M&Ms: Shell Shocked FAQ(PSX game)
copyright 2002 by Andrew Schultz [email protected]
version 1.0.0

Please do not reproduce this FAQ for profit without my prior consent.
However, if you write a polite e-mail to me referring to me(and this
FAQ) by name, then I will probably say OK. But if I ignore you that
means no--and I am bad about answering e-mail. Sorry.

** AD SPACE **

My home page is at:

http://www.geocities.com/SoHo/Exhibit/2762

Visit it. It's cool, I guess.

================================

 1. INTRODUCTION

 2. GAME MECHANICS

   2-1. CONTROLLING YELLOW

   2-2. ENEMIES AND OBSTACLES YOU WILL MEET

     2-2-1. IMMOBILE

     2-2-2. MOBILE

 3. A WORD ABOUT SAVING

 4. SCORING, WHAT THERE IS

 5. LEVEL 1: GET OUT OF TOWN

 6. LEVEL 2: MILK CHOCOLATE

 7. LEVEL 3: OH CHUTE

 8. LEVEL 4: CANDY COLORS

 9. LEVEL 5: STAMPIN' AND SORTIN'

 10. LEVEL 6: PACK IT IN

 11. LEVEL 7: WAREHOUSE WOES

 12. LEVEL 8: THE SHOCKING TRUTH

 13. WHERE THE FORMULA PIECES ARE, AND BONUS LEVELS

 14. CREDITS

 15. VERSIONS

================================

 1. INTRODUCTION

 M&Ms: Shell Shocked is a whimsical linear platformer with a few
sidebars to grab bonuses. The Yellow M&M of the Red/Yellow M&M
commercials of the '90s has left the M%Ms Minis in charge of the factory
while Red and Yellow go on vacation. It's a disaster, and he and Red
need to go back to the factory and get to the core to see what's caused
the trouble the minis can't handle. There's no score per se, but rather
any box you bust open gives you minis. Once you get 100 you get an extra
man, and you can save progress, usually picking up several extra Yellows
as you advance through each zone. There are eight levels with three
zones each and a funny cut scene at the beginning and end featuring Red
and Yellow and eventually Green, the female M&M.

 There are eight levels with three zones each, and getting through each
zone is not too bad as you can keep retrying with just three guys to
lose(initially; some boxes give more) until you get to the end, and then
the next zone opens up. Plus there are boss fights in the third zone.
However, given the game's nonviolent nature(1: it's more attuned to
sarcasm in the cut scenes and 2: chocolate and junk food make you lazy
and fat, it's drugs that cause violence) the boss fights are a bit on
the lame side, contrived of jumping on the right place at the right
time.

 I'd recommend turning the sound effects down as although most are nice
you'll be hearing lots of 'Oops...Uh-oh!' after Yellow loses a life.

 2. GAME MECHANICS

   2-1. CONTROLLING YELLOW

 I'll probably switch the following terms in this FAQ: forward/up/north
and backward/down/south several times. FYI.

 Yellow dies if he touches many of the edges, falls to a part of the
game where you can't walk, or steps in a chocolate pool or river. He
takes a hit if he is in the area when a box explodes(i.e. touches a
green box or spins through a red box.) I say 'takes a hit' because if
Yellow has a hard hat he doesn't die but loses the hard hat.

 Yellow has two moves: spin and jump.

 JUMPING is useful to jump on top of a box, which gives a bounce. This
allows him to try to touch boxes higher up although he may have to spin
to burst them. Combination jumping/bouncing may be necessary to cross
long gaps or to bounce up a stairway of boxes to a 'goody' box at the
top. Jumping also allows Yellow to clamber onto certain pipes or across
pools or voids. As you go on you'll need to use Yellow's ability to
change course in the air for some tricky jumps. For instance you'll
start jumping left and will need to push up.

 The best way to track where Yellow will land is by his shadow. The
first few jumps into a void will be very tough, and you may miss, but
once you know approximately where to go a mixture of futzing and
intently observing for a shadow should keep you safe.

 Also if you are on a moving platform Yellow will practice conservation
of momentum. So if it's going left and you need to jump forward to the
next platform, jump forward to the right of it.

 SPINNING seems like a panacea with monsters around. You can control it
easier while you're on the ground. Often if there is a blue box between
to green ones, say, you can just line up, spin between them, and leave.
But you just can't go spinning anywhere. First of all spinning into a
red bomb box causes it to blow up immediately. Spinning while jumping
onto a box in a chasm doesn't give you a jump. However, it is useful if
you are on a conveyor belt you're running against and want to go full
speed ahead. You can also steer in the middle of spinning. For some of
the peskier brains that dart around, jump/spin(you must jump first) is
the best way to deal with them.

 Yellow also has power ups like sneakers to go quickly(worse than
useless--you charge off the edge--and thankfully rare) and the hard hat
I've mentioned, but the spring may be the cutest one. He can jump extra
far and often if you forget you have it he may go too far. It helps you
skip the occasional long jump or make a tricky one trivial.

   2-2. ENEMIES AND OBSTACLES YOU WILL MEET

     2-2-1. IMMOBILE

--red bomb box: touching one of these starts a 3-2-1 countdown. It can
cause a chain reaction of explosions and if Yellow is in the area it
will kill him or use up his hard hat. If Yellow spins into it he will
take a hit as I said earlier.
--green explosive box: Yellow takes a hit if he touches it.
--electric floor fields or horizontal zappers: most of the time harmful
electric waves appear then disappear, but by level 8 entire islands stay
that way except for where there are boxes to jump on. Yellow takes a hit
if the rays touch him.
--clock like platform with electric ray hands: found on 8b, at first
they go in a fixed pattern, then they search out Yellow
--kaleidoscope platforms: found on 8b, they push Yellow slowly out from
the center.
--grey boxes: they seem to be in your favor as you can jump on them
without them changing, but in two situations they can be lethal. They
can bump you off a moving platform if you run into them while on one.
Also when you're on the forklift touching one will cause you to crash.
--paint guns: pretty easy to figure out when they fire. Not too tricky
unless you're on a conveyor belt
--box or paint droppers: drop boxes or lethal paint in a rhythm. Not too
tough unless combined with a conveyor belt
--pools and the edge of the board: a lot of times you seem to step very
near to a chocolate pool and you die. You'll need to watch these. The
paint pools seem more forgiving.

     2-2-2. MOBILE

--two-legs: This thing looks like a sort of colorful Stonehenge
Structure. It goes back and forth at various speeds and is usually easy
enough to spin into or jump on, especially when it comes right at you.
--pink or green brains: These things also have a fixed path, usually in
the air. Perfect timing, you can jump on them, but jump/spin is
necessary to be sure you polish them off.
--spiky lumps: show up on level 8, similar to the brains but dart around
more quickly. Just as lethal.
--pincers with a spiked wheel: these can be destroyed too but often you
may need to jump to hit the vulnerable part.
--black invincible ships: these may be perched on pincers, but the only
way they can be destroyed is to have an explosion take them out. At
first they go back and forth, but later they rock back and forth as they
follow you around. Very nasty.

 3. A WORD ABOUT SAVING

 When I first started the game I only saved progress after a level if
I'd gained M&M's. But then after a while I decided to just plow through
it to get to the end(around level 5 or so.) I eventually got down to the
point where I only had three Yellows per level. I had a bunch of
annoying restarts to go through(watch this here. There's a problem with
the controls...X is start from the start/load/back menu but it's MENU
from game over with triangle being restart and also the jump button, so
you may involuntarily hit it. This forces you to go through the loading
times.)

 My recommendation is to go through a level and once you've completed
it give it another shot. You'll be able to recall a lot of the tricks
and traps that caught you the first time and if you do better than
losing one life you should have no problems with promotion. Once I did
this I wound up with 70 lives by level 8. I didn't need them for 8-B but
the extra time I spent building them up was worth it. I knew I'd get
through 8-B without the annoyance of restarts.

 If you must plow through, I'd recommend, after getting through 7-C,
saving, going back to 2-A, completing the level and starting 8-A with
some extra lives. The same for 8-B. It's a neat finesse you can only do
once before starting your latest unsolved level, but it saves you from
much more perfectionist standards.

 4. SCORING, WHAT THERE IS

Every 100 minis you get, you get an extra life. Here's what each box
gives:

brown: [not dark brown] 2
light brown: 5
yellow: 10
blue: 100 minis

 However, if you lose a guy and go through again, then you only get 1
mini for each box that's reappeared and that you re-open.

 All monsters you jump on/spin through get you 10 minis no matter how
many times you bash them. Later levels have a lot of monsters that are
easy to crush after a checkpoint, making losing a guy not too bad.

 Note that any chain reactions from bombs you set off do not give you
points for the boxes destroyed.

 Also note that you start a bonus round with 3 Yellows, and if you get
through it the extra Yellows/minis you have left are added to your total
pile.

 5. LEVEL 1: GET OUT OF TOWN

   ZONE A

 ** script **

RED: Well my yellow fellow it's time these M&Ms had a little R&R!

YELLOW: R&R is that a new candy are we being phased out?

RED: WE are going on vacation! C'mon!

[walks to travel agency]

RED: One last thing before we arrividerci, who did you leave in charge
of the candy factory.

[phone rings]

RED: Hello? It's what? THey what? and WHAT?

YELLOW: You're turning red...der

RED: Repeat after me: I ... did not leave the minis in charge of the
candy factory!

RED: YAAAHH! Has your chocolate melted? Have you gone completely NUTS?

YELLOW: Well, the minis aren't that bad. All they need is a chance!

[cut scene of destruction]

RED: All you need is a brain donor! Get to the factory, pronto!

RED: There's a minis mutiny going on! They've stolen the formulas for
all the M&Ms candies! Stop those minis! Find those formulas! Go Go Go!

RED: There goes my partner, hmm, there goes my career.

 ** end script **

 The scene here is a city. Interestingly there are so many left turns
here it appears the M&Ms are going in circles and might even be crossing
their own paths(is that where the stoplights come in?)

Go a bit left to jump over the first ramp. As a general rule of thumb
you're pefectly safe if you stay in the center. Also you don't have to
run over a checkpoint in the center of the road for it to be recorded.

Curve left
Bus on left comes from behind a second later
Curve left, curve left, blue in center. If you're a bit to the right an
oncoming car will hit you.
Oncoming red car to right
Traffic lights, blue box in center
Up hill, curve to left, checkpoint, curve to left
Stoplight, curve to left, motorcycle comes from left, car to right,
ramp, motorcycle from behind to left
Curve right, curve right, checkpoint, bus from left(VERY big, stay
right)
Blue box on right of right curve
Car to right, under bridge, blue box in center--stay in center here
because car loops around
Curve left, car from right curves to center so lean left here
Checkpoint, curve left, branch ahead but go to RIGHT: tankers block the
way to the left. Watch out for acr on right though.
Next right curve: Red car on left followed by blue on right, stay right
but be prepared to swerve.
Ramp in center hits blue box through streetlight. Curve left.
Yellow van on left. Ramp jump gets blue box. Curve left.
Sawhorses block the road to the left so go right. Level complete.

 I can pick up about ten extra guys here if I am careful.

 ZONE B

** no script **

The scene here is a road in a mountainside gully. You'll have to watch
out for the edge of the road here, as the markers there will cause your
car to crash. So you've got a narrower field of movement.

Keep to the right to start and the road will curve left after two blue
cars pass on the right. Swerve left to avoid a car to the right. Now a
motorcycle will come up from the bottom of the screen. Don't be shaken
by it, but stay in the center. It'll lag out of sight. Follow this plan
every time a motorcycle comes up. A red car will come down from the left
as you curve right, then a blue car.

Checkpoint before the tunnel; motorcycle on the right coming towards
you, followed by another. After the tunnel, blue truck and blue car on
the left. Red car on right, blue on left before tunnel.

Yellow bus on left followed quickly by red car on the right. The extra
M&M's you can get from off to the right are just behind so if you can
stay in the center, dip in and pick them off. Red car on right, Red car
then motorcycle on the left, checkpoint and tunnel changed from lit to
rock. Blue car on right, motorcycle on right. Curve left with tanker on
right closely followed by red car on left.

New tunnel; motorcycle right, blue car left, blue box in center at the
end at left curve. Be sure to hit the springboard in the center here--
the brown box to get a spring should come with it. The new tunnel here
is the end of the level.

 ZONE C

 You're on a dirt road with bikes on either side of you, further
restricting laterla movement. There are even cows which are fatal to
hit. Ramps here give lots of candy bonuses so try to pick them up.

Cow, curve right
Curve left, blue box to right(swerve to avoid motorcycles,) ramp, cow at
right side of curve right before checkpoint and then ramp. Blue box at
center of curve left. Blue box at right of next curve left, but swerve
quickly to avoid the motorcycle that spins out. Motorcycle joins from
the side dirt path.
Stay on the center line before the two curve left/ramps.
Blue box in the center of a curve right.
Hit the ramp in the end of the curve right. Curve left. Curve right.
Ramp. Curve left. Get blue box before ramp which jumps you over
gate(otherwise you crash.)
Plaza ahead is end of level.

 ** ending script **

Yellow: Here goes nuttin'!

Wait my friend

Maybe it s time to ask who's the best candy for the job

Maybe this calls for the ringer

The Top gun the goto go guy

Nah you're right you go

YELLOW: wish me luck

RED: miracles happen...every single day! They do! Yeah! ... we're dead.

 6. LEVEL 2: MILK CHOCOLATE

 ZONE A

 ** start script **

YELLOW: Oh no the minis messed with the milk chocolate. We're in big
trouble.

RED: The minis have messed with the milk chocolate. YOU are in big
trouble.

 ** start walkthrough **

Roll forward into the two-legged monster and then through the two blue
boxes.

 Jump over the pipe and then stay in the middle to jump over the pool--
hold down the X button here. All pools are lethal. The dark brown box
ahead gives a safety hat, which allows you to get hit once without
damage(still a problem with pools, though.)

There's a weird pink brain around the bend, and you may want to spin
into it as well. You can jump on it with timing, but it's more expedient
to plow through. Bash the boxes and then the two-legs just ahead. The
jump over the white chocolate onto the pipe here is tricky. Let go of
the button when your shadow is over the pipe.

 After jumping over the pipe, again spin into the pink brains. On the
conveyor belt beyond, jump on the right side and keep pushing left--
you'll knock out a few boxes at once.

 Ahead at the lake of white chocolate, go to the right and jump. Spin
as you're going down, so you take out the two-legs. Touch the checkpoint
and make a full jump from the island. Spin into the boxes you see and go
to the left of the chocolate pool to jump on the pipe for safety. Spin
into the yellow boxes. Spin past the pink brains when they come out at
you. Jump on the brown box ahead for the hadrd hat and kil the two legs
if you want. Time your jump across the first chocolate river so you
initially avoid the pink brain. Spin to nail it.

 The next two conveyor belts can use the same strategy as before(you
can even jump back) but don't jump on the green box. Run/jump past the
red boxes and spin into the brain. Only get the boxes on the next
conveyor if youfeel careful as there are a few greens on the second one.
Past the robot, hit the checkpoint. Go forward, run to the right, jump
on the bomb boxes. The brown box ahead contains a springboard that
allows you to nail the ones on the side. Go right around the chocolate
pool, spinning to get the pink brain. Jump on the pipe and to get the
extra boxes, jump diagonally up/left before the pools and then forward
after you bash each box. Spin past the diagonal moving brain forward to
the checkpoint. A long jump will get you to the island and another gets
you to a narrow walkway. Brown box ahead gives you a hard hat; jump the
gap(diagonal jumps/bounces for the boxes on the side) and the next four
on the side can be picked off, but the blue one after them is probably
the one beginners want to focus on getting. Past the river, cut through
the middle and spin so that you meet the two crossing brains, then
continue to jump over the narrow gaps to the next checkpoint. On a
bridge over another river you see a big flapping thing. It goes
clockwise so stay off to the left and spin as you go forward. More of
the same until you get to a sizable gap. It's simplest to take a long
leap when the two legs is away then spin forward. Thee are a few more
boxes to burst before you get to the final room, which has three blue
ones. Make sure you get the last one, which is in the center depression.
For that I go ahead of it and then jump backwards, watching for Yellow's
shadow.

 The brown box dropped from above contains the first piece of the M&Ms
candy wrapper you need for the bonus level.

   ZONE B

 Jump left to get the extra life on the blue box(or try spinning near
the edge, but you should work on jumping skills,) and when you bounce up
go back right. Rip through the two boxes before the pool(you have the
hard hat) and jump over the lake as the pink brain turns away. Jump up
and spin to get rid of it, then long jump to the other side.

 Past the door is a catwalk with a two-legs. Spin through it and jump
over the river. This river is annoying because you may have to jump a
bit before you think you need to. Experts can try jumping on the pink
brain if they'd like. Spin into the blue box to the left. The spring in
the brown box ahead may be a nuisance you don't want. Spin to kill the
red sentries and also the pink brains. For the brains you can go to the
right of them in their predictable pattern and run left while spinning.

 In the next room hide behind the pipe to avoid the brains. Spin your
way through the center of the catwalk, jump left onto the blue box, and
back right. Brains may fly out toward you so again you may want to spin
as you jump as a precaution. Checkpoint as the catwalk curves; nail the
two legs with the diagonal path and spin between the bombs(take time to
adjust so you can just run forward) and then past each brain's path.

 Another red machine is ahead but avoid it the first time and it
crashes into the pool way ahead. You can clear the boxes on the right
but should jump on the brain. Once you have push down hard to knock out
the brown box behind, then back left. The next two-legs is a horizontal
sentry who's easy to time. Run across the boxes quickly(spin for the
brain, or just get it first by spinning to the right) so that you are
well away from the activated bombs. Checkpoint after the curve.

 Jump the pipe but note the brain below before dropping down. You can
walk across the conveyor belt. Jump right/left for the blue box extra
life. The other boxes are a tough proposition and don't have much
anyway. Spin through the center to get past the two brains and then jump
to the separate platforms containing the red machines. The brains'
patterns are pause/go/turn 90 degrees here. Jump to the island
checkpoint and through the next door. Walk over the catwalk to the room
with the islands(one floating.) Beware of the roving brain.

 The hard way: Jump up/right--but not ALL the way from the edge or
you'll overshoot! Another modeerate up/right jump and then up/right back
onto a stationary island. Up/left to the slower moving fares. Two easy
up jumps to calculate. Beware the brain before up/left jumping. You can
either jump right and up or up/right. Jump right from the up/down
platform and you'll have to wait(those three brains can't hurt you) and
jump left twice and if you're patient you'll get two blue boxes. Jump
right, then forward, then forward onto the big island and be prepared to
spin to thwart the two brains. Loot the boxes and head into the light
that is the end of this zone.

 The easy way: Off to the left is a huge bonus area. It contains a
piece of the wrapper. It also pushes you to the end of the whole
chocolate sea. It puts you rather far ahead of the game.

   ZONE C

 Ahead you have a room full of islands in a 2 x 4 grid. There are also
two brains weaving up and down. You can just jump straight across but if
you follow the brains and spin, a blue box is dumped down. You can also
go to the right and note that lethal chocolate is dropped on the squares
from back to front, or go to the left and stay on the left edge of the
platform to avoid the exploding boxes. Checkpoint and two blue boxes
ahead before the Boss Room.

 The alien craft ahead places down three square islands for you to jump
on. This invites you into the fray, which isn't particularly fraying as
frays go.

 Basically the alien craft is a bit slower than you and follows you
around the room after you enter the main 4x3 combat rectangle. Any
square with a chocolate splatter on it will, when you land on it,
trigger a drop of chocolate sauce from above. It's lethal for you and
nails the boss for one-quarter of its health when you sucker the UFO
into going there. Generally, when standing on a yellow square, you'll
want to jump to a splatter square just as the craft is a half-square
behind you then quickly to a safe yellow square again. The specific ones
you use don't matter, but once the alien is dead you should see two
brown boxes to the left and right. Get the one to the right first and
then get the one on the left(springs--longer jump.) Go to the
forwardmost square and take a HUGE jump.

 I recommend not rushing things and, from the bottom of the main combat
rectangle just go counterclockwise around the border. Stand at the edge
of a safe yellow platform before jumping so that you have some safety
distance from the craft, and it will reach the splatter square sooner.
You also need to stand on the platform a bit, and given that the craft
doesn't proceed at direct right angles, don't try to cut it too close.
You've got lots of time for the chocolate to get poured.

! X !

X ! X

! X !

X X X

 X

 X

 X

[start]

[climbs out from under manhole]Whew!

Oh no! It's

BIG BOSS CAM!!!!

Sir I did a terrible thing I left the minis in charge of the factory

He delegated. The hallmark of a confidenta manager.

They're turning the whole place upside down
A chance to review our emergency plans

Idon't know what to do! PlEEEEASE help me! Oh PLEEEEASE!!

Eh hehehe....today's manager can admit that he doesn't have the answers.

I'm a big huge yellow goofball!

And the... He's a big huge yellow goofball! So...ahh...hot enough for
yah?

 7. LEVEL 3: OH CHUTE

 ZONE A

 ** start script **

oh shoot

I'll say this factory's full of them

While you're shooting the chutes I'll be in the ... napping
..mapping...our new offensive strategy! Or hiding in a broom closet.
Whatever.

 ** end script **

 You'll have to jump up onto the conveyor belt. As it goes forward you
can walk on the pipes to the side to pick up extra lives and a hard hat.
There's a weird swordfish next. Spin while on the conveyor belt to make
sure you get it. Also on the next conveyor belt, push forward because
you are going against its path. Near where it starts you'll want to be
careful. A big ship will come up and put a bomb box and a green box
down. Wait a bit, jump on the bomb box, and go forward. If you inch
right you'll be on the edge but won't be pushed backwards, and there's
no penalty for taking time.

 Be prepared for a combo here after you jump diagonally upper/left.
Often you'll land on the blue box to start, but if not, try to judge it
so you bounce on it the second time, then go up and right through the
colored boxes. You can jump over a box and then get to the right side
and the other blue box that way. Then jump forward and up/left to get to
the second belt.

 Watch for the next swordfish but don't get too close to the bomb box
in the process if you want to kill the fish. Jump across the next
pit(again you can teeter on the edge) and over any bomb box coming in on
the conveyor belt. Beware that if you jump to the side and don't hit a
box, you die. But you'll want to try to get the blue box. Go forward and
be careful with the cross-conveyor belt. It holds a green box. Spin
forward to nail the two-legs.

 Up ahead is the first checkpoint, but first the swordfish with
trailing boxes. It has a regular pattern, but unless you have the hard
hat you may need to duck quickly out of the way and chase the boxes to
get the blue box--it's not the worst sacrifice if you trade one hit for
an extra life, though. Jump left for the checkpoint and slowly jump
up/left to the next belt. The up/right running here is a bit tricky.

 The door opens to another conveyor room with belts leading toward the
center. Two two-legs here are best disposed of with the spin, going
straight forward. Forward opens a door to a room with a space before a
new conveyor belt. You can just jump and walk forward on the boxes even
though they don't appear to be connected. Then move forward on the belt-
-but NOT TOO FAST! You're between green boxes more likely than not,
although you can wait to change that. Let the belt take you to the edge
then jump up/left(don't dawdle if a green box is behind.)

 Jump sequence recommended here: UL, U, R(checkpoint), UR, U, DL, L, U,
U, R(2), UL to get 'em all but of course you can barge through. But I
recommend touching the checkpoint in any case.

 Maintenance bot ahead; kill it. Jump on the structure to the left and
hopefullyy over the green box but you should have a safety helmet right
now. THen jump back right on the belt. Forward through another
transverse belt. Nail the blue box to the right before climbing back on.
Here the sides aren't lethal. Keep going forward and watch for the two
legs. Try to jump on the checkpoint if you can to the right but it's a
risky jump. Run forward quickly as the next door opens and maybe you can
spin and catch up to the blue box. Jump UR and then jump forward,
bouncing over every other box(green) down the right. You need to hold
the up button down for each yellow box you jump on until you get to a
grey one. Jump forward then left then UL to get to another checkpoint.
Run and jump forward onto the dotted conveyor belt then run forward
through the sword fish. To the left of the end of this there's a brown
box with a spring that will make your job easier. Forward jumping in
general, avoiding bad boxes, should work. At the transverse conveyor,
jump on the blue box if you want to test your timing but DO NOT SPIN.
It's too risky with all the greens. The blue box on the right is worth
getting before the end of the zone.

 ZONE B

 Go to either far edge of the conveyor belt and walk forward to avoid
the tough jump. You can also avoid the bomb box that comes up next this
way leaving you free to get the box. Same procedure for the next room--
ambush the two legs from behind with a spin once past him. There'll be
another. Pick off the blue boxes at your leisure. One piece of the
formula is off to the right.

 In the next room spin to get the first two-legs(wait 'til he jumps
back on the belt) and note the second one waits one second on the left
and two on the right before jumping.

 The next jump is the toughest of the game whether you dispose of the
two-legs or not. Jump on to the yellow, jump UL(it may not explode on
first touch so be prepared to react appropriately,) jump up and slightly
right, then up twice.

 The checkpoint is to the right; take it. Below it is a box with a hard
hat, useful for bulling through the explosive box. Then you can just
jump or run over the next few boxes to the end of the belt(dropping down
to get the blue box is risky--you'll get it but wind up dying, I find)
and through the door. Hit the two legs, but beware of the second one
that pops up from the far left pit. Feint once you get close. Jump at
the new open door. Be sure to give it all you've got as it's not an easy
jump. Reach the checkpoint(don't even need to jump; touch the edge)
before risking the blue box in the area below, to the right of and
behind it. Also use the left side of the belt for when the two-legs pops
up but throws a green box at you instead. Spin your way forward through
the various guards, but at the platform at the end, retreat while the
new robot appears. Spin it to pieces at your leisure. Then go left, jump
on the bomb box, and over the green box and then right to the
checkpoint. You can walk up onto the pipe from there. Spin, get blue
box, jump to the right grey box, jump up a few times until the next
conveyor belt.

 Easy way:

 Now if you jump backwards you'll be treated to a nice long ride(did
you see that platform far below as you approached?) This will get you to
the end of the level very quickly, and you also get one piece of the
M&Ms packet. Otherwise a few simple jumps get you to the end nicely.

 Hard way:

 ZONE C

 This is so easy as to seem almost pointless. Jump onto the red box and
start going on the conveyor belt. You'll need to hold down and
occasionally hit right as the belt turns. Keep running and whenever you
see a box, jump just after you bump into it. You're slightly faster than
the monster chasing you from behind so if he gets too close, don't
worry. The first few boxes should get him, but you can always wait a
bit.

 ** end script **

RED: [tumbles down shoot] Urgent memo from upstairs!

YELLOW: Owoo? [RED turns paper right side up] Memo. Get things under
control now or we're sending in Green to finish the job.

YELLOW: Uh Green, ah how do i look?

RED: Chill out romeo if green comes to finish the job, guess who gets
all the credit? All The kudos? All the job well done?

YELLOW: Wait. Don't tell me. I know this one.

RED: Green, that's who! Green! Green Green!

YELLOW: Where? Where? Where?

RED: Ai yi yi!

 8. LEVEL 4: CANDY COLORS

 ZONE A

hey red, this reminds me of the time we were shooting that commercia

RED: Yeah yeah yeah. Thanks for that do se do down memory lane. [blue
handprint left on astonished Yellow]

 ** end script **

 Sides and side pipes are lethal here. Pink brains are also green
brains now. The green brains seem especially nasty because if you spin
and nail them from the bottom, you die. A bit sparse here but what's
there is lethal.

 Jump on any pipe that obstructs you and try to stay in the center. THe
path will curve a bit but it's very sparse. Once you get to the pool,
you can jump on the brown box in the center, bounce left, and then back,
forwards and UR to land past the pool.

 Along the way there are a lot of yellow boxes on top of bombs. You can
jump on these.  Eventually you'll see two boxes on top of a pile of
bombs. The bottom brown one contains a piece of the formula. There are
more twists and turns and boxes on top of bombs and green brains until
the first checkpoint.

 After the pipe you have two greens circling under and over the playing
field before a blue box. The box is a bit tricky to get; jump on the
left bomb box and quickly jump forward. Bounce and jump forward.
Continue nailing yellow boxes; one by a pool is interesting because you
can jump and spin and reverse direction in midair to get it. Then
there's a green pool you'll need to skirt carefully; jump right, bounce
north to get the yellow box on top of it. Just ahead to the side the
brown box holds the second part of the secret formula.

 Across another pipe patrolled by greens is another pyramid of boxes to
the side. Then another patrolled by greens. You can stay right and spin
left to knock them off, then make a big leap forward between the bombs.
A pool with a brown box in the center here, patrolled by a green. Jump
on the box and back if you're in a risky mood, but either way jump
UR/U/UL on the bomb boxes. You'll need to be a bit quick but fortunately
the jumps aren't too long.

 Ahead there are two rounds of blue/green/red paint cannons. It should
be easy to time them--if not run forward just after one shoots. At the
end jump on the bomb boxes U, U, UL, U onto the big platform with the
next checkpoint. The greens on the conveyor belt forward and to the left
can be skirted on the edge--or charged and spun at. The yellows to the
side can be hit up with no risk. Then a tough jump over a bomb box and
quickly full throttle forward. On this platform take an inside edge and
floor it forward. Big jumps U U U R R to the next checkpoint.

 The different conveyor belts and guns are tricky, but after popping
the bottom blue box I stay at the bottom and just jump when it looks
like I might be in trouble. I stay on the bottom and get through jumping
to the middle at the last bit. Jump R R UR and then UR UR UR when you're
on the platform to get the blue box. Drop down the chute.

 ZONE B

 Jump onto the pipe then over it, then on the brown box in the middle
of the lake. Jump forward at your leisure, take out the yellow box and
jump over the red river to the left.

 The wave of paint droppers shouldn't be too hard to outwit. When they
start to pour, move laterally as necessary.

 The second-right set of conveyor belts is the best one to go down;
jumping/spinning forward past the green leads to a series of boxes to
jump on; blue is at the top. Be sure to pull left a bit after hitting
the blue, as the green area below is bad news. If you get the blue box--
and get killed--take the second-right set of conveyor belts next time to
the checkpoint.

 Go left past the red paint being poured down(detour for the boxes if
you want, but the path at the bottom has green explosives you can't see
well.) Then there'll be a brain circling under the platform; time your
spin to destroy it. Hop from one safe place to another among the lakes.
There are two guns forward that you can't see yet that shoot at you.
Moving quickly should net both blue boxes. Make a tough jump over the
green box.  Jump forward, then right and slightly up twice. New
checkpoint.

 There are red paint vats here but since you're running with them it's
harder to make quick progress. It's possible to run past one, but you've
got to be quick. The first detour to the north is a good one; you get a
hard hat and two extra lives with the blue boxes, which you'll probably
give back jumping over the greens to get out.

 I prefer to take the path on the left here. You can jump quickly, the
guns are farther away so you can react to timing shots a bit better, and
the momentum is in your favor 'til the last belt, where you can just
spin away. Another checkpoint ahead.

 Dance around the green boxes and behind and to the right, spin to get
the blue one. Inch your way to the pipe, jump on the yellow box, then UR
to the platforms. R, R, then destroy the yellows, jump on the pipe and
at the top part, bounce on the brown box at the top. Another piece of
the formula! From the bottom of the pipe jump right and walk right. Pick
up boxes if you want but the key is to get to the right of the caged
area. Jump right, UR, then right from the top of this platform. Jump DR
to the next checkpoint. Jump UR(tricky one) to get around the green box.
Inching U/R alternately works, too. Run right, then run up(you can
jump/U/D/land if you want for the blue box but it's tricky.) Jump on the
yellow boxes then go on the right edge of the middle rafter to reach the
blue box. When bouncing on it jump over the green box. Tumble down into
the next zone.

 ZONE C

 Two long jumps forward get you into the main field of play. There's a
3x4 grid of islands between two platforms. The premise here is the same
as in level two, only no yellow square is safe. Don't worry about the
boxes--they're not worth it--and note you still go faster than the craft
which runs in a specific direction.

 The alien's pattern is down the center, right, up the right, left,
down the left and then it circles outside. However you can gain a
breather by using the inside grey boxes--as long as you don't lean near
the outer edge where the alien's wings may clip you.

 I find the best way to beat it is to try to damage it on the right, as
it's going up. It's clearest to see where it is in relation to you then.
Just stand on one of the right grey boxes and just after the craft
leaves the square DR of you, jump UR and walk forward and go UL. Wait a
bit and repeat--if you're good, you can get things done in two passes,
but otherwise don't rush it. Oh yeah--at the top, jump L and then DL to
avoid crossing the craft's path, then hop backwards to the DR-most grey
box. Wait and try again.

 Once you're finished don't wait around on a yellow island, or you'll
get dripped on. Jump forward and get the blue box before exiting.

[heavy door crashes]

GREEN: Gentlemen!

RED: So, heh heh, here to learn a thing or two about disaster
management?

GREEN: Where are your hard hats?

YELLOW: Uh, I have an unusually hard shell.

RED: Yeah...I left my hat in the executive lounge.

YELLOW: While you were collecting the trash?

RED: When I want comments from the peanut gallery i'll fill out a
PURCHASE ORDER!

GREEN: That reminds me. Which of you ordered the inflatable power nap
sofa with dual cup holders and miracle foot massage?

RED, YELLOW: That was him!

GREEN: Uhh...Magaret, cancel my other appointments. Gonna be a long
one...

 9. LEVEL 5: STAMPIN' AND SORTIN'

 ZONE A

GREEN: as efficiency expert i'll be timing your performance

YELLOW: actually i do better in the free style see it all goes back to
when i was just a little peanut i had this coach who was always...

GREEN: meter's running big fella

YELLOW: whoah! ... to be continued.

 Despite this intro there's still no time limit.

 Go up and turn right. The machine going back and forth across the
boxes is lethal. After it goes past you can jump on or spin through the
boxes. Nail the two legs and drop right twice, spinning the second time
to nail the red machine. Jump left onto another red machine, getting the
hard hat while spinning again in the air. Drop right and you'll note the
conveyor belt going against you.

 Two green boxes will drop ahead of you so don't spin too fast to the
right. Drop right onto the brown box then go left a bit to touch the
blue. The belt here is favorable so just spin right through a two-legs
and a pink monster, then down the platform.

 Watch out for the unfavorable conveyor here. Spin past the pink
monster and be aware that boxes appear alternateely left and right
below--don't try to bull through the green boxes to the right. After the
blue box there's one box below it but drop right onto the checkpoint
instead. You can just wait on the platform without bashing any of the
boxes, then you're shipped to a conveyor when you step on the T. Watch
the falling green boxes and also the weird wheels bouncing up and down.
There are several alternating in a row here as the conveyor belt jumps
down. Then there is another teleporter to a checkpoint.

 You'll be going right, against the grain, here. So spin past the
mashing machines and then, when the wheel has the platforms in U/D
position, jump onto it. No rush to jump off if a green box is about to
drop. Hit the T.

 Avoid wheel, masher, wheel and dropped box. The screen hooks forward
here through a grate after a blue box, and this signifies the end of the
level.

 ZONE B

 Four pedestrian jumps right until you hit a longer platform althought
the last can wait until the two-legs is away. Spin through it and the
blue box. The overhead dispensers don't seem to do anything. Another
light green octagonal platform you don't even have to jump onto. Spin by
the weird wheel/pincer to get the blue box. Then jump onto the brown box
and use the bounce to get to the other side. On the next platform try to
jump so you hit the right side of the next brown box, then hold down the
right button as there are four of these in a row before another
platform. Then there's one brown box between platforms and then an
octagonal platform that acts as an elevator. As opposed to level 5 A
you'll be going up instead of down.

 2nd level: checkpoint. One piece of the formula is here. Handy place
to stop off.

 3rd level: red, brown, 2 scopes above platforms, conveyor going
left(With you)--2 scopes on the belt before a green box drops. Spin
through the pincer then bounce over another brown box in space to the
next platform. Be sure you're at the center, vertically. Some boxes and
a two legs here(be sure not to go too fast as you may use your spin just
as you reach the two legs) before a good running leap off to the left
gets you to another elevator. When it's at the top jump right onto the
next platform. You'll need to jump up and right again to get to the next
checkpoint; your platform will descend and you'll go off the screen, but
don't worry.

 Long jump to the next octagon.

** There's a bonus area if you jump left. You get a hard hat and can
jump up two stairs. Spin through two boxes(this gets a piece of the
formula,) jump, and keep going up. You'll run into four bonus lives.
Duck the pincers and you don't even have to make it to the teleport.
Spin left very carefully if you want to take out the boxes.

 Jump right onto the conveyor that goes against you--watch for the
green boxes--then make the long leap over the green box and don't be
scared to line it up right. You might even need to be partially off the
belt before jumping. Run right past the green boxes(or wait for them to
drop first) and the T is at the end of the belt. Barrel left through two
boxes, jump, duck the weel, spin through the two-legs(wait 'til you're
in the middle of the platform) then bounce off two boxes to the next
platform. Jump on the elevator to the left and then when it's at the top
jump right onto the boxes. Try to gauge how much you tapped the control
and after you get the next part of the formula jump back on. Back up at
the top jump left onto the left/right octagon. When it stops going left
jump left. Jump left again then at the top jump right to the next
checkpoint. Run through the belts and don't worry about the box to the
right.  You may have to go on the right edge to avoid the pincers but
then spin to kill the two legs under the scope. At the edge jump right.
At the bottom jump left. Avoid pincers, box drop, scope, box drop and
jump on the next octagon to the elft. Jump left/up to another octagon
then right--but not too hard right or you'll hit the kicker. You have to
jump straight up and wait aa bit before pushing over it. There's a
teleport to the right.

 Linked octagons with pincer and boxes(spin through them.) Spin through
conveyor belt and octagonal stairs down. Running jump right onto blue
box and fall down to complete the level.

 Jump right to another octagon, then wait for it to bounce back right
before jumping again. It's easier than going immediately.

 ZONE C

 The level starts in earnest when you jump onto the second platform.
First time through pick up the blue box(spin into it) and always get the
hard hat(dark brown boxes) whenever you can. That includes the very
start.

 arrow/dk brown box/arrow
 4 steps up, 4 steps down
 arrow
 conveyor
 arrow(long jump before/after)
 arrow
 conveyor
 arrow(4x)
 conveyor
 arrow
 2-platform
 arrow(long jump before/after)
 2-platform
 arrow(2x)
 2 blue, lt brown, brown, yellow
--1st checkpoint--
 dk brown on platform
 blue on stairs
 conveyor
 platform
 4 stairs up, 2 stairs down, jump on blue box then conveyor, 1-platform
 conveyor under dropped green boxes
 platform under dropped green boxes
 7 arrows in a row, dark brown dropped under 4th
 conveyor under greens
 arrow(2x)
 platform under greens
 platform
grey box under greens
stairs down/up
grey box under browns
 3 stairs in a row down, jump up on blue on stairs then dk brown
--2nd checkpoint/teleportal--
 brown in space, blue on 1-platform

 platform down
 2-platform with ! kicker
 platform
 2-platform with ! kicker
 down 2 stairs, bomb, up 2 stairs
 down 2 stairs, bomb, up 2 stairs

 conveyor with ! kicker(uses up hard hat)
 2-platform(drop)
 up 2 stairs, down 2 stairs
 conveyor with ! kicker
 2 grey boxes under dropped brown
 conveyor with ! kicker
 4 arrows(brown box dropped 2nd)
 1-platform with kicker
 2 stairs down
 conveyor
 arrow
 conveyor
 2 arrows with kicker
 2 grey boxes(brown dropped)
 2 arrows with kicker
 yellow box
lt brn
5 brn
 ??
 ! kicker on conveyor belt w/brown boxes dropped
 platform, up 2, down 2, conveyor


 ** begin script **

whew whew for a big guy im surprisingly light on my feet

im impressed i think i'll be giving u a v favorable
sure go ahead and write your report
tell em we're nothing buy a bunch of overpaid nincompoops

ixnay on the incompoopnay!

tell em we botched the whole thing from start to finish

she said she was impressed

but tell em this and tell em word for word
they can't fire me i quit

impressed huh well what can i say we do our best

(hah)

and wait until you hear about our incentives program
forget stock options snack options are where its at

YELLOW: sometimes that candy amazes me

 10. LEVEL 6: PACK IT IN

 This is a good level with a bewilderingly easy boss encounter. A lot
of times you'll need to track your shadow to see where Yellow would
land.

 ZONE A

RED: Ok, Yellow, pack it in

[YELLOW looks confused]

RED: This is where candies get packed into bags and boxes.

YELLOW: I knew that. I did.

RED: Oh, then you know that you'll be plunging through the hazardous
equipment while I provide the moral support!

YELLOW: i knew that. I did.

 The conveyor belt to the north is just a prop. Go south and wipe out
all the boxes you can find. The green boxes are tricky to navigate but
slowly spin down after you climb on the tube(no need to jump.) It's a
tough jump for the tan box(DL, bounce, UR) but then off to the right
it's easy going if you just wait to spin until the monsters come towards
you. Another jump to get the helmet between to green boxes once the
course turns back up(DR/bounce/UL) before a bunch of boxes. Use the
brown/yellow/blue as bouncing stairs then jump on the bomb box(tap
forward from blue)--careful here, lots of green boxes. Then run into a
DL corner and watch everything go boom. Go forward and see about jumping
on the stairs. But eventually you'll need to get on the belt. Crossing
the transverse belt is tricky--jump forward when the only yellow box
comes across the screen. Now a long jump forward onto the brown box.
Bounce on the bomb box then jump on the next box and fully forward--spin
to get the two-legs. You're at the first checkpoint.

 Jump on the right bomb box as the elevator platform(hexagon) nearest
you ascends. Then UL, UR, UL, U to get to the next platform. These jumps
aren't easy but with patience you can give yourself the maximum time to
jump--they go up and down at different rates, so just jump when yours is
at the top and the next is at the bottom.

Order of traversal:
  4
   3
 2
  1
 The UL may have to be mixed in with U, the UR with R a bit. You'll
need to keep track of shadows here.

 The buzzsaw on the platform is invincible and the boxes behind it are
risky especially since you're jumping off the screen. Also note that as
you go off to the right it follows you. Still it shouldn't be much of a
problem to jump and run across the grey boxes(pick off the yellow boxes
above one at a time and carefully) before a few bounces toi the next
belt. You now need to go forward. The belt runs against you but if
you're careful you can run toward the blue box, spin and run back
without upsetting any bombs. Watch for the invisible pincer. Run to its
range of motion, step off the belt, and step back on once it's past.
Spin all the way ahead. Walk ahead until you see bombs then retreat. A
flying thing will hit them and die--if you stayed you'd have gone with
it.

 Jump over the pipe(time it so the two legs dies) and now line up the
brown box between the four greens. It'll give the first piece of the
formula. Now there will be two brains. One will lure you back but be
wary--when it's behind the green boxes it'll dive at them. The end of
the conveyor belt is the second checkpoint. Boxes off the side you can </pre><pre id="faqspan-2">
bounce on, including a blue one, are worth trying. R, UR, U, U, UL, L.
The other side has a teleporter partially obscured by the green boxes.
Jump UL, U, and UR.

** side room: The second piece of the formula is in the side room. There
are a few bonuces off boxes to be aware of, but then you rejoin the main
part.

 If however you choose to bull forward, the ship ahead is tough to
outwit. Go to its left at creep up just below it. It'll follow you. Move
back, go to the right edge, go forward and spin forward when it starts
to move.

 As the big platform moves left/right you may want to jump down to get
the blue box(be careful about conservation of momentum,) and you'll need
to stay at the top and jump to avoid the invincible pincers. Some jumps
across grey boxes here and timing another pincer gets you to a
checkpoint. Run past the ship and over the pipe.  Time the invincible
pincer behind the first conveyor belt(stay on one side, wait 'til it's
at the other.) A bit of timing is needed next although you can spin to
get the brain past the belt here. The next room has a blue box and a
two-legs. The boxes off to the side are tricky and not too valuable.
Spin through the two-legs into the vortex to complete this zone.

 ZONE B

 Go up and note the blocked off area to the left. Then note the 'T'
between the green boxes above. Hmm, a secret area? Jump into there after
destroying the brown boxes to the right to make a clear jump. Take off
from just right of the blue X's.. It contains the third piece of the
formula. You need to jump on the robot when it's all the way left and
then spin and go up for good measure. You may also be forced to push
back down or fall off. It's tricky...be prepared to sacrifice to get
this piece. Stand horizontally in the middle of the platform to jump on
the hexagons. Wait until the second is on the bottom before jumping
again, then wait 'til it's on top to get back on solid ground. You don't
need to worry about the pincer here unless you want to go up for the
extra life--it doesn't patrol the conveyor belt. Don't push right on the
next jump right away or you'll go flying due to momentum.

 Now the maze turns north. Be sure to jump a bit north on the jump from
the final hexagon. Time the invincible pincers ahead. Once the conveyor
turns straight up you can take it or duck in alcoves as you pick up
boxes to avoid the pincers. At the next room there's a two-legs and
narrow bridge across. The first jump is toughest, over a green box. Get
next to it, jump straight up, and floor forward when you're above it.
Take time to pick up the dark brown box(hard hat) before getting to the
triangular sliver and the blue box. The next bridge is all bombs. Take
your time to get the brown boxes near the end--you've got more than
enough for that--and note you'll have to tap right every so often to
stay on the slightly angled bridge. If you don't care about minis, go
forward, touch the first box, and step back. Ahead here there's a blue
box way near the ceiling--jump on the red box up and to the left, then
spin and jump down/right a bit to knock it off. If it fails, go into the
upper right corner to escape the bomb chain reaction. Beware the brain
and then jump across the S as follows:

+++
+
X
++
++X

 Jump on the center and run to the grey in front of it. Then UL,
emphasizing U(spin--the brain will have stopped feinting,) to the
yellow, forward and right. Quickly jump forward to the other side. It
helps to have your helmet. Checkpoint ahead.

 There's a tricky jump here--another ship to fool. Stand on the right
edge, near a conveyor belt and as far forward as you can go so that if
you travel left you won't fall. Start your move when the moving platform
is as far back as possible. Then spin to the left, get on the conveyor
belt, go forward and jump forward, hooking right at the end. You made
it, yay! Jump forward from the left side of the platform and take out
the two-legs, then time the pincers so it's easy to run by it in back.
Center forward: jump forward and then again. Don't jump all the way but
watch your shadow. Then at the next ship, when you're at the top and the
ship has just left the left or right side, jump diagonally that way and
run UR or UL depending on if you jumped UL or UR respectively. The
twolegs and the conveyor belt are easy to deal with, and in fact there's
not much to do(the brain keeps fleeing until the checkpoint) except
spinning between two green boxes short of the point for an extra life.
Line up so you're below the first of the hexagons and jump. First two
jumps: UR-edged up, U and very little U. As usual wait til the ones
ahead are going down/close to the bottom. For the third jump wait until
you're at the top and so is the next one--there's a bounce here. Go to
the right edge and jump forward twice. Then do the same for the next--to
the big platform. You'll need the crate bounce again. Run through the
crates and don't worry too much about touching a red. Just avoid the
greens. Jump oonto a pipe and drop on one side. Barge through the rest
of the crate arrangements and touch a red if you must but run clear when
you do.

 Next up is a pipe where you'll want to get on in the center to avoid
the flanking brains. The two-legs should be no problem to dispose of.
New checkpoint here. The next platform should not be too bad to jump on-
-stay in the upper right and move left near the end to jump forward onto
a hexagon. Same protocol as before to jump to the next hexagon and
beyond. Here in the final room you can just split a brain and a pincer
OR you can go to the very edge and jump/spin the brain. Then
jump/spin/left/right(before you land) to pick up the blue boxes just off
the edge. The best place to nail the brains is when they turn around--
just forward of where the pincers turn around.


 ZONE C

 This isn't really even a boss fight. It's very stupid and the main
task is figuring you have to nudge the joystick forward to activate the
triangles on your ship. Also there's figuring out what to do; the ship
ahead of you drops a box(red, green or grey,) you move over to the
button that's the same color. There are twelve incidents, and they
aren't even randomized each time you play. If you don't want to cheat
below, then note that you probably want to go back to the center after
each successful move. Also note that the button lights up when you've
stepped on it right.

 grey
 red
 green
 grey
 green
 grey
 green
 green
 grey
 green
 grey
 red

YELLOW: Bagged, boxed and ready to ship!

RED: Hey! I'm stuck in a box over here!

YELLOW: whats that little buddy? I can't hear u

RED: Hey! I'm stuck in a box over here!

YELLOW Not copying your transmission...

[box falls, splits, Red pops out:]

RED: I said, I'm stuck in a box over hear

YELLOW: No you're not!

RED: Why do spokescandies work in pairs? That little dough guy works
alone heeeee's happy [an allusion to the Pillsbury Doughboy in case you
missed it :D]

[box falls again, on Red this time]

YELLOW: Now you're in a box.

RED: NOW I'm in a state of emotional despair. There's a difference.

 11. LEVEL 7: WAREHOUSE WOES

GREEN: I just need to check you out one more time with the heavy
equipment.

RED: You want me to use my brain...

GREEN: Ohh...

RED: Or not.

YELLOW starts up the forklift.

 This level is a close relative of the first, I think. It's not as
purty to look at, and there are more boxes and no vehicles. Yellow's
forklift is more unweildy and the objects, while the most dangerous are
stationary, are still hard to avoid. You also have to deal with some
falling boxes on 7C. Note that even if you swerve and the box hits your
back wheels, you still die. So your car may be wider than it seems at
first.

 Lethal obstacles: green, grey boxes, bugs

 **WARNING: there's no pause before you start in any of these three
zones. So you may crash if you try to do something while the game's
loading and misjudge how long it takes. Yeah, it kind of sucks.

Green on right, grey on left(swerve), grey on left
grey on right, grey on left(Swerve), go down center when bugs approach
go down center to get blue and go across moving platform, grey to left
green to right
grey to left
green to right
grey to right(brown before = piece?)
green to left
stay in center for bugs/platform
grey left, green right(swerve big time here)
center across moving platform
center left to avoid two-legs
packets in S, grey center left after
grey right, blue far left, avoid bug by staying left
platform in center
green left/grey right together
stay in center for grey left/bug
brown box is decoy
grey in center
green left
green right
S of boxes, greens at start on right and left near end
platform in center
checkpoint
blue in center between grey(outside), green(inside) on each side
grey in center
green in center
bug easy to avoid
S ends in green on right
Center avoids bugs
Grey, green on right
Big s-chain-swerve from greys left to avoid greys right, blue box at end
but don't kill self to get it
End of the level!

 ZONE B

 Not appreciably tougher or different than zone A--difficulty more
manifest in a few swerves--so I'll just run it down as before.

Stay in center to avoid bugs.
Platform bug platform bug platfurm
green left grey center green left grey right green center
Blue left then green right behind so swerve. Go to center to avoid
brains even though it doesn't look that way--middle will jump over you
grey right green left platform center green center-left grey right green
center(swerve from right to left here, HARD.)
green center left, greys left to side, green right to side.
grey to far right before checkpoint
green left green right 2 green left, easy to avoid in center
grey left green left platform grey left grey right grey left
grey center left brown box behind, tough to get swerving
green center grey center left grey right
bugs(go center right)
green center grey center
green left, bugs(center)
platform center bug platform center(pull left to avoid green)
green behind blue, so coming off platform go right swerve left. Grey
left.
Grey right, center to avoid bugs, checkpoint(lean left here,) more bugs
grey left, green right, grey right so swerve left here
Center again for platforms/bugs
Narrow opening between 3 greys, green--go to right and tilt left for
more room. grey right
grey center, bugs(center left), big S(greens right, grey left, so start
rt and swerve left, back rt to get the yellow, then right edge to get
brown.)
blue behind grey, in front of green(swerve from left to right here then
edge along the right to avoid the bugs.)
green center(2), bugs(easy to avoid) but stay on the right to avoid the
green/grey behind the door
green in center, platform, grey in center, green/grey/green near center
left, checkpoint in middle of snake--lean right here then swerve right
center(greens on each side,) swerve to avoid 2 greys in center, go to
center to avoid greys, avoid green+3 greys in center(go right,) greens
left greys right all the way down, green center grey center
4 bugs to avoid by centering, S of all good boxes across platforms, 3
green in center after so swerve right, greys on sides, green in center,
grey in center, green in center
yellows before 2 greens on edges
line of brown then yellow before end

 ZONE C

 To start heer a machine ahead of you dumps out boxes so this requires
memorization.

grey right
grey on each side
green on left
grey center right
grey center left
green center
green left
grey center
grey falls from right and lands left--beware!
grey right
green right
checkpoint--crash after here, swerve IMMEDIATELY right
green right
grey center/green right(swerve right)
grey right
grey left/green right
grey right
grey left
grey left
green right
grey right
grey right
grey left
grey left
grey right
grey left
green left
checkpoint
green left
green right
grey right
green left
blue box bounces center to right
green right
grey left
green right
grey center/green left(so head right)
green right, green right, green right
green left
green left
vehicle ahead explodes. You're home free. You've won!

** skit**

Yellow bounces in

GREEN: Gentlemen, it's been...an education.

RED: Then give us our report card

RED: F's a funny letter huh so F'ey and F'ish!

YELLOW: Maybe it stands for fabulous

RED: Or fantastic!

YELLOW: Or febrifuge! That's medicine...for 'bring down a fever.'

RED: Someone fetch me a febrifuge...fast!


 12. LEVEL 8: THE SHOCKING TRUTH

 ZONE A

Wow! The power system for the whole M&Ms factory

The minis have found

YELLOW: I cant say Im shocked

RED: Oh I think you'll find a way. Can you say...charge it??

 ** end script **

 Beware here on this level; it's easy to get frustrated and just try to
run forward from a checkpoint with an electric grid in front of it.
That's certain death. But at least it is an escape from the potential
repetition that occurred on zones 6C through 7C.

 Forward, spin through five boxes, spin through green spiky lump,
jump/spin on the left to get the blue box, spin through a few more
lumps.

 Now the electric circuit boards are certainly annoying, but you do
need to wait for them to light up to time your cross and be sure you're
safe. If there's a question you can jump/spin out of the way at the
edge.

 In the next room, clear out the right side and then the fishes. Spin
to the right to nail a yellow box and jump UL over the boxes. Blast
boxes and two-legs.

 Next room, wait for grid to de-sizle. Then the force
fields(horizontal) can be run under once the bottom wave of energy
disappears. Plow through boxes to the next checkpoint. Nail the lump and
time a jump/spin so you get the blue box(jump from checkpoint.)

The three brains are best dealt with by rushing and spinning. The brown
box to the right if you bounce on it will let you hit a brown box above-
-a piece of the formula! Jump on the bomb box, inch forward and beyond
the next two greens spin through the two blues-left, right, then back to
the center. Go along the right to avoid bomb boxes then jump on the grid
and spin to neutralize the spiky lump. Blue box off to the left between
bombs just before zapper rays. Checkpoint ahead after that.

 Ahead you have spiky lumps traversing grids. Spin across the grids and
don't worry about the lumps; you can spin them to oblivion while not on
the grids. Note here the three grids light up backwards to forwards
previous stays lit just as next starts, to help with your timing.
Another horizontal zapper and now watch out for the lump who goes in a
triangle. Stand back and nail him as he moves around the back. Another
three forward going electric fields and watch for the lump that charges
you as the door opens. The next field should be easy stuff.

 Beyond the last horizontal zappers lies the platforming test that
makes this and the next zone so hard. Jump forward when the platform is
heading toward the center--timing shouldn't matter. Then UL and R--the
weird clocks with the charges seem to move somewhat randomly although
they track you better as the level goes on. So be quick if one is near,
but if you see it is obviously tending clockwise/counterclockwise, go
with the flow. Then U then UL onto moving platform. Jump U to the L/R
platform but remember you'll go too far forward if you use a direction.
Then jump UR when you start to move left to make it to the next
platform. UL to the big clock, U onto the yellow box, then UL. UR onto
the box then U. Jump forward to get to the checkpoint. Now you have a
choice. If you die you want to take the other way but note that if you
move back and step on an arrow a platform pops up briefly. Move forward
and take that platform and bust any boxes in your way.

Left one: blue + dark brown(piece of formula)
Right one: blue

Either way you should go quickly forward and jump onto the railing. From
the right it's a bit easier because you can jump forward and onto the
first square without edge hugging. From there stand forward on the first
platform you're on and jump left three times to ascend(from the center
later.) Jump on the brown box(U) and then UR/UL to hit the tan ones. Now
you may want to hit back to hit the cross of boxes. If you get the
spring then you can make some pretty careless jumps without
reprecussions and even get over to the right(U U from the big clock.)
Otherwise drop on the big clock, go UL, U, and R to behind the force
fields where the blue box is, then bounce on it and jump U.  UL to the
platform, U, and now jump quickly right and then back left when the
coast is clear. This gets you an extra life and also gets ever so much
closer to the next ledge. Hit the bottom right here for the platforms to
appear. Forward jumping does the trick here. Note the moving platform
takes a square path. Get on it and jump right from it when DL of it
going U. Note that if you go around the checkpoint once a new platform
pops up and another appears the second time. The first platform takes
you behind the blue boxes and brown box in the electrified structure.
The brown box contains the THIRD PIECE.  Visibility is tough here so try
to get to the forward edge and spin right. Then try to center and jump
forward. The platform will take you near the end.

 ZONE B

 This is not an easy zone and part of me wishes that some of the ideas
they put only in here might be fleshed out in another level. Although I
didn't feel the same way going through this. Be sure, if you've saved a
game on 8-B with few lives, to run through 2-A or 2-B before going at
it. A lot of the jumps take patience and/or accuracy.

 You start ahead of a grid. Spin through the box and past the zappers.
More boxes, then jump forward. Jump onto the U/D moving platform. Spin
while you're on it so the yellow box doesn't push you off, and jump
forward when the platform stups. Next moving platform ahead moves in a
square, so again spin through the two boxes(you get a hard hat) and wait
for the platform to approach the next one forward. When it is DR then
jump U but be prepared to steer L. From this platform jump UL after the
wave of electricity is gone from the floor there. Then jump on the bomb
box and onto the two-arrow platform(U.) The next platform goes in a hook
pattern. Spin to nail the three boxes as you pass, and jump left when
the platform stops. Spin/jump to get th ebrown box if you want. Then
walk onto the platform above and spin through the boxes. Jump in place
and spin to nail the blue one. Forward diagonal jump either way and then
floor it north after your next jump before another big jump. Adjust
left/right in the air to make sure you hit the front edge of the
octagon. First checkpoint--whew.

 From the platform ahead you can walk onto the two bouncy boxes and
then back. Once the platform starts going left jump up and maybe tilt a
bit right. Spin UR after the zapper goes off to nail the lump, then jump
hard UR. Destroy the boxes at your leisure and walk north onto the
platform as it comes by.  This platform is tough; you should probably
stay on the left edge and jump as you pass by a grey box. The reason is
that you will get knocked off by the grey box. The dark brown box with a
piece of the formula is on the right. An UR jump as you pass up to the
forward platform should work. The timing here for the lump circling the
platform and the electric charges on the platform ahead may be a
nuisance, but they're not well synched, so wait until the lump's just
passed by and the field is turned off. Run forward and jump UL onto the
brown box. You can then go UL UR or just U before going UR onto the next
platform. Then there are a bunch of UL jumps after an initial UR and a
choice between two ways. To the left is a chance for an extra life but
the brown just gives a hard hat not a piece, so I recommend going to the
right and hanging on the right edge and jumping over the grey boxes when
necessary. UL jump to the next octagon.

 (The other way probably requires a hard hat. Simply box-hop and never
spin until you're under the blue.) UL and a quick U jump from here. To
the right is a hard hat, i.e. you probably will just survive getting
back. So go left. Go to the edge of the platform and then you can either
move quickly right after passing the first bomb or just make a big UR or
R jump over the bomb. UR jump and spin to get rid of the lump. UR onto
the electric platform once the floor volts disappear and then jump U. An
UL jump here is pretty simple. Walk onto the platform but only to the
bottom edge, then a huge leap forward will get you over the green box
for sure and to the next checkpoint.

 Forward jump. Wait and spin. Forward again. Wait and spin. Now getting
the second piece of the formula isn't too hard but you might have to
sacrifice a life. Go forward onto the platform and then jump left asap
onto the electrified bit. From the grey box jump forward and eventually
you'll hit the dark brown. Hit it and hopefully your hard hat will still
be in effect as you go back. Hang on the right side of the platform and
spin to get the hard hat once you want to get further in the level
proper; once you pause near the electric arch, jump UR and spin. Maybe
you'll nail the lump with some aim. Quick UR jump again to avoid the
current. Then note that the three electric currents go DR DL U. Jump
onto the DR then the U then UR to a platform--this can be done in a
straight forward line with a brief tilt right at the end if you line it
up right. Hard hat ahead on the electric platform with two extra guys.
You'll probably nened to sacrifice a life here to gain two. From the top
of the octagon jump L onto the box then L with a U curve to the next
octagon once on the bouncy box. Climb on the platform to the left at the
bottom and then jump forward over the first pair of boxes. If you have
the hard hat still(and you should) then simply spin through the rest of
them. If not then be prepared to move back, jump, etc. Take a quick jump
R to get to the next octagon with the next checkpoint in sight. Hard hat
to jump on ahead. Simple box-hopping until the checkpoint.

 The kaleidoscope platforms aren't hard to navigate here. Just jump on
the bomb squares and try to bounce on one of the browns before landing.
The springs are very useful. Land in the center of the first to rip the
first lump apart then jump UL. Then jump U (skip what's UR, not much
there) and then UR when the platform floats by--you may have to tread
water so to speak here. Activating the bomb and hanging around on the
fringes is fun, though. The third piece of the formula is off to the
left. The second octagon, with the lump above the green box, has a dark
brown box above that. Jump onto the platform, then standing jump and
swerve towards the lump to jump on it. You'll get the third piece that
way. Jump back on the platform and when it forward stops make a jump for
the checkpoint. Spin around until you reach it, and wipe out the lump on
the way too, why not.

 Take the next platform trip slowly. I recommend jumping on the grey
boxes as you come by, and the next time the platform comes under you in
the direction you want, fall onto it. This is arduous but safe. It goes
in the following pattern.

6, back to 1
|
5-4
 |
2-3
|
1

 There's a hard hat on location 5.

 At 6 jump U to get to an octagonal platform then UL to another. Two UR
bounces after a UR jump leads to a kaleidoscope with a blue box. UL jump
from there then U jump(spin in the air to make sure of the lumps.) Don't
worry about the electric platform to the right but instead jump on the
bomb boxes expediently but carefully--UR two times and go to the center
of the next kaleidoscope. You can work backwards to take the boxes
around the arch behind but it's a bit of a task. So just jump UL and
then when on the bomb run and jump U. Center of a kaleidoscope again.
You can probably walk forward onto the platform with proper timing here.
Stay at the back edge and jump forward before the green box. Spin
through the blue/dark brown to get a hard hat and feint again over the
green. Jump north. The first field should be easy to cross but then note
that three fields in a row--back to front--are coming at you. You'll
need to time a jump at some point where you land on the second field
just after it disappears. Then jump again to leave the third field and
get back on solid ground. Another field ahead and then two blue boxes.
After that, end of level. Whew.

 ZONE C

 Go forward through the door. This will not be too bad, but you need to
have a sense of being able to shift around a bit. There are three
platforms in front of you and one in front of them. You'll use that to
transport to the other side, where you'll jump on one of the three
platforms there and back. Then you jump back, shuffle around, and go
back. This takes four tries.

 Here is how I do the first one: jump center square, jump left, jump
down, wait until center square is uncharged, jump forward on it and
again. Wait 'til the platform stops. Jump forward and back, but not too
quickly, or the machine won't take damage.

 Subsequent times just need me to jump off the moving platform down,
left, down and then jump back up to restart the cycle.

Leaving is the hardest part. Jump to the forward platform on the far
side, then do a UR or UL jump to get by the electric bolt. Walk forward
into the room and YOU'VE WON! YAY!

 * end skit **

(on the ss MINIs)

RED: Ah, the wonders of teamwork! You mess things up, I put the factory
back in order, the big boss rewards us with a cruiseship vacation!

YELLOW: uh get out of town and don't even think of coming back was how
he put it

det det just promise me this next time you decide to leave a pack of
tiny hysterical snack items in charge of vital operations run it by me
first

well the minis said they're really sorry. They wanna make it up to us

of course you told the m that would be necessary

RED: That is what you told them, isn't it? Because as for me I don't
want to see another minis as long as I live. And I wont have to, right?
I mean, it's not as if they're in charge of the cruise ship or anything
because that would be terrible...

RED: I mean, heh heh, you didn't leave the minis in charge of the cruise
ship? Say something, my peanutty pal! You didn't leave the minis in
charge of the cruise ship!!!!

RED: GAAAAAH...what's wrong with you? Do you consider thinking an
extreme sport? Is there a brain in there with that oversized nut of
yours?

YELLOW: The minis aren't that bad. All they need is a chance.

RED: I'll give you a chance. when i throw u overboard I won't aim for
the biggest shark. Three weeks on a cruise ship--a catastrophe!

YELLOW: I hear the shuffleboard is state of the art...

RED: Go away from me! I vant to be alone.

YELLOW: Uhw-we can talk about this can't we old buddy? I mean you and me
we can always talk right? Red? Red? Red?

RED: Wharrat?

YELLOW: Little minis guy wants to borrow your drink umbrella.

RED: AAAAAAAAH!

 13. WHERE THE FORMULA PIECES ARE, AND BONUS LEVELS

8A bonus level: a bunch of trains bring boxes across on railroad tracks.

8B bonus level: monsters chasing you from behind. You must run down and
avoid chocolate pools that you memorize. Not nearly as fun as 8A and
duplicated from 5B to boot.

End of FAQ proper
================================

 14. CREDITS

The usual gang of suspects who I chat to on AIM, ICQ, e-mail, etc.
Value City for having this awesome game super cheap!

 15. VERSIONS

1.0.0: sent to GameFAQs 12/??/2002 complete walkthrough, no bonus levels
fleshed out[yet], hopefully I fixed all the grammatical bugs while I
shorthanded the scripts.

================================