GAME GENIE(tm) FOR SEGA(tm) GENESIS(tm) CODES

(c) 1993 Lewis Galoob Toys, Inc. All Rights Reserved.
Excerpts from Game Genie(tm) Code Updates made available through
VideoGames & Computer Entertainment for the private use of Game
Genie owners. No commercial use without authorization. This file
may be freely distributed for private, non-commercial use as long as
it is not altered and all text remains intact.
This product is licensed by Sega of America, Inc. for use with the
Sega(tm) Genesis(tm) System. Sega, s and the Sega Seal of Quality are
trademarks of Sega Enterprises, Ltd. Game titles are trademarks of their
respective owners. Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

THIS FILE CONTAINS ALL THE GAMES IN CODE UPDATE/SEGA GENESIS
VOL. 1, #2.

Alien 3 (tm) Game
Help Ripley really rip into those nasty aliens with these power
codes. RIP Codes 37 and 38 sometimes enable Ripley to jump through
walls and ceilings. Be careful, though, because she can stuck in
ceilings or walls or get trapped forever if there's no room on the
other side. If this happens, reset.
RIP
CODE    KEY IN . . .    EFFECT . . .
All Difficulty Modes:
1       D2CT-CADY       Game clock runs faster
2       SACT-CADY       Game clock runs slower
3       8ACT-CADY       Game clock runs much slower
4       AACT-CA6J       Game clock frozen (no time limit)
5       AJBT-AAEY       Start at stage 2 instead of stage 1
6       ANBT-AAEY       Start at stage 3
7       ATBT-AAEY       Start at guardian level after stage 3
8       AYBT-AAEY       Start at stage 4
9       A2BT-AAEY       Start at stage 5
10      A6BT-AAEY       Start at stage 6        I
11      BABT-AAEY       Start at guardian level after stage 6
12      BEBT-AAEY       Start at stage 7
13      BJBT-AAEY       Start at stage 8
14      BNBT-AAEY       Start at stage 9
15      BTBT-AAEY       Start at guardian level after stage 9
16      BYBT-AAEY       Start at stage 10
17      B2BT-AAEY       Start at stage 11
18      B6BT-AAEY       Start at stage 12
19      CABT-AAEY       Start at guardian level after stage 12
20      CEBT-AAEY       Start at stage 13
21      CJBT-AAEY       Start at stage 14
22      CNBT-AAEY       Start at stage 15
23      CTBT-AAEY       Start at guardian level after stage 15
24      AJNA-EA3R       Infinite ammo for machine gun
25      AJMA-EA7C       Infinite fuel for flame-thrower
26      AJJT-EA2J       Infinite ammo for grenade launcher
27      AJKA-EA88       Infinite hand grenades
28      M42A-CAG0       Machine gun recharge pick-up reloads to
capacity
29      NC2A-CAHY       Flame-thrower recharge pick-up reloads to
capacity
30      NL2T-CAAW       Grenade launcher recharge pick-up reloads to
capacity
31      NW2T-CABT       Hand grenade recharge pick-up reloads to
capacity
32      RG2T-C6W4       First-aid pick-up restores energy gauge to
capacity
33      AMDA-CA4J       Long falls do not reduce energy
34      ADEA-CAGJ       Falls into turbine fans do not reduce energy
35      AJFT-AA66       Never lose radar
36      A2EA-AA8R       Infinite lives
37      5DXA-D93N       Ripley jumps higher
38      YDXA-D93N       Ripley jumps much higher
Hard Difficulty Mode:
39      LBRT-JAEJ       Machine gun capacity is 50 instead of 99
40      GBRT-JAEL       Flame-thrower capacity is 30 instead of 99
41      EBRT-JAEN       Grenade launcher capacity is 20 instead of
99      E
42      GBRT-JAER       Hand grenade capacity is 30 instead of 99
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Alien 3 and related names are trademarks of Twentieth Century Fox
Film Corporation.

Batman (tm) Game (More Codes)
BAT Codes 9 thru 22 are new. With Codes 20 and 21, you may go
straight to the bosses on some levels. Code 22 will make Batman
invincible after he is hit once. Then he'll turn invisible. Normal game
play is possible, but watch out for jumps. To make Batman visible,
momentarily turn off effects and Batman may appear. If not, try
again.
BAT
CODE    KEY IN . . .    EFFECT . . .
1       E2ET-AA4C       MASTER CODE--MUST BE ENTERED
2       AKFT-AA4Y       Infinite lives
3       RFFA-A60N       Batman floats when he dies!
4       AKYA-AA9G       Infinite Batarangs
5       RYFA-C6VR       Guns don't hurt
6       AKYT-AA5L       Infinite rockets for the Batwing
7       B2AT-CA46       Punches, knives and guns don't hurt
8       AKYT-AA7R       Infinite rockets for the Batmobile
9       HEET-BJX2       Start on Axis Chemical Plant level
10      HEET-BNX2       Start on Flugelheim Museum level
11      HEET-BTX2       Start battle with Bob the Goon
12      HEET-BYX2       Start with graphic before Gotham City Streets
13      HEET-B2X2       Start on Gotham City Streets level
14      HEET-B6X2       Start battle with mimes
15      HEET-BAX2       Start battle with Gotham City Streets boss
16      9TET-BGD2 +BEET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A    Start on Sky over Gotham level
17      9TET-BGD2 +BJET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A    Start on Gotham Cathedral level
18      9TET-BGD2 +BNET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A    Start on Gotham Cathedral level spikes
19      9TET-BGD2 +BTET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A    Meet the Joker
20      HEGA-BJVG       Skip through levels
21      HEGA-BTVG       Skip through levels faster
22      AKEA-AA4J       Invincible and invisible!
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Batman and related names are trademarks of DC Comics Inc.

Bulls vs. Lakers and the NBA Playoffs (tm) Game
Everything's realistic here, from the players' signature moves down
to the way they look. Try BULL Code 2 and have all the time in the
world to take a shot. Get a 50-point head start with Code 16, and
trounce the computer with Code 29 and 8 points per basket. If you're
an expert, have your opponent start with 50 points (Code 21).
BULL
CODE    KEY IN . . .    EFFECT . . .
1       R18A-8608       MASTER CODE--MUST BE ENTERED
2       ATHA-AA68       Infinite shot clock
3       REJA-A6TN       Infinite timeouts for both teams
4       AFFT-CAEL       Team 1 starts with 1 timeout
5       APFT-CAEL       Team 1 starts with 3 timeouts
6       A7FT-CAEL       Team 1 starts with 7 timeouts
7       BFFT-CAEL       Team 1 starts with 9 timeouts
8       AFFT-CAEW       Team 2 starts with 1 timeout
9       APFT-CAEW       Team 2 starts with 3 timeouts
10      A7FT-CAEW       Team 2 starts with 7 timeouts
11      BFFT-CAEW       Team 2 starts with 9 timeouts
12      BJCA-AAH8       Team 1 starts with 10 points
13      CTCA-AAH8       Team 1 starts with 20 points
14      D2CA-AAH8       Team 1 starts with 30 points
15      FACA-AAH8       Team 1 starts with 40 points
16      GJCA-AAH8       Team 1 starts with 50 points
17      BJCT-AAAG       Team 2 starts with 10 points
18      CTCT-AAAG       Team 2 starts with 20 points
19      D2CT-AAAG       Team 2 starts with 30 points
20      FACT-AAAG       Team 2 starts with 40 points
21      GJCT-AAAG       Team 2 starts with 50 points
DON'T COMBINE CODES 22 THRU 37 WITH ANY OF CODES 38 THRU 43
22      SFBT-DEZ2       Team 1's baskets worth 1 point
23      SFBT-DJZ2       Team 1's baskets worth 2 points
24      SFBT-DNZ2       Team 1's baskets worth 3 points
25      SFBT-DTZ2       Team 1's baskets worth 4 points
26      SFBT-DYZ2       Team 1's baskets worth 5 points
27      SFBT-D2Z2       Team 1's baskets worth 6 points
28      SFBT-D6Z2       Team 1's baskets worth 7 points
29      SFBT-DAZ2       Team 1's baskets worth 8 points
30      SFBT-DEZR       Team 2's baskets worth 1 point
31      SFBT-DJZR       Team 2's baskets worth 2 points
32      SFBT-DNZR       Team 2's baskets worth 3 points
33      SFBT-DTZR       Team 2's baskets worth 4 points
34      SFBT-DYZR       Team 2's baskets worth 5 points
35      SFBT-D2ZR       Team 2's baskets worth 6 points
36      SFBT-D6ZR       Team 2's baskets worth 7 points
37      SFBT-DAZR       Team 2's baskets worth 8 points
DON'T COMBINE CODES 38 THRU 43 WITH ANY OF CODES 22 THRU 37
38      A30T-AAEA       All 3-pointers worth 6 points
39      BF0T-AAEA       All 3-pointers worth 9 points
40      AK0T-AAAT       All free throws worth 2 points
41      AP0T-AAAT       All free throws worth 3 points
42      A30T-AAAT       All free throws worth 6 points
43      BF0T-AAAT       All free throws worth 9 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Bulls vs. Lakers and the NBA Playoffs is a trademark of Electronic
Arts.

Dragon's Fury (tm) Game
This is a challenging video pinball game where you have to destroy
monsters and creatures to try to advance to the mystery stage. The
hidden passages to the bonus stages are fun, but it's tough to get the
points you need to reach the mystery stage (NOT!--FURY Code 26 lets
you start with a bonus multiplier of 9 instead of one). With Codes 13
thru 26, the bonus multiplier will reset to 1 and bonus points will
reset to 100 after the first bonus (except if you also use Codes 27
and 28). Note that Codes 1 thru 26 may be affected by use of
passwords. And remember that in a 2-player game the players share
the bonus; if it is not collected by one player, the current bonus
values are available for the other player to collect.
FURY
CODE    KEY IN . . .    EFFECT . . .
1       AECT-BA3W       Start game with 1 ball instead of 3
2       AJCT-BA3W       Start with 2 balls
3       ATCT-BA3W       Start with 4 balls
4       AYCT-BA3W       Start with 5 balls
5       A6CT-BA3W       Start with 7 balls
6       BJCT-BA3W       Start with 10 balls
7       B6CT-BA3W       Start with 15 balls
8       DECT-BA3W       Start with 25 balls
9       GJCT-BA3W       Start with 50 balls
10      KNCT-BA3W       Start with 75 balls
11      NTCT-BA3W       Start with 100 balls
12      RE0A-A6WR       Infinite balls
13      AACT-AAEN       Start with 0 bonus points instead of 100
14      AYCT-AAEN       Start with 500 bonus points
15      BJCT-AAEN       Start with 1000 bonus points
16      B6CT-AAEN       Start with 1500 bonus points
17      DECT-AAEN       Start with 2,500 bonus points
18      GJCT-AAEN       Start with 5,000 bonus points
19      KNCT-AAEN       Start with 7,500 bonus points
20      NNCT-AAEN       Start with 9,900 bonus points
21      AJCT-AAE0       Start with bonus multiplier at 2 instead of 1
22      ANCT-AAE0       Start with bonus multiplier at 3
23      ATCT-AAE0       Start with bonus multiplier at 4
24      AYCT-AAE0       Start with bonus multiplier at 5
25      A6CT-AAE0       Start with bonus multiplier at 7
26      BECT-AAE0       Start with bonus multiplier at 9
27      AVPA-AA8L       Bonus points never reset when bonus is
collected
28      AVPA-AA8Y       Bonus multiplier never resets when bonus is
collected
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Dragon's Fury is a trademark of Tengen, Inc.

Evander Holyfield's Real Deal Boxing (tm) Game
This exciting and realistic challenge is named for the ex-champ, but
it still provides up-to-date fun and action. With DEAL Codes 1 and 7
you must win by a KO or TKO. Code 7 prevents boxers from being
refreshed between rounds, since Round 1 never ends. Code 8 allows
you to make a super boxer. You can give him Power, Stamina, Speed,
and Defense at any levels you wish, but if you set all of them to
their maximum values, then they can't be reduced.
DEAL
CODE    KEY IN . . .    EFFECT . . .
1       AJWA-AA64       Always round 1
2       BJWA-ACFN + BJNA-ACHW   Rounds are 1 minute long
3       BJWA-AEFN + BJNA-AEHW   Rounds are 2 minutes long
4       BJWA-AJEN + BJNA-AJHW   Rounds are 4 minutes long
5       BJWA-ANFN + BJNA-ANHW   Rounds are 6 minutes long
6       BJWA-AWFN + BJNA-AWHW   Rounds are 9 minutes long
7       CTRA-AA2L       Rounds never end
8       RGKT-A6VW + TCKT-A4AN + TCKT-A4BR       Set up new
career any way you want
Remember, you can pick 'n mix your codes!
Evander Holyfield's Real Deal Boxing is a trademark of SEGA.

F-22 Interceptor (tm) Game
State-of-the-art flight simulation! Use these great codes to dial in
lives, ammo, chaff (radar decoys)
and fuel consumption.
22
CODE    KEY IN . . .    EFFECT . . .
1       RH9T-R60T       MASTER CODE--MUST BE ENTERED
2       AHAA-AAEE       Start with 2 lives
3       AMAA-AAEE       Start with 3 lives
4       AXAA-AAEE       Start with 5 lives
5       A1AA-AAEE       Start with 6 lives
6       A9AA-AAEE       Start with 8 lives
7       BMAA-AAEE       Start with 11 lives
NOTE: CODES 8 THRU 21 WORK ONLY ON USA CAMPAIGN
8       WCPA-GCA8       Start with 400 ammo
9       8WPA-GCA8       Start with 500 ammo
10      MCPA-GEA8       Start with 600 ammo
11      1WPA-GEA8       Start with 700 ammo
12      ECPA-GGA8       Start with 800 ammo
13      TWPA-GGA8       Start with 900 ammo
14      7CPA-GGA8       Start with 1000 ammo
15      FC1A-GAAG       Start with 40 chaff
16      GL1A-GAAG       Start with 50 chaff
17      HW1A-GAAG       Start with 60 chaff
18      J41A-GAAG       Start with 70 chaff
19      LC1A-GAAG       Start with 80 chaff
20      ML1A-GAAG       Start with 90 chaff
21      NW1A-GAAG       Start with 100 chaff
22      1B7T-BLYW       Fuel burns 2x faster than normal
23      1B7T-BRYW       Fuel burns 4x faster than normal
24      1B7T-BGZA       Afterburner fuel consumption 2x normal
25      1B7T-BLZA       Afterburner fuel consumption 3x normal
26      1B7T-BWZA       Afterburner fuel consumption 5x normal
27      1B7T-B0ZA       Afterburner fuel consumption 6x normal
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
F-22 Interceptor is a trademark of Electronic Arts.

Ghostbusters (tm) Game
Go run, jump and get them ghosts! Running out of life and bombs used
to be a problem, but now you have GHOST Code 1 for an almost
infinite life bar and Code 26 for infinite bombs. If you're getting to
be an ecto-expert at this challenging game, try Codes 5 and 30 for
just a little life and no bombs, and you won't have a ghost of a
chance.
GHOST
CODE    KEY IN . . .    EFFECT . . .
1       BWST-AA54       Protection from most damage
2       96CT-BTAR       Start with 24 life bar ticks instead of 16
3       96CT-A2AR       Start with 12 life bar ticks
4       96CT-ATAR       Start with 8 life bar ticks
5       96CT-AJAR       Start with 4 life bar ticks
6       ATCT-AAAG       Start with 5 rounds
7       AYCT-AAAG       Start with 6 rounds
8       A2CT-AAAG       Start with 7 rounds
9       A6CT-AAAG       Start with 8 rounds
10      BACT-AAAG       Start with 9 rounds
11      BECT-AAAG       Start with 10 rounds
12      96CT-BYA0       Start with 26 energy bar ticks
13      96CT-A2A0       Start with 12 energy bar ticks
14      96CT-AJA0       Start with only 4 energy bar ticks
15      ACTT-ACH6       $10 ghosts worth $100
16      ACTT-BAH6       $10 ghosts worth $1,000
17      ACTT-BAS6       $10 ghosts worth $3,000
18      ACTT-AEH8       $20 ghosts worth $200
19      ACTT-AAS8       $20 ghosts worth $2,000
20      ACTT-BA18       $20 ghosts worth $5,000
21      ACVA-AGAA       $30 ghosts worth $300
22      ACVA-BAJA       $30 ghosts worth $3,000
23      ACVA-BATA       $30 ghosts worth $5,000
24      ACVA-ALAC       $50 ghosts worth $500
25      ACVA-BATC       $50 ghosts worth $5,000
26      AV0T-AA4C       Infinite bombs
27      NNCT-AABN       Start with 99 bombs
28      CJCT-AABN       Start with 18 bombs
29      EYCT-AABN       Start with 37 bombs
30      AACT-AABN       Start with 0 bombs
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Ghostbusters is a trademark of Columbia Pictures Industries, Inc.

Golden Axe (tm) Game (Sega Classic Version)
Save the land of Yuria from the evil oppressor Death Adder. In this
game, you fight with close-range attacks and a powerful magic that
kills everything on the screen.  Use GASC Code 1 for invincibility,
and Code 5 for infinite lives.
THESE CODES ARE ONLY FOR THE SEGA CLASSIC VERSION OF THE
GAME. SEE CODEBOOK FOR CODES FOR THE ORIGINAL TITLE
GASC
CODE    KEY IN . . .    EFFECT . . .
1       BB1A-AA78       Infinite hit points
2       RF8A-A6W6       Infinite magic
3       FGYT-BJVY       Each magic pot worth 2
4       FGYT-BNVY       Each magic pot worth 3
5       KB8T-AA46       Infinite lives
6       AJVT-AA2T       Infinite credits
7       AJ7T-BA28       Start with 2 credits instead of 4
8       A27T-BA28       Start with 6 credits
9       BA7T-BA28       Start with 8 credits
10      ABBA-ACC4       Start with 1 life instead of 3--1st credit
only
NOTE: IF YOU HAVE MORE THAN 3 LIVES, THE GRAPHICS ON THE
COUNTER LOOK WEIRD, BUT IT STILL COUNTS CORRECTLY
11      ABBA-ALC4       Start with 5 lives--1st credit only
12      ABBA-ARC4       Start with 7 lives--1st credit only
13      ABBA-AWC4       Start with 9 lives--1st credit only
14      AAVT-ACBR       Continue with 1 life instead of 3
15      AAVT-ALBR       Continue with 5 lives
16      AAVT-ARBR       Continue with 7 lives
17      AAVT-AWBR       Continue with 9 lives
18      ABBA-AEDA       Start with 2 magic pots instead of 1
19      ABBA-AJDA       Start with 4 magic pots
20      SA8A-BET2       Start on stage 2
21      SA8A-BJT2       Start on stage 3
22      SA8A-BNT2       Start on stage 4
23      SA8A-BTT2       Start on stage 5
24      SA8A-BYT2       Start on stage 6
25      SA8A-B2T2       Start on stage 7
26      SA8A-B6T2       Start on stage 8
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Golden Axe and related names are trademarks of Sega of America,
Inc.

Greendog, The Beached Surfer Dude (tm) Game
Find the funky ancient surfboard (probably left over from the '60's)
and break the curse in this fun game, with its good cartoony graphics
and lots 'o enemies. Hang ten, dude, with DOG Codes 1 and 5--you'll
have infinite lives and spikes won't hurt you. If you need more of a
challenge, try Codes 17 and 23.
DOG
CODE    KEY IN . . .    EFFECT . . .
1       ATNT-AA4E       Infinite lives
2       AYPA-AADE       Start with 6 lives
3       A2PA-AADE       Start with 7 lives
4       BEPA-AADE       Start with 10 lives
5       ABYA-CAAN       Spikes don't hurt
6       AYNA-BE5Y       Start on Ancient Aztec Crypts level
7       A6NA-BE5Y       Start on Mustique level
8       BJNA-BE5Y       Start on Curacao level
9       BNNA-BE5Y       Start on Underwater Crypts of Curacao level
10      BYNA-BE5Y       Start on Skateboard level 1
11      B2NA-BE5Y       Start on Jamaica level
12      B6NA-BE5Y       Start on Skateboard level 2
13      CENA-BE5Y       Start on Saba level
14      CJNA-BE5Y       Start on Crypts after Saba level
15      CTNA-BE5Y       Start on St. Vincent level
16      CYNA-BE5Y       Start on the final Skateboard level
17      AACA-CAC4       Cola doesn't restore energy
18      AJCA-CAC4       Cola restores less energy than normal
19      DTCA-CAC4       Cola restores more energy than normal
20      GACA-CAC4       Cola completely restores energy
21      AD8A-AACL       Fish don't hurt
22      AX8A-AACL       Fish hurt more than normal
23      CD8A-AACL       Fish are devastating
24      AC6A-AABG       Birds don't hurt
25      BC6A-AABG       Birds hurt more than normal
26      CC6A-AABG       Birds are devastating
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Greendog, The Beached Surfer Dude and related names are
trademarks of Ric Green.

Joe Montana II Sports Talk Football (tm) Game (Alternate Codes)
This is one of the toughest football challenges of them all, and the
play-by-play is a cool feature. Plenty of Game Genie (tm) codes give
you pinpoint control over plays, the clock, the length of the quarters,
even the scoring values. Note that JOE2 Codes 11 thru 18 replace the
20-minute game option on the options screen. The options screen
will still display a 20-minute game, even when a code has been used
to change this. The 40-minute game and 60-minute game options
work as normal. Think you have Super Bowl potential? Try JOE2 Code
1 and see if you can put together a scoring drive!
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
NOT WORK ON YOUR GAME, THEN TRY THE "B" CODES
JOE2
CODE    KEY IN . . .    EFFECT . . .
1A      AKFT-RAGA       Only have 1 play to make a first down
1B      ALTT-CAEG
2A      APFT-RAGA       Only have 2 plays to make a first down
2B      ARTT-CAEG
3A      AVFT-RAGA       Only have 3 plays to make a first down
3B      AWTT-CAEG
4A      AKFT-RA74       Have infinite plays to make a first down
4B      ALTT-CA6A
5A      AFGA-RACC       Every drive starts as 1st and goal, no matter
where the ball is!
5B      ALVA-CA2J
6A      C1TA-CAHY       Play clock is 15 seconds long
6B      CYDA-CAEL
7A      GDTA-CAHY       Play clock is 30 seconds long
7B      GADA-CAEL
8A      NDTA-CAHY       Play clock is 60 seconds long
8B      NADA-CAEL
9A      WDTA-CAHY       Play clock is 90 seconds long
9B      WADA-CAEL
10A     AAMA-AAD4       Play clock is infinite
10B     AAMT-AAA0
11A     ADVA-NCDR       1-minute quarters (4-minute game)
11B     AB9A-CCC6
12A     ADVA-NEDR       2-minute quarters (8-minute game)
12B     AB9A-CEC6
13A     ADVA-NAMR       20-minute quarters (80-minute game)
13B     AB9A-CAL6
14A     ADVA-NLMR       25-minute quarters (100-minute game)
14B     AB9A-CLL6
15A     ADVA-PAMR       30-minute quarters (120-minute game)
15B     AB9A-DAL6
16A     ADVA-NLXR       45-minute quarters (180-minute game)
16B     AB9A-CLW6
17A     ADVA-NA5R       60-minute quarters (240-minute game)
17B     AB9A-CA46
18A     ADVA-PL5R       75-minute quarters (300-minute game)
18B     AB9A-DL46
19A     ADVA-CAAW       0 timeouts per half--home team
19B     AADT-CAFJ
20A     AHVA-CAAW       1 timeout per half--home team
20B     AEDT-CAFJ
21A     AMVA-CAAW       2 timeouts per half--home team
21B     AJDT-CAFJ
22A     ADVA-CAAN       0 timeouts per half--visiting team
22B     AADT-CAFC
23A     AHVA-CAAN       1 timeout per half--visiting team
23B     AEDT-CAFC
24A     AMVA-CAAN       2 timeouts per half--visiting team
24B     AJDT-CAFC
25A     AVDT-CA68       Infinite timeouts--visiting team
25B     AWBT-AA6E
26A     ABGA-RADN       Touchdowns worth 0 points
26B     ACVA-CAEW
27A     AFGA-RADN       Touchdowns worth 1 point
27B     AGVA-CAEW
28A     AKGA-RADN       Touchdowns worth 2 points
28B     ALVA-CAEW
29A     APGA-RADN       Touchdowns worth 3 points
29B     ARVA-CAEW
30A     AVGA-RADN       Touchdowns worth 4 points
30B     AWVA-CAEW
31A     AZGA-RADN       Touchdowns worth 5 points
31B     A0VA-CAEW
32A     A7GA-RADN       Touchdowns worth 7 points
32B     A8VA-CAEW
33A     BBGA-RADN       Touchdowns worth 8 points
33B     BCVA-CAEW
34A     BFGA-RADN       Touchdowns worth 9 points
34B     BGVA-CAEW
35A     ABGA-RAC2       Extra points worth 0 points
35B     ACVA-CAD8
36A     AKGA-RAC2       Extra points worth 2 points
36B     ALVA-CAD8
37A     APGA-RAC2       Extra points worth 3 points
37B     ARVA-CAD8
38A     AVGA-RAC2       Extra points worth 4 points
38B     AWVA-CAD8
39A     AZGA-RAC2       Extra points worth 5 points
39B     A0VA-CAD8
40A     A3GA-RAC2       Extra points worth 6 points
40B     A4VA-CAD8
41A     A7GA-RAC2       Extra points worth 7 points
41B     A8VA-CAD8
42A     BBGA-RAC2       Extra points worth 8 points
42B     BCVA-CAD8
43A     BFGA-RAC2       Extra points worth 9 points
43B     BGVA-CAD8
44A     ABGA-RADC       Field goals worth 0 points
44B     ACVA-CAEJ
45A     AFGA-RADC       Field goals worth 1 points
45B     AGVA-CAEJ
46A     AKGA-RADC       Field goals worth 2 points
46B     ALVA-CAEJ
47A     AVGA-RADC       Field goals worth 4 points
47B     AWVA-CAEJ
48A     AZGA-RADC       Field goals worth 5 points
48B     A0VA-CAEJ
49A     A3GA-RADC       Field goals worth 6 points
49B     A4VA-CAEJ
50A     A7GA-RADC       Field goals worth 7 points
50B     A8VA-CAEJ
51A     BBGA-RADC       Field goals worth 8 points
51B     BCVA-CAEJ
52A     BFGA-RADC       Field goals worth 9 points
52B     BGVA-CAEJ
53A     ABGA-RAEC       Safeties worth 0 points
53B     ACVA-CAFJ
54A     AFGA-RAEC       Safeties worth 1 points
54B     AGVA-CAFJ
55A     APGA-RAEC       Safeties worth 3 points
55B     ARVA-CAFJ
56A     AVGA-RAEC       Safeties worth 4 points
56B     AWVA-CAFJ
57A     AZGA-RAEC       Safeties worth 5 points
57B     A0VA-CAFJ
58A     A3GA-RAEC       Safeties worth 6 points
58B     A4VA-CAFJ
59A     A7GA-RAEC       Safeties worth 7 points
59B     A8VA-CAFJ
60A     BBGA-RAEC       Safeties worth 8 points
60B     BCVA-CAFJ
61A     BFGA-RAEC       Safeties worth 9 points
61B     BGVA-CAFJ
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Joe Montana II Sports Talk Football is a trademark of Sega of
America, Inc.
Game Genie is a trademark of Lewis Galoob Toys, Inc.

John Madden Football '93 (tm) Game
The fast-talkin' coach with the great games is back for '93. MAD93
Codes 6 thru 12 can only be used with the 5-minute quarter option.
The 10- and 15-minute quarter options operate as usual. With Codes
25 thru 30, if the computer is allowed more than 4 downs, it still
punts on the 4th down--so the advantage is yours. If the computer is
allowed less than 4 downs, it will always run plays and never punt.
MAD93
CODE    KEY IN . . .    EFFECT . . .
1       RH9T-860T       MASTER CODE--MUST BE ENTERED
2       ESPT-AAD6       Play clock starts at 35 seconds instead of 45
CODES 3 THRU 5 MAY CAUSE DELAYS IN PLAYS AND KICKOFFS WHEN
YOU PLAY AGAINST THE COMPUTER
3       HXPT-AAD6       Play clock starts at 60 seconds--use in 2-
player mode
4       MMPT-AAD6       Play clock starts at 90 seconds--use in 2-
player mode
5       ALCT-CA7T       Play clock frozen--use on 2-player game only
6       D4LT-CABE       Each quarter lasts 30 seconds instead of 5
minutes
7       HWLT-CABE       Each quarter lasts 1 minute
8       SCLT-CABE       Each quarter lasts 2 minutes
9       0WLT-CABE       Each quarter lasts 3 minutes
10      OCLT-CJBE       Each quarter lasts 20 minutes
11      BCLT-CRBE       Each quarter lasts 30 minutes
12      CCLT-C6BE       Each quarter lasts 60 minutes
13      CCDA-CA2L       No time limit (game lasts forever)
14      ACWA-AAG6       Home team starts with 0 timeouts instead of
3
15      AGWA-AAG6       Home team starts with 1 timeout
16      ALWA-AAG6       Home team starts with 2 timeouts
17      A0WA-AAG6       Home team starts with 5 timeouts
18      BGWA-AAG6       Home team starts with 9 timeouts
19      ACWA-AAHC       Visiting team starts with 0 timeouts instead
of 3
20      AGWA-AAHC       Visiting team starts with 1 timeout
21      ALWA-AAHC       Visiting team starts with 2 timeouts
22      A0WA-AAHC       Visiting team starts with 5 timeouts
23      BGWA-AAHC       Visiting team starts with 9 timeouts
24      RG3T-A6WG       Infinite timeouts for both teams
25      AMJA-AAA8       Only have 1 play to get a first down
26      ASJA-AAA8       Only have 2 plays to get a first down
27      AXJA-AAA8       Only have 3 plays to get a first down
28      A5JA-AAA8       Have 5 plays to get a first down
29      A9JA-AAA8       Have 6 plays to get a first down
30      BDJA-AAA8       Have 7 plays to get a first down
31      AMJA-AA22       Always first down (never lose possession on
downs)
32      FDLT-AADR       Only need 5 yards for a first down
33      SDLT-AADR       15 yards needed for a first down
34      YDLT-AADR       20 yards needed for a first down
35      8DLT-AADR       30 yards needed for a first down
36      AMLT-AA5Y       Always goal-to-go (must get touchdown)
37      AMKT-AA9A       Touchdown worth 0 points
38      GDKT-BE1A       Touchdown worth 1 point
39      GDKT-BJ1A       Touchdown worth 2 points
40      GDKT-BN1A       Touchdown worth 3 points
41      GDKT-BT1A       Touchdown worth 4 points
42      GDKT-BY1A       Touchdown worth 5 points
43      GDKT-B61A       Touchdown worth 7 points
44      GDKT-BA1A       Touchdown worth 8 points
45      ADKA-BE40       Extra point worth 0 points
46      AMKA-BE40       Extra point worth 2 points
47      ASKA-BE40       Extra point worth 3 points
48      AXKA-BE40       Extra point worth 4 points
49      A1KA-BE40       Extra point worth 5 points
50      A5KA-BE40       Extra point worth 6 points
51      A9KA-BE40       Extra point worth 7 points
52      BDKA-BE40       Extra point worth 8 points
53      ADKA-BE5G       Field goal worth 0 points
54      AHKA-BE5G       Field goal worth 1 point
55      AMKA-BE5G       Field goal worth 2 points
56      AXKA-BE5G       Field goal worth 4 points
57      A1KA-BE5G       Field goal worth 5 points
58      A5KA-BE5G       Field goal worth 6 points
59      A9KA-BE5G       Field goal worth 7 points
60      BDKA-BE5G       Field goal worth 8 points
61      AMLA-AA5W       Safety worth 0 points
62      GDLA-BEXW       Safety worth 1 point
63      GDLA-BNXW       Safety worth 3 points
64      GDLA-BTXW       Safety worth 4 points
65      GDLA-BYXW       Safety worth 5 points
66      GDLA-B2XW       Safety worth 6 points
67      GDLA-B6XW       Safety worth 7 points
68      GDLA-BAXW       Safety worth 8 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
John Madden Football '93 is a trademark of Electronic Arts.

King's Bounty (tm) Game
Of the whopping 168 KING codes, 2 thru 156 are good only when
starting a new game. Be careful when using Codes 159 thru 162
without Code 163. In the early stages of a game, it doesn't take
many troops for an army to get too large for you to control. When
using Code 164, you will still see the number of available troops
decrease as you recruit them. However, if you leave the troop
dwelling and re-enter it later, you will see that the original number
of troops in the dwelling has been restored. With Code 167, the
number of days left goes down and time passes normally. When days
left becomes 0, though, the game is not over. The counter will roll
over to 65,535 and the game never ends. After a game where you
used codes, if the game won't accept your password try Code 168.
However, if you had too many of something (for example 5,000 days
left), the game may reduce the number for you.
KING
CODE    KEY IN . . .    EFFECT . . .
1       R17A-R6V0       MASTER CODE--MUST BE ENTERED
2       NWWT-EAFW       Start with days left at 100
3       7CWT-EGFW       Start with days left at 1,000
4       5WWT-ELFW       Start with days left at 1,500
5       4CWT-ERFW       Start with days left at 2,000
6       VCWT-FGFW       Start with days left at 5,000
7       LCWT-FEM6       Start with leadership at 50 for Sir Crimsaun
8       LCWT-E0X6       Start with leadership at 75 for Sir Crimsaun
9       LCWT-F456       Start with leadership at 125 for Sir Crimsaun
10      LCWT-FPD6       Start with leadership at 150 for Sir Crimsaun
11      LCWT-EVX6       Start with leadership at 200 for Sir Crimsaun
12      LCWT-FZ56       Start with leadership at 250 for Sir Crimsaun
13      ACWT-EAET       Start with commission at 0 for Sir Crimsaun
14      NWWT-EAET       Start with commission at 100 for Sir
Crimsaun
15      8WWT-ECET       Start with commission at 500 for Sir
Crimsaun
16      4CWT-ERET       Start with commission at 2,000 for Sir
Crimsaun
17      VCWT-FGET       Start with commission at 5,000 for Sir
Crimsaun
18      CCWT-ERNT       Start with commission at 10,000 for Sir
Crimsaun
19      ECWT-E6YT       Start with commission at 20,000 for Sir
Crimsaun
20      JCWT-F3ET       Start with commission at 40,000 for Sir
Crimsaun
21      7CWT-F56T       Start with commission at 65,000 for Sir
Crimsaun
22      ACWT-EAEJ       Start with gold at 0 for Sir Crimsaun
23      7CWT-EGEJ       Start with gold at 1,000 for Sir Crimsaun
24      1CWT-E0EJ       Start with gold at 3,000 for Sir Crimsaun
25      VCWT-FGEJ       Start with gold at 5,000 for Sir Crimsaun
26      ECWT-E6YJ       Start with gold at 20,000 for Sir Crimsaun
27      JCWT-F3EJ       Start with gold at 40,000 for Sir Crimsaun
28      7CWT-F56J       Start with gold at 65,000 for Sir Crimsaun
29      ARWT-EAEA       Start with maximum spell capacity at 0 for
Sir Crimsaun
30      ARWT-ECEA       Start with maximum spell capacity at 1 for
Sir Crimsaun
31      ARWT-EJEA       Start with maximum spell capacity at 4 for
Sir Crimsaun
32      ARWT-EREA       Start with maximum spell capacity at 7 for
Sir Crimsaun
33      ARWT-EYEA       Start with maximum spell capacity at 10 for
Sir Crimsaun
34      ARWT-FJEA       Start with maximum spell capacity at 20 for
Sir Crimsaun
35      ARWT-FENA       Start with maximum spell capacity at 50 for
Sir Crimsaun
36      ARWT-EJ6A       Start with maximum spell capacity at 100
for Sir Crimsaun
37      AGWT-EAEE       Start with spell power at 0 for Sir Crimsaun
38      AGWT-EEEE       Start with spell power at 2 for Sir Crimsaun
39      AGWT-EJEE       Start with spell power at 4 for Sir Crimsaun
40      AGWT-EREE       Start with spell power at 7 for Sir Crimsaun
41      AGWT-EYEE       Start with spell power at 10 for Sir Crimsaun
42      AGWT-FJEE       Start with spell power at 20 for Sir Crimsaun
43      AGWT-FENE       Start with spell power at 50 for Sir Crimsaun
44      AGWT-EJ6E       Start with spell power at 100 for Sir
Crimsaun
45      GLWT-EJ56       Start with leadership at 50 for Lord Palmer

46      NWWT-EJ56       Start with leadership at 100 for Lord Palmer
47      S0WT-EJ56       Start with leadership at 125 for Lord Palmer
48      W4WT-EJ56       Start with leadership at 150 for Lord Palmer
49      3CWT-EJ56       Start with leadership at 200 for Lord Palmer
50      9LWT-EJ56       Start with leadership at 250 for Lord Palmer
51      ACWT-EAEW       Start with commission at 0 for Lord Palmer
52      NWWT-EAEW       Start with commission at 100 for Lord
Palmer
53      8WWT-ECEW       Start with commission at 500 for Lord
Palmer
54      4CWT-EREW       Start with commission at 2,000 for Lord
Palmer
55      VCWT-FGEW       Start with commission at 5,000 for Lord
Palmer
56      CCWT-ERNW       Start with commission at 10,000 for Lord
Palmer
57      ECWT-E6YW       Start with commission at 20,000 for Lord
Palmer
58      JCWT-F3EW       Start with commission at 40,000 for Lord
Palmer
59      7CWT-F56W       Start with commission at 65,000 for Lord
Palmer
60      ACWT-EAEL       Start with gold at 0 for Lord Palmer
61      7CWT-EGEL       Start with gold at 1,000 for Lord Palmer
62      1CWT-E0EL       Start with gold at 3,000 for Lord Palmer
63      VCWT-FGEL       Start with gold at 5,000 for Lord Palmer
64      ECWT-E6YL       Start with gold at 20,000 for Lord Palmer
65      JCWT-F3EL       Start with gold at 40,000 for Lord Palmer
66      7CWT-F56L       Start with gold at 65,000 for Lord Palmer
67      ACWT-EEEA       Start with maximum spell capacity at 0 for
Lord Palmer
68      AGWT-EEEA       Start with maximum spell capacity at 1 for
Lord Palmer
69      ALWT-EEEA       Start with maximum spell capacity at 2 for
Lord Palmer
70      A8WT-EEEA       Start with maximum spell capacity at 7 for
Lord Palmer
71      BLWT-EEEA       Start with maximum spell capacity at 10 for
Lord Palmer
72      CWWT-EEEA       Start with maximum spell capacity at 20 for
Lord Palmer
73      GLWT-EEEA       Start with maximum spell capacity at 50 for
Lord Palmer
74      NWWT-EEEA       Start with maximum spell capacity at 100
for Lord Palmer
75      ACWT-ECEE       Start with spell power at 0 for Lord Palmer
76      ALWT-ECEE       Start with spell power at 2 for Lord Palmer
77      AWWT-ECEE       Start with spell power at 4 for Lord Palmer
78      A8WT-ECEE       Start with spell power at 7 for Lord Palmer
79      BLWT-ECEE       Start with spell power at 10 for Lord Palmer
80      CWWT-ECEE       Start with spell power at 20 for Lord Palmer
81      GLWT-ECEE       Start with spell power at 50 for Lord Palmer
82      NWWT-ECEE       Start with spell power at 100 for Lord
Palmer
83      NWWT-FEM8       Start with leadership at 50 for Tynnestra
84      NWWT-EJ58       Start with leadership at 100 for Tynnestra
85      NWWT-F458       Start with leadership at 125 for Tynnestra
86      NWWT-FPD8       Start with leadership at 150 for Tynnestra
87      NWWT-EVX8       Start with leadership at 200 for Tynnestra
88      NWWT-FZ58       Start with leadership at 250 for Tynnestra
89      ACWT-EAEY       Start with commission at 0 for Tynnestra
90      NWWT-EAEY       Start with commission at 100 for Tynnestra
91      8WWT-ECEY       Start with commission at 500 for Tynnestra
92      4CWT-EREY       Start with commission at 2,000 for
Tynnestra
93      VCWT-FGEY       Start with commission at 5,000 for
Tynnestra
94      CCWT-ERNY       Start with commission at 10,000 for
Tynnestra
95      ECWT-E6YY       Start with commission at 20,000 for
Tynnestra
96      JCWT-F3EY       Start with commission at 40,000 for
Tynnestra
97      7CWT-F56Y       Start with commission at 65,000 for
Tynnestra
98      ACWT-EAEN       Start with gold at 0 for Tynnestra
99      7CWT-EGEN       Start with gold at 1,000 for Tynnestra
100     1CWT-E0EN       Start with gold at 3,000 for Tynnestra
101     VCWT-FGEN       Start with gold at 5,000 for Tynnestra
102     ECWT-E6YN       Start with gold at 20,000 for Tynnestra
103     JCWT-F3EN       Start with gold at 40,000 for Tynnestra
104     7CWT-F56N       Start with gold at 65,000 for Tynnestra
105     ALWT-EAEC       Start with maximum spell capacity at 0 for
Tynnestra
106     ALWT-ECEC       Start with maximum spell capacity at 1 for
Tynnestra       N
107     ALWT-EGEC       Start with maximum spell capacity at 3 for
Tynnestra
108     ALWT-EREC       Start with maximum spell capacity at 7 for
Tynnestra
109     ALWT-EYEC       Start with maximum spell capacity at 10 for
Tynnestra
110     ALWT-FJEC       Start with maximum spell capacity at Q20
for Tynnestra   H
111     ALWT-FENC       Start with maximum spell capacity at 50 for
Tynnestra
112     ALWT-EJ6C       Start with maximum spell capacity at 100
for Tynnestra
113     ACWT-EAEG       Start with spell power at 0 for Tynnestra
114     ACWT-ECEG       Start with spell power at 1 for Tynnestra
115     ACWT-EJEG       Start with spell power at 4 for Tynnestra
116     ACWT-EREG       Start with spell power at 7 for Tynnestra
117     ACWT-EYEG       Start with spell power at 10 for Tynnestra
118     ACWT-FJEG       Start with spell power at 20 for Tynnestra
119     ACWT-FENG       Start with spell power at 50 for Tynnestra
120     ACWT-EJ6G       Start with spell power at 100 for Tynnestra
121     GLWT-F2M8       Start with leadership at 50 for Mad Moham
122     KRWT-F2M8       Start with leadership at 75 for Mad Moham
123     S0WT-F2M8       Start with leadership at 125 for Mad Moham
124     W4WT-F2M8       Start with leadership at 150 for Mad Moham
125     3CWT-F2M8       Start with leadership at 200 for Mad Moham
126     9LWT-F2M8       Start with leadership at 250 for Mad Moham
127     ACWT-EAE0       Start with commission at 0 for Mad Moham
128     NWWT-EAE0       Start with commission at 100 for Mad Moham
129     8WWT-ECE0       Start with commission at 500 for Mad Moham
130     7CWT-EGE0       Start with commission at 1,000 for Mad
Moham
131     VCWT-FGE0       Start with commission at 5,000 for Mad
Moham
132     CCWT-ERN0       Start with commission at 10,000 for Mad
Moham
133     ECWT-E6Y0       Start with commission at 20,000 for Mad
Moham
134     JCWT-F3E0       Start with commission at 40,000 for Mad
Moham
135     7CWT-F560       Start with commission at 65,000 for Mad
Moham
136     ACWT-EAER       Start with gold at 0 for Mad Moham
137     7CWT-EGER       Start with gold at 1000 for Mad Moham
138     1CWT-E0ER       Start with gold at 3,000 for Mad Moham
139     VCWT-FGER       Start with gold at 5,000 for Mad Moham
140     ECWT-E6YR       Start with gold at 20,000 for Mad Moham
141     JCWT-F3ER       Start with gold at 40,000 for Mad Moham
142     7CWT-F56R       Start with gold at 65,000 for Mad Moham
143     ACWT-ELEC       Start with maximum spell capacity at 0 for
Mad Moham
144     AGWT-ELEC       Start with maximum spell capacity at for Mad
Moham
145     AWWT-ELEC       Start with maximum spell capacity at 4 for
Mad Moham
146     A8WT-ELEC       Start with maximum spell capacity at 7 for
Mad Moham
147     BLWT-ELEC       Start with maximum spell capacity at for Mad
Moham
148     CWWT-ELEC       Start with maximum spell capacity at 20 for
Mad Moham
149     GLWT-ELEC       Start with maximum spell capacity at 50 for
Mad Moham
150     NWWT-ELEC       Start with maximum spell capacity at 100
for Mad Moham
151     AWWT-EEEG       Start with spell power at 4 for Mad Moham
152     A8WT-EEEG       Start with spell power at 7 for Mad Moham
152     BLWT-EEEG       Start with spell power at 10 for Mad Moham
154     CWWT-EEEG       Start with spell power at 20 for Mad Moham
155     GLWT-EEEG       Start with spell power at 50 for Mad Moham
156     NWWT-EEEG       Start with spell power at 100 for Mad Moham
157     1XYT-BGR2 + AHYT-AAG4   Always have 1 troop in each army
in battle
158     1XYT-BGR2 + CXYT-AAG4   Always have 20 troops in each
army in battle
159     1XYT-BGR2 + GMYT-AAG4   Always have 50 troops in each
army in battle
160     1XYT-BGR2 + NXYT-AAG4   Always have 100 troops in each
army in battle
161     1XYT-BGR2 + 9MYT-AAG4   Always have 250 troops in each
army in battle
162     1XYT-BGR2 + 8XYT-ACG4   Always have 500 troops in each
army in battle
163     2AXT-DCTG       Never lose control of an army
164     AMBA-AA84       Recruiting does not reduce population of
troop dwellings
165     AKWA-CA9Y       Recruitment and boat rental are free
166     RGNA-A6YY       Armies work for free
167     CBCT-AA6T       Never run out of days
168     AJVT-AA4L + AJTA-AA6Y   Accept any password
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
King's Bounty and related names are trademarks of New World
Computing, Inc.

Krusty's Super Fun House (tm) Game
America's Number 1 video game family is back--this time with
Krusty the Clown leading the way in a tough puzzle-and-action
challenge. For help, FUN Codes 1 and 2 together give you infinite
lives, and Code 49 gives you infinite pies and superballs. Getting
cocky? See how far you can get with Code 3, one life. Codes 17 thru
20 give you more time to complete bonus rooms, where you normally
have about 15 seconds.
FUN
CODE    KEY IN . . .    EFFECT . . .
1       AVST-AA6A       No lives deducted when you use the Last
Resort
2       AWBT-AA44       No lives deducted when you run out of health
3       AE5T-AAAW       Start with 1 life
4       AJ5T-AAAW       Start with 2 lives
5       AY5T-AAAW       Start with 5 lives
6       BJ5T-AAAW       Start with 10 lives
7       B65T-AAAW       Start with 15 lives
8       CT5T-AAAW       Start with 20 lives
USE CODES 9 THRU 16 FOR FUN ONLY, NOT TO FINISH THE GAME
9       ABFA-AA6J       Magic blocks are always food
10      ABFA-AA6J + X3FA-AAEL   Magic blocks are always pies
11      ABFA-AA6J + 23FA-AAEL   Magic blocks are always bags of
tricks
12      ABFA-AA6J + 6BFA-AAEL   Magic blocks are always mugs
13      ABFA-AA6J + 93FA-AAEL   Magic blocks are always hooters
14      ABFA-AA6J + DBFA-ACEL   Magic blocks are always extra
lives
15      ABFA-AA6J + JBFA-ACEL   Magic blocks give you nothing, but
may still open a secret passage
16      ABFA-AA6J + 93FA-AEEL   Magic blocks are always
superballs
17      LA9T-AACT       About 25 seconds to get all tokens in bonus
rooms
18      SA9T-AACT       About 35 seconds to get all tokens in bonus
rooms
19      0T9T-AACT       About 55 seconds to get all tokens in bonus
rooms
20      8A9T-AACT       About 70 seconds to get all tokens in bonus
rooms
21      SE8T-BJZ4       Completing bonus room worth 2 extra lives
22      SE8T-BNZ4       Completing bonus room worth 3 extra lives
23      SE8T-BTZ4       Completing bonus room worth 4 extra lives
24      SE8T-BYZ4       Completing bonus room worth 5 extra lives
25      AVFT-AA8A       Krusty doll magic blocks worth 0 extra lives
26      SFFT-BJ0A       Krusty doll magic blocks worth 2 extra lives
27      SFFT-BN0A       Krusty doll magic blocks worth 3 extra lives
28      SFFT-BT0A       Krusty doll magic blocks worth 4 extra lives
29      SFFT-BY0A       Krusty doll magic blocks worth 5 extra lives
FOR CODES 30 THRU 37, THE NUMBER OF SUPERBALLS IN THE CODE IS
THE MAXIMUM NUMBER YOU CAN CARRY
30      AFGT-AAEY       Superball magic blocks worth 1 superball
31      AKGT-AAEY       Superball magic blocks worth 2 superballs
32      APGT-AAEY       Superball magic blocks worth 3 superballs
33      AVGT-AAEY       Superball magic blocks worth 4 superballs
34      A7GT-AAEY       Superball magic blocks worth 7 superballs
35      BKGT-AAEY       Superball magic blocks worth 10 superballs
36      B7GT-AAEY       Superball magic blocks worth 15 superballs
37      CVGT-AAEY       Superball magic blocks worth 20 superballs
FOR CODES 38 THRU 44, THE NUMBER OF PIES IN THE CODE IS THE
MAXIMUM NUMBER YOU CAN CARRY
38      AFFT-AABY       Pie magic blocks worth 1 pie
39      APFT-AABY       Pie magic blocks worth 3 pies
40      AZFT-AABY       Pie magic blocks worth 5 pies
41      A7FT-AABY       Pie magic blocks worth 7 pies
42      B7FT-AABY       Pie magic blocks worth 15 pies
43      CVFT-AABY       Pie magic blocks worth 20 pies
44      D3FT-AABY       Pie magic blocks worth 30 pies
45      SFFT-ANBW       Pie magic blocks add to total pies
46      SFGT-ANEW       Superball magic blocks add to total
superballs
USE CODE 47 FOR FUN ONLY, NOT TO FINISH THE GAME
47      BBGT-AA6J       Always pick up pies, never superballs
FOR CODE 48, FIRST KICK A BLOCK THAT ORIGINALLY CONTAINED A
SUPERBALL. AFTER THAT, IT WILL LOOK LIKE YOU PICK UP PIES, BUT
YOU WILL ACTUALLY BE PICKING UP SUPERBALLS
48      BBFT-AA3J       Always pick up superballs, never pies
49      AKTT-AA3N       Infinite pies and superballs
50      ABFA-AAG0       Food magic blocks worth 0 health points
instead of 35
51      BKFA-AAG0       Food magic blocks worth 10 health points
52      CVFA-AAG0       Food magic blocks worth 20 health points
53      D3FA-AAG0       Food magic blocks worth 30 health points
54      FBFA-AAG0       Food magic blocks worth 40 health points
55      GKFA-AAG0       Food magic blocks worth 50 health points
56      HVFA-AAG0       Food magic blocks worth 60 health points
57      LBFA-AAG0       Food magic blocks worth 80 health points
58      MKFA-AAG0       Food magic blocks worth 90 health points
59      NVFA-AAG0       Food magic blocks worth 100 health points
60      CJ4T-AA9L       Start on section 2 with section 1 complete
61      FJ4T-AA9L       Start on section 3 with sections 1 and 2
complete
62      JJ4T-AA9L       Start on section 4 with sections 1 thru I3
complete
63      MJ4T-AA9L       Start on section 5 with sections 1 thru 4
complete
64      RJ4T-AA9L       Start anywhere you want--with infinite lives
Remember, you can pick 'n mix your codes!
Krusty's Super Fun House and related names are trademarks of
Acclaim Entertainment, Inc.

NFL Sports Talk Football '93 Starring Joe Montana (tm) Game
Despite his injuries, the NFL's all-time great quarterback keeps
putting out great games. Enjoy all the variations you can key in with
these JOE93 codes. For Codes 26, 27, 32, and 33, the counter does
not properly display the number of timeouts, but the codes do work.
JOE93
CODE    KEY IN . . .    EFFECT . . .
1       AK8T-EAD0       Only have 1 play to make a first down
2       AP8T-EAD0       Only have 2 plays to make a first down
3       AV8T-EAD0       Only have 3 plays to make a first down
4       AK8T-EA5T       Have infinite plays to make a first down
5       AB9A-ELD4       Only need 5 yards to get a 1st down
6       AB9A-E8D4       Must get 15 yards to get a 1st down
7       AB9A-FJD4       Must get 20 yards to get a 1st down
8       AB9A-F6D4       Must get 30 yards to get a 1st down
9       AK9A-EA6Y       Always goal-to-go--must get a TD
10      C1PT-CAEY       Play clock is 15 seconds long
11      GDPT-CAEY       Play clock is 30 seconds long
12      NDPT-CAEY       Play clock is 60 seconds long
13      WDPT-CAEY       Play clock is 90 seconds long
14      AANA-AACT       Play clock is infinite
15      ABMA-ECC4       Each quarter is 1 minute
16      ABMA-EEC4       Each quarter is 2 minutes
17      ABMA-EAL4       Each quarter is 20 minutes
18      ABMA-ELL4       Each quarter is 25 minutes
19      ABMA-FAL4       Each quarter is 30 minutes
20      ABMA-ELW4       Each quarter is 45 minutes
21      ABMA-EA44       Each quarter is 60 minutes
22      ABMA-FL44       Each quarter is 75 minutes
23      ADRA-CAFW       0 timeouts per half--home team
24      AHRA-CAFW       1 timeout per half--home team
25      AMRA-CAFW       2 timeouts per half--home team
26      AXRA-CAFW       4 timeouts per half--home team
27      A1RA-CAFW       5 timeouts per half--home team
28      ATLT-CA8J       Infinite timeouts--home team
30      AHRA-CAFN       1 timeout per half--visiting team
31      AMRA-CAFN       2 timeouts per half--visiting team
32      AXRA-CAFN       4 timeouts per half--visiting team
33      A1RA-CAFN       5 timeouts per half--visiting team
34      ATMA-CA2C       Infinite timeouts--visiting team
35      AB9T-EAA8       Touchdowns worth 0 points
36      AF9T-EAA8       Touchdowns worth 1 point
37      AK9T-EAA8       Touchdowns worth 2 points
38      AP9T-EAA8       Touchdowns worth 3 points
39      AV9T-EAA8       Touchdowns worth 4 points
40      AZ9T-EAA8       Touchdowns worth 5 points
41      A79T-EAA8       Touchdowns worth 7 points
42      BB9T-EAA8       Touchdowns worth 8 points
43      BF9T-EAA8       Touchdowns worth 9 points
44      AB9T-EAAL       Extra points worth 0 points
45      AK9T-EAAL       Extra points worth 2 points
46      AP9T-EAAL       Extra points worth 3 points
47      AV9T-EAAL       Extra points worth 4 points
48      AZ9T-EAAL       Extra points worth 5 points
49      A39T-EAAL       Extra points worth 6 points
50      A79T-EAAL       Extra points worth 7 points
51      BB9T-EAAL       Extra points worth 8 points
52      BF9T-EAAL       Extra points worth 9 points
53      AB9T-EAAY       Field goals worth 0 points
54      AF9T-EAAY       Field goals worth 1 point
55      AK9T-EAAY       Field goals worth 2 points
56      AV9T-EAAY       Field goals worth 4 points
57      AZ9T-EAAY       Field goals worth 5 points
58      A39T-EAAY       Field goals worth 6 points
59      A79T-EAAY       Field goals worth 7 points
60      BB9T-EAAY       Field goals worth 8 points
61      BF9T-EAAY       Field goals worth 9 points
62      AB9T-EACL       Safeties worth 0 points
63      AF9T-EACL       Safeties worth 1 point
64      AP9T-EACL       Safeties worth 3 points
65      AV9T-EACL       Safeties worth 4 points
66      AZ9T-EACL       Safeties worth 5 points
67      A39T-EACL       Safeties worth 6 points
68      A79T-EACL       Safeties worth 7 points
69      BB9T-EACL       Safeties worth 8 points
70      BF9T-EACL       Safeties worth 9 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
NFL Sports Talk Football '93 Starring Joe Montana is a trademark of
SEGA.

Pit-Fighter (tm) Game
This version of the popular arcade game features kicking, punching,
and a nice variety of other antisocial behavior. As Ty, Kato or Buzz,
you must fight for the right to face the Masked Warrior. Get to him
faster with PIT Codes 1 thru 14. (The numbers of matches in these
codes include grudge matches. In the 2-player mode, an extra
elimination match takes place just before the championship match.)
In the 2-player mode, Code 15 allows both players to team against
Masked Warrior. Experts, try Code 16 to start with only 1 life.
PIT
CODE    KEY IN . . .    EFFECT . . .
1       AHNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 14 matches
instead of 15 to become champion
2       AMNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 13 matches
to become champion
3       ASNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 12 matches
to become champion
4       AXNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 11 matches
to become champion
5       A1NT-3A6J + JDNT-20NL + PDNT-22EN       Must win 10 matches
to become champion
6       A5NT-3A6J + JDNT-20NL + PDNT-22EN       Must win 9 matches to
become champion
7       A9NT-3A6J + JDNT-20NL + PDNT-22EN       Must win 8 matches to
become champion
8       BDNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 7 matches to
       Ubecome champion
9       BHNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 6 matches to
become champion
10      BMNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 5 matches to
become champion
11      BSNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 4 matches to
become champion
12      BXNT-3A6J + JDNT-20NL + PDNT-22EN       Must win 3 matches to
become champion
13      B1NT-3A6J + JDNT-20NL + PDNT-22EN       Must win 2 matches to
become champion
14      B5NT-3A6J + JDNT-20NL + PDNT-22EN       Must win 1 match to
become champion
15      B9NT-3A6J + JDNT-20NL + PDNT-22EN       Both players fight for
championship at same time
16      AFYT-2AAJ       Start with 1 life
17      AKYT-2AAJ       Start with 2 lives
18      APYT-2AAJ       Start with 3 lives
19      AZYT-2AAJ       Start with 5 lives
20      A3YT-2AAJ       Start with 6 lives
21      AVZA-2A2R       Infinite lives
22      BB0T-2AGE       Match clock runs faster
23      JB0T-2AGE       Match clock runs slower
24      GB0T-2A8L       Freeze match clock (no time limit)
25      3DMA-2ADA       Power pill lasts for a shorter time
26      EDMA-2GDA       Power pill lasts for a longer time
27      ADMA-3ADA       Power pill lasts much longer
28      ALBA-2A9R       Power pill lasts until death or end of match
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Pit-Fighter and related names are trademarks of Atari Games.

QuackShot (tm) Game (Alternate Codes)
Have you been able to quack this game and find the Great Duck
Treasure? No? Then try some of these ducky Game Genie (tm) codes.
With QUAK Code 2 you never lose power. Vary the 3 Donald Ducks you
normally start with by keying in Codes 7 thru 14. With Code 6, you're
invulnerable to everything except the last boss's sword. Combine
some of these, or use them one at a time, and you should be able to
finally wipe out Big Pete!
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES
QUAK
CODE    KEY IN . . .    EFFECT . . .
1A      AJCA-AA2L       MASTER CODE--MUST BE ENTERED
1B      RECT-A6VE
2A      BBJA-AAD0       Start with maximum power
2B      BBJT-AAAA
3A      AKJA-AAD0       Start with less power
3B      AKJT-AAAA
4A      BBEA-AABW       Start with maximum power after you lose a
Donald Duck
4B      BBEA-AAEG
5A      AKEA-AABW       Start with less power after you lose a Donald
Duck
5B      AKEA-AAEG
6A      AKSA-AA24       Almost infinite power (last boss's sword can
still hurt you)
6B      AKSA-AA9J
7A      AFJA-AABG       Start with 1 Donald Duck
7B      AFJA-AAFN
8A      AZJA-AABG       Start with 5 Donald Ducks
8B      AZJA-AAFN
9A      BBJA-AABG       Start with 8 Donald Ducks
9B      BBJA-AAFN
10A     BKJA-AABG       Start with 10 Donald Ducks
10B     BKJA-AAFN
11A     DFJA-AABG       Start with 25 Donald Ducks
11B     DFJA-AAFN
12A     GKJA-AABG       Start with 50 Donald Ducks
12B     GKJA-AAFN
13A     NPJA-AABG       Start with 99 Donald Ducks
13B     NPJA-AAFN
14A     AVEA-AA28       Infinite Donald Ducks
14B     AVEA-AA5W
15A     AKJT-AA2J       Infinite popcorn on popcorn pick-up
15B     AKJT-AA6W
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
QuackShot and related names are trademarks of The Walt Disney
Company.

Revenge of Shinobi (tm) Game
There are 3 sets of codes for this popular adventure. Versions A and
B are for the original title. (The third set of codes is for the Sega
Classic version, later in the book). The VENGE Codes will help you
vanquish the evil Neo Zeed army. With Code 5, shurikens and swords
don't hurt you. Code 8 lets you use Jitsu of Mijin with no loss of life.
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES. (IF
NEITHER WORKS, TRY THE SEGA CLASSIC CODES)
CODE    KEY IN . . .    EFFECT . . .
1A      ACTT-BA4Y       Infinite lives--except when using Jitsu of
Mijin
1B      ACRT-BA32
2A      BMVT-GA6L       Infinite shurikins
2B      BMTT-GA4L
3A      BXVA-GA9E       Infinite life bar
3B      BXTA-GA7E
4A      AANT-CAAJ       Some bombs and enemy shurikins don't hurt
4B      AANT-CAAJ
5A      ABCA-BA94 + RFCA-A616   Some bombs, enemy shurikins and
swords don't hurt
5B      ABCA-BA90 + RFCA-A612
6A      AC5A-BA46       No life lost when using Jitsu of Mijin
6B      AC3A-BA44
7A      NTBA-AAC6       Start with 100 shurikins
7B      NTBA-AAC08A     3ABA-AAC6       Start with 200 shurikins
8B      3ABA-AAC0
9A      8TBA-ACC6       Start with 500 shurikins
9B      8TBA-ACC0
10A     BGKA-AAH4       Start with 9 continues
10B     BGHA-AAG0
11A     AGKA-AAH4       Start with 1 continue
11B     AGHA-AAG0
12A     A0KA-AAH4       Start with 5 continues
12B     A0HA-AAG0
13A     AGKT-AAAA       Start in District 1, level 2
13B     AGHA-AAG6
14A     ALKT-AAAA       Start in District 1, level 3
14B     ALHA-AAG6
15A     ARKT-AAAA       Start in District 2, level 1
15B     ARHA-AAG6
16A     AWKT-AAAA       Start in District 2, level 2
16B     AWHA-AAG6
17A     A0KT-AAAA       Start in District 2, level 3
17B     A0HA-AAG6
18A     A4KT-AAAA       Start in District 3, level 1
18B     A4HA-AAG6
19A     A8KT-AAAA       Start in District 3, level 2
19B     A8HA-AAG6
20A     BCKT-AAAA       Start in District 3, level 3
20B     BCHA-AAG6
21A     BGKT-AAAA       Start in District 4, level 1
21B     BGHA-AAG6
22A     BLKT-AAAA       Start in District 4, level 2
22B     BLHA-AAG6
23A     BRKT-AAAA       Start in District 4, level 3
23B     BRHA-AAG6
24A     BWKT-AAAA       Start in District 5, level 1
24B     BWHA-AAG6
25A     B0KT-AAAA       Start in District 5, level 2
25B     B0HA-AAG6
26A     B4KT-AAAA       Start in District 5, level 3
26B     B4HA-AAG6
27A     B8KT-AAAA       Start in District 6, level 1
27B     B8HA-AAG6
28A     CCKT-AAAA       Start in District 6, level 2
28B     CCAH-AAG6
29A     CGKT-AAAA       Start in District 6, level 3
29B     CGHA-AAG6
30A     CLKT-AAAA       Start in District 7, level 1
30B     CLHA-AAG6
31A     CRKT-AAAA       Start in District 7, level 2
31B     CRHA-AAG6
32A     CWKT-AAAA       Start in District 7, level 3
32B     CWHA-AAG6
33A     C0KT-AAAA       Start in District 8, level 1
33B     C0HA-AAG6
34A     C4KT-AAAA       Start in District 8, level 2
34B     C4HA-AAG6
35A     C8KT-AAAA       Start in District 8, level 3
35B     C8HA-AAG6
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Revenge of Shinobi and related names are trademarks of SEGA.

Revenge of Shinobi (tm) Game (Sega Classic Version)
NOTE: THESE CODES ARE FOR THE SEGA CLASSIC VERSION OF THE
GAME
VENGESC
CODE    KEY IN . . .    EFFECT . . .
1       ACSA-BA86       Infinite lives--except when using Jitsu of
Mijin
2       BMTT-GA4L       Infinite shurikins
3       BXTA-GA7E       Infinite life bar
4       AANT-CAAJ       Some bombs and enemy shurikins don't hurt
5       ABCT-BA90 + RFCT-A612   Some bombs, enemy shurikins and
swords don't hurt
6       AC4A-BA4R       No life lost when using Jitsu of Mijin
7       NTBT-AAC0       Start with 100 shurikins
8       3ABT-AAC0       Start with 200 shurikins
9       8TBT-ACC0       Start with 500 shurikins
10      BGHT-AACT       Start with 9 continues
11      AGHT-AACT       Start with 1 continue
12      A0HT-AACT       Start with 5 continues
13      AGHT-AAC0       Start in District 1, level 2
14      ALHT-AAC0       Start in District 1, level 3
15      ARHT-AAC0       Start in District 2, level 1
16      AWHT-AAC0       Start in District 2, level 2
17      A0HT-AAC0       Start in District 2, level 3
18      A4HT-AAC0       Start in District 3, level 1
19      A8HT-AAC0       Start in District 3, level 2
20      BCHT-AAC0       Start in District 3, level 3
21      BGHT-AAC0       Start in District 4, level 1
22      BLHT-AAC0       Start in District 4, level 2
23      BRHT-AAC0       Start in District 4, level 3
24      BWHT-AAC0       Start in District 5, level 1
25      B0HT-AAC0       Start in District 5, level 2
26      B4HT-AAC0       Start in District 5, level 3
27      B8HT-AAC0       Start in District 6, level 1
28      CCHT-AAC0       Start in District 6, level 2
29      CGHT-AAC0       Start in District 6, level 3
30      CLHT-AAC0       Start in District 7, level 1
31      CRHT-AAC0       Start in District 7, level 2
32      CWHT-AAC0       Start in District 7, level 3
33      C0HT-AAC0       Start in District 8, level 1
34      C4HT-AAC0       Start in District 8, level 2
35      C8HT-AAC0       Start in District 8, level 3
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Revenge of Shinobi, Sega Classic and related names are trademarks
of SEGA.

Sonic the Hedgehog 2 (tm) Game
Sonic's back! How do you follow one of the all-time favorite action games? Try
putting a "Tail" on Sonic--and having it follow him! The 2-player competitive mode
is excellent too. We have plenty of great SON2 Codes for you, including the
much-requested jump codes. Enjoy! Codes 1 THRU 16 also work for Tails in a
one-player game. There is only one total for Sonic's rings in a one-player game.
Normally, you have to grab all seven chaos emeralds, get at least 50 rings, and
jump to turn into Super Sonic (and be invincible). But by choosing from among
Codes 58 thru 64 and 65 thru 69, you can reduce the number of emeralds and
rings you have to get. With Code 70, you won't lose your rings with time and drop
back down to regular Sonic. And to help you become Super Sonic on the last
level, where there are normally no rings, Codes 58, 65 and 72 will do the trick--
just jump. Finally, access the level select menu with Code 71.
THERE ARE 2 VERSIONS OF THIS GAME. IF ONE CODE DOESN'T WORK
ON YOUR GAME, TRY THE OTHER
SON2
CODE    KEY IN . . .    EFFECT . . .
1A      SAST-DJ1A       Rings worth 2--player 1
1B      SATA-DJTJ
2A      SAST-DN1A       Rings worth 3--player 1
2B      SATA-DNTJ
3A      SAST-DT1A       Rings worth 4--player 1
3B      SATA-DTTJ
4A      SAST-DY1A       Rings worth 5--player 1
4B      SATA-DYTJ
5A      SAST-D21A       Rings worth 6--player 1
5B      SATA-D2TJ
6A      SAST-D61A       Rings worth 7--player 1
6B      SATA-D6TJ
7A      SAST-DA1A       Rings worth 8--player 1
7B      SATA-DATJ
8A      AE8A-AAD2       Start with 1 life instead of 3--player 1
8B      AE8A-AADN
9A      AY8A-AAD2       Start with 5 lives--player 1
9B      AY8A-AADN
10A     A68A-AAD2       Start with 7 lives--player 1
10B     A68A-AADN
11A     BE8A-AAD2       Start with 9 lives--player 1
11B     BE8A-AADN
12A     DE8A-AAD2       Start with 25 lives--player 1
12B     DE8A-AADN
13A     GJ8A-AAD2       Start with 50 lives--player 1
13B     GJ8A-AADN
14A     KN8A-AAD2       Start with 75 lives--player 1
14B     KN8A-AADN
15A     NN8A-AAD2       Start with 99 lives--player 1
15B     NN8A-AADN
16A     JW3A-CA4J       Infinite lives--player 1
16B     JW3A-CA4Y
17A     SATA-DJVW       Rings worth 2--player 2
17B     SATA-DJW8
18A     SATA-DNVW       Rings worth 3--player 2
18B     SATA-DNW8
19A     SATA-DTVW       Rings worth 4--player 2
19B     SATA-DTW8
20A     SATA-DYVW       Rings worth 5--player 2
20B     SATA-DYW8
21A     SATA-D2VW       Rings worth 6--player 2
21B     SATA-D2W8
22A     SATA-D6VW       Rings worth 7--player 2
22B     SATA-D6W8
23A     SATA-DAVW       Rings worth 8--player 2
23B     SATA-DAW8
24A     AE8A-AAD8       Start with 1 life instead of 3--player 2
24B     AE8A-AADW
25A     AY8A-AAD8       Start with 5 lives--player 2
25B     AY8A-AADW
26A     A68A-AAD8       Start with 7 lives--player 2
26B     A68A-AADW
27A     BE8A-AAD8       Start with 9 lives--player 2
27B     BE8A-AADW
28A     DE8A-AAD8       Start with 25 lives--player 2
28B     DE8A-AADW
29A     GJ8A-AAD8       Start with 50 lives--player 2
29B     GJ8A-AADW
30A     KN8A-AAD8       Start with 75 lives--player 2
30B     KN8A-AADW
31A     NN8A-AAD8       Start with 99 lives--player 2
31B     NN8A-AADW
32A     JXGA-CA7G       Infinite lives--player 2
32B     JXGA-CA7W
33A     KBVT-CAE2       Jump lower
33B     KBVT-CAE2
34A     FVVT-CAE2       Jump a little higher
34B     FVVT-CAE2
FOR CODES 35 AND 36, SWITCH OFF IF YOU GET STUCK SOMEWHERE
OR WANT TO SINK IN WATER
35A     EBVT-CAE2       Jump a lot higher
35B     EBVT-CAE2
36A     CBVT-CAE2       Jump really high
36B     CBVT-CAE2
37A     A02T-CAF8       Sonic stays invincible for a shorter
time after getting hit
37B     A02T-CAGL
38A     982T-CAF8       Sonic stays invincible for a longer
time after getting hit
38B     982T-CAGL
39A     ALTA-CA8N       Sonic becomes invisible and
invincible  for the rest of the level
after getting hit--must have at least
one ring (switch off and then on to
make Sonic visible)
39B     ALTA-CA82
40A     ALTA-CA9J       Once invincible (stars), Sonic stays
Invincible for the rest of the level
40B     ALTA-CA9Y
41A     ATTT-CA4W       Sonic doesn't lose rings when hit
41B     ATTT-CA58
42A     ATTT-CA5G       Tails doesn't lose rings when hit
42B     ATTT-CA6W
43A     AH2T-CAH6       Sonic needs only 1 ring instead of 50
to enter special stage after touching
a star post
43B     AH2T-CAHN
WITH CODES 44 THRU 57, THE COUNTER DOESN'T SHOW THE EXTRA
RINGS, BUT YOU DO GET THEM
44      SBJA-HJWJ       Rings worth 2 in special stages--
Sonic
44B     SBJA-HJV2
45      SBJA-HNWJ       Rings worth 3 in special stages--
Sonic
45B     SBJA-HNV2
46      SBJA-HTWJ       Rings worth 4 in special stages--
Sonic
46B     SBJA-HTV2
47      SBJA-HYWJ       Rings worth 5 in special stages--
Sonic
47B     SBJA-HYV2
48      SBJA-H2WJ       Rings worth 6 in special stages--
Sonic
48B     SBJA-H2V2
49      SBJA-H6WJ       Rings worth 7 in special stages--
Sonic
49B     SBJA-H6V2
50      SBJA-HAWJ       Rings worth 8 in special stages--
Sonic
50B     SBJA-HAV2
51      SBJA-HJWR       Rings worth 2 in special stages--
Tails
51B     SBJA-HJV8
52      SBJA-HNWR       Rings worth 3 in special stages--
Tails
52B     SBJA-HNV8
53      SBJA-HTWR       Rings worth 4 in special stages--
Tails
53B     SBJA-HTV8
54      SBJA-HYWR       Rings worth 5 in special stages--
Tails
54B     SBJA-HYV8
55      SBJA-H2WR       Rings worth 6 in special stages--
Tails
55B     SBJA-H2V8
56      SBJA-H6WR       Rings worth 7 in special stages--
Tails
56B     SBJA-H6V8
57      SBJA-HAWR       Rings worth 8 in special stages--
Tails
57B     SBJA-HAV8
FOR CODES 58 THRU 64, DON'T GRAB MORE CHAOS EMERALDS THAN
THE AMOUNT YOU NEED
58      ACZT-CACA       Need 0 chaos emeralds to become
Super Sonic (in addition to rings)
58B     ACZT-CACN
59      AGZT-CACA       Need 1 Chaos Emerald to become
Super Sonic (in addition to rings)
59B     AGZT-CACN
60      ALZT-CACA       Need 2 chaos emeralds to become
Super Sonic (in addition to rings)
60B     ALZT-CACN
61      ARZT-CACA       Need 3 chaos emeralds to become
Super Sonic (in addition to rings)
61B     ARZT-CACN
62      AWZT-CACA       Need 4 chaos emeralds to become
Super Sonic (in addition to rings)
62B     AWZT-CACN
63      A0ZT-CACA       Need 5 chaos emeralds to become
Super Sonic (in addition to rings)
63B     A0ZT-CACN
64      A4ZT-CACA       Need 6 chaos emeralds to become
Super Sonic (in addition to rings)
64      A4ZT-CACN
65      AGZT-CACJ +AGZT-CACY + K4ZT-CA92        Need 1 ring to
become Super Sonic (in addition to
chaos emeralds), don't lose rings
with time
65      K4ZT-CA9N
66      A0ZT-CACJ       Need 5 rings to become Super Sonic
(in addition to chaos emeralds)
66B     A0ZT-CACY
67      BLZT-CACJ       Need 10 rings to become Super
Sonic (in addition to chaos emeralds)
67B     BLZT-CACY
68      DGZT-CACJ       Need 25 rings to become Super
Sonic (in addition to chaos emeralds)
68B     DGZT-CACY
69      FCZT-CACJ       Need 40 rings to become Super
Sonic (in addition to chaos emeralds)
69B     FCZT-CACY
70      K4ZT-CA9N       Super Sonic doesn't lose rings with
time
70B     K4ZT-CA92
71      RE8A-A60W       Level select menu--at title screen,
hold down A while pressing start
71B     RE8A-A60G
72      2VAT-BCRN       Start most levels with some rings--1-
player game only (number of rings
varies with stage, and you can still
lose rings)
72B     2VAT-BCRA
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Sonic the Hedgehog 2 and related names are trademarks of SEGA.

Team USA Basketball (tm) Game
OK, sports fans. Line up to play with the Olympic dream team in a
realistic game of hoops against their world-class opponents.
Normally, international rules apply, but with the Game Genie (tm)
you can break the rules. Get a head start against the tough computer
or a human opponent with DREAM Code 6, and stop the shot clock
with Code 12. If you're an expert, give your opponent a 25-point spot
and play the game without any timeouts with Codes 11 and 21.
DREAM
CODE    KEY IN . . .    EFFECT . . .
1       R19T-860T       MASTER CODE--MUST BE ENTERED
2       AYCA-AAHY       Player 1 starts with 5 points
3       BJCA-AAHY       Player 1 starts with 10 points
4       B6CA-AAHY       Player 1 starts with 15 points
5       CTCA-AAHY       Player 1 starts with 20 points
6       DECA-AAHY       Player 1 starts with 25 points
7       AYCA-AAH6       Player 2 starts with 5 points
8       BJCA-AAH6       Player 2 starts with 10 points
9       B6CA-AAH6       Player 2 starts with 15 points
10      CTCA-AAH6       Player 2 starts with 20 points
11      DECA-AAH6       Player 2 starts with 25 points
12      ATHA-AA2L       Stop shot clock
13      AKTT-AAFG       Free throws worth 2
14      AVTT-AAFG       Free throws worth 4
15      AZTT-AAFG       Free throws worth 5
16      BKTT-AAFG       Free throws worth 10
17      AKTT-AAF0       Baskets worth 3
18      AZTT-AAF0       Baskets worth 5
19      AZVA-AAAW       3-point baskets worth 5
20      BKVA-AAAW       3-point baskets worth 10
21      AA8T-CABE       Player 1 starts with 0 timeouts
22      AE8T-CABE       Player 1 starts with 1 timeouts
23      AN8T-CABE       Player 1 starts with 3 timeouts
24      AT8T-CABE       Player 1 starts with 4 timeouts
25      AA8T-CABN       Player 2 starts with 0 timeouts
26      AE8T-CABN       Player 2 starts with 1 timeouts
27      AN8T-CABN       Player 2 starts with 3 timeouts
28      AT8T-CABN       Player 2 starts with 4 timeouts
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
USA Basketball is a trademark of USA Basketball.
Game Genie is a trademark of Lewis Galoob Toys, Inc.

The Terminator (tm) Game
Help Kyle Reese in his battle with the unpleasant cyborg from the
future. TERM Code 1 may allow Kyle to be trapped, so be quick and
switch off effects to free him.
TERM
CODE    KEY IN . . .    EFFECT . . .
1       R03A-861A       Protection--some things can still kill you
FOR CODES 2 THRU 6, SOME TIME BOMBS MAY DO NO DAMAGE
2       AW9T-8A78       Infinite time bombs once at least one is
awarded
3       AG2A-8AG0       Time bombs awarded 1 at a time, maximum 9
allowed
4       AL2A-8AG0       Time bombs awarded 2 at a time,maximum 9
allowed
5       A02A-8AG0       Time bombs awarded 5 at a time, maximum 9
allowed
6       BL2A-8AG0       Time bombs awarded 9 at a time, maximum 9
allowed
7       BC2A-8AH2       Energy capsules worth 1/2 normal (1 unit)
8       EC2A-8AH2       Energy capsules worth 2x normal (4 units)
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
The Terminator and related name are trademarks of Cinema '84.

Toki: Going Ape Spit (tm) Game
Don't let Dr. Stark get away with making a monkey out of you! Use
these Game Genie codes to streak through his palace and rescue your
girl! Wanda would want ya to win her with APE Code 1 for infinite
lives, Code 9 to keep your shots regardless of the timer, and Code 36
to kill the palace guards with no shots.
APE
CODE    KEY IN . . .    EFFECT . . .
1       ATWT-CA88       Infinite lives
2       BC3T-AA4T       Infinite credits
3       AW4T-AA72       Infinite time to decide if you want to
continue
4       AATT-CA44       Infinite time to complete each round
5       9TST-DGJE + MEST-CRAG   8 minutes to complete round
6       9TST-DGJE + MEST-CLAG   6 minutes to complete round
7       9TST-DGJE + MEST-CGAG   4 minutes to complete round
8       A2VT-CA74       Never lose extra energy spitballs on dying
9       AATT-CAGA       Never lose extra energy spitballs when time
runs out
NOTE: CODES 10 THRU 19 DO NOT WORK FOR GRAPES
10      E11A-CCD6       Extra life for every piece of food
11      E11A-DAD6       Extra life for every 10 pieces of food
12      E11A-CAM6       Extra life for every 20 pieces of food
13      E11A-DAM6       Extra life for every 30 pieces of food
14      E11A-CAX6       Extra life for every 40 pieces of food
15      E11A-CA56       Extra life for every 60 pieces of food
16      E11A-DA56       Extra life for every 70 pieces of food
17      E11A-CBD6       Extra life for every 80 pieces of food
18      E11A-DBD6       Extra life for every 90 pieces of food
19      E11A-DXD6       Extra life for every 99 pieces of food
20      CCVT-AA90       Never lose shoes due to time (but still lose
them on dying or advancing to next stage)
21      ACWA-ABFN       Shoes last 32x normal time
22      ACWA-AAZN       Shoes last 16x normal time
23      ACWA-AAPN       Shoes last 8x normal time
24      ACWA-BAFN       Shoes last 4x normal time
25      ACWA-ATFN       Shoes last 2x normal time
26      ACWA-AEFN       Shoes last 1/2x normal time
27      ACWA-ACFN       Shoes last 1/4x normal time
28      BLVT-AA72       Never lose invincibility due to time (but still
lose it on advancing to next stage)
29      ACWA-ABF8       Invincibility lasts 32x normal time
30      ACWA-AAZ8       Invincibility lasts 16x normal time
31      ACWA-AAP8       Invincibility lasts 8x normal time
32      ACWA-BAF8       Invincibility lasts 4x normal time
33      ACWA-ATF8       Invincibility lasts 2x normal time
34      ACWA-AEF8       Invincibility lasts 1/2x normal time
35      ACWA-ACF8       Invincibility lasts 1/4x normal time
NOTE: CODES 36 THRU 44 DO NOT WORK FOR THE FIRST PALACE GUARD
(STARK'S MACHINE)
36      AL7A-CA58       Palace guards are automatically defeated
37      AL7A-CA58 + AG7A-DE56   Takes 1 shot to kill palace guards
38      AL7A-CA58 + A07A-DE56   Takes 5 shots to kill palace
guards
39      AL7A-CA58 + CC7A-DE56   Takes 10 shots to kill palace
guards
40      AL7A-CA58 + EC7A-DE56   Takes 20 shots to kill palace
guards
41      AL7A-CA58 + GC7A-DE56   Takes 30 shots to kill palace
guards  K
42      AL7A-CA58 + LC7A-DE56   Takes 50 shots to kill palace
guards
43      AL7A-CA58 + RC7A-DE56   Takes 70 shots to kill palace
guards
44      AL7A-CA58 + XG7A-DE56   Takes 99 shots to kill palace
guards
Remember, you can pick 'n mix your codes! You can enter up to FIVE
codes at a time (but some effects require more than one code).
Toki: Going Ape Spit (tm) and related names are trademarks of SEGA.

Two Crude Dudes (tm) Game
2-player simultaneous action and great graphics contribute to this
all-around fun fighting game.
CRUDE
CODE    KEY IN . . .    EFFECT . . .
1       BEBA-AAFT       Start with 9 lives--each player
2       BEBA-AAFJ       Start with 9 continues
3       AJ0A-AABG       Start on level 2
4       AN0A-AABG       Start on level 3
5       AT0A-AABG       Start on level 4
6       AY0A-AABG       Start on level 5, first part
7       A20A-AABG       Start on level 5, second part
8       AWYT-AA22       Most enemies do not hurt
Two Crude Dudes and related names are trademarks of Data East
USA, Inc.



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