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MISCHIEF MAKERS S TIME GUIDE   v1.0
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By Arend T. Remsen (e-mail:  [email protected])

Best viewed on some text editor that displays at least 79 chars/line...as if
there was any other kind.

For this guide, seeing as how it'd be pretty hard to come across it by
accident, I'll assume you know all the basics and have at least cleared the
game.

If you've just discovered Mischief Makers, congratulations, you've managed to
find one of the best and most underrated games on the N64.  Get a feel for
the game, get to know the bosses and their patterns, and see about getting
every gold gem(there are great FAQs for all these things).  Then come back
here to spread some gasoline on the fire Marina's antics have set in your
loins. XD


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LEGAL / DISCLAIMER
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This guide is (c) 1999, 2000, 2002, 2008 Arend T. Remsen.  All rights reserved.
This guide may not be altered in any way.  The only site currently authorized
to display this guide is http://www.gamefaqs.com.  It may not be used for ANY
commercial purpose, including but not restricted to:
Selling it/giving it away with a game, or any other merchandise
Printing it in any players guide/magazine/or other publication
Putting it up on a commercial website
Charging any money to access it

Nintendo and N64 are trademarks of Nintendo of America Inc.
Mischief Makers and Yuke! Yuke! Troublemakers are (c) 1997 Treasure/Enix

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CONTENTS
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I.    Version History
II.   Intro
III.  Notes
IV.   The S Times
V.    Miscellaneous
VI.   Credits & Thanks


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I. VERSION HISTORY-
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v1.01- 25/10/08 Fancy that, a minor update.  I decided to blow the dust off
                this sucker once again and see about giving it a bit more
                polish.  This'll basically be a proofreading run, correcting
                yet more old spelling errors.  I'm also going to be pruning
                here and there, to clean and bring things up to date in
                general.

                I'd also like to throw a shout out to the people who continue
                to play the game and strive to bring their times ever-lower
                for official rankings and such.  I never even tried to do
                that, as just getting the S times was my only goal.  Frankly,
                I doubt I could catch up.  Especially Jeff Fisher, who has
                ranked #1 for several stage times in the Twin Galaxies
                gaming records.  Congrats!

v1.0- 09/04/02 Well, that's it.  Every time stratagy is laid out for all to
               see, and I've got every S time there is.  Ok, granted, this
               happened back a few days after v0.9 came out, but work took
               me out of town for a couple months and I was unable to update.
               Anyway, thanks to David Seo, Vigama Fisher, and Christopher
               Acosta for some of the strats.  Other than that, the only
               real change was that I finally got the stinking version
               numbers right this time.  I must have been too busy worrying
               about the spell checking and forgot to look at the numbers. :P

v0.9- 06/15/02 Believe it or not, I'm finally updating again, though not for
               the last time(seeing as how I've yet to figure out the last
               time, MERCO!!).  I'd say there aren't so many changes in this
               version, aside from the strat for Magma Rafts, but for the
               parts that somehow disappeared during transfer to GameFAQS,
               and went unnoticed by me until recently.  I'd can't give any
               real ETA on when the final strategy will get revealed, as I
               still haven't found a better way to tackle the problem.  This
               version also fixes the problems with parts of the file
               mysteriously disappearing.

v0.8- 09/30/00 Got up to speed with all stages I've completed, only 2 more S
               times to go!  Woo-hoooo!  Magma Rafts and MERCO!! are the
               culprits.  Also spell checked and cleaned up things a bit.
               Moved location of 53rd gem to the misc. section, as well
               as adding some secret-type things.  I'm almost done with the
               guide!  Just two unknown stages now.
               Anybody able to help? ^_^

v0.6- 05/20/00 Put in placeholders and S time requirements for everything
               else, polished up things for a beta release of sorts. :)

v0.5- 01/20/00 Added several more stages, but have gotten lazy and only typed
               out up to 3-3.

v0.1- 08/17/99 Began this stinkin' thing in the first place.


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II. INTRO-
==============================================================================
Well, if you've actually found and are reading this guide it means you're
one of the few people who like Mischief Makers.  Good.  I approve of that.
Too many people nowadays look at anything 2D and automatically dismiss
it as being one of biggest pieces of crap ever to hit the shelves.  Shame on
them!  The gameplay and replayability of Mischief Makers rivals that of some
of the best games of past and present.

Once you become attuned to how to control Marina's movements, you can get all
sorts of weird places in no time flat.  And once that happens, you start to
get all hot and bothered about getting a rank of A on every stage.  If you've
done it, you know it's not always a very easy task.  But what's this?  You
just tore through a level like a bat out of Hell, and reduced your time spent
in the stage to a ridiculously low number of seconds, only to find not the
familiar A but a brand new shiny S emblazoned in glowing phosphorus across the
TV.  Well, there goes the neighborhood...

I don't know how many people have managed to clear every stage with an S to
date, but the more the merrier.  And if the numbers are still low, I hope to
change that with this guide.  Now get shaking! :)


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III. NOTES-
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-Let's get some terminology out of the way first...
 Boost/Jets=Using the C buttons or the D-Pad to move using Marina's jets.
 Slide=Pressing down+A
 Slide Jump=Slide first, and then jump.

-Using A and B to dismount from clanballs(or any other object you hold on to
 in the same way) produce very different results, and it's important you use
 the right one depending on the situation.

-Getting the S times is not easy.  The game refers to them as perfect for a
 reason.

-The creators of this game do not like you.  This will become apparent when
 you see some of the times required.

-The key to getting an S time in a level usually a combo of these two things:
 Some little trick that applies to/holds true for that level, or simply
 getting through as fast and flawlessly as possible while cutting every
 corner you can find.

-The difference between an S time and an A time is anywhere between 5 seconds
 and 2 minutes.  In the latter case, you may want to curl up in a fetal
 position and weep.

-I've never played the Japanese version, Yuke! Yuke! Troublemakers, but I am
 told this guide works just fine with it.

-If there is a beginning dialogue to a level, press Z immediately to skip it.
 It eats up precious milliseconds.  If you have to talk to someone in a
 level, hold the L/R button while pressing the other to advance through it
 as fast as possible.  I'll mention this again at the start of the strats,
 but only once.  Remember it!  ALWAYS skip the dialogue.

-Do not get hit.  Ever.  Except in the rare occurrence that getting hit throws
 you in the direction you want to go, you might as well just restart the
 level.

-Do not pause.  The clock keeps ticking.  Again, restart if this happens.

-Marina's grasp exceeds her reach.  She can get a hold of things several
 pixels away from the end of her fingers.  This can help save some time.

-The above is especially true of the warp stars, both in-level and exit.  If
 you know you're coming up on one, do a sliding jump and grab in mid air;
 time it so Marina's grasp region contacts with the star's in mid jump.
 Additionally, while grabbing at a star try to face the way you'll need to
 be moving in a fraction of a second before grabbing it.

-When shaking things, if you press down on the d-pad very quickly, Marina
 will shake stuff up so fast it'll make your head spin.

-Whenever slide jumping, avoid running into any enemies or most grabable
 things with the slide.  They won't stop you, but they'll slow you way down.


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IV. THE S TIMES-
==============================================================================
And now, the meat of this silly document.  The format I've put things in goes
as follows:

Stage number "Stage Name" S=time to beat(M:S:MS)
 A description of how the heck to do it.  While I do give specific directions
 for most levels, on many it'll be too confusing to try to remember them all.
 Use them as a guide, but memorize and get a feel for the stage for yourself.
 You may even find a better way to do it than me!

That's all there is to it, so knock yourself out!

*1-1 "Meet Marina" S=0:18:00
 I've replaced the original method with the much faster one, which frankly
 is also far easier.  Skip the intro, then do a sliding jump to the first
 block or two of the first pyramid.  Jump up to where the clancer is, and
 slide jump from there being careful not to hit him with the slide.  Boost
 if needed, and land on the house near the flame.  Slide jump from there to
 the gem bank, and slide jump again towards the glowing, bombable rocks.
 Your jump will launch you all the way to the top, so grab the clancer up
 there before you even land.  Once you do, slide jump back to the left and
 just as soon as you clear the left wingtip of the block formation, throw
 the clancer down to the left and get up on the blocks.  A bit of boosting
 can help, if your timing is poor.  Slide jump right and grab the exit star.
 My personal best time is 0'8'"27.  How fast can you go?

*1-2 "Meet Calina" S=0:17:00
 Do a long sliding jump to get on top of the first house.  Slide jump onto
 the second.  Slide jump again and get on top of the tower.  Slide jump
 from there and land on top the first tree-like formation.  Slide jump from
 there(be careful, you've only got one block-length, so be quick about the
 jump) over the second tree and into or right next to the house with the warp
 star.  Grab it.  When you reappear, make a small slide jump to get in the
 hospital complex and then another to clear the two raised blocks with a
 clancer between them.  You should be right under the next platform up.  Jump
 straight up while holding up on the d-pad to get on top of it.  Do the same
 to get on the floating red blocks, and once again to get on the highest
 platform where the exit star is.  Slide jump over to the left and grab the
 exit star.

*1-3 "Clanball Land" S=0:25:00
 Walk and jump to get underneath the overhanging wall above the little raised
 bit of ground.  Slide jump out of there and grab the green clanball.  Move
 as quickly as you can up to the white one and shake it.  When moving off a
 clanball, unless you need the extra height gained by holding a direction and
 pressing B, always just face in the direction you need to go and press A.
 You'll come off at least a whole second faster with a little short hop.  You
 can also press up for the extra altitude.  When you grab the warp star and
 reappear, slide to the left but don't jump.  When you're under the orange
 clanball, grab it and launch off of it with the B button to the left.  Walk
 left a tad and slide but don't jump so you're on the second platform.  Slide
 off of it as well.  Then perform sliding jumps to the left until you can
 grab the white clanball moving along.  Shake it and hop off with A, you will
 be on the platform with the new white ball.  Grab, shake, and slide jump
 back to the right.  Do small slide jumps until you get on the orange blocks
 under the clanball wheel, and slide jump from there onto the green platform.
 Jump up, grab and shake the white ball and release with A.  Slide over to
 the pit and grab the spring clanball.  Use it to launch up and over the
 blocks, and head to the right in mid air.  Use your jets once or twice if
 needed.  Grab the exit star.

*1-4 "Spike Land" S=0:08:00
 Slide jump and get on top of the house.  You must do it in the first jump.
 Slide off and walk over as needed to position Marina near the final block
 with a spike ball above it.  Jump up onto this block and into the spike
 ball.  When you get hit, be sure to still land on the block.  Also,
 sometimes getting hit won't slow you down any.  If this doesn't occur, you
 may wish to restart.  Jump straight up off the block while holding up and
 land on the upper platform to the left.  Dash with your jets into the spike
 ball, then slide and jump over to the exit star.  Be careful while doing
 this last part not to jump while under the alcove with gems in it.

*1-5 "3 Clancer Kids" S=0:33:00
 Hop on the clanblock and slide.  When you land, jump on the grassy hill and
 slide jump over the first little wall so you'll land on the second.  Turn
 around just before you land and grab, you should snag the first brat.  Jump
 back onto the grassy hill from there, and walk up to the left side of it.
 Jump straight up, and then throw the clancer straight over to the left.
 He'll bounce when he lands and pop into the house.  Slide jump and grab the
 orange clanball, and shake it.  Then hop off with A towards the final wall,
 and slide off of it.  Slide again on grassy hill #2, and grab the spring
 ball.  Rocket up and grab the horizontal spring ball, using that to launch
 towards the second clancer kid.  After you let go of the ball, press left
 for almost a second and then to the right.  You should stop right on the
 left lip of the right pit with a spike ball in it.  Your prey will also hop
 right at you, so grab him.  Slide jump over the pit, over the side and toss
 him into the house the same way you did the first clancer.  Now, use the
 same method you used to get to the first spring ball but don't grab it.
 When you land, just hop up onto the edge of grassy hill #3, slide jump off
 of it and juuuuust clear grassy hill #4, while still going under the blocks.
 If you do it right you'll be able to grab the final kid before he can even
 turn around and begin running.  Snatch him, jump onto GH4 and slide jump
 over the spike balls to GH3.  Slide, jump to GH2 when you land, then slide
 jump and boost over the walls and fire pits to GH1, where you deposit the
 clancer kid in the same fashion as his brethren.  After tossing him, jump to
 that first clanblock where the star appears before the mom starts talking so
 you'll be in position to grab the exit star as soon as it pops up.

*1-6 "Blockman Rises" S=0:36:00
 Walk over to within grabbing distance of Teran.  As soon as he becomes a
 clanball, grab him.  Now, to move him don't rely on just pressing right or
 the C> button, but press them both very fast and *alternately*.  This will
 allow you to make a very fast clip.  When you come to the 3 floating spike
 balls, take out the first 2 with one upwards swipe.  It's not absolutely
 necessary, but it helps.  Take out the second(if you didn't already) and the
 third one.  Proceed.  When you get to the houses with bomb-tossing clancers
 on them, your timing becomes increasingly important, because you must charge
 past as fast as possible.  You'll get hit by the first clancer, that's ok,
 but don't get hit by the others.  Once you pass them, crash through the
 large walls of red blocks, and as soon as the last one is gone, press A to
 let go of Teran and slide jump over to the exit star.

*1-7 "Wormin' Up" S=0:22:00
 This is the first stage with a sneaky bit to getting through quick enough.
 Tossing the worm around isn't going to kill him fast enough.  Luckily, the
 game provides you with a potent weapon to use against the worm - Celes!  As
 soon as you can, turn around and grab her.  Throw her at the worm.  Slide
 forward at once and repeat the process.  Do this once more and the worm
 should blow.  For some reason it doesn't always croak after the third hit;
 I think that it involves the actual side of the worm you hit, but I've
 never been able to reach a solid conclusion.  Basically, if it doesn't die
 after the third hit, restart.  Then run back over to the flower field and
 position yourself directly under where the exit star is about to appear.
 When it does, jump straight up and grab it.  This is something you'll want
 to do on any stage where you wait for a star after beating an enemy or
 completing some task.

*1-8 "Crisis: Nepton" S=0:43:00
 Another sneaky trick to this level.  Grab the big warrior clancer and toss
 him through all of the spur clancers; he won't stop after hitting just one.
 If you don't get them all on one throw restart the level.  When they're
 gone, grab him again and go to the far left of the platform.  Jump up and
 down a few times to get Teran *behind* you, 'cause if the warrior hits Teran
 he *will* stop.  Repeat until the exit star appears, and grab it
 immediately.

*1-9 "Western World" S=0:29:00
 Slide jump over to the cat tank, grab it, and throw it against the ground.
 Grab the gun and shake it once to power up to 3-way.  Slide jump forward
 through the big brown blocks.  The gun should clear them out before you
 hit them.  If not, restart the level.  Slide jump out of there and up
 near the clancer with the bombs. Slide/jump/jet past him and to the block
 just past the bomb/fire pit.  Slide jump out of there and right into the
 face of the spur leader.  Your gun should still be going, use it to force
 the spur leader back and up into the air in the top corner of the little
 enclosure.  Get right under him with the gun pointed up.  He should die
 in short order.  As soon as he starts to explode, turn around and use the
 gun on the incoming spur clancers and clear out a couple.  Toss the gun
 away(if it already hasn't blown up) and prepare to dash through the hole
 that appears after the spur leader becomes kibbles and bits.  Slide jump
 out and onto the raised rock, then onto the block that produces clan
 bombs.  Grab one, then jump up and over the red blocks.  Fall down and
 proceed to slide and jump over to the red blocks confining the exit star.
 Be very careful of the spike ball floating around, if your bomb or you
 hit one, the bomb explodes and you have to restart the level.  Take out
 the red blocks and exit the stage.

*1-10 "Volcano!" S=0:12:00
 Just slide and jump along the ground or platforms, being very careful not
 to get hit by the flaming boulders.  Use a up + jump to get on some of
 the later platforms if you're not already up there.  Slide jump on into
 the volcano.  This one is all about never stopping your full forward
 speed.

*2-1 "Sea of Lava" S=0:36:00
 Slide to the right.  Then slide and jump over into the corridor.  Slide
 jump through the staircases and such until you reach the clanball.  The
 exact method you use to get there isn't really important, just so long
 as your horizontal movement never ceases for more than a fraction of a
 second.  Shake it, and head back to the corridor in the same fashion.
 Slide to the warp star and grab it.  When you reappear, jump over onto
 the first white block on your right.  Slide to the next one without
 jumping.  Repeat this until you come to the one that's on a new, lower
 platform.  Don't slide from it, walk off and under the lava stream above
 you.  On the other side of the stream, hop on the white block and slide
 off again.  Use your jets a couple times to reach the orange clanball that's
 right above the green gem.  Hop off of it with A and over onto the orange
 blocks.  Walk to and hop over the raised block, and when you land on the
 other side slide to the next platform.  Hop up and do it again.  Slide like
 this from platform to platform, changing your height as needed.  When you
 get to the last one, jump up while pressing up to get onto the upper blocks.
 You may need to wait a second for the lava stream to the left to end.  Slide
 through to the blocks that are spewing fireballs.  They launch them in a
 pattern - 3, 2, 1, 2.  ONLY slide jump past after the 3 or the final 2.  If
 you don't you'll get hit.  It's better to wait that second than to have to
 restart the level.  Once past the two launchers, slide(but don't jump or
 you'll hit the lava stream) and grab the warp star.

*2-2 "Vertigo" S=0:26:00
 Jump onto the bomb producing block.  Get one and toss it against the glowing
 blocks.  Jump up and grab the clanball, and begin a B throw-off at the
 earliest possible moment so that you still land up on the yellowish brown
 blocks and can grab the green clanball.  Shake it immediately and use A to
 jump off onto the restored glowing blocks, which will still be blowing up
 but from the opposite direction as before.  As soon as you land on them,
 slide jump up to the platform on the right.  Slide jump onto the blue
 platform, then when you land slide over the gap to the second blue platform.
 Jump up onto the next 'staircase', and get a bomb from the block.  Toss it
 up diagonally to the right to take out the glowers.  Slide jump off the
 bomb producer and grab the green ball, make sure the explosion is over, and
 shake it.  Use A to jump onto the glowing blocks, and use normal hops and
 walking to make your way up them to the blue platform.  Jump from there to
 the second blue platform, then slide jump to the third.  Jump up onto the
 bomb producing block and take a bomb.  Slide jump from there(while still
 holding onto the bomb) past the little block(you'll go under it).  If you
 don't clear it you most likely won't have time to get any farther before
 the 1 second fuse on your bomb goes :)  Assuming you cleared it, jump along
 up the last couple of steps to where the glowing blocks turn vertical for a
 bit in front of the exit star.  Be careful as you jump, holding onto the
 bomb will snag you on things and will cut your jumps down to just a few
 millimeters in height.  Just at the bomb blows, jump straight up and then
 boost left to land on the platform the exit star hovers above.  Grab it.

*2-3 "Sink or Float!" S=0:11:00
 This one is about as simple and easy as they come.  Just slide jump
 from platform to platform while not getting hit, sliding into an
 enemy, and using jets as necessary.  Slide jump up and grab the star.

*2-4 "Hot Rush" S=0:38:00
 The first part of the level isn't really important, just make sure you
 get to the warp star ahead of the explosion.  When you pop up again,
 hop over the raised block to your left and get under the right-hand edge
 of the green blocks.  Face right.  When the red blocks at the top of the
 screen start exploding, slide and jump up there.  You should land on or
 at least clear them.  Either way, continue right and jump from tower to
 tower.  Slide and jump if you can.  When you reach the platform with a
 clancer on it, slide jump from there to the first clanball.  Get off of
 it with the A button to go to the next in rapid progression.  Repeat
 until you reach the blocks.  Hop onto them and grab the warp star.
 When you reappear, slide jump up over and around to where the exit star
 is and grab it.

*2-5 "Searin' Swing" S=0:12:00
 Slide onto the blue blocks.  Slide jump over the platform and onto the
 second set of blue blocks.  Perform a small slide jump and get onto the
 platform, and slide jump off of there to the next one.  You may need to
 use your jets.  Continue this until there are no more platforms.  Grab
 the clancer swings as high up as possible and jump off with A to the
 next one, using jets as needed.  After the third one, land on the ground
 underneath the exit star and then jump up and grab it.

*2-6 "Flambee" S=0:27:00
 Here it comes, another somewhat sneaky level.  The trick is to grab the
 bee the instant you can, while he's still over the lava, and then toss
 him straight down into it.  Just do this three times and the S is yours.

*2-7 "Tightrope Ride" S=0:28:00
 Slide jump as soon as the level starts, and be sure to hold up as you jump.
 Then, boost through the air and grab the clanball doing a circuit on the
 plus shaped rope.  Use A to jump from it and grab the ball on the vertical
 rope.  Immediately use A to jump from it to the right and grab the
 stationary orange ball.  Jump with B from there, and boost over to the
 ferris wheel.  Grab any ball you happen upon, and quickly move it to the
 top and in fully extended position.  Try to jump over the first spike, but
 don't worry if you get hit by it.  About 1/2 to 3/4 of the way to the next
 spike balls, you need to jump off the ball with B, while holding up, and
 boosting up and to the right all *at the same time*.  This will launch you
 far above everything.  Start boosting right like crazy(keep the same C->
 and right on D-pad rhythm you used for "Blockman Rises" to maintain as much
 altitude as possible.  If you hit that second top spike, you really messed
 up the B jump, so start over.  If you clear it, keep on going, and plow
 right through the remaining spikes.  If you stall for more than a second at
 a column of spike balls, restarting may be in your future.  Eventually
 you'll boost all the way to the staircase of blocks.  Quickly jump to the
 top, then immediately slide jump right, making sure you don't hit the two
 clancers or the shuriken, and grab the warp star.  Slide jump right at once,
 grab the ball, jump with A to the next, and jump with A back the the left,
 boosting up and grabbing the exit star.

*2-8 "Freefall" S=0:22:00
 Get onto the block to your left, then grab it and let it go with B without
 tossing it.  Do this 3 times.  Then you'll enter the free-fall zone.  Use
 your downward jets here as much as you possibly can, but be careful not to
 get hit even once by a spike ball.  Always grab the first warp star you come
 to.  The first star is right in the middle, and for for the second and third
 move right and then left while falling respectively.  Get to the bottom of
 the fourth shaft and grab the star, then slide jump to the right when you
 reappear to get the exit star.

*2-9 "Magma Rafts" S=0:25:00
 Ai yi yi...the solution was right under my nose all this time.  The
 method to getting past the alcoves in the end is indeed by going over
 them.  How did I miss it you ask?  I always threw the clancer diagonally
 down, when what is required is to throw it straight down.  That final one is
 a bit higher than the earlier ones, which diagonal-down works fine for.
 Anyway, on with the show.  Walk over to and jump on top of the first moving
 platform.  After it has moved right a little bit, slide jump from there up
 and around to the one next to the clancer.  Grab him before you even land,
 then immediately slide jump to the right, pressing up as you go.  Throw the
 clancer down to the left, then boost right until you come to another clancer
 right next to a moving platform.  Land, and slide jump to the right,
 boosting as you go.  Stop boosting and grab the spring ball, then boost left
 rapidly, then just as rapidly to the right.  You'll automatically launch.
 If your speed goes down very much before you get halfway past the flipping
 platforms, start over.  When you get past those and jump onto the sinking
 block, slide jump from there to the second set of flipping platforms, land
 on one asap, and slide jump to the first alcove containing clancers.  Grab
 one, it doesn't matter which, and slide jump against the wall being sure to
 also hold up for height.  At the peak of your jump, throw the clancer
 *straight* down, then boost right over all the alcoves.  Drop down to grab
 the exit star in mid-air.

*2-10 "Seasick Climb" S=0:25:00
 Jump up to the pink clanball and wait for the vertically moving platform to
 come into jumping range.  Get on it and ride to the top.  Slide jump to the
 next platform and jump up to the pink ball on the clanball wheel.  Maneuver
 the pink ball to the top and pull it up a couple notches, then get onto the
 blue platform with A.  Now go around to the left of the platforms that are
 moving in and out of the wall and immediately jump up onto the lower one.
 If you don't make it restart the level.  Get on the second one and then use
 a series of up+jump jumps to get to the top blue platform.  Jump up to the
 spring clanball, and launch off of it towards the next one.  Try to grab it
 on the way up.  Launch off of this one to the left and then grab and shake
 the green ball, causing a new blue platform to appear.  Get on this by
 pressing B, then jump up and grab the ball above you.  Go up from ball to
 ball with A and then finally grab the exit star.

*2-11 "Migen Brawl!" S=1:51:00
 First off, you must hit Migen Sr. with the first 3 punches that Migen Jr.
 throws.  If you don't, restart.  When Migen Sr. is out of the way, catch
 every singe punch that Migen Jr. throws.  It'll come down to luck somewhat
 whether or not you get the S; Migen Jr. sometimes will insist on throwing
 punches longer than normal.  But anyway, the key here to cutting down on
 your time is to move towards Migen Jr.'s sideways punches the second he
 begins them, and grabbing at the first opportunity.  It may not seem like a
 lot, but in the end it might give you the advantage that you need.  When you
 whack him, press Z to end that little "world boss beaten" ending scene.  The
 clock doesn't stop while it's showing.

*3-1 "Clanpot Shake" S=0:32:00
 Slide jump over the clancer and grab the clanpot.  Set it down under the
 blue clanball and then shake the two red bombs into it.  Start slide jumping
 along and up the hill.  When you get near the top, start to just walk along
 and the two ski clancers will each toss a red bomb into your clanpot.  As
 soon as you have them, start slide jumping again and when you get to the red
 blocks, shake up your clanpot and get a clanbomb.  Pull it out and blow up
 the red blocks.  Then start slide jumping along, but don't catch too much
 air.  Plow right through the lower spike balls, and continue onward.  Jump
 and grab the warp star.  When you reappear, don't bother with the spring
 clancer, just jump up onto the single block to your right and slide jump off
 of it.  You'll need to use your jets a little to clear the spike balls, but
 land as soon as possible.  Once you have, Slide jump until you reach the
 exit star and grab it.

*3-2 "Clance War" S=0:30:00
 This level is a deceptively simple one.  Just slide jump along, making sure
 you don't slide into any clancers, get hit, run into one of those spike
 balls popping out of the hills, etc.  Be careful of the hill with a clanball
 inside, if you slide/hop down there you'll probably have to restart.  When
 you get to the end and grab the warp star, you'll come up against a clance
 mech.  Ignore him for a second and wipe out the normal clancers that come
 running onto the scene.  You can throw the mech through multiple clancers at
 a time, it's the quickest way to get rid of them.  When they're gone, grab
 the mech again and start shaking it up and down *very* fast, in a similar
 fashion to the clanpots.  After a second or two, it's legs will come off.
 If you don't do this fast enough, more clancers will show up and likely
 attack you, making you drop the mech.  When it's legs have come off, toss
 it against the ground and it'll blow up.  The exit star will soon appear,
 grab it.

*3-3 "Missile Surf" S=0:50:00
 First off, don't get on the missile until you have to, the straighter it's
 flying the faster you can finish the level.  When you do get on, be sure to
 keep it as horizontal as possible.  Proceed through the stage as normal,
 until you get near the entrance of the ^^ shaped tunnel.  I swear, this
 level alone proves that the game's level designers were evil.  Before
 reaching the tunnel, take the missile down off of the screen, so that it's
 only barely not exploding.  You not only have to keep it down there, but
 you must line it up *perfectly horizontally* and jump off of it into the
 tunnel.  You see, like in many other side-scrollers, they didn't bother
 putting solid ground down there because you can't see it anyway.  So, the
 missile is going to end up flying *under* the land and tunnel.  Good lord.
 Anyway, once things are in place start slide jumping through the tunnel(be
 careful not to get hit by the missile clancers).  If you didn't line up the
 missile perfectly, it'll likely have blown up by now and you'll need to
 restart.  When you reach the end, slide jump onto the platform with the
 bullet-shooting tank clancer.  Slide jump off of his island and onto the
 next.  Slide jump again(and possibly jet) and grab the miner clancer on the
 first missile.  Immediately toss him away and land on the missile.  Slide
 slide jump from there and do the same thing to the last clancer/missile
 pair.  Then slide jump to the missile with the clanbomb on it and grab the
 bomb.  Slide jump/jet towards the red blocks(don't let the missiles hit your
 bomb!) and toss it.  Use your up jets until you can get through.  Then as
 soon as you're on land again slide jump over to the exit star and leave.

*3-4 "Clanball Lift" S=0:22:00
 Start slide jumping as soon as the level begins.  Plow right on past the
 spike balls(hopefully getting hit won't slow you down a whole lot, this'll
 depend a bit on luck) and clanball lifts.  When you get to the wall of
 blocks and a lift that moves vertically, grab the clanball and move it over
 to the right.  Use an A jump at the earliest possible moment and get up onto
 the blocks.  Start slide jumping again for a ways, until you come to a snowy
 little hill.  Jump onto it and then straight up, grabbing the clanhover.
 Press B at once to let go, you'll be on top of it.  Jump over to and get on
 the next one in similar fashion.  Slide jump off of it onto the tower
 formation, and then slide jump from there.  Boost yourself along so you land
 on the second tower.  Slide jump and boost until you're just over land.  Do
 one or two more small slide jumps and grab the exit star.

*3-5 "Go Marzen 64" S=1:12:00
 There are so many clancers tossing things and flying about, you just need to
 remember not to slide into any or get hit by them as you slide jump and
 boost.  Be especially careful of the spike releasing hills, and always keep
 to the top.  Eventually you'll come to a warp star and grab it.  As soon as
 you appear, hop over the block and grab the spring ball.  Boost it back and
 then forward very fast to fly to the D-shaped block.  Jump up on top, then
 jump from block to block until you can get a hold of the clanball moving
 along a rope.  Grab it and ride it up, then jump off with A.  Slide right
 and off of the platform, then grab the ball.  Move from ball to ball by
 letting go with A.  Slide jump from there, past the rope and clan ball and
 into the tunnel.  Slide and make a small hop to the far right, then head up
 and left.  Slide and jump at the last minute, out and around the top of the
 next part, then slide off right and fall/boost down to the warp star and
 grab it.  Next, Marzen will show up in a mech.  Immediately start grabbing
 the baby clancers and throwing them back at him.  After several of these
 the mech will explode.  Ignore the remaining baby clancers and pound Marzen
 into oblivion.  Assume the position(under the exit star, you perverts!),
 grab it and get out.

*3-6 "Chilli Dog!!" S=0:22:00
 Boost forward and grab the dog's head, then toss it straight down.  While
 still in the air from the little bounce, move forward a bit and grab
 downwards.  You'll catch the pooch again.  Toss it straight down, and
 repeat.  If you don't move forward enough before grabbing down, you'll snag
 the body and get tossed off.  Restart if this happens.  Repeat until the
 pooch pops.

*3-7 "Snowstorm Maze" S=1:00:00
 Slide jump up the hill until you reach the tryke.  Grab it and boost over
 to the left, then back to the right just after you clear the little block
 hill.  Let go of the tryke just after it jumps the hill.  It should go into
 the alcove, and you should be on the ground slide jumping along.  Grab the
 spring clancer when you reach it, and hold to the right.  Just as you reach
 the outer wall of the second alcove, hold up as well as right and you should
 just clear the wall.  Use B to get off of the clancer in the same manner you
 would a clanball, and grab the warp star.  When you reappear, get the
 clanpot and put a clanbomb in it.  Take the pot and slide jump up the hill.
 Jump up onto the lip of blocks at the top of the hill, then jump straight up
 and at the top of your jump toss the clanpot up and to the right.  Land,
 then jump up again and grab the clanball, using A to move from it to the
 next and then onto the high wall.  Slide right and let yourself fall so you
 land right on top of the clanpot.  Take out the bomb and immediately toss it
 to the left.  Slide after it and grab the warp star.  As you enter the final
 section, grab the new clanpot and slide jump up to the top of the hill with
 all the clancers playing on it.  With luck you'll bump a couple into the pot
 without slowing yourself down any.  You must then set the pot down *just*
 at the corner marking the top of the hill so the upward-running clancers
 will hop into it.  Start grabbing any that are on their way downhill and
 deposit them into the pot.  Once you have them all, slide jump to the right
 to the bowl and jump up onto the platform over it.  Drop your pot on the
 right side of said platform, and start picking out clancers and pressing B
 to drop them into the bowl.  Be careful not to throw any of them, it will
 slow you down.  When the last one is out, walk off of the pot to the left
 and stand on the platform.  Marina will do her little victory dance, and
 then you can grab the exit star and leave.

*3-8 "LUNAR!" S=0:18:00
 Hit him with a couple of his dash bombs and toss him *diagonally* down a bit
 to finish him off.  He's going to need to use the dash+bomb move right away,
 and if he does something else you'll probably need to restart.  Try to get
 him positioned near the right of the stage, and when he goes down walk over
 to where you go automatically to save the time of walking there a second or
 two later.  Speed through the text.  Be careful when tossing bombs at him
 that the grab cursor is over him, as that is the only time the explosions
 will effect him.

*3-9 "The Day Before" S=0:37:00
 Start slide jumping over things and forward until you reach the big brown
 blocks.  Grab one, and press B without holding a direction to let it go.
 Slide forward and repeat on the second.  Slide jump from there to stay on
 top of the buildings and over to the second set of big brown blocks.  Do
 unto them as you did the others.  Slide jump from there up to the upper
 raceway and continue to slide jump to the right.  Do a small hop at the end
 to clear the block and grab the exit star.  It's all speed reading from
 there.

*3-10 "The Day Of" S=2:36:00
 Good lord...now comes the time when you test the stamina of your thumbs.
 You're going to be boosting with the d-pad.  This is needed for the 100,
 200, and 400m dashes, since the Cs just won't cut it.  As for the Hurdle,
 just slide jump cleanly without stopping or slowing down to get your time
 under 11.5 seconds.  Clear them as fast as you can, generally.  For the
 ball-catching event however, you can earn yourself some breathing room.  The
 more white balls you catch, the lower your overall time will go.  This makes
 things largely up to chance, but keep plugging away and you should get your
 S.

*3-11 "Cat-astrophe!!" S=0:11:00
 The instant this stage begins, slide over the line and grab Cat clancer.
 Always toss her straight down.  Grab and toss again just as you land.  After
 a few hits she'll give up.  Talk to her immediately to get the star to
 appear.  Jump up and grab it to exit.  Keep in mind the part you'll need to
 improve the most for this stage is your exit star grab;  it's where you'll
 shave off those last few hundredths of seconds.

*3-12 "CERBERUS Alpha" S=1:02:00
 Skip intro.  Jump up and grab the first missile, and shake it.  Jump up
 again and toss the missile at Lunar, and land on the second or third
 missile.  Grab the fourth missile, shake it up, and let fly.  Oh yes, you're
 doing all this while not getting hit, and you have to stay kind of close in
 to Lunar. :)  A second missile volley will start.  Grab the first, shake,
 and throw.  Grab the second, and do the same.  You've gotta be quick for
 this.  Get the fourth, start powering it up and wait for Lunar to jump over
 you.  Hit him with your missle when he lands.  Stay just out of his gun's
 range and get another missile.  You don't need to power this one up all the
 way, just halfway.  Hit him with it.  Cerberus a will now go into beast
 mode.  Block shots by grabbing them to avoid getting hit while inching
 closer to Lunar.  Unfortunately, this next part is up to blind luck.  Lunar
 needs to do flying kick attacks at you, one right after the other, and you
 have to grab him without him shaking you off every time.  When you do get
 him, toss him straight down.  This bit shouldn't take you more than 18
 seconds, and even that is risky.  Again, it'll just be up to the fates.
 When you slam him three times, grab the gun right away.  Shake it up and
 jump up just before it fires.  Hit him with one more of these, and that
 along with a few smaller pot shots that have been tagging him by now will
 finish him off.  When using the large blasts, be careful of Cerberus Alpha
 as it's head and legs may get in the way.  Lunar will go bye-bye and you'll
 just need to press Z to skip the ending sequence.

*4-1 "Rolling Rock!!" S=0:27:00
 Begin boosting to the left as soon as you start.  When you get into range so
 that if you slide you'll fall off, do so.  Repeat this boost-then-slide off
 operation twice.  Now the stretches of blocks will be short enough that you
 only need slide.  When you get to the bottom, slide jump(but not too high)
 out over the vertical passage at the left wall.  Boost downward, then hold
 right against the blocks and land just inside the tunnel.  Slide and grab
 the warp star.  When you reappear, slide right and then boost down, and
 slide jump left over the wall.  Boost down to the floor.  Grab the block,
 and throw it against the next.  Slide in, grab the next block and throw
 down.  Land in there and do the same to the next block and it's partner.
 Grab the final block but just let go of it.  Slide to the hole and fall in.
 Now do a series of *shallow* sliding jumps to weave back and forth down the
 leftmost series of platforms.  Boost down whenever you're in the air.  When
 you land on the final diagonally oriented platform, which angles down toward
 the finish, slide and grab the exit star.

*4-2 "Toadly Raw!!" S=0:28:00
 Slide forward, and then walk a bit more towards the frog.  Grab it's tounge
 as soon as it comes out.  Start shaking it *fast*.  If you grabbed close
 enough to the head(right at it, actually), you can hit it against the ground
 10-12 times before it lets go or you throw it's tongue back at it.  Be sure
 you do.  If the frog ever gets loose or whatever, and has to jump to get
 itself in tonguing range, start over.  After giving it a tongue
 lashing get close enough to it that it won't hop away, but still close
 enough to get the tongue right away.  Repeat this four times.  If you hit it
 just right, pop goes the froggy.  If it doesn't croak, there are two
 possible things that can happen.  1)It'll start ribbiting to summon the
 cloud.  Restart the level.  2)It'll try to tongue you again.  Grab and slam,
 and it'll come loose and blow up after a few hits.  This might not work,
 depending on how much you were able to slam it each time.  Getting
 in precise numbers of hits during this fight can be tricky.  Grab the exit
 star when it shows up.

*4-3 "7 Clancer Kids" S=5:20:00
 This one's straightforward.  Just memorize yourself a nice circuit for the
 level that doesn't make you backtrack any more than necessary.  The less you
 have to shake a clanball to go up a rope the better, too.  Take out the
 kids, being careful not to get hit and *never* miss the first and every
 opportunity to strike.  Start over if you do.  When they pop, talk to them
 fast and move on.  Then do the hold L or R and jam it's opposite while
 people are talking schtick until the level is over.

*4-4 "Rescue! Act 1" S=0:43:00
 Whenever you land on the ground from a jump, begin running.  Hop over the
 small platform and tear off by the other clancers.  Jump into the warp star.
 Proceed right, jumping over the first enemy clancer and the small gap.
 Punch the first block, and run up against the second.  Do a jumping uppercut
 to clear the rest, and hold right in the air to pass the clancer and his
 energy shots.  Continue to the right, up over the hill and down the other
 side.  Hop onto the tricycle and continue right.  Jump as necessary.  Just
 before the tryke alcove, let go and hold left.  The tryke should coast in
 and leave you free to jump up into the star.

*4-5 "Rescue! Act 2" S=0:30:00
 They're being nice to you again!  Get a bit closer to Calina, then do a
 jumping uppercut attack.  If you don't connect, begin again.  When she hits
 the ground, just start punching her as fast as you can without passing
 through her.  Keep it up until she goes pop once and for all.  Then press
 Z to skip the after-stage cutscene.

*4-6 "TAURUS!!" S=0:16:00
 Getting this one is almost entirely up to luck.  Taurus must immediately
 throw a sucker or wind up punch, after which you toss him into the wall on
 your left(in the case of a sucker punch, you'll get hit, just keep mashing
 B like mad while holding left).  Walk over to his left after throwing him
 so he hops to the right.  He must then immediately use whatever punch he
 didn't use for his first attack, and you must respond by tossing him at the
 wall again.  So, his attack order must be Sucker-Windup, or Windup-Sucker,
 got it?  Position yourself to the right of him before the game does it on
 it's own to save a bit of time, zip past the text, and you're done.

*4-7 "Ghost Catcher!" S=1:22:00
 Grab the ghostpot, then slide jump to the right.  In mid-air, press B to
 drop the pot onto the cloud.  Slide from there and grab the block, and throw
 it at the next one.  Walk under the next, and throw it up to the right to
 take out #4.  Do the same with #5 and #6.  Hop on the top block and slide
 off.  When you land, slide jump over to the bomb producing block and get
 one.  Slide jump back to the left and through the staircase of blocks.  Hop
 onto the cloud and go up.  Jump up past the little wall on your right, and
 when in range toss the bomb down to the right to take out the second stone.
 Boost back to the short wall and slide left, grabbing the pot when you can.
 Slide back right, jump the wall and get the ghost.  Slide jump back to the
 left, get on the wall and slide.  As soon as the slide runs out of momentum,
 right over the cloud, slide again.  You'll be on top of or right next to
 the short wall, go past it and drop your pot near the flower concealing a
 ghost and shake it.  Snatch that one up as well.  Get the pot and drop back
 down the shaft, and grab the ghost at the bottom.  Slide jump up through the
 stair of blocks, fall down and get the ghost that's pestering a clancer.
 Slide jump to the right, over the stone and land to the left of the brown
 statue.  Slide into it, and the ghost will pop out and immediately get
 sucked into the pot.  Slide jump back over the stone, and drop the pot on
 the cloud the same way you did before.  Slide from there and get another
 bomb, then hop back to the cloud.  When you reach the top, jump into the
 room.  Walk over to the left, and press B to drop the bomb where it's fall
 will be the shortest, it won't blow up.  Grab the brown statue and deposit
 it on the stone.  Pick up your bomb and throw it against the two, they'll
 go boom.  Slide jump back over to and grab your pot, then bring it back in
 and get the two ghosts.  Slide jump back out, past the cloud, and forward.
 Next, use your pot(while holding onto it) to take out all four floating
 spikes as fast as possible.  Get the ghost that appears.  Slide jump to the
 right some more and go over the cloud/shaft to the room on the right.  Slide
 jump in and get the ghost during your jump.  If he hits you with the flames,
 restart.  Once you have him, slide jump to the left and boost down the
 shaft.  Go to the right a bit, and then jump up and toss your pot straight
 up.  This will catch another ghost.  Grab the pot when it comes back down,
 and slide jump to the right where two more ghosts wait.  You should be able
 to get them both on then incoming jump(again, if you get hit, start over).
 Slide jump to the left until you land on the green blocks, then toss your
 pot through the gap to get the last ghost.  In a second, you'll be back at
 the start with Aster.  Speed speak to him, but unlike other conversations
 you can move during it without ending it so get under where the exit star
 will be.  Grab it and leave.

*4-8 "Aster's Tryke!" S=0:39:00
 Slide forward and grab the tricycle.  Then begin pounding the d-pad and C
 buttons like a madman in the same fashion you used for Blockman Rises.  Just
 keep in mind you'll be going in more than one direction, this time. :)
 Keep to the high road whenever possible.  When you come to the 3 zigzagging
 ramps, get *just* enough air to land and go over the lip of each one, but
 don't go too far down each incline.  When you go over the final jump and
 reach the end, speed speak to Aster and be done with it.

*4-9 "Moley Cow!!" S=0:37:00
 Well, well, well.  Those devious bastards at Treasure really outdid
 themselves this time.  Who would have thought that the key to killing this
 damnable mole was to not even hit it until the last possible moment?  Begin
 the stage by doing a small sliding jump to grab the mole, then slide to the
 right once more.  When you're over the rock pile nearest the right-hand
 wall, toss the mole up to the right.  Be careful not to move from where you
 are, if you do you may eventually move out of position.  The mole will hit
 the wall, and bounce back with no apparent damage.  Fruity programmers!
 Throwing the mole up in the air hurts it, even if never hits the ground or
 a wall!  Catch the mole by grabbing up, then toss it up+right again.  Throw
 it against the wall like this 16 times in total, then after the 16th toss
 jump up and grab the mole, then throw it straight down.  Move over all the
 way to the right edge, jump up and start hovering.  The mole will start it's
 final slash attack, but will immediately hit the wall and become kibbles and
 bits.  Get under where the exit star will be and then grab it.

*4-10 "Aster's Maze!" S=0:34:00
 Skip intro, and then grab the star next to G1.  It's *very* important on
 this level for you to come in underneath each number cleanly and don't hop
 up against it's side on incoming slide jumps.  And when you're under a
 number, jump out normally and grab at the star, catching it just as you come
 into range, which is a good 2/3rds of a block on all sides.  When you pop
 out at G2, slide jump left and do a small hop to take you over the shaft.
 Boost down(be careful to hug the wall on the side you go over when going
 down the shafts) and then slide jump back right to G3 and enter.  Enter the
 gate you appear at.  Repeat these two steps, alternately immediately
 re-entering gates and then going down shafts to the next gate.  When you
 reach G8, re-enter and you'll show up at R8.  Talk to the clancer and zip
 past his dialogue.  Now comes the tricky part.  Just as his speech ends, and
 before Marina does her victory dance, slide jump to the right.  With some
 luck you'll be in the air and the scroll lock will end, allowing you to fall
 neatly into the exit without the dance.

*4-11 "SASQUATCH Beta" S=0:58:00
 Grab Taurus' first rock, jump up and bean him with it.  Then grab the tank's
 barrel and start boosting up.  Keep it up until the shot is fired straight
 up, then let go and get away.  When the blast clears, Taurus will start
 hucking rocks again.  Hit him with one more and down he goes.  Then tank
 will go into gorilla mode at this point.  Move left and grab his foot at
 once, then boost right, up, and then down.  Repeat this a few times until
 Taurus is dead.  Skip the ending sequences with Z.

*5-1 "Clance War II" S=1:28:00
 For all sections of this level just slide jump your merry way along.  If you
 get hit, slide into someone and slow down, etc., you'll have to restart.
 When you reach the clance mechs grab them and use the D-pad to shake them
 silly, very quickly.  The legs and such will fall off in about two seconds,
 whereupon you toss the mech down against the ground and make it go boom.
 Then just start the process once more, on until the fourth mech.  Once it
 croaks, position yourself under where the star will be before Marina does
 her little dance, then jump and exit.

*5-2 "Counterattack" S=0:28:00
 Get almost right up against Marzen 64.  When a little bomb pops out, grab it
 and immediately give it back to him.  When the laser begins to charge, move
 out a little farther and begin grabbing like mad.  You'll catch the laser.
 Hit him with that, too.  Then grab and toss back the final few bombs to
 finish him off.

*5-3 "Bee's the One!" S=1:04:55
 This has got to be the easiest S in the game.  Keep pressed up against the
 right side of the screen towards the end of the level, and try to time your
 grab so you reach it off screen at the earliest possible moment.  It's not
 that it's impossible to mess up the timing, but overall your success is
 only dependant on a single press of the button at the right time.

*5-4 "MERCO!!" S=0:17:00
 Here we go, about the most luck driven strat in the game.  Merco's got to
 do a lot of things perfectly as he reacts to you in order to pull this off.
 First off, skip the intro as always.  Then, immediately slide jump just
 over him so that he dashes backwards.  If he fails to do this, restart.
 After that, fall and grab him, then dash backwards to take his shield away
 from him.  Throw it back to the left, then wait for an opening to grab his
 lance from him.  He'll thrust it at you, and if he doesn't do so quickly
 you're probably screwed.  Grab that puppy, then slide jump over him to try
 and get him backed up some more.  If all went well, throw his lance at him
 and it'll hit him twice.  Get over there at once, grab him, and throw him
 down to the left, so he doesn't get a hold of his lance(of course, if he
 does you'll have to restart.  Before he gets back up, get on his left so he
 jumps right.  Now, before he can land from that jump go back and fetch up
 the lance again, then toss it at him once more for another two hits.  Toss
 him down now.  Tadaaa, he's beat!!  Get into position and speed your way
 through his text.

*5-5 "Trapped!?" S=1:20:00
 Slide jump right until you reach the clance mech.  Shake it up and toss it
 down when it's legs fall off.  Walk against the wall until it lets you into
 the next room.  Here comes the tricky part.  Jump up, grab the star.  Upon
 rematerialization, boost left and grab the pink ball.  Shake it, then jump
 right with A and grab the new star.  When you appear, drop down and grab a
 ball, it doesn't matter which one.  Shake it, and press A.  This will turn
 you around so you can grab and shake the other ball.  Let go of that one
 with B, and jump up to grab the star.  Keep pressing B and immediately go
 into the first star again, then boost left to grab the blue ball.  Shake it
 to make the brown statue drop out.  Fall down and grab it, then slide jump
 up onto the glowing blocks and drop the statue right under the circle.  Then
 slide jump over to the star, go in, go in the next as soon as you show up,
 and drop to the orangey-yellow ball.  Shake it, then jump back up to the
 star.  Boost to the statue and new bomb, and grab the bomb.  Slide and toss
 the bomb to the right to take out the thin wall.  Slide jump and grab the
 star over the two balls near the floor, then drop down and shake the ball to
 make another bomb appear.  Slide jump right and when you get in range, toss
 the bomb right or up and right to get rid of the large chunk of glowing
 blocks.  Slide jump onto the raised blocks and then out the door to the next
 section.  Whew!  Glad that's over.  Slide jump past the plasma cannons and
 right into the next room.  Slide jump once, and then keep a brisk pace to
 the right hopping over pirate clancer's spikes.  Grab him when he starts his
 swing, and boost down when he's begun the upward swing near it's end.  He'll
 drop and get hurt.  Next, you need to walk under his spikes as they'll be
 bouncing up over you.  Pull him off the ceiling again.  Now he'll use a
 combo of random rollers and bouncers, just hope your intuition is right.
 Yank his chain again, and he'll spontaneously combust.  As he's bouncing all
 over the room in a ball of fire, keep walking against the right wall until
 you leave the room.  Now all you have to do is slide jump to the exit star
 and grab it.

*5-6 "PHOENIX Gamma" S=0:55:00
 As soon as the battle begins, move up against the right-hand side of the
 screen and boost down some to avoid Merco's spinning attack.  The instant
 he comes out of it, grab him(make sure you're on his right) and start
 pressing right/->C to take away his shield.  Avoid his thrusting attack, and
 then grab him again.  Boost down a couple times to get out of range of the
 drill, then boost off to the right again to steal his lance.  Grab that, and
 dodge his first shoulder dash attack by going down a bit.  Toss the spear
 diagonally up and right to hit him.  Move up and grab the spear again, and
 do a similar dodge so he ends up running into the left side.  Throw the
 spear up and left.  Now the contraption will go bird-mode.  Get in the
 center of the screen and grab the head as soon as it comes into the
 foreground.  Boost down until it whacks itself.  Start boosting up when it's
 in the background, and grab it's head before it can begin a laser flurry.
 Yank it silly, and it will get hit once more and retreat into the background
 again.  Once more, boost up and grab it before it can start flinging lasers.
 Give it it's final tug.  Now begin circling around the screen to avoid the
 gunfire.  When the missiles start, grab the first one and just press B fast
 to immediately finish the battle.  Press Z as usual when the victory scene
 begins to exit.

*5-7 "Inner Struggle" S=1:15:00
 Very simple.  Always grab and shake into ammo the very first hatred bubble
 you can after each strike.  Toss them straight up into Monolith/Leo from
 directly underneath if possible, or diagonally from either side.  Going from
 right underneath is faster than the diagonal shots though, so do what you
 can to keep the flow of battle there.  When it goes down, speed read until
 you exit.

*5-8 "Final Battle" S=1:26:00
 Here we go, the final stage!  Skip the intro.  Get underneath Beastector's
 foot and grab it when he tries to stomp you.  Slam him at the ground 3 times
 and toss him up into the air.  Repeat this thrice.  When he gets up after
 the third time, stay on his left.  He'll jump right and start firing laser
 blasts at you.  Slide jump in almost at once and make sure you don't get
 hit.  When you're under his left foot, stop.  If you're lucky, he'll just
 try to stomp you.  If not, he'll dash right and aim a flying kick at your
 head.  If he does this, start over.  At any rate, get a hold of his foot and
 do the slam-slam-slam-toss routine.  He'll get up, but this time you must be
 on his right.  As he prepares to fire his arm, jump up and intercept it just
 as it takes off.  Then when you go to 1st person mode, immediately throw the
 arm.  If it doesn't hit Beastector, start over.  After you hit him, he'll
 charge up his fire beam.  Avoid it, it hurts like hell.  Then get to his
 left again and slide jump past the incoming laser fire and get under his
 left foot.  Hopefully he'll just try to stomp you again.  Get the foot,
 slam x3 and toss, he's dead.  Press Z to skip the ending nonsense.


Well, that's it.  Bask in the glory of your new S times, and congratulations!


==============================================================================
V. MISCELLANEOUS-
==============================================================================
 The 53rd gold gem is acquired in 5-9, "Ending".
 To get it, you must first have gotten an A average for your time record(not
 every single level as some people claim, just overall).  Then when you watch
 the ending, you'll have a chance to grab Terran.  Do so and the 53rd gem
 will be yours in due course.

 Woo-hoo, there's a sound test in this game!  Not that many people like
 Mischief Maker's music aside from me...oh well.  As for the code;  on the
 title screen, hold L, left C, right C, A, and press start.  Ta~daaaaaaaaaaa!
 Sound test! :D

 Depending on what you enter your age as, Marina's human form in the ending
 will be different.  Age 16 and up, she appears more as an adult, while
 lower than that will give her a young/low-teens appearance.

==============================================================================
VI. CREDITS & THANKS-
==============================================================================
First off, I would like to thank the inventors of spackle and pickles.

Thanks to David Seo for the solutions to Chilly Dog!! and Moley Cow!!, as
well as telling me about Aster's Maze(which I already had, but hadn't put
into the guide yet).

Thanks to Vigama Fisher, who finally pointed out what I had missed when it
came to Magma Rafts.  Other people who sent me the strat, after I already had
it: Thanks, the effort is appreciated, and you succeeded where I was stuck.
I'd print all your names just for the heck of it, but I have, due to the
magic of Hotmail randomly deleting my mail to amuse itself on occasion, lost
a few of them and thus will just leave it at the first person to blow the
lid off of the strat.  Thanks again!

Another big thanks goes out to Chris Acosta, who finally figured out what
the hell to do on MERCO!!  God knows how he figured out that random mess,
but congrats for it are certainly in order. :D

Thanks to everyone who pointed me to MP3s and such over the years of the
game's music.  I never did find any MIDIs, but I've had the OST for a long
time, so it's all good.  It's even got a vocal track titled "Trouble Maker".

I would also, of course, like to thank the staff at Treasure for pulling
Marina and all her green-haired goodness out of their twisted little minds, as
well as Nintendo for publishing the game in the US.  Now, let's just hope
that by some miracle they want to make a sequel to MM someday.  With the Wii,
shaking could work quite nicely(following Wario's example).  I'm also still
hoping to see Marina as a playable character in a Smash Bros. game. ;3

Thanks to GameFAQs of course, for being THE most comprehensive and complete
gaming information site today.

I suppose this is where I'd plug my website, if I had the wit and motivation
to make one out of the Geocities account I have been using the last couple
years as a placeholder for message board defaults graphics.



(c)1999, 2000, 2002, 2008 Arend T. Remsen (e-mail [email protected])

~Hmm hmm hmmmmm~