inner room (Where the floor has spikes that come up and tag you), and pick an enterance that has gargoles around it. There are three entrances from this plane, one leading downstairs, one leading to a cell and one leading to an old beaver. In the room with the beaver yo`p#u'll find the magic book. (This room can be kinda tricky to find, took me two bloody hours, but it's there, on one of the place where you got the armor). Get the book. 9. THE ABBEY (The bone - a holy relic) Walk back upstairs, exit the castle, run to the abbey, enter the abbey. You'll find two monks praying infront of a statue. Approach the statue and you'll see there is a bone beneath it. Take the`qcV bone (the monks will go mad, just kill them if they get in your way). Now walk to the right (you'll find the library) and walk down and you'll see a hole in the ground. Just fall into it and you're in the dungeons again. Walk until you find the staircase under the knight and exit. 10. THE STONECIRCLE (Get the magicfireshooting stick) Walk to the grasslands again, and somewhere in between the lake a`rgnd the abbey you'll find a magic stone circle. It's important that you hold both bone and the magic book in each hand. Step onto the round stone in the middle and you'll get a magic stick. 11. MEET THE KING (open the demongate) Go back to the place where you find the book and got the armor, this time continue downstairs (one of the three entrances has got a stairwell leading down as you might remember). ` d You will see a lot of ladies lying on sofas, and some guys fanning. You will also see another staircase leading down. Go down that staircase, and you will encounter a copy of yourself, just kill the copy and continue. You'll meet the king (a skeleton) he'll talk to you a bit etc. Now the demonhead in the room where you found the magic book is gone (this is what the beaver there told ya, rememba'?) go back thsHtΡ~}|{zyxwvutQ33psu{ <=======================> PUT THIS IN YOUR ADD STRIPPER <======================> I HATE BUSTS <==============================================================================> .----------------------------------------------. .| sAY YOUr prAYErs lIttlE OnE (mEtAllIcA)| . dOnt fOrgEt, mY sOn svEg |: tO InclUdE EvEryOnE... . . | It wIll bE A ExcItIng trIp IntO dA.. . _ _ _______ .: _____ _ _ _______ _ _ _:_______ _ ___ ./__ _ _______ / ./ __________ \ _ _:________ | / ../ // ____ | __/__/ //__ | / / \___ _ __\| ./. .:::/ // _ _ \| _ __ _/ __/ \| ./ / \ || ./ \ //.:. ::::/ / | \ ./ \ \ \ // // swa/\ // \ //:::: `::\_________| \ //____\ \_ \ //\_______/ \ //____\ /:::' .--`:::::::::\____\ /::::::\____/___\ /::::::::\ ./\___/D!::::\/::'---. |. `::' `; .\/ `::::::::::::::\/::::::::::\ //::::::::' `: `; | | . \/ : | || yOUr fRIENDLy hOSt iS sHAROn ! .| || . : cO HOSTs EMPiRE & tAz dEVIl |. | |: sxA& |. || |. | cONSOLe oNLy & nO rATIO`z || || | | || :| `-------------- - | - -- CALL - +31-(0)-2990-36047 - CALL -- - | - -----' | | `-[ E L i T E N D O ! ]--------[ S U S H i ! ]-' .--------------------------------------------------------------syQ63-----------. | sNEs aNd sEGa cODINg mANUALs fOr sALe ! | `-------------------------------------------------------------------------' .----------------------------------------------. .| sAY YOUr prAYErs lIttlE OnE (mEtAllIcA)| . dOnt fOrgEt, mY sOn |: tO InclUdE EvEryOnE... . . | It wIll bE A ExcItIng trIp IntO dA.sz. . _ _ _______ .: _____ _ _ _______ _ _ _:_______ _ ___ ./__ _ _______ / ./ __________ \ _ _:________ | / ../ // ____ | __/__/ //__ | / / \___ _ __\| ./. .:::/ // _ _ \| _ __ _/ __/ \| ./ / \ || ./ \ //.:. ::::/ / | \ ./ \ \ \ // // /\ // \ //:::: `::\_________| \ //____\ \_ \ //\_______/ \ //____\ /:::' .--`:::::::::\____\ /::::::\_s{ΰ___/___\ /::::::::\ ./\___/D!::::\/::'---. |. `::' `; .\/ `::::::::::::::\/::::::::::\ //::::::::' `: `; | | . \/ : | || yOUr fRIENDLy hOSt iS sHAROn ! .| || . : cO HOSTs EMPiRE & tAz dEVIl |. | |: |. || |. sNES + SEGa | cONSOLe oNLy & nO rATIO`z s|C || || | mANUAls | || :| `-------------- - | - -- CALL - +31-(0)-2990-36047 - CALL -- - | - -----' | | `-[ E L i T E N D O ! ]--------[ S U S H i ! ]-' @BEGIN_FILE_ID.DIZ=========[ Donkey Kong Country ]========= + /ProtoFaq/ version 0.3 as of Dec 1994 + ========================================= @END_FILE_ID.DIZ ##########################s })Q############################################## DKC proto-FAQ (v0.3 of 12/16/94) ####################################################################### This FAQ has two major sections: (1) "Frequently Asked Questions" about things OTHER than bonus rooms. Questions: Q-1: How many levels are there in Donkey Kong Country? Q-2: How can I tell if I've found all of the bonus rooms in a level? Q-3: How can I js ~>c ump for extra distance (horizontally)? Q-4: How can I grab things out of a pit without falling to my death? Q-5: What's the "Diddy controller code"? How does it work? Q-6: Where are the special "2x" icons? Q-7: Are there any ways to bypass parts of some levels? Q-8: Does the ending change depending on the percentage of completion? (2) A list of the locations of all 67 bonus rooms. Index: BR-1. Kongo Jungle bonus rooms s }X BR-2. Monkey Mines bonus rooms BR-3. Vine Valley bonus rooms BR-4. Gorilla Glacier bonus rooms BR-5. Kremroc Industries, Inc. bonus rooms BR-6. Chimp Caverns bonus rooms BR-7. General notes and strategy hints BR-8. Sample description interpretation BR-9. Kinds of bonus rooms BR-10. Acknowledgements ####################################################################### Frequently Asked Questions - about thingss : other than Bonus Rooms ####################################################################### Questions: Q-1: How many levels are there in Donkey Kong Country? Q-2: How can I tell if I've found all of the bonus rooms in a level? Q-3: How can I jump for extra distance (horizontally)? Q-4: How can I grab things out of a pit without falling to my death? Q-5: What's the "Diddy" "controller code"? How does it work? Q-6: Where are the special s x}X"2x" icons? Q-7: Are there any ways to bypass parts of some levels? Q-8: Does the ending change depending on the percentage of completion? ======================================================================= Q-1: How many levels are there in Donkey Kong Country? There are 33 "normal" levels, 67 bonus rooms, and seven boss areas. There are also six each of the "friendly" areas (Candy Kong, Cranky Kong, and Funky Kong). Tshe first six bosses do not count towards the percentage total. The remaining 101 areas (33 levels, 67 bonus rooms, and "King R. Rool") each count as 1% towards the completion total. ----------------------------------------------------------------------- Q-2: How can I tell if I've found all of the bonus rooms in a level? On the map screen, a level is marked with an exclamation point once there are no undiscovered bonus rooms remaining insB<0 it. (e.g., "Ropey Rampage" becomes "Ropey Rampage!" when all of its bonus areas are found.) ----------------------------------------------------------------------- Q-3: How can I jump for extra distance (horizontally)? This question and Q-4 are related, because the same technique covers both. The trick is that the Kongs can jump upwards out of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just as if they wesxre standing on solid ground... even if they happen to be in mid-air at the time. Example: In "Jungle Hijinks," there is a red balloon above the group of trees is just past the [K] icon. There is a second red balloon over the next group of trees beyond that, and if you move quickly you will find a green balloon over the third group of trees. But the trees are spaced too far apart for Diddy to jump from saV group to group, even with a running start. Also, the second and third sets of treetops can't be reached from the ground. How do you collect the second and third balloons? By rolling off a tree, and then jumping from mid-air... which increases the total horizontal distance which can be covered in a single jump. In detail: (A) Position Diddy on the right-hand edge of the first group of trees, whers]ae you collected the first red balloon. (B) Press "right" on the control pad and the "Y" button (approximately simultaneously), and Diddy will cartwheel off the tree towards the right. (C) At any time before Diddy finishes the cartwheel move, (the later, the better), press and hold the "B" button to jump as high as possible. (Don't forget to continue to hold "right" on the control pad so that yous jump to the right!) If your timing is good, you will land on the left edge of the next group of trees just in time to jump up and collect the second red balloon (before it floats away). With practice, you will be able to jump these large gaps quickly and easily. This technique comes in handy later in the game -- there is at least one bonus room that I can't reach without it, and at least one more that is far easier s+r|to reach with this technique. But it is not stricly necessary to be able to cartwheel-jump, to get to the end of any level (or "win" the game with less than 101%). Unrelated note: This example, incidentally, is a good way to pick up lives very quickly. In "Jungle Hijinks", pick up the balloon in Donkey Kong's tree house, and then these three treetop balloons, for a total of five quick lives. Then quit thes9~ level with pause- select (and re-enter if desired). I'm able to earn extra lives more quickly this way than with the "DYDDY" controller code (which is discussed later in this file). ----------------------------------------------------------------------- Q-4: How can I grab things out of a pit without falling to my death? This question and Q-3 are related, because the same technique covers both. The trick is that the Kongs cansj jump upwards out of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just as if they were standing on solid ground... even if they happen to be in mid-air at the time. Example: In "Stop & Go Station", the golden letter [O] icon sits just below the level of the surrounding land, in a pit which kills Diddy or Donkey Kong should they fall into it and off the screen. How do you go about gettingsb the [O] without losing a life? By cart-wheeling (or barrel-rolling) into the pit and falling partway down, far enough to collect the [O]... and then jumping up when in mid-air, to get back onto solid ground. In detail: (A) Position Donkey Kong (or Diddy Kong) at the left edge of the pit, facing to the right. (B) Press "right" on the control pad and the "Y" button approximately simultaneously, and sRJDonkey (Diddy) will barrel roll (cartwheel) to the right and slightly downwards into the pit. (C) Once Donkey (Diddy) touches the [O] and collects it, press and hold the "B" button to jump up to the ground level on the opposite side of the pit. (Don't forget to continue to hold "right" on the control pad so that you jump to the right!) This is a move which requires some ps,$ractice, but it isn't too difficult once you get the hang of it. Again, it is not strictly necessary to be able to do this in order to "win" the game, but you can't get "101%" or pick up some of the interesting items (e.g., also the [K] in "Forest Frenzy", and many other letter icons and bananas, especially in the later parts of the game) without it. Unrelated note: Not every item in a pit requires this stsrategy. Sometimes an item in a pit, especially a vertical line of bananas, is a hint that there is a hidden barrel cannon at the bottom of the pit. ----------------------------------------------------------------------- Q-5: What's the "Diddy" "controller code"? How does it work? It is used to get to a special bonus room that always contains three golden icons of each animal, permitting you to play any of the animal bonus gamesO6s as many times as you want. Just press "DYDDY" (down, Y, down, down, Y) on the controller, from the introductory screen where Cranky Kong cranks a record player. This works even when the game is first turned on. If you want to collect lives in this special area and then play the game WITH those lives, you must first get the "GAME OVER" screen by losing your last life IN A LEVEL WHICH YOU HAVE ALREADY COMPLETED (by ws$Lalking through the exit door -- finding all of the bonus rooms is not necessary). Press "start" after a few seconds to dismiss the "game over" screen, and then enter the "DYDDY" sequence once Cranky appears. When the bonus area is entered in this manner, it becomes possible to exit the bonus room (with pause-select). Upon exiting, you are returned to the game map at the point where the previous game ended... carrying sRalong all of the lives (and remaining icons, if any) which were collected in the special area. Additional note: Some people are reporting trouble with this, saying that they cannot exit the bonus room except with an even number of lives, or except when dying with only Diddy. I've had no such trouble, and in fact have been able to successfully exit under a wide range of conditions, including: s an (1) both even and odd numbers of lives; (2) the final death being Diddy Kong, Donkey Kong, or both at the same time (e.g., by falling off a cliff); (3) a game that is "101%" complete and a game that is less than 40% finished; (4) dying in a level that is complete including bonus rooms, and in a level that is complete except for bonus rooms; ...and even... (5) going to the bonus room wis thout the Game Over screen at all, after beating King R. Rool and watching the end credits. (In this case, all of the lives I had when winning the game were carried over into the bonus room, and it put me on the map at "Jungle Hijinks" upon exiting the bonus room.) I suspect that most of the people who are reporting trouble exiting the bonus screen are losing their last life in an uncompleted level. (Mys  guess is that the special area is executed just as if it were a bonus room of the level that you died in. For any uncompleted level, the pause-select exit is disabled EVERYWHERE -- including its bonus rooms.) To exit this bonus area or any level which you have completed already: Press 'start' to pause the game. Wait a second or two after releasing 'start'. While the game is paused, press 'select'. (If you press ths!ۿ ese buttons too closely together, the 'select' is ignored!) ----------------------------------------------------------------------- Q-6: Where are the special "2x" icons? In each animal bonus area, there is a special extra-huge icon that doubles the quantity of golden icons collected so far, making it possible to get as many as eight extra lives in a single run. (Actually, I've been told nine is possible, but haven't been able to do it.)s" These icons are located: Expresso -- at the extreme right-hand end of the level, beyond where the level appears to end. (Go to the third (last) area to the right, stand on the last step on the right-hand wall, and jump as high as possible AND flap once for extra height, to get through an off-screen break in the wall.) Enguarde -- in a hidden room straight down from Enguarde's starting position. (Go through an apparently ss#r{:@olid wall.) Rambi -- at the extreme right-hand end of the level, beyond where the level appears to end. (Jump on top of the entrance door, stick to the highest ledges while moving across the whole level to the right, then jump over the right-hand cliff and head down into the special area.) Winky -- at the extreme left-hand end of the level, beyond where the level appears to end. (Cross to the left-hand side, climbing s$_0( up to the top of the level, and jump over the left-hand wall.) ----------------------------------------------------------------------- Q-7: Are there any ways to bypass parts of some levels? - Barrel Cannon Canyon To skip some of the first half of the level: Walk up above the entrance (bounce off the "Kritter" to get up on top of the doorway) and jump into the barrel cannon hidden at the extreme left. Jump into the overhead s%A:barrel cannon of the tree that it deposits you on. You'll be transported to the last barrel sequence before halfway point of the level. - Stop & Go Station To skip nearly the entire level: Walk back through the entrance door to be transported to a few screens short of the end of the level. - Snow Barrel Blast To skip most of the second half of the level: just past the golden Rambi icon that is above as&*+^ rotating barrel with two "Zinger"s, blast straight down from the third barrel. You'll land in a sequence of horizontal-blasting barrel cannons which kick you out just before the exit. ----------------------------------------------------------------------- Q-8: Does the ending change depending on the percentage of completion? Not in any significant way. If you win the game with less than 101% complete, very early is'`Yn the endgame sequence Cranky says a few sentences about being sure there are some things you haven't found yet. If you win the game with 101% complete, in the same place Cranky will instead congratulate you for finding everything. All of the rest of the endgame stays the same. ####################################################################### Location of all bonus rooms #########################################################s(|/v############## Following are short, semi-vague descriptions of the locations of all DKC bonus rooms and their contents. Index: BR-1. Kongo Jungle bonus rooms BR-2. Monkey Mines bonus rooms BR-3. Vine Valley bonus rooms BR-4. Gorilla Glacier bonus rooms BR-5. Kremroc Industries, Inc. bonus rooms BR-6. Chimp Caverns bonus rooms BR-7. General notes and strategy hints BR-8. Sample descrips)Otion interpretation BR-9. Kinds of bonus rooms BR-10. Acknowledgements ======================================================================= ----------------------------------------------------------------------- BR-1. Kongo Jungle bonus rooms ----------------------------------------------------------------------- - Jungle Hijinks * First right-hand wall after the Rambi crate. LEVEL: red balloon * Right-hand wall is*{vun the pit under the tree with [G]. It's just after a big hill -- or just about where the first bonus room exits, if that route was taken instead. MATCH: Rambi, Expresso, Winky, Enguarde icons - Ropey Rampage * Low off-screen barrel cannon, just to the right of the tree with [O]. (Walk to the right off of the [O] tree, fall straight down into the barrel.) LEVEL: [N] * Low off-screen barrel cannon, just left of the red arrow signs+post. (Fall into the pit just before the red arrow sign.) FIND: red balloon - Reptile Rumble * Right-hand wall, immediately below [K]. LEVEL: red balloon * Visible barrel cannon above and left of a "DK" barrel on a hill, between [K] and [O]. (The barrel cannon is only visible when standing on the hill. There is a second similar hill after the continue barrel, which does not have a barrel cannon nearby.) LEVEL: only bas,y6,nnanas * Right-hand wall of two-snake pit, just past continue barrel and [N]. LEVEL: only bananas - Coral Capers - Barrel Cannon Canyon * Hidden doorway on the cliff-side just past [O]. (It is not possible to get there carrying a barrel. It is necessary to blast straight into the cliff-side -- intentionally missing the moving "connecting" barrel -- immediately after collecting the [O] icon.) BLAST-SIDEWAYS: DK barrels-p/ and red balloon * Right-hand wall of the pit that is between the 2nd and 3rd purple "Kritter"s after the continue barrel. BLAST-UP: top off-screen prizes: Enguarde icon on the left, red balloon in the center, and a bunch of bananas on the right. ----------------------------------------------------------------------- BR-2. Monkey Mines bonus rooms ----------------------------------------------------------------------- - Winky'ss.ӵ7 Walkway * Visible barrel cannon above "Necky", just after continue barrel. LEVEL: [N] - Mine Cart Carnage - Bouncy Bonanza * Right-hand wall of the pit under a pair of "Zinger"s, between the [K] and the [O]. MATCH: banana, bunch of bananas, Winky icon, red balloon * Visible overhead barrel cannon, above the moving platform that is between [G] and exit. BLAST-UP: only bananas - Stop & Go Station * s/,First right-hand wall after continue barrel. It's a short distance past the steel-rim barrel that can be picked up. BLAST-AROUND: only bananas * High off-screen barrel cannon at LEFTmost position the first movable tire can reach (the left edge of a wide, shallow pit with three "Klaptraps"). The path up to the barrel is marked with three bananas in a vertical line. BLAST-UP: top off-screen prizes: bunch of bananas on the left ans0QTd in the center, and Enguarde icon on the right. - Millstone Mayhem * High off-screen barrel cannon above the entrance door. (Use the tire to bounce up on top of the entrance, then jump upwards from there.) BLAST-UP: top off-screen prizes: DK barrel on the left, bunch of bananas in the center, and [K] on the right. * Visible barrel cannon over 3rd millstone. (Get the movable tire between the first and second millstones, by using thes1!h" barrel cannon hidden in the pit to knock out the tire from the spot to its right.) SPELL: "RARE" for Enguarde icon * Right-hand wall below the fifth millstone. FIND: green balloon ----------------------------------------------------------------------- BR-3. Vine Valley bonus rooms ----------------------------------------------------------------------- - Vulture Culture * High off-screen barrel cannon at the right edgs2u9e of the land area with a coconut-thrower sitting on a movable tire. The path up to the barrel is marked with three bananas in a vertical line. SPELL: "KONG" for Expresso icon * Left-hand wall in the land area that is just past a sequence with a barrel cannon and two "Necky"s; before the continue barrel. JUMP: 2 blue "Klaptraps" for red balloon * Left-hand wall beside a single coconut-thrower on stair-step "hill." BLAST-SIDEWAYSs3O@: DK barrel, red balloon - Tree Top Town * Visible barrel cannon up and LEFT of entrance. (Can get high enough by having Diddy bounce off Gnawty.) MATCH-KONG: red balloon * Low off-screen barrel cannon in the second barrel sequence after the continue barrel. (From the last of the three barrels, blast low sideways at the lone banana, instead of trying to blast high to land on the platform.) BLAST-UP: top off-screen prize: onlys4K [N] in the center. - Forest Frenzy * Barely visible barrel cannon at bottom edge of screen when hanging on a moving rope. It's early in the dodging-flying-"Necky"s part that's shortly before the end of the whole level. FIND: Rambi icon * Last left-hand wall before exit. (There is a barrel available at the extreme left end of this same chunk of land.) LEVEL: Enguarde icon - Temple Tempest * Right-hand wall after the first s5{Vpit. The first millstone will stop covering this entry. (The millstone can be made to vanish if it is in the way, by walking to the right until its clicking sound stops. Upon returning to the left, the millstone will be gone.) LEVEL: Expresso crate * Low off-screen barrel cannon - straight down off the middle of three ropes. Just past the continue barrel and before the hidden [N], there's a downward-pointing arrow made of bananas marking it.s6HML JUMP: one blue "Klaptrap" for Rambi icon - Orang-utan Gang * Open off-screen doorway under the vine where the level begins. (Use Expresso to fly left from the low-lying land level where the first DK barrel is found.) SPELL: "WINKY" for Winky icon, then "RAMBI" for Rambi icon, then "ENGUARDE" for Enguarde icon, then "EXPRESSO" for Expresso icon. * Right-hand wall under vines past the [N] icon. (Use Expresso to fly ts7Ito the right from [N], under vines. At the rightmost point, there is a cliff-side with the hidden door, and a barrel which can be used to open it.) LEVEL: bounce off of tire to reveal DK barrel * Left-hand wall in a small pit, under the last vine before the exit. LEVEL: bounce off of tire to reveal only bunches of bananas * Right-hand wall past the small pit with the entry for the previous bonus room, just before the cliff that ends under s8x=the last vine before the exit. LEVEL: bounce off of tire to reveal [G] * Right-hand wall immediately before red arrow signpost. (The barrel just before the last vine can be used to open every one of the final three exits. They are all in the same area, and the barrel returns after going through a bonus area.) LEVEL: Expresso crate and red balloon - Clam City ----------------------------------------------------------s9------------- BR-4. Gorilla Glacier bonus rooms ----------------------------------------------------------------------- - Snow Barrel Blast * High off-screen barrel cannon directly above entrance. (Stand on the entrance and bounce off the slow "Necky" when he gets near.) FIND: Winky icon * Low off-screen barrel cannon in the pit a short ways left of the continue barrel. (Watch carefully: another barrel will blast the players:. past this area and onto the continue barrel -- it is necessary to backtrack from that point.) BLAST-UP: top off-screen prize: only [O] in the center. * Low off-screen barrel cannon on ledge, below the barrel with three bananas and a yellow "Zinger" -- the last one before the land area with the Rambi icon. (Blast down from the "Zinger" barrel, and head to the right, along the ledges.) On the way to the bonus room, the player is blasted thrs; Tough the [N], picking it up automatically. BLAST-SIDEWAYS: only bananas - Slip Slide Ride * Left-hand wall at top of the very first blue up-rope nearest the entrance. (Have Diddy bounce off a "Kritter" to reach the rope.) MATCH-KONG: red balloon * Left-hand wall at bottom of first red down-rope. (There's a barrel halfway along the down-rope, in a small alcove on the right.) SPELL: "NINTENDO" for red balloon * Visible s<IeYbarrel cannon at top of a blue up-rope. It's the third rope in the group of four that are found a short distance past the continue barrel. LEVEL: Expresso icon - Ice Age Alley * High off-screen barrel cannon on a ledge; follows a string of "Necky"s which sit beyond the landing point from the first set of ropes. When continuing along the ground level, it is possible to see the bottom of the barrel cannon's ledge when passing under it. s= (Use Diddy to bounce off the "Necky"s and over to the barrel. It is also possible to get there with Expresso, but necessary to dismount him in mid-air in order to land on the ledge.) LEVEL: Expresso icon, Expresso crate * High off-screen barrel cannon on a ledge; the ledge is above the series of downward ledges with "Klaptraps" that follow the peak with a steel barrel. When jumping down the "Klaptrap" ledges as usual, it is possible to ses>xe the bottom of the barrel's ledge when passing under it. (With Expresso, fly to the right from the very top of the steel barrel peak.) MATCH: red, green, or blue balloon - Croctopus Chase - Torchlight Trouble * Right-hand wall just past the continue barrel. (There is a barrel sitting directly on top of the wall with the hidden door.) BLAST-AROUND: Expresso icon (Expresso crate at bonus room exit) * Left-hand walls?3Sn just before the exit. JUMP: one blue "Klaptrap" for Rambi icon; the [G] icon is also in the room. - Rope Bridge Rumble * Visible barrel cannon in center of the second pit. LEVEL: Winky crate * Off-screen barrel cannon above the second tire beyond the red arrow signpost. It is marked by a single banana at the very top of the screen. MATCH: Rambi, Enguarde, Winky, and Expresso icons --------------------------------s@[ީ,--------------------------------------- BR-5. Kremroc Industries, Inc. bonus rooms ----------------------------------------------------------------------- - Oil Drum Alley * Off-screen barrel cannon under the first flaming oil drum. (Blow up the drum with the TNT barrel that is available by jumping off the rope very near the entrance.) BLAST-UP: top off-screen prize: only a red balloon in the center. * First left-hand walsADxl after the [K], a very tall wall. (Open the door with the barrel that is available from jumping down off the top of the tall wall.) MATCH: banana, bunch of bananas, Winky icon, red balloon * Right-hand wall of the previous bonus level. (Match the single banana in that bonus level, to get a barrel which can be used for breaking the wall. Have Diddy carry the barrel and jump against the wall.) SPELL: "DONKEY" for red balloon, then "sBKONG" for green balloon, then "COUNTRY" for blue balloon. * Right-hand wall of the pit under the first mid-air flaming oil drum. It is shortly after the second "Manky Kong" following the continue barrel. (He has a barrel on his platform, which can be used to open the area if the player does not have Rambi.) BLAST-SIDEWAYS: [N] - Trick Track Trek * Visible barrel cannon under the wooden ramp at the midpoint, just before the contisC|nue barrel. (Use Diddy and cartwheel-jump from the left as the first-half moving platform falls away.) LEVEL: only bananas * Visible barrel cannon up beside a platform with two "Gnawty"s. The platform is about halfway between continue barrel and end. (Jump to the "Gnawty" platform while the moving platform is still left of it and on a higher section of track; then jump from there to the barrel cannon.) JUMP: one purple "Klaptrap" fosDr red balloon * Off-screen barrel cannon below the Manky Kong on the exit platform. (Once he is killed, just walk past where he was sitting -- off the edge to the right -- without jumping up to the level of the exit.) MATCH: red, green, and blue balloons - Elevator Antics * Off-screen open door, reached via the first rope that is just to the right of the entrance. (Use Diddy to jump left from the second rope, which can be reached from thesET ground. The second rope moves slowly back and forth a short distance -- jump when it is at its leftmost point.) MATCH-KONG: red balloon * Off-screen open door in a hidden off-screen hallway, up and to the right of a three-rope segment with one ascending/descending "Zinger" along each rope. It's the next-to-last multi-rope segment before the continue barrel. (Jump up and to the right from the top of the third rope -- landing on an off-ssFcreen ledge. Continue to the right while off-screen, to get to the bonus room.) BLAST-SIDEWAYS: [O], Expresso icon, green balloon * Off-screen open door, reached via the last "elevator" before the exit. (Stay on the elevator and ride it down below the level of the exit. Jump off into a small alcove on the right-hand side.) BLAST-UP: only bananas - Poison Pond - Mine Cart Madness * High off-screen barrel cannon at gsGS8ap in bananas on upper track. (Reach the mine car on this high track via the rope.) It's shortly before continue barrel, I think. LEVEL: Rambi icon, red balloon * Visible barrel cannon just past the big downhill which follows the [N] icon. (Jump from the mine car while it's still up the hill a ways, to reach a mid-air tire; bounce to the barrel.) MATCH: Rambi, Expresso, Enguarde, and Winky icons * Visible barrel cannon under the pesHX~ak of the big hill immediately before the exit. (Jump from the mine car on the downward part of the hill, to reach any of three mid-air tires under the track; bounce up and left to the barrel.) LEVEL: only bananas - Blackout Basement * Low off-screen barrel cannon under the last falling platform -- the fourth of a group of four -- beyond the continue barrel. It is marked with a low banana. (Just stand in the center of the platform ssIgGas it falls.) BLAST-AROUND: [N] * Left-hand wall, the last one before the exit. (Easiest way to get here: ride the steel barrel that appears upon exiting the first bonus area, and never get off. The barrel will automatically bounce off the right-hand wall before the exit, open the opposite left-hand wall, and send the player into the bonus room.) FIND: red balloon ---------------------------------------------------------------------sJ-- BR-6. Chimp Caverns bonus rooms ----------------------------------------------------------------------- - Tanked Up Trouble * Off-screen barrel cannon below the first vertical track section. (Avoid the first fuel can and stand in the middle of the moving platform as it runs out of fuel and falls off the track.) FIND: red balloon - Manic Mincers * Right-hand wall of a pit with a single "Krusha", shortly after the continusKLle barrel. JUMP: three blue "Klaptraps" for red balloon * Right-hand wall under a stacked pair of stationary mincers, which are just before the exit. (It is possible to get a barrel by going up and through a doorway shortly before the mincers. I don't think the upper-doorway-to-get-the-barrel counts as a bonus room, but it acts like one in some ways -- for example, when "dying" in there, the player is returned to the level without losing sLa life.) FIND: red balloon - Misty Mine * Open off-screen door beside the bottom of a long rope. The rope is just past the continue barrel, and its path crosses a DK barrel. (Climb down to near the bottom of the rope and wait until it stops moving.) LEVEL: [K], [O], [N], [G], and Expresso crate * Right-hand wall near the end of the level -- the first right-hand wall beyond: the Expresso icon, a tire jump over a high wall with sM a "Klaptrap" drum halfway up, and a TNT barrel. (Carry the TNT barrel to the right, being careful to avoid enemies, over to the first right-hand wall. Unlike some other levels, the drums won't spit out anything while the player is standing on them.) MATCH: Rambi, Expresso, Enguarde, and Winky icons - Loopy Lights * Off-screen barrel cannon in the first pit after the entrance. The pit is marked with some bananas in a vertical row. sNJ. BLAST-SIDEWAYS: [K] * First right-hand wall after the coconut-throwing "Necky". (Carry the barrel, avoiding coconuts which could shatter it, down the steps to the right; jump one pit, and avoid the one "Klaptrap" just in front of the wall. Alternative: carry a DK barrel from earlier in the level, to kill the coconut-throwing "Necky" so that he can't destroy the barrel.) LEVEL: Expresso icon, [N] - Platform Perils * Visible barrsO+el cannon underneath the entry walkway. (Once the moving platform has moved about its own length, jump from it to an off-screen moving platform that is directly under the starting position of the visible moving platform.) MATCH-KONG: red-balloon * Off-screen barrel cannon underneath the exit walkway. (Jump as far to the right as possible from one of the moving platforms that is near the exit and just below its level. The lower walkway dsPpZoesn't stick out to the left nearly as much as the exit walkway does.) FIND: Enguarde icon ----------------------------------------------------------------------- BR-7. General notes and strategy hints ----------------------------------------------------------------------- + Entries to all bonus areas are: (1) doorways -- either needing a barrel to break a wall to expose them, or ones which are already open but not visible because theysQ$ aren't usually on the screen; and (2) barrel cannons, which may or may not be visible on the screen. + The skill of putting down a barrel (other than TNT, which explodes after a while when set down) is helpful because it lets enemies be dispatched without losing the barrel. To set a barrel down: press and hold "down" on the control pad before releasing the Y button. + If it is necessary to carry a barrel (especially a TNT barrel) a long ways, it's easiest tosRǷ go ahead and kill the enemies first, then backtrack and pick up the barrel. (Providing that it is possible to backtrack in the level.) Then there are no worries about losing the barrel by touching an enemy while carrying it. + Since Diddy carries barrels low and in front of himself, they will automatically break when he brushes up against a breakable wall. When having trouble finding a breakable wall, go through the level once to kill off everything, and then sS6!!backtrack and have Diddy carry a barrel around. ----------------------------------------------------------------------- BR-8. Sample description interpretation ----------------------------------------------------------------------- The description of the first "Ropey Rampage" bonus area reads in part: "* Low off-screen barrel cannon, just to the right of the tree with [O]. LEVEL: [N]" This should be reasTɗ!id as: The first bonus room is entered via a barrel cannon that's not visible because it's off the bottom of the screen. It is immediately to the right of the tree where the golden letter "O" icon is found. The type of bonus room is a "LEVEL" (see Section 9 for a description of different kinds of bonus games and the names I've assigned to them). This bonus room contains the golden letter "N" icon. sUu It also probably contains some bananas -- but bananas are so easy to find, they are present in so many of the bonus areas, and they are worth so little... that they aren't mentioned specifically in this list. ----------------------------------------------------------------------- BR-9. Kinds of bonus rooms ----------------------------------------------------------------------- BLAST-AROUND - four or eight rotating barrels in a sV#RAsquare (if there are four, they are arranged as the corners of the square; if there are eight, they are arranged as a tic-tac-toe board excluding the center square). There are various objects in between that can be picked up by blasting from barrel to barrel. (There may be an exit platform in the bottom right-hand corner of the room, which may also have something useful to pick up.) BLAST-SIDEWAYS - a horizontal string of basW%Zrrels that blast left-to-right, with various things in between that can be picked up. For those barrels which don't rotate when the player is in them, it is possible to zip through the levels collecting everything, by quickly and constantly tapping the "B" button. BLAST-UP - starts with the player in a barrel at the bottom of the screen; the barrel may be sliding back and forth, or spinning, or both. There are bananas on thesXȘh screen, and up to three hidden objects just off the top of the screen (left, center, right). These objects can be reached by blasting straight up (when the barrel is at the left, center, or right). It isn't always possible get all three top items -- only one at a time can be collected, and the player must fall back into the barrel or the bonus level is over. It is useful to know the position of the item that is the msY^@:ost important to have, in order to pick it up first. FIND - an object flashes among four barrels; once it stops flashing around and vanishes, pick the barrel in which it last appeared (by jumping up to touch that barrel). Upon guessing correctly, the object is awarded to the player. There are eight "FIND" bonus rooms. Four award red balloons, and the remaining four each give a different reward: a green balloon, asZP3} Rambi icon, a Winky icon, and an Enguarde icon. LEVEL - a mini-level (generally not-reused for any other bonus rooms) in which there are various things to collect. JUMP - bounce on one or more "Klaptrap"s (the mini-alligators with big mouths). They spit up bananas when hit, and also move more quickly after each hit. The bunches of bananas stay on the screen for only a few seconds, then disappear. The first bunch PICKED UP will s[}be worth one banana, the second worth two, and so on. The object of the bonus game is to pick up ten bunches (the last being worth ten bananas), at which point the "Klaptrap"(s) vanish. Then the player is rewarded with something more significant. There are five "JUMP" bonus rooms. Three of them give red balloons for completing the game, and the other two award Rambi icons. MATCH - objects flash on three barrels ins\ a rotating sequence (e.g., banana, bunch of bananas, banana, Winky icon, banana, red balloon, [repeat]). Each barrel freezes on what it is displaying when touched by jumping up against it. If all three barrels are frozen displaying the same object, that object is awarded to the player. There are eight "MATCH" bonus rooms. Four match any animal icon (Enguarde, Expresso, Rambi, Winky). Two match red, green,s] or blue balloons (one, two, or three extra lives). The two others match a single banana, a bunch of bananas, a Winky icon, or a red balloon. MATCH-KONG - similar to MATCH, except there are four barrels and the rotation is [K]-[O]-[N]-[G]-banana. The object of the bonus game is to spell "KONG" across the four barrels. There are four "MATCH-KONG" bonus rooms. All four award a red balloon for winning the game. SPELL - jumps^!XA and hit the flashing letter from among several letters that are flying around in a circle; the sequence of letters spells a word. If the letters are hit in order without error, a reward is given (which may be related to the word). There are five "SPELL" bonus rooms, each with a different reward. Three of the rooms play the spell game for only a single word (Enguarde icon, Expresso icon, red balloon). The others gives_ԋ the player chances at each of the three colors of balloon, and at each of the four animal icons. ----------------------------------------------------------------------- BR-10. Acknowledgements ----------------------------------------------------------------------- Thanks to... * "Big Bad Harvey" (wnl100@psu.edu) ...who helped me find two exits (one each in Forest Frenzy and Orang-utan Gang) so that I could write up this lists`* ####################################################################### END proto-FAQ ####################################################################### -- Chris Stassen (614) 366-9628 stassen@alc.com ------------------------------------------- Thanks to... * "Big Bad Harvey" (wnl100@psu.edu) ...who helped me find two exits (one each in Forest Frenzy and Orang-utan Gang) so that I could write up this list3`Q34p׎t@BEGIN_FILE_ID.DIZ"Earthworm Jim Unearthed" Strategy Guide For Earthworm Jim @END_FILE_ID.DIZ From news.dorsai.org!news.sprintlink.net!howland.reston.ans.net!news.cac.psu.edu!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiretap.spies.com!uuwest!pbooth Sat Dec 3 21:54:05 1994 Xref: news.dorsai.org rec.games.video.nintendo:39062 Path: news.dorsai.org!news.sprintlink.net!howland.reston.ans.net!news.cac.psu.edu!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiŬretap.spies.com!uuwest!pbooth From: pbooth@west.darkside.com (Peter Booth) Newsgroups: rec.games.video.nintendo Subject: Earthworm Jim Unearthed! Spoiler guide to EWJ. Message-ID: <145owc2w165w@west.darkside.com> Date: Thu, 01 Dec 94 23:53:35 PST Organization: The Dark Side of the Moon +1 408 245 SPAM Lines: 194 This is ALL that I have found (with the help of a few people) in Earthworm Jim. This is pretty complete. (7 pages worth) You should have no problem finishing thics game. SNES v2.0 Max Worms: 9 Max Ammo Rounds: 5000 rounds Level 1: New Junk City I'll tell this to you in the beginning. Try pausing the game and putting in these letters Y-A-B-B-A-Y-A-B. You can see the Programming Director. I was told this halfway though the game and tried it out, and what happened? Don't Ask, just try it! The Debug code: First you must start level 1 'New Junk City'. Then you want to pause the game. Then Hold down the left direction on the cUHontrol pad, and press the "A" button. Release and press BXAABXA. This should put you in a screen with all the shiny players. Press return and return again. You should now be in the Debug screen. You can have a cheat mode, and level select. There is also a way to pick where you want to start in the level. When I tried starting at the last level, I did not see the ending. So you might want to start at the 'Use your head level'. I think it was called Helicopter in the cheater/. Kinda cool, it gives you unlimited health and lives. Now you ALL should have no problem finishing this game. If you look down when you first enter the level, you will see an extra 1-up right under you. Right after you launch that cow you will be standing on the edge of the rock ground. Further is the tires that you have to jump on. Kill the pesky crow. Then jump high into the air. Then start to helicopter down. Try to get as close to the rock level as you can without toum8Qching it. There is a space between the rock and the tires that you can fly through diagonally down to the left. With a little practice you can make it very quickly. If you hit a tire, try it again. You will end up on a rock level. Just walk across the chain. You will see the extra worm. There are many different short cuts in the first level. If you jump up from the beginning you will see a white toilet. That is a warp zone. To get there, all you need to do is ride the fiG!rst rail device. This is just above the cow that was launched. You will see two wires. Ride the first rail device. Just before it falls, jump to the left, then right at the top of you jump, whip. You will see a moose head. You should be able to swing on the moose antler. This will put you on a chain wire you can cross. Just fallow the rail devices up and to the left. That will take you to the toilet. You will find about 7 mega plasma blasters, and an extra worm. After y]ou warp, it might seem you are trapped in that room. Just walk through the wall to the left. Then clime up to get out. There you find the sub-boss. If you hold down the "B" button. You will be able to jump higher on the tires. The other short cut comes in the middle of the level. There you will find another moose with antlers on a plaque. Just swing on the antler and fallow where that leads you. You will end up where the first warp does, with the sub-boss 'Tireman' ߯H. This may be confusing but here is a way to get an extra guy. Right after you launch a cow, try riding the two rail devices down. When you are on the second wire, jump off in the circle of tires that have that plasma gun. The circle dips in two places. try jumping in the dip to the right. You will see a spinning star. This means the extra guy is now visible. Now, go to the wide moving belt that you must climb. There are objects that come down that try to stop you. W t`hen you get to the top look up. You should see a wire up to the left. This is how you get to that wire. Run to the right. You will see a level that you have to jump up to. Once up there jump back to the left and whip your body. There is a hook that is barely on the screen. You will be able to hook and swing across. There is another hook that you must swing on. Then you will be on the chain. Just get the extra worm. To kill the sub-boss, shoot him until he comes toward yo 3u in tank mode. Jump over him and quickly turn around. To kill him shoot the light above his head. Try killing Tireman in the Difficult setting! :) Right after the sub-boss you must jump to a higher level. Kill the pesky crow then walk to the right a little. There a sparkly whirly thing will spin around you. It just means that some items have appeared. Go back to find them if you need them. This will happen throughout the game. So make sure you investigate what has appeare d. If you are low on ammo or energy when Fighting the Boss Chuck. While he is NOT above the spring. Try holding the "B" button and jumping on the spring. See where that takes you. What is this? (tip from NJ) With the Andy Asteroid levels. Just remember to get 50 fuel pods to get an extra can-o-worms (continue). When you do pick up those atomic accelerators, you will NOT get touched by those asteroids. So for a few seconds you are protected from getting hurt. And all  U this time I thought it was my quick reflexes! :/ If you do end up losing to Psycrow in the warp race you will have to fight him on level ground. Just remember you must shoot him first, then whip him. Repeat this tell he flies away. Level 2: What the Heck? The Green rolling gem: If its rolling that you must run on top the opposite direction. This should make the gem rise or either warp you. If it is rotating back and forth. That means jump on it and let it take you up.-W You might have to jump back and forth because of the flames. The first extra worm comes up as you are walking the first emerald gem up. You might of seen it as you where walking by it earlier. Just jump toward the extra guy. There will be a fake wall for you, so just jump to get the 1-up. Then quickly jump down on the gem and proceed on with the level. To kill a Lawyer, whip him then quickly shoot him. He should blowup and a mega plasma shot and energy should remain. 8T, Just after defeating the snowman and warping on the emerald, walk to the right to the wall. Don't worry about the spikes. Jump up and look to the left. There you will see a hook. Swing to the left, then turn around and swing to the right on the same hook. You will be thrown through the wall and find 4 mega blasters and an extra guy. After, walk through the wall and proceed in the game. Oh, there is a way to avoid fighting the Snowman sub-boss. After fighting the first Lax"wyer, you will have to open the gate to get to the warp gem to the snowman. Don't open the gate. Stand in front of the wheel that opens the gate. Turn to the right, and duck. Then whip and hold down the whip button. You will be in the same place you would of if you had defeated the Snowman. On that same hook that you where one. Swing on it again to the right. You will find the above extra worm. (tip from NJ) If you don't want to have the falling Stalactites, then don't pick Hup that 100% energy refiller. That triggers the stalactites to fall. Next extra worm is easy to get. You might of seen it as you are riding those two emeralds up. The extra guy is to the left. All you have to do is to jump from the ledge over the spikes and toward the extra worm. Then ride the gems up again. When you get to the first black apparitions with fierce incisors. Kill them and jump down to the left. There is a continue marker right under you. If you do die, just蜦b go back and get that extra worm again. Quick tip about the boss: When you are just Jimmy the worm. Stand as close to the wall to the right as you can. There just jump straight up when flames come. Wait for the wall to melt away. Then jump into the super powered suit. When finishing off that evil cat look at the center of the screen. You will see Evil the Cat faster, faster to react and shoot him and his nine lives. Jump toward the first flame. If they come at the sam靽e time, jump straight up. NOTE: If you dont want to jump over the flames when Heck the Cat is shooting the flames. Just walk as far as you can to the left and duck. You will not get hit until the end. You will get hit once, but it beats having to jump, right? Level 3: Down the Tubes. There is a nice little bug/glitch at the beginning of the level. You MUST start pressing the B button before the level starts (at the title screen for the level), you also need to be pushing t꽵;mo the right before the level actually starts. If it works then you should be moving to the right, not down the tube. Keep Helicoptering until you either enter the pod or a tube. It will cut you game time by a couple minutes (wow!:) NOTE: You must die in that level without continuing for this bug to work. Ok, YES there IS a hidden airpump in the 99sec pod race. This is going to be a bit of an explaination on getting there. Ok, if you are having problems with this level. Th Ce hidden airpump is about 60 seconds into your run (30 seconds left). Now as you are driving that pod you pass guarder rails. Those criss crossing bars that | are really part of the background. They will not touch you. You | will pass through 5 sets of these. If you reach the 5th one, you | have gone too far. Its halfway between the 4th and 5th set. There | is a section that goes straight down. Right at the bottem there is \ will be two circular lights right next to each o Ather on the left *\ side. That is where the secret air pump is. It looks kinda like *\ <---- THIS!!!!! \__________ There is a sharp turn to the right. You see you have hit the bottem of the level. You can go no further down. Just fly through the two lights. Then you time will be reset to 80. After the second race of the time pod run. You will end up in a room where the only way out is through one of the little orange toughguys. You can kill the Orange tougJPhguys with a Mega blaster. BUT! Let him pound you into the ground a couple times. Where he throws you is where the hidden secret is. Jump straight up. There you will be sucked up a hidden tube. To the left is an extra guy. Then fallow the tube up the end of that round. Tube Race: When you are running along the tube race level and you are low on energy. There is a secret room JUST above the Hamster. It will refresh you 100%. Like I posted before, if you are having troub{Jle with the 99second pod race. Try turning on the slow-mo switch on your controller. It might make things a bit easier. If you want to finish it the right way. Keep your cool, don't hold down the thrust button. Have it on-off-on-off. Once you get to the part with the lights your almost there. From news.dorsai.org!news.sprintlink.net!howland.reston.ans.net!gatech!psuvax1!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiretap.spies.com!uuwest!pbooth Sat Dec 3 21:om54:23 1994 Xref: news.dorsai.org rec.games.video.nintendo:39064 Path: news.dorsai.org!news.sprintlink.net!howland.reston.ans.net!gatech!psuvax1!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiretap.spies.com!uuwest!pbooth From: pbooth@west.darkside.com (Peter Booth) Newsgroups: rec.games.video.nintendo Subject: Earthworm Jim UNEARTHED! Spoiler guide to EWJ cont. Message-ID: Date: Fri, 02 Dec 94 01:04:49 PST Organization: The Dark SiL1de of the Moon +1 408 245 SPAM Lines: 197 After the 99second pod race. There is a last part of this level with three rooms. The second room is larger than the 1st and the 3rd. Jump in the middle of the second room. There you will find some hidden specials. Mostly more ammo. Now its time to fight a very tough looking goldfish (Bob). He might be hard to kill at first, but he is actually very easy to kill. Try doing a spiral twisting double ninja whoop upside the gill kiz+ck to the bowl. Works every time! :) There are two extra worms that you may find along the third pod run (99sec). If you pass a place where there is a small crack in the wall. Its not even big enough for EWJ, but there is a section where there is a fake wall. It is on the left side, just after the inlet that has a mega blaster. There is a crack in the wall, not big enough for EWJ. The fake wall is above the crack. You might see a bit of the tube if you are close to the weEWall. Quickly go through the fake wall to get the 1-up. The other extra worm is VERY close to the beginning of the level. They are on the other side of the first guarder rails (bars that criss-cross between the two walls that). They are on the start of a curve around a turn. On the other side of the curve you might see a room. Go straight left to enter that room. Earthworm Jim Level 4-7 UNEARTHED!!! Guide to EWJ Cont. Level 4: Snot a problem: Part 3! ONLY HIT MAJOR MUZCUS ON THE RIGHT HAND WALL!!!! That is the easy way to make him fall. Here is the rhythm. Go down on the left hand side. THEN halfway down or before you stop at the bottom. Move over to the right hand side. When you have stopped for a second at the bottom. You can tap EWJ as close to the wall as you can. This means EWJ is behind the protruding rocks. It might not matter, but you want to be close to the wall. Then when you are slinged upward. Major Mucus will fallow RIGHT be;!hind you. As close to the wall is, he will be the same. Perfect for bashing. Just as he is about to catch up to you. Move to the left 1/2 body length. This will make him hit the wall. Then on your way down, bash Mucus into the wall as many times as you can. Remember you must be at the left hand side by halfway down. So you can repeat the process. Level 5: Level 5 (Just quoting the title, man! :) If you are having trouble getting up the section that should have stairs. You tRry to walk up it and you just slip and slide right down. Try jumping onto those energy charger thing-a-ma-jiggy (Objects that shoot energy from one metal ball to another verticaly). If you keep going right, you should find a target. Whip that bullseye (ping). Now you will find that stairs have popped up. Becuase of all that work you did. You dont even need to walk up them. They will do all the work. The metal cage: There is a sequence that the cytoplasm creatures come. Wit h the first group you must remember. 2 3 1 4 <-- The way the cyto creatures may come. First batch 3-1-2-1-2-3-1-2-3 Second batch 1-2-4-3-1-2-4-3-1-2-4-3-1-2-4-3 (see the pattern?) There is a secret level within 'Level 5'. Its a level that is totally dark. The way to get there is through a warp. It is located right after that sequence with Professor Monkey-for-a-head tries to turn those blue wheels. If he open up those spheres,!̲& he let those eye creatures out. So shoot him before he has a chance to. You will have to hit him on 3 different occasions. Once you get to the top (on the left), you will be standing under two sets of 5 red dots lined vertically. In the center is one BIG red dot. Jump in and warp to the hidden level. Hidden level: Who Turned Out the Lights? Room one: Try to make it up to the top of this room. From the door Jump to the light above you. From there jump to the left and "Rmake your way to the top of the screen. You should be able to walk straight across the screen. Fall down on the extra worm. Then walk through the exit. Room two: Jump from light to light. You might say each light is a platform. So you might want to jump for the edge of the light if you want to climb up. Room three: To get to the extra worm. Jump over the exit. Walk to the right and see how far you can go. Jump high and to the right. You should fall down two levels. I#SU1f not move to the left a little and repeat. If you do it right, just walk to the left and pick up the 1-up. Room Four: Remember what sparkles? Hooks right? Room five: Remember to kill all the little roaming eyes. You may come to some eyes that you cant kill. RuuUUUUUUNNNNN! Right when you see them big eyes run to the left as fast as you can. There will be a point where you cant run any further. In that case turn around and start running to the right. This will have give$jn you enough room to JUMP over those big eyes. Then continue running to the right. You just *might* make it. :) You will encounter Professor Monkey-for-a-head three more times. He will be running along a wire. QUICKLY jump onto the horizontal wire that you can use your arms to walk across. Then just fire. The way to make him go away is by hitting him in the back. You will come across a RED wheel. Try whipping it and see what you get. I just got 2 extra guys. Sometimes%NH energy comes out, sometimes ammo. Little green blobs also come out. When that happens, this means there are no more goodies for you to get. To Kill the Robot Chicken. Use the whip and hit the red target on the top of the screen in the center. Make sure when you do that, the chicken is in the middle. A cytoplasm creature will fall out. Make sure it touches the Robot Chicken. I believe you have to hit him 6 times. While you are falling. You are going to have to shoot t&q@(he chicken. One shot will do. What will happen is the chicken will split into pieces and come back togeather. If you look behind the chicken you might catch a glimps of a bomb in the backgound. If you shoot the chicken again, he will stay in one place and get hit by the bomb blast. So start in the middle of the screen and shoot the chicken. Then move down a fraction and shoot again. Repeat this until you can no longer go down. Then do a half circle above the chicken and r'Gjepeat the process. When you see those broken eggs this means he is about the die. Level 6: For Pete's Sake! This level is very straight forward. There is not a lot you can look for secret wise. There is an extra guy, but you probably have someone to look after that is more important. That Pete can get pretty angry if he falls. You can stop him by shooting him. This will give you needed time. Shoot all UFO's. When you come across those asteroids. I suggest standing there (.q2and just blasting them until they go away. When you come across those tentacle creatures that grab Pete. It might be better if you let them grab Pete. Saves you some time, and it also might save a life. You don't loose that much when Pete gets angry. When you come across these objects: \ * \ <-- Land on the top end and the smaller end will go up. This might launch Pete into the abyss. You want to make sure that if you whip Pete onto one of those )-y contraptions. You want to jump in the CENTER. this will not launch Pete. Then quickly whip Pete again to level ground. To get to the Advanced level of 'for Pete's Sake', just whip him over his home. Is it really that Advanced? Difficult? Hard? Impossible? YES!!!!!!!!! There is no way I can really HELP you on this level without maps, diograms, charts, graphs, and quicktime movies. You are just going to have to keep working at it. Little Pete just has to get home! :(*2 Level 7: Use your head! 'Use your head' may be a very tricky level. Why? Well the walls are rather pointy. The space does get quite cramped. There are two paths that you may take. I suggest going to the left. You will get an extra guy, and some blasters. Stay to the left, and you should be able to land on solid ground. There is another extra guy after you land. Level 7: ButtVille (the last level) Ok, you made it this far. You can do it! You can actually finish EWJ! +y0This level is not that difficult. You just have to take it S-L-O-W! You will come across some creatures that are really quite dangerous. They start as little eyes in the wall. Then as you get near the pop out with 2 big choppers. If you are in his way, you get get chopped in half. There is timing involved here as well. He will go away. Why wait though? Why not whip 'em? They will explode into lots-a-little green pieces. This will make it easier for you later on in this ,4Nlevel if you remember you can kill these guys. You will have to do the dreaded whip the hook, in mid-air turn around and whip back the way you came. You must climb up a ladder of hooks to get to an upper level. It may be hard at first, but you will get use to it. Try practicing in the first set of hooks. The second set, you will be bothered by some nasty bugs. When you are attacked by bugs, don't worry about them. You are more concerned with getting up. You will end up- on the back of The Evil Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug for a butt. Thankfully there is a continue marker there. Now comes the part where you must whip those choppers that come out of the wall. But this time you must also worry about slipping off those balls that you are standing on. Just make little jumps. Then when those chopper creatures come out. Whip them. Then move to the other ball. You will come to a point where you must .make a leap of faith to the right. Do it! You will land on a moving belt of rocks. Look up and you will see one UGLY butt! How to get past the Queens butt... If you just stand there you will end up in the spikes. So this is the rhythm that you must get into to destroy that nasty butt. Start all the way to the right. The stand there firing up. You will hit the butt a couple times. When just past the butt, quickly jump all the way to the right again. Repeat the process. Soo/n there will be spikes that will come as one of the platforms. Just jump over those spikes. The platforms will also start moving faster. Don't worry. If you use my technique. You should kill the butt in no time. From news.dorsai.org!news.sprintlink.net!howland.reston.ans.net!news.cac.psu.edu!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiretap.spies.com!uuwest!pbooth Sat Dec 3 21:54:32 1994 Xref: news.dorsai.org rec.games.video.nintendo:39063 Path: news.dorsai.o0Z:rg!news.sprintlink.net!howland.reston.ans.net!news.cac.psu.edu!news.pop.psu.edu!hudson.lm.com!netline-fddi.jpl.nasa.gov!wiretap.spies.com!uuwest!pbooth From: pbooth@west.darkside.com (Peter Booth) Newsgroups: rec.games.video.nintendo Subject: Earthworm Jim UNEARTHED! Spoiler guide to EWJ cont. MORE??? Message-ID: Date: Fri, 02 Dec 94 01:11:49 PST Organization: The Dark Side of the Moon +1 408 245 SPAM Lines: 29 You will see another spiraling1q stars. Walk back the way you came and pick up 4 of those plasma blasters that just appeared. Don't worry about the green spittle that falls from the ceiling. It will not hurt you. You should have at least 2000 shots. That would be enough to kill the Queen. Here is what you do. You will spin counter clockwise. If you don't shoot the queen, she will summon creatures that will kill you instantly. You must shoot the queen at 12 o'clock, 9 o'clock, 6 o'clock, 3 o'clock. Shoo2AjB]t in VERY SHORT BURSTS. 3 shots at the most will do. You just need to keep the queen off guard. This will not allow here to summon those creatures. Just keep that up, and you will beat that queen. You have now won the game!!!! Killer what happens to the queen, eh?! The DEBUG code: Start the first level 'New Junk City' and pause the game. Then hold down the left direction on the control pad, and press the "A" button. Release and they type in BXAABXA. Unpause and you shoul3Y6olKd be in a screen that shows the EWJ players. Press return and return again. You should now be in the debug screen. Any added suggestions or tips, e-mail me at: Pbooth@West.darkside.com (you will get credit if used) When is the next EWJ game hitting the stores??? OCTOBER 95??? Say it ain't so! Time for some Cheatyness, Pete game. Then hold down the left direction on the control pad, and press the "A" button. Release and they type in BXAABXA. Unpause and you shoul H ˆQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"!     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(1-800-827-6364) Lines: 26 Sender: news@newsbf01.news.aol.com Message-ID: <3b30ub$pbf@newsbf01.news.aol.com> NNTP-Posting-Host: newsbf01.news.aol.com All right-enough of this game! All you can get is what seems like not scratching the surface of this game and you're out of continues-even those hidden all over th 7e damn place! What we need is some good old fashioned codes....like something for extra lives, continues, or a level select. But for those genies out there I've heard of some codes and here they are: (The post I got these out of had all sorts of copyright stuff on it so be warned this stuff is por private non-commercial use, etc, and all trademarks and copyrights apply and exist although they may not be duly noted.(whatever?)) 1 1DCC-C640 Start with 2x energy 2 BDCC-C460K' Start with 3x energy 3 C2BB-1D61 Infinite lives 4 DFC8-CDD0 Start with 1 life 5 D1C8-CDD0 Start with 6 lives 6 DBC8-CDD0 Start with 9 lives 7 DBC8-CF60 Start with 9 continues 8 D1C8-CF60 Start with 6 continues 9 8220-47AB Infinite hero icons on pickup 10 DBA6-17F5 Super punch 11 D06A-4F09 'Power Hit' lasts longer 12 7D80-3F61 Jump Higher It sure would be nice if I owned a genie that I could utilize each and every one of these unfortunately useless co-)des. Make real codes life up up up down left right swing controller over head, stand on a button, stare real hard at x button to get infinite continues, C'MON, PLEASE!!!!!!! ntinues 8 D1C8-CF60 Start with 6 continues 9 8220-47AB Infinite hero icons on pickup 10 DBA6-17F5 Super punch 11 D06A-4F09 'Power Hit' lasts longer 12 7D80-3F61 Jump Higher It sure would be nice if I owned a genie that I could utilize each and every one of these unfortunately useless cơeQ38p/!_ He-Man Is BaCk WiTh ThE LeVeLcOdEs Or PaSsWoRdS FoR ----------------------------------------------------------------------------- ---------------------- Mickey's Tokyo Disneyland Adventure ----------------- ----------------------------------------------------------------------------- ---- Released by Prestige - Trained by Elitendo - Levelcodes by Outlaws ----- ----------------------------------------------------------------------------- The game has three modes (easy, normal and haْ`rd) and each mode has different levelcodes. Here they all are : Easy Mode ========= Level 1 - START Level 2 - Triangle, Circle, Star, Diamond Level 3 - Diamond, Star, Circle, Star Level 4 - Star, Triangle, Triangle, Diamond Level 5 - Triangle, Star, Circle, Square Level 6 - Diamond, Diamond, Circle, Star Last Code - Circle, Circle, Circle, Circle (to Start on Level 1 Normal) Normal Mode =========== Level 1 - START Level 2 - Triangle, Square, Square, Triangle Level 3 - Square, D2`iamond, Square, Diamond Level 4 - Star, Star, Diamond, Square Level 5 - Star, Triangle, Triangle, Star Level 6 - Diamond, Diamond, Star, Square Last Code 7 - Square, Square, Square, Square (to Start on Level 1 Hard) Hard Mode ========= Level 1 - START Level 2 - Star, Triangle, Circle, Diamond Level 3 - Square, Circle, Star, Diamond Level 4 - Star, Diamond, Star, Star Level 5 - Square, Circle, Star, Star Level 6 - Star, Star, Circle, Diamond Last Code - No Code, only the message : Ihު Love Mickey! Diamond Level 4 - Star, Star, Diamond, Square Level 5 - Star, Triangle, Triangle, Star Level 6 - Diamond, Diamond, Star, Square Last Code 7 - Square, Square, Square, Square (to Start on Level 1 Hard) Hard Mode ========= Level 1 - START Level 2 - Star, Triangle, Circle, Diamond Level 3 - Square, Circle, Star, Diamond Level 4 - Star, Diamond, Star, Star Level 5 - Square, Circle, Star, Star Level 6 - Star, Star, Circle, Diamond Last Code - No Code, only the message : I. VQ39p؎̶@BEGIN_FILE_ID.DIZLatest Mortal Kombat 2 SNES Game Genie Codes Winter 1994 @END_FILE_ID.DIZ From: ocfernan@newstand.syr.edu (Orlando C. Fernando) OCF's Mortal Kombat II Game Genie Codes by Orlando C. Fernando (ocfernan@mailbox.syr.edu) SNES Version 4.0 Last Updated: 11/29/94 Codes have been tested. Additional "safe" effects may be possible, esp. w/ character specifics' finishing move codes. CPU stands for the computer opponent. Names in [] brackets indicate outsidާ|ers that discovered a certain "side effect" from the code (bulleted by the dash). Interruptible's are codes whose move effects can be interrupted in mid-execution. Some code effects are harder (intermediate) or very hard (expert) to use, but useable nonetheless. The codes all took a long time for me to come up with, so go crazy with 'em folks! This will probably be the final major version of this FAQ, unless I stumble on some earth-shattering boss code or something i4^tn the near future (in my dreams!). SINCE LAST UPDATE (3.0): -45 new functional codes added (indicated by ! following code). -new effects/warning found for older codes 78, 128, and 152. -"In the Works" replaced with "Imperfect Codes," codes left entirely for you to play with if you want to perfect them...and there are QUITE a few juicy ones that demand more modification! -short "Programming Basic Tips" included for any future code-breakers out there destined to)q find a Kintaro code, Akuma code, or whatever :I *COSMETICS* OCF1 82A2-3D6E Damage Meters Covered OCF2 97AD-3D6E Fighters Need No Names OCF3 1BED-1497 All Projectiles are blackened or neon OCF4 F9A9-CFF7! Player 2/CPU has some blackened weapons, blood, and finishing moves OCF5 F9AC-CFF7! All Weapons, Blood, Finishing Moves Blackened / Shang Tsung Morphs, Morphed Finish Moves Are Yellow/Blue Neon OCF6 CD3B-C7AC Background Strobe/Flicker on Some Rounds OCF7 2]G462-3F0F Background Doesn't Move OCF8 5D3B-3D6E Fighters Stay Posed before Fight OCF9 CFE4-44B7! Fighters and Finishing Moves are Invisible OCF10 1B28-140A Player 2/CPU Always Wins "In Writing" OCF11 7E6B-340F Players move across ground / "Conveyor Belt" effect (even in Armory Stage!) OCF12 92BB-4767 Blood "Spurts Out" Differently OCF13 82B4-34A4! Blood Falls Like Rain / Slight Game Slowdown (turn off to complete body part explosion fatalities) OCF14 4780-CD0A Camera Ajlways on Left-Side Player / Players can Walk through each other / Make use of FULL Screen! -slight odd effects on Dead Pool stage when jumping around -COMBOS (be on right side, off-screen): Reptile's Teaser: Force Ball - Two Acid Spits Sub-Zero annoying Re-freeze: Freezeball - Freezeball etc. (timed right, victim will thaw as next arrives) Kung Lao Surprise: Straight Hat Throw - Teleport+Kick (33% damage) Rayden Surprise: Elect Bol(t (let it hit) - Teleport+ move a little closer - Shocker (33% damage) OCF15 82E4-1D6E! Screen Doesn't Darken Upon Finishing Moves OCF16 5EEC-370A! Projectiles & Other Special Moves May Create Neon Artwork of Kung Lao OCF17 5538-3FAA! Most Projectiles Don't Explode On Contact / Some Moves Missing Animation (fan lift,whirlwind spin,etc.) OCF18 4661-CDAA Jax n' the Shadow A (try an energy wave) OCF19 4661-C46A Jax n' the Shadow B OCF20 886C-146A Jax's Energy Wave䗟^ Pose Altered OCF21 1726-3FDE Mileena's Roll looks more like a "ground scraper" OCF22 9581-4D27! Kitana's Fan Lift Produces Ghost of Sai-Stabbing Mileena OCF23 DDBE-1F67! Kitana's Fans Throws Are Extremely Bloody! (if connects) *MATCH BEHAVIOR* OCF24 E2BA-3D6E No Finishing Moves OCF25 5C85-C4F7! No Friendships OCF26 8888-C797! Dramatic Pause Before Friendships OCF27 DD88-C797! Friendships Executed Immediately OCF28 5688-470A Moving Forward Prevents Contact OCF29 5DBC-3D h͚6E Screwy Referee for Sore Losers -player 1 always wins Round 1 -winner of Round 2 wins match, but... -player 1, even losing, always gets the finishing move! OCF30 4385-47AA Players can walk through each other -all close range fatalities can now be done "on top of" victim (overlapping them). -new Liu Kang's "Bust the Oooooh Move" fatality (perform cartwheel fatality on top of victim) OCF31 1BED-1D27 Player Select can be done Invisibly (alway (U1s turn off before a round actually starts) -can turn back on during round for invisible/stationary projectile effects OCF32 80E5-1F0A Fighters Don't Pose on Player Select Screen OCF33 11B7-3D0E Cooler Player Select Screen ([Jenn]don't random select) -fighters are shadows. -Rayden "electrifies" when selected. OCF34 18B5-C4F7 Wins too "exhausting" for Player 1 (without a finishing move) OCF35 B68A-1F6A CPU/Player 2 is Stationary (nice punching bag!) OCF36   81E2-CDAA Crossing Opponent Stuns Him/Her OCF37 CEC2-3F6E Win One Round to see your OWN Ending! OCF38 1B2C-140A Rounds End Quickly, Regardless of Finishing Move OCF39 2C3E-3FF7! Loser is More Dazed than Usual! OCF40 2C3A-3727! Loser Sprawls on Ground, Avoiding a Fatality *SOUNDS* OCF41 00E0-3DAE Sound off on Menu Screens OCF42 B162-EF76 Sounds more like a "Genesis" version (no announcer, sounds missing, etc.) OCF43 6D61-EF76 Music Sped Up (Porky Pig Announcer) OCF44 FB\ 9366-EF76 Sounds of Quiet Snorkelling (louder sounds come out like blowing big bubbles) OCF45 1DB6-EF76! Evil-Sounding Background Music OCF46 E820-8F76! Bass Has Buzzsaw-like Sound OCF47 E860-8F76! More Bass Than Strings In Music OCF48 C1BB-5F76! Less Strings In Bkgrd Music / Finishing Music Lingers OCF49 258A-C797 Friendships Declared...Babalities??? OCF50 8882-CD97! Friendships Declared...Fatalities??? OCF51 003B-EF56 Some Finishing Moves have New Audio (Warning b Deeps, etc.) OCF52 793B-E476 Some Finishing Moves Play a Musical Tune (esp. Johnny Cage's and Rayden's) OCF53 8866-146A Jax's Energy Wave has Pop Audio OCF54 33B6-376A! Kitana's Air Fan Throw Has Pop Audio OCF55 33B9-346A! Kitana's Fan Throw (long range) Seems To Scare Opponent OCF56 B584-170F Scorpion's "Flame" Fatality Has New Audio OCF57 E18E-44D4 Shang Tsung's "Soul" Fatality Has Neater Audio OCF58 B261-CD27! Extra "Uh!" when Shang Tsung Defeats Opponent OCF59 1B61-CD2ṡ7! "Toasty!" Audio when Shang Tsung Defeats Opponent -tons of other audio possible by changing 1st 2 digits -my favorite ones ;) : 04: "Fight!" OA: "Gotcha!" 15: "Superb!" 09: Woman's Scream 54: Dead Pool Sound 17: "You will die mortal!" 1F: "All too easy!" 14: "You weak pathetic fool!" 06: Raiden's Cry 1D: "Is that your best?" 94: Liu Kang's Gobble 65: Some Odd Audio 10: A Guy Scared Silly! OCF60 016B-CD27! Round 1 Means...Friendship! *Q1 -exact same wacky 2-digit possibilities as previous code -TIP: use 17 to make "Round, you will FIGHT!" ;) *BASIC ATTACKS* OCF61 41B0-CF27 All Attacks Often Have Longer Range OCF62 41B0-C797 Punches on Right Side of Victim Useless / Liu Kang's "Cartwheel" Fatality Tamer OCF63 9AB4-47AE! Projectiles are Short-Range on Left Side OCF64 41B0-CDF7 Ground Projectiles & Ground Freeze Useless -CPU's will occasionally inflict damage -air projectiles still inflict r2damage OCF65 F722-34AF Fallen CPU Temporarily Immobile -watch out, it's sometimes a trap! OCF66 B5E9-3F0F Shang Tsung's Uppercut Useless OCF67 21B6-3707! After Successful Uppercut/Roundhouse, Get Invisible Weapons & Minor Screen Changes OCF68 423F-3D6E + Automatically Duck (blocked or not) Rapid AB34-3D6E Punches & Projectiles (40% of time) OCF69 AA38-3FAA! Projectiles, Other Special Moves, & Finishing Moves Have Odd Pauses (don't do teleport moves) *CHARACTER-b SPECIFIC MOVES* OCF70 B163-3D6E Liu Kang's Standard Fireball Stuns Himself -opponent can do strange combos, which could even inflict damage on himself! -[Jenn] Opponent "flickers" if hit stunned Liu Kang with certain special moves -[Jenn] mirror morph possible. For e.g., "try Liu's (Player 1) bicycle kick while 'being' Scorpion (as player 2)..." -[Jenn] "Flickered" Shang Tsung makes odd fireballs. -do Rayden's Friendship in his "flickenred" state (exhausting!) -Kung Lao can do 3 "hits" with Whirlwind Spin near victim upon Finishing Move time OCF71 2BB4-47DA Liu Kang's New Change-up Fireballs (interruptible) -TIP: Fireball CPU from a distance, CPU will stay ducked. Go up & throw CPU & he'll fly into it! -[Richard] Extra "pain" can occur during Fatalities if Liu Kang's fireball "sits" over victim -[Richard] ...even possible on victory poses if winner touches the overhejDMad fireball (e.g. Kitana) OCF72 6535-3D6E Reptile's Special Reverse Invisibility A -doing reverse invisibility (the move twice) gives you "shadow" invisibility. -other Reptile oddities (Liu Kang's Bicycle Kick won't make Reptile reappear, possible to do fatality on an invisible Reptile) -[Trent] If Shang Tsung and are a "shadowed" Reptile morph, you can still be "shadowed" when you lose morph! Can do ANY Fatality Invisibly on victim! OCdOF73 6535-3DDE Reptile's Special Reverse Invisibility B (Player 1) -doing reverse invisibility makes you invisibly stuck until hit , but is excellent for doing invisible tongue fatality! -To do invisible tongue, upon "Finish Him/Her" stand at appropriate distance, do invisibility twice, perform tongue fatality. Now us SNESers CAN do it! OCF74 C1B9-3DDF! Reptile's "Tongue" Fatality Leaves Less Blood OCF75 C1B2-3DDF! Reptile's "Tongue" Still Leaxsves Victim Bloodily Intact OCF76 3663-1F6A Jax's Energy Wave has much longer recovery OCF77 3663-17AA Jax's Energy Wave passes opponent without harm OCF78 DD6F-CD0A Jax's Energy Wave is Stationary -very effective vs. Shao Kahn! -COMBO A: Set up Energy Wave (near opponent's face) - walk up + "Wide Out" Quadruple Slam (50% Damage) -COMBO B: Set Wave - "Far Out" Gotcha Grab (45% Damage) -NIGHTMARE COMBO (expert): Set Wave - Turn Around Kick - Air Back BreaZker - Ground Smash (55% & lots of pops!) -Upon Finish Time, set wave, jump to other side of victim, & perform an unusual "Arm Rip" Fatality! -try other unusual fatalities, being Shang Tsung, morphing to Jax, setting wave (in front of or behind victim), and doing another morph's fatality (e.g., Tsung's "Soul" & Baraka's "Torture" displaces victim) OCF79 4960-3DAE Kung Lao's Hat Throw has longer recovery (if connects) OCF80 57E9-CD0A Smokin' Kung Lao '%S -do hat throw to get "charged," wait until you're hit. -[David] Hat throw close to opponent may cause "spontaneous combustion" (declared a "fatality" at round's end if you win!) -[Trent] Odd reactions by opponents after explosion. OCF81 57E9-C4AA Kung Lao's New Stun Beam! (vs. CPU) (do hat throw) -New possible combos: (Safe) Jump Kick - Stun Beam - Teleport w/ Kick; (Risky) Jump Kick - Stun Beam - Whirlwind Spin OCF82 51E9-CD0A Kung Lao's NeHw Levitator! (do hat throw, get hit) -don't do Fan Lift on Levitated Lao. -turn off to resume normal hat throw if desired -Levitated Teleport will oddly glitch, but opponent can eventually punch him out of it. -Fatalities on Levitated Lao are weird (Kitana kisses his feet, Johnny Cage nut punches his heads off then Lao lands in his hands, etc.) OCF83 DD32-4DDA Kung Lao's Air Kick Has "Float" if Connects OCF84 DD33-47AA Kung Lao's Air Kick Won't Bounc$e if Blocked OCF85 C93C-44AA Kung Lao's Air Kick Causes Multi-Hit 75% Damage OCF86 C938-440A Kung Lao's Air Kick Can Pass Through Opponent if Connects -COMBO (intermediate;VS. CPU): Air Kick - Whirlwind Spin OCF87 2231-440A Kung Lao's Air Kick has Longer Range OCF88 AA6D-47AA Johnny Cage's Low Green Bolt Disabled OCF89 DD6D-47AA Johnny Cage's Low Bolt Keypresses does High Bolt OCF90 22B5-140A Johnny Cage's Green Bolts Can Be Launched Quicker OCF91 22B8-17DA Johnny -vCage's New Homing Missile! (throw green bolt) -causes harmless trip animation after OCF92 6DB5-CDDA Johnny Cage's New-Range Green Bolts -low bolt is multi-range triple spread! -high bolt is super-high-and-level OCF93 ECB9-C70C Johnny Cage's Torso Fatality Randomly Altered -sometimes "And? And? Come on?" Fatality -other times, "No Hands Ma!" Fatality OCF94 F3B5-C76C Johnny Cage's Torso Fatality "Splits" Differently -Baraka's split is DISGUSTING! OCF95 DC37-MT3D0E Johnny Cage's "Header" Fatality Sends Heads Right Down OCF96 DC37-3DDE Johnny Cage's "Header" Fatality Makes Heads Shoot Away OCF97 1727-3D0E Mileena's Teleport Kick Has Better "Dropback" OCF98 1724-3D0E Mileena's Teleport Kick Has Major "Float" OCF99 172D-3DAE Mileena's Teleport Kick Kills (Unblocked) OCF100 DD28-346E Mileena's Roll More Defensive -only travels when close to opponent -switch DD digits to EE to prevent roll from bouncing up when blocked.  OCF101 06E1-17A4 Kitana's Fan Lift Useless OCF102 33B1-346A! Kitana's Fan Throws Has Major Recovery OCF103 11BE-340A! Kitana's Fan Throws Are Slightly Higher OCF104 3DB1-3F0A! Kitana's Ground Fan Throw Disabled OCF105 BAB0-3F0A! Kitana's Ground Fan Throw Has Major Delay OCF106 33BB-3F6A! Kitana's Air Fan Throw Has Major Delay OCF107 BAB6-3F0A! Kitana's Low Air Fan Throw Is Tossed Along Floor! (throw air fan just before landing) OCF108 C6C8-44A4 Kitana's "Kiss" Fatality MaQrkes Quicker Explosion OCF109 C6C2-4F04 Kitana's "Kiss" is Just a Kiss (awwwwwwh! :) -don't do Shang Tsung's "Vapor" Fatality OCF110 C6C9-44A4 Kitana's "Kiss" Victim Forever Expanded! OCF111 C6C6-44A4 Kitana's "Kiss" Gives Victim a Final Moment, then...Fatality (cone-like organ parts, ewww!) OCF112 C6CE-4704 Kitana's "Kiss" & Shang Tsung's "Vapor" Fatality Levitates Kit/ST to Heaven... OCF113 06EC-17AF Sub-Zero's & Reptile's Slide Useless OCF114 FF84-170A Sub-Zero KL's Ground Freeze Worse (hard to uppercut victim) OCF115 EE84-170A Sub-Zero's Ground Freeze Better (after ice, duck. Better chance of getting uppercuts if opponent slips away, 'cuz you "slide") OCF116 CC84-170A Sub-Zero's Ground Freeze Can Corner-Warp Both Players OCF117 226F-470A Scorpion's Trick Spear (interruptible) -can "pullback" spear (tap BACK as last motion) -hit any button to interrupt cast or grip -BLOCKABLE COMBO: Pullback spear (wait until cGasted) - Teleport (10% blocked damage) OCF118 5735-C4AA Scorpion's Teleport Transports Him (and Opponent) To Opposite Corner OCF119 5734-C4AA Scorpion's Teleport Goes Random Places OCF120 B58C-146F Scorpion's "Flame" Explodes Differently (skull rises) OCF121 B584-146F Scorpion's "Flame" Fatality Randomly Altered -one is normal. -another is "Victim Spared". -yet a third is "Watch ME Explode!" (love it!) OCF122 06E7-34DF Rayden's Body Launch Pushes/Passes Opponen +\t Unharmed -SURPRISE COMBO: Teleport - Body Launch - Shocker OCF123 06E7-3DAF Rayden's New Uppercut Lightning Bolt! (80% of time) -DISTANCE JUGGLE COMBO (VS. CPU,): Lightning Bolt - keep tossing more each time CPU falls down. -COMBO (expert): Lightning Bolt - Teleport (wait a little) - Shocker/Uppercut (25% damage w/uppercut) OCF124 C538-1D0E! Rayden's Teleport Returns Him To Same Side OCF125 C535-1D0E! Rayden's Teleport Is Quicker OCF126 ADBA-C7B7! Ba!u8raka's "Torture" Fatality Slips Victim Between Blades OCF127 E239-1497 Shang Tsung Becomes Neon after Losing Morph Power OCF128 E23B-1727 Shang Tsung Becomes Stuck in Morphing State after Losing Morph Power -good handicap for expert Tsung players. -stuck to round's end even in won/lost pose. -if attacked, can do one quick move before "refrozen" -try morphing only upon Finish Time, then do a morphed fighter's finishing moves (most of them). OCF129 E23B-1"\@p?D27 Shang Tsung Becomes Frozen Statue after Losing Morph -see 1st three notes from previous code -try morphing only upon Finish Time, then do a morphed fighter's finishing moves (most of them) to do a "Floppy Fish" Act! ("Reverse Leapfrog" better?) OCF130 E18C-47A4 Shang Tsung's "Soul" Fatality Zaps Soul Differently OCF131 E18A-4DD4 Shang Tsung's "Soul" Just Wilts Victim's Body OCF132 E183-4DD4 Shang Tsung's "Soul" Is Faster! OCF133 E182-4DD4 Shang Tsung's "Soul"# 1 Keeps that Soul a-Glowin' -code 5583-4DD4! produces slight variation. -use code E18E-4F64! to extend "suck" audio. OCF134 E18B-47A4 Shang Tsung's "Soul" Exorcises a Kung Lao Spirit Out of the Victim (ooooooh!) OCF135 32C1-4D27! Shang Tsung's "Soul" (round 1) causes a demo game next round, then game over (unless you rejoin) -must combine with Fatality every Round code B2B8-3D6E (not derived from myself) OCF136 EE67-470A Shang Tsung & Scorpion Have "Wa$.Zlking" Projectiles (intermediate) (interruptible) -after projectile keypresses, tap BACK (to go back), FORWARD (forward), or BLOCK (normal). -TSUNG UP-CLOSE COMBO: "Forward Walk" Triple Fireball - Elbow (tap HIGH PUNCH) OCF137 D367-470A Shang Tsung, Scorpion, & Rayden Have Reverse Projectile Capabilities (expert) (interruptible) -tap last keypress twice to fire in correct direction (e.g. for Rayden: Quarter Circle - LOW PUNCH - LOW PUNCH) %UOCF138 AAB9-4D64 Reptile's "Tongue" & Johnny Cage's "Torso" Fatalities Has Funny "Disappearing Acts" (not like code 102's) OCF139 203B-C7F7 Decapitation Fatalities Altered (Johnny Cage, Kitana, Baraka) -do Cage's "3 Header" on victim at or near corner (at is best!) for "Take It Outside" -otherwise, Cage does "Look Ma, No Heads!" -Kitana's and Baraka's can even make victim disappear! OCF140 9F38-C4F7 Decapitation Fatalities Leave a Frozen Body Part OCF14&1 3EB5-4FD4 Severing Fatalities Cause "Disappearing Acts" (Johnny Cage, Kitana, Liu Kang, Reptile, etc.) -Don't do Johnny Cage's "3 Header" Fatality OCF142 C0CD-3467! Body Part Explosion Fatalities Shifts Winner a Bit OCF143 C0C1-3D67! Body Part Explosions Wipe Out All Parts -use variation C0C0-37D7 to leave 1 bone from Raiden's "Shocker" Fatality OCF144 3DC3-CFA7! Body Part Explosions Keeps Parts in a Pile OCF145 C0CC-3467! Body Part Explosions Suspend Parts OC'}J"QF146 C0C9-37D7! Body Part Explosions Dances Parts Along the Top OCF147 C0CF-3467! Body Part Explosions Leave Some Parts Top, Some Bottom -some parts drop later in some fatalities OCF148 4DEE-1F0A Everyone's Second Fatality Altered (predictable) -to either "Death by Projectile" Fatality (Kitana's #1) -or "Phantom Launch" Fatality OCF149 4DEE-1F6A Everyone's Fatalities Altered (Player 1) -one fatality is like previous code's effects -other is always "Morphed Kung(Db? Lao Slicer"! -don't do Spike Fatality nor Player 2 Fatalities OCF150 81E7-CF0A Fatality causes a spazz-out until you do another non-fatality move (e.g., special move, friendship) Imperfect Codes: ---------------- OCF151 1720-37AE Mileena's Teleport Kick produces Roll Combo!!!...then blacks out. Suspected that changing the first two digits in code may unglitch it. Any volunteers to try? OCF152 E3B7-EF76 Sounds like Rap Music (mostle just drums, effect/)ǥwords rapped), tends to blackout upon uppercuts, Force Ball hits, choosing Tournament, and possibly other actions. OCF153 E4E8-3FAA! Baraka/Johnny Cage's Projectiles Can Produce Fighting Doppleganger!! (20% change of blackout) -should turn off once produced dopple until next round. -don't use Tsung's, the ninja's, Jax's, Kang's, nor Mileena's projectiles until dopple is "activated". -subsequent projectiles (from anyone if Shang Tsung) can recrea*ate different ground & air dopples. -TIP VS. CPU: set dopple in corner, hit CPU so that he/she bumps into dopple. Dopple will do throws, throw projectiles, or even do multi-hit juggle combos! -odd occurences during fatalities if dopple is around. -can get stuck at times, but still playable. OCF154 6FB9-C797! Loser can still fight during Finishing Move Time!! / No Fatalities -very similar to the code discovered by Neto San -amusing for Shao Kahn m+<̘atches. -works best when combined with "fatality every round" code B2B8-3D6E (may freeze without this 2nd code) and/or Player 1 always wins each match -simpler alternative is to turn on only during winning match for either player. -both winner and loser can do their friendships! -loser can stop you from doing your friendship even if completed, & it's declared a "Fatality"! -if attack "Babality" baby, will turn back to adult! -if no finishin,KJ-g move is successfully performed, CPU can beat up on you. -doing finishing move at last possible moment may cause game freeze. -loser not receiving finishing move nor not attacking winner may also cause game freeze in 2-player game. PROGRAMMING BASIC TIPS: ----------------------- 1) Play around with first 2 digits of an existing code. 2) When testing, play as Shang Tsung and do different morphed character's special moves and finishing moves to experime- h3nt. 3) Enter published codes B2B8-3D6E (finish every round) and DDB5-1FF7 (Player 2 quick kill) to test finishing moves quicker. 4) Remember that on some occasion, several codes can cause just 1 effect. 5) Mix 1st 4 digits with one existing code with the last 4 digits of another. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- My thanks to the "Rat"man and John D. Evans for additional INTERNET support of this FAQ. Special Thanks to Jenn Dola.%ri, Richard Y. Choi, David Charles Marotti, and Trent Troop for their bloodhound investigating of the "side effects". Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu. Play on! -OCF "Mortal Kombat Rules On!" e last 4 digits of another. -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- My thanks to the "Rat"man and John D. Evans for additional INTERNET support of this FAQ. Special Thanks to Jenn Dola " (L,+*)('&%$#"!    @Q40p  %0@BEGIN_FILE_ID.DIZBig collection of Mortal Kombat 2 game genie codes - now alter game sound and music! @END_FILE_ID.DIZ Mortal Kombat II Two code combinations CBC6-3D6E+F6C6-3DAE Always fight a Morphed Rayden - Do not hit him - code will glitch DEBC-3D6E+E2B8-3D6E Characters can continue to fight after win - Friendships and Babalities can be interrupted - no Fatalities CBC6-3D6E+D2C6-3DAE Fight Shao Kahn CBC6  {-3D6E+D7C6-3DAE Fight only Baraka CBC6-3D6E+D4C6-3DAE Fight only Cage CBC6-3D6E+FDC6-3DAE Fight only Jade CBC6-3D6E+D8C6-3DAE Fight only Jax CBC6-3D6E+DAC6-3DAE Fight only Kintaro CBC6-3D6E+D0C6-3DAE Fight only Kitana CBC6-3D6E+DDC6-3DAE Fight only Kung Lao CBC6-3D6E+DFC6-3DAE Fight only Lui Kang CBC6-3D6E+D9C6-3DAE Fight only Mileena CBC6-3D6E+DEC6-3DAE Fight only Noob Saibot CBC6-3D6E+D5C6-3DAE Fight only Rayden CBC6-3D6E+DBC6- h*[3DAE Fight only Reptile CBC6-3D6E+DCC6-3DAE Fight only Scorpion CBC6-3D6E+D1C6-3DAE Fight only Shang Tsung CBC6-3D6E+D3C6-3DAE Fight only Smoke CBC6-3D6E+D6C6-3DAE Fight only Sub-Zero B2B8-3D6E+32C1-4D27 Shang Tsung's "Soul Stealer" Fatality on Round 1 causes enxt round to be a Demo fight - game ends if player doesn't re-join game One code combinations 18B5-C4F7 After win, player gets knocked dow Ɍn - Will not work if any finishing moves are performed 81E7-CF0A Attempting fatalities causes character to "freak" 21B6-3707 Backgrounds altered after uppercut 2462-3F0F Backgrounds don't scroll CDB3-C7AC Backgrounds flicker ADBA-C7B7 Baraka's "Shish-ka-bob" Fatality causes opponent to slip between blades 92BB-4767 Blood appears from different areas of the screen when hit 82B4-34A4 Blood falls like rai n when hit - code may glitch E2BA-3D6E CPU Cannot do finishing moves 2C3E-3FF7 Dazed animation is faster 203B-C7F7 Decapitation fatalities altered 9F38-C4F7 Decapitation fatalities leave a frozen kneeling body 3EB5-4FDF Decapitation fatalities make winner invisible - do not do Cage's 3 headed Fatality 3BBC-3D6E Defeating your first opponent on your first round gives his ending 622B-C7AC Disable throws  2{in 2 player mode 51E9-CD0A Doing Kung Lao's Hat Throw and getting hit causes him to float - do not do Fan Lift on him 6535-3DDE Doing Reptile's Invisibility twice freezes Reptile - Fininshing moves can be done invisibly 6535-3D6E Doing Reptile's Invisibilty twice makes his shadow appear DDCC-47AA Each round is 10 Seconds DBCC-47AA Each round is 100 seconds DCCC-47AA Each round is 110 seconds - numbers are gli 1htched D8CC-47AA Each round is 120 seconds - numbers are glitched DACC-47AA Each round is 130 seconds - numbers are glitched D2CC-47AA Each round is 140 seconds - numbers are glitched D3CC-47AA Each round is 150 seconds - numbers are glitched DECC-47AA Each round is 160 seconds - numbers are glitched DFCC-47AA Each round is 20 Seconds D4CC-47AA Each round is 30 seconds D7CC-47AA Each round is 40 seconds D0CC-47AA Each roun d is 50 seconds D9CC-47AA Each round is 60 seconds D1CC-47AA Each round is 70 seconds D5CC-47AA Each round is 80 seconds D6CC-47AA Each round is 90 seconds C0C9-37D7 Explosion fatalities cause body parts to dance in air C0CC-3467 Explosion fatalities cause body parts to float in air 3DC3-CFA7 Explosion fatalities cause body parts to remain in a pile C0CD-3467 Explosion fatalities cause winner to disappear C0C1-3D67 Explos %i.ion fatalities have no body parts F722-34AF Fallen CPU temporarily Immobile 4DEE-1F6A Fatalities altered to "Projectile Death" or Kung Lao's Hat Slice 4DEE-1F0A Fatalities altered to "Projectile Death" or even other players fatalities B2B8-3D6E Fatalities can be done every round 5D3B-3D6E Fighters are frozen in pose positions till one moves DEB1-14F7 First hit on Player 1 wins round for Player 1 DDB1-1FF7  a_ First hit on Player 1 wins round for Player 2 DDB5-1FF7 First hit on Player 2 or CPU wins round for Player 1 258A-C797 Friendships declared Bablities 8882-CD97 Friendships declared Fatalities 41B0-CF27 Hit from anywhere DDB1-14F7 Hits on Player 1 damage Player 2 C2C4-47AA Infinite continues 6DC7-1DAA Infinite time 1BED-1S27 Invisible Select Screen and Projectiles - Must turn off effects before round - can tu ,rn on effects after Round Number is mentioned 4661-CDAA Jax's Energy Wave causes a doppleganger 4661-C46A Jax's Energy Wave causes a reclining doppleganger 4661-CFDA Jax's Energy Wave causes strange effects 3663-1F6A Jax's Energy Wave has extremely long recovery 3663-17AA Jax's Energy Wave never hits opponent 22B8-17DA Johnny Cage's Green Bolts always hit opponent - can sometimes "morph" into opponent - code  .jZwill glitch 22B5-140A Johnny Cage's Green Bolts can be thrown faster ECB9-C70C Johhny Cage's Torso Fatality is changed F3B5-C76C Johhny Cage's Torso Fatality's graphics are altered 6DB5-CDDA Johnny Cage's Low Green Bolt flares across screen - High Green Bolt goes to top of screen 9581-4D27 Kitana's Fan Lift causes Mileena to appear E18E-44D4 Kitana's Fan Lift has no effect 33B1-346A Kitana's Fan Throw causes her to fre  eze DDBE-1F67 Kitana's Fan Throw is extremely bloody 11BE-340A Kitana's Fan Throw is slightly higher 33BB-3F6A Kitana's air Fan Throw has major delay BAB6-3F0A Kitana's air Fan Throw goes along floor if done low 3DB1-3F0A Kitana's ground Fan Throw is disabled BAB0-3F0A Kitana's ground Fan Throw has major delay C6CE-4704 Kitana's Kiss of Death Fatality and Shang Tsung's Vapor Fatality cause them to levitate C6C9-44A4   & Kitana's Kiss of Death Fatality does not explode opponent C6C6-44A4 Kitana's Kiss of Death Fatality has "delayed" explosion C6C2-4F04 Kitana's Kiss of Death Fatality is just a kiss - do not do Shang Tsung's Soul Stealer Fatality DD32-4DDA Kung Lao's Bullet Kick causes him to levitate if connects DD33-47AA Kung Lao's Bullet Kick does not bounce if blocked 2231-440A Kung Lao's Bullet Kick has longer range C93C-44AA Kung La Yo's Bullet Kick hits multiple times C938-440A Kung Lao's Bullet Kick hits deeper into opponent 57E9-CD0A Kung Lao's Hat Throw causes him to freeze and smoke - must be hit before smoke will appear - may cause Kung Lao to explode 57E9-C4AA Kung Lao's Hat Throw freezes CPU opponent 4960-3DAE Kung Lao's Hat throw has a longer recovery time if it connects 97AD-3D6E Lifebars have no names B163-3D6E Liu Kang's Stand xܚying Fireball freezes him - may become opposite player 2BB4-47DA Liu Kang's Standing or Air Fireball freezes opponent - throwing will throw opponent into fireball 2C3A-3727 Loser falls on the ground, no finishing moves 1726-3FDE Mileena's Ball Roll has no animation 1724-3D0E Mileena's Teleport Kick floats off screen temporarily 1727-3D0E Mileena's Teleport Kick has better recovery E23B-1727 Morphing Shang Tsun Cg will cause him to freeze when changing back, morphing from character to Shang Tsung continuously E23B-1D27 Morphing Shang Tsung will cause him to freeze when changing back, morphing from character to Shang Tsung continuously while levitating - doing another fighter's fatality while morphed causes fighter to fall continuously E239-1497 Morphing Shang Tsung will cause him to keep the colors of the  C character morphed when he changes back 41B0-C797 Most hits do not connect - Liu Kang's Cartwheel fatality is altered 5688-470A Moving forwards does not allow opponent to move forward E820-8F76 Music altered - bass has buzzing "air harp" added 1DB6-EF76 Music altered - some instruments play only one note E860-8F76 Music altered - some treble instruments taken out 5C85-C4F7 No Friendships 00E0-3DAE No music o n Options screen DD88-C797 No pause before friendships 8888-C797 Pause before friendships C2B1-14F7 Player 1 is invincible 5DBC-3D6E Player 1 wins round one - Only Player 1 can do finishing moves 82A2-3D6E Player 1's lifebar never goes down - Player 1 still takes damage C2B5-14F7 Player 2 or CPU is invincible B68A-1F6A Player 2 or CPU is stationary CFE4-44B7 Players are invisible 11B7-3D0E  ~| Players in Select Screen are black. Rayden shows lightning bolts. Do not use Random Select DF8C-47AA Players repell each other 4385-47AA Players walk through each other 7E6B-340F Players walking stances and stage floors are independent from background 1BED-1497 Projectile sprites are jet black or neon 41B0-CDF7 Projectiles and Ground Freezes do not work - Air projectiles still work 9AB4-47AE   dt Projectiles from the left side have no effect - projectiles on right may be invisible and remain in one place - may cause sprites to dissapear CC84-170A Pushing against Player 1 causes players to Teleport to opposite walls 06E7-34DF Rayden's Body Launch has no effect 06E7-3DAF Rayden's Lightning Bolt acts as an uppercut - not at close distance C535-1D0E Rayden's Teleport teleports fast !er C538-1D0E Rayden's Teleport teleports to the same side of opponent C1B9-3DDF Reptile's "Munch" Fatality has less blood C1B2-3DDF Reptile's "Munch" Fatality has more blood and leaves body in tact ##6B-CD27 Round One audio altered by changing first two numbers, see chart below 82E4-1D6E Screen does not darken on Finishing moves 4780-CD0A Screen is always on left player B584-146F Scorpion's Flame Fatal "J6ities do not explode opponent B584-170F Scorpion's Flame Fatalities have new audio effects B58C-146F Scorpion's Flame Fatalities explode violently EE67-470A Scorpion's Harpoon altered - Hold second "back" motion and press Low Punch - Scorpion will slide backwards and shoot harpoon later - Also with Shang Tsungs's Single Fireball 5735-C4AA Scorpion's Teleport teleports opponent and Scorpion to opposite side #] of screen 5734-C4AA Scorpion's Teleport teleports to random areas E18B-47A4 Shang Tsung's Soul Stealer Fatality causes Kung Lao to appear E18C-47A4 Shang Tsung's Soul Stealer Fatality goes to the wrong area E18E-44D4 Shang Tsung's Soul Stealer Fatality has new sound effects E18A-4DD4 Shang Tsung's Soul Stealer Fatality has no special effects E183-4DD4 Shang Tsung's Soul Stealer Fatality is faster E182-4DD4 Shang Tsung's Soul Stealer F $Kyatality never takes soul D367-470A Shang Tsung's Fireball, Scorpion's Harpoon and Rayden's Lightning go the opposite direction ##61-CD27 Shang Tsung's winning audio is altered by changing first two numbers, see chart below 003B-EF56 Some fatalities have strange audio effects 5EEC-370A Some projectiles cause Kung Lao to appear B162-EF76 Some sounds and instruments missing 6D61-EF76 Sound sampling rates are alt %Ŋered - music is off tune - sounds are sped up 9366-EF76 Sounds sound like they are underwater D566-3F0F Sprites are jet black DF8C-CDDA Start with 0 continues D78C-CDDA Start with 2 continues D58C-CDDA Start with 6 continues DB8C-CDDA Start with 8 continues FF84-170A Sub Zero's Ground Freeze makes follow-up moves harder to do 06EC-17AF Sub Zero's and Reptile's Slides have no effect SUBSTITUTE "DD" FOR FIRST &Ϙe 2 CHARACTERS OF CODE TO DO NO DAMAGE. SUBSTITUTE "EE" FOR FIRST 2 CHARACTERS TO WIN ROUND WITH ONE MOVE. SOME MOVES MUST BE DONE AT CLOSE RANGE TO GET DESIRED RESULTS. 06EE-C4A4 Baraka's Blade Spark does more damage 06EF-4767 Cage's Shadow Kick does more damage 06E9-17A4 Kitana's Fan Throw does more damage 06E2-1767 Kung Lao's Hat Throw does more damage 06E9-1DD7 Liu Kang's High Fireball does more damage 06E1-17D4 Mileena's Sai Throw do '(pes more damage 06E4-34DF Rayden's Lightning Bolt does more damage 06EB-17AF Reptile's Force Ball does more damage 06E0-4FA4 Shang Tsung's Flaming Skull attack does more damage SHANG TSUNG'S/ROUND 1'S AUDIO CHART - CHANGE FIRST TWO DIGITS IN CODE TO CHANGE AUDIO TO CORRESPONDING SOUND 00: "Finish him!" 10: Man slips on ice 50: Kang throws fireball 01: "Friendship?" 11: "Sub-Zero" 51: Kang gets hit hard 02: "Johnny Cag (be" 12: Man's scream 52: Khan laughs 03: "Kintaro" 13: Man's Throw 53: Scorpions Projectile 04: "Fight!" 14: "You weak pathetic fool!" 54: Skeleton in Deadpool 05: "Friendship?" 15: "Superb!" 55: Girl throws 06: "Ajibabaleh!" 16: Baraka's blades extending 56: Girl gets hit 07: "Finish Her!" 17: "You will die, Mortal!" 57: "Woooooo...." 08: "Jax" 18: Man's Throw 5 )pU8: Shadow Kick/Uppercut 09: "Flawless victory" 19: "Smoke" 59: Kang punches 0A: "Gotcha!" 1A: Man's Throw 5A: Jax's Projectile 0B: "Ajibabagah!" 1B: "Toasty!" 5B: Woman's scream 0C: "Jade" 1C: "Wins" 5C: Deadpool noise 0D: "Excellent!" 1D: "Is that your best?" 5D: Ninja Throw 0E: "Kitana" 1E: Man getting hit 5E: "No!" 0F: "Fatality" 1F: "Al *k l to easy!" 5F: Man gets hit hard 60: Unknown hit 70: No sound 90: "Mileena" 61: Brick falling 71: No sound 91: "Raiden" 62: Man slips on ice 72: "Babality" 92: "Scorpion" 63: Liu Kang falls 73: "Baraka" 93: "Shang Tsung" 64: Ice blast 74: No sound 94: Bicycle Kick 65: Unknown hit 75: No sound 95: "Reptile" 66: Uppercut Grunt 76: No sound 96: "One" 67: Deadpool noise 77: No soun +,?d 97: Kang's flying kick 68: Man slips on ice 78: No sound 98: "Two" 69: Inflating grunt 79: No sound 99: Skeleton in Dead Pool 6A: Man slips on ice 7A: No sound 9A: "C'mere!" 6B: Metallic clank 7B: No sound 9B: "Round" 6C: "Kung Lao" 7C: No sound 9C: "Three" 6D: Man slips on ice 7D: No sound 9D: Kung Lao's throw 6E: Baraka's Blade Spark 7E: Unknown 9E: Raiden's Teleport 6F: Ice blast hitting 7F: No sound  !,ـc9F: Liu Kang B0: Mileena's Sai Throw C0: Baby's cry B1: Baraka's Blade C1: Man tripped B2: Unknown C2: No sound B3: Unknown C3: No sound B4: Fan Throw C4: Cage's Projectile B5: Brick falling C5: Man tripped B6: "No!" C6: Man punched B7: Raiden's Teleport C7: Baby's cry B8: Unknown C8: Fan wave B9: Man gets hit hard C9: Man tripped BA: Unknown CA: No sound BB: "No "-9*!" CB: Man punched BC: "Raiden" CC: Forceball BD: Unknown CD: Man gets nut-crunched BE: Man gets nut-crunched CE: No sound BF: Hat Throw CF: Man gets hit hard ------------------------------------------------------------------------------ : Man punched B7: Raiden's Teleport C7: Baby's cry B8: Unknown C8: Fan wave B9: Man gets hit hard C9: Man tripped BA: Unknown CA: No sound BB: "No-.˟10/.-Q41p-/D<< .============================================================================. Keyboard Overview for - SUBWAR 2050 -AGA- From MiCROPROSE - typed by dIABLo/gLd .============================================================================. F1 -> Forward View SHIFT E -> Eject F2 -> Reverse View SHIFT A -> Accelerate Time F3 -> FlyPast View F4 -> Chase View P -> Pause F5 -> -0 Weapon Chase View S -> Sonar Active/Passive F6 -> Tactical View H -> HUD On/Off F7 -> Inverse Tactical View V -> Full Forward View F8 -> Contact View F9 -> No Function? - -> Increase Speed F10-> No Function? + -> Decrease Speed [ -> Speed Decrease To 40 -1@B ] -> Speed Decrease To 80 1 -> Overview Map 2 -> Damage Report BACKSPACE -> Weapon Select 3 -> Sub Info RETURN -> Target Select 4 -> Mission Briefing 5 -> Game options 8 -> Flood Tanks 9 -> Neutralise Buoyancy 0 -> Blow tanks Strange, But i could't find any Auto pilot in this one, Maybe it's in there somewere, but i did not have the time to check out... -u*1DR ... Have Phun With thiz Cool Sim ... .===========================================================================. 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If you don't want to see it, hit 'n' now! Index: 1. Kongo Jungle bonus rooms 2. Monkey Mines bonus rooms rXo 3. Vine Valley bonus rooms 4. Gorilla Glacier bonus rooms 5. Kremroc Industries, Inc. bonus rooms 6. Chimp Caverns bonus rooms 7. General notes and strategy hints 8. Special terms and abbreviations 9. Kinds of bonus rooms 10. Acknowledgements ======================================================================= ----------------------------------------------------------------------- 1. Kongrʬo Jungle bonus rooms ----------------------------------------------------------------------- - Jungle Hijinks * First right-hand wall after the Rambi crate. LEVEL: red balloon * Right-hand wall in the pit under the tree with [G] (just after a big hill, or the exit from first bonus room if you go that way). MATCH: Rambi, Expresso, Winky, Enguarde icons - Ropey Rampage * Low off-screen blast barrel, just right of the tree with [O]. r>n LEVEL: [N] * Low off-screen blast barrel, just left of the red arrow. FIND: red balloon - Reptile Rumble * Right-hand wall, immediately below [K]. LEVEL: red balloon * Blast barrel above and left of "DK" barrel on hill, between [K] and [O]. LEVEL: only bananas * Right-hand wall of two-snake pit, just past continue barrel and [N]. LEVEL: only bananas - Coral Capers - Barrel Canyon Canyon *r%z Blast into cliff-side (intentionally miss connecting barrel) immediately after collecting the [O] icon. BLAST-SIDEWAYS: DK barrel and red balloon * Right-hand wall of the pit that is between the 2nd and 3rd purple kremlings after the continue barrel. BLAST-UP: top prizes LCR: Enguarde icon, red balloon, bunch ----------------------------------------------------------------------- 2. Monkey Mines bonus rooms --------------------rc--------------------------------------------------- - Winky's Walkway * Blast barrel above vulture, just after continue barrel. LEVEL: [N] - Mine Cart Carnage - Bouncy Bonanza * Right-hand wall of the pit under a pair of bees, between [K] and [O]. MATCH: banana, bunch, Winky icon, red balloon * Overhead blast barrel above the moving platform between [G] and exit. BLAST-UP: only bananas - Stop & Go Station r-[ * First right-hand wall after continue barrel (a short distance past the steel-rim barrel you can pick up). BLAST-AROUND: only bananas * High off-screen blast barrel at LEFTmost position the first moveable tire can reach (the left edge of wide, shallow pit with three "Klaptraps"). The path up is marked with three bananas in a vertical line. BLAST-UP: top prizes LCR: bunch, bunch, Enguarde icon - Millstone Mayhem * High off-scrrSeen blast barrel above entrance door. BLAST-UP: top prizes LCR: DK barrel, bunch, [K] * Blast barrel over 3rd millstone (there is a moveable tire available between the first and second millstones -- use the blast barrel in the pit between the two, and jump to right). SPELL: "RARE" for Enguarde icon * Right-hand wall below fifth millstone. FIND: green balloon -----------------------------------------------------------------------r V) 3. Vine Valley bonus rooms ----------------------------------------------------------------------- - Vulture Culture * High off-screen blast barrel at right edge of the land area with a coconut-thrower sitting on a moveable tire (path up marked with three bananas in a vertical line). SPELL: "KONG" for Expresso icon * Left-hand wall in the land area just past a sequence with a blast barrel and two vultures; before the continue r U+zbarrel. JUMP: 2 blue "Klaptraps" for red balloon * Left-hand wall beside a single coconut-thrower on stair-step "hill." BLAST-SIDEWAYS: DK barrel, red balloon - Tree Top Town * Blast barrel up and LEFT of entrance. (Can get there by having Diddy bounce off Gnawty.) MATCH-KONG: red balloon * Off-screen blast barrel in the second barrel sequence after the continue barrel. From the last of the three barrels, blast low sir >deways at the lone banana (instead of trying to blast high to land on the platform). BLAST-UP: top prizes LCR: nothing, [N], nothing - Forest Frenzy * Blast barrel at bottom edge of screen when hanging on a moving rope (early in the dodging-flying-vultures part that's shortly before the end of the whole level). FIND: Rambi icon * Last left-hand wall before exit (barrel available at the extreme left step of this same chunk of lanr ^2Pd). LEVEL: Enguarde icon - Temple Tempest * Right-hand wall after the first pit (the first millstone finally comes to a stop covering this entry). LEVEL: Expresso crate * Off-screen blast barrel - straight down off the middle of three ropes. Just past the continue barrel and before the hidden [N], there's a downward-pointing arrow made of bananas marking it. JUMP: one blue "Klaptrap" for Rambi icon - Orang-utan Gang r U] * Under entry vine (use Expresso to fly left from the location of the first DK barrel) SPELL: "WINKY" for Winky icon, then "RAMBI" for Rambi icon, then "ENGUARDE" for Enguarde icon, then "EXPRESSO" for Expresso icon. * Right-hand wall under vines past the [N] icon. Use Expresso to fly right from [N], under vines. You'll get to some land you can stand on, a cliff to the right (where the entrance is) and a barrel (which you can use to oprXen it). LEVEL: bounce off of tire to reveal DK barrel * Left-hand wall in small pit, under last vine before exit. LEVEL: bounce off of tire to reveal only bunches of bananas * Right-hand wall past the above small pit, just before the cliff that ends under the last vine before exit. LEVEL: bounce off of tire to reveal [G] * Right-hand wall immediately before red arrow. LEVEL: Expresso crate and red balloon - Clam City r D ----------------------------------------------------------------------- 4. Gorilla Glacier bonus rooms ----------------------------------------------------------------------- - Snow Barrel Blast * Off-screen blast barrel directly above entrance (bounce off vulture). FIND: Winky icon * Off-screen blast barrel in the pit a short ways left of the continue barrel (watch carefully, another barrel will shoot you past this ar=xrea and into the continue barrel -- you have to backtrack). BLAST-UP: top prizes LCR: nothing, [O], nothing * Blast barrel on ledge, below the barrel with three bananas and a bee, the last one before the land area with the Rambi icon. (Blast down from the bee barrel, and go right along the ledges.) You'll get [N] on the way to the room. BLAST-SIDEWAYS: only bananas - Slip Slide Ride * Left-hand wall at top of the first blue up-roperkC near the entrance. MATCH-KONG: red balloon * Left-hand wall at bottom of first red down-rope. There's a barrel halfway down the rope on the right. SPELL: "NINTENDO" for red balloon * Blast barrel at top of a blue up-rope, the third rope in a group of four a short distance after the continue barrel. LEVEL: Expresso icon - Ice Age Alley * Off-screen blast barrel on ledge; follows a string of vultures which sit beyond tr2ghe landing point from the first set of ropes (use Diddy to bounce off the vultures and over to the barrel). LEVEL: Expresso icon, Expresso crate * Off-screen blast barrel on ledge, above the series of downward ledges with "Klaptraps" that follow the peak with a steel barrel. With Expresso, fly to the right from the peak. MATCH: red, green, or blue balloon - Croctopus Chase - Torchlight Trouble * Right-hand wall just prPast continue barrel (there is a barrel above and just to the right of the bonus-room entrance wall). BLAST-AROUND: Expresso icon (Expresso crate at right-hand exit) * Left-hand wall just before the exit. JUMP: one blue "Klaptrap" for Rambi icon; [G] also in room. - Rope Bridge Rumble * Visible blast barrel in center of the second pit. LEVEL: Winky crate * Off-screen blast barrel above the second tire after the red arrow, mr/arked with a single banana high on the screen. MATCH: Rambi, Enguarde, Winky, and Expresso icons ----------------------------------------------------------------------- 5. Kremroc Industries, Inc. bonus rooms ----------------------------------------------------------------------- - Oil Drum Alley * Blast barrel under the first flaming oil drum (blow up the drum with a TNT barrel). BLAST-UP: top prizes LCR: nothing, red balloonr(, nothing * In a tall left-hand wall, the first left-hand wall after [K]. MATCH: banana, bunch, Winky icon, red balloon * The right-hand wall of the previous bonus level (match single banana to get barrel). SPELL: "DONKEY" for red balloon, then "KONG" for green balloon, then "COUNTRY" for blue balloon. * Right-hand wall under the earliest mid-air flaming oil drum. It is shortly after the second Manky Kong (who has a barrel on hisr platform). BLAST-SIDEWAYS: [N] - Trick Track Trek * Blast barrel under the wooden ramp at the midpoint, just before the continue barrel (use Diddy and cartwheel-jump from the left as the first-half moving platform falls away). LEVEL: only bananas * Visible blast barrel up beside 2-gnawty platform about halfway between continue barrel and end (jump to the gnawty platform while the moving platform is still left of it and on ra higher section of track, then jump from there to the blast barrel). JUMP: one purple "Klaptrap" for red balloon * Off-screen blast barrel below the Manky Kong on the exit platform (once he is killed, just walk past where he was sitting, off the edge, without jumping up to the level of the exit). MATCH: red, green, and blue balloons - Poison Pond - Mine Cart Madness * Off-screen blast barrel at gap in bananas on upper cr track (reach the mine car on this high track via the rope). Shortly before continue barrel, I think. LEVEL: Rambi icon, red balloon * Tire bounce to high-up blast barrel, just past the big downhill which follows the [N] icon. MATCH: Rambi, Expresso, Enguarde, and Winky icons * Multi-tire bounce to blast barrel, under peak of the big hill that is immediately before the exit. LEVEL: only bananas - Blackout Basement r]1 * Low off-screen blast barrel under the last (fourth of a group of four) falling platform beyond the continue barrel. BLAST-AROUND: [N] * The last left-hand wall before the exit (easiest way: ride the steel barrel that appears upon exiting the first bonus area, and never get off). FIND: red balloon - Elevator Antics * Open door off-screen, reached via the first rope right by the entrance. (Use Diddy to jump left from the second rLrope, which can be reached from the ground. This rope moves slowly back and forth a short distance -- jump when it is at its leftmost point.) MATCH-KONG: red balloon * Hidden off-screen hallway, reached via a three-rope segment with one ascending/descending "Zinger" on each rope. (Jump up and right from the top of the third rope -- you'll land on an off- screen ledge. Walk to the right and you'll enter the bonus room.) LEVEL: [O] rã  * Open door off-screen, reached via the last "elevator" before the exit. (Stay on the elevator and ride it down below the level of the exit. Jump off into a small alcove on the right.) BLAST-UP: only bananas ----------------------------------------------------------------------- 6. Chimp Caverns bonus rooms ----------------------------------------------------------------------- - Tanked Up Trouble * Off-screen blast barrel ber  low first vertical track section (avoid first fuel can and stand in the middle of the platform as it falls). FIND: red balloon - Manic Mincers * Right-hand wall of a pit with a single Krusha, shortly after the continue barrel. JUMP: three blue "Klaptraps" for red balloon * Right-hand wall under a stacked pair of stationary mincers, which are just before the exit. FIND: red balloon - Misty Mine * Door beside the botrŔYgtom of a long rope. The rope is just past the continue barrel, and its path crosses a DK barrel. (Climb down to near the bottom of the rope and wait until it stops moving.) LEVEL: [K], [O], [N], [G], and Expresso crate * Towards the end of the level, the first right-hand wall past the Expresso icon and a tire jump up to a TNT barrel. MATCH: Rambi, Expresso, Enguarde, and Winky icons - Loopy Lights * Off-screen blast barrel in first rkpit after the entrance (marked with some bananas in a vertical row). BLAST-SIDEWAYS: [K] * First right-hand wall after the coconut-throwing bird. LEVEL: Expresso icon, [N] - Platform Perils * Blast barrel visible underneath the entry walkway. (Once the moving platform has moved about its own length, jump from it to another off-screen moving platform that is directly under the original position of the visible moving platform.) rǮ) MATCH-KONG: red-balloon * Blast barrel underneath exit walkway. (Jump as far right as possible from one of the moving platforms near the exit and just below its level. The lower walkway doesn't stick out to the left nearly as much as the exit walkway.) FIND: Enguarde icon ----------------------------------------------------------------------- 7. General notes and strategy hints -------------------------------------------r z---------------------------- - Entry to all bonus areas are: (1) doorways -- either needing a barrel to break a wall to expose them, or ones which are already open but not visible because they aren't usually on the screen; and (2) blast barrels, which may or may not be visible on the screen. - The skill of putting down a barrel (other than TNT, which explodes after a while when set down) is helpful because it lets you kill off enemies without losing the barrelr!`I. To set a barrel down, press and hold "down" on the control pad before releasing the Y button. - If you have to carry a barrel (especially a TNT barrel) a long ways, it's easiest to go ahead and kill the enemies first, then backtrack and pick up the barrel. Then you don't have to worry about losing the barrel by touching an enemy while carrying it. - Since Diddy carries barrels low and in front of himself, they will automatically break when he brushes upr" 6 against a breakable wall. If you are having trouble finding a breakable wall, go through the level once to kill off everything, and then backtrack and have Diddy carry a barrel around. - What's not here? A complete FAQ would include locations of lots of interesting things (hard-to-find areas not counted as bonus rooms, animal crates not in bonus rooms, double-bonus icons in the four collect-the-gold-animal areas, etc.). This list doesn't even always tellr#@ you HOW to get to every one of the bonus rooms (though there are hints for most of the difficult ones). ----------------------------------------------------------------------- 8. Special terms and abbreviations ----------------------------------------------------------------------- * Possibly "non-standard" terms and abbreviations: "bunch" = bunch of bananas [K] = golden letter icon (also [O], [N], and [G]). LCR r$̞س= top prizes (left, center, right) in BLAST-UP game. E.g., "LCR = bunch, [K], red balloon" means: "off the top of the screen of the BLAST-UP game, there is a bunch of bananas at the left side, a [K] icon in the center, and a red balloon on the right." "red arrow" = the red arrow sign that's usually shor%͌Rrtly before the exit. * Example of reading a bonus room location and content. The description of the first Ropey Rampage bonus area reads: "* Low off-screen blast barrel, just right of the tree with [O]. LEVEL: [N]" This should be read as: The first bonus room is entered via a blast barrel that's not visible because it's off the bottom of the screen. It is immediately to the right of the r&Ιwtree where you find the golden letter [O] icon. (Just fall into that small gap between that tree and the next one, and you'll land in the barrel.) The type of bonus room is a "LEVEL" (see Section 9 for a description of different kinds of bonus games and the names I've assigned to them). This bonus room contains the golden letter [N] icon. (It also probably contains some bananas -- but bananas are so easy to find, arer' present in so many of the bonus areas, and aren't worth very much... so they aren't mentioned in this list.) ----------------------------------------------------------------------- 9. Kinds of bonus rooms ----------------------------------------------------------------------- FIND - an object flashes among four barrels; once it stops flashing around and vanishes, you have to pick the barrel in which it last appeared (by jumping up tor(- touch the barrel). If you choose correctly, you get the object. SPELL - jump and hit flashing letters that are flying in a circle, in order to spell a word. If you hit all of the letters in order, you'll be rewarded with something which may or may not be related to the word you spelled. JUMP - bounce on one or more "Klaptrap" (the mini-alligators with big mouths). They spit up bananas when hit (one banana on the first jump, a bunch worth two on the second, a r)єbunch worth three on the third, and so on... up to the 8th jump, when they disappear and you get a reward). I'm not yet sure if the reward is always the same, or instead varies for the same bonus level, depending on some factor (e.g., how many of the Klaptrap's bananas you pick up). BLAST-UP - you start in a barrel at the bottom of the screen; the barrel may be sliding back and forth, or spinning, or both. There are bananas on the screen, and up to three hir*dden objects just off the top of the screen (left, center, right). You can reach these objects when you blast straight up (when your barrel is at the left, center, or right). You can't always get all three top items -- you can only get one at a time and you have to fall back into the barrel to continue the bonus room. It is useful to know the position of the item that is the most important to have, so you can try for that one firr+P&Gst. BLAST-AROUND - four or eight rotating barrels in a square (if four, the corners of the square; if eight, like a tic-tac-toe board excluding the center square), with various objects in between that can be picked up by blasting from barrel to barrel. (There may be an exit platform in the bottom right corner of the room, which may also have something you can pick up.) BLAST-SIDEWAYS - a horizontal string of barrels that blast left-to-right, with various things in r,$between that can be picked up. If the barrels aren't the kind which rotate, you can zoom through these levels collecting everything if you just quickly and constantly tap the "B" button. MATCH - objects flash on three barrels in a rotating sequence (e.g., banana, bunch, banana, Winky icon, banana, red balloon, [repeat]). Each barrel freezes on what it was displaying when you jumped up and touched it. You need to touch all three barrels so that they freeze on the sr-XCame object, to collect that object. MATCH-KONG - similar to MATCH, except there are four barrels and the rotation is [K]-[O]-[N]-[G]-banana. The object is to spell "KONG" across the four barrels, for which the usual reward is a red balloon. LEVEL - a mini-level (generally not-reused for any other bonus rooms) in which there are various things to collect. ----------------------------------------------------------------------- 10. Acknowledgements r.rŽ ----------------------------------------------------------------------- Thanks to... * "Big Bad Harvey" (wnl100@psu.edu) ...who helped me find two exits (one each in Forest Frenzy and Orang-utan Gang) so that I could write up this list. Just to let people know what you are talking about, I'll start from the begining: -- EXTRA HINT: How to get free lives. Taken from rec.games.video.nintendo of course... Start off by killing all yr/[Pour remaining lives, making sure the last time you die you are using Diddy. Next, Hit the start button when you see the game over screen. When you are back to the opening screen where Cranky is playing the recordplayer, press Down, Y-button, Down, Down, Y-button. This will take you to a screen with three of each gold animal. Get as many free lives as you want. When you are done and you want to go back to the regular game hit the start button (pausing the game) and thr0L& 5en hit the select button. This will take you back to the last screen you died on. Oh yeah, to answer your question, you will not be able to leave the special screen UNLESS YOU HAVE AN EVEN NUMBER OF LIVES. recordplayer, press Down, Y-button, Down, Down, Y-button. This will take you to a screen with three of each gold animal. Get as many free lives as you want. When you are done and you want to go back to the regular game hit the start button (pausing the game) and th`ere and you'll find a new set of swirling staircases windling down. Just keep going down and you'll encounter the final demon. He'll invite you to his table, and he'll talk to you. Just don't give him the magicstick, but stand up and go away a bit, and he'll turn into a green dragon- thing... Kill him (10-15 blows should be enough). CONGRATULATIONS! t the beaver there told ya, rememba'?) go back thKڅ{(CODES P 16 PENTIUM JOKES2 P 40 SNES-MORTAL KOMBAT2 MOVES P 17 PERIHELION CODES P 41 SUBWAR2050 KEYS P 18 RISE OF THE R..MANUAL P 42 THEMEPARK P 19 SEGA-MIGHTY MAX P 43 ECSTATIC P 20 SEGA-RADICAL REX P 44 ECSTATIC SOLUTION P 21 SEGA-DUNE II P 45 ROADKILL HINTS P 22 SENSIBLE SOCC.W.MANUAL P 46 TYPESMITH V2.5A NOTES S 23 SHAQ FU PIC1 P 47 X-IT CODES S 24 SHAQ FU PIC2 Ky P 48 XMAS LEMMINGS CODES P 40 SNES-MORTAL KOMBAT2 MOVES P 17 PERIHELION CODES P 41 SUBWAR2050 KEYS P 18 RISE OF THE R..MANUAL P 42 THEMEPARK P 19 SEGA-MIGHTY MAX P 43 ECSTATIC P 20 SEGA-RADICAL REX P 44 ECSTATIC SOLUTION P 21 SEGA-DUNE II P 45 ROADKILL HINTS P 22 SENSIBLE SOCC.W.MANUAL P 46 TYPESMITH V2.5A NOTES S 23 SHAQ FU PIC1 P 47 X-IT CODES S 24 SHAQ FU PIC2 ܴ75SNES-ART OF FIGHT MOVES P 08 DRINKS P 29 SNES-BALLZ MOVES P 09 FIFA SOCCER CODES P 30 SNES-CHEATS P 10 FIFA SOCCER MANUAL P 31 DONKY K.COUNTRY CODES P 11 IMAGE-FX V2.9 MANUAL P 32 DONKY K.COUNTRY SECRET1 P 12 KINGS QUEST VII SOLV. P 33 DONKY K.COUNTRY SECRET2 P 13 LOTHAR MATHEAUS P 34 SNES-EARTH W.JIM STRATEGY P 14 MYST SOLUTION P 35 FINAL F.III SOLUTION P 15 PENTUIM JOKES P 36 SNES-HOME VIDEO GAMES P LG16 PENTIUM JOKES2 P 37 SNES-MAXIMUM CARNAGE P 17 PERIHELION CODES P 38 SNES-MICKEY TOKYO PASSWORDS P 18 RISE OF THE R..MANUAL P 39 SNES-MORTAL KOMBAT2 CODES P 19 SEGA-MIGHTY MAX P 40 SNES-MORTAL KOMBAT2 MOVES P 20 SEGA-RADICAL REX P 41 SUBWAR2050 KEYS P 21 SEGA-DUNE II P 42 THEMEPARK P 43 ECSTATIC P 44 ECSTATIC SOLUTION TION P 15 PENTUIM JOKES P 36 SNES-HOME VIDEO GAMES P Nb -ROADKILL- HINTS FROM -ACID- CRACKED BY -PARADOX- WRITTEN BY -AVANTGARDE- HINTS: ALWAYS TURN ON PREVIEWS, THAT YOU COULD HAVE BETTER CHANCES IN THE FINAL RACE. ALWAYS TRY TO SHOOT AT ALL OTHER VEHICLES, DO NOT CRASH THEM FROM BACKWARDS OR FROM LEFT/RIGHT SIDE! IF YOU DRIVE ON PLACE ONE AND YOU HAVE LOW ENERGY, SIMPLY STOP AT THE PINaNW(TS TO HAVE A REFRESHING(AHHHH...). SHOOT ALL CARS WITH PRESSING ON -SPACE-. ONLY DRIVE WITH AUTOMATIC, IT'S MUCH MASTER. TRY TO GET A GOOD PLACE IN THE FIRST CHALLENGE-ROUND... IT'S NOT EASY SOMETIMES TO GET FIRST POSITION THE PASSWORD FOR A HIGHER LEVEL: LQPONTMBCH FROM BACKWARDS OR FROM LEFT/RIGHT SIDE! IF YOU DRIVE ON PLACE ONE AND YOU HAVE LOW ENERGY, SIMPLY STOP AT THE PI.u     WQ46PESMITH-V2.5A.NFOp,q> TYPESMITH 2.5a RELEASE NOTES ============================ UPGRADING FROM A PREVIOUS VERSION OF TYPESMITH ---------------------------------------------- In the installer, choose to install TypeSmith in the same directory as your current TypeSmith drawer. (Select the directory containing your TypeSmith drawer, not the TypeSmith drawer itself.) WELCOME ------- Welcome to TypeSmith 2.5a! This addendum supplements the User Manual and should be read before using the program. The new f,T8eatures and changes to the existing features are documented in the online help system. Refer to it for more information. TECHNICAL SUPPORT ----------------- Soft-Logik has changed its technical support policies since the manual was written. With your purchase of TypeSmith 2.5, Soft-Logik Publishing provides 90 days of free technical support from the date of your first phone call. With an upgrade to version 2.5, Soft-Logik provides 30 days of free technical support. After this perio;d, a charge will be levied for technical support. Call 314-894-0431 between 9am and 5pm Central time, Monday to Friday, except holidays, for your free support. Refer to the Technical Support Options sheet in your package for more information. CHANGES FROM 2.5 TO 2.5a ------------------------ - Fixed all known problems with printing. Note that you cannot use the Workbench's PostScript driver due to problems with it. If you have a PostScript printer, you must use its Hewlett-Pack伱ard emulation. - Improved the Convert macro. - Several minor changes that you probably won't notice. - New Startup requester. :) TRUETYPE AND IFF RFF COMPATIBLE (new in 2.5!) ------------------------------- TypeSmith can now load, save, convert and edit Windows and Macintosh TrueType fonts! It can even create TrueType Instructions (similar to hints). There are two new commands: - Project/Import TrueType Outline Font - Project/Export TrueType Outline Font Macintosh TrueType fonHnts must be in MacBinary format. The Export TrueType command opens a requester which is documented in the online help system. This version of TypeSmith also introduces the new IFF RFF font format. This format supports all the features of all supported font formats, and is the ideal format to use when you're designing a font*. Always export your work in RFF format and only save in another format when you're ready to create your final version. Continually loading and saving in Compug[9ֈraphic and TrueType formats is slow and can lead to a loss in quality. IFF RFF loading and saving is very fast and has no loss in quality. There are two new commands: - Project/Import IFF RFF Outline Font - Project/Export IFF RFF Outline Font *Important! The IFF RFF saver module only saves characters with standard character names. If you edit the character names or load a font with non- standard character names, do not save it in IFF RFF format. Note that the new Convert ARexx ׬ script allows you to convert an entire directory of fonts at once. See Supplied ARexx Macros below for more information. PRINT PREVIEW (new in 2.5!) ------------- There are three ways to print previews of characters from TypeSmith 2.5: The Project/Print Preview command from the main menus will print a preview of the current character at a size you specify. The same command from the Type Preview panel's menu will print a preview of the current type preview string. Both of these com1%mands have been improved in 2.5 to print at the correct point sizes. New in 2.5 is an identical command in the Overview panel's menu. This command will print a full page preview of the entire character set. This is a very useful feature. For best results, you should have the CG Triumvirate font in your Fonts:_bullet_outlines directory, because it is used for the character labels. The new command is: - Project/Print Preview (Overview panel) TypeSmith uses AmigaDOS's Preferences p ?rinting system. Note that you should not use TypeSmith's Print Preview commands with AmigaDOS's PostScript printer driver. This driver has a number of problems. If you have a PostScript printer, it is probably Hewlett-Packard compatible, so you should select the HP LaserJet driver instead. WORKING WITH LARGE FONTS (new in 2.5!) ------------------------ Some fonts were designed in large em-squares, notably the Image Club collection formerly sold by Soft-Logik. These could not be pro 7Wperly loaded into TypeSmith 2.0. Version 2.5 scales fonts with large em-squares to fit into TypeSmith's em-square, so these fonts are now fully editable in TypeSmith. Reducing the size of the em-square is of little importance, so this will not result in a loss of quality. REDUCE FONT COMPLEXITY (new in 2.5!) ---------------------- There are some fonts that are just too complex to be printed from PageStream or to be used with the Compugraphic Intellifont engine in PageStream, ProPag ڔ e and Workbench. As well, if you load a font from Compugraphic or TrueType format, extra points must be added because the curves are stored in a very different format. TypeSmith 2.5 can reduce the complexity of characters by removing excess points from the paths. A new command has been added to the main Edit menu to reduce the complexity of a single character, and to the Overview panel's Edit menu to reduce the complexity of an entire font or range of characters. The new commands ar He: - Edit/Reduce Points - Character/Reduce Points (Overview panel) You can use the command more than once to reduce the complexity further until the results are satisfactory. CAN'T FIGURE OUT HOW TO SET PATH DIRECTIONS? (new in 2.5!) -------------------------------------------- Sometimes when you convert a font from one format to another, its counters will be filled in because of the differences between winding number fill and even/odd fill. You can use the Clockwise and Coun cvgterclockwise commands to fix these problems, but this can be tedious. TypeSmith 2.5 can do this for you, for a single character or for an entire font or range of characters. The new commands are: - Edit/Correct Path Directions - Character/Correct Path Directions (Overview panel) RENAME CHARACTERS (new in 2.5!) ----------------- Most fonts use the standard character names as detailed in chapter 6 of the manual, but sometimes you will find a font that has different character nam C es and which can't be used with some programs. Characters should be renamed if the font doesn't use the standard character set. TypeSmith 2.5 lets you rename any of the 256 characters, except character 0 which is not defined. Select the character name from the Character Names scrolling list in the Set Font Metrics requester. Double click on it or choose the Edit Name gadget to open a requester in which you can change the name of the character. IMPROVED POSTSCRIPT HINTS (new in 2.5!>|H) ------------------------- TypeSmith can create professional hints to improve the appearance of fonts. Compugraphic, PostScript and TrueType formats support hints (TrueType hints are called instructions). The hinting algorithms have been improved since the release of TypeSmith 2.0 so that both character and font level hints are created. New in TypeSmith 2.5 is global hint control for PostScript fonts. This gives you control over the "blue zones". The new Hint Options gadget in the Sy/ave As PostScript Type 1 requester opens the Global Hint Control requester to allow you to set the ten blue zone values. If you don't want to be bothered with blue zones, you can ignore this feature and TypeSmith will use its default values. CUSTOM vs TYPESMITH ENCODING (improved in 2.5!) ---------------------------- When you import a PostScript Type 1 font and are prompted to choose between custom and TypeSmith encoding, you should normally choose TypeSmith encoding. Loading a fokqnt with custom encoding can put the characters in unexpected positions. Loading a font with TypeSmith encoding will put the characters in the correctly-named positions. The main exception to this rule is when loading a symbol or pi (dingbats) font. In this case, the named positions are irrelevant and you should maintain the original encoding system by choosing custom encoding. When you export a PostScript Type 1 font, you should normally use TypeSmith encoding (by not choosing Adobe=W Standard Encoding you will be choosing TypeSmith encoding). This will ensure the full character set is saved. If you choose Adobe Standard Encoding, characters not in the Adobe set will be lost because its character set is smaller than TypeSmith's. If you plan to convert the font with Gold Disk's Font Manager after exporting as PostScript Type 1, you should choose Adobe Standard Encoding. New in 2.5: You can now export an AFM file in Adobe Standard Encoding (ASE). Previous versions?]( of TypeSmith only allowed you to specify the encoding for the PFB outline. Hold down a Shift key while choosing the Export AFM PostScript Type 1 Metric command to export in ASE instead of TypeSmith Encoding. The AFM file created will also list seac characters as compositions. Don't worry about this feature if you don't know what it means. This is only important if you want to create an ASE AFM for an existing PFB file with seac characters. HOTLINKS (changed in 2.5) -------- TheL HotLinks data sharing concept has changed with the release of PageStream 3.0, so the Subscribe command has been removed because it is no longer required. If you use PageStream 3.0, refer to its manual for more information on HotLinks. COMPOSITIONS (improved in 2.5!) ------------ Sample composition tables have been included in the CompTables drawer. Note that when you load a composition table, you must adjust the offset of the composition accent parts to fit the design and size of ck(your characters. The included tables are: - Blank.comp: no compositions. Load this table when you want to dissolve all the compositions in a font. - Intellifont.comp: this table contains the standard compositions for Compugraphic Intellifonts. - TypeSmith.comp: this table contains the standard compositions for PostScript and Soft-Logik fonts. New in 2.5: The Edit Compositions requester has new Previous and Next gadgets. When you open this requester, it will show the compositiԥ ons for the character in the active window. You can use these gadgets to change characters without closing the requester and changing the character in the window. Note that using these gadgets will not change the character displayed in the window, and that if you check the Preview gadget, that a preview cannot be shown for characters other than the one in the window. These gadgets merely provide a handy way to change the compositions for many characters. AUTOTRACING ----------- The= intent of having an autotracer in TypeSmith is to allow you to sketch your characters on paper, scan them into IFF ILBM format, and then trace them in TypeSmith. You should not trace a small bitmap font, such as a 24 point AmigaDOS font, because there is not enough data to trace. Use high resolution scans for best results. If you would like to experiment with the autotracer, use the Template/ Open IFF ILBM Template command to import the TraceTest.ILBM picture in the TSart drawer. T_IĔry tracing this on each of the three settings. The Normal setting gives a good result. Medium is also acceptable. Accurate should only be used with caution; it takes a long time and produces an excessive number of points. If you try to trace the A_Serif.ILBM picture in TSart, you will see why resolution is so important to get an accurate trace. This picture is not sharp enough for autotracing to be useful. If you trace a picture and it produces a very complex character, you can usekA/ the new Edit/Reduce Points command to make it simpler. FONTS ----- A font named DemoFont is stored in the TSfonts drawer. It has only a few characters but it demonstrates incorporating logos into a font. It is in Soft-Logik DMF format with a FM file. KERNING PAIRS ------------- A sample AFM file with kerning pairs has been included to allow you to easily experiment with the Load Kern feature in the Metrics requester. It is called KernPairs.AFM and is stored in the TSfonts drawert,. CONVERT PRODRAW CLIP TO IFF DR2D -------------------------------- We have included a program called Convert on your TypeSmith disk. Convert reads Professional Draw Clip files and converts them to the standard IFF DR2D structured format which TypeSmith can read. Gold Disk's Professional Draw uses a proprietary format which cannot be imported directly into TypeSmith. Double-click on the Convert program icon to open its requester. Click on the top "Set..." gadget which will open a Gy$file requester to select a file to convert. Alternatively, enter a complete filename to convert in the top text gadget. Click on the bottom "Set..." gadget to set an output path. The Convert program will create separate files for each clip in the Professional Draw Clip file and will append the clip name plus DR2D to the original filename. Example: the file "Objects" contains two clips, Box and Circle. Convert will create two files called "Objects.Box.DR2D" and "Objects.Circle.DR2D"J. All Professional Draw options are translated in the conversion except gradient fills and dashed lines which are not used in a font editor. Convert also has a batch mode. If you set the "Clip" text gadget to just a path without specifying a ProDraw file, all the clips in that directory will be converted when you choose the "Convert" gadget. Convert may also be used from the shell. Usage: convert Example: convert df0:drawing.clp ram: STATUS 'ePANEL PROMPTS -------------------- You must have AmigaDOS 3.0 or higher in order to see prompts at the bottom of your screen. This feature of TypeSmith requires AmigaDOS 3.0 in order to get notification when the mouse is over a tool or gadget. Soft-Logik Publishing highly recommends that you upgrade to AmigaDOS 3.1 in order to get maximum benefit from TypeSmith. AMIGAGUIDE HELP SYSTEM ---------------------- TypeSmith 2.5 comes with an online help system. Just press the Help key atS any time to get help. TypeSmith uses the standard AmigaGuide help system. Commodore has improved this system with the release of AmigaDOS 3.0, so the appearance of the help files will vary depending on your operating system. If you have AmigaDOS 3.0 or higher, pressing Help will open directly to the correct Help screen if a requester is open, the pointer is over a tool (the toolbox must be active), or if a menu command is highlighted. Note that you cannot press Help while a request/xier is open and the text cursor is in a text gadget. You must first move the cursor out of the text gadget by clicking on the background of the requester before pressing Help. If you have AmigaDOS 2.04 or 2.1, pressing Help will always open up to the main Help contents screen. AmigaDOS 2 users: AmigaGuide is included with TypeSmith and it can be installed with TypeSmith so that you can also use the help system. AmigaDOS 3 comes with Multiview to read AmigaGuide help files such as th VuJose included with TypeSmith. NEW AREXX COMMANDS IN 2.5 ------------------------- - reduce_points, import_rff, import_ttf, export_rff, export_rff, export_ttf, help, print_character, print_overview, print_string, t_autotrace, t_edit, t_generate_char, t_get_point, t_get_pos, t_get_character, t_new_bitmapfont,t_open_abf, t_open_amigafont, t_open_iffilbm, t_open_slfont, t_clear, t_save_abf, t_save_amigafont, t_save_iffilbm, t_save_slfont, t_set_charwidth, t_set_point, t_set_pos, t_get_d!imensions, t_set_dimensions, t_shift, correct_pathdirs SUPPLIED AREXX MACROS --------------------- The following ARexx scripts are provided with TypeSmith: - Convert: this script allows you to convert one or more fonts in any one format to another format. It asks you to select a directory of fonts to convert, the format to convert to, and the directory in which to store the converted fonts. It will convert all fonts except bitmap screen fonts, and the converted fonts will b"ze hinted. - ARexxDemo.tsrx: this script demonstrates some of TypeSmith's ARexx commands. If you want to write your own ARexx scripts for TypeSmith, examine this script in a text editor while running the script in TypeSmith. - MakeLibrary.tsrx: this script exports all or selected characters from a font and saves them as separate IFF DR2D files to create a character library. When prompted for a filepath and name, you should enter a drive and filename. i.e., ram:test would c#oUg!reate files such as: ram:test.1, ram:test.2, ram:test.3 - LoadLibrary.tsrx: this script imports all or selected characters from IFF DR2D files into the current font. The files must be named with a common prefix and stored in the same drawer. If you write ARexx Macros for TypeSmith which you are willing to allow us to distribute with TypeSmith so that other users may share them, mail them to: Soft-Logik Publishing, Product Development, P.O. Box 510589, St. Louis, MO 63151-0589.$Uw Credit will be given in the ARexx macro to the author. Note that ARexx commands are documented only in the AmigaGuide help system. HOW TO CONVERT SOFTWOOD'S NIMBUS Q FONTS TO ANOTHER FORMAT ---------------------------------------------------------- 1. Use SWdownload (a utility Softwood includes with some of their software) to convert the NimbusQ font to PFA format. Sorry, we cannot supply you with this utility. Contact Softwood for availability. 2. Edit the PFA file in a text e%xditor. You've got to remove the `prolog' (existserver stuff to make the download font permanent) before loading the font into TS: i.e. remove: %!PS-Adobe-2.0 ExitServer %%BeginExitServer 0 serverdict begin 0 exitserver %%EndExitServer The font must begin with the following line: %!FontType1-1[...] 3. Load the PFA file into TypeSmith using the Project / Import PFB PostScript Type 1 outline command. (PFA files are ASCII versions of binary PFB files.) 4. Save or expo&yrt the font in another format. MISCELLANEOUS CHANGES --------------------- - Pen tool image changed from a curve to a pen nib. - Line to Curve tool: closepath segments can be changed to curves now. - Picasso Users: now uses less chip RAM and is faster. - Edit/Metrics Preview requester: guides now display in the preview to make it easier to see how the characters fit together. - The character width line can now be moved in the character window by dragging the diamond icon in the'q[ horizontal ruler. (Character must have a width for this to be available.) - Constrained dragging: Holding down a Shift key while dragging points constrains movement to either horizontal or vertical. The movement direction is based on whether the current mouse position is moved more horizontally or vertically from the point's original position. - Pressing the up or down cursor key while a point is selected selects the next or previous point. - Use the arrow keys while holdi( Yng down a Shift key to move the selected point(s) by 1 character unit. This is useful for precision work. Note that if you are in a magnification mode less than 100%, some points may appear to not move while other points move. This is due to rounding because there are less pixels than character units, but the points will be moved the correct amount. - The Import PFB PostScript Type 1 Outline command will now load PFA files in addition to PFB files. (The 'A' in PFA stand) ;s for ASCII while the 'B' in PFB stands for Binary.) You can recognize PFA files because they have the following comment on the first line: "%!PS-AdobeFont-1.0" or "%!FontType1". PFB files are similar but have 6 binary bytes followed by this text. The PFB format is the primary PostScript Type 1 distribution format. - The Add Point tool now adds the new point on existing curve instead of on the imaginary line joining the points. - Added the ability to move the status bar f* rom the bottom of the screen to the top. Change the program icon tooltype from Information=Bottom to Information=Top. - Made cosmetic changes to some requesters for non-English versions. - And lots of small improvements which enhance TypeSmith! FLOPPY DRIVE USERS ------------------ As mentioned in the manual, you can start using TypeSmith 2.5 right away by making a working backup of this disk and then double clicking on the TypeSmith icon. NOTE THE IMPORTANT INSTRUCTIONS ON PA+ .GE iv OF THE MANUAL: You must copy the IFF.library file to your Libs: directory in order to use TypeSmith. Your Libs: directory is on your Workbench disk. The sample clip art, font, ARexx macros, help system and font downloader are stored on the disk in compressed format, so you will have to decompress the files before using them. You can use the LHEX program on this disk to decompress the files. To decompress an archive, type the following line in a shell when the TypeSmith disk i, >#s in df0: cd ram: (this makes ram: the current directory.) copy df0:LHEX "" (this copies the decompressor to ram:) copy df0:name.LHA "" (where name is the name of the archive; this copies the archive to ram:) LHEX x name.LHA (this decompresses the archive) Now you can copy the files to the applicable directory. Hard drive users can simply use the Install-TypeSmith script to uncompress files. EXPORTING PFM FI- ߼^LES ------------------- This feature, as documented in the manual, is not currently implemented. We hope to add it in a future minor upgrade. CORRECTIONS TO THE MANUAL ------------------------- page 1.12: The default dimensions are now 1400x1200, which are the maximum allowed. page 1.15: The example and description of path direction is incorrect. The outmost path should be counterclockwise, and inner paths should alternate in direction. page 2.3: The pictures of the Box .L4and Ellipse tools are reversed. page 2.15: para 2: The Import/PFB PostScript Type 1 Outline command can open Mac format PFB files, not just MS-DOS as stated in the manual. page 3.4, para 2: The Show Template command is in the View menu, not the Settings menu. Index: the section on Print Preview is on page 2.23, not 2.26. irection is incorrect. The outmost path should be counterclockwise, and inner paths should alternate in direction. page 2.3: The pictures of the Box eW!Q47IT.CODESp4 X-IT CODES ========== Codes brought to you by Kong, 07-01-95 Level Code Level Code Level Code Level Code 01 ------ 31 112133 61 881592 91 656089 02 033028 32 153902 62 074340 92 915915 03 555925 33 545463 63 653666 93 894814 04 567597 34 229533 64 832898 94 670706 05 276614 35 014223  65 396678 95 133480 06 517375 36 234451 66 973313 96 588887 07 877535 37 979935 67 901766 97 571141 08 829508 38 386485 68 047778 98 682057 09 287682 39 508960 69 815026 99 861724 10 221620 40 254507 70 723544 100 271428 11 728441 41 463036 71 856924 101 395485 12 640537 42 680022 72 560343 102 923444 13 558170 43 501573 ~ 73 488567 103 326583 14 170088 44 214071 74 139351 104 012011 15 688631 45 780790 75 072481 105 309363 16 450418 46 336169 76 798082 106 768552 17 898476 47 112405 77 271656 107 496664 18 095909 48 114077 78 433733 108 684294 19 589611 49 146231 79 967373 109 692412 20 394659 50 459776 80 218428 110 460855 21 068948 51 175906  81 198057 111 898518 22 665513 52 488304 82 150866 112 497921 23 541442 53 680380 83 832299 113 240354 24 112954 54 250290 84 143651 114 054147 25 293292 55 772930 85 437522 115 254534 26 035134 56 993616 86 761094 116 231584 27 758975 57 035767 87 289574 117 190812 28 016091 58 407532 88 527851 118 861693 29 035991 59 517476 $ 89 450436 119 492343 30 486351 60 611479 90 340540 120 ------ Code for hidden level: 784122 299 113 240354 24 112954 54 250290 84 143651 114 054147 25 293292 55 772930 85 437522 115 254534 26 035134 56 993616 86 761094 116 231584 27 758975 57 035767 87 289574 117 190812 28 016091 58 407532 88 527851 118 861693 29 035991 59 517476 "#"! Q48LEMMINGSCODES.TXTpc[1.. : Christmas Lemmings 1994 Levels codes : : : `--------------------------------------' : : : : : : : : FROST AREA (1 PLAYER) FROST AREA (2 PLAYERS) : : gP]a w/))J‚"rˠ!ءqN-\[ b{:eL4in mi2IO";{S,J>#{##Or;F{HE?Piʢ4튕EGc-J)}ܥ>y1/(cKIO˕yly1IV=9)/2iҲ`;BA):'{{mH^\?B}&dx@ Hejaϕ[Trʎl~OQzw2b )GS9];Z Kʓ2O_m]s{WDy-ru4^$xަBJq@I)D'T<4P\T sBqA =ҤA<FxRJ,^D.*hAUC=3CLh}m\iQr LK>+WMi2( dCU2p jd`-t8C4Fx a-madhfF?=zsBX#Brwiϻ93Il'aWYfH ьPZCsA ti\CpzK10/лB% ,=)F"0 &fdlLjOt k /.lXcH⯀l@&5"Npv6g!jJ'zh(5 <54 x,"rY  |/G9QJ&G;{b5^Ȣ0?,R j}Gc0T]J< !*O2"RD0,~!)zHJ|͆)Z p(rx,.qH794W <[XPBQa{}Q>Q A ڜM`'@~Ie yX>gY7+#B14 9XP]^VFAE<_d%r7)҇ ԩ+oh3c]" Yt0(~.ؠjJIy&C)J_Bz`#}l|~}x*o~Jo )3Y`dAG/4ߐ,GBJGGq^|)'.KFz43ъ]#8X3AfNJ!`s1XDbaaɔI` X0D؂N?:z@&bdq<$F*r򒒉:k L BW&* }RRAZea%t19t.Ū(3=ȁ@^d6rONsȂ"Q#03>@Z c+I04@qu<#|X`\>XTDcڅ ct+˟WTDPA8LR]*(07Ur9YPUIʏ BWk,-0q*\8,G/dz!Q1 B*Hx*X2G!ULL}=h'b=L}рϦFq4C1,jUOe<oG>pF-.f?'GCeE'P<I>|Pxzǝ|z*C#.Mp' 7w \= fAS~G*hmA죶44'K3 UTT CRnTSZ"TP(UR, $rzOsq0PIH.ǿ/2₩ϼHҁq`cT8Euf`~dC8$Ԝ,P9ʄ?W(|Ǫ|;ya3Ct8#TQ+$?dWc=9ddj: 9C0g@ps~NQ]ub|zWdxUGJ#*,"bHos+צ?\9S+yzfA%@HdhSrdc?^UE@Nh`Dž(PF J*šczL/ B!,xz &@ǂp\}7hXo,*~1Ul Z f5Sj riaKhMc"`@3y wA7 -8v@m˺Z,0KmP؉$n=uA%TUY$ϯT0^&#xiDKr{UN" {/}xD,LkH Dʍr.=1iN}u=Yd/x(vbp5CX.6A@C)RW*_"@vAME$25TP$BN( ',M(P$tCE40r!B79qσ!쌭M\W/NDf6` =OW S+=e2fxAS'rX {3>.3g8lbkc@N~9_y 9!WNؚ ,Y:8Xz^@sQt! XbW:X`=1(dcJjgeP\N%]L M휸g=H( aa :+) 30Y=yY$쾘 c*[(*%J,$$/* '̀cBJ\ˊL|$dYh4Ar |&anSWPBLy>ay [qyp|1AI%1D`dǟ37Pd"rŞ IiQYd|!1R GDC8>|K cP'{ AP3"SքLxHP9b;6>KggyuQ%ZUeE"¤>R@(}Wt%ḰT$,)^CH("*#*P`N0IMj@ @J )V&Tk2c09e1)`ምRrE>"r,L Z* 1OA"""Z=U:<2r48K TU6;-.$,=# RPSJr² ONd,@ʚUԸPZ 3bJ$$P!!ei99:@ e%q%>>h2<d' ’2r**Ҳg.!h*A󥭓`Jr }0mMq8FA~="Ioh9`%Na'c)L lyU,# m14 S;KL!p0&Qt1u6q&w q4$p!q3*~%\B*#"(&+,:&D=<0N +J ZHPRJ"5ᠢȺk/jmc`  :<@椡;x E`Մ$$zZCDPC I "$KC儂PϢ5Q02pC" CRYSTAL DRAGON DISK 4 AND SAVE WITH ENHANCED CHARACTERS FULL DEXTERITY WISDOM INTELLIGENCE ... YOUR CHARACTER CAN SUPORT MORE THAN 90 KG ... TO OPEN THE DUNGEON YOU HAVE 6 ICONS HERE IS THE SOLUTION 1 4 M  5 2 3 6 WITH ENHANCED CHARACTERS FULL DEXTERITY WISDOM INTELLIGENCE ... YOUR CHARACTER CAN SUPORT MORE THAN 90 KG ... TO OPEN THE DUNGEON YOU HAVE 6 ICONS HERE IS THE SOLUTION 1 4 ϡ4Q03pf^/M | | `--------------< ALL LEVEL CODES fOR *DEATH MASK* >---------------' rELEASED oN 22-DEZ-94 / 23:00:00 gERMAN tIME 01 52385 02 22428 03 84843 04 22087 05 38641 06 06395 07 33224 08 35527 09 48962 10 65074 11 62438 12 28283 13 85325 14 10769 15 25324 16 43542 17 62156 18 84678 19 57093 20 29264 21 47446 22 75330 23 82855 24 58474 25 38392 26 55276 27 68163 28 75156 29 70948 30 54334 31 39816o4 32 52262 33 73164 | `--------------< ALL LEVEL CODES fOR *DEATH MASK* >---------------' rELEASED oN 22-DEZ-94 / 23:00:00 gERMAN tIME 01 52385 02 22428 03 84843 04 22087 05 38641 06 06395 07 33224 08 35527 09 48962 10 65074 11 62438 12 28283 13 85325 14 10769 15 25324 16 43542 17 62156 18 84678 19 57093 20 29264 21 47446 22 75330 23 82855 24 58474 25 38392 26 55276 27 68163 28 75156 29 70948 30 54334 31 3981ϔHQ04pFf Dragonstone (c) Core - Levelcodes Each levelcode contains CAPITAL letters, normal letters, -/+ and/or numbers: ----------------------------------------------------------------------------- Level 2 (Forest) B y 1 p v H o - x L B - T 5 J k b k H N ----------------------------------------------------------------------------- Level 3 (Mountain Impossible) r M E m Y M y B A L 8 C T H n w T M H B ----------------------------------------------------------------------------- Level 4 (Petit Port) B r 1 A v k 2 - A t K C O 5 n w T k H B ----------------------------------------------------------------------------- Level 5 (Dragon Isle - The Gateway) B y 1 A Y k 3 - x L I - T 5 n T b T a c ----------------------------------------------------------------------------- Level 6 (Dragon Isle - Earth Temple) G r 1 4 Y k x - H L G - O 5 n T b T a c ----------------------------------------------------------------------------- Level 7 (Dragon Isle - Ea rth Temple Dragon) G y 1 4 7 k x - H L I - O 5 n T b T a c ----------------------------------------------------------------------------- Level 8 (Dragon Isle - Water Temple) G r E A 7 M 3 w x L K - O 5 n 4 T T a c ----------------------------------------------------------------------------- Level 9 (Dragon Isle - Water Temple Dragon) G y E A 7 M 3 w H L Y - O 5 n 4 T T a c ----------------------------------------------------------------------------- Level 10 (Dragon Isle - Fire T/7^emple) G M 1 4 g M o w x Z G - O 5 n 5 b U a c ----------------------------------------------------------------------------- Level 11 (Wind Temple - End) G y 1 4 + M o w x 2 Y - O 5 n 5 T U a 2 ----------------------------------------------------------------------------- ------------------- Level 9 (Dragon Isle - Water Temple Dragon) G y E A 7 M 3 w H L Y - O 5 n 4 T T a c ----------------------------------------------------------------------------- Level 10 (Dragon Isle - Fire TύQ05pP - DREAMWEB -AGA- From EMPiRE SOFTWARE - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Supplier : Troops & Troll Game type : Adventure Cracker : N/A Number of Disks: 5 Protection: None Release Date : 15/12/94 Release's Info: Yoho Hords of Mongols, the stinky ones from EGiTSERP strike back with another peace of enjoyment. This time it'sY a quite nice Adventure game from Empire Software. A Man thinks he is slowly going insane. He starts to keep a diary, noting down all the strange things that are beginning to happen to him while he sleeps. Sex with strangers, murder, dodgy dealings and evil forces around, his rantings becomr more and more erratic and he is sucked further into the Dreamweb... This's the first key getting you in into this new adventure. The Dreamweb, a sort of collective consciousness made upZ of good and evil, controls a city that's set in a sort of future world. Unfortunately evil is gaining he upper hand and has taken control of seven people. The keepers od Dreamweb have decided to fight back and have chosen you - Ryan - to kill these seven baddies and hence restore the natural equilibrium... So if you like adult adventure games, with Sex and Violence you will for sure like Dreamweb... **** READ THIS **** READ THIS **** READ THIS **** READ THIS **** R! EAD THIS **** Basically there's no Protection but you need to have few informations that you will have to use later in the game! *MAKE SURE* you have them! DOOR CODE - 5106 GARBAGE - WEDNESDAY EDENS BIRTHDAY - 17TH FEB. NETWORK PASSWORDS: LOGON: RYAN PASSWORD: BLACKDRAGON LOGON: LOUIS PASSWORD: HENDRIX LOGON: BECKET,T PASSWORD: SEPTIMUS Some of the codes you might get again while playing the game. **** READ THIS **** READ THIS **** READ THIS **** READ THIS **** READ THIS **** To Install your game into the Hard Drive, please boot your last disk and you will get then the HD Installer! THDAY - 17TH FEB. NETWORK PASSWORDS: LOGON: RYAN PASSWORD: BLACKDRAGON LOGON: LOUIS PASSWORD: HENDRIX LOGON: BECKETϘQ06pLA few commands for Computer in Dream Web LIST - Shows the directory READ - read a file if ya can't read a file coze of protection: LOGON RYAN <--------------------------------------------| | the comp ask for a password | | BLACKDRAGON |   | this is a example,but ya can also use LOUIS BECKETT etc <--| here some extra Door codes: LOUIS: 5238 EDEN : 2865 SILVERMAN : 5222 SARTAIN BUILDING : 7833 OR 1833 (WASN'T CLEAR 'NUFF TO ME!) 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A mathematics teacher called Thomas Nicely of the Lynchbug College in Virginia found the bug while he was using his PC. The moment the bug was found he put a message on In?pternet but nobody replied. This bug has already got its own name : The FDIV Bug. The number at the end makes the impression that it wasn't the first. By the way , this Thomas Nicely now works at INTEl as an advisor. The more I think about it , the more it looks like INTEL gave him a job just so he would shut up about the bug. The bug he encountered is : (824633702441.0) multiplied by (1/824633702441.0) = 0.99999999627409702 . Hahaha , this is completely wrong !!!! Because the a@(ŋnswer to this simple calculation = ---->>> 1 <<<--- !!! This error can be checked very easily if you put it in your windows- calculator. Try it if you have a Pentium in your posession !!! When I sent a letter to INTEL they said that the bug would only occur once in a 27.000 years , so I put up a little test whith my AMIGA. I wrote a program that would link up my AMIGA to a PC and give them the same random calculations and compared the results. After 5 min. nothing had happened , but sI suddenly I came up with two different answers !!! Once in a 27.000 years my ass !!! This was proof for me that a Pentium is a really lousy calculator. I even tried the same sum on a C64 and guess what , same answer as on my AMIGA ! I am not the only person that came to the conclusion that the Pentium is bad news for PeeCees, the sytems at NASA crashed severel times at same bug I encountered. Now, scientists all over the world confirm that the bug occurs very often. INTEL has aA,B>Lmlkjihgfedcba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBS1MWB FOR AMIGA PC C64 SNES SEGA AND OTHER FUCKINGSQmwbpACoG7|@7|CNqNqA"z($I0<QA$N"z :e4"Yf`pM.W.B. 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Wherefore, it is here, understand you shall, this wonderful art and gift of the Almighty which was never found by labour of man, but it, by teaching or revelation began. He, and more surely she, so as I find, of noble mind, who senq^x0arched nature will find this art, in manner of physik and magic natural. But all these writings are very dark despise all books and them defy wherein is nothing but recipe and accipe. Few learned men within this realm can tell thee aright what I do mean; I could never find man but one, which could teach me the secret of Alcamye and that was the old man on the close of Tirich, tnOyhe guardian of our castle. This olde philosopher wise by wey of kind in sundry wise a deamon made prisoner of the stone circle. This devil, one of the worst, so as I finde, through our craft only could be defeated the nature of evil both in substance and figure. But teacheth the great worke a foule labour, not fit for lesser men or women, in which is found great travail r0>ZnQ32aptߑIlready solled 5.5 million of these Pentiums and is NOT planning to replace the buggy versions due to some very serious financial problems the company is having at this moment. INTEL already was out of money , but now that all the people have lost there trust in the company, it is almost certain that INTEL does no longer exists. While at the other companies like Motorola (the main company on wich AMIGA is based) , they are working on the 68060 at 400 Mhz !!! (without bugs ofcource). u~]x`In the meantime it is adviseble not to use or buy any Pentium for the use of anything else then games , so no : raytracing, calculating, spreadsheet etc. I wish all the people that have already bought this buggy chip all the luck in the world because by God you're gonna need it ! Translated from Dutch by Cavedude. Typed by Cavedude. Original source by the "Telegraaf" newspaper. Greetings fly out to : Team Hoi, Chaotic, Inferno, Dancer, Taz Devil Thanx goes to : The motherfucker fovMzr the supply of the original. (c) 1994 -------- ---------------------------------------------------------------------------- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ---------------------------------------------------------------------------- But now the story continues : | | | | | | | | | | \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ Intel said that they had managed to remove most of the bugs from the Pentium B U T , IBM and Compaq were testingwI the new chip and again : BINGO !!!! ----- Some new errors were found !!!!!! This time , even IBM confirms that the new chip has serious bugs. There report tells about the use of spreadsheets on a Pentium and (hehehaha) within 15 minutes of normal use the systems came up with serious bugs !! IBM had an order for 500 Pentiums for certain company. After a day of normal use they allready had 20 faults !! It caused the company a lot of time and money to get other computers and they cl x3maim loads of cash from INTEL. (and IBM) Due to the unreliebility of the Pentiums and many complains, IBM had wisely dicided to quit producing computers with pentiums. And leave INTEL standing in the cold. Kewl (heheh) !!! Also Compaq has dicided to quit producing them. Everybody knows , if any of these BIG companies begin , that there will certainly be more to follow !!! This is indeed THE BEST CHRISTMAS PRESENT givin to the AMIGA scene in centuiries !! ------------------------ y-- This was CAVEDUDE LIVE from channel 666 goodnight and till tomorrow ! Translated from Dutch by Cavedude. Typed by Cavedude. Original source by the "Telegraaf" newspaper. (must be an AMIGAFREAK) Greetings fly out to : Team Hoi, Chaotic, Inferno, Dancer, Taz Devil, Cobalt, Sytex, Apache, Adrenalin, Beast, And all the people who stand up in the fight against "INTEL and friends" !!!!!!!!!!!!!!!!!!  *R/r ---------------------------------------------- Thanx goes to : Cobalt for the supply of the original. (c) 1994 -------- _ // AMIGA, Amiga International. \X/ Powered by Motorola. Intel Inside! Idiot Outside. lt, Sytex, Apache, Adrenalin, Beast, And all the people who stand up in the fight against "INTEL and friends" !!!!!!!!!!!!!!!!!! z{~}|{2Q16pz|!n Some great Pentium jokes: Q: How many Pentium designers does it take to screw in a light bulb? A: 1.99904274017, but that's close enough for non-technical people. Q: What's another name for the "Intel Inside" sticker they put on Pentiums? A: The warning label. Q: What do you call a series of FDIV instructions on a Pentium? A: Successive approximations. Q: Complete the following word analogy: Add is to Subtract as Multiply iz}UD s to: 1) Divide 2) ROUND 3) RANDOM 4) On a Pentium, all of the above A: Number 4. Q: What algorithm did Intel use in the Pentium's floating point divider? A: "Life is like a box of chocolates." (Source: F. Gump of Intel) How about "Pentium is as pentium does"? Or better still... "Run, Pentium, RUNNNNNNN!!!!!!!!!!!!!!!" (with apologies to Jenny Curran) Q: Why didn't Intel call the Pentium the 586? A: Because they addz~@ed 486 and 100 on the first Pentium and got 585.999983605. Q: According to Intel, the Pentium conforms to the IEEE standards 754 and 854 for floating point arithmetic. If you fly in aircraft designed using a Pentium, what is the correct pronunciation of "IEEE"? A: [Aaaaaaaiiiiiiiiieeeeeeeeeeeee] TOP TEN NEW INTEL SLOGANS FOR THE PENTIUM ------------------------------------------------------------------ 9.9999973251 z^ It's a FLAW, Dammit, not a Bug 8.9999163362 It's Close Enough, We Say So 7.9999414610 Nearly 300 Correct Opcodes 6.9999831538 You Don't Need to Know What's Inside 5.9999835137 Redefining the PC -- and Mathematics As Well 4.9999999021 We Fixed It, Really 3.9998245917 Division Considered Harmful 2.9991523619 Why Do You Think They Call It *Floating* Point? 1.9999103517 We're LookizHing for a Few Good Flaws 0.9999999998 The Errata Inside ************************************************************************** 6.9999831538 You Don't Need to Know What's Inside 5.9999835137 Redefining the PC -- and Mathematics As Well 4.9999999021 We Fixed It, Really 3.9998245917 Division Considered Harmful 2.9991523619 Why Do You Think They Call It *Floating* Point? 1.9999103517 We're Looki΍[ZQ17p4,) The Spells Table for PERIHELION from PSYGNOSIS ---------------------------------------------- _________________________________________________________________________ Symbol Count Table: 01 09 17 25 33 02 10 18 26 34 03 11 19 27 35 04 12 20 28 36 05 13 21 29 37 06 14 22 30 38 07 15 23 31 39 08 16 24 32 40 SPELL01: 17,18 SPELL02: 18,31,32 SPELL03: 03,08,13,31 SPELL04: 24,32 SPELL05: 26,30,36 SPELL06: 04,10,25,40 SPELL07: 09,28 SPEL»L08: 23,29,35 SPELL09: 01,02,04,40 SPELL10: 26,30 SPELL11: 14,20,33 SPELL12: 11,21,25,40 SPELL13: 31,40 SPELL14: 10,26,34 SPELL15: 08,19,36,38 SPELL16: 10,22 SPELL17: 15,19,26 SPELL18: 10,16,22,28 SPELL19: 07,14 SPELL20: 15,37,38 SPELL21: 03,04,24,39 SPELL22: 17,19 SPELL23: 19,23,35 SPELL24: 11,28,37,38 SPELL25: 20,32 SPELL26: 13,17,28 SPELL27: 02,05,24,33 SPELL28: 07,36 SPELL29: 19,28,36 SPELL30: 01,05,06,18 SPELL31: 11,18 SPELL32: 10,28,35 SPELL33: 01,29,32` SPELL34: 32,34,36 SPELL35: 04,05,12,15 SPELL36: 15,36 SPELL37: 09,33,38 SPELL38: 21,30,33 SPELL39: 28,33,40 SPELL40: 16,17,21,27 08,19,36,38 SPELL16: 10,22 SPELL17: 15,19,26 SPELL18: 10,16,22,28 SPELL19: 07,14 SPELL20: 15,37,38 SPELL21: 03,04,24,39 SPELL22: 17,19 SPELL23: 19,23,35 SPELL24: 11,28,37,38 SPELL25: 20,32 SPELL26: 13,17,28 SPELL27: 02,05,24,33 SPELL28: 07,36 SPELL29: 19,28,36 SPELL30: 01,05,06,18 SPELL31: 11,18 SPELL32: 10,28,35 SPELL33: 01,29,321Q18pZFtPP20 :!tbi)$/"A*1;0y;*BsĀ sO1Gd6(*F550@mUTUVUa Sפeb +ikDEh< ,0A 0{PBк"O4҄d$МP>M0N A2TyT m P`e0 0xlG2"6 Bb<~{Epv L PJrv󩌡 v3wt1|3" 0MsƮ>p r>!{ o:#>4֊C "%B 3~P>q m84D(D+#cXH )("(@xLgUdd-gh`58Nz!`&T܄Hi.O2Ћ(25XF<2a0:?%Um2?zH%\XS.V0o{p@KcO.<5y}SY,=K8YbqlbQϯK{G|D4P{Aɗ"LJks0@du0F:"$E8oˑIQY@9ET?Mc kqj<2c鈄 x̓1LB@<K<0[rVZ t]:Rݾ)yG?ZٺDm.Dڻ落n64<뚄fVQ O4߉W5?;O>Ee(<68Q=[̯Axࡊ(z`Oqꏄ 3J)35ǧGohrX9iPS?#?pH IcAY<ť%v/ faQ_Ww`Q_ sA;K*)<|lS9P|XXLL쟴Yz+\ RB+ü=PjŠ;2A@\ ]!A8/r?bs)|09CGK`)_:+¥Rs_ Qx, 1li{ z(HNBJrPPF}]N aadDܪ g<> ? 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Owt > >@jyjh  p%yb hԜ>8 @Z{ȒCF .+!E=Q玌-Lg" (ù<RC"2QQLXO⨦)2'Ja"15I>^Q0jAZQ4ݐmfaȜTc=!yUA"(넆1zn&H)nȺ [ZF)PeO0Kod[# ]E]@*=V { Ă/./>8>* *xA(h E8:4:]>#dT`ED %D~ )(yCBFzc b`7)ʆ`7V㒽xFS.R߷&,?+c `h3# z 1gx=?% CB6+ ̡G J3V#56DN&ڱp;#';%+ئPF30@ x=#Uvè;a갾p41 =#:ZYІ#d ꃈ#\C"p'rF,cvƃߤȷP {wZBi@A/L=M]lA 92FN}?)& I.@#0 V'(@='0K΂?PHZ@I9[9UY!Q%y9.a Kl 9 !_zii Q-HDE$UvxdT#*ŗyNVE--K33"Z : \s}|D5/ *;([fsƞJ^>t9G'rߚOK@憔p8G  9ՀsFp)ǿ]=`@^-;7Z a$={}dA4?cK!`\A=`tr9K`}sd$iWUʋ xQYIq'@\&F@֦&f?T C@@jH`Nocj`CobKodgE p-솸@֦&f?T RbQ19p0 THE ADVENTURES OF MIGHTY MAX - COMPLETE DOCUMENTATION """"""""""""""""""""""""""""""""""""""""""""""""""""""" Many years ago glove trotting was instant, by stepping through a doorway - a Portal to another place. But the evil Skullmaster wanted the system for his own use and set about destroying the portal system, or at least most of it. He kept some of the portals open for his own use, to store the most power weapon knwon - a weapon powerful e.Hnoug to destroy the world, or anything in it! To protect himself, Skullemaster has hidden parts of the weapon in different sections of the world. Each part of the weapon is guarded by Skullemaster's minions. Mighty Max and his friends have set out on an incredible journey. Their mission? To recover the weapon and save the world from the evil Skullmaster. CONTROLS D-PAD (LEFT/RIGHT) = Character movement D-PAD (UP/DOWN) = Stand up/Crouch/Crawl BUTTON A = Fire uz Press, holnd and release for a "supershot" BUTTON B = Jump BUTTON C = Pick-up/Throw START = Pause/Resume game OPERATING THE MENU SCREENS On the menu screens pushing UP or DOWN on the D-PAD will allow you to move between the options. Pushing LEFT or RIGHT on the D-PAD will change the current option. If the option cannot be changed press the START button to select it. THE TITLE SCREEN Three options are presented. START, OPTIONS and PASSWORD. Push UP or!DP DOWN on the D-PAD to move between the options and press START to select an option. START Select this option when you are ready to play. Pushing LEFT or RIGHT on the D-PAD on this option will change the game mode between Practive and Normal. The Practice Game allows you to play the game at an easier level and is ideal for beginners. OPTIONS Five options are presented: NUMBER OF PLAYERS, SOUND EFFECTS ON/OFF, MUSIC ON/OFF, TUNE TEST and EXIT. Pressing LEFT or RIGHT onɒ the D-PAD wil change the options, select EXIT to return to the Title Screen. 2 PLAYER MODE: In 2 player mode, both players play at the same time. The screen splits horizontally in half - player 1 in the top window and player 2 in the bottom. PASSWORD Passwords are given to the player when he reaches various points in the game. These allow the player to restart the game from this point. To access the Password Screen from the Main Title Screen, highlight PASSWORD and prz+ess the START button. To enter your password, use LEFT, RIGHT, UP, DOWN on the D-PAD. Press either button A, B, or C to enter a letter on the password line. Once you have entered your correct password, select END on the Password Screen and press button A, B or C to begin play. MAX AND FRIENDS MIGHTY MAX - Mighty Max has been chose by the Ancient Warriors to save the world from the evil hands of Skullmaster. He is armed with a pingo-pong ball weapon that fires balls at hig:тh speed. FELIX & BEA - Friends of Max, who together will help to rebuild the components of the hidden weapon. They too have ping-pong ball weapon. NORMAN & VIRGIL - Ancient warriors who act as Max's guides and protectors in the battle between good and evil. Throughout the game they will help and advise Max (and friends) of the dangers awaiting them. CHOOSING A PORTAL The adventures of Mighty Max begins outside Max's house with a choice of two portals. Pressing LEFT '_or RIGHT on the D-PAD will change your selected portal. When you are happy with the level you have chosen, press START to begin play. THE GAME SCREEN You must complete each level by throwing all of the surrounding weapon pieces into the portals. When there are no pieces left, the 'weapon pieces remaining' sector of the status panel will show zero. You must then jump through a portal yourself and teleport to the next level. THE MECHANISMS The Mechanisms are used to ` aid the character in getting the weapon pieces. SEE-SAWS - Placing pieces on one end of a a see-saw and dropping an object on the other will flip the piece up. FLOATING PLATFORMS - Push pieces onto a raft and it will float. MAGNETS - Well placed magnets can be switched on to attract pieces. BALLOONS By attaching a piece to a balloon and releasing it, the piece will float. As the balloon reaches the top of the screen it will burst. CONVEYOR BELTS - Place the pieces  Vxonto one of these and it will travel along the belt. SPRING PLATFORMS - When a piece is dropped on one of these it will bounce up in the air. MOVING PLATFORMS - Place a piece on one of these and it will go wherever the platform goes. SPECIAL BONUSES Each player will be awarded bonus points for collecting the following hidden items: POWER CAP - This will improve your running and jumping ability and make you incvincible for a while. You will also be able to jump whi 7tNlst carrying weapon pieces or objects. STOP-SIGN - Temporarily freezes all enemies. HEART - Gives you a random amount of extra energy, up to one extra life. LOUDHAILER - When Max picks this up, Norman appears to protect him from the enemy. WISHBONE - When Max picks this up, Virgil appears and offers Max advice. DIAMOND - Extremely rare. If collected you will be awarded 1000 bonus points and a rapid firing weapon. But beware - collect another diamond and you are ba _ck to your original slower firing weapon. LEVEL WARP - When collected, the level you are on is automatically completed. If one sprite is thrown at another the sprite that gets "hit" leaves behind a collectable. THE INHABITANS OF THE LEVELS -VOLCANIC LEVEL- ENEMIES FIREBUG - A small creature that spits out fireballs in all directions. FIREFLY - Flies around aimlessly but will occassionaly breathe fire. ROCK MONSTER - Wanders around aimlessly, but has a secret   vweapon. ERUPTOR - Will try to get near you and when they do their heads exploded, throwing out shrapnel. LOST PENGUIN - These will wander around looking for a way home. VOLCAN - Passive. A small creature with pointy ears that roams around aimlessly. COLLECTRABLES Ruby Diamonds Gold Rings -SPACE LEVEL- ENEMIES CADETS - Take enery off Max on contact. ROOKIE - Tries to run into you, draining your energy. HUMMING DROID - Hovers above Max and drops ba'^lls. TROOPER - If you get too close he will turn and fire a lazer gun at you. SHIRKER - Takes energy off Max on contact. ANDROID - When you get near, he will start to jump, shaking the ground you are on. COLLECTABLES Energy Globes Spinning Stars Flashing Stars Spinning Cog -INCA LEVEL- ENEMIES SANDMEN - When you get close they will try to hypnotise you and draw you in. SCORPION - Roams around aimlessly but will fire an occasional "sting". MUMMIkES - Home in on your position if they sense you are around. SNAKES - Roam around getting in the way. BABY VULTURE - Fly around aimlessly. They emerge from eggs in nests. COLLECTABLES Gold Coins Gold Nuggets -WATER LEVEL- ENEMIES TURTLE - Walks about on dry land slowly but speeds up and swims in the water. SEAHORSE - Spits deadly bolts of water at you. SHARK - Takes energy while out of water and more dangerous when in water. BLOWFISH - Be careful of th,ese, they will blow bubbles at Max and remove his energy. FLYING FISH - They leap out of the water, fly around for a bit then drop back in, but they also remove energy from Max. COLLECTABLES Oysters Fishing Clams Spinning Shells Whelks -JUNGLE LEVEL- NATIVES - Fire high speed darts. CHIEF - Casts a spell to reverse your controls BATS - Fly around in caves and home in on you if you get near. KILLER PARROT - Fliers around aimlessly, but occasionally g#2oes into a "dive bomb". TREE FURTLER - Small creatures that jump from tree to tree. TAZMANIAN DEVIL - A hungry beast, which will try to bump into you. COLLECTABLES Exotic Fruit END OF DOX CR-1994 Spinning Shells Whelks -JUNGLE LEVEL- NATIVES - Fire high speed darts. CHIEF - Casts a spell to reverse your controls BATS - Fly around in caves and home in on you if you get near. KILLER PARROT - Fliers around aimlessly, but occasionally g0.Q20pPP20 BIl :ʢ₰y'@HCH́h>A¿ʾr+ *" Dz*'" |?9/<D8rI9燩{pȽqJ&0G>T} - 2gPL=!l@}B!X )p'#'' $ i"` A_H "H|xIw2]2θ #I! 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Super move requires a great deal of spirital energy, charge up first! Hyper move can only be done when you have only 25% in your life bar. Ryo Sakazaki Fireball: D, DF, F + P Dragon Copunch: F, D, DF + P Zenretsu ken: F, B, F + P Lighting Kick: DB, F + K Punch Combo: B, DB, B + P Jumping fireball (horizontal): in air, D, DF, F + K Jumping fireball (diagonal): in air, D, DF, F + P Super move: F, B, DB, D, DF, F + P Hyper move: D, DF, F, DF, D, DB, R Robert Garcia Fireball: D, DF, F + P Dragon punch: F, D, DF + P Geneikyaku: F, B, F + K Lighting Kick: DB, F + K Punch combo: B, DB, B + P Downward Kick: in air, D, DB, B + K Super move: F, B, DB, D, DzzCF, F + P Hyper move: D, DF, F, DF, D, DB, R Yuri Sakazaki Fireball: D, DF, F + P Hundred Slaps: F, B, F + P Kyokugenryu-Saiha: D, DB, B + P Midair fireball: D, DF, F + K Kick combo: D, DB, B + K Super move: F, B, DB, D, DF, F + P Hyper move: F, B, F, DF, D, DB, K + R Takuma Sakazaki Fireball: D, DF, F + P Lighting Kick: DB, D, DF, F + K Shoran kyaku: F, DF, D, DB, B + K Punch combo: D, DB, B + P Super move: F, B, DB, D, DF, F + P Hyper move: D, DF, F, B, F + P +^ R Jack Turner Brain Shock Punch: D, DF, F + P Dynamite Punch: F, B, F + P Fire Dropkick: B, DB, D, DF, F + K Super move: B, F, DF, D, DB, B + K Hyper move: F, DF, D, DB, B + K Lee Pai Long Hundred Claws: F, B, F + P Fangblade Claw: D, DF, F + P Talon Dropping: hold D, U + P Kick combo: D, DB, B + K Super move: F, B, DB, D, DF, F + P Hyper move: D, DB, B, DB, D, DF, F + P John Crawly Fireball: D, DF, F + P Flying Attack: F, DF, D, DB, B + P Spiral Leg Bomber: hq2#old D, U + K Kick combo: D, DB, B + K Super move: F, B, DB, D, DF, F + P Hyper move: F, B, DB, D, DF, F + K + R Temjin Fire Tuckle: D, DF, F + P Thunder Drop: when close, F, DF, D, DB, B + P Tornado Dive: B, DB, D, DF, F + P Punch combo: D, DB, B + P Super move: F, B, DB, D, DF, F + P Hyper move: D, DB, B, F, DF, D + P + R Mr. Big Cross Diving: B, DB, D, DF, F + P Groud-Blaster: D, DF, F + K Spinning Lancer: B, DB, D, DF, F, UF + P Stick combo: F, DF, D, DB, B + P ?! Super move: B, DB, D, DF, F, B + P Hyper move: when close, D, DF, F, DF, D, DB, B, + P King Tornado kick: F, B, F + K Trapshot: D, DF, F, UF + K Venom Strike: D, DF, F + K Fireball: D, DF, F + K Kick combo: D, DB, B + K Super move: F, B, F, DF, D + K Hyper move: B, F, DF, D, DB, + K Eiji Kisaragi Kasumi-Kiri: D, DB, B + P Kikoh-hou: D, DF, F + P Pegasus Kick: B, BD, D, DF, F + K Reflector: D, DF, F, UF + P Dashing Slash: F, B, F + P Super move: D, DF, F, DF3 , D, DB, B + P Hyper move: B, DB, D, DF, F, DF, D + K Mickey Rodgers Fireball: D, DF, F + P Crazy Upper: D, DB, B, UB, + P Rolling Upper: D, DB, B + K Ground Wave: D, DF, F + K Punch combo: D, DB, B + P Super move: F, B, DB, D, DF, F + P Hyper move: D, DB, B, DB, D + P DF, D, DB, + K Eiji Kisaragi Kasumi-Kiri: D, DB, B + P Kikoh-hou: D, DF, F + P Pegasus Kick: B, BD, D, DF, F + K Reflector: D, DF, F, UF + P Dashing Slash: F, B, F + P Super move: D, DF, F, DF-     *Q29pu@BEGIN_FILE_ID.DIZThe BALLZ! Faq version 1.0! Maintained by Bryan Carter [Intro, Moves, Strategies, Secrets] @END_FILE_ID.DIZ *-----------------------------------------------------------------------* BALLZ! FAQ v1.0 11-18-94 Maintained by Bryan Carter (aka R.I.P.) gmezero@gz.bomb.com -3) Intro: Ok, I've got all but a couple moves in here finally. If anyone has found a move that isn't in this file, send it to me so i can get it included. Sorry for( the delay on releasing this update. I loaned the game out to a friend for a day, and it took me a week to get it back from him so I could finish this up. Enjoy... -2) What's new in this file: - finishing moves - boss stratagy suggestion for T-Wrecks - updated moves for Kronk and Yoko -1) Things to come: - more boss strategies (maybe) 0) Object of the game: Fight past seven other players, several bosses, and if you are good enough, you can make it to the Jes0 ater. Defeat him and ??? 1) Moves: +++++++++ Everyone- +++++++++ Standard moves Punch and Down - Low punch Toward and Punch - Lunging punch Away and Punch - Short punch Kick and Down - Low kick Toward and Kick - Lunging kick Away and Kick - Short kick Blocks Away - Back-pedal and block Away and Down - Crouch, stationary block Away and Up - High block Punch and Up/Down - Roll away when knocked down Morphs (these moves are the same q}for all characters) (and more than one can be done in a round ) Right, Left, Punch and Jump = Morph to Boomer Right, Down, Left, Punch and Jump = Morph to Bruiser Down, Right, Punch and Jump = Morph to Crusher Right, Up, Left, Punch and Jump = Morph to Divine Left, Left, Punch and Jump = Morph to Kronk Left, Right, Punch and Jump = Morph to Tsunami Right, Right, Punch and Jump = Morph to Turbo Right, Up, Punch and Jump = Morph to Yoko Closye quarters attacks Repeatedly push Punch button to win grapple, keep pushing afterwards to get special attack. Push Kick when close to opponent and you will grab him and get a special attack Escaping/Undizzy Whenever you are being held, or are dizzy, rapidly hit Punch to escape or recover Finishing moves When opponent get down to three balls of life or less, do Up, Up while close to them to get the finishing move. This works for all charact ers. Taunts In order to perform a taunt, hit Punch, Kick, and Jump all at the same time. This will increase the damage of your next attack as long as you don't get hit first. Taunts are additive, the more you do in a row, the more dammage you will do to opponent Begging When low on life, hit Down 3 times rapidly to begin begging (restores life), the more times you hit Down, the more life restored Attacks that do damage to both players/Tangles  :}Some special attacks cause damage to both players (e.g. explosions, and cyclone attacks). Also, some attacks when repeated to often can cause the player to become tangled and helpless. NOTE:If you miss with one of these attacks, or you become tangled, you will be helpless until you are hit by your opponent (hitting Punch repeatedly may free you, but I haven't had luck with this enough to say it is the case). +++++++ Boomer- (first 4 moves are from manual) ++++++ 7g+ Left, Left, Kick Left handstand kick Away, Towards, Punch Head hurl (shoulder level) Up and Punch Jack-in-the-box Right, Down, Left, Up, Punch (d-pad moves performed as rotation) Self destruct Right, Right, Kick Right handstand kick Away, Towards, Kick Bowl head at oppenent Down and Punch and Kick (all at same time) Punch at three times arms length+ ++++++++ Bruiser- (first 4 moves are from manual) ++++++++ Left, Left, Kick C  4Qartwheel left Right, Right, Kick Cartwheel right Down, Down, Kick Slide tackle Right, Down, Left, Up, Punch (d-pad moves performed as rotation) Torqueno Back, Forward, Kick Kick ball at opponent Back, Forward, Punch Lob ball at oppenent Win grapple (Punch when close) Grab enemy under arm and punch in face Jump, while holding hit Down, Down Stomp ground and shake enemy off feet Jump, while holding hit Punch and Jump Kick high wit  mGh both legs while in air Down and Punch and Kick (when close) Reach out and sweep opponent off their feet Up, Down, Up, Down Do jumping jacks (is this an attack?) Towards, Towards, Towards Charge opponent Right and Kick and Jump Sidestep to right Left and Kick and Jump Sidestep to left Kick (when close) Grab opponent and break them over knee Towards, Away, Towards Spin around with arms outstretched ++++++++ Crusher- (first 3 moves  Vtare from manual) ++++++++ Toward, Toward, Toward Charge Win grapple (Punch when close) Pummel Away, Toward, Punch Underhand horn heave Away, Up, Punch Overhead horn heave Towards, Towards, Punch Hold horn in hand like sword and stab at opponent Away, Away, Punch Lean back and crank arm Kick (when close) Lift opponent up and gore them Left, Down, Punch Charge left, then at opponent Right, Down, Punch Charge right, then at o Qypponent +++++++ Divine- (first 3 moves are from manual) +++++++ Punch&Kick when close Flip & Throw opponent Win Grapple (Punch when close) Spanking Toward, Toward, Toward Reverse Cartwheel Head Scissors Down, Down, Up Makes you sing a high pitched note that makes other player dizzy Down, Down, Away Fakes dizziness, can be exited by pushing kick or punch Down, Down, Towards (when close) Knee opponent in groin Towards, Away, Towards, Aw ay (must be in opponents line-of-sight) You swivel your hips and whistle at opponent. Causes opponent to uncontrollably move towards you. Once close, Divine automatically executes "Flip & Throw" on opponent. Away then arc to Down, while holding hit Punch Uppercut Up, Up, Kick Toe leap at opponent. Kick and Jump, while holding hit Down 3 times fast or Away then arc to Down, Kick and Jump (keep holding down) Drop back onto arms and perform flying kickֽ at opponent Away then arc to Up Spin on one foot with arms outstretched (if performed to many times you will become tangled as if stunned, and unable to move) Jump, Kick at top of jump, then guide Divine to land on opponents head Land on back of oppenent and knaw on the back of their head Away, Away, Kick or Toward, Toward, Kick Spring attack (you jump away from oppenent, then bounce back in a kick) ++++++ Kronk- (first 4 moves are from manueXOal) ++++++ Up, Punch Overhead club Away, Up, Punch Lobber loogie Kick (do while close) Tee off Toward, Toward, Toward Duck, dive and roll Toward, Kick Lunging kick (seems to make you impervious to ground attacks) Toward, Toward, Punch Lunge at opponent with club Jump, while holding hit Down, Down Stab at opponent from the air Away, Towards, Punch Spit at opponent (straight line) Away, Up, Punch Spit at opponent (high arc) G Down, Up Swing club in arc over head (block arial attacks) ++++++++ Tsunami- (First 3 moves are from manual) ++++++++ Toward, Toward, Toward Belly charge Away, Away, Jump Flying summersault kick Left, Right, Punch and Jump Morph into Tsunami Right, Right, Kick Jump right then kick left Left, Left, Kick Jump left then kick right Kick (when close) Hold opponent down and pummel them Up, Up, Jump Hover and meditate (restores healJth, and may protect from ground attacks) Away, Away, Jump Flip away, then do double flip at oppenent ++++++ Turbo- (first 3 moves are from manual) ++++++ Towards, Towards, Towards Charge flip kick Jump, Kick and Jump Flying/Hover Towards, Towards and Punch Super Blow Jump, while holding hit Down, Down Jumps then performs flying kick Towards, Away, Punch Uppercut Away, Towards, Punch Crank right arm for a wind up Away arc to DTown, while holding hit Kick Drop back on arms and kick out at oppenent +++++ Yoko- (first 3 moves are from manual) +++++ Up, Kick Backflip Away, Away, Away, Away Stun fart Jump, Up, Up (*) Grab bar and swing (swing like on monkey bars) While swinging (do * move first) push kick Do flip on monkey bar, kicking out at opponent While swinging (do * move first) push punch Swing one arm out and around at opponent Land on enemies head (drop from :Dk* move or from a jump) Play bongos on opponents head Right, Right, Kick Grab pole and swing counter-clock-wise(swing like on fire pole) Left, Left, Kick Grab pole and swing clock-wise(swing like on fire pole) Win Grapple (Punch when close) Grabs opponent and flips them over, then screws their head into the ground Right, Right, Up Flail at opponent from right Left, Left, Up Flail at opponent from left Away(?), Down, Towards, Up (I haven't bedren able to tell if if Away needs done first or not) Jump at opponent swinging arms Kick (when close) Swing opponent around and throw them Up, Punch Uppercut Down, Kick Remove leg and swing it around like a club Toward, Toward, Toward Roll at opponent Back, while holding hit, Kick Slide kick and role away 2) Strategies: For first boss (the Ostrich) "Guggler"? : Wait until it puts its head in the ground, and then taunt it multiple times8)| (5+). Then all it takes is one hit to beat it as any character For second boss (the Kangaroo) "Bouncer" : As Turbo, do repeated Super Blows until enemy is dead... that's it. For third boss (the T-Rex) "T-Wrecks" : As Turbo. Do repeated Jump, Down, Down moves. This keeps you off the ground, and even though it takes a little bit, it will get you a kill without you being killed. For fourth boss (??? looks like a blue ghost/genie) " "? : I've had no luck on this 5boss so far, all he does is morphs into other creatures (so far, Bruiser, Crusher, and a python snake), then proceeds to stomp my butt. 3) Fun stuff for two players: Divine and Yoko... (you can guess what their doing) While in a grapple, each player take turns at hitting their Punch button, first Divine, then Yoko, then Divine, etc... quite funny. 4) Edge 16 information According to a manual addendum that came whit Ballz, it is noted that the Edge 16 has been can|\celled by AT&T and support for that device will not be offered. (Personally, I was hoping for this little puppy, it was to include new characters and the like for players to use... sigh) you can guess what their doing) While in a grapple, each player take turns at hitting their Punch button, first Divine, then Yoko, then Divine, etc... quite funny. 4) Edge 16 information According to a manual addendum that came whit Ballz, it is noted that the Edge 16 has been canH{ba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"! 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