Tekkyu Fight! The Great Battle Gaiden
Game Boy
Developer: Sun L Publisher: Banpresto
By: GammaBetaAlpha
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Table of Contents
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How to Play [HELP]
Walkthrough [WALK]
Codes [CODE]
Contact Info [CONT]
Credits [CRED]
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How to Play
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[HELP]
Battle Dodge Ball is a part of the Japan-only Compati Hero Series. You
can read more about this on Wikipedia:
http://en.wikipedia.org/wiki/Compati_Hero_Series
In this game, you can play as Gundam, Ultraman G, Kamen Rider Black, and
Fighter Roa.
Tekkyu Fight! is a platforming game with heavy doses of battle elements,
as you must ward off multiple enemies throughout each stage. Bosses are a big
affair, with one at the end of every stage, and a two-for-one at the end of the
game. The platforming elements are not to be ignored either, however. All four
heroes can use one of three items to assist them in moving throughout each area.
In practice, you will likely find the platforming element is fairly easy
through the first four stages, then spikes in difficulty in the last two.
Similarly, the first five bosses have A.I. routines that can be exploited so you
basically take no damage, but the final boss is a lot more difficult to maneuver
around.
Each hero has his own different normal projectile attack. Besides
damaging enemies and bosses, they can also destroy blocks. Blocks and defeated
enemies typically give off P-Blocks, which give you MP that you can use to
utilise the special items. Some blocks throughout the game give you an extra
heart of life (of which you can have up to 5 at a time, in other words, take 5
hits of damage), and a rare few will give you a 1-Up.
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CONTROLS
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A - Jump
B - Use Item
Left/Right - Move around
Start - Pause the Game
Select - Open Menu
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MENU
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By pressing Select, you can open the Menu. Toggling left and right on
the top option switches between the four heroes, while the bottom option
switches between your main weapon and your three accessories.
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HEROES
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Gundam
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Uses a fairly standard shuriken-like attack that travels forward at a
speed before returning to Gundam.
Kamen Rider Black
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Shoots out a black ball that moves pretty quickly before in a
straightforward direction before returning to Kamen Rider Black.
Ultraman G
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Shoots out a extremely heavy black ball that only travels about half the
range of Gundam and Kamen Rider Black's attacks before returning to Ultraman G.
However, his attack does twice the damage, killing basically all enemies in a
single blow.
Fighter Roa
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Tosses out a bomb that can damage on contact forward about a third of a
screen length. The bomb then drops down by gravity to the floor, and causes an
explosion shortly thereafter, damaging anything within range.
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ACCESSORIES
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Gel
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Use on walls to stick to the wall. On some walls you may slide down
slowly after grabbing on. You can jump off again after sticking to a wall and
hop back onto a higher segment through reuse of the Gel. If you switch from Gel
to another item while on a wall, you do not automatically fall off, but may
still make another jump.
Bow
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Use to shoot at the ceiling. You can press the Up button to pull
yourself up, and the Down button to lower yourself down. However, the Bow only
really has a couple of places in the entire game where it is useful, on ceilings
that have a conveyor belt.
Balloon
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Easily the most useful of the three items, especially as it makes the
onerous Stage 5 a lot easier. By pressing and holding the B button, you can
'charge' the Balloon up to four stages, as it inflates through the first three,
then begins to flicker once it is fully inflated. You can then let go of the B
button and the Balloon will pull you up. The Balloon will slowly deflate over
time, and when it does your character will drop down from wherever you are. If
you run into spikes, it will also pop instantly.
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Walkthrough
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[WALK]
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STAGE ONE
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Move right and jump to try getting your shuriken to hit the top of the
lower two blocks and have it return back to you via the lower block, destroying
both of them and the enemy behind the block. Grab the two P-Blocks if you can,
then jump up onto the small block above you. Destroy the enemy to your left,
then focus your attention on moving right, eliminating both a ground-based foe
and an aerial enemy, the latter of which takes two strikes to kill.
After, go right and drop down to avoid hitting a buch of spikes up
ahead, and hop over them instead. Wait for the ceiling and floor spikes to pop
out and time your way acros them to avoid taking damage.
In the next room, eliminate the initial enemy, then use your projectile
attack to push the block forward and into the hole. Leap across the spikes via
use of the blocks, taking care of the next foe on the safe ground ahead of time.
Use your projectile up ahead to eliminate a number of blocks along with an enemy
behind it.
Switch to your grappling hookd now and use the hook on the ceiling to
let it pull you across, lowering your character before you run into a bunch of
wall spikes. Take out another monster who will turn into gel before returning to
normal, taking two hits to kill in total, before continuing into the next room.
In here, take out a pair of enemies through conventional projectiles
before switching to your gel. Use the gel to scale the walls leaping off right
and left until you get to the top, taking another enemy out up there. Push a
block into the floor spike pit for some leverage before leaping over after
defeating another aerial enemy.
On the side opposite, destroy some more enemies. You can destroy the
left most block down here for a heart before jumping up to a high ledge and
eliminating another set of monsters. Continue on to the next area again.
Coming in, jump over a ninja-like enemy's own projectile, then move up,
watching out for projectiles coming down at an angle. Ignore the path below the
ledge, and instead take out the enemy up above. Continue along until you drop
onto another 2x3 set of cracked blocks, then hop over to the next single block
to avoid a spike pit before continuing.
BOSS BATTLE
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Your first boss battle is an immobile statue at the right end of the
room that has one of two attacks. Its main one is to spit out three pea-shot
projectiles, one straight forward from the centre of its body, and two going at
a diagonal. Secondly, it may summon a spiked ball at head level and then send it
zooming at your figure.
The only way to damage the boss is to strike it with one of your own
projectiles, and it is only vulnerable to damage at a point slightly above
centre - it will flash when damaged, so you can see where to hit after a couple
of tries. It takes the author believes 15 hits to defeat it.
A good strategy is to stay slightly back on the right set of blocks for
a bit. When the boss summons a spiked ball, try to jump to the centre block to
get it to aim the spiked ball at the block, destroying it. Once it does this,
you can freely move between the left and right set of two blocks without the
middle one in this way. You can somewhat exploit the logic of the boss doing
this: if you stay on the left side, the boss will never shoot a spiked ball at
you from afar, and the peashots will spread out too much at that point to damage
you.
You may then wait it out before each attack: wait for peashots to come,
quickly jump over, shoot the boss once, then dodge out of sight. Additionally,
in the event it does summon up a spiked ball, so long as you get back to the
left side quickly enough the attack will never actually come.
Once you destroy the boss, wait a few seconds and you will move to the
next stage.
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STAGE TWO
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Proceed right and take out the first enemy on the ground, then work your
way around the ledges. Destroy the two blocks on the last ledge and work your
way across the singular blocks slowly. Avoid taking hits or falling as multiple
vines with thorns are below that will damage you on contact. Once you kill
enough aerial enemies and get across, continue to the next screen.
Eliminate a single foe at the start, then stand at the corner of the
last ledge before the spiky porcupine-like monster. It will roll but swivel past
your character, allowing you to take out a single enemy and continue moving.
Drop down from the high ledge and ward off a foe coming from your right. Break
the blocks to your left to go in and back out for a Heart block, then walk
right, making your way along solid ground, and then along blocks in the air
before landing on the other side of another growth of vines.
Walk into a area with a high cliff. Switch to your gel to scale the area
vertically, then move into the next section.
Dodge projectiles from the ninja enemy at the start and watch out for a
bat-like monster that will swoop you as you continue along. Make your way across
another vine bed and anticipate a second bat enemy that will come to swoop at
you. From the entrance to the cave, you can jump up above and break through some
blocks for a P-block.
Continue through the cave, watching out for puddles of water that
transform into ninja opponents, until you hit the end, being certain to destroy
the blocks, then return back left. Back outside a tree with the door to the next
section will appear.
Inside the tree, scale the various internal branches and walls through
use of your gel, and destroy enemies along the way to recoer your MP. After some
time you should come to a door at the top of the tree. Exit outside.
Out here, hop onto the strange platform to your right. Allow it to sag
under your character's weight and you will be thrown up fairly high through
spring action. Land on one of the platforms and then make your way up again,
killing multiple enemies as you do to recover MP. Be careful as always for
projectiles dropped by the birds, and be careful not to destroy enough blocks
that you cannot continue up - if you do, switch over to your Balloons to carry
yourself up.
Once you get to a second spring platform, use a Balloon to get onto it
to go up one more level and enter the inside of the tree once more.
BOSS BATTLE
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Kamen Rider Black or Fighter Roa would be your best choices for this
battle, and the reason for this is their attack speed: Kamen Rider Black's
weapon, while a retracting projectile, is extremely fast. Fighter Roa's bombs,
on the other hand, land and stay there, so you do not have lag time waiting for
your weapon to return.
There are three platforms here and a ground floor. The boss can teleport
between the left and right platform and the left and right end of the ground
floor. Wherever he lands, he will take a few seconds to charge up a projectile
attack before tossing it at your character. During this time and after he throws
the projectile, you have a little bit of time to attack him and dodge.
Occasionally the boss will start off by throwing up a sort of shield that
protects him against a hit, but he will dispel it before he can attack.
The optimal place to be for this battle is on the ground floor in the
centre. Whenever the boss appears down below, you can move in, hit him quickly,
and then move out to dodge his attack. You can also jump up and hold the A
button to hop onto the centre ledge. Finally, if the boss is on a top platform,
you can see the trajectory of his projectile well before it hits the ground
floor and run out of its way accordingly.
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STAGE THREE
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This area takes place in a mineshaft. During the first segment, your
character will be in a minecart that automatically scrolls right. You can jump
up and the cart will automatically move with you. If you press left or right
while in the air the cart will again move to collect you on landing.
Let the minecart roll you uphill until you spot the first enemy of the
stage, and either use a projectile or jump up and over him to get past the foe.
As the cart goes downhill, anticipate a pair of spikes that you will have to
jump over to avoid taking damage, or else use a projectile attack to destroy.
Another climb up the hill will result in a spike and a monster, so
either destroy or jump over the both of them or a combination of the two. From
there, the rest of the level is more of the same, with peaks and troughs in the
mineshaft followed up by spikes or enemies to destroy or hop over.
After a long drop and climb, you should be getting near the end. A
little bit later you should drop into a deep pit where the water level begins in
the mineshaft. Sink to the bottom. Of the two blocks to your left, break the top
one first, then the bottom one to get a 1-Up. Now, head right, then use your gel
or a balloon to lift yoruself above the ledge. Head right and break through the
door to go into the next area.
Continuing on in the mineshaft, take out a ground enemy, a bird monster,
and another ground-based foe before dropping down the shaft. Take out one last
monster down below.
From here on out, it becomes a little bit of a maze, as many of the
doors you take here will lead to other rooms that become recursive, leading you
back to the original area. First, you need to go left from here, through one
door.
In this next room, there will be three zones of buoyant currents that
will carry you up. If you move out of the current before you go through the
ceiling, you can continue down the corridor to the next current. The first
current will lead you back to the starting door of the previous room, so if you
take it by accident, go all the way right, drop down and go back left into this
room.
Use the first current zone to destroy the bird, then quickly dash past
the zone to the next current area. Take this pool of water up to the ceiling to
head into the next room.
Inside, shoot the bird from afar, then hit the block from afar to push
it into a hole, setting off some spikes to come down from the ceiling. Continue
on and eliminate another ground enemy. Once you get to the current at the end,
let it carry you all the way up until you hit the top of the screen, where you
will do battle with the boss of this area.
BOSS BATTLE
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Given how close quarters combat this match is, your best bet is to use
Ultraman G. His weapon has short range but does double the damage, which goes
together with how confined the arena is for this fight. On either side of the
area are more buoyant currents. If you get pushed up to the ceiling, you will
run into spikes that will damage your character.
In any case, this boss has a fairly simple pattern of jump - land -
projectile, jump - land - projectile, and so on. The only problem is that its
direction and the length it jumps is fairly randomised, so you cannot exploit
its movement patterns.
HOWEVER, there is a different way to control the boss's movement. If you
strike the boss in mid-air, its jump will be terminated and it will land at the
same horizontal point where it was struck at. As a result, you can stand back a
good length from the boss, jump, and shoot a projectile at it, forcing it to
land. Once it spits out its own attack, jump again, and shoot it just before it
leaps off to make it only move a short distance. Repeat this several times,
moving back and forth and making very long jumps when you need to scale over the
boss to create a good amount of distace between the two of you again, and
eventually it will die.
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STAGE FOUR
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Move right, taking out the first ninja enemy you see, then use your Gel
to scale the wall (if you do not have sufficient MP, walk back and forth on the
ground to spawn the ninja multiple times over for P-block drops). Up top, move
onto the roof to your right, then head over. Jump from the slope onto a small
floating platform, and continue right. Going into the next corridor, move slowly
and retreat every time a spike falls down from above until the whole corridor is
cleared. You can also just hit the block at the top of the entrance to trigger
the whole thing at once. Going through the hallway, anticipate a straight-
through projectile from a ninja and jump over it while attacking him yourself.
At the next slope, do NOT go down. Instead, use a Balloon. Once it
inflates and starts to lift you, go and float above the platform using the
Balloon. Destroy first the lower block in front of you, then the upper block in
order to get a Heart block. Jump onto the ledge, then ready your Gel. Go and
slide down the slope and hop off, using your Gel to stick to the wall. Switch to
your normal projectile, then jump while pressing and holding the Right button.
Fire your projectile to break the top block and you should be able to quickly
press right. Continue on and repeat using your Gel and projectile down another
slope and set of blocks. After, hop off from the last slope to skip another
enemy and head to the next screen.
Coming in, use your Balloon to bypass the pillar, and continue floating
as far right as you can. Once you land, you should only have a little bit
further to go before you can go down a long shaft. Down the hole, take out one
last enemy and continue into the next screen.
Hop up the first block, then move towards the second one but stop just
prior to avoid a bug falling down from above. Only one of the paths that you can
jump off to when climbing up the platforms is the correct path: jump off at the
upper left, then continue on up a new set of blocks. Hop onto the highest ledge
available to your right or use a balloon to carry yourself up to the ceiling.
Make sure you have at least a few MP before going in for the start of
the next stage, then go all the way right to the door and enter.
BOSS BATTLE
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This boss will appear to be a tough battle due to its bulk, but as you
may see after a bit, it is actually fairly easy compared even to the last one.
Note that its front 'arm' is part of the foreground and does not cause contact
damage, but the rest of its body does. The only place that it can be damaged is
its head area.
Said boss will roll back and forth on its treads, and will do one of two
things: it will either let one of those bee-like monsters out of its chest area,
and the bee will charge across the screen after a few seconds; or it will let a
bug out from its head region that will fly across the screen, dropping a few
pellet bombs.
In the case of the bee enemy, wait until it starts to charge, then jump
over it. With the pellet-dropping bugs, wait for it to drop its first one, then
quickly run past its line of fire to avoid the rest of its pellets. Try to only
attack the tank boss when it is moving towards you: once it moves away, you may
get too close and receive contact damage as it moves back towards you again.
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STAGE FIVE
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This level is undoubtedly the most annoying as a wall of fire will
slowly climb from the top
(1) As soon as the stage starts, immediately press the Select button and
switch over to your Balloon. Press and hold the B button and charge it until the
Balloon starts flashing, and let go. Past the first ledge, drift to your left to
stay out of range of enemies and try to gain as much height as possible over the
wall of fire that you no doubt will have seen when charging your Balloon. Near
the top of the screen, you will have an annoying guard enemy that will
constantly shoot at you as soon as you get level height with him. Stand on the
lower of the two blocks and shoot him with your regular projectile before using
another Balloon to climb the last little bit of distance and go through the
door.
(2) In the next area, climb up the first ledge and defeat the guard up
here. You will need to sacrifice a single heart to pull this off, but basically
switch to Ultraman G, turn your BACK side to the guard, and jump. The projectile
attack he launches out will send Ultraman G away from his forward position - in
other words, towards the guard. Once you land on the platform, use your one-hit
kill 30t weapon projectile attack.
Hop up a single platform block, then charge up a full Balloon again.
Move towards the left side and stay here, moving around only when a small ledge
juts out from the left wall. If you have another Heart to spare, you can float
past the ledge with the spring-like object on the left wall, and take another
projectile attack from one of those large guards up top, killing it via
Ultraman. Otherwise, drop down with the A button once you get past the left
ledge and manually make your way up.
In either case, once the guard is cleared out, jump up and to the right,
then up a few more ledges to get to the top door.
(3) For the third section of this stage, go and hop onto the platform to
your right, then charge up a full Balloon. Once you see a bee to your right and
a large guard to your left, you should just about be running out of time on your
balloon anyways. Drop down with your back to the Bee to take a hit and be pushed
to the wall, then launch an attack to kill the Bee. Next use anyone other than
Ultraman G to kill the Guard to the left (they have longer distance projectile
attacks that can hit the guard without triggering him to attack in return).
Scale the remaining ledges to get to the next door.
(4) For this next area, switch to Ultraman G if not already using him,
and go up and right. Kill one of those annoying guards with Ultraman G's attack,
then charge up another Balloon and stick to the right wall. Once you are above
the spikes to your right, drop down and break the two blocks in the wall,
incurring damage in the meantime, until you can get past it. If you were to go
the top of this stage, then you would just loop through rooms 2, 3 and 4 once
more.
(5) Move right to the very top of the platform, then harge up a Balloon.
You can avoid most of the aerial enemies in this area and can get to the top
fairly easy compared to the last few levels. You can also use your Gel and stick
to the left wall, jumping up multiple times and skipping past the ledges.
BOSS BATTLE
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In this arena, you have three platforms in the centre and two ledges to
the sides, with fire under the platforms that kill instantly if you fall. The
centre ledge is too high to reach through simple jumping, so you would need to
use an Item to get up there.
The boss, which vaguely resembles an Alien, can jump between all five
platforms. Once it lands, it will spit out a shuriken straightforward from its
body, but never at a diagonal.
Like the boss of Stage 3, however, it is possible to set up an A.I.
routine where it will never actually attack you. To do this, when the Alien is
on a end ledge, stand on the corresponding side platform (not the ledges, but
the platforms above the fire), try to stand as far to the side as possible, and
turn to face inward. Because the Alien standing on the ground is too high above
you, it will jump to land on the same platform as you are, but standing right
next to the central platform.
As long as you make sure to fire your projectile weapon quickly enough
once it lands, it will not actually return fire. It will then jump back onto the
high ground, then return back to its position on the lower ledge, where you can
once more shoot it. Repeat many, many times until you ultimately destroy it.
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STAGE SIX
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Move right and jump up the ledges, then double back left after a little
bit to take a short ledge bringing you up further. Destroy the bee monster, then
use a Balloon to carry yourself up and right. Once you get to the platform up
top with a broken block next to it, destroy the block to go landing on the floor
below.
Slowly make your way right and then up again, killing a few more
enemies, until you come to a hallway with flames coming from above. Time your
way across the corridor to avoid taking damage, then move up at the end. To get
across the bed of spikes going left, either hop onto the block moving around the
rails, or use a Balloon and quickly move across before you come into contact
with the spiked ceiling. Take out a couple more enemies before moving into the
next screen.
In here, destroy the three blocks generating electricity by shooting at
them to make it across, then take out a bee monster. Go to the right wall, then
charge up a full Balloon. Let it pull you up to the ceiling, then go left. Stop
shy of the end and drop down, taking out a large guard. Use another fully-
inflated Balloon to pull yourself up again pressing against the left wall, then
head right. Drop down onto the second set of blocks, then use still another
Balloon to hit the end of the level. If you are out of MP, drop down to your
left and destroy the blocks and bee to get some MP before going through the
door.
In this area, there will be a constant wind slowly pushing your
character back, so immediately press right once inside lest you get pushed into
the abyss. Switch to your bow at the start and use it to grab onto the ceiling.
Let the scrolling ceiling carry you over, then drop down at the platform. Take
out the tortoise enemy, then jump over to the next platform. Use your projectile
weapon to destroy a broken block here, causing the platform to drop as well.
Down below, eliminate a shrew monster, followed up by another tortoise foe,
until you come up to an area with a block railing and a wall of spikes to you
right.
Ignore the spikes to your right. Instead, stand at the far right end of
the platform, then start charging your Balloon. You will be pushed left and onto
another platform, but you should easily be able to fully charge and let go of
your Balloon before you get pushed off the second platform. Use the Balloon to
go up and right, then left at the top ceiling to the screen's exit.
This is the very last exploration segment of the game. Take out the
first enemy you come across, then shoot at the two blocks over the spike pit to
send them crashing down and forming makeshift blocks. At the end, scale the
first vertical shaft, eliminating a Bee enemy. Make your way left and then up,
clearing out some more enemies and the top breakable block to make a clear path
to the final door.
BOSS BATTLE
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This boss battle is split up into two stages. During the first part, a
dragon will come on screen, go all the way to the left side of the screen, stay
off-screen for a bit, then move from the left side to the right side. It will
repeat this left-right function for the entire battle.
The dragon has two attacks. The first attack it will do is to spring its
head out at a lower-diagonal action, causing contact damage if you are in the
way. The second attack it can do is to spit out three fireballs, one straight
forward out and two at a diagonal.
Importantly, it has a fairly easy set of two attack patterns, the two of
which do NOT occur at the same time. Rather, it will use one attack pattern for
part of the battle, then after it takes enough damage, it will exclusively use
the other attack pattern for the rest of the battle. You can exploit knowledge
of the first pattern until it switches, after which you may take a hit but
otherwise be able to defend yourself from then on.
In the dragon's first pattern, it will lead off with a head-strike as
soon as it appears on screen. Once its head retracts and a few seconds pass, it
will spit out fireballs again. Just before it disappears off-screen, its head
will lash out again. Wait for its first head-strike every time it comes on
screen, then quickly dash behind it. Fire at it and follow it until it
disappears off-screen, then move back to avoid getting hit when it appears on-
screen.
For the Dragon's second pattern, it will ignore its first head-strike
and instead spit out fire right away, followed by a head-strike. You can make a
safe jump over the fire and move behind it before it lashes out with its head,
but it is probably easier to just wait until it makes both attacks before
getting behind it and striking it from its back side as always.
In the second boss fight, you have a large robot in the background. It
can only be damaged by attacking its head. Between its head and arms, it has a
semi-fixed attack pattern. The left hand will always swing first and shoot a
projectile at a diagonal towards the ground, and it will be followed by the
right hand. However, the head will shoot out a small ball of energy at your
character, and it is the timing on this that varies: sometimes it can come out
at basically the same time as the left hand swing, sometimes in between the two
swings, and sometimes as the right hand swings, and sometimes even after the
right hand swings.
The energy ball will track your character for a little while, typically
making at least one turn. Try to jump early so you line up with the ball
vertically just as you begin to land. You can also use your projectile attack to
knock away the balls that the hands swing out.
Although this is not perfect at avoiding damage, probably the best thing
you can try to do is sit in the lower right corner. After the left hand swings
and sends a ball down to the right side, wait it out and attempt to make your
jumps to avoid the ball and energy attack, miss out on getting hit by the right
hand, then hit the head before returning back to the lower right corner.
After you defeat the boss, enjoy your ending.
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Codes
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[CODE]
There apparently appear to be codes for this game. However, as the
method to activate the codes are published only on Japanese websites, the author
has been unable to decipher or replicate precisely how the codes are to be
inputted. If anybody knows how to do such, please email the author using the
contact info put near the bottom of the guide.
These two websites were consulted and apparently have cheats:
http://jp.wazap.com/game/7612/%E8%A3%8F%E6%8A%80/
http://urawaza.in/gb/tekfaitgre.htm
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Contact Info
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[CONT]
Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com
If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com
If you wish to host this guide, or use information from it, consider the
FAQ semi-public domain: you can host it without asking and derive information
from it word-for-word if you wish, but keep the document unchanged if hosting it
and give credit where due if using information
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Credits
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[CRED]
Credit goes to this YouTube user and his playthrough that I followed
along to assist me in writing this guide:
https://www.youtube.com/user/Fernin320
https://www.youtube.com/watch?v=IybQMs1OeWs
https://www.youtube.com/watch?v=MfZFH5MY5t8
https://www.youtube.com/watch?v=cChBcwCekAY
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©2014 GammaBetaAlpha FAQs