GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l

MAME STRATEGY GUIDE
Compiled by Phanatik
VERY IMPORTANT: Please read the comments and the credits at the bottom of this
document.

Table of contents:

10 YARD FIGHT *
1942 *
1943 *
AMIDAR *
ARKANOID *
ASTEROIDS *
ASTEROIDS DELUXE *
ASTRO BLASTER *
BERZERK *
BOMB JACK *
BOSCONIAN *
BUBBLE BOBBLE *
BUMP N'JUMP *
BURGER TIME *
CARNIVAL *
CENTIPEDE / MILLIPEDE *
CIRCUS CHARLIE *
CLOAK AND DAGGER *
COMMANDO *
CRAZY CLIMBER *
CRYSTAL CASTLES *
DEFENDER *
DIG DUG *
DONKEY KONG *
DONKEY KONG JR. *
ELEVATOR ACTION *
FROGGER *
GALAGA *
GALAXIAN *
GAUNTLET *
GAUNTLET 2 *
GHOSTS 'N GOBLINS *
GOLDEN AXE *
GORF *
GRAVITAR *
GREEN BERET *
GUNSMOKE *
HYPER SPORTS *
JOUST *
KANGAROO *
KRULL *
KUNG-FU MASTER *
LEGENDARY WINGS *
MAPPY *
MAT MANIA *
MIKIE *
MISSILE COMMAND *
MOON PATROL *
MR.DO *
MR DO'S WILD RIDE *
MR.DO! RUN RUN *
MS. PAC MAN *
OMEGA RACE *
PAC MAN *
PEPPER II *
PHOENIX *
PLEIADS *
Q*BERT *
QIX *
ROBOTRON *
TIME PILOT *
SINISTAR *
SPACE DUEL *
SPACE INVADERS *
STAR FORCE *
STARGATE *
STAR WARS *
SUPER BASKETBALL *
TAC/SCAN *
TEMPEST *
TIME PILOT *
TIME PILOT '84 *
TRACK & FIELD *
TRON *
VANGUARD *
WARLORDS *
WIZARD OF WOR *
XEVIOUS *
ZAXXON *
ZOO KEEPER *
THE SOURCES: *

10 YARD FIGHT
(ROGER:)Don't pass if the line of the pass will take the ball anywhere near a
free-running defender.
At the kickoff, you should aim to get to at least the opponents' 40 yard line,
if not further. Use your rear defenders on the run up the field!
When making a play, look carefully at the your opponent's deployment. Are they
all over the right hand side? Then wait till your runner is over the left, get
the ball back to the quarterback and pass straight to the running back. Then leg
it straight up the left-hand side. When doing this, on either side, keep as
close to the edge of the pitch as possible. If you're going to get tackled,
quickly dodge off the field to end the play.
You can also send the running back up the field, and run around with the
quarterback until there's a pass available. In the arcade, I used to send the
running back way up the right to the very top of the screen, and then run back
and left with the quarterback as quickly as possible, doing a huge crossfield
throw at the last second. The opponents would get sort of "caught in the scroll"
as the ball when diagonally across and most times the running back would be away
with no one anywhere near him.
You can also run the quarterback straight through the pack - this is only
sensible when you're at the 5-yard line or so.

1942
(ROGER:): On certain levels, a V-formation of red planes will come straight down
from the top. If you kill all 5 of them, and it turns into a Black/Red POW, pick
it up - it's a free airplane!

On levels where you pick up the extra two airplanes next to you: Use them to
kill off the bigger planes. You will get a second chance to get them back later
on.
On the challenge levels, you can get large bonuses based upon shot accuracy:
Percent Bonus
----------------
90%-94% 10,000
95%-99% 20,000
100% 10,000
On the levels with the huge boss plane, save all your loops! Shoot at it
quickly, loop down to avoid the shots, and shoot at it again, and then loop. You
should be able to kill it this way.
Most of the time it is easier to keep only one wingman rather than both; that
way it's easier to maneuver around enemies. If you miss the red airplanes that
give you the wingman, kill off your man (assuming you have more) and the game
will place you back before them.
At times, a slow airplane will come out of the left or right hand side of the
screen. Shoot it, and it will turn into a special figure. If you fly over the
figure you will get 5,000 points! Screen Shot
Here's an interesting bug in 1942: If you win an extra man by crossing the xxx
points mark when killing the "boss" bomber, no extra planes will be awarded on
the basis of points! Extra planes can still be obtained by getting the black-
and-red POW, but no point-based bonuses will be awarded for the rest of the
game.
It is possible to finish the game. When completed, a screen appears with a
message saying "We give up!" and a 10,000,000 point bonus is awarded.

1943
(KROOL:) To get an energy tank you can shoot POW's through their cycle (shotgun,
3-way, auto, shell) 3 to 4 times and it will eventually turn to a fuel tank. Can
be seen in replay game a bit. In a 2 player game, you can equally balance out
fuel by flying over each other for a few seconds. Handy if someone's dying and
the other isn't. There are hidden bonus point objects in clouds and water, some
are on ships. they consist of the standard capcom bonus sprites : the cow (cash
cow usually!), skin of water(?), strawberry and the Colloseum. No elephant
though...or that other green thing...There are hidden bonuses if you kill a boss
quickly, it will fly out of the final big explosion, just shoot it. It looks
like old capcom sprites. The same as the psx street fighter collection save
sprite on your memory card. another one is a drone from exed exes. Are there
more? There is a laser weapon that pops up every 10 or so games at random
stages. It moves to random points over the screen and stays in that position for
about 1-2 seconds. it does this for about 30 seconds so be quick. It's worth it.
(ROBERT SCHMITZ):On most every board, holding down combinations of
joystick/Button A/Button B before the board starts will give you a weapon. (On a
few boards this gives you a 'laser' which is a fantastic weapon After level one,
when the game is adding you bonuses on, if you hold down fire and a) have the
shot gun, your weapon will be made into the most powerful shot gun with 90
seconds remaining b) don't have the shot gun, you either will or won't get the
same as the above (we never managed to work out the criteria for getting it
before the arcade got rid of the game).

Also if one player gets the laser and has full energy, player 2 can line his
pane up with the player with the laser (as if to borrow energy) and he will get
the laser as well. This is VERY useful if you are lucky enough to get the laser
before the very last ship (which is hard indeed).
(ROGER:) The following codes should be used when you begin the stage. You should
use the code when your tank is filling up. To make sure the code works, use it
before filling up the tank or before you get the bonus (when you see "Round 1
Clear! Bonus 5000...."). Also, hold the buttons and the direction together until
the plane flies again. There is still no guarantee that you can get a weapon,
but this should be almost perfect.
Number - Direction. Check keypad on keyboard as reference.
A - Fire button
B - Flash button

Stage 1 Player 2 Player Weapon
1 2 A Small Shot Gun
2 A B Big Shot Gun
3 9AB 2B Laser
4 1B 7 Big Shot Gun
5 A 8 Auto/3-Way(?)
6 4 6B Auto
7 7 2 3-Way
8 4AB AB Auto
9 3AB 3AB Laser
10 9B 3 Shell
11 7 6A Auto
12 6AB 9AB Auto
13 8 2 Auto
14 7AB 6AB Laser (*)
15 3A 2A Auto
16 6A 9A Auto
(*) means only one player can get the laser. It means one code is wrong. Do it
first to see which player is right. Then check the wrong one with all directions
plus AB buttons. (Yes! It takes a looooong time!)
After level one, when the game is adding your bonuses on, if you hold down fire
and:
a) have the shot gun, your weapon will be made into the most powerful shot gun
with 90 seconds remaining, or
b) don't have the shot gun, you either will or won't get the same as the above
(we never managed to work out the criteria for getting it before the arcade got
rid of the game).
Also, if one player gets the laser and has full energy, player 2 can line his
plane up with the player with the laser (as if to borrow energy) and he will get
the laser as well. This is VERY useful if you are lucky enough to get the laser
before the very last ship (which is hard indeed).
The '100% accuracy' bonus refers NOT to how many planes you down during the
round, but rather how many of the guns on the enemy aircraft carriers you get.
For this reason, it's best to ignore the planes and concentrate on the ships -
that's where the big points are.
It's possible to shoot one of the ships just before your plane dives in to
battle the fleet, and that you can capture the flames that erupt from it. Does
anyone know what purpose this serves?
At some points in the background there are "shootable" patches which will yield
a bonus when shot enough. They can be recognized by the sparks which will occur
when your bullets hit them. One such bonus is on level one: it is on the lowest
part of the second cloud bank to the left after the last large plane of the
level appears. It appears as a cow.
The cow bonus is worth 20,000 points, and on the first level, it's followed by a
strange object that looks like a dragonfly moving right to left across the
screen. Shooting the dragonfly yields an additional 10,000 point bonus.
The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes
be seen on the deck of a carrier!

There's a bonus shaped like a spinning cat (!). When collected, it upgrades your
weapon to a laser.
The "star" bonus gives you 5,000 points when caught. It may also increase the
capacity of your fuel gauge by eight units (mine went from 64 to 72 units), but
I haven't confirmed whether or not this bonus is actually what causes the
increase.
It's possible to shoot one of the ships just before your plane dives in to
battle the fleet, and that you can capture the flames that erupt from it. This
reportedly gives a points bonus as well (does anyone know how many?)
This has been reported on level 2, but may exist on other levels as well:
Sometimes an astronaut will emerge from the side of the final (boss) ship and
walk off the screen. Shoot it for 100,000 points!
If you get the "propeller" power-up (it looks like a propeller over a circle),
your energy level will be fully replenished.
There is also another shootable area which appears after the first ship in the
first level, in the water above it.
Still another bonus is shaped like an pine cone or acorn. When you fly over a
certain spot, the pine cone shows up and is worth 2,000 points.
When the boss ship explodes, the control center breaks into 4 pieces. The pieces
are worth 10,000 points each if shot.
AMIDAR
(KAPTAIN:) To find out the path to take for the bonus, just PAUSE the game and
work out the route :)

ARKANOID
(DEFINITIVE:)This one applies to the super arkanoid. On the level that looks
like
- -
- -
-----------
- - - - - -
- - - - - -
- - - - - -
- - - - - -
- - - - - -
- - - - - -
[Level 8, I recall. -JTR] don't kill too many blocks! Wait for the
N pill. Get the balls to the top of the screen. Every time they hit
one of the balls, 100 easy points. They hit the balls very often.
If any one or two of the balls get out, don't hit them back in, since
the one(s) up top will split...

ASTEROIDS
(ROGER:)The classic strategy for Asteroids high scores involves saving one or
two slow-moving (and highly vertical) rocks, and then waiting in a corner of the
screen while killing the 1000-point small saucers with wrap-around shots. To
employ this strategy: sit about one inch from the left (or right) edge of the
screen, and about three inches from the top (or bottom). If the saucer appears
close to you, quickly turn and hit it with a quick burst before it can move. If
you can't get it, QUICKLY move to the opposite side of the screen, aim toward
the screen's edge, and kill it with the wrap-around shots. This becomes quite
easy with practice. ALWAYS stay on the opposite edge of the screen from the
little saucer after it starts firing!
This strategy depends on the fact that the little saucer in Asteroids is
incapable of aiming and firing wrap-around shots at the player. This is NOT!
true, however, in Asteroids Deluxe...
The Winner's Book of Video Games reported that some players had good success
hunting small saucers by moving to the middle of the screen and thrusting
upwards at full speed. Supposedly the saucers can't track a ship moving at full
speed, and can be easily killed this way. I've never spoken to anyone who's
actually tried this, however - it sounds harder than the above method.

Asteroids keeps track of up to 255 extra men. If you have too many, the game may
slow down, probably due to the processor having to draw all the extra men on the
screen. However, on an emulator on a fast computer (Pentium 166 etc.) this may
not be a problem.
On some ROM versions, it may be possible to "hide" behind the high-score
display.
In a monumental display of overconfidence on the part of the Atari programmers,
Asteroids rolls over at only 99,999 points. Several players, during days-long
marathon games, have scored over 100,000,000...
(PEER BLUMENSCHEIN:)If you use the thrusting upwards strategy, make sure of two
things: First, when the UFO shows up, let go the thrust button, point the ship
towards the UFO and fire. Second, teach yourself only to fire 3 shots at a time,
or else, so you've got one spare, if you should approach the last asteroid
piece.
(PHANATIK:) You could also try flying in a horizontal line, so you see your ship
for some longer time.

ASTEROIDS DELUXE
(ROGER:) When the Killsat ("snowflake") ship comes out near the end of the
level, DO NOT attack it head-on. Shoot at it, turn around, get further away, and
then turn back towards it and keep firing. This way you are moving backwards,
but you keep firing at it.
Your shields have a maximum life expectancy of 17 seconds. Each collision with a
rock takes away about six seconds of shield time. Once your shield runs down, it
can not be recharged. In other words: use your shields as little as possible.
In the original Asteroids game, the large UFO shot in a random direction. In
Deluxe, it shoots at rocks 75 percent of the time and in the general direction
of your ship 25 percent of the time. If no rocks are nearby, all shots go
towards your ship. This renders the "save and hunt" strategy from original
Asteroids useless.
Also, the small UFO can now shoot aimed wrap-around shots, and at the 60,000
point mark, both UFOs shoot with greatly improved accuracy.
Some advanced players hunt Killsats in Asteroids Deluxe as they hunted small
UFOs in the original Asteroids.
(PEER BLUMENSCHEIN:) You have the option of autofire (hold button and fire 4
shots in a burst).

ASTRO BLASTER
(DEFINITIVE:) This is a list of just a few of the secret ways to get bonus
points in the vertical space shoot-em-up Astro Blaster.
1000 Points for shooting without missing a shot during "Fuel status Marginal".
700 Points for killing everything in the horizontal attack force before they
reach the other side of the screen.
600 Points for getting through an entire sector without hitting "Critical" on
laser temperature.
400 Points for not losing a ship through an entire sector.
400 to 1500 Points for docking perfectly WITHOUT using the direction buttons.
??? Points for "scraping" the docking claws duging dock.

BERZERK
(ROGER:) Always exit the mazes on the sides. If you exit the top or bottom, you
will often start in a long corridor with many robots on both sides of you.
During the fast rounds (past 8000 points), you will not have a chance.
The robots will always move toward you. Use this to your benefit when two (or
more) robots are close to each other by moving your man back and forth, thus
causing the robots to collide and annihilate each other.

When separated from the robots by a vertical wall, move up and down to place the
robots on the same horizontal plane, where they will kill each other with shots
aimed in your direction.
The robots always walk toward you unless you're in their line of fire; then they
will pause to shoot. There are eight directions you and they can shoot. The only
way to survive the higher levels (10,000 points +) is to learn the blind spots
of the robots. If you are in a robot's blind spot he poses no threat, and you
can concentrate on blasting the others. The angle shots are almost never
necessary. It is very difficult to hit a robot with an angle shot. When you
shoot, your man stops moving, when you can't move, you are vulnerable. Make your
shots count and don't bother wasting your time with angles unless you are on an
early level and need the practice.
Because the robots are shorter than you, try to avoid robots at the bottom edge
of the screen. By the time you move low enough to get a shot they will have
already fired. In contrast, if you come "up" on robots from the bottom, you can
shoot their feet and duck back down before their shot reaches you.
Because your man is a lot taller than he is wide, it is very easy to avoid shots
from above and below. Take out the robots to the sides of you first.
If you poke your head above a wall just far enough to shoot above it, the robots
on the other side of it can't shoot you. They will only hit the wall. ALWAYS use
this tactic to kill most of the robots in a maze. When you are in the right
position, just hold down the fire button. This will make your player stand
still. You can inch your way very close to the deadly walls without fear of
running into them.
When shooting up or down, that trick doesn't work. If there is a wall between
you and a robot above you, run to the right and start shooting up just past the
wall. If you are lucky, the robot will walk into your fire before he gets a shot
off. By design, if a robot is above you, he will lock into position directly in-
line with your shots, and you will shoot each other's bullets. In early rounds
you can overpower a robot and outgun him, but later the robots can keep up with
you and you will be in a deadlock. To defeat him, shoot up and immediately walk
to the right and he will walk into your bullet.
Because the robots are attracted to you "as the crow flies", they will tend to
clump together and smash into each other. The best way to kill robots is to
stand safely behind a wall and let them shoot and smash each other. The ball
(Evil Otto) will also kill them. You can ignore some robots in the maze and let
Otto kill them for you. Otto follows your position like the robots, so as he
comes across the screen, lead him up and down into any remaining robots before
you exit.
The robots are programmed to avoid colliding into the sides of the deadly walls,
but they can't detect the start or end of a wall. If a robot is below the end of
a wall, you can move up and direct him into the wall end.
In later rounds, all or the real action takes place in the first two or three
seconds of a round. If you survive the initial shots from the robots, you are as
good as done with the maze. When a new maze comes on screen, you are very
vulnerable. Often you are in the line of fire of five robots. As the new maze
slides on-screen, you can see it before the robots appear. Use this time to
decide which way to run. Assume that there will be a robot in each "room" or
"nook". Shoot the robot right in front of you first, and then run toward his
position. By running ahead, you will exit the line of fire of any robots
above/below you and also the dreaded angle shots. Once you are out of their line
of fire, you can re-enter their line of fire selectively and shoot them. Get to
a safe barrier as soon as possible and wait for the robots to move into easy
positions.

The more robots that are in a maze(up to 11), the more time you have until Otto
comes out. If the maze has only 1-3 robots, don't waste time shooting them
unless they stand between you and the exit.
Here is how the rounds progress:
Points Robot Color Shots fired
0-260 pts. Yellow 0
260-1200 Red 1
1200-3000 Light Blue 2
3000-4500 Yellow / Green 3
4500-6000 Purple 4
6000-8000 Yellow 5
8000-10000 White One fast shot (2x speed)
10000-12000 Light Blue Two fast shots
This color system now repeats. At around 20,000 points, the robots stay light
blue.
Starting at about 10,000 pts. Berzerk becomes largely a game of luck. If you get
an open maze with a lot of robots, there is not much you can do.
An interesting quirk: The space between your man's head and body is not
technically part of your man, so that shots that pass through this area (your
"neck") will not kill you.
(KAPTAIN:) Since the robots' shots cannot penetrate the maze walls, use this to
your advantage. Hide behind walls to dodge laser fire, then leap out when it is
safe to aim and shoot at robots.
Position robot(s) between your man and Evil Otto. This strategy should cause
Evil Otto to destroy the robot(s) first (thereby scoring points for you) and you
will have more time to escape.
Evil Otto moves more slowly when there are robots on the screen. But once all
the robots are gone, the evil fellow bounds toward you with amazing speed!
Remember this so you can position your man near an exit as you finish off the
robots, then make a swift escape.
Keep your finger on the fire button as you move from one maze to another. It
takes the robots a few seconds to start their attack and you can often blindly
zap them when you enter shooting.
Since robots are programmed to follow you, you can influence them by your
movement, causing them to shoot at and collide with each other or run into
walls.
Evil Otto always enters where the man enters. Try to get away from this danger
zone and near an exit as soon as it is safe.
Keep your distance from robot gangs because you can cover yourself in only one
direction at a time. When you find yourself surrounded by a gang, shoot your way
out and put some space between you and them. It's much easier to see and avoid
distant robot fire than close range fire.
When robots shoot on the vertical it is from the left side. You can position
your man above or below them on the right side where they can't hit you, but you
can blast them. There is a special horizontal laser beam wraparound feature that
will help you destroy robots. In mazes that have a right and left exit, you can
stand just inside the right exit and shoot through it. Your laser beams will
then "wrap around" the screen and re-enter on the left side through that
opening. Any robots standing in your line of fire will be struck.
In difficult levels where there are a lot of fast-moving, fast-shooting robots,
head for the cover of a maze wall immediately. Allow the robots to collide with
each other and to shoot one another or to walk into your firing range. But don't
wait too long or you'll be trapped!


BOMB JACK
(ROGER:) An important piece of information to remember is that you can pick up
the bombs in a certain order to get the maximum points.
If you pick up most of the bombs while their fuses are lit, you get the
following bonuses:
Bombs Bonuses
--------------------
20 10,000
21 20,000
22 30,000
23 50,000
So of course, you'll want to try to get 23 each time. (This is of course, VERY
difficult!)
The P (Power) coin appears after every ninth bomb is collected. The points value
of the P coin ranges from 100 (Blue) to 2000 (Silver). Since the color changes
each time BJ jumps, you can control the bonus level by making small jumps until
the coin turns silver.
The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier
by 1. There is a maximum of 5 B coins per level.
Picking up the S (Special) coin awards one free credit. It will also take you to
the next level automatically.
You can control where the mechanical bird appears by holding the joystick in the
opposite direction. Example: Hold the joystick to the right as soon as the round
starts and the mechanical bird appears on the left of the screen. If the stick
is held diagonally, the bird appears in the opposite corner.

(KAPTAIN:) The fizzling bombs always appear in the same order. In other words,
when you start a level and get your first bomb, the fizzling bomb will always be
the one which is "next in line." It is helpful to learn the order in which bombs
will fizzle so that you can easily get all 23.
Usually, bombs placed next to each other in a line will fizzle in a left-to-
right order or a top-to-bottom order. If you hit the leftmost bomb in a
horizontal line, the bombs to the right will fizzle. if you hit the rightmost
bomb, then the next fizzler will be in a different group.
Same for vertical lines. In the first board for example, falling down the left
side of the screen will get you all the lit bombs, but jumping up through the
line of bombs will not get you any fizzlers.

BOSCONIAN
(KESTEP:) The game is a space shoot'em'up played on a starfield with an inset
map. The map shows the location of enemy bases and enemy formation attacks in
relation to the player's ship. The player's ship fires from both the front and
back making it doubly effective at taking out pursuing formations of ships.
All that firepower is necessary, as you must take out asteroids, mines, various
enemy fighters, and of course, the enemy Bosconian bases. The Bosconian bases
fire at you from six turrets that surround their central core. Interestingly,
none of the other enemy ships fire at your ship! They simply try to out fly and
collide with your ship. Unlike other games, the enemies are susceptible to the
same dangers that you are. Fly your ship into an asteroid and you are quite
dead. If an enemy flies into an asteroid, he also meets his maker!
Asteroids and mines are scattered throughout the Bosconian galaxy. Use these to
your advantage! If an enemy formation is closing on you, fly to the far side of
a group of asteroids or mines and wait! When the formation arrives, the will
often fly into the obstacles blindly!

(ROGER:) Just as in Time Pilot, there is a way you can stay on a level for as
long as you want. (This works best on level 2).
Finish off the first level, and go to the second. Now, stay away from all the
bases, and fly horizontally from left to right. Just fire continously at all the
formations that come at you. The other ships will never be able to come after
you. There is no time limit in the game, and it never gets any harder. You can
stay on this level for as long as you want. It takes a VERY LONG TIME, though,
to get a large score.

BUBBLE BOBBLE
(UNKNOWN:) Classic Moves
"Get the Water Stuck!!" On level 97, it is possible to get the game stuck in a
state where you have no way to die and no way out of the level. This is the only
level in the game where you always have infinite time to complete it, and Baron
von Blubba never comes to get you. This makes it a great place to take a
breather as it can take an hour or more to get this far. However, with some
fairly tricky moves it is possible to pop a water bubble inside an area with no
outlet and a monster inside.
The water sloshes back and forth for eternity, and the level never ends because
there is infinite time and the last monster never leaves it. Once the other
monsters are killed, there is no way to die, so the only way out is to switch
the machine off! This Move could be used by unscrupulous players to gain a free
credit in an arcade by claiming the machine had crashed :-)
Another interesting feature of the previous screenshot is the ownerless paddle
bouncing back and forth at the bottom. This can happen if you kill a monster at
just the right time. It is still just as deadly, so in fact in this particular
case there is a way to end the game.
Lining up your score: when the last monster is killed on a level, all the
bubbles on the screen will turn into bonuses if at least one player has the
second-last and third-last digits of their score the same. It also happens
automatically every 5th level up to level 50 and on a few of the lower levels.
If there is only one player, you have to work out how much score you will get
for popping the last bunch of bubbles, but if there are two players and just a
little cooperation, one player can line their score up while the other pops the
bubbles. It's then every Brontosaurus for themselves to grab the bonus!

Saving Your Friend: "Baron von Blubba", as he is called in some versions of the
game, comes to kill you when you take too long on a level, and cannot be
destroyed with bubbles. However, if one player has just come back to life after
dying, they can destroy the other player's ghost without dying by running into
it while they are still flashing. That's what friends are for.
Another way to rescue your friend if they have just died is to get the last
letter to spell EXTEND while they are still spinning around in agony. They will
not lose a life if you jump to the EXTEND screen in time!

Flickback: an essential manoevre for the Bubble Bobble master. Get right up
close to the monster so you are just about touching it, blow a bubble and turn
to face the other way at the same time. Your fins pop the bubble and kill the
monster. This is how to take care of monsters that jump out of the bubble almost
immediately. You can even kill monsters backwards just by bubbling while your
fins are touching them. This is a great Move to pull on level 80 where you can
just jump down and sit next to the monsters facing the other way and kill them
all before they start moving, since they're all sitting on the same spot! You
have to be quick and accurate, though.

Rare and Mysterious Items
I list here only the more rare/interesting items.
Armour - Well, it looks like a little suit of armour, anyway. After picking this
up, a warning red flash and bell sound at the beginning of a level indicates
that a special destructive magic item will appear somewhere on that level.
Flashing Bubble - Extremely rare; a good omen! A red, pulsating bubble which
floats up from the bottom of the level. Popping it is worth 100,000 points and
gives fireballs to the player that pops it for the next 5 levels!
Treasure Box - Behaves like a candy stick, ie after the last bubble is popped,
all the bubbles turn to bonuses and a large bonus drops into the middle.
However, with the Treasure Box, the bonuses are diamonds, and the large bonus is
worth 50,000 - 80,000 points!
Bracelet - Causes stars to rain down, killing all monsters in their path, and
giving lots of points to the person that picked it up. There are other similar
items, such as the pitchfork.
Clock - Behaves differently on different Bubble Bobble implementations. On some,
it freezes all monsters in place, while you can move around and bubble them. On
others it gives you infinite time on that level (Baron von Blubba never comes to
get you).

Skull - Not a good thing to pick up. Probably the only bad item in the game! All
it does is cause the "Hurry Up" message to come straight away, and the monsters
go red and speed up.
Potion - The monsters disappear, and bonus fills the room. Get it all and an
extra 100,000 points is yours. Great fun in two-player mode, as the extra bonus
is only 50,000 for the player who picked up the least. Both players can get
100,000 if they cooperate and get the same number of bonuses, but that is not
always possible.

(ROGER:) When the game is displaying the "BUBBLE BOBBLE" screen in attract mode,
try the following sequence of joystick/button commands:
Left, Jump, Left, 1P, Left, Fire, Left, 1P.
It'll say "POWER UP!" at the bottom of the screen. The next game you play,
you'll have all the useful powers (speed, fast bubbles, multiple bubbles).
Screen Shot
Then there's the ORIGINAL GAME cheat mode. This one gives you all the magic
doors (even if you die. You will *not* get them if you die on non-OG mode):
Fire, Jump, Fire, Jump, Fire, Jump, Right, 1P.
Both cheats can be done during the one game. In fact, you don't even have to use
these secret control sequences on the same title screen.
After getting a high score, enter your initials as S.E.X. Start the next game as
normal. The second item on the first level will be a pitchfork. Getting this
item without bubbling the bad guys will get you mucho points.
Make it to level 20 without dying, and a door appears-- it leads to a 'secret
tomb,' a level full of diamonds. There are secret tombs at levels 20 and 30,
also.
Make it to level 50 without dying, and a strange, bee-hive-shaped door appears;
enter it and you warp to level 70. DON'T kill the drunks on level 50, or the
door disappears; bubble them and wait! Btw, with two players, only one of the
players must survive unharmed to get the secret door.

Special item: the bell. If taken, a flash and a 'bell' sound will go off at the
beginning of any level that will have some sort of destructive magic.
"Paffing a Skel" : Skel is that nasty white monster that comes after you when
you've taken too long; with two players, two Skels will appear. If one player is
killed by 'his' Skel, then he can collide with his partner's Skel *WHILE HE IS
STILL FLICKERING.* If the player's icon is still flickering, the other player's
Skel will disappear (poof!), with no harm to the once-slain character.
*The Trick* : At the end of a level, sometimes all of the bubbles on the screen
will inexplicably turn into food (even if there was no candy cane on that
level). If the tens and hundreds digits of either player's score match when the
last monster of a level is popped, then the bubbles will turn into food! Ex:
scores of 10,770 1,350,990 or 576,000 will produce 'the trick.' Usually, my
partner and I kill everything in a level, and as one player moves to pop the
last monster, the other player will 'get the trick' by blowing bubbles against a
wall until the score is correct. Notice that you _do_ get the points for popping
the last monster, so if you're by yourself, you have to work your score so that
the tens and hundreds digits will match _after_ the points for the last monster
are added....
*'Blowing yourself through'* : It is possible (though quite difficult) to bounce
on a bubble at the top of the screen and ride it 'through' the top, so that you
emerge at the bottom of the screen.

(GHALL:) BUBBLE BOBBLE FAQ, downloaded from www.gamefaqs.com :

Bubble Bobble FAQ Version 1.0
Welcome to my first attempt at a FAQ. It's on one of the best puzzle games ever
written. Contact me ghall@gil.com.au if you have anything to add.
(..............)
Bubble Bobble gameplay
---------------------
One of the great things about this game was all of the different hidden things
that were discovered by playing the game. Basically you had to clear each room
of all the enemy to let you advance to the next room. You did this by trapping
the enemy inside you bubbles and then bursting the bubbles. Along the way you
could pick up power ups and extra weapons that were only available for that
room. As a rule only one food bonus and one weapon bonus per room.
The basic power-ups are as follows :-Yellow bubblegum-increase bubble firing
speed. Purple bubblegum- make the bubble travel further. Blue bubblegum-increase
the bubble speed across screen. Red shoe-faster moving Bub and Bob.
Other special power-ups are :-
Candy canes-when the last enemy is killed all remaining bubbles turn into fruit
as well as a large bonus from 10,000 to 70,000 pts. Treasure chest-similar
effect to candy canes except diamonds fall. Clock/Watch-stops level timer and
changes screen color. Red trophy- give you all the basic power-ups.
Purple trophy-smart bomb, kills all enemy and turns them into diamonds. Blue
trophy-gives you extra points when you run along the ground. Purple bomb-kills
all enemy and turns them into diamonds. Blue cross-fills the screen with water
and turns enemy into diamonds. Red cross-lets you shoot fireballs and turn the
enemy into diamonds. Yellow cross-causes lightning to come down the screen and
turns enemy into diamonds. Bomb-kills all enemy on screen. Blue umbrella-advance
three rooms.

Yellow umbrella-advance five rooms. Purple umbrella-advance seven rooms. Diamond
necklace-releases a ball that flies around the screen and turns enemy into
diamonds. Red Ring-gives you 100 pts for every bubble blown. Silver Ring-creates
a stream of stars that kill all enemy. Blue Ring-gets points while running
around. Purple Ring-gives you 500 pts every time you jump. Bible/Book-smart bomb
kills all enemy and turns into diamonds. Glowing love heart-enemy freeze and you
can run into them. Potions-fill the screen with various items, collect all of
these for a 100,000 pt bonus usually you share them if there is an equal
number (grin) Doorways-These appear if you can get to level 20, 30, and 40
without losing a man. Puts you in a bonus room full of diamonds. Getting to
level 50 without dying advances you to level 70. Fireball bubble-A very rare
occurrence, gives you fireballs instead of bubbles for five rooms. Fire Bubble-
hop on this to make fire fall to the ground and kill enemy. Lightning Bubble-
Fires lightning across the screen opposite to the way you are facing. Bell-
Activates alarm that will warn the player that a secret weapon is about to
appear (good for all subsequent levels and the rest of the game, regardless if
the player dies).
Skull-Turns the enemies fast and nasty.
How to make the letters appear
------------------------------
1. EXTEND-bubbles appear only on "open levels" (levels where bubbles fly in from
a "hole" in the ceiling or the bottom)
2. EXTEND-bubbles appear only when you've popped in the previous non-open-stages
more than 2 (or 3) enemy-trapped-bubbles at once. The more enemies popped at
once, the more DIFFERENT EXTEND-bubbles will come. (I'm sure this is valid for
ALL previous stages up to an "open-level"; I hope I've described that well!) It
goes something like this:
Enemies popped at a time Different EXTEND-bubbles to come
2 none
3 1
4 2
5 3
6 4
7 5
8 ALL! (6)

3. When you're on an "open stage" you may want to try to pop more than 3 enemies
at a time because the upper table applies to the CURRENT stage, too (if it is an
"open stage" that is).
Secrets and hidden stuff
------------------------

These codes must be entered on the title screen showing
Bubble Bobble written inside a cloud:
LEFT JUMP LEFT 1P LEFT BUBBLE LEFT 1P- it will say power up at the bottom of the
screen and you will have fast feet, fast bubbles, etc.
BUBBLE JUMP BUBBLE JUMP BUBBLE JUMP RIGHT 1P-the screen will say original game
mode and you will get the bonus doors whether you die or not.
1P JUMP BUBBLE LEFT RIGHT JUMP 1P RIGHT-this give you super on the title screen.
You play the game with the monsters from the first 50 screens in the last 50 and
visa-versa.
High score table tricks
-----------------------
When you enter your name in the high score table put in SEX and a sound will be
made and the word SEX will change to H.! . On the following game a pitchfork
will appear as the second item on the first level, get this and fruit will fall
from the sky and kill the enemy. Make sure you don't bubble them up so they can
be hit by the falling fruit, also the bell sound will happen more often
throughout the game. Entering MTJ as your initials will bring up a coke can as
the second item , this will make flowers fall out of the sky and change the
enemy into diamonds worth 6,000 pts. Other initials to try are NSO KIM YSH KTU
SAK TOP HED RYO SKE SAN PAN OTO, these are all initials of the people whose
names come up when you finish the game.

Other tricks and tips
---------------------
This is one of the coolest cheats in Bubble Bobble. You get this if you lose
your last dino in a treasure room. Normally, you only get treasure rooms if you
have reached levels 20, 30 and 40 without dying, and you exit a treasure room if
you die once, so the only way to do this is if you are using the "original game"
cheat that gives you treasure rooms anyway. When you lose your last dino in a
treasure room, your level is recorded as 102, and then all the demo screens turn
to treasure rooms and the next game you play you get a treasure room on level 1!
This tip cones from Star Tech Journal 12/93. Each of the three Diamond Rooms
contains an encrypted message which is a hint towards properly finishing the
game ("Having a TRUE and HAPPY Ending"). The message can be decrypted by copying
down both the message and the larger block of symbols. The larger block of
symbols is the alphabet, starting with A, B, C, D... The gateway on level 50
takes you directly to level 80. The code is Bubble, Jump, Bubble, Jump, Bubble,
Jump, Right, 1 Player. When done correctly the game momentarily will display the
words "Original Game" in blue in the bottom left hand of the screen. Super
Bubble Bobble Trick - This will make the game start on the second 100 rounds.
The second 100 rounds (which must be played as a separate game) are basically
the layouts of the first 100 rounds, with the bad guys from the second 50 rounds
on the first 50 rounds, and visa-versa. You must play these second 100 rounds in
order to have a "True and Happy Ending". The code is 1 Player, Jump, Bubble,
Left, Right, Jump, 1 Player, Right. When done correctly, the game will now
display and additional graphic, which says "SUPER" on the top left portion of
the graphic that is the "Bubble Bobble Screen". It will continue to do this
every time this screen comes up in attract mode until someone inserts a coin and
plays the game.
Also, the fruit bonus is *not* random. If the hundreds and tens digits are the
same when you kill the last enemy, all bubbles on the screen turn into fruit
(the higher the level the higher fruit value). A nice trick here: Have one
player ready to pop the last enemies, and have the other player shoot bubbles
into a wall until the digits match... THEN have the first player kill them. You
see, the game doesn't care WHOSE digits match - could be either. Bonus fruit on
every round! >:)
Let yourself die on your last man in the treasure room (wait and a guy will come
out to kill you -- one of the strangest looking creatures in the whole game!).
To do this, you'll need to use the ORIGINAL GAME option of course. Now, the
following will happen: -- The demo screens will be treasure rooms. The spooky
treasure room music will play during demo sessions. -- The "highest level
attained during the day" demo screen will be off the scale at 102! -- Next game
played will give you a treasure room on level 1.
When time runs out, and the skels come out to get you, if you die, when you're
brought back to life, and STILL FLASHING (vital!), run over and touch your
friend's skel. POOF! No more skel.

True ending to this game.
-------------------------
I believe the true ending to this game will only be seen when a game is
completed with one player never losing a life so you get all of the treasure
rooms. There is a hint at the end of the game " Write 8 big words on a paper " I
believe this refers to all 8 treasure rooms. In Rainbow Islands if get a diamond
on all of the island you get a different ending to the normal one , so I believe
Bubble Bobble to be the same.
Or this, the above paragraph mentions the secret message "Write 8 big words on a
paper" -- if you are referring to the message after the first 100 levels (i.e.
not the Super Bubble Bobble), then this message does not refer to 8 treasure
rooms -- it is referring to the code that is being displayed along with this
message. You'll notice that the code is in the same "language" as the special
language found in the treasure room walls. When translated, they come out to
$JBLRJ$R -- which means: Start, Jump, Bubble, Left, Right, Jump, Start, Right --
which is the code for the Super Bubble Bobble game -- the message is kind of
cryptic -- I guess they were telling you to expand the 8 letters into (bigger)
words.
Bubble Bobble or Bobble Bobble
Bubble Bobble is the original version of the game and Bobble Bobble is the
pirate copy, if you look at the cloud in the background you can see the bad job
they did of hacking the graphics. There is also some variation in game play. On
my board you can choose a Japanese version of the game that comes up with a
copyright notice at the beginning or an English version of the game. There is no
difference in the gameplay. On the original board you can switch between BB and
Super BB. I have played a version where you could pick original on the board and
on level 6 , and subsequent levels, the guys in the white robes will roll rocks
at you. There seems to be many variations of this game.
(........)
BUMP N'JUMP
(DEFINITIVE:) Don't smash any cars at all on a board, and you'll get 50,000
bonus points.

BURGER TIME
(ROGER:) The levels repeat after every 6 screens. For screen shots of all the
levels, visit Kaptain Koin-Op's page at http://www.virtual-
pc.com/xeyed/1UP/kk/index.html
Enemies can't turn around immediately, so you can follow them around
temporarily.
The indicator that shows how many chefs you have remaining is broken, so keep a
careful count for yourself. This is probably due to a bug in the original Burger
Time ROMs.
The best tactic is generally to stand halfway across a piece of food, wait for
enemies to appear on the food's edge, and then drop the food and enemies at
once. Always lure the enemies onto the highest portion of the screen, and then
drop them. This has several advantages: it clears more burger pieces, plus it
means that units on lower levels may wander into the cascading pieces, killing
them also.
Leave LOTS of room around yourself when going up ladders - the sprites in Burger
Time are somewhat bigger than the visible characters.
When enemies first appear, you have 1/4 sec to go through them, if you need to.

IMPORTANT : If you die while the last piece of food is falling into place, the
game will NOT deduct a man from your game!
Here are some simple strategies for starting the levels:
Level 1: Go directly to the top
Level 2: Go directly to the top
Level 3: Go directly to the left, use pepper on the egg, and kill the pickle.
Then go down and to the right
Level 4: Zigzag up to the top
Level 5: Go straight up to the first ledge, take the ladder up, and then go to
the middle portion of the board
Level 6: Go to the upper left, work your way to the right side, and then go down
Here are some bonus point values:
Ice cream cone (on levels 1 and 4): 500
Cup of coffee (on levels 2 and 5): 1000
French Fries (on levels 3 and 6): 1500

(KAPTAIN:)Use the ladder junctions to lure the enemies along specific paths. You
will notice that they normally move up, across, down/vice versa. By standing
above/below a junction you can force the path that the Hot Dog/Pickle/Egg will
take. This helps when you are trying to lure them onto a burger piece or just
trying to get them away from somewhere.
While saving peppers is a priority, I have no problems with using them to stun
2+ enemies on the top burger piece and then running over it to complete the
whole burger.

CARNIVAL
(KAPTAIN): Hit two pipes of the same color with two consecutive shots to get
four times the pipe score value. After you clear a Gallery rack, 50 points are
added to your score for each bullet remaining in your bullet supply. Each time
you hit the bear, you receive 50 points. Knock out the pipes early in the game.
If any pipes remain on the wheel while you are hitting the moving targets,
ducks, ducks, and more ducks start coming out! The more targets you hit before
hitting the letter "B" the more points you get when you spell the word.

CENTIPEDE / MILLIPEDE
(KAPTAIN:) Hints:
1. Shoot away mushrooms in a straight line up the screen to create a "corridor."
When the Centipede reaches this "gap," it will fall straight down the
battlefield and can be easily picked off.
2. Since the flea doesn't appear until you have eliminated most of the mushrooms
near you, you can set up a shield to prevent this lightning-fast pest from
striking. Simply refrain from shooting away mushrooms near your magic wand.
3. Shoot Centipede heads to create new heads out of the body segment left
behind. Since heads are worth 10 times the point value of body segments, you'll
score lots of points.
When you reach your last official extra man before 1,000,000, every time you
score and have less than 6 men, you'll get an extra guy. This is a real pain,
because this advances by 12,000 the amount of points you will have to get AFTER
1M to get your first guy after that point. :(
Important turning points (based on score):
60K - fleas speed up.
860K - spider goes back to 12-row wipeout. This is a pain...
Note that a very important factor in the game is the rate of feed of the new
centipede segments when one reaches the bottom. You can manipulate this feed
value, to get past the really impossible feed! First, the feed rate doesn't
advance until the first time a cent. seg actually feeds in. Then it advances on
a straight point basis. It seems to turn over every 300K or so. But the rate of
feed increases much faster when you're scoring while centipede segments are
actually feeding in. Note that on millipede, feed is even more important, and
you have to be very careful tuning your feed rate according to the level you
expect to reach at the time your feed reaches impossible level. The 'fast feed'
machines are actually easier in this respect (for the more advanced players).

A More Advanced Cheat..
I was never good enough at Centipede myself to do it, but you can modify the
Defender trick I contributed to solve the problem of no extra turns after
1,000,000 for an interval equal to the number of turns you have won. (Or you can
just make sure you don't go under six turns at any time during the last extra
turn period before 1M.) If I remember correctly, this modification (accounting
for how many times 12,000 goes into 1M) was used successfully by an advanced
Centipede player who I'd described the Defender trick to.
Plus, Eric Ginner had an incredible manipulation of this game where he figured
out exactly how many mushrooms it took in a certain layer of the screen to keep
fleas from dropping at all. He would basically build the board up like this (@'s
are mushrooms):

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

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

| @ @ |

|@@@@@ @@@@@ @@@@@ @@@@@|

|@@@@@ @@@@@ @@@@@ @@@@@| <-- Mushrooms here

|@@@@@ @@@@@ @@@@@ @@@@@| keep flees from

|@@@@@ @@@@@ @@@@@ @@@@@| dropping. The

|@@@@@ @@@@@ @@@@@ @@@@@| Number needed

|@@@@@ @@@@@ @@@@@ @@@@@| increases as

|@@@@@ @@@@@ @@@@@ @@@@@| the score

|@@@@@ @@@@@ @@@@@ @@@@@| advances. Flees

| | always drop if

| | there aren't

| | enough here;

| | Never drop if

+---------------------------------------------------------+ there are.

The central tunnel guides the main centipede straight to you. The large empty
section near the top to left and right cause the separate heads to travel a
greater distance before getting to you thus allowing you plenty of time to pick
them off. It's best to hit them strategically so that you can build up the
mushrooms you need to keep the flee away. The exact number of mushrooms required
and the scores where they increase are long forgotten, but as a rule, if the
flee starts dropping when he wasn't before (even though the number of mushrooms
has not changed) you just crossed a boundary. A flawless game requires great
control and awareness of game logic such that the flee is *never once* allowed
to drop. (Except maybe in the very beginning.)
An easier strategy (considered "cheating" by really good players) is to build
walls in the lower left and/or right to trap the centipede in then hunt other
insects (spiders, scorpions and fleas):|
| <-- The centipede enters from the top and gets trapped
| @ inside. So do all heads that appear (there's a limit
| @ because they eventually stop coming out). You must
| @ kill off spiders coming from the other side so they
| @ won't wipe out your wall or you'll have to build
| @ it up again.

|

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

INTERESTING NOTE: In test mode you can cycle through the different graphical
objects used in the game (the player, a mushroom, a spider, a scorpion, a flee,
and a grasshopper). Grasshopper?! Yep, the game was to originally have had
grasshoppers but they were taken out. You can still see them in the test
however.

(on Millipede:) Make sure you keep your eye on the millipede while you're
getting rid of the other pests. The millipede can sneak up on you if you're not
careful, so keep it under control.

If a millipede touches a poisonous mushroom - poisonous mushrooms are colored
differently from most - watch out! The millipede will charge directly at you!
When the insects swarm, you're in for big trouble if you're not alert. Only a
spider can enter the garden while the mosquitoes, bees, or dragonflies are
swarming. You get 100 extra points (above the normal point value) for the second
swarming bug you destroy, 200 for the third, and so forth - up to 1000 extra
points per bug. But beware! Swarming bugs fly fast and furious!
Each insect has its own unique sound, so keep your ears open and you can
anticipate what will be coming next.

(ROGER:) The following tip is for Millipede only: if "Continue Game" is turned
on, you can keep continuing at a higher level each time. However, you must gain
at least one extra man in each continued game to continue that game. This
process stops when you reach the 300,000 point mark. At this point, no matter
how high your score gets (ie. 400,000, 500,000 etc), you will NOT be able to
continue your game at a higher score.

CIRCUS CHARLIE
(ROGER:) This trick works on both sets of ROMs. On the first level when you are
on a Lion and have to jump through burning hoops, jump backwards through a hoop
and then forwards through it again. The next hoop to appear will then change
into an extra life.
Here's a small hidden bonus: on the first (flaming hoops) level, jump over the
first flaming urn, then jump backwards over it. A bonus item should rise
vertically from it; grab it and it's worth 2000 points. Ideally, you should time
it so that jumping back over the urn coincides with the passage of a hoop over
the urn.
Note: this is for the 'level select' version. On the original version, it seems
to work on the second urn.

CLOAK AND DAGGER
(ROGER:) To get through the game more quickly, pull both joysticks downwards
while in the lift. You'll descend far more rapidly, skipping several levels at a
time.

COMMANDO
(ROGER:) Here's a hot way to kill the soldiers without going anywhere near them.
At the end of each area, when the enemy soldiers are pouring out of the gate
from their compound, move your commando to the bottom of the screen and shoot
down. Your shots will come down from the top of the screen, killing the soldiers
as they come out of the gate.
This will let you rack up big points and all the extra men you can:
This should work on all commando games that are set on regular factory
difficulty. I don't think there was a chip fix for this. On the first stage
there is a cliff on the right side of the screen. The bad guys will jump off the
end of this cliff and attack you. If you walk until the bad guys START jumping
off and then stop you can stand there and kill them until you get sick of
playing or until you reach the max extra men. If you plan on playing thru the
rest of the game you should stop at the max amount of extra men. If you just sit
there the enemies will get faster and faster so the rest of the game will be
harder.

CRAZY CLIMBER
(ROGER:) In the second building: when you arrive at the electrical sign, choose
the left path. Then put yourself under the electrical wire (rightmost window of
the left path) but keep both joysticks pressed. (I keep the left joystick
pressed up and the right joystick pressed down, but others configurations should
work). After a few seconds your climber will become red with white hair and
electricity won't have effect on it.

There is a secret password in Crazy Climber. Enter the name "jordan.ltd" in the
high score table and you get two free credits. This only works on the japanese
and bootleg versions of the game. (Although the password code is still present
in the US version, the high score table entry has been crippled to only allow 3
letters, so you can't enter the code.)

CRYSTAL CASTLES
(KAPTAIN:) PAWS FOR SOME STRATEGY TIPS:
If Bentley harvests the last gem in the castles, he wins extra points.
Elevators make perfect escape routes. However, they only operate one at a time.
Bentley is invincible while he's jumping.
Bentley can temporarily stun Nasty Trees and Gem Eaters by jumping over them.
But this maneuver won't work if he's wearing the magic hat, or while the Gem
Eaters are swallowing gems.
When floating scores appear on the scene, creatures can't move through them; nor
can the creatures move through each other.

(ROGER:) There's a 'continue option' warp on the first board. It won't take you
any higher than level 8, though.
The first warp is behind the palace on the upper-right hand corner of the first
board. Go there then jump. It'll take you to level 3.
The second warp: get the hat, run to an elevator, and at the back corner of the
hidden ramp, jump before the hat expires. The warp always gives you four lives
(not including the one you're on) and takes you to level 5.
The third warp is on the third screen of Level 5, titled "Crossroads." It is
extremely easy to trigger; just move to the very upper left corner and jump. You
will be transported to the first screen of Level 7, again with four lives to
spare.
There are no other warps.
The final level is 10-1 (THE END). If you finish this level, the screen fills up
with various objects and shapes.
A Trick : Jump 100 times or more in the front corner of the first maze. (It's
best to trap the balls inside the maze somewhere.) It doesn't matter how many
lives it takes you to jump this number of times. (It usually takes two full
lives of constant jumping.) Clear the maze of gems and the name "ATARI" will
appear in a banner across the screen at the beginning of level two.

DEFENDER
(PEER BLUMENSCHEIN:) Beginner's hints: Don't fly at top speed, watch the radar,
and fire all the time. And when you fire, move up and down, that way you'll
cover a greater area.
(DEFINITIVE:)When you get your last official guy before 1,000,000, every time
you score, you'll get an extra man.
(Contributor : Tad Perry) The trick we used was to win 100+ ships between
990,000 and 1,000,000, thus fooling the game based on where score rolls over
rather than where ships roll over. The version where you win 100+ ships has been
tested, the version where you win 256+ ships never was because:
a. For every point scored in Defender from 990,000 to 999,975 you will win one
extra ship and smart bomb.
b. If you suicide on something, including a shot but not including hyperspace
(because dying from hyperspace awards no points), you will lose one ship, but
also gain one (net effect on ships is zero) plus one smart bomb.

c. For winning n ships in Defender from 990,000 to 999,975, including suicides,
you will have to wait n x 10,000 points after passing 1M before the game's
accounting balances and it awards ships properly at 10,000 point intervals
again.
TESTED (VERIFIED TO WORK): The score returns to zero every 1 million, meaning
that if you had won 100 ships the machine would have to wait 1 million points to
begin awarding ships again. However, since 1 million is equivalent to zero it
awards them immediately at 1,010,000.

UNTESTED (PROBABLY WORKS):
d. Being an 8-bit game, 255 ships is the maximum recognized. 256 ships/smart
bombs is treated as zero. If you win exactly 256 ships during this period the
machine will think you have won none and thus begin awarding ships immediately
at 1,010,000. In either case, you get to keep your surplus ships and bombs and
can have super long turns where you bomb 2 to 3 times per wave to get out of
dangerous situations.
Defender Tricks :
1. There are reverse lines for swarmers and mutants. If this line is between you
and the type of enemy in question, they will travel the opposite direction
around the planet to get you. (I.e. they won't cross this line to get to you.)
If a mutant, say, is following you and you cross the mutant reverse line (to the
left of the Big Mountain) it will suddenly reverse direction and go around the
other way. The same is true for the swarmer reverse line (located approximately
where your ship starts each wave). This doesn't affect swarmers that you are
following behind. If you're on one side of the line and a pod is on the other
and you shoot it open the swarmers will fly away from you and you can get in
behind them immediately. The best use of these lines is where there are lots of
swarmers and/or mutants that you don't want to hassle with. You stay near the
line in question and go back and forth over it to keep the enemy in question on
the other side of the planet. Especially useful in space and waves that get
really hairy.
2. You can freeze a Defender machine by picking up all ten humans (on any wave,
but Wave 1 is your greatest chance at success), stopping all forward motion of
your ship, quieting the screen down (i.e. having no enemies moving around on it)
and setting all the humans straight down quickly. This seems to work better were
the terrain is very close to the bottom of the screen. Every thing will freeze,
but you can still move your ship up and down. Thrusting will break the spell, so
to speak. If you do pick a spot with shallow terrain, some humans will go thru
the bottom of the screen and appear suspended in mid-air near the top. This
trick is good during marathon games when you've reached Wave 256 and need a
breather.

(ROGER:) Some top players begin each round by shooting their own men, except for
one, which they pick up. This keeps mutants from developing, but it also means
that the world explodes if you crash. It probably goes without saying that this
can be considered an -advanced- trick...
Comment on d.: Being an 8-bit game, 255 ships is the maximum recognized. 256
ships/smart bombs is treated as zero. If you win exactly 256 ships during this
period the machine will think you have won none and thus begin awarding ships
immediately at 1,010,000. (This one has not been verified -- rb)

In either case, you get to keep your surplus ships and bombs and can have super
long turns where you bomb 2 to 3 times per wave to get out of dangerous
situations.
Game Settings: These aren't tricks, but unlike the other Williams games, the
settings are very cryptic (just numbers). The game is hard enough on just
defaults!
Here are the important settings to know:
Function Factory Setting Description
---------------------------------------
08 10000 BONUS SHIP LEVEL (0=No Bonus Ships)
09 3 SHIPS PER GAME
10 3 COINAGE SELECT
11 1 LEFT COIN MULT
12 4 CENTER COIN MULT
13 1 RIGHT COIN MULT
14 1 COINS FOR CREDIT
15 0 COINS FOR BONUS
16 0 MINIMUM COINS
17 0 FREE PLAY (Set to 1 for Free Play)
18 0 STARTING DIFFICULTY (0=LIB; 1=MOD; 2=CONS)
19 10 PROGRESSIVE WAVE DIFFICULTY LIMIT (4-25)
e.g. 5-LIB; 10=MOD; 15=CONS;
20 1 BACKGROUND SOUND (0=OFF; 1=ON)
21 5 PLANET RESTORE WAVE NUMBER

DIG DUG
(KAPTAIN:)Drop rocks on monsters by digging a long tunnel beneath a rock. Keep
the rock from falling on you by keeping forward pressure on your joystick; when
a monster runs close behind, turn away and let the rock fall.
Use your pump to temporarily stun monsters, so you can lure more than one
monster behind you. When you have a line of monsters chasing you, head for the
nearest rock and drop it on them--fast!
Bonus vegetables only will appear after two rocks have been dislodged, and will
remain for only ten seconds. For maximum points, be sure to drop at least two
rocks then grab the vegetable before moving to the next round.
You'll score more points by popping a Fygar from the side, so use your pump to
stun the dragon while you move to his side. Then finish pumping Fygar until he
explodes.
Fygar's deadly fire can reach you through a thin wall of dirt -- so stay out of
his way when he stops moving.
At higher rounds your priority should be to get the bonus vegetables because
they're worth more points than destroying meanies.
The prize will not appear in a round until two boulders have fallen and there
are fewer than seven meanies on the screen.
The last meanie on a screen will always try to escape, thus ending the round.
So, if just one meanie remains and the prize hasn't appeared, you may want to
stun that meanie long enough to allow the prize to appear.
Since the last meanie will always try to escape at the top left side of the
screen, you can strategically position yourself above ground on the left and
wait for the meanie to emerge then quickly blow him up.
You can't pump through the soil, so back off if a ghost is approaching through
the dirt toward your tunnel. Wait until the ghost gets indise the tunnel then
quickly turn and pump it up.
To crush a ghost, tunnel under a rock and wait (as long as you don't move, the
rock won't fall). When a ghost covers the rock, quickly move out of the way and
the ghost will be crushed.
A good way to trap and squash several creatures at once is to tunnel straight up
under a rock and wait for the meanies to follow. When they get close, quickly
move out of the way to the right or left. They will be trapped in the path of
the falling rock.

If a meanie is pursuing you, try to get to a tunnel. Since you move more quickly
in a tunnel than through soil, this gives you a better chance to escape.
Try to group meanies behind you by stunning them and then running. (You can run
right through a stunned meanie.) When several are in pursuit, lead them toward a
boulder and drop it on them for high points.

(DEFINITIVE:) (Contributor : James Hague) Get either a Pooka or Fygar right on
your tail, then pump him up but not so much that he explodes. Do this right near
a rock--be warned that this is rather tricky. The idea is to loosen the rock
when the enemy is almost fully inflated, get out of the way, then do a quick
reverse and finish off the enemy at exactly the same time as he is crushed by
the rock (avoiding the rock yourself, of course). This will confuse the game and
all enemies on the current level will disappear leaving you to aimlessly dig
tunnels through the dirt. You will not progress to the next level until you drop
another rock. [This is most definitely a bug.] (Contributor: Allen Perry)
If you run over a fruit and blow up a enemy at the same time or just a little
after you will get the same score for both the fruit and the ememy. The best way
to do this is to shoot the enemy thru the fruit and start walking toward the
fruit as you are hitting pump. If you time it right you will get up to 8000 (for
the pineapple) each time.
This game does NOT give extra man after 900,000. The score will flip over at
1,000,000. It is very easy to get a score of 999,990 by eating dirt for ten
points per section.
At level 256 the game will start over at level 1 and get easy again. But you
will never get another extra man.

(ROGER:) If you want to be extra greedy and get more points, eat all the dirt on
the level. Leave only two enemies (because they will speed up, and three is too
hard to handle). You don't need to eat every little bit of dirt (you can leave
long passageways to slow down the enemies). Also leave only pookas, since the
fygars can burn you through the dirt.
After level 12, the screens repeat in waves of 4. There are patterns for these
levels. Also, after level 36, all the enemies will speed up. You will have to
use new patterns for all the other levels again.

DONKEY KONG
(KEEPER:)After the opening sequence ends, your job is to climb up the ladders
and jump over the barrels en route to the top of the screen. The barrels can
roll down ladders, so don't get caught mid-climb when a barrel passes by
overhead. Donkey Kong always throws a blue barrel out first. By level six (on
the American version), you'll have to jump over it on your way up. (The
Japanese version cycles through the screens in a slightly different order). A
fireball also emerges from the oil can and chases you. You can grab the hammer
and smash the barrels with it. That's a good way to pick up lots of points, and
it's very helpful near the top of the screen. (Barrels can sneak under the
hammer if you're running toward them, by the way.) I would not recommend
getting the lower hammer, because you're usually better off getting as high as
you can before the barrels reach you and you have to start jumping, dodging and
weaving. Remember that you can't jump when you're holding the hammer. The goal
on the girders screen is to climb that little ladder on the top (the one below
where Mario is standing). There is a bonus in the upper right hand corner of
the screen that ticks down as the seconds go by. You are awarded the bonus
points that are left when you get to the top. If the timer hits zero, you lose
a life. You get three lives, plus a bonus life at 10,000 points. Your score
and lives remaining are in the upper left-hand corner.

The next screen you'll face (in the American version) is the rivets screen.
Unlike the other three screens, the object here is not to get to the top.
Instead, your goal is to run over the eight yellow rivets that hold up the
beams. If you succeed, the beams will collapse and Donkey Kong will fall,
allowing you to save the girl. You can also pick up bonus items like a purse, a
hat and an umbrella for 300-800 points each. This is technically the last
screen on each level of the game. There are five foxfires that will chase you
around the screen. You can kill them with the hammer (at least temporarily).
They always emerge from the side of the screen opposite Mario. They don't move
too quickly the first time you see them, but on later levels, they are faster
than you. They are always dangerous to jump over, because they change direction
unexpectedly. My strategy is to eliminate all the rivets on the LEFT side of
the screen, where Mario starts out. The foxfires start out on the right, of
course. Once the foxfires have gathered on the other side of the empty rivet
holes, wait until at least three of them have gotten to the top two levels.
They'll head up toward Mario eventually (keep an eye on that bonus, though).
Wait for a gap to open, and grab the hammer. Then smash as many foxfires as you
can, while staying on the RIGHT side of the screen. When the foxfires reappear,
they'll come out on the left...separated from you by the empty holes. You
should be able to finish running or jumping over the remaining rivets on the
right.

The next new screen you'll see (again, in the American version) is the elevator
screen. This is a tough one to get used to...you have to jump on the elevator
and onto the stationary girders without falling off, getting crushed in the
gears, or bumping into a foxfire or an I-beam. The I-beams each bounce three
times and then fall. You'll have to develop a sense of timing to get by them.
Don't worry if you fail at first...this one takes a bit of practice, especially
if you're a novice gameplayer. Again, you can pick up the lady's belongings for
bonus points, although I don't usually bother with anything but the umbrella due
to the danger. First of all, there's a shortcut, sort of. You can jump from the
stationary girder where the leftmost foxfire is in the above snapshot, onto an
elevator (moving down), and then onto the stationary girder at the bottom of the
ladder on your immediate right. This will save you the hassle of having to
avoid the I-beams twice, not to mention the other foxfire. The big thing,
though, is learning to time the I-beams. Starting from where Mario is in this
picture, you should wait until the I-beam bounces past you, and run left until
you get to the edge of the elevator gear. (It can't hurt you up here...it's
only dangerous when you're on the elevator.)Once you're here (see above), wait
until the I-beam bounces above you. As it's passing you, start running right
behind it, and climb the ladder before the next I-beam catches you. It's a
pretty easy move to make on the first I-beam screen (the fourth overall), but on
higher levels, you really need to notice the slight variations in the spots
where the I-beams bounce. To get by this screen, I wait until an I-beam bounces
right behind me (see this picture...notice the edge of that beam will hit the
yellow top of the elevator gear), and start following it as closely as possible.
You'll need every split second you can muster by the time you reach the third
elevator screen. Just stop and think for a moment before you run. It's all The
last of the screens you'll encounter (in the American version) is the screen
with the conveyor belts and the cement tubs. The object is to get to the level
that Donkey Kong is on...you don't reach the girl here. All of the girders
except the bottom one and the middle one act as conveyor belts (people movers?),
hauling cement tubs back and forth. You can smash them with the hammer if you
have to, or just jump over them. But be careful...they change direction when
the belt does, and it's very easy to bump into them by mistake. Your biggest
problem on this level is the fireballs. On the seventh screen (the first
conveyor belt one), there are three. The next time, there will be four. After
that, it's always five. They are very hard to avoid, and hard to kill with the
hammer because of the moving belts. You never know when your direction will
change, and it's hard to control your jumping and running while you're gliding
along a belt. The fireballs always emerge from the furnace on the side of the
screen that Mario is currently on (unlike the rivets screen).My strategy is to
wait until the fireballs all pop out on the left (see leftmost snapshot), and
then to grab the purse and climb the ladders to the top. Hopefully, the right
side of the screen will remain clear long enough for you to make it up there
unaccosted. Notice that the ladders on top move up and down, too (center
snapshot). You can hang out on a ladder that's currently lowered, but the
fireballs will find you pretty fast. I actually think that this is the hardest
level to master because everything is so hard to time, and grabbing the hammer
isn't that helpful in the long run.

(ROGER:)There are a series of patterns which work for Donkey Kong and Crazy
Kong. They don't work all the time, but 90% is pretty much better than nothing.
The one I remember best seems to work on nearly all of the 'rivets' levels. When
you start, go up the ladder immediately to the left, turn right, and remove the
rivet in front of you. Cross over to the nearest ladder to the right and go up
it, followed by removing the rivet immediately to the left, and go up the ladder
to the left. Repeat this snakelike maneuver until you've removed all of the
rivets on the left-hand side of the screen. Once you're on the top level, jump
over the newly-formed gap to your right, grab the umbrella and climb down the
ladder directly below you. When you're on the platform just under DK, run right
and grab the hammer as soon as it's safe. Kill any fireballs in the immediate
area, but the important thing to remember is that you must remove the rivet on
the right. As soon as you've done that, stay on the little island on the right
you've created, killing any fireballs that wander into range from any direction;
you'll be relatively safe as any 'resurrected' fireballs will appear on the
left-hand side of the screen. When the hammer runs out, climb up the ladder on
the right-hand side and remove the rivet on the top level (immediately to DK's
right). Climb down, and go after the two remaining rivets as and when it's safe;
I don't believe that there's any set way of doing this, and, like I said, it
doesn't always pan out. But it's close enough for government work ;)

This may be a bug or it may just be a special part of the game. If you finish
ANY round with the last three numbers in the time left are at 300 ( it may have
been 400 or 500, its been a LONG time since I played this game ) it will give
you an extra 100,000 points. Just sit there until the timer is at the right
number then finish. (NOTE: This tip is reportedly for a DK clone called "Donkey
King", -not- the real DK... --RB)

On the rivet levels (where DK falls) if you make it to the top level along w/ DK
himself and position yourself very near but not touching.. jumping and pushing
'away' on the joystick (depending on which side of DK you're on) while in the
air will yield 100 pts each time you do it. Doesn't add up too quickly but it's
fun to do.. possibly the first 'taunt' move in video games.
This trick works only with the Japanese version of DK: On the "barrel" levels,
you can stay on a ladder without worrying about the barrels coming down and
hitting you. Just make sure that Mario's hand is touching the top of the girder
(so that it looks like the barrels are rolling over his hand). As long as you're
in this position, no barrel will ever come down your ladder.
At advanced levels, the girder screen gets harder and harder with girders
bouncing faster. A trick that will make these girder screens easier:
1) Get as close to the bouncing girder as possible. (Experiment to find the
right position for Mario)
2) Notice when Mario's girlfriend says "HELP!" and count the girders going by.
After *four* girders have gone by, head for the ladder. If you time it right,
you will make it up the ladder.

(NOTE: This is the way I remember it from the "old days". If it's incorrect,
please let me know and I'll change it. -- RB)

(KEAL:)On the round's final stage (blue girders, you go over the yellow rivets
to make Kong fall), get up *right next* to Kong's foot and jump in place. You'll
get 100 points for every jump :)If it's not working, you gotta go closer :)
GARETH DAVIES:) On the first level climb up the first ladder and nudge ever so
slightly to the right - just a touch of the key/stick. Then with one motion jump
to the right off of the girder. If you've done it correctly you'll fall through
the girder and on to the second level.

DONKEY KONG JR.
(DEFINITIVE:) (Contributor : Allen Perry)This will let you play forever. Start
the game with both players. Play your f first player just like normal. Then when
you die and you are on the second player you will have to move DKJr all the way
to the right at far as you can go. You will be hanging off the ledge almost all
the way. Then you have to wait for one of the traps to go down the rope that is
above you and to the right. When the trap drops off the rope you have to time a
jump to the right so you will hit the trap and the water at the same time. If
you do it right you will start the number one guy without losing a man. And if
you can get the move down you can play forever. Just repeat every time you lose
with the first guy. There is a side effect to doing this: you will get to put
your high score/name in as many times as you did the trick right. So if you did
it 4 times you will get to put your name up 4 times. Kinda cool huh? Its hard to
find a DKJr to play but its a cool trick nun the less.

(PHANATIK:) Check out Kaptain Koin-Op's commentaries on DK! Lots of images!

ELEVATOR ACTION
(ROGER:)If you've got a man in black on the floor below as you come down in the
elevator, jump towards him when you're about halfway down to his floor. You'll
jump straight up against the floor above and then move forward into the bad guy
as you come down, either killing him or giving you enough time to duck and
shoot.
(PHANATIK:) Shooting all the time can save you from a lot of trouble, especially
when waiting for elevators in long corridors. In later levels men in black tend
to appear from 2 sides, so fire at will!

FROGGER
(ROGER:) This isn't a cheat or an easter egg - it's just an interesting quirk.
Watch the Frogger demo, and when the frog gets to the last log, the player has
control over him for the very last move. You can verify this by jumping
backwards rather than forwards!
(BLUMENSCHEIN:) A lot of beginners forget, that the you also can jump backwards.
This can save you out of a lot of tight situations, and takes only a little bit
extra time.
To encounter the lady frog (and score the extra points), it's best to place
yourself on a slow-moving log. She almost always shows up on a short log in the
second row on the river, but you should only try to get her, if you are no too
far away. The best way to earn points is jumping in a home with a double frog
and catching a fly at the same time, this gives you 400 points.

GALAGA
(ROGER:)There is a well-known cheat that causes enemy units to stop firing. It
works on most (but not all) machines. Here it is:
On the first stage, kill everything but the two bees in the bottom left corner.
Then just wait, dodging the bees' shots, until the bee no longer drops any shots
towards you. After the bees stop firing, let it pass for 5 more trips or so and
then kill them. For the rest of the game, the enemies will not drop shots. It
will take approximately 15 minutes for the bees to quit shooting at you, so this
trick requires a lot of patience.
Some people have reported that this trick also works with two bees from the
RIGHT side of the screen...
Note that, in a 2-player game, only one person has to do the cheat for both
players to benefit.
If you're playing Galaga in MAME, this trick can be sped up by turning off speed
throttling. On a fast machine, the time can reportedly be cut from 15 minutes
down to 2 or 3!
The "Player 1" score counter in Galaga is 6 digits, but the "Player 2" counter
is seven digits. Therefore, most good players start a 2-player game and play
exclusively on the Player 2 side so their score won't "roll over" at 999,990.
Challenging stages are easier if the high score numbers are used to refine your
aim. These tips assume a 6-digit high score:
On the first 2 challenging stages, aim your ships so that your left set of
bullets falls between the second and third numbers in the high score list.
On subsequent challenging stages, aim one set of your bullets between the first
and second numbers in the high score list (if the units come from the left) or
between the last and next-to-last numbers (if the units come from the right).
This will allow you to hit descending enemies at the highest possible point.
Here is a neat (and useless) Galaga trick: It is possible to end the game with a
200% ratio. The 200% hit-miss ratio trick can only be done with your first shot
of the game. When the game starts, don't move, and fire only one shot. If you
time it correctly, two enemies will be killed at once. Let your remaining ships
be destroyed, and presto: a better-than-perfect result. Screen Shot
If you have more than 7 extra men, the marker for the screen will only show 7
1/2 (!) men remaining. Additional extra men will still be credited, even though
they won't show on the screen.
Galaga "rolls over" after stage 255. After finishing the 255th level, the screen
says "Stage 0" and the machine locks up. I have heard unconfirmed reports in the
past that the "Stage 0" problem can be circumvented if the last two numbers in
your score at the end of level 255 are (?? 80 is what I remember, but it may be
something else)
If anyone has any further information about this, I would appreciate hearing
it...
After the 1,000,000 mark, new ships are no longer awarded.

GALAXIAN
(KAPTAIN:) When a Flagship is destroyed in flight in waves 1 through 14 the rest
of the fleet stops firing for a few seconds of mourning. This is your big chance
to get the escorts and any other warriors that you can. This may be the only
time that they aren't firing at you.

Always have a strategical escape planned to avoid patterns of missile attacks.
Think fast and scan the screen for methods of outsmarting the Galaxian fleet.
Some members of the Galaxian fleet are incredibly difficult to destroy, but with
practice you'll outsmart them!
(DEFINITIVE:) Contributor : Ken Arromdee)Shoot one of the yellow (topmost) ships
when it first comes down. It causes everyone to stop firing for a few moments.

(GALAXIAN HOMEPAGE:) Sometimes, when there are just a few aliens left over and
they're all attacking, they'll perform loopings, giving you a better chance of
hitting them.
When a new wave of aliens appears, they are drawn in rows, one row at a time,
from right to left in a rather slow fashion. It seems, though, that the aliens
are already there... They are merely made visible in this way. Try taking
potshots at the clear sky above in the lull between waves; sometimes you'll hit
a (not yet visible) alien, and its row will flash briefly before the rest of the
aliens appear!
You can also 'transfer' flagships to the next wave! Just keep the flagships
alive (maybe with some red aliens) until the end of the round, until they are
the last ones and are forced to attack anyway. Just let them go by your ship...
they'll pass twice and then disappear. They'll be present at the next wave. You
can accumulate up to four bosses per round this way! This is not really
advisable as it reduces your maximum score.
If a flagship attacks with two red escorts, you don't always have to shoot both
to get 800 points for the flagship... So how does this work? Easy, but the
circumstances must be just right. Sometimes, the attacking group will brush
along the side of the screen. You must first shoot the escort that is most to
the inside of the screen. The alien on the outside of the screen might disappear
like it was brushed off at the side and reenters at the top of the screen. If
you shoot the flagship now you will score 800 points anyway! This bug was even
correctly ported to the Nintendo NES version.

GAUNTLET
(ROGER:) The only Gauntlet player I know of who can live indefinitely playing as
the *Warrior*. Playing Gauntlet as the Warrior is very different; potions are
almost useless.
Anyway, my cheat allows you to strictly limit your health losses on *any* level
to no more than about 200 health. It involves stalling the *walls*!
If you remain motionless (or basically aimless) and stall off about 30 health,
all the doors will open. Everybody knows this, and the game even tells you about
it. The game doesn't tell you that if you stall off about 200 health, all the
walls will turn into exits!
The game designers had to include this because there are some levels which
require you to pick up a key before you exit. If you are already filled up with
keys, and the doors are all gone, then it would be *impossible* for you to exit,
and you would starve to death.
What they didn't anticipate, is that certain levels of the game which are really
difficult, which would require you to take massive health losses to finish,
become very simple if all the walls are exits. Or they can be effectively
skipped altogether.

Because the game has Monty-Hall levels with lots of food on them, you can use
this cheat to only play levels which are a wash or increase your health
dramatically, and cut your losses to 200 on all the really pain in the butt
levels.
All I need to live forever as the Warrior is extra shot power! That way, I kill
everything in exactly one shot. This allows you to do precision firing and gives
you a level of control over your shots that no other character can achieve.
The best character to play, in the *long* run, is the elf. His magic is just as
good as the wizard's and his fight ability as good as Thor's. His ability to
shoot through cracks in addition to all this (when he has the power potions)
makes him the best (his speed factor makes him attractive for my playing style.
I like to get through the levels quickly. The faster I get through em, the
faster I get points...). The Valkyrie is the worst, although some people regard
this as a challenge...
To manipulate the point value of Death, shoot him. Death's point value takes the
following progression: 1000-2000-1000-4000-1000-6000-1000-8000, and then back to
start. His value keeps from the previous game.
You can kill Death painlessly by teleporting on top of him.
Level 8 is the level that the previous game ended on. If you got a really good
sequence of boards in a game and you want to repeat them, turn the machine off
and on again after you've entered your high score.

(ERIC CRABILL/DAVE HALLOCK: )
The Almost Ultimate Gauntlet I FAQ, Last Updated: 4/2/96 Authors: Eric Crabill
Dave Hallock

Q: Does Gauntlet I have an ending? A: No. I have played Gauntlet I to level 999
and beyond. After level 999, the next level is level 8 (it wraps around).
Q: What is stalling, and what will it do for me? A: Stalling is waiting around
without any activity. This includes getting hit by monsters. If you stall for
about 20 health ticks will cause all doors to open. This is really useful when
you run out of keys. If you continue to stall for about 400 health ticks, all of
the walls will turn into exits. On some levels, in a multi-player game, it is
possible to get trapped due to transporter folly. The stalling times are not
adjustable options, they are hard coded in the ROM. Note that only the final ROM
revision contains the code to turn the walls into exits.
Q: Who is the best character? A: Gauntlet I is so easy that is is possible to
play forever with any character. They are all great, but you'll want to pick one
depending on your style of play.
Q: What about Death? A: Death, like taxes, is inevitable. The score you get for
killing death follows the cyclic pattern 1000-2000-1000-4000-2000-6000-1000-
8000. Every time you shoot a death, the score changes to the next value in the
pattern. Actually, since the pattern always starts at the same place when the
game is powered up, the pattern is really 1000-4000-2000-6000-1000- 8000-1000-
2000. The pattern saves its place from game to game, however. Death can be
killed by a potion, or by squashing him by transporting on top of him. If you
are really clever, you can convince the Thief to do it for you!

Q: Isn't it funny that the Thief is dressed like a cop? A: Yes, indeed. The
Thief is stupid but unpredictable. The Thief can only appear once on a level,
and not in Treasure Rooms. Once you have put him to rest on a level, you can
stop worrying about him. The worst place to be when the Thief comes is right
near the start of the level, because he can pop up, grab your stuff, and
disappear with little warning. Here is his modus operandi--at the beginning of
the current level, the Thief calculates who is the richest player. This person
is his target. Who is richest depends on each player's possessions. Extra speed
is most valued, then extra armor, and so on. If no one has extra powers, the
Thief will look at other things, including potions, keys, and even your lowly
bonus multiplier. Once he has picked a victim, he records the victim's exact
path. When he appears, he begins chasing the victim at top speed. The smart
thing to do as soon as you hear his arrival is to walk in a straight line, turn
around, and shoot. If there are too many monsters around, or no clear areas, you
can try to kill him by moving into a position where you can shoot him before he
gets to you (but you must be aware of your previous path so you can know where
to expect him from). You can also squash him on a transporter.
Q: How can I better control where I go on the transporters? A: First off, you
always transport to the nearest transporter. There is no way around that. Other
than that, it depends on which ROM version you are running. Play around and see
if you can figure it out. Look at tell tale signs like your health and the white
cross in the transporter. The direction you are pushing with the joystick
controls which side of a transporter you will land on.
Known Bugs: I am not sure if this is particular to one ROM version, but if you
transport onto the exit, you will deactivate it. I saw this on that green,
"compartmental" level that has a transporter in almost every compartment. In the
lower left part of the level, there is an exit adjacent to a transporter. If you
are playing a multiplayer game, and unfortunate (mean?) enough to transport onto
the exit, the other players will have to go seek another way out.
On one ROM revision (I forgot which one) when you are playing the Wizard and you
pick up extra magic power, you will also get an additional regular potion. Now
that I think of it, this must be ROM version 2.
It is possible to stop the clock in the treasure rooms. Sometimes this takes
several tries. Start with a single player game, but put a credit in another
player so it can be joined-in at any time. Just let it sit idle for now. When
your player enters the treasure room, quickly find the exit so you have enough
time to coordinate the next step, but don't exit yet. Now enter the exit. While
your player is "swirling" in the exit, join in the other player. This timing is
critical; if you are too late, you will join in on the next level, and if you
are too early (before the swirling) it won't work. Sometimes, the game won't let
you join in and responds with an annoying buzz. You have to try again on the
next treasure room. If it works correctly, the new player will have the treasure
room all to himself and the clock will not be counting. This works in multi-
player games, too, but you join the new player in at the time the last active
player has exited.

On ROM revision 3, it is possible to use this technique to do something that I
thought was not possible. There is a level with pink walls that looks like this
(bottom of level):

| |
| P| P = you, the player
+------------------------------+
| |
| | <-- closed area with food, potions
| |
+------------------------------+

If you stall long enough for the walls to turn into exits, and move your player
into position P, you can use the "stop-treasure-room-clock" trick to join
another player in, who will appear in the closed area. Have another player ready
to join in. After stalling, move to position P and exit to the right or bottom.
When you are swirling, join in the other player. The new player will appear in
the closed area and he can pick up all the food and potions.
When you get to higher levels, and you start getting "Players Can Now Go Off
Screen" in the Treasure Rooms, you can go off screen while playing by yourself
if you are the Elf with extra speed. The Treasure Room that lets you do this is
the one what scrolls left-right perpetually (I'm sure you know which one!). Just
keep running, you will go off screen and eventually come back on the other side.
There are several Thief related bugs; I have seen these, but I don't know how to
reproduce them. One bug deals with the Thief getting squashed on the
transporters. Another is when the Thief will steal your stuff and not run away,
but sit there and beat on you. No, I'm not talking about when you get in his way
as he runs off, he just never runs away.
There are some transporter-related bugs in ROM version 2 which were fixed in
version 3. If you have version 2, try dying while you are transporting, and see
what happens. The best way to play with this is to get on a level with many
transporters, and have the health per coin set to 100 to make it go faster. Have
two players active, and have the dying player get on the transporter when his
health is 1. If you time it right, he will come out on the other side, dead.
However, one of the following things can happen:

The game will reset.
There will be a body at the destination (can be visible or invisible), but since
you are dead, you can't move it. Monsters will beat on it, and it will scream.
If you join in again, with the same player, what ever happens to the dead body
will also happen to you. This includes getting hit by monsters and getting
pushed by another player (try running in the same direction as you are being
pushed for turbo!)
Oh, but the fun doesn't stop here! I have done the following with Wizard and
Warrior dead bodies. It does not seem to work with Elf or Valkyrie corpses... Do
the die-on-transporter trick with the Wizard or Warrior, but make sure you have
some other players active, too. Try to get the dying character's body to be
transported into a location where you can push it from the left (i.e. no walls,
etc. on the left side of it). With one of the remaining characters, move to the
left side of the dead one and push right. If nothing happens, then you will have
to try again on another level, or keep killing players and try on each new body.
If it works, the dead player will die again (you will hear the death scream of
that player) and one of three strange things will happen. If you get this far,
you will see some bizarre shit! The first thing that can happen is the center-
of-gravity scrolling will stop working. It will behave like there is a black
hole in some corner and the maze will not scroll anymore. Another thing that
happens is that the monsters 'freeze' and do not move anymore. Yup, they just
stand still. The third thing I have seen happen after you join that player in
yet again is that the players who were active are suspended (it says "Press
Start") and whoever you joined in with will start the level over. After playing
for several levels, the suspended players will magically re-appear.

GAUNTLET 2
(ROGER:) Once you get to the thief/mugger levels you can wait for the thief to
appear and shoot him. He will appear in the same space you start the level on:
shoot him and his money bag will appear. Do not pick up the money bag - it will
cover his entrance onto the board, and therefore he may not appear until his
entrance space is clear. I do not think this is a good tactic because of the
amount of time wasted to do this. I only use this on long boards.
You may also stop the thief/mugger by pushing a movable block across your own
path. The thief/mugger will follow your own trail - footstep for footstep!
Therefore you can run, find a movable block and circle around and cover your own
trail by pushing the block to cover your trail. Note: if you re-cross your own
trail, the thief/mugger will take the shortest route to catch you.
If you are playing two+ player you can kill almost all dragons with one player
diverting his attention, or using an indirect attack. For example: you can find
shootable walls or just stand in the right spot askew from the dragon. He will
try to flame instead of fire-ball. If done correctly, you will be standing a
wall away from him. Then your partner can go around and shoot flame head while
the dragon is flaming away.
The 200 tick trick (see Gauntlet I) is now the 900 tick trick. He says that the
game doesn't seem to have an ending, just like Gauntlet I. (He's gotten past
level 100). Others have claimed it isn't 900 but some other number. I get the
impression this number can be adjusted by the operator.
In this game there are 'secret rooms'. To get to a secret room, perform a secret
trick on a level. Some of the secret tricks are:
* Teleporting into the exit
* Pushing a movable wall into the exit
* Keeping all the super shots
* Not using invulnerability (this is almost always a good idea anyway)
* Not touching a fake exit
* Teleporting on top of Death and/or acid blobs
* Not taking ANYTHING (the tick trick comes in handy here)
The hints it gives to the secret room don't necessarily apply to your current
level, just as on Gauntlet I. The secret trick usually doesn't work, but it is
always same for any given board. You're allowed one secret trick for every 15
levels or so.
You can kill the acid blobs! Just drop 2 potions in quick succession. This works
regardless of your magic ability. It also puts the dragon back to sleep
momentarily. (You can also kill them with a teleporter. If there's a teleporter
handy, that is.)
The ? foods are NOT random. Grab a ? food on health mod 20 == 7. You'll get 200
health.
Couple of strategy notes: Reflective shots make the dragon easier.
Invulnerability makes him very easy :) And remember that when generators aren't
on the screen, they don't generate monsters.

GHOSTS 'N GOBLINS
(DEFINITIVE:) (Contributor: Bert Loper) There is a place in the cave scene (the
short scene right after you kill the two big ogres), where you can get 100K
before the time runs out and you can repeat this every life, getting 3 lives for
2 deaths (until the game stops giving extra lives at 980K). The spot is on the
upper level to the right of the rock and just to the left of the second ladder.
Move the joystick back and forth rapidly at the spot and fire each time you
change directions. This causes a zombie to appear at the edge of the screen with
each pivot you make and each shot you fire will kill a zombie. You can get 100K+
from this if you're fast enough!

It is well known that if you duck and shoot a tombstone 15 times, an angel
appears and fires a bolt that turns you into a frog. Interesting bug: if you
fire this bolt *just* as your time is about to run out, you'll turn into a frog
INSTEAD of being killed by time over. It wraps around to negative time or
something and you have virtually unlimited time. (He recommends standing two
rock-lengths away from the rock, and firing the 15th shot at time 0:02. If
you're just slightly late, the bolt will still 'reincarnate' you but your
character will appear distorted and you will be stuck in a ducked position). Use
this trick in combination with the above cave trick, and you're pretty much set.
[This is classic material! -JTR]
(ROGER:)If you perform the above trick but don't get the timing correct, your
frog/man will be split in two and very messy in aspect. The game is much harder
for a scrambled knight!
Boss tricks:
Dragon trick - You can pass the level four dragon by fleeing! Just walk until
music changes to boss theme (if you can't hear that, the spot is where you have
the last two flames on the left of the screen), then go to extreme left: if
everything is okay, the music should stop and the flames freeze. Go to the door
to collect the key.
Demon trick - To make disappear the demon boss at end of level five, try running
away from him as fast as you can! Reach the floor with the hole in it and jump
through it. If you have correct timing, you will fall in the pit, avoiding the
moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre
bosses tend to jump when you fire, even if not directly at them. This is very
useful in level six, when you can avoid losing your armor by activating the
ogres, then going down the ladder and firing while holding your man in the same
position where he starts at the beginning of the level.
Other tricks:
Weapon trick - After having defeated a level boss(es),the knight can fire two or
three "invisible shots"; if the man is facing the right border of the screen
while doing so, the shots will reappear in the following stage. This can be
exploited to kill some of the skulls at beginning of level six (soooo
useful...).
Fire bridge trick - If the game difficulty level is not set to hard (you can
check this by the zombies' speed), the fire bridge can be traversed by simply
going right without stopping.

Weird spots - In levels five and six there are spots where you can jump through
the yellow rock background: usually getting blocked or killed. In level six, the
floor below the bosses' has an invisible hole in it at the extreme left: this
can be used to the player's advantage.
Cemetery glitch - Reach the last tomb before the devil, jump it and go right two
or three steps. The knight should now be in front of a tree on the background.
Don't go any further - go back, instead. Climb the first ladder you'll meet,
then climb down the one on the left, which shouldn't be completely on the screen
if you performed the trick correctly: surprise!
Warp trick - This is very odd: by a strategy similar to the one to reveal the
cemetery glitch (that is, fiddling with scroll), you can activate a "level warp"
in the platform section at the beginning of level four. It involves going right,
then trying to have some platform carry you beyond the "scroll stops" line on
the left. This should kill the knight and possibly make the next life start on
the fire bridge or in level 5.

There are two 10,000 pts in the game. The first one is in the forest: jump
somewhere before the last plant. To collect the second, go in the leftmost spot
you can reach after you have landed on the bottom of level three; that is the
place where you go to the dragon boss by simply running right.
Armor:
The first armor is in the cemetery, between the red devil's starting position
and last money bag: jump there to catch it. In the forest, there's the infamous
unreachable armor: to collect it you should reach a spot just above the money
bag right after the first plant. This cannot be done by jumping.
There are two armors in the ice palace. One can be gotten by walking left off
the topmost platform; the other will fall right in front of the inferior plant
by roaming around the other plant's location.
There are two armors in the blue cave. The first one is obtained by climbing the
leftmost ladder and falling off the ledge. To get the second, perform a well-
placed jump (you have to cross some precise point in mid-air while falling)
before the fight with the last red devil.
The last armor is collected in level six by simply walking right on the first
floor with hulk-like monsters on it. I'm sure the programmers thought you
couldn't avoid getting hit by the ogres and so they didn't hide that armor.

GOLDEN AXE
(ROGER:)If possible, go to a different level of ground than your opponent. If
you are lower, you can cut up his legs and he can't hit you. If you are higher,
he will jump after you and you can hit him in mid-jump. (He won't attack until
he's on your level).
Two Player health restoral: If a player's health is at zero (no life bar
visible) when the bonus level/intermission ends, s/he will begin the next level
at full health (three life bars). So if you CAREFULLY hack one another, you can
restore your health. You should allow the other character to recover after each
swipe, otherwise you may throw or kick and actually kill the other player.

GORF
(KAPTAIN:) Astro Battles - start picking off the invaders from the edges. By
destroying entire columns, the rate of descent is reduced.
Laser Attack - Kamikazes and Flying Gorfs should be destroyed at maximum
possible range, especially when they power dive.
Space Warp - attackers are easiest to destroy when they first emerge. They are
moving slower and the spiral movements is lighter.
Flag Ship - create large holes in the force field arc before attempting to hit
the reactor. You'll have a better line of fire.

(KESTEP:) (......................)The missions are:
Astro Battles - Mission 1: this mission is a wave of Space Invaders with a
twist. Instead of fixed 'shields' that are eroded away as the aliens descend and
fire on you, Gorf provides an energy shield that is turned off each time you
fire. This prevents you from opening gaps in the shield when you return fire. If
the shield is down, i.e. you are firing, the alien shots pass right through
without damaging the shield, temporarily leaving you exposed.
Strategy : I tend to pick off the lowest row as the Gorfian Ship is dropping
them in place. Then I move to right ahead of the columns and pick off as many
complete columns as possible. Then I dodge the shots and move back to the left
to pick off columns as the move back across the screen.

Laser Attack - Mission 2: two Laser Gunships and their Escorts attack your ship.
The escorts start in formation, and randomly break off to engage your ship. The
Laser Gunships (and their escorts that are not independently attacking) move
about and randomly downward toward your ship. The beams are always fired
vertically.
Strategy : The escorts tend to be a bigger problem than the Laser Gunships. I
try to take out one of the Gunships so I'm not trapped between two at once. Then
I take out the escorts. If I get lucky or I finish off the escorts, I get the
last Gunship.
Special Note : This is the only mission in which it is possible to take a break
and rest during long games. Carefully eliminate all escorts and leave one or
both Laser Gunships. Move to the far left (or right) side of the screen. The
game always moves the formation of escorts with a Laser Gunship. The program
ALWAYS positions the formation as if ALL escorts are intact, even if they have
already been destroyed. Due to this assumption, the Laser Gunships will never
move all the way to the edge of the screen!

Galaxians - Mission 3: a wave of Galaxians attack. There are three rows (Yellow,
Blue, Red) plus two Galaxian Flagships that break off and attack from the top.
Each successive mission will cause more ships to simultaneously break off and
attack. The biggest threat is the release of small shots that each ship will
fire on its way down screen.
Strategy : STAY OUT OF CORNERS. I try to pick off a few columns as they form up.
Then I try to get as many of the ships that attack as possible.

Space Warp - Mission 4: enemy ships spiral out of a space warp and fire energy
mines towards your ship. Some ships spiral out in a very circular pattern.
Others emerge in a very erratic elliptical pattern, possibly even crashing into
your ship enroute.
Strategy : Constant movement. Get as close as possible to the warp. I have a
rhythm that I kinda follow. I move from side to side, trying to time my
movements with the circular motion of the ships. I fire repeatedly. Only break
the motion to dodge the energy mines. Some ships will follow a spiral that leads
directly to you ship. These ships follow an egg shaped path. Watch for them and
be ready to shoot or avoid them.

Flagship - Mission 5: the shielded Gorfian Flagship fires energy mines, while
you try to hit the reactor core. If you hit the ship, but miss the reactor, a
piece of debris will fly off the ship. These can be shot for points, or avoided,
but contact will result in destruction of your ship.
Strategy : Move to the Flagship's shield immediately. Try to remove as much of
the shield as possible from the middle or left side. Try to time your shots to
hit the missing chunk of the ship under the reactor. It is possible to take it
out with one shot. Avoid or shoot any pieces that fly away from the ship.

GRAVITAR
(ROGER:) A well known gravitar cheat/bug is as follows... At a joint between two
vectors (>90 degrees), position yourself below and shoot straight up. If you can
align yourself just right, the shots will travel through the walls at the joint.
Without moving from side to side, just thrust up and voila, you are now inside
the wall. You can now move around and shoot the gun pods from behind. This is
especially useful if you can get under the world!

GREEN BERET
(PHANATIK:) If you have a bazooka, flamethrower, etc., shoot at ground level.
This will clear both enemies and mines. And save your weapons till the stage
boss, in most cases you can handle the enemies just with the knife and the
"knife jump".

GUNSMOKE
(DEFINITIVE:) (Contributor: Mario Moeller) When you're on level two, make sure
you have a horse when you kill Roy Knife. Once he is dead, walk over his corpse
and your horse will be killed. Roy raises from the dead as a sort of
indestructable zombie. You can shoot him as much as you like, but he won't die.
In this way you can play until you get tired of it. [Not sure whether this is a
feature to be exploited or a bug to be avoided. -JTR]

HYPER SPORTS
(ROGER:) Some tips for each event:
SWIMMING: Don't start bashing the buttons until your character comes to the
surface after the dive into the water. The
BREATH sign comes on every 10 meters so you can anticipate this when you get
used to playing.
Also, if you finish in exactly the same time as another (human) player, a bonus
is awarded.
SKEET SHOOTING: If you manage to shoot all of the clays, the last one appears as
a bird and bags 5000 points. This bird usually comes from the right side of the
screen. Shooting it with the left barrel makes a slow-moving parrot appear.
Shoot the parrot as many times as you can!
Also, on level B (the level is shown in the top left corner of the screen -
starts a,b,c,d for the pattern and a number for the number of times round) you
can shoot the first two skeets with a single shot, giving you an extra bonus. Be
sure and shoot both skeets with the left-hand button.
VAULTING: Try to get as far as possible on the springboard before pressing the
jump button.
When on the horse, wait for the athlete to be vertical before pressing the
button to make him push off - this gives him more height.
A secret bonus can be obtained if you land on your head whithout doing any
somersaults. You will bounce a few times on the floor and a frog will appear
from the roof and give you bonus points. This is useful if you have already
qualified as it is dead easy to obtain.
ARCHERY: There is a 5,000 point bonus for getting all "nices" (600 pts), giving
a total of over 9,000 points.
WEIGHTLIFTING: When you have successfully lifted the weight and the athlete
drops the bar to the floor, if you press both left and right buttons at the same
time as it hits the floor, cheerleaders will appear and give you a bonus. This
is quite tricky to perform as your timing has to be extremely accurate.
POLE VAULT: To gain extra height when you have let go of the pole press the left
and right buttons quicky to gain height and press the jump button to move to the
right faster.
If you put your pole directly into the hole without losing any speed and your
vault is successful, a mole appears from the ground to award you 1000 points. If
you continue to do this in consecutive attempts, then the mole awards 2000,
4000, 8000 points etc.

JOUST
(DEFINITIVE:) (Contributor: Tim Shay) "The pterodactyl trick". Classic trick.
Doesn't work on upgraded Joust machines, or on Joust II. Trick the last jouster
on the stage to fly to the lava and get trapped by the lava troll. Then wait in
the center of the middle platform. When a pterodactyl comes out, it'll fly right
into your lance. The next part takes a fair amount of practice: when the
pterodactyl has hit you, your character will be knocked back. Jiggle the
joystick so that your mount is back in the middle of the ledge again. Keep doing
this. Eventually there'll be a steady stream of pterodactyls, and you'll be
killing 'em about 2 per second, for 1000 points each. When you make a mistake
and get killed, the trapped jouster will escape.

On the last board in which this works (47 I think), the jouster will not escape.
(From John Yeates ...)To check if you machine has the right ROM (the OLD rom)
for this trick, on the right-hand side of the screen are two platforms like
this:
_____________

\___________/____________

\__________/

Come in from the right, and land on the lower platform so that your legs can't
come down; you'll bounce along the platform. On old ROM machines, you will then
fall down through the gap between the platforms; on the new ROM, you'll bounce
off.
You can screw up Joust by killing a Pterodactyl right inside the screen border
as it moves from right to left. (Very hard to do - plus it's worthless, but it
is of interest as it sometimes shows internal info on the screen if done at the
right vertical height from top. different locations apparently cause different
screw-ups.)
The key to handling Shadow Lords (blue guys) is learning how to time their
bounces at the top of the screen. Also, a good spot to be at the beginning of a
wave is immediately to the left or right of a ledge and above. Shadow Lords will
then appear and fly right up into you.
(ROGER:) To get an extra 1000 points on every screen, leave an egg on the middle
left or right platform. Wait until the pterodactyl comes out. Let it fly up to
the middle level. As soon as it is high enough, grab the egg. The pterodactyl
will try to exit the screen, you should be able to run towards it, and kill it
just as it goes off the to the side.
More tips on hunting pterodactyls:
On levels without a middle platform, The safest place to kill them is on the
left hand side of the bottom platform. Position yourself over Player 1's 100,000
number.
On levels with a middle platform: Wait on the right hand side, near the edge.

More tips on defeating Shadow Lords (blue enemies):
If there is a middle platform on the screen, always stay under it!
Shadow Lords that approach from the right-hand side will start "bouncing" off
the platform and give you time to wait for them. As they hit the bottom, flap up
a little and they will fly into you. If they approach from the left, they won't
bounce but you can still use the same method to kill them.

For lots of extra points: During the egg waves, don't pick up the eggs - let
them all hatch. But kill them quickly, or else the pterodactyl will come out
sooner.
The wave counter stops at 99, and then goes to 0. Then it begins over at level
1. However, the game never gets easier. Around level 60 or so, all the enemies
are Shadow Lords (Blue).

KANGAROO
(KAPTAIN:)When a monkey moves toward you, ready to throw an apple, watch the
direction of it's throwing arm. If it winds back underhand, the apple will be
thrown low like a bowling ball, so jump over it. If it winds up overhand, the
apple will be thrown high, so duck under it. As you progress to higher levels,
apples will be thrown mid-level, so you can either punch them or jump over them.
Time your ladder climbing carefully so you can be out of the firing range of
falling apples.
Monkeys are usually the most dangerous when you are moving away from them. Try
moving toward them so you can punch them before they can throw apples.

Time your jumps carefully. Mother Kangaroo can leap from the edge of a branch or
a log, but she must land flat on her feet. When preparing for a Super Leap, make
Mother Kangaroo walk to the end of a log with her toes hanging over the edge.
Then pull your joystick back and immediately push up in the direction of her
leap.
For a high score, climb up and down every screen until all the fruit is picked.
To score high points on the third screen, punch out all the monkeys in the
column; each monkey is worth 400 points.

KRULL
(DEFINITIVE:) Hunting strategy by hiding in cave when battling the "Big Guy" and
hunting his shots. (combined effort)

KUNG-FU MASTER
(KAPTAIN:) Don't punch or kick without a re