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Newsgroups: rec.games.video From: deloura@noaapmel.gov (Robert DeLoura) Subject: The SNES Cheats/Spoilers List (updated December 1st, 1992) Message-ID: <DELOURA.92Dec1170153@felix.noaapmel.gov> Organization: NOAA/PMEL, Sand Point Way, Seattle, WA Date: Wed, 2 Dec 1992 01:01:53 GMT Lines: 1610

The SNES/SFC Cheats and Spoilers List Maintained by Robert DeLoura (updated on December 1st, 1992) (deloura@noaapmel.gov)

ATS means At Title Screen, where you can see the name of the game.

Unless specified otherwise, all codes are on Controller #1.

Up, Down, Left, Right are on the directional keypad, whereas L and R are the buttons on the controller.

">" are verified pieces of info, "<" are unverified.

If you have a tip or a cheat that isn't included here, or if you verify something that I've marked as unverified, let me know. I'll include it in the list, and add your email address to the list of contributors.

If you search through this list for all appearances of the string "& &&", you'll generate an alphabetical list of the games it covers. (That's three ampersands in a row. I split it up so the line containing it wouldn't show up in your search.)

Based on a list originally kept by craig@sae.com (Craig H. Heartwell) Contributed to by: ar4y@vax5.cit.cornell.edu barkan@maine.maine.edu bri@wam.umd.edu chris@ncmicro.lonestar.org ckb@athena.mit.edu craig@sae.com ddalis@cs.ulowell.edu deloura@noaapmel.gov iaconetti_a@spcvxa.spc.edu jason@tfs.com jchristy@hplred.hp.com jeff@iceax.dsd.es.com jmangold@eagle.wesleyan.edu jmc@sail.stanford.edu jockc@hammer.idsila.com jws@mtdcc.att.com kmiyake@cs.rutgers.edu landin@nsuhp1.nsuok.edu loeliger@convex.com mabriggs@ecn.purdue.edu machala@romulus.ti.com marko@ocf.berkeley.edu revans@uspi2.prime.com sjs@hood.hood.caltech.edu songer@ei.ecn.purdue.edu ss@wpi.WPI.EDU steve@hpdmd48.boi.hp.com subbarao@princeton.edu v089l3s3@ubvmsb.cc.buffalo.edu

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ACTRAISER &&&

> Professional Mode - After completing the game, ATS press Up (or Down twice). The "Professional" selection will appear below "New Game". You don't get any magic, and regular monsters take twice as many hits to kill.

> Extra 1-Ups - There are at least 3 extra 1-Ups to be had while directing the building of towns. If you cause it to rain over the lake east of Bloodpool, the people will find and present you with the first one. In Kasandora, once you have uncovered the pyramid cause an earthquake and another source of life will be uncovered. The third one is collected by striking the Northwood temple with lightning. (these are actually listed in the instructions)

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ADDAMS FAMILY, THE &&&

< 100 lives - the password is '11111'.

< Warp passwords: Start &#KKN After Pugsley V1913 After Grandma B&J15 After Wednesday BD#K4 After Fester BL91B

< If you enter the music room and wait for the music to stop, the passage to the basement will be unblocked.

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F-ZERO &&&

> Master Level: If you complete all five tracks in a grand prix at the expert level, you will be given the opportunity to race at Master Level.

> Getting an early lead: Unless you drive the Golden Fox (yellow car), you can always get an initial speed increase by using the quick start (hold down the accelerator to full before start) and leaning to the right. By moving into the next car's "lane" you can force him to hit you from behind giving you a good push. If you use the Fire Stingray (Pink), you can do this twice, first Blue Falcon will hit you then moving a little farther right, Wild Goose (Green) will hit you. This initial 2nd place position will enable you to take the lead rather quickly (beginner and standard levels).

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FINAL FANTASY II &&&

> General Combat Advice: Never underestimate the value of casting BESRK and FAST on a character who inflicts a lot of hand-to-hand damage. Especially against bosses. Just don't let him get CHARMED. :-)

> You can safely cast CALL spells on a WALLed creature. Failing this, cast WALL on a party member, and bounce the offensive spells off his WALL onto your opponent. Spells only bounce once, thus will not reflect back in your face when you do this.

> Rydia (your Caller) learns Meteo at level 60.

< Some very rare items can be found by killing certain sets of monsters, and getting very lucky. Supposedly POWER ARMOR is sometimes awarded as treasure if you defeat a pair of Behemoths. I've received an odd magical item that is just called "IMP", and seems to be unusable. I got it by killing two Imps and a Swordrat in the Misty Cave. I have no idea what it does (do you?). (If you know how to get any other odd items, please let me know and I'll list the information here.)

> How to beat the Queen in the Land of Summoned Monsters The difficulty in defeating the Queen is that she keeps curing herself. To defeat any enemy which does this, as soon as possible, cast WALL on the enemy so that attempts to CURE self will reflect to someone in your party. Remember, once you WALL the Queen (or any enemy) DO NOT cast destructive magic spells on her, unless they are Caller spells.

> How to beat the King in the Land of Summoned Monsters Brute force. Nothing special. If you can't beat him, go get tougher and come back. Having some things to DART at him will help. Make sure to use group Cure3 or Cure4 spells.

> How to beat Odin Call LEVIA against him, but otherwise just use brute force. Lightning attacks seem to bring his wrath down upon you much more quickly than necessary. (It's suspected that the Odin spell fails against monsters with more than a certain number of hit points. If you know for sure, please let me know.)

> How to beat Bahamut Call LEVIA against him, cast WHITE against him, DART Ninja Stars at him.

> Methods for defeating Zeromus (the final boss) (Combined suggestions from several people)

Beware, Zeromus tends to lash out with very powerful spells if you attack him with NUKE or WHITE.

Paladin: Attack, attack, attack.... Ninja: Automatically attacks with Berserk for a while, then Dart Ninja Stars. Wh Wiz: Cast group-Cure4 every round. (Berserk the Ninja after the Paladin uses the Crystal.) Bl Wiz: Call Baham every round. Dragoon: Jump every round unless he needs healing, in which case Attack.

Kain ( Dragoon ) : Jump w/ White spear Rydia ( Caller ) : Bahamut, Bahamut, Bahamut Cecil ( Paladin ) : Attack, Use Elixir, repeat Rosa ( White Wizard ) : White Spell Edge ( Ninja ) : "Dart" Excalibur, "Dart" Ninja stars

Cecil: Straight ahead fight. Kain: Jump attack Rydia: Call Levia. Call Asura instead, if needed. Rosa: Cast "Besrk" on Edge after Crystal used. Cast "Life2" and "Cure4" the rest of the time. Edge: Fights on "autopilot" ("Besrk") for a bit. Then "Dart" anything you can. If you run out of things to "Dart", Fight.

Cecil: Attack, attack, attack.... Rydia: Nuke, Nuke, Nuke.... Kain: Jump, Jump, Jump.... Rosa: Cure4, Cure4, Cure4.... Life2 on Cecil or Rydia if they die. Edge: Dart, Dart, Dart....

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FINAL FIGHT &&&

< Before beginning your mission through Metro City - ATS, press & hold L, then press START. This will take you to an Option Mode Screen. Use Up, Down, and X to select/change features. Use R to play music and SFX.

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GRADIUS III &&&

> Random Weapons - Enter the manual weapons select screen and press X, Y, X, Y, X, Y. Weapons will be randomly selected for you.

> Reset From Controller - Hold L, R, and START to reset the game from the controller.

> Super Demo - Hold the A button until start-up demo begins.

< Bonus Stages - There are bonus stages in levels 2, 3, 4, 5, and 7. Most bonus stages require that you meet some condition and then fly into a seemingly solid area to enter the bonus area. The conditions and areas are described below.

> Level 2 - (condition: none), fly into the first ship opening along the bottom of the screen in the last section of the stage before meeting the boss (area after the giant carbonated bubbles). < Level 3 - (condition: must have destroyed all of the guns on the ground), fly up close to the low rock ceiling toward the end of the level right before the last "mountain". < Level 4 - (condition: must have no power-up boxes lit at bottom of screen), fly into the back of the Moai head located in the middle of 3 heads toward the end of the level. This particular head will be facing away from you and all 3 heads are upright - difficult to explain location w/o picture). < Level 5 - (condition: unknown), fly through the fire at the corner of the inverted volcano just before the small passage which leads to the 2-headed fire dragon. < Level 7 - (condition: unknown), fly through low corner just after the 4 turrets where your ship would normally have to cut diagonally upward.

> Super Code - Once started, pause then enter the following sequence: Up, Up, Down, Down, L, R, L, R, B, A, START This will power up your ship with missiles, force field, all options, and more speed. You can use this code once per level. Original Konami code for Gradius and LifeForce will cause GradiusIII ship to self-destruct.

< Extra Ships - On title screen hold Left on control pad and press A button 3 times then start. This will give you a reserve of 29 ships.

> Credit Increase - On title screen press X button as many times as possible before pressing START. The number of restart credits will increase 1 for each 3 or 4 X presses. The maximum credits humanly possible using this technique is probably 7.

> Spread Your Options - Select R Option (rotating options) from weapons panel. Once you have acquired all 4 Options, collect enough power-ups to again hilite the "Option" option at the bottom of the screen. Press and hold the A button to increase the radius of your R Options. This will make the R Option as effective (probably more so) as any of the other Option types by covering a large portion of the screen.

> Arcade Game Mode - On the Option Mode Screen, select Game Level and press the A button as fast as you can until the level reads "ARCADE".

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JOHN MADDEN FOOTBALL &&&

< Password to skip to the last round: BBBB5nZ5C

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LEMMINGS &&&

< Level Passwords -

----------------------------------------------------------- | Level | Fun | Tricky | Taxing | Mayhem | Sunsoft | ----------------------------------------------------------- | 1 | SRDTPT | MGQZMGG | PQFPTBP | XNMTWVD | TPCWFMP | | 2 | MJDVLXT | LXSFDXB | HPLHRXL | KDTJQQR | WSJCLDX | | 3 | ZBHPRLQ | ZRVXBWQ | CPZRSRV | VNTGWRB | PVNRCMV | | 4 | GWSXMHK | NKVKRTB | SMSWSPW | SQDLCRR | HZSQQNV | | 5 | NCDKKWG | GJWDHMG | DXCQKRX | JHQTCPD | KCGHCNC | | 6 | CKWDRKV | DJCQQZT | MDGMJLV | RQXNVNP | | | 7 | HCBSMGV | JHSVCQL | WZWSDMK | CBWMMLG | | | 8 | JBKZQGS | RCHFGNN | HZBCFQM | LCVDQWL | | | 9 | MMDMKKX | BJWVRCQ | SPRPVHR | KDHWTJL | | | 10 | SKFKNNB | RFPZFBJ | BWCBKXJ | GVNKKJL | | | 11 | LXNLJCP | JKJBRMQ | WRFVJDL | DXCDGNH | | | 12 | MTPCTNP | MZDCDTC | GGBCXXS | GWJTPLW | | | 13 | PCLSRCP | ZVMQKXB | TTXQXQL | LNZNHWM | | | 14 | KPMDGXZ | ZZRHJPL | DCBBWNH | MZXZKZC | | | 15 | TLVKLSW | JFLKJPX | WCBLDQX | RWLTTCQ | | | 16 | HMHRSDR | JQXRNGJ | PFVFXCR | LGJCRKM | | | 17 | MFLFHSH | WFVBVJP | NKVCKDN | SQXKBZN | | | 18 | QXPKCHB | KWVBVJP | QPDDJFB | WXTBWCB | | | 19 | MWRTLNR | TTKLKZT | QBGBPSW | NPKNRKV | | | 20 | GMXCWPS | NNFFQPV | JLXJWNW | PZQWRGP | | | 21 | KBXNJPB | ZNXBKMP | JLHFSRF | DZTHVNL | | | 22 | DVJJBGM | QSLQWTJ | WCLJNNK | RMDTBFQ | | | 23 | JGSSCZL | BGFVMFR | LVFHHMM | FCSLSPK | | | 24 | MVGDKVX | PQZWDKM | MHNNCPC | RNHQXVM | | | 25 | LSQHCQS | SBCMSJS | RNMKXLP | LTGNDXH | | | 26 | SXRQMVR | BDGQRNX | XZZSDDN | LHLTDDV | | | 27 | PMQJPMX | XPPBQWL | BBTSGZC | HCBBKHV | | | 28 | DHBPTWQ | JHQSPRH | LXFLJPX | MWLGVQJ | | | 29 | BCXLWVV | GCLKJMQ | QKZVKFT | GSPQCRQ | | | 30 | FXWBBSL | SRWGXZM | WFCSHNT | ZTTGRFH | | -----------------------------------------------------------

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PILOTWINGS &&&

< Bonus Stages - Get to bonus stages by accomplishing special maneuvers on the Rocketbelt and Parachute rounds. Ignore the rings and other objectives in these rounds and maneuver over the moving platform in each level. If you can land on this portion of the target area, you will be taken to the bonus stage with a rating of 100 points. When using the rocketbelt, you will be transformed into a winged man. While winged, try to jump onto the trampolines and hit the power P's before landing in the middle of the target. When using the parachute, you will be transformed into a penguin who must high dive into a multi-point pool. The waters are separated by ropes which each designate different extra point values.

HINTS on landing on moving platforms:

to land on moving platform with the parachute (level one): immediately rotate 90 degrees right when released (ignore rings). hold position until 630-40 feet, at which time pull rip-cord and then pull a quick u-turn (180 degrees). at 225 feet, rotate 90 degrees right and line up with the moving platform track. when you reach the track the platform should pass underneath you and then return underneath you (traveling the same direction as you) -- as soon as you see it flare and hold.

to land in the water target with the hang-glider: hit thermal and wait till the glider levels out. push up (dive) and right, drop to 150 feet, pull up and line up with the target. obtain level flight and flare repeatedly just before the shadow hits the bottom edge of the target (not much, you should be no higher than 25 feet).

to land on the moving platform with the rocket-pack: practice using the low burner and holding at 10 feet. then practice stabilizing your position after moving forward (tricky). complete the course and stabilize yourself over the platform's path in a place where you can see it approaching (at a corner or end of the 'track'). drop like a rock the moment the edge of the platform hits your shadow. (tpehrson@javelin.sim.es.com)

< Level Codes:

Level 2 - 985206 Level 3 - 394391 Level 4 - 520771 Level 5 - (Heli): 108048 Level 6 - 400718 Level 7 - 773224 Level 8 - 165411 Level 9 - 760357 Level 10 - 882943 (night-time Heli)

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POPULOUS &&&

(many thanks to kmiyake@cs.rutgers.edu for typing most of these in)

< Level Codes:

1 GENESIS 3 W3RTVD5R 5 S1DW2L4R 6 L5W5ZM4T 9 M2NQ34L1S 10 B2LD2L5W 12 M5R14R 14 B1D2K4T 15 R2NG1SB1R 16 W41VC4L1S 19 M2MW2LJ5B 20 J5SGB2NG 21 K2LL4T 22 E513B1R 23 SC5Q342LL 26 H1M5XJ5B 27 B3R5G5L2N 28 V4RV2K43L 30 SH2C42LL 33 T2MK5PC5N 38 L5WD2H2LL 42 B2L2K4B5Y 43 Q1Z1S4ND 46 B1DQ1ZD5N 48 W41VGB5LD 49 B3G4B5Y 50 C1L34ND 52 J5SMPP4RT 53 K2LL41D5N 57 N2M1SM4T 62 SH2GBH1M 68 H5B5XD5R 73 M2NTH5L4 79 R2NGH2PT 83 M2M5G52CK 86 E51P4T 91 B3RM4J5B 95 F3T412LL 99 H3RT2N5LD 103 C5RD24H2LL 109 L1P5ZL3G 115 M2MT4ND 118 E513SD5N 123 B3R5ZM4 121 N2MH2P5ND 125 D532NG53T 130 SH1D53TLD 134 L5W5P1L 142 B1DD44R 146 C1L3SL1S 152 SW12B1R 159 F3TD24P2L 163 H3RTS5DC5N 168 B2NQ34H2LL 173 L1P2K44ND 178 C1LW2LH1M 182 E51Q34P4RT 187 B3R2K4M4T 193 T2MGB5ND 197 S1DD2L1S 201 M2N2K42NG 207 R2NGGB4R 220 V4RYK5P5RD 224 S3ZQ34P2L 228 H5B5G5C5N 233 M2NQ1ZH2LL 239 R2NGMPM4 243 M2M2K4H1M 248 SW1K5P53T 254 SH241P4RT 262 L5WK5PL1S 266 B2LH2P2NG 272 W41V2NJ5B 279 SC55J5B 284 V4RY2NGT5RY 291 H3RT3ST5RY 298 B2L2NGH2LL 304 W41VD24M4 310 E515Z4ND 320 S3ZM453T 327 C5RQ34L1S 336 W41VS5D2CK 341 K2LLQ342LL 347 B3R1SP2L 352 S3Z5ZL2N 359 C5R5G55LD 365 L1PK5PM1R 370 C1LD2P4RT 376 SW1C4M4 381 D5345ND 387 H3RT5G5P1L 393 M2NK5PL5W 401 B3G5G52CK 407 SC5K5PT5RY 414 SH25XT5RY 422 L5WGB5RD 427 Q1Z41L3G 432 W41VP4B5Y 437 K2LLM4M1R 441 N2M41M4 447 F3TTM4T 454 L5WMP2NG 462 B1D53TT 465 B3GM4L5W 471 SC52NG2LL 479 F3TM4T5RY 484 H5B2P2L 491 Q1ZD244ND 498 C1L24ND 501 K2LLD253T 507 B3RC4P4RT 513 T2M3LD 518 L5W53T4R 522 B2LYL1S 528 W41VQ34B1R 535 SC5C4B1R 541 D5333L 549 S1DC4P2L 552 B2NK5PD5N 557 L1PMPM4 562 C1L1S5ND 569 N2M35ND 573 D535X53T 579 H3RTQ1ZH5L4 583 C5R54R 587 Q1Z5XL1S 592 W41VTT 598 E51H2PL2N 603 B3RL5P5RD 609 T2M3ST5RY 613 S1DMPB5Y 619 Q1ZP45LD 625 B3G5M1R 629 K2LL2M4 634 H1M15ND 639 F3T5D5R 645 S1DL5PL1S 650 B2LD24T 653 L1PYL5W 658 C1L2NGB1R 663 SC553TL2N 670 SH25ZL2N 675 H3RTD45RD 680 B2NC4L3G 686 B1D34ND 693 K2LL1SM4T 699 B3R45ND 706 SH1D2K44R 711 C5RK5PL5W 725 K2LLK5PT5RY 733 D535G55RD 736 S3ZC43L 740 H5BGB5RD 746 B2L5XH2LL 758 E51MPM4T 763 B3R2NP1L 771 H3RTH2P4R 774 L5W5XH5L4 777 M2N2N2CK 783 R2NGM4L5W 789 K2LL2NG2LL 796 V4RY3S2LL 803 H3RT2NGL3G 810 B2L3SL3G 815 R2NG5ZB5Y 821 K2LL1H1M 826 H1MY53T 834 SH1DD4D5R 841 M2NS5DL5W 848 W41VD4L5W 854 E51Y2LL 859 B3R33L 866 SH1D1SB5Y 872 B2N45LD 877 L1P5XD5N 882 C1LYM4 887 SC535ND 893 D532K4P1L 899 H3RTGBD5R 904 B2N41H5L4 909 L1PP42NG 915 M2M3J5B 919 SC55X2LL 925 D53Q1ZP2L 931 H3RTMPB5Y 937 M2NP45LD 942 B1DM4D5N 949 K2LLL5P53T 956 V4RYM453T 962 SH1D2NGH5L4 968 B2ND24T 975 R2NG2T 979 M2MP42CK 988 V4RY5ZL2N

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RANMA 1/2 (SFC) &&&

I'm going to use different spellings for the character names here, because the ones used on the cart annoy me. (I'm a big fan of the animated show.)

CART SAYS I SAY Ryohga Ryouga Kohchoh Kouchou Happy Happosai Kunoh Kunou Colon Cologne

> Debug Mode - ATS, hold L and R down, and then press Start. Keep holding L and R. A list of options should appear, and now you can release L and R. You can use this to set up any fight combination you'd like -- any character vs any character, run by your choice of human or computer. Even computer vs computer, if you'd like. However, the computer doesn't know how to fight as Happosai or Cologne, so if you pick a computer-controlled version of either, it'll just stand there and let you beat on it. You can also play around with the strength of the characters from this menu. If you hit SELECT, the background will change. Whatever background is on the menu when you hit START will be the background you'll fight on. There are easier ways to play char-vs-char and such, so read on....

> Playing as someone other than Ranma in 1-player mode - hold L and R down on Controller 1, and you can push Left and Right to pick any normal character that you'd like (not Happosai or Cologne, though). You can change characters every time you see the character selection screen (you aren't stuck with the same character against each opponent). You can also use this to allow Player 1 to be a non-Ranma character in Duel mode (player-vs-player). See the next hint if you want to be the same character as your opponent (in either mode), though....

> Playing as the same character as your opponent - the person on Controller 1 must hold down L and R (boy, that sounds familiar) when you hit a button to start the match. If you don't do this, the game will beep at you as if your choice of match-up was illegal.

> Other Difficulty Levels - From the options screen, press L, then R, then SELECT. There will now be two more difficulty levels you can scroll through, in red text. One seems just a bit harder than EASY, the other just a bit easier than SUPER.

> General Computer Advice - Play Ranma-chan. Half the characters are easily defeatable by waiting in defensive crouch for them to jump in on you, then quickly standing and doing your A-button special attack. (Genma, Ryouga, and usually Shampoo). Defeat Kouchou by luring him into throwing a pineapple and double-jumping over it (don't jumpkick him) to throw him. Kunou is a sucker for repeated throws (throw him, rush over to him while he's getting up and throw him again as he stands, repeat), all you have to do is get in on him *one* time.

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SIM CITY &&&

> How to raise your treasury to $999,999 Get into a situation where your cash is near zero and you cannot give 100% to the Transit, Police and Fire Departments, then do the following procedure only WHEN THE TAX SCREEN APPEARS AT THE END OF THE FISCAL YEAR!

1. Hold the LEFT and RIGHT Buttons on the top of the controller DO NOT RELEASE EITHER BUTTON UNTIL THE PROCEDURE IS COMPLETE 2. Select "Go with these figures" 3. Exit back to the Building Screen 4. Select the Taxes Menu 5. Increase Transit, Police and Fire to 100%, bringing your cash flow to a negative number 6. Select "Go with these figures" 7. Return to Building Screen 8. When you release the LEFT and RIGHT buttons the cash amount will change to 999999

Bingo! A million bucks to work with. You can almost never use it all up. But if you do run out of money just repeat the procedure. It works every time.

One word of advice. Do not use the procedure until you have acquired the Bank. The Commercial Zones which surround a Bank usually become C-Tops quickly, so having the Bank is worth the wait. The Bank is acquired when your have a population of 10000 people and less than $2000, if I recall properly. What I do is play normally until I acquire the Bank, then build Police or Fire Stations until I run out of money. Then wait for the fiscal year to end and do the procedure.

Please note that this procedure only seems to work at the end of the fiscal year and the tax screen must come up automatically or is does not work.

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SOUL BLAZER &&&

> How do I defeat the metallic boss in the Painting? (Area 1) You must defeat him without having the Zantetsu (anti-metal) sword. It can be done -- it's just very time-consuming. Lure him to the left, then walk up the central ramp and hit him once as he approaches you (stay at the top of the ramp, don't touch the platform he's confined to). Then rush back down the ramp and lure him over to the left again. It's boring, but it works.

> Location of the Master's 8 Emblems Emblem A: Use the ZANTETSU sword to kill all the metal creatures in the Painting in Area 1. You'll release some ivy that leads to an area containing the Emblem. (walk around) Emblem B: Once the soul of the man who "knows everything about Castle Magridd" joins you, go back into the Torture Chamber section of Area 6, and look around for invisible chests. One of them contains the Emblem. Emblem C: In Area 2, the right-hand squirrel in the right-hand tree (the tree with the 'hungry' squirrel) will give you the Emblem. Emblem D: In Area 3, you will free a sleeping dolphin who appears in the prison area (where Lue is being held captive). Use the Dream Rod on him, then equip the Great Pearl and talk to him while you're in his dream. Step on the monster lair he was standing on in the dream. Back in the real world, you should find a path on the west side of the area just before the final boss. The path leads to an area with 4 chests, one of which contains the Emblem. Emblem E: In Area 4, you will free a snail, into a room that doesn't seem to have any entrances. It has a hidden passage (it looks like rock, but you can walk through it) leading into it. From your blue transport square in the 'town', try to walk into the wall to the southwest of you. You'll find the path, if you have freed the snail. He'll give you the Emblem. Emblem F: You'll find a sleeping mushroom in Area 4 (inside the punishment room). Make note of where he's standing in his dream (use the Dream Rod). Then go back to that spot in the real world, and you'll find the Emblem. (It's in the action area just before the Boss). Emblem G: In Area 5, on the first floor of Leo's house, there is a room in the southwest corner containing a dresser, a plant, and a cat. Push the dresser to the west, the Emblem is underneath. (I have no idea how you were supposed to realize this -- I called Nintendo and asked them.) Emblem H: In Area 6, when you free the guard that causes the castle to be rebuilt (along the northern edge of the town), the Emblem will appear along the outer wall of the castle. From your blue transport square, just walk outside and go west.

> Location of the three Red-Hot items for summoning the Phoenix Red-Hot Ball : In Area 7 (the Evil World), it's inside a treasure chest. You can only reach the treasure chest via the transport squares -- when you've gone far enough to see the chest in question, the transport square will appear, and you'll be able to get to it from the temple screen. Red-Hot Mirror: When you go back to Area 2 with the SPIRIT Sword and kill all the floating yellow balls in the Light Temple, you'll free a bird, who will appear to the west of the restaurant. (You'll free more than one bird.) When you talk to him, he'll give you the Mirror. Red-Hot Stick : When you go back to Area 3 with the ZANTETSU Sword and kill the metal gorillas on Dorean (the volcanic island), you'll free a Mermaid. Go back and talk to her, and she'll give you the Stick.

> The Ending for the game continues after the end of the credits. Wait for about 20 seconds, and it should continue.

> You can get a lot of XPs in the World of Evil by going to the transporter field that connects the next-to-last and last parts of it, equipping the Soul Armor, Soul Blade, and Phoenix magic, and going back and forth between the two sections, killing the three rotating metal walls on the last part, then entering the red transporter square to return to the previous section, re-entering it to return to the final section, and killing the metal walls over again. Repeat as desired -- they're worth 4000 xps each.

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STREET FIGHTER II &&&

> Championship Colors Mode - After the 'Licensed by Nintendo' message disappears from the screen, but before the music for the Capcom logo fade-in finishes, enter the following sequence on Controller #1: Down, R, Up, L, Y, B If you do it correctly, you'll hear the "character select" sound effect. If you're playing on the Super Famicom version of the cartridge, you'll need to include X, A on the end of the sequence. When you select a character, if you use the Start button, you'll be in Championship Edition colors, but will not have any Championship Edition special moves. If you use a normal button to pick your character, you'll be your original (SF2) color. This also allows two people to fight each other as the same character, provided that one of you is in Championship Edition colors, and the other is not.

< How to fight against the computer, as the same character (for Ken/Ryu): KEN VS. KEN 1. Start a one player game and let the computer pick Ryu for you. You will automatically be flown to Ken's stage. 2. Once you get to Ken's stage, press START on controller 2 and choose Ken. When you get back to Ken's stage, wait until the time runs out for all four rounds. 3. After four rounds, Ryu's defeated face will be shown. Continue by pressing START on controller 2. Now Ken's face should show up on the second player's side. 4. Once you press START on controller 2, you will be brought back to Ken's stage and you will fighting Ken vs. Ken!

RYU VS. RYU 1. Choose Dhalsim and go to Ryu's stage in Japan. Instead of fighting him, hit START on controller 2. 2. On controller 2, choose Blanka, and when you get back to Ryu's stage, sit for 4 rounds. 3. After you are asked to continue, press START on controller 1 and then pick Ryu as your character. 4. You will be on the left side of the screen and fighting your twin!

You can fight your twin as many times as you like, provided you lose all your matches. If you're in Championship Edition mode, you'll need to use the alternate-color version of your character for this to work.

< I am not aware of any 'play the bosses' codes at this time, and don't really think one exists.

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SUPER BUSTER BROTHERS &&&

< Level Select - At the Game Select screen, press and release L, R, R, L, Up, Down.

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SUPER MARIO WORLD &&&

> 1-Up Blocks - In the five tiered 1-Up chambers, Mario can collect all 5 1-Ups if he uses his cape. Spin jump and hit the lower corner of each block with the cape. The first two block in each row yield coins, the third will yield a 1-Up.

> Remember that pressing START followed by SELECT will drop you back to the map screen, if you've completed the level before. Handy for collecting a needed powerup near the start of a nearby level.

> Berries for Yoshi - 10 Red Berries will cause an egg to hatch into a Super Mushroom. 2 Pink Berries will cause an egg to hatch into coins. 3 Green Berries will add 20 seconds to the timer.

> Yoshi and Shells - If Yoshi spits out a Blue or Green Shell before swallowing it, it can be reused.

> Yoshi and P-Switches - After stomping a P-Switch, use Yoshi to pick it up. When Yoshi spits it back out, it will again be reusable.

> Mario can take a direct hit from any creature if riding Yoshi.

> Mario can hold 2 items at once by stacking one on the other then picking up both.

> Magic Number 1-Up - If the tens digit of the star bonus achieved by breaking the goal post tape matches both the ones and the tens digit of the time remaining on the timer, you will earn a 1-Up. (seems like a lot more trouble than it's worth)

> Top Secret Area - Get a cape. Enter the first ghost house and walk to the right until the first hole in the floor. Hold the Y button to spin. Run to the left until able to fly, jump and fly up the left hand wall until you can land on a ledge to your right. Run all the way across the house, off the ledge, and out the door at the end. Once you exit, you will have a path to an area where you can fully power up, get a Yoshi, and reenter for as many 1-UPs as you want (1 at a time).

> Bonus Items - At the end of every world, carry a turtle shell, P-block, or an enemy through the high bar. It will turn into a power-up item that you can use in the next world.

> Get Back Into Castles - To reenter castles once you have destroyed them, press the 'L' and 'R' buttons at the same time while standing on the site of the castle.

> Just what is the utility of a Firey Mario in SMW? - 3 of the Koopalings can be beaten by fireballs. Hit Morton, Ludwig, or Roy 12 times w/ fireballs and they are history. This is particularly useful against Morton and Roy who move pretty fast once you get them upset.

< In Chocolate Island 1 there is a 3-Up Moon just beyond the midway gate, but to get it you must pickup and carry the springboard which is left of the midway gate (means you cannot reach the tape to break it). Carry the springboard to the level area left of the big crescent-shaped section. If you jump as high as possible and then go right while in the air, you can land on a set of clouds where the moon is.

> If you don't use the angled green pipe to launch Mario forward in Chocolate Island 1, then you will not get a midway gate.

> Power-Ups Between Stages - Carry a P-Switch or a Koopa Shell through an exit gate and the power-up item in the reserve box will transform as follows:

Mario Item In Reserve Box Transforms To ------------- ------------------------- --------------------- Small Empty Super 'Shroom Super 'Shroom 1-Up Fire Flower Super 'Shroom Cape Feather Super 'Shroom

Super Empty Super 'Shroom Super 'Shroom 1-Up Fire Flower Super 'Shroom Cape Feather Super 'Shroom

Fiery Empty Fire Flower Super 'Shroom Fire Flower Fire Flower 1-Up Cape Feather Fire Flower

Caped Empty Cape Feather Super 'Shroom Cape Feather Fire Flower Cape Feather Cape Feather 1-Up

> All Stages, All Exits (Yes, Virginia, there are 96) (NOTE: exits marked with '*' do NOT contribute to the *96 total)

Stage Exit 1 Exit 2 ---------------------- --------------------- ------------------------- Yoshi's House *Yoshi's Island 1 *Yoshi's Island 2 Yoshi's Island 1 Yellow Switch Palace Yoshi's Island 2 Yoshi's Island 3 Yoshi's Island 3 Yoshi's Island 4 Yoshi's Island 4 Iggy's Castle Yellow Switch Palace Yellow Switch Palace Iggy's Castle Donut Plains 1 Donut Plains 1 Donut Plains 2 Donut Secret 1 Donut Plains 2 Donut Ghost House Green Switch Palace Green Switch Palace Green Switch Palace Donut Ghost House Donut Plains 3 Top Secret Area Top Secret Area Donut Plains 3 Donut Plains 4 Donut Plains 4 Morton's Castle Donut Secret 1 Donut Ghost House Donut Secret House Donut Secret House Donut Secret 2 Star Road 1 Donut Secret 2 Donut Plains 3 Morton's Castle Vanilla Dome 1 Vanilla Dome1 Vanilla Dome 2 Vanilla Secret 1 Vanilla Dome 2 Vanilla Ghost House Red Switch Palace Red Switch Palace Red Switch Palace Vanilla Ghost House Vanilla Dome 3 Vanilla Dome 3 Vanilla Dome 4 Vanilla Dome 4 Lemmy's Castle Lemmy's Castle Cheese Bridge Area Vanilla Secret 1 Vanilla Secret 2 Star Road 2 Vanilla Secret 2 Vanilla Secret 3 Vanilla Secret 3 Vanilla Fortress Vanilla Fortress Butter Bridge 1 Cheese Bridge Area Cookie Mountain Soda Lake Soda Lake Star Road 3 Cookie Mountain Ludwig's Castle Butter Bridge 1 Butter Bridge 2 Butter Bridge 2 Ludwig's Castle Ludwig's Castle Forest of Illusion 1 Forest of Illusion 1 Forest of Illusion 2 Forest Ghost House Forest of Illusion 2 Forest of Illusion 3 Blue Switch Palace Blue Switch Palace Blue Switch Palace Forest of Illusion 3 Forest Ghost House Roy's Castle Forest Ghost House Forest of Illusion 4 Forest of Illusion 1 Forest of Illusion 4 Forest of Illusion 2 Forest Secret Area Forest Secret Area Forest Fortress Forest Fortress Star Road 4 Roy's Castle Chocolate Island 1 Chocolate Island 1 Choco-Ghost House Choco-Ghost House Chocolate Island 2 Chocolate Island 2 Chocolate Island 3 Chocolate Secret Chocolate Island 3 Chocolate Island 3 Chocolate Fortress Chocolate Fortress Chocolate Island 4 Chocolate Island 4 Chocolate Island 5 Chocolate Island 5 Wendy's Castle Chocolate Secret Wendy's Castle Wendy's Castle Sunken Ghost Ship Sunken Ghost Ship Valley of Bowser 1 Valley of Bowser 1 Valley of Bowser 2 Valley of Bowser 2 Valley Ghost House Valley Fortress Valley Ghost House Valley of Bowser 3 Larry's Castle Valley of Bowser 3 Valley of Bowser 4 Valley of Bowser 4 Larry's Castle Star Road 5 & Front Door Valley Fortress Back Door Larry's Castle Front Door Back Door *END Front Door *END Star World 1 Star Road 1 Star Road 2 Star World 2 Star Road 2 Star Road 3 Star World 3 Star Road 3 Star Road 4 Star World 4 Star Road 4 Star Road 5 Star World 5 Star Road 1 Star Road 6 Gnarly Tubular Tubular Way Cool Way Cool Awesome Awesome Groovy Groovy Mondo Mondo Outrageous Outrageous Funky Funky Star Road 7 (Yoshi's House)

< How to beat AWESOME (in special world)

Here's how to beat AWESOME without having to worry with jumping on koopas and bullets and all those nasty things at the end:

1. The goal is to cross the whole section at the end (where all the fish, bullets, etc start coming at you like crazy) using a flying blue yoshi.

2. You may get blue yoshis very easily down on starworld 2 or 3 (the one under water where the egg hatches -- small blue yoshi will eat a power star and immediately turn into big blue yoshi. At this point, press pause-select to get out.

3. The hardest part is probably getting blue yoshi in AWESOME over to the last pipe before the nasty section. Once you get him there, try to eat one of the turtle shells and/or turtles. BUT HERE IS THE TRICK: You will never make it over the gorge to the end by flying at normal speed. You have to fly fast just as you would run fast by holding the Y button down, while flapping "your wings" with the B button. But watch out, if you press the Y-button AFTER you eat a shell, yoshi will spit it out. You must press Y before eating the shell, and never let up again until you get to the end. Flap like crazy and you will make it over the gorge.

< How to beat Funky in the Special World

Ah, this was truly a nasty level. Get equipped with a Yoshi and a Cape from the level two spaces to the right. Then, at the very beginning, run to one block before you meet the first wiggly, then fly with Yoshi. When it looks like you're coming down, DON'T let go of any buttons. You will automatically get kicked further by the bullets firing off the canons. Keep this up till you reach the springboard next to two pipes.

Then, the procedure I followed to carry the springboard to the next pipe was to first swallow the wiggly in the next area, pick up the springboard, run with it, jump, etc....

This level gets my vote for MOST ANNOYING. Especially when that idiotic Yoshi runs away so many times. Talk about loyalty!

> Favorite 1-Up tricks

> For someone who hasn't advanced far in SMW, the easiest source of one-ups is Yoshi's Island 2. Enter with Yoshi, then bumping the block that normally gives Yoshi gives a one-up. Use START and SELECT to jump out of the course and repeat as often as desired. It is a little faster if Mario is caped and you enter at the middle of Yoshi's Island 2. Then one can get a life every 10 seconds or so with no skill required. I generally run it up to the maximum of 99 lives in order to pay for the increasingly long trip back to Yoshi's Island.

< Go to Chocolate Island 4 in world 6. You must have a cape. Get the first P-block and go down the grey tube. Once in the tube, grab the second P-block and jump off the edge. Hug the right wall until you see the seventh opening in the wall that is filled with 1-UP mushrooms. Float into the passage and grab the 1-UPs. When you come out of the tube, go back to the left and repeat as many times as needed.

< Just before entering the last area of Vanilla Secret Fortress (to face Reznor), you can earn many 1-Ups by repeatedly stomping the Bony Beetles at the Red Door (don't touch the ground - tread water). At first this will just earn points, but the points increase and eventually become 1-Ups. This basic technique applies most places where an enemy can be continually stomped w/o touching the ground.

< In Butter Bridge 2, there is one green pipe with a small log platform on both sides (this is about 2/3 of the way through, also it's the pipe you come back up through if you go down the second purple pipe to ride the rope). If you have a cape (there is a feather in the green "!" block right after the middle goal), get on the right log platform trapping the koopa between you and the green pipe. Now, you can use the cape spin trick to continuously knock the koopa shell against the pipe to collect unlimited 1-Ups until the clock runs out.

< There's a place where you can get unlimited lives (well, I guess up to 100, I never actually saw how far I could go) in the Sunken Ghost ship. Just before you enter the pipe to go the second portion of the ship, go to the left and up. There will be two bullet things that will keep shooting and they will hit your feet. First, you get 200, 400, 800, ...., up to 8000, then you get 1-ups for every hit. So, I just sit there for a minute and rack up lives.

> Here's the trick my wife and I use: In the Forest of Illusion (one of the acts on the left.) there is an act where there is a koopa "fishing" with a green mushroom. Ignore him. Get a shell and run to where you find the first pipe. There is a monster that comes out of the pipe and throws creatures at you. There is a depression in front of the pipe. Take the shell and throw it at the pipe, it will start to bounce back and forth. Everytime the guy in the pipe throws a creature the bouncing shell will kill it. Further, you can now "take the bait" from the guy in the cloud. He will also throw more creatures giving you more guys. It is possible to get 40-70 guys (depending on how good you are at getting the guy in the cloud to constantly throw in the depression) in one play of the scene.

< Go to the first world in the forest (the one next to the Ghost House). Play through that World and touch the midway goal (the small goal post, ya know what I mean, right?). Then exit the world (start to pause, select to bail). Now go back into the world. You'll start at the midway post. Run to the right and you'll find a block that alternates between the different pow up-s in the game. Hit the block when it's a feather and you'll catch the invinc star. Now run to the right and hit every monster along the way. Soon, you'll start to earn 1-Ups and 2-Ups (from the centipede-like creatures). You should be able to get 15 lives or more before the star fizzes out.

> In regards to extra lives, I found the best way is using (as someone else mentioned) the star. I use the 5th special world (I'm pretty sure it's the 5th), I'm not sure what it's name is, but I can tell you that it is the one on ice, with lots of Rex's. What you want to do is go until you get to the platform that has 5 coins and a ?-box above it. You must carry the Power button with you to this point. Hit the P, and get the star from the ?-box. Then jump up and down and touch all the cheep-cheep's that are flying back and forth. When the P-power ends, and you fall (because the ledge turns back into coins) run to the left and kill everybody in your path. I can consistently get 17-20 lives from using this method.

> ...this is the 1-up method I use. You get 40-50 lives, a power-up, and a Yoshi all at once. I kinda like it, and you are welcome to add it to the list if you don't have it already. In Vanilla Secret 3, go to the midway tape. Break the tape and leave the world. Go back in the world, starting at midway. Go right, until you come to a pipe. In a music box above the pipe is a power-up. Continue right, avoiding paratroopers and spiked guys, over the chasm, and to the row of blocks above a field of venus fly-traps. Hit the bottom of the SECOND block in that row. It is over the venus fly-traps, but with minimal practice you can hit it easily. In the SECOND block is a P-Block. DON'T JUMP ON IT! Grab it, and take it with you. While carrying the P-Block, return back to your left, over the chasm, past the pipe you saw before, and past the midway tape. Continue until you get BETWEEN 2 pipes on the same screen. Each pipe has a villian jumping out of it, and there is a chasm just to the left of the left pipe. Set the P-Block down here. Jump on the P-Block, jump over the chasm on the left, and run as far and as fast as you can left. Each turtle/villian has turned into a coin, and after ~5 of them they are all 3-ups. Tons of 'em. The P-Block power will run out about the time you get back to the Yoshi block. Get Yoshi, and leave the world. ***NOTE: Don't leave the world until the game has finished couting up your lives!!!! You get so many you have to wait till it counts em all. Voila! Many lives and a Yoshi.

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SUPER GHOULS 'N GHOSTS &&&

> Level select for Super Ghouls & Ghosts.

Plug in BOTH controllers. Get into OPTION screen.

1) Make option selections. 2) Highlight EXIT 3) Press L button and START simultaneously on the SECOND controller. 4) While still holding these buttons, press start on the FIRST controller. 5) You will exit and enter a level select screen.

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SUPER SMASH TV &&&

> Turbo Mode - Put the cursor on 'One Player'. Left, Right, Left, Up, R, R. (It'll say "Bingo!")

> More Lives - Put the cursor on 'Two Players'. L, R, Up. ("Bingo!") Maximum lives 7, maximum continues 7.

> Stage Select - Put the cursor on 'One Player'. Right, Right, Up, Down, R, L. ("Bingo!") Then choose 'One Player' or 'Two Players' and hit START. (rumor has it you may need to start at the top and press "up" instead of just starting on 'One Player')

> Sound Check Screen - Put the cursor on 'One Player'. L, R, L, L, R.

> Programmers Screen - Bring up the Acclaim logo, and hold down buttons L and R. When the quill appears, also hold down button B.

< Level Maps

Map 1 2 --> 5 --> $8$ | | /|\ \|/ \|/ | S-> 1 --> 3 6 --> 9 --> 10 (BOSS) 9 | /|\ \|/ /|\ X | \|/ 4 --> 7 --> X 5

1. Arena 1 6. Crowd Control 2. Collect 10 Keys 7. Total Carnage 3. Collect Powerups 8. Bonus Prizes 4. Eat My Shrapnel 9. Tank Trouble 5. Meet Mr Shrapnel 10. Mutoid Man X. Secret Room 1 (1st ?)

Map 2 7 --> $12$ | /|\ \|/ | 2 --> 4 --> 8 13 | /|\ /|\ /|\ \|/ | | | S-> 1 --> 5 --> 9 14 --> 17 (BOSS) | | | \|/ \|/ \|/ /|\ | 3 --> $6$--> 10 15 15 | /|\ \|/ /|\ X--> 17 (BOSS) | \|/ 11 --> 16 --> X 7

1. Orbs! 7. Metal Death 13. Slaughter 'Em 2. Rowdy Droids 8. Fire Power Needed 14. Lazer Death Zone 3. Film at 11 9. Smash 'Em 15. Chunks Galore 4. Vacuum Clean 10. Turtles Nearby 16. Buffalo Herd Nearby 5. Meet My Twin 11. These Are Fast 17. ScarFace 6. Defend Me 12. Watch Your Step X. Secret Room 2 (2nd ?)

Map 3 7 --> $12$ | /|\ \|/ | 2 --> 4 --> 8 13 | /|\ /|\ /|\ \|/ | | | S-> 1 --> 5 --> 9 14 --> 17 (BOSS) --> 18 --> 19 --> 21 (Boss) | | | | \|/ \|/ \|/ /|\ \|/ | 3 --> 6 --> 10 15 15 20 --> 21 (Boss) | /|\ \|/ /|\ X --> 17 (Boss) | \|/ 11 --> 16 --> X 7

1. No Dice! 9. Scorpion Fever 17. Cobra Death 2. Turtles Beware 10. Dynamite Cobra Boss 18. Almost Enough Keys 3. No Turtles Allowed 11. Witness Total Carnage 19. You (Don't) Have 4. Extra Sauce Action 12. Enjoy My Wealth Enough Keys 5. Temple Alert 13. Walls of Pain 20. Pleasure Dome (4th ?) 6. Turtle Chunks Needed 14. Last Arena? 21. Eat My Eyeballs (5th?) 7. Secret Rooms Nearby 15. Use the Buffalo Gun X. Secret Room 3 (3rd ?) 8. Cobra Just Ahead 16. Secret Rooms Nearby

< Ending - Collecting all 5 question marks puts the game into Turbo Mode.

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SUPER R-TYPE &&&

< Level Select - At start up, hold down the 'R' button and press up on the joypad 9 times. The select will be signalled by a sound. Once started, pause the game (by pressing start), hold down the R, A, and SELECT buttons simultaneously. Choose the level by pressing up or down on the control pad. The level selected shows up in lower left corner.

< Instant Power Ups - On the title screen press the following key sequence: Down, R, Right, Down, Right, Right, Down, Right, Down, Down. A tone will sound when entered correctly. Once the game has started, pause. Enter the following code: R, Right, Down, Y, Down, Right, Down, Left, Right, Down, Right, Right. Next, you can select power ups as indicated below.

PRESS ONE BUTTON FOR INITIAL ATTACK AND THEN ONE BUTTON FOR MISSILES.

--------------------- ------------------------ | Initial Attack | | Missiles and Bombs | --------------------- ------------------------ A Sky Laser A Homing Missiles B Ground Laser X Spread Bomb X Reflect Laser Y Spread Laser R ShotGun Bomb

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SUPER STAR WARS &&&

< How to get 99 Lives - In the Land of the Sand People, there are 2 sets of floating rocks, in which you have to jump from rock to rock, to get to the other cliff. At the very beginning of the second set you come too, jump off the cliff edge, and aim Luke to the left. You will land on a ledge, and you will be in a small cave area. Falling rocks will keep falling on you, but don't worry about that. Now shot up in the air all over the place to reveal 1-UPs. There are 7 or 9 of them. Get them all and then commit suicide. When the game starts up again, you start at the cliff top again. Jump down and repeat til you have 99 lives.

< Sound Test - Hold down all four buttons (I presume X,Y,A,B, and not L and R) and then hit START. If this doesn't work, try hitting SELECT+START at the same time. It should bring up the Sound Test screen and give you some codes. (I don't have the game, I can't check the codes.)

< Some Codes - (If you know when to use these, please let me know.) 5 Continues: XBBAY Light Saber: YYXXABXA

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TOP GEAR &&&

< Passwords: Amateur Pro Champ ------------------------------------------------------------------- South America Moonbath Four Meg Educated Japan Gearbox Legend Oilcloth Germany Car Park TheWorld Wreckage Scandanavia Road Hog Letsrace Caracole France Emulator Alchemy Epyllion Italy Analyser A Looper Glucagon U.K. Horizons Seasonal Keelson

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U. N. SQUADRON &&&

> Methods for defeating:

Use the F8E until you can afford an Efreet First board - Tank No weapons. Shoot at the tank treads and dodge the rockets.

First Air board -- Big Stealth Hit the big Stealth with three clusters as soon you can see it. Be sure the grab the (3)power-up after the first cluster. You have to be at least half way up the screen to get it.

Next, hit the Stealth with bombs until it rises too high then launch your megacrusher.

Get behind the Stealth and fire away, staying between the air charges and away from the center of the Stealth

Sub No weapons. Stay in the upper left part of the screen when you are not shooting the Sub.

Land carrier You don't need weapons. Take bombs though. Get low on the deck. You can shoot out the aircraft launchers and the rocket ports, but you have to change elevation a little and dodge around. You don't have to raise up until the end. You will be below the big rocket fire.

Once you have disabled everything except the big rocket launcher, raise up to just above the mountain line and fire at the top edge of the big rocket launcher. He'll die fairly soon.

Second Air board -- Small Stealths Bombs and megacrusher. Use bombs to take the guys behind you. Get above them. You have to keep up or your dead. Use the megacrusher on the three Stealths. They are weak now. Shoot-em-down.

Minks battleship: This guy is hard. Take all the weapons. Fire at the small gun on the front. Raise up to the top of the screen before you get too close or the Unicorn will pass. Be sure to get the Unicorn. Try to hit the stacks until you get to the middle of the ship and then launch you megacrusher. It will knock out all the small arms in the central part of the ship. Drop bombs on the rear big guns. Get get below the deck for the turn around. Raise and knock out he back small guns. If you have enough fire power you can target the the two big guns and still stay away from their fire. You have to get just high enough. Once the big guns are gone, fire into the stacks (he'll flash when you hit the right spot). He'll die. You don't have to knock out the fron guns.

Forest Fortress: Take all your weapons, just in case... There is a Unicorn just before the fortress, but I can't figure out how to get it.

Get to the level where you can hit the front cannon and the aircraft launcher at the same time. You can stay here and clear out the whole front of the fortress. Don't move until you knock out the last cannon. Raise up and hit the big cannon low. Use you cluster bomb or regular bomb to take out the last aircraft. The cannon will blow up if you hit it hard. Next, hit the rocket launcher. Drop a few bombs on it at the same time you shoot at the second large cannon. Get the fuel-up at the end. Take out the rear small cannons the same way you did the front cannons. Go back to the rocket launcher and take'em out.

SR71 Blackbird: Take all the weapons.

Use napalm to get the rocket launchers.

Use the gunpod once the air battle starts. Get below the Blackbird with the gunpod and go to work. That's all it takes.

Cave Fortress: This one is pretty hard. I've only beat it once so far.

Take cluster, phoenix, gunpod and megacrusher.

Shootdown everything until the second ground machine gun then use phoenix, until you get to the vertical assent. Before entering the column launch a megacrusher. Get up and over to the upper middle cavern, launch a second megacrusher. Use cluster until the vertical descent where you go back to phoenix. Use all your phoenix up. Too many weapons get in the way at the end. There is a Unicorn at the upper right when you get to the one-eyed-machine. Get the Unicorn, keep the conveyer belt clear with your gun and clusters. Shoot the crap out of the eye (up close) with the gunpod. The eye turns red and he dies.

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ZELDA 3: A LINK TO THE PAST &&&

> Where are all the Quarter-Hearts?

1) In the race below the town in the light world 2) In Blind's house in the light world town, must bomb in basement 3) In hole at west end of the light world town, must jump into hole from above and then bomb to find heart in chest 4) In swamp in light world after draining water from the swamp 5) In cave with old man in the desert 6) On ledge above desert to left of palace -- exit palace on left side 7) Under pile of rocks to the west of Sanctuary -- dash against pile 8) On island near Zora -- must get flippers from Zora first 9) On mountain in the light world up from Mountain Sanctuary -- jump down from top onto right ledge 10) On top of mountain in light world, must set mirror in dark world (same place as setting mirror to get to third palace) 11) Under a bush in the light world forest -- exit via stump 12) On lower right ledge of pyramid in dark world 13) In cave to NE of desert in light world (slightly below library) -- must set mirror in dark world in ring of bushes 14) In treasure chest house in dark world village 15) In hole near equivalent of blacksmith's house in dark world -- must pound all stakes into the ground 16) In cave/tree near woodcutter's house in light world once mist has lifted and tree isn't being cut -- dash against tree 17) In cave near Death Mountain in dark world (near forest) -- sign says must have cape; also need hookshot 18) Under large stone in desert in light world (to right of palace) -- must set mirror in dark world 19) In cave above graveyard in light world -- must have 2nd power glove and set mirror in dark world 20) On island near happiness pond in light world -- must set mirror in dark world 21) On island near Turtle Rock in light world -- must have hookshot and go via dark world to top of mountain on east side and then set mirror 22) In the left head next to the swamp palace (number 6) in the dark world 23) In the treasure field in the dark world -- dig until get 28-30 holes dug and a 1/4 heart is found 24) Near the 7th palace in the dark world -- on the ledge outside of the room where the big chest is found -- set a mirror to reach a ledge in the light world that can't otherwise be reached

> How do I get all four Magic Bottles?

1) Buy one from the Bottle Salesman in the Light World village, for 100 Rupees. 2) In the Light World village, the building south of the one with the sick boy in it has a rear entrance. There's a chest inside, with a Magic Bottle in it. 3) If you swim upriver from Lake Hylia in the Light World, you'll swim under a bridge. There's a man camped out there, and if you talk to him, he'll give you a Magic Bottle. 4) After completing the Ice Palace dungeon (the one with the 5th crystal, in the Dark World), a locked chest will appear in the Dark World equivalent of the Blacksmiths' House. Get the chest, return to the Light World via the Magic Mirror, and go talk to the 'middle-aged man' just outside of the Desert. He'll open the chest for you if you agree to his conditions. You'll find a Magic Bottle inside.

> How do I make money in this game?

After you've gotten the Power Gloves that allow you to lift white rocks, go to the southwest portion of the Light World. Just outside the desert, you'll find an alcove with two large white rocks in it. One of them has a staircase under it, and leads to a room with 10 vases in it. Each vase has 5 Rupees. Loot them all, and then walk back outside. You can keep entering, looting, and leaving until you have however many Rupees you'd like (up to 999).

> How do I catch the man that runs away from me in the Light World village?

Approach him from the west. As soon as he starts running away from you, Dash Attack (via the Pegasus Shoes) towards him. You'll catch him. All he does is tell you to try dashing into Trees, anyway.

> How do I open the locked chest I found in the Dark World?

Take it to the 'middle-aged man' at the entrance to the Desert in the Light World. Agree with whatever he asks you.

> What should I do with the Magic Powder?

Once you've gotten the Magic Hammer, go jump into the hole outside the Blacksmiths' House in the Light World. Sprinkle Magic Powder on the altar you'll find down there, and you'll gain the ability to perform magic at half the normal magic point cost.

You can also sprinkle it on the white-and-red flying skulls that drain your Hearts and Magic gauge in the dungeons, and they'll turn into Faeries. Quite an improvement. (A rare few of them are immune to this.)

> What things trigger Crystal Switches?

1) Hitting it with your Sword. 2) Hitting it with your Boomerang. 3) Hitting it with the Hookshot. 4) Having a Bomb go off near it. 5) Hitting it with an Arrow. 6) Hitting it with the Fire Rod. 7) Hitting it with the Ice Rod. 8) Throwing an object (vase, etc) at it. 9) Hitting it with the beam of energy fired by any Sword of Level 2 or higher, while you're fully healed. X) Probably some other things I've forgotten.

> How do I kill the green and red guys who follow my movement?

Fire an Arrow near one, and make him walk into it.

> Where are the eight Transport Squares in the Light World?

1) In the far Southwest corner of the Desert, under a black rock. Only reachable via the Flute. 2) In the Northwest part of the grassy area in the Southern part of the world, under a white rock. You need the Magic Hammer to reach it. 3) At one of the lowest points on Turtle Rock. 4) On the top of Death Mountain. 5) On top of Turtle Rock, but you must first use the Magic Hammer to hammer down the posts you find there. Hammer them in a Counterclockwise direction, starting with the Southeastern one. 6) In the easternmost Southern entrance to the Lost Woods. If you go there from the South, you'll need the Titan Gloves to lift a black rock. If you go there from the North (inside the Lost Woods), you'll need the Magic Hammer. The transporter is under a white rock. 7) Under the black rock on the largest island in Lake Hylia. 8) In the center of a circle of posts (need Magic Hammer) near a cave mouth in the eastern quadrant of the world. Hard to describe, sorry. It's under a white rock. X) The entrance to Hyrule castle, after you've defeated Agahnim for the first time. Just walk through the front gates, and you'll appear in the Dark World...it's not strictly a Transport Square.

> How do I get into the dungeons?

Castle Hyrule, the first time: There's a bush on the eastern side of the castle, covering a hole. Lift the bush and jump in.

First Light World dungeon (1st pendant): Just walk in.

Desert Palace (2nd pendant): Read the Book of Mudora in front of the green stone in the center of the desert.

Tower of Hera (3rd pendant): Just walk in. However, you'll have to enter the Transporter atop Death Mountain, and then use the Magic Mirror to return to the Light World on top of Spectacle Rock in order to *reach* the dungeon.

Castle Hyrule, the second time: Remember the energy barrier you saw blocking one of the outside doors the first time around? Hit it with the Master Sword.

Palace of Darkness (1st crystal): Pay the monkey to follow you, and then pay him to open the door.

2nd Dark World dungeon (2nd crystal): Use the Magic Mirror to return to the Light World. Enter the building there that corresponds to the dungeon entrance. Push the blocks out of your way, and exit north. Pull the right-hand lever, then go back outside and return to the Dark World via the Mirror's transport square.

Lost Woods (3rd crystal): There are a number of mouths and holes around, and all of them lead into some area of the dungeon. Try them all. There's also one that is buried under a bush in the center of a 3x3 patch of bushes.

Thieves' Den (4th crystal): Pull on the tines of the pitchfork held by the demon statue in the center of town.

Ice Palace (5th crystal): Enter the transport square under the black rock on the island in the center of Lake Hylia (Light World).

Swamp of Evil (6th crystal): In the Light World, use the Flute to go to location #6. Lift the black rock to your right, and enter the transport square there. Then go north, and look for a platform with the 'Ether' symbol in the center of it. Stand there, and cast Ether.

Turtle Rock (7th crystal): Go to the equivalent of Turtle Rock in the Light World. Hammer down the posts you'll find there. Start with the Southeast one, and work counterclockwise. Enter the transport square that appears. Stand on the 'Quake' symbol just south of you, and cast Quake.

Ganon's Tower: Just walk up to it, and the 7 crystals will break the seal on the door.

> How do I get into the last part of the Lost Woods dungeon (3rd crystal)?

Stand in front of the big insect-like thing, facing north. Use the Fire Rod on it, and you'll burn open an entrance.

> I'm at the end of level 3F in Ganon's Tower (the final Dark World dungeon, > after Turtle Rock), and I can see a ledge along the south wall, but I can't > seem to reach it.

See those blocks across from the ledge? Dash into them from the south, by either standing right on the edge of the platform, or by facing east, holding the button down to Dash, and then facing North just before the Dash causes you to move.