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FAQ/Walkthrough
NES 1985
Version: 1.0 released on the 1st of December 2006
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
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TABLE OF CONTENTS
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01.) Introduction | G0100 |
02.) Basics | G0200 |
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03.) Stages | G0300 |
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ZZ.) Credits & Thanks | GZZ00 |
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01.) INTRODUCTION G0100
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Welcome to 'Astro Robo Sasa' for the NES, an action game released by ASCII
Entertainment in 1985. It was also released on the MSX.
Suggestions, comments or errors - email me about it. Enjoy!
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02.) BASICS G0200
===============================================================================
The controls of the game are quite easy to explain, but not very easy to pull
off. You move around by shooting energy balls, which in turn will force
feedback you into the other direction you were shooting at. So if you shoot
right, you will also drift left. At the same time gravity will always pull you
down to the surface slowly or up if underwater Therefore there is a need to
balance yourself. Finally, using the directional buttons controls which way to
face, and also shoot. When you have landed somewhere, either the solid ground
or something to stand on, you can walk around with the directional buttons. It
is still possible to shoot, but the feedback won't push you into the other
direction at this point.
A - Shoot energy balls
START - Pause
SELECT - 1/2 Player selection
D-Pad - Face directions, walk.
The objective of the game is to collect all energy packages in a stage. They
are needed to thrust around, as shooting energy balls will reduce the total
amount by 1. The total can be seen at the top of the screen after the score.
The energy is kept over from one stage to the next. Each pack adds 100 to your
total. If you run out of energy, the game is over. Note that is possible to
lose an energy pack if you shoot it or it drops down from a balloon for
example. The stage is still complete if all packs are gone from sight, but you
will not get the energy boost.
If there is no wall on both sides of the map it is possible to exit one side
and come out from the other. This can save valuable time as well as get out of
tricky situations.
The game also keeps track of your points. Collecting energy packs is 300 points
each, but defeating enemies can also yield variable additions.
2 Player:
`````````
The 2 player mode is basically the same game but you can finish the levels
together. It is possible to play vs. but it would defeat the point of starting
the 2 player mode. Both players need to share the amount of energy packs that
are available.
Touch each other and get electro shocks, so avoid this.
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03.) STAGES G0300
===============================================================================
Stage 1:
`````````
Very easy stage. You start with 50 energy and there are not enemies at all.
Collect each energy pack hanging down from the balloons to beef yourself up for
the next stages.
Note that the first few stages are all quite easy compared to the rest, and you
should really try to collect as many energy points as possible before it gets
harder.
Stage 2:
`````````
The same three balloons, but you start in between two high brick walls. There
is also a cow on the left side that will run at you straight away. Get the one
above first obviously, then warp over to one side and just keep going as you
will end up on the other side for the third one. Just keep an eye for your
height.
Stage 3:
`````````
Same stage as before, only this time there is a pair of scissors flying through
the center once in a while. You might be done with the level before that even
appears. As before, don't pop the balloons before you have the pack, and don't
shoot it by mistake either!
Stage 4:
`````````
New stage design. The packs are stored in the tower on the right side. You need
to shoot the left wall away beforehand. Swing around from the left side and
take a couple of shots off that will propeller you back left, continue doing so
until the wall is gone. Every few shots it will become thinner. The only
dangers on this stage are the rolling barrels on the ground, so you shouldn't
think about landing to take a break, and if so then on the tower. When the wall
is really thin, take single shots instead so you don't hit a pack afterwards by
mistake.
Stage 5:
`````````
Same stage as the previous one, only with many helicopters flying around at the
top. The sometimes stop and wait, but usually just go from one side to the
other. Shoot them when they get in the way. The same tactic as before, just
sometimes aim for a flyer and then readjust your path.
Stage 6:
`````````
Slightly different stage now, but same concept. the packs are in the brick wall
on the right, protected by a metal one. The helicopters are still around but
this time they can shoot! Their projectiles fly very strangely, it's kind of
aimed at you, but they cannot fly straight. You'll have to see to understand.
It is possible to shoot the projectiles themselves. This can be quite a hard
stage.
Stage 7:
`````````
Warehouse time. The crates with an X have robots coming on from time to time.
They are able to move items such as the energy packs or defeated robots. Note
that defeated robots still zap you if you touch them. The lower two packs
shouldn't be a problem. Fly up to the one above and then walk to the left and
therefore come out where the second one is. Then fly up to the last one,
wherever it is at this point. Note that if you destroy a robot it will stay in
your way until another one has cleaned it up. Much easier than the previous few
stages.
Stage 8:
`````````
Same stage, only there are some kind of bricks flying around. They require
several shots to be destroyed. Still not very hard on the whole, however.
Stage 9:
`````````
Very similar warehouse stage, the platform gaps are not as accessible this time
as you need to walk for longer in the narrow corridors. The best would be to
wait at the bottom until the robots have delivered the energy packs from above,
instead of going up there yourself. So all you do is stay in the center and
shoot/avoid the bricks until then.
You should have more than 1,000 energy before starting the next stage. Perhaps
even 1,500.
Stage 10:
`````````
The first underwater stage. You are pulled up instead of down, as well as
slightly to the right side. Dangers include the mean seahorses taking shots at
you, and the green plants next to the bunkers you are required to shoot open.
These bunkers crack quickly, but still take quite a lot of shots to take down.
Not a very hard, but surely long stage especially if you are having troubles
with the controls. Even collecting the packs themselves is still a tricky task.
Stage 11:
`````````
So after the last stage, you can do everything again but this time there are
three bunkers. I don't know about you, but I wasted much more energy that was
available to collect. And if this wasn't enough, you get harmed by simple
touching the top of the screen Those small starfish are out to get you as well,
if you shoot one they will split into four. The good news is that this time the
ocean water will only pull you up instead of sideways, so it's a little easier
(or less hard) to control. Basic strategy is to find your line above a bunker,
hover up and down while shooting the lid open and avoid the enemies around you.
Anything else will probably take up much more energy.
Stage 12:
`````````
Now we get the last two stages rolled into one. Three bunkers guarded by a
green plant, seahorses and starfish swimming around, the current taking you
slightly to the right and last but not least, the top of the screen will hurt
you. Good luck with this one.
Stage 13:
`````````
Welcome to space. You constantly float around in the last direction you were
thrusted, and no place is safe. The asteroids fly from side to side, if you
shoot them they will split into four and leave the screen the direction they
were shot from, then another one will come along. The good news is that
shooting one will sometimes increase your energy, but the sparks that come out
are hazardous. The four energy packs are locked in a small capsule you have to
break open first. They are surrounded by some kind of bat creatures circling
around. You can go from one end of the screen to the other only near the
capsules, but the other way is blocked. It can be useful to escape a danger. It
general you should try to take this very slowly. Don't bother shooting the
asteroids. When you get near a capsule, take a few shots and then drift to the
next possible chance. This was the first stage since before the underwater
stages were I actually increased my total energy count again.
Stage 14:
`````````
Same stage, but I think the bats creature things are more common and fly deeper
within the middle area.
Stage 15:
`````````
Once again, an increase of the bat's range and they are quite common. Same
strategy as the previous two stages apply here as well.
Stage 16:
`````````
The small hole in the middle will suck all the energy out of you,
instantaneously! Avoid it, and that bat creature circling around it as well.
Asteroids will fly and circle around until they disappear in the center.
Shooting them will create four sparks flying towards you. The ideal situation
is you shooting at the barrier in one corner and getting dragged to the
opposite one to take another shot at this one. It's all quite hard as you are
also constantly being dragging into the middle circle if you try to slow down
or aim properly. It is the last stage so you can really go all out on your
reserves.
THE END
The game now restarts from stage 1, with your points and energy level as it
were when you finished.
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ZZ.) CREDITS & THANKS GZZ00
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GameFAQs for hosting this file.
ASCII for this game.
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respective trademark and copyright holders.
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. ,,,
(o o)
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