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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-
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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-
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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~