Dynamite Duke
(Sega Master System) (English)
Creation Date: September 14, 2016
Version: 1.0
File number: SMS-F-007
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Table of Contents
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1- Introduction
2- Display
3- Basics
3.1- Controls
3.2- Weapons and Items
3.4- Item Pick-ups
4- Walkthrough
4.1- Mission 1
4.2- Mission 2
4.3- Mission 3
4.4- Mission 4
4.5- Mission 5
5- Enemies
6- Codes and Cheats
7- Frequently asked questions
8- Version History
9- Legal Section
10- Credits/Thanks/Other Stuff
11- Conclusion / Donations
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1- Introduction
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This game, made by Seibu Kaihatsu in 1989 was reprogrammed for the Sega Master
System, for which it was released in 1991.
No game instruction booklet was available to me for the writing of this FAQ.
As such, objects and characters will be identified as they appear on the
screen.
I will presume that your character is Duke.
On to the game...
As soon as you start the game, you go straight into Mission 1. There is no
apparent introduction to this button masher.
Otherwise, refer to section 6 to get a cheat that permits you to tinker with
some of this game’s parameters.
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2- Display
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The main display screen is simple.
The very top is occupied by various indicators which are:
- Score: Self-explanatory. Unless you are going for a high score, this
feature is pretty useless, since no matter the score, no extra life was
obtained. Also, high scores are not listed.
- Life bar: This is displayed as 10 yellow bars. When all of these bars
are red, Duke gives up the ghost.
- Left: Number of lives left. When this number is at 0 and the Duke that
is onscreen dies, the game is over. You are then treated to a CONTINUE
screen, where the number of continues available is displayed and the
option to use a continue is shown. Using a continue restarts the game at
the beginning of the last mission reached before you ran out of lives.
- Gun: Displays a number, indicating the amount of rounds left, followed
by an icon depicting the gun in use. You begin the game and missions
with 500 ammo for what appears to be a handgun. I presume the maximum to
be 999. The icon changes to indicate “Full Auto” when the weapon is in
this mode.
- D: Number of Flash Bombs left. Displayed as a sequence of Ds. You begin
the game with a set number of Flash Bombs and get another at the start
of each new mission. Other Flash Bombs can be found as pick-ups within
cases.
- Boss: Present during a boss fight, this represents the boss’s life. It
is also depicted as 10 yellow bars. When all of these bars are red, the
boss is defeated.
The lower portion of the screen displays the action.
Your character, dressed in red and sporting both a bionic right arm and a
blond crew cut, can only move horizontally as the scene automatically scrolls
to the right. A targeting square, which can be moved anywhere within the
action display, moves as you move your character.
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3- Basics
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=============================================================================
3.1- Controls
=============================================================================
Since I ran the game on an emulator, I’ve no information for the SMS
controller. Instead, I used a PC gamepad. Its configuration was as follows:
DIRECTION PAD:
Pressing LEFT or RIGHT on the Direction Pad permits Duke to go in that
direction. DOWN is used to duck incoming fire. UP is not used for Duke’s
movements.
Using the D-pad to move Duke also simultaneously moves the targeting square.
Do not forget to press UP – some enemies appear in the background or in the
sky.
SELECT:
Not used.
START:
Pause/unpause.
X BUTTON (1 ON SMS):
This button is used at the intro screen to start the actual game.
During the game, you fire your weapon by pressing it.
In regular mode, tapping the button fires a three-shot burst.
In Full Auto mode, keeping the button pressed for a few seconds engages Full
Auto mode. Duke will keep shooting, even if the button is released, for a
brief period.
When Duke has a Grenade Launcher in hand, one tap of the button shoots one
grenade.
A BUTTON (2 ON SMS):
This button is used to throw punches.
Simply tapping the button throws a regular punch. An upper-cut is achieved by
tapping 2 and pressing UP at the same time.
Keeping this button pressed for a couple of seconds and then releasing it
causes a Flash Bomb which eliminates all regular mission enemies onscreen. It
also causes significant damage to most bosses.
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3.2- Weapons and items
You obviously need an array of weapons to combat whatever enemies you will
encounter.
Handgun:
Your basic weapon.
Tapping 1(X) shoots a three-shot burst in the space within the targeting
square.
When the Full Auto mode icon is acquired, keeping the fire button pressed for
a few seconds initiates a continuous spray of bullets which won’t stop, even
if the button is released, for a short time.
Fists:
Your second basic weapon, which is primarily used during boss fights.
Pummel whichever adversary you face by tapping 2(A). Tapping 2(A) and UP
delivers an upper-cut.
Flash Bombs (D):
These bombs eliminate all enemies which are onscreen.
Hold button 2(A) for a couple of seconds and then release to activate a Flash
Bomb.
You begin with a fixed number of Flash Bombs, which are displayed as Ds in the
upper-right corner of the screen. Only five Flash Bombs can appear at once on-
screen, but the maximum number (which appears next to the right-most D) is 9.
Duke is given a bonus Flash Bomb at the start of each new mission.
These items are worth 10,000 points each for any remaining bombs at the end of
the mission.
Grenade Launcher:
This weapon launches explosive rounds at enemies. Button 1(X) fires the
weapon.
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3.3- Item Pick-ups
=============================================================================
Item pick-ups are obtained by eliminating barrels and various cases in the
foreground. The pick-ups rise above the barrel’s or case’s remains and must be
shot to be acquired. Icons do not disappear until they go off-screen.
Ammo: This icon, which appears as a red box with bullets inside, adds 100
rounds to Duke’s ammo.
Full Auto: This icon, which appears as a red box with the words “FULL AUTO”
indicated within, permits Duke to use the Full Auto option with his gun. This
option is engaged by holding the 1(X) button for a few seconds. The targeting
box turns red and, even if button 1(X) is released, Duke will keep shooting
for about 10 seconds. Make use of this to take out as many enemies as possible
in a brief period.
Armor: This icon, which appears as a vest in a red box, provides Duke with
temporary invincibility.
Med-Kit: This icon, which appears as a white first aid kit in a red box,
replenishes some health (at least 4 yellow bars).
Flash Bomb: This icon, which appears as a capital D in a red square, adds one
Flash Bomb to your inventory.
Grenade Launcher: This icon, which looks like a truncated cannon in a red
square, provides Duke with what seems to be a Grenade Launcher. This weapon
launches explosive ammo at targets. Picking up the icon provides you with the
weapon and ten rounds.
The problem with this weapon is that once in hand, you cannot rotate to
another weapon and conserve its ammo.
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4- Walkthrough
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Onto the walkthrough.
My plan is to get you through these missions as quickly and efficiently as
possible. I do not know if this game has any hidden objectives or whatnot, but
I am not worrying about getting them done.
=============================================================================
4.1- Mission 1 (Air base)
=============================================================================
Your first mission begins in what appears to be a military parking lot. Jeeps
are parked on the hard top and there are green cases on the ground.
The first enemies you encounter look like grease monkeys who are packing heat.
Anyway, these Mechanics need to stop and stand still before taking shots at
you. They are sometimes immobile for several seconds before walking off-
screen. These guys should not pose much of a challenge.
As the mission progresses, a hangar appears in the background and, eventually,
fighter jets are visible on the tarmac. There are also barrels, both in the
foreground and in the background. Only the ones in the foreground can be
destroyed. The pick-up barrel sequence for the first three barrels is Ammo,
Ammo and Full Auto.
The background changes again to show a control tower and various vehicles
(APCs and tanks) before you see a series of depressions in the tarmac and
there are Mechanics lying down on the job. Punish them for their laziness.
When the background changes to a wall, there will be Tanks that fire at Duke
and he will meet the first mini-boss. Shoot the Tanks to eliminate them as a
Blue Commando or two appear on the scene.
Further along, there is a grey case in the foreground. These are like barrels
in providing pick-ups. This case contains an Armor pick-up.
When Duke gets to the second grey case, it is time for a mid-mission boss
fight.
Mid-mission boss:
The boss is a twin-cannon APC. There are also two double cannons on structures
in the background. As the first of these structures becomes visible, take it
out immediately (2 or 3 hits). Take out the second structure as the APC is
rolling onscreen. There is now only the APC to deal with and it isn’t a tough
battle. The APC requires about 30 hits to be destroyed.
The next grey case contains Ammo and the following one a Med-Kit.
After around ten more Mechanics, there is a brief interlude of Duke in a
psychedelic corridor with a first-person perspective. This is followed by a
boss battle.
Boss Battle:
If I were to imagine a turtle portrayed as a human, I think this guy would be
it. A small head sporting a green Mohawk and a huge body in equally green
clothes lends credence to the image. I call him Turtle Head. Only the presence
of bionic arms spoils the image.
At this point, the game resembles more of a Punch Out! challenge between two
guys with bionic fists. Treat it as such by aiming for the small head and
pressing UP to perform an uppercut which will connect with your opponent. Do
this twenty times while dodging his swings. Moving constantly left to right
will minimize the number of times that Turtle Head will take swings at Duke.
Once you’ve knocked him on his butt, he explodes (Is this why the game is
called Dynamite Duke!?) and the mission is over.
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4.2- Mission 2 (City street)
=============================================================================
The setting for this mission is a city street, where Duke is shuffling
sideways along a sidewalk.
The beginning of the mission brings no surprise as Mechanics start running
around across the street. A Blue Commando soon makes an appearance in the
middle of the hard top and Mechanics will then start popping up in windows.
Red barrels hold pick-ups in this level. The first such barrel holds a Full
Auto icon. The second barrel holds Ammo.
Now, for the third barrel, there is something unusual. You obtain a Grenade
Launcher with 10 rounds of explosive ammo. The problem with this weapon is
that you cannot rotate to another (such as the hand gun) in order to conserve
both the launcher and its ammo. The game forces you to use it against ordinary
foes.
My advice is don’t use it at all, since after a couple more Mechanics, you
will encounter the mid-mission boss. Simply avoid their shots and let them
clear away as you approach an intersection.
Mid-mission boss:
This boss is an attack helicopter which fires missiles mostly in pairs. Now is
the time to use the Grenade Launcher. Keep moving, cuz those missiles come in
very quickly. You’ll use up most of your 10 rounds in taking down the chopper.
Otherwise, it requires a lot of regular shots to knock it out of the sky.
After the mid-mission boss, Duke will encounter his first Grenadier. This guy,
who looks like a Mechanic but wears a yellow hood, tosses grenades at you.
Another Grenadier follows a couple of Mechanics.
Not long after, there will crates in the foreground and a mix of Mechanics and
Grenadiers. As the scrolling stops you are taken to a multi-colored hallway
which automatically takes Duke to the next boss fight.
Boss Fight:
This fight seems to take place in a parking garage. The boss is a red-clad
enemy wearing a backpack and a breast plate. The backpack services the
flamethrower that the boss handles with his right hand. The left arm appears
to be bionic.
The strategy here is to stay ducked below the height that the fireballs travel
horizontally across the screen from the flamethrower. The number of fireballs
in a sequence appears to vary depending on the distance Duke is from the boss
and how long you stay away. And so, Duke must remain ducked as he moves to be
in front of the boss. Once in position, quickly administer an upper-cut to
this Fire Bug’s chin and scoot away. Otherwise, that left bionic arm of his
will strike Duke.
Twenty hits takes care of this pyromaniac. Your last hit sends him flying on
his back where, you guessed it, he blows up. This explosion is, however, more
understandable with an enemy that was handling flammable liquids. (He should
have read the safety data sheet.)
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4.3- Mission 3 (Field)
=============================================================================
As stated in the name of the mission, you are at the edge of a field, with
some woods to your left.
As the scenery begins scrolling to the right, a small box with an X appears on
the ground. Shoot these x-boxes (!) to reveal pick-ups. The first one yields
Ammo.
While Duke is busy acquiring that ammo, a couple of Gunships occupy the sky.
The second x-box contains a Med-Kit. Next, a number of Mechanics show up
before Duke faces a pair of Gun Emplacements. As you blow these Gun
Emplacements to bits, a mix of Gunships and Mechanics are present and
interspersed by three more pairs of Gun Emplacements.
An x-box appears between the third pair of Gun Emplacements. This one contains
Ammo.
Trees reappear on the landscape as Duke continues to the right. The Mechanics
keep on coming as the trees soon give way to a cliff and the grass turns to
plain dirt. Some Blue Grenadiers show up and toss non-exploding ordnance at
Duke. Punish them severely for believing that dud grenades could succeed where
live ones have proven ineffective.
Ever-reliable Mechanics also help mix it up a little as Duke progresses to the
end of the cliff and encounters a grey grid case which holds Ammo. Continue
taking out those lazy Mechanics as you collect the Ammo and another grey grid
case becomes visible. This one contains a Full Auto icon. Notice that the
background contains what appears to be a door between two metal pillars. One
would think that something interesting will happen here. Wrong!
Duke continues to the right and what looks like a security camera comes on-
screen. This mechanism, however, is not a camera but rather a Laser Gun. You
must now contend with laser blasts and the ever-present Mechanics.
Needless to say, the Laser Gun should be your priority. Otherwise, you will
soon have two or more on-screen and be stuck in a diminishing area between
sequences of laser blasts. I find that aiming just to the right of the Laser
Gun (near the wire that seems to power it) seems to quickly take them down and
also keep Duke out of a direct path with the laser blasts.
With all this activity, don’t forget to wreck the grey grid case to obtain
Ammo.
It is imperative that you eliminate all the Laser Guns before you reach what
looks like an hourglass-shaped structure in the background, since that is the
mid-mission boss. Also, take out whatever Mechanics are still hanging around
before the scrolling stops, for this is when the boss will activate.
Mid-Mission Boss:
This boss is a grey structure that looks like an hourglass. Each side has a
rod with a glowing yellow dot in the middle. These dots fire at Duke. There is
also a red dot which is covered by metal plates at the center. Shoot at this
dot when it is visible in order to inflict damage on this mechanism. By my
count, it takes around twenty hits to destroy the red dot. Once this dot is
shattered, the scene continues to scroll to the right. Be aware that even if
the boss is defeated, the yellow dots will keep firing in Duke’s direction.
Do not forget to smash the grey grid case that is to the right of the mid-
mission boss. This case contains Ammo.
Continuing to the right, we witness the return of Laser Guns and Mechanics.
When you’ve made it past these nuisances, Duke is automatically taken down
that rainbow corridor to face the mission boss.
Boss fight:
This guy looks like Duke’s twin, only he is wearing a purple jump suit with
yellow trim. This dude is quick as he moves left to right, and even crouches,
as he administers karate chops with what appear to be blades instead of hands.
His second attack is a continuous spinning kick. Getting in front of him while
he is spinning can trap Duke and inflict continuous damage.
Beating him requires that you avoid standing motionless in front of him for
more than the fraction of a second needed to throw a punch at him. Thankfully,
the punch does not need to be an upper-cut.
You almost need to be able to predict where he will stop in order to land a
hit on this boss. He appears to be most vulnerable right before and right
after having done his spinning kick. He also cannot attack while he is
crouched. Furthermore, punching just to the right or left of him, as he is
moving in that direction, can yield some easy hits. (I got better results on
the right side.)
Of course, using those Flash Bombs is always an option too.
Sending him back to the Ginsu factory takes 20 or so hits. The last 2 or 3
hits appear to stun him, before he falls backwards and continues the tradition
of bosses which spontaneously combust.
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4.4- Mission 4 (Factory)
=============================================================================
This mission begins at what appears to be some sort of industrial
installation. There is a two-level structure in the background. There are
green doors on the lower level and red doors on the upper level. Just looking
at the red doors, you get the feeling that there will be hidden enemies behind
some of those doors. Well, get rid of that feeling. The programmers weren’t
THAT creative.
The mission starts with the expected Mechanics and some Blue Soldiers. The
latter have machine-guns and shoot three-round bursts. A white box, with blue
and red arrows, soon becomes visible. Tear into this container to get Ammo.
When you start seeing Mechanics hugging the ground, be prepared for the
appearance of two more white cases. The first contains Ammo and the second
is...Surprise! It’s empty! Ohh, what a revolting development!
More Mechanics and Blue Soldiers populate the area until you come to a fourth
white case which contains a Grenade Launcher. The background changes to a
green and yellow building as Mechanics insist on keeping Duke company.
A fifth white case is present between two piles of blue cases. This case hides
Ammo. Picking up this ammunition strips Duke of the Grenade Launcher. The
green and yellow wall ends as the clutter of blue cases continues in the
foreground. This goes on for a bit, until an armored vehicle rolls onto the
scene.
Mid-mission boss:
This minor boss is a wheeled APC which launches rockets at Duke. The volleys
of projectiles come in three at a time. Start shooting at the boss as soon as
it becomes visible. Since you probably lost the Grenade Launcher, it is going
to take a whole lotta hits to defeat it and any shots you can get in before it
begins firing will help.
Anyway, keep peppering it with bullets as it travels left to right and the
vehicle will eventually implode (?).
Back to the scrolling scenery as Mechanics continue to run across the screen.
After ten or so of these lowly enemies, Duke is once again transported to the
rainbow corridor before he faces the mission boss.
Boss Fight:
This boss appears to be some sort of robot which is seated on a throne or
other. There are two blue items, which look like discarded trash bags, on each
side of the throne. The boss will manipulate a keyboard, or something similar,
and those trash bags become robots wearing blue trench coats.
Despite the fact that they attack you, do not bother shooting the Trash
Robots. You will simply be wasting your ammo, as these contraptions
continually regenerate and at a fairly rapid rate too.
Rather, concentrate your firepower on the seated boss, preferably at his head,
and you’ll quickly wear away his life bar. Also, keep in mind that the boss
sustains no damage while no Trash Robots are present. Upon defeat, the boss
(what else?) blows up and the Trash Robots crumble to the floor.
=============================================================================
4.5- Mission 5 (Final mission)
=============================================================================
Duke is taken straight into a rainbow corridor. Get ready for a repeat of the
past bosses.
Boss Fight #1:
This boss is a clone of Turtle Head, only his clothes are red. Perhaps blowing
up sent him to hell and he has returned for vengeance. He’s now Turtle Hell-
head.
Anyway, the tactics are the same. Avoid standing in front of him and duck a
lot as you move. Upper-cuts remain the attack of choice on this bozo. The only
difference is the increased number of hits needed to send him back whence he
came from. This incarnation requires 20 to 25 hits before he takes a flying
dive backwards and...wait for it...explodes! (Who’d a thunk it?)
Rainbow corridor interlude.
Boss Fight #2:
It’s the return of the Firebug. Only this time he is wearing a grey jump suit,
which may signify a rise from the ashes left over from your last encounter.
Regardless, you already know how to take him out. Get to it!
Again, 20 to 25 hits are necessary to send this guy tumbling to the floor in a
manner that detonates his body.
Back to the rainbow corridor...
Boss Fight #3:
As expected, a clone of Ginsu Guy is the third boss encountered in this
mission. The only difference is the green suit, which may represent his
regeneration from a past existence where he persisted in making bad choices.
Refer to the Boss Fight of mission 3 for a refresher on how to deal with this
bloke.
Once again, 20 to 25 hits floors this knife wielder who forgot that his blades
are explosive when they come into contact with linoleum.
On through another rainbow corridor.
Boss Fight #4: (Final Fight)
It’s going to be the sitting robot and his Trash Robot flunkies, I can feel
it!
It’s...it’s...some sort of neon blue vomit that is suspended in mid-air. This
cloud of vomit has a small head, two grey circles on each side of the head and
a rack of ribs in the middle. The head is Duke’s target and the rest are used
for the vomit’s attacks.
Firstly, the ribs part and expel a trio of fireballs which travel towards your
last position. Try to get them to come down the middle, since a diagonal
trajectory covers a lot of ground, thereby limiting your movement.
Secondly, those grey circles permit a bad imitation of Doctor Octopus as
mechanical tentacles shoot out to strike you.
The huge problem with this boss is that it can regenerate any lost life and he
does it rather quickly. You can be pounding that fire button like crazy to
take away a couple of his bars and then be forced to let up because of his
attacks. And that is the time when those bars will fill up again.
There is, however, a simple solution to this predicament. First, have Duke
stand just to the right of center – far enough to the right to not be touched
by the fireballs coming down the middle, but not so far that the chest cannon
changes its angle more to the right. Second, make sure the targeting square is
positioned on the bosses head. Third, mash that fire button with everything
you’ve got. This Vomit Cloud’s life should steadily drain away until you get
the concluding enemy explosion.
After your points have been tallied up, you get the following message:
“Congratulations. You have saved the world.
Your bravery & courage are to be commended.
Your video game skills are that of an expert player.
Thank-you for playing “Duke”.
Oh, by the way, we bet that you can’t do it again!”
Uh, I most likely can. But why would I want to?
I thought that pressing the 1 or 2 button would automatically bring me back to
Mission 1, but after a certain time, the credits were triggered instead. You
eventually get a Thank-you and The End screen before the game loops to the
Start screen.
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5- Enemies
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The enemies aren't hard to kill and their variety is quite limited. They will
be described as they appear.
=============================================================================
5.1- Mechanic
=============================================================================
This is the basic enemy. Wearing a cap and a dark jumpsuit with yellow stripes
and matching boots, he travels horizontally across the screen. There can be up
to six of these guys onscreen at once.
The Mechanic’s method of attack is to stop and stand still as he takes one or
more shots at Duke. He is not difficult to hit and sometimes stands still for
quite a while. Some mechanics are lying on the ground and represent much
smaller targets.
One accurate bullet makes the Mechanic throw in his greasy rag.
As you progress in the game, these enemies will start popping up in windows.
=============================================================================
5.2- Tank
=============================================================================
The Tank is usually found in the background. Some of these units are simply
parked there and show no signs of activity. Other tanks move horizontally and
shoot at Duke. Only the shooting Tanks can be destroyed by Duke’s firepower.
=============================================================================
5.3- Blue Commando
=============================================================================
As its name implies, the Blue Commando wears a blue cap and sleeveless suit.
The outfit includes a yellow belt and matching boots.
This enemy is similar to a Mechanic, in that it is stationary when it shoots
at Duke. The difference being that it takes more shots to send him back into
the ether. Some of these commandos wield machine-guns.
=============================================================================
5.4- Grenadier
=============================================================================
This enemy looks like a Mechanic, but wears a yellow hood.
Its attack comprises tossing grenades at Duke.
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5.5- Gunship
=============================================================================
This enemy flies out of the background and towards your character. It is a
helicopter that fires a three-shot burst. After firing, it turns to the left
or right and leaves the screen.
I did not devote much of my time to trying to knock them out of the sky. It is
much easier to simply avoid their fire and wait until they make themselves
scarce.
=============================================================================
5.6- Gun Emplacement
=============================================================================
This installation is comprised of a pair of cannon mounted on a metal
structure. Three or four shots are required to put these cannon out of
commission.
=============================================================================
5.7- Blue Grenadier
=============================================================================
This enemy is dressed like the Mechanic, but with a different color scheme –
blue shirt, pants and cap, with a grey vest and yellow boots. His attack
consists of jumping high in the air before tossing what seems to be a grenade
which does not explode. These projectiles nonetheless cause damage when they
connect with Duke.
He deserves to be taken out just for tossing fake grenades at our hero.
=============================================================================
5.8- Laser Gun
=============================================================================
This mechanical annoyance looks like a security camera that travels
horizontally along a grey track in the background. By far more lethal than a
camera, it fires laser beams on a vertical path.
Shooting just to the right of the Laser Gun (near the wire that seems to power
it) seems to quickly eliminate this pain in the Duke.
=============================================================================
5.9- Blue Soldier
=============================================================================
This enemy looks like a Blue Grenadier, but does not have a grey vest. Also,
he is holding a small brown object which is supposed to be a machine-gun. (Not
convincing at all.)
The Blue Soldier’s attack is a series of three-round bursts.
=============================================================================
6.0- Codes and Cheats
=============================================================================
The only documented cheat I came across was available on GameFAQs and was
submitted by Oblivion from AOC:
“On the title screen, press button 1 on gamepad two to view a hidden menu.”
(I pressed the “J” key on the keyboard.)
The aforementioned menu is labelled “Configuration” and lists the following
options (use the D-pad to toggle between options and to make selections):
- Player: This is the number of lives you begin with. The choices range
from 1 to 3. 2 is the default selection. Obviously, 3 looked pretty good
to me.
- D-Punch: This is number of Flash Bombs you begin the game with. The
choices vary from 1 to 4. 3 is the default selection.
- Credits: This is the number of continues you have. The choices vary from
1 to 4. 2 is the default selection. Another no-brainer. I immediately
set this to 4.
- Level: This represents the game’s difficulty level. The choices are
EASY, NORMAL and DIFFICULT. EASY looked somewhat tempting.
- Sound Test: This permits the testing of sound effects. The choices vary
from 81 to 89. I have no idea why the programmers chose to ID these
sound bites in this fashion. I mean, are there 80 useless sound effects
in the game?
- Exit: Permits you to leave the menu and return to the intro screen.
=============================================================================
7.0- Frequently asked questions
=============================================================================
This section will be developed as readers send in some feedback and need more
information on specific aspects of the game.
=============================================================================
8.0- Version history
=============================================================================
Version 0.5 - Started FAQ/Walkthrough on September 14, 2016.
Version 1.0 - Completed the FAQ/Walkthrough on September 22, 2016.
Submitted to GameFAQs on September 24, 2016.
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9.0- Legal Section
=============================================================================
This FAQ 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.
This document should only appear on GameFAQs and Neoseeker, if you find this
FAQ on another website, please inform me about this by e-mail at
[email protected] .
This document is Copyright 2016 Jose Laflamme.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
=============================================================================
10.0- Credits/Thanks/Other Stuff
=============================================================================
-Thanks to Joni for writing the Alien Syndrome FAQ from which the format for
this FAQ was derived.
-Thanks to the game and its producers, Seibu Kaihatsu and Sega for making the
game.
-If you think anything is missing in this document then please e-mail me about
it with the heading "Dynamite Duke Hawk F/W contribution". I'll give you
credit, of course. However, if you don't want your name mentioned then I'll
just put "anonymous contributor" in place of your name.
-If you're gonna e-mail me any comments (good or bad) or questions about this
document, then have the heading be "Dynamite Duke F/W C/Q".
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11.0- Conclusion/Donations
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I do hope that you’ve enjoyed reading and using this FAQ to get you through
the game. I did my best to make it as informative and precise as possible, all
the while striving to keep it entertaining. However, I cannot deny that
preparing a document of this magnitude is quite a task. Therefore, here is
something that I’ve seen in some other FAQs.
Below is an email address for people who wish to make a donation to further my
efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for
trusting my work and don’t be shy about giving me any feedback.
Paypal address:
[email protected]
THE FUN NEVER, EVER STOPS.
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